Current Character Background: Eidan Nod

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: 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: Illegitimate - Illegitimate Birth

Family Members: Two Parents - Two Parents

Siblings & Birth Order: 5 - fifth of 6

Home World: Core World - Core World

Home World Types: Glacial world - Mostly ice and snow, but life can exist here.

Place of Birth: Vehicle Birth - The character is born while in transitaboard a ground vehicle, ship, aircraft, or other conveyance.

Place of Birth: Vehicles: Land Vehicle - in a motorized land vehicle

Unusual Events at Birth: 2 events

Unusual Births Events: Character has a fraternal twin.

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A journey

Parents/Family Details: Head of household has one occupation.

Parent 1

Occupations Selection: Occupation Group Special Income Jobs

Special Income Occupations: Mage/Psionicist/Mentalist

Noteworthy Items of Parents/NPCs: NPC is noted for his extremely unusual personality. Link the Exotic Personality Traits together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.

Exotic Personality Traits: Categories: Phobia - Phobia

Exotic Personality Traits: Phobia: Darkness (Achluophobia)

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Practical Joker - Enjoys pulling off jokes at others expense. He's a guy who short-sheets cold sleep chambers, puts shoe-polish on the eyepieces of electro-scan telescopes, and soaps the windows of your all-terrain vehicles. Whose side is he on anyway?

Parent 2

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Laborer: Mail room worker

Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.

Unusual Births Events: Character's is born immediately after a Tragedy Roleplay: Superstitious folk often associate one event with another. Others who know of this occurrence might easily believe the character's birth was related to the tragedy.

Tragedies : One or both of the character's parents are outlawed and go into hiding - Father

Crimes: Crimes and Criminal Type: Piracy - The character preyed on shipping lanes, trade routes, or spaceways. Penalty: {2d10} years imprisonment.

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A power blackout

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: Extroverted - Extroverted: outgoing.

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: The character's lover/best friend or close friend that is opposite gender

Companions: Why?: They happened to be in the same place and in trouble at the same time.

Companions: What?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.

Companions. Who?: Sibling (older).

Companions. Who?: Sibling (younger).

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.

Sibling 1

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Engineer: Aerospace

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 a disease caught from someone.

Death Situations: Special Circumstances: No special circumstances surround this death

Noteworthy Items of Parents/NPCs: Devotes time to a hobby.

Hobbies: Type of Hobby: Gameplaying: Computer games

Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.

Hobbies Hobby Proficiency: Sporadic and Variable:

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

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

Sibling 2

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Sports and Athletics: Team ball sport

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: Consuming Passion:

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during adolescence. 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 3

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 is from a foreign place (either land or world).

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Banker: keeps track of other folks credit and loans credits to make credits.

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: Refuge. It was storming. The church was the only warm and dry place with an open door.

Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - All-consuming, fanatical passion. Entire life is focused on on his faith, with a willingness to die for what he believes.

Religion: Religious Events: Character makes prophetic statements. He is ignored by most and considered a radical.

Religion: Religious Events: Character makes prophetic statements and becomes unpopular for what he says.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.

Sibling 5

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 3: Pharmacist: makes and dispenses medicines.

Noteworthy Items of Parents/NPCs: NPC untimely dies during 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: No special circumstances surround this death

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: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same planet

Significant Childhood Events: Character runs away from home ... but returns after {1d6} years.

Special Childhood Events: A Fateful event occurs on the same day as the characters birthday. Something Wonderful Occurs.

Something Wonderful: The character gains a loyal friend and companion.

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: Machine-like. Designed to fulfil a specific task, its form and appearance are tailored to its function. Little concern is given to making it "look" like a classic robot. May include computers, ground vehicles, aircraft, spacecraft, tools, and battle machines.

Companions: Why?: They happened to be in the same place and in trouble at the same time.

Companions: What?: Incurable Romantic: Imagines himself to always be questing after some greater goal. Always attempts noble and chivalrous deeds. Always quoting somebody, usually obscure poets and high-talking philosphers.

Special Childhood Events: A Fateful event occurs on the same day as the characters birthday. 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 Childhood Events: Character runs away from home ... but returns after {1d8} days.

Significant Adolescence Events: Training Exposure - The character receives informal training from group members such as combat drills, technical skills, or ideology.

Other Groups - Factions: Underworld Information Brokers - Dealers in secrets, rumors, data, and identity manipulation.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Chemistry

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 2: Brewer: makes beers, ales and meades.

Significant Adulthood Events: Corporate Heir Targeted - The character inherits stock and a board seat in a powerful hi-tech corporation. The board resents the character and seeks to remove or eliminate them.

Significant Adulthood Events: Military Service Press-Ganged - The character is forcibly recruited to meet a military quota.

Military Duties: Branch of Service: Mercenaries - Heavy Infantry. Armored foot soldiers.

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: 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: Find water (know it Its drinkable).

Military Skills: Special Survival Skills: Find water (know it Its drinkable).

Military Rank: Private FC/Seaman/Spaceman

Military Experience: The character is promoted one rank.

Personality Traits: Neutral: Logical - Logical: uses deductive reasoning,

Personality Traits: Neutral: Self sufficient - Self sufficient: does not need others.

Personality Traits: Neutral: Creative - Creative: able to make something oul of nothing.

Personality Traits: Darkside: Flippant - Unable to be serious about anything.

Personality Traits: Darkside: Slovenly - Messy, nothing Is ever put away.

Personality Traits: Lightside: Honest - Always gives what is due.

Personality Traits: Lightside: Generous - Willing to give more than fairly.