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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Bestial - A "humanized" version of a common animal, such as wolf-like, cat-like or ape-like beings.
Tech Level: Third Stellar Age - Warriors wield hand-held non-laser energy weapons. Antimatter used to produce power. Faster-than-Light (FTL) communication exceeds speed of starships. Small ships have interstellar capability. Robots are commonly humanoid (or alienoid) in form.
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: 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: The character seeks a lifestyle filled with dangerous thrills and excitement.
Underworld Experience: Types of Crimes: Piracy
Underworld Experience: Pirate Events: An old pirate teaches the character a few tricks about bladed weapon use, giving him increasedskill in knife, sword or energy blade use
Underworld Experience : Events: The character acquires proficiency as a thief (all thieving skills are learned at this proficiency rating). Thieving skills include wall climbing, lock picking, hiding, moving silently, disarming traps, security & surveilance devices, picking pockets, blueprint reading and evaluating stolen goods.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Creche - Communal child-rearing.
Siblings & Birth Order: 4 - fifth 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: Farm Building - The character is born in a barn or other agricultural outbuilding.
Unusual Events at Birth: 1 event
Unusual Births Events: A person of note in the vicinity of the characters home died when he or she was born. Character could be blamed for the death, or he might be presumed to be a reincarnation of the deceased.
Others: A clergyman.
Religion: Religions: Evil Worship. Devotion to the enemy of God.
Religion: How it Begins: Refuge. It was storming. The church was the only warm and dry place with an open door.
Religion: Religious Events: Character makes a pilgrammage to an important but distant shrine of the religion, possibly on another planet.
Parents/Family Details: Head of household has one occupation.
Sibling 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Teacher: teaches children and young people the facts about their world.
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. - Darkside Trait
Personality Traits: Darkside: Self-doubting - Unsure of self and abilities.
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. - Lightside Trait
Personality Traits: Lightside: Enthusiastic - Excited, can't wait to act.
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Government Official: If the occupation appears to be of low status within the government, assume that the character is in charge of all that type of activity for the government.
Government Jobs: City Ruler: a mayor, party chairman, manager, etc.
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: Spendthrift - Spends money without thought.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A musical instrument.
Sibling 3
Appearances: Flashy Appearance - The character wears excessive jewelry, bold accessories, or prominent designer labels.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Loving - Affectionately concerned for others.
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Architect: the designer of impressive buildings, both public and private.
Noteworthy Items of Parents/NPCs: NPC has a patron.
In the Service of - Who is the Patron: A relative from See Other Relations.
Other Family Relations: Great Grandparent - Great Grandparent.
In the Service of - Why a Patron: The patron has a sexual interest in the character.
In the Service of - What happened: Learn an occupation. See Occupations.
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Jack of All Trades: Multi-Craftman
Crafts Table 1: Weaver: makes cloth, usually of natural fibers.
Crafts Table 1: Joiner: makes wooden furniture & cabinets.
Crafts Table 1: Leather Worker: makes leather goods.
Crafts Table 1: Basket weaver: maker of baskets and wickerware.
Significant Childhood Events:
A Fateful event occurs. A Tragedy Occurs.
Tragedies : The character is responsible for a death.
Others: A professional adventurer.
Death Situations: Victim dies of starvation - someone deliberately withheld food.
Death Situations: Special Circumstances: No special circumstances surround this death
Significant Childhood Events: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Swamp world. World covered by endless marshes and swamps, very little "dry " land.
Otherworld Events: Reasons for Being Here: Emergency landing. The ship carrying the character is in trouble and needs to make an unscheduled landing on this remote world.
Otherworld Events: Events: The character befriends an intelligent alien being. The alien is a native of this world. The alien race has been undiscovered until now.
Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.
Significant Adolescence Events: Offworld Misadventure - The character becomes involved in a dangerous or strange incident on another planet.
Otherworld Events: Other Worlds: Hostile world. Something about this world is unsuited to supporting the character's race. Either the atmosphere is poisonous or corrosive or the climate is violently dangerous. Life as the character knows it can only exist in self-contained outposts or in subterranean cavern complexes.
Otherworld Events: Reasons for Being Here: Business trip. The characters job brings him here for an important meeting.
Otherworld Events: Events: The character gets lost in the wilderness. In the weeks that it takes to find him, he gains a bonus to his Wilderness Survival skills. The character gains an alien pet. Remember, the creature is an alien being. if it is found to be a familiar Terran animal, it will only resemble that creature, either in appearance and/or behavior.
Unusual Pets: Types: Robot animal - These are not true creatures, but mechanical constructs designed to look (and often act) like the real animal. See details regarding the robot on Artificial Persons.
Unusual Pets: Types: A mini-dragon
Unusual Pets: Abilities: Pet regenerates damage done to it.
Artificial Persons: Primary Function: Maintenance/Repair Robot.
Artificial Persons: Intelligence Level: Flexible. Can make logic decisions based on information outside its original programming.
Unusual Pets: Abilities: Pet is made of some substance other than flesh and blood. - Plastic (though some parts may be metallic)
Significant Adolescence Events: Family Upheaval & Social Status Shift - A major change occurs within the family, altering the characters Social Status to their current level. The former status is recorded separately.
Social Status: Destitute - These people are considered the dregs of society. They own no property. and may have no fixed home. Some perform no real work and are often unemployable. Others are In bond to a master and live at his whim. Still more barely live off what meager bounty the land provides. These folk may often be a subclass or "race' of one type of being who are discriminated against by their fellows. The chief industry of this crass is foraging and scavenging. This Is survival level - no luxuries. Money is rare and all Income goes toward merely slaying alive. Includes street people, unemployables, serfs, back woods folk. Share croppers, rural bandits, so me slaves, and unfortunate Primitives. Destitute characters may believe that they have no real control over their own lives and exist merely al the whim of others, whether it be the gods, the wealthy or Just anyone who is not Destitute. This attitude might be expressed as hopelessness, or become hatred and revenge against either society or those believed to be the cause of his misfortune.
Underworld Experience : The Wrong Path: The character needs money to pay debts.
Underworld Experience: Types of Crimes: Organized burglary gang. The character is part of a gang, under the direction of gang leaders. The thieves are not a crime network and limit themselves to stealing and smuggling.
Underworld Experience : Events: The character becomes the leader of a gang (or if he is part of a bandit group, he becomes the bandit chief. If a pirate, he becomes a pirate captain).
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Significant Adolescence Events: Household Career Change - The head of the household changes occupations, significantly affecting family life.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
Significant Adolescence Events: Family Relocation & Neighboring System - The family moves to a nearby star system.
Education : Poor Education.
Low Income Occupations: Commercial ground vehicle driver. Trucker, cabbie, chauffeur.
Significant Adulthood Events: Protected by Reputation - A faction intervenes on the characters behalf due to past actions or perceived value.
Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.
Significant Adulthood Events: Protected by Reputation - A faction intervenes on the characters behalf due to past actions or perceived value.
Other Groups - Factions: Military Veteran Order - A formal military organization of surviving veterans with shared loyalty and history.
Other Groups - Factions, Military Orders: Steel Remembrance - A memorial order dedicated to fallen comrades, rumored to pursue vengeance against war criminals.
Personality Traits: Darkside: Liar - Hardly ever tells the truth.
Personality Traits: Darkside: Cowardly - Afraid to face adversity.
Personality Traits: Lightside: Kindly - Warmhearted and friendly.