Current Character Background: Tilde Flutterstop

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Dysonian Age - Actual manufacture of worlds, including impossibly large Dyson spheres that enclose suns and ring worlds that whirl about them is 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: 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: Creche - Communal child-rearing.

Siblings & Birth Order: 3 - third of 4

Siblings & Birth Order: 4 - fourth of 5

Home World: Core World - Core World

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

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 has one occupation.

Sibling 1

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 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?: 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?: Sibling (older).

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: Who?: An enemy of the family.

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

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.

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: Devoted:

Sibling 2

Appearances: Extremely short - The character is far shorter than average.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Landlord: owns property, rents it to others. Roll {1d10} for the number of properties owned.

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: Learn additional weapon skin of choice.

Military Skills: Vehicle Skills: Gunnery. Use &maintainthe onboard weapons systems.

Military Skills: Vehicle Skills: Trick driving. Special stunts & survival tactics,

Military Rank: Sergeant major/Master Chief

Military Experience: Conflict! Character is involved in a major battle. (See Battle Ready!)

War Time: Character is personally responsible forthe deaths of several of his comrades or followers.

Noteworthy Items of Parents/NPCs: NPC is a military veteran.

Military Duties: Branch of Service: Aquatic Navy - Fighter Pilot. Flies fixedwing aircraft.

Military Skills: Combat Skills: Improve ranged weapon skill (of choice)

Military Skills: Special Survival Skills: Find food (plant & animal).

Military Skills: Special Survival Skills: Camouflage & Concealment. This is an ability to move across a battlefield unseen and hide things In plain sight.

Military Skills: Vehicle Skills: Drive other vehicle (one not used by unit).

Military Skills: Vehicle Skills: Drive unit's main vehicle.

Military Rank: Specialist/Seaman Specialist/Spaceman Specialist

Military Experience: A fierce war breaks out - a holy war against enemies of the main religion.. The situation is grim. All Noncombat troops are put in the field as light infantry. The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.

War Time: Character sees action, but nothing noteworthy.

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: Office worker: back bone of government

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 famine

Unusual Births Events: A person of note in the vicinity of the characters home died when he or she was born. Character could be blamed for the death, or he might be presumed to be a reincarnation of the deceased.

Others: A professional adventurer.

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

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

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 - High Income Jobs

High Income Occupations: Research Scientist: Paranormal

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: The patron has a sexual interest in the character.

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

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

Social Status: Well-to-Do - These folk are the upper end of the middle class. They typically own larger homes, have a household servant (a cook and/or maid), have conspicuous private transportation, and travel abroad (including interplanetary or interstellar travel). They often own more than one well-appointed home in more than one city. Their children are privately educated and attend prominent universities. Luxuries include elegant furnishings, artwork, libraries, parties, fine clothing, and some exotic foods. This class includes younger offspring of Nobility, highly skilled craftsmen and technicians, high-ranking military officers, successful merchants, ship owners, high-ranking clergy of prominent religions, high-level office and government workers. Outward appearances are often the be-all and end-all of this Social Status and these folk may try to act like they are Wealthy. A strong tendency hereto look on lower Social Statuses as something bordering on "unclean" and to attempt to associate only with those of equal or higher status. Of all Social Statuses, Well-to-Do folk are probably the least tolerant of their children becoming adventurers.

Social Status: Nobility: Commoner - Commoner/Not of a Noble Line

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

Sibling 4

Appearances: Hairless - The character has no hair on their head or anywhere else.

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

Special Income Occupations: Career Criminal

Crimes: Crimes and Criminal Type: Theft - The character steals property through non-specialized means. Penalty: {1d8} years imprisonment.

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

Significant Adulthood Events: Future-History Event - A setting-specific historical event directly affects the character.

Tarnished Tomorrows Events: While travelling between cities, the character is attacked by bandits. The character takes a serious wound and one of his family members is taken hostage.

Serious Wounds/Injury: Severe Disfigurement - The injury leaves the characters face or body badly distorted, unsettling to look upon.

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: Exotic Appearance - The cybernetic part is deliberately stylized or alien in appearance, designed to attract attention or project identity.Examples: eyes that shimmer like an insects, limbs sheathed in chrome or crystal, glowing veins, or sculpted, non-human geometry.

Other Family Relations: Sibling - Sibling.

Siblings: Brother - Brother

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

Unusual Births Events: Character has identical twin (20% chance of being separated at birth). Also, roll a {1d6}. On a result of 6, the twin's personality is drastically different than that of the character, possibly even opposite (if one became good and noble of spirit, the other might become evil and cruel).

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.

Significant Adulthood Events: Job Loss - The character laid off from job due to for lack of work to do.

Significant Childhood Events:

Characters parents split up. Father leaves, Mother never remarries

Significant Childhood Events: Character runs away from home ... and never returns.

Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes Culture Level. This event brought the Character into his current Culture. The character's previous Culture is below.

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).

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

Special Childhood Events: One of the characters grandparents dies of natural causes in the presence of the character. The character is haunted by the experience.

Special Childhood Events: The character becomes proficient (GMs Discretion) at an exotic sporting event like null grav hockey, vapor ball, or reentry surfing.

Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes Culture Level. This event brought the Character into his current Culture. The character's previous Culture is below.

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).

Significant Childhood Events: Family arranges admittance to prestigious military academy. Upon reaching adulthood, character automatically enters the military as an officer. (See Military Events below - apply these to adulthood events)

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

Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)

Military Skills: Combat Skills: Military strategy- knowlegde in tactics and strategy (bonus GM's discretion)

Military Skills: Special Survival Skills: Specialize in survival in a specific environment. Choose hostile, forest, jungle. desert. mountain, or winter.

Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.

Military Rank: Staff Sergeant/1st Class Petty Officer

Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a multi-faction civil war The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: Character is captured and imprisoned. Military service ends with this event (Ignore any military events that follow).See Imprisoned! Below

Imprisoned!: Prison Type: Medium security work camp

Imprisoned!: Duration: 2d6 years

Imprisoned!: Prison Event: A disease ravages the prison. The character survives and gains fame as a tender of the sick. Surviving prisoners and guards treat the character as a hero.

War Time: The character's side is utterly destroyed. Character is demoted one Rank.

War Time: The Character's best friend dies at his side.

War Time: Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made a commisioned officer if not an officer).

Significant Adolescence Events: Adolescence Special Event - Determine a special adolescence-specific event.

Special Adolescence Events: The character participates in a protest against school authority. The protests fails to accomplish its goals. Any known participants are expelled from the school. Only a few close friends know of the characters participation.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: General Practioner

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Hobbycraft: Ceramics

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

Hobbies Hobby Proficiency: Consuming Passion:

Significant Adulthood Events: Tragedy - Something terrible happens to the character. See Tragedy Events.

Tragedies : A shift in the economy causes severe inflation, affecting even the wealthy. The value of money becomes a tenth what it was.

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

Personality Traits: Lightside: Loving - Affectionately concerned for others.

Personality Traits: Lightside: Teetotaler - Abstains from drinking alcohol.

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

Personality Traits: Neutral: Humorous - Humorous: appreciates humor and likes to Joke,

Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,

Personality Traits: Neutral: Loquacious - Loquacious: talks and talks and talks and

Personality Traits: Darkside: Obstructive - Acts to block others actions.

Personality Traits: Darkside: Tactless - Speaks before thinking.

Personality Traits: Darkside: Morose - Always gloomy and moody.

Personality Traits: Darkside: Pessimist - Always see the bad side of things.

Exotic Personality Traits: Categories: Phobia - Phobia

Exotic Personality Traits: Phobia: Females (Gynephobia) - usually found in males.

Personality Traits: Darkside: Harsh - Ungentle, sharp-tongued.