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ARE YOU READY FOR

2400
SOME THINGS ARE

ADVENTURE?
PRETTY SCARY …
RUNNING AN RPG
$2
DOESN’T HAVE TO BE!
e
ret nd
REMEMBER GUIDE CONVERSATION! Say what the characters

o
P
WASTELAND
perceive. Ask, “What do you do?” (and “Why?” if not
TO PACK obvious). Make sure all get “screen time.” Check in Ga
mes
YOUR… FIELD during & after tough scenes. Offer quick rulings to
cover gaps in rules; when in doubt, favor players’

GUIDE expectations. If things get slow, roll d6 to check for


(1–2) trouble now or (3–4) signs of trouble soon! LO-FI SCI-FI RPG
2
$ FINDS! PORTRAY ENEMIES! No “stats,” just…
NUCLEAR FAMILY
FRIENDS! Drives behind behind actions (like hunger).
Risks they present if faced (like being shot).
FOES! Obstacles (if any!) that might prevent taking BY JASON TOCCI
them out in one roll (like armor).

MINIMAL PREP! Ask kindly strangers for “good BEWARE OF RISK! In play, warn players of risks
post-apocalyptic adventures” to run, or improvise before they roll. Don’t hold back — they can alter
your own! On a real-world map, pick a spot for course or break armor! Need ideas? Think HARD!
Rust, a settlement with folks who need favors or HINDRANCES (fallen, dizzy, limping, bleeding)
jobs done — quests! Then pick wasteland sites — ATTENTION (noticed, exposed, pursued)
unexplored ruins, trading posts, “The Arena,” etc. RESOURCES (broken, dropped, out of ammo)
— each with some hazard (gas, flooding, radiation, DELAY (miss deadlines, need food, need rest)
overgrowth, traps, cave-in), encounters (robots,
raiders, scavengers, cultists, bugs, trogs, gaunts,
Templars), and valuables — like those below!
Kris & Chrissy
I’M READY! Please send me vague prompts “Fussy & Feisty” Tinkers
to inspire MY adventures! I need ideas for… Got junk? We’re buying!

❏ Salvage (junk, clothes, or goods worth $d4)


❏ Armor (leather, kevlar, SCRAP, RIOT GEAR) Doc Blister
❏ Melee weapons (knife, baton, ROCKET SLEDGE) Needs YOU for a hospital run!
❏ Guns (pistol, RIFLE, SHOTGUN, MINIGUN)
❏ Ammo (for whatever you’re using!) Come for a checkup —
or bring supplies for $$$!
❏ Explosives (grenade, mine, C-4, mini-nuke)
❏ Food (Hastycakes, Megatonic, SoupCan, etc.)
❏ Tools (hammer, crowbar, shovel, drill, etc.) L o u’s Atomic Death
❏ Meds (use up to heal from a minor injury)
❏ Chems (help 1 skillset, hinder another) Emporium
❏ Hazardous fluid (oil, acid, “holy” water) Now hiring CARAVAN GUARDS – ask for LOU!
❏ Outdoor gear (binoculars, lantern, rope, TENT)
❏ Hazmat gear (SUIT, gas mask, geiger counter) SALVAGERS NEEDED: SEALED, PRE-WAR BUNKER
❏ Data tapes (entertainment, maps, or clues!) LOCATED. SHARES OF ANY LOOT FOUND WITHIN TO BE
❏ Wrist terminal (tape deck, helps hack)
SPLIT EVENLY. SEE TRUSTY GRIFF IN RUST FOR DETAILS.
❏ Invisibattery (1-min. stealth field)


Raygun (6+ vaporizes, wrong target on 1–2)
POWER ARMOR (bullet- & rad-proof; helps
Wanted: Hork
Murder - Kidnapping - “The Arena”
Brawn, hinders Zip)
See EVA in RUST to collect bounty
Version 1.0 • Cover art by Paul Orban, colored & edited by Jason Tocci • Permission is granted to reproduce for personal use
NUCLEAR FAMILY ❏

Acid spit
Antennae


Rabbit ears
Radiation absorption
❏ Arresting Gaze: Characters controlled by the
GM won’t willingly break eye contact with you.
A NEW LIFE AWAITS! Travel the wasteland with a START! As a group, pick an ideal! Individually… ❏ Bioluminescence ❏ Razor-sharp claws ❏ Counsel: Offer words to help any task using your
ragtag gang of misfits — your own nuclear family! ◦ Determine how you were born and raised!
❏ Bug wings (hover) ❏ Regeneration (1 injury/day) Moxie, without sharing in risk.
◦ Choose or invent your own trademark!
HOW? The game moderator describes a situation. ❏ Cat eyes ❏ Resize (raise Brawn or Zip) ❏ Disguise: You’re only recognized when you
◦ Take $2 in goods or salvage, a canteen, and a
You take turns describing actions; the GM clarifies ❏ Eel skin (shocking!) ❏ Skunk spray want to be. Imitate others with the right props.
few days of pre-war snack foods.
if it’s impossible, demands extra steps or costs, or ❏ Extra limbs (you pick) ❏ Slug slime (slick/adhesive) ❏ Fast Talking: The gullible or unwary believe or
◦ Brains, Brawn, Moxie, Zip are d6; pick 1 as d8.
presents a risk you might avoid. No risk, no roll! You ❏ Eyestalks ❏ Stretchy limbs do what you say, at least briefly.
◦ Mark 1 talent in your d8 skillset, or a mutation.
can also change your mind & try another approach ❏ Frog tongue ❏ Telekinesis ❏ The Nod: Strangers try talking before attacking.
◦ Gonna play a lot? Give some thought (eventually)
if you don’t like the sound of the risks or costs. ❏ Gills & webbing ❏ Telepathy ❏ Rep: Ask the group what (in)famous act you’re
to your dream, or why you left your past behind!
❏ Projectile quills ❏ Venomous bite known for. It may help, hinder, or mitigate risk.
ROLL! Roll a fitting skillset (Brains, Brawn, Moxie, ◦ Come up with a name — and play nice!
❏ Sidekick: Gain a pet or a follower. They’ll follow
or Zip), unless hindered by injury, circumstances,
your lead as long as you treat them right.
or carrying 2+ HEAVY items — then roll d4 instead! If
❏ Awareness: Spot all traps, ambushes & tails. ❏ Sincerity: People may or may not believe you’re
helped by circumstances, get an extra d6 in your ❏ Altruism: Make the wastes a better place!
❏ Dividends: Break down salvage for +$1 a day. right, but they always believe you’re honest.
roll; if helped by an ally, they roll a skillset & share ❏ Survival: Watch each other’s backs.
❏ Expertise: Pick a topic (e.g., bugs, hacking, lock ❏ Wheeling & Dealing: Get a little extra thrown in
the risk. Use the highest die — no sums in this game! ❏ Mayhem: Cathartic! ⚠ But only if ALL agree! ⚠
picking). Get an extra Brains die in related rolls. (within reason) whenever you make a deal.
1–2 Disaster! Suffer the full risk. If it’s mutually ❏ Field Care: Use up $1 to clear a serious injury. ❏ Winning Smile: In every group of strangers, at
exclusive with your goal (GM’s call!), you fail. ❏ Field Repairs: Use up $1 to repair a broken item. least one person badly wants you to like them.
❏ Human: Raise another skillset to d8.
3–4 Setback! Get a lesser consequence or partial ❏ Jack of All Trades: Roll at least d8 for mundane
❏ Mutant: Mark or invent 1–2 mutations. (1 might
success (e.g., injured instead of dead). tasks outside combat.
be hidden; 2 may get stares; 3 may get hostility.)
5+ Success! Risk averted! The higher, the better. ❏ Judgment: You sense lies, guilt & ill intent. ❏ Blending In: Be unseen in crowds & darkness.
❏ Robot: Limbs & case can be broken as defense.
❏ Little Pharma: Turn meds or $1 into d4 doses of ❏ Filching: Pickpocket & palm items risk-free.
If success isn’t enough (a hit — but it’s bulletproof!), Get 2 upgrades (goods, mutations, or something
chems (help 1 skillset awhile, hinder another). ❏ First Move: Who acts or gets there first? You do.
you still get useful info or set up an advantage. you make up), but not items from being “raised.”
❏ Modding: Use up $1 to add 1 extra effect (like a ❏ Get Up & Go: If there’s a way out, you can flee or
GEAR UP! Items (and mutations!) usually expand sword that’s on fire) or a d6 help die to an item. disengage risk-free, and help allies to do so.
what you can do, not what dice you roll — but you can ❏ Squirreling: Replace $1 with an item you could ❏ Impatience: Rushing in helps your next roll.
❏ Cultist: Worn HAZMAT SUIT, “holy” water (☢).
break a weapon or use up its ammo to help a roll, or conceivably have kept in your pocket. ❏ Interception: Safely catch any object in midair
❏ Isolate: Military fatigues, scary-looking RIFLE.
break armor (up to 2× if HEAVY) as defense, taking a that moves more slowly than a bullet.
❏ Raider: SCRAP ARMOR, sawed-off shotgun.
brief hindrance (stumbling) instead of injury. Trade ❏ Nine Lives: Narrowly sidestep death 8 times.
❏ Sheltered: Snappy coverall, wrist terminal.
is in salvage ($); pay a tinker $1 to fix all your gear. ❏ Battle Rage: When you incapacitate an enemy ❏ Sharpshooting: Fire trick shots or at multiple
❏ Pariah: Belt & rags, 1 mutation.
Write HEAVY items in caps; cross out broken items. up close, strike another in reach just as hard. targets as easily as others pull a trigger.
❏ Settler: Dusty work clothes, $1 in misc. scrap.
❏ Endurance: Carry 2 heavy items comfortably. ❏ Sneak Attack: Silently take out an unwary foe. If
HEAL UP! A minor illness or injury (e.g., a twisted ❏ Guard Up: Break as defense once per fight. risk is unavoidable, roll an extra d12.
ankle, or dizziness) hinders until you sleep or take
❏ Martial Arts: Follow any 3+ hand-to-hand roll ❏ Tumbling: Falls that hurt others only slow you.
medicine. Pay a doctor $1 to heal serious injuries & ❏ Outlandish hair ❏ Old-timey voice
with a grab, disarm, throw, trip, or the like. Recover instantly when knocked down.
illness (e.g., rad sickness, or a broken bone). Get ❏ Tire pauldron ❏ Brain under glass
❏ Oh Yeah!: If a barrier can be busted through, you
killed? Your new character’s in the next room! ❏ Cracked glasses ❏ Spray-painted face
do it easily and/or terrifyingly.
❏ Goggle eyepatch ❏ Red plastic arm NAME ......................................... PRONOUNS ............
QUEST! When you all agree you finished a quest ❏ Second Wind: Ignore all hindrances until you
❏ Cryo-stasis burns ❏ Jaunty hat
(however you define it), mark (or invent) a talent or catch your breath. Rest a few hours to reuse. INVENTORY ...............................................................
mutation. If the quest helped one of you realize your ❏ Tanking: You can take all consequences on a 1- ................................................................................
dream or resolve an issue from your past, raise one 4 roll when getting or giving help in combat.
❏ Ammo box ❏ Knife or BAT ................................................................................
skillset you have a talent in (d6 ➡d8 ➡d10 ➡d12). ❏ Tough Break: Being injured helps you fight.
❏ Armored vest or coat ❏ Meds
❏ Viselike Grip: Nothing escapes your grasp.
TELL TALES! Anyone in the group can pause, fast- ❏ Bedroll or TENT ❏ RIFLE or SHOTGUN
❏ Voided Warranty: When you break a weapon for
forward, rewind, or call for other edits for pacing & ❏ Crowbar or SHOVEL ❏ Rope or CHAIN
a bonus, roll an extra d12 instead of a d6.
safety. (Gore? Slavery? Harm to kids? Veto away!) ❏ Flashlight or lantern ❏ 9mm or revolver

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