Future Genre Types: The Final Frontier - Humanity has only recently pushed beyond Earth and begun reaching into a galaxy that has been waiting far longer than anyone imagined. New worlds lie open for discovery, and alien civilizations may be encountered as rivals, allies, trading partners, or threats. Technological breakthroughs arrive constantly, and their impact spreads fast—often reshaping daily life within a single generation. As with Earths earliest age of exploration, conflict is never far behind. Expeditions clash over newly claimed planets, stumble into hostile environments and native species, or collide with the expanding borders of other spacefaring powers. FeaturesCommon Roles:Characters are often explorers, scouts, surveyors, or pioneers on the edge of the known.Alien Presence:The importance and frequency of alien races depends on the campaign, though they are traditionally central to Final Frontier settings. Personal Spacecraft:When an encounter grants the character a personal spacecraft, roll {1d6}. On a 6, the vessel is modern and up to current technological standards. Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.
Character Species: Mutant Humanoid - This is your basic genetically altered human. He's stronger, smarter, and faster than the standard issue human. He's also chock full o' problems.
Tech Level: Fusion Age - Energy is created through the combining, not destruction of matter. Laser weapons replace projectile weapons in most armies. "Manned" exploration of the solar system, establishment of orbital space cities and scientific colonies on other planets within system. "Cold sleep" used for long interplanetary trips. Most manufacturing is completely automated.
Home Culture: Nomadic - This culture does not build lasting buildings or edifices, but instead focuses its energy on transportation the task of moving its people from place of place. Their governments tend to focus on strong leaders, whose control usually does not extend beyond his clan or tribe. Nomadic folk could easily be interstellar trading clans, rabid biker gangs, or folk who wander the wilderness in armored recreational vehicles. Gameplay Benefits: Character learns to drive or ride the vehicle or beast common to his people (additional skills, GMs Discretion). Character has increases skills in both navigating and pathfinding in his culture's primary environment. A beginning player character has a 40% chance to possess the basic transportation of his people (though it may be in poor shape). Roleplay: A Nomadic character may be afflicted with wanderlust and become uncomfortable when tied down to one locale. A Nomadic character will always feel out of place in a city and often distrust those who live in them. A Nomadic character may have a kind of wild vitality, a lust for life that has been lost by the "civilized."See below of the type of Nomadic Subculture
Home Culture: Dynamic - This is a culture marked by rapid growth, development and expansion. New lands or worlds are being discovered and claimed. Technology is advancing by leaps and bounds, often progressing a full Tech Level within a generation or less. However, the fast growth also outpaces the ethical application of the new discoveries, leaving the culture wide open for future disasters. Governments are similar to Developing cultures, but access to political power moves out of the grasp of common people. Class stratification still exists as fewer and fewer people profit from new discoveries. It is a time of "Humanistic" theology, imagining the people of the culture to be the apex of creation, the "gods" of their universe. Gameplay Benefits: {1d6}. On a result of 3-5, select one Neutral trait. On a result of 6, select {1d3} Neutral personality traits and one trait Darkside Trait. Roleplay: Dynamic cultures are often self-centered, caught up in the wonderfulness of themselves. In their eyes, they can do no wrong. It is a culture of great Ego, one that believes that great risk taking and great intellect should earn greatthem reward. Moral bankruptcy has begun. A character from such a culture might share those values. Emphasis is placed on Neutral values.Survival Skills: (additional skills, GMs Discretion).
Social Status: 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 govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Other Relation - Other Relation.
Other Family Relations: Adopted Sibling
Siblings & Birth Order: 0 - Only Child
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Glacial world - Mostly ice and snow, but life can exist here.
Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Both parents within the household have an occupation.
Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: Learn an Unusual Skill.
Unusual Skills: Offworld Survival - Trained in surviving on alien worlds with unfamiliar terrain, flora, and environmental hazards.
Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.
Significant Childhood Events: The character aquires a Companion.
Companions. Who?: A robot or computer. See Artificial Persons.
Artificial Persons: Primary Function: Maintenance/Repair Robot.
Artificial Persons: Intelligence Level: Self-Aware. The machine knows it exists and desires to maintain its own existence. Capable of creative problem-solving.
Artificial Persons: Body Type: Humanoid. Designed to mimic human shape, but still retain the appearance of a mechanical device. Usually found in robots whose function is to deal directly with human beings.
Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.
Companions: What?: Incurable Romantic: Imagines himself to always be questing after some greater goal. Always attempts noble and chivalrous deeds. Always quoting somebody, usually obscure poets and high-talking philosphers.
Significant Adolescence Events: Extravagant Birthday - The family hosts a lavish celebration attended by elites. Among the gifts is one unusual item with no indication of its giver.
Gifts & Legacies: A musical instrument.
Education : Excellent Education. See Occupation for area of study.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: Specialist
Significant Adulthood Events: Offworld Inheritance - The character inherits property on another planet.
Significant Adulthood Events: Radical Economic Change - A radical change in the political structure of the land instantly drops the character's Social Level to Poor and strips him of all the benefit of Noble birth (if any) and wealth
Personality Traits: Neutral: Frivolous - Frivolous: flighty, harebrained, rarely serious.
Personality Traits: Neutral: Amoral - Amoral: no care for right or wrong.
Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,
Personality Traits: Darkside: Impatient - Unable to wait with calmness.
Personality Traits: Neutral: Follower - Follower: prefers to let others lead.
Personality Traits: Darkside: Unenthusiastic - Can't get excited.
Personality Traits: Lightside: Virtuous - Chaste, pure, of excellent morals.
Personality Traits: Lightside: Friendly - Warm and comforting.
Personality Traits: Darkside: Suspicious - Trusts no one.