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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Bestial - A "humanized" version of a common animal, such as wolf-like, cat-like or ape-like beings.
Tech Level: First Stellar Age - Faster-than-Light (FTL) drives drastically reduces travel time between stars, but months, even years are still needed for interstellar travel. Exploration/colonization of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans.
Home Culture: Barbaric - Barbaric cultures live by the cruel exploitation of others. They can be found at any Tech Level, though they are more common at lower levels. Barbaric cultures are typified by charismatic dictators, feudalism, divine right of kings and so on. Power is secured and maintained by violence and tear. Rights for those without power are unheard-of. Cruelty is commonplace. Sentient life has little value, except on the slave market. Although it is possible that Barbaric cultures might develop their own technology, It Is lust as likely for them to take it from another culture by force. Typical Barbaric cultures might be pirate outposts, Post Holocaust enclaves, and most Lo-Tech societies. Gameplay Benefits: Character learns weapon use (usually a gun or other hand weapon) (additional skills, GMs Discretion). {1d6}. On a result of 56. select one Darkside personality trait. Add +1 bonus to character's Strength and Constitution attributes for merely surviving to adulthood. Roleplay: Barbaric cultures approach life with savage gusto, They live, love, fight, eat and drink like there may be no tomorrow. Barbaric characters commonly dislike and persecute members of other races, classes or cullures whom they perceive tie be weaker than they are. 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: Two Parents - Two Parents
Siblings & Birth Order: 2 - second of 3
Home World: Core World - Core World
Home World Types: Hostile world - This world is unsuited to supporting life.
Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.
Unusual Events at Birth: 2 events
Unusual Births Events: Character was put up for adoption upon birth.
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - An eclipse
Parents/Family Details: Head of household is or was an adventurer.
Parent 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Slave
Enslavement: Character participates in a slave revolt. The character leads the revolt. The revolt succeeds amd The owner is killed. The character escapes and now leads {1d6} low-ability NPC followers
Enslaved!: Duration: 2 years
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. - Darkside Trait
Personality Traits: Darkside: Morose - Always gloomy and moody.
Parent 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Paranormal
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Tardy - Always late.
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
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.
Sibling 1
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 many enemies. The rivals seeks out the character.
Rivals: Who?: A total stranger. See Others.
Others: The character's lover/best friend or close friend that is opposite gender
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.
Rivals: Who?: A god-like, super-powerful ancient alien being
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?: A friend (rivalry other than "friendly" is kept secret).
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.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Greedy - Hoards all for set
Sibling 2
Occupations Selection: Job is based on the future history of the game system.
Final Frontier Occupations: Ag-Specialist: understands the growing of plants and livestock both Terran and familiar alien species.
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.
Significant Adulthood Events: Job Loss - The Character loses their job because the employer goes out of business.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Cowardly - Afraid to face adversity.
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Significant Childhood Events:
Rivals force the characters family to move to a new locale, probably on another world, or face reprisals.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a planetary moon.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is across the galaxy.
Significant Childhood Events: Characters parents split up. Mother leaves, Father never remarries
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
Significant Childhood Events: A change or upheaval occurs in the characters family. The head of the household changes occupations.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 2: Glassblower: makes bottles and glassware.
Education : Typical Education. See Occupation for area of study.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Astrophysics
Significant Adulthood Events: The character becomes a close advisor to a local ruler. - The character becomes a close advisor to a local ruler.
Personality Traits: Darkside: Cowardly - Afraid to face adversity.
Personality Traits: Neutral: Skeptic - Skeptic: disbelieving of things unproven.
Personality Traits: Neutral: Extroverted - Extroverted: outgoing.