2400 Project Ikaros v1.1 B&W
2400 Project Ikaros v1.1 B&W
2400 Project Ikaros v1.1 B&W
1 Butch, mu, ex-marine, brutally efficient 1 Agents closing on runner, agitators swoop in
2 Drexel, mu, squad leader, quiet, circumspect 2 Agents closing in, rogues pinned down
3 El-Amin, clairvoyant hostage negotiator, calm 3 Agent team just beaten, at agitators’ mercy
4 Holland, very powerful telekinetic, sweaty 4 At a police station with a lot of rude cops
5 Kim, pyro, kind, only uses power to stop fire 5 Bedlam in Ikaros HQ, rogues are escaping
6 Myska, clairvoyant, sketch artist and mapper 6 Being rushed into a hospital emergency room
7 Rhee, telepathic interrogator, cool, calm 7 Dying horribly — but wait, it was just a vision
8 Sung, pyro, quick, can dehydrate at 20 paces 8 Falling out of an aircraft in flight
9 Price, deranged, 4 kills in “self defense” 9 Hiding undetected, enemies audible
10 Valdez, rookie agent, scared of being read 10 In a shipping container or meat locker
11 Alpha, telepathic agitator, charismatic leader 11 In an interrogation room with a big mirror
12 Blum, pyro, ex-army, Alpha’s best fighter 12 In the middle of a chase
13 Hadley, clairvoyant, helps find runners to help 13 Looking up at Alpha — smiling, his gun drawn
14 Jamshidi, pyro, new recruit, might turn self in 14 On way to (or from) a runner sighting
15 Kingston, idealistic mu, anticapitalist hacker 15 Seeing a pyro glow brightly, begging for help
16 Mihailovic, telepath, hides/transports runners 16 Surveying where runner’s powers manifested
17 O’Donnell, mu, Mihailovic’s partner, protective 17 Tied to a chair in a dim, filthy garage
18 Sandman, telepath, can knock out a group of 6 18 Van crashes while moving captured rogues
19 Taube, telekinetic, grim, looking for sister 19 Visiting someone you (or the target) trusts
20 Zhu, secret clairvoyant reporter, helps Alpha 20 Waking in wreckage, no idea how you got here
►Locations for chases and fight scenes ►Rumors, lies, or revelations
1 Aquarium, full of families and glass fish tanks 1 Agitator leaders are all undercover agents
2 Catholic Church, stained glass, pews, statues 2 All psi agents are mind-wiped agitators
3 Cemetery, headstones, tombs, roses, doves 3 A mature pyro’s sneeze is like an A-bomb
4 Docks, a maze of metal shipping containers 4 Alpha has a mole in Ikaros
5 Elevated train line, in car, on car 5 Ikaros conscripts for a secret war with aliens
6 Epic rap battle, nothing will stop the beat 6 Ikaros covers up “forbidden” psychic powers
7 Ferry, out over the water, people onboard 7 Ikaros experiments on children
8 Fish market, tight spaces, tubs of crushed ice 8 Ikaros is from the future
9 Highway, motorcycles, car-carrying trailer 9 Ikaros lets “useful” agitators operate
10 Mountainside, precarious cliff edge, windy 10 Ikaros “seeded” the populace with powers
11 Natural history museum, dinosaur skeleton 11 Ikaros’s head is harvesting powers for himself
12 Parade in the city, marching band playing 12 Ikaros trains psychics to control powers
13 Parking garage, alarms, crumbling concrete 13 “Killed” runners are drafted for covert ops
14 Prom night, “Dancing Queen” playing 14 Most runners accidentally kill by age 30
15 Restaurant kitchen, cookware, boiling water 15 Psychics all have traces of alien DNA
16 Rooftops, water towers, close enough to jump 16 Psychic powers eventually destroy your brain
17 Skyscraper office, cubicles, papers flying 17 Runners get recruited — agitators get a bullet
18 Stadium, sporting event, crowd goes wild 18 Telepaths have already taken over the gov’t
19 Subway, trains whoosh by, third rail exposed 19 The attack wasn’t a bomb — that was a runner
20 Woods, nighttime, trees and bushes to hide in 20 Too-powerful psychics are kept in cryo-sleep
Version 1.1 • Art by Beeple (Mike Winkelmann) • More 2400 at jasontocci.itch.io/2400
RULES CHARACTERS POWERS DETAILS
PLAY: Players describe what their characters do. ►Decide as a group what kind of team you’ll play. ►Choose 1 if prompted by your classification. ► Invent or roll for name — for you, or the target.
The GM advises when their action is impossible,
AGENTS: Bring in rogues before somebody gets ANY PSI CLASSIFICATION NAME
requires extra steps, demands a cost, or presents
hurt. Skilled in Shooting (d8), Hand-to-hand (d8).
a risk. Players only roll to avoid risks. ❏ Nosebleed: Accept or worsen a hindrance to 1 Arima 6 Fabre 11 Katz 16 Popov
Take a tranq gun, extendable baton, and a med kit.
amplify effects of a psychic skill roll. 2 Burke 7 Guan 12 Lane 17 Rae
ROLLING: Roll a d6 skill die — higher with a rele-
ROGUES: Decide whether you’re a runner (trying 3 Cho 8 Haber 13 Myers 18 Saab
vant skill, or d4 if hindered by an injury, carrying CLAIRVOYANCE
to disappear) or an agitator (helping runners dis- 4 Dahl 9 Ibanez 14 Nagi 19 Tolvaj
more than 1 bulky item, or disadvantageous cir-
appear, working to take down Ikaros, or otherwise ❏ Awareness: “See” all around you, through 5 Ennis 10 Jean 15 Okeke 20 Wang
cumstances. If helped by circumstances, roll an
upsetting the status quo). Choose, invent, or roll barriers and around corners, no roll needed.
extra d6; if helped by an ally, they roll their skill ► Choose, roll, or invent how powers manifested.
for what you did in your old life; treat as a skill ❏ Precognition: Concentrate in a time-sensitive
die and share the risk. Take the highest die.
(d8) for anything remotely related, and describe a situation to help all rolls using Clairvoyance. CLAIRVOYANT
1–2 Disaster. Suffer the full risk. GM decides if couple items you might still have from that life. ❏ Psychic Bond: You always know the general
1 Freaked out a bus, which later fatally crashed
you succeed at all. If risking death, you die. status and direction of those you care about.
1 Accountant 11 Manager 2 Froze in a trance, reciting an antique’s history
❏ Psychometry: Touch an object to witness a
3–4 Setback. A lesser consequence or partial 2 Bartender 12 Mechanic 3 Led police to a missing person’s remains
telling moment from its past.
success. If risking death, you’re maimed. 3 Cleaner 13 Nurse 4 Struck by car during surprise remote viewing
❏ Remote Viewing: “See” a place you can picture.
4 Designer 14 Paralegal 5 They haven’t, but a precog knows they will
5+ Success. The higher the roll, the better.
5 Driver 15 Politician PYROKINESIS 6 Told coworker to cancel trip to save their life
If success can’t get you what you want (you make 6 Drug dealer 16 Salesperson
❏ Explosion: Unleash an uncontrolled fireball. PYROKINETIC
the shot, but it’s bulletproof!), you’ll at least get 7 Event planner 17 Social worker
❏ Flame Charming: Concentrate to sculpt fire.
useful info or set up an advantage. 8 IT admin 18 Student 1 Burn marks on clothes, desk
❏ Human Torch: Safely ignite your hand or body.
9 Journalist 19 Support rep 2 Got assaulted, assailant reduced to ash
ADVANCEMENT: After an operation (e.g., bring in ❏ Superheating: Scald or melt with a touch.
10 Laborer 20 Teacher 3 Lead suspect in strange arson investigation
a rogue, or help one escape), increase a skill ❏ Thermostat: Control ambient temperature and
4 Literally blew up at work
(none ➡ d8 ➡ d10 ➡ d12), or choose a power ►Choose your Project Ikaros classification. start/stop fires quickly and precisely.
5 Saved kid from a fire, miraculously unhurt
related to a psychic skill you have.
MU: Human, no powers. Apply 3 mundane skill TELEKINESIS 6 Seen running down street, body ablaze
DEFENSE: Say how one of your items breaks to increases (for new skills and/or ones you have).
❏ Dome: Raise a force field a few meters wide. TELEKINETIC
turn a hit into a brief hindrance. Broken gear is Examples include Climbing, Electronics, Running,
Roll to resist breaches, or break for defense.
useless until repaired. Sleight of Hand, Stealth, Tracking, etc. 1 Got shot at, but shooter took the bullet
❏ Force Multiplier: Roll Telekinesis skill die with
2 Got stressed, things started orbiting nearby
HARM: Injuries take time and/or medical atten- PSI: Psychic. Increase 1 mundane skill (as above, mundane skill die to jump, punch, throw, etc.
3 Healed a loved one just after brutal injury
tion to heal. If killed, make a new character to be under Mu), and choose 2 options from below. ❏ Levitation: Float slowly or control fall speed.
4 Miraculously survived a surely deadly fall
introduced ASAP. Favor inclusion over realism. ❏ Redirect: Concentrate to hold projectiles in
❏ Clairvoyance skill (d8, concentrate on a 5 Saved someone from falling debris
midair, no roll needed; roll to fling them back.
RUNNING THE GAME: Lead the group in setting question for vague impressions of answer) 6 Totaled a car that missed a stop sign
❏ Vitakinesis: Knit damaged flesh, at risk of
lines not to cross in play. Fast-forward, pause, or ❏ Pyrokinesis skill (d8, ignite something as if
injuring yourself or passing out. TELEPATH
rewind/redo scenes for pacing and safety, and with a blowtorch)
invite players to do likewise. Present dilemmas ❏ Telekinesis skill (d8, exert force comparable TELEPATHY 1 Finished other people’s sentences a lot
and problems you don’t know how to solve. Move to using both arms) 2 In an argument, shouted into someone’s head
❏ Blindspot: Target can’t perceive something.
the spotlight to give everyone time to shine. Test ❏ Telepathy skill (d8, sense surface thoughts) 3 Left someone with total amnesia
❏ Probe: Search someone’s memories.
periodically for bad luck (e.g., run out of ammo, or ❏ Increase a psychic skill you took from above 4 Made everyone nearby pass out, even drivers
❏ Psychic Speech: Multi-way communication
into guards) — roll d6 to check for (1–2) trouble ❏ Take 1 power under a psychic skill you have 5 Seemed invisible to everyone for 6 hours
with anyone you can see, no roll needed.
now or (3–4) signs of trouble. Offer rulings to 6 Told someone to “Go take a long walk off a
► Start with a comm (smartphone) and ₡2. Most ❏ Sleep: Instantly put someone in REM sleep.
cover gaps in rules; double back during a break to short pier” (or something comparable), and
items cost ₡1 each. Ignore microcredit trans- ❏ Suggestion: Gentle nudge or subtle belief. If
revise unsatisfying rulings as a group. they actually did it
actions (e.g., a crowbar, knife, or meals). Probing, this can alter or erase a memory.