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-Like - These beings so closely resemble human-kind that only a few characteristic features set them apart, such as pointed ears or an exotic skin color. Typical of aliens from games based on TV shows.
Tech Level: Fourth Stellar Age - Energy shields protect large vehicles and craft. Gravitic repulsors negate the effects of gravity. Personal force screens possible.
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).
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: Nobility - Nobility: The character is a member of a titled Noble family, the aristocracy of old. These folk have fancy titles, and are generally better off than their fellows. Follow the instructions below to select titles, lands and so on, then return here.Special Instructions: Determine the Noble title of the characters parents and other items of importance to Nobles. Gameplay Benefits: Literacy chance is +30% over the base Tech Level + Social Status chance. A Noble character has a 50% chance to have a strange personality quirk, see Exotic Personality Traits. Roleplay: Nobles, by definition, are supposed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving parasites, tolerated only out of tradition. Read the roleplay guidelines under Nobles for further help in roleplaying this character.
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).
Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction
Exotic Personality Traits: Mental Affliction: Depression - Beyond merely feeling a bit "down" or "blue," the afflicted person feels that all hope is gone. Unable to cope with their problems, or even ask for help, talking about or attempting suicide is how they communicate their unspoken cry for help. Reduce all skill when depressed. (GMs Discretion)
Birth Legitimacy: Legitimate - Legitimate 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 - third of 5
Home World: Colony World - Colony World
Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.
Place of Birth: Forest Birth - The character is born among the trees, deep in a forest or jungle, without the protection of a hut or permanent structure.
Unusual Events at Birth: 1 event
Unusual Births Events: Character was put up for adoption upon birth.
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Robotics
Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.
Exotic Events: The character befriends an intelligent, nonhumanoid alien being. See Aliens.
Aliens: Human-Like - These beings closely resemble humans, differing only in a few distinctive physical features such as skin tone, eye shape, ridges, or minor anatomical variations.
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: Instinctive Direction Sense - The character always knows which direction leads home, to the nearest exit, or along their last path, even in zero gravity.
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: Skeptic - Skeptic: disbelieving of things unproven.
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Sibling 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Household servant: Server
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: Aggressive - Aggressive: assertive, bold, enterprising.
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}).
Noteworthy Items of Parents/NPCs: NPC has a patron.
In the Service of - Who is the Patron: A patron that leads a double life
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Interstellar Law Lore - Working knowledge of treaties, jurisdictional loopholes, and customs laws across star systems.
Crimes: Crimes and Criminal Type: Racketeering - The character operated or supported organized criminal enterprises. Penalty: {1d10} years imprisonment.
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: Allergy - Allergy
Exotic Personality Traits: Allergies: Energy Radiation - Solar Radiation
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Medicine
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Emotional - Emotional: rarefy keeps emotions in check,
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Administrator/Manager: Oversees the operations of a large scale business or other organization.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
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: Untrustworthy - Not worth trusting.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Sibling 4
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Farm worker: Farmer
Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A holiday
Unusual Births Events: A seer declares that the character will be afflicted by an ancient family curse (that the characters family obviously thought was long gone) upon reaching adulthood. Once each year, the adult character (and those around him) may be afflicted by a tragedy. Upon the character's birthday after he reaches adulthood, the GM determines an event and work the outcome into the events of his campaign.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.
Significant Childhood Events:
Family has the a certain attitudes towards the character. Character is loved by parents or guardians.
Significant Childhood Events: Character has a religious experience.
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: Character joins the religion. The character's strength of the characters devotion - Fervent Belief, seeks to spread the faith.
Significant Childhood Events: Something bad happens to the character. A Tragedy Occurs.
Tragedies : One of the character's parents (or guardians is killed).
Tragic Causes: Flood/Tidal Wave
Significant Adolescence Events: Family Debt to an Organization - The family owes money, favors, or service to a group, indirectly binding the character.
Other Groups - Factions: Pirate Clans - Independent or semi-organized pirate groups operating beyond formal law.
Other Groups - Factions, Pirate Clan: Silent Keel - Stealth-focused pirates infamous for ships that strike without warning.
Significant Adolescence Events: Gifted Spacecraft - The family gifts the character a personal spacecraft, no larger than a small yacht.
Spacecraft: Ship Type: Small fighter craft. One or two pilots are all this small military ship can carry.
Spacecraft: Space Capabilities: Short range interstellar. Travel to nearby stars only.
Spacecraft: Armament: Lightly-armed. Carries a minimal of legal weaponryfor defensive purposes. Doesn't belong in a fire-fight.
Spacecraft: Special Features: Personalized Ships Computer - The ships AI exhibits a distinct personality. Roll on the Personality Trait below to determine its quirks. Decide whether the voice presents as male, female, or something more alien.
Personality Traits: None - No Personality Trait
Personality Traits: Darkside - Darkside Trait
Personality Traits: Darkside: Unenthusiastic - Can't get excited.
Personality Traits: None - No Personality Trait
Personality Traits: Lightside - Lightside Trait
Personality Traits: Lightside: Clean - Practices good hygiene.
Personality Traits: Darkside - Darkside Trait
Personality Traits: Darkside: Egotistic - Proud and conceited.
Personality Traits: Neutral - Neutral Trait
Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.
Spacecraft: Liabilities: Old Hull - The ship was already old when the characters grandparents were young. Replacement parts are scarce, and systems show their age.
Education : Outstanding Education.
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: Laborer: Warehouse worker
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
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: Pale Meridian - Specializes in organ trafficking, cloning theft, and illicit biotech.
Personality Traits: Darkside: Self-doubting - Unsure of self and abilities.
Personality Traits: Darkside: Irreverent - Mocks religion and the gods.
Personality Traits: Darkside: Cowardly - Afraid to face adversity.
Personality Traits: Darkside: Tardy - Always late.
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Fetishism & Fixations. Sexually attracted to or excited by a women's clothing (not for wearing, though).
Personality Traits: Lightside: Calm - Difficult to anger, a peaceful spirit.
Personality Traits: Lightside: Trusting - Trusts others to behave correctly.
Personality Traits: Lightside: Diplomatic - Careful to say the right thing.
Personality Traits: Neutral: Grim - Grim: unsmiling. humorless, stern of purpose.
Personality Traits: Lightside: Giving - Gives of self and possessions.
Personality Traits: Darkside: Rude - Polite, courteous.
Personality Traits: Darkside: Pessimist - Always see the bad side of things.