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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Third Stellar Age - Warriors wield hand-held non-laser energy weapons. Antimatter used to produce power. Faster-than-Light (FTL) communication exceeds speed of starships. Small ships have interstellar capability. Robots are commonly humanoid (or alienoid) in form.
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).
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: Older Sibling - Older Sibling.
Siblings: Brother - Brother
Siblings & Birth Order: 3 - second of 4
Home World: Core World - Core World
Home World Types: Forest world - Covered by huge tracts of virgin forest.
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 is born during the occurrence of a noteworthy event. - A war
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: An unusual skill is practiced as an occupation.
Unusual Skills: Bargaining - Adept at haggling, price negotiation, and deal-making with merchants.
Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.
Rivals: Who?: Sibling (older).
Rivals: Why?: Rival is jealous of the character's possessions.
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?: Sibling (younger).
Rivals: Why?: They seek the same goal.
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 former friend.
Rivals: Why?: Multiple Reasons
Rivals: Why?: Their parents were rivals.
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: Why?: Always trying to outdo each other in everything.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
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?: An enemy of the family.
Rivals: Why?: They love the same person.
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.
Rivals: Who?: A god-like, super-powerful ancient alien being
Rivals: Why?: Their parents were rivals.
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.
Rivals: Who?: A relative. See Other Relations.
Other Family Relations: Sibling - Sibling.
Siblings: Brother - Brother
Rivals: Why?: Their parents were rivals.
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.
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Future-History Event - A setting-specific historical event directly affects the character.
Tarnished Tomorrows Events: Character is attacked and partially dismembered by vile organ-leggers, thieves who steal internal organs for resale. He loses {1d3} parts of his body before being rescued. Missing parts are replaced by experimental bionic prosthetics.
Bionics: Replacement Parts: Right Eye - Cyber Right Eye
Bionics: Function: Specialized Enhancement - (10% Malfunction Rate) The cybernetic part functions as an enhanced replacement and grants one or more special capabilities beyond normal biology. Examples: Bionic eyes with infrared, ultraviolet, telescopic, or microscopic vision. Bionic lungs capable of breathing air, water, or toxic atmospheres. Bionic limbs with integrated tools or concealed weapons. Exact abilities are determined by the GM.
Bionics: Device Appearance: External Organ Machine - The cybernetic device duplicates the function of the missing organ or limb but not its appearance. It is clearly a machine attached to or carried by the character.Examples: an external heartlung unit, a mounted robotic manipulator arm, or a backpack-linked life-support organ.
Bionics: Replacement Parts: Left Leg - Cyber Left Leg
Bionics: Function: Enhanced Function - (10% Malfunction Rate) The cybernetic part exceeds normal organic performance. It enhances any related skills or attributes (GM discretion) while otherwise functioning like the original body part.
Bionics: Device Appearance: Exotic Appearance - The cybernetic part is deliberately stylized or alien in appearance, designed to attract attention or project identity.Examples: eyes that shimmer like an insects, limbs sheathed in chrome or crystal, glowing veins, or sculpted, non-human geometry.
Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.
Rivals: Who?: Sibling (older).
Rivals: Why?: An insult was percieved by one or the other.
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.
Rivals: Who?: A total stranger. See Others.
Others: Employer. Characters current employer or Patron.
Rivals: Why?: An insult was percieved by one or the other.
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.
Rivals: Who?: An enemy of the family.
Rivals: Why?: Rival is jealous of the character's possessions.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Sibling 1
Appearances: Impressive Presence - The character makes a strong first impression and appears heroic, commanding, or exceptional.
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Guide/Pilot: a pathfinder who aids travelers and merchants in unknown areas.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.
Sibling 2
Appearances: Thin - The character is noticeably thinner than average.
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Signal Spoofing - Able to falsify or mask transponder signals, electronic IDs, or basic digital signatures.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
Social Status: Destitute - These people are considered the dregs of society. They own no property. and may have no fixed home. Some perform no real work and are often unemployable. Others are In bond to a master and live at his whim. Still more barely live off what meager bounty the land provides. These folk may often be a subclass or "race' of one type of being who are discriminated against by their fellows. The chief industry of this crass is foraging and scavenging. This Is survival level - no luxuries. Money is rare and all Income goes toward merely slaying alive. Includes street people, unemployables, serfs, back woods folk. Share croppers, rural bandits, so me slaves, and unfortunate Primitives. Destitute characters may believe that they have no real control over their own lives and exist merely al the whim of others, whether it be the gods, the wealthy or Just anyone who is not Destitute. This attitude might be expressed as hopelessness, or become hatred and revenge against either society or those believed to be the cause of his misfortune.
Underworld Experience : The Wrong Path: The character has a pathological urge to do wrong.
Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.
Underworld Experience: Independent criminal: Multiple crimes
Underworld Experience: Independent criminal: Multiple crimes
Underworld Experience: Independent criminal: Prostitution
Underworld Experience: Independent criminal: Burglary
Underworld Experience: Independent criminal: Smuggling
Underworld Experience: Independent criminal: Robbing banks, stores and credit machines
Underworld Experience: Independent criminal: Illegal gambling
Underworld Experience: Independent criminal: Burglary
Underworld Experience: Independent criminal: Selling illegal drugs or pleasure stimulators
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."
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: Subchieftain: A tribal chieftain's lieutenant.
Nobles: Sphere of Influence: Interplanetary: influences affects a whole star system, either by control or reknown (fame).
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Energy Radiation - Cosmic Rays
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: 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: Curious - Curious: inquisitive, needs to know,
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Paranormal
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Significant Childhood Events:
Character runs away from home ... but returns after {1d8} days.
Significant Childhood Events: Character has a religious experience.
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: An inner need. The character feels he must seek out the believers of religion.
Religion: Religious Events: Enemies of the religion persecute the character.
Religion: Religious Events: The character studies for the priesthood for {1d4} years. This improves literacy skills and gives the character skill in religious knowledge for each year.
Significant Adolescence Events: Rescued During Unrest - During riots, strikes, or conflict, the character is rescued by members of an organized group.
Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.
Significant Adolescence Events: Illegal Favor for a Gang - The character is pressured into doing a small but illegal favor for a local gang or syndicate.
Other Groups - Factions: Pirate Clans - Independent or semi-organized pirate groups operating beyond formal law.
Other Groups - Factions, Pirate Clan: Iron Flag Corsairs - Highly organized pirates operating under strict codes and hierarchy.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
Significant Adulthood Events: Run-In with Authority - Enemy - A legal dispute with a government leader results in a powerful enemy.
Rivals: Who?: An enemy of the family.
Rivals: Why?: Always trying to outdo each other in everything.
Rivals: What?: Fierce: Rival hates the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict. The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.
Personality Traits: Neutral: Atheistic - Atheistic: denies existence of the supernatural.
Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,
Personality Traits: Neutral: Studious - Studious: studies often, pays attention to detail,
Personality Traits: Darkside: Liar - Hardly ever tells the truth.