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SpaceDoc6 062922

Space Dock Six is a tabletop role-playing game that includes comprehensive rules for character creation, gameplay mechanics, and quest generation. Players utilize six-sided dice for rolls, manage character aptitudes, and engage in combat while navigating various challenges and scenarios. The document also provides guidelines for spaceship creation, health management, and the use of cybernetic implants to enhance gameplay experience.

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Tony Fairbanks
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0% found this document useful (0 votes)
16 views38 pages

SpaceDoc6 062922

Space Dock Six is a tabletop role-playing game that includes comprehensive rules for character creation, gameplay mechanics, and quest generation. Players utilize six-sided dice for rolls, manage character aptitudes, and engage in combat while navigating various challenges and scenarios. The document also provides guidelines for spaceship creation, health management, and the use of cybernetic implants to enhance gameplay experience.

Uploaded by

Tony Fairbanks
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Space Dock Six

Created by Brody Mikel

Table of Contents
• Rules of Play
• Rolls
• Character Creation
• Aptitudes
• Experience
• Starting Credits
• Health
• Oracle
• Companion Creation
• Challenge Rolls
• Spaceship Creation
• Combat
• Heal/Repair
• Enemy Challenge
• Loot
• Quest Thread System
• Quest Thread Rewards
• Quest Generation
• Generic Quest Generation
• Starting Scenario
• Big Bad Encounter
• NPC Appearance
• NPC Attitude
• Alien Tables
• Bot Tables
• NPC Interaction
• Scuttlebutt
• Exploration/Travel
• Object
• Settlement Amenities
• Other Locations
• Planet Generation
• General Play Notes
• Item Rules
• Item Tables
• Implant Rules
• Implant Table
• Keyword Generators

Tony Fairbanks (Order #27913134)


Rules of Play:
1. All rolls are made with a six-sided die (d6). Unless otherwise noted, a roll of 4 or
more is considered a success and 3 or less is considered a failure (this is known as
the Default Challenge).
2. Generate a character.
3. Generate a Quest, a Quest Thread, and roll a Starting Scenario.
4. Use the Tables to see where your journey takes you.
5. Use the Oracles and Keyword Generators to provide more detail about your quest by
asking yes/no questions and to see what obstacles you face on your journey.
6. When confronted with any situation, you may use any of your Aptitudes if you can
quickly and reasonably explain how it applies. Otherwise, use one of the Aptitudes that
typically applies. In certain situations, the rules will dictate what aptitudes have to
be used.

Rolls
Aptitude Roll
- Most rolls related to actual gameplay (Challenge, Combat, Interaction, etc.) are
Aptitude rolls. To make an Aptitude roll, you roll a d6 and add or subtract the
appropriate Aptitude score to/from the roll. You then compare the result to the
Challenge Rating of the roll or to the Default Challenge. If your roll is greater than
or equal to the Challenge rating, you succeed. If you roll a natural 1, it always
counts as a failure, regardless of modifier.
Typical Roll
- All other rolls (rolling on a table, asking the Oracle, etc.) are a typical d6 roll.
Roll the die and match the result to the appropriate output.
*Note: Some rolls indicate that you divide the roll by a number. Always Round Up.*

Character Creation
Choose a name, a race, a class, a background, anything that will make the character feel real
for you. Then you will decide your Aptitude scores. There are six Aptitudes (described
below). You will not roll for scores. Each Aptitude starts with a score of 0. You may then
modify those scores by subtracting from one Aptitude to add to another. Aptitudes can have a
maximum score of 3 and a minimum score of -2 at creation. An Aptitude’s absolute maximum
score is 5.
You also gain three bonuses at Character Creation. You get:
- 1 Aptitude Point to add to any Aptitude (keeping maximum score in mind)
- A proficiency in the Aptitude of your choice. Proficiency grants you the ability to
re-roll once on any check using that Aptitude.
- Your choice of 1 Additional Aptitude Point, 1 Additional Proficiency, or a Cybernetic
Modification from the Implant Table.

Tony Fairbanks (Order #27913134)


Cybernetic Implants
Cybernetics are special abilities in the form of a cybernetic implant and are described in
greater detail on the Implant Table. In addition to choosing one as your bonus during
Character Creation you may purchase additional implants for 500 Experience or 500 Credits.

Aptitudes:
Instinctual:
Ability to sense danger and react quickly to situations. Typically applies to Encounter
and Object.
Mental:
Ability to navigate problems and reason with others. Typically applies to NPCs and
Travel.
Physical:
Ability to deal damage and endure hardship. Typically applies to Combat and Exploration.
Social:
Ability to interact with other individuals and situations. Typically applies to
Encounters and NPCs.
Survival:
Ability to navigate and find resources. Typically applies to Exploration and Travel.
Technical:
Ability to use and decipher technology. Typically applies to Combat and Object.

Increasing Aptitudes
- You increase Aptitude scores by spending Experience. Once you spend Experience it is
gone and you will have to earn more to further increase Aptitude scores. Use the
following chart to determine the cost of increasing an Aptitude score to a certain
value.

Negative 250 Experience


Number

0 or 1 500 Experience

2 1000 Experience

3 2000 Experience

4 3000 Experience

5 5000 Experience

Tony Fairbanks (Order #27913134)


Experience
You gain Experience from the following:
- Challenge Rolls: Regardless of outcome, you gain Experience equal to the number you
roll.
- Combat: Whenever you defeat an enemy, you gain Experience equal to their Challenge
rating.
- Boss Encounters: Whenever you defeat a Big Bad you gain Experience equal to their Hit
Points (HP).
- Quest Threads: Whenever you complete a Quest Thread, you gain 50 Experience.

Starting Credits
Roll 1d6 x 200 to determine your starting credits. You may choose to re-roll once but must
take the result of the second roll. Then purchase what you want from the Item Tables.

Health
6 Unscathed

5 Bruised

4 Battered

3 Injured

2 Severe

1 Critical
*Note: Spaceships use the same health system. You may receive 1 damage from a failed
Challenge Roll if it is logical that you would.*

Tony Fairbanks (Order #27913134)


Oracle
Answer or Difficulty
Likely 3+ = Easy
Yes/Success

Normal 4+ = Average
Yes/Success

Unlikely 5+ = Hard
Yes/Success
Qualifier
1 or 1-3 But

6 or 4-6 And
*Note: You decide if a qualifier roll is necessary. I recommend adding a qualifier to any no
roll that would potentially dead end the narrative.*

Either Or(acle)
Odd Option A

Even Option B
*Note: Useful with keyword generator or to make binary decisions*

Keyword Generators
To help flesh out Oracle answers and any situation, refer to the Keyword Generator Tables. To
use the generator make two d6 rolls. The first roll determines the row and the second roll
determines the column. Alternate ways to use the Generators are provided on the last page.

Companion Creation
You can buy a Bot companion (1000 credits) or hire a Mercenary companion (500 credits) at
certain locations. To create your companion they start at -1 for each Aptitude and you have
d6 points to spend. They must have at least one negative scored Aptitude and their maximum
score for any aptitude is +2. Roll on, or choose from, the NPC, Alien, and/or Bot tables as
necessary to round them out. You will also need to outfit them from Item Table. To do so, you
can roll 1d6x100 credits to generate the resources they would have and purchase Items based
on that. You may also just roll d6/2 to determine what Melee weapon they wield from that
column of the Item Table.
*Note: You may decide that a NPC you meet on your journeys will join you for any amount of
time. If you do so, you can use the Creation method above to determine their Aptitudes. Or
you may just set each of their Aptitude scores to -1.*

Tony Fairbanks (Order #27913134)


Challenge Rolls
During your adventures, you will encounter obstacles to overcome. You overcome (or fail to
overcome them) by attempting a Challenge roll. You can roll on each of the tables below to
generate a Challenge.

Type
1 Instinctual

2 Mental

3 Physical

4 Social

5 Survival

6 Technical

Difficulty
1-2 Easy, 2+ to pass

3-4 Average, 3+ to pass

5 Hard, 4+ to pass

6 Nearly Impossible, 5+ to pass

Consequence
1 Lose 1 Quest Progress

2-3 Lose 1d6 x 10 Credits

4-6 Take 1 Damage


*Note: Many times using logic will tell you what the type of Challenge, the difficulty of the
Challenge, and the consequences of failing are. Logically determining those three factors
should take priority. Use the Oracle and Keyword Generators to flesh out a challenge if
necessary.*

Tony Fairbanks (Order #27913134)


Spaceship Creation
Your character may start with a Spaceship they own. Roll on, or choose from, each of the
Spaceship tables to create it. You may add additional features to your Spaceship for 3000
credits. If you do not choose to start with a Spaceship, one can be purchased for 5000
credits. All Spaceships are equipped with one Laser Turret (deals d6 damage on successful
roll, you roll for each turret you have during each round of combat) and one feature. If your
ship is small or medium, you may purchase an additional turret for 2000 credits. If your ship
is large or huge you may purchase up to three additional turrets.
Class
1 Diplomatic

2 Freighter

3 Passenger

4 Scientific

5 Scout

6 Warship
Features
1 Combat (Deals 2x damage)

2 Durable (Extra 6 Health)

3 Fast (Can disengage from any non-fast


ship without a roll)

4 Medical (Can Heal Character on any Travel


roll that results in Terrain)

5 Sensors (Can re-roll once on any Travel


roll)

6 Undetectable (Can choose not to engage


when an enemy is discovered)
Size
1 Individual

2 Tiny

3 Small

4 Medium

5 Large

6 Huge

Tony Fairbanks (Order #27913134)


Shape
1 Angular

2 Boxy

3 Organic

4 Patchwork

5 Sleek

6 Spherical
*Note: These tables are also used to create Spaceships you encounter during travel. You can
use the NPC attitude tables to determine how those ships react to you.*

Tony Fairbanks (Order #27913134)


Combat:
Choose a logical Aptitude and Item to attack with and then roll.
Success: Roll for Damage based on item used or deal 1 damage if unequipped.
Failure: Take Damage based on enemy’s challenge rating
*Note: You may use the NPC, Alien, and/or Robot table to generate an enemy or you may just
roll a d6 to determine the challenge of your enemy. All enemies are equipped with a melee
weapon. You may ask the Either Or(Acle) to see if they have a ranged weapon.*
*Note: Some weapons (marked with * on the Item Table) have a stun setting. If an enemy’s HP
falls to 0 while your weapon is set to stun, they are knocked unconscious and not killed.

Ranged Combat: When you make a successful attack roll with a Ranged weapon, you have two
options:
- You can choose to stay at range for your next attack, following normal combat roll
rules.
- Or you may move into the Melee Zone and make a Melee attack. If that Melee attack roll
fails, you do not take damage from your enemy. You are now in the Melee Zone and any
further combat rolls you make must be made with a Melee weapon.
On a failed Ranged attack roll, the enemy will close the distance and enter the Melee Zone if
they only have a Melee weapon. If they have both types of weapon, use an Either Or(acle) to
decide if they close the distance or not (odd yes, even no).

Combat Zones:
Ranged Melee Surprise
There are three Zones during any combat. If you desire, you can use the above layout (or
something similar) and some sort of token to denote where each character is. Each zone has
certain properties, described below.
- Melee: The typical combat Zone. Standing face to face with your opponent. You make
Melee attack rolls from this Zone. If you wish to leave the Melee Zone and move into
the Ranged Zone, choose an applicable Attribute and roll. On a success, you move to
the Ranged Zone without penalty. On a failure, you move to the Ranged Zone but take
damage based on enemy's challenge rating.
- Ranged: At a distance from your opponent. You make Ranged attack rolls from this Zone.
You can move from the Ranged Zone into the Melee Zone at any time without penalty.
- Surprise: Hidden from your opponent. You may make Melee or Ranged attacks rolls from
this Zone. You are allowed to make one attack roll with no penalty for failure. After
that attack, move to the zone of the type of attack roll you made and continue combat
normally.
At the beginning of combat, you choose between Melee and Ranged and make a Zone roll using
the following table. You may apply a logical Aptitude to the roll.
1-2 Opposite Zone

3-5 Chosen Zone

6 Surprise Zone

Tony Fairbanks (Order #27913134)


You may choose not to attack to do any of the following actions:
Energy Cells: Reload an Energy Cell and make a logical Aptitude roll. On a successful roll,
you reload without penalty. On an unsuccessful roll, you reload but take damage based on
enemy’s challenge rating.
Disengage: Choose a logical Aptitude and roll. On a success, take 1 damage and escape combat.
On a natural 6, escape without penalty. On a failure, take damage based on enemy’s challenge
rating.
Item: Choose an item and make a logical Aptitude roll. On a success you use the item without
penalty. On a failure, you do not use the item and take damage based on enemy’s challenge
rating.
Looting: Once you defeat an enemy, you may roll once on the Loot table (if it is logical they
would carry loot)
*Note: Spaceship to spaceship combat follows the same rules with these exception: No looting,
there is only a ranged and surprise zone (you start in Surprise Zone on a 6, and you make an
attack roll for each turret you have.*

Heal/Repair:
You may only heal naturally when you stay at a hostel, achieve your goal, reach your
destination, or a roll gives you the option to rest. You may use healing items at any logical
time (you do not need to make a successful Aptitude roll to use a healing item outside of
combat).
Choose a logical Aptitude and roll a d6. On a success, add +1 health and you may reroll. On a
failure, add +1 health but you may not reroll until you reach another area where you can
rest.
To repair your ship, you must be at a Spaceport. The roll works the same way as healing. You
can attempt to repair any number of times but each roll costs 100 credits.

Enemy Challenge
1 1d6 Health, 1 damage

2 1d6 Health +2, 1 damage

3 2d6 Health, 1 damage

4 1d6 Health, 2 damage

5 1d6 Health +2, 2 damage

6 2d6 Health +2, 2 damage


*Note: You may choose to use the Challenge of an enemy to determine how hard they are to hit
(you must roll their Challenge or higher to hit). Or you may stick to the Default Challenge*

Tony Fairbanks (Order #27913134)


Loot
1 Nothing

2 1d6 Credits

3 1d6x10 Credits

4 1d6x20 Credits

5 Item

6 Quest Progress
*Note: You may loot at any logical time, not just when rolls indicate*

Tony Fairbanks (Order #27913134)


Quest Thread System:
Generate an overarching Quest and then roll a Starting Scenario. At that point, use the
Generic Quest Thread Generation to generate Quest Threads that will eventually lead to the
completion of the overarching Quest.
*Note: It is up to you how many Quest Threads you will need to complete for the overarching
Quest. You may predetermine the number by rolling for it or using logic to decide when an
overarching Quest is completed.*

To complete Quest Threads you will need to gain 6 Quest Progress Points. You gain 1 Quest
Progress Point when a roll indicates you find a Clue, reach a Landmark, or reach your
Destination. You gain 2 Quest Progress Points when a roll indicates you find a Quest Object
or succeed on a Unique Encounter. You gain 3 Quest Progress Points when a roll indicates you
reached Your Goal (if this does not fill your Progress Points to 6+, consult the Oracle to
clarify).
*Note: You may reward Quest Progress Points whenever it logical to do so.

Quest Thread Rewards


1 1d6 x 50 Credits

2-3 1d6x 100 Credits

4-5 1d6 x 200 Credits

6 1d6 x 300 Credits


*Note: Completion of a Quest Thread also rewards 50 Experience Points. You receive the
Experience points as soon as you finish a Quest Thread. However, you should return to Space
Dock Six to collect your reward UNLESS it is logical you could receive it at your current
location.

Tony Fairbanks (Order #27913134)


Quest Generation
Threat
1 Aristocracy

2 Collective Mind Colony

3 Forgotten Ancient Race

4 Human Supremacists

5 Rogue Artificial Intelligence

6 The Cult of the Void


Action
1 Assembling a Battle Station

2 Assuming Control of a Sector

3 Exploding a Star

4 Harnessing a Black Hole

5 Systematically Destroying Technology

6 Unleashing a Space Plague


Goal
1 Assimilate All Life

2 Assume Control

3 Enslave Sentient Life

4 For Vengeance

5 Receive All of the Space Riches

6 Summon the Almighty


*Note: Roll three times: for the threat, their action, and their goal.*

Tony Fairbanks (Order #27913134)


Generic Quest Generation
*Note*: Roll three times, once for each column, but do not feel like you have to use all
three results, often two will suffice. This table is useful as a side-quest/job generator
from NPC interactions.
1 Destroy Alien Artifact

2 Harvest Crystal Fugitive

3 Investigate Gas Operatives

4 Recover Human Resources

5 Rescue Robot Spaceship

6 Salvage Space Rock Supplies

Starting Scenario
1 Conflict (Combat)

2 Exploration (City or Outpost)

3 Rest (Heal)

4 Skill (Challenge)

5 Social (NPC)

6 Travel (Planetary or Space)


*Note: You may roll a starting scenario whenever you reach a new location such as a
settlement or planet. It is also helpful to roll a starting scenario if your story thread
gets stuck or your quest is bogged down.*

Tony Fairbanks (Order #27913134)


Big Bad Encounter
In case you want a “Big Bad” to deal with during a Quest Thread, here are some ideas. You
can insert them on any logical roll (Special, Unique, etc.) or you can generate at any
logical point.

Aristocrat 8 HP, 2 damage. When you fail on an attack


roll, you next roll has a -1 modifier.

Horror 15 HP, 1d6/3 damage. Heals itself for the


same amount when it damages you.

Interdimensional 20 HP, 1 damage. When you succeed on a


combat roll, roll a d6. If the result is
odd then Interdimensional takes no damage.

Mecha 20 HP, 1d6/2 damage.

Mystic 10 HP, 1 damage. Damages you even on a


successful combat roll.

Warlord 20 health, 1 damage. Roll a d6 to generate


bodyguards, then roll a d6/2 to determine
their challenge rating. You must defeat
the bodyguards before engaging the
Warlord.
*Note: Combine with a roll on the NPC Appearance, Alien, or Bot tables to further flesh out
the Big Bad.*

Generic Big Bad


1 10 HP 1 damage

2 15 HP 2 damage

3 20 HP 3 damage

4 2d6 HP 1d6/3 damage

5 3d6 HP 1d6/2 damage

6 4d6 HP 1d6 damage


*Note: Combine with a roll on the NPC Appearance, Alien, or Bot tables to flesh out the Big
Bad.*

Tony Fairbanks (Order #27913134)


NPC Appearance
Race
1 Human

2-3 Bot

4-6 Alien
*Note: Roll on Alien or Bot table for further description if necessary. You can use any
logical tables from Alien or Bot to further describe a Human NPC*

Class
1 Pariah

2 Working

3 Merchant

4 Upper

5 Rank of Importance

6 Quest/Special

Features
1 Unremarkable

2 Unique Clothing

3 Distinct Physical Trait

4 Odd Mannerism

5 Interesting Origin

6 Unexpected Connection
*Note: You can use the Keyword Generator to flesh out NPC Features or to further flesh out
the NPC as a whole*

Tony Fairbanks (Order #27913134)


NPC Attitude
*Note: Roll once to determine which attitude table to roll on and then roll again on that
table.*
General Attitude
1 Hostile

2-4 Neutral

5-6 Friendly

Friendly
Talk 1

Advice 2

Assistance 3

Job 4

Trade 5

Clue 6

Neutral
Fee 1

Deceive 2

Question 3

Ignore 4

Job 5

Trade 6

Hostile
Attack 1

Deceive 2

Demand 3

Oppose 4

Refuse 5

Threaten 6

Tony Fairbanks (Order #27913134)


Alien
Type
1 Amoeboid

2 Botanical

3 Crystalline

4 Insectoid

5 Mammalian

6 Reptilian

Size
1 Shapeshifter

2 Tiny

3 Small

4 Medium

5 Large

6 Huge

Role
1 Servant

2 Scientific

3 Religious

4 Warrior

5 Champion

6 Leader

Tony Fairbanks (Order #27913134)


Bot
Type
1 Combat

2 Labor

3 Medical

4 Observation

5 Protocol

6 Service

Size
1 Adaptable

2 Nano

3 Tiny

4 Small

5 Medium

6 Large

Tony Fairbanks (Order #27913134)


NPC Interaction
Influence Rolls
When interacting with NPCs, you can change the results of their second Attitude rolls with an
Influence roll. Make a roll, add your Social modifier, and base the Challenge on the
Challenge Table below. On a success, you have two options. You can use the Either Or(Acle)
with +1 on the Attitude table as odd and -1 as even. Or, you can make a secondary Influence
roll, using any logical Aptitude to attempt to Influence their position. An Aptitude must
have a rating of 0 or higher to be used for a second Influence roll. If the second roll
succeeds, you can choose to re-roll on the Attitude table.
*Note: You cannot influence the General Attitude roll that determines if they are Hostile,
Neutral, or Friendly. You can only influence the second roll on the applicable table.*

Coercion Rolls
When interacting with NPCS, you may choose to Coerce them once you determine their Attitude
towards you but before you roll on the applicable table. To do so, use the Challenge and
Coercion tables below. On a success, their Attitude changes to friendly. On a failure, their
Attitude changes to hostile. If they were already friendly, you get to choose their response
from the Friendly table. If they were already hostile, double the secondary cost (credits,
Health, or Quest Progress) of the roll and the NPC immediately attacks you.

Challenge
Likely (3+ for Friendly NPC
success)

(4+ for Neutral NPC


success)

Unlikely (5+ Hostile NPC


for success)

Coercion
Bribe Requires a successful Social or
Technical roll + 1d6x50 credits

Intimidate Requires a successful Physical or


Survival roll + 1 Health

Outsmart Requires a successful Instinctual or


Mental roll + 1 Quest Progress

Tony Fairbanks (Order #27913134)


Scuttlebutt
You can ask NPCs for any interesting hearsay, rumors, or tall tales. You may be asking about
a specific rumor (related to your quest thread or goal) or just for any hearsay. To do so,
you will roll on the Scuttlebutt table. That roll will determine which table will to roll on.
After those two rolls, you roll on the Area/Proximity table to determine where the subject of
the Scuttlebutt is located. Once you reach that location, you roll on the final table, the
Truth table. It is possible the NPC was misinformed or deliberately misleading.
*Note: Can be combined with either of the Quest Generators to further flesh out an adventure
or story thread. Combine with the Keyword Generators for even more detail*

Scuttlebutt
1 Nothing

2 Nothing

3 Entity

4 Fact

5 Library

6 Opportunities

Entity
1 Individual

2 Group

3 Family

4 Government

5 Organization

6 Planet

Fact
1 Creature

2 Culture

3 Environment

4 Material

5 Substance

6 Technology

Tony Fairbanks (Order #27913134)


Library
1 Event

2 History

3 Landmark

4 Literature

5 Object

6 Wonder

Opportunity
1 Business Tip

2 Call to Action

3 Insider Information

4 Potential Patron

5 Prophecy

6 Warning

Area / Proxmity
Wilderness 1-2 Far

Settlement 3-4 Near

Planet 5-6 Previously Visited


*Before you make your rolls, roll on the Either (Or)Acle to determine if the rumor is about
the area you are currently in, with odd being yes and even being no.*

Truth
1 No, Trap

2 No, Misinformed

3 Partly True

4 Partly True

5 Yes, Mostly True

6 Yes, Exactly
*Note: You may apply your Social or Instinctual Aptitude scores to this roll, as you would
have evaluated the source of the Scuttlebutt when you received it.*

Tony Fairbanks (Order #27913134)


Exploration | Travel
*Note: While you can apply your Aptitudes to these rolls, I recommend to not use any modifier
for at least the first few rolls to make exploring and traveling more interesting*

Location
Settlement (Space Outpost) / Wilderness (Space)
Unremarkable 1 Challenge Terrain

Unremarkable 2 Challenge Terrain

Bar/ Hostel / Living 3 Common Terrain


Space

Merchant or 4 Common Terrain


Workspace

Unique 5 Landmark

Special 6 Special
*Note: When on a quest, you can choose to have rolls of 5 or 6 represent reaching the quest
goal, encountering the Big Bad, or achieving quest progress.

*Note: For the following tables he left side of the chart is for Planetary rolls and the
right side is for Space.

Landmarks (Travel)
Planetary / Space
Ancient Ruin 1 Asteroid Field

Corpse 2 Black Hole

Natural Disaster 3 Dust/Gas Cloud

Settlement 4 Nebula

Shipwreck 5 Satellite

Unexpected 6 Wreckage
Technology

Tony Fairbanks (Order #27913134)


Unique (Exploration)
Settlement / Outpost
*Note: You can buy or repair a Bot companion at a Bot Workshop. It costs 100 per health
restored to repair a Bot. You can hire a Mercenary Companion at a Guild Hall.
Bot Workshop 1 Clue

Local Attraction 2 Friendly NPC

Guild Hall 3 Important Room

Military Station 4 Loot

Performer 5 Potential Companion

Quest Giver 6 Quest Object

Special
Planetary / Space
Enemy 1 Encounter

Encounter 2 Ship

Challenge 3 Challenge

Object 4 Rest

Settlement 5 Rest

Goal 6 Destination
*Note: Your goal or destination may be a Settlement*

Object
Clue 1

Interesting 2

Mundane 3

Quest 4

Treasure 5

Wondrous 6

Tony Fairbanks (Order #27913134)


Settlement Amenities
*Note: Each number also has preceding amenities. The more amenities, the larger the
settlement. Any settlement with a Spaceport is compatible with the Exploration Tables above*
1 Hostel

2 Bar (Roll 1d6 for approachable NPCs)

3 Consumables Merchant

4 Specialty Merchant

5 1d6 Additional Specialty Merchants

6 Spaceport

Other Locations
Planetary/Space
*Note: These can be used for starting scenario, quest destinations, landmark, or unique as
you see fit.*
Military Outpost 1 Asteroid

Mining Site 2 Derelict Ship

Native Settlement 3 Organism

Pod Colony 4 Planet

Scientific Outpost 5 Space Station

Settlement 6 Wreckage

Tony Fairbanks (Order #27913134)


Planet Generation
Type
1 Dwarf

2 Gas

3 Ice

4 Moon

5 Terrestrial

6 Water
Topography
Crystalline 1

Desert 2

Lush 3

Mountainous 4

Tundra 5

Varied 6
Livability
Breathable Air / Gravity
No 1-2 No

Poor Quality 3-4 Low

Yes 5 Normal

Yes 6 High
Population
1 None

2 Simple Flora and Fauna

3 Sentient Life, sparsely populated

4 Sentient Life, moderately populated

5 Sentient Life, very populated

6 Sentient Life, overpopulated


*Note: I recommend asking the Oracle if a planet is populated or not first, with it being
unlikely that the planet is populated. The Either Or(acle) is a good option to use before
rolling for population as well.*

Tony Fairbanks (Order #27913134)


General Play Notes
Both logic and imagination are important in playing this game. You need logic to apply
Aptitudes correctly, utilize items as they should be used, and to make navigation coherent.
However, without imagination it just becomes a series of dice rolls without any entertainment
value.

By the same token, fairness and flexibility are equal parts important. You are a Game Master
AND a Player Character. You must challenge your PC and yourself. Logically apply Aptitudes,
accept dice rolls, and impose true penalties for failed challenges. On the flip side, do not
feel enslaved to the dice. Choose logical options from the charts or re-roll if an outcome
does not make sense or de-rails a story thread.

There are a few contradictions and redundancies in these tables. That is by design. I do not
expect each user of this document to use every single table. And for those that do, I want
there to be multiple ways to get to certain scenarios.

This was designed to be played in a Theater of the Mind style. However, feel free to use
graph paper or a hex map to track your adventures. If doing so, you can easily use a d6 to
help determine directions, room numbers, numbers of doors, etc.

This was also designed to be relatively light in note taking. However, you can really expand
the replayability of this game by liberally using the keyword generators for any type of
scenario and this leads to a very fun journaling experience as well.

This game tries to find the balance between being a simple dice rolling crawl and
storytelling with dice prompts. It is also quite good at being one or the other or switching
back and forth between the roles. You will need to find the balance that makes the game the
most enjoyable for you.

This was created with mobile/phone play in mind. I recommend using Role Gate for your play
platform, although a dice rolling application and place to take notes will serve you just
fine.

You can use the Oracle for so much: as a negotiation tool with NPCs such as Merchants and
Quest Givers, to generate the intricacies of a city, to flesh out an interaction. Please make
use of it or any Oracle of your choice, the tables are not the end-all-be-all, they are
merely the framework. While SpaceDoc6’s Oracle works fine, I also recommend using the
Conjectural Roleplaying Gamemaster Emulator.

While SD6 was designed with solo play in mind, a few small playtests with a play group showed
it to be fun for non-GM’d group play.

While this document should contain every generator you need, it is greatly enhanced by
Donjon’s Random Generators.

Tony Fairbanks (Order #27913134)


Thank you to the following games and resources for inspiration (In no particular order):

Micro Chapbook RPG, Lasers and Feelings, The Solo Adventurer’s Toolbox, CRGE, Risus, Hulks
and Horrors, Freeform Universal, Augmented Reality, USR, Donjon’s Random Generators,
Chartopia, Here’s Some D&D, Ancient Odysseys

Tony Fairbanks (Order #27913134)


Item Rules

- You can wield one melee weapon and one ranged weapon

- Weapons with an asterisk have a stun setting. Before you make an attack roll, you
can choose lethal or stun.

- You can wear one apparel item.

- You can carry as many gear or tool items as you want.


- There are no encumbrance rules for consumables but be logical. You may store excess
items on your Spaceship if you have one.

- You can sell any item for half of its purchase price to any merchant.

- When you encounter a Specialty Merchant, roll twice. The first roll decides the
table, the second the item. This is the item that the Merchant is selling. You may
choose to re-roll on a consumable roll. You may purchase a maximum of 5 any one type
of consumable from a Specialty Merchant. Consumables Merchants have all consumables in
stock. You may purchase a maximum of 10 of any one type of consumable from a
Consumables Merchant.

- When a roll indicates you find an Item, roll twice. The first roll determines what
table, the second the item. Use the following table.
1-3 Consumables

4 Simple
Weaponry

5 Advanced
Weaponry

6 Apparel

Tony Fairbanks (Order #27913134)


Item Tables

1. Simple Weaponry
1 Dagger Costs 100 1d6/3 Melee
Credits Damage

2 Concealable Costs 200 1d6/2 Ranged


Chargepistol* Credits Damage

3 Concussion Glove* Costs 300 2 Melee Damage


Credits

4 Charge Blaster* Costs 300 1d6/2 +1 Ranged


Credits Damage

5 Laserknife Costs 400 1d6 Melee Damage Requires new energy cell
Crdits after each use

6 Charge Repeater* Costs 500 1d6 Ranged Damage


Credits

2. Advanced Weaponry
1 Vibroblade Costs 600 3 Melee Damage
Credits

2 Laserrifle* Costs 800 1d6 +1 Ranged Requires new energy cell


Credits Damage after each use

3 Surge Baton* Costs 800 1d6 Melee Damage Stun your enemy on a success
Credits and take no damage on your
next failed combat roll.

4 Energy Costs 1,000 1d6 x2 Ranged Requires new energy cell


Repeater* Credits Damage after each use

5 Lasersword* Costs 1,000 1d6 +3 Requires new energy cell


Credits after each combat it is used

6 Focused Costs 1,500 10 Ranged Damage Requires new energy cell


Disintegrator Credits after each individual use

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3. Apparel
1 Combat Uniform Costs 2,000 +1 to Physical Aptitude Rolls
Credits

2 Engineering Harness Costs 2,000 +1 to Technical Aptitude


Credits Rolls

3 Traditional Outfit Costs 2,000 +1 to Instinctual Aptitude


Credits Rolls

4 Pilot Overalls Costs 2,000 +1 to Survival Aptitude Rolls


Credits

5 Spacenet Immersion Suit Costs 2,000 +1 to Mental Aptitude Rolls


Credits

6 Stylish Garb Costs 2,000 +1 to Social Aptitude Rolls


Credits

4. Gear
1 Cloaking Costs 5,000 Use to avoid an encounter Requires new energy
Device Credits or to flee combat without cell after each
penalty individual use.

2 Filter Costs 500 Ability to breathe without Requires new energy


Mask Credits oxygen cell to be turned on

3 Grav Boots Costs 1,000 Ability to move normally Requires new energy
Credits without gravity. cell to be turned on

4 Personal Costs 5,000 Gives you an additional 2 Requires new energy


Shield Credits Health before you receive cell once those two
Generator damage. health points are
depleted.

5 NavSet Costs 10,000 You may re-roll once on any


Credits Exploration or Travel roll.

6 Target Costs 8,00 +1 to all combat rolls


Monocle Credits

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5. Tools
1 Botbelt Costs 5,000 Allows you to take the Each Health
Credits repair action on a bot. restored costs 1
energy cell

2 Credidetector Costs 10,000 Allows you to re-roll once Each re-roll costs
Credits on Loot rolls. 1 energy cell.

3 Medikit Costs 10,000 Allows you to take the heal Each Health
Credits action at any logical time restored costs 1
(on yourself or a biological energy cell.
companion).

4 Mood Costs 10,000 Allows you to re-roll once Each re-roll costs
Modulator Credits on NPC Attitude rolls. 1 energy cell

5 Recharge Port Costs 25,000 Allows you to recharge


Credits energy cells for 10 credits.

6 Patchkit Costs 20,000 Allows you to repair your Each repair roll
Credits ship without a Spaceport. costs 50 gold.

6. Consumables (One Time Use)


1 Adrenalol Costs 100 +1 to Aptitude rolls Lasts for 1 combat
Credits

2 C-4444 Costs 500 Deals 1d6x5. Can be placed on Can be used to destroy
Credits the ground as melee damage or buildings or ships.
thrown as a ranged attack.

3 Energy Costs 20 Used to power items and


Cell Credits weapons.

4 Personal Costs You survive and reach a


Pod 10,000 habitable planet if your ship
Credits is destroyed while in space.

5 Medbar Costs 40 Heal 1 Health


Credits

6 Stimpack Costs 50 +2 to a chosen Aptitude for


Credits one challenge roll.

Tony Fairbanks (Order #27913134)


Implant Rules
- Each ability can only be used once per "rest". You cannot use it again until you Rest.
- The description of the implant will indicate what time(s) you can use any given
ability.
- If the implant does not state you need to make a Default Challenge roll, it can be
used without making a roll.
- If an ability requires a roll for use, you must use your Technical Aptitude or the
Aptitude listed on the column the Implant is listed under.

Implant Table
Instinctual Mental Physical Social Survival

Proximity Alarm Repulsion Beam Buster Hormone Diffuser Stasis Field


You may choose Roll a Default Cannon Roll a Default Roll a Default
to avoid a Challenge. On Make a Challenge before Challenge before any
Combat. a success, the Default the initial NPC travel roll. On a
enemy you are Challenge challenge roll. On success, you may
fighting Roll. On a a success, you may choose to Rest at
disengages success, choose which table your current
from combat deal 10 to roll on. location.
and runs away. damage.

Modular Armor Personal Chemical Neurological Regeneration


For one combat, Database Surge Diverter Catalyst
whenever you Immediately You may roll You may use your Regain 1d6/2 Health
would take succeed on a twice on the highest Aptitude
damage roll a Mental next modifier on a
Default Challenge Challenge Challenge roll,
Challenge. On a roll. roll and add regardless of what
success, you do the rolls Aptitude is
not take the together. indicated.
damage.

Positioning Brainwave Stimulant Sentience Analyzer Emergency Shield


System Manipulator Injector Roll a Default Negates the next
You may re-roll Pay 2 Health. x2 to Damage Challenge. On a damage you would
an Exploration You may choose dealt and Success, you may receive from any
roll. the outcome on received for purchase any one source.
a second NPC one Combat item from a
attitude roll. Merchant at half
price. On a
Failure, the
Merchant will no
longer do business
with you.

Tony Fairbanks (Order #27913134)


Keyword Generators
*Note: You can use each generator for any situation. I recommend you do two rolls: one to
determine row and one to determine column. Then check the result on each chart. You may also
flip the row and column results from your roll and check those results. Pick any applicable
and logical keyword results from those options to flesh out your desired topic. You can also
you use your first roll to determine which table to use and your second roll to determine
which column or row to use, then you may pick out any applicable keywords from the column or
row. Feel free to roll as many times as you want until you receive a result that fits your
narrative. I also recommend using an online Thesaurus along with these generators as using
synonyms and antonyms vastly expands their usefulness*

1 1 2 3 4 5 6

1 Alien Escape Ruined Sentient Probability Used

2 Teleport Tractor Federation Practitioner Drive Massive

3 Rudimentary Laser Dimensional Mystic Reactor Friendly

4 Cosmos Intergalactic Deep Space Translator Ion Dangerous

5 Force Anti Settled Bionic Quantum Graceful

6 Cybernetics Weapon Interstellar Replicating Loose Serious

2 1 2 3 4 5 6

1 Pull Cannon Generator Exoskeleton Beam Important

2 Credits Ray Nova Android Sonic Sharp

3 Lift Friction Portal Armor Pierce Famous

4 Heat Experiment Gas Scavenger Warp Lethal

5 Alternate Nano Colony Bred Matter Nasty

6 Hidden Charge Illuminated Cloaked Terminal Angry

Tony Fairbanks (Order #27913134)


3 1 2 3 4 5 6

1 Spectrum Magnetic Gate Implant Hydro Basic

2 Pod Hover Subterranean Social Gravity Pompous

3 Element Shield Climate Nomad Burn Speak

4 Particle Station Asteroid Crime Run Pleasant

5 Move Cell Worship Zealot Molecule Dramatic

6 Energy Pirate Utopia Metal Shift Choked

4 1 2 3 4 5 6

1 Cryo Concussion Invade Chitin Turbo Scare

2 Computer Base Ship Radiant Reshape Curious

3 A.I. Invasion Accident Mystery Phase Grease

4 Crude Accelerate Atmosphere Cyborg Converge Clear

5 Advance Revolt Crash Aural Flux Brave

6 Clone Bomb Wave Exotic Copy Terrible

5 1 2 3 4 5 6

1 Culture Disintegrate Gigantic Super Invisible Old

2 Weather Form Nebula Natural Temporal Thick

3 Evolve Kinetic Wild Mercenary Atomic Help

4 Psionic Explode Smooth Search Reverse Aggressive

5 Parallel Eclipse Hyperspace Work Blur Upset

6 Fusion Fail Cluster Science Pulse Shine

Tony Fairbanks (Order #27913134)


6 1 2 3 4 5 6

1 Ancient Galactic Tribe Mech Reality Change

2 Mutate Alliance Liquid Positive Grow Strong

3 Loop Data Below Mimic Polarity Intelligent

4 Touch Economic Tradition Desperate Sensor Interest

5 Electric Contact Agriculture Psychic Singularity Poor

6 Distort Stun Vapor Conscious Shrink Happy

7 1 2 3 4 5 6

1 Prime Barge Marvel Minor Skill The


Council

2 The Order Thoroughfare Clinic Rumor Malfunction Concourse

3 Ancient Planet Faction Air Lock Exploration Delegate Conflict

4 Opportunity Major Account Public Rest Intrique

5 Shop Implant The Guild Trial Incoming Space Dock

6 Dock Tour Social Exploration Stall Travel

8 1 2 3 4 5 6

1 Varmint Primate Color Waste Fall Baby

2 Messiah Slug Roll Count Gas Fluffy

3 Discombobulate Sparkle Dull Bypass Object Swat

4 Boot Tank Leak Annoy Extravagant Swindle

5 Sneeze Food Music Pet Ego Shake

6 Grumpy Improbable Fool Bounce Tickle Blubber

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9 1 2 3 4 5 6

1 Bio Fragment Surge Housing Propulsion Neon

2 Plasma Particle Polarize Mini Processor Node

3 Electro Turbine Lithium Alloy Beam Gel

4 Dorsal Containment Barium Wave Primary Stabilize

5 Reroute Increase Hydrogen Mass Auxiliary Particle

6 Control Decrease Cell Opposite Boost Circuit

10 1 2 3 4 5 6

1 Zap Flip Splash Spark Float Blast

2 Boom Rip Splat Charge Shriek Grind

3 Ray Cannon Turret Cry Roar Ooze

4 Drag Bond Attract Drip Reflect Stasis

5 Repel Congeal Gust Whip Extra Bubble

6 Layer Tunnel Vibrant Thud Tear Clear

Tony Fairbanks (Order #27913134)


Tony Fairbanks (Order #27913134)

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