A Quick Overview of TFOS

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So, you want to embrace the chaos of the Galaxy do ya? Alright, well, the very first thing you're going to need to do is pick up a copy of the rule book. This is an older game, so it shouldn't be too expensive, and you do have a couple of (legal) options.
  1. You can go direct to the source, and beg the Master, the Creator of this most excellent time-suck for a copy of this game at his official website.
  2. Or, you can go find it on DriveThruRPG, like I just did.
However, if you're frugal like I am, just go to Mike's site. You'll get it for half the cost (the PDF anyway).

Next, you're going to need some Math Rocks, aka, Dice, and in this specific case, you'll want at least two (2) d6 (six-sided, ordinary Yahtzee dice. Or maybe they're etched with Arabic numerals, instead of pips, if you've got fancy ones).
You'll also need some paper, and probably something to write with.

The next thing you're going to need, beyond a spunky imagination, is a character concept-- an idea, a trope, a quick summary of what your character is, like a sentence or even a basic phrase, beyond "He's cool." (Although, that could potentially work as well...)

The above is pretty much standard for most any Table Top Role Playing Game (TTRPG). And while most of this stuff is archaic for the year of 2026, feel free to use more modern technology, software, and game aides if you'd like.

Creating Your Character​

If you feel like following along, I'll begin on page 22 of the Rulebook.
And it says that you're going to first pick what kind of Teenager you want to play. Basically, you have two options:
  • Normal high school kid looking to party and to get into Intergalactic trouble.
  • Alien Ambassador looking to party and get into Intergalactic trouble.
And while this may feel restrictive, it's really not, because I encourage you to read the side panels of text! And keep in mind that there are two subsets of Alien to choose from, and it's all based on how easily they pass as "Human".

Next, we look at assigning the eight different Statistics your character has. This game has some unique ones beyond your basic strength and speed. Anyway, pages 30 and 31 describes what exactly Smarts, Bod, Luck, Relationship With Parents, Luck, Driving, Looks, Cool, and Bonk. And yes, looking at just the names of these Stats tells you immediately, that this game is NOT meant to be serious in tone. Anyway, what you're going to do is pick up a single six-sided die, and you're going to roll it eight times. Fill in one number for each of the Stats. There's some interesting suggestions found on page 34 regarding the rolling of dice, however, there is no such love for you if you've managed to roll all ones (1).

After Stats, comes Knacks (also known as Skills in most other games), and you get to figure out how many you've got. Roll 1d6. That's how many Points you've have to allocate toward Knacks. Any Knack can range from one (1) to six (6). Consult page 35 for more information.

Every character has at least two powers (aliens have three), and of course the Referee may declare other non-sense that overrides the Core Rules anyway. Check out pages 40 through 45 for details about Powers.

Finally, Traits are habits or peculiarities about the Teenager. Think of these like your personality. There's a handy list on page 45, but I'm sure you can probably also make some new ones up too. Just clear it with the Boss (Referee) first.

Oopsie! I forgot one little detail: Your Allowance! Roll 2d6, multiply by five. That's how much money you get every week. And as a bonus, you're going to add an extra die, and use this as a multiplier to generate your initial piggy bank. You'll use your Allowance to buy cool things (found on pages 47 through 53). Due note that these prices have probably not been adjusted for inflation since like, 1984.

The Mechanics​

Figure out who's going first. There's lots of ideas on page 58.
  • To do anything beyond something stupidly basic, you need to make a Roll: Take one of your dice, roll it, add that result to an appropriate Stat.
  • If you're challenging another Character, you must beat their opposing roll. Defenders win all ties.
  • If you're challenging something the Referee has placed in front of you, you must beat whatever the one (1) through ten (10) difficulty threshold he/she has set for the challenge.
That's the game in basically a nutshell. The mechanics are truly easy. After all, this isn't a realistic setting game, so lots of the normal Combat related rules are simply done away with. This game runs on Absurdity. And hopefully, you'll find a few other like-minded, crazy individuals who have a warped mind, just as you and I do, so that we can get together and play a game of Teenagers From Outerspace!
 

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