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: Fusion Age - Energy is created through the combining, not destruction of matter. Laser weapons replace projectile weapons in most armies. "Manned" exploration of the solar system, establishment of orbital space cities and scientific colonies on other planets within system. "Cold sleep" used for long interplanetary trips. Most manufacturing is completely automated.
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: Extremely Wealthy - They have heaps of money. Tthey view the merely Wealthy as cheapskates. Extremely Wealthy folk own estates the size of small countries, have armies of servants (and often at least one army), throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, world rulers, owners of huge, grosslysuccessful, multi-national or even multiplanetary, heavily diversified corporations. Chances are that a character from this Social Level will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. Although cliche, the "spoiled rich" kid could easilyf it this character. Also see Wealthy roleplay guidelines.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Relatives - More Relatives. Then select {1d6} additional relations from Other Relations.
Other Family Relations: First Cousin - The offspring of an uncle or aunt.
Other Family Relations: Grandparent - Grandparent.
Other Family Relations: Sibling - Sibling.
Siblings: Sister - Sister
Other Family Relations: Ancestor - {1d3} + 1. The result is the number of generations removed from the character's grand parents (Great Grandparent, Great-great Grandparent, etc.).
Other Family Relations: Child - Child
Other Family Relations: Great Grandparent - Great Grandparent.
Siblings & Birth Order: 5 - third of 6
Home World: Frontier World - Frontier World
Home World Types: Forest world - Covered by huge tracts of virgin forest.
Place of Birth: Exotic Location - The character is born in an unusual or extraordinary environment. See below for results from Exotic Places.
Exotic Birth Place: Back Alley - The character is born in a narrow alleyway or service corridor, far from safety or comfort.
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 - Low Income Jobs
Low Income Occupations: Soldier: for details in depth see Military Experience.
Military Duties: Branch of Service: Army - Heavy Infantry. Armored foot soldiers.
Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)
Military Skills: Combat Skills: First Aid Training
Military Skills: Special Survival Skills: Pathfinding, Finding one's way in the wilderness.
Military Rank: First Sergeant/Senior Chief
Military Experience: A fierce war breaks out - a holy war against enemies of the main religion.. The situation is grim. All Noncombat troops are put in the field as light infantry. 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 the only survivor of his unit.
War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.
War Time: The Character's best friend dies at his side.
Noteworthy Items of Parents/NPCs: A relationship with someone.
Others: A noble.
Nobles: Noble Notes: Chieftain: Tribal leader, usually leads a single tribe.
Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).
Parent 2
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Household servant: Maid
Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: An Alien. See Aliens.
Aliens: Amphibian - Equally at home in water and air. These beings can breathe in both environments and often dwell in coastal, aquatic, or swamp regions.
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 Sleep Cycle - The character requires significantly less sleep or enters unusually deep sleep compared to species norms.
Rivals: Why?: An insult was percieved by one or the other.
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?: An enemy of the family.
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: Devotes time to a hobby.
Hobbies: Type of Hobby: Gameplaying: War games
Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.
Hobbies Hobby Proficiency: Casual:
Parent 3
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Spacer: the crewman on a spacecraft.
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Plain - The character is neither notably attractive nor unattractive.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Parent 4
Occupations Selection: Occupation Group - Special Income Jobs
Special Income Occupations: Professional Escort. A companion for hire.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
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
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
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 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Business Owner: the type of activity the business performs is below. The character has employees who perform this service.
Low Income Occupations: Technician: Medical
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: The deceased sacrificed his or her life - To save a relative whose life was endangered by someone's actions,
Death Situations: Special Circumstances: Several friends of the victim activety seek the death of the killer.
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Tattooed - The character bears one or more prominent tattoos.
Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.
Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.
Noteworthy Items of Parents/NPCs: NPC is a military veteran.
Military Duties: Branch of Service: Mercenaries - Gunnery.
Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.
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: Special Survival Skills: Trailing (following someone unseen).
Military Skills: Special Survival Skills: Improve an existing military skill
Military Rank: Private FC/Seaman/Spaceman
Military Experience: The characters hitch is extended by several years because a major war breaks out. The fighting is intense.
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
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: The deceased sacrificed his or her life - To save some other person whose life was endangered by someone's actions. See Others, for who was saved.
Others: Someone known primarily by occupation / co-worker / client
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Philosopher: a thinker, a sage, or even a theologian probably associated with either a religious institution or a school of higher learning.
Death Situations: Special Circumstances: Several friends of the victim activety seek the death of the killer.
Sibling 3
Appearances: Hyperintense - The character reacts to situations with obvious urgency or emotional intensity.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Architect: the designer of impressive buildings, both public and private.
Noteworthy Items of Parents/NPCs: Preventing a future event.
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: Devotes time to a hobby.
Hobbies: Type of Hobby: Hobbycraft: Baking
Hobbies: Degree of Interest: Devoted. Given a choice, this is how the character spends his free time. About 10 to 15% of total income is spent on this hobby.
Hobbies Hobby Proficiency: Casual:
Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: An enemy of the family.
Rivals: Why?: Multiple Reasons
Rivals: Why?: Multiple Reasons
Rivals: Why?: Rival is jealous of the character's looks.
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?: Multiple Reasons
Rivals: Why?: Their distant ancestor's 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: Why?: Rival is jealous of the character's possessions.
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?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
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?: Multiple Reasons
Rivals: Why?: They love the same person.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Rivals: Why?: They love the same person.
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: 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: 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?: A friend (rivalry other than "friendly" is kept secret).
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: Who?: A total stranger. See Others.
Others: A robot.
Artificial Persons: Primary Function: Ground Vehicle.
Artificial Persons: Intelligence Level: Self-Aware. The machine knows it exists and desires to maintain its own existence. Capable of creative problem-solving.
Artificial Persons: Body Type: Alienoid. Like the humanoid robot, but designed to mimic the shape of its alien creators.
Rivals: Why?: Multiple Reasons
Rivals: Why?: Multiple Reasons
Rivals: Why?: They love the same person.
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 love the same person.
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: 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: Why?: They seek the same goal.
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: 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 4
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Assassin: a professional killer. Works secretly.
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Sibling 5
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Factory Worker.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Liver Damage - Severe liver injury leaves the character highly vulnerable to toxins. Constitution or resistance checks against poison are effectively halved. Alcohol is treated as a poison.
Serious Injuries, About this Injury ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).
Significant Childhood Events:
Learn an Unusual Skill.
Unusual Skills: Professional Gambling - Experienced in games of chance, odds calculation, and reading opponents.
Significant Childhood Events: Characters parents split up. Mother leaves, Father never remarries
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 Adolescence Events: Family Relocation & Orbital Station - The family moves to an orbital habitat or space station.
Significant Adolescence Events: Alleged Alien Curse - After offending an elderly alien, the character is said to be cursed. Whether real or psychological, the character suffers ongoing penalties until resolved.
Significant Adolescence Events: Alien Reward - A mysterious but benevolent alien rewards the character for a selfless act with partial plans for a marvelous device.
Techno-Wonders: Extra-dimensional Duffle Bag - a carrying bag that carries a nearly unlimited amount of equipment weightlessly
Significant Adolescence Events: Household Career Change - The head of the household changes occupations, significantly affecting family life.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Astrophysics
Significant Adolescence Events: Family Relocation & Neighboring System - The family moves to a nearby star system.
Significant Adolescence Events: Inherited Estate - The character receives a hunting lodge or estate on a distant forest world, including {1d10} square miles of land.
Significant Adolescence Events: Targeted by Recruiters - Competing groups show interest in the character, creating tension or danger.
Other Groups - Factions: Mega-Corporation - A corporate entity powerful enough to rival governments, often controlling entire industries or star systems.
Other Groups - Factions, MegaCorporations: Helios Dynamics - A dominant energy and power-generation conglomerate controlling fusion plants, stellar collectors, and reactor technology.
Significant Adolescence Events: Faction Symbolism - The character adopts clothing, symbols, slang, or ideology associated with a group, intentionally or not.
Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.
Education : Outstanding Education.
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
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Significant Adulthood Events: The character becomes a close advisor to a local ruler. - The character becomes a close advisor to a local ruler.
Personality Traits: Darkside: Rude - Polite, courteous.
Personality Traits: Darkside: Tactless - Speaks before thinking.
Personality Traits: Darkside: Liar - Hardly ever tells the truth.
Personality Traits: Darkside: Filthy - Knows nothing of hygiene.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Bloodthirsty - Seems to enjoy combat just a little too much, particularly when blood is spilled.
Personality Traits: Neutral: Grim - Grim: unsmiling. humorless, stern of purpose.
Personality Traits: Neutral: Rough - Rough: unpolished, unrefined.
Personality Traits: Neutral: Rash - Rash: acts before thinking.
Personality Traits: Darkside: Self-doubting - Unsure of self and abilities.
Personality Traits: Darkside: Untrustworthy - Not worth trusting.
Personality Traits: Lightside: Clean - Practices good hygiene.
Personality Traits: Neutral: Loquacious - Loquacious: talks and talks and talks and
Personality Traits: Neutral: Atheistic - Atheistic: denies existence of the supernatural.
Significant Adulthood Events: Blessed by a Priest - The character rescues an old priest from pirates and receives a blessing. Gain bonuses to future checks (GM discretion).
Significant Adulthood Events: Run-In with Authority - Enemy - A legal dispute with a government leader results in a powerful enemy.
Rivals: Who?: A total stranger. See Others.
Others: A robot.
Artificial Persons: Primary Function: Police Robot.
Artificial Persons: Intelligence Level: Unaware. Merely a machine. The robot is programmed to perform a task and is incapable of action outside that task unless reprogrammed.
Artificial Persons: Body Type: Biosynthetic. This is an amalgamation of living tissue and electronics similar to a cyborg. Unlike a cyborg, the biosynthetic is made of tissue grown and shaped in a laboratory and was itself never part of a living being.
Rivals: Why?: They seek the same goal.
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.
Significant Adulthood Events: Run-In with Authority - Enemy - A legal dispute with a government leader results in a powerful enemy.
Rivals: Who?: An enemy of the family.
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.
Significant Adulthood Events: Wanderlust Planetary Travel - For {1d6} years, the character travels across their homeworld, visiting major cities and settlements.
Tarnished Tomorrows Events: Character is attacked and partially dismembered by vile organ-leggers, thieves who steal internal organs for resale. He loses {1d3} parts of his body before being rescued. Missing parts are replaced by experimental bionic prosthetics.
Bionics: Replacement Parts: Both Legs. - Cyber Both Legs.
Bionics: Function: Experimental Prototype - The cybernetic component is experimental or poorly tested. It offers unusual capabilities but has a significantly increased chance of malfunction. Unexpected side effects are common.
Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.
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.
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.
Significant Adulthood Events: Protected by Reputation - A faction intervenes on the characters behalf due to past actions or perceived value.
Other Groups - Factions: Criminal Syndicate - Organized crime groups involved in smuggling, black markets, and illicit trade across systems.
Other Groups - Factions, Crime Syndicate: Cinder Trust - A conservative crime family operating behind legitimate corporate fronts.
Significant Adulthood Events: Corporate Heir - Favored - The character inherits stock and a board seat in a powerful hi-tech corporation. The board welcomes them and offers gifts (GM discretion).
In the Service of - Who is the Patron: An alien. See Aliens.
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: Unusual Size Small - The character is 2060% smaller than the species norm.
In the Service of - Why a Patron: The character is part of a complicated wager.
In the Service of - What happened: Patron is noted for an Exotic Personality Trait. See Exotic Personality Traits.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Cats (Ailuroophobia) - especially house cats.
Significant Adulthood Events: Wanderlust Relief Worker - For {1d6} years, the character works as a relief aid worker on a famine-torn or disaster-stricken planet.
Significant Adulthood Events: Broken Betrothal Tragedy - Following a whirlwind romance, a fateful event (or circumstances resulting from it) ends that romance on the day the character was to be married. A Tragedy Occurs.
Tragedies : An alien or exoitc disease almost kills the character and leaves horrible scars. Reduce Charisma/Appearance attributes.
Significant Adulthood Events: Job Loss - The Character loses their job due to personal problems interfere with professionalism.
Significant Adulthood Events: Alien Mercy - While exploring near home, the character encounters a trapped alien beast and chooses to free it. Later, when the character is trapped by falling debris or a similar danger, the same creature reappears and saves them.
Significant Adulthood Events: Life Among Aliens - The character lives for an extended time within an alien community. See Alien Backgrounds for details.
Aliens: Insectoid - Beings that closely resemble insects or arachnids, often possessing exoskeletons, segmented bodies, mandibles, or compound eyes.
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: Disease Immunity - The character is naturally immune to disease.
Significant Adulthood Events: The character becomes a close advisor to a local ruler. - The character becomes a close advisor to a local ruler.
Significant Adulthood Events: Witness to Atrocity - The character witnesses a major crime, massacre, or betrayal involving a faction.
Other Groups - Factions: Alien Political Organization - A non-human civilization or alliance with its own laws, customs, and interests.
Significant Adulthood Events: Sudden Fame - Due to an event, the character becomes widely known or famous.
Gifts & Legacies: Property: An inn (or hotel)
Significant Adulthood Events: Witness to Atrocity - The character witnesses a major crime, massacre, or betrayal involving a faction.
Other Groups - Factions: Pirate Clans - Independent or semi-organized pirate groups operating beyond formal law.
Other Groups - Factions, Pirate Clan: Black Sun Marauders - A feared pirate fleet known for brutal raids and scorched-hull tactics.
Significant Adulthood Events: Criminal Involvement - The character becomes involved in illegal activities.
Underworld Experience : The Wrong Path: The character seeks to wield power in the crime world.
Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.
Underworld Experience: Independent criminal: Burglary
Underworld Experience: Independent criminal: Robbing banks, stores and credit machines
Underworld Experience : Events: Character participates in a large heist, only to have his partners vanish with the loot. There were {1d4} others involved and the valuables have never reappeared. GM: This is an chance to create either a revenge adventure or a recapture scenario (depending on which side of the law the character now stands).
Significant Adulthood Events: Cover-Up - The character is paid, threatened, or coerced into helping conceal a factions wrongdoing.
Other Groups - Factions: Merchant Guild/Trade Combine - An organization controlling trade routes, tariffs, docking rights, and commercial access.
Other Groups - Factions, Merchant Guild: Helix Commerce Guild - Specialists in high-risk, high-margin goods including rare biotech and alien artifacts.
Significant Adulthood Events: Backwater Encounter - While visiting a remote alien ghetto or slum, the character is affected by a significant event.
Lo-Tech Events: Learn use of an archaic weapon (swords, bows & arrows, flintlock pistols all qualify)
Significant Adulthood Events: Saved a Life Trusted Ally - The rescued individual becomes a close friend and reliable contact.
Companions. Who?: Former enemy or rival. See Rivals.
Rivals: Who?: An Alien. See Aliens.
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: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.
Talents, Mutations & Alien Abilities: Emotional Resonance - Strong emotions subtly affect the surrounding environment, causing minor electronic glitches or emotional reactions in others.
Rivals: Why?: Multiple Reasons
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.
Rivals: Why?: They love the same person.
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?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)
Companions: Why?: They happened to be in the same place and in trouble at the same time.
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.
Companions: What?: Gung-ho Joe: Enthusiasm is not his middle name, it's his first. Always ready for adventure, willing to leap into the fray and face unbeatable odds.
Significant Adulthood Events: Unusual Skill Learned - The character acquires an unusual or rare skill. See Unusual Skills.
Unusual Skills: Mountaineering - Professional-level climbing skills, including ropes, gear, and extreme terrain.
Significant Adulthood Events: Blacklisted - The character is officially barred from doing business with a major organization or network.
Significant Adulthood Events: Criminal Involvement - The character becomes involved in illegal activities.
Underworld Experience : The Wrong Path: The character has a pathological urge to do wrong.
Underworld Experience: Types of Crimes: Petty theft. The character and several pals steal things they want or need. They act in violation of any organized thieves guild.
Underworld Experience : Events: Join a gang. Members are usually of the character's same age and sex. Give the gang a name, such as the Mutant Maulers, the Stellar Six, the Sisters, etc.
Significant Adulthood Events: Wanderlust Nearby Star - For {1d6} years, the character journeys beyond their home system to a nearby star.
Otherworld Events: Other Worlds: Barren world. Rocky and barely habitable.
Otherworld Events: Reasons for Being Here: Stowaway. The character hides on board a ship and is "ejected" on this planet.
Otherworld Events: Events: An Exotic Events Occurs on another world.
Exotic Events: The character's world is unavoidably doomed to destruction. Those in the know keep their knowledge secret, but prepare for their own escapes. The character participates in a secret project to both stop the rulers and let some or all of the world's people escape the destruction. The character and his friends succeed in at least saving themselves. The catastrophe is averted by what can only be called a Heavenly miracle.
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.
Significant Adulthood Events: Tragedy - Something terrible happens to the character. See Tragedy Events.
Tragedies : The character's home is destroyed along with all personal belongings.
Significant Adulthood Events: Blacklisted - The character is officially barred from doing business with a major organization or network.
Other Groups - Factions: Street Gang - A gang of thugs wielding power by force.
Other Groups - Street Gang: Neuro Wolves - Gang built around neural link combat tactics and pack-style coordination.