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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Mixed technology, one aspect higher - A key aspect of the culture's technology is more typical of a higher Tech Level (such as Transmatter being used by a Federation starship to beam crew planetside).
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: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Illegitimate - Illegitimate Birth
Family Members: Guardian - Guardian
Family: Guardian: Orphaned - The character was somehow orphaned at birth and adopted into a more-or-less normal family group.
Siblings & Birth Order: 4 - fourth of 5
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.
Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.
Unusual Events at Birth: 1 event
Unusual Births Events: Mother died in childbirth.
Death of a Loved One: The Inheritance: The Love One's estate is liquidated to pay off debts.
Death of a Loved One: The Events: Two additional Events
Death of a Loved One: The Events: When character tries to collect his inheritance, it has already been claimed by another relative (see Other Relations).
Other Family Relations: Distant Relative - Shares a common ancestor.
Death of a Loved One: The Events: A close friend of the deceased confides in the character that he or she believes the deceased was murdered.
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
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}).
Parent 2
Appearances: Plain - The character is neither notably attractive nor unattractive.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Chemistry
Noteworthy Items of Parents/NPCs: NPC is a military veteran.
Military Duties: Branch of Service: Mercenaries - Battlebot. Armored, robot-like battle machines.
Military Skills: Combat Skills: Improve an existing military skill (bonus GM's discretion)
Military Skills: Combat Skills: Improve ranged weapon skill (of choice)
Military Skills: Vehicle Skills: Field repair damaged vehicle.
Military Skills: Vehicle Skills: Field repair damaged vehicle.
Military Rank: First Sergeant/Senior Chief
Military Experience: If the character is not a commissioned officer, he attends Officer Candidate School. If he is a commissioned officer, he is promoted one rank. Character is then reassigned to a combat unit within his general branch of service (Army, Navy, Mercenaries).
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Dentist: fixes teeth that need repair.
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.
Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: Sibling (younger).
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: Who?: Sibling (younger).
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: Who?: A total stranger. See Others.
Others: A clergyman.
Religion: Religions: Multi-god pantheons. Like Greek or Norse gods, but can also include spirit and ancestor worship.
Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.
Religion: Religious Events: In a vision, God asks the character to perform a sacred, but dangerous mission. GM should create mission.
Rivals: Why?: Rival is jealous of the character's possessions.
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.
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Business Owner: The type of activity the business performs is below. If the result makes no sense or is too difficult to work out, reroll. The character does not actually do this service, but has employees who do it.
Low Income Occupations: Spacer: the crewman on a spacecraft.
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: Silent - Silent: rarely talks,
Sibling 3
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: Sheriff: law and order in smaller towns and villages.
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. - Darkside Trait
Personality Traits: Darkside: Lazy - Difficult to get motivated.
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Radical personality cults. Belief in the deity or special calling of a charismatic leader. Cult often ends tragically.
Religion: How it Begins: Friend's religion. A friend invites the character to come to his god's temple.
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: Obstructive - Acts to block others actions.
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: Berserker Rage - Mindless aggression. Person is subject to fits of mindless aggression lasting 1 d100 minutes.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Sibling 4
Occupations Selection: A hobby practiced as an occupation.
Hobbies: Type of Hobby: Hobbycraft: Sewing
Hobbies: Degree of Interest: Sporadic and Variable. Interest runs in spurts, intense at times, totally ignored at others. Character will easily spend 1% of his total income on this hobby.
Hobbies Hobby Proficiency: Consuming Passion:
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A care-worn, but functional old space suit
Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.
Death Situations: Victim poisoned intentionally.
Death Situations: Special Circumstances: No special circumstances surround this death
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: Unusual Skill Learned - The character acquires an unusual or rare skill. See Unusual Skills.
Unusual Skills: Enthusiast - Displays obsessive interest and dedication toward a single chosen skill.
Unusual Skills: Cryogenic Procedures - Knowledgeable about cryogenic sleep protocols, revival risks, and emergency thawing methods.
Unusual Skills: Urban Vertical Navigation - Expert at navigating megastructures, arcologies, and multi-level cities using unconventional routes.
Unusual Skills: Zero-G Maneuvering - Skilled at moving, orienting, and working efficiently in microgravity environments.
Significant Childhood Events:
Something bad happens to the character. Character teases and angers an old alien who allegedly puts a "curse" on him. Whether really cursed or not, the character finds that all his skill use rolls are penalized by 5% (that is, it is 5% harder to make a skill check).