2400 Xenolith v1.7 Spreads
2400 Xenolith v1.7 Spreads
2400 Xenolith v1.7 Spreads
2400
relics known as Xenoliths taught countless space, awakening untold dangers. Even as some
species how to travel the stars, unlock psychic struggle for power, the Council of Worlds has
potential, and join the galactic community. But charged your crew to unify and protect us all....
XENOLITH
3 Bahrn, ponderous pilot, speaks in monotone 3 Colony vanishes, leaving eerie comm signal
4 Clo, unflagging courier, sends family credits 4 Dead gradually rise in a growing radius
5 Demerius, rookie trooper, eager to prove self 5 Gravity shift crushes things, pulls from orbit
6 Eply, weary veteran, wants meaningful death 6 Huge, ancient structures burst from ground
7 Feen, fast-talking merchant, sly but helpful 7 Mass unlocking of destructive telekinesis
8 Glackis, shouty mechanic, bangs things a lot 8 People metamorphose into extinct species
9 Huurin, honorable smuggler, loyal to friends 9 “Rogue planetoid” begins hatching
10 Imbis, hunter with a code, good at loopholes 10 Ships veer off course to “utopia” world
11 J’ree, bold activist, lacks survival instincts 11 Simple AI evolves into malevolent genius
12 Kess, perky hacker and thief, terminally ill 12 Space station overrun with scrap-creatures
13 Lssh, polite clerk, secretly hosts symbiote 13 Spontaneous “uplift” of animals worldwide
14 Mard, grim doctor, relaxed around 1 person 14 Surprise black hole near populated world
15 Nuvi, warm-hearted guard, unflinching killer 15 Time rift conjures beings from past, future
16 Passhk, waggish procurer, secretly worries 16 Uncontrollable telepathy develops en masse
17 Ruvenal, confident scientist, often wrong 17 Violent electrical/gravitational storms
18 Sharamanal, idealistic scientist, impatient 18 War interrupted by spectral predators
19 Torvul, apologetic thug, unfailingly honest 19 World-eating titan spotted approaching
20 Zomer, diligent info broker, offers “freebies” 20 Xenoplague spread by scared patient zero
► Worlds ► Twists and complications
1 COI-2831.01, local populace unaware of 1 Council wants Xenolith secured for study
galactic civilization, Council envoy planned 2 Crisis has nothing to do with the Xenolith
2 Deepwell-4, moon of a gas giant critical to 3 Crisis only rectifiable by another Xenolith
interplanetary manufacturing and trade 4 Cultists spread Xenolith’s “dread insight”
3 Embrace, arid rock with domed cities, 5 Dig site unearthed huge, telepathic brain
populated by a seemingly peaceful cult 6 “Helpful” archaeologists under mind-control
4 Enlil, human colony world with Earth-like 7 Last of extinct aliens is encased in Xenolith
conditions, plus dangerous megafauna 8 Message decoded in signal from darkspace
5 Oai, 99% ocean, aquatic populace, a few 9 Must “interface” with Xenolith to stop crisis
islands host landing pads, embassies 10 Someone is manufacturing faux-Xenoliths
6 P’tor (or Vyruk), disputed world outside 11 Someone must give their life to halt crisis
Council space, 1 claimant repped on Council 12 Survival of locals dependent on Xenolith
7 The Shard, piece of a world shattered by 13 Synthetic isolates unexpectedly on scene
cataclysm, now host to smugglers, refugees 14 Thieves also here, trying to seize treasures
8 Trivium, seat of the Council of Worlds, built in 15 World is a tomb meant to never be disturbed
earlier, vanished culture’s high-tech ruins 16 XenoGeni Corp trying to slow you down
9 Wuharo, at the tail end of an ice age that has 17 Xenolith already destroyed before arrival
encased extensive ancient ruins in glaciers 18 Xenolith is central to local culture’s religion
10 Zerai, libertarian, inter-species business hub, 19 Xenolith is indestructible by normal means
lousy with assassins and lawyers 20 Xenolith-powered jump drive experiment
Version 1.7 • Art by Beeple (Mike Winkelmann) • Permission is granted to reproduce for personal use
RULES CHARACTERS SPECIES
PLAY: Players describe what their characters do. ► Choose your character’s specialty. ► If human, apply 3 skill increases as you like. If ► If alien, invent, choose, or roll for appearance,
The GM advises when their action is impossible, alien, choose or roll for 2 characteristics. combining 1 descriptor from each column.
ADEPT: Skilled in Telepathy (d8) and Telekinesis
requires extra steps, demands a cost, or presents
(d8), or one at d10, plus 1 other skill. 1 Armored: Hide or shell helps avoid harm. 1 Birdlike 1 Beetle
a risk. Players only roll to avoid risks.
2 Brightly-colored 2 Eel
MEDIC: Skilled in Medicine (d8), Running (d8), 2 Big: Carry an extra bulky item comfortably.
ROLLING: Roll a skill die — d6 by default, higher 3 Heavyset 3 Elephant
plus 1 other skill.
with a relevant skill, or d4 if hindered by injury, 3 Camouflaged: Blend with surroundings. 4 Horned 4 Humanoid
circumstances, or carrying more than 1 bulky OFFICER: Skilled in Connections (d8), Inspiration 5 Long-necked 5 Hyena
4 Collectivist: Grant 2 dice when helping.
item. If helped by circumstances, roll an extra d6; (d8), plus 1 other skill. 6 Lumpy 6 Naked mole rat
if helped by an ally, they roll their skill die and 5 Dark-dwelling: Sense perfectly in complete 7 Six-eyed 7 Plant
SAPPER: Skilled in Electronics (d8), Explosives
share the risk. Take the highest die. darkness; either amphibious or burrowing. 8 Smooth 8 Reptile
(d8), plus 1 other skill.
9 Spindly 9 Slug
1–2 Disaster. Suffer the full risk. GM decides if 6 Electric: Touch to deliver painful shock,
SCOUT: Skilled in Stealth (d8), Climbing (d8), 10 Tentacle-headed 10 Squid
you succeed at all. If risking death, you die. stunning comparably sized beings.
plus 1 other skill.
3–4 Setback. A lesser consequence or partial ► Alternatively: Choose or roll a sample species.
7 Fast: If there’s a question of who acts or
success. If risking death, you’re injured. TROOPER: Skilled in Shooting (d8), Hand-to-
gets there first, it’s probably you. 1 The Flock: Armored, collectivist avians with
5+ Success. The higher the roll, the better. hand (d8), plus 1 other skill.
unified religious/military establishment,
8 Gliding: Great leaps, controlled falls.
If success can’t get you what you want (you make ► Choose skills (as prompted), or make some up. stereotyped as rigid conformists.
the shot, but they’re bulletproof!), you’ll at least 9 Hardy: Heal wounds in hours, lost limbs 2 Grunts: Hardy, relentless saurians “uplifted”
Climbing, Connections, Deception, Hacking,
get useful info or set up an advantage. over time. Resist disease and toxins. for labor, stereotyped as dumb brutes.
Electronics, Engines, Explosives, Forgery, Hand-
3 Nomads: Suited humanoids seeking a
ADVANCEMENT: After an operation, each to-hand, Intimidation, Labor, Persuasion, Piloting, 10 Muscular: Lift/throw what 4 humans could.
homeworld suitable for their physiology,
character earns 1 credit (₡) and increases a skill Reading People, Running, Shooting, Sleight of
11 Observant: Notice tiny details with keen stereotyped as shifty thieves. Increase 1
(none ➡ d8 ➡ d10 ➡ d12). Hand, Spacewalking, Stealth, Tracking
eyes, and recall them perfectly. skill (often Engines, Piloting, Spacewalking).
DEFENSE: Break an item to turn a hit into a brief ► Start with a comm (smartphone), a weapon, a 4 Scavvers: Small, naked-mole-rat
12 Psychic: Increase skill in Telepathy or
hindrance. Broken gear is useless until repaired. ship shared by the crew, and ₡2. Most items and scavengers, stereotyped as irksome pests.
Telekinesis. Can raise either during play.
upgrades cost ₡1 each. Ignore microcredit 5 Sensitives: Striking, tentacle-headed
HARM: Injuries can be healed in your ship’s med
transactions (e.g., a crowbar, knife, or meals). 13 Relentless: Injuries don’t hinder in battle. psychics, influential in interstellar politics,
bay. If killed, make a new character to be
Won’t die until disintegrated or fight’s over. stereotyped as haughty elitists.
introduced ASAP. Favor inclusion over realism. ARMOR: Break for defense. Upgrades include
6 Twitchers: Observant, fast amphibians,
active camouflage, hidden compartments, multi- 14 Scavenging: Fanged, clawed, digest trash.
SHIP: During an emergency, choose an action to government guards scientific advances,
layer (bulky, break up to 3×), ultralight (remove
perform or help with (e.g., command, piloting, 15 Small: Easy to evade, hide, seem harmless. stereotyped as cold-blooded schemers.
bulky), vac-rated (includes mag-boots).
sensors, weapons, engineering, boarding, etc.).
16 Striking: Awe-inspiring appearance or ► Pick a name and why you were picked for this.
WEAPONS: Grenades (4, any of fragmentation,
GM: Describe characters in terms of behaviors, presence, helping in most social situations.
flashbang, smoke, EMP), pistol, rifle (bulky), 1 Bold peacekeeper 11 Reformed thief
risks, and obstacles, not skill dice. Lead the group
shotgun (bulky), stun baton, sword, tranq gun. 17 Suited: Custom vac-suit hides expression. 2 Ex-vigilante 12 Religious leader
in setting lines not to cross in play. Fast-forward,
Upgrades include armor-piercing, auto-fire, Break 2× as defense before it’s dangerous. 3 Influential family 13 Retired expert
pause, or rewind/redo for pacing and safety;
collapsible, scope, silencer. 4 Last of your kind 14 Survived cataclysm
invite players to do likewise. Present dilemmas 18 Supernumerary: Extra usable limb(s),
5 Legendary mentor 15 Took sacred oath
you don’t know how to solve. Move spotlight to TOOLS: Flamethrower (bulky), low-G jetpack, digits, tentacles, or a prehensile tail.
6 Noted scholar 16 Valuable defector
give all time to shine. Test as needed for bad luck mini drone, multitool, survey pack (climbing gear,
19 Synthetic: Communicate wirelessly. Can 7 Penitent killer 17 War hero
(e.g., run out of ammo, or into guards) — roll d6 to flare gun, mapper, tent; bulky), system override
harmlessly break casing (or less 8 Pioneering settler 18 Widely traveled
check for (1– 2) trouble or (3–4) signs of it. key (1 use), tachyon communicator (no in-system
conveniently break limbs) as defense. 9 Powerful friends 19 Xenolith-touched
Improvise rulings to cover gaps in rules; on a lag, but when used in the same room, signal plays
10 Promising rookie 20 Young prodigy
break, revise unsatisfactory rulings as a group. a split-second before you speak). 20 Wall-crawling: Climb easily, stick to walls.