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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Alien, Radially - Radially symmetrical. A starfish is an example of a radially symmetrical being.
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: Dynamic - This is a culture marked by rapid growth, development and expansion. New lands or worlds are being discovered and claimed. Technology is advancing by leaps and bounds, often progressing a full Tech Level within a generation or less. However, the fast growth also outpaces the ethical application of the new discoveries, leaving the culture wide open for future disasters. Governments are similar to Developing cultures, but access to political power moves out of the grasp of common people. Class stratification still exists as fewer and fewer people profit from new discoveries. It is a time of "Humanistic" theology, imagining the people of the culture to be the apex of creation, the "gods" of their universe. Gameplay Benefits: {1d6}. On a result of 3-5, select one Neutral trait. On a result of 6, select {1d3} Neutral personality traits and one trait Darkside Trait. Roleplay: Dynamic cultures are often self-centered, caught up in the wonderfulness of themselves. In their eyes, they can do no wrong. It is a culture of great Ego, one that believes that great risk taking and great intellect should earn greatthem reward. Moral bankruptcy has begun. A character from such a culture might share those values. Emphasis is placed on Neutral values.Survival Skills: (additional skills, GMs Discretion).
Social Status: Well-to-Do - These folk are the upper end of the middle class. They typically own larger homes, have a household servant (a cook and/or maid), have conspicuous private transportation, and travel abroad (including interplanetary or interstellar travel). They often own more than one well-appointed home in more than one city. Their children are privately educated and attend prominent universities. Luxuries include elegant furnishings, artwork, libraries, parties, fine clothing, and some exotic foods. This class includes younger offspring of Nobility, highly skilled craftsmen and technicians, high-ranking military officers, successful merchants, ship owners, high-ranking clergy of prominent religions, high-level office and government workers. Outward appearances are often the be-all and end-all of this Social Status and these folk may try to act like they are Wealthy. A strong tendency hereto look on lower Social Statuses as something bordering on "unclean" and to attempt to associate only with those of equal or higher status. Of all Social Statuses, Well-to-Do folk are probably the least tolerant of their children becoming adventurers.
Social Status: Nobility: Nobility - Nobility: The character is a member of a titled Noble family, the aristocracy of old. These folk have fancy titles, and are generally better off than their fellows. Follow the instructions below to select titles, lands and so on, then return here.Special Instructions: Determine the Noble title of the characters parents and other items of importance to Nobles. Gameplay Benefits: Literacy chance is +30% over the base Tech Level + Social Status chance. A Noble character has a 50% chance to have a strange personality quirk, see Exotic Personality Traits. Roleplay: Nobles, by definition, are supposed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving parasites, tolerated only out of tradition. Read the roleplay guidelines under Nobles for further help in roleplaying this character.
Nobles: Noble Notes: Kahn (Kahna): Powerful nomad. Rules a great tribe or tribal federation.
Nobles: Sphere of Influence: Planetary: influence affects the entire planet.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Dislike something - See Phobias below for what the character doesn't like. This is not a fear, but is instead something the character does not care for.
Exotic Personality Traits: Phobia: Infection (Mysophobia)
Birth Legitimacy: Illegitimate - Illegitimate Birth
Family Members: None - None known. Left to fend for self. Change Social Status to Destitute (increased Survival Skills).
Siblings & Birth Order: 5 - fifth of 6
Home World: Colony World - Colony World
Home World Types: Water world - Mostly oceans and small islands.
Place of Birth: Foreign Land - The character is born far from their familys homeland, culture, or species place of origin. See below for where in the foreign land.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household does not work. Other parent works. For an NPC or single parent household: Head of household (NPC) has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis. For the primary occupation, see below.
Sibling 1
Appearances: Unattractive - The characters appearance is commonly regarded as unpleasant.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Paranormal
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC has married more than once, current spouse is number (roll {1d4}).
Sibling 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Bar Owner: runs a bar, pub or tavern where drinks and food are sold.
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 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: Allergy - Allergy
Exotic Personality Traits: Allergies: Dust. Additional symptom of constant sneezing.
Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction
Exotic Personality Traits: Mental Affliction: Severely Phobic - Unreasoning, obsessive fear of something of the GM's choice.
Sibling 3
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Beggar
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Outdoorsman: Fishing
Hobbies: Degree of Interest: Devoted. Given a choice, this is how the character spends his free time. About 10 to 15% of total income is spent on this hobby.
Hobbies Hobby Proficiency: Devoted:
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
Sibling 5
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Public Safety: Special Weapons And Tactics
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.
Significant Childhood Events:
Character runs away from home ... but returns after {1d6} years.
Special Childhood Events: Characters best friend is a family robot. The clunky, but faithful old machine becomes his companion.
Companions. Who?: A professional adventurer. If the Companion is relatively more powerful than the character, assume that the character is his Companion.
Companions: Why?: Companion feels a need to protect the character.
Companions: What?: Gung-ho Joe: Enthusiasm is not his middle name, it's his first. Always ready for adventure, willing to leap into the fray and face unbeatable odds.
Artificial Persons: Primary Function: Cleaning Robot.
Artificial Persons: Intelligence Level: Hyper-Aware. The machine's capabilities and potential exceed those possible by living beings.
Artificial Persons: Body Type: Biosynthetic. This is an amalgamation of living tissue and electronics similar to a cyborg. Unlike a cyborg, the biosynthetic is made of tissue grown and shaped in a laboratory and was itself never part of a living being.
Significant Childhood Events: Head of household is made an advisor to a local ruler.
Significant Childhood Events: Character has an adventure (or misadventure) on another planet. See details on Otherworld Events.
Otherworld Events: Other Worlds: Airless rock-ball. Like Earth's moon, this is heavily cratered.
Otherworld Events: Reasons for Being Here: Business trip. The characters job brings him here for an important meeting.
Otherworld Events: Events: While alone, the character stumbles onto the ruins of an ancient, lost alien civilization. The ruins themselves are a blank in the character's mind. He doesn't remember what happened there, only that afterwards, he was somehow changed ... Although initially unchanged, the character seems somehow "alien." Gain {1d3} Psionic abilities
Psionics: Psychometry: The ability to learn the past history of an object or person by touching it.
Psionics: ESP: Sense the surface thoughts of other minds. Detect the presence of others.
Psionics: Clairvoyance II: To see or sense things occurring at a distance not normally possible with normal senses. The character may select what is wished to be seen and receives clear sensory impressions from wherever the point of visual reference is placed.
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
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: Administrator/Manager: Oversees the operations of a large scale business or other organization.
Significant Adulthood Events: Corporate Heir Targeted - The character inherits stock and a board seat in a powerful hi-tech corporation. The directors dislike this `outsider` and seek to either remove him from the board or `elimininate` him.
Significant Adulthood Events: Blacklisted - The character is officially barred from doing business with a major organization or network.
Other Groups - Factions: Alien Political Organization - A non-human civilization or alliance with its own laws, customs, and interests.
Personality Traits: Neutral: Studious - Studious: studies often, pays attention to detail,
Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.
Personality Traits: Neutral: Dependent - Dependent: needs others around him.
Personality Traits: Darkside: Cheat - Shortchanges others of their due.