Futurama For Cortex: Premise

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Futurama for Cortex

Introduction
Premise
Good news, everyone! You have been hired by Planet Express Delivery Company, Earth's premier
interstellar delivery service. As the crew of the good ship Planet Express Ship II, you will be charged
with ensuring that packages arrive safely at their destinations throughout the galaxy. Though your
many, many predecessors all met sticky ends at the hands, claws, and tentacles of known space's most
terrifying monsters, have confidence that your career will be long and successful.

Character Creation
Using a standard Cortex System core book, build a character using 48 attribute points, 68 skill points,
and 4 trait points. To keep things simple, when distributing attribute points simply assign d8 to
everything, apply species modifiers, then adjust up and down until you get everything where you want
it. As usual, you may take up to 30 points worth of complications. Except for choosing a species below,
characters are otherwise the same as in the core book.

Death Rules
It is almost impossible to die for real. When reduced to zero Life Points, instead of dying you are
merely incapacitated and removed from the scene. As long as one of your party members remembers to
come back for you after the dust settles, you return to play at the beginning of the next scene; roll
Vitality to see how many Life Points you get back. Any time you are incapacitated, you may spend a
Plot Point to instead drop to one Life Point and be thrown clear of the danger. If for some reason you
are incapacitated and left behind, you are out of play (for the time being, at least) and will need a new
character.

Crew Considerations
All Planet Express crews require a certain range of skills to make missions happen. A pilot (obviously)
flies the ship, and usually acts as de facto captain/supervisor. A doctor helps to keep the crew in
working shape, or at least saves enough of the body to satisfy the insurance company. A bureaucrat is
invaluable when dealing with red tape, and handles record keeping, payroll, and human resources. A
delivery boy (unisex term) is charged with handling the cargo and making sure it gets into the right
hands. A cook, bartender, or entertainer, not strictly essential, maintains morale and helps keep the
mutinies down. A robot is essential for heavy labor and especially dangerous missions, situations that
could result in an insurance payout to injured employees. Scientists, diplomats, security officers,
whatever—they all fill needs, and they can all be useful in the right circumstances. There are no useless
employees, only unimaginative employers.
Species
Amazonians
A race of gigantic, female humanoids hailing from the planet
Amazonia. For unknown reasons, all male Amazonians died off in
ages past. A proud race of semi-peaceful warriors, the Amazonians
worship a mechanical overlord called the Femputer and constantly
seek to import males to their homeworld. Though far from stupid,
the species lacks the spark for technological advancement, and have
not progressed past the Iron Age on their homeworld. The
Amazonians are members of DOOP.

Amphibiosans
Humanoids resembling Terran amphibians, the Amphibiosans are
actually more closely related to sea cucumbers and hookworms than
frogs and toads. Lacking conventional internal anatomy, an
Amphibiosan's body is supported by a system of fluid-filled
bladders, allowing them to contort and distend their bodies into
myriad (disgusting) shapes. The unique Amphibiosan physiology
allows them to shift color and texture to match their surroundings,
stick to surfaces, and continue suffering for up to six hours after
death. The Amphibiosans are members of DOOP.

Decapodians
The crustacean Decapodians are an ancient race, mixing innovative
cold-blooded biotechnology with arcane tribal customs mostly
involving mating and ritual violence. Their bodies are host to a
bewildering array of organs with specific, obscure functions, as well
as uncountably legion parasites. Decapodians can, and well, eat
anything that can fit in their mouth, sharing with the Terran gull the
motto “better full than fickle.” The Decapodians are members of
DOOP.

Humans
Having made the leap to interstellar travel only in recent centuries,
Humans are among the youngest and least experienced of the
spacefaring races. Even so, their natural tendencies for expansion
and invention (and their willingness to fight over anything at any
time) have earned them a position of tenuous honor and respect.
Considered a delicacy by some other, larger and more aggressive
species, their homeworld of Earth is frequently subject to invasion.
The Humans are members of DOOP.
Martians
The natives of Mars are a stoic, sardonic race of herders and
mystics who long ago abandoned their homeworld to Terran
interests. They can now be found in enclaves throughout populated
space, working as buggalo ranchers, blackjack dealers, and
“traditional” Martian crafts. The Martians are universally miffed
about their displacement at the hands of the Wong family, and will
take any opportunity to get some of their own back. The Martians
are not members of DOOP.

Mutants
Technically Human, the Mutants of New New York's sewers are
horribly disfigured and deformed by constant, generation-spanning
exposure to pollutants like radioactive waste. By turns hopefully
optimistic and terminally fatalistic, in a universe populated by
parasite-ridden lobster men and reality-warping tentacle monsters,
the Mutants somehow still end up shunned and ridiculed by the
general public. By virtue of being Earth citizens the Mutants are
members of DOOP, but they receive no representation.

Neptunians
The four-armed Neptunians are renowned for their seamless
multitasking and unfailingly friendly demeanor. Possessing a knack
for service, Neptunians are very common on Earth and other
notable worlds in the culinary, hospitality, and entertainment fields.
Hailing from the moons of Neptune, rather than from the gas giant
itself, most Neptunians spend their lives trying to escape from their
homeworld, which is generally regarded as a wretched hole (not to
mention that Santa Claus prefers underfed Neptunians for slave
labor). The Neptunians are members of DOOP.

Neutrals
The Neutral Planet is a bland, gray, uninteresting placed, and this is
reflected in the bearing of its inhabitants. The humanoid Neutrals
are known for their patience, level-headed demeanor, and ability to
see both sides of an issue (in fact, they are incapable of doing
anything else). Neutrals are noted administrators and bureaucrats,
emotionlessly prosecuting their duties to ensure that everyone gets
an equally short end of the stick. They are hated by Earthican hero
Zapp Brannigan. The Neutrals are members of DOOP.
Omicronians
The Omicronians are perhaps the most aggressive and warlike
species in known space. Regarding Humans and other small,
squishy species as prey animals, invasion of Earth is seen among
Omicronians as a good way to let off steam. An Omicronian's
horns house its gonads, and they most often prefer to swallow
their food whole. Despite being a warrior race, their cultural and
technological advancement is on par with the Humans and
Decapodians. Their young resemble (and taste like) large
popcorn shrimp. The Omicronians are hostile adversaries of
DOOP.

Robots
The Humans of Earth are the only species known to make
extensive use of robotic servitors. Ironically, robots tend to excel
at anything except making life easier for Humans, and as a rule
they prefer to engage in rampant debauchery over any other
activity. Modern robots are alcohol-powered, requiring them to
drink constantly to keep their batteries charged. Though
technically property and lacking most legal rights, robots are
usually treated the same as organic beings, for better or for
worse. Most robots are built for a specific purpose, though
whether they act on it is a crap shoot.

Species AGI STR VIT ALE INT WIL


Amazonian [d10] +d4 [d12+4] +d4 [d12+4] [d12+2] [d10] [d12+2]
What Men Good For?: All Amazonians are female. Primitive: Mechanic, Medicine (except First
Aid), Science, Tech, and technical Knowledge skills may not be higher than d8. These skills cost +1
AP to improve. Warrior Race: Gain Brawler d2 for free, or add d2 to any combat skill. Combat skills
cost -1 AP to improve. Snu-Snu: Gain Amorous d4 for free.
Amphibiosan +d2 [d12+4] [d10] [d12+2] [d12+2] [d12+2] [d12+2]
No Bones: Gain Inherent Armor (physical) d4 for free. All checks to slip bonds, move through small
spaces, and otherwise contort your body are made at +d4. Pacifist: Gain Pacifist d6 for free. Combat
skills cost +1 AP to improve. Camouflage: All Covert checks made to hide are at +d4. Your Covert
(Camouflage) and Survival (Camouflage) specialties have a maximum rating of d12+4. Sticky
Hands: You can climb on walls and ceilings at roughly half your walking speed. No check is required
to maintain this movement.
Decapodian [d12+2] [d12+2] [d12+2] +d2 [d12+2] +d2 [d12+2] [d12+2]
Crustacean Physiology: Gain Inherent Weapon (pincers) d4 for free. Gain Inherent Armor (physical)
d4 for free. Once per scene, you can make a Vitality (7) check to spray a target with ink. This
functions as a smoke grenade affecting a single target. Amphibious: You can breathe both air and
water. You swim at your normal walking speed. All Athletics checks made in the water are at +d4.
Skill specialties relating to the water have a maximum rating of d12+4.
Human [d12+2] [d12+2] [d12+2] [d12+2] [d12+2] [d12+2]
Versatile: Gain Talented d2 for free, and add d2 to both skills. They cost -1 AP to improve. Destiny:
Whenever you spend a Plot Point to avoid being incapacitated, make a Willpower (7) check to keep
that Plot Point. Nondescript: Gain In Plain Sight at d4 for free.
Martian [d12+2] [d10] [d12+2] +d2 [d12+4] [d12+2] +d2 [d12+2]
Buggalo Rider: You can ride buggalo. You start play with a pet buggalo (Loyal Companion d8).
Primitive: Mechanic, Medicine (except First Aid), Science, Tech, and technical Knowledge skills
may not be higher than d8. These skills cost +1 AP to improve. Religious: Gain Faith d2 for free.
Gain Duty (venerate the ancestors) at d4 for free. Casino Culture: All checks related to gambling are
made at +d4. Checks relating to fleecing outsiders are made at +d2.
Mutant [d12+2] [d12+2] [d12+2] [d12+2] [d12+2] [d12+2]
Hideous: Gain Ugly d4 for free. This can be bought off with Trait points. If you do not buy it off, gain
Memorable d4 for free. Mutations: Roll 1d3 times on the mutation table. These mutations are free,
and may not be bought off. Purely cosmetic mutations may be taken freely. Cultural Experience:
Gain Knowledge (sewer) d4 and Survival (sewer) d4 for free. These skills (and any other sewer-
related skills) cost -1 AP to improve.
Neptunian +d2 [d12+4] [d12+2] [d12+2] [d12+2] [d12+2] [d12+2]
Four Arms: You have four arms. Gain Ambidextrous d2 for free. You can hold one item in each hand.
If you have your hands free, you may assist yourself on some checks (consult referee). Making
multiple attacks in combat still incurs penalties. Service Industry: Gain Talented d2 for any two
Artistry, Craft, or Performance skills, and add d2 to both skills. These skills cost -1 AP to improve.
Friendly Face: Gain Allure d2 and Good Natured d2 for free.
Neutral [d12+2] [d12] [d12] +d2 [d12+2] [d12+2] [d10]
No Strong Feelings: Gain Steady Calm d4 for free. Gain Dead Inside d4 for free. Gain Pacifist d6 for
free. Combat skills cost +1 AP to improve. Calm and Collected: Gain +d4 Discipline. Checks related
to administration and organization are made at +d2.
Omicronian -d2 [d10] +d4 [d12+4] +d4 [d12+4] [d12] [d12] [d12+2]
Warmonger: Gain Anger Issues d4 for free. Gain Brawler d2 for free. Combat skills cost -1 AP to
improve. Scaly Thorax: Gain Inherent Armor (physical) d4 for free. Gain Tough d4 for free. No
Subtlety: All positive social skill checks are made at -2. Social skills (except those relating to
coercion or intimidation) cost +1 AP to improve.
Robot X X X X X X
Firmware: Robots are built with 4 additional attribute points, and have no upper limit on attribute
values. Robots cannot increase their attributes by spending AP. Inorganic Being: Robots do not
require food, air, or sleep. Instead, they must consume a relatively steady stream of alcohol throughout
the working day, and must spend at least two hours a night in charging mode. Robots are immune to
many negative status effects, but are still subject to bleeding damage. Gain Constructed d8 for free,
but you must be repaired and do not heal normally. Specialist Programming: Gain Talented d2 for
free. The skills you choose cost -1 AP to improve. Robots may take the assets Enhanced
Communication, Enhanced Manipulation, Enhanced Movement, Enhanced Senses, Inherent Armor,
and Inherent Weapons without special permission.

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