Current Character Background: Teddy Haw

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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: 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).

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 unwittingly got involved with criminal activity and realized it was a drime too late.

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 discovers that a prominent and popular government official is really the head of a major crime ring. The official thinks the character should be silenced.

Social Status: Nobility: Commoner - Commoner/Not of a Noble Line

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Two Parents - Two Parents

Siblings & Birth Order: 0 - third of tiplets, others died at birth

Home World: Colony World - Colony World

Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.

Place of Birth: Combined Exotic Location - The character is born in a bizarre or rare setting. See below for two results from Exotic Places, and combine them into a single location.

Exotic Birth Place: Sewers - The character is born beneath the streets, in tunnels, drainage systems, or waste channels.

Exotic Birth Place: During a Riot or Uprising - Born amid civil unrest, strikes, or revolutionary violence.

Unusual Events at Birth: 3 events

Unusual Births Events: Character has since found out that the people he thought were his parents actually kidnapped him from his real parents.

Unusual Births Events: Character has since found out that the people he thought were his parents actually kidnapped him from his real parents.

Unusual Births Events: A seer declares that the character will be afflicted by an ancient family curse (that the characters family obviously thought was long gone) upon reaching adulthood. Once each year, the adult character (and those around him) may be afflicted by a tragedy. Upon the character's birthday after he reaches adulthood, the GM determines an event and work the outcome into the events of his campaign.

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: Research Scientist: Cybernetics

Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

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 makes a pilgrammage to an important but distant shrine of the religion, possibly on another planet.

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

Rivals: Who?: An enemy of the family.

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.

Parent 2

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Mage/Psionicist/Mentalist

Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.

Tech Level: Superculture - This is usually not part of a common culture, but is or was an advanced alien race that flourished and then disappeared long before current spacefaring races really understood that banging rocks together could make fire. Their artifacts, if workable, are based on mental interaction, most with no moving parts or visible power sources. Literally anything is possible.

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: Victim poisoned. It occurred accidentally

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: A relationship with someone.

Others: Government worker.

Government Jobs: Government Employee (see Occupation below fo the nature of work)

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.

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: Army - Light Cavalry. Hovercraft and assault vehicles.

Military Skills: Combat Skills: Military strategy- knowlegde in tactics and strategy (bonus GM's discretion)

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

Military Skills: Vehicle Skills: Improve an existing military skill

Military Skills: Vehicle Skills: Drive unit's main vehicle.

Military Rank: Platoon Sergeant/Chief

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: Additional Battle Ready Events

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).

War Time: Character was a coward in battle. Roll a {1d6}. The character is demoted {1d3} ranks for cowardice.

War Time: Character sees action, but nothing noteworthy.

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

War Time: Additional Battle Ready Events

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 Wounds.) He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

Serious Wounds/Injury: Severed Fingers, Left Hand - A body part is permanently severed from the body - {1d3} fingers on Left Hand. If more than one is lost, it is impossible to grip a weapon with that hand.

Serious Injuries, About this Injury ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).

Bionics: Replacement Parts: Left Arm - Cyber Left Arm

Bionics: Function: Specialized Enhancement - (10% Malfunction Rate) The cybernetic part functions as an enhanced replacement and grants one or more special capabilities beyond normal biology. Examples: Bionic eyes with infrared, ultraviolet, telescopic, or microscopic vision. Bionic lungs capable of breathing air, water, or toxic atmospheres. Bionic limbs with integrated tools or concealed weapons. Exact abilities are determined by the GM.

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: The enemy's side suffers light casulties.

War Time: The character's side is utterly destroyed. Character is demoted one Rank.

War Time: Character was a coward in battle. No one else noticed, but he must live with his actions.

War Time: An act of the character reverses the battle's outcome - a winning battle lost

Significant Childhood Events: A Fateful event occurs. A Tragedy Occurs.

Tragedies : Something terrible happens to the character's lover/best friend. Lover/best friend imprisoned for a crime.

Crimes: Crimes and Criminal Type: Ideological Crime (Religious) - The character practiced or promoted forbidden religious beliefs or heresies.Penalty: Varies widely by culture and regime.

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

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: Army - Light Infantry. Unarmored foot soldiers.

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: Find water (know it Its drinkable).

Military Skills: Special Survival Skills: Find water (know it Its drinkable).

Military Rank: Sergeant major/Master 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 - Gunnery.

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: Combat Skills: Improve ranged weapon skill (of choice)

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

Military Skills: Special Survival Skills: Specialize in survival in a specific environment. Choose hostile, forest, jungle. desert. mountain, or winter.

Military Rank: Private/Seaman/Spaceman

Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. Enemy Forces are from a neighboring planet/land. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: Character's immediate superior officer is slain and he assumes command (effectively a field promotion, by one rank).

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

War Time: Character sees action, but nothing noteworthy.

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 war of succession to determine a new ruler.. 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: 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.

War Time: An act of the character reverses the battle's outcome - a losing battle is won.

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 Wounds/Injury: Stomach Injury - The character suffers recurring nausea, especially during stressful situations. Episodes typically last {1d20} minutes.

Serious Injuries, About this Injury ...: Dependency on Treatment - Ongoing medication, maintenance, therapy, or medical intervention is required to keep the injury from worsening.

Bionics: Replacement Parts: Both Eear - Cyber Both Eear

Bionics: Function: Experimental Prototype - The cybernetic component is experimental or poorly tested. It offers unusual capabilities but has a significantly increased chance of malfunction. Unexpected side effects are common.

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.

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.

Military Experience: Characters unit is involved in numerous skirmishes and several erupt into a major battles (See Battle Ready!)

War Time: Character was a coward in battle. No one else noticed, but he must live with his actions.

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: The enemy's side suffers light casulties.

War Time: The Character's side suffers light casulties.

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). The character may improve one weapon skill by one Rank of ability.

War Time: Character sees action, but nothing noteworthy.

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 war of succession to determine a new ruler.. 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 enemy's side suffers light casulties.

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). The character may improve one weapon skill by one Rank of ability.

War Time: Character fought well. Many foe died at his hands. The character may improve one weapon skill.

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 Wounds.) He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

Serious Wounds/Injury: Left Eye Lost - The characters left eye is destroyed. Depth perception is lost; reduce combat and visual perception skills (GM discretion).

Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.

Bionics: Replacement Parts: Right Eye - Cyber Right Eye

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.

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.

War Time: The character's side is utterly destroyed. Character is demoted one Rank.

Significant Adolescence Events: Multiple Events - 2 more Significant Events occur during this time.

Significant Adolescence Events: Unusual Skill Learned - The character acquires an unusual or uncommon skill.

Unusual Skills: Low-Tech Engineering - Capable of building functional tools or devices without advanced manufacturing facilities.

Significant Adolescence Events: Protected by a Group - The character is shielded from consequences after a mistake or crime because a faction intervenes on their behalf.

Other Groups - Factions: Underworld Information Brokers - Dealers in secrets, rumors, data, and identity manipulation.

Significant Adolescence Events: Runaway & Years Gone - The character runs away and has an additional event. They returns after {1d6} years, changed by the experience.

Significant Adolescence Events: Faction Rivalry Spillover - A conflict between two groups spills into the characters life, forcing a choice or escape.

Other Groups - Factions: Mega-Corporation - A corporate entity powerful enough to rival governments, often controlling entire industries or star systems.

Other Groups - Factions, MegaCorporations: Praxus Advanced Systems - A cutting-edge research corporation developing experimental propulsion, exotic matter tech, and prototype star drives.

Significant Adolescence Events: Family Debt to an Organization - The family owes money, favors, or service to a group, indirectly binding the character.

Other Groups - Factions: Criminal Syndicate - Organized crime groups involved in smuggling, black markets, and illicit trade across systems.

Other Groups - Factions, Crime Syndicate: Ghost Ledger - A digital crime syndicate erasing records, falsifying identities, and laundering data.

Significant Adolescence Events: Alleged Alien Curse - After offending an elderly alien, the character is said to be cursed. Whether real or psychological, the character suffers ongoing penalties until resolved.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Astrophysics

Significant Adulthood Events: Marked Individual - The character gains a mark, designation, or reputation recognized by certain groups.

Significant Adulthood Events: Broken Betrothal - Following a whirlwind romance, circumstances end the relationship on the very day the character was to be married. Despite the heartbreak, something wonderful occurs as a result.

Something Wonderful: A lasting peace takes hold in the land. If the character is currently in the Military, he is discharged with honors

Personality Traits: Lightside: Well-mannered - Polite, courteous.

Personality Traits: Lightside: Giving - Gives of self and possessions.

Personality Traits: Lightside: Truthful - Always tells the truth.

Personality Traits: Neutral: Rough - Rough: unpolished, unrefined.

Personality Traits: Darkside: Violent - Seeks physical conflict

Personality Traits: Neutral: Amoral - Amoral: no care for right or wrong.

Personality Traits: Darkside: Cowardly - Afraid to face adversity.

Personality Traits: Lightside: Well-mannered - Polite, courteous.