TEXT: Lifepath Generator
  This system generates a randomized background for a character.  It's a strictly optional part of character 
  creation and is mostly intended to flesh out your character and to spark ideas.  If you don't like a result, or 
  it doesn't match the concept of your character, just pick something you do like instead, or reroll...or come 
  up with a more compelling option.
  It works a bit like Mad Libs.  Follow the parts in red and roll on the indicated table where appropriate. 
  Once you get to the Tour of Duty section, roll once per level for levels 3 and 4, twice per level for levels 5 
  through 7 and three times per level for every level beyond that.
  Once you're done, do the exit questionnaire, particularly if your GM allows the mechanical bonuses.  Now 
  that you have a mass of random, but hopefully interesting data, flesh it out and turn it into a story.
  I was born on (1), and/but raised on (2).
  Table 1.  Birth World.  Roll d6 for your birth location
  d6
  Result
  1
  A frontier world not yet a part of the Federation
  2
  An established colony
  3 – 4
  Your species' homeworld
  5
  Deep space, on a ship
  6
  On a space station
  If from Earth, roll for a continent.  Roll d8: 1 Africa, 2 Asia, 3 Australia, 4 Europe, 5 North America, 6 
  South America, 7 Space station in Earth orbit, 8 the Moon. Once a continent is determined, just pick a 
  good location from that continent (e.g. Chicago, Iowa, France, whatever).
  If from another planet, just make up a cool sounding name, or pull a place from Memory Alpha if it has a 
  detailed enough write-up.
  Table 2.  Where you were raised...
  Roll d6:  1-3 Same as what came up in Table 1, 4-6 Reroll on Table 1 for where you grew up.
  My parents were (3)...
  Table 3.  Parents.  Now to find out who your parents were.  Roll for both of them.
  D20
  Result
  1
  Archaeologist
  2
  Athlete
  3
  Bureaucrat
  4
  Businessman
  5
  Criminal
  6
  Diplomat
  7
  Doctor
  8
  Laborer
  9
  Lawyer
  10
  Military, non-Starfleet
  11
  Musician
  12
  Not your biological parent*
  13
  Pilot, non-Starfleet
  14
  Politician
  
  15
  Scientist
  16
  Starfleet Officer, Blue Shirt
  17
  Starfleet Officer, Red Shirt (Engineering)
  18
  Starfleet Officer, Red Shirt (Security)
  19
  Starfleet Officer, Yellow Shirt
  20
  Teacher/Professor
  * Roll d6:  1-3 I know who my biological parent was—roll again for that one, too. 4-6 I don't know who my 
  biological parent is.  Roll d6 again:  1-4 Same species as  you are.  5-6 Different species (choose one at 
  random—d6:  1 Human, 2 Andorian, 3 Vulcan, 4 Tellarite, 5 "Enemy" species, 6 make a new species).
  After that, roll another d6:  On a 1-2, roll on the table below.  3-6, nothing remarkable, go on to step 
  #4.
  d6
  Result
  1
  ...but my parent died when I was a child.*
  2
  ...but they later changed careers (roll again on above, ignoring “not your biological parent”).
  3
  ...was famous.
  4
  ...left mysteriously.*
  5
  ...disappeared mysteriously.*
  6
  ...was divorced (d6:  1-3 remarried, 4-6 still single).
  * Roll d6 again to see who raised you if both parents disappeared/died/left:  1 One legal 
  guardian, roll above for profession, 2 - 3 Two legal guardians (again, roll above for profession), 4 Passed 
  along through several families, 5 – 6 a close relative of one of your parents (roll randomly for side, d6:  1-3 
  Mother, 4-6 Father).
  My childhood was (4)
  Table 4.  Childhood.
  d10
  Result
  1
  Happy
  2
  Lonely
  3
  Spent moving from place to place
  4
  Depressing
  5
  Full of adventure
  6
  Dull
  7
  Pretty typical
  8
  Spent studying and reading books
  9 – 10 Roll twice
  I... (5)
  Table 5.  Upbringing Quirks.
  d8
  Result
  1
  Had a pet.
  2
  Was rather spoiled.
  3
  A lot of friends.
  4
  Spent a lot of time in detention at school.
  5
  Was always exploring, looking for new things.
  6
  Had strange hobbies.
  7
  Had a lot of siblings.
  8
  Roll twice
  
  Starfleet Academy...(6)
  Table 6.  Random Things About Your Early Starfleet Academy Years.
  1
  Joined Starfleet at a younger age than usual
  2
  Failed the entrance exam a few times before being successful
  3
  Had a nemesis (the Finnegan to your Kirk)
  4
  On a sports team (d6:  1-2 Successful, 3-4 Mediocre, 5-6 Awful)
  5
  Champion in an endeavor appropriate to your class (boxing champion, three dimensional chess 
  champion, etc)
  6
  Gained a mentor (d6:  1 - 2 Blue Shirt, 3 - 4 Red Shirt, 5 - 6 Yellow Shirt)
  7
  Missed a semester due to illness
  8
  Graduated in record time
  9
  Had a famous person in your class
  10
  Notorious for exploits
  11
  Notorious for love life
  12
  Disciplinary problems
  13
  Head of class
  14
  Embarrassing nickname
  15
  Got into an adventure
  16
  Inspirational moment with somebody famous (e.g. talked to Spock after a lecture)
  17
  Took a semester off-world
  18
  Absolutely nothing remarkable happened
  19
  Roll twice
  20
  Roll three times
  Upon graduating from Starfleet Academy, you're now 3rd level and ready for your first tour of duty!
  My first tour of duty... (8)
  Table 8.  Tour of duties. 
  d20
  Result
  1
  Space/time anomaly discovered.  Roll d6: 1 Ship trapped, 2 Transports the ship into the past, 3 
  Across the galaxy, 4 Alternate universe, 5 Alien artifact, 6 Warps reality in strange and surprising 
  ways.
  2 - 3
  Federation outpost/colony attacked by...
  4
  During a rather dull posting at Headquarters... (roll again, disregarding weird results)
  5
  While being transferred to next posting... (roll again, disregarding weird results)
  6
  Bad assignment (roll d6:  1 assigned to a lesser ship, 2 – 3 lonely outpost, 4 menial duties on a 
  star base, 5 desk assignment, 6 Starfleet recruiter), now roll another d6 to find the reason:  1 
  Starfleet politics, 2 disciplinary problems, 3 random bad luck, 4 personal choice, 5 Starfleet was 
  simply under-staffed, 6 bureaucratic mistake.  Now roll another d6:  1 – 3 Completely 
  uneventful, don't roll any more, just move on to next tour of duty, 4 – 6, roll again on this table,
  disregarding results that don't make any sense.
  7
  Ship hijacked/captured
  8 - 9
  Ship attacked
  10
  Stuck at headquarters, pushing papers.  Uneventful—move on to next tour of duty.
  11 - 12 While on a diplomatic mission... (roll again, disregarding weird results)
  13
  New civilization discovered
  14 - 15 Responding to distress call
  16
  Rescued a colony from a potentially fatal plague.
  17
  Crew found a Mysterious Alien Device (see Equipment section in WNM)
  18
  Party to an important scientific discovery
  19
  Party to an important archaeological discovery
  
  20
  Uncovered an enemy spy
  If the roll above requires a villain, roll below to see who it was:
  d10
  Result
  1 - 4
  Klingons
  5 – 6
  Romulans
  7
  Cloud Monster
  8
  Rogue Starfleet Crew Member
  9
  Starfleet Member Species  (d6:  1 Andorians, 2 Vulcans, 3 Tellarites, 5 - 6 some other species 
  that 
  gets even less air time such as the Tiburonians or Caitains)
  10
  Civilians of some sort (d6:  1 Criminal, 2 Rebel, 3 Shadowy Conspiracy, 4 Religious Cult, 5 
  Spies, 6 Terrorists)
  I...(9)
  d10
  Result
  1
  Displayed great courage.
  2
  Displayed great sacrifice.
  3
  Saved the lives of many civilians.
  4
  Saved the life of my captain.
  5
  Saved the life of several fellow crew members.
  6
  Prevented the destruction of my ship.
  7
  Showed great inventiveness and creativity.
  8
  Saved the day at the last minute, while under heavy fire.
  9
  Saved the day, but made an enemy out of a fellow crew member.
  10
  Showed great promise and gained a mentor and ally in Starfleet.
  For tours of duty that require posting aboard a star ship , roll...
  d6
  1st
  2nd roll
  3rd roll and above
  1
  Ptolemy
  Ptolemy
  Hermes
  2
  Hermes
  Hermes
  Saladin
  3
  Hermes
  Saladin
  Miranda
  4
  Saladin
  Saladin
  Constitution
  5
  Miranda
  Miranda
  Constitution
  6
  Constitution
  Constitution
  Federation
  Names:
  d10
  Ptolemy
  Hermes 
  Saladin
  Miranda
  1
  Al Rashid
  Anubis
  Alexander
  Britain
  2
  Aristarchus
  Bowie
  Darius
  Lantree
  3
  Copernicus
  Bridger
  Hamilcar
  Majestic
  4
  Galilei
  Carson
  Saladin
  Miranda
  5
  Ptolemy
  Crockett
  Sargon
  Nautilus
  6
  Cassini
  Hermes
  Xerxes
  Reliant
  7
  Keppler
  Sacajawea
  Ares
  Saratoga
  8
  Messier
  Aries
  Loki
  Shir Khar
  9
  Luyten
  Taurus
  Siva
  Sitak
  10
  Thales
  Pegasus
  Tamerlane
  Tian An Men
  
  d10
  Constitution
  Federation
  1
  Constellation
  Affiliation
  2
  Constitution
  Compactat
  3
  Enterprise
  Confederation
  4
  Excalibur
  Directorate
  5
  Exeter
  Federation
  6
  Farragut
  Konkordium
  7
  Hood
  Star Empire
  8
  Intrepid
  Trusteeship
  9
  Republic
  Unificatum
  10
  Yorktown
  Alliance
  Then roll the other tours of duty.
  Roll once per level for levels 3 and 4, roll twice per level for level 5 – 7, and three per level for levels 8 and 
  above.  On following tour of duties, roll another ship if the tour does not makes sense on your character's 
  current ship (or if you just want the character to be transferred to another vessel).
  Exit questionnaire:
  1.  Pick one thing your character is most proud of from his background.  It can be something about your 
  childhood, your parents, your Starfleet career.   At the GM's option, you get a +2 bonus to related rolls. 
  Example:  "I was born on a starship; my father and mother were both pilots.  That's why I never get lost." = 
  +2 to all navigation rolls.  This bonus should not come up extremely often--if it's being used all the time, 
  then you should spend a Talent and get Specialization in that area.
  2.  Pick one thing your character is least proud of.  This is the skeleton in your closet or the thing that 
  makes your character grind their teeth, gets them into fights, whatever.  At the GM's option, if this issue 
  comes up in an adventure and is dealt with in a dramatic way, you can either get an extra Action Point for 
  that Episode or an extra experience point.
  3.  Another useful step is to go through and outline plot threads.  Interesting parts of the character's 
  background that may be interesting or fun to explore in that character's further adventures.  Things like 
  repeated encounters with a certain type of enemy, or mysterious childhood events and so on.
  
SOURCE: textdata/thevault/Where No Man Has Gone Before (Microlite20)/Lifepath.pdf