Current Character Background: Yakunina Yuliya

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Second Stellar Age - Most stellar colonies are independent of home planet. Faster-than-Light (FTL) drives now capable of rapid jumps between stars, crossing the gaps between stars in a matter of weeks. FTL communication allows information to travel between stars. Powerful non-laser energy weapons found on large ships and battle machines.

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: Illegitimate - Illegitimate Birth

Family Members: State-run Centre - Communal child care.

Siblings & Birth Order: 6 - first of 7

Home World: Colony World - Colony World

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

Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.

Unusual Events at Birth: None - Nothing unusual. Normal Birth

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.

Sibling 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Attorney: deals in the finer points of the law and defending the innocent against unjust prosecution. On the other hand he may spend most of his time going for the "deep pocket" of insurance companies in civil liabilities cases.

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.

Significant Adulthood Events: Military Service Volunteer - The character patriotically volunteers for military service.

Military Duties: Branch of Service: Army - Gunnery.

Military Skills: Combat Skills: Field repair of weapons and armor.

Military Skills: Special Survival Skills: Camouflage & Concealment. This is an ability to move across a battlefield unseen and hide things In plain sight.

Military Rank: First Sergeant/Senior 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 is personally responsible forthe deaths of several of his comrades or followers.

War Time: Character is captured and imprisoned. Military service ends with this event (Ignore any military events that follow).See Imprisoned! Below

Imprisoned!: Prison Type: Horrible pit-like dungeon cells

Imprisoned!: Duration: 1d10 years

Imprisoned!: Prison Event: Character participates in a prison uprising. The character leads the uprising and the uprising succeeds. {1d10} guards are killed but the character escapes. The character continues to lead {1d6} low-ability NPC followers. Those followers have since been found dead under mysterious circumstancs.

War Time: Character is captured and imprisoned. Military service ends with this event (Ignore any military events that follow).See Imprisoned! Below

Imprisoned!: Prison Type: Horrible pit-like dungeon cells

Imprisoned!: Duration: 1d12 years

Imprisoned!: Prison Event: Character learns a trade.

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Laborer: Mail room worker

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.

Personality Traits: Lightside: Truthful - Always tells the truth.

Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.

Tech Level: Engineering Age - Internal combustion engines or electricity power most forms of transportation, including personal cars, war machines, and fixed-wing aircraft. Radio, television, suborbital rockets and small automatic weapons are developing. This is the late 19th century through pre-WWII 20th century, just before atomic escalation.

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Chemistry

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

Sibling 3

Appearances: Grossly Overweight - The characters weight significantly impairs normal movement.

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

Blue Collar & Moderate Income Occupations: Public Safety: Paramedic

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.

Personality Traits: Lightside: Altruist - Selfless concern for others' welfare.

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.

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

Sibling 4

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Soldier: for details in depth see Military Experience.

Military Duties: Branch of Service: Army - Air Cavalry. Aerospace strike force.

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

Military Skills: Aerospace Skills: Aircraft maintenance and repair.

Military Skills: Aerospace Skills: Pilot multi-engine fixed-wing aircraft.

Military Skills: Aerospace Skills: Computers. Operate, program and maintain them.

Military Rank: Sergeant major/Master Chief

Military Experience: Character learns a new weapon skill (players choice).

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: Calm - Difficult to anger, a peaceful spirit.

Sibling 5

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

Blue Collar & Moderate Income Occupations: Engineer: Mechanical

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).

Death Situations: Special Circumstances: No special circumstances surround this death

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 alien about the same age as the character.

Aliens: Reptilian - Reptile-like beings with scales, cold-blooded physiology, or evolutionary traits similar to terrestrial reptiles.

Aliens, Biology: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.

Talents, Mutations & Alien Abilities: Psionic Ability - The character manifests a psionic power. See the specific ability below in Psionics.

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.

Rivals: Who?: An Alien. See Aliens.

Aliens: Botanic - Plant-like beings whose physiology is based on vegetal structures such as vines, bark, leaves, or photosynthetic tissues.

Aliens, Biology: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.

Talents, Mutations & Alien Abilities: Blame Magnet - The character is frequently blamed for crimes or disasters occurring nearby, regardless of guilt.

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.

Sibling 6

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Retail Worker: a store clerk or cashier.

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

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

Rivals: Why?: Their parents were 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?: Sibling (older).

Rivals: Why?: Multiple Reasons

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.

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

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: 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 friend (rivalry other than "friendly" is kept secret).

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.

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 is thrown into prison because at someone's actions and later dies there - the victim was unjustly imprisoned.

Death Situations: Special Circumstances: No special circumstances surround this death

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

Significant Childhood Events:

Character has a misadventure on another planet.

Otherworld Events: Other Worlds: Hostile world. Something about this world is unsuited to supporting the character's race. Either the atmosphere is poisonous or corrosive or the climate is violently dangerous. Life as the character knows it can only exist in self-contained outposts or in subterranean cavern complexes.

Otherworld Events: Reasons for Being Here: Explorer. The character finds himself aboard an exploratory ship, looking for untapped resources.

Otherworld Events: Events: Fanatic followers of a local religion overthrow the government. Unbelievers (off-worlders) are rounded up and imprisoned in make-shift 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. The character's companions lose heart and go home.

Significant Childhood Events: Character runs away from home ... to another world.

Otherworld Events: Other Worlds: Barren world. Rocky and barely habitable.

Otherworld Events: Events: While alone, the character stumbles onto the ruins of an ancient, lost alien civilization. The ruins themselves are a blank in the character's mind. He doesn't remember what happened there, only that afterwards, he was somehow changed ... Although initially unchanged, the character seems somehow "alien." Any physical or appearance changes take {1d6} years to manifest themselves. The character's appearance undergoes a drastic changes ({1d3}).

Appearances: Unattractive - The characters appearance is commonly regarded as unpleasant.

Appearances: Grossly Overweight - The characters weight significantly impairs normal movement.

Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.

Significant Adolescence Events: Rival Acquired - The character gains a lasting rival during adolescence.

Rivals: Who?: A professional rival, with the same occupation.

Rivals: Why?: They seek the same goal.

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

Education : Typical Education. See Occupation for area of study.

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

Special Income Occupations: Explorer: goes where no one has gone before.

Significant Adulthood Events: Broken Betrothal - Following a whirlwind romance, circumstances end the relationship on the very day the character was to be married. Despite the heartbreak, something wonderful occurs as a result.

Something Wonderful: If the character has a lover/best friend or spouse, he is blessed with the birth of a healthy, beautiful child - A Girl.

Significant Adulthood Events: Future-History Event - A setting-specific historical event directly affects the character.

Tarnished Tomorrows Events: The character is drawn into a social activity considered decadent even by the day's standards. He gains one exotic trait .

Exotic Personality Traits: Mental Affliction: Obsessive: Darkside trait - The character is obsessively devoted to a specific Darkside personality trait, allowing it to dominate decisions, relationships, and behavior.

Personality Traits: Neutral: Aggressive - Aggressive: assertive, bold, enterprising.

Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.

Personality Traits: Neutral: Rough - Rough: unpolished, unrefined.

Personality Traits: Neutral: Dependent - Dependent: needs others around him.

Personality Traits: Darkside: Rude - Polite, courteous.

Personality Traits: Darkside: Immoral - Lecherous, lawless, devoid of morals.

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