Current Character Background: Nero Dega

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: 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: 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: Extremely Wealthy - They have heaps of money. Tthey view the merely Wealthy as cheapskates. Extremely Wealthy folk own estates the size of small countries, have armies of servants (and often at least one army), throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, world rulers, owners of huge, grosslysuccessful, multi-national or even multiplanetary, heavily diversified corporations. Chances are that a character from this Social Level will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. Although cliche, the "spoiled rich" kid could easilyf it this character. Also see Wealthy roleplay guidelines.

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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Creche - Communal child-rearing.

Siblings & Birth Order: 7 - third of 8

Home World: Core World - Core World

Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.

Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.

Unusual Events at Birth: 1 event

Unusual Births Events: Character's mother attempted to kill character immediately after birth, but was prevented. No justification was given at the time for her behavior.

Parents/Family Details: Head of household has one occupation.

Sibling 1

Occupations Selection: Job is based on the future history of the game system.

Final Frontier Occupations: Security Specialist: A company policeman, security guard or even a private investigator.

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

Serious Wounds/Injury: Lung Damage - The character suffers damaged lungs, causing painful coughing and breathlessness after physical exertion (running, fighting, climbing). Without medication, concentration checks are required to perform focused actions.

Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.

Bionics: Replacement Parts: Left Hand - Cyber Left Hand

Bionics: Function: Enhanced Function - (10% Malfunction Rate) The cybernetic part exceeds normal organic performance. It enhances any related skills or attributes (GM discretion) while otherwise functioning like the original body part.

Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.

Serious Wounds/Injury: Severed Right Hand - The character permanently loses their right hand.

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: Insect Bites/Stings. Multiple bites or stings, increase the reaction level by one.

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

Serious Wounds/Injury: Body Scarring - The character is covered in visible scars. See below for Body Locations.

Body Locations: Right Arm

Serious Wounds/Injury: Severe Disfigurement - The injury leaves the characters face or body badly distorted, unsettling to look upon.

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Astrophysics

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

Hobbies: Type of Hobby: Sports and Athletics: Swimming (water or freefall)

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: Casual:

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: Calm - Difficult to anger, a peaceful spirit.

Sibling 3

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

Blue Collar & Moderate Income Occupations: Construction Professional: Electrician

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Aerospace

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

Talents, Mutations & Alien Abilities: Good Luck Presence - The characters presence subtly improves outcomes. Allies within 20 feet gain bonuses to skill rolls or non-skill checks (GM discretion).

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for an exotic personality trait.

Exotic Personality Traits: Categories: Phobia - Phobia

Exotic Personality Traits: Phobia: Darkness (Achluophobia)

Sibling 5

Occupations Selection: Occupation Group Special Income Jobs

Special Income Occupations: Author: this indicates a successful writer. Most practitioners of the literary arts are paupers.

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

Appearances: Stooped Posture - Poor posture causes the character to hunch or slouch habitually.

Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.

Sibling 6

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Administrator/Manager: Oversees the operations of a large scale business or other organization.

Noteworthy Items of Parents/NPCs: Accomplishing a future event.

Significant Adulthood Events: Military Service Bureaucratic Error - The character mistakenly believes they are applying for a civilian government job and ends up enlisted.

Military Duties: Branch of Service: Aquatic Navy - Gunnery.

Military Skills: Combat Skills: Learn additional weapon skin of choice.

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: Aquatic Naval Skills: Sail large craft.

Military Skills: Vehicle Skills: Trick driving. Special stunts & survival tactics,

Military Rank: Staff Sergeant/1st Class Petty Officer

Military Experience: Character re-enlists in his branch of service for another four year hitch and he is promoted one rank.

Military Duties: Branch of Service: Aquatic Navy - Field Technician. On-site repairman.

Military Skills: Combat Skills: First Aid Training

Military Skills: Aquatic Naval Skills: Gunnery. Use & Maintain the oreboard weapons systems.

Military Skills: Aquatic Naval Skills: Sail large craft.

Military Skills: Aquatic Naval Skills: Climbing

Military Rank: Staff Sergeant/1st Class Petty Officer

Military Experience: Conflict! Character is involved in a major battle. (See Battle Ready!)

War Time: Character was a coward in battle. No one else noticed, but he must live with his actions.

Military Duties: Branch of Service: Aquatic Navy - Field Technician. On-site repairman.

Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)

Military Skills: Aquatic Naval Skills: Sail large craft.

Military Skills: Aquatic Naval Skills: Navigation.

Military Skills: Aquatic Naval Skills: Computers. Operate, program and maintain them

Military Rank: Sergeant major/Master Chief

Military Experience: Characters unit is involved in numerous minor skirmishes and police actions.

Military Duties: Branch of Service: Mercenaries - Gunnery.

Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)

Military Skills: Combat Skills: Field repair of weapons and armor.

Military Skills: Special Survival Skills: Find food (plant & animal).

Military Skills: Special Survival Skills: Specialize in survival in a specific environment. Choose hostile, forest, jungle. desert. mountain, or winter.

Military Rank: Private FC/Seaman/Spaceman

Military Experience: Disease ravages the army. The character becomes sensitive to the cold and damp. (Penatly at GM's discretion)

Military Duties: Branch of Service: Aquatic Navy - Special duty. Special duty. (See Special Duties)

Military Duties: Special Duties: Recon. Like the Rangers, they are adept in the Wilderness, but theirfocus is information gathering and not as much on combat. CD 6

Military Skills: Combat Skills: Learn additional weapon skin of choice.

Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.

Military Skills: Special Survival Skills: Find water (know it Its drinkable).

Military Skills: Special Survival Skills: Improve an existing military skill

Military Skills: Combat Skills: Improve an existing military skill (bonus GM's discretion)

Military Skills: Aquatic Naval Skills: Sail large craft.

Military Skills: Aquatic Naval Skills: Climbing

Military Skills: Aquatic Naval Skills: Communications.

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: The Character's best friend dies at his side.

War Time: An act of the character reverses the battle's outcome - a winning battle lost

War Time: The character's side is utterly destroyed. Character is demoted one Rank.

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. A significant event from the past.

Significant Adolescence Events: Civil Unrest & Conscription - Due to an unpopular war with another planet in the system, public assistance is terminated and all able-bodied adults are drafted. Bloody riots erupt in poorer sectors. The characters family is deeply involved in the uprisings.

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

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: Commoner - Commoner/Not of a Noble Line

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: Secret Policeman: undercover arm of the law.

Sibling 7

Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Contractor: oversees the construction of private and public buildings.

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

Appearances: Plain - The character is neither notably attractive nor unattractive.

Appearances: Infirm - The character suffers from a visible, recurring illness or conditioncoughing, tremors, sores, discoloration, or other obvious symptoms.

Appearances: Extremely short - The character is far shorter than average.

Significant Childhood Events:

Character has a misadventure on another planet.

Otherworld Events: Other Worlds: Volcanic world. Active volcanism everywhere.

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 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: Dog

Unusual Pets: Abilities: Pet has unusual size. - pet is unusually large for its species (even gigantic).

Significant Childhood Events: Something bad happens to the character. Character is sexually molested by an adult.

Others: Someone known primarily by occupation / co-worker / client

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Significant Adolescence Events: Alien Reward - A mysterious but benevolent alien rewards the character for a selfless act with partial plans for a marvelous device.

Techno-Wonders: Anti-gray. This equipment uses the force of gravity against itself, causing things to float off the ground.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Business Owner: The type of activity the business performs is below. If the result makes no sense or is too difficult to work out, reroll. The character does not actually do this service, but has employees who do it.

Low Income Occupations: Tavern or Bar Employee: Housekeeper

Significant Adulthood Events: Special - Special Events of Adolescence.

Special Adolescence Events: A future history-specific event occurs: Post Holocaust Events.

Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,

Personality Traits: Neutral: Aesthetic - Aesthetic: possessions are unnecessary.

Personality Traits: Neutral: Conservative - Conservative: restrained, resistant to change for change sake, traditional valued, individualistic

Personality Traits: Darkside: Liar - Hardly ever tells the truth.

Personality Traits: Darkside: Obstructive - Acts to block others actions.

Personality Traits: Lightside: Teetotaler - Abstains from drinking alcohol.