Current Character Background: Nadine Kings

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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Human-Like - These beings so closely resemble human-kind that only a few characteristic features set them apart, such as pointed ears or an exotic skin color. Typical of aliens from games based on TV shows.

Tech Level: Spacefaring Age - Unself-aware artificial intelligence is now found in some large computers. Most planets and major satellites in the solar system contain autonomous colonies or independent "nations." Sublight "manned" exploration of near-by stars begins.

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: 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 wants to live a lifestyle he could otherwise not afford.

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: 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: Two Parents - Two Parents

Siblings & Birth Order: 3 - fourth of 4

Home World: Core World - Core World

Home World Types: Water world - Mostly oceans and small islands.

Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.

Unusual Events at Birth: 1 event

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A famine

Parents/Family Details: Head of household does not work. Other parent works. For an NPC or single parent household: Head of household (NPC) has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis. For the primary occupation, see below.

Parent 1

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's relationship with his family involves one of the following. Is unfaithful to spouse.

Parent 2

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Technician: Power

Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.

Companions. Who?: An alien. See Aliens.

Aliens: Botanic - Plant-like beings whose physiology is based on vegetal structures such as vines, bark, leaves, or photosynthetic tissues.

Companions: Why?: The Companion's original intent was to steal from the character.

Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.

Companions. Who?: A robot or computer. See Artificial Persons.

Artificial Persons: Primary Function: Spacecraft. See additional details regarding this vehicle on Spacecraft.

Spacecraft: Ship Type: Scout ship. A small maneuverable craft capable of traversing space and exploring a planet.

Spacecraft: Space Capabilities: Long ranger interstellar. Travel to moderately distant stars in one trip.

Spacecraft: Armament: None. Ship carries no weapons.

Spacecraft: Special Features: Non-Standard Interstellar Drive - The ships jump or FTL drive is unusual. It consumes less fuel, travels farther per jump, or ignores certain navigational hazardsbut may draw attention or require special maintenance.

Spacecraft: Liabilities: None - None.

Artificial Persons: Intelligence Level: Self-Aware. The machine knows it exists and desires to maintain its own existence. Capable of creative problem-solving.

Artificial Persons: Body Type: Machine-like. Designed to fulfil a specific task, its form and appearance are tailored to its function. Little concern is given to making it "look" like a classic robot. May include computers, ground vehicles, aircraft, spacecraft, tools, and battle machines.

Companions: Why?: Companion feels a need to protect the character.

Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.

Companions. Who?: An alien. See Aliens.

Aliens: Bestial - A humanoid/anthropomorphized version of a common animal. These beings display animal traits combined with higher intelligence, tool use, or speech.

Companions: Why?: The Companion's original intent was to steal from the character.

Companions: What?: Good of Boy: A down-to-earth type who enjoys simple pleasures like hot food, cold drinks, good company, tall tales, and fast action. Loves a good knock-down fight.

Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while

Rivals: Who?: Sibling (younger).

Rivals: Why?: Always trying to outdo each other in everything.

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?: An Alien. See Aliens.

Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.

Rivals: Why?: An insult was percieved by one or the other.

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.

Sibling 1

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Engineer: Agricultural

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

Appearances: Tattooed - The character bears one or more prominent tattoos.

Appearances: Petite - The character is notably small, lightly built, and delicate.

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.

Personality Traits: Lightside: Peaceful - Serene of spirit.

Sibling 2

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Tavern or Bar Employee: Bouncer

Noteworthy Items of Parents/NPCs: NPC is important in home village/town/city, not just another face in the crowd.

Sibling 3

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Hostler: runs a boarding house where travellers can get a room. Serves meals and drinks.

Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while

Rivals: Who?: A former friend.

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.

Rivals: Who?: A total stranger. See Others.

Others: A relative.

Other Family Relations: Great Grandparent - Great Grandparent.

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.

Significant Childhood Events:

Family arranges admittance to prestigious military academy. Upon reaching adulthood, character automatically enters the military as an officer. (See Military Events below - apply these to adulthood events)

Military Duties: Branch of Service: Aquatic Navy - Marines. Shipboard soldiers.

Military Skills: Combat Skills: Learn additional weapon skin of choice.

Military Skills: Combat Skills: See Weaknesses. Can see foe's weaknesses and thus gain a attack bonus for each time they gain this skilll. (bonus GM's discretion)

Military Skills: Special Survival Skills: Pathfinding, Finding one's way in the wilderness.

Military Skills: Special Survival Skills: Making own shelter (against cold & damp).

Military Rank: Specialist/Seaman Specialist/Spaceman Specialist

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: Army - Air Cavalry. Aerospace strike force.

Military Skills: Combat Skills: First Aid Training

Military Skills: Aerospace Skills: Aircraft maintenance and repair.

Military Skills: Aerospace Skills: Communications and sensors

Military Skills: Aerospace Skills: Aircraft maintenance and repair.

Military Rank: Platoon Sergeant/Chief

Military Experience: Conflict! Character is involved in a major battle. (See Battle Ready!)

War Time: Regardless of the battle's outcome, the character is decorated for his heroism. If the character is an officer in the service of a Noble, the character is made a knight.

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 multi-faction civil war 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 carnage was awesome. {1d100}% of the character's side was killed. The character almost died when he recieved a grave injury. (See Serious Injuries). The characters military career ends. He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.

Bionics: Replacement Parts: Both Eear - Cyber Both Eear

Bionics: Function: Poor Quality Function - 30% Malfunction rate. The cybernetic part functions in a minimal, inefficient, or clumsy manner. It is clearly inferior to organic equivalents. Reduce any skills or attributes affected by the implant (GM discretion).

Bionics: Device Appearance: Duplicate Life - The cybernetic part is visually indistinguishable from a natural organ or limb. It mimics skin texture, coloration, warmth, and movement so perfectly that even the character may forget it is artificial.

Bionics: Replacement Parts: Digestive system - Cyber Digestive system

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: Duplicate Life - The cybernetic part is visually indistinguishable from a natural organ or limb. It mimics skin texture, coloration, warmth, and movement so perfectly that even the character may forget it is artificial.

War Time: Character is personally responsible forthe deaths of several of his comrades or followers.

War Time: Character sees action, but nothing noteworthy.

War Time: Character sees action, but nothing noteworthy.

Military Experience: Character's unit is ambushed by a superior force.

Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.

Significant Childhood Events: Childhood Special Events

Special Childhood Events: The character becomes well-known, even famous for the occurrence of an event in his life.

Significant Childhood Events: Characters parents split up. Father leaves, Mother remarries in {1d4} years

Significant Childhood Events: Gain friend.

Others: Several others together.

Others: A friend. Possibly a Companion. GM decides who.

Others: A soldier

Military Duties: Branch of Service: Army - Battle Armor. Infantry in powered armor.

Military Skills: Combat Skills: Field repair of weapons and armor.

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: Special Survival Skills: Making own shelter (against cold & damp).

Military Rank: Corporal/3rd Class Petty Officer

Others: An alien.

Aliens, Biology: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.

Others: Several others together.

Others: The character's lover/best friend or close friend that is opposite gender

Significant Adolescence Events: Something Wonderful - A rare and genuinely positive event shapes the characters outlook. Something Wonderful Occurs.

Something Wonderful: A miracle (the only possible explanation) gives the character a favorable modification.

Talents, Mutations & Alien Abilities: Inborn Skill Talent - The character is born with a natural aptitude for a specific skill. See Unusual Skills. The skill begins at moderate proficiency.

Unusual Skills: Social Dancing - Skilled in both formal and informal styles of dance across multiple cultures.

Significant Adolescence Events: Youth Recruitment Attempt - A group or organization quietly attempts to recruit the character due to perceived talent or usefulness.

Other Groups - Factions: Exploration/Survey Corps - Groups dedicated to charting unknown systems, ruins, and jump routes.

Education : Excellent Education. See Occupation for area of study.

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Field Scientist: a scientist who performs much of his work out in the world, rather than a laboratory.

Significant Adulthood Events: Wanderlust Nearby Star - For {1d6} years, the character journeys beyond their home system to a nearby star.

Otherworld Events: Other Worlds: Chemical Ice-ball. Surface entirely composed of frozen substances like ammonia and methane. No breathable atmosphere.

Otherworld Events: Reasons for Being Here: Business trip. The characters job brings him here for an important meeting.

Otherworld Events: Events: Fanatic followers of a local religion overthrow the government. Unbelievers (off-worlders) are rounded up and imprisoned in make-ship camps. The character is caught up in the fervor of this people's belief and willingly joins them. Using captured spacecraft, the true believers take their faith to the spaceways. After {1d3} years with the followers of the religion, the character finds himself isolated from other believers to fend for himself on a strange planet.

Significant Adulthood Events: Rival Gained - The character acquires a lasting rival.

Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).

Rivals: Why?: Rival is jealous of the character's possessions.

Rivals: What?: Fierce: Rival hates the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict. The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.

Significant Adulthood Events: Wanderlust Nearby Star - For {1d6} years, the character journeys beyond their home system to a nearby star.

Otherworld Events: Other Worlds: Ice-ball. Entirely iced over, little or no breatheable atmosphere.

Otherworld Events: Reasons for Being Here: Explorer. The character finds himself aboard an exploratory ship, looking for untapped resources.

Otherworld Events: Events: While the character is on the planet, freedom fighters overthrow an oppressive government regime. The character participates in the revolt and is labeled as a hero. Character may have gained or improved existing weapon/combat skills (GMs Discretion).

Personality Traits: Darkside: Unfriendly - Cold and distant.

Personality Traits: Darkside: Liar - Hardly ever tells the truth.

Personality Traits: Lightside: Dependable - Does duties reliably, responsibly.

Personality Traits: Lightside: Diplomatic - Careful to say the right thing.

Personality Traits: Neutral: Dreamy - Dreamy: a distant daydreamer.

Personality Traits: Darkside: Hateful - Strongly dislikes others_

Personality Traits: Neutral: Creative - Creative: able to make something oul of nothing.