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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Second Stellar Age - Most stellar colonies are independent of home planet. Faster-than-Light (FTL) drives now capable of rapid jumps between stars, crossing the gaps between stars in a matter of weeks. FTL communication allows information to travel between stars. Powerful non-laser energy weapons found on large ships and battle machines.
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: 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: Nobility - Nobility: The character is a member of a titled Noble family, the aristocracy of old. These folk have fancy titles, and are generally better off than their fellows. Follow the instructions below to select titles, lands and so on, then return here.Special Instructions: Determine the Noble title of the characters parents and other items of importance to Nobles. Gameplay Benefits: Literacy chance is +30% over the base Tech Level + Social Status chance. A Noble character has a 50% chance to have a strange personality quirk, see Exotic Personality Traits. Roleplay: Nobles, by definition, are supposed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving parasites, tolerated only out of tradition. Read the roleplay guidelines under Nobles for further help in roleplaying this character.
Nobles: Noble Notes: Archduke (Archduchess): Royal duke, possibly next in line for the throne, always a sibling of a king or queen
Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Mold. Includes mildew and possibly even damp dirt. Additional symptom of constant sneezing.
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Creche - Communal child-rearing.
Siblings & Birth Order: 3 - third of 4
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: 3 events
Unusual Births Events: Character is hidden away to prevent others from the knowing of his birth.
Unusual Births Events: Character has since found out that there is something about his birth that is not true.
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 occupation.
Sibling 1
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 is from a foreign place (either land or world).
Noteworthy Items of Parents/NPCs: NPC has a patron.
In the Service of - Who is the Patron: A relative from See Other Relations.
Other Family Relations: 2nd Cousin - A cousin's child or a parent's cousin.
In the Service of - Why a Patron: The character is being prepared for a special task (the task is up to the GM).
In the Service of - What happened: The character leaves the patron's entourage after {1d6} years. Gains gift of years x 1,000 credits.
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Gardening.
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:
Sibling 2
Appearances: Greasy Appearance - Hair, skin, or mannerisms give the impression of oiliness or slickness.
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Bar Owner: runs a bar, pub or tavern where drinks and food are sold.
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Multi-god pantheons. Like Greek or Norse gods, but can also include spirit and ancestor worship.
Religion: How it Begins: Friend's religion. A friend invites the character to come to his god's temple.
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: Preventing a future event.
Significant Adulthood Events: Service to a Patron - The character enters the service of a powerful patron.
In the Service of - Who is the Patron: The character's employer.
In the Service of - Why a Patron: The character is part of a complicated wager.
In the Service of - What happened: Travel widely with patron. Learn the land (or galaxy).
Sibling 3
Appearances: Severe Dress - The character favors strict, no-nonsense clothing with no ornamentation.
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 has a Rival. The Rival has not been heard from in a while
Rivals: Who?: Sibling (younger).
Rivals: Why?: Rival is jealous of the character's looks.
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.
Significant Childhood Events:
Character runs away from home ... and falls into the hands of criminals.
Underworld Experience : The Wrong Path: The character feels he is punishing those responsible for misdeeds done to him.
Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.
Underworld Experience: Independent criminal: Prostitution
Underworld Experience : Events: The character develops extensive contacts in the underworld, including thieves, informants, smugglers, thugs, fences, and spies. So long as he does not turn in his former cronies, they remain friendly and can even serve as allies in "legal" activities.
Significant Childhood Events: Character runs away from home ... and falls into the hands of criminals.
Underworld Experience : The Wrong Path: The character feels he is punishing those responsible for misdeeds done to him.
Underworld Experience: Types of Crimes: Petty theft. The character and several pals steal things they want or need. They act in violation of any organized thieves guild.
Underworld Experience : Events: The character chooses to go straight, ending his life of crime. Still, he is often recognized by criminals who remember him from the "old days."
Significant Childhood Events: Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
Significant Adolescence Events: Family Upheaval & Social Status Shift - A major change occurs within the family, altering the characters Social Status to their current level. The former status is recorded separately.
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: Nobility - Nobility: The character is a member of a titled Noble family, the aristocracy of old. These folk have fancy titles, and are generally better off than their fellows. Follow the instructions below to select titles, lands and so on, then return here.Special Instructions: Determine the Noble title of the characters parents and other items of importance to Nobles. Gameplay Benefits: Literacy chance is +30% over the base Tech Level + Social Status chance. A Noble character has a 50% chance to have a strange personality quirk, see Exotic Personality Traits. Roleplay: Nobles, by definition, are supposed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving parasites, tolerated only out of tradition. Read the roleplay guidelines under Nobles for further help in roleplaying this character.
Nobles: Noble Notes: Baron (Baroness): Rules a barony, smallest sized fiefdom.
Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Fetishism & Fixations. Sexually attracted to or excited by shoes or other footwear.
Significant Adolescence Events: Family Relocation & Distant System - The family relocates to a far-off star system.
Education : Outstanding Education.
Occupations Selection: Occupation Group - Special Income Jobs
Special Income Occupations: Private Detective: Ferrets out hidden information.
Underworld Experience : The Wrong Path: The character is forced into a life a crime by criminals who threaten his loved ones.
Underworld Experience: Types of Crimes: Piracy
Underworld Experience: Pirate Events: Due to wide travel with the pirates, the character learns {1d6}+1 additional foreign/alien languages, just enough to buy a stiff drink or a good weapon anywhere in the galaxy.
Underworld Experience : Events: Whenever a crime occurs in a city, the character is automatically a suspect, even if law enforcement officials are unfamiliar with his past. The character just looks like a hardened criminal.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Landlord: owns property, rents it to others. Roll {1d10} for the number of properties owned.
Significant Adulthood Events: Wanderlust Merchant Spacer - For {1d6} years, the character signs on as a common spacer aboard a merchant freighter. Gain spacer-related skills (GM discretion).
Otherworld Events: Other Worlds: Swamp world. World covered by endless marshes and swamps, very little "dry " land.
Otherworld Events: Reasons for Being Here: Explorer. The character finds himself aboard an exploratory ship, looking for untapped resources.
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 Adulthood Events: Special - Special Events of Adolescence.
Special Adolescence Events: During a period of turbulence and unrest, the character is accused of a crime that he did not commit. Character is imprisoned.
Crimes: Crimes and Criminal Type: Banditry - The character robs travelers or raids settlements. Penalty: {1d8} years imprisonment.
Imprisoned!: Prison Type: Low security luxury camp
Imprisoned!: Duration: 1d8 years
Imprisoned!: Prison Event: The character escaped. {d100} to determine the percentage of the prison term served. Example: a character escapes after serving 60 percent of an 11 year sentence, thus serving only 6 1/2 years. A guard aided the prisoners in their escape. The character was forced to kill a particularly corrupt guard during the escape. If caught, the characters life will be forfeit (work this out during game play).
Significant Adulthood Events: Additional - Additional Significant Events occur.
Significant Adulthood Events: Hobby Addiction - The character is addicted to a Hobby
Hobbies: Type of Hobby: Study: Art
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: Sporadic and Variable:
Personality Traits: Lightside: Kindly - Warmhearted and friendly.
Personality Traits: Lightside: Calm - Difficult to anger, a peaceful spirit.
Personality Traits: Lightside: Generous - Willing to give more than fairly.
Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.
Personality Traits: Neutral: Atheistic - Atheistic: denies existence of the supernatural.
Personality Traits: Darkside: Pessimist - Always see the bad side of things.
Personality Traits: Neutral: Aloof - Aloof: distant from others, even cold.
Personality Traits: Darkside: Morose - Always gloomy and moody.