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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Poor - Poor people have comparatively low income. They usually do not or cannot own property. Dwellings may be government subsidized and usually of lesser quality, sometimes due to uncaring landlords who may also be the Poor person's employer. Transportation is usually old and/or previously owned. Non-Nomadic Poor rarely raveland almost never leave the planet (or even town!) of their birth. Luxuries Include nice food, heal, pets and clean water, In some societies, the Poor are but a step above slaves_ Includes most laborers, low-level craftsmen and technicians, soldiers, peasants, public welfare recipients, some landowning farmers, apprentices, and low-level office or shop workers. Poor characters must work hard to keep what title they have, otherwise they would be Destitute. A Poor character might always be concerned about having enough to get by; but the Poor usually have hope that they or their children might have a better life If they can work hard and long enough (though government hand-out programs often sap these folk's image al self worth). Although a character from this Social Level may long for a better life, he or she could be satisfied with the way things are. Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or be superstitious.
Underworld Experience : The Wrong Path: The character feels he is punishing those responsible for misdeeds done to him.
Underworld Experience: Types of Crimes: Organized crime. This is a crime network which sets high morals and standards for its own members, but treats the rest of the world as ripe for plunder. See Crimes below for the types of crimes he regularly commits. The character gains a bonus in a weapon skill of his choice (such as pistol, laser, brass knuckles.)
Crimes: Crimes and Criminal Type: Terrorism - The character used violence or fear as a political weapon. Penalty: {3d6} years imprisonment.
Crimes: Crimes and Criminal Type: Sexual Offense, Pornography Production - The character created or distributed illegal pornography. Penalty: {1d6} years imprisonment.
Crimes: Crimes and Criminal Type: Racketeering - The character operated or supported organized criminal enterprises. Penalty: {1d10} years imprisonment.
Crimes: Crimes and Criminal Type: Sexual Offense, Pornography Production - The character created or distributed illegal pornography. Penalty: {1d6} years imprisonment.
Underworld Experience : Events: The character learns the sewers (maintainance conduits) of his home town (or a nearby city) as well as he knows the back of his hand (or tentacle). This knowledge is also useful in other cities, since waste and service systems tend to be built along similar lines.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Guardian - None known. Raised in an Orphanage. Character believes there is family out there.
Siblings & Birth Order: 5 - fourth of 6
Home World: Colony World - Colony World
Home World Types: Water world - Mostly oceans and small islands.
Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.
Unusual Events at Birth: 2 events
Unusual Births Events: A seer declares that the character will be afflicted by an ancient family curse (that the characters family obviously thought was long gone) upon reaching adulthood. Once each year, the adult character (and those around him) may be afflicted by a tragedy. Upon the character's birthday after he reaches adulthood, the GM determines an event and work the outcome into the events of his campaign.
Unusual Births Events: Character's mother attempted to kill character immediately after birth, but was prevented. No justification was given at the time for her behavior.
Parents/Family Details: Head of household has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis.
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Architect: the designer of impressive buildings, both public and private.
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Blessed by a Priest - The character rescues an old priest from pirates and receives a blessing. Gain bonuses to future checks (GM discretion).
Sibling 2
Occupations Selection: A hobby practiced as an occupation.
Hobbies: Type of Hobby: Gameplaying: Computer games
Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.
Hobbies Hobby Proficiency: Sporadic and Variable:
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Outdoorsman: Scuba diving
Hobbies: Degree of Interest: Devoted. Given a choice, this is how the character spends his free time. About 10 to 15% of total income is spent on this hobby.
Hobbies Hobby Proficiency: Consuming Passion:
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Successful Rebellion - The character helps overthrow the local ruling authority.
Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.
Companions. Who?: A kid. (Age = {1d12} in standard years)
Companions: Why?: Parents were Companions in adventure.
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.
Companions. Who?: A kid. (Age = {1d12} in standard years)
Companions: Why?: Parents were Companions in adventure.
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.
Companions. Who?: A robot or computer. See Artificial Persons.
Artificial Persons: Primary Function: Aircraft.
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?: GM Specials - Companion has an alterior motive that has yet to be revealed
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Sibling 3
Occupations Selection: A hobby practiced as an occupation.
Hobbies: Type of Hobby: Study: Religion
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: Casual:
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}).
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Studious - Studious: studies often, pays attention to detail,
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for an exotic personality trait.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Addict - Character's day-to-day existence centers around a chemical substance, such as tobacco, alcohol, narcotics, caffeine, chocolate, etc. Character becomes "ugly" and unpleasant if deprived of the substance for too long. All skills drop by 1 Rank until character gets a "fix."
Sibling 4
Appearances: Unusually Muscular - The character possesses a heavily muscled, athletic build.
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.
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Sibling 5
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Administrator/Manager: Oversees the operations of a large scale business or other organization.
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Adaptive Metabolism - The characters body rapidly adapts to new diets and environments, reducing penalties from unfamiliar food, gravity, or atmospheres.
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: Character joins the religion. The character's strength of the characters devotion - All-consuming, fanatical passion. Entire life is focused on on his faith, with a willingness to die for what he believes.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. God's followers persecute character.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers seek reparations.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Precise - Precise: always exacting.
Significant Childhood Events:
Characters parents split up. Mother leaves, Father remarries in {1d4} years
Significant Childhood Events: Character skips school too many times.
Significant Childhood Events: A Fateful event occurs. A Tragedy Occurs.
Tragedies : Character sold into slavery.
Enslavement: The character is a sexual plaything of the owner (regardless of sex), and has no other duties.
Enslaved!: Duration: 6 years
Significant Adolescence Events: Early Occupation - The character learns an occupation to a notable level of competence.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
Significant Adolescence Events: Inherited Estate - The character receives a hunting lodge or estate on a distant forest world, including {1d10} square miles of land.
Significant Adolescence Events: Family Relocation & Different Continent - The family relocates to a different continent on the same world.
Significant Adolescence Events: Parental Separation: Father Leaves - The parents separate. The father leaves and mother remarries after {1d4} years.
Education : Typical Education. See Occupation for area of study.
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Construction Professional: Electrician
Significant Adulthood Events: Job Loss - The Character loses their job due to general economic failure, everyone's out of a job!
Personality Traits: Neutral: Immaculate - Immaculate: clean and orderly.
Personality Traits: Neutral: Follower - Follower: prefers to let others lead.
Personality Traits: Neutral: Materialistic - Materialistic: puts emphasis on possessions.
Personality Traits: Darkside: Pessimist - Always see the bad side of things.
Personality Traits: Lightside: Dependable - Does duties reliably, responsibly.
Personality Traits: Darkside: Greedy - Hoards all for set
Personality Traits: Darkside: Greedy - Hoards all for set
Personality Traits: Darkside: Spendthrift - Spends money without thought.
Personality Traits: Neutral: Immature - Immature: acts younger than age,
Personality Traits: Neutral: Illogical - Illogical: may not use reason to make decisions.