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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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 - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.
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: 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: The character wants to defy authority.
Underworld Experience: Types of Crimes: Organized crime. This is a crime network which sets high morals and standards for its own members, but treats the rest of the world as ripe for plunder. See Crimes below for the types of crimes he regularly commits. The character gains a bonus in a weapon skill of his choice (such as pistol, laser, brass knuckles.)
Crimes: Crimes and Criminal Type: Terrorism - The character used violence or fear as a political weapon. Penalty: {3d6} years imprisonment.
Crimes: Crimes and Criminal Type: Racketeering - The character operated or supported organized criminal enterprises. Penalty: {1d10} years imprisonment.
Underworld Experience : Events: The character is imprisoned for a crime. See Crimes. After being freed, the character goes straight, but maintains his underworld contacts.
Crimes: Crimes and Criminal Type: Pickpocketing - The character steals valuables from individuals, shops, or crowded areas without confrontation.Penalty: {1d6} years imprisonment and community service.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 4 - first of 5
Home World: Colony World - Colony World
Home World Types: Swamp world - Covered by endless marshes and swamps. Earthlike world. Much water, large land masses.
Place of Birth: Tenement/Arcology Block - Born in crowded urban housing, surrounded by noise, poverty, or dense community.
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: Government Official: If the occupation appears to be of low status within the government, assume that the character is in charge of all that type of activity for the government.
Government Jobs: Soldier,commissioned officer
Military Rank: Specialist/Seaman Specialist/Spaceman Specialist
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: Healing. The clergy of the faith heal the character of an injury or illness.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - All-consuming, fanatical passion. Entire life is focused on on his faith, with a willingness to die for what he believes.
Religion: Religious Events: Character makes prophetic statements. He is ignored by most and considered a radical.
Religion: Religious Events: Character makes prophetic statements and becomes unpopular for what he says.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.
Parent 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Clergyman: Novitiate
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: Healing. The clergy of the faith heal the character of an injury or illness.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - All-consuming, fanatical passion. Entire life is focused on on his faith, with a willingness to die for what he believes.
Religion: Religious Events: Character makes prophetic statements. He is ignored by most and considered a radical.
Religion: Religious Events: Character makes prophetic statements and becomes unpopular for what he says.
Noteworthy Items of Parents/NPCs: A relationship with someone.
Others: A monster. Select something awful from your game.
Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.
Exotic Events: During a routine medical exam, the character is an unknowing subject of an unregulated scientific research project. The character has become immune to 95% of all diseases. Unfortunately, the experimenters want to do an autopsy on his corpse to find out why .
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.
Sibling 1
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.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC has married more than once, current spouse is number (roll {1d4}).
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Psionic Resistance - Character has a natural immunity to psionics. Use a system compatible with your system or {1d8}x5. The result is the percentage chance that the character will be immune to the effects of any psionic ability used against him.
Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.
Companions. Who?: Sibling (older).
Companions. Who?: Sibling (younger).
Companions: Why?: Companion feels a need to protect the character.
Companions: What?: Grim Ally: Doesn't talk much. Does what must be done to the best of his ability. Dislikes frivolity, especially in the face of danger. Quite sure of himself at all times.
Companions. Who?: A kid. (Age = {1d12} in standard years)
Companions: Why?: The Companion's original intent was to steal from the character.
Companions: What?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: Specialist
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Courtier/Courtesan: an attendant in the court of a Noble or Royal ruler sometimes nothing more than a fancy prostitute (particularly the female courtesan).
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Psionic Ability - The character manifests a psionic power. See the specific ability below in Psionics.
Sibling 4
Occupations Selection: Job is based on the future history of the game system.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Tavern or Bar Employee: Bartender
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Severed Left Leg - The character permanently loses their left leg. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.
Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
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: The character needs money to pay debts.
Underworld Experience: Types of Crimes: Organized burglary gang. The character is part of a gang, under the direction of gang leaders. The thieves are not a crime network and limit themselves to stealing and smuggling.
Underworld Experience : Events: Character becomes an informant for the law. The character is labeled a snitch by the underworld and has a contract out on his life.
Social Status: Nobility: Nobility - Nobility: The character is a member of a titled Noble family, the aristocracy of old. These folk have fancy titles, and are generally better off than their fellows. Follow the instructions below to select titles, lands and so on, then return here.Special Instructions: Determine the Noble title of the characters parents and other items of importance to Nobles. Gameplay Benefits: Literacy chance is +30% over the base Tech Level + Social Status chance. A Noble character has a 50% chance to have a strange personality quirk, see Exotic Personality Traits. Roleplay: Nobles, by definition, are supposed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving parasites, tolerated only out of tradition. Read the roleplay guidelines under Nobles for further help in roleplaying this character.
Nobles: Noble Notes: Marquis (Marquese): Rules over one or more viscounts.
Nobles: Sphere of Influence: Planetary: influence affects the entire planet.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Dust. Additional symptom of constant sneezing.
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Clergyman: Monk (an initiate of religious mysteries)
Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.
Religion: How it Begins: Refuge. It was storming. The church was the only warm and dry place with an open door.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers shun character.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Religious assassins seek character's death.
Parent 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: Specialist
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
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Extroverted - Extroverted: outgoing.
Sibling 1
Appearances: Attractive - The character is generally considered good-looking.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Fisherman
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.
Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Devoted follower of the prinicples of the faith.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A locked or sealed book or data recorder/player.
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Sibling 2
Appearances: Tattooed - The character bears one or more prominent tattoos.
Appearances: Unattractive - The characters appearance is commonly regarded as unpleasant.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Mechanical
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: Alien Mercy - While exploring near home, the character encounters a trapped alien beast and chooses to free it. Later, when the character is trapped by falling debris or a similar danger, the same creature reappears and saves them.
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Witness to Atrocity - The character witnesses a major crime, massacre, or betrayal involving a faction.
Other Groups - Factions: Planetary Government/Local Regime - A single-world ruling authority with direct control over local laws, security, and daily life.
Sibling 3
Appearances: Infirm - The character suffers from a visible, recurring illness or conditioncoughing, tremors, sores, discoloration, or other obvious symptoms.
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Riding Master: breeds riding beasts, breaks them to the saddle and teaches riding skills.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC has married more than once, current spouse is number (roll {1d4}).
Sibling 4
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Street Vendor: sells goods he makes, finds, buys, or "acquires" at his movable street side stall. Often a source of inexpensive (or imitation) goods.
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Sports and Athletics: Fencing
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: Sporadic and Variable:
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Slovenly - Messy, nothing Is ever put away.
Significant Childhood Events:
Character has a religious experience.
Religion: Religions: Radical personality cults. Belief in the deity or special calling of a charismatic leader. Cult often ends tragically.
Religion: How it Begins: Friend's religion. A friend invites the character to come to his god's temple.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers seek reparations.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers shun character.
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 system.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same planet
Significant Adolescence Events: Family Pressure - The family has ambitious plans for the characters future and expects strict compliance.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Astrophysics
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Laborer: a strong body is all he needs.
Significant Adulthood Events: Blessed by a Priest - The character rescues an old priest from pirates and receives a blessing. Gain bonuses to future checks (GM discretion).
Personality Traits: Neutral: Materialistic - Materialistic: puts emphasis on possessions.
Personality Traits: Neutral: Humorous - Humorous: appreciates humor and likes to Joke,
Personality Traits: Neutral: Extroverted - Extroverted: outgoing.
Personality Traits: Darkside: Obstructive - Acts to block others actions.
Personality Traits: Lightside: Truthful - Always tells the truth.
Personality Traits: Lightside: Pious - Reverently devoted to worship of God.