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: Mixed technology, one aspect higher - A key aspect of the culture's technology is more typical of a higher Tech Level (such as Transmatter being used by a Federation starship to beam crew planetside).
Home Culture: Dynamic - This is a culture marked by rapid growth, development and expansion. New lands or worlds are being discovered and claimed. Technology is advancing by leaps and bounds, often progressing a full Tech Level within a generation or less. However, the fast growth also outpaces the ethical application of the new discoveries, leaving the culture wide open for future disasters. Governments are similar to Developing cultures, but access to political power moves out of the grasp of common people. Class stratification still exists as fewer and fewer people profit from new discoveries. It is a time of "Humanistic" theology, imagining the people of the culture to be the apex of creation, the "gods" of their universe. Gameplay Benefits: {1d6}. On a result of 3-5, select one Neutral trait. On a result of 6, select {1d3} Neutral personality traits and one trait Darkside Trait. Roleplay: Dynamic cultures are often self-centered, caught up in the wonderfulness of themselves. In their eyes, they can do no wrong. It is a culture of great Ego, one that believes that great risk taking and great intellect should earn greatthem reward. Moral bankruptcy has begun. A character from such a culture might share those values. Emphasis is placed on Neutral values.Survival Skills: (additional skills, GMs Discretion).
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
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Guardian - Guardian
Family: Guardian: Guardians - Guardians
Guardians: 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.
Siblings & Birth Order: 7 - seventh of 8
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Barren world - Rocky and barely habitable.
Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household does not work. Other parent works. For an NPC or single parent household: Head of household (NPC) has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis. For the primary occupation, see below.
Parent 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Clergyman: Novitiate
Religion: Religions: Radical personality cults. Belief in the deity or special calling of a charismatic leader. Cult often ends tragically.
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.
Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.
Unusual Births Events: Character was put up for adoption upon birth.
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: Imaginative - A clever, resourceful mind.
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: Addict - Character's day-to-day existence centers around a chemical substance, such as tobacco, alcohol, narcotics, caffeine, chocolate, etc. Character becomes "ugly" and unpleasant if deprived of the substance for too long. All skills drop by 1 Rank until character gets a "fix."
Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction
Exotic Personality Traits: Mental Affliction: Obsessive behavior - The need to perform some action to the exclusion of everything else. The character cannot be comfortable, or in extreme cases, think rationally, until the obsession is resolved. The obsession can vary from something simple, like cleaning, to a need to expunge evil (or good) from the universe.
Parent 2
Appearances: Unusual Speech - The characters accent, cadence, vocabulary, or vocal quirks make them stand out.
Appearances- Unusual Speech: Multiple Speech Quirks - Multiple Unusual Speech items
Appearances- Unusual Speech: High-Pitched Voice - The characters voice is noticeably high, thin, or even squeaky, regardless of physical size or demeanor.
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Jack of All Trades: Multi-Craftman
Crafts Table 1: Gunsmith: makes and repairs solid projectile guns.
Crafts Table 1: Joiner: makes wooden furniture & cabinets.
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: Failed Rebellion Branded Outlaw - The character participates in a failed rebellion and is openly declared an outlaw with a price on their head.
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 2: Glazier: makes and installs window glass.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Physics
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Attribute Variance - Reduce one attribute and increase another by the same amount.
Attribute Bonus/Penalty: Appearance - Appearance Penalty
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 has identical twin (20% chance of being separated at birth). Also, roll a {1d6}. On a result of 6, the twin's personality is drastically different than that of the character, possibly even opposite (if one became good and noble of spirit, the other might become evil and cruel).
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.
Death Situations: Victim dies of starvation. The victim dies due to circumstances initiated by someone (e.g., someone causes a grain crop to tail, which beggars the family, which causes them to have no money for food, so they starve).
Death Situations: Special Circumstances: No special circumstances surround this death
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A piece of clothing.
Gifts & Legacies: Clothing: A leather jacket
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
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: Addict - Character's day-to-day existence centers around a chemical substance, such as tobacco, alcohol, narcotics, caffeine, chocolate, etc. Character becomes "ugly" and unpleasant if deprived of the substance for too long. All skills drop by 1 Rank until character gets a "fix."
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: Sibling (younger).
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.
Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.
Exotic Events: The character makes first contact with an alien race (See Aliens) when oen of the aliens kills one of the characters companions. This encounter greatly affects all future relations with the beings. His people respond with a punitive strik and the aliens now are overtly hostile and a war ensues.
Aliens: Cetacean - Whale- or dolphin-like beings. Often highly intelligent and adapted to aquatic environments, sometimes with advanced communication methods.
Aliens, Biology: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.
Talents, Mutations & Alien Abilities: Attribute Variance - Reduce one attribute and increase another by the same amount.
Attribute Bonus/Penalty: Intelligence - Intelligence Penalty
Sibling 5
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Interpreter: speaks several important languages fluently. Is probably attached to a government office or a large corporation. Speaks {1d4} languages
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: Rude - Polite, courteous.
Sibling 6
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Sibling 7
Appearances: Visible Injury - The character bears visible signs of a past serious injury. See Serious Wounds.
Serious Wounds/Injury: Severed Left Thumb - The character permanently loses their left thumb. It is impossible to properly grip or wield a weapon with that hand.
Serious Injuries, About this Injury ...: Dependency on Treatment - Ongoing medication, maintenance, therapy, or medical intervention is required to keep the injury from worsening.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Even-tempered - Even-tempered: rarely angry or over toyo us.
Significant Childhood Events:
Character is betrothed in a political marriage to be consummated upon reaching age of majority (about the time that a character would begin adventuring). The character's future mate lives on another planet, one that few have ever heard tell of.
Significant Childhood Events: Character is betrothed in a political marriage to be consummated upon reaching age of majority (about the time that a character would begin adventuring). The character's future mate lives on another planet, one that few have ever heard tell of.
Significant Childhood Events: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Earthlike world. Much water, large land masses.
Otherworld Events: Reasons for Being Here: Stowaway. The character hides on board a ship and is "ejected" on this planet.
Otherworld Events: Events: Fanatic followers of a local religion overthrow the government. Unbelievers (off-worlders) are rounded up and imprisoned in make-ship camps. The character is caught up in the fervor of this people's belief and willingly joins them. Using captured spacecraft, the true believers take their faith to the spaceways. After {1d3} years with the followers of the religion, the character finds himself isolated from other believers to fend for himself on a strange planet.
Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.
Significant Childhood Events: 1 to 3 more Significant Events occur during this time.
Significant Childhood Events: Character exhibits symptoms of an exotic personality.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Food - a common, usually high protein food. Cheese, eggs, red meat and wheat flour are examples.
Significant Adolescence Events: Family Relocation & Planetary Moon - The family relocates to a moon of their home planet.
Significant Adolescence Events: Exotic Personality Development - The character begins exhibiting an unusual or alien personality trait.
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.
Significant Adolescence Events: Runaway & Short Absence - The character runs away but returns after {1d8} days.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Astrophysics
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.