Current Character Background: tyko ranta

Future Genre Types: Dark Near Future - A bleak near future where no apocalypse ever came—though many wish it had. Civilization still stands, but only barely. Society has collapsed into a ruthless struggle where only the adaptable thrive. The economic divide has never been wider, and hedonism, greed, and short-term survival dominate daily life. Ethics survive only in archived history vids, not in the evening news. Most nations have devolved into repressive police states, maintaining order through surveillance and force rather than consent. This is the future of cyberpunk: neural interfaces and brain-to-computer links are commonplace, and the line between human and machine grows thinner every year. Humanity may have reached space—or may be trapped planet-side—but either way, the streets belong to violent highway warriors and their custom-built engines of mayhem. FeaturesFuture-Specific Events: Characters from this era use Dark Near Future Events.Personality: Any character from this future gains {1d4} Darkside personality traits from Darkside Traits and has a 50% chance to acquire an Exotic Personality Trait.Technology Level: Tech Levels typically range from 8–11, without interstellar travel capabilities.Cybernetics: A character has a 1 in 4 chance of starting play with implanted cyberlink hardware that allows direct neural connection to computer systems.

Character Species: Human - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.

Tech Level: Technologic Age - Nuclear power is used to create both electricity and deadly weapons. Orbital spacecraft visit nearby satellites and "unmanned" probes explore other planets in the solar system. Industrial lasers, small computers, and organ transplants are commonplace.

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 seeks to wield power in the crime world.

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 discovers that several items taken in a recent heist are allegedly "cursed." No fence will take them and even the owner is making no attempts to recover his property. See Gifts & Legacies.

Gifts & Legacies: An Unusual Pet. This pet will survive at least until the character starts adventuring.

Unusual Pets: Types: Cat

Unusual Pets: Abilities: Pet can detect radioactivity.

Gifts & Legacies: A technological wonder.

Techno-Wonders: Faster-than-light (FTL) space drive. If FTL capability already exists, this drive is either a radical improvement on existing technology or a new way of thinking about crossing the vast gulfs between the stars.

Gifts & Legacies: A locked or sealed book or data recorder/player.

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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Aunt & Uncle - Aunt & Uncle.

Siblings & Birth Order: 3 - third of 4

Home World: Colony World - Colony World

Home World Types: Barren world - Rocky and barely habitable.

Place of Birth: Farm Building - The character is born in a barn or other agricultural outbuilding.

Unusual Events at Birth: 1 event

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A power blackout

Parents/Family Details: Head of household has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis.

Parent 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Landlord: owns property, rents it to others. Roll {1d10} for the number of properties owned.

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

Exotic Events: Against his will, the character's gender is changed. A male character becomes female, and a female a male. The change is not easily reversed. Initially, this will be quite a shock, but as time passes the character will become more accustomed to the new gender. However the character only imagines that a change was made.

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while

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

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

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

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

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 has a pathological urge to do wrong.

Underworld Experience: Types of Crimes: Organized burglary gang. The character is part of a gang, under the direction of gang leaders. The thieves are not a crime network and limit themselves to stealing and smuggling.

Underworld Experience : Events: Whenever a crime occurs in a city, the character is automatically a suspect, even if law enforcement officials are unfamiliar with his past. The character just looks like a hardened criminal.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Dentist: fixes teeth that need repair.

Parent 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Robotics

Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

Religion: Religions: Evil Worship. Devotion to the enemy of God.

Religion: How it Begins: Friend's religion. A friend invites the character to come to his god's temple.

Religion: Religious Events: Character makes a pilgrammage to an important but distant shrine of the religion, possibly on another planet.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Sibling 1

Occupations Selection: Occupation Group Special Income Jobs

Special Income Occupations: Clergyman: A High Priest

Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.

Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.

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: Unfriendly - Cold and distant.

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 knowledge causes the character to develop an exotic personality trait. See Exotic Personality Traits below

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Berserker Rage - Mindless aggression. Person is subject to fits of mindless aggression lasting 1 d100 minutes.

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 a secret identity.

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Marketing Specialist: knows how to promote and popularize people, consumer goods, corporations and so on

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: Obstructive - Acts to block others actions.

Sibling 2

Appearances: Professionally Identifiable - The characters occupation is immediately apparent from their clothing and gear.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Electronics/Computers

Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.

Rivals: Who?: An Alien. See Aliens.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

Rivals: Why?: They love the same person.

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 god-like, super-powerful ancient alien being

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

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

Rivals: Who?: Sibling (younger).

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

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 former lover/best friend/love interest/crush.

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 god-like, super-powerful ancient alien being

Rivals: Why?: Their distant ancestor's 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.

Noteworthy Items of Parents/NPCs: A relationship with someone.

Others: A professional adventurer.

Sibling 3

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

Special Income Occupations: Clergyman: Chief High Priest

Religion: Religions: Multi-god pantheons. Like Greek or Norse gods, but can also include spirit and ancestor worship.

Religion: How it Begins: Evangelism. Believers share their beliefs with the character in hopes of gaining a new follower.

Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Devoted follower of the prinicples of the faith.

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

Talents, Mutations & Alien Abilities: Emotional Resonance - Strong emotions subtly affect the surrounding environment, causing minor electronic glitches or emotional reactions in others.

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,

Significant Childhood Events:

Character develops jaded tastes for exotic and possibly expensive pleasures.

Exotic Personality Traits: Addictions: Video Games

Significant Childhood Events: Family arranges admittance to prestigious military academy. Upon reaching adulthood, character automatically enters the military as an officer. (See Military Events below - apply these to adulthood events)

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

Military Skills: Combat Skills: See Weaknesses. Can see foe's weaknesses and thus gain a attack bonus for each time they gain this skilll. (bonus GM's discretion)

Military Skills: Space Skills: Pilot a space craft.

Military Skills: Space Skills: Repair a space craft.

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 rebellion against the government. 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 fought well. Many foe died at his hands. The character may improve one weapon skill.

War Time: Character sees action, but nothing noteworthy.

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

War Time: Regardless of the outcome of this battle, the character performed a successful heroic mission that did real damage tot he enemy's ability to wage war. Because of this, the conflict ends in {1d6} months and innumerable lives are saved.

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

Body Locations: Left Hand

Bionics: Replacement Parts: Finger or Toe - Cyber Finger or Toe

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

Serious Wounds/Injury: Brain Injury & Cognitive Loss - Head trauma causes brain damage. Reduce the Intelligence attribute.

Bionics: Replacement Parts: Left Ear - Cyber Left Ear

Bionics: Function: Experimental Prototype - The cybernetic component is experimental or poorly tested. It offers unusual capabilities but has a significantly increased chance of malfunction. Unexpected side effects are common.

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: 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.

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.

Significant Adolescence Events: Parental Separation: Mother Leaves - The parents separate. The mother leaves and father never remarries.

Significant Adolescence Events: Adolescence Special Event - Adolescence Special Event

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

Tragedies : A vehicle accident kills {1d3} family members, another person and nearly kills the character. Competant plastic surgery gives the character a new face, but he must live with results of serious woulds. Accident: Someone's actions.

Serious Wounds/Injury: Severed Left Hand - The character permanently loses their left hand.

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

Body Locations: Chest/Torso/Thorax

Something Wonderful: The character becomes reknowned for his occupation. Clients from around the world seek his services. The influx of business allows the character to increase his social status.

Education : Military Acadamy. The character becomes an officer in his branch of the military.

Military Duties: Branch of Service: Mercenaries - Battlebot. Armored, robot-like battle machines.

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

Military Skills: Combat Skills: Improve ranged weapon skill (of choice)

Military Skills: Vehicle Skills: Gunnery. Use &maintainthe onboard weapons systems.

Military Skills: Vehicle Skills: Improve an existing military skill

Military Rank: Sergeant major/Master Chief

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

War Time: Character sees action, but nothing noteworthy.

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

Significant Adulthood Events: Wanderlust Planetary Travel - For {1d6} years, the character travels across their homeworld, visiting major cities and settlements.

Tarnished Tomorrows Events: While travelling between cities, the character is attacked by bandits. The character takes a serious wound and one of his family members is taken hostage.

Serious Wounds/Injury: Severed Right Arm - The character permanently loses their right arm.

Other Family Relations: Adopted Sibling

Significant Adulthood Events: Criminal Involvement - The character becomes involved in illegal activities.

Underworld Experience : The Wrong Path: The character feels he is punishing those responsible for misdeeds done to him.

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: Jailed for a few days in a sweep of the streets by law enforcement officials.

Significant Adulthood Events: Caught Between Factions - The character is drawn into a dispute or rivalry between two opposing groups.

Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.

Personality Traits: Darkside: Tactless - Speaks before thinking.

Personality Traits: Darkside: Careless - : incautious in thought and deed.

Personality Traits: Darkside: Foolish - Unable to discern what is true or wise.

Personality Traits: Darkside: Angry - Spirit always unsettled, never at peace.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Medicine - Common (perhaps stim-dose or med-packs)

Personality Traits: Lightside: Diplomatic - Careful to say the right thing.

Personality Traits: Lightside: Well-mannered - Polite, courteous.

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

Personality Traits: Neutral: Even-tempered - Even-tempered: rarely angry or over toyo us.

Personality Traits: Darkside: Spendthrift - Spends money without thought.

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

Personality Traits: Neutral: Humorous - Humorous: appreciates humor and likes to Joke,

Personality Traits: Darkside: Angry - Spirit always unsettled, never at peace.