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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: 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: Decadent - These are cultures past the peak of their prime. Decay, particularly moral decay, has begun to set in at all levels of society and the people have become pleasure-loving and jaded. Tech Level remains constant, but few significant gains are being made. Governments are commonly those which function best with multiple layers of carefully partitioned authority and responsibility (like Bureaucracies, Corporations, and Democracies). The government becomes self-perpetuating and heedless of the people's needs. Although government support of the Poor is predominant, previously common civil liberties and government services begin to disappear. Inflation and unrestrained crime are often rampant. Gameplay Benefits: Street-smarts, survival in the streets, come naturally to this character. Give him additional skills in Urban Survival skill (additional skills, GMs Discretion). {1d6}. On a result of 1-3, select one Darkside trait. On a result of 4-5, select {1d3} Darkside personality traits and one Neutral Traits. On a result of 6, treat as a result of 4-5 but also select one Exotic Personality Traits. Roleplay: It is not uncommon for citizens of these cultures (even the lowliest slaves and street folk) to believe that their culture is not only at its dynamic prime, but that it and they are vastly superiorto everything else. A character from this culture could easily have a haughty attitude, looking down his nose at everything. Simple pleasures might easily bore a person from this culture. On the other hand, they could be so foreign to the character that they intrigue him to no end. Survival Skills: (additional skills, GMs Discretion).
Social Status: Extremely Wealthy - They have heaps of money. Tthey view the merely Wealthy as cheapskates. Extremely Wealthy folk own estates the size of small countries, have armies of servants (and often at least one army), throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, world rulers, owners of huge, grosslysuccessful, multi-national or even multiplanetary, heavily diversified corporations. Chances are that a character from this Social Level will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. Although cliche, the "spoiled rich" kid could easilyf it this character. Also see Wealthy roleplay guidelines.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 4 - fourth of 5
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Hostile world - This world is unsuited to supporting life.
Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.
Unusual Events at Birth: 1 event
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - An eclipse
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
Parent 2
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 was horribly wounded once.
Serious Wounds/Injury: Severed Right Hand - The character permanently loses their right hand.
Serious Injuries, About this Injury ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).
Serious Wounds/Injury: Severed Right Foot - The character permanently loses their right foot. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.
Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Sibling 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Aircraft Pilot: can fly most standard aircraft.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Truthful - Always tells the truth.
Sibling 2
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: NPC is noted for his extremely unusual personality. Link the Exotic Personality Traits together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Secret Identity - Maintains two separate identities, switching as necessary to keep both "active." Create a second background. Decide which is real and which a charade. Come up with a good reason for this.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Ego Signature - Character cannot do anything anonymously, but must leave some mark or item that links him with the act
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Political Activist - Always involved in some kind of cause. Most support the masses against their overlords, but it may involve protecting something from destruction like "Save the Icecaps" or "Equal Rights for Bug-eyed Monsters."
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. A significant event from the past.
Significant Adolescence Events: Cold Father - The characters father is distant and emotionally cold.
Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during adolescence. If parent or guardian, it occurs in early adulthood.
Death Situations: The deceased sacrificed his or her life - To save the character from death.
Death Situations: Special Circumstances: Several friends of the victim activety seek the death of the killer.
Sibling 3
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Clergyman: Full priest/minister
Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.
Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Fervent Belief, seeks to spread the faith.
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: Mixed Technology, Intermixed - Hi and low technological achievements are intermixed. This is going to be more true for alien cultures that have developed along different lines than humanity.
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.
Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.
Rivals: Who?: A total stranger. See Others.
Others: Employer. Characters current employer or Patron.
Rivals: Why?: They are sporting event rivals.
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.
Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).
Rivals: Why?: Multiple Reasons
Rivals: Why?: Always trying to outdo each other in everything.
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?: An insult was percieved by one or the other.
Rivals: What?: Fierce: Rival hates the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict. The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Rivals: Who?: An enemy of the family.
Rivals: Why?: They are sporting event rivals.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Rivals: Who?: Sibling (older).
Rivals: Why?: They are sporting event rivals.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Rivals: Who?: Sibling (younger).
Rivals: Why?: Rival is jealous of the character's possessions.
Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: A former lover/best friend/love interest/crush.
Rivals: Why?: Rival is jealous of the character's looks.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Significant Childhood Events:
A change or upheaval occurs in the characters family. Character changes Culture Level. This event brought the Character into his current Culture. The character's previous Culture is below.
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).
Significant Childhood Events: Characters parents split up. Mother leaves, Father remarries in {1d4} years
Significant Childhood Events: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Swamp world. World covered by endless marshes and swamps, very little "dry " land.
Otherworld Events: Reasons for Being Here: Rescue mission. This is a remote frontier world. The ship carrying the character makes an unscheduled stop in response to a planetside distress signal.
Otherworld Events: Events: Fanatic followers of a local religion overthrow the government. Unbelievers (off-worlders) are rounded up and imprisoned in make-shift camps. The character is caught up in the fervor of this people's belief and willingly joins them. Using captured spacecraft, the true believers take their faith to the spaceways. After {1d3} years with the followers of the religion, the character finds himself isolated from other believers to fend for himself on a strange planet. The character's companions lose heart and go home.
Significant Childhood Events: Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
Significant Childhood Events: Family has the a certain attitudes towards the character. Character is unloved.
Significant Adolescence Events: Political Betrothal - The character is betrothed in a political marriage to be consummated upon reaching adulthood. The future spouse lives on a distant and little-known world.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Medicine
Significant Adulthood Events: Successful Rebellion - The character helps overthrow the local ruling authority.
Personality Traits: Darkside: Immoral - Lecherous, lawless, devoid of morals.
Personality Traits: Darkside: Egoist - Sellish concern for own welfare.
Personality Traits: Darkside: Rude - Polite, courteous.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Energy Radiation - Nuclear Radiation
Personality Traits: Neutral: Extroverted - Extroverted: outgoing.
Personality Traits: Lightside: Energetic - Does things quickly, with verve.
Personality Traits: Darkside: Unfriendly - Cold and distant.
Personality Traits: Neutral: Even-tempered - Even-tempered: rarely angry or over toyo us.
Personality Traits: Neutral: Precise - Precise: always exacting.
Personality Traits: Neutral: Extroverted - Extroverted: outgoing.
Personality Traits: Darkside: Cheat - Shortchanges others of their due.
Personality Traits: Darkside: Unfriendly - Cold and distant.
Personality Traits: Darkside: Argumentative - Starts arguments and fights.
Personality Traits: Darkside: Cowardly - Afraid to face adversity.