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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Second Stellar Age - Most stellar colonies are independent of home planet. Faster-than-Light (FTL) drives now capable of rapid jumps between stars, crossing the gaps between stars in a matter of weeks. FTL communication allows information to travel between stars. Powerful non-laser energy weapons found on large ships and battle machines.
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: Two Parents - Two Parents
Siblings & Birth Order: 4 - third of 5
Home World: Colony World - Colony World
Home World Types: Swamp world - Covered by endless marshes and swamps. Earthlike world. Much water, large land masses.
Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Job is based on the future history of the game system.
Final Frontier Occupations: Colony Administrator: oversees a colony.
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. - Darkside Trait
Personality Traits: Darkside: Suspicious - Trusts no one.
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.
Significant Adulthood Events: Alien Mercy - While exploring near home, the character encounters a trapped alien beast and chooses to free it. Later, when the character is trapped by falling debris or a similar danger, the same creature reappears and saves them.
Noteworthy Items of Parents/NPCs: NPC is a military veteran.
Military Duties: Branch of Service: Army - Light Infantry. Unarmored foot soldiers.
Military Skills: Combat Skills: Improve an existing military skill (bonus GM's discretion)
Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.
Military Skills: Special Survival Skills: Camouflage & Concealment. This is an ability to move across a battlefield unseen and hide things In plain sight.
Military Rank: Staff Sergeant/1st Class Petty Officer
Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. Enemy Forces are from a neighboring planet/land. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)
War Time: Regardless of the outcome of this battle, the character performed a successful heroic mission that did real damage tot he enemy's ability to wage war. Because of this, the conflict ends in {1d6} months and innumerable lives are saved.
War Time: Additional Battle Ready Events
War Time: The character's side is utterly destroyed. Character is demoted one Rank.
War Time: Character sees action, but nothing noteworthy.
War Time: The enemy's side suffers light casulties.
War Time: Character was a coward in battle. Roll a {1d6}. The character is demoted {1d3} ranks for cowardice.
Parent 2
Occupations Selection: Job is based on the future history of the game system.
Final Frontier Occupations: Medical Doctor.
Noteworthy Items of Parents/NPCs: NPC is important in home village/town/city, not just another face in the crowd.
Noteworthy Items of Parents/NPCs: NPC has many close friends (Roll {1D12} for their number). These folks usually dwell in the NPC's home town. If the NPC is the character's parent or guardian, they are known as "uncle" or "auntie." Because they are like family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed.
Noteworthy Items of Parents/NPCs: NPC is a military veteran.
Military Duties: Branch of Service: Space Navy - Field Technician. On-site repairman.
Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.
Military Skills: Space Skills: Gunnery. Use & maintain the onboard weapons systems.
Military Skills: Space Skills: Improve an existing military skill
Military Rank: Private FC/Seaman/Spaceman
Military Experience: If the character is not a commissioned officer, he attends Officer Candidate School. If he is a commissioned officer, he is promoted one rank. Character is then reassigned to a combat unit within his general branch of service (Army, Navy, Mercenaries).
Sibling 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Chef: cook for a good restaurant or a wealthy family.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Spendthrift - Spends money without thought.
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
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: Studious - Studious: studies often, pays attention to detail,
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: Stone Age - Fire has found its way into most homes; sharpened sticks and stones form the warriors basic armament; the lever is the most complex machine; domesticated animals provide food and companionship and building villages is coming into vogue. This covers everything from the classic cave man up to pre-Columbian American Indians.
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: A former lover/best friend/love interest/crush.
Rivals: Why?: An insult was percieved by one or the other.
Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
Social Status: Poor - Poor people have comparatively low income. They usually do not or cannot own property. Dwellings may be government subsidized and usually of lesser quality, sometimes due to uncaring landlords who may also be the Poor person's employer. Transportation is usually old and/or previously owned. Non-Nomadic Poor rarely raveland almost never leave the planet (or even town!) of their birth. Luxuries Include nice food, heal, pets and clean water, In some societies, the Poor are but a step above slaves_ Includes most laborers, low-level craftsmen and technicians, soldiers, peasants, public welfare recipients, some landowning farmers, apprentices, and low-level office or shop workers. Poor characters must work hard to keep what title they have, otherwise they would be Destitute. A Poor character might always be concerned about having enough to get by; but the Poor usually have hope that they or their children might have a better life If they can work hard and long enough (though government hand-out programs often sap these folk's image al self worth). Although a character from this Social Level may long for a better life, he or she could be satisfied with the way things are. Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or be superstitious.
Underworld Experience : The Wrong Path: Peer pressure "forces" character to do criminal acts.
Underworld Experience: Types of Crimes: Banditry. The character is part of a gang of rural bandits who prey on the nearby countryside.
Underworld Experience : Events: The character learns the sewers (maintainance conduits) of his home town (or a nearby city) as well as he knows the back of his hand (or tentacle). This knowledge is also useful in other cities, since waste and service systems tend to be built along similar lines.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Chemistry
Significant Childhood Events:
Characters parents split up. Mother leaves, Father remarries in {1d4} years
Significant Childhood Events: Family throws an extravagant birthday party for the character. Everyone who is anyone attends. When all the gifts are recorded, one unusual gift stands alone without a card to say where it came from.
Gifts & Legacies: A piece of clothing.
Gifts & Legacies: Clothing: A belt
Significant Childhood Events: Gain friend.
Others: Government worker.
Government Jobs: Secret Policeman: undercover arm of the law.
Significant Adolescence Events: Fateful Event Tragedy - A defining moment of adolescence ends in loss or disaster. A Tragedy Occurs.
Tragedies : Something terrible happens to the character's lover/best friend. Lover/best friend disappears and is never seen again.
Education : Outstanding Education.
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
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Landlord: owns property, rents it to others. Roll {1d10} for the number of properties owned.
Significant Adulthood Events: Exotic Tastes - The character develops jaded or expensive tastes for unusual pleasures.
Exotic Personality Traits: Addictions: Barbiturates
Personality Traits: Darkside: Angry - Spirit always unsettled, never at peace.
Personality Traits: Lightside: Courageous - Brave in the face of adversity.
Personality Traits: Lightside: Imaginative - A clever, resourceful mind.
Personality Traits: Darkside: Tactless - Speaks before thinking.