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LO-FI SCI-FI RPG • JASON TOCCI


THE VENUSIAN JOB
RULES CHARACTERS
PLAY: Players describe what their characters do. ► Choose your character’s street moniker.
The GM advises when their action is impossible,
❏ BABYFACE: Skilled in Persuasion (d8),
requires extra steps, demands a cost, or presents
Deception (d8), Connections (d8), Stealth
a risk. Players only roll to avoid risks.
(d8). Raise one of those to d12, or two to d10.
ROLLING: Roll a skill die — d6 by default, higher Write a surprise related to speaking to people.
with a relevant skill, or d4 if hindered by injury, ❏ HAMMER: Skilled in Hand-to-hand (d8),
circumstances, or carrying more than 1 bulky Shooting (d8), Intimidation (d8), Labor (d8).
item. If helped by circumstances, roll an extra d6; Raise one of those to d12, or two to d10. Write
if helped by an ally, they roll their skill die and a surprise related to someone getting hurt.
share the risk. Take the highest die. ❏ KEY: Skilled in Hacking (d8), Deception (d8),
Explosives (d8), Electronics (d8). Raise one of
1–2 Disaster. Suffer the full risk. GM decides if
those to d12, or two to d10. Write a surprise
you succeed at all. If risking death, you die.
related to being someplace you shouldn’t.
3–4 Setback. A lesser consequence or partial
❏ SHADOW: Skilled in Running (d8), Stealth
success. If risking death, you’re injured.
(d8), Sleight of Hand (d8), Climbing (d8).
5+ Success. The higher the roll, the better.
Raise one of those to d12, or two to d10. Write
If success can’t get you what you want (you make a surprise related to the getaway plan.
the shot, but there’s a force field!), you’ll at least ❏ WILDCARD: Choose any two skills at d8, and
get useful info or set up an advantage. one at d10; declare what they are during play
when it would be relevant, before rolling.
ADVANCEMENT: After a job, increase a skill
Write 2 extra surprises of your choice.
(none ➡ d8 ➡ d10 ➡ d12), and split the score.
► Choose how you’re kitted out for the job.
DEFENSE: Say how one of your items breaks to
turn a hit into a brief hindrance. Broken gear is ❏ SUBTLE: A good disguise. Declare 1 concealed
useless until repaired. item during play, like a keycard or bug.
❏ SUSPICIOUS: A disguise that won’t hold up
HARM: If killed, make a new character to be
under close scrutiny. Declare during play any
introduced ASAP. Favor inclusion over realism.
items that might fit a specific disguise (like a
SURPRISES: Each player gets a certain number of tool belt if disguised as a maintenance
surprises to reveal in play. When a surprise is worker), plus 1 slightly tough-to-conceal item,
revealed, it’s true, but should be simple, brief, and like a stun gun or radio jammer.
vague (not “we get the haul and escape”). You can ❏ ALARMING: Being spotted will draw attention.
also tear up a surprise to change any roll to a 12. You’re hindered at Persuasion and Deception.
Whenever it’s relevant in play, declare any
GM: Describe characters in terms of behaviors,
reasonable number of small items, and/or a
risks, and obstacles, not skill dice. Lead the group
bulky item, like a rifle or tactical armor.
in setting lines not to cross in play. Fast-forward,
pause, or rewind/redo for pacing and safety; ► Before play, write 1 surprise , plus any granted
invite players to do likewise. Present dilemmas by your moniker. Examples include…
you don’t know how to solve. Move spotlight to
This person is actually on our side • That’s me in
give all time to shine. Test as needed for bad luck
disguise • All outgoing calls are being routed
— roll d6 to check for (1– 2) trouble or (3–4) signs
through us • This is where we left the getaway
of it. Improvise rulings to cover gaps in rules; on a
shuttle • I hid a backup piece in my pant leg
break, revise unsatisfactory rulings as a group.
THE CASINO
TO LOW-ORBIT DOCK

SECURITY VAULT

THEATER 1 THEATER 2

CASINO FLOOR
Roulette • Dice • Cards • Slots • Bar • 360° view

ELEVATOR/STAIRS

CORRIDORS

TO HOTEL, OFFICES, MAINTENANCE DUCTS


AND SURFACE
NOBODY’S EVER ROBBED THE APHRODITE — but and collateral. It won’t be easy to break into a
then, you’ve never tried before. Stealing credits is casino that rises above the Venusian cloud cover,
more trouble than it’s worth, so your target is the but make it out of this alive, and you’ll be set for
vault, with millions in wealthy guests’ souvenirs life — provided you don’t leave a trace.

► CASING THE JOINT: Before starting the job, invite ► PEOPLE: Employees (1–10) and guests (11–20).
the players to ask questions about the target,
1 Addison, casino owner, cruel, seems refined
advising that each question may raise suspicion.
2 Boitumelo, security chief, ruthless, efficient
After each question, answer honestly (improvise 3 Chanda, guard, pragmatic, a good shot
as needed), roll an increasingly large die 4 Diklah, guard, boisterous, cocky
(d4➡d6➡d8➡d10➡d12), and announce the 5 Eshan, guard, stony-faced, haunted
result on the table below. If you roll a duplicate 6 Francis, guard, loyal and lovable sad-sack
result, use the next highest available result. 7 Gyeong, maintenance, getting too old for this
8 Hayden, dealer, calm, alert, deep in debt
Players can choose to stop casing and start the
9 Imani, server, rebellious, thrill-seeking
job anytime.
10 Jorōgumo, magician, performing in Theater 2
1–2 Identify a new asset; someone gains 1 secret 11 Khurshid, high-roller, offers weird bets
3–4 Word on the street of a heist soon 12 Lakshmi, high-roller, chatty as hell
5 Aphrodite doubles number of security guards 13 Mackenzie, high-roller, quiet, tight smile
6 Aphrodite security carrying lethal weapons 14 Ngawang, high-roller, absent-minded
7 Tech hardened; wireless hacking impossible 15 Olufunke, high-roller, generous, popular
8 An asset is compromised; tear up a surprise 16 Parveen, pro gambler, soon to be thrown out
9 Aphrodite security knows your faces 17 Quinn, tourist, Earthling, only plays slots
10+ Their trap worked: Start the session inside 18 Riley, tourist, in the hole, sweating bad
the vault, hindered by an injury, and trying to 19 Sasha, local, enjoying birthday drinks
make it out of the casino and off Venus alive 20 Tuttle, assistant to a high-roller, stressed
► INTEL: Gathered while casing the joint. ► TWISTS: Roll d10 after players case the joint.

1 Entry: Low-orbit docking bays on top used 1 Armored spider-bots patrol the ducts,
by wealthy guests and sensitive deliveries. shocking anyone without employee ID
All others use space elevator from surface. 2 Blueprints don’t show that there’s another
2 Ducts: Maintenance ducts barely fit a single security station just below the vault
person with one bulky item. Roll luck to see 3 Casino hosting private event for rich cultists
whether a given duct has someone (1–2) speaking openly about plan to destroy Earth
working in it already or (3–4) on the way. 4 No matter your suspicion level, they knew
3 Power: Casino is hardwired to the Orb, near you were coming — someone sold you out
planet surface, by 3m thick cables. Shielded 5 Opening vault without scheduling with
backup generators at low-orbit dock. planet-side office initiates lockdown
4 Security: Many cameras. 15+ guards, d4 + 2 6 Rivals are going after the same haul, and
in Security office. Shift schedules switched they’re either very good or very bad
weekly. Guards equipped with stun guns, 7 The real haul isn’t in the vault after all, but
body armor, and radios. Some are off-duty aboard the Sultan, docked in low orbit above
cops, not afraid to use lethal force. 8 Vault contains live clones, not protected from
5 The Vault: Accessible through a freezing human trafficking laws here on Venus
duct or a corridor through an elevator lobby, 9 Vault lock was upgraded — now requires
connected to Security. Vacuum-sealed Addison’s handprint, or a good xerox of it
behind a door that can only be unlocked from 10 You can’t just rob it — you also have to make
Security, or with heavy cutting equipment. Addison look bad in front of your ex
Version 1.3 • Cover art by Beeple (Mike Winkelmann) • Permission is granted to reproduce for personal use

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