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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Stone Age - Fire has found its way into most homes; sharpened sticks and stones form the warriors basic armament; the lever is the most complex machine; domesticated animals provide food and companionship and building villages is coming into vogue. This covers everything from the classic cave man up to pre-Columbian American Indians.
Home Culture: Decadent - These are cultures past the peak of their prime. Decay, particularly moral decay, has begun to set in at all levels of society and the people have become pleasure-loving and jaded. Tech Level remains constant, but few significant gains are being made. Governments are commonly those which function best with multiple layers of carefully partitioned authority and responsibility (like Bureaucracies, Corporations, and Democracies). The government becomes self-perpetuating and heedless of the people's needs. Although government support of the Poor is predominant, previously common civil liberties and government services begin to disappear. Inflation and unrestrained crime are often rampant. Gameplay Benefits: Street-smarts, survival in the streets, come naturally to this character. Give him additional skills in Urban Survival skill (additional skills, GMs Discretion). {1d6}. On a result of 1-3, select one Darkside trait. On a result of 4-5, select {1d3} Darkside personality traits and one Neutral Traits. On a result of 6, treat as a result of 4-5 but also select one Exotic Personality Traits. Roleplay: It is not uncommon for citizens of these cultures (even the lowliest slaves and street folk) to believe that their culture is not only at its dynamic prime, but that it and they are vastly superiorto everything else. A character from this culture could easily have a haughty attitude, looking down his nose at everything. Simple pleasures might easily bore a person from this culture. On the other hand, they could be so foreign to the character that they intrigue him to no end. 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: Two Parents - Two Parents
Siblings & Birth Order: 2 - third of 3
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Barren world - Rocky and barely habitable.
Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Both parents within the household have an occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Parent 2
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 has not been heard from in a while
Rivals: Who?: A professional rival, with the same occupation.
Rivals: Why?: They love the same person.
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 total stranger. See Others.
Others: A neighbor. GM decides who this is.
Rivals: Why?: Rival is jealous of the character's looks.
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 professional rival, with the same occupation.
Rivals: Why?: Their parents were rivals.
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 relative. See Other Relations.
Other Family Relations: Adopted Cousin
Rivals: Why?: Multiple Reasons
Rivals: Why?: Their distant ancestor's 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?: They love the same person.
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: 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 possesses an unusual item.
Gifts & Legacies: An old, but functional, space ship.
Spacecraft: Ship Type: Passenger liner. Large luxury ship.
Spacecraft: Space Capabilities: Short range interstellar. Travel to nearby stars only.
Spacecraft: Armament: Well-armed. Carries enough weaponry to make others think twice before attacking it. Has afair offensive strike capability.
Spacecraft: Special Features: Quirk of Design - The ship has an odd feature: asymmetrical layout, rotating sections, exposed conduits, ritual markings, or a layout that only makes sense to its builder.
Spacecraft: Liabilities: Ancient Relic - The ship predates modern star travel. Its origins are unclear, its technology poorly understoodand possibly priceless.
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Multi-god pantheons. Like Greek or Norse gods, but can also include spirit and ancestor worship.
Religion: How it Begins: Parent's religion. The character has grown up with this religion, but is now personally confronted by it.
Religion: Religious Events: Character makes a pilgrammage to an important but distant shrine of the religion, possibly on another planet.
Noteworthy Items of Parents/NPCs: NPC is noted for his extremely unusual personality. Link the Exotic Personality Traits together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Energy Radiation - Laser Light
Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction
Exotic Personality Traits: Mental Affliction: Hysterical sense loss - Character believes that he is either blind or deaf (GM's choice).
Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction
Exotic Personality Traits: Mental Affliction: Pyromania - An obsessive impulse to set, and then watch fires.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Monstrosities (Teratophobia ) - fear of monsters.
Sibling 2
Appearances: Visible Injury - The character bears visible signs of a past serious injury. See Serious Wounds.
Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.
Bionics: Replacement Parts: Left Hand - Cyber Left Hand
Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.
Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.
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 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: Sudden Fame - Due to an event, the character becomes widely known or famous.
Gifts & Legacies: Property: Ancient ruins
Significant Childhood Events:
Character runs away from home ... and never returns.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same planet
Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.
Significant Childhood Events: A Fateful event occurs. A Tragedy Occurs.
Tragedies : Something terrible happens to the character's lover/best friend. Lover/best friend dies of disease.
Significant Childhood Events: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Ice-ball. Entirely iced over, little or no breatheable atmosphere.
Otherworld Events: Reasons for Being Here: Business trip. The characters job brings him here for an important meeting.
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: Star gate. Allows immediate transportation between linked gates in the same or vastly distant star systems.
Gifts & Legacies: A locked or sealed book or data recorder/player.
Gifts & Legacies: A technological wonder.
Gifts & Legacies: A piece of clothing.
Gifts & Legacies: Clothing: An unusual mask
Gifts & Legacies: The guardianship of a young ward. This is an NPC. Create this person as if it were a companion to the character.
Companions. Who?: An alien. See Aliens.
Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.
Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.
Aliens, Biology: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.
Companions: Why?: Parents were Companions in adventure.
Companions: What?: Groaning Griper: He may follow the character to Hell and back, but he doesn't have to like it and lets everyone know about it. May be a wise-cracking "smart mouth."
Spacecraft: Special Features: Illicit Modifications - The ship has black-market upgrades or undocumented alterations. They work well until someone inspects them.
Spacecraft: Liabilities: Maintenance Queen - The ship demands constant upkeep. If regular maintenance is skipped, minor problems rapidly cascade into major failures.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes Culture Level. This event brought the Character into his current Culture. The character's previous Culture is below.
Home Culture: Decadent - These are cultures past the peak of their prime. Decay, particularly moral decay, has begun to set in at all levels of society and the people have become pleasure-loving and jaded. Tech Level remains constant, but few significant gains are being made. Governments are commonly those which function best with multiple layers of carefully partitioned authority and responsibility (like Bureaucracies, Corporations, and Democracies). The government becomes self-perpetuating and heedless of the people's needs. Although government support of the Poor is predominant, previously common civil liberties and government services begin to disappear. Inflation and unrestrained crime are often rampant. Gameplay Benefits: Street-smarts, survival in the streets, come naturally to this character. Give him additional skills in Urban Survival skill (additional skills, GMs Discretion). {1d6}. On a result of 1-3, select one Darkside trait. On a result of 4-5, select {1d3} Darkside personality traits and one Neutral Traits. On a result of 6, treat as a result of 4-5 but also select one Exotic Personality Traits. Roleplay: It is not uncommon for citizens of these cultures (even the lowliest slaves and street folk) to believe that their culture is not only at its dynamic prime, but that it and they are vastly superiorto everything else. A character from this culture could easily have a haughty attitude, looking down his nose at everything. Simple pleasures might easily bore a person from this culture. On the other hand, they could be so foreign to the character that they intrigue him to no end. Survival Skills: (additional skills, GMs Discretion).
Significant Adolescence Events: Family Relocation & Orbital Station - The family moves to an orbital habitat or space station.
Education : Above Average Education. See Occupation for area of study.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
Significant Adulthood Events: Wanderlust Alien World - For {1d6} years, the character lives among aliens on another world and learns their language or customs (GM discretion).
Otherworld Events: Other Worlds: Forest world. Covered by huge tracts of virgin forest.
Otherworld Events: Reasons for Being Here: Colonist. The character and his family relocate to this untamed frontier world (this becomes the character's new home world).
Otherworld Events: Events: An Exotic Events Occurs on another world.
Exotic Events: There is a terrible accident and the character is killed! Medical science returns the character's body to life. The character's mind awakens in a different body. There is a 50% chance of the new body being a different sex and a 10% chance of it being an alien. If so, See Aliens.
Aliens, Biology: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.
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: Aquatic Navy - Gunnery.
Military Skills: Combat Skills: Field repair of weapons and armor.
Military Skills: Combat Skills: Learn additional weapon skin of choice.
Military Skills: Aquatic Naval Skills: Swimming.
Military Skills: Vehicle Skills: Improve an existing military skill
Military Rank: Private/Seaman/Spaceman
Military Experience: Character re-enlists in his branch of service for another four year hitch and he is promoted one rank.
Military Duties: Branch of Service: Army - Heavy Infantry. Armored foot soldiers.
Military Skills: Combat Skills: Endurance Exercises. For each the character gains this skill, the character can improve his Constitution attribute. (bonus GM's discretion)
Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.
Military Skills: Special Survival Skills: Making own shelter (against cold & damp).
Military Rank: Private/Seaman/Spaceman
Military Experience: Character is trained to become an officer of minimum rank (or promoted one rank if already an officer). (See Military Service Skills)
Military Skills: Service Skills: Combat Skills
Military Skills: Combat Skills: Military strategy- knowlegde in tactics and strategy (bonus GM's discretion)
Military Skills: Service Skills: Space Skills
Military Skills: Space Skills: Repair a space craft.
Military Duties: Branch of Service: Aquatic Navy - Special duty. Special duty. (See Special Duties)
Military Duties: Special Duties: A Noncombat occupation. (See Occupation)
Military Skills: Combat Skills: Improve ranged weapon skill (of choice)
Military Skills: Aquatic Naval Skills: Sail large craft.
Military Skills: Aquatic Naval Skills: Swimming.
Military Skills: Aquatic Naval Skills: Navigation.
Military Rank: Corporal/3rd Class Petty Officer
Military Experience: Character increases one occupation skill (players choice).
Military Duties: Branch of Service: Army - Battle Armor. Infantry in powered armor.
Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.
Military Skills: Combat Skills: Improve ranged weapon skill (of choice)
Military Skills: Special Survival Skills: Making own shelter (against cold & damp).
Military Rank: First Sergeant/Senior Chief
Military Experience: Character reenlists in a different branch of service for another four year hitch (see additional Military Events and new Military Duty)
Military Duties: Branch of Service: Mercenaries - Heavy Infantry. Armored foot soldiers.
Military Skills: Combat Skills: Endurance Exercises. For each the character gains this skill, the character can improve his Constitution attribute. (bonus GM's discretion)
Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)
Military Skills: Special Survival Skills: Pathfinding, Finding one's way in the wilderness.
Military Skills: Special Survival Skills: Camouflage & Concealment. This is an ability to move across a battlefield unseen and hide things In plain sight.
Military Rank: Private/Seaman/Spaceman
Military Experience: The characters hitch is extended by several years because a major war breaks out. The fighting is intense.
Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a rebellion against the government. The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)
War Time: The character's side is utterly destroyed. Character is demoted one Rank.
War Time: The enemy's side suffers light casulties.
War Time: The character's side is utterly destroyed. Character is demoted one Rank.
War Time: Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.
War Time: An act of the character reverses the battle's outcome - a losing battle is won.
Military Experience: Disease ravages the army. The character avoids the disease.
Military Duties: Branch of Service: Mercenaries - Light Cavalry. Hovercraft.
Military Skills: Combat Skills: Field repair of weapons and armor.
Military Skills: Special Survival Skills: Making own shelter (against cold & damp).
Military Skills: Vehicle Skills: Improve an existing military skill
Military Skills: Vehicle Skills: Drive unit's main vehicle.
Military Rank: Private/Seaman/Spaceman
Military Experience: Disease ravages the army. The character avoids the disease.
Personality Traits: Darkside: Unfriendly - Cold and distant.
Personality Traits: Darkside: Pessimist - Always see the bad side of things.
Personality Traits: Darkside: Hateful - Strongly dislikes others_
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Pacifist - Character will not fight. This ranges from vowing never to kill, never taking an offensive stance in combat (self-defense only), or even "turning the other cheek" and not defending oneself at all.
Personality Traits: Darkside: Pessimist - Always see the bad side of things.
Personality Traits: Darkside: Unenthusiastic - Can't get excited.
Personality Traits: Darkside: Rude - Polite, courteous.
Personality Traits: Darkside: Greedy - Hoards all for set
Personality Traits: Darkside: Hateful - Strongly dislikes others_
Personality Traits: Darkside: Greedy - Hoards all for set
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Infection (Mysophobia)
Personality Traits: Neutral: Skeptic - Skeptic: disbelieving of things unproven.