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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Transmatter Age - Matter can be coded, broken down into energy and then transmitted to a receiver. Unlimited Faster-than-Light (FTL) communication now 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: Wealthy - These people are rich. They own large estates, have many servants, plush furnishings and large holdings of commercial property. They usually make their money from investments, real estate holdings, commodities and gouging poorer folk. What most lower social levels see as luxuries, they take for granted. This class includes most nobility, merchant princes, high priests of rich cults, owners of very successful companies, political and criminal leaders. A Wealthy character is accustomed to the finer things in life and may be uncomfortable in less-than-elegant surrounds. It may be hard for a Wealthy character to accept someone from a lower Social Status as an equal.
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: Prince (Princess): Child of a king or an emperor. Also may be the ruler of a Principality in which case he is equal to a king.
Nobles: Sphere of Influence: Planetary: influence affects the entire planet.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Fire (Pyrophobia)
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 5 - fourth of 6
Home World: Frontier World - Frontier World
Home World Types: Barren world - Rocky and barely habitable.
Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: General Practioner
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
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.
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 was tortured to death by someone,
Death Situations: Special Circumstances: No special circumstances surround this death
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: Introverted - Introverted: focus one's interests in oneself.
Parent 2
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Farm worker: Farmer
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
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: Caught Between Factions - The character is drawn into a dispute or rivalry between two opposing groups.
Other Groups - Factions: Mega-Corporation - A corporate entity powerful enough to rival governments, often controlling entire industries or star systems.
Other Groups - Factions, MegaCorporations: Atlas Terraforming Group - A planetary engineering firm responsible for terraforming projects, climate control, and biosphere reconstruction.
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Offworld Inheritance - The character inherits property on another planet.
Significant Adulthood Events: Cursed by an Alien Priestess - A crude joke angers an old alien priestess, who places a curse on the character. Until lifted, apply penalties to skill and attribute checks
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: Specialist
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: Trash Heap Discovery - While scavenging or foraging in refuse, the character discovers an unusual object.
Gifts & Legacies: A technological wonder.
Techno-Wonders: Anti-gray. This equipment uses the force of gravity against itself, causing things to float off the ground.
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.
Rivals: Who?: A former friend.
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.
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: Military Service Bureaucratic Error - The character mistakenly believes they are applying for a civilian government job and ends up enlisted.
Military Duties: Branch of Service: Space Navy - Marines. Shipboard soldiers.
Military Skills: Combat Skills: Improve an existing military skill (bonus GM's discretion)
Military Skills: Combat Skills: Improve an existing military skill (bonus GM's discretion)
Military Skills: Special Survival Skills: Pathfinding, Finding one's way in the wilderness.
Military Skills: Special Survival Skills: Find food (plant & animal).
Military Rank: Private/Seaman/Spaceman
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 war of succession to determine a new ruler.. 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 was a coward in battle. No one else noticed, but he must live with his actions.
War Time: Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.
War Time: Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.
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 Wounds.) 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 ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).
Bionics: Replacement Parts: Right Leg - Cyber Right Leg
Bionics: Function: Enhanced Function - (10% Malfunction Rate) The cybernetic part exceeds normal organic performance. It enhances any related skills or attributes (GM discretion) while otherwise functioning like the original body part.
Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.
War Time: Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Philosopher: a thinker, a sage, or even a theologian probably associated with either a religious institution or a school of higher learning.
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.
Rivals: Who?: A former friend.
Rivals: Why?: Multiple Reasons
Rivals: Why?: Rival is jealous of the character's possessions.
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.
Rivals: Why?: Rival is jealous of the character's possessions.
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.
Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.
Sibling 3
Appearances: Unkempt - Hair is uncombed, grooming neglected, and clothing poorly maintained.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Computer
Noteworthy Items of Parents/NPCs: NPC was originally of a different Social Status.
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
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: Tardy - Always late.
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: The victim's spirit cannot rest and haunts the person responsible tor the death. Some form of atonement may be possible which will remove the ghost (al the GM's discretion).
Sibling 4
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 won't speak of something that occurred in the past.
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: Flippant - Unable to be serious about anything.
Sibling 5
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 3: Sword Smith: makes swords, daggers, and other bladed weapons.
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
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.
Significant Childhood Events:
A change or upheaval occurs in the characters family. Character changes locale. The move is within the another continent.
Significant Childhood Events: Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
Significant Childhood Events: Family has the a certain attitudes towards the character. Family does not approve of characters friends.
Significant Adolescence Events: Targeted by Recruiters - Competing groups show interest in the character, creating tension or danger.
Other Groups - Factions: Alien Political Organization - A non-human civilization or alliance with its own laws, customs, and interests.
Education : Outstanding Education.
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
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Courtier/Courtesan: an attendant in the court of a Noble or Royal ruler sometimes nothing more than a fancy prostitute (particularly the female courtesan).
Significant Adulthood Events: Entangled with a Faction - The character becomes involved with a significant group or organization; determine the faction and the nature of the relationship.
Other Groups - Factions: Alien Political Organization - A non-human civilization or alliance with its own laws, customs, and interests.
Personality Traits: Lightside: Generous - Willing to give more than fairly.
Personality Traits: Lightside: Benign - Gentle, inoffensive.
Personality Traits: Lightside: Energetic - Does things quickly, with verve.
Personality Traits: Neutral: Mysterious - Mysterious: has an air of mystery about him,
Personality Traits: Lightside: Honest - Always gives what is due.
Personality Traits: Darkside: Unfriendly - Cold and distant.
Personality Traits: Darkside: Thoughtless - Rarely thinks of others' feelings_