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2424 - The Wilds
2424 - The Wilds
2424: THE WILDS is a hack of 2400 by Pretendo Games, using the system and layout by Pretendo
Games. Cover and art by BEEPLE (CC BY 4.0). Cropped, logo added, hue tinted.
WELCOME TRAVELLERS CARGO DETAILS
PLAY: Players describe what their characters ► Pick a specialty and 3 skills. Or 2 different ► Take any suit now, and ₡2. Most items cost ► Roll or invent optional details.
do. The GM advises what is impossible or specialties. Or create from another module. ₡1 each. Ignore micro-credit transactions. HOW’D YOU END UP OUT HERE?
requires extra steps. If there’s danger or risk,
AUTO-CITIZEN: Gain metal chassis (break 2x) SUITS: ₡2, bulky, O2, break 2x for defense.
players roll skill dice (d6 or increased). 1 AWOL from the war 6 Research expedition
and info database. Increase Electronics (d8). Armor suit (+1 weapon), Data logistics suit 2 Crashlanded, frak 7 Sending ₡ to family
ROLLING: Roll a d6 skill die—higher with a (DLS, scan servo, vid screen), EXO-suit (double
EMPATH: Sense surface emotions innately 3 Exiled from home 8 This is my home
relevant skill, or d4 if hindered by injury or and Telekinesis (d10, strength of both arms). arm strength, hold +1 bulky), Exploration suit 4 On the way home 9 Wanted on 5 worlds
circumstance. If helped by circumstance, roll (TORCHlight, jump boots, flares), Hostile
an extra d6; if helped by an ally, they roll their FAR VENDOR: No competition out here. Take 5 Prefer it out here 10 Work best alone
a walker drone packed w/ wares. Pick rideable environment suit (HVS, withstand extreme
skill die and share the risk. Take highest roll.
or very fast. Negotiating (d8), Appraisal (d8). temp/pressure), Sleek suit (stylish, not bulky). ► Anytime you arrive on a planet, the Moderator
1–2 Disaster strikes. Situation worsens. Upgrade ₡1: break +1x or other suit’s bonus. will tell you its unique conditions. Or they may
Success may be impossible. If risking FRONTIER RACER: Take a Roamer (wheels, let you test your luck and roll here:
death, you die. 1-seat, fast, compartments) and goggles. TOOLS: Auto-tools, auto-tent, bio-scanner,
charges (flash, frag, smoke, tracking), cooler, PLANETARY BIOMES (common issue)
3–4 Setback. Success comes with cost or GORB HUNTER: Your job is to keep the Death
Gorbs away from cities. And escort idiots... clawbar, tele-receiver, geo-scanner, grappler,
unintended consequence (e.g., hindrance, heater, jump boots, scope lens, sparktorch. 1 Atmosphere-less Regalith. (Zero-grav)
alarms sound, etc). Tracking (d8), Shooting (d8). Take a weapon. 2 Dense forest / woodlands. (Navigating)
HARVESTER: You grew up in the farmlands. WALKER DRONE: ₡1+X, can tether to you, pick 3 Fluorescent jungles. (Hostile flora)
5+ Success evades risk, but may not always X aspects: Carry 2 bulky or non-bulky items,
grant what you plan on. Higher, the better. Labor (d8), Animals (d8), Engineering (d8). 4 Irradiated wreckage, ruins. (Radiation)
attacks threats, scanners, you can ride on top, 5 Mountainous rock, fog, (Climbing)
If what you attempt is impossible, you at least HI-COFFER: Gain ₡4 and luxurious tastes.
spare 02 tank, converts materials to food/ 6 Orange desert, dunes, oases (Heat, dry)
get a step closer or set up an advantage. LINGUIST: You're a translator and know many water, info index, extremely fast, light source. 7 Tropical beaches, reefs (Swimming)
LOAD: Carry as much as makes sense, but languages. Convincing (d10), De-escalation (d8) 8 Tundra and snowy forest (Cold, wet)
WEAPONS: Pistol, rifle (bulky), gatling cannon
more than one bulky item may hinder you. MARSHALL: You're the only law round these (₡2, bulky), plasma machete, sniper (₡2, very 9 Underground caves, rocky (Darkness)
parts. Shooting (d8), Intimidation (d8). Take a far), burst gun (bulky), tranq pistol (stun, tiny). 10 Valleys and farmland (Hostile fauna)
ADVANCEMENT: After a job, increase a skill
holo-crest of authority and non-bulky weapon.
(None→d8→d10→d12). The crew as a whole ► Vehicles are all-terrain and cost ₡5 or ₡9’. PLANET ECCENTRICITIES
gains d6 credits (₡). Anyone who clashed with OUTWORLD SOLDIER: Shooting (d10). Take a
higher-ups or authorities gains +1 Infamous. bulky weapon -- It doesn’t count as bulky. WALKERS: Chopper (2-seat, mount, fast), 1 90% of planet surface is submerged
Grizzly (2-seat, climbs), Lifter (1-seat, arms). 2 Abandoned transit system throughout
INFAMY: At 2 Infamous, you have a record. At SCOUT: Stealth (d8), Running (d8), Navigation
(d8). Take a broad range tele-receiver. WHEELS: Mammoth’ (5-seat, airtight, armored), 3 All water sources contain deadly bacteria
6, you’re Wanted. You can negotiate it down by
Mobile lab unit’ (2-seat, airtight, lab), Mono- 4 All water sources are blood red
doing jobs for the authorities. Or own it. SOLE SURVIVOR: You never remove your
wheel (1-seat, screens, fast), Rover (2-s, fast). 5 Atmospheric gas is poisonous to inhale
DEFENSE: Say how one of your items breaks to helmet. They don’t wanna know what’s under- 6 Diamond-like growths are common
turn a hit into a brief hindrance. Broken gear is neath. Climbing (d8), Extreme weather (d8). TREADS: Cargo-hauler’ (2-seat, large 7 Flora grows extremely fast, overtakes tech
useless until repaired (₡d4 in a shop or lab). cargospace), Drill (1-seat, diamond-tip), Tank’ 8 Frequent acid and radiation storms
TRAILBLAZER: Convincing (d10). A weapon.
(2-seat, airtight, turrets, armored). 9 Gas giant skies, barely any oxygen
HARM: Hindrance and injury heal eventually. TECHNOLOGIST: Your work will one day save
Medicine speeds it up (Engineering for droids). lives. Sciences (d8), Technology (d8). Take a MOBILE HQ: ₡12, airtight, pick: wheels, legs, or 10 Glowing sediment all over the place
If killed, make a new character to re-introduce. hand sensor (with an info database). treads. Pick two: laboratory, alert beacon, 11 Ground seems to always be wet
cargospace, high above ground, living quarters, 12 Hostile fauna extremely common
MODERATION: Lead the group in setting lines XENO-BOTANIST: Botany (d8), Medicine (d8).
armored, turrets, 2 suits. ₡2 per upgrade. 13 Lava flows freely over environment
for content and safety. Manipulate or pause Sample collection tools and specimen cases. 14 Perpetual night, animals bioluminescent
time as needed, even if you need to skip/ DEPLOYMENT UNIT: ₡12. Once activated,
VAGABOND: Never stop moving. Deception 15 Perpetual twilight covers the surface
ret-con/replace scenes. Present problems: deploys an airtight, immobile room. Choose 1
questions you don’t have the answer to. Move (d8), Reading Environments (d8). A weapon. 16 Rampant earthquakes and rock slides
aspect from Mobile HQ. Combine multiple to 17 Rampant mudflows and quicksand
the spotlight to give everyone time to shine. ► Choose or invent skills (if prompted). create an outpost, facility, or even city.
Test periodically for bad luck (e.g., run out of 18 Rations spoil faster than usual
Acrobatics, Convincing, Deception, Disguising, 19 Rocks have the appearance of liquid metal
ammo, into authorities) — roll d6: (1–2) sudden ► Outposts take weeks to deploy, months to
Driving, Electronics, Engineering, Hand-to-hand,
trouble now or (3–4) signs of trouble. build from scratch. Value: ₡50+. 20 Sunlight is boiling hot, the sun is too close
Intimidation, Labor, Medicine, Running, Stealth
FAUNA
►To search outposts or terminals, roll d6.
1–2 Find 1 dangerous Journey.
3–4 Find 1 risky but lucrative Journey.
QUICK TOOLS
5–6 Choose between 2 or more Journeys. BAD LUCK EXAMPLES FAUNA NATURES
1 Engines overload / explosion 1 Avian, bird 4 Mammal, fur
► JOURNEYS are jobs people pay Travellers for 2 Amphibious 5 Marine, fish
► Sometimes you’ll come across other brave 2 Flat tire / vehicle disrepair
travellers in the distant wilds. Add 1+ of these so they don’t have to brave the wilds 3 Crustacean, insect 6 Reptile, scales
3 Hostile fauna detected
Locations to your planet. The fewer you add, the themselves. Individuals or organizations.
4 Run out of ammunition FAUNA SHAPES
more barren and isolated the planet feels. Find these in towns, outposts or any terminal 5 Run out of 02 1 Bovine, taurus 6 Rodentia
that can reach the network. They range from 6 Run out of rations 2 Canine, feline 7 Saur, lizard
URBANIZED LOCALES seemingly pointless to lives on the line. 7 Suit life support failure 3 Corvid, ptero 8 Serpentine
1 Abandoned luxury resort and casino
Beacon Terminals can even be found in 8 Tech runs out of power 4 Equine 9 Simian
2 Abandoned shuttle depot, transit cars isolated regions as well. Survey teams set 9 Temp DROPS or sudden storm 5 Mastodon 10 Ursine
3 Barrier wall around a facility, spaceport these up to map and explore the universe -- 10 Termites/vermin invade devices FAUNA ATTRIBUTES
4 Convent, religious practice, aid for travellers so what you find might be old or ramshackle.
5 Crashsite turned fort, makeshift buildings ► Moderation subjects to keep in mind. 1 8 legs 11 Legless
1 Ambush and arrest bounty hunters 2 Beak 12 Long tail
6 Energy farm, solar fields, maintenance techs SPICE OF LIFE: Cycle out threats to offer
2 Build an outpost and survive for 2400 hours 3 Bipedal 13 Luminous
7 Exotic vacation resort, luxurious hotel variety. If you've been facing off against
3 Capture outlaws hiding out in the hills 4 Camouflage 14 Noisy
8 Frontier farmland, small town, social spaces poachers and outlaws for a while -- toss in an
4 Courier the raw resources to their buyer 5 Compound eyes 15 Pincers
9 Growing colony city, lots of construction avalanche or monstrous animal attack!
5 Courier the vital documents to their owner 6 Dense fur/hair 16 Plantlike
10 Habitat preserve, stringent preservation laws
6 Defend fauna from poachers and vandals SURVIVAL: There are all kinds of threats to use 7 Dozen legs 17 Spines
11 Monastery, religious pilgrims, statues
7 Destroy nature-disrupting machinery depot in this setting, ranging anywhere from: person v. 8 Hard shell 18 Stinger
12 Moving corporate palace, marketplace 9 Horns 19 Stripes
8 Escort ___ safely until 2400 hours person, person v. environment, person v.
13 Military fort, galley, armory, nearby threats
9 Evac a group from dangerous territory society, versus self, etc. It's a survival game -- 10 Large 20 Very small
14 Mining outpost, refineries, convoys in & out
10 Find a buyer and sell __ at Destination so test their grit in as many ways as you can. MENTALITIES (HOSTILE)
15 Only early infrastructure, one or 2 buildings
11 Find & rescue lost group from Urban Locale REMOTENESS: The planets in this setting are 1 Angrily dispatches its prey, eats ravenously
16 Outpost in disrepair, sporadic supply drops
12 Infiltrate Urban Locale and obtain ___ unfit for large-scale cities or they’re just early in 2 Drops from above on humanoids, envelopes
17 Outposts every so often, fuel, information
13 Mine vital resources, deliver to Urban Locale development. They won’t have much in the way 3 Eat anything that puts up a fight
18 Remote flight academy, lots of open space
14 Much-needed supply drop at Destination of civilization. Sometimes you might get the 4 Kills for sport to show dominance
19 Scientific research facility, experiments
15 Offer aid to Urban Locale from deadly fauna feeling you know everyone in the area. Other 5 Protect their young fiercely and territorially
20 Tech hub facility, only AI interfaces
16 Procure and return with [element sample] times, you’ll find a sprawling city or two, 6 Sleep forever, if woken: goes into a rage
PLANETARY TWISTS 17 Retrieve __ from Urban Locale dead or alive separated by long stretches of wilderness. 7 Stalk prey through the wild, strike suddenly
1 Arc-Ship arrives with a new colony group 18 Return fauna back to its home habitat 8 Swarms anything that comes near enough
CONNECTABILITY: While, this module is for
2 Corporate ships arrive to mine resources 19 Steal secret intel about __ from Urban Locale 9 Tracks anything that smells good nearby
wilderness... For urban areas, you can toss in
3 Planet moves to new stage in its life cycle 20 Trap invasive species, return it to its home content from any 24XX module as added info. 10 Waits, attacking humanoids once close
4 Planet’s moon is mysteriously destroyed
DESTINATIONS SENSITIVITY: This work does not view animals MENTALITIES (PASSIVE)
5 Planetwide pulse drains all devices of power
1 Ancient labyrinth 11 Massive debris field and plants as expendable or without value. 1 Create nests or traps to catch small prey
6 Secret enclave on the planet is revealed
2 Blue flower valley 12 Odd-material ruins Dangerous fauna is simply a common trope in 2 Dig holes or catacombs through the area
7 Sudden eclipse changes sky and environs
3 Bridge over magma 13 Old flagship wreck survival fiction. Content in this module ONLY 3 Drink and graze in safety, will flee if startled
8 Travelling city-ship visits, trading wares
4 City within a crater 14 Shuttle spaceport refers to defending oneself from fauna should 4 Graze on flora, too large/brave to be startled
9 Urbanized Locales war with each other
5 Cobalt tar pits 15 Thick poison cloud they attack you for their own reasons. It does 5 Loudly/brightly draw attention from mates
10 Urbanized Locale attacked by galactic army
6 Crystalline caverns 16 Underground city not support or promote poaching or 6 Play, chase each other, make messes
7 Deep red spore field 17 Underwater tech lab environmental exploitation. For sci-fi colonies, 7 Race through the environment in herds
2424: THE WILDS is a hack of 2400 by Pretendo
8 Fungus greenhouse 18 Vehicle junkyard tread carefully on this subject to respect real- 8 Search for grubs and prey in the flora
Games. It uses the system of layout first
9 Giant mountain arch 19 War-ravaged zone world destruction colonization has caused. 9 Take haphazard action, moving in circles
created by Pretendo Games.
10 Horridian Beastnest 20 Water transit tubes 10 Wait, catching prey once it comes close
Cover and art by BEEPLE. (CC BY 4.0). Thanks a lot! Contact: twitter.com/spacesibling