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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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 - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.
Tech Level: Stone Age - Fire has found its way into most homes; sharpened sticks and stones form the warriors basic armament; the lever is the most complex machine; domesticated animals provide food and companionship and building villages is coming into vogue. This covers everything from the classic cave man up to pre-Columbian American Indians.
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).
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: 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: Peer pressure "forces" character to do criminal acts.
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: Join a gang. Members are usually of the character's same age and sex. Give the gang a name, such as the Mutant Maulers, the Stellar Six, the Sisters, etc.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
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 seeks to wield power in the crime world.
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: 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: Legitimate - Legitimate Birth
Family Members: None - None known. Left to fend for self. Change Social Status to Destitute (increased Survival Skills).
Siblings & Birth Order: 4 - first of 5
Home World: Colony World - Colony World
Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.
Unusual Events at Birth: 2 events
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A plague
Unusual Births Events: A Mysterious stranger bestows a gift on the character at birth. See Gifts & Legacies below for the item and Others below for the stranger
Gifts & Legacies: A piece of jewelry.
Gifts & Legacies: Jewlery: The jewelry is extremely valuable, more so than its looks reveal.
Gifts & Legacies: Jewlery: Alien Design Jewlery
Gifts & Legacies: Jewlery: Pin or brooch.
Others: A neighbor. GM decides who this is.
Parents/Family Details: Both parents within the household have an occupation.
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Life Among Aliens - The character lives for an extended time within an alien community. See Alien Backgrounds for details.
Aliens: Reptilian - Reptile-like beings with scales, cold-blooded physiology, or evolutionary traits similar to terrestrial reptiles.
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: Contractor: oversees the construction of private and public buildings.
Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.
Companions. Who?: Former enemy or rival. See Rivals.
Rivals: Who?: An Alien. See Aliens.
Aliens, Biology: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.
Rivals: Why?: Rival is jealous of the character's looks.
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.)
Companions: Why?: The Companion's original intent was to steal from the character.
Companions: What?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.
Companions. Who?: A total stranger. See Others.
Others: A monster. Select something awful from your game.
Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Companions. Who?: A robot or computer. See Artificial Persons.
Artificial Persons: Primary Function: Aircraft.
Artificial Persons: Intelligence Level: Hyper-Aware. The machine's capabilities and potential exceed those possible by living beings.
Artificial Persons: Body Type: Bestiold. Designed to mimic the shape of an animal, often one whose function it also duplicates, such as a robot dog, horse, bird, etc.
Companions: Why?: Character saves his life.
Companions: What?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.
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: Flippant - Unable to be serious about anything.
Sibling 3
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Health Care Worker: a clerical worker, orderly or nurse.
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Sibling 4
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 was affected by an exotic event which is spoken of often.
Exotic Events: The character befriends an Extremely Wealthy male about the same age as the character.
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: A former lover/best friend/love interest/crush.
Rivals: Why?: Rival is jealous of the character's possessions.
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.)
Rivals: Who?: A relative. See Other Relations.
Other Family Relations: Spouse - Spouse (husband or wife).
Rivals: Why?: Their distant ancestor's were rivals.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Significant Childhood Events:
Character runs away from home ... but returns after {1d6} years.
Special Childhood Events: As a result of a freakish incident at an automated shopping mall, the character develops a phobia. Write a brief story about how the fear was acquired.
Exotic Personality Traits: Phobia: Colors (Chromophobia) - usually specific colors.
Special Childhood Events: Character is a child prodigy at an unusual skill. He has a considerable ability with the skill (GMs Discretion). Regardless of his skill, the character hates to do this.
Unusual Skills: Mountaineering - Professional-level climbing skills, including ropes, gear, and extreme terrain.
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: Faction Symbolism - The character adopts clothing, symbols, slang, or ideology associated with a group, intentionally or not.
Other Groups - Factions: Revolutionary Movement - Insurgents fighting governments, corporations, or occupying powers.
Other Groups - Factions, Revolutionary Movement: Starborn Liberation Army - An armed resistance fighting against planetary occupation forces.
Education : Typical Education. See Occupation for area of study.
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Shaman: a religious leader. Often feared and quite powerful. This is the early equivalent of both physician and priest. In addition to totem spirit magic, he is wise in the ways of plant lore and folk medicines.
Significant Adulthood Events: Offworld Misadventure - The character becomes involved in a dangerous or strange incident on another planet.
Otherworld Events: Other Worlds: Artificial world. A world constructed by sentient beings. (Example: a ring world).
Otherworld Events: Reasons for Being Here: Colonist. The character and his family relocate to this untamed frontier world (this becomes the character's new home world).
Otherworld Events: Events: The character survives a deadly encounter with a hostile alien monster. Unfortunately, there is a chance that during the encounter the character was infected with the monster's genetic material. The truth, and any possible cure can only be discovered on this planet where the encounter took place.
Personality Traits: Darkside: Violent - Seeks physical conflict
Personality Traits: Darkside: Morose - Always gloomy and moody.
Personality Traits: Darkside: Cowardly - Afraid to face adversity.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Practical Joker - Enjoys pulling off jokes at others expense. He's a guy who short-sheets cold sleep chambers, puts shoe-polish on the eyepieces of electro-scan telescopes, and soaps the windows of your all-terrain vehicles. Whose side is he on anyway?
Personality Traits: Darkside: Lazy - Difficult to get motivated.
Personality Traits: Darkside: Rude - Polite, courteous.
Personality Traits: Darkside: Cheat - Shortchanges others of their due.
Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction
Exotic Personality Traits: Mental Affliction: Hallucinations - Seeing unreal visions and distortions of reality. Each occurance has a 10% chance of driving the character into temporary Catatonia.
Personality Traits: Neutral: Leader - Leader: takes initiative, can take command.
Personality Traits: Darkside: Violent - Seeks physical conflict