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NAKADE 2020

42XX
Post-apocalyptic Exploration
RULES CHARACTERS
PLAY: Players describe what their characters do. ► Choose your character’s team specialty.
The GM advises when their action is impossible,
EXPERT: Skilled in Appraisal (d8) and either
requires extra steps, demands a cost, or presents
History (d8), Biology (d8) or Geography (d8). Take
a risk. Players only roll to avoid risks.
a set of tools and brushes.
ROLLING: Roll a d6 skill die—higher with a
SURVEYOR: Skilled in Scavenging (d8) and either
relevant skill, or d4 if hindered by injury or
Endurance (d8) or Survival (d8). Take a portable
circumstances. If helped by circumstances, roll
shelter and binoculars.
an extra d6; if helped by an ally, they roll their skill
die and share the risk. Take the highest die. DIRECTOR: Skilled in Command (d8), Survival
(d8), or pick one at d10. Take an emergency
1–2 Disaster. Suffer the full risk. GM decides if
firearm and comms beacon (bulky, allows
you succeed at all. If risking death, you die.
communication with space). One per team.
3–4 Setback. A lesser consequence or partial
MEDIC: Skilled in First Aid (d8, use to stabilise
success. If risking death, you’re maimed.
condition) and Surgery (d8, use in secure location
5+ Success. The higher the roll, the better. to treat wounds). Take a medkit and distress
beacon (bulky).
If success can’t get you what you want (you pull
at the artefact, but it’s molten into the rock!), you’ll TECHNICIAN: Skilled in Repair (d8), Electronics
at least get useful info or set up an advantage. (d8, use to operate equipment). Take repair tools
and a rugged field computer (bulky).
LOAD: Carry as much as makes sense, but more
than one bulky item may hinder you at times. ► Choose your character’s origin.

ADVANCEMENT: After a mission, increase a skill DROID: You were manufactured to survive in a
(none→d8→d10→d12), requisition equipment. harsh environment. Take quadrupedal (increased
stability, climbing) or bipedal (increased height)
DEFENSE: Say how one of your items breaks to
locomotion, and a reinforced shell (break for
turn a hit into a brief hindrance. Broken gear is
defense). No need to eat or drink, recharge in
useless until repaired.
sunlight.
HARM: Injuries must be stabilised, and take time
SPECIALIST: You trained from youth for this
and well as medical aid to heal. If killed, make a
mission. Apply 3 skill increases (from no skill
new character to be dropped in ASAP.
→d8→d10→d12). You can take new skills and/or
RUNNING THE GAME: Lead the group in setting increase skills you already have.
lines not to cross in play. Fast-forward, pause, or
BELTER: You made your living surviving amongst
rewind/redo scenes for pacing and safety, and
the harsh asteroid belts. Take a skill increase
invite players to do likewise. Present dilemmas
(Survival or Scavenging). You can carry three
and problems you don’t know how to solve. Move
bulky items before getting hindered, and can
the spotlight to give everyone time to shine. Test
survive for two weeks without food without being
periodically for bad luck (e.g., run out of food) —
hindered.
roll d6 to check for (1–2) complications or (3–4)
signs of danger. Offer rulings to cover gaps in the ► Choose or invent skills (if prompted by origin).
rules; resolve unsatisfying rulings as a group
Appraisal, History, Biology, Geography,
during break.
Scavenging, Endurance, Survival, Command, First
Aid, Surgery, Repair, Electronics, Climbing,
GEAR YOUR TEAM
► Weight is limited: Take a field communicator ► Invent or roll for team details.
(ground comms only), rations for 7 days, a water TEAM NAME (Roll 2d10)
purifier, and 2 pieces of gear.
1 Aeon 1 Legion
◻ Hardsuit (break x3 for defense) 2 Starlight 2 Force
◻ Environmental suit (protects against extreme 3 Hope 3 Lightbearers
temperatures and recycles water). 4 Aegis 4 Trailblazers
5 Reclamation 5 Trust
◻ Farmkit (selection of seeds, soil testing kit,
6 Return 6 Team
fertiliser).
7 Landfall 7 Unit
◻ Multi-purpose scanner (heat, movement, 8 Renaissance 8 Deployment
night-vision). 9 Earthshot 9 Passage
10 Union 10 Wanderers
◻ Portable shelter (covers one, protects against
elements and collects energy using photocells). TEAM INSIGNIA

◻ Rebreather helmet (Supplies oxygen and 1 Map of Earth 6 Drop pod design
protects against poisonous gases for up to 1 2 Three stars 7 Salvaged patch
hour per use). 3 Earth and Moons 8 Sprouting plant
4 Solar system 9 Human hand
◻ Medkit (Treats mild to medium injuries) 5 Union emblem 10 Combine 2

OBJECTIVES MISSION CONTROL (Roll 1d10)

1 Janus, cautious and warm AI


► What are the goals of your team? 2 Lee Lai Ming, brilliant researcher
BASE: Establish a forward base with comms 3 William, cold, wizened commander
beacon and drop point for future expeditions. 4 Howitzer, trailblazing prodigy
5 Morrigan, calculating statistician
SURVIVE: Brave the wastes for 1d12 weeks, until 6 Qadir, concerned historian
supplies arrive or a relief team follows you down. 7 Se-jeong, heavy-hearted belter
REGREEN: Establish viable and sustainable 8 Titus, optimising guidance unit
farmland by finding a suitable source of water 9 Blake, bubbly and optimistic control
and soil. 10 “Horus”, pessimistic young director

SURVEY: Map out an area for future settlers to


SURVIVAL RULES
reference, taking note of any landmarks or
> Overall, you can live…
significant remains.
- 3 minutes without oxygen
RESCUE: A previous team has gone missing. It’s - 3 days without water
your job to retrieve them or their data. - 3 weeks without food
REINFORCE: A previous team has requested > After 1 week without food, you are hindered.
backup. It’s your job to link up and bring > After 2 weeks without food, you can no longer
additional supplies. carry bulky items.
> Unclean food/water carries the risk (1 in 8) of
RECLAIM: Find or relocate an artefact, lost trove infection, which must be treated with a medkit or
of technology or point of conflict. similar technology.
Earth is a wasteland, devastated by war and ► Roll d6 to determine landfall preparations.
extraction. The remnants of humanity fled to the 1–2 Initial wave
stars. Now the Union Survey Corps (USC) prepares 3–4 Forward base established
for a return to the forgotten world... 5–6 Limited settlements

► Roll d20 for a location ► Roll d20 for a discovery

1 Combine 2 locations (Reroll doubles) 1 Combine 2 objects (Reroll doubles)


2 Crashed O’neill Cylinder from the System War 2 Planetary defence system controls
3 Forgotten missile silo with decaying munitions 3 Nuclear missile launch device/launch codes
4 Subterranean bunker city with sealed gate 4 Preserved copy of holy text from lost religion
5 Remains of mobile climate refugee camp 5 Location of seed vault/time capsule
6 Collapsed residential tower, ship embedded 6 Memorial plaque for ancient war
7 Scorched plains with noxious atmosphere 7 Last message by survivors of the apocalypse
8 Submerged ruins of coastal metropolis 8 Relatively intact plastic toy or tool
9 Missile impact crater, trace radiation remaining 9 Jury-rigged distress beacon
10 Destroyed USC settlement, recently abandoned 10 Half-constructed, weathered escape rocket
11 Crushed sculpture or art installation 11 Sample of unmutated flora deep underground
12 Massive help sign made from plastic garbage 12 Broken ancient data storage device
13 Significant cultural landmark, half-buried 13 Carved concrete tablets, detailing history
14 Collapsed spine of space elevator 14 Operational self-sustaining nanite swarm
15 Remains of forgotten academic institution 15 Fissure leading to untapped aquifer
16 Failed regreening project, fallow earth 16 Crashed USC pod carrying 1d6 gear/supplies
17 Anti-UV biodome, roof long since collapsed 17 Protein-based food substitute container
18 Overgrown city transformed into jungle 18 Active autonomous mining platform
19 Nanite-controlled malfunctioning manufactory 19 Another USC landing team
20 Regenerating high tech walled community 20 Roll again. On a 20, you discover a survivor
► Roll d12 for a complication ► Roll d20 for another team (Ally/backup/rival)

1 Combine 2 complications (Reroll doubles) 1 Combine 2 teams (Reroll doubles)


2 Crevice separating you from goal 2 Homesteader Force, regreening expert team
3 Structure/object is extremely fragile 3 Pioneer Squad, scouting and mapping team
4 A shortage you have worsens 4 Neo-American League, rookie settlers
5 Weather begins to worsen (storm, flood etc.) 5 Belt Homecoming Squad, veteran belters
6 Pathway/doorway obstructed by debris/plants 6 201st Martian Expeditionary Force, explorers
7 Objective is further away than you think 7 Code Tekumel, privately funded archaeologists
8 You find another USC team in need of rescue 8 Team Tensor, physicists investigating radiation
9 Structure/object is trapped/molten/destroyed 9 Sino Redevelopment Group, Chinese settlers
10 The team is separated 10 Jovian Consortium, private interest prospectors
11 Equipment malfunction (E.g. comms outage) 11 Orbital Manufacturing, automated salvage crew
12 Time is wasted/lost (thirst, hunger, rest etc.) 12 USC Marine Team 1, elite security force
13 Shinsekai Conglomerate, Japanese ecologists
► Roll d4 for a wound development (1/3 days)
14 Lunar Outreach Program, Lunarian regreeners
1 No change (Wound remains stagnant) 15 USC Emergency Team 6, medical specialists
2 No change 16 Reclamation Squad, artefact hunters
3 Healing (Progress dependent on severity) 17 USC Monitor Team 5, neutral observer force
4 Infection (Requires urgent treatment) 18 Project Endurance, belter nation-claiming effort
19 USC Command Team 9, localised control squad
Version 1.1. Text by Nakade. Inspired by 2400 from Jason Tocci. Art BY BEEPLE.
20 Mappa Mundi, geographers and cartographers

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