2400 Project Ikaros v1.31 Singles

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RULES CHARACTERS

PLAY: Players describe what their characters do. ►Decide as a group what kind of team you’ll play.
The GM advises when their action is impossible,
AGENTS: Bring in rogues before somebody gets
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.
Take a tranq gun, extendable baton, and a med kit.
ROLLING: Roll a skill die — d6 by default, higher
ROGUES: Decide whether you’re a runner (trying
with a relevant skill, or d4 if hindered by injury,
to disappear) or an agitator (helping runners
circumstances, or carrying more than 1 bulky
disappear, working against Ikaros, or otherwise
item. If helped by circumstances, roll an extra d6;
upsetting the status quo). Choose, invent, or roll
if helped by an ally, they roll their skill die and
for what you did in your old life; treat as a skill
share the risk. Take the highest die.
(d8) for anything remotely related, and describe a
1–2 Disaster. Suffer the full risk. GM decides if couple items you might still have from that life.
you succeed at all. If risking death, you die.
1 Accountant 11 Manager
3–4 Setback. A lesser consequence or partial
2 Bartender 12 Mechanic
success. If risking death, you’re injured.
3 Cleaner 13 Nurse
5+ Success. The higher the roll, the better.
4 Designer 14 Paralegal
If success can’t get you what you want (you make 5 Driver 15 Politician
the shot, but it’s bulletproof!), you’ll at least get 6 Drug dealer 16 Salesperson
useful info or set up an advantage. 7 Event planner 17 Social worker
8 IT admin 18 Student
ADVANCEMENT: After an operation (e.g., bring in
9 Journalist 19 Support rep
a rogue, help a runner escape, or escape as a
10 Laborer 20 Teacher
runner yourself), each player increases a skill
(none ➡ d8 ➡ d10 ➡ d12) or chooses a power ►Choose your Project Ikaros classification.
related to a psychic skill they already have.
MU: Human, no powers. Apply 3 mundane skill
DEFENSE: Say how one of your items breaks to increases (for new skills and/or ones you have).
turn a hit into a brief hindrance. Broken gear is Examples include Climbing, Electronics, Running,
useless until repaired. Sleight of Hand, Stealth, Tracking, etc.

HARM: Injuries require time and/or treatment to PSI: Psychic. Increase 1 mundane skill (as above,
heal. If killed, make a new character to be under Mu), and choose 2 options from below.
introduced ASAP. Favor inclusion over realism.
❏ Clairvoyance skill (d8, concentrate on a
GM: Describe characters in terms of behaviors, question for vague impressions of answer)
risks, and obstacles, not skill dice. Lead the group ❏ Pyrokinesis skill (d8, ignite something as if
in setting lines not to cross in play. Fast-forward, with a blowtorch)
pause, or rewind/redo for pacing and safety; ❏ Telekinesis skill (d8, exert force comparable
invite players to do likewise. Present dilemmas to using both arms)
you don’t know how to solve. Move spotlight to ❏ Telepathy skill (d8, sense surface thoughts)
give all time to shine. Test as needed for bad luck ❏ Increase a psychic skill you took from above
(e.g., run out of ammo, or into guards) — roll d6 to ❏ Take 1 power under a psychic skill you have
check for (1– 2) trouble or (3–4) signs of it.
► Start with a comm (smartphone) and ₡2. Most
Improvise rulings to cover gaps in rules; on a
items cost ₡1 each. Ignore microcredit
break, revise unsatisfactory rulings as a group.
transactions (e.g., a crowbar, knife, or meals).
POWERS DETAILS
►Choose 1 if prompted by your classification. ► Invent or roll for a name — for you, or the target.

ANY PSI CLASSIFICATION NAME

❏ Nosebleed: Accept or worsen a hindrance to 1 Arima 6 Fabre 11 Katz 16 Popov


amplify effects of a psychic skill roll. 2 Burke 7 Guan 12 Lane 17 Rae
3 Cho 8 Haber 13 Myers 18 Saab
CLAIRVOYANCE
4 Dahl 9 Ibanez 14 Nagi 19 Tolvaj
❏ Awareness: “See” all around you, through 5 Ennis 10 Jean 15 Okeke 20 Wang
barriers and around corners, no roll needed.
► Invent or select how your powers manifested.
❏ Precognition: Concentrate in a time-sensitive
situation to help all rolls using Clairvoyance. CLAIRVOYANT
❏ Psychic Bond: You always know the general
1 Freaked out on a bus; it later fatally crashed
status and direction of those you care about.
2 Froze in a trance, reciting an antique’s history
❏ Psychometry: Touch an object to witness a
3 Led police to a missing person’s remains
telling moment from its past.
4 Struck by car during surprise remote viewing
❏ Remote Viewing: “See” a place you can picture.
5 They haven’t, but a precog knows they will
PYROKINESIS 6 Told coworker to cancel trip to save their life

❏ Explosion: Unleash an uncontrolled fireball. PYROKINETIC


❏ Flame Charming: Concentrate to sculpt fire.
1 Burn marks on clothes, desk
❏ Human Torch: Safely ignite your hand or body.
2 Got assaulted, assailant reduced to ash
❏ Superheating: Scald or melt with a touch.
3 Lead suspect in strange arson investigation
❏ Thermostat: Control ambient temperature and
4 Literally blew up at work
start/stop fires quickly and precisely.
5 Saved kid from a fire, miraculously unhurt
TELEKINESIS 6 Seen running down street, body ablaze

❏ Dome: Concentrate to raise a force field a few TELEKINETIC


meters wide. Powerful hits risk breaking it.
1 Got shot at, but shooter took the bullet
❏ Force Multiplier: Roll Telekinesis skill die with
2 Got stressed, things started orbiting nearby
a mundane skill die to jump, punch, throw, etc.
3 Healed a loved one just after brutal injury
❏ Levitation: Float slowly or control fall speed.
4 Miraculously survived a surely deadly fall
❏ Redirect: Concentrate to hold projectiles in
5 Saved someone from falling debris
midair, no roll needed; roll to fling them back.
6 Totaled a car that missed a stop sign
❏ Vitakinesis: Knit damaged flesh, at risk of
injuring yourself or passing out. TELEPATH

TELEPATHY 1 Finished other people’s sentences a lot


2 In an argument, shouted into someone’s head
❏ Blindspot: Target can’t perceive something.
3 Left someone with total amnesia
❏ Probe: Search someone’s memories.
4 Made everyone nearby pass out, even drivers
❏ Psychic Speech: Multi-way communication
5 Seemed invisible to everyone for 6 hours
with anyone you can see, no roll needed.
6 Told someone to “Go take a long walk off a
❏ Sleep: Instantly put someone in REM sleep.
short pier” (or something comparable), and
❏ Suggestion: Gentle nudge or subtle belief. If
they actually did it
Probing, this can alter or erase a memory.
PSYCHIC POWERS ARE REAL — that’s common That someone is sent by Project Ikaros. And if you
knowledge now. If you hear someone in your head, have psychic powers, or care about anyone who
or see someone setting fires with a glance, you does, you’re either working for Ikaros, working
report it. Someone will take care of it. against them, or trying to get away from them.

►10 agents + 10 agitators ►How the session starts

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 1.31 • Art by Beeple (Mike Winkelmann) • Permission is granted to reproduce for personal use

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