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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Extremely Wealthy - They have heaps of money. Tthey view the merely Wealthy as cheapskates. Extremely Wealthy folk own estates the size of small countries, have armies of servants (and often at least one army), throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, world rulers, owners of huge, grosslysuccessful, multi-national or even multiplanetary, heavily diversified corporations. Chances are that a character from this Social Level will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. Although cliche, the "spoiled rich" kid could easilyf it this character. Also see Wealthy roleplay guidelines.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: One Parent - One Parent
One Parent Family: Mother - Mother
Siblings & Birth Order: 3 - second of 4
Home World: Core World - Core World
Home World Types: Glacial world - Mostly ice and snow, but life can exist here.
Place of Birth: Foreign Land - The character is born far from their familys homeland, culture, or species place of origin. See below for where in the foreign land.
Place of Birth: Foreign Land - The character is born far from their familys homeland, culture, or species place of origin. See below for where in the foreign land.
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 primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis.
Parent 1
Appearances: Extremely short - The character is far shorter than average.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Household servant: Cook
Noteworthy Items of Parents/NPCs: NPC has a patron.
In the Service of - Who is the Patron: A Noble. See Nobles.
Nobles: Noble Notes: Marquis (Marquese): Rules over one or more viscounts.
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: The character is being prepared for a special task (the task is up to the GM).
In the Service of - What happened: Travel widely with patron. Learn the land (or galaxy).
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Sibling 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Clergyman: Monk (an initiate of religious mysteries)
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: Healing. The clergy of the faith heal the character of an injury or illness.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Merely a church goer, no serious devotion.
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Facial Scar (Distinguished) - The character bears an impressive facial scar that enhances their presence or mystique. Apply an appropriate Charisma bonus (GM discretion).
Serious Injuries, About this Injury ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).
Serious Wounds/Injury: Focused Compensation - The injury forces extreme specialization. Increase one skill (GM discretion); all other skills are reduced (GM discretion).
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: 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.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for an exotic personality trait.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Cats (Ailuroophobia) - especially house cats.
Noteworthy Items of Parents/NPCs: NPC is a military veteran.
Military Duties: Branch of Service: Space Navy - Space Fighter Pilot. Flies small attack space craft.
Military Skills: Combat Skills: First Aid Training
Military Skills: Space Skills: Operate & maintain a space suit,
Military Skills: Space Skills: Astragal ion. Interstellar navigation,
Military Rank: Private/Seaman/Spaceman
Military Experience: Character reenlists in a different branch of service for another four year hitch (see additional Military Events and new Military Duty)
Military Duties: Branch of Service: Army - Battlebot. Armored, robot-like battle machines.
Military Skills: Combat Skills: First Aid Training
Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.
Military Skills: Vehicle Skills: Drive unit's main vehicle.
Military Skills: Vehicle Skills: Gunnery. Use &maintainthe onboard weapons systems.
Military Rank: Platoon Sergeant/Chief
Military Experience: Characters unit is involved in a plot to overthrow the government and take control. A battle is fought. (See Battle Ready!) The character's side wins, and the commanding general of the unit becomes the new ruler.
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: Back Injury - The character suffers a serious spinal or muscular injury. Reduce Strength by {1d6} points permanently.
Serious Injuries, About this Injury ...: Weather Sensitivity - Changes in weather, pressure, temperature, or radiation cause the injury to stiffen or flare painfully.
Bionics: Replacement Parts: Both Arms - Cyber Both Arms
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: 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.
Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. Enemy Forces are from a neighboring planet/land. 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 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). The character may improve one weapon skill by one Rank of ability.
War Time: Serious casulties. Character was injured and has an impressive scar to show for it.
Body Locations: Chest/Torso/Thorax
Sibling 2
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Computer
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Multi-god pantheons. Like Greek or Norse gods, but can also include spirit and ancestor worship.
Religion: How it Begins: Friend's religion. A friend invites the character to come to his god's temple.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Merely a church goer, no serious devotion.
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: Technologic Age - Nuclear power is used to create both electricity and deadly weapons. Orbital spacecraft visit nearby satellites and "unmanned" probes explore other planets in the solar system. Industrial lasers, small computers, and organ transplants are commonplace.
Sibling 3
Occupations Selection: A hobby practiced as an occupation.
Hobbies: Type of Hobby: Gameplaying: Gambling
Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.
Hobbies Hobby Proficiency: Casual:
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.
Significant Childhood Events:
Something good happens to the character. A mysterious, but benevolent alien rewards the character for a selfless deed. The character receives part (only part) of the plans for a marvelous device.
Techno-Wonders: Alien artifact. In a fantasy game, this would be an exotic magical item. In an SFRP game, its a technological object of unknown powers, usually left by a long dead alien race. Have your GM select or create several powers for this object.
Significant Childhood Events: Character develops jaded tastes for exotic and possibly expensive pleasures.
Exotic Personality Traits: Addictions: Exercising (excessive)
Significant Childhood Events: Character runs away from home ... and never returns.
Significant Childhood Events: Head of household is made an advisor to a local ruler.
Significant Adolescence Events: Religious or Spiritual Experience - The character experiences a formative religious or philosophical revelation.
Religion: Religions: Mysticism. Belief in the power of self and that mortals can eventually become gods.
Religion: How it Begins: A chance encounter. In a lonely place, the character meets an intriguing follower of the faith.
Religion: Religious Events: By reading a book in the church, the character learns more than he ever wished to know about evil powers and principalities. The knowledge causes the character to develop an exotic personality trait. See Exotic Personality Traits below
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Fetishism & Fixations. Sexually attracted to or excited by a women's clothing (not for wearing, though).
Significant Adolescence Events: Runaway & Criminal Exploitation - The character runs away and falls into the hands of criminals.
Underworld Experience : The Wrong Path: Peer pressure "forces" character to do criminal acts.
Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.
Underworld Experience: Independent criminal: Kidnapping
Underworld Experience: Independent criminal: Smuggling
Underworld Experience: Independent criminal: Assassination
Underworld Experience : Events: The character steals and hides a valuable, but quite distinctive device worth 50 times his normal "starting money." The device has remained hidden until the present (or until a beginning character starts an adventuring career), but when he goes to reclaim the device, it's gone. He discovers that it's now possessed by one of the character's criminal "friends." Reclaiming the device would give the character much money. See TechnoWonders.
Techno-Wonders: Genetic Manipulation Equipment. This equipment allows controlled modification of a living creature's genetic material, possibly causing changes in the creature itself.
Significant Adolescence Events: Companion Gained - The character acquires a Companion during adolescence.
Companions. Who?: A childhood friend.
Companions: Why?: Companion feels a need to protect the character.
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Aerospace
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Business Owner: The type of activity the business performs is below. If the result makes no sense or is too difficult to work out, reroll. The character does not actually do this service, but has employees who do it.
Low Income Occupations: Laborer: Mail room worker
Significant Adulthood Events: Protected by Reputation - A faction intervenes on the characters behalf due to past actions or perceived value.
Other Groups - Factions: Spacer Union - A brotherhood of pilots, engineers, and spacers who protect their own and enforce informal codes.
Other Groups - Factions, Space Unions: Zero-G Labor Federation - Represents workers whose jobs require extended zero-gravity exposure.
Personality Traits: Neutral: Introverted - Introverted: focus one's interests in oneself.
Personality Traits: Neutral: Aloof - Aloof: distant from others, even cold.
Personality Traits: Neutral: Foppish - Foppish: vain. preoccupied with appearance.
Personality Traits: Darkside: Tardy - Always late.
Personality Traits: Lightside: Cheerful - Always happy and smiling.
Personality Traits: Lightside: Clean - Practices good hygiene.