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SOMETHING BROUGHT YOU HERE. Just a busted But it’s not that easy. Where’s the derelict’s crew?

2400 ORBITAL
jump drive, you hoped. You can salvage parts Why were gravity and life support disabled?
from the derelict orbiting nearby, if you can finish Something brought you here. It wasn’t just bad
before it crashes into the planet in a few hours. luck. And it won’t let you leave.

► CREATURE BEHAVIOR: Choose or roll d4

1
2
3
Analytical: Observes, experiments, vivisects
Brutal: Tears, roars, desecrates remains
Fertile: Implants eggs that hatch in a day
► STRESS EFFECTS: Consult stress die’s number
when it’s (at least tied for) highest in a roll; if
effect doesn’t fit situation, take an earlier effect

1–4 No effect
LO-FI SCI-FI RPG • JASON TOCCI DECAY
4 Hungry: Disables target, drags away to feed 5 Retching, vomiting, or hyperventilating (test
luck on O2 supply) after threat passes
► OBSTACLES: Choose or roll d6 for 2 or more;
6 Vertigo hinders vision, movement awhile
after each is removed, creature flees in ducts;
7 Shakes hinder fine motor skills awhile
after all are removed, a roll can defeat creature
8 Panic helps wild attacks, hinders all else
1 Exoskeleton ignores most attacks; remove 9 Stunned after this action until jolted out of it
with fire, explosion, or heavy machinery 10 Scream, unbidden and animalistic, loud
2 Mimics people, reads some memories, stabs enough to attract attention
when up close; remove by scarring it 11+ Dread insight: see, hear, or realize some-
3 Caustic blood burns through vac suits, flesh; thing that no one else perceives; may or may
remove (riskily) by causing heavy blood loss not be real, at the GM’s discretion
4 Stinger strikes fast, paralyzes while stuck;
► KICKERS: Revealed by a log, dread insight, etc.
remove by breaking off while it’s in a target
5 Psychic screen deflects conscious attention; 1 Anyone creature kills rises from the dead
remove by visibly marking it (e.g., paint) 2 Creature infected you; its brain is only cure
6 Telekinesis deflects harm, strips suits, then 3 Creature is a “manifestation” of jump drives
flesh; remove by trickery, or altering gravity 4 Creature is only acting in self-defense
5 Creature is testing your worth for its “gift”
► OBSERVATIONS: Describe upon entering a room
6 Creature is trying to communicate (badly)
1 Abandoned makeshift barricade, loaded gun 7 Creature is trying to escape imprisonment
2 Biological samples, notes on creature 8 Creature is valuable if retrieved alive
3 Cat-sized shape skitters out an exit 9 Creature returns from the dead
4 Crew log about one of the kickers 10 Creature was human and can still be saved
5 Eerily detailed salt statues of crew 11 Derelict self-destruct sequence already set
6 Gravity suddenly comes back online, hard 12 Derelict was headed somewhere even worse
7 Grenades (chance of hull breach if used) 13 Everyone in cryo is hosting creature eggs
8 Medical supplies, some bloody gauze 14 Evidence suggests your employer set this up
9 Night vision goggles, limited charge left 15 How’d you miss hundreds more derelicts?
10 Person frozen in a scream inside a cryo-pod 16 There's a ship observing all this nearby
11 Red, sticky “webs” all over (human insides) 17 The whole planet's inhabited by these things
12 Pink mucus trailing to one exit 18 This is all a hallucination … or simulation
13 Room locks down to be jettisoned from ship 19 This is all some kind of sick reality show
14 Scientist in a vac suit, terrified, shooting 20 Wait, is there more than one of them?
15 Sculpture from an exoplanet dig, feels tingly
► ESCAPE: Each survivor increases a skillset
16 Skittish cat (hisses when creature is near)
(d6➡d8➡d10➡d12). Consult other 2400
17 Someone alive, silently begging for your O2
modules for more advancement options. If the
18 Tools for repair, welding, laser-cutting
crew leaves without dealing with the creature, it
19 Top half of an android, trying to find a pen
— or other consequences — will follow.
20 Window revealing something not on sensors
Version 1.6 • Cover art: Beeple (Mike Winkelmann) • Ship: ship.shapewright.com • Permission is granted to reproduce for personal use
RULES CHARACTERS SHIP BRIDGE

PLAY: Players describe what their characters do. ► Increase one skillset to d8.
The GM advises when their action is impossible, DOCKING
❏ COMMAND: Use for persuasion, willpower,
requires extra steps, demands a cost, or presents
inspiration (useful for helping allies), etc. CORRIDORS
a risk. Players only roll to avoid risks.
❏ MAINTENANCE: Use for manual labor, repairs,
ROLLING: Roll a skill die — d6 by default, higher operating machinery, spacewalking, etc.
* *
with a relevant skillset (Command, Maintenance, ❏ SCIENCE: Use for computers, chemistry, MAINTENANCE DUCTS CAPTAIN’S CREW
Science, or Security), or d4 if hindered by injury, medicine, research, etc. QUARTERS QUARTERS
circumstances, or carrying more than 1 bulky ❏ SECURITY: Use for shooting, fighting, running,
item. If helped by circumstances, roll an extra d6; climbing, stealth, etc. MEDICAL
if helped by an ally, they roll their skill die and BAY GALLEY
► Choose your character’s origin.
share the risk. Take the highest die.
❏ PROGRAMMED: Take synth skin and a
1–2 Disaster. Suffer the full risk. If it’s mutually
cybernetic body (may break limbs as defense).
exclusive with your goal (GM’s call), you fail.
When you would suffer a stress effect, you may
If risking death, you die.
ignore it, but increase allies’ stress die size. CARGO BAY
3–4 Setback. A lesser consequence or partial
❏ TRAINED: Increase skill in any area — a new
success. If risking death, you’re injured.
one to d8, or the one you already have to d10.
5+ Success. The higher the roll, the better. * ESCAPE PODS
► Take a commlink (smartphone), a vac suit, and 2 pods, fit 4 each;
If success can’t get you what you want (you make
₡2 in currency or items. Individual items cost ₡1 distress beacon, no FTL

LIFE SUPPORT
the shot, but it’s bulletproof!), you’ll at least get

ENGINEERING
each except as noted.

CRYO BAY
useful info or set up an advantage.
❏ ARMOR: Upgrades vac suit; break as defense. DEFENSES
STRESS: Any player can say stress helps with a
❏ BODY CAM: Share visuals with teammates. Anti-asteroid turrets,
fight-or-flight response; increase stress die size
❏ CUTTING TOOLS: For mining or breaching. mining laser, hull armor
after use (d6➡ d8➡ d10 ➡ d12➡ d20). If that die
❏ FLAMETHROWER: Bulky. Requires O2 to burn.
rolls highest, the GM describes a stress effect.
❏ PISTOL: ₡1 extra for flechette rounds.
Sleep a few hours to reset stress die to d6. AIRLOCKS
❏ GRAPPLER: Fire magnetic hook on wire. Bulky.
Located at Docking
HARM: If killed, make a new character to be ❏ LOW-G JETPACK: Use with or without vac suit.
Area, Cargo Bay
introduced ASAP. Favor inclusion over realism. ❏ MED KIT: Supplies for treating an injury.
❏ MED SCANNER: Detect injuries and infection.
DEFENSE: Break an item to turn a hit into a brief
❏ NIGHT VISION GOGGLES: See in low light. ENGINES
hindrance. Broken gear is useless until repaired.
❏ PORTABLE SENSOR: Sense life signs, motion. Sub-light thrusters,
GM: Describe characters in terms of behaviors, ❏ REPAIR TOOLS: For electronics and machines. antimatter jump drive
risks, and obstacles, not skill dice. Lead the group ❏ RIFLE: ₡1 extra for auto-fire, flechette rounds,
in setting lines not to cross in play. Fast-forward, or thermal scope. Bulky.
SALVAGE
pause, or rewind/redo for pacing and safety; ❏ STUN BATON: Less-lethal weapon.
Jump drive components
invite players to do likewise. Present dilemmas
► Choose or roll for your name. Note pronouns. (Bridge, Engineering,
you don’t know how to solve. Move spotlight to
Maintenance Ducts),
give all time to shine. Test luck each room to 1 Aku 6 Frost 11 Keita 16 Parish
cargo crates (Cargo Bay),
check for a hostile encounter or other bad luck — 2 Barnet 7 Grimes 12 Lanz 17 Roth
log (Captain’s Quarters),
roll d4 to check for (1– 2) trouble or (3–4) signs of 3 Childs 8 Hoang 13 Morse 18 Santo
medicine (Medical Bay)
it. Improvise rulings to cover gaps in rules; on a 4 Dogo 9 Ito 14 Niles 19 Testa
break, revise unsatisfactory rulings as a group. 5 Evans 10 Jeong 15 Olmo 20 Voigt

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