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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Amphibian - Dwell in water or air equally well.
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: 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: 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 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: Jailed for a few days in a sweep of the streets by law enforcement officials.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 3 - third of 4
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Forest world - Covered by huge tracts of virgin forest.
Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Aerospace
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Parent 2
Appearances: Extremely short - The character is far shorter than average.
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Instructor: A Craft.
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 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: Extroverted - Extroverted: outgoing.
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: A professional rival, with the same occupation.
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
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Laborer: Miner
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Sibling 2
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: Soldier, enlisted
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 - Low Income Jobs
Low Income Occupations: Food Service Worker: waitperson, busboy, short-order cook, fast-food clerk.
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Study: Astronomy
Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.
Hobbies Hobby Proficiency: Sporadic and Variable:
Significant Childhood Events:
Special Events of Childhood.
Special Childhood Events: A future history-specific event occurs.