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Good news everyone! Using my latest invention I have devised a way to take the rules of Cosmic Patrol and have developed them into a variant that takes place in the Futurama Universe. Basically it contains the same rules with only some small additions by yours truly, The Professor!

Would any of you be interested in me sharing my knowledge or should I just leave this board?
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File: 1384833119794.pdf-(3.37 MB, PDF, futurama rpg.pdf)
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Sure. We can always use more Futurama RPGs.
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>>28369366
Ok, excellent. what should I start with first? The additions I made or the some of the rules about Cosmic Patrol?
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>>28369504
First, uh, um... GIMME YOUR WALLET!
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>>28369561
I'm sorry young man. What did you say?
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>>28369594
What did I say?!?

WHAT DID I SAY?!?

...Aw man, now I can't remember what I said!
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>>28369647
Ohh there, there. why don't you put that knife down and let me explain the game.
>>
I've read a Cosmic Patrol quick start. Looked really nice.
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>>28369739
Nice, well anyway.

The reason I decided to base this futurama rpg off of Cosmic Patrol was because of the fact that the game mechanics were rather simple and allowed the role-playing side to not be bogged down by tons of stats and mechanics.

The simple mechanics also allowed for crazy/funny situations to arise and I thought that made it perfect for Futurama.
>>
>>28369896

In Cosmic Patrol, a player has five stats (Brawn, Brains, Charisma, Combat and a Special) that make up their character. The game has no skills, everything has to be made up and determined by both the player and the GM.
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>>28369994
Anyway, after the stats and health, the rest of the character sheet are just descriptions of your character that help you determine how they would respond to a situation.

I thought this was a great basis but I felt it needed something extra, so I added a feature called a "weird quirk" that is specific to that character and species.
>>
>>28370204
I have created "weird quirks" for the following species: humans, robots, amphibiosans (kif' s species), Decapodians (Zoidberg's species) and the Nibblonians.

Would you like for me to tell you what they are, and what species should (if I should) do next?
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>>28370349
I would like to know. Also, did you make a pdf?
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Lurking. It's interesting so far.
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>>28373173
Yes I did make a pdf, let me see if I can post it.

I'll be in the chamber of understanding as I figure it out.
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>>28373433
You should be able to post it the same way you post pics. PDFs count as images.
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>>28373523
not him but only if its under 8.8mb
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I'll post the "weird quirks" as I figure out the pdf stuff.
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>>28373555
Humans:

Homeworld: 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 Quirks":

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 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 something bad happens to the player(s).

Basic Stupidity: At times, the character
is so stupid that they literally become paralyzed with stupidity.
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>>28373581
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 intelligence ranges depending on the unit. Robots understand they are alive like humans but many act and have emotions like humans.

"Weird Quirks":

Have strong reactions to magnets:
and electricity: Whenever the player approaches a magnet or receives electricity, then the player’s character must have a strong reaction
(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: Anything and everything is in there, only a good explanation by the player is
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>>28373611
booooo forgot this last part for the robot's weird quirks.


Chest Container of Tricks: Anything 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.
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>>28373627
Amphibiosans:

Home world: Amphibios 9
Amphibiosans come from a jungle type world. Overall, they seem to be more intelligent than humans and also seem to be important members of D.O.O.P. The species resemble a cross between frogs and geckos.

"Weird Quirks":

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 blend in with any background that is present.
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>>28373667
Decapodians

Home world: Decapod 10
Decapodians are a crustacean race that lives on an ocean world. They can breath both on land and underwater. Decapodians are rather overly emotional, however, they really don’t understand the emotion that is love. Also when they mate, they die.

"Weird Quirks":

Mystery Organ: During gameplay the player can create a special organ that is present within their Decapodian. 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 throughout the game.
>>
>>28373717
Nibblonians

Home world: Eternium
Nibblonians are and ancient and powerful race that tend to keep to themselves. They are currently waging a war against their mortal enemies the Brain spawn. Nibblonians tend to resemble small apes with a third eye on a stock.

"Weird Quirks":

Cuteness: Opinions and actions might be ignored due to their cuteness. Once every scene the player must roll a Charisma dice. If they succeed the roll then the other players
ignore their entire dialog for that scene. However, if they fail the roll then the other characters pay attention to whatever they say.

Hunger: Must eat something edible every day or the player must consume 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.
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>>28373627
So do all of the races HAVE to have all of these weird quirks, or only one or two?

Because I believe it was established in the show that ALL robots get drunk when they're sober.
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>>28370349
No Mutants?
Or are they better reserved as NPC's?
>>28373581
Humans have a lot of quirks. Though I wonder why it covers the Fry-ish and Professorish spectrum of quirks. I wonder what it would be like to play a bureaucrat like Hermes.
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>>28373756
When I wrote out the rules I considered that the players should choose one "weird quirk" for their character (that is either listed or created by them).

However, if the players want to have more than one, there should be nothing to stop them. This variation (and Cosmic Patrol in general) are meant for the players to have complete control over their characters and the story. If they want a raging alcoholic robot that can magically summon angry polar bears from their chest cavity, then the more power to them.

Again, these "weird quirks" are suggestions for each species, I pulled them from my vast brain knowledge.... thing from the series because each species showed signs of at least one of these traits during the show's run.
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>>28373855
Mutants are one of the races I am considering expanding upon. This game was developed for a grad school project and also because I'm a massive fan of Futurama and rpging. I just didn't have the time to go into each race, but I am more than happy to develop more things for other races, ya'll just tell me which ones I should do next.

As for the human quirks, they were the trickiest to come up with because they didn't have something that just popped out. The people I looked at when I modeled them were Fry, the Professor and Zapp, so yeah they do kinda have most of their quirk spectrums, I might go back and tweak the human quirks to give a more broad range of things.

There is nothing stopping from playing a bureaucrat in this game, in fact be the best mutant bureaucrat ever!

I have written out several "episodes" (campaigns) that hopefully were generally different from each other that they provide ideas for what types of stories can be told in this world (which is basically anything and everything). I'll post the episodes after I post the pdf and answer any other questions.
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>>28373988
>Mutant Bureaucrat
Thanks Professor! Now I know what I'm gonna roll up if I can somehow convince some chumps to get a show going.

Otherwise I was wondering if "Non Race Exclusive" Quirks will be available? Seeing as these are going to be essentially Skills/(Dis)advantages. Basically things that can be available to anybody really.

Such as "Delicous" or "Henpecked" or "Iron Cook".
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>>28374066
Also might as well hastilly add this to my post. But does anyone have a download for Cosmic Patrol? I might be slightly interested thanks to this thread.
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>>28374082
http://www.4shared.com/office/6xxSZAVZ/Cosmic_Patrol_-_Catalyst_Game_.html
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>>28374082
The game is a lot of fun and the setting is perfect for it as well. Its set in a "golden age sci-fi" world, think the Barsoom series or Buck Rogers (another reason why I thought it was a perfect fit for Futurama).

Word of warning though, a campaign session can get quickly derailed because of just how insane (and how much freedom) the players have over the story. Its still fucking hilarious, my friends and I also made an Eureka Seven campaign that is just weird and ridiculous (but that might be for another time and thread....).
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>>28374139
>Eureka Seven Campiegn.
I'm Intrigued. This too with Cosmic Patrol? That's awesome, but yeah another time another thread.

And yeah I love Flash Gordon pulpy sci fi and have always wanted a good system to run a game like that in. (Has given Traveller a brief look and has determined that was better for ... Star Trek style thing). But yeah.
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>>28374255
Yeah the Eureka Seven campaign is weird and crazy. My friend and I are literally making up the story as we go along. We had to make up our own mech combat and rules, but like I said, that is for another time.

Yeah whats great about Cosmic Patrol is that they present you with the rules but then turn around and say "if you don't like them, then do something else". The game is incredibly flexible and open but that also can cause the game to meander and derail if you're not careful.
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>>28373988
Professor? did you fall asleep?
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>>28374477
Oh my nooo. I have a paper Im writing so I'm going to be up all night.

Just trying to figure out how I condense the pdf, thats all. damn you pdf condense!
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>>28374563
whelp, that took longer than it should and I wasted an hour of my time as well as yours. Anyway here is the pdf, again if you have any questions, discussion or things you want me to add just put it in the thread, I'll be here all night (and day).
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>>28374761
Awesome! I'll give it a download and a read.
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>>28374761
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>>28374761
Since its been a while, I guess I'll post some of the "episodes" (campaigns) that I've written out. Again if any of you have any questions, suggestions or recommendations on what I should do next I'm all ears.
>>
Delivery to Robot Santa:

The Setting:
The freezing cold of Neptune has been known to take the lives of many a thing. However, there is now an even darker and more dangerous presence that now prowls this cold arctic tundra and its not the Yetis its… ROBOT SANTA!!! Due to a programming error that makes him judge everybody to be on the naughty list, instead of delivery toys of Xmas eve he spreads a jolly dose of death to every man, women, child and thing. This walking, talking, holly jolly dealer of death will not hesitate to judge and then kill on site, and you’ve been tasked with delivering him a special present!

Enemies/Obstacles:
Yetis, Robot Santa, Robot Santa's Castle of Death, Neptunians

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 conditions.

Scene 2: Once arriving at the Neptunian town where Robot Santa’s workshop and castle are located, there may be angry Neptunians, 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 them with various instruments of death.
>>
Well done on formatting and everything, can't wait to read the whole thing!
>>
Invade the Neutrals!!!!

The Setting:
Off in the secure confines of Neutral Space, the Neutrals are plotting something sinister… or that’s what Zapp Brannigan has determined. Using his terribly effective charisma, Zapp has convinced the President of the Earth to send a diplomatic emissary to the Neutrals to find out once and for all what they are planning. But it seems that Zapp has something else planned....

Enemies/Obstacles: The Neutrals, Zapp Brannigan, D.O.O.P, robots, space, Omicronians

Scene 1: Your group arrives at a D.O.O.P. spaceship platform. There, your crew discovers a mysterious note that states something is wrong at these diplomatic meetings. Someone is trying to sabotage the meetings and have the Neutrals leave the D.O.O.P. Gather information from the various diplomats and support staff to discover who or what is behind this.

Scene 2: Zapp Brannigan seems to be acting strange... or stranger. He seems calm, intelligent, relaxed and is not making any sexist or stupid remarks. Find out what has caused his personality change, it may have something to do with the possibility of sabotage. Follow him and discover his secret.

Scene 3: Zapp is under some sort of mind control, he plans to give the Neutrals a rigged treaty that will teleport the emissaries out into the vacuum of space. Prevent the Neutrals from signing the diplomatic terms and do whatever it takes to stop both sides from blaming the other. Also find out who is controlling the Zapp.

Scene 4: It was a setup! The Omicronian's gave Zapp false information, mind controlled him and the rigged treaty in order to separate the Neutrals from D.O.O.P. They hoped to use the ensuing chaos to attack and take over parts of the Neutrals territory. Its up to your crew to prevent the Omicronian saboteurs from leaving the station!
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This deserves a bump
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>>28382616
Thanks a lot. I'm currently doing other work, but I'll be posting more episodes and stuff as the day goes by. If you or anyone else has any questions, etc just drop them in the thread and I'll answer them.
>>
When Robots Attack

The Setting:
A freak solar flare causes a massive electrical discharge in the Earth’s atmosphere. This disturbance has caused all of the robots who were presently outside to go haywire! They’ve started looting, stealing and destroying property… well they’ve done that before but they are doing it in a more violent way. Get out of the city fast and see if you can lay low in the country until the robots calm down.

Enemies/Obstacles: Mom, robots, soooo many robots

Scene 1: The robots are attacking…. Again! Find cover quickly and see if you can avoid any robot mobs that are roaming the streets (if there is a robot in your party, he must make a Brain’s roll every scene to see if the electrical discharge has affected them, its up to the player and Lead Narrator to determine what actions the affected robot player must do/undertake).

Scene 2: Get out of the city by any means necessary. The robots, who have caught organics are rounding them up and making them act out old episodes from the All My Circuits tv show.

Scene 3A (If captured): Your crew needs to perform an episode of All My Circuits, if the crew fails them you will all be sacrificed to Mom. (If you succeed and escape, move to scene 3B)

Scene 3B (If not captured): Your hide away has led you to an underground factory that is controlled by Mom. When you enter the factory, you quickly learn that Mom was behind the solar flair. She caused the solar flare to make the robots malfunction. With the robots malfunctioning she was going to swoop in and present an update that prevents solar flare attacks on robots to the surviving organics. She is still controlling solar flares, do what ever is necessary to stop her nefarious plan.
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Time Skips across the Universe

The Setting:
An accident has left large areas of the universe skipping back and forth through time. Its not that people are traveling back in time, more like the past is being replayed. The cause of this crazy anomaly needs to be discovered before a solution can be created. Fortunately the Harlem Globetrotters are here to lend mathematical support.

Enemies/Obstacles: unknown

Scene 1: Travel to Corona V, the sit of the explosion and find out what caused the accident. Be careful, people on Corona V are at the moment confused and dazed and are having a hard time determining what happened.

Scene 2: The problem has been identified now, a supernova explosion mixed with chronitons to create unchecked jumps through time; using other chronitons, part of the crew must jump through time and fix all of the time anomalies by hand. Meanwhile the other part of the crew must continue fixing the anomaly in the present.

Scene 3: Oh no! Due to some questionable multiplication by the Globetrotters, the time traveling part of the crew is now lost somewhere in time. Where is the crew this part of the crew and how and in what way are they going to get back? What will the group stuck in the present do to safe their time traveling friends?
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>>28381643
>>28385320
>>28387708
These are golden.
>>
Omicronian Raiders!

The Setting:
Soaring through deep space your crew discovers a distress beacon coming from a nearby star. Feeling generous and nice, you decide to check it out only to find that it is an ambush set up by some Omicronian pirates! They begin to chase you and your escape route is leading you to a black hole!

Enemies/Obstacles: Omicronians, Asteroid belt, space, black hole

Scene 1: Both ships are moving at break neck speed, weaving around planets, asteroids and comets. How is your crew coping with the situation?

Scene 2: Oh nooo, the Omicronians have got you caught in a gravity well and are preparing to board. Its all hands on deck as your crew must repel the boarders and be aware of the approaching black hole!

Scene 3: With the Omicronian boarding party repelled, both your ship and the Omicronian's ship are being sucked into the black hole. What action will you take to escape from it?
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>i cant believe nobody posted it yet
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Ok that was the last of the episodes I have written out. I was considering working on making several other species playable. I have already heard interest in the mutants so I will work on them.

What other species should I introduce as well?
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>>28395721
Venusians!
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>>28395863
Ok, consider it done. I'll have it up some time today.
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Am I the only one who saw it as futanari rpg at first?
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>>28395863
Here are the Venusians

Venusians

Homeworld: Venus, Earth
Little is known about this alien species but what is known is known is that they originated from the planet Venus. Supported by a membrane that coats and supports their bodies, Venusians are gelatinous meaning their bodies are never truly solid. They have incredible strength for their body structure and are known to eat other species in fits of rage. It is suggested to never anger a Venusian.

Weird Quirks:

Acidic Insides: Like most Venusian you have the ability to swallow anything whole. However, unlike most Venusian's your gelatinous insides are highly acidic and will cause whatever you eat to decay at a faster rate. Be wary though, if punctured your insides can cause massive harm to yourself and anyone nearby.

Fits of Rage: Venusians are known for their temper, but even in Venusian culture your rage is unrivaled. Whenever your character gets frustrated or angry make a Brains roll. If you fail you become and unstoppable, unkillable force of nature that will consume and destroy anything and everything in sight!

Solidification: You have developed an ability to solidify portions of your body for short periods of time. To use this ability roll a Brains roll, if successful then the player explains to the Lead Narrator what section of the body they are solidifying and for how long. Be aware when a section of your body is solidified, the rest of your membrane is more vulnerable to being pierced or punctured.

Shape Changer: You have gained mastery over your own membrane. Make a Brawns roll, if successful your character now has to ability to shape their body into whatever shape you desire. Can only be used once per scene.
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Mutants

Homeworld: The sewers and other underground systems on Earth
Banished to the sewers and other underground systems of the Earth, mutants have been largely treated as second class citizens. Due to the continual exposure of radioactive material, mutants have grown into various shapes and sizes with each mutant being unique. Only recently have mutants been allowed onto the surface and be treated as equal citizens of Earth.

Weird Quirks:

Extra/Missing Limb(s): Due to being born a mutant the player has developed extra limb(s). The player has full control over their extra body parts and can perform tasks with them without any difficulty. It is up to the Lead Narrator to determine if extra limbs either improve or hinder a stat or situation.
Due to being born a mutant the player has developed missing limb(s). Since living with the missing limb their entire life, the player has been able to adjust to life accordingly making their other limbs stronger and more flexible. A missing limb does not hinder a player unless expressly stated by the Lead Narrator.

Mutation: Once an episode, the player can choose to mutate their character in some way. The player must state what the mutation does, its affect and it must be agreed upon by the Lead Narrator. The mutation is active and cannot be changed for the rest of the episode.

Resistent to radioactivity and other hazardous materials: Due to living around radioactive waste and other hazardous materials your entire life, your character has the ability to adapt and not be affected by such materials. You are also immune to poisons, chemicals and other deadly hazards.
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>>28404380
Here is the final Weir Quirk of mutants:

Augmentation: Once a scene, a mutant can augment one of their stats. The player must make a brains roll, if successful they can choose which stat to augment. The augmentation raises that stat to the next stat die (example d4 to d6 or d10 to d12). The augmentation lasts for the entire scene and once the scene has been concluded the augmented stat returns to its original stat dice.
If the player does not make the brains roll to augment a stat, then they must make an additional brains roll to determine if a stat becomes damaged. If they succeed this in second roll nothing happens. But if they fail the second roll then the player has to choose a stat to be damaged. This stat is lowered one stat die (example d6 to d4 or d12 to d10) for the rest of the scene. Once the scene has been concluded the damaged stat returns to its original stat die.
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I wanna play God.
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>>28404436
God, or the remains of a satellite that collided with God?
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Since I have completed both the Mutant and Venusian species. What groups should I do next? Suggestions?

Or should I release some more episodes?

>>28404436
But remember that when you do something everyone won't know you did it.

>>28405186
Well it is all pretty technical.
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>>28405793
Neutrals, Brains, Omicronians, Tri-Sols, Universe 1 Human, etc.
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>>28405793
Neptunians
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Good shit Professor. You should totally invent a device that archives this thread on suptg for you.
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>>28406160
I'm currently setting up a blog that will archive and also release more content (when I don't have threads up here).

>>28405793
>>28405983
Oh my, thats a lot of species. I should get to work! .... Of course I am in my pajamas.
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>>28406241
But if you don't work now Professor, those liberals will take all your doomsday weapons from you!
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>>28406619
They'll WHAT!?! Those are my doomsday weapons, I made them!

Well I better get to work. *shuffles off slowly*
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>>28406086
Neptunians

Homeworld: Neptune, Earth
Originating from the planet Neptune, these four armed humanoids are sturdy and known for their cooking. Although they vary in size depending on whether they are properly feed, their four armed coordination allows to be in control of any situation.

Weird Quirks:

Santa's Little Helper: Living on Neptune and being forced to work in the factories by Robot Santa, you have been underfed making you smaller than the typical Neptunian. Due to being smaller you are largely ignored by anyone and everything. Your small size also you to get into smaller spaces that normal people would not be able to access. Your character also has a streak of cowardice as well.

Master Cooks: Your four arms allow you to create culinary master pieces that are unrivaled by other species. You can also create food at a much faster rate as well.

Quad-dextrous: Have greater control over your four arms than regular Neptunians. This ability allows your character to move each arm individually.

Crafting Genius: Your four arms allow you to assemble and deconstruct anything at an incredible rate. This quirk also makes your character curious about any new object or item they discover.
>>
If you all have any critiques or suggestions for the races already listed, I am open to hearing them. I want to make the best experience possible, so your input is greatly appreciated.
>>
Omicronians

Homeworld: Omicron Persei 8
Strong, menacing, violent, aggressive and powerful, these are the traits that describe the Omicronians. Many other alien species speak in hushed tone and fear the power and strength of the Omicronian empire. While their violent reputation is known throughout the Universe, most Omicronians would rather be left alone to enjoy old Earth television broadcasts and prevent their young from being eaten by wayward travelers. For what its worth the Omicronians are more often misunderstood than evil.

Weird Quirks:

Eating High: After consuming something whole you have the chance to absorb a special quality of the consumed. Make a brawn roll, if successful you get to choose what special quality you just absorbed (must be approved by Lead Narrator). If you failed your brawn roll then the Lead Narrator decides on a negative quality the player absorbed (Example: Lrrr getting high after consuming Free waterfall, Jr). These qualities last for the rest of the scene.

Electronic Malfunction: For some reason, electronic devices always seem to malfunction around you.

Commanding Presence: Once a Scene your character can make a charisma roll, if successful all characters have to follow out your next order. If you fail the roll, then people will ignore and openly mock you. This ability can only be used once per scene.

Fascination with Old Television Show: You have grown up watching old television programs since you were young. In fact, if you do not watch at least one episode of an old tv show a day you will fly into a fit of rage.
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bump
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>>28415498
I also wish to bump this thread.
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Good News Everyone! While I was off in the dreamscape, I remembered where I left notes that contained several Story Arcs (multiple episode spanning stories). When I woke up I quickly shuffled over to that location and lo and behold they were right there, on my desk!

I can only give you the titles at the moment because I seem to be having trouble opening the folders. So which of the four Story Arcs should I reveal first?

Story Arc Titles:
- Stuck in the Internet!
- Universal Giants!
- The Great Ameba War!
- Bureaucratic Knightmare!
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>>28419116
Bureaucratic Knightmare.
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>>28419146
Oh I didn't see you there. In fact, how'd you get into my building? Are you some kind of robot ninja or something. Oh god don't tell me your the one of those grim reaper bots sent to take me to the Near Death Star!

......

What was I supposed to do again?
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>>28419223
A robot, me? That's absurd, I'm just your average badass delinquent.
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>>28419273
Oh well, in that case. Have you seen my spaceship? It can go into space.

Also here is my work station, and this is the drawer where I keep my various lengths of wires.
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>>28419273
Confound it why can't I get this folder open! Delinquent why don't you be helpful and help me open this folder.
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>>28421145
I'd love to help, but I'm no good with machines.
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Story Arc: Bureaucratic Knightmare!
Episode 1: The Big Grey Box

The Setting:
Your crew is about to enter the mysterious, deadly and convoluted world of the Central Bureaucracy. This building, its residents and structural layout will test the nerve, intelligence and strength of your entire party. Will your group be able to survive all the nightmares that this structure has to offer, or will they be buried under mountains of paper work? One thing can be said for sure, paper cuts and filing will never be seen the same way again.

Enemies: Bureaucrats, proper clearance, doors

Scene 1: Your assigned Bureaucrat has called a surprise meeting. Arriving to the meeting, the crew learns that Bureaucrat Number 1.0, apparently the highest ranked bureaucrat, has disappeared! Your Bureaucrat seems frantic and concerned about this latest development so it is up to your crew to calm them down. After calming down your bureaucrat will issue everyone a "Li'l Bureaucrat" grade so the crew can enter the Central Bureaucracy.

(If one of the players is playing a bureaucrat, then they are the assigned bureaucrat to your crew and will go the the Central Bureaucracy as well).

Scene 2: The crew is outside the Central Bureaucracy building, but you can't find the way in! The public entrance has a long line and it doesn't seem to have any Bureaucrats in it. Look for another way to enter the building.

Scene 3: Having made it inside, the crew has now been lead to the scene of the crime. Bureaucrat Number 1.0's plane-desk can be seen crashed into the middle of the master "in" pile. Talk to the other bureaucrats and find any evidence possible evidence that leads to the whereabouts of Number 1.0 (When talking to the bureaucrats be aware of their rank, and be polite they tend to look down or be dismissive of anyone wearing a Li'l Bureaucrat grade).
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>>28421431
The final scene for episode 1: The Big Grey Box of the Story Arc: Bureaucratic Knightmare!

Scene 4: The evidence you have gathered points to Bureaucrat Number 1.0 last being seen in the Hall of Records. Navigate the numerous labyrinthian hallways and find the Hall of Records. Be careful of any bureaucrats, they will not be happy seeing people of a lesser bureaucratic grade wandering the halls. Also try no to get lost because you could be stuck in the Central Bureaucracy FOREVER!!!
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>>28421381
Oh don't worry, I seemed to have figured out how to open it.
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>>28419273
>>28421381
Quirk for robots: everyone except for your crew is convinced that you are actually a human, even yourself.
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>>28421708
Hmmm.... I like it. I'll be sure to add it the robot's weird quirks.

I'll be out for a hours, so you guys keep the thread alive so I can update the thread for the rest "Bureaucratic Knightmare!" episodes when I get back.
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>>28422404
This is amazing, Professor. Please keep going!

Also, you need stats for the humans from the universe where everyone has a cool hat.
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>>28422452
Oh my I completely forgot about those peculiar fellows. When I write out out the information for the parallel universes, I'll be sure to add information about these "cool hat" wearing fellows.
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>>28421431
>>28421456
Episode 2: The Hall of Records

The Setting:
The winding and dangerous hallways, chutes and ladders of the central Bureaucracy has led you to this one door. A simple door with only a sign labeled in red ink. Its message is simple and clear, it reads "Caution: The Bureaucracy is not responsible for any maiming, loss of limbs or death that will occur beyond this door, enter at your own risk". Welcome to The Hall of Records.
Once thought to be a myth this room contains thousands, millions, billions perhaps trill-- well you get the idea. Its big, really big and like every other room, hallway, bathroom or closet that is in the Central Bureaucracy fraught with danger and mind-numbing inefficiency that leaves lesser beings huddling in the corner crying for their mother. This is the Hall of Records, where dinosaurs, Bigfoot and quite possibly an entire ecosystem exists. Good luck.

Enemies: Bureaucrats, proper clearance, doors, the Origami Wizard, sentient filing monsters

Scene 1: After reading the door enter the Hall of Records and begin to look for evidence. The Hall of Records is dark, expansive and almost never ending. The group finds a kiosk station by the door that is still turned on, it flickers with light. Scanning any of the crews "Li'l Bureaucrat" badge will log the group into the system and reveal Bureaucrat Number 1.0 last several searches. Bureaucrat Number 1.0 last searches for nanomachines, filing bots and records on Bureaucrats. What does the crew do next?
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>>28426365
Episode 2: The Hall of Records Continued

(note to Lead Narrators, Scenes 2 and 3 can be played out of order depending on the actions of the crew)

Scene 2: The crew navigates the filing shelves and rows of the Hall of Filing to find the information that Bureaucrat Number 1.0 was looking for. Numerous obstacles will be in the way like missing shelf indicators, pits, wild animals, etc, have fun with it. If heading to the shelf sections that contained information about nano-machines, they will find several files that have been opened and the quickly and sloppily put back in their place. The information will talk about nano-machines that were introduced into bureaucratic papers to speed up filing and processing. The program was introduced and the nano-machines have part of bureaucratic papers since. Last page contains a single sheet that shows the project was approved by both Bureaucrats Number 1.0 and 2.0 fifty years ago (lead narrator can expand on this information if they deem appropriate).

Have the crew make a brains roll at anytime, successful rolls will notice that something has been following them. Roll can be done multiple times during the scene.

Scene 3: The crew heads over to the shelf/row that contains information about all of the bureaucrats. Again numerous obstacles will be in the way like missing shelf indicators, pits, wild animals, etc, have fun with it. When the crew arrives at the shelf/row they will find a file regarding Number 2.0 on the ground. The file has been opened and a page is missing. The rest of the report describes how the current Bureaucrat Number 2.0 appeared shortly after the previous Number 2.0 mysteriously disappeared twenty years ago. The file will continue to describe how his sharp mind and keen bureaucratic skills led to his promotion up to Bureaucrat Number 2.0 (lead narrator can expand on any section they deem appropriate).

Same brains roll for spotting the mysterious figure can be applied in this scene as well.
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>>28426885
Scene 4: Once finding the final file, large paper monsters will begin to attack the crew, the filings have become sentient! The paper monsters seem to be made up of old filing papers and are either large origami figures or clumped together papers. The monsters are numerous and come vary in size and kind (mythical, real, completely made up go crazy. The crew is a desperate struggle for survival, try not to get too many paper cuts.
During the fight the crew will notice an old man standing high up on one of the shelves. He is moving his hands wildly. Have crew make a brains roll, if they succeed reveal to them that it seems to be controlling the monsters like large string puppets. if anyone from the crew attacks him he will quickly jump to another shelf or jump onto a flying paper monster to get away.
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>>28427795
Episode 2: The Hall of Records

Scene 5: Once all of the sentient filing creatures have been destroyed, the mysterious man will give up. The man is half mad and hysterical and will keep calling himself the "Origami Wizard". He will keep commenting that your destruction of the filing monsters will arouse his anger. When questioning him, he will answer in puns, non-sequitors and random bureaucratic rules.
If the group asks any questions regarding Bureaucrat Number 1.0, or the nano-machines his personality will change. He becomes more serious. With continued questioning he will reveal that he is the previous Bureaucrat Number 2.0. He will state that Bureaucrat Number 1.0 ordered him to organize the Hall of Records and that the current Bureaucrat Number 2.0 locked him in the Hall for the last twenty years.
Regarding the nano-machines he will reveal that the filing creatures gained life and sentient through nano-machines. Some how they were reprogramed to have the papers to clump together and gain sentience. When he arrived in the Hall of Records twenty years ago the sentient machines and current Bureaucrat Number 2.0 were already there. After being locked away in the hall he has taken up the task of protecting the filing creatures. He does not know how the filing monsters will get there or how the current Number 2.0 got there as well.
If asked any further question regarding Number 1.0, the current Number 2.0 or the nano-machines he will say "all your answers will be revealed through that door." pointing to a door that slowly opens along one of the walls. After that he will vanish with only a cackle heard in the distance.

End of Episode 2
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I'll upload the last couple of episodes sometime tomorrow.
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>>28430497
Scruffy'll be here.
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>>28431393
Why thank you Scruffy, I'll be sure to have those up soon so you can get back to work.
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>>28373611
>>28373627
>>28421708
Added robot "weird quirk":

"Am I a Robot?": You have grown up your entire life believing that you are a human, you still perform robot actions like oil your joints and drink but you do not pay attention to it. Any attempts by friends or strangers to try to convince you that you are a robot will be flat out rejected by you. You are human, you were just born differently.
In fact your portrayal of a "human" has been so consistent and semi-conving that most of your friends also believe you are a human as well, excpet one. Choose one player in your crew/group that sees through your belief and will call you out on any robotic actions you take.
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>>28427812
Story Arc: Bureaucratic Knightmare!
Part 3: The Filing Dungeon

Setting: To find the truth, the group must descend into the Filing Dungeon. The walls of the dungeon are made up of old filings and the winding passage ways open to dead ends, bureaucratic traps and other inefficient nightmares. The farther the group explores, the more likely they will never see the light of day again.

Enemies: proper clearance, doors, filing zombies, sentient filing creatures

Scene 1: (Section can be expanded upon if groups/lead narrator desires) The narrow filing hallways and rooms offer numerous traps, creatures and doors that need to be opened. The crew will have to navigate these hallways and rooms to reach the final room. There seems to be no system to the layout of the hallways, its almost seems like they were created by someone else….
After navigating the perilous hallways and rooms, the crew steps into a large vacant room. On the other side of the room are three doors. The middle door is locked and can only be opened by defeating the creatures located in the doors on the right and left. Choose wisely….
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>>28439176
Episode 3: The Filing Dungeon

(Next two scenes can be played out of order depending on the choices of the crew)

Scene 2: When opening the door on the right, the crew will find a large room with a pedestal in the middle. Stuck in the pedestal is a sword and on the pedestal is the inscription "Bureaucrat Sword, dispenses justice one revision at a time". Crew members will have to make a brawn's roll to pull out the sword. Once the Sword is pulled out the door behind them (that leads to the room with the three doors will shut) and filing zombies will appear! The only way to open the door is to defeat all the filing zombies.

Scene 3: When opening the door on the left, the players will find a large room with an old desk in the middle. on the desk is a single sheet of paper that reveals that this room should contain the original rubber stamp of Bureaucrat Number 1.0's.
The original Number 1.0 rubber stamp gave sentience to nano-machines that existed on the bureaucratic papers because it also contained nano-machines. When the two nano-machines combined they fused together and gain sentience. Bureaucrat Number 1.0 originally liked the idea but soon found out that the sentient paper creatures that were being created from the combination of the nano-machines were doing an efficient job at organizing and filing everything... too efficient of a job. So he locked all of the creatures in the hall of records and hid the original stamp in this room so it couldn't be used again.
After reading this piece of paper the desk will suddenly break in half and a Paper Golem will appear! The crew will have to defeat the golem to escape the room.
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>>28439246
Proposal for an alternate way for a resolution of Scene 2: crew members have to make brains roll to fill the Bureaucrat Sword Aquirance Form, nonsencical questions are up to narrator. Once the form is filled, Sword pulls itself out and falls out of pedestal. Proceed as usual.
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>>28405793
>But remember that when you do something everyone won't know you did it.
The history of my entire life. I might be God.
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>>28440407
I like it, that sounds much more tedious and ridiculous. I'll be sure to repost the update soon.

Everyone enjoying the arc so far? There is one episode left and then I'll either work on and post another story arc or some new species.
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>>28439246
>>28440407
Here is the revised Scene 2 for episode 3: The Filing Dungeon

Scene 2: When opening the door on the right, the crew will find a large room with a pedestal in the middle. Stuck in the pedestal is a sword and on the pedestal is an attached piece of paper labeled the "Bureaucrat Sword Aquirance Form". The form reads "Bureaucrat Sword, dispenses justice one revision at a time. To receive sword please fill out the following information, if you have no arms then disregard the form and sword and please leave the room, thank you". Crew members will have to make a brain's roll to fill out the Bureaucrat Sword Aquirance Form, these questions are nonsensical and are left up to the narrator. Once the form has been is filled, the sword is released from the pedestal and the door behind the crew will shut causing filing zombies to appear! (Narrator note: for every brains roll failure add an additional filing zombie) The only way to open the door is to defeat all the filing zombies.
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>>28439246
>>28441570
Story Arc: Bureaucratic Knightmare!
Episode 4 (Final Episode): Bureaucratic Battle

The Setting: The crew hass arrived at the final stage of its journey, it has been a long and nightmarish experience that brought crew through the bowels of the Central Bureaucracy. But, only one more door and challenge remains for the crew. Are they up to the task?

Enemies: Number 2.0/Bureaucrat Dragon

Scene 1: Opening the middle door will lead the crew down a long and winding hallway. Eventually the hallway opens up into a large open room with large stacks of paper scattered about. In the room stands Bureaucrat Number 2.0 with Number 1.0 chained to the wall. Number 2.0 applauds the crew on making it to the end but he will comment that their actions are too late as he now has control of Bureaucrat Number 1.0's original rubber stamp and plans to use it to bury the world in paper and bureaucracy!
Number 2.0 will then proceed to take Number 1.0's original stamp and stamp himself five times with it. Its at that moment that the crew discovers that bureaucrat Number 2.0 was actually a sentient filing being, and the five stamps have transformed him into a massive Bureaucrat Dragon!
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>>28444743
Episode 4 (Final Episode): Bureaucratic Battle

Scene 2: All conventional attacks against the bureaucrat dragon are useless, the only way to defeat him is to use bureaucracy! Before the fight begins Number 1.0 will shout to the crew to retrieve his rubber stamp and use it five times on the sword. By stamping the Bureaucratic Sword five times, the wielder will temporarily become the Bureaucratic Knight (papers will magically surround the crew member with the sword and they will be donned with bureaucratic armor!)
Number 1.0 will also tell the crew to fill out any bureaucratic forms and stick them on the Dragon, this will cause the dragon to be weighed by the regulations! The regulations can be found in the numerous stacks around the room. The players will have to make brains rolls when they fill out the regulation papers to be successful. If they wish to rescue Number 1.0 and survive, the crew must use these tactics to fight and defeat the Bureaucrat dragon.

Scene 3: After defeating the bureaucrat dragon and placing the sword and rubber stamp back in their proper places, Number 1.0 will thank the crew for rescuing him. However he will then give harsh statements regarding the destruction that the crew caused along its journey. Also he will comment that you finished the fight to quickly and not on time so the crew is herby banned from the Central Bureaucracy FOREVER (he just has to fill out the proper paper work first)!
If there is a Bureaucrat in the crew they will be promoted three spots, then demoted two spots. Unlike their crew members they are not banned from the Central Bureaucracy.

End of Episode
End of Bureaucratic Knightmare! Story Arc
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Now that I have completed Bureaucratic Knightmare! I can either release one of the other three story arcs:
- Stuck in the Internet!
- Universal Giants!
- The Great Ameba War!

Or I can come up with stats for some of the other alien species? What do you all think I should do next?
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>>28448514
Just started going through the pdf and I like it. In terms of species, have you covered the
scammer aliens yet? I always thought they were a fun bunch, and they have some great potential Weird Quirks.

Also, if you're still around, I'd like to see the arc for Stuck in the Internet!
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bump
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>>28449744
I forgot about the scammer aliens, they have been added to the alien species I will be creating stats for.
>>
Great job, man, I love it!

I'm gonna see if I can convince my group to play this, I can see how much we're going to love to use Plot Points.
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Excellent work professor! I'm sure you'll be rewarded by EarthGov with several interns, at least 4 of which will be Asian
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Parallel Universe Crew members

Homeworld: Various Parallel Universes
Your character comes from a parallel universe that is similar to the original universe but different in various ways. How you ended up in this universe is a mystery but you refuse to change your strange customs, dress or any physical qualities in order to fit in.


Weird Quirks:

"We didn't see anything… Ever!": Your character has no eyes, but all of your other sense have now been heightened.

Universe 1 (Flip a Coin Universe): You come from a universe where every action you took was the exact opposite of your counterpart. Since coming to this new universe, your tendencies still persist to a degree. Once every scene (must be done once a scene), before your character does an action, you will have to make a roll (or flip a coin). Before you roll (or flip a coin) you have to state your intended action to the group. When you roll, on even rolls (heads) your character does your intended action. On odd rolls (tails), your character will have to do the opposite of your intended action.

"Cool Hats" Universe: You come from a universe where wearing hats is mandatory. your character will have the compulsive need to find, buy and wear any new hat that they come across. When wearing a hat your character receives a plus two to all charisma rolls.

Hippie Universe: You come from a universe that's all about peace and love. Your favorite pass times are to say pseudo-philosophical phrases, write poetry and smoke… not illegal drugs... all day. As you have said many times before, "Dude, there's a universe in all of us."
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>>28452210
Thanks a lot, I'm currently working on the "Stuck in the Internet!" Story Arc, but if anyone has any question, comments or just want to talk amongst yourselves feel free to share them. I'm always open to explaining and discussing things about the game or Futurama in general.
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bump
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>>28456126
I angrily await the next story arcs!
>>
Story Arc: Stuck in the Internet!
Episode 1: Enter the Mainframe: Games, Chat Rooms and Death!

Setting: Today you enter the wonderful but terrifying world of the Internet! Here the world is at your fingertips and your characters are gods! The internet has changed over the last thousand years and resembles more like "The Grid" from Tron than it does its current iteration. This has allowed for far more immersion and far more insanity to exist.

Scene 1: The crew decides to visit the internet, so boot up, suit up and enter the internet. When the crew signs in their virtual avatars are greeted by an a.i. named HAP (Helpful Artificial Personality) who begins to explain how the internet works. After he is done with the explanation the players are now left to their own devices.

(Next two scenes can be played out of order and feel free to add other scenes if they want to explore more)

Scene 2: Games
The crew has the ability to choose various shooters, fighting and racing games. This section can be expanded upon and treat the games link mini-games.

Scene 3: Chat Rooms
Various chartrooms are available, once again it is up to the to crew decide where they go and what they want to do and talk about.

Scene 4: Power Outage
Whenever the crew decides its time to leave the internet, HAP will appear to inform them to head back to where the signed in. When the crew arrives at the sign in/out space and attempt to log off they receive an error message. No matter what they do they cannot sign out. HAP will eventually appear to inform the crew that their connection has been severed and they cannot sign off of the internet!
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Some small corrections and an additional weird quirk for robots.

(also posting so everything is in one place)

Species: 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 intelligence ranges depending on the unit. While being an un-organic intelligent race, many robots believe they are alive like and many act and have emotions like humans.

"Weird Quirks":

Strong reactions to magnets and electricity: Whenever the player approaches a magnet or receives electricity, then the player’s character must have a strong reaction (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: Anything 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.

"Am I a Robot?": You have grown up your entire life believing that you are a human, you still perform robot actions like oil your joints and drink but you do not pay attention to it. Any attempts by friends or strangers to try to convince you that you are a robot will be flat out rejected by you. You are human, you were just born differently.
In fact your portrayal of a "human" has been so consistent and semi-convicing that most of your friends also believe you are a human as well, except one. Choose one player in your crew/group that sees through your belief and will call you out on any robotic actions you take.
>>
>>28462165
Story Arc: Stuck in the Internet!
Episode 2: Tower of Power

Setting: The Tower of Power, the single largest and oldest tower of the internet. Its so old that the crew is under the impression that a dragon is circling the top. It truly is an impressive sight. All the skills that your crew used in the games and other misadventures will now be put to the test. This is the Tower of Power where the only true winners are the ones that reach the top.

Enemies: Video game characters

Scene 1: With the connection being severed, HAP begins to explain what happened. The entire internet suffered a power fluctuation that locked your consciousness in the internet. HAP says that the only way to restart the internet is to retrieve the Master Key from the Tower of Power and insert it into the Heart of the Internet. After explaining the situation, HAP will lead you to the Tower of Power.
Once there HAP will explain that the Master Key is located at the top of the tower and that the crew must clear five levels to get there. Once the crew arrives at the top, the Master Key will be located in a locked chest. The chest will open once the crew solves an age old riddle, which has been lost to time, that is located on the chest.
Before the crew enters the tower he will wish the crew good luck and will wait for them to retrieve the key. HAP can't enter the tower while the key is inside the chest because it messes with his code.
>>
>>28467038
Episode 2: Tower of Power Cont.

Scene 2: Inside the tower of power are five levels that each have a specific challenge that must be completed. Each level evokes a classic video game. The levels include: Pac-man, Tetris, Asteroids, Donkey Kong and Street Fighter II.

Asteroids - destroy all incoming objects

Pac-man - collect all orbs before the ghosts eliminate the crew (power up orbs exist as well)

Donkey Kong - Climb the construction level and reach the top, while dodging barrels and other objects that are being thrown at you.

Tetris - line up the falling blocks

Street-Fighter II - each crew member must fight and defeat a fighter of their choosing (if crew members know the button sequences for combos and special attacks, have them call them out for bonus damage.)

Once the crew clears these five levels, a stairway will appear that will lead them to the top of the Tower of Power where the Master Key is located inside a locked chest. In order to retrieve the Master Key, the crew must enter the greatest video game cheat code of all time
(Answer: Konami code)

(Lead Narrator note: the crew must correctly say the actual code sequence to answer correctly)

The crew is given three chances to correctly answer the riddle, if they are incorrect all three times then the crew is dropped a level and they must complete that level again (Lead narrator can choose which level they have to play again). If they answer correctly then the chest will unlock and the crew can retrieve the master key.
(If the players are struggling to figure out the riddle/question then the Lead Narrator can provide hints to help them)
>>
>>28467122
Episode 2: Tower of Power

Scene 3: Just as the group retrieves the master key, HAP will appear and ask for you to give it the Master Key. If the crew gives HAP the Master Key it will take the key and create a force field around the top of the Tower of Power, trapping the crew inside. He will give a maniacal digital laugh and then explain that it (HAP) caused the power fluctuation and intends to use the master key to escape the internet by stealing one of your bodies! At that moment the floor will open up and cause the entire party to fall to their DOOOM!

End of Episode 2
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>>28448514
I would Love to see "Stuck In The Internet" Since the cyberspace setting was kinda sorta barely explored in the show itself.
The great Ameba War sounds good too but still . Internet.
>>
>>28462165
>>28467376
oh wait its already happening. My bad.
Too excited. I'll regulate that back to proper levels.
>>
Well, neat.
>>
bump
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>>28467376
Currently working on the last episode for the "Stuck in the Internet" Story Arc. It should be up sometime later today.
>>
Page 7? Fuck that shit...
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>>28474492
What's wrong with page 7?
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>>28474600
Wait..... I believe I get it now. Ohhhh my absent mindedness has brought me into shame again.
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>>28467139
Story Arc: Stuck in the Internet!
Episode 3: Race to the Heart of the Internet

Setting: HAP has betrayed you, taken the Master Key and fled with the intention of stealing one of your bodies so it can escape the internet. Now you are in a race against time to get to the Heart of the Internet and prevent it from completing its devious goal. All that stands in your way is a mine field of obstacles, pop-ups and finally the little traitor itself. Its a race against time, will your crew make it in time?

Enemies: Pop-ups, obstacles and HAP

Scene 1: Did I say DOOOM? What I actually meant was the crew has just been thrown down the DOOOM CHUTE, a chute that sends anyone or anything to the bowels of the internet. When the crew arrives at the bottom, its dark, dank and filled with junk and creepy creatures. Have the crew look around to see if they can find anything useful.
Have the crew make brains rolls and if they succeed have them discover some light bikes. If they do not succeed, then have them keep looking.

Scene 2: With the light bikes the crew now has the ability to race to the Heart of the Internet and and stop HAP from restoring the internet and taking over one of the crew's body. The crew has to navigate the bowels of the internet using the light bikes. As the crew drives, they must make brains rolls to ride/drive the light bikes and to avoid any pop-ups or other obstacles.

Part 2 of Ep 3 is incoming.
>>
>>28476483
Scene 3: When the crew arrives at the Heart of the Internet they see HAP about to place the Master Key into the Heart. HAP reacts with irrutation and frustration when seeing the crew appear. Attack and defeat HAP.
Once he is defeated, HAP will fall to the ground and drop the Master Key, he has been defeated or has he? Immediately after the crew picks up the Master Key, HAP will rise again, but there is something different about it. HAP is glowing with electric sparks jolting into it. Suddenly he grows into a huge version of himself. DUN, DUN, DUN: BOSS UPGRADE! All of HAPs attacks are more powerful and it is much stronger, in fact he is too powerful for the crew to fight. When the first crew member is severely injured, a pixelized head of each character will appear floating in front of every character. What does the crew do?

Scene 4: Wait this isn't real life, this is the internet, virtual reality; your crew has the ability to LEVEL UP!!!!! Here in the internet your characters are basically god; they can run fast, fly and summon anything they desire. GO CRAZY WITH POWER! Each person has their highest stat increased by one dice pool and can now use that stat as a Super power to fight HAP. Each crew member will have to stat what their super power is to the group. This is the final battle, good luck.
After defeating HAP your abilities will be released from your avatars, however each crew will receive a specific cheat code to access their superpower for a limited time whenever they return to the internet. Inserting the Master Key into the heart turn reconnects the internet and the crew is now able to leave, if they want. If they want to stay and explore the net let them enjoy themselves, the crew deserves a little rest, relaxation and little uncontrolled insanity.

End of episode 3 and the Story Arc: Stuck in the Internet!

I hope you all enjoyed it.
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>>28478481
It was exemplarious.
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I hope you all enjoyed the last story arc. I have two other story arcs that I can work on, which are Universal Giants of The Great Ameba War (choose one... if you dare!).

I'll also be release a species as well. Again if you have any questions, comments or suggestions I would enjoy hearing them.

Also if you intend to play one of the story arcs or episodes I released and want me to provide stats for monsters/enemies just reply in the thread.

Farnsworth Out! *Drops mic and shuffles off*
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Hyper-Chicken

Home world: Unknown
Hailing from parts unknown only one thing can be said about the Hyper-Chikens; they're blue. Coming from some backwater areas of space, Hyper-Chickens are usually unaware of the local customs and usually spend their lifetime trying to figure them out. Many find technology peculiar and highly populated areas loud and obnoxious. Only the most outgoing and ambitious Hyper-Chickens adapt and their adaption is still not perfect as many traits from their backwater upbringing still persist. Mild mannered and set in their ways, this alien species seems content to live its life day by day and without a care in the world.

Weird Quirks:

Limited flight: When given enough momentum, your flapping arms gives you enough lift to fly for a short period of time. When attempting to fly make a brawn's roll, if you succeed then you are able to fly for a short distance. If the player does not succeed then they are unable to fly.

Backwoods Charm: The accent says it all, you're not from around here. While your accent might be irritating to some, many find your folksy charms and unusual customs delightful. It has to be the accent.
When choosing this quirk, players must choose an accent and stick with it the best they can for the rest of the game.

"Inappropriate Clucking": For some reason, you are unable to control yourself and you will squawk or cluck at the most inappropriate of times.

"Badger… Where!?!": You are terrified of badgers, every kind of badgers. If you hear the word badger you panic. If you think the word panic. If you see a badger you panic. If you mistakenly hear the word Badger you panic… In fact you are just in a constant state of fear from the badger menace.
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bump
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has this thread been archived?
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While I block out the next two story arcs. I'll release character sheets for monsters, enemies and other npcs from the episodes and story arcs I have already released.

Again if any of you have any question, comments or suggestion I would enjoy hearing them.
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>>28495409
Keep up the good work Professor.
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>>28495409
Can "Head in a jar" be human quirk? Since I don't remember other races doing it.
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>>28496592
Ok, that was one species trait (for humans) that I was considering it being a human quirk. HOWEVER, I am interested to here what you guys think about making "Heads in a Jar" its own species like the mutants (who are technically human, they are just mutated).

What do you all think? Would you rather see them as their own playable species with their own weird quirks or just a weird quirk for humans?
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>>28389820
Here is an npc/minions sheet for the omicronians in the "Omicronian Raiders" episode. I'll put up a blank version of the document later tonight so you all can use it to create your own npcs and also create more npc/minion sheets for other episodes at a later time.

>>28496592
Also I'm interested in your opinions on whether "heads in jars" should be a human quirk or their own playable species.

Also which story arc should I work on next, "Universal Giants!" or "The Great Ameba War"?
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Here is a blank version of the npc/minion sheet. Rules how to create them are located in the pdf. But this is a reminder that usually for bosses or major npcs, its best to build them like a playable character. This allows the Lead Narrator to understand this npcs personality, goals, etc a lot better. Enjoy
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>>28499891
Let it be their own species, I guess. Because they can have differing robotic appendages AND be from different time.
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>>28503874
Ok, then it shall be done!

Also those were two of the weird quirks I thought of for them so good job!
>>
Here are short previews for the next two story arcs:

The Great Ameba War!
The entire crew has been drafted to fight in a war against the Paramecia! Fight in the trenches as your crew tries to hold off the Paramecia horde and also discover the truth as to why the Paramecia are attacking humanity!

Universal Giants!
The crew is sent to help an archeological dig. Its boring work until a discovery at the sight leads to the revelation that two neighboring solar systems are actually unformed giant robots (the plants are the pieces). Now its a race against time as the crew tries to stop an evil organization from assuming control of the robots and taking over the universe! Its Rock'em Sock'em Robots on a Galactic scale!
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bump
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>>28506042
Of the two Story Arcs, "The Great Ameba War" or "Universal Giants", which one would you like me to release first?
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>>28510991
The Great Ameba War.
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>>28512833
Ok, then I shall release "The Great Ameba War" first then "Universal Giants" second. The first episode of "The Great Ameba War" should be up sometime tonight.

Once those are completed, I'll be working on other Story Arcs. Two of them are tentatively titled "The Great Space Race!" and "When Dinosaurs Roamed".

Again any questions, comments, etc leave in the thread and I'll get back to you.
>>
I will be working on the following species. The Neutrals, Heads in Jar, Amazonians, Paramecia, Scammers, Morbo's race (they were never given a name), Gamma Powered Monsters, Trisolians and the Brain Spawn.

Can anyone think of any other alien species that were introduced that I have forgotten and not released?
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>>28515455
The Balls.
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>>28516037
Oh my how did I forget about the balls? They will be added to the list.
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>>28516060
I guess I should added pazuzu and sentient gargoyles to that list as well.
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Hey, OP. Add mutants?
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>>28518100
Mutants have been added. Here is their description and weird quirks:
>>28404380
>>28404413

Enjoy!
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>>28486644
>Hailing from parts unknown only one thing can be said about the Hyper-Chikens; they're blue.
You sure? That one looks more Aquamarine than Ultramarine.
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>>28518710
Hmmmm, ok I can understand why you see that. I guess I'll change it when I update it.
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Head in a Jar

Home world: Earth, Moon, Mars or Other
For some insane and odd reason, humans have developed the technology that allows living heads to survive in only a jar. The technique seems to be an odd human habit that has developed over the past hundreds of years, but other alien species have been known to be recent participants as well. Some say the reason its done is to connect and understand the past by talking to the source. Others believe its humanities obsession with celebrities and the macabre. Whatever the case is, heads in jars exist and their witty charm, celebrity status and ambitious political dreams continue to shape the future as well as the past.
Special Rules: "A head in a jar" character automatically receives two small robotic arms. These arms allow them to do various simple tasks but they are not strong or powerful to say the least. When making a "Head in a Jar" character, the character is restricted to only a d6 or d4 die for the brawn stat due to them only being heads in jars (for the combat stat the jar could have strong lasers or something else attached to make them formidable in combat). However, if the player has taken either the "Multiple Robot Appendages" or "Fancy New Robot Body" quirks, then their brawn roll is no longer restricted.
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>>28522233
Head in a Jar Continued:

Weird Quirks:

Multiple Robot Appendages: You have a custom jar that allows for the addition of multiple arms and possibly legs. While not a full body you do not rely on others to move around and you have the ability to upgrade and customize these appendages the way you see fit.

Fancy New Robot Body: Congratulations you've got a fancy new robot body. You either bought it off the internet, a seedy pawn shop or it was given to you as a present, in any case you have the head of a human (or alien) and the torso of a robot. Let the shenanigans commence!

Historical Head: You've been brought back from the dead!!!! With vast knowledge of the past people flock to you to understand what it was like to live in your time period. Unfortunately they get most of the facts wrong, which is an annoyance that just won't go away.
For this weird quirk you can either play as an actual historical figure or can make someone up, its totally up to you.

Famous Head: You're famous and that is what makes you great. You've done something that made you famous and that makes you recognizable. Everywhere you go people will recognize your face and some will fawn over you. Although you are technically past your prime, you confidence, ego and swagger makes you believe that you have something left.
For this weird quirk you can either play as a famous figure or can make one up, its totally up to you.
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>>28404380
>>28404413
Anon who asked about adding mutants here. Thanks!
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>>28524361
No problem! If you have any more suggestions, comments and such let me know, I would like to hear them.
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>>28522315
I'm gonna play Jim Morrison with a robot body!
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>>28524466
By god then do it man!
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I'll have the first episode of "The Great Ameba War" up by tomorrow
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This sounds fantastic. While I don't really play RPG's, I do love Futurama and you seem to have put a great deal of work into it Professor. The PDF looks fantastic. A few spelling errors here and there, but you can't be faulted for that.

It's looking really good, I can't wait to see what some people can come up with once people actually play it. Do you have that blog open for it yet?
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>>28525694
Thanks a lot, I'm glad you are enjoying it.

The blog is up, but I haven't added anything except for a greeting post. I'm going start adding posts (hopefully) today and tomorrow that will explain the game and be the release of content. Most of the stuff in this thread will be posted there and thats where new content will be updated as well (along with this thread and any other threads I make on /tg/). When the blog has more posts, I'll post the link in the thread so people can view it as well.
Eventually I want it to be a place where people can post stories about their campaign and game session as well as content they created and would like to share to everyone else.
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bump for interest
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>>28527794
Professor? I'm going to need a link pronto.
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>>28530783
I'll put the link up later tonight then. First let me finish the first episode in "The Great Ameba War" story arc and find out what I should post on the blog so it isn't barren.
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>>28527794
>The blog is up

By "the blog", you mean "the article on 1d4chan", right?
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>>28533482
No, I actually created a blog that would be the permanent home for the rpg (since these threads eventually die).

I haven't created any article on 1d4chan.
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>>28533643
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>>28533676
Whaaaa?
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>>28533851
I meant that a 1d4chan article is the common endpoint for games created by /tg/ users.

If you don't make a page, that's cool, but your blog will probably at least get linked from 1d4chan.
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>>28534042
Ah, ok my bad. I mean my intent with this rpg was to put it on the web so people who don't visit the /tg/ board are aware of it.
I would still have threads on /tg/ that talk about the game and people sharing content about stories and campaigns they've completed. But I also wanted a permanent place for the rpg that was its own thing (If I had an 1d4chan article about the game that would be amazing too).

Sorry if I got confused at what you meant. Its probably my absent mindness and all.
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>>28534160
http://1d4chan.org/wiki/Futurama_RPG

The hosted pdf is not up to date, but I can update it when you finish the races and stuff.
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>>28534462
Why thank you very much. I'll be sure to post the blog in the thread so it be updated.
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bump
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Story Arc: The Great Ameba War!
Episode 1: The Few, the Proud, the Drafted

Setting: Breaking news, Breaking news. The Parmeciums of Vega IV have just declared war on the humble and simple minded Earthicans of Earth. There was no reasoning given for this stunning and sudden declaration but relations between the two Planets were known to be contentious ever since the Miss Universe pageant of 3001, where Miss Vega IV beat out the Earthican Representative for the title. Earthican forces were put on high alert with many speculating Earth President Nixon would institute the draft.

Enemies: Gun, Obstacle Course, Drill Sergeant

Scene 1: War has been declared between Earth and the Parmeciums of Vega IV! Congratulations, the entire crew has been drafted into the Earthican military to fight off this alien threat! Report to the space port (either in a group or individually) to be assigned to training and a unit. Good luck!

>tbc with rest of episode
>>
Story Arc: The Great Ameba War

Lead Narrator Note: For the next several scenes, the Lead Narrator will need to keep track of every officer point crew members receive during training exercises. Officer points are awarded to crew members when they succeed or win in a training exercise. The crew members with the highest and second highest amount of officer points at the end of the military training exercises will become the ranking officers among the crew when they go into battle against the Parameciums.

Scene 2: Beginning of basic training: bed making 101 and other introductions to the army.
When the crew arrives on the ship they are greeted by a short drill sergeant with a high pitched voice (think munchkin from wizard of oz). He will take no lip service from anyone and will make any crew member do push ups if they make any witty remarks about his height. With his high pitched voice he intends to make the crew into fine Earthican Soldiers. During every training exercise he will be constantly commenting on the actions of the crew members, usually he is insulting them in some manner so come up with some colorful phrases.
The first training session that the crew will participate in is bed making 101. As the drill sergeant, the Lead Narrator is free to explain the most insane/confusing way to make a proper military bed. Crew members will have to make brain rolls. They will have two rolls to get a success, if they succeed then they will receive an officer point. If the crew member fails to get a success in two rolls, then they receive nothing.
The next military exercise will be how to properly fluff a pillow. This action is also a brains roll (again as the drill sergeant, the Lead Narrator is free to explain the most derivative and insane way to fluff a pillow). Once again the crew members have two chances to make a successful brain roll. If they succeed then they receive one officer point. If they fail then they receive nothing.

>tbc
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>>28541114
Story Arc: The Great Ameba War
Episode 1

Scene 2 Continued:
The final training exercise is standing at attention. Every crew member must stand at attention and whoever stands at attention the longest will receive an officer point. Keep making rolls until only one person remains, when a crew member fails their roll they are eliminated from the exercise (unlike previous exercises and any later ones created by the Lead Narrator, only one officer point can be awarded to a crew member). This exercise requires another brain roll as it deals with willpower and dedication.
If the Lead Narrator wishes to add any other training sessions they are free to do so. They can be whatever the Lead Narrator decides, but its recommended that these training exercises be derivative, pointless, confusing and have no importance to fighting a war.
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>>28541292
(Why did I make this episode so loooooong)

Story Arc: The Great Ameba War
Episode 1 Cont.

Scene 3: Obstacle course and weapons trainings
The next scene deals with the crew having to go thru various physical exercises like running an obstacle course, climbing up a wall, building their laser gun and chasing/capturing a giant chicken. Again these training exercises are meant to make the crew into fine Earthican soldiers, but overall they are pointless, confusing and don't make much sense. As the drill sergeant, the Lead Narrator should explain these exercises with over the top descriptions.
For the obstacle course, crew members will have to make multiple brawns rolls to successfully complete an obstacle (number of obstacles in the course is determined by the Lead Narrator). The crew member with the highest number of successful brawn's rolls in the obstacle course will be awarded two officer points. The crew member with the second highest number of successful brawn's rolls will receive one officer point. The rest of the crew will receive nothing.
For the climbing wall, each crew member will have three chances to make two successful brawn's rolls to climb the wall. If they successfully make the two rolls then they receive one officer point, if they fail then they receive nothing.
When it comes to building a laser gun, each crew member will have to four chances to make two successful brawn's rolls. If they are successful in making the two rolls, then they receive one officer point, if they fail then they receive nothing.
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>>28541781
Story Arc: The Great Ameba War
Episode 1 Cont.

Scene 3 Cont.:
The final training exercise is to capture a giant chicken. Unlike previous exercises, this exercise involves the whole crew. To succeed, the crew has ten turns to make 15 successful total brawn's rolls (total amount can be increased/decreased depending on the size of the party). If they are successful then every crew member will receive an officer point. If they fail, then no one receives an officer point.
Again, if the Lead Narrator wishes to add any other training sessions they are free to do so. They can be whatever the Lead Narrator decides, but its recommended that these training exercises be derivative, pointless, confusing and have no importance to fighting a war.

Scene 4: Military assignments.
With the completion of their military training. The crew will be assigned their rank. The crew member who had the most total officer points during the training exercises (both in scenes one and two) is given command of the unit. The crew member that had the second most officer points becomes the second in command. Everyone below these two are lumped together as regular foot soldiers.
After completing basic training, the drill sergeant will congratulate the crew for passing the rigors of becoming an Earthican soldier. He will then wish them luck in their fight against the Parameciums. Immediately afterwards, the crew will be thrown on a transport space ship and shipped to the front lines.

End of Episode 1: The Few, The Proud, The Drafted
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>>28541820
I'll post a link to the blog and the second episode tomorrow. Hope you all enjoyed the first episode.
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bump
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>>28541114
Quick question: why are you spelling "amoeba" as "ameba"?
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>>28544992
Becuase I'm a doddering old man who is sent in his ways, thats why!

I'm actually an idiot and completely miss-spelled it..... I'll make corrections, thanks for pointing it out
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>>28545034
Also, both are correct ways to spell it. Soooo I'm going to stick with ameba. Because I can and I'm the Professor!
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>>28545054
Fair enough
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Sorry for not releasing new content. I'm celebrating turkey day with the crew.
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bump
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This shit deserves more attention.
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>>28554704
Why thank you. I'm currently working on the second episode for the "Great Ameba War" story arc, so I'll have that either up tonight or tomorrow morning.
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>>28483423
How about a story arc featuring pic related?
Played up as a fucked up Star Trek parody or something.
I always thought that the guy deserves his own show.
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>>28557473
Well, The Great Ameba war is about the crew serving in the Earthican Army.

But I'll definitely think of a story arc that features the crew having to join Zapp Brannigan on an amazing journey through space! Lets just hope they don't run into any killbots.....
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Quick update: Another alien species I will release is the worms from Wormulon.
Almost done with the second episode, but I need to step out for a bit, so I'll post it when I get back. Gotta go, time for science fight club!

Also I'm having trouble posting a link to the blog so any help getting that done will be appreciated.
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>>28563463
Whelp, I'm back and I will have the second episode of the "Great Ameba War" up shortly.
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>>28544992
The biology teacher at the school I work at spells it "ameba".

Shit pisses me off even though it's technically correct. The best kind of correct.
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>>28566371
As I've stated above. I'm a doddering old man, who is set in my ways who refuse to change.
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>>28557473
I have decided on a Story Arc title that will center around the crew interacting with Zapp and Kif on the Nimbus.

Its called: "Zapp Brannigan and the Valley of the Killbots"
Quick teaser: The crew is assigned to the Nimbus to work with Zapp Brannigan and travel to the Octillian System, the sight of his greatest victory, his triumph over the killbots.
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bump for interest
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Great work on roleplaying the professor whoever is posting as him.
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>>28572888
Ehh ooo whaaaaa? How said that? If your there show yourself! I have an accusing parlor and I'm not afraid to use it!
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>>28541820
Story Arc: The Great Ameba War
Episode 2: Welcome to the Front, Prepare to Die!

Setting: The travel to Vega I is long, arduous and possibly boring but it is nothing when compared to what awaits the crew when they finally reach Vega I. Vega I is a grimy, dirty mud-hole of a planet, its days are humid and hot while its nights are dark and cold. This planet was not meant to be habitable or even worth visiting, so congratulations! The entire crew might be dying here!

Enemies: Paramecium army

Scene 1: The transport spaceships
The crew is on the transport ship and can explore the ship. It is a medium sized ship that has been packed with soldiers. This has made navigating and exploring the ship difficult but still achievable. While most of the troops on the ship are humans, the crew will run into the occasional alien, mutant or head in a jar that either volunteered or was drafted (remember Earth in the 31st century is inhabited by aliens who consider it their home). Example of people they could meet could be a hick from the back woods or an alien from the city who wants to fight for earth.
The entire ship is open for them to explore, though they might be kicked off the bridge and other high security areas if they do anything annoying, stupid or dangerous. When the transport is close to arriving at Vega I, an announcement will be made to signal their arrival.

>tbc
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I'll be off for a few hours, so if any of you are lurking please keep this thread alive. Thanks.
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bumpy bump
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Bumps.
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Oh my, would you look at the time. I'm back and I'll have the last part of the second episode of "The Great Ameba War" up soon.
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>>28576116
Story Arc: The Great Ameba War
Episode 2: Welcome to the Front, Prepare to Die!

Scene 2: Arrive at the Planet Vega I and meet the overall commander Zapp Brannigan!
The transport ship arrives on Vega I and the crew is sent to gather their things and meet in the cargo bay. They then follow the rest of the soldiers to the forward military base where they will be assigned weapons and other equipment for the fight.
When the crew shows up for weapon assignment, The Lead Narrator decides who will be assigned the laser machine gun (one individual), shotgun (one individual) and the plain laser rifles (the rest). After receiving their weapons, they will be told to meet at the stage in the middle of the base in several hours for a speech by the overall commander Zapp Brannigan!
During the layover allow the crew to explore the military base till their hearts content. They can visit the showers, bunks, hospital, supply office, mess hall, etc and if they can persuade/lie or sneak well enough they can try to get into the command building. If the crew feels like interacting, let them but the camp will not tolerate any fighting, stealing or wanton destruction.
When the several hours are up, have the group assemble in the middle of the base to hear Zapp's speech. Zapp will approach the stage riding a white horse, he will introduce himself as the greatest commander ever, Zapp Brannigan.
His speech will be completely about himself and his exploits. He will occasionally mention the Paramecium threat but will always bring the speech back to how fortunate everyone is that he, Zapp Brannigan, has been chosen to lead the forces. This speech will go on for a short while.

>tbc
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>>28590265
Story Arc: The Great Ameba War
Episode 2: Welcome to the Front, Prepare to Die!

Scene 3: Given orders and sent to the front.
After the stirring speech by the General (it was filled with numerous references to himself and his many incredible deeds and exploits), Zapp will dismiss the soldiers and send them to the front lines. The crew will be taken to hovercrafts and told to pile in. Then the crew will be driven up to the front. In the hovercraft with the crew will be another assortment of soldiers, allow the crew to engage in conversation with them if they like. The people in the hovercraft that are not the crew will be talking about the war and what they expect to find on the front. The chit chat ranges from, the front is not dangerous at all to its a nightmare. This time is meant to give the crew more roleplaying and also make them speculate on what the fighting will be like. Depending on when the Lead Narrator wants to end the conversations, the hovercraft will slow and the driver will announce that they have arrived at the front lines!

End of Episode 2: Welcome to the Front, Prepare to Die!

I hope you all are enjoying this. Sorry its taking so long to get this episode out.
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I'll have more stuff posted tomorrow.
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Up.
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eeee oh whaaaa? Oh my. I've just regained consciousness, I'll start posting things now then.
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I'm gonna be honest, I feel bad posting in this thread just because it's lasted so long. I want to see this last in to January.
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>>28599738
According to my calculations, if this thread was bumped once per day, we could theoretically still be here in February.
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Looks like I'm going to have to update this monstrosity again...
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Slurm Worms

Home world: Wormulon
The Slurm Worms are know for three things: they are a slug/worm hybrid species, they are the creators of the highly addictive drink Slurm and are also hard partiers. On their planet Wormulon, this species produces the Slurm drink at incredible rates, however its main ingredient still remains a secret. While the secret remains, the Slurm worms are not afraid to flaunt their influence and power that has accompanied the success of Slurm. Although they may be repulsive, ugly and have an fear of salt, the Slurm Worm's influence and non-stop partying power have made them an important species within D.O.O.P.

Weird Quirks:

Sticky Slime: You have the ability to secrete a highly sticky slim from your body. This slime allows you to climb on walls and stick to vertical surfaces and can be used multiple times during a scene. Also, the slime can also be used to slow or immobilize any enemies or charters that might be chasing you. The player must tell the Lead Narrator when they would like to activate this slime.

Reduced Duplication: Once an episode, you have the option of splitting yourself in half to create a duplicate. Both the duplicate and original are the same size and still the same character, though they might have some slight differences in their personality. While the duplicate is on the field, the character has two actions instead of one. These actions can be both taken during the players turn. The two duplicates have their overall health reduced by half and their brawn stat is reduced a stat die (ex: d8 to d6). It is not necessary for both duplicates to survive the episode (only one needs to survive) and once the episode is complete, the character will be back to their regular size and stats.

>tbc
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>>28604236
Slurm Worms cont.

Weird Quirks:

Disgusting bodily fluids: You have the ability to secrete disgusting body fluids. These fluids can be used once per scene and the player must state the intended affect to the Lead Narrator before the fluid is used.

Ultimate Party Worm: Once an episode you have the ability to turn any situation, now matter how dire, into an amazing party. To use this quirk, you must state your intentions that you intend to party. The party halts all current actions/events as nothing is immune to your charms and ability to party.
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Currently working on the third episode, should have it up sometime tonight.
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>>28603352
>M&M
>No Hero System
Do you enjoy hurting me like this, /tg/?
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>>28604377
>>28604236
Instead of the reduced duplication being a racial power, I would suggest using the canon example as a model - when one of the Wormulons was struck, he divided into two instead of getting hurt.

Also, it seems like many of the Wormulons were not as party-hardy as Slurms was.

I've been very happy with everything so far, Prof, but I have to voice my dumb opinions on this one.
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>>28608330
>Implying /tg/ knows anything about HERO beyond disinformation and slander
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>>28608486
Thats what this thread is intended for, me releasing content and then all of you giving your opinion. I'm interested and value your opinions.

For the reduced duplication, your example was what I was trying to explain. I guess I just worded it poorly and need to reword it a little. Have any idea on how I should reword it?

As for the partying, yeah it was probably one Slurms that partied, but I just wanted at least one weird quirk that wasn't a worm/slug trait (since they really don't show up that much, there really isn't that much info about them).
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>>28608972
>Have any idea on how I should reword it?
Maybe whenever he would otherwise be damaged, a Wormulon has the option of reduced duplication? Seems to me he could do it more than once, but each time he divided the Wormulons were halved.

>As for the partying, yeah it was probably one Slurms that partied, but I just wanted at least one weird quirk that wasn't a worm/slug trait (since they really don't show up that much, there really isn't that much info about them).

Not sure about that one.
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>>28608547

>implying /tg/ knows anything other than d20 garbage
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god damn it /tg/ Im reading everything in their respective voices..thanks a lot
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How's the blog coming along. Would like to like my friends to it.
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>>28609080
True, the Slurm Worms probably could reduce themselves multiple times, but if that happened in the game then their stats and health would be reduced to nothing making them easily killable.
So I decided on just the halving, since it was seen in the show and it made since when in the game as well (at least I think).
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Currently working on episode 3, should have it up later tonight.
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bump
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bump for interest
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Currently have a lot of stuff to do atm. But, when I'm done I'll be able to post some stuff tonight. Sorry and thanks for being patient.
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As I try to edit and finish this episode. Here are teasers for the next three story arcs that I am considering.

The Great Space Race!
The crew has been selected to compete in the Great Space Race of 30__ (make up year). Asteroids, pirates and other universal phenomena block the crew's path to victory. Will the crew do whatever it takes to secure first place or will the become space dust?

When Dinosaurs Roamed.
The crew uses a time machine to travel back in time to the time of the dinosaurs. However an accident while they are there cause a time portal to be opened allowing dinosaurs to be unleashed upon the city. The crew has to figure a way to close the time portal and return all the dinosaurs to their own time!

Zapp Brannigan and the Valley of the Killbots
The Crew is assigned to the Nimbus to work with Zapp Brannigan and travel to the Octillian System, the sight of his greatest victory, his triumph over the killbots.
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>>28622116
>The Crew is assigned to the Nimbus to work with Zapp Brannigan and travel to the Octillian System, the sight of his greatest victory, his triumph over the killbots.

And since the killbots weren't destroyed, just shut down from hitting their hardcoded kill limit of 999,999 humans each, they're probably all just standing there... waiting...

...for someone dumb to push their reset switches.
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>>28623970
Exactly
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>>28623970
Some of these story arcs and episodes I've created were to reintroduce various spaces, settings and people that could be interacted with and explored throughout the Futurama universe. Some of the places were only visited once or twice during the series, so a lot of information was left out allowing for more world building to occur. It felt like the right starting point when it came to releasing content for the rpg.
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Bump.
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Curse actual life getting in the way of releasing stuff!
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Does anyone have an recommendations for stories, characters, setting they would like me to explore in the episodes or story arcs I'm writing?
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>>28639782
Nibblonians, Vincians, Trisolians, Osirians. Stories, uhhhh maybe the Fountain of Youth
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>>28642408
Nevermind I see Nibblonians now...
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>>28642408
Ok, have the Trisolians on the list but not the Vinicians or Osirians, they will be added.

I will think of a story that involves the fountain of youth and also the fountain of aging.
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bump
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bump to keep thread alive
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>>28608330
I tend to go by consensus for my rec lists. I'll have another look at the rules...
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I apologize about not posting any new content, but I have been extremely busy these past couple of days. I will have something up tonight though.
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>>28661483
Whelp, I'm now done with a large portion of my work. Now I'm off to work on my new DOOMSDAY DEVICE!.... Eeee oh whaaa, I mean post more stuff.
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>>28668670
bump
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>>28668670
bump for interest
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>>28593331
Story Arc: The Great Ameba War
Episode 3: War is Hell-ooo what's this?

Setting:
The front can only be described as muddy and lifeless. The battlefield is littered with numerous trenches that both sides use for cover and moving of troops. In many ways, the terrain has made fighting difficult.

Enemies: Paramecium Soldiers

Scene 1: Fight the Paramecium menace.
The front lines largely consist of a network of tunnels and trenches that stretch across the battlefield. Basically the crew will be fighting for each trench, while they avoid shots and attacks of the Paramecium.
The Paramecium tend to attack in waves and fire at random, especially when they hear a lot of noise. Have crew members make brains roll to see if they can determine or see where the enemy is coming from.

>tbc
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Futurama plot hook I may never use that someone else might.

The planet express crew have been hired to transport prisoners to a new penal colony on Halley's comet where they must mine their weight in ice to be set free.
(As Leela points out there is no ice left.)
The crew stop on Mars to pick up more prisoners and drop off Cubert and Ami so they can go to the University. Bender decides it would be a good idea to steal an item one of the prisoners who was trying to bribe their way out of the lockup with it.
His plan backfires, the prisoners escape, and the ship crashes back on Mars.

To fulfill their delivery contract the crew must recapture the criminals or they'll be forced to pay the government the cost of posting bounties.

Possible guest appearances by 5 star Marshal Sheriff Zapp Brannigan.

The GM and players can decide to go the classic cowboy route or the Cowboy Bebop/ parody route.

If successful they'll find out a few days after their delivery that there was a prison revolt and and everyone escaped.
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>>28680017
Wow, that sounds really interesting and fun. Would you mind if i expanded that out into a Cosmic Patrol Story Arc?
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>>28680679
Go for it, I wasn't doing anything with it.

There's also the one about the Plotanium Ring.

A "gold plated robot" has offered a million dollars to a criminal if he can steal the Plotanium Ring and get it back to Earth. It's implied that this is most likely Calculon trying to help his acting career though the possibility of Hedonism Bot being involved cant be discounted.

Nibbler reveals that the ring has reality altering properties and cant be allowed to fall into the wrong hands. The Galaxy Express crew are temporarily inducted in the "Nibblonians In Black" organisation to hunt down the object before it can destroy the universe. Or perhaps it will just destroy the acting careers of a number of Robots, no one is quite sure.
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>>28687664
Thanks, both of these ideas sound great. I'll do my best to try to make you and everyone else enjoy them.

Also the second part for the third episode shall be released momentarily!
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>>28678273
Story Arc: The Great Ameba War
Episode 3: War is Hell-ooo what's this? Cont.


Scene 2: Something is different with the Paramecium
During an attack on the front lines, a Paramecium soldier is captured by some nearby soldiers. The crew will be asked to help, move the captured Paramecium. When they arrive, some of the other Earthican Soldiers will mention that this Paramecium seems discolored.
Have crew members make brain rolls. If successful then they will recognize that the Paramecium seems to be sick with something. Since they are a large single celled organism, they have been affected by some sort of virus. If the crew tells the other soldiers or an officer, then they will take the paramecium to the doctors to have them checked out.
Once examined by the doctors, they will confirm that the paramecium is is indeed sick. The leading doctor will explain that the Paramecium has a flu-like virus that seems to be attacking its Nucleus causing it to not function properly. It seems that the virus is distorting the perception of the Paramecium and causes them to attack anything that is solid (multi-celled). The virus also seems to have infected every Paramecium causing them all to share this delusional state. The leading doctor will thank the crew and say that he needs to give this information to the military leaders. He also states that the crew needs to come with him when he gives the report since they were the first to recognize it.

End of Episode 3: War is Hell-ooo what's this?
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I'll be back tomorrow to finish "The Great Ameba War" Story Arc, answer questions, converse, shake my fists at the gods and of course polish my Doomsday Weapons collection.
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Is anyone here?
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>>28698112
Maybe
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>>28699911
Oh ok. Well, I'll have stuff up tonight.
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Currently working on an alien species. Will post when completed.
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Currently working on the Osirians, will pos when done.
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>>28714364
Damn it, wrong trip...
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Osirians

Homeworld: Osiris 4
The Osirian's culture and way of life is based on the Ancient Egyptians of Earth. While the Osirians have one culture, there seem to be various types of Osirians who occupy the world. While there is a human race, there are numerous animal humanoids who are based off of animal incarnations of the Egyptian gods. Overall, Osirian society is based on a caste system, with a slave caste, lower cast and a upper/royal caste. While they are indeed a powerful species, the Osirians seem to only be concerned with internal matters.

Weird Quirk:

Animal Humaniod:
You are an animal humanoid. Choose an animal that you would like to be a hybrid of (it is recommended you choose an animal that was a representative of an Egyptian god). Most have a bonus modifier to one of their stat rolls but also negative modifier to another stat roll. The two current animal humanoids are the Annubites (Jackal) and Thotan (Ibis). Here are their stats:
Thotan (Ibis): +2 to all brain rolls, -2 to brawn rolls
Annubites (Jackal): +2 to all brawn rolls, -2 to brain rolls
If the player decides to be another animal humanoid, then they and the Lead Narrator are to decide and agree upon the bonus and negative stat modifiers.
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>>28719653
Orsirians Cont.

Weird Quirks:

Royalty:
You are part of the royal/upper caste. Your pampered up-bringing has left you with a warped understanding of the world and universe. You tend to see people "below" you as servants or slaves and think your opinion is always correct.

Undead Mummy:
Through some mysterious powers you have been brought back to life! While you remember your previous life you have no recollection as to how or who brought you back to life.

Escaped Slave:
You were part of the slave caste but you have escaped. Your view of the universe is somewhat limited due to your slave upbringing. You tend to think that everyone above you is your "master" and that your opinion doesn't matter. You are happy for your freedom, but you don't know what to do with it.
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>>28722042
With the Orsirian's now released. I'll be working on the last episode for The Great Ameba War story arc.
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>>28725577
Looking forward to it!
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Bump number many.
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>>28733185
Thanks, I'm working on it now, so I hope to have it out soon.
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>>28739691
bump
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>>28738563
Bump, so I can release the episode!
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>>28687928
Story Arc: The Great Ameba War
Episode 4: The Anti-Viral Equation!

Setting:
The Paramecium's are actually suffering from a flu-like virus! The lead doctor has asked to speak with the high command and he has brought the entire crew to help convince them! It is up to you and the doctor to convince Earthican High Command that the Paramecium isn't the real enemy, its the virus!
By successfully convincing the Earthican High Command, the crew will set out on a covert mission to deliver an anti-viral bomb to the Paramecium home world. This mission will be difficult and dangerous as the entire Paramecium fleets are on high alert. Deliver the bomb, end the war and become heroes!

Enemies: Parameciums, Zapp Brannigan's Incompetence

Scene 1:
The lead doctor and crew arrive at Earthican high command where they explain that the Paramecium are suffering from a flu-like virus. This virus causes the Paramecium to act delusional and attack all solid species. After the presentation, the Earthican High Command, especially Zapp Brannigan, will be highly skeptical about this report.
This scene will be spent trying to convince the Earthican high command, specifically Zapp, of this new development and of the lead doctor's proposal. The lead doctor proposes that the doctors develop an anti-virus to combat and cure the infected Paramecium. He recommends that it can be created into a gas that can be spread out across the battlefield and possibly the Paramecium home planet.

>tbc
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>>28746636
Story Arc: The Great Ameba War
Episode 4: The Anti-Viral Equation! Cont.

Scene 1 Cont:
Brannigan will be hard to convince. He believes that the Earthican army should continue fighting. His main reason is that the Parameciums are already here, Earth should continue fighting, he wants a new medal and he has never heard of the word "virus" before (in fact he thinks that the doctor is talking about a varus, which he thinks is word for a fancy vase). Use Brain rolls to convince the high command, and Brannigan, to go with the plan to create the anti-virus. The more convincing the statement, then the crew will receive a higher bonus modifier to use on their brains rolls.
After convincing the entire High Command, the only stand out will be Brannigan (he still thinks the crew and doctor are still talking about fancy vases), who will need an additional round of convincing to approve the plan. Bonus modifier points will be added to the brains roll if the crew strokes his ego (mention he will be considered a hero, presented a shiny medal and that the Paramecium's will adore him for saving them from annihilation). After convincing Brannigan, the crew and lead doctor will be ordered to create the anti-virus

>tbc
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>>28714364
>>28716320
Neither of those were trips.

Bumpanon, you have 17 posts left in this thread till bump limit (autosage). If you want to keep your thread going longer than that, you need to delete all your bump posts to make room.
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>>28748807
If this thread begins to auto-sage, then so be it, it had a good run. Also, if anyone is interested, then I will be more than happy to create another thread so I can continue posting new content.

Story Arc: The Great Ameba War
Episode 4: The Anti-Viral Equation! Cont.

Scene 2:
The lead doctor takes the crew back to the hospital so they can create the anti-viral gas. To create the antiviral gas, the players will need to make 15 successful brains rolls to create the antivirus (this number can be raise or lowered by the Lead Narrator, depending on size and stats of the party). Once the crew has achieved the total number of brains rolls then the antiviral gas has be created.

Lead Narrator note: As the antiviral gas is being created, feel free to throw in any instances of "complications" or "problems" when it comes to its development. These problems can range from scientists/doctors arguing (so characters can use their charisma stat), equipment malfunctioning (brawn rolls), to complications with the antivirus itself (brains rolls). Create these situations so everyone can stay involved and have a good time, this scene is not meant to exclude anyone, its meant to push the story along. So if people are being excluded, have these problems be a way of including them.

>tbc
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>>28751424
Hello Professor I just popped in to give some suggestions.

The New, New, New Justice team.

The futrama gang bumps into the salesmen who sold Zoidburg the super human cream. I.. I mean you examine the cream and find a way to enhance it. Saddly it still only effects humans.but it gives everyone a new set of power.

Hermise- Becomes the Elastic Gertal with stretch powers.
Amy- Becomes Giant Lass who can grow to over 20 storys tall.
Scruffy- Becomes the Toxic Janitor who sweeps away crime with his Atomic Broom of justice.
Leela- Now has the ability to fly.
Fry- now has freeze breath.
Zoidburg (not being human) Becomes the Crimson Claw using claw shaped boomerangs.
I, I mean you the Professor become Father Time gifted with Blinding speed and the power of static electricity from shambling you feet as you run.
and Bender after using you lighting quickness you upgrade him to Mega Super King!

Ooh my yes got to run my portals here good luck professor!
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>>28753456
Oh my! Well thank you Professor, or should I say myself! I think this is a great idea to turn this into a story arc! What I'm thinking at the moment is the Zookeeper returns to create his own Legion of Evil to fight the New, New, New Justice Team! Oh my yes, its practically writing itself!

Seriously though great idea.

>>28751424
Episode 4: The Anti-Viral Equation! Cont.

Scene 3:
Since the crew helped with the creation of the antivirus, they have been tasked with the mission of dispersing the gas on the Paramecium homeward Vega IV. They will be given a space ship and tolled to carefully navigate the Vega system so they are not caught. This is a covert operation so the crew is not to engage any Paramecium ships unless they are directly attacked and even then only engage as a last resort. Their first priority is to disperse the antiviral gas so retreating and hiding is a better solution if they are found. Have every crew member have a specific task on the ship before they set out.
As the crew navigates their ship towards Vega IV, numerous obstacles confront them along the way like problems with the ship, asteroids, Paramecium ships, etc. The Lead Narrator should make it a little bit of a challenge for them to get to the Vega IV.

>tbc
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>>28756742
Episode 4: The Anti-Viral Equation! Cont.

Scene4:
Once they arrived a Vega IV, the crew has been ordered to disperse the antiviral gas in the atmosphere. They should use the ship and fly around the planet at least four times. During their flight around the planet the crew's ship will be spotted by Paramecium defense and they will attempt to catch and attack the crew's ship (they will spot the crew's ship sometime around the second revolution around Vega IV, the Paramecium ships will engage the ship sometime in their third revolution of the planet).
The crew will have to fight off and out maneuver the Paramecium ship to finish dispersing the antiviral gas. Once the gas has been fully dispersed the Paramecium ships will break off, however this does not mean that the crew is safe. They will still have to navigate away from Vega IV and arrive at Vega I unharmed.
As they travel back to Vega I, they will receive a transmission from the lead doctor to tell them that the High Command received a message from the Paramecium Government. The antivirus has worked and they are requesting a cease fire. Congratulations the war is over!
With the war is over, and the crew being one of the main factors for the war being over, the crew should expect to be greeted as heroes. Unfortunately Brannigan takes credit for the entire idea is presented with a new medal and promotion. The crew's reward is their discharge papers from the army, a pat on the back for their good service and knowing the fact that they all survived.

End of episode 4: Episode 4: The Anti-Viral Equation! Cont.
End of the story Arc: The Great Ameba War

Hope you all enjoyed it.
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Ok, now that I have completed this story arc, I'll be figuring out what I'll release next. Again if any of you have any questions, comments, etc. feel free to ask them. Also, if anyone is interested, then I will be more than happy to create another thread so I can continue posting new content.
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>>28762166
Hmmm... seems my multidimensional portal system is malfunctioning and dropped me off here again, O well.

Good news everyone! While i was writhing in agony while being transported I had time to think.

If a Legion of evil does exist in you dimension be wary of the great Muthor! After lossing her hair our universe Mom when frightfully insane, o my yes.
After answering the zoo keepers ad online for a villainous partnership they recruited several other villains to try and take over the world.

Robot Santa was the first and most cruel of their forces.
The enpeached Richard Nixen became the second as "The Gowl" whose gowl moments coursed systemic tremors.
Next was the Court marshaled jilled Lover Zap Branigen who became the "Lord of Vanity" Whose powers increase (Fight and strength) the longer he admires himself in his handheld mirror.
And finally we have Roberto as the "HA HA" the knife welding maniac in a purple tux.

In my universe these were the most feared villains of our time. I hope me warning you about them does not O lest say course a chain of events leading to their creation in you universe. That would just be a load of Fuff.
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>>28764365
Oh my that sound like a fabulous idea! I'll be sure to take note of that while I write the story!
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>>28766832
(Super Friends Narrator) Meanwhile at MOM corporation headquarters. Mom and her three sons scrutinize Moms super computer reading.

Walter: What is it Mother?

Mom: Its a transwarp dimensional portal something science has only guess at was possible.

Ignor: What does it mean Mommy?

Mom: It means some ones come from another dimension to ours you half wit. (Slap)

Ignor: OW!

Mom: CRAM IT!...If this is true then the theory of alternate universes to be true....Which means there are whole universes of morons who will give me money HA HA HA HA! I must have this technology.
(Mom begins using her computer)
Mom: Computer find source of the signal.
(Computer monitor zooms into a red building.)
Walter: Planet Express?!
Mom: Farnsworth.....
Computer: WARNING ENERGY SERGE DETECTED!
Mom: What(BOOOOM!)

Walter: Mother are you alright!?
Mom:(Coughing smoke) Of course I am you dolt
Walter: (GASP!)
Mom: What, what is it?(Rumbs head) NOOOOOOO!!!!!!!!!!!

(Meanwhile at planet Express)
Earth 27 Professor: O MY! that was unexpected. It seems something interfered with the portal i was creating now the damn remotes dead blast it all.
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>>28768781
Oh my! Professor, when you are doing your dimensional portal, make sure you don't cause any power surges! We don't want anything bad to happen in my universe.
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>>28771261
The quantum circlet boards fried, now I'm stuck here. Blasted cheap Toshiba remotes.
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>>28772648
Well, thats a shame Professor. Would you know anyone who has the parts you need to fix your device. I bet if we put both of our minds together we can come up with something!
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Christ, how many of you fuckers are responsible for keeping this afloat? I remember coming into this thread a week and a half or so ago.

Good effort though.
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>>28777951
At least half a dozen of us, including OP.
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Since this thread is close to auto-saging and I'm super busy at the moment. I'll create a new thread to release new content. First up is the Story Arc: Universal Giants. I'll also be looking at how I can adapt the other stories anons have suggested.
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>>28783205
A preview for the Story Arc Universal Giants:
The crew is sent to help archeological dig, however the discovery at the sight leads to the revelation that two neighboring solar systems are actually unformed giant robots (the plants are the pieces). Now its a race against time as the crew tries to stop an evil organization from assuming control of the robots and taking over the universe! Its Rock'em Sock'em Robots on a Galactic scale!
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>>28776963
I'm afraid not professor. To build such a complicated device would require vast absorbant amounts of money, resources, and capacity of massive amounts of power output. The only person rich enough to build such a divice would be.....O my.......
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>>28789479
Wait, wait don't tell me. The person who is rich enough to build a new one would be.... WOULD BE!!!!!!

Oh my, indeed other self oh my indeed....
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>>28791174
O my yes in my universe Moms diabolical R&D teams were the only ones able to build the device using blueprints they stole from me. Thats why I came to your universe in my attempts to flee.

I'm afraid with out her help I'm stuck here and my home universe is doomed to their fate.

Anywho! Its 4:30 right? Whats for Dinner?
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>>28791488
Your universe is what!? You mean the only way you're going to get home is if both of crawl on our bellies to that vile dried up prune!

Well, I don't want to cause a keerfull but I'll never do that again! She's taken my heart to many times and stamped on it.
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>>28791737
Did say we were going to ask? ha ha HAHAHAHA!
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>>28792180
Didn't* sorry had a small stroke happjiagjhrewn from time to timdkafjljkafghthel
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>>28792180
..... Oh my! I like your moxie other me! Well then let me go get ready and we can go pay Mom a little visit! Wheeeeeeeee
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>>28792180
>>28791737
Well whatever yall doing you'd better do it fast. If my calculations are right only one of you can exist in this universe at the same time for longer than a couple days. If you don't get back where yo belong soon both of you might explode.
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>>28792355
Indeed Bubblegum I too predicted that out come.
Hurry TOO THE SHIP NEW NEW NEW JUSTICE TEAM! (Theme Plays)
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>>28792664
(Choir) Go Go New New New Justice Team
Go Go New New New Justice Team
Go New New New Justice Team
Here they come you know the song its not been long, Since The New New justice team.
(team starts suiting up.)
You know the old fair but you just don't care.
(Fry, Bender and Lella.) "Hay!"
Here's the New New New Justice team!

(Montage of Hermise stretching)
He bends and just save a cab hes made of super flab hes the Elastic Gerdal!
(New York guy)
"Thankzez for savez me life."
(Amy walking in giant form through new new York.)
She's super huge with mega shoes.WATCH OUT! or sit on you with her giant ASS!
(Amy)"HAY?!"
Shes Giant Lass!
(Amy trips on a hover cab causes whole block to quake) "I'm ok"
(Cabby) "I'z I'sen'tz"
(Shot of scruffy reading porn whole time)
He's super clean hes super mean hes the Toxic Janitor!
(Scruffy turns page) "Yep."
(A blue speed through the city)
Hes lighting quick and he ain't no twit.
(Camera catches up to blur to see farnsforth a sleep as he shuffles)
Hes Father Time!
(Farnsworth is Jared awake)"What O right!"
(A Red costumed Zoidburg with small claws as pointed horns on his cowl and a utility belt stands on a brick wall.)
"I'am The Crimson Claw. what? no song for zoidburg?"
(Choir) Noooooo!
(zoidburg) "Awww but I have clawaranges!
(Throws one flys of screen) "HA HA!"
(Clawarange his Zoidburg in the back of the head and he falls into a dumpster)

Together they are the New New New Justice Team!
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>>28793031
Sorry stoke acting up.
or she will sit*
( A blue streak*
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>>28793200
(Hits Zoidburg*
Curse my old age!
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>>28793273
The regular Professor just stands there and watches as the Earth-27 Planet Express Crew is introduced with there amazing song.

Professor: "Confound it! Why can't any of you be that interesting (as he points to the regular planet express crew). I mean even Zoidberg has a part!"
Leela: "You don't pay us well enough!"
Bender: "Can't, convicted fellon. Also you hate my snappy whistling so why should I do something nice for you!"
Fry: "That seems to require too much work."
Scruffy: "Scruffy's got only one job. Cleanin the turlets, yep."
Hermes: "Huh, I'd ratha do da taxes."
Amy: "What and break a nail, Spleesh as if!"
Zoidberg: "Friends, we shouldn't stamp out The Professors dreams, I mean look at all of the all of the stu-"
Everyone: "Shut up Zoidberg!"
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>>28793434
Crimson Claw: "But friends?"
All earth 27 crew: "Shut up claw!"
Both Zoidburgs in unison: "Awwww...."
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>>28793498
Since this thread is about to 404. I'll go ahead and make a new one, so the exploits of the regular Planet Express Crew and the New New New Justice Team can continue.
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>>28793589
Indeed professor this is when O i don't know what its called its an interuption in a show to leave the audience in suspence, and to go use the bathroom, while the net work runs ads...O what is it called....(cuts to commercials)
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>>28793922
>>28793922
>>28793922
New thread


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