FUTURAMA RPG Contents & Credits

Setting...... 1

Rules...... 10

Characters...... 36

Original Universe: Original Concept: Matt Greoning and David X The RPG is based Cohen upon the rules of the rpg Cosmic Patrol by Catayst Game Design: Game Labs T B and Catalyst Game Labs

Project Development: T B and Catalyst Game Labs

Writing: T B and Catalyst Game Labs ii FUTURAMA RPG Contents & Credits

FUTURAMA RPG i SETTING Setting

INTRODUCTION First off, it is a comedy that creates an air of light-heartedness Welcome to The Futurama that permeates throughout the setting Role-playing Game. Get ready to (however when it does become seri- experience the insanity and craziness ous, there are incredible moments that this universe has to offer first of character development as well as hand. Risk your life delivering pack- pathos). ages for minimum pay, be enslaved Futurama also provides a by an alien race that desire to eat modern take on the future, but it is your organs as a delicacy, escape also an homage to classic science fic- from a pack of raging killbots who tion. This homage can be seen in the are looking to kill anything that has character and ship designs as well as feelings. The universe is a place of some of the stories. While a comedy, great adventure… and death! What its reverence to the source material are you waiting for join today! allows Futurama to maintain the special qualities that define science fiction. WHY FUTURAMA Overall, the shows seasons To be serious though, you have done a fabulous job in develop- might be wondering why Futurama ing and creating a unique universe or more correctly what the hell is that can not only play in the realm of Futurama. Well I’m glad you asked, absurdity, but also easily slide into Futurama is an animated comedy the serious. It is a universe ripe for show that originally aired from exploration and play. March 28, 1999 to August 10, 2003 on Fox and with new episodes airing SETTING since April 23, 2008. The show follows the ex- The overall setting of The ploits of Philip J Fry and his friends/ Futurama RPG is the entire universe. workmates of the Planet Express Fry, , and the rest of the Delivery Company. It is set in the characters travel all over the universe 31st Century where robots, aliens (and outside it). The universe in Fu- and space travel are the norm. turama is vast and filled with strange The reason this game is in planets and civilizations. existence is because of the universe This book will contain many that has been created. Futurama’s of the weird and amazing places that setting is rather unique when it populate this universe. However, comes to current science fiction. these are meant to help establish the

Futurama RPG 2 Setting

universe and allow the players to more residents every second. develop their own ideas. As players, The massive sewer network don’t be afraid to create your own below New New York City con- new and unique places. nects to the mutant city. In fact, the Another key factor about mutants live within this vast network the universe is that it is not a per- and in the city. When visiting the fect. This universe contains suicide mutant’s city beware of the toxic lake booths, malfunctioning equipment, (has the chance to turn you into a and most of the similar problems mutant) that exist today exist then. Also, the Important corporations universe contains robots, aliens and like Mom Corp. and Planet Express space travel and lasers guns, LASER are based in the city. Planet Express GUNS! is a company owned by . It is a shipping company The Sol System that delivers items across the known Much of the series and universe for a cheap price. stories take place in our own solar system, the Sol System, which is The Moon: Sometime before the home to Earth, Mars and the Moon. 30th Century, the moon of Earth has been colonized. It has a small Earth: The Earth is like the pres- population on its surface, who ent day Earth, except for the fact seems content to live out their lives that robots and space aliens now in peace. The Moon still has no call it home. The planet is home to atmosphere and little gravity causing the Earthicans, mutants who live its inhabitants to live in domed cities. in the sewers, and space aliens who Also, amusement park is located on emigrated to the Earth. The planet the surface, celebrating everything has been united under one demo- that is great about the moon. cratic government; currently Richard Nixon’s head is the president of the Mars: The other main planet that has planet. been colonized by humans is Mars the fourth planet in the Sol system. New New York City: The most While humans have settled Mars, important Earth city in show is New they are not the original inhabitants. New York City; it is the main setting That recognition is falls upon the of the show. New New York was built Native Martians who unfortunately on the ruins of New York City. Like sold their land for a giant bead, which its predecessor, New New York is a later turned out to be a massive dia- diverse, busy city that seems to have mond. The Wong family bought the 3 FUTURAMA RPG Setting

entire planet from the Native Mar- predators and eating planets liter the tians. In fact, the Wong family still surface. However, it is home to the owns a large portion of the planet. Amphibiosans, who will travel back Mars is noted for being the to their home world to have their home of the Wong family, the loca- young. tion of Mars University and also the great gambling city of Mars Vegas. Decapod 10: The planet of De- capod 10 is the home planet to the Decapodians. It is a Costal Planet Other Planets that has large sections of it under While many of the stories water. The areas that are not under take place in the Sol System, areas water are primarily small islands of the universe have been explored that are all beaches. The crustacean revealing diverse and weird life Decapodians return to the planet to around every corner. Here are mate and die off. several notable places that have been established within the universe. Eternium: Eternium is the Home world of the Nibblonians. It is one of Omicron Persei 8: Omicron Persei the oldest planets in the entire uni- 8 is the howeworld of the Omicroni- verse and is the home world of one ans, a race or large reptilian hu- of the most ancient civilizations. The manoids. Not much is known of the planet is located at the exact center environment or climate of Omicron of the universe and continues to be a Persei 8, however the Omicronians secret to many but a select few that are known to be surely, angry and have been knocked out and flown prone to the occasional invasion of there. Earth. The planet is about 1000 light years away from Earth, which allows Important Organizations them to view old television broad- Various organizations have casts from Earth that are over one shaped the universe of Futurama. thousand years old. Here are several important compa- nies/organizations that can be found Amphibios 9: Another important within the universe. planet is Amphibios 9, the home- world of the Amphibiosans. Unlike, Mom Corp: Mom Corp. is a large Omicron Persei 8, the climate of Am- company that has dominates much of phibios 9 is known as a dense, tropi- the financial market. The company cal planet. The inhabitants experience is lead by Mom a ruthless business- many dangers daily as massive woman who hides behind a false FUTURAMA RPG 4 Setting

façade of a frail, kind old lady. occasions. D.O.O.P. is currently Mom Corp has been known based in Weehauken, New Jersey, to contain multiple subsidiary since a certain star ship captain companies these range from: Mom’s named Zapp Brannigan destroyed Friendly Robot Company, which pro- their newest headquarters. duces many of the Earths robots and the oil that keeps the robots running. SPECIES Mom’s Friendly Delivery Company, a rival (and probably better) delivery There are many species that company to Planet Express. Mombil, appear throughout the show. Here are a dark matter energy distributor, and some of the most prominent species Mom Store a technology store that is along with unique quirks that will known to sell then Eyephone. enhance the character that you as the player might create. Planet Express: Planet Express is a delivery company that is located in Humans New New York City. The company Home world: Earth, the Moon, Mars is owned by Professor Farnsworth, which he uses to as a means to fund Nothing about them has his research into science. The com- changed in the last thousand years. pany has been known to have a num- Humans do various jobs and seem to ber of crews go “missing” during the have an important level of status in various missions the Professor sends D.O.O.P. them on. The company transports various materials and goods through- Weird Quirk: out the universe, usually for cheap prices. Absent Minded: The character tends to forget important things. Once D.O.O.P.: or the Democratic Order a scene the player must make a brains of Planets is a United Nations/Fed- roll. If they succeed then they retain eration of Planets organization. The their memory, if they fail then they organization is made up of various cannot remember. alien species. The known Members: Earth, Amphibios 9, Neutral Planet, Madness: The character is crazy, Trisol, Chapek 9, Neptune, Nylar 4, and the player must act upon this Wormulon, Decapod 10 and Ama- craziness. zonia. The organization has been known to be in confrontation with Complete Ineptitude: The the Omicronians on multiple 5 FUTURAMA RPG Setting

character believes they understand required for its reveal. the situation or object that is in front of them, but in fact they have no clue. Raging Alcoholic: A robot must The player must roll their Brains have alcohol in their systems or else dice; if they succeed then they lucked you will be stone cold sober (the out. If not then they fail and some- robot version of being drunk). If the thing bad happens to the player. player becomes stone cold sober, then they must play as a drunk until they Basic Stupidity: At times, the char- drink some alcohol. acter is so stupid that they literally become paralyzed with stupidity. Amphibiosans Home world: Amphibios 9 Robots Home world: Earth, Chapek 9 Amphibiosans come from a jungle type world. Overall, they Most robots are created by seem to be more intelligent than hu- humans and they tend to do jobs that mans and also seem to be important humans don’t do. A robot’s intelli- members of D.O.O.P. The species gence ranges depending on the unit. resemble a cross between frogs and Robots understand they are alive like geckos. humans but many act and have emo- tions like humans. Weird Quirk:

Weird Quirk: Boneless Body: A system of fluid filled bladders allows the body to be Have strong reactions to mag- manipulated. The player must make nets and electricity: Whenever a Brawns roll and if successful, the the player approaches a magnet or player can manipulate his body. receives electricity, then the player’s However, if he does not succeed, then character must have a strong reac- his body is manipulated in a way that tion (for better or for worse) that is is negative to the character. relatively out of character. Gecko Climbing: Must make a Moral Ambiguity: The robot knows Brawns roll, but if successful can the law, its just that they don’t care. climb on any surface.

Chest Container of Tricks: Any- Camouflage: The player must roll thing and everything is in there, only a Brains roll. If the player succeeds, a good explanation by the player is then the character has the ability to FUTURAMA RPG 6 Setting

blend in with any background that is to themselves. They are currently present. waging a war against their moral en- emies the Brain spawn. Nibblonians Decapodians tend to resemble small apes with a Home world: Decapod 10 third eye on a stock.

Decapodians are a crus- Weird Quirk: tacean race that lives on an ocean world. They can breath both on land Cuteness: Opinions and actions and under water. Decapodians are might be ignored due to their cute- rather overly emotional, however, ness. Once every scene the player they really don’t understand the must roll a Charisma dice. If they emotion that is love. Also when they succeed the roll then the other play- mate, they die. ers ignore their entire dialog for that scene. However, if they fail the roll Weird Quirk: then the other characters pay atten- tion to whatever they say. Mystery Organ: During game play the player can create a special organ Hunger: Must eat something edible that is present within their Decapodi- every day or the player must con- an. They must take note of what they sume something at random said and the said organ must be used similarly for the rest of the episode. Pet Acting: Must be the pet of one of the other players (however Powerful Stench: The player’s all actions and movements are still character smells so bad that enemies controlled by you). find them revolting and refuse to attack or be near them for several Mindwiping: Once during every rounds. Scene, the player can choose to mindwipe anyone. Terrible taste in Comedy: Must make terrible/stupid jokes through- out the game.

Nibblonians Home world: Eternium

Nibblonians are and ancient and powerful race that tend to keep 7 FUTURAMA RPG Setting

FUTURAMA RPG 8 THE RULES Rules

GAME RULES that all such instances are referring to a “Stat Die.” Gameplay in The Futurama Role- playing Game revolves around two Choose (or Create) A Character things: Building the Story and Roll- An episode wouldn’t be ing Dice. Once a few more details are anything without the characters, provided on what you need before and you won’t be able to play The your game begins, we’ll dive into Futurama RPG without taking on the explaining both aspects. role of a character. To do that, you’ll have to choose one from the many Note: The first time an different options provided. important term is introduced, it will Each character’s Dossier be bolded. consists of two pages and contains all the pertinent information for characters in The Futurama RPG. Dice The Futurama RPG uses To make sure you choose a character polyhedral dice: D4, D6, D8, D10, you’ll like, you’ll have to understand D12, D20 (the value representing the different parts of a Dossier. Let’s how many faces each dice has); take a look at the Dossier for Zoid- anytime “D” is used as is “D12”, it’s berg, the Incompetent Doctor. shorthand for “Die”. Illustration/Description The first page of the Dossier Abbreviations This section makes use of includes an illustration of the char- several different types of abbrevia- acter, along with Vital Factors, such tion. For example, if a term has an as name, age and so on. This section abbreviation in parentheses behind it, also includes a set of one-word tags from that point forward the abbrevia- that immediately provide a grasp of tion will be used: i.e. Lead Narrator what the character is like at a glance. (LN). This page also includes a Another example is “Spe- short, generic paragraph. This might cial Stat Die,” “Brawn Stat Die,” provide some insight into the race of “Combat Stat Die,” and so on. After the character. The paragraph, along they appear as written the first time, with the tags—as well the Cues and all future references will be abbrevi- Disposition on the second page of ated as “Special Die,” “Brawn Die,” the Dossier (see next page)—provide “Combat Die” and so on. Each time it a framework off of which players can is assumed the player will understand weave their own unique back story for any given character. FUTURAMA RPG 10 Rules

Stats and Stat Dice that represents the capriciousness of Beginning at the top of the the universe. The Luck Stat is always second page of the Dossier, you’ll see a number from 1 to 12. If a Stat Die the different stats for Zoidberg and (or in the case of combat, the Combat the different dice that represent those Die) result of any roll should ever stats (Stat Dice); these can be a D4, match the character’s Luck Stat, the D6, D8, D10, or D12. roll is a success, no matter what. Brawn: This represents Weird Quirk: Is a quirk the physical build of the character, that is specific to the race that the whether endurance (such as the player has chosen. It is meant to add ability to run long distance), brute more personality to your character strength (the ability to lift heavy and also increase randomness/in- objects), sheer stamina (to withstand sanity to the game. The book lists a the pummeling that can occur during number of weird quirks with a shot combat), and so on. description on how they might affect Brains: This corresponds your character, however the players to the mental faculties of a character, are welcome to make up their own. whether street smarts, learned sci- ence or just plain inherent brilliance. Name, Ship and Episode Charisma: The ability to Below the Dossier’s stats lead or to talk your way out of situ- are the name of the Patrolman and ations is based on your charisma; a blank areas for players to insert the character’s presence as he walks into name of the ship they’re currently on a room. and the episode they’ve undertaken. Combat: How good a per- This should aid in keeping track of son is in combat—whether ranged, a Patrolman’s service record as they close quarters, hand-to-hand or even rocket around the universe. ship-to-ship—is covered by this stat. Special: The Special Die Cues represents specialization in a given In the center of the Dossier field/category—in Zoidberg’s case; are the character’s Cues. These Cues the Special is “Surgery/Maiming”. are statements or quotes that help Whenever a situation arises where a define the character—whether it’s his player’s “Special” category applies, attitude, capabilities or personality. the Special Die is used in place of a Each Cue helps form the basis of a standard Stat Die. Narration. Luck: is a very special number for each character. It’s not a Disposition Stat Die, but instead a static number Below the Cues are a few 11 FUTURAMA RPG Rules

quick lines that help convey the two points of damage. If Zoidberg Disposition of a given character; successfully attacks an opponent, additional hooks that help a player the enemy would lose two pips of his understand how they might play a Armor/Health track. given character. Equipment Armor While Zoidberg only the The Armor track gives the single weapon, he is never without number of Armor pips the character his tools and supplies, as shown in has—some have more, some less, de- the Equipment area of his Dossier. pending on the particular character. Unlike weapons, equipment in The Armor helps deflect damage during Futurama RPG has not set stats. Ex- combat. actly what does an Atomic Analyzer do, how does it work? The player Health may have to answer those questions The Health track defines during gameplay with a clever Narra- the character’s Health status. The tion. number of pips and number of pips per row change depending on the NPC Dossier particular character. Healthier, more Finally, there are two types robust characters have more pips and of Dossiers—those for fleshed-out may have a better arrangement on the characters or particularly important flowchart. Once a character’s armor enemies, and those for less-important has been depleted from damage, he characters like henchmen or support- begins to take damage to his Health ing characters. These non-player track. As injuries pile up, a character character (NPC) dossiers are half will start to suffer negative perfor- the size of normal Dossiers and con- mances effects. tain much less information.

Weapons Note In a dangerous universe, Players can easily grab a every smart character carries one or character Dossier and leap into ac- two weapons. The weapons area lists tion based on the make a character, those weapons and the damage they his Cues or even just the artwork. inflict on a successful hit, as well as However, some players may feel the their range. Again, as a doctor, Zoid- need to fully understand how the berg rarely carries around more than core dice-rolling mechanics work his surgery laser. The surgery laser before making such a decision. In works best at Close range and does such an instance, the players should FUTURAMA RPG 12 Rules

thoroughly review the Rolling Dice my lead down a totally new path portion of this section before select- during the adventure. ing their Dossier. Episode Cues: The Epi- sode’s Cues function the same as the Select an Episode Brief Cues on a character’s dossier. Each Cue can be both the basis for a Nar- There’s no such thing as a ration as well as a description of the “standard” episode on a rocket ship. Episode itself. If you draw a blank Whether Planet Express sends you during a Narration or want to make on a specific delivery or you happen sure your Narration stays “on topic,” to stumble across adventure acci- take a quick look at the Cues and go dentally, you’re going to come back from there. with amazing stories to tell. Episode Mission Tags: Tags give Briefs are the starting points for The short descriptions of the Episode Futurama RPG adventures. itself in order to give players the gist Episode Briefs supply all of the adventure or to aid the creation the information you’ll need to start of a campaign. For instance, if your a gameplay session with little effort crew is tooling around the outer required on the part of the players. reaches of the Solar System, you Each Brief includes many points that could look at the Episode Brief for A players can use to run the mission, Special Delivery to Robot Santa and create Narrations to string together sees its tags include both “Neptune” multiple Episodes into a Campaign. and “rocketships.” If the episode seems plausible as a next adventure, Episode Summary: Every use it! Brief starts with a set of orders. These orders give a short overview The second page of the of what the mission will be about, Episode Brief gives information spe- what the objective will be and what cific to the adventure as it will affect opposition the character can expect gameplay: to find. Opening Narration: The Episode Plot Points: The top gives the Opening Narration to Objectives lists a set of events or be read by the LN at the beginning of accomplishments that the characters the Episode. This gets the ball rolling are expected to do in order to com- and gives players a quick overview of plete the Episode. The Objectives what’s going on. aren’t mandatory. The crew could The Setting: Below that discover or create new ways to ac- is The Setting—a description of the complish the Episode, or the Episode local area where the group finds 13 FUTURAMA RPG Rules

itself at the beginning of the Episode. The Lead Narrator The scale of the setting can fluctuate between Episodes—in one Episode The Futurama RPG does it may be the interior of a rocketship, not require a gamemaster for play— while in another it may be a large instead the responsibilities of the LN volume of space around the crew’s rotate from player to player through- ship. out the game. However, an appointed Enemies and Obstacles LN isn’t prohibited either. Ultimate- (Scenes): Finally, an Enemy/Ob- ly, it’s up to the player group. If the stacles list gives the opponents and group doesn’t require one, simply use obstacles that the crew may have to the rules as presented. defeat or overcome to successfully There are many methods of complete the Episode, with each choosing the game’s first LN. Wheth- considered a Scene, of the overall er you use age (oldest or youngest), Episode Brief. a die roll (highest or lowest) or coin Many of the enemies noted flips it doesn’t matter. Decide on a in various Briefs have Dossiers with- method choose your first LN and get in this book. Other Episode Briefs, ready to play! however, mention enemies that do not have ready-made Dossiers. Play- Building Story: Playing Cosmic ers can easily grab an existing NPC Patrol Dossiers “as is” with a simple name change, can tweak the stats slightly The majority of a game to provide a different experience if session will be spent building the they’ve run into that NPC before, or story of the adventure. Once each they can use the rules to generate a player has a set of dice, the appropri- whole new NPC. ate character Dossier at hand, an Episode Brief selected, and an LN As with almost every aspect has been chosen you’re ready to get of The Futurama RPG, much of the started. information given in an Episode The Futurama RPG play Brief is up to the discretion of the is divided into a series of segments players. Want to add your own Cues? that build on each other: Turns & Go for it! Want to change parts of the Narrations, Scenes, Episode Briefs Scene? No prob! Want to change the and Story Arcs. These are described Objectives? No one’s stopping you! below. Always remember to keep the fun factor high.

FUTURAMA RPG 14 Rules

Turns and Narrations a given Scene. For example, A Special At its core, The Futurama RPG Delivery to Robot Santa, contains the gameplay is divided into a series of following details: turns. Each turn, every player will Enemies/Obstacles have a chance to play out and de- scribe his character’s actions. These Scene 1: The first obstacle descriptions are called Narrations, is the frigid cold of Neptune. Massive and as the game progresses these blizzards create poor visibility and Narrations will build on each other the freezing cold causes ship engines and form the story of the game. to malfunction. The crew will have to find a way to deal with these con- Lead Narrator ditions. Each turn begins with the LN and continues with the player on Scene 2: Once arriving at the LN’s left until all players have the Neptunian town where Robot had a turn at the Narration. Santa’s workshop and castle are The LN begins the turn located, there may be angry Neptu- by giving a narrative of the current nians, malfunctioning death toys, situation and advances the plot, as guard dogs, defense turrets and previously described under Episode Robot Santa himself. Briefs. The LN also makes any actions or die rolls for enemies/ob- Scene 3: Once delivering stacles the character may encounter. the object to Robot Santa, the crew Though the LN begins the turn, he is must find a way out of his castle and the last to act with his character. navigate their way back to the ship Once all players have had while Santa chases with various a chance to narrate their character’s instruments of death. actions, the turn ends and a new turn begins. Each of the three descrip- tions of the Enemies/Obstacles that Scenes can be found in the Episode Brief is a Scene. As noted above, there is no A Scene is defined as the hard and fast rule on how many turns start and finish of a given section are in a Scene. Instead, that will of time within an Episode Brief. A be based on how many players are Scene will contain a number of turns, involved, there style of play and their which will vary depending upon Narrations, which ultimately leads to what’s occurring within how quickly (or slowly) they’re able 15 FUTURAMA RPG Rules

to accomplish the goals of a given have as long as the other groups, so Scene. they actually split the Episode Brief up into two different days of gaming Lead Narrator sessions. Whatever works for each The LN starts a Scene and playing group is just fine. is the LN for every turn until a Scene is accomplished. Once a Scene is Story Arc finished, the Player to the right of the current LN becomes the new LN. While the contents of this The new LN starts the first turn of book are primarily geared toward a the new Scene by providing a narra- single day’s game session, enterpris- tive of the current situation, and so ing groups can easily stitch multiple on, as described above. Episode Briefs together to build a much larger story that will span Episode Brief many gaming sessions. This can be done intention- An Episode Brief usually ally: the group as a whole deciding constitutes a single game session and what larger stories they’d like to par- is finished when all of the Scenes ticipate in, or perhaps even assign- within an Episode Brief are ac- ing a single LN to devise some plots complished. How many Scenes are that will bridge multiple Episode required to finish an Episode Brief is Briefs. It can also occur unintention- up to the player group. ally, when players realize that after For example, one player wrapping up an Episode Brief gam- group may decide that after accom- ing session that there are still some plishing the three Scenes set out in excellent plot threads developed and A Special Delivery to Robot Santa not wrapped up that will spawn new, the Episode Brief is done and their exciting Episode Briefs in a longer Futurama RPG gaming for that day Story Arc. is over. Another group, however, may be playing the same Episode Brief, but perhaps due to the way in which the plot has developed over the first three Scenes, the group decides it’s appropriate to add in a new, fourth Scene, that helps to close up some of the plot threads that grew through player’s Narrations, and so they keep playing. While a third group may not FUTURAMA RPG 16 Rules

Building the Story: Narration buzz saws. Shawn takes a quick look and Flow at Zoidberg’s Dossier and sees the Cue “Don’t scare me or you’ll get a Giving a Narration is face full of ink.” That makes sense, quite easy. All a player has to do is as Zoidberg is an easily scared describe what his or her character is player. So Shawn decides to say… doing: whether it’s engaging in com- “’Whaaaa! These killbots bat, exploring a room or repairing a are gonna kill me’ Zoidberg pro- device. If any action has a chance of ceeds to spew black ink all over the failure, then a dice roll is made to de- k illbots.” termine whether the action succeeds or fails. Moving the Story Forward Many Narrations are based on Cues provided on the character’s Help, the LN just passed to me and Dossiers or Episode Briefs. it’s hopeless! The characters are trapped in a decaying energy bubble, Cues light minutes from any rocketship and all they have is a pocketknife, a Cues are building blocks copy of Canterbury Tales, six match- players can use as a basis for Narra- es and a defective balloon (deflated). tions. What am I supposed to do? Cues are both suggestions Simple. Take a deep breath and descriptions. Cues can be posi- and say, “Yes, and…” tive and negative and never have to Collaborative Narration is be narrated the same way twice. If about creating a story and moving it a player draws a blank or want to forward. The Futurama RPG is about make sure he’s staying on-topic, he being an average schmuck, facing can take a look at a list of Cues and impossible challenges and overcom- choose an appropriate one to base a ing them in the most improbable, Narration around. zany and fun ways. Its is all about saying “yes” to fun, not “no” to Shawn—playing as the something unexpected. incompetent doctor John D. Zoid- So when you are faced with berg—finds himself in a firefight at the impossible, you smile and say the beginning of his next turn. He’s “Yes, and…” Then you make it up! the first player to make a Narration There is no wrong way in The Fu- this turn and the situation isn’t good: turama RPG. Want to have the crew the crew is trapped on a ship, facing swallowed by a cross-dimensional a dozen killbots armed with rayguns space whale that happens to be 17 FUTURAMA RPG Rules

headed to Earh to bathe in the North- the game and using some type of ern Lights? Then do it! But be ready tokens (such as poke chips) is the for the LN to have the whale stopped best method to track them. However, short when it runs into a wormhole players are free to use whatever sys- tollgate and the whale left his wallet tem works best, whether it’s chips, in his other dimension. After all, the dice, noting them down on a piece of rule is “Yes, and…” paper/table/smart phone, and so on. For example, the players are all gathered around the table for the Earning Plot Points night’s adventure (Episode Brief) Players begin the game with and are already in the thick of the ac- three Plot Points each and may be tion. In the previous turn, Isaac, the awarded more points by the LN for current LN, stated that the object the particularly good Narrations. Players characters are delivering was acting may have a maximum of five Plot funny, and the characters leapt into Points at any time and only one point action. my be awarded to a player at a time. Players with no Plot Points Plot Points are automatically given one at the beginning of their turn. Plots can take twists you The LN is the only person never saw coming—a rouge rocket who may award Plot Points. full of space amazons, that hidden button that does something, a wild Earning Plot Points: Lead Nar- raygun blast at the wrong moment. rator Plot Points can make all these hap- The LN also receives Plot pen! Points into a Plot Pool. The LN starts In gameplay, Plot Points an Episode Brief with one Plot Point may be used in many ways. In and every time a player spends a Plot general, they are used to interrupt or Point (see below), the LN receives a alter another player’s Narration—a Plot Point. method of adding a twist to the game. Unlike the players, the LN’s But they can also be used to change Plot Pool has no size limit. player turn order, alter a die roll or The Plot Pool transfers gain back a point of health. The ways between LNs in between Scenes. If players may utilize Plot Points are the Plot Pool is empty at the start of a only limited by how creative they new Scene, the new LN receives one want to be. Plot Point. Players will be earning and spending Plot Points throughout FUTURAMA RPG 18 Rules

Spending Plot Points: Players - The LN can only spend No matter what effect you one Plot Point per turn. want to cause, the cost is one Plot Point and the change is immediately Troubleshooting made to the game. Players may not spend more than one point at a time In an imrpov-style game in an attempt to maximize the twist, such as The Futurama RPG, the though they can spend multiple Plot single greatest issue that can suck Points during any player’s Narra- the life and energy out of a gaming tion (whether their own, or another session is if players start spending player’s.) too much time deliberating over their Example things to do with actions and Narrations. If you’ve Plot Points: ever watched an improv play, when - Change turn order a character pauses too long trying to - Give a modifier to a dice follow up with what’s just been said roll (positive or negative) you’re thrown out of the action and - Unseen alien attacks! the energy is gone. - Regain a health point If this starts to occur, play- - The rocket engines sud- ers should work together as a group denly shut down to help a player feel more at ease - The sky’s the limit! with this style of play. This could be practice sessions outside of a game, Just remember, Plot Points or could be something as simple as use doesn’t always mean a positive finding an enjoyable improv play to change. Often plot twists are a nega- watch that can provide an example of tive event—something goes wrong how this style can unfold. that must be fixed or adapted to by the characters Rolling Dice No matter how well your Spending Plot Points: Lead storytelling is unfolding, there will Narrator come a time when the dice need to Like players, the LN can spend Plot come out to help resolve a given Points in any fashion he chooses, situation. The following details the with the following caveats: process of how that works. - Plot Points can only be spent to aid NPCs/create plot twists; The Core Mechanic they cannot be spent to directly aide/ As a shoot-em-up, by- hinder a player. the-seat-of-your-pants role-playing game, The Futurama RPG uses 19 FUTURAMA RPG Rules

simple, cinematic dice-rolling me- negative modifier); there’s no gravity chanic to resolve Challenges, Tests (depending upon what is trying to be and Combat. accomplished it could be a positive or negative modifier); the player is get- The Basic Mechanic for Chal- ting additional help (this also could lenges and Tests be a positive or negative modifier A D12 is the Base Die, and depending upon the Stat Die of the forms the foundation that all players’ player trying to help); the device he’s rolls are based upon. The result of working on is extra difficult (a nega- this roll is modified by the appro- tive modifier)…or extra easy (a posi- priate Stat Die and any additional tive modifier)—the sky’s the limit Modifiers. The basic dice-rolling on what might happen. The decision mechanic for all Challenges & Tests on what modifiers are applied to any is: die roll, if any, and whether they are positive or negative, is always made D12 + Stat Die (D4, D6, D8, D10, by the LN. D12) + Modifiers vs. D20 Special: If the character has a Special Die that is appropriate to A Challenge is any action taken the current situation (as determined against an inanimate object, while by the LN), the player will use the die a Test is any action taken against rather than the usual Stat Die. another character or any NPC that is non-combat related. Luck Stat Which Stat Die To Use: Always remember that re- The appropriate Stat Die to use will gardless of the overall result, if a Stat usually be very easy to determine: Die (or Special Die, if used) result trying to lift something heavy? equals the character’s Luck Stat, the Brawn. Trying to outsmart an oppo- character automatically succeeds at nent? Brains. And so on. Ultimately his action. however, if the situation is too muddy the LN makes the decision on which Combat Stat Die to use. Modifiers: Modifiers repre- Combat is a variation on sent good or bad situational circum- the basic dice-rolling mechanic for stances that take an ordinary situa- Challenges and Tests. The Combat tion and make them extraordinary. Die forms the foundation of all com- For example, while trying to work bat rolls instead of all combat rolls on X, the player is: being attacked (a instead of the usual D12 Base Die. negative modifier); he’s wounded (a The result of this roll is altered by FUTURAMA RPG 20 Rules

any applicable modifiers. The basic be used at Far range. For a beam rifle, dice rolling mechanic for all combat however, which has a Far range, it is: can be used at Near or Close without any issues. Combat Stat Die + Modifiersvs. It is important to note that Combat Stat Die + Modifiers real world ranges are not provided here, as it’s too easy to get bogged As shown, combat is a down into endless specifics. Instead straightforward contest between the LN quickly determines which combatant’s Combat Dies, plus any “range bracket” should apply in a applicable modifiers. given situation. For example, if a character can take a few steps and Modifiers punch the Robot Santa, that’s Close; As with Challenge and Test if the Robot Santa bursts onto a large rolls, Combat can have a variety of deck of a spaceship with the charac- situational modifiers added, all of ters, or is a long throw away on an which are decided upon by the LN. asteroid, that’s Near; if the character can block the creature out of his or Ranges her sight by holding up his or her All weapons fall into three flat hand, that’s Far. Ultimately, of range brackets for combat (the range course, it’s completely up to each of each weapon is noted on the char- gaming group to get a good feel for acter’s Dossier) with an “OK,” a “-3” what works for them regarding the or an “—”: specifics of range brackets.

Close (Melee) Special Die Near (Pistols) If the character has a Spe- Far (Rifles) cial Die that is combat-related and appropriate to the current situation If a weapon is used in a (as determined by the LN), the player range bracket one higher than its will use the die rather than the Com- noted bracket, apply a -3 modifier. bat Die. A weapon cannot be used in a range bracket two higher than its bracket, Luck Stat though it can always be used in a Always remember that closer bracket. For example, a Ro- regardless of the overall result, if a bot’s axe is a Close (Melee) weapon: Combat Die (or Special Die, if used) if it’s used at Near range the player result equals the character’s Luck would apply a -3 Modifier; it cannot Stat, that character 21 FUTURAMA RPG Rules

automatically wins. However, if the players find them- selves in a straight up ship-to-ship Unusual Circumstances atomic gunfight, the LN may decide Any time an unusual it’s Combat. Or, depending upon the circumstance arises not directly size of the rocketship the players are covered by the rules, the LN modifies on, the LN may require the com- the situation on the fly. For example, mander to make a Brains Test (the if two combatants are at a significant piloting of the ship), while another range from one another and the LN character makes the Combat roll decides the “winner” of a combat roll (actually firing the guns). couldn’t possibly damage the “loser”, Finally, how much damage he or she simply doesn’t apply dam- a ship can take and how that damage age and moves on; in this instance affects its movement, weapons fire “winning” was simply an avoidance and so on is absolutely up to the plot of damage on the winner’s part. and how the storyline is developing: any rocketship is as strong—or not— Rocketship Combat as the plot needs it to be. Instead of There is no separate system for com- tracking the nitty-gritty details of bat between rocketships. Instead, the damage to the ship, the LN should focus is kept where it should be, on weave that type of information into the action of the characters, with the the narrative: bulkheads crack- LN deciding what Challenges/Tests/ ing; anti-gravity failures; explosive Combat should occur under any decompressions; fractum drive over- given situation. loads; phasing decks; power system For example, if a player fluctuations and failures—the sky (or group’s rocketship is trying to outrun space in this instance) is absolutely an Omicronian ship, then the LN the limit for the fun and challeng- could decide it’s a straight-up Brains ing scenarios you can throw at your Test of the commander/pilot, as he or players to overcome during such a she tries to use his innate knowledge conflict. of his ship and the surrounding space to lose his or her pursuer (though it Damage, Armor and Health could require multiple rolls if he or Whenever a fight occurs, or she is weaving through an asteroid a dangerous situation is encountered, field, then skimming a planet’s atmo- there’s a chance a character could sphere to spike his or her delta-v, and take damage. then trying to merge his signature with the long tail of a comet as it heads out of they system). FUTURAMA RPG 22 Rules

Damage: If the damage rolls is immediately applied occurs as part of combat, the damage - Knocked Out: When the taken by the losing party depends on “Knocked Out” pip is crossed out, the weapon used. On every Dossier, the character is unconscious and may there’s a “weapons” area that lists the take no actions (he does not give any weapon a character started the game more Narrations until he’s healed; he with and its Damage Value. This is cannot spend any Plot Points either). usual a static value, but can be a die - Dead: If the “Dead” pip is value; i.e. “Roll D4” means every crossed off, the cosmos finally got its time a player makes a successful man…or woman…or robot… well, attack with that weapon he rolls D4 got its due, let’s say. and assigns the roll result as a Dam- age Value to the target. Secondary Effects: Whenever a character takes The Futurama RPG doesn’t damage, the damage is first applied assume weapons have any other ef- to the Armor column of the Dossier. fects beyond straight-up damage as Once all Armor pips are marked off, noted on the various Dossiers. How- damage then begins to apply to the ever, like the equipment also noted Health column and if that happens, on the various Dossiers. However, things are serious! like the equipment also noted on the Dossiers, players and LNs are free to Health Flow Chart: The come up with additional fantastical Health column of the character’s effects from a weapn. Dossier takes the form of a flowchart. For example, Zoidberg’s Players start at the top, left-hand pip surgery laser not only has “laser” in and move to the right until the first the name, but its damage isn’t very row is marked off, then move to the good. As such, a player choosing left-hand pip of the second row and Zoidberg could pitch to the group move to the right until the second that in addition to the damage, the row is marked off, and so on. weapon stuns the target. The starting LN feels that might be a little too - First X: When the first powerful and counters that if the “X” (on the second row) is reached, weapon successfully strikes the tar- the character immediately applies get, he’ll make a Brawn Test against a -1 penalty to all future Brawn Die a target value: if he succeeds the tar- rolls. get withstood the effects, if he fails - Second X: When the sec- the target is immediately stunned for ond “X” (on the third row) is reached, several minutes. a -1 to all Brawn and Combat future Meanwhile an LN may 23 FUTURAMA RPG Rules

decide when an Omicronian Freeze Some characters are experts Gun hits the target that the spikes with a type of weapon or even with are so ice-cold it numbs a part of one individual weapon in particular the target, applying a -1 to any other and can use their Special Die in place actions from the struck target for the of the Combat Die when using them. next D4 turns. And so on. As usual, let Carry Limits: A character your imaginations soar! can carry no more than two weap- ons at a time. If the player already Regaining Armor/Health: has two and wants the character to Fortunately, there are many ways acquire a new weapon, a current to regain Health or repair Armor. weapon must be discarded. A player could spend a Plot Point to regain a pip of Health or Armor. Changing Out Weapons: Some characters carry first aid kits as A character could end up using a equipment, which can restore Health. weapon that he or she didn’t start the Additionally, some characters are game with. In those cases, when a doctors or engineers and can use a weapon is found that’s not previously Narration to fix Armor or help heal a been used in a game, use this rule of crewmate; in this instance how much thumb: they repair the Armor and/or the - Normal weapons do 2 Health of a character could largely points of damage depend upon the quality/uniqueness - Larger, heavier weapons of their Narration, with the LN fixing may do 4 points of damage two or even more pips for a particu- - Rare, extremely dangerous larly superb recitation. or special weapons may do 6 Weapons - In place of a static Weapons come in all Damage Value a die can shapes, types and sizes. You name be assigned, which is rolled it…and it probably come in a variety every time the weapon of colors and styles as well. strikes a target to determine The Futurama RPG has damage: only use D4 or D6. characters start each mission with a - Melee weapons are “Ok” default set of weapons. These are list- at Close range, “-3” at Near ed on the character’s Dossier along range and cannot be used at with the amount of damage they do Far range. when used successfully against a target, and their range bracket. FUTURAMA RPG 24 Rules

- Pistols are “Ok” at Close More Lethal: If another group wants and Near range, and “-3” at quicker combat and more cinematic Far range style where the good guys can take - Rifles are “Ok” at all three out the bad guys in a single swipe, ranges increase all weapon Damage Values - Tweaking the values above by 1 or even 2 points. If weapons will create weapons with have a die in place of a static Damage their own flavor Value, a D8 can be used in addition to a D4 and D6 And The Rest: The Fu- turama RPG doesn’t require players to track mundane things like ammu- Equipment nition or shots fired per turn, or how Besides weapons, many quickly a player can move in combat, characters also carry a variety of or change clips, and so on. If there’s equipment to use during missions. a good reason to blaze away with a The uses of many of the different Nixon Mk. IV Destroyer Cannon items may be obvious: a first aid kit while sprinting backward, go for it! would help treat a character who’s been injured or a tool kit could be Making The Game More used to repair armor, robots or other or Less Lethal: The weapons on the devices. Dossiers are geared towards a good The intended application mix of speed of play and fun combat of other equipment may be more action that’ll span multiple turns of obscure or even totally unknown. dice rolling to resolve a given situ- In many cases, this is intentional ation. However, some groups may and gives the players a chance to decide they want to switch things up decide exactly what that equipment to suit their style of play. does, based on the name. Once the controlling player decides just what Less Lethal: If a player group de- the piece does, make note of it. For cides they want more dice rolling and instance, Zoidberg carriers a stetho- heavier combat-oriented play, simply scope, when its uses are defined, lower all Damage Values by 1, ore make a note so that it’s used the same even cut Damage Values in half. way for the rest of the game session. If weapons have a die in place of a static Damage Value, only use a D4.

25 FUTURAMA RPG Rules

Character Creation 1. Create a Character Theme

As previously noted, this Imagine you’re a casting book contains a slew of sample director for your favorite TV show character Dossiers that allow players and you’ve got a selection of walk-on to snag a character and leap into the characters you’ve got to fill for a new fray. However, some players prefer to episode, characters that need to be craft their own characters to take into cool and vibrant even if they’re only space. on-screen for a few minutes. The following rules provide As you review the script a framework for character creation. you run into a list of short character As with all aspects of The Futurama descriptions: male, late 30s, stoic RPG, the framework is light and fast and very tough, doesn’t talk much; and designed for players to playfully woman, early 20s, always smiling, and enjoyably create a character Dos- with a devil-may care attitude; male, sier that reflects the style they want teen, a brooding anger that he fails to to embrace in a game. If you don’t leash more often than not; and so on. like where your character is going at In the role of casting director, you’ll any time during the process, feel free use those descriptions to find the to back up and start down the path right actor to convincingly fill that that’ll make it the most fun! role in the episode. Note that the sample char- In a similar fashion, as you acter Dossiers might not follow these work to create a character, you need rules. to find a short and flavorful descrip- tion of the theme of your character. Follow The Steps Do you want to play the white- knight, with your thousand-watt To create a character Dos- smile and pectorals that can deflect sier please proceed through the fol- a raygun blast? Or do you want to be lowing steps to create your character: the brainy nerd who feels he’s stuck 1. Create A Character in a world of imbeciles? Anything’s Theme (character name) possible, with only your imagination 2. Assign Stat Dice to hold you back. Just remember as 3. Assign Armor you pick a theme that the more wild 4. Select Weapons and crazy you make it, the more 5. Select Equipment you’ll have to figure out how to con- 6. Create Cues vey that during game play. 7. Create Disposition With that in mind, jot down 8. Final Tweaking a few descriptive words that outline FUTURAMA RPG 26 Rules

your theme. Don’t hesitate to fill a theme, may have to travel most, if a page if you’re still trying to feel not all, of the creation process before your way to what you want, know- a great name presents itself. ing you’re going to toss most of the concepts by the wayside as you zero 2. Assigning Stat Dice in on your mark. Additionally, if you’re still floundering a little, feel Use the following rules free to find out what everyone else in when assigning Stats and Stat Dice. the group is playing and find a niche After assigning a Stat Die, simply to fill: no sarcastic, brooding, older write in the value and draw in the die doctor on your team? Jump in and shape, mimicking the style shown on see if that role fits you. the sample Dossiers. Once you’ve got your theme, you’ll use that as the frame- Brawn, Brains, Charisma, work to help you make the decisions Combat involved in the rest of the process. Each player has a D6, two D8 and a D10 to assign to the Brawn, Patrolman Name Brains, Charisma and Combat Stats. While this step appears at It is up to every player how they the start of character creation, it can assign these values, but they should actually happen anytime during the use the theme of their character, as process. determined in Step One, when mak- Some players will find ing such assignments. they’ve already got a character name For example, a Zapp Bran- they’ve been hanging on to for just nigan type character, as described such an adventure; the name itself above, would most likely assign the drips with theme and will immedi- D10 to Brawn, a D8 to both Charisma ately lend itself to a certain flavor. and Combat, while the D6 would be If I say Zapp Brannigan, everyone assigned to Brains. should instantly have a preconceived D4 & D12: If a player notion of where the character cre- chooses, he can change the D10 ation process is going to take them: Stat Die to a D12, but he must then a fair amount of brawn and some change the D6 Stat Die to a D4. For charisma, no brains and very little example, to really go over the top combat adept, but a list of awesome with our Zapp Brannigan character, catch-phrases. the D10 Brawn would need to be Other players, however, changed from a D6 to a D4. may find they don’t have a good name in mind and instead, even with 27 FUTURAMA RPG Rules

Health 3. Assign Armor The Stat Die assigned to Brawn has a direct correlation to the All characters have at least Health track of the character Dossier. ten armor pips. Use the following rules for determin- Following that rule, armor ing the character’s Health track: is based upon a combination of the Combat and Brawn Stats. Use the - If a D12 or D10, do not following rules for determining the mark off any pips character’s Armor track: - If a D8, mark off one pip - Add the Brawn Die and from the first row Combat Die values of your char- - If a D6, mark off one pip acter together then divide by two from the first row and one (rounding up). That result equals the pip from the second row additional Armor pips applied to the - If a D4, mark off two pips character. from the first row and one pip from the second row For example, Zoidberg has a D12 Brawn and a D10 Combat, Special which equals 22. Divided by 2 equals All Special Dice are 11 and rounded up equals 12, which automatically a D10. Exactly what means he adds an additional 12 pips the Special Die applies to, how- to the automatic 10 he receives, for a ever, is completely up to the player, total of 22. but should reflect the theme of the character. If you decide to create a 4. Select Weapons very unusual “what” for the Special Die, you should come up with a cool As with the Cues in a later back-story to cover why you’ve gone step, selecting your weapons can be in that direction. fun. You can simple copy the weap- ons off of one of the sample Dossiers. Luck However, unleashing the kid inside Luck is not a die, but instead can be far more enjoyable…just make a fixed value that’ll remain constant up whatever cool name you want! once it’s determined. Roll a D12 and Have you always wanted to use a assign that value to the Luck Stat. Thorilic Quantum Trident? Write the name down. Or what about a Phasic Neptrino-Quitride Displacer? Write that down as well. When it comes to your weapons, look at the theme of FUTURAMA RPG 28 Rules

your character and embrace it. with what you want to see in your For example Philip J Fry games, by all means allow it. But has his trusty Neptunian Phase Rifle, most player groups will realize that while Amy Wong wouldn’t be caught even within these rules, a limit needs dead fighting with anything but her to be set on the power of equipment. Martian University Javelin. Player groups may want to police To determine the stats of a equipment during character creation weapon, use the rules for Changing to ensure it’s within the limits they’re out Weapons. Just remember that you all comfortable with… or be stuck can only ever have two weapons. with the LN having to say “yup, sorry, that Class MXI Automen Sun- 5. Select Equipment buster Pinhead you just spent a dozen playing sessions obtaining fizzles, As discussed previously under spurts and goes silent… it’s a dud.” Equipment, equipment in The Fu- turama RPG is not a set of hard rules. 6. Create Cues & Choose a X is not required to do Y. Instead, Weird Quirk they almost act as their own Cues, propelling the action forward without As noted under Cues, these dropping into the minutia of what are phrases that can be bold state- exactly a piece of equipment weighs, ments a character might make in a what it does, and so on. given situation, or can be used to Use the few lines on the equipment spark an idea of which direction a list to accentuate the theme of your character might leap. character, providing items you feel When creating Cues for will be fun and enjoyable during your own characters, use the same game play. You don’t even have to method you used when generat- know what some of them do… one ing your character theme: jot down or two could just be crazy, fun- different phrases, sentences, or just sounding names that you’ll figure out saucy, juicy words that sound like on the fly. something that would be fun to say It’s important to make clear during the action of the game. Then that due to the loose nature of these use the list to zero in on the best set rules, it’s all too easy for players to of Cues. create wildly powerful/ludicrously You can also review the small equipment; i.e. a “sun-buster sample character Dossiers to spark pinhead”. After all, “the rules didn’t your own ideas for Cues. If you’re say I couldn’t!” if your player group having a difficult time, fell free to decides such a thing is cool and fits use catch phrases taken from your 29 FUTURAMA RPG Rules

favorite movies, TV shows and what is suitable and what it not. novels, just tweaked slightly to make them unique to your character. For 7. Create Dispositions example “That was totally wicked!” could be tweaked to “That was to- Like Cues, your character’s Disposi- tally spacetacular!” tions should flow from how you’re If you’re struggling, feel building your theme and the Cues. free to make the generation of Cues Even the description you used when into a party game for all those that’ll generating your theme could be be involved in an Episode. Each play- turned into Disposition statements. er can write down two or three (or Again, review the sample Dossiers, more) Cues based on your character or ask for suggestions from your theme, and then you can select some, player group if you’re struggling to none or all of them. Even the craziest define this aspect of your character. Cues could prove an interesting take on your character’s personality under 8. Final Tweaking the right circumstances, so don’t be so quick to toss the more wild con- Once you’ve written down cepts out. all of your character details on the When choosing a weird character Dossier sheet, review the quirk for your character, look at the final character to ensure it’s every- examples that have been provided in thing you want it to be. this book. The weird quirk is meant In the sample character to enhance your character and add Dossiers, Philip J Fry has a D6 more randomness/craziness to the Brawn, while Lord Nibbler has story. a Brawn of D8. Yet despite Lord All weird quirks affect your Nibbler’s superior Brawn he’s got a character in some way (for better or weaker Health track. When making worse) and it is up to you and the LN the characters we arbitrarily decided to remember when or if your quirk that since Lord Nibbler is a cute cud- comes into plays. When it comes dly monster, he’s simply more frag- to creating your own weird quirk, ile. When making similar characters anything goes. However, make sure a player could very well decide that you take note and explain to the LN despite Philip J Fry’s being a mere what it does. If the LN deems it not 20th Century man, he’s got robust suitable then try to alter it so it can genes and so has 3 pips on the second become suitable. Like many of the row, even while maintaining four rules in this book, it is up to the game pips on the first row. group to determine FUTURAMA RPG 30 Rules

Armor is another area which players 1. Create A Character Theme can tweak to enhance the flavor of a character. For example, Zapp Bran- For most NPCs a theme nigan has a Combat Die equal to Fry is not really needed. However, for and even a higher Brawn, but Zapp a “chief” NPC, or an NPC an LN Brannigan is a starship captain! “I thinks will be around for a while, a don’t need heavy armor, it gets in the theme may be just the thing to bring way of my velour uniform!” As such, such an important character to life. he’s several pips lower than Fry, a normal person who packs on the 2. Assigning Stat Dice armor as best he can. Such tweaking should be Use the following rules kept within reason. For example, you when assigning Stats and Stat Dice. shouldn’t rotate Stat Dice up or down After assigning a Stat Dice, simply as that has far too great an impact write in the value and draw in the die on the mechanics of game play. Any shape, mimicking the style shown on final tweaks should be reviewed the sample Dossiers. by the player group to determine if anyone feels that nay such tweaks Brawn, Brains, Charisma, are too much. Of course, the players Combat in the group may decide one of your Each NPC has two D6 more extreme tweaks if just fine (es- and two D8 to assign to the Brawn, pecially if you give a really cool back Brains, Charisma and Combat Stats. story for the tweak!), but be prepared It is completely up to the LN how to green-light their more extensive they assign these values. character tweaks in return. Ultimately, however, these D4 & D10: If a player are just guidelines. Each player chooses, he can change one D8 Stat group is free to determine what Die to a D10, but he must then change works best for them and run with it one D6 Stat Die to a D4. … just have fun! D12: Most NPCs should never have a D12 Stat Die. Only the Non-Player Character Creation most significant NPCs should be assigned a die. When making such a To create non-player charac- character, simply rotate the D10 to a ters (NPCS) use the following rule. D12; no other change is required. Note that the sample NPCs might not follow these rules.

31 FUTURAMA RPG Rules

Health 4. Select Weapons & Equip- The Stat Die assigned to ment Brawn has a direct correlation to the Health track of the NPC Dossier. Use Follow the rules for select the following rules for determining Weapons and Select Equipment as the character’s Health track: shown under Character Creation. - If a D12, do not mark off any pips 5. Create Cues & Dispositions - If a D10, mark off one pip & Weird Quirk from the first row - If a D8, mark off one pip As with the theme in Step from the first row and one One, the vast majority of NPCs will pip from the second row not need this step. However, an LN - If a D6, mark off two pips may decide that for the truly im- from the first row and one portant bad guys, having some easy pip from the second row quips at hand will make any scene - If a D4, mark off two pips the NPC is in all that more dynamic from the first row and two and fun. pips from the second row 6. Final Tweaking 3. Assign Armor As with character creation, All NPCs have at least five an LN can heavily tweak an NPC armor pips. Following that rule, to fit the bill, from a weak Killbot armor is based upon a combination of to a powerful Omicronian. Just the Combat and Brawn Stats. Use the remember not to make the NPCs too following rule for determining the powerful, or too weak; either case character’s Armor track: may leave the players unsatisfied. Add the Brawn Die and Ultimately the ability of an LN to Combat Die values of your char- create characters that provide just the acter together then divide by three right amount of challenge for a player (rounding up). That result equals the group in any given Scene simple additional Armor pips applied to the takes practice and tossing some dice. NPC.

FUTURAMA RPG 32 Rules

Character Advancement

Nitty-gritty rules for character advancement are beyond the scope and theme of these rules. Instead, a player group can use the following rule of thumb to help them advance their characters, if they so wish. After each Episode, all characters should vote on a player they feel made the game the most fun. The player that wins should mark down on their sheet that they’ve one Episode Point. The player can then turn accumulated points in (erasing them off the Dossier) to ro- tate a Stat Dice to the next largest die (i.e. a D4 to a D6 or a D10 to a D12, and so on) using the following rules:

- D4 to D6 = 3 Episode Points - D6 to D8 = 5 Episode Points - D8 to D10 = 8 Episode Points - D10 to D12 = 12 Episode Points

A player can rotate more than a single dice value at one time, but must pay the cumulative value. For example a character that has a D4 Brawn and wishes to rotate it to a D10 would need to pay 16 Episode Points. A character can never have a Stat Die higher than D12. Regard- less of the changes in a character’s Stat Dice, all other aspects of the character’s Dossier remain un- changed. 33 FUTURAMA RPG Rules

FUTURAMA RPG 34 CHARACTERS (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK Trick Shot D6 D10 D10 D6 D10 12

JKLFSDAJ

NAME: Amy Wong SHIP: WEIRD QUIRK : Lapses in Judgement EPISODE:

Fluoops! CUES: As if!

*Cantonese Cursing*

Guahh

Wait, how much is ve dollars again? I’m sorry what were you saying I was checking my hair

My parents own half of Mars

I’m from Mars!

Spleesh! Watch were your going I almost broke a nail. DISPOSITION Intern to Professor Farnsworth No understanding of the value of money

A klutz, partier/socialite, ditz, naive In a romantic relationship with Kif Kroker

RANGE WEAPONS DAMAGE Close Near Far –1 TO Martian Freeze Ray 3 ok ok -3 BRAWN

–1 TO BRAWN Martian Javelin 2 ok ok -3, (when & COMBAT thrown) KNOCKED OUT EQUIPMENT

KILLED IN Picture of Kif ACTION

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT Larceny LUCK D12 D6 D6 D8 D10 4

JKLFSDAJ

NAME: Bender Bending Rodriguez SHIP: WEIRD QUIRK : Magic Chest Container EPISODE:

Cheese it! CUES: Bite my shiney metal ass *Snappy Whistling*

Beer! I need Beer!

Well I’ve heard worse excuses not to drink

Valuable you say?

I’ll make a better __ with black jack and hookers! In fact for get the ___

That was my last beer you bastard!

Kill all humans

Bender is Great! Bender is Great!!!

DISPOSITION Cook on the Planet Express Ship violent, sel sh, angry, manipulative, vain and lazy

Enjoys robbing and wanton destruction Raging alcoholic and smoker, BFF with Fry

RANGE WEAPONS DAMAGE Close Near Far –1 TO Mom’s Friendly Pistol 2 Ok Ok -3 BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT

KILLED IN ACTION

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK Idiot Savant D6 D6 D10 D10 D10 7

JKLFSDAJ

NAME: Philip J Fry SHIP: WEIRD QUIRK : Basic Stupidity EPISODE:

Hey, whose from the 20th Century here!? CUES: Waaargh!!!!!

Haha I out smarted you again bird

No I’m.... doesnt!

I’ve always wanted to have a robot friend

Hey I live in a robot’s closet!

If I try hard enough Leela’s gotta love me!

DISPOSITION From the 20th Century... yet ts in Incredibly random leaps in logic

A good natured idiot, hard-headed, stubborn In a romantic relationship with Leela and BFFs with Bender

RANGE WEAPONS DAMAGE Close Near Far –1 TO Neptunian Ray Pistol 2 Ok Ok -3 BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT

KILLED IN Ham Bubble Gum Can of Slurm ACTION Picture of Leela

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK exibility D4 D10 D8 D8 D10 3

JKLFSDAJ

NAME: Kif Kroker SHIP: WEIRD QUIRK : Boneless Body EPISODE:

Sir, I don’t think that is a wise option. CUES: Why would anyone be interested in me?

Ahh, don’t hurt me!

Ughhh....

Um... but sir.....

I’m surrounded by idiots

*Sighs*

I’m sorry, pardon me.

DISPOSITION Subordinate to Zapp Brannigan Is meek and unsure of himself, nervous and nice

In a romantic relationship with Amy Wong A competent military o cer

RANGE WEAPONS DAMAGE Close Near Far –1 TO Doop Zapp BrannigaN Pistol 2 Ok Ok -3 BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT

KILLED IN Photo of Amy Wong ACTION

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK Space Captain D6 D8 D6 D12 D10 9

JKLFSDAJ

NAME: Turanga Leela SHIP: WEIRD QUIRK : Mutation: One Eye EPISODE:

Whose the captain here? CUES: Look, I don't know about your previous captains, but I intend to do as little dying as possible.

Hold still damn it! I don't have good depth perception.

Why are men so stupid.

Oh Lord… (sighing)

No get back! I don’t need your help

So he’s going to kill us....

DISPOSITION - Captain of the Planet Express ship Stubborn, anger issues, responsible and dutiful

- Has one eye (is a mutant) so has depth In a romantic relationship with Fry, loves perception problems animals

RANGE WEAPONS DAMAGE Close Near Far –1 TO Stun Pistol 3 Ok Ok -3 BRAWN

–1 TO BRAWN & COMBAT JKLFSDAJ

KNOCKED OUT EQUIPMENT

KILLED IN Electonic Wristband ACTION

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK Consume D6 D10 D12 D4 D10 1

JKLFSDAJ

NAME: Lord Nibbler SHIP: WEIRD QUIRK : Cuteness EPISODE:

random gibberish CUES: You are needed to save the Universe! Just because I’m cute doesn’t mean you should ignore me!

The Brain spawn

Get out of the Universe before its too late! We Nibblonians are an ancient and powerful race Boy do I love ham

DISPOSITION Acts as Leela's Pet Well spoken, intelligent and universe weary

Actually a Lord of the Nibblonians Loves musicals

RANGE WEAPONS DAMAGE Close Near Far –1 TO Bite 3 Ok - - BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT

KILLED IN Small Red cape ACTION

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK crazy inventions D4 D12 D10 D6 D10 8

JKLFSDAJ

NAME: Professor Farnsworth SHIP: WEIRD QUIRK : Absent Minded EPISODE:

Oh my... CUES: Oh my yes!

Good News Everyone!

Uhwahhhh?

Where am I now?

Here's my latest invention. Why bother remembering anything? your going to forget is ve minutes later.

Sweet Zombie Jesus!

No one kills my crew except me!

DISPOSITION Absent Minded/Mad scientist forgetful, crazy, stubborn, curmudgeon

Very old, and feeble Owner of the Planet Express Delivery Company

RANGE WEAPONS DAMAGE Close Near Far –1 TO Quantum Teleporter Ray 2 Ok Ok -3 BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT

KILLED IN Phasic work tool ACTION

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK Janitorial buisness D6 D8 D12 D6 D10 10

JKLFSDAJ

NAME: Scru y SHIP: WEIRD QUIRK : Supremely Lazy EPISODE:

Scru y gonna die the way he lived. CUES: Uh huh.

Oh, Marmalade!

Life and death are a seamless continuum

The day of reckoning is nigh… I reckon…

I'm Scru y… The janitor.

Scru y's work here is done. What fevered dream is this that bids to tear this company in twain?

DISPOSITION Is well liked but no one knows when he was Janitor of Planet Express hired

Extremely lazy, does everything slowly o ers sage like advice

RANGE WEAPONS DAMAGE Close Near Far –1 TO Phasatic Wrench 1 Ok - - BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT

KILLED IN laser hammer ACTION

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK Captain’s Order D10 D4 D10 D8 D10 10

JKLFSDAJ

NAME: Zapp Brannigan SHIP: WEIRD QUIRK : Basic Stupidity EPISODE:

Kif show them the medals I've won. CUES: Set phasers to love. But its real velour. I'm sensing where heading towards one erotic adventure Like the wily sh, I'm going to hide in this barrel When I'm in command, every mission is a suicide-mission. In the game of chess, never let your advisory see your pieces

I surrender and volunteer for treason. I am the man with no name. Zapp Brannigan at your service. Brannigan's law is like Brannigan's love: hard and fast.

DISPOSITION Captain of the D.O.O.P. Spaceship, the A complete imbecile and coward, Nimbus Incompetent Captain Egotistical, vain, sexist, Incredibly stupid Does not like Neutrals

RANGE WEAPONS DAMAGE Close Near Far –1 TO Zapp Brannigan Phase Pistol 2 Ok Ok -3 BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT KILLED IN velour uniform ACTION Zapp Brannigan’s Big Book of War

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK Surgery/Maiming D12 D6 D4 D10 D10 7

JKLFSDAJ

NAME: John D. Zoidberg SHIP: WEIRD QUIRK : Mystery Organ EPISODE:

I'm so hungry. CUES: What? I thought that was your (insert random body part)! Who wants to see my Comedy Act. Excuse me, but who's the doctor?

Like the Two meals in one week! Things are looking up for old Zoidberg!-

Awwwww (after being insulted)

I should warn you. I'm a mean drunk.

What, do I smell or something Don't scare me or you'll get a face full of ink.

Whoop whoop whoop!

DISPOSITION Desperately Poor, Hungry and Scared Complete Bu oon

Terrible Doctor, Strangely Alien Terrible wannabe Comedian

RANGE WEAPONS DAMAGE Close Near Far –1 TO Zoidberg's Claws 3 Ok - - BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT

KILLED IN Entire Wealth Stethoscope ACTION Old Sandwhich

ARMOR HEALTH Futurama Character Dossier (SPECIAL) BRAWN BRAINS CHARISMA COMBAT LUCK

JKLFSDAJ

NAME: SHIP: WEIRD QUIRK : EPISODE:

CUES:

DISPOSITION

RANGE WEAPONS DAMAGE Close Near Far –1 TO BRAWN

–1 TO BRAWN & COMBAT

KNOCKED OUT EQUIPMENT

KILLED IN ACTION

ARMOR HEALTH Futurama Character Dossier