TEXT: LO-FI SCI-FI RPG • JASON TOCCI
  E X I L E S
  ►Jobs
  1
  Collect berries for Starmind Master Undu
  2 “Deal with” pirates messing up local trade
  3
  Defend peaceful encampment from raiders
  4
  Deliver insultingly meager tribute to Ruby
  5
  Deliver message far away (DON’T READ IT)
  6
  Disable defensive turrets at raider fort
  7
  Escort Kader to Pool to meet a symbiont
  8
  Find out where Jackrabbit gets blue meat
  9
  Find out who’s stealing my goddamn dust
  10
  Get a family heirloom back from Nort
  11
  Go into cave, clear out anything that moves
  12
  Guard sacred cave from psychotic miners
  13
  Help evacuate before The Sea moves in
  14
  Help someone evade the orbital blockade
  15
  Help the Resistance establish a democracy
  16
  Leave offering at Nine Gods, await answers
  17
  Plant a bomb in a warlord’s camp
  18
  Retrieve “plague cocktail” from The Wheel
  19
  Save local leader, melting from a plague
  20
  Steal a (holo-branded) mammoth
  ►Things (worth more than $1)
  1
  Barrier hoop (raises force field, xenotech)
  2
  Blackmail material on a feared warlord
  3
  Crate full of well-preserved brie
  4
  Cryo-gel injector (until injured can get care)
  5
  Dust-glove (disintegrating touch, xenotech)
  6
  Five bags of Earth-soil (bulky) and seeds
  7
  Ten doses of bliss-dust, 2 of telepathy-dust
  8
  Hibernate pod (burrows, then starts cryo)
  9
  High-end combat-body, transplant-ready
  10
  Intact ’55 Cronos Stealth Shuttle, no fuel
  11
  Jump drive fuel cell (antimatter)
  12
  Laser rifle (bulky, misaligned, xenotech)
  13
  Muta-spray (1 use, rewrite DNA, xenotech)
  14
  Preserved remains of an original inhabitant
  15
  Quicksilver mask (face mutable, xenotech)
  16
  Rocket boots (very dangerous xenotech)
  17
  Shipping container with autopilot mode
  18
  Spiny circlet (grants telekinesis, xenotech)
  19
  Starmetal pole (extends to plasma glaive)
  20
  Xeno-armor (bulletproof, bonds to skin)
  ►Persons
  1
  Alphonse, giant caterpillar, job broker
  2
  Buttertop, jolly provisioner, knife-thrower
  3
  Crissy, cool, eyepatch, rents old prison cells
  4
  Doc Goddard, big white beard, bloody apron
  5
  Earwax, ex-raider, pursued by former crew
  6
  Fujiwara, laconic mechanic, no xenotech
  7
  Gritty Sal, pungent merc, nice hat, drunk
  8
  Houser, brutal warlord, extra bug-limbs
  9
  Jackrabbit, friendly bow-hunter, blue meat
  10
  Kader, pensive broker, owed many favors
  11
  Ljung, eccentric smith, will work for cheese
  12
  McClasky, scrawny junk seller, happy patter
  13
  Nort, gentle, turnip-headed pawnbroker
  14
  Ogechi, tough, wry shipper, often hires help
  15
  Pill, android guide, c’mon move move move
  16
  Ruby, popular warlord, executes shitty men
  17
  Stubbs, wistful, canid-spliced vet, one leg
  18
  Undu, Starmind master, offers weird quests
  19
  Viceroy, clanky robot, inn proprietor
  20
  Wollando, chatty slug, you gonna eat that?
  ►Places (besides all the desert)
  1
  Achewater, mining town with iffy fountain
  2
  The Arch, partially powers up irregularly
  3
  Arena, “who’d win in a fight” is volunteering
  4
  Bronze, ancient city vied for by warlords
  5
  Buried iron hand, stories tall, holding a hut
  6
  The Caravan, good deals, always moving
  7
  Fist, raider “community,” barfights common
  8
  Goldsteppe, predators disguised as the sun
  9
  Hightower, sub-stratosphere levels livable
  10
  Mammoth graveyard, ivory thrums softly
  11
  Motherworm, fossilized, miles of “tunnels”
  12
  Nine Gods, inhuman statue park on horizon
  13
  Pirate cave, lit by fungi, tarps mark “rooms”
  14
  Pool, flooded “lobster” symbiont village
  15
  Sandfall, mesa/spring of potable (?) sand
  16
  The Sea, possibly a single, living organism
  17
  Starmind monastery, drifts on a floating rock
  18
  The Wheel, still rolls even as it’s plundered
  19
  Wood, carnivorous trees, psychic arachnids
  20
  Wreck of the Cavalier, growing weird mold
  ►Roll d6 to try to find a job. Spend $1 to re-roll.
  1–2 Nothing. Re-roll, or risk hunger or debt.
  3–4 Found a job, but something smells wrong.
  5–6 Choose between 2 jobs.
  ON THE FAR END OF THE GALAXY, a dead civi-
  lization left a world of ancient wonders and fell
  plagues. Now under orbital blockade, all who
  set foot here struggle to survive as exiles.
  Version 1.1. Art CC BY BEEPLE. More 2400 at jasontocci.itch.io/2400
  
  CHARACTERS
  RULES
  ►Roll d20 for a piece of salvage worth $1.
  1
  Ambulatory slime (self-replicating, edible)
  2
  Ancient timepiece (xenotech artifact)
  3
  Annihilation ball (xenotech explosive)
  4
  Antigrav nodule (levitates up to 1000 kilos)
  5
  Binoculars (high-power, durable)
  6
  Black box from derelict ship
  7
  Brain stored in a canister with dry ice
  8
  Cyber-arm (bloody but serviceable)
  9
  Glitchy sexbot (non-sapient, sand in joints)
  10
  Hydration capsules (1-month supply)
  11
  IOU from Gritty Sal for merc work (1 job)
  12
  Live hound in a failing cryo-carrier (bulky)
  13
  Plasma battery
  14
  Map to desert oasis
  15
  Marker, 1 week room & board at Viceroy’s
  16
  Med scanner (banged up, needs battery)
  17
  PsychOut (amplifies psi powers; addictive)
  18
  Sack of random machine parts (bulky)
  19
  Sand skiff engine (bulky)
  20
  Sandworm “tonsil” (purported aphrodisiac)
  ►Choose or roll d12 for 1 more salvage worth $1.
  1
  Climbing gear (good condition)
  2
  First aid kit with antibiotics (1 course)
  3
  Gyro-hammer (bulky)
  4
  Neutrino lance (lightweight, but bulky size)
  5
  Night vision goggles
  6
  Plastic explosive with remote detonator
  7
  Plate-sewn longcoat (break for defense)
  8
  Pistol
  9
  Repair tools
  10
  Rifle (bulky)
  11
  Shotgun (bulky)
  12
  Vac suit (hazmat rated, 1 hour of air)
  PLAY: Players describe what their characters do.
  The GM advises when their action is impossible,
  requires extra steps, demands a cost, or presents
  a risk. Players only roll to avoid risks.
  ROLLING: Roll a d6 skill die—higher with a rele-
  vant skill, or d4 if hindered by injury or circum-
  stances. If helped by circumstances, roll an extra
  d6; if helped by an ally, they roll their skill die and
  share the risk. Take the highest die.
  1–2 Disaster. Suffer the full risk. GM decides if
  you succeed at all. If risking death, you die.
  3–4 Setback. A lesser consequence or partial
  success. If risking death, you’re maimed.
  5+
  Success. The higher the roll, the better.
  If success can’t get you what you want (you make
  the shot, but it’s bulletproof!), you’ll at least get
  useful info or set up an advantage.
  LOAD: Carry as much as makes sense, but more
  than one bulky item may hinder you at times.
  ADVANCEMENT: After a job, increase a skill
  (none➡d8➡d10➡d12), and gain tradable
  goods worth d4 salvage ($).
  DEFENSE: Say how one of your items (or robotic
  limbs) breaks to turn a hit into a brief hindrance.
  Broken gear is useless until repaired.
  HARM: Healing takes time commensurate with a
  hindrance’s severity, but can be handled faster at
  a cost of $d4; real doctors are hard to find. If
  killed, make a new character to be introduced
  ASAP. Favor inclusion over realism.
  RUNNING THE GAME: Lead the group in setting
  lines not to cross in play. Fast-forward, pause, or
  rewind/redo scenes for pacing and safety, and
  invite players to do likewise. Present dilemmas
  and problems you don’t know how to solve. Move
  the spotlight to give everyone time to shine. Test
  periodically for bad luck (e.g., run out of ammo, or
  into guards)—roll d6 to check for (1–2) trouble
  now or (3–4) signs of trouble.
  ►Roll d20 for background; note skills and items.
  1
  BOUNTYBOT: Take an arm-mounted pistol,
  manacles, self-destruct module, robot body
  with case (break harmlessly for defense).
  2
  BRAINWORM COLONY: Open a wound to exit
  your host, transfer to a new host, and take
  control in minutes. Must consume double
  rations. Take a hooded robe, dagger.
  3
  CANID-SPLICED SOLDIER: Hunting (d8). Take
  a harness, collar, sharp senses, strong bite.
  Give/get bonus help die with canids.
  4
  CRASHED STARSHIP AI CORE: Electronics
  (d8), Mathematics (d12), Navigation (d8),
  Piloting (d10). Take a cobbled-together robot
  body too unsteady to support your weight.
  5
  CRYPTIC PROPHET: Oratory (d10). A long
  gaze at your mutated visage risks brain hem-
  orrhage for a chance of mystic insight. Take a
  hooded robe, cracked mask, wooden staff.
  6
  DOOMED STARFARER: Take a helmeted vac
  suit full of vapor and a skeleton. Leave suit in
  vapor form (at risk of dispersion) to float
  around, shorting out electronics you touch.
  7
  DUST MERCHANT: Appraisal (d8), Negotia-
  tion (d8). Take a flashy outfit, eye loop, and 3
  dust doses. Roll d4 for each’s hour-long
  effect: (1) bliss, (2) telepathy, (3) battle-fury,
  or (4) mystic visions.
  8
  EXPELLED GLADIATOR: Hand-to-hand (d8),
  Rabble-rousing (d8). Take a loincloth, cyber-
  arm with extend-a-shield, homing spear
  (returns to cyber-arm).
  9
  EX-WARLORD: Bloodshed (d8). Take a big,
  greasy gun (bulky), scrap armor (break for
  defense), horrific scarring, a grim mask, and a
  once-feared name.
  10 MAMMOTH HANDLER: Take a heavy duster
  (break as defense) and a mammoth (2d4 sto-
  ries) with artillery or $d6 in scrap (bulky).
  11 PENAL COLONY SURVIVOR: Hand-to-hand
  (d8), Intimidation (d8), Stealth (d8). Take a
  shiv, prison coverall, tattoos, eyeshine mod.
  12 PLAGUE BEARER: Pieces of you sometimes
  fall off and try to scratch or rub people, but
  can be reattached. Take body wrappings.
  13 PLAGUE EATER: Take ratty duster, tentacle
  tongue (2m long, strong, leech ill effects from
  others at risk of mutating yourself).
  14 SAND SKIMMER: Navigation (d8), Piloting
  (d8). Take a sand skiff (fits 4ish, attracts
  pirates) and a coach gun (bulky).
  15 SANDWORM HUNTER: Climbing (d8), Shoot-
  ing (d8), Tracking (d8). Take leathers, lure,
  harpoon gun (bulky), long cable.
  16 STARMIND ADEPT: Telepathy (d8, sense sur-
  face thoughts), Telekinesis (d8, as strong as
  your arms). Take purple robes and a starmetal
  hilt (extends into a plasma blade).
  17 SURVEYBOT: Digging (d8), Rolling (d8). Take
  telescopic worm-body (contract/stretch 1–
  10m), burrow-arms, LIDAR.
  18 SYMBIONT: You look like you’re giving a pig-
  gyback to a big lobster. Take strong claws,
  antennae (hear thoughts as unintelligible
  murmurs). Sever bond forever as defense.
  19 TRASH PICKER: Scavenging (d8), Tinkering
  (d8). Take a pack of questionably useful junk
  (bulky), an old, scoped rifle, and filthy rags.
  20 XENOARCHAEOLOGIST: Research (d8),
  Xenotech (d8). Take old khakis, mag-lens,
  brushes, 3 mysterious xenotech artifacts.
  ►Apply 3 skill increases, using these or other
  comparably narrow skills of your choice.
  Climbing, Deception, Electronics, Engines,
  Explosives, Hand-to-hand, Intimidation, Labor,
  Persuasion, Piloting, Reading People, Running,
  Shooting, Sleight of Hand, Stealth, Tracking
  ►Invent or roll for a name, and note pronouns.
  1
  Alder
  2
  Blister
  3
  Crash
  4
  Duck
  5
  Ein
  6
  Fizz
  7
  Greco
  8
  Hall
  9
  Izumi
  10
  Jelly
  11
  Kwan
  12
  Lowe
  13
  Mud
  14
  Najm
  15
  Red
  16
  Starek
  17
  Toole
  18
  Utkin
  19
  Wen
  20
  Zappa
  
SOURCE: textdata/thevault/2400 System/2400 Exiles [v1.2]/2400 Exiles v1.2 spreads.pdf