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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: First Stellar Age - Faster-than-Light (FTL) drives drastically reduces travel time between stars, but months, even years are still needed for interstellar travel. Exploration/colonization of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans.
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: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 5 - fifth of 6
Home World: Racial Homeworld - Racial Homeworld
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: 1 event
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.
Parents/Family Details: Head of household has one occupation.
Parent 1
Appearances: Unusual Speech - The characters accent, cadence, vocabulary, or vocal quirks make them stand out.
Appearances- Unusual Speech: Multiple Speech Quirks - Multiple Unusual Speech items
Appearances- Unusual Speech: Multiple Speech Quirks - Multiple Unusual Speech items
Appearances- Unusual Speech: High-Pitched Voice - The characters voice is noticeably high, thin, or even squeaky, regardless of physical size or demeanor.
Appearances- Unusual Speech: Commanding Voice - The characters speech naturally sounds authoritative; statements often come across as orders, even when none are intended.
Appearances- Unusual Speech: Deep, Gravelly Voice - The character speaks with a low, rough, or husky voice, often described as gravelly or rumbling.
Appearances- Unusual Speech: Hissing Voice - The character draws out s sounds in a prolonged hiss, often accompanied by a heavy or unusual accent.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Medicine
Noteworthy Items of Parents/NPCs: NPC was originally of a different Social Status.
Social Status: Poor - Poor people have comparatively low income. They usually do not or cannot own property. Dwellings may be government subsidized and usually of lesser quality, sometimes due to uncaring landlords who may also be the Poor person's employer. Transportation is usually old and/or previously owned. Non-Nomadic Poor rarely raveland almost never leave the planet (or even town!) of their birth. Luxuries Include nice food, heal, pets and clean water, In some societies, the Poor are but a step above slaves_ Includes most laborers, low-level craftsmen and technicians, soldiers, peasants, public welfare recipients, some landowning farmers, apprentices, and low-level office or shop workers. Poor characters must work hard to keep what title they have, otherwise they would be Destitute. A Poor character might always be concerned about having enough to get by; but the Poor usually have hope that they or their children might have a better life If they can work hard and long enough (though government hand-out programs often sap these folk's image al self worth). Although a character from this Social Level may long for a better life, he or she could be satisfied with the way things are. Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or be superstitious.
Underworld Experience : The Wrong Path: The character is forced into a life a crime by criminals who threaten his loved ones.
Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.
Underworld Experience: Independent criminal: Assassination
Underworld Experience: Independent criminal: Selling illegal drugs or pleasure stimulators
Underworld Experience : Events: Whenever a crime occurs in a city, the character is automatically a suspect, even if law enforcement officials are unfamiliar with his past. The character just looks like a hardened criminal.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Parent 2
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Scribe: reads and writes fluently in several languages and has legible, even elegant handwriting.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.
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: Foolish - Unable to discern what is true or wise.
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Chemistry
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'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 - Blue Collar & Moderate Income Jobs
Special Income Occupations: Professional Escort. A companion for hire.
Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.
Exotic Events: Against his will, the character's gender is changed. A male character becomes female, and a female a male. The change is not easily reversed. Initially, this will be quite a shock, but as time passes the character will become more accustomed to the new gender. However the character only imagines that a change was made.
Sibling 3
Occupations Selection: Job is based on the future history of the game system.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis.
Parent 1
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: Casual:
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: An Alien. See Aliens.
Aliens: Amphibian - Equally at home in water and air. These beings can breathe in both environments and often dwell in coastal, aquatic, or swamp regions.
Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.
Talents, Mutations & Alien Abilities: Good Luck Presence - The characters presence subtly improves outcomes. Allies within 20 feet gain bonuses to skill rolls or non-skill checks (GM discretion).
Rivals: Why?: An insult was percieved by one or the other.
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.
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Noteworthy Items of Parents/NPCs: NPC is a military veteran.
Military Duties: Branch of Service: Army - Light Cavalry. Hovercraft and assault vehicles.
Military Skills: Combat Skills: Learn additional weapon skin of choice.
Military Skills: Special Survival Skills: Improve an existing military skill
Military Skills: Vehicle Skills: Improve an existing military skill
Military Skills: Vehicle Skills: Gunnery. Use &maintainthe onboard weapons systems.
Military Rank: Sergeant/2nd Class Petty Officer
Military Experience: Conflict! Character is involved in a major battle. (See Battle Ready!)
War Time: Additional Battle Ready Events
War Time: The carnage was awesome. {1d100}% of the character's side was killed. The character almost died when he recieved a grave injury. (See Serious Injuries). The characters military career ends. He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)
Serious Wounds/Injury: Brain Injury & Cognitive Loss - Head trauma causes brain damage. Reduce the Intelligence attribute.
Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.
Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.
Bionics: Device Appearance: Duplicate Life - The cybernetic part is visually indistinguishable from a natural organ or limb. It mimics skin texture, coloration, warmth, and movement so perfectly that even the character may forget it is artificial.
Bionics: Replacement Parts: Right Hand - Cyber Right Hand
Bionics: Function: Poor Quality Function - 30% Malfunction rate. The cybernetic part functions in a minimal, inefficient, or clumsy manner. It is clearly inferior to organic equivalents. Reduce any skills or attributes affected by the implant (GM discretion).
Bionics: Device Appearance: External Organ Machine - The cybernetic device duplicates the function of the missing organ or limb but not its appearance. It is clearly a machine attached to or carried by the character.Examples: an external heartlung unit, a mounted robotic manipulator arm, or a backpack-linked life-support organ.
War Time: Character sees action, but nothing noteworthy.
Parent 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Sibling 1
Appearances: Very Long Hair - Hair is worn much longer than current styles.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: Specialist
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Left Ear Maimed - The characters left ear is torn or severed. Permanent hearing loss may occur (GM discretion).
Serious Injuries, About this Injury ...: Psychological Trigger - Stress, fear, or reminders of the original injury can cause hesitation, distraction, or emotional instability.
Noteworthy Items of Parents/NPCs: A relationship with someone.
Others: An outcast. A beggar, hermit, leper, or prositute.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Romantic - Romantic: given to feelings of romance.
Sibling 2
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's relationship with his family involves one of the following. NPC does not love family or children.
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 2: Clockmaker: makes and repairs mechanical time pieces.
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Severed Left Foot - The character permanently loses their left foot. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.
Serious Injuries, About this Injury ...: Recurring Complications - The injury periodically worsens as old wounds reopen, infections return, or systems malfunction without warning.
Serious Wounds/Injury: Severed Right Arm - The character permanently loses their right arm.
Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Sibling 4
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Xenobiology Familiarity - Practical knowledge of alien lifeforms, including habits, hazards, and basic handling precautions.
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 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 ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: Third Stellar Age - Warriors wield hand-held non-laser energy weapons. Antimatter used to produce power. Faster-than-Light (FTL) communication exceeds speed of starships. Small ships have interstellar capability. Robots are commonly humanoid (or alienoid) in form.
Sibling 5
Appearances: Exceptionally Massive - The character is significantly more massive than average, regardless of height.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Architect: the designer of impressive buildings, both public and private.
Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.
Death Situations: Victim dies of starvation - outside circumstances caused the death.
Death Situations: Special Circumstances: No special circumstances surround this death
Significant Childhood Events:
Characters parents split up. Father leaves, Mother never remarries
Significant Childhood Events: The character aquires a Companion.
Companions. Who?: A childhood friend.
Companions: Why?: They seek a similar goal (30% chance to be friendly rivals in this regard).
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.
Significant Childhood Events: Family has the a certain attitudes towards the character. Family encourages characters interests.
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. The head of the household changes occupations.
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Engineer: Manufacturing
Significant Childhood Events: A Fateful event occurs. Something Wonderful Occurs.
Something Wonderful: Get Out of Jail Free. A magnanimous ruler pardons all prisoners. If the character, or his friends or relatives are in prison, they are set free with an admonition to 'Sin no more."
Significant Adolescence Events: Alien Reward - A mysterious but benevolent alien rewards the character for a selfless act with partial plans for a marvelous device.
Techno-Wonders: Nano-tech healers - This device has a limited amount of nano-tech robots that heal any wound.
Significant Adolescence Events: Political Betrothal - The character is betrothed in a political marriage to be consummated upon reaching adulthood. The future spouse lives on a distant and little-known world.
Education : Military Acadamy. The character becomes an officer in his branch of the military.
Military Duties: Branch of Service: Army - Field Technician. Onsite repairman.
Military Skills: Combat Skills: Field repair of weapons and armor.
Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.
Military Skills: Special Survival Skills: Making own shelter (against cold & damp).
Military Skills: Aerospace Skills: Computers. Operate, program and maintain them.
Military Rank: Staff Sergeant/1st Class Petty Officer
Military Experience: Characters unit is involved in numerous skirmishes and one erupts into a major battle (See Battle Ready!)
War Time: Character fought well. Many foe died at his hands.
Military Experience: The character is promoted one rank.
Significant Adulthood Events: Cover-Up - The character is paid, threatened, or coerced into helping conceal a factions wrongdoing.
Other Groups - Factions: Interstellar Government/Empire - A vast political authority claiming jurisdiction over multiple systems, enforcing laws, taxes, and military service.
Personality Traits: Neutral: Foppish - Foppish: vain. preoccupied with appearance.
Personality Traits: Neutral: Introverted - Introverted: focus one's interests in oneself.
Personality Traits: Neutral: Curious - Curious: inquisitive, needs to know,
Personality Traits: Darkside: Pessimist - Always see the bad side of things.
Personality Traits: Lightside: Benign - Gentle, inoffensive.
Personality Traits: Lightside: Giving - Gives of self and possessions.
Personality Traits: Lightside: Peacemaker - Attempts to calm others.
Personality Traits: Lightside: Careful - Cautious in thought and deed.
Personality Traits: Lightside: Humble - Lack of pretense, not proud.
Personality Traits: Darkside: Selfish - Unwilling to share time and possessions.