Table of Contents
IntroductionMow to Use this Book .................................... 2 Rules & Terms 'n Stuff ............................................................ 3 4 Applying the Guidelines .......................................................... Creating a Character History .................................................. 6 Dice Explanations................................................................... 7 Other Uses & Abuses ............................................................. 7 Motivations:Justifying a Character's Life ................................ 8 NPCs: Creating Special Characters ...................................... 9 Linking Events ...................................................................... 11 Future Histories .................................................................... 13 Character Race ........................................................ 15 Technoculture ........................................................... 16 Social Status ............................................................. 20 Birth & Family ...........................................................22 Place of Birth ............................................................ 23 Unusual Births .......................................................... 24 Parents & NPCs ....................................................... 26 Significant Events of Childhood &Adolescence .......28 Special Events of Childhood & Adolescence ............ 30 Education ................................................................. 32 Significant Events of Adulthood ................................ 33 Alignment & Attitude ................................................. 35 Occupations .............................................................. 37 Special Occupations ................................................. 40 Merchants ................................................................. 41 Government Jobs ..................................................... 41 Crafts ........................................................................ 42 Occupation Performance .......................................... 43 Hobbies .................................................................... 44 Tragedies ................................................................. 45 Something Wonderful .............................................. 47 Otherworld Events .................................................... 48 Lo-Tech Events ........................................................ 50 Group Encounters .................................................... 50 Tarnished Tomorrows ............................................... 51 Final Frontier Events................................................. 51 Imperial Space Events .............................................. 52 Post Holocaust Events .............................................. 52 UnderworldExperience ............................................ 53 Military Experience .................................................... 55
Copyright O 1989 by Task Force Games. All rights reserved. The publisher grants permission to copy (for personal use only) the character historyworksheet on the inside backcover.Otherwise, no part of thisbook may be reproducedortransmittedin any form or by any means, electronic or mechanical, including but not limited to photocopying, recording, or computerization,or by any information storage and retrieval system, without permissionin writing from the publisher, Task Force Games, 14922 Calvert Street, Van Nuys. California 9141 1. This book has been created for Task Force Games by Jaquays DesignStudio, 1126 Fourthstreet, Jackson, MI49203. PaulJaquaysand his associates welcome your comments and suggestions regarding this book and future products in the Central CastingTM line. Central CastingTM Task Force Games' trademark for its game is aids dealing with character and adventure creation. CatalystTM a trademark owned by Flying Buffalo, Inc. Advanced is SpelljammerTM, and Dungeons & Dragon&, AD&lB, Star FrontiersTM, GammaWorlmare trademarksowned by TSR, Inc. 2300ADTM, MegaTravellerTMandTraveller@are trademarksof GDW. Car War&and GURPSB are registered trademarks of Steve Jackson Games Incorporated. Living SteelTM a trademark of Leading Edge Games. Teenage Mutant Ninja is Turtle& is a registered trademark held by Kevin Eastman and Peter


531: 532: 533: 534: 535: 536: 537: 538: 539: 540: 541: 542: 643: 644: 745: 746: 747: 748: 749: 750: 751: 752: 753: 854: 855: 856: 857: 858: 859:

Battle Ready! ........................................................... 56 Military Duties .......................................................... 57 . . Rank ............................................................ M~lltary . . Skills ............................................................ 58 M111tary 59 Enslaved!................................................................. 60 Imprisoned!.............................................................. 61 Religion ................................................................... 62 Ah Love ! ................................................................. 6 3 In the Service of ...................................................... 64 Exotic Events ........................................................... 65 Death Situations ...................................................... 67 Death of a Loved One ............................................. 68 PersonalityTraits ..................................................... 69 Exotic Personality Traits .......................................... 71 Others ..................................................................... 76 Other Groups ........................................................... 76 Guardians ................................................................ 77 Aliens ...................................................................... 77 Nobles ..................................................................... 78 Artificial Persons ......................................................79 Unusual Pets ........................................................... 80 Companions ............................................................ 81 Rivals ...................................................................... 82 Gifts & Legacies ..................................................... .83 Techno-Wonders ..................................................... 84 Colors ...................................................................... 85 Birthmarks ............................................................... 85 Body Locations ........................................................ 85 Talents, Mutations & Modifications ..........................86 860: Serious Wounds ...................................................... 87 861: Bionics ..................................................................... 88 862: Psionics ................................................................... 89 863: Appearances .......................................................... -90 864: Crimes .....................................................................91 865: Unusual Skills .......................................................... 92 866: Spacecraft ............................................................... 93 967: GM's Specials ......................................................... 94 Index ................................................................................ 95 Bibliography ........................................................................ 96 Worksheet (inside back cover) .......................................... 97
Laird. Star Trek@ is a trademark of Paramount Pictures Corporation. Battletech@, Renegade Legion@and Sha&wrunTM are trademarks of FASA Corporation. Lords ot CreationTM a trademark of the Avalon Hill is Company. Space Master@ is a trademark of Iron Crown Enterprises. RobotechTM a registered trademark of Harmony Gold USA, Inc. Star is War&isa registeredtrademarkof Lucas Films, Ltd. Warhammer 40,000 Rogue TraderTM, Dark FutureTM Adeptus TitanicusTM trademarks and are of Games Workshop. MektonTM CyberpunkTM trademarks of R. and are Talsorian Games. Ltd. AftermathTM a trademark of Fantasy Games Unis limited. TimeLordsTM a trademarkof the BlacksburgTactical Research is Center.The Morrow ProjectTM isatrademarkof Timeline Ltd.TWERPSTM is a trademark of Reindeer Games. After the Bombm is a trademark of Palladium Books. Useof the name of any productwithoutmention of trademarkstatus in this book should not be construed as a challenge to such status. The inclusionof these product names in no way implies any approved usage or official licensing of the contents of this book with the aforementioned products.


A detailed, stand-alone system for creating intensely individualized, involved and invigorating backgrounds, personalities, motivations, and skills for both player characters and nonplayer characters alike-complete with roleplay hints, gameplay benefits, and guidelines for fitting skills into any roleplay rules system.

by Paul Jaquays

That book was just chock-full of details to expand the roleplaying horizons of players and game masters everywhere. Stackpole. How touse this Book Let's do it! Grab your favorite bag of dice. a piece of information there until you are done creating the history.. Iwould be giving away vital trade secrets. but there's still a few bugs in the system. tentacled horrorsfromtheouterdarkness. bigguys in spandex long-johns and capes . space ships. So I leave it up to your morethan-fertile imaginations as to where we go from here. d20-if you don1know what these are see Dice Explanations on page 7). you use these tables in sequence. you're done (mostly). Still. Of course. and West End Games who contributed reference books and information for use in developing this product.Introduction How t Use this Book o Introduction Iwant to let you in on asecret. So together. Roleplay accessories that weigh in likethe Manhattan yellow pages and wield a sticker price that couldgo neck-and-neckwith acompactcarare not particularly good Meas for the adventure game market. d6.that's what RutaandIcallCentralcasting: Heroes of Legendin order to speed up conversations) you'll be happy to know that all the basic stuff from that book is here along with even more stuff (a software upgrade helped pack more type on the pages).just everything. d l 0. they do divide the tables into nine general categories. Talsorian Games. d8. You will be jumping around from table to table. read on. When you complete Table 312: Alignment & Attitude. didn't I. I've provided a simple way out. and weird) Various PeopleJBeingtypes Miscellaneous Other Stuff GM's ONLY (players not allowed) -we're serious about this. go to NPCs: CreatingSpecialCharacterson page 9. lots morel Somehow Imanaged tocram it with all sorts of special stuff to deal with yourfavoriie SF game systems. Aquickanalysis brought forth the analogy of the five-pound bag which must contain the proverbial 10 pounds of "stuff. In the . Luckily. Players and GMs don1 read this unless you are told to by the book. a backgroundcreation book for fantasy adventure characters. maybe not Ellison. For various arcane reasons. Everything would have been in there.. If you're familiarwith CC1 (uh . Thanks in advance. Heinlein. R really seemed like I had put everything into it that Icould. but it takes time. there came Central Casting:TM Heroes of Legend.unlikely chance that such an improbable situation occurs.. . TSR... However. Iron Crown Enterprises.. Although the table numbers have nothingto do with the Dewey DecimalSystem. Those Funny Numbers You've probably noticed that every table starts with a three-digit number like 101 or 745. Um . but still larger than life and pretty neat stuff). grabbing a bit of data here. magic. Also eytra special thanks to Ruta who edited my variable English and t6 Bruce Jaquays and B.1989 100's200's300's400% 500's600's- 700's 800's900% Character's Heriiage and Birth Significant Events of Life & Education PersonalityDevelopment Occupations & Hobbies Miscellaneous Event Tables Personality Traits (good. Before Starting Make sure you have the following items: a variety of dice (d4. Task Force and Ipartitioned the book into three logicalgroupings. bad."or your suit case at the end of a vacation. The careful application of tagentially-polarized anti-matter plasma to the data-link on the back cover will either smooth out the problem .. If you just want to get going. if Itold you where we were going from here. On the other hand. Palladium Books. First.. FASA Corporation. smushed it down and packed it in 'ti1 it all fit. or end the universe as you know it. Footnote to the Introduction There is slightly more than a remote possibility that certain aspects of this book may not mesh perfectly with your favorite science fiction or science fantasy roleplay game (or may not even mesh well with other aspects of this book). if 312 is the last table. then to 103and so on. Initially. and act likethey just walked out of the pages of a realsciencefiction novel (well . There are a couple reasons for this. Ihad this great idea for a book that would (in a clever generii sort of way) deal with every imaginable type of roleplay gaming system and character type. if you find something that reallyjust doesn't work. hard-science fiction roleplaying. Ithink Isolved the problem in much the same w a y 4 stood on it.um . Idid say we broke Central Castingdown into three groupings... After Table 101: Character Raceyou go to 102. When it came time to do a science fiction book. dragons. a sharpened pencil.and acouple bookmarks (trust me. the page count was to stay the same.. Don't spoil it for your later characters. For a quick NPC (or playercharacter) history. However (you ask). Dennis Sustare for their suggestions.. Permissionis grantedto photocopythe worksheet on the inside back cover for personal use only. if you wantto know what to do when you get there . why do tables 413 through 967exist? Good question! The rest of the tables are like data banks in a computer or reference books in a library. it didn't work out that way. that was before this book.. jump ahead to Future Histories and start rollingdice.Yet. PaulJaquays August 14. And there's more. Specialthanks go to folks at Task ForceGames. from fantasy adventure games to futuristic. everything that dealt with the basic aspects of character creation had to stay and any extra space would be allocatedforspecial"sciencefiction" stuff. I had to reevaluate what went into it. CentralCastingmwas originally supposed to be just one book.. including more specific conversion notes. you will needthese at first).. there are shortcuts you can take. several photocopies of the characterworksheet. Sorry. my rule of thumb is to simply throw out the second roll (the one that conflicts) and reroll.your comments and suggestions forthat hypotheticalfuture book (let's call it CC3 for short) would be appreciated. Plan on spending as much as a half-hour per character. feel. R. and we'll start creatingsuper-exciting dynamic characters that look. Getting Started Creating character histories is fun. oreven MichaelA. Nevertheless..

Rules & Terms 'n Stuff I Centralcasting: H8f0esfof Tomorrow is ageneric roleplaying aidfor use with all science fiction game systems. overcome personaltemptations. This editorial style has been adopted to resolve the cumbersome (and space intensive) use of "he or she" and "his or her. Low Dexterity means a slow.A Raw Inner. especially when it comes to a character's attributes. During the course of generating a history. wear or use things. Even though the game rulesare as varied as humanity. Called Powerby some. or be angerous with it. Good! The character may be a journeyman at this skill. These "rules" are here to help you adapt the Central Casting historiesto yourfavoriie game system. It is a measure of a character's nimbleness.while acharacterwitha Rank 1Oabilitywould be a master whose skills have reachedthe mortal limits available to those of his racial heritage. O Rank 0 None. solve problems. and deal with complicatedconcepts. talent . Central Casting Skill System To be all things to all science fiction roleplaying games. superscience or supernaturalinfluencemust be present forthecharactertoobtain this level of skill. Hardly ever encountered. clumsy character. Thou h still within mortal bounds. Iwon't tell anybody. 0 Rank 2. tales of the c aracter's prowess wi live on long after he is gone. Sometimes referredto as Agility or even Physical Prowess and includes Manual Dexterity. In all cases. The character has learnedmost of the basics. Character History Worksheet Go to the back inside cover. the information you need to fill in the blanks next to each number comes from a table in this book with a matching number. 0 Rank 7 A Master. all uses of "he" or "his" can refer equally to both sexes. while high Dexterity can mean a hand that is truly quicker than the eye. . O Rank 10. that this is now your book. But then.they all share basicprecepts. See the form there? Good! Make a bunch of copies of it (Go on. the ease with which he moves. this is a measure of the character's ability to lift. Some kind of alien. Keep in mind. the CentralCasting game aids use an 11-level Ranking systemfor all skills and abilities that a character may learn. In some cases these will be guidelines. including combat (weapon use).This is a measureof a character's ability to resist psionic (mental) attacks.Also called IQ. psionicabilityandso on. Based on the 1 to 10 value range for known skills. The character's skill is known throughout the world (or even the galaxy!). or skills at the indicated occupation or skill. A b rand Master. you can ignore all these VERY IMPORTANT (but timeconsuming nonetheless) instructions and just go to the tables indicated by the numbers there and follow those directions. High Intelligenceis genius level. The authortrusts that this bow to convenience will not dampen your enjoyment of the book. approaching those of legendary heroes or demigods. and instruction . This is braininess. if you wish to change anything. The Central Casting Ranks are: O Intelligence.most.The CentralCastingsystembuilds uponthese likenesses to provide solid game-play benefits for the characters whose histories it creates. 0 Rank&A ReknownedMaster. a character with a Rank 1 skill at something would be a beginner. O Dexterity. A basic set of mechanics for generic attributes and relative skill systems follows. Recordany modifications to the character's attributes in the spaces provided In the lower right-handcomer of the history worksheet. endary Skill. O Rank 5. go ahead! Sexism and Central Casting: People who are bothered by the editorial use of the pronouns "he" and "his" to describe members of both sexes will be annoyed by this book. There are few.Mythical Skill. Real talent here that needs further developing. 0 Rank 9. Sometimes called Physical Strength. O Rank 4. Well. or urge his body on to feats above and beyondtheir normal capabilities. The character has ability far beyond the mortal norms. O Luck. but is not yet a master. Trust me!). not this book! The authorstronglysuggeststhat yourGM be allowedto readthisbook beforecreating historiesforcharacters in his world andthat if possible. it can also be an indicator of the character'sSanity. if you want. move. if not all. An Apprentice. the publisher's already said it's OK. noviceorapprentice. O Rank6. P Rank ll+. some of these attributes may be modifiedby events in the character's life. but nothing extraordinary. magic use and occupational skills. the ability to think logically. 1 "a a General Attributes It is fairto say that no two science fiction game rules systems are exactly identical. systems buildtheircharacters upfrom similartypes of attributes. not to replacethose rules." Assume that unless something in the book is gender-specific.Ithink maybe you shouldjust keep reading. his life energy. Ipromise. O Strength. Low Strength indicatesa weakling. if any with greater skill. Such talented people are quite rare. It is also his strength for psionic attacks against others. the building blocks which form the character's physical and mental existance and define many of the character's basic skills. Folkfromdistantcomers of the world lor universe!) know of the character's skill. The Rank system is easily extended beyond 10 to accomodate those characters whose skills become mythical. only a master of the skill would know that. Many will seek the characterfor service . Notice how lots of lines have thosefunny numberswe talked about earlier next to them.Rules & Terms ' Stuff n 3 Rules & Terms ' Stuff n 0 Rank l. however. the Game Master (GM) who moderates the game campaign is the last word on his game world. The characterknowsjust enough to perform a skill. Nevertheless. but has yet to become competent. but makes no apologies for it. Fairl Competent. in others minimal rule systems are set forth to accommodate special skills that may not be duplicated by each and every game system. Very Good!! The character isgoodenoughto have some razzle dazzle at the skill. In fact. Central Castingassumesthat most characterswill have basic attributessimilarto or based on the ones describedbelow. Most folk who practicethis skill nevergo much beyondthis level of mastery. The charam is better than average and shows &lent. Average. LO^ lnklligenc6 indicates deficient mental'ability. What do you mean where's the NAMETable? Umm . while high Strength is found In muscleboundheroes. for. The character has no knowledge of. The Rank system is designed to work with game systems in a relative manner. O Willpower.. O Ranks.. the GM be allowedto be a part of creatingthat history. OK. like humanity. It is a measure of the character's innate ability to ride out the influences of the random events of the universe..




add 10 to the d l 0 roll to get a number from 11 to 20. Use Central Casting:m Heroes of Legendfor fantasy game heroes. Cl d8. The number preceding the "dm indicatesthe numberof diceof that kindto be rolled. that is: four. select one character to be the subject (or victim) of an event. the roll is high (Hi) or 2. A 100-sideddie: generates a number from 1 to 00 (100). roll a d l 00. A result of 3 or 4 means 2. A four-sided die: generates a number from 1 to 4. l. A can be used to create businessesfor a town. If the result is greater than the chance. .ln all likelihood.6. this is not a die. If the d6 is Lo. 0dlOO.Dice Explanations 7 P d5. If a die type is shown with a plus (+) sign and a second number after the die type. Modly the event to work with the character's current circumstances. the zero means 10. The high roll wins. It can form the basis for adventure scenarios. but it would be best to have either two 10-sidedortwo 20-sideddice in different wlors. A result of 1 or 2 means 1. the circumstance does not occur. You may wish to make up your own table for this function.5." To obtain a percentile result. Use Table 312A: Personality Trait Types to select l d 6 notable traits for the race as a whole. Convert any high-tech or alien encounter events into events that fit the time period. A result of 5 or 6 means 3. A 10-sideddie: generates a number from 1 to 10. P d12. Example: results of 40 (4 x 10) and 6 added together become a result of 46. A 20-sided die: generates a number from 1 to 20. I Other Uses & Abuses Who's Minding the Store: Need to select businesses for a town? Decidethe town's Tech Level (refer to Table 102: Technoculture). A result of 1 or 2 means 1. many d20s are marked 0 to 9 like a d10. All it takes is a little imagination. then any following number is subtracted from the die roll as in "2d10-1. etc. 0 d6. six. restaraunt. Roll the d l 0 for a number from 1 to10.2. cleverly combiningthe results of the rolls. A result of 3 or 4 means 2. When indicated. Raiding a couple board games for a handful of six-sided dice will not do. The letter "d" preceding a number indicates adie. Stillotherdice are created by combining or modifying other die rolls (see specific die types below). In addition to occupations. Throughout Central Casting. P d4. & Modifications to select a noteworth ability for the race as a whole. Wars & Rumors of Wars: Use Table531: Battle Ready! to quicklyfight wars. A clever (or desperate) GM can use this book to double for a vast (OK. I This Central Casting book is not limited to just creating character histories. the d l 0 value is 1 to 10. An eight-sided die: generates a number from 1 to 8. 10. A 12-sided die. P Percentiles. public buildings and religious edifices. Finally. At least one of each type is needed. If the result is less than or equal to the given percentagechance. Mutations." Technically. modest) array of other roleplaying aids. use Table 859: Talents. Always let the player character's side rollfirst. 0 d10. but repeated twice.9. abbreviations are consistently used to refer to the different die types. Make ld2+1 rolls Table 748: Aliens to select a general type. The numberfollowing the "d"is the number of sides on the die and usually indicates the the highest number that can be rolled on that die. a dlOO is easily simulated with two d l 0s (which must be different colors). Select the event on Table 21 1: Significant Events of Adulthood.7. Often." Central Casting uses the following real and simulated dice: P d2 or "HVLo.12. predict the future and set up random street encounters. roll a single six-sided die.3. Not a true die. the circumstanceoccurs. Based on the selected traits. Aliens: Use this Centralcastingbook to create new alien or mutak races. roll the dice. A true 100-sided die is commercially available. Add the results. such as "ld4+3. eight.4. However. A 20-sided die easily sim-ulates a d l 0 if it is marked from 0-9 twice (and not 1-20).5 or 6. When used as a d10. It generates a number from 1 to 12. If the result is 1." then the number after the plus sign is added to the die roll. the roll is low (Lo) or 1. If the result is 4. such as "There is a 15% chance the character will be left-handed. select a general alignment and an attitude for the race as a whole.8. the place where you bought this book will also have the dice. After specifying which die represents the 10's digit. such as setting up an adventure or providing a new patron. Have the event affect subsequent campaign play in a meaningfulway. Use Table 413: Occupationsto randomly select businesses in that area. four-sided dice and add the results together. Inbetween Adventures: Between each adventure. However. Examples: H a d6 is called for. In this case. A six-sided die (probably the most familiar type): generates a number from 1 to 6. You can also use Table 1078:Noteworthy Items to describe the business's proprietor. hotel or brothel with clientele. The result of ad5 is obtained by rolling a 10sided die. It can be used as a combat system for battles between armies. A result of 5 or-6 means 3. it means that a six-sided die should be rolled. or 3. Non-Science Fiction Games: Use Central Casting: Heroes for Tomorrow to create backgrounds for characters in Modern Day game systems. However. P d20. If the d6 is Hi. IDice Explanations You need dice to use Central Casting. and the d6 to obtain a "HVW value. 2. Onedl 0 will represent a 10's digit (multiplythedieresultby 10)and the other the one's digit (1 through 10). your table could include residences. The Battle Results Table tells of any additional effects on the player characters involved. It can fill the time between adventures with interesting happenings. Central Casting assumes you have polyhedrondice. Not a true die. roll two. you need to indicate which set of 0 to 9 represents 1 to 10 and which set represents 11 to 20 (color each set of numbers with differently colored pens or crayons). 0 d3. If a minus sign follows the die type. it is often marked 0. For 2d4. The resultof a d3 is obtained by rollinga sixsided die. Or use a d l 0 and a d6 to simulate the result of a d20. A result of 7 or 8 means 4 and a result of 9 or 10 means 5. and 20-sideddice. Next select Tech Level and Culture on Table 102: Technoculture. Be sure to involve other player characters in some way. Central Casting will state that there is a percentage chance that some circumstance will occur. Random Street Encounters: Use Table 745: Others to determine randomly encountered people on the street or to fill a bar.

Base the selection of the character's motivations on his past. even when combined with serving humanity. Love. this seems to be the basic adventurer motivation: "How much loot can we get (drool. Faith. Please note that characters motivated by Faith need not be good guys. The character seeks to advance the frontiers of scientific. but still providing direction. but something complex. In the Name of Science. the fastest. This is common among athletes. would hardly worth the trouble to resolve. and heaven help any who get in his way. This is finding the truth about something. to know it ALL! This is the gain of knowledge purely for its own sake. His goal then becomes to discover who kidnapped him and why has his memory been wiped clean? . but feel free to add your own. an attorney probes to discover why someone would allegedly commit a crime. Primary motivations should have relatively high strengths and secondary motivations substantially weaker strengths. Suggested strengths are Trivial. a motivatbn. To Serve Humanity. Pleasure. Greed. to fulfilling base desires and living in luxury. particularly for NPCs. Knowledge. and the others secondary. He puts this person's welfare and happiness above his own. Unfortunately. In some sense. this is assumed by other motivations since staying alive is usually a necessary part of the goal. To reach a goal. involving several factors. Other things just seem to get in the way of the lust for power. in your own words. drool)?" Try to use it as a secondary motivation or at least come up with a justification for loot gathering other than gaining experience points. Yet a character who is obsessed with the need to fulfill his motivation may stop at nothing to accomplish his goals. Strong. It almost always invoves an attempt by the character to improve himself through better understanding of himself and others. The GM may wish to kidnap the beloved as a hook for an adventure (hey. The character has learned that something in his past is not what he has been told. This is particularly suited to characters who have an ongoing romance. Finally. Revenge. The character has a mission. Example: The character is kidnapped. What gets them going again once their goals are met (or do they just sit around and get fat)? Character Motivations What follows are common motivations for fictional characters. slobber. it worked about a zillion times for Edgar Rice Burroughs). Love is also the basis for parentlchild relationships. This can range from simply having a full belly and warm place to sleep. something that will provide a reason for future actions or explain and justify past actions. then customize theme to better fi the character and his history. and loses 10 years of his life without a trace. something that serves as a focus for his life. Every character. This is a great motivator for quests and crusades in the name of the gods. Discovery of the truth. It is never a particularly commendable motivation.000. his attitude and his personality factors. One will always be a strong primary motivation. who strive to be the strongest. medical or parapsychological research-good for idealists and mad-scientist-types. Select one or more motivations for the character. Someone did something to the character or his family and now he's gonna pay them back. the most skilled.000 credits for a cyborging operation. it is not a single goal or desire. Power! Some people have a need to have the world at their command. in which a sick or missing child could motivate a character unto adventure. An adventure is needed to complete the situation. This is the search for wisdom and it can be se rated from the search for knowledge. It also can be a motivationfor anyone who has a skill of any kind. His goal is to find out the true story. This is a perennial favorite. an actress on stage seeks to justify her movements in front of the footlights. Weak. the environment. Other people always need help and the character realizes that his b t is to help them (this mot!vation is easily combined with Faith). regardless of its value or intended use. Select Motivations Each character should have more than one motivation. This represents the relative importance of the motivation to the character. and a teacher looks for a way to make a child want to learn. Working out a past event. here it is in its pure form: the character is striving just to stay alive. to know the most. Average. Insight. probably against odds that would frighten lesser men. To know more. even if the truth hurts. All three search after the same thing. Driving and Obsessive. to feel good. Survival. Accomplishing Goals: What happens if and when a character finally does what he set out to do? Does he set a new course for his life or is life as he knows it over? Think on these things as you play your characters. The character lives his life only to serve someone he loves. etc. Use the list of motivations that follows as a guide. to have fun. This motivation is particularly sensitive to a "what-do-I-do-now"situation once the character actually accomplishes his goal. whether he is an NPC or a recently created player character has a reason for existing. One of the events that happened to the character in his past left something unresolved. less important. A trivial motivation. P" To be the best. The character's goal is to provide pleasure for himself. However. This could also be directed towards animal rights. You find them in both the best and the worst that genre fiction has to offer. Every action w~llbe weighted based on the teachings of the religion and the extent of his personal belief. write a brief description of the character's motivations on the back of the worksheet to help you make decisions when roleplaying the character. Don't select motivations that conflict strongly with other aspects of the character's background. The character's greatest desire is to serve his deity to the fullest possible extent. Why does the character want or need the money? Maybe his sick mother needs 6. Assign a strength to each motivation. disappears. his alignment. He must find something or do something that matters to him.Motivations 8 Motivations Motivations: Justifying a Character'sLife I Whv would anvone become an adventurer? What would make iomeone siek out hideously dangerous situations or brave the unknown? What makes characters do what they do? In a courtroom situation. The goal is to stay alive. Usually.

Instructions: These guidelines assume that you know what type of character you wish to create. Do you want the character's technology level or culture different. Use Table413A: OccupationSelectionon page 37toguide you in selecting an occupationforan NPC who may not already have one. W you've rolled up one or more player characterswith Central Casting. Two. How is the charactercalled? Its possible that you may never needto know more about a character than his profession. not every character encountered during a science fiction game deserves an indepth background and history description. I Quite often. Define only as much as is needed to give a good picture of the NPC. 0 Occupation. Four. or select one (or more!) from Table 643: Personality Traits. . Usethe guidelinesfound on page 3 regarding skill rankings to select an appropriate skill Ranking. In a bad part of the spaceport. but if "Zippy" becomes a major part of the game campaign. Use Table 863: Appearancestoselect unusualfeaturesforthecharacter.To make him more unusual. but try to avoid giving them inappropriateor"jokennames. particularly well-known ones will be known by their names. Follow the steps below to creat your NPC." the kind of almost stereotype characters that one might expect to find in most science fiction games (though some future histories may exclude a few of them as unworkable). ~ I NPCs: Creating Special Characters D Technoculture. Use the instructionsthat you find with Table 1078: NoteworthyItems. D Naming Names.GM or even a player will need to create a 0 Social Status. A memorable NPC would have at least one strong personality feature that figures prominently in his words anddeeds. the features of his life orappearancethatmake him memorable. One. the more memorable he will become. 0 Age. P Alignment. Choose an alignment if you think it might help you better roleplay the NPC. when creating quick characters: shorter is better (not his height. the joke gets old and Zippy loses his effectiveness as an NPC. focus on the things that are different oroutstanding. Be creative. Be creative when giving NPCs names. A typical NPC would have a face or clothing you could easily forget. not old and not too young. An old prospector or a frontier lawman can be a good guy just as easily as he can a villain (thoughthe lawman may not be quite so open about his evil ways). How good is the character at his primary occupation? Decide whether or not your NPC exceeds his peers or is a poorexampleof his profession. A typical NPC would have a bland demeanor. but the length of his description). Review the suggestions below under NPC Special Features to jog your imagination with ideas for customizing the NPCs you create with this Central Castingbook. Three. this character would be an adult. A typical NPC would be from the most common levelof technology and most commonculture inthe game universe.Atypical NPC would blend into hissurround- 0 Appearance. Those should be reserved for player characters and major nonplayer characters (NPCs). Use Table 102: Technoculture to guide you in your selections (use dice if you want!). 0 Background.NPCs: Creating Special Characters 9 NPCs: Creating Special Characters ber. Roleplay your NPC to the Max! Make him memorable to the other players! 0 Quirky Personality. Not every star shipcaptain is a wizened veteran nor is every corporate secretary young (or beautiful). Use Table 107: Parents & NPCs to select additional items from the NPC's past. Each of the categories below outlines major aspects of the NPC that could be different from other NPCs. How old is the character. then you know that a good character takes time. ings. the. One doesn't needto knowthe full life story of the local hardware merchant. UseTable 1078: Noteworthy Itemstoselect some details about the NPC. Use Table 312A: Personality Trait Types to randomly select a character's most prominent personality trait. His personality does little to color his way of speaking or acting. Use Table 103: Social Status to guide your selections. This section is a set of suggestions for quickly creating NPC backgrounds. try using the optional rules for Trait Strength found on Table 312: Alignment & Attitude (Table 312: OptionalRule) to further adjust a character's personality. Lose sight of him for an instant and he is lost in the crowd forever. Some characters are known by the things that they have done or experienced. select more appearance features. supporting character for his game. "Zippythe Aliennmayseemfunnythe first time he's played. NPC Special Features 0 Race. Rather than describe each detail of an NPC's life. Decide whether or not the character would be a part of his surroundings. Consider giving older characters better skill Rankings-about one additional Rank of skill for each group of 10 years by which the character's age exceeds 20. In a suburban community. Again. these oddities of behavior will stand out. most people who perform an occupation fall into the low middle Rankvalues (Rank 3-6). only that he has a cyborged hand and tells stories of a ruined temple he saw briefly while stationed with the space Marines. Nevertheless. Use Table 3128: Alignment to help you make your choice. You can call him the "bartender" or maybe he just known as "the grizzled old asteroid miner. Remem- General Types of NPCs Some NPCs will fall into general classes that have nothing to do with their archetypes. give him one or more traits from Table 644: Exotic Personality Traits. focusing on what we call "stock players" and "bit parts. Remember the more traits you give to a character (within reason of course). If you want a characterto be a bit quirky or be known as an "odd bird" or even a real weirdo. An unusual character might have an equally unusual personalitytrait ortwo. Remember." but many NPCs. in a typical NPC. What does the NPC do to put food (or whatever) on the table. Does the NPC belong to an alien or mutant race? If so select that race from the known races in yourgame campaign or use Table 748: Aliens to jiggle your imagination a bit. even one with a strong personality. 0 Personality. A typical NPC would probably be human. A memorable NPC would have an appearance that sets him apart from others. he might be Destituteor Poor. he would be at a Comfortable or Wellto-Do level. Most folk fall into one of the Neutral alignments. Use the suggestions on page 4 to adjust the character's attributes forthe effects of age. Select an archetype (a basicstatement of who orwhat the character will be) from the list of Archetypes on the next page or create your own archetype to fit a particular need or situation. 0 Professional Competence. Try using the optional rules for Trait Strength found on Table 3 12: Alignment & Attitude ( Table 3 12: OptionalRule) to further adjust the character's personality. Typically.

NPCs: Creating Special Characters
0 Good Guys. These are NPCs that the player characters
should be able to trust. They do not have to be saints or nobly heroic, but they should stress the Lightside personality traits over Darkside or Neutral ones.

NPCs: Creating Special Characters
needs a bi of he1 to find his heart's desire. 0 Grizzled 0 d Prospector. He's either made the YindRof the century and needs protection or he's got a "sure-thingRmap to a fortune and wants to sell it to someone he trusts. He's a real characterwith at least Rank 9 skill at spittingthe "juice"froma plug of some noxious weed. O Hardened Warrior. He's survived combatsituationsthat few other men or women could. Some or even most of him may have been replaced by bionic parts (See Table 861: Bionlcs for details). He's good with his gun and probably has a bunch of skills from Table 534: Military Skills. D Hotshot Pilot. A whole lot of piloting skill wrapped up in an ego the size of a red star. He can do the job and he will never let you for et just how good he is. 0 ~ i dHe's young, he's energetic, maybe even talented. Posl sibly, he hero-worships one of the PCs. Maybe he has an axe to grind against one of the PCs and issues a challenge. Then again, he could be a victim of some villain, and needs the PCs helptogain his revenge. Q Mad Scientist. The problem with his harebrained inventions, is that they work. A's just that he's failed to look far enough ahead to see the problemsthey cause. If he's evil, his inventions are aimed at world or galactic conquest. Luckily, he's just crazy enough not to have covered every angle. P Mad Scientist's Daughter. She's always young, she's always beautiful and she's always available. She believes her father can do no wrong and supports him ... until she realizes the evil he has caused. For some reason,classicsciencefiction never deals with the mad scientist's other kids. 0 Mercenary. This soldier-for-hire is rarely interestedin much more than the bottom line. The job and the reason for it doesn't matter, only the money is important. P Miner. He tirelessly works his mine, whether it's deep in the mountains or on a whirling asteroid. 0 Old Coot (Codger, Geezer, Gramps, etc.). This crotchety oldfellow could have beenjust about anyone or anything azillion years ago. Whateverthetruth, he sure has alottotell. He's a good source for information about the "old days." P Reporter. Hot on the trail of the "big story." O Punk. He's got a chipon hisshoulderthesizeof Phobos. Get in his way and he'll A) cut you up, 6) blast you into cinders, C) molest your favorite computer, D) all of the above. 0 Research Scientist. He's always on the verge of a breakthroughthat will revolutionizethe way we live orour understanding of the universe. He is to pure science what the mad scientist is to applied science-dangerous if he or his discoveries fall into the wrong hands. P Seasoned Guide. He knows this country (or this planet, or this neck of the galaxy) like the back of his hand (or pseudopod). He's tough, he's competent and he doesn't like the idea of civilization creeping up on him. D Smuggler. He knows the ins and outs of the official and unofficial shipping lanes. Whether it's interstellar contraband or illegal refugees, he knows how to get goods from point "Amto point "6" without running afoul of the law (most of the time). P Starshipcaptain. His ship is his pride, the best ship in the galaxy ... or at least it would be if he had the credits to get it out of dry dock. Maybe the PCs are just the people he needs to get his ship spaceworthy again, for one last rendezvous with destiny. O Street Person. Years on the streets have given this character a high survival quotient for the streets and years of cheap booze and drugs have probably done irreparable damage to the his mind-though a youngster may have sharperwits than most. 0 Vigilante. He's convinced that law enforcement officials have failed intheir effortsto bring about order and justice. So now, he takes justice in his own hands. If you're not on his side--you're part of the problem.


0 Villains. These are the bad guys. They may appear to be allles at first, but their evil nature eventually shows through. They never havethe PC's best interest (oranyoneelse'sforthat matter) at heart. They are typically followers of Darkside alignments, though characters who follow some of the more selfish Neutral alignments can easily be villains. Decide on the scope of their villainy. Are they small-time hoods or evil dark lords bent on galactlcdomlnation. The more powerfula villain, the greater will be his aspirations and evil goals (small-time hoods rarely dream of galacticconquest unless they have the powerto obtain it). NPC Villains should generally have stronger Darkside traits than Lightside ones.

P Leaders. These characters lead or rule over other men (or
beings). They might be military leaders, Nobles, religious, political or business leaders. They might be either villains, good guys or more likely be folks somewhere in the vast gray area in between good and evil. To design a leader, you will need to know whom he leads and how great his area of influence (for the latter, see Table 749E:Sphereof Influenceon page 78 forsome guidance). Decide whether his followers are especially loyal or disloyal. For the most part, give the leaderbetterattributesorskillsthan hisfollowers, unless itwouldbe reasonableforthemtobelower(as in the casewith some herediary leaders). Make leaders memorable. Decidewhether or not the leader has some secret, a "skeleton in his closet" that he may wish kept a secret. If the leader is a Noble, select his title (if you have not already done so) on Table 749: Nobles.

NPC Archetypes
Archetypes are the classic characters one finds in many science fiction stories. They are the supporting cast in the PCs' quests for adventure. While it would be impossible to list them all here, the types below are some suggestions in case you need to quickly stock that frontier cantina or the spaceport lounge.

0 Bartender. He serves drinks, doesn't ask questions and rarely answersthem in return. He's probably seen more of lifethan he cares to. P Beggar. The role of the beggar in fiction is usually one of the secret informant. Chances are, he's disabled from some injury or then again, maybe his injuries are part of a disguise. D Bored Civil Servant. A master of the rubber stamp, this government worker might be a stumbling block the PCs must overcome or a vicarious thrillseeker whose need for tales of adventure brings him in touch with the PCs. 0 Bounty Hunter. He doesn't eam his reward until the one he seeks is returned to the client with the credits. He's clever, talented andtoughandprobably has little mercyforthose he hunts. D Career Criminal. Crime is his life. He's never known anything else. He definitely has experience from Table 529: Underworld Experience in addition to any other character notes. 0 Clergyman. He maybe devotedwholeheartedlyto his God, filled with missionary zeal, or he might be a disillusioned man searching for a truth he once believed in. 0 Derelict Spacer. Before the booze (or drugs, or happy wire) ruined him, he was the best in his trade. He probably knows things that would make someone else quite wealthy. Now he abuses substances to forget what he knows. 0 Drunken Farm Boys. Good 01' boys out for a good 01' time. Unfortunately,they've had alittletoo muchtodrink, and gosh durn it. they just don't like your looks. 0 Explorer. His heart'sdesire isto make the bigdiscovery, the one that will put his name inthe history books. Of course he usually

Linking Events

Linking Events
or so that they providethe character with the internal contrasts of personality and interests that most real people have.

Linking Events:
Writing History as it Should Have Happened!
I Dice tables are wonderful tools for randomly generating vast
quantities of unrelated data. Thumb through this book and you'll see what Imean. With a shake of the hand and a flick of the wrist, dice tables can provide quick and ready answersfor any question or list a dozen odd bits of background data. Dice tables are great if you know how to use them for best effect. Nevertheless, eventhe best of them are no substitute for a creative imagination. Nevertheless, dice tables can stimulate your Imagination. Even creative minds tend to slide into ruts. The random dice rolls help establish links between ideas that you might otherwise overlook. The dice don't do the thinking for you, they instead give you things to think about. Without putting the ol' imagination in gear, you can roll dice forever on Central Casting's tables and still remain uninspired as to how to roleplay your characters. The information is there, but what you're missing is a wayto put it all together, to make a handful of loose and unrelated chunks of data into living, breathing, exciting science fiction characters. The end product of a CentralCastingbackgroundsession is a sheet of raw history data, some in the form of rounded-outevents and much more as just notes about relatives and unrelated occurrences. In many ways, it's like researching a paper. You can spend a week at the library reading seemingly endless articles in a dozen different encyclopedias and magazines and when you're done, all you havetoshowforyoureffort is atotteringstackof index cards and a three-inch-thick sheaf of notes. Regardless of the topic, it's not untilyoustart filling in thegapsbetweenthe noteswith yourown words and ideasthat the papertakeson shape andform. In much the same way, Central Castinggives you a stack of raw data, the events and influences of a character's hypothetical life. Yet until you "fill in the gaps" between those events and draw logical (or even illogical) connections betweenthem, yourcharacterwill nottake on true life. The bisandpiecesof his history remain just a pile of notes.


PlayUp Coincidences,Quite often, severaltableentrles will discuss or refer to remotely similar topics, like family, rivals or friends, etc. These are sheer coincidences. Yet by emphasizing and "fudging" them a bit to make them refer to the same thing or person, they tightly link parts of the character's history. Maybethe mysterious stranger who gave the character a gift at birth is the same person who later becomes his Patron or Companion. Possibly an unknown mutation or power affected the outcome of later events to make them occur as they did.
Look for Causes and Effects.Thisgoes backto playing up coincidences. Did one event cause another? The loss of a parent orfriend might be thecause forthe charactertakingup alife of crime. Possiblythescars that are the most notablefeatureof the character's appearance were a direct result of his occupation or even one of his (former) hobbies. Establish cause and effect links between events wherever possible. Establish Thematic Relationships. Examine all the events in the character's life and look for a thread of coincidence or a heavy weighting toward one type of event, such as military events, tragedies, religious occurrences and so forth. Consider letting these related events become the core of the character's experience. All other events would then somehow relate to this general theme. Integrate the Character into the World. Make the character a part of the world. Ask the GM to help you fit the character into his game world. Fix the time and place of the character's birth inside the milieu of the GM's universe. Establish the actual places that events occurred. What city or planet was the character bom in or on? Can the GM give you an actual name for that Nobleman orgovemmentofficial whofiguresso strongly Inthe character's past? Arrange the events of the character's life in chronologicalorder(that is, bythe age at which they occurred)then relate key events in the character's backgroundto major or minor events in the GM's world or universe. Adjust the ages of event occurrences to better fit the universe's time line. Provide for Future Adventures. Lookforwaysto use events to justify a player character's choice to become an adventurer. What might have caused a character to go off looking for trouble? Isthere something that he is runningfrom oragreat secret to be didovered? Does the character have unpaid debts (maybe he needs to actually pay for all that schooling he had)? Warning to GMs: It's OK to use personal character motivations as the reason for a single adventure or a side plot in a campaign. However, be careful about using a character's personal motivationsfor adventuring as the main basis for campaign-length adventures. Should the central character die (or his player move to Timbuktu) the reason for your carefully laid-out campaign bites the big one. Time and Events. Events that occur within a year or so of each other should have some relationship. A later event might occur because of an earlier event. Provide a Nemesis. A nemesis is an enemy, a rival, afoe who can provide a challenge that the character must overcome in later life. Not every character need have a nemesisto be interesting, though several table entries provide the character with a rival (Table 753:Rivalsgoes into details), but the character's nemesis need not be asingle living being oreven a living being at all. Maybe the wilderness where he was born haunts him orthe alien invaders who killed his parents can continue to cause him grief, or his fear of computers prevents him from leading a normal life. If it seems reasonablefor the character to have a nemesis, try to create it out of one of the character's background events. Downplay Unimportant Events. Minimize or delete those events which do not add to the history or which detract from

Writing the History
Write out the character's background as if you were telling his life story. Focus on key events. Don't be concerned that your writing style isn't professionalcaliber. That's not important. This is for your benefit, not the world's. Who knows though? If you write enough of these as practice, it may be your name headlining a novel some day. It's possible to just write out simple sentences describing a character's past, but then you lose the opportunity to rewrite historytheway it shouldhavehappened. This is nottosaythat you should throw out or change all that lovely dice rolling, but you may want to modify the results, so that they work together in the best way possible. There are a several ways to maximize the relationship betweenthe randomdiceselections. Try using some of the ideas and suggestions that follow when'creating your own characters.

Tricks & Hints
Focus on Important Events. One or more events should provide the framework for the character's background. All other event should be of less importance. Adjust lessereventsso that they eithersupportthemajoreventsas eithercauses orresults

its exciting nature. Learning needlepoint as a hobby or surviving several unexciting promotions in the military may not be headline events in your character's life. Nevertheless, don't throw something out just because you dislike it and would rather have something that made you a Nobleman or gave you 6 skill Ranks with a blaster.

alded drudges living out boring little lives. Weave elements of the fantastic into your description. Try to make even mundane events have significance to both the character and the world of which he is a part. Make the commonplace unusual and the unusual really weirdl

EliminatePersonal Conflicts. If CentralCastingsays
your hero-to-be has developed a mental or sexual disorder, or has undergone an event that would make it personally difficult for you to roleplaythatcharacter, then discardorreroll theevent. Remember, even though roleplay is supposedto givethe player insight into himself and others, the original intent of adventuregaming is to be fun. If an event in Central Castingwouldcompromiseyour having fun, then it's an event that you can do without.

Integrate the Fantastic. Remember, most of these characters are supposedto be larger-than-life heroes, not unher-

Supply Missing Elements. Central Castingprovides a framework to build the character upon. It is not a "smart" expert system that automatically fills in missing details. You will need to add the events or characters in your character's life that could improve the story, or further explain the relationship between events that you have rolled. This might mean adding a "bad guy" who has been dogging the character since the day he was born or establishing your own reason forthe characterjoiningthe military as a kamikaze Battlebot pilot. This goes right back to "filling in the gaps" betweenevents, the reasonthat CentralCastingneedsyou!

Strong. Otherwise. Mechwarriot@game. Interstellarspace travel is commonplace for those with a need for it. Violent highway warriors and their custom nayhem machines may rule the roads. awesome dragons and savage trolls are common elements of nearly every fantasy adventure gameeven if the designers choose to call them something else. with one or more companies producing games within each theme. the universe is man's for the finding. heavilyentrenched. though the political backwash may be worse than the effects of an invasion. . Ethics are somethingto be learnedfromhistoryvids. possibly even formillennia. For NPCs.Central Castingpresumes that charactersproducedbythisbook will dwell within oneormore of the following broadlydefinedfuturehistories: Tarnished Tomorrows: an unpleasant future dominated by unrestrainedtechnology. 2300 A. and that perhaps is unfortunate. recordthe history's FutModrumber (usuallyselectedby adie roll) inthe Die Roll Modifiers section of the worksheet (upper right-handcorner). O Acharacter may have a 1 in 4chance to be already fitted with cyberlink hardware ihat allows him to plug directly into computer "minds. most civilians never leave their homeworlds. Instructions: Readthe future historydescriptions. Though the mechanics of the rules may differ. Warhammer40. Society has plunged into the pits. Imperial Space: a unified universe underthe thumb of one or more interstellar powers. like science fiction literature. alien races to discover and ally or vanquish.Select a future historythat most closely matchesthe state of the game's future as you understand it to be. In this book. the ship is up to date with current technologicalstands. it is an out-datedclunker. Movies like Bladerunner and Robocop are good examples of this degenerate future. WHAT IF mankind blows itself to kingdomcome?WHAT IFwedony? WHAT IF mendiscoverafaster-than-light drive? WHAT IF the bug-eyed-monsters from outer space find us beforewe find them?WHAT IFweturn responsibility for our lives over to benevolent computers? You get the picture yet? Not every SFRP game deals with exploring the great unknown of space. aliens are a key part of Final Frontierfutures.Oftenthetechnologyofthepast isslowly being lost. Traditionally. do not use the FutModvalue (allows for more varied technologies). conflict iscommonplace as men vie with each other for new planets. often using an outmoded. we've tried to breakthese themes down intofour general classifications. War rarely has a direct effect on civilian populations. lnterstellarcombatis frequent. Post Holocaust: man has blown it and now his successors are fighting back from destruction.lawlessnessanddecayingmorality. Aselection of suggested games accompanies each future description(you may also wish toconfer with your GM about his views of the game's future). I Future Histories I Science fiction roleplay (SFRP) gaming has been around almost as long as its fantasy counterpart. Mankind's presence in space is long established. For PC's. Few newdiscoveries are made and those rarely have a significant impact on the people ortheirculture. While some games doshare acommon theme (or a marketing niche. As in earth's early centuries of exploration. Imperial Space (FU~MOCZ: id4+10) Tarnished Tomorrows ( F U ~ M M 6) Z: Morality?What a concept! Mankind didn't blow itself up. Let's face it. Nevertheless. use Table 525: Tarnished Tomorrow Events. for Alan Dean Foster's Huinanx space stories. Licentiousness (not liberty) is the order of the day. Space Mastem game. Most zountries are little more than repressive police states (remember averyones' fears of 1984?). 0 Characters are often found as explorers. barely able to hold its own on the spaceways. While no view of the future is proposed as the correct one. The Final Frontier: out into the great unknown. Suggested games: Star Warm The Roleplaying Game. these brief descriptions that follow should give the player and GM an idea of which events may be likely or unlikely to occur in his game's vision of the future. Universe. Features: 0 Future-specificevents use Table 526: FinalFrontierEvents. with wain to computer links commonplace." 0 The Final Frontier Mankind has but recently leapt forth from mother Terra and spread wings to explore a waiting galaxy. Features: O Future-specific events. Travellet@ game. wagedeitherbetween feuding governments.Still thereexista number of common themes in SFRP. mindless orcs. RobotechTM the roleplayinggame. each game designer (or game company) has adifferent view on how our various futures will be interpreted. If the result is 6.OOORogue TraderTM has some similarities with this future). The finalfrontierthesupposedfuture fortheStar Trek@ television shows and movies. Mankind may be in space and may be not. Record the future historyonyourworksheet. Any character from this future may have ld4 Darkside personality traits taken from Table 643C: Darkside Traits and'a 50°/~chance to have an exotic personality trait taken from Table 644: Exotic Personality Traits.xenophobic alien races or by rebelsseeking to overcome domineering interstellar governments. TM game. society may have reachedits peakorsettled intostagnation.Technologically. like science fiction authors.and militarily-powerfulgovemmentsrule vast empires of starsystems linkedby relatively economical faster-than-lighttravel. On the other hand. Star FrontiersTM game. or run smack into the expansion of another spacefaring race. antiquated or just plain dangerous form of interstellar travel. but without any of the interstellartraveltechnology. if we get right down to hardtruths). MegatravellerTMgame. George Lucas's Star WarsBmovies are a popular example of this-so too are lsaac Asimov's Foundation books. Suggested games: CyberpunkTM game. and lsaac Asimov's pre-Foundation stories. encounter hostile alien natives. fantasy gaming systems tend to deal with worlds that are cut fromthe much the same cloth as one another. Starships & Spacemen. D. It is the future of the cyberpunk. There are worlds to explore. not thedailynews. science fiction roleplay gaming. Technological advances are constantly being made and the effects of those discoveries often take less than a generation to have a real effect on society. roll a d6. In addition to having their own small event tables elsewhere in the book.OOO Rogue TraderTMgame. 0 When an encounter gives the character a personal space craft. 0 Tech Levels for Tarnished Tomorrows societies usually run betweeneightand 11.Future Histories Future Histories Dark FutureTMgame. ShadowrunTMgame Iron Crown Enterand prise's CyberspaceTMgame (Warhammer40. space adventures are admittedly the most popular and Central Castingreflectsthatslant in popularopinion. Car Warsagame. Q The presence of alien races depends on the game. places its characters in the "what ifs" and "what might be's" of the future. Suggested games: Star Trek@the roleplayinggame.

Unless the GM has decided otherwise. Whether it tookone war or many or one-too-many miscalculations in nuclear power plants. Features: 5 Future-specific events use Table528:PostHolocaustEvents. 5 Space travel is unlikely. barely able to hold its own on the spaceways. the Battletecbogamegalaxy is remarkably "humanocentric. roll a d l 0. etc. 5 The presence of alien races depends on the game. one where the ruined technology of the "ancients"forms the backdrop and often the mythol- . Suggested games: Gamma World31game. modify results indicatingthe presence of spacecraft orspace travel. D All levels of technology may exist or have survived in the world. Mutations& Modifications. Characters come from many walks of life. Yet out of this glowing ash heap. AftennathTMgame. However. Select a military occupation on Table 532: Military Duties. the end result was annihilation. If the player so desires. though Pre-tech primitives are often more common than enclaves of Ultratech. use yourowngame's randomencountertablefor selectingthe mutant type. Instead of using the Aliens table in the book. antiquated or just plain dangerous form of interstellartravel. Give each mutant character 1d3 rolls on Table 859: Talents. While the universeof Star Warsmhe roleplaying game is populatedwith an endlessvariety of aliens. Otherwise. Post Holocaust ( F U ~ M ~ 01 : E In its slightly less than infinite wisdom. he can roll a d10. a new world has been reborn. The GM may wish to assign Technoculturesto his world's societies in advance. the ship is reasonably up-todate with current technological stands. a great number of adventurers come from military backgrounds. it is an outdated clunker. Mankind has reduced its homeworldintoasmoking. orfocus on sentient mutant animals who compete against mutant or "pure-strain" humans for control of bits and pieces of the world. Dependingon the "fantasy level" built into the game. 5 When an encounter gives the character a personal space craft.Future Histories 14 Future Histories Features: O Future-specific events. activity could center around the remnants of humanity strugglingagainst each otherto rebuildtheirworld. Morrow ProjectrMgame. use Table 527:ImperialSpaceEvents. Cl ogy of new civilizations. 5 Referencesto Aliens should referto the everpresentmutants found in most Post Holocaust games. often using an outmoded. Replace travel among the stars with visits to distant and exotic lands.Teenage Mutant Ninja Turtles@ Afterthe BombTMgame supplement. the character's primary occupation was military.) that performsthe same general function as a space ship. Substitute aform of aircraft (or boat or sand skimmer. 5 All cultures exist at least as enclaves. If the result is 4-10. radioactive ruin. If the result is 4-10." There are no sentient aliens at all.

as the case may be) common to most science fiction roleplay games. an alien. If dealing with the Post Holocaust future history. the agonies of adolescence. Dwell in water or air equally well. is the basis for acharacter's background. cat-like or ape-like beings. 8 Roleplay: Racial heritage. energy-based beings and even robots. Though similar inform to a human. Closely resemble bugs or spiders. Humanoid. Otherwise. Aerial. As players. eh. After that. Combined alien. Don't forget to read the roleplay guidelines. A starfish is an example of a radially symmetrical being. May or may not be restricted to water-filled environments. results indicating an alien race refer to a mutated organism (a mutant). dl0 Character Race (roll a dl01 Instructions: If you have not already selected a character race. Human-like. Many feet and possibly a corresponding number of manipulative limbs. This is a broad classification that includes. the greater will be the initial distrust. . Radially symmetrical. GM Only: see entry #1 01 on Tabk 967: GM's Specials. The first die result is the first digit and the second presents the second digit. Example: multipedal reptilian. If nothing matches. not human." Do the same with accents. Yet some times. chirp and humm to your heart's delight. Amphibian. Humans are easiest. Record relevant information on line 101 of your History Worksheet. smarter (+ld3 Intelligence). Like human characters. What a human considers trivial may be of great importance to an alien being. Most races. Rolltwice moreon thistable andcombine the results. Choose a race from your game system that most closely matches the selected table entry. including molds 8 fungi. On the other hand. roll a d l 0 on this table. Typical of aliens from games based on N shows. CentralCastingrelieson their being similar enough to use this book without major modifiations. continue on to Table 102: Technoculture. often with bird-like or bat-like wings. walking on two feet. The Thranx and humanity formed a bond closer than found between many human cultures. Multipedal. Piscean. Cetacean. Mutant Human. Blpedal. Reptilian. malleable shape. just about anything goes. Prejudice and bigotry are probably as rampant in future societies asthey are in our own (thoughthis is no excuse). Non-organlc. use this table to decide if a character is a human being or one of the other alien races (or mutants. This table supports the supposition by many game systems that player (and Nonplayer) characters will be primarily human. 9-: LO Alien being. Includes snake-like beings. Consider the following before playing an alien like humans: Aliens will generally have a unique value structure. While alien beings are obviously going to think differently than humans. Roll a Id4 twice. possessedof all 17 -: thc3 foibles. we have something in common with them. Bestial. silicon-based toadstools. mineral-based life forms. ratherthan subdivisions of the human (or other) race by skin color or other physical differences. Miatch the results against the subtable below. Standard issue human being. the pangs of love. Insectoid. Botanic. Have fun with aliens attempting to use human speech. Mutant Note: Mutant characters should make adie roll on Table 859: Talents. or a wierd mutant from a post holocaust future. like atwodigit number. These beings so closely resemblehumankind that only a few characteristic features set them apart. they may be vastly different in the specific details of physical appearance. If you have not yet decided the character's race. He's stronger (+ld3 Strength). Example: a 1 and a 4 are read as 14.I Character Race I Start here if you are creating the history for a new character. author Alan Dean Foster's insectoid Thranx race is a model for exactly the opposite behavior. roll again. Reptile-likebeings usuallywith scales and often with tails. The more physically or culturally different that a race is from another. Aliens find the appearance of humanity just as hideous as humans find them to be. Amorphous. they have childhoods. This is your basic genetically altered huiman. click. faults and failings that have plagued humanity since thc3 race's beginnings. Fishlike beings. Note that the word "race" is used here in the sense of species. it's difficult to remember that nonhumans are just that. They favor dealings with their own race above dealings with others. Plant-like beings. Spice up dialog by creatively muddling phrasing in alien speech: "So to be star-travelling you are. The die results are not added but re1 ad re. Whale or dolphin-like beings. alien and mutant alike. Example: exact family ties could be totally irrelevantto a hivelike society or be the cornerstone of another society. Make humanoidor human-like races just as alien and unfathomable as you might make a race of three-legged. He's also chock full o' problems. such as pointed ears or an exotic skin color. Amoeboid. Mutations & Modifications for an extra ability. human. Flyers. such as wolf-like. Buzz. Most aliens won't speak with a radio announcer's perfect diction. tend to be ethnocentric. Select an alien r cce in your campaign that most closely resembles the race a by ds~termined this table. and the responsibilities that adulthood brings. An upright stance. whether a character is human. Human. Thecharacter is an exoticalien being. A "humanized" version of a common animal. and faster (+ld3 Dexterity) than the standard issue huiman.

Fire has found its way into most homes. Higher Tech levels provide more points than lower level. sharpened sticks and stones form the warrior's basic armament. Three. etc. it's easier to pidgeonhole fantasy cultures into convenient classifications: "This is a Barbarian culture and Barbariancultures have limited technology. Weight the chances so that the chance to select a common culture is greater than that for rare ones. civilizations and worlds of his game campaign. civilizations or major races in the game. Unless the playerorGM is creating a newculture. d20." Science fiction literature and gaming doesn't allow for such luxurious simplicity. EducationPoints: 6 Renaissance [Lit: 35O]. Record this number on the Technology Modifier (TekMod) line in the upper right corner of the History Worksheet. Gunpowder makes major changes in the waging of war. Learning is rediscoveredwith a vengeance. walledcities. forms of government orethicalvalues--that's Culture. the lever is the most complex machine. then that technology" arrangement.102: Technoculture 1 6 102: Technoculture 102A: Tech Level Tech Level. continue onward to Table 1028: Culture. Education Points: As a character grows up. Ancient Greece and Egypt.S. The technology and social climate of a culture are related to one another. movable type printing speeds the spread of information. The die roll result is the Tech Level of the character's culture (from 1 to 19).allowingmass productionof goods. Crossbows make even poorly trained troops into deadly foes. Generally speaking. the wheel. EducationPoints: 4 5 1 Bronze Age [Lit: 20%]. I n s t r u c t i o n s : Rolla d20. Steel (a harder metal than iron) weapons and armor are used by the well-to-do warriors. Cures are found for some diseases. Roleplay:Remember. This is a period noted for retrogression. Use the following steps: One. bow and arrows. This modifiervaluewill be used later in the book. Typified by Europe and the U. In general. Alien T e c h n o l o g y : If you are creatingthe Technoculture for an alien race. acts as a rough measure of a society's technical achievements: the inventions. Steam engines drive boats and land transportation. Achievements include iron working (a harder metal than bronze). Give a copy of your table to players in your campaign. ImperialRome is the "classic" example of this Tech Level. Throw in the unpredictabilityof the truly alien racesfound in science fiction and literally any logical (or illogical) combination of technology and culture is possible. are superstitious and bathe only on alternate leap years. even degeneration and loss of technical and social gains made in earlierages. not everyculturewithinagivenfuture historywill be operating at the same level of technology. modes of transportation and means of communication in common use. I n s t r u c t i o n s : Forthe sake of clarity. ) ' Stone Age [Lit: 5%].. the keystone arch.) Match the die roll or the total against Table 102A: Tech Level. EducationPoints: 10 6 Industrial Revolution [Lit: 40°h]. Technology level provides the base value for the number of points the character may spend once he reaches that Table. Equivalent to 1350-1800 in western Europe. the Celts of Europe and the peoples of the Biblical Middle East are examples. This covers everything fromthe classic cave man upto pre-ColumbianAmerican Indians.) that best matches the number of table entries. a character who is exposed to the achievements of the Tech Levelone level above him may understandwhat hesees. Record this chance in the space following the Literacy skill under the SKILLS section of the worksheet.. Four. domesticated animals providefoodandcompanionshipand building villages is coming into vogue. but go up two Tech Levels. Metalworking. assign one die result numberto each entry." L i t e r a c y : The number in brackets after each Tech Level is the base chance for a character to be literate in his native tongue (see Literacy rules on page 6). wall-bashing mechanical siege machines take some of theguessworkout of flattening enemyfortresses. Write theTech Levelon line 102A of the worksheet. andwedeal with itlater. swords. Otherwise. EducationPoints:4.A. it might be wiser for the GM to create a table that includes the major cultures. 1 2 Medieval Age [Lit: 10%). It does not deal with their social enlightenment. Aftercompleting this table. the player may add his character's FutModtothe roll (future modifierfromFutureHistories. Education Points: 8 . sailing ships. and the use of concrete in building to encourage quick development of large cities. he usually receivesa formal education (see Table210: Education). Two.Education Points: 10 " t i " 3 Iron Age [Lit: 30%]. weapons. begin by following the Instructionsbelow for Table l02A: Tech Level. Put each of these onto a separate line of the table. while steam-powered machinery replaces hand-manufacturing. Centralcastingkeeps the technology level and culturalstyle of a given culture separate." I d20 10% T e c h L e v e l (roll a d 2 0 +FutMod ) d20 4 Tech Level ( continued . of the 1800's. and the technology seems like "magic. I . Be prepared to change this value. and simple writing are the rage. Well-to-do warriors wear metal armor and wage war with spears. Assign Tech and Culture Levels to each of the worlds. Electricity is utilized to a limited extent for communication and illumination. page 13-14. but are never locked in a simple "if this culture. Select a type of die (dl 0. use Table 102C:Alien Technologyfirstandfollow the instructions you find there. stone monuments. If desired. Common soldiers wear metal armor and huge stonehurling. or Technology Level. MedievalEurope and Feudal Japan typify this Tech Level. Record this on the Worksheet on the line labeled "Education Points. I I Technoculture For some reason.

Next roll a d6 on the table below: 1-2 A key aspect of the culture's technology is more typical of a higher Tech Level (such as Transmatter being used by a Federation starship to beam crew planetside). This is going to be more true for alien cultures that have developed along different lines than humanity. establishment of orbital space cities and scientific colonies on other planets within system. Totally synthetic life forms are commonplace. Add the optional FutModvalue only if the alien race has a culture comparable to the more advance races of itsfuture history. Most planets and majorsatellitesinthesolarsystemcontainautonomouscolonies or independent"nations. Robots arecommonlyhumanoid (or alienoid) in form. Education Points: 40+ 20+ Mlxedtechnology. including personal cars. Rerollagain # d20 102A: Tech Level ( continued . ceramics. Education Points: 20 14 Third Stellar Age [Lit: 95%1. Worlds are completely terraformed. Internalcombustionengines or electricity power most forms of transportation. FTL communicationallows information to travel between stars. Education Points: 30. Separate development levels for transportation. Education Points: 20 1 First StellarAge[Lit: 95%].. Smallships have interstellarcapability. most with no moving parts or visible power sources. Fully sentient. stone. small computers. Education Points: 20 12-13 Second Stellar Age [Lit: 95%]. Unself-awareartificial intelligence is now found in some large computers. Faster-than-Light(FTL) drives now capableof rapidjumps betweenstars. Their artifacts. Not all cultures of our own world have developed along this path and in all likelihood. Most stellar colonies are independent of home planet. This is the culture's Base Tech Level. This technology never developed. war machines. an alien culture will depart radicallyfromsuch development. Matter can be coded. 3-5 Akey aspect of the culture'stechnology is moretypica of a lower Tech Level (say. Education Points: 12 8 Technologic Age [Lit: 80%]. are based on mental interaction. Reroll again on this table. but months. It is either not used or has a nontechnological replacement (such as psionic skills). "Cold sleep" used for long interplanetarytrips. Use of metals never occurs in this alien culture. 7 Engineering Age [Lit: 60%]. This is the late 19th century through pre-WWII 20th century. . Education Points:30 17 Transmatter Age [Lit: 95%]. Education Points: 16 9 Fusion Age [Lit: 90%].. Most manufacturingis completely automated. Radio. television. not destruction of matter. Rollagain (but do not addthe FutMod). "Manned" exploration of the solar system. self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans. bone." Sublight "manned"explorationof nearbye stars begins. Unlimited Faster-than-Light(FTL) communicationnow possible. First roll a d20 on Table 102A: Tech Level.Explorationlcolonization of the galaxy begins. Orbiial spacecraft visit nearby satellites and "unmanned" probes explore other planets in the solar system. other substances like glass. weaponry and communication should be determined along with special situationswhere certaintypes of technology never develop or are substitutedfor others. This is usually not part of a 9 common culture. Personal force screens possible. The Tech Level for this technology is the same as the Base Tech Level. Laser weapons replace projectile weapons in most armies. The result is the culture's base technology. Warriors wield hand-heldnonlaserenergyweapons. and fixed-wing aircraft. 18 Dysonian Age [Lit: 95x1. once for the culture's transportation technology.) d20 Tech Level ( continued . Fasterthan-Light (FTL) communication exceeds speed of starships. crossingthegaps between stars in a matter of weeks.Antimatter usedto produce power. suborbital rockets and small automaticweapons are developing. Powerful non-laser energy weapons found on large ships and battle machines. theseTechnology Levels are basedonwestern civilzation. and/or moved from their orbits into more suitable ones. Education Points:22 15 Fourth Stellar Age [Lit: 95%]. but is or was an advanced alien race thatflourished and then disappeared long before current spacefaring races really understoodthat banging rocks together could make fire. Rerollthe Tech Level on Table 102A: Tech Level. Gravitic repulsors negatethe effects of gravity. Energy is created through the combining. Robots are often physically indistinguishablefrom lifeforms (and are often classed as life forms). The Tech Level for this technology is l d 4 levels below the Base Tech Level. Nuclear power is used to create both electricity and deadly weapons. The Tech Level for this technology is l d 4 levels above the Base Tech Level. broken down into energy and then transmitted to a receiver. just before atomic escalation. if workable. Engineeredbiological materials (plant-likeand animal-like matter) are used exclusively for this technology. Industrial lasers. even years are still neededforinterstellartravel. including impossibly large Dyson spheres that enclose suns and ring worlds that whirl about them is possible. Education Points: 30 1 Superculture [Lit: 95%]. and organ transplants are commonplace. Next roll a d l 0 on the subtable to the right three times. Energyshields protect large vehicles andcraft. 6 Hi and lowtechnologicalachievements are intermixed. Education Points: 24 16 Ultratech Age [Lit: 95%]. plant or animal matter replace the use of metal. Faster-than-Light(FTL)drives 1 drastically reduces travel time between stars. steam-powered space ships)..102: Technoculture 17 20 102: Technoculture 102C: Alien Technology (roll a d20) 102C:AlienTechnology Inall honesty. the most familiar culture to most readers of this book.. once fortheir weaponry and once again fortheir communicationtechnology. Actual manufactureof worlds. Literally anything is possible. Education Points: 20 10 Spacefaring Age [Lit: 95%].


Gameplay Beneflts: Roll a d6. either technological. select one Neutraltrait from Table 6438:Neutral Traits. but few significant gains are being made. Emphasis is placed on Neutral values (see Table 3 1 1:Attitude & Alignment). Select hobby on Table419: Hobbies. Tradition is important to them. often progressing is a full Tech Level within a generation or less. Roleplay: Characters born into Stagnant cultures may not believe that innovations are possible. but surely slips backwardstowards lower numbers. Tradition is important to them and they are uncomfortable with change. Decadent Culture These are cultures past the peak of their prime. let alone duplicatethetechnologicalfeats of their forebears. unable to understand. However. Governments are similar to Developing cultures. Thisculture might be common in post holoof caust communities where specialized knowledge and skills died with the "bomb. Although government support of the Poor is predominant. but access to political power moves out of the grasp of common people. leaving the culture wide open for future disasters. Governments tend to be self-senring with emphasis on struggling (usually against themselves) to merely maintain the status quo. He will usually have Rank 3 skill in the religious knowledge of his people. The "scientific people" of Alfred Bester's TheStars My Destinationare an excellentfictionalexample of a Degenerate culture. even millennia. Roleplay: Characters born into Degenerate cultures tend to be superstitious. They may have a "ritualistic" approach to using devices akin to some complicated religious ceremonies. They are often distrusting of unfamiliar technology or culture. they could be so foreign to the character that they intrigue him to no end. select 1d3 Lightside personality traits from Table 643A: Lightside Traits and one trait from Table 6438: Neutral Traits. Class stratification still exists as fewer and fewer people profit from new discoveries.On a result of 4-5. New lands or worlds are being discovered and claimed. select l d 3 Darkside personality traits from Table 643C: Darkside Traits and one trait from Table 6438: Neutral Traits. The people may not performactual work. Gameplay Benefits: Character has l d 6 skill ranks at a hobby that he practices likean occupation. On a result of 1-3. Corporations. survival in the streets. but that it and they are vastly superiortoeverything else. treat as a result of 4-5 but also select one exotic personality trait.102: Technoculture 19 Stagnant Culture 102: Technoculture Lightsidetrait from Table 643A: Lightside Traits. they can do no wrong. It is a culture of great Ego. Governmentstendtowardseitherdictatorialor authoritarianrule or theUwisdom" elders. Dynamic Culture This is aculture markedby rapidgrowth. the "gods" of their universe. sociological or artistic are being made. willing to take risks for the good of other people Insteadof personal gain. No gains. possiblyeven four or more levels beneath their ancestor's Tech Level. Gameplay Beneflts: Street-smarts. On a result of 3-5. select 1d3 Neutral personality traits from Table 6438: Neutral Traitsand one trait from Table 643C: Darkside Traits." Gameplay Beneflts: Character begins with ld3 objects (no real estate) from Table 854: Gifts & Legacies. Moral bankruptcy has begun. These are an inheritance and may even have sacred status (technological devices have only a 50% chance to be functional). Tech Level remains constant. and Democracies). . previously common civil liberties and government services begin to disappear. He may also covet devices of higher Tech Levels. Emphasis is placed on Lightside values (see Table31 1:Attitude & Alrjlnrnenf). theirsocietiesfunction likesavagetribeswith Nomadic or Barbaric cultures. social and cultural gains of earlier generations. A character from such a culture might share those values. nurturing them along like a sick friend. generations. On the other hand. A Degenerate character will probably be less willing to accept the "benefits" of technology and may even suffer from exposure to more technological cultures.On a resultof 6. has begun to set in at all levels of society and the people have become pleasure-lovingand jaded. Degenerate Culture This is apeople living within the ruins of theirformergreatness. particularly moraldecay. The government becomes self-perpetuating and heedless of the people's needs. they cannot be repaired). Give him l d 3 additional skill Ranks of Urban Survival skill Roll a d6. They are often superstitious. Decay. viewing their accomplishments as evil. Acharacterfromthisculturecould easily have a haughty attitude.On a result of 6. Roleplay: It is not uncommon for citizens of these cultures (even the lowliest slavesandstreetfolk) to believethattheirculture is not only at its dynamic prime. caught up in the wonderfulness of themselves. Roleplay: Dynamic cultures are often self-centered. one that believes that great risktakingandgreat intellect shouldearngreatthem reward. Their Tech Level slowly. developmentand expansion. on Table 644: Exotic Personality Traits. Gameplay Benefits: Character begins with i d 3 objects (no real estate) from Table 854: Gifts & Legacies. Inflation and unrestrained crime are often rampant. In their eyes. imaginingthe people of the culture to be the apex of creation. Retrogressive Culture This is astagnant culturewhich is slowly losing the technological. select one Darksidetrait from Table643C:Darkside Traits. or even have been made in recent memory. seeking to replace lost or damaged items in his own inventory. ~echnology advancing by leaps and bounds. forthis is a people steeped in a "We've always done it this way before"tradition. though more oftenthan not. This culture has remained as it is now for decades. Any weapons or devicespossessedby the characterare of 1d3 higherTechLevels (but if they fail. Governments are commonly those which function best with multiple layers of carefully partitionedauthority and responsibility (like Bureaucracies. even worshiping their ancestor's lost technological mysteries. come naturally to this character. The term "degenerate"does not necessarily reflect the society's moral status (as is true with a Decadent culture). Roleplay: Character may have a "relationship" with anytechnological devices in his keeping. Simple pleasures might easily bore a person from this culture. It is a time of "Humanistic"theology. looking down his nose at everything. Roleplay: A character from a Developing culture could easily be a pioneer. the fast growth also outpaces the ethical application of the new discoveries. but insteadpursue elaborate hobbies.On a result of 6. They are at least three. They may not want to makechanges.


Roleplay: Nobles. They own large estates. Money: Within reason (again). Roleplay: A Wealthy character is accustomed to the finer things in life and may be uncomfortablein less-than-elegantsurrounds. A Noble character has a 50% chance to have a strange personality quirk. This class includes most nobility. by definition. Although cliche. This class includes younger offspring of Nobility. the character has as much money as he requires. Eduoationis +1 d4 points. Characterwill usually have afinelyfurnishedhome. Character has no problem borrowing large sums of money at favorable rates. Roleplay: Folk from this Social Status areconsideredto represent the mainstream of their Culture's beliefs and attitudes. andtravel abroad (including interplanetary or interstellar travel). have a householdservant (a cook andlor maid). These folk havefancytitles. grosslysuccessful. Of all Social Statuses. regardless of the Tech Level or average wealth of its citizens. Special Instructions: Go to Table 749:Noblestodetermine the Nobletitle of the character's parents and other items of importance to Nobles. able to command men to their deaths. Wealthy These people are rich. nicely apportioned homes or apartments. tolerated only out of tradition. the ability to hire occasional menial services. Character has a 20% chance to have use of a small private air craft (if allowed by Tech Level). they have heaps of money. libraries. Add 5 tothe resulting SolMod. unusual equipment. Money: 100%of normalstarting money. ExtremelyWealthy Like the Wealthy. lands and so on. parties. and leisure devices. Comfortable This is the middle class of any Culture. successful merchants. and shopkeepers. good food. They often own more than one well-appointed home in more than one city. ground vehicles.politicalandcriminalleaders. have armies of servants (and often at least one army). world rulers. Gameplay Benefits: Character has a +5% to base Tech Level chanceto be literate. This class includes heirs of old family fortunes who have continued to expand their holdings. Their children are privately educated and attend prominent universities. commodities and gouging poorer folk. owners of huge. adding the TiMod from Table 749. Gameplay Benefits: Literacy chance is +30% overthe base Tech Level + Social Status chance. high priests of rich cults. have conspicuous privatetransportation. lesser clergy. they take for granted. reroll Social Status on this table (to find out the family's wealth and current situation). Characterhas no need to borrow money unless he is bankrolling a country or a war. high-leveloffice and govemment workers. Children are schooled and often go on to higher education. These folk are the upper end of the middle class. The maximum possible SolModfor a Noble is 15. Follow the instructions below to select titles. Money: Money is determined by Social Status. and are often quite eccentric. Luxuries include elegant furnishings. the aristocracyof old. Read the roleplay guidelines under Table 749: Nobles for further help in roleplaying this character. selected from Table 644: Exotic Personality Traits. high-rankingclergy of prominent religions. artwork. Also see Wealthy roleplay guidelines. Reroll results of 99 to 107. . They eat regularly and occasionallyvery well. Roleplay: Outward appearances are often the be-all and endall of this Social Status and these folk may try to act like they are Wealthy. Characterhas a45% chance to own a sport weapon (such as a hunting rifle). 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. throw parties that would beggar most cities. and af inely-crafted bladed weapon appropriate to his culture. multinational or even multiplanetary. Gameplay Benefits: Literacy chance is +SO% to the baseTech Level chance. exotic technology. Roleplay: Chances are that a character from this Social Level will believe that money solves all problems. heavily diversifiedcorporations Gameplay ~ e n e f i t s : ~iteiacy chance is +50% to'the base Tech Level chance. It may be hard for a Wealthy characterto accept sorneone from a lower Social Status as an equal. Finally. professors and teachers. Id3 pieces x of jewelry worth 1O starting money each. they viewthe merely Wealthy as cheapskates. Reasonable availability of items should be a limiting factor. Nobility The character who rolls this is a member of a titled Noble family. merchant princes. are supposed to be better than other men. shipowners. arms and armor. nice clothing. Education is +2d6 points. lower govemment officials. often in better neighborhoods. a character can begin with just about anything he desires (often regardless of his society's Tech Level). real estate holdings. skilledcraftsmen and technicians. highly-skilledlaborers. or pleasure-loving parasites. They typically own larger homes. What most lower social levels see as luxuries. Gameplay Benefits: Literacychance is +50%to the base Tech Levelchance. However. They may be dynamic hereditary leaders. This class includes "impoverished" nobility. the "spoiled rich" kid couldeasilyfitthis character. They usually make their money from investments. and sorne exotic foods. 1d3 sport weapons. high-ranking militaryofficers. then return here.andare generally better off than their fellows. Well-toDo folk are probably the least tolerant of their children becoming adventurers ("What will the neighbors think?").fineclothing. including fine clothing. fine clothing. highly skilled craftsmen and technicians. ExtremelyWealthyfolk own estatesthe size of small countries. Characterhas no problem borrowing moderate amounts of money at fair rates.1 3 Social Status 0: 103: Social Status Money: 300% of normal starting money. The character has a 30% chance to be able to speak l d 4 other languages. Astrong tendency hereto look on lowersocial Statusesas something bordering on "unclean" and to attempt to associate only with those of equal or higher status. Money: 150%of normalstarting money. even a small space craft. These folk usually live in clean. upper leveloffice workers. Even a DestituteNoble will consider himself tobe betterthanothers. The importance and role of Nobility will vary with the Culture.as long as he is at home (this should be limitedto 20x the normalstarting money). a personalvehicle. Within reason (the DM'S). have many servants. plushfurnishings and large holdings of commercialproperty. Luxuries include travel vacations. lowranking military officers. ownersof verysuccessfuIcompanies. He has no problemborrowing good-sized sums of money at reasonable rates. small aircraft. a legal energy weapon (if allowed by Tech Level). They usually own conservativeforms of transport-a modest groundcar or other inexpensive vehicle. born to lead their lesser brethren. Education bonus is added to Social Status education points.

Great-greatGrandparent.etc. Mysterious. 19-20 More Relatives. unless he is the sole heir of his Noble parent. Communal child care. Lo = male. Creche. Lo = Sister. Rerol the relationship. Hi = Brother. Lo =character is last born. Hi = character is firstborn. Change Social Status to Destitute ( +d3 Ranks to Survival Skills). Roll a d3 and add 1. Roll HVLo. yet thc character was not aware of the person's existence. d4 Guardian? None known. for relations outside the immediate family. Hi = Mother. Any other inheritance is divided equally among the character and his siblings. If the result of the roll is 8 or less. Grandparent. ignoring rolls over 15. +lSiblings. Aunt or Uncle. Instructions: To find the number of siblings (if any) known to havesurvivedbirth. then roll for Hi5o. Roll a d3 and add 1. sexes. Write the result on line 1048of the characterworksheetandgo on to the next step. Hi = Son. Aunt and Uncle. Roleplay: The family is the core of a character's early growth. 3 4 5-6 7 8 9 10 11 12 13 14 15 16 Child. Youngerchildren maytry to live up to an older sibling's reputation. Then select 1d6 additional relationsfrom Table 104D: Other Relations.). a few brothers and sisters and often additional relatives who make up an extended family. Roll for HiAo. Left to fend for self. If the roll indicates that the character was raised by a guardian. roll ad6-1. the character is illegitimate and has a LegitModequal to ld4. They can be ordinary people or they can be exceptional individuals whose talents outshine the character's own (imagine always living in the shadow of a more successful brotherorsister).104: Birth & Family 22 ld20 104B: The Family 104: Birth dk Family (roll ld20) . Great Grandparent. C 104D: Other Relations I Use only if directed here by another table I Instructions: Roll 2d8 on the table below. None known. or take on a "why even try* attitude. If the result of this roll is greater than 8. First Cousin. Unless the relative has an obvious sex (such as a mother). Gameplay Notes: If a Noble character is illegitimate. Raised in an Orphanage. refer to Table 747: Guardians. Though they may not figure heavily into his later adventures. One Parent. Two Parents. rerolling results of 14 or higher. it then represents thecharacter'sorderofbirth. H the number is greater. Lo = Father. Ancestor. career. 104B: The Family Most characters begin life as part of a family group. Next roll a d6 again. Communal child-rearing. Roll Hiko. Record birth legitimacy on line 104A of your worksheet. Roll Hi50. Roll a second time on this table. The person claims to be a relation. Great Aunt or Uncle. Subtract the LegitModfrom the character's SolModto get the character's new SolMod. The result is the number of generations removed from the character's grand parents (Great Grandparent. Lo =Sister. titles and personality. Parent. Also. Firstbom children are often more aggressive and receive most of their parent's attention andresources. a character's first values come from his family. Reroll basic family type. Recordthe order of birth on the worksheet. Spouse (husband or wife). If the result is 19+. Change 17 048 Social Status to Poor. he gains no further benefit from his TiMod. Birth order can affect things like inheritance. Shares a common ancestor. Sibling. Select on Table 1040: Other 18 Relations. Family may be relied upon for aid in times of need. Roleplay: Siblingscanbe bestfriends. Go to 104B: The Family. GM ONLY: See entry #I s on Table 967: GM ' Specials. The result is the number of generations removed from the character. Hi =female. Grandparents. GM Only: sec entry #104D in Table 867: GM's Specials. 1-5 6-9 10 11 12 13 14 15 16 104A: Birth Legitimacy An illegitimatechildis achild begottenof a woman not married to the father and who is not subsequently adopted by the father's family. 2d8 104D: Other Relations (roll 2d8) 2 104C: Siblings & Birth Order Chances are that the character has or had one or more brothers and sisters. Recordthis number on theworksheet. A character who grows up surrounded by relatives often has a different perspective on life than a child raised by a single parent. often including a mother and father. It is here that he may place his strongest allegiances. 1O4C: Siblings and Birth Order. Lo = Father. Older Sibling. Descendant. Instructions: Roll a d20. You maywishto furtherexpanduponsiblings by giving them names. Gameplay Benefits: First borns usually inherit Noble family titles. Lo = Daughter. If the result of this roll is less than the numberof siblings. Note: The possibility of Time Travel in science fiction gaming makes situations involving distant descendants or ancestors and even the character's ownchildren possible. The offspring of an uncle or aunt. I Birth & Family I A character's life begins among his family. family influence. A cousin's child or a parent's cousin. determine which side of the family the relative is related to. Hi = Mother. Distant Relative. ages. Match the result against Table 104Btodetermine the type of family arrangement. roll H K o to determine the relative's sex. and so on. Roll Hi50. C . Other Relation. then the character was somehow orphaned at birth and adopted into a more-or-lessnormal family group. ardent rivals or even worst enemies. State-run Centre. then go on to Table 105: Place of Birth. ignoring rolls higher than 18. roll ld20. 2nd Cousin. Hi = Brother. Instructions: Roll a d20.

1 born during hyperspace jump.t (5) On another wor1d. Then roll the physicaltype of the world on Table 105B: World Types. (0) In a hospital (5) In a vehicle while travelling. large land masses. but do not add Tech Level. 4-5 Core World (near the center of civilization). possiblysome. An airless asteroid. 10 Frontier World (civilization. t Characterwas then transportedto this world 1d4 years after birth. Select two locations on Table 1050: Exotic Places. Reroll. (5) In a palace. not in a hut or house) (5) In a barn (or other farm building) (5) In the character's family home (0) In a birthing Center or Clinic (5) In a foreign land (roll once again on this table for more information). Otherwise roll ad10 on Table 105A: Home worklstodeterrnine what kind of planet the character was bom on (or near). Rollad4 on the subtable below.t (10) In another time peri0d. Next. not in a building) (5) In a forest (in the trees. (5) In a field (out in the open. Combine the results (and BiMods) in a workable way. (15) In a temple of a good church or religion. Ice-ball. This world is unsuited to supporting life. what's that?). I Your characterwasprobably bornsomewhere. Chunk. Write the Place of Birth and the character's home world type on line 105 on your worksheet and the BiModinthe Die Roll Modiiers box. combine them together and add the BiMods. Roll a d4 on the subtable below. . littlebreatheableatmosphere. (dl0 105B: World Types (roll a d10) 1 2 3 4 5 6 1 Instructions: Use Table 1USA: Homeworlds only if the character'sprimaryfuturehistory is NOTTarnishedTomorrows or Post Holocaust. Roleplay: Imagine the circumstances that would have brought thecharacter'smothertothe location of birth. (10) In the sewers. rollthe place of birth on Table 105C: Place of Birth. Like Earth's moon. Glacialworld.. In an exotic location. but lifecanexist here.place unusual (or even someplace exotic). combine them together and add the BiMods. Alrless rock-ball. Water world. Forest world. (5) In a brothel (this does not necessarily indicate that his mother was a prostitute). (10) In aprisoncell(might indicatethat thecharacter's mother was imprisonedat the time).t (5) Rolltwice more on this table. Add 4 to the die roll result. Mostly oceans and small islands. 2 born in orbit around a world 3 born in free-fall (no gravity) 4 born during a high-speedchase (10) On an orbiting space station. Desert world. (20) In a scientist's research laboratory. even under unusual circumstances? 7 8 9 10 11 12 13 14 Volcanic world. (5) In a bar or tavern. heavily cratered. Couldthere be some event or individual that caused the character to be born orsocial here? Howdoesitfit inthe ~Rhcharacter'sTechnoculture Status? Would it be normalfor a characterto be bom there.105: Place of Birth 105: Place of Birth dl0 l05k Home worlds (roll a dlO) 1 3 Racial Home world (Example: planet Earth). Rocky and barely habitable. Roll a d6 on the subtable below: 1 Ina wagon 2 in a motorized land vehicle 3 in a ship at sea 4 born in an aircraft 5 born in a submersible vessel 6 born in an orbital shuttle (+5) In a combined exotic location. Mostly ice andsnow. (25) Born within the gravitationeffects of a black hole. (5) In a criminal hideout. Select the alien type on Table 748: Aliens. Each entry on this table is accompanied by a number in parentheses. I Place of Birth 6-9 Colony World (at the fringe of civilization). Reroll. go to Table 106: UnusualBirths unless instructed othennrise. (25) In another dimensi0n. (15) In the home of aliens. Select it on Table 105D: ExoticPlaces. (5) In a back alley. Much water. 105D: Exotic Places (roll ld20) 1Use only if directed here by another table I - BiMod Character was born . On result of 10. Fromhere. SwampworM. 105C: Place of Birth (roll 2d8+ Tech Level) 2d8 BiMod Character was born: (+5) In a combined exotic location.. Artificial world. Has atmosphere but little or no water. Barren world. (5) In an office building. Earthlike world. These futures assume that birth occurs on the character'sracial homeworld (OptionalforTarnished Tomorrows/ Post Holocaust characters: roll a d l 0. A world constructed by sentient beings. Coveredby endless marshesandswamps. Select two locations on Table 105D: Exotic Places. the character was born off-world). Active volcanism everywhere. Entirely icedover. This number is the character's Birth Modifieror BiMod. Covered by huge tracts of virgin forest. Hostlle world. 1 A local ruler 2 A powerful and influential ruler 3 A powerful evil being 4 A powerful good being (10) On a spacecraft. (20) In the temple of an evil or malignant cult.

Let your GM make those rolls. One unusual occurance. 106B: Birth Events This table is a collection of unusual events that can surround the birth of heroiccharacters.GM selects1d3.106: Unusual Births 24 106: Unusual Births 106A: Unusual Births ( Roll a dloO+BiMod ) dl00 Unusual Births Nothing unusual occurred. Five unusual occurances . take the first result obtained. proceed to Table 107: Parents & NPCs. make a note of this on your character worksheet. 106A: Birth Circumstances Instructions: Roll a d l 00 and add the character's BiMod (from Table 105) to the result and match the total against Table l06A to check for the occurance of unusual circumstances surroundingthe character's birth. Often the worst events are kept from the child. gifted. . but assumethatthe NPC is unawareof the true nature of such rolls. dangerous or even mysterious circumstances. Non-PlayerCharacters: If you are aGM. creating a Player Character and the result on Table 106 indicatesthat the GM is to determine one or more unusual birth circumstances. Three unusual occurances -GM se%cts 112. Instructions: Take the result from Table 106A and roll a d l 00 that many times on the table below. record the number on line 106A of the character worksheet and go to Table 1066: Birth Events. Record each birth circumstance on the lines provided in the NOTES & EVENTS section of the worksheet. Four unusual occurances . These types of situations could make the character curious about his future. An asterisk(')following the numberon atableentryindicatesthat others who know ofthis occurance maytreat the characterdifferentlythan they might a "norrnal"child.GM selects one." something to be hidden away. If there are no unusual birth events. These events often knowingly or unknowingly shape their later lives. He will then reveal any obvious results and make a note of the "truth. make the roll. Two unusual occurances . or even fearful of it. Thecharacter might be seen as being special. Two unusual occurances. Three unusual occurances.GM selectsld3. but he or she may then grow upsurroundedbywhispers." Discovery of the 'Truth" about a character's birth could easily become a motivation forthe character. Player Characters: If you are a player. The mysterious nature of their births often foreshadows lives fraught with the unusual. Unusual Births I Heroic characters often begin their lives under unusual. Reroll all duplicate results. W one or more unusual occurances took place. or even "unclean. Your character is not aware of thetrue nature of the resulting circumstance (or its effects have yet to reveal themselves). If a later rollcontradicts a previous roll. He will probably believe that there is something special (for good or ill) about his life and his purpose in the ultimate scheme of things. Roleplay: The circumstances surrounding a character's birth are often seen as omens that foretell the child's life. Four unusual occurances. strange looks and possibly avoidance. creating a Nonplayercharacter (NPC) and the result on Table lO6indicatesthat the GM is to determine an unusual birth circumstance.

Character was put up for adoption upon birth.. On a result of 6. 44-46* Aseerdeclaresthatthecharacterwillbe afflicted by an ancient family curse (that the character's family obviously thought was long gone) upon reaching adulthood. Roll a d6 on the character's birthday after he reaches adulthood.female. Roll 2d4+1 to determine the number of surviving siblings. Select person on Table 745: Others. 111-118* Character is the end product of a eugenics experiment to produce a super-being byway of selective breeding. 25-30 Character has identical twin (20% chance of being separated at birth). If the result is 1 subtract l d 3 from that attribute. Roll a d6 for each of the character's attributes (see page 5). but the 22-24 offspring of another man (whether true or not). Select the details on Table 861: Bionics. 57-58. possibly even opposite (if one became good and noble of spirit. Use Table 745: Othersto determinethis identity. soaring temperatures in winter. Select mark on Tabb 857: Birthmarks. Character is bom with serious physical afflictions. 63-68* Character's is born immediately after a Tragedy (go to Table 520: Tragedies to determine the nature of the occurance). 85-88* Character's is born immediately after Something Wonderful occurs (go to Table 521: Something Wonderful to determinethe nature of the occurance). Go to Table 854: Gifts & Legaciesto determinethe nature of thegift. 35-38 Seasonally unnatural weather occurred. theadult character (andthqse around him) maybe afflicted by a tragedy. 06-1W 11-IS* Mother died in childbirth. Character could be blamed for the death. Select them on Table 862: Psionics. Select person on Table 1040: Other Relations. Physicians replace l d 3 defective or missing body parts with bionic counterparts. 78* At birth. Others who know of this occurance might link the character's birth to the otherevent. Table 859: Talents. 47* GM Only: see item#106B on Table 967: GM's Specials. 89-93* Character is born during the occurance of a noteworthy event.. the moon and stars went dark briefly. Roll Hi-Lo to determine gender (Hi. Due to complications. Others who know of this occurance might easily believe the character's birth was relatedto the tragedy. 79-83 Character's motherattemptedtokill characterimmediately after birth. Treat living part as if it were bionic. the character is fitted with a symbiotic alien organism that replaces the function of a body part. roll a d6. Roll ld6 for each of the character's attributes (see page 5).. 39-42 Character is hidden away to prevent others from the knowing of his birth. If the result is a 5-6. Select additional notes about the death on Table 542: Death of a Loved One. Roll a d l 0 on the subtable below to select the event. If bom at night. . 43 GM Only: refer to item #106A on Table 967: GM's Specials. Character is subsequently raised by foster parents who are given custody of the infant. Charactercouldbe blamedforthe death. 61-62 Character has a fraternal twin. the character almost dies dur16-20 ing birth. 21* Duetocomplications. due to the bountiful accident of his birth. 100 Roll Twice more and add ld20 to the resulting rolls. the twin's personality is drastically different than that of the character. Also. Role play: Character will haveto deal with asmall amount of lingering fame. thecharacterlaterleamsthe identity of the stranger.) Aperson of note inthevicinityofthecharacter's home 01-05* diedwhen he orshe was bom. Once each year. 95-99 A Mysteriousstrangerbestows agift onthecharacter at birth. 69-77* Character is bom with an unusual birthmark.male). or he might be presumedto be a reincarnation of the deceased. the other might become evil and cruel). This is the percentagechance forthe characterto receive an itemfromeach of the following tables. 59 Infantcharacterwaslefttodie (maybe in atrash bin?) by natural mother. Father believes the character is not his child.the character's twin dies during birth. Lo. Select details on Table 861: Bionics. Roleplay: Superstitious folk often associate one event with another. If the result is 5-6. 1 Awar 6 Afamine 7 A plague 2 A rebellion 8 A holiday 3 Ajourney 9 A radiation storm 4 An attack 10 An eclipse 5 A power blackout 94 Character born with 1d3 psionic powers. On a result of 6. 101-110 Character is part of an unusually large multiple birth. Add 1 to the character's Constitution attribute. Make a separate check for each table. or he might be presumed to be a reincarnation of the deceased. Roll ad6. but was prevented. The doctors (or whomever presided at the birth) are amazed that the character lived. Exotic toxic waste is dumped very close by. This might include blizzards in summer. 49-5W The house became infested with poisonous creatures the next day (some one may have been killed). Afamily memberdiedtheday that the characterwas 31-34* born. If the result is 6 add 1d6 to the that attribute. Players STAY AWAY1 48* The sky darkened when character was born (like an eclipse). No justification was given at the time for her behavior. Roleplay: Superstitious folk often associate one event with another. 84 Character is one of a set of identical triplets.106: Unusual Births dl00 106B: Birth Events (Roll a d100) d100106B: Birth Events ( Continued . 51-56. Mutations & Modifications Table 860: Serious Wounds (treat as a birth defect) Table 862: Psionics Table 863: Appearances (reroll results that seem wrong) .. add 1d3 points to that attribute. 119-120' Character is theend product of ageneticengineering experiment. Total up the number ot attributes changed and multiply the total by 5. then have the GM select an event on Table520: Tragediesandwork the outcome intothe events of his campaign.

107:Parents & NPCs


1 7 Parents Bt NPCs 0:
d20 107k Occupation (roll a d20)


Parents & NPCs

Headof household (NPC) has one occupation. Use 1-12 the appropriate occupation table for the parent's or NPC's Technology Level (see below). Head of household (NPC) has one primary occu13-14 pation which is performed full-time and a secondary ocarpation which is performed on a part-time basis. For the primary occupation, use the appropriate occupation table for the parent's or NPC's Technology Level and (see below). For the secondary occupation, repeat the process for the primary occupation, but do not add in any modifiers for Social Status. Head of household (NPC) does not work. Other 15-16 parent works. Use the appropriate occupation table for the parent's or NPC's Technology Level and Social Status (see below). For an NPCor single parent household,treat as a result of 13-14. 17-18 Both parents within the household have an occupation. Usethe appropriate occupationtable for the parent's or NPC's Technology Level and Social Status (see below) for each parent. For an NPC, treat as a result of 13-14.

I A character's parentsare really Nonplayercharacters (NPCs).

For most NPCs, just labelingthem by their occupation or relations h i t o thecharacterwillbeenough. For other important NPCs,you will want to create badgrounds as detailed as those you make up for player characters. Ratherthanusethe regular methodto create every NPC who needs a bi of history, it's nice to touch only the highlights and yet still get an interesting character. The following two tables reveal important aspects of an NPC, those that stand out when he is encountered.

Instructions: Make the NPC's appearance noteworthy. Select an item on Table863:Appearances.Readthe notes below .. then go on to Table 107A.

Special Notes about Parents: What a character becomes is greatly influenced by the beliefs, attitudes and lifestyleof those who rear him as a child or adolescent. In the best of situations, these are the character's parents; but can also be guardians or masters of an orphanage.

Head of household (NPC) is or was an adventurer.

Table 107A: Occupations
Regardless of technology, culture or social status, all persons in a society are assumed to have an occupation, something that they do that providesfood and shelter for themselves and their dependents. Rather than say that the father or mother of a particular family is the prinicple money-earner, the term "head of household" is used. The head of the household is the parent upon whom society traditionally places the burdenof support. In many societies this is the father or male parent, but it may also bethe most skilled worker in the famly.

Head of household (NPC) does not have a readily apparent occupation of any kind. When money is needed, it just seems to be available. GM ONLY: See entry 107A on Tabh 967: GM 's Specials .

Inetructions: Roll a d20 to select the Parent's or NPC's occupation. Note that this table merely selects the number of occupations in the household, not the actual jobs performed. Folbwthedirections givenforthe result. Then continue onto Table 1078to continue the NPCL (or parent's) development. Note: If you are creating an NPC who already has an occupation, skip this table and go on to Table 1078..

Tech Level is used to select occupation types as shown in the chart below: Tech Level 1 to 3, useTable 413F: Lo-Tech Occupations. Tech Level 4+, use Table 4 l3A: Occupations.


Table 107B: Noteworthy Items
For Parents and other important NPCs, this table determines the numberof unusualeventsthat have already taken place intheir lives the things they are best known for. These are the NPC's most outstanding features. Most features will either be readily apparent upon encountering the NPC or upon getting to know him better. For parents and guardians, this table determines the number of things that a character remembers about the person or persons who raised and reared him through childhood or the things that those persons did or became that will eventually affect or involve the character. Forthe most part, these things will be applied to the head of the household.


Instructions: Roll a d3 once. The result is the number of rolls to make for Noteworthy hems about the Parents or NPC. Roll a d20foreach item, matchthe result on thetable below, and record any important information about parents in area 10701the History Worksheet (use back of sheet if necessary).
For ParentdGuardians Only: For each Noteworthy item, roll both a d20 and a d6, The d20 indicatesthe entry in the table. Thed6 determinesto which parent (orguardian)the selectedentry applies. A d6 result of 1-4 indicates the head of the household. A result of 5-6 indicates the entry applies to the other parent (or only one parent (or guardian) is alive, then the results guardian). If are all applied to that parent. tf an orphanage is being rolledfor, the results are applied to the head master or head mistress of the orphanage.

107: Parents Bt NPCs
d20 107B: Noteworthy Items (roll a d20)


107: Parents & NPCs
d20 107B: Noteworthy Items (continued


NPC is noted for an outstanding aspet3 of his personality. 1 Roll a d8 on the subtable below to select this noted trait. Noted for a Lihtside personality trait. Select trait 1-2 on Table 643A: Lbhtside Traits. Noted for a Lightside personality trait. Select trait 3-5 on Table 6438: Neutral Traits. 6-7 Noted for a Darkside personality trait. Select trait on Table 643C: DarksideTraits. 8 Noted for an exotic personality trait. Select trait on Table 644: Exotic Personality Traits.
2 3

NPC had 1d3 unusual birthcircumstances. Selectthemon Table 106: Unusual Births.

Devotes time to a hobby. Go to Table 419: Hobbies to determine the hobby and the degree of interest in it.

4 NPC possesses an unusual item. Selectthe item on Table 854: Gifts and Legacies. 5

NPC is notedfor or hesitantto speak of something that oc13 cured in his past. Rolla d4 ont he subtable belowtodeterminethe situation. 1 NPC is famous for the occurance of a Significant Event, possibly even a hero. Determine what took place on : f Table 211 Signifkant Events o Adulthood. 2 NPC is persecuted or villainized for the occurance of an : event. Determine what took place on Table 211 Significant Events of Adulthood. 3 NPC is important in home village/town/city, not just another face in the crowd. 4 NPC won't speak of something that occurred in the past. GM ONLY: Determine what took place onTable 211 : Signifkant Events of Adulthood. NPC's relationship with his family involves one of the 14 following. Roll a d4 on the subtable below.
1 2 3 4

NPC is noted for his appearance. Select ld3 additional appearance items on Table 863: Mearances.


NPC was affected by an exotic event which is spoken of often. Go to Table 540: Exotic Events to determine what occurred.

NPC is particularly loving towards family. NPC does not love family or children. Is unfaithful to spouse. a NPC has married more than once, current spouse is number (roll 1d4).

7 NPC is noted for an unusual ability or physical feature. Select this oddity on Table 859: Talents, Mutations & W i f i c a tions. 8 NPC has an obsession regarding something that had happened (or might happen), somethingthat dominates the rest of his Me. Roll a d6 on the following table to determine the focus of the obsession: 1 A relationship with someone. Go to Table 745: Others to determine the person. 2 A significant event from the past. On Table 208: Signifcant Eventsof Childhood&Adolescence, determinewhat happened. 3 The working out of a personality trait. Roll a d6. On a result of 1-2, go to Table 643A: Lightside Traits to determinethis trait. On a result of 3-4. go to Table 6438: Neutral Traits todetermine thistrait. On a result of 5-6, goto Table 6438: Darkside Traits to determine this trait. 4 The accomplishment of a motivation. Go to Motivations on page 8 to determine this goal. 5 Accomplishing a future event. On Table 211 Significant : Events of Adulthood, determine what the NPC seeks to have occur. 6 Preventing a future event. On Table 211: SQnificant Events of Adulthood, find what the NPC seeks to stop. 9 NPC has a secret identity. Select the Social Status (Table 103) and occupation (as appropriate to Culture, see previous

NPC was originally from a different culture. Determine ori15 ginal home Technoculture on Table 102: Technoculturn. NPCwas originallyof a diff erent Social Status. Goto TebkP 16 103: Social Status to select the former social standing.

NPC is from a foreign place (either land or world).

NPC has made friends and/or enemies. Roll a d6 once on ie subtable below. 1 NPC has a Rival. Go to Table 7 3 Rivals to select the 5: antagonist. If the NPC is the character's parent orguardian, roll a d6 on a result of 56, the Rival also includesand seeks out the character. 2 NPC has many enemies. Roll ld10+2 to determine the number. Go to Table 753: Rivals to determine these antagonists. If the NPC is the character's parent or guardian, roll a d6 on a result of 5-6, the rivals also include and seek out the character. 3 NPC has many close friends (Roll 1D l 0+2 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." Becausethey are l i e family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed. 4 NPC has ld6+1 jilted ex-lovers (most are still angry!). 5 NPC had a companion. Select the companion on Table 752: Companions. If the charactersearcheslongenough, the old companion can be found. 6 Roll twice more on this subtable, rerolling duplicates.

page) for the other identity. 10 NPC has a patron. Determinethe details about this service relationship on Table 539: In the Service of. ..

19 NPC was horribly wounded once. Select the type of injury on Table 860: Serious Wounds. 20

NPC is a military veteran. Select the branch of service on Table 532: Military Duties.

12 NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult. Select the religion worshipped on Table 537A: Religions.

NPC is notedfor his extremely unusual personality. Select l d 3 exotic personality traits on Table 644: Exotic Personality Traits and link them together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.

208: Childhood & Adolescence

Childhood & Adolescence


Significant Events of Childhood & Adolescence
i20 208:

In a sense, this is where the action begins. These are the events that occur during the character's "growing" years, the memoriesfromchildhood, the activities of adolescence.


(Roll a d20 + SolMod )

Instructions: Use this table twice. The first time, use the
table to select events that occur during the character's childhood, age 1 through 12for a human or use an appropriate age rangefor an alien race-see "Age" below and also on page 4). The second time, use it to select events that take place during the character's adolescent years, age 13 through 18 (for humans). To find the numberof significantevents that occurduringchildhood, roll a d3. For adolescence, do the same. For each event, roll a d20 and add the character'sSolModto the result (Noble characters: double-check to see if 5 has been added to the Solmod). For each roll, match the result against the table below and recordthe event in the EVENTS section of the worksheet. Many events require additional rolls on other tables. If you are asked to use another table, go to that table, follow instructionsfound there, record any relevant information, then return to this table until all rolls here are complete. For each event you must determine the age at which it occurs (see "Age" below) and record how it will eventually affect the character's personality (see "Developing a Personality"below). From here, continue on to Table211 Sbnifi: cant Events of Adulthood.

All public assistance is terminated because of an un,pular war with another planet in the star system. All able,died men are drafted into military sewice. Thiscausesbloody ,ts in the poorer sectors. The character's family is very much volved in these uprisings. [R] While foraging in atrash heap, thecharacterfindsan uniual object. Select from Table 854: Gifts and Legacies. Character skips school too many times. Subtract Id4 h a t i o n points from his Educationpoint total. [ l D Character's friends involve him in illegal activities. Go to ible 529: UnderworldExperience and follow the directions ere [Dl. A Fateful event occurs. Roll for Hi-Lo on the subtable tlow. Hi A Tragedy Occurs. Determine what happens on Table 520: Tragedies. [R] Lo Something Wonderful Occurs. Determine what happens on Table 521 Something Wonderful.. [L] : Character has a misadventure on another planet. Sect details on Table 522: OtherworldEvents. [R]

Age: You must determine WHEN each event happens. For
human childhood, roll a d l 2 (for ages 1 to 12). For adolescence, roll ad6 and addthe result to 12to obtain an age from 13to 18. For alien characters, refer to "Age & Aliens" on page 4.

Learn an UnusualSkill. Select skill on Table865: Unusd Skills. Learn headof household's occupationto Rank2compency. If no head, use patron, or random selection fromTable l3A: Occupations. [N] Character runs away from home. Roll a d l 0 on the subble below to select the events which then occur. [R] 1 ... and never returns. 2 ... but retums after 1d8 days. 3 ... but returns after 1d l 2 months. 4 ... but retums after ld6 years. 5 ... to another world. 6 ... and joins an alien circus from off-world. 7 ... and falls into the hands of criminals. Select events that occur on Table 529: UnderworldExperience [Dl. 8 ... and lives with aliens. Select the type on Table 7 8 4: Aliens. 9 ...and wandersthe world, one step aheadof theauthorities, living by wits. All survival skills improve by one Rank in each environment. 10 Roll ld3+1 times on this subtable, discarding anyconf l i i n g events (always discard second roll).

Developing a Personality: As a character grows, his
personalitywilltakeshape. Many events that occur in a character's life also cause a character's personality to develop. Personality traits shapethe way he acts or responds later in life. Some of these traits are good or Lightside traits; others are considered bad or Darkside traits; and still others are neutral, neither good nor bad. Most of the events on the Significant Event Tables (Tables208. 209, and 211) are followed by a letter in brackets. This letter represents the type of personality trait that develops because of the event. An [L] means a Lightsidetrait. A [0]means a Darksidetrait. An [N] means a Neutraltrait and an [R]means that the trait, will be selected by a laterdie roll on Table312A: Personality Trait Check. Eachtime you select an Event followedby a letter in brackets, record it on the character history worksheet, and also record it's corresponding letter in the brackets to the left of the Event lines. When you get to Table312: Alignment&Attitude, the instructions there will tell you what to do with the letters.

Roleplay: By the time a character reaches adulthood, his personality has already been determinedfor the good or the bad by the events of childhood. Maturity may refine the character, but rarely does it significantly change his attitudes.



but DO NOT add in the character'sSolMod. Determine what h a p . Familygivescharacter his own spacecraft. Familythrows an extravagant birthdayparty forthe character. Determine the details on Table 539: In the Sewice of. Roll a d4 on the subtable below to select the event. If the character is currently an adolescent. Roll ~ i .but benevolent alien rewardsthe characterfor a selfless deed. pens on Table 521: Something Wondetf~l. Events ( continued 10 29 208: Childhood & Adolescence ld20 208: Events ( continued 21 . Character has a religious experience. [L] 6 One parent is distant and cold towards the character. Lo = father. Table 526: Final Frontier Events. [L] 2 Character is unloved. Rollad4onthe subtable below to select the event. Character changes locale.Table 525: Tarnished Tomorrows.L O who the to see charactergoeswith. to work out the details. one unusual gift stands alone without a card to say where it came from. select the event on Table2098: Special Events of Adolescence. See Table 530: Military Experience. On a result of 1-4.[R] 28 Headof household is madean advisor to a local ruler.. [Dl 3 Family has great plans for character's future and expect's character to fulfill those plans. Go to Table 745: Others. [Dl Rivals force the character's family to move to a new locale. Roll a d6 once on the subtable below. Character's parents split up. CharacterchangesSocialStatus. Gain friend. Roll ad6 on the subtable belowtoselect this change orchanges. If Lo. [R] Family gives the character a hunting lodge estate with id10 square miles of property on a distant forest world.. 23 Something good happens to the character. select the event on Table 2098: Special Events of Adolescence. Roll d6for each parent. add 2 to the die roll. new Social Status affects adolescence. Select details on Table522:OthenvorMEvents. a result of 10 might mean a move to a distant Dart of the aalaxv. parent remarries within 1d3 years. 2 A Tragedy Occurs. [R] 16 18 A change or upheaval occurs in the character's family. Roll a d l 0 to determine the relative distance of the move. [L] 1 The character inheriis a large sum of money-1 0times what the character's normal starting money would be. Select trait from Table 644: Exotic Personality Trait. If the character is currently a child. 17 An Exotic Event occurs. not current age range. Whether really cursed or not. Roll twice more on this subtable. [R] 11 Family has the following attitudes towards the character.208: Childhood & Adolescence ld20 208. 1 Character is loved by parents or guardians. If Hi. [R] 29 Family arranges admittanceto prestigiousmilitary academy. 12 14 15 22 Somethingbadhappenstothecharacter. Select the event on Table 540: Exotk Events. Select this gift from Table 854: Gifts and Legacies. Reroll duplicates. 4 Character aquires a Rival. 30 32 Character develops jaded tastes for exotic and possibly ~nsive pleasures. proabably on another world. new Culture affects adolescence. he head oithe 6ouseholdchangesoccupations. the character finds that all his skill use rolls are penalizedby 5% (that is. select event on Table209A: Special Events of ChiMhood. [N] l 3 A special age-specific event occurs. not current age range. The character receivespart (only part) of the plans for a marvelous device. 2 A mysterious. 25 Roll for Hi-Lo. If the character is currently an adolescent. but do not add in SolMod. The character'sfuture mate lives on another planet.. then reroll on this table and add 5 to the result (scores over35 are treated as 35). RerollSocialStatus on Table 103: Social Status. it is 5% harder to make a skill check). select the event on Table209A: SpecialEvents of ChiMhood. If the character is currentlyachild. to determine who is responsible for this terrible thing. Select the device on Table 855: Techno-Wonde~. Lo =father. ) . [R] Character changes Culture Level. [L] A future history-specific event occurs.. character automatically enters the military as an officer. [Dl 27 Character has an adventure (or misadventure) on another planet. 24 26 Character is betrothed in a political marriage to be consummated upon reaching age of majority (about the time that a characterwouldbegin adventuring). When all the gifts are recorded. Select friend from Table 745: Others. or face reprisals. [R] 31 Character exhibits symptoms of an exotic personality. Go to Table 752: Conpanions. Table 528: Post Holocaust Events. Hi = mother. Table 527: Imperial Space Events. Assume that these eventstake place afterthis event occurs. Hi = mother. (N] 33-35 . These changes all occur at the same time. reroll on this table. Rerolll the occupation on Table 413: Occupations. [Dl 1 Character is sexually molested by an adult. Note: Roll all subsequent events using new CuModor SolMod.. Go to Table 753: Rivals. [R] ld3 more Significant Events occur during this time. Roll for Hi-Lo. Upon reaching adulthood. A special age-specific event occurs. 4 The character aquires a Companion. 3 Character teases and angers an old alien who allegedly puts a "curse" on him. Reroll Culture Level on Table 1028:Culture. New Social Status affects rolls for next age range. Everyone who is anyone attends. Example: If selecting childhood events.. [R] 5 Family encourages character's interests. A result of 1 is within the same town. Select details regardingthisship on Table866:SpacecraftAssume that it is na larger than a small yacht. [Dl Roll again. Determine what happens on Table 520: Tragedies. (N] Character selves a Patron. Example: If selecting childhood events.New Cultureaffects rollsfornext age range.. 3 Something Wonderful Occurs. to work out the details. Select the event on the table most appropriate for your game's future history classification. [R] 4 Family does not approve of character's friends. Determine the details on Table 537: Religion. one that few have ever heardtell of.

select an event from Table 522: Otherworld Events. The relative is accused.the characterwitnesses a crime being commited by 1d4 persons. such as pretty rocks. Reroll this event on Table 2098: Special Events of Adol8SC8nC8. [R] 9 The character becomes proficient (Rank 3) at an exotic sportingevent like null-grav hocki. [Dl . vapor ball. 8 The character and a friend discover a secret hiding place near his home. On a result of 8-10. Select the phobiaon Table6446: Phobias. The character has not seen the relative since the last day of the trial. Select theevent on thetable most appropriateforyourgame'sfuture history-Table 525: Tarnished Tomorrows.. [L] 17 As a prank. Roll for Hi-Lo on the subtable below. Determine what happens on Table 521 : Something Wondetful. 4 Character has aclosefriendshipwith asibling (oracousin if no siblings exist). rollad20and matchthe result against Table209B. 19 An event that would normally affect an adolescent occurs now. or reentry surfing. 20 Character becomes emotionallyattachedto asirnple. One of the character'sgrandparentsdies of naturalcauses in the presence of the character. A concerned neighbor rescues the character from certain death. Table 526: Final Frontier Events. etc. convicted and imprisonedfor the crime. Hi ATragedy Occurs.then write a brief story about how the fear was acquired. Note: the GM should create some piece of informationthat has been kept from the character until now. Table 528: Post Holocaust Events. Roll a d6. Instructions: To select a Special Event occuring during childhood.. Select the crime on Table864: Crimes. On a result of 6. even famous for the occurance of an event in his life. Determine what happens on Table 520: Tragedies.. They are slgnifiant occurances that might happen at one age. Table 527: Imperial Space Events. the character hates to do this. The whole familygetsto go too. The perpetrators of the crime (the criminals) see the character but are unable to catch him. alien plant leaves. .. Regardless of his skill. It may be possiblethat these criminals still seek the charactereven now. Childhood Events (roll a d2O) 1 Character is severely batteredand abused by a relative. either childhood or adolescence. Select the type of hobby on Table 4 19: Hobbies (record in the SKILLS section). theclunky. holograms. [R] 16 A Fatefulevent occurs on the same day as the character's birthday. He has a Rank4abiiitywiththe skill. Give the character 1d4 Ranks of computer use skill. In additionto a fun week at the Mega-landamusement mall. 10 A friend of the family. [R] 15 An Exotic Event occurs. Select the event on Table 540: Exotic Events. the character uses his computer to reroute calls for a 24-hour sushi pizza parlor to the home of a popular teacher. dolls. [R] Lo Something Wonderful Occurs. Selecttheskillon Table863 Unusual Skills. but faithful old machine becomes hiscompanion. [I?] 3 Character has acollection of relatedthings. Select additionaldetails on Table 752: Companions. Roll a d l 0. an old spacer. Sibling is either next oldest or next youngest in relation to the character. Reroll the event on Table 208: Slgnifhnt Events of Childhood & Ad018~~8n~e. Select the relative on Table 1040: Other Relations. [R] 14 Afuture history-specificevent occurs. [L] 5 Character's best friend is a family robot. 18 As a result of afreakish incident at an automatedshopping mall. lov2 able toy and cannot bear to be parted from it for 2d10 years.1 TheeventsonthesetwoTables(209A&209B)occuronIyduring specific age periods. the characteracter develops a phobia. [R] 6 Character is a child prodigy at an unusual skill. The hiding place remains undiscoveredand undisturbed at least until he becomes an adult when the friend's body is found mysteriouslydead in the hide out. Returnto the table thatsent you here when you have selected an event. but not the other. the grandparent entrusts the character with a secret. [L] 11 The character becomes well-known. [R] The character acquires a hobby. d20 209k. tells the character grand tales of adventure and daring do. roll ad20 and match the result against Tabl82WA To selectaspecialEvent occuring during adolescence. Childhood Events (continued 12 d20 209k. [R] 13 While playing in an abandonedbuilding. 7 The character wins a trip to a resort planet after mailing in the labels from ld100 pouches of "Mega-crunch" the yummy syntheticbreakfastsubstitute. spaceballcards.

Table 527: Imperial Space Events. On a result of 5-6. but not necessarily 20 from thecharacter's ownfuture history. Decide what language is learned. A Fateful event occurs. Roll a d6 on the subtable below. Select the nature of the injury on Table 860: Serious Wounds. 5-6 Other than the character. evenfamous for the 13 occurance of an event in his life. The neighbor is acutally a masterof Legendaryskill (Rank 10)who hasfallenon hardtimes. vapor ball. 11 Afuture history-specificevent occurs. Select the crime on Table 864: Crimes (ignore the punishment footnotes on 864). The event has a significant impact on the character's social life. As a part of an interplanetarycultural exchange program.he has one now-select the Rival on Table 753: Rivals). Go to Table 529: Underworld Experience for additional details of this phase of the character's life. Selecttheeventon Table540: ExoticEvents. [RJ The character becomes well-known. Add the resulttotheoldest age of the character's adolescent period (see Age chart on page 4. the character is accused of a crime that he did not commit.. Determine what happens on Table 520: Tragedies. Rolla d6. only a few close friends know of thecharacter'sparticlpation. the protest was successful andchanges were made attheschool. Go to Table536: lqrisonedl to determine the details of the punishment. Then select an event on Table 523: Lo-Tech Events. remainingas a member until at least age 18. Reroll the event on Table208 Significant Events of Childhood & Adolescence. 19 Abeginningcharacterisolderthannormalwhenhe begins his adventuringcareer. Roll a d6. the character has a most unusual encounter. Determine what happens on Table 521: Something Wonderful. 6 During a period of tubulence and unrest. [N] The character becomes proficient (Rank 4) at an exotic 5 sporting event like null-grav hocki. [N] The character has a romantic encounter. . Table 528: Post Holocaust Events. [R] 15 The character acquires a hobby... 6 The character is sold into slavery. 10 Character has an encounter with religion. but atthe last second. Table 526: Final Frontier Events. ) 1-2 Dedication to studies earns the character a scholarship and l d 4 additional education points (line 102 of worksheet). 5 Character is sentenced to death. 1 The character hams to speak an alien language at ld3 Ranks of competency. is rescuedby notorious outlaws. The characteristattooedwith an unusual marking. Rolla d4againstthesubtable below to select the select the event table to be used. On a result of 6. no one makes a bg deal i about what happened. or reentry surfing. who in turn teaches the character an UnusualSkill. 18 . Roll a d l 0 again if the protest failed. [R] The characterissentoffworldfor hisschooling. he makes friends with 3d6 other hobbyists on ld6 other wortlds. Afuture history-specificevent occurs. 7 The character befriends an elderly neighbor.to determine the details. even really notices the result of the exotic event. Rolla d6. lithecharacter is not yet 16years of age. [L] 5-6 Conflictingevents occur.. He now has a price on his head. Go to Table538: 14 Ah Love! to determinethedetails of his romance. Select the type of hobby on Table 419: Hobbies. This proficiency earns the character an athletic scholarshipand 1d8 more education points. under Rules n Term & Stuff). Expulsion costs the character 1d8 education points (line 102 of worksheet). 2 Character is publicly stockaded and flogged as an example to others. but not before suffering serious humiliation. Any other result means that any known participants are expelledfrom the school. or indeed. Reducethe character's Charisma attribute by 1d3 points. t i the result is less than 10. bothatragedyandsomething good take place. at the player's discretion. Through the hobby. Roll a d l 0. Go to Table 535: Enslaved!. On Table : 21 1 Significant Events of Aduhhood the character will need to make 1d3 event rolls (insteadof the usual one roll) to determine what happens to him after he reaches Adulthood. he joins the outlaw band. Select what happens on Table 520: Tragedies and Table521: Something Won&rful.. [R] - Character is imprisoned. [R] 3-4 Something Wonderful occurs. Use Table 522A:Other Worldstoselect t he basictype of worldthe character now finds himself living on. Roll a d6 and match the result agains the subtable below: [R] 1-2 Character becomes extremely popular and has a romance (select details on Table 538: Ah Lovel).. 4 the character lives with a family on a Lo-Techworld. If the result is 9 10. 4 Character is found innocent. A beginning character will be at ' least this old before beginningan adventuring career. any resultsthat indicate marriageto the lover are optional events. he recieves a serious wound. avante garde young people tattoo their faces. then roll a d6 on the subtable below [Dl: The character participates in a protest against school au12 thority. [R] 1 Table 525: Tarnished Tomorrows 2 Table 526: Final Frontier Events 3 Table 527: lmperial Space Events 4 Table 528: Post Holocaust Events. Many of these friends become important people on their home worlds and make good contacts later in life. Select the event on the table most appropriate for your game's future history classification-Table 525: Tarnished Tomorrows.A result of 10 means that the character is expelled. An ExoticEvent occurswhilethecharacterisout on adate 16 with a sweetheart. 17 1-2 A Tragedy Occurs. Select the type of tatoo on Table 857: Birthmarks. 3-4 Characterbecomes unpopular. Determine the details on Table 537: Religion.209: Special Events d20 209B: Adolescence Events (roll a d20) 31 209: Special Events d20 209B: Adolescence Events (continued . 3 Character is tortured to reveal the names of accomplices. Select the skill (and skill Rank) on Table 865: Unusual Skills. causing his Charismaattributeto be reduced by a third of its total value. 3 To be fashionable. Record the skill in the SKILLS section of the worksheet. the beloved ends it and immediately becomes romantically involved with the characteh Rival (if thecharacterdidn'thavea Rivalbefore. Select the encounter on Table 524: Group Encounters. 11 he is currentlyinvolved in a romance. 8 9 While on a school trip to visit his planet's capitol city.

Using the cost guidelines given above. so even those whhout aptitude are provided with more and bettertraining because of the social standing. Does he have an interest in learning more? Does he feel his time spent in school was well spent or wasted? How might his education or lack of it affect his mannerisms? The player of an under-educated character may .t Skill Rank 5: Base cost is 16 additional Educations P0ints. Roll a d4 and a d l 0 at the same time. Poor Education. go to Table534:MllitarySkillsandselectthecharacter's skills. Three: Buy Skill Ranks. Military Acadamy. The character becomes a Rank 5 officer in his branch of the military (see Table 533: Military Rankfordetails. Now you use those education points to buy Ranks at the character's selected occupation.t Skill Rank 6: Base cost is 32 additional Education Pointst have topretend he doesn't know things that his characterwould not or could not know. ld4lld10 210: Education (roll a d4 & dl0 +SoZMod+ CuMod) No Formal Education. Give the character an additional 4d6 Education Points. The d4 result is always the first or "1O'sndigit. Select that occupation or occupations now. Select two occupations for the character on Table 413A: Occupation Selection. it is freely availableto all characters. but are read like a two-digit number. The character must pay the full price for each skill Rank. go to Table530:MilitaryExperience and select the events that affect the character during his tour of duty. Give the character an additional 1d4 Education Points. Select the character's occupation on Table4 13A:OccupationSelection. Give the character an additional 5d6 Education Points. Reroll results of 5 or less. Meanwhile. Two: Select an Occupation. The player of a highly educatedcharacter may need promptingf romthe GM in areas in which his character is expected to have extensive personal knowledge. Finally. Select the character's occupation on Table 4138: Occupation Table 1 .Reroll results of 5or less. Next. Skill Rank 1: Base cost is 1 Education Points. Reroll results of 5 or less.210: Education focus of modem and futuristic education is to prepare a be a contributing member of his society. Second. he can spend those remaining points on unusual skills. education is job oriented-it teaches a character his future occupation. each person is to step without faltering into the flow of society. Skill Rank 2: Base cost is 2 additional Educations Pointst Skill Rank 3: Base cost is 4 additional Education Pointst Skill Rank 4: Base cost is 8 additional Education P0ints. The d l 0 result is always the "1's" digit. Excellent Education. Give thecharacteran addiional3d6 Education Points. And third. Centralcasting makesthree assumptions about education. Also make note of the skill cost multiplier for that occupation (see the next step). Outstanding Education. The results are not added. Above Average Educatlon. Instructions: Table 1026: Cultureprovidedthe characterwith a base numberof EducationPoints. Roleplay: Considerthe amount and type of education the characterhas had when roleplaying him. Select the character's occupation on Table 4 138: Occupation Table I. The cost guidelines apply to all occupations. he may select skills on Table 865: Unusual Skills. Next. Givethe character an additional 2d4 Education Points. t This is in addition to the cost for all lower skill Ranks. Typical Education. Multiplythe base cost for each skill Rank by the occupation's cost multiplier (see step two above) to determine the cost for each Rank of skill. Example: A d4 result of 2 and a dl 0 result of 9 are read as a 29. One or more significant events may have modified the number of points even further. Select the character's occupation on Table 4 13A:OccupationSelection. Up to six skill Ranks can be bought in any one occupation. Limited Education. Each education leveltells you which table to use when selecting the character's future occupation. so long as the character shows aptitude for improvement. First. These points will be used later on. Give the character an additional 3d4 Education Points. If the characterdoes not have sufficient points to buy the next Rank of expertise in his occupation. Four: Use u p Leftovers. Table 103:SocialStatus should have modified those points based on the Character's Social Status. Select the character's branch of service and duties on Table 532A: Branch of Service. add both the character's SolModand CuModtothedie roll. money talks. Matchthe total against Table210:Education. Beginning with ackground of basicskills and knowledge. Select thecharacter's occupation on Table 4 138: Occupation Table I. Select the character's occupation on Table 4 l3A: Occupation Selection. follow the steps below: One: Select an Education.

Hi ATragedy Occurs. Gain Rank 2 skill as a spacer.Significant Events of Adulthood I Ebforecominghe had in order to learn anhavespentwhatever here thecharactershould Education Points occupation."change the final age to the time when the character ceases his travels. Roll ad4 on the subtable below toselectthecharacter's reason forjoining [R]. Each time you select and record an Event also record its corresponding letter (if any) in the brackets to the left of the Event lines. 17 Learn an Unusual Skill. 4 Character mistakenlythought that he was applyingfor some other government job. This letter representsthe type of personalitytraitthat develops because of the event. Determinewhat happens on Table 520: Tragedies. Rolladl 0. the character has an encounter with a trapped alien beast. [L] 13 Character has a misadventureon another planet. Work as a relief worker on a famine-tom planet. Roll twice more on this subtable. Sign on as a common spacer on a merchant space freighter. although usually not as much as he would like. Select details on Table 522: Otherworld Events. the rebellionwas successful andthe local rulers deposed. The same beast reappears and frees the character.. Older characters (that is. only afewclosefriends know of thecharacter'sparticipation. events cause personality development. A result of 10 meansthatthe character isan outlaw. Later. Instead of slaying it. discarding any conflicting events (always discard the second roll). Select occupation on Table 4 13: Occupations. the character learns a new occupation to Rank 2 ability. anyone older than the minimum adult age) (make l d 3 rolls on this table. For each event. Live with aliens. Characterhas wanderlust and decides to travel. The results are not added. An [L] means a Lightsidetrait. [N] 11 12 Following awhirlwind romance.. Any other result meansthat any known participants are officially outlawed and have a price on their head. Go to Table530: Military Eventsto determine the details of his military career. the events that affect him change. if any will be selected by a later die roll on Table 312A: Personality Trait Check. many events require additional rolls on other Developing a Personality: As discussed under Table 208: Significant Events of Childhood & Adolescence. The d l 0 result is always the "1's" digit. The character assumes greater responsibilityforhis life. Once a character reaches maturity. rather than roll dice to determine the age. Select skill on Table865: Unusual Skills. 2 Character patriotically volunteered. has more control over surrounding events. The d4 result is always the first or "10's" digit. Determine what happens on Table 52 1 :Something Wondstful. If you are requested to use another table. Learn their language at Rank3 ability.10. go on to Table 3 12: Alignment and Aftitude to make final adjustments to the character's personality. Roll a d8 on the subtable below to select the character's travels. As with earlier event tables. afatefulevent (orcircumstances resulting from it) ends that romance on the day the characterwas to be married. Roll a d l 0 again if the rebellion failed. tables.. roll a d4 and a dlO!at the same time. The freed beast disappears. Instructions: All playercharacterswho are just beginning their adventuring careers make one roll on this table. Example:A d4 result of 2 and a d l 0 result of Oare read as a20. [N] Visit most of the major cities and towns on the planet. d4/d10 211: Events (Roll a d4 & a dlO) 10 While exploring an unfamiliar area near his home. Travel to an alien planet. but are read like atwodigit number. The character participates in a rebellion against local au18 thority. If the result is lessthan 10. go to the lndicated table and follow the instructionsfoundthere. recordany relevant information. Matchthe result againstthetable below and record the event that occurs and any relevant information given with it in the EVENTS section of the worksheet. 3 Character was rounded up by a press gang who needed to meet a quota. the character is trapped byfalling debris. Rollfor Hi-Loon the subtablebelow. This table is primarily used for player characters who do not begin adventuring immediately upon reaching adulthood. If the resultingage exceedsthecharacter's'Yinalage. AGE NOTE: For each event you may select the age at which it occurs. but do not add in SolMod. andto some extent.. 1 Character was drafted during wartime.then returntothistable until all rollson thistable are complete. [R] 14-15 The character joins the military. Select the type on Table 748:Aliens. The instructionsforTable312: Alignment & Attitude will tell you what to do with the letters. An [N] means a Neutraltrait and an [R] means that the trait. Unableto earn a living at his chosen career. From here. Roll ad6 16 to determine the number of years spent travelling and add the result to the age at which the character begins travelling. he frees it. [R] . A [Dl means a Darksidetrait. Most events on this table arefollowed by a letter enclosed in brackets. Journey to nearby star. If the result is 9 . [L] d4ld10 211: Events (continued . [R] Lo Something Wonderful Occurs. Select otherdetailson Table522: Otherworld Events.

Learn to use an unusual weapon at Rank 3 proficiency. select a recreationfrom Table 419: Hobbies) draw attention to him. On a result of 1-5. . [L] 22. Roll for HiILo. For NPCs whose age is already established. Determinethe tails on Table 537: Religion [L]. See Table 102A: Tech Level for details. and roll a d20 on the SUbtable below entry #14 to determine the type of property intierited. From a distant relative. For beginning characters. The character takes a much needed vacation aboard a cruise ship (planet side or in space). His shipboard successes at his favorite hobby (if character has no preferred hobby. who puts a "curse" on the character. Rollad3 on the sulbtable below to select the event. Untilthe curse is somehow removed. Hi =the directors take an immediate liking to the character and gift him with samples (GM discretion advised). Roll a d6 on the subtable 38 below to select the reason. Table 527: ImperialSpace Events. 49 The character has a romantic encounter. 26 While visitingaparticularlyremotebackwateralienghetto. 30 - Select the event on Table209B: SpecialEvents ofAdolescence. 1 An old priest whom the character rescues from Pirates blesses his benefactor. Select the type of hobby on Table 419: Hobbies (record in the SKILLSsection). and space craft. Add a 1 point bonusto all future skill and attribute checks (see Bonuses on page 5 for more details). Determinewhat happens on Table 520: Tragedies. vehicles. The company is involved in weapons. 32-35 Character is made a close advisor to a local ruler. IN]. Reroll the event on Table 211: Si!yificant Events of Adulthood [L]. Go to Table 854 Gifts & Legacies. Select the encounter on Table 524: Group Encounters. t h # character is affected by an event from Table 523: Lo-Tech c EvIents. See Table 753: Rivals for details.1 Characterserves a Patron. Roll a d4 to determine the end result: 1 The leader becomes a deadly enemy. Character has a religious experience. It is up to the player to Pa' deltermine if the character returns the feelings. Rolla d3 on the SUbtable below to select the event [L]. Roll a d3 to determine the number of events. 2 Employer goes out of business.. Go to Table 5 1: Ah Love1 to find the details of his romance. This person becomes 21 theI character's Companion. 27 Character develops jaded tastes for exotic and possibly expensive"p1easures. 2 Acrude and tactless joke angers an old alien priestess. The character accepts the job (add 1 Rank to the Hobby skill for each two full years at the new job). The character becomes well-known. (N] Characterdevelops an exotic personalitytrait. Laid off for lack of work to do. Roll a d6 for the alien's Tech Level. 5 General economic failure. war machines.. See Table 753: Rivalsfor details. Determine what happens on Table 521: Something Wondetiul. He is offered a contract doing this hobby professionally for ld6 years. 24 An Exotic Event affects thecharacter. thecharacter is addicted to one of the "pleasures" (drugs.. More Adult Events occur during this time. On a result of 5-6.ing (US Tables 752A and 7526).. 2 Something Wonderful Occurs. Go to Table 753: Rivals. 3 Character aquires a Companion. 9: .1 211: Adult Events (continued . [Dl 1 A Tragedy Occurs. even famous forthe 29 wcurance of an event in his life.23 Afuture history-specificeventoccurs. de1 The charactersaves someone's life. 4 The leader becomes a patron.). Character loses his job. Select what occurs on Table 529: UnderworldExperience (beginwith Table 529A ) [Dl. 37 The weapon is something alien to the character's Culture. 45 47 48 31 Character inheritsproperty on another planet from a relat ivle.. Determinethe details on Table 53: In the Service of. to work out the details. 3 Character aquires a Rival. 2 The leader becomes a close friend. 4 Long term recovery from an accident. [Dl Character has a run-in with a government leader over a 41 point of law. 44 The character has a group encounter. Something bad happensto the character. Select the trait on Table 644: Exotic Personality Features.. [R] o l d 3 additional Significant Events occur. Lo = the directors dislike this "outsider" and seek to either remove him from the board or "elimininate" him. Select the Companion and the Companion's sex and personality on Table 752: Companions . Go to Table 752: Companions. 3 Personal problems interfere with professionalism. ignore the age change and just roll ld3 additional events.. add the result to the character's"iinalnage. [R] 38 A radical change in the political structure of the land instantly drops the character's Social Level to Poor and strips him of all the benefit of Noble birth (if any) and wealth. Select the event on 25 Table 540: Exotic Events. to work out the details. Table 528: r c P at HolocaustEvents. etc.. [R] Roll ld6. sex. Select additional details on Table 539: In the Service of. Character has a misadventure on another planet. 1 Fired for incompetence.211: Significant Events of Adulthood d4Jd10 19 20 34 211: Significant Events of Adulthood d4/d10 36 211: Adult Events (continued . 3 The leader becomes a rival. 43 2% Something good happensto the character."Rollad6. Selecttheevent on the table most appropriatefor your game's f uture historyclassif ication Table 525: Tarnished Tomorrows. the character inherits stock and a 42 seat on the board of directors of a powerful Hi-tech corporation. everyone's out of a job! 6 39 40 - The character acquires a hobby. Table 526: Final F mtier Events. penalize allf utureskill and attribute checks by 1 point (see Bonuses on page 5 for more details). . Select 46 the details on Table 522: OtherworldEvents. roll a d l 0. the comnion falls in love with the character. [L] Character becomes involved in illegal activities. If the person is of the opposite I( se1 from the character.

the player or GM needs to have a feeling for that character's personality and an understandingof his personal values. . Is the character predominantlygood. It is possiblefor trait strength to increase as the player plays his character. Use Table 643A: Lightside Traits Neutral trait. Optional Rule (312C) Trait Strength: Thisvalue representstheamount of influencethe trait has overthe character's life. Instructions: Follow the steps to develop the character's personality. 100 01-50 51-65 66-80 81-95 96-100 312A: Personality Trait M e s No Personality Trait develops Neutral Trait: use Table 6438: Neutral Traits Lightside Trait: use Table 643A: Lightside Traits Darkside Trait: use Table 643C: Darkside Traits Exotic Personality Feature: use Table 644: Exotic Personality Traits. 312A: Personality Trait Types Instructions: Roll a d l 00 and match the result against Table 312A. Foreach letter in brackets in the EVENTSsection. Use Table 6436: Darkside Traits Randomly selected trait. Use Table 6438: Neutral Traits Darkside trait. you should have been writing the letters that followed those events in the brackets next to the lines in the EVENTS section of the character history worksheet (see Developing a Personality under Table 208: Significant Events of Childhood & Adolescence). Record information about personality on the blank lines in the PERSONALITYsection of the character worksheet. Lightside trait. but still uses broad strokes. If the Lightside or Darkside column total is two points greater than any other column. Select Attitude: Readthe attitude types below the section heading on the next page that corresponds tothecharacter's alignment. possibly even dangerous if prevented from fulfilling his needs (see Table 6448: Mental Afflictions. If you wish to use dice for this. Above the columns are the letters L. Select the one that is most appropriate for the character (whether a player character or Strength Trivial Weak Average dl00 60-79 80-94 95-00 Strength (cont. : dl00 01-10 11-29 30-59 312B: Alignment Determine Alignment: Add the number of traits in each column of boxes in the PERSONALITY section of the worksheet and record the total beneath the corresponding column. see Table 644: Exotic Personality Traits. then the character's alignment is the same as the highest column total. Building up and out from alignment and attitude. go to the table indicated by it (as shown below) and follow directions there to select the personality trait.) Strong Driving Obsessive For more information about Trait Strengths. N. correspondingto the types of traits. then the character's alignment is Neutral. entry #14-15) Assign a relative strength value to each trait. Recordthe character's alignment on the line provided for it. Alignment is a rough organization of a character's values. Repeatthese steps for each letter in brackets in the EVENTS section of the worksheet.Alignment & Attitude I To best roleplay a character. Recordthe name of the selected trait on a line in PERSONALITY section of the worksheet. How and when this occurs is best left to the individual GM. Select thel'raits: While you were selectingevents on Tables 208-210. Markthe box inthe columnthat [L] [N] [Dl [R] correspondsto the type of trait recordedonthat line. and D. Trait Strength is measuredon a scale of trivial to obsessive. Go to the Table indicated by the die result. If either the Lightside column or the Darkside column is NOT two points greater. To the left of each line are three columns of boxes. Each attitudesuggestsabehaviorpatternthatmight be followed by a character of that alignment. evil orsomewhere in between? Attitude refines this organization further. Determine Alignment: Go to Table 3128: Alignment to select the character's Alignment and Attitude.The letters indicate the table to be used to select thepersonalitytraitthat develops. Select on Table 3 12A: Personality Trait Types. An obsession means that the character's life centers around the trait and he becomes frustrated. thecharacter's personality can be more finely developed and defined. roll a d l 00 on the chart below. This table is the final stop in creating a character.

regardlessof whetherthatcauseisgood or evil. Values fair play and respects authority. despises all that is honorable. Neutral Attitudes Self-centered: "What's in it for me?" is the watchword of the self-centered character. chaos & good vs. Lightside Attitudes Ethical: "What is true for one is true for all. Unfortunately. I'lldo as Iplease. Like the Selfcentered attitude (see above) seeks to fullfil personaldesires. in that he is dedicated to his code of honor. This is often found among characters of Noble Social Status and knights. Deviant and Diabolical. living and working "outside the law. a mercenary who serves a cause only because it pays well. He's Joeaverage and likes it that way. Conformlst: "Don't make waves. but try to act in character (Especiallytrue for NPCsl). He lives according to a strict personalcode of ethics. when it pleases him. Attempt to play the character in keeping with his alignment and remember to play up his attitude. but who may distrust higher authority. this character lives by a strict andordered moral code. Lightside Alignment Followers of the Lightside respect others' rights. does no evil to self or others. he does not go back on it. wins!" Isthis character's battle-cry. He lives his life as if there were nothingto be accountablefor often choosing to side with good or evil because he doesn't care which wins. His attitude is how he lives out that philosophy. but will not tolerate anyone who works to cross him. Consclentlous: "Each man knows his own 'good' and defends it. Lives by the belief that the strong must protect the weak. keep his word or help others if there is nothing In it for him. They may quite readily fit into one of the following attitudes: Darkside Attitudes Depraved: Self-serving and unscrupulous.helps others onlyto be able to hurt them later. Egalltarlan: "Both sides have a right to their own views. Roleplay: Acharacter's alignment Is his moralphilosophy of life. at thecost of others' livesandfreedom. is a suggestion for how the attitude might fit in game systems based law vs. but unlike that attitude. and may even protect the innocent. He believes in fairness and equality for all. particularlyones he can own.Thecharacter's personalityis weighted heavilytowards unpleasant behavior. Apathetic: "What does it matter and who cares?" are his mottos. He tends to look out for his own interests above anything else. Materlallstlc: "He whodies with the most toys. He respects honor and self-discipline in others. An individualist who disrespects higher authority. Such characters are neither strongly good nor strongly evil. universal moral code of ethics." Lives according to a loose personalcode of ethics. Such characters are often considered good. He lives according to a strict. Deviant: Like the Ethical attitude. Diablollcal: The despicable Diabolical character has no code of ethics." sums up the conscientious character's beliefs.""Don'tstick your neckout" and "It's none of my business" are his quotable quotes. He is unpredictable. None has dominance." is his watchword. He is often an individualist who works for the law and the good of the greatest number of people. Chivalrous: "The strong are morally responsible to be the sheperds of the weak. the primary aspects of his value system. both are subject to change as the character grows and changes. His values are the popular ones for his times and make no effort to side with or against good or evil. He may be friendless. Like all things. Nevertheless. this character will do anything to obtain his goals. Following each attitude." is the chivalrous character's rule for life. tends to have a high regard for life and freedom. Like the Lightside alignments. Darkside attitudes are often marked by a cravingfor personalpower. He strives to own the best of everything and may compromlse other principles for self gain. the causes that he champions may not be the best for society. there is no higher cause to him than self service and self preservation. He goes with the flow. Record the character's attitude on the line provided for it. Butthiscodeiscenteredaroundthe Deviant character's self-centered personal goals. Does what he pleases. Lightside. Anarchlc: "It's my life." Includes vigilantes and "Robin Hood" type characters. Neutral Alignment The character's personality is roughly balanced between Darkside. disciplined or that reminds him of authority. Darkside Alignment These three are the big "D" attitudes: Depraved. The preservation of life and freedom are among their highest goals. evil. he takes the course of action that will best suit his desires for material gain. though he does not feel boundto tell the truth.312: Alignment & Attitude 36 312: Alignment & Attitude end. Like the self-centered character. and Neutral traits. This greedy characterputs great emphasis on materialthings. and works for the good of all. Such acharacterbelievesthatnothingreally matters inthe . but once he gives his word or his loyalty. Use your own discretion. though there are limitstowhat he willdo. Adepravedcharactermay even torture and killforthe sheer fun of it." He championsthe underdog. The character may do anything to accomplish personalgoals and is often considered evil. an NPC). He is like the chivalrous knight.

Craftsman: select craft on 417A: Craft TableI. A hobby practicedas an occupation. Operates. Health Care Worker: a clericalworker. cabbie chauffeur. Trucker. Follow directions until an occupation is selected. Go to that table and roll the die indicated by that Table. Select occupation on Table 865: Unusual Skills. Select on Table 4130: Occupation TableI l l . maintains and service: equipment in his area of expertise. If the Tech Levelof acharacter's culture is 6 or less. Select occupation on Table 419: Hobbies. a character becomes a contributing member of society. Fisherman Household servant: roll a d8 on the subtable below: 1 Butler 5 Gardener 2 Cook 6 Chauffeur 3 Housekeeper 7 Maid 4 Nanny 8 Serving person Tavern Employee: roll a d4 on the subtable below: 1 Bartender 3 Housekeeper 2 Serving person 4 Bouncer Street Vendor: sells goods he makes. Beggar Slave: for NPC only. Roleplay: By learning a trade. buys. Select the occupation on one of the following tables. Reroll. begin by rolling a d l 0 and adding the character's SolModto the result. Job is based on the future history of the game system. repairs. Roll a d l 0 on the subtable below to select this area. 01 "acquires" at his movable streetside stall. 413A: Occupation Selection ( dl0 +SolMod ) Occupation Select on Table 4138: Occupation TableI Select on Table 413C: Occupation TableII Select on Table 413E: Occupation TableN Lo-TechOccupation. Select on Table 413C: Occupation Table11. 1 Robotics 6 Aerospace 2 Mechanical 7 Power 3 Electrical 8 Medical 4 Computer 9 Weapons 5 Vehicles 10 Agricultural Retail Worker: a store clerk or cashier. . Imperial Space: Table 4148. short-ordel cook.I 0 ~ c l ) ~ a t i o n s what most unormalw do to put bread (or are folk syntheticbread) on the table. From here. If a game system does not specify occupational skills. Final Frontier: Table 414A. fast-food clerk. They are also what adventuringcharacters dofora living beforethey become adventurers. NPC is the property of someone else. 19-24+ Select on Table 4 130: Occupation TableIll. Match the total against Table 413A to find which Table contains the character's occupation. Reroll occupation. After the Holocaust: Table 4 140. He gains skills that maybe useful when adventuring and has a means to make money. Factory Worker. Office Worker: just about any non-management posi. An unusual skill is practiced as an occupation. Spacer: the crewman on a spacecraft. busboy. Soldier: for details in depth see Table 530: Military Experience. go on to Table 4 18: Occupation Performance. This selects the occupation (or gives instructions to go to anothertable). Often a source of inexpensive (or imitation) goods. select the occupation on Table 4 13F: Lo-Tech Occupations (otherwise reroll). If the selected occupation does not seem to fit the Tech Levelof the character's culture (such as a computer technician in a iron age society) reroll untilyou get somethingthat works. GameplayBenefits: Eachoccupationshouldhaveseveral skills associated with it that the character can learn and improve upon. Tarnished Tomorrow: Table 414C. Select on Table 4 l3E: Occupation TableN. this group of tables provides aselection of those jobs forthe aspiring adventurer (though not all occupations are represented ). finds. Custodian: cleans up after everyone else. but do not add in SolMod. orderly or nurse Technician. Farm worker: roll a d4 on the subtable below: 1 Agriculturetechnician 2 Ranch hand (cowboy) 3 Farm hand 4 Farmer Merchant Sailor (planet-side vessels only) Labbrer: roll a d6 on the subtable below: 1 Miner 4 Warehouse worker 2 Dockworker 5 Landscaper 3 Lumberjack 6 Mail room worker Food Service Worker: waitperson. Since many SF roleplay game systems assume that the character has gained his professional skills on the job in the years priorto adventuring. d20 413B: Occup Base cost multiplier: 1 able I (Roll a d20) Instructions: Unless directed otherwise. tion. Commercial ground vehicle driver. the GM and the player will needto determine what these are and how they are to lie used in play.

On a result of 3-6. . radiologist. Select the skill on Table413A. Chef: cook for a good restaurant or a wealthy family. The character does not actually do this service. Construction Professional. consumer goods. Speaks 1d4 languages at Rank 5 skill. On a result of 9-10. Government Official: select the type on Table 416: GovemmentJobs. he is a spaceship captain. Architect: the designer of impressive buildings. Interpreter: speaks several important languages fluently. Select the average Social Status of the landlord's tenants on Table 103: Social Status.Ifthe selected occupation appears to be of low status within the government. Banker: keeps track of other folks credit and loans credits to make credits. Roll a d l 0 on the subtable below to select that area. reroll. Craftsman: select the craft on Table 41 78. assume that the character is an assistant to that position. The character has employees who performthis service. driver 2 Mason 5 Carpenter 3 Electrician 6 Plumber Ship Captain: sails ships on the high seas.3 = 417C. 4 A Craft. Has a 10 + SolMod percentagechance to own his ship. Roll a d6 to select the type of job on stable below. or even a theologianprobably associated with either a religious institution or a school of higher learning. Roll a d6. both public and private. selected from Tabb 865: Unusual Skills. Attorney: deals in the finer points of the law and defending the innocent against unjust prosecution. Roll a d4 on the subtable below to select what the Instructor teaches: 1 Weapon use ( Rank 7+ with one weapon). Medical Doctor. rents it to others.2 = 4178.413: Occupations - 38 413: Occupations d20 413D: Occupation Table KII (Roll a d20) Base cost multiplier: 3 Research Scientist: furthers the wealth of knowledge within the scope of his primary area of expertise. Government worker: select type on Table 416: Government Jobs. The result = Craft Tabk to be used. Roll a d l 0. Roll a d l 0 to select that area: 1 Robotics 6 Aerospace 2 Physics 7 Cybernetics 3 Chemistry 8 ElectronicsIComputers 4 Biology 9 Paranormal 5 Medicine 1 Astrophysics 0 Administrator/Manager: Oversees the operations of a large scale business or other organization. Philosopher: a thinker. Instructor: a master of some skill who teaches others what he knows for a fee. Merchant: go to Table 415: Merchants and select the type of mercantile operation. Courtier/Courtesan: an attendant inthe court of a Noble or Royal ruler-sometimes nothing more than a fancy prostitute (particularly the female courtesan). 1 = 417A. Roll a d3. the doctor is aspecialist. Diplomat orNegotiator: establishes or soothes relationships between governments or between businesses and governments. Hostler: runs a boarding house where travellers can get a room. If the selected job appears to be one of a relatively high status.hotelor retail establishment. Aircraft Pilot: can fly most standard aircraft. 2 An unusual skill. Journalist: a reporter of news and events. Craftsman: select craft on Table 41 75. Landlord: owns property. cardiologist. If the result makes no sense or is too difficultto work out. 1 Robotics 6 Aerospace 2 Mechanical 7 Power 3 Electrical 8 Medical 4 Computer 9 Manufacturing 5 Structural 10 Agricultural Teacher: teaches children and young people the facts about their world. Dentist: fixes teeth that need repair. Serves meals and drinks. you may want to flesh out his ship on Table 866: Spacecraft. Contractor: oversees the construction of private and public buildings. corporations and so on. Business Owner: select the type of activitythe business performs by rolling the die again on Table 4138. Bar Owner: runs a bar. a sage. Is probably attached to a government office or a large corporation. 1 Anthropologist 5 Criminologist 2 Archaeologist 6 Geologist 3 Biologist 7 Paleontologist 4 Botanist 8 Planetologist Merchant: go to Table 4 15: Merchants. such as a psychiatrist. Craftsman: select craft on Table 41 7A. but has employees who do it. For an important NPC space craft captain. rather than a laboratory. 3 An Occupation. Roil 1d l 0 for the number of properties owned. d20 413C: Occupation Table I1 (Roll a d20) Base cost multiplier: 2 Field Scientist: a scientist who performs much of his work out in the world. lakes and rivers. Engineer: knows the ins and outs of designing. Public Safety: Roll a d4 to select the type job: 1 Policeman 3 Paramedic 2 Fireman 4 Special Weapons And Tactics Buslness Owner: roll again on Table 4130 to select the type of activitythebusiness performs. Manager: managesthe operationof a restaurant. 1 Steelworker 4 Heavy equip. On the other hand he may spend most of his time going for the "deep pocket" of insurance companies in civil liabilitiescases. Craftsman: select the craft on Table 41 7C. maybe a second in command. assume that the character is in charge of all that type of activity for the government. maintaining and improving aspects of his area of expertise. pub or tavern where drinks and food are sold. etc. Marketing Specialist: knows how to promote and popularize people. Professor: teaches at a college or university.

Works secretly. Author: this indicates a successful writer. May have had underworld experience from Table 529: Underworld Experience. Forester: a warrior. Even then. Charcoal burner: converts wood into charcoal. providing both food and clothing. Select the business on one of the following tables. Second Handshop: buys usedgoods. fabric or leather) or sails for sailing boats. d20 413E: Occupation Table I (Roll a d20) V Base cost multiplier: 1d3 d20 413E: Occupation Table I V ( Continued .Tarnished Tomorrow: Table 4 l4C. Creates games. Mage: a wielder of magicalforce. even elegant handwriting. Shaman: a religious leader.413: Occupations 39 413: Occupations d20 413F: Lo Tech Occupations (Roll a d2O) Base cost multiplier: 1 Fisherman: his livelihood is the sea.. Often feared and quite powerful. Alchemist: a maker of potions. Hunter: he stalks wild game. Explorer: goes where no one has gone before. Can navigateaspacecraft betweenplanets or even stars. After the Holocaust: Table 4 140. reroll! Game Designer. Must be at least Rank 5 to get more than local exposure. The die result indicatesthe number of different trades known to the character. Business Owner: Business is based on a future history occcupation. Jack of All Trades: roll 1d3+1. Gulde/Pilot: apathfinderwho aids travelers and merchants in unknown areas. Riding Master: breeds riding beasts. Much junk. Sharecropper: he farms another's lands. popular band member. Tent or Sail maker: depending on the culture. Adventurer: a professional hero for hire. Select his original occupation on Table 413A.fixesthem upa bit and resells them for less than new. Warrior. Assassin: a professional killer. Clergyman: select religion on Table537:Religion. Professional Athlete: plays a sport professionally. Not truly a wizard. actor. Launderer: washes clothing. Professional Gambler. Career Criminal: select on Table 864: Crimes. Woodcutter: cuts wood for fuel and lumber. Works in public. but often real bargains to be found. Toolmaker: a craftsman who makes simple tools. An NPC clergyman's skill Rank represents his standing within the religion. the character is a prostitute hiding behind a respectabletitle. night club signer. its flora and its fauna. Final Fron tier:Table 4 14A. bringing the diety's messages directly to the people. Peat cutter: cuts peat moss blocks for use as fuel. he is wise in the ways of plant lore and folk medicines. On a result of 4-6. he makes tents (of felt. Shipwright: a builder of sailing vessels. Prophet: someone who speaks for God. This is the early equivalent of both physician and priest. Spacecraft pilot. a "magical" meddler in the sciences. he is a lesser light in his sport. The subtable below shows relationship between Rank and position within the hierarchy of the religion. Scribe: reads and writes fluently in several languages and has legible. Most practitioners of the literary arts are paupers. Gladiator: a professional killer. If yourgame systemdoes not allow for magic. Professional Escort. Media Personality: seen or heard on broadcast media. or stage magician. not quite a scientist. Prlvate Detective: Ferrets out hidden information. A companion for hire. . guide and hunter who knows the forest. In addition to totem spirit magic. Select occupations on Table 41 7A: Crafts TableI. Must have at least Rank 5 skills to be considered a "big league" player. Entertainer: a comedian. Serf: an agricultural slave. Laborer: a strong body is all he needs. Imperial Space: Table 4 148.. Rank 1 = Novitiate Rank 2 = Monk (an initiate of religious mysteries) Rank 3-4 = Full priestlminister Rank 5-8 = Chief Priest Rank 9 = A High Priest Rank 10+ = Chief High Priest above all. Roll a d6. May even play them. breaks them to the saddle and teaches riding skills.

3 Private Detective: Ferrets out hidden information. 3 Merchant Spacer Captain: pilots his freighter between planets. 6 Mining Engineer: works to develop and maintain mining operations on other planets and asteroids. transporting and selling contraband (illegal goods). least more common toh than to ot'her futures." 4 Smuggler. 2 Colonist: atransplantto another planet. 4 Scavenger: explores and loots the remnants of earlier civilizations for valuable items and knowledge. such as a psychiatrist. May have had underworld experience from Table 529: Underworld Experience. . 7 Organ Legger: surgically dismembers people to sell their limbs and vital organs on the black market. 8 General Technician: repairs and maintains (to a limited extent) items of technology that have survived the holocaust. 9 Security Specialist: A company policeman. Bandit: a criminal who dwells in the wild and raids estab5 lished settlements and travellers. 7 Pirate: raids the spaceways. 1 10 414D: After the Holocaust Occupations Warrior: a free-spirited soldier in a local leader's private army. 4 Medical Doctor. political enemies and other scum. 1 . From here. bringing in traitors. 8 Xenobiologist: field scientist specializing in alien biology. NPC has l d 6 psionic powers from Table 862:Psionics. beggedmoney andthe charity of street missions. including the electronic recording and storage of the contents of the brain. Rock musician: plays intensely loud. security guard or even a private investigator. allied only to himself. On a result of 6. 8 Mystic Knight: a warrior. Military Personnel: in the service of the Empire.transporting and selling goods. Rerolloccupation on Table 413A. Explorer has a 25% chance to own his spacecraft. called a "captain. or a . pirates and political enemies. 6 Diplomatic Courier: carries messages. Roll a d l 0to select t c h occupation. 6 Herder: raises domesticated animals. Ship is a scout ship from Table 866:Spacecraft. 10 Mercenary: a soldier for hire. the doctor is a specialist. transporting and selling goods. pilots his spacecraft between planets. 9 Ranger: warrior guardian of what remains of civilization. 7 Craftsman: select craft on Craft Table 417A. 9 Bounty Hunter: earns his fees from the empire. Use that table to determine other details about the ship. 3 Hunter: stalks the animals who survived the holocaust. 1 Instructions: The table that sent you here should havc already told you which table to use on this page. 1 dl0 414B: Imperial Space Occupations 1 2 Rebel Warrior: a freedom fighter. bringing in criminals. 2 Farmer: tills the abused earth to harvest mutated vegetables. jarring music that 4 can turn a normal brain to mush in minutes. Dole Recipient: no occupation-lives entirely on the wel9 fare of the government 10 Street Person: no occupation-wanders the streets. 6 Government Worker: select type on Table 416 Govern: ment Jobs. Roll a d6. loyal to a quasi-religious code. dl0 414C: Tarnished Tomorrow Occupations Secret Policeman: constantly seeks to check the actions of those who may be "disloyal" to the govemment. continueonto Table418: OccupationPer forrnance. May be government-sponsored or a self-appointed vigilante. 8 Cyber Scientist: a research scientist who investigates and develops computerlbrain linkups. 10 Mercenary: a soldier for hire. radiologist. The name of thc future history is at the top of the each table. Racer: a professional driverwho makes fast cars go even 5 faster. 3 Freighter Pilot: pilotshisf reighterbetween planets. etc. 2 Bounty Hunter: earns his fees from the govemment. 10 Warlord: self-appointedoverlordwho rules by might rather than right. 5 Senator: a home world representative at the imperial senate (or other legislative branch of government). feeding off them before they can eat him. dl0 414A: Final Frontier Occupations 1 Explorer: searches space for habitable planets and mineral resources. Generally has some of his own personalweaponry and equipment. living off scavengedfood. 5 Ag-Specialist: understands the growing of plants and livestock both Terran and familiar alien species. rebels. 7 Colony Administrator: oversees a colony.Sp-ecial Occupations I Use only if directed here by another table I Each future historv has occu~ations that are uniaue.

vehicles. Secret Policeman: undercover arm of the law. manager. and wild beasts. etc. Bureaucrat: a petty official within a government. general anarchy has neverdone mankind much good either. or3) is simply not qualified to do anything else. Hi =female. Revenue Officer: tax collector. If items are not reclaimed . curios. There are three reasons that someone becomes a government official. 1) he has a desire to serve humanity. Reroll any obvious absurdities. party chairman.415: Merchants 41 416: Government Jobs 416: Merchants I Use only if directed here by another table 1 Just as important as the business of making and growing things. Tavernkeeper: Sells alcoholic beverages. They also provide the things the adventurersso desperately need (or at least covet). crafts. raw materialsorsubassembliesformanufacturing. Merchants also learnthe value of what they sell. Office worker: back bone of government. Travels a lot by necessity. Postal Worker: Ensures that communications are transferred and delivered. In general. I n s t r u c t i o n s : Roll 2d8 and match the total against Table 415 to select a merchant type. including spices. isthe business of sellingthings. weapons. The merchant controls all businesses of this sort in either a major city or a small country.the soldier is not an officer. A society's technoculture often determines which. grain. but usually uses others. Policeman: a patrolman or maybe a detective. the soldier is a commisionedofficer. Shipping Agent: Arranges the transportation of goods to many destinations. A merchantwill have an ability toevaluatetrade goods (usually limitedto those he is familiarwith) equal to his skill Rank as a merchant. They keep money moving. books. Magistrate: a courtroom judge with limited authority. Snake Oil Salesman: Sells "miracles" to a needy world. If the result is 6-8. G a m e p l a y B e n e f i t s : Merchants leam languages. Real Estate Broker: Locatespotentialpropertiesforclients and arranges the sale. Spy: covert intelligence agent. Hotelier: Provides a bed. Jewelry Dealer: Trades in gemstones and jewelry. From here. Retail Merchant: This is most stores. Roll ad10. If t he result is a 1-5. Diplomat or ambassador. If the result is 9-10. Livestock Trader: Buys and sells animals for eating and/ or riding. Roll HiILo for the official's sex ifnecessary. the soldier is a non-commisionedofficer. Soldier: a paid member of the standing army. these folks are either elected (by the people or a ruling power block) or appointed to perform a job. Art Dealer: Acquires and sells antiquities (ancient statuary and historial artifacts) and arranges work for popular artists. d20 416: Government Jobs (roll a d20) Chief executive officer: president or chairman. go onto Table 418: Government Jobs Use only if directed here by another table These are people who govern others or work as a cog In the wheel of one of the multitude of governmentsthat will undoubtably dog the heels of mankind as it reaches out into the future. Legislator: part of a law-making body.the pawnshop sells the item. On the other hand." Monopoly: Rollagain on this table toselect business. I n s t r u c t i o n s : Roll a d20 and match the result against the Table 416:GovernmentJobs. City Ruler: a mayor. When roleplaying agovernrnent off icial. a meal and more. From here. go onto Table 418: Occupation Performance. Sheriff: law and order in smaller towns and villages. Chief Advisor to a ruler: like a Prime Minister. This is the government worker's job function. Officersgoto Table 533: Military Rank to select their rank. including fashions. Governor: appointed to rule a colony or territory. Police chief: top cop. a cheerful atmosphere and a limited meal menu. usually in large quantities to questionable clients. Roleplay: There have been government workers almost as long as there have been governments. Trader: Thedescendant of the traveling salesmanandthe long-haultrucker. OccupationPerformance. usually due to exposure to people who don't speak their own. one or moreof these three reasons caneasilybe the character's motivation. Judge: interprets the law. . 2) has a lust for power and enjoys dominating and humiliating others. food. May run freight lines or own ships. hardware. Often hires adventurersto collect "trade goods. Slaver: Buys and sells people. Importer: A general importer of trade goods. Advisor to the ruler of a country: a counselor. etc. This translates to Rank 2 skill in l d 4 foreign or alien languages. 2d8 415: Merchant Types (roll 2dS ) Arms Dealer: Buys and sells weapons. Pawnshop: Valuables are used to secure loans here. Government Employee: select job on Table 413:A: Occupation Selection. Lo = male. Merchantsare the lifeblood of most economies.

Also repairs shoes. Manycraftsmancarryon centuries oldfamilytraditions. etc. Joiner: makes wooden fumiture & cabinets. Jeweler: a maker and assessor of fine jewlry. a tool. The crafts are a part of the heritage of many races. Craft skills may be more applicable and appreciated on frontier or colony worlds where mass production is limited and interstellar imports are expensive. Cartographer: master surveyor and map maker. but they will still exist and their goods will often be of the highest quality. Paper and Ink Maker: source of special papersand inks. The occupation table entry which sent you hereshouldhave indicatedwhich subtableto use. Leather Worker: makes leather goods. Animal trainer: train exotic animals. I \ 417k Craft Table I (Roll a d20) d20 Craft Blacksmith: maker and repairer of metal goods. these folk are rare. Dress Maker: makes clothing Commercial Artist: prepares illustrations and materia for use in publications. Roleplay: Craftsmen are usually respected membersof society. Rope and Net Maker. etc. Stone Mason: shapes and lays stone. Weaver: makes cloth. Painter: paints houses. cakes. sculpts statues. Weapon Master: a teacher of weapon skills. like a piece of pottery. a ship. Clockmaker: makes and repairs mechanicaltime pieces Miller: grinds grain into flour. From here. 1 . Oculist: makes custom lens. Sign Painter: paints signs for all occasions. Armor Smith: makes armor and some weapons. Dyer: colors woven fabrics. Cobbler: a speicalty shoemaker. daggers. ales and meades. In futures where most consumer goods are ~ manufactured. Gunsmith: makes and repairs solid projectile guns. Tanner: prepares leather from animal hides. grapes and fruits. The GM and the player will needto determine what these are and how they are to be used In play. Tailor: makestrepairs clothing of all kinds. rollad20 and matchthe result against the appropriate table. Fine Artist: paints murals and potraits. Costumer: makes costumes and elegant clothing. To selectacraft occupation. Confectioner: candy maker. Instructions: Each of the three Craft subtables is separate from the others.417: Crafts II Crafts 417B: Craft Table I1 (Roll a 620) d20 Use only if directed here by another table I Crafts are skilled occupations in which the end product is usually something tangible. cotton and even alien natural fibers into thread. Carpenter: builds with wood (or synthetic materials). Furrier: makes and sells fine fur clothing. Plasterer: plasters walls and ornate decorations. 1I 417C: Craft Table 111 (Roll a d20) d20 Craft Cosmetologist: skilled inthe art of make-upcreationand application. Saddle and Ridlng Harness Maker. Potter: makes pottery and glazes. Perfumer: makes perfumes and scents. Wine Maker: knows his wines. Sausage Maker Brewer: makes beers. flax. Composer: a professional creator of music. Gameplay Benefits: Each craft consists of one or more skills that the charactercan learn and improve upon. Horse Breeder: blends the bloodlines of fine horses. Cabinet Maker: makes fine wooden fumiture. and otherbladed weapons. Pharmacist: makes and dispenses medicines. odes and epics. Splnner: spins wool. Butcher: butchers animals. Glazler: makes and installs window glass. Sailmaker: makes sails for sailing vessels. especially artistic ones. sweet breads and pastries. Cat rf Shipwright: builds sailing ships. Baker: bakes bread. Basket weaver: maker of baskets and wickerware. Poet: a writer of sonnets. Tinker: repairs simple householdobjects. Goldsmith: a crafter of gold for all uses. usually alcoholic.Their crafts appear anachronistic. cookies. Silver Smith: makes and repairs metal vessels. go to Table 418: Occupation Performance. usually of natural fibers. instrument Maker: musical instruments. and eyeglasses. Record the craft in the OCCUPATION section of the worksheet. smokes meats. Animal Tralner: trains common animals like dogs 01 horses. Sword Smith: makesswords. Chandler: makes candles. Glassblower: makes bottles and glassware. are treated with honor often reserved for Nobles. Wheel/Cartwright: makes wheels and wagons. Dlstiller: makes distilled beverages. Master Craftsmen. ships. or a piece of furniture. Pastry Chef: cakes. seemingly out of place in our imagini n g of hi-techfuture.

Anyone in that profession will know of it. Such a character's skill Rank is Rank 9. Roll a d20 to select how well the character does in his chosen occupation. A character with this skill ranking will usually own his own business or be an overseer in someone else's business. the NPC was an acknowledged failure at his profession. Roll a d20 again. 418A: Work Attitudes d20 Work Attitudes (rolla d20) d6 result of 1 4 Hard worker Ambitious Overbearing Well-liked Patient Talented Generous Fair Opinionated Inspired Loyalty Humble Trusting Creative Adept Efficient Workaholic Productive Office Politician Happy Roll again on Table 643A: Lightside Traits. There are few better at it than he. Usually has his own business. Skill Rank is 3 to 5. who practice the Others same profession will be in awe of the character. Roll a d20 once more. It goes into details about a character's or an NPC's performance of his occupation. roll a d3. A Master of Note: The NPC has gone beyond mere practice of the craft to turn it into an art form. and coworkers. Most probably. If the result is 19-20. Skill Rank is 5 or 6. Journeyman: The skills are known. d6 result of 5-6 Lay Laid backlcasual Submissive Hated Impatient lncompetant Stingy Underhanded A Yesman Inspired Mistrust Arrogant Jealous Uncreative Clumsy lnefficient Slacker Unproductive Avoids politics Unhappy Roll again on Table 6 . he has legendary skill at his craft (Rank 10). the character has Mythical skill (Rank 1I+). though he has gained little reknown for the practice of his occupation. The result is the number of different descriptions which apply to the character's or the NPC's work habits. Master Craftsman: An acknowledged master of the profession. though he may be in the employ of some wealthy patron. 4 1 8 ~ r ~ e v e Achievement (NPCsonly!] of l Achievement (rolla d20) Apprentice: NPC never managed to rise above this level of accomplishment. Many times his business involves training apprentices to the craft. but mastery was never gained. return to the table that requested that an occupation be selected. including attitudes about work. OnTable 418A: Work Attitudes. go to Table 4188: Level of Achievement. From here. Skilled Tradesman: A well respected practitioner of the craft or profession. 8 Darkside Traits. Use the adumn (either left or right) on the table as indicated by the d6 result. Skill Rank is 1 or 2. Skill Rank is 7 or 8. His work is in high demand and often demands a high price. induding a relative Rank for his skill level. Roll a d20 and a d6 for each description to be selected. work habits and level of achievement within the occupation. use it only if you want to. go to the entry indicated by the d20 result. 43: . I I Occupation Performance Use only if directed here by another table Instructions: If you chose to use this table. Roll a d20 again. If the result is again 20. since his skills are hardly worth noting.I This table is optional. he works for someone else. If the character being described here is a nonplayer character. He is a Grand Master. If the result is 20. known throughout the world.

energy. Easy to put aside when necessary. antiques. interest runs in spurts. Character will easily spend 1% of his total income on this hobby. Roleplay: Hobbies provide characters with unusual. Roll a d6 to determine the character's area of interest and skill. social status or even species. Roll a dB on the subtable below to find the character's area of interest. 1 Computergames 5 Chess 2 Cards 6 Boardgames 3 Gambling 7 Puzzles 4 War games 8 Roleplay gaming Hairdressing and cosmetics. Unusual Sport. consuming all a character's time. in Table 6448: Mental Afflctrbns). paint or sculpt. Study. Dancing (either participation or spectator). The result is the character's base or starting Rank with this skill. intense at times. etc. Devoted. histories. totally ignored at others. 1 Helicopters 4 Prop planes 2 Ultralights 5 Jet packs 3 Spacecraft 6 Jet planes Gardening.). fiction. Degree of Interest Casual: Sporadic and Variable: Devoted: Consuming Passion: Skill Modifier -1 Rank +1 Rank +2 Ranks . Roll a d8 to determine the character's area of interest. Rank at hobby will never be less than 1. often unobtainable by other means. Roll a dB to determine the character's area of interest. Character will spend (ld6+2)x10% of his total income on this hobby and may have to be forcibly pried away from the pursuit of the hobby. Draw. religious symbols. Hobbycraft. 1 Needlework 5 Baking 2 Knifemaking 6 Weaving 3 Holography 7 Ceramics 4 Model making 8 Sewing Music. books. Add or subtract ranks from this ability based on the degree pf interest modifiers listed below.419: Hobbies 44 r 419: Hobbies 7 419A: Type of Hobby (Roll a d20) Base cost multiplier: 2 Hobbies d20 Hobbies & Diversions Collect something (weapons. Then go to Table 4198 and roll a d20 to determine the character's degree of interest in the hobby. entry 14. this is how the character spends his free time. Outdoorsman. signatures. Animal Husbandry (breeding livestock).and money. About 10 to 15% of total income is spent on this hobby. 1 Fishing 5 Rock Climbing 2 Scuba diving 6 Snow Skiing 3 Sky diving 7 Hunting 4 Hiking 8 Hang gliding Write Creatively (poetry. Breeding Dogs (or other hunting animals). Sporadic and Variable. Finally go to Table 419C below and roll a d4 to determine the character's skill at the hobby (as adujsted by the Degree of interest modifiers). Given a choice. Spending money on this hobby is a rare occurance. I a Use only if directed here by another table I Regardless of culture. Appreciation & Performance. 13-19 20 '419C: Hobby PFoficiency 1 Roll ld4. Roll a d8 on the subtable below to determine the type of activity. select on Table 865: UnusualSkills. 1 Wrestling (+1 point Strength attribute) 2 Running (+1 point to Constitution attribute) 3 Fencing (gain Rapier skill ) 4 Team ball sport (+1 point to Dexterity attribute) 5 Animal racing (gain riding skill) 6 Swimming-water or freefall (gain swimming skill) 7 Target shooting (gain skill with bow) 8 Martial arts (gain skill with fists and feet) Partying. but often useful skills. T 419B: Degree of Interest (Roll a d20) dl0 1-4 5-12 \ Degree of Interest Casual. Flying. paintings. Hobbies often have a negative side-effect: they become compulsive. plays) Pursues an unusual skill as hobby. 1 History 5 Archaeolgy 2 Religion 6 Other Cultures 3 Art 7 Psionics 4 Astronomy 8 Weapons Sports and Athletics. Gameplaying. Roll a d8 to determine the character's area of interest. it's not unusual for an intelligent being to devote its "free" time to diversions that entertain. Cinematography (film making and appreciation). animals. Consuming Passion. Instructions: Roll a d20 and match the result against Table 419A to select a hobby. This activity is a focal point of the character's life (see Obsessive Behavior description. Like reentry surfing or rollerball. Art. challenge or improve oneself. Archaeology.

A vehicle accident kills l d 3 family members (select 25-26 from those recorded on the worksheet). Go to Table 102: Technoculture to find the Culture (and CUM@ that will affect all the character's future rolls. A tragedy could easily provide subsequent life-long motivation for the character or drastically change his or her perception of the world. Should the die roll indicate a situation could not occur. More than many types of events. Roll a d6 to select the cause of the accident: 1 The character was drunk or drugged out*. Character receives a severe injury that does not 27-28 heal ~ r o ~ e r lGo to Table 860: Serious Wounds to select the v. Roll a d6 on the subtable below to determine the affected parent. 6 24 One or both of the character's parents are outlawed and go into hiding. these strong emotional occurances have profound effects upon characters.. then guardians or friends). Go to Table 745: Others and determine who caused the pet to die. Go to Table 745: Others to determine who died. 4-5 Driving conditions were bad. Select the cause of destruction on Table 5208: Tragh Causes. In this case the character also goes to prison: see Table 864: Crimes and Table 536: Imprisonedfor details of sentence and punishment. 1 3 Father (1-2) 4 Mother (1-4) 5-6 Both parents (1-5) Now go to Table 864: Crimes to find why the parent(s) was outlawed. then reroll until a tragedy that could happen occurs. such as a parent dying when the character has no living parents. If the character has no siblings. 1 d4td10 520A: TragicResult ( continued . ~ x a 6 ~ la d4 result of 2 d41d10 S!WA: TragicResult (roll a d4 l a dl01 10 Alien monsters attack. 2-3 The other driver was drunk or drugged out. Go to Table 745: Others to determine who caused the accident. Then go to Table 541: Death Situations and select how the death occurred. contaminating his neighborhood with toxins and radioactivity and giving the character a grave injury (selected on Table 860: Serious Wounds). Roll a d6 for each close family member or friend living in the affected area. 22-23 A favorite.000 credit monetary bonus. If the roll is 5 or 6.. injury' arid 6s lasting effect. it was stolen and a fake left in its place. 20 The character is responsible for a death. then the event affects a sibling. 13 If the character has children. 6 Someone's actions. Then ao to Table 541: i Death Sttuations to determine how the death occurred. Roll a d6 for each 21 close family member. Select the cause of the tragedy on Table 5208: Tragic Causes.. Match the number against the table below. 4-5 It was stolen. possibly valuable. Select the cause of the tragedy on Table 5208: Tragic Causes. Go to Table 860: Serious Wounds to determine the character's injury and its lasting effect. 11-12 Character is imprisoned for a crime he did not commit. Roll a d6. but he must live with results of ld2+1 serious injuries (selected on Table 860: Serbus Injuries). Select relatives on Table 1040: Other Relatbns (reroll anything that really does not work). The D4 e: result is always the first or "10's" digit. the death was caused by someone else. Go to Table 536: msnd I poe! r i for special occurances that happen in prison. On a roll of 5-6 the parents go into hiding within a different culture level. Roleplay: Tra edies happen to almost everyone to one degree or another an we often learn and grow from them. A strina of traaedies could make the character feel that he has . On a roll of 5-6. The numbers following each name indicate the chance on a d6 that the character and the rest of his family followed the outlaw(s) into hiding. reroll a different tragedy. The violent death of a loved-one could initiate a vendetta against the perpetrator that may later be played out. Following each crime is a number that indicates the type of die to roll to find the number of years for or type of sentence. Tragedies I Use only if directed here by another table Instructions: When bad things happen to good characters. another person (selected on Table 745: Others) and nearly kills the character. He is forced to watch while the beasts drag off 1d4 family members to be used as host bodies for their implanted young (if no family. Select the cause of the tragedy on Table 5208: Tragh Causes. II Family/Guardian(s) is wiped out.520: Tragedies 520: Tragedies and a d l 0 result of 0 are read as a 20. The results are not added. I w k . 17-18 Orphaned! Go to Table 542: Death of a Loved One. As compensation from the company.. A favorite pet dies painfully (special pets created on Table 751: UnusualPets are included in this). it becomes necessary to roll a d4 and a d10. Then roll a d6. Continued . possession vanishes. If the character has no children. but are read like a twodiait number. that person dies.'o br n baz luck or even that the universe is against him. Roll a d6 on the subtable below to find how it happened: 1-3 It was lost. Competant plastic surgery gives the character a new face. 16 19 The town where the character lives is wiped out. Go to Table 864: Crimes to select what crime the character has been imprisoned for. that person dies in the tragedy. On a roll of 3-6. The character receives a grave injury but survives. 14-15 An industrial accident levels a manufaquring facility in the character's town. one of them dies. killing one the character's parents (or guardians) in the process. the character recieves bionics to replace any damaged parts (select on Table 861: Bionics) and gains a 10.

the character's family is outlawed (see #24 above). Roll for Id3 additional tragedies then go Table 530: Military Experience. but then disappears. Lo = killed). While passing a dark alley the character "volunteers. the new spouse dislikes the character and will obviously cause the character grief for some time to come. 4 Lover dies of disease. but remain at that level (unless changed again). Select injury on Table 860: Serious Wounds. 10 Lover imprisoned for a crime. 36 An alien or exoitc disease almost kills the character - The streets are swept by press gangs seeking "volun44 teers* for secret medical experiments. modify the roll by subtracting 45 from it instead. 3-35 If the character has a lover. Go to Table 745: Others to determine the culprii. 9 Lover reveals that he or she can hereafter only love members of his or her own sex. Reroll if the situation doesn't fi. reduced to Destitute social status (see Table 103: Social Status). If the character is already married. The character's family loses all its wealth. 1-2 One additional tragedy. An unexplainableaccident. reroll Social Status on Table 103. Roll for Hi/Lo. At the time of marriage. Reroll Social Status on Table 103: Social Status and subtract 10 from the die roll. All Social Status's above Destitute drop l d 3 levels for Id6 years. The S o l h d from this new status will be the one that affects all future die rolls. On a result of 6. 5 1d3 additional tragedies." Police rescue him. Go to Table 535: Enslavedl 30-31 One of the character's parents (or guardians is fathertmale guardian. Select the cause of the tragedy on Tabe 5208: Tragic Causes. If the character does not have an occupation that he can practice at Rank 3 or better skill. 8 Lover disappears and is never seen again. A vehicle accident. War.620. Roll a d l 0 on the subtable below to iscover the nature of this tragic event. Go to Table 541: Death Situations and determine how the death occurred. 47 The character is forced into an unwanted political marriage. 37-38 War ravages the character's homeland. Give the character ld3 quirks from Table 644: Exotic Personality Traits and ld3 items from Table 859:Talent.s. but does not know the status of his family. impri-soned or killed).I 43 Reroll. 3-4 Two additional tragedies. affect48 ing even the wealthy. Reroll Social 46 Status on Table 103: Social Status and subtract 30 from the die roll. the old spouse mdisappears" (he or she may have been kidnapped. but dies in the attempt. Do not add in a character's C u h d or TiMod values and do subtract 10 from the die roll. If the character has o beloved then reroll a diierent tragedy. the character receives a severe injury that does not heal properly. Someone's actions.I 29 Character sold into slavery. The value of money becomes a tenth what it was. d8 52OB:Tragic Causes (Rolla d8) 1 2 3 4 5 6 7 8 sonal belongings. A natural disaster. 32 The character is banned from performing his or her primary profession and is cast out of any guilds. 40 The character's world is destroyed by violence. 3 Lover tries to kill character. 5 Lover dies in a fire. 41 The character's best friend dies. After that. If the character's identity is known. mothernemale guardian. Roll a d6 on the subtable below to determine the number of additional tragedies that afflict the character. Go to Table 864: Crimes to determine what he or she allegedly did. 520B:Tragiccauses I e Use only if directed here by another table 1 7 Instructions: Roll a d8 on the table bebw to select the cause of a tragic event. then something terrible appens to the beloved. A terrible fire. but not before the character has been subjected to the experiment. A revolt. he or she cannot practice the profession within the confines of his current society. Roll a d l 0 on the subtable bebw: 1 2 3 4 5 Avalanche FloodmdalWave Earthquake Solar Flare Volcano 6 7 Meteor Strike ForesVBrush Fire 8 Tornado 9 Mine cave in 10 Hurricane or Storm d . 7 Lover is killed by lover's own jealous former lover.. 2 Lover attempts to kill character. Hi 620: Tragedies dud10 520A: Tragic Result (continued. the character is conscripted into military duty. associations or societies associated with the trade. 6 Lover dies in an accident. but add in the character's SolModto the result. but he and his family are refugees. The character escapes. 6 If 17 years or older. they automatically rise one level. the characer's Social Status drops by one level. 39 The character's home is destroyed along with all per- The character's family is stripped of all titles and lands. 45 The character is disinherited by parents. On a d6 roll of 6. uncurable disease. 1 Unfaithful lover leaves character heartbroken. On a d6 roll of 6. A shift in the economy causes severe inflation. Tragedies d4ld10 520A: Tragic Result (continued. Roll a d6. A virulent. The character escapes the destruction. 49 and leaves horrible scars.. The S o l h d from this new status will be the one that affects all future die rolls (assume all remaining events occur after this one). The character must assume that he too will be hunted down by the government for recapture. Reduce Charisma and Appearance attributes by 1d4 points. 42 All persons belonging to the character's race or ethnic background are rounded up by government police and placed in concentration camps. Mutatbns and Modificationsas a result of the experiment. For subsequent standard of living.

Add 1 point to his SolMod. more prosperous than ever before. Hi = male. . The rich get richer.This is a list of aood. Clients from around the world seek his services. Go to Table 751: Unusual Petsto determine the details about this animal. they wait until age 18. Select romantic events on Table 538: Ah Love!Reroll any unpleasant or unfavorable romance events. If children. then rerol. Go to Table 854: Gifts & Legacies to determine what has been found. All slaves are freed. Go to T M e 861: Bionics to select the replacement part and its appearance. but there is little loss of life.. The influx of business allows the character to increase his social status by ld2 levels (but not above Wealthy). Roll Social Status for the near-victim on Table 103. 10 Slavery is outlawed in the land. the character discovers a magical item. after the disaster passes. 16A miracle (the only possible explanation) gives the character a favorable modification. 1 The character gains a loyal friend and companion. 9 A disease almost kills the character.nstructions: ROII a d20 and match the result against the table below. 47 52 1: SomethingWonderful . 20 A shift in the economy increases the value of precious A new market opens up for the chief source of the character's income (or his family's income). All Social Status's above Comfortable increase one level (Wealthy have a 1% chance of becoming Extremely Wealthy). If the victim was Well-to-Do or better." 3 If the character has a lover or spouse. The character is adopted into a Wealthy family.. reroll until an event that could happen occurs.621: Something Wonderful . If character has no occupation. 5Character acquires an unusual pet. If the character is currently in the Military. . the character may feel extremely lucky or blessed by God. Life is tough. then marry. I 521: . 13 Character receives a severe injury that does not heal properly and almost kills him before he is rescued by a benevolent (but slightly mad) scientist who replaces the damaged limb or organ with an experimental bionic prosthesis which grants the character superhuman powers. even miracubus things. but miraculously.. but are honored for their role in the despot's demise. The Social Status of the character's family raises by one level (but never above Wealthy).. 2 Get Out of Jail Free. Roll for important information about the new family on Tables 104: Birth & Family and 107: Parents & NPCs. he is treated just like a son. he is promoted to a position of respect and authority. he is discharged with honors (see Table 533: Military Rank for mustering out benefits.' d20 521: Wondrous Results (Roll a d20) 1 Carnivorous alien beasts invade the character's camp. 14 The character becomes reknowned for his occupation. Add l d 4 points to the character's SolMod. However. they marry and live happily ever after. His starting money rises by 10%. Assume that the new family is of the same Culture level as the character at the time of adoption. d20 52l:WondrousResults (continued.) 12 A despotic and evil local ruler outlaws the character's parents. 15 the character becomes immune to all disease. Roleplay: Good things do happen. Change the character's social status (see Table 103: Social Status) so that it matches the SolMod. . metals. I Use only if directed here by another table I. Mutathns & Modifications. the character finds that he has the innate ability to psionically command alien beasts to do his will (so bng as it does not seriously risk the animals lives).. During the attack. wonderful ihings that can happen. If he has living parents. Then go to Table 541: Death Situations to determine how the death almost occurred. beautiful child. His charisma attribute rises 1d3 points. 17 A lasting peace takes hold in the land. 4 While repairing the family home. Select it on Table 859: Talents. f I I Something Wonderful. Go 1 to Table 752: Companions to determine the details. When these sort of things happen.. or his friends or relatives are in prison. After 1d l 0 years. If the character. Go to TaMe 745: Others to determine who was saved. they are set free with an admonition to "Sin no more. Some characters might acceDt this with aladness and humility. a reward of the victim's SolModx 100 credits is given to the character. 6 7 The town where the character lives is destroyed. 19 The character meets the love of his life. The GM must determine the additional powers it grants. he is blessed with the birth of a healthy.. the area is rebuilt and becomes a boom town. Some entries may require that additional rolls be made. Reroll any unfavorable or undesirable changes. Add +20% to the character's starting money. Lo E female. If adults. 8 The character is responsible for saving a life. Should the die roll indicate a sluation that could not occur. 18 If the character has an occupation. . the ruler's liege overthrows the evil ruler and the character's parents are not only pardoned. Roll Hi-Lo for the child's sex. while others might feel that they are final@gettingtheir due. A magnanimous ruler pardons all prisoners. so when something good happens to a character it alwavs seems to be unex~ected. it is a true adoption. If he is an orphan.

First roll 2d8 and match the result against Table 522A: Other WorMs. Mostly oceans and small islands. The planet is a stopover on a journey between here an there. Mostly ice and snow. Instructions: These tables determine where the event takes place. Vacation. we feel isolated and alone. The character finds himself aboard an exploratory ship. Chunk. Far from our familiar settings and the comfort they give us. The character and his family travel here to see the sights. Swamp world. far from the character's home. Has atmosphere but little or no water. Relocation. Hostile world. Active volcanism everywhere. Artificial world. World covered by endless marshes and swamps. Travel layover. For f h r e histories that do not include space travel. the scale of the event seems magnified. little or no breatheable atmosphere. An airless asteroid. Forest world. Like Earth's moon. Glacial world. Explorer. we seem better able to take them in stride. dl0 522B:Reason for Being Here (roll a dl01 Stowaway. Has a thick. To imagine how these events might affect a character. Surface entirely composed of frozen substances like ammonia and methane. Water world. total the results and match the total against Table522C:OtherwotldEventstodetermine what happens to the character on the planet. Emergency landing.character's home world. Covered by huge tracts of virgin forest. Theship carrying the character makes an unscheduled stop in response to a planetside distress signal. very little "dry " land. The character hides on board a ship and is "ejected" on this planet. A world constructed by sentient beings. why the character is on the planet and what happens. Ice-ball. Roleplay: When events occur while we're at home. Earthlike world. Llfe as the character knows it can only exist in selfcontained outposts or in subterranean cavern complexes. Yet shouldthe same thing occur in aforeign land(oreven at a summer camp or college dorm). Airless rock-ball. The character and his family relocate to this untamed frontier world (this becomesthe character's new home world). Chemical Ice-ball. No breatheable atmosphere. large land masses. Next roll a d l 0 and match the result against Table 5225: ReasonforBeingHere. Colonist. but life can exist here. Business trip. the results intensified. Barren world. this is heavilycratered. Greenhouse world. dense (usually hostile) atmosphere that intensifies a "greenhouse" making the world hot and uninhabitable by Terran standards. Rocky and barely habitable. 268 522A: Other worlds (roll 2d8) Volcanic world. Desert world. assume that the event takes place on the same planet but in a distant land. Entirely iced over. looking for untapped resources. Much water. . The character'sjob brings him here for an important meeting. The shipcanying thecharacter is in trouble and needsto make an unscheduledlanding on this remote world. begin with your own responsetothingsthat happenedto you when the safety and comfort of home was far away. Either the atmosphere is poisonous orcorrosiveortheclimate isviolentlydangerous. giving the ship time to reprovision and refuel and the passengers and crew a chance to relieve the feeling of confinement aboard ship.The worldcontains a holy shrine which the character has come to visit. This is a remote frontierworld. (Example: a ring world). such as illnesses or accidents. Rescue mission. The character's job transfers him to this planet for an indefinite stay (this becomes the character's new home world). Religious pilgrammage. Finally roll 2d8. Something about this world is unsuited to supporting the character's race.

or if the character currently has no weapon skills.. freedom fighters overthrow an oppressive govemment regime. Mutations & Modifications. they have created a wonderland of biologicalmiracles.. 3 Explosives. I S By right of discovery (localsalvage law). Inthe weeksthat 2 it takes to find him. real or imagined. The character is caught up in the fervor of this people's belief and willingly joins them. the Tech Level of the planet's main culture drops by 1 level. The character survives a deadly encounter with a hostile 3 alien monster. only that afterwards.522: Otherworld Events 2d8 5226: Otherworld Events (roll 2d8) 49 2d8 522: Otherworld Events 522C: Otherworld Events ( continued . lt takes l d 3 years fordiplornatk channelsto free him. lnterstellarciviliantraffic is essentially stopped and the character is maroonedhere for Id10 years (althoughjoining the military or beginning adventuring ends this period). He is adopted by apparently primitive alien beings. 7 Select the event on Table 540: Exotic Events. Thecharacteris forcedtofleeforhis life and is marked as an enemy by the head of a very powerful corporation (have the GM select an appropriate company). 10 Fanatic followers of a local religion overthrowthe govemment. 6 Reroll the cause on this subtable. it contains one device from Table 855: Techno-Wonders. The event happens on this other world. he was somehow changed . and any possible cure can only be discovered on this planet where the encounter took place. the shipanditscontents become his. the true believers take their faith to the spaceways." S The character is excommunicatedfor some sin. 1 Select l d 3 Exotic traits from Table 644: Exotic Personality Traits. 4 Knife fighting. the character gains an alien pet. He doesn't remember what happened there. Unfortunately. However. Roll a d6. (R] 6 The character discovers illegal activity going on in a restricted areaof the planet. [L] S The character and his companions discovers an outpost of a hostile alien race. The character is imprisoned as an enemy of the state. the difference being that the event happens 1 on this other world. [L] 1 Hand gun. Select the general racial appearance on Table 748: Aliens. either in appearance and/or behavior. While the ship will never be spaceworthy again. Select the new appearance on Table 863: Appearances. 8 Rerollthe event on the SignificantEvent Table (208-211) that sent you here." Any physical or appearance changestake 1d6 years to manifest themselves.1 Thecharactergets lost inthe wilderness.. While thus isolated. an "incident" occurs in which several of the aliens and several of the companions are killed or injured. Using captured spacecraft. Reroll any duplicate rolls. The character is kidnapped by local scum and held for 14 ransom. 2 The character's companions lose heart and go home. symbiotic houseorganisms that thrive on body wastes and so on. 1 Retribution attacks kill or imprison most believers. though he still is recognizable as a member of his former race. Roll a d6 on the subtable below forthe reason. 3 The character's appearance undergoesa drasticchange. a major interstellar war breaks out. Modifythem. . The govemment which the religion cast down now actively seeks the character as a traitorous outlaw. Select the alien on Table 748: Aliens. the character stumbles onto the wins of an 1 6 ancient. use Table 8660: Special Featuresto select an item that can be used to enhance his own ship. Yet in spite of their lack of complicated tools. On a result of 6. it will only resemblethat creature. On a result of 5-6.hecannotdescribethe location of the alien civilization and few respectable scientists believe his wildly irrationalclaims. there is a chance that during the encounterthecharacterwasinfectedwith the monster'sgenetic material. 6 Reroll ld2+1 times again on this subtable. if necessary so the attitudes or biases seem to reflect an alien personality. going from a free and open society. 2 Assault rifle. Character may improve one existing weaponlcombat skill by 1 Rank. [R] While the character is on the planet. Determinethe planet's Tech Level by using Table 102A: TechLevel.. 4 The character gains ld3 changes from Table 859: Tab ents. The character discovers the wreck of an old spacecraft. Thecharacterparticipates in the revolt and is labeled as a hero. [D] 4 The character befriends an intelligent alien being.. The patientcreaturesretum the characterto civilizationbetter than new(add 1 point to l d 4 of thecharacter's attributes). the alien race has been undiscovered until now. Roll a d6. Roll a d6 on the subtable below for the changes. As a result. including the character's companions. [R] While alone. 1d4 items from Table 854: Gifts & Legacies and if the character already has a spacecraft. the character finds himself isolated from other believers to fend for himsetf on astrange planet. the local govem12 ment changes. After ld3 years with the followers of the religion. rollad4 on the subtable below for a new skill gained at rank 2 ability. such as a pistol or hand blaster. Select prison events on Table 536: Imprisonedl [R] 13 While the character is on the planet. thecharacterseemssomehow"alien. 9 While on the planet. Although initiallyunchanged. 2 Select 1d3 psionic skills from Table 862: Psionics. The ransom is paid. Select the pet on Table 751: UnusualPets. 3 The religion was revealed as a total lie. lf it is found to be a familiar Terran animal. but the experience hasscanedthe characterforlife. The character becomes lost in the planets unexplored 11 wilderness. he gains +1 Rank to his Wilderness Survival skills. Both sides hush-uptheincident. He acquires 1d3 Darksidepersonalitytraits(selected on Table 6&C: Darkside Traits)and an exotic trait (selected on Table 644: Exotic Personality Traits).. includingorgankstardrives. Unfortunately. lost alien civilization. Reroll any result indicatingclothing. to one of repression and oppression. The truth. 4 The character was captured by relatives and "deprogrammed. psionically operatedbio-machines. The alien is a native of this world. perpetrated by leaders who were charlatans and con artists. Unbelievers(off-worlders) are roundedupand imprisoned in make-ship camps. the creature is an alien being. S The character's outward appearancetakes on features of the alien race. The ruins themselves are a blank in the character's mind.Remember. thecharacter is marked as a potential danger by both sides involved.

making him a hunted man for life. Instructions: Roll a d8 and match the result against the table below to select the event. On a result of 6. Select this "god" on Table 855: Techno-Wonders. long live the King" and contorting his body in sacred dance to the blessed refrains of "Ain't nothin' but a hound dog . If the skill check is fumbled. but then. using the new skill gives the character hallucinations (see page 76. who seek to trade him for one of their own currently imprisoned people. Of course.. they give him shares in the company. Roll a d6 for details about these terrorist slime. who becomes his constant Companion. Treatment costs ld10xld100 credits per dose and is not commonly available. bows & arrows. Surprising even himself. a crotchety old priest is summoned. the character is recruited by subversive types seeking to overthrow the government. the child is of a race other than the character's. Select prison events on Table 536: Imprisoned! [Dl d8 523: Lo-TechEvents ( o l a d8) rl d6 524: Group Encounters ( o l a d6) rl Learn use of an archaic weapon (swords. legends are a dime a dozen right? . 2 They are religiously motivated. 3 They are ld3 Tech Levels below character's level. If so. trampling folk left and right. he drives them off. but not before his friend is fatally injured. 4 They have agents nearly every where. Minimum skill use is Rank 1.523: Lo-TechEvents 50 524: Group Encounters \ Lo-TechEvents J I Use only if directed here by another table Group Encounters Use only if directed here by another table 1 I These are events that might occur on worlds or in cultures with Tech Levels lower than seven (7).[R] The character offends an important person who then challenges him to a duel. F Y > Character is kidnapped and held captive by terrorists.000 credits as an apology. [R] 1 They are aliens. Select other details about the child on Table 752: Companions. he is rescued by a crack anti-terrorist squad. the music is catchy . Unfortunately. Using the Generic Skill Use rules on page 5." It takes ld3 months for the character's friends to find. The character leaves it alone. Select a wound on Table 860: Serious Wounds. Still. he awakens a psionic power within the character. The character is caught in the middle of a firefight between desperate criminals and the law. [R] The character undergoes an initiation ritual that makes him a part of a Lo-Tech society. A draft beast panics. pistol. Against the character's wishes. As a by-product of the ritual. Before he knows what he is doing. Select further details on Table 542: Death of a Loved One.. have the character make a skill use check for his best archaic weapon skill (sword.. his Constitution attribute drops by l d 3 points each day. Local legend says it belonged to an ancient hero. Freed after a year in prison. the character is marked with a colorful scar-tattoo on his face. If he fails. the treatment must be given once every 6d6 hours. Select on Table 748: Aliens. They in turn learn that he knows what they are up to. the foe is killed and his entire family declares a revenge vendetta against the character. Roll a d6. but in so doing.. Roll a d6. item 6 on Table 6448: Mental Afflktbns). [Dl The character finds himself in the middle of a student protest that is swiftly and violently suppressed by the government. rescue and deprogram him.. flintlock pistols all qualify) at Rank 4 skill.000 credits. but remembers what he's found . Character recieves ldlO x 1.) against a difficulty rating of 5.000 credits compensation. [Dl The character is surrounded by "missionaries" from the latest popular cult-figure religion. he takes a serious wound from Tabks 860: Senbus Wounds. On a result of 6. After ld6 weeks. f Instructions: Roll a d6 and match the result against the table below to select the event. A adds one Rank to his skill when he uses it. The character becomes deathly ill. Though treatable. Amazingly. etc. Select the mark on Table 857: Birthmarks and its striking cobr on Table 856: Colors. select the child's race on Table 748: Aliens. The character catches an unpleasant disease. [R] The character buys an antique archaic weapon (of his choosing) of astounding quality. just in case he needs a spare god some day. he finds himself chanting the lyrics to "Heartbreak Hotel. Without it. The character rescues a young street orphan. the character is hit by the crossfire. The surviving terrorists blame the character and vow revenge. 5 They are supposed to be the "good guys" who fight against a corrupt government. In return for his silence and a promise to end their program. If he succeeds. worth at least ldlOO x 1. These are events that focus on encounters with specific and often unusual groups of people or aliens. The god of the local folk is obviously a piece of high technology. [R] The character accidentally uncovers a corrupt corporation's plans for a government takeover. his foe is defeated and offers ld10 x 1. he may have a difficult time living long enough to sell his shares. Select the power on Table 862: Psionics. the priest cures the character. [N] The character and a friend (the character's "beloved" if he is involved in a romance) are accosted by a group of young punks." murmuring "the King is dead.. 6 Roll twice more on this subtable.

A crime war between rival gangs ravages the town. Also missing is the object of their research.. their new home is on an exotic frontier world. This character could be as cold. The character takes a serious wound (select on Table 860: Serious Wounds and one of his family members is taken hostage. adding l d 3 to each "Function" and "AppearD ance" die roll. Life has little value unless some kind of profit is involved. fallen morals and little hope. This young person takes a romantic interest in the character. Character has l d 3 events taken from Table 522: O t h e m d dEvents. [N] While travelling between cities. Select branch of service and other details on Table 530: Military Experience. the character enters military service. If this trait develops. disputing borders. seeking to right wrongs in spite of his own personal shortcomings. Note the "Personality Trait Check" letters that follow these events. Select a compatible device on Tabfp 855: Techno-Wonders. 3-4 = Sexual Disorder (Table 6446.. On a result of 6. [ l A powerful crime lord declares himsetf master of the character's home city. If the result is 5-6. GM: select a device on Table 855: Techno-Wonders. Think of early American pioneers and explorers. Select pet on Table 751: UnusualPets. An alien race is encountered! Though this is not a first encounter. inhabitable worlds are discovered. [N] Character is part of an exploration mission in which ld6 new. The character is caught up in a frontier war. a recently discovered Techno-Wonder is secretly built into it. 3-4 = Aliens. 1-2 = Another government. Roll a d6 to determine the opponent. While linked to the computer. These events are particular to the Final Frontier future history (see page 13). Character discovers a "wholesome" religion. he drops l d 3 points below normal for l d 3 rounds of action. one young person's family does not. you get the idea? 526: Final F'rontier Events (roll ld8) Character 's family become colonists. Be sure to record them. cruel and cynical as his times or an untarnished hero. Instructions: Roll a d l 0 and match the result against the table below to select the event. Entire family disappears in a secret police raid. Select on Table 863: Appearances. He loses l d 3 parts of his body before being rescued. Missing parts are replaced by experimental bionic prosthetics. Select details on Table 537: Religion. he enters Military Acadamy (see Table 210: Education). [R] Character is attacked and partially dismembered by vile organ-leggers.525: TarnishedTomorrows 51 1 Tarnished Tomorrows J I Use only if directed here by another table r 526: Final Frontier Events 526: Use only if directed here by another table Final Frontier Events ) I I I These events are particular to the Tarnished Tomorrows future history (see page 13). Select the bionic parts on Table 861: Bionks. Roleplay: This is a future of outward expansion. 5-6 = Mental Affliction ( Table 6448). If the character is a juvenile. he gains +id3 points to both his Intelligence and Dexterity attributes. When the link is broken. Use Table 522: Otherworld Events to determine what kind of planets have been found and then give each an interesting name. the character is attacked by bandits. If already in the military.. [I?] Roleplay: This is a cruel future full of grim events. If the character has a vehicle. A lost "cold sleep" colonial ship is discovered. The Tech Level there is I d 3 Levels lower than that of their original culture. Select their project on Table 855: Techno-Wonders. T Y dl0 525: Tarnished Tomorrow Events (roll ld10) Character is fitted with an experimental Cyberdeck that allows his mind to directly interface with a computer. He gains one Darkside Trait from Table 64. Roll a d6. Determine details on Table 538: Ah Love! [L] An abandoned research outpost is discovered. thieves who steal internal organs for resale.36: Darkside Traits and has a 50% chance to develop an exotic trait . Then change l d 3 previously selected "Dm (Darkside) personality traits to "L" (Lightside) traits. 1-2 = Behavior Tag (Table 644E) . new civilizations. the character is promoted one rank for valorous service. 5-6 = Local natives. roll a d6. [N] Character acquires l d 3 notable appearance quirks. Roll one resulting event on Table 520: Tragedies. One of the occupants was a relative of the character. Select the relative on Table lO4D: Other Relations. the aliens are up to something mysterious.no one has . Though most of the colonist's survive reawakening. Instructions: Roll a d8 and match the result against the table below to select the event. um . Roll a d6. [R] The character is drawn into a social activity considered decadent even by the day's standards. . boldly going where . Think of the discovew of new worlds. The character could easily be caught up in the excitement of his times. alien ruins and finds l d 3 alien artifacts (select on Table 854: Gifts & Legacies) and a strange device. All occupants are missing with few clues as to their disappearance. If an adult. [N] Character discovers ancient.. but keep its function a mystery. the character gains an unusual pet. Select the relationship on Table 1040: Other Relatbns.

he enters Military Academy (see Tabb 210: Education). [R] 1 The being is from another time. 8 Roll twice more on this subtable. 4 The being is hunted by other aliens. with at least one intact space craft. inquisitive and self confident tothe point of arrogance: d8 528: Post Holocaust Events (rollId81 Character discovers a cache of lost technology. Its members decide the character knows too much and now hunt him. H the robot is selY-aware or hyper aware then. Select his job on Table 416: Government Jobs. . the character enters military service. [L] The character's home world secedes from the "empire. Count the number of Darkside "DWtraits already marked in the PERSONALITY section of the worksheet and add it to the result of a d6 roll.000 credits in bribes and honoraria from lobbyists." and is banished from his home by local leaders. Select details of the rivalry on Table 753: Rivals. Select it on Table 540: Exotk Events. power-hungry secret society. 5 The being is from a culture l d 4 levels higher than the character's own. He is in a position to receive bribes. [L] The character discovers a pre-holocaust spaceport. linking them under its iron rule. [Dl 1 A super-secret military base is being set up. [Dl Roving marauders run down and kill l d 3 members of the character's family. [Nj The character is recruited for the opposition forces. Survivors are probably mildly paranoid. Half the character's home town is crushed when the remnants of a huge battle cruiser impacts it after re-entry. the character receives 1d l 00 x 1. GM Only: see Entry # 528 on Table 967: GM Specials. The character develops a new mutation. the character learns the f location of their semipermanent camp for later revenge. Instructions: Roll a d8 and match the result against the table below to select the event." aligning itself against the government in power. This is military service (see #4 above). adding 10 to the roll. Select details about the space ship on Table 866: Spacecraft. the character is promoted one rank for valorous service. The character discovers a being in a space suit. O course. lf the character is a juvenile. The character is declared to be "genetically impure. Character is captured by a bounty hunter and languishes in a prison for l d 3 years. If Tech Level drops below 10. Make the appropriate marks on the character worksheet. The being becomes his Companion. Roleplay: This is a future dominated by the total destruction of civilization. the installation is surrounded by unpleasant looking Mechanical critters and mutants. Select it on Table 859: Talents Mutations & Modifications. 7 Post Holocaust Events I Use only if directed here by another table 528: 1 7 I I These events are particular to the Imperial Space future history (see page 13). [R] The character discovers an evil. Roleplay: This is a future dominated by powerful and often corrupt centralized governments that span the vast gulfs between the stars. 3 A luxury palace is being built for a ruler. reroll character's Culture (Table 102B). He gains l d 3 additional Darkside personality traits. Individualism (by those not in power) 'Is suppressedfor the greater good. 2 The being is an alien explorer 3 The being dies. [R] d 527: Imperial Space Events (roll ld8) B Character's family is persecuted by minions of the government. like invisible avengers.627: Imperial Space Events 62 528: Post Holocaust Events Imperial Space Events I Use only if directed here by another table [ . Select details of the Companion on both Table 752: Companbns and Table 750: Artificial Persons. Survival is the key issue here. Roll a d8 on the subtable below for details. 2 lt becomes a holding camp for an alien race. Change character's Tech Level and Culture accordingly. He is also suspected by the opposition forces as being an enemy. Select branch of service and other details on Table 530: Military Experience. lf the total is greater than 7. Select the victims on Table 1040: Other Relatbns. Instructions: Roll a d8 and match the result against the table below to select the event. The site is contaminated and the character suffers a serious injury which plagues him the rest of his days. In it are 1d6 items from Table 854: Gifts & Legacies and one item from Table 855: Techno-Wonders. 6 The being gives the character a Techno-wonder selected from Table 855: Techno-Wonders. Select it on Table 860: Serious Wounds. Select prison events on Table 536: Imprisoned! Upon leaving prison. These events are particular to the Post Holocaustfuture history (see page 13). The resulting war devastates the planet. in service against the government in power. the character cannot find his family. They have disappeared! [R] The character is elected to serve his planet as a senator. If already in the military. Of course. The character rescues a robot and befriends it. If an adult. aggressive. 7 An exotic event occurs along with this encounter. Roll a d4 on the subtable below for details. 4 A secret research laboratory is being built. dropping its overall Tech Level by ld10. Character's home town is evacuated for a secret project. One minion in particular becomes a R i a l to the character.

The character feels he is punishing those responsible for misdeeds done to him. The character and several pals steal things they want or need. F 529C: Underworld Events (Rolla d20) 1 d20 The Events (roll a d20) Join a gang. Roll a d l 0 to select this.. Underworld Experience 53 r 529: Underworld Experience 529B: Type of Crimes d6 The Crimes (roll a d6) Underworld Experience I Use only l directed here by anothertable1 a character becomes involved with criminals. such as the Mutant Maulers. under the direction of gang leaders. Organized burglary gang. The thieves are not a crime network and limit themselves to stealing and smuggling. 529A: The Wrong Path dl0 Beginning a life of crime (roll a dl01 1 2 3 4 5 6 7 8 9 The character needs money to pay debts. he often follows their wavs and learns their skills. Peer pressure "forces" character to do criminal acts.629. Character participates in a large heist. Finally go to TaMe 529C: UnderworM Events. Then roll a d20 for each event. The character wants to defy authorii. laser. the Stellar Six. Roll two more times on this table and combine the results in some logical manner. the Sisters. Character becomes an informant for the law. Instnrctions: The first of the three things that a criminal character must do on this table is determine how he became involved in criminal activlies on Table 529A: The Wrong Path. Organized crime. only to have his partners vanish with the loot. This is a crime network which sets high morals and standards for its own members.. Reroll duplicates. The character is forced into a life a crime by criminals who threaten his loved ones. Whenever a crime occurs in a city. etc. Select injury on Table 860: Serbus Wounds. Piracy (roll for Pirate events on Table 5290: Pirates!) Banditry. Roll a d6. On a result of 6. The character is part of a gang of rural bandits who prey on the nearby countryside. The character wants to live a lifestyle he could otherwise not afford. Give the gang a name. brass knuckles. even if law enforcement officials are unfamiliar with his past. The character seeks a lifestyle filled with dangerous thrills and excitement. The character is heavily involved in one or more of the following activities. The character just looks like a hardened criminal. The character seeks to wield power in the crime world. but treats the rest of the world as ripe for plunder. GM: This is an chance to create either a revenge adventure or a recapture scenario (depending on which side of the law the character now stands). and is only involved with them. Roll a d3 for the number of events that occur. and make l d 4 rolls for the types of crimes he regularly commits (ignore footnotes). A character who becomes involved with organized crime should go to Table 864: Crimes. The character gains l d 4 Ranks in a weapon skill of his choice (such as pistol. The character has a pathological urge to do wrong. the character is labeled a snitch by the underworld and has a contract out on his life.) Independent criminal. Members are usually of the character's same age and sex. but he will certainly be wiser about criminals' ways and customs. A character with underworld experiende may not become a professional criminal. Roleplay: Possibly the character has not become a criminal himsetf. the character is automatically a suspect. 1 I . They act in violation of any organized thieves guild. The character is part of a gang. There were l d 4 others involved and the valuables have never reappeared. Continued . Character is seriously wounded in a fight. Then roll a d6 and match the result against Tabk 52983 Type of Crimes to select the general type of criminal activity that the character undertakes. Roll a d l 0 on the subtable below: 1 Prostitution 2 Assassination 3 Burglary 4 Smuggling 5 Illegalgambling Computer hacking (data theft & destruction) 6 7 Selling illegal drugs or pleasure stimulators 8 Robbing banks. matching the result against that table. How does the character feel about this criminal ~ a s t ?Is he still a criminal or has he reformed and gone 'straight?" Petty theft. Reroll duplicates. stores and credit machines 9 Kidnapping 10 Roll again ld2+1 times on this table. Jailed for a few days in a sweep of the streets by law enforcement officials.

The character learns an unusual skill. the official thinks the character should be silenced. sword or energy blade use (or an initial Rank 2 skill). then assume that the pirate vessel is either a traditional sailing ship or some vessel that "sails" on other surfaces. The pirates discover ruins of a lost civilization with a mysterious temple. informants. Thieving skills include wall climbing. and spies. Compare the die roll result against the table below. he becomes a pirate captain). fences. blueprint reading and evaluating stolen goods. disarming traps. The crew is driven mad by a mystic alien power within the temple. giving him +2 Ranks in knife. Due to wide travel with the pirates. since waste and service systems tend to be built along similar lines. that huge treasure is still there. if the character ends up commanding it! 529D: Pirate Events ( o la dl01 rl The pirate captain hides his treasure in a lonely deserted place. This knowledge is also useful in other cities. this separate table is here to provide a little extra flavor for characters who become futuristic pirates. Select the skill on Table 865: UnusualSkills. The pirate crew mutinies and the character is voted captain by the mutineers." The character develops extensive contacts in the underworld. since only criminals are being slain. As far as the character knows. An old pirate teaches the character a few tricks about bladed weapon use. but when he goes to reclaim the device. The character discovers that a prominent and popular government official is really the head of a major crime ring. it's gone. Select this trait on Table 644: Exotk Personality Traits. On a result of 5-6. R Instructions: Roll a d3 to determine the number of piracy events. especially.529: Underworld Experience 54 529: Underworld Experience 529D: Piracy Events d20 529C: Underworld Events (continued . Roll a d6. he becomes the bandit chief. The character is imprisoned for a crime. moving silently. So long as he does not turn in his former cronies. hiding. The character acquires l d 4 Ranks of proficiency as a thief (all thieving skills are learned at this proficiency rating). Members of the slain boss's gang seek the character's death. smugglers. the character goes straight.000 credits of treasure. like ice boats. On a result of 1-4. they remain friendly and can even serve as allies in "legal" activlies. Select l d 3 items on Table 854: Gas & Legacies. or flying airships. The captain is known for taking vengeance on captives of the opposite sex. The character steals and hides a valuable. picking pockets. The pirate crew is captured and all but the character are executed. Hi = male. just enough to buy a stiff drink or a good weapon anywhere in the galaxy. The character becomes the leader of a gang (or if he is part of a bandit group. ending his life of crime. thugs. including thieves. desert sand skimmers. A raid on a particularly large treasure craft gives the character 1d6 x 1. only vague memories remain of the encounter and the great treasure to be found there.. A result of 3-6 indicates space pirates. then determine the length of imprisonment. Lo = Female. If a pirate. The character's friends are being killed off in horrible ways." No fence will take them and even the owner is making no attempts to recover his property. He discovers that it's now possessed by one of the character's criminal "friends. the official is unaware of the character's knowledge. but maintains his underworldcontacts. The character escapes captivity. For space pirates. entrances and exits to an important local leader's estate. the character learns ld6+1 additional foreignlalien languages at Rank 1 ability. Roll a d l 0 to select each event. vowing to give up crime forever (so he says)." Reclaiming the device would give the character much money. The character learns the secret passages. Still. The character becomes one of the pirate captain's officers. Read the information about pirate ships that follows. The captain is also reknowned for one other exotic personality trait. and learns the location of many rival pirates' strongholds." The device has remained hidden until the present (or until a beginning character starts an adventuring career). The character discovers that several items taken in a recent heist are allegedly "cursed. Don't immediately assume that the pirates sail the seas. The character learns how to operate a ship (either a sailing ship or a space ship) at ld4+1 Ranks of skill. roll a d6. The character learns the sewers (maintainance conduits) of his home town (or a nearby city) as well as he knows the back of his hand (or tentacle). A crime lord becomes the character's patron. . Select the crime on Tabb 864: Crimes. Whether they row1 the seas of a future Earth or an alien world or become t e scourge of the spaceways. When the character regains his sanity in a place far away. Select the device on Table 855: Techno-Wonden. Tailor the pirate vessels to fit the world they sail! If both surface ships and space craft are allowable choices in your game. and begins grooming the character to be a leader of organized crime. Reroll any duplicates. lock picking.. Roll Hi-Lo for the captain's sex. security & surveilance devices. The character chooses to go straight. The old captain escapes and vows revenge on the mutineers andtheir leader. Law enforcement officials are uninterested in stopping the killer. Soon only the character and one other are left. you may wish to select details about the space vessel on Table 866: Spacecraft. GM Only: see entry #529 on Table 967: GM Specials. A result of 1-2 indicates a surface craft. Then return to Table 529Cto roll any additional criminal events. After being freed. he is often recognized by criminals who remember him from the "old days. Pirate Ships: If space travel is not a part of your game's future. but quite distinctive device worth 50 times his normal "starting money. rolling prairie schooners.) ( Use only if directed here by another table I A key gang boss is hit (slain) and the character is blamed.

Select the branch of service on Table 532: Military Duties. Events may result in an early musteringout. Rolltwo additional everits for each year of extension. Subtract 5 from those event rolls due to the increase in battles. The result correspondsto a yearwithinthe hitch period. Rationale: Lezdershipskills are obvious to oiher leaders. Character's prowess and obvious smarts earn him a reassignment to a Special Duties unit for the rest of his enlistment hitch. Using Table531: Battle Readyl to determine the outcome of each battle and the effects on the character. Select the events: Roll a d3 to determine the number of events that occur during the military hitch. he attends Officer Candidate School. 20-21 Afierce warbreaks out. he often gets additional benefits. 18 Character leams a new weapon skill (player's choice). a roll of 2 during the second year and so on. Back Again?: If another Significant Event directs the character into the military again. Military Experience I ' Use only if directed here by another table Instructions: Follow the steps below. Military service may increase the "adult" years prior to a character's adventuring career. 25 If the character is not a commissionedofficer. 16 Disease ravagesthe army. Determine the age at which an event occurs by rolling a d4. Resolvehe battle on Table 53 1: Battle Ready!. 10 Character is transferred to a Noncombat unit for the remainder of his enlistment hitch. the commanding general of the unit becomes the new ruler. as if he had an allergy to it (see Table 644D: Allergies). On d20 530: Military Events (roll a d20) d20 530: Military Events ( Continued . 14 Character's unit is involved in a plot to overthrow the governmentandtake control. Character's unit is assigned to a combat unit in the field. All Noncom- 12 Character's unit is involved in numerous skirmishes. Selectthe service:Go to Table5 : MilitaryDuitesto select % ' the character's branch of military service. The character's unit is in the thickest fighting for months and sees more action than most. Selectthe leader: Roll a d10. The fighting is intense. . Roll the event again. Select the rank: Then o to Table 533: Military Rankand select the character%rank myhe military. Select new unit on Table 532: Branch of Service. 11 Character is trained to become an officer of mimimum rank (or promoted one rank if already an officer). or reenlistment.. Roll a d6. On a result of 6.. the army serves anotherpatron. Character is then reassigned to a combat unit within hisgeneralbranch of service (Army. Roll ad10. Noncombat Notes: All Noncombatant troops add 5 to the d20 roll. but subtract 1d4 from the first d20 roll (character's side). Navy. If he is a commisioned officer. using the subtablethat appliesto the character's current branchof service. ld4+1 battles occur. 1-3 Forces from a neighboring planetAand. Determine the enemy by rolling a d l 0 on the subtable below. he is promoted one rank. See Mustering Out benefits under Table 533: Military Rank. For each event. all the troops in the unit are declared to be traitorous terrorists and are made outlaws. This time period begins at the age when the character enters the Military. On a result of 8-10. 5-6 A multi-factioncivil war.. Thesituationisgrim. the character becomes sensitive to the cold and damp. Roll ad6. If the result is 1to 8. Resolvethe battleon Table 531: Battle Ready!If the character's side wins. To find the battle's outcome. Mercenaries). go to Table 534: Military ! W s and select the skills which the character leams while enlisted. ) 1-6 Conflict! Character is involvedin a major battle. 15 bat troops are put in the field as light infantry. 4 Alien army forces. Reroll untila noncombat unit is obtained. Selectthe skill= I in a combat unit. The next step is to find out who runs the army. 9 A holy war against enemies of the main religion. Select the new unit on Table 5328: Special Duties.. 8 A war of succession to determine a new ruler. resolvethe battle on Table531:Battle Ready! 13 Character's unit is ambushed by a superior force. 9 Character reenlists in a different branch of service for 17 another four year hitch. he is promoted one rank. and another 1d4 Military Events. year. 7 Rebellion against the government. These events occur in addition to any significant events that would normally occur during the current period of the character's life. 10 A massive invasion of unknown alien enemies 22-23 24 Character increases one occupation skill by one Rank of ability (player's choice). A roll of 1 indicates it happens during the first. The character's hitch is extended by l d 4 years because 19 amaiorwarbreaks out. The character is promoted one rank. roll a d20 and match the result against the table below. Add ld3 skill Ranks to his existing Military Skills. Select the patron on Table 539: In the Service of Duration of Enlistment: A standard military enlistment is four years. the character has entered the service of the ruler of the planet or land. If the character's side loses. and another l d 4 Military Events. go to Table 531: Battle Readyl 7-8 Character reenlists in his branch of service for another four year hitch. Select the new unit on Table 5328: Special Duties. Getting Out: When the character leaves the military. On a result of 6. the character retains his former rank (regardless of whether or not he reioinsthe same unit).. but do not add +5 Noncombat bonus. . A battle isfought.530: Military Experience 55 530: Military Experience a result of 9-10.

d additional battle results. On a result of 6. Many comrades owe their lives to his heroics. Regardless of the battle's outcome.decisive victo.thecharacter is made a knight. Character is the only survivor of his unit. Referto Table 861: Bionics for details. If the character is an officer in the service of aNoble. On a result of 1-4. Roll a d6. Rollad6. no one else noticed. 22+ The loser's side is utterlydestroyed. 1 1 Character is captured and imprisoned. 8-9 10 Character fought well and with notable heroism. he is recognized for it (A loser is demoted l d 3 ranks. Roll 2d10 on this subtable for one additional event (reroll results that indicate casulties that conflict with this table entry). Select it on Table 644: Exotic Personality Traits. The character is promotedone rank for his valor (or made acommisionedofficer if not an oficer). 16 Characteris personally responsibleforthe deaths of (Id10 multiplied by his military rank #) of his comrades or followers. the character is 19 accused of dereliction of duty and is court-martialed and demoted one rank. 4 5 6-7 Rollad20 ld3+1 times on this subtable. he advances yet another rank). Character fought well. Becauseof this. 20 Character slays the leader of the enemy. ~ e c o r the outcome on your worksheet. 17 An act of the character reverses the battle's outcome (a losing battle is won. See Table 749: Nobles for benefits of being a knight (entry #91). the character 15 performed a successful heroic mission that did real damage tot he enemy's ability to wage war. Character sees action. 12 21 The victor's side suffers light casulties. the character's military career ends. a winner is promoted one rank). I d 1OOoh of the character's side was killed.. the character may improve one weapon skill by one Rank of ability. On a result of 5-6. On a result of 5-6 the character is demoted 1d3 ranks for cowardice. Determinethe injuryon Table860:Serious Wounds. If this is rolled again. The horror of it all causes the character to develop an exotic personality trait. a winning battle lost). Roll a d6.. he is fitted with a bionicpartto replacethe damagedmember. Reroll conflicting and duplicate results. but he must live with his actions. Character's best friend dies at his side. On a result of 6. Determine events of imprisonment on Table 536: Irry~risoned! Character's immediate superior officer is slain and he as18 sumes command (effectively a field promotion.. Regardless of his performance in battle. Character was injured and has an impressive scar to show for it. 631: Battle Events (use battle outcome result) 0-1 The carnage was awesome. The character almost died when he recieved a grave injury. 2 3 Serious casulties. thecharactermay improve one weapon skill by one Rank of ability. Roll a 14 d6. Many foe died at his hands. Military service ends with this event (do not roll any more military events). Character was a coward in battle. by one rank. . the conflict ends in l d 6 months and innumerable lives are saved. 531: Battle Events 13 (continued . the character is decorated for his heroism. Character is promoted one Rank for valor. Regardless of the outcome of this battle. but nothing noteworthy. On aresult of 4-6. If the character's military rank number is 10 or higher. Roll a d6.

Disguise at ld4+1 Ranks of skill. Gain ld4 Ranks of thieving skills. but add ld4 additional combat skills.@ Medical corps. Character's unit recruits new personnel for the military. / Use only if directed here by another Table I Instructions: Rollad20 and matchthe result againstthe table below to select the branch of Special Duty service that the characterenters. Infiltrate the enemy. Instructions: Roll a d4 and matchthe result against the Table 532A: Branch of Serviceto select the character's duties. 2 Gunnery. Roll a d l 0 on the subtable below to select the type of service. @ Instructor (only if character has prior military experiI ence. Select skills on Table 5340: 3 Special Survival Skills. Gain 1 Rank of skill for each additional 2 years in this service. Select an occupation on Table 413: Occupations. 10 Special duty. but add ld2 additional combat skills. lnfantry in powered armor. Deadly warriors who can operate behind enemy lines. Armored foot soldiers. bridges. 4 Battlebot. @ . 7 Armored Cavalry. 5 Gunnery. Q @ Recon. and return with key 3 information. but gain one additional combat skill. Tanks. 5 4 Special duty. O Quartermaster corps. @ Recruiter. Interpret informationabout the enemy. Reroll any absurdities. selected on Table 534: Military Skills. Flies fixed-wing aircraft. Select skills on Table 534: Military Skills. Hovercraft. Although they do not necessarily have to die to complete their missions. Roll a d l 0 on the subtable below to select the type of service. 2 Heavy Infantry. Armored foot soldiers. 1 Light Infantry. @ Technician. These are troops who slug Rout ontheground. 6 Light Cavalry. Unarmoredfoot soldiers. Aerospace strike force. 4 Field Technlcian. Provide supplies. SpaceNavy. On-site repairman. 7 Armored Cavalry. O Military police. Shipboardsoldiers. O O Sniper. Unarmored foot soldiers. Q 8 Suicide squads. 4 Field Technician. d4 532A: Branch of Service (Roll a d4) 1 d20 532B: Special Duties (roll a d20) 2 3 4 Army. Mercenaries. Likethe Rangers. Select military skills on Table534: MilitarySkills only if directed to do so by a numbered footnote. Tanks. Specialist in infiltration and hitting long range targets. 5 Gunnery. 10 Special duty. Armored. O Gains skills as heavy infantry. 3 Space Fighter Pilot. Warriors for hire. ( Gains +d6 Special Survival Skills. These are the pride of the heavens. Gains +3 Ranks of Camoflage 8 Concealment skill and +3 Ranks of Ranged Weapon skill. 2 Gunnery. Hovercraft and assault vehicles. @ Office worker. Flies small attack space craft. 8 Air Cavalry. lnfantry in powered armor. On-site repairman. Begin with Rank 2 first aid skill. 1 Marines. Wilderness masters. Aquatic Navy. 5-6 Special duty. Select duties on Table 5328: Special Duties. On-site repairman. 3 Fighter Pilot. Aerospace strike force. Select duties on Table 5 2 :Special 38 Duties. Armored. Select duties on Table 5 2 :Special 38 Duties. 3 Battle Armor. robot-like battle machines. Roll ad6 on the subtable below to select the type of service.632: Military Duties 532: Military Duties Military Duties I Use only if directed here bv another table 1 532B:Special Duties These are the ~leneral tasks which men and women in the military service may perform. otherwise. 4 Battlebot. they are adept in the Wilderness. 9 Field Technlcian. Select duties on Table532B: Special Duties. 9 Field Technician. Operate. but their focus is informationgatheringand not as much on combat. @ Engineer. 3 Battle Armor. Q Gains skills as light infantry. robot-like battle machines. 1 ~ i g hinfantry. t 2 Heavy Infantry. 6 Light Cavalry. 8 Character gains military skills on Table 534: Military Skills as if assigned to a light infantry unit. Design & build camps. Select military skills on Table 534: Military Skills. maintain & repairequipment.unlesstransferred to a combat unit. 4 Intelligence. Rollad6on thesubtable belowtoselectthetype of service. Shipboardsoldiers. 1 Marines. These are the ships who prowl the seas. 8 Alr Cavalry. 8 Rangers. On-site repairman. etc. A Noncombat occupation. Character is trained as a field paramedic. ones in which the chance of dying is high. they get the rough missions. reroll on this table). Q Espionage.@ Footnotes Nomilitaryskillsgained inthis service (beyondbasics). @ Treat as light infantry. usually the followers of a charismatic leader.



males will give birth to one child each year of captivity. The character is a sexual plaything of the owner (rekrdlessof sex). If e result is 4 to 6. Escape or Freedom: An event that indicates the character escapesorisfreedby his owneroccursonlyat theend of the period of enslavement. Exception: to select the owner's Social Status-add 83 to the result of a d20 and compare the total against Table 103: Social Status. rather than roll dice to determine the age. 2 Slavery is abolished. otherwise the owner's spouse) is secretly in love with him and without the character's knowledge. Roll 36 a third time. Roll a d6 again. 1 2 3 I 1 I Use only if directed here by another table A is an unfortunatefact that sentient beings have an acquired tendency to treat other sentient beings (particularlythose who fit the "not like us" category) as if they were property. Events: Rollad3todeterminethenumberof eventsthat occur during the period of enslavement. If a slave does not already have an occupation that would be useful to his owner (GM's discretion). andbred like livestock. No culture has a monopolyonslavery. Determine details on able 753: Rivals. Primitives and High-Tech beings alike own slaves. Roll a Enslaved! . Otherwise it fails. Instructions: Forclarity. Because he needs money to live. Several slaves hate the char:ter for this and one becomes a Rival. So long as those with powercan force their will upon those without. The character was forced to kill the owner during the escape. the revolt succeeds. That means they performan occupation. Read all instructions before continuing. The character improves his primary occupationalskill 5 r ld3+1 Ranks. Males will father ldlO children each year of captivity. to be bought. Roll a d6 on result of 6. Character participates in a slave revolt. For each event. Roleplay: Imagine what it would be like to be someone's property. to have no control over your life. he is taught a new occupation (at Rank 3 ability)that is appropriateto the Cultureand needs of the owner. a strongor willed trouble-maker familiar with the painful end of a whip? What Is the character's attitude towards slavery upon being freed? . Occupation: Slaveswork. he is rtured and receives a grave injury from Table 860: Serious 'ounds. Give the owner an occupation (see Table 107: Parents & NPCsfor help here). . determine the fate of these children. that they could be sold like livestock at the next slave auction. Roll 1d2+1 times on this subtable. there will be slavery. The owner (or his heirs) desperately want the itemback. 4 An Exotic Event occurs. If a character does not roll an event that ends the enslavement period. If older than 13. The character is the owner'sfavorite. If caught. At ayer's discretion. character escapes (determine details by using the tent #I). the owner is killed. then the character is freed at the end of the enslavement duration without incident. Duration: Roll ad6 to determine how long (in years) the character is enslaved. the character is used as breeding ock. but drops one Rank in all her occupational skills. If the revolt ~cceeds. Select the event on Table540: Exotic Events. roll a d l 0 and matchthe result against the table below. The event causes the character to be freed! Decide why the character becomes free. If the result is 6. helps the character escape . t now leads 1d6 low-ability NPC followers (see Table 7526: orrpanions-What Kind of Guy?).000 credits is offered. Add 1d4 additionalyears to the periodof enslavement ~droll for one additional Enslaved Event. CharactergainsRank skill at the skill of sexual seduction. his life will be forfeit. 4 5 6 A reward of ld10x1.635: Enslaved! 60 635: Enslaved! 10 535: Enslaved! Events (roll a dl01 The character escaped with 1d6 other slaves. The owner (if of the opposite sex from the character. he remains as an employee of the owner for another 1d4 years. Follow directions if use of othertables is indicated. Owner: Use the standard NPC creation guidelines found on page 9 to select details about the owner. Isthe character a "goodmslave. If the revolt fails. For each event you may select the age at which it occurs (within the periodof enslavement). 3 The character is able to buy his freedom. The character stole an item of value during the escape. Reroll duplicates. on the subtable below to select the consequences. A relative of the owner helped the slaves to escape. the character leads the revolt. Select the relative on Table 1040: Other Relations. Select the item on Table 854: Gifts & Legacies. and has no otherduties. Enslavement begins at the age determinedfor it (see "Age" under Table 208: Significant Events of Childhood& Adolescence or Instructions under Table 210 SignificantEvents : ofAdulthood). The characterisfreed! Rolla d4 on the subtable below determine the cause: 1 The character's owner decides to free the character. Enslavement beginningin adulthood may further increasethe "adultw years priortoacharacter's adventuring career. to realize that you exist only at the whim of your owner. If the characterwas the leaderof asuccessful revolt. What would it be like to know that your children aren't yours. Slavery & Social Status: Enslavement causes the character's social status to drop to Destitute while a slave and drop l d 4 levels below original status upon regaining freedom. Enslavementthat begins in childhoodmayovetlap Into adolescence. Character learns an additional occupation at Rank 3 :ill. He becomesthe tnior slave in the household. All slaves are freed and given 10 x 1d l 00 credits as a partial reparationby their owners. Select occupation appropriate to the owner's Culture. sold. the instructions aresubdividedby topic. Enslavement that begins in adolescence may extend into adulthood).

thus serving only 6 112 years. Prisons in future societies couldfollow a number of theories in the way they deal with the punishment and or rehabilitation of ofenders. Prison is an enlightened society's way of dealing justice to transgressors of the law. A general amnesty is declared. Roll a d4 on the subtable below to select this punishment. and becomes the character's patron.. Example: a character escapes after serving 60 percent of an 11 year sentence. A disease ravages the prison. permanent injury.I 5 The character serves out his sentence in a special type of punishment. roll a d l 0 and match the result against Table 5368:Prison Eventsbelow. Roll a d6 a third time. H the result is 4 to 6. The character survives and gains fame as a tender of the sick.Follow directionsif use of othertables is indicated. They maybethe traditional dungeonwith dank. but do not add SolMod. darkcells. Otherwise it fails. 4 Character is beaten frequently by cruel guards.the guards and those who run the prison. Select the injury on Table860: Serious Wounds. lmprisonment beginning in adulthood may further increase the "adult" years prior to a character's adventuring career. 3 9 Character participates in a prison uprising. Select details on Table 539: In the Service of . Duplicate results indicate a doubling of the earlier roll (a rewardwould be doubled. If the revolt fails. imagine his attitudes toward fellow prisoners. 17+ Low security luxury camp 1 Instructions: If the table that sent the character here did not specify the crime. but do not add SolMod.) 2 2-4 dl0 536B: Prison Events (continued . - Roleplay: Generally speaking. Select the injury on Table 860: Serious Wounds. Foreach event. but is caught.. . Foreachevent (except escape or early pardon-see events below). two guards aided the escape. beginning with 5398. Roll ad100 to determinethe percentage of the prison term served. or be on the losing side of an argument with someone who wielded political power corruptly. 3-4 ld6 other prisoners accompanied the character. go to Table864: Crimesand select the c & p and punishment (number of years to be imprisoned). the character's life will be forfeit (work this out during game play). They had the misfortuneto either be at the wrong place at the wrong time. Add 1 point to Strength attribute. Determine details on Table 535: Enslaved Character learns thieving skills at ld3+1 skill Ranks. Imprisonmentbeginsatthe age determinedfor it (see "Age" under Table208: SignificantEvents of Childhood&Adolescenceor Instructionsunder Table210: SignificantEventsofAduRhood. ldlO Table 536A: Prison Type(rol1IdlOiBoZMod) Horrible pit-like dungeon cells High security cells 5-9 Medium security work camp 10 Reroll.000 credits is offered. those imprisonedfor committing crimes deserve their punishment. etc. it can also be saidthat some are there who should not be. If the character is the leader of a successful uprising. he or she continues to lead l d 6 low-ability NPC followers (see Table 752C: Companions-What Kind ol Guy?). 11-15 Low security farm 16 Reroll. Roll ad6 again. The character is freed after serving only 1d l 0x10% of his sentence (do not make any more event rolls on this table). the character is tortured and receives a grave. Hegoes relativelystraight afterescaping. W the uprising succeeds. 2 Character works in the spice mines. look like somebody else. 8 Roll ld3+1 on this subtable. then return here.. 3 Character is placed in a work gang. Select an occupationon Tam 4 13: Occupations. more than one guard was slain. Roll a d6. On a result of 6. If the character is imprisoned (justly or unjustly). While it istruethat most folkfound in prison deserve theirfate. Imprisoned! I I Use only if directed here by another table Barbaric societies have a simple way to punish criminals they kill them and have it done with. 10 Character is tortured and recieves a grave injury. Events: Rollad3 to determinethe numberof eventsthat occur during the period of imprisonment. 7 A prisoner who escaped with the character is a powerful criminal (Findtype of criminalon Table864: Crimes). or walled compounds with no individual rooms or privacy. 1 Character learns atrade. 5 A guard aided the prisoners in their escape. the character escapes (determine details on the subtable below Event #I). Surviving prisoners and guards treat the character as a hero.. PrlsonType: Rollad10 and add the character's SolModto the result. Roll a d8 on the the subtable below to select the consequences.636: Imprisoned! 61 536: Imprisoned! determine where the character is punished or rehabilitated. rather than roll dice to determine the age. the character leads the uprising. Adolescence lmprisonment may extend into adulthood. lmprisonmentthatbegins inchildhoodmay overlap into adolescence. If the result is 6. the uprising succeeds. or luxuriouscamps where influential non-violentprisoners learn the errors of their ways. you may select the age at which it occurs (within the period of imprisonment). 6 The character was forced to kill a particularly corrupt guard during the escape. Add 5 years to sentence duration. 4 Character is sold in to slavery for duration of sentence. Id10 guards are killed. Subtract 1 point from Constitution attribute. but are not necessarily deserving of other events that take place while imprisoned. Compare the total against Table 536A: Prison Type to dl0 536B: Prison Events (Roll ldlO) 1 The characterescaped. 6-7 8 Character escapes. Duration: The type of crime determinesthe number of years imprisoned. 1-2 A reward of 1d20x 1. if caught.

fanatical passion. but disagrees with the way that God is worshipped. 20 By reading a book in the church. the knowledge causes the character to develop an exotic personality trait. 8-9 Fervent Belief. The character has grown up with this religion. Then roll a d3 to select the number of events that occur. 5-7 Devoted follower of the prinicples of the faith. a personal awareness of a higher power's influenceIn one's life. roll a d l 0 animatch the result against Table 5378: How It Begins to find how it all begins. God asks the character to perfom a sacred. Mark l6:l5) On the other hand. This religion believes in the same God as Universal Monotheists. The charac3 ter becomes a hero. but the cult now wants himdead. roll ad20 and matchthe result against Table537C: Religious Events. Foreach event. 9 A chance encounter. dl0 1 537B3 How It Begins (roll a dlO) Character makes propheticstaternents. Others shun him because of this. 3 Curiosity. The church was the only warm and dry place with an open door. The character hears voices inside his head. 10 Multlgod pantheons. and the failings of human religions will also continue. GM should create mission. Without a doubt. Entire life is fo10 cused on on his faith. If the result is 80 or higher. The cult seeks to have the character join them. 8 Refuge. 1 2 The cult seeks to kill the character. roll a d l 0 on Table 537A: Reli ionsto select the type of religion encounterd. Cult often ends tragically. The character studies for the priesthood for l d 4 18-19 years. Events occur in no set order. Rolla d l 0. possibly out 4 of fear of the evil cult. he is excommunicated. Even with faster-than-lighttravel. Believersshare their beliefswith thecharacter in hopes of gaining a new follower. 1 2 4 Charactermakes apilgrammageto an importantbut distant shrine of the religion. Even in the imaginings of humanisticfutures. and devotion to a deity is one the strongest personality traits known. speaking of the religion. the influence of God. Roll ad100. evil cultic influences. 8-12 Character joins the religion. seeks to spread the faith. Character inadvertantlydesecrates a holy shrine. All events are assumed to revolve around a single deity. but dangerous mission. 5 Voices. Next. the character leams more than he ever wished to know about evil powers and principalities. forces. an en7 I I d2O 537C: Religious Events (roll a d20) Followers of the religion accuse the character of a crime against God. 4 The character uncoversthe activities of an evil cult. This improves literacy skills by two Ranks and gives the character one skill Rank of religious knowledge for each year. Religious assassins seek character's death. the character meets a intriguing follower of the faith. On a 13 result of 6-10. or in the extreme. Followers of the religionare persecuting unbelievers. A friend invites the character to come to his god's temple. 6 Parent's religion. 16-17 Hostile encounter. The character hears stories of the religion and goes to personally investigate. 9 Evil Worship. tradition-bound religious beauracracy. both as good and evll Mankind's needfor God and salvation will not end becausewe have touched the stars. demons orotherpowerful supernaturalbeingscan easily dominate the life of a character for either good or ill. dl0 537A: Religions (roll a dl01 1-2 Universal Monothelsrn. but is now personally confronted by it. no serious devotion. In a lonely place. The localcult organization is destroyed. It indicates a brushwith the supernatural. Roll 15 a d4 on the subtable below to find the consequences. Enemies of the religion persecute the character. with a willingness to die for what he believes. Select this feature on Table 644: Exotic Personality Traits. 3-6 Splinter faith. This is a vast. 10 Healing. Like Greek or Norse gods. 2 Followers seek reparations. 8 Mysticism. the lies of false teachers. If the character is a follower of the religon. Being sent here does not necessarily mean that the character "gets religion" or becomes a priest or even a member of a cult. devoted to a single God. but can also include spirit and ancestor worship. those who believewillcontinue the great commissiontowitness Godto mankind (and other sentient life) wherever they may be found (John 3:16-17. Religion Instructions: First. religion or cult. just as there were and are in historical religions. 7 Friend's religion. b . 3 Followers shun character. All-consuming. The character feels he must seek out the believers of religion. 1 God's followers persecute character. 7 Radical personality cults. church ortemple.537: Religion 537: Religion counter with the followers of gods. there will be social problems and corruption in future churches. Belief in the deity or special calling of a charismatic leader. The clergy of the faith heal the character of an injury or illness. lt was storming. Heaven will remain unreachable for the unsaved. 2 Evangelism. Belief in the power of self and that mortals can eventually become gods. Roll a 14 d4 on the subtable below to find the consequences. 1 I I I Use only if directed here by another table Roleplay: The supernatural exists. 1 4 Merely a churchgoer. 5-7 In a vision. 4 An Inner need. possibly on another planet. Roll a d l 0 on the subtable below to determine the strength of the character's devotion. he becomes unpopularfor what he says. Meanwhile. Devotion to the enemy of God.

Lo = much younger than character.roll ad3 toget the number of eventsthat occur because of a romance. Foreachevent. Create an imaginative near-doomscenario. Role lay: If ou haveever been in love. Select the tragic event on Table 520: Tragedies. ratherthanrolldicetodeterminethe age. Age. you will have a ood idea how h e andYramance will affect the characteh life. The beloved has been widowed before. Thecharacter andthe beloved are intenserivals untilthev suddenly realize their rivalry springsfromtheirmutal love: The families of both the character and the beloved disapprove of their love interest. Beloved is a sentient humanoid robot or android. Beloved was created (clone. Select a personality trait on Table 644: Exotb Personality Traits. The character and the beloved travel to another world together. The characterhas ld4children bythe beloved. imagine the character being devoted to someone more strongly than he is to his own life.. Beloved's Culture is different from that of the character. Select details on Table 752: Companions. Beloved has children. [ l Character and the beloved bitterly end their romance E andgo theirseparate ways. or even a robot or an android) specifically for the character. Otherwise.toselect details about the character's loved one. you may select the age at which it occurs. Rollad6 on thesubtable below to determine their actions. A childhood romance lasts ldlO months. #not. in which an19 20 Ah Love! I Use only if directed here by another table 1 Romance often catches us off guard. Assume that the Trait has a strength of ld20+80 (see Table 3 12C: Optional Rule for details). Social Status & Culture: Assume that the Age. The beloved is a member of a different race. Roll a d6 to for the number. The beloved is already marriedto another. Use Table522:OtherworMEventstoselect what occurs there. the romance ends painfully. Rollforthe occurance of an unusualbirth for each child on Table 106: Unusual Births (do not add in any BiMods). 1 [ l Character's family has the beloved killed. the character and his beloved have a psionic power that they do not have when separated. Select the Social Status on Table 103: Social Status. becomingfiercerivals. Select the race on Table 748:Aliens. Romances beginning in adulthood are assumedtocontinue unlessended by an event. Eventson this table E that prematurely end romances are preceded by an [ lsymbol. Beloved is noted for a personalityh quirk. love has other ideas. The beloved inspiresthe characterto greateraccomplishments. 5-7 8 Character marries the beloved (player's option). Beloved's age is significantly diierent from the character's. Roll twice more on this Table. Use Table 312A:Personality Trait Trlpestoselectthe trait. I I I I I I 'I Instructions: Roll a d20 twice on Table 538A: The Beloved. The loss of a beloved (ora love affair that ends badly) can create emotional wounds that maytake years to heal-if they heal at all. Hi = much older than character. Ifthe result is 1-2. Select the it on Table 102: Technocukure. Roll a d6 on the subtable below: 1 Beloved is incredibly good-looking 2-3 Beloved is quite attractive 4-5 Beloved is rather unnattractive 6 Beloved is ugly. Roll a d l 0. The character rescues his beloved from certain doom. Events that produce children should not occur prior to age 13. the E characterandthebeloved reunite andworkouttheirdifferences. He can only love from afar. [ l Character and the beloved end their romance and go E their separate ways. Belovedis notedforastrongpersonalitytrait. 3 Beloved's family forbids seeing the character. Select the power on Table 862: Psionics.63 638: Ah Love! d20 5 3 W The Beloved (roll a d20) The character's love is unrequited (beloved does not return his affections). other lover pulls at his or her affections. 11 12 [ lBeloved is kidnapped (a lead-in for an adventure?). 1(d20 538B: Romantic Events (roll a d2O) 1 4 d20 Romantic Events (continued . An adolescent romance lasts 1d4 years.Follow any directions given and retum here until all rolls on this table are complete. 9-10 [ l Beloved is unfaithful. genetic construct. A tragedy afflicts the beloved. On a result of 10. Roll a d6. assume that the relationshlp continues into adulthood unless terminated by an event (on this or other tables). 13-14 The beloved's appearance is exceptional. 4 The beloved's family forces beloved to enter a convent or monastary of a celibate religion. Beloved's Social Status is differentfrom that of the character. 5 The character's family forces him to enter a convent or monastary of a celibate religion. The belovedbecomes the character'sCompanion. roll ad20 and matchthe result against Table5388: RomanticEvents. While we are making Ins for our lives. but remain good friends. the beloved becomes the character's 5: Companion. Roll a d6 for Hi-Lo. Select details on Table 7 2 Companions. Beloved is involved in a romantic triangle. Social Status and Culture of the beloved are roughly the same as the character's unless a table entry declares othemise.rerollingany results that indicate a Culture similar to the character's. Select additional details of the rivalry on Table 753: Rivals. 6 Roll two more times again on this subtable. E .I When together. but if a 4 is rolled. E 2 Character's family forbids seeing the beloved. For each event. Improve one skill by one Rank. 15-18 Beloved has an appearance quirk. rerolling results that indicate a similar status. Select the quirk on Table 863:Appearances. ~ext. even repulsive.


If the result is 1-2. select it on Table 859: Talents. . 5 Character's mind is transferred into an altered clone. or at least an animal-likething. While everyone stands in awe of theglowing. so if the character is a child or adolescent. 4 The race was befriended due to the character's actions and have become staunch allies. smoking crater. the aliens respond in kind. 4 Thefollowersof an unheard-of-religionclaimthatthecharacter is the "Chosen One. As a result of the encounter. Select the alien on Table 748: Aliens. He now has l d 6 bionic parts that function as normal limbs or organs. If it is 5 or 6. Roll a d6. Roleplay: These events may cause a characterto question the nature of the universe. His people respond with apunitivestrike. this will bequite ashock. nonhumanoid alien being.. He-who-has-been-fore-ordained" to leadtheircult onto glory. If it is 3-4. thecharacter'sgenderis changed. the aliens are overtly hostile and a war ensues. Then roll a d6 and atch the result on the subtable below to discoverthe outcome the meeting. 4 Character only imagines that a change was made.. "Why do strange things like these happen? How can Icorrect the problem?. Roll a d6. asking things like. rerollthe Exotic Event. and is transportedto his current location. The aliens are furious. The character is enslaved. the character notices something that had apparently been thrown clear of the blast. if only to explain why they happened or to change their outcome. Mutations & Modifications. cord the event on the character's worksheet. This counter greatly affects all future relations with the beings. I 2 7 The character survives a deadly encounter with a hostile alien being. Select the type of alien on Table 748: Aliens. 1 Character was kidnapped. 2 Character kills an alien. 3 The character stumbles into a stellar gate. 2 Genetic surgery accomplishes the change. Moments later. select the gift on Table 854: Gifts & Legacies. Unfortunately. the character reappears.) Against his will. . almost guaranteed to be life-changingevents. A large meteorite impacts near where the character lives. 3 An ancient artifact causes the change.led the type of alien on Table 748: Aliens. 6 Reroll the cause on this subtable. a world far away from his home. If the result is 1-4. 20 540: Exotic Events (roll a d20) The character makes first contact with an alien race.." and "Will my friends ever believe that this happened?" These events can easily be cause to seek adventure. Select it on Table 751: Unusual Pets. a portal between worlds on different star systems. thecreature'seyes open and it begins to calmly and casually clean and preen itself. If the result is 1-4. The character has acquired an unusual pet. 5 The alien was the lone survivor of his race and passed on a gift to the character. has no memories of that lost time. Any family is left far behind. but the character refuses to accept the change and lives as a person of his/ her former sex. but he has physically aged ld10+10 years. The character befriends an intelligent. If it is 5-6. the aliens now are overtly hostile and a war ensues. Initially. The character's people are enslaved by the beings. Select the details on Table 535: Enslaved1 Continued . 3 The aliens kill one of the character's companions. It appearsdead. Thecharacter initiallydisagreesand at this time. Select the power on Table 862: Psionics. 9 10 Alien beings invade the character's home world andconquer it. 1 Character's mind is transferred into a new body. 6 A freak accident grants the character a psionic power at a Rank 3 skill ability. the character learns tricks that give him a +20% combat bonus against that type of alien each time it is encountered. but astirne passes the character will become more accustomedto the new gender. Select parts on Table 86 1: Bionics. each use of this power agesthecharacterby one full year. Select the type of aliens on Table 748: Aliens.but moments later. His people are suspicious. select it on Table 855: Techno Wonders. the aliens demandthat the character be punished. d20 540: Exotic Events (continued . Rollad6. It is an animal. 8 An interdimensional rift opens and the character is abducted by beings from another dimension. A male 5 characterbecomesfemale. The change is not easily reversed. If the result is 5or6. the cultists are still pleading with and harassing the character. and has not mentally aged even a minute. Roll a d6 on the subtable below to determine what caused the change. it is as if the character's parents had both died.. Select the Culture of the new surroundings on Table 102: Technoculture and the type of planet on Table 1058: World Types.Exotic Events Use only if directed here by anothertable Beyondthe merely unusual. 6 The aliens found the dying character amidst the ruins of a spacecraft (or other vehicle) and "repaired" him. and afemale a male. Instructions: Roll ad20to select the ~ f ~ u s u ae n t Re~ l . Note: If the player is uncomfortable roleplaying this change. these events are the strangest of the strange things that can happen to a character.

he decidesto maintain the ruse. Combine the results. but is under suspicion for killing the ruler. the character has 13 been marooned. Determine the details on Table 866: Spacecraft. Through acomplicated chain of events. Go to Table 536: lmprisoned!to select the events that happen therein. 1 Gold and silver coins worth 1d6x 10. Go to Table522:Other WorldEventstoselect events that occurredon thealien planet. 8 Renegades. 6-7 Other Person. 4 A lode of valuable mineral resources. Select type on Table 748: Aliens. the missing offspring is the leader's heir. Astrange woman gives the character an ornate box sealed 19 with wax and hoarselywhispers "ItSuptoyounow. 12 The character befriends an Extremely Wealthy person. If the result is 6. 2 About the same age as the character. left for dead on a remote alien world. 4 The character's brain has been cyborged. 5 An abandoned. The offspring was an only child and slowly went mad. 9 Government forces. the offspring returns and pardons the character. select type on Table 748:Aliens. 6 Reroll. 6 Roll twice more on this subtable. 5 The death experience is also a religious experience and the character subsequently joins a popular religion. 1 The evil leaders are foiled and die in the destruction. 18 The character is present during an experiment which unleashes a terrible curse into the universe in the form of (roll a d4 to select the thing): 1 A deadly. Roll a d4 on the subtable below. 1 A rival. 2 1d3 devices from Table 855: Techno-Wonders.000 credits. much older than the character. ) The character's world is unavoidablydoomed to destruc15 tion. . incurable plague. and thrown into the dungeons. 2 The character develops 1d3 exotic traits. 6 The catastrophe is averted by what can only be called a Heavenly miracle. GM Only: refer to entry #540 on Table 967: GM Specials. 2 A sentient energy force. the leader's politicalfaction brought in the characterto keep up the appearance of a competent heir. 10 Enemy forces. The character and his friends succeed in at least saving themselves.540: Exotic Events 66 540: Exotic Events ) 11 While poking around in someabandoned. 3 All are saved. The character is obsessed with avoiding death. Then. Then roll a d4 to determine the person's age. 3 Much youngerthan the character (maybe a child) 4 The wealthy being is an alien. 14 Character is mistaken forthe missing offspring of apowerful leaderand is taken to live in the leader's household. 17 During a routine medical exam. He is now a living mind in an android or robot body. Yet he survives and returns to civilization. 2 A relative.. If so.. soldiers of an enemy power. Roll a d6 on the subtable below to select what has happened because of the accident: 1 The character was actually dead for l d l 00 years. At first. As a result of the encounter. 4 The offspring never really disappeared. the character's Wilderness Survival skill jumps 1d4 ranks. ruinedplacethat others of his people avoid. the character was not able to do anything with the treasure. To the best of his knowledge. but still functional space craft. dering the leader's offspring. create one on Table 753: Rivals. 20 .keepitsafe. 1 The leader is assassinated by rivals. The whole thing was a setup. 3-4 Pirates! 5 Alien beings. The character is named heir apparent." It's not until shedropsdead atthecharactefsfeet that the smoking hole in her back becomes obvious. Roll ad6. d20 540: Exotic Events (continued . not utterly destroyed. 1 Much. The characterparticipates in asecret project to both stopthe rulers and let some orallof theworld'speople escape thedestruction. Select type on Table 745: Others. As far as the character knows. If no rival.keep itfrom . 3 The character's mind awakens in a different body. Those inthe know keeptheir knowledgesecret. he alone escaped this heinous act and is still persecuted by the leader. Roll a d4 on the subtable below to determine the effects: 1 The character gains a psionicpower. 3 A being from another dimension. accused of mur. There is a terrible accident andthecharacter is killed! Medical science returns the character's body to life.. Select the person orpersons responsibleforthe abandonment by rolling a d l 0 on the subtable below. the assassins may strike again! 2 The missing offspring returns and claims the character to be an impostor. The character has a burning desire to "pay back" those who abandoned him. Roll a d6 on the subtable below to determine additional outcomes. Unfortunately. Unfortunately. There is a 50% chance of the new body being a different sex and a 10% chance of it being an alien.. soldiers of the ruling power. Select on Table 1040: Other Relations. 3 1d6 objects from Table 854: Gifts & Legacies. Select on Table862: Psionics. 2 Half the world's population is saved.the experimenters want to do an autopsy on his corpse to find out why . Reroll age and select alien on Table 748: Aliens. 3 The character lives in fear that something unknown has been done to him and that the universe will soon discover him to be a monster. However. thecharacter comes across a hidden treasure. trapped since prehistory. 5 Only the character escapes.them. A Hi result is a male. Roll HVLo to select the being's sex. after 1d6 years something happens. the character is an unknowing subject of an unregulated scientific research project. but prepare fortheirown escapes. 3 The character is revealedas an impostor. 2 The character's mind awakens in a clone of his body. After l d 6 years. Rebels against the government. See Table 750: Artificial Persons for details. Roll a d6 on the subtable below to determine the exact type of treasure. 4 The character has become immuneto 95%of alldiseases. a Lo result is female. Select on Table 644: Exotic Personality Traits. 4 The planet is only ravaged. it remains untouched. An evil. In order to continue the dynasty. 4 An ancient being. despotic ruler orders all persons of the character's 16 ethnic background orgeographiclocationto beexterminated. d20 540: Exotic Events (continued .


a clone was substituted for the deceased some time in the past. 2 The soul is kept alive in a slowly decaying body. returningthere until all rolls on that table are complete. Papers found in the deceased's home reveal a secret. He becomes obsessive about preserving the memory of the deceased. and possessions. if any. but something is not quite right. Ajoumalfound in thedeceased'seffectshintsatthe location of a lost treasure. a mother. but mysterious(andobviouslyevil)stranger claims the deceased estate for himself. a small serial number is revealed on the body. properties. . The deceased appears to be alive. Roll a d4 on the subtable below to learn the secret. The deceased was declared legally dead after having disappeared years ago. Then roll a d20 on subtable 5428: OtherEventsto select a significant event surrounding the death of the Loved One. Deceased's spouse (if any) remarries immediately. The deceased is not truly dead. If the result is 6. A close f riend of the deceased confides in the character that he or she believes the deceased was murdered. Roll a d4 on the subtable below: 1 Only the body is kept alive. or quest described in the will (GM's discretion). A mysterious stranger offers to buy any items inherited from the deceased for much more than they could possibly be worth (1d l 0 x 1. roll ad100.542: Death of a Loved One 68 542: Death of a Loved One 542B: Other Events d20 TheEvents (Roll a d20) Death of a Loved One I a Use only if directed here by another table A Loved One is anyone whom the character cares for. Select the device on Table 855: Techno. 3 The deceased lives only as a data recording. 542A: Inheritance (Rolla dB) d8 The Inheritance 1-3 The character recieves 1d l 0 times his base starting mon4 5 6 7 8 ey in cash. Instructions:Tables which sendthecharacterhere should already have stated who has died (or instructed you to select the deceased). The Love One's estate is liquidatedto pay off debts. the personally is gone. If the character has living siblings.TheGM may wish to create an adventure through which thecharacter finally works out his grief and lets the dead rest. Unless the charactercan come to terms with this obsession. Select the cause of death on Table 541: Death Situations. the weak. 2 Deceased was an important research scientist. but a cleverly made. roll a d8 on Table 542A: lnheritancetodeterminethechracter's inheritance. but something smells fishy about the situation. A Love One's death can have a drastic effect on a character's life. mission. Acharismatic. A book found in the attic turns out to be plans for a fantastic (but experimental)technological device..) 3 Character must performa task. 2 Character must change lifestyle (forego adventuring career. On a result of 75 or less assume that the spouse remains in possession of any property and most money. Apparently. Character is stricken with grief. and still stranger things. Upon dying. Follow directions given with the selected table entries. sister. etc. Roll a d6. 1 Deceased was once a Noble. but may actually be alive. a key and a strange gift. The deceased's spirit appears to the character and demands that an injustice be righted. father. 4 Deceased was not a human being. it has already been claimed by another relative (selected on Table 1040: Other Relations).000 credits). 4 Character must devote life tochampioning the poor. mentor or romantic lover. Everythinglooks legal. Deceased's spouse (if any) remarries within l d 4 years. the possibility of receiving an inheritance or beingsaddledwith financialburden. guardian. the chance that a surviving parent may remarry . The character recieves nothing. Roleplay: How does the character feel about losing a parent? How would you feel if (orwhen) it happened to you? Would the value of an inheritance in any way compensate for the loss? Nothing unusual occurred. There is the grief of loss. The Loved One's last will and testament condemns the character's lifestyle.Wonders. The three are somehow related (GM'sdiscretion as to how they are related). Determinethe gift on Table 854: Gifts& Legacies. The deceased's spouse (or a close relative if no surviving spouse) blames the character for the deceased's death. Note: If aspouse of aparent orguardian survives. Does he or she still live? The deceased is reanimated by some necromanticscience.. brother. the grave has been opened and the tomb is empty. and the downtrodden. 3 Deceased is secretly the child of a powerful leader. If the deceased was an adult. self aware android. The character recieves a map. 4 The deceased's brain has been cyborged into a look-alike android body. the debts remain unpaid and the characteris liable for I d 100 times his basestartingmoney. become a priest. monies. he is unable to form meaningful relationships. living in exile. Roll twice more on this table. but with aconditionselected by rolling a d4 on the subtable below. When the character visits the deceased's grave. When character tries to collect his inheritance. since machines do not die (as we know it). As describedfor#7 above. The characterbecomes heirto the Lovedone's estate and may assumecontrolof any lands. Select the Noble title on Table 749: Nobles. they fight over the deceased's personal belongings. 1 Character must first marry and produce an heir.

I Personality Traits I a &only if directed here by another table I Use this table when the character has assumed a Lightside. not proud. right or lasting. Helpful: helps others in need. they may cause the character's behavior to lean toward the stronger alignment. Traits markedwith a dagger (t) will generally not be found in good characters (such as NPC heroes). Considerate: thinks of others' feelings. Kindly (f): warmhearted and friendly. They are easily found in characters who tend toward either or neither extreme.representingthe better aspects of humanity (and other higher life forms). asthey are not in keepingwith evil acts.the traitsfoundin Table643Cmay ormay not be "evil. Self-confident: sure of self and abilities. courteous. Calm: difficult to anger. of excellent morals. Characterswho possess several of these traits will have a tendency to behave in a good way. and well-mannered. Respectful: shows respect for others. Vlrtuous (*): chaste. Trusting (f): trusts others to behave correctly. noreven a necessarilyevilperson. Humble: lack of pretense. Honest (f): always gives what is due. Courageous: brave in the face of adversity. Benign (*): gentle. slovenly. but are read like a two-digit number. Pious: reverently devoted to worship of God. and rude. merely havingthese traitsdoes not makethe charactera villain. Thrifty: careful with money. Similarly. Roleplay: The presence of a Lightside or Darkside trait in a character's personality does not mean that a character is either good or evil. Still. ."though that may not always be the case. Othertraits are normallyfound only in evil people. Lihtside traits representthe niceraspectsof acharacter'spersonality. Example: A d4 result of 3 and a d l 0 result of 0 are read as a 30. roll a d4 and a d l 0 at the same time. Peacemaker: attempts to calm others. Dependable: does duties reliably. Loving: affectionately concerned for others. with verve. or even a necessarily good person. It is entirely possibleforthe purestof holy prieststo be dull. Darksidetraits are the more unpleasantaspects of a personality. Careful: cautious in thought and deed. resourceful mind. Imaginative: a clever. Peaceful: serene of spirit. Good vs. Dlplomatlc: careful to say the right thing. dNd10 643A Lightside Traits (roll d4 & dl01 Optimist: always see the good side of things. However. plain-thinking. The results are not added. a peaceful spirit. Rather than mislead GMs and players by calling the traits in Table643A "good. Extra trait: roll twice more on this table Instructions: For each trait to be selected. Wise: understands what is true. Beings with these traits are often consideredas being "nasty. Evil: Certain traits are usuallyfound only in good people. Forgiving (*): able to pardon faults in others. Generous: willing to give more than fairly." but they certainly represent the baser aspects of humanity (and other sentient beings). Teetotaler: abstains from drinking alcohol. if either Lightside or Darkside traits are prominent parts of the character's personality. Punctual: always on time. Traits markedwith an asterisk (') will generally not be found in evil characters (such as NPC villains) unless they are a part of split personality (that is to say. as they are not in keeping with good acts. and so they are called Darkside. Friendly: warm and comforting. The Neutral traits found in Table 6438 are those that tend to be free from associationwith theconcepts of good andevil(though this is often a matter or opinion). one good personality and one evil personality in the same being). straightforward. Patient: able to wait with calmness. It is entirely possible for the vilest of villains to be sober. Organized: everything has a place. Evenso. Matchthe total againstthe appropriatetable to determinethe trait. Cheerful: always happy and smiling. pious. Darkside or Neutral personality trait. The d4 result is always the first or "10's" digit. Enthusiastic: excited. Clean: practices good hygiene. Note that each Lightside trait in Table 643A: Lghtside Traits has an oppositetrait to be found in the same numerical position in Table 6436: Darkside Traits. Altruist (f): selfless concern for others' welfare. inoffensive. Truthful (f): always tells the truth."they arecalled Lightside. pure. responsibly. Well-mannered: polite. merely having these traits does not make the character a saint. Folks with these traits are often considered "nice" people. though that may not be the truth. Energetic: does things quickly. Sober: serious. Giving: gives of self and possessions. Finally. can't wait to act.


An [L] means a Lightside means a Neutraltrait.Use this table when the character assumes some truly unusual. Most features here are not aligned (that is. He may imagine that what he does or is. They run the gamutfromsirnplefearsto bizarrebehavior. Veryfew would choose to be as they are. or even undesirable personality trait. it manifests itself strongly. If roleplaying a character with a mental affliction or sexual disorder makes you uncomfortable. Feature is easily sublimated. This selects the general category of the exotic personality feature. Driving Obsessive - Warning: the author recommends that these features be played only by adultscapable of roleplayingthem in a mature manner. Peopledo not gain strength by overcoming small challenges. . often exotic. regardless of whetherthe feature is readilyapparentto others or not. Roleplay: A person with an exotic personalityfeatureis decidedlydifferentfrom otherfolk. There is an uneasy balance. overcome. and still others are Neutral. aperson with such atrait may try to hide it from others. 644A: Exotic Feature Categories Instructions: Roll a d20 and match the result against Table 644A below. or taken to the extreme. the instructions there will tell you what to do with the letters. Feature is not active unless the character is caught off guard or is too fatigued to control himself. Developing a Personality: Many events that occur in acharactefs life alsocause his personalityto develop. Trait Control: Use the chart below to gauge the amount of controlthecharacterhas overthe trait orvice versa. A [Dl means a Darksidetrait and an [N] When you get to Table312: Alignment & Attitude. but learning to deal with their problems often forges them into better representatives of humanity than those of us who are healthy and whole. Feature dominates the character's life character finds it difficult to resist its compulsions. Folkswiththesetraits are considered eccentric. Recordthe feature in the PERSONALITY section ot the worksheet and if the trait is also a Lightside. many of which are considered physical and mental illnesses or handicaps. Lightside. but is noticable when actively affecting character. Personality traits shape the way he acts or responds later in life. Those that will affect the selection of the character'salignment are followed by a letter enclosedin brackets. the depiction of these personalityfeatures. Select atrait strength from the left-handcolumn that best suits the character. go to the table indicated by the selected category. Unless character consciously resists the feature. Instructions: Roll a d20 and match the result on Table 644A: Exotic Feature Categories. trait. needs or compulsions of the feature. even when actively affectingthe character. Write any additional information in the EVENTS section. they are neither Darkside. nor Neutraltraits) and do not count toward determining alignment. Roll ld3+1 times on this table. reroll the feature. To determine the specific feature. Darkside. odd or even bizarre. may not even be aware that he possessessuchan odd personalityfeature. Character cannot rest or find peace unless actively pursuing the desires. d20 0163 04-06 07-10 11-16 17-18 19-20 644A: Exotic Feature Categories Average Strong Mental Affliction (Go to Tabk 6448)' Phobia (GotoTable644C) Allergy (Go to Table 644D) Behavior Tag (Go to Table 644E) Sexual Disorder (Go to Table 6446' Several Features manifest themselves. mark the box that corresponds to the trait's alignment. RealLife: Note. is normal and acceptable. Special circumstancesmay have to exist for the feature to come into play. others are considered bad or Darksidetraits. is in no way intended to belittle those who must cope with them on a day to day basis in their own lives. neither good nor bad. Some of these traits are good or Lightside traits. or Neutral trait. Often. or ignored. The traits here might even be called personality afflictions. - Trait Control Chart Trivial Weak Feature is barely noticeable. This letter representsthe type of personalitytraitthat developsbecause of the event that sent you here.

talking about or attempting suicide is how they communicate their unspokencry for help. To select the object of the obsession. 2 Particular alien race. like cleaning. Select 4 target of destruction (your choice) [Dl.d20 644B: Mental Affliction (roll 2d10) d20 644B: Mental Affliction (roll 2d10) 1 catatonia. 5 6 Megalomania [Dl. infantile delusions of personal omnipotence and grandeur (commonly found in petty tyrants. 4 Someone. l d 3 additional personnas may manifest themselves. or roll a d l 0 on the subtable below: Devotion to a Lightside trait. 2 Character has an obsessive hatred. This is afeeling of persecution. . Berserker r a g ~ l n d l e s aggresslon [Dl. unfeeling. Reduce all skill Ranks to half when depressed. May plot to strike back at his oppressors (i. gemstones. or in extreme cases.tions of reali!y. 17 watch fires. II 9 Hypochondria [N]. An obsessive impulse to steal. 3 Animals (especially alien animals). u Pyromania [ l An obsessive impulse to set. 1 Devotion to a Darkside trait. The character cannot be comfortable. 3 Robots." the afflicted person feels that all hope is gone. Example: A phobia reaction is so intense the character becomes catatonic. Select type on Table 745: Others. obsessive fear of something of the GM's choice. 10 Manic-depressive [Dl. Select the trait on Table 312A: Personality Triait Types. Character feels an obsessive need to clean. 18 Afflictions have a 60% chance to have some form of interelationship: one intensifies another or causes it to occur. Select on Table 748: Aliens.). Roll ld3+1 more times on this table. to a need to expunge evil (or good) from the universe. at everyone). Person believes he suffers theeffectsof a serious injury.e. 2 MuRiplepersonalltles. Extreme cases may imagine fantastic plots concocted by alien beings. The person cannot tell the simple truth. unseeing. Character feels an obsessive need to help others. or even ask for help. 19 Hysterical sense loss. Kleptomania [Dl. usually to help the character deal with something his "normal" identity can? handle. etc. Multiple Afflictions. Select on Table 643A. Character feels an obsessive need to collect particular 7 objects (possibly even owning everything of that type). untilthe obsession is resolved. but must always reinterpret or expand upon it. The needtoperformsome action to the exclusion of everything else. 4 Paranoia [Dl. regard16 less of want or need. or is plotting against you. The obsession can vary from something simple. selfimportant bosses. 14-15 Obsessive behavior. excitable hyperactivity and inability to cope with everyday pressures. either make something up.An unhealthyconcernforone's health. 4 Beautifulthings (including people). that everyone is out to get you. 3 Compulslve Lying [Dl. Person is s 20 subject to fits of mindless aggression lasting I d 100 minutes. Character collapses into a fetal position completely and totally withdrawing from the world-deaf. Select on Table 643C. Each individual personality should have one key personalitytrait that typifies it. Character believes that he is either blind or deaf (GM's choice). Additionally. Hallucinations. androids and maybe even computers. Beyond merely feeling a bit "downnor"blue. 2 Gold (or maybe platinum. Unable to cope with their problems. Roll a d4 on the 3 sub-subtable below to select the thing hated [Dl: 1 Any alien being (including monsters). each personality has a 60% chance to have an Exotic Personality Feature. Roll a d4 to select the object on the subtable below: 1 An item taken from Table 854: Gifts & Legacies. possibly basing the entire personality around that trait. think rationally. or is the object or target of the other. 5 6 Character is obsessively superstitious. Unreasoning. The person literally becomessomeone else. and then D. 7 4 Severely Phobic. 13 Hysterical injury. 11-12 Depression. Each occurance has a 10% chance of driving the character into temporary Catatonia (see entry #1 of this table). Character feels an obsessive need to destroy. Alternating. Seeing unreal visions and distor. and other egotists). Determine "injury" on Table 860: Serious Wounds. Person only has to hear of a new disease to imagine that he suffers or is even dying from it.

Allergy rules: After being exposedto the allergen (thing causing allergy). If character is taking allergy medicine. Fabric. Mold. -- Deadlv: dl0 64. sniffles. plus skin rash and high fever. but victim is unconscious. the character begins to react to the allergen and suffer from the allergy's effects. Match the results against Table 6440 below to select the allergy.fear of outer space and space travel. but areclassed as Mild (1-4). God (Theophobia) -. Cheese.usually found in females. Victim is veryill and cannot clear head to concentrate (espcially on psionic abilities). Machinery (Mechanophobia)-also spaceships. it's an exoticoralien food. Roll a d l 0 to select the allergy's Trait Strength (this varies from the rules on page 71).one god or all gods?!?! Hair (Trichophobia) -. hair on people. Energy Radiation. Additional symptom of constant sneezing. Additional symptom of constant sneezing. The effects vary with the allergy's Trait Strength.especially house cats. Serious (5-7). then the phobia's name. itchy eyes. Multiple bites orstings. Darkness (Achluophobia) Enclosed spaces (Claustrophobia) Females (Gynephobia) -. Includes mildew and possibly even damp dirt. but are read like a twodigit number. An Unusual Medicine. The thing feared is listed first. Matchthe number against Table 6#Cto select the thing feared. Roleplay: Aphobiais somethingthat thecharacter isdeeply afraid of.fear of being alone. Additional symptom of constant sneezing. The results are not added. and Deadly (10). etc. The d4 O'sWdigit. Males (Androphobia) -. As above. Rollad6and match the results on subtable below: 1 Nuclear Radiation 4 Laser Light 2 Solar Radiation 5 Electricity 3 CosmicRays 6 Artificial Light - . 1d3 hit points are lost. I a41dio 644C: Phobia (roll a d4 and a dl01 Alone (Monophobia) -. Severe (8-9). If the result is 1-3. The character is sensitive to one of the following types of radiatedenergy. 644D: Allergies Instructions: Roll a d l 0. As above. Slime (Blennophobia) -particularly s l i m y aliens. Allergy Reaction Mild: Serious: Severe: Effects Red. jalapeno pepper soda.Monstrosltles (Teratophobia ) -.41): Allergies (roll a dl01 Fur. reduce level of Allergy Reaction by 1d4 levels. if victimdoes not end exposure upon occurance of symptoms. Minus 1 Rank to combat skills until l d 3 hours after exposure ends. Instructions: Roll a d4 and a d l 0 at the same time. red meat and wheat flour are examples.also fear of the air. Dust. Insect BitesIStings. Anlrnals (Zoophobia) Blood (Hematophobia) Cats (Ailuroophobia) -. increase the reaction level by one. home-madechicken soup. A character with a below-average Constitution attribute adds I d 3 points to the allergy's initialTrait Strength. If the result is 4-5. it's a common.including aliens! Water ( Hydrophobia) Wind (Anemophobia) Wounds o r Injuries (Traumatophobia) More than one fear.fear of monsters. Food.also buglike aliens.hairy aliens. possibly for no known reason. As above. algae antipasto. Spiders (Arachnophobia) Storms (Astaphobia) including thunder & lightning.usually found in males. Computers (Cyberphobia or Technophobia) Corpses (Necrophobia) -. Slnnlng (Peccatophobia) afraid of doing wrong. . Allergies to wool or other natural and even synthetic fabrics can be unpleasant to the wearer. plus asthmatic reaction (hard to get one's breath). minus l d 8 to Strength attribute. Fire (Pyrophobia) Flylng (Aerophobia) -. usually high protein food.644: Exotic Personality Traits 73 644: Exotic Personality Traits 644C: Phobias The phobias includedhere have been chosen for their appropriateness to fantasy roleplay gaming. Cold (Psychrophobia or Frigophobia) Colors (Chromophobia) usually specific colors. eggs. The afflicted character will do what he can to avoid the thing feared. If the result is 6. Use your imagination and consider what an alien might find yummy.may include undead. Heights (Acrophobia) Infection (Mysophobia) Insects (Entomophobia) -. depressants. synthetic pizza. Subtract 1d6+3 Ranks from all skills. Allergy Treatments: Allergies can be treated and controlled with drugs. Example: ad4 result of 4and result isalwaysthefirst orU1 ad7 0 result of 0 are read as a 40. antibiotics. Medical attention will be necessary to revive the victim. Maybe Aspirin. it's an unusualfood like caviar. A person in power may try to have the source of his fear destroyed. Minus3 Ranks to combat skills. Could be Experimental or even alien medications. Roll a d6. Reptiles (Batrachophobia) -also reptilian aliens. then read the allergy rules that follow. A Common Medicine. stimulants. Acharacterwith an above-average Constitution attribute subtracts l d 3 points from the allergy's initial Trait Strength. Strangers (Xenophobia) . Mutants (Mutatophobia) Night (Nyctophobia) Open spaces (Agoraphobia ) Physlcal Love (Erotophobia) Poision (Toxiphobia) Radiation fear of radiation and its causes. Snakes (Ophidophobia) Space -. Reroll ld3+1 times on this table.

29-30 . 17-18 Dlstinctive Possession.~xample:"ad4resultof and 1 a d 10 result of 0 are read as 10. or eat certain types of foods. polished. usually out of habit. or even "turning the other cheek" and not defending oneself at all. Matchthe number against Table 644Eto select the unusual behavior. dogs. 37 38-39 Pet Lover [L]. alcohol. Maintains two separate identities. Dislikes mess and has a 10% chance to have a phobia regarding dirt. 27-28 Bloodthirsty [Dl. Addict [Dl. and soaps the windows of your all-terrain vehicles. Hlccupplng. It is a personality trait by which the character becomes known. Political Activist [L]. rapidblinking. twisting hair. 19-20 Ego Signature [N]. often basedon homey sayings. 40 which he may not wish to be parted from. On the other hand. Tends to be disorganized where belongings are involved. Glutton. but it may involveprotecting somethingfromdestructionlike "Save the Icecaps"or "Equal Rights for Bug-eyed Monsters. but never throws any of it away. but is instead something the character does not care for. 33 34-35 Roll ld3+1 times for multiple Behavior Tags. more if the character is under pressure or nervous. Go to Table 644C: Phobias and determine what the character doesn't like. Character will not fight. Usually brings one along. like "Dance lilthe cows come home. such as "an absent-minded ~rofessor. narcotics. All skills drop by 1 Rank until character gets a "fix. Enjoyspullingoff jokes at other's expense. giant amoebae. sharp. these diaphragm glitches can cause penalities to fighting and skill use checks. Seems to enjoy combat just a little too much. the greater the chance it will be mislaid. Decide which is real and which a charade. Unconcernedabout the appearance of his person or property. 4647 Unique physical habit. 36 whether he is hungry or not. even to the point of death. 4849 Figures of Speech [Dl. Actually has a 10% chance to really know something. or create yourown-winking. Can't stand to be around little creepycrawlythings. you already knewthat). takes longerto find things (though he may be a master of the "verticalpiling"systemin which items are locatedin a manner similar to geological sedimentation. Reduce Charisma attribute by Id4 when talking. Character eats like there is no tomorrow.. such as tobacco. if he can just find it. 43 23 Slob. but are read like a two-diait number. This character has a 250h chance to be a Vandal [Dl who leaves his mark by destroying or defacing property. snapping or drumming fingers. Pacifist. Select from the following. this fellow is often clumsy with things he holds in his hands. Whose side is he on anyway? Neatnlk [N]. he always has just the right thing for any situation . Penalize any speaking skills by ld3 Ranks.. Roleplay: These are colorful "trademarks" by which a character Gcomes known. Character finds it almost impossible to sleepor get any rest . 21 22 42 Insomniac. licking orsmacking lips. Know-It-all [N]. See Table 644C: Phobias." or I dad10 6443: Behavior Tags (roll a d4 & a dl01 10 Secret Identity. Has many pets. Come up with a good reason for this. ANY pain makes the effective 31-32 value of all skills and attributes drop by 1d6 Ranks or points. Roll until you get something you are comfortable with." 41 PracticalJoker. Always involved in some kind of cause. this looks like it might be useful!" is the battle-cry of this fellow who picks upeverything. The d4 result is alwaysthe fir& or"1O1s"digit. Has an opinion or knows the "truth" about everything(but.. rubbing part of face or body. at least during the night." Dislike something. Strong belief in some idea and an equally strong devotion to its achievement." ''the cat ladv. Mayfocus on a type of animal. The strength of the trait determines the degree of dislike. caffiene. Low Pain Threshold.. Personal effects are always clean. never taking an offensive stance in combat (self-defense only). waving hands while speaking. of course. He's a guy who short-sheets cold sleep chambers. Squeamish. This ranges from vowing never to kill. Constantlyfills his conversations and pronouncementswith colorfulphrases. Have fun with them." 11-12 13-15 Absentmlnded.Thecharactermisplacesthingseasily-the more important something is.. Has a 70% chance to be grossly overweight. these range from mild "hics" to thunderous body shakers. dropped or hidden have a ld20% chance of being lost permanently. 16 Fumble-fingers. well-organized. they seemto slip or more likely. Character becomes "ugly" and unpleasant if deprived of the substance for too long. d4td10 6443: Behavior Tags (continued I I' 6443: Behavior Tags ABehaviortagis an unusual*or uncommontype of action or activity which the character performs. for which the character is well known and Fanatic. puts shoe-polish on the eyepieces of electro-scan telescopes. cats. This is not a fear. particularlywhen blood is spilled. swallowing. The results are not added. An action which the character performs unconsciously. "Say. Select an object on Table 854: Gifts & Legacies.. switching as necessary to keep both "active. Character cannot do anything anonymously. Always lookingfor somethingelseto bring home. At the GM's discretion. Treat like a phobia. Brought on by stress or eating. but must leave some mark or item that links him with the act (An example is the 'Mark of Zorro'). Character's day-to-dayexistence centers around a chemical substance. The base chance is 1d4 x 10%. etc. Regardlessof his Dexterity attribute or skills. Most support the masses against their overlords. ." Create a second background. Eats at least twice as much as a normal being of his race. At the worst moments. Itemsthat are set down. 26 Stuttering. etc. chocolate. This is an obsessively neat person. and neatly arranged."or "Thicker'n spice fleas on a Denevian skwawbak. 24-25 4445 Packrat [N]. ortouchslimy stuff or watch other people bleed.644: Exotic Personality Traits 74 644: Exotic Personality Traits Instructions: Roll a d4 and a d l 0 at the same time. flip out of his hands.

This is often due to the moralclimate established by prevalent religions. If the result is 6-8. A "Peeping Tom" who is sexually excited by watching others perform sexual acts. Complete disinterest. though). diff icult to talk with them. At theextreme. though). hide histrue sex). one may be certain that unscrupulous types will find some way to make a profit from it. In such societies. Sexually excited by wearing clothing of the opposite gender. Go to Table 1040: Other Relations. Yet it should be taken into considerationthat. Be wary of what the character may go through if his "secret" is discovered. Desireto control and force sexual attention on an unwilling partner (includes most forms of rape). . Bisexuality. 1 Men's clothing (not for wearing. Roll ad10 on the subtable belowto selectthe object of attraction. Take care In presenting and roleplaying these disorders. Domination. or offend other players and GMs alike. Believe oneself to be the spirit of one gendertrapped in the body of the opposite gender. most societies have not condonedthe behaviors listed below. they could easily be the predominent types of sexual behavior. 5 6 An animal. Sexually excited by alien beings. Transvestitism. either out of fear or shame (altough a character afflictedwith transsexuallism may attempt to 2d8 644B: Sexual Disorder (roll 2d8) Transsexuallsm. includingself. sexual disorders may not only be acceptable. Beings with but a single gender could find heterosexual relationships abominable or at least confusing. Fetishism & Fixations. The character may have asecret collection of objects or pictures of the desired person. Finally. since a flippant. Mayexpress itself as constanttransvestitism(seeentry #7) though sexual conversion surgery is also common. Rollad8. Voyeurism. when the mood suits them for something different. even evil and unclean. Abnormally strong. since the other beingbecomes adoomed host for the former's hungry offspring.. annoy. 2ds 644F: Sexual Disorder (continued . careless. Then match the total against Table 644F to select the disorder. 8 A type of person. Often combined with sadiism. Select from Table 644C: Phobias. Convincedthat sex is bad in any form. Reroll the disorder on this. 9 A relative. May try and pass oneself off as someone of the oppositegender. 7 Select from Table 854: Gifts & Legacies. It is not uncommon for acharacter afflictedwith a sexual disorder to imagine himself to be normal or OK and try to live with it rather than change. Select on Table 745: Others. Sexually attractedto persons of bothgenders (usually more strongly to one than the other). characters aff lictedwith sexual disorders may feel a needto fulfiltheirsexualdesires (thestronger the Trait Strength the greater the need). 2 3 Shoes or other footwear. Despises allwho lowerthemselvestoit. Most human Cultures and societies consider anything other than thestraightfonvardsexual desire formembersof the opposite sex as abnormal. Or a race's entire reproductive cycle could be so endangered or sacrosanct. Sexually attracted to or excited by a specific person orthing. On the other hand. it maybe afear. where something is banned. Sadism. Uncomfortablearound oppositegender. practioners of these behaviors may be persecuted and punished (even mariial infidelity may be severely punished).. 4 Select from Table 858: Body Locations. Whether societies in a particular future or alien culture consider them so is up to the GM. Too Prude. the character is actually suppressing or trying to hide or "cover" his own sexual disorder. Often combined with masochism. futuristic or otherwise. historically speaking. Shyness. 16 Roll l d 2 + l times for multiple linked sexual disorders. Derive pleasure from having pain inflicted upon oneself. or callous stance may embarrass. uncontrollable desire for sexual experience.644F: Sexual Disorder [DI* All Sexual Disorders are considered to be Darkside personality traits by most societies. eitherGynephobia (fear of females) or Androphobia (fear of males). Consider what the alien race defines its normal reproductive behavior to be and then determine what violates it. Tarnlshed Tomorrows: The premise of this future is that of the final stages of decay of an already decadent culture. how about the race that might consider cross-species relationships as desireable. Instructions: Roll 2d8. that anything that contradicts their established process is a heinous crime. These are what many societies (at least human societies) consider aberrant sexual behavior. table. Women's clothing (not for wearing. Other cultures might change gender the way we change hair styles. a characterwitha sexualdisorder will attempt to hide if from others. 10 Xenophilia. Derive pleasure from inflicting or viewing pain in others. Nymphomania (F) or Satyrism (M). Alien Cultures: Radical differences in both alien physiology and culturalbackgroundcan easily require a redefinition of acceptable behavior. usually because of religious doctrine. More oftenthan not. Sexually attracted only to persons of same gender as oneself. which may bedifficultunlessthe character is also androgynous (neither strongly male nor female in appearance). Hair -particularly women's hair. No sexual desire. Homosexuality. Roleplay: Like drug addicts. Since what we would understand as morality and decency is fled from such cultures. Masochism. and total the results.

Select occupation on Table 413:Occupations. Refugees. Roving youth gang. Select the group on Table 746: Other Groups. Cultists. I Instructions: Roll a d20 and match the result against Table 746: Other Groups. Pious Folks on their way to a holy shrine. An outcast. A beggar. A rival. acting as asort of "central clearing housenforother lists of persons. A Group. They are treated as a group. The wise person who guides the character. Select on Table 1040: Other Relations. Select type on Table 864: Crimes. Revelers. Police patrol. A future specific person. people andcreatures who may act asfriendsorfoes. A robot. Vigilante gang. Terrorists. They look funny and make loud music and are accompanied by fans 50% of the time. age or personal details. leper. no matter how heinous. Well-meaning citizens out looking for troublemakers. Roleplay: Throughout life. Folks on their way to or from work. Military patrol. In most cases the tableentrywillrequirethatadditional rolls be madeonanothertable. These are not good kids. d20 746: Other Groups (roll a d20) Popular music group. Anything forthe cause. imagine the other person's reactiontothecharacter. A relative. Victims of political persecution. or prositute. Select details on Table 750:Artificial Persons. Character's current employer or Patron. Select title on Table 749: Nobles . Roll I d 3 moretimes on this table. I This is a general listing of types of "Other Persons"encountered. Partying folks out for a good time. Members of a secret religious organization. Commuters. hermit. These are protesters turned ugly and violent. A clergyman. Tourists. Use Table 416: Gov'f Jobs. Select Rival on Table 753: Rivals. Violence just looking for an excuse to happen. To do so refer to the chapter on NPCs on page 9. Instructions: Roll ad20 and matchthe result agaiqst Table 745. This person is more typical of the particular future in which the game occurs. Gypsy-like wanderers. avictim. Lo = male. Visitors from afar. An alien. Roll HiILofor the person's sex if necessary. Select details on Table 537: Religion. Hi =female. - d20 745: Type of Other Person (roll a d20) Government worker. Protesters. Reroll if currently no lover. an instigatororachance encounter. Soldiers on the job. Manytables in this book require an identityforafoe. lmaginethe character's reactionto this personwithin the context of the event he appears in. A criminal. School children. A mentor. Out and about to keep the peace. A professional adventurer. antagonistsor allies. Someone known primarily by occupation. This is the general class of other personthat has been encountered. A neighbor. Pilgrims. . not as individual NPCs. Might be devout fanatics. The character's lover.745: Others 76 746: Other Groups I 746: ers I Use only if directed here by another table \I I I I I I Other Groups I Use only if directed here by another table Rather than individuals. A monster. Biker gang. or little more than tourists. or are illfeelings generated? Both GM and player may wish to add additional details to some of these NPCs. A noble. these are groups of Others. Employer. here to see the sights. Thistable providesthatidentity. They come and go in the night. Roll twice more. Select type on Table 748:Aliens. Government work crew. Young toughs looking fortrouble. Several otherstogether. then roll again on this table. Expect to find about three supervisors for each worker. A friend. Something's wrong with society and they want everyone to know it. Select the occupationon the occupationsubtable appropriateto the future history of thegame (seeentry#11on Table 4 13A: Occupation Selection for details). the character will interact with otherpersons. Mysterious. so don't worry about their sex. Rioters. Select something awful from your game. GM decides who. GM decides who this is. Combine the results. although it may also be a specific person. Doestheencounterhaveagoodoutcorne. Possibly a Companion. A group of kids. Tough folk on big machines. Rowdy sports fans.

persons. rivals. away from others of his own kind. roll again. Use one result as the "10's" digit andthe other asthe "1's"digit. Would their racial heritage causethemtobe instantfriends. Select the type of beings on Table 748: Aliens. Character is raised by a robot. creatures or family become the character's guardians. Mayor may not be restrictedto waterenvironment. This is a broad classification that includes. Aerial. If the result is 1-4. Combined. Character is sold into slavery to pay off parent's debts. Multlpedal. Insectold. Raised by Aliens. Cetacean. Character is raised by a criminal. Afterthat. not human. even hundreds of other children. Flyers. In many respects they take over the functions of parents. These beings so closely resemble humankind that only afew characteristic features set themapart. This person. Then return to the Table that sent you here. create this family just as you would for the character's birth family. Humanoid. Character is raised in an orphanage withdozens. to determine criminal events that happen to the character. Roll twice more on this table and combine the two guardian types together in an imaginative way. Go to Table 537: Religion to determine 1 d3 events that happen to the character because of this background. . malleable shape. energy-based beings and even robots. or merely be suspiciousof each other? Considerthesethingsbeforeplaying an alien or mutant like just another human. just about anything goes. creature. This is aselection of typical aliens orwildly mutated races that might appear in a science fiction roleplay game. mineral-basedlife forms. GM Only: see entry #747 on Tabb 967: GM's Specials. If the player so desires. Amphibian. He maywishto create a list of aliensfeatured in his world and substitute it for this table.747: Guardians 77 748: Aliens Guardians 1 Use only if directed here by anothertable Aliens I r u s e only if directed here by another table I When a child's parents die or disappear. Match the numberagainstthetable below. Though similar in form to a human. 747: Guardians (Roll a d20) A relative.they havetheir own motivations. Imagine how one of these beings would react when encountering the character. Reptilian. Ingeneral. the guardian's background can be developed further. Character is raised in a clinic by scientists. Select the relative on Table 1040: Other Relations (rerolling results of mother or father).for additionalroleplay guidelines. Many feet and possibly a corresponding Number of manipulative limbs. Characterispassedfrom relative to relative until reaching the age of majoriiy. Note: CheckwithyourGM. Reptile-like beings usually with scales and often with tails. A guardian may be someone who merely provides for the character's physical needs. An upright stance. Includes snake-like beings. Instructions: Roll 2d4. Plant-likebeings. Bestial. Roleplay: Aliens are not humans. Amorphous. the character was raised in seclusion. Like humans. such as pointed ears or an exotic skin color. Closely resemble bugs and spiders. Referto Table 101: CharacterRace. Add 1d4 Ranks to Urban Survival skills. Refer to Table 107: Parents & NPCs for details. Roleplay: The loss of one's parents is a tragedy that affects the rest of a character's life. such as wolf-like. often with bird-like or bat-like wings. Amoeboid. Fishlike beings. oreven enemies. replacementfor the lost parents. A starfish is an example of a radially symmetrical being. Bipedal. . Beginning with Table 104: Bidh & Family. . You or your GM must provide the specific details. Character is raised by a professional adventurer. Determinewhat happens to thecharacteron Table535: Enslaved Character is raisedby street people. or one who becomes a loving . When an event calls for something to happen to a parent. 2d4 748: Alien Classifications (roll 2d4) Human-like. select the alien or mutant race in yourgamethat most closely resembles the table selection. they may be vastly different in the details of appearance. the role of the parent may be replaced (to some extent) by others who either willingly or unwillingly take up the responsibility of raising the character to adulthood. If nothing fits. Whale or dolphin-like beings. Botanlc. Piscean. Non-organic. and nonhumans are just that. Roll twice more and combine the results. including molds &fungi. Radially symmetrical. However. walking on twofeet. cat-like or ape-like beings. onlythegeneralclass or type of being is given. Instructions: Roll a d20 and match the result against the table to find the character's guardian. Typical of aliens based on Nshows. it happens to the guardian. A "humanized"versionof acommonanimal. Adopted by another family. someone must become responisblefor his upbringing. Select the criminal type on Table864: Crimes then go to Table529: Underworld Experience. Due tothe diversity of alien races. Raised by priests or monks in a temple. Dwell in water or air equally well. but these will be colored and skewed by their exotic lives and their physicaldifferences. Roll a d6.

smallest sized fiefdom. Some TiModsarecreated by rolling dice. Lands: 1d6+4. If the character's sex has not been determined. King (Queen): Ruler who is the supreme authority in his land. 1 ‘ . TiMod: +3d6. given to commoners. Intluence: Rollad100 and addthe NPC Noble's TiModto the result. Instructions: Roll a dl00 to determine the title possessed by a Noble and match the result against Table 749A: Noble Notes. TiMod: Each title has an associated Title Modifier(TiMod). Subchieftaln: A tribal chieftain's lieutenant. The continuanceof Nobility is based upon the factsthat ''themwhat has. Title: The titles for Nobles are given in terms of western European and British peerage. limit influence to Local or Planetary only. select the Tech Level on Table 102A and the Culture on Table 1028. Hetman (Hetwoman): A village leader. The justification of Nobility in afuturisticsetting is based on the assumptionthat the accident of birth makes some people more fit to lead others. The ones providedhere are representativeof the Culture Levels use in this CentralCastingbook. Marquis (Marquese): Rules over one or more viscounts. The numberwillbe equal to the the character's TiMod.TiMod: +2d6. Lands: 1d2Ox5. Viscount (Viscountess): Rules over one or more counts.TiMod: +2d6. often an elected position. A Noble will have l d 4 hobbies in addition to an occupation. a numberthat is added to the character's die roll (and CuMod) when Social Status is rerolled (see below). a Noble player character may be able to 01-70 ldlOO 749B: Svhere of Influence Local: influence limitedto acountry and its neighbors. An NPC Noble will have guards or other retainers with him at all times. If interplanetary or interstellar travel is not a part of the game. Match the total against Table 7498: Sphere of lnfluenceto determine the actual extent of a Noble's influence and power. adding both the character's TiMod (see above) and CuMod to the roll. Lands: 1d l 0+4. Lands:ldlOxlO. If the Noble is an alien orif theGM'sfuture history is based on someotherform of society. Lands: 1d8. count or baron -often appointed to the position. TiMod: +I Lands: 1d4. represent and protect those whodo work. TiMod: +4d10. Rules a great tribe or tribal federation. characters of Noble birth may add l d 4 points to their Charisma attribute so long as it is publicly known that they are a Noble. gets more" and "might makes right. TiMod: +3d8. Lands: 1d4.TiMod:7dlO. d6. TiMod: +4d8. Kahn (Kahna): Powerful nomad." Gameplay Benefits: Unless it has already been determined that a character's parents have died. TiMod: +3d6. Planetary: influence affects the entire planet. Player Characters: For player characters who are the offspring of Nobles. 1 I I Use only if directed here by another table I The peerage of the realm (or of the galaxy!) usually have a specific rank or title. TiMod:+4dlO. Lands: 1d20+12. Lands:2d6+8. Archduke (Archduchess): Royal duke. TiMod: 1Od10. Lands: I d 10x5. roll for Hi/Lo. Select these hobbies on Table 4 19: Hobbies. either by control or reknown (fame). always a sibling of a king or queen. usually leads a single tribe. Follow the steps below to define the Noble's power and influence. possibly next in line for the throne. Lands: 1d20x10. Lo = male. Knight ("Sir" or "Lady"): An earned title which cannot be inherited. 110+ either by control or reknown (fame). A king normally owes fealty to no other. he is going to have to convert these titles to ones that correspond with his chosen milieu. Hi = female. TiMod: +M8. Baron (Baroness): Rules a barony. Baronet (Baroness): Below a baron. TiMod:+l d20. Nobles GMing Note: Players character Nobles who insist on being public figures should find themselves subjected to unwanted attention much the same as a celebrity or popular politicalfigure might encounter in our own society. Usually granted by a king. Lands: 1d l 0x5. This is the number of square miles of land possessed by the Noble or at least deeded to him by his liege lord (usually in the form of personal estates). TiMod:+2d8. Roleplay: Nobles exist and live by the works of others. Duke (Duchess): Rules over one or more marquises. TiMod: +3dlO. Lands: ld l 0x5.749: Nobles 78 749: Nobles command loyal retainers to follow him. Jarl or Eorl: Barbaric equivalent of a marquis. the final step is to return to Table 103: Social Statusand reroll Social Status. 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. At the GM's discretion. TiMod: 8dlO. along with a number of tribal-type leadership titles. Lands:2dl0+4. Due to their assumed importance to the scheme of things. either by control or reknown (fame). Lands: 1d20x5. TiMod:+2d8. They are listed (top to bottom) in a rough hierarchy of who is more important than whom. having social value only when they coordinate. Chieftain: Tribal leader. Lands: Roll the indicated dice. a player character of Noble SocialStatuswill begin asthechild of an NPC Nobleandwill have no actual title himself. Lands: 1d l 0. For a Noble whose Technoculture has not been previously determined. Interstellar: influence affects multiple star systems. Lands: 1d20+10.Usethe title in your world that most closely corresponds to the selected rank of Nobility. High King (High Queen): Rules over lesser kings andlor queens. 749A: Noble Notes (roll a dl001 Emperor (Empress): Rules over kings and princes. Count or Earl (Countess): Rules over barons. 71-95 96-110 Interplanetary: influences affects a whole star system.

lo+ Hyper-Aware. Like the humanoid robot. horse. aircraft. display emotions and have unique personalities. Add 1 to Table 750Bdie roll. A being the size of 20 would be gigantic. Add Id10 to Table 750Cdie roll. roll a d20 on Table 750C: Body Types to determine the general appearance and physical construction of the artificial being. The machine knows it exists and desires to maintain its own existence. such asarobot dog. Does a robot "die" when it loses power or does its personality remain intact through a power down? d l 0 750B: Intelligence Levels (roll a dl01 Unaware. Add 1d l 0 to Table 750C die roll."this robot's mimicry of a living being is nearlycomplete. Police Robot. Add 1to Table 750Bdie roll. 4-9 Self-Aware. they make decisions. roll a d20 to determine the size of the being relative to a human. Select additional details regarding this vehicle on Table 866: Spacecraft. Next. feared. computers. MedicaVSurgical. Instructions: First. Though the word is interchangable with "humanoid. Unlike a cyborg. Add 1 to Table 750Bdie roll. Go to Table 1078: NoteworthyItemsand follow the directions there to create a quick background for the artificial being.I Artificial Persons I 1 Use only if directed here by anothertable ) I Robots. Assume that a human character would be size 9-12. Something size 14-15 would be as big as a car. Designedto mimictheshapeof an animal. Finally. 2-3 Flexible. Roleplay: Discuss society's treatment of robots and intelligent computers with your GM. Servant. Next. 18-19 Android. Add 1 to Table 7508 die roll. 10-14 Humanoid. Merely a machine. War Machine. the biosynthetic is made of tissue grown and shaped in a laboratory and was itself never part of a living being. etc. The machine's capabilities and potential exceed those possible by living beings. Mayincludecornputers. Add 1d l 0 to Table 750Cdie roll. or misunderstood by the general populace-or are they loved and cherished?Does societytreat intelligent robots as sentient beings or are they property? How "human-like"might this artificial person act and sound. Add ldlO to Table 750Cdie roll. often one whosefunction it alsoduplicates. Capable of creative problemsolving. spacecraft. tools. Ground Vehicle. This defines the artificial person's primary purpose. Like humans. Bestloid. Designed to fulfil a specific task. Aircraft. Little concern is given to making it "look" like aclassic robot. Next. 15-17 Alienoid. but still retain the appearance of a mechanical device. 7-9 750A: Primary Function (roll a d20) Computer. develop it like an NPC person. d . The robot is programmedto perform a task and is incapableof action outsidethat task unless reprogrammed. Cleaning Robot. Can make logic decisions based on information outside its original programming. Agricultural Robot. Simulated flesh and hair create the illusion of a living being. and battle machines. roll a d l 0 and match the result against Table 750B: IntelligenceLevelsto determine how intelligent the artificial being may be. This is an amalgamation of living tissue and electronics similar to a cyborg (see Table 861: Bionics). Use yourgame system's own rulesto fill in details about the specific features and functions of robots. Usually found in robots whose function is to deal directly with human beings. MaintenancelRepair Robot. Something size 4-5 would be like a cat or dog. 20 Biosynthetic. even spacecraft have been depicted as having self-aware intelligence in both fiction and film. if the artificial being is self-aware. its 1-6 form and appearance are tailoredto its function. Add 1d l 0 to Table 750C die roll. A being of size one would be incredibly tiny. Add 1to Table 750Bdie roll. What follows is a way to rough out those artificial "persons" that the character encounters. roll a d20 and match the result against Table 750A: Primary Function. Spacecraft. Designed to mimic human shape. 1 d20 750C: Body Types (roll a d20) Machine-like. bird. Are they hated. but designedto mimic the shape of its alien creators. androids. ground vehicles.

the character has obtained an unusual pet. Pet can detect radioactivity. roll a d3 for the number of s~ecial abilities nossessed bv the Det. Robots: These are not true creatures. marble. While they are not cats or dogs. Hi . then use Table 8 1 Bionics to select those parts. Reroll l d 3 times on this table. Pet has been cyborged. Pet is telepathic. Lo pet is unusally small. Pet's life energy (hit points or damage it can take) is added to the character's own as bng as the pet lives.. Mutants: Generally these are creatures who have been genetically altered by radioactive catastrophes. Aliens: These are the alien equivalents to one of the animals on this table. To roleplay the pet. Portions of the animal have been replaced with bio-mechanical bionic" parts. For each abilitv. - . Pet is made of some substance other than flesh and blood. On a roll of 7 or greater. A duplicate roll doubles the effectiveness of a duplicated feature. These pets have above average intelligence for an animal (mutant. Spit deadly poison (potency is equal to l d 6 x creature's Constitution attribute). Do not use Table 7 0 : Body Types. This will probably lead people to believe that the pet is imaginary. Reroll 1d2+1 times on this table and combine the animal types in a creative (or icky) way. The GM should roll and record these attributes. Roll a d4 to determine the number of bionic parts. Once per day. Select details regarding the robot on Table 7 0 5: ArtificialPersons. Next. or they may have been "enhanced" by research scientists with humanlike capabilities such as hands with opposing thumbs. roll a d l 0. they remind one of those terrestrial creatures.. Pet has human-like hands on its forlegs. Example: A spiderlcat combination could be an eight-eyed.pet is unusually large for its species (even gigantic). I I Use only ldirected here by another table 1 . but mechanical constructs designed to look (and often act) like the real animal.751: Unusual Pets 80 751: Unusual Pets Unusual Pets If this table is being consulted. Roll a d l 0 on the following subtable: 1-2 Steel (though some parts may be other metals) 3-4 Plastic (though some parts may be metallic) 5 Precious metal with gems for eyes. think of that special pet you may have once had. roll a d20 once on able 7518. Pet can increase its size and strength ld10 times their normal value. Reroll d u p t i i e s bebw 10. Reroll ld2+1 times on this table and combine the animal types in a creative manner. The GM will need to determine how these abilities work within the game. Very Intelligent--better than average human sentience. 6: Pet has l d 4 psionic powers. 751A: Special Pet Types (rolla d20) d20 Pet 1-2 3-4 5 6 7 8 d20 Pet (continued . 5: Pet is unusually colored (go to Table 8 6 Colors). the pet's special abilities are unknown to the character. 6: Pet has unusual size. Reroll the type on this table. table below. Remember to combine in at least one "human" feature. Roll a d6 for Hi-Lo. Instructions: Roll a d20 once for the type of pet on the Roleplay: The pet is the character's constant companion and would probably rather die than be separated from its master. A pet will not have more than four special abilities.) A minidragon Lab construct (see below) Robot animal (see below) Mutated animal (see below) Something alien (see below) Lab Constructs: Like mutants. There is a 60% chance of it being able to speak an understandable language. a miniature animal. Pet can produce food compatible with master's biosystem as a by-product of its own biosystem. tiger. lab constructs can combine the features of several animals.) 9 10 11 Dog 12 Cat 13 Rabbit 14 Lizard 15 Monkey 16 Raccoon 17 Rat or mouse 18 Snake 19 Hawk 20 Big insect Ferret Big spider A big cat (lion. once each day for l d 6 hours. ~ 6 r o l lall duplicated abilitks. Pet breathes fire-ld6 damage. 751: 751B: Special Pet Abilities Instructions: First. 5C Reroll the animal type on this table. Can communicate by mental speech. alien or otherwise). Select them on Table 8 2 Psionics. etc. the one that followed you everywhere. Pet is invisible to all but the owner. Pet regenerates damage done to it.) 9 Wood 10 Roll twice more on this table. the pet may temporarily assume an attractive human (or humanoid) form (for l d 6 hours). Then go to Table 7 16: Special Pet Abilities for 5 the pet's powers or skills. eight-leggedfurry cat. Pet has the ability to slip between alternate universes (or dimensions). Unless specificed otherwise the pet looks like and is as large as its more comon brethren. 751B: Special Pet Abilities ( o la d20) rl d20 Pet Abilities Pet has wings (or an extra set of wings). then at some point in his life. lizards or hawks. etc. Most such pets will be unusually long-lived. 6 Cbth (a "stuffed animal") 7 Precious stone (gemstone) 8 Stone (granite.

1 Here is the hero's companion. questions must be answered.' Give the Companion personal goals that he can work out during adventuring. Always ready for adventure. a whiner. assume that the character is his Companion. A robot or computer. develop him as an NPC on TaMe a 107: Parents & NPCs. 8 Mysteiius voices and feelings told the Companion 9 to seek out the character and join him. Roll a d6. If the Companion is relatively more powetful than the character. - . it's his first.' 9 Good 01' Boy: A down-to-earth type who enjoys simple pleasures like hot food. the faithful sidekick who has joined the character in adventure. Dislikes frivolity. May be a wisecracking "smart mouth. A professional adventurer. especially in the face of danger. Quite sure of himself at all times. Ro1epI. Who is the Companion? Why has he joined up with the character? What are the Companion's feelings toward the character? What does the Companion seek to accomplish? Start with Table 752A and folkw directions. willing to leap into the fray and face unbeatable odds. Select Companion's Technoculture on Table 102 and his Social Status on Table 103. They happened to be in the same place and in trouble 5 at the same time. Select on Table 745: Others.752: Companions 81 752: Companions Table 7 2 : W h y a Companion? 5B Instructions: Roll a d l 0 and match the result against the table below to select why the Companionry exists. C Table 7 2 : What kind of Guy? 5C Instructions: Roll a dl0 and match the result against the table below to learn the Companion's outbok on life. Will support the character in all he does. tall tales. A kid. 1 GM O W : See Entry #752B on Table 967: 0 GM Specials. Add the result to 6 to find kid's age. cold drinks. Record information as you go. a bit of comic relief. A total stranger. 3 Parents were Companions in adventure. Does what must be done to the best of his ability. Select on Table 750: Artificial Persons. A result of 1-4 is same sex as the character. and may inadvertantly s a e e d more often than he fails.a~ Companion can either be an NPC controlled The by the GM or by the player. From Here: Give the Com~anion name. Possibly the character himself may be merely the Companion's faithful sidekick? 2 -- Instructions: To develop a picture of the character's Companion. The Companion may be a bumbler. They seek a similar goal (30% chance to be friendly rivals in this regard see Table 7536: Rivals). usually obscure poets and high-talkingphilosphers. and fast action. 7 Gung-ho Joe: Enthusiasm is not his middle name. 8 Groaning Griper: He may folbw the character to Hell and back. From Here: Go to Table 752C: What are his Feelings? I 1 7 I Use only ldirected here by another table 1 ldlO 752B: Why? ( o la dl01 rl Character saves his lie. or a serious hero with his own destiny to fulfil. The Companion's original intent was to steal from 7 the character. Loves a good knockdownfight. but he doesn't have to like it and lets everyone know about it. Always quoting somebody. 1 ldlO 752A: Who? ( o la dl01 rl A childhood friend. Select on Table 1040: Other Relations. his trusted right-hand man. and round out'his background. 10 Incurable Romantic: Imagines himself to always be questing after some greater goal. Select on Table 748: Aliens. - ldlO 752C: What? (rolla dl01 13 Loyal Friend: Companion might lay down his life for the character. then roll a d6. Companionfeels a need to protect the character. An alien. Intensely loyal to the character. 4-5 Bumbling Buddy: A buffoon who tries to be a hero. Give him comical quirks. Lo I younger). Sibling (roll a d6 for Hi-Lo: Hi older. Former enemy or rival. good company. Select on Table 753: Rivals. 6 The Companion imagines the character to be a real hero and wishes to learn from him. He should not be just "cannon fodder. but not much help in a fight. It may be that once those goals are accomplished the Companion parts company with the character to seek his own ultimate destiny. GM ONLY: See Entry #752A on Table 967: GM specials. Always attempts noble and chivalrous deeds. May have an inferiority complex. A result of 5-6 means the Companion is of the opposite sex. 6 Grim Ally: Doesn't talk much. From Here: go to Table 7526: Why a Companion? Gender Note: If the gender of the Companion is not predetermined. r 782A: W h o i the Companion? s Instructions: Roll a d l 0 and match the result against the taMe 752A below to select the character's Companion. A Relative. They share the same enemy (create a Rival on 4 Table 753: Rivals).

Rival may be appear to be a friend or ally. ldlO 753C: What? (rolla dl01 Rival and character can still be friends. the Social Status is the same. Lo younger). A professional rival.753: Rivals 753: Rivals Table 753B: W h y an Opponent? Rivals Instructions: Roll a d l 0 and match the resub against the table bebw to select why the rivalry exists. On result of 5-6. An insult was percieved by one or the other. Record information as you go. Who is the Rival? Why is he an opponent? What are the Rival's feelings toward the character? What does the Rival seek to accomplish? Start with Table 753A and follow directions. but if it happens. 1-3 Friendly: 4-5 Jealous: Rival dislikes the character. From Here: Go to Table 753B: Why an Opponent? Gender Note: If gender of the rival is not predetermined. and takes secret pleasure in embarassing. Given the chance. socially. The Rival is usually of the same Social Status as the character. Physical injury is usually not intended. This is an unhealable grudge. Severely Injuring the character in any way is the rival's goal. 6-7 Intense: Rival hates the character. emotionally. with the same occupation. there can be only one survivor. use the result of the second roll. If you wish. and who seek the same goals that the character seeks. an opportunity to create a continuing bad guy to foil the character's activities. Secretly hopes for the chance to injure the character in some way (physically. questions must be answered. Rival is jealous of the character's looks. Select on Table 748: Aliens. financially. There are those who will covet what the character has. Instructions: To gain a picture of the character's Rival. Rival enpys competing against the character. think about how you felt when you discovered someone didn't like you. GM ONLY: See Entry #753 on Table 967: GM Specials. 10 Obsessive: The rival's entire life focuses on the character and his ultimate destruction. He plots and plans the character's downfall as a part of his own path to success. the rival is a god-like. Roll a d6. who are jealous of what the character is. especially if you liked that person. and goes out of his way to foil him. If the result is 10 again. From Here: Go to Table 753C: What Feelings? I ( ldlO 753B: Why? (rolla dl01 They love the same person. unfriendly foes. Set him up as a foil to the character's plans. A sibling (roll a d6 for Hi-Lo: Hi = older. hoping to cause injury in so doing. Thus a jealous relationship would become an intense hatred. etc. Their parents were rivals. find the Rival's Social Status on Table 103: Social Status. otherwise. roll a d8 for the character's feelings towards the rival. If the result is the same as the Rival's current level of feelings. See Obsession under Table 6448: Exotic Personality Traits: Mental Afflictions. that level increases by one. This rivalry often clouds judgement and could lead to no-holds-barred conflict. Select on Table 745: Others. A total stranger. or even deadly enemies. thwarting or beating him. An Alien. If the result is 1-4 the Rival is the same sex as the character. A relative. A former friend. d C . On a result of 1-4. Select on Table 1040: Other Relations. In this competition. They are sporting event riials. Their distant ancestor's were rivals. 1 I I 753A: Who is the Rival? Instructions: Roll a d l 0 and match against the table below to select who is the character's rival. it happens. roll a d l 0 on Table 753C. Always trying to outdo each other in everything. To develop the character's attitudes toward this foe. Use only if directed here by another table I I I Not everyone encountered during life is going to be the char- acter's pal. give the rival a name. Optional: From Here: If desired. and develop him as an NPC on Table 107: Parents 8 NPCs. super-powerful alien being. reroll). Rival is jealous of the character's possessions. Table 753C:What Feelings? Instructions: Roll a d l 0 and match the result against the table below to learn the Rival's level of antagonism towards the character. - Deadly: This is a potentially fatal hatred. If the result is 5-6. Reroll. An enemy of the family. Roleplay: The Rival is essentially a pbt element for the GM to use. They seek the same goal. A friend (rivalry other than "friendly" is kept secret). Rival may even remain a good friend. No risk to sell or others is too great in the rival's quest to utterly destroy the character. The rival maximizes all opportunities to thwart the character. These people become competitive rivals. the rival will kill the character. 9 4 5 6 7 8 9 10 A former bver (if character is a child. the Rival is of the opposite sex. then roll a d6.) 8 * ldlO 75W Who? (rolla dl01 1 2 3 Fierce: Rival hates the character bitterly. Optional Rule: Each time the character has an encounter with the rival that ends with the Rival's own plans being thwarted.

A sealed cannister with an alien creature floating in it. The resulting item definitely has at least one special function and some great significance to the character's destiny and the over-all scheme of things. A file of papers. etc. 15 16 A deed to a property. A sealed bottle (determine contents). 4 Diagrams and plans for a mysterious invention. A technological wonder.. Make a d l 0 roll on the following subtable to determine what the pouch contains. 10 An archaic weapon (something from another time or place. A care-worn. They may be disguised technological (even if not rolled as Instructions: Roll a d20 and match the result against the table below to determine the nature of that gift. but the jewelry is extremely valuable. An archaic device that functions like a technological wonder. 9 A plasma energy weapon./ 854: Gifts & Legacies Gifts & Legacies Use only if directed here by another table 854: Gifts & Legacies The exact nature of these items should be determined by the GM. A suit of light flexible. 1 Amulet. 8 A treasure map! 9 The character's true (and colorful) family history. 3 Earrings. like a blunderbuss musket. 5 Ring. 6 Torc (neck ring). A key. Select details on Table 866: Spacecraft. 9 Medal. 4 A pearl-handledballistic pistol. Roll again. Make a d l 0 roll on the subtable below to determine the kind of jewelry. The creature seems to be alive. 7 A last will & testament. a spear.. 2 Necklace. 7 An energy sword. possibly an unusual costume. A musical instrument. 7 Pin or brooch. more so than its looks reveal. Roll type of pet on Table 751: Unusual Pets. 4 Tiara (small crown). 2 An ornate sword. 1 An apartment building 10 An abandoned mine 2 An ancient fortress 11 An ancient house 3 A country manor. a flint hand ax. A locked or sealed book or data recorderlplayer. 10 Roll again on this subtable. An Unusual Pet. 1 A hat 9 Boots 2 Shoes 10 A space suit helmet 3 A belt 11 A complete space suit 4 Acape 12 An unusual coat 5 A tunic 13 A woman's dress 6 Pants 14 Priestly garb 7 A one piece jumpsuit 15 A military uniform 8 Deep sea diving gear 16 Ultracold weather gear 17-20 Roll l d 4 times on this table. 3 An automatic ballistic assault rifle. 12 Swampland 4 A tract of jungle 13 An office building 5 An old restaurant 14 An old military base 6 Afactory 15 A remote island 7 Amusement park 16 A mysteiious forest 8 Ancient ruins 17 An old temple/church 9 An asteroid 18 An inn (or hotel) 19-20 The deeded property is on a far planet. Roll a d20 on the subtable bebw. Make a d l 0 roll on the subtable below to determine the kind of weapon. Make a d20 roll on the subtable below to determine what the deed is to. The pieces are part of a related set. but functional old space suit. 8 Large crown. possibly even an internal combustion relic from the "old days. Reroll. A piece of jewelry. Select the device on Table 855: Techno-Wonders. Select the device on Table 855: Techno-Wonders. See Table 752: Companions. 5 A chemical formula for a popular soft drink. metallic body armor. 2 A map. 6 A laser rifle (any form of "blaster" riile). Reroll results of 10. 3 An undelivered letter." . d20 Gifts &Legacies(continued ) 14 1 854: Gifts and Legacies (rolla d20) 0 A weapon. A sealed trunk. This pet will survive at least until the character starts adventuring. but functional. 1 An ancient ancestor's letter to his descendants. A vintage vehicle. 6 A wild story of adventure. space ship. An old.) The guardianship of a young ward. a crossbow. There is a 60% chance that it contains ld3+1 additional items from this table. 10 Roll for 1d2+1 items. 1 An ornate dagger. 5 A laser pistol (any form of "blaster" pistol). 17 18 19 20 . This is an NPC. Create this person as if it were a companion to the character. A piece of clothing.

Shields larger equipment. 20 Alien artifact. this drive is either a radical improvement on existing technology or a new way of thinking about crossing the vast gulfs between the stars. 5 Faster-than-light (FTL) space drive. You don't understand how it works. On the other hand. going anywhen. assume that the TechnoWonder is a radical improvement or variation on the existing technology. see entry #El55 on Table 967: GM 's Specials. Also albws knowledge in a brain. Bionic replacement is nearly indistinguishablefrom a living body part. A moves through time. Table 750: Aflr7ichI Persons gives more information on sentient robots and computers. 2 Genetic Manipulation Equipment. This technology stops or slows the aging process to a bare minimum. ) Wetware. If the selected device already commonly exists in your game system. This is an enclosed solar system. In an SFRP game. traveling anyplace. 7 10 Cloaking device. This is the technology to faithfully and successfully reproduce one or many organisms from one livingflrozen tissue cell. such as a spacecraft or a battlebot from both the naked eye and sophisticated electronic sensing devices. 620 Techno-Wonder (roll a d20) L Time machine. 19 1 1 Lifelike bionics. Could be a computer. with a sun at its center and its population living on the inside of the sphere. Star gate. 9 Personal shield. even frightened of his discovery. to be stored electronically. These things are almost magic. a robot or another device listed on this table. Wih it a man could possibly live forever. maybe even a star! 18 Energy weapon. Have your GM select or create several powers for this object. it moves through space. In a fantasy game. 14 Self-aware electronics. and provides several types of weaponry. possibly even a soul. This equipment allows controlled modification of a living creature's genet material. 16 Longevity drugddevkes. This equipment uses the force of gravity against itself. enhances physical abilities. This powered armor protects against damage and the vacuum of space. sophistication or technical feasibility is beyond that commonly found in the game system. W Cloning equipment. 4 Battlebot. its a technological object of unknown powers. but what it does do seems miraculous. If FTL capability already exists. Your character may be just a little bit in awe. possibly causing changes in the creature itself. This is electronic armor that creates a defensive and even confusing energy screen around the character or his vehicle. GM ONLY. this would be an exotic magical item. Unknown object. d20 Techno-Wonder (continued. . including personality. This hand-held weapon is more powerful and possibly even more deadly to the user and his target than any similar device known. i c 3 Battle Armor. usually humanoid robot-like war machine requires a pibt to function. inventions and artifacts whose level of technology. 6 Bio-regeneration equipment. This powerful. This weapan can destroy a planet.. 8 Dyson sphere. 15 Anti-grav.1 Techno-Wonders I I ( Use only l directed here by another table I Techno-Wonders are those devices. Instructions: Roll a d20 on the following table to select this wonderful bit of technology. Allows immediate transportation between linked gates in the same or vastly distant star systems. This is a machine that possesses all the requirements for sentient lie. 17 Doomsday device. . skills or knowledge that plugs 12 directly into the brain via an external hookup. some folk may do anything to get their hands on this new wonder device. Roleplay: Imagine finding something you've never seen before. usually left by a long dead alien race. Programming. This is the a b i l i to repair or replace damaged body parts by growing new ones either within or without the body. causing things to float off the ground.

not just a mark on the skin. Ivory) f f Black (Ebony. etc. afflidions. on a humanoid body. that birthmark will generally be brown or red (on humans. the body bcation of the birthmark must be deter5. Chest Right Arm Left Arm Right Hand Left Hand Head Face . 5.. rl d20 8 6 Color ( o la d20) Red (also Crimson.. Instructions: Roll a d20 to determine the color. aliens are probably different). Scarlet or Blood red) Red Orange (Sunset orange) Orange Yellow Orange Yelbw YelbwGreen (Cirine) Green (also Emerald) BlueGreen (also Aquamarine. if the result is Hi. Instructions: Roll a d20 on the table below to determine the type of unusual birthmark possessed by the character. O white. rerolling results over 19. Select the color on Table 856: Cobm. ) Spiral Galaxy Claw Eagle (or hawk) Star Animal (you pick one) Fish Geometric pattern Alchemical symbol Stellar Constellation Weird (see note below) Weird Birthmark: Roll aaain on this table to determine what the birthmark looks like. True-black) Gray Maroon (Reddish or Purplish brown) Reroll the color. The color has a metallic sheen. wounds. Reroll the color. fhe bhhmark then has a unique aspect. unless another color is indicated. Possibly it is a focal point for a psionic power or special talent that the character may also possess.--~ Body Locations Use only if directed here by another table 858: E(k JzB . ) This table is used to determine the body locations of physical features. the color is mixed wlh white to produce a pastel tint. bright and saturated (though they could be muted too). ~ . Then roll a d6 for HiRo. Reroll the color. 858: Body Location (rolla d20) d20 1 2 3 4 5-6 7-8 9 d20 (continued Right foot Left foot RightLeg Left Leg Abdomen Buttocks Back 10-13 14 15 16 17 18 19-20 . 857: Birth Marks (roll a d20) ld20 1 2 3 4 5 6 7 8 9 10 ld20 (continued Dragon Skull Bat Sword Hand Fist Cross Spiderweb Spider Heart 11 12 13 14 15 16 17 18 19 20 . tattoos. such as birthmarks. Then roll a d l 0.856: Colors 85 858: Body Locations Colors Use only if directed here by another table This table is used when an exotic color is required for a physical attribute or object. For aliens (or animals) create a hit die table similar to the one found here for each type of creature. Birthmarks [ Use only if directed here by another table ] If a character is determined to have an unusual birthmark. Lavender) e t a. In addition. the color is mixed with black to produce a dark shade. mined on Table 8 8 ' Body Locations. Fuschia) Pink Whiie (Snow white.. Red ~ b ~(also ~ a ~ e n tHA pink. If the result is Lo. Instructions: Roll a d20 to determine body bcation.. like glowing or looking like the real thing. If the d l 0 result is a 10.. The color has a pearlescent look. Tourquoise) Blue Blue-Violet (also Royal blue) Violet (also Purple. then the birthmark is a color other than normal. Colors are assumed to be rich.

1 Can breathe in air or water (or an exotic atmosphere?) 2 Photographic memory. lf the result of a die roll for any skill. the character always learns it at one Rank higher than would normally be the case. . the friend has a serious accident. Lo = Subtract. 5 Character is Bad Luck and causes friends to fumble (have accidents during skill checks). Encourage Others. . This is a skill that begins at Rank 1 but never rises above Flank 6. . Sen. 4 Not hurt by extremes of heat or cold. up or down. or pouring a soft drink into a computer keyboard. talents and liabilities.. 17 Character is unaffected by disease. 1 Character is a true hermaphrodite. The result is the percentage chance that the character will be immune to the effects of any psionic ability used against him. Helshe has an androgynous appearance. 2 SubtracWAdd l d 6 points from an attribute. Mutations & Modifications 86 859: Talents. 6 Can go without air for 1d4 hours. I Character has a psionic power. Answers should always be vague and allow for misinterpretation.Psionk Activity. He has the selected skill at Rank 5 proficiency. the roll is successful. Subtract 1 from Dexterity. Mutations & Modifications Many game systems provide characters with special powers. The character can detect the presence of evil in a thing. or even love with members of the opposite sex. The character. ' Talents. Determine the ability on S Table 862: Psionics. something that he can quietly use to his or others' benefit when the need arises. you're a bright person. etc. (rollld20) 1 Select l d 4 personality traits onTable 312A: Personality Trait Check. 5 Bones in the body have been replaced with steel. 1 Character is born with a natural talent.e. strange looks and curiiusity seekers throughout life. friendship. roll a d10. Lo = much smaller (20 to 60%) than species norms. Character can detect the anent or recent presence of psionic activity in a person. Strength Intelligence Luck Dexterity Constitution 6 7 8 Chatisma Appearance Reroll twice on this subtable. 1 Character has a natural aptitude for learning. a person or a place (reverse this for evil NPCs). 3 Wihin six hours. he will know which direction is north. 7 Through a combination of acting skills and a strange mutation. its location on Table 858: Body Locations. Roll a d6 to find his Bad Luck rating. and pink eyes. the center of the galaxy. 6 Character is Good Luck. combat or saving roll is within this percentageof the amount needed. Roll a d8 to select this unique talent on subtable below. 8 1 Character is naturally lucky. ask the GM). Reroll results indicating no trait. making it difficult to tell if the character is male or female (since helshe is both). Whenever a 8 new skill is learned. Mutations I Use only ldirected here by another table Instructions: Roll a d20 and match the result against the table below to select the talent. 1 Character acquires an unusual tattoo. place or thing. come up with something that fits the character's background.. Select the talent 3 on Table 865: Unusual Skills. select the tattoo 9 on Table 857: Birthmarks.859: Talents.. 4 Character heals twice as fast as a normal being. with pale almost white skin and 6 hair. 20 Roll a d3. The character easily establishes a rapport of trust. Evil beings can attempt to shield their nature . Then roll a d8 on the subtable below to select the affected attribute. Roll l d 3 and multiply the re0 sult by 5 to obtain the character's Luck percentage. Roll a d6 to select one of the special abilities listed below. can quesb tion the wisdom or advisability of an action (i. Senre Danger. with functioning male 4 and female organs and secondary sexual characteristics. Hi = Add. If the result is less than or equal to the Bad Luck rating. the character can change his form into that of any being he touches. he will get a hazily vague response from the GM as to whether or not a place holds danger for himself or others. Sense Evil. If the character asks. Roll the resulting number of times again on the table and combine the results in a logical manner. d20 859: Talents. mutation or modification. but temporarily restricts the character's own skills to a maximum Rank of 2. 9 Character always seems to be blamed for the commission of heinous acts that occur in the same locale. Where do they come from? Well. Here are a few more to spice things up. 1 2 3 4 5 . RornanHc Rapport. I I I I ' I Roleplay: Unusual or uncommon appearances & abilities set characters apart from the rest of humanity (or whatever). Direction Bump. If the character asks. should he think to c so. Blind Trust Other beings want to bust the character as if he were their best friend. This talent encourages others to perform ld3 Flanks above their normal skill.) 12 Character gains a unique talent. d20 859: Talents. 11 Character has a natural immunity to psionics. such as wounding himself or a friend. 1 Character is an albino. His presence improves all the skill rolls of his companions by 1 rank or (+1 bonus to nonskill rolls) when within 20 feet of them. (continued. Hi = much larger (20 to 60%) than species norms. While these differences may not be offensive or harmful. 3 Character has unusual'size. Roll for Hi/Lo. the character can radically alter his appearance to resemble other members of his own race or similar races and even members of the opposite sex. Insight. characters who are 'different" may be subject to behind-the-back whispers. to affect two attributes. Roll a d8 and multiply the result by 5. Each time a friend misses a skill use roll. Roll for HiILo. Subtract 1d3 points of damage per hour of unprotected exposure to strong sunlight. and its predominant color on Table 856: Colors.

Back Injury. Hi is left. 5 Reduce Dexterity attribute by ld3 points. Causes recurrent nausea. usually lasts ld20 minutes (Subtracl ldlO Ranks of ability from skills during nausea). in which case. apply them all. 0 Subtract 1 point from Dexterity attribute. Unique affects for the wound are included with the description. Roll a d8 on the subtable below to determine the effects of the injury. On a result of 1-50 add 1 point to Charisma attribute. 10 17 being the worst. O Subtract 1 point from Appearance attribute. climbing). Roll Hi-Lo. Roll Hi-Lo. Also imaaine how others miaht react to the character's injury. @ 6 Disfigurement. Alcohol becomes a poison. Do not reroll duplicates-add the effects together. Ii d20 1 2 3 Serious Wounds Use only if directed here by another table 860: More than just a skinned knee. Roll Hi-Lo. O Body Lo- d20 860: SeriousWounds (continued . Lo is right eye. lt is impossible to grip a weapon with that hand. or permanently removing a body part. Use Table 858: cationsto locate the most impressive scar. All other skills drop by ld6 Ranks. Roll a d6 on the table below to determine which body part is affected. Lo = right ear. Depth perception is gone. 2 3 Character develops a Mental Affliction. Hi is left eye. If more than one footnote follows. subtract 1 point from Charisma attribute. 8 O 3 Foot. 18 19 Bionic Replacement.. 8 8 14 Stomach injury. d Lung damage causes racking cough and pain after 13 physical exertion (running. @ O 2 Arm. If more than one is lost. creature or situation that caused the injury. Instructions: Roll a d20 and match the result against the table below to select the injury that has occurred. Hi is left. Character needs three to four times the amount of water normally needed. If the result is 7-10. @ Subtract 1 point from Constitution a'ttribute. but they affect the character for the rest of his days. Lo is right. Reduce Appearance and Charisma attribute by 1d l 0 each. 1 All skills drop one Rank. 0 Movement speed is half normal. Select the affliction on Table 644: Exotic Personality Traits. Roll Hi-Lo. 11 Injury heals badly causing bss of attribute points (see footnotes). the character must Make an Intelligence Check (usually a d20 roll less than or equal to Intelligence attribute) to perfoh any action requiring con&ntration. Select the affliction on Table 6448: Mental Afflictions. Select the part to be replaced and other details on Table 861: Bionics. 7 Head inury causes brain damage. Hi is left. 1 Hand. The injury causes terrible scars andlor rearranges the character's face in a manner which is unpleasant to look upon. unable to speak at all. The injuries are not fatal. 4 The character develops an Exotic Personality Feature. @ Reduce all skills requiring manual dexterity by 1 Rank. Imagine how the character will react if once again confronted with the person. Roll a d10. Lo is right. d 15 Kidney damage. 7-8 Roll ld3+1 more times on this subtable. @ 4 Lose l d 4 teeth. a permanent hearing loss occurs. Q Subtract 1 point from Strength attribute. unless an artificial limb is attached. Roll Hi-Lo. Lo is right hand. Roll d l 0 for degree of voice loss. 8 1 0 A body part i s permanently severed from the body. Roll a d l 00 b~ find percentage of speed regained with artificial limb. Q 8 12 Liver damage.8 0 SeriousWounds 6: 87 860: SeriousWounds Roleplay: These injuries are physical reminders of something in the character's past-+ war wound. 8 0 5 Thumb. Constitution halved for protecting against poison damage. Reduce lntelligence attribute by l d 3 points. Reduce Strength by l d 6 points.. Along with the physical scars. The damaged part has been replaced by a bionic part. More common symptoms and effects are indicated by the footnotes in parentheses following the table entry. . 8 0 4 Leg. the end-result of a mugging. 808 9 Knee injury causes slowness and constant limp. 5 Ear is torn or cut off. Roll Hi-Lo. particularly in stress situations. Duplicate rolls are discarded and not rerolled. On a result of 5140. 6 l d 3 fingers. 860: Serious Wounds (roll a d20) Impressive facial scar. Roll Hi-Lo. Hi is left. Lo is right hand. there may be mental and emotional scars too. reducing physical attributes. d 1 6 Genital injury. knee causes pain. Ql W~thout painkillers. After strenuous physical exertion (running. Hi is left. climbing). 20 Multiple injuries occurred. the by-product of torture. Character loses all sex drive. visibly scarring. a broken arm or a clean laser burn--these are injuries that leave lasting physical effects. Roll Hi-Lo. Roll ld2+1 times on this table. reduce all combat and visual perception skills by one Rank. Hi is left. Lo is right. Is he n. Reroll results over 19. otherwise body poisons build up. Impressive body scars. it is impossible to grip a weapon with that hand. 8 Injury causes constant pain. causing ld6 points of damage daily. 63 Movement s m d is 314 of normal speed. Eye put out. known as "ol' ~ ~ c lor~ ~ s " o "Scar-face?" Footnotes O Roll a d100. Lo is right. fighting. reduce all listening skills by two Ranks. Hi = left ear. Throat injury. 6 Increaseone skill by ld8 Ranks. fighting.

11 Grant superhuman powers (15%). " If Tech level is not appropriate. Both Hands. From here. see note below before rolling. 10 Grant special powers (10%). +. +. ineffii ent or clumsy manner. . Duplicate LHe. continue on to Table 8618: Function Quality. Roll a d6. water or toxic vapor equally well. Exotlc Appearance. Note that a skill check fumble indicates total device failure! From here continue on to Table 861C. Both Arms. Part functions like its organic counterpart. no one would ever mistake it for the real thing. Lo I Left. This is a device that duplicates the function. Otherwise. (Tech level 9+). If the device has already been determined to be experimental in nature. but not the appearance of the organ or limb. Lo = Left. but enhances any skills or attdbutes that may be affected by it by 1d3 Rankslpoints. 5-6 = both ears. Part functions like L organic counterpart. roll a 2d8 on Table 861A to select Instructions: Begin here. Liver* (Tech level I&). Part functions like the biological counterpart and even looks somewhat like it. the character sees again. but multiply any bonuses by ld6. Reduce any skins or attributa affected by the part by ld3 Ranksfpoints. partial replacementonly. Lo = Left. Obvious Machine. (see Replacement Parts above). However. d . but check everything with your GM. While it may seem strange to live with a mechanical device in the body. telescopic and microscopic vision. If the Tech Level of the character's culture (or the culture which replaces the lost body part) is not greater than or qua1 to the level indicated after the body part. the replacement part is ALWAYS experimental (see entry # I of Table 861B: Function Quality). Reroll. (Tech level 9+). If Tech level is 1 less than required. 4-7 Dupllcate orlginal (05%). add 1 to the die roll and also see entry #1 on this table. However. As for item 0-9 above. A bionic lung might breathe air. An eye might scintillate like an insect's. otherwise. This part cannot be duplicated by a nonfunctioningprosthelc device. Lo = Left. possibly with enhanced vision. These tables define the part of the body to be replaced. roll a d l 0 on Table 861C to select what the bionic device looks like.). The device is indistinguishable from the living body part. Add ld20 points to the malfunction chance given with the selected function. Digestive system* (Tech level 1I+). reroll. 2-3 Poor (30°/. possibly to call attention to it. determine the quality of its function and select its appearance. Eye (Tech level 9+). Roll H i o . Device functions in a minimal. Roll HilLo. the character may stand to gain special powers that he might not otherwise have. r machine. when the proportion of machine parts exceeds biological ones the question of defining life may be raised. The percentage chance after the function name is the base chance that the device will malfunction when used in a stress situation (essentially when used in an adventure). Experimental device.8 1 Bionics 6: 88 8 1 Bionics 6: 2d8 861A: Replacement Parts (roll d28) 2 3 4 5 6 Bionics I I Use onty if directed here by another table 1 7 8 9 10 Bionics refers to a branch of prosthetic medicine which focuses on actual replacement of damaged body parts with biologicalslectronic (shortened to "bionic")devices. Examples: a portable external heartlung machine. Hi = Right. Hand (Tech level 9 ) Roll Hino. Heart (Tech level St). 861B:Function Quality Instructions: Roll a d l 0 on Table 8618to select how well the bionic prosthetic functions. lnstead of a glass eye. A character with this level of ability could perform feats of superhuman strength. 3-4 = right. Instead of a "wooden leg. Hi = Right. subtract 1 : point from the character's die roll on Table 861C Appearances. or lightning dexterity. Arm (Tech level 9 ) Roll HiRo. (Tech level 9+). (Tech level I&). Lungs* (Tech level I&). Use your imagination. 'ldl0 8 6 1 ~~ e v i c~ ~ p e a r a n c e : e (rolla dl01 0-2 861C:Appearances Instructions: If a device is experimental. The device has been made to bok exotic as a matter of choice. 11 12 1 3 14 15 16 Nervoussystem** (Tech level 13+). I ldlO MlB: Function (rolla dl01 1 - 861A:Replacement Parts not been previously selected. Reroll and add 1 to the dike roll. emmd Roleplay & Cyborging: A cyborg is any being with a bionic body part. (Tech level 9 ) +. this part cannot be duplicated by a nonfuncliorr ing prosthetic device. Both Legs. Rather than wait for a transplant. Both Eyes. Hi = Right. Ear (Tech level 9+). Leg (Tech level 9+). Experimental Devices & Appearance: If a characters bionic part is determined to be experimental. possibly even to the character himself. ultraviolet. 3-6 7-9 10 L External Organ Machlne. If the part to be replaced has 8 body part. 8-9 Exceed original (10%). part is an obvious. but the part gives the character special powers. 1-2 = left. Is the character a man with machine parts or a machine with pieces of dead flesh attached to it? How does the character feel about being part or mostly machine? How does d e t y treat cyborgs? . a mechanical organ is implanted. or robotic manipulation limb. Hi = Right. Not every action should require the bionic part to be stress-tested. robotic leg that responds like a real one. Examples: a bionic eye might have infrared. A bionic limb could contain weapons. or a limb could be sheathed in reflective chrome. Brain*. As item for 89 and 10 above." the character gains a fully functional. though in an untiring manner.

Character gets a fuzzy view of what is occurring -sound may be jumbled. use the guidelines that follow. 9 Telekinesis: [ I 1 minus Rank. 5 Clairvoyance IH (Astral Projection): [17 minus 1 Rank] Similar to Claimyance 1 . water. At Rank 6. character also gains Mind Control at Rank 1 skill. Rank 1 blocks ESP.2)82: Psionics 89 862: Psionics used has rules for psionic abilities. Active characters cannot regain Strength points bst through psionic endeavors. a character must expend Strength attribute points. visions are random (at the discretion of the GM). How will the character deal with his new powers? Will the character try to hide them or flaunt them openly and fearlessly? dm 862: Psionic Power (rolla d20) d20 8 Psionic Power (continued. psionic powers are considered weird. Rank 7 blocks Mind Blast. Add one point for each 20 Ibs of object weight over 10 Ibs] Allows character to move inanimate objects by force of thought. the character may use CIaitwyance 11 at Rank 1 ability. A rnimimum rank is needed to block certain powers. ' Persuasion: [15 minus Rank] Mass Hypnosis that may be used against one additional target for each Rank of Persuasion skill possessed by the character. Psionics I Psionic abilities allow the character to manipulate the world through sheer mind power. Detect the presence of others. 12 Mind Block: [14 minus Rank] Character can attempt to shield against intruding or offensive psychic abilities. the character will collapse into unconsciousness for 2d8 hours. Each power is a separate skill. Traditionally "common" psychic abilities are represented here (the GM may have to rule whether or not these abilities are albwed in his campaign). The cost of each power is given in brackets (relative to a 3-18 Strength range). Damage equals 1d4+ Rank. 16 Mind Blast: [ I 1 minus Rank. 13-14 ESP: [ I 1 minus Rank] Sense the surface thoughts of other minds. or a life-threatening disease at the cost of 3d6 Strength points.. or heat for up to Rank+ld8 days. plus the number of points added to attribute] With this power. It will also cure a minor illness at the cost of l d 6 Strength. Rank 3 blocks projected thoughts. but more often than not. Upon attaining Rank 6. Using Psionic Abilities: H the game system being Roleplay: Even in a futuristic world. Then record relevant information on the worksheet and return to the table that sent you here. If subsequent rolls duplicate previous rolls. 4 Clairvoyance 1: [13 minus Rank] Like Clairvoy1 ance Iexcept that character may select what is wished to be . At Rank 10. but character is able to create an impression that he is physically in that area (creating an astral image) and is able to change the point of view. Psychic powers can be improved like other skills. Rank 5 blocks mental probes. D i i u l t feats burn off more Strength than shown here (GM's discretion). 11 Teleportation: [16 minus Rank] Allows the character to move between two places without actually crossing the distance that separates them. 10 Suspended Anlmatlon: [8 minus Rank + # days suspended] Character enters a sleep-like state and exists without food. At Rank 6 skill. Otherwise.. . 2 Psychometry: [I1 minus Rank] The ability to learn the past history of an object or person by touching it. open to suggestions from the hypnotist (within reason). If psionic power usage reduces a character to 0 (zero) Strength. as if he was walking around the place being viewed. 15 Telepathy: [13 minus Rank] Rank 1 = ESP. 7 Hypnosis: [11 minus Rank] Places victim in a sleeplike trance. 17 Body Control: [ I 1 minus Rank. seen and receives dear sensory impressions from wherever the point of visual reference is placed. burn or melt non-living matter. 6 Psychk Healing: This is a healing ability that trades Strength points for bst hit points at the rate of 2 Strength points for each 1 point of damage. Rank increases distance. air. Each Rank of skill adds l d 6 to the character's possible damage. Unless another table states otherwise. at no additonal Strength cost. The character may use his Rank with the skill as if it were extra Strength points. ' Use only I directed here by another table Instructions: Roll a d20 and match the result against the table below to select a mental power (or powers). Thus a Rank 3 Psychic Healer could Heal an additional 2 damage points (1 112 rounded up).I 1 Psychic Bolt: [15 minus Rank] The ability to summon and shape energy to shatter. 18 Mind Control: [15 minus Rank] This is the ability to take over the mind of another for a short while. even making them fly. Rank 5 = Probe into other's minds. Character may attempt to focus the power. Rank 9 blocks Mind Control. use the power or powers that most closely match those selected from the table below. the character also gains Persuasion at Rank 1 skill. At Rank 7 may use Mind Blast at Rank 1. Expended Strength will be regained at the rate of 114 of the character's total points per 6 hours of complete rest (sleep or bed rest). the character gains Mind Control at Rank 1 skill. add ld3 Ranks to skill with that power. use of psionic abilities begin at a Rank 1 skill. particularly to the general populace. plus ld6] Using mental power only. To use a psionic ability in a simple manner. even evil. the character can temporarily increase any attribute by l d 4 points. Upon attaining Rank 6. the character may use Clairvoyance lllat Rank 1 ability. 3 Clairvoyance I [ I 1 minus Rank] To see or sense : things occurring at a distance not normally possible with normal senses. character can do physical damage to a foe. Minimum cost of 2 Strength per use. Rank 2 blocks Hypnosis. 19-20 Roll ld3+1 more times on this table for additional mental powers. Rank 3 = Project thoughts into other minds.

substantially less massive and more delicate than the average person (but would not be considered a dwarf or midget). 1 Lisping voice. he wears military-style uniforms. Unkempt. No hair on head. Character is much taller than average. While a character's outward appearance could be symbolic of his inward nature. regardless of height.. Impresslve-looking. Roll ld2+1 additional times on this table. Clothing is smartly tailored and usually quite expensive. Macho. Smell may not be bad. no-nonsense clothing. The d4 represents the "10's" digit. boils. but it is readily apparent. . Wears plain. Petite (really small). towering above folk usually consideredtall. Overweight. Body odor. but should a player desire. Dresses Severely. Use Table 857: Birthmarksto determine its appearance. it can be used to develop his own character further. Nothing can be so important that it makes him get upset or hurry. bw. The character's actions remind one of a woman. Character is noticeably thinner than average. Regardless of his past. or changes in skin cobr. Character is so morbidly obese that normal motion is impaired. Neither physically attractive nor repelling. Uncombed hair and a threeday beard (or unwashed for those who can't manage beard growth). dizziness. Cadaverously thin. d41d10 Noteworthy Appearance (rolla d4 & a dl01 Foppish clothlng. First impressions are important and this guy looks like he could be a hero or a superstar. Hair is oily. Allen-looklng. often gaudy and usually inappropriate to the occasion. that is. This character is so short that he is considered as being a dwarf or midget. Replace "s" sounds with ''th" sounds. Character wears hair bnger than currently popular styles. The character's way of speaking sets him apart. dud10 Noteworthy Appearances ( continued II Appearances Use only if directed here by another table This table is primarily aimed at NPCs. 2 Loudvoice. wheezy voice. unadorned clothing. Character is unpleasant to look upon. Exhibiting bad posture. Whatever the character does for a living is readily apparent in his clothing. such as a hacking cough. The result is the number of itmes to select on this table. Blg (really BIG). how he dresses. Clothing is cheap. Dresses in a manner appropriate to someone who is culturally at odds with society. Dresses well. Tattooed. The character's clothing is from an earlier time period. he is lost in the crowd. Roll a d l 0 on the subtable below. the character constantly hunches over. or alien look. Rebel. Character is smaller. A d4 result of 2 and a d l 0 result of 0 would be 20. Plaln. 3 Close-cropped hair. use the first roll and reroll the second. For each time. Extremely tall. If two rolls contradict each other. this character seems hardly worth noting. 2 Unusual hair style. "S" sounds are dragged out. 3 Commanding voice. Sentences sound like orders. Wears strict. Hyperintense. 6 High-pitched voice (possibly even squeaky) 7 Deep. 1 Hairless. mannerisms that he has developed. Character suffers from a disease that plagues him with recurring and readily apparent symptoms. chills. Outofdate clothlng. Roll a d4 on the subtable below. Has a prominent tattoo. his physique. unadorned. The wound's effects are still apparent. Character is heavier than average. Extremely short. Unusually frail. Hair. Character is substantially more massive than the average person. Clothing reveals profession. gravelly voice (also "husky") 8 Raspy. . Visible injury. gangrene. and how he speaks are building blocks that you can use to develop unique characterization. Unimpressive-looking. appearances can be deceiving. whispery voice. crippled limbs. mannerisms are oily. Character is thin to the point of boking malnourishedor a victim of war crimes. . 10 Roll ld2+1 more times on this subtable.. dandified clothing. open sores. Wears an excessive amount of jewelry and or designer label clothing. Character looks like a slight wind would bowl him over. Unattractive. The character hides any personal weaknesses behind an "lean-handle-anything"tough-guy demeanor. Stoop-shouldered. Character has a distinct odor. Character wears hair much shorter than currently popular styles. Unusual speech. the d l 0 is the "1's" digit. Roleplay: A character's personal affectations. even though a "real" woman might act otherwise.863: Appearances 90 -- 863: Appearances Instructions: Roll a d3. Effemlnate. Select the injury on Table 860: Serious Wounds. Infirm. Unusually muscular. Multiple features. 4 Hissing voice. hiding the true character within. 4 Very long hair. The character dresses in vainly inappropriate. Most people do not and would not wear their hair this way. 9 Soft. Looks like he might whip out either an illegal knife or an automobile sales agreement at any time. Military garb. it could just as easily be a mask. Grossly overweight. Very relaxed. Flashy. etc.. Character has a body like a professionalweight-lifter. . Attractive. Casual demeanor. Members of the opposite sex find the character good to look upon. Obviously no one understands the importance of this situation or they'd be upset too! Thin. Remember. skin seems oily. Character has a weird. Greasy-looking. roll a d4 and a d10. Dresses simply. 5 Heavy accent. At first glance. Character suffered a serious wound at some point in the past. Modify descriptions as needed to be more appropriate for an alien race. Dresses poorly.

Some elevate criminals to the status of hero. @ @ Character commitedtwo crimes that were linked together in some way. Select the injury on Table 860: Serious Wounds. nice to their moms. or does anything that society considers as wrong. The normal punishment for each crime follows in footnote references after it. such as a street punk. If in a Barbaric culture or a Tech Level of 4 or less. B 6 Child Molesting.Tech Level)%chance that NPCs are put to death. Roll a d20 and match the result against the table below to select the crime committed. Subtract ld4 from Charisma attribute. If prosecuted. Q 2d10 years imprisonment. Breaking & entering specialist. imagine yourself the victim of a crime. @ Smuggler. Q e) Embezzler. (3 ldl0 imprisonment. who directs a criminal empire or possibly a sociopathic mass murderer who stalks the streets and heinously slays innocents. Roll for HiLo. 8 Terrorlst. Select the scale or extent of his illegal activities by rolling a d20. @or Q 8 Pickpocket. A "con man. Discovers and steals the secrets of nations. Character must perform community service. if known. Q Confidence artist. NPCs have a 45%chance to be executed. a crime that remains unknown.864: Crimes 91 864: Crimes 320 864: Crimes & Criminal Type (rolla d20) Murderer. Robs travelers and raids villages. roll 1 d6. If the victim was of higher soda1status. or a murderer who killed once. Transports illegal goods. Roleplay: Crime can change a character's life forever. (30 .@ or Q Extortionist or blackmailer. @ Racketeer.Tech Level)%chance thatcharacter is tortured. 00 Substance abuser. They may be personable. A middle range result is an average career criminal with a long list of offenses. 8 Vandal. Society then takes upon itself the burden of punishing the criminal. and some do it because they are not." O Thlef. That's part of what roleplay is all about. @ ldea Criminal. Criminals These are people who commit crimes. Criminal NPCs are people who knowingly do wrong.@ @ 3 Holding up banks or stores. Kills people. 1 Perversion. Add ld6 years b length of sentence. roll HiLo for the criminal's sex. Root of the drug problem. they prey on others (usually the weak) and see the world as their victim. If a character is imprisoned for a crime.All other @ 0 8 8) O Q cultures. Before you make a criminal out to be a hero or feel too sorry for him. Steals from them what has. Secretly takes money from employer. Character is publicly flogged. Roll a d6. r I1 Crimes Use only if directed here by another table When someone intentionally injures another. then return here. If necessary. Uses fear as a political weapon. This is the criminal's primary illegal activity. @ ld6 years imprisonment. and give gifts to orphans. Hi = Heretic (religious wrong-thinker). normally fitting the punishment to the crime. QOb) Thug. Roll a d4 on the subtable below.@@ 2 Mugging. reduce the length of the sentence by i d 4 years. Destroys others property. 00 Sex Offender. A low result means a criminal of relatively little importance. otherwise reduce the sentence by 2d4 years. On a result of 6. takes or ruins their belongings. Lo =female. Select the victim's Social Status on Table 103: Social Status. Apply them all. Roll a d6 on the subtable below. @ Drug dealer. Thinks wrong thoughts. &. Scourge of the seas or spaceways. can gnaw at the conscience forever. so to speak. Some are hard-core professionals.@ Burglar. For player characters. not by his profession or other deeds. Select the objectionable behavior on Table 644F: Sexual Disorders. well. no sentence is served. @ Spy. . they have committed a crime. Has a 30% chance to be a professional assassin who kills for cash. Runs organized crime operations. Others feel they are victims of society and can't help but do what they do (usually giving criminals more rights and privileges than their victims). a character faces years of imprisonment or even physical injury. losing valuables . A high result is a well-known criminal. Sells deadly substances for profit. @ 2d4 vears imwisonment. 0 4 Uses a computer to steal information. particularly ones that disagree with prevailing social beliefs. @ 8 Kldnapper. If the character is Extremely Wealthy. friends or allies of the victim may come seeking compensation. get details on Table 540: Impisonedl Notes: if the character committing the crime is Wealthy. 0 Pirate. some only do it once (for whatever reason). Family. (50 .or a loved one. the character receives a serious injury. @@ 2 Rape. Robs lone victims. Footnotes @ ld4 years imprisonment. Roll twice more on this table. Yet. @ Q 3 Illegal Prostitution. O 5 Creating Pornography. to be known forever by his crime. Grabs victim and holds him for ransom.. On a result of 6. Hi = male. violates their rights. Muscle man for a gang. it brands him as a criminal. (3 ld8 years imprisonment. Instructions: Roll a d20 and match the result against the table. Player characters receive life sentences (ld20+20 years). 1 Banditry. ldea criminal (Heretic or Radical) is imprisoned until wrong-thinkingis renounced. Criminal accused of a sex-related crime. add footnote 0. Secretly removes valuables from passersby or stores and shops. like a crimelord. but ultimately.. @ 4 Violates local sexual taboos. this becomes 2d10 years of imprisonment. Heresy means ejection from society. Lo = Radical (Political wrong-thinker). Crime and Punishment Instructions: Flip back to Table 745: Others to determine against whom the crime was committed.

11 Mountaineering professional climbing. 1 Astronomy star watching. 1 Play common musical instrument of own choice. 6 Makeup & Disguise appear as someone else. 3 Oration -dynamic public speaking. 1 Aerial Acrobatics. P i i pockets. Yet they do add dimen- d20 Unusual Skills (roll a d20) Social dancing -both formal and informal.. 4 Musicaltheatre (acting and singing). 2 Astrology .. 5 Make or repair musical instruments. Artistic ability. I I 1 2 3 4 5 6 Unusual Skills Use only if directed here by another table Instructions: Roll a d20 on the table below to select the character's unusual skill. the character is Rank 4 with the skill. 5 Architectural design. 3 Calligraphy -formal or fancy penmanship. 2 Holography (making holograms). Who knows. 7 Circus skills (select on subtable 17 below). if additional skills are selected). 2 Sing. Enthusiast at skill. Roll a d6 on the subtable below to select the nature of this talent. 8 Negotiation and diplomacy. 3 Song wriiing. 9 Deep sea diving 10 Imitate monster noises. Roll again on this table to select the skill. 2 Tight-rope walking. 13 Computer skills . - - - - .) IIII : II 17 Theatrical ability. Sometimes the skills one learns are not immediately applicable to the job of being a legendary hero. 3 Animal training -exotic animals. 7 Skating. A duplicate roll indicates skill is used at the next higher Rank of competency. Then roll a d6 (for each skill. but one never knows. 6 Several talents. Roll a d8 on the subtable below to select the nature of this talent. I the d6 result is 6. 4 Lassoing with a lariat. Gourmet cooking. Dabbler at many skills. the f character has a Rank 3 competency with the selected skill. A duplicate roll indicates skill is used at the next higher Rank of competency. Roll a d l 0 on the subtable below to select the nature of this talent. 15 Inventing. 8 Several talents. 12 Opposite hand weapon use with weapon of choice. 8 Several talents. 4 Embroidery. Skiing. 3 Sculpting. 4 Clowning -acting like a clown. 14 Model making make realistic miniatures of things. The character may never have to use his architectural design skills in a life or death setting. 2 Artistic dancing. 6 Play exotic musical instrument of own choice. of Circus skills. 6 Several talents. then play it instantly. Roll ld2+l addlinal times on this subtable. Roll ld2+1 additional times on this subtable. A duplicate roll indicates skill is used at the next higher Rank of competency.866: Unusual Skills 92 8 6 Unusual skills 6: sion to a character. 1 Painting and Drawing. 5 WineKquer Tasting. 7 Horsemanship riding and t r i i s .fortune telling. Professionalgambling. The player and GM must decide and agree upon the details regarding each skill. A duplicate roll indicates skill is used at the next highei~ank competency. 9 Musical ability. etc. 5 Stage Magic perform feats of prestidigitation! 6 Theatrical ability (select on subtable 16 above). includingflying trapeze. Roll ld2+1 additional times on this subtable. If the d6 roll is less than 6. Roll ld2+1 additional times on this subtable. 1 Sewing. d20 Unusual Skills (continued 16 . 6 Sailing small craft including pleasure boats. Be inventive! Roleplay: Use the unusual skill to add a bit of spice to the character's abilities. maybe a warrior's skill at wine tasting may save his companions some day. 3 Tapestry design. Character has 1d2 additonal Ranks of ability with this skill.all sorts of useful and useless contraptions. Roll ld2+1 additional times on this subtable. A duplicate roll indicates skill is used at the next higher Rank of competency. 2 Weaving. 7 Play by ear hear a song. 4 Jewelry making. Roll 2d3 more times on this table to select the skills possessed by the character.can program or operate most any computer within one Tech Level of own Tech Level. 10 Ability with textiles. Roll a d8 on the subtable below to select the nature of this talent. 1 Acting -all the world's a stage. Roll a d l 0 on the subtable below select the nature of this talent. 8 Voice impersonation. 5 Ventriloquism. Miscellaneous skills. - - 18 to - 19 - 20 g%%alents. 7 Bargaining with merchants. Roll a d6 on the subtable below to select 8 the nature of this talent. 5 Knitting. 4 Story-telling. Sexual seduction.

Travel to solar system's outermost or innermost planets. Designedto haul large quantities of goods. Interlorunfinlshed. Ship uses less fuel and jumps farther than similar ships. You will needto make the ship fit yourgame. Ship requires a largecrew to run. It's alsoagood Mela to let vour GM review this stuff. 1 23 C . Reroll. Large frelghter. Most systems are nonstandard. Designed to carry small amounts of goods. Roll twice more on this table. Has haif the normal cargo space. ungainly craft designedto process raw materials Into usable form. 8-15 Short range lnterstellar. Travel to nearby stars only. Colony shlp. Ship is very old. At least ld6 different ships went into her construction. Instructions: This is a multistep procedureto develop the attributes of a spacecraft obtained or encountered by the character. 12-17 Well-armed. Hasafairoffensivesttike capability. controls labels are illegible and so on. The ship stands out from other ships. roll a d20 and matchthe result against that table. It will not create ready-to-usespace ships. Junker. Destroyer. ld20 866B:Space Capabilities (roll a d20) Orbital Only. Reroll. floorsare raw metal. Factory ship. Large Crew. For each of the five tables on this page. 16-19 Long ranger lnterstellar. Even common folk know her by name. 75% chance of working. Carries colonists to new planets. Battlewagon. Select this item on Table 855: Techno-Wonders. Walls lack paneling. L 16-17 18 19-20 None. Infested. A small maneuverable craft capableof traversing space and exploring a planet. (ld20 W E : Liabilities (roll a d20) None. Large cargo area. Ship requires no crew other than thecharacter to operate. Recognizable shlp. A large. Ship is built out of salvage. Seats are wrong. but well-armed military ship. Advanced computer. Small freighter. Lightly-armed. Ship was plying the spaceways when the character's granddad was a boy. Short range system shlp. Defensesystems are one step better than those found on similar ships. Large yacht. Old shlp. Travel to moderately distant stars in one trip. Developapersonality for it. Recordthisspacecraftinformation as notes somewhere on the back of your character history worksheet. Drivemay not always functionwhen engaged. loose wiring hangs everywhere. Specialdefenses. Travel to nearby planets & moons.1 866: Spacecraft 93 8 6 Spacecraft 6: ld20 866C: Armament (rolla d20) 1-5 6-11 Spacecraft 1 Use onlv if directed here bv another table I This table is set up to define the basic attributes and specialIzed features of spacecraft. Fuel eater. possibly dating back to the beginning of star travel. ld20 866D:Special Features (roll a d20) 1-5 6-7 8 9-10 11-13 14-15 ld20 866A: Ship Type (roll a d20) Small fighter craft. Carries a minimalof legalweaponryfor defensive purposes. No interplanetary capability. The computers are one step better (smarter. Otherwise. This is abattleship. Doesn't belong in a fire-figM. at least ld4x100% more crew than a similar ship. Small yacht. more programs) than those found on similar ships." or Techno-wonder Installed. Allen manufacture. Can travel to anyplace in the galaxy. heavily armed military ship. Large. Ancient shlp. faster. 18-19 Heavily-armed. 20 Unlimited lnterstellar. None. One or two pilots are all this small military ship can carry. Scout shlp. Large luxury ship. Ship is not built to character's racial standards. A small. Small cargo area. GMOnly: See entry#866on Table967:GM'sSpecials. The ship is overrun by parasites. Decide whether H Is "malew "female. Personalizedship's computer. No Crew. Custom job. Non-standard lnterstellar drive. Carries enoughweaponry to make others think twice before attacking it. Usually they are heavily automatedwith minimal crew. If the spacecraft is NOT a battlewagon. Roll 6 times on Table 312A: Personalhy T r d Check to select personality traits. since he mav not want vour characterfo have that interstellarbailewagonwitcplanet-buiting weaponry. well protectedand capable of massive amounts of offensive destruction. Clunky star drive. A large private passenger craft. the unbelievable firepower in this spacecraft could level a planet. Passenger Ilner. 4-7 Long range system shlp. Inefficient star drive consumes Id100 % more fuel than a similar ship. 20 reroll. Repairs are 1d l 0O0Iomore costly than normal. Roll twice more on this table. Ship carries no weapons. Planet-buster. A small personal space craft.

historically or politically important. select 1d3 abilities (or liabilities) taken from Table 859: Talents. the player of the mutant character should only vaguely suspect all this. or inhuman monsters bent on conquering the world. he is a beloved philanthropist. allowing clone to live a normal life. since the Companion feels that the character will probably reject him or her. or a built in predispositiontowards failure at the worst moments. 3 Character cloned in order to secretly replace "original. his sponsoring of gifted young people and an interest in exploration and adventure. Select these companions on Table 752: Companions. spirit. Reroll the Social Status of the character's parents. demon. 866: The ship is a stolen ship. give the device some form of fatalflaw. Read only that entry andthen returntothetablethat sent you here." some thing or situation that can cause his downfall.967: GWs Specials 967: GM's Specials to determine where the money comes from. 747: The character was the result of a genetic breeding experiment and was born without a recognized mother or father. Roll a d4 on the subtable below for further information. If the Companion's nature is ever discovered. since the Rivalfeels that the character will probably reject him or her. 753: The Rival is secretly in love with the character. Roll ad4 on the following subtable: 1 Character was cloned for replacement parts.then roll a d l 0. but the "original" died." Something happenedto allow the clone to go free. even as an adult. politically powerful society who has been holding on to them until the right time. Of course. psionic ability from Table 862: Psionics. 'They" might be evil cultists trying to retrieve an artifact. Finally. 752A: The Companion is really a supernatural being in the guise of a mortal (possibly an angel. 106A: Character is actually aclone of anotherperson. it has an additional 50% chance to be hopelessly in love with the character a fact it may or may not choose to reveal. The object could be ceremonially valuable. Somewhere. Give the Homo superior character 1d3+2 exotic personalitytraits from Table 644: Exotic Personality Traits. the Companion departs. stronger. 539:The Patron is a notoriouscrimefigure who leadsadouble life. If so. Decide what the item does or select a technologicalwonder that it simulates on Table 855: Techno-Wonders. 4 Roll twice more on this subtable. Use Table 745: Others to select the ship's previous owner. 3 NPC's money comes from a secret inheritance. 101: Mutant human characters may be taller. 2 NPC is secretly a criminal. uncounted identical clone brothers exist as little more than slaves.but do not inform the character that these abilities exist until such time as he might accidentally discover their existence." As result of his "created" background. 106B: Character was kidnapped by whomever now acts as his parents. 1 The character's parents are not dead and still seek his whereabouts. Give him 1d3 items from Table 863: Appearances. The Companion will not reveal the affection to the character. or just a luckless officer worker. hired assassins sent to retrieve a valuable heirloom. rerolling duplicates. His actual birth order. Assume that the law is looking for this one. I I 1 I I I I I I I . 2 The character's starting money is the remnants of a trust fund started by his parents. 855: Rerollthe device on Table 855: Techno-Wonders. Who the woman refers to as 'Them" and why the object is important is a mystery that you can develop into an adventure or even a campaign. or just plain priceless. smarter and better lookin' than the rest of us. a mysteryforthe charactertosolve. The woman could be a Noble. In his other identity. place of birth andtime of birth are all unknownto him. well known for his support of the poor. 1 NPC has an adventurer's hoard of gold and treasure. 3 Character will have l d 4 companions of a similar age who are like family to him. Original is alive and exists somewhere. he is an evil criminal. The Rival will not revealthe affection to the character. keep the powers of the machine secret. 540: The box contains an object that must be selected from Table 854: Gifts andLegacies. orthat maybe hecould not exist unless a fluke or flaw existed in time or the nature of the universe. just enough to make him unbalanced(remember Rutger Hauer inthe movie Bladerunner?). If the d l 0 result is 1-4. 104D: Assume that the relative was previously unknown to the character. 1048: All the character's siblings are unknown to the orphaned character. 4 Character was cloned as part of a "mass production" experiment to produce a ready supply of workers or warriors. Assume that they still seek the character. 528: The robot has a 75% chance to be of the opposite sex of the character. 6 NPC manipulates credit accounts with computers. They belong to a secretive. possibly a deadly sideeffect. Roll a d6 on the subtable below 529: The stolen items are the cleverly disguisedcomponents of an exotic technologicaldevice. or ancient 'god"). Mutations & Modifications. I I GM's Specials Use only if directed here by another table - Instructions: The numbers before the entries below correspond to the table that instructed you to come here. 2 Clone is a replacement for dead "original. such as an ancestor or descendant. On one hand. Be honest or you may spoil a later surprise for yourself." All memories are those of the original being. 5 NPC recieves money from investments. like a long-lost brother orcousin. in the wrong place at the wrong time. Select the gift on Table 854: Gifts & Legacies. 107A:The NPC's moneycomesfromsomeplace otherthan a normal occupation or social position. an adventurer. possibly dangerous. a prostitute. If the d l 0 result is 6-10. Income comes from crime. give him an "Achillesheel. but they pay the price for it. 4 NPC discovered a lost treasure and loots it as needed. The GM should roll these separately. Give him a barely controllable. The character has been raised by 1d6 now-elderlyresearch scientists who consider the character to be their "child. 7528: The Companion (presumed to be of the opposite sex) is secretly in love with the character. leaving the character with a parting gift.

Military. 16-17 TiMod. 40 Technoculture. 71-75 Extremely Wealthy . 70 eath. 57. 3 Introduction. 89 Mercenaries. 7 I I I I I I I I. 18-19 Starting Money. 88 H i . 40 Imprisonment. 87 Sex Change (event #). (attribute). 36 Clergyman.42 Occupation Performance. 46. 74 ~iblio~ra~h<96 BiMod (Birth Modifier) . Common (Nobility). 85 Branchof Military Service. 18-19 line (of attributes). 9. 28. 36 ice Explanations. 53-54 Unusual Pets. 13-14 Future H'istories. 18-19 uMod (Culture Modifier).59 Neutral Alignment. 4 enerate Culture. 20-21 Willpower (attribute). 58 Relatives. 36 Appearances. 62 Motivations. 77 Alien Technology. skill 3. 9. 85 Body Locations. 5 Gifts. 3 Self-centered (attitude). 50. 36 Serious Wounds.35-36 Anarchic (attitude). 76 Other Uses & Abuses.. 60 Social Status. 18 yborgs. 20-21 Companions. 78 Tragedies. 9. 26-27 Occupations. resolving.96 Stagnant Culture. 16-17. 4 Archetypes. 69. 35-36 Attributes. 59 Ranks.15. 70 Pet.68 Head of household. 81 Conformist(attitude). 41 Other Groups. 11-12 Lightside Traits.90 Applying Guidelines. 8 Mutations. 62 Good Guys. 71 rafts. 62 RetrogressiveCulture. 5 SolMod (Social Level Modifier).91 Place of Birth. 52 Future History. 68 eath Situations. 61 Psionic Abilities. 65 Sexism. 7 ynamic Culture.Index I( - Index Education Points. 65-66 Exotic PersonalityTraits. 35. 23 Birthmarks. 51 Future History. 5 Military.59 Talents. 20 eveloping Culture.24-25 Birth Locations. 2 Human. 69-70 Nobles. 79 Romance. 18-19 eviant (attitude). Hobbies. 32 Military Duties. 92 Slavery.68 Monotheism. 40 Fumbles. funny. 40 Prison. 22. 4 Ethical (attitude). 6 Generic use rules. 84 TekMod (Technology Modifier). 91 Criminals. 69 Literacy. 36 Mature (age). 57. 4 Wealthy (Social Level). 54. 22. 76 Other Persons. 39 Love Events. 69-70 Government Jobs. 9.5 Survival. military. 22 Linking Events. 23 Exotic Events. 88 Birth.20-21 Lo-Tech Events.15 Random Encounters. 52 Future History.20 Spacecraft. 20-21 Well-to-Do (Social Level). 13 Occupations. 44 How to Use this Book. 3 Strength. 9. 67. 75 Siblings.9. 1. 72 Intelligence. 39 Colors. 72 Mental Powers. 57 Military Experience. 23. 39 Materialistic (attitude). 22 Religion. 3 Wonderful Events.20-21 Family.2.36 Destitute (Social Level). 13-14 Occupations.2 Inheritance.48-49 Parents Death of .3344 Aliens. 91 Rank.76 Mental Afflictions.28-29. (attribute) 3 M a g i c Use. 36 Conscientious (attitude).58. 57. 13 Occupations.4. 41 Military Academy. 4. 2 FutMod (Future Modifier). Evil. 7. 22 Fears (see Phobias) Final Frontier Events. 53-54. 26 Noteworthy Items. 69 Neutral. 36 Ancient (age). 41 Guardians..68 ath of a Loved One. 5 1 Future History. 6 Strength. Unusual. 4 Apathetic (attitude). 22 Skills Buying.~ b7.56 Behavior Taas. Michael A. 7 . 20 Post Holocaust Events. 2 Obsessive Behavior (6448: entry #14-15) pg. 71 Underworld Experience. 18 NPCS.18.40. 36 onstitution. 20. 18-19 Rival. 86 Money. 64 Percentiles. 72 Occupations. 5 Rank. 5 Infantry. 33 Exotic Birth Locations. 71-75 Lightside. 45-46 Traits (see PersonalityTraits) Trait Strength. 70 Exotic. 16-19 Tech Level. 58 Officials. 5 Improving during play. 86 Navy.63 Luck. 7 Personality. 15 Charisma. 3 Sexual Disorders. 50 Occupations.59 Businesses. 3. 63 Rules & Terms 'n Stuff. 83 GM's Specials. 19. 18 Battles. 3-4 Barbaric culture. E B Character Race.35-36 Personality Traits. 4. 42 reating a Character History. 15 Imperial Space Events. 2 k F fi Darkside Traits.43 Officer. 18-19 Leaders. 64 Patronage. 16-17 Techno-Wonders.68 Injury (see Serious Wounds) Insanity.69-70. Government. 35.59 Incongruities.lO Attitude.30-31 Chivalrous (attitude). 3 Diabolical(attitude).9-10.. 4 Control Over Traits. 47 Race.41.32 Egalitarian (attitude).23. 4 Childhood.77 Groups. 93 Special Success. 4. 58 Military Skills. 16-19. 20 Stackpole. 80 Phobias. 73 Piracy. 13-14 '. 6. 17 Alignment. 89 Punishment. 78 Nomadic Culture. 7. 26 Patron. 59 Modifications. 36 Neutral Traits. 36 Elderly (age). 18-19 epraved (attitude). 82 Robots.91 Culture . . 6 rimes. 36 xterity. 86 TarnishedTomorrows Events. Trait (see Trait Strength) Survival Skills. 94 God. 10 Good vs. 37-39. 10 LegitMod(Legitimacy Modifier). 62 Poor (Social Level). 61 ImprovingSkills.59 Merchants. 16. 85 Comfortable(Social Level). 5 Funny Numbers. 55 Military Rank. 57. 67 Decadent Culture. 23 Polytheism.23 Biinics. 18. 7 Other Worlds. Generic Skill Use Rules.20-21.26-27 Numbers. 13-14 Occupations. 80 Adulthood. 6. 6 Unusual.78 Titles. 6. 71-75 Darkside.

California: Chaosium. Lake Geneva. California: Hem Games. Metzger. 1973. andSandv Petersen. Texas: 1986. Illinois: Game Designers' Workshop. Frank. Jamieson. 3rded. 1987. Tepool. Gary. Dee. 1989. Alan Dean.. Ponhc. Coleman Charlton. Gary. Bob and Hume. 1981. 1985. Porter. Paul. 1981. 1987." The Dungeoneer. Eric. Madison Heights. Greg. Goldberg.I ration. I Miller. Jon. Wisconsin: TSR. Everson. Inc. Calfomla: Chaodum. Wisconsin: TSR. Task Force Games.3rd ed. and Bill Slaviscek. Stafford. Hunt. 2nd ed. Wisconsin: TSR. Gregand Goldberg. Bradand Lane. Berkeley. Pontiac. Illinois: Game Designers' Wobhop.. Lynn.. Poehiein. 'Birth Tables for D&D/ Them e n . Mechwarrior. Berkley. Lake Geneva. Call of Cthulhu. Paul. i sn. Fbdyn. 1987. Gerard C. Michigan: Timeline Ltd. Gary. Brian. V a n Nuys. Revised by Scott Haring. Priestly. New York: West End Games. RevisedStandardVersion. Weisman. Time Lords. Traveller. 1982. 1989. Nottingham. Terry K Space Master: The Role Plaflng . TheAmericen Heritage Dictionary of the English Language.. Steve. Padona. Greg K. Henderson. Sandy. [Midkemia Press]. motivation and l i f e ta every PC and N P C in your favorite fantasy roleplaying system. Jaquays. Anita. Greg. Ameson.. 'Manda. New York: Fantasy Games Unlimited. Winter. Sw-mr. Tucholka. Guy W. Jackson. Detroit. Paul. Cites: A gamemaster's guide to encountersand other ~ l e for fantesy games. Perrin. TeenageMutant Ninja Turtles& OherStmngc~esa Lktrdt. California: Task Force Games.Editedby Werren Spector. Steve. John Ruemmler. Miller. Stephen. Dungeons & Dragons Expert Rulebook.. Baltimore. Inc. Slavicsek. 1987. 2nd ed. Inc. Michigan: Reindeer Games. 'The Fantasy Role-PlayingPrevious History System. New Y o k West End Oenm. January-February. Michigan: Palladium Books. 1982. Illinois: Game Designee' Workshop.New York: Coward. Greg..Chicago. Centralcasting: Heroesof Legend.. Car Wars. Cox. Wisconsin: TSR. Berkwe. 2nd ed. Edited by Steve Penin. Evan.. 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13-14 (102A) (102B) (103) (105) (749) Die Roll Modifiers Future History Modifier Tech Level Modifier Culture Modifier Social Level Modifier Birth Modifier Title Modifier (FutMod): (TekMod): (CuMod): (SolMod): (BiMod): (TiMod): Character History Worksheet I . Copyright @ 1989 Task Force Games (vers. Task Force Games grants permission to photocopy this page for personal use only. 2) . Attribute Modifiers & Age Final Character Age: Starting Money Modifier: Strength: -Intelligence: Dexterity: -Willpower: Charisma: Constitution: Appearance: - .t p. I Name: (101) Race: (102B) Culture: Sex: (102A) Tech Level: (103) Social Status: Future History: (102) Education Points: (103) Literacy Chance: % (749) Nobility Title (if any): (104B) Family: (104C) Siblings: (105A) Home world: (106) Unusual Births: (107) Notes about Parents: (104A) Legitimate Birth? Yes 0 No 0 (104C) Birth Order: (105B) Place of Birth: (208 211) NOTES & EVENTS Age - SKILLS Skill Name Survival(W): SUMV~(R): (312) PERSONALITY Rank Event or N t oe SUMV~(U): Ltrc: ieay - Total by Column Alignment f OCCUPATIONS [ 1Use the back of this form if more space is needed.

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