Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
GAMING
GEN
CON
IN THE
2013
WRITTEN BY:
DEVELOPED BY:
Monica Valentinelli and
Amanda Valentine
PLAYTESTING BY:
Bill Bodden, Dave Chalker,
Josh Drobina, E Foley,
John Frazier, Jim Henley,
Matt M McElroy, Dennis
Twigg, Monica Valentinelli,
and Rob Wieland
ART DIRECTION
AND LAYOUT BY:
Daniel Solis
ARCHETYPE
ILLUSTRATIONS BY:
VERSE
PREVIEW
ECHOES OF WAR:
WEDDING PLANNERS
ECHOES OF WAR:
SHOOTING FISH
Additional Writing
by: Rob Wieland and
Monica Valentinelli
Robert Wilson IV
M A R G A R E T
WEIS
PRODUCTIONS, ltd.
MARGARET WEIS PRODUCTIONS, THE MW LOGO, CORTEX SYSTEM, THE C ORTEX SYSTEM LOGO (AND DERIVATIVES) ARE TRADEMARKS OF MARGARET WEIS PRODUCTIONS, LTD. 2011.
FIREFLY 2013 TWENTIETH CENTURY FOX FILM CORPORATION. ALL RIGHTS RESERVED.
MARGARETWEIS.COM
Future and current playtests for the FIREFLY
chris moore (order #4842752)
ROLE-PLAYING GAME
will be invite-only.
CONTENTS
THE VERSE
7 BASIC RULES
39
UNIFICATION WAR................................................................. 8
CREWMEMBER BASICS.......................... 41
15
EPISODE GUIDE
FIND A CREW
63
WEDDING PLANNERS
144
FIND A SHIP
133
SHOOTING FISH
210
APPENDIX
254
CHARACTERS
ASANTE OKORO .................................. 158
PATIENCE ........................................... 19
CROW ................................................ 30
ARCHETYPES
ACADEMY DROPOUT ............................ 108
THE 'VERSE
I tell ya, Zoe, we find ourselves a mechanic, get her running again.
Hire a good pilot. Maybe even a cook. Live like people. Small crew, them as feel
the need to be free. Take jobs as they come and well never be under the heel
of nobody ever again. No matter how long the arm of the Alliance might get
well just get us a little further.
Mal, Out of Gas
The Verse
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the low-down.
picked
up
this
preview
of
the
you find out more about Mal, Zoe, Wash, Simon, River,
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THE 'VERSE
UNIFICATION WAR
Mal and Zoe fought in that War. In fact, they both took
were winning, his unit was forced to lay down arms and
wealthier neighbors.
closer to the Core, Mal and his crew stick to the fringes of
space, out in the Black. Why? Well, lets just say they dont
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FIREFLY RPG,
telling new stories in the Verse. The dice you roll will
twist and turn your story into interestin and unexpected
directions. Whats more, youll get plenty of chances to slip
into the role of your favorite characters or, if you fancy it,
create your own.
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THE 'VERSE
SIMON:
MAL:
SIMON:
MAL:
Safe
got ideas for Firefly adventures, you can design your own.
The game teaches you how to form a crew, take on jobs, and
keep flyin. The stories you tell will be unique, because youll
base your game on what you love most about the Verse.
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TIME
PLAYERS
two other people to play with. The game works best with
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DICE
POKER CHIPS
need something you can throw across the table. Beads and
with 4, 8, 10, and 12 sides. The game will tell you which
pennies work just fine, but poker chips might suit Firefly
THE 'VERSE
, youll need to
to pick the same color for all your chips. That makes em
s and
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CHAPTER SUMMARY
ITCHIN TO
COMMENT?
THE 'VERSE
you dont pick them up right away, dont stress too much.
CHAPTER 1: INTRODUCTION
Thats what youre reading right now. Its an introduction
to both the FIREFLY RPG and this here Exclusive, Gaming
in the Verse. Youll find something similar in the upcoming
corebook with a chapter-by-chapter breakdown.
CHAPTER 2: EPISODE
GUIDE PREVIEW
the FIREFLY
can either start playing right away with one of our pre-
in the show, offer some rules for interestin folks, ideas for
step-by-step process.
FIREFLY RPG,
you how she works in your game. Youll also find rules
for Serenity so you can add her to your next Episode. The
RPG
corebook.
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CHAPTER 6: WEDDING
PLANNERS
Wedding Planners, which is an Echoes of War adventure
presented by Margaret Weis, stars Mal and his crew. You
may also play through the Episode using your own Crew.
During the War, some folks chose a side and others
pitted the Alliance and the Independents against each other
THE 'VERSE
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APPENDICES
Gaming in the Verse also includes a few fan extras. In
this section, youll find a Chinese translation guide, design
essays, blank Crew Sheets and Ship Sheets, a glossary, and
more!
The
FIREFLY RPG
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FEELIN TETCHY?
Chompin at the bit to get started? Turn
Wedding Planners and Shooting Fishthe two
adventures weve kindly supplied for you!
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Take my love,
take my land
Take me where I cannot stand
I dont care,
Im still free
You cant take the sky from me
Ballad of Serenity
Episode Guide
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LIST OF EPISODES
Serenity
Ariel
Out of Gas
Bushwacked
War Stories
Shindig
Trash
Safe
The Message
Heart of Gold
Jaynestown
Objects in Space
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reasons why Mal doesnt like the Alliance all that much and
During the pilot, viewers got to know Mal and his crew
BATTLE OF SERENITY
DERELICT SALVAGE
When Serenity shoots back to the present, Mal, Zoe,
Jayne, Wash, and Kaylee are in the midst of performing some
illegal salvage on a derelict ship. Turns out, they have a run
in with an Alliance cruiser, name of I.A.V. Dortmunder. All
clever-like, the crew deploys a fake distress beacon called
Crybaby and Serenity sneaks away.
If you take on this kind of job, youll likely grab some
the get go, its clear that this is a story where spaceships
when Wash fires the Crybaby out into the Black, Serenity
sound like fun? If you want to learn more about how ships
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ROLL HIGH
TROUBLE-CAUSIN FOLKS
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LEGITIMATE BUSINESSMAN
BADGER
Though he now calls Persephone home, Badger was
born in a lunar colony on Dyton, a moon that orbits the
BADGER
MEN TA L
S O C I AL
SK I L LS
Streetwise
Criminals
10
Sleight of Hand
D I STI N CTI ON S
8
.
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8
.
Step up a personal Complication to reroll
any pool containing
8
.
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UNSAVORY TYPES
Remember when Mal said it was Patiences turn to get
shot? We found out the two of em had a kind of history,
and it was none too pleasant.
PATIENCE
LAWRENCE DOBSON
8 PHYSICAL 6
M E NTA L
SO CIAL
Dobson may not look like much, but dont let his plain
SKand
IL L S
face
down-to-earth ways fool ya. Hes an Alliance
8 hell be sidling 6
mole and a good6one, too. One minute,
The next, hell draw a gun if it suits him. Now, the thing
citizen follows the letter of the law. That means you wont
cheat, borrow, and steal when she has to. Thats why you
PATIENCES THUGS
Anybody with a taste of power makes sure theyve got
a way to protect themselves, and Patience is no exception.
She likes to keep them thatll protect her interests nearby.
Her gang aint too bright, but she dont mindlong as
theyre handy with a gun!
MIGHTY STRANGE
Simon Tam might not have been the mole, but that
dont mean Mal had no right to be suspicious of him. On
the run from the Alliance, he hid his sister, River, away
from prying eyes in a cryo-storage unit. While this was
mighty strange, other mysteries and misunderstandings
popped up during the episode, too.
Lawrence Dobson looked so gorramn normal that
nobody even suspected him after he managed to send out a
PATIENCE
10
Lies
DISTINCTIO NS
like that can cause you and your Crew heaps o trouble-just like Lawrence Dobson did for Mal.
the Alliance,
unsavory
business
die for a scene
as an old
injury types,
acts up.angry shipmates, a
traitorand,
of 1course,
Reavers.
is, Reavers really
Gain
PP when
you stepThing
back your
die
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a scene
memory
aintfor
the
kind as
of your
trouble
youclouds
want up.
to attract. Surviving
PATIENCES THUGS
8
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LAWRENCE DOBSON
Dobson may not look like much, but dont let his plain
LAWRENCE DOBSON
M E NTA L
SKILLS
PHYSICAL
The next, hell draw a gun if it suits him. Now, the thing
Threats
about Dobson is that hes more than just a spy. This here
citizen follows the letter of the law. That means you wont
SO CIAL
10
DISTINCTIO NS
.
When youre interacting with any Alliance
personnel, spend 1 PP to reveal that you outrank them or
function at a more important level than they do.
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up your
not a threat.
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CHINESE PHRASES
of words and phrases in Mandarin Chinese. These range
EPISODE GUIDE PREVIEW
Hn dn.
Ni ta ma de. Tian
Uh-oh, somethings
Bastards.
Dammit, everyone
Nuts.
wrong.
Ta ma de.
Shut up.
ought to die.
All of you (or
Sorry.
Sh.
everybody), shut
Come in.
Zh yi.
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Planets), the Border Planets, and the Outer Rim (or Rim
Just keep in mind that older planets, like those in the Core,
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office, there was a heap of guns drawn. Same goes for what
get into (or out of) trouble. In Serenity, you might find
and have some fun with each other. That may not
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to page 133. There, youll find out how you can create
your own!
take good care of it. Mal aims to take good care of Serenity
and hes managed to find a crew with similar goals. Youre
no different. Thats important to keep in mind for the ship
youll call home.
Thats right. Youre not just flyin from one planet or
moon to another: youre living and working on board a
vessel. Cant quite picture what thats like? Flip to page
268 for a two-page schematic of Serenity.
10
HU L L
S Y S T E MS
SKILLS
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Alliance Skiff
REAVER SHIP
E N GI N ES
getaway from a cruiser youll never even see the inside of.
Or, you might be racing your ATV against someone elses
vehicle. For times like those, just remember: simple is better.
DISTI N C TI ON S
8
.
8
.
8
.
S I GN ATUR E A S S E T S
8
8
8
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FURTHER ADVENTURES
next game session? Here are three more adventure ideas
To play these stories, use a character from the show like
Badger or Patience, extras like Patiences Thugs, or create
thatll help you tell your own stories. Are you a Gamemaster?
SHIP OR NO SHIP?
Not every ship needs a full set of game
mechanicsdepends on how you develop
your story. Take Mark Stadler and the
Primrose. Mark wants to steal a part to
GORRAMN REAVERS
Just when you thought your luck had changed, here
come the gorramn Reavers. Youve taken all of Patiences
money and you even managed to ditch the law. Hell, youre
so happy you decided to stash your ship in a canyon on
Whitefall while the Crew takes some much needed R&R.
With both shuttles gone, you and your mechanic are the
only two left by the ship. Youre about to doze off for a nap,
when you hear a panicked voice over the PA. Reavers are
comin! And theres two of em!
What are you going to do with two Reaver ships
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How fast can you signal the other shuttles? What happens
when it looks like the Reavers have taken a special
interest in you and your Crew? Are you willing to ditch
a Crewmember if it means the rest of you get to keep
breathing?
UNLOADIN CONTRABAND
The only people wholl buy what you have to offer are
thieves and criminals such as yourselveswhich means
you better plan your next job carefully. Whats more, those
crates are burning a hole in your cargo bay, and you have
no idea whats in em, just that everybody seems to know
you got something worth stealing or buying.
You run through the list of folks wholl take your cargo
off your hands, and you and your Crew are none too happy
UP THE STAKES,
GAMEMASTERS!
Whats the matter? Your players dont
think Reavers bearing down on their
ship are all that scary? To increase the
tension, give the Crew a limited number
of Actions before the Reavers have a
chance to catch up. Thisll give folks a real
sense of danger as the Crew scrambles
to perform some thrillin heroics in a
short period of time.
with the options in front of you. So, you turn to Badger, the
only businessman you know who has the means to handle
this type of cargo, and ask him to set up an auction at a
warehouse on the Eavesdown Docks. Its risky and you
know it, but at this point you and your Crew are prepared
to try anything.
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MARK STADLER
M EN TA L
PHYSICAL
SOCIAL
S K I L LS
will you finish the job after Badger starts bragging about
how he double-crossed you? What will you do to avoid
getting pinched?
Engines
TAKING ON PASSENGERS
Its always a risk for any crew to transport a total
stranger from one place to another. As Kaylee says, theyve
each got their own storybut that story could prove
mighty dangerous. Your Crew lands on Persephone and
is approached by a mechanic named Mark Stadler. Seems
DI STI N C TI ON S
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when you find out your new passenger is also the wayward
8
.
Step up your
die when you use a part that you
took from a ship without the owners knowledge.
WAYWARD SON:
MARK STADLER
Flying round and round aint cheap and Mark knows
it. Though hed much rather be a mechanic like Kaylee, he
just dont play well with others. Worse, with his ship broke,
C OMP LI C ATIO N
(
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We stick to the plan, we get the goods and were back on Serenity before the train even
reaches Paradiso. Only now we do it under the noses of twenty trained Alliance feds and
that makes them look all manner of stupid. Hell, this job I would pull for free.
- Mal, The Train Job
Book knows a lot more than hes lettin on. If the safety of
his sister is a question, Simon will take matters into his own,
Now, Mal aint exactly jumpin for joy, and the two
River through her very own eyes and learn shes got one
still got against the Alliance. They also get to see just how
heck of a brainpan.
the tone for the rest of the series. Though theres work to be
crew must make. If you were to play The Train Job, how
had all over the Verse, Malll fly to backwater moons just
U-DAY
Instead of a flashback to the War, the episode opens
with Mal, Jayne, and Zoe sitting round a table in a bar playin
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THEMS FIGHTIN
WORDS
BACK ON SERENITY
Serenity is the Crews home. A lot goes on in this here
house on account of which folks are doin what and when.
On the show, the crew doesnt spend every minute punching
people and stealing stuff. Sometimes they go off in their
own directions to deal with mundane aspects of their jobs
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RPG
we
can fix what needs fixin. Just cause she aint kickin and
punchin dont mean Kaylees no hero in her own right.
situations saves the day and gets Mal and Zoe out of their
their way out of that one.
youre telling, not just the characters who are mighty handy
in a fight. Part of the fun is explorin how your characters
best work together as you fly, punch, and loot your way
from job to job.
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MEETING NISKA
rest of the Crew buy her story about the Hands of Blue?
this here book. Youll want to visit that page to read more
tiny example there, like Niska showin off for Mal, to get
things about Serenity that Mal doesnt and has the urge to
like
or
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time you want to get Mal or Simon out of trouble, you can
use that Asset and tap into that brainpan of yours. The
thoughts lurking upstairs? Turn those into an Asset for
your Scene, and not only will youll be a big, damn hero,
youll add an extra
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DOWNRIGHT SCARY
Niska is a lot like Badger and Patience, only hes got
a whole skyplex all to his lonesome. And Niskas thugs
are a mite scarier than what Patience or Badger might
EPISODE GUIDE PREVIEW
CROW
M E NTA L
PHYSICAL
10
6
DISTINCTIO NS
he has to, and has a taste for leather. If that werent scary
enough, Crows face is half-covered with a tattoo and he
prefers to carry a knife instead of a gun. Fewll dare stand
10
SO CIAL
SK IL L S
CROW
Hes as tall as Jayne and his arms are as thick as tree trunks.
THRILLIN HEROICS
right car while Mal and Zoe work their way to the back
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SIGNATURE A SSE TS
Jayne jumps right on down over the top of that car and
hitches up the cargo. Jayne may have joked about thrillin
heroics, but he couldnt have gotten those crates by
himself. Though Mal and Zoe got left behind, it takes all
these crewmembers to successfully pull off the train heist.
Getting an idea bout the type of character you want
to play yet? Think Jaynell be more fun than Wash or vice
versa? Turn to page 68thats where youll find the
Crew of Serenity all done up pretty-like with fancy
pictures and everythin.
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SHERIFF BOURNE
M EN TA L
PHYSICAL
The heist might have gone off without a hitch, but Mal
and Zoe and a pile of other folks wind up being taken in
S O C I AL
Mal and Zoe realize what the cargo really was: a medicine
called Pescaline-D. This drugs the only thing thatll treat
SK I LLS
Patience
about what Mal, Zoe, and the rest of the crew decide to
Paradiso
DI STI N C TI ON S
8
instead of a
instead of a
SHERIFF BOURNE
Sheriff Bourne is a likeable Lawman and an honest
one, too. He aint no fool, neither. Bourne may be stuck
8
Gain 1 Plot Point when you roll a
anybody behind.
But first they gotta figure out how to get Mal and Zoe
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the Alliance aint playin fair, then theyll get pinched, too.
Assisted by his Deputy, Bourne is the type of Lawman
who recognizes right from wrong and wholl go out of his
way to ensure his folks get what they need. As long as you
dont cross him, you can count on Bourne to be fair, even
if his comings and goings aint exactly Alliance-approved.
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NIGHTY-NIGHT
Now, early on Jayne makes a powerful play to take
CHINESE PHRASES
over Serenity. It dont matter none that Zoe and Mal were
still locked up in Paradiso. What the crew finds out is that
EPISODE GUIDE PREVIEW
Understand?
Attribute and
Dog humping
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. To
use it, though! Assets can only be used for that particular
Nuts
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the Georgia System. Viewers see and hear bout the problems
well-timed kick and a witty retort get the crew a lot further
to
your pool of dice. The more dice you roll, the better your
chances of succeeding.
Here are two other pieces of gear:
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get Serenity to hover over the train in just the right spot.
the GM rolls a
with your Plot Points. Spend em, create an Asset, and you
Take Serenitys
and a
take another
Skill. Thats
best two results of the lot, then add em up. Easy as lyin!
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Did you beat the GM? If you did, pat yourself on the
to hover over that car, scurry on down, and grab the loot.
your story dont end with an unlucky roll of the dice. It just
makes your life a lot more interestin. And if you roll any 1s,
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FURTHER ADVENTURES
ALLIANCE TO THE RESCUE
Member that Ensign on board that I.A.V. who was
worried bout all them people? You know the one. Well, say
paid. The crew takes Niskas job and pulls off a successful
punch youve done your job and gives you a bonus. Then,
nave, the Colonel aint been out in this part of the Verse
for very long. It was his choice to venture further out into
Cortex and find out that dozens of people are dying. You
also see a flag that clearly identifies the Alliance cargo and
when it was taken. Seems you stole the only medicine that
If so, how? Try to steal the cargo back from Niska? Find
and save the day. After all, being in the military aint just
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A MITE SUSPICIOUS
M EN TA L
PHYSICAL
S O C I AL
SK I LLS
Alliance
D I STI N C TI ONS
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Turns out Niska aint the only one who knows whats
one hot sticky mess. What will you do? Can you afford to
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M E NTA L
PHYSICAL
SO CIAL
10
EPISODE GUIDE PREVIEW
6
10
Acting
8
.
: Spend 1 PP to step up your
youre trying to mimic someones voice.
Skill when
8
.
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8
.
: Reroll all dice in a roll. On the
reroll, all dice that roll 1s or 2s are considered Complications.
SIGNATURE A SSE TS
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Basic Rules
FIREFLY RPG
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you can find a Crew, you need to know a few basic rules.
recommended players.
RPG
as one of
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IN THE VERSE
the
FIREFLY RPG
BASIC RULES
wrote these basic rules to get you into the black as quickly
SHOOTING FISH
corebook.
a gander at it.
If youve got loads of experience playin and running
Cortex Plus games, its still worth your while to take a look
at this section. Be sure to check out Find a Crew (page 63)
on how to make your character, and Find a Ship (page
133) to build the boat thatll carry you from job to job.
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BASIC RULES
CREWMEMBER BASICS
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happens next.
On the sheet of the Crewmember youre playing, there
are Traits with die ratings that determine the size of die
you add to your dice pool and how many dice you get to
roll. The more dice you have and they bigger they are, the
Now, you dont just add dice willy-nilly. You can add
dice to your pool provided it makes sense to do so.
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After youve put together your dice pool, you roll those
dice and add the two highest results together for your total.
the Actions you take while playing the FIREFLY RPG fall
luck takes a turn for the worse. If your total is higher, you
die the first die you pick up for any Action. You always get
BASIC RULES
ATTRIBUTES
,
, and
. All
your
Distinction
her
. With such
a strong
pool with a
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SKILLS
DISTINCTIONS
at least a
in the range of
to
in your dice pool, while others help you gain Plot Points
BASIC RULES
SPECIALTIES
If any of your Skills has an additional word or phrase
next to itlike
or
(Religion),
(Trick Shots),
with a specialty in
to your dice
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about the other triggers on your Crew Sheet for now. Just
keep the above example in mindits easy to remember
and comes in awful handy for grabbing some Plot Points
from the Gamemaster.
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ASSETS
COMPLICATIONS
or
BASIC RULES
you acquired during the scene. The only ones that stick
Asset
the saloon, youll add that die to your pool since everyone
follow your character into the next scene. You can also
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and
.
to the opposing
before
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CREATIN ASSETS
AND COMPLICATIONS
with your dice pool in specific ways. Here are a few terms
that will help you understand how to use triggers to adjust
your Crewmembers dice pool.
Stepping up a die means taking that die out and
replacing it with the next highest die type. So, instead of
rolling a
, youd roll a
BASIC RULES
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A BASIC TURN
fuming in a corner after an intense debate, marches off in
puts together his own pool to represent the opposition
the two pools is what shapes the story. Heres how a basic
turn works:
BASIC RULES
than two dice. Any dice that come up 1s, however, dont
and a
, because its
rolling the players dice pool and adding the two highest
Jayne rolls:
rolled dice.
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GM rolls:
a tie or lower than the GMs, then the player failed to raise
The Gamemaster isnt the only one who can set the
fights generally work out in their favor. When the Crew fails,
start asking for identification cards, and the bar fight gets
up a dice pool, rolling it, and keeping the two highest dice
the story; the Crew has to find new ways to get what they
was the Gamemaster for that roll. Most of the time this type
RPG
46
, thanks to a
you get a
or are you a
? Do
or did the
BASIC RULES
you receive from the conflict, but feel free to suggest ideas
player who was involved in the conflict gets the Plot Point
he earned when he
comes up as
C
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BASIC RULES
BOTCHES
aint always great. If any dice in your pool show a one after
you roll them, youve rolled a jinx. Your opponent may then
and increases
for each jinx you rolled in your die pool. Jinxes dont count
toward your total, so you can pretty much set them aside
as soon as you roll them.
would have Taken Out the critic, but hes now rolled a
this bad, old foes come lookin for the Crew and things start
C
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with a
a Complication titled
, any of
from a
C
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BASIC RULES
OPPORTUNITIES
to a
without
REMOVING COMPLICATIONS
You dont have to wait for the Gamemaster to roll an
Opportunity to try to remove a Complication. If you want
to get out from under the Complications negative effects,
you (or another Crewmember) can put together a recovery
roll with the appropriate Attribute, Skill, etc. against a dice
pool featuring the Complication and a difficulty die (see
. If you roll
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PLOT POINTS
BASIC RULES
ADJUSTING CREWMEMBER
DICE POOLS
your dice pool and change the outcome of your rolls. The
more Plot Points you have, the more you can do to alter
D6,
Episode
Players begin the Episode with one Plot Point but gain
more of them when:
C
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P.
D8
D6,
or Shepherd
a Distinction as a D4 instead of a D8
a jinx
D8
that she can use to get a Big Damn Hero Die. (If
shes messing with a derelict ship, for example,
it makes sense shed try to work miracles to get
her up and running again.) So, instead of adding
an
D10
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D10
BASIC RULES
the stakes!
shoot at a thug
C
H
A
P.
+
+
remember a Browncoats
military service
+ the Complication
trying to be removed.
+
+
+
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BASIC RULES
C
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The
FIREFLY RPG
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DIRECTING AN EPISODE
plan your Episode. What locations will you require?
Characters? What kind of enticin job offers will you throw
at your Crewmembers? What types of dice pools will you
throw together?
Planners and Shooting Fish are both broken out into five
acts to reflect the structure of a Firefly television episode.
Each act covers a leg of the story youll be telling and
provides suggestions for building dice pools for yourself
and the Crew.
Study these adventures carefully before you invite
players to join in. Make sure you remember the basic
framework of a scene and are comfortable improvising the
story and introducing new game elements like Assets and
Complications. The more you know about what direction
your story is headed in, the less youll be scrambling when
the Crewmembers fight, kick, and shoot their way through
the Episode.
The FIREFLY
RPG
BASIC RULES
C
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EXAMPLE RESULTS:
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she sees the Reavers coming before anyone else. Its okay
The Train Job, Jayne couldve taken over and left Mal and
BASIC RULES
the Crew takes to overcome the bad guys, save the ship,
creating a dice pool, rolling the dice, and adding the two
The Action continues until the last player has had their turn.
the stakes by creating their own dice pool and rolling the
BEATS
C
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take a single Action with a single roll. Some beats last for
TIMED ACTIONS
ACTION ORDER
Sometimes, things get a mite hecticespecially when
guns are drawn. Any time its important to know who goes
first, you can set an Action Order. You dont need to set
an Action Order for every conflict, but youll want to
clarify who gets to go next when more than one or
two characters want to get involved.
As GM, you initially pick which player goes
first based on the situation. For example, you might
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BASIC RULES
allthey dont use a beat for that roll. If they fail to raise
the stakes, they didnt accomplish what they set out to do,
and the beat is still lost. Move on to the next stage of the
Timed Action.
them an extra beat! Mal and Zoe still have four beats left.
Mal rolls
C
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to see if he remembers
and defusing the bomb itself. Since the old friend has
able to finish the Actions before the beats ran out, the
and Zoe five beats to clear the bomb before it goes off.
For the first Action, Mal rolls
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BASIC RULES
Difficulty die
C
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DIFFICULTY DICE
RATING
MASTERIN THE GAME
easy
D6:
Easy
D8:
Challenging
D10:
Hard
D12:
Really hard
Crewmembers success.
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BASIC RULES
BUILDING OPPOSING
DICE POOLS
Dice pools are created according to who or what is
and
. Now, instead of
ratingsranging from
to
, and
or a
C
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to
Attribute and
Skill. She
can about the cargo and the ships crew. Now, the ships
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BASIC RULES
GANGING UP ON THE
CREWMEMBERS
CREATING INTERESTING
COMPLICATIONS
roll to set
(a
for a challenging
difficulty), but only keeps the top two dice for the total.
Inara has to raise the stakes with her own roll to talk
C
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aint a
roll to set
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USING COMPLICATIONS
TO OPPOSE THE CREW
for your
to your dice
pool before you roll to set the stakes. However, you still
only get to keep two of the dice for the totalunless
youre willing to spend a Plot Point from the bank to
add additional dice.
on rolls opposing the Crew. In the first case, GMs give out
Plot Points to Crewmembers whenever a Distinction trigger
calls for it or when a player says something particularly
witty, funny, or dramatic. Theres no limit to how many Plot
BASIC RULES
C
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rolls a jinx
Upgrade a Complication when a player rolls a jinx
Reward players for great moments in the Episode
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with all other Assets, a Crewmember can spend a Plot Point to make
it last for the rest of the Episode.
If the Crew fails at a challenge, the Gamemaster can apply an
additional Complication to the Crewmembers who failed to raise
the stakes. In addition, the GM can spend a Plot Point from the
bank to make this Complication last for the rest of the Episode.
Note that you shouldnt add additional Assets or Complications
when the stakes are high enough for characters to be Taken
Out. In those cases, Crewmember already gain mechanical
benefits when they win and suffer Complications when
they lose and keep fighting.
For example, when Kaylee is trying to crack
open the derelicts computer to get information, the
C
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pool, you:
to outrun a
or search through
D8
D6.
D10but
BASIC RULES
C
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D6
is
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FIND A CREW
Find a Crew
C
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FIND A CREW
ATTRIBUTES
Got a mighty big brainpan? Have legs as big as tree
trunks? Or are you real friendly-like? Every character in
the
FIREFLY RPG
, and
to
C
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when playin the game: the Attribute die will be the first
one you add to your dice pool, and you will always include
this die when taking an Action.
SKILLS
Skills shape your character by determining what
youre good at and what comes naturally to you. Maybe
youre handy with a pistol or can blend into a crowd.
Maybe youre a mighty fine pilot or can survive out in the
wilderness. In the FIREFLY RPG, the list of Skills is fixed
and constant; every character is comparing the same list
of Skills in every game.
In addition, every Crewmember starts with a minimum
of
. On
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SPECIALTY
Some Skills will have a Specialty marked next to it
(Botany) or
(Backwater Cultures).
for
C
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DISTINCTIONS
Whenever you find a character in this book, like Badger,
you will probably see three Distinctions listed beneath his
Attributes at a
(Engines) or
FIND A CREW
replaceable parts.
65
DICE RATINGS
FIND A CREW
Every Attribute and Skill on your Crew Sheet will have a die rating that ranges from
to
and
to
. The bigger the die, the more competent you are, and the better chance you have to succeed. The lower
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SIGNATURE ASSETS
Some characters will have Signature Assets marked
find spare parts for Serenity. On the way there, the trio
begin with a
a Plot Point.
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FIND A CREW
MAIN CAST
Now, heres something to keep in mind. Just
your chance to do so. Or, you can pick from any of the
C
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Jayne Cobb
Kaywinnet Lee Kaylee Frye
Shepherd Derrial Book
Inara Serra
Simon Tam
River Tam
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CORTEXT DATAFILE
MALCOLM REYNOLDS
: Protective Captain
: It takes a special kind of man to stake his
life on a cause, and that man is Malcolm Reynolds. Sure, he couldve
stayed on Shadow and become a prosperous rancher like his folks.
But he didnt. Alliance came throwin their weight around and Mal just
didnt like what they were up to. So, he signed up for the big War, all
bright-eyed and bushy-tailed. Only thing is: Mal came out on the
The War destroyed a lot of Mals illusions, left him bitter and
cynical. He was a man of God, but now Mal puts his faith in his
crew. He bought his ship,
, named after the battle that
changed his life, and he headed out into the black to make
his fortune. His luck aint all that great, but he has managed
to stay alive, and thats not nothin.
This Browncoat captain sticks to the Border Planets and
stays clear of the Alliance. Now, Mal does whatever he can
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ATTRIBUTES
10
10
SKILLS
DISTINCTIONS
Step up one of
your Complications
to reroll a
and 2s count for Complications.
,
Spend 1 PP to step
up or double your
or
when youre outnumbered.
When you create
an Asset or take a Complication
step it up.
,
SIGNATURE ASSETS
8
Mal has a close connection to his ship, a Series 3
class mid-bulk transport, and wont allow just anybody
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CORTEXT DATAFILE
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ATTRIBUTES
10
10
10
10
10
SKILLS
DISTINCTIONS
Spend 1 PP to
and add it to
SIGNATURE ASSETS
8
in the head with the stock.
END TRANSMISSION
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Wash may not look like much, what with his tropical shirts and all,
but dont let his appearance or tomfoolery fool ya. When it comes to
and will often stay behind
to make sure shes safe while the rest of the crews out drivin
around or thievin.
Washs an easy-going kind of a guy who has been known to
panic on occasion. But, for whatever reason, this quirky pilot
manages to keep his cool, even when a ship full of terrifyin
Reavers comes bearing down on Serenity.
When hes not at the helm, monitoring the skies or the
latest incoming wave, Wash spends his time with his wife, Zoe.
time eating protein bars with the rest of the crew or, if hes been
real good, wife soup.
: Wash is a mite jealous of Zoes relationship
with Mal. He doesnt get why his wife will put her job over their
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ATTRIBUTES
SKILLS
DISTINCTIONS
When
you create an Asset or take a
Complication related to your
relationship with your spouse,
step it up.
When you
share a scene with your spouse,
you may share Plot Points with
one another.
,
If
or
Skill with a
gain a Big Damn Hero Die equal
to that Skills normal die rating
if your roll is successful.
SIGNATURE ASSETS
6
mid-bulk transport.
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JAYNE COBB
: Sly Mercenary
vocabulary on account of the public relations part of his job. Tall
and muscular, Jayne is the kind of guy that worries more about whats
in it for him than anything else. Hes got a mouth on him, thats for
damn sure.
Jayne is a necessary evilthe muscle Mal needs to get the job
pretty gorramn valuable, given the crews line of work. Jayne is
known to get stupid if the moneys good enough, but most
of the time he gets on well enough with the crew and
has even been known to stick up for folk from time
to time. Hes a genuine antihero-for-hire.
Though, it does pay to keep an eye on Jayne.
If the opportunity arises, the mercenaryll gladly
take over the ship and do the job his way. Good
thing Zoe and the rest of the crew wont let him!
: Its no secret Jayne dont like
to be told what to do, but he does it anyway
on account of his getting paid. Hes not that
sentimentalunless it comes to the orange
hats his momma knits him and his gun, Vera.
Course, on occasion he does like to break out
his guitar and strum a tune or two.
in the War and thats all right with him. He dont
care for nothin unless its right in front of him
him in an Alliance-friendly bar on Independence
turn on his captain provided the moneys better.
When that happens, it will be an interestin day.
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ATTRIBUTES
10
10
10
SKILLS
DISTINCTIONS
SIGNATURE ASSETS
8
This is Jaynes very favorite gun, a Callahan full-bore
of ammunition and is very intimidatin, even before he
pulls the trigger.
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That would be
but when
the boat. Kaylee can scrounge parts that need to be replaced from a
junkyard, tell you how far theyll be able to go when theyre low on
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ATTRIBUTES
10
SKILLS
DISTINCTIONS
your
If you replace
Skill with a
for your
SIGNATURE ASSETS
8
need for parts and labor she wouldnt want to live
anywhere else.
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INARA SERRA
: Registered Companion
: Born into House Madrassa on
the planet Sihnon, Inara trained as a Companion since the
age of twelve and is well versed in several arts, including
seduction. Registered Companions are valued in polite
society and are part of the Cores social elite. Though they
are protected by certain laws, Companions arent always
treated the same by everyone they encounter. Some call them
whores, while others admire and respect them. Her Companions
training and Buddhist beliefs, combined with a strong will and
keen intelligence, make Inara a match for anyone, includin Mal.
Inaras Companion talents, combined with her contacts
out on the Border Planets. Beautiful and skilled in her
worlds of the Core. Instead, shes chosen to rent a shuttle
to Inara as The Ambassador, though he does call her
always has a comeback ready for him.
While Inara mostly keeps to herself, shes very fond
of Kaylee and cares for the other members of the crew.
She has feelings for Mal, but she isnt ready to reveal
them. Theres no telling whatll happen when she does.
: Well trained, Inara will use skills
and talents to come to the aid of the crew. Like other
Companions, she hates being thought of as a whore
or prostitute. She believes in the spiritual, as well
as the physical, connection she provides to her clients.
Inara tolerates Mals disrespect for reasons passin all
understanding. Though one gets the feelin the day will
come when shes had enough.
: Inara was on Sihnon during
the War. Not much is known about why she left a life of
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ATTRIBUTES
10
10
10
SKILLS
DISTINCTIONS
Spend 1 PP
to step up or double
when you are attempting to
follow proper etiquette or put
someone at ease.
,
,
,
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ATTRIBUTES
SKILLS
10
10
8
DISTINCTIONS
SIGNATURE ASSETS
8
The Good Book, dog-eared, well-read, and a useful
resource when counseling others, seeking guidance
in private prayer, or reminding other religious folks
that caring about other people is more important than
followin all the rules.
6
This is an Alliance-issued security document keyed
Alliance-run facilities. Its not something a simple
Shepherd would carry.
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SIMON TAM
: Fugitive Doctor
: Simon grew up in the Core on a planet
called Osiris. Born to a wealthy family, Simon had it all: intelligence,
a brilliant young ER doctor and was well on his way to achieving his
ambitions when the Verse came crashing down around him. His sister,
River, who had been recruited for an Alliance-run Academy, sent word
to him that she was in trouble. He was the only one in his family who
believed her.
It took a lot of money and time, but after two years Simon helped
his sister escape from the Academy. He placed her in a stasis chamber
and managed to sneak her on board
. Once there, however,
the doctors plans went awry and River woke up too fast, too soon.
Though hes the ships medic, Simons primary concern
is for River. He takes care of her while the crew is out on
thinking in an emergency. He doesnt understand life
out here on the Rim. He insults folk without meanin
to. Its not that he dont like regular folk; he just
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ATTRIBUTES
10
SKILLS
10
6
DISTINCTIONS
replace your
or
Skill with a
gain a Big Damn Hero Die equal
to that Skills normal die rating
if your roll is successful.
Spend 1 PP to step
back another characters
medical
or injury-based Complication.
,
SIGNATURE ASSETS
8
Filled with surgical tools and whatever small supply of
Simons medical bag is his last link to his old life and
on board
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RIVER TAM
: Fugitive Reader
: River grew up alongside Simon on Osiris.
While her older brother was smart, she was smarter. Her parents
enrolled her in an elite Alliance-run Academy. Once there, River was
Simonbut it was already too late.
By the time Simon recovered River, the damage had been done.
They had operated on her brain and even shes not fully aware of
what was done to her. Her behavior is erratic and unpredictable. One
Jayne with a knife.
Thanks to Simon, the longer River stays with the crew the more
time she has to heal. That dont mean the other crewmembers have
all taken to River. Some, like Jayne, look see her and Simon as
opportunities to make some money, while others, like Kaylee
and Book, are more sympathetic.
: River is a reader with an uncanny ability to
see deep inside a person. This makes her scary to some folk.
She is a graceful dancer and loves music. At times, River feels
bad that shes become such a burden to Simon. She knows
occasion and rebels against him. She has a whimsical
sense of humor and mischief, but there is a darkness
in River that frightens even herself.
: River has lost the
ability to connect with other people. She can
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ATTRIBUTES
10
10
SKILLS
10
DISTINCTIONS
Create a
Complication to step up your
for the rest of the scene.
,
,
,
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at the default
rating.
to
C
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ROLES
These Distinctions cover a wide array of professions,
careers, and Crewmember roles in the Verse. Some will
indicate whether youre Alliance-friendly or not, so make
sure you review them. Now, some professions aint exactly
legal, but seeing as how you might be hopin to do some
crime, thats okay.
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8
Gain 1 Plot Point when you roll a
instead of a
instead of a
for a scene
to step up your
When you stand up to a group of
criminals by yourself, step up or double
or
spend 1 PP to do both.
,
FIND A CREW
8
8
Gain 1 Plot Point when you roll a
instead of a
to
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
Step up your
die for a scene when you step up a Complication
involving someone you dont like.
Go Get Em: Spend 1 PP to step up a Complication
,
instead of a
Spend 1 PP to use
to track down a fugitive.
,
instead of
Spend 1 PP to step up a
Spend 1 PP to remove an Asset from an
opponents roll involving the assistance of townfolks.
,
C
H
A
P.
Spend 1 PP to create a
Asset at .
Choose your target; they dont have to be in your
presence. You may use this Asset in any rolls made
to track down and capture your target. Every time
you use it in a die roll and fail, you may step it up by
one. You may only have one
Asset at a time.
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
Design Flaw:
inferior weapon.
Spend 1 PP to create a
Asset
for a scene.
,
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instead of a
Spend 1 PP to create a
representing a servant or ranch hand.
Asset
FIND A CREW
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
Spend 1 PP to ignore a
Complication for a die roll that includes one of
your highlighted Skills.
Gain 1 PP when your contract or
agreement with the mining company forces you to
make an unfavorable or unwanted choice.
,
C
H
A
P.
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
,
Gain 1 Plot Point when you roll a
instead of a
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8
Gain 1 Plot Point when you roll a
instead of a
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
8
instead of a
instead of a
C
H
A
P.
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
FIND A CREW
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8
Gain 1 Plot Point when you roll a
instead of a
FIND A CREW
8
8
instead of a
instead of a
Step up your
die when you use a part
that you took from a ship without the owners
knowledge.
Spend 1 PP when searching a pile of
8
Gain 1 Plot Point when you roll a
instead of a
step it up.
C
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P.
instead of a
instead of a
.
,
instead of a
instead of a
Turn
one of your Assets into a Complication of the
same die rating to gain 1 PP.
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8
Gain 1 Plot Point when you roll a
instead of a
FIND A CREW
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
Skill with a
C
H
A
P.
8
Gain 1 Plot Point when you roll a
instead of a
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PERSONALITIES
These Distinctions reflect particularly strong personality types, character
habits, or significant quirks that your character displays during play.
FIND A CREW
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
your
8
8
instead of a
instead of a
Complication
Gain 1 PP.
C
H
A
P.
instead of a
8
8
instead of a
instead of a
8
Gain 1 Plot Point when you roll a
die
instead of a
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8
Gain 1 Plot Point when you roll a
instead of a
Double
when youre trying to
intimidate or scare folks with more sensitive proclivities.
After your roll, step up or create a social Complication
Asset involving
FIND A CREW
instead of a
8
Gain 1 Plot Point when you roll a
Gain 1 Plot Point when you roll a
instead of a
8
8
instead of a
instead of a
instead of a
C
H
A
P.
8
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
.
die
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8
Gain 1 Plot Point when you roll a
instead of a
FIND A CREW
instead of a
and add it
instead of a
instead of a
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
C
H
A
P.
instead of a
8
Gain 1 Plot Point when you roll a
8
Gain 1 Plot Point when you roll a
instead of a
94
instead of a
BACKGROUNDS
These Distinctions reflect all kinds of events in your Crewmembers past
or those aspects of your history that stick with you.
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
FIND A CREW
8
Gain 1 Plot Point when you roll a
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
C
H
A
P.
instead of a
Skill and
instead of a
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8
Gain 1 Plot Point when you roll a
instead of a
FIND A CREW
die
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
instead of a
C
H
A
P.
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
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8
Gain 1 Plot Point when you roll a
up your
not a threat.
instead of a
Spend 1 PP to create a
you disappear into a crowd
Asset to help
instead of a
,
,
8
Gain 1 Plot Point when you roll a
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
8
instead of a
instead of a
Create a
Complication relating to
your history to step up your
,
, or
for
a scene. This Complication cannot be stepped back by
spending PPs to activate Opportunities.
C
H
A
P.
die
Whenever anyone uses an informationbased Asset against you, spend 1 PP to turn it into a
Complication of the same die rating.
instead of a
FIND A CREW
8
Gain 1 Plot Point when you roll a
instead of a
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FIND A CREW
instead of a
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
C
H
A
P.
instead of a
or
instead of a
8
Gain 1 Plot Point when you roll a
instead of a
98
chris moore (order #4842752)
to
FIND A CREW
HIGHLIGHTED SKILLS
, and
that
Skill from
Episode to Episode.
from
SPENDING POINTS
to
to
, then from
to
, and finally
C
H
A
P.
die
rating in every Skill. You can try using the Skill, but your
chance of success is slim and your odds of rolling a jinx are
great. If you want to do better than that, you need to step
up your Skills to the next available die ratingor higher.
HIGHLIGHTED SKILLS
Step up the die rating one step for every point you spend.
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chris moore (order #4842752)
BASIC SKILLS
For a Skill that isnt listed on your Distinctions, spend
2 points to step it up by one die rating. To take a
to a
FIND A CREW
C
H
A
P.
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chris moore (order #4842752)
SKILL SPECIALTIES
or subjects otherwise included with the Skill. If you want
your Crewmember to be especially talented in a certain
All Specialties add an additional D6 to your dice
pool when applicable.
Specialty.
Specialty
may assign a
If you have a
FIND A CREW
SIGNATURE ASSETS
Signature Assets are your Crewmembers personal
possessions that you have a connection to. These will add
a die to your dice pool whenever you decide to use them.
You cant share Signature Assets with other characters, but
C
H
A
P.
Signature Assets
Signature Assets
its possible that you might steal one and eventually make
it your own!
Signature Assets can range from weaponry to ships
and everything in between. There is no limit to what you
can use as a Signature Asset, so be creative! The corebook
will go into more detail on how to create, step up, and use
Signature Assets in your game.
Examples of Signature Assets include Mals
, Jaynes
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chris moore (order #4842752)
FIND A CREW
water.
C
H
A
P.
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chris moore (order #4842752)
FIND A CREW
C
H
A
P.
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chris moore (order #4842752)
FIND A CREW
C
H
A
P.
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chris moore (order #4842752)
special tricks you can use in the game and include either
a benefit, drawback, or both that affects your Plot Points
or the dice you add to your pool.
FIND A CREW
C
H
A
P.
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chris moore (order #4842752)
rated at
bonus
see two, unique Assets. Pick the Signature Asset that feels
chosen for you. You may add a third Specialty to any Skill
rated at
Specialty if your
die is a
or higher.
die ended
C
H
A
P.
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chris moore (order #4842752)
Ai (love)
An (peace)
Bai (white)
Chun (Spring)
Fang (fragrant)
He (lotus)
Gong (merit)
Hong (great; grand)
Jian (healthy)
Lei (thunder)
Li (strength)
Ming (brightness)
Ping (calm; even)
Rong (glory)
Qiang (strong)
Shen (god; divine)
Sheng (sage; saintly)
Tai (highest; greatest)
Tian (sky; celestial)
Xiong (masculine)
Yang (sun)
Zihao (son heroic)
Gao
Guo
Hu
Huang
Jiang
Li
Lin
Liu
Ma
Pan
Su
Sun
Tang
Wang
Wei
Wu
Xie
Yang
Yu
Zhang
Zhao
Zheng
Zhou
FIND A CREW
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
Alva
Anton
Billy
Cecil
Clayton
Cleveland
Curtis
Edmond
Eli
Ellis
Frank
George
Harley
Hubert
Irving
Jesse
Ollie
Robert
Rudolph
Thomas
Vernon
Wiley
Wyatt
Adeline
Annie
Bess
Beth
Birdie
Cornelia
Dollie
Edith
Electra
Eliza
Flossie
Harriett
Irene
Jane
Lizzie
Loretta
Mary
Myra
Olga
Rhoda
Sally
C
H
A
P.
Archer
Bailey
Carson
Clay
Dawson
Edwards
Fisher
Floyd
Gaines
Galveston
Hamilton
Hays
Howard
King
Lee
Montaghue
Oldham
Polk
Rains
Shackelford
Upton
Winkler
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CORTEXT DATAFILE
ACADEMY DROPOUT
You were born into a wealthy family and grew up in a lavish home on
aptitude for learning, and by all accounts you should have. Youve
learning everything you could about Earth-That-Was. Though you
were brilliant as a child, thats not the only reason folk thought
youd have a life most people dream about. You also had an
easier time making friends than most.
they got. Youd always planned on studying to be a history
terraforming when the unthinkable happenedthe more you
learned about the consequences of terraforming equipment
the more your faith in the Alliance began to shake. This
world of yours, the only one you and your parents knew,
it started to feel just plain wrong. To wrap your mind
around the truth, you started asking questions. A few
and you were put on academic probation.
Soon, you found yourself faced with a terrible
choicedrop out of school and disappear, or pretend
the Alliance is the best thing that ever happened.
You chose to follow your conscience, dropped out
of the Academy, and left Ariel behind. Now youre on
a mission to tell the truth about the Alliance and to
help those that need helpin. Anything else would be
uncivilized.
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chris moore (order #4842752)
ATTRIBUTES
10
SKILLS
DISTINCTIONS
Gain 1 PP when
you choose to get knocked out,
Spend 1 PP to
roll your
and add it to your
total once per scene.
Step up an
up or double a Skill in a noncombat situation.
,
Spend 1 PP to make
light of a situation and step back
a Crewmembers Complication on
account of your positive outlook.
,
If you have a
Complication at a D10 or higher,
you may add your
to
any roll made to avoid being
Taken Out.
Step up a
Complication you have acquired
as a result of being in unfamiliar
surroundings, situations, or
circumstances to gain 1 PP.
,
,
SIGNATURE ASSET
Pick one Signature Asset
8
You dont believe in having all that schoolin without
nothing to show for it. Youve managed to snag a fancy
wherever you go. Oh, folk spect to see you holdin a
tablet in the Core, but out on the Rim? Youre practically
a celebrity.
8
On your way out of the Academy on Ariel, youve
managed to snag evidence that you will deploy to the
right people should you need to protect yourself. Sure
its a mite sleazy, but having sleazy insurance is better
than not havin any.
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CORTEXT DATAFILE
ALLIANCE AGENT
You had a family once, but youve left them far behind. Hell, nobody
back home on Persephone would recognize you now. Not now, not
after the War and all youve done. Most folk would be mighty fraid
of you if they knew you signed up to be an Independent just so you
could sabotage their operations. You were doin great until a
Browncoat general caught you and tattooed your face all
nice and pretty like. Thanks to you, a few battles tipped in
the Alliances favor and youre mighty proud of it.
After you escaped, you went back to the Alliance
a big damn hero. Not only did they remove your tattoo,
the government gave you a brand new identity and
reconstructed your face so youd blend in more. They
trained you up, promoted you, and gave you full
authority to bring the Law down on those who
need itprovided you dont ask questions, of
course. Course, youre in so deep with the
Alliance that if you did manage to turn on them,
youd wake up with a gun pointed at your head.
Doesnt matter if youre out on the Rim
arresting illegal salvagers or back in the Core
the Alliance tells you to go. The Alliance is your
father, your mother, and your ever-lovin spouse
rolled up into one. For better or for worse, theyre
youll keep earnin them medals and promotions.
Sure, a raise would be nice, but youll get what you
need to do your job. And thats plenty.
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chris moore (order #4842752)
ATTRIBUTES
SKILLS
DISTINCTIONS
When
youre interacting with any
Alliance personnel, spend 1
PP to reveal that you outrank
them or function at a more
important level than they do.
Step back an
Asset related to surveillance,
investigation, or intelligence
gathering in order to reroll your
dice in appropriate situations.
Gain 1 PP when
someone you are disguised as
shows up to ruin your illusion.
Spend 1 PP to step
up your
Skill when you
are trying to mimic someones
voice.
,
SIGNATURE ASSET
Pick one Signature Asset
8
It dont matter where you are or what trouble youre in,
once you press that lil red button youll activate your
homing beacon. Not long afterward, the Alliance will
come a-runnin to help you out in the fastest way they
know how.
8
All that spyin and gatherin intel requires a powerful
a Stink Bug on any nearby target and pick up on their
conversations. This lil bug is useful for surveillance.
Though it dont record none, what you learn could mean
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chris moore (order #4842752)
CORTEXT DATAFILE
ASTEROID MINER
Some folks dont care about politics, bein famous and the like, and
youd be one of them. Sure you fought in the War. You were a soldier
for the Alliance and you did your duty. If you had the choice, though,
you would have left the Alliance and the Independents far behind.
War complicates things and youve seen one too many atrocities
committed by soldiers on both sides. Thats why, when it was
over, you signed up for honest workmining.
You couldve stuck to the Border Planets or staked
a claim somewhere in the Rim, but you didnt. Settling
down dont interest you. Friends? You had them.
They died. Not to mention, youre fully aware that the
terraforming technology is a mite twitchy. You may like
to stand on solid ground, but you dont like them rare
diseases none, either. Thats why youve chosen to
work out in the black to mine asteroids for the Blue
Sun Corporation. Hell, at least youve got medical.
Truth be told, life is simpler this way and a heck
of a lot quieter. All you need to survive is some
supply of them colored protein bars. And youll
keep getting what you need, too, providin you
check in from time to time and meet your quota.
Still, that dont mean youre not up for a
little adventure.
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chris moore (order #4842752)
ATTRIBUTES
10
SKILLS
DISTINCTIONS
Spend 1 PP to step
up or double your
or
when youre outnumbered.
When you create
an Asset or take a Complication
step it up.
,
Gain 1 PP when
you make a bad decision on
account of the chip on your
shoulder or your short fuse
gets you in trouble.
Spend 1 PP to use a
Complication as an Asset for one
Action; step up the Complication
afterward.
,
,
,
SIGNATURE ASSET
Pick one Signature Asset
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CORTEXT DATAFILE
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chris moore (order #4842752)
ATTRIBUTES
10
SKILLS
DISTINCTIONS
8
8
Spend 1 PP to double
die for your
Spend 1 PP to step
up or double your
or
when youre outnumbered.
When you create
an Asset or take a Complication
your
Spend 1 PP at the
beginning of a scene to step
back all of your social or mentalbased Complications.
step it up.
,
,
Spend 1 PP to use
instead of
to
track down a fugitive.
,
SIGNATURE ASSET
Pick one Signature Asset
8
Hunting your prey, out in the black, requires a certain
kind of cables to bring with you. Thats why you always
wear your mag-boots. They may not look like much, but
your magnetic boots have saved your life more times
than you can count.
8
You know a well-placed bullet to the head will always
attract attentionno matter who youre shootin at.
Thats why you pack a quiet gun. The Whisper Firearm
has a built-in silencer that suppresses the sound of
yourself.
115
CORTEXT DATAFILE
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chris moore (order #4842752)
ATTRIBUTES
SKILLS
DISTINCTIONS
When
you create an Asset or take a
Complication related to your
relationship with your spouse,
step it up.
When you
share a scene with your spouse,
you may share Plot Points with
one another.
,
roll your
your total.
Spend 1 PP to
and add it to
Spend 1 PP to use a
Complication as an Asset for one
Action; step up the Complication
afterward.
,
SIGNATURE ASSETS
Pick one Signature Asset
8
There aint nothing youd rather have by your side when
Sure its not one of them shiny new guns, but your trusty
8
Other folks may be hunting down protein bars or stealin
loot from derelicts, but youve got a valuable resource
all to your lonesome. Them farm animals you keep are
great for trading and selling to all manner of folk clear
cross the Verse. Think of them as a walking pile of
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CORTEXT DATAFILE
CORTEX HACKER
an ident card you cant mimic. Its not that you had any real trainin,
you just picked up bits and pieces here and there on your travels. Your
place to place.
Thing is, you werent always as skilled as you are now. When you
Oh, its been a few years now, but you were poking your nose into the
have been tossed into an Alliance jail cell and forgotten. But you arent.
Your mommas a powerful judge on the wealthiest planet in the
Core and she warned you the minute she knew the Law was
comin for you. Before she could convince you otherwise, you
decided to run away, takin those secrets with you.
First chance you got, you hitched a ride aboard a transport.
Now, youre taking what jobs you can, selling your services to
as you possibly can. You dont care what system you
home until that gorramn governor is dead or your
momma tells you the coast is clear.
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chris moore (order #4842752)
ATTRIBUTES
10
SKILLS
DISTINCTIONS
Gain
1 PP when your cocky attitude
gets you in a mess of trouble
that you could have avoided
by being silent.
Spend 1 PP at
the beginning of a Timed Action
involving communications, data,
or computer equipment. For
each of your rolls during the
Timed Action, you may reroll
any die that comes up 1 instead
of accepting a Plot Point for
that die. If a die comes up as a
1 when rerolled, it may not be
rerolled a second time.
Step up a social
Complication to step up or
double your
Attribute
,
,
Spend 1
PP to reroll a die when youre
roll, both 1s and 2s count for
Complications.
Gain 1 PP
each time your actions cause
your fellow Crewmembers to
become targets for whoever it
is thats chasing you.
,
SIGNATURE ASSET
Pick one Signature Asset
8
If youre going to hack your way from the Core to one
of them backwater moons, you need a way to cover
smokescreen program is for. It works pretty good, too.
Well, most of the time.
8
A computer virus comes in mighty handy in your line
of workespecially when theres information that
needs to be chewed up and spit out. Thats why youve
developed Worm Food, a computer virus thatll eat its
mighty big hole behind.
119
CORTEXT DATAFILE
DERELICT SALVAGER
a lot of choices for someone like you. Sure you could settle down on
some backwater moon or take a job on a cruise ship, but that dont pay
much and its borin work. You could play some petty mayors game
120
chris moore (order #4842752)
ATTRIBUTES
10
SKILLS
DISTINCTIONS
Double
when youre trying to intimidate
or scare folks with more sensitive
proclivities. After your roll, step
up or create a social Complication
on another Crewmember.
Gain 1 PP when
pretending that youve read and
understood something gets you
in trouble.
Spend 1 PP to turn a
gear or equipment-based Asset
into two new Assets. Step back
the die rating of the original Asset
to determine the die rating of
the new Assets.
Spend 1 PP to
ignore a Complication die for
an Action when you try to catch
,
,
,
SIGNATURE ASSET
Pick one Signature Asset
8
game, but theyre not on account of the Alliance and
8
Alliance dont bother you, but just in case they do? Youve
sold plenty to get an Alliance salvage permit. If the Law
comes a-knockin on your door up there in the black,
never leaves your side. You are well prepared for trouble
wherever it may be.
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CORTEXT DATAFILE
DISHONORED POLITICIAN
You hail from Ariel. The War was just a blip on your radar. Still, you
worked for the Alliance and know what theyre capable of. You were,
capital city to run a small, little town clear cross the other side of
the Verse.
Sure, being moved from the Core to a backwater,
no-name moon was a little worrisome, but you had
every assurance it was for the best. You got a pile
of credits for your trouble, your own personal
Companion, and a small mansion, too. Your job
was simple: keep the townspeople quiet and dont
ask questions.
When you couldnt stand the Alliances
silence anymore, you told your family you
wanted to come home. So, your father pulled
some strings and you didstripped of title,
lands, credits, everything.
on back there, what all that silence was
covering up. Youre dyin to know, but you
have a feeling that if you do, somebodys
going to get hurt. Maybe itll be dear old
dad or maybe itll be you. Are you the kind
try, but forgetting might be a lot easier. After
all, your career is over.
122
chris moore (order #4842752)
ATTRIBUTES
10
10
SKILLS
DISTINCTIONS
If you have a
Complication at a D10 or higher,
you may add your
to
any roll made to avoid being
Taken Out.
Step up a
Complication you have acquired
as a result of being in unfamiliar
surroundings, situations, or
circumstances to gain 1 PP.
,
When you
create an Asset based on political
or corporate connections, step
it up to a D8.
Gain 1
PP when an agreement, vote,
scenes deal comes back to cause
you grief or unpleasantness.
,
SIGNATURE ASSET
Pick one Signature Asset
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chris moore (order #4842752)
CORTEXT DATAFILE
DOCK FOREMAN
You remember when your family migrated to the Eavesdown Docks
on Persephone. You were just a wee bit too young to go to War, and
the docks with your family and eventually got promoted to foreman.
Youd like to think its because youve earned that
position, but you suspect its more on account
of your family being well connected. Oh,
theyre regular folk all right, without any
aims to be social climbers, but they know
whos coming and going. Thats their
specialty: information. Putting you in
the position of foreman makes a whole
lot of sensemore for them than for you.
they be badly drawn plans or
machines that need repair,
and you dont mind getting
your hands on a torch when
needs be. Youre likable
that way, and most stay
out of your way. Youve
got an apprentice
or two under your
watch and you stick
mind having charges. In fact,
youve gotten used to bossin
folks around. This particular
section of Docks is like havin your
own little kingdom. Shiny!
124
chris moore (order #4842752)
ATTRIBUTES
10
SKILLS
DISTINCTIONS
roll a 4 instead of a 8.
roll a 4 instead of a 8.
roll a 4 instead of a 8.
D
Spend 1 PP to
culture to your Crew Sheet for
a scene.
When
you create an Asset or take
a Complication that relates
your less-than-cultured social
group of workers, smugglers,
and inspectors, step it up.
When you
create an Asset or take a
Complication related to your
relationship with your family,
step it up.
Spend
1 PP and invoke a family
members name to reroll your
dice.
,
Spend 1 PP to
step back a Complication
during a negotiation.
Gain 1 PP
when you step back your
die during a roll due
to your melancholy over what
you lost to get where you are.
,
,
SIGNATURE ASSET
Pick one Signature Asset
8
cant do a darn thing without your trusty toolbelt. Youve
got gizmos and gadgets a-plenty hidin in them pockets
on your belt, ready and waitin for you to tinker when
you need em.
8
Youve got work to do and loyal folks to do it. Supervisin
them dock workers has its perks, and having access to
worker bees are so happy with you runnin the show,
theyll gladly stick their necks out for ya if you need a hand.
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CORTEXT DATAFILE
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chris moore (order #4842752)
ATTRIBUTES
10
SKILLS
DISTINCTIONS
If you replace
your Skill die in a roll with a D4,
you get a Big Damn Hero Die
equal to that Skills normal die
rating if you successfully set or
raise the stakes.
When you are
about to be Taken Out in a scene,
spend 1 PP to reroll your dice. If
you fail to set or raise the stakes
on your second roll, you cannot
Spend 1 PP to double
die for your
your
Spend 1 PP at the
beginning of a scene to step back
all of your social or mental-based
Complications by one.
,
,
,
SIGNATURE ASSET
Pick one Signature Asset
8
Youve got a terrible habit and deep down inside you
know your reputation is spreadin in a bad way. To set your
mind at ease, youve got a collection of fake identcards
that you use to get yourself out of trouble. Though you
will distract the Law when need be.
8
laser blasts whizzing past your ear and survived. Was
it skill? Your charming demeanor? Hell, no. The only
reason why youre still alive and kickin is because you
carry a lucky rabbits foot. Never mind how youve been
farin after the War ended, that darn foot is helpin you
keep it together.
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CORTEXT DATAFILE
SMALL-TIME TRADER
Your parents are Alliance supporters who begged you to enlist in the
War. To avoid disappointing them, you borrowed some money and a
boat and left your home on Osiris. You always liked
the travelin life, but couldnt stomach a life
of crime or poverty. You thought you found
a way to make it work, by setting up shop as
Thing was, when you started you didnt
goods folks wanted, or how badly you needed
a mechanic and the like, so you got in deep.
Though you know who to get more credits
from, youre in debt up to your eyeballs.
Youve got a crew to pay, places to roam,
and loot to sell.
But youre not worried. Youve
always managed to come out on
top even after that bloody War was
done and over with. Now, you run a
small shop out of the back of your
boat. You trade fair and folk know
it, too. Eventually, your ledger will
go from red to black, right after you get
that fancy new boat and give everybody a
raise. Course youve always wanted to hire
a Companion of your very own. Maybe youll
buy your folks a vacation, too...
Im no
. You deal with me and
Ill make sure you get a fair bargain.
128
chris moore (order #4842752)
ATTRIBUTES
SKILLS
DISTINCTIONS
When a
Crewmember in the same scene
as you acquires a Complication,
spend 1 PP to take it away and
step it back.
When one of your
crew directly follows one of your
orders, spend 1 PP and give that
Crewmember an Asset equal to
your
die rating.
SIGNATURE ASSET
Pick one Signature Asset
8
Youre so business-savvy youve managed to create
a whole separate inventory and hide them items on
your books. Not only that, youve pinched a few items
from your own customers here and there. Youve got a
8
You like to keep on the good side of the Law, but
understand full well that not every deal goes down
just right. For those times when youve got suspicious
characters eyeing up your wares, you protect yourself
with an emergency alert that sends out a call to local
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CORTEXT DATAFILE
TRIAD ENFORCER
You are an enforcer for the Triad, an elite criminal organization with
roots in the Earth-That-Was. Your home base is a mystery
to the Alliance. Folks who dont know who youre
really working for think youre head of security for a
pharmaceutical company on Ariel that manufactures
drugs like Byphodine. On digi-paper, you travel the
Verse bringing the local Law medicine thats sorely
needed. What you really do is enforce the comings
and goings of a highly illegal organ smuggling
operationright under the Alliances very nose.
legitimate job once the soldiers came home.
You used your charm and wound up running
errands just to stay alive, not knowing who
you were really working for. The Triad took
regular member, trained you up, and promised
food and shelter. So far, they lived up to their
end of the bargain and will continue to do
soprovided you do yours.
Now, youre in so deep with the Triad
that you couldnt leave even if you wanted
to. Youve been smart about what youre doing
and you dont stand up to authority. But, to
sleep at night, youve convinced yourself that
the Triad is a necessary evil. Youd be foolish
to leave now.
130
chris moore (order #4842752)
ATTRIBUTES
10
SKILLS
DISTINCTIONS
Step up a
Complication involving the
authorities to create a D8 Asset
that was acquired from less than
reputable sources.
Spend a PP to pass
another character who owes
you something.
,
Spend 1 PP to step
back a Complication during a
negotiation.
Gain 1 PP
when you step back your
die during a roll due to your
melancholy over what you lost
to get where you are.
,
,
Gain 1 PP when
your criminal background and
deadly connections lead to
violence against you or your allies.
,
,
SIGNATURE ASSET
Pick one Signature Asset
and not. Youre not sure what these powders and liquids
do, mind you, just that theres those that would kill to
get their hands on em.
131
chris moore (order #4842752)
FIND A SHIP
Find a Ship
C
H
A
P.
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chris moore (order #4842752)
FIND A SHIP
mechanics for
herself and walks you
through the step-by-step process of creating
your own starship.
The FIREFLY ROLE-PLAYING GAME
134
chris moore (order #4842752)
ATTRIBUTES
CRAZY IVAN
, and
+ your characters
Skill
FIND A SHIP
ENGINES
asteroid field.
Roll
C
H
A
P.
Example
Complications:
ITS COMPLICATED
page 44, are
a natural occurrenceeven for your ship. Sometimes
your fuel cells are plain used up or your wings cracked.
Complications might be any problem that could crop up
the entire ship youre on. A Complication like
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HULL
SYSTEMS
The
die
the
FIND A SHIP
rolls:
+ your characters
Roll
Skill to survive
rolls:
+ your characters
a rough landing.
Roll
Roll
communications.
to jam outgoing
Roll
Roll
mounted weapons.
Skill to
of a salvage heap.
Example
Example
C
H
A
P.
Complications:
Complications:
. A higher
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DISTINCTIONS
SIGNATURE ASSETS
drawbacks.
(like
FIND A SHIP
In the
FIREFLY RPG,
C
H
A
P.
Own Ship.
137
FIND A SHIP
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CLASS
H UL L
SYSTE M S
FIND A SHIP
ENGINES
8
8
.
When you create an Asset or take a Complication involving
ENGINES
10
H UL L
SYSTE M S
6
8
C
H
A
P.
ENGINES
H UL L
10
SYSTE M S
8
8
.
Personal Assets created while aboard the ship begin stepped up.
When using a location-based Asset or other Trait in your pool, spend
a Plot Point to step up or double that Asset or Trait for that roll.
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corresponding Distinction. Dont worry bout them just yet. Youll get to those
in Step Three.
Choose the other two Distinctions from the lists provided below. Pick one
FIND A SHIP
from
HISTORY
CUSTOMIZATIONS
8
.
.
Crewmembers on board may share Plot Points
with another Crewmember whos operatin the ship.
Step back the
8
8
.
C
H
A
P.
When using
die for raw speed,
double
die. Remove highest rolling die and
add three dice together for the result.
.
Spend a Plot Point to convert
a ship Complication to a social Complication and step
it back.
8
.
Gain 1 PP to have your ships status noticed
by the Law.
Spend a Plot Point to reroll a pool
containing the Systems die against any attempt to
8
.
When using a ships Signature
Asset, you may step up or double that die. Step up any
Complications that arise from that roll.
In any pool containing the ships
Systems die, you may replace two dice of the same size
for one stepped-up die.
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8
mount a laser cannon (or three) on the prow. These can
FIREFLY RPG
.
Distinctions
Distinctions
FIND A SHIP
8
Velocity Tachyon Rockets or warheads like the XT-15
torpedoes on board.
8
Some captains dont feel safe without a strong hull that
can withstand a few dents, dings, and bullets along the
way. Hulls may be reinforced with all types of metals and
8
After youve chosen all your Distinction triggers, go
on to the next step. Dont forget to write these on your
Ship Sheet! You can find a blank sheet to fill out on page
271. For an example, open up to page 143 where youll see
Serenitys Ship Sheet.
C
H
A
P.
8
8
8
8
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SHIP NAMES
. For a
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
Royal
Shiny
Celestial
Jade
Rat
Darling
Red
Open
Silver
Lone
Jasmine
Strong
Closed
Holy
Hot
Fresh
Lotus
Sapphire
Rascal
Gold
Drunken
Iron
Thunder
Tooth
Delight
Catcher
Rover
Clementine
Bullet
Cloud
Tea
Angel
Star
Oak
Halo
Master
Fish
Dumpling
Blade
Dream
Fist
Claw
Dragon
Gauntlet
Swallow
Jambalaya
Ogre
Mako
Hammerhead
Ai-Ai
Houston
Beaufort
Xiu Xiu
Ophelia
Bao
Lassiter
Rampart
Triplehorn
Stratocaster
Taniwha
Marauder
Harbinger
Rocinante
Phenomenon
Scimitar
C
H
A
P.
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Serenity
Crybaby (d8)
Medsuite (d8)
FIND A SHIP
you put
The parts are crap, but
Firefly.
a
it together and you got
w gets
Cre
the
Thingll run forever if
ake.
aw
f
hal
n
a mechanic thats eve
coil.
Needs new compression
Smugglers Delight
wmember is
Hidey Holes: When a Cre
the ships
add
go,
trying to conceal car
Hull die to the roll.
C
H
A
P.
or adding a Signature Asset. The addition is written down on the Ship Sheet. That part of the ship
can then be used in a dice pool. If you bring that newly revealed part of the ship into your Action,
you can automatically keep a third die after rolling.
Every Crewmember should have the chance to decide at least one part of the ship until all
the steps of ship creation are done. By the end of the introductory adventure, youll have a
rough history of how the Crew came together, just like in the Out of Gas episode, and Ship
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ECHOES OF WAR:
Wedding Planners
INTRODUCTION
INTRODUCTION
To be honest, some of the folks youll meet may seem a
adventures for the FIREFLY ROLE-PLAYING GAME.
bit unsavory, but you should know that crossing paths with
youll run into trouble. Hell, you may even have a run-in
with the Alliance or the Law. Nows not the time to worry,
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WEDDING PLANNERS
ECHOES OF WAR:
to cover it, dont stop the game to go searching through rulebooks. Just wing it! The game is about
the fun and the action, not the rules.
and gloat over their fallen foes or they could feel proud that they did what was required of them. In
the Wedding Planners, echoes of the War still haunt those who fought in it. Two of the supporting
characters served in the Warone an Alliance soldier, the other a member of a secret elite unit for
the Browncoats. We provide the opportunity for you and your players to role-play some interesting
discussions around the dinner table on board
regarding the War.
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Chinese (Mandarin)
English Translation
INTRODUCTION
hn dn
Jerk
Excrement
Dog poop
job, doing the job, and getting paid for the job. That shifty
low-life entrepreneur Badger hires Mal and his Crew to
transport a wealthy land barons celebrity stepdaughter to her
Pile of dung
l s
Garbage
Jackass
out he wont get his pay until after the bride is safely on
her honeymoon. Adding to his problems are a beautiful
wedding planner who takes a shine to him and pirates
Somethings wrong.
who try to kidnap the bride. Seems like someone else has
a reason for stopping this wedding!
So gather your friends around the table. See to it that
everyone has their funny dice and lots to eat, be it wife
CASTING CALL
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CORTEXT DATAFILE
tall and muscular, deeply tanned, with iron gray hair and
deep wrinkles. He still works most days on his ranch. Hes
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ATTRIBUTES
10
SKILLS
DISTINCTIONS
Spend 1 PP
to create a Asset representing
a servant or ranch hand.
Spend 1 PP to step
back a Complication during a
negotiation.
SIGNATURE ASSET
8
Baron Fairchild is known throughout the Rim as an
to throw his weight around needlessly, hes not above
calling in a few favors to get unsavory situations resolved.
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DANIEL BLAKE
: Earnest True Love of Lilianna
Fairchild
: Hes being held by Baron Fairchild to force
Lilianna to go through with the wedding. Hell also
go into foolish action if the Crew dawdles too long
with their plans.
: Daniel is likely rescued in Act III and shows
up to stop the wedding in Act IV.
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ATTRIBUTES
SKILLS
DISTINCTIONS
DANIELS GUARDS
Daniels guarded by two thugs provided by Badger, since the
Baron cant trust any of his ranch hands, who like Daniel. These are
typical thugs Badger would hire:
.
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CORTEXT DATAFILE
LILIANNA FAIRCHILD
: The Rims Princess
into a political marriage that only the Crew can stop.
All
Lilianna is twenty-two, a
She loves Persephone; loves the bleak, vast landscape;
loves riding her horse across the prairies. Most of all she
loves a horse-trainer name of Daniel Blake, who is twentyStepdaughter of land baron
Optimus Fairchild, Lilianna grew up on the Barons vast
estate on Persephone. When Lilianna began to develop
into a stunning beauty, the Baron saw how she could
be good for business. He began taking her places and
a media darling and paparazzi followed her every move.
Folk elsewhere, out on the Rim, started callin her Princess.
They didnt mean it kindly.
Lilianna might have grown up spoiled rotten, but her
ground. Her mother was raised on one of the Core Planets,
so when she visited newly terraformed planets like Regina
after her marriage, she was shocked at the conditions
she found among folk strugglin to make a living on the
Rim. She worked to help farmers and miners until she
the Verse and became housebound back on Persephone.
Lilianna took over supporting her mothers charities,
using her celebrity status to raise money. Her reputation
grew past Persephone and she is now much beloved all
throughout the Rim. Now when folk call her Princess, they
mean it as a compliment.
Optimus is a cold
and calculating hn dn who spent lots of platinum on
Lilianna over the years, giving her everything she wanted.
marrying his business associate, Templeton Steele.
: As things stand now, Lilianna has
no choice but to go through with the wedding. The Baron
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ATTRIBUTES
10
SKILLS
DISTINCTIONS
Spend 1 Plot
Point to run into someone familiar
with you and your charity work.
This ship... What did you call it? A Firefly? Its so rustic
and, um... charming. Whats that smell?
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CORTEXT DATAFILE
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ATTRIBUTES
10
10
10
SKILLS
DISTINCTIONS
6
Steele is never far from his PUB H 30 Energy Pistol, a
), Mr. Westin (
Boy, fetch me your so-called captain. The less time I spend here, the
more likely I wont have to burn these clothes when I return home.
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CORTEXT DATAFILE
ASANTE OKORO
: Blue Sun Double Agent
: Asante means to kidnap Lilianna and force
either the Baron or Templeton to sign over mineral rights
to her employers.
All
Asante is in her early thirties.
Shes a highly trained combat veteran, a skilled professional.
She has the ebony black skin of her African heritage.
She shaves her elegantly shaped head, which makes her
brown eyes seem even larger than they are. Shes tall,
ASANTES CREW
Asantes elite crew of pirates. Each
has one Skill at . They obey
Asantes commands, including the command
served with her during the War. She should
have a full complement at least equal to the
Crewmembers for the boarding and the raid
it
.
When Asante dispatches her agents
to capture the Barons stepdaughter, two
obtain access to the bridge, forcing the ship
to stop, allowing the pirate ship to dock, and
preventing any other boats from leaving.
Others are attending the wedding with orders
to grab the Princess. Again, no killing, though
they might rough up Steele some.
Hicks:
+
+
Hudson:
Wieczerbski:
Apone:
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ATTRIBUTES
10
SKILLS
10
10
DISTINCTIONS
Episode with an
Complication. Step it up to reroll
the dice on an Action. Once it
, you are out until
given medical treatment.
SIGNATURE ASSETS
8
Asantes work in the Corporate Espionage division has put
her in contact with a wide range of Blue Sun operatives.
In addition to being a Blue Sun Agent herself, Asante can
scrounge up information and resources from a variety
of Blue Sun sources.
8
Shes got a deep loyalty to them, yet they all know that
HARD BURN
ATTRIBUTES
10
DISTINCTIONS
SIGNATURE ASSETS
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SETH LIANG
: Loyal Bodyguard
: Liliannas quiet protector.
All
Seth is in his early thirties.
His father is Chinese, his mother Caucasian. Hes of
medium height, very strong and muscular. He works
out daily, lifting weights and running to keep himself
has killed his fair share of men and will do everything
in his power to avoid killing any more. Hes skilled
in the wudang style of martial arts, including the
use of the
or double-edged sword.
Seth was born on the Barons
ranch, son of a ranch hand. When war broke out,
the Alliance. He was wounded during the War and
received the Silver Citation Starburst for bravery
After the War
ended, Seth returned to visit his parents. While
there, he happened to save the Barons life when a
drunken ranch hand tried to slit his throat. Impressed
with Seths skill and courage, the Baron hired him as
his own personal bodyguard. The Baron trusts Seth
implicitly, which he why he chose him to accompany
his daughter, Lilianna, on board
.
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ATTRIBUTES
SKILLS
DISTINCTIONS
6
Seths Jian is his weapon of choice, a deadly blade in
the hands of a trained warrior. Although Seth is not a
superstitious man, he believes the Jian brings him luck
of Serenity Valley.
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CORTEXT DATAFILE
NOVA NORLING
: Companion in Disguise
: Nova plays the role of Lilianna in public
until the time of the wedding.
: Acts III and IV
Nova is in her mid-twenties.
Shes a registered Companion. A stunning blonde,
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ATTRIBUTES
10
10
SKILLS
DISTINCTIONS
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CORTEXT DATAFILE
BADGER
: Petty Thief with Delusions
of Standing
: Badger is hired to provide a Crew, but
also to provide goons to keep Daniel under wraps.
: Act I
Badger fancies himself
a crime boss. He leads a gang of armed thugs and,
in addition to shaking down the local businessmen
and dabblin in the slave trade, Badger acts as a
middleman for certain powerful folk who need to
conduct the occasional shady transaction and dont
want to get their hands dirty.
Badger is thrilled when the
Baron hires him. Badger sees the Baron as his pot of
gold at the end of the rainbow. To that end, Badger
claims to the Crew he chose
because she
is a
, (a term some members of the Crew,
is he chose
because shes a reliable boat
and he knows that the Princess will be safe under
Mals protection.
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ATTRIBUTES
10
10
SKILLS
DISTINCTIONS
BADGERS GANG
Badger hires out his best guys for top rates. That means the
guys he keeps with him are still under his dubious tutelage.
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WEDDING PLANNERS
ECHOES OF WAR:
PRELUDE
TWO JOBS IN A ROW?!?
THE LOWDOWN
Captain Malcolm Reynolds and two members of his
Crew (his choice) are meeting with Badger to collect pay
for a previous job to find that hes already got the next one
lined up. All they have to do is escort a rich girl to her fancy
wedding. What could possibly go wrong?
Located below street-level, Badgers office is filled
with all manner of junk. Fishnet hangs from the ceiling.
A pin-up girl adorns one wall, along with signs in Chinese
characters. Badger sits in a leather office chair behind a
desk made of overturned crates. His desk is cluttered with
old timey objects, such as an apple peeler, two types of
scales, an old-fashioned office phone, wire baskets stuffed
with papers, and a funny-lookin lamp, among other stuff.
Sacks of grain are underfoot. An ornate curtain doublin
as a door lends an air of sophistication to the placeat
least to Badgers way of thinkin.
Badger isnt overly trustful of Mal and his crew. Four
armed goons are in attendance. Badger wears his usual
bowler hat, a shabby suit, no shirt, a vest, and a tie. He
166
for a job. The job was a piddly one and the pay is less than
Mal would like, but its what was agreed to.
Mal expects Badger will, as usual, try to squirm out
of the deal. To his surprise, Badger pays without a quibble.
Whats more, Badger already has another job lined up. Mal
may find this more than a mite suspicious.
The job involves chaufferin the stepdaughter of some
well-to-do land baron on Persephone to her wedding
aboard a luxury cruise liner, the Rims Dream. The girls
name is Lilianna Fairchild. According to Badger, the job is
simpledeliver the girl to the cruise liner in time for her
wedding. Of course, Mal wont expect to be paid much for
such a simple job. Enough to cover the cost of fuel, and
room and board for the girl, her bodyguard, and chaperone.
Possible Assets:
,
Possible Complications:
This may lead Mal and the rest to wonder why the
daughter of this wealthy man would be travelin on board
Serenity. Theres more goin on here than meets the eyeand
certainly a lot more money involved.
If none of these Crewmembers are present, the rest
must roll the dice to see if they recognize the name.
If someone knows details and presses Badger or if
Mal refuses to take the job, Badger reluctantly reveals
all the information he knows about the Princess and the
reason why shes travelin aboard a transport rather than
her stepdaddys fancy yacht. Seems thereve been threats
D6
Complication.
to kidnap the rich kid and the Baron figures shell be safer
the tabloids.
HERE WE ARE
If Mal and Crew agree to take the job, Badger tells them
ON LILIANNA FAIRCHILD
in the dead of night. The sooner they get her there, the
+ Influence
PRELUDE
D6
D6
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WEDDING PLANNERS
ECHOES OF WAR:
ON THE BRIDE
D6
D6
Possible Assets:
THE LOWDOWN
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EXAMPLE RESULTS:
Unification War.
PRELUDE
EXAMPLE RESULTS:
LOW ON FUEL
ON THE GROOM
D6
D6
Possible Assets:
Possible Complications:
,
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WEDDING PLANNERS
roll. The better the roll, the more info they get.
+ Operate
D6
Possible Assets:
D8
ECHOES OF WAR:
Possible Complications:
,
EXAMPLE RESULTS:
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the following:
roll. The better the roll, the more info they get. Seth can
Distinction as a
to add a Plot
Ill be in my bunk.)
ACT ONE
+ Operate
D6
D6
D4
Possible Assets:
Possible Complications:
,
EXAMPLE RESULTS:
Alliance officer.
hold of Lilianna by the arm and escorts her off the boat,
let him keep his weapons or start lookin for another job.
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WEDDING PLANNERS
PASSENGERS LUGGAGE
quiet down.
+ Influence
D8
D6
+ any appropriate
D6
D6
,
,
Possible Complications:
ECHOES OF WAR:
Possible Assets:
D6
,
,
Possible Complications:
,
EXAMPLE RESULTS:
EXAMPLE RESULTS:
D6
gains a
the pictures.
without permission.
unusual.
D6
Asset to use
hidden:
HERE WE ARE
Once the Princesss luggage is inside, the guards and
the limos leave. Mal closes the airlock. Wash goes to the
bridge and Serenity heads out into the black.
exclusive. The tip off was from Asante; she wanted to see
how the Crew handled unexpected situations. She adjusts
her plans accordingly.
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INFIRMARY
to be a hospital in miniature.
PASSENGER DORMS
The walls are painted a color somewhere between
yellow and beige with rust stains in the corners. The beds
the type you might find in a one star motel. The best that
can be said is that the rooms are clean. Outside the rooms
is a common lounge area with chairs and a beat-up couch.
shock her.
then asks if he can use it. This could be a good way for
proximity.
SERENITY
Here are some of the important locations aboard Serenity.
ACT ONE
GALLEY
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WEDDING PLANNERS
HERE WE ARE
about the note. The Crewmember can try to hide the note
on their person, try to read it fast and then get rid of it, or
possibly distract Seth and hand off the note to someone else.
Notice D6 + Strong
Silent Type D8
,
Possible Assets:
ECHOES OF WAR:
Possible Complications:
Inara might not even tell Mal, knowing in advance what hed
be likely to say, and either decide to undertake the mission
EXAMPLE RESULTS:
help Lilianna and at least find out the nature of her problem.
They can decide its none of their business and they dont
D6
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EXAMPLE RESULTS:
and find out why she needs help. If the Crew doesnt decide
D6
Complication
ACT ONE
in his pool.
Possible Assets:
Possible Complications:
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WEDDING PLANNERS
HERE WE ARE
If the crew manages to talk to Lilianna, she tells them
all her woes:
Shes in love with Daniel, but the Baron is holding
him hostage.
She loathes Templeton Steele and is afraid of him.
She has no money on her but Steele is giving her
ECHOES OF WAR:
THE LOWDOWN
The following scenarios can provide a chance for some
interestin role-playing. No need to do them all unless you
want to. Pick those that suit your Crew and your adventure.
ECHOES OF WAR
the past that come with the boats name, ghosts that haunt
more than a few on board.
who was right and wrong. He did his duty and hes not
CONVINCIN THE
CAPTAIN
If Mal isnt being played by a player, he could
either be totally opposed, reminding the Crew
that he took this job and hell keep his end of
the bargain. Or he might be more than happy
to wreck the plans of a bastard like Templeton
Steele by snatchin his prize right out from under
his nose. If Mal is opposed, those who want to
help Lilianna will likely continue on with their
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WEDDING PLANNER
becomes, the more likely the Crew can help her get out
Mental + Trick
SHEPHERD BOOK
Shepherd Book might seek to counsel Lilianna. The
ACT ONE
Focus D8 + Cocky D8
Possible Assets:
Possible Complications:
EXAMPLE RESULTS:
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WEDDING PLANNERS
anywhere anytime.
Could make everyone a mite jittery.
ECHOES OF WAR:
TRACKER ONBOARD
,
Possible Complications:
,
EXAMPLE RESULTS:
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ACT TWO
with the trip. But who thought theyd have invited a pirate
on board? Scene One: Pirates! You can just tell this scene isnt
have a chance to spot them before they get too close. If they
D6
D6
Possible Assets:
,
Possible Complications:
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WEDDING PLANNERS
EXAMPLE RESULTS:
use this table. For something a bit more drawn out and
D6
D8
D8
D6
D10
D6
Possible Assets:
,
Possible Complications:
ECHOES OF WAR:
EXAMPLE RESULTS:
Serenity.
luxury liner.
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Just because its a chase doesnt mean only the pilots get
to have fun. The rest of the Crew can help out a few ways.
the stakes, they give the highest rolling die to the pilot to
roll for the next roll, and the pilot keeps three dice. But if
they fail to raise the stakes, the Rabbit die steps back, as the
ACT TWO
in order to keep
or Kaylee has
and a difficulty of
. The
Not only does Wash have an extra die to roll next round,
the GM rules that the patrol boat must use its weaker
Kaylee has some strong words for the merchant that sold
Here are the Actions spelled out for this specific scene.
+
+
+
)+
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WEDDING PLANNERS
. If he raises the
to start.
D8
Possible Assets:
+ Rabbit die
D10
D8
D6
D8
D8
Possible Assets:
Possible Complications:
Possible Complications:
ECHOES OF WAR:
,
EXAMPLE RESULTS:
EXAMPLE RESULTS:
Rabbit die.
twice.
die to the pilot to roll for the next Rabbit roll. The
pilot keeps three dice. Step up the Rabbit die.
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THRILLIN HEROICS
RUNNING
If Mal decided to run, he could obey Asante and bring
Serenity to a halt, in which case the pirate ship catches up
keep running, he and any Crewmembers that are on the
bridge likely attempt to rescue the hostage. A fight ensues.
Note: Its probably not a good idea to have bullets flyin
about the bridge. If someone does fire a gun, its likely the
bullet could hit someone or somethin vital to the workings
of the boat.
MEANWHILE IN ANOTHER
PART OF THE BOAT...
OUTCOME
BOARDED!
Asantes team of Elite Force members board Serenity.
Theyre armed to the teeth, but thats mostly for show. They
really just want to intimidate the Crew, frighten them into
giving up Lilianna. As Asante says, no need for killin.
If the Crew fights, Asante and her crew put up a token
resistance and beat a strategic retreat. She has a back-up
plan, after all. She figured it would be shiny if they could
snatch the Princess quickly out here in the black, but shes not
willing to risk her life or those of her crewmembers. She says
she doesnt want to mess up Mals pretty face. Some might
find her willingness to back down moren a mite suspicious.
If the Crew agrees to give up Lilianna, they have a
problem. They wont be able to find her. Seth and Lilianna
have both disappeared, presumably gone into hiding. And
there are a lot of places on board Serenity to hide! Even
Mal doesnt always know where to look for them.
to find Lilianna, she and her crew depart. Not worth the
ending, boys and girlsat least for the time being. Asante
time and effort. When Asante and her crew are gone, Seth
admits that she planted the tracking device and tells them
ACT TWO
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WEDDING PLANNERS
+
Gamemaster Dice Pool: Asantes
D8
D8
D12 +
D10
for each
D8 (one
D8)
Possible Assets:
ECHOES OF WAR:
Possible Complications:
,
EXAMPLE RESULTS:
D8
is Taken
Complication.
D8
are
Complication.
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ACT THREE
RIMS DREAM
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WEDDING PLANNERS
ECHOES OF WAR:
bit short. Losers are not permitted to leave the ship until
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ACT THREE
a well-guarded secret.
young people.
187
WEDDING PLANNERS
at midnight.
Osiris Spa: Relax and enjoy a few hours of pampering.
Mud baths, herbal wraps, massages, whirlpools, and steam
rooms.
ECHOES OF WAR:
THE LOWDOWN
After the Crew has patched up any wounds and dealt
with any lingerin problems, they arrive at the cruise liner,
188
NO WEAPONS
Once Serenity has docked, an airlock opens leading
to the Grand Lobby. Security is standing at the entrance.
Everyone must pass through an invisible electronic weapons
detector that sweeps the entire body searching for weapons.
cruise liner.
D6
Possible Assets:
,
Possible Complications:
ACTION: SMUGGLING
WEAPONS ON BOARD
EXAMPLE RESULTS:
Mental + Sneak
D8
Possible Assets:
ACT THREE
or
D8
Possible Complications:
D6
THE BARON
Likely Mal will send a wave to the Baron askin to meet,
since Mal would like to get paid. The Baron invites Mal to
meet on his yacht. The Baron requests that Lilianna remain
EXAMPLE RESULTS:
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WEDDING PLANNERS
MALFUNCTION
the day and night, the screens shut down for no apparent
until time for the wedding while Nova Norling takes her
can bribe his way onto the ship and into her room.
ECHOES OF WAR:
Hard Burn biding her time. Her crew has disabled the
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D6
D8 or
D10
D6
D8
Possible Assets:
,
Possible Complications:
,
EXAMPLE RESULTS:
D6
Complication.
D6
adventure.
GETTING PAID
In order to reach the Barons yacht, Mal has to leave
Serenity, pass through security, and cross the Grand Lobby
to the other side to enter the airlock that leads to the yacht.
STAR VOYAGER
LOWER DECK
ACT THREE
crew dining.
MAIN DECK
Guest cabins to accommodate twenty guests, plus
the infirmary and dining area. Airlock. When the yacht is
docked, guests depart from this level. The Baron has his
own security on board the yacht. Access to the yacht is by
invitation only. Guests of the Barons may come and go as
they please, but they must pass through security.
OWNERS DECK
The Barons Stateroom: Decorated in a frontier style
with sheepskin blankets on the four-poster bed. A big
walk-in closet thats mostly empty. (The Baron travels light.)
Liliannas (Nova Norling) room: Canopy bed, elegantly
decorated. Large walk-in closet filled with clothes and
innumerable pairs of shoes and boots.
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WEDDING PLANNERS
Bridge: Only the Baron, his pilot, and first mate are
ECHOES OF WAR:
always on duty.
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DIVERSION
OPTIMUS FAIRCHILD
ACT THREE
+
Gamemaster Dice Pool: Fairchilds Mental D8
+ Focus D8
Possible Assets:
,
Possible Complications:
yacht. (Mmmm)
Lilianna is on board the yacht. (True/False)
A room in the crews dorm is always kept locked.
EXAMPLE RESULTS:
(True)
D6
Complication.
around.
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WEDDING PLANNERS
brimmed sun hat that shades her face, and masks her voice
+
Gamemaster Dice Pool:
D6
D6
Possible Assets:
Nova whispers that she needs help. She cant talk here,
Possible Complications:
,
EXAMPLE RESULTS:
ECHOES OF WAR:
HERE WE ARE
Mal could tell the Crew the plan is off, hes a man of his
She uses make-up and special effects to play the part and
the fact that the Baron is a wng b dn. If Mal decides the
plan is off, the Crew has to decide what theyre going to do.
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guards arrive. The guards are armed with sonic pulse guns,
might fight their way out of the casino and into relative
safety elsewhere.
can protest his innocence, show them his ident card, refer
ACT THREE
If Zoes present and she tells them shes his wife, the
him. They dont have the authority. But the captain does
his room for the duration of the voyage, then handed over
to the Feds.
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WEDDING PLANNERS
are free to mingle and chat until the Baron is ready to toast
D8
D6
Possible Assets:
,
ECHOES OF WAR:
Possible Complications:
EXAMPLE RESULTS:
Complication.
Raise the Stakes: The Crew busts their
Crewmember out of the brig.
shell wear it on her wedding day. The Baron takes the case
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be interrupted by well-wishers.
Nova reveals that after she was hired for this job, she
EXAMPLE RESULTS:
Complication.
ACT THREE
D8
D8
HERE WE ARE
If the Crew wasnt inclined to help Lilianna before
D4
Possible Assets:
,
Possible Complications:
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ACT FOUR
He thanks Mal and the Crew for their hard work and
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WEDDING PLANNERS
FREEING DANIEL
Mental + Trick
D8
D8
Possible Assets:
,
Possible Complications:
ECHOES OF WAR:
an excellent time, since the Baron and all the guests will
EXAMPLE RESULTS:
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roll adds a
Complication such as
ACT FOUR
or
D6
Possible Assets:
Damage
power cell.
,
,
Possible Complications:
the energy along the barrel and out the muzzle at a velocity
and clear.
damage with
overpower the guard and grab the guns, they have to find a
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WEDDING PLANNERS
ECHOES OF WAR:
power cell.
power cell.
in any environment.
HERE WE ARE
Daniel is goin to rescue Lilianna come hell or high
water. He insists on trying to get into the wedding chapel.
If the Crew tells him about the cunning plan, he agrees to
go along with it. The moment Daniel suspects someone
is going to try to stop him he bolts. Good luck tryin to
catch him.
If Daniel shows up at the wedding chapel prior to
the ceremony, he tries to force his way inside. Inara and
everyone else in the room hears him arguin with security.
Inara could say that hes with her. If so, security lets him
enter. If Inara doesnt do anything, security tells Daniel
he can watch on TV like everyone else and escorts him
to the Grand Ballroom.
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HUMPED!
You can run Asantes attack on the ship any time that
seems likely to give the Crew the most grief. Remember,
THE LOWDOWN
The Baron takes Lilianna to her private suite on Deck
11. Only women allowed inside. The Baron goes to his suite
female member of the Crew can go inside with Lilianna.
Four bridesmaids are present to help with the dressing
of the bride. Lilianna doesnt really know these young
women. The Baron chose them because their families are
influential in the Alliance government. They gush over
Lilianna, though they roll their eyes and giggle behind her
back. They are in awe of Inara. They make snide remarks
to Kaylee.
54) to keep things clear. You dont have to wait for the
wedding scenario to play out. Right when the Crew thinks
everything is shiny, they find themselves in a big pile of
!
ACTION: ATTACKING ASANTE
DURING THE CEREMONY
and
).
+
Gamemaster Dice Pool: Asantes
D8
for each
D12 +
D10
D8 (one
D8)
Possible Assets:
,
Possible Complications:
THE PIRATES
One of Asantes crew has been masquerading as
ACT FOUR
EXAMPLE RESULTS:
D8 dice
from
her pool.
Extraordinary Success: The GM chooses if Asante
is Taken Out, creates or steps up a Complication,
or removes two of the
D8 dice
from
her pool.
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WEDDING PLANNERS
ASANTES ATTACKS
ceremony begins.
raise them.
+
Gamemaster Dice Pool: Asantes
D8
for each
D10
D8 (one
D8)
(if anyone is hangin onto him), leaps to his feet, and cries
out Liliannas name. She turns, sees him, and starts to run
to him. The Baron goes for Daniel. All hell breaks loose.
At that moment, Asante takes advantage of the chaos
Possible Assets:
ECHOES OF WAR:
D12 +
of her crew. She fires her weapon in the air and tells
,
Possible Complications:
,
EXAMPLE RESULTS:
D8
to stay put and no one will get hurt. To enforce this, one
D6.
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with orders to shut and lock the door behind her. She and
THE HOSTAGES
and any other members of the Crew who are present that
HERE WE ARE
THE CREW
they take time to yak about it, theyll arrive too late.
If they reach Serenity ahead of Asantes pirates, they
D8
D8
Possible Assets:
find the security guards have left their posts to deal with
the panicked passengers. They can make it on board
,
Possible Complications:
,
EXAMPLE RESULTS:
ACT FOUR
D8 Asset
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WEDDING PLANNERS
Truth is, she wont put up much of a fight. Shell tell him
for his life, offering her money, anything she wants. She
they met once in the War and hes just as pretty now as
tells him that she wants him to drop the lawsuit against
ECHOES OF WAR:
Possible Assets:
,
Possible Complications:
D8
EXAMPLE RESULTS:
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Possible Assets:
EXAMPLE RESULTS:
DOCKING CLAMPS
ACT FOUR
Possible Complications:
chase) or take a
D8
Complication to
trouble is coming.
+ Operate
D8
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ROLL CREDITS
continue on with this adventure. Depending on the outcome,
here is an idea for carryin on with the tale.
COME AGAIN?
Lets say the story has a happy ending. Mal and the
Crew make it safely back on board Serenity and they even
get paid. As a reward, Lilianna has given the crew the
diamond and sapphire necklace.
Only thing is, theres a kind of hitch. The necklace aint
no prize after all. Its cursed and the crews going to have
a hell of a time getting rid of it.
ECHOES OF WAR:
WEDDING PLANNERS
MAYHEM!
208
HOCUS POCUS
Mal eventually finds another buyer, Patience, who isnt
superstitious and doesnt believe in curses. Shes not willing
to leave her backwater moon, and forces the crew to come
to herno doubt theres a bullet or two waitin for them.
Badger....
ACT FOUR
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ECHOES OF WAR:
Shooting Fish
its more about being the last one standing than being
the first boat over the finish line. Anything goes and the
any Crewmembers not in the race can still run their own
after the race, with a lot of armed men. If he lost the race,
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CORTEXT DATAFILE
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ATTRIBUTES
SKILLS
10
DISTINCTIONS
8
1 Plot Point when you roll
aGain instead
of a .
SIGNATURE ASSET
8
Since the War, Shepard Rust has dedicated his life to
the orphans at the All Saints Orphanage. He wont let
to see the value in the little bit of hope hes built for
these kids.
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CORTEXT DATAFILE
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ATTRIBUTES
10
SKILLS
6
8
10
DISTINCTIONS
SIGNATURE ASSET
8
Whenever Lake tools around town, he does so in a beatup military vehicle he bought surplus from the Alliance.
Its loud, intimidating, and still armored.
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CORTEXT DATAFILE
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SERENITY CREW:
TUGGING THE
HEARTSTRINGS
for the
Crew follow.
WALKIN TALKIN
COMPLICATIONS
Even if Shepherd Rusts orphans arent
Major Gamemaster characters, you should
still use them actively. They make great
Complication fodder when Crewmembers
form bonds with them. Dont hesitate to
make the orphans scared, missing, crying,
or even injured to tug at the heartstrings
of the Crewmembers when the Crew rolls
the orphanage.
In addition to creating orphan-based
Complications, you can also use their
or Traits in an Action against
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SHOOTING FISH
TOWNSFOLK
he aint bereft of back up. A lot of his old unit stayed with
him, helped him take the town even. Hes looked after his
aint that they dont want to help each other out, just that
people, too; got them decent weapons and sees they are
well provided for. Not all of them are willing to die for him,
but they wont lose any sleep after killing for him.
Each of Lakes goons wears something purple to show
ECHOES OF WAR:
PLAYING TOWNSFOLK
Much like playing children (see Playing the Orphans
on page 219), townsfolk are Minor Gamemaster
characters. If a Crewmember wants to perform any
type of action against one that goes beyond simple
roleplaying, make the Traits represent any Skill
or quirk needed to round out the roll.
swipe a spare part she absolutely needs, but cant
pay for from a dour-faced merchant, shed roll
+
vs.
+
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MEEMAW CLEETUS
SK IL L S
MEEMAW CLEETUS
townsfolk of Endurance.
DISTINCTIO NS
instead of a
instead of a
instead of a
a sweet talker.
Likes and Dislikes: The Cleetus family likes money
and keeping to themselves. They dislike the townsfolk
and want to win the race out of spite. While they can be
SIGNATURE A SSE T
Only a fool would mess with Meemaw
when shes wielding her double-barrelled,
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SHOOTING FISH
SK IL L S
their second home, the Red Saloon. They have their name,
10
6
8
for free for the rest of their lives. There are five of them on
ECHOES OF WAR:
their boat, three men and two women, and all of them are
armed and blind drunk before the race even starts. Their
boat is carrying more booze than ammunition.
DISTINCTIO NS
instead of a
They are too wild to stick to any plans hatched before the
race, but a clever Crew could likely use them as a weapon.
Likes and Dislikes: They want to win and they want
to drink, and not necessarily in that order. They arent
instead of a
Spend 1 PP to create a
good times, liquor, or loud music.
Asset involving
instead of a
Crew:
SIGNATURE A SSE T
Only a fool would mess with Meemaw
when shes wielding her double-barrelled,
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SK IL L S
for the Alliance. There are a few folk who took up arms
for the Independent cause and theyve gotten mighty sick
time has come to make their stand. They dont even want
to win; they just want to see the mayor dead. Today theyll
dust off their old Browncoats and stand proud. They want
6
8
6
6
DISTINCTIO NS
instead of a
instead of a
the War.
Crew: Melissa Canterbury
, Lissette
instead of a
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SHOOTING FISH
ECHOES OF WAR:
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First Breath Derby, and get the boat he has fit for the job, as
well. While the Shepherd wont hide how dangerous the race
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SHOOTING FISH
ECHOES OF WAR:
KILLING BUZZARD
LAKE
It may seem that the easiest way to deal with
this situation is to kill Buzzard Lake. After all,
if the orphanage doesnt owe anything, there
isnt a problem. Unfortunately, it isnt as easy as
that. Newhall isnt a lawless backwater, and the
rule of law still stands. Lake has registered the
debt with the authorities in the city some miles
away, and used it as collateral for a personal
loan. This means that if he dies the debt passes
to his estate and the bank. The bank is a soulless
Alliance institution that wont think twice about
the orphans and sell the land for development
quicker than Lake will.
Its unlikely any attempt on Buzzards life will
go unnoticed. Lake has very solid connections
with the Alliance, who will send troops and
investigators to arrest the Crew. Rust might be
willing to give himself up and take the fall, but
only if the Crew agrees to win the race and save
his orphanage.
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CONFRONTING LAKE
if they deceive.
,
Possible Complications:
PRELUDE
D8
D8
Possible Assets:
AVOIDING LAKE
if
D8
D8
Possible Assets:
EXAMPLE RESULTS:
Possible Complications:
EXAMPLE RESULTS:
D6
Complication on
the Episode.
D6
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what they need and call in a few favors that the townsfolk
MIXING THINGS UP
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a good idea of what they might need to fix it. Theyll have
the basic structure of the boat and the state of the engines.
ACT ONE
to make the boat work. For this Act, you should make a
D6
D8
Possible Assets:
Possible Complications:
,
they get some work experience and the townsfolk get some
valuable help. Many townsfolk have offered gifts of their
time and supplies to help out the orphanage in return, but
EXAMPLE RESULTS:
plenty are happy to accept the free help and give nothing
TIMED ACTIONS
229
SHOOTING FISH
ECHOES OF WAR:
REQUIRED MAINTENANCE
but put a
Complication on each
,
Possible Complications:
Possible Assets:
D6
decide to forgo sleep; if they do, grant the Crew an extra beat
EXAMPLE RESULTS:
D6
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beat.
WATERPROOFING 1 ACTION
has to be found in town. If the job isnt done, the boat will
take on water. It might last the race if it takes no damage,
D6 +
D6
Possible Assets:
,
D6
+
Possible Complications:
D6
Possible Assets:
,
EXAMPLE RESULTS:
Possible Complications:
,
EXAMPLE RESULTS:
ACT ONE
D6
Complication.
D6
one beat.
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SHOOTING FISH
ECHOES OF WAR:
D8
D8
D8
D6
Possible Assets:
,
Possible Complications:
Possible Assets:
Possible Complications:
,
,
EXAMPLE RESULTS:
EXAMPLE RESULTS:
beat or takes a
D6
D6
Complication.
one beat.
MAKING IMPROVEMENTS
TO THE BOAT
With the boat now watertight and functional, the Crew might consider
a few ways to enhance it if they have the time. The Crew could make
any number of improvementsadditional weaponry, reinforced hull
plating, or improved enginesbut remind them that they have to
spend Plot Points to make those improvements into Assets that will
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WELCOME TO ENDURANCE
NOTABLE LOCATIONS
the boat can be found at the orphanage. Theres some wood,
stores might stock what they are looking for. He can give
the Crew a list of favors his children have done for the
townsfolk that might convince them to help. Sadly, not
everything is available from one store. There are several
traders the Crewmembers might have to deal with to get
everything they need.
While the Crew will spend most of their time searching
,
)
NAI NAI
than just hardware and boat stores. So, we offer a few more
loves having the orphans help out, as she likes having children
from the task at hand. You might add a few more shops
and inhabitants, as you see fit.
ACT ONE
runs along the docks and a high street that branches off
they are likely to run here and have Huian take them back
The rest of the town is residential, and those that live here
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SHOOTING FISH
LAPINSKIS
Maria Mascaras.
orphans.
ECHOES OF WAR:
Townfolk:
the War.
, Alan
Chiang (
), Francine Bilderbeck (
THE AQUARIUM
MASCARAS BOATS
into the War and never returned. Their mother sunk into
depression and rarely gets out of bed even now, except to
get more whisky.
Side Plot Tie-in: Maria will help the Crew for free if
they agree to steal some parts from Lapinskis.
, Rebecca Calavera (
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looking for the gator hides and strange plants they harvest.
but earn their real wage in the processing plant. They hope
for the many fishing boats that most of the town inhabitants
ACT ONE
THE DOCKS
)
Main Plot Tie-in: Lissette is one of the Browncoats
and has a scar on her arm she got in the fighting. She can
CANTERBURY FARM
Description: There are several small farms outside
the town. Like this one, most consist of a small farmhouse,
MILLIGANS
who all offer the best fresh fish, but this restaurant is the
CLEETUS FARM
Description: Way out of town where the land becomes
thick swamp is the Cleetus farm. The farm is falling down
and covered with vines, but its fortified and the Cleetus
family dont like strangers.
Townfolk: Meemaw Cleetus (page 221), Mabel Cleetus,
)
Main Plot Tie-in: As pretty much anyone in the town
eats here when they can, Frances and her small waiting
staff overhear a lot of gossip. They might share if the Crew
asks politely or tips generously.
235
SHOOTING FISH
PROCESSING PLANT
Lake can be found most days. See Act II, The Lowdown
on page 237.
list of the current race crews and basic details of the rules.
Lakes approval).
Townfolk:
ECHOES OF WAR:
POST OFFICE
Description: One of the towns community centers
is the old post office run by Garron and Julie Chow. This
couple is getting rather old now, but treats every parcel
as if it was their own. This means it aint yours no more!
want a stamp.
Townfolk: Garron Chow, Julie Chow (
money to fund the entry cost for his boat, but isnt so stupid
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a pit where people come to find cheap beer and get very
drunk. The Ocean View Tavern is where the wealthier folk
come to drink and gamble. Its where Buzzard Lake can be
found on most days, so much so he calls it his office. Hes
also a part owner in the establishment, so he has his own
table at the back. The Ocean View Tavern offers a variety
of decent drinks, bar food, and fair games of poker. It also
does quite well as a brothel.
In this Act, the Crew has their first real encounter
with Lake. He might know them already if they faced him
when he visited the orphanage. He may also have heard
more about them from Isaac Lapinski. If so, hell already
have formed an opinion about them.
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SHOOTING FISH
boat race. Hes the only person who can accept the Crews
petition to enter. While there are few rules about the entry
the matter right then and there, or try several plans to get
cares to. Hell use these rules to keep the Crew out of the
The best way to get Lake to allow them into the race is
ECHOES OF WAR:
a blind eye.
arrogant he thinks he cant. Hes pretty certain he can beat
unpredictable fools.
He doesnt want them in the race. Hell listen to their
petition to join very politely, and tell them they have sadly
missed the closing date for entries. Its a great shame, but
I cant just change the rules whenever it suits me.
If the Crew has already annoyed Lake, he might decide
to play nice to twist the knife. Hell make them fill in forms
and discuss the race and detail their boat. All the while hell
talk about how much he looks forward to racing against
them, as hes been waiting for a real challenge. When they
finally finish dancing around the admin, hell give them
his saddest face and tell them hes sorry but the race has
just closed.
for every
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D8 +
D10
Crewmember Pool:
+
D4
Possible Assets:
D6
D8
Possible Complications:
Possible Assets:
EXAMPLE RESULTS:
Possible Complications:
,
ACT TWO
EXAMPLE RESULTS:
kept
another Crewmember a
D8
D8 Asset
under fire during the War. Itll take some digging, though.
The Crew will have to find the secret Browncoats and
make friends with them. They can be found around the
town, but they might approach if the Crew appears to be
ex-Browncoats themselves.
During one of the early engagements, Lake found
himself in charge of a small unit after their officer died.
Independent troops stormed their position and they found
themselves fighting hand to hand. Lake ordered his men
to hold the ground, but slid away during the engagement.
He effectively used his own men as shields. Luckily for
Lake, all his men were killed, or died soon after from their
injuries. However, they inflicted enough casualties to drive
back the Independent forces. As the only survivor, Lake
was given a commendation for bravery for holding the
position, and promoted to sergeant.
239
SHOOTING FISH
the race.
Radke, who are both fishermen. Theo and Mary were part
of the Independent squad that attacked Lakes men and
saw him leave his men to die. Its never been worth their
while to challenge Lake about it, even though it sticks in
their craw. They have no evidence and know hell take all
they have and run them out of town. But they have told
ECHOES OF WAR:
EXAMPLE RESULTS:
GANGING UP
or
+
Gamemaster Dice Pool: Lakes
D10
D8 +
D4
Possible Assets:
Possible Complications:
,
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241
SHOOTING FISH
or
POSITIONING RESULTS:
same for several years, and while the track marshals who
lay out the buoys work for Lake, theyll happily explain the
ECHOES OF WAR:
the Crew sets the stakes for the positioning roll and the
Just like the pilots roll for the Crew, GMC characters
the stakes.
before all the other boats. During each section, the boat
in the race. The pilot rolls one of the boats Attributes and
one of the pilots Skills against the difficulty die and Traits
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ACT THREE
) arent nimble
).
The Gravedigger and the Warhorse, however, are
right behind the Crews boat, and both roll to try to catch
the Crews boat. Since the GMCs are acting against the
Crew, the Gamemaster has the Crew set the stakes and
the GMC boats attempt to raise the stakes against the
Crew. The Gravedigger fails to raise the stakes, slipping
back to third place with the Red Tide and Mee-Maws
Throne, but the Warhorse succeeds on the roll and
catches the Crews boat! Since the Warhorse and the
Crews boat are now in the same position, Lakes crew
gets ready to jump on the Crews boat and take it over!
Once the positioning order has been determined
in each section, each Crewmember can take an Action
to help their boat across the finish line. This means
whoever is piloting the Crews boat gets to take two
Actions in each sectionone for the positioning roll
and one for the Action the pilot takes in the Action
Order.
Remember to add the GMC captains to the Action
Order as well; each captain acts once per section, using their
ships crew as Traits to help them accomplish their goals.
See Boat Actions: Rubbing Is Racing on page 245 for
some common Actions the crews of each boat might take.
243
SHOOTING FISH
of the course that allows the Crew to really put their foot
SECTION THREE
MECHANICS
+
D8
D8
D4
Possible Assets:
ECHOES OF WAR:
SECTION THREE:
SHORT STRAIGHT
D6
+
,
Possible Assets:
,
,
Possible Complications:
Possible Complications:
of stone, but the sea has worn out its inside to create a
the exit, but how you get from one to the other is up to
also set up shop here and the whole place has become
Possible Assets:
The boats must drive all the way under the length
Possible Complications:
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SECTION FOUR
MECHANICS
D8
,
,
Possible Complications:
Possible Assets:
D10
D6 +
,
,
Possible Complications:
boat gets to perform one Action for each section of the race.
SECTION FIVE
MECHANICS
Positioning Dice Pool:
Possible Assets:
ACT THREE
Possible Assets:
Possible Complications:
will be first across, but theres still one more round of dirty
Pilots
Possible Assets:
+ Target
Possible Complications:
,
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SHOOTING FISH
EXAMPLE RESULTS:
(for a member of
(for the boat). The captain
ECHOES OF WAR:
Complication
die.
+ Target
Pilots
Possible Assets:
Possible Complications:
+ Pilots
EXAMPLE RESULTS:
Dice
Pool:
Targets
D6
+ Target Pilots
,
Possible Assets:
Possible Complications:
EXAMPLE RESULTS:
needing to roll.
the targets
Complication equal to
die.
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+ Target Pilots
Possible Assets:
Asset for
Possible Complications:
,
EXAMPLE RESULTS:
ACT THREE
D6
THE RACERS
this a fair race, least of all Lake. All of the other competitors
ORPHANAGES BOAT:
(UNNAMED UNLESS
CREW NAMES IT)
an Asset like
D8 for
the Crewmember
EMERGENCY REPAIRS
The boat just has to hold together to the end of the
SIGNATURE A SSE T
race. That might mean plugging holes with your nice dress,
putting out an engine fire with some of the beer you brought,
or holding those boards together with your brute strength.
+
10
plan at all. They want to drive fast and shoot at the other
they may yet finish the race, as several of the Red Saloons
D10
Possible Assets:
boat and join the party if theres room, replacing lost crew.
,
Possible Complications:
,
EXAMPLE RESULTS:
10
SIGNATURE A SSE T
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SHOOTING FISH
SIGNATURE A SSE T
SI GN ATU R E AS S E T
ECHOES OF WAR:
WINNING
THE BROWNCOATSS
BOAT: GRAVEDIGGER
The Independent faction is the only team in the race
not looking to win. They are here simply to get a shot at
winner is the one to cross the finish line with a living crew
theyll take out anything that gets in their way. The problem
is that the Crew needs Lake alive. If he dies, the bank takes
over the debt and may choose to add interest to it. There
may not even be a prize with the main sponsor dead.
SI GN ATU R E A S S E T
8
6
BUZZARD LAKES
BOAT: WARHORSE
best men to shoot anyone who gets close (and provide him
with human shields). His boat is the best and armed with
tells them hell visit the orphanage the next day with the
Lake the cash and get him to sign a receipt. With so many
shots at the others (so anyone else on the rock will have
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SHOOTING FISH
floor. Then he and his remaining men pile out and shoot
a few are out playing and may get caught outside. These
him, he can add their dice to his own rolls to attack the
but that makes it difficult for the good guys to find them,
have his gang absorb the blow, reducing the number of his
dramatic.
ECHOES OF WAR:
the Crew also needs to brave the outside and sneak around
looking for the lost ones. The kids in question are hidden
behind some corrugated iron that encloses the trash bins.
Theyll happily go with anyone they recognize who promises
He parks his vehicle in view of the front door. This not only
to sign the orphanage over to him, hell let them all go. Lake
THE HANDSOME
ENDING
just wants the Crew to take off, so hes keeping his word
on this one. Rust wont hand over the orphanage, in the
unlikely event the Crew leaves the Shepherd in the lurch.
After offering the deal, the horses stop circling. The
riders dismount and try to take control of the ground
floor. Luckily, theres a little open ground that might let
a few get taken out by anyone on the upper floor. Unless
the doors have been barricaded, theyll yield easily to the
assault. If the thugs have trouble with the doors, there are
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is Taken Out.
Extraordinary Success: Two of the thugs (and
as theyd like to
instead of
D6
D4
Possible Assets:
D8
,
Possible Complications:
,
EXAMPLE RESULTS:
D8
,
Possible Complications:
D10
Possible Assets:
. To avoid
ACT FOUR
to raise the stakes with one of Rusts dice in her pool, Rust
,
EXAMPLE RESULTS:
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DEFENDING AGAINST A
PURPLE GANG ATTACK
The Purple Gangs tactics: In the first round, spread
SHOOTING FISH
D8
D4
D10
D6
,
Possible Complications:
Possible Assets:
ECHOES OF WAR:
Gang goes on the offensive, the players set the stakes and
D8
Possible Assets:
EXAMPLE RESULTS:
,
Possible Complications:
EXAMPLE RESULTS:
saved. Without his men and having been beaten twice, his
DEFENDING AGAINST
BUZZARD LAKE
When it becomes clear the Crew isnt giving up, Lake
decides to go after whichever Crewmember has upset him
the most personally. If nobody did anything during the
race, he goes after the Crewmember who convinced him
252
to let the Crew join in the first place. As when the Purple
ROLL CREDITS
STOWAWAY BRIDE
One of the local town girls has taken a shine to a
free to take her home, all the way back she tries every
SLAVE HUNT
Rust once more calls upon the Crewmembers for help.
Recently, a large ship landed near the orphanage and took
several of the older children at gunpoint. The children
have actually been taken by Natureglass Terraforming as
indentured workers. This is little better than slavery, and the
children will be forced to sign some documents to make
it legal. Can the Crewmembers find and rescue them, and
put paid to some slavers on the way?
BROTHERS IN ARMS
With Lake out of power, the local Browncoats decide
they are ready to strike back further. However, a raid on
the local Alliance outpost does not go well. One of them is
taken prisoner. While the others are worried for their friend,
theyre also worried that the Alliance will be coming for
the rest of them. Can the Crew help break out the captured
Browncoat from a secure Alliance facility?
ACT FOUR
the actions of the Crew have changed things for the people
CLEETUSINSPAAAAAAAACE!
Even if the Crew lost the race and didnt end up with
a big payday, they likely still saved All Saints Orphanage.
Whichever crew did win the race gets a bright idea. They
use the prize money to buy themselves a ship and head
out to make a fortune in the black! Depending on how
the race went, the Crew might find themselves with new
allies, rivals, or even blood enemies.
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APPENDIX
foundation of a
on the
FIREFLY RPG
the show, but may have never role-played before. Lets give
the American Civil War, the war has left scars that are very
the gaming spectrum. So, the very first thing our team did
If you watch
broken down into five major acts. The story is usually based
on the need to find a job so the crew can continue to live free
fans with
Mal and his crew are the heroic underdogs in a big Verse
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headed:
Solis.
of
Monica Valentinelli
will be familiar with the terms used in the FIREFLY RPG rules.
July 2013
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APPENDIX
one can be
TV AT YOUR TABLE
FIREFLY ROLE-
the Verse. You can pick and choose which ones best fit
you and your Crew. Each one is built for a solid night or
THEME SONG
Remember the way your pulse quickens when you hear
the opening strains to the theme song of your favorite TV
show? You know its time to grab a drink and settle in for a
wonderful hour of immersing yourself in a fantastic story.
A theme song for your game can do the same thing. The
familiar song helps draw everyones attentionthe game is
starting, so its time to put the chatter about work or whos
ordering pizza in the background. Using the theme song
from Firefly is an obvious choice, but it isnt the only one
thatll set the mood. A Crew made up of ex-Alliance might
prefer a composition thats more military sounding, while
a Crew more into exploring the black than shipping cargo
might want to hear the blare of trumpets as they venture
off into the unknown. Dont forget to let Crewmembers
pick their characters theme songs. That way, when the song
starts playing, the player will know its her time to shine.
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OPENING CREDITS
set of opening credits that sets the tone for the show and
Ask players to point out what scenes from the last session
know a saboteur has been on their ship, but will they find
COMMERCIAL BREAKS
TV shows have commercial breaks. So should your
real actors. Finding the right actor is a quick web search away.
scenes, remember that Firefly rarely shows the nuts and bolts
to give a burst of flavor for the setting. You can read these
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APPENDIX
MIX IT UP
TAKE IT ONLINE
blog for your game is easy. Its a great place to store character
fixing up the boat, and then having the race. Or you could
another set talking with the owner of the general store, and
happened last time. Dont feel like this is only the GMs
they all come back together for the race. Both methods
run the adventures the way that best fits your players. Most
with whats going on, smaller pairs and trios handle subplots,
SPIN-OFFS
The E W adventures can stand alone, but
July 2013
this
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VOWELS
a: as in father
ai: long i as in eye
e: uh as in duh
i after h or r: r as in grr
dialects you could go to the village just over the hill and
i after s, c, or z: z in buzz
i elsewhere: ee as in beet
ou: long o as in so
PRONUNCIATION GUIDE
pinyin (
CONSONANTS
b: unaspirated p as in spit
c: ts as in hats
d: unaspirated t as in stop
g: k as in skill
h: as in hay and also acceptable as in hero
j: chy as in churchyard
q: ch as in cheat
x: sh as in sheet
y: as in yes but pronounced with rounded lips if
before a u
z: ds as in fads
zh: j as in Joe
TONES
Chinese is what they call an analytic language. Thats a
fancy way of saying it uses no tenses, verbs dont conjugate,
and you dont add little extras like s at the end to make
something plural. That makes grammar easy-peasy even
for a back-birth.
But you know what really trips up them English
speakers about Chinese? The languages got four ways of
pronouncing most every word. You move the tongue a
click off, the tone aint gonna come out right and meaning
gets all gorramn butchered.
Take the greenhornsthey pronounce four (s)
and die ( ) alike. Might raise trouble when your aims
to haggle bout pay, not threaten the well-being of your
current employer.
Thats why there are four funny little marks to set them
apart, because its all about pitch pattern.
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APPENDIX
FIRST TONE
Educated folks call this the macron, the long mark,
looking like this: . Its spoken with an even but high pitch.
SECOND TONE
This has an acute accent: . Say it with a rising pitch,
DAILY NECESSITIES
All-purpose greeting:
THIRD TONE
Its something of a trick, this third inflection. A caron,
or a small curl, marks the top: . You dip the pitch, then
rise it back up (similar to how youd pronounce the second
tone). Be quick and smooth about it, though, or youll end
up with
FOURTH TONE
this. When you see a grave accent like in , drop the
pitch with a heavier, deeper enunciation. This is what you
get when you dont lift the inflection to finish the third tone.
or
Brother, little: d or d d
Come in:
Congratulations:
Correct: du
Danger, dangerous:
Daughter:
; polite form is
(a thousand gold,
implying preciousness)
Dont:
Dont know:
Everybody:
Excuse me: bo qin
Father: b b; polite form is f qng
Free (no cost):
Good morning:
Good night:
Goodbye: zi jin
Have you eaten?:
(Doubles as a common
greeting)
He/she:
If I may ask:
Incorrect, wrong: b du
Maybe, perhaps:
Miss:
Mister:
Mother:
My name is:
No: b sh
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OK, good: ho
Please:
Quiet down:
Servant:
; nn p,
Sister, big:
for female
or
; polite form is
Sorry:
Take care:
(maintain weight)
Thank you: xi xi
Very:
Caper:
Wait a minute:
What?:
Con artist:
Yes: sh or sh de
;
PETTY THIEVIN
Bandit, brigand:
Understand?:
You:
Sister, little: mi or mi mi
Son:
(twist a
(old thousand)
for plural
Youre welcome: b xi or
Dont shoot!:
FOLK TALK
Get pinched:
Heist:
Gang leader: lng tu (dragon head for feared crime
lords like Niska) or
Kill: gn (slang)
Master thief:
(rolling egg)
Murderer:
Get real:
Oddball, goofball:
Ill be back:
Old Switcheroo:
Ill be in my bunk:
Petty Thief:
More or less:
Pickpocket:
Oh my god!:
Punk, gangster:
Psycho, neurotic:
crowd of inferiors:
among chickens)
Overkill:
chicken)
Slave: n l
Small potato:
Smuggling:
(private trafficking)
Snitch (person):
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APPENDIX
Thug: gn or bo t
UP IN ARMS
At ease:
AWOL:
Brig: lo fng (prison house)
Cease fire!:
Commanding officer:
Court martial:
Drunken fool:
Excrement:
VERSE-RELATED
Alliance, The:
Fool:
(silly melon)
Garbage, trash: l s
Browncoat:
Go to hell:
Companion:
(go die)
Jerk: hn dn or
Firefly:
Lackey dogs:
Gorramn:
Lowly scum:
Pile of dung:
Shut up:
(stinkin)
(order reversed
Sissy:
Son of a harlot:
Son of a bitch:
Unification War:
Wave: lng xn
Useless: fi w
Whore:
You wanna / lookin to die?!:
Your cerebral electrodes are malfunctioning:
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GONGHE
Xing Yun
RUBICON
OSIRIS
Epeuva
Tannhauser
LIANN JUIN
Tiantan
Fu
SANTO
Tethys
VALENTINE
Selene
Chons
BELLEROPHON
Tyrins
Xanthus
Parth
Ariopolis
Shiva
Poseidon
ALBION
Avalon
LUX
ARIEL
PERSEPHONE
Hades
Renaa
PELORUM
Kaleidoscope
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APPENDIX
GLOSSARY
FIREFLY ROLE-PLAYING GAME.
act
callback
difficulty die
A series of scenesseveral
Action is going to be
Distinction
Trait that represents a characters
Competent
Complication
by an Action Order
drawback
something
Crew
Episode
Crewmembers as a group
to an Episode from a TV
Asset
Helpful Trait that you may include
in your dice pool when appropriate
Attribute
Your core areas of ability: MENTAL,
PHYSICAL, and SOCIAL
beat
The subjective unit of time it takes
for a character to carry out a single
Action
benefit
The part of a trigger that gives
you something beneficial
Big Damn Hero Dice
Dice you earn from
extraordinary successes that
you can use in later Actions
botch
A big gorramn screwup, youre
humped, all your dice came up 1,
total zero
Crew Sheet
GMCs
Episode Guide
information
Crewmember
A character played by a
Expert
dice pool
Extra
die rating
extraordinary success
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Gamemaster (GM)
Opportunity
Skill
awesome
gang up
Plot Point
Specialty
A narrow area of concentration or
focus within a Skill
Timed Action
A series of Actions that must be
attempted before a certain length of
time elapses
total
The result of adding at least two of
your dice together after rolling your
dice poolusually your two highest
rolling dice
Trait
Game stat that can be rated by dice
of various sizes, usually made up
of a name and a die rating, usually
included in a dice pool
trigger
A special effect belonging to a
Distinction that allows a player to
influence the story in some way
Untrained
Having a d4 rating in a Skillgo
ahead and try anyway!
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APPENDIX
was published in
The game rules are rooted in the Cortex Plus system and
specially designed to suit the
setting.
of
for you, but we will provide lots of ideas for you to explore
your favorite characters and come up with your own ideas
and your own new characters.
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FIREFLY RPG
DriveThruRPG.com.
of
I WOULD LIKE TO BE A
PLAYTESTER. WILL YOU
CONDUCT OPEN PLAYTESTS?
existing staff.
FIREFLY RPG
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SERENITY
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