Current Character Background: Luna Sol

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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Fourth Stellar Age - Energy shields protect large vehicles and craft. Gravitic repulsors negate the effects of gravity. Personal force screens possible.

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: 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: Guardian - Guardian

Family: Guardian: Guardians - Guardians

Guardians: Adopted by another family.

Siblings & Birth Order: 6 - fourth of 7

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Glacial world - Mostly ice and snow, but life can exist here.

Place of Birth: Combined Exotic Location - The character is born in a strange hybrid environment. See below for the two results from Exotic Places and merge them into a single location.

Exotic Birth Place: Another Dimension - The character is born in a different dimension and is transported to this world {1d4} years after birth.

Exotic Birth Place: In a Cryogenic Facility - Born immediately after thawing, cloning, or delayed gestation.

Unusual Events at Birth: 3 events

Unusual Births Events: Character's is born immediately after a Tragedy Roleplay: Superstitious folk often associate one event with another. Others who know of this occurrence might easily believe the character's birth was related to the tragedy.

Unusual Births Events: A Mysterious stranger bestows a gift on the character at birth. See Gifts & Legacies below for the item and Others below for the stranger

Gifts & Legacies: A musical instrument.

Others: A criminal.

Crimes: Crimes and Criminal Type: Banditry - The character robs travelers or raids settlements. Penalty: {1d8} years imprisonment.

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).

Parents/Family Details: Head of household has one occupation.

Parent 1

Appearances: Unattractive - The characters appearance is commonly regarded as unpleasant.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Merchant

Merchants: Monopoly: See below for type business. The merchant controls all businesses of this sort in either a major city or a small country.

Merchants: Art Dealer: Acquires and sells antiquities (ancient statuary and historial artifacts) and arranges work for popular artists.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: Victim dies of a disease caught from someone.

Death Situations: Special Circumstances: Law enforcement officials actively seek the capture of the killer. One officer in particular has made this case an obsession His goal is to bring the character to justice.

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: Victim poisoned. It occurred accidentally

Death Situations: Special Circumstances: No special circumstances surround this death

Parent 2

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

Blue Collar & Moderate Income Occupations: Teacher: teaches children and young people the facts about their world.

Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.

Gifts & Legacies: An old, but functional, space ship.

Spacecraft: Ship Type: Small fighter craft. One or two pilots are all this small military ship can carry.

Spacecraft: Space Capabilities: Short range interstellar. Travel to nearby stars only.

Spacecraft: Armament: None. Ship carries no weapons.

Spacecraft: Special Features: Advanced Computer Core - The ships computer systems are one step superior to those found on comparable vesselsfaster processing, improved targeting, superior data analysis, or additional software suites.

Spacecraft: Liabilities: Multiple - Multiple Liabilities

Spacecraft: Liabilities: Infested - The ship is home to parasitesorganic, mechanical, or something worse. Clearing them out is an ongoing problem.

Spacecraft: Liabilities: Unfinished Interior - The interior lacks proper finishing-exposed bulkheads, raw metal floors, dangling cables, and jury-rigged lighting.

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?: They seek the same goal.

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.

Rivals: Who?: An enemy of the family.

Rivals: Why?: Multiple Reasons

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: 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: 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 friend (rivalry other than "friendly" is kept secret).

Rivals: Why?: They love the same person.

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.

Sibling 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Household servant: Server

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Wounds/Injury: Reduced Dexterity - A serious injury permanently reduces the characters Dexterity attribute.

Serious Injuries, About this Injury ...: Psychological Trigger - Stress, fear, or reminders of the original injury can cause hesitation, distraction, or emotional instability.

Serious Wounds/Injury: Reduced Dexterity - A serious injury permanently reduces the characters Dexterity attribute.

Serious Injuries, About this Injury ...: Visible Deformity - The injury is immediately noticeable, affecting appearance, posture, or movement and drawing unwanted attention or stigma.

Noteworthy Items of Parents/NPCs: Preventing a future event.

Significant Adulthood Events: Unusual Weapon Training - The character learns to competently use an exotic or alien weapon unfamiliar to their culture.

Gifts & Legacies: Weapons: A plasma energy weapon.

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood

Death Situations: Victim is thrown into prison because at someone's actions and later dies there - the victim committed a crime against someone and was justly imprisoned.

Death Situations: Special Circumstances: No special circumstances surround this death

Sibling 2

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

Special Income Occupations: Media Personality: seen or heard on broadcast media.

Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.

Exotic Events: The character is present during an experiment which unleashes a terrible curse into the universe in the form of A deadly, incurable plague.

Sibling 3

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Hobbycraft: Needlework

Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.

Hobbies Hobby Proficiency: Sporadic and Variable:

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

Personality Traits: Neutral: Frivolous - Frivolous: flighty, harebrained, rarely serious.

Noteworthy Items of Parents/NPCs: A relationship with someone.

Others: Employer. Characters current employer or Patron.

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Merchant

Merchants: Hotelier: Provides a bed, a meal and more.

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 is particularly loving towards family.

Sibling 5

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Household servant: Maid

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

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.

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Astrophysics

Sibling 6

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Business Owner: The type of activity the business performs is below. If the result makes no sense or is too difficult to work out, reroll. The character does not actually do this service, but has employees who do it.

Low Income Occupations: Household servant: Gardener

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood

Death Situations: The deceased sacrificed his or her life - To save a relative whose life was endangered by someone's actions,

Death Situations: Special Circumstances: No special circumstances surround this death

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.

Significant Childhood Events:

Character runs away from home ... to another world.

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

Otherworld Events: Events: The character becomes lost in the planets unexplored wildemess. He is adopted by apparently primitive alien beings. Yet in spite of their lack of complicated tools, they have created a wonderland of biological miracles, including organic star drives, psionically operated bio-machines, symbiotic house

Significant Childhood Events: Character has a misadventure on another planet.

Otherworld Events: Other Worlds: Chunk. An airless asteroid.

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: The character and his companions discovers an outpost of a hostile alien race. As a result, an "incident" occurs in which several of the aliens and several of the companions are killed or injured. Both sides hush up the incident. However, the character is marked as a potential danger by both sides involved.

Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.

Significant Adolescence Events: Family Upheaval & Cultural Shift - A major change occurs within the family, forcing the character into a new Culture Level. This event brings the character into their current culture; their previous culture is recorded separately. See below for the Culture Change.

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).

Significant Adolescence Events: Religious or Spiritual Experience - The character experiences a formative religious or philosophical revelation.

Religion: Religions: Evil Worship. Devotion to the enemy of God.

Religion: How it Begins: Curiosity. The character hears stories of the religion and goes to personally investigate.

Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Merely a church goer, no serious devotion.

Significant Adolescence Events: Runaway & Criminal Exploitation - The character runs away and falls into the hands of criminals.

Underworld Experience : The Wrong Path: The character seeks to wield power in the crime world.

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 chooses to go straight, ending his life of crime. Still, he is often recognized by criminals who remember him from the "old days."

Significant Adolescence Events: Runaway & Wandering Survivor - The character lives on the move, one step ahead of the authorities, surviving by wit and instinct. Survival skills improve in relevant environments (GM discretion).

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Business Owner: The type of activity the business performs is below. If the result makes no sense or is too difficult to work out, reroll. The character does not actually do this service, but has employees who do it.

Low Income Occupations: Laborer: Miner

Significant Adulthood Events: Failed Rebellion Branded Outlaw - The character participates in a failed rebellion and is openly declared an outlaw with a price on their head.

Significant Adulthood Events: Corporate Heir - Favored - The character inherits stock and a board seat in a powerful hi-tech corporation. The board welcomes them and offers gifts (GM discretion).

In the Service of - Who is the Patron: A local official. See Government Jobs.

Government Jobs: Soldier,commissioned officer

Military Rank: Private/Seaman/Spaceman

In the Service of - Why a Patron: The character is part of a complicated wager.

In the Service of - What happened: Patron requires the character to perform criminal acts. See Crimes.

Crimes: Crimes and Criminal Type: Theft - The character steals property through non-specialized means. Penalty: {1d8} years imprisonment.

Personality Traits: Neutral: Self sufficient - Self sufficient: does not need others.

Personality Traits: Neutral: Conservative - Conservative: restrained, resistant to change for change sake, traditional valued, individualistic

Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,

Personality Traits: Darkside: Untrustworthy - Not worth trusting.

Personality Traits: Neutral: Immature - Immature: acts younger than age,

Personality Traits: Neutral: Liberal - Liberal: tolerant of others, open to change.

Personality Traits: Neutral: Aloof - Aloof: distant from others, even cold.

Personality Traits: Neutral: Materialistic - Materialistic: puts emphasis on possessions.

Personality Traits: Darkside: Impatient - Unable to wait with calmness.