This is the SCI-FI version of the LifepathRPG, a free one-page tabletop roleplaying game by Morrus. Everything you need to play is on this page. When a word has a number after it in parenthesis, such as TRAIT⁽⁴⁾ that’s just a handy table of contents reference to help you find the bit of the page you need. To play this game, you need a referee and at least one player. It’s assumed you know what a tabletop roleplaying game is.

Download a sample character, Ban Polo the Charming Android Pilot.

Can’t decide? Scroll to the bottom and use the random character generator!

1. IDENTITY

Choose a TRAIT⁽⁴⁾, an ANCESTRY⁽⁵⁾, UPBRINGING⁽⁶⁾, and a CAREER⁽⁷⁾ from the lists⁽⁴⁻⁷⁾ below.

Your TRAIT⁽⁴⁾, ANCESTRY⁽⁵⁾, and CAREER⁽⁷⁾ make up your identity, such as INTELLECTUAL ANDROID MEDIC or ANGRY HUMAN PILOT.

Each of these adds to your STATS⁽²⁾ and each gives you an ABILITY.

2. STATS

Your STATS are:

BRAWN. How big and tough you are.

AGILITY. How fast and dexterous you are,

SKILL. Your ability at skilled, complex tasks.

INTELLECT. How clever and knowledgable you are.

PRESENCE. How charismatic or imposing you are.

RESOURCES. How rich or connected you are.

STEALTH. How sneaky you are,

WILLPOWER. How determined and courageous you are.

PERCEPTION. How observant you are,

PSIONICS. How strong you are at psionics. Or the Force. Or whatever you want to call it!

Your STATS start at 1 each except MAGIC which is 0. As you choose your TRAIT⁽⁴⁾, ANCESTRY⁽⁵, and CAREER⁽⁷⁾, they will increase. In total, you start with 14 points in your STATS.

3. LIFE

You have LIFE, which is like hit points. Attacks do 1 damage. At 0 you are unconscious. Your LIFE is 4.

Your LIFE increases by 1 each time you level up⁽¹³⁾. It is always your level⁽¹³⁾ +3 unless noted otherwise.

4. TRAIT

Choose one of the following. Your trait gives you 2 STATS⁽²⁾ points.

ATHLETIC. BRAWN +1, AGILITY +1, you can move twice as fast as most people

EMPATHIC. PERCEPTION +1, PSIONICS +1. You can sense emotions in nearby creatures.

NIMBLE. AGILITY +1, SKILL +1, you can squeeze through small gaps

INTELLECTUAL. INTELLECT +1, MAGIC +1, you can always recall history, myths, and legends

CHARMING. PRESENCE +1, RESOURCES +1, people nearly always like you unless you do something to cause otherwise

INSIGHTFUL. PERCEPTION +2, you always know when somebody is lying to you

WEALTHY. RESOURCES +2, you own a large house or estate

QUIET. STEALTH +1, PERCEPTION +1, people usually overlook you unless you make yourself noticed

ANGRY. PRESENCE +1, WILLPOWER +1, you always attack first in a fight

BRAVE. WILLPOWER +1, PRESENCE +1, you inspire your allies giving them +1 to attack rolls in the first round of combat

CHEERFUL. PRESENCE +1, PERCEPTION +1, your disarming nature makes people trust you

CLEVER. SKILL +1, INTELLECT +1, you always spot traps

CURIOUS. PERCEPTION +1, INTELLECT +1, you always spot clues

MISCHIEVOUS. STEALTH +1, PERCEPTION +1, you can taunt a foe and force them to focus their attention on you

MYSTERIOUS. PRESENCE +1, STEALTH +1, you always seem to remain unknown whatever you do

RECKLESS. PRESENCE +1, WILLPOWER +1, you do +1 damage but foes get +1 to attack you

RESOURCEFUL. SKILL +1, RESOURCES +1, you can fashion items out of your surroundings given an hour.

5. ANCESTRY

Choose one of the following. Your ancestry gives you 6 STATS⁽²⁾ points and one special ability.


ANDROID. BRAWN +2, INTELLECT +2, SKILL +2. you are immune to mental attacks and effects

Androids are artificial beings made of metal and plastic.


GREY. INTELLECT +2. PSIONICS +2, PERCEPTION +1, WILLPOWER +1, you can telepathically communicate with nearby creatures

Greys are telepathic travelers, well-known for their big heads and small bodies.


HUMAN. Spend 6 points on STATS⁽²⁾, but no more than 1 on any one, you are resilient and get +2 LIFE

Humanity is a varied race which has spread throughout the galaxy.


SCHOLARITE. INTELLECT +2, SKILL +1, PSIONICS +1, WILLPOWER +2, you can meld with a nearby creature’s mind and read its surface thoughts by making a PSIONICS vs. WILLPOWER roll

Scholarites are an enlightened, advanced species which values logic and science.


INSECTOID. AGILITY +2, SKILL +2, PERCEPTION +1, PSIONICS +1, you can climb walls and ceilings as though you were on the ground


ARGON. BRAWN +2, SKILL +2, PERCEPTION +1, PRESENCE +1, large and though, you get +2 LIFE

Argons are 7' tall, fur-covered humanoids who live in concert with nature.


REPTILIAN. INTELLECT +2, STEALTH +2, PERCEPTION +2, your chameleon abilities enable you to turn invisible for one minute once per hour

6. UPBRINGING

Your upbringing describes your childhood, before you embarked upon your adventuring career. Your upbringing gives you 2 STATS⁽²⁾ points and one special ability.

ACADEMIC. INTELLECT +2, you always recognize cultural items and artifacts

COSMOPOLITAN. PRESENCE +1, INTELLECT +1, you have a 50% chance of being able to speak any given language

DESTITUTE. SKILL +1, WILLPOWER +1, you can go without food for a week

MILITARY. BRAWN +1, PERCEPTION +1, you always recognize military uniforms, ranks, and insignia

MONASTIC. WILLPOWER +1, PRESENCE +1, you always recognize religious orders and paraphernalia

PRIVILEGED. RESOURCES +1, PRESENCE +1, you always know how to act in wealthy surroundings

FRINGER. SKILL +1, PERCEPTION +1, you can keep equipment running, even when it is old and dilapidated

TRAVELLER. PRESENCE +1, SKILL +1, you always know where in the galaxy you are

UNDERWORLD. SKILL +1, STEALTH +1, you always know how to find information in a city

7. CAREER

Choose from one of the following. Your career gives you 6 STATS⁽²⁾ points and one special ability.

AGENT. AGILITY +2, SKILL +1, +RESOURCES +1, STEALTH +2, you can effectively turn invisible for a minute each hour

COMMANDER. INTELLECT +1, PRESENCE +2, RESOURCES +2, WILLPOWER +1, you can spend your action to give two allies free actions

ENGINEER. INTELLECT +2, SKILL +2, BRAWN +1, AGILITY +1, you can push any ship to go faster than it is designed for

HACKER. INTELLECT +2, SKILL +1, RESOURCES +1, PERCEPTION +1, STEATH +1, given enough time you can access any computer system

HUNTER. SKILL +2, AGILITY +2, PERCEPTION +2, given an hour you can always learn your target’s location

MEDIC. INTELLECT +2, PRESENCE +2, SKILL +2, you can heal 1 LIFE

DIPLOMAT. INTELLECT +2, PRESENCE +2, RESOURCES +2, you always know people of importance

PILOT. AGILITY +1, SKILL +2, PERCEPTION +2, PRESENCE +1, you can fly any vehicle or ship

PSION. INTELLECT +1, PRESENCE +2, WILLPOWER +1, PSIONICS +2, you can mind blast a target and do 2 damage

SCIENTIST. INTELLECT +2, SKILL +2, RESOURCES +1, PERCEPTION +1, you can identify and creature or phenomenon

SCOUNDREL. AGILITY +2, PRESENCE +1, STEALTH +2, PERCEPTION +1, when you hide something it takes a herculean roll to find it

SOLDIER. BRAWN +2, AGILITY +2, WILLPOWER +1, PERCEPTION +1, you do double damage on a hit

STAR KNIGHT. AGILITY +2, PRESENCE +1, WILLPOWER +1, PERCEPTION +1, PSIONICS +1, you can reflect one shot back at the attacker each turn with your laser sword

You can take additional careers later as you level up⁽¹³⁾.

8. GAMEPLAY

When you do something difficult, roll 1d6 and add your STAT⁽²⁾. 

You don’t have to roll for most tasks. You only need to roll if what you’re attempting is difficult.

UNOPPOSED. If your action is not opposed by another creature, you succeed at a difficult task with a roll of 7 or more, or an herculean task with a roll of 13 or more. If your STAT⁽²⁾ is 6 or higher, you automatically succeed at difficult tasks. If your STAT⁽²⁾ is 12 or higher, you automatically succeed at herculean tasks. You need a stat of 13 or more to even attempt impossible tasks.

  • Difficult 7 (breaking down a door)

  • Herculean 13 (bending an iron bar)

  • Impossible 19 (lifting a shuttlecraft)

OPPOSED. If your action is opposed by another creature, you need to beat their STAT⁽²⁾ +3.

ATTACKS. An attack is an opposed roll of AGILITY (ranged) or BRAWN (melee) vs AGILITY +3 and does 1 damage to your target’s LIFE⁽³⁾ unless otherwise noted.

WHO GOES FIRST? Whoever instigates a conflict goes first. Then everybody rolls a STAT⁽²⁾ determined by the referee (based on the situation) and acts in descending order. On your turn you can move 30’ and take one action.

MULTIPLICATION. If two or more abilities grant a multiplier to something, take the highest. They do not stack.

9. MONSTERS

Here are some baddies you can use.


ASSASSIN

Br6 Ag6 Sk6 In4 Pr4 Re2 St6 Wi4 Pe4 Ps0 life 6

First attack does double damage


BANDIT

Br4 Ag3 Sk4 In3 Pr3 Re1 St4 Wi2 Pe3 Ps0 life 4

Ambush and act first


CRITTER

Br2 Ag3 Sk1 In1 Pr2 Re0 St4 Wi1 Pe6 Ps0 life 3

All manner of alien critters up to the size of a dog; no special ability


BIG CRITTER

Br 6 Ag 3 Sk1 In 1 Pr 3 Re0 St 1 Wi 1 Pe4 Ps0 life 6

Bigger alien critters up to the size of an elephant


GIANT CRITTER

Br 12 Ag 2 Sk1 In 1 Pr 5 Re0 St1 Wi1 Pe4 Ps0 life 18

Really big alien critters up to the size of a large dinosaur


GOBBER

Br1 Ag4 Sk6 In2 Pr1 Re1 St4 Wi1 Pe4 Ps0 life 4

Can pickpocket small items


DARK PSION

Br1 Ag2 Sk4 In6 Pr6 Re6 St3 Wi4 Pe3 Ps10 life 10

Can use any psionic power⁽¹¹⁾


SOLDIER

Br4 Ag4 Sk4 In3 Pr2 Re1 St2 Wi3 Pe3 Ps0 life 4

Standard troopers and law enforcement


XENOMORPH

Br6 Ag8 Sk1 In1 Pr1 Re1 St6 Wi2 Pe6 Ps0 life 6

10. TRAPS

A trap needs a PERCEPTION roll⁽⁸⁾ to spot and a SKILL roll⁽⁸⁾ to disarm or circumvent. Traps are standard (6) or herculean (12). Consequences for failing the check are listed below.

AIRLOCK (12). Sucked into space and die in 3 minutes.

CRUSHING WALLS (12). Everybody squashed for 4 damage.

LASER TRAP (6). Laser blasts do 1 damage to everybody present.

PIT TRAP (6). Fall and take 1 damage. If it has spikes, take 2 damage instead.

POISON NEEDLE (6). 1 damage, but target is sick for one hour suffering -3 to all rolls.

POISON GAS (12). Everybody in the area takes .1 damage.

11. PSIONICS

Casting against an unwilling target requires an attack or opposed check⁽⁸⁾.

You have 1 power per PSIONICS point, and you can use a number of powers equal to your PSIONICS score before requiring an hour’s rest.

Where a power has a level, you need to know its parent before choosing it, you must be the same level or higher than the spell, and it counts as a number of power uses equal to its level.


lightning blast (2 damage to 1 target)

lightning arc (level 2, 1 damage to 3 targets

lightning explosion (level 3, 3 damage to everybody within 30’)

You can use fire, ice, lightning, or any other effect of your choice


influence (target is friend for 1 minute)

mass influence (level 2, all within 30’ are friends for 1 minute)

mind control (level 3, target obeys all commands for 1 minute)


disguise (make yourself look different)

shapechange (level 2, look like somebody specific)

polymorph (level 3, change into any shape or size)


psionic dampener (end a psionic effect with opposed check vs, the caster)


divination (ask the referee one yes/no question)

oracle (level 2, ask the referral one short closed question)


illusion (you make sound and image within a 10’ area)


invisibility (turn invisible for 1 minute)


levitate (you levitate for 1 minute)

fly (level 2, you can fly for 1 minute)


light (you make light for 1 hour)


forceshield (for 1 minute you take half damage, round down)

invulnerability (level 2, for 1 minute you take no damage)


teleport (teleport up to line of sight)

teleport II (teleport to somewhere you’ve been up to 1 mile)

teleport III (teleport to anywhere you’ve been)


telepathy (talk to a creature for one hour)


*if a summoned critter has INTELLECT 1, you can control it. Otherwise, it has free will and might not be happy about being summoned.

12. GEAR

You generally have whatever gear you need to do your career. If you need something extra, roll RESOURCES. You need 7 (difficult) for regular gear, and 13 (herculean) for something extraordinary. Obviously you need to be somewhere you could buy that thing.

The referee can also give out things as treasure.

  • Upgraded weapons do 2 or more damage instead of 1.

  • Laser swords do 2 damage.

  • Special armor gives you +2 or more LIFE⁽³⁾.

  • Gadgets can replicate psionic powers and can be used once per day.

  • Medpacks heal 1 LIFE⁽³⁾.

  • A psi-crystal grants +1 PSIONICS.

13. LEVELLING UP

When your referee tells you, it’s time to level up.

  • When you gain a level you select any CAREER⁽⁷⁾, increasing your STATS⁽²⁾ accordingly, and gaining the special ability of your new career, but you do not gain a special ability a second time if you repeat a CAREER⁽⁷⁾ you already have.

  • Your level is equal to the number of CAREERS⁽⁷⁾ you have taken.

  • You decide which of the CAREERS⁽⁷⁾ you have taken is the one you write at the top of your character sheet. It might be your most recent one, or the one you spent the most time in, or you first one. It’s up to you!

  • Your LIFE⁽³⁾ also goes up by 1 (your LIFE⁽³⁾ will be your level +3).

CAN'T DECIDE?

Roll to pick a random lifepath!

(beta — psionic power selection may include duplicates)