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: Spacefaring Age - Unself-aware artificial intelligence is now found in some large computers. Most planets and major satellites in the solar system contain autonomous colonies or independent "nations." Sublight "manned" exploration of near-by stars begins.
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).
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: 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: Racial Homeworld - Racial Homeworld
Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.
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
Unusual Events at Birth: 4 events
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A rebellion
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - An attack
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A radiation storm
Unusual Births Events: A family member died the day that the character was born. Character could be blamed for the death, or he might be presumed to be a reincarnation of the deceased.
Other Family Relations: Great Aunt/Uncle - Great Aunt/Uncle.
Unusual Events at Birth: 1 event
Unusual Births Events: Exotic toxic waste is dumped very close by.
Parents/Family Details: Head of household has one occupation.
Parent 1
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 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: Backwater Encounter - While visiting a remote alien ghetto or slum, the character is affected by a significant event.
Lo-Tech Events: The character buys an antique archaic weapon (of his choosing) of astounding quality. It adds to his skill when he uses it. Local legend says it belonged to an ancient hero, but then, legends are a dime a dozen right?
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: Wanderlust Merchant Spacer - For {1d6} years, the character signs on as a common spacer aboard a merchant freighter. Gain spacer-related skills (GM discretion).
Otherworld Events: Other Worlds: Swamp world. World covered by endless marshes and swamps, very little "dry " land.
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 and his companions discovers an outpost of a hostile alien race. As a result, an "incident" occurs in which several of the aliens and several of the companions are killed or injured. Both sides hush up the incident. However, the character is marked as a potential danger by both sides involved.
Sibling 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Laborer: Lumberjack
Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.
Unusual Births Events: Seasonally unnatural weather occurred. This might include blizzards in summer, soaring temperatures in winter.
Unusual Births Events: Character has since found out that the people he thought were his parents actually kidnapped him from his real parents.
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 sealed trunk.
Others: A mentor. The wise person who guides the character.
Sibling 2
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 {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.
Religion: How it Begins: Hostile encounter. Followers of the religion are persecuting unbelievers.
Religion: Religious Events: The character uncovers the activities of an evil cult. The cult seeks to have the character join them.
Religion: Religious Events: The character uncovers the activities of an evil cult. The cult seeks to kill the character.
Sibling 3
Appearances: Simple Dress - The character wears plain, unadorned, utilitarian clothing.
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Void Salvage - Experienced in recovering usable materials and technology from wrecks, debris fields, or derelict stations.
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: Pious - Reverently devoted to worship of God.
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Severed Right Leg - The character permanently loses their right leg. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.
Serious Injuries, About this Injury ...: Chronic Pain - The injury causes constant pain. Without painkillers or relief, the character must succeed on a check to perform actions requiring concentration.
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 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
Sibling 4
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 many enemies. The Rivals has not been heard from in a while
Rivals: Who?: A total stranger. See Others.
Others: A rival.
Rivals: Who?: A total stranger. See Others.
Others: Someone known primarily by occupation / co-worker / client
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Government Official: If the occupation appears to be of low status within the government, assume that the character is in charge of all that type of activity for the government.
Government Jobs: Soldier, enlisted
Rivals: Why?: Multiple Reasons
Rivals: Why?: Their distant ancestor's were rivals.
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: Why?: Always trying to outdo each other in everything.
Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.
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: Why?: Rival is jealous of the character's looks.
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: Who?: Sibling (older).
Rivals: Why?: Always trying to outdo each other in everything.
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?: An Alien. See Aliens.
Aliens: Bestial - A humanoid/anthropomorphized version of a common animal. These beings display animal traits combined with higher intelligence, tool use, or speech.
Aliens, Bestial: Ursine - Bear-like creatures combining great strength with thick hides and surprising intelligence.
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: Distinct Personality - Select Personality traits on Personality Trait Check.
Alignment & Attitude: Personality Traits 2: Neutral Trait - Neutral Trait
Personality Traits: Neutral: Aggressive - Aggressive: assertive, bold, enterprising.
Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.
Talents, Mutations & Alien Abilities: Unusual Size Small - The character is 2060% smaller than the species norm.
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.
Rivals: Who?: A former friend.
Rivals: Why?: They are sporting event rivals.
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 was originally from a different culture.
Tech Level: First Stellar Age - Faster-than-Light (FTL) drives drastically reduces travel time between stars, but months, even years are still needed for interstellar travel. Exploration/colonization of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans.
Significant Childhood Events:
Something bad happens to the character. Character is sexually molested by an adult.
Others: A relative.
Other Family Relations: Great Aunt/Uncle - Great Aunt/Uncle.
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: An Exotic Event occurs.
Exotic Events: There is a terrible accident and the character is killed! Medical science returns the character's body to life. The death experience is also a religious experience and the character subsequently joins a popular religion.
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: Army - Gunnery.
Military Skills: Combat Skills: Field repair of weapons and armor.
Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.
Military Rank: Corporal/3rd Class Petty Officer
Military Experience: Characters unit is involved in numerous minor skirmishes and police actions.
Significant Childhood Events: A Fateful event occurs. A Tragedy Occurs.
Tragedies : One or both of the character's parents are outlawed and go into hiding - Both parents
Crimes: Crimes and Criminal Type: Sexual Offense, Illegal Prostitution - The character engaged in or facilitated prohibited sex work. Penalty: {1d4} years imprisonment.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a distant system
Significant Childhood Events: Character exhibits symptoms of an exotic personality.
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Too Prude. Convinced that sex is bad in any form. Despises all who lowerthemselves to it, including self. The character is actually suppressing or trying to hide or "cover his own sexual disorder.
Exotic Personality Traits: Sexual Disorders: Fetishism & Fixations. Sexually attracted to or excited by Gifts & Legacies (see below).
Gifts & Legacies: A care-worn, but functional old space suit
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same planet
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same continent.
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: Character serves a Patron.
In the Service of - Who is the Patron: A relative from See Other Relations.
Other Family Relations: Distant Relative - Shares a common ancestor.
In the Service of - Why a Patron: The character is being prepared for a special task (the task is up to the GM).
In the Service of - What happened: Learn an occupation. See Occupations.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
Significant Childhood Events: Characters parents split up. Mother leaves, Father remarries in {1d4} years
Significant Childhood Events: Character runs away from home ... and joins an alien circus from offworld.
Otherworld Events: Other Worlds: Water world. Mostly oceans and small islands.
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." Gain {1d3} Psionic abilities
Psionics: TeIeportation: Allows the character to move between two places without actually crossing the distance that separates them.
Psionics: Clairvoyance III (Astral Projection): To see or sense things occurring at a distance not normally possible with normal senses. THe character is able to create an impression that he is physically in that area (creating an astral image) and is able to change the point of view, as if he was walking around the place being viewed.
Psionics: Mind Control: This is the ability to take over the mind of another for a short while.
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
Significant Childhood Events: Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
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: Aquatic Navy - Gunnery.
Military Skills: Combat Skills: First Aid Training
Military Skills: Combat Skills: Improve an existing military skill (bonus GM's discretion)
Military Skills: Aquatic Naval Skills: Improve an existing military skill
Military Skills: Vehicle Skills: Gunnery. Use &maintainthe onboard weapons systems.
Military Rank: First Sergeant/Senior Chief
Military Experience: Character reenlists in a different branch of service for another four year hitch (see additional Military Events and new Military Duty)
Military Duties: Branch of Service: Aquatic Navy - Fighter Pilot. Flies fixedwing aircraft.
Military Skills: Combat Skills: Military strategy- knowlegde in tactics and strategy (bonus GM's discretion)
Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.
Military Skills: Special Survival Skills: Pathfinding, Finding one's way in the wilderness.
Military Skills: Vehicle Skills: Trick driving. Special stunts & survival tactics,
Military Skills: Vehicle Skills: Drive other vehicle (one not used by unit).
Military Rank: Platoon Sergeant/Chief
Military Experience: The characters hitch is extended by several years because a major war breaks out. The fighting is intense.
Military Experience: Character re-enlists in his branch of service for another four year hitch and he is promoted one rank.
Military Duties: Branch of Service: Space Navy - Special duty. Special duty. (See Special Duties)
Military Skills: Combat Skills: First Aid Training
Military Skills: Space Skills: Improve an existing military skill
Military Skills: Space Skills: Astragal ion. Interstellar navigation,
Military Rank: Sergeant major/Master Chief
Military Experience: Character reenlists in a different branch of service for another four year hitch (see additional Military Events and new Military Duty)
Military Duties: Branch of Service: Mercenaries - Air Cavalry. Aerospace strike force.
Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.
Military Skills: Aerospace Skills: Pilot multi-engine fixed-wing aircraft.
Military Skills: Aerospace Skills: Improve an existing military skill
Military Skills: Aerospace Skills: Pilot rotor-wing aircraft (helicopter).
Military Rank: Platoon Sergeant/Chief
Military Experience: Conflict! Character is involved in a major battle. (See Battle Ready!)
War Time: Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.
Military Experience: Conflict! Character is involved in a major battle. (See Battle Ready!)
War Time: Character was a coward in battle. Roll a {1d6}. The character is demoted {1d3} ranks for cowardice.
Significant Childhood Events: A change or upheaval occurs in the characters family. This changes the Character's Social Status to his current. The old Social Status is below.
Social Status: Well-to-Do - These folk are the upper end of the middle class. They typically own larger homes, have a household servant (a cook and/or maid), have conspicuous private transportation, and travel abroad (including interplanetary or interstellar travel). They often own more than one well-appointed home in more than one city. Their children are privately educated and attend prominent universities. Luxuries include elegant furnishings, artwork, libraries, parties, fine clothing, and some exotic foods. This class includes younger offspring of Nobility, highly skilled craftsmen and technicians, high-ranking military officers, successful merchants, ship owners, high-ranking clergy of prominent religions, high-level office and government workers. Outward appearances are often the be-all and end-all of this Social Status and these folk may try to act like they are Wealthy. A strong tendency hereto look on lower Social Statuses as something bordering on "unclean" and to attempt to associate only with those of equal or higher status. Of all Social Statuses, Well-to-Do folk are probably the least tolerant of their children becoming adventurers.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Swamp world. World covered by endless marshes and swamps, very little "dry " land.
Otherworld Events: Reasons for Being Here: Emergency landing. The ship carrying the character is in trouble and needs to make an unscheduled landing on this remote world.
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: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Earthlike world. Much water, large land masses.
Otherworld Events: Reasons for Being Here: Rescue mission. This is a remote frontier world. The ship carrying the character makes an unscheduled stop in response to a planetside distress signal.
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: Something good happens to the character. A mysterious, but benevolent alien rewards the character for a selfless deed. The character receives part (only part) of the plans for a marvelous device.
Techno-Wonders: Flawed techno-wonder. The device has some kind of falw (GM's Discresion)
Significant Childhood Events: Characters parents split up. Mother leaves, Father remarries in {1d4} years
Significant Childhood Events: Family has the a certain attitudes towards the character. Character is unloved.
Significant Childhood Events: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Chunk. An airless asteroid.
Otherworld Events: Reasons for Being Here: Religious pilgrammage.The world contains a holyshrine which the character has come to visit.
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." Gains {1d3} Exotic traits. Modify them, if necessary so the attitudes or biases seem to reflect an alien personality.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Infection (Mysophobia)
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Fur. Additional symptom of constant sneezing.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Squeamish - Can't stand to be around little creepy-crawly things, or touch slimy stuff or watch other people bleed, or eat certain types of foods.
Significant Childhood Events: An Exotic Event occurs.
Exotic Events: The character makes first contact with an alien race (See Aliens). This encounter greatly affects all future relations with the beings. The aliens found the dying character amidst the ruins of a spacecraft (or other vehicle) and "repaired" him. He now has bionic parts that function as normal limbs or organs. See Bionics.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens: Amoeboid - Amorphous or semi-fluid beings lacking a fixed shape. They may flow, reshape themselves, or divide their mass as needed.
Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.
Talents, Mutations & Alien Abilities: Psionic Resistance - Character has a natural immunity to psionics. Use a system compatible with your system or {1d8}x5. The result is the percentage chance that the character will be immune to the effects of any psionic ability used against him.
Aliens: Cetacean - Whale- or dolphin-like beings. Often highly intelligent and adapted to aquatic environments, sometimes with advanced communication methods.
Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.
Talents, Mutations & Alien Abilities: Emotional Resonance - Strong emotions subtly affect the surrounding environment, causing minor electronic glitches or emotional reactions in others.
Aliens, Biology: Radially Symmetrical - Beings with body plans arranged around a central axis, similar to starfish or sea anemones.
Talents, Mutations & Alien Abilities: Attribute Variance - Reduce one attribute and increase another by the same amount.
Attribute Bonus/Penalty: Intelligence - Intelligence Penalty
Aliens: Insectoid - Beings that closely resemble insects or arachnids, often possessing exoskeletons, segmented bodies, mandibles, or compound eyes.
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: Instinctive Direction Sense - The character always knows which direction leads home, to the nearest exit, or along their last path, even in zero gravity.
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: Unusual Sleep Cycle - The character requires significantly less sleep or enters unusually deep sleep compared to species norms.
Bionics: Replacement Parts: Right Eye - Cyber Right Eye
Bionics: Function: Enhanced Function - (10% Malfunction Rate) The cybernetic part exceeds normal organic performance. It enhances any related skills or attributes (GM discretion) while otherwise functioning like the original body part.
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: Replacement Parts: Left Arm - Cyber Left Arm
Bionics: Function: Enhanced Function - (10% Malfunction Rate) The cybernetic part exceeds normal organic performance. It enhances any related skills or attributes (GM discretion) while otherwise functioning like the original body part.
Bionics: Device Appearance: External Organ Machine - The cybernetic device duplicates the function of the missing organ or limb but not its appearance. It is clearly a machine attached to or carried by the character.Examples: an external heartlung unit, a mounted robotic manipulator arm, or a backpack-linked life-support organ.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a planetary moon.
Significant Childhood Events: Character runs away from home ... to another world.
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: Events: The character becomes lost in the planets unexplored wildemess. He is adopted by apparently primitive alien beings. Yet in spite of their lack of complicated tools, they have created a wonderland of biological miracles, including organic star drives, psionically operated bio-machines, symbiotic house
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
Significant Childhood Events: Character serves a Patron.
In the Service of - Who is the Patron: A relative from See Other Relations.
Other Family Relations: Descendant - {1d4} + 1. The result is the number of generations removed from the character.
In the Service of - Why a Patron: The character was chosen at random.
In the Service of - What happened: Learn an occupation. See Occupations.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Merchant
Merchants: Art Dealer: Acquires and sells antiquities (ancient statuary and historial artifacts) and arranges work for popular artists.
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
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: Army - Battlebot. Armored, robot-like battle machines.
Military Skills: Combat Skills: Field repair of weapons and armor.
Military Skills: Combat Skills: Endurance Exercises. For each the character gains this skill, the character can improve his Constitution attribute. (bonus GM's discretion)
Military Skills: Vehicle Skills: Drive unit's main vehicle.
Military Skills: Vehicle Skills: Improve an existing military skill
Military Rank: Corporal/3rd Class Petty Officer
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: The Character's side suffers light casulties.
War Time: An act of the character reverses the battle's outcome - a losing battle is won - and he is recognized for it by being promoted {1d3} ranks.
War Time: Character was a coward in battle. Roll a {1d6}. The character is demoted {1d3} ranks for cowardice.
War Time: The Character's best friend dies at his side.
War Time: An act of the character reverses the battle's outcome - a losing battle is won.
War Time: Character sees action, but nothing noteworthy.
Significant Childhood Events: A Fateful event occurs. A Tragedy Occurs.
Significant Childhood Events: Family throws an extravagant birthday party for the character. Everyone who is anyone attends. When all the gifts are recorded, one unusual gift stands alone without a card to say where it came from.
Gifts & Legacies: The guardianship of a young ward. This is an NPC. Create this person as if it were a companion to the character.
Companions. Who?: Sibling (older).
Companions. Who?: Sibling (younger).
Companions: Why?: Companion feels a need to protect the character.
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.
Significant Childhood Events: Character runs away from home ... but returns after {1d6} years.
Special Childhood Events: A friend of the family, an old spacer, tells the character grand tales of adventure and daring do.
Significant Childhood Events: Rivals force the characters family to move to a new locale, probably on another world, or face reprisals.
Significant Childhood Events: An Exotic Event occurs.
Exotic Events: Character was kidnapped and as a result the character makes first contact with an alien race (See Aliens). This encounter greatly affects all future relations with the beings. His people are suspicious. .
Aliens: Botanic - Plant-like beings whose physiology is based on vegetal structures such as vines, bark, leaves, or photosynthetic tissues.
Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.
Talents, Mutations & Alien Abilities: Attribute Variance - Reduce one attribute and increase another by the same amount.
Attribute Bonus/Penalty: Intelligence - Intelligence Penalty
Significant Childhood Events: Characters parents split up. Mother leaves, Father never remarries
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same continent.
Significant Childhood Events: Something good happens to the character. The character inherits a large sum of money 10 times what the characters normal starting money would be.
Significant Childhood Events: A future history-specific event occurs.
Parents/Family Details: Head of household has one occupation.
Parent 1
Appearances: Flashy Appearance - The character wears excessive jewelry, bold accessories, or prominent designer labels.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Paranormal
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: Unexpected Patronage - A powerful figure within a faction takes an interest in the character for unclear reasons.
Other Groups - Factions: Military Veteran Order - A formal military organization of surviving veterans with shared loyalty and history.
Other Groups - Factions, Military Orders: Voidshield Fellowship - Shipboard combat veterans specializing in boarding actions and fleet warfare.
Sibling 1
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Clergyman: A High Priest
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: Curiosity. The character hears stories of the religion and goes to personally investigate.
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: Spendthrift - Spends money without thought.
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: Hallucinations - Seeing unreal visions and distortions of reality. Each occurance has a 10% chance of driving the character into temporary Catatonia.
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: Offworld Inheritance - The character inherits property on another planet.
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.
Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: A professional rival, with the same occupation.
Rivals: Why?: They are sporting event rivals.
Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.
Rivals: Who?: A total stranger. See Others.
Others: A future specific person.
Parents/Family Details:
Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Household servant: Server
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Sibling 1
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Clergyman: Chief High Priest
Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.
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 - Merely a church goer, no serious devotion.
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Infirm - The character suffers from a visible, recurring illness or conditioncoughing, tremors, sores, discoloration, or other obvious symptoms.
Appearances: Multiple - Multiple features.
Appearances: Attractive - The character is generally considered good-looking.
Appearances: Distinct Body Odor - The character has a noticeable scent. It may not be unpleasant, but it is unmistakable.
Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.
Sibling 2
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Laborer: Warehouse worker
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Run-In with Authority - Patron - The leader becomes a patron and benefactor.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
Social Status: Well-to-Do - These folk are the upper end of the middle class. They typically own larger homes, have a household servant (a cook and/or maid), have conspicuous private transportation, and travel abroad (including interplanetary or interstellar travel). They often own more than one well-appointed home in more than one city. Their children are privately educated and attend prominent universities. Luxuries include elegant furnishings, artwork, libraries, parties, fine clothing, and some exotic foods. This class includes younger offspring of Nobility, highly skilled craftsmen and technicians, high-ranking military officers, successful merchants, ship owners, high-ranking clergy of prominent religions, high-level office and government workers. Outward appearances are often the be-all and end-all of this Social Status and these folk may try to act like they are Wealthy. A strong tendency hereto look on lower Social Statuses as something bordering on "unclean" and to attempt to associate only with those of equal or higher status. Of all Social Statuses, Well-to-Do folk are probably the least tolerant of their children becoming adventurers.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Medical
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.
Rivals: Who?: A total stranger. See Others.
Others: A rival.
Rivals: Who?: A relative. See Other Relations.
Other Family Relations: Sibling - Sibling.
Siblings: Sister - Sister
Rivals: Why?: An insult was percieved by one or the other.
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: Why?: They seek the same goal.
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.
Sibling 3
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Assassin: a professional killer. Works secretly.
Noteworthy Items of Parents/NPCs: NPC has many close friends (Roll {1D12} for their number). These folks usually dwell in the NPC's home town. If the NPC is the character's parent or guardian, they are known as "uncle" or "auntie." Because they are like family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed.
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Astrophysics
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.
Rivals: Who?: Sibling (older).
Rivals: Why?: Multiple Reasons
Rivals: Why?: Always trying to outdo each other in everything.
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: 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: 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.
Significant Childhood Events:
Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
Significant Childhood Events: Special Events of Childhood.
Special Childhood Events: One of the characters grandparents dies of natural causes in the presence of the character. The character is haunted by the experience.
Significant Childhood Events: Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
Significant Childhood Events: Character exhibits symptoms of an exotic personality.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: An Unusual Medicine. Could be Experimental or even alien medications.
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
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: 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: Army - Air Cavalry. Aerospace strike force.
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: Aerospace Skills: Pilot rotor-wing aircraft (helicopter).
Military Skills: Aerospace Skills: Communications and sensors
Military Skills: Aerospace Skills: Gunnery. Use& maintain the on-board weapons systems
Military Rank: Staff Sergeant/1st Class Petty Officer
Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. Enemy Forces are from a neighboring planet/land. 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's immediate superior officer is slain and he assumes command (effectively a field promotion, by one rank).
War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.
War Time: Serious casulties. Character was injured and has an impressive scar to show for it.
Body Locations: Right Leg
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a planetary moon.
Significant Childhood Events: Characters parents split up. Father leaves, Mother remarries in {1d4} years
Significant Childhood Events: Head of household is made an advisor to a local ruler.
Significant Childhood Events: A Fateful event occurs. Something Wonderful Occurs.
Something Wonderful: The character gains a loyal friend and companion.
Companions. Who?: GM Specials - For example, possible ancient alien intelligence or supernatural being in the guise of mortal.
Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.
Companions: What?: Good of Boy: A down-to-earth type who enjoys simple pleasures like hot food, cold drinks, good company, tall tales, and fast action. Loves a good knock-down fight.
Significant Childhood Events: Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
Significant Childhood Events: Learn an Unusual Skill.
Unusual Skills: Offworld Survival - Trained in surviving on alien worlds with unfamiliar terrain, flora, and environmental hazards.
Significant Childhood Events: Something bad happens to the character. Character is sexually molested by an adult.
Others: A future specific person.
Significant Childhood Events: Character runs away from home ... and joins an alien circus from offworld.
Otherworld Events: Other Worlds: Barren world. Rocky and barely habitable.
Otherworld Events: Other Worlds: Ice-ball. Entirely iced over, little or no breatheable atmosphere.
Otherworld Events: Events: The character befriends an intelligent alien being. The alien is a native of this world. The alien race has been undiscovered until now.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens: Botanic - Plant-like beings whose physiology is based on vegetal structures such as vines, bark, leaves, or photosynthetic tissues.
Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.
Talents, Mutations & Alien Abilities: Low Observable Signature - Sensors, cameras, and eyewitnesses tend to overlook the character, leaving incomplete records or unreliable descriptions.
Aliens: Piscean - Fish-like beings. They may be restricted to aquatic environments or capable of surviving for limited periods on land.
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: Luck - Luck Bonus
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: Unusual Tattoo - The character bears a distinctive tattoo. Determine its location using Body Locations and select a predominant color.
Birthmarks/Tattoos: Skull
Body Locations: Left Arm
Colors: Pearlescent Green
Aliens: Avion - Bird-like beings whose physiology resembles terrestrial birds, typically featuring feathers, beaks, and lightweight skeletal structures, regardless of whether they are capable of flight.
Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.
Talents, Mutations & Alien Abilities: Albinism - The character has pale skin and hair with pink or light eyes. They suffer 1d3 damage per hour of unprotected exposure to strong sunlight.
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: Intersex Physiology - The character is a true hermaphrodite with functioning male and female organs and an androgynous appearance.
Otherworld Events: Events: The character discovers illegal activity going on in a restricted area of the planet. The character is forced to flee for his life and is marked as an enemy by the head of a very powerful corporation (have the GM select an appropriate company).
Significant Childhood Events: Character serves a Patron.
In the Service of - Who is the Patron: A Noble. See Nobles.
Nobles: Noble Notes: Duke (Duchess): Rules over one or more marquises.
Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).
In the Service of - Why a Patron: The character is part of a complicated wager.
In the Service of - What happened: Patron introduces character to several very influential people, the kind of people who often hire mercenaries and adventurers.
Significant Childhood Events: Gain friend.
Others: A Group.
Other Groups: Commuters - Folks on their way to or from work.
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: Family gives character his own spacecraft. Assume that it is no larger than a small yacht.
Spacecraft: Ship Type: Factory ship. A large, ungainly craft designed to process raw materials into usable form. Usually they are heavily automated with minimal crew.
Spacecraft: Space Capabilities: Long range system ship. Travel to solar system's outermost or innermost planets.
Spacecraft: Armament: Heavily-armed. This Is a battle ship, well protected and capable of massive amounts of offensive destruction.
Spacecraft: Special Features: Expanded Cargo Hold - The ship has a larger-than-normal cargo capacity, concealed compartments, or modular storage bays.
Spacecraft: Liabilities: Corporate Claim - A corporation insists it still owns the shipor key components of it. Legal threats, bounty hunters, or repo agents may appear.