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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Fusion Age - Energy is created through the combining, not destruction of matter. Laser weapons replace projectile weapons in most armies. "Manned" exploration of the solar system, establishment of orbital space cities and scientific colonies on other planets within system. "Cold sleep" used for long interplanetary trips. Most manufacturing is completely automated.
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: 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 has a pathological urge to do wrong.
Underworld Experience: Types of Crimes: Banditry. The character is part of a gang of rural bandits who prey on the nearby countryside.
Underworld Experience : Events: The character discovers that a prominent and popular government official is really the head of a major crime ring. The official thinks the character should be silenced.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Aunt & Uncle - Aunt & Uncle.
Siblings & Birth Order: 6 - seventh of 7
Home World: Core World - Core World
Home World Types: Glacial world - Mostly ice and snow, but life can exist here.
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'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.
Parents/Family Details: Both parents within the household have an occupation.
Parent 1
Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Government Official: If the occupation appears to be of low status within the government, assume that the character is in charge of all that type of activity for the government.
Government Jobs: Secret Policeman: undercover arm of the law.
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 very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: A chance encounter. In a lonely place, the character meets an intriguing follower of the faith.
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 is important in home village/town/city, not just another face in the crowd.
Parent 2
Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Small Craft Sailing - Skilled at operating small watercraft, including pleasure boats and sailboats.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A musical instrument.
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 was originally of a different Social Status.
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
Noteworthy Items of Parents/NPCs: NPC was originally of a different Social Status.
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
Sibling 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Planetologist
Noteworthy Items of Parents/NPCs: NPC is important in home village/town/city, not just another face in the crowd.
Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.
Unusual Births Events: Mother died in childbirth.
Death of a Loved One: The Inheritance: The character recieves 1d10 times his base starting money in cash.
Death of a Loved One: The Events: Two additional Events
Death of a Loved One: The Events: The deceased is reanimated by some necromantic science. The deceased appears to be alive, but something is not quite right - Only the body is kept alive, the personality is gone.
Death of a Loved One: The Events: A mysterious stranger offers to buy any items inherited from the deceased for much more than they could possibly be worth (1d10 x 1,000 credits).
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A war
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 3
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's relationship with his family involves one of the following. NPC is particularly loving towards family.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
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: Bloodthirsty - Seems to enjoy combat just a little too much, particularly when blood is spilled.
Sibling 4
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Laborer: Miner
Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.
Rivals: Who?: A professional rival, with the same occupation.
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.
Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).
Rivals: Why?: An insult was percieved by one or the other.
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?: A former lover/best friend/love interest/crush.
Rivals: Why?: Their parents were rivals.
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 is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: Healing. The clergy of the faith heal the character of an injury or illness.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Religious assassins seek character's death.
Religion: Religious Events: The character uncovers the activities of an evil cult. The cult seeks to have the character join them.
Sibling 5
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Spacecraft pilot. Can navigate a spacecraft between planets or even stars.
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: Medieval Age - Steel (a harder metal than iron) weapons and armor are used by the well-to-do warriors. Crossbows make even poorly trained troops into deadly foes. This is a period noted for retrogression, even degeneration and loss of technical and social gains made in earlier ages. Medieval Europe and Feudal Japan typify this Tech Level.
Sibling 6
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Medicine
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Extremely Tall - The character towers over those normally considered tall.
Appearances: Out-of-Date Clothing - The character dresses in fashions from an earlier era, clearly behind current styles.
Appearances: Exceptionally Massive - The character is significantly more massive than average, regardless of height.
Significant Childhood Events:
The character aquires a Companion.
Companions. Who?: A childhood friend.
Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.
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.
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: 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 wants to defy authority.
Underworld Experience: Types of Crimes: Banditry. The character is part of a gang of rural bandits who prey on the nearby countryside.
Underworld Experience : Events: Character participates in a large heist, only to have his partners vanish with the loot. There were {1d4} others involved and the valuables have never reappeared. GM: This is an chance to create either a revenge adventure or a recapture scenario (depending on which side of the law the character now stands).
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Significant Childhood Events: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Chunk. An airless asteroid.
Otherworld Events: Reasons for Being Here: Colonist. The character and his family relocate to this untamed frontier world (this becomes the character's new home world).
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 is excommunicated for some sin, real or imagined.
Significant Adolescence Events: Companion Gained - The character acquires a Companion during adolescence.
Companions. Who?: GM Specials - For example, possible ancient alien intelligence or supernatural being in the guise of mortal.
Companions: Why?: Character saves his life.
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.
Significant Adolescence Events: Companion Gained - The character acquires a Companion during adolescence.
Companions. Who?: A Relative. See Other Relations.
Other Family Relations: First Cousin - The offspring of an uncle or aunt.
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.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Dentist: fixes teeth that need repair.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Physics
Significant Adulthood Events: Rival Gained - The character acquires a lasting rival.
Rivals: Who?: A total stranger. See Others.
Others: A future specific person.
Education : Outstanding Education.
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Astronomy - Knowledgeable in observing and identifying stars, planets, and celestial phenomena.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: General Practioner