TEXT: FUTURAMA
  RPG
  
  Setting..............................................  1
  Rules............................................... 10
  Characters...................................... 36
  ii         FUTURAMA RPG
  Original Universe: 
  Matt Greoning and David X 
  Cohen
  Game Design:
  T
   B
   and Catalyst 
  Game Labs
  Project Development:
  T
   B
   and Catalyst 
  Game Labs
  Writing:
  T
   B
   and Catalyst 
  Game Labs
  Original Concept:
  The Futurama RPG is based 
  upon the rules of the rpg 
  Cosmic Patrol by Catayst 
  Game Labs 
  Contents & Credits
  
  FUTURAMA RPG          i
         Contents & Credits
  
  SETTING
  
  INTRODUCTION
   
  Welcome to The Futurama 
  Role-playing Game. Get ready to 
  experience the insanity and craziness 
  that this universe has to offer first 
  hand. Risk your life delivering pack-
  ages for minimum pay, be enslaved 
  by an alien race that desire to eat 
  your organs as a delicacy, escape 
  from a pack of raging killbots who 
  are looking to kill anything that has 
  feelings. The universe is a place of 
  great adventure… and death! What 
  are you waiting for join today!
  WHY FUTURAMA
   
   
  To be serious though, you 
  might be wondering why Futurama 
  or more correctly what the hell is 
  Futurama. Well I’m glad you asked, 
  Futurama is an animated comedy 
  show that originally aired from 
  March 28, 1999 to August 10, 2003 
  on Fox and with new episodes airing 
  since April 23, 2008.
   
  The show follows the ex-
  ploits of Philip J Fry and his friends/
  workmates of the Planet Express 
  Delivery Company. It is set in the 
  31st Century where robots, aliens 
  and space travel are the norm.
   
  The reason this game is in 
  existence is because of the universe 
  that has been created. Futurama’s 
  setting is rather unique when it 
  comes to current science fiction. 
   
  First off, it is a comedy that 
  creates an air of light-heartedness 
  that permeates throughout the setting 
  (however when it does become seri-
  ous, there are incredible moments 
  of character development as well as 
  pathos). 
   
  Futurama also provides a 
  modern take on the future, but it is 
  also an homage to classic science fic-
  tion. This homage can be seen in the 
  character and ship designs as well as 
  some of the stories. While a comedy, 
  its reverence to the source material 
  allows Futurama to maintain the 
  special qualities that define science 
  fiction.
   
  Overall, the shows seasons 
  have done a fabulous job in develop-
  ing and creating a unique universe 
  that can not only play in the realm of 
  absurdity, but also easily slide into 
  the serious. It is a universe ripe for 
  exploration and play.
  SETTING
   
  The overall setting of The 
  Futurama RPG is the entire universe. 
  Fry, Leela, Bender and the rest of the 
  characters travel all over the universe 
  (and outside it). The universe in Fu-
  turama is vast and filled with strange 
  planets and civilizations.
   
  This book will contain many 
  of the weird and amazing places that 
  populate this universe. However, 
  these are meant to help establish the
  Futurama RPG             2
   
   
           Setting
  
  more residents every second. 
   
  The massive sewer network 
  below New New York City con-
  nects to the mutant city. In fact, the 
  mutants live within this vast network 
  and in the city. When visiting the 
  mutant’s city beware of the toxic lake 
  (has the chance to turn you into a 
  mutant)
   
  Important corporations 
  like Mom Corp. and Planet Express 
  are based in the city. Planet Express 
  is a company owned by Professor 
  Farnsworth. It is a shipping company 
  that delivers items across the known 
  universe for a cheap price.
   
  The Moon: Sometime before the 
  30th Century, the moon of Earth 
  has been colonized. It has a small 
  population on its surface, who 
  seems content to live out their lives 
  in peace. The Moon still has no 
  atmosphere and little gravity causing 
  its inhabitants to live in domed cities. 
  Also, amusement park is located on 
  the surface, celebrating everything 
  that is great about the moon.
  Mars: The other main planet that has 
  been colonized by humans is Mars 
  the fourth planet in the Sol system. 
  While humans have settled Mars, 
  they are not the original inhabitants. 
  That recognition is falls upon the 
  Native Martians who unfortunately 
  sold their land for a giant bead, which 
  later turned out to be a massive dia-
  mond. The Wong family bought the
  Setting
  universe and allow the players to 
  develop their own ideas. As players, 
  don’t be afraid to create your own 
  new and unique places.
   
  Another key factor about 
  the universe is that it is not a per-
  fect. This universe contains suicide 
  booths, malfunctioning equipment, 
  and most of the similar problems 
  that exist today exist then. Also, the 
  universe contains robots, aliens and 
  space travel and lasers guns, LASER 
  GUNS!
  The Sol System
   
  Much of the series and 
  stories take place in our own solar 
  system, the Sol System, which is 
  home to Earth, Mars and the Moon.
   
  Earth: The Earth is like the pres-
  ent day Earth, except for the fact 
  that robots and space aliens now 
  call it home. The planet is home to 
  the Earthicans, mutants who live 
  in the sewers, and space aliens who 
  emigrated to the Earth. The planet 
  has been united under one demo-
  cratic government; currently Richard 
  Nixon’s head is the president of the 
  planet.
   
  New New York City: The most 
  important Earth city in show is New 
  New York City; it is the main setting 
  of the show. New New York was built 
  on the ruins of New York City. Like 
  its predecessor, New New York is a 
  diverse, busy city that seems to have
  3         FUTURAMA RPG
  
  entire planet from the Native Mar-
  tians. In fact, the Wong family still 
  owns a large portion of the planet.
   
  Mars is noted for being the 
  home of the Wong family, the loca-
  tion of Mars University and also the 
  great gambling city of Mars Vegas.
  Other Planets
   
  While many of the stories 
  take place in the Sol System, areas 
  of the universe have been explored 
  revealing diverse and weird life 
  around every corner. Here are 
  several notable places that have been 
  established within the universe.
  Omicron Persei 8: Omicron Persei 
  8 is the howeworld of the Omicroni-
  ans, a race or large reptilian hu-
  manoids. Not much is known of the 
  environment or climate of Omicron 
  Persei 8, however the Omicronians 
  are known to be surely, angry and 
  prone to the occasional invasion of 
  Earth. The planet is about 1000 light 
  years away from Earth, which allows 
  them to view old television broad-
  casts from Earth that are over one 
  thousand years old.
  Amphibios 9: Another important 
  planet is Amphibios 9, the home-
  world of the Amphibiosans. Unlike, 
  Omicron Persei 8, the climate of Am-
  phibios 9 is known as a dense, tropi-
  cal planet. The inhabitants experience 
  many dangers daily as massive
  predators and eating planets liter the 
  surface. However, it is home to the 
  Amphibiosans, who will travel back 
  to their home world to have their 
  young.
  Decapod 10: The planet of De-
  capod 10 is the home planet to the 
  Decapodians. It is a Costal Planet 
  that has large sections of it under 
  water. The areas that are not under 
  water are primarily small islands 
  that are all beaches. The crustacean 
  Decapodians return to the planet to 
  mate and die off.
  Eternium: Eternium is the Home 
  world of the Nibblonians. It is one of 
  the oldest planets in the entire uni-
  verse and is the home world of one 
  of the most ancient civilizations. The 
  planet is located at the exact center 
  of the universe and continues to be a 
  secret to many but a select few that 
  have been knocked out and flown 
  there.
  Important Organizations
   
  Various organizations have 
  shaped the universe of Futurama. 
  Here are several important compa-
  nies/organizations that can be found 
  within the universe.
  Mom Corp: Mom Corp. is a large 
  company that has dominates much of 
  the financial market. The company 
  is lead by Mom a ruthless business-
  woman who hides behind a false
  FUTURAMA RPG         4
   
       
           Setting
  
  occasions. D.O.O.P. is currently 
  based in Weehauken, New Jersey, 
  since a certain star ship captain 
  named Zapp Brannigan destroyed 
  their newest headquarters.
  SPECIES
   
  There are many species that 
  appear throughout the show. Here are 
  some of the most prominent species 
  along with unique quirks that will 
  enhance the character that you as the 
  player might create.
  Humans
  Home world: Earth, the Moon, Mars
   
  Nothing about them has 
  changed in the last thousand years. 
  Humans do various jobs and seem to 
  have an important level of status in 
  D.O.O.P.
  Weird Quirk:
  Absent Minded: The character 
  tends to forget important things. Once 
  a scene the player must make a brains 
  roll. If they succeed then they retain 
  their memory, if they fail then they 
  cannot remember.
  Madness: The character is crazy, 
  and the player must act upon this 
  craziness.
  Complete Ineptitude: The
  Setting
  façade of a frail, kind old lady. 
   
  Mom Corp has been known 
  to contain multiple subsidiary 
  companies these range from: Mom’s 
  Friendly Robot Company, which pro-
  duces many of the Earths robots and 
  the oil that keeps the robots running. 
  Mom’s Friendly Delivery Company, 
  a rival (and probably better) delivery 
  company to Planet Express. Mombil, 
  a dark matter energy distributor, and 
  Mom Store a technology store that is 
  known to sell then Eyephone.
  Planet Express: Planet Express is 
  a delivery company that is located in 
  New New York City. The company 
  is owned by Professor Farnsworth, 
  which he uses to as a means to fund 
  his research into science. The com-
  pany has been known to have a num-
  ber of crews go “missing” during the 
  various missions the Professor sends 
  them on. The company transports 
  various materials and goods through-
  out the universe, usually for cheap 
  prices.
  D.O.O.P.: or the Democratic Order 
  of Planets is a United Nations/Fed-
  eration of Planets organization. The 
  organization is made up of various 
  alien species. The known Members: 
  Earth, Amphibios 9, Neutral Planet, 
  Trisol, Chapek 9, Neptune, Nylar 4, 
  Wormulon, Decapod 10 and Ama-
  zonia. The organization has been 
  known to be in confrontation with 
  the Omicronians on multiple
  5         FUTURAMA RPG
  
  character believes they understand 
  the situation or object that is in front 
  of them, but in fact they have no clue. 
  The player must roll their Brains 
  dice; if they succeed then they lucked 
  out. If not then they fail and some-
  thing bad happens to the player.
  Basic Stupidity: At times, the char-
  acter is so stupid that they literally 
  become paralyzed with stupidity.
  Robots
  Home world: Earth, Chapek 9
   
  Most robots are created by 
  humans and they tend to do jobs that 
  humans don’t do. A robot’s intelli-
  gence ranges depending on the unit. 
  Robots understand they are alive like 
  humans but many act and have emo-
  tions like humans.
  Weird Quirk: 
  Have strong reactions to mag-
  nets and electricity: Whenever 
  the player approaches a magnet or 
  receives electricity, then the player’s 
  character must have a strong reac-
  tion (for better or for worse) that is 
  relatively out of character.
  Moral Ambiguity: The robot knows 
  the law, its just that they don’t care.
  Chest Container of Tricks: Any-
  thing and everything is in there, only 
  a good explanation by the player is
  required for its reveal.
  Raging Alcoholic: A robot must 
  have alcohol in their systems or else 
  you will be stone cold sober (the 
  robot version of being drunk). If the 
  player becomes stone cold sober, then 
  they must play as a drunk until they 
  drink some alcohol.
  Amphibiosans
  Home world: Amphibios 9
   
  Amphibiosans come from 
  a jungle type world. Overall, they 
  seem to be more intelligent than hu-
  mans and also seem to be important 
  members of D.O.O.P. The species 
  resemble a cross between frogs and 
  geckos.
  Weird Quirk: 
  Boneless Body: A system of fluid 
  filled bladders allows the body to be 
  manipulated. The player must make 
  a Brawns roll and if successful, the 
  player can manipulate his body. 
  However, if he does not succeed, then 
  his body is manipulated in a way that 
  is negative to the character.
  Gecko Climbing: Must make a 
  Brawns roll, but if successful can 
  climb on any surface.
  Camouflage: The player must roll 
  a Brains roll. If the player succeeds, 
  then the character has the ability to 
  FUTURAMA RPG         6
   
      
           Setting
  
  to themselves. They are currently 
  waging a war against their moral en-
  emies the Brain spawn. Nibblonians 
  tend to resemble small apes with a 
  third eye on a stock.
  Weird Quirk:
  Cuteness: Opinions and actions 
  might be ignored due to their cute-
  ness. Once every scene the player 
  must roll a Charisma dice. If they 
  succeed the roll then the other play-
  ers ignore their entire dialog for that 
  scene. However, if they fail the roll 
  then the other characters pay atten-
  tion to whatever they say.
  Hunger: Must eat something edible 
  every day or the player must con-
  sume something at random
  Pet Acting: Must be the pet of 
  one of the other players (however 
  all actions and movements are still 
  controlled by you).
  Mindwiping: Once during every 
  Scene, the player can choose to 
  mindwipe anyone.
  Setting
  blend in with any background that is 
  present.
  Decapodians
  Home world: Decapod 10
   
  Decapodians are a crus-
  tacean race that lives on an ocean 
  world. They can breath both on land 
  and under water. Decapodians are 
  rather overly emotional, however, 
  they really don’t understand the 
  emotion that is love. Also when they 
  mate, they die.
  Weird Quirk: 
  Mystery Organ: During game play 
  the player can create a special organ 
  that is present within their Decapodi-
  an. They must take note of what they 
  said and the said organ must be used 
  similarly for the rest of the episode.
  Powerful Stench: The player’s 
  character smells so bad that enemies 
  find them revolting and refuse to 
  attack or be near them for several 
  rounds.
  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
  
  FUTURAMA RPG         8
   
        
           Setting
  
  THE RULES
  
  GAME RULES
  Gameplay in The Futurama Role-
  playing Game revolves around two 
  things: Building the Story and Roll-
  ing Dice. Once a few more details are 
  provided on what you need before 
  your game begins, we’ll dive into 
  explaining both aspects.
   
  Note: The first time an 
  important term is introduced, it will 
  be bolded.
  Dice
   
  The Futurama RPG uses 
  polyhedral dice: D4, D6, D8, D10, 
  D12, D20 (the value representing 
  how many faces each dice has); 
  anytime “D” is used as is “D12”, it’s 
  shorthand for “Die”.
  Abbreviations
   
  This section makes use of 
  several different types of abbrevia-
  tion. For example, if a term has an 
  abbreviation in parentheses behind it, 
  from that point forward the abbrevia-
  tion will be used: i.e. Lead Narrator 
  (LN).
   
  Another example is “Spe-
  cial Stat Die,” “Brawn Stat Die,” 
  “Combat Stat Die,” and so on. After 
  they appear as written the first time, 
  all future references will be abbrevi-
  ated as “Special Die,” “Brawn Die,” 
  “Combat Die” and so on. Each time it 
  is assumed the player will understand 
  that all such instances are referring 
  to a “Stat Die.”
  Choose (or Create) A Character
    
  An episode wouldn’t be 
  anything without the characters, 
  and you won’t be able to play The 
  Futurama RPG without taking on the 
  role of a character. To do that, you’ll 
  have to choose one from the many 
  different options provided.
   
  Each character’s Dossier 
  consists of two pages and contains 
  all the pertinent information for 
  characters in The Futurama RPG. 
  To make sure you choose a character 
  you’ll like, you’ll have to understand 
  the different parts of a Dossier. Let’s 
  take a look at the Dossier for Zoid-
  berg, the Incompetent Doctor.
  Illustration/Description
   
  The first page of the Dossier 
  includes an illustration of the char-
  acter, along with Vital Factors, such 
  as name, age and so on. This section 
  also includes a set of one-word tags 
  that immediately provide a grasp of 
  what the character is like at a glance.
   
  This page also includes a 
  short, generic paragraph. This might 
  provide some insight into the race of 
  the character. The paragraph, along 
  with the tags—as well the Cues and 
  Disposition on the second page of 
  the Dossier (see next page)—provide 
  a framework off of which players can 
  weave their own unique back story 
  for any given character.
  FUTURAMA RPG      10
   
     
     
   Rules
  
  that represents the capriciousness of 
  the universe. The Luck Stat is always 
  a number from 1 to 12. If a Stat Die 
  (or in the case of combat, the Combat 
  Die) result of any roll should ever 
  match the character’s Luck Stat, the 
  roll is a success, no matter what.
   
  Weird Quirk: Is a quirk 
  that is specific to the race that the 
  player has chosen. It is meant to add 
  more personality to your character 
  and also increase randomness/in-
  sanity to the game. The book lists a 
  number of weird quirks with a shot 
  description on how they might affect 
  your character, however the players 
  are welcome to make up their own.
  Name, Ship and Episode
   
  Below the Dossier’s stats 
  are the name of the Patrolman and 
  blank areas for players to insert the 
  name of the ship they’re currently on 
  and the episode they’ve undertaken. 
  This should aid in keeping track of 
  a Patrolman’s service record as they 
  rocket around the universe.
  Cues
   
  In the center of the Dossier 
  are the character’s Cues. These Cues 
  are statements or quotes that help 
  define the character—whether it’s his 
  attitude, capabilities or personality. 
  Each Cue helps form the basis of a 
  Narration.
  Disposition
   
  Below the Cues are a few
  Rules
  Stats and Stat Dice
   
  Beginning at the top of the 
  second page of the Dossier, you’ll see 
  the different stats for Zoidberg and 
  the different dice that represent those 
  stats (Stat Dice); these can be a D4, 
  D6, D8, D10, or D12.
   
  Brawn: This represents 
  the physical build of the character, 
  whether endurance (such as the 
  ability to run long distance), brute 
  strength (the ability to lift heavy 
  objects), sheer stamina (to withstand 
  the pummeling that can occur during 
  combat), and so on.
   
  Brains: This corresponds 
  to the mental faculties of a character, 
  whether street smarts, learned sci-
  ence or just plain inherent brilliance.
   
  Charisma: The ability to 
  lead or to talk your way out of situ-
  ations is based on your charisma; a 
  character’s presence as he walks into 
  a room.
   
  Combat: How good a per-
  son is in combat—whether ranged, 
  close quarters, hand-to-hand or even 
  ship-to-ship—is covered by this stat.
   
  Special: The Special Die 
  represents specialization in a given 
  field/category—in Zoidberg’s case; 
  the Special is “Surgery/Maiming”. 
  Whenever a situation arises where a 
  player’s “Special” category applies, 
  the Special Die is used in place of a 
  standard Stat Die.
   
  Luck: is a very special 
  number for each character. It’s not a 
  Stat Die, but instead a static number
  11       FUTURAMA RPG
  
  quick lines that help convey the 
  Disposition of a given character; 
  additional hooks that help a player 
  understand how they might play a 
  given character.
  Armor
   
  The Armor track gives the 
  number of Armor pips the character 
  has—some have more, some less, de-
  pending on the particular character. 
  Armor helps deflect damage during 
  combat.
  Health
   
  The Health track defines 
  the character’s Health status. The 
  number of pips and number of pips 
  per row change depending on the 
  particular character. Healthier, more 
  robust characters have more pips and 
  may have a better arrangement on the 
  flowchart. Once a character’s armor 
  has been depleted from damage, he 
  begins to take damage to his Health 
  track. As injuries pile up, a character 
  will start to suffer negative perfor-
  mances effects.
  Weapons
   
  In a dangerous universe, 
  every smart character carries one or 
  two weapons. The weapons area lists 
  those weapons and the damage they 
  inflict on a successful hit, as well as 
  their range. Again, as a doctor, Zoid-
  berg rarely carries around more than 
  his surgery laser. The surgery laser 
  works best at Close range and does
  two points of damage. If Zoidberg 
  successfully attacks an opponent, 
  the enemy would lose two pips of his 
  Armor/Health track.
  Equipment
   
  While Zoidberg only the 
  single weapon, he is never without 
  his tools and supplies, as shown in 
  the Equipment area of his Dossier. 
  Unlike weapons, equipment in The 
  Futurama RPG has not set stats. Ex-
  actly what does an Atomic Analyzer 
  do, how does it work? The player 
  may have to answer those questions 
  during gameplay with a clever Narra-
  tion.
  NPC Dossier
   
  Finally, there are two types 
  of Dossiers—those for fleshed-out 
  characters or particularly important 
  enemies, and those for less-important 
  characters like henchmen or support-
  ing characters. These non-player 
  character (NPC) dossiers are half 
  the size of normal Dossiers and con-
  tain much less information.
  Note
   
  Players can easily grab a 
  character Dossier and leap into ac-
  tion based on the make a character, 
  his Cues or even just the artwork. 
  However, some players may feel the 
  need to fully understand how the 
  core dice-rolling mechanics work 
  before making such a decision. In 
  such an instance, the players should
  FUTURAMA RPG      12
  Rules
  
   my lead down a totally new path 
  during the adventure.
   
  Episode Cues: The Epi-
  sode’s Cues function the same as the 
  Cues on a character’s dossier. Each 
  Cue can be both the basis for a Nar-
  ration as well as a description of the 
  Episode itself. If you draw a blank 
  during a Narration or want to make 
  sure your Narration stays “on topic,” 
  take a quick look at the Cues and go 
  from there.
   
  Mission Tags: Tags give 
  short descriptions of the Episode 
  itself in order to give players the gist 
  of the adventure or to aid the creation 
  of a campaign. For instance, if your 
  crew is tooling around the outer 
  reaches of the Solar System, you 
  could look at the Episode Brief for A 
  Special Delivery to Robot Santa and 
  sees its tags include both “Neptune” 
  and “rocketships.” If the episode 
  seems plausible as a next adventure, 
  use it!
   
  The second page of the 
  Episode Brief gives information spe-
  cific to the adventure as it will affect 
  gameplay:
   
  Opening Narration: The 
  top gives the Opening Narration to 
  be read by the LN at the beginning of 
  the Episode. This gets the ball rolling 
  and gives players a quick overview of 
  what’s going on.
   
  The Setting: Below that 
  is The Setting—a description of the 
  local area where the group finds
  Rules
  thoroughly review the Rolling Dice 
  portion of this section before select-
  ing their Dossier.
  Select an Episode Brief
    
  There’s no such thing as a 
  “standard” episode on a rocket ship. 
  Whether Planet Express sends you 
  on a specific delivery or you happen 
  to stumble across adventure acci-
  dentally, you’re going to come back 
  with amazing stories to tell. Episode 
  Briefs are the starting points for The 
  Futurama RPG adventures.
   
  Episode Briefs supply all 
  the information you’ll need to start 
  a gameplay session with little effort 
  required on the part of the players. 
  Each Brief includes many points that 
  players can use to run the mission, 
  create Narrations to string together 
  multiple Episodes into a Campaign.
    
  Episode Summary: Every 
  Brief starts with a set of orders. 
  These orders give a short overview 
  of what the mission will be about, 
  what the objective will be and what 
  opposition the character can expect 
  to find. 
   
  Episode Plot Points: The 
  Objectives lists a set of events or 
  accomplishments that the characters 
  are expected to do in order to com-
  plete the Episode. The Objectives 
  aren’t mandatory. The crew could 
  discover or create new ways to ac-
  complish the Episode, or the Episode 
  13      FUTURAMA RPG
  
  itself at the beginning of the Episode. 
  The scale of the setting can fluctuate 
  between Episodes—in one Episode 
  it may be the interior of a rocketship, 
  while in another it may be a large 
  volume of space around the crew’s 
  ship.
   
  Enemies and Obstacles 
  (Scenes): Finally, an Enemy/Ob-
  stacles list gives the opponents and 
  obstacles that the crew may have to 
  defeat or overcome to successfully 
  complete the Episode, with each 
  considered a Scene, of the overall 
  Episode Brief. 
   
  Many of the enemies noted 
  in various Briefs have Dossiers with-
  in this book. Other Episode Briefs, 
  however, mention enemies that do 
  not have ready-made Dossiers. Play-
  ers can easily grab an existing NPC 
  Dossiers “as is” with a simple name 
  change, can tweak the stats slightly 
  to provide a different experience if 
  they’ve run into that NPC before, or 
  they can use the rules to generate a 
  whole new NPC.
   
  As with almost every aspect 
  of The Futurama RPG, much of the 
  information given in an Episode 
  Brief is up to the discretion of the 
  players. Want to add your own Cues? 
  Go for it! Want to change parts of the 
  Scene? No prob! Want to change the 
  Objectives? No one’s stopping you! 
  Always remember to keep the fun 
  factor high.
  The Lead Narrator
   
  The Futurama RPG does 
  not require a gamemaster for play—
  instead the responsibilities of the LN 
  rotate from player to player through-
  out the game. However, an appointed 
  LN isn’t prohibited either. Ultimate-
  ly, it’s up to the player group. If the 
  group doesn’t require one, simply use 
  the rules as presented.
   
  There are many methods of 
  choosing the game’s first LN. Wheth-
  er you use age (oldest or youngest), 
  a die roll (highest or lowest) or coin 
  flips it doesn’t matter. Decide on a 
  method choose your first LN and get 
  ready to play!
  Building Story: Playing Cosmic 
  Patrol
   
  The majority of a game 
  session will be spent building the 
  story of the adventure. Once each 
  player has a set of dice, the appropri-
  ate character Dossier at hand, an 
  Episode Brief selected, and an LN 
  has been chosen you’re ready to get 
  started.
   
  The Futurama RPG play 
  is divided into a series of segments 
  that build on each other: Turns & 
  Narrations, Scenes, Episode Briefs 
  and Story Arcs. These are described 
  below.
  FUTURAMA RPG      14
   
   
   
    Rules
  
  a given Scene.
   
  For example, A Special 
  Delivery to Robot Santa, contains the 
  following details:
   
  Enemies/Obstacles
   
   
  Scene 1: The first obstacle 
  is the frigid cold of Neptune. Massive 
  blizzards create poor visibility and 
  the freezing cold causes ship engines 
  to malfunction. The crew will have 
  to find a way to deal with these con-
  ditions.
   
  Scene 2: Once arriving at 
  the Neptunian town where Robot 
  Santa’s workshop and castle are 
  located, there may be angry Neptu-
  nians, malfunctioning death toys, 
  guard dogs, defense turrets and 
  Robot Santa himself.
   
  Scene 3: Once delivering 
  the object to Robot Santa, the crew 
  must find a way out of his castle and 
  navigate their way back to the ship 
  while Santa chases with various 
  instruments of death. 
   
  Each of the three descrip-
  tions of the Enemies/Obstacles that 
  can be found in the Episode Brief is 
  a Scene. As noted above, there is no 
  hard and fast rule on how many turns 
  are in a Scene. Instead, that will 
  be based on how many players are 
  involved, there style of play and their 
  Narrations, which ultimately leads to 
  how quickly (or slowly) they’re able
  Rules
  Turns and Narrations
  At its core, The Futurama RPG 
  gameplay is divided into a series of 
  turns. Each turn, every player will 
  have a chance to play out and de-
  scribe his character’s actions. These 
  descriptions are called Narrations, 
  and as the game progresses these 
  Narrations will build on each other 
  and form the story of the game.
   
  Lead Narrator
   
  Each turn begins with the 
  LN and continues with the player on 
  the LN’s left until all players have 
  had a turn at the Narration.
   
  The LN begins the turn 
  by giving a narrative of the current 
  situation and advances the plot, as 
  previously described under Episode 
  Briefs. The LN also makes any 
  actions or die rolls for enemies/ob-
  stacles the character may encounter. 
  Though the LN begins the turn, he is 
  the last to act with his character.
   
  Once all players have had 
  a chance to narrate their character’s 
  actions, the turn ends and a new turn 
  begins.
  Scenes
   
  A Scene is defined as the 
  start and finish of a given section 
  of time within an Episode Brief. A 
  Scene will contain a number of turns, 
  which will vary depending upon 
  what’s occurring within
  15      FUTURAMA RPG
  
  to accomplish the goals of a given 
  Scene.
  Lead Narrator
   
  The LN starts a Scene and 
  is the LN for every turn until a Scene 
  is accomplished. Once a Scene is 
  finished, the Player to the right of the 
  current LN becomes the new LN. 
  The new LN starts the first turn of 
  the new Scene by providing a narra-
  tive of the current situation, and so 
  on, as described above. 
  Episode Brief
   
  An Episode Brief usually 
  constitutes a single game session and 
  is finished when all of the Scenes 
  within an Episode Brief are ac-
  complished. How many Scenes are 
  required to finish an Episode Brief is 
  up to the player group.
   
  For example, one player 
  group may decide that after accom-
  plishing the three Scenes set out in 
  A Special Delivery to Robot Santa 
  the Episode Brief is done and their 
  Futurama RPG gaming for that day 
  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
  have as long as the other groups, so 
  they actually split the Episode Brief 
  up into two different days of gaming 
  sessions. Whatever works for each 
  playing group is just fine.
  Story Arc
   
  While the contents of this 
  book are primarily geared toward a 
  single day’s game session, enterpris-
  ing groups can easily stitch multiple 
  Episode Briefs together to build 
  a much larger story that will span 
  many gaming sessions.
   
  This can be done intention-
  ally: the group as a whole deciding 
  what larger stories they’d like to par-
  ticipate in, or perhaps even assign-
  ing a single LN to devise some plots 
  that will bridge multiple Episode 
  Briefs. It can also occur unintention-
  ally, when players realize that after 
  wrapping up an Episode Brief gam-
  ing session that there are still some 
  excellent plot threads developed and 
  not wrapped up that will spawn new, 
  exciting Episode Briefs in a longer 
  Story Arc.
  FUTURAMA RPG      16
   
   
   
    Rules
  
  buzz saws. Shawn takes a quick look 
  at Zoidberg’s Dossier and sees the 
  Cue “Don’t scare me or you’ll get a 
  face full of ink.” That makes sense, 
  as Zoidberg is an easily scared 
  player. So Shawn decides to say…
   
  “’Whaaaa! These killbots 
  are gonna kill me’ Zoidberg pro-
  ceeds to spew black ink all over the 
  killbots.”
  Moving the Story Forward
  Help, the LN just passed to me and 
  it’s hopeless! The characters are 
  trapped in a decaying energy bubble, 
  light minutes from any rocketship 
  and all they have is a pocketknife, a 
  copy of Canterbury Tales, six match-
  es and a defective balloon (deflated). 
  What am I supposed to do?
   
  Simple. Take a deep breath 
  and say, “Yes, and…”
   
  Collaborative Narration is 
  about creating a story and moving it 
  forward. The Futurama RPG is about 
  being an average schmuck, facing 
  impossible challenges and overcom-
  ing them in the most improbable, 
  zany and fun ways. Its is all about 
  saying “yes” to fun, not “no” to 
  something unexpected.
   
  So when you are faced with 
  the impossible, you smile and say 
  “Yes, and…” Then you make it up! 
  There is no wrong way in The Fu-
  turama RPG. Want to have the crew 
  swallowed by a cross-dimensional 
  space whale that happens to be
  Rules
  Building the Story: Narration 
  and Flow
   
  Giving a Narration is 
  quite easy. All a player has to do is 
  describe what his or her character is 
  doing: whether it’s engaging in com-
  bat, exploring a room or repairing a 
  device. If any action has a chance of 
  failure, then a dice roll is made to de-
  termine whether the action succeeds 
  or fails.
   
  Many Narrations are based 
  on Cues provided on the character’s 
  Dossiers or Episode Briefs.
  Cues
   
  Cues are building blocks 
  players can use as a basis for Narra-
  tions.
   
  Cues are both suggestions 
  and descriptions. Cues can be posi-
  tive and negative and never have to 
  be narrated the same way twice. If 
  a player draws a blank or want to 
  make sure he’s staying on-topic, he 
  can take a look at a list of Cues and 
  choose an appropriate one to base a 
  Narration around.
   
  Shawn—playing as the 
  incompetent doctor John D. Zoid-
  berg—finds himself in a firefight at 
  the beginning of his next turn. He’s 
  the first player to make a Narration 
  this turn and the situation isn’t good: 
  the crew is trapped on a ship, facing 
  a dozen killbots armed with rayguns 
  17      FUTURAMA RPG
  
   headed to Earh to bathe in the North-
  ern Lights? Then do it! But be ready 
  for the LN to have the whale stopped 
  short when it runs into a wormhole 
  tollgate and the whale left his wallet 
  in his other dimension. After all, the 
  rule is “Yes, and…”
   
  For example, the players are 
  all gathered around the table for the 
  night’s adventure (Episode Brief) 
  and are already in the thick of the ac-
  tion. In the previous turn, Isaac, the 
  current LN, stated that the object the 
  characters are delivering was acting 
  funny, and the characters leapt into 
  action.
  Plot Points
   
  Plots can take twists you 
  never saw coming—a rouge rocket 
  full of space amazons, that hidden 
  button that does something, a wild 
  raygun blast at the wrong moment. 
  Plot Points can make all these hap-
  pen!
   
  In gameplay, Plot Points 
  may be used in many ways. In 
  general, they are used to interrupt or 
  alter another player’s Narration—a 
  method of adding a twist to the game. 
  But they can also be used to change 
  player turn order, alter a die roll or 
  gain back a point of health. The ways 
  players may utilize Plot Points are 
  only limited by how creative they 
  want to be.
   
  Players will be earning and 
  spending Plot Points throughout
  the game and using some type of 
  tokens (such as poke chips) is the 
  best method to track them. However, 
  players are free to use whatever sys-
  tem works best, whether it’s chips, 
  dice, noting them down on a piece of 
  paper/table/smart phone, and so on.
  Earning Plot Points
   
  Players begin the game with 
  three Plot Points each and may be 
  awarded more points by the LN for 
  particularly good Narrations. Players 
  may have a maximum of five Plot 
  Points at any time and only one point 
  my be awarded to a player at a time.
   
  Players with no Plot Points 
  are automatically given one at the 
  beginning of their turn.
   
  The LN is the only person 
  who may award Plot Points.
  Earning Plot Points: Lead Nar-
  rator
   
  The LN also receives Plot 
  Points into a Plot Pool. The LN starts 
  an Episode Brief with one Plot Point 
  and every time a player spends a Plot 
  Point (see below), the LN receives a 
  Plot Point.
   
  Unlike the players, the LN’s 
  Plot Pool has no size limit.
   
  The Plot Pool transfers 
  between LNs in between Scenes. If 
  the Plot Pool is empty at the start of a 
  new Scene, the new LN receives one 
  Plot Point.
  FUTURAMA RPG      18
   
   
   
    Rules
  
   
  - The LN can only spend 
  one Plot Point per turn.
  Troubleshooting
   
   
  In an imrpov-style game 
  such as The Futurama RPG, the 
  single greatest issue that can suck 
  the life and energy out of a gaming 
  session is if players start spending 
  too much time deliberating over their 
  actions and Narrations. If you’ve 
  ever watched an improv play, when 
  a character pauses too long trying to 
  follow up with what’s just been said 
  you’re thrown out of the action and 
  the energy is gone.
   
  If this starts to occur, play-
  ers should work together as a group 
  to help a player feel more at ease 
  with this style of play. This could be 
  practice sessions outside of a game, 
  or could be something as simple as 
  finding an enjoyable improv play to 
  watch that can provide an example of 
  how this style can unfold.
  Rolling Dice
   
  No matter how well your 
  storytelling is unfolding, there will 
  come a time when the dice need to 
  come out to help resolve a given 
  situation. The following details the 
  process of how that works.
  The Core Mechanic
   
  As a shoot-em-up, by-
  the-seat-of-your-pants role-playing 
  game, The Futurama RPG uses
  Rules
  Spending Plot Points: Players
   
  No matter what effect you 
  want to cause, the cost is one Plot 
  Point and the change is immediately 
  made to the game. Players may not 
  spend more than one point at a time 
  in an attempt to maximize the twist, 
  though they can spend multiple Plot 
  Points during any player’s Narra-
  tion (whether their own, or another 
  player’s.)
   
  Example things to do with 
  Plot Points:
   
  - Change turn order 
   
  - Give a modifier to a dice   
   
  roll (positive or negative)
   
  - Unseen alien attacks!
   
  - Regain a health point
   
  - The rocket engines sud-  
   
  denly shut down
   
  - The sky’s the limit!
   
  Just remember, Plot Points 
  use doesn’t always mean a positive 
  change. Often plot twists are a nega-
  tive event—something goes wrong 
  that must be fixed or adapted to by 
  the characters
  Spending Plot Points: Lead 
  Narrator
  Like players, the LN can spend Plot 
  Points in any fashion he chooses, 
  with the following caveats:
   
  - Plot Points can only be 
  spent to aid NPCs/create plot twists; 
  they cannot be spent to directly aide/
  hinder a player.
  19      FUTURAMA RPG
  
  simple, cinematic dice-rolling me-
  chanic to resolve Challenges, Tests 
  and Combat.
  The Basic Mechanic for Chal-
  lenges and Tests
   
  A D12 is the Base Die, and 
  forms the foundation that all players’ 
  rolls are based upon. The result of 
  this roll is modified by the appro-
  priate Stat Die and any additional 
  Modifiers. The basic dice-rolling 
  mechanic for all Challenges & Tests 
  is:
  D12 + Stat Die (D4, D6, D8, D10, 
  D12) + Modifiers vs. D20
  A Challenge is any action taken 
  against an inanimate object, while 
  a Test is any action taken against 
  another character or any NPC that is 
  non-combat related.
   
  Which Stat Die To Use: 
  The appropriate Stat Die to use will 
  usually be very easy to determine: 
  trying to lift something heavy? 
  Brawn. Trying to outsmart an oppo-
  nent? Brains. And so on. Ultimately 
  however, if the situation is too muddy 
  the LN makes the decision on which 
  Stat Die to use.
   
  Modifiers: Modifiers repre-
  sent good or bad situational circum-
  stances that take an ordinary situa-
  tion and make them extraordinary. 
  For example, while trying to work 
  on X, the player is: being attacked (a 
  negative modifier); he’s wounded (a
  negative modifier); there’s no gravity 
  (depending upon what is trying to be 
  accomplished it could be a positive or 
  negative modifier); the player is get-
  ting additional help (this also could 
  be a positive or negative modifier 
  depending upon the Stat Die of the 
  player trying to help); the device he’s 
  working on is extra difficult (a nega-
  tive modifier)…or extra easy (a posi-
  tive modifier)—the sky’s the limit 
  on what might happen. The decision 
  on what modifiers are applied to any 
  die roll, if any, and whether they are 
  positive or negative, is always made 
  by the LN.
   
  Special: If the character has 
  a Special Die that is appropriate to 
  the current situation (as determined 
  by the LN), the player will use the die 
  rather than the usual Stat Die.
  Luck Stat
   
  Always remember that re-
  gardless of the overall result, if a Stat 
  Die (or Special Die, if used) result 
  equals the character’s Luck Stat, the 
  character automatically succeeds at 
  his action. 
  Combat
   
  Combat is a variation on 
  the basic dice-rolling mechanic for 
  Challenges and Tests. The Combat 
  Die forms the foundation of all com-
  bat rolls instead of all combat rolls 
  instead of the usual D12 Base Die. 
  The result of this roll is altered by
  FUTURAMA RPG      20
   
   
   
    Rules
  
  be used at Far range. For a beam rifle, 
  however, which has a Far range, it 
  can be used at Near or Close without 
  any issues. 
   
  It is important to note that 
  real world ranges are not provided 
  here, as it’s too easy to get bogged 
  down into endless specifics. Instead 
  the LN quickly determines which 
  “range bracket” should apply in a 
  given situation. For example, if a 
  character can take a few steps and 
  punch the Robot Santa, that’s Close; 
  if the Robot Santa bursts onto a large 
  deck of a spaceship with the charac-
  ters, or is a long throw away on an 
  asteroid, that’s Near; if the character 
  can block the creature out of his or 
  her sight by holding up his or her 
  flat hand, that’s Far. Ultimately, of 
  course, it’s completely up to each 
  gaming group to get a good feel for 
  what works for them regarding the 
  specifics of range brackets. 
  Special Die
   
  If the character has a Spe-
  cial Die that is combat-related and 
  appropriate to the current situation 
  (as determined by the LN), the player 
  will use the die rather than the Com-
  bat Die.
  Luck Stat
   
  Always remember that 
  regardless of the overall result, if a 
  Combat Die (or Special Die, if used) 
  result equals the character’s Luck 
  Stat, that character
  Rules
  any applicable modifiers. The basic 
  dice rolling mechanic for all combat 
  is: 
  Combat Stat Die + Modifiers vs. 
  Combat Stat Die + Modifiers
   
  As shown, combat is a 
  straightforward contest between 
  combatant’s Combat Dies, plus any 
  applicable modifiers.
  Modifiers
   
  As with Challenge and Test 
  rolls, Combat can have a variety of 
  situational modifiers added, all of 
  which are decided upon by the LN.
  Ranges
   
  All weapons fall into three 
  range brackets for combat (the range 
  of each weapon is noted on the char-
  acter’s Dossier) with an “OK,” a “-3” 
  or an “—”:
  Close (Melee)
  Near (Pistols)
  Far (Rifles)
   
  If a weapon is used in a 
  range bracket one higher than its 
  noted bracket, apply a -3 modifier. 
  A weapon cannot be used in a range 
  bracket two higher than its bracket, 
  though it can always be used in a 
  closer bracket. For example, a Ro-
  bot’s axe is a Close (Melee) weapon: 
  if it’s used at Near range the player 
  would apply a -3 Modifier; it cannot 
  21      FUTURAMA RPG
  
  automatically wins.
  Unusual Circumstances
   
  Any time an unusual 
  circumstance arises not directly 
  covered by the rules, the LN modifies 
  the situation on the fly. For example, 
  if two combatants are at a significant 
  range from one another and the LN 
  decides the “winner” of a combat roll 
  couldn’t possibly damage the “loser”, 
  he  or she simply doesn’t apply dam-
  age and moves on; in this instance 
  “winning” was simply an avoidance 
  of damage on the winner’s part.
  Rocketship Combat
  There is no separate system for com-
  bat between rocketships. Instead, the 
  focus is kept where it should be, on 
  the action of the characters, with the 
  LN deciding what Challenges/Tests/
  Combat should occur under any 
  given situation.
   
  For example, if a player 
  group’s rocketship is trying to outrun 
  an Omicronian ship, then the LN 
  could decide it’s a straight-up Brains 
  Test of the commander/pilot, as he or 
  she tries to use his innate knowledge 
  of his ship and the surrounding space 
  to lose his or her pursuer (though it 
  could require multiple rolls if he or 
  she is weaving through an asteroid 
  field, then skimming a planet’s atmo-
  sphere to spike his or her delta-v, and 
  then trying to merge his signature 
  with the long tail of a comet as it 
  heads out of they system).
  However, if the players find them-
  selves in a straight up ship-to-ship 
  atomic gunfight, the LN may decide 
  it’s Combat. Or, depending upon the 
  size of the rocketship the players are 
  on, the LN may require the com-
  mander to make a Brains Test (the 
  piloting of the ship), while another 
  character makes the Combat roll 
  (actually firing the guns).
   
  Finally, how much damage 
  a ship can take and how that damage 
  affects its movement, weapons fire 
  and so on is absolutely up to the plot 
  and how the storyline is developing: 
  any rocketship is as strong—or not—
  as the plot needs it to be. Instead of 
  tracking the nitty-gritty details of 
  damage to the ship, the LN should 
  weave that type of information into 
  the narrative: bulkheads crack-
  ing; anti-gravity failures; explosive 
  decompressions; fractum drive over-
  loads; phasing decks; power system 
  fluctuations and failures—the sky (or 
  space in this instance) is absolutely 
  the limit for the fun and challeng-
  ing scenarios you can throw at your 
  players to overcome during such a 
  conflict.
  Damage, Armor and Health
   
  Whenever a fight occurs, or 
  a dangerous situation is encountered, 
  there’s a chance a character could 
  take damage.
  FUTURAMA RPG      22
   
   
   
    Rules
  
  rolls is immediately applied
   
  - Knocked Out: When the 
  “Knocked Out” pip is crossed out, 
  the character is unconscious and may 
  take no actions (he does not give any 
  more Narrations until he’s healed; he 
  cannot spend any Plot Points either).
   
  - Dead: If the “Dead” pip is 
  crossed off, the cosmos finally got its 
  man…or woman…or robot… well, 
  got its due, let’s say.
  Secondary Effects:
   
  The Futurama RPG doesn’t 
  assume weapons have any other ef-
  fects beyond straight-up damage as 
  noted on the various Dossiers. How-
  ever, like the equipment also noted 
  on the various Dossiers. However, 
  like the equipment also noted on the 
  Dossiers, players and LNs are free to 
  come up with additional fantastical 
  effects from a weapn.
   
  For example, Zoidberg’s 
  surgery laser not only has “laser” in 
  the name, but its damage isn’t very 
  good. As such, a player choosing 
  Zoidberg could pitch to the group 
  that in addition to the damage, the 
  weapon stuns the target. The starting 
  LN feels that might be a little too 
  powerful and counters that if the 
  weapon successfully strikes the tar-
  get, he’ll make a Brawn Test against 
  a target value: if he succeeds the tar-
  get withstood the effects, if he fails 
  the target is immediately stunned for 
  several minutes.
   
  Meanwhile an LN may
  Rules
   
  Damage: If the damage 
  occurs as part of combat, the damage 
  taken by the losing party depends on 
  the weapon used. On every Dossier, 
  there’s a “weapons” area that lists the 
  weapon a character started the game 
  with and its Damage Value. This is 
  usual a static value, but can be a die 
  value; i.e. “Roll D4” means every 
  time a player makes a successful 
  attack with that weapon he rolls D4 
  and assigns the roll result as a Dam-
  age Value to the target.
   
  Whenever a character takes 
  damage, the damage is first applied 
  to the Armor column of the Dossier. 
  Once all Armor pips are marked off, 
  damage then begins to apply to the 
  Health column and if that happens, 
  things are serious!
   
  Health Flow Chart: The 
  Health column of the character’s 
  Dossier takes the form of a flowchart. 
  Players start at the top, left-hand pip 
  and move to the right until the first 
  row is marked off, then move to the 
  left-hand pip of the second row and 
  move to the right until the second 
  row is marked off, and so on.
   
  - First X: When the first 
  “X” (on the second row) is reached, 
  the character immediately applies 
  a -1 penalty to all future Brawn Die 
  rolls.
   
  - Second X: When the sec-
  ond “X” (on the third row) is reached, 
  a -1 to all Brawn and Combat future
  23      FUTURAMA RPG
  
  decide when an Omicronian Freeze 
  Gun hits the target that the spikes 
  are so ice-cold it numbs a part of 
  the target, applying a -1 to any other 
  actions from the struck target for the 
  next D4 turns.
   
  And so on. As usual, let 
  your imaginations soar!
   
  Regaining Armor/Health: 
  Fortunately, there are many ways 
  to regain Health or repair Armor. 
  A player could spend a Plot Point 
  to regain a pip of Health or Armor. 
  Some characters carry first aid kits as 
  equipment, which can restore Health. 
  Additionally, some characters are 
  doctors or engineers and can use a 
  Narration to fix Armor or help heal a 
  crewmate; in this instance how much 
  they repair the Armor and/or the 
  Health of a character could largely 
  depend upon the quality/uniqueness 
  of their Narration, with the LN fixing 
  two or even more pips for a particu-
  larly superb recitation.
  Weapons
   
  Weapons come in all 
  shapes, types and sizes. You name 
  it…and it probably come in a variety 
  of colors and styles as well.
   
  The Futurama RPG has 
  characters start each mission with a 
  default set of weapons. These are list-
  ed on the character’s Dossier along 
  with the amount of damage they do 
  when used successfully against a 
  target, and their range bracket.
   
  Some characters are experts 
  with a type of weapon or even with 
  one individual weapon in particular 
  and can use their Special Die in place 
  of the Combat Die when using them.
   
  Carry Limits: A character 
  can carry no more than two weap-
  ons at a time. If the player already 
  has two and wants the character to 
  acquire a new weapon, a current 
  weapon must be discarded.
   
  Changing Out Weapons: 
  A character could end up using a 
  weapon that he or she didn’t start the 
  game with. In those cases, when a 
  weapon is found that’s not previously 
  been used in a game, use this rule of 
  thumb:
   
  - Normal weapons do 2  
   
   
  points of damage
   
  - Larger, heavier weapons   
   
  may do 4 points of damage
   
  - Rare, extremely dangerous  
   
  or special weapons may do  
   
  6
   
  - In place of a static 
   
  Damage  Value a die can 
   
  be assigned, which is rolled
   
  every time the weapon
   
  strikes a target to determine
   
  damage: only use D4 or D6.
   
  - Melee weapons are “Ok”
   
  at Close range, “-3” at Near
   
  range and cannot be used at
   
  Far range.
  FUTURAMA RPG      24
   
    
   
    Rules
  
  More Lethal: If another group wants 
  quicker combat and more cinematic 
  style where the good guys can take 
  out the bad guys in a single swipe, 
  increase all weapon Damage Values 
  by 1 or even 2 points. If weapons 
  have a die in place of a static Damage 
  Value, a D8 can be used in addition 
  to a D4 and D6
  Equipment
    
  Besides weapons, many 
  characters also carry a variety of 
  equipment to use during missions. 
  The uses of many of the different 
  items may be obvious: a first aid kit 
  would help treat a character who’s 
  been injured or a tool kit could be 
  used to repair armor, robots or other 
  devices.
   
  The intended application 
  of other equipment may be more 
  obscure or even totally unknown. 
  In many cases, this is intentional 
  and gives the players a chance to 
  decide exactly what that equipment 
  does, based on the name. Once the 
  controlling player decides just what 
  the piece does, make note of it. For 
  instance, Zoidberg carriers a stetho-
  scope, when its uses are defined, 
  make a note so that it’s used the same 
  way for the rest of the game session.
  Rules
   
  - Pistols are “Ok” at Close
   
  and Near range, and “-3” at
   
  Far range
   
  - Rifles are “Ok” at all three  
   
  ranges
   
  - Tweaking the values above
   
  will create weapons with
   
  their own flavor
   
  And The Rest: The Fu-
  turama RPG doesn’t require players 
  to track mundane things like ammu-
  nition or shots fired per turn, or how 
  quickly a player can move in combat, 
  or change clips, and so on. If there’s 
  a good reason to blaze away with a 
  Nixon Mk. IV Destroyer Cannon 
  while sprinting backward, go for it!
   
  Making The Game More 
  or Less Lethal: The weapons on the 
  Dossiers are geared towards a good 
  mix of speed of play and fun combat 
  action that’ll span multiple turns of 
  dice rolling to resolve a given situ-
  ation. However, some groups may 
  decide they want to switch things up 
  to suit their style of play.
  Less Lethal: If a player group de-
  cides they want more dice rolling and 
  heavier combat-oriented play, simply 
  lower all Damage Values by 1, ore 
  even cut Damage Values in half. 
  If weapons have a die in place of a 
  static Damage Value, only use a D4.
  25      FUTURAMA RPG
  
  Character Creation
   
  As previously noted, this 
  book contains a slew of sample 
  character Dossiers that allow players 
  to snag a character and leap into the 
  fray. However, some players prefer to 
  craft their own characters to take into 
  space.
   
  The following rules provide 
  a framework for character creation. 
  As with all aspects of The Futurama 
  RPG, the framework is light and fast 
  and designed for players to playfully 
  and enjoyably create a character Dos-
  sier that reflects the style they want 
  to embrace in a game. If you don’t 
  like where your character is going at 
  any time during the process, feel free 
  to back up and start down the path 
  that’ll make it the most fun!
   
  Note that the sample char-
  acter Dossiers might not follow these 
  rules.
  Follow The Steps
   
  To create a character Dos-
  sier please proceed through the fol-
  lowing steps to create your character:
   
  1. Create A Character
   
  Theme (character name)
   
  2. Assign Stat Dice
   
  3. Assign Armor
   
  4. Select Weapons
   
  5. Select Equipment
   
  6. Create Cues
   
  7. Create Disposition
   
  8. Final Tweaking
  1. Create a Character Theme
   
  Imagine you’re a casting 
  director for your favorite TV show 
  and you’ve got a selection of walk-on 
  characters you’ve got to fill for a new 
  episode, characters that need to be 
  cool and vibrant even if they’re only 
  on-screen for a few minutes.
   
  As you review the script 
  you run into a list of short character 
  descriptions: male, late 30s, stoic 
  and very tough, doesn’t talk much; 
  woman, early 20s, always smiling, 
  with a devil-may care attitude; male, 
  teen, a brooding anger that he fails to 
  leash more often than not; and so on. 
  In the role of casting director, you’ll 
  use those descriptions to find the 
  right actor to convincingly fill that 
  role in the episode.
   
  In a similar fashion, as you 
  work to create a character, you need 
  to find a short and flavorful descrip-
  tion of the theme of your character. 
  Do you want to play the white-
  knight, with your thousand-watt 
  smile and pectorals that can deflect 
  a raygun blast? Or do you want to be 
  the brainy nerd who feels he’s stuck 
  in a world of imbeciles? Anything’s 
  possible, with only your imagination 
  to hold you back. Just remember as 
  you pick a theme that the more wild 
  and crazy you make it, the more 
  you’ll have to figure out how to con-
  vey that during game play.
   
  With that in mind, jot down 
  a few descriptive words that outline
  FUTURAMA RPG      26
   
   
   
    Rules
  
  a theme, may have to travel most, if 
  not all, of the creation process before 
  a great name presents itself.
  2. Assigning Stat Dice
    
  Use the following rules 
  when assigning Stats and Stat Dice. 
  After assigning a Stat Die, simply 
  write in the value and draw in the die 
  shape, mimicking the style shown on 
  the sample Dossiers.
  Brawn, Brains, Charisma, 
  Combat
   
  Each player has a D6, two 
  D8 and a D10 to assign to the Brawn, 
  Brains, Charisma and Combat Stats. 
  It is up to every player how they 
  assign these values, but they should 
  use the theme of their character, as 
  determined in Step One, when mak-
  ing such assignments.
   
  For example, a Zapp Bran-
  nigan type character, as described 
  above, would most likely assign the 
  D10 to Brawn, a D8 to both Charisma 
  and Combat, while the D6 would be 
  assigned to Brains.
   
  D4 & D12: If a player 
  chooses, he can change the D10 
  Stat Die to a D12, but he must then 
  change the D6 Stat Die to a D4. For 
  example, to really go over the top 
  with our Zapp Brannigan character, 
  the D10 Brawn would need to be 
  changed from a D6 to a D4.
  Rules
  your theme. Don’t hesitate to fill 
  a page if you’re still trying to feel 
  your way to what you want, know-
  ing you’re going to toss most of the 
  concepts by the wayside as you zero 
  in on your mark. Additionally, if 
  you’re still floundering a little, feel 
  free to find out what everyone else in 
  the group is playing and find a niche 
  to fill: no sarcastic, brooding, older 
  doctor on your team? Jump in and 
  see if that role fits you.
   
  Once you’ve got your 
  theme, you’ll use that as the frame-
  work to help you make the decisions 
  involved in the rest of the process.
  Patrolman Name
   
  While this step appears at 
  the start of character creation, it can 
  actually happen anytime during the 
  process.
   
  Some players will find 
  they’ve already got a character name 
  they’ve been hanging on to for just 
  such an adventure; the name itself 
  drips with theme and will immedi-
  ately lend itself to a certain flavor. 
  If I say Zapp Brannigan, everyone 
  should instantly have a preconceived 
  notion of where the character cre-
  ation process is going to take them: 
  a fair amount of brawn and some 
  charisma, no brains and very little 
  combat adept, but a list of awesome 
  catch-phrases.
   
  Other players, however, 
  may find they don’t have a good 
  name in mind and instead, even with 
  27      FUTURAMA RPG
  
  Health
   
  The Stat Die assigned to 
  Brawn has a direct correlation to the 
  Health track of the character Dossier. 
  Use the following rules for determin-
  ing the character’s Health track:
   
  - If a D12 or D10, do not
   
  mark off any pips
   
  - If a D8, mark off one pip
   
  from the first row
   
  - If a D6, mark off one pip
   
  from the first row and one
   
  pip from the second row
   
  - If a D4, mark off two pips
   
  from the first row and one
   
  pip from the second row
  Special
   
  All Special Dice are 
  automatically a D10. Exactly what 
  the Special Die applies to, how-
  ever, is completely up to the player, 
  but should reflect the theme of the 
  character. If you decide to create a 
  very unusual “what” for the Special 
  Die, you should come up with a cool 
  back-story to cover why you’ve gone 
  in that direction.
  Luck
   
  Luck is not a die, but instead 
  a fixed value that’ll remain constant 
  once it’s determined. Roll a D12 and 
  assign that value to the Luck Stat.
  3. Assign Armor
   
  All characters have at least 
  ten armor pips.
   
  Following that rule, armor 
  is based upon a combination of the 
  Combat and Brawn Stats. Use the 
  following rules for determining the 
  character’s Armor track:
   
  - Add the Brawn Die and 
  Combat Die values of your char-
  acter together then divide by two 
  (rounding up). That result equals the 
  additional Armor pips applied to the 
  character.
   
  For example, Zoidberg has 
  a D12 Brawn and a D10 Combat, 
  which equals 22. Divided by 2 equals 
  11 and rounded up equals 12, which 
  means he adds an additional 12 pips 
  to the automatic 10 he receives, for a 
  total of 22.
  4. Select Weapons
   
  As with the Cues in a later 
  step, selecting your weapons can be 
  fun. You can simple copy the weap-
  ons off of one of the sample Dossiers. 
  However, unleashing the kid inside 
  can be far more enjoyable…just make 
  up whatever cool name you want! 
  Have you always wanted to use a 
  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
  
  with what you want to see in your 
  games, by all means allow it. But 
  most player groups will realize that 
  even within these rules, a limit needs 
  to be set on the power of equipment. 
  Player groups may want to police 
  equipment during character creation 
  to ensure it’s within the limits they’re 
  all comfortable with… or be stuck 
  with the LN having to say “yup, 
  sorry, that Class MXI Automen Sun-
  buster Pinhead you just spent a dozen 
  playing sessions obtaining fizzles, 
  spurts and goes silent… it’s a dud.”
  6. Create Cues & Choose a 
  Weird Quirk
   
  As noted under Cues, these 
  are phrases that can be bold state-
  ments a character might make in a 
  given situation, or can be used to 
  spark an idea of which direction a 
  character might leap.
   
  When creating Cues for 
  your own characters, use the same 
  method you used when generat-
  ing your character theme: jot down 
  different phrases, sentences, or just 
  saucy, juicy words that sound like 
  something that would be fun to say 
  during the action of the game. Then 
  use the list to zero in on the best set 
  of Cues.
   
  You can also review the 
  sample character Dossiers to spark 
  your own ideas for Cues. If you’re 
  having a difficult time, fell free to 
  use catch phrases taken from your
  Rules
  your character and embrace it.
   
  For example Philip J Fry 
  has his trusty Neptunian Phase Rifle, 
  while Amy Wong wouldn’t be caught 
  dead fighting with anything but her 
  Martian University Javelin.
   
  To determine the stats of a 
  weapon, use the rules for Changing 
  out Weapons. Just remember that you 
  can only ever have two weapons.
  5. Select Equipment
  As discussed previously under 
  Equipment, equipment in The Fu-
  turama RPG is not a set of hard rules. 
  X is not required to do Y. Instead, 
  they almost act as their own Cues, 
  propelling the action forward without 
  dropping into the minutia of what 
  exactly a piece of equipment weighs, 
  what it does, and so on.
  Use the few lines on the equipment 
  list to accentuate the theme of your 
  character, providing items you feel 
  will be fun and enjoyable during 
  game play. You don’t even have to 
  know what some of them do… one 
  or two could just be crazy, fun-
  sounding names that you’ll figure out 
  on the fly.
   
  It’s important to make clear 
  that due to the loose nature of these 
  rules, it’s all too easy for players to 
  create wildly powerful/ludicrously 
  small equipment; i.e. a “sun-buster 
  pinhead”. After all, “the rules didn’t 
  say I couldn’t!” if your player group 
  decides such a thing is cool and fits
  29      FUTURAMA RPG
  
  favorite movies, TV shows and 
  novels, just tweaked slightly to make 
  them unique to your character. For 
  example “That was totally wicked!” 
  could be tweaked to “That was to-
  tally spacetacular!”
   
  If you’re struggling, feel 
  free to make the generation of Cues 
  into a party game for all those that’ll 
  be involved in an Episode. Each play-
  er can write down two or three (or 
  more) Cues based on your character 
  theme, and then you can select some, 
  none or all of them. Even the craziest 
  Cues could prove an interesting take 
  on your character’s personality under 
  the right circumstances, so don’t be 
  so quick to toss the more wild con-
  cepts out.
   
  When choosing a weird 
  quirk for your character, look at the 
  examples that have been provided in 
  this book. The weird quirk is meant 
  to enhance your character and add 
  more randomness/craziness to the 
  story. 
   
  All weird quirks affect your 
  character in some way (for better or 
  worse) and it is up to you and the LN 
  to remember when or if your quirk 
  comes into plays. When it comes 
  to creating your own weird quirk, 
  anything goes. However, make sure 
  you take note and explain to the LN 
  what it does. If the LN deems it not 
  suitable then try to alter it so it can 
  become suitable. Like many of the 
  rules in this book, it is up to the game 
  group to determine
  what is suitable and what it not.
  7. Create Dispositions
  Like Cues, your character’s Disposi-
  tions should flow from how you’re 
  building your theme and the Cues. 
  Even the description you used when 
  generating your theme could be 
  turned into Disposition statements.
  Again, review the sample Dossiers, 
  or ask for suggestions from your 
  player group if you’re struggling to 
  define this aspect of your character.
  8. Final Tweaking
   
  Once you’ve written down 
  all of your character details on the 
  character Dossier sheet, review the 
  final character to ensure it’s every-
  thing you want it to be.
   
  In the sample character 
  Dossiers, Philip J Fry has a D6 
  Brawn, while Lord Nibbler has 
  a Brawn of D8. Yet despite Lord 
  Nibbler’s superior Brawn he’s got a 
  weaker Health track. When making 
  the characters we arbitrarily decided 
  that since Lord Nibbler is a cute cud-
  dly monster, he’s simply more frag-
  ile. When making similar characters 
  a player could very well decide that 
  despite Philip J Fry’s being a mere 
  20th Century man, he’s got robust 
  genes and so has 3 pips on the second 
  row, even while maintaining four 
  pips on the first row.
  FUTURAMA RPG      30
   
   
   
    Rules
  
  1. Create A Character Theme
   
  For most NPCs a theme 
  is not really needed. However, for 
  a “chief” NPC, or an NPC an LN 
  thinks will be around for a while, a 
  theme may be just the thing to bring 
  such an important character to life.
  2. Assigning Stat Dice
   
  Use the following rules 
  when assigning Stats and Stat Dice. 
  After assigning a Stat Dice, simply 
  write in the value and draw in the die 
  shape, mimicking the style shown on 
  the sample Dossiers.
  Brawn, Brains, Charisma, 
  Combat
   
  Each NPC has two D6 
  and two D8 to assign to the Brawn, 
  Brains, Charisma and Combat Stats. 
  It is completely up to the LN how 
  they assign these values.
   
  D4 & D10: If a player 
  chooses, he can change one D8 Stat 
  Die to a D10, but he must then change 
  one D6 Stat Die to a D4.
   
  D12: Most NPCs should 
  never have a D12 Stat Die. Only the 
  most significant NPCs should be 
  assigned a die. When making such a 
  character, simply rotate the D10 to a 
  D12; no other change is required.
  Rules
  Armor is another area which players 
  can tweak to enhance the flavor of a 
  character. For example, Zapp Bran-
  nigan has a Combat Die equal to Fry 
  and even a higher Brawn, but Zapp 
  Brannigan is a starship captain! “I 
  don’t need heavy armor, it gets in the 
  way of my velour uniform!” As such, 
  he’s several pips lower than Fry, a 
  normal person who packs on the 
  armor as best he can.
   
  Such tweaking should be 
  kept within reason. For example, you 
  shouldn’t rotate Stat Dice up or down 
  as that has far too great an impact 
  on the mechanics of game play. Any 
  final tweaks should be reviewed 
  by the player group to determine if 
  anyone feels that nay such tweaks 
  are too much. Of course, the players 
  in the group may decide one of your 
  more extreme tweaks if just fine (es-
  pecially if you give a really cool back 
  story for the tweak!), but be prepared 
  to green-light their more extensive 
  character tweaks in return.
   
  Ultimately, however, these 
  are just guidelines. Each player 
  group is free to determine what 
  works best for them and run with it 
  … just have fun!
  Non-Player Character Creation
   
  To create non-player charac-
  ters (NPCS) use the following rule.
   
  Note that the sample NPCs 
  might not follow these rules.
  31      FUTURAMA RPG
  
  Health
   
  The Stat Die assigned to 
  Brawn has a direct correlation to the 
  Health track of the NPC Dossier. Use 
  the following rules for determining 
  the character’s Health track:
   
  - If a D12, do not mark off   
   
  any pips
   
  - If a D10, mark off one pip
   
  from the first row
   
  - If a D8, mark off one pip
   
  from the first row and one
   
  pip from the second row
   
  - If a D6, mark off two pips
   
  from the first row and one
   
  pip from the second row
   
  - If a D4, mark off two pips
   
  from the first row and two
   
  pips from the second row
  3. Assign Armor
   
  All NPCs have at least five 
  armor pips. Following that rule, 
  armor is based upon a combination of 
  the Combat and Brawn Stats. Use the 
  following rule for determining the 
  character’s Armor track:
   
   Add the Brawn Die and 
  Combat Die values of your char-
  acter together then divide by three 
  (rounding up). That result equals the 
  additional Armor pips applied to the 
  NPC.
  4. Select Weapons & Equip-
  ment
   
  Follow the rules for select 
  Weapons and Select Equipment as 
  shown under Character Creation.
  5. Create Cues & Dispositions 
  & Weird Quirk
   
  As with the theme in Step 
  One, the vast majority of NPCs will 
  not need this step. However, an LN 
  may decide that for the truly im-
  portant bad guys, having some easy 
  quips at hand will make any scene 
  the NPC is in all that more dynamic 
  and fun.
  6. Final Tweaking
   
  As with character creation, 
  an LN can heavily tweak an NPC 
  to fit the bill, from a weak Killbot 
  to a powerful Omicronian. Just 
  remember not to make the NPCs too 
  powerful, or too weak; either case 
  may leave the players unsatisfied. 
  Ultimately the ability of an LN to 
  create characters that provide just the 
  right amount of challenge for a player 
  group in any given Scene simple 
  takes practice and tossing some dice.
  FUTURAMA RPG      32
   
   
   
    Rules
  
  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
  
  FUTURAMA RPG      34
   
   
   
    Rules
  
  CHARACTERS
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D6
     D10
     D10
     D6
     D10
      12
  Amy Wong
  Lapses in Judgement
  SHIP:
  Fluoops!
  As if!
  *Cantonese Cursing*
  Guahh
  I’m sorry what were you saying I was 
  checking my hair
  Intern to Professor Farnsworth
  A klutz, partier/socialite, ditz, naive
  No understanding of the value of money
  In a romantic relationship with Kif Kroker
  Trick Shot
  Martian Freeze Ray     3          ok   ok    -3
  Martian Javelin            2           ok   ok    -3, (when  
   
   
      
                  thrown) 
  Picture of Kif
  Wait, how much is fve dollars again?
  My parents own half of Mars
  I’m from Mars!
  Spleesh! Watch were your going I almost 
  broke a nail.
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D12
     D6
     D6
     D8
     D10
        4
  Bender Bending Rodriguez
  Magic Chest Container
  SHIP:
  Cheese it!
  Bite my shiney metal ass
  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!!!
  Cook on the Planet Express Ship
  Enjoys robbing and wanton destruction
  violent, selfsh, angry, manipulative, vain and lazy
  Raging alcoholic and smoker, BFF with Fry
  *Snappy Whistling*
  Mom’s Friendly Pistol               2              Ok      Ok      -3
  Larceny
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D6
     D6
     D10
     D10
     D10
        7
  Philip J Fry
  Basic Stupidity
  SHIP:
  Hey, whose from the 20th Century here!?
  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!
  From the 20th Century... yet fts in
  A good natured idiot, hard-headed, stubborn
  Incredibly random leaps in logic
  In a romantic relationship with Leela and BFFs 
  with Bender
  Neptunian Ray Pistol               2               Ok      Ok     -3
  Ham Bubble Gum
  Picture of Leela
  Idiot Savant
  Can of Slurm
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D4
     D10
     D8
     D8
     D10
        3
  Kif Kroker
  Boneless Body
  SHIP:
  Sir, I don’t think that is a wise option.
  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.
  Subordinate to Zapp Brannigan
  In a romantic relationship with Amy Wong
  Is meek and unsure of himself, nervous and nice
  A competent military ofcer
  Doop Zapp BrannigaN Pistol  2               Ok      Ok     -3
  Photo of Amy Wong
  fexibility
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D6
     D8
     D6
     D12
     D10
        9
  Turanga Leela
  Mutation: One Eye
  SHIP:
  Whose the captain here?
  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
  - Captain of the Planet Express ship
  - Has one eye (is a mutant) so has depth 
  perception problems
  Stubborn, anger issues, responsible and dutiful
  In a romantic relationship with Fry, loves 
  animals
  Stun Pistol                                    3               Ok      Ok     -3
  JKLFSDAJ
  Electonic Wristband
  Space Captain
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  So he’s going to kill us....
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D6
     D10
     D12
     D4
     D10
        1
  Lord Nibbler
  Cuteness
  SHIP:
  random gibberish
  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
  Acts as Leela's Pet
  Actually a Lord of the Nibblonians
  Well spoken, intelligent and universe weary
  Loves musicals
  Bite                                                3               Ok      -           -
  Small Red cape
  Consume
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D4
     D12
     D10
     D6
     D10
        8
  Professor Farnsworth
  Absent Minded
  SHIP:
  Oh my...
  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 fve minutes later.
  Sweet Zombie Jesus!
  No one kills my crew except me!
  Absent Minded/Mad scientist
  Very old, and feeble
  forgetful, crazy, stubborn, curmudgeon
  Owner of the Planet Express Delivery Company 
  Quantum Teleporter Ray        2               Ok      Ok     -3
  Phasic work tool
  crazy inventions
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D6
     D8
     D12
     D6
     D10
        10
  Scrufy
  Supremely Lazy
  SHIP:
  Scrufy gonna die the way he lived.
  Uh huh.
  Oh, Marmalade!
  Life and death are a seamless continuum
  The day of reckoning is nigh… I reckon…
  I'm Scrufy… The janitor.
  Scrufy's work here is done.
  What fevered dream is this that bids to tear 
  this company in twain?
  Janitor of Planet Express
  Extremely lazy, does everything slowly
  Is well liked but no one knows when he was 
  hired
  ofers sage like advice 
  Phasatic Wrench                        1               Ok      -          -
  laser hammer
  Janitorial buisness
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D10
     D4
     D10
     D8
     D10
        10
  Zapp Brannigan
  Basic Stupidity
  SHIP:
  Kif show them the medals I've won.
  Set phasers to love.
  I'm sensing where heading towards one 
  erotic adventure
  Like the wily fsh, 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.
  Captain of the D.O.O.P. Spaceship, the 
  Nimbus
  Egotistical, vain, sexist, Incredibly stupid
  A complete imbecile and coward, 
  Incompetent Captain
  Does not like Neutrals
  Zapp Brannigan Phase Pistol      2               Ok      Ok     -3
  Captain’s Order
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  But its real velour.
  velour uniform
  Zapp Brannigan’s Big Book of War
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
     D12
     D6
     D4
     D10
     D10
        7
  John D. Zoidberg
  Mystery Organ
  SHIP:
  I'm so hungry.
  What? I thought that was your (insert 
  random body part)!
  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!
  Desperately Poor, Hungry and Scared
  Terrible Doctor, Strangely Alien
  Complete Bufoon
  Terrible wannabe Comedian
  Who wants to see my Comedy Act.
  Zoidberg's Claws                        3               Ok      -         -
  Entire Wealth
  Old Sandwhich
  Surgery/Maiming
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  Stethoscope
  
  NAME:
  CUES:
  DISPOSITION
  WEIRD QUIRK:
   
    EPISODE:
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  (SPECIAL)
  ARMOR
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  Futurama Character Dossier
  SHIP:
  –1 TO
  BRAWN
  –1 TO BRAWN 
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  
SOURCE: textdata/thevault/Futurama/Futurama - Cosmic Patrol.pdf