2400 Exiles v1.3 Spreads

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ON THE FAR END OF THE GALAXY, a dead ► Roll d6 to try to find a job. Spend $1 to re-roll.

2400
civilization left a world of ancient wonders and 1–2 Dry spell. Owe somebody to get in on a job.
fell plagues. Now under orbital blockade, all 3–4 Found a job, but something smells wrong.
who set foot here struggle to survive as exiles. 5–6 Choose between 2 jobs.

► Persons ► Jobs

1 Alphonse, giant caterpillar, job broker 1 Collect berries for Starmind Master Undu LO-FI SCI-FI RPG • JASON TOCCI
2 Buttertop, jolly provisioner, knife-thrower 2 “Deal with” pirates messing up local trade
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Crissy, cool, eyepatch, rents old prison cells
Doc Goddard, big white beard, bloody apron
Earwax, ex-raider, pursued by former crew
Fujiwara, laconic mechanic, no xenotech
Gritty Sal, pungent merc, nice hat, drunk
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Defend peaceful encampment from raiders
Deliver insultingly meager tribute to Ruby
Deliver message far away (DON’T READ IT)
Disable defensive turrets at raider fort
Escort Kader to Pool to meet a symbiont
EXILES
8 Houser, brutal warlord, extra bug-limbs 8 Find out where Jackrabbit gets blue meat
9 Jackrabbit, friendly bow-hunter, blue meat 9 Find out who’s stealing my goddamn dust
10 Kader, pensive broker, owed many favors 10 Get a family heirloom back from Nort
11 Ljung, eccentric smith, will work for cheese 11 Go into cave, clear out anything that moves
12 McClasky, scrawny junk seller, happy patter 12 Guard sacred cave from psychotic miners
13 Nort, gentle, turnip-headed pawnbroker 13 Help evacuate before The Sea moves in
14 Ogechi, tough, wry shipper, often hires help 14 Help someone evade the orbital blockade
15 Pill, android guide, c’mon move move move 15 Help the Resistance establish a democracy
16 Ruby, popular warlord, executes shitty men 16 Leave offering at Nine Gods, await answers
17 Stubbs, wistful, canid-spliced vet, one leg 17 Plant a bomb in a warlord’s camp
18 Undu, Starmind master, offers weird quests 18 Retrieve “plague cocktail” from The Wheel
19 Viceroy, clanky robot, inn proprietor 19 Save local leader, melting from a plague
20 Wollando, chatty slug, you gonna eat that? 20 Steal a (holo-branded) mammoth
► Places (besides all the desert) ► Things (worth more than $1)

1 Achewater, mining town with iffy fountain 1 Barrier hoop (raises force field, xenotech)
2 The Arch, partially powers up irregularly 2 Blackmail material on a feared warlord
3 Arena, “who’d win in a fight” is volunteering 3 Crate full of well-preserved brie
4 Bronze, ancient city vied for by warlords 4 Cryo-gel injector (until injured can get care)
5 Buried iron hand, stories tall, holding a hut 5 Dust-glove (disintegrating touch, xenotech)
6 The Caravan, good deals, always moving 6 Five bags of Earth-soil (bulky) and seeds
7 Fist, raider “community,” barfights common 7 Ten doses of bliss-dust, 2 of telepathy-dust
8 Goldsteppe, predators disguised as the sun 8 Hibernate pod (burrows, then starts cryo)
9 Hightower, sub-stratosphere levels livable 9 High-end combat-body, transplant-ready
10 Mammoth graveyard, ivory thrums softly 10 Intact ’55 Cronos Stealth Shuttle, no fuel
11 Motherworm, fossilized, miles of “tunnels” 11 Jump drive fuel cell (antimatter)
12 Nine Gods, inhuman statue park on horizon 12 Laser rifle (bulky, misaligned, xenotech)
13 Pirate cave, lit by fungi, tarps mark “rooms” 13 Muta-spray (1 use, rewrite DNA, xenotech)
14 Pool, flooded “lobster” symbiont village 14 Preserved remains of an original inhabitant
15 Sandfall, mesa/spring of potable (?) sand 15 Quicksilver mask (face mutable, xenotech)
16 The Sea, possibly a single, living organism 16 Rocket boots (very dangerous xenotech)
17 Starmind monastery, drifts on a floating rock 17 Shipping container with autopilot mode
18 The Wheel, still rolls even as it’s plundered 18 Spiny circlet (grants telekinesis, xenotech)
19 Wood, carnivorous trees, psychic arachnids 19 Starmetal pole (extends to plasma glaive)
20 Wreck of the Cavalier, growing weird mold 20 Xeno-armor (bulletproof, bonds to skin)
Version 1.3 • Art by Beeple (Mike Winkelmann) • Permission is granted to reproduce for personal use
RULES CHARACTERS
PLAY: Players describe what their characters do. ► Roll d20 for background; note skills and items. 11 PENAL COLONY SURVIVOR: Hand-to-hand ► Invent or roll for a name, and note pronouns.
The GM advises when their action is impossible, (d8), Intimidation (d8), Stealth (d8). Take a
1 BOUNTYBOT: Take an arm-mounted pistol, 1 Alder 6 Fizz 11 Kwan 16 Starek
requires extra steps, demands a cost, or presents shiv, prison coverall, tattoos, eyeshine mod.
manacles, self-destruct module, robot body 2 Blister 7 Greco 12 Lowe 17 Toole
a risk. Players only roll to avoid risks.
with case (break harmlessly for defense). 12 PLAGUE BEARER: Pieces of you sometimes 3 Crash 8 Hall 13 Mud 18 Utkin
ROLLING: Roll a skill die — d6 by default, higher fall off and try to scratch or rub people, but 4 Duck 9 Izumi 14 Najm 19 Wen
2 BRAINWORM COLONY: Open a wound to exit
with a relevant skill, or d4 if hindered by injury, can be reattached. Take body wrappings. 5 Ein 10 Jelly 15 Red 20 Zappa
your host, transfer to a new host, and take
circumstances, or carrying more than 1 bulky
control in minutes. Must consume double 13 PLAGUE EATER: Take ratty duster, tentacle ► Roll d20 for a piece of salvage worth $1.
item. If helped by circumstances, roll an extra d6;
rations. Take a hooded robe, dagger. tongue (2m long, strong, leech ill effects from
if helped by an ally, they roll their skill die and 1 Ambulatory slime (self-replicating, edible)
others at risk of mutating yourself).
share the risk. Take the highest die. 3 CANID-SPLICED SOLDIER: Hunting (d8). Take 2 Ancient timepiece (xenotech artifact)
a harness, collar, sharp senses, strong bite. 14 SAND SKIMMER: Navigation (d8), Piloting 3 Annihilation ball (xenotech explosive)
1–2 Disaster. Suffer the full risk. GM decides if
Give/get bonus help die with canids. (d8). Take a sand skiff (fits 4ish, attracts 4 Antigrav nodule (levitates up to 1000 kilos)
you succeed at all. If risking death, you die.
pirates) and a coach gun (bulky). 5 Binoculars (high-power, durable)
3–4 Setback. A lesser consequence or partial 4 CRASHED STARSHIP AI CORE: Electronics
6 Black box from derelict ship
success. If risking death, you’re injured. (d8), Mathematics (d12), Navigation (d8), 15 SANDWORM HUNTER: Climbing (d8),
7 Brain stored in a canister with dry ice
5+ Success. The higher the roll, the better. Piloting (d10). Take a cobbled-together robot Shooting (d8), Tracking (d8). Take leathers,
8 Cyber-arm (bloody but serviceable)
body too unsteady to support your weight. lure, harpoon gun (bulky), long cable.
If success can’t get you what you want (you make 9 Glitchy sexbot (non-sapient, sand in joints)
the shot, but it’s bulletproof!), you’ll at least get 5 CRYPTIC PROPHET: Oratory (d10). Gazing 16 STARMIND ADEPT: Telepathy (d8, sense 10 Hydration capsules (1-month supply)
useful info or set up an advantage. upon your mutated visage may offer mystic surface thoughts), Telekinesis (d8, as strong 11 IOU from Gritty Sal for merc work (1 job)
insight, but risks brain hemorrhage. Take a as your arms). Take purple robes and a 12 Live hound in a failing cryo-carrier (bulky)
ADVANCEMENT: After a job, each character
hooded robe, cracked mask, wooden staff. starmetal hilt (extends into a plasma blade). 13 Plasma battery
increases 1 skill (none ➡ d8 ➡ d10 ➡ d12) and
14 Map to desert oasis
gains tradable goods worth d4 salvage ($). 6 DOOMED STARFARER: Take a helmeted vac 17 SURVEYBOT: Digging (d8), Rolling (d8). Take
15 Marker, 1 week room & board at Viceroy’s
suit full of vapor and a skeleton. Leave suit in telescopic worm-body (contract/stretch
DEFENSE: Say how one of your items (or robotic 16 Med scanner (banged up, needs battery)
vapor form (at risk of dispersion) to float 1–10m), burrow-arms, LIDAR.
limbs) breaks to turn a hit into a brief hindrance. 17 PsychOut (amplifies psi powers; addictive)
around, shorting out electronics you touch.
Broken gear is useless until repaired. 18 SYMBIONT: You look like you’re giving a 18 Sack of random machine parts (bulky)
7 DUST MERCHANT: Appraisal (d8), piggyback to a big lobster. Take strong claws, 19 Sand skiff engine (bulky)
HARM: Healing takes time commensurate with a
Negotiation (d8). Take a flashy outfit, eye antennae (hear thoughts as unintelligible 20 Sandworm “tonsil” (purported aphrodisiac)
hindrance’s severity, but can be handled faster at
loop, and 3 dust doses. Roll d4 for each’s murmurs). Sever bond forever as defense.
a cost of $d4; real doctors are hard to find. If ► Choose or roll d12 for 1 more salvage worth $1.
hour-long effect: (1) bliss, (2) telepathy, (3)
killed, make a new character to be introduced 19 TRASH PICKER: Scavenging (d8), Tinkering
battle-fury, or (4) mystic visions. 1 Climbing gear (good condition)
ASAP. Favor inclusion over realism. (d8). Take a pack of questionably useful junk
2 First aid kit with antibiotics (1 course)
8 EXPELLED GLADIATOR: Hand-to-hand (d8), (bulky), an old, scoped rifle, and filthy rags.
GM: Describe characters in terms of behaviors, 3 Gyro-hammer (bulky)
Rabble-rousing (d8). Take a loincloth, cyber-
risks, and obstacles, not skill dice. Lead the group 20 XENOARCHAEOLOGIST: Research (d8), 4 Neutrino lance (lightweight, but bulky size)
arm with extend-a-shield, homing spear
in setting lines not to cross in play. Fast-forward, Xenotech (d8). Take old khakis, mag-lens, 5 Night vision goggles
(returns to cyber-arm).
pause, or rewind/redo for pacing and safety; brushes, 3 mysterious xenotech artifacts. 6 Plastic explosive with remote detonator
invite players to do likewise. Present dilemmas 9 EX-WARLORD: Bloodshed (d8). Take a big, 7 Plate-sewn longcoat (break for defense)
► Apply 3 skill increases, using these or other
you don’t know how to solve. Move spotlight to greasy gun (bulky), scrap armor (break for 8 Pistol
comparably narrow skills of your choice.
give all time to shine. Test as needed for bad luck defense), horrific scarring, a grim mask, and a 9 Repair tools
(e.g., run out of ammo, or into guards) — roll d6 to once-feared name. Climbing, Deception, Electronics, Engines, 10 Rifle (bulky)
check for (1– 2) trouble or (3–4) signs of it. Explosives, Hand-to-hand, Intimidation, Labor, 11 Shotgun (bulky)
10 MAMMOTH HANDLER: Take a heavy duster
Improvise rulings to cover gaps in rules; on a Persuasion, Piloting, Reading People, Running, 12 Vac suit (hazmat rated, 1 hour of air)
(break as defense) and a mammoth (2d4
break, revise unsatisfactory rulings as a group. Shooting, Sleight of Hand, Stealth, Tracking
stories) with artillery or $d6 in scrap (bulky).

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