Current Character Background: Tsendayush Aryun

Future Genre Types: Imperial Space - Humanitys presence among the stars is no longer new. Space has been settled for centuriesperhaps even millenniaand vast interstellar empires dominate known space. These powerful states control hundreds or thousands of star systems, bound together by reliable and relatively economical faster-than-light travel. For governments, militaries, and commerce, interstellar travel is routine. For most civilians, however, life begins and ends on a single homeworld they will never leave. War is a constant feature of imperial life, though it rarely reaches civilian populations directly. Instead, its effects are felt through political upheaval, resource shortages, conscription, and shifting allegiancesoften more disruptive than invasion itself. Technological development may have plateaued or slipped into stagnation; innovation is rare, and new discoveries seldom change daily life. In some regions, ancient technologies persist long after their creators are forgotten, while critical knowledge slowly erodes. Interstellar conflict is frequent, fought between rival empires, against xenophobic alien powers, or by rebels and insurgents struggling to overthrow entrenched, authoritarian regimes. FeaturesBackgrounds:Characters come from many walks of life, though a large number of adventurers have military experience.Alien Presence:The role of alien races varies by setting. Some universes teem with countless species, others are largely human-centric, and some may lack sentient aliens entirely. Personal Spacecraft:When an encounter grants the character a personal spacecraft, roll {1d10}. On a result of 410, the ship is reasonably up to date with current technology. On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.

Character Species: Human - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.

Tech Level: Second Stellar Age - Most stellar colonies are independent of home planet. Faster-than-Light (FTL) drives now capable of rapid jumps between stars, crossing the gaps between stars in a matter of weeks. FTL communication allows information to travel between stars. Powerful non-laser energy weapons found on large ships and battle machines.

Home Culture: Decadent - These are cultures past the peak of their prime. Decay, particularly moral decay, has begun to set in at all levels of society and the people have become pleasure-loving and jaded. Tech Level remains constant, but few significant gains are being made. Governments are commonly those which function best with multiple layers of carefully partitioned authority and responsibility (like Bureaucracies, Corporations, and Democracies). The government becomes self-perpetuating and heedless of the people's needs. Although government support of the Poor is predominant, previously common civil liberties and government services begin to disappear. Inflation and unrestrained crime are often rampant. Gameplay Benefits: Street-smarts, survival in the streets, come naturally to this character. Give him additional skills in Urban Survival skill (additional skills, GMs Discretion). {1d6}. On a result of 1-3, select one Darkside trait. On a result of 4-5, select {1d3} Darkside personality traits and one Neutral Traits. On a result of 6, treat as a result of 4-5 but also select one Exotic Personality Traits. Roleplay: It is not uncommon for citizens of these cultures (even the lowliest slaves and street folk) to believe that their culture is not only at its dynamic prime, but that it and they are vastly superiorto everything else. A character from this culture could easily have a haughty attitude, looking down his nose at everything. Simple pleasures might easily bore a person from this culture. On the other hand, they could be so foreign to the character that they intrigue him to no end. Survival Skills: (additional skills, GMs Discretion).

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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Other Relation - Other Relation.

Other Family Relations: Great Aunt/Uncle - Great Aunt/Uncle.

Siblings & Birth Order: 3 - first of 4

Home World: Core World - Core World

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

Place of Birth: Tenement/Arcology Block - Born in crowded urban housing, surrounded by noise, poverty, or dense community.

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

Parents/Family Details: Head of household does not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.

Parent 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Biology

Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.

Companions. Who?: A total stranger. See Others.

Others: An alien.

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: Mutable Appearance - Through acting skill, mutation, or subtle physical adaptation, the character can radically alter their appearance to resemble members of their own species, similar species, or even the opposite sex.

Others: A mentor. The wise person who guides the character.

Companions: Why?: Character saves his life.

Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.

Companions. Who?: A robot or computer. See Artificial Persons.

Artificial Persons: Primary Function: Computer.

Artificial Persons: Intelligence Level: Hyper-Aware. The machine's capabilities and potential exceed those possible by living beings.

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.

Companions: Why?: Companion feels a need to protect the character.

Companions: What?: Grim Ally: Doesn't talk much. Does what must be done to the best of his ability. Dislikes frivolity, especially in the face of danger. Quite sure of himself at all times.

Companions. Who?: A professional adventurer. If the Companion is relatively more powerful than the character, assume that the character is his Companion.

Companions: Why?: GM Specials - Companion has an alterior motive that has yet to be revealed

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. Who?: A professional adventurer. If the Companion is relatively more powerful than the character, assume that the character is his Companion.

Companions: Why?: The Companion's original intent was to steal from the character.

Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.

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: Instructor: An unusual skill

Unusual Skills: Circus Skills - Proficient in one or more circus arts such as acrobatics, juggling, or tightrope walking.

Unusual Skills: Circus Skills: Several talents. A duplicate indicates skill is used at a higher competency.

Unusual Skills: Circus Skills: Clowning acting like a clown.

Unusual Skills: Circus Skills: Stage Magic - perform feats of prestidigitation!

Unusual Skills: Circus Skills: Theatrical ability

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC has married more than once, current spouse is number (roll {1d4}).

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: Specialist

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. - Neutral Trait

Personality Traits: Neutral: Precise - Precise: always exacting.

Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.

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: Spiral Galaxy

Body Locations: Right Hand

Colors: Metallic Sheen Pink

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

Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder

Exotic Personality Traits: Sexual Disorders: Fetishism & Fixations. Sexually attracted to or excited by an animal.

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 3: Jeweler: a maker and assessor of fine jewelry.

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

Appearances: Professionally Identifiable - The characters occupation is immediately apparent from their clothing and gear.

Appearances: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.

Appearances: Flashy Appearance - The character wears excessive jewelry, bold accessories, or prominent designer labels.

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: Saved a Life Devoted Companion - The character saves someones life. This person becomes a Companion and falls in love with the character (feelings may or may not be returned).

Companions. Who?: A kid. (Age = {1d12} in standard years)

Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.

Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.

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. Family does not approve of characters friends.

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

Otherworld Events: Other Worlds: Greenhouse world. Has a thick, dense (usually hostile) atmosphere that intensifies a "greenhouse" making the world hot and uninhabitable by Terran standards.

Otherworld Events: Events: The character survives a deadly encounter with a hostile alien monster. Unfortunately, there is a chance that during the encounter the character was infected with the monster's genetic material. The truth, and any possible cure can only be discovered on this planet where the encounter took place.

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 town where the character lives is destroyed, but there is little loss of life. However, after the disaster passes, the area is rebuilt and becomes a boom town, more prosperous than ever before.

Significant Adolescence Events: Multiple Events - 3 more Significant Events occur during this time.

Significant Adolescence Events: Parental Separation: Mother Leaves - The parents separate. The mother leaves and father remarries after {1d4} years.

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: Marketing Specialist: knows how to promote and popularize people, consumer goods, corporations and so on

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

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

Significant Adulthood Events: Additional - Additional Significant Events occur.

Significant Adulthood Events: Offworld Misadventure - The character becomes involved in a dangerous or strange incident on another planet.

Otherworld Events: Other Worlds: Greenhouse world. Has a thick, dense (usually hostile) atmosphere that intensifies a "greenhouse" making the world hot and uninhabitable by Terran standards.

Otherworld Events: Reasons for Being Here: Relocation. The characters job transfers him to this planet for an indefinite stay (this becomes the character's new home world).

Otherworld Events: Events: The character discovers the wreck of an old spacecraft. By right of discovery (local salvage law), the ship and its contents become his. While the ship will never be spaceworthy again, it contains one TechnoWonder device, {1d4} items from Gifts & Legacies and if the character already has a spacecraft, he is able to tranfer a Special Features to that can be used to enhance his own ship.

Techno-Wonders: Personal shield. This is electronic armor that creates a defensive and even confusing energy screen around the character or his vehicle.

Gifts & Legacies: A sealed trunk, containing the following contents -

Gifts & Legacies: A sealed cannister with an alien creature floating in it. The creature seems to be alive.

Gifts & Legacies: A sealed bottle (determine contents).

Gifts & Legacies: A sealed bottle (determine contents).

Gifts & Legacies: An Unusual Pet. This pet will survive at least until the character starts adventuring.

Unusual Pets: Types: Ferret

Unusual Pets: Abilities: Pet is made of some substance other than flesh and blood - Steel (though some parts may be other metals)

Gifts & Legacies: A care-worn, but functional old space suit

Gifts & Legacies: A care-worn, but functional old space suit

Spacecraft: Special Features: Multiple - Mutiple Features.

Spacecraft: Special Features: Techno-Wonder Installed - The vessel contains an experimental or rare piece of technology. Roll on the Techno-Wonders below for its function and drawbacks.

Techno-Wonders: Doomsday device. This weapon can destroy a planet, maybe even a star!

Spacecraft: Liabilities: Temperamental AI - The ships computer exhibits erratic behavior: misinterpreting commands, arguing, withholding data, or acting on flawed logic.

Spacecraft: Special Features: Notorious Transponder - The ship is recognized in certain ports, in good ways.

Spacecraft: Liabilities: None - None.

Spacecraft: Special Features: None - None.

Spacecraft: Liabilities: Dark Reputation - The ship has a grim and sordid past. Rumors persist that it is cursed or haunted, and strange events occasionally reinforce that belief. Some ports refuse service to this ship (25%)

Spacecraft: Liabilities: Temperamental AI - The ships computer exhibits erratic behavior: misinterpreting commands, arguing, withholding data, or acting on flawed logic.

Significant Adulthood Events: Witness to Atrocity - The character witnesses a major crime, massacre, or betrayal involving a faction.

Other Groups - Factions: Merchant Guild/Trade Combine - An organization controlling trade routes, tariffs, docking rights, and commercial access.

Other Groups - Factions, Merchant Guild: Golden Route Consortium - Controls several highly profitable trade corridors and enforces exclusive transit rights.

Significant Adulthood Events: Cursed by an Alien Priestess - A crude joke angers an old alien priestess, who places a curse on the character. Until lifted, apply penalties to skill and attribute checks

Personality Traits: Darkside: Tactless - Speaks before thinking.

Personality Traits: Darkside: Cheat - Shortchanges others of their due.

Personality Traits: Darkside: Suspicious - Trusts no one.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Energy Radiation - Nuclear Radiation

Personality Traits: Lightside: Considerate - Thinks of others' feelings.

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

Personality Traits: Lightside: Enthusiastic - Excited, can't wait to act.

Personality Traits: Darkside: Irreverent - Mocks religion and the gods.