Tuesday, 20 February 2018

INTRODUCTION - PHASE TWO


Welcome to the world of the RED DWARF RPG.

It's a retro-futuristic world of cathode-ray tube (CRT) screens, chunky keyboards, floppy discs, Betamax video cassettes, boom boxes, Digital Audio Tape (DAT), and no Internet.

And the human race is extinct. Probably. They had their chance 3,000,000 years ago and blew it.

Time moves on.

However, at least one of you is/are the last human(s) alive, stranded and lost on a massive mining ship in the butt-end of space; the rest of you can take the roles of:
  • Holograms (accurate representations of deceased colleagues)*
  • Mechanoid companions/servants;
  • Evolved household pets (e.g. cats, dogs, ducks, rats, mice, rabbits etc);
  • Waxdroids (animated entertainment units with the appearance and mannerisms of famous historical figures - e.g. Elvis, Hitler, Nelson, Trump, Churchill, Homer Simpson etc)
* The ship's A.I. only has the capacity to run one hologram at a time, as well as all the other ship's systems (life support, engines, lighting, vending machines etc).

For more ideas and to get the gist of what we're aiming for, check the Inspirations Information Screen.

Basic System Guidelines:

Task Resolution:
  • Roll under STAT + SKILL on 2d6 - the larger the margin of success, the greater the achievement.
  • A natural “2” is always a critical success and adds 1d6 to the margin of success.
  • A natural “12” is always a critical failure - no matter how high your Target Number.
Combat:
  • As above.
  • Damage = (Margin of Success x Weapon’s Rating {WR}) + Damage Bonus {DB}
  • Wounds = If Damage is greater than SHRUG value, then one wound, if twice SHRUG value then two wounds etc. If Damage is less than SHRUG, then target suffers -1 on all rolls for next round.


Now go to Phase Three

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