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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Ultratech Age - Worlds are completely terra-formed, and/or moved from their orbits into more suitable ones. Robots are often physically indistinguishable from life forms (and are often classed as life forms). Totally synthetic life forms are commonplace.
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: 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
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 6 - fourth of 7
Home World: Colony World - Colony World
Home World Types: Hostile world - This world is unsuited to supporting life.
Place of Birth: Foreign Land - The character is born far from their familys homeland, culture, or species place of origin. See below for where in the foreign land.
Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis.
Parent 1
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.
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: Household Elevated - The head of the household is appointed advisor to a local ruler.
Parent 2
Appearances: Effeminate Mannerisms - The characters movements, posture, or behavior are perceived as delicate or graceful in contrast to local gender norms.
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Engineer: Structural
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
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: Self sufficient - Self sufficient: does not need others.
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Career Collapse - Unable to earn a living in their chosen profession, the character is forced to learn a new occupation.
Low Income Occupations: Household servant: Butler
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: Specialist
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.
Rivals: Who?: An enemy of the family.
Rivals: Why?: They seek the same goal.
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.
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: 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."
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Distinctive Possession - See Gifts & Legacies- This object for which the character is well known and which he may not wish to be parted from
Gifts & Legacies: A technological wonder.
Techno-Wonders: Extra-dimensional Duffle Bag - a carrying bag that carries a nearly unlimited amount of equipment weightlessly
Sibling 2
Appearances: Visible Injury - The character bears visible signs of a past serious injury. See Serious Wounds.
Serious Wounds/Injury: Brain Injury & Skill Degradation - Head trauma causes brain damage. Reduce multiple skills (GM discretion).
Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: General Practioner
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
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: Victim dies of starvation. The victim dies due to circumstances initiated by someone (e.g., someone causes a grain crop to tail, which beggars the family, which causes them to have no money for food, so they starve).
Death Situations: Special Circumstances: No special circumstances surround this death
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 2: Tailor: makes/repairs clothing of all kinds.
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 was affected by an exotic event which is spoken of often.
Exotic Events: Character is mistaken for the missing offspring of a powerful leader and is taken to live in the leader's household. At first, he decides to maintain the ruse. Then, after {1d6} years something happens. - The leader is assassinated by rivals. The character is named heir apparent, but is under suspicion for killing the ruler. However, the assassins may strike again!
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A technological wonder.
Techno-Wonders: Bio-regeneration equipment. This is the ability to repair or replace damaged body parts by growing new ones either within or without the body.
Sibling 4
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Mechanical
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Friendly - Warm and comforting.
Sibling 5
Occupations Selection: A hobby practiced as an occupation.
Hobbies: Type of Hobby: Gameplaying: Gambling
Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.
Hobbies Hobby Proficiency: Devoted:
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: Forgiving - Able to pardon faults in others.
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: 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 - Merely a church goer, no serious devotion.
Sibling 6
Appearances: Rebellious Style - The character dresses in a way that signals cultural, political, or social opposition.
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 has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: Sibling (younger).
Rivals: Why?: Their distant ancestor's were 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?: A former lover/best friend/love interest/crush.
Rivals: Why?: Rival is jealous of the character's possessions.
Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.
Rivals: Who?: A professional rival, with the same occupation.
Rivals: Why?: An insult was percieved by one or the other.
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: Who?: Sibling (younger).
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.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A piece of jewelry.
Gifts & Legacies: Jewlery: Torc (neck ring).
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Significant Childhood Events:
Family arranges admittance to prestigious military academy. Upon reaching adulthood, character automatically enters the military as an officer. (See Military Events below - apply these to adulthood events)
Military Duties: Branch of Service: Aquatic Navy - Field Technician. On-site repairman.
Military Skills: Combat Skills: Improve ranged weapon skill (of choice)
Military Skills: Aquatic Naval Skills: Handle small boats.
Military Skills: Aquatic Naval Skills: Navigation.
Military Skills: Aquatic Naval Skills: Communications.
Military Rank: First Sergeant/Senior Chief
Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a multi-faction civil war The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)
War Time: The character's side is utterly destroyed. Character is demoted one Rank.
War Time: Serious casulties. Character was injured and has an impressive scar to show for it.
Body Locations: Face
War Time: Regardless of the outcome of this battle, the character performed a successful heroic mission that did real damage tot he enemy's ability to wage war. Because of this, the conflict ends in {1d6} months and innumerable lives are saved.
War Time: An act of the character reverses the battle's outcome - a losing battle is won.
War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.
Significant Childhood Events: Rivals force the characters family to move to a new locale, probably on another world, or face reprisals.
Significant Childhood Events: 1 to 3 more Significant Events occur during this time.
Significant Childhood Events: An Exotic Event occurs.
Exotic Events: Character kills an alien and as a result the character makes first contact with an alien race (See Aliens). This encounter greatly affects all future relations with the beings. The aliens are furious and demand that the character be punished.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens: Insectoid - Beings that closely resemble insects or arachnids, often possessing exoskeletons, segmented bodies, mandibles, or compound eyes.
Aliens, Biology: Radially Symmetrical - Beings with body plans arranged around a central axis, similar to starfish or sea anemones.
Talents, Mutations & Alien Abilities: Unusual Size Large - The character is 2060% larger than the species norm. Apply an appropriate Dexterity or agility penalty (GM discretion).
Talents, Mutations & Alien Abilities: Bad Luck Aura - The character radiates misfortune. Roll 1d6 to determine the Bad Luck rating. Whenever an ally within proximity fails a skill roll, roll 1d10. If the result is equal to or less than the Bad Luck rating, a serious mishap occurs.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens: Piscean - Fish-like beings. They may be restricted to aquatic environments or capable of surviving for limited periods on land.
Aliens, Biology: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.
Talents, Mutations & Alien Abilities: Unusual Sleep Cycle - The character requires significantly less sleep or enters unusually deep sleep compared to species norms.
Aliens: Human-Like - These beings closely resemble humans, differing only in a few distinctive physical features such as skin tone, eye shape, ridges, or minor anatomical variations.
Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.
Talents, Mutations & Alien Abilities: Intersex Physiology - The character is a true hermaphrodite with functioning male and female organs and an androgynous appearance.
Aliens, Biology: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.
Talents, Mutations & Alien Abilities: Distinct Personality - Select Personality traits on Personality Trait Check.
Alignment & Attitude: Personality Traits 2: Darkside Trait - Darkside Trait
Aliens, Biology: Radially Symmetrical - Beings with body plans arranged around a central axis, similar to starfish or sea anemones.
Talents, Mutations & Alien Abilities: Instinctive Direction Sense - The character always knows which direction leads home, to the nearest exit, or along their last path, even in zero gravity.
Significant Childhood Events: Family has the a certain attitudes towards the character. Father is distant and cold towards the character.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same system.
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: Commoner - Commoner/Not of a Noble Line
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Contractor: oversees the construction of private and public buildings.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
Significant Adulthood Events: Companion Acquired - The character becomes involved in a defining event alongside a group.
Companions. Who?: A professional adventurer. If the Companion is relatively more powerful than the character, assume that the character is his Companion.
Companions: Why?: Parents were Companions in adventure.
Companions: What?: Gung-ho Joe: Enthusiasm is not his middle name, it's his first. Always ready for adventure, willing to leap into the fray and face unbeatable odds.
Significant Adulthood Events: Special - Special Events of Adolescence.
Special Adolescence Events: The character participates in a protest against school authority. The protests fails to accomplish its goals. Any known participants are expelled from the school. Only a few close friends know of the characters participation.
Personality Traits: Darkside: Greedy - Hoards all for set
Personality Traits: Darkside: Cheat - Shortchanges others of their due.
Personality Traits: Darkside: Argumentative - Starts arguments and fights.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Insects (Entomophobia) - also buglike aliens.
Personality Traits: Neutral: Illogical - Illogical: may not use reason to make decisions.
Personality Traits: Lightside: Courageous - Brave in the face of adversity.
Personality Traits: Neutral: Romantic - Romantic: given to feelings of romance.
Personality Traits: Darkside: Harsh - Ungentle, sharp-tongued.
Personality Traits: Lightside: Diplomatic - Careful to say the right thing.