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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: 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
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Relatives - More Relatives. Then select {1d6} additional relations from Other Relations.
Other Family Relations: Ancestor - {1d3} + 1. The result is the number of generations removed from the character's grand parents (Great Grandparent, Great-great Grandparent, etc.).
Other Family Relations: Parent - Parent.
Other Family Relations: Grandparent - Grandparent.
Other Family Relations: 2nd Cousin - A cousin's child or a parent's cousin.
Other Family Relations: Parent - Parent.
Other Family Relations: Sibling - Sibling.
Siblings: Brother - Brother
Siblings & Birth Order: 1 - Twin
Home World: Colony World - Colony World
Home World Types: Barren world - Rocky and barely habitable.
Place of Birth: Open Field - The character is born outdoors in an open field, plain, or similar terrainno shelter, no building.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Appearances: Cadaverously Thin - The character appears malnourished, sickly, or severely underweight.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
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: Poor Quality Function - 30% Malfunction rate. The cybernetic part functions in a minimal, inefficient, or clumsy manner. It is clearly inferior to organic equivalents. Reduce any skills or attributes affected by the implant (GM discretion).
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.
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Gameplaying: Computer games
Hobbies: Degree of Interest: Sporadic and Variable. Interest runs in spurts, intense at times, totally ignored at others. Character will easily spend 1% of his total income on this hobby.
Hobbies Hobby Proficiency: Sporadic and Variable:
Parent 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
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: 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.
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.
Significant Adulthood Events: Sudden Fame - Due to an event, the character becomes widely known or famous.
Gifts & Legacies: Property: A place of business
Occupations Selection: Occupation Group - Special Income Jobs
Special Income Occupations: Private Detective: Ferrets out hidden information.
Underworld Experience : The Wrong Path: The character is forced into a life a crime by criminals who threaten his loved ones.
Underworld Experience: Types of Crimes: Petty theft. The character and several pals steal things they want or need. They act in violation of any organized thieves guild.
Underworld Experience : Events: The character steals and hides a valuable, but quite distinctive device worth 50 times his normal "starting money." The device has remained hidden until the present (or until a beginning character starts an adventuring career), but when he goes to reclaim the device, it's gone. He discovers that it's now possessed by one of the character's criminal "friends." Reclaiming the device would give the character much money. See TechnoWonders.
Techno-Wonders: Cloaking device. Shields larger equipment, such as a spacecraft or a battlebot from both the naked eye and sophisticated electronic sensing devices.
Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood
Death Situations: Victim dies of starvation - outside circumstances caused the death.
Death Situations: Special Circumstances: No special circumstances surround this death
Parent 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Physics
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: Extroverted - Extroverted: outgoing.
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: Altruist - Selfless concern for others' welfare.
Parent 4
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Instructor: An Occupation.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Astrophysics
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Tragedy - Something terrible happens to the character. See Tragedy Events.
Tragedies : A favorite, possibly valuable, possession vanishes. It was stolen and a fake left in its place.
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.
Significant Adulthood Events: Hobby Addiction - The character is addicted to a Hobby
Hobbies: Type of Hobby: Gameplaying: War games
Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.
Hobbies Hobby Proficiency: Consuming Passion:
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.
Parent 5
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Retail Worker: a store clerk or cashier.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A sealed trunk.
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Tragedy - Something terrible happens to the character. See Tragedy Events.
Tragedies : Alien monsters attack - Alien monsters attack. The character receives a grave injury but survives. He is forced to watch while the beasts drag off {1d4} family members to be used as host bodies for their implanted young (if no family, then guardians or friends).
Serious Wounds/Injury: Genital Injury - The injury permanently eliminates the characters sex drive.
Other Family Relations: Great Aunt/Uncle - Great Aunt/Uncle.
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Mysticism. Belief in the power of self and that mortals can eventually become gods.
Religion: How it Begins: Friend's religion. A friend invites the character to come to his god's temple.
Religion: Religious Events: In a vision, God asks the character to perform a sacred, but dangerous mission. GM should create mission.
Sibling 1
Appearances: Multiple - Multiple features.
Appearances: Cadaverously Thin - The character appears malnourished, sickly, or severely underweight.
Appearances: Unusually Frail - The character appears weak, delicate, or physically fragile.
Appearances: Cadaverously Thin - The character appears malnourished, sickly, or severely underweight.
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Construction Professional: Plumber
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Rough - Rough: unpolished, unrefined.
Significant Childhood Events:
Character runs away from home ... but returns after {1d8} days.
Significant Childhood Events: 1 to 3 more Significant Events occur during this time.
Significant Childhood Events: Family has the a certain attitudes towards the character. Character is loved by parents or guardians.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a distant system
Significant Adolescence Events: Family Ties to a Faction - A parent or guardian is secretly or openly associated with a powerful group, drawing the character into its orbit.
Other Groups - Factions: Scientific Institute/Research Directorate - Research organizations pushing technological boundaries, often with questionable ethics.
Significant Adolescence Events: Parental Separation: Mother Leaves - The parents separate. The mother leaves and father remarries after {1d4} years.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.
Significant Adulthood Events: Special - Special Events of Adolescence.
Special Adolescence Events: A future history-specific event occurs: Final Frontier Events
Personality Traits: Darkside: Violent - Seeks physical conflict
Personality Traits: Darkside: Untrustworthy - Not worth trusting.
Personality Traits: Darkside: Irreverent - Mocks religion and the gods.
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Fetishism & Fixations. Sexually attracted to or excited by an animal.
Personality Traits: Darkside: Impatient - Unable to wait with calmness.
Personality Traits: Darkside: Impatient - Unable to wait with calmness.
Personality Traits: Darkside: Violent - Seeks physical conflict
Personality Traits: Darkside: Spendthrift - Spends money without thought.
Personality Traits: Lightside: Energetic - Does things quickly, with verve.