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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Developing - This is a culture that is making great strides to improve itself technologically, socially, and morally. Usually it is coming up from Barbarism or making a comeback from Decadence, or Retrogression (see below). A developing Culture is a "civilized" culture. Its governments tavorthose that offer representation of the peoples' interests. Its people are aggressive, have a good self image and a desire to make things better for themselves and their children. These people often place substantial emphasis on the moral concerns of technology development. Gameplay Benefits: {1d6}. On a result of 3-5. select one Lightside trait. On a result of 6, select {1d3} Lightside personality traits from Lightside Traits and one trait from Neutral Traits. Roleplay: A character from a Developing culture could easily be a pioneer, willing to take risks for the good of other people Instead of personal gain. Emphasis is placed on Lightside values. Survival Skills: (additional skills, GMs Discretion).
Social Status: Well-to-Do - These folk are the upper end of the middle class. They typically own larger homes, have a household servant (a cook and/or maid), have conspicuous private transportation, and travel abroad (including interplanetary or interstellar travel). They often own more than one well-appointed home in more than one city. Their children are privately educated and attend prominent universities. Luxuries include elegant furnishings, artwork, libraries, parties, fine clothing, and some exotic foods. This class includes younger offspring of Nobility, highly skilled craftsmen and technicians, high-ranking military officers, successful merchants, ship owners, high-ranking clergy of prominent religions, high-level office and government workers. Outward appearances are often the be-all and end-all of this Social Status and these folk may try to act like they are Wealthy. A strong tendency hereto look on lower Social Statuses as something bordering on "unclean" and to attempt to associate only with those of equal or higher status. Of all Social Statuses, Well-to-Do folk are probably the least tolerant of their children becoming adventurers.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 5 - fourth of 6
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Hostile world - This world is unsuited to supporting life.
Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.
Unusual Events at Birth: 1 event
Unusual Births Events: Character's is born immediately after a Tragedy Roleplay: Superstitious folk often associate one event with another. Others who know of this occurrence might easily believe the character's birth was related to the tragedy.
Tragedies : Family/Guardian(s) is wiped out.
Tragic Causes: An unexplainable accident.
Parents/Family Details: Head of household is or was an adventurer.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Philosopher: a thinker, a sage, or even a theologian probably associated with either a religious institution or a school of higher learning.
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Outdoorsman: Rock Climbing
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: Casual:
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Parent 2
Appearances: Greasy Appearance - Hair, skin, or mannerisms give the impression of oiliness or slickness.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Noteworthy Items of Parents/NPCs: NPC has many close friends (Roll {1D12} for their number). These folks usually dwell in the NPC's home town. If the NPC is the character's parent or guardian, they are known as "uncle" or "auntie." Because they are like family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed.
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Echo Memory - The character experiences vague emotional or symbolic flashes of memory from places or objects they touch.
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 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Interpreter: speaks several important languages fluently. Is probably attached to a government office or a large corporation. Speaks {1d4} languages
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Hobbycraft: Weaving
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:
Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.
Companions. Who?: A Relative. See Other Relations.
Other Family Relations: Neice/Nephew
Companions: Why?: The Companion imagines the character to be a real hero and wishes to learn from him.
Companions: What?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Job Loss - The Character loses their job due long term recovery from an accident.
Sibling 2
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Robotics
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Debt Enforcer - The character is pressured into performing a task for a faction to settle a debt, real or fabricated.
Other Groups - Factions: Underworld Information Brokers - Dealers in secrets, rumors, data, and identity manipulation.
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: Peaceful - Serene of spirit.
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Job Loss - The Character loses their job due long term recovery from an accident.
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Interpreter: speaks several important languages fluently. Is probably attached to a government office or a large corporation. Speaks {1d4} languages
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: Stuttering - Reduce Charisma attribute when talking - Penalize any speaking skills, more if the character is under pressure or nervous.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Practical Joker - Enjoys pulling off jokes at others expense. He's a guy who short-sheets cold sleep chambers, puts shoe-polish on the eyepieces of electro-scan telescopes, and soaps the windows of your all-terrain vehicles. Whose side is he on anyway?
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Machinery (Mechanophobia) - also spaceships.
Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction
Exotic Personality Traits: Mental Affliction: Obsessive behavior - The need to perform some action to the exclusion of everything else. The character cannot be comfortable, or in extreme cases, think rationally, until the obsession is resolved. The obsession can vary from something simple, like cleaning, to a need to expunge evil (or good) from the universe.
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.
Religion: How it Begins: An inner need. The character feels he must seek out the believers of religion.
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.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A locked or sealed book or data recorder/player.
Sibling 4
Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Agricultural
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. - Darkside Trait
Personality Traits: Darkside: Unfriendly - Cold and distant.
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Severed Right Arm - The character permanently loses their right arm.
Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Serious Wounds/Injury: Right Eye Lost - The characters right eye is destroyed. Depth perception is lost; reduce combat and visual perception skills (GM discretion).
Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Serious Wounds/Injury: Severe Disfigurement - The injury leaves the characters face or body badly distorted, unsettling to look upon.
Serious Injuries, About this Injury ...: Weather Sensitivity - Changes in weather, pressure, temperature, or radiation cause the injury to stiffen or flare painfully.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Sibling 5
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 is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Self-confident - Sure of self and abilities.
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Greasy Appearance - Hair, skin, or mannerisms give the impression of oiliness or slickness.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Unfriendly - Cold and distant.
Significant Childhood Events:
Special Events of Childhood.
Special Childhood Events: One of the characters grandparents dies of natural causes in the presence of the character. The grandparent entrusts the character with a secret. Note: the GM should create some piece of information that has been kept from the character until now.
Significant Childhood Events: Learn an Unusual Skill.
Unusual Skills: Textile Crafting - Skilled in working with fabrics, including weaving, tailoring, or embroidery.
Unusual Skills: Textile Skills: Sewing.
Significant Childhood Events: A future history-specific event occurs.