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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Nomadic - This culture does not build lasting buildings or edifices, but instead focuses its energy on transportation the task of moving its people from place of place. Their governments tend to focus on strong leaders, whose control usually does not extend beyond his clan or tribe. Nomadic folk could easily be interstellar trading clans, rabid biker gangs, or folk who wander the wilderness in armored recreational vehicles. Gameplay Benefits: Character learns to drive or ride the vehicle or beast common to his people (additional skills, GMs Discretion). Character has increases skills in both navigating and pathfinding in his culture's primary environment. A beginning player character has a 40% chance to possess the basic transportation of his people (though it may be in poor shape). Roleplay: A Nomadic character may be afflicted with wanderlust and become uncomfortable when tied down to one locale. A Nomadic character will always feel out of place in a city and often distrust those who live in them. A Nomadic character may have a kind of wild vitality, a lust for life that has been lost by the "civilized."See below of the type of Nomadic Subculture
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: 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 wants to defy authority.
Underworld Experience: Types of Crimes: Organized crime. This is a crime network which sets high morals and standards for its own members, but treats the rest of the world as ripe for plunder. See Crimes below for the types of crimes he regularly commits. The character gains a bonus in a weapon skill of his choice (such as pistol, laser, brass knuckles.)
Crimes: Crimes and Criminal Type: Espionage - The character stole or transmitted state or corporate secrets. Penalty: NPCs have a 50% chance of execution. Player characters receive a life sentence.
Underworld Experience : Events: The character chooses to go straight, ending his life of crime. Still, he is often recognized by criminals who remember him from the "old days."
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Illegitimate - Illegitimate Birth
Family Members: One Parent - One Parent
One Parent Family: Mother - Mother
Siblings & Birth Order: 3 - fourth of 4
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: Forest Birth - The character is born among the trees, deep in a forest or jungle, without the protection of a hut or permanent structure.
Unusual Events at Birth: 1 event
Unusual Births Events: At birth, the character is fitted with a symbiotic alien organism that replaces the function of a body part. Treat living part as if it were bionic.
Bionics: Replacement Parts: Right Arm - Cyber Right Arm
Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.
Bionics: Device Appearance: Exotic Appearance - The cybernetic part is deliberately stylized or alien in appearance, designed to attract attention or project identity.Examples: eyes that shimmer like an insects, limbs sheathed in chrome or crystal, glowing veins, or sculpted, non-human geometry.
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
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: Leader - Leader: takes initiative, can take command.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Virtuous - Chaste, pure, of excellent morals.
Sibling 1
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 was affected by an exotic event which is spoken of often.
Exotic Events: Character kills an alien and as a result the character makes first contact with an alien race (See Aliens). This encounter greatly affects all future relations with the beings. The aliens are furious and demand that the character be punished.
Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Job Loss - The Character loses their job due long term recovery from an accident.
Sibling 2
Appearances: Hyperintense - The character reacts to situations with obvious urgency or emotional intensity.
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 an exotic personality trait.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Fumble-fingers - Regardless of his Dexterity attribute or skills, this fellow is often clumsy with things he holds in his hands. At the worst moments, they seem to slip or more likely, flip out of his hands. The base chance is {1d4} x 10%.
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: A relative. See Other Relations.
Other Family Relations: Descendant - {1d4} + 1. The result is the number of generations removed from the character.
Rivals: Why?: They love the same person.
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 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Philosopher: a thinker, a sage, or even a theologian probably associated with either a religious institution or a school of higher learning.
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: Immoral - Lecherous, lawless, devoid of morals.
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: Exotic Personality Development - The character begins exhibiting an unusual or alien personality trait.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Open spaces (Agoraphobia )
Significant Childhood Events:
Something Wonderful Occurs.
Something Wonderful: While repairing the family home, the character discovers a item.
Gifts & Legacies: A suit of light flexible, metallic body armor.
Significant Childhood Events: Character exhibits symptoms of an exotic personality.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Food - an unusual food like caviar, algae antipasto, jalapeno pepper soda, synthetic pizza, etc.
Significant Adolescence Events: Family Loved - The character is loved and supported by parents or guardians.
Significant Adolescence Events: Family Debt to an Organization - The family owes money, favors, or service to a group, indirectly binding the character.
Other Groups - Factions: Military Veteran Order - A formal military organization of surviving veterans with shared loyalty and history.
Other Groups - Factions, Military Orders: Oathbound Survivors - Veterans bound by a secret wartime oath that still dictates their actions.
Significant Adolescence Events: Exotic Personality Development - The character begins exhibiting an unusual or alien personality trait.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Energy Radiation - Nuclear Radiation
Education : Outstanding Education.
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: High Class Prostitute
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: Postal Worker: Ensures that communications are transferred and delivered.
Significant Adulthood Events: Exotic Tastes - The character develops jaded or expensive tastes for unusual pleasures.
Exotic Personality Traits: Addictions: Fantasizing (excessive) as opposed to dreaming,
Personality Traits: Neutral: Precise - Precise: always exacting.
Personality Traits: Neutral: Loquacious - Loquacious: talks and talks and talks and
Personality Traits: Neutral: Materialistic - Materialistic: puts emphasis on possessions.
Personality Traits: Darkside: Egotistic - Proud and conceited.
Personality Traits: Lightside: Altruist - Selfless concern for others' welfare.
Personality Traits: Lightside: Wise - Understands what is true, right or lasting.