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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Ultratech Age - Worlds are completely terra-formed, and/or moved from their orbits into more suitable ones. Robots are often physically indistinguishable from life forms (and are often classed as life forms). Totally synthetic life forms are commonplace.
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 - None known. Raised in an Orphanage. Character believes there is family out there.
Siblings & Birth Order: 9 - second of 10
Home World: Colony World - Colony World
Home World Types: Water world - Mostly oceans and small islands.
Place of Birth: In a Nomad Camp - Born among a traveling peoplemigrants, traders, caravans, or fleet-bound clans.
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 new market opens up for the chief source of the character's income (or his family's income). Add +20% to the characters starting money.
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: Cybernetics
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during adolescence. If parent or guardian, it occurs in early adulthood.
Death Situations: Victim is thrown into prison because at someone's actions and later dies there - the victim committed a crime against someone and was justly imprisoned.
Death Situations: Special Circumstances: No special circumstances surround this death
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Administrator/Manager: Oversees the operations of a large scale business or other organization.
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. A significant event from the past.
Significant Adolescence Events: Family Relocation & Same Star System - The family relocates elsewhere within the same star system.
Sibling 3
Occupations Selection: Job is based on the future history of the game system.