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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Alien, Non-Organic - This is a broad classification that includes, mineral-based life forms, energy-based beings and even robots.
Tech Level: Fourth Stellar Age - Energy shields protect large vehicles and craft. Gravitic repulsors negate the effects of gravity. Personal force screens possible.
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: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: One Parent - One Parent
One Parent Family: Father - Father
Siblings & Birth Order: 4 - second of 5
Home World: Colony World - Colony World
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
Appearances: Grossly Overweight - The characters weight significantly impairs normal movement.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
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: Thrifty - Careful with money.
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Business Owner: The type of activity the business performs is below. If the result makes no sense or is too difficult to work out, reroll. The character does not actually do this service, but has employees who do it.
Low Income Occupations: Tavern or Bar Employee: Housekeeper
Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood
Death Situations: Victim dies of starvation - outside circumstances caused the death.
Death Situations: Special Circumstances: No special circumstances surround this death
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 - High Income Jobs
High Income Occupations: Banker: keeps track of other folks credit and loans credits to make credits.
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 3
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 untimely dies during adulthood.
Death Situations: Victim is thrown into prison because at someone's actions and later dies there - the victim committed a crime against someone and was justly imprisoned.
Death Situations: Special Circumstances: No special circumstances surround this death
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 is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Attribute Variance - Reduce one attribute and increase another by the same amount.
Attribute Bonus/Penalty: Charisma - Charisma Bonus
Sibling 4
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Tent or Sail maker: depending on the culture, he makes tents (of felt, fabric or leather) or sails for sailing boats.
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: Transmatter Age - Matter can be coded, broken down into energy and then transmitted to a receiver. Unlimited Faster-than-Light (FTL) communication now possible.
Significant Childhood Events:
Characters parents split up. Father leaves, Mother remarries in {1d4} years
Significant Childhood Events: Family has the a certain attitudes towards the character. Character is unloved.
Significant Adolescence Events: Offworld Misadventure - The character becomes involved in a dangerous or strange incident on another planet.
Otherworld Events: Other Worlds: Artificial world. A world constructed by sentient beings. (Example: a ring world).
Otherworld Events: Reasons for Being Here: Religious pilgrammage.The world contains a holyshrine which the character has come to visit.
Otherworld Events: Events: The character discovers the wreck of an old spacecraft. By right of discovery (local salvage law), the ship and its contents become his. While the ship will never be spaceworthy again, it contains one TechnoWonder device, {1d4} items from Gifts & Legacies and if the character already has a spacecraft, he is able to tranfer a Special Features to that can be used to enhance his own ship.
Techno-Wonders: Extra-dimensional Duffle Bag - a carrying bag that carries a nearly unlimited amount of equipment weightlessly
Gifts & Legacies: A weapon.
Gifts & Legacies: Weapons: A laser rifle (any form of "blaster" rifle).
Gifts & Legacies: A locked or sealed book or data recorder/player.
Gifts & Legacies: A sealed bottle (determine contents).
Gifts & Legacies: A sealed trunk.
Spacecraft: Special Features: None - None.
Spacecraft: Liabilities: Multiple - Multiple Liabilities
Spacecraft: Liabilities: Temperamental AI - The ships computer exhibits erratic behavior: misinterpreting commands, arguing, withholding data, or acting on flawed logic.
Spacecraft: Liabilities: Dark Reputation - The ship has a grim and sordid past. Rumors persist that it is cursed or haunted, and strange events occasionally reinforce that belief. Some ports refuse service to this ship (25%)
Significant Adolescence Events: Inherited Estate - The character receives a hunting lodge or estate on a distant forest world, including {1d10} square miles of land.
Education : Limited Education.
Low Income Occupations: Farm worker: Farm hand
Significant Adulthood Events: Successful Rebellion - The character helps overthrow the local ruling authority.
Personality Traits: Lightside: Diplomatic - Careful to say the right thing.
Personality Traits: Lightside: Peacemaker - Attempts to calm others.
Personality Traits: Lightside: Truthful - Always tells the truth.
Personality Traits: Neutral: Grim - Grim: unsmiling. humorless, stern of purpose.
Personality Traits: Darkside: Irreverent - Mocks religion and the gods.
Personality Traits: Neutral: Follower - Follower: prefers to let others lead.