Current Character Background: Wade Arntz

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Spacefaring Age - Unself-aware artificial intelligence is now found in some large computers. Most planets and major satellites in the solar system contain autonomous colonies or independent "nations." Sublight "manned" exploration of near-by stars begins.

Home Culture: Decadent - These are cultures past the peak of their prime. Decay, particularly moral decay, has begun to set in at all levels of society and the people have become pleasure-loving and jaded. Tech Level remains constant, but few significant gains are being made. Governments are commonly those which function best with multiple layers of carefully partitioned authority and responsibility (like Bureaucracies, Corporations, and Democracies). The government becomes self-perpetuating and heedless of the people's needs. Although government support of the Poor is predominant, previously common civil liberties and government services begin to disappear. Inflation and unrestrained crime are often rampant. Gameplay Benefits: Street-smarts, survival in the streets, come naturally to this character. Give him additional skills in Urban Survival skill (additional skills, GMs Discretion). {1d6}. On a result of 1-3, select one Darkside trait. On a result of 4-5, select {1d3} Darkside personality traits and one Neutral Traits. On a result of 6, treat as a result of 4-5 but also select one Exotic Personality Traits. Roleplay: It is not uncommon for citizens of these cultures (even the lowliest slaves and street folk) to believe that their culture is not only at its dynamic prime, but that it and they are vastly superiorto everything else. A character from this culture could easily have a haughty attitude, looking down his nose at everything. Simple pleasures might easily bore a person from this culture. On the other hand, they could be so foreign to the character that they intrigue him to no end. Survival Skills: (additional skills, GMs Discretion).

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 unwittingly got involved with criminal activity and realized it was a drime too late.

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: Sexual Offense, Pornography Production - The character created or distributed illegal pornography. Penalty: {1d6} years imprisonment.

Crimes: Crimes and Criminal Type: Sexual Offense, Cultural Taboo Violation - The character violated local sexual customs or taboos. Penalty: {1d4} years imprisonment.

Crimes: Crimes and Criminal Type: Smuggling - The character transported illegal or restricted goods. Penalty: {1d6} years imprisonment.

Underworld Experience : Events: A key gang boss is hit (slain) and the character is blamed. Members of the slain boss's gang seek the characters death.

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: Baronet (Baroness): Below a baron, given to commoners.

Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Slob - Unconcerned about the appearance of his person or property. Tends to be disorganized where belongings are involved, takes longer to find things (though he may be a master of the "vertical piling" system in which items are located in a manner similar to geological sedimentation.

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Relatives - More Relatives. Then select {1d6} additional relations from Other Relations.

Other Family Relations: Descendant - {1d4} + 1. The result is the number of generations removed from the character.

Other Family Relations: Neice/Nephew

Other Family Relations: First Cousin - The offspring of an uncle or aunt.

Other Family Relations: Spouse - Spouse (husband or wife).

Other Family Relations: 2nd Cousin - A cousin's child or a parent's cousin.

Other Family Relations: Great Grandparent - Great Grandparent.

Siblings & Birth Order: 7 - seventh of 8

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Forest world - Covered by huge tracts of virgin forest.

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: Occupation Group - Low Income Jobs

Low Income Occupations: Household servant: Gardener

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: Jaded Tastes - The character develops a taste for exotic, rare, or expensive pleasures at an early age.

Exotic Personality Traits: Addictions: Barbiturates

Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.

Exotic Events: Character is mistaken for the missing offspring of a powerful leader and is taken to live in the leader's household. The missing offspring is the leader's heir. At first, he decides to maintain the ruse. Then, after {1d6} years something happens. The leader is assassinated by rivals. The character is named heir apparent, but is under suspicion for killing the ruler. However, the assassins may strike again!

Parent 2

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Astrophysics

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

Significant Adulthood Events: Military Service Volunteer - The character patriotically volunteers for military service.

Military Duties: Branch of Service: Space Navy - Marines. Shipboard soldiers.

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: 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: Find water (know it Its drinkable).

Military Rank: Sergeant major/Master Chief

Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a multi-faction civil war The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: Character was a coward in battle. Roll a {1d6}. The character is demoted {1d3} ranks for cowardice.

War Time: The enemy's side suffers light casulties.

War Time: An act of the character reverses the battle's outcome - a losing battle is won.

War Time: Character is the only survivor of his unit.

War Time: The carnage was awesome. {1d100}% of the character's side was killed. The character almost died when he recieved a grave injury. (See Serious Wounds.) He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

Serious Wounds/Injury: Genital Injury - The injury permanently eliminates the characters sex drive.

Bionics: Replacement Parts: Liver - Cyber Liver

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: Duplicate Life - The cybernetic part is visually indistinguishable from a natural organ or limb. It mimics skin texture, coloration, warmth, and movement so perfectly that even the character may forget it is artificial.

War Time: Character sees action, but nothing noteworthy.

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: Victim is thrown into prison because at someone's actions and later dies there - the victim committed a crime against someone and was justly imprisoned.

Death Situations: Special Circumstances: No special circumstances surround this death

Parent 3

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

Final Frontier Occupations: Medical Doctor: Specialist

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

Parent 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: General Practioner

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}).

Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).

Sibling 1

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

Final Frontier Occupations: Ag-Specialist: understands the growing of plants and livestock both Terran and familiar alien species.

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

Noteworthy Items of Parents/NPCs: NPC has a patron.

In the Service of - Who is the Patron: The character's employer.

In the Service of - Why a Patron: The character is part of a complicated wager.

In the Service of - What happened: Patron introduces character to his ward (who is the opposite sex of the character). Character instantly falls in love. See Ah Love!

Ah Love! - The Beloved: Beloved's age is significantly different from the characters - much younger than character.

Falling in Love - Events: Character marries the beloved (players option).

Sibling 2

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

Special Income Occupations: Explorer: goes where no one has gone before.

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

Serious Wounds/Injury: Lost Teeth - The character loses {1d4} teeth, affecting appearance, speech, or eating.

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.

Rivals: Who?: An enemy of the family.

Rivals: Why?: An insult was percieved by one or the other.

Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

Sibling 3

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Laborer: Mail room worker

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: Adolescence Special Event - Determine a special adolescence-specific event.

Special Adolescence Events: Conflicting events occur, both a tragedy and something good take place.

Tragedies : The character is responsible for a death.

Others: A future specific person.

Final Frontier Occupations: Explorer: searches space for habitable planets and mineral resources. Explorer has a 25% chance to own his spacecraft. Ship is a scout ship.

Spacecraft: Space Capabilities: Short range interstellar. Travel to nearby stars only.

Spacecraft: Armament: Well-armed. Carries enough weaponry to make others think twice before attacking it. Has afair offensive strike capability.

Spacecraft: Special Features: Notorious Transponder - The ship is recognized in certain ports, in good ways.

Spacecraft: Liabilities: None - None.

Death Situations: The deceased sacrificed his or her life - To save a relative whose life was endangered by someone's actions,

Death Situations: Special Circumstances: No special circumstances surround this death

Something Wonderful: A miracle (the only possible explanation) gives the character a favorable modification.

Talents, Mutations & Alien Abilities: Rapid Healing - The character heals at twice the normal rate.

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: Flying (Aerophobia) - also fear of the air.

Sibling 4

Appearances: Well-Dressed - Clothing is stylish, well-tailored, and often expensive./p>

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

Blue Collar & Moderate Income Occupations: Engineer: Agricultural

Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.

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

Personality Traits: Neutral: Logical - Logical: uses deductive reasoning,

Sibling 5

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: Technician: Robotics

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's relationship with his family involves one of the following. NPC does not love family or children.

Sibling 6

Appearances: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Household servant: Chauffeur

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: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Packrat - "Say, this looks like it might be useful!" is the battle-cry of this fellow who picks up everything, but never throws any of it away. On the other hand, he always has just the right thing for any situation ... if he can just find it.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Absentminded. The character misplaces things easily the more important something is, the greater the chance it will be mislaid. Items that are set down, dropped or hidden have a 1d20% chance of being lost permanently.

Sibling 7

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Biology

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

Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.

Companions. Who?: A total stranger. See Others.

Others: An alien.

Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.

Others: A robot.

Artificial Persons: Primary Function: Computer.

Artificial Persons: Intelligence Level: Flexible. Can make logic decisions based on information outside its original programming.

Artificial Persons: Body Type: Machine-like. Designed to fulfil a specific task, its form and appearance are tailored to its function. Little concern is given to making it "look" like a classic robot. May include computers, ground vehicles, aircraft, spacecraft, tools, and battle machines.

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.

Companions. Who?: A total stranger. See Others.

Others: A robot.

Artificial Persons: Primary Function: Agricultural Robot.

Artificial Persons: Intelligence Level: Flexible. Can make logic decisions based on information outside its original programming.

Artificial Persons: Body Type: Humanoid. Designed to mimic human shape, but still retain the appearance of a mechanical device. Usually found in robots whose function is to deal directly with human beings.

Companions: Why?: They share the same enemy. See Rivals.

Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).

Rivals: Why?: Rival is jealous of the character's possessions.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Companions: What?: Good of Boy: A down-to-earth type who enjoys simple pleasures like hot food, cold drinks, good company, tall tales, and fast action. Loves a good knock-down fight.

Significant Childhood Events:

Characters parents split up. Father leaves, Mother never remarries

Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.

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: Battle Armor. This powered armor protects against damage and the vacuum of space, enhances physical abilities, and provides several types of weaponry.

Significant Adolescence Events: Family Pressure - The family has ambitious plans for the characters future and expects strict compliance.

Significant Adolescence Events: Encouraged Interests - The family actively supports the characters interests and pursuits.

Education : Outstanding Education.

Occupations Selection: An unusual skill is practiced as an occupation.

Unusual Skills: Calligraphy - Skilled in formal, decorative, or artistic handwriting.

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.

Significant Adulthood Events: Faction Collapse - A group the character relied on dissolves, is destroyed, or fractures violently.

Other Groups - Factions: Planetary Government/Local Regime - A single-world ruling authority with direct control over local laws, security, and daily life.

Significant Adulthood Events: Unusual Weapon Training - The character learns to competently use an exotic or alien weapon unfamiliar to their culture.

Gifts & Legacies: Weapons: A laser pistol (any form of "blaster" pistol).

Personality Traits: Darkside: Argumentative - Starts arguments and fights.

Personality Traits: Darkside: Untrustworthy - Not worth trusting.

Personality Traits: Darkside: Morose - Always gloomy and moody.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Bloodthirsty - Seems to enjoy combat just a little too much, particularly when blood is spilled.

Personality Traits: Darkside: Flippant - Unable to be serious about anything.

Personality Traits: Neutral: Emotional - Emotional: rarefy keeps emotions in check,

Personality Traits: Neutral: Introverted - Introverted: focus one's interests in oneself.

Personality Traits: Lightside: Sober - Serious, plain-thinking, straightforward.

Personality Traits: Lightside: Virtuous - Chaste, pure, of excellent morals.