2400 Orbital Decay v1.0 Spreads
2400 Orbital Decay v1.0 Spreads
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.
1
2
3
Focused — don’t increase stress die size
Amped – take two stress dice next time
Dread insight (may or may not be true)
DECAY
4 Hungry: Disables target, drags away to feed 4 Hear things others can’t (maybe real, or not)
5 See things others can’t (maybe real, or not)
► Choose 3 defenses — describe losing each to
6 Uncontrollable vomiting or dry heaves
avoid consequences of a roll, then flee in ducts
7 Hyperventilate – test luck on O2 supply
1 Exoskeleton ignores most attacks; break as 8 Can’t form coherent sentences for a minute
defense against fire 9 Can’t hear over the screaming for a moment
2 Mimics others, reading some memories; 10 Can’t look away for a moment
break as defense if scarred in shifted form 11 Too terrified to move for a moment
3 Caustic blood burns through vac suits, flesh; 12 Shaky for a while, hindering fine motor skills
break as defense against dismemberment 13 Jumpy, hindered if you stop to think/observe
4 Stinger strikes fast, paralyzes while stuck; 14 Terror helps wild attacks, hinders all else
break as defense if stinger would take 15 Fear hinders when facing source of stress
damage while still stuck in a target 16 Dread hinders self-preservation for a while
5 Psychic screen deflects conscious attention; 17 In shock, need a few minutes before moving
break as defense if hit while visibly marked 18 Pass out until roused by someone
6 Telekinesis deflects harm, opens suits, then 19 Catatonic, unresponsive until treatment
flesh; break as defense if turned against self 20 Cardiac arrest
► Observed upon entering a new room ► Kickers (revealed by a log, dread insight, etc.)
1 Abandoned makeshift barricade, loaded gun 1 A log indicates your employer set this up
2 Biological samples, notes on creature 2 Anyone creature kills rises from the dead
3 Cat-sized shape skitters out an exit 3 Creature infected you; its brain is only cure
4 Crew log about their own busted jump drive 4 Creature is a “manifestation” of jump drives
5 Eerily detailed salt statues of crew 5 Creature is only acting in self-defense
6 Gravity suddenly comes back online, hard 6 Creature is testing your worth for its “gift”
7 Grenades (chance of hull breach if used) 7 Creature is trying to communicate (badly)
8 Medical supplies, some bloody gauze 8 Creature is trying to escape imprisonment
9 Night vision goggles, limited charge left 9 Creature is valuable if retrieved alive
10 Person frozen in a scream inside a cryo-pod 10 Creature returns from the dead
11 Red, sticky “webs” all over (human insides) 11 Creature was human and can still be saved
12 Pink mucus trailing to one exit 12 Derelict self-destruct sequence already set
13 Room locks down, is jettisoned from ship 13 Derelict was headed somewhere even worse
14 Scientist in a vac suit, terrified, shooting 14 Everyone in cryo is hosting creature eggs
15 Sculpture from an exoplanet dig, feels tingly 15 How’d you miss hundreds more derelicts?
16 Skittish cat (hisses when creature is near) 16 There's a ship observing all this nearby
17 Someone alive, silently begging for your O2 17 The whole planet's inhabited by these things
18 Tools for repair, welding, laser-cutting 18 This is all a hallucination … or simulation
19 Top half of an android, trying to find a pen 19 This is all some kind of sick reality show
20 Window revealing something not on sensors 20 Wait, is there more than one of them?
Version 1.0. Cover art CC BY BEEPLE. Ship art modified from ship.shapewright.com. More 2400 at jasontocci.itch.io/2400
RULES CHARACTERS SHIP BRIDGE
PLAY: Players describe what their characters do. ► Choose what your character is skilled in.
The GM advises when their action is impossible, DOCKING
❏ COMMAND: Increase Command skill to d8. Use
requires extra steps, demands a cost, or presents
for inspiration, persuasion, willpower, etc. CORRIDORS
a risk. Players only roll to avoid risks.
❏ MAINTENANCE: Increase Maintenance skill to
ROLLING: Roll a d6 skill die — higher with a rele- d8. Use for labor, repair, spacewalking, etc.
* *
vant skill, or d4 if hindered by an injury, carrying ❏ SCIENCE: Increase Science skill to d8. Use for MAINTENANCE DUCTS CREW
GALLEY QUARTERS
more than 1 bulky item, or disadvantageous cir- chemistry, computers, medicine, research, etc.
cumstances. If helped by circumstances, roll an ❏ SECURITY: Increase Security skill to d8. Use
extra d6; if helped by an ally, they roll their skill for combat, running, climbing, stealth, etc. MEDICAL CAPTAIN’S
die and share the risk. Take the highest die. BAY QUARTERS
► Choose your character’s origin.
1–2 Disaster. Suffer the full risk. GM decides if
❏ PROGRAMMED: Take synth skin (looks
you succeed at all. If risking death, you die.
human) or a case (as armor for defense).
3–4 Setback. A lesser consequence or partial When you would suffer a stress effect, you may
success. If risking death, you’re maimed. ignore it, but increase allies’ stress die size. CARGO BAY
❏ TRAINED: Increase skill in any area — a new
5+ Success. The higher the roll, the better.
one to d8, or the one you already have to d10.
If success can’t get you what you want (you make
► Take a commlink (smartphone), a vac suit, and
the shot, but it’s bulletproof!), you’ll at least get
₡2 in currency or items. Individual items cost * ESCAPE PODS
LIFE SUPPORT
useful info or set up an advantage. 2 pods, fit 4 each;
ENGINEERING
₡1 each except as noted.
CRYO BAY
distress beacon, no FTL
STRESS: Stress can help with fight-or-flight
❏ ARMOR: Upgrades vac suit; break as defense.
responses; increase its help die with each use
❏ BODY CAM: Share visuals with teammates.
(d6➡d8➡d10 ➡d12➡d20). If the stress die DEFENSES
❏ CUTTING TOOLS: For mining or breaching.
rolls highest, the GM describes a stress effect. Anti-asteroid turrets,
❏ FLAMETHROWER: Bulky. Requires O2 to burn.
mining laser, hull armor
HARM: Clear injuries and stress with time and/or ❏ PISTOL: ₡1 extra for flechette rounds.
treatment. If killed, make a new character to be ❏ RIFLE: ₡1 extra for auto-fire, flechette rounds,
introduced ASAP. Favor inclusion over realism. or thermal scope. Bulky. AIRLOCKS
❏ GRAPPLER: Fire magnetic hook on wire. Bulky. Located at Docking
ADVANCEMENT: When you suffer a stress effect
❏ LOW-G JETPACK: Use with or without vac suit. Area and Cargo Bay
and survive long enough to recover from it,
❏ MED KIT: Supplies for treating an injury.
increase a skill (none ➡d8➡d10 ➡d12).
❏ MED SCANNER: Detect injuries and infection.
ENGINES
DEFENSE: Break an item to turn a hit into a brief ❏ NIGHT VISION GOGGLES: See in low light.
Sub-light thrusters,
hindrance. Broken gear is useless until repaired. ❏ PORTABLE SENSOR: Sense life signs, motion.
antimatter jump drive
❏ REPAIR TOOLS: For electronics and machines.
GM: Lead group in setting lines not to cross in
❏ STUN BATON: Less-lethal weapon.
play. Fast-forward, pause, or rewind/redo for
pacing and safety; invite players to do likewise. ► Choose or roll for your name. Note pronouns.
Present dilemmas you don’t know how to solve.
1 Aku 6 Frost 11 Keita 16 Parish
Move spotlight to give all time to shine. Test peri-
2 Barnet 7 Grimes 12 Lanz 17 Roth
odically for bad luck (e.g., running out of oxygen)
3 Childs 8 Hoang 13 Morse 18 Santo
— roll d6 for (1–2) trouble now or (3–4) signs of
4 Dogo 9 Ito 14 Niles 19 Testa
trouble. Offer rulings to cover gaps in rules; on a
5 Evans 10 Jeong 15 Olmo 20 Voigt
break, revise unsatisfying rulings as a group.