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FutMod: 1d4+10

future-specific: table 527


personal spacecrafts: 1d10. 4-10, reasonably current; otherwise, outdated clunker.

14Third Stellar Age [Lit: 95%1. Warriors wield hand-held nonlaser energy weapons.
Antimatter used to produce power. Faster thanLight (FTL) communication exceeds speed of starships.
Small ships have interstellar capability. Robots are commonly humanoid
(or alienoid) in form (except for the steam-vents sticking out). Education Points:22
A key aspect of the culture's technology is more typical
of a lower Tech Level (say, steam-powered airships).

Dynamic Culture
This is a culture marked by rapid growth, development and expansion.
New lands or worlds are being discovered and claimed.
technology is advancing by leaps and bounds, often progressing
a full Tech Level within a generation or less. However, the fast
growth also outpaces the ethical application of the new discoveries,
leaving the culture wide open for future disasters. Governments
are similar to Developing cultures, but access to political
power moves out of the grasp of common people. Class stratification
still exists as fewer and fewer people profit from new discoveries.
It is a time of "Humanistic"theology, imagining the people of
the culture to be the apex of creation, the "gods" of their universe.
Gameplay Beneflts: select one Neutral trait from Table 6438: Neutral Traits.
Roleplay: Dynamic cultures are often self-centered, caught
up in the wonderfulness of themselves. In their eyes, they can do
no wrong. It is a culture of great Ego, one that believes that great
risktaking and great intellect should earn them great reward. Moral
bankruptcy has begun. A character from such a culture might
share those values. Emphasis is placed on Neutral values (see
Table 3 1 1: Attitude & Alignment).
CuMod 10 Survival 7 ranks, Education +4d4

Comfortable
This is the middle class of any Culture, regardless of the Tech
Level or average wealth of its citizens. These folk usually live in
clean, nicely apportioned homes or apartments. often in better
neighborhoods. They eat regularly and occasionally very well. Children
are schooled and often go on to higher education. They usually
own conservative forms of transport-a modest ground car or other
inexpensive vehicle. Luxuries include travel vacations, good food,
the ability to hire occasional menial services, nice clothing, and
leisure devices. This class includes "impoverished" nobility, upper
level office workers, professors and teachers, skilled craftsmen and
technicians, highly-skilled laborers, lower govemment officials, lowranking
military officers, lesser clergy, and shopkeepers.
Gameplay Benefits: Character has a 45%
chance to own a sport weapon (such as a hunting rifle).
Money: 100% of normal starting money. Character has no problem
borrowing moderate amounts of money at fair rates.
Roleplay: Folk from this Social Status are considered to represent
the mainstream of their Culture's beliefs and attitudes.

SolMod 4 TiMod 3 Education +1d4


BiMod 30
Character: Half-human; half-alien. +1d3 Strength, Int, Dex. Exotic Personality Trait (minor fear of
snakes), Fairly attractive, skin is tinted bluish-silver.
Raised by two parents on Kashima, a world on the border between the Core Worlds and the
Colonies. The planet was covered in huge tracts of virgin forest. Actually born in Hyperspace on
the way home to the planet. Due to complications (racial heritage and place of birth), he almost
died- the docs were stunned that he lived. (+1 Con)
Father a paleontologist.
Loving father from an overdeveloped world; mother a military veteran (air cavalry)
Name: Alan Kuchiki
Due to ancestry: childhood 12 years, adolescence 12 years.
3 childhood events
Age 11: After sending in 60 labes from breakfast creal pouches, he won a family trip to the
aquatic resort planet of Annari. The kid gets lost and finds a wrecked spacecraft. By right of
salvage, becomes his. It's old, but functional. Found a mysterious alien item; still not sure what it
does. Could be a time machine, could be a stargate, could be a holographic disco ball. Small
freighter, with an advanced computer. Doesn't need a crew other than him. Long-range interstellar
travel between stopovers. Well-armed. Unfortunately, the stardrive has only a 75% chance of
working. It's cause the ship's really old.
Age 4: Half of the character's hometown is crushed when a huge crouser langs on it after reentry.
Oddly, the cruiser turns out to be 1. empty and 2. over 200 years old. So it just sort of became
part of the town.
3 of adolescence
13: Gain friend + companion (self-aware humanoid robot (male programming)
19: becomes a fighter pilot in the military, 1st class petty officer. Rank 2 laser pistol. Rank 1
martial arts. (Survival sense: attacks against character modified 1 point in his favor). learns
piloting (rank 3), gunnery (rank 3). Commanding officer was an alien in the space navy.
2 events: Character's immediate superior officer is slain and he assumes
command (effectively a field promotion, by one rank (to chief). If
this is rolled again, he advances yet another rank).
Hitch extended by 4 due to a major war. 2 events a year. In each, a strange set of circumstances
conspire to kill most of the commaning officers- he ends up becoming a Captain. (+3 SolMod). A
madssive invasion of unknown alien enemies increases this- character is captured a few months
in (has been in service 8 years; is 27). Placed in a high-security space facility. Guards are cruel,
flog prisoners randomly. He escapes after 2 years, accompanied by 2 others.
Those aliens are still a threat, making raids and skirmishes now and then. he has a +20% bonus
when fighting them.

Instructions:
Smuggler (cost mod 3), Skill Rank 4, 1 point remaining
Four: Use up Leftovers. If the character does not have sufficient
points to buy the next Rank of expertise in his occupation,
he can spend those remaining points on unusual skills. Using the
cost guidelines given above, he may select skills on Table 865:
Unusual Skills.
Events of Adulthood: He and his friends, soon after escaping, accidentally flew his recaptured
ship into a nebula and through an ancient, battered, defective stargate, finding themselves in a

backwater system on the other end of the galaxy- lots of vice and smuggling. Unusual weapon at
rank 3.
Age: now 27, basically just reached adulthood 3 years before.
Planet of adventure starting: Vandeikya
Colonists of Nigerian, Spanish, German descent.
Breathable, warm (thick jungles on land, algae mats and sargasso on seas), human-miscible,
about ten thousand inhabitants. Tag: hostile biosphere.

Enemies Local fauna, Nature cultist, Native aliens, Callous labor overseer
Friends Xenobiologist, Tourist on safari, Grizzled local guide
Complications Filter masks fail, Parasitic alien infestation, Crop greenhouses lose
bio-integrity
Things Valuable native biological extract, Abandoned colony vault, Remains of an
unsuccessful expedition
Places Deceptively peaceful glade, Steaming polychrome jungle, Nightfall when
surrounded by Th ings

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