Current Character Background: Rex Gower

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Alien, Humanoid - Though similar inform to a human, they may be vastly different in the specific details of physical appearance.

Tech Level: Ultratech Age - Worlds are completely terra-formed, and/or moved from their orbits into more suitable ones. Robots are often physically indistinguishable from life forms (and are often classed as life forms). Totally synthetic life forms are commonplace.

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: Legitimate - Legitimate Birth

Family Members: Two Parents - Two Parents

Siblings & Birth Order: 6 - sixth of 7

Home World: Colony World - Colony World

Home World Types: Water world - Mostly oceans and small islands.

Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.

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

Appearances: Stooped Posture - Poor posture causes the character to hunch or slouch habitually.

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Commercial ground vehicle driver. Trucker, cabbie, chauffeur.

Noteworthy Items of Parents/NPCs: A relationship with someone.

Others: A rival.

Rivals: Who?: A former lover/best friend/love interest/crush.

Rivals: Why?: Always trying to outdo each other in everything.

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.)

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: Emotionless - Emotionless: rarely shows emotions,

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. A significant event from the past.

Significant Adolescence Events: Companion Gained - The character acquires a Companion during adolescence.

Companions. Who?: Former enemy or rival. See Rivals.

Rivals: Who?: An enemy of the family.

Rivals: Why?: They seek the same goal.

Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

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

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.

Parent 2

Appearances: Macho Demeanor - The character projects exaggerated toughness, masking vulnerability behind bravado.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Cybernetics

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. - Lightside Trait

Personality Traits: Lightside: Calm - Difficult to anger, a peaceful spirit.

Sibling 1

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Clergyman: Full priest/minister

Religion: Religions: Mysticism. Belief in the power of self and that mortals can eventually become gods.

Religion: How it Begins: Hostile encounter. Followers of the religion are persecuting unbelievers.

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.

Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.

Rivals: Who?: A former lover/best friend/love interest/crush.

Rivals: Why?: An insult was percieved by one or the other.

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?: An enemy of the family.

Rivals: Why?: They seek the same goal.

Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

Rivals: Who?: Sibling (older).

Rivals: Why?: Multiple Reasons

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.

Rivals: Why?: Always trying to outdo each other in everything.

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: 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.

Noteworthy Items of Parents/NPCs: NPC has a patron.

In the Service of - Who is the Patron: A Noble. See Nobles.

Nobles: Noble Notes: Hetman (Hetwoman): A village leader.

Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).

In the Service of - Why a Patron: A parent was allied to the patron.

In the Service of - What happened: Patron has a rival who has threatened the characters life.

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

Companions. Who?: Former enemy or rival. See Rivals.

Rivals: Who?: An enemy of the family.

Rivals: Why?: Always trying to outdo each other in everything.

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?: Character saves his life.

Companions: What?: Groaning Griper: He may follow the character to Hell and back, but he doesn't have to like it and lets everyone know about it. May be a wise-cracking "smart mouth."

Companions. Who?: A childhood friend.

Companions: Why?: Character saves his life.

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

Companions: Why?: The Companion imagines the character to be a real hero and wishes to learn from him.

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

Sibling 2

Appearances: Overweight - The character is heavier than average.

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

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Wounds/Injury: Left Eye Lost - The characters left eye is destroyed. Depth perception is lost; reduce combat and visual perception skills (GM discretion).

Serious Injuries, About this Injury ...: Psychological Trigger - Stress, fear, or reminders of the original injury can cause hesitation, distraction, or emotional instability.

Sibling 3

Occupations Selection: Occupation Group Special Income Jobs

Special Income Occupations: Clergyman: Full priest/minister

Religion: Religions: Evil Worship. Devotion to the enemy of God.

Religion: How it Begins: Healing. The clergy of the faith heal the character of an injury or illness.

Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers shun character.

Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Religious assassins seek character's death.

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

Sibling 4

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Animal Husbandry (breeding livestock).

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: Devoted:

Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).

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

Talents, Mutations & Alien Abilities: Psychic Static - The characters mind produces disruptive noise that distorts or partially blocks psionic detection or influence.

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

Personality Traits: Lightside: Calm - Difficult to anger, a peaceful spirit.

Sibling 5

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Astrophysics

Noteworthy Items of Parents/NPCs: Preventing a future event.

Significant Adulthood Events: Wanderlust Planetary Travel - For {1d6} years, the character travels across their homeworld, visiting major cities and settlements.

Tarnished Tomorrows Events: A powerful crime lord declares himself master of the character's home city.

Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.

Exotic Events: The character befriends an Extremely Wealthy male about the same age as the character.

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

Companions. Who?: A Relative. See Other Relations.

Other Family Relations: Spouse - Spouse (husband or wife).

Companions: Why?: They share the same enemy. See Rivals.

Rivals: Who?: A professional rival, with the same occupation.

Rivals: Why?: Multiple Reasons

Rivals: Why?: Rival is jealous of the character's possessions.

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

Companions. Who?: An alien. See Aliens.

Aliens: Cetacean - Whale- or dolphin-like beings. Often highly intelligent and adapted to aquatic environments, sometimes with advanced communication methods.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

Talents, Mutations & Alien Abilities: Albinism - The character has pale skin and hair with pink or light eyes. They suffer 1d3 damage per hour of unprotected exposure to strong sunlight.

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

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 kid. (Age = {1d12} in standard years)

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

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.

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

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

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.

Sibling 6

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

Blue Collar & Moderate Income Occupations: Government worker: If the selected job appears to be one of a relatively high status, assume that the character is an assistant to that position, maybe a second in command.

Government Jobs: Revenue Officer: tax collector.

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

Hobbies: Type of Hobby: Art. Draw, paint or sculpt.

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: Sporadic and Variable:

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: Occupation Group - Special Income Jobs

Special Income Occupations: Professional Athlete: plays a sport professionally.

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

In the Service of - Why a Patron: A parent was allied to the patron.

In the Service of - What happened: Patron is outlawed. All those under his patronage are watched closely by secret police.

Significant Childhood Events:

Family has the a certain attitudes towards the character. Family encourages characters interests.

Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a distant system

Significant Childhood Events: A Fateful event occurs. A Tragedy Occurs.

Tragedies : A favorite pet dies painfully. The death was caused by someone else.

Others: An alien.

Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.

Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.

Aliens: Insectoid - Beings that closely resemble insects or arachnids, often possessing exoskeletons, segmented bodies, mandibles, or compound eyes.

Aliens, Biology: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.

Talents, Mutations & Alien Abilities: Psionic Ability - The character manifests a psionic power. See the specific ability below in Psionics.

Aliens: Bestial - A humanoid/anthropomorphized version of a common animal. These beings display animal traits combined with higher intelligence, tool use, or speech.

Aliens, Bestial: Canine - Dog- or wolf-like beings known for endurance, pack behavior, and keen tracking instincts.

Aliens, Biology: Radially Symmetrical - Beings with body plans arranged around a central axis, similar to starfish or sea anemones.

Talents, Mutations & Alien Abilities: Psionic Ability - The character manifests a psionic power. See the specific ability below in Psionics.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

Talents, Mutations & Alien Abilities: Echo Memory - The character experiences vague emotional or symbolic flashes of memory from places or objects they touch.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

Talents, Mutations & Alien Abilities: Rapid Healing - The character heals at twice the normal rate.

Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.

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: Unusual Tattoo - The character bears a distinctive tattoo. Determine its location using Body Locations and select a predominant color.

Birthmarks/Tattoos: Stellar Constellation

Body Locations: Head

Colors: Blue-Green (also Aquamarine, Tourquoise)

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: 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: Psychic Static - The characters mind produces disruptive noise that distorts or partially blocks psionic detection or influence.

Aliens, Biology: Radially Symmetrical - Beings with body plans arranged around a central axis, similar to starfish or sea anemones.

Talents, Mutations & Alien Abilities: Special Ability - The character possesses a unique, undefined special ability. Details below.

Special Ability: Amphibious Respiration - The character can breathe in air, water, or another exotic atmosphere appropriate to their origin or mutation.

Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.

Talents, Mutations & Alien Abilities: Blame Magnet - The character is frequently blamed for crimes or disasters occurring nearby, regardless of guilt.

Others: A future specific person.