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Newmarduk's science-fiction RPG

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This is the science-fiction roleplaying game by Newmarduk.

You need a pair of standard six-sided dice (2D6).

To create a player character, roll 2D6: On a 2 or 3, you're a normal human, who was born naturally as a male or female. On a 4, 5, or 6, you're a human clone, artificially created with genetic material, though you have a gender (male or female). On a 7, 8, or 9,you're a mutant ape (gorilla, orangutang, or chimpanzee), naturally born as a normal ape but genetically altered to be granted humanlike intelligence. On a 10, 11, or 12, you're a robot programmed with AI (artificial intelligence).

Now roll one die (1D6) to determine intelligence. Human clones add plus one (+1) to this roll. Mutant apes subtract minus 1 (-1) from this roll. AI robots add plus 2 (+2) to this roll. On a 0 or 1, this indicates below average intelligence. On a 2, 3, 4, or 5, this indicates average intelligence. On a 6, 7, or 8, this indicates above average intelligence.

Now roll 1d6 to determine physical strength, roll 1d6. Human clones add +1. Mutant apes add +2. AI robots also add +2. A 1 indicates below average strength. A 2, 3, 4, or 5 indicates average strength. A 6, 7, or 8 indicates above average strength.

Now roll 1d6 to determine agility. Human clones add +1 while mutant apes subtract -2. A result of -1, 0, or 1 is below average agility. A result of 2, 3, 4, or 5 is average agility. A result of 6 or 7 is above average agility.

Now determine hit points. Roll 2d6 and multiply by 10. Then take this new number and modify according to physical strength. Below average physical strength subtracts -10 from the character's hit points, while above average physical strength adds +10 to hit points. Any character reduced to zero hit points or lower is killed/destroyed.

Now determine the dodge ability, which is the chance of avoiding a blow in combate. Roll 1d6. Below average agility subtracts -1 from this number, while above average agility adds +1 to this number, with the provisio that the dodge ability cannot go below 2 or above 5. (A 0 or 1 is treated as a 2; a 6 or 7 is treated as a 5) Use a 1D6 roll in combat to determine a character's chance to hit a foe is equal to or above the foe's dodge ability, that foe is hit.

Now determine if your character has the following skills: medical care, spaceship piloting, and robot repair. All AI robots automatically have the skill of robot repair, but only humans and mutant apes of average or above average intelligence can have it (roll 1d6 and add +1 for those with above average intelligence; a result of 4 or above indicates the character has the skill of robot repair). Only characters of average or above average intelligence can have the skill of medical care (roll 1d6 and add +1 for those with above average intelligence; a result of 4 or above indicates the character has the skill). Since spaceships are aided by special computers, characters of all levels of intelligence can have the skill of spaceship piloting (roll 1d6 and subtract -1 for below average intelligence and add +1 for characters with above average intelligence; a result or 4 or above indicates the charactwer has the skill of spaceship piloting). The skills of medical care and robot repair can be used by the same character once every 24 Earth hours. The medical care skill allows 2D6 hit points to be restored to any human or mutant ape. A use of the robot repair skill allows 2D6 hit points to be restored to any AI robot.

Now determine any personal weapons and armor and any unarmed combat ability by your character. All mutant apes automatically have the ability to cause 1D6 hit points of damage via their bite. All AI robots automatically have built-in armor (plastic or metal) that absorbs 1D6 hit points of damage. Roll 2D6 to determine any unarmed combat abilities of any character. A result of 2 or 3 indicates the character has no unarmed combat skills. A result of 3, 4, 5, or 6 indicates the character has the ability to cause 1D6 hit points of damage with a bare fist, chop, or kick. A result of 7, 8, 9, 10, 11, or 12 indicates the character can cause one or two hit points of damage with a punch or kick (flip a coin to dtermine damage; heads indicates one hit point of damage, tails two points). Roll 1D6 to determine if any human or ape has any personal physical armor. A result of 1 or 2 indicates no personal armor. A result of 3, 4, 5, or 6 indicates the human or mutant ape wears plastic or metal armor that can absorb 1D6 hit points of damage. Roll 2D6 to dtermine what personal weapon the character owns. A 2 indicates the character only owns a knife that causes one or two hit points of damage (flip a coin; heads means one hit point, tails means two points). A 3 or 4 indicates the character owns a plastic or metal sword doing 1D6 hit points of damage. A 5 or 6 indicates the character owns a slugthrowing gun doing 1D6 with a +2 added to the result to determine the hit points of damage. A 7, 8, 9, or 10 indicates the character owns a laser blaster doing damage on a 2D6 with a +4 added to determine the number of hit points worth of damage. A 11 or 12 indicates the character owns a laser sword doing 2D6 hit points of damage with a -1 subtracted to determine damage.

The question of melee versus ranged combat: unarmed attacks and swords can only hit targets within a five-foot radius of the attacker. Knives can be used as throwing weapons with a range up to 25 feet. Slugthrowing guns have a range of up to 100 feet, and laser blasters have a range of 300 feet.

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