Current Character Background: Ellen Beorn Frith

Future Genre Types: Imperial Space - Humanitys presence among the stars is no longer new. Space has been settled for centuriesperhaps even millenniaand vast interstellar empires dominate known space. These powerful states control hundreds or thousands of star systems, bound together by reliable and relatively economical faster-than-light travel. For governments, militaries, and commerce, interstellar travel is routine. For most civilians, however, life begins and ends on a single homeworld they will never leave. War is a constant feature of imperial life, though it rarely reaches civilian populations directly. Instead, its effects are felt through political upheaval, resource shortages, conscription, and shifting allegiancesoften more disruptive than invasion itself. Technological development may have plateaued or slipped into stagnation; innovation is rare, and new discoveries seldom change daily life. In some regions, ancient technologies persist long after their creators are forgotten, while critical knowledge slowly erodes. Interstellar conflict is frequent, fought between rival empires, against xenophobic alien powers, or by rebels and insurgents struggling to overthrow entrenched, authoritarian regimes. FeaturesBackgrounds:Characters come from many walks of life, though a large number of adventurers have military experience.Alien Presence:The role of alien races varies by setting. Some universes teem with countless species, others are largely human-centric, and some may lack sentient aliens entirely. Personal Spacecraft:When an encounter grants the character a personal spacecraft, roll {1d10}. On a result of 410, the ship is reasonably up to date with current technology. On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.

Character Species: Human-Like - These beings so closely resemble human-kind that only a few characteristic features set them apart, such as pointed ears or an exotic skin color. Typical of aliens from games based on TV shows.

Tech Level: First Stellar Age - Faster-than-Light (FTL) drives drastically reduces travel time between stars, but months, even years are still needed for interstellar travel. Exploration/colonization of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans.

Home Culture: Barbaric - Barbaric cultures live by the cruel exploitation of others. They can be found at any Tech Level, though they are more common at lower levels. Barbaric cultures are typified by charismatic dictators, feudalism, divine right of kings and so on. Power is secured and maintained by violence and tear. Rights for those without power are unheard-of. Cruelty is commonplace. Sentient life has little value, except on the slave market. Although it is possible that Barbaric cultures might develop their own technology, It Is lust as likely for them to take it from another culture by force. Typical Barbaric cultures might be pirate outposts, Post Holocaust enclaves, and most Lo-Tech societies. Gameplay Benefits: Character learns weapon use (usually a gun or other hand weapon) (additional skills, GMs Discretion). {1d6}. On a result of 56. select one Darkside personality trait. Add +1 bonus to character's Strength and Constitution attributes for merely surviving to adulthood. Roleplay: Barbaric cultures approach life with savage gusto, They live, love, fight, eat and drink like there may be no tomorrow. Barbaric characters commonly dislike and persecute members of other races, classes or cullures whom they perceive tie be weaker than they are. Survival Skills: (additional skills, GMs Discretion).

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

Social Status: Nobility: Commoner - Commoner/Not of a Noble Line

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: One Parent - One Parent

One Parent Family: Father - Father

Siblings & Birth Order: 4 - first of 5

Home World: Frontier World - Frontier World

Home World Types: Forest world - Covered by huge tracts of virgin forest.

Place of Birth: Combined Exotic Location - The character is born in a bizarre or rare setting. See below for two results from Exotic Places, and combine them into a single location.

Exotic Birth Place: Sewers - The character is born beneath the streets, in tunnels, drainage systems, or waste channels.

Exotic Birth Place: Another Dimension - The character is born in a different dimension and is transported to this world {1d4} years after birth.

Unusual Events at Birth: 1 event

Unusual Births Events: Character has since found out that there is something about his birth that is not true.

Parents/Family Details: Both parents within the household have an occupation.

Parent 1

Appearances: Hyperintense - The character reacts to situations with obvious urgency or emotional intensity.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Interpreter: speaks several important languages fluently. Is probably attached to a government office or a large corporation. Speaks {1d4} languages

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Injuries, About this Injury ...: Chronic Pain - The injury causes constant pain. Without painkillers or relief, the character must succeed on a check to perform actions requiring concentration.

Serious Wounds/Injury: Severed Left Leg - The character permanently loses their left leg. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.

Serious Wounds/Injury: Facial Scar (Distinguished) - The character bears an impressive facial scar that enhances their presence or mystique. Apply an appropriate Charisma bonus (GM discretion).

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.

Rivals: Who?: An enemy of the family.

Rivals: Why?: They seek the same goal.

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

Sibling 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Laborer: Mail room worker

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

Appearances: Flashy Appearance - The character wears excessive jewelry, bold accessories, or prominent designer labels.

Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).

Noteworthy Items of Parents/NPCs: NPC has an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. The working out of a personality trait. - Neutral Trait

Personality Traits: Neutral: Aloof - Aloof: distant from others, even cold.

Sibling 2

Appearances: Severe Dress - The character favors strict, no-nonsense clothing with no ornamentation.

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Technician: Aerospace

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood

Death Situations: The deceased sacrificed his or her life - To save the character from death.

Death Situations: Special Circumstances: No special circumstances surround this death

Sibling 3

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Retail Worker: a store clerk or cashier.

Noteworthy Items of Parents/NPCs: NPC is noted for his extremely unusual personality. Link the Exotic Personality Traits together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Figures of Speech - Constantly fills his conversations and pronouncements with colorful phrases, often based on homey sayings, like "Dance 'til the cows come home," or "Thick`ern spice fleas on a Denevian skwawbak."

Noteworthy Items of Parents/NPCs: Devotes time to a hobby.

Hobbies: Type of Hobby: Cinematography (film making and appreciation).

Hobbies: Degree of Interest: Consuming Passion. This activity is a focal point of the character's life Character will spend ({1d6}+2)x10% of his total income on this hobby and may have to be forcibly pried away from the pursuit of the hobby.

Hobbies Hobby Proficiency: Devoted:

Sibling 4

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Paleontologist

Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.

Talents, Mutations & Alien Abilities: Inborn Skill Talent - The character is born with a natural aptitude for a specific skill. See Unusual Skills. The skill begins at moderate proficiency.

Unusual Skills: Social Dancing - Skilled in both formal and informal styles of dance across multiple cultures.

Significant Childhood Events:

A change or upheaval occurs in the characters family. Character changes locale. The move is across the galaxy.

Significant Childhood Events: Characters parents split up. Mother leaves, Father remarries in {1d4} years

Significant Childhood Events: Something good happens to the character. The character inherits a large sum of money 10 times what the characters normal starting money would be.

Significant Childhood Events: Characters parents split up. Father leaves, Mother remarries in {1d4} years

Significant Adolescence Events: Service to a Patron - The character enters the service or influence of a patron during adolescence.

In the Service of - Who is the Patron: A retired senior military officer.

In the Service of - Why a Patron: The patron has a sexual interest in the character.

In the Service of - What happened: Patron provides for character's formal education (Increase additional experience, GMs Discretion.)

Education : Typical Education. See Occupation for area of study.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: General Practioner

Significant Adulthood Events: Corporate Heir Targeted - The character inherits stock and a board seat in a powerful hi-tech corporation. The board resents the character and seeks to remove or eliminate them.

Significant Adulthood Events: Military Service Press-Ganged - The character is forcibly recruited to meet a military quota.

Military Duties: Branch of Service: Army - Battle Armor. Infantry in powered armor.

Military Skills: Combat Skills: Endurance Exercises. For each the character gains this skill, the character can improve his Constitution attribute. (bonus GM's discretion)

Military Skills: Combat Skills: First Aid Training

Military Skills: Special Survival Skills: Trailing (following someone unseen).