SpaceDoc6 062922
SpaceDoc6 062922
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
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.
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.
0 or 1 500 Experience
2 1000 Experience
3 2000 Experience
4 3000 Experience
5 5000 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.*
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.*
Type
1 Instinctual
2 Mental
3 Physical
4 Social
5 Survival
6 Technical
Difficulty
1-2 Easy, 2+ to pass
5 Hard, 4+ to pass
Consequence
1 Lose 1 Quest Progress
2 Freighter
3 Passenger
4 Scientific
5 Scout
6 Warship
Features
1 Combat (Deals 2x damage)
2 Tiny
3 Small
4 Medium
5 Large
6 Huge
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.*
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
6 Surprise Zone
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 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*
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.
4 Human Supremacists
3 Exploding a Star
2 Assume Control
4 For Vengeance
Starting Scenario
1 Conflict (Combat)
3 Rest (Heal)
4 Skill (Challenge)
5 Social (NPC)
2 15 HP 2 damage
3 20 HP 3 damage
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
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*
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
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
2 Labor
3 Medical
4 Observation
5 Protocol
6 Service
Size
1 Adaptable
2 Nano
3 Tiny
4 Small
5 Medium
6 Large
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)
Coercion
Bribe Requires a successful Social or
Technical roll + 1d6x50 credits
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
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
Truth
1 No, Trap
2 No, Misinformed
3 Partly True
4 Partly 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.*
Location
Settlement (Space Outpost) / Wilderness (Space)
Unremarkable 1 Challenge Terrain
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
Settlement 4 Nebula
Shipwreck 5 Satellite
Unexpected 6 Wreckage
Technology
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
3 Consumables Merchant
4 Specialty Merchant
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
Settlement 6 Wreckage
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
Yes 5 Normal
Yes 6 High
Population
1 None
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.
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
- 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 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
1. Simple Weaponry
1 Dagger Costs 100 1d6/3 Melee
Credits Damage
5 Laserknife Costs 400 1d6 Melee Damage Requires new energy cell
Crdits after each use
2. Advanced Weaponry
1 Vibroblade Costs 600 3 Melee Damage
Credits
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. 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.
3 Grav Boots Costs 1,000 Ability to move normally Requires new energy
Credits without gravity. cell to be turned on
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
6 Patchkit Costs 20,000 Allows you to repair your Each repair roll
Credits ship without a Spaceport. costs 50 gold.
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.
Implant Table
Instinctual Mental Physical Social Survival
1 1 2 3 4 5 6
2 1 2 3 4 5 6
4 1 2 3 4 5 6
5 1 2 3 4 5 6
7 1 2 3 4 5 6
8 1 2 3 4 5 6
10 1 2 3 4 5 6