TEXT: ►Jobs
  1
  Break someone out of custody
  2
  Carry a parcel from point A to point B, easy
  3
  Collect machine parts from 3 sites
  4
  Copy data from secure location undetected
  5
  Destroy “evidence” in police lockup
  6
  Drive gangs out of a certain neighborhood
  7
  Fake someone’s death
  8
  Find someone who went into hiding
  9
  Help someone defect with proprietary data
  10
  Hide something dangerous for one night
  11
  Investigate recent disappearances
  12
  Lead investigators on a wild goose chase
  13
  Put malware on an air-gapped mainframe
  14
  Make someone disappear
  15
  Reroute an arms shipment in transit
  16
  Sabotage a tech demo given to the military
  17
  Steal frozen biological samples
  18
  Steal live, genetically-altered specimens
  19
  Steal prototype for a new weapon
  20
  Transport a group of civilians off-world
  ►Contacts, clients, or targets
  1
  Arcimboldo, quirky tech dealer & tinkerer
  2
  Aurora, wealthy collector of unique items
  3
  Blackout, quiet evidence removal specialist
  4
  Bleach, wry janitor android turned assassin
  5
  Bron, dour security chief with a metal arm
  6
  Bullet, no-nonsense android gun runner
  7
  Carryout, cocky courier with fast cyber-legs
  8
  Fisher, eager street kid looking for a crew
  9
  Ginseng, people-loving drug dealer
  10
  Hot Ticket, extremely cautious fence
  11
  Kaiser, grinning loan shark in a silver suit
  12
  Osiris, tired, street-level sawbones
  13
  Powder Blue, android fixer, generous rates
  14
  Reacher, sharp mercenary tac squad leader
  15
  Rhino, thickheaded, bighearted bodyguard
  16
  Sam, plucky journalist, likely to get killed
  17
  Shifter, hard-working chop-shop owner
  18
  Walleye, businesslike information broker
  19
  Whistler, smiling cabbie/getaway driver
  20 “X,” unflappable broker for an unnamed corp
  ►Twists
  1
  Asked to test experimental drug on job
  2
  Client has no intention (or ability) to pay
  3
  Client hasn’t heard from first crew hired
  4
  Client knows a creepy amount about you
  5
  Client’s (psychic) agent will chaperone you
  6
  Client’s superiors take out client during job
  7
  Combine two jobs into one, somehow
  8
  Cops get involved, seem kinda upset
  9
  Frame a rival for doing the job
  10
  Impress, and they’ll try to hire you full-time
  11
  Pay doubled if you “make it hurt,” somehow
  12
  Realize late doing job would hurt innocents
  13
  Send a message the client means business
  14
  Someone you don’t hate is held hostage
  15
  Streets packed for Carnival or New Year’s
  16
  Target or rival doubles the client’s offer
  17
  Target or rival knows you’re coming
  18
  There might be aliens involved
  19
  There’s a very tight deadline
  20
  Zero casualties are acceptable
  ►Locations
  1
  Apartment 330-B27 in the Superblock
  2
  The Black Swan, docked in low orbit
  3
  Compound of the Church of the Hive Mind
  4
  Dockyards shipping containers
  5
  Earth High Command Zenith Base
  6
  Fountain in Kobayashi Park
  7
  Gambling den run by the Martian Syndicate
  8
  Kwok Tower (200 floors)
  9
  Little Roswell “family” restaurant
  10
  Mag-lev railway yard
  11
  Main Street level 12
  12
  Metro tunnels
  13
  Mirror Gardens
  14
  Old cyber-parts plant
  15
  Plaza Del Diablo
  16
  St. Paul Memorial Hospital
  17
  Space elevator
  18
  Trailer hitched to a moving truck
  19
  Underground rave hosted by Max Destructo
  20
  Warehouse Row
  Version 1.5. Art CC BY BEEPLE. More 2400 at jasontocci.itch.io/2400
  EARTH’S A DUMP. Mars is a wasteland. Venus
  belongs to the elite. If you can’t afford a ticket out
  of system, you gotta take gigs to survive today—
  and maybe fight for a better tomorrow.
  ►Roll d6 to try to find a job. Spend ₡1 to re-roll.
  1–2 Nada. Spend ₡1 for expenses, or risk debt.
  3–4 Found a gig, but something smells off.
  5–6 Choose between 2 jobs.
  
  RULES
  GEAR
  DETAILS
  CHARACTERS
  PLAY: Players describe what their characters do.
  The GM advises when their action is impossible,
  requires extra steps, demands a cost, or presents
  a risk. Players only roll to avoid risks.
  ROLLING: Roll a d6 skill die—higher with a rele-
  vant skill, or d4 if hindered by injury or circum-
  stances. If helped by circumstances, roll an extra
  d6; if helped by an ally, they roll their skill die and
  share the risk. Take the highest die.
  1–2 Disaster. Suffer the full risk. GM decides if
  you succeed at all. If risking death, you die.
  3–4 Setback. A lesser consequence or partial
  success. If risking death, you’re maimed.
  5+
  Success. The higher the roll, the better.
  If success can’t get you what you want (you make
  the shot, but it’s bulletproof!), you’ll at least get
  useful info or set up an advantage.
  LOAD: Carry as much as makes sense, but more
  than one bulky item may hinder you at times.
  ADVANCEMENT: After a job, increase a skill
  (none➡d8➡d10➡d12). If you get paid, all gain
  d6 credits (₡) and +1 corp rep. If you fought injus-
  tice, gain +1 street rep. Roll d20 ≤ a fitting rep to
  check if someone recognizes you.
  DEFENSE: Say how one of your items or cyber-
  limbs breaks to turn a hit into a brief hindrance.
  Broken gear is useless until repaired.
  HARM: Medical/repair expenses cost ₡1. If killed,
  make a new character to be introduced ASAP.
  Favor inclusion over realism.
  RUNNING THE GAME: Establish as a group lines
  not to cross in play. Encourage players to veto
  content as needed. Fast-forward, pause, or
  rewind/redo for both pacing and safety. Present
  dilemmas and problems you don’t know how to
  solve. Move the spotlight to give everyone time to
  shine. Test periodically for bad luck (e.g., run out
  of ammo, or into guards)—roll d6 to check for (1–
  2) trouble now or (3–4) signs of trouble.
  ►Choose your character’s specialty.
  GRIFTER: Skilled in Reading People (d8), Decep-
  tion (d8). Take an extensive disguise wardrobe.
  HACKER: Skilled in Hacking (d8), Electronics
  (d8). Take a portable, custom-built deck in bullet-
  proof case (bulky) and electronics tools.
  INFILTRATOR: Skilled in Climbing (d8), Stealth
  (d8). Take climbing gear, night vision goggles.
  PSYCHER: Skilled in Telepathy (d8, sense surface
  thoughts), Telekinesis (d8, as strong as your
  arms), or pick one at d10. Take a bottle of
  PsychOut (amplify powers; addictive).
  RIGGER: Skilled in Electronics (d8), Piloting (d8).
  Take 2 drones, machinery and electronics tools.
  SCRAPPER: Skilled in Intimidation (d8), Hand-to-
  hand (d8). Take a sword or cyber-arms, and 1
  upgrade. (Androids can opt for 2 arm upgrades.)
  STITCHER: Skilled in Medicine (d8), Electronics
  (d8). Take a medkit and emergency cyber-surgery
  kit (bulky, parts of “spare tire” quality).
  TRIGGER: Skilled in Shooting (d8), Explosives
  (d8). Take a pistol, rifle (bulky), and 1 upgrade.
  VIDCASTER: Skilled in Persuasion (d8), Connec-
  tions (d8). Take a bodycam, signature prop (e.g.,
  guitar, spray paint, Power Glove), +3 street rep.
  ►Choose your character’s origin.
  ANDROID: You have an upgrade-ready cyber-
  body. Take synth skin (looks believably human) or
  a case (as armor for defense), 1 skill boost.
  HUMAN: Apply 3 skill increases as you like (three
  d8 skills, one d12, or a d8 and a d10).
  ►Choose skills (if human), or make some up.
  Climbing, Connections, Deception, Hacking,
  Electronics, Explosives, Forgery, Hand-to-hand,
  Intimidation, Labor, Machinery, Persuasion,
  Piloting, Reading People, Running, Shooting,
  Sleight of Hand, Spacewalking, Stealth, Tracking
  ►Invent or roll for name (and pronouns) and look.
  NAME
  1
  Archer
  2
  Bliss
  3
  Carver
  4
  Drift
  5
  Echo
  6
  Faze
  7
  Glass
  8
  Hawk
  9
  Inky
  10
  Jinx
  11
  Kit
  12
  Limit
  13
  Make
  14
  Nic
  15
  Orc
  16
  Piece
  17
  Ripper
  18
  Slide
  19
  Watts
  20
  Zero
  OUTFIT STYLE
  1
  Blood-red
  2
  Bright white
  3
  Budget
  4
  Brand-name
  5
  Burned
  6
  Coppery
  7
  Electric blue
  8
  Faded
  9
  Gilded
  10
  Glow-in-the-dark
  11
  Hot pink
  12
  Hypercolor
  13
  Iridescent
  14
  Jet black
  15
  Pastel
  16
  Rainbow
  17
  Reflective
  18
  Royal purple
  19
  Sparkly
  20
  Translucent
  OUTFIT
  1
  Belts & chains
  2
  Bomber jacket
  3
  Coverall
  4
  Duster
  5
  Flannel & jeans
  6
  Flight suit
  7
  High-collar suit
  8
  Hoodie & slacks
  9
  Jumpsuit
  10
  Military fatigues
  11
  Motorcycle jacket
  12
  Robes
  13
  Speedsuit
  14
  Suit & necktie
  15
  T-shirt & jeans
  16
  Tank top & cargos
  17
  Tape & sweats
  18
  Track suit
  19
  Trench coat
  20
  Vest & pants
  ADORNMENT
  1
  3-D glasses
  2
  Barcode tattoo
  3
  Blacklight tattoos
  4
  Bright Eyes™
  5
  Cat-eye pupils
  6
  Chain tattoos
  7
  Chrome teeth
  8
  Facial piercings
  9
  Flame_tattoo.gif
  10
  Geometric tattoos
  11
  Glitching tattoo
  12
  Hologram tattoo
  13
  Koi tattoo
  14
  Mirror shades
  15
  Mohawk
  16
  Neon tattoos
  17
  Occult tattoos
  18
  Ritual scarring
  19
  Skull tattoo
  20
  Snake tattoo
  ►Take a vidlink (smartphone) and ₡2. Items cost
  ₡1 each, +1 per upgrade. Don’t bother tracking
  microcredit transactions like a knife or a meal.
  ARMOR: Break for defense. Upgrade with active
  camouflage, triple-layer (bulky, break up to 3×).
  CRANIAL JACK: Allows direct computer link to
  use super-fast mental UI. Upgrade with AI assis-
  tant, sensory data backup, remote control (let
  others pilot you), skill boost (1 skill increase).
  CYBER-ARM: Upgrade with claws, compartments,
  extend-a-shield, grip pads, implanted gun,
  implanted tools, palm stunner/defibrillator,
  super-strong, tethered grappling hand.
  CYBER-EAR: Upgrade with echolocation, long-
  range, noise filter, vocal stress detector.
  CYBER-EYE: Upgrade with anti-glare, infrared,
  low-light, telescopic, x-ray, ultraviolet.
  CYBER-LEGS: Upgrade with compartments, mag-
  netic, skates, spring-loaded, super-fast.
  GRENADES: Pack of 4. Choose from EMP, flash-
  bang, fragmentation, smoke.
  MISC IMPLANTS: ₡1 each for adrenaline boost,
  healing nanobots, 02 supply, pheromones, play-
  dead mode, reinforced frame (+1 bulky item
  capacity), toxin filters, venom, voice mimic.
  PISTOL: Upgrade with auto, DNA-lock, flechette-
  firing, call-to-hand, self-destruct, silenced.
  RIFLE: Bulky, accurate at longer ranges than
  pistol. Upgrade with anti-materiel, auto, collapsi-
  ble, DNA-lock, flechette-firing, grenade attach-
  ment, identify friend/foe, scope.
  STUNNER: Short-range, “less-lethal” weapon.
  SWORD: Upgrade with collapsible, monomolecu-
  lar edge, superheated, XL blade (bulky).
  SYNTH SKIN: Upgrade with active camouflage,
  dermal armor (looks plasticky), programmable
  features (facial features, skin color).
  
SOURCE: textdata/thevault/2400 System/2400 Inner System Blues [v1.5]/2400 Inner System Blues v1.5 b&w.pdf