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 Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.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: Extremely Wealthy - They have heaps of money. Tthey view the merely Wealthy as cheapskates. Extremely Wealthy folk own estates the size of small countries, have armies of servants (and often at least one army), throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, world rulers, owners of huge, grosslysuccessful, multi-national or even multiplanetary, heavily diversified corporations. Chances are that a character from this Social Level will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. Although cliche, the "spoiled rich" kid could easilyf it this character. Also see Wealthy roleplay guidelines.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Creche - Communal child-rearing.
Siblings & Birth Order: 3 - third of 4
Home World: Colony World - Colony World
Home World Types: Forest world - Covered by huge tracts of virgin forest.
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: Bar/Tavern - The character is born in a bar, tavern, or similar social establishment.
Exotic Birth Place: Another Time Period - The character is born in a different era and is displaced into the present {1d4} years after birth.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Sibling 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Anthropologist
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 wants to defy authority.
Underworld Experience: Types of Crimes: Piracy
Underworld Experience: Pirate Events: An old pirate teaches the character a few tricks about bladed weapon use, giving him increasedskill in knife, sword or energy blade use
Underworld Experience : Events: Character becomes an informant for the law.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Contractor: oversees the construction of private and public buildings.
Sibling 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Manager: manages the operation of a restaurant, hotel or retail establishment.
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 An ancient being, trapped since prehistory.
Sibling 3
Appearances: Multiple - Multiple features.
Appearances: Macho Demeanor - The character projects exaggerated toughness, masking vulnerability behind bravado.
Appearances: Well-Dressed - Clothing is stylish, well-tailored, and often expensive./p>
Appearances: Professionally Identifiable - The characters occupation is immediately apparent from their clothing and gear.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Dentist: fixes teeth that need repair.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
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 needs money to pay debts.
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: A crime lord becomes the character's patron, and begins grooming the character to be a leader of organized crime.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Aircraft Pilot: can fly most standard aircraft.
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Wise - Understands what is true, right or lasting.
Significant Childhood Events:
Characters parents split up. Father leaves, Mother remarries in {1d4} years
Significant Childhood Events: Character runs away from home ... but returns after {1d12} months.
Special Childhood Events: One of the characters grandparents dies of natural causes in the presence of the character. The grandparent entrusts the character with a secret. Note: the GM should create some piece of information that has been kept from the character until now.
Significant Adolescence Events: Cold Father - The characters father is distant and emotionally cold.
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: Family Relocation & Same Continent - Due to family upheaval, the characters family moves within the same continent.
Significant Adolescence Events: Household Elevated - The head of the household is appointed advisor to a local ruler.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 2: Cabinet Maker: makes fine wooden furniture.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Chemistry
Significant Adulthood Events: Cover-Up - The character is paid, threatened, or coerced into helping conceal a factions wrongdoing.
Other Groups - Factions: Military Veteran Order - A formal military organization of surviving veterans with shared loyalty and history.
Other Groups - Factions, Military Orders: Voidshield Fellowship - Shipboard combat veterans specializing in boarding actions and fleet warfare.
Significant Adulthood Events: Faction Betrayal - The character is accused of betraying a group they were associated with, whether guilty or not.
Other Groups - Factions: Revolutionary Movement - Insurgents fighting governments, corporations, or occupying powers.
Other Groups - Factions, Revolutionary Movement: Celestial Commune - A revolutionary movement blending political ideology with communal living and shared resources.
Significant Adulthood Events: Group Encounter - The character becomes involved in a defining event alongside a group.
Group Encounters: Character is kidnapped and held captive by terrorists, who seek to trade him for one of their own currently imprisoned people. After {1d6} weeks, he is rescued by a crack anti-terrorist squad. The surviving terrorists blame the character and vow revenge. They are supposed to be the "good guys" who fight against a corrupt government.
Personality Traits: Neutral: Immature - Immature: acts younger than age,
Personality Traits: Neutral: Rash - Rash: acts before thinking.
Personality Traits: Neutral: Follower - Follower: prefers to let others lead.
Personality Traits: Darkside: Unenthusiastic - Can't get excited.
Personality Traits: Darkside: Greedy - Hoards all for set