1.0: What is Space Pirates:
It is an ultra simple science fiction roleplaying game where you board a
captured high command ship to save its crew from pirates. It can be played solo or with a traditional GM if
you so wish. This game is based on the extremely popular grimdark fantasy Micro Chapbook RPG system.
2.0: What You Need:
2 six-sided dice, graph paper, note paper/character sheet, a pencil w/eraser, this
chapbook.
3.0: Rolling:
During play, you always roll 1D6, trying to score equal to or lower than your stat score. If you
are proficient, roll 2 dice and take the better result of the 2. 1 always succeeds. 6 always fails. (NOTE: When
you see 1D3 it means you roll a die and half the result rounding up.)
4.0: Characters:
To create a character, do the following:
1.
STATS:
You have 4 statistics.
ST
rength,
DE
xterity,
WI
ts,
CH
arisma. You have 7 points to assign
between them as you see fit. No stat can have a score lower than 1 or higher than 4.
2.
CLASS:
Choose a class. There are 4 to choose from. Each one will make you proficient in one
area.
Soldier:
Proficient in ST
Ranger:
Proficient in DE
Tech:
Proficient in WI
Diplomat:
Proficient
in CH.
3.
RANK
:
Choose a rank. Rank grants you a +1 bonus to one stat.
Security:
+1 ST
Engineering:
+1 DE
Science:
+1 WI
Command:
+1 CH
4.
HEALTH
:
Your health is your ST+DE+20 (+30 for an easier game).
5.
WILL
:
Your will is your WI+CH+20 (+30 for an easier game).
5.0 Weapons:
Roll 2D6 to determine your credits. You may buy equipment now. Weapons have a damage
rating and a cost in credits (c).
Melee Weapons
Ranged Weapons
Dagger
1
1c
Throwing Star
1
2c
Short Sword
1D3
2c
Stun Gun
1D3
3c
Hand Axe
1D3+1
3c
Phaser
1D3+1
4c
Vibro Sword
1D6
4c
Blaster
1D3+2
5c
Vibro Axe
1D6+1
5c
Phaser Rifle
1D6
7c
6.0: Armor and Items:
Armor grants the wearer a boost to their health, will, or both. Other items such and
food and stim kits can be used to restore lost health and will.
Armor
Items
Triton Fabric Uniform
+3H
1c
(2) Rations
1D3 H
1c
Comm Badge
+3W
1c
(3) Deblorian Ale
1D3 W
1c
Flux Shield
+6H
2c
(4) Stim Kit
1D6 H
2c
Cybernetic Uplink
+6W
2c
(5) Tranquilizer
1D6 W
2c
Personal Force Field
+6HW
3c
(6) Emergency Med Kit
FULL HW
6c
7.0: Generating Rooms:
Begin by choosing a random square on the graph paper and generating the first
room. To generate a room, roll the D6. The number rolled in the number of squares in the room. These can
be drawn in any way, shape, or form so long as they are orthogonally connected. Next, roll 1D3 (1D6 divided
by 2 rounded up). This is the number of doors in the room. Draw small rectangles to represent the doors
along any single square’s edge to designate an exit.
8.0: Room Type:
Each newly generated room has a type. Roll 1D6 to determine the type. Note this in the
room with a letter.
●
(1) Breach
:
(B) This room has a hole in the hull. Make a DE roll or take 1D3 damage.
●
(2) Corridor :
(Cr) An empty ship corridor. No effect.
●
(3) Med Bay:
(M) Make a WI check to gain 1D6 health.
●
(4) Hostages:
(H) This room houses hostages. After clearing this room, you earn x2 credits.
●
(5) Council Room
(Co) The MAX number of aliens is increased by 1.
●
(6) Captain’s Room:
(Ca) This room has been taken over for the pirate king. +1 CH rolls.
9.0: Doorways:
Next, you will choose one door to move through into the next room. Roll 1D6 to determine
the door type. After moving, generate the new room.
●
(5-6) Unlocked
:
Move through freely.
●
(4) Stuck
:
Must make a ST check to get through. Lose 1 WILL to reroll and try again.
●
(3) Locked
: Must make a WI check to get through. Lose 1 WILL to reroll and try again.
●
(
1-2) Malfunction
:
Must make a WI check to safely repair and move. If you fail, take 1D3 damage
and try again.
10.0 Aliens:
After Entering any room. Roll to generate the aliens in the room. Roll once for the alien type
and a second time for the number of that aliens (this can never exceed the MAX). Each alien has a Max
number of that type that can appear in a room, a Health Damage, a Will Damage, and a Life Force.
Monster Type
Max
H DMG
W DMG
LF
1
Robotic Parrot
6
1
1
3
2
Cabin Boy
4
1D3
-
5
3
Pirate Gunner
3
1D3+1
1
7
4
Vibro Sword Swashbuckler
2
1D6
1D3
10
5
Second Mate
1
1D6
1D6
15
6
Pirate King
1
1D6+1
1D6+1
25
11.0: Fighting:
To fight the aliens in your room, follow these steps in order:
1.
Bravery:
Make a CH check. If you pass, gain 1 Will. If you fail, you lose Will according to the
alien’s W DMG. If your Will is ever 0, all rolls take a +1 modifier. (A roll of 1 STILL always
succeeds)
2.
Ranged Attack:
If the room is 4 squares or larger you may make a ranged attack. Roll a DE check.
If you succeed, apply weapon damage to the alien’s LF.
3.
Melee Attack:
You MUST now make a melee attack using a ST check. If you succeed, apply the
weapon’s damage to the alien’s LF. If you fail, roll the alein’s H DMG and apply it to your health.
4.
Repeat:
Repeat this process until either you die or you’ve killed all the aliens in the room. Run
away with a successful CH roll.
12.0: Search:
Roll 1D6. If you get 1 through 5 you earn that many credits. If you roll a six, roll on the Items
chart on the previous page. If you roll a 1 on the items chart you find nothing.
13.0: The Boss:
The Pirate King is the boss of the scenario and will not appear until you’ve encountered all
the other aliens at least once. Additionally, he will only appear in the Council or Captain’s Room. If you roll
him when he can’t appear, reroll. Once he is defeated, the game ends.
14.0: Rank Up:
In between games you may spend 100 credits to add +1 to one stat. No stat can be higher
than 5. (For an easier game, reduce this cost to 50). You may also buy new equipment. You may only have 1
melee and 1 ranged weapon at a time.
CHAPBOOK ASSEMBLY INSTRUCTIONS
1.
Print off the first two pages back to back.
2. Fold the pages in half to form a chapbook folio so that the cover art is on the front of the
chapbook and the alien chart is on the back.
3. Print the third page separately.
4.
Cut off these assembly instructions (and the Note on Gameplay) and discard them leaving you
with just the character sheet.
5.
Alternatively, keep this section as an “extra” page and put it in the middle of the Chapbook.
6. OR forgo printing the third page and use your own note paper or note card as the character
sheet.
A NOTE ON GAMEPLAY and CLARIFICATIONS
● Natural rolls of 1 ALWAYS succeed, despite die modifiers from room types or loss of Will (as
indicated in Bravery). Natural rolls of 6 always fail.
● Play the game multiple times to rank up your character and make them stronger.
● Use the character in this Micro Chapbook RPG in other Micro Chapbooks for mixed up gameplay.
● Interchange weapons, aliens, rooms, etc. with other Micro Chapbook RPGs for more options
and variety.
● Make the game easier by allowing Rank Up at the end of every successful scenario run.
● The game may be played as a “traditional” RPG with one person acting as a GM.
● The GM can choose to prebuild the scenario beforehand, choosing what is in each room, the
layout, the doors, where the Boss is hiding, and more.
● The GM can add in loot chests with set credits or items inside.
● The GM may choose to run the game in a more “roleplay” style with added story elements,
non-player characters, quest goals, etc.
● In this way, the GM can use WI for all reading, writing, and intelligence based rolls. The GM may
also use CH for all social based rolls with NPCs, enemies, and more.
● Try playing the game on a traditional grid based game mat with miniatures.
● Each miniature can move 1 square at a time orthogonally as part of the melee attack phase.
● Ranged attacks may be made at a distance. Melee attacks may be made while adjacent.
● Come up with your own house rules!
Micro Chapbook RPG System
Copyright © 2020 Noah Patterson