Current Character Background: Raven

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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: 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: Aunt & Uncle - Aunt & Uncle.

Siblings & Birth Order: 2 - first of 3

Home World: Racial Homeworld - Racial Homeworld

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

Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.

Unusual Events at Birth: 3 events

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.

Unusual Births Events: Character was put up for adoption upon birth.

Unusual Births Events: Character is hidden away to prevent others from the knowing of his birth.

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: Devotes time to a hobby.

Hobbies: Type of Hobby: Outdoorsman: Hang gliding

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: Consuming Passion:

Parent 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Biology

Noteworthy Items of Parents/NPCs: Preventing a future event.

Significant Adulthood Events: Alien Mercy - While exploring near home, the character encounters a trapped alien beast and chooses to free it. Later, when the character is trapped by falling debris or a similar danger, the same creature reappears and saves them.

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.

Significant Adulthood Events: Cursed by an Alien Priestess - A crude joke angers an old alien priestess, who places a curse on the character. Until lifted, apply penalties to skill and attribute checks

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. - Neutral Trait

Personality Traits: Neutral: Illogical - Illogical: may not use reason to make decisions.

Sibling 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Technician: Aerospace

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood

Death Situations: Victim died accidentally (falling from a ladder, run over by a vehicle, touching a live wire, etc.). No one is really to blame (unless someone has Caused the death to occur, in which case it is an arranged accident).

Death Situations: Special Circumstances: The victim's spirit cannot rest and haunts the person responsible tor the death. Some form of atonement may be possible which will remove the ghost (al the GM's discretion).

Sibling 2

Appearances: Multiple - Multiple features.

Appearances: Macho Demeanor - The character projects exaggerated toughness, masking vulnerability behind bravado.

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

Appearances: Unusual Hairstyle - The characters hairstyle is unconventional or striking.

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Craftsman

Crafts Table 2: Brewer: makes beers, ales and meades.

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: The deceased sacrificed his or her life - To save the character from death.

Death Situations: Special Circumstances: No special circumstances surround this death

Significant Childhood Events:

A change or upheaval occurs in the characters family. This changes the Character's Social Status to his current. The old Social Status is below.

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

Significant Childhood Events: Character runs away from home ... and lives with aliens.

Aliens: Piscean - Fish-like beings. They may be restricted to aquatic environments or capable of surviving for limited periods on land.

Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.

Talents, Mutations & Alien Abilities: Blame Magnet - The character is frequently blamed for crimes or disasters occurring nearby, regardless of guilt.

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: Character exhibits symptoms of an exotic personality.

Exotic Personality Traits: Categories: Phobia - Phobia

Exotic Personality Traits: Phobia: Sinning (Peccatophobia) afraid of doing wrong.

Significant Adolescence Events: Disapproved Friends - The family disapproves of the characters companions.

Significant Adolescence Events: Parental Separation: Father Leaves - The parents separate. The father leaves and mother remarries after {1d4} years.

Significant Adolescence Events: Family Upheaval & Cultural Shift - A major change occurs within the family, forcing the character into a new Culture Level. This event brings the character into their current culture; their previous culture is recorded separately. See below for the Culture Change.

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 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: Chemistry

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Banker: keeps track of other folks credit and loans credits to make credits.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Significant Adulthood Events: Unexpected Patronage - A powerful figure within a faction takes an interest in the character for unclear reasons.

Other Groups - Factions: Corporate Security - A private military and enforcement arm serving corporate interests with legal immunity.

Other Groups - Factions, Corporate Security: NovaGen Compliance Authority - A heavily armed bio-security division tasked with protecting genetic assets, research facilities, and classified experiments.

Personality Traits: Darkside: Filthy - Knows nothing of hygiene.

Personality Traits: Darkside: Harsh - Ungentle, sharp-tongued.

Personality Traits: Darkside: Egoist - Sellish concern for own welfare.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Energy Radiation - Electricity

Personality Traits: Lightside: Well-mannered - Polite, courteous.

Personality Traits: Darkside: Immoral - Lecherous, lawless, devoid of morals.

Personality Traits: Neutral: Romantic - Romantic: given to feelings of romance.

Personality Traits: Neutral: Follower - Follower: prefers to let others lead.

Personality Traits: Neutral: Illogical - Illogical: may not use reason to make decisions.

Personality Traits: Neutral: Studious - Studious: studies often, pays attention to detail,

Personality Traits: Darkside: Hateful - Strongly dislikes others_

Personality Traits: Neutral: Precise - Precise: always exacting.