Current Character Background: Blurg Rando

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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Human - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.

Tech Level: First Stellar Age - Faster-than-Light (FTL) drives drastically reduces travel time between stars, but months, even years are still needed for interstellar travel. Exploration/colonization of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans.

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: State-run Centre - Communal child care.

Siblings & Birth Order: 7 - second of 8

Home World: Colony World - Colony World

Home World Types: Swamp world - Covered by endless marshes and swamps. Earthlike world. Much water, large land masses.

Place of Birth: In a Nomad Camp - Born among a traveling peoplemigrants, traders, caravans, or fleet-bound clans.

Unusual Events at Birth: 1 event

Unusual Births Events: A Mysterious stranger bestows a gift on the character at birth. See Gifts & Legacies below for the item and Others below for the stranger

Gifts & Legacies: A sealed bottle (determine contents).

Others: A monster. Select something awful from your game.

Parents/Family Details: Both parents within the household have an occupation.

Sibling 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: General Practioner

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.

Personality Traits: Darkside: Foolish - Unable to discern what is true or wise.

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 2: Sign Painter: paints signs for all occasions.

Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.

Noteworthy Items of Parents/NPCs: NPC has an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. The working out of a personality trait. - Lightside Trait

Personality Traits: Lightside: Patient - Able to wait with calmness.

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Robotics

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Marketing Specialist: knows how to promote and popularize people, consumer goods, corporations and so on

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC has married more than once, current spouse is number (roll {1d4}).

Sibling 5

Appearances: Multiple - Multiple features.

Appearances: Multiple - Multiple features.

Appearances: Flashy Appearance - The character wears excessive jewelry, bold accessories, or prominent designer labels.

Appearances: Unusually Frail - The character appears weak, delicate, or physically fragile.

Appearances: Attractive - The character is generally considered good-looking.

Appearances: Rebellious Style - The character dresses in a way that signals cultural, political, or social opposition.

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Tavern or Bar Employee: Housekeeper

Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

Religion: Religions: Evil Worship. Devotion to the enemy of God.

Religion: How it Begins: Curiosity. The character hears stories of the religion and goes to personally investigate.

Religion: Religious Events: The character studies for the priesthood for {1d4} years. This improves literacy skills and gives the character skill in religious knowledge for each year.

Religion: Religious Events: By reading a book in the church, the character learns more than he ever wished to know about evil powers and principalities. The character to develops an Darkside personality trait. See Darkside Personality Traits below

Personality Traits: Darkside: Argumentative - Starts arguments and fights.

Sibling 6

Appearances: Multiple - Multiple features.

Appearances: Unkempt - Hair is uncombed, grooming neglected, and clothing poorly maintained.

Appearances: Thin - The character is noticeably thinner than average.

Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Hairdressing and cosmetics.

Hobbies: Degree of Interest: Sporadic and Variable. Interest runs in spurts, intense at times, totally ignored at others. Character will easily spend 1% of his total income on this hobby.

Hobbies Hobby Proficiency: Sporadic and Variable:

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.

Rivals: Who?: A total stranger. See Others.

Others: A rival.

Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).

Rivals: Why?: Rival is jealous of the character's possessions.

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

Rivals: Why?: They love the same person.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Noteworthy Items of Parents/NPCs: NPC is a military veteran.

Military Duties: Branch of Service: Mercenaries - Battle Armor. Infantry in powered armor.

Military Skills: Combat Skills: Field repair of weapons and armor.

Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.

Military Skills: Special Survival Skills: Tracking (following tracks).

Military Rank: Corporal/3rd Class Petty Officer

Military Experience: Conflict! Character is involved in a major battle. (See Battle Ready!)

War Time: Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made a commisioned officer if not an officer). The character may improve one weapon skill by one Rank of ability.

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.

Personality Traits: Neutral: Grim - Grim: unsmiling. humorless, stern of purpose.

Sibling 7

Occupations Selection: An unusual skill is practiced as an occupation.

Unusual Skills: Small Craft Sailing - Skilled at operating small watercraft, including pleasure boats and sailboats.

Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.

Companions. Who?: A childhood friend.

Companions: Why?: Companion feels a need to protect the character.

Companions: What?: Good of Boy: A down-to-earth type who enjoys simple pleasures like hot food, cold drinks, good company, tall tales, and fast action. Loves a good knock-down fight.

Significant Childhood Events:

Characters parents split up. Father leaves, Mother remarries in {1d4} years

Significant Adolescence Events: Family Ties to a Faction - A parent or guardian is secretly or openly associated with a powerful group, drawing the character into its orbit.

Other Groups - Factions: Spacer Union - A brotherhood of pilots, engineers, and spacers who protect their own and enforce informal codes.

Other Groups - Factions, Space Unions: Union of Exiled Crews - Formed by blacklisted or disgraced spacers shut out of official ports.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Paranormal

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Attorney: deals in the finer points of the law and defending the innocent against unjust prosecution. On the other hand he may spend most of his time going for the "deep pocket" of insurance companies in civil liabilities cases.

Significant Adulthood Events: Companion Acquired - The character becomes involved in a defining event alongside a group.

Companions. Who?: A total stranger. See Others.

Others: A professional adventurer.

Companions: Why?: They happened to be in the same place and in trouble at the same time.

Companions: What?: Grim Ally: Doesn't talk much. Does what must be done to the best of his ability. Dislikes frivolity, especially in the face of danger. Quite sure of himself at all times.

Significant Adulthood Events: Sudden Fame - Due to an event, the character becomes widely known or famous.

Gifts & Legacies: Property: A country manor.

Personality Traits: Neutral: Dependent - Dependent: needs others around him.

Personality Traits: Neutral: Dependent - Dependent: needs others around him.

Personality Traits: Neutral: Extroverted - Extroverted: outgoing.

Personality Traits: Darkside: Impatient - Unable to wait with calmness.

Personality Traits: Lightside: Clean - Practices good hygiene.