You are on page 1of 100

I

Table of Contents I
IntroductionMow to Use this Book .................................... 2 531: Battle Ready! ........................................................... 56
Rules & Terms 'n Stuff ............................................................ 3 532: Military Duties .......................................................... 57
Applying the Guidelines ..........................................................4 533:
..
M~lltaryRank ............................................................58
Creating a Character History .................................................. 6 534:
. . Skills ............................................................ 59
M111tary
Dice Explanations................................................................... 7 535: Enslaved!................................................................. 60
Other Uses & Abuses ............................................................. 7 536: Imprisoned!.............................................................. 61
Motivations:Justifying a Character's Life ................................ 8 537: Religion ................................................................... 62
NPCs: Creating Special Characters ...................................... 9 538: Ah Love ! ................................................................. 6 3
Linking Events ...................................................................... 11 539: In the Service of ...................................................... 64
Future Histories .................................................................... 13 540: Exotic Events ........................................................... 65
Character Race ........................................................ 15 541: Death Situations ...................................................... 67
Technoculture ........................................................... 16 542: Death of a Loved One ............................................. 68
Social Status ............................................................. 20 643: PersonalityTraits ..................................................... 69
Birth & Family ...........................................................22 644: Exotic Personality Traits .......................................... 71
Place of Birth ............................................................ 23 745: Others ..................................................................... 76
Unusual Births .......................................................... 24 746: Other Groups ........................................................... 76
Parents & NPCs ....................................................... 26 747: Guardians ................................................................ 77
Significant Events of Childhood &Adolescence .......28 748: Aliens ...................................................................... 77
Special Events of Childhood & Adolescence ............ 30 749: Nobles ..................................................................... 78
Education ................................................................. 32 750: Artificial Persons ......................................................79
Significant Events of Adulthood ................................ 33 751: Unusual Pets ........................................................... 80
Alignment & Attitude ................................................. 35 752: Companions ............................................................ 81
Occupations .............................................................. 37 753: Rivals ...................................................................... 82
Special Occupations ................................................. 40 854: Gifts & Legacies ..................................................... .83
Merchants ................................................................. 41 855: Techno-Wonders ..................................................... 84
Government Jobs ..................................................... 41 856: Colors ...................................................................... 85
Crafts ........................................................................ 42 857: Birthmarks ............................................................... 85
Occupation Performance .......................................... 43 858: Body Locations ........................................................ 85
Hobbies .................................................................... 44 859: Talents, Mutations & Modifications ..........................86
Tragedies ................................................................. 45 860: Serious Wounds ...................................................... 87
Something Wonderful .............................................. 47 861: Bionics ..................................................................... 88
Otherworld Events .................................................... 48 862: Psionics ................................................................... 89
Lo-Tech Events ........................................................ 50 863: Appearances .......................................................... -90
Group Encounters .................................................... 50 864: Crimes .....................................................................91
Tarnished Tomorrows ............................................... 51 865: Unusual Skills .......................................................... 92
Final Frontier Events................................................. 51 866: Spacecraft ............................................................... 93
Imperial Space Events .............................................. 52 967: GM's Specials ......................................................... 94
Post Holocaust Events .............................................. 52 Index ................................................................................ 95
UnderworldExperience ............................................ 53 Bibliography ........................................................................ 96
Military Experience .................................................... 55 Worksheet (inside back cover) .......................................... 97

Copyright O 1989 by Task Force Games. All rights reserved. The Laird. Star Trek@ is a trademark of Paramount Pictures Corporation.
publisher grants permission to copy (for personal use only) the character Battletech@, Renegade Legion@and Sha&wrunTM are trademarks of
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, with-
FASA Corporation. Lords ot CreationTMis a trademark of the Avalon Hill
Company. Space Master@ is a trademark of Iron Crown Enterprises.
RobotechTMis a registered trademark of Harmony Gold USA, Inc. Star
War&isa registeredtrademarkof Lucas Films, Ltd. Warhammer 40,000
I
out permissionin writing from the publisher, Task Force Games, 14922 Rogue TraderTM,Dark FutureTMand Adeptus TitanicusTMare trademarks
Calvert Street, Van Nuys. California 9141 1.
This book has been created for Task Force Games by Jaquays
DesignStudio, 1126 Fourthstreet, Jackson, MI49203. PaulJaquaysand
of Games Workshop. MektonTMand CyberpunkTMare trademarks of R.
Talsorian Games. Ltd. AftermathTMis a trademark of Fantasy Games Un-
limited. TimeLordsTMis a trademarkof the BlacksburgTactical Research
I
his associates welcome your comments and suggestions regarding this Center.The Morrow ProjectTM isatrademarkof Timeline Ltd.TWERPSTM
book and future products in the Central CastingTMline.
Central CastingTMis Task Force Games' trademark for its game
aids dealing with character and adventure creation.
CatalystTMis a trademark owned by Flying Buffalo, Inc. Advanced
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
I
Dungeons & Dragon&, AD&lB, Star FrontiersTM,SpelljammerTM,and inclusionof these product names in no way implies any approved usage
GammaWorlmare trademarksowned by TSR, Inc. 2300ADTM,MegaTrav-
ellerTMandTraveller@aretrademarksof GDW. Car War&and GURPSB
are registered trademarks of Steve Jackson Games Incorporated. Living
or official licensing of the contents of this book with the aforementioned
products. I
SteelTMis a trademark of Leading Edge Games. Teenage Mutant Ninja
Turtle& is a registered trademark held by Kevin Eastman and Peter
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
Introduction How to Use this Book

Introduction How touse


Iwant to let you in on asecret. CentralCastingmwas originally
supposed to be just one book. Ihad this great idea for a book that
this Book
would (in a clever generii sort of way) deal with every imaginable
type of roleplay gaming system and character type, from fantasy Let's do it! Grab your favorite bag of dice, and we'll start
adventure games to futuristic, hard-science fiction roleplaying. creatingsuper-exciting dynamic characters that look, feel, and act
Everything would have been in there, magic, dragons. space likethey just walked out of the pages of a realsciencefiction novel
ships, tentacled horrorsfromtheouterdarkness, bigguys in span- (well ... maybe not Ellison, Heinlein, oreven MichaelA. Stackpole,
dex long-johns and capes ...just everything. but still larger than life and pretty neat stuff).
Luckily, it didn't work out that way. Roleplay accessories that
weigh in likethe Manhattan yellow pages and wield a sticker price
that couldgo neck-and-neckwith acompactcarare not particularly Before Starting
good Meas for the adventure game market. So together, Task
Force and Ipartitioned the book into three logicalgroupings. Make sure you have the following items: a variety of dice
First, there came Central Casting:TM Heroes of Legend, a (d4, d6, d8, d l 0, d20-if you don1know what these are see Dice
backgroundcreation book for fantasy adventure characters. That Explanations on page 7), a sharpened pencil, several photocop-
book was just chock-full of details to expand the roleplaying ies of the characterworksheet,and acouple bookmarks (trust me,
horizons of players and game masters everywhere. R really you will needthese at first). Permissionis grantedto photocopythe
seemed like I had put everything into it that Icould. worksheet on the inside back cover for personal use only.
Of course, that was before this book. When it came time to do
a science fiction book. I had to reevaluate what went into it. For
various arcane reasons, the page count was to stay the same. Getting Started
Nevertheless, everything that dealt with the basic aspects of
character creation had to stay and any extra space would be Creating character histories is fun, but it takes time. Plan on
allocatedforspecial"sciencefiction" stuff. Aquickanalysis brought spending as much as a half-hour per character. However, there
forth the analogy of the five-pound bag which must contain the are shortcuts you can take. For a quick NPC (or playercharacter)
proverbial 10 pounds of "stuff,"or your suit case at the end of a history, go to NPCs: CreatingSpecialCharacterson page 9. If you
vacation. Ithink Isolved the problem in much the same w a y 4 just want to get going, jump ahead to Future Histories and start
stood on it, smushed it down and packed it in 'ti1 it all fit. If you're rollingdice. On the other hand, if you wantto know what to do when
familiarwith CC1 (uh ...that's what RutaandIcallCentralcasting: you get there ... read on.
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 Those Funny Numbers
with even more stuff (a software upgrade helped pack more type
on the pages). And there's more, lots morel Somehow Imanaged
tocram it with all sorts of special stuff to deal with yourfavoriie SF You've probably noticed that every table starts with a three-digit
game systems, including more specific conversion notes. number like 101 or 745. There are a couple reasons for this.
Idid say we broke Central Castingdown into three groupings, Initially, you use these tables in sequence. After Table 101:
didn't I.Yet, if Itold you where we were going from here, Iwould Character Raceyou go to 102, then to 103and so on. When you
be giving away vital trade secrets. So I leave it up to your more- complete Table 312: Alignment & Attitude, you're done (mostly).
than-fertile imaginations as to where we go from here. Um ...your However (you ask), if 312 is the last table, why do tables 413
comments and suggestions forthat hypotheticalfuture book (let's through 967exist? Good question!
call it CC3 for short) would be appreciated. Thanks in advance. The rest of the tables are like data banks in a computer or
Specialthanks go to folks at Task ForceGames, FASA Corpor- reference books in a library. Although the table numbers have
ation, Iron Crown Enterprises, R. Talsorian Games, TSR, Palla- nothingto do with the Dewey DecimalSystem, they do divide the
dium Books, and West End Games who contributed reference tables into nine general categories. You will be jumping around
books and information for use in developing this product. Also from table to table, grabbing a bit of data here, a piece of informa-
eytra special thanks to Ruta who edited my variable English and tion there until you are done creating the history.
t6 Bruce Jaquays and B. Dennis Sustare for their suggestions.

Footnote to the Introduction


There is slightly more than a remote possibility that certain 100's- Character's Heriiage and Birth
aspects of this book may not mesh perfectly with your favorite 200's- Significant Events of Life & Education
science fiction or science fantasy roleplay game (or may not even 300's- PersonalityDevelopment
mesh well with other aspects of this book). In the ...um ...unlikely 400% Occupations & Hobbies
chance that such an improbable situation occurs, I've provided a 500's- Miscellaneous Event Tables
simple way out. The careful application of tagentially-polarized 600's- Personality Traits (good, bad, and weird)
anti-matter plasma to the data-link on the back cover will either 700's Various PeopleJBeingtypes
smooth out the problem ... or end the universe as you know it. 800's- Miscellaneous Other Stuff
Sorry, but there's still a few bugs in the system. 900% GM's ONLY (players not allowed) -we're
Still, if you find something that reallyjust doesn't work, my rule serious about this. Players and GMs don1
of thumb is to simply throw out the second roll (the one that read this unless you are told to by the
conflicts) and reroll. book. Don't spoil it for your later characters.
PaulJaquays
August 14,1989
Rules & Terms 'n Stuff 3 Rules & Terms 'nStuff

Rules & Terms 0 Rank l.A Raw


1 Inner. The characterknowsjust enough
to perform a skill, or be angerous with it.

'n Stuff 0 Rank 2. An Apprentice. The character has learnedmost of


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

IDice Explanations
P d5. Not a true die. The result of ad5 is obtained by rolling a 10-
sided die. A result of 1 or 2 means 1. A result of 3 or 4 means 2. A
result of 5 or 6 means 3. A result of 7 or 8 means 4 and a result of
9 or 10 means 5.
0 d6. A six-sided die (probably the most familiar type): gener-
You need dice to use Central Casting. Raiding a couple board ates a number from 1 to 6.
games for a handful of six-sided dice will not do. Central Casting Cl d8. An eight-sided die: generates a number from 1 to 8.
assumes you have polyhedrondice, that is: four, six, eight, 10,12, 0 d10. A 10-sideddie: generates a number from 1 to 10. How-
and 20-sideddice. At least one of each type is needed, but it would ever, it is often marked 0, l,2,3,4,5,6,7,8,9. When used as a
be best to have either two 10-sidedortwo 20-sideddice in different d10, the zero means 10. A 20-sided die easily sim-ulates a d l 0 if
wlors.ln all likelihood, the place where you bought this book will it is marked from 0-9 twice (and not 1-20).
also have the dice. P d12. A 12-sided die. It generates a number from 1 to 12.
Throughout Central Casting, abbreviations are consistently P d20. A 20-sided die: generates a number from 1 to 20.
used to refer to the different die types. The letter "d" preceding a However, many d20s are marked 0 to 9 like a d10, but repeated
number indicates adie. The numberfollowing the "d"is the number twice. In this case, you need to indicate which set of 0 to 9
of sides on the die and usually indicates the the highest number represents 1 to 10 and which set represents 11 to 20 (color each
that can be rolled on that die. The number preceding the "dm set of numbers with differently colored pens or crayons). Or use a
indicatesthe numberof diceof that kindto be rolled. Stillotherdice d l 0 and a d6 to simulate the result of a d20. Roll the d l 0 for a
are created by combining or modifying other die rolls (see specific number from 1 to10, and the d6 to obtain a "HVW value. If the d6
die types below). is Lo. the d l 0 value is 1 to 10. If the d6 is Hi. add 10 to the d l 0 roll
Examples: H a d6 is called for, roll a single six-sided die. For to get a number from 11 to 20.
2d4, roll two, four-sided dice and add the results together. If a die 0dlOO. A 100-sideddie: generates a number from 1 to 00 (100).
type is shown with a plus (+) sign and a second number after the A true 100-sided die is commercially available. However, a dlOO
die type, such as "ld4+3," then the number after the plus sign is is easily simulated with two d l 0s (which must be different colors).
added to the die roll. If a minus sign follows the die type, then any Onedl 0 will represent a 10's digit (multiplythedieresultby 10)and
following number is subtracted from the die roll as in "2d10-1." the other the one's digit (1 through 10). After specifying which die
Central Casting uses the following real and simulated dice: represents the 10's digit, roll the dice. Add the results. Example:
results of 40 (4 x 10) and 6 added together become a result of 46.
P d2 or "HVLo." Technically, this is not a die. When indicated, it P Percentiles. Often, Central Casting will state that there is a
means that a six-sided die should be rolled. If the result is 1,2, or percentage chance that some circumstance will occur, such as
3, the roll is low (Lo) or 1. If the result is 4,5 or 6, the roll is high (Hi) "There is a 15% chance the character will be left-handed." To
or 2. obtain a percentile result, roll a d l 00. If the result is less than or
0 d3. Not a true die. The resultof a d3 is obtained by rollinga six- equal to the given percentagechance, the circumstanceoccurs. If
sided die. A result of 1 or 2 means 1. A result of 3 or 4 means 2. A the result is greater than the chance, the circumstance does not
result of 5 or-6 means 3. occur.
P d4. A four-sided die: generates a number from 1 to 4.

Who's Minding the Store: Need to select businesses

I
Other Uses & for a town? Decidethe town's Tech Level (refer to Table 102: Tech-
noculture). Use Table 413: Occupationsto randomly select busi-
nesses in that area. You may wish to make up your own table for
Abuses this function. In addition to occupations, your table could include
residences, public buildings and religious edifices. You can also
use Table 1078:Noteworthy Items to describe the business's pro-
I This Central Casting book is not limited to just creating prietor.
character histories. A clever (or desperate) GM can use this book Aliens: Use this Centralcastingbook to create new alien or
to double for a vast (OK, modest) array of other roleplaying aids. mutak races. Make ld2+1 rolls Table 748: Aliens to select a
It can be used as a combat system for battles between armies. It general type, cleverly combiningthe results of the rolls. Next select
can form the basis for adventure scenarios. It can fill the time be-
Tech Level and Culture on Table 102: Technoculture. Use Table
tween adventures with interesting happenings. A can be used to
create businessesfor a town, predict the future and set up random 312A: Personality Trait Types to select l d 6 notable traits for the
street encounters. All it takes is a little imagination. race as a whole. Based on the selected traits, select a general
alignment and an attitude for the race as a whole. Finally. use
Wars & Rumors of Wars: Use Table531: Battle Ready! Table 859: Talents, Mutations, & Modifications to select a note-
to quicklyfight wars. Always let the player character's side rollfirst. worth ability for the race as a whole.
The high roll wins. The Battle Results Table tells of any additional
effects on the player characters involved. Random Street Encounters: Use Table 745: Others
Inbetween Adventures: Between each adventure, se- to determine randomly encountered people on the street or to fill
a bar, restaraunt, hotel or brothel with clientele.
lect one character to be the subject (or victim) of an event. Select
the event on Table 21 1: Significant Events of Adulthood. Modly Non-Science Fiction Games: Use Central Casting:
the event to work with the character's current circumstances. Be Heroes for Tomorrow to create backgrounds for characters in
sure to involve other player characters in some way. Have the Modern Day game systems. Convert any high-tech or alien en-
event affect subsequent campaign play in a meaningfulway, such counter events into events that fit the time period. Use Central
as setting up an adventure or providing a new patron, etc. Casting:m Heroes of Legendfor fantasy game heroes.
Motivations 8 Motivations

Motivations:
Justifying a Character'sLife Faith. The character's greatest desire is to serve his deity
to the fullest possible extent. Every action w~llbe weighted
based on the teachings of the religion and the extent of his per-
I Whv would anvone become an adventurer? What would sonal belief. This is a great motivator for quests and crusades
make iomeone siek out hideously dangerous situations or in the name of the gods. Please note that characters motivated
brave the unknown? What makes characters do what they do? by Faith need not be good guys.
In a courtroom situation, an attorney probes to discover
why someone would allegedly commit a crime; an actress on Discovery of the truth. This is finding the truth about
something. The character has learned that something in his
stage seeks to justify her movements in front of the footlights; past is not what he has been told. His goal is to find out the true
and a teacher looks for a way to make a child want to learn. All story, even if the truth hurts.
three search after the same thing, a motivatbn, something that
will provide a reason for future actions or explain and justify Love. The character lives his life only to serve someone he
past actions. loves. He puts this person's welfare and happiness above his
Every character, whether he is an NPC or a recently created own. This is particularly suited to characters who have an on-
player character has a reason for existing, something that going romance. The GM may wish to kidnap the beloved as a
serves as a focus for his life. Usually, it is not a single goal or hook for an adventure (hey, it worked about a zillion times for
desire, but something complex, involving several factors. Edgar Rice Burroughs). Love is also the basis for parentlchild
relationships, in which a sick or missing child could motivate a
Select Motivations character unto adventure.
Greed. Unfortunately, this seems to be the basic adventur-
Each character should have more than one motivation. One er motivation: "How much loot can we get (drool, slobber,
will always be a strong primary motivation, and the others secon- drool)?" Try to use it as a secondary motivation or at least
dary, less important, but still providing direction. Use the list of come up with a justification for loot gathering other than gaining
motivations that follows as a guide, but feel free to add your experience points. Why does the character want or need the
own. Select one or more motivations for the character, then money? Maybe his sick mother needs 6,000,000 credits for a
customize theme to better fi the character and his history. cyborging operation.
Base the selection of the character's motivations on his In the Name of Science. The character seeks to ad-
past, his alignment, his attitude and his personality factors. vance the frontiers of scientific, medical or parapsychological
Don't select motivations that conflict strongly with other as- research-good for idealists and mad-scientist-types.
pects of the character's background.
Assign a strength to each motivation, particularly for NPCs. To Serve Humanity. Other people always need help
This represents the relative importance of the motivation to the and the character realizes that his b t is to help them (this mot!-
character. Suggested strengths are Trivial, Weak, Average, vation is easily combined with Faith). This could also be
Strong, Driving and Obsessive. A trivial motivation, would hard- directed towards animal rights, the environment, etc.
ly worth the trouble to resolve. Yet a character who is obsess- Pleasure. The character's goal is to provide pleasure for
ed with the need to fulfill his motivation may stop at nothing to himself, to have fun, to feel good. This can range from simply
accomplish his goals, and heaven help any who get in his way. having a full belly and warm place to sleep, to fulfilling base de-
Primary motivations should have relatively high strengths and sires and living in luxury.
secondary motivations substantially weaker strengths.
Finally, in your own words, write a brief description of the Knowledge. To know more, to know the most, to know it
character's motivations on the back of the worksheet to help ALL! This is the gain of knowledge purely for its own sake, re-
you make decisions when roleplaying the character. gardless of its value or intended use.
Accomplishing Goals: What happens if and when a Power! Some people have a need to have the world at their
character finally does what he set out to do? Does he set a new command. It is never a particularly commendable motivation,
course for his life or is life as he knows it over? Think on these even when combined with serving humanity. Other things just
things as you play your characters. What gets them going again seem to get in the way of the lust for power.
once their goals are met (or do they just sit around and get fat)? Insight. This is the search for wisdom and it can be se r-
ated from the search for knowledge. It almost always invoves P"
Character Motivations an attempt by the character to improve himself through better
understanding of himself and others.
What follows are common motivations for fictional charac- To be the best. This is common among athletes, who strive
ters. You find them in both the best and the worst that genre to be the strongest, the fastest, the most skilled. It also can be
fiction has to offer. a motivationfor anyone who has a skill of any kind.
Revenge. This is a perennial favorite. Someone did some- To reach a goal. The character has a mission. He must
thing to the character or his family and now he's gonna pay find something or do something that matters to him. This
them back. motivation is particularly sensitive to a "what-do-I-do-now"situa-
Working out a past event. One of the events that hap- tion once the character actually accomplishes his goal.
pened to the character in his past left something unresolved. Survival. The goal is to stay alive. In some sense, this is
An adventure is needed to complete the situation. Example: assumed by other motivations since staying alive is usually a
The character is kidnapped, disappears, and loses 10 years of necessary part of the goal. However, here it is in its pure form:
his life without a trace. His goal then becomes to discover who the character is striving just to stay alive, probably against
kidnapped him and why has his memory been wiped clean? odds that would frighten lesser men.
NPCs: Creating Special Characters 9 NPCs: Creating Special Characters ~
ber, most people who perform an occupation fall into the low
NPCs: middle Rankvalues (Rank 3-6). Usethe guidelinesfound on page
3 regarding skill rankings to select an appropriate skill Ranking.

I Creating Special D Technoculture. A typical NPC would be from the most


common levelof technology and most commonculture inthe game
universe. Do you want the character's technology level or culture
Characters different. Use Table 102: Technoculture to guide you in your
selections (use dice if you want!).
0 Social Status.Atypical NPC would blend into hissurround-
I Quite often, the.GM or even a player will need to create a ings. In a bad part of the spaceport, he might be Destituteor Poor.
supporting character for his game. W you've rolled up one or more In a suburban community, he would be at a Comfortable or Well-
player characterswith Central Casting, then you know that a good to-Do level. Decide whether or not the character would be a part
character takes time. Nevertheless, not every character encoun- of his surroundings. Use Table 103: Social Status to guide your
tered during a science fiction game deserves an indepth back- selections.
ground and history description. Those should be reserved for
player characters and major nonplayer characters (NPCs). 0 Appearance. A typical NPC would have a face or clothing
This section is a set of suggestions for quickly creating NPC you could easily forget. Lose sight of him for an instant and he is
backgrounds, focusing on what we call "stock players" and "bit lost in the crowd forever. A memorable NPC would have an
parts," the kind of almost stereotype characters that one might appearance that sets him apart from others. Use Table 863:
expect to find in most science fiction games (though some future Appearancestoselect unusualfeaturesforthecharacter.To make
histories may exclude a few of them as unworkable). him more unusual, select more appearance features.
Remember, when creating quick characters: shorter is better 0 Personality. A typical NPC would have a bland demeanor.
(not his height, but the length of his description). Define only as His personality does little to color his way of speaking or acting. A
much as is needed to give a good picture of the NPC. One doesn't memorable NPC would have at least one strong personality
needto knowthe full life story of the local hardware merchant, only feature that figures prominently in his words anddeeds. Use Table
that he has a cyborged hand and tells stories of a ruined temple 312A: Personality Trait Types to randomly select a character's
he saw briefly while stationed with the space Marines. most prominent personality trait, or select one (or more!) from
Instructions: These guidelines assume that you know Table 643: Personality Traits. Remember the more traits you give
what type of character you wish to create. Rather than describe to a character (within reason of course), the more memorable he
each detail of an NPC's life, focus on the things that are different will become. Try using the optional rules for Trait Strength found
oroutstanding, the features of his life orappearancethatmake him on Table 3 12: Alignment & Attitude ( Table 3 12: OptionalRule) to
memorable. Each of the categories below outlines major aspects further adjust the character's personality.
of the NPC that could be different from other NPCs. Follow the 0 Quirky Personality. in a typical NPC, even one with a
steps below to creat your NPC. strong personality, these oddities of behavior will stand out. An
One. Select an archetype (a basicstatement of who orwhat the unusual character might have an equally unusual personalitytrait
character will be) from the list of Archetypes on the next page or ortwo. If you want a characterto be a bit quirky or be known as an
create your own archetype to fit a particular need or situation. "odd bird" or even a real weirdo, give him one or more traits from
Two. UseTable 1078: Noteworthy Itemstoselect some details Table 644: Exotic Personality Traits. Again, try using the optional
about the NPC. rules for Trait Strength found on Table 312: Alignment & Attitude
Three. Review the suggestions below under NPC Special (Table 312: OptionalRule) to further adjust a character's person-
Features to jog your imagination with ideas for customizing the ality.
NPCs you create with this Central Castingbook.
Four. Roleplay your NPC to the Max! Make him memorable to P Alignment. Most folk fall into one of the Neutral alignments.
the other players! Choose an alignment if you think it might help you better roleplay
the NPC. Use Table 3128: Alignment to help you make your
choice.
NPC Special Features D Naming Names. How is the charactercalled? Its possible
that you may never needto know more about a character than his
0 Race. A typical NPC would probably be human. Does the profession. You can call him the "bartender" or maybe he just
NPC belong to an alien or mutant race? If so select that race from known as "the grizzled old asteroid miner." but many NPCs,
the known races in yourgame campaign or use Table 748: Aliens particularly well-known ones will be known by their names. Be
to jiggle your imagination a bit. creative when giving NPCs names, but try to avoid giving them in-
0 Age. Typically, this character would be an adult, not old and appropriateor"jokennames. "Zippythe Aliennmayseemfunnythe
not too young. How old is the character. Be creative. Not every star first time he's played, but if "Zippy" becomes a major part of the
shipcaptain is a wizened veteran nor is every corporate secretary game campaign, the joke gets old and Zippy loses his effective-
young (or beautiful). Use the suggestions on page 4 to adjust the ness as an NPC.
character's attributes forthe effects of age. Consider giving older 0 Background. Some characters are known by the things
characters better skill Rankings-about one additional Rank of that they have done or experienced. Use Table 107: Parents &
skill for each group of 10 years by which the character's age NPCs to select additional items from the NPC's past. Use the
exceeds 20. instructionsthat you find with Table 1078: NoteworthyItems.
0 Occupation. What does the NPC do to put food (or what-
ever) on the table. Use Table413A: OccupationSelectionon page
37toguide you in selecting an occupationforan NPC who may not
General Types of NPCs
already have one.
Some NPCs will fall into general classes that have nothing to do
0 Professional Competence. How good is the character with their archetypes. An old prospector or a frontier lawman can
at his primary occupation? Decide whether or not your NPC be a good guy just as easily as he can a villain (thoughthe lawman
exceeds his peers or is a poorexampleof his profession. Remem- may not be quite so open about his evil ways).
NPCs: Creating Special Characters NPCs: Creating Special Characters
needs a bi of he1 to find his heart's desire.
0 Good Guys. These are NPCs that the player characters
should be able to trust. They do not have to be saints or nobly f'
0 Grizzled 0 d Prospector. He's either made the YindRof
the century and needs protection or he's got a "sure-thingRmapto
heroic, but they should stress the Lightside personality traits over
Darkside or Neutral ones. 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
0 Villains. These are the bad guys. They may appear to be of some noxious weed.
allles at first, but their evil nature eventually shows through. They O Hardened Warrior. He's survived combatsituationsthat
never havethe PC's best interest (oranyoneelse'sforthat matter) few other men or women could. Some or even most of him may
at heart. They are typically followers of Darkside alignments, have been replaced by bionic parts (See Table 861: Bionlcs for
though characters who follow some of the more selfish Neutral details). He's good with his gun and probably has a bunch of skills
alignments can easily be villains. Decide on the scope of their from Table 534: Military Skills.
villainy. Are they small-time hoods or evil dark lords bent on D Hotshot Pilot. A whole lot of piloting skill wrapped up in an
galactlcdomlnation. ego the size of a red star. He can do the job and he will never let
The more powerfula villain, the greater will be his aspirations you for et just how good he is.
and evil goals (small-time hoods rarely dream of galacticconquest 0 ~ i dHe's l young, he's energetic, maybe even talented. Pos-
unless they have the powerto obtain it). NPC Villains should gen- sibly, he hero-worships one of the PCs. Maybe he has an axe to
erally have stronger Darkside traits than Lightside ones. grind against one of the PCs and issues a challenge. Then again,
P Leaders. These characters lead or rule over other men (or he could be a victim of some villain, and needs the PCs helptogain
beings). They might be military leaders, Nobles, religious, political his revenge.
or business leaders. They might be either villains, good guys or Q Mad Scientist. The problem with his harebrained inven-
more likely be folks somewhere in the vast gray area in between tions, is that they work. A's just that he's failed to look far enough
good and evil. To design a leader, you will need to know whom he ahead to see the problemsthey cause. If he's evil, his inventions
leads and how great his area of influence (for the latter, see Table are aimed at world or galactic conquest. Luckily, he's just crazy
749E:Sphereof Influenceon page 78 forsome guidance). Decide enough not to have covered every angle.
whether his followers are especially loyal or disloyal. For the most P Mad Scientist's Daughter. She's always young, she's
part, give the leaderbetterattributesorskillsthan hisfollowers, un- always beautiful and she's always available. She believes her
less itwouldbe reasonableforthemtobelower(as in the casewith father can do no wrong and supports him ... until she realizes the
some herediary leaders). Make leaders memorable. Decidewheth- evil he has caused. For some reason,classicsciencefiction never
er or not the leader has some secret, a "skeleton in his closet" that deals with the mad scientist's other kids.
he may wish kept a secret. If the leader is a Noble, select his title 0 Mercenary. This soldier-for-hire is rarely interestedin much
(if you have not already done so) on Table 749: Nobles. 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
NPC Archetypes mountains or on a whirling asteroid.
0 Old Coot (Codger, Geezer, Gramps, etc.). This
Archetypes are the classic characters one finds in many crotchety oldfellow could have beenjust about anyone or anything
science fiction stories. They are the supporting cast in the PCs' azillion years ago. Whateverthetruth, he sure has alottotell. He's
quests for adventure. While it would be impossible to list them all a good source for information about the "old days."
here, the types below are some suggestions in case you need to P Reporter. Hot on the trail of the "big story."
quickly stock that frontier cantina or the spaceport lounge. 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)
0 Bartender. He serves drinks, doesn't ask questions and molest your favorite computer, D) all of the above.
rarely answersthem in return. He's probably seen more of lifethan 0 Research Scientist. He's always on the verge of a break-
he cares to. throughthat will revolutionizethe way we live orour understanding
P Beggar. The role of the beggar in fiction is usually one of the of the universe. He is to pure science what the mad scientist is to
secret informant. Chances are, he's disabled from some injury or applied science-dangerous if he or his discoveries fall into the
then again, maybe his injuries are part of a disguise. wrong hands.
D Bored Civil Servant. A master of the rubber stamp, this P Seasoned Guide. He knows this country (or this planet, or
government worker might be a stumbling block the PCs must this neck of the galaxy) like the back of his hand (or pseudopod).
overcome or a vicarious thrillseeker whose need for tales of He's tough, he's competent and he doesn't like the idea of
adventure brings him in touch with the PCs. civilization creeping up on him.
0 Bounty Hunter. He doesn't eam his reward until the one D Smuggler. He knows the ins and outs of the official and
he seeks is returned to the client with the credits. He's clever, unofficial shipping lanes. Whether it's interstellar contraband or
talented andtoughandprobably has little mercyforthose he hunts. illegal refugees, he knows how to get goods from point "Amtopoint
D Career Criminal. Crime is his life. He's never known "6" without running afoul of the law (most of the time).
anything else. He definitely has experience from Table 529: Un- P Starshipcaptain. His ship is his pride, the best ship in the
derworld Experience in addition to any other character notes. galaxy ... or at least it would be if he had the credits to get it out of
0 Clergyman. He maybe devotedwholeheartedlyto his God, dry dock. Maybe the PCs are just the people he needs to get his
filled with missionary zeal, or he might be a disillusioned man ship spaceworthy again, for one last rendezvous with destiny.
searching for a truth he once believed in. O Street Person. Years on the streets have given this char-
0 Derelict Spacer. Before the booze (or drugs, or happy acter a high survival quotient for the streets and years of cheap
wire) ruined him, he was the best in his trade. He probably knows booze and drugs have probably done irreparable damage to the
things that would make someone else quite wealthy. Now he his mind-though a youngster may have sharperwits than most.
abuses substances to forget what he knows. 0 Vigilante. He's convinced that law enforcement officials
0 Drunken Farm Boys. Good 01' boys out for a good 01' have failed intheir effortsto bring about order and justice. So now,
time. Unfortunately,they've had alittletoo muchtodrink, and gosh he takes justice in his own hands. If you're not on his side--you're
durn it. they just don't like your looks. part of the problem.
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
Linking Events: personality and interests that most real people have.

Writing History ... 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
as it Should Have Happened! 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
I Dice tables are wonderful tools for randomly generating vast same person who later becomes his Patron or Companion. Pos-
quantities of unrelated data. Thumb through this book and you'll sibly an unknown mutation or power affected the outcome of later
see what Imean. With a shake of the hand and a flick of the wrist, events to make them occur as they did.
dice tables can provide quick and ready answersfor any question
or list a dozen odd bits of background data. Dice tables are great Look for Causes and Effects.Thisgoes backto playing
if you know how to use them for best effect. Nevertheless, eventhe up coincidences. Did one event cause another? The loss of a
best of them are no substitute for a creative imagination. parent orfriend might be thecause forthe charactertakingup alife
Nevertheless, dice tables can stimulate your Imagination. of crime. Possiblythescars that are the most notablefeatureof the
Even creative minds tend to slide into ruts. The random dice rolls character's appearance were a direct result of his occupation or
help establish links between ideas that you might otherwise even one of his (former) hobbies. Establish cause and effect links
overlook. The dice don't do the thinking for you, they instead give between events wherever possible.
you things to think about. Establish Thematic Relationships. Examine all the
Without putting the ol' imagination in gear, you can roll dice events in the character's life and look for a thread of coincidence
forever on Central Casting's tables and still remain uninspired as or a heavy weighting toward one type of event, such as military
to how to roleplay your characters. The information is there, but events, tragedies, religious occurrences and so forth. Consider
what you're missing is a wayto put it all together, to make a handful letting these related events become the core of the character's
of loose and unrelated chunks of data into living, breathing, experience. All other events would then somehow relate to this
exciting science fiction characters. general theme.
The end product of a CentralCastingbackgroundsession is a
sheet of raw history data, some in the form of rounded-outevents Integrate the Character into the World. Make the
and much more as just notes about relatives and unrelated character a part of the world. Ask the GM to help you fit the
occurrences. In many ways, it's like researching a paper. You can character into his game world. Fix the time and place of the
spend a week at the library reading seemingly endless articles in character's birth inside the milieu of the GM's universe. Establish
a dozen different encyclopedias and magazines and when you're the actual places that events occurred. What city or planet was the
done, all you havetoshowforyoureffort is atotteringstackof index character bom in or on? Can the GM give you an actual name for
cards and a three-inch-thick sheaf of notes. Regardless of the that Nobleman orgovemmentofficial whofiguresso strongly Inthe
topic, it's not untilyoustart filling in thegapsbetweenthe noteswith character's past? Arrange the events of the character's life in
yourown words and ideasthat the papertakeson shape andform. chronologicalorder(that is, bythe age at which they occurred)then
In much the same way, Central Castinggives you a stack of raw relate key events in the character's backgroundto major or minor
data, the events and influences of a character's hypothetical life. events in the GM's world or universe. Adjust the ages of event
Yet until you "fill in the gaps" between those events and draw occurrences to better fit the universe's time line.
logical (or even illogical) connections betweenthem, yourcharac- Provide for Future Adventures. Lookforwaysto use
terwill nottake on true life. The bisandpiecesof his history remain events to justify a player character's choice to become an adven-
just a pile of notes. turer. What might have caused a character to go off looking for
trouble? Isthere something that he is runningfrom oragreat secret
Writing the History to be didovered? Does the character have unpaid debts (maybe
he needs to actually pay for all that schooling he had)? Warning to
Write out the character's background as if you were telling his GMs: It's OK to use personal character motivations as the reason
life story. Focus on key events. Don't be concerned that your for a single adventure or a side plot in a campaign. However, be
writing style isn't professionalcaliber. That's not important. This is careful about using a character's personal motivationsfor adven-
for your benefit, not the world's. Who knows though? If you write turing as the main basis for campaign-length adventures. Should
enough of these as practice, it may be your name headlining a the central character die (or his player move to Timbuktu) the
novel some day. reason for your carefully laid-out campaign bites the big one.
It's possible to just write out simple sentences describing a Time and Events. Events that occur within a year or so of
character's past, but then you lose the opportunity to rewrite each other should have some relationship. A later event might
historytheway it shouldhavehappened. This is nottosaythat you occur because of an earlier event.
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 Provide a Nemesis. A nemesis is an enemy, a rival, afoe
way possible. who can provide a challenge that the character must overcome in
There are a several ways to maximize the relationship be- later life. Not every character need have a nemesisto be interest-
tweenthe randomdiceselections. Try using some of the ideas and ing, though several table entries provide the character with a rival
suggestions that follow when'creating your own characters. (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
Tricks & Hints 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
Focus on Important Events. One or more events reasonablefor the character to have a nemesis, try to create it out
should provide the framework for the character's background. All of one of the character's background events.
other event should be of less importance. Adjust lessereventsso Downplay Unimportant Events. Minimize or delete
that they eithersupportthemajoreventsas eithercauses orresults those events which do not add to the history or which detract from
its exciting nature. Learning needlepoint as a hobby or surviving alded drudges living out boring little lives. Weave elements of the
several unexciting promotions in the military may not be headline fantastic into your description. Try to make even mundane events
events in your character's life. Nevertheless, don't throw some- have significance to both the character and the world of which he
thing out just because you dislike it and would rather have is a part. Make the commonplace unusual and the unusual really
something that made you a Nobleman or gave you 6 skill Ranks weirdl
with a blaster.
Supply Missing Elements. Central Castingprovides a
EliminatePersonal Conflicts. If CentralCastingsays framework to build the character upon. It is not a "smart" expert
your hero-to-be has developed a mental or sexual disorder, or has system that automatically fills in missing details. You will need to
undergone an event that would make it personally difficult for you add the events or characters in your character's life that could
to roleplaythatcharacter, then discardorreroll theevent. Remem- improve the story, or further explain the relationship between
ber, even though roleplay is supposedto givethe player insight into events that you have rolled. This might mean adding a "bad guy"
himself and others, the original intent of adventuregaming is to be who has been dogging the character since the day he was born or
fun. If an event in Central Castingwouldcompromiseyour having establishing your own reason forthe characterjoiningthe military
fun, then it's an event that you can do without. as a kamikaze Battlebot pilot. This goes right back to "filling in the
Integrate the Fantastic. Remember, most of these gaps" betweenevents, the reasonthat CentralCastingneedsyou!
characters are supposedto be larger-than-life heroes, not unher-
Future Histories Future Histories

I Future Histories Dark FutureTMgame, ShadowrunTMgameand Iron Crown Enter-


prise's CyberspaceTMgame (Warhammer40,OOORogue TraderTM
has some similarities with this future).
Features:
I Science fiction roleplay (SFRP) gaming has been around O Future-specific events, use Table 525: Tarnished Tomorrow
almost as long as its fantasy counterpart. Though the mechanics Events.
of the rules may differ, fantasy gaming systems tend to deal with 0 Any character from this future may have ld4 Darkside
worlds that are cut fromthe much the same cloth as one another. personality traits taken from Table 643C: Darkside Traits and'a
Let's face it, mindless orcs. awesome dragons and savage trolls 50°/~chance to have an exotic personality trait taken from Table
are common elements of nearly every fantasy adventure game- 644: Exotic Personality Traits.
even if the designers choose to call them something else. 0 Tech Levels for Tarnished Tomorrows societies usually run
On the other hand, science fiction roleplay gaming, like sci- betweeneightand 11, but without any of the interstellartraveltech-
ence fiction literature, places its characters in the "what ifs" and nology.
"what might be's" of the future. WHAT IF mankind blows itself to O Acharacter may have a 1 in 4chance to be already fitted with
kingdomcome?WHAT IFwedony? WHAT IF mendiscoverafast- cyberlink hardware ihat allows him to plug directly into computer
er-than-light drive? WHAT IF the bug-eyed-monsters from outer "minds."
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 un- The Final Frontier
known of space. While some games doshare acommon theme (or
a marketing niche, if we get right down to hardtruths), like science Mankind has but recently leapt forth from mother Terra and
fiction authors, each game designer (or game company) has adif- spread wings to explore a waiting galaxy. There are worlds to ex-
ferent view on how our various futures will be interpreted. plore, alien races to discover and ally or vanquish. Technological
While no view of the future is proposed as the correct one, advances are constantly being made and the effects of those dis-
space adventures are admittedly the most popular and Central coveries often take less than a generation to have a real effect on
Castingreflectsthatslant in popularopinion.Still thereexista num- society. As in earth's early centuries of exploration, conflict iscom-
ber of common themes in SFRP, with one or more companies monplace as men vie with each other for new planets, encounter
producing games within each theme. In this book, we've tried to hostile alien natives, or run smack into the expansion of another
breakthese themes down intofour general classifications.Central spacefaring race. The finalfrontierthesupposedfuture fortheStar
Castingpresumes that charactersproducedbythisbook will dwell Trek@ television shows and movies, for Alan Dean Foster's
within oneormore of the following broadlydefinedfuturehistories: Huinanx space stories, and lsaac Asimov's pre-Foundation sto-
ries.
Tarnished Tomorrows: an unpleasant future dominated by Suggested games: Star Trek@the roleplayinggame, 2300
unrestrainedtechnology,lawlessnessanddecayingmorality. A. D. TM game, Star FrontiersTM game, Universe, Starships &
The Final Frontier: out into the great unknown, the universe Spacemen, RobotechTM the roleplayinggame.
is man's for the finding.
Imperial Space: a unified universe underthe thumb of one or Features:
more interstellar powers, 0 Future-specificevents use Table 526: FinalFrontierEvents.
Post Holocaust: man has blown it and now his successors 0 Characters are often found as explorers.
are fighting back from destruction. Q The presence of alien races depends on the game. Tradition-
In addition to having their own small event tables elsewhere ally, aliens are a key part of Final Frontierfutures.
in the book, these brief descriptions that follow should give the 0 When an encounter gives the character a personal space
player and GM an idea of which events may be likely or unlikely to craft, roll a d6. If the result is 6, the ship is up to date with current
occur in his game's vision of the future. technologicalstands. Otherwise, it is an out-datedclunker, barely
able to hold its own on the spaceways, often using an outmoded,
Instructions: Readthe future historydescriptions.Select antiquated or just plain dangerous form of interstellar travel.
a future historythat most closely matchesthe state of the game's
future as you understand it to be. Aselection of suggested games
accompanies each future description(you may also wish toconfer Imperial Space (FU~MOCZ:
id4+10)
with your GM about his views of the game's future). Record the
future historyonyourworksheet. For PC's, recordthe history's Fut- Mankind's presence in space is long established, possibly
Modrumber (usuallyselectedby adie roll) inthe Die Roll Modifiers even formillennia. Strong, heavilyentrenched,and militarily-pow-
section of the worksheet (upper right-handcorner). For NPCs, do erfulgovemmentsrule vast empires of starsystems linkedby rela-
not use the FutModvalue (allows for more varied technologies). tively economical faster-than-lighttravel. Interstellarspace travel
is commonplace for those with a need for it. Nevertheless, most
Tarnished Tomorrows ( F U ~ M M 6)
Z: civilians never leave their homeworlds. War rarely has a direct
effect on civilian populations, though the political backwash may
Morality?What a concept! Mankind didn't blow itself up, and be worse than the effects of an invasion.Technologically, society
that perhaps is unfortunate. Society has plunged into the pits. may have reachedits peakorsettled intostagnation. Few newdis-
Licentiousness (not liberty) is the order of the day. Ethics are coveries are made and those rarely have a significant impact on
somethingto be learnedfromhistoryvids, not thedailynews. Most the people ortheirculture.Oftenthetechnologyofthepast isslow-
zountries are little more than repressive police states (remember ly being lost. lnterstellarcombatis frequent, wagedeitherbetween
averyones' fears of 1984?). It is the future of the cyberpunk, with feuding governments,xenophobic alien races or by rebelsseeking
wain to computer links commonplace. Mankind may be in space to overcome domineering interstellar governments.
and may be not. Violent highway warriors and their custom George Lucas's Star WarsBmovies are a popular example of
nayhem machines may rule the roads. Movies like Bladerunner this-so too are lsaac Asimov's Foundation books.
and Robocop are good examples of this degenerate future. Suggested games: Star Warm The Roleplaying Game,
Suggested games: CyberpunkTMgame, Car Warsagame, Space Mastem game, Mechwarriot@game, Travellet@ game,
MegatravellerTMgame,Warhammer40,OOO Rogue TraderTMgame.
Future Histories 14 Future Histories

Features: ogy of new civilizations. Dependingon the "fantasy level" built into
O Future-specific events, use Table 527:ImperialSpaceEvents. the game, activity could center around the remnants of humanity
Cl Characters come from many walks of life. However, a great strugglingagainst each otherto rebuildtheirworld, orfocus on sen-
number of adventurers come from military backgrounds. If the tient mutant animals who compete against mutant or "pure-strain"
player so desires, he can roll a d10. If the result is 4-10, the humans for control of bits and pieces of the world.
character's primary occupation was military. Select a military Suggested games: Gamma World31game, Morrow Proj-
occupation on Table 532: Military Duties. ectrMgame, AftennathTMgame,Teenage Mutant Ninja Turtles@
5 The presence of alien races depends on the game. While the Afterthe BombTMgamesupplement.
universeof Star Warsmhe roleplaying game is populatedwith an Features:
endlessvariety of aliens, the Battletecbogamegalaxy is remarka-
bly "humanocentric." There are no sentient aliens at all. 5 Future-specific events use Table528:PostHolocaustEvents.
5 When an encounter gives the character a personal space D All levels of technology may exist or have survived in the
craft, roll a d l 0. If the result is 4-10, the ship is reasonably up-to- world, though Pre-tech primitives are often more common than
date with current technological stands. Otherwise, it is an out- enclaves of Ultratech.
dated clunker, barely able to hold its own on the spaceways, often 5 All cultures exist at least as enclaves. The GM may wish to
using an outmoded, antiquated or just plain dangerous form of assign Technoculturesto his world's societies in advance.
interstellartravel. 5 Space travel is unlikely. Unless the GM has decided other-
wise, modify results indicatingthe presence of spacecraft orspace
travel. Substitute aform of aircraft (or boat or sand skimmer, etc.)
Post Holocaust ( F U ~ M ~ 01
E: that performsthe same general function as a space ship. Replace
travel among the stars with visits to distant and exotic lands.
In its slightly less than infinite wisdom, Mankind has reduced 5 Referencesto Aliens should referto the everpresentmutants
its homeworldintoasmoking, radioactive ruin. Whether it tookone found in most Post Holocaust games. Instead of using the Aliens
war or many or one-too-many miscalculations in nuclear power table in the book, use yourowngame's randomencountertablefor
plants, the end result was annihilation. Yet out of this glowing ash selectingthe mutant type. Give each mutant character 1d3 rolls on
heap, a new world has been reborn, one where the ruined tech- Table 859: Talents, Mutations& Modifications.
nology of the "ancients"forms the backdrop and often the mythol-
I Character Race
I Start here if you are creating the history for a new character. If
you have not yet decided the character's race, use this table to de-
cide if a character is a human being or one of the other alien races
(or mutants, as the case may be) common to most science fiction
roleplay games. Note that the word "race" is used here in the sense
of species, ratherthan subdivisions of the human (or other) race by
skin color or other physical differences. This table supports the
supposition by many game systems that player (and Nonplayer) dl0 Character Race (roll a dl01
characters will be primarily human.
1-:7 Human. Standard issue human being, possessedof all
Instructions: If you have not already selected a character thc3 foibles, faults and failings that have plagued humanity since
race, roll a d l 0 on this table. Otherwise, continue on to Table 102: thc3 race's beginnings.
Technoculture. Choose a race from your game system that most 8 Mutant Human. This is your basic genetically altered
closely matches the selected table entry. If dealing with the Post huiman. He's stronger (+ld3 Strength), smarter (+ld3 Intel-
Holocaust future history, results indicating an alien race refer to a ligence), and faster (+ld3 Dexterity) than the standard issue
mutated organism (a mutant). Record relevant information on line huiman. He's also chock full o' problems. GM Only: see entry
101 of your History Worksheet. Don't forget to read the roleplay #1 01 on Tabk 967: GM's Specials.
guidelines.
Mutant Note: Mutant characters should make adie roll on Table 9-:LO Alien being. Thecharacter is an exoticalien being. Roll
859: Talents, Mutations & Modifications for an extra ability. a Id4 twice. The first die result is the first digit and the second
Roleplay: Racial heritage, whether a character is human, an re1presents the second digit. The die results are not added but
re,ad like atwodigit number. Example: a 1 and a 4 are read as 14.
alien, or a wierd mutant from a post holocaust future, is the basis for Miatch the results against the subtable below. Select an alien
acharacter's background. Humans are easiest. As players, we have racce in your campaign that most closely resembles the race
something in common with them. Yet some times, it's difficult to ds~terminedby this table. If nothing matches, roll again.
remember that nonhumans are just that, not human. Like human
characters, they have childhoods, the agonies of adolescence, the Human-like. These beings so closely resemblehuman-
pangs of love, and the responsibilities that adulthood brings. While kind that only a few characteristic features set them
alien beings are obviously going to think differently than humans, apart, such as pointed ears or an exotic skin color. Typi-
CentralCastingrelieson their being similar enough to use this book cal of aliens from games based on N shows.
without major modifiations. Amoeboid. Amorphous, malleable shape.
Consider the following before playing an alien like humans: Bestial. A "humanized" version of a common animal,
such as wolf-like, cat-like or ape-like beings.
Aliens will generally have a unique value structure. What a Aerial. Flyers, often with bird-like or bat-like wings.
human considers trivial may be of great importance to an alien Amphibian. Dwell in water or air equally well.
being. Example: exact family ties could be totally irrelevantto a hive- Blpedal. An upright stance, walking on two feet. After
like society or be the cornerstone of another society. that, just about anything goes.
Aliens find the appearance of humanity just as hideous as Insectoid. Closely resemble bugs or spiders.
humans find them to be. Radially symmetrical. A starfish is an example of a ra-
Most races, human, alien and mutant alike, tend to be ethnocen- dially symmetrical being.
tric. They favor dealings with their own race above dealings with Multipedal. Many feet and possibly a corresponding
others. Prejudice and bigotry are probably as rampant in future number of manipulative limbs.
societies asthey are in our own (thoughthis is no excuse). The more Piscean. Fishlike beings. May or may not be restricted
physically or culturally different that a race is from another, the to water-filled environments.
greater will be the initial distrust. Reptilian. Reptile-likebeings usuallywith scales and of-
On the other hand, author Alan Dean Foster's insectoid Thranx ten with tails. Includes snake-like beings.
race is a model for exactly the opposite behavior. The Thranx and Humanoid. Though similar inform to a human, they may
humanity formed a bond closer than found between many human be vastly different in the specific details of physical
cultures. appearance.
Make humanoidor human-like races just as alien and unfathom- Cetacean. Whale or dolphin-like beings.
able as you might make a race of three-legged, silicon-based Botanic. Plant-like beings, including molds 8 fungi.
toadstools. Non-organlc. This is a broad classification that in-
Have fun with aliens attempting to use human speech. Spice up cludes, mineral-based life forms, energy-based beings
dialog by creatively muddling phrasing in alien speech: "So to be and even robots.
star-travelling you are, eh." Do the same with accents. Most aliens Combined alien. Rolltwice moreon thistable andcom-
won't speak with a radio announcer's perfect diction. Buzz, click, bine the results. Example: multipedal reptilian.
chirp and humm to your heart's delight.
102: Technoculture 16 102: Technoculture

102A: Tech Level


Tech Level, or Technology Level, acts as a rough measure of
a society's technical achievements: the inventions, weapons,
modes of transportation and means of communication in common
use. It does not deal with their social enlightenment, forms of gov-

I
I
Technoculture
For some reason, it's easier to pidgeonhole fantasy cultures
into convenient classifications: "This is a Barbarian culture and
ernment orethicalvalues--that's Culture, andwedeal with itlater.
Alien T e c h n o l o g y : If you are creatingthe Technoculture
for an alien race, use Table 102C:Alien Technologyfirstandfollow
the instructions you find there.
Barbariancultures have limited technology, are superstitious and I n s t r u c t i o n s : Rolla d20. If desired, the player may add his
bathe only on alternate leap years." Science fiction literature and character's FutModtothe roll (future modifierfromFutureHistories,
gaming doesn't allow for such luxurious simplicity. page 13-14.) Match the die roll or the total against Table 102A:
The technology and social climate of a culture are related to Tech Level. The die roll result is the Tech Level of the character's
one another, but are never locked in a simple "if this culture, then culture (from 1 to 19). Record this number on the Technology
that technology" arrangement. Throw in the unpredictabilityof the Modifier (TekMod) line in the upper right corner of the History
truly alien racesfound in science fiction and literally any logical (or Worksheet. This modifiervaluewill be used later in the book. Write
illogical) combination of technology and culture is possible. theTech Levelon line 102A of the worksheet. Aftercompleting this
table, continue onward to Table 1028: Culture.
I n s t r u c t i o n s : Forthe sake of clarity, Centralcastingkeeps
the technology level and culturalstyle of a given culture separate. Education Points: As a character grows up, he usually
Unless the playerorGM is creating a newculture, it might be wiser receivesa formal education (see Table210: Education). Technol-
for the GM to create a table that includes the major cultures, civ- ogy level provides the base value for the number of points the
ilizations and worlds of his game campaign. Use the following character may spend once he reaches that Table. Higher Tech
steps: levels provide more points than lower level. Record this on the
One. Assign Tech and Culture Levels to each of the worlds, Worksheet on the line labeled "Education Points."
civilizations or major races in the game. L i t e r a c y : The number in brackets after each Tech Level is
Two. Put each of these onto a separate line of the table.
Three. Select a type of die (dl 0, d20, etc.) that best matches the base chance for a character to be literate in his native tongue
the number of table entries. In general, assign one die result num- (see Literacy rules on page 6). Record this chance in the space
berto each entry. Weight the chances so that the chance to select following the Literacy skill under the SKILLS section of the work-
a common culture is greater than that for rare ones. sheet. Be prepared to change this value.
Four. Give a copy of your table to players in your campaign. Roleplay:Remember, not everyculturewithinagivenfuture
Otherwise, begin by following the Instructionsbelow for Table historywill be operating at the same level of technology. Generally
l02A: Tech Level. speaking, a character who is exposed to the achievements of the
Tech Levelone level above him may understandwhat hesees, but
go up two Tech Levels, and the technology seems like "magic."

I d20 10% T e c h L e v e l (roll a d 2 0 +FutMod ) d20 Tech Level ( continued ,.. )


1
1 Stone Age [Lit: 5%]. Fire has found its way into most 4 Medieval Age [Lit: 10%). Steel (a harder metal than iron)
' homes, sharpened sticks and stones form the warrior's basic
armament, the lever is the most complex machine, domesticated
weapons and armor are used by the well-to-do warriors. Cross-
bows make even poorly trained troops into deadly foes. This is a
animals providefoodandcompanionshipand building villages is period noted for retrogression, even degeneration and loss of
coming into vogue. This covers everything fromthe classic cave technical and social gains made in earlierages. MedievalEurope
man upto pre-ColumbianAmerican Indians. EducationPoints:4. and Feudal Japan typify this Tech Level. EducationPoints: 4
2 Bronze Age [Lit: 20%]. Metalworking, walledcities, stone 5 Renaissance [Lit: 35O]. Learning is rediscoveredwith a
monuments, sailing ships, the wheel, and simple writing are the vengeance. Gunpowder makes major changes in the waging of
rage. Well-to-do warriors wear metal armor and wage war with war, movable type printing speeds the spread of information.
spears, swords, bow and arrows. Ancient Greece and Egypt, the Equivalent to 1350-1800 in western Europe.
Celts of Europe and the peoples of the Biblical Middle East are EducationPoints: 10
examples. EducationPoints: 6 6 Industrial Revolution [Lit: 40°h]. Steam engines drive
3 Iron Age [Lit: 30%]. Achievements include iron working (a boats and land transportation, while steam-powered machinery
harder metal than bronze), the keystone arch, and the use of replaces hand-manufacturing,allowingmass productionof goods.
concrete in building to encourage quick development of large Cures are found for some diseases. Electricity is utilized to a
cities. Common soldiers wear metal armor and huge stone- limited extent for communication and illumination. Typified by
hurling, wall-bashing mechanical siege machines take some of Europe and the U.S.A. of the 1800's.Education Points: 10
theguessworkout of flattening enemyfortresses. ImperialRome
is the "classic" example of this Tech Level. Education Points: 8
" t i " . I
102: Technoculture 17 102: Technoculture

102C:AlienTechnology 20 102C: Alien Technology (roll a d20)


The Tech Level for this technology is the same as the
Inall honesty, theseTechnology Levels are basedonwestern Base Tech Level.
civilzation, the most familiar culture to most readers of this book. The Tech Level for this technology is l d 4 levels
Not all cultures of our own world have developed along this path above the Base Tech Level.
and in all likelihood, an alien culture will depart radicallyfromsuch The Tech Level for this technology is l d 4 levels
development. Separate development levels for transportation, below the Base Tech Level.
weaponry and communication should be determined along with Rerollthe Tech Level on Table 102A: Tech Level.
special situationswhere certaintypes of technology never develop This technology never developed. It is either not used
or are substitutedfor others. First roll a d20 on Table 102A: Tech or has a nontechnological replacement (such as
Level. Add the optional FutModvalue only if the alien race has a psionic skills).
culture comparable to the more advance races of itsfuture history. Engineeredbiological materials (plant-likeand
This is the culture's Base Tech Level. Next roll a d l 0 on the animal-like matter) are used exclusively for this
subtable to the right three times, once for the culture's transporta- technology. Reroll again on this table.
tion technology, once fortheir weaponry and once again fortheir Use of metals never occurs in this alien culture, other
communicationtechnology. substances like glass, bone, stone, ceramics, plant or
animal matter replace the use of metal. Rerollagain
#

d20 102A: Tech Level ( continued ...) d20 Tech Level ( continued ...
7 Engineering Age [Lit: 60%]. Internalcombustionengines 14 Third Stellar Age [Lit: 95%1. Warriors wield hand-heldnon-
or electricity power most forms of transportation, including per- laserenergyweapons.Antimatter usedto produce power. Faster-
sonal cars, war machines, and fixed-wing aircraft. Radio, televi- than-Light (FTL) communication exceeds speed of starships.
sion, suborbital rockets and small automaticweapons are devel- Smallships have interstellarcapability. Robots arecommonlyhu-
oping. This is the late 19th century through pre-WWII 20th manoid (or alienoid) in form. Education Points:22
century, just before atomic escalation. Education Points: 12 15 Fourth Stellar Age [Lit: 95%]. Energyshields protect large
8 Technologic Age [Lit: 80%]. Nuclear power is used to vehicles andcraft. Gravitic repulsors negatethe effects of gravity.
create both electricity and deadly weapons. Orbiial spacecraft Personal force screens possible. Education Points: 24
visit nearby satellites and "unmanned" probes explore other 16 Ultratech Age [Lit: 95%]. Worlds are completely terra-
planets in the solar system. Industrial lasers, small computers, formed, and/or moved from their orbits into more suitable ones.
and organ transplants are commonplace. Education Points: 16 Robots are often physically indistinguishablefrom lifeforms (and
9 Fusion Age [Lit: 90%]. Energy is created through the are often classed as life forms). Totally synthetic life forms are
combining, not destruction of matter. Laser weapons replace commonplace. Education Points:30
projectile weapons in most armies. "Manned" exploration of the 17 Transmatter Age [Lit: 95%]. Matter can be coded, broken
solar system, establishment of orbital space cities and scientific
down into energy and then transmitted to a receiver. Unlimited
colonies on other planets within system. "Cold sleep" used for
Faster-than-Light(FTL) communicationnow possible. Education
long interplanetarytrips. Most manufacturingis completely auto-
mated. Education Points: 20 Points: 30.

10 Spacefaring Age [Lit: 95%]. Unself-awareartificial intelli- 18 Dysonian Age [Lit: 95x1. Actual manufactureof worlds, in-
cluding impossibly large Dyson spheres that enclose suns and
gence is now found in some large computers. Most planets and ring worlds that whirl about them is possible.
majorsatellitesinthesolarsystemcontainautonomouscolonies
Education Points: 30
or independent"nations." Sublight "manned"explorationof near-
bye stars begins. Education Points: 20 19 Superculture [Lit: 95%]. This is usually not part of a
common culture, but is or was an advanced alien race thatflour-
11 First StellarAge[Lit: 95%]. Faster-than-Light(FTL)drives
ished and then disappeared long before current spacefaring
drastically reduces travel time between stars, but months, even
years are still neededforinterstellartravel.Explorationlcoloniza- races really understoodthat banging rocks together could make
tion of the galaxy begins. Fully sentient, self-aware computers fire. Their artifacts, if workable, are based on mental interaction,
most with no moving parts or visible power sources. Literally
and artificially intelligent robots perform tasks formerly only
possible by humans. Education Points: 20 anything is possible. Education Points: 40+
20+ Mlxedtechnology. Rollagain (but do not addthe FutMod).
12-13 Second Stellar Age [Lit: 95%]. Most stellar colonies The result is the culture's base technology. Next roll a d6 on the
are independent of home planet. Faster-than-Light(FTL) drives table below:
now capableof rapidjumps betweenstars, crossingthegaps be-
tween stars in a matter of weeks. FTL communicationallows in- 1-2 A key aspect of the culture's technology is more typi-
formation to travel between stars. Powerful non-laser energy cal of a higher Tech Level (such as Transmatter being used
weapons found on large ships and battle machines. by a Federation starship to beam crew planetside).
Education Points: 20 3-5 Akey aspect of the culture'stechnology is moretypica
of a lower Tech Level (say, steam-powered space ships).
6 Hi and lowtechnologicalachievements are intermixed.
This is going to be more true for alien cultures that have
developed along different lines than humanity.
102: Technoculture 19 102: Technoculture
Lightsidetrait from Table 643A: Lightside Traits.On a result of 6, Stagnant Culture
select 1d3 Lightside personality traits from Table 643A: Lightside
Traits and one trait from Table 6438: Neutral Traits. No gains, either technological, sociological or artistic are
Roleplay: A character from a Developing culture could easily being made, or even have been made in recent memory. This
be a pioneer, willing to take risks for the good of other people culture has remained as it is now for decades, generations, even
Insteadof personal gain. Emphasis is placed on Lightside values millennia. They may not want to makechanges, forthis is a people
(see Table31 1:Attitude & Alrjlnrnenf). steeped in a "We've always done it this way before"tradition. The
people may not performactual work, but insteadpursue elaborate
Dynamic Culture hobbies. Governments tend to be self-senring with emphasis on
struggling (usually against themselves) to merely maintain the
This is aculture markedby rapidgrowth, developmentand ex- status quo.
pansion. New lands or worlds are being discovered and claimed. Gameplay Benefits: Character has l d 6 skill ranks at a hob-
~echnologyis advancing by leaps and bounds, often progressing by that he practices likean occupation. Select hobby on Table419:
a full Tech Level within a generation or less. However, the fast Hobbies.
growth also outpaces the ethical application of the new discover- Roleplay: Characters born into Stagnant cultures may not
ies, leaving the culture wide open for future disasters. Govern- believe that innovations are possible. Tradition is important to
ments are similar to Developing cultures, but access to political them and they are uncomfortable with change.
power moves out of the grasp of common people. Class stratifica-
tion still exists as fewer and fewer people profit from new discov- Retrogressive Culture
eries. It is a time of "Humanistic"theology, imaginingthe people of
the culture to be the apex of creation, the "gods" of their universe. This is astagnant culturewhich is slowly losing the technolog-
Gameplay Beneflts: Roll a d6. On a result of 3-5, select one ical, social and cultural gains of earlier generations. Their Tech
Neutraltrait from Table 6438:Neutral Traits.On a resultof 6, select Level slowly, but surely slips backwardstowards lower numbers.
1d3 Neutral personality traits from Table 6438: Neutral Traitsand Governmentstendtowardseitherdictatorialor authoritarianrule or
one trait from Table 643C: Darkside Traits. theUwisdom"of elders. Thisculture might be common in post holo-
Roleplay: Dynamic cultures are often self-centered, caught caust communities where specialized knowledge and skills died
up in the wonderfulness of themselves. In their eyes, they can do with the "bomb."
no wrong. It is a culture of great Ego, one that believes that great Gameplay Beneflts: Character begins with ld3 objects (no
risktakingandgreat intellect shouldearngreatthem reward. Moral real estate) from Table 854: Gifts & Legacies. Any weapons or
bankruptcy has begun. A character from such a culture might devicespossessedby the characterare of 1d3 higherTechLevels
share those values. Emphasis is placed on Neutral values (see (but if they fail, they cannot be repaired).
Table 3 1 1:Attitude & Alignment). Roleplay: Character may have a "relationship" with anytech-
nological devices in his keeping, nurturing them along like a sick
Decadent Culture friend. He may also covet devices of higher Tech Levels, seeking
to replace lost or damaged items in his own inventory.
These are cultures past the peak of their prime. Decay, partic-
ularly moraldecay, has begun to set in at all levels of society and
the people have become pleasure-lovingand jaded. Tech Level Degenerate Culture
remains constant, but few significant gains are being made. Gov-
ernments are commonly those which function best with multiple This is apeople living within the ruins of theirformergreatness,
layers of carefully partitionedauthority and responsibility (like Bu- unable to understand, let alone duplicatethetechnologicalfeats of
reaucracies, Corporations, and Democracies). The government their forebears. They are at least three, possiblyeven four or more
becomes self-perpetuating and heedless of the people's needs. levels beneath their ancestor's Tech Level. They are often super-
Although government support of the Poor is predominant, previ- stitious, even worshiping their ancestor's lost technological mys-
ously common civil liberties and government services begin to teries. The term "degenerate"does not necessarily reflect the so-
disappear. Inflation and unrestrained crime are often rampant. ciety's moral status (as is true with a Decadent culture), though
Gameplay Beneflts: Street-smarts, survival in the streets, more oftenthan not, theirsocietiesfunction likesavagetribeswith
come naturally to this character. Give him l d 3 additional skill Nomadic or Barbaric cultures. The "scientific people" of Alfred
Ranks of Urban Survival skill Roll a d6. On a result of 1-3, select Bester's TheStars My Destinationare an excellentfictionalexam-
one Darksidetrait from Table643C:Darkside Traits.On a result of ple of a Degenerate culture.
4-5, select l d 3 Darkside personality traits from Table 643C: Gameplay Benefits: Character begins with i d 3 objects (no
Darkside Traits and one trait from Table 6438: Neutral Traits.On real estate) from Table 854: Gifts & Legacies. These are an in-
a result of 6, treat as a result of 4-5 but also select one exotic heritance and may even have sacred status (technological de-
personality trait, on Table 644: Exotic Personality Traits. vices have only a 50% chance to be functional). He will usually
Roleplay: It is not uncommon for citizens of these cultures have Rank 3 skill in the religious knowledge of his people.
(even the lowliest slavesandstreetfolk) to believethattheirculture Roleplay: Characters born into Degenerate cultures tend to
is not only at its dynamic prime, but that it and they are vastly su- be superstitious. Tradition is important to them. They may have a
periortoeverything else. Acharacterfromthisculturecould easily "ritualistic" approach to using devices akin to some complicated
have a haughty attitude, looking down his nose at everything. religious ceremonies. They are often distrusting of unfamiliar
Simple pleasures might easily bore a person from this culture. On technology or culture, viewing their accomplishments as evil. A
the other hand, they could be so foreign to the character that they Degenerate character will probably be less willing to accept the
intrigue him to no end. "benefits" of technology and may even suffer from exposure to
more technological cultures.
103: Social Status 103: Social Status

Comfortable Money: 300% of normal starting money. Character has no


problem borrowing large sums of money at favorable rates.
This is the middle class of any Culture, regardless of the Tech Roleplay: A Wealthy character is accustomed to the finer
Level or average wealth of its citizens. These folk usually live in things in life and may be uncomfortablein less-than-elegantsur-
clean, nicely apportioned homes or apartments. often in better rounds. It may be hard for a Wealthy characterto accept sorne-
neighborhoods. They eat regularly and occasionallyvery well. Chil- one from a lower Social Status as an equal.
dren are schooled and often go on to higher education. They usually
own conservativeforms of transport-a modest groundcar or other ExtremelyWealthy
inexpensive vehicle. Luxuries include travel vacations, good food,
the ability to hire occasional menial services, nice clothing, and Like the Wealthy, they have heaps of money. However, they
leisure devices. This class includes "impoverished" nobility, upper viewthe merely Wealthy as cheapskates. ExtremelyWealthyfolk
leveloffice workers, professors and teachers, skilledcraftsmen and own estatesthe size of small countries, have armies of servants
technicians, highly-skilledlaborers, lower govemment officials, low- (and often at least one army), throw parties that would beggar
ranking military officers, lesser clergy, and shopkeepers. most cities, and are often quite eccentric. This class includes
Gameplay Benefits: Character has a +5% to base Tech Level heirs of old family fortunes who have continued to expand their
chanceto be literate. Eduoationis +1 d4 points. Characterhas a45% holdings, world rulers, owners of huge, grosslysuccessful, multi-
chance to own a sport weapon (such as a hunting rifle). national or even multiplanetary, heavily diversifiedcorporations
Money: 100%of normalstarting money. Characterhas no prob- Gameplay ~ e n e f i t s :~iteiacychance is +50% to'the base
lem borrowing moderate amounts of money at fair rates. Tech Level chance. The character has a 30% chance to be able
Roleplay: Folk from this Social Status areconsideredto repre- to speak l d 4 other languages. Within reason (the DM'S), a
sent the mainstream of their Culture's beliefs and attitudes. character can begin with just about anything he desires (often
regardless of his society's Tech Level), including fine clothing,
unusual equipment, ground vehicles, small aircraft, arms and
armor, exotic technology, even a small space craft. Reasonable
These folk are the upper end of the middle class. They typically availability of items should be a limiting factor.
own larger homes, have a householdservant (a cook andlor maid), Money: Within reason (again), the character has as much
have conspicuous privatetransportation, andtravel abroad (includ- money as he requires- as long as he is at home (this should be
ing interplanetary or interstellar travel). They often own more than limitedto 20x the normalstarting money). Characterhas no need
one well-appointed home in more than one city. Their children are to borrow money unless he is bankrolling a country or a war.
privately educated and attend prominent universities. Luxuries in- Roleplay: Chances are that a character from this Social
clude elegant furnishings, artwork, libraries, parties, fine clothing, Level will believe that money solves all problems. He may also
and sorne exotic foods. This class includes younger offspring of never have been exposed to the seamier side of life and may
Nobility, highly skilled craftsmen and technicians, high-ranking mi- have no concept of what it is like NOT to have a desire gratified
litaryofficers, successful merchants, shipowners, high-rankingcler- instantly. Although cliche, the "spoiled rich" kid couldeasilyfitthis
gy of prominent religions, high-leveloffice and govemment workers. character. Also see Wealthy roleplay guidelines.
Gameplay Benefits: Literacy chance is +SO% to the baseTech
Level chance. Nobility
Money: 150%of normalstarting money. He has no problembor-
rowing good-sized sums of money at reasonable rates. The character who rolls this is a member of a titled Noble
Roleplay: Outward appearances are often the be-all and end- family, the aristocracyof old. These folk havefancytitles,andare
all of this Social Status and these folk may try to act like they are generally better off than their fellows. Follow the instructions
Wealthy. Astrong tendency hereto look on lowersocial Statusesas below to select titles, lands and so on, then return here.
something bordering on "unclean" and to attempt to associate only Special Instructions: Go to Table 749:Noblestodetermine
with those of equal or higher status. Of all Social Statuses, Well-to- the Nobletitle of the character's parents and other items of impor-
Do folk are probably the least tolerant of their children becoming tance to Nobles. Finally, reroll Social Status on this table (to find
adventurers ("What will the neighbors think?"). out the family's wealth and current situation), adding the TiMod
from Table 749. Reroll results of 99 to 107. Add 5 tothe resulting
Wealthy SolMod. The maximum possible SolModfor a Noble is 15.
Gameplay Benefits: Literacy chance is +30% overthe base
These people are rich. They own large estates, have many ser- Tech Level + Social Status chance. Education bonus is added
vants, plushfurnishings and large holdings of commercialproperty. to Social Status education points. A Noble character has a 50%
They usually make their money from investments, real estate chance to have a strange personality quirk, selected from Table
holdings, commodities and gouging poorer folk. What most lower 644: Exotic Personality Traits.
social levels see as luxuries, they take for granted. This class Money: Money is determined by Social Status.
includes most nobility, merchant princes, high priests of rich cults, Roleplay: Nobles, by definition, are supposed to be better
ownersof verysuccessfuIcompanies,politicalandcriminalleaders. than other men, born to lead their lesser brethren. Even a
Gameplay Benefits: Literacychance is +50%to the base Tech DestituteNoble will consider himself tobe betterthanothers. The
Levelchance. Education is +2d6 points. Characterwill usually have importance and role of Nobility will vary with the Culture. They
afinelyfurnishedhome, a personalvehicle,fineclothing, Id3 pieces may be dynamic hereditary leaders, able to command men to
of jewelry worth 1Ox starting money each, 1d3 sport weapons, a their deaths, or pleasure-loving parasites, tolerated only out of
legal energy weapon (if allowed by Tech Level), and af inely-crafted tradition. Read the roleplay guidelines under Table 749: Nobles
bladed weapon appropriate to his culture. Character has a 20% for further help in roleplaying this character.
chance to have use of a small private air craft (if allowed by Tech
Level).
104: Birth & Family 22 104: Birth dk Family

ld20 104B: The Family (roll ld20)


.

I
1-5 Two Parents.
6-9 One Parent. Roll HVLo. Hi = Mother. Lo = Father.
10 Creche. Communal child-rearing.
Birth & Family 11
12
13
State-run Centre. Communal child care.
Aunt and Uncle.
Older Sibling. Roll Hi50. Hi = Brother. Lo =Sister.
I A character's life begins among his family. Though they may 14 Grandparents. +l d4 Siblings.
not figure heavily into his later adventures, a character's first 15 Guardian?
values come from his family. It is here that he may place his 16 None known. Left to fend for self. Change Social
strongest allegiances. Status to Destitute ( +d3 Ranks to Survival Skills).
17 None known. Raised in an Orphanage. Change
104A: Birth Legitimacy Social Status to Poor. GM ONLY: See entry #I 048
on Table 967: GM 's Specials.
An illegitimatechildis achild begottenof a woman not married 18 Other Relation. Select on Table 1040: Other
to the father and who is not subsequently adopted by the father's Relations,
family. 19-20 More Relatives. Reroll basic family type, ignoring
Instructions: Roll a d20. If the result is 19+, the charac- rolls higher than 18. Then select 1d6 additional
ter is illegitimate and has a LegitModequal to ld4. Subtract the relationsfrom Table 104D: Other Relations.
LegitModfrom the character's SolModto get the character's new
If the roll indicates that the character was raised by a guardian,
SolMod. Record birth legitimacy on line 104A of your worksheet. roll ld20. If the result of the roll is 8 or less, refer to Table 747:
Go to 104B: The Family. Guardians. If the result of this roll is greater than 8, then the
Gameplay Notes: If a Noble character is illegitimate, he character was somehow orphaned at birth and adopted into a
gains no further benefit from his TiMod, unless he is the sole heir more-or-lessnormal family group. Roll a second time on this table,
of his Noble parent. rerolling results of 14 or higher.
C

104B: The Family


Most characters begin life as part of a family group, often in- 104D: Other Relations
cluding a mother and father, a few brothers and sisters and often
additional relatives who make up an extended family. I Use only if directed here by another table I
Instructions: Roll a d20. Match the result against Table
104Btodetermine the type of family arrangement. Write the result Instructions: Roll 2d8 on the table below. Unless the
on line 1048of the characterworksheetandgo on to the next step, relative has an obvious sex (such as a mother), roll H K o to
1O4C: Siblings and Birth Order, determine the relative's sex. Hi =female. Lo = male. Also, for rela-
Roleplay: The family is the core of a character's early tions outside the immediate family, determine which side of the
growth. A character who grows up surrounded by relatives often family the relative is related to. Roll for HiAo. Hi = Mother. Lo =
has a different perspective on life than a child raised by a single Father.
parent. Family may be relied upon for aid in times of need. Note: The possibility of Time Travel in science fiction gaming
makes situations involving distant descendants or ancestors and
104C: Siblings & Birth Order even the character's ownchildren possible.
Chances are that the character has or had one or more bro-
thers and sisters. Birth order can affect things like inheritance, 2d8 104D: Other Relations (roll 2d8)
family influence, career, titles and personality.
Instructions: To find the number of siblings (if any) known 2 Child. Roll Hi50. Hi = Son. Lo = Daughter.
to havesurvivedbirth, roll ad6-1. Recordthis number on thework- 3 Distant Relative. Shares a common ancestor.
sheet. Next roll a d6 again. If the result of this roll is less than the 4 2nd Cousin. A cousin's child or a parent's cousin.
numberof siblings, it then represents thecharacter'sorderofbirth. 5-6 Sibling. Roll Hiko. Hi = Brother. Lo = Sister.
H the number is greater, then roll for Hi5o. Hi = character is 7 Spouse (husband or wife).
firstborn. Lo =character is last born. Recordthe order of birth on 8 First Cousin. The offspring of an uncle or aunt.
the worksheet, then go on to Table 105: Place of Birth. 9 Aunt or Uncle.
Roleplay: Siblingscanbe bestfriends, ardent rivals or even 10 Great Aunt or Uncle.
worst enemies. They can be ordinary people or they can be 11 Parent.
exceptional individuals whose talents outshine the character's 12 Grandparent.
own (imagine always living in the shadow of a more successful 13 Great Grandparent.
brotherorsister). You maywishto furtherexpanduponsiblings by 14 Ancestor. Roll a d3 and add 1. The result is the number
giving them names, sexes, ages, and so on. of generations removed from the character's grand par-
Firstbom children are often more aggressive and receive most ents (Great Grandparent, Great-greatGrandparent,etc.),
of their parent's attention andresources. Youngerchildren maytry 15 Descendant. Roll a d3 and add 1. The result is the num-
to live up to an older sibling's reputation, or take on a "why even ber of generations removed from the character.
try* attitude. 16 Mysterious. The person claims to be a relation, yet thc
Gameplay Benefits: First borns usually inherit Noble character was not aware of the person's existence. Rerol
family titles. Any other inheritance is divided equally among the the relationship, ignoring rolls over 15. GM Only: sec
character and his siblings. entry #104D in Table 867: GM's Specials.
C
105: Place of Birth 105: Place of Birth

1
dl0 l05k Home worlds (roll a dlO)
1 3 Racial Home world (Example: planet Earth).
4-5 Core World (near the center of civilization).
6-9 Colony World (at the fringe of civilization).

I Place of Birth 10 Frontier World (civilization, what's that?).

I Your characterwasprobably bornsomewhere, possiblysome- (dl0 105B: World Types (roll a d10)
.place unusual (or even someplace exotic). 1 Volcanic world. Active volcanism everywhere.
2 Hostlle world. This world is unsuited to supporting life.
Instructions: Use Table 1USA: Homeworlds only if the 3 Water world. Mostly oceans and small islands.
character'sprimaryfuturehistory is NOTTarnishedTomorrows or 4 SwampworM. Coveredby endless marshesandswamps.
Post Holocaust. These futures assume that birth occurs on the 5 Earthlike world. Much water, large land masses.
character'sracial homeworld (OptionalforTarnishedTomorrows/ 6 Barren world. Rocky and barely habitable.
Post Holocaust characters: roll a d l 0. On result of 10, the charac- 7 Glacialworld. Mostly ice andsnow, but lifecanexist here.
ter was born off-world). 8 Forest world. Covered by huge tracts of virgin forest.
Otherwise roll ad10 on Table 105A: Home worklstodeterrnine 9 Desert world. Has atmosphere but little or no water.
what kind of planet the character was bom on (or near). Then roll 10 Reroll. Add 4 to the die roll result.
the physicaltype of the world on Table 105B: World Types. Next, 11 Alrless rock-ball. Like Earth's moon, heavily cratered.
rollthe place of birth on Table 105C: Place of Birth. Each entry on 12 Chunk. An airless asteroid.
this table is accompanied by a number in parentheses. This 13 Artificial world. A world constructed by sentient beings.
number is the character's Birth Modifieror BiMod. Write the Place 14 Ice-ball. Entirely icedover, littlebreatheableatmosphere.
of Birth and the character's home world type on line 105 on your
worksheet and the BiModinthe Die Roll Modiiers box. Fromhere,
go to Table 106: UnusualBirths unless instructed othennrise. 105D: Exotic Places (roll ld20)
Roleplay: Imagine the circumstances that would have 1Use only if directed here by another table I
-

brought thecharacter'smothertothe location of birth. Couldthere


be some event or individual that caused the character to be born
here? Howdoesitfit inthe ~Rhcharacter'sTechnoculture orsocial
BiMod Character was born ...
Status? Would it be normalfor a characterto be bom there, even (10) In aprisoncell(might indicatethat thecharacter's
mother was imprisonedat the time).
under unusual circumstances?
(20) In a scientist's research laboratory.
(15) In a temple of a good church or religion.
(5) In an office building.
105C: Place of Birth (roll 2d8+ Tech Level) (5) In a back alley.
(5) In a brothel (this does not necessarily indicate
2d8 BiMod Character was born: that his mother was a prostitute).
(+5) In a combined exotic location. Select two loca- (5) In a palace. Roll a d4 on the subtable below.
tions on Table 105D: Exotic Places, combine 1 A local ruler
them together and add the BiMods. 2 A powerful and influential ruler
3 A powerful evil being
(5) In a field (out in the open, not in a building) 4 A powerful good being
(5) In a forest (in the trees, not in a hut or house) (10) On a spacecraft. Rollad4 on the subtable below.
(5) In a barn (or other farm building) 1 born during hyperspace jump.
(5) In the character's family home 2 born in orbit around a world
(0) In a birthing Center or Clinic 3 born in free-fall (no gravity)
(5) In a foreign land (roll once again on this table for 4 born during a high-speedchase
more information).
Reroll, but do not add Tech Level. (10) On an orbiting space station.
In an exotic location. Select it on Table 105D: (5) In a bar or tavern.
ExoticPlaces. (10) In the sewers.
(0) In a hospital (5) In a criminal hideout.
(15) In the home of aliens. Select the alien type on
(5) In a vehicle while travelling. Roll a d6 on the sub- Table 748: Aliens.
table below:
1 Ina wagon (25) Born within the gravitationeffects of a black hole.
2 in a motorized land vehicle (20) In the temple of an evil or malignant cult.
3 in a ship at sea (25) In another dimensi0n.t
4 born in an aircraft (10) In another time peri0d.t
5 born in a submersible vessel (5) On another wor1d.t
6 born in an orbital shuttle (5) Rolltwice more on this table. Combine the results
(and BiMods) in a workable way.
(+5) In a combined exotic location. Select two loca-
tions on Table 1050: Exotic Places, combine t Characterwas then transportedto this world 1d4 years after birth.
them together and add the BiMods.
106: Unusual Births 24 106: Unusual Births

106A: Unusual Births ( Roll a dloO+BiMod )


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

dl00 106B: Birth Events (Roll a d100) d100106B: Birth Events ( Continued ...)
01-05* Aperson of note inthevicinityofthecharacter's home 63-68* Character's is born immediately after a Tragedy (go
diedwhen he orshe was bom. Charactercouldbe blamedforthe to Table 520: Tragedies to determine the nature of the occur-
death, or he might be presumed to be a reincarnation of the ance). Roleplay: Superstitious folk often associate one event
deceased. Select person on Table 745: Others. with another. Others who know of this occurance might easily
believe the character's birth was relatedto the tragedy.
06-1W Exotic toxic waste is dumped very close by.
69-77* Character is bom with an unusual birthmark. Select
11-IS* Mother died in childbirth. Select additional notes mark on Tabb 857: Birthmarks.
about the death on Table 542: Death of a Loved One.
16-20 Due to complications, the character almost dies dur- 78* At birth, the character is fitted with a symbiotic alien or-
ganism that replaces the function of a body part. Treat living part
ing birth. The doctors (or whomever presided at the birth) are
as if it were bionic. Select details on Table 861: Bionics.
amazed that the character lived. Add 1 to the character's Con-
stitution attribute. 79-83 Character's motherattemptedtokill characterimme-
diately after birth, but was prevented. No justification was given
21* Duetocomplications,the character's twin dies during birth. at the time for her behavior.
22-24 Father believes the character is not his child, but the
84 Character is one of a set of identical triplets.
offspring of another man (whether true or not).
85-88* Character's is born immediately after Something
25-30 Character has identical twin (20% chance of being
separated at birth). Also, roll a d6. On a result of 6, the twin's
Wonderful occurs (go to Table 521: Something Wonderful to ...
determinethe nature of the occurance). Roleplay: Superstitious
personality is drastically different than that of the character, folk often associate one event with another. Others who know of
possibly even opposite (if one became good and noble of spirit, this occurance might link the character's birth to the otherevent.
the other might become evil and cruel).
Afamily memberdiedtheday that the characterwas
89-93* Character is born during the occurance of a notewor-
31-34* thy event. Roll a d l 0 on the subtable below to select the event.
born. Character could be blamed for the death, or he might be
presumedto be a reincarnation of the deceased. Select person 1 Awar 6 Afamine
on Table 1040: Other Relations. 2 A rebellion 7 A plague
3 Ajourney 8 A holiday
35-38 Seasonally unnatural weather occurred. This might 4 An attack 9 A radiation storm
include blizzards in summer, soaring temperatures in winter. 5 A power blackout 10 An eclipse
39-42 Character is hidden away to prevent others from the 94 Character born with 1d3 psionic powers. Select them on
knowing of his birth. Table 862: Psionics.
43 GM Only: refer to item #106A on Table 967: GM's 95-99 A Mysteriousstrangerbestows agift onthecharacter
Specials. at birth. Go to Table 854: Gifts & Legaciesto determinethe nature
44-46* Aseerdeclaresthatthecharacterwillbe afflicted of thegift. Roll ad6. On a result of 6, thecharacterlaterleamsthe
by an ancient family curse (that the character's family obviously identity of the stranger. Use Table 745: Othersto determinethis
thought was long gone) upon reaching adulthood. Once each identity.
year, theadult character (andthqse around him) maybe afflicted 100 Roll Twice more and add ld20 to the resulting rolls.
by a tragedy. Roll a d6 on the character's birthday after he
reaches adulthood. If the result is 5-6, then have the GM select 101-110 Character is part of an unusually large multiple birth.
an event on Table520: Tragediesandwork the outcome intothe Roll 2d4+1 to determine the number of surviving siblings. Role
events of his campaign. play: Character will haveto deal with asmall amount of lingering
fame, due to the bountiful accident of his birth.
47* GM Only: see item#106B on Table 967: GM's Specials.
Players STAY AWAY1 111-118* Character is the end product of a eugenics experi-
ment to produce a super-being byway of selective breeding. Roll
48* The sky darkened when character was born (like an a d6 for each of the character's attributes (see page 5). If the
eclipse). If bom at night, the moon and stars went dark briefly. result is a 5-6, add 1d3 points to that attribute.
49-5W The house became infested with poisonous crea- 119-120' Character is theend product of ageneticengineering
tures the next day (some one may have been killed). experiment. Roll ld6 for each of the character's attributes (see
51-56. Character was put up for adoption upon birth. page 5). If the result is 6 add 1d6 to the that attribute. If the result
is 1 subtract l d 3 from that attribute. Total up the number ot
57-58. Character is bom with serious physical afflictions. attributes changed and multiply the total by 5. This is the
Physicians replace l d 3 defective or missing body parts with percentagechance forthe characterto receive an itemfromeach
bionic counterparts. Select the details on Table 861: Bionics. of the following tables. Make a separate check for each table.
59- Infantcharacterwaslefttodie (maybe in atrash bin?) Table 859: Talents, Mutations & Modifications
by natural mother. Character is subsequently raised by foster Table 860: Serious Wounds (treat as a birth defect)
parents who are given custody of the infant. Table 862: Psionics
61-62 Character has a fraternal twin. Roll Hi-Lo to deter- Table 863: Appearances (reroll results that seem wrong)
mine gender (Hi- female. Lo- male).
107:Parents & NPCs 26 107:Parents Bt NPCs

d20 107k Occupation (roll a d20)


1-12 Headof household (NPC) has one occupation. Use
the appropriate occupation table for the parent's or NPC's

I Parents & NPCs


I A character's parentsare really Nonplayercharacters (NPCs).
Technology Level (see below).
13-14 Head of household (NPC) has one primary occu-
pation which is performed full-time and a secondary ocarpa-
tion which is performed on a part-time basis. For the primary
For most NPCs, just labelingthem by their occupation or relation- occupation, use the appropriate occupation table for the par-
s h i t o thecharacterwillbeenough. For other important NPCs,you ent's or NPC's Technology Level and (see below). For the
will want to create badgrounds as detailed as those you make up secondary occupation, repeat the process for the primary
for player characters. Ratherthanusethe regular methodto create occupation, but do not add in any modifiers for Social Status.
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 15-16 Head of household (NPC) does not work. Other
two tables reveal important aspects of an NPC, those that stand parent works. Use the appropriate occupation table for the
out when he is encountered. parent's or NPC's Technology Level and Social Status (see
below). For an NPCor single parent household,treat as a result
Instructions: Make the NPC's appearance noteworthy. of 13-14.
Select an item on Table863:Appearances.
.. Readthe notes below
then go on to Table 107A. 17-18 Both parents within the household have an occu-
pation. Usethe appropriate occupationtable for the parent's or
Special Notes about Parents: What a character be- NPC's Technology Level and Social Status (see below) for
comes is greatly influenced by the beliefs, attitudes and lifestyleof each parent. For an NPC, treat as a result of 13-14.
those who rear him as a child or adolescent. In the best of
situations, these are the character's parents; but can also be 19 Head of household (NPC) is or was an adventurer.
guardians or masters of an orphanage. 20 Head of household (NPC) does not have a readily ap-
parent occupation of any kind. When money is needed, it just
Table 107A: Occupations seems to be available. GM ONLY: See entry 107A on Tabh
967: GM 's Specials .
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 de-
pendents.
Rather than say that the father or mother of a particular fami-
ly 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. Tech Level is used to select occupation types as shown in
the chart below:
Inetructions: Roll a d20 to select the Parent's or NPC's
occupation. Note that this table merely selects the number of Tech Level 1 to 3, useTable 413F: Lo-Tech Occupations.
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 occupa-
Tech Level 4+, use Table 4 l3A: Occupations.
I
tion, skip this table and go on to Table 1078..

Table 107B: Noteworthy Items Instructions: Roll a d3 once. The result is the number of
rolls to make for Noteworthy hems about the Parents or NPC. Roll
For Parents and other important NPCs, this table determines a d20foreach item, matchthe result on thetable below, and record
the numberof unusualeventsthat have already taken place intheir any important information about parents in area 10701the History
-
lives the things they are best known for. These are the NPC's Worksheet (use back of sheet if necessary).
most outstanding features. Most features will either be readily For ParentdGuardians Only: For each Noteworthy item,
apparent upon encountering the NPC or upon getting to know him roll both a d20 and a d6, The d20 indicatesthe entry in the table.
better. Thed6 determinesto which parent (orguardian)the selectedentry
For parents and guardians, this table determines the number applies. A d6 result of 1-4 indicates the head of the household. A
of things that a character remembers about the person or persons result of 5-6 indicates the entry applies to the other parent (or
who raised and reared him through childhood or the things that guardian). Ifonly one parent (or guardian) is alive, then the results
those persons did or became that will eventually affect or involve are all applied to that parent. tf an orphanage is being rolledfor, the
the character. Forthe most part, these things will be applied to the results are applied to the head master or head mistress of the or-
head of the household. phanage.
107: Parents Bt NPCs 27 107: Parents & NPCs

d20 107B: Noteworthy Items (roll a d20) d20 107B: Noteworthy Items (continued ...
1 NPC is noted for an outstanding aspet3 of his personality. 13 NPC is notedfor or hesitantto speak of something that oc-
Roll a d8 on the subtable below to select this noted trait. cured in his past. Rolla d4 ont he subtable belowtodeterminethe
1-2 Noted for a Lihtside personality trait. Select trait situation.
on Table 643A: Lbhtside Traits. 1 NPC is famous for the occurance of a Significant Event,
3-5 Noted for a Lightside personality trait. Select trait possibly even a hero. Determine what took place on
on Table 6438: Neutral Traits. Table 211: Signifkant Events of Adulthood.
6-7 Noted for a Darkside personality trait. Select trait 2 NPC is persecuted or villainized for the occurance of an
on Table 643C: DarksideTraits. event. Determine what took place on Table 211: Signifi-
8 Noted for an exotic personality trait. Select trait on cant Events of Adulthood.
Table 644: Exotic Personality Traits. 3 NPC is important in home village/town/city, not just
another face in the crowd.
2 NPC had 1d3 unusual birthcircumstances. Selectthemon 4 NPC won't speak of something that occurred in the past.
Table 106: Unusual Births.
GM ONLY: Determine what took place onTable 211:
3 Devotes time to a hobby. Go to Table 419: Hobbies to Signifkant Events of Adulthood.
determine the hobby and the degree of interest in it. NPC's relationship with his family involves one of the
14
4 NPC possesses an unusual item. Selectthe item on Table following. Roll a d4 on the subtable below.
854: Gifts and Legacies.
1 NPC is particularly loving towards family.
5 NPC is noted for his appearance. Select ld3 additional 2 NPC does not love family or children.
appearance items on Table 863: Mearances. 3 Is unfaithful to spouse. a
4 NPC has married more than once, current spouse is
6 NPC was affected by an exotic event which is spoken of
often. Go to Table 540: Exotic Events to determine what oc- number (roll 1d4).
curred. 15 NPC was originally from a different culture. Determine ori-
ginal home Technoculture on Table 102: Technoculturn.
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 - 16 NPCwas originallyof a diff erent Social Status. Goto TebkP
tions. 103: Social Status to select the former social standing.
8 NPC has an obsession regarding something that had 17 NPC is from a foreign place (either land or world).
happened (or might happen), somethingthat dominates the rest NPC has made friends and/or enemies. Roll a d6 once on
of his Me. Roll a d6 on the following table to determine the focus 8
of the obsession: ie subtable below.
1 A relationship with someone. Go to Table 745: Others to 1 NPC has a Rival. Go to Table 753: Rivals to select the
determine the person. antagonist. If the NPC is the character's parent orguard-
2 A significant event from the past. On Table 208: Signif-
ian, roll a d6 on a result of 56, the Rival also includesand
cant Eventsof Childhood&Adolescence, determinewhat seeks out the character.
2 NPC has many enemies. Roll ld10+2 to determine the
happened.
3 The working out of a personality trait. Roll a d6. On a
number. Go to Table 753: Rivals to determine these an-
result of 1-2, go to Table 643A: Lightside Traits to deter- tagonists. If the NPC is the character's parent or guard-
minethis trait. On a result of 3-4. go to Table 6438: Neutral ian, roll a d6 on a result of 5-6, the rivals also include and
Traits todetermine thistrait. On a result of 5-6, goto Table seek out the character.
6438: Darkside Traits to determine this trait. 3 NPC has many close friends (Roll 1D l 0+2 for their num-
4 The accomplishment of a motivation. Go to Motivations ber). These folks usually dwell in the NPC's home town.
on page 8 to determine this goal. If the NPC is the character's parent or guardian, they are
5 Accomplishing a future event. On Table 211: Significant known as "uncle" or "auntie." Becausethey are l i e fami-
Events of Adulthood, determine what the NPC seeks to ly, they may be relied on for aid in times of trouble. Deter-
have occur. mine backgrounds for these folks only as needed.
6 Preventing a future event. On Table 211: SQnificant 4 NPC has ld6+1 jilted ex-lovers (most are still angry!).
Events of Adulthood, find what the NPC seeks to stop. 5 NPC had a companion. Select the companion on Table
752: Companions. If the charactersearcheslongenough,
9 NPC has a secret identity. Select the Social Status (Table the old companion can be found.
103) and occupation (as appropriate to Culture, see previous 6 Roll twice more on this subtable, rerolling duplicates.
page) for the other identity.
19 NPC was horribly wounded once. Select the type of injury
10 NPC has a patron. Determinethe details about this service on Table 860: Serious Wounds.
relationship on Table 539: In the Service of. ..
20 NPC is notedfor his extremely unusual personality. Select
11 NPC is a military veteran. Select the branch of service on l d 3 exotic personality traits on Table 644: Exotic Personality
Table 532: Military Duties. Traits and link them together in some fashion. Collectively, they
12 NPC is very religious and constantly seeks to evangelize should make the NPC character even stranger, possibly a real
others to join his religion, faith, or cult. Select the religion wor- weirdo.
shipped on Table 537A: Religions.
208: Childhood & Adolescence Childhood & Adolescence

I
Significant Events
of Childhood
& Adolescence
a 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.
i20 208: vents (Roll a d20 + SolMod )
All public assistance is terminated because of an un-
Instructions: Use this table twice. The first time, use the ,pular war with another planet in the star system. All able-
table to select events that occur during the character's childhood, ,died men are drafted into military sewice. Thiscausesbloody
age 1 through 12for a human or use an appropriate age rangefor ,ts in the poorer sectors. The character's family is very much
an alien race-see "Age" below and also on page 4). The second volved in these uprisings. [R]
time, use it to select events that take place during the character's
adolescent years, age 13 through 18 (for humans). While foraging in atrash heap, thecharacterfindsan un-
To find the numberof significantevents that occurduringchild- iual object. Select from Table 854: Gifts and Legacies.
hood, roll a d3. For adolescence, do the same. For each event, roll Character skips school too many times. Subtract Id4
a d20 and add the character'sSolModto the result (Noble charac- h a t i o n points from his Educationpoint total. [Dl
ters: double-check to see if 5 has been added to the Solmod). Character's friends involve him in illegal activities. Go to
For each roll, match the result against the table below and
recordthe event in the EVENTS section of the worksheet. Many ible 529: UnderworldExperience and follow the directions
events require additional rolls on other tables. If you are asked to ere [Dl.
use another table, go to that table, follow instructionsfound there, A Fateful event occurs. Roll for Hi-Lo on the subtable
record any relevant information, then return to this table until all tlow.
rolls here are complete. For each event you must determine the Hi A Tragedy Occurs. Determine what happens on
age at which it occurs (see "Age" below) and record how it will Table 520: Tragedies. [R]
eventually affect the character's personality (see "Developing a Lo Something Wonderful Occurs. Determine what hap-
Personality"below). From here, continue on to Table211: Sbnifi- pens on Table 521: Something Wonderful.. [L]
cant Events of Adulthood.
Character has a misadventure on another planet. Se-
Age: You must determine WHEN each event happens. For ct details on Table 522: OtherworldEvents. [R]
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 Learn an UnusualSkill. Select skill on Table865: Unus-
alien characters, refer to "Age & Aliens" on page 4. d Skills.
Learn headof household's occupationto Rank2compe-
Developing a Personality: As a character grows, his ncy. If no head, use patron, or random selection fromTable
personalitywilltakeshape. Many events that occur in a character's l3A: Occupations. [N]
life also cause a character's personality to develop. Personality
traits shapethe way he acts or responds later in life. Some of these Character runs away from home. Roll a d l 0 on the sub-
traits are good or Lightside traits; others are considered bad or ble below to select the events which then occur. [R]
Darkside traits; and still others are neutral, neither good nor bad. 1 ... and never returns.
Most of the events on the Significant Event Tables (Tables208. 2 ... but retums after 1d8 days.
209, and 211) are followed by a letter in brackets. This letter rep- 3 ... but returns after 1d l 2 months.
resents the type of personality trait that develops because of the 4 ... but retums after ld6 years.
event. An [L] means a Lightsidetrait. A [0]means a Darksidetrait. 5 ... to another world.
An [N] means a Neutraltrait and an [R]means that the trait, will be 6 ... and joins an alien circus from off-world.
selected by a laterdie roll on Table312A: Personality Trait Check. 7 ... and falls into the hands of criminals. Select events
Eachtime you select an Event followedby a letter in brackets, that occur on Table 529: UnderworldExperience [Dl.
record it on the character history worksheet, and also record it's 8 ... and lives with aliens. Select the type on Table 748:
corresponding letter in the brackets to the left of the Event lines. Aliens.
When you get to Table312: Alignment&Attitude, the instructions 9 ...and wandersthe world, one step aheadof theauthor-
there will tell you what to do with the letters. ities, living by wits. All survival skills improve by one
Roleplay: By the time a character reaches adulthood, his Rank in each environment.
personality has already been determinedfor the good or the bad 10 Roll ld3+1 times on this subtable, discarding anycon-
by the events of childhood. Maturity may refine the character, but f l i i n g events (always discard second roll).
rarely does it significantly change his attitudes. Continued ...-
L
208: Childhood & Adolescence 29 208: Childhood & Adolescence

ld20 208; Events ( continued ... ) ld20 208: Events ( continued ...
10 Character has a religious experience. Determine the 21 Rivals force the character's family to move to a new
details on Table 537: Religion. [R] locale, proabably on another world, or face reprisals. (N]
11 Family has the following attitudes towards the character. 22 Somethingbadhappenstothecharacter. Rollad4onthe
Roll a d6 once on the subtable below. subtable below to select the event. [Dl
1 Character is loved by parents or guardians. [L] 1 Character is sexually molested by an adult. Go to Table
2 Character is unloved. [Dl 745: Others, to determine who is responsible for this
3 Family has great plans for character's future and ex- terrible thing.
pect's character to fulfill those plans. [R] 2 A Tragedy Occurs. Determine what happens on Table
4 Family does not approve of character's friends. [R] 520: Tragedies.
5 Family encourages character's interests. [L] 3 Character teases and angers an old alien who allegedly
6 One parent is distant and cold towards the character. puts a "curse" on him. Whether really cursed or not, the
Roll for Hi-Lo. Hi = mother. Lo =father. [Dl character finds that all his skill use rolls are penalizedby
5% (that is, it is 5% harder to make a skill check).
12 Character selves a Patron. Determine the details on 4 Character aquires a Rival. Go to Table 753: Rivals, to
Table 539: In the Sewice of... [N] work out the details.
l3 A special age-specific event occurs. If the character is 23 Something good happens to the character. Roll a d4 on
currently a child, select event on Table209A: Special Events of the subtable below to select the event. [L]
ChiMhood. If the character is currently an adolescent, select the
event on Table2098: Special Events of Adolescence. 1 The character inheriis a large sum of money-1 0times
what the character's normal starting money would be.
14 Gain friend. Select friend from Table 745: Others. [L] 2 A mysterious,but benevolent alien rewardsthe charac-
15 A future history-specific event occurs. Select the event terfor a selfless deed. The character receivespart (only
on the table most appropriate for your game's future history part) of the plans for a marvelous device. Select the
classification- Table 525: Tarnished Tomorrows; Table 526: device on Table 855: Techno-Wonde~.
Final Frontier Events; Table 527: Imperial Space Events; Table 3 Something Wonderful Occurs. Determine what h a p
528: Post Holocaust Events. [R] pens on Table 521: Something Wondetf~l. ..
4 The character aquires a Companion. Go to Table 752:
16 ld3 more Significant Events occur during this time. Conpanions, to work out the details.
17 An Exotic Event occurs. Select the event on Table 540: 24 A special age-specific event occurs. If the character is
Exotk Events. [R] currentlyachild, select the event on Table209A: SpecialEvents
18 A change or upheaval occurs in the character's family. of ChiMhood. If the character is currently an adolescent, select
Roll ad6 on the subtable belowtoselect this change orchanges. the event on Table 2098: Special Events of Adolescence.
Note: Roll all subsequent events using new CuModor SolMod. 25 Roll for Hi-Lo. If Hi, then reroll on this table and add 5 to
Assume that these eventstake place afterthis event occurs. [R] the result (scores over35 are treated as 35). If Lo, reroll on this
Character changes Culture Level. Reroll Culture Level table, but do not add in SolMod.
on Table 1028:Culture.New Cultureaffects rollsfornext 26 Character is betrothed in a political marriage to be con-
age range, not current age range. Example: If selecting summated upon reaching age of majority (about the time that a
childhood events, new Culture affects adolescence. characterwouldbegin adventuring). The character'sfuture mate
CharacterchangesSocialStatus. RerollSocialStatus on lives on another planet, one that few have ever heardtell of. [Dl
Table 103: Social Status. New Social Status affects rolls
for next age range, not current age range. Example: If 27 Character has an adventure (or misadventure) on an-
selecting childhood events, new Social Status affects other planet. Select details on Table522:OthenvorMEvents,[R]
adolescence. 28 Headof household is madean advisor to a local ruler. [R]
Character changes locale. Roll a d l 0 to determine the
relative distance of the move. A result of 1 is within the 29 Family arranges admittanceto prestigiousmilitary acad-
same town, a result of 10 might mean a move to a distant emy. Upon reaching adulthood, character automatically enters
Dart of the aalaxv. the military as an officer. See Table 530: Military Experience.
he head oithe 6ouseholdchangesoccupations. Rerolll 30 Familythrows an extravagant birthdayparty forthe char-
the occupation on Table 413: Occupations. acter. Everyone who is anyone attends. When all the gifts are
Character's parents split up. Roll ~ i - LtoO
see who the recorded, one unusual gift stands alone without a card to say
charactergoeswith. Hi = mother. Lo = father. Roll d6for where it came from. Select this gift from Table 854: Gifts and
each parent. On a result of 1-4, parent remarries within Legacies. [R]
1d3 years.
Roll twice more on this subtable. These changes all oc- 31 Character exhibits symptoms of an exotic personality.
cur at the same time. Reroll duplicates. Select trait from Table 644: Exotic Personality Trait.
Character develops jaded tastes for exotic and possibly 32 Familygivescharacter his own spacecraft. Select details
~nsivepleasures. [Dl regardingthisship on Table866:SpacecraftAssume that it is na
larger than a small yacht. [R]
Roll again, add 2 to the die roll, but DO NOT add in the
character'sSolMod. 33-35 Family gives the character a hunting lodge estate with
id10 square miles of property on a distant forest world. (N]
1 TheeventsonthesetwoTables(209A&209B)occuronIydur-
ing specific age periods. either childhood or adolescence. They
Instructions: To select a Special Event occuring during
childhood, roll ad20 and match the result against Tabl82WA To
selectaspecialEvent occuring during adolescence, rollad20and
are slgnifiant occurances that might happen at one age, but not matchthe result against Table209B. Returnto the table thatsent
the other. you here when you have selected an event.

d20 209k. Childhood Events (roll a d2O) d20 209k. Childhood Events (continued ...
1 Character is severely batteredand abused by a relative. A 12 One of the character'sgrandparentsdies of naturalcauses
concerned neighbor rescues the character from certain death. in the presence of the character. Roll a d l 0. On a result of 8-10,
The relative is accused, convicted and imprisonedfor the crime. the grandparent entrusts the character with a secret. Note: the
The character has not seen the relative since the last day of the GM should create some piece of informationthat has been kept
trial. Select the relative on Table 1040: Other Relations. [Dl from the character until now. [R]
2 Character becomes emotionallyattachedto asirnple, lov- 13 While playing in an abandonedbuilding,the characterwit-
able toy and cannot bear to be parted from it for 2d10 years. [I?] nesses a crime being commited by 1d4 persons. The perpetra-
3 Character has acollection of relatedthings. such as pretty tors of the crime (the criminals) see the character but are unable
rocks, holograms, dolls, spaceballcards, alien plant leaves, etc. to catch him. It may be possiblethat these criminals still seek the
charactereven now. Select the crime on Table864: Crimes. [R]
4 Character has aclosefriendshipwith asibling (oracousin
if no siblings exist). Sibling is either next oldest or next youngest 14 Afuture history-specificevent occurs. Select theevent on
in relation to the character. [L] thetable most appropriateforyourgame'sfuture history-Table
525: Tarnished Tomorrows; Table 526: Final Frontier Events;
5 Character's best friend is a family robot. Roll a d6. On a Table 527: Imperial Space Events; Table 528: Post Holocaust
result of 6, theclunky, but faithful old machine becomes hiscom- Events. [R]
panion. Select additionaldetails on Table 752: Companions. [R]
15 An Exotic Event occurs. Select the event on Table 540:
6 Character is a child prodigy at an unusual skill. He has a Exotic Events. [R]
Rank4abiiitywiththe skill. Selecttheskillon Table863 Unusual
Skills. Regardless of his skill, the character hates to do this. 16 A Fatefulevent occurs on the same day as the character's
birthday. Roll for Hi-Lo on the subtable below.
7 The character wins a trip to a resort planet after mailing in Hi ATragedy Occurs. Determine what happens on Table
the labels from ld100 pouches of "Mega-crunch" the yummy 520: Tragedies. [R]
syntheticbreakfastsubstitute. The whole familygetsto go too. In Lo Something Wonderful Occurs. Determine what hap-
additionto a fun week at the Mega-landamusement mall, select pens on Table 521 :Something Wondetful... [L]
an event from Table 522: Otherworld Events.
17 As a prank, the character uses his computer to reroute
8 The character and a friend discover a secret hiding place calls for a 24-hour sushi pizza parlor to the home of a popular
near his home. The hiding place remains undiscoveredand un- teacher. Give the character 1d4 Ranks of computer use skill.
disturbed at least until he becomes an adult when the friend's
body is found mysteriouslydead in the hide out. [R] 18 As a result of afreakish incident at an automatedshopping
mall, the characteracter develops a phobia. Select the phobiaon
9 The character becomes proficient (Rank 3) at an exotic Table6446: Phobias,then write a brief story about how the fear
sportingevent like null-grav hocki, vapor ball, or reentry surfing. was acquired.
10 A friend of the family, an old spacer, tells the character 19 An event that would normally affect an adolescent occurs
grand tales of adventure and daring do. [L] now. Reroll this event on Table 2098: Special Events of Adol-
11 The character becomes well-known, even famous for the 8SC8nC8.
occurance of an event in his life. Reroll the event on Table 208: 20 The character acquires a hobby. Select the type of hobby
Slgnifhnt Events of Childhood & Ad018~~8n~e. [R] on Table 4 19: Hobbies (record in the SKILLS section).
209: Special Events 31 209: Special Events

d20 209B: Adolescence Events (roll a d20) d20 209B: Adolescence Events (continued ...)

1-2 Dedication to studies earns the character a scholarship 12 The character participates in a protest against school au-
and l d 4 additional education points (line 102 of worksheet). -
thority. Roll a d l 0. If the result is 9 10, the protest was success-
ful andchanges were made attheschool. Any other result means
3 To be fashionable, avante garde young people tattoo their that any known participants are expelledfrom the school. Roll a
faces. The characteristattooedwith an unusual marking. - Select d l 0 again if the protest failed. t i the result is less than 10, only a
the type of tatoo on Table 857: Birthmarks. few close friends know of thecharacter'sparticlpation.A result of
4 As a part of an interplanetarycultural exchange program, 10 means that the character is expelled. Expulsion costs the
the character lives with a family on a Lo-Techworld. Then select character 1d8 education points (line 102 of worksheet). [RJ
an event on Table 523: Lo-Tech Events. [N] 13 The character becomes well-known, evenfamous for the
5 The character becomes proficient (Rank 4) at an exotic occurance of an event in his life. Reroll the event on Table208
sporting event like null-grav hocki, vapor ball, or reentry surfing. Significant Events of Childhood & Adolescence. [N]
This proficiency earns the character an athletic scholarshipand The character has a romantic encounter. Go to Table538:
14
1d8 more education points.
Ah Love! to determinethedetails of his romance. lithecharacter
6 During a period of tubulence and unrest, the character is is not yet 16years of age, any resultsthat indicate marriageto the
accused of a crime that he did not commit. Select the crime on lover are optional events, at the player's discretion. [R]
Table 864: Crimes (ignore the punishment footnotes on 864).
15 The character hams to speak an alien language at ld3
then roll a d6 on the subtable below [Dl: Ranks of competency. Decide what language is learned.
1 Character is imprisoned. Go to Table536: lqrisonedl 16 An ExoticEvent occurswhilethecharacterisout on adate
to determine the details of the punishment. with a sweetheart. Selecttheeventon Table540: ExoticEvents..
2 Character is publicly stockaded and flogged as an ex- The event has a significant impact on the character's social life.
ample to others. causing his Charismaattributeto be re- Roll a d6 and match the result agains the subtable below: [R]
duced by a third of its total value. 1-2 Character becomes extremely popular and has a ro-
3 Character is tortured to reveal the names of accom- mance (select details on Table 538: Ah Lovel).
plices. Roll a d6. On a result of 5-6, he recieves a 3-4 Characterbecomes unpopular. 11 he is currentlyinvolv-
serious wound. Select the nature of the injury on Table ed in a romance, the beloved ends it and immediately
860: Serious Wounds. becomes romantically involved with the characteh
4 Character is found innocent, but not before suffering
Rival (if thecharacterdidn'thavea Rivalbefore,he has
serious humiliation. Reducethe character's Charisma one now-select the Rival on Table 753: Rivals).
attribute by 1d3 points. 5-6 Other than the character, no one makes a big deal
5 Character is sentenced to death, but atthe last second, about what happened, or indeed, even really notices
is rescuedby notorious outlaws. He now has a price on the result of the exotic event.
his head. Rolla d6. On a result of 6, he joins the outlaw
band, remainingas a member until at least age 18. Go 17 A Fateful event occurs. Roll a d6 on the subtable below.
to Table 529: Underworld Experience for additional 1-2 A Tragedy Occurs. Determine what happens on Table
details of this phase of the character's life. 520: Tragedies. [R]
6 The character is sold into slavery. Go to Table 535: 3-4 Something Wonderful occurs. Determine what hap-
Enslaved!,to determine the details. pens on Table 521: Something Wonderful... [L]
5-6 Conflictingevents occur, bothatragedyandsomething
7 The character befriends an elderly neighbor, who in turn good take place. Select what happens on Table 520:
teaches the character an UnusualSkill. Select the skill (and skill Tragedies and Table521: Something Won&rful. .. [R]
Rank) on Table 865: Unusual Skills. The neighbor is acutally a
masterof Legendaryskill (Rank 10)who hasfallenon hardtimes. 18 The characterissentoffworldfor hisschooling. Use Table
Record the skill in the SKILLS section of the worksheet. 522A:Other Worldstoselect t he basictype of worldthe character
now finds himself living on.
8 The character acquires a hobby. Select the type of hobby
on Table 419: Hobbies. Through the hobby, he makes friends 19 Abeginningcharacterisolderthannormalwhenhe begins
with 3d6 other hobbyists on ld6 other wortlds. Many of these his adventuringcareer. Rolla d6. Add the resulttotheoldest age
friends become important people on their home worlds and make of the character's adolescent period (see Age chart on page 4,
good contacts later in life. under Rules n ' Term & Stuff). A beginning character will be at
least this old before beginningan adventuring career. On Table
9 While on a school trip to visit his planet's capitol city, the 21 1: Significant Events of Aduhhood the character will need to
character has a most unusual encounter. Select the encounter make 1d3 event rolls (insteadof the usual one roll) to determine
on Table 524: Group Encounters. what happens to him after he reaches Adulthood.
10 Character has an encounter with religion. Determine the 20 Afuture history-specificevent occurs, but not necessarily
details on Table 537: Religion. from thecharacter's ownfuture history. Rolla d4againstthesub-
11 Afuture history-specificevent occurs. Select the event on table below to select the select the event table to be used. [R]
the table most appropriate for your game's future history 1 Table 525: Tarnished Tomorrows
classification-Table 525: Tarnished Tomorrows; Table 526: 2 Table 526: Final Frontier Events
Final Frontier Events; Table 527: Imperial Space Events; Table
3 Table 527: lmperial Space Events
528: Post Holocaust Events. [R] 4 Table 528: Post Holocaust Events.
210: Education

focus of modem and futuristic education is to prepare a


be a contributing member of his society. Beginning with
ackground of basicskills and knowledge, each person is

to step without faltering into the flow of society.


Centralcasting makesthree assumptions about education.
First, it is freely availableto all characters, so long as the character
shows aptitude for improvement. Second, money talks, so even
those whhout aptitude are provided with more and bettertraining
because of the social standing. And third, education is job ori-
ented-it teaches a character his future occupation.
Instructions: Table 1026: Cultureprovidedthe charac-
terwith a base numberof EducationPoints. Table 103:SocialSta- have topretend he doesn't know things that his characterwould
tus should have modified those points based on the Character's not or could not know. The player of a highly educatedcharacter
Social Status. One or more significant events may have modified may need promptingf romthe GM in areas in which his character
the number of points even further. These points will be used later is expected to have extensive personal knowledge.
on. Meanwhile, follow the steps below:
One: Select an Education. Roll a d4 and a d l 0 at the same
time. The results are not added, but are read like a two-digit num- ld4lld10 210: Education
ber. The d4 result is always the first or "1O'sndigit. The d l 0 result (roll a d4 & dl0 +SoZMod+ CuMod)
is always the "1's" digit. Example: A d4 result of 2 and a dl 0 result
of 9 are read as a 29. Next, add both the character's SolModand No Formal Education. Select the character's occupa-
CuModtothedie roll. Matchthe total against Table210:Education. tion on Table 4138: Occupation Table 1.
Two: Select an Occupation. Each education leveltells you Limited Education. Select thecharacter's occupation
which table to use when selecting the character's future occupa- on Table 4 138: Occupation Table I.
tion. Select that occupation or occupations now. Also make note Poor Education. Select the character's occupation on
of the skill cost multiplier for that occupation (see the next step). Table 4 138: Occupation Table I. Give the character an
Three: Buy Skill Ranks. Now you use those education additional 1d4 Education Points.
points to buy Ranks at the character's selected occupation. Up to Typical Education. Select the character's occupation
six skill Ranks can be bought in any one occupation. The cost on Table4 13A:OccupationSelection. Givethe charac-
guidelines apply to all occupations. Multiplythe base cost for each ter an additional 2d4 Education Points.
skill Rank by the occupation's cost multiplier (see step two above) Military Acadamy. Select the character's branch of
to determine the cost for each Rank of skill. service and duties on Table 532A: Branch of Service.
Next, go to Table534:MllitarySkillsandselectthechar-
Skill Rank 1: Base cost is 1 Education Points. acter's skills. The character becomes a Rank 5 officer
Skill Rank 2: Base cost is 2 additional Educations Pointst in his branch of the military (see Table 533: Military
Skill Rank 3: Base cost is 4 additional Education Pointst Rankfordetails. Finally, go to Table530:MilitaryExper-
Skill Rank 4: Base cost is 8 additional Education P0ints.t ience and select the events that affect the character
Skill Rank 5: Base cost is 16 additional Educations P0ints.t during his tour of duty. Give the character an additional
Skill Rank 6: Base cost is 32 additional Education Pointst 3d4 Education Points.
t This is in addition to the cost for all lower skill Ranks. The Above Average Educatlon. Select the character's
character must pay the full price for each skill Rank. occupation on Table 4 13A:OccupationSelection.Reroll
results of 5or less. Give thecharacteran addiional3d6
Four: Use u p Leftovers. If the characterdoes not have suf- Education Points.
ficient points to buy the next Rank of expertise in his occupation, Excellent Education. Select the character's occupa-
he can spend those remaining points on unusual skills. Using the tion on Table 4 l3A: Occupation Selection. Reroll re-
cost guidelines given above, he may select skills on Table 865: sults of 5 or less. Give the character an additional 4d6
Unusual Skills. Education Points.
Roleplay: Considerthe amount and type of education the Outstanding Education. Select two occupations for
characterhas had when roleplaying him. Does he have an interest the character on Table 413A: Occupation Selection.
in learning more? Does he feel his time spent in school was well Reroll results of 5 or less. Give the character an addi-
spent or wasted? How might his education or lack of it affect his tional 5d6 Education Points.
mannerisms? The player of an under-educated character may
Significant Events
of Adulthood tables. If you are requested to use another table, go to the lndi-
I Ebforecominghere thecharactershould havespentwhatever
Education Points he had in order to learn an occupation.
cated table and follow the instructionsfoundthere, recordany rel-
evant information,then returntothistable until all rollson thistable
are complete.
Once a character reaches maturity, the events that affect him AGE NOTE: For each event you may select the age at which
change. The character assumes greater responsibilityforhis life, it occurs, rather than roll dice to determine the age.
andto some extent, has more control over surrounding events, al-
though usually not as much as he would like. This table is primarily Developing a Personality: As discussed under Table
used for player characters who do not begin adventuring immedi- 208: Significant Events of Childhood & Adolescence, events
ately upon reaching adulthood. cause personality development. Most events on this table arefol-
lowed by a letter enclosed in brackets. This letter representsthe
Instructions: All playercharacterswho are just beginning type of personalitytraitthat develops because of the event. An [L]
their adventuring careers make one roll on this table. Older char- means a Lightsidetrait. A [Dl means a Darksidetrait. An [N] means
acters (that is, anyone older than the minimum adult age) (make a Neutraltrait and an [R] means that the trait, if any will be selected
l d 3 rolls on this table. For each event, roll a d4 and a dlO!at the by a later die roll on Table 312A: Personality Trait Check.
same time. The results are not added, but are read like atwodigit Each time you select and record an Event also record its
number. The d4 result is always the first or "10's" digit. The d l 0 corresponding letter (if any) in the brackets to the left of the Event
result is always the "1's" digit. Example:A d4 result of 2 and a d l 0 lines. The instructionsforTable312: Alignment & Attitude will tell
result of Oare read as a20. Matchthe result againstthetable below you what to do with the letters.
and record the event that occurs and any relevant information
given with it in the EVENTS section of the worksheet. As with From here, go on to Table 3 12: Alignment and Aftitude to
earlier event tables, many events require additional rolls on other make final adjustments to the character's personality.

d4/d10 211: Events (Roll a d4 & a dlO) d4ld10 211: Events (continued ...
10 While exploring an unfamiliar area near his home, the Characterhas wanderlust and decides to travel. Roll ad6
16
character has an encounter with a trapped alien beast. Instead
of slaying it, he frees it. The freed beast disappears. Later, the to determine the number of years spent travelling and add the
character is trapped byfalling debris. The same beast reappears result to the age at which the character begins travelling. If the
and frees the character. [L] resultingage exceedsthecharacter's'Yinalage,"change the final
age to the time when the character ceases his travels. Roll a d8
11 Unableto earn a living at his chosen career, the character on the subtable below to select the character's travels. [N]
learns a new occupation to Rank 2 ability. Select occupation Visit most of the major cities and towns on the planet.
on Table 4 13: Occupations, but do not add in SolMod. [N] Sign on as a common spacer on a merchant space
12 Following awhirlwind romance, afatefulevent (orcircum- freighter. Gain Rank 2 skill as a spacer.
stances resulting from it) ends that romance on the day the Journey to nearby star.
characterwas to be married. Rollfor Hi-Loon the subtablebelow. Work as a relief worker on a famine-tom planet.
Hi ATragedy Occurs. Determinewhat happens on Table Travel to an alien planet. Learn their language at
520: Tragedies. [R] Rank3 ability. Select otherdetailson Table522: Other-
Lo Something Wonderful Occurs. Determine what hap- world Events.
pens on Table 52 1 :Something Wondstful... [L] Live with aliens. Select the type on Table 748:Aliens.
Roll twice more on this subtable, discarding any
13 Character has a misadventureon another planet. Select conflicting events (always discard the second roll).
details on Table 522: Otherworld Events. [R]
17 Learn an Unusual Skill. Select skill on Table865: Unusual
14-15 The character joins the military. Go to Table530: Military Skills.
Eventsto determine the details of his military career. Roll ad4 on
the subtable below toselectthecharacter's reason forjoining [R]. 18 The character participates in a rebellion against local au-
1 Character was drafted during wartime. thority. Rolladl 0. If the result is 9 - 10, the rebellionwas success-
2 Character patriotically volunteered. ful andthe local rulers deposed. Any other result meansthat any
3 Character was rounded up by a press gang who known participants are officially outlawed and have a price on
needed to meet a quota. their head. Roll a d l 0 again if the rebellion failed. If the result is
4 Character mistakenlythought that he was applyingfor lessthan 10, only afewclosefriends know of thecharacter'spar-
some other government job. ticipation. A result of 10 meansthatthe character isan outlaw. [R]
211: Significant Events of Adulthood 34 211: Significant Events of Adulthood

d4Jd10 211: Adult Events (continued ...1 d4/d10 211: Adult Events (continued ...1
19 Characterserves a Patron. Determinethe details on Table 36 Character becomes involved in illegal activities. Select
..
53:9: In the Service of. IN]. what occurs on Table 529: UnderworldExperience (beginwith
Table 529A ) [Dl.
20 Character has a religious experience. Determinethe
de1tails on Table 537: Religion [L]. 37 Learn to use an unusual weapon at Rank 3 proficiency.
The weapon is something alien to the character's Culture.
21 The charactersaves someone's life. This person becomes
theI character's Companion. Select the Companion and the 38 Character loses his job. Roll a d6 on the subtable
Companion's sex and personality on Table 752: Companions below to select the reason.
(US ;ing Tables 752A and 7526). If the person is of the opposite 1 Fired for incompetence.
se1I( from the character, roll a d l 0. On a result of 1-5, the com- 2 Laid off for lack of work to do.
Pa'nion falls in love with the character. It is up to the player to 3 Employer goes out of business.
deltermine if the character returns the feelings. [L] 4 Personal problems interfere with professionalism.
5 Long term recovery from an accident.
22.23 Afuture history-specificeventoccurs. Selecttheevent 6 General economic failure, everyone's out of a job!
on the table most appropriatefor your game's f uture historyclas-
-
sif ication Table 525: Tarnished Tomorrows; Table 526: Final 39 The character acquires a hobby. Select the type of hobby
Frcmtier Events; Table 527: ImperialSpace Events; Table 528: on Table 419: Hobbies (record in the SKILLSsection).
Poat HolocaustEvents. [R] 40 Character develops jaded tastes for exotic and possibly
24 l d 3 additional Significant Events occur. expensive"p1easures."Rollad6. On a result of 5-6, thecharacter
is addicted to one of the "pleasures" (drugs, sex, etc.). [Dl
25 An Exotic Event affects thecharacter. Select the event on
Table 540: Exotic Events. [L] 41 Character has a run-in with a government leader over a
point of law. Roll a d4 to determine the end result:
26 While visitingaparticularlyremotebackwateralienghetto,
1 The leader becomes a deadly enemy. See Table 753:
t hc# character is affected by an event from Table 523: Lo-Tech Rivalsfor details.
EvIents. Roll a d6 for the alien's Tech Level. See Table 102A: 2 The leader becomes a close friend.
Tech Level for details.
3 The leader becomes a rival. See Table 753: Rivals for
27 Something bad happensto the character. Rollad3 on the details.
sulbtable below to select the event. [Dl 4 The leader becomes a patron. Select additional details
1 A Tragedy Occurs. Determinewhat happens on Table on Table 539: In the Service of.. .
520: Tragedies. 42 From a distant relative, the character inherits stock and a
2 Acrude and tactless joke angers an old alien priestess, seat on the board of directors of a powerful Hi-tech corporation.
who puts a "curse" on the character. Untilthe curse is The company is involved in weapons, war machines, vehicles,
somehow removed, penalize allf utureskill and attribute and space craft. Roll for HiILo. Hi =the directors take an imme-
checks by 1 point (see Bonuses on page 5 for more diate liking to the character and gift him with samples (GM dis-
details). cretion advised). Lo = the directors dislike this "outsider" and
3 Character aquires a Rival. Go to Table 753: Rivals, to seek to either remove him from the board or "elimininate" him.
work out the details.
43 The character takes a much needed vacation aboard a
2% Something good happensto the character. Rolla d3 on the cruise ship (planet side or in space). His shipboard successes at
SUbtable below to select the event [L]. his favorite hobby (if character has no preferred hobby, select a
1 An old priest whom the character rescues from Pirates recreationfrom Table 419: Hobbies) draw attention to him. He is
blesses his benefactor. Add a 1 point bonusto all future offered a contract doing this hobby professionally for ld6 years.
skill and attribute checks (see Bonuses on page 5 for The character accepts the job (add 1 Rank to the Hobby skill for
more details). each two full years at the new job). [R]
2 Something Wonderful Occurs. Determine what hap- 44 Roll ld6. For beginning characters, add the result to the
pens on Table 521: Something Wondetiul... character's"iinalnage. More Adult Events occur during this time.
3 Character aquires a Companion. Go to Table 752: Roll a d3 to determine the number of events. For NPCs whose
Companions, to work out the details. age is already established, ignore the age change and just roll
29 The character becomes well-known. even famous forthe ld3 additional events.
wcurance of an event in his life. Reroll the event on Table 211: 45 Select the event on Table209B: SpecialEvents ofAdoles-
Si!yificant Events of Adulthood [L]. cence.
30 The character has a group encounter. Select the encoun- Character has a misadventure on another planet. Select
-
ter on Table 524: Group Encounters.
46
the details on Table 522: OtherworldEvents.
31 Character inheritsproperty on another planet from a rela- 47 Character is made a close advisor to a local ruler. (N]
t ivle. Go to Table 854 Gifts & Legacies, and roll a d20 on the
SUbtable below entry #14 to determine the type of property 48 Characterdevelops an exotic personalitytrait. Select the
intierited. trait on Table 644: Exotic Personality Features.
32-35 The character has a romantic encounter. Go to Table 49 A radical change in the political structure of the land
5318: Ah Love1 to find the details of his romance. [R] instantly drops the character's Social Level to Poor and strips
him of all the benefit of Noble birth (if any) and wealth.
Alignment &
Attitude
I To best roleplay a character, the player or GM needs to have
a feeling for that character's personality and an understandingof
his personal values. Alignment is a rough organization of a char-
acter's values. Is the character predominantlygood, evil orsome-
where in between? Attitude refines this organization further, but
still uses broad strokes. Building up and out from alignment and
attitude, thecharacter's personality can be more finely developed
and defined. This table is the final stop in creating a character.
Instructions: Follow the steps to develop the character's
personality. Record information about personality on the blank
lines in the PERSONALITYsection of the character worksheet.
Select thel'raits: While you were selectingevents on Tables
208-210, you should have been writing the letters that followed correspondsto the type of trait recordedonthat line. Repeatthese
those events in the brackets next to the lines in the EVENTS steps for each letter in brackets in the EVENTS section of the
section of the character history worksheet (see Developing a worksheet.
Personality under Table 208: Significant Events of Childhood & Determine Alignment: Go to Table 3128: Alignment to
Adolescence).The letters indicate the table to be used to select
thepersonalitytraitthat develops. Foreach letter in brackets in the select the character's Alignment and Attitude.
EVENTSsection, go to the table indicated by it (as shown below)
and follow directions there to select the personality trait.
[L] Lightside trait. Use Table 643A: Lightside Traits 312A: Personality Trait Types
[N] Neutral trait. Use Table 6438: Neutral Traits Instructions: Roll a d l 00 and match the result against
[Dl Darkside trait. Use Table 6436: Darkside Traits Table 312A. Go to the Table indicated by the die result.
[R] Randomly selected trait. Select on Table
3 12A: Personality Trait Types.
Recordthe name of the selected trait on a line in PERSONAL- 100 312A: Personality Trait M e s
ITY section of the worksheet. To the left of each line are three
columns of boxes. Above the columns are the letters L, N, and D, 01-50 No Personality Trait develops
correspondingto the types of traits. Markthe box inthe columnthat 51-65 Neutral Trait: use Table 6438: Neutral Traits
66-80 Lightside Trait: use Table 643A: Lightside Traits
81-95 Darkside Trait: use Table 643C: Darkside Traits
Optional Rule (312C) 96-100 Exotic Personality Feature: use Table 644:
Exotic Personality Traits.
Trait Strength: Thisvalue representstheamount of
influencethe trait has overthe character's life. Trait Strength
is measuredon a scale of trivial to obsessive. It is possiblefor
trait strength to increase as the player plays his character. 312B: Alignment
How and when this occurs is best left to the individual GM.
An obsession means that the character's life centers Determine Alignment: Add the number of traits in
around the trait and he becomes frustrated, possibly even each column of boxes in the PERSONALITY section of the work-
dangerous if prevented from fulfilling his needs (see Table
6448: Mental Afflictions, entry #14-15)
sheet and record the total beneath the corresponding column. If
the Lightside or Darkside column total is two points greater than
Assign a relative strength value to each trait. If you wish
any other column, then the character's alignment is the same as
to use dice for this. roll a d l 00 on the chart below. : the highest column total. If either the Lightside column or the
Darkside column is NOT two points greater, then the character's
dl00 Strength dl00 Strength (cont.) alignment is Neutral. Recordthe character's alignment on the line
01-10 Trivial 60-79 Strong provided for it.
11-29 Weak 80-94 Driving
30-59 Average 95-00 Obsessive Select Attitude: Readthe attitude types below the sec-
tion heading on the next page that corresponds tothecharacter's
For more information about Trait Strengths, see Table 644: Exotic
Personality Traits. alignment. Each attitudesuggestsabehaviorpatternthatmight be
followed by a character of that alignment. Select the one that is
most appropriate for the character (whether a player character or
312: Alignment & Attitude 36 312: Alignment & Attitude
an NPC). Record the character's attitude on the line provided for end. He lives his life as if there were nothingto be accountablefor
it. Following each attitude, is a suggestion for how the attitude often choosing to side with good or evil because he doesn't care
might fit in game systems based law vs. chaos & good vs. evil. which wins.
Roleplay: Acharacter's alignment Is his moralphilosophy Materlallstlc: "He whodies with the most toys, wins!" Isthis
of life, the primary aspects of his value system. His attitude is how character's battle-cry. This greedy characterputs great emphasis
he lives out that philosophy. Like all things, both are subject to on materialthings, particularlyones he can own. He strives to own
change as the character grows and changes. Attempt to play the the best of everything and may compromlse other principles for
character in keeping with his alignment and remember to play up self gain. Like the self-centered character, he takes the course of
his attitude. Use your own discretion. but try to act in character action that will best suit his desires for material gain.
(Especiallytrue for NPCsl). Anarchlc: "It's my life, I'lldo as Iplease." Lives according to
a loose personalcode of ethics, though he does not feel boundto
Lightside Alignment tell the truth, keep his word or help others if there is nothing In it for
him. An individualist who disrespects higher authority. Does what
Followers of the Lightside respect others' rights. The preser- he pleases, when it pleases him.
vation of life and freedom are among their highest goals. Such
characters are often considered good. Egalltarlan: "Both sides have a right to their own views." He
championsthe underdog, regardlessof whetherthatcauseisgood
Lightside Attitudes or evil. He believes in fairness and equality for all. He is like the
Ethical: "What is true for one is true for all." is his watchword. chivalrous knight, in that he is dedicated to his code of honor. Un-
He lives according to a strict, universal moral code of ethics. fortunately, the causes that he champions may not be the best for
Values fair play and respects authority; does no evil to self or society.
others; and works for the good of all. Conformlst: "Don't make waves,""Don'tstick your neckout"
Consclentlous: "Each man knows his own 'good' and de- and "It's none of my business" are his quotable quotes. He's Joe-
fends it." sums up the conscientious character's beliefs. He lives average and likes it that way. He goes with the flow. His values are
according to a strict personalcode of ethics. He is often an indi- the popular ones for his times and make no effort to side with or
vidualist who works for the law and the good of the greatest num- against good or evil.
ber of people, but who may distrust higher authority, living and
working "outside the law." Includes vigilantes and "Robin Hood" Darkside Alignment
type characters.
Chivalrous: "The strong are morally responsible to be the These three are the big "D" attitudes: Depraved, Deviant and
sheperds of the weak." is the chivalrous character's rule for life. Diabolical.Thecharacter's personalityis weighted heavilytowards
Lives by the belief that the strong must protect the weak. This is unpleasant behavior. Darkside attitudes are often marked by a
often found among characters of Noble Social Status and knights. cravingfor personalpower, at thecost of others' livesandfreedom.
The character may do anything to accomplish personalgoals and
is often considered evil.
Neutral Alignment
Darkside Attitudes
The character's personality is roughly balanced between Depraved: Self-serving and unscrupulous. Like the Self-
Darkside, Lightside, and Neutral traits. None has dominance. centered attitude (see above) seeks to fullfil personaldesires, but
Such characters are neither strongly good nor strongly evil. They unlike that attitude, this character will do anything to obtain his
may quite readily fit into one of the following attitudes: goals. Adepravedcharactermay even torture and killforthe sheer
Neutral Attitudes fun of it.
Self-centered: "What's in it for me?" is the watchword of the Deviant: Like the Ethical attitude, this character lives by a
self-centered character. He tends to look out for his own interests strict andordered moral code. Butthiscodeiscenteredaroundthe
above anything else, though there are limitstowhat he willdo. Like Deviant character's self-centered personal goals. He respects
the Lightside alignments, tends to have a high regard for life and honor and self-discipline in others, and may even protect the
freedom. He may be friendless, a mercenary who serves a cause innocent, but will not tolerate anyone who works to cross him.
only because it pays well, but once he gives his word or his loyalty, Diablollcal: The despicable Diabolical character has no
he does not go back on it. Nevertheless, there is no higher cause code of ethics. He is unpredictable,helps others onlyto be able to
to him than self service and self preservation. hurt them later, despises all that is honorable, disciplined or that
Apathetic: "What does it matter and who cares?" are his reminds him of authority.
mottos. Such acharacterbelievesthatnothingreally matters inthe
I 0 ~ c l ) ~ a t i o nare
s what most unormalwfolk do to put bread (or
syntheticbread) on the table. They are also what adventuringchar-
d20 413B: Occup able I (Roll a d20)
acters dofora living beforethey become adventurers. Since many Base cost multiplier: 1
SF roleplay game systems assume that the character has gained Beggar
his professional skills on the job in the years priorto adventuring, Slave: for NPC only. Reroll occupation. NPC is the prop-
this group of tables provides aselection of those jobs forthe aspir- erty of someone else.
ing adventurer (though not all occupations are represented ). Farm worker: roll a d4 on the subtable below:
1 Agriculturetechnician
Instructions: Unless directed otherwise, begin by rolling 2 Ranch hand (cowboy)
a d l 0 and adding the character's SolModto the result. Match the 3 Farm hand
total against Table 413A to find which Table contains the charac- 4 Farmer
ter's occupation. Go to that table and roll the die indicated by that
Table. This selects the occupation (or gives instructions to go to Merchant Sailor (planet-side vessels only)
anothertable). Follow directions until an occupation is selected. If Labbrer: roll a d6 on the subtable below:
the selected occupation does not seem to fit the Tech Levelof the 1 Miner 4 Warehouse worker
character's culture (such as a computer technician in a iron age 2 Dockworker 5 Landscaper
society) reroll untilyou get somethingthat works. From here, go on 3 Lumberjack 6 Mail room worker
to Table 4 18: Occupation Performance. Food Service Worker: waitperson, busboy, short-ordel
Roleplay: By learning a trade, a character becomes a cook, fast-food clerk.
contributing member of society. He gains skills that maybe useful Fisherman
when adventuring and has a means to make money. Household servant: roll a d8 on the subtable below:
1 Butler 5 Gardener
GameplayBenefits: Eachoccupationshouldhaveseveral 2 Cook 6 Chauffeur
skills associated with it that the character can learn and improve 3 Housekeeper 7 Maid
upon. If a game system does not specify occupational skills, the 4 Nanny 8 Serving person
GM and the player will needto determine what these are and how
they are to lie used in play. Tavern Employee: roll a d4 on the subtable below:
1 Bartender 3 Housekeeper
2 Serving person 4 Bouncer
413A: Occupation Selection ( dl0 +SolMod ) Street Vendor: sells goods he makes, finds, buys, 01
"acquires" at his movable streetside stall. Often a source
Occupation of inexpensive (or imitation) goods.
Select on Table 4138: Occupation TableI Soldier: for details in depth see Table 530: Military
Select on Table 413C: Occupation TableII Experience.
Select on Table 413E: Occupation TableN Craftsman: select craft on 417A: Craft TableI.
Lo-TechOccupation. If the Tech Levelof acharacter's Factory Worker.
culture is 6 or less, select the occupation on Table Office Worker: just about any non-management posi,
4 13F: Lo-Tech Occupations (otherwise reroll). tion.
Job is based on the future history of the game system. Health Care Worker: a clericalworker, orderly or nurse
Select the occupation on one of the following tables. Technician. Operates, repairs, maintains and service:
Final Frontier: Table 414A. Imperial Space: Table equipment in his area of expertise. Roll a d l 0 on the
4148. Tarnished Tomorrow: Table 414C. After the subtable below to select this area.
Holocaust: Table 4 140. 1 Robotics 6 Aerospace
A hobby practicedas an occupation. Select occupation 2 Mechanical 7 Power
on Table 419: Hobbies. 3 Electrical 8 Medical
An unusual skill is practiced as an occupation. Select 4 Computer 9 Weapons
occupation on Table 865: Unusual Skills. 5 Vehicles 10 Agricultural
Select on Table 413C: Occupation Table11. Retail Worker: a store clerk or cashier.
Select on Table 4130: Occupation TableI l l . Spacer: the crewman on a spacecraft.
Reroll, but do not add in SolMod. Commercial ground vehicle driver. Trucker, cabbie
Select on Table 4 l3E: Occupation TableN. chauffeur.
19-24+ Select on Table 4 130: Occupation TableIll. Custodian: cleans up after everyone else.
413: Occupations 38 413: Occupations
-

d20 413C: Occupation Table I1 (Roll a d20) d20 413D: Occupation Table KII (Roll a d20)
Base cost multiplier: 2 Base cost multiplier: 3
Field Scientist: a scientist who performs much of his Research Scientist: furthers the wealth of knowledge
work out in the world, rather than a laboratory. within the scope of his primary area of expertise. Roll a
1 Anthropologist 5 Criminologist d l 0 to select that area:
2 Archaeologist 6 Geologist 1 Robotics 6 Aerospace
3 Biologist 7 Paleontologist 2 Physics 7 Cybernetics
4 Botanist 8 Planetologist 3 Chemistry 8 ElectronicsIComputers
Merchant: go to Table 4 15: Merchants. 4 Biology 9 Paranormal
Journalist: a reporter of news and events. 5 Medicine 10 Astrophysics
Public Safety: Roll a d4 to select the type job: Administrator/Manager: Oversees the operations of a
1 Policeman 3 Paramedic large scale business or other organization.
2 Fireman 4 Special Weapons And Tactics Architect: the designer of impressive buildings, both
Buslness Owner: roll again on Table 4130 to select the public and private.
type of activitythebusiness performs. The character has Medical Doctor. Roll a d6. On a result of 3-6, the doctor
employees who performthis service. is aspecialist, such as a psychiatrist, radiologist, cardiolo-
Craftsman: select craft on Table 41 75. gist, etc.
Professor: teaches at a college or university. Merchant: go to Table 415: Merchants and select the
Instructor: a master of some skill who teaches others type of mercantile operation.
what he knows for a fee. Roll a d4 on the subtable below Contractor: oversees the construction of private and
to select what the Instructor teaches: public buildings.
1 Weapon use ( Rank 7+ with one weapon). Craftsman: select the craft on Table 41 7C.
2 An unusual skill, selected from Tabb 865: Courtier/Courtesan: an attendant inthe court of a Noble
Unusual Skills. or Royal ruler-sometimes nothing more than a fancy
3 An Occupation. Select the skill on Table413A. prostitute (particularly the female courtesan).
4 A Craft. Roll a d3. The result = Craft Tabk to be Diplomat orNegotiator: establishes or soothes relation-
used. 1 = 417A.2 = 4178.3 = 417C. ships between governments or between businesses and
governments.
Government worker: select type on Table 416: Govern- Dentist: fixes teeth that need repair.
ment Jobs. If the selected job appears to be one of a Attorney: deals in the finer points of the law and defend-
relatively high status, assume that the character is an ing the innocent against unjust prosecution. On the other
assistant to that position, maybe a second in command. hand he may spend most of his time going for the "deep
Craftsman: select craft on Table 41 7A. pocket" of insurance companies in civil liabilitiescases.
Chef: cook for a good restaurant or a wealthy family. Philosopher: a thinker, a sage, or even a theologian-
Manager: managesthe operationof a restaurant,hotelor probably associated with either a religious institution or a
retail establishment. school of higher learning.
Hostler: runs a boarding house where travellers can get Craftsman: select the craft on Table 41 78.
a room. Serves meals and drinks. Interpreter: speaks several important languages flu-
Aircraft Pilot: can fly most standard aircraft. ently. Is probably attached to a government office or a
Construction Professional. Roll a d6 to select the type large corporation. Speaks 1d4 languages at Rank 5 skill.
of job on stable below. Government Official: select the type on Table 416:
1 Steelworker 4 Heavy equip. driver GovemmentJobs.Ifthe selected occupation appears to
2 Mason 5 Carpenter be of low status within the government, assume that the
3 Electrician 6 Plumber character is in charge of all that type of activity for the
Ship Captain: sails ships on the high seas, lakes and government.
rivers. Roll a d l 0. On a result of 9-10, he is a spaceship Banker: keeps track of other folks credit and loans
captain. Has a 10 + SolMod percentagechance to own his credits to make credits.
ship. For an important NPC space craft captain, you may Business Owner: select the type of activitythe business
want to flesh out his ship on Table 866: Spacecraft. performs by rolling the die again on Table 4138. If the
Engineer: knows the ins and outs of designing, maintain- result makes no sense or is too difficultto work out, reroll.
ing and improving aspects of his area of expertise. Roll a The character does not actually do this service, but has
d l 0 on the subtable below to select that area. employees who do it.
1 Robotics 6 Aerospace Landlord: owns property, rents it to others. Roil 1d l 0 for
2 Mechanical 7 Power the number of properties owned. Select the average
3 Electrical 8 Medical Social Status of the landlord's tenants on Table 103:
4 Computer 9 Manufacturing Social Status.
5 Structural 10 Agricultural Marketing Specialist: knows how to promote and popu-
Teacher: teaches children and young people the facts larize people, consumer goods, corporations and so on.
about their world.
Bar Owner: runs a bar, pub or tavern where drinks and
food are sold.
413: Occupations 39 413: Occupations

d20 413F: Lo Tech Occupations (Roll a d2O)


Base cost multiplier: 1
Fisherman: his livelihood is the sea.
Hunter: he stalks wild game, providing both food and
clothing.
Warrior.
Toolmaker: a craftsman who makes simple tools.
Shaman: a religious leader. Often feared and quite pow-
erful. This is the early equivalent of both physician and
priest. In addition to totem spirit magic, he is wise in the
ways of plant lore and folk medicines.
Tent or Sail maker: depending on the culture, he makes
tents (of felt, fabric or leather) or sails for sailing boats.
Riding Master: breeds riding beasts, breaks them to the
saddle and teaches riding skills.
Shipwright: a builder of sailing vessels.
Forester: a warrior, guide and hunter who knows the
forest, its flora and its fauna.
Sharecropper: he farms another's lands.
Serf: an agricultural slave.
Woodcutter: cuts wood for fuel and lumber.
Charcoal burner: converts wood into charcoal.
Peat cutter: cuts peat moss blocks for use as fuel.
Launderer: washes clothing.
Scribe: reads and writes fluently in several languages and
has legible, even elegant handwriting.
Alchemist: a maker of potions, a "magical" meddler in the
sciences. Not truly a wizard, not quite a scientist.
Prophet: someone who speaks for God, bringing the
diety's messages directly to the people.
Laborer: a strong body is all he needs.
Second Handshop: buys usedgoods,fixesthem upa bit
and resells them for less than new. Much junk, but often
real bargains to be found.

d20 413E: Occupation Table IV (Roll a d20) d20 413E: Occupation Table IV ( Continued ...
Base cost multiplier: 1d3 Professional Escort. A companion for hire. Roll a d6. On
a result of 4-6, the character is a prostitute hiding behind a
Assassin: a professional killer. Works secretly.
Gladiator: a professional killer. Works in public. respectabletitle.
Prlvate Detective: Ferrets out hidden information. May
Adventurer: a professional hero for hire. Select his original
occupation on Table 413A. have had underworld experience from Table 529: Under-
Career Criminal: select on Table 864: Crimes. world Experience.
Clergyman: select religion on Table537:Religion. An NPC Author: this indicates a successful writer. Most practitio-
clergyman's skill Rank represents his standing within the ners of the literary arts are paupers.
religion. The subtable below shows relationship between Explorer: goes where no one has gone before.
Professional Athlete: plays a sport professionally. Must
Rank and position within the hierarchy of the religion.
have at least Rank 5 skills to be considered a "big league"
Rank 1 = Novitiate player. Even then, he is a lesser light in his sport.
Rank 2 = Monk (an initiate of religious mysteries) Media Personality: seen or heard on broadcast media.
Rank 3-4 = Full priestlminister Must be at least Rank 5 to get more than local exposure.
Rank 5-8 = Chief Priest Professional Gambler.
Rank 9 = A High Priest Business Owner: Business is based on a future history
Rank 10+ = Chief High Priest above all. occcupation. Select the business on one of the following
Gulde/Pilot: apathfinderwho aids travelers and merchants tables. Final Fron tier:Table 4 14A. Imperial Space: Table
in unknown areas. 4 148.Tarnished Tomorrow: Table 4 l4C. After the Holo-
Jack of All Trades: roll 1d3+1. The die result indicatesthe caust: Table 4 140.
number of different trades known to the character. Select Spacecraft pilot. Can navigateaspacecraft betweenplan-
occupations on Table 41 7A: Crafts TableI. ets or even stars.
Entertainer: a comedian, night club signer, popular band Mage: a wielder of magicalforce. If yourgame systemdoes
member, actor, or stage magician. not allow for magic, reroll!
Game Designer. Creates games. May even play them.
Sp-ecial
Occupations
I Use only if directed here by another table I
Each future historv has occu~ationsthat are uniaue.. or a
least more common toh than to ot'her futures.
. dl0 414C: Tarnished Tomorrow Occupations
Instructions: The table that sent you here should havc 1 Secret Policeman: constantly seeks to check the actions
already told you which table to use on this page. The name of thc of those who may be "disloyal" to the govemment.
future history is at the top of the each table. Roll a d l 0to select thc 2 Bounty Hunter: earns his fees from the govemment,
occupation. From here, continueonto Table418: OccupationPer bringing in criminals, political enemies and other scum.
forrnance. 3 Private Detective: Ferrets out hidden information. May
have had underworld experience from Table 529: Under-
world Experience.
dl0 414A: Final Frontier Occupations
1 Explorer: searches space for habitable planets and min-
1 4

5
Rock musician: plays intensely loud, jarring music that
can turn a normal brain to mush in minutes.
Racer: a professional driverwho makes fast cars go even
eral resources. Explorer has a 25% chance to own his faster.
spacecraft. Ship is a scout ship from Table 866:Spacecraft. 6 Government Worker: select type on Table 416: Govern-
Use that table to determine other details about the ship. ment Jobs.
2 Colonist: atransplantto another planet. Rerolloccupation 7 Organ Legger: surgically dismembers people to sell their
on Table 413A. limbs and vital organs on the black market.
3 Merchant Spacer Captain: pilots his freighter between 8 Cyber Scientist: a research scientist who investigates
planets, transporting and selling goods. and develops computerlbrain linkups, including the elec-
4 Medical Doctor. Roll a d6. On a result of 6, the doctor is a tronic recording and storage of the contents of the brain.
specialist, such as a psychiatrist, radiologist, etc. 9 Dole Recipient: no occupation-lives entirely on the wel-
5 Ag-Specialist: understands the growing of plants and fare of the government
livestock both Terran and familiar alien species. 10 Street Person: no occupation-wanders the streets,
6 Mining Engineer: works to develop and maintain mining living off scavengedfood, beggedmoney andthe charity of
operations on other planets and asteroids. street missions.
7 Colony Administrator: oversees a colony.
8 Xenobiologist: field scientist specializing in alien biology.
9 Security Specialist: A company policeman, security 10 414D: After the Holocaust Occupations
guard or even a private investigator.
10 Mercenary: a soldier for hire. Generally has some of his 1 Warrior: a free-spirited soldier in a local leader's private
own personalweaponry and equipment. army.
2 Farmer: tills the abused earth to harvest mutated vege-
dl0 414B: Imperial Space Occupations
1 Rebel Warrior: a freedom fighter.
1 tables.
3 Hunter: stalks the animals who survived the holocaust,
feeding off them before they can eat him.
2 Military Personnel: in the service of the Empire. 4 Scavenger: explores and loots the remnants of earlier
3 Freighter Pilot: pilotshisf reighterbetween planets,trans- civilizations for valuable items and knowledge.
porting and selling goods, called a "captain." 5 Bandit: a criminal who dwells in the wild and raids estab-
4 Smuggler. pilots his spacecraft between planets, trans- lished settlements and travellers.
porting and selling contraband (illegal goods). 6 Herder: raises domesticated animals.
5 Senator: a home world representative at the imperial 7 Craftsman: select craft on Craft Table 417A.
senate (or other legislative branch of government). 8 General Technician: repairs and maintains (to a limited
6 Diplomatic Courier: carries messages. extent) items of technology that have survived the holo-
7 Pirate: raids the spaceways, allied only to himself. caust.
8 Mystic Knight: a warrior, loyal to a quasi-religious code. 9 Ranger: warrior guardian of what remains of civilization.
NPC has l d 6 psionic powers from Table 862:Psionics. May be government-sponsored or a self-appointed vig-
9 Bounty Hunter: earns his fees from the empire, bringing ilante.
in traitors, rebels, pirates and political enemies. 10 Warlord: self-appointedoverlordwho rules by might rather
10 Mercenary: a soldier for hire. than right.
415: Merchants 41 416: Government Jobs

416:
Merchants Government Jobs
I Use only if directed here by another table 1 Use only if directed here by another table

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

Crafts
II Use only if directed here by another table

I Crafts are skilled occupations in which the end product is usu-


ally something tangible, like a piece of pottery, a ship, a tool, or a
piece of furniture. The crafts are a part of the heritage of many
417B: Craft Table I1 (Roll a 620)
d20 Craft
Shipwright: builds sailing ships.
races. Manycraftsmancarryon centuries oldfamilytraditions.Their Wheel/Cartwright: makes wheels and wagons.
crafts appear anachronistic, seemingly out of place in our imagin- Dlstiller: makes distilled beverages, usually alcoholic.
i n g of
~ hi-techfuture. In futures where most consumer goods are Tinker: repairs simple householdobjects.
manufactured, these folk are rare, but they will still exist and their Sign Painter: paints signs for all occasions.
goods will often be of the highest quality. Clockmaker: makes and repairs mechanicaltime pieces
Miller: grinds grain into flour.
Instructions: Each of the three Craft subtables is separ- Armor Smith: makes armor and some weapons.
ate from the others. The occupation table entry which sent you
hereshouldhave indicatedwhich subtableto use. To selectacraft
Sausage Maker
Brewer: makes beers, ales and meades.
I
occupation, rollad20 and matchthe result against the appropriate Animal Tralner: trains common animals like dogs 01
table. Record the craft in the OCCUPATION section of the work- horses.
sheet. From here. go to Table 418: Occupation Performance. Plasterer: plasters walls and ornate decorations.
Roleplay: Craftsmen are usually respected membersof so- Glazler: makes and installs window glass.
ciety. Master Craftsmen, especially artistic ones, are treated with Tailor: makestrepairs clothing of all kinds.
honor often reserved for Nobles. Craft skills may be more appli- Silver Smith: makes and repairs metal vessels.
cable and appreciated on frontier or colony worlds where mass Glassblower: makes bottles and glassware.
production is limited and interstellar imports are expensive. Cabinet Maker: makes fine wooden fumiture.
Weapon Master: a teacher of weapon skills.
Gameplay Benefits: Each craft consists of one or more Dress Maker: makes clothing
skills that the charactercan learn and improve upon. The GM and Commercial Artist: prepares illustrations and materia
the player will needto determine what these are and how they are for use in publications.
to be used In play. \

417k Craft Table I (Roll a d20)


d20 Craft
Blacksmith: maker and repairer of metal goods.
Potter: makes pottery and glazes.
1I 417C: Craft Table 111 (Roll a d20)
d20 Craft
Cosmetologist: skilled inthe art of make-upcreationand
application.
1
Weaver: makes cloth, usually of natural fibers. Costumer: makes costumes and elegant clothing.
Stone Mason: shapes and lays stone. Goldsmith: a crafter of gold for all uses.
Gunsmith: makes and repairs solid projectile guns. Jeweler: a maker and assessor of fine jewlry.
Baker: bakes bread, cakes, cookies, etc. instrument Maker: musical instruments.
Butcher: butchers animals, smokes meats. Composer: a professional creator of music.
Carpenter: builds with wood (or synthetic materials). Cartographer: master surveyor and map maker.
Tanner: prepares leather from animal hides. Perfumer: makes perfumes and scents.
Rope and Net Maker. Animal trainer: train exotic animals.
Leather Worker: makes leather goods. Pharmacist: makes and dispenses medicines.
Cobbler: a speicalty shoemaker. Also repairs shoes. Furrier: makes and sells fine fur clothing.
Basket weaver: maker of baskets and wickerware. Horse Breeder: blends the bloodlines of fine horses.
Joiner: makes wooden fumiture & cabinets. Fine Artist: paints murals and potraits, sculpts statues.
Painter: paints houses. ships, etc. Wine Maker: knows his wines, grapes and fruits.
Splnner: spins wool, flax, cotton and even alien natural Oculist: makes custom lens, and eyeglasses.
fibers into thread. Pastry Chef: cakes, sweet breads and pastries.
Dyer: colors woven fabrics. Confectioner: candy maker.
Chandler: makes candles. Paper and Ink Maker: source of special papersand inks.
Sailmaker: makes sails for sailing vessels. Sword Smith: makesswords, daggers, and otherbladed
Saddle and Ridlng Harness Maker. weapons.
Poet: a writer of sonnets, odes and epics.
II Occupation
Performance
Use only if directed here by another table

I This table is optional, use it only if you want to. It goes into
details about a character's or an NPC's performance of his
occupation, including attitudes about work, and coworkers,
work habits and level of achievement within the occupation.
Instructions: If you chose to use this table, roll a d3. The
result is the number of different descriptions which apply to the
character's or the NPC's work habits. Roll a d20 and a d6 for
each description to be selected. OnTable 418A: Work Atti-
tudes, go to the entry indicated by the d20 result. Use the ad-
umn (either left or right) on the table as indicated by the d6
result.
If the character being described here is a nonplayer charac-
ter. go to Table 4188: Level of Achievement. Roll a d20 to
select how well the character does in his chosen occupation, in-
duding a relative Rank for his skill level. 4 1 8 ~ r ~ e vofe Achievement
l (NPCsonly!]
From here, return to the table that requested that an occupa-
tion be selected. Achievement (rolla d20)
Apprentice: NPC never managed to rise above
this level of accomplishment. Roll a d20 again. If
the result is 19-20, the NPC was an acknowledged
failure at his profession. Anyone in that profession
will know of it. Skill Rank is 1 or 2.
418A: Work Attitudes
Journeyman: The skills are known, but mastery
d20 Work Attitudes (rolla d20) was never gained. Most probably, he works for
someone else, since his skills are hardly worth
d6 result of 1 4 d6 result of 5-6 noting. Skill Rank is 3 to 5.
Hard worker Lay Skilled Tradesman: A well respected practi-
Ambitious Laid backlcasual tioner of the craft or profession, though he has
Overbearing Submissive gained little reknown for the practice of his occupa-
Well-liked Hated tion. A character with this skill ranking will usually
Patient Impatient own his own business or be an overseer in some-
Talented lncompetant one else's business. Skill Rank is 5 or 6.
Generous Stingy Master Craftsman: An acknowledged master
Fair Underhanded of the profession. There are few better at it than
Opinionated A Yesman he. Usually has his own business, though he may
Inspired Loyalty Inspired Mistrust be in the employ of some wealthy patron. Many
Humble Arrogant times his business involves training apprentices to
Trusting Jealous the craft. Skill Rank is 7 or 8.
Creative Uncreative
Adept Clumsy A Master of Note: The NPC has gone beyond
Efficient lnefficient mere practice of the craft to turn it into an art form.
Workaholic Slacker He is a Grand Master, known throughout the world.
Productive Unproductive His work is in high demand and often demands a
Office Politician Avoids politics high price. Such a character's skill Rank is Rank 9.
Happy Unhappy Roll a d20 again. If the result is 20, he has legend-
Roll again on Table Roll again on Table ary skill at his craft (Rank 10). Roll a d20 once
643A: Lightside Traits. 64.38: Darkside Traits. more. If the result is again 20, the character has
Mythical skill (Rank 1I+). Others who practice the
same profession will be in awe of the character.
419: Hobbies 44 419: Hobbies
r 7

419A: Type of Hobby (Roll a d20)


Base cost multiplier: 2
d20 Hobbies & Diversions
Hobbies Collect something (weapons, animals, paintings,
books, signatures, religious symbols, antiques, etc.).
Dancing (either participation or spectator).

I
a
Use only if directed here by another table I
Regardless of culture, social status or even species, it's
not unusual for an intelligent being to devote its "free" time to
Unusual Sport. Like reentry surfing or rollerball.
Outdoorsman. Roll a dB on the subtable below to
find
1
2
3
the
Fishing
character's
Scuba diving
Sky diving
area of
5 Rock Climbing
6 Snow Skiing
7 Hunting
interest.

diversions that entertain, challenge or improve oneself. 4 Hiking 8 Hang gliding


Instructions: Roll a d20 and match the result against Write Creatively (poetry, histories, fiction, plays)
Table 419A to select a hobby. Then go to Table 4198 and roll a Pursues an unusual skill as hobby, select on Table
d20 to determine the character's degree of interest in the 865: UnusualSkills.
hobby. Finally go to Table 419C below and roll a d4 to determine Art. Draw, paint or sculpt.
the character's skill at the hobby (as adujsted by the Degree of Hobbycraft. Roll a dB to determine the character's
interest modifiers). area of interest.
Roleplay: Hobbies provide characters with unusual, but 1 Needlework 5 Baking
often useful skills, often unobtainable by other means. Hobbies 2 Knifemaking 6 Weaving
often have a negative side-effect: they become compulsive, 3 Holography 7 Ceramics
consuming all a character's time, energy,and money. 4 Model making 8 Sewing
Music. Appreciation & Performance.
T \ Study. Roll a d8 to determine the character's area of
419B: Degree of Interest (Roll a d20) interest.
1 History 5 Archaeolgy
2 Religion 6 Other Cultures
dl0 Degree of Interest 3 Art 7 Psionics
1-4 4 Astronomy 8 Weapons
Casual. Easy to put aside when necessary. Spend-
ing money on this hobby is a rare occurance. Sports and Athletics. Roll a d8 on the subtable
5-12 Sporadic and Variable. interest runs in spurts, below to determine the type of activity.
intense at times. totally ignored at others. 1 Wrestling (+1 point Strength attribute)
Character will easily spend 1% of his total income on 2 Running (+1 point to Constitution attribute)
this hobby. 3 Fencing (gain Rapier skill )
4 Team ball sport (+1 point to Dexterity attribute)
13-19 Devoted. Given a choice, this is how the char- 5 Animal racing (gain riding skill)
acter spends his free time. About 10 to 15% of total 6 Swimming-water or freefall (gain swimming skill)
income is spent on this hobby. 7 Target shooting (gain skill with bow)
20 Consuming Passion. This activity is a focal 8 Martial arts (gain skill with fists and feet)
point of the character's life (see Obsessive Partying.
Behavior description, entry 14, in Table 6448: Men- Gameplaying. Roll a d8 to determine the charac-
tal Afflctrbns). Character will spend (ld6+2)x10% of ter's area of interest.
his total income on this hobby and may have to be 1 Computergames 5 Chess
forcibly pried away from the pursuit of the hobby. 2 Cards 6 Boardgames
3 Gambling 7 Puzzles
4 War games 8 Roleplay gaming
'419C: Hobby PFoficiency 1 Hairdressing and cosmetics.
Flying. Roll a d6 to determine the character's area of
Roll ld4. The result is the character's base or starting interest and skill.
Rank with this skill. Add or subtract ranks from this ability 1 Helicopters 4 Prop planes
based on the degree pf interest modifiers listed below. Rank 2 Ultralights 5 Jet packs
at hobby will never be less than 1. 3 Spacecraft 6 Jet planes
Degree of Interest Skill Modifier Gardening.
Casual: -1 Rank Breeding Dogs (or other hunting animals).
Sporadic and Variable: Animal Husbandry (breeding livestock).
Devoted: +1 Rank Cinematography (film making and appreciation).
Consuming Passion: +2 Ranks Archaeology.
520: Tragedies 520: Tragedies

and a d l 0 result of 0 are read as a 20. Match the number


against the table below. Should the die roll indicate a situation
could not occur, such as a parent dying when the character has
no living parents, then reroll until a tragedy that could happen
Tragedies occurs.
Roleplay: Tra edies happen to almost everyone to one
1
I
degree or another an we often learn and grow from them. More
than many types of events, these strong emotional occurances
Use only if directed here by another table have profound effects upon characters.
A tragedy could easily provide subsequent life-long motiva-
tion for the character or drastically change his or her perception
Instructions: When bad things happen to good charac- of the world. The violent death of a loved-one could initiate a
ters, it becomes necessary to roll a d4 and a d10. The results vendetta against the perpetrator that may later be played out. A
are not added. but are read like a twodiait number. The D4 strina of traaedies could make the character feel that he
: result of 2
result is always the first or "10's" digit. ~ x a 6 ~ laed4 has ;b'orn baz luck or even that the universe is against him.

d41d10 S!WA: TragicResult (roll a d4 l a dl01 d4td10 520A: TragicResult ( continued ...
10 Alien monsters attack. The character receives a 21 Family/Guardian(s) is wiped out. Roll a d6 for each
grave injury but survives. He is forced to watch while the close family member. On a roll of 3-6, that person dies. Select
beasts drag off 1d4 family members to be used as host bodies the cause of the tragedy on Table 5208: Tragic Causes.
for their implanted young (if no family, then guardians or
22-23 A favorite, possibly valuable, possession van-
friends). Go to Table 860: Serious Wounds to determine the ishes. Roll a d6 on the subtable below to find how it happened:
character's injury and its lasting effect. Select relatives on
1-3 It was lost.
Table 1040: Other Relatbns (reroll anything that really does
not work).
11-12 Character is imprisoned for a crime he did not
commit. Go to Table 864: Crimes to select what crime the
II
24
4-5
6
It was stolen.
it was stolen and a fake left in its place.
One or both of the character's parents are outlawed
character has been imprisoned for. Following each crime is a and go into hiding. Roll a d6 on the subtable below to deter-
number that indicates the type of die to roll to find the number mine the affected parent. The numbers following each name
of years for or type of sentence. Go to Table 536: m I psrioned! indicate the chance on a d6 that the character and the rest of
for special occurances that happen in prison. his family followed the outlaw(s) into hiding.
13 If the character has children, one of them dies. 1 3 Father (1-2)
Select the cause of the tragedy on Table 5208: Tragh 4 Mother (1-4)
Causes. Then go to Table 541: Death Situations and select 5-6 Both parents (1-5)
how the death occurred. If the character has no children, then Now go to Table 864: Crimes to find why the parent(s) was
the event affects a sibling. If the character has no siblings, outlawed. Then roll a d6. On a roll of 5-6 the parents go into
reroll a different tragedy. hiding within a different culture level. Go to Table 102:
Technoculture to find the Culture (and CUM@ that will
14-15 An industrial accident levels a manufaquring facility
affect all the character's future rolls.
in the character's town, killing one the character's parents (or
guardians) in the process, contaminating his neighborhood 25-26 A vehicle accident kills l d 3 family members (select
with toxins and radioactivity and giving the character a grave from those recorded on the worksheet), another person
injury (selected on Table 860: Serious Wounds). As compen- (selected on Table 745: Others) and nearly kills the character.
sation from the company, the character recieves bionics to re- Competant plastic surgery gives the character a new face, but
place any damaged parts (select on Table 861: Bionics) and he must live with results of ld2+1 serious injuries (selected on
gains a 10,000 credit monetary bonus. Table 860: Serbus Injuries). Roll a d6 to select the cause of
16 A favorite pet dies painfully (special pets created on the accident:
Table 751: UnusualPets are included in this). Roll a d6. If the 1 The character was drunk or drugged out*.
roll is 5 or 6, the death was caused by someone else. Go to 2-3 The other driver was drunk or drugged out.
Table 745: Others and determine who caused the pet to die. 4-5 Driving conditions were bad.
6 Someone's actions. Go to Table 745: Others to
17-18 Orphaned! Go to Table 542: Death of a Loved One. determine who caused the accident.
19 The town where the character lives is wiped out. Roll
a d6 for each close family member or friend living in the
affected area. On a roll of 5-6, that person dies in the tragedy.
Select the cause of destruction on Table 5208: Tragh
Causes.
I In this case the character also goes to prison: see
Table 864: Crimes and Table 536: Imprisonedfor details
of sentence and punishment.
27-28 Character receives a severe injury that does not
heal ~ r o ~ e r lGo
v . to Table 860: Serious Wounds to select the
20 The character is responsible for a death. Go to Table injury' arid 6s lasting effect. Select the cause of the tragedy
745: Others to determine who died. Then ao to Table 541: on Table 5208: Tragic Causes.
i Death Sttuations to determine how the death occurred. wk
Continued ...
620; Tragedies 620: Tragedies

d4ld10 520A: Tragic Result (continued,.I dud10 520A: Tragic Result (continued,.I
29 Character sold into slavery. Go to Table 535: En- 43 Reroll, but add in the character's SolModto the result.
slavedl 44 The streets are swept by press gangs seeking "volun-

killed). Roll for Hi/Lo. Hi -


30-31 One of the character's parents (or guardians is
fathertmale guardian. Lo =
mothernemale guardian. Select the cause of the tragedy on
teers* for secret medical experiments. While passing a dark
alley the character "volunteers." Police rescue him, but not
before the character has been subjected to the experiment.
Tabe 5208: Tragic Causes. Give the character ld3 quirks from Table 644: Exotic Person-
32 The character is banned from performing his or her pri-
ality Traits and ld3 items from Table 859:Talent.s. Mutatbns
mary profession and is cast out of any guilds, associations and Modificationsas a result of the experiment.
or societies associated with the trade. If the character's iden- 45 The character is disinherited by parents. For
tity is known, he or she cannot practice the profession within subsequent standard of living, reroll Social Status on Table
the confines of his current society. 103. 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 does not have
3-35 If the character has a lover, then something terrible
an occupation that he can practice at Rank 3 or better skill,
appens to the beloved. Roll a d l 0 on the subtable below to
iscover the nature of this tragic event. If the character has modify the roll by subtracting 45 from it instead.
o beloved then reroll a diierent tragedy. 46 The character's family loses all its wealth. Reroll Social
1 Unfaithful lover leaves character heartbroken. Status on Table 103: Social Status and subtract 30 from the
2 Lover attempts to kill character, but then disap- die roll. The S o l h d from this new status will be the one that
pears. On a d6 roll of 6, the character receives a affects all future die rolls (assume all remaining events occur
severe injury that does not heal properly. Select after this one).
injury on Table 860: Serious Wounds. 47 The character is forced into an unwanted political mar-
3 Lover tries to kill character, but dies in the attempt. riage. If the character is already married, the old spouse mdis-
4 Lover dies of disease. appears" (he or she may have been kidnapped, impri-soned or
5 Lover dies in a fire. killed). At the time of marriage, the new spouse dislikes the
6 Lover dies in an accident. character and will obviously cause the character grief for
7 Lover is killed by lover's own jealous former lover. some time to come.
8 Lover disappears and is never seen again.
9 Lover reveals that he or she can hereafter only love 48 A shift in the economy causes severe inflation, affect-
members of his or her own sex. ing even the wealthy. The value of money becomes a tenth
10 Lover imprisoned for a crime. Go to Table 864: what it was. All Social Status's above Destitute drop l d 3
Crimes to determine what he or she allegedly did. levels for Id6 years. After that, they automatically rise one
level, but remain at that level (unless changed again).
36 An alien or exoitc disease almost kills the character
and leaves horrible scars. Reduce Charisma and Appear- 49 The character's family is stripped of all titles and
ance attributes by 1d4 points. lands. Reroll Social Status on Table 103: Social Status and
subtract 10 from the die roll. The S o l h d from this new status
37-38 War ravages the character's homeland. Roll a d6 on will be the one that affects all future die rolls. Roll a d6. On a re-
the subtable below to determine the number of additional tra- sult of 6, the character's family is outlawed (see #24 above).
gedies that afflict the character.
1-2 One additional tragedy.
3-4 Two additional tragedies. 520B:Tragiccauses
5 1d3 additional tragedies.
6 If 17 years or older, the character is conscripted
into military duty. Roll for Id3 additional tragedies
I Use only if directed here by another table 1
then go Table 530: Military Experience. Instructions: Roll a d8 on the table bebw to select the
cause of a tragic event. Reroll if the situation doesn't fi.
39 The character's home is destroyed along with all per- e
sonal belongings. On a d6 roll of 6, the characer's Social Sta- 7
tus drops by one level. d8 52OB:Tragic Causes (Rolla d8)
1 An unexplainableaccident.
40 The character's world is destroyed by violence. The 2 A terrible fire.
character escapes the destruction, but he and his family are 3 A virulent, uncurable disease.
refugees, reduced to Destitute social status (see Table 103: 4 Someone's actions. Go to Table 745: Others to
Social Status). determine the culprii.
41 The character's best friend dies. Go to Table 541: 5 War.
Death Situations and determine how the death occurred. 6 A revolt.
7 A vehicle accident.
42 All persons belonging to the character's race or ethnic A natural disaster. Roll a d l 0 on the subtable bebw:
8
background are rounded up by government police and
placed in concentration camps. The character escapes, but 1 Avalanche 6 Meteor Strike
does not know the status of his family. The character must 2 FloodmdalWave 7 ForesVBrush Fire
assume that he too will be hunted down by the government 3 Earthquake 8 Tornado
for recapture. 4 Solar Flare 9 Mine cave in
5 Volcano 10 Hurricane or Storm
d
621: Something Wonderful ... 47 52 1: SomethingWonderful ...
f 521:
I
Something
I Wonderful.. . I.nstructions: ROII a d20 and match the result against the
table below. Some entries may require that additional rolls be
made. Should the die roll indicate a sluation that could not
I Use only if directed here by another table I occur, reroll until an event that could happen occurs.
Roleplay: Good things do happen, even miracubus
things. When these sort of things happen, the character may
Life is tough, so when something good happens to a charac- feel extremely lucky or blessed by God. Some characters might
.. .
ter it alwavs seems to be unex~ected.This is a list of aood. acceDt this with aladness and humility.
- while others might feel
wonderful ihings that can happen.' that they are final@gettingtheir due.

d20 521: Wondrous Results (Roll a d20) d20 52l:WondrousResults (continued...)


1 Carnivorous alien beasts invade the character's camp. 12 A despotic and evil local ruler outlaws the character's
During the attack, the character finds that he has the innate parents. After 1d l 0 years, the ruler's liege overthrows the evil
ability to psionically command alien beasts to do his will (so ruler and the character's parents are not only pardoned, but
bng as it does not seriously risk the animals lives). are honored for their role in the despot's demise. Add l d 4
points to the character's SolMod. Change the character's
2 Get Out of Jail Free. A magnanimous ruler pardons all
social status (see Table 103: Social Status) so that it matches
prisoners. If the character, or his friends or relatives are in
the SolMod.
prison, they are set free with an admonition to "Sin no more."
13 Character receives a severe injury that does not heal
3 If the character has a lover or spouse, he is blessed properly and almost kills him before he is rescued by a benevo-
with the birth of a healthy, beautiful child. Roll Hi-Lo for the lent (but slightly mad) scientist who replaces the damaged
child's sex. Hi = male. Lo E female. limb or organ with an experimental bionic prosthesis which
4 While repairing the family home, the character discov- grants the character superhuman powers. Go to T M e 861:
ers a magical item. Go to Table 854: Gifts & Legacies to deter- Bionics to select the replacement part and its appearance.
mine what has been found. The GM must determine the additional powers it grants.
5- Character acquires an unusual pet. Go to Table 751: Un- 14 The character becomes reknowned for his occupation.
usual Petsto determine the details about this animal. Clients from around the world seek his services. The influx of
6 The character is adopted into a Wealthy family. If he is business allows the character to increase his social status by
an orphan, it is a true adoption. If he has living parents, he is ld2 levels (but not above Wealthy).
treated just like a son. Assume that the new family is of the 15 A disease almost kills the character. but miraculously,
same Culture level as the character at the time of adoption. the character becomes immune to all disease.
Roll for important information about the new family on Tables 16A miracle (the only possible explanation) gives the
104: Birth & Family and 107: Parents & NPCs.
character a favorable modification. Select it on Table 859:
7 The town where the character lives is destroyed, but Talents, Mutathns & Modifications. Reroll any unfavorable or
there is little loss of life. However, after the disaster passes, undesirable changes.
the area is rebuilt and becomes a boom town, more prosper-
ous than ever before. The Social Status of the character's 17 A lasting peace takes hold in the land. If the character
is currently in the Military, he is discharged with honors (see
family raises by one level (but never above Wealthy).
Table 533: Military Rank for mustering out benefits.
8 The character is responsible for saving a life. Go to
18 If the character has an occupation, he is promoted to a
TaMe 745: Others to determine who was saved. Then go to position of respect and authority. His charisma attribute rises
Table 541: Death Situations to determine how the death al-
1d3 points. His starting money rises by 10%. Add 1 point to
most occurred. Roll Social Status for the near-victim on Table
his SolMod. If character has no occupation, then rerol.
103. If the victim was Well-to-Do or better, a reward of the
victim's SolModx 100 credits is given to the character. 19 The character meets the love of his life. If adults, they
9 A new market opens up for the chief source of the marry and live happily ever after. If children, they wait until
age 18, then marry. Select romantic events on Table 538: Ah
character's income (or his family's income). Add +20% to the Love!Reroll any unpleasant or unfavorable romance events.
character's starting money.
20 A shift in the economy increases the value of precious
10 Slavery is outlawed in the land. All slaves are freed.
metals. The rich get richer. All Social Status's above Comfort-
11The character gains a loyal friend and companion. Go able increase one level (Wealthy have a 1% chance of becom-
to Table 752: Companions to determine the details. ing Extremely Wealthy).
character's home world. For f h r e histories that do not include
space travel, assume that the event takes place on the same
planet but in a distant land, far from the character's home.
Instructions: These tables determine where the event
takes place, why the character is on the planet and what happens.
First roll 2d8 and match the result against Table 522A: Other
WorMs. Next roll a d l 0 and match the result against Table 5225:
ReasonforBeingHere. Finally roll 2d8, total the results and match
the total against Table522C:OtherwotldEventstodetermine what
happens to the character on the planet.
Roleplay: When events occur while we're at home, such as
illnesses or accidents, we seem better able to take them in stride.
Yet shouldthe same thing occur in aforeign land(oreven at a sum-
mer camp or college dorm), the scale of the event seems magni-
fied, the results intensified. Far from our familiar settings and the
comfort they give us, we feel isolated and alone. To imagine how
these events might affect a character, begin with your own re-
sponsetothingsthat happenedto you when the safety and comfort
of home was far away.

268 522A: Other worlds (roll 2d8) dl0 522B:Reason for Being Here (roll a dl01
Volcanic world. Active volcanism everywhere. Stowaway. The character hides on board a ship and is
Hostile world. Something about this world is unsuited to "ejected" on this planet.
supporting the character's race. Either the atmosphere is Vacation. The character and his family travel here to see
poisonous orcorrosiveortheclimate isviolentlydangerous. the sights.
Llfe as the character knows it can only exist in selfcontain- Business trip. The character'sjob brings him here for an
ed outposts or in subterranean cavern complexes. important meeting.
Greenhouse world. Has a thick, dense (usually hostile) Religious pilgrammage.The worldcontains a holy shrine
atmosphere that intensifies a "greenhouse" making the which the character has come to visit.
world hot and uninhabitable by Terran standards. Colonist. The character and his family relocate to this
Water world. Mostly oceans and small islands. untamed frontier world (this becomesthe character's new
Swamp world. World covered by endless marshes and home world).
swamps, very little "dry " land. Explorer. The character finds himself aboard an explora-
Earthlike world. Much water, large land masses. tory ship, looking for untapped resources.
Barren world. Rocky and barely habitable. Relocation. The character's job transfers him to this
Glacial world. Mostly ice and snow, but life can exist here. planet for an indefinite stay (this becomes the character's
Forest world. Covered by huge tracts of virgin forest. new home world).
Desert world. Has atmosphere but little or no water. Emergency landing. The shipcanying thecharacter is in
Airless rock-ball. Like Earth's moon, this is heavilycratered. trouble and needsto make an unscheduledlanding on this
Chunk. An airless asteroid. remote world.
Artificial world. A world constructed by sentient beings. Rescue mission. This is a remote frontierworld. Theship
(Example: a ring world). carrying the character makes an unscheduled stop in
Ice-ball. Entirely iced over, little or no breatheable atmos- response to a planetside distress signal.
phere. Travel layover. The planet is a stopover on a journey
Chemical Ice-ball. Surface entirely composed of frozen between here an there, giving the ship time to reprovision
substances like ammonia and methane. No breatheable and refuel and the passengers and crew a chance to
atmosphere. relieve the feeling of confinement aboard ship.
522: Otherworld Events 49 522: Otherworld Events

2d8 5226: Otherworld Events (roll 2d8) 2d8 522C: Otherworld Events ( continued ...1
2 Thecharactergets lost inthe wilderness. Inthe weeksthat 11 The character becomes lost in the planets unexplored
it takes to find him, he gains +1 Rank to his Wilderness Survival wilderness. He is adopted by apparently primitive alien beings.
skills. Roll a d6. On a result of 5-6, the character gains an alien Yet in spite of their lack of complicated tools, they have created
pet. Select the pet on Table 751: UnusualPets.Remember, the a wonderland of biologicalmiracles, includingorgankstardrives,
creature is an alien being. lf it is found to be a familiar Terran psionically operatedbio-machines, symbiotic houseorganisms
animal, it will only resemblethat creature, either in appearance that thrive on body wastes and so on. The patientcreaturesretum
and/or behavior. the characterto civilizationbetter than new(add 1 point to l d 4 of
thecharacter's attributes). Unfortunately,hecannotdescribethe
3 The character survives a deadly encounter with a hostile location of the alien civilization and few respectable scientists
alien monster. Unfortunately, there is a chance that during the believe his wildly irrationalclaims. [R]
encounterthecharacterwasinfectedwith the monster'sgenetic
material. The truth, and any possible cure can only be discovered 12 While the character is on the planet, the local govem-
on this planet where the encounter took place. [D] ment changes. going from a free and open society, to one of
repression and oppression. The character is imprisoned as an
4 The character befriends an intelligent alien being. The enemy of the state. lt takes l d 3 years fordiplornatk channelsto
alien is a native of this world. Select the alien on Table 748:
free him. Select prison events on Table 536: Imprisonedl [R]
Aliens. Roll a d6. On a result of 6, the alien race has been
undiscovered until now. [L] 13 While the character is on the planet, freedom fighters
overthrow an oppressive govemment regime. Thecharacterpar-
S The character and his companions discovers an outpost
ticipates in the revolt and is labeled as a hero. Character may
of a hostile alien race. As a result, an "incident" occurs in which
several of the aliens and several of the companions are killed or improve one existing weaponlcombat skill by 1 Rank, or if the
character currently has no weapon skills, rollad4 on the subtable
injured. Both sides hush-uptheincident. However, thecharacter below for a new skill gained at rank 2 ability. [L]
is marked as a potential danger by both sides involved. (R] 1 Hand gun, such as a pistol or hand blaster.
6 The character discovers illegal activity going on in a 2 Assault rifle.
restricted areaof the planet. Thecharacteris forcedtofleeforhis 3 Explosives.
life and is marked as an enemy by the head of a very powerful 4 Knife fighting.
corporation (have the GM select an appropriate company). The character is kidnapped by local scum and held for
14
7 Select the event on Table 540: Exotic Events. The event ransom. The ransom is paid, but the experience hasscanedthe
happens on this other world. characterforlife. He acquires 1d3 Darksidepersonalitytraits(se-
lected on Table 6&C: Darkside Traits)and an exotic trait (select-
8 Rerollthe event on the SignificantEvent Table (208-211)
that sent you here, the difference being that the event happens ed on Table 644: Exotic Personality Traits).
on this other world. 1 IS The character discovers the wreck of an old spacecraft.
By right of discovery (localsalvage law), the shipanditscontents
9 While on the planet, a major interstellar war breaks out.
become his. While the ship will never be spaceworthy again, it
lnterstellarciviliantraffic is essentially stopped and the character contains one device from Table 855: Techno-Wonders, 1d4
is maroonedhere for Id10 years (althoughjoining the military or
items from Table 854: Gifts & Legacies and if the character al-
beginning adventuring ends this period). Determinethe planet's
ready has a spacecraft, use Table 8660: Special Featuresto se-
Tech Level by using Table 102A: TechLevel. While thus isolated, lect an item that can be used to enhance his own ship. [R]
the Tech Level of the planet's main culture drops by 1 level.
16 While alone, the character stumbles onto the wins of an
10 Fanatic followers of a local religion overthrowthe govem-
ancient, lost alien civilization. The ruins themselves are a blank
ment. Unbelievers(off-worlders) are roundedupand imprisoned
in the character's mind. He doesn't remember what happened
in make-ship camps. The character is caught up in the fervor of
this people's belief and willingly joins them. Using captured there, only that afterwards, he was somehow changed ... Al-
spacecraft, the true believers take their faith to the spaceways. though initiallyunchanged, thecharacterseemssomehow"alien."
Any physical or appearance changestake 1d6 years to manifest
After ld3 years with the followers of the religion, the character
finds himself isolated from other believers to fend for himsetf on themselves. Roll a d6 on the subtable below for the changes.
astrange planet. Roll a d6 on the subtable below forthe reason. 1 Select l d 3 Exotic traits from Table 644: Exotic Person-
ality Traits. Modifythem, if necessary so the attitudes or
1 Retribution attacks kill or imprison most believers, in- biases seem to reflect an alien personality.
cluding the character's companions. 2 Select 1d3 psionic skills from Table 862: Psionics.
2 The character's companions lose heart and go home. 3 The character's appearance undergoesa drasticchange.
3 The religion was revealed as a total lie, perpetrated by Select the new appearance on Table 863: Appear-
leaders who were charlatans and con artists. ances.. Reroll any result indicatingclothing..
4 The character was captured by relatives and "depro- 4 The character gains ld3 changes from Table 859: Tab
grammed." ents, Mutations & Modifications.
S The character is excommunicatedfor some sin, real or S The character's outward appearancetakes on features
imagined. of the alien race, though he still is recognizable as a
6 Reroll the cause on this subtable. The govemment member of his former race. Select the general racial
which the religion cast down now actively seeks the appearance on Table 748: Aliens.
character as a traitorous outlaw. 6 Reroll ld2+1 times again on this subtable. Reroll any
duplicate rolls.
523: Lo-TechEvents 50 524: Group Encounters

\ Lo-TechEvents J Group Encounters


I Use only if directed here by another table 1 Use only if directed here by another table I
These are events that might occur on worlds or in cultures These are events that focus on encounters with specific
with Tech Levels lower than seven (7). and often unusual groups of people or aliens.
- the
Instructions: Roll a d8 and match the result against Instructions: Roll a d6 and match the result against the
table below to select the event. table below to select the event.

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

1 Tarnished Tomorrows J
I Use only if directed here by another table I
51

r 526:
526: Final Frontier Events

Final Frontier Events


I Use only if directed here by another table I
)
These events are particular to the Tarnished Tomorrows These events are particular to the Final Frontier future his-
future history (see page 13). tory (see page 13).
Instructions: Roll a d l 0 and match the result against the Instructions: Roll a d8 and match the result against the
table below to select the event. Note the "Personality Trait table below to select the event.
Check" letters that follow these events. Be sure to record them.
Roleplay: This is a future of outward expansion. The char-
Roleplay: This is a cruel future full of grim events, fallen acter could easily be caught up in the excitement of his times.
morals and little hope. Life has little value unless some kind of Think of early American pioneers and explorers. Think of the
profit is involved. This character could be as cold, cruel and discovew of new worlds, new civilizations, boldly
- going
- - where
cynical as his times or an untarnished hero, seeking to right no one has ... um ... you get the idea?
wrongs in spite of his own personal shortcomings.
T Y
dl0 525: Tarnished Tomorrow Events (roll ld10) 526: Final F'rontier Events (roll ld8)
Character is fitted with an experimental Cyberdeck that Character 's family become colonists. Roll a d6. If the
allows his mind to directly interface with a computer. result is 5-6, their new home is on an exotic frontier
While linked to the computer, he gains +id3 points to world. The Tech Level there is I d 3 Levels lower than
both his Intelligence and Dexterity attributes. When the that of their original culture. Character has l d 3 events
link is broken, he drops l d 3 points below normal for l d 3 taken from Table 522: O t h e m d dEvents. [N]
rounds of action. [N] Character is part of an exploration mission in which ld6
While travelling between cities, the character is attack- new, inhabitable worlds are discovered. Use Table 522:
ed by bandits. The character takes a serious wound (se- Otherworld Events to determine what kind of planets
lect on Table 860: Serious Wounds and one of his family have been found and then give each an interesting
members is taken hostage. Select the relative on Table name. Roll a d6. On a result of 6, the character gains an
lO4D: Other Relations. [R] unusual pet. Select pet on Table 751: UnusualPets.
The character is drawn into a social activity considered An alien race is encountered! Though this is not a first
decadent even by the day's standards. He gains one encounter, the aliens are up to something mysterious.
Darkside Trait from Table 64.36: Darkside Traits and has The character is caught up in a frontier war, disputing
a 50% chance to develop an exotic trait . If this trait de- borders. Roll a d6 to determine the opponent. 1-2 =
velops. roll a d6. 1-2 = Behavior Tag (Table 644E) . 3-4 = Another government. 3-4 = Aliens. 5-6 = Local natives.
Sexual Disorder (Table 6446. 5-6 = Mental Affliction If an adult, the character enters military service. Select
( Table 6448). branch of service and other details on Table 530:
If the character has a vehicle, a recently discovered Military Experience. If already in the military, the char-
Techno-Wonder is secretly built into it. Select a compati- acter is promoted one rank for valorous service. If the
ble device on Tabfp 855: Techno-Wonders. character is a juvenile, he enters Military Acadamy (see
Entire family disappears in a secret police raid. [R] Table 210: Education). [N]
Character is attacked and partially dismembered by vile Character discovers ancient, alien ruins and finds l d 3
organ-leggers, thieves who steal internal organs for re- alien artifacts (select on Table 854: Gifts & Legacies)
sale. He loses l d 3 parts of his body before being res- and a strange device. GM: select a device on Table
cued. Missing parts are replaced by experimental bion- 855: Techno-Wonders, but keep its function a mystery.
ic prosthetics. Select the bionic parts on Table 861: A lost "cold sleep" colonial ship is discovered. Though
Bionks, adding l d 3 to each "Function" and "Appear- most of the colonist's survive reawakening, one young
ance" die roll. [Dl person's family does not. This young person takes a ro-
A powerful crime lord declares himsetf master of the mantic interest in the character. Determine details on
character's home city. Table 538: Ah Love! [L]
Character discovers a "wholesome" religion. Select An abandoned research outpost is discovered. All
details on Table 537: Religion. Then change l d 3 previ- occupants are missing with few clues as to their disap-
ously selected "Dm (Darkside) personality traits to "L" pearance. One of the occupants was a relative of the
(Lightside) traits. character. Select the relationship on Table 1040: Other
A crime war between rival gangs ravages the town. Roll Relatbns. Also missing is the object of their research.
one resulting event on Table 520: Tragedies. [N] Select their project on Table 855: Techno-Wonders. [I?]
Character acquires l d 3 notable appearance quirks.
Select on Table 863: Appearances.
1
627: Imperial Space Events 62 528: Post Holocaust Events

Imperial Space Events


[ 528:
Post Holocaust Events
I Use only if directed here by another table I I Use only if directed here by another table I
These events are particular to the Imperial Space future his- These events are particular to the Post Holocaustfuture
tory (see page 13). history (see page 13).
Instructions: Roll a d8 and match the result against the Instructions: Roll a d8 and match the result against the
table below to select the event. table below to select the event.
Roleplay: This is a future dominated by powerful and often Roleplay: This is a future dominated by the total destruc-
corrupt centralized governments that span the vast gulfs be- tion of civilization. Survival is the key issue here. Survivors are
tween the stars, linking them under its iron rule. Individualism probably mildly paranoid, aggressive. inquisitive and self con-
(by those not in power) 'Is suppressedfor the greater good. fident tothe point of arrogance:

dB 527: Imperial Space Events (roll ld8)


. 7

d8 528: Post Holocaust Events (rollId81


7

Character's family is persecuted by minions of the Character discovers a cache of lost technology. In it
government. One minion in particular becomes a R i a l to are 1d6 items from Table 854: Gifts & Legacies and one
the character. Select his job on Table 416: Government item from Table 855: Techno-Wonders. The site is con-
Jobs. Select details of the rivalry on Table 753: Rivals. taminated and the character suffers a serious injury
Character's home town is evacuated for a secret which plagues him the rest of his days. Select it on
project. Roll a d4 on the subtable below for details. [Dl Table 860: Serious Wounds. [Dl
1 A super-secret military base is being set up. Roving marauders run down and kill l d 3 members of the
2 lt becomes a holding camp for an alien race. character's family. Select the victims on Table 1040:
3 A luxury palace is being built for a ruler. Other Relatbns. Of course, the character learns the
4 A secret research laboratory is being built. location of their semipermanent camp for later revenge.
The character discovers a being in a space suit. Roll a
Half the character's home town is crushed when the rem- d8 on the subtable below for details. [R]
nants of a huge battle cruiser impacts it after re-entry. 1 The being is from another time.
If an adult, the character enters military service. Select 2 The being is an alien explorer
branch of service and other details on Table 530: Mili- 3 The being dies.
tary Experience. If already in the military, the character 4 The being is hunted by other aliens.
is promoted one rank for valorous service. lf the char- 5 The being is from a culture l d 4 levels higher than
acter is a juvenile, he enters Military Academy (see the character's own.
Tabb 210: Education). [Nj 6 The being gives the character a Techno-wonder
The character is recruited for the opposition forces. This selected from Table 855: Techno-Wonders.
is military service (see #4 above), in service against the 7 An exotic event occurs along with this en-
government in power. [L] counter. Select it on Table 540: Exotk Events.
The character's home world secedes from the "empire," 8 Roll twice more on this subtable.
aligning itself against the government in power. The re-
sulting war devastates the planet, dropping its overall The character is declared to be "genetically impure,"
Tech Level by ld10. If Tech Level drops below 10, reroll and is banished from his home by local leaders.
character's Culture (Table 102B), adding 10 to the roll. The character rescues a robot and befriends it. The be-
Change character's Tech Level and Culture accordingly. ing becomes his Companion. Select details of the Com-
Character is captured by a bounty hunter and lan- panion on both Table 752: Companbns and Table 750:
guishes in a prison for l d 3 years. Select prison events Artificial Persons. H the robot is selY-aware or hyper
on Table 536: Imprisoned! Upon leaving prison, the char- aware then. GM Only: see Entry # 528 on Table 967:
acter cannot find his family. They have disappeared! [R] GM Specials. [L]
The character is elected to serve his planet as a sena- The character discovers a pre-holocaust spaceport,
tor. He is in a position to receive bribes. Count the num- with at least one intact space craft. Of course, the
ber of Darkside "DWtraitsalready marked in the PERSON- installation is surrounded by unpleasant looking Mech-
ALITY section of the worksheet and add it to the result anical critters and mutants. Select details about the
of a d6 roll. lf the total is greater than 7, the character space ship on Table 866: Spacecraft.
receives 1d l 00 x 1,000 credits in bribes and honoraria The character develops a new mutation. Select it on
from lobbyists. He is also suspected by the opposition Table 859: Talents Mutations & Modifications. [R]
forces as being an enemy. He gains l d 3 additional Dark- The character discovers an evil, power-hungry secret
side personality traits. Make the appropriate marks on society. Its members decide the character knows too
the character worksheet. much and now hunt him, like invisible avengers. [R]
629; Underworld Experience 53 529: Underworld Experience
r

529B: Type of Crimes


d6 The Crimes (roll a d6)
Underworld Petty theft. The character and several pals steal things
they want or need. They act in violation of any organ-
ized thieves guild.
Experience Organized burglary gang. The character is part of a
gang, under the direction of gang leaders. The thieves
are not a crime network and limit themselves to stealing
and smuggling.
I Use only ldirected here by anothertable1 Organized crime. This is a crime network which sets
high morals and standards for its own members, but
a character becomes involved with criminals, he often treats the rest of the world as ripe for plunder. A charac-
follows their wavs and learns their skills. A character with under- ter who becomes involved with organized crime should
world experiende may not become a professional criminal, but go to Table 864: Crimes, and make l d 4 rolls for the
he will certainly be wiser about criminals' ways and customs. types of crimes he regularly commits (ignore foot-
notes). The character gains l d 4 Ranks in a weapon skill
Instnrctions: The first of the three things that a criminal of his choice (such as pistol, laser, brass knuckles.)
character must do on this table is determine how he became Independent criminal. The character is heavily involved
involved in criminal activlies on Table 529A: The Wrong Path. in one or more of the following activities. Roll a d l 0 on
Roll a d l 0 to select this. Then roll a d6 and match the result the subtable below:
against Tabk 52983 Type of Crimes to select the general type
1 Prostitution
of criminal activity that the character undertakes. Finally go to
TaMe 529C: UnderworM Events. Roll a d3 for the number of 2 Assassination
events that occur. Then roll a d20 for each event, matching the 3 Burglary
result against that table. 4 Smuggling
5 Illegalgambling
Roleplay: Possibly the character has not become a crimi- 6 Computer hacking (data theft & destruction)
nal himsetf, and is only involved with them. How does the char- 7 Selling illegal drugs or pleasure stimulators
acter feel about this criminal ~ a s t ?Is he still a criminal or has 8 Robbing banks, stores and credit machines
he reformed and gone 'straight?" 9 Kidnapping
10 Roll again ld2+1 times on this table. Reroll
duplicates.
529A: The Wrong Path Piracy (roll for Pirate events on Table 5290: Pirates!)
Banditry. The character is part of a gang of rural ban-
dits who prey on the nearby countryside.
dl0 Beginning a life of crime (roll a dl01
1 The character needs money to pay debts.
2
3
4
Peer pressure "forces" character to do criminal acts.
The character has a pathological urge to do wrong.
The character wants to defy authorii.
F
529C: Underworld Events (Rolla d20)
d20 The Events (roll a d20)
1I
5 The character feels he is punishing those responsible
for misdeeds done to him. 1 Join a gang. Members are usually of the character's
6 The character wants to live a lifestyle he could other- same age and sex. Give the gang a name, such as the
wise not afford. Mutant Maulers, the Stellar Six, the Sisters, etc.
7 The character seeks a lifestyle filled with dangerous Jailed for a few days in a sweep of the streets by law
thrills and excitement. enforcement officials.
8 The character seeks to wield power in the crime world. Character is seriously wounded in a fight. Select injury
9 The character is forced into a life a crime by criminals on Table 860: Serbus Wounds.
who threaten his loved ones. Whenever a crime occurs in a city, the character is au-
Roll two more times on this table and combine the re- tomatically a suspect, even if law enforcement offi-
sults in some logical manner. Reroll duplicates. cials are unfamiliar with his past. The character just
looks like a hardened criminal.
Character becomes an informant for the law. Roll a d6.
On a result of 6, the character is labeled a snitch by
the underworld and has a contract out on his life.
Character participates in a large heist, only to have his
partners vanish with the loot. There were l d 4 others
involved and the valuables have never reappeared.
GM: This is an chance to create either a revenge ad-
venture or a recapture scenario (depending on which
side of the law the character now stands).
Continued ...
529: Underworld Experience 54 529: Underworld Experience

529D: Piracy Events


d20 529C: Underworld Events (continued ...) ( Use only if directed here by another table I
A key gang boss is hit (slain) and the character is
Whether they row1 the seas of a future Earth or an alien
blamed. Members of the slain boss's gang seek the
character's death.
R
world or become t e scourge of the spaceways, this separate
table is here to provide a little extra flavor for characters who be-
The character is imprisoned for a crime. Select the come futuristic pirates.
crime on Tabb 864: Crimes, then determine the length
of imprisonment. After being freed, the character goes Instructions: Roll a d3 to determine the number of piracy
straight, but maintains his underworldcontacts. events. Roll a d l 0 to select each event. Compare the die roll re-
The character acquires l d 4 Ranks of proficiency as a sult against the table below. Reroll any duplicates. Read the in-
thief (all thieving skills are learned at this proficiency formation about pirate ships that follows. Then return to Table
rating). Thieving skills include wall climbing, lock pick- 529Cto roll any additional criminal events.
ing, hiding, moving silently, disarming traps, security
& surveilance devices, picking pockets, blueprint read- Pirate Ships: If space travel is not a part of your game's
ing and evaluating stolen goods. future, then assume that the pirate vessel is either a traditional
The character chooses to go straight, ending his life of sailing ship or some vessel that "sails" on other surfaces, like
crime. Still, he is often recognized by criminals who ice boats, desert sand skimmers, rolling prairie schooners, or
remember him from the "old days." flying airships. Don't immediately assume that the pirates sail
The character develops extensive contacts in the un- the seas. Tailor the pirate vessels to fit the world they sail!
derworld, including thieves, informants, smugglers, If both surface ships and space craft are allowable choices
thugs, fences, and spies. So long as he does not turn in your game, roll a d6. A result of 1-2 indicates a surface craft.
in his former cronies, they remain friendly and can A result of 3-6 indicates space pirates.
even serve as allies in "legal" activlies. For space pirates, you may wish to select details about the
The character learns the sewers (maintainance con- space vessel on Table 866: Spacecraft, especially, if the char-
duits) of his home town (or a nearby city) as well as he acter ends up commanding it!
knows the back of his hand (or tentacle). This know-
ledge is also useful in other cities, since waste and
service systems tend to be built along similar lines.
The character learns the secret passages, entrances 529D: Pirate Events (rolla dl01
and exits to an important local leader's estate. The pirate captain hides his treasure in a lonely desert-
The character discovers that several items taken in a ed place. As far as the character knows, that huge
recent heist are allegedly "cursed." No fence will take treasure is still there.
them and even the owner is making no attempts to The pirate crew is captured and all but the character
recover his property. Select l d 3 items on Table 854: are executed. The character escapes captivity, vow-
Gas & Legacies. GM Only: see entry #529 on Table ing to give up crime forever (so he says).
967: GM Specials. The character learns how to operate a ship (either a
A crime lord becomes the character's patron, and be- sailing ship or a space ship) at ld4+1 Ranks of skill.
gins grooming the character to be a leader of organ- The pirate crew mutinies and the character is voted
ized crime. captain by the mutineers. The old captain escapes
The character's friends are being killed off in horrible and vows revenge on the mutineers andtheir leader.
ways. Law enforcement officials are uninterested in The pirates discover ruins of a lost civilization with a
stopping the killer, since only criminals are being slain. mysterious temple. The crew is driven mad by a mys-
Soon only the character and one other are left. tic alien power within the temple. When the character
The character discovers that a prominent and popular regains his sanity in a place far away, only vague
government official is really the head of a major crime memories remain of the encounter and the great treas-
ring. Roll a d6. On a result of 1-4, the official is una- ure to be found there.
ware of the character's knowledge. On a result of 5-6, An old pirate teaches the character a few tricks about
the official thinks the character should be silenced. bladed weapon use, giving him +2 Ranks in knife,
The character learns an unusual skill. Select the skill sword or energy blade use (or an initial Rank 2 skill).
on Table 865: UnusualSkills. A raid on a particularly large treasure craft gives the
The character steals and hides a valuable, but quite character 1d6 x 1,000 credits of treasure.
distinctive device worth 50 times his normal "starting Roll Hi-Lo for the captain's sex. Hi = male. Lo = Fe-
money." The device has remained hidden until the pres- male. The captain is known for taking vengeance on
ent (or until a beginning character starts an adventur- captives of the opposite sex. The captain is also re-
ing career), but when he goes to reclaim the device, knowned for one other exotic personality trait. Select
it's gone. He discovers that it's now possessed by one this trait on Table 644: Exotk Personality Traits.
of the character's criminal "friends." Reclaiming the de- Due to wide travel with the pirates, the character
vice would give the character much money. Select the learns ld6+1 additional foreignlalien languages at
device on Table 855: Techno-Wonden. Rank 1 ability, just enough to buy a stiff drink or a
The character becomes the leader of a gang (or if he good weapon anywhere in the galaxy.
is part of a bandit group, he becomes the bandit chief. The character becomes one of the pirate captain's offi-
If a pirate, he becomes a pirate captain). cers, and learns the location of many rival pirates'
strongholds.
530: Military Experience 55 530: Military Experience

a result of 9-10, the army serves anotherpatron. Select the patron


on Table 539: In the Service of ....
Duration of Enlistment: A standard military enlistment is
four years. This time period begins at the age when the character
enters the Military. Events may result in an early musteringout, or
reenlistment. Military service may increase the "adult" years prior
Military to a character's adventuring career.
Select the events: Roll a d3 to determine the number of
events that occur during the military hitch. For each event, roll a
Experience d20 and match the result against the table below. These events
occur in addition to any significant events that would normally
occur during the current period of the character's life.

I ' Use only if directed here by another table

Instructions: Follow the steps below.


Selectthe service:Go to Table5%:' MilitaryDuitesto select
Noncombat Notes: All Noncombatant troops add 5 to the d20
roll. Determine the age at which an event occurs by rolling a d4.
The result correspondsto a yearwithinthe hitch period. A roll of 1
indicates it happens during the first, year, a roll of 2 during the
second year and so on.
the character's branch of military service.
Select the rank: Then o to Table 533: Military Rankand Getting Out: When the character leaves the military, he
select the character%rank myhe military. often gets additional benefits. See Mustering Out benefits under
Selectthe skill= I! in a combat unit, go to Table 534: Military Table 533: Military Rank.
W s and select the skills which the character leams while en- Back Again?: If another Significant Event directs the char-
listed. The next step is to find out who runs the army. acter into the military again, the character retains his former rank
Selectthe leader: Roll a d10. If the result is 1to 8, the char- (regardless of whether or not he reioinsthe same unit). Rationale:
acter has entered the service of the ruler of the planet or land. On Lezdershipskills are obvious to oiher leaders.

d20 530: Military Events (roll a d20) d20 530: Military Events ( Continued ... )
1-6 Conflict! Character is involvedin a major battle. To find 17 Character reenlists in a different branch of service for
the battle's outcome, go to Table 531: Battle Readyl another four year hitch, and another l d 4 Military Events. Select
7-8 Character reenlists in his branch of service for another the branch of service on Table 532: Military Duties.
four year hitch, and another 1d4 Military Events. Roll a d6, On a 18 Character leams a new weapon skill (player's choice).
result of 6, he is promoted one rank.
19 The character's hitch is extended by l d 4 years because
9 Character's prowess and obvious smarts earn him a re- amaiorwarbreaks out. The fighting is intense. Rolltwo additional
assignment to a Special Duties unit for the rest of his enlistment everits for each year of extension. Subtract 5 from those event
hitch. Select the new unit on Table 5328: Special Duties, rolls due to the increase in battles.
10 Character is transferred to a Noncombat unit for the re- 20-21 Afierce warbreaks out. Thesituationisgrim. All Noncom-
mainder of his enlistment hitch. Select the new unit on Table bat troops are put in the field as light infantry. Determine the
5328: Special Duties. Reroll untila noncombat unit is obtained. enemy by rolling a d l 0 on the subtable below. The character's
11 Character is trained to become an officer of mimimum unit is in the thickest fighting for months and sees more action
rank (or promoted one rank if already an officer). Add ld3 skill than most. ld4+1 battles occur. Using Table531: Battle Readyl
Ranks to his existing Military Skills. to determine the outcome of each battle and the effects on the
character.
12 Character's unit is involved in numerous skirmishes. Roll 1-3 Forces from a neighboring planetAand.
ad10. On a result of 8-10, resolvethe battle on Table531:Battle 4 Alien army forces.
Ready! 5-6 A multi-factioncivil war.
13 Character's unit is ambushed by a superior force. Re- 7 Rebellion against the government.
solvehe battle on Table 53 1: Battle Ready!, but subtract 1d4 8 A war of succession to determine a new ruler.
from the first d20 roll (character's side). 9 A holy war against enemies of the main religion.
10 A massive invasion of unknown alien enemies
14 Character's unit is involved in a plot to overthrow the gov-
ernmentandtake control. A battle isfought. Resolvethe battleon 22-23 Character increases one occupation skill by one
Table 531: Battle Ready!If the character's side wins, the com- Rank of ability (player's choice).
manding general of the unit becomes the new ruler. If the char- 24 Character's unit is assigned to a combat unit in the field.
acter's side loses, all the troops in the unit are declared to be Roll the event again, but do not add +5 Noncombat bonus.
traitorous terrorists and are made outlaws.
25 If the character is not a commissionedofficer, he attends
15 The character is promoted one rank. Officer Candidate School. If he is a commisioned officer, he is
16 Disease ravagesthe army. Roll ad6. On a result of 6, the promoted one rank. Character is then reassigned to a combat
character becomes sensitive to the cold and damp, as if he had unit within hisgeneralbranch of service (Army, Navy, Mercenar-
an allergy to it (see Table 644D: Allergies). ies). Select new unit on Table 532: Branch of Service, using the
subtablethat appliesto the character's current branchof service.
decisive victo;. ~ e c o r the
d outcome on your worksheet. additional battle results.

631: Battle Events (use battle outcome result) 531: Battle Events (continued ...
0-1 The carnage was awesome. I d 1OOoh of the character's 13 Character was a coward in battle. Roll a d6. On a result of
side was killed. The character almost died when he recieved a 1-4, no one else noticed, but he must live with his actions. On a
grave injury. Roll a d6. On a result of 6, the character's military result of 5-6 the character is demoted 1d3 ranks for cowardice.
career ends. Determinethe injuryon Table860:Serious Wounds.
If the character's military rank number is 10 or higher, he is fitted 14 Character fought well. Many foe died at his hands. Roll a
with a bionicpartto replacethe damagedmember. Referto Table d6. On a result of 5-6, the character may improve one weapon
861: Bionics for details. skill by one Rank of ability.
2 Serious casulties. Character was injured and has an im- 15 Regardless of the outcome of this battle, the character
pressive scar to show for it. performed a successful heroic mission that did real damage tot
he enemy's ability to wage war. Becauseof this, the conflict ends
3 The horror of it all causes the character to develop an in l d 6 months and innumerable lives are saved.
exotic personality trait. Select it on Table 644: Exotic Personal-
ity Traits. 16 Characteris personally responsibleforthe deaths of (Id10
multiplied by his military rank #) of his comrades or followers.
4 Character's best friend dies at his side.
17 An act of the character reverses the battle's outcome (a
5 Character is the only survivor of his unit. losing battle is won, a winning battle lost). Roll a d6. On a result
6-7 Rollad20 ld3+1 times on this subtable. Reroll conflicting of 6, he is recognized for it (A loser is demoted l d 3 ranks, a
and duplicate results. winner is promoted one rank).
8-9 Character sees action, but nothing noteworthy. 18 Character's immediate superior officer is slain and he as-
sumes command (effectively a field promotion, by one rank. If
10 Character fought well and with notable heroism. Many this is rolled again, he advances yet another rank).
comrades owe their lives to his heroics. The character is pro-
motedone rank for his valor (or made acommisionedofficer if not 19 Regardless of his performance in battle, the character is
an oficer). Rollad6. On aresult of 4-6, thecharactermay improve accused of dereliction of duty and is court-martialed and de-
one weapon skill by one Rank of ability. moted one rank.
11 Character is captured and imprisoned. Military service 20 Character slays the leader of the enemy.
ends with this event (do not roll any more military events). Deter- 21 The victor's side suffers light casulties. Roll 2d10 on this
mine events of imprisonment on Table 536: Irry~risoned! subtable for one additional event (reroll results that indicate
12 Regardless of the battle's outcome, the character is deco- casulties that conflict with this table entry).
rated for his heroism. If the character is an officer in the service 22+ The loser's side is utterlydestroyed. Character is promoted
of aNoble,thecharacter is made a knight. See Table 749: Nobles one Rank for valor.
for benefits of being a knight (entry #91).
632: Military Duties 532: Military Duties

Military Duties
532B:Special Duties
I Use only if directed here bv another table 1
These are the ~leneraltasks which men and women in the
/ Use only if directed here by another Table I
military service may perform.
Instructions: Rollad20 and matchthe result againstthe
table below to select the branch of Special Duty service that the
Instructions: Roll a d4 and matchthe result against the characterenters. Select military skills on Table534: MilitarySkills
Table 532A: Branch of Serviceto select the character's duties. only if directed to do so by a numbered footnote.

d4 532A: Branch of Service (Roll a d4) d20 532B: Special Duties (roll a d20)
1 Army. These are troops who slug Rout ontheground. Roll A Noncombat occupation. Select an occupation on
a d l 0 on the subtable below to select the type of service. Table 413: Occupations. Reroll any absurdities.@
1 Light Infantry. Unarmoredfoot soldiers. Medical corps. Character is trained as a field para-
2 Heavy Infantry. Armored foot soldiers. medic. Begin with Rank 2 first aid skill. Gain 1 Rank of
3 Battle Armor. lnfantry in powered armor. skill for each additional 2 years in this service. @
4 Battlebot. Armored, robot-like battle machines. Recruiter. Character's unit recruits new personnel for
5 Gunnery. the military. O
6 Light Cavalry. Hovercraft and assault vehicles. Quartermaster corps. Provide supplies. @
7 Armored Cavalry. Tanks. Instructor (only if character has prior military experi-
8 Alr Cavalry. Aerospace strike force. ence, otherwise, reroll on this table). @I
9 Field Technician. On-site repairman. Engineer. Design & build camps, bridges, etc. @
10 Special duty. Select duties on Table 5328: Special Technician. Operate, maintain & repairequipment. @
Duties. Office worker. O
2 Aquatic Navy. These are the ships who prowl the seas. Military police. 8
Rollad6on thesubtable belowtoselectthetype of service. Rangers. Wilderness masters. Deadly warriors who
1 Marines. Shipboardsoldiers. can operate behind enemy lines. Q @
2 Gunnery. Recon. Likethe Rangers, they are adept in the Wilder-
3 Fighter Pilot. Flies fixed-wing aircraft. ness, but their focus is informationgatheringand not as
4 Field Technlcian. On-site repairman. much on combat. O O
5 4 Special duty. Select duties on Table 5328:Special Sniper. Specialist in infiltration and hitting long range
Duties. targets. Q 8
3 SpaceNavy. These are the pride of the heavens. Roll ad6 Suicide squads. Although they do not necessarily
on the subtable below to select the type of service. have to die to complete their missions, they get the
1 Marines. Shipboardsoldiers. rough missions, ones in which the chance of dying is
2 Gunnery. high. Q
3 Space Fighter Pilot. Flies small attack space craft. Espionage. Infiltrate the enemy, and return with key
4 Field Technician. On-site repairman. information. 43
5-6 Special duty. Select duties on Table 5328:Special Intelligence. Interpret informationabout the enemy.@
Duties.
4 Mercenaries. Warriors for hire, usually the followers of a
charismatic leader. Roll a d l 0 on the subtable below to Footnotes
select the type of service. @ Nomilitaryskillsgained inthis service (beyondbasics),unlesstrans-
1 ~ i g hinfantry.
t Unarmored foot soldiers. ferred to a combat unit.
2 Heavy Infantry. Armored foot soldiers. 8 Character gains military skills on Table 534: Military Skills as if
3 Battle Armor. lnfantry in powered armor. assigned to a light infantry unit.
4 Battlebot. Armored, robot-like battle machines. O Gains skills as heavy infantry, but add ld4 additional combat skills,
5 Gunnery. selected on Table 534: Military Skills.
6 Light Cavalry. Hovercraft. Q Gains skills as light infantry, but add ld2 additional combat skills.
Select skills on Table 534: Military Skills.
7 Armored Cavalry. Tanks. (3 Gains +d6 Special Survival Skills. Select skills on Table 5340:
8 Air Cavalry. Aerospace strike force. Special Survival Skills.
9 Field Technlcian. On-site repairman. @ Treat as light infantry, but gain one additional combat skill, Disguise
10 Special duty. Select duties on Table532B: Special at ld4+1 Ranks of skill. Gain ld4 Ranks of thieving skills. Select
Duties. military skills on Table 534: Military Skills.
Gains +3 Ranks of Camoflage 8 Concealment skill and +3 Ranks
of Ranged Weapon skill.
635: Enslaved! 60 635: Enslaved!

10 535: Enslaved! Events (roll a dl01


The character escaped with 1d6 other slaves. Roll a
; on the subtable below to select the consequences.

Enslaved! 1
2
A reward of ld10x1,000 credits is offered.
A relative of the owner helped the slaves to escape.

II 1
Select the relative on Table 1040: Other Relations.
Use only if directed here by another table 3 The character was forced to kill the owner during the
escape. If caught, his life will be forfeit.
4 The character stole an item of value during the escape.
A is an unfortunatefact that sentient beings have an acquired The owner (or his heirs) desperately want the itemback.
tendency to treat other sentient beings (particularlythose who fit Select the item on Table 854: Gifts & Legacies.
the "not like us" category) as if they were property. to be bought, 5 The owner (if of the opposite sex from the character,
sold, andbred like livestock. No culture has a monopolyonslavery. otherwise the owner's spouse) is secretly in love with
Primitives and High-Tech beings alike own slaves. So long as him and without the character's knowledge, helps the
those with powercan force their will upon those without, there will character escape .
be slavery. Roll 1d2+1 times on this subtable. Reroll duplicates.
6
Instructions: Forclarity, the instructions aresubdividedby The characterisfreed! Rolla d4 on the subtable below
topic. Read all instructions before continuing. determine the cause:
Owner: Use the standard NPC creation guidelines found on 1 The character's owner decides to free the character.
page 9 to select details about the owner. Exception: to select the 2 Slavery is abolished. All slaves are freed and given 10
owner's Social Status-add 83 to the result of a d20 and compare x 1d l 00 credits as a partial reparationby their owners.
the total against Table 103: Social Status. Give the owner an 3 The character is able to buy his freedom. Because he
occupation (see Table 107: Parents & NPCsfor help here). needs money to live, he remains as an employee of the
Duration: Roll ad6 to determine how long (in years) the char- owner for another 1d4 years.
acter is enslaved. Enslavement begins at the age determinedfor 4 An Exotic Event occurs. Select the event on Table540:
it (see "Age" under Table 208: Significant Events of Childhood& Exotic Events. The event causes the character to be
Adolescence or Instructions under Table 210: SignificantEvents freed! Decide why the character becomes free.
ofAdulthood). Enslavementthat begins in childhoodmayovetlap
Into adolescence. Enslavement that begins in adolescence may The character is the owner'sfavorite. He becomesthe
extend into adulthood). Enslavement beginningin adulthood may tnior slave in the household. Several slaves hate the char-
further increasethe "adultwyears priortoacharacter's adventuring :ter for this and one becomes a Rival. Determine details on
career. able 753: Rivals.
Events: Rollad3todeterminethenumberof eventsthat occur 5 The character improves his primary occupationalskill
during the period of enslavement. For each event, roll a d l 0 and r ld3+1 Ranks.
matchthe result against the table below. Follow directions if use of
othertables is indicated. For each event you may select the age at Add 1d4 additionalyears to the periodof enslavement
which it occurs (within the periodof enslavement), rather than roll ~droll for one additional Enslaved Event.
dice to determine the age. Character learns an additional occupation at Rank 3
Occupation: Slaveswork. That means they performan occu- :ill. Select occupation appropriate to the owner's Culture.
pation. If a slave does not already have an occupation that would
be useful to his owner (GM's discretion), he is taught a new The character is a sexual plaything of the owner (re-
occupation (at Rank 3 ability)that is appropriateto the Cultureand krdlessof sex), and has no otherduties. CharactergainsRank
needs of the owner. skill at the skill of sexual seduction, but drops one Rank in all
Escape or Freedom: An event that indicates the character her occupational skills.
escapesorisfreedby his owneroccursonlyat theend of the period Character participates in a slave revolt. Roll a d6 on
of enslavement. If a character does not roll an event that ends the result of 6, the character leads the revolt. Roll a d6 again. If
enslavement period, then the character is freed at the end of the e result is 4 to 6, the revolt succeeds. Otherwise it fails. Roll
enslavement duration without incident. 36 a third time. If the result is 6, the owner is killed. If the revolt
Slavery & Social Status: Enslavement causes the charac- ~cceeds,the character escapes (determine details by using
ter's social status to drop to Destitute while a slave and drop l d 4 tent #I). If the characterwas the leaderof asuccessful revolt,
levels below original status upon regaining freedom. t now leads 1d6 low-ability NPC followers (see Table 7526:
Roleplay: Imagine what it would be like to be someone's orrpanions-What Kind of Guy?). If the revolt fails, he is
property, to have no control over your life, to realize that you exist rtured and receives a grave injury from Table 860: Serious
only at the whim of your owner. What would it be like to know that 'ounds.
your children aren't yours, that they could be sold like livestock at If older than 13, the character is used as breeding
the next slave auction. Isthe character a "goodmslave,or a strong- ock. Males will father ldlO children each year of captivity.
willed trouble-maker familiar with the painful end of a whip? What ,males will give birth to one child each year of captivity. At
Is the character's attitude towards slavery upon being freed? ayer's discretion, determine the fate of these children.
636: Imprisoned! 61 536: Imprisoned!
determine where the character is punished or rehabilitated.
Duration: The type of crime determinesthe number of years
imprisoned. Imprisonmentbeginsatthe age determinedfor it (see
"Age" under Table208: SignificantEvents of Childhood&Adoles-
cenceor Instructionsunder Table210: SignificantEventsofAduR-
hood. lmprisonmentthatbegins inchildhoodmay overlap into ado-
Imprisoned! lescence. Adolescence lmprisonment may extend into adulthood.
lmprisonment beginning in adulthood may further increase the
"adult" years prior to a character's adventuring career.
Events: Rollad3 to determinethe numberof eventsthat occur
II Use only if directed here by another table

Barbaric societies have a simple way to punish criminals -


during the period of imprisonment. Foreach event, roll a d l 0 and
match the result against Table 5368:Prison Eventsbelow.Follow
directionsif use of othertables is indicated. Foreachevent (except
they kill them and have it done with. Prison is an enlightened escape or early pardon-see events below), you may select the
society's way of dealing justice to transgressors of the law. age at which it occurs (within the period of imprisonment), rather
Prisons in future societies couldfollow a number of theories in than roll dice to determine the age.
the way they deal with the punishment and or rehabilitation of of-
enders. They maybethe traditional dungeonwith dank, darkcells, Roleplay: Generally speaking, those imprisonedfor com-
or walled compounds with no individual rooms or privacy, or mitting crimes deserve their punishment. but are not necessarily
luxuriouscamps where influential non-violentprisoners learn the deserving of other events that take place while imprisoned. If the
errors of their ways. character is imprisoned (justly or unjustly), imagine his attitudes
While it istruethat most folkfound in prison deserve theirfate, toward fellow prisoners,the guards and those who run the prison.
it can also be saidthat some are there who should not be. They had
the misfortuneto either be at the wrong place at the wrong time,
look like somebody else, or be on the losing side of an argument ldlO Table 536A: Prison Type(rol1IdlOiBoZMod)
with someone who wielded political power corruptly. 1 Horrible pit-like dungeon cells
2-4 High security cells
Instructions: If the table that sent the character here did 5-9 Medium security work camp
not specify the crime, go to Table864: Crimesand select the c & p 10 Reroll, but do not add SolMod.
and punishment (number of years to be imprisoned), then return 11-15 Low security farm
here. 16 Reroll, but do not add SolMod.
PrlsonType: Rollad10 and add the character's SolModto the 17+ Low security luxury camp
result. Compare the total against Table 536A: Prison Type to

dl0 536B: Prison Events (Roll ldlO) dl0 536B: Prison Events (continued ...I
1 The characterescaped. Roll ad100 to determinethe per- 5 The character serves out his sentence in a special type
centage of the prison term served. Example: a character es- of punishment. Roll a d4 on the subtable below to select this
capes after serving 60 percent of an 11 year sentence, thus punishment.
serving only 6 112 years. Roll a d8 on the the subtable below to 1 Character learns atrade. Select an occupationon Tam
select the consequences. 4 13: Occupations.
1-2 A reward of 1d20x 1,000 credits is offered. 2 Character works in the spice mines. Subtract 1 point
3-4 ld6 other prisoners accompanied the character. from Constitution attribute.
5 A guard aided the prisoners in their escape. 3 Character is placed in a work gang. Add 1 point to
6 The character was forced to kill a particularly corrupt Strength attribute.
guard during the escape. if caught, the character's life 4 Character is sold in to slavery for duration of sen-
will be forfeit (work this out during game play). tence. Determine details on Table 535: Enslaved
7 A prisoner who escaped with the character is a power-
ful criminal (Findtype of criminalon Table864: Crimes). 6-7 Character learns thieving skills at ld3+1 skill Ranks.
Hegoes relativelystraight afterescaping, and becomes 8 Character escapes, but is caught. Add 5 years to sen-
the character's patron. Select details on Table 539: In tence duration.
the Service of ... beginning with 5398.
8 Roll ld3+1 on this subtable. Duplicate results indicate 9 Character participates in a prison uprising. Roll a d6. On
a doubling of the earlier roll (a rewardwould be doubl- a result of 6, the character leads the uprising. Roll ad6 again. H
ed, two guards aided the escape, more than one guard the result is 4 to 6, the uprising succeeds. Otherwise it fails. Roll
was slain, etc.) a d6 a third time. If the result is 6, Id10 guards are killed. W the
uprising succeeds, the character escapes (determine details on
2 A general amnesty is declared. The character is freed the subtable below Event #I). If the character is the leader of a
after serving only 1d l 0x10% of his sentence (do not make any successful uprising, he or she continues to lead l d 6 low-ability
more event rolls on this table). NPC followers (see Table 752C: Companions-What Kind ol
3 A disease ravages the prison. The character survives Guy?). If the revolt fails, the character is tortured and receives a
and gains fame as a tender of the sick. Surviving prisoners and grave, permanent injury. Select the injury on Table860: Serious
guards treat the character as a hero. Wounds.
4 Character is beaten frequently by cruel guards. 10 Character is tortured and recieves a grave injury. Select
the injury on Table 860: Serious Wounds.
537: Religion 537: Religion 1
counter with the followers of gods, or in the extreme, a personal
awareness of a higher power's influenceIn one's life. All events are
assumed to revolve around a single deity, religion or cult.
I
Instructions: First, roll a d l 0 on Table 537A: Reli ionsto
select the type of religion encounterd. Next, roll a d l 0 animatch
the result against Table 5378: How It Begins to find how it all
begins. Then roll a d3 to select the number of events that occur.
I
Religion Foreach event, roll ad20 and matchthe result against Table537C:
Religious Events. Events occur in no set order.
I
I Use only if directed here by another table
Mankind's needfor God and salvation will not end becausewe
Roleplay: The supernatural exists, both as good and evll
forces, and devotion to a deity is one the strongest personality
traits known. Even in the imaginings of humanisticfutures, the in-
fluence of God, demons orotherpowerful supernaturalbeingscan I
have touched the stars. Even with faster-than-lighttravel, Heaven easily dominate the life of a character for either good or ill.
will remain unreachable for the unsaved. Meanwhile, those who
believewillcontinue the great commissiontowitness Godto man-
kind (and other sentient life) wherever they may be found (John d2O 537C: Religious Events (roll a d20)
3:16-17, Mark l6:l5) 1 Followers of the religion accuse the character of a crime
On the other hand, the lies of false teachers, evil cultic influ- against God. If the character is a follower of the religon, he is
ences, and the failings of human religions will also continue. With- excommunicated.
out a doubt, there will be social problems and corruption in future
churches, just as there were and are in historical religions. 2 4 Charactermakes apilgrammageto an importantbut dis-
Being sent here does not necessarily mean that the character tant shrine of the religion, possibly on another planet.
"gets religion" or becomes a priest or even a member of a cult, 5-7 In a vision, God asks the character to perfom a sacred,
church ortemple. It indicates a brushwith the supernatural, an en- but dangerous mission. GM should create mission.
7 8-12 Character joins the religion. Roll a d l 0 on the subtable
dl0 537A: Religions (roll a dl01 below to determine the strength of the character's devotion.
1-2 Universal Monothelsrn. This is a vast, tradition-bound 14 Merely a churchgoer, no serious devotion.
religious beauracracy, devoted to a single God. 5-7 Devoted follower of the prinicples of the faith.
3-6 Splinter faith. This religion believes in the same God as 8-9 Fervent Belief, seeks to spread the faith.
Universal Monotheists, but disagrees with the way that 10 All-consuming, fanatical passion. Entire life is fo-
God is worshipped. cused on on his faith, with a willingness to
7 Radical personality cults. Belief in the deity or special die for what he believes.
calling of a charismatic leader. Cult often ends tragically. 13 Character makes propheticstaternents. Rolla d l 0. On a
8 Mysticism. Belief in the power of self and that mortals result of 6-10, he becomes unpopularfor what he says.
can eventually become gods.
9 Evil Worship. Devotion to the enemy of God. 14 Character inadvertantlydesecrates a holy shrine. Roll a
10 Multlgod pantheons. Like Greek or Norse gods, but d4 on the subtable below to find the consequences.
can also include spirit and ancestor worship. 1 God's followers persecute character.
2 Followers seek reparations.
3 Followers shun character.
dl0 537B3 How It Begins (roll a dlO) 4 Religious assassins seek character's death.
Hostile encounter. Followers of the religionare persecut-
1 15 The character uncoversthe activities of an evil cult. Roll
ing unbelievers. a d4 on the subtable below to find the consequences.
2 Evangelism. Believersshare their beliefswith thecharac- 1 The cult seeks to have the character join them.
ter in hopes of gaining a new follower. 2 The cult seeks to kill the character.
3 Curiosity. The character hears stories of the religion and 3 The localcult organization is destroyed. The charac-
goes to personally investigate. ter becomes a hero, but the cult now wants himdead.
4 An Inner need. The character feels he must seek out the 4 Others shun him because of this, possibly out
believers of religion. of fear of the evil cult.
5 Voices. The character hears voices inside his head,
speaking of the religion. 16-17 Enemies of the religion persecute the character.
6 Parent's religion. The character has grown up with this 18-19 The character studies for the priesthood for l d 4
religion, but is now personally confronted by it. years. This improves literacy skills by two Ranks and gives the
7 Friend's religion. A friend invites the character to come character one skill Rank of religious knowledge for each year.
to his god's temple.
8 Refuge. lt was storming. The church was the only warm 20 By reading a book in the church, the character leams
and dry place with an open door. more than he ever wished to know about evil powers and prin-
9 A chance encounter. In a lonely place, the character cipalities. Roll ad100. If the result is 80 or higher, the knowledge
meets a intriguing follower of the faith. causes the character to develop an exotic personality trait.
10 Healing. The clergy of the faith heal the character of an Select this feature on Table 644: Exotic Personality Traits.
injury or illness.
b
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). He can only love from afar.
The beloved is already marriedto another.
The beloved has been widowed before.
Ah Love! Beloved has children. Roll a d6 to for the number.
Beloved is a sentient humanoid robot or android.
Beloved's Social Status is differentfrom that of the char-
I Use only if directed here by another table 1 acter. Select the Social Status on Table 103: Social
Status, rerolling results that indicate a similar status.
Romance often catches us off guard. While we are making Beloved's Culture is different from that of the character.
Ins for our lives, love has other ideas. Select the it on Table 102: Technocukure,rerollingany
results that indicate a Culture similar to the character's.
Instructions: Roll a d20 twice on Table 538A: The Be- Beloved was created (clone, genetic construct, or even
loved,toselect details about the character's loved one. ~ext,roll a robot or an android) specifically for the character.
ad3 toget the number of eventsthat occur because of a romance.

IForeachevent, roll ad20 and matchthe result against Table5388:


RomanticEvents,Follow any directions given and retum here until
all rolls on this table are complete. For each event, you may select
Beloved's age is significantly diierent from the charac-
ter's. Roll a d6 for Hi-Lo. Hi = much older than charac-
ter. Lo = much younger than character.
The beloved is a member of a different race. Select the
the age at which it occurs, ratherthanrolldicetodeterminethe age. race on Table 748:Aliens.
IEvents that produce children should not occur prior to age 13.
A childhood romance lasts ldlO months. An adolescent ro-
mance lasts 1d4 years, but if a 4 is rolled, assume that the relation-
Beloved is noted for a personalityh quirk. Select a per-
sonality trait on Table 644: Exotb Personality Traits.
Belovedis notedforastrongpersonalitytrait. Use Table
shlp continues into adulthood unless terminated by an event (on 312A:Personality Trait Trlpestoselectthe trait. Assume
Ithis or other tables). Romances beginning in adulthood are as-
sumedtocontinue unlessended by an event. Eventson this table
that prematurely end romances are preceded by an [Elsymbol.
that the Trait has a strength of ld20+80 (see Table
3 12C: Optional Rule for details).
13-14 The beloved's appearance is exceptional. Roll a d6 on

I Age, Social Status & Culture: Assume that the Age,


Social Status and Culture of the beloved are roughly the same as
the character's unless a table entry declares othemise.
the subtable below:
1 Beloved is incredibly good-looking
2-3 Beloved is quite attractive
4-5 Beloved is rather unnattractive
I Role lay: If ou haveever been in love, you will have a ood
idea how h e andYramance will affect the characteh life. #not,
imagine the character being devoted to someone more strongly
6 Beloved is ugly, even repulsive.
15-18 Beloved has an appearance quirk. Select the quirk on
than he is to his own life. The loss of a beloved (ora love affair that Table 863:Appearances.

Iends badly) can create emotional wounds that maytake years to


heal-if they heal at all.
19

20
Beloved is involved in a romantic triangle, in which an-
other lover pulls at his or her affections.
Roll twice more on this Table.

1(d20 538B: Romantic Events (roll a d2O) d20 Romantic Events (continued .,I

'I 14
5-7
Character marries the beloved (player's option).
Thecharacter andthe beloved are intenserivals untilthev
suddenly realize their rivalry springsfromtheirmutal love:
When together, the character and his beloved have a
psionic power that they do not have when separated.
Select the power on Table 862: Psionics.
8 The families of both the character and the beloved disap- The character and the beloved travel to another world
prove of their love interest. Rollad6 on thesubtable below together. Use Table522:OtherworMEventstoselect what
to determine their actions. occurs there.
1 [El Character's family has the beloved killed. The character rescues his beloved from certain doom.
2 Character's family forbids seeing the beloved. Create an imaginative near-doomscenario.
3 Beloved's family forbids seeing the character. The beloved inspiresthe characterto greateraccomplish-
4 The beloved's family forces beloved to enter a ments. Improve one skill by one Rank.
convent or monastary of a celibate religion. The characterhas ld4children bythe beloved. Rollforthe
5 The character's family forces him to enter a con- occurance of an unusualbirth for each child on Table 106:
vent or monastary of a celibate religion. Unusual Births (do not add in any BiMods).
6 Roll two more times again on this subtable. The belovedbecomes the character'sCompanion. Select
details on Table 752: Companions.
9-10 [El Beloved is unfaithful. Roll a d6. Ifthe result is 1-2, the [El Character and the beloved end their romance and go
characterandthebeloved reunite andworkouttheirdiffer- their separate ways, but remain good friends. Roll a d l 0.
ences. Otherwise, the romance ends painfully. On a result of 10, the beloved becomes the character's
11 A tragedy afflicts the beloved. Select the tragic event on Companion. Select details on Table 752: Companions.
Table 520: Tragedies. [El Character and the beloved bitterly end their romance
andgo theirseparate ways, becomingfiercerivals. Select
12 [ElBeloved is kidnapped (a lead-in for an adventure?). additional details of the rivalry on Table 753: Rivals.
Exotic Events
Use only if directed here by anothertable

Beyondthe merely unusual, these events are the strangest of Roleplay: These events may cause a characterto question
the strange things that can happen to a character, almost guaran- the nature of the universe, asking things like, "Why do strange
teed to be life-changingevents. things like these happen? How can Icorrect the problem?," and
"Will my friends ever believe that this happened?" These events
Instructions: Roll ad20to select the ~ f ~ u s u~ael n t Re-
. can easily be cause to seek adventure, if only to explain why they
cord the event on the character's worksheet. happened or to change their outcome.

20 540: Exotic Events (roll a d20) d20 540: Exotic Events (continued ...)
The character makes first contact with an alien race. This 5 Against his will, thecharacter'sgenderis changed. A male
counter greatly affects all future relations with the beings. characterbecomesfemale, and afemale a male. The change is
,led the type of alien on Table 748: Aliens. Then roll a d6 and not easily reversed. Initially, this will bequite ashock, but astirne
atch the result on the subtable below to discoverthe outcome passes the character will become more accustomedto the new
the meeting. gender. Note: If the player is uncomfortable roleplaying this
1 Character was kidnapped. His people are suspicious. change, rerollthe Exotic Event. Roll a d6 on the subtable below
2 Character kills an alien. The aliens are furious. Roll a d6. to determine what caused the change.
If the result is 1-4, the aliens demandthat the character be 1 Character's mind is transferred into a new body.
punished. If the result is 5or6, the aliens are overtly hostile 2 Genetic surgery accomplishes the change.
and a war ensues. 3 An ancient artifact causes the change.
3 The aliens kill one of the character's companions. His 4 Character only imagines that a change was made.
people respond with apunitivestrike. Rollad6. If the result 5 Character's mind is transferred into an altered clone.
is 1-4, the aliens respond in kind. If it is 5 or 6, the aliens 6 Reroll the cause on this subtable, but the character
now are overtly hostile and a war ensues. refuses to accept the change and lives as a person of his/
4 The race was befriended due to the character's actions her former sex.
and have become staunch allies. 6 A freak accident grants the character a psionic power at
5 The alien was the lone survivor of his race and passed on a Rank 3 skill ability. Select the power on Table 862: Psionics.
a gift to the character. Roll a d6. If the result is 1-2, select Unfortunately, each use of this power agesthecharacterby one
the gift on Table 854: Gifts & Legacies. If it is 3-4, select it full year.
on Table 855: Techno Wonders. If it is 5-6, select it on
Table 859: Talents, Mutations & Modifications. 7 The character survives a deadly encounter with a hostile
6 The aliens found the dying character amidst the ruins of a alien being. Select the type of alien on Table 748: Aliens. As a

I spacecraft (or other vehicle) and "repaired" him. He now result of the encounter, the character learns tricks that give him
has l d 6 bionic parts that function as normal limbs or a +20% combat bonus against that type of alien each time it is
organs. Select parts on Table 86 1: Bionics. encountered.
2 The character befriends an intelligent, nonhumanoid alien 8 An interdimensional rift opens and the character is ab-
being. Select the alien on Table 748: Aliens. ducted by beings from another dimension. Moments later, the
character reappears, but he has physically aged ld10+10
3 The character stumbles into a stellar gate, a portal be- years, has no memories of that lost time, and has not mentally
tween worlds on different star systems, and is transportedto his aged even a minute.
current location, a world far away from his home. Select the
Culture of the new surroundings on Table 102: Technoculture 9 Thefollowersof an unheard-of-religionclaimthatthecha-
and the type of planet on Table 1058: World Types. Any family racter is the "Chosen One, He-who-has-been-fore-ordained"to
is left far behind, so if the character is a child or adolescent, it is leadtheircult onto glory. Thecharacter initiallydisagreesand at
as if the character's parents had both died. this time, the cultists are still pleading with and harassing the
character.
4 A large meteorite impacts near where the character lives.
While everyone stands in awe of theglowing, smoking crater, the 10 Alien beings invade the character's home world andcon-
character notices something that had apparently been thrown quer it. The character's people are enslaved by the beings.
clear of the blast. It is an animal, or at least an animal-likething. Select the type of aliens on Table 748: Aliens. The character is
It appearsdead,but moments later, thecreature'seyes open and enslaved. Select the details on Table 535: Enslaved1
it begins to calmly and casually clean and preen itself. The
character has acquired an unusual pet. Select it on Table 751:
Unusual Pets. Continued ...
540: Exotic Events 66 540: Exotic Events

d20 540: Exotic Events (continued ) ... d20 540: Exotic Events (continued ., )
11 While poking around in someabandoned, ruinedplacethat 15 The character's world is unavoidablydoomed to destruc-
others of his people avoid, thecharacter comes across a hidden tion. Those inthe know keeptheir knowledgesecret, but prepare
treasure. Unfortunately, the character was not able to do any- fortheirown escapes. The characterparticipates in asecret pro-
thing with the treasure. To the best of his knowledge, it remains ject to both stopthe rulers and let some orallof theworld'speople
untouched. Roll a d6 on the subtable below to determine the escape thedestruction. The character and his friends succeed in
exact type of treasure. at least saving themselves. Roll a d6 on the subtable below to
1 Gold and silver coins worth 1d6x 10,000 credits. determine additional outcomes.
2 1d3 devices from Table 855: Techno-Wonders. 1 The evil leaders are foiled and die in the destruction.
3 1d6 objects from Table 854: Gifts & Legacies. 2 Half the world's population is saved.
4 A lode of valuable mineral resources. 3 All are saved.
5 An abandoned, but still functional space craft. Determine 4 The planet is only ravaged, not utterly destroyed.
the details on Table 866: Spacecraft. 5 Only the character escapes.
6 Roll twice more on this subtable. Combine the results. 6 The catastrophe is averted by what can only be called a
Heavenly miracle.
12 The character befriends an Extremely Wealthy person.
Roll HVLo to select the being's sex. A Hi result is a male, a Lo re- 16 An evil, despotic ruler orders all persons of the character's
sult is female. Then roll a d4 to determine the person's age. ethnic background orgeographiclocationto beexterminated. As
1 Much, much older than the character. far as the character knows, he alone escaped this heinous act
2 About the same age as the character. and is still persecuted by the leader.
3 Much youngerthan the character (maybe a child) 17 During a routine medical exam, the character is an un-
4 The wealthy being is an alien. Reroll age and select alien knowing subject of an unregulated scientific research project.
on Table 748: Aliens. Roll a d4 on the subtable below to determine the effects:
13 Through acomplicated chain of events, the character has 1 The character gains a psionicpower. Select on Table862:
been marooned, left for dead on a remote alien world. Yet he Psionics.
survives and returns to civilization. As a result of the encounter, 2 The character develops 1d3 exotic traits. Select on Table
the character's Wilderness Survival skill jumps 1d4 ranks. Go to 644: Exotic Personality Traits.
Table522:Other WorldEventstoselect events that occurredon 3 The character lives in fear that something unknown has
thealien planet. Select the person orpersons responsibleforthe been done to him and that the universe will soon discover
abandonment by rolling a d l 0 on the subtable below. The him to be a monster.
character has a burning desire to "pay back" those who aban- 4 The character has become immuneto 95%of alldiseases.
doned him. Unfortunately,the experimenters want to do an autopsy on
1 A rival. If no rival, create one on Table 753: Rivals. his corpse to find out why .
2 A relative. Select on Table 1040: Other Relations. 18 There is a terrible accident andthecharacter is killed! Med-
3-4 Pirates! ical science returns the character's body to life. Roll a d6 on the
5 Alien beings. Select type on Table 748: Aliens. subtable below to select what has happened because of the
6-7 Other Person. Select type on Table 745: Others. accident:
8 Renegades. Rebels against the government.
9 Government forces, soldiers of the ruling power. 1 The character was actually dead for l d l 00 years.
10 Enemy forces, soldiers of an enemy power. 2 The character's mind awakens in a clone of his body.
3 The character's mind awakens in a different body. There is
14 Character is mistaken forthe missing offspring of apower- a 50% chance of the new body being a different sex and a
ful leaderand is taken to live in the leader's household. Roll ad6. 10% chance of it being an alien. If so, select type on Table
If the result is 6, the missing offspring is the leader's heir. At first, 748:Aliens.
he decidesto maintain the ruse. Then, after 1d6 years something 4 The character's brain has been cyborged. He is now a liv-
happens. Roll a d4 on the subtable below. ing mind in an android or robot body. See Table 750:
1 The leader is assassinated by rivals. The character is Artificial Persons for details.
named heir apparent, but is under suspicion for killing the 5 The death experience is also a religious experience and
ruler. However, the assassins may strike again! the character subsequently joins a popular religion.
2 The missing offspring returns and claims the character to 6 Reroll. The character is obsessed with avoiding death.
be an impostor. 19 Astrange woman gives the character an ornate box sealed
3 The character is revealedas an impostor, accused of mur- with wax and hoarselywhispers "ItSuptoyounow,keepitsafe,keep
. dering the leader's offspring, and thrown into the dun- itfrom ...them." It's not until shedropsdead atthecharactefsfeet
geons. Go to Table 536: lmprisoned!to select the events that the smoking hole in her back becomes obvious. GM Only:
that happen therein. After l d 6 years, the offspring returns refer to entry #540 on Table 967: GM Specials.
and pardons the character.
4 The offspring never really disappeared. The whole thing 20 The character is present during an experiment which un-
was a setup. The offspring was an only child and slowly leashes a terrible curse into the universe in the form of (roll a d4
went mad. In order to continue the dynasty, the leader's to select the thing):
politicalfaction brought in the characterto keep up the ap- 1 A deadly, incurable plague.
pearance of a competent heir. 2 A sentient energy force.
3 A being from another dimension.
4 An ancient being, trapped since prehistory.
542: Death of a Loved One 68 542: Death of a Loved One

542B: Other Events (Roll a d20)


d20 TheEvents

Death of a Nothing unusual occurred.


Character is stricken with grief. He becomes obsessive
about preserving the memory of the deceased. Unless
Loved One the charactercan come to terms with this obsession, he
is unable to form meaningful relationships.TheGM may
wish to create an adventure through which thecharacter

Ia Use only if directed here by another table

A Loved One is anyone whom the character cares for, a


finally works out his grief and lets the dead rest.
Roll twice more on this table.
Papers found in the deceased's home reveal a secret.
Roll a d4 on the subtable below to learn the secret.
mother, father, guardian, brother, sister, mentor or romantic lover.
A Love One's death can have a drastic effect on a character's life. 1 Deceased was once a Noble, living in exile. Select
There is the grief of loss, the possibility of receiving an inheritance the Noble title on Table 749: Nobles.
or beingsaddledwith financialburden, the chance that a surviving 2 Deceased was an important research scientist.
parent may remarry ... and still stranger things. 3 Deceased is secretly the child of a powerful leader.
4 Deceased was not a human being, but a cleverly
Instructions:Tables which sendthecharacterhere should made, self aware android. The deceased is not truly
already have stated who has died (or instructed you to select the dead, since machines do not die (as we know it).
deceased). If the deceased was an adult, roll a d8 on Table 542A:
lnheritancetodeterminethechracter'sinheritance, if any. Then roll When the character visits the deceased's grave, the
a d20 on subtable 5428: OtherEventsto select a significant event grave has been opened and the tomb is empty.
surrounding the death of the Loved One. Follow directions given Deceased's spouse (if any) remarries within l d 4 years.
with the selected table entries, returningthere until all rolls on that Deceased's spouse (if any) remarries immediately.
table are complete. A close f riend of the deceased confides in the character
Note: If aspouse of aparent orguardian survives, roll ad100. that he or she believes the deceased was murdered.
On a result of 75 or less assume that the spouse remains in The deceased's spouse (or a close relative if no surviv-
possession of any property and most money. ing spouse) blames the character for the deceased's
death. Select the cause of death on Table 541: Death
Roleplay: How does the character feel about losing a par- Situations.
ent? How would you feel if (orwhen) it happened to you? Would When character tries to collect his inheritance, it has
the value of an inheritance in any way compensate for the loss? already been claimed by another relative (selected on
Table 1040: Other Relations).
The deceased's spirit appears to the character and de-
542A: Inheritance (Rolla dB) mands that an injustice be righted.
Ajoumalfound in thedeceased'seffectshintsatthe loca-
d8 The Inheritance tion of a lost treasure.
A mysterious stranger offers to buy any items inherited
1-3 The character recieves 1d l 0 times his base starting mon-
ey in cash. from the deceased for much more than they could pos-
4 The Love One's estate is liquidatedto pay off debts. Roll sibly be worth (1d l 0 x 1,000 credits).
a d6. If the result is 6, the debts remain unpaid and the A book found in the attic turns out to be plans for a
characteris liable for I d 100 times his basestartingmoney. fantastic (but experimental)technological device. Select
5 The character recieves nothing. The Loved One's last will the device on Table 855: Techno- Wonders.
and testament condemns the character's lifestyle. Acharismatic, but mysterious(andobviouslyevil)stranger
6 The character recieves a map, a key and a strange gift. claims the deceased estate for himself. Everythinglooks
The three are somehow related (GM'sdiscretion as to how legal, but something smells fishy about the situation.
they are related). Determinethe gift on Table 854: Gifts& If the character has living siblings, they fight over the
Legacies. deceased's personal belongings.
7 The characterbecomes heirto the Lovedone's estate and The deceased was declared legally dead after having
may assumecontrolof any lands, monies, properties, and disappeared years ago, but may actually be alive.
possessions. Upon dying, a small serial number is revealed on the
8 As describedfor#7 above, but with aconditionselected by body. Apparently, a clone was substituted for the de-
rolling a d4 on the subtable below. ceased some time in the past. Does he or she still live?
The deceased is reanimated by some necromanticsci-
1 Character must first marry and produce an heir. ence. The deceased appears to be alive, but something
2 Character must change lifestyle (forego adven- is not quite right. Roll a d4 on the subtable below:
turing career, become a priest, etc.) 1 Only the body is kept alive, the personally is gone.
3 Character must performa task, mission, or quest 2 The soul is kept alive in a slowly decaying body.
described in the will (GM's discretion). 3 The deceased lives only as a data recording.
4 Character must devote life tochampioning the 4 The deceased's brain has been cyborged into a
poor, the weak, and the downtrodden. look-alike android body.
I Personality Traits
I &only if directed here by another table I
a Use this table when the character has assumed a Lightside,
Darkside or Neutral personality trait.
Rather than mislead GMs and players by calling the traits in
Table643A "good,"they arecalled Lightside,representingthe bet-
ter aspects of humanity (and other higher life forms). Folks with
these traits are often considered "nice" people, though that may
not be the truth.
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). They are easily found in charac-
ters who tend toward either or neither extreme.
Finally,the traitsfoundin Table643Cmay ormay not be "evil," dNd10 643A Lightside Traits (roll d4 & dl01
but they certainly represent the baser aspects of humanity (and Optimist: always see the good side of things.
other sentient beings), and so they are called Darkside. Beings Altruist (f): selfless concern for others' welfare.
with these traits are often consideredas being "nasty,"though that Helpful: helps others in need.
may not always be the case. Kindly (f): warmhearted and friendly.
Instructions: For each trait to be selected, roll a d4 and a Careful: cautious in thought and deed.
d l 0 at the same time. The results are not added, but are read like Considerate: thinks of others' feelings.
a two-digit number. The d4 result is always the first or "10's" digit. Sober: serious, plain-thinking, straightforward.
Example: A d4 result of 3 and a d l 0 result of 0 are read as a 30. Teetotaler: abstains from drinking alcohol.
Matchthe total againstthe appropriatetable to determinethe trait. Trusting (f): trusts others to behave correctly.
Note that each Lightside trait in Table 643A: Lghtside Traits Peaceful: serene of spirit.
has an oppositetrait to be found in the same numerical position in Peacemaker: attempts to calm others.
Table 6436: Darkside Traits. Pious: reverently devoted to worship of God.
Honest (f): always gives what is due.
Roleplay: The presence of a Lightside or Darkside trait in Loving: affectionately concerned for others.
a character's personality does not mean that a character is either Giving: gives of self and possessions.
good or evil. Organized: everything has a place.
Lihtside traits representthe niceraspectsof acharacter'sper- Clean: practices good hygiene.
sonality. Characterswho possess several of these traits will have Punctual: always on time.
a tendency to behave in a good way. Still, merely having these Self-confident: sure of self and abilities.
traits does not make the character a saint, or even a necessarily Courageous: brave in the face of adversity.
good person. It is entirely possible for the vilest of villains to be Respectful: shows respect for others.
sober, pious, and well-mannered. Calm: difficult to anger, a peaceful spirit.
Similarly, Darksidetraits are the more unpleasantaspects of a Patient: able to wait with calmness.
personality. Evenso, merely havingthese traitsdoes not makethe Wise: understands what is true, right or lasting.
charactera villain, noreven a necessarilyevilperson. It is entirely Generous: willing to give more than fairly.
possibleforthe purestof holy prieststo be dull, slovenly, and rude. Imaginative: a clever, resourceful mind.
However, if either Lightside or Darkside traits are prominent Forgiving (*): able to pardon faults in others.
parts of the character's personality, they may cause the charac- Vlrtuous (*): chaste, pure, of excellent morals.
ter's behavior to lean toward the stronger alignment. Dependable: does duties reliably, responsibly.
Well-mannered: polite, courteous.
Good vs. Evil: Certain traits are usuallyfound only in good Benign (*): gentle, inoffensive.
people, asthey are not in keepingwith evil acts. Traits markedwith Friendly: warm and comforting.
an asterisk (') will generally not be found in evil characters (such Humble: lack of pretense, not proud.
as NPC villains) unless they are a part of split personality (that is Energetic: does things quickly, with verve.
to say, one good personality and one evil personality in the same Truthful (f): always tells the truth.
being). Othertraits are normallyfound only in evil people, as they Cheerful: always happy and smiling.
are not in keeping with good acts. Traits markedwith a dagger (t) Enthusiastic: excited, can't wait to act.
will generally not be found in good characters (such as NPC Thrifty: careful with money.
heroes). Dlplomatlc: careful to say the right thing.
Extra trait: roll twice more on this table
Use this table when the character assumes some truly unus-
ual, often exotic, or even undesirable personality trait. The traits
here might even be called personality afflictions. They run the
gamutfromsirnplefearsto bizarrebehavior. Folkswiththesetraits
are considered eccentric, odd or even bizarre.
Instructions: Roll a d20 and match the result on Table
644A: Exotic Feature Categories. This selects the general cate-
gory of the exotic personality feature. To determine the specific
feature, go to the table indicated by the selected category.
Recordthe feature in the PERSONALITY section ot the work-
sheet and if the trait is also a Lightside, Darkside, or Neutral trait, Roleplay: A person with an exotic personalityfeatureis de-
mark the box that corresponds to the trait's alignment. Write any cidedlydifferentfrom otherfolk, regardless of whetherthe feature
additional information in the EVENTS section. is readilyapparentto others or not. Often, aperson with such atrait
Developing a Personality: Many events that occur in may try to hide it from others. He may imagine that what he does
acharactefs life alsocause his personalityto develop. Personality or is, is normal and acceptable, or taken to the extreme, may not
traits shape the way he acts or responds later in life. Some of these even be aware that he possessessuchan odd personalityfeature.
traits are good or Lightside traits; others are considered bad or RealLife: Note, the depiction of these personalityfeatures,
Darksidetraits; and still others are Neutral, neither good nor bad. many of which are considered physical and mental illnesses or
Most features here are not aligned (that is, they are neither handicaps, is in no way intended to belittle those who must cope
Darkside, Lightside, nor Neutraltraits) and do not count toward de- with them on a day to day basis in their own lives. Veryfew would
termining alignment. Those that will affect the selection of the choose to be as they are, but learning to deal with their problems
character'salignment are followed by a letter enclosedin brackets. often forges them into better representatives of humanity than
This letter representsthe type of personalitytraitthat developsbe- those of us who are healthy and whole. Peopledo not gain strength
cause of the event that sent you here. An [L] means a Lightside by overcoming small challenges.
trait. A [Dl means a Darksidetrait and an [N]means a Neutraltrait.
When you get to Table312: Alignment & Attitude, the instructions
there will tell you what to do with the letters. 644A: Exotic Feature Categories
Trait Control: Use the chart below to gauge the amount
of controlthecharacterhas overthe trait orvice versa. Select atrait Instructions: Roll a d20 and match the result against
strength from the left-handcolumn that best suits the character. Table 644A below.

--

Trait Control Chart d20 644A: Exotic Feature Categories


Trivial Feature is barely noticeable, even when actively af-
fectingthe character. Special circumstancesmay have 0163 Mental Affliction (Go to Tabk 6448)'
to exist for the feature to come into play. 04-06 Phobia (GotoTable644C)
Weak Feature is easily sublimated, overcome, or ignored, 07-10 Allergy (Go to Table 644D)
but is noticable when actively affecting character. 11-16 Behavior Tag (Go to Table 644E)
Average There is an uneasy balance. Feature is not active 17-18 Sexual Disorder (Go to Table 6446'
unless the character is caught off guard or is too 19-20 Several Features manifest themselves.
fatigued to control himself. Roll ld3+1 times on this table.
Strong Unless character consciously resists the feature, it
manifests itself strongly.
Driving Feature dominates the character's life - character Warning: the author recommends that these fea-
finds it difficult to resist its compulsions. tures be played only by adultscapable of roleplayingthem in
Obsessive Character cannot rest or find peace unless actively a mature manner. If roleplaying a character with a mental
pursuing the desires, needs or compulsions of the affliction or sexual disorder makes you uncomfortable, reroll
feature. the feature.
d20 644B: Mental Affliction (roll 2d10) d20 644B: Mental Affliction (roll 2d10)
1 catatonia. Character collapses into a fetal position com- 14-15 Obsessive behavior. The needtoperformsome action to
pletely and totally withdrawing from the world-deaf, unfeeling, the exclusion of everything else. The character cannot be com-
unseeing. fortable, or in extreme cases, think rationally, untilthe obsession
2 MuRiplepersonalltles. The person literally becomessome- is resolved. The obsession can vary from something simple, like
one else. l d 3 additional personnas may manifest themselves, cleaning, to a need to expunge evil (or good) from the universe.
usually to help the character deal with something his "normal" To select the object of the obsession, either make something
identity can? handle. Each individual personality should have up, or roll a d l 0 on the subtable below:
one key personalitytrait that typifies it, possibly basing the entire 1 Devotion to a Lightside trait. Select on Table 643A.
personality around that trait. Select the trait on Table 312A: 2 Devotion to a Darkside trait. Select on Table 643C.
Personality Triait Types. Additionally, each personality has a 3 Character has an obsessive hatred. Roll a d4 on the
60% chance to have an Exotic Personality Feature. sub-subtable below to select the thing hated [Dl:
1 Any alien being (including monsters).
3 Compulslve Lying [Dl. The person cannot tell the simple 2 Particular alien race. Select on Table 748: Aliens.
truth, but must always reinterpret or expand upon it. 3 Robots, androids and maybe even computers.
4 Paranoia [Dl. This is afeeling of persecution, that everyone 4 Someone. Select type on Table 745: Others.
is out to get you, or is plotting against you. Extreme cases may 4 Character feels an obsessive need to destroy. Select
imagine fantastic plots concocted by alien beings. May plot to target of destruction (your choice) [Dl.
strike back at his oppressors (i.e. at everyone). 5 Character feels an obsessive need to clean.
6 Character is obsessively superstitious.
5 Hallucinations. Seeing unreal visions and distor- tions of 7 Character feels an obsessive need to collect particular
reali!y. Each occurance has a 10% chance of driving the objects (possibly even owning everything of that type).
character into temporary Catatonia (see entry #1 of this table). Roll a d4 to select the object on the subtable below:

u
6 Megalomania [Dl. infantile delusions of personal omni- 1 An item taken from Table 854: Gifts & Legacies.
potence and grandeur (commonly found in petty tyrants, self- 2 Gold (or maybe platinum, gemstones, etc.).
important bosses, and other egotists). 3 Animals (especially alien animals).
4 Beautifulthings (including people).
7 4 Severely Phobic. Unreasoning, obsessive fear of some- Character feels an obsessive need to help others.
thing of the GM's choice. II
16 Kleptomania [Dl. An obsessive impulse to steal, regard-
9 Hypochondria [N].An unhealthyconcernforone's health. less of want or need.
Person only has to hear of a new disease to imagine that he
suffers or is even dying from it. 17 Pyromania [Dl.An obsessive impulse to set, and then
watch fires.
10 Manic-depressive [Dl. Alternating, excitable hyperactivity
and inability to cope with everyday pressures. 18 Multiple Afflictions. Roll ld3+1 more times on this table.
Afflictions have a 60% chance to have some form of interela-
11-12 Depression. Beyond merely feeling a bit "downnor"blue," tionship: one intensifies another or causes it to occur, or is the
the afflicted person feels that all hope is gone. Unable to cope object or target of the other. Example: A phobia reaction is so
with their problems, or even ask for help, talking about or intense the character becomes catatonic.
attempting suicide is how they communicate their unspokencry
for help. Reduce all skill Ranks to half when depressed. 19 Hysterical sense loss. Character believes that he is
either blind or deaf (GM's choice).
13 Hysterical injury. Person believes he suffers theeffectsof
a serious injury. Determine "injury" on Table 860: Serious 20 Berserker r a g ~ l n d l e s aggresslon
s [Dl. Person is
Wounds. subject to fits of mindless aggression lasting I d 100 minutes.
644: Exotic Personality Traits 73 644: Exotic Personality Traits

644C: Phobias 644D: Allergies


The phobias includedhere have been chosen for their appro- Instructions: Roll a d l 0. Match the results against Table
priateness to fantasy roleplay gaming. The thing feared is listed 6440 below to select the allergy, then read the allergy rules that
first, then the phobia's name. follow.
Instructions: Roll a d4 and a d l 0 at the same time. The Allergy rules: After being exposedto the allergen (thing
results are not added, but are read like a twodigit number. The d4 causing allergy), the character begins to react to the allergen and
result isalwaysthefirst orU1O'sWdigit. Example: ad4 result of 4and suffer from the allergy's effects. Roll a d l 0 to select the allergy's
ad7 0 result of 0 are read as a 40. Matchthe number against Table Trait Strength (this varies from the rules on page 71). The effects
6#Cto select the thing feared. vary with the allergy's Trait Strength, but areclassed as Mild (1-4),
Serious (5-7), Severe (8-9), and Deadly (10).
Roleplay: Aphobiais somethingthat thecharacter isdeep- A character with a below-average Constitution attribute adds
ly afraid of, possibly for no known reason. The afflicted character I d 3 points to the allergy's initialTrait Strength. Acharacterwith an
will do what he can to avoid the thing feared. A person in power above-average Constitution attribute subtracts l d 3 points from
may try to have the source of his fear destroyed. the allergy's initial Trait Strength.
Allergy Treatments: Allergies can be treated and controlled
with drugs. If character is taking allergy medicine, reduce level of
Allergy Reaction by 1d4 levels.
Allergy
Reaction Effects
a41dio 644C: Phobia (roll a d4 and a dl01
Mild: Red, itchy eyes, sniffles. Minus 1 Rank to combat
Alone (Monophobia) -- fear of being alone. skills until l d 3 hours after exposure ends.
Anlrnals (Zoophobia) Serious: As above, plus asthmatic reaction (hard to get one's
Blood (Hematophobia) breath). Minus3 Ranks to combat skills, minus l d 8 to
Cats (Ailuroophobia) -- especially house cats. Strength attribute.
Cold (Psychrophobia or Frigophobia) Severe: As above, plus skin rash and high fever. Subtract
--
Colors (Chromophobia) usually specific colors. 1d6+3 Ranks from all skills. Victim is veryill and can-
not clear head to concentrate (espcially on psionic
Computers (Cyberphobia or Technophobia)
Corpses (Necrophobia) -- may include undead. abilities). 1d3 hit points are lost, if victimdoes not end
Darkness (Achluophobia) exposure upon occurance of symptoms.
Enclosed spaces (Claustrophobia) Deadlv: As above. but victim is unconscious. Medical atten-
Females (Gynephobia) -- usually found in males. tion will be necessary to revive the victim.
Fire (Pyrophobia)
Flylng (Aerophobia) -- also fear of the air. I

God (Theophobia) -- one god or all gods?!?! dl0 64.41): Allergies (roll a dl01
Hair (Trichophobia) -- hairy aliens, hair on people.
Heights (Acrophobia) Fur. Additional symptom of constant sneezing.
Infection (Mysophobia) Dust. Additional symptom of constant sneezing.
Insects (Entomophobia) -- also buglike aliens. Insect BitesIStings. Multiple bites orstings, increase the
Machinery (Mechanophobia)-also spaceships. reaction level by one.
Males (Androphobia) -- usually found in females. Food. Roll a d6. If the result is 1-3, it's a common, usual-
.Monstrosltles (Teratophobia ) -- fear of monsters. ly high protein food. Cheese, eggs, red meat and wheat
Mutants (Mutatophobia) flour are examples. If the result is 4-5, it's an unusualfood
Night (Nyctophobia) like caviar, algae antipasto, jalapeno pepper soda, syn-
Open spaces (Agoraphobia ) thetic pizza, etc. If the result is 6, it's an exoticoralien food.
Physlcal Love (Erotophobia) Use your imagination and consider what an alien might
Poision (Toxiphobia) find yummy.
-
Radiation fear of radiation and its causes. Fabric. Allergies to wool or other natural and even syn-
Reptiles (Batrachophobia) -also reptilian aliens. thetic fabrics can be unpleasant to the wearer.
Slnnlng (Peccatophobia) afraid of doing wrong, A Common Medicine. Maybe Aspirin, antibiotics, stimu-
Slime (Blennophobia) -particularly s l i m y aliens. lants, depressants, home-madechicken soup.
Snakes (Ophidophobia) An Unusual Medicine. Could be Experimental or even
Space -- fear of outer space and space travel. alien medications.
Spiders (Arachnophobia) Mold. Includes mildew and possibly even damp dirt. Ad-
Storms (Astaphobia) including thunder & lightning. ditional symptom of constant sneezing.
Strangers (Xenophobia) - including aliens! Energy Radiation. The character is sensitive to one of
Water ( Hydrophobia) the following types of radiatedenergy. Rollad6and match
Wind (Anemophobia) the results on subtable below:
Wounds o r Injuries (Traumatophobia) 1 Nuclear Radiation 4 Laser Light
More than one fear. Reroll ld3+1 times on this table. 2 Solar Radiation 5 Electricity
3 CosmicRays 6 Artificial Light
644: Exotic Personality Traits 74 644: Exotic Personality Traits I
Instructions: Roll a d4 and a d l 0 at the same time. The
6443: Behavior Tags results are not added. but are read like a two-diait number. The d4
result is alwaysthe fir& or"1O1s"digit.~xample:"ad4resultof1and
I'
ABehaviortagis an unusual*or uncommontype of action or a d 10 result of 0 are read as 10. Matchthe number against Table
activity which the character performs, usually out of habit. It is a
personality trait by which the character becomes known, such as
"an absent-minded ~rofessor."or ''the cat ladv."
644Eto select the unusual behavior.
Roleplay: These are colorful "trademarks" by which a
character Gcomes known. Have fun with them.
I
dad10 6443: Behavior Tags (roll a d4 & a dl01 d4td10 6443: Behavior Tags (continued ...
10 Secret Identity. Maintains two separate identities, 31-32 Low Pain Threshold. ANY pain makes the effective
switching as necessary to keep both "active." Create a second value of all skills and attributes drop by 1d6 Ranks or points.
background. Decide which is real and which a charade. Come
up with a good reason for this. 33 Roll ld3+1 times for multiple Behavior Tags.
11-12 Addict [Dl. Character's day-to-dayexistence centers 34-35 Fanatic. Strong belief in some idea and an equally
around a chemical substance, such as tobacco, alcohol, nar- strong devotion to its achievement, even to the point of death.
cotics, caffiene, chocolate, etc. Character becomes "ugly" and 36 Glutton. Character eats like there is no tomorrow,
unpleasant if deprived of the substance for too long. All skills whether he is hungry or not. Eats at least twice as much as a nor-
drop by 1 Rank until character gets a "fix." mal being of his race. Has a 70% chance to be grossly over-
13-15 Absentmlnded.Thecharactermisplacesthingseas- weight.
ily-the more important something is, the greater the chance it 37 Pacifist. Character will not fight. This ranges from
will be mislaid. Itemsthat are set down, dropped or hidden have vowing never to kill, never taking an offensive stance in combat
a ld20% chance of being lost permanently. (self-defense only), or even "turning the other cheek" and not
16 Fumble-fingers. Regardlessof his Dexterity attribute defending oneself at all.
or skills, this fellow is often clumsy with things he holds in his 38-39 Pet Lover [L]. Has many pets. Usually brings one
hands. At the worst moments, they seemto slip or more likely, flip along. Always lookingfor somethingelseto bring home. Mayfo-
out of his hands. The base chance is 1d4 x 10%. cus on a type of animal, cats, dogs, giant amoebae, etc.
17-18 Dlstinctive Possession. Select an object on Table 40 Political Activist [L]. Always involved in some kind
854: Gifts & Legacies, for which the character is well known and of cause. Most support the masses against their overlords, but it
which he may not wish to be parted from. Roll until you get may involveprotecting somethingfromdestructionlike "Save the
something you are comfortable with. Icecaps"or "Equal Rights for Bug-eyed Monsters."
19-20 Ego Signature [N]. Character cannot do anything 41 PracticalJoker. Enjoyspullingoff jokes at other's ex-
anonymously, but must leave some mark or item that links him pense. He's a guy who short-sheets cold sleep chambers, puts
with the act (An example is the 'Mark of Zorro'). This character shoe-polish on the eyepieces of electro-scan telescopes, and
has a 250h chance to be a Vandal [Dl who leaves his mark by soaps the windows of your all-terrain vehicles. Whose side is he
destroying or defacing property. on anyway?
21 Hlccupplng. Brought on by stress or eating, these 42 Neatnlk [N]. This is an obsessively neat person. Per-
range from mild "hics" to thunderous body shakers. At the GM's sonal effects are always clean, polished, sharp, well-organized,
discretion, these diaphragm glitches can cause penalities to and neatly arranged. Dislikes mess and has a 10% chance to
fighting and skill use checks. have a phobia regarding dirt.
22 Insomniac. Character finds it almost impossible to 43 Slob. Unconcernedabout the appearance of his person or
sleepor get any rest ... at least during the night. property. Tends to be disorganized where belongings are in-
23 Know-It-all [N]. Has an opinion or knows the "truth" volved, takes longerto find things (though he may be a master of
about everything(but, of course, you already knewthat). Actually the "verticalpiling"systemin which items are locatedin a manner
has a 10% chance to really know something. similar to geological sedimentation.
24-25 Squeamish. Can't stand to be around little creepy- 4445 Packrat [N]. "Say, this looks like it might be useful!"
crawlythings, ortouchslimy stuff or watch other people bleed, or is the battle-cry of this fellow who picks upeverything, but never
eat certain types of foods. Treat like a phobia. See Table 644C: throws any of it away. On the other hand, he always has just the
Phobias. right thing for any situation ... if he can just find it.
26 Stuttering. Reduce Charisma attribute by Id4 when 4647 Unique physical habit. An action which the charac-
talking. Penalize any speaking skills by ld3 Ranks, more if the ter performs unconsciously. Select from the following, or create
character is under pressure or nervous. yourown-winking, rapidblinking, licking orsmacking lips, swal-
lowing, rubbing part of face or body, waving hands while speak-
27-28 Bloodthirsty [Dl. Seems to enjoy combat just a little ing, twisting hair, snapping or drumming fingers.
too much, particularlywhen blood is spilled.
4849 Figures of Speech [Dl. Constantlyfills his conversa-
29-30 Dislike something. Go to Table 644C: Phobias and tions and pronouncementswith colorfulphrases, often basedon
determine what the character doesn't like. This is not a fear, but homey sayings, like "Dance lilthe cows come home,"or "Thick-
is instead something the character does not care for. The er'n spice fleas on a Denevian skwawbak."
strength of the trait determines the degree of dislike.
644F: Sexual Disorder [DI*

All Sexual Disorders are considered to be Darkside per-


sonality traits by most societies, futuristic or otherwise.

These are what many societies (at least human societies)


consider aberrant sexual behavior, usually because of religious
doctrine. Whether societies in a particular future or alien culture
consider them so is up to the GM. Yet it should be taken into
considerationthat, historically speaking, most societies have not
condonedthe behaviors listed below. Take care In presenting and hide histrue sex). It is not uncommon for acharacter afflictedwith
roleplaying these disorders, since a flippant, careless, or callous a sexual disorder to imagine himself to be normal or OK and try to
stance may embarrass, annoy, or offend other players and GMs live with it rather than change.
alike.
Tarnlshed Tomorrows: The premise of this future is that of
Instructions: Roll 2d8, and total the results. Then match the final stages of decay of an already decadent culture. Since
the total against Table 644F to select the disorder. what we would understand as morality and decency is fled from
such cultures, sexual disorders may not only be acceptable, they
Roleplay: Like drug addicts, characters aff lictedwith sexual could easily be the predominent types of sexual behavior.
disorders may feel a needto fulfiltheirsexualdesires (thestronger
the Trait Strength the greater the need). Alien Cultures: Radical differences in both alien physiology
Most human Cultures and societies consider anything other and culturalbackgroundcan easily require a redefinition of accep-
than thestraightfonvardsexual desire formembersof the opposite table behavior. Consider what the alien race defines its normal
sex as abnormal, even evil and unclean. This is often due to the reproductive behavior to be and then determine what violates it.
moralclimate established by prevalent religions. In such societies, Beings with but a single gender could find heterosexual relation-
practioners of these behaviors may be persecuted and punished ships abominable or at least confusing. Other cultures might
(even mariial infidelity may be severely punished). On the other change gender the way we change hair styles, when the mood
hand, where something is banned, one may be certain that suits them for something different. Or a race's entire reproductive
unscrupulous types will find some way to make a profit from it. cycle could be so endangered or sacrosanct, that anything that
Be wary of what the character may go through if his "secret" is contradicts their established process is a heinous crime. Finally,
discovered. More oftenthan not, a characterwitha sexualdisorder how about the race that might consider cross-species relation-
will attempt to hide if from others, either out of fear or shame ships as desireable, since the other beingbecomes adoomed host
(altough a character afflictedwith transsexuallism may attempt to for the former's hungry offspring.

2d8 644B: Sexual Disorder (roll 2d8) 2ds 644F: Sexual Disorder (continued ...
Transsexuallsm. Believe oneself to be the spirit of one Too Prude. Convincedthat sex is bad in any form. Despises
gendertrapped in the body of the opposite gender. Mayex- allwho lowerthemselvestoit, includingself. Rollad8. If the
press itself as constanttransvestitism(seeentry #7) though result is 6-8, the character is actually suppressing or trying
sexual conversion surgery is also common. to hide or "cover" his own sexual disorder. Reroll the
Complete disinterest. No sexual desire. disorder on this. table.
Shyness. Uncomfortablearound oppositegender, diff icult Voyeurism. A "Peeping Tom" who is sexually excited by
to talk with them. At theextreme, it maybe afear, eitherGyn- watching others perform sexual acts.
ephobia (fear of females) or Androphobia (fear of males). Fetishism & Fixations. Sexually attracted to or excited by
Homosexuality. Sexually attracted only to persons of a specific person orthing. The character may have asecret
same gender as oneself. collection of objects or pictures of the desired person. Roll
Bisexuality. Sexually attractedto persons of bothgenders ad10 on the subtable belowto selectthe object of attraction.
(usually more strongly to one than the other). 1 Women's clothing (not for wearing, though).
Transvestitism. Sexually excited by wearing clothing of 2 Men's clothing (not for wearing, though).
the opposite gender. May try and pass oneself off as some- 3 Shoes or other footwear.
one of the oppositegender, which may bedifficultunlessthe 4 Hair -particularly women's hair.
character is also androgynous (neither strongly male nor 5 Select from Table 858: Body Locations.
female in appearance). 6 An animal.
Nymphomania (F) or Satyrism (M). Abnormally strong, 7 Select from Table 644C: Phobias.
uncontrollable desire for sexual experience. 8 Select from Table 854: Gifts & Legacies.
Domination. Desireto control and force sexual attention on 9 A type of person. Select on Table 745: Others.
an unwilling partner (includes most forms of rape). 10 A relative. Go to Table 1040: Other Relations.
Sadism. Derive pleasure from inflicting or viewing pain in
others. Often combined with masochism. Xenophilia. Sexually excited by alien beings.
Masochism. Derive pleasure from having pain inflicted 16 Roll l d 2 + l times for multiple linked sexual disorders.
upon oneself. Often combined with sadiism.
745: Others 76 746: Other Groups I
746: \I
ers I Other Groups I
I

I Use only if directed here by another table I I Use only if directed here by another table I I
This is a general listing of types of "Other Persons"encountered,
people andcreatures who may act asfriendsorfoes, antagonistsor
allies. Manytables in this book require an identityforafoe, avictim,
Rather than individuals, these are groups of Others. They are
treated as a group, not as individual NPCs, so don't worry about
their sex, age or personal details.
I
an instigatororachance encounter. Thistable providesthatidentity,
acting as asort of "central clearing housenforother lists of persons. Instructions: Roll a d20 and match the result against
Table 746: Other Groups.
Instructions: Roll ad20 and matchthe result agaiqst Table
745. This is the general class of other personthat has been encoun-
tered, although it may also be a specific person. In most cases the
tableentrywillrequirethatadditional rolls be madeonanothertable.
Roll HiILofor the person's sex if necessary. Hi =female. Lo = male.
Roleplay: Throughout life, the character will interact with
otherpersons. lmaginethe character's reactionto this personwithin
the context of the event he appears in. imagine the other person's
reactiontothecharacter. Doestheencounterhaveagoodoutcorne,
or are illfeelings generated? Both GM and player may wish to add
additional details to some of these NPCs. To do so refer to the
chapter on NPCs on page 9.
--

d20 745: Type of Other Person (roll a d20) d20 746: Other Groups (roll a d20)
Government worker. Use Table 416: Gov'f Jobs. Popular music group. They look funny and make loud
A friend. Possibly a Companion. GM decides who. music and are accompanied by fans 50% of the time.
An outcast. A beggar, hermit, leper, or prositute. Refugees. Victims of political persecution.
A clergyman. Select details on Table 537: Religion. Pilgrims. Pious Folks on their way to a holy shrine. Might
A mentor. The wise person who guides the character. be devout fanatics, or little more than tourists.
Employer. Character's current employer or Patron. Tourists. Visitors from afar, here to see the sights.
A noble. Select title on Table 749: Nobles . Commuters. Folks on their way to or from work.
A monster. Select something awful from your game. School children. A group of kids.
A neighbor. GM decides who this is. Rowdy sports fans. Violence just looking for an excuse
The character's lover. Reroll if currently no lover. to happen.
Someone known primarily by occupation. Terrorists. Anything forthe cause, no matter how
Select occupation on Table 413:Occupations. heinous.
A rival. Select Rival on Table 753: Rivals. Cultists. Members of a secret religious organization.
A robot. Select details on Table 750:Artificial Persons. Roving youth gang. Young toughs looking fortrouble.
A future specific person. This person is more These are not good kids.
typical of the particular future in which the game occurs. Vigilante gang. Well-meaning citizens out looking for
Select the occupationon the occupationsubtable appropri- troublemakers.
ateto the future history of thegame (seeentry#11on Table Military patrol. Soldiers on the job.
4 13A: Occupation Selection for details). Revelers. Partying folks out for a good time.
A criminal. Select type on Table 864: Crimes. Government work crew. Expect to find about three
A professional adventurer. supervisors for each worker.
A relative. Select on Table 1040: Other Relations. Biker gang. Tough folk on big machines.
An alien. Select type on Table 748:Aliens, then roll again Gypsy-like wanderers. Mysterious. They come and go
on this table. in the night.
A Group. Select the group on Table 746: Other Groups. Protesters. Something's wrong with society and they
Several otherstogether. Roll I d 3 moretimes on this table. want everyone to know it.
Rioters. These are protesters turned ugly and violent.
Police patrol. Out and about to keep the peace.
Roll twice more. Combine the results.
747: Guardians 77 748: Aliens

Guardians Aliens
1 Use only if directed here by anothertable I r u s e only if directed here by another table I
When a child's parents die or disappear, someone must be- This is aselection of typical aliens orwildly mutated races that
come responisblefor his upbringing. This person, persons, crea-
ture, creatures or family become the character's guardians. In might appear in a science fiction roleplay game.
many respects they take over the functions of parents. Instructions: Roll 2d4. Use one result as the "10's" digit
andthe other asthe "1's"digit. Match the numberagainstthetable
Instructions: Roll a d20 and match the result against the below. Due tothe diversity of alien races, onlythegeneralclass or
table to find the character's guardian. When an event calls for type of being is given. You or your GM must provide the specific
something to happen to a parent, it happens to the guardian. If the details. Ingeneral, select the alien or mutant race in yourgamethat
player so desires, the guardian's background can be developed most closely resembles the table selection. If nothing fits, roll
further. Refer to Table 107: Parents & NPCs for details. again. Referto Table 101: CharacterRace.for additionalroleplay
Roleplay: The loss of one's parents is a tragedy that affects guidelines. Then return to the Table that sent you here. Note:
the rest of a character's life. However, the role of the parent may CheckwithyourGM. He maywishto create a list of aliensfeatured
be replaced (to some extent) by others who either willingly or in his world and substitute it for this table.
unwillingly take up the responsibility of raising the character to Roleplay: Aliens are not humans, and nonhumans are just
adulthood. A guardian may be someone who merely provides for that, not human. Like humans,they havetheir own motivations, but
the character's.
physical
. . needs, or one who becomes a loving these will be colored and skewed by their exotic lives and their
replacementfor the lost parents. physicaldifferences. Imagine how one of these beings would react
when encountering the character. Would their racial heritage
causethemtobe instantfriends, rivals, oreven enemies, or merely
747: Guardians (Roll a d20) be suspiciousof each other? Considerthesethingsbeforeplaying
A relative. Select the relative on Table 1040: Other an alien or mutant like just another human.
Relations (rerolling results of mother or father).
Character is raised in an orphanage withdozens, even 2d4 748: Alien Classifications (roll 2d4)
hundreds of other children.
Adopted by another family. Beginning with Table 104: Human-like. These beings so closely resemble human-
Bidh & Family, create this family just as you would for kind that only afew characteristic features set themapart,
the character's birth family. such as pointed ears or an exotic skin color. Typical of
Raised by priests or monks in a temple. Go to Table aliens based on Nshows.
537: Religion to determine 1 d3 events that happen to Amoeboid. Amorphous, malleable shape.
the character because of this background. Bestial. A "humanized"versionof acommonanimal, such
Raised by Aliens. Select the type of beings on Table as wolf-like, cat-like or ape-like beings.
Aerial. Flyers, often with bird-like or bat-like wings.
748: Aliens.
Character is sold into slavery to pay off parent's debts. Amphibian. Dwell in water or air equally well.
Bipedal. An upright stance, walking on twofeet. Afterthat,
Determinewhat happens to thecharacteron Table535:
just about anything goes.
Enslaved
Character is raisedby street people. Add 1d4 Ranks to Insectold. Closely resemble bugs and spiders.
Urban Survival skills. Radially symmetrical. A starfish is an example of a ra-
Character is raised by a criminal. Select the criminal dially symmetrical being.
type on Table864: Crimes then go to Table529: Under- Multlpedal. Many feet and possibly a corresponding
Number of manipulative limbs.
world Experience, to determine criminal events that
happen to the character. Piscean. Fishlike beings. Mayor may not be restrictedto
Characterispassedfrom relative to relative until reach- waterenvironment.
Reptilian. Reptile-like beings usually with scales and of-
ing the age of majoriiy.
Character is raised by a professional adventurer. ten with tails. Includes snake-like beings.
Character is raised in a clinic by scientists. GM Only: Humanoid. Though similar in form to a human, they may
see entry #747 on Tabb 967: GM's Specials. be vastly different in the details of appearance.
Character is raised by a robot. Roll a d6. If the result is Cetacean. Whale or dolphin-like beings.
1-4, the character was raised in seclusion, away from Botanlc. Plant-likebeings, including molds &fungi.
others of his own kind. Non-organic. This is a broad classification that includes,
Roll twice more on this table and combine the two mineral-basedlife forms, energy-based beings and even
guardian types together in an imaginative way. robots.
Combined. Roll twice more and combine the results.
749: Nobles 78 749: Nobles

command loyal retainers to follow him. A Noble will have l d 4


hobbies in addition to an occupation. Select these hobbies on
Table 4 19: Hobbies.
GMing Note: Players character Nobles who insist on be-
ing public figures should find themselves subjected to unwanted
Nobles attention much the same as a celebrity or popular politicalfigure
might encounter in our own society.

1I I Use only if directed here by another table I


749A: Noble Notes (roll a dl001
The peerage of the realm (or of the galaxy!) usually have a
specific rank or title. The ones providedhere are representativeof Emperor (Empress): Rules over kings and
the Culture Levels use in this CentralCastingbook.Usethe title in princes. TiMod: 1Od10. Lands: 1d20x10.
your world that most closely corresponds to the selected rank of High King (High Queen): Rules over lesser kings
Nobility. andlor queens, often an elected position. TiMod:
8dlO. Lands: 1d20x5.
Instructions: Roll a dl00 to determine the title possess- King (Queen): Ruler who is the supreme authority
ed by a Noble and match the result against Table 749A: Noble in his land. A king normally owes fealty to no
Notes. Follow the steps below to define the Noble's power and other.TiMod:7dlO. Lands:ldlOxlO.
influence. For a Noble whose Technoculture has not been previ- Kahn (Kahna): Powerful nomad. Rules a great
ously determined, select the Tech Level on Table 102A and the tribe or tribal federation. TiMod: +M8. Lands:
Culture on Table 1028. If the character's sex has not been deter- 1d l 0x5.
mined, roll for Hi/Lo. Hi = female. Lo = male. Archduke (Archduchess): Royal duke, possibly
Title: The titles for Nobles are given in terms of western Eu- next in line for the throne, always a sibling of a king
ropean and British peerage, along with a number of tribal-type or queen. TiMod:+4dlO. Lands: I d 10x5.
leadership titles. They are listed (top to bottom) in a rough hier- Prince (Princess): Child of a king or an emperor.
archy of who is more important than whom. If the Noble is an alien Also may be the ruler of a Principality in which case
orif theGM'sfuture history is based on someotherform of society, he is equal to a king. TiMod: +4d10. Lands: 1d2Ox5.
he is going to have to convert these titles to ones that correspond Duke (Duchess): Rules over one or more mar-
with his chosen milieu. quises. TiMod: +4d8. Lands: ld l 0x5.
TiMod: Each title has an associated Title Modifier(TiMod), a Marquis (Marquese): Rules over one or more vis-
numberthat is added to the character's die roll (and CuMod) when counts. TiMod: +3dlO. Lands: 1d20+12.
Social Status is rerolled (see below). Some TiModsarecreated by Viscount (Viscountess): Rules over one or more
rolling dice. counts. TiMod: +3d8. Lands: 1d20+10.
Intluence: Rollad100 and addthe NPC Noble's TiModto the Chieftain: Tribal leader, usually leads a single
result. Match the total against Table 7498: Sphere of lnfluenceto tribe. TiMod: +3d6. Lands:2d6+8.
determine the actual extent of a Noble's influence and power. If Jarl or Eorl: Barbaric equivalent of a marquis,
interplanetary or interstellar travel is not a part of the game, limit count or baron -often appointed to the
influence to Local or Planetary only. position. TiMod: +3d6. Lands: 1d6+4.
Lands: Roll the indicated dice. This is the number of square Count or Earl (Countess): Rules over bar-
miles of land possessed by the Noble or at least deeded to him by ons. TiMod:+2d8. Lands:2dl0+4.
his liege lord (usually in the form of personal estates). Baron (Baroness): Rules a barony, smallest sized
Player Characters: For player characters who are the off- fiefdom. TiMod:+l d20. Lands: 1d l 0+4.
spring of Nobles, the final step is to return to Table 103: Social Baronet (Baroness): Below a baron, given to com-
Statusand reroll Social Status, adding both the character's TiMod moners. TiMod:+2d8. Lands: 1d l 0.
(see above) and CuMod to the roll. Subchieftaln: A tribal chieftain's lieutenant.TiMod:
+2d6. Lands: 1d8.
Roleplay: Nobles exist and live by the works of others, hav- Knight ("Sir" or "Lady"): An earned title which can-
ing social value only when they coordinate, represent and protect not be inherited. Usually granted by a king.TiMod:
those whodo work. The justification of Nobility in afuturisticsetting +2d6. Lands: 1d4.
is based on the assumptionthat the accident of birth makes some Hetman (Hetwoman): A village leader. TiMod:
people more fit to lead others. The continuanceof Nobility is based +I d6. Lands: 1d4.
upon the factsthat ''themwhat has, gets more" and "might makes
right."
Gameplay Benefits: Unless it has already been deter-
mined that a character's parents have died, a player character of
ldlOO 749B: Svhere of Influence 1 ‘

Noble SocialStatuswill begin asthechild of an NPC Nobleandwill 01-70 Local: influence limitedto acountry and its neighbors,
have no actual title himself. either by control or reknown (fame).
Due to their assumed importance to the scheme of things, 71-95 Planetary: influence affects the entire planet.
characters of Noble birth may add l d 4 points to their Charisma 96-110 Interplanetary: influences affects a whole star sys-
attribute so long as it is publicly known that they are a Noble. tem, either by control or reknown (fame).
An NPC Noble will have guards or other retainers with him at 110+ Interstellar: influence affects multiple star systems,
all times. The numberwillbe equal to the the character's TiMod. At either by control or reknown (fame).
the GM's discretion, a Noble player character may be able to
I Artificial Persons
I 1 Use only if directed here by anothertable )
I Robots, androids, computers, even spacecraft have been
depicted as having self-aware intelligence in both fiction and film.
Like humans, they make decisions, display emotions and have
unique personalities. What follows is a way to rough out those
artificial "persons" that the character encounters.
Instructions: First, roll a d20 and match the result
against Table 750A: Primary Function. This defines the artificial
person's primary purpose. Next, roll a d l 0 and match the result
against Table 750B: IntelligenceLevelsto determine how intelli-
gent the artificial being may be. Next, roll a d20 on Table 750C: d l 0 750B: Intelligence Levels (roll a dl01
Body Types to determine the general appearance and physical
construction of the artificial being. 1 Unaware. Merely a machine. The robot is programmedto
Next, roll a d20 to determine the size of the being relative to perform a task and is incapableof action outsidethat task
a human. Assume that a human character would be size 9-12. A unless reprogrammed.
being of size one would be incredibly tiny. Something size 4-5 2-3 Flexible. Can make logic decisions based on information
would be like a cat or dog. Something size 14-15 would be as big outside its original programming.
as a car. A being the size of 20 would be gigantic. 4-9 Self-Aware. The machine knows it exists and desires to
Finally, if the artificial being is self-aware, develop it like an maintain its own existence. Capable of creative problem-
NPC person. Go to Table 1078: NoteworthyItemsand follow the solving.
directions there to create a quick background for the artificial lo+ Hyper-Aware. The machine's capabilities and potential
being. Use yourgame system's own rulesto fill in details about the exceed those possible by living beings.
specific features and functions of robots.
Roleplay: Discuss society's treatment of robots and
intelligent computers with your GM. Are they hated, feared, or
misunderstood by the general populace-or are they loved and d20 750C: Body Types (roll a d20)
cherished?Does societytreat intelligent robots as sentient beings 1-6 Machine-like. Designed to fulfil a specific task, its
or are they property? How "human-like"might this artificial person form and appearance are tailoredto its function. Little concern
act and sound. Does a robot "die" when it loses power or does its is given to making it "look" like aclassic robot. Mayincludecorn-
personality remain intact through a power down? puters, ground vehicles, aircraft, spacecraft, tools, and battle
machines.
7-9 Bestloid. Designedto mimictheshapeof an animal,
750A: Primary Function (roll a d20) often one whosefunction it alsoduplicates, such asarobot dog,
horse, bird, etc.
Computer. Add 1 to Table 750Bdie roll. Add 1d l 0 to
Table 750C die roll. 10-14 Humanoid. Designed to mimic human shape, but
Servant. Add 1 to Table 7508 die roll. Add 1d l 0 to still retain the appearance of a mechanical device. Usually
Table 750C die roll. found in robots whose function is to deal directly with human
MedicaVSurgical. Add 1 to Table 750Bdie roll. Add beings.
ldlO to Table 750Cdie roll. 15-17 Alienoid. Like the humanoid robot, but designedto
MaintenancelRepair Robot. mimic the shape of its alien creators.
Cleaning Robot.
Agricultural Robot. 18-19 Android. Though the word is interchangable with
Police Robot. Add 1to Table 750Bdie roll. Add Id10 "humanoid,"this robot's mimicry of a living being is nearlycom-
to Table 750Cdie roll. plete. Simulated flesh and hair create the illusion of a living
War Machine. Add 1d l 0 to Table 750Cdie roll. being.
Ground Vehicle. 20 Biosynthetic. This is an amalgamation of living
Aircraft. tissue and electronics similar to a cyborg (see Table 861:
Spacecraft. Add 1to Table 750Bdie roll. Select addi- Bionics). Unlike a cyborg, the biosynthetic is made of tissue
tional details regarding this vehicle on Table 866: grown and shaped in a laboratory and was itself never part of
Spacecraft. a living being.
d
751: Unusual Pets 80 751: Unusual Pets

751: 751B: Special Pet Abilities


Instructions: First, roll a d l 0. On a roll of 7 or greater,
the pet's special abilities are unknown to the character. The
Unusual Pets GM should roll and record these attributes.
Next. roll a d3 for the number of s~ecialabilities nos-
sessed bv the Det. For each abilitv. roll a d20 once on able ,
I I Use only ldirected here by another table 1
If this table is being consulted, then at some point in his life,
the character has obtained an unusual pet.
7518. ~ 6 r o l lall duplicated abilitks. The GM will need to
determine how these abilities work within the game.

751B: Special Pet Abilities (rolla d20)


These pets have above average intelligence for an animal
(mutant, alien or otherwise). Unless specificed otherwise the d20 Pet Abilities
pet looks like and is as large as its more comon brethren. Most
such pets will be unusually long-lived. Pet has wings (or an extra set of wings).
Instructions: Roll a d20 once for the type of pet on the Very Intelligent--better than average human senti-
table below. Then go to Table 7516: Special Pet Abilities for ence. There is a 60% chance of it being able to speak
an understandable language.
the pet's powers or skills. Pet is telepathic. Can communicate by mental speech.
Roleplay: The pet is the character's constant companion Pet is unusually colored (go to Table 856: Colors).
and would probably rather die than be separated from its mas- Pet is made of some substance other than flesh and
ter. To roleplay the pet, think of that special pet you may have blood. Roll a d l 0 on the following subtable:
once had, the one that followed you everywhere. 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.
6 Cbth (a "stuffed animal")
7 Precious stone (gemstone)
751A: Special Pet Types (rolla d20) 8 Stone (granite, marble, etc.)
9 Wood
d20 Pet d20 Pet (continued ...) 10 Roll twice more on this table. Reroll d u p t i i e s
bebw 10.
1-2 Dog 12 Big insect
3-4 Cat 13 Ferret Pet has the ability to slip between alternate universes
5 Rabbit 14 Big spider (or dimensions).
6 Lizard 15 A big cat (lion, tiger, etc.) Pet has l d 4 psionic powers. Select them on Table 862:
7 Monkey 16 A minidragon Psionics.
8 Raccoon 17 Lab construct (see below) Pet is invisible to all but the owner. This will probably
9 Rat or mouse 18 Robot animal (see below) lead people to believe that the pet is imaginary.
10 Snake 19 Mutated animal (see below) Pet regenerates damage done to it.
11 Hawk 20 Something alien (see below) Pet has been cyborged. Portions of the animal have
been replaced with bio-mechanical bionic" parts. Roll
Lab Constructs: Like mutants, lab constructs can a d4 to determine the number of bionic parts, then use
combine the features of several animals, or they may Table 861: Bionics to select those parts.
have been "enhanced" by research scientists with human- Pet has unusual size. Roll a d6 for Hi-Lo. Hi - pet is un-
like capabilities such as hands with opposing thumbs. usually large for its species (even gigantic). Lo pet -
Reroll ld2+1 times on this table and combine the is unusally small, a miniature animal.
animal types in a creative manner. Remember to combine Once per day, the pet may temporarily assume an at-
in at least one "human" feature. tractive human (or humanoid) form (for l d 6 hours).
Robots: These are not true creatures, but mechanical Spit deadly poison (potency is equal to l d 6 x crea-
constructs designed to look (and often act) like the real ture's Constitution attribute).
animal. Select details regarding the robot on Table 750: Pet can produce food compatible with master's biosys-
ArtificialPersons. Do not use Table 750C: Body Types. tem as a by-product of its own biosystem.
Reroll the animal type on this table. Pet's life energy (hit points or damage it can take) is
Mutants: Generally these are creatures who have been added to the character's own as bng as the pet lives.
genetically altered by radioactive catastrophes. Reroll Pet breathes fire-ld6 damage.
1d2+1 times on this table and combine the animal types Pet can increase its size and strength ld10 times their
in a creative (or icky) way. Example: A spiderlcat combi- normal value, once each day for l d 6 hours.
nation could be an eight-eyed, eight-leggedfurry cat. Pet has human-like hands on its forlegs.
Aliens: These are the alien equivalents to one of the Pet can detect radioactivity.
animals on this table. While they are not cats or dogs, Reroll l d 3 times on this table. A duplicate roll doubles
lizards or hawks, they remind one of those terrestrial crea- the effectiveness of a duplicated feature. A pet will not
tures. Reroll the type on this table. have more than four special abilities.
752: Companions 81 752: Companions

Table 752B: W h y a Companion?


Instructions: Roll a d l 0 and match the result against the
table below to select why the Companionry exists. From Here:
Go to Table 752C: What are his Feelings?
7

I1 I Use only ldirected here by another table 1


Here is the hero's companion, his trusted right-hand man,
ldlO 752B: Why? (rolla dl01
1
2
Character saves his lie.
They seek a similar goal (30% chance to be friendly
--
rivals in this regard see Table 7536: Rivals).
the faithful sidekick who has joined the character in adventure. 3 Parents were Companions in adventure.
The Companion may be a bumbler, a whiner, a bit of comic relief, 4 They share the same enemy (create a Rival on
or a serious hero with his own destiny to fulfil. Possibly the char-
acter himself may be merely the Companion's faithful sidekick? Table 753: Rivals).
5 They happened to be in the same place and in trouble
Instructions: To develop a picture of the character's Com- at the same time.
panion, questions must be answered. Who is the Companion? 6 The Companion imagines the character to be a real
Why has he joined up with the character? What are the hero and wishes to learn from him.
Companion's feelings toward the character? What does the 7 The Companion's original intent was to steal from
Companion seek to accomplish? Start with Table 752A and the character.
folkw directions. Record information as you go. 8 Companionfeels a need to protect the character.
9 Mysteiius voices and feelings told the Companion
Ro1epI.a~ The Companion can either be an NPC controlled to seek out the character and join him.
by the GM or by the player. He should not be just "cannon 10 GM O W : See Entry #752B on Table 967:
fodder.' Give the Companion personal goals that he can work GM Specials.
out during adventuring. It may be that once those goals are C
accomplished the Companion parts company with the character
to seek his own ultimate destiny. Table 752C: What kind of Guy?
782A: W h o is the Companion? Instructions: Roll a dl0 and match the result against the
table below to learn the Companion's outbok on life. From Here:
Instructions: Roll a d l 0 and match the result against the Give the Com~aniona name. develop him as an NPC on TaMe
taMe 752A below to select the character's Companion. Select
Companion's Technoculture on Table 102 and his Social Status
on Table 103. From Here: go to Table 7526: Why a Companion?
107: Parents & NPCs, and round out'his background.
r

ldlO 752C: What? (rolla dl01


-
Gender Note: If the gender of the Companion is not pre-
determined, then roll a d6. A result of 1-4 is same sex as the 13 Loyal Friend: Companion might lay down his life
character. A result of 5-6 means the Companion is of the for the character. Will support the character in all he does.
opposite sex. 4-5 Bumbling Buddy: A buffoon who tries to be a
hero, and may inadvertantly s a e e d more often than he
fails. Give him comical quirks. Intensely loyal to the charac-
ter, but not much help in a fight. May have an inferiority
ldlO 752A: Who? (rolla dl01 complex.
6 Grim Ally: Doesn't talk much. Does what must be
A childhood friend. done to the best of his ability. Dislikes frivolity, especially in
A Relative. Select on Table 1040: Other Relations. the face of danger. Quite sure of himself at all times.
An alien. Select on Table 748: Aliens.
A total stranger. Select on Table 745: Others. 7 Gung-ho Joe: Enthusiasm is not his middle name,
A robot or computer. Select on Table 750: Artificial it's his first. Always ready for adventure, willing to leap into
Persons. the fray and face unbeatable odds.

-
A kid. Roll a d6. Add the result to 6 to find kid's age.
Sibling (roll a d6 for Hi-Lo: Hi older, Lo Iyounger).
A professional adventurer. If the Companion is rela-
8 Groaning Griper: He may folbw the character to
Hell and back, but he doesn't have to like it and lets every-
one know about it. May be a wisecracking "smart mouth.'
tively more powetful than the character, assume
that the character is his Companion. 9 Good 01' Boy: A down-to-earth type who enjoys
Former enemy or rival. Select on Table 753: Rivals. simple pleasures like hot food, cold drinks, good company,
GM ONLY: See Entry #752A on Table 967: GM tall tales, and fast action. Loves a good knockdownfight.
specials. 10 Incurable Romantic: Imagines himself to al-
ways be questing after some greater goal. Always attempts
noble and chivalrous deeds. Always quoting somebody,
usually obscure poets and high-talkingphilosphers.
1
753: Rivals 753: Rivals

Table 753B: W h y an Opponent?


Instructions: Roll a d l 0 and match the resub against
the table bebw to select why the rivalry exists. From Here: Go
to Table 753C: What Feelings?
Rivals
( ldlO 753B: Why? (rolla dl01 I I
I Use only if directed here by another table

I Not everyone encountered during life is going to be the char-


They love the same person.
They are sporting event riials.
Their parents were rivals.
acter's pal. There are those who will covet what the character Rival is jealous of the character's looks.
has, who are jealous of what the character is, and who seek the An insult was percieved by one or the other.
same goals that the character seeks. These people become They seek the same goal.
competitive rivals, unfriendly foes, or even deadly enemies. Rival is jealous of the character's possessions.
Always trying to outdo each other in everything.
Instructions: To gain a picture of the character's Rival, Their distant ancestor's were rivals.
questions must be answered. Who is the Rival? Why is he an GM ONLY: See Entry #753 on Table 967:
opponent? What are the Rival's feelings toward the character? GM Specials.
What does the Rival seek to accomplish? Start with Table 753A
and follow directions. Record information as you go.
Roleplay: The Rival is essentially a pbt element for the
GM to use, an opportunity to create a continuing bad guy to foil
Table 753C:What Feelings?
the character's activities. To develop the character's attitudes
toward this foe, think about how you felt when you discovered
someone didn't like you, especially if you liked that person.
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. If you wish, roll a d8 for the character's feelings to-
I
Optional Rule: Each time the character has an encoun- wards the rival. Optional: From Here: If desired, give the rival
ter with the rival that ends with the Rival's own plans being
thwarted. roll a d l 0 on Table 753C. If the result is the same as
the Rival's current level of feelings, that level increases by one.
a name, and develop him as an NPC on Table 107: Parents 8
NPCs. Set him up as a foil to the character's plans. I
Thus a jealous relationship would become an intense hatred. 1

ldlO 753C: What? (rolla dl01


753A: Who is the Rival? 1-3 Friendly: Rival and character can still be friends.
Rival enpys competing against the character. Rival may
Instructions: Roll a d l 0 and match against the table be- even remain a good friend.
low to select who is the character's rival. The Rival is usually of 4-5 Jealous: Rival dislikes the character, and takes se-
the same Social Status as the character. Roll a d6. On a result cret pleasure in embarassing, thwarting or beating him.
of 1-4, the Social Status is the same. On result of 5-6, find the Physical injury is usually not intended, but if it happens, it
Rival's Social Status on Table 103: Social Status. From Here: happens. Rival may be appear to be a friend or ally.
Go to Table 753B: Why an Opponent?
6-7 Intense: Rival hates the character, and goes out of
Gender Note: If gender of the rival is not predetermined, his way to foil him. Secretly hopes for the chance to injure
then roll a d6. If the result is 1-4 the Rival is the same sex as the the character in some way (physically, emotionally, financi-
character. If the result is 5-6, the Rival is of the opposite sex. ally, socially, etc.)
8 Fierce: Rival hates the character bitterly. This is an
* unhealable grudge. This rivalry often clouds judgement and
could lead to no-holds-barred conflict. The rival maximizes
ldlO 75W Who? (rolla dl01 all opportunities to thwart the character, hoping to cause
injury in so doing.
1 A former bver (if character is a child, reroll). 9 Deadly: This is a potentially fatal hatred. Severely
2 A relative. Select on Table 1040: Other Relations. Injuring the character in any way is the rival's goal. He plots
3 An Alien. Select on Table 748: Aliens. and plans the character's downfall as a part of his own path
4 A total stranger. Select on Table 745: Others. to success. Given the chance, the rival will kill the char-
5 A former friend. acter.
6
7
8
An enemy of the family.
-
A sibling (roll a d6 for Hi-Lo: Hi = older, Lo younger).
A professional rival, with the same occupation.
10 Obsessive: The rival's entire life focuses on the
character and his ultimate destruction. No risk to sell or
9 A friend (rivalry other than "friendly" is kept secret). others is too great in the rival's quest to utterly destroy the
10 Reroll. If the result is 10 again, the rival is a god-like, character. In this competition, there can be only one survi-
super-powerful alien being, otherwise, use the result vor. See Obsession under Table 6448: Exotic Personality
of the second roll. Traits: Mental Afflictions.
d C
/ 854: Gifts & Legacies 854: Gifts & Legacies

Gifts & Legacies


Use only if directed here by another table

The exact nature of these items should be determined by the Instructions: Roll a d20 and match the result against the
GM. They may be disguised technological (even if not rolled as table below to determine the nature of that gift.

10 854: Gifts and Legacies (rolla d20) d20 Gifts &Legacies(continued ) ...
A weapon. Make a d l 0 roll on the subtable below to 14 A deed to a property. Make a d20 roll on the subtable
determine the kind of weapon. below to determine what the deed is to.
1 An ornate dagger. 1 An apartment building 10 An abandoned mine
2 An ornate sword. 2 An ancient fortress 11 An ancient house
3 An automatic ballistic assault rifle. 3 A country manor. 12 Swampland
4 A pearl-handledballistic pistol. 4 A tract of jungle 13 An office building
5 A laser pistol (any form of "blaster" pistol). 5 An old restaurant 14 An old military base
6 A laser rifle (any form of "blaster" riile). 6 Afactory 15 A remote island
7 An energy sword. 7 Amusement park 16 A mysteiious forest
9 A plasma energy weapon. 8 Ancient ruins 17 An old temple/church
10 An archaic weapon (something from another 9 An asteroid 18 An inn (or hotel)
time or place, like a blunderbuss musket, a 19-20 The deeded property is on a far planet. Reroll.
crossbow, a spear, a flint hand ax, etc.) 15 A musical instrument.
The guardianship of a young ward. This is an NPC. Create 16 A piece of clothing. Roll a d20 on the subtable bebw.
this person as if it were a companion to the character. 1 A hat 9 Boots
See Table 752: Companions. 2 Shoes 10 A space suit helmet
An Unusual Pet. Roll type of pet on Table 751: Unusual 3 A belt 11 A complete space suit
Pets. This pet will survive at least until the character 4 Acape 12 An unusual coat
starts adventuring. 5 A tunic 13 A woman's dress
A piece of jewelry. Make a d l 0 roll on the subtable below 6 Pants 14 Priestly garb
to determine the kind of jewelry. 7 A one piece jumpsuit 15 A military uniform
1 Amulet. 6 Torc (neck ring). 8 Deep sea diving gear 16 Ultracold weather gear
17-20 Roll l d 4 times on this table. The pieces are part
2 Necklace. 7 Pin or brooch.
3 Earrings. 8 Large crown. of a related set, possibly an unusual costume.
4 Tiara (small crown). 9 Medal. 17 A file of papers. Make a d l 0 roll on the following subtable
5 Ring. to determine what the pouch contains.
10 Roll again on this subtable, but the jewelry is 1 An ancient ancestor's letter to his descendants.
extremely valuable, more so than its looks reveal. 2 A map.
A technological wonder. Select the device on Table 855: 3 An undelivered letter.
Techno-Wonders. 4 Diagrams and plans for a mysterious invention.
An archaic device that functions like a technological won- 5 A chemical formula for a popular soft drink.
der. Select the device on Table 855: Techno-Wonders. 6 A wild story of adventure.
A key.
7 A last will & testament.
A locked or sealed book or data recorderlplayer. 8 A treasure map!
A sealed cannister with an alien creature floating in it. 9 The character's true (and colorful) family history.
10 Roll for 1d2+1 items. Reroll results of 10.
The creature seems to be alive.
A sealed bottle (determine contents). 18 A sealed trunk. There is a 60% chance that it contains
A care-worn, but functional old space suit. ld3+1 additional items from this table.
An old, but functional, space ship. Select details on 19 A suit of light flexible, metallic body armor.
Table 866: Spacecraft. 20 Roll again. The resulting item definitely has at least one
A vintage vehicle, possibly even an internal combustion special function and some great significance to the char-
relic from the "old days." acter's destiny and the over-all scheme of things.
1 Techno-Wonders
II ( Use only l directed here by another table I
Techno-Wonders are those devices, inventions and arti-
facts whose level of technology, sophistication or technical
feasibility is beyond that commonly found in the game system.
These things are almost magic. If the selected device already
commonly exists in your game system, assume that the Techno-
Wonder is a radical improvement or variation on the existing
technology.
Instructions: Roll a d20 on the following table to select
this wonderful bit of technology.
Roleplay: Imagine finding something you've never seen
before. You don't understand how it works, but what it does do
seems miraculous. Your character may be just a little bit in awe,
even frightened of his discovery. On the other hand, some folk
may do anything to get their hands on this new wonder device.

620 Techno-Wonder (roll a d20) d20 Techno-Wonder (continued.. ) .


L Time machine. A moves through time, it moves 12 Wetware. Programming, skills or knowledge that plugs
through space, going anywhen, traveling anyplace. directly into the brain via an external hookup. Also albws
2 Genetic Manipulation Equipment. This equip- knowledge in a brain, including personality, to be stored elec-
ment allows controlled modification of a living creature's gene- tronically.
tic material, possibly causing changes in the creature itself. W Cloning equipment. This is the technology to faith-
3 Battle Armor. This powered armor protects against fully and successfully reproduce one or many organisms from
damage and the vacuum of space, enhances physical abili- one livingflrozen tissue cell.
ties, and provides several types of weaponry. 14 Self-aware electronics. This is a machine that pos-
4 Battlebot. This powerful, usually humanoid robot-like sesses all the requirements for sentient lie, possibly even a
war machine requires a pibt to function. soul. Could be a computer, a robot or another device listed on
this table. Table 750: Aflr7ichI Persons gives more information
5 Faster-than-light (FTL) space drive. If FTL ca- on sentient robots and computers.
pability already exists, this drive is either a radical improve-
ment on existing technology or a new way of thinking about 15 Anti-grav. This equipment uses the force of gravity a-
crossing the vast gulfs between the stars. gainst itself, causing things to float off the ground.
6 Bio-regeneration equipment. This is the a b i l i to 16 Longevity drugddevkes. This technology stops
repair or replace damaged body parts by growing new ones ei- or slows the aging process to a bare minimum. Wih it a man
ther within or without the body. could possibly live forever.
7 Star gate. Allows immediate transportation between 17 Doomsday device. This weapan can destroy a plan-
linked gates in the same or vastly distant star systems. et, maybe even a star!
8 Dyson sphere. This is an enclosed solar system, 18 Energy weapon. This hand-held weapon is more pow-
with a sun at its center and its population living on the inside of erful and possibly even more deadly to the user and his target
the sphere. than any similar device known.
9 Personal shield. This is electronic armor that cre- 19 Unknown object. GM ONLY, see entry #El55 on
ates a defensive and even confusing energy screen around Table 967: GM 's Specials.
the character or his vehicle. 20 Alien artifact. In a fantasy game, this would be an ex-
10 Cloaking device. Shields larger equipment, such as otic magical item. In an SFRP game, its a technological object
a spacecraft or a battlebot from both the naked eye and so- of unknown powers, usually left by a long dead alien race.
phisticated electronic sensing devices. Have your GM select or create several powers for this object.
11 Lifelike bionics. Bionic replacement is nearly indi-
stinguishablefrom a living body part.
856: Colors 85 858: Body Locations

Colors Birthmarks
Use only if directed here by another table [ Use only if directed here by another table ]
This table is used when an exotic color is required for a phys- If a character is determined to have an unusual birthmark,
ical attribute or object. Colors are assumed to be rich, bright that birthmark will generally be brown or red (on humans, aliens
and saturated (though they could be muted too). are probably different), unless another color is indicated.
Instructions: Roll a d20 to determine the color. Instructions: Roll a d20 on the table below to determine
the type of unusual birthmark possessed by the character.
Then roll a d l 0. If the d l 0 result is a 10, then the birthmark is a
d20 856. Color (rolla d20) color other than normal. Select the color on Table 856: Cobm.
In addition, the body bcation of the birthmark must be deter-
Red (also Crimson, Scarlet or Blood red) mined on Table 858.' Body Locations.
Red Orange (Sunset orange)
Orange
Yellow Orange 857: Birth Marks (roll a d20)
Yelbw
YelbwGreen (Cirine)
Green (also Emerald)
ld20 ld20 (continued ... )
BlueGreen (also Aquamarine, Tourquoise) 1 Dragon 11 Spiral Galaxy
Blue 2 Skull 12 Claw
Blue-Violet (also Royal blue) 3 Bat 13 Eagle (or hawk)
Violet (also Purple. Lavender) 4 Sword 14 Star
Red ~ b ~(alsoe t ~ a ~ e n tHA
a , pink, Fuschia) 5 Hand 15 Animal (you pick one)
Pink 6 Fist 16 Fish
Whiie (Snow white, O ff white, Ivory) 7 Cross 17 Geometric pattern
Black (Ebony, True-black) 8 Spiderweb 18 Alchemical symbol
Gray 9 Spider 19 Stellar Constellation
Maroon (Reddish or Purplish brown) 10 Heart 20 Weird (see note below)
Reroll the color. The color has a metallic sheen.
Reroll the color. The color has a pearlescent look.
Reroll the color, rerolling results over 19. Then roll a d6 Weird Birthmark: Roll aaain on this table to determine
- ~ - - - -
~ - ---

for HiRo. if the result is Hi, the color is mixed wlh what the birthmark looks like. fhe bhhmark then has a unique
white to produce a pastel tint. If the result is Lo, the col- aspect, like glowing or looking like the real thing, not just a mark
or is mixed with black to produce a dark shade. on the skin. Possibly it is a focal point for a psionic power or
special talent that the character may also possess.

858:
Body Locations ,EJ(zkB 858: Body Location (rolla d20)

Use only if directed here by another table d20 d20 (continued ... )
1 Right foot 10-13 Chest
This table is used to determine the body locations of phys- 2 Left foot 14 Right Arm
ical features, such as birthmarks, tattoos, wounds, afflidions, 3 RightLeg 15 Left Arm
etc. on a humanoid body. For aliens (or animals) create a hit die 4 Left Leg 16 Right Hand
table similar to the one found here for each type of creature. 5-6 Abdomen 17 Left Hand
7-8 Buttocks 18 Head
Instructions: Roll a d20 to determine body bcation. 9 Back 19-20 Face
859: Talents, Mutations & Modifications 86 859: Talents, Mutations & Modifications I
Many game systems provide characters with special pow-
ers, talents and liabilities. Here are a few more to spice things
up. Where do they come from? Well, you're a bright person,
come up with something that fits the character's background.
I
' Talents, Mutations Instructions: Roll a d20 and match the result against the
table below to select the talent, mutation or modification.
Roleplay: Unusual or uncommon appearances & abilities
I
set characters apart from the rest of humanity (or whatever).
While these differences may not be offensive or harmful, char-
acters who are 'different" may be subject to behind-the-back
I'
I Use only ldirected here by another table I whispers, strange looks and curiiusity seekers throughout life.

d20 859: Talents.. (rollld20) . d20 859: Talents.. (continued. . ..)


1 Select l d 4 personality traits onTable 312A: Personality 12 Character gains a unique talent, something that he can
Trait Check. Reroll results indicating no trait. quietly use to his or others' benefit when the need arises. Roll
2 SubtracWAdd l d 6 points from an attribute. Roll for Hi/Lo. a d8 to select this unique talent on subtable below.
Hi = Add, Lo = Subtract. Then roll a d8 on the subtable below to Blind Trust Other beings want to bust the character as if
select the affected attribute. he were their best friend.
Sense Evil. The character can detect the presence of evil
1 Strength 6 Chatisma in a thing, a person or a place (reverse this for evil NPCs). Evil
2 Intelligence 7 Appearance beings can attempt to shield their nature .
3 Luck 8 Reroll twice on this subtable, Insight. The character, should he think to cb so, can ques-
4 Dexterity to affect two attributes. tion the wisdom or advisability of an action (i.e. ask the GM).
5 Constitution This is a skill that begins at Rank 1 but never rises above
3 Character has unusual'size. Roll for HiILo. Hi = much larg- Flank 6. Answers should always be vague and allow for
er (20 to 60%) than species norms. Subtract 1 from Dexterity. misinterpretation.
Lo = much smaller (20 to 60%) than species norms. Direction Bump. If the character asks, he will know which
direction is north, up or down, the center of the galaxy, etc.
4 Character heals twice as fast as a normal being. Sen- Psionk Activity. Character can detect the
anent or recent presence of psionic activity in a person,
5 Character is Bad Luck and causes friends to fumble place or thing.
(have accidents during skill checks). Roll a d6 to find his Bad Encourage Others. This talent encourages others to per-
Luck rating. Each time a friend misses a skill use roll, roll a form ld3 Flanks above their normal skill, but temporarily re-
d10. If the result is less than or equal to the Bad Luck rating, stricts the character's own skills to a maximum Rank of 2.
the friend has a serious accident, such as wounding himself or RornanHc Rapport. The character easily establishes a
a friend, or pouring a soft drink into a computer keyboard. rapport of trust, friendship, or even love with members of the
opposite sex.
6 Character is Good Luck. His presence improves all the Senre Danger. If the character asks, he will get a hazily
skill rolls of his companions by 1 rank or (+1 bonus to nonskill vague response from the GM as to whether or not a place
rolls) when within 20 feet of them. holds danger for himself or others.
7 Through a combination of acting skills and a strange mu- 13 Character is born with a natural talent. Select the talent
tation, the character can radically alter his appearance to re- on Table 865: Unusual Skills. He has the selected skill at Rank
semble other members of his own race or similar races and 5 proficiency.
even members of the opposite sex. 14 Character is a true hermaphrodite, with functioning male
8 Roll a d6 to select one of the special abilities listed below. and female organs and secondary sexual characteristics.
1 Can breathe in air or water (or an exotic atmosphere?) Helshe has an androgynous appearance, making it difficult to
2 Photographic memory. tell if the character is male or female (since helshe is both).
3 Wihin six hours, the character can change his form IS Character has a psionic power. Determine the ability on
into that of any being he touches. Table 862: Psionics.
4 Not hurt by extremes of heat or cold.
5 Bones in the body have been replaced with steel. 16 Character is an albino, with pale almost white skin and
6 Can go without air for 1d4 hours. hair, and pink eyes. Subtract 1d3 points of damage per hour of
unprotected exposure to strong sunlight.
9 Character always seems to be blamed for the commis-
sion of heinous acts that occur in the same locale. 17 Character is unaffected by disease.
10 Character is naturally lucky. Roll l d 3 and multiply the re- 18 Character has a natural aptitude for learning. Whenever a
sult by 5 to obtain the character's Luck percentage. lf the new skill is learned, the character always learns it at one Rank
result of a die roll for any skill, combat or saving roll is within higher than would normally be the case.
this percentageof the amount needed, the roll is successful. 19 Character acquires an unusual tattoo, select the tattoo
11 Character has a natural immunity to psionics. Roll a d8 on Table 857: Birthmarks, its location on Table 858: Body
and multiply the result by 5. The result is the percentage Locations, and its predominant color on Table 856: Colors.
chance that the character will be immune to the effects of any 20 Roll a d3. Roll the resulting number of times again on the
psionic ability used against him. table and combine the results in a logical manner.
860: SeriousWounds 87 860: SeriousWounds

Roleplay: These injuries are physical reminders of some-

860: thing in the character's past-+ war wound, the by-product of


torture, the end-result of a mugging. Along with the physical
scars, there may be mental and emotional scars too. Imagine
how the character will react if once again confronted with the
Serious Wounds person, creature or situation that caused the injury.
Also imaaine how others miaht react to the character's in-

Ii
jury. Is he no; known as "ol' ~ ~ c lor~"Scar-face?"
~ s "

Use only if directed here by another table


Footnotes
O Roll a d100. On a result of 1-50 add 1 point to Charisma attribute.
More than just a skinned knee, a broken arm or a clean laser On a result of 5140, subtract 1 point from Charisma attribute.
burn--these are injuries that leave lasting physical effects, 0 Subtract 1 point from Dexterity attribute.
visibly scarring, reducing physical attributes, or permanently O Subtract 1 point from Appearance attribute.
removing a body part. The injuries are not fatal, but they affect @ Reduce all skills requiring manual dexterity by 1 Rank.
the character for the rest of his days. 0 Movement speed is half normal, unless an artificial limb is attached.
Roll a d l 00 b~ find percentage of speed regained with artificial limb.
Instructions: Roll a d20 and match the result against the Q Subtract 1 point from Strength attribute.
table below to select the injury that has occurred. Unique af- Ql W~thoutpainkillers, the character must Make an Intelligence Check
fects for the wound are included with the description. More com- (usually a d20 roll less than or equal to Intelligence attribute) to
mon symptoms and effects are indicated by the footnotes in par- perfoh any action requiring con&ntration.
entheses following the table entry. If more than one footnote 63 Movement s m d is 314 of normal speed.
@ Subtract 1 point from Constitution a'ttribute.
follows, apply them all.

d20 860: Serious Wounds (roll a d20) d20 860: SeriousWounds (continued ...
1 Impressive facial scar. O 10 A body part i s permanently severed from the
2 Impressive body scars. Use Table 858: Body Lo- body. Roll a d6 on the table below to determine which body
cationsto locate the most impressive scar. part is affected.
1 Hand. Roll Hi-Lo. Hi is left, Lo is right. @ O
3 Eye put out. Roll Hi-Lo. Hi is left eye. Lo is right eye. 2 Arm. Roll Hi-Lo. Hi is left, Lo is right. 8 O
Depth perception is gone, reduce all combat and visual per- 3 Foot. Roll Hi-Lo. Hi is left, Lo is right. 8 0
ception skills by one Rank. @ 4 Leg. Roll Hi-Lo. Hi is left, Lo is right. 8 0
4 Lose l d 4 teeth. 5 Thumb. Roll Hi-Lo. Hi is left, Lo is right hand. lt is
impossible to grip a weapon with that hand.
5 Ear is torn or cut off. Roll Hi-Lo. Hi = left ear. Lo = 6 l d 3 fingers. Roll Hi-Lo. Hi is left, Lo is right hand. If
right ear. Roll a d10. If the result is 7-10, a permanent hearing more than one is lost, it is impossible to grip a
loss occurs, in which case, reduce all listening skills by two weapon with that hand.
Ranks. @ 11 Injury heals badly causing bss of attribute points
6 Disfigurement. The injury causes terrible scars (see footnotes). Q 8
andlor rearranges the character's face in a manner which is 12 Liver damage. Constitution halved for protecting a-
unpleasant to look upon. Reduce Appearance and Charisma gainst poison damage. Alcohol becomes a poison. d
attribute by 1d l 0 each.
13 Lung damage causes racking cough and pain after
7 Head inury causes brain damage. Roll a d8 on physical exertion (running, fighting, climbing). 8 8
the subtable below to determine the effects of the injury.
1 Reduce lntelligence attribute by l d 3 points. 14 Stomach injury. Causes recurrent nausea, particu-
2 All skills drop one Rank. larly in stress situations, usually lasts ld20 minutes (Subtracl
3 Character develops a Mental Affliction. Select the ldlO Ranks of ability from skills during nausea). d
affliction on Table 6448: Mental Afflictions. 15 Kidney damage. Character needs three to four times
4 The character develops an Exotic Personality the amount of water normally needed, otherwise body poisons
Feature. Select the affliction on Table 644: build up, causing ld6 points of damage daily. d
Exotic Personality Traits.
5 Reduce Dexterity attribute by ld3 points. 16 Genital injury. Character loses all sex drive.
6 Increaseone skill by ld8 Ranks. All other skills drop 17 Throat injury. Roll d l 0 for degree of voice loss, 10
by ld6 Ranks. being the worst, unable to speak at all.
7-8 Roll ld3+1 more times on this subtable. Do not
reroll duplicates-add the effects together. 18 Back Injury. Reduce Strength by l d 6 points.
8 Injury causes constant pain. 808 19 Bionic Replacement. The damaged part has been
replaced by a bionic part. Select the part to be replaced and
9 Knee injury causes slowness and constant limp. other details on Table 861: Bionics.
After strenuous physical exertion (running, fighting, climb-
ing), knee causes pain. 8 20 Multiple injuries occurred. Roll ld2+1 times on
this table. Duplicate rolls are discarded and not rerolled. Re-
roll results over 19.
861: Bionics 88 861: Bionics

2d8 861A: Replacement Parts (roll d28)


2 Nervoussystem** (Tech level 13+).
3 Digestive system* (Tech level 1I+).
4 Both Arms. (Tech level 9+).
Bionics 5
6
7
Both Eyes. (Tech level 9+).
Arm (Tech level 9+).Roll HiRo. Hi = Right. Lo I; Left.
Hand (Tech level 9+).Roll Hino. Hi = Right. Lo = Left.

II Use onty if directed here by another table 1


Bionics refers to a branch of prosthetic medicine which fo-
8
9
10
Leg (Tech level 9+). Roll H i o . Hi = Right. Lo = Left.
Eye (Tech level 9+). Roll HilLo. Hi = Right. Lo = Left.
Ear (Tech level 9+). Roll a d6. 1-2 = left. 3-4 = right.
cuses on actual replacement of damaged body parts with biolo- 5-6 = both ears.
gicalslectronic (shortened to "bionic")devices. Instead of a 11 Heart (Tech level St).
"wooden leg," the character gains a fully functional, robotic leg 12 Both Legs. (Tech level 9+).
that responds like a real one. lnstead of a glass eye, the charac- 13 Lungs* (Tech level I&).
ter sees again, possibly with enhanced vision. Rather than wait 14 Both Hands. (Tech level 9+).
for a transplant, a mechanical organ is implanted. 15 Liver* (Tech level I&).
While it may seem strange to live with a mechanical device 16 Brain*. (Tech level I&). partial replacementonly.
in the body, the character may stand to gain special powers If Tech level is 1 less than required, part is an obvious, emmd
that he might not otherwise have. machine, otherwise, this part cannot be duplicated by a nonfuncliorr
These tables define the part of the body to be replaced, de- ing prosthetic device. Reroll.
termine the quality of its function and select its appearance. " If Tech level is not appropriate, reroll. This part cannot be dupli-
Roleplay & Cyborging: A cyborg is any being with a
bionic body part. However. when the proportion of machine
parts exceeds biological ones the question of defining life may
be raised. Is the character a man with machine parts or a ma-
.
r
cated by a nonfunctioningprosthelc device.

ldlO MlB: Function (rolla dl01


-I

1 Experimental device. Reroll and add 1 to the dike


chine with pieces of dead flesh attached to it? How does the roll. Add ld20 points to the malfunction chance given
character feel about being part or mostly machine? How does
d e t y treat cyborgs? with the selected function.
2-3 Poor (30°/.). Device functions in a minimal, ineffii
ent or clumsy manner. Reduce any skins or attributa
861A:Replacement Parts affected by the part by ld3 Ranksfpoints.
4-7 Dupllcate orlginal (05%). Part functions like L
Instructions: Begin here. If the part to be replaced has organic counterpart, though in an untiring manner.
not been previously selected, roll a 2d8 on Table 861A to select 8-9 Exceed original (10%). Part functions like its or-
8 body part. If the Tech Level of the character's culture (or the ganic counterpart, but enhances any skills or attd-
culture which replaces the lost body part) is not greater than or butes that may be affected by it by 1d3 Rankslpoints.
qua1 to the level indicated after the body part, the replacement 10 Grant special powers (10%). As for item 0-9
part is ALWAYS experimental (see entry # I of Table 861B: above, but the part gives the character special pow-
Function Quality). From here, continue on to Table 8618: Func- ers. Examples: a bionic eye might have infrared, ultra-
tion Quality. violet, telescopic and microscopic vision. A bionic lung
might breathe air, water or toxic vapor equally well. A
861B:Function Quality bionic limb could contain weapons.
11 Grant superhuman powers (15%). As item for 8-
Instructions: Roll a d l 0 on Table 8618to select how well 9 and 10 above, but multiply any bonuses by ld6. A
the bionic prosthetic functions. If the device has already been character with this level of ability could perform feats
determined to be experimental in nature, (see Replacement of superhuman strength, or lightning dexterity. Use
Parts above), add 1 to the die roll and also see entry #1 on this your imagination, but check everything with your GM.
table. 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). Not 'ldl0 8 6 1 ~~: e v i c~e ~ p e a r a n c e(rolla dl01
every action should require the bionic part to be stress-tested. 0-2 External Organ Machlne. This is a device that
Note that a skill check fumble indicates total device failure! duplicates the function, but not the appearance of the
From here continue on to Table 861C. organ or limb. Examples: a portable external heart-
lung machine, or robotic manipulation limb.
3-6 Obvious Machine. Part functions like the biologi-
861C:Appearances cal counterpart and even looks somewhat like it. How-
Instructions: If a device is experimental, see note below ever, no one would ever mistake it for the real thing.
before rolling. Otherwise, roll a d l 0 on Table 861C to select 7-9 Duplicate LHe. The device is indistinguishable from
what the bionic device looks like. the living body part, possibly even to the character
himself.
Experimental Devices & Appearance: If a charac- 10 Exotlc Appearance. The device has been made to
ters bionic part is determined to be experimental, subtract 1 bok exotic as a matter of choice, possibly to call
point from the character's die roll on Table 861C: Appearances. attention to it. An eye might scintillate like an insect's,
L or a limb could be sheathed in reflective chrome. d
2)82: Psionics 89 862: Psionics

used has rules for psionic abilities, use the power or powers
that most closely match those selected from the table below.
Otherwise, use the guidelines that follow.
Each power is a separate skill. Psychic powers can be im-
proved like other skills. Unless another table states otherwise,
Psionics use of psionic abilities begin at a Rank 1 skill.
To use a psionic ability in a simple manner, a character must
expend Strength attribute points. The cost of each power is giv-

'
en in brackets (relative to a 3-18 Strength range). D i i u l t feats

I Use only Idirected here by another table burn off more Strength than shown here (GM's discretion).
Expended Strength will be regained at the rate of 114 of the
character's total points per 6 hours of complete rest (sleep or
Psionic abilities allow the character to manipulate the world bed rest). Active characters cannot regain Strength points bst
through sheer mind power. Traditionally "common" psychic abili- through psionic endeavors. If psionic power usage reduces a
ties are represented here (the GM may have to rule whether or character to 0 (zero) Strength, the character will collapse into
not these abilities are albwed in his campaign). unconsciousness for 2d8 hours.
Instructions: Roll a d20 and match the result against the Roleplay: Even in a futuristic world, psionic powers are
table below to select a mental power (or powers). Then record considered weird, even evil, particularly to the general popu-
relevant information on the worksheet and return to the table lace. How will the character deal with his new powers? Will the
that sent you here. character try to hide them or flaunt them openly and fearlessly?
Using Psionic Abilities: H the game system being

dm 862: Psionic Power (rolla d20) d20 Psionic Power (continued...I


1 Psychic Bolt: [15 minus Rank] The ability to 8 Persuasion: [15 minus Rank] Mass Hypnosis that
summon and shape energy to shatter, burn or melt non-living may be used against one additional target for each Rank of
matter. Each Rank of skill adds l d 6 to the character's possi- Persuasion skill possessed by the character. At Rank 6, the
ble damage. character gains Mind Control at Rank 1 skill.
2 Psychometry: [I1 minus Rank] The ability to learn 9 Telekinesis: [ I 1 minus Rank. Add one point for each
the past history of an object or person by touching it. 20 Ibs of object weight over 10 Ibs] Allows character to move
3 Clairvoyance I: [ I 1 minus Rank] To see or sense inanimate objects by force of thought, even making them fly.
things occurring at a distance not normally possible with nor- 10 Suspended Anlmatlon: [8 minus Rank + # days
mal senses. Character gets a fuzzy view of what is occurring suspended] Character enters a sleep-like state and exists
-sound may be jumbled. Character may attempt to focus the without food, water, air, or heat for up to Rank+ld8 days.
power, but more often than not, visions are random (at the dis-
cretion of the GM). Upon attaining Rank 6, the character may 11 Teleportation: [16 minus Rank] Allows the charac-
use CIaitwyance 11 at Rank 1 ability. ter to move between two places without actually crossing the
distance that separates them. Rank increases distance.
4 Clairvoyance 11: [13 minus Rank] Like Clairvoy-
ance I,except that character may select what is wished to be 12 Mind Block: [14 minus Rank] Character can attempt
seen and receives dear sensory impressions from wherever to shield against intruding or offensive psychic abilities. A
the point of visual reference is placed. Upon attaining Rank 6, rnimimum rank is needed to block certain powers. Rank 1
the character may use Clairvoyance lllat Rank 1 ability. blocks ESP. Rank 2 blocks Hypnosis. Rank 3 blocks project-
ed thoughts. Rank 5 blocks mental probes. Rank 7 blocks
5 ' Clairvoyance IH (Astral Projection): [17 minus Mind Blast. Rank 9 blocks Mind Control.
Rank] Similar to Claimyance 11, but character is able to
create an impression that he is physically in that area (crea- 13-14 ESP: [ I 1 minus Rank] Sense the surface
ting an astral image) and is able to change the point of view, thoughts of other minds. Detect the presence of others.
as if he was walking around the place being viewed. 15 Telepathy: [13 minus Rank] Rank 1 = ESP. Rank 3 =
6 Psychk Healing: This is a healing ability that Project thoughts into other minds. Rank 5 = Probe into other's
trades Strength points for bst hit points at the rate of 2 minds. At Rank 7 may use Mind Blast at Rank 1.
Strength points for each 1 point of damage. It will also cure a 16 Mind Blast: [ I 1 minus Rank, plus ld6] Using mental
minor illness at the cost of l d 6 Strength, or a life-threatening power only, character can do physical damage to a foe. Dam-
disease at the cost of 3d6 Strength points. The character age equals 1d4+ Rank.
may use his Rank with the skill as if it were extra Strength
points. Thus a Rank 3 Psychic Healer could Heal an addition- 17 Body Control: [ I 1 minus Rank, plus the number of
al 2 damage points (1 112 rounded up), at no additonal points added to attribute] With this power, the character can
Strength cost. Minimum cost of 2 Strength per use. temporarily increase any attribute by l d 4 points.
7 Hypnosis: [11 minus Rank] Places victim in a sleep- 18 Mind Control: [15 minus Rank] This is the ability to
like trance, open to suggestions from the hypnotist (within take over the mind of another for a short while.
reason). At Rank 6 skill, the character also gains Persuasion 19-20 Roll ld3+1 more times on this table for additional
at Rank 1 skill. At Rank 10, character also gains Mind Control mental powers. If subsequent rolls duplicate previous rolls,
at Rank 1 skill. add ld3 Ranks to skill with that power.
863: Appearances 90 863: Appearances
--

Instructions: Roll a d3. The result is the number of itmes


to select on this table. For each time, roll a d4 and a d10. The d4
represents the "10's" digit, the d l 0 is the "1's" digit. A d4 result
of 2 and a d l 0 result of 0 would be 20. Modify descriptions as
needed to be more appropriate
.. . for an alien race.

II Appearances Roleplay: A character's personal affectations, that is,


mannerisms that he has developed, his physique, how he
dresses, and how he speaks are building blocks that you can
Use only if directed here by another table use to develop unique characterization. While a character's out-
ward appearance could be symbolic of his inward nature, it
This table is primarily aimed at NPCs, but should a player de- could just as easily be a mask, hiding the true character within.
sire, it can be used to develop his own character further. Remember, appearances can be deceiving.

d41d10 Noteworthy Appearance (rolla d4 & a dl01 dud10 Noteworthy Appearances ( continued ...
Foppish clothlng. The character dresses in vainly Overweight. Character is heavier than average.
inappropriate, dandified clothing. Grossly overweight. Character is so morbidly obese
Outofdate clothlng. The character's clothing is that normal motion is impaired.
from an earlier time period. Unusually muscular. Character has a body like a
Military garb. Regardless of his past, he wears mili- professionalweight-lifter.
tary-style uniforms. Unusually frail. Character looks like a slight wind
Clothing reveals profession. Whatever the charac- would bowl him over.
ter does for a living is readily apparent in his clothing. Greasy-looking. Hair is oily, skin seems oily, manner-
Dresses simply. Wears plain, unadorned clothing. isms are oily. Looks like he might whip out either an illegal
Dresses well. Clothing is smartly tailored and usually knife or an automobile sales agreement at any time.
quite expensive. Impresslve-looking. First impressions are important
Dresses poorly. Clothing is cheap, often gaudy and and this guy looks like he could be a hero or a superstar.
usually inappropriate to the occasion. Unimpressive-looking. At first glance, this char-
Dresses Severely. Wears strict, unadorned, no-non- acter seems hardly worth noting, he is lost in the crowd.
sense clothing. Stoop-shouldered. Exhibiting bad posture, the char-
Flashy. Wears an excessive amount of jewelry and or acter constantly hunches over.
designer label clothing. Extremely tall. Character is much taller than average,
Rebel. Dresses in a manner appropriate to someone towering above folk usually consideredtall.
who is culturally at odds with society. Extremely short. This character is so short that he is
Unkempt. Uncombed hair and a threeday beard (or un- considered as being a dwarf or midget.
washed for those who can't manage beard growth). Blg (really BIG). Character is substantially more
Effemlnate. The character's actions remind one of a massive than the average person, regardless of height.
woman, even though a "real" woman might act otherwise. Petite (really small). Character is smaller, substant-
Macho. The character hides any personal weaknesses ially less massive and more delicate than the average
behind an "lean-handle-anything"tough-guy demeanor. person (but would not be considered a dwarf or midget).
Unusual speech. The character's way of speaking Hair. Roll a d4 on the subtable below.
sets him apart. Roll a d l 0 on the subtable below. 1 Hairless. No hair on head.
1 Lisping voice. Replace "s" sounds with ''th" sounds. 2 Unusual hair style. Most people do not and
2 Loudvoice. would not wear their hair this way.
3 Commanding voice. Sentences sound like orders. 3 Close-cropped hair. Character wears hair much
4 Hissing voice. "S" sounds are dragged out. shorter than currently popular styles.
5 Heavy accent. 4 Very long hair. Character wears hair bnger than
6 High-pitched voice (possibly even squeaky) currently popular styles.
7 Deep, bw, gravelly voice (also "husky") Infirm. Character suffers from a disease that plagues
8 Raspy, wheezy voice. him with recurring and readily apparent symptoms, such
9 Soft, whispery voice. as a hacking cough, chills, dizziness, open sores, boils,
10 Roll ld2+1 more times on this subtable. crippled limbs, gangrene, or changes in skin cobr, etc.
Tattooed. Has a prominent tattoo. Use Table 857: Visible injury. Character suffered a serious wound at
Birthmarksto determine its appearance. some point in the past. The wound's effects are still ap-
Casual demeanor. Very relaxed. Nothing can be so parent. Select the injury on Table 860: Serious Wounds.
important that it makes him get upset or hurry. Attractive. Members of the opposite sex find the
Hyperintense. Obviously no one understands the character good to look upon.
importance of this situation or they'd be upset too! Unattractive. Character is unpleasant to look upon.
Thin. Character is noticeably thinner than average. Plaln. Neither physically attractive nor repelling.
Cadaverously thin. Character is thin to the point of Allen-looklng. Character has a weird, or alien look.
boking malnourishedor a victim of war crimes. Multiple features. Roll ld2+1 additional times on this
Body odor. Character has a distinct odor. Smell may table. If two rolls contradict each other, use the first roll
not be bad, but it is readily apparent. and reroll the second.
864: Crimes 91 864: Crimes

320 864: Crimes & Criminal Type (rolla d20)


Murderer. Kills people. Has a 30% chance to be a
professional assassin who kills for cash. @ 8
Kldnapper. Grabs victim and holds him for
Crimes ransom.@
Burglar. Breaking & entering specialist. @or Q 8

I1 Use only if directed here by another table

When someone intentionally injures another, takes or ruins


their belongings, violates their rights, or does anything that soci-
ety considers as wrong, they have committed a crime. Society
Pickpocket. Secretly removes valuables from
passersby or stores and shops.@ or Q
Extortionist or blackmailer. Q
Confidence artist. A "con man." O
Thlef. Steals from them what has. Roll a d4 on the
subtable below.
1 Banditry. Robs travelers and raids villages.@@
then takes upon itself the burden of punishing the criminal, nor- 2 Mugging. Robs lone victims.@ @
mally fitting the punishment to the crime. 3 Holding up banks or stores. 0
4 Uses a computer to steal information. @
Crime and Punishment Smuggler. Transports illegal goods. @
Racketeer. Runs organized crime operations. @
Instructions: Flip back to Table 745: Others to determine Spy. Discovers and steals the secrets of nations. @
against whom the crime was committed. Select the victim's Soci-
al Status on Table 103: Social Status, then return here. Roll a Drug dealer. Sells deadly substances for profit. 0
d20 and match the result against the table below to select the Pirate. Scourge of the seas or spaceways. Q e)
crime committed. The normal punishment for each crime follows Embezzler. Secretly takes money from employer. 8
in footnote references after it. Apply them all. If a character is Terrorlst. Uses fear as a political weapon. QOb)
imprisoned for a crime, get details on Table 540: Impisonedl Thug. Muscle man for a gang. @
ldea Criminal. Thinks wrong thoughts, particularly
Notes: if the character committing the crime is Wealthy, ones that disagree with prevailing social beliefs. Roll
reduce the length of the sentence by i d 4 years. If the charac-
ter is Extremely Wealthy, roll 1 d6. On a result of 6, no sentence for HiLo. Hi = Heretic (religious wrong-thinker). Lo =
is served, otherwise reduce the sentence by 2d4 years. Radical (Political wrong-thinker). 8
Vandal. Destroys others property. 00
Substance abuser. Root of the drug problem. 00
Criminals Sex Offender. Criminal accused of a sex-related
These are people who commit crimes. Some are hard-core crime. Roll a d6 on the subtable below.
professionals, some only do it once (for whatever reason), and 1 Perversion. Select the objectionable
some do it because they are not, so to speak, well. behavior on Table 644F: Sexual Disorders. @@
2 Rape. @ Q
Instructions: Roll a d20 and match the result against the 3 Illegal Prostitution. @
table. This is the criminal's primary illegal activity. If necessary, 4 Violates local sexual taboos. O
roll HiLo for the criminal's sex. Hi = male. Lo =female. 5 Creating Pornography. B
Select the scale or extent of his illegal activities by rolling a 6 Child Molesting. @ @
d20. A low result means a criminal of relatively little importance, Character commitedtwo crimes that were linked togeth-
such as a street punk, or a murderer who killed once. A middle er in some way. Roll twice more on this table.
range result is an average career criminal with a long list of of-
fenses. A high result is a well-known criminal, like a crimelord,
who directs a criminal empire or possibly a sociopathic mass r
murderer who stalks the streets and heinously slays innocents. Footnotes
@ ld4 years imprisonment. @ 2d4 vears imwisonment.
Roleplay: Crime can change a character's life forever. if @ ld6 years imprisonment. (3 ldl0 imprisonment.
known, it brands him as a criminal, to be known forever by his (3 ld8 years imprisonment. Q 2d10 years imprisonment.
crime, not by his profession or other deeds. If prosecuted, a &, If in a Barbaric culture or a Tech Level of 4 or less, ldea criminal
character faces years of imprisonment or even physical injury. (Heretic or Radical) is imprisoned until wrong-thinkingis
Family, friends or allies of the victim may come seeking com- renounced. NPCs have a 45%chance to be executed. For player
pensation. Yet, a crime that remains unknown, can gnaw at the characters, this becomes 2d10 years of imprisonment.All other
conscience forever. cultures, Heresy means ejection from society.
Criminal NPCs are people who knowingly do wrong. They @ (50 - Tech Level)%chance that NPCs are put to death. Player
may be personable, nice to their moms, and give gifts to or- characters receive life sentences (ld20+20 years).
0 Add ld6 years b length of sentence.
phans, but ultimately, they prey on others (usually the weak) 8 Character is publicly flogged. Subtract ld4 from
and see the world as their victim. Some elevate criminals to the Charisma attribute.
status of hero. Others feel they are victims of society and can't 8) (30 - Tech Level)%chance thatcharacter is tortured. Roll a d6.
help but do what they do (usually giving criminals more rights On a result of 6, the character receives a serious injury. Select
and privileges than their victims). the injury on Table 860: Serious Wounds.
Before you make a criminal out to be a hero or feel too sorry O Character must perform community service.
for him, imagine yourself the victim of a crime, losing valuables Q If the victim was of higher soda1status, add footnote 0.
...or a loved one. That's part of what roleplay is all about.
866: Unusual Skills 92 866: Unusual skills
sion to a character. Who knows, maybe a warrior's skill at wine
tasting may save his companions some day.

I
Instructions: Roll a d20 on the table below to select the
character's unusual skill. Then roll a d6 (for each skill, if addi-
tional skills are selected). If the d6 roll is less than 6, the
Unusual Skills character has a Rank 3 competency with the selected skill. If
the d6 result is 6, the character is Rank 4 with the skill.
The player and GM must decide and agree upon the details
regarding each skill. Be inventive!

I Use only if directed here by another table

Sometimes the skills one learns are not immediately applic-


Roleplay: Use the unusual skill to add a bit of spice to
the character's abilities. The character may never have to use
his architectural design skills in a life or death setting, but one
able to the job of being a legendary hero. Yet they do add dimen- never knows.

d20 Unusual Skills (roll a d20) d20 Unusual Skills (continued ...)
1 Social dancing -both formal and informal. 16 Theatrical ability. Roll a d l 0 on the subtable below to
2 Professionalgambling. select the nature of this talent.
3 P i i pockets. 1 Acting -all the world's a stage.
4 Gourmet cooking. 2 Artistic dancing.
5 Sexual seduction. 3 Oration -dynamic public speaking.
6 Skiing. 4 Story-telling.
7 Skating. 5 Ventriloquism.
8 Artistic ability. Roll a d6 on the subtable below to select
the nature of this talent.
-
6 Makeup & Disguise appear as someone else.
7 Circus skills (select on subtable 17 below).
1 Painting and Drawing. 8 Voice impersonation.
2 Holography (making holograms).
3 Sculpting.
4 Jewelry making.
IIII : g%%alents. Roll ld2+l addlinal times on this
subtable. A duplicate roll indicates skill is used at
5 Architectural design. II the next highei~ankof competency.
6 Several talents. Roll ld2+1 additional times on this 17 Circus skills. Roll a d8 on the subtable below to select
subtable. A duplicate roll indicates skill is used at the nature of this talent.
the next higher Rank of competency. 1 Aerial Acrobatics, includingflying trapeze.
9 Musical ability. Roll a d8 on the subtable below to select 2 Tight-rope walking.
the nature of this talent. 3 Animal training -exotic animals.
1 Play common musical instrument of own choice. 4 Clowning -acting like a clown.
2 Sing. -
5 Stage Magic perform feats of prestidigitation!
3 Song wriiing. 6 Theatrical ability (select on subtable 16 above).
4 Musicaltheatre (acting and singing). -
7 Horsemanship riding and t r i i s .
8 Several talents. Roll ld2+1 additional times on this
5 Make or repair musical instruments.
6 Play exotic musical instrument of own choice. subtable. A duplicate roll indicates skill is used at
-
7 Play by ear hear a song, then play it instantly.
8 Several talents. Roll ld2+1 additional times on this 18
the next higher Rank of competency.
Miscellaneous skills. Roll a d l 0 on the subtable below
subtable. A duplicate roll indicates skill is used at to select the nature of this talent.
the next higher Rank of competency. -
1 Astronomy star watching.
10 Ability with textiles. Roll a d6 on the subtable below to 2 Astrology - fortune telling.
select the nature of this talent. 3 Calligraphy -formal or fancy penmanship.
1 Sewing. 4 Embroidery. 4 Lassoing with a lariat.
2 Weaving. 5 Knitting. 5 WineKquer Tasting.
3 Tapestry design. -
6 Sailing small craft including pleasure boats.
6 Several talents. Roll ld2+1 additional times on this 7 Bargaining with merchants, etc.
subtable. A duplicate roll indicates skill is used at 8 Negotiation and diplomacy.
the next higher Rank of competency. 9 Deep sea diving
-
11 Mountaineering professional climbing.
19
10 Imitate monster noises.
Dabbler at many skills. Roll 2d3 more times on this table
12 Opposite hand weapon use with weapon of choice.
13 Computer skills - can program or operate most any to select the skills possessed by the character.
computer within one Tech Level of own Tech Level. 20 Enthusiast at skill. Roll again on this table to select the
-
14 Model making make realistic miniatures of things. skill. Character has 1d2 additonal Ranks of ability with
15 Inventing- all sorts of useful and useless contraptions. this skill.
1 866: Spacecraft 93 866: Spacecraft

ld20 866C: Armament (rolla d20)


1-5 None. Ship carries no weapons.
6-11 Lightly-armed. Carries a minimalof legalweaponryfor
defensive purposes. Doesn't belong in a fire-figM.
12-17 Well-armed. Carries enoughweaponry to make others
Spacecraft think twice before attacking it. Hasafairoffensivesttike
capability.
18-19 Heavily-armed. This is abattleship, well protectedand
capable of massive amounts of offensive destruction.
1 Use onlv if directed here bv another table I 20 Planet-buster. If the spacecraft is NOT a battlewagon,
reroll. Otherwise, the unbelievable firepower in this
This table is set up to define the basic attributes and special- spacecraft could level a planet.
Ized features of spacecraft. It will not create ready-to-usespace
ships. You will needto make the ship fit yourgame. It's alsoagood
Mela to let vour GM review this stuff, since he mav not want vour ld20 866D:Special Features (roll a d20)
characterfo have that interstellarbailewagonwitcplanet-buiting
weaponry. 1-5 None.
6-7 Personalizedship's computer. Developapersonality
Instructions: This is a multistep procedureto develop for it. Roll 6 times on Table 312A: Personalhy T r d
the attributes of a spacecraft obtained or encountered by the Check to select personality traits. Decide whether H Is
character. For each of the five tables on this page, roll a d20 and
matchthe result against that table. Recordthisspacecraftinforma- "malewor "female."
8 Techno-wonder Installed. Select this item on Table
tion as notes somewhere on the back of your character history 855: Techno-Wonders.
worksheet.
9-10 Large cargo area.
11-13 Advanced computer. The computers are one step
better (smarter, faster, more programs) than those
found on similar ships.
14-15 Specialdefenses. Defensesystems are one step bet-
ter than those found on similar ships.
16-17 No Crew. Ship requires no crew other than thecharac-
ld20 866A: Ship Type (roll a d20) ter to operate.
18 Non-standard lnterstellar drive. Ship uses less fuel
Small fighter craft. One or two pilots are all this small and jumps farther than similar ships.
military ship can carry. 19-20 Reroll. Roll twice more on this table.
Scout shlp. A small maneuverable craft capableof tra-
versing space and exploring a planet.
Small yacht. A small personal space craft. (ld20 W E : Liabilities (roll a d20)
Large yacht. A large private passenger craft.
Small freighter. Designed to carry small amounts of None.
goods. Allen manufacture. Ship is not built to character's ra-
Large frelghter. Designedto haul large quantities of cial standards. Seats are wrong, controls labels are
goods. illegible and so on.
Factory ship. A large, ungainly craft designedto proc- Clunky star drive. Drivemay not always functionwhen
ess raw materials Into usable form. Usually they are engaged. 75% chance of working.
heavily automatedwith minimal crew. Small cargo area. Has haif the normal cargo space.
Destroyer. A small, but well-armed military ship. Interlorunfinlshed. Walls lack paneling, floorsare raw
Passenger Ilner. Large luxury ship. metal, loose wiring hangs everywhere.
Colony shlp. Carries colonists to new planets. Fuel eater. Inefficient star drive consumes Id100 %
Battlewagon. Large, heavily armed military ship. more fuel than a similar ship.
GMOnly: See entry#866on Table967:GM'sSpecials.
Junker. Ship is built out of salvage. At least ld6
L
different ships went into her construction.
ld20 866B:Space Capabilities (roll a d20) Old shlp. Ship was plying the spaceways when the
character's granddad was a boy.
1 Orbital Only. No interplanetary capability. Ancient shlp. Ship is very old, possibly dating back to
23 Short range system shlp. Travel to nearby planets & the beginning of star travel.
moons. Custom job. Most systems are nonstandard. Repairs
4-7 Long range system shlp. Travel to solar system's are 1d l 0O0Iomore costly than normal.
outermost or innermost planets. Recognizable shlp. The ship stands out from other
8-15 Short range lnterstellar. Travel to nearby stars only. ships. Even common folk know her by name.
16-19 Long ranger lnterstellar. Travel to moderately distant Infested. The ship is overrun by parasites.
stars in one trip. Large Crew. Ship requires a largecrew to run, at least
20 Unlimited lnterstellar. Can travel to anyplace in the ld4x100% more crew than a similar ship.
galaxy. Reroll. Roll twice more on this table.
C
967: GWs Specials 967: GM's Specials

to determine where the money comes from.


1 NPC has an adventurer's hoard of gold and treasure.
2 NPC is secretly a criminal. Income comes from crime.
3 NPC's money comes from a secret inheritance.
4 NPC discovered a lost treasure and loots it as needed.

I GM's Specials
5 NPC recieves money from investments.
6 NPC manipulates credit accounts with computers.
528: The robot has a 75% chance to be of the opposite sex of the
I Use only if directed here by another table character. If so, it has an additional 50% chance to be hopelessly
-
in love with the character a fact it may or may not choose to
reveal.
529: The stolen items are the cleverly disguisedcomponents of an
exotic technologicaldevice. They belong to a secretive, politically
powerful society who has been holding on to them until the right
Instructions: The numbers before the entries below cor- time. Decide what the item does or select a technologicalwonder
respond to the table that instructed you to come here. Read only that it simulates on Table 855: Techno-Wonders.
that entry andthen returntothetablethat sent you here. Be honest
or you may spoil a later surprise for yourself. 539:The Patron is a notoriouscrimefigure who leadsadouble life.
101: Mutant human characters may be taller, stronger, smarter On one hand, he is an evil criminal. In his other identity, he is a
and better lookin' than the rest of us, but they pay the price for it. beloved philanthropist, well known for his support of the poor, his
Give the Homo superior character 1d3+2 exotic personalitytraits sponsoring of gifted young people and an interest in exploration
from Table 644: Exotic Personality Traits. Give him a barely con- and adventure.
trollable, possibly dangerous, psionic ability from Table 862: 540: The box contains an object that must be selected from Table
Psionics. Give him 1d3 items from Table 863: Appearances. 854: Gifts andLegacies. Who the woman refers to as 'Them" and
Finally, give him an "Achillesheel," some thing or situation that can
cause his downfall. Of course, the player of the mutant character
should only vaguely suspect all this, just enough to make him
why the object is important is a mystery that you can develop into
an adventure or even a campaign. 'They" might be evil cultists
trying to retrieve an artifact, hired assassins sent to retrieve a
I
unbalanced(remember Rutger Hauer inthe movie Bladerunner?). valuable heirloom, or inhuman monsters bent on conquering the
1048: All the character's siblings are unknown to the orphaned
character. His actual birth order, place of birth andtime of birth are
all unknownto him. The GM should roll these separately. Roll a d4
world. The woman could be a Noble, a prostitute, an adventurer,
or just a luckless officer worker, in the wrong place at the wrong
time. The object could be ceremonially valuable, historically or
I
on the subtable below for further information.
1 The character's parents are not dead and still seek his
whereabouts.
politically important, or just plain priceless.
747: The character was the result of a genetic breeding experi-
ment and was born without a recognized mother or father. The
1
2 The character's starting money is the remnants of a character has been raised by 1d6 now-elderlyresearch scientists
trust fund started by his parents.
3 Character will have l d 4 companions of a similar age
who are like family to him. Select these companions
on Table 752: Companions.
who consider the character to be their "child." As result of his
"created" background, select 1d3 abilities (or liabilities) taken from
Table 859: Talents, Mutations & Modifications,but do not inform
the character that these abilities exist until such time as he might
I
4 Roll twice more on this subtable, rerolling duplicates.
104D: Assume that the relative was previously unknown to the
character, like a long-lost brother orcousin, orthat maybe hecould
accidentally discover their existence.
752A: The Companion is really a supernatural being in the guise
of a mortal (possibly an angel, demon, spirit, or ancient 'god"). If
I
not exist unless a fluke or flaw existed in time or the nature of the the Companion's nature is ever discovered, the Companion de-
universe, such as an ancestor or descendant.
106A: Character is actually aclone of anotherperson. Roll ad4 on
the following subtable:
parts, leaving the character with a parting gift. Select the gift on
Table 854: Gifts & Legacies.
7528: The Companion (presumed to be of the opposite sex) is
I
1 Character was cloned for replacement parts, but the secretly in love with the character. The Companion will not reveal
"original" died, allowing clone to live a normal life.
2 Clone is a replacement for dead "original." All memories
are those of the original being.
the affection to the character, since the Companion feels that the
character will probably reject him or her. I
3 Character cloned in order to secretly replace "original." 753: The Rival is secretly in love with the character. The Rival will
Something happenedto allow the clone to go free.
Original is alive and exists somewhere.
4 Character was cloned as part of a "mass production"
not revealthe affection to the character, since the Rivalfeels that
the character will probably reject him or her.
855: Rerollthe device on Table 855: Techno-Wonders,then roll a
I
experiment to produce a ready supply of workers or war- d l 0. If the d l 0 result is 1-4, give the device some form of fatalflaw,
riors. Somewhere, uncounted identical clone brothers
exist as little more than slaves.
106B: Character was kidnapped by whomever now acts as his
possibly a deadly sideeffect, or a built in predispositiontowards
failure at the worst moments. If the d l 0 result is 6-10, keep the
powers of the machine secret, a mysteryforthe charactertosolve.
I
parents. Reroll the Social Status of the character's parents.
Assume that they still seek the character, even as an adult.
107A:The NPC's moneycomesfromsomeplace otherthan a nor-
866: The ship is a stolen ship. Assume that the law is looking
for this one. Use Table 745: Others to select the ship's previous
owner.
I
mal occupation or social position. Roll a d6 on the subtable below
Index

I( Index
- Education Points, 16-17,18, Mental Afflictions, 72 Rank, skill 3, 5
Adulthood, 4,3344 19,32 Mental Powers, 89 Rank, military, 58
Egalitarian (attitude), 36 Mercenaries, 57,59 Relatives, 22
Elderly (age), 4 Merchants. 41 Religion, 62
Aliens, 7.15, 77 Ethical (attitude), 33 Military Academy, 32 RetrogressiveCulture. 18-19
Alien Technology, 16. 17 Exotic Birth Locations, 23 Military Duties, 57 Rival, 82
Alignment, 9,35-36 Exotic Events, 65-66 Military Experience. 55 Robots, 79
Exotic PersonalityTraits, 71-75
I Anarchic (attitude), 36 Military Rank, 58 Romance, 63
Ancient (age), 4 Extremely Wealthy ,20-21 Military Skills, 59 Rules & Terms 'n Stuff, 3
Apathetic (attitude). 36 Modifications, 86
Appearances, 4,9,90 Family, 22 Money, 6,20-21,68 Self-centered (attitude), 36
Applying Guidelines, 4 Fears (see Phobias) Monotheism, 62 Serious Wounds, 87

I Archetypes, 9,lO
Attitude, 35-36
Attributes, 3-4
Final Frontier
Events, 51
Future History, 13
Motivations, 8
Mutations, 86
Sex Change (event #), 65
Sexism. 3
Sexual Disorders, 75
Occupations, 40 Navy, 57,58,59 Siblings. 22

I Barbaric culture, 18
Battles, resolving, 7.56
Behavior Taas. 74
Fumbles, 5
Funny Numbers, 2
FutMod (Future Modifier). 13-14
Future H'istories, 13-14 '.
Neutral Alignment, 36
Neutral Traits, 69-70
Nobles, 78
Skills
Buying, 6
Generic use rules, 5
~iblio~ra~h<96 Nomadic Culture, 18 Improving during play, 5

I BiMod (Birth Modifier) ,23


Biinics, 88
Birth, 22,23,24-25
Birth Locations, 23
Generic Skill Use Rules. 5
Gifts, 83
GM's Specials, 94
NPCS,9-10.26-27
Numbers, funny, 2

Obsessive Behavior
Military, 59
Ranks. 3,4.5
Survival, 6
Unusual. 92
Birthmarks, 85 God, 62 (6448: entry #14-15) pg. 72 Slavery, 60

I Body Locations, 85
Branchof Military Service, 57.59
Businesses, 7
Good Guys, 10
Good vs. Evil, 69-70
Government Jobs, 41
Occupations, 37-39,40,41,42
Occupation Performance, 9,43
Officer, Military, 58
Social Status, 9,20
Spacecraft, 93
Special Success, 5
Guardians, 22.77 Officials, Government, 41 SolMod (Social Level

I Character Race, 15
Charisma, 4
Childhood, 4,28-29,30-31
Groups, 50,76

H i - ~ b7,
Other Groups, 76
Other Persons, 76
Other Uses & Abuses, 7
Modifier). 20
Stackpole, Michael A., 1,2.96
Stagnant Culture, 18-19
Chivalrous (attitude). 36 Hobbies, 44 Other Worlds, 23,48-49 Starting Money, 6

I Clergyman, 39
Colors, 85
Comfortable(Social Level), 20-21
Companions, 81
How to Use this Book, 2
Human, 15

Imperial Space
Parents
Death of ... ,68
Head of household, 26
Strength, (attribute), 3
Strength, Trait (see Trait
Strength)
Survival Skills, 6, 18.59
Conformist(attitude), 36 Events, 52 Noteworthy Items, 26-27

I, Conscientious (attitude), 36
onstitution. 4
Control Over Traits, 71
Future History, 13-14
Occupations, 40
Imprisonment, 61
Occupations, 26
Patron, 64
Patronage, 64
Talents, 86
TarnishedTomorrows
Events, 5 1

E
rafts, 42 ImprovingSkills, 5 Percentiles, 7 Future History, 13
reating a Character History, 6 Infantry, 57,59 Personality, 28,35-36 Occupations, 40
rimes, 91 Incongruities.2 Personality Traits, 35.69-70, Technoculture, 16-19
Criminals, 53-54,91 Inheritance,68 71-75 Tech Level, 16-17
Culture , 18-19 Injury (see Serious Wounds) Darkside, 70 Techno-Wonders, 84

B uMod (Culture Modifier), 18


yborgs, 88
Insanity, 72
Intelligence. 3
Introduction, 2
Exotic, 71-75
Lightside, 69
Neutral. 70
TekMod (Technology
Modifier), 16-17
TiMod, 20,78
Darkside Traits, 69, 70 Pet, Unusual, 80 Titles, Common (Nobility). 78

k eath. 67,68
ath of a Loved One, 68
eath Situations, 67
Decadent Culture, 18-19
Leaders, 10
LegitMod(Legitimacy
Phobias, 73
Piracy, 54,91
Place of Birth, 23
Polytheism, 62
Tragedies, 45-46
Traits (see PersonalityTraits)
Trait Strength, 35, 71

F
line (of attributes), 4 Modifier), 22 Poor (Social Level), 20 Underworld Experience. 53-54
enerate Culture, 18-19 Linking Events, 11-12 Post Holocaust Unusual Pets, 80
epraved (attitude),36 Lightside Traits, 69 Events, 52
Destitute (Social Level), 20 Literacy, 6, 16-19,20-21 Future History, 13-14
eveloping Culture, 18-19

fi
Lo-Tech Occupations, 40
eviant (attitude), 36 Events, 50 Prison, 61 Wealthy (Social Level). 20-21
xterity, 3 Occupations, 39 Psionic Abilities, 89 Well-to-Do (Social Level), 20-21
Diabolical(attitude), 36 Love Events. 46,63 Punishment, 91 Willpower (attribute), 3
ice Explanations, 7 Luck, (attribute) 3 Wonderful Events, 47
ynamic Culture, 18-19
M a g i c Use, 39
Materialistic (attitude), 36 Race, 9,15
Mature (age), 4 Random Encounters, 7
Bibliography Bibliography 1
Bibliography I
Abrams, April; Abrams, Stephen; Everson, Anita; and Everson, Jon. Miller, Marc. MegaTraveller. Edited by Joe D. Fugale Sf. and Gmy L
I
I

[Midkemia Press]. 'Populating Sanctury.' In Robert L. Asprin's Thomas. Bloomington, Illinois: Game Designers' Wobhop, 1987.
Thieves Wodd Game Master's Guide for Sanctuary. Edited by Moldvay, Tom. Lords of Creation. Baltimore, Maryland: The AvPlon HI#
Steve Penin, G r q Stafford, and Lynn Willis. Berkley, California:
Chaosium, Inc., 1981.
Abrams. Stephen; and Iverson, John. Cites: A gamemaster's guide to
Company, 1984.
Nakazono, Barry and McKenzie, David. Uvlng S W . Padona, CaWbr-
nia: Leading Edge Games, 1988.
I
encountersand other ~ l e for
s fantesy games. San Diego, Califor- Niles, Douglas. TopSecretS.1.Editedby Werren Spector. UCb Ckmm,
nia: Abrams and Everson, 1979.
TheAmericen Heritage Dictionary of the English Language. New college
ed. (1980).
Berkwe, Wayne andsummers, Ian. Barlowe's Guide to Extra-Terrestials.
Wisconsin: TSR, Inc., 1987.
O'Green, Mark. Personal letter. 22 September, 1987.
Perrin, Steve; Stafford, Greg; Henderson, Stevo;and)(V/(Hs, Lym. R u
quest. 2nd ed. Berkeley, California: Chaodum, Inc., 197Q.
I
New York: Workman Publishing, 1979. Perrin, Steve; Stafford, Greg; Henderson, Steve;and Willis, Lynn. R u
Barrett, Kevin and Amthor, Terry K. Space Master: The Role Plaflng
Game. 2nd ed. Edited by S. Coleman Charlton, John Ruemmler,
and PrestonM. B. Eisenhower. Charlottesville,Virginia: IronCrown
quest 3rd ed. Edited by Yurek Chodak, Shofmur Kaht~,C h d &
. Avabn HillG m o
Kmnk. andSandv Petersen. Baltimore,.Manrlend:
company, 1984.-
I
Enterprises, 1988. Petersen, Sandy. Call of Cthulhu. Berkley, Calfomla: Chaodum, In&,
The Blble: The NewOxfordAnnotated Bible. RevisedStandardVersion.
Edited by Herbert G. May and Bruce M. Metzger. New York, New
1981.
Petersen, Sandy; Willis. Lynn;and Stafford. Greg. Ghostkrstem Edltod
1
I
Y o k Oxford University Press, 1973. by Paul Murphy and GregCostikyan. NewYok West EndGames,
Butterfield. John H. Universe. New York: SPI. 1981. Inc., 1986.
Charette, Bob and Hume, Paul. Aftermath! Rosiyn, New York: Fantasy
I
Porter, Greg. Time Lords. Richmond, Virginia: Bladcsbug bsearch
Games Unlimited, 1981. Center, 1987.
Charette, Bob; Hume, Pauland Dowd, Tom. Shadowrun.Chicago, Illinois: Priestly. Rick. Warhammer 40.000 Rogue Trader. Nottingham, United
FASA Corporation, 1989. Kingdom: Games Workshop, 1987.
CosHkyan, Greg. Ster Wars: The Roleplaying Game. Edited by Eric Rahman, Glenn. 'New Phobias" In Cthulhu Cornpadon. EditedbySandy
Goldberg, Paul Murphy, and Bill Slaviscek. New York: West End
Games, Inc., 1987.
Dee. Jeff and Dee. 'Manda. TWERPS Basic Rules. Grand Rapids, Michi-
gan: Reindeer Games, 1987
Petersen. Berkley, California: Chaosium, Inc., 1983.
Siimbieda, Kevin. The Palladium Role Playing Game.. Revisededition.
Detroit. Michigan: Palladium Books, 1983.
Slavicsek, Bill and Smith, Curtis. The Star Wars Sourcebook Edited by
I
Dockery, Kevinand Sadler, Robert. The Morrow Project.3rd ed. Pontiac. Jeffery L. Briggs and Paul Murphy. New Y o k West End Oenm.
Michigan: Timeline Ltd., 1980.
Foster, Alan Dean. Nor Crystal Tears.New York: BallantineBooks, 1982.
1987.
stack&&.-~ichael A., editor. Citybook Ill Deadly Mghtdds. Van Nuyr,
I
Gelber, Dan; Costikyan, Gregand Goldberg, Eric. Paranoia. 2nd ed. New California: Task Force Games, 1983.
Y o k West End Games, Inc., 1987. Stackpole, Michael A. Designing the LUdlmate Fantasy Gem-.
Goldberg, Eric; Klug, Gerard C.; Ritchie, David James; and Woods, Unpublished manuscript,l987.
Edward, J. DragonQuest. 2nd ed. New York: SPI, 1981.
Gygax, Gary. Dungeon Masters Guide. Lake Geneva, Wisconsin: TSR
Games, 1979.
Gygax, Gary; Ameson, Dave. Dungeons & Dragons Expert Rulebook.
Stock, Bradand Lane. Brian. 'Birth Tables for D&D/ Them e n . O&bu
1976.
Sustare, B. Dennis; and Hendrick, Arnold. Sw-mr. Prided. Fbdyn,
I
New York: Fantasy Games Unlimited, 1985.
Editedby Frank Mentzer and Anne C. Gray. Lake Geneva, Wiscon-
sin: TSR, Inc., 1983.
Gygax. Gary; Arneson, Dave; and Mentzer, Frank. Dungeons & Dragons
Tucholka, Richard. Frinpworthy. Madison Heights, Michigan: Tti 1.t
Inc., 1982.
Thompson, Kevin. 'Insanity,or Why is My Character EatingLeaves?" Th.
I
E w r t Rulebook,DungeonMasters Compan-ion:Book Two.Edited Dragon. September 1978.
by Anne C. Gray. Lake Geneva, Wisconsin: TSR, Inc., 1984.
Irby, Chad and Jackson, Steve. Car Wars. Deluxe edition. Revised by
Scott Haring. Austin, Texas: 1986.
Jackson.Steve. GURPSBasicSet. 3rded. Austin, Texas:Steve Jackson
Voss, H. N. The Morrow Project Role Playing Expandon. Ponhc,
Michigan: Timeline, Ltd.. 1984.
Ward, James M., Ritchii, David James, Jaquet, Gary. Gamma WbrM.
Lake Geneva, Wisconsin: TSR, inc., 1986.
I
Games; 1989. -
Weisman. Jordan K. Battletech. 2nd ed. Chicam.- Illinois: FASA Corn- I
Jackson, Steve and Barton, William A. GURPS Space. Austin, Texas:
Steve Jackson Games, 1988.
Jaquays, Paul. Centralcasting: Heroesof Legend. Van Nuys, California:
ration, 1985.
I
Winter, Steve, ed. Star Frontiers. Lake Geneva, Wisconsin: TSR, Inc..
1982.
Task Force Games, 1988. Wujcik, Eric. TeenageMutant Ninja Turtles& OherStmngc~esaLktrdt,
Jaquays, Paul. 'The Fantasy Role-PlayingPrevious History System." The
Dungeoneer. January-February, 1979.
Jaquays, Paul; Cox, Randy; and Wieland, Tamara. 'Idiosyncracies in
DBD." The Dungeoneer. June-December 1977.
Michigan: Palladium Books, 1985.
I
McDonald, George and Peterson, Steve. Champions, The Super Hero
Rde Playing Game. 2nd ed. Belmont, California: Hem Games,
1981. Central CastingF Heroes of Legend
McLimore, Guy W. Jr.; Poehiein, Greg K.; Tepool, DavidF. Star Trek: The
Rde Raying Game. 2nd ed. Chicago, Illinois: FASA Corporation,
1983. The first book in the Central Castingm game aids seriw i s
Melville, Joy. Phobias and Obsessions.New York: Coward, McCann & still available. Give depth, motivation and l i f e ta every PC
Geoghegan. Inc.. 1977. and N P C in your favorite fantasy roleplaying system.
Meyer. Richard. K.; Hunt, Walter H.; Jamieson, Evan. Mechwarrior.
Edited by Todd Huettel. Chicago: FASA Corporation, 1986.
Miller, Marc. Traveller. Normal, Illinois: Game Designers' Workshop, Task Force Games, 14922 Calvert Street, V a n Nuys, CA
isn.
Miller, Marc. The TravellerBook. Bloomington, Illinois: Game Designee'
91411. Write and ask for a catalog today.
( j p
Workshop, 1982.
t Die Roll Modifiers
p. 13-14 Future History Modifier (FutMod):
(102A) Tech Level Modifier (TekMod):
(102B) Culture Modifier (CuMod):
Character History Worksheet I (103)
(105)
(749)
Social Level Modifier
Birth Modifier
Title Modifier
(SolMod):
(BiMod):
(TiMod): .
Name: Sex: Future History:
(101) Race: (102A) Tech Level: (102) Education Points:
I
(102B) Culture:
(749) Nobility Title (if any):
(103) Social Status:
(104A) Legitimate Birth? Yes 0 No 0
(103) Literacy Chance: %

(104B) Family:
(104C) Siblings: (104C) Birth Order:
(105A) Home world: (105B) Place of Birth:
(106) Unusual Births:

(107) Notes about Parents:

-
(208 211) NOTES & EVENTS SKILLS (312) PERSONALITY
Age Event or Note Skill Name Rank

Survival(W): -
SUMV~(R): -
SUMV~(U): -
Literacy: -

Total by Column
Alignment

f
Attribute Modifiers & Age
.
Final Character Age:
OCCUPATIONS Starting Money Modifier:
Strength: -Intelligence:
Dexterity: -Willpower:
[ 1- Charisma: Constitution:
Use the back of this form if more space is needed. Appearance: -

Task Force Games grants permission to photocopy this page for personal use only. Copyright @ 1989 Task Force Games (vers. 2)

You might also like