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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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, Humanoid - Though similar inform to a human, they may be vastly different in the specific details of physical appearance.
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: 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).
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: Poor - Poor people have comparatively low income. They usually do not or cannot own property. Dwellings may be government subsidized and usually of lesser quality, sometimes due to uncaring landlords who may also be the Poor person's employer. Transportation is usually old and/or previously owned. Non-Nomadic Poor rarely raveland almost never leave the planet (or even town!) of their birth. Luxuries Include nice food, heal, pets and clean water, In some societies, the Poor are but a step above slaves_ Includes most laborers, low-level craftsmen and technicians, soldiers, peasants, public welfare recipients, some landowning farmers, apprentices, and low-level office or shop workers. Poor characters must work hard to keep what title they have, otherwise they would be Destitute. A Poor character might always be concerned about having enough to get by; but the Poor usually have hope that they or their children might have a better life If they can work hard and long enough (though government hand-out programs often sap these folk's image al self worth). Although a character from this Social Level may long for a better life, he or she could be satisfied with the way things are. Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or be superstitious.
Underworld Experience : The Wrong Path: Peer pressure "forces" character to do criminal acts.
Underworld Experience: Types of Crimes: Piracy
Underworld Experience: Pirate Events: The pirate captain hides his treasure in a lonely deserted place. As far as the character knows, that huge treasure is still there.
Underworld Experience : Events: The character learns the secret passages, entrances and exits to an important local leader's estate.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Guardian - Guardian
Family: Guardian: Orphaned - The character was somehow orphaned at birth and adopted into a more-or-less normal family group.
Siblings & Birth Order: 7 - third of 8
Home World: Colony World - Colony World
Home World Types: Forest world - Covered by huge tracts of virgin forest.
Place of Birth: Farm Building - The character is born in a barn or other agricultural outbuilding.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Household servant: Server
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Egoist - Sellish concern for own welfare.
Parent 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Clergyman: Chief Priest
Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.
Religion: How it Begins: Friend's religion. A friend invites the character to come to his god's temple.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Merely a church goer, no serious devotion.
Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.
Unusual Births Events: Father believes the character is not his child, but the offspring of another man (whether true or not).
Unusual Births Events: Character has identical twin (20% chance of being separated at birth). Also, roll a {1d6}. On a result of 6, the twin's personality is drastically different than that of the character, possibly even opposite (if one became good and noble of spirit, the other might become evil and cruel).
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.
Significant Adulthood Events: Companion Acquired - The character becomes involved in a defining event alongside a group.
Companions. Who?: Former enemy or rival. See Rivals.
Rivals: Who?: A total stranger. See Others.
Others: An outcast. A beggar, hermit, leper, or prositute.
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.
Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Sibling 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Laborer: Dock worker
Noteworthy Items of Parents/NPCs: NPC has a patron.
In the Service of - Who is the Patron: The character's employer.
In the Service of - Why a Patron: The patron needs all the friends he can get.
In the Service of - What happened: Patron sets character up in business. Patron owns the business, but the character runs it. See Occupations.
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Public Safety: Special Weapons And Tactics
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.
Significant Adulthood Events: Exotic Tastes - The character develops jaded or expensive tastes for unusual pleasures.
Exotic Personality Traits: Addictions: Codependency - An adrenalin addiction caused by living in chaos Codependents will often force crisis to get another supply of adrenalin. Codependents often hide their more socially acceptable addictions behind another persons addictions
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Paranormal
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Dancing (either participation or spectator).
Hobbies: Degree of Interest: Sporadic and Variable. Interest runs in spurts, intense at times, totally ignored at others. Character will easily spend 1% of his total income on this hobby.
Hobbies Hobby Proficiency: Devoted:
Sibling 3
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Shaman: a religious leader. Often feared and quite powerful. This is the early equivalent of both physician and priest. In addition to totem spirit magic, he is wise in the ways of plant lore and folk medicines.
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: Corporate Heir Targeted - The character inherits stock and a board seat in a powerful hi-tech corporation. The board resents the character and seeks to remove or eliminate them.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A technological wonder.
Techno-Wonders: Star gate. Allows immediate transportation between linked gates in the same or vastly distant star systems.
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Contractor: oversees the construction of private and public buildings.
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.
Rivals: Who?: An Alien. See Aliens.
Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.
Rivals: Why?: Rival is jealous of the character's looks.
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 untimely dies. If sibling, it occurs during adolescence. If parent or guardian, it occurs in early adulthood.
Death Situations: Assassination, Professionals were hired to perforn the act. A motive will be necessary.
Death Situations: Special Circumstances: No special circumstances surround this death
Sibling 5
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Clergyman: Chief High Priest
Religion: Religions: Radical personality cults. Belief in the deity or special calling of a charismatic leader. Cult often ends tragically.
Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers seek reparations.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers shun character.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.
Sibling 6
Occupations Selection: A hobby practiced as an occupation.
Hobbies: Type of Hobby: Outdoorsman: Fishing
Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.
Hobbies Hobby Proficiency: Consuming Passion:
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Natural Luck - The character has unusual luck. Roll {1d3} and this is the number of re-checks/re-rolls they have each day.
Sibling 7
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Administrator/Manager: Oversees the operations of a large scale business or other organization.
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Severed Left Thumb - The character permanently loses their left thumb. It is impossible to properly grip or wield a weapon with that hand.
Serious Wounds/Injury: Right Eye Lost - The characters right eye is destroyed. Depth perception is lost; reduce combat and visual perception skills (GM discretion).
Serious Wounds/Injury: Knee Injury - A damaged knee causes a permanent limp. After strenuous physical activity (running, fighting, climbing), the knee flares with pain.
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: Military Service Bureaucratic Error - The character mistakenly believes they are applying for a civilian government job and ends up enlisted.
Military Duties: Branch of Service: Mercenaries - Air Cavalry. Aerospace strike force.
Military Skills: Combat Skills: Military strategy- knowlegde in tactics and strategy (bonus GM's discretion)
Military Skills: Aerospace Skills: Pilot rotor-wing aircraft (helicopter).
Military Skills: Aerospace Skills: Improve an existing military skill
Military Skills: Aerospace Skills: Fighter craft combat techniques.
Military Rank: Sergeant major/Master Chief
Military Experience: Characters unit is involved in a plot to overthrow the government and take control. A battle is fought. (See Battle Ready!) The character's side wins, and the commanding general of the unit becomes the new ruler.
War Time: Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made a commisioned officer if not an officer).
Significant Childhood Events:
Learn an Unusual Skill.
Unusual Skills: Negotiation & Diplomacy - Skilled in resolving disputes, brokering agreements, and navigating political or social tensions.
Significant Childhood Events: Character runs away from home ... but returns after {1d8} days.
Significant Childhood Events: Family has the a certain attitudes towards the character. Family does not approve of characters friends.
Significant Childhood Events: Family throws an extravagant birthday party for the character. Everyone who is anyone attends. When all the gifts are recorded, one unusual gift stands alone without a card to say where it came from.
Gifts & Legacies: A key.
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
Significant Adolescence Events: Runaway & Never Returns - The character runs away from home and never returns.
Significant Adolescence Events: Family Relocation & Planetary Moon - The family relocates to a moon of their home planet.
Exotic Events: The character makes first contact with an alien race (See Aliens). This encounter greatly affects all future relations with the beings. The alien was the lone survivor of his race and passed on a gift to the character. See Talents, Mutations & Modifications.
Aliens, Biology: Radially Symmetrical - Beings with body plans arranged around a central axis, similar to starfish or sea anemones.
Talents, Mutations & Alien Abilities: Albinism - The character has pale skin and hair with pink or light eyes. They suffer 1d3 damage per hour of unprotected exposure to strong sunlight.
Significant Adulthood Events: Service to a Patron - The character enters the service of a powerful patron.
In the Service of - Who is the Patron: A patron that leads a double life
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Merchant Sailor (planet side vessels only)
Crimes: Crimes and Criminal Type: Murder - The character killed one or more people. Penalty: NPCs have a 50% chance of execution. Player characters receive {1d20}+5 years imprisonment.
In the Service of - Why a Patron: The patron needs the character's skills.
In the Service of - What happened: Patron is noted for an Exotic Personality Trait. See Exotic Personality Traits.
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Fetishism & Fixations. Sexually attracted to or excited by a specific Body Locations.
Body Locations: Chest/Torso/Thorax
Personality Traits: Lightside: Clean - Practices good hygiene.
Personality Traits: Lightside: Honest - Always gives what is due.
Personality Traits: Lightside: Honest - Always gives what is due.
Personality Traits: Neutral: Extroverted - Extroverted: outgoing.
Personality Traits: Neutral: Frivolous - Frivolous: flighty, harebrained, rarely serious.
Personality Traits: Neutral: Mysterious - Mysterious: has an air of mystery about him,
Personality Traits: Neutral: Immaculate - Immaculate: clean and orderly.
Personality Traits: Darkside: Morose - Always gloomy and moody.
Personality Traits: Lightside: Clean - Practices good hygiene.
Personality Traits: Neutral: Loquacious - Loquacious: talks and talks and talks and