Future Genre Types: Post Holocaust - In humanitys slightly less-than-infinite wisdom, the homeworld has been reduced to a smoking, radioactive ruin. Whether through a single catastrophic war, a chain of escalating conflicts, or one disaster too many in failing nuclear systems, the outcome was the same: near-total annihilation. Yet from the glowing ashes of the old world, new civilizations have emerged. The shattered technologies of the ancients now form both the physical remnants and the mythic foundation of these reborn societies. Rusting machines, broken cities, and half-understood relics shape culture, belief, and ambition. Depending on the tone and fantasy level of the campaign, stories may focus on human survivors struggling against one another to reclaim the world, or on sentient mutant animals competing with mutant or so-called pure-strain humans for control of what little remains. Features Technology: All levels of technology may exist or have survived, though pretech primitive societies are far more common than isolated enclaves of ultratech. Cultures: Every culture exists at least as a scattered enclave. The GM may wish to define Technocultures for the worlds societies in advance. Travel: Space travel is unlikely. Unless the GM decides otherwise, any result involving spacecraft or interstellar travel should be modified. Vehicle Substitution: Replace spacecraft with aircraft, boats, sand skimmers, or similar vehicles that serve the same narrative role. Exploration: Travel among the stars is replaced by journeys to distant and exotic regions of the ruined world. Mutants: References to aliens instead refer to the ever-present mutants common to Post Holocaust settings. Rather than using an alien table, the GM should use a custom encounter table to determine mutant types. Character Creation: Each character begins play with a number of mutations, reflecting the altered nature of life in the aftermath.
Character Species: Mutant Humanoid - This is your basic genetically altered human. He's stronger, smarter, and faster than the standard issue human. He's also chock full o' problems.
Tech Level: First Stellar Age - Faster-than-Light (FTL) drives drastically reduces travel time between stars, but months, even years are still needed for interstellar travel. Exploration/colonization of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans.
Home Culture: Developing - This is a culture that is making great strides to improve itself technologically, socially, and morally. Usually it is coming up from Barbarism or making a comeback from Decadence, or Retrogression (see below). A developing Culture is a "civilized" culture. Its governments tavorthose that offer representation of the peoples' interests. Its people are aggressive, have a good self image and a desire to make things better for themselves and their children. These people often place substantial emphasis on the moral concerns of technology development. Gameplay Benefits: {1d6}. On a result of 3-5. select one Lightside trait. On a result of 6, select {1d3} Lightside personality traits from Lightside Traits and one trait from Neutral Traits. Roleplay: A character from a Developing culture could easily be a pioneer, willing to take risks for the good of other people Instead of personal gain. Emphasis is placed on Lightside values. 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 needs money to pay debts.
Underworld Experience: Types of Crimes: Banditry. The character is part of a gang of rural bandits who prey on the nearby countryside.
Underworld Experience : Events: The character's friends are being killed off in horrible ways. Law enforcement officials are uninterested in stopping the killer, since only criminals are being slain. Soon only the character and one other are left.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 8 - fourth of 9
Home World: Frontier World - Frontier World
Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.
Place of Birth: Combined Exotic Location - The character is born in a bizarre or rare setting. See below for two results from Exotic Places, and combine them into a single location.
Exotic Birth Place: Another Dimension - The character is born in a different dimension and is transported to this world {1d4} years after birth.
Exotic Birth Place: Criminal Hideout - The character is born in a secret lair, safehouse, or hidden base used by criminals or fugitives.
Unusual Events at Birth: 1 event
Unusual Births Events: Character's is born immediately after Something Wonderful occurs. Roleplay: Superstitious folk often associate one event with another. Others who know of this occurrence might link the character's birth to the other event.
Something Wonderful: A lasting peace takes hold in the land. If the character is currently in the Military, he is discharged with honors
Parents/Family Details: Head of household does not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.
Parent 1
Appearances: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Pickpocketing - Trained in the discreet removal of valuables without detection.
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: Loving - Affectionately concerned for others.
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 was killed in a fit of blind passion. It is still murder, but the killing may be defensible.
Death Situations: Special Circumstances: No special circumstances surround this death
Parent 2
Appearances: Out-of-Date Clothing - The character dresses in fashions from an earlier era, clearly behind current styles.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
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 has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Sibling 1
Appearances: Overweight - The character is heavier than average.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Dentist: fixes teeth that need repair.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Special Ability - The character possesses a unique, undefined special ability. Details below.
Special Ability: Thermal Immunity - The character is unharmed by extreme heat or cold, within reasonable environmental limits (GM discretion).
Sibling 2
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Artistic Ability - Talented in one or more visual art forms such as drawing, painting, or sculpture.
Unusual Skills: Artistic Skills: Painting and Drawing.
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Unusual Skill Learned - The character acquires an unusual or rare skill. See Unusual Skills.
Unusual Skills: Astrology - Practices fortune-telling or prediction based on celestial movements.
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Visible Injury - The character bears visible signs of a past serious injury. See Serious Wounds.
Serious Wounds/Injury: Left Eye Lost - The characters left eye is destroyed. Depth perception is lost; reduce combat and visual perception skills (GM discretion).
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.
Serious Wounds/Injury: Severed Right Hand - The character permanently loses their right hand.
Sibling 3
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Clergyman: Novitiate
Religion: Religions: Mysticism. Belief in the power of self and that mortals can eventually become gods.
Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Merely a church goer, no serious devotion.
Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A war
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - An attack
Unusual Births Events: Mother died in childbirth.
Death of a Loved One: The Inheritance: The Love One's estate is liquidated to pay off debts. The debts remain unpaid and the character is liable for {1d100} times his base starting money.
Death of a Loved One: The Inheritance: The character recieves nothing. The Loved One's last will and testament condemns the character's lifestyle.
Death of a Loved One: The Events: A mysterious stranger offers to buy any items inherited from the deceased for much more than they could possibly be worth (1d10 x 1,000 credits).
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: Allergy - Allergy
Exotic Personality Traits: Allergies: Fabric. Allergies to wool or other natural and even synthetic fabrics can be unpleasant to the wearer.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Frivolous - Frivolous: flighty, harebrained, rarely serious.
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: Specialist
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
Social Status: Wealthy - These people are rich. They own large estates, have many servants, plush furnishings and large holdings of commercial property. They usually make their money from investments, real estate holdings, commodities and gouging poorer folk. What most lower social levels see as luxuries, they take for granted. This class includes most nobility, merchant princes, high priests of rich cults, owners of very successful companies, political and criminal leaders. A Wealthy character is accustomed to the finer things in life and may be uncomfortable in less-than-elegant surrounds. It may be hard for a Wealthy character to accept someone from a lower Social Status as an equal.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Calligraphy - Skilled in formal, decorative, or artistic handwriting.
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: Additional - Additional Significant Events occur.
Significant Adulthood Events: Caught Between Factions - The character is drawn into a dispute or rivalry between two opposing groups.
Other Groups - Factions: Pirate Clans - Independent or semi-organized pirate groups operating beyond formal law.
Other Groups - Factions, Pirate Clan: Black Sun Marauders - A feared pirate fleet known for brutal raids and scorched-hull tactics.
Significant Adulthood Events: Companion Acquired - The character becomes involved in a defining event alongside a group.
Companions. Who?: GM Specials - For example, possible ancient alien intelligence or supernatural being in the guise of mortal.
Companions: Why?: Parents were Companions in adventure.
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.
Significant Adulthood Events: Career Collapse - Unable to earn a living in their chosen profession, the character is forced to learn a new occupation.
Low Income Occupations: Technician: Weapons
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: Vehicles
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Sibling 6
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Craftsman
Crafts Table 1: Spinner: spins wool, flax, cotton and even alien natural fibers into thread.
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 is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Considerate - Thinks of others' feelings.
Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.
Death Situations: Victim died accidentally (falling from a ladder, run over by a vehicle, touching a live wire, etc.). No one is really to blame (unless someone has Caused the death to occur, in which case it is an arranged accident). However, it is possible that people think the character is responsible. (GM's Discretion)
Death Situations: Special Circumstances: No special circumstances surround this death
Sibling 7
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: Spy: covert intelligence agent.
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.
Rivals: Who?: An Alien. See Aliens.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens: Cetacean - Whale- or dolphin-like beings. Often highly intelligent and adapted to aquatic environments, sometimes with advanced communication methods.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens, Biology: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.
Aliens, Biology: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.
Rivals: Why?: They are sporting event rivals.
Rivals: What?: Fierce: Rival hates the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict. The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.
Rivals: Who?: A relative. See Other Relations.
Other Family Relations: Aunt/Uncle - Aunt/Uncle.
Rivals: Why?: Their parents were rivals.
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.
Sibling 8
Appearances: Petite - The character is notably small, lightly built, and delicate.
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Professional Gambling - Experienced in games of chance, odds calculation, and reading opponents.
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Unusual Tattoo - The character bears a distinctive tattoo. Determine its location using Body Locations and select a predominant color.
Birthmarks/Tattoos: Star
Body Locations: Buttocks
Colors: Pearlescent Pink
Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.
Rivals: Who?: A former lover/best friend/love interest/crush.
Rivals: Why?: Rival is jealous of the character's looks.
Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.
Rivals: Who?: A professional rival, with the same occupation.
Rivals: Why?: Rival is jealous of the character's looks.
Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.
Rivals: Who?: An enemy of the family.
Rivals: Why?: They seek the same goal.
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.
Rivals: Who?: A total stranger. See Others.
Others: An alien.
Aliens: Insectoid - Beings that closely resemble insects or arachnids, often possessing exoskeletons, segmented bodies, mandibles, or compound eyes.
Others: A clergyman.
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.
Religion: Religious Events: The character studies for the priesthood for {1d4} years. This improves literacy skills and gives the character skill in religious knowledge for each year.
Religion: Religious Events: By reading a book in the church, the character learns more than he ever wished to know about evil powers and principalities. The character to develops an Darkside personality trait. See Darkside Personality Traits below
Personality Traits: Darkside: Rude - Polite, courteous.
Rivals: Why?: Their distant ancestor's were rivals.
Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.
Rivals: Who?: A relative. See Other Relations.
Other Family Relations: Mysterious - The person claims to be a relation, yet the character was not aware of the person's existence.
Rivals: Why?: They are sporting event rivals.
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.
Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).
Rivals: Why?: Always trying to outdo each other in everything.
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.)
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Protected by Reputation - A faction intervenes on the characters behalf due to past actions or perceived value.
Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.
Significant Childhood Events:
Something bad happens to the character. Character aquires a Rival.
Rivals: Who?: A total stranger. See Others.
Others: A soldier
Military Duties: Branch of Service: Aquatic Navy - Field Technician. On-site repairman.
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: Ship maintenance & repair.
Military Skills: Aquatic Naval Skills: Handle small boats.
Military Skills: Aquatic Naval Skills: Navigation.
Military Rank: Private/Seaman/Spaceman
Rivals: Why?: Their parents were rivals.
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.
Significant Childhood Events: Family has the a certain attitudes towards the character. Family encourages characters interests.
Significant Childhood Events: Family gives character his own spacecraft. Assume that it is no larger than a small yacht.
Spacecraft: Ship Type: Small yacht. A small personal space craft.
Spacecraft: Space Capabilities: Long ranger interstellar. Travel to moderately distant stars in one trip.
Spacecraft: Armament: Lightly-armed. Carries a minimal of legal weaponryfor defensive purposes. Doesn't belong in a fire-fight.
Spacecraft: Special Features: Techno-Wonder Installed - The vessel contains an experimental or rare piece of technology. Roll on the Techno-Wonders below for its function and drawbacks.
Techno-Wonders: Alien artifact. In a fantasy game, this would be an exotic magical item. In an SFRP game, its a technological object of unknown powers, usually left by a long dead alien race. Have your GM select or create several powers for this object.
Spacecraft: Liabilities: Maintenance Queen - The ship demands constant upkeep. If regular maintenance is skipped, minor problems rapidly cascade into major failures.
Significant Adolescence Events: Runaway & Wandering Survivor - The character lives on the move, one step ahead of the authorities, surviving by wit and instinct. Survival skills improve in relevant environments (GM discretion).
Significant Adolescence Events: Parental Separation: Mother Leaves - The parents separate. The mother leaves and father remarries after {1d4} years.
Education : Typical Education. See Occupation for area of study.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Fisherman
Significant Adulthood Events: Unexpected Patronage - A powerful figure within a faction takes an interest in the character for unclear reasons.
Other Groups - Factions: Terrorist - A violent group motivated by hate and political chaos.
Other Groups - Terrorist: The Event Horizon Choir - A cult obsessed with black holes, believing enlightenment comes only through extreme gravitational death.
Significant Adulthood Events: Job Loss - The Character loses their job due long term recovery from an accident.
Significant Adulthood Events: Protected by Reputation - A faction intervenes on the characters behalf due to past actions or perceived value.
Other Groups - Factions: Street Gang - A gang of thugs wielding power by force.
Other Groups - Street Gang: Iron Serpents - Heavily tattooed enforcers who control protection rackets in industrial zones.
Personality Traits: Lightside: Generous - Willing to give more than fairly.
Personality Traits: Lightside: Wise - Understands what is true, right or lasting.
Personality Traits: Lightside: Sober - Serious, plain-thinking, straightforward.
Personality Traits: Neutral: Immaculate - Immaculate: clean and orderly.
Personality Traits: Lightside: Helpful - Helps others in need.
Personality Traits: Neutral: Hedonist - Hedonist: pleasure Is the most important thing.
Personality Traits: Darkside: Selfish - Unwilling to share time and possessions.
Personality Traits: Lightside: Patient - Able to wait with calmness.