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chris moore (order #4842752)

chris moore (order #4842752)

GAMING
GEN

CON

IN THE

2013

WRITTEN BY:

RULES EDITING BY:

Monica Valentinelli, Margaret


Weis, Dave Chalker, Rob
Wieland, Philippe-Antoine
Mnard, and Cam Banks

Mark Diaz Truman

DEVELOPED BY:
Monica Valentinelli and
Amanda Valentine

SYSTEMS DESIGN BY:


Cam Banks, Dave Chalker,
Philippe-Antoine Mnard,
Rob Wieland, and
Mark Diaz Truman

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

Written by: Margaret Weis

Written by: Andrew Peregrine

Additional Writing
by: Rob Wieland and
Monica Valentinelli

Additional Writing by:


Rob Wieland, PhilippeAntoine Mnard, and
Monica Valentinelli

Edited by: Amanda Valentine


and Sally Christensen

Edited by: Amanda Valentine


and Sally Christensen

Developed by: Rob Wieland


and Monica Valentinelli
Systems Design by: Cam Banks,
Dave Chalker, PhilippeAntoine Mnard, Rob Wieland,
and Mark Diaz Truman
Art by: Kurt Komoda

Developed by: Rob Wieland,


Monica Valentinelli, and
Philippe-Antoine Mnard
Systems Design by: Cam Banks,
Dave Chalker, PhilippeAntoine Mnard, Rob Wieland,
and Mark Diaz Truman

Robert Wilson IV

Art by: Jennifer Rodgers

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

THE WAY OF THINGS ............................................................. 8

39

ABOUT THESE RULES..................................................40

UNIFICATION WAR................................................................. 8

CREWMEMBER BASICS.......................... 41

YOU AND YOUR CREW.......................................................... 8

DICE POOL TERMINOLOGY................................................45

DICE AND GEAR ..................................................................... 9

A BASIC TURN .......................................................................46

CHAPTER SUMMARY ...........................................................11

SAMPLE DICE POOLS ..........................................................51

ITCHIN TO COMMENT? ..............................................11


UP, UP, AND AWAY! ..............................................................13
FEELIN TETCHY? .........................................................13

FOR THE GAMEMASTER ......................... 52


DIRECTING AN EPISODE.....................................................53
ABOUT ECHOES OF WAR ...........................................53

15

CONFLICT AND ACTIONS ...................................................54

LIST OF EPISODES ...............................................................15

USING PLOT POINTS AS THE GM ......................................59

EPISODE GUIDE

SERENITY, PILOT EPISODE ...................... 16


CHINESE PHRASES ..............................................................21
PLACES, MOONS, AND PLANETS.......................................22

ROLLING FOR THE OPPOSITION .......................................56

FIND A CREW

63

ABOUT THESE RULES..................................................64

GUNS AND GEAR .................................................................23

READING CREW SHEETS ....................................................64

SHIPS AND TRANSPORTATION ..........................................24

DICE RATINGS ..............................................................66

FURTHER ADVENTURES .....................................................25


SHIP OR NO SHIP?.......................................................25
UP THE STAKES, GAMEMASTERS! ............................25
THE TRAIN JOB ..................................... 27
THEMS FIGHTIN WORDS ..........................................28
CHINESE PHRASES ..............................................................32
PLACES, MOONS, AND PLANETS.......................................33
GUNS AND GEAR .................................................................33
SHIPS AND TRANSPORTATION ..........................................34
FURTHER ADVENTURES .....................................................35

chris moore (order #4842752)

MAIN CAST .......................................... 67


CREATING A CUSTOM CREWMEMBER ...... 86
STEP 1. CHOOSE ATTRIBUTES ...........................................86
STEP 2. CHOOSE DISTINCTIONS.......................................86
STEP 3. CHOOSE DISTINCTION TRIGGERS .....................99
STEP 4. STEP UP SKILLS......................................................99
STEP 5. CHOOSE SPECIALTIES
OR SIGNATURE ASSETS ................................................... 101
STEP 6. BIOGRAPHICAL INFO ......................................... 102

OTHER FOLKS IN THE VERSE ................ 103


HOW TO USE CREWMEMBER ARCHETYPES ................ 103

WEDDING PLANNERS

144

STEP 1: PICK AN ARCHETYPE ......................................... 103

INTRODUCTION ................................... 147

STEP 2: CHOOSE TWO DISTINCTION TRIGGERS ........ 105

RUNNING WEDDING PLANNERS .......................... 148

STEP 3: STEP UP SKILLS................................................... 105

THE WAY OF THINGS ........................................................ 149

STEP 4: ASSIGN THIRD SKILL SPECIALTY ..................... 106

CASTING CALL ................................................................... 149

STEP 5: SELECT A SIGNATURE ASSET............................ 106

THE BARONS BODYGUARDS ................................. 151

STEP 6: NAME YOUR CHARACTER ................................. 106

DANIELS GUARDS .................................................... 153

CHINESE CHARACTER NAMES ............................... 107

STEELES HIRED MEN............................................... 157

OLD WEST CHARACTER NAMES ............................ 107

ASANTES CREW ....................................................... 158

ARCHETYPES ..................................... 108

IS THIS THE SAME BADGER? .................................. 164


BADGERS GANG ...................................................... 165

FIND A SHIP

133

RULES FOR YOUR BOAT ....................... 134


ABOUT THESE RULES............................................... 134
ATTRIBUTES ....................................................................... 135
SHIPS FOR GAMEMASTER CHARACTERS ............. 136
DISTINCTIONS ................................................................... 137
SIGNATURE ASSETS .......................................................... 137
ASSETS ON THE FLY ................................................. 137
MAKING YOUR OWN SHIP .................... 138
STEP 1: PICK A CLASS ...................................................... 139
STEP 2: CHOOSE TWO MORE DISTINCTIONS.............. 140
STEP 3: SELECT UNIQUE DISTINCTION TRIGGERS ..... 141
STEP 4. CHOOSE SIGNATURE ASSETS .......................... 141
SHIP NAMES .............................................................. 142

PRELUDE ........................................... 166


TWO JOBS IN A ROW?!? .................................................. 166
ACT I: WE DIDNT SIGN UP FOR THIS! .... 168
SCENE ONE: SPOILED LITTLE RICH GIRL ...................... 168
LOW ON FUEL ........................................................... 169
SCENE TWO: THE NOTE ................................................... 173
SCENE THREE: LILIANNAS SECRET ............................... 175
CONVINCIN THE CAPTAIN ..................................... 176
SCENE FOUR: DAYS IN THE BLACK ................................ 176
ASANTE, SIMON, AND RIVER .................................. 178
ACT II: WERE HUMPED! ....................... 179
RULES VARIANT: RUN, RABBIT, RUN ..................... 181
SOLD INTO SLAVERY................................................ 184
ACT III: THE WEDDING PLANNERS ......... 185

STEP 5: NAME YOUR SHIP ............................................... 142

SCENE ONE: RIMS DREAM ............................................. 185

OUT OF GAS SHIP CREATION ............................... 143

THEMS SOME MIGHTY FINE GUNS, BARON........ 190


ALTERNATE SCENE: BLACKJACK BLACKY ..................... 195
SCENE TWO: THE WEDDING BREAKFAST .................... 196
ACT IV: THE WEDDING CRASHERS ......... 198
SCENE ONE: THE COURSE OF TRUE LOVE ................ 198
MINE IS AN EVIL LAUGH ....................................... 199
SCENE TWO: SOMETHIN OLD, SOMETHIN NEW ....... 203
MAYHEM! ................................................................... 208
ROLL CREDITS ................................................................... 208
ALL THAT GLITTERS... ............................................... 209

chris moore (order #4842752)

SHOOTING FISH

210

THE WAY OF THINGS ........................... 213

ACT IV: BUZZARD CIRCLES HIS PREY ..... 249

SERENITY CREW: TUGGING THE HEARTSTRINGS 219

THE LOWDOWN: DOUBLE OR NOTHIN........................ 249

WALKIN TALKIN COMPLICATIONS ...................... 219

THE HANDSOME ENDING ....................................... 250

PLAYING TOWNSFOLK............................................. 220

TROUBLE: LAKE GOES ALL IN ......................................... 250

OTHER RACE COMPETITORS........................................... 221

SHOWDOWN: SHOOTOUT AT ALL SAINTS ................... 251

TAKIN THE SCENIC ROUTE .................................... 224

ROLL CREDITS .................................... 253

PRELUDE: SINNERS HELPING SAINTS .... 225


KILLING BUZZARD LAKE ........................................ 226

APPENDIX

RULES OF THE RACE ............................................... 226

FIREFLY RPG: BEHIND THE SCENES ....... 254

THE LOWDOWN: A CHARITABLE PROPOSITION ......... 225

254

TROUBLE: MEET MR. MAYOR .......................................... 226

BUILDING THE ECHOES OF WAR LINE .......................... 254

THE SHOWDOWN: SHAKIN HANDS

OUTLINING THE EXCLUSIVE ........................................... 255

AND KISSIN BABIES ......................................................... 227

DESIGNING THE COREBOOK .......................................... 255

MIXING THINGS UP ................................................. 228

BEHIND THE FRONT LINES ................... 256

ACT I: EVERYTHING LOOKS LIKE A NAIL .. 228

TV AT YOUR TABLE............................................................ 256

THE LOWDOWN: A FIXER UPPER ................................... 229

CHINESE TRANSLATION GUIDE .............. 259

TROUBLE: SWING THAT HAMMER ................................. 229

PRONUNCIATION GUIDE ................................................. 259

TIMED ACTIONS ........................................................ 229

CHINESE WORDS AND PHRASES ................................... 260

ALL THE TIME IN THE WORLD ................................ 230


THE SHOWDOWN: CASH ON THE BARREL................... 230
MAKING IMPROVEMENTS TO THE BOAT .............. 232

ATLAS OF WHITE SUN ......................... 263


GLOSSARY ......................................... 264

WELCOME TO ENDURANCE ............................................ 233

FREQUENTLY ASKED QUESTIONS ........... 266

ACT II: MAKING A CHALLENGE .............. 237

SERENITY .......................................... 268

THE LOWDOWN: A MEETING WITH HIS HONOR ........ 237


TROUBLE: WERE ALL FULL UP ....................................... 238
THE SHOWDOWN: BRINGING THE LAKE TO A BOIL ... 238
GANGING UP ............................................................. 240
ACT III: HORSESHOES AND HAND
GRENADES ........................................ 241
THE LOWDOWN: DRIVERS, START YOUR ENGINES .... 241
TROUBLE: FIGHTIN FOR THE CHECKERED FLAG........ 242
BOAT ACTIONS: RUBBING IS RACING ........................... 245
THE RACERS ....................................................................... 247
WINNING ............................................................................ 248

chris moore (order #4842752)

CHARACTERS
ASANTE OKORO .................................. 158

NOVA NORLING .................................. 162

BADGER ..................................... 18, 164

PATIENCE ........................................... 19

BARON OPTIMUS FAIRCHILD ................. 150

PATIENCES THUGS .............................. 19

COL. THOMAS LING .............................. 36

REAVER SHIP ...................................... 24

CROW ................................................ 30

RIVER TAM .......................................... 84

DANIEL BLAKE ................................... 152

ROSCOE BUZZARD LAKE .................... 216

FINN THE MERCENARY ......................... 37

SETH LIANG ....................................... 160

HOBAN WASH WASHBURNE ................ 72

SHEPHERD DERRIAL BOOK ..................... 80

INARA SERRA ...................................... 78

SHEPHERD MORDEKAI RUST ................ 214

JAYNE COBB ........................................ 74

SHERIFF BOURNE ................................ 31

KAYWINNET LEE KAYLEE FRYE ............. 76

SIMON TAM ......................................... 82

LAWRENCE DOBSON ............................ 20

TEMPLETON COLT STEELE .................... 156

LILIANNA FAIRCHILD ........................... 154

THE CHILDREN OF ALL SAINTS

MALCOLM REYNOLDS ............................ 68

ORPHANAGE ...................................... 218

MARK STADLER ................................... 26

ZOE ALLEYNE WASHBURNE .................... 70

ARCHETYPES
ACADEMY DROPOUT ............................ 108

DERELICT SALVAGER ........................... 120

ALLIANCE AGENT ................................ 110

DISHONORED POLITICIAN ..................... 122

ASTEROID MINER ................................ 112

DOCK FOREMAN ................................. 124

BATTLE-WORN BOUNTY HUNTER ........... 114

HIGH STAKES GAMBLER ....................... 126

BORDER PLANET FARMER .................... 116

SMALL-TIME TRADER .......................... 128

CORTEX HACKER ................................ 118

TRIAD ENFORCER ................................ 130

chris moore (order #4842752)

chris moore (order #4842752)

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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favorite to this very day. Its impossible to walk through


upcoming

a gaming or science fiction convention without coming

you may have

across fans wearing a Firefly T-shirt or an orange-striped hat.

already heard a thing or two about the popular TV show

The show follows the trials and tribulations of Mal

created by Joss Whedon. Just in case you havent, heres

and eight other folk as they fly around on a Firefly-class

the low-down.

transport from job to job, planet to planet. Part of what

picked

up

this

preview

of

the

FIREFLY ROLE-PLAYING GAME,

Firefly is a space western television series that debuted

makes the Firefly TV series so much fun to watch is that

on the Fox Television Network in 2002. The show takes place

you find out more about Mal, Zoe, Wash, Simon, River,

in the 26th century and follows the comings and goings

Jayne, Book, Inara, and Kaylee with each passing episode.

of a close-knit crew led by Captain Malcolm Reynolds.


Though it was cancelled after fourteen episodes, Firefly

Admittedly, life for Mal and his crew is harder than


it needs to be. As it turns out, theres a darn good reason

has achieved a cult status in the hearts and minds of fans

for itthey insist on surviving on their own terms

worldwide. This beloved TV series continues to be a fan

instead of settling down on Alliance-friendly planets.

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chris moore (order #4842752)

THE 'VERSE

THE WAY OF THINGS

UNIFICATION WAR

stretched out a bit and found a new galaxy. Hundreds of

around and demanded all other planets should fall under

worlds were terraformed, creating all manner of habitable

their rule. Not everybody agreed. Some who didnt fought

landscapes. Despite there being a few problems with the

in the Unification War against the Alliance. Like any war, it

technology, folks quickly set up colonies and settled in.

was a bloody conflict and a lot of folks died on both sides.

At the heart of this galaxy lies the Core, a group of

Mal and Zoe fought in that War. In fact, they both took

centrally located planets that form the Alliance. This is the

to the frontlines in the last major confrontation: the Battle

richest part of the known Verse. Many of the surrounding

of Serenity Valley. Just when Mal thought the Independents

Border Planets do a heap of lucrative business with their

were winning, his unit was forced to lay down arms and

wealthier neighbors.

surrender. To this day, the so-called Browncoats havent

Though theres more buying and selling to be had

forgotten what happened. Though they lost the War, most

closer to the Core, Mal and his crew stick to the fringes of

Independents still dont believe they were fightin on the

space, out in the Black. Why? Well, lets just say they dont

wrong side. Now, most ex-soldiers like Mal prefer to

take too kindly to the Alliance.

venture out on the Rim, far away from the Alliance-run


Core Planets, taking whatever jobs they can to stay alive.
As you might have guessed, each member of Mals
crew has their own reasons why theyre flying across the
Verse with him. To survive, the crew finds all manner of
jobssome legal and some not so muchand travel from
one side of the Verse to the other.

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Whether or not they finish the job and get paid in a


timely fashion is another matter entirely.

YOU AND YOUR CREW


FIREFLY ROLE-PLAYING GAME

with new fans and tried-and-true Browncoats in mind.


Both new players and veteran gamers will find examples,
page references, and other teaching tools throughout
every game book and supplement to quickly learn this
fun, fast-paced game.
With the

FIREFLY RPG,

you can participate in

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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chris moore (order #4842752)

THE 'VERSE

SIMON:
MAL:
SIMON:
MAL:
Safe

Captain why did you come back for us?


Youre on my crew.
You dont even like me. Why did you come back?
Youre on my crew. Why we still talking about this?

With this game you can play through your favorite


television episode. Or, if its to your liking, you can play

Each time you sit down to play in the Verse, youll

through an adventure like Wedding Planners. And if youve

be starring in an Episode. Most Episodes will last between

got ideas for Firefly adventures, you can design your own.

two to four hours depending upon the number of players

The game teaches you how to form a crew, take on jobs, and

involved and the scope of your story. If your storytelling

keep flyin. The stories you tell will be unique, because youll

really gets going, you may discover that your Episode is

base your game on what you love most about the Verse.

actually a two-parter, ending on a cliff hanger and continuing

DICE AND GEAR


FIREFLY ROLE-PLAYING GAME

need to grab a few essentials.

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TIME

the next time you play.


Episodes may be strung together to create an entire
season that lasts for several weeks or may be played in
one evening or afternoon. Stand-alone Episodes, like
Wedding Planners and Shooting Fish, are also referred

PLAYERS

to as adventures and are broken down into five major

To play the FIREFLY RPG, you need a minimum of

actsjust like in the show. All adventures also give

two other people to play with. The game works best with

you more ideas to create your own Episodes so you

a ships Crew of three to five players and one Gamemaster

can keep playing the game.

(GM). The GM acts as the director, producer, and narrator


for your Crew.

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chris moore (order #4842752)

DICE

POKER CHIPS

First thing you want to pick up is some dice. If you

Plot Points are the currency of your game. To track

havent played an RPG before, these dice may look a mite

your Plot Points, which are explained on page 50, you

funnybesides the usual 6-sided dice, youll need some

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

dice to roll. So, when you see

a bit better. Grab a handful and keep them close to you

has four sides. A

, thats a single die that

means a die with 10 sides, and so

THE 'VERSE

on. When you see a rule that includes

during the game.

, youll need to

Though the colors dont matter much, you might want

roll two eight-sided dice. Youll want a small handful of

to pick the same color for all your chips. That makes em

s and

s since youll roll them the most.

You can find these funny dice at game or hobby stores,


at game conventions, or through an online store. You can
buy a bunch for yourself, or share them with the other
members of your Crew. Theres no need to make sure
your dice are all color coordinated, unless you want them
to be. A dice pool made up of the colors of the rainbow
is mighty pretty, too.

easier to spot and keep track of.

PENCIL AND NOTECARDS


The last thing you need is a writing utensil of some sort
and some extra pieces of paper or note cards and the like to
record Assets and Complications during gameplay. Pencils
are preferred, but a fancy new pen works, too. The rest of
the materials you need are all included in this rulebook.

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chris moore (order #4842752)

CHAPTER SUMMARY

ITCHIN TO
COMMENT?

read through Gaming in the Verse to get a handle on how


the dice will shape your story.
While the game is easy to learn and fun to play, youll
want to get a grasp of the rules before you get started. If
We have plenty of examples throughout the game thatll

THE 'VERSE

you dont pick them up right away, dont stress too much.

You read the contents of Gaming in the


Verse and you still got questions about
the upcoming
RPG? Find us at www.
margaretweis.com. Weve got a forum set up
and well be happy to answer your queries
in a timely fashion. Were on Facebook and
Twitter, too. Dont be shygive us a shout!

help put your confusion to rest.

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 4: FIND A CREW


To play this game, youll need to figure out what type of

CHAPTER 2: EPISODE
GUIDE PREVIEW

character youll be. To help you decide, this chapter includes

The first two episodes of the Firefly TV series, Serenity

the FIREFLY

a new character creation system. Character creation in


RPG

is designed to fit your needs. You

(Pilot) and The Train Job, remind you what happened

can either start playing right away with one of our pre-

in the show, offer some rules for interestin folks, ideas for

generated archetypes or generate your character using a

further adventures, and more.

step-by-step process.

The FIREFLY RPG will include all thirteen episodes

Serenity Crew, which is also available separately, includes

presented in a similar fashion. By the time youre done

all your favorite characters and twelve, customizable

reading through these episodes, youll understand how

archetypes of folks youll find in the Verse. The abridged

the game works and how to apply the shenanigans of Mal

character creation featured in this chapter is exclusive to

and his Crew to your game. Shiny!

Gaming in the Verse. It will be expanded with more options,

CHAPTER 3: BASIC RULES


You cant play in the Verse without knowing a few
rules. This chapter is an abridged version of the rules and

along with new archetypes, for the upcoming corebook.

CHAPTER 5: FIND A SHIP


In the

FIREFLY RPG,

your ship is a part of your

is included with every stand-alone adventure in the Echoes

Crew. This chapter, which is exclusive to Gaming in the

of War line. The corebook builds on these basic rules and

Verse, introduces new rules to build your boat and shows

expands on them considerably. All rules presented in the

you how she works in your game. Youll also find rules

Echoes of War line and this Exclusive are compatible with

for Serenity so you can add her to your next Episode. The

the upcoming FIREFLY

upcoming corebook will greatly expand on this chapter.

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

for fun and profit. Well, mostly profit. Enter Templeton


Steele, a powerful weapons designer whose bride-to-be
is none other than the lovely Liliana Fairchild. Now, on
account of these two lovebirds getting hitched, you and
your Crew are hired to transport Lilly to a fancy ship
called the Rims Dream. Sounds easy enough, right? Unite
the happy couple and youll get paid. Only thing is, this
Princess aint exactly happy about the wedding. The more
you find out, the worse this job getsand the less chance
you have of getting paid.
The Cortex Plus version debuts in Gaming in the Verse
and is fully compatible with all rules designed for the
FIREFLY RPG. It is available separately in digital format.

CHAPTER 7: SHOOTING FISH


Shooting Fish is an Echoes of War adventure presented

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by Andrew Peregrine starring Mal and his crew. You may


also play through the Episode using your own Crew.
The War may be over, but there are still plenty of bad
people looking to do bad things. They dont seem to need
war as an excuse to come after their fellow man, neither.
Some folk will happily turn out a bunch of orphans to
make themselves a few coins. Buzzard Lake is one such
fella, but like all men he has a weakness. He doesnt like
to lose. Thats where you and your Crew come in. Lake
needs to learn what second place feels like, and youre
going to teach him. You might even save some orphans
in the bargainif he doesnt kill you first.
Shooting Fish is also available separately in digital
format.

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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

corebook will also have an

Appendix. Itll include an expanded Chinese translation


THE 'VERSE

guide along with a few extras unique to that release.

UP, UP, AND AWAY!


FIREFLY ROLE-PLAYING GAME

toward honest, working-class folk like yourself whore


struggling to find their way through the Versein spite
of the Alliance breathing down their necks. You and
your Crew will get a ship of your own and have plenty
of opportunities to find jobs. You got no work? Then you
got no food or fuel or medicine. Livin or dyin is usually
just the difference of a few credits or a lucky salvage. Its
as simple as that.
Its no joke: your life is dangerous. From Reavers to

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low-down, good-for-nothin backstabbers and everyone in


between, youll encounter heaps of trouble. It dont matter
if youre working with the Alliance or not; you wont always
be able to finish the job. What kind of jobs you take, where
you wind up doing em, and who you decide to deal with
is up to you.
Out in the Verse theres not much you can count
onjust your ship and your Crew. Good luck!
Find a Crew. Find a Job. Keep Flyin.

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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chris moore (order #4842752)

chris moore (order #4842752)

EPISODE GUIDE PREVIEW

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

The Train Job

Out of Gas

Bushwacked

War Stories

Shindig

Trash

Safe

The Message

Our Mrs. Reynolds

Heart of Gold

Jaynestown

Objects in Space

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EPISODE GUIDE PREVIEW

Well, you were right about this being a bad idea.

SERENITY, PILOT EPISODE


These details are mighty important, showing the

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folks were introduced to the Verse and the crew of Serenity.

reasons why Mal doesnt like the Alliance all that much and

During the pilot, viewers got to know Mal and his crew

hinting at the relationship between Mal and Zoe. Viewers

while they were dealin with the worst kind of luck.

learn how Mals history drives him to find a crew, find a

If youre the type who wants to play through Serenity


at your table, read through the scenes below to jog your
memory. Now, you might decide that you dont wish to play
through the events as they happened in the showand,
honestly, thats quite understandable, since things never
seem to go smooth for Mal and his crew. Each scene
includes a little commentary and inspiration for you and
your Crew to help you start flying in the Verse.

BATTLE OF SERENITY

job, and keep flyin.

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 opening scene flashes back to the Unification

hot cargo from time to time. What kinds of accoutrements

War between the Alliance and the IndependentsAKA

will you want on hand to aid in your escape? Gear, like

the Browncoatsand sets the tone for the series. From

the Crybaby, is mighty usefulitll increase your chance

the get go, its clear that this is a story where spaceships

of success by giving you more dice to roll. For example,

hover overhead and folks fight for their way of being.

when Wash fires the Crybaby out into the Black, Serenity

Theres all manner of chances took, like when Mal

gets a bonus die to evade the Alliance fighters. Dont that

decides to hold his units position, expectin the

sound like fun? If you want to learn more about how ships

Independents to come in and end the War.

work, turn to page 133 and dive right in.

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ROLL HIGH

TROUBLE-CAUSIN FOLKS

Remember that part where Mal was tryin to inspire that


young soldier to buck up and do his job while everyone
around him was dropping dead? Mal is charismatic and
has great Leadership skills, so grab
and roll to see
how well Mal doesyoull need to beat Bendis fear,
represented by
.
If you succeed, think of how you might speak for Mal
based on that roll. Got an idea in that head of yours?
Now say it out loud. Convince Bendis that salvation is
wingin through the skies. If you fail, the Gamemaster
responds with a retort that shows the soldiers fear is
mighty powerful.
Congratulations! You just learned how to role-play.
In the FIREFLY RPG, players need to beat the
Gamemasters number to prevail. Your dice represent the
actions and decisions you want to take. The Gamemaster
that august personage whos settin the stage for your
adventuretosses a few obstacles in your way and
makes your Crews life more interesting. All you need
to remember is this: the lower you roll, the worse your
luck will be. The higher you shake those bones, the more
thrillin heroics you can muster. Dong ma?

After they land on the planet Persephone, Mal,


Zoe, and Jayne have a meet-up with Badger in his
office near the Eavesdown Docks. Meanwhile, Kaylee
EPISODE GUIDE PREVIEW

stays behind on the lookout for passengers such


as can pay. Unfortunately, though unsurprisingly,
Badger doesnt hold up his end of the deal and,
as the crew finds out later, neither did Patience.
Worse, theres a mole on board who threatens to
turn everybody in to the Alliance.
Will you always be ready for trouble? No
need to answer that right now, so not to worry.
Thats the other secret to role-playing. Youll find
out more over the course of your story with help
from your friends and your dice.

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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

EPISODE GUIDE PREVIEW

BADGER
MEN TA L

planet Greenleaf. A true businessman, Badgers set up his


base of operations on the Eavesdown Docks. What kind of
PHYSICAL

S O C I AL

dealings with the criminal underworld. Unlike Patience,


though, he aint out to rule a moon out on the Rim. Hes

SK I L LS

Streetwise

business? Well, thats the tricky part on account of Badgers

Criminals

10

plan. Oh, Badger will play by the ruleshis rules. Not to

Sleight of Hand

got delusions of grandeur, see. Profits are just part of his


mention, he fancies himself a gentleman and dont take
too kindly to folks who strut around pretending theyre
better than him. Treat him right, and youll get paid. Well,
most of the time.

D I STI N CTI ON S

8
.

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Gain 1 PP when an important


detail of your plan slips your mind.

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

MOLE IN OUR MIDST!

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,

Patience has plenty of years of life experience. She

up to you real friendly-like, acting all natural and homey.

rules over a backwater moon called Whitefall. Like Mal,

The next, hell draw a gun if it suits him. Now, the thing

she enjoys getting paidperhaps a mite too much. Turns

about Dobson is that hes more than 6


just a spy. This here

out all that money she hoards is how Patience got in

citizen follows the letter of the law. That means you wont

power in the first place. Well, not to mention how shell

have a chance to negotiateunless youre a law-abiding

cheat, borrow, and steal when she has to. Thats why you

citizen like himself.

can count on her to stab you in the back.

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

EPISODE GUIDE PREVIEW

PATIENCE

10

Lies

DISTINCTIO NS

When youre on the job, youll encounter plenty of

Alliance-friendly folks. Some of these people truly. believe


in the ideals of the Alliance. They Step
can up
beyour
downright
die for a scene
when you
step on
up atheir
Complication
involving
unreasonable,
standing
there
principles.
People
someone you dont like.

like that can cause you and your Crew heaps o trouble-just like Lawrence Dobson did for Mal.

REAVERS AINT NO JOKE

The crew managed to stay alive and outmaneuver


Gain 1 PP when you step back your

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

situations like these requires good teamwork and knowing


you can depend on your crew.

It dont matter whether you like each other or not.


.

When tensions run high, you all got nothing to rely on


but each other.

signal to the Alliance. The good Shepherd, as it turns out, is


pretty handy in a fight. Mal is a puzzle to all who meet him.
Likewise, none of the new passengers understood Jaynes
role until Mal told em he was public relationsnot that
this cleared things up none.
Secrets like these are pretty common in Firefly. What
will you be hiding?
For ideas on creating characters and filling out
backgrounds, turn to page 63thats where youll find
the rules to generate your very own.

PATIENCES THUGS
8

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MOLE IN OUR MIDST!

LAWRENCE DOBSON

EPISODE GUIDE PREVIEW

Dobson may not look like much, but dont let his plain

LAWRENCE DOBSON

face and down-to-earth ways fool ya. Hes an Alliance mole

M E NTA L

and a good one, too. One minute, hell be sidling up to you

SKILLS

real friendly-like, acting all natural and homey.

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

When youre on the job, youll encounter plenty of

SO CIAL

10

have a chance to negotiateunless youre a law-abiding


citizen like himself.

DISTINCTIO NS

Alliance-friendly folks. Some of these people truly believe


in the ideals of the Alliance. They can be downright
unreasonable, standing there on their principles. People
like that can cause you and your Crew heaps o trouble
just like Lawrence Dobson did for Mal.

.
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.

REAVERS AINT NO JOKE

The crew managed to stay alive and outmaneuver


.

the Alliance, unsavory business types, angry shipmates, a


traitorand, of course, Reavers. Thing is, Reavers really

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aint the kind of trouble you want to attract. Surviving


.

situations like these requires good teamwork and


knowing you can depend on your crew.
It dont matter whether you like each other or not.

up your
not a threat.

Step back your


die to step
die when convincing someone youre

When tensions run high, you all got nothing to rely on


but each other.

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CHINESE PHRASES
of words and phrases in Mandarin Chinese. These range
EPISODE GUIDE PREVIEW

from friendly salutations to angry commands. Be sure to


drop by the Appendix to learn how to pronounce these
sayings. Just visit page 259 and youll be speaking proper
Chinese in no time. Shiny!
Heres what they said:
Ai ya! Hui le.

Hn dn.

Ni ta ma de. Tian

Uh-oh, somethings

Bastards.

xia suo yo de ren

Kwong juh duh.

Dammit, everyone

Nuts.

under the heavens

wrong.

Ta ma de.

Shut up.

ought to die.
All of you (or

Sorry.

Sh.

everybody), shut

Come in.

Zh yi.

Wo men wan le.


Were in big trouble
(or its over for us).

the hell up.

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PLACES, MOONS, AND PLANETS


EPISODE GUIDE PREVIEW

jobs. This is also Badgers home base and hes

Planets), the Border Planets, and the Outer Rim (or Rim

protected by several guards armed with pistols,

Planets). Now, which planet is what type depends upon two

rifles, and shotguns. Persephone is a Border

things: the Alliance and how long ago it was terra-formed.

Planet and is about as close to Earth-That-Was

Just keep in mind that older planets, like those in the Core,

as you can get.

have more Alliance running around than the Rim Planets

Canyon, Whitefall: Patience runs the fourth

and youll be shiny.


The Firefly television series takes place on planets and
moons in several planetary systems like the White Sun System.
You can find a map on page 263 in the Appendix. Here
are the pertinent locations youll find in the pilot episode:
Serenity Valley, Hera: The last battle of the
Unification War took place here. Mal and Zoe
were forced to surrender to the Alliance six years
before Serenity begins. When the series starts
up, not much is known about the Valley, other
than the painful memories it brings.

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moon of Athens. Strangely enough, Mal, Zoe,


and Jayne never see the town. The exchange
between the two parties takes place in a canyon.
Mal and Zoe are on foot, but Patience and her
heavily-armed crew are on horsebackwhich
ends up working to Mals advantage.
The Black: Salvage operations are illegal and
crews often risk a run-in with the Alliance. Derelict
ships are common out in the depths of space,
which travelers refer to as The Black. Most
operations take place far away from the Core and

Eavesdown Docks, Persephone: The Docks are

the Border Planets. Though its more dangerous

a busy place where Mal and the crew can find

out in the Black and theres less business to be

much-needed supplies, passengers, and new

had, theres a lot more freedom out here, too.

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GUNS AND GEAR


Fuel Cells and Foodstuffs: Your ship runs on
fuel and you need protein. Without fuel cells or

were a lot of different weapons. Mal and his unit used

a gorramn meal, youre humped. How often do

laser weapons in the Battle of Serenity Valley. In Badgers

you need to resupply? Thats a good conversation

office, there was a heap of guns drawn. Same goes for what

to have before you get started cause its part of

happened in Whitefall. From rifles to hand-held pistols,

your story. Protein might only feed your body

theres no shortage of bullets flyin around.

and not your soul, but meals also give you a

A big, damn gun aint the only thing youll need to

chance to circle back with your Crew. On Serenity,

get into (or out of) trouble. In Serenity, you might find

everybody has a meal together the same time

yourselves needing a thermal torch like The Sticky or you

every day because it helps folks get up to speed

may need to read a Cortex alert on digital paper.

and have some fun with each other. That may not

Heres a list of items found in the pilot episode. For


now, dont get too trigger-happy. Keep this gear in the back
of your mind. Youll find out more about things like fuel
and the Crybaby when you read the chapter on finding
your ship (page 133):

EPISODE GUIDE PREVIEW

by the type of gun theyre carrying. Now, in Serenity there

be the same for you and yours, and thats okay.


Crybaby: A communications satellite that can
double as a decoy is mighty useful when running
away from the Alliance. It may not always work,
but for the most part it will. You can create one
of your own by grabbing a satellite and putting

AG Terraforming Tech: This is the same

one of your Crew to work. Itd be real helpful

technology used to terraform new planets

to find somebody on your Crew, like Kaylee or

and moons. Remember, this tech doesnt

Wash, who can jerry-rig equipment in a pinch.

always work perfectlyespecially on Rim

Be sure to keep this in mind when youre finding

Planets. Almost every location outside of the

your own Crew.

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Core has its own little quirk that affects the


settlersa rare disease or common malady
and the like. This isnt the sort of tech your
Crew will normally come across, but its
important to know it exists. After all, if you
find yourself on a brand new moon, youll
likely be stricken with some kind of ailment if
you stick around too long.
Booby Trap: Reavers use booby traps to attract
ships and damage them. Typically, they deal
damage to the ship or create complications by
shutting down vital systemsthey can cause
all kinds of problems. Most Crewsll handle this
by working together to solve the problem as
quickly as possible, cause when theres a trap
like this, the Reavers likely aint too far behind...

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SHIPS AND TRANSPORTATION


EPISODE GUIDE PREVIEW

Every ship and vehicle in this list debuted in the pilot


a ship. Plus, youre gonna encounter others along the way.

episode. If you take a fancy to one of em, be sure to turn

Somell be friendly, sure. Others wont be. Now, sometimes

to page 133. There, youll find out how you can create

your ship is part of your Crew and youll be expected to

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

Alliance Cruiser (I.A.V. Dortmunder)


Old Commercial Freighter (Trans-U)
Passenger Ship (Brutus)
Alliance Gunship

4-Wheel ATV (Mule)

Just keep in mind, not every shipll require a pile of


game mechanics. Sometimes, you need to make a clean

S Y S T E MS

SKILLS

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Shuttle One (Serenity)

Alliance Skiff

REAVER SHIP
E N GI N ES

Firefly Class, Mid-bulk Transport Ship (Serenity)

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.

THATS NO ALLIANCE BOAT!


Reavers dont fly the same kind of ships regular folks

DISTI N C TI ON S

8
.

8
.

8
.

do. Pilots and mechanicsll be able to spot the difference


between a Reaver ship and an Alliance boat, but just in
case youre not sure, remember this: their boat aint exactly
safe on account of their lack of core containment.
In Serenity, the Reavers flew an old commercial
freighter called a Trans-U. If you want to use this boat in
your game, the mechanics are posted on the left. You can
find out more about what these terms mean on page 133.

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

EPISODE GUIDE PREVIEW

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

new Major Gamemaster Characters like Mark Stadler for


more Firefly fun! To find out how, turn to page 52.

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

and his ship isnt part of the action,


then you dont need any more than
that. If, however, you wind up racing the
Primrose all across the Verse to capture
Mark, then youd need something more
involved. For that, youd turn to page
133 and create the boat.
Complications, like Marks
are mighty handy. The
dice you roll could be used in one
of two ways: against the Primrose or
when Mark winds up rolling to try
Complications, turn to page 44.

breathin down your necks? Youve got no time to lose.

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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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25

What happens when you find out the auction is

EPISODE GUIDE PREVIEW

MARK STADLER
M EN TA L

PHYSICAL

attracting all manner of folk on both sides of the law


including Patience, the Holden boys, and Horowitz? How

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

Mark is in a bind and needs somebody to fly him to the


Primrose, a small transport ship stranded in orbit above
one of the Border Planets monitored by the Alliance.

What he neglects to mention is that he couldnt locate

the part he needs to fix the Primrose on Persephone. Turns


out youve got one, but its currently keeping your boat
afloat. Will you catch the saboteur in time? What happens

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when you find out your new passenger is also the wayward

Spend 1 PP and invoke a family members


name to reroll your dice.

son of a stalwart Alliance captain? Will Stadler bring the

8
.
Step up your
die when you use a part that you
took from a ship without the owners knowledge.

Alliance down on your necks while he slips away?

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
(

Marks got no place to goand hes too damn proud to


head back to Osiris and face his angry father. That makes
Mark a mite desperate on account of his wanting to save his
own hide. Whats so bad about being a mechanic, anyway?
Fixin ships is honest workwell, cept when you have to
steal partsand a hell of a lot more truthful than all the
politicking his dad does. Markd never abandon his dreams
and go back to a boring life in the Core. Would he?

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EPISODE GUIDE PREVIEW

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

THE TRAIN JOB


a game of Chinese Checkers. A bellydancer shakes her way
getting hired to do a train heist for a scary fellow by the

over, passin some kind of note to Mal before she twirls

name of Adelai Niska. This episode brings the crew closer

off in another direction. Not too long after, their friendly

together and hints at each characters true nature. Shepherd

game is interrupted by Lund, a tried-and-true fan of the

Book knows a lot more than hes lettin on. If the safety of

Alliance, celebratin Unification Day.

his sister is a question, Simon will take matters into his own,

Now, Mal aint exactly jumpin for joy, and the two

capable hands. Though shed be hard-pressed to admit it,

have a small disagreement, which leads to all manner

Inara might have romantic feelings bout Mal. The Train

of punchin and kickin. Viewers learn that Mal looks for

Job is also the first time viewers see what happened to

trouble on Unification Day on account of the grudge hes

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.

loyal Jayne and Zoe really are.

Now, theres some mighty powerful scenes in this here

More importantly, though, The Train Job establishes

episode that happen on account of hard choices that the

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

would your story change dependin on your decisions?

to find work. Keep in mind that livin life on your own

To help you answer that question, heres how the story


broke down:

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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terms means jobsll be scarce and risky. Think about


how youll find ways to make money wherever you
fly. Will you steer clear of the Core? Or will you
follow up on a wave and fly to a tiny, no-name
moon for a chance meeting?

27

THEMS FIGHTIN
WORDS

EPISODE GUIDE PREVIEW

Member when Zoe head-butted that patron


outside the bar? And when Jayne pushed two
folks at a time with that bar stool? Since theres

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

game, this is as good a time as any to show you


a basic move.
Pretend youre Mal and youre just about
to throw a punch at Lund. The GM thinks Lund
, and sets
the stakes at 11. Huh. Lund was angrier than
Mal thought. Now its your turn to raise the
stakes. To land a right hook, you take three dice
representin an appropriate Attribute, Distinction,
and Skillthis makes up your
. So, take
a for Mals
Attribute, add another
since hes a
, and
one more
cause Mal can
bettern most.
Your dice pool is
. Nows your chance to show
Lund whos the better man. Roll all three dice,
keep the best two. Did you beat the GM? Youre

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or to pursue a hobby. They gather in small groups and


share stories with each other. In the FIREFLY

RPG

we

call this downtime to reflect moments when the action


aint happenin none too quick. Not every moment in your
game is about pullin a gun on a mercenary or racing an
Alliance boat through the clouds.
It should be said, too, that not every bout of thrillin
heroics is going to be about your character, either. Mal
may be the captain of Serenity and he does tend to boss
eight other folks around, but Mal aint always the one to
finish the job, grab the loot, and get paid. He relies on the
talents of the crew and spects theyll work together to do
what needs to be done.
So, while Kaylee may not take to guns and violence
and the like, she can cheer up the darkest room and she

Didnt quite get how that worked? Say you


roll all three dice and get a 6, 4, and 7. Toss
the 4 right out the window and youve got a
total of 13which is higher than the GMs 11.

In The Train Job, Inaras aptitude for social and political

Lunds powerful ugly face and hes been taken

predicamentthere was no way they coulda punched

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.

But lets say your dice come up 2, 4, and 5.


Ditch the 2, and that gives you a total of 9, which
doesnt beat the GMs 11. Your punch comes up
shortmaybe Lund blocks it, or maybe your feet
get tangled in your chair as you lunge toward
him. Too bad, you are now
How well you rollor dontis important, too.
The higher your number, the better itll be for Mal
and you. If youre curious, you can turn to page
64
what terms like Attribute and Distinction mean.
and the like when you read about Assets and
Complications.

What makes your character unique? Will you say


prayers and hard-to-hear truths like Shepherd Book?
Call your sister mei mei and patch folks up like Simon?
Or maybe youre the type wholl barge right in and take
over when you can, like Jayne. Think about what type of
character you want to play and who youll need in your
crew. Sure, pulling off a job is important in the FIREFLY
RPG

but every Crewmember is a big part of the story

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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EPISODE GUIDE PREVIEW

NIGHTMARES AINT FUN

MEETING NISKA

River aint been awake long and The Train Job is

Mal, Zoe, and Jayne meet with Adelai Niska in his

proof of that. Shes afflicted with visions she cant control,

skyplex to learn more about the train heist. Not only

horrible memories she cant forget, and information she

does everybody else stay behind on Serenity, Mal warns

has to share. Not only that, but River is beginning to

Inara about Niskas unseemly character. Turns out Mal

understand that the Academy is comin after her. Will the

has reason to. Viewers see evidence of Niskas psychosis

rest of the Crew buy her story about the Hands of Blue?

when his nephew is being tortured.

Rivers character is drawn up, in detail, on page 84 in

Bad things happen to good people in Firefly. Truth

this here book. Youll want to visit that page to read more

be told, bad things happen to bad people, too. But, if you

about her Attributes, Skills, and Distinctions.

notice, the show dont dwell on the particulars all that

Now, on account of River being unpredictable, shes

much. Sometimes, all it takes is a small detail here and a

tricky to handle as a character. Take the way she knows

tiny example there, like Niska showin off for Mal, to get

things about Serenity that Mal doesnt and has the urge to

the point across.

speak those facts out loud. If youre playing River in your

In your game, focus on the thrillin heroics youll do

game and want to blurt a secret out loud, spend a Plot

to overcome the bad guys. Once you realize who your

Point, the games main currency (see page 50 for more

enemy is, it dont matter how bad they are. Cant be a

on Plot Points). That allows you to create a shiny new Asset

big, damn hero without taking action, so jump right in

like

and save the day!

or

. Then the next

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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

to your dice pool.

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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

keep nearby. A heavily-tattooed brute named Crow is this


businessmans right-hand man. Youll find out more about
Niska when you read about War Stories later on.

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

Some mercenaries look the part and Crow is one of em.


Niskas chief enforcer uses small words, speaks only when

SO CIAL

SK IL L S

CROW
Hes as tall as Jayne and his arms are as thick as tree trunks.

Gain 1 Plot Point when you roll a d4 instead of a d8.

up to him and when they do, you can be certain Niskas


reputationll be affected.

THRILLIN HEROICS

Gain 1 Plot Point when you roll a d4 instead of a d8.


: Spend 1 Plot Point to step up a Complication you

Niska is mighty well informed and that information


comes in handy during the heist. Serenity hovers over the

right car while Mal and Zoe work their way to the back

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after floatin past dozens of Alliance soldiers, passengers,


and miners.
Now, not every crewmember is involved directly in
this here job, but they all do their part in their own way.
Kaylee operates the grappling hooks. Wash flies the boat.
Mal and Zoe secure the area and scope out the train car.

Gain 1 Plot Point when you roll a d4 instead of a d8.


: Spend 1 Plot Point to roll your Physical
to scare someone.

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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DOIN THE RIGHT THING

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

for questioning by the Sheriff and his Deputy. Once there,


EPISODE GUIDE PREVIEW

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

Bowdens Maladya disease that afflicts everybody on the

down in the mines or not.

newly-terraformed planet Regina, whether they go deep


This scene, and the ones that come after it, are all

about what Mal, Zoe, and the rest of the crew decide to

Paradiso

do next. As the episode draws to a tense close, one things

DI STI N C TI ON S

Gain 1 Plot Point when you roll a d4 instead of a

away from Sherriff Bourne.

8
instead of a

instead of a

: Step up a Complication involving higher


authorities in your jurisdiction to step up your
Skill for a scene.

SHERIFF BOURNE
Sheriff Bourne is a likeable Lawman and an honest
one, too. He aint no fool, neither. Bourne may be stuck

on Regina, but he takes good care of his folk and wont

8
Gain 1 Plot Point when you roll a

anybody behind.
But first they gotta figure out how to get Mal and Zoe

Step back your Know for a scene to

Gain 1 Plot Point when you roll a

clear. Nobodywell, nobody but Jaynewants to leave

hesitate to throw down the Law to protect the residents


of Paradiso. It dont matter none who the bad guys are. If

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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

Jayne wont answer to no one but himself. Simon dont take


too kindly to that, so he takes matters into his own hands.
Minutes later... Nighty-night, Jayne!
Like Jayne, you may occasionally find yourself at odds
with the other folks in your Crew. The fun part? In the
FIREFLY RPG, you dont have to agree bout everything.

Game wont stop on account of your unwillingness to

the episode. When you hear a phrase or two, its usually


because the speaker is surprised, angry, or annoyed. To
express your feelings properly in Chinese, visit page 259
in the Appendix.
Chinese (Mandarin)
English Translation

participate in a coup or take directions from the captain.


Just be prepared to deal with the consequences.
Take Simon and Jayne for example. When Simon was

Can I have another glass of Ng-Ka-Pei, please?

patchin him up, the doc shot Jayne full of tranquilizers


and he didnt even know it. Pretend youre the ships doctor
for a minute. How do you figure out what to roll? In this
situation, youd roll your

Understand?

Attribute and your

Skill against your mercenarys

Attribute and

Skill. Whoever comes out on top? That person wins.

Dog humping

See how a roll of the dice can affect your story?


Now, if you want more dice to roll (and who doesnt,

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honestly?) stack the odds in your favor. Spend a Plot Point


to create a new, physical Asset:
use that tranq, add an extra

Detestable old tyrant

. To

to your roll. Mind when you

use it, though! Assets can only be used for that particular

Nuts

scene and then they disappear. If youre playin Simon, be


extra certain you want to take Jayne down!

This is a happy development.

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GUNS AND GEAR

the Georgia System. Viewers see and hear bout the problems

shoulders, there aint a lot of shootin in The Train Job. A

with terraforming. Though everyone who lives on the

well-timed kick and a witty retort get the crew a lot further

planet Regina is afflicted with a degenerative disease called

in this episode than a bullet landing in just the right spot.

Bowdens Malady, the ailment is treatable with Pescaline-D,

Now, there are a few things to keep in mind. Here, were

an advanced medicine courtesy of the Alliance.

introduced to more of Simons medical gear like weaves,

Here are other locations in the episode:

tranquilizers, and the like. We also see some of the brushes

Alliance-Friendly Bar: Though the location aint

and tools Inara uses to pretty herself (and Kaylee) up on

disclosed by name, the bar is found on a tiny

account of her Companion duties.

moon. Mal knows this tavern is friendly to the

Grappling hooks and the like are covered in the section

Alliance. Some might say he intentionally visits

about ships on page 133. To use medical equipment like

places like this on Unification Day. The patrons

a weave, youll need to find a doctor first, like Simon Tam

aint none too bright; they cant tell Serenity

whos found on page 82. Most equipment in Simons

dont have no weapons.

MedKit can be accessed by spending a Plot Point. Describe

Niskas Skyplex: Adelai Niska operates out of a


skyplex thats the size of a small city. Rife with
the latest technology and expensive artifacts
reminding viewers of the Earth-That-Was, this
space station is a heavily-guarded fortress. When

what you want to use to create an Asset. If you want to


apply a weave to a cut on Jaynes arm, add an extra

to

your pool of dice. The more dice you roll, the better your
chances of succeeding.
Here are two other pieces of gear:

Mal, Zoe, and Jayne arrive, its clear they are

Grav Thrust: Serenity comes with a pile of parts

out-manned and out-gunned.

and Kaylee has got to keep her running the

Hancock, Regina: Trains are always gettin from


one place to another. Hancock is the name of
the town where the train begins its route. This
town is on the planet Regina and is located in
the Georgia System.

shes got. Since Mals too cheap to replace the


compression coil, other parts of the boat begin
to be affectedand life support aint that far
behind. This coil goes, so does the ship. How
long can Kaylee keep jerry-rigging the engine
to keep on going? If you remember, viewers

Sheriff Bourne calls home and its the last stop

find that out later in Out of Gas.

may sound like a kind of paradise, it really aint.

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only way she know howby modifying what

Paradiso, Regina: Paradiso is the mining town


on the trains delivery route. Though its name

EPISODE GUIDE PREVIEW

PLACES, MOONS, AND PLANETS

Companion Credentials: Registered Companions


are rarely seen outside of the Core. These
Credentials give Inara certain rights no matter
where she is. That makes her mighty useful
outside of the rent she pays and the clients
she brings on board. How does Inaras
relationship with the Alliance affect what
she does for herself? The rest of the Crew?

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As a general rule, keep in mind that not every piece of

Whats mighty interesting here is how Wash has to

gear needs a set of game mechanics behind it. It dont make

get Serenity to hover over the train in just the right spot.

much sense to roll dice to see how well Inara is brushing

What kind of dice would you roll?

EPISODE GUIDE PREVIEW

Kaylees hairunless youve got some way that it affects

Heres how Washs part in this heist would break down:

the story If it does in a mighty, big way, dont be stingy

the GM rolls a

with your Plot Points. Spend em, create an Asset, and you

lining up Serenity with a speeding train is mighty hard to

get more dice to rollbut watch out! There may be times

do, plus the

where you have to take a Complication. That wont affect

Pretend youre Wash for a second, who is flying Serenity.

your dice pool none. Complications shape what the GM

Take Serenitys

rolls. To learn how, turn to page 56.

and a

take another

SHIPS AND TRANSPORTATION

for difficulty on account of the fact that


itself. Now its your turn.
Attribute and Washs

Skill. Thats

. Since the Firefly-class is a Transport ship,


for his

(Transports) specialty. Now,

if youre worried those three dice wont do, add another


to your dice pool to represent Washs role in the Crew,
his Distinction

. Roll all four dice, take the

best two results of the lot, then add em up. Easy as lyin!

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passenger train carrying precious cargo and passengers

Did you beat the GM? If you did, pat yourself on the

from one town to another. The rules for passenger trains

back. Thanks to you, the rest of your Crewll now be able

vary depending upon how the characters are interacting

to hover over that car, scurry on down, and grab the loot.

with that locomotive. The F RPG will address all

If you didnt? Dont worry your pretty little head, cause

manner of trains and hovercraft to clearly show who rolls

your story dont end with an unlucky roll of the dice. It just

what and when.

makes your life a lot more interestin. And if you roll any 1s,

Your spaceship, on the other hand, is like a

those will make some Complications, so things wont go so

Crewmember. The boat youll fly clear cross the Verse

smoothmaybe the Alliance soldiers one door over take

comes with its own set of game mechanics on a special

notice, or maybe the cable that brought you down snaps.

sheet. Turn to page 134 to read how ships work.


Heres a list of ships and vehicles from this episode:
Firefly Class, Mid-bulk Transport Ship (Serenity)
Skyplex
Shuttle One (Serenity)
Alliance Cruiser (I.A.V.)
4-Wheel ATV (Mule)
Train

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FURTHER ADVENTURES
ALLIANCE TO THE RESCUE
Member that Ensign on board that I.A.V. who was

your own stories by pickin one of these variations based

worried bout all them people? You know the one. Well, say

on The Train Job.

she managed to sneak a note to another ship in the area

MINERS? WHAT MINERS?


Mal and Zoe didnt know at first that their cargo
was Alliance-shipped medicine to help out the desperate
townsfolk. Imagine what would happen if they didnt find
out about the cargo until theyre in Niskas office getting

EPISODE GUIDE PREVIEW

you and your Crew actively pursuing a life of crime? Tell

and that the Colonel was more sympathetic to the plight


of the miners and their families. Instead of turning round
and going about their important business, Colonel Thomas
Ling decides to investigate further and issues commands
to the troops on the ground.

paid. The crew takes Niskas job and pulls off a successful

COLONEL THOMAS LING

heist. Whats more, everybody makes it off of Regina alive

A portly man with cheerful, round face, Colonel

and in one piece. Back at Niskas skyplex, one of the crew

Thomas Ling fought in the War because he believes in the

gets mighty suspicious about the cargoNiskas pleased as

goodness of the Alliance. While hes no Shepherd, Col. Ling

punch youve done your job and gives you a bonus. Then,

has faith a-plenty and doesnt mind spreadin it around

as Niska orders the crew to leave, he quips: Is good you

through the powers granted to him by his station. A mite

did not talk to miners. Many die. Such is life. Suspicious

nave, the Colonel aint been out in this part of the Verse

on account of Niskas chatter, you look up Paradiso on the

for very long. It was his choice to venture further out into

Cortex and find out that dozens of people are dying. You

the black, well past his home on Ariel. He doesnt put no

also see a flag that clearly identifies the Alliance cargo and

stock in fairytales like Reavers or faulty terra-forming

when it was taken. Seems you stole the only medicine that

equipment. If the miners are being punished, thats Gods

could fix em and you didnt even know it.

way of providing an opportunity to teach folks how great

Whatll you do? Will you try to make things right?

the Alliance is. Now, its the Colonels duty to swoop in

If so, how? Try to steal the cargo back from Niska? Find

and save the day. After all, being in the military aint just

another source for the meds? Some other brilliant plan?

a job. Its a calling.

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Thats a lot of Alliance troops running around. Will


you return the medicine and leave Regina fore the Colonel
shows up? Will you panic and wind up getting pinched? Or
will you manage to fool the Alliance into thinking Niskas
the real problem here? And, more importantly, how will
you get paid?

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A MITE SUSPICIOUS

COL. THOMAS LING


EPISODE GUIDE PREVIEW

M EN TA L

PHYSICAL

Niska threatened Mal when he first got the job by


dropping the word reputation, and showing him what

S O C I AL

Ever wonder what would happen if Niska didnt trust


Mal at all? Say he forces you to take Crow and the other

SK I LLS

Alliance

would happen if he failed. Member his wifes poor nephew?

henchmen along for the ride. Now, instead of travelin


from Hancock to Paradiso by your lonesome, youve gotta
entertain Crow and make sure hes treated right. Your life
may very well depend on it.
What happens if you find out what the cargo is before
Sheriff Bourne corners you? Or worse: the train heist is

D I STI N C TI ONS

a bust on account of the Alliance thinks Crow is a mite

suspicious. Youve got a local Sheriff to deal with, a powerful


decision that has to be made, and Alliance to deal with then
and there. Sure, youre used to having bad luckand right

on cue, a new player comes swoopin in at the last minute

: Gain 1 PP when you step up a Complication


because of orders you received from your superiors.

to make the situation a lot more complicated.

on that train. Your old friend Badger has hired a guy by


the name of Finn to negotiate on his behalf. Its you, the

Alliance, Niska, the locals, and Badger all tied together in

: Spend 1 PP to increase your


die for a
scene when you make light of your physical condition.

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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

double-cross one just to get off of Regina without getting


pinchedor worse?

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FINN THE MERCENARY


Thin as a rail and sharp-witted, Finn isnt exactly the
kind of mercenary you might expect Badger to hire. Finn
wont disclose many details, but its clear he knows Badger
just about any voice. In fact, seems like Finn is more of a
master of disguise than a thug with a gun, though that aint
necessarily the case. Regardless, this mercenary is peculiar
on account of the fact that he just likes causing trouble
wherever he goes. It dont matter if folks are Alliance-

M E NTA L

PHYSICAL

SO CIAL

10
EPISODE GUIDE PREVIEW

well enough and has a particular skill set: he can mimic

FINN THE MERCENARY


SK IL L S

friendly or not. If theres mischief to be had, Finns the one

6
10
Acting

causin itusually for a pile o credits and the promise of


more work.
DISTINCTIO NS

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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SIMON: they dont


seem to be playing by any
civilized rules that I know.
BASIC RULES

INARA: Well, were pretty


far from civilization.

Basic Rules
FIREFLY RPG

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Basic Gamemaster Rules: Also available in this

All the details get spelled out in the upcoming corebook,

chapter, these guidelines give Gamemasters

but this book contains enough to get you started. Before

the fundamentals of how to run an Episode

you can find a Crew, you need to know a few basic rules.

for the Crew.

In Gaming in the Verse, youll find:

Character Creation: Chapter Four offers players


three ways to choose a character. The first,

Required Game Materials: In Chapter One,

which debuts in this Exclusive, is a step-by-step

on page 9, theres a list of what materials

process that allows you to customize a unique

and dice are required to play the game, along

character. The second option is to choose from

with pertinent information like the number of

Mal, Jayne, Book, Zoe, Wash, Kaylee, Inara, Simon,

recommended players.

or River and play the FIREFLY

Basic Player Rules: Located in this chapter, this

the original characters from the TV series. You

overview gives players a basic understanding

can also choose from twelve pre-generated

of how the game works.

archetypes to build your own Crew.

RPG

as one of

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Ship Creation: Chapter Five is unique to GAMING

Glossary of Game Terms: On page 264 theres a

and will be expanded on for

list of game terms for the FIREFLY RPG along

IN THE VERSE

the

FIREFLY RPG

corebook. It teaches you

with the definitions.

how to create a ship and gives some thoughts

BASIC RULES

on how members of your Crew can use your

If this is your first flight tryin out a role-playing game,

boat in the game.

welcome! This section gives you a brief but thorough

Playable Adventures: Two stand-alone adventures

explanation of how we do things round these parts. We

are included here as well. WEDDING PLANNERS

wrote these basic rules to get you into the black as quickly

is located on page 144 and

as possible, so make sure everyone who wants to play gets

SHOOTING FISH

follows on page 210. Both employ the rules


in this preview and are compatible with the
FIREFLY RPG

corebook.

Extra Rules and Game Examples: Chapter


Twothats the

EPISODE GUIDE PREVIEW

found on page 16is filled with additional

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.

rules for supporting characters. The first two


episodes offer multiple game examples perfect
for players new to role-playing games and to
Cortex Plus. Game examples can be found
throughout this preview.

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ABOUT THESE RULES


The rules in Gaming in the Verse are ready to use with both Wedding
Planners and Shooting Fish
series. The FIREFLY ROLE-PLAYING GAME
rules considerably for both players and Gamemasters.
A version of the rules found in this chapter, in addition to relevant
page 39, will be included
with every stand-alone adventure. These are compatible with the FIREFLY
RPG corebook and supplements.

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BASIC RULES

CREWMEMBER BASICS

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Your dice pool will always have:


Whenever you want to take an Action that isnt guaranteed

Attribute die (page 42)

to succeed, you assemble a dice pool to determine what

Skill die (page 64)

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

Your dice pool may also have:


Specialty die (page 65)

roll. The more dice you have and they bigger they are, the

Distinction die (page 65)

more likely you are to succeed.

Signature Asset (page 66)

Now, you dont just add dice willy-nilly. You can add
dice to your pool provided it makes sense to do so.

Big Damn Hero Die (page 47)


Assets (page 44) in favor of your
Crewmember
Complications (page 44) in favor of your
Crewmember

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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.

Every Crewmember has three core Traits called

Compare your total to the stakes set by the Gamemaster

Attributes. These are

(see page 25 for more on that). If your total is lower, your

the Actions you take while playing the FIREFLY RPG fall

luck takes a turn for the worse. If your total is higher, you

into one of these three categories, making your Attribute

perform some thrillin heroics. Its that simple.

die the first die you pick up for any Action. You always get

Lets take a look at how youd create a typical dice


pool. Say youre playing Jayne and you want to use

BASIC RULES

ATTRIBUTES
,

, and

. All

to include one of these in your dice pool to represent your


Crewmembers base talents.

your fists to teach some sucker a lesson for makin fun

Inara, as a Registered Companion, has mastered

of your cunning hat. You create a dice pool by adding

the arts of social interactions through years of careful

your

training. While shes pretty sharp

die (an Attribute), your

die (a Skill), and your

Distinction

strongest Attribute die is her

her
. With such

because nobody talks about your mother that way! If

a strong

your total on two dice is higher than the stakes set up

trying to fool or bully her, and shes usually able to one

by the Gamemaster, youll knock out that punk with

up Mal when he tries to engage in clever banter, i.e.,

your big fists. If your total is lower, he might just pull

flirting. Anytime shes engaged in a conflict that centers

the rug out from under you instead.

around her social strengths, she starts building her dice

die, she can run circles around people

pool with a

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SKILLS

DISTINCTIONS

The stuff your Crewmember can do is covered by Skills

Distinctions are Traits that define your Crewmembers

(see page 64 in Chapter 4, Find a Crew). Everybody has

personality, history, and background. Whenever a Distinction

at least a

applies positively to a roll, you can add a

in each Skill, which represents an untrained

to your dice pool.

level of expertise. If youve got some idea of what youre

All Distinctions have up to three triggers that you can

doing due to talent, training, or experience, your ratings

use to showcase your characters strengths and weaknesses.

in the range of

Some of these triggers allow you to step up or double dice

to

. A Skill always gets added into

in your dice pool, while others help you gain Plot Points

BASIC RULES

your dice pool, just like an Attribute.

(see page 50) or access other interesting effects.


For example, the first trigger in any Distinction allows

SPECIALTIES
If any of your Skills has an additional word or phrase
next to itlike
or

(Religion),

(Trick Shots),

(Courtroom Etiquette)your Crewmember

has a specialty in that area. You get to add an additional


to any dice pool when your specialty can be used in
a particular scene. See page 65 for a list of specialties.
There aint a better engineer in the Verse than Kaylee.
While there might be folks who shoot better, run faster,
or talk prettier, Kaylee has

with a specialty in

Engines. That means that anytime Kaylees trying to

get Serenity up and running, she gets to throw a


and a

into her dice pool. Those dice, along with her


, mean that its pretty tough to keep Serenity

down when Kaylees on the boat.

you to gain a Plot Point when you add a


pool instead of adding a

to your dice

. To use this trigger in your

game, you describe your Distinction in a way that shows


how that Distinction is acting against your characters
interests, making it more difficult to accomplish your
characters goals.
Mals got the Distinction
. Whenever he runs into an old
Browncoat buddy, gets in a gunfight or other scrape,
or sticks it to someone who was proud to be part of
the Alliance, you add a

to your dice pool. When

this part of his background gets Mal in trouble, like

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trusting a soldier he knows he shouldnt, talking with


a dandy who never served, or drinking in an Alliance
bar on Reunification Day, add a

to your dice pool

instead and gain a Plot Point.


If youre brand new to role-playing games, dont worry
MASTERIN THE GAME

WHEN TO ROLL DICE


If the Action youre about to undertake is
guaranteed to succeed, like Jayne reloading a
gun or Inara accessing her personal records, your
Gamemaster shouldnt bother with calling for
you to take an Action. Its only when theres a
chance of failureand the chance that something
interesting might happen in the storythat
youll need to take an Action.

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

By spending a Plot Point, you can create Assets to help

Complications are elements that make your Actions

you in your scene. You describe something helpful (maybe

more difficult by adding a free die to your opponents dice

pool when they roll against you. Complications typically

or

) and you get a

to add to your dice pool. If its something you expect your

show up when you roll a 1 on your dice, although there are

Crewmember to use a lot, consider making it a Signature

triggers that might add or step up Complications as well.

BASIC RULES

Asset (see page 66) when you create your character.

Complications are used throughout a particular scene

Wash heads into a dusty saloon with Zoe and Mal

or Episode and disappear when they dont make sense

to talk to some rough characters who might have a job

anymore. Once a scene moves to a new location or youve

for the Crew. You know Wash isnt so great in a fight,

had the chance to clean up the mess, your character no longer

so you decide hell need a little help getting through if

suffers the negative effects of most of the Complications

theres any violence. You spend a Plot Point to create an

you acquired during the scene. The only ones that stick

Asset

. If any trouble goes down in

around are the Complications that have a little more stayin

the saloon, youll add that die to your pool since everyone

power, the injuries and consequences that will logically

knows Wash is with a lady whos mighty handy with a

follow your character into the next scene. You can also

shotgun. If you wanted this to be a permanent part of

reduce or get rid of Complications by taking an Action

Washs character, you could make this Asset a Signature

against them (see page 49).

Asset on Washs character sheet.

Kaylee is trying to get Serenity up and running to


evade a Reaver ship, but shes already made a few rolls
that came up with a bunch of 1s. Theres an
on the deck and shes nursing a
The Gamemaster can add a

C
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and

.
to the opposing

dice pool when Kaylee tries to repair the engines! Thats


tough enough that she might try to deal with one of the
Complicationsmopping up the

before

she tackles repairing the engines. If Kaylee leaves the


engine room in search of help, shed keep the
Complication for any future rolls, but the
isnt likely to follow her out of the room.

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MASTERIN THE GAME

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

Each adventure in the


line,
along with the FIREFLY RPG
suggestions for
and
you can use in your game. Since both Assets
and Complications may be used over and over
again in the course of a scene or Episode, be
sure to track the ones you or your Crew create.
Notecards and the like work well for that.
By spending Plot Points, both the GM and
the players create Assets and Complications
over the course of an Episode. If youre stuck,
dont be afraid to ask your Crew or GM for
help coming up with interesting Assets and

DICE POOL TERMINOLOGY

Stepping back a die means taking it out and replacing


it with the next smallest die type. So, instead of rolling a
, youd roll a

When you double a die, you include an additional


die of the same type in your pool. Instead of rolling a
youd add a second one for a total of

Assets or Complications you create, brainstorming


together as a group is a great way to tell an
awesome story!

C
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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

a huff when embarrassed by a perfectly timed insult, or

to your Action. The difference between the results from

lies bleeding out on a rock from a gunshot wound. Not

the two pools is what shapes the story. Heres how a basic

every conflict results in someone being Taken Out. But

turn works:

whenever the stakes get high, the Gamemaster should note

BASIC RULES

The Gamemaster sets the stakes by rolling the opposition

that losing will result in the character leaving the scene.


Lets go back to Jayne versus the fashion critic. Jaynes

dice and adding together the two highest numbers rolled


to get one total. The Gamemaster may spend Plot Points to

basic dice pool included

add additional dice to the total after rolling, keeping more

. The fashion critic is a Minor character

than two dice. Any dice that come up 1s, however, dont

(see page 52 for more on Minor characters), so the GM

count toward the total; set them aside for now.

decides that characters dice pool includes a

The Crewmember then attempts to raise the stakes by

which represents an Attribute (

and a
, because its

rolling the players dice pool and adding the two highest

a fight) plus a Skill (

numbers rolled. Like the Gamemaster, the Crewmember

to use when fighting). Since Jayne is trying to punch

may add additional dice to the total by spending additional

the fashion critic in the face, the Gamemaster rules that

Plot Points. Again, set aside all 1s that come up on any

this conflict will result in the loser being Taken Out.

seems like the obvious Skill

Jayne rolls:

rolled dice.

If the Crewmember exceeds the GMs total, the player

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raised the stakes and the Action succeeds. If the result is

GM rolls:

a tie or lower than the GMs, then the player failed to raise

The fashion critic rolls 4 and 3 for a total of 7, setting

the stakes and the story changes in an unexpected way.

the stakes. Jayne rolls 6, 3, and 2. Taking the two highest,

When Crewmembers succeed at Actions in an Episode,

he gets a 9. Jayne raises the stakes and WHAM! The

things mostly go according to plan. They manage to

critic is Taken Out of the fight with a sharp, left hook.

convince smugglers to sell the goods they need at cheap


prices, they can bluff their way past tough security, and bar

The Gamemaster isnt the only one who can set the

fights generally work out in their favor. When the Crew fails,

stakes of a conflict. If two Crewmembers are tusslin with

however, things get sticky. The smugglers want more than

each other or maybe some Gamemaster characters are

the Crewmembers have in the bank, the security guards

goin on the offensive, the Crewmember who is defending

start asking for identification cards, and the bar fight gets

themselves should set the stakes for the Action, gatherin

way out of control. These twists and turns should drive

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

rolled. Then the character who is goin on the offensive

want and save the day.

should try to raise the stakes, as if the defending character

Some conflicts, however, have more immediate

was the Gamemaster for that roll. Most of the time this type

consequences for the characters. If a Crewmember or

of conflict results in one of the characters being Taken Out,

Gamemaster character is undertaking a dangerous

as these conflicts are usually high stakes. The FIREFLY

action or is engaged in a high stakes conflict, theres


a chance that a character may be Taken Out of the

RPG

corebook will have a lot more information about

managing conflicts between characters.

conflict and forced to leave the scene. Maybe the

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STAYING IN THE FIGHT

Simon is rummaging through some salvage Mal

If you really dont want to be Taken Out of a scene,

has brought back to Serenity in an attempt to find some

you can choose to press on and keep fighting by paying

useful medical goods. The Gamemaster sets the stakes

a Plot Point and accepting a Complication. Rather than

of the conflict at a 9, rolling a 5 on a

being Taken Out, you immediately receive a Complication

challenging difficulty ,and a 4 on a

equal to the highest rolling die in your opponents dice pool.


The Complication you create should be related to the

, thanks to a

Trait. Simon manages to roll 14 on his


+

roll, exceeding the

GMs total by 5 or more and earning himself a Big Damn

you get a

Hero Die. In addition to finding some useful medical

or are you a

you keep fighting with a

? Do
or did the

force of the gunshot just leave you

gear, he also keeps a

BASIC RULES

conflict that almost knocked you out. Be creative! Did

Big Damn Hero Diethe die

that rolled the highest in the opposing pool.

Typically the Gamemaster will tell you what Complication

Later in the Episode, Simon finds himself pinned

you receive from the conflict, but feel free to suggest ideas

down by Alliance agents when the Crew tries to rob an

that make the story interesting!

Alliance supply ship. He tries to run down a hallway

The Gamemaster can make use of this rule as well to

and tackle an Alliance soldier to get off the boat, but

keep Gamemaster characters (GMCs) in the fight when

his roll fails to raise the stakes. Unless he spends some

they are about to get Taken Out by Crewmembers. When

Plot Points, hes going to get Taken Out by the Alliance

the Gamemaster protects a character this way, however, the

soldier. Simon decides to spend a PP to add a Big Damn

player who was involved in the conflict gets the Plot Point

Hero Die to his roll, rolling that

spent and gets to say what Complication occurs.

was looking for medical supplies. The

he earned when he
comes up as

an 8 and is added to Simons totalmore than enough

BIG DAMN HERO DICE


If the total you rolled exceeds the total your opponent
rolled by 5 or more, you rolled an extraordinary success.
Shiny! Extraordinary successes allow you to bank a die
for a future roll called a Big Damn Hero Die. The dice
you bank as Big Damn Hero dice are equal to the highest
rolling die type in the opposing dice pool. When you earn
one of these dice, mark it down on your Crew Sheet as a
Big Damn Hero Die under the appropriate die type.
Big Damn Hero Dice are special dice that allow you
to do some thrillin heroics. If you ever find that your roll
comes up shorteither when you set the stakes or when
youre trying to raise themyou can spend a Plot Point and
roll a Big Damn Hero Die. The result of that roll is added
to your total before its compared against your oppositions
total. This uses up the Big Damn Hero Diewhich you
should mark off your sheetbut it usually results in your
side winning the conflict. You might even earn another Big
Damn Hero Die from an extraordinary success!

to raise the stakes on the Alliance goon. Simon marks


off the

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from his Crew Sheet.

If your Big Damn Hero Die comes up a 1, though, it


doesnt add anything to the roll and the Gamemaster gets
to introduce a Complication, just as if you had rolled a 1
on any other die in your pool. But because your Big Damn
Hero Die didnt help you out, you can take it back instead
of accepting the usual Plot Point from the GM.
If the Gamemaster rolls a total that exceeds
your total by more than 5, you lose one of your
Big Damn Hero Dice that youve banked from
previous extraordinary successes. However,
the GM can only get rid of Big Damn Hero Dice
that are equal to or smaller than the highest
rolling die in the Gamemasters dice pool.
You dont lose the largest die you banked
just because you caught a bad roll against
some Minor opponents.

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BASIC RULES

JINXES AND COMPLICATIONS

BOTCHES

If youve watched Firefly, you know that the crews luck

If all of Jaynes dice came up jinxes, Jayne would face

aint always great. If any dice in your pool show a one after

a far, far worse outcomea botch. Maybe the critic would

you roll them, youve rolled a jinx. Your opponent may then

prove to be an expert brawler (

spend a Plot Point to create a Complication regardless

back, or the leader of a nasty gang itchin for a fight. Or

of whether or not youve won the roll. Remember that a

maybe that father of his would be on the scene to hold

Complication is an unhelpful Trait your opponent can use

Jayne accountable for lettin his fists do the talkin. Either

to work against you (see page 44).

way, Jayne would face a much worse outcome than if he

The Complication die starts out at a

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.

) who was holdin

just lost the roll against the Gamemaster and ended up


getting Taken Out or with a new Complication.
When you roll a botch, youve earned a big, fat zero on
your roll. While this almost certainly means youre going to

Member when Jayne knocked out that fashion critic

get beat by the oppositionas you dont even have a total

by rollin 8, 7, and 2? If hed rolled 8, 7, and 1, Jayne still

to fight back withits also a signal that the Gamemaster

would have Taken Out the critic, but hes now rolled a

should lay on the trouble good and thick. When things go

jinx. The GM can take advantage of Jaynes bad luck

this bad, old foes come lookin for the Crew and things start

by buying a Complication with a Plot Point.

to fall apart all around them. A botch isnt just a failure

The GM gives Jaynes player a Plot Point to create


a Complication based on the Action Jayne just took.

with consequences; its an invitation for the Gamemaster


to spring a whole new world of trouble on the Crew.

The GM decides the fashion critic is actually the son of


a local Sheriff and titles the Complication
. Anytime that issue

C
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comes up in the storylike Jayne tryin to convince the


Law that he shouldnt get pinched for puttin a dandy
in his placethe GM can add a Complication die to
his opposing dice pool.

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page 56). Of course, not all Complications are easily

If any of the dice in the Gamemasters dice pool come

dismissed; its going to be pretty hard for Kaylee to deal

up as 1s, any player may take the Opportunity to spend

with a

a Plot Point and step an existing Complication back to a

to talk himself into more trouble after he

all by herself and Jayne is more likely


. Its probably best to leave

smaller die for each 1 rolled.


Whether they apply to the current situation or not,

the medical treatments to Simon and the talkin to Inara!

the players may step back any Complication on the table.

If youre successful at your recovery roll, remove

Like jinxes, Opportunities dont count toward the total

the Complication completely. If you fail, step back the

from the dice pool, so the Gamemaster should set them

Complication die to represent that youve made some

aside immediately after rolling them.

progress patching up a broken limb or smoothing things

If you recall, the Gamemaster assigned two dice

over with the local law enforcement types. Theres a

and gets a 6 and a 1. The 1 doesnt

Complication once per scene and the GM may rule that

count toward the total, so the stakes fall to 6, but the 1

its impossible for you to actually make a recovery roll at

offers the Crewmembers an Opportunity. If there was

all. Its pretty tough to clean up an

a Complication titled

the proper gear to mop up the mess!

, any of

the players sitting at the table could spend a Plot Point


to step back

from a

C
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P.

few limits on this: you may only attempt to remove a

to the fashion critics pool. The GM rolls


+

BASIC RULES

OPPORTUNITIES

to a

without

Its also possible that you might roll a jinx on a recovery


roll, resulting in the situation worsenin for you and your
Crew. If you roll a jinx on a successful recovery roll, the GM

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

can hand over a Plot Point to introduce a new Complication


related to your attempt to improve your situationyour
is now

. If you roll

a jinx on an unsuccessful roll, your Complication gets


worse by one step for every jinx you rolled without
the GM havin to pay any Plot Points at all, as your
failed attempts to make things better result in you
aggravatin the situation.

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PLOT POINTS

BASIC RULES

Plot Points give your Crewmember more control

ADJUSTING CREWMEMBER
DICE POOLS

over what happens in the story, allowing you to improve

Crewmembers can adjust their dice pools in a few

your dice pool and change the outcome of your rolls. The

different ways. To wrap up, heres a list of everything that

more Plot Points you have, the more you can do to alter

players can do to try to squeeze a little bit more juice out

the course of your story.

of their rolls when attemptin those thrillin heroics:

Players can use a Plot Point to:

Spend a Plot Point to create an Asset: Players

Keep an additional die from your dice pool in

can always spend a Plot Point to add a new Asset

a total after your roll

to the scene, even before they roll. For instance,

Activate a Distinction trigger (when required)

Jayne might decide that he wants to intimidate

Create an Asset at a D6 that lasts until the end


of the scene

anyone who catches him punching the fashion


critic. If he creates an Asset by spending a Plot
Point before he rolls, like

Make an existing Asset last until the end of the

D6,

he adds a D6 to his dice pool and

Episode

writes it down on a notecard for future use.

Roll a Big Damn Hero Die and add it to your

Players can spend a second Plot Point to keep

total after you roll

the Asset around for the rest of the Episode.


Use existing Assets or Signature Assets: Signature

Players begin the Episode with one Plot Point but gain
more of them when:

C
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Assets, like Kaylees


Books

D8

D6,

or Shepherd

are cued to a particular

You activate a Distinction trigger, such as rolling

character and cant be shared. Signature Assets

a Distinction as a D4 instead of a D8

are permanent and can be used from Episode

The GM buys a Complication after youve rolled

to Episode, while regular Assets are handy

a jinx

for a particular scene. Any Assets on the table,

The GM spends a Plot Point on a roll opposing


your character
The GM decides you deserve one for great play,
a snappy one-liner, or a scene description that
impresses your Crew

regardless of who created them, are fair game


provided theyre usable. Using an existing Asset
or Signature Asset during a scene doesnt cost
a Plot Point.
Use Distinction triggers: Some Distinction
triggers let the players adjust their dice pools.
In Kaylees case, she has a Distinction trigger
for

D8

called Miracle Worker

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

Skill die, shed add a D4 instead

and bank the Big Damn Hero Die as a D10 to use


later. Crewmembers can use multiple triggers in
a single roll, provided they are willing to meet

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the requirements of each trigger.

Use a Skill specialty: All Skill specialties appear

already had it in their possession. In the earlier

in parentheses on a character sheet. Players

example, Simon could only use his Big Damn

can add a D6 to a dice pool when their specialty

Hero D8 to tackle the Alliance soldier because

applies to the Action they are undertaking. If

he had earned it in an earlier Action.

Jayne decided to shoot the fashion critic instead


of punch him, Jayne would add his

D10

SAMPLE DICE POOLS

and an additional specialty D6 for Rifles. Players

BASIC RULES

can only use the specialty attached to the skill


they are currently using in their rolls.
Spend a Plot Point to use a Big Damn Hero Die:

Here are some common situations Crewmembers might

Players may spend a Plot Point to add a Big

get into over the course of an Episode. These are suggestions

Damn Hero Die to any roll, even after theyve

to help you create dice poolsdont be afraid to take these

rolled once already. Players can only add a

dice pools as inspiration and come up with your own.


Remember to adjust your dice pool before you set

Big Damn Hero Die to a new dice pool if they

the stakes!

throw a punch at a Major


Gamemaster character

shoot at a thug

sneak into a secure area

C
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P.

+
+

notice a Major Gamemaster


character sneaking up on them

remember a Browncoats
military service

+ the Complication
trying to be removed.

sweet talk a saloon gal for info


about the town

con a savvy merchant into a


lower price

impress a Major GMC with


dancing

+
+
+

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BASIC RULES

FOR THE GAMEMASTER


FIREFLY RPG

C
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follow the robbery, its a new scene based around a new

the shoes of a screenwriter, director, sound effects engineer,

conflict. Lots of rules depend on starting and ending scenes,

and executive producer for your groups Crew. When

so make sure you always make it clear to your players that

you sit down to play for an evening or afternoon, players

one scene is ending and a new scene is starting.

star in an Episode, a wild adventure in which the players

Gamemaster characters (GMCs) come in three flavors:

characters face opposition and create drama while trying

Major, Minor, and Extra. Major Gamemaster characters

to accomplish their goals. Its your job to play the world at

are characters that are featured in an Episode and are

large, especially the folks who want to oppose the players.

indispensible to the story. They have a full set of Traits just

Episodes are broken down into scenes, individual

like Crewmembers do. Minor Gamemaster characters

encounters through which the Crewmembers play out the

arent a significant part of the story, but might still interact

story of the Episode. Scenes are always framed by the GM,

with any member of the Crew. Theyre made up of three

which means you describe where the scene takes place,

Traits of any type. Extras, on the other hand, are unnamed

which Crewmembers are present, and who else is there.

characters represented by a single Trait.

Crewmembers interact with each other or characters you


create to propel the story.

The

FIREFLY RPG

corebook will explore the

differences among these character types in great detail and

Scenes end when the primary conflict or goal of

will also show you how to upgrade these character types,

the scene has been resolved. For example, a bank

like moving an Extra up to a Minor Gamemaster character

robbery scene might end when the crew cracks

or improving Major Gamemaster characters so that they

open the safe of a local robber baron. While the

continue to be a threat as the Crew develops their skills.

chase that follows the robbery might immediately

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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?

ABOUT ECHOES OF WAR


The
line is structured to help new and
veteran GMs anticipate player Actions and create dice
pools, Assets, and Complications thatll help shape
the story.
Wedding
Planners and Shooting Fish, located on page 144 and
page 210 respectively.

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

will be jam-packed with plenty

of tips to help you create your own Episodes, manage tricky

Title of the Action: describes what the Action is


and why its important.
Crewmember Pool: describes possible Trait
combinations for a dice pool. Dont forget to
add in Assets, Complications, Distinctions, and
specialties.
GM Pool: describes possible Trait combinations
for the GM to set the stakes with. Dont forget to
add in Assets, Complications, Distinctions, and
specialties.
Possible Assets: contains suggestions for Assets
that can be created or used here.
Possible Complications: contains suggestions for
Complications that stem from this roll.

Tables are included throughout all

scenes and players, show you how to introduce and track


Assets and Complications at your table, and a whole lot more.

BASIC RULES

There are two adventures included in this book. Wedding

Theyre meant to be reminders to help keep you on

C
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EXAMPLE RESULTS:

Failure to raise the stakes: The Crewmember


doesnt complete the Action as desired. You may
help the player figure out what the Crewmember
should do next by using suggestions that appear
in this box.
Raise the stakes: The Crewmember completes
the Action and the story continues.
Extraordinary success: The Crewmember performs
the Action so well the player also gets a rewarda
Big Damn Hero Die. You may help narrate the
Crewmembers luck by using suggestions that
appear in this box.

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CONFLICT AND ACTIONS


decide that Jaynes itchy trigger finger makes him best
turns the story takes. If Wash didnt pull off a Crazy Ivan,

prepared to shoot first or that Zoes sharp eyes mean that

the Reavers wouldve caught up with them in the pilot

she sees the Reavers coming before anyone else. Its okay

episode. If Simons tranquilizer didnt work on Jayne in

to pick one of your own Gamemaster characters to go first,

The Train Job, Jayne couldve taken over and left Mal and

especially if they have the drop on the players because of

BASIC RULES

Zoe behind. The core of a story in the Verse is rooted in


the outcomes of these kinds of conflicts, and the Actions

When you declare a player goes first, that person

the Crew takes to overcome the bad guys, save the ship,

declares an Action, you set the stakes for that Action,

and win the day.

then the player makes a roll. Once that Action is resolved,

When the Crew takes Action, you set the stakes by

that player gets to pick who goes nexteither another

creating a dice pool, rolling the dice, and adding the two

Crewmember or a Major, Minor, or Extra GMC you control.

highest results together. The players then attempt to raise

The Action continues until the last player has had their turn.

the stakes by creating their own dice pool and rolling the

After all the charactersincluding GMCshave taken one

pool in an attempt to exceed the GMs total. This is called

action, the last character to act starts up the next round

an Action or Basic Action. The Crew of any ship is used to

by picking a new character in the Action Order, perhaps

takin Actions to keep their ship running and their cargo

even himself, to go next.

safe, so expect your Crewmembers to jump into Action

You can stop an Action Order at any time. Typically,

quite a bit over the course of a given Episode.

it makes sense to end the Action Order after the

BEATS

C
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an ambush or the Crewmembers poor planning.

All Actions take place in the space of a beat, the


smallest unit of time in an Episode. Beats dont have a fixed
length; they last just long enough for a Crewmember to

scene is over, when a Crewmember or GMC


scores a decisive win, or if there are no more
GMCs present in a fight because theyve been
Taken Out (see page 46).

take a single Action with a single roll. Some beats last for

TIMED ACTIONS

days or weekslike when Wash pilots Serenity across the

When tensions run high and the Crews lives are on

black while avoidin Alliance shipswhile other beats take

the line, consider using a Timed Action. This is a special

just a few seconds to resolve. Theres no fixed number of

type of Action used to represent time-sensitive tasks; its

beats in a scene; theyre just a useful way of breaking up

created by stringing a series of Basic Actions together.

the goings-on within a scene.

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

In a Timed Action, time is measured and counted down


in a specific number of beatseach beat is equivalent to
a single roll of the dice. The more beats you provide your
players, the more time they have to complete their task.
Each time Crewmembers roll the dice, they use one beat.
You can use checkboxes or tokens to keep track of beats.
You as GM determine when a Timed Action is applicable,
how many beats it has, and how many players it involves.
If players beat your total, it only costs them the time
spent, one beat. If they achieve an extraordinary success,
it means they found a shortcut and dont lose any time at

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BASIC RULES

allthey dont use a beat for that roll. If they fail to raise

Zoe tackles the next Action by rolling

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

for Mal to get a look at the detonator. She creates an

Timed Action.

extraordinary success and rips open the clumsy casing

to force the bomb casing open far enough

Mal and Zoe have run into an old war buddy in

by forcing apart the metal with her bare hands, earning

a backwater bar, a friend who has fallen on hard times.

them an extra beat! Mal and Zoe still have four beats left.

Unfortunately, the Browncoat has activated a bomb and

Mal rolls

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to see if he remembers

wont listen to reason. Instead of escaping, Mal and Zoe

anything about disarming this kind of bomb. He fails,

want to save the patrons in the bar (and their friend!)

and eats up one of their remaining four beats. They only

and deactivate the bomb.

have three beats left!

The Gamemaster declares that diffusing the bomb

Mal makes his roll again and succeeds. He remembers

will require three Actionsfinding the bomb in the

that hes seen this kind of weaponry before, and he shuts

bar, cracking open the bomb case without setting it off,

down the bomb before anyone gets hurt. Because hes

and defusing the bomb itself. Since the old friend has

able to finish the Actions before the beats ran out, the

already activated the bomb, the Gamemaster gives Mal

bomb doesnt go off.

and Zoe five beats to clear the bomb before it goes off.
For the first Action, Mal rolls

Timed Actions are an excellent way of creating

to find the explosives his old friend stashed away under

tension for your players in a variety of contexts. For

the bar itself. Hes successful, so he spots the bomb

an example of how to use a Timed Action in a race

wrapped in an old Browncoat jacket that his friend

scene, turn to page 210 in Shooting Fish.

used to wear. He uses up one of the beats, but theyve


still got four beats left.

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ROLLING FOR THE OPPOSITION

BASIC RULES

All GM dice pools that arent centered around a Major


with the players to help shape the story. The majority of

GMC include at least one die to represent the difficulty of

the time, youre fillin the shoes of a character whos actively

the Action. So, the types of dice you add to a basic GM

opposing a Crewmember. In those cases, your dice pools

dice pool might include:

mirrors the choices the players take to create their own. Be

Difficulty die

sure refer back to page 41 and re-read the Crewmember

Trait die representing the situation or location

Basics section to refresh your memory.


Dice pools you create on behalf of a Major
Gamemaster character always provide you with

Minor GMC or Extra die


Complications that work against the player

more dice to roll. These dice pools might include:


Attribute
Skill
Trait die representing the situation or location
Distinction or Distinction trigger
Signature Asset
Complications that work against the player

There are other times, though, when a Crewmember


wants to take an Action that isnt opposed by another

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Major Gamemaster character. Inara wants to send an


important wave. Kaylee wants to fix a crucial part to
the ship. Mal wants to salvage a derelict. These Actions

MASTERIN THE GAME

DIFFICULTY DICE
RATING
MASTERIN THE GAME

The higher the stakes, the harder it is for


Crewmembers to accomplish tasks. Choose
dice based on the ratings below to relay how
easy (or hard) itll be for a Crewmember to
complete an Action. Remember, you only
Major GMC is not involved in the roll.
D4: Very

easy

D6:

Easy

D8:

Challenging

might fail in interesting ways, so theyre worth rolling for.

D10:

Hard

But they dont necessarily have a character opposing the

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

is going to miss out on vital data that would help them

opposing the Crewmember. A difficulty die is assigned

avoid traps and problems on the ship. In this case, an

for any Action that does not involve a Major Gamemaster

Action is definitely required.

character. If the Crewmember is opposing a Major GMC

First thing you do as the Gamemaster is grab a

with a full set of stats, the Gamemaster assembles a pool

difficulty die. Lets say that the information Kaylee

based on the Major GMC the same way a Crewmember

might learn is powerful useful, so you add a

does. The Gamemaster only gets to add a difficulty die to

your dice pool. You decide to improvise a little bit and

a roll when there are no Major GMCs opposing the Crew.

assign two brand new Traits to the computer systems:

In addition to the difficulty die or Major GMC, the

and

. Now, instead of

Gamemaster builds a dice pool by picking up one or more

tinkering with an old computer set-up, Kaylee has to

dice based on appropriate Traits from the location, opposing

break the code to access the derelicts outdated data files.

characters, ship, etc. These Traits can have a variety of

You roll these three dice (

ratingsranging from

stakes at 11 using your two best dice.

to

each detailing how

, and

) and set the

the Action will be made difficult by the circumstances the

In response, Kaylee creates a dice pool. She adds

characters face. Sometimes these obstacles are small like a

an Attribute, Skill, Distinction, and any relevant Assets

, but they can be tough, troublesome


problems like an

or a

C
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to

she has in her possession, or Complications that might


.

Lets say Kaylee is on board an old derelict. Your

work in her favor. Kaylee builds her dice pool based on


her

Attribute and

Skill. She

friendly neighborhood mechanic is hopin to get the ships

rolls, comes up with a 15, and successfully decrypts

computers up and running again to find out what she

the computer to learn that the Alliance is still

can about the cargo and the ships crew. Now, the ships

tapped into the derelicts computers. The derelict

busted and there aint a soul on board. If Kaylee isnt

is a trap and the Alliance is now on their way!

able to operate the older models computers, the Crew

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BASIC RULES

GANGING UP ON THE
CREWMEMBERS

CREATING INTERESTING
COMPLICATIONS

Often the opposing GMCs will outnumber the

One of the Gamemasters primary jobs during an

Crewmembers; after all, theres safety in numbers when

Episode is to create compelling Complications when

youre tryin to get by in the Verse! When this happens, the

Crewmembers roll jinxes. Each and every time that the

Gamemaster doesnt have to roll individually for each thug

Crewmembers dice come up with 1s, youve got a chance

that happens to be opposing the Crew. Instead, you can rule

to make their lives more interestin. Take advantage of it!

that the characters are ganging up on a Crewmember and

Hand over those Plot Points to Crewmemberswhich

treat each additional GMC as a Trait in the opposition roll.

will let them be amazing in a future Actionand throw

No matter how many GMCs are ganging up, however, the

down a Complication on the table.

GM still only gets to keep two dice for the total.

The best Complications are problems that snowball

Inara is trying to bluff her way past a few Alliance

into conflicts, leading the Crew to stories that give them

guards to rescue Mal from the clutches of an Alliance

a chance to shine. This takes a bit of ingenuity on the part

prison. When the four

roll to set

of the GM because its easy to default to Complications

the stakes, the Gamemaster rules that they are ganging

that dead end into boring injuries or lame problems. Great

up on her, all working together to ask her questions and

Episodes in the FIREFLY RPG are driven by Complications

try to poke holes in her story. The Gamemaster rolls

that draw in new Major and Minor GMCs, provide other

(a

for each guard and a

for a challenging

Crewmembers with opportunities to help the Crew succeed,

difficulty), but only keeps the top two dice for the total.

and show the Crew that their Actions have consequences

Inara has to raise the stakes with her own roll to talk

that echo throughout the Verse.

her way into the prison.

Say Jayne was the first to break into the derelicts


cockpit and rolled a jinx on his first roll in the scene.

C
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If the Crew tries to Take Out GMCs who are ganging

Because Jayne rolled a jinx, youre now able to buy a

up on them, a success on a roll Takes Out one of the GMCs,

Complication that works against the Crew. You hand

eliminating a die from the opposing pool. An extraordinary

Jayne a Plot Point and write

success, in addition to generating a Big Damn Hero Die,

on a card, placing it in on the table for everyone to see.

Takes Out two GMCs. If a Major GMC is opposing the

He broke into the ship all right, but he managed to

characters while using a gang, the Major GMC can opt to

damage the ships computers in the process of crackin

have a member of the gang be Taken Out instead of paying

open the derelict. The

a Plot Point and suffering a Complication, allowing the

problem that Jaynes likely to solve, so its the perfect

gang to bear the brunt of the fight.

kind of Complication to draw another Crewmember

When Inara breaks Mal out of prison, the security

aint a

into the scene.

guards she bluffed start shooting. Mal opts to shoot


back, and the four

roll to set

the stakes again with a


and

from a challenging difficulty

from their gang. Since both sides are shooting,

the Gamemaster notes that the loser of the roll will be


Taken Out. If Mal raises the stakes on the
he Takes Out one of the
with one less

, leaving the gang

to roll on the next Action.

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USING COMPLICATIONS
TO OPPOSE THE CREW

USING PLOT POINTS AS THE GM

Once youve put Complications into play, you can add


them to any roll where theyd make the Crewmembers lives
more difficult. They can apply when a GMC is opposing
the Crew or when Crewmembers attempt Actions that
are opposed by difficulty dice. You dont need to add in
away from challenging the Crewmembers when theyve
gotten themselves into trouble.
Kaylee is now attempting to access the derelicts
busted, encrypted, outdated computersa tough job.
Youve still got the same three dice: a
difficulty, a
and a

for your

because the computers are outdated,

to show theyre encrypted. Since the


can work to block Kaylee from accessing

the information, you can add another

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

Complications every time players roll dice, but dont shy

pile to give to players and a limited pilethe bankto spend

Points GMs can give out to Crewmembers in this fashion.


In contrast, the GM starts each session with a bank of
one Plot Point per player. These Plot Points can be used to
help the Gamemaster provide a more active resistance to
the Crew, and they must be spent by the end of the session
or theyre forfeited. GMCs can put more Plot Points in
the bank when they use their Distinction triggers and
Signature Asset triggers.
GMs can use Plot Points to:
Include additional dice in the total during an
Action
Activate a Distinction trigger for a Major GMC
Buy a D6 Complication (or higher) when a player

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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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OPTIONAL RULE: MORE ASSETS


AND COMPLICATIONS
While there are usually plenty of Complications and Assets generated when
the Crewmembers start rollin dice, sometimes the Gamemaster wants to add
Assets and Complications even when the Crewmembers havent spent Plot
Points or rolled jinxes. Heres how you can make them work if you want
to include more Assets and Complications in your game:
BASIC RULES

If the Crew tackles a problem successfully, the Gamemaster can


offer them a free

Asset to reward them for thrillin heroics. As

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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Gamemaster might offer the Asset


if she successfully bypasses the security on
the older mainframe. At the same time, if she
fails the roll, the GM might introduce the
Complication
to represent the trouble the Crew is
getting into by trying to salvage the derelict.
All of this is in addition to the Assets she
might generate for herself with Plot Points or
the Complications that might arise from jinxes
shes rolled. Since no characters are going to be
Taken Out on this roll, the Gamemaster can add
these additional Assets and Complications without
overwhelming the Crewmembers.

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ADJUSTING THE GMS


DICE POOL
Remember that your dice pools arent static or boring.

Use a Distinction trigger: Major Gamemaster

Gamemasters can always adjust their dice pools, even if

characters are key players in an Episode and are

there isnt a Major GMC in the scene. To adjust your dice

represented by a full set of game rules. Distinction

pool, you:

triggers are included for Major GMCs in both


WEDDING PLANNERS and SHOOTING FISH.

GMC dice, you may also add in additional Traits

Use a Skill specialty: All Skill specialties appear

based on the environment. Players may have

in parentheses and add a D6 to a dice pool when

to outrun a

or search through

appropriate. Both Major and Minor Gamemaster

Sometimes these dice are

characters may have Skill specialties that could

D8
D6.

directly tied to locationslike

D10but

they can also be situational and reflect some of


the specific obstacles that the Crew faces when
trying to get a job done.

BASIC RULES

Add a Trait: In addition to difficulty dice or Major

help them in opposing the Crew.


Use a Major Gamemaster characters Signature
Asset(s): Major Gamemaster characters may
also have Signature Assets that are part and

Use an existing Complication: Remember,

parcel to their character. While you cant spend

Complications are created when the players roll

Plot Points to create Assets or use any Assets

a jinx. Since you set the stakes at the beginning

in play, you can use a Major GMCs Signature

of an Action, you can only use Complications

Asset if its provided.

that are already in play for that scene, provided


they apply to your dice pool. You can add as
many Complications as apply without paying

C
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P.

additional Plot Points. A character with a


D10
D8

who is slipping around on an

while dealing with a

D6

is

in some real trouble!

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FIND A CREW

Well. Were all running from something, I suppose.


-Inara, Bushwacked

Find a Crew

C
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your own in a simple step-by-step process or pick an


Crew together, and that starts with you. What kind of

archetype, a template for a character that will come with

character do you want to play? You the controllin type wholl

some choices already made to speed the process along.

captain your own ship? Itchin to step right into Kaylees

Dont forget: your character will shape what role

shoes and tinker with Serenity? Fancy a life as a backwater

youll play, what your personality is like, and what youre

matriarch like Patience out on the Rim? Member, youll

good at. Take your time pickin and choosin how to

be meeting all manner of folk and travelin clear across the

shape your Crewmember. Though a good character

Verse to do what you do best: find a job and keep flying.

wont guarantee youll succeed all the time, if you

No matter what type of character tickles your fancy,


youll find your perfect Crewmember here. In this chapter,
you can choose to play as Mal, Zoe, Kaylee, Wash, Inara,

choose one that feels right, youll have fun no matter


what kind of trouble comes your way.
Be sure to read the Basic Rules found on page 39

River, Simon, Book, or Jayne. Youll also find two additional

before you dive in. There, youll learn important terms

ways to create your own characters. You can either build

to help you understand the rules.

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ABOUT THESE RULES

FIND A CREW

All characters and rules found in this chapter


are compatible with both Wedding Planners and
Shooting Fish, found on page 144 and page 210,
all upcoming Echoes of War adventures, and the
FIREFLY RPG corebook and future supplements.
The archetype method of character creation,
along with Mal, Zoe, Wash, Inara, Book, River,
Kaylee, Simon, and Jayne, are also available
separately in the Serenity Crew digital release.
The FIREFLY ROLE-PLAYING GAME will
Youll read tips on playing your favorite
character, get more archetypes and Signature
learn how to advance your Crewmembers
abilities over the course of multiple Episodes,
lot more.

READING CREW SHEETS


know how to read a Crew Sheet. Every Crew Sheet, whether
its one of the nine crewmembers on board Serenity, an
archetype, or a completely custom character, has a set of
game rules attached to the character. Not only will these
rules make your character unique, they also determine
what dice you put in your dice pool based on the Action
you want to take.

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

has three, set Attributes:

. These dice represent your characters

relative strengths when engaging in different kinds of tasks,


ranging from fixing engines to shooting guns to talkin
your way through a tense situation.
Characters will have a base Attribute rating that ranges
from

to

with larger die types representin stronger

natural talents. Youll make a lot of use of these Attributes

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

in each Skill, so even if youve never been taught

how to drive a hover car youll still get to roll a

. On

your Crew Sheet, youll notice some Skills have a higher


die rating than others. The bigger the die, the better you
are at that particular Skill.

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: Build, create, and assemble items from


scratch.

SPECIALTY
Some Skills will have a Specialty marked next to it

: Operate land and surface vehicles, including


mules, boats, and hover cars.
: Attack with your weapons or fists in close
combat.
: Patch up and repair objects with working,

: Pilot ships and other airborne vehicles.


: Concentrate on a subject to steel your
will, intimidate, or find a new solution.
: Persuade others to do, think, act, or
feel the way you want them to.
Specialty : Represents general knowledge

about the Verse.


: Lift, push, dig, pull, and haul in tasks that
require manual labor.
: Run, sprint, jump, climb trees.
: Spot someone or something out of the
ordinary.
: Use mechanical devices ranging from
computers to thermal cutting torches.
: Act or put on a big show to impress
or entertain.
: Fire guns, rifles, big rocket launchers
weapons you point and shoot.
: Camouflage yourself and sneak past
opponents. Sneakily.
: Endure less-than-ideal conditions and
live to tell the tale.
: Toss things like a grenade or throw
opponents across the room.
: Heal folks by treating injuries or counseling
them.
: Spin a yarn or con an opponent. Also
covers sleight of hand.

a particular aspect of that Skill or have received training


in a particular subfield.
For example, you might have

(Cattle). If you do, you will be able to add an additional


to your dice pool when you use that Skill and its Specialty
to take an Action. You can also assume that you have
some special knowledge about that particular subsection
of the Skill.
Specialties in

indicate that your character knows

stuff beyond the kind of things common folk know. You


might

(Botany) or

(Backwater Cultures).

Taking one of these Specialties means that if you ever find


the need to identify plants or wind up stranded in some
podunk town, youll be able to put your book-learnin to
good use.
All characters may assign a Specialty to
free, provided you have
get to

for

or higher. Its hard to

the whole Verse without learnin a thing or

two about a particular section of interest.

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

rating. Each Distinction lets you add a

to your dice pool when you take an Action that might


involve this Trait, in addition to your Attribute and Skill.
Youll find Distinctions in one of three categories: Roles,
Personalities, and Backgrounds. Distinctions shape the
characters story and will be presented with a maximum
of three Distinction triggers for each Trait. Though
characters may grow over the course of several Episodes,
all characterseven the Serenity crewstart out with three,
free Distinction Triggers and two that are hand-picked to
fit the Crewmember: a total of five Distinction triggers
for each character.
For more information about Distinctions and
Distinction triggers, turn to page 65 in the Basic
Rules chapter. Youll want to review page 50 to
learn about Plot Points, too!

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(Engines) or

FIND A CREW

replaceable parts.

in parentheses. This word represents that youre good at

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

D6: Average reasoning, logic, and awareness.


Example: Jayne.

D6: Nothing remarkable when it comes to


interpersonal interaction. Example: Zoe.

D8: Better than average capacity for


reason and comprehension. Example:
Wash, Inara, Kaylee.

D8: Outgoing, expressive, or otherwise socially


adept. Example: Kaylee, Jayne, Simon.

Higher-level logic and quickness of


thought. Example: Simon.
D10:

Strictly routine level of fitness,


agility, and health. Example: Inara,
Simon.
D6:

D8: Athletic levels of strength, speed, or


endurance. Example: Mal, Shepherd
Book, Wash.

Potentially record-setting levels of


physical prowess. Example: Jayne, Zoe.
D10:

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D10: Highly magnetic, personable, or gifted with a


forceful personality. Example: Inara.

D4: Untrained. You have no idea what youre


doing, but youll try anyway.
D6: Competent. Youve had sufficient training to
get by.
D8:

Expert. Your talents are second nature to you.

Master. Youre one of the best in your field,


and those who share your passion know it, too.
D10:

Grandmaster. Youre so good at what you do,


youve got a reputation as the best in the Verse.
D12:

SIGNATURE ASSETS
Some characters will have Signature Assets marked

Say Mal, Jayne, and Zoe have gone into town to

on their Crew Sheet and some wont. These Assets work

find spare parts for Serenity. On the way there, the trio

similarly to regular Assets, as they let players add an extra

is ambushed by a local gang itchin to make a name for

die to their dice pool when theyre used. Signature Assets

themselves. Jayne was using his Signature Asset

begin with a

and managed to get Taken Out of the fight.

die rating but can be stepped up during

If Mal picked up Jaynes gun, he could fire at the

play. They arent tied to a Distinction, Attribute, or Skill,


but may complement any one of those Traits.
Because Signature Assets are tied to a particular

gang, but hed have to spend a Plot Point to create an


Asset and add

to his dice pool, same as any

character, other Crewmembers wont be able to use that

other gun he picked up on the street. Only Jayne has

special item the same way. Remember, an Asset created

a powerful connection to Vera and gets the benefit of

during (or for) a particular scene may be accessed by


any Crewmember sitting at the table. A Signature

die rating without creating an Asset by spending

a Plot Point.

Asset, however, belongs to the Crewmember and


cant be used by any other Crewmember.

Be sure to reference the Basic Rules chapter on page


39 to learn more about using and creating Signature

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Assets and Assets in play.

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

because you pick Mal or Zoe doesnt mean that youll

other eight Crewmembers included here.

get all the screen time. Remember, youre playing a

C
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game and youve got two, three, or four other folk to


Malcolm Reynolds
Zoe Alleyne Washburne
Hoban Wash Washburne

worry about. Wash is a great pilot and Jayne is pretty


handy with a gun, but that dont mean theyre useless
when theyre not flyin or shooting.

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

: The list of what Mal likes and dislikes is


pretty damn short. Mal cares about getting paid, the safety of
his crew, and his boat. Mess with any one of those three, and
you can be sure hell get a mite testy. When he does, you can
be sure a snappy comeback and a gun aint far behind.
: They say that War can break any
mans faith and thats as true for Mal as it is for anybody. Mal
was a tried-and-true Browncoat volunteer who fought for the
Independents in the War. Eventually, he earned the rank of
the Battle of Serenity along with his second-in-command, Zoe.
To this day, Mal is convinced he fought on the right side, though
maybe not the winning side.

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ATTRIBUTES

10

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain instead
of a .
When a
Crewmember in the same scene
as you acquires a Complication,
spend 1 PP to take it away and
step it back.
the Crew: When one of your
Lead
crew directly follows one of your
orders, spend 1 PP and give that
Crewmember an Asset equal to
your
die rating.

1 Plot Point when you roll


aGain instead
1 Plot Point when you roll
of a .
aGain instead
of a .
When you take
a Complication representing an
injury or physical harm, spend 1
PP to step it back or rename it as
a mental or social Complication.

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

This is Mals Moses Brothers Self-Defense Engine Frontier

suit his needs.

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CORTEXT DATAFILE

ZOE ALLEYNE WASHBURNE


: Loyal First Mate
friend. Some say Mals only friend. Shes handy with a gun and she
minds her own business. If shes got something to say, shell say it. If
she dont? Well, you wont hear her going on and on about nothin.
So, you best pay attention when Zoe speaks up.
You might think Zoes deadly aim means she dont have
a sense of humor, but thats not true. She smiles easily
specially when shes around her husband, Wash. It should
be said, though, that Zoe aint afraid to stand up to Mal
or Jayne when she needs to. She may have fought
alongside Mal in the War as his second-in-command,
but shes not the kind of soldier who wont question
a bad call or take matters into her own hands when
the job warrants it.
: Zoe dont have a lot of patience
for folk who dont respect the captain. She wont like
it much if someone comes after Wash neither. Force her
to choose between Mal and Wash and theres no question
about itshell stick by her husband. Mind you, shes loyal to
both in her own way.
: Of all the members on the crew, Zoe
knows more about Mal than anyone. You see, she was there at the
Battle of Serenity and fought alongside Mal with the Independents.
War. Loyal to a fault, Zoe has yet to abandon her military training
and prefers to call the captain Sir.

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ATTRIBUTES

10

10

10

10

10

SKILLS

DISTINCTIONS

Gain 1 Plot Point when you roll


a
instead of a .
If your captain
fails a die roll in your presence,
step up or double your Attribute
Spend 1 PP to join
a scene involving the captain
that you werent already in.
,

1 Plot Point when you roll


aGain instead
of a .
roll your
your total.

Spend 1 PP to
and add it to

of Calm: Spend 1 PP to use a


Sea
Complication as an Asset for one
Action; step up the Complication
afterward.
,

1 Plot Point when you roll


aGain instead
of a .
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
in the head with the stock.

END TRANSMISSION

chris moore (order #4842752)

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CORTEXT DATAFILE

HOBAN WASH WASHBURNE


: Quirky Pilot

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

Course, it should be said this pilot is a touch peculiar, too, for he


: Washs role in the War is speculative
at best because he never talks about it. One thing for sure, he
has no love for the Alliance. When Serenitys up in the air
and theyre facing down an Alliance cruiser, Wash is the one
thatll help the crew sneak away.

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ATTRIBUTES

SKILLS

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
aGain instead
aGain instead
of a .
of a .
Step up or double
your
for one Action. After
the roll, create or step up the
Complication
.
Gain 1 PP when
you point out how
dangerous,
stupid, or illegal the Crews plan
,

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.
,

1 Plot Point when you roll


aGain instead
of a .
Spend
1 PP to step up or double your
ships
Attribute for your

you replace your

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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CORTEXT DATAFILE

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

1 Plot Point when you roll


1 Plot Point when you roll
aGain instead
aGain instead
of a .
of a .
Double
Highest Bidder: Gain 1 PP when
when youre trying

Gain 1 Plot Point when you roll


to intimidate
you try to get a better deal
a instead of a .
or scare folks with more sensitive
proclivities. After your roll, step
up or create a social Complication
on another Crewmember.

Gain 1 PP when you


choose to disrupt, upset, or
challenge the social order of
things when you have the option
of being mannerly or polite.
,

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.
,
,

than your current contract from


the side youre not currently

battle or combat scene. On your


dice that come up 1 instead of
accepting a Plot Point.
,

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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CORTEXT DATAFILE

KAYWINNET LEE KAYLEE FRYE


: Natural Mechanic
: Some folks are a ray of sunshine in the black.
engineer, Kaylee. Shes had no formal training,

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

valuable than the previous mechanic, Bester. Shes loyal to the


out on a job if Mal needs her.
Hired right out of her parents home, Kaylee hasnt seen
much of the Verse and has an innocent way about her. Her
cheerful demeanor can get a mite annoyin, but she keeps
spirits high. Shes the beating heart of
in more
ways than one.
: An eternal optimist, Kaylee
and will defend her even when Simon,
the doctor shes got a crush on, complains.
Kaylee loves listening to stories about
Inaras glamorous life and wouldnt
mind attending one of them fancy
dress partiesespecially if theyre
serving real strawberries!
:
Kaylee was too young to
heard the stories of those
who did and her soft heart
sympathizes.

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ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain instead
of a .
Gain 1 PP when
you choose to get knocked out,
incapacitating causes instead of
rolling dice.
Spend 1 PP to make
light of a situation and step back
a Crewmembers Complication on
account of your positive outlook.
,

Gain 1 Plot Point when you roll


a
instead of a .
Zen & the Art of Engine
Spend 1 PP at
the beginning of a Timed Action
involving ship repair or upgrades.
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.

your

If you replace
Skill with a
for your

1 Plot Point when you roll


aGain instead
of a .
Spend 1 PP to
step up or double
your
die when youre using your
friendly manner to resolve a
tense situation.
Gain 1 PP when
you openly tell the truth even
though it might be to your greater
,

Die equal to that Skills normal


die rating if your roll is successful.
,

SIGNATURE ASSETS

8
need for parts and labor she wouldnt want to live
anywhere else.

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CORTEXT DATAFILE

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

the crew. For now.

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ATTRIBUTES

10

10

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain instead
of a .
Create a
Complication on yourself

Gain 1 Plot Point when you roll


a
instead of a .
Spend 1 PP to

1 Plot Point when you roll


aGain instead
of a .
When you
create an Asset related
to an
individuals history, biodata, or

plan. Gain 1 PP.

weapons or attacks can be made.

When youre using


your good looks
as a distraction
to help an ally, spend 1 PP to
give that ally a die equal to
your
die rating for
,

reroll any dice that come up 1


instead of accepting a Plot Point.
If an ally or
associate fails a roll involving
their
Attribute in your
presence, step up or double your

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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CORTEXT DATAFILE

SHEPHERD DERRIAL BOOK


: Mysterious Preacher
: Derrial Book is a mystery. Known as
Shepherd Book, he hails from Southdown Abbey on the planet
Persephone, having spent the last several years there. Like Inara, the
good Shepherd has his own reasons for joining the shipmaybe more
than walking the world for a while.
There are a lot of things that dont add up about Books past. For
starters, hes as handy with a weapon as Mal and Zoe, but he wont
use em. Then, theres his strange relationship with the Alliance, a
mysterious ident card, and how he manages to know a lot more about
unsavory types like Adelei Niska than he lets on.
Shepherd Book is the moral compass for the crew, whether
they want it or not! He is a peacemaker, wise and strongwilled and not the least judgmental. He is not afraid to
stand up for what he believes in.
: Shepherd Book is man of faith,
strong in his beliefs. He does sometime question why
God led him to
, causing him to fall in with
thieves and such, though he is not above helping
the crew if they need him. He cares about all the
members of the crew and prays for them, whether
weights with Jayne.
: Shepherd Book has
some sort of mysterious connection to the Alliance,
which he refuses to reveal. His ties to the War and how
he feels about what happened are unknown. He does not
talk about himself or his past and will change the subject if
that comes up.

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ATTRIBUTES

SKILLS

10

10

8
DISTINCTIONS

1 Plot Point when you roll


aGain instead
of a .
Spend
1 PP to step back another
characters emotional or
relationship-based Complication.
While you are
taking care of an incapacitated
or grief-stricken character, you
or that character may reroll any
dice that come up 1s instead of
taking Plot Points.
,

Gain 1 Plot Point when you roll


a
instead of a .
Whenever anyone
uses an information-based
Asset against you, spend 1 PP
to turn it into a
Complication of the same die
rating.
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.
,

1 Plot Point when you roll


aGain instead
of a .
When you create
an Asset or take on a Complication
relating to your religious beliefs
or convictions, step it up.
1 PP when you
spend timeGain
sharing your faith
with the unbelievers or the lost.
,

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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CORTEXT DATAFILE

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

: Simon is very defensive of

Kaylee more than a little, but he misses his old life


and struggles to survive out in the fringes of space.
Serious-minded, he doesnt take well to practical
jokes or, on occasion, Mals way of ordering him
around..
: Simon supported
he was a long-time believer in what the Alliance
stood for. That is, up until he found out what they
did to his sister.

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ATTRIBUTES

10

SKILLS

10

6
DISTINCTIONS

1 Plot Point when you roll


aGain instead
of a .
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.
,

1 Plot Point when you roll


aGain instead
of a .
1 Plot Point when you roll
aGain instead
of a .
in Plain Sight: Spend 1
Hide
PP to reroll a die when youre
If you
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.

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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CORTEXT DATAFILE

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

her terrifying days at the Academy. She is


lucid enough to know that there are people
out there who fear her and want to
silence her.

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ATTRIBUTES

10

10

SKILLS

10

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
1 Plot Point when you roll
aGain instead
aGain instead
aGain instead
of a .
of a .
of a .
Spend 1 PP to
Spend 1
you are in
the presence ofWhen
step up your
Attribute
PP to reroll a die when youre
someone who
for the scene. Step down your
Attribute for both this

Create a
Complication to step up your
for the rest of the scene.
,

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.

,
,

is trying to keep a secret, spend


1 PP to discover the secret with
a
+
Action. If your
Action fails, create or step up a
Complication.
Once per
scene, spend 1 PP to create a
Complication on a Gamemaster
character by blurting out a secret
or negative fate.
,
,

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CREATING A CUSTOM CREWMEMBER


STEP 2. CHOOSE DISTINCTIONS

a character thats been made up by someone else. While


there are many folk as like to fill the shoes of the Crew
of Serenity, we know thats not the way it is for the rest of
FIND A CREW

you. One of the most entertaining parts of role-playing


games is breathing life into your own Crewmember, and

at the default

rating.

Each Distinction shapes the Crewmembers by revealing


where they came from, how they make a living, or why

this section shows you how to get started.

they stand out. Each Distinction also includes triggers


youll pick in Step 3 to unlock during your game. To help
you in Step 4, you will also see a set of highlighted Skills.

STEP 1. CHOOSE ATTRIBUTES

For now, just keep those in mind.


Weve included a big list of Distinctions for you,
divided into three basic categories: Roles, Personalities,

They determine how well your Crewmember acts in each of


these three areas. Each is going to be rated from

to

Because Crewmembers are a cut above the rest, the


default die rating for an Attribute is
to leave all three Attributes at
to

. You can choose

, or step one Attribute up

while stepping another back to

and Backgrounds. You can pick any three Distinctions you


like, regardless of category. Before you do, think of what
type of character you want to play.
If you dont find the Distinctions you want in this
list, dont worry! Well have lots of new ways to shape
your character in the corebook including ways for
Gamemasters to help you create your own Distinctions

C
H
A
P.

and Signature Assets.

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

Alliance Agenda: 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.

Gain 1 Plot Point when you roll a

instead of a

Step back your

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

Step back an Asset related to surveillance,


investigation, or intelligence gathering in order to
reroll your dice in appropriate situations.

8
8
Gain 1 Plot Point when you roll a

Gain 1 Plot Point when you roll a

instead of a

Chain of Command: Gain 1 PP when you step up a


Complication because of orders you received from
your superiors.
Spend 1 PP to create an Asset at a
represent a specialist under your command.
,

to

instead of a

Step up a Complication to create a


Asset for another character when that character
agrees to help you complete your mission.
Step up a Complication to step
up one of your Skill dice for one roll when completing
a vital part of your mission.
,

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
,

Gain 1 Plot Point when you roll a

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

Gain 1 Plot Point when you roll a

instead of a

Design Flaw:
inferior weapon.
Spend 1 PP to create a

Asset

for a scene.
,

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Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to create a
representing a servant or ranch hand.

Asset

FIND A CREW

Step up a Complication involving social


graces to reroll a die.
,

Gain 1 Plot Point when you roll a

instead of a

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.
,

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.
,

Gain 1 Plot Point when you roll a

Spend 1 PP to reveal a fact about the


natural world youre standing onenvironmental
conditions, weather, or animal lifeas a
Asset.
Spend 1 PP to ignore a Complication for a die
roll that includes one of your highlighted Skills.

C
H
A
P.

instead of a

8
Gain 1 Plot Point when you roll a

instead of a

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.
You may spend Plot Points for anyone
with whom you are in direct contact via a
communications network.
,

Gain 1 Plot Point when you roll a

instead of a

If your captain fails a die roll in your


presence, step up or double your Attribute on your
Spend 1 PP to join a scene involving the
captain that you werent already in.
,

,
Gain 1 Plot Point when you roll a

instead of a

If you replace your Skill die in a roll


with a
, you get a Big Damn Hero Die equal to
that Skills normal die rating if you successfully set
or raise the stakes.
All or Nothing: 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

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8
Gain 1 Plot Point when you roll a

instead of a

Menacing Growl: Step up a personal Complication to


reroll any pool containing your thugs or goons.

Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to step up a Complication you


When you create a bladed Asset such as
a knife or a spear, step it up to a .
,

8
Gain 1 Plot Point when you roll a

Gain 1 Plot Point when you roll a

instead of a

Action, you may reroll any dice that come up 1 instead


of accepting a Plot Point.
their

instead of a

Gain 1 PP when your decision to


go against the Trade Guilds policies, practices, or
orders puts you in danger or hot water.

Gain 1 Plot Point when you roll a

8
instead of a

Spend 1 PP to step back a Complication


involving hard work or endurance.
Spend 1 PP to double
when you are trying to charm or seduce
another character.
,

instead of a

Gain 1 PP when someone you are disguised


as shows up to ruin your illusion.

C
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Spend 1 PP to step up your


Skill
when you are trying to mimic someones voice.
,

8
Gain 1 Plot Point when you roll a

instead of a

Highest Bidder: Gain 1 PP when you try to get a better


deal than your current contract from the side youre

Gain 1 Plot Point when you roll a

Spend 1 PP when youre imprisoned,


locked up, seized, or held. The Trade Guild springs you,
but theyll ask you to do something for them later.

Spend 1 PP to create a Asset when setting


up some kind of trap using your natural knowhow.

Gain 1 Plot Point when you roll a

instead of a

When silently tracking or hunting


another character, step up or double
. Spend
1 PP to do both.

If an ally or associate fails a roll involving


Attribute in your presence, step up or
,

FIND A CREW

You may lose one of your thug


Assets in your die pool to avoid being Taken Out in
a scene.
,

Time for Some Thrillin Heroics:


you may reroll any dice that come up 1 instead of
accepting a Plot Point.
,

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8
Gain 1 Plot Point when you roll a

Gain 1 Plot Point when you roll a

instead of a

When you create an Asset based


on political or corporate connections, step it up to
a .

FIND A CREW

Gain 1 PP when an agreement,

Step back your


die for a
scene to step up your
die for a scene.
,

8
8

instead of a

When you create an Asset related

Spend 1 PP to step up or double


when you are attempting to follow
proper etiquette or put someone at ease.
,

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 up a Complication involving higher


authorities in your jurisdiction to step up your
skill for a scene.
When you create an Asset based on
to a

Gain 1 Plot Point when you roll a

of the part youve been lookin for.

step it up.

C
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Gain 1 Plot Point when you roll a

Spend 1 PP to use your


die
instead of your
die when checking out an
opponent.

comes back to cause you grief or unpleasantness.


,

instead of a

Gain 1 Plot Point when you roll a

instead of a

Step up a Complication involving the


authorities to create a
Asset that was acquired
from less than reputable sources.
Complication onto another character who owes
you something.
,

.
,

Gain 1 Plot Point when you roll a

instead of a

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.

Gain 1 Plot Point when you roll a

instead of a

Protect the Crew: When a Crewmember in the same


scene as you acquires a Complication, spend 1 PP
to take it away and step it back.
Lead the Crew: 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.

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

Gain 1 Plot Point when you roll a

instead of a

If you replace your


or
Skill with a
Damn Hero Die equal to that Skills normal die rating
if your roll is successful.

When you create an Asset or take on


a Complication relating to your religious beliefs or
convictions, step it up.
Gain 1 PP when you spend time sharing
your faith with the unbelievers or the lost.
,

FIND A CREW

Spend 1 PP to step back another


characters medical or injury-based Complication.

instead of a

8
Gain 1 Plot Point when you roll a

instead of a

Step up a Complication created to avoid


Gain 1 Plot Point when you roll a

instead of a

Zen & the Art of Engine Maintenance: Spend 1 PP at


the beginning of a Timed Action involving ship
repair or upgrades. 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 you replace your

Step up a Complication when you Take


Out a Minor Gamemaster character to Take Out an
additional Minor character.
,

Skill with a

that Skills normal die rating if your roll is successful.


,

C
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8
Gain 1 Plot Point when you roll a

instead of a

Born Behind the Wheel: Spend 1 PP to step up or double


your ships
If you replace your
or
Skill with a
Damn Hero Die equal to that Skills normal die rating
if your roll is successful.
,

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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

Gain 1 Plot Point when you roll a

instead of a

8
Gain 1 Plot Point when you roll a

instead of a

Step up or double your


for one Action.
After the roll, create or step up the Complication
.

Gain 1 PP when you tell someone everything


you know about a subject with minimal prompting.

Gain 1 PP when you point out how


dangerous, stupid, or illegal the Crews plan will be

your

Step up a Complication to step up


,

8
8

Gain 1 Plot Point when you roll a

instead of a

Spend a Plot point to turn a Complication


into an Asset.
Gain 1 Plot Point when you roll a
Create a

instead of a

Complication

Gain 1 PP when an important


detail of your plan slips your mind.
,

Gain 1 PP.

When youre using your good looks as a


distraction to help an ally, spend 1 PP to give that
ally a die equal to your
die rating for the

C
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Gain 1 Plot Point when you roll a

instead of a

Step back a Complication involving


an angry animal if you walk toward it, unarmed.
Spend 1 PP to create a Asset representing
a trusty animal companion (most likely a horse).
,

Gain 1 Plot Point when you roll a

While you are taking care of an


incapacitated or grief-stricken character, you or that
character may reroll any dice that come up 1s instead
of taking Plot Points.
,

8
8
instead of a

Gain 1 Plot Point when you roll a


.

Spend 1 PP to roll your


die instead of your
die when using your
to scare someone.
to step up your

instead of a

Spend 1 PP to step back


another characters emotional or relationship-based
Complication.

8
Gain 1 Plot Point when you roll a

Step back your


die for the scene.

die

instead of a

Pride Goeth Before a Fall: Gain 1 PP when your cocky


attitude gets you in a mess of trouble that you could
have avoided by being silent.
Step up a social Complication to step up
or double your
,

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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

Gain 1 Plot Point when you roll a


Spend 1 PP to create a
good times, liquor, or loud music.
Double your

Asset involving

die when you try to convince

favor of good times.


,

FIND A CREW

Gain 1 PP when you choose to disrupt, upset,


or challenge the social order of things when you have
the option of being mannerly or polite.

instead of a

8
Gain 1 Plot Point when you roll a
Gain 1 Plot Point when you roll a

instead of a

When you take a Complication related


to your faith in your cause, immediately step it back
one die type.
Spend 1 PP to add your

The Pain Dont Matter: Spend 1 PP to ignore a Complication


for one Action; step up the Complication after the roll.
,

8
8

Gain 1 Plot Point when you roll a

instead of a

Vengeance is Mine: Step up an opponents Complication.


Step up one of your own Complications after the roll.
Gain a PP when you choose your
goal over your own happiness or well-being.
,

Step up a Complication to step


up your
die when youre aiming at someone
who wronged you.

you are using.

instead of a

Gain 1 Plot Point when you roll a

instead of a

Gain 1 PP when your honesty hurts someone


close to you.

C
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A
P.

Spend 1 PP to step up your


when you
attempt to remove mental Complications by tellin
folks the truth about ugly situations.
,

8
8
Gain 1 Plot Point when you roll a

Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to step back any Complication


involving your emotions or personal relationships.
Gain 1 PP when you abandon
an ally in a time of need to further your own agenda.
,

instead of a

Spend 1 PP to double your

.
die

Start Fresh: Spend 1 PP at the beginning of a scene to step


back all of your social or mental-based Complications.
,

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8
Gain 1 Plot Point when you roll a

instead of a

Step up a Complication gained in a contest you


lost fair and square to gain 1 PP.
Cheat to Win: Create a
Asset of your choice when
you openly cheat or lie to win a contest.

FIND A CREW

instead of a

Spend 1 PP to roll your


to your total.

and add it

instead of a

die for a scene

Get Behind Me: Step up a Complication involving your


charge to step up an Asset from a
to a .
,

instead of a

Gain 1 Plot Point when you roll a

instead of a

Reroll all dice in a roll. On


the reroll, all dice that roll 1s or 2s are considered
Complications.
When you
betray an ally, gain 1 PP and double the highest
Complication die in the allys roll.

8
Gain 1 Plot Point when you roll a

instead of a

Step down your


to step up your
die.

Silent Protector: Gain 1 PP when you do whats best for


your charge, not your master.

Gain 1 Plot Point when you roll a

Test of Faith: Step up a Complication to step up your

C
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Gain 1 Plot Point when you roll a

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.

Sea of Calm: Spend 1 PP to use a Complication as an Asset


for one Action; step up the Complication afterward.
,

instead of a

Hard Bargain: Spend 1 PP to step back a Complication


during a negotiation.

8
Gain 1 Plot Point when you roll a

Gain 1 Plot Point when you roll a

Spend 1 PP to step up or double your


die when youre using your friendly manner
to resolve a tense situation.

Straight-Shooter: Gain 1 PP when you openly tell the


Gain 1 Plot Point when you roll a

to lie or conceal it.


,

8
Gain 1 Plot Point when you roll a

instead of a

Step up one of your Complications to


.

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.

94

instead of a

Double your largest die in a pool before


you roll. Step up a Complication to that die type or
create one equal to that die type.

1s and 2s count for Complications.


,

Spend 1 PP to use a Complication as


an Asset for one Action; step up the Complication
afterward.

chris moore (order #4842752)

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

Gain 1 PP when you threaten to sue someone


out of house and home for a minor reason.

Gain 1 Plot Point when you roll a

instead of a

Something Borrowed: When you create an Asset by


spending money to purchase goods or services,
step it up.

FIND A CREW

Spend 1 PP to step back a Complication

behalf of another, spend 1 PP to create an appropriate


Asset.

8
Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to step up your


die for a
scene when you make light of your physical condition.
Gain 1 PP when you cant get into, or out
of, an area because of physical limitations.
,

8
Gain 1 Plot Point when you roll a

instead of a

Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to double your


when dealing with anyone who served on your side.
Create a
Complication when details
of the event that got you your medal come back to
haunt you. Gain 1 PP.
,

C
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Gain a PP when you spend a scene arguing


with your brother instead of the task at hand.
When you share a scene with your
brother, you may share Plot Points with one another.
,

Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to roll your


add it to your total once per scene.

Skill and

Gain 1 Plot Point when you roll a

instead of a

Start every Episode with a


Complication. Step it up to reroll a die on a failed
, you are out until given
medical treatment.
Gain 1 PP to reveal that you dont
remember or recall the events of a previous scene in
which you had an active
Complication.
,

step up or double a Skill in a non-combat situation.


,

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8
Gain 1 Plot Point when you roll a

instead of a

Gain 1 PP when you step back your


die for a scene as an old injury acts up.
Gain 1 PP when you step back your
for a scene as your memory clouds up.

FIND A CREW

die

Gain 1 Plot Point when you roll a

instead of a

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.

8
Gain 1 Plot Point when you roll a

instead of a

Lightweight: Gain 1 PP when you choose to get knocked


causes instead of rolling dice.
Lighthearted: Spend 1 PP to make light of a situation and
step back a Crewmembers Complication on account of
your positive outlook.
,

Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to step back a


Complication involving Alliance scrutiny.
Step back your
for a scene to change a Complication involving the
Alliance into an Asset.
,

C
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P.

Gain 1 Plot Point when you roll a

instead of a

If you have a Complication at a


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.
,

8
Gain 1 Plot Point when you roll a

instead of a

Meddled With: Spend 1 PP to step up your


Attribute
for the scene. Step down your
Attribute for both
Create a
Complication to step up your
the scene.
,

for the rest of

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8
Gain 1 Plot Point when you roll a
up your
not a threat.

instead of a

Step back your


die to step
die when convincing someone youre

Spend 1 PP to create a
you disappear into a crowd

Asset to help

Gain 1 Plot Point when you roll a

instead of a

Gain 1 PP when pretending that youve


read and understood something gets you in trouble.
Underestimated: Spend 1 PP to ignore a Complication
die for an Action when you try to catch your opponent

,
,

8
Gain 1 Plot Point when you roll a

instead of a

When you share a scene with your


spouse, you may share Plot Points with one another.
,

8
Gain 1 Plot Point when you roll a

instead of a

8
instead of a

Hide in Plain Sight: Spend 1 PP to reroll a die when youre


for Complications.
Gain 1 PP each time your actions
cause your fellow Crewmembers to become targets
for whoever it is thats chasing you.
,

Gain 1 Plot Point when you roll 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
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P.

Spend 1 PP to double your


when promising a payout from your rich family.

die

When you are out of your element,


gain 1 PP by stepping back your
for the scene.
,

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

Create a Complication on yourself related


to your medical condition. Gain 1 PP

Gain 1 Plot Point when you roll a

Gain 1 Plot Point when you roll a

Spend 1 PP to use a Complication as an


Asset for one Action; step up the Complication afterward.

When you create an Asset or


take a Complication related to your relationship with
your spouse, step it up.

FIND A CREW

8
Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to run into someone familiar


with you and your charity work.
Spend 1 PP to step back another
characters emotional or relationship-based Complication.
,

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FIND A CREW

Gain 1 Plot Point when you roll a

instead of a

When you are in the presence of someone


who is trying to keep a secret, spend 1 PP to discover
the secret with a
+
Action. If your Action
fails, create or step up a
Complication.

Gain 1 Plot Point when you roll a

Once per scene, spend 1 PP to create a


Complication on a Gamemaster character by blurting
out a secret or negative fate.

Gang Warfare: Gain 1 PP when your criminal background


and deadly connections lead to violence against you
or your allies.

instead of a

Step up one of your own Complications to step


up a Complication you caused another character to
acquire this scene.

8
Gain 1 Plot Point when you roll a

instead of a

8
Gain 1 Plot Point when you roll a

instead of a

When you choose to let the identity slip of


one of your fellow hidden Browncoats, gain 1 PP and
step up any related Complication.

When you choose to let slip one of your


former clients, gain 1 PP and step up any related
Complication.

When you create an Asset based on


things your Browncoats overheard, step it up to a Asset.

Friends in Low Places: When you create an Asset based on


a seedy contact or underworld connection, step it up.

C
H
A
P.

Gain 1 Plot Point when you roll a

instead of a

Gain 1 Plot Point when you roll a

Nightmares: Start every Episode with an


Complication. Step it up to reroll the dice on an Action.
, you are out until given medical
treatment.
Double your
,

when you are

or

instead of a

Spend 1 PP to step up or double your


when youre outnumbered.

War Stories: When you create an Asset or take a Complication


,

8
Gain 1 Plot Point when you roll a

instead of a

When you take a Complication representing


an injury or physical harm, spend 1 PP to step it back or
rename it as a mental or social Complication.
Step up one of your Complications to
for Complications.
,

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STEP 3. CHOOSE DISTINCTION TRIGGERS


Most are 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.

In Step 2, you chose three Distinctions. Beneath these


Distinctions, you probably noticed three Skills that were
closely associated with it. These are called highlighted

get the Gain 1 Plot Point when you roll a


trigger for each one. You may

unlock two more triggers, in any order, from


the Distinctions youve selected.

Skills. Underline these Skills on your Crew Sheet and step


up their die rating from

to

FIND A CREW

When you choose a Distinction, you automatically


instead of a

HIGHLIGHTED SKILLS

. If you have two or more

Distinctions with the same highlighted Skill, step the Skill


up again for a total of three die ratings.
You are a new Crewmember whos joining a Crew on
board a passenger liner for the first time. Youve selected
three Distinctions:

The remaining Distinction triggers will stay locked

, and

. When you review your Skills, you notice

until you advance your character over the course of

that

multiple Epsiodes. The corebook will explain more about

each Distinction. Thus, you step up your

advancing characters and tracking their progress from

Skill from

Episode to Episode.

from

STEP 4. STEP UP SKILLS

SPENDING POINTS

is listed in the highlighted Skills for

to

to

, then from

to

, and finally

After youve stepped up your highlighted Skills, you

C
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get 9 points to spend. No Skill may be stepped up beyond


start, you are an untrained Crewmember with a

die

. You may spend these 9 points in one of two ways:

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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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

: Run, sprint, jump, climb trees.

to a

, youll need to spend two points, reducing your total


points from 9 to 7.
: Build, create, and assemble items from
scratch.

: Spot someone or something out of the


ordinary.
: Use mechanical devices like computers
to access the Cortex or wield a thermal cutting
torch.

FIND A CREW

: Operate land and surface vehicles including


mules, boats, and hover cars.

: Act or put on a big show to outwit or


impress.

: Attack with your weapons or fists in close


combat.

: Fire guns, rifles, big rocket launchers


weapons you point and shoot.

: Patch up and repair objects with working,


replaceable parts.

: Camouflage yourself and sneak past


opponents. Sneakily.

: Pilot ships and other airborne vehicles.


: Concentrate on a subject to steel your

: Endure less-than-ideal conditions and


live to tell the tale.

will, intimidate, or find a new solution.


: Persuade others to do, think, act, or
feel the way you want them to.
Specialty : Represents general knowledge.

Your Specialty will allow you to recall facts and

C
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A
P.

figures about a specific subject.

: Toss things like a grenade or throw


opponents across the room.
: Heal folks by treating injuries or counseling
them.
: Spin a yarn or con an opponent. Also
covers sleight of hand.

: Lift, push, dig, pull, and haul in tasks that


require manual labor.

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STEP 5. CHOOSE SPECIALTIES


OR SIGNATURE ASSETS
ASSIGNING POINTS
TO SPECIALTIES AND
SIGNATURE ASSETS

Skill Specialties and Signature Assets.

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.

Step up a D6 Signature Asset to a D8

Assign five Specialties and create no Signature


Assets

rating of D6 or higher, you


Specialty for free when

assigning Specialties. This free

Specialty

does not count against the total number of


Specialties you can mark in this Step.
Examples of Specialties include Zoes Carbines
Specialty for

Add a Specialty to a Skill rated at a D6 or higher

With your five points you might:

Skills with a D4 rating cannot be assigned a

may assign a

Assets at character creation. Each point may be used to:

Create a Signature Asset at a D6

area, give them a Specialty.

If you have a

You have five points to assign to Specialties and Signature

FIND A CREW

Specialties are subsets of Skills that cover specific areas

, Kaylees Engines Specialty for

, and Mals Leadership Specialty for

Assign four Specialties and create one D6


Signature Asset
Assign three Specialties and create one D8
Signature Asset
Assign two Specialties and create three D6

Assign one Specialty and create one D8 and two


D6

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
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A
P.

Signature Assets

Signature Assets

Once youve assigned all your points to Specialties


and Signature Assets, remember to assign your free
Specialty if you have at least a D6 in

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

, and Shepherd Books

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STEP 6. BIOGRAPHICAL INFO


To further flesh out your character background,
a few details:

FIND A CREW

Your Name: Refer to the end of this chapter to

take a peek at the Distinctions youve chosen and think


about:

find sample character names.

Where youve been the last few years.

Birthplace: Where were you born? On a Border

Where youre going in the near future.

Planet? In the Core?

What youre doing to keep your head above

What You Look Like: Got a telltale birthmark?

water.

Blonde hair? Tall and stout? Short and thin?

How you feel about the politics of the Verse


(the Alliance, the War, etc.).

Once youre done, share your new character


with your Crewmembers and the Gamemaster.
Congratulations! Youve got a shiny new Crewmember!

C
H
A
P.

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OTHER FOLKS IN THE VERSE


Alliance Agent: You fought in the War for the
Alliance and managed to infiltrate enemy lines.

breathe life into a Crewmember of their own. Maybe you

Though the Independents caught on eventually,

want to play one of the Echoes of War adventures with your

you were welcomed back into the Alliance with

own Crew, or maybe only one of you wants to go your

open arms. Now youre an Alliance agent, through

own way, adding a new Crewmember to Serenitys family.

and through. Youve got no qualms doin what

For wide-eyed visionaries like yourselves, weve included

youre doin. Alliance has been good to you, so

an even dozen of appropriate FIREFLY RPG archetypes

why wouldnt you work for them? page 110.

for you to choose from.

Asteroid Miner: You dont care none for politics

FIND A CREW

wants to play somebody elses character. Some folk like to

or power-hungry idiots. You were in the War,

HOW TO USE CREWMEMBER ARCHETYPES


FIREFLY RPG

characters, who just need a names, some personality, and a


few game-related decisions to make before theyre ready to go.
Each archetype comes with Attributes, Distinctions,
and several Skills already selected for you. A sample
background has been provided, but you should feel free
to make changes to make the character your own. You can
either play the character as described or you can develop
what you love best about the Verse to write your own.
In order to finish the process and start flyin, follow
these easy steps.

did your duty, and now youre done. All you


care bout now is reaching your quota. Youve
got a mighty fine job, workin for the Blue Sun
Corporation. Though, truth be told, you wouldnt
mind a little adventure now and then. page 112.
Battle-Worn Bounty Hunter: Youve got a knack
for tracking down those that dont want to be
found and killing em if you have to. You were
in the War and youve seen and done things

C
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that nobody civilizedll want to hear about. Now,


youll hunt any targetprovided you get paid.
page 114.
Border Planet Farmer: Youre a shrewd farmer
who hails from Persephone. Youve got a thriving
business on a sweet spot of land with a pretty,

STEP 1: PICK AN ARCHETYPE

little house. Your family means everythin to


you and youve taken great pains to make sure

Academy Dropout: You hail from a prominent

theyre well protected. Still, that dont mean

family in the Core and were admitted to a

youre entirely satisfied. You cant help but

prestigious Academy to study history on account

wonder what else is out there, seein as how

of your mighty big brainpan. The more you

youve never even been to the Eavesdown

learned about the Alliance, the more questions

Docks. page 116.

you askedand wound up dropping out to save


your hide and spread the truth about what the
Alliance really is. page 108.

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FIND A CREW

C
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Cortex Hacker: Youve got services that can be

you got this job on account of deals your family

bought and paid for by folk who can afford it.

made to get you this position. Truth be told, you

You can repair any connection, piece together a

dont care how you wound up as a foreman, you

shiny, new system, or hack into secret Alliance

like being in charge. page 124.

databases. You came from the wealthiest planet

High Stakes Gambler: If theres a bet to be made,

in the Core, but you can never ever go back there.

youll be makin it. Win or lose, you dont care,

Let that gorramn governor come after you. In

long as you have the chance to keep winning.

the meantime, youre havin fun. page 118.

Theres a good reason for it, tooyoure not just

Derelict Salvager: You consider yourself simple

lucky to be alive, youve done the impossible

folk with a powerful curious nature. Them busted

during the Battle of Du-Khang and you still draw

ships out there in the black, those derelict

breath. Why not keep tempting fate? page 126.

transports and battle-weary military boats, they

Small-Time Trader: Youve always been a mite

got plenty of loot waitin to be gotten, traded,

squeamish, so you found a way to skip the War

and sold. Thats where you come in. page 120.

altogether. You borrowed a boat and a heap of

Dishonored Politician: You were supported

credits to get a permit from the Traders Guild.

by the Alliance and handpicked to rule a little

Youve managed to stay afloat and keep in

backwater moon. Your job was simple: keep the

business, but youve got piles of debt. Youll

peace and dont ask any questions. Thing was,

keep on flying til your ledgers clear. page 128.

you did just that, but you ran away because

Triad Enforcer: You were taken in by one of the

you knew something wasnt right. And now?

largest criminal organizations in the Verse: the

Youre paying the price for your sudden attack

Triad. Youve managed to establish a position for

of ethics. page 122.

yourself as an enforcer and oversee the comings

Dockyard Foreman: You work on the

and goings of an illegal operation. Youre not

Eavesdown Docks fixing ships, redirecting

sure youd leave, but then again, youve never

trade routes, and managing a few apprentices.

been given the choice. page 130.

Youd much rather be a simple mechanic, but

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STEP 2: CHOOSE TWO


DISTINCTION TRIGGERS

STEP 3: STEP UP SKILLS


default. Each Distinction lists three Skills that

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.

get the Gain 1 Plot Point when you roll a D4


instead of a D8. trigger for each one. You may
unlock two more triggers, in any order, from
the Distinctions youve selected.

The remaining Distinction triggers will stay locked


until you advance your character over the course of
multiple Episodes. The corebook will explain more about
advancing characters and tracking their progress from
Episode to Episode.

each highlighted Skill by one die rating. If a Skill is


highlighted for more than one Distinction, step it up
more than once.

FIND A CREW

When you choose a Distinction, you automatically

are highlighted for that Distinction. Step up

After youve stepped up your highlighted Skills, you


get 9 points to spend. No Skill may be stepped up beyond
. You may spend these 9 points in one of two ways:
Highlighted Skills: Step up the die rating one
step for every point you spend.
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 D4 to a D6, youll need to
spend two points, reducing your total points
from 9 to 7.

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STEP 4: ASSIGN THIRD SKILL SPECIALTY

STEP 5: SELECT A SIGNATURE ASSET

next to the Skill in parentheses. Each Specialty provides a

rated at

bonus

see two, unique Assets. Pick the Signature Asset that feels

to your dice pool when you use it in connection

with that Skill.

. Beneath the Distinctions provided, you will

right to you and mark that on your character sheet.

Two of your archetypes Specialties have already been


FIND A CREW

chosen for you. You may add a third Specialty to any Skill
rated at

or higher. Unlike Skills, there is no limit to

the type of Specialty you takejust remember to pick

STEP 6: NAME YOUR CHARACTER

something youd see yourself using in a game!


In addition to your third Specialty, you also receive a
free

Specialty if your

die is a

Add that additional Specialty now if your


up equal to or higher than a

Now, all you have to do is name your character. Come up

or higher.

with your own name or grab two

die ended

provided. Well have loads of other options in the FIREFLY


RPG

and use the tables

corebook and supplements, too, representin lots of

cultures that existed from Earth-That-Was.


If, you dont want to choose whats presented here, seek
out your own name. If you like what you see in the table
below? Just roll them bones.
After youre done, share your new character with your
Crewmembers and the Gamemaster. Congratulations!
Youve got a shiny new Crewmember!

C
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CHINESE CHARACTER NAMES


Bao (precious)
Bai (hundred)
Biao (young tiger)
Cheng (to become; success)
Da (big)
De (moral)

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)

Jia (lovely and good)


Jin (golden)
Lan (orchid)
Li (beautiful)
Mei (pretty)
Qiao (clever)
Qin (stringed instrument)
Qing (clean; pure)
Wan (gracious)
Xin (heart)
Xing (start)
Xiu (elegant)
Yi (happy)
Yue (moon)

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

OLD WEST CHARACTER NAMES


2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24

chris moore (order #4842752)

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
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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.

I opened my eyes and now Im paying the price.

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ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain4 instead
of a 8.
D

Gain 1 Plot Point when you roll


a D4 instead of a D8.

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.

incapacitating causes instead of


rolling dice.

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.
,

1 Plot Point when you roll


aGain4 instead
of a 8.
D

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

and note that on your Crew Sheet.

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.

Forget trying to bribe me.


Dont you know who I work for?

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chris moore (order #4842752)

ATTRIBUTES

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain4 instead
of a 8.
D

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 Plot Point when you roll


a D4 instead of a D8.
When you take
a Complication representing an
injury or physical harm, spend 1
PP to step it back or rename it as
a mental or social Complication.
Step up one of
your Complications to reroll a
and 2s count for Complications.
,

1 Plot Point when you roll


aGain4 instead
of a 8.
D

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

and note that on your Crew Sheet.

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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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.

Im gonna crack this rock like a hard-boiled egg.

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chris moore (order #4842752)

ATTRIBUTES

10

SKILLS

DISTINCTIONS

Gain 1 Plot Point when you roll


a D4 instead of a D8.
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.

1 Plot Point when you roll


aGain4 instead
1 Plot Point when you roll
of a 8.
aGain4 instead
of a 8.
D

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

and note that on your Crew Sheet.

have a Security Clearance that gives you access to the

To meet your quota, you gotta make the hard decisions


and get your hands dirty. Out in space, that means

well above your bosss pay scale. Course, just because


you have access to your employers innermost secrets
dont mean you need to uncover all of em.

conditions. What or who you shoot...well, thats on


you. Still, a mag-pistol is a lot more trustworthy than a
handgun on an asteroid.

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CORTEXT DATAFILE

BATTLE-WORN BOUNTY HUNTER


Youre not innocent and you never claimed to be. Even as a child, you
always had a talent for killing things and youve got a lot of blood on
Youve always had a way about you. You chalk it up to your superior
intelligence, cause you know the truthyoure not human. Youre
better than. You operate outside the Law and youre so
the kind of work you like.
in and sneak your way around, but thats part of
the job. Youve always been kind of the lone wolf
type with no family to speak of and no love to call
still get broken up about it from time to time, but
thats not a secret youll ever let slip.
It was only natural youd become a bounty
hunter. You killed men, women, and children on
both sides of the War. Folks said you werent
right in the head, but theyre wrong. Youre still
alive, and theyre not. Dont matter who won. As
long as you still draw fresh breath into your lungs,
youll hunt the weak ones and go after the strong.
There aint nobody better equipped to capture prey
than you. Well, provided you get paid. Otherwise, them thats
an uncomfortable positionwith a gun to the back of their
pretty, little heads.

Cry all you want. I aint got the heart to listen.

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ATTRIBUTES

10

SKILLS

DISTINCTIONS

8
8

Gain 1 Plot Point when you roll


a D4 instead of a D8.
Spend 1 PP to create a
Asset at D6. 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.

1 Plot Point when you roll


aGain4 instead
of a 8.
D

1 Plot Point when you roll


aGain4 instead
of a 8.
D

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

and note that on your Crew Sheet.

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.

chris moore (order #4842752)

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

BORDER PLANET FARMER


You are the third generation in a proud line of family farmers. War came
and went, and where were you? On Persephone, workin alongside
your beloved spouse, sisters, brothers, and dozens of employees to
manage your 100-acre farm. You provided care and feedin to those
who needed it on both sides, and were paid handsomely for it.
pigs, and cows a-plenty, along with a nice little orchard out
back. Whats more, youve just built that pretty, yellow
house with a white picket fence. You should be
mighty happy, but you aint. You do the job that
needs doin and thats earned you a reputation
as bein a shrewd individual. Your neighbors
dont like you much, but thats on account of the
Theres been a few complaints, but none that you
cant handle. Youve done things to protect you
and yours, secrets you will take to the grave, and
youve paid handsomely to keep more than a few
mouths shut.
Still, you have to wonder what and who else is
out there. Youve never left Persephone and have
waitin for you in places like Eavesdown Docks?
Whats life really like in the Core? The black? If the
opportunity were to present itself, youd think long
and hard about leavin your farm and family behind.
Well, maybe not that long.

You can have your wars and intrigue. Farmings


practical. You got the credits, I got what you need.

116
chris moore (order #4842752)

ATTRIBUTES

SKILLS

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
aGain4 instead
aGain4 instead
of a 8.
of a 8.
D

Gain 1 Plot Point when you roll


a D4 instead of a D8.
Spend 1 PP
to reveal a fact about the
natural world youre standing
onenvironmental conditions,
weather, or animal lifeas a
D8 Asset.
Spend 1 PP to ignore a
Complication for a die roll that
includes one of your highlighted
Skills.
,

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

and note that on your Crew Sheet.

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.

Of course I can get you access without an ident


card. How much were you payin me again?

118
chris moore (order #4842752)

ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain4 instead
of a 8.
D

Gain
1 PP when your cocky attitude
gets you in a mess of trouble
that you could have avoided
by being silent.

1 Plot Point when you roll


1 Plot Point when you roll
aGain4 instead
aGain4 instead
of a 8.
of a 8.
D

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
,
,

You may spend Plot


Points for anyone with whom
you are in direct contact via a
communications network.
,

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

and note that on your Crew Sheet.

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.

chris moore (order #4842752)

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

abandoned passenger ship or one of them battle-weary


warships. Youve found weapons a-plenty, but also
protein bars, old ident cards, medkits, and more than
your fair share of useless parts and sentimental junk.
You hail from a town of mudders on Higgins
Moon. Wouldve stayed there, too, only you managed
to stash your skinny hide on board some rickety old
ship. By the time you were caught, you were halfway
to the other side of the system. Intead of takin
you back, the crew put you to work, until the
captain went and got herself pinched by the
Alliance on account of a bad haul. You were
never one to look back, so you fell in with
another crew cause they paid well and
werent as stupid.
Youll travel to them fancy antique
dealers in the Core, get a gorramn Alliance
permit, or deal with them backwater
traders when you have to, but gol darn
it, you will get paid. Salvagin is hard
work!

Permit or no permit. Theres some good cargo to be


had out in the black. Id be a fool not to take it.

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ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain4 instead
1 Plot Point when you roll
of a 8.
aGain4 instead
of a 8.
D

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 you


choose to disrupt, upset, or
challenge the social order of
things when you have the option
of being mannerly or polite.
,

Gain 1 PP when
pretending that youve read and
understood something gets you
in trouble.

1 Plot Point when you roll


aGain4 instead
of a 8.
D

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
,

Turn one of your Assets


into a Complication of the same
die rating to gain 1 PP.

,
,

SIGNATURE ASSET
Pick one Signature Asset

and note that on your Crew Sheet.

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.

Theres no way I can save face now.

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ATTRIBUTES

10

10

SKILLS

DISTINCTIONS

Gain 1 Plot Point when you roll


a D4 instead of a D8.
Start
every Episode with a
Complication. Step it up to
reroll a die on a failed Action.
D12, you are out
until given medical treatment.
Gain 1 PP to
reveal that you dont remember
or recall the events of a previous
scene in which you had an active
Complication.
,

1 Plot Point when you roll


1 Plot Point when you roll
aGain4 instead
aGain4 instead
of a 8.
of a 8.
D

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

and note that on your Crew Sheet.

You may be disgraced, but there are those that remember


traders a-plenty, Companions, and socialites, too. Some
of your former townsfolk are so appreciative of those
deeds theyll go out of your way to do you a favor or

its so darn purty its become something of a conversation


piecea perfect way to strike up a conversation with
those that need a-talkin (or a-drinkin) to.

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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!

Cant figure out the problem? Point


me to it. Thats what Im here for.

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ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you


1 Plot Point when you
Gain 1 Plot Point when you
Gain
Gain

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

and note that on your Crew Sheet.

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

HIGH STAKES GAMBLER


Youve got an itch that cant be scratched. You tempt the gods often,
on account of your insatiable hunger. There aint a game
wrestling, races...heck, youve even bet on a game of
Chinese checkers once or twice. You gamble to win and
when you dont, you keep on bettin and playin until
youre forced to stop. Thats when things get a little ugly,
for you aint afraid of losin. Youre invincible.
You were in that damnable War right on the front lines
at the Battle of Du-Khang. You were just a soldier, an
Independent, who took your chances with the
underdog. You bet high and threw everythin into
Browncoats would take down those jin hu, but

your best friend, and what happened?


of battle, bullets and laser blasts zippin
right past you. You shot the bn dn who
murdered your friend, then walked right
and you survived. When you got you got back
to your bunker, you didnt have a scratch on you.
Truth be told, thats when you started gambling.
Ever since that day, youve never been able to resist
tryin your luck. You dont keep track of your wins
and losses. All youve got is the game, cause thats
the only thing that makes sense.

Deal out the cards. They can take me to


jail when Im good and ready.

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ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
1 Plot Point when you roll
aGain4 instead
aGain4 instead
aGain4 instead
of a 8.
of a 8.
of a 8.
D

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.
,

When you are in


the presence of someone who
is trying to keep a secret, spend
1 PP to discover the secret with
a
+
Action. If your
Action fails, create or step up a
Complication.
Once per
scene, spend 1 PP to create a
D8 Complication on a Gamemaster
character by blurting out a secret
or negative fate.

,
,

SIGNATURE ASSET
Pick one Signature Asset

and note that on your Crew Sheet.

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.

chris moore (order #4842752)

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.

127

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.

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chris moore (order #4842752)

ATTRIBUTES

SKILLS

DISTINCTIONS

Gain 1 Plot Point when you roll


a D4 instead of a D8.
When you
create an Asset by spending
money to purchase goods or
services, step it up.
When you use your
another, spend 1 PP to create an
appropriate D8 Asset.
,

1 Plot Point when you roll


aGain4 instead
of a 8.
D

Gain 1 Plot Point when you roll


a D4 instead of a D8.
Spend 1 PP
when youre imprisoned, locked
up, seized, or held. The Trade
Guild springs you but theyll
ask you to do something for
them later.
Gain 1
PP when your decision to go
against the Trade Guilds policies,
practices, or orders puts you in
danger or hot water.
,

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

and note that on your Crew Sheet.

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

youve also managed to squirrel away a few important

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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.

, I do not know what youre talking


about. I help people,
?

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chris moore (order #4842752)

ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain4 instead
of a 8.
D

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.
,

1 Plot Point when you roll


aGain4 instead
1 Plot Point when you roll
of a 8.
aGain4 instead
of a 8.
D

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.
,
,

Step up one of your


own Complications to step
up a Complication you caused
another character to acquire
this scene.

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 note that on your Crew Sheet.

Being a member of a clandestine organization has its


perks and, in this case, it comes in the form of a little
blue pill, a red vial, or a yellow powder. Since your home
base is located in a pharmaceutical company, youve got

In your line of work, you have to be prepared to use


force when necessary. Bodies are messy on account
of the paper trail they leave behind. Thats why you
carry a retractable baton around with you. Its cheaper

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.

opponent screaming to their knees.

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chris moore (order #4842752)

FIND A SHIP

Yep. A real beauty, aint she? Yessir. A right smart


purchase, this vessel. Tell you what, you buy this ship, treat
her proper, shell be with ya for the rest of your life.
- Salesman, Out of Gas

Find a Ship

C
H
A
P.

good boat to rely on and a Crewmember who can fly, fix,


jerry-rig, and connect with her. The Verse is filled with all
kinds of ships, from Alliance cruisers to small transports
and everythin in between. Each boat has her own crew,
history, and character and they can perform all manner
of functions from transporters to patrol ships to med
ships and beyond.
In Firefly, ships are more than just vehicles for transportin
folks from places like Persephone to Ariel. In many ways,
your boat is a part of your Crew. Treat her right and shell
serve you well.

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FIND A SHIP

RULES FOR YOUR BOAT


C
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A
P.

In the FIREFLY RPG, your boat is a vital member of

ABOUT THESE RULES


These rules are ready to use with both Wedding
Planners and Shooting Fish, found on page
144 and page 210. This chapter tells you
how starships function as characters in the
FIREFLY RPG

mechanics for
herself and walks you
through the step-by-step process of creating
your own starship.
The FIREFLY ROLE-PLAYING GAME

your Crew. Starships work similarly to how your character


does. Though your ship wont be able to fly herself, youll
be able to pull stunts, fly farther, outmaneuver the Alliance,
and line up with a salvage by cooperatin with her. Or, to
put it nice and simple like, youll be working in tandem
with your ship, just like Mal and his crew on Firefly.
When you take an Action using a starshipwhether
youre the pilot flying, the gunner shooting, or the first
mate operating the comyoull create a dice pool. A basic
dice pool includes a combination of the ships statistics
and your own. You always use an Attribute from the boat
itself and the Crewmembers appropriate Skill. You might

upgrade Signature Assets and the like, and


get more sample ships, like the Reaver ship
mentioned on page 24 in Chapter Two.
Shiny!

also add the boats and/or the Crewmembers Distinctions,


and maybe some Assets, too. Well tell you about all those
pieces next.

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ATTRIBUTES

CRAZY IVAN

boats zip through the atmosphere and others


crawl along the Rim. Though they may look
mighty different, all ships in the Verse have
three Attributes

, and

make your ship go. Some boats are


better at maneuvering and others have more raw
speed. The

drive the ship from one end

of the Verse to the other. The higher the


die rating, the faster and more agile the ship is.
A lower

die rating might indicate the

ship is awkward to fly or just plain slow.


You might create a dice pool using the
for a variety of circumstances. Here
are some example rolls:
Roll

+ your characters

Skill

to lose an Alliance patrol ship in an

FIND A SHIP

ENGINES

Member when Wash pulled that Crazy Ivan to escape


the Reaver ship after Kaylee and Shepherd Book worked
their magic in the engine room? If you were a pilot and
wanted to pull a fancy stunt like that, youd put together
a dice pool to roll against whatever stakes the GM set.
Heres how itd work. Take your
Skill and the
Ships
Attribute. This here is your basic dice
pool, usually made up of two dice. You may also have
an appropriate
specialty thatll add a as well. To
increase the dice pool for a little more luck, add a
for a Distinction from your Crewmember Sheet, like
. Then see if your ship has an appropriate
Distinction, like
If you got one, you
can add a
for that, too. Dont forget, if youve got a
specialty in your Skill thatll help you, like
(
),
you may also add a
to your dice pool on account of
yet. Also check to see if you have a Signature Asset on
the ship thatll help. By this point, you probably have
more than those two basic dice to work with. Shiny!

asteroid field.
Roll

C
H
A
P.

to give your pilot an

extra boost dodging Reavers.


Roll

to keep your ship

steady while a firefight is going on just


outside the cockpit.

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

everybody on board that needs to breathe.


Complications for the GM to mull over and use as
appropriate when 1s are rolled, but they aint the
dodging Alliance, Reavers, and the like, you have

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HULL

SYSTEMS

The

is the structure that contains the interior of

the vessel and keeps everything together. A higher

are the computerized systems that help the

die

ship operate, including life support, communications, Cortex

rating dont mean your boats invincible. It might indicate

access, targeting computers, and astrogation. The higher

your ship has a reinforced chassis or a high storage capacity

the

for passengers, crew, and loot. A low

the ship is. A lower

die rating might

indicate your boats not very good in a firefight or it could

die rating, the more technically sophisticated


die rating indicates a no-frills

ship, or one with a lot of hotwired parts.

FIND A SHIP

mean youve got a small, cramped vessel like a shuttle.


Example
Example
Roll

rolls:
+ your characters

Roll
Skill to survive

rolls:
+ your characters

scan for a hidden scout ship.

a rough landing.

Roll

Roll

communications.

to make sure that gunfire aint

to jam outgoing

piercin any important systems.

Roll

Roll

mounted weapons.

to hide your ship in the middle

Skill to

to target and fire ship-

of a salvage heap.

Example
Example

C
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P.

Complications:

Complications:

SHIPS FOR GAMEMASTER CHARACTERS


the use of the Crews Skills. Now, thats easy enough if youre a player, but if youre
the Gamemaster? Typically, you use a fourth Attribute called
instead of a
characters Skill.
ships appropriate Attribute +

. A higher

die rating indicates your boat is

Now, just cause a crew aint sophisticated or technically-minded dont mean


they automatically have a lower
die rating. Reavers are mighty crazed, but no

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DISTINCTIONS

SIGNATURE ASSETS

Crewmembers Distinctions. They may be used as a

Besides being tougher, faster, and more high-tech, your

in cases where its beneficial to you, and each Distinction

boat might have a Signature Asset like a fancy medical

has a number of triggers that can be used as benefits or

bay or some extra firepower.

drawbacks.

Your ships Signature Assets represent added features


that are purely beneficial for you and your Crew to use.

likely use one of the ships Distinctions to create your dice

What makes them so special? Well, those areas aint exactly

pool. If you have an appropriate Distinction of your own

standard to the class of ship youre flying.

(like

), you can add that die, too.


Ships have three types of Distinctions:

FIND A SHIP

When youre taking an Action using a ship, youll most

In your game, a Signature Asset adds an extra die to


your dice pools on account of it bein so useful. Not to
mention, an Asset often has an extra beneficial trigger like

determines the ships starting Attributes


and indicates the ships base model.
reveals how old or new the ship is. It
can also indicate the ships current use.
reveals how the ship has been
modified, remodeled, or upgraded since its
initial build.

In the

FIREFLY RPG,

a Distinction. Member, though, if you want to use your


Asset, think of how itll affect your story. If youre tryin to
outrun one of Niskas boys, your Companions
aint gonna do you a heap of good.
Now, if your ship dont have a Signature Asset, that
dont mean its lackingthat areas just not an important
part of your boat.
Still not sure what a Signature Asset is? Example

you can either create your

ships Distinctions or find them in this chapter. No matter

Signature Assets are listed in Step Four of Making Your

C
H
A
P.

Own Ship.

which Distinctions you choose, all three combined capture


the essence of your ship in a few short phrases.
Itchin to see what kind of ship Distinctions are
available? Youll find examples listed under Steps One and
Two in Making Your Own Ship on page 138.

ASSETS ON THE FLY


Whats the matter? You dyin to upgrade your boat? If youre a Crewmember on
board your ship, you can spend Plot Points to create shiny new ship Assets on the
page 44). Now, you wouldnt be able to remodel
the entire cargo bay if you dont have the tools to do so, but you might be able to
upgrade your nav system if youve got the proper parts. There aint no hard and fast
rule for creatin Assets. Just do what makes sense.
and your ship, but that new ship Asset of yours could be upgraded to a Signature
Asset later on over the course of your story. Once you do, youll be able to add that
Signature Asset to your boat and use it whenever its appropriate to do so.

chris moore (order #4842752)

137

FIND A SHIP

MAKING YOUR OWN SHIP


C
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A
P.

learn the basics of playing in the Verse? If you didnt, be


sure to review that section fore you jump in here. If you
dont know what Plot Points are, get to learnin those first!
Youll also want to reacquaint yourself with the terms step
up, step back, and double (see page 264).
You can find a blank Ship Sheet on page 271 to fill
out as you go.

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STEP 1: PICK A CLASS


be flyin. Some options are listed below. The class of your ship is its first Distinction,
and also determines its Attributes.

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
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A
P.

that results from this roll.


When you create an Asset or take a Complication related
to everybody knowing your kind of ship, step it up.

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.

chris moore (order #4842752)

139

STEP 2: CHOOSE TWO MORE DISTINCTIONS


different Distinctions at

. Distinction triggers are listed beneath their

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

and the other from

HISTORY

CUSTOMIZATIONS

8
.

.
Crewmembers on board may share Plot Points
with another Crewmember whos operatin the ship.
Step back the

When a crewmember is trying to conceal


cargo, add the ships Hull die to the roll.
When making a
roll with the ship, the pilot
may spend a Plot Point to reroll.

Step up any Complications that result.

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.

Spend 1 Plot Point to reroll a pool containing


the
dice. On your subsequent roll, both 1s and
2s count for Complications.

Gain 1 Plot Point when you abandon


your current objective because of a direct order.

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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STEP 3: SELECT UNIQUE


DISTINCTION TRIGGERS

8
mount a laser cannon (or three) on the prow. These can

FIREFLY RPG

may have a total of five Distinction triggers: three free


triggers and two hand-picked ones.

Military captains and veteran Browncoats who opt for

Here are the Distinction triggers you get:

.
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.

out a fake distress call to distract the Law. Unlike most


other Signature Assets, the Crybaby can be deployed far
from the ship and then retrieved for later use when the
coast is clear.

C
H
A
P.

STEP 4. CHOOSE SIGNATURE ASSETS


two Signature Assets rated at

Those whove turned to a life of crime will want this

. Choose from the list

below or come up with one of your own.

Salvaging derelicts is good work, providing a captain has


the license for it. For those operating outside the Law,
hidden storage compartments provide ways to stash
precious cargo, illegal salvage, etc.

8
8

Most boats come with a medical bay, but yours has an


entire suite of rooms with state-of-the-art equipment and
fancy patient beds. Additionally, the Medsuite has room

at a second spaceship with the intent to attack. Once


secured, the clamp will retract and pull the second ship

8
8

Perfect for ships with a variety of uses, hauling equipment


can take on many forms from basic pulleys to elaborate
riggings and everything in between. Hauling equipment

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SHIP NAMES

STEP 5: NAME YOUR SHIP


step and youve successfully created a ship. Now
comes the hard partyou need to name your ship.
Finally, take a second and sketch out a few details.
What does she look like? Where was she built?
FIND A SHIP

If you cant figure out a name, roll

. For a

two part name, match your result to the Describe


column. Then, roll again and do the same for A
Thing. Combined, these words will give your ship
a little character.
If you prefer a single name, roll and take a
peek at the All-In-One column for a name all by
its lonesome.
Whatd you come up with? Mix and match to
your likin or come up with your own!

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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Firefly Class Transport

Serenity

Been Around the Verse


s on the ship
Well-Loved: Crewmember
h another
wit
may share Plot Points
ship.
the
ing
Crewmember operat

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.

OUT OF GAS SHIP CREATION


This variant ties in the stories of the Crewmembers themselves, and lets the Crew collaboratively

First, decide on the


Distinction as a Crew (this also sets the ships Attributes). Then the
adventure plays out like normal.
At any time when a Crewmember takes an Action, he may decide to have a
by spending

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

chris moore (order #4842752)

Written by: Margaret Weis


Additional Writing by: Rob Wieland and Monica Valentinelli
Edited by: Amanda Valentine and Sally Christensen
Developed by: Rob Wieland and Monica Valentinelli
Systems Design by: Cam Banks, Dave Chalker, Philippe-Antoine
Mnard, Rob Wieland, and Mark Diaz Truman
Art by: Kurt Komoda

chris moore (order #4842752)

chris moore (order #4842752)

INTRODUCTION

Always make sure you can run in a bridesmaids dress.


As a Companion, Ive learned that the hard way.
Inara

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

In the E W series, youll be meeting all manner

rascals and the like is to be expected. Theres no question

of folk and travelin clear across the Verse to do what you

youll run into trouble. Hell, you may even have a run-in

do best: find a job and keep flying.

with the Alliance or the Law. Nows not the time to worry,

Whys it called E W? Each adventure

though, cause youll be in good hands. Thats where the

has something to do with the Unification War. Itll be up

Gamemaster comes in. Or, if youre the shootin type, a

to your Crew to figure out what that something is, and

big damn gun.

then deal with the situation in your own wayand finish


the job, of course.

Remember, friends: each E W adventure


is an episode youll be starring in, but youll need to split
your screen time with the rest of your Crew. Otherwise,
they might get a mite sore bout that, so dont forget to
watch their backs.

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WEDDING PLANNERS

MASTERIN THE GAME

RUNNING WEDDING PLANNERS


This adventures meant to be playful and fun, on the order of Our Mrs. Reynolds. Theres lots of
fancy talk, or chair throwing instead of bullets.
Its also meant to emulate a television episode, which means theres a plot. The adventure is
how to deal with the various situations they encounter, such as coming up with a cunning plan
to help the heroine escape her wedding or freeing hostages being held by pirates on board the
cruise ship. Play up the plot twists. Just when the characters think everything is going smooth,
make sure all hell breaks loose.

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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THE WAY OF THINGS


CHINESE PHRASES
meant to emulate one of Joss Whedons Firefly television

Youll find a couple of phrases in Mandarin Chinese

episodes. The adventure is written for the Crew from the

throughout this adventure. Heres a quick guide to what

series; however, if you and your group would like to create

those phrases mean. Interested in learning more? Check

your own Crew, feel free!

out page 259 in the Appendix.

Crewmembers featured in the adventure are Captain

Chinese (Mandarin)

Malcolm Reynolds and Inara Serra. A good choice for

English Translation

INTRODUCTION

The adventure requires at least three players. The major

a third character could be Kaylee (someone who would


be sympathetic to our heroine), Jayne (the muscle, who

hn dn

is infatuated with the heroine), or Zoe (the competent

Jerk

voice of reason). All the Crewmembers have a role to play


in the adventure. If you have a limited number of players,
they could each enact the roles of two Crewmembers or

Excrement

you can run the others as Gamemaster characters. If you


have more players, you can include more Crewmembers.
Like most Firefly episodes, this ones about finding a

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

wedding ceremony on board a luxury cruise liner. Sounds


simple enough, but for the Serenity crew, no job is simple

l s

and nothing goes smooth. Turns out the young woman is

Garbage

being forced into the marriage by her stepfather, who is


holding her lover hostage to make sure she goes through
with the wedding. She wants to hire the Crew to free her

Jackass

lover and help her escape marriage to a man she hates.


Helping a damsel in distress is something a big, damn
hero like Captain Reynolds would dountil he finds

Throw a monkey wrench into things!

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

soup, a protein cake, or mystery food from cans without


labels. You and your Crew are about to board a boat named

types, folk whore protagonists or antagonists depending on

Serenity and head out for adventure in Joss Whedons

the way your story goes. Give em a read. These descriptionsll

wonderful world of Firefly.

help you shape Wedding Planners to your liking.

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CORTEXT DATAFILE

BARON OPTIMUS FAIRCHILD


: Planetary Robber Baron
: Baron Fairchild hires the ship through his
intermediary to protect his stepdaughter and teach her
a lesson.
: The Crew goes to get paid by him in Act III and
hes there for the wedding in Act IV.

As for the reason the


Baron chose Steele, it happens that when the Baron was
staking his claim to those 900,000 acres, he was thinkin
of what was above ground. He wasnt thinkin of what
was below. Turned out that was a mistake. He recently
learned from a secret surveyors report that a parcel of

tall and muscular, deeply tanned, with iron gray hair and
deep wrinkles. He still works most days on his ranch. Hes

platinum. That land belongs to Steele. He refuses to sell


it, but hell be glad to give it to the Baron in return for
the beautiful Lilianna.
The Baron always assumed Lilianna
would go along with his plans and it came as a shock
when she refused to marry Steele on the grounds that
he gave her the creeps. The Baron did some snooping
and discovered his daughter is carryin on with a ranch
hand name of

to gettin what he wants and no backtalk. The only person


him embittered and distrustful of women. He married
his secretary because the circles in which he traveled
demanded he have a wife and she happened to be handy.
moved to Persephone with a few head of cattle and a
dream. Give the Baron his due, he worked hard and now
owns the biggest cattle ranch in the entire White Sun
with a ranch hand, the Baron married his lovely secretary,
Belle, a young woman who had accompanied him here
from the Core.
Belle was an unwed mother with a baby daughter
named Lilianna. Belle married the Baron on condition he
would adopt her daughter. The childless Baron agreed to
the terms. Some folk wondered why he wasnt eager to
have a son. But the Baron said his daughter would marry
and bring him a sonthatd work out better anyway, since
hed have the choosing of the man.
When Lilianna
developed into a remarkable beauty, the Baron realized

no-account threatens to derail the Barons plans.


A man of action, the Baron didnt bother to argue
or plead with his stepdaughter. He hired some thugs
from a low-life name of
to abduct Daniel. Badger
Baron is holding Daniel hostage, threatening to sell him
into indentured servitude if Lilianna doesnt go through
with the wedding.
He also wants to show his daughter what her life will
be like if she goes through with the wedding, so he uses
Badger to hire a run-down ship to take her in secret to
the event. Just to be on the safe side, however, the Baron
hires a Companion,
, to take Liliannas place
in public during her secret trip.
: The Baron is unhappy with Liliannas
with a ranch hand and hell be damned if his stepdaughter

friends in the Core worlds. He lavished her with jewels,


designer dresses, gave her everything she wanted, but
rarely ever paid much attention to her.
He was a mite displeased when Lilianna began to
work for her mothers charities on the Rim, until he saw
how this made her even more popular. He heard that folks
started calling her Princess and they meant it in a nice
way. He liked that, as it enhanced his status. To add to
his good fortune, any number of powerful men sought
Liliannas hand in marriage. The Baron eventually chose
one of them, a fellow name of Templeton Steele.

without a hitch, and hes willing to do whatever it takes


to make it happen.
: The Baron was a minor
government functionary with the Bureau of Terraforming
who saw the potential to make lots of money out on the
Rim. He acquired the 900,000 acres of land he owns on
politicians with some very sweet deals on other planets.
the Alliance is not to be ignored.

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ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain instead
of a .
1 Plot Point when you roll
aGain instead
of a .

1 Plot Point when you roll


aGain instead
of a .

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.

THE BARONS BODYGUARDS


take a bullet for the Baron. They are

You drive a hard bargain, sir. Shall we adjourn to the observation


deck of my yacht for cigars and refreshments?

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CORTEXT DATAFILE

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.

Lilianna rekindled Daniels dream of going to the


university. She knew hed need more schoolin, but
she could help him with that. She told her mother
about the relationship. Her mother was going to
talk to the Baron, hoping to persuade him to let the
two young people be happy. But then her mother
died and the Baron told Lilianna she had to marry
Templeton Steele.

years old, very handsome, with a down-home kind

when thugs came for him, so hell be somewhat


the worse for wear by the time of the wedding. He
has a split lip, a bruised face, a concussion, and two
broken ribs. Hes being held in the mansion under
lock and key at the beginning of the adventure, but
hell be transferred to the yacht for the trip to the
cruise liner. Once there, hell be kept aboard the
yacht, locked up in his room with two guards.
Turns out, though, that Daniel
didnt need to read a book to know he had a gift for
working with animals. He learned to ride and break
horses at an early age. The ranchs resident vet began
teaching him how treat diseases in both horses and
cattle. Daniels dream is to go to university to study
to become a vet. Fat chance of that happenin to a

about fancy weapons. Hes knowledgeable about


dogs, cats, cows, and pigs. He has no formal education,
but he has learned to read some and has picked up
some rudimentary cipherin skills.
He was born on the Fairchild
Ranch and started workin there when he was old
enough to shovel manure. His mother was a cook and
his father was a ranch hand. Daniel had no schooling
didnt care bout booklearnin for folks like him.
Daniel was so
good with horses that when the Barons stepdaughter
wanted to learn to ride, the ranch foreman assigned
Daniel to work with her. Lilianna was a natural
when it came to riding. She loved horses as much
as Daniel did. They took long rides together over
the vast prairie, talking of their hopes and dreams,
and fell hopelessly in love.

Daniel and Lilianna


talked about runnin away together, but they had
to face factstheres really nowhere in the Verse
the Princess can go without being recognized.
Still, they made desperate plans that ended when
Badger and his thugs abducted Daniel. If they end
to keep them on the run as long as it takes.

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ATTRIBUTES

SKILLS

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
1 Plot Point when you roll
aGain instead
aGain instead
aGain instead
of a .
of a .
of a .
Step back
Gain 1 Plot Point
when pretending
a Complication involving an
that youve
angry animal if you walk toward
it, unarmed.

read and understood something


that gets you in trouble.

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:
.

The Baron can lock me up, but once Im free?


Im a-comin after him.

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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

Lilianna devised a cunning plan. The wedding is


wedding of the century and the press is clamoring to
know all about it. She invents a kidnapping plot, complete
with fake threatening letters. The Baron has always been
paranoid about kidnappers and he swallows the story
or seems to. She suggests to the Baron that it would be
safer if she could travel to her wedding in a nondescript
transport ship. She hopes to try to convince someone

Liliannas been well raised; she


tries to hide her revulsion for
s conditions and
share of the chores. Her over-polite responses can make
her seem patronizing and stuck-up, especially if some in
the Crew are predisposed not to like her. Shes afraid to get
too friendly with any of the Crew for fear her bodyguard
and chaperone will notice and start to suspect her of
having an ulterior motive. She needs to trust someone,
however, and that has her in a quandary.
Lilianna may dress and act like a sophisticate, but
beneath all that rouge and lipstick and designer clothes,
shes a vulnerable, frightened, lonely young woman who
feelings on ice, but if anyone in the Crew is the least
bit kind to her, shell start to thaw. She can turn on the
charm to get what she wants, but shell drop the act in
the presence of someone she can trust.
If the Crew wants to take the time to teach her, Lilianna
will come to appreciate what it means to have to work
courage and friendship still matter to some folk. Shell
even learn to have fun at playin poker to get out of doin
some of her chores.

charity work. Shes helped veterans on both sides try to


improve their lot.

lover hostage, threatening to sell Daniel into indentured


servitude if she doesnt marry Steele. To add to Liliannas
troubles, her mother has recently died, so she has no one
to turn to for advice.

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ATTRIBUTES

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
1 Plot Point when you roll
aGain instead
aGain instead
aGain instead
of a .
of a .
of a .
When you
are out of your element, gain 1
PP by stepping back your
for the scene.

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

TEMPLETON COLT STEELE


: The Disdainful Groom
: Hes got something everyone wants. The Baron
wants his mineral rights, Asante (page 158) wants his
guns, and Lilianna wants him to curl up and die.
: Steele arrives in Act III and likely sticks around
till Act IV.
Templeton Steele is in his

surface. The fact that Steele is currently suing Blue Sun


for patent infringement means that he wont likely be
sellin to them. Steele is absolutely smitten with Lilianna
Fairchild and he agreed to hand over the mineral rights in

Hes relatively good-looking, well dressed, manicured, and


clean-shaven. He is, as one might imagine, good with a gun.
Hes always armed, generally with his newest invention.
Like his distant ancestor, Samuel
Colt, Templeton Steele invented a weaponthe MPE40
(Managed Pulse Energy Gun)that gained immense
popularity during the War due to its comparatively low
price and an interchangeable high-yield battery. Also
like his ancestor, Steele had no scruples about selling

balls, where hell revel in the looks of jealous longing


from every other man in the room.
Steele is not completely blinded by love, though. He
drafts a pre-nup agreement that will leave Lilianna with
nothing, which the Baron forces her to sign. (Picture her
lover with a gun to his head.) And in case shes thinkin
about divorce, Steele will contest it. His lawyers will tie
up the case for years.
Steele is not a likeable man. One
Companion described him in the Companion Registry as
having the personality of a cometa core of ice and
dust. He is blacklisted among the Companions. Such

Both sides considered him a traitor, but they kept buyin


his gun, so he didnt mind. Steele was probably the only
winner in the devastating War, emerging as one of the
wealthiest men in the Verse.
Optimus Fairchild
Steele bribed to wade through the bureaucratic
tin gng so that he could sell weapons to the Alliance
military. The Baron was enthusiastic about the future of
the Border Planets (once the War ended) and convinced
Steele to invest in property on Persephone where the
Baron has his estate.
sight when he met Lilianna. She listened when he talked.
She seemed to sympathize with his troubles and she
smiled at him so sweetly. She wasnt a gold digger. She
had all the money she could want. Steele has honestly
convinced himself she loves him.
Steele had no idea at the time that
the mineral rights would make his land immensely valuable.
Now both the Baron and the Blue Sun Corporation would
dearly love to acquire the platinum that lies beneath the

He plans to take Lilianna away from the press and


the photographers. The moment the wedding is over, hell
whisk her away to a splendid mansion on a remote island

Companion Registry. Still, there are many women who


would be glad to marry him for his fortune. Hes well
aware theyre all gold diggers.

litigious with armies of lawyers working courts all over


the Verse to defend his many patents. Hes not above
using bribes and coercion to advance sales.
a way to sell his weapons to anyone. Some of his best
customers, besides the government, are members of
ruthless Tongs, organized crime, and terrorists. If the
law tries to stop him, he uses bribery or blackmail or
intimidation. If that fails, hell sue.
He has contracts with the Alliance military. Hes in
cozy with the government. No one likes him, but everyone
needs to keep him happy. Not even Blue Sun dares come
after himat least openly. Templeton Steele is the most
popular
in the Verse.

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ATTRIBUTES

10

10

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
1 Plot Point when you roll
aGain instead
aGain instead
aGain instead
of a .
of a .
of a .
Design Flaw.
Gain 1 Plot Point when
you threaten
to sue someone
out of house and home for a
minor reason.
SIGNATURE ASSETS

6
Steele is never far from his PUB H 30 Energy Pistol, a

STEELES HIRED MEN


Steele doesnt use personal bodyguards. He never truly trusts
anyone. He has two guards on hand to take charge and watch over
Secret Service.) Mrs. King (
)

), 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,

Asante fought on the side of the Browncoats as a member


of an elite force sent out on secret missions. When the
War ended, Asante considered her options. She knew for
damn sure she wasnt goin back to the farm on Lilac. Shed
developed a taste for adventure and danger. Nothin like
that good old adrenaline rush to make you feel alive. She
let it be known to a certain favored few that she was on
the market, in need of a job. She was willin to do dirty
deeds, but they would not come dirt-cheap.
She was hired
by the Blue Sun Corporation and sent to work in their
Corporate Espionage division. When Templeton Steele
interfered with Blue Suns plans to purchase the mineral
rights on the planet Whitefall, Blue Sun turned to Asante
to handle the matter.
While Blue Sun would dearly love to see blood
genius inventions. They want this marriage stopped and,
if possible, his lawsuit against them dropped. If Steeles
bride goes missin, maybe hell take the hint. At some
In order to facilitate the kidnapping,
Asante arrives on Persephone in the guise of the wedding
planner. Her plan is to take Lilianna from
under
cover of a pirate attack. If that doesnt work, shell hijack
a ship full of guests arriving to the event and send her
crew on board to masquerade as well-wishers. The crew
will put weapons and an escape route in place so she can
make a grand entrance during the ceremony itself, while
everyones guard is down.
Asante has no feelings one way or
the other for the Princess. Lilianna is a job, nothing more.
As for Liliannas bodyguard, Seth Liang, Asante respects
him as a worthy adversary and keeps an eye on him. She
knows he served in the War on the side of the Alliance. She
makes it a point to bring up his past to foment discord on
board
. Maintaining her cover as wedding planner,

She refuses to discuss what she did during the War,


even with former comrades. The War is over. She cant
understand those Browncoats who still wrap themselves
behind her.
Shes troubled by terrifying dreams that jolt her wide
awake, leave her shivering in a cold sweat.
is traveling on
, Asante researches the members
of the
Crew. Shes pleased to learn the captain is
Malcolm Reynolds. They met before during the War, only
he doesnt know itshe was under cover. Asante never
forgets a pretty face.
Asante hired on four veterans from her covert ops days.
Her crew appears to be a band of roving space pirates, one
of many who rove the black, routinely kidnappin wealthy
people and holdin them for ransom. Only in this instance,
the Baron will never receive a ransom demand. Lilianna
will simply disappear.

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

Gain 1 Plot Point when you roll


a
instead of a .

1 Plot Point when you roll


aGain instead
of a .
1 Plot Point when you roll
aGain instead
of a .
Goeth Before a Fall: Gain
1Pride
Plot Point when your cocky
Start every
attitude gets you in a mess of
trouble that you could have
avoided by being silent.

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

can to bring them all back alive.

HARD BURN
ATTRIBUTES

10

DISTINCTIONS

Gain 1 Plot Point when you roll


a
instead of a .
An enemy
knows your ships weaknesses.
Step up or create a d8 Complication
to earn a Plot Point.

SIGNATURE ASSETS

chris moore (order #4842752)

Gain 1 Plot Point when you roll


a
instead of a .

Gain 1 Plot Point when you roll


a
instead of a .
When using
Engines die for speed, double
Engines die. Remove the highest
rolling die and keep three dice
for your total.

159

CORTEXT DATAFILE

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
.

Seth is very loyal to his employer.


The Baron ordered him to bring Lilianna safely to her
wedding and Seth obeys orders. If some fellow soldier
were to take Seth aside, however, and tell him the
truth about Templeton Steele, that his millions are
drenched with the blood of good men, Seth might
change his mind and help Lilianna escape her fate.
Seth doesnt trust Asante. He has a gut feeling
planner. As Liliannas bodyguard, he keeps an eye
not who she claims to be.
Lilianna was going to be travelin on a boat named
, Seth did not connect the name with the site
who hoped for calm and peaceful voyages!) The
moment Seth was told that the captain was a former
Browncoat, he made the connection.

That said, hes never met anyone else who was in


Serenity Valley and he wonders if meeting someone
who was thereeven the enemycould help heal
old wounds. His counselor has encouraged him to
to do so.

Seth knows both Lilianna


and her lover, Daniel, from his days on the ranch.
Hes fond of them, but he thinks that Lilianna can
do better for herself than an impoverished ranch
hand. Might as well fall in love with a rich man as
a poor one. He knows nothing about Templeton
Steele beyond his name and the fact that he is said
to be very wealthy.

He wont bring up the


War, but if someone else does, he talks about his
War. He did his duty as a soldier. He wont mention
his medal, however, though he keeps it with him,

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ATTRIBUTES

SKILLS

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
1 Plot Point when you roll
aGain instead
aGain instead
aGain instead
of a .
of a .
of a .
Protector: Gain 1 Plot
Step up a
Silent
Point when you do whats best
Complication created to avoid
for your charge, not your master.
reroll your dice.
SIGNATURE ASSETS

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.

Theres no need to shout. We can be reasonable,


until it is time to be...unreasonable.

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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,

She travels aboard the Barons yacht to the cruise


liner. She keeps to her room and doesnt mingle
with the other guests. Everyone puts this down to
pre-wedding jitters. Nova will keep playin her part
until the wedding ceremony itself. After that, shell
remove her disguise and mingle with the crowd

Lilianna. She tries to avoid appearing in public as


much as possible, but she needs to attend certain
pre-wedding functions in her guise as Lilianna. These
include the rehearsal dinner and wedding breakfast.
The Baron
hired Nova, a registered Companion, because of her
resemblance to his stepdaughter, Lilianna. Nova is
about an inch shorter, but in high heels, who will

Noras done some research


on Templeton Steele. Her gut instinct is that hes
a creep. Her hunch pans out: hes been blacklisted
on the Registry. She wants to warn Lilianna to be
careful around him, but to do so is against the laws
of the Companions.
Inara knows Nova from
the days when they were in training together. If Inara
attends any of the wedding functions, she could
recognize Nova, although shell have to be able to
penetrate her disguise, which is a good one. If Inara
does recognize Nova, she could try to enlist Novas

up to alter her appearance and the resemblance is


damn near perfect.
Nova is a good actress. Shes
learned to walk and move like Lilianna. Novas voice
is much deeper and richer. Shes tried to learn to
mimic Liliannas higher-pitched voice, but she hasnt
succeeded all that well. She therefore feigns to have
laryngitis brought on by the stress of her upcomin

a Companion, Nova has a contract with the Baron


and could be risking her career if she breaks it. Some

to talk to the press or spend time with any of the


Barons friends. She knows some of them through
her work as a Companion and fears they might
penetrate her disguise.

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ATTRIBUTES

10

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
aGain instead
aGain instead
of a .
Gain 1 Plot Point when you roll
of a .
a instead of a .
1 Plot Point when
you choose
someoneGain
to let slip oneWhen
youre disguised as
of your former
shows up to ruin your illusion.

clients, Gain 1 Plot Point and


step up any related Complication.

Whatever you say, Father.

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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.

Badger wont admit as much


to Mal, of course, since Mal would use this to drive
up his price. Instead Badger maintains this is a
simple job, not worth much. Truth is, the Baron has
hopes to pocket. If the Crew knows anything about
the Baron and the Princess (maybe from the gossip
rags), they realize that the Princess is much prized
by her wealthy daddy. They can force Badger to raise
his price, which turns out to be a hefty sum thatll
Badger doesnt want to screw up this deal, a fact
he impresses upon Mal and the Crew a great many
times during their meeting. If they want to get paid,
they better deliver the Princess to the cruise liner
and see to it that she goes through with the wedding.
If somethin goes wrong, there will be all manner
of hell to pay.
Badger has history with
many crews looking for jobs like these. Any time
they get a job, they should be ready for anything.

MASTERIN THE GAME

IS THIS THE SAME BADGER?


If youve been paying attention to Badgers stats in other adventures
and the Episode Guide, you might notice that weve presented him

Episode at hand. Sometimes you might even change a Minor GMC to


the character to play in a particular Episode. In this case, weve selected

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ATTRIBUTES

10

10

SKILLS

DISTINCTIONS

1 Plot Point when you roll


aGain instead
of a .
Gain
1 Plot Point when an important

1 Plot Point when you roll


1 Plot Point when you roll
aGain instead
aGain instead
of a .
of a .
Step up a
Complication involving the
authorities to create a
Asset
that you stole from its real owner.

detail of your plan slips your


mind.

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.

Now, you want to be doublin your coin, or


pretend youre on a bloody quiz show?

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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

sports a fancy pocket handkerchief and a dusty plastic


flower in his lapel.

chris moore (order #4842752)

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.

THINGS DONT GO SMOOTH


Depending on which Crewmembers are present, some
might recognize the name Lilianna Fairchild. Inara knows
all the wealthy and influential people in the Verse and has,

in fact, been invited to the wedding. Kaylee reads about

Possible Assets:

Lilianna from the tabloids. Oddly, Jayne also knows about


her. Seems Jayne has a sneakin fondness for followin the

,
Possible Complications:

doings of beautiful women. Simon has heard of her.

Any of these Crewmembers know, without having to


EXAMPLE RESULTS:

make a dice roll, one or more of these facts:


Lilianna Fairchild is extremely beautiful, an

Failure to Raise the Stakes: None of the

international celebrity nicknamed the Princess.

Crewmembers have heard of Lilianna, though

Her father is the fabulously wealthy Baron Optimus


Fairchild, well known throughout the Verse.

they might wonder why Badger is being unusually


nice to them and seems so eager for them to take
this job. The Crew is pretty sure its not gonna
be as simple as described. Create a Lousy Deal

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.

Raise the Stakes: A Crewmember seems to


have heard Kaylee goin on about some rich
girl name of Lilianna gettin hitched.
Extraordinary Success:One of the Crew ran out
of readin material while on the toilet one day
and for lack of anythin else read one of Kaylees
tabloids. That Crewmember knows all about
the Princess. Create a Gossip Girl D6 Asset to
represent the information gained by reading

to kidnap the rich kid and the Baron figures shell be safer

the tabloids.

aboard Serenity. No offense, but no one in the Verse would

HERE WE ARE

dream shed be caught dead in such a garbage scow. Badger


also reluctantly admits that this threat does mean the job
is worth more than he first offered.
Badger adds that hes thrilled to have the Baron for a
client and he emphasizes the importance of this job and
that Mal better not screw it up or therell be hell to pay.

If Mal doesnt want to take the job, Zoe or one of his


Crew might remind him that Kaylee says if they dont have
some sort of new part for the engine, Serenitys likely to
fall out of the sky. In addition, Badger tells Mal hell be
mortally insulted, hell never forgive him, and good luck
findin any more jobs here or anywhere else in the Verse.
Mal might want to reconsider.

ACTION: GETTING THE SKINNY

If Mal and Crew agree to take the job, Badger tells them

ON LILIANNA FAIRCHILD

Crewmembers can try to remember it on their own,

that the Baron has arranged for Lilianna, her bodyguard,


and chaperone to be smuggled secretly onboard Serenity

or get Badger to cough up the details.


Crewmember Dice Pool: Mental + Know, Social

in the dead of night. The sooner they get her there, the

+ Influence

sooner the Baron pays them.

Gamemaster Dice Pool:

PRELUDE

The wedding is the wedding of the millennium.

D6

D6

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WEDDING PLANNERS
ECHOES OF WAR:

ACT I: WE DIDNT SIGN UP FOR THIS!


ACTION: CORTEX RESEARCH

a hidden note soon reveals shes a damsel in distress.

SCENE ONE: SPOILED LITTLE RICH GIRL


the Firefly is cavernous and, although well lit, the lighting is
strategically placed to leave some areas in shadow. Footsteps
ring on the metal floor. Metal stairs and ladders lead to

ON THE BRIDE

If anyone bothers to research Lilianna Fairchild or


her family on the Cortex, make this roll. The better the
roll, the more info they get.
Crewmember Dice Pool: Mental + Know,
Mental + Operate
Gamemaster Dice Pool:

D6

the upper levels. Catwalks crisscross overhead. Crates and


various other pieces of cargo are barely visible stacked

D6

Possible Assets:

against the walls.


Possible Complications:

THE LOWDOWN

Mal and the Crew are gathered in the main airlock


to witness the arrival of the Princess. By now, folk should
know some details about Lilianna Fairchild.

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EXAMPLE RESULTS:

Failure to Raise the Stakes: The Crewmember

Failure to Raise the Stakes: The Crewmember

doing research finds that Lilianna is a wealthy

doing research discovers that Templeton Steele

cattle barons daughter.

is the genius inventor of the famed MPE40, a

Raise the Stakes: The Crewmember doing

weapon much prized among troops during the

research discovers that Lilianna is marrying a

Unification War.

man named Templeton Colt Steele. The gossip

Raise the Stakes: The Crew finds, in addition,

rags say that hes smitten with her. Her stepfather,

that Steele is notorious for having sold weapons

the Baron, says that his daughters very much in

to both sides of the War, that hes one of the

love and cant wait for the wedding. Reporters

richest men in the Verse, and that he has multiple

who try to gain access to Lilianna have failed.

lawsuits for patent infringement pending against

Shes said to be in seclusion, busy with her plans

all manner of folk.

for the wedding.

Extraordinary Success: As above, but the Crew

Extraordinary Success: As above, plus: Lilianna

also finds that Steele was viewed as a traitor by

is involved in raising money for various charity

both sides during the War; those as fought in

organizations that try to help the impoverished

it know his name and wont think too kindly of

folk on the Border Planets. Photos and videos

him, which might make them more sympathetic

abound of her in beautiful designer dresses,

to Lilianna in her quest to avoid marrying him.

PRELUDE

EXAMPLE RESULTS:

wearing gorgeous jewels, attending parties with


vid stars and such like. Shes no wild child. The
tabloids have a hard time comin up with gossip

MASTERIN THE GAME

or scandal about her.

LOW ON FUEL

ACTION: CORTEX RESEARCH

Ask the players to justify why they need to


take the job. They know
is falling apart.

ON THE GROOM

If anyone bothers to research Templeton Steele, make


this roll. The better the roll, the more info they get.

where everyone around the table (even those


not present) reminds the captain what needs

Crewmember Dice Pool: Mental + Know,


Mental + Operate
Gamemaster Dice Pool:

D6

D6

Possible Assets:

Possible Complications:
,

One of you gorramn buzzards blinds


me again, Im gonna return fire!
Jayne

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WEDDING PLANNERS

Lilianna arrives in a sleek, black limo with two more

ACTION: CORTEX RESEARCH ON

limos accompanying herone filled with bodyguards and

THE WEDDING PLANNER

the other with her luggage consisting of heavy trunks, a

If anyone bothers to research Asante Okoro, make this

good many suitcases, and hatboxes. Accompanying her are

roll. The better the roll, the more info they get.

her own personal bodyguard, Seth Liang, and her wedding

Crewmember Dice Pool: Mental + Know, Mental

planner/chaperone, Asante Okoro.

+ Operate

Liliannas dressed in a silk suit by Mizz Lizz of Osiris.


She wears a mink throw over one shoulder, high heels,
leather gloves, and a hat with a veil. Her blonde hair
beneath the hat is beautifully coifed. When she removes

Gamemaster Dice Pool:


D8

D6

Possible Assets:

D8

the veil, shes extraordinarily beautiful, though her face


is pale and drawn, as though she hasnt slept much lately.
Asante Okoro is dressed in no-nonsense business

ECHOES OF WAR:

clothes and low-heeled shoes. She wears dark-rimmed


glasses. She has a leather satchel and one piece of luggage,
which she carries herself. Asante has taken care to make
sure that anyone who researches her finds shes what she
claims to be: a wedding planner. Her
Distinction helps keep her true profession off the Cortex.

Possible Complications:

,
EXAMPLE RESULTS:

Failure to Raise the Stakes: The Crewmember


doing research finds a boring site advertising
her services as a wedding planner.
Raise the Stakes: The Crewmember doing
research discovers captures and videos of her
attending various weddings, an impressive list
of satisfied customers, and some how-to advice
for engaged couples.
Extraordinary Success: The Crewmember
researching Asante finds something strange
outside of her wedding planner stuff, theres
little information on Asante.

Seth Liang has a military-style duffle bag containing


clothes and a book of meditations. Hes wearing combat
fatiguesno patches or insignia. He carries a pistol in a
holster and a jian (double-edged Chinese sword) on his back.

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Such remarks wont endear her to the Crew. If there

ACTION: CORTEX RESEARCH


ON THE BODYGUARD

are any GMCs on board, their reactions might be any of

If anyone bothers to research Seth Liang, make this

the following:

roll. The better the roll, the more info they get. Seth can

Downright hostile: (She aint nothin but a

also use his

spoiled brat. Ill be damned if Ill fetch and

Distinction as a

to add a Plot

Point to the Gamemasters bank, as his reputation makes


him an easy target to find on the Cortex.

carry for her!)


Star struck and infatuated: (Shes a real beauty.

Crewmember Dice Pool: Mental + Know, Mental

Ill be in my bunk.)

ACT ONE

+ Operate

Gracious and welcoming: (Dont worry, dear,

Gamemaster Dice Pool:

D6

D6

youll get used to the smell. Didnt we meet at

D4

Possible Assets:

the Vanderbilts party on Osiris? I remember


,

when you visited the mission, Miss Lilianna.)


River is likely not here, since Simon would

Possible Complications:
,

EXAMPLE RESULTS:

Failure to Raise the Stakes: The Crewmember


doing research finds captures of Seth at his
dojo or at functions providing security for Baron
Fairchild.

keep her out of sight. If River does make an


unexpected appearance, she might divine some
of Liliannas secrets, though its doubtful they
would make sense to anyone.

Lilianna introduces Mr. Liang and Miss Okoro,


revealing that Miss Okoro is her wedding planner.
Seth takes in the Crew at a glance. He says simply
to call him, Seth. If asked to hand over his weapons, he

Raise the Stakes: The Crewmember doing

politely declines, citing with perfect reasonableness that

research discovers that Seth Liang was a decorated

he is Miss Liliannas bodyguard. If the Crew really wants

Alliance officer.

to put this to the test, Seth wont argue. He simply takes

Extraordinary Success: The Crewmember doing

hold of Lilianna by the arm and escorts her off the boat,

research finds that Seth was wounded during the

ignoring her protests. The Crew best be ready to either

War and received the Silver Citation Starburst

let him keep his weapons or start lookin for another job.

for bravery under fire.

Asante is all business, though she does allow her gaze


to linger noticeably on Mal. Asante has a tracking device

THINGS DONT GO SMOOTH


Lilianna does not make a good first impression. She
expects the Crew to carry in her luggage, of which there
is a considerable amount. When she removes her veil and
looks at her surroundings, she recoils in shock and horror.
Being well raised, she tries to cover her initial reaction,
murmuring something like, The interior is very...um...
functional or I suppose one gets used to the smell of cows.

in her luggage. She waits to plant it on board the ship until


they leave atmo. Her satchel contains pamphlets on flower
arrangements and bouquets, pictures of wedding cakes,
seating charts, guest lists, etc. If anyone thinks to search
her suitcase, they see that it contains clothes and shoes. She
has concealed a machine pistol in a secret compartment in
one of Liliannas trunks. She will have no trouble slipping
down one night to retrieve her weapon.

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WEDDING PLANNERS

ACTION: SEARCHING THE

ACTION: SCARING OFF THE PRESS

PASSENGERS LUGGAGE

Let the Crew handle it how they want, either by scaring

If anyone decides to search the passengers luggage, they

off the reporters, firing a warning shot to scatter everyone,

either need to do it themselves or convince the passengers

or hiding Lilianna in a secret compartment until things

to open up their bags.

quiet down.

Crewmember Dice Pool: Mental + Notice, Social

Crewmember Dice Pool: Social + Trick, Mental

+ Influence

+ Sneak, Physical + Shoot

Gamemaster Dice Pool:

Gamemaster Dice Pool:

D8

D6

+ any appropriate

Distinctions of any passengers aware their

D6

D6

,
,

Possible Complications:

ECHOES OF WAR:

Possible Assets:

luggage is being searched.


Possible Assets:

D6

,
,

Possible Complications:
,

EXAMPLE RESULTS:

EXAMPLE RESULTS:

Failure to Raise the Stakes: The Crew will have a

Failure to Raise the Stakes: The search doesnt

D6

Complication when onboard

yield anything of interest, and the Crew

the Rims Dream because they got caught in

gains a

the pictures.

Complication because the

passengers figure out theyve been searched

Raise the Stakes: The Crew gets Lilianna on

without permission.

board without any clear pictures of her.

Raise the Stakes: The Crew doesnt find anything

Extraordinary Success: Lilianna and her

unusual.

entourages opinion of the Crew improves.

Extraordinary Success: Depending on whose

The Crew gets a

luggage they search, the Crew finds something

during the next Act.

D6

Asset to use

hidden:

Lilianna: A capture of her and Daniel


Seth: His medal
Asante: Her tracking device, unless shes already
planted it, in which case they find her machine pistol.

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.

If the Crew is itching for a little action, have the


sudden flash of captures erupt out of nowhere. Someone
tipped off the press to Liliannas secret rendezvous and
these

are looking to score an

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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SCENE TWO: THE NOTE


THE LOWDOWN
Lilianna asks for someone to give her a tour of the
boat. She chooses a person she thinks she can trust. This
could be another woman such as Kaylee or Inara (likely
not Zoe!), a man of the cloth such as Shepherd Book, or
Seth accompanies Lilianna. He walks behind her and
her escort, keeping close watch on everything.

A cheerful room with yellow walls decorated with


flowers and vines. A large wooden table surrounded by
chairs gives a homey feeling. The kitchen area is neat and
clean. The cupboards are a mite bare, but Lilianna brought
some of her favorite foods on board, which shell generously
share with the Crew.

INFIRMARY

Asante pleads fatigue and asks to be shown to her

With its stark white walls, hospital beds, operating

quarters. If Mal is present, she asks him directly. Asante

table, and other medical equipment, the infirmary appears

does not flirt. Shes cool and straightforward, letting it be

to be a hospital in miniature.

known right upfront that shes taken a fancy to him. Mal


may or may not take her up on her offer. Her obvious
admiration for the captain may occasion snickers and rude
comments. If Mal escorts Asante, shes cool and quick with
the wisecracks. She asks to see the bridge. Asante plays on
any Complications she can to get inside the bridge.
During the tour, Lilianna is polite, but seems

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.

preoccupied. She gulps a little at the sight of her spare,

THINGS DONT GO SMOOTH

uncomfortable bedroom, but by now nothin much can

Somewhere along the tour, Lilianna attempts to pass

shock her.

her tour guide a note. The note, folded four times, is on a

Seth says nothing during the tour unless he sees the

piece of paper torn out of a notebook. She keeps it tucked

weight-lifting equipment in the back of the cargo bay. He

in the palm of her leather glove. She tries to either find

then asks if he can use it. This could be a good way for

or create a moment when she and her guide are in close

some of the Crew to get to know him.

proximity.

SERENITY
Here are some of the important locations aboard Serenity.

BRIDGE, ENGINE ROOM,


CREW DORMS, CARGO BAY
These areas are off-limits to the client and her entourage.
They may be part of the initial tour.

CATWALKS AND STAIRS


Made of metal. Might be difficult to traverse in high
heels!

ACT ONE

someone like Simon who comes from her world.

GALLEY

And, of course, the note reads: Im desperate! Help me!


She might trip on the stairs in her high heels. If the
Crewmember comes to her aid before Seth can, Lilianna
hands off the note. She might ask for an explanation of
some piece of medical equipment, which puts her close
to the Crewmember. She might be interested in the type
of food they eat and want to look in the cabinets. She
might take advantage of Seths interest in the weight-lifting
equipment. However it happens, Lilianna manages to get
a note into the hands of one of the Crewmembers.

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WEDDING PLANNERS

ACTION: HIDING THE NOTE FROM SETH

HERE WE ARE

Lilianna makes it clear she doesnt want Seth to know

After passing the note to a Crewmember, Lilianna

about the note. The Crewmember can try to hide the note

pretends as though nothing has happened. If the

on their person, try to read it fast and then get rid of it, or

Crewmember tries to question her about the notes contents

possibly distract Seth and hand off the note to someone else.

or the fact that she tried to pass a note, Lilianna casts an

Crewmember Dice Pool: Physical + Trick, Mental

alarmed glance at Seth and shakes her head. She pleads

+ Notice, Social + Trick

fatigue and asks to be taken immediately to her room.

Gamemaster Dice Pool: Seths Mental D6 +

If the Crewmember has the note, he could decide


to show it to the others and ask them what to do. Or he

Notice D6 + Strong

could decide that Mal wouldnt be sympathetic and show

Silent Type D8
,

Possible Assets:

it to someone who might be more willing to help, such as


Inara or Shepherd Book.

ECHOES OF WAR:

There could be a difference of opinion. Mal might say


,

Possible Complications:

its none of their business and wont get involved. Kaylee,


Inara, and Shepherd Book could feel differently. Kaylee and

Inara might not even tell Mal, knowing in advance what hed
be likely to say, and either decide to undertake the mission

EXAMPLE RESULTS:

Failure to Raise the Stakes: Seth picks up the


note and reads it. He looks at Lilianna, who

on their own or seek help from other Crewmembers they


think they might be able to trust. Its largely up to the players.
The Crew has to decide what to do. They can try to

immediately denies that the note is hers.

help Lilianna and at least find out the nature of her problem.

Raise the Stakes: Seth does not see the note.

They can decide its none of their business and they dont

Extraordinary Success: Seth commends the Crew

want to get involved. If so, skip to Act I: Scene Four.

of Serenity for their helpfulness, totally oblivious


to the note. Create the Asset

D6

for the Crewmember who has the note.

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SCENE THREE: LILIANNAS SECRET


THE LOWDOWN

EXAMPLE RESULTS:

Some or all the Crewmembers try to get Lilianna alone

Failure to Raise the Stakes: The Crewmember

and find out why she needs help. If the Crew doesnt decide

gets Lilianna alone. When Seth finds out about

to try to help her, skip to Act I: Scene Four.

her plan, he takes an

D6

Complication

and tries to stop the Crew.

THINGS DONT GO SMOOTH

ACT ONE

The main problem is finding a way to deal with Seth

Raise the Stakes: The Crewmember gets Lilianna

and Asante. Seths room is right next door to Liliannas.

alone without Seth noticing that shes gone.

Asantes is on the other side. Seth accompanies Lilianna

Extraordinary Success: The Crewmember gets

everywhere. His job is to see to it that she arrives safely at

Lilianna alone. Seth is initially suspicious, but

the wedding and he takes his job seriously.

decides that if Lilianna needs space hes willing


to give it to her.

ACTION: GETTING LILIANNA ALONE

Separating Seth from his charge isnt easy. Inara might


try to convince Seth to allow Lilianna to spend time alone
in her shuttle to arrange her hair. Jayne and Shepherd Book
might try to influence Seth to come lift weights with them
while Kaylee keeps Lilianna company. Jayne might even
brag to Seth to allow Lilianna to see Jaynes gun collection.
If Seth has seen the note, he gets a bonus

in his pool.

Asante is generally found with Lilianna, making


wedding plans. Asante has other interests, however. She
readily leaves the room if Mal asks her. If Asante suspects
that some nefarious plot involvin Lilianna is afoot, she
tries to find out whats going on to make certain nothing
is going to interfere with her plans. Asante relaxes once she
realizes that Lilianna is just trying to get out of her wedding.
After all, Asante is planning to help Lilianna do just that.
Crewmember Dice Pool: Social + Shoot, Mental
+ Influence, Social + Trick
Gamemaster Dice Pool: Seths Mental D6 + Notice
D6

+ Strong, Silent Type D8


,

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:

a diamond and sapphire necklace as a wedding

SCENE FOUR: DAYS IN THE BLACK


This scene takes place on board Serenity.

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.

THINGS DONT GO SMOOTH

gift the morning of the wedding. The necklace

ECHOES OF WAR

is worth a fortune and shell give it to Mal or to

At some point, Mal finds out that Seth fought with

anyone who rescues Daniel and helps her marry

the Alliance and that he was at Serenity Valley. This makes

the man she loves.

for an interesting day. Seth is naturally the strong, quiet


type so he wouldnt be likely to bring it up himself. Asante

If the Crew fails to talk to her, the desperate Lilianna

could mention it either out of sheer cussedness, just to see

continues trying over the next few days while Serenity

how Mal would handle it, or because she wants to foment

is en route to the cruise liner. She keeps reaching out to

trouble. Someone doing research on the Cortex could finally

them until she manages to tell her story and persuade

discover Seths military record. River might start talking

them to help her.

about the ghosts that are on board Serenityghosts of

If the Crew does decide to help her, theyd best start


comin up with a cunning plan. Lilianna has traveled on

the past that come with the boats name, ghosts that haunt
more than a few on board.

board the Rims Dream and can provide information on

Seth wont be drawn into a political argument over

the layout of that ship, as well as the Barons yacht, where

who was right and wrong. He did his duty and hes not

she thinks it most likely hes holding Daniel.

ashamed of it. Hell admit that he doesnt think the War


was worth the terrible cost. He talks about the horrible
sights he witnessed in Serenity Valley.

MASTERIN THE GAME

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

If Mal is inclined to violence, Zoe could encourage


him to at least listen to Seth, hear him out. This scene
might end in a fistfight or it could end with Mal and Seth
developing a new respect for each other and maybe even
a grudging friendship.

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LILIANNA LEARNS HOW


THE OTHER HALF LIVES
The Crew could take the time to show Lilianna what
it means to work for a living and how difficult life can be
for some folk. True, Lilianna has worked for charities and
visited the poor, but she always left the missions and the
hospitals and went home to her servants and her mansion.
The sheltered young woman might also learn some
you find in a can that has its label missing. Wash could talk
to her about the joys and sorrows of marriage. She could
play a game of ball with the Crew. If the Crew does take
time to try to get to know her, shes touched and pleased.
She realizes people actually care about hernot just for

WEDDING PLANNER

Mal probably wont allow the relationship to advance


too far, but its likely he wont mind doin a little flirting of his
own, especially if he sees that this annoys Inara. Zoe could
be skeptical of Asante and try to warn Mal to be careful.
Shepherd Book could sternly remind Mal that they have
an impressionable young woman aboard and to mind his
manners. You could have some fun with opposed
Actions as Asante attempts to charm Mal into providing
information while Mal uses Asante to make Inara jealous.

her looks or her money. The more sympathetic Lilianna

Crewmember Dice Pool: Social + Influence,

becomes, the more likely the Crew can help her get out

Mental + Trick

of her rough situation.

Gamemaster Dice Pool: Asantes Mental D10 +

SHEPHERD BOOK
Shepherd Book might seek to counsel Lilianna. The

ACT ONE

life lessons. Kaylee might teach her to cook using whatever

ACTION: FLIRTING WITH THE

Focus D8 + Cocky D8
Possible Assets:

Crew might come up with the idea, as part of the cunning


plan, to have Shepherd Book perform the ceremony. Lilianna

Possible Complications:

thinks thats a splendid idea. Shepherd Book might take


some convincin.

ASANTE AND THE CAPTAIN


Asante has taken a likin to Mal and she doesnt
bother to hide her feelings. If Mal reciprocates, shell use
their relationship to try to gain as much information as
she can about Serenity and the crew (where weapons are
stashed, how to obtain access to the bridge) before her
pirate friends attack.

EXAMPLE RESULTS:

Failure to Raise the Stakes: Asante gets more


out of the Crewmember than he does out of her.
If she needs to take a hostage at some point in
the game, she takes her partner hostage, and
spends one Plot Point to create a
D8

Complication for the scene.

Raise the Stakes: The Crewmember has the


opportunity to take Asante to bed. If he or she
opts out, Asante heads off to her bunk alone
to sulk.
Extraordinary Success: Someone might hear
Asante crying out or talking in her sleep. She
wont reveal any information that would give
her away, but someone such as Simon or Seth
who has experience with PTSD might be curious
as to the cause of her nightmares.

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WEDDING PLANNERS

THE TRACKING DEVICE


Asante has hidden the tracking device somewhere
aboard Serenity. The device is state-of-the-art, designed
by Blue Sun.
If the Crew does identify the bug, that raises the
question: whos keeping tabs on them and why? Mal might
suspect the new passengers, but they all deny it. Wash may
have to admit that he has no idea how long the device
has been on board the boat. They could have picked it up

MASTERIN THE GAME

ASANTE, SIMON, AND


RIVER
Asante works for Blue Sun and she knows theyd
like to get their blue-gloved hands on River,
recognizes them, Asante might consider bringing
in the two fugitives, for theres a hefty reward.
She could reject the idea for several reasons:

anywhere anytime.
Could make everyone a mite jittery.

One: its not the job she was hired to do.

ACTION: DISCOVERING THE

ECHOES OF WAR:

TRACKER ONBOARD

Once Asante plants the device, it emits a small signal


to the pirates on the Hard Burn. They might be keeping an
eye on Asante and follow her as she walks through the ship.
If the GM wants to tip off the Crew to its existence after its
been planted, suggest it in an unrelated Complication like
or
to get Crewmembers looking around.
Crewmember Dice Pool: Physical + Notice,
Mental + Operate

Two: she has only a four-hand crew, which


would make it tough to kidnap and guard
three people.
Three: after spending time with River
and Simon, even the hardened Asante is
appalled by what theyve done to River.

If youd like to have Asante and her pirate


crew try to apprehend Simon and River along
with Lilianna, feel free. Mal and his Crew will
succeeds, Mal wont take kindly to havin a
member of his Crew snatched. Asante will be

Gamemaster Dice Pool: Asantes Mental D10 +


Sneak D8 + Blue Sun Agent D8
Possible Assets:

,
Possible Complications:

,
EXAMPLE RESULTS:

Failure to Raise the Stakes: The device is not


found.
Raise the Stakes: The device is found, but its
exact nature is unknown.
Extraordinary Success: The device is identified

One of them, Simon. A hard,


cherry red shell and a blue
beating heart. I can smell it.
River

as a whistler, a device that uses short waves to


send discreet signals to another ship.

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ACT TWO

ACT II: WERE HUMPED!


ACTION: DETECTING THE PIRATES

with the trip. But who thought theyd have invited a pirate

As the pirates draw closer to the boat, the Crew might

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

going to be a sunny day on the beach by the title.

succeed, the Crew has a much better chance of outrunning

THINGS DONT GO SMOOTH


The Crews settled into the usual routine aboard ship.
Theyre only two days out from arriving at the cruise liner.

the pirates rather than fighting them.


Crewmember Dice Pool: Mental + Operate
Gamemaster Dice Pool:

this event occurs.

D6

Determine where the passengers and members of the Crew


are located on board the boat and what theyre doing when

D6

Possible Assets:
,
Possible Complications:

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WEDDING PLANNERS

EXAMPLE RESULTS:

ACTION: MAKING A RUN FOR IT

Failure to Raise the Stakes: The pirates have

If the GM wants the chase to be resolved in one roll,

the advantage if Serenity tries to run. Create

use this table. For something a bit more drawn out and

dramatic, see Rules Variant: Run, Rabbit, Run (page 181).

D6

Complication for the scene.

Raise the Stakes: They see a ship on the scanner,

Crewmember Dice Pool:

headed their direction and closing fast.

Gamemaster Dice Pool:

Extraordinary Success: They see a ship on the


scanner, headed their direction and closing

D8

D8

D6

D10

D6

Possible Assets:

fast. Serenity has the advantage if it tries to run.


Create an

Asset for the scene.

,
Possible Complications:

The ship is a modified tramp freighter and it fairly bristles

ECHOES OF WAR:

with guns. Anyone who travels in the black immediately


recognizes the ship as belonging to the pirates that frequent

EXAMPLE RESULTS:

the Rim, preying on unarmed transport ships, stealing the

Failure to Raise the Stakes: The pirates catch

cargo, and taking hostages to hold for ransom.

Serenity.

If the ship is detected in time, Mal could decide to run.

Raise the Stakes: Serenity outruns the pirates.


Extraordinary Success: Asante doesnt make her
move, but she does something that catches the
attention of the Crew. She gains a Suspicious
D6

Complication until the Crew docks with the

luxury liner.

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EVERYONES IN THE SAME BOAT

Aiding the Pilot: Non-pilot Crewmembers can also

Just because its a chase doesnt mean only the pilots get

take actions to give the pilot more dice. The Crewmembers

to have fun. The rest of the Crew can help out a few ways.

assemble a pool for whatever Action the GM thinks is

Creating Assets: Any Crewmember can create an

beneficial. They roll against a pool with a difficulty die

Asset for something involving the ship or situation by

and the Rabbit die plus any Complications. If they raise

spending a Plot Point. Perhaps Wash is pulling a

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

the boat from being captured. Creating Assets might even

they fail to raise the stakes, the Rabbit die steps back, as the

force the pursuing or fleeing ships to adjust their tactics,

hounds relentless pursuit overcomes their efforts to help.

rolling weaker Traits in order to contend with the changes

Kaylee dashes back to the engine room. She just bought

ACT TWO

in order to keep

or Kaylee has

a new compressor for Serenitys engine and wants to see

the Assets make to the pursuit.

how it performs under a high-speed chase. She assembles a

Jayne smiles and spends a Plot Point to create an

pool of Mental + Fix + Ships Engineer. The GM assembles

Asset. Jayne has

a pool of the Rabbit die

. Mal groans, but he knows that losing

and a difficulty of

. The

the cargo is better than getting caught by the Alliance.

GM sets the stakes at an 11, but Kaylee only gets a 9 on her

Not only does Wash have an extra die to roll next round,

roll. Instead of adding her

the GM rules that the patrol boat must use its weaker

the Rabbit die to a

to Washs pool, she lowers

. The patrol boat looms closer and

Kaylee has some strong words for the merchant that sold

Trait in the next roll, on account of having to

her that l s compressor unit.

smash through a cloud of crates to continue its pursuit.

Here are the Actions spelled out for this specific scene.

RULES VARIANT: RUN, RABBIT, RUN


is an unarmed trading vessel. Guns often bring unwanted Alliance scrutiny. Also, Mal doesnt
want to give Jayne any more chances to shoot something than he has to. Most Crews in this situation
do the same thing when confronted by an armed pirate vessel bearing down on themthey run.
The chase between
and the
can be resolved in a single die roll if you want to
get on with the story. Weve included these rules for those folks who want a more dramatic chase
between the Crew and Asantes pirates.
These chase rules use a
. The ship being chased is called the
. The ship doing the
chasing is called the
. The die represents the distance between the rabbit and the hound. The
bigger the Rabbit die, the more distance between the ships. In each roll, the hound sets the stakes of
rabbit fails to raise the stakes, the hound gets closer to capturing the rabbit.
the die is stepped up or back twice on that roll. If the Rabbit die is stepped up beyond a
, the rabbit
goes free. If the Rabbit die is stepped back beyond a , the rabbit is caught. Either side can choose
to give up at any time, since the more rolls that occur, the more likely it is someone will rack up some
Complications.

+
+
+

)+

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WEDDING PLANNERS

ACTION: RUNNING FROM

ACTION: HELPING OUT THE PILOT

THE HARD BURN

Examples include boosting the engines or jamming

If the pilot failed to raise the stakes on his roll to


notice the pirates, the Rabbit die is a
stakes, it starts at a

. If he raises the

. If he got an extraordinary success,

the Rabbit die is set at a

to start.

Crewmember Dice Pool:

D8

Possible Assets:

+ Rabbit die

Crewmember Dice Pool: Mental + Fix, Mental

Gamemaster Dice Pool: Rabbit die +

D10

D8

D6

D8

D8

Possible Assets:

Possible Complications:

Possible Complications:

ECHOES OF WAR:

not an Action will help the ship escape.


+ Operate

Gamemaster Dice Pool: Hard Burns


+

the other ships sensors. Its up to the GM as to whether or

,
EXAMPLE RESULTS:

EXAMPLE RESULTS:

Failure to Raise the Stakes: Step back the

Failure to Raise the Stakes: Step back the Rabbit

Rabbit die.

die. If you failed to raise the stakes by 5 or more,

Raise the Stakes: Give the highest rolling die

step the die back twice.

to the pilot to roll for the next Rabbit roll. The

Raise the Stakes: Step up the Rabbit die.

pilot keeps three dice.

Extraordinary Success: Step up the Rabbit die

Extraordinary Success: Give the highest rolling

twice.

die to the pilot to roll for the next Rabbit roll. The
pilot keeps three dice. Step up the Rabbit die.

Asante isnt in contact with her Hard Burn crew, but


the attack was scheduled for today so shes armed and
ready for action. If shes on the bridge at the time the ship
is sighted, she draws her gun and puts it to the head of
the pilot, ordering him to stop and prepare to be boarded.
If shes not on the bridge, she knows the moment she
hears the alert that her ship has been sighted. She takes
a hostage (whoever happens to be near her at the time)
and uses the hostage to gain access to the bridge. If Mal
has decided to run, Asante tells him to stop or shell shoot
the hostage.
Asante tells the Crew she doesnt want any killing. Shes
no threat to them. She just wants to make sure Lilianna
doesnt go through with the wedding. Asante guarantees
the girl wont come to any harm. She also informs them
that her comrades are former members of the Browncoat

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Elite Forces and that theyll be real upset if anything bad


happens to her.

THRILLIN HEROICS

If Serenity stops, then the pirates board. Go to Boarded!

Nows the time for action. A lot depends on what the

If the pirate ship catches up to Serenity, the pirates fire a

Crew decides to do, which could be somethin we never

warning shot first. Serenity being outgunned, Mal should

thought of, so best be quick on your toes. A bunch of stuff

surrender. If he doesnt, this adventure could come to a

happens all at once.

real speedy end.

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.

and his Crew better be prepared to fighther comrades


will be out to avenge one of their own. If the fight goes
badly for the Crew, the Elite Force members rough them
up, lock them up, and summon the nearest Alliance cruiser.
If her comrades on board the cruise liner find out their
commander is dead (theyll know somethin is wrong when
she turns up missing), they track down Mal, demanding
to know what happened to her. They know she was on
board Serenity because of the tracking device she planted
and they wont believe Mal if he tries to lie. They enjoy

MEANWHILE IN ANOTHER
PART OF THE BOAT...

to apprehend him and any other member of the Crew and

The moment Seth hears the alert, he attempts to take

hand them over to the Alliance.

Lilianna to a pre-arranged hiding place on board Serenity.


Liliannas alarmed and confused, and she refuses to go
with him, telling him this has nothing to do with her. He
reminds her of the threats issued by kidnappers.
If Lilianna hasnt had a chance to plead for help, she
seizes hold of one of the Crewmembers and tearfully blurts
out the truththat she made up the kidnappers because
she doesnt want to marry Templeton Steele, that the Baron
is holding her lover hostage, and so on. She relates as much
as she has time to before Seth manages to drag her off. If
the Crewmembers already know her story, Lilianna goes
with Seth without a murmur.
If any Crewmembers offer to help, Seth declines, saying
hes going to take Lilianna to her quarters. In truth, hes
taking her to the hiding place. He makes certain no one
follows them or sees them.

OUTCOME

beating the truth out of him. If possible, they do their best

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.

If Serenity manages to outrun the pirate ship, Asante is

Once Asante realizes she has to take Serenity apart

overpowered, the hostage is rescued, and we have a happy

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

aint overly worried. She has a back-up plan. She readily

and Lilianna come out of hiding. Seth might not be too

admits that she planted the tracking device and tells them

pleased if he hears the Crew was ready to give them up.

where to find it. The fact that shes so forthcoming might


strike some folk as suspicious.

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ACT TWO

and soon boards them. (Go to Boarded!) If he wants to

If Asante is killed and her crew boards the ship, Mal

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WEDDING PLANNERS

ACTION: REPEL BOARDERS

Run one round of an Action Order. As soon as one


of the pirates (or Asante) is Taken Out, the remaining

SOLD INTO SLAVERY

pirates retreat to the Hard Burn and flee on their Action.

If the Crew hands Lilianna over to Asante and


her pirates or if Asante and her crew succeed
in taking Lilianna by force, the Crew lands a
boatload of trouble:
For one, theyre not going to get paid if they
dont show up to the wedding with the bride.
Mal can now count the Baron and Templeton
Steele among folk who would most like to see
him dead.
While Mal may not think highly of Badger,

Asantes pirates fight with her as a gang (see Ganging Up


on page 58).
+

Crewmember Dice Pool:

+
Gamemaster Dice Pool: Asantes
D8
D8

D12 +
D10

for each

D8 (one

D8)

Possible Assets:

ECHOES OF WAR:

MASTERIN THE GAME

Either the Crew can spend the rest of their


days hungry and on the run or they can try to
rescue Lilianna. This means they have to dog the

Possible Complications:
,
EXAMPLE RESULTS:

Failure to Raise the Stakes: A Crewmember is


Taken Out by a pirate counterattack. The player
can spend a Plot Point and take a Complication

If they lose the ship, some of their underworld


connections know where to look for her.
The trail leads to a slave trader on one of
the Outer Planets, holed up in an abandoned
prison ship. Hes holding a big slave auction,

equal to the highest rolling die in the pirates


pool to avoid being Taken Out.
Raise the Stakes: One

D8

is Taken

Out. If there are no more pirates, Asante takes


or steps up a

likely arrives right as the auction is about to


begin. They have a chance to rescue Lilianna
armed and he has a large gang of goons. The

Complication.

Extraordinary Success: Two

D8

are

Taken Out. If there are no more pirates, Asante


takes or steps up a

Complication.

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ACT THREE

ACT III: THE WEDDING PLANNERS


The officers have their own wardrooms on this level.
paid until Lilianna says, I do. In the meantime, surely they

These rooms are quite elegant, as the officers often entertain

can stay out of trouble on a luxury liner?

favored guests among the passengers.


Passengers are permitted on this deck, but only if they

SCENE ONE: RIMS DREAM

have an invitation from one of the officers or if theyre


escorted by someone on the crew.

DECK 2: MAIN FLOOR


Rims Dream.

Verbena Restaurant: The largest restaurant aboard


ship features elegant fine dining with white tablecloths,

RIMS DREAM

crystal, silver, and wait staff in fancy dress. Reserved seating.

Engine Room: Located at the bottom of the ship, the

Tables are assigned when guests board the ship.

engine room is under the command of the Chief Engineer.


This area is restricted.

DECK 1: CREW QUARTERS


Crews Dorms: The majority of the crew of Rims
Dream lives on this deck in dorm rooms. The crews mess
hall and a crew pub are located on this deck, as well as a
gym and a movie theater.

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Verbena Club: Private bar, members only. Dark wood


and low light. Cigars and brandy.
Lucky Lady Casino: The casino is huge, located in the
center of the ship, for this is one of the main attractions.
To reach the Verbena restaurant, passengers are required
to walk through the casino (and thus be tempted to drop
some cash).

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WEDDING PLANNERS
ECHOES OF WAR:

The casino operates twenty-four hours a day and

Pioneer Pub: One of the most popular bars on board,

features faro, blackjack, poker, slot machines, pachinko,

its meant to resemble a pub on one of the frontier planets.

and mahjong. Rooms for private, high-stakes games are

It features cedar plank wood walls, polished bar, and leather

available to high rollers. Security is tight aboard ship and

cushioned bar stools, with a large mirror behind the bar.

tighter in the casino. Cameras keep watch on players as

Anyone whos ever been in a real frontier bar would find

well as the dealers. No money changes hands in the casino.

this pretty darn amusin.

Players gamble for credits that are exchanged for cash at

Grand Lobby: Stunning area where passengers are

the Pursers Office. A tab is extended to those who run a

welcomed aboard. Decorated in gold and red velvet, with

bit short. Losers are not permitted to leave the ship until

sweeping staircases leading to the mezzanine on Deck

their gambling debts are paid.

3 and a domed ceiling six stories above the floor, the

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ACT THREE

lobby is an impressive sight. Passengers can find room

Docking: The docking areas can handle up to four

assignments here, book tours, and request information at

yachts, as well as the ships lifeboats that double as shuttles.

the reception desk.

They dont handle private shuttles due to security. Once

Pursers Office: Located behind the reception desk.

docked, an airlock provides safe passage from the docked

The Purser is in charge of all money matters on board ship,

vessel to the cruise liner. Security personnel are on hand

including credit transfers. A vault contains large amounts

to check for weapons using an electronic weapons sweep.

of standard Alliance-issued paper notes. Just how large is

The Bijou: Theater featuring live performances at night.

a well-guarded secret.

High-kicking show girls in feathers and not much else.

Infirmary: Medical facility staffed by a doctor and

Dance Hall: For those who like their dancing a bit

two nurses. Four hospital beds. Small operating theater,

more lively than quadrilles in the Grand Ballroom, the

for use only in case of emergency. Extremely ill patients

Dance Hall features a live band nightly. Popular with the

are transported to the nearest Alliance hospital.

young people.

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WEDDING PLANNERS

DECK 3: LOUNGES, FINE


DINING, AND SHOPS
Lilac Dining Room: Smaller and more elegant than

pool, tennis courts, shuffleboard, and walking track.


Greenleaf Cafeteria: Open twenty-fours a day with

those with penthouse staterooms are permitted to dine here.

food ranging from hot dogs to Peking duck. Dessert buffet

music. Walls are decorated with navigational charts.


Champagne Bar: Champagne and champagne cocktails
are the only drinks served. Small, dark, romantic.

at midnight.
Osiris Spa: Relax and enjoy a few hours of pampering.
Mud baths, herbal wraps, massages, whirlpools, and steam
rooms.

Grand Lobby Mezzanine: Overlooks the Grand Lobby

Grand Ballroom: Ballroom is a large room, beautifully

below. Sweeping staircase leads down to Deck 2. Shops

decorated with living palm trees and exotic flowers. Tables

offering designer clothes for men and women, jewelry,

and chairs surround a dance floor in the center.

sculpture, paintings, and sundries.

ECHOES OF WAR:

This decks main attraction is an indoor swimming

Verbena. Tables are assigned when passengers board. Only


Chart Room: Elegant bar that plays Chinese classical

Lookout Lounge: Connected to the Grand Ball,

The Bijou: Balcony seating for the theater.

separated by the bar area, the lounge at the prow

Library Bar: Walls are shelves lined with books.

beneath the bridge. Large panoramic windows provide a

Leather chairs and couches. A cozy, quiet place for a drink.

DECKS 45: ECONOMY


STATEROOMS
Rooms on these levels are small with two beds that
can be separated or combined into one. Small toilet with
tiny shower. Small closet and chest of drawers. Porthole
looks out into the black.
Early morning maid service.

breathtaking view of the heavens.


Bridge: Located at the top of the ship at its prow, the
Bridge has state-of-the art navigational equipment. The
First Officer is in charge of navigation and the Bridge. The
captain will be on the Bridge during tricky maneuvers
or emergencies. The Chief Radio Officer is in charge of
communications.
The Bridge area is secured. Door is locked and only
those officers and crew with special keycards can enter.

DECKS 68: MID


LEVEL STATEROOMS

There are no guards, however, and none of the officers carry

These rooms are larger and have a picture window

the Bridge on the run.

with a stunning view. Couch and coffee table. Two beds


that can be separated or combined into one. Larger closet,
nicer bathroom. Morning maid service.

weapons. An alarm will send armed security personnel to

THE LOWDOWN
After the Crew has patched up any wounds and dealt
with any lingerin problems, they arrive at the cruise liner,

DECKS 910: LILAC


STATEROOMS

Rims Dream. The captain has been told to expect them, so

Ornate rooms with small living area, separate

Barons yacht, Star Voyager, is docked with the cruise liner.

bedroom. Includes access to Lilac Dining Room.


Afternoon maid service and specialty services available
when scheduled in advance.

DECK 11: PENTHOUSE SUITE


The Suite is the size of a small estate and has an entry
hall, living room, dining area, and separate bedrooms.

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DECK 12: LIDO

Comes with butler and access to Lilac Dining Room.

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they have no difficulty docking with the cruise liner. The


Templeton Steele is already on board.
Note: If the Crew considers taking shuttles from Serenity
to Rims Dream, their request is denied. Due to security
concerns, Rims Dream is not equipped to handle shuttles.
Serenity must dock with the cruise liner and be secured.
If Mal doesnt enrage the Baron, he graciously gives
the Crewmembers their own staterooms located on Deck 4.
They have access to all the places on board the ship where

passengers are allowed, with the exception of private clubs

on Serenity until time for the wedding. Hes spotted some

and the restaurant reserved for upper class guests. The

reporters from the gossip rags around.

Bridge, the Engine Room, Crew Quarters, Galley, and


Officers Quarters are all off limits.
That said, there are ways the Crew could gain access
to some of these.

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.

RESTRICTED PARTS OF THE SHIP

No weapons of any type are permitted on board the cruise

Kaylee might become friendly with one of the ships

liner, including all manner of firearms, any type of knife, or

engineers and persuade him to take her to see the engine

anything else security deems might be used as a weapon.

room. Inara could try to obtain an invitation to the captains

Anyone who puts up a fuss is refused entry onto the

private party in his stateroom.

cruise liner.

Crewmember Dice Pool: Social + Fix, Mental +


Influence, Physical + Sneak

If Jayne is caught with a weapon the first time he tries

D6

to board, he receives a polite warning and is ordered to


,

Possible Assets:

take the weapon back to Serenity. If Jayne tries a second


time, his weapon is confiscated and kept in the vault in

,
Possible Complications:

ACTION: SMUGGLING
WEAPONS ON BOARD

Gamemaster Dice Pool:


D8

the Pursers Office, to be returned prior to departure. If


Jayne tries a third time to smuggle a weapon on board
and is caught, his weapon is confiscated and hes escorted
to the brig.

EXAMPLE RESULTS:

Failure to Raise the Stakes: The Crewmember

Crewmember Dice Pool: Social + Influence,

is unable to get into the secure area.

Mental + Sneak

Raise the Stakes: The Crewmember is able to

Gamemaster Dice Pool:

get into the secure area.

D8

Extraordinary Success: The Crewmember is

Possible Assets:

able to get into the secure area. When another

Crewmember creates an Asset due to your access,


such as

ACT THREE

ACTION: GETTING ACCESS TO

or

D8

Possible Complications:

D6

, the Asset is a D8.

THINGS DONT GO SMOOTH


By now, the Crew likely has a cunning plan for helping
Lilianna find true love with her ranch hand. Heres some of
what will happen or could happen, all dependin on the Crew.

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

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EXAMPLE RESULTS:

Failure to Raise the Stakes: The security staff


detects the weapon.
Raise the Stakes: The security staff does not
detect the weapon.
Extraordinary Success: Create or step up a
Complication
for the next time someone does something
troublesome on board.

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WEDDING PLANNERS

MALFUNCTION

THE BRIDEGROOM ANNOYETH

Security has been having problems this voyage with the

Templeton Steele has heard that Serenity has docked.

weapons scanners malfunctioning. They have managed to

Hes in the Grand Lobby with two of his guards and an

keep this quiet, but every so often, at various times during

attorney who goes everywhere with him. Steele knows

the day and night, the screens shut down for no apparent

that Lilianna is supposed to remain on board Serenity

reason. During these times, which come at irregular

until time for the wedding while Nova Norling takes her

intervals, someone could manage to sneak a weapon past

place, but he wants to see Lilianna and make certain shes

security. These lapses never happen at the same time and

safe. He also wants to have some time with his wife-to-be,

cannot be predicted. The system is down for only a few

regardless of her feelings on the manner. He assumes he

moments at a time. This malfunction could manifest itself

can bribe his way onto the ship and into her room.

as a Complication, or it could be created as an Asset by a

ECHOES OF WAR:

Crewmember for a Plot Point.

Steele doesnt want to put Lilianna in danger or let the


press know where to find her. Mindful that people can hear

The reason these are occurring is that Asante has some

him, he politely, if coldly, asks Mal for a tour of Serenity.

of her crew posing as wedding guests. Shes on board the

Steele says hes never been on a Firefly class boat. If Mals

Hard Burn biding her time. Her crew has disabled the

agreeable, Steele is escorted on board Serenity. He asks to

security systems to allow the pirates to smuggle weapons

bring his bodyguards, but if refused, he orders them to stay

on board in wedding gifts.

put. His attorney is allowed to accompany him.


Once on board Serenity, Steele demands to see Lilianna.

MASTERIN THE GAME

THEMS SOME MIGHTY


FINE GUNS, BARON
the crew comments on the Barons collection of
like the MPE40. Hell be pleased as punch to talk
to note that, although theyre prototypes, all the
weapons are in working order and that Steele
has thoughtfully provided ammunition in case
the Baron wants to do any target practice.
The weapons dont come with instructions.
They arent loaded with power cells, though
any spare cell will do.
Using one of these weapons in a
roll adds a
to the pool in
addition to the damage die. However, rolling
a 1 or 2 on the roll counts as a Complication,
such as
or
.
The weapons are on display during the day.
A single armed guard watches over them. The
guns are locked away at night in a vault in the
Barons stateroom.

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If he is refused, he uses intimidation, threats, and bribes


to try to persuade someone to take him to her. Hes not
armed, but he might be inclined to throw a punch. Mal or
Zoe, who have reason to consider Steele a gorramn traitor,
might be glad to let him know how they feel.
ACTION: SCUFFLING WITH
TEMPLETON STEELE

Templeton is as likely to throw a punch as a barbed insult.


Crewmember Dice Pool: Physical + Move, Mental
+ Focus
Gamemaster Dice Pool: Steeles
D6

D6

D8 or
D10

D6

D8

Possible Assets:
,
Possible Complications:
,

EXAMPLE RESULTS:

Failure to Raise the Stakes: Word of this


altercation gets back to Baron Fairchild. Any
further interactions with the Baron or Steele
must contend with a

D6

Complication.

Raise the Stakes: Templeton backs off for now,

The Baron meets with Mal in the Library. He tells Mal

though he continues to sling insults at whoever

that the agreement he made with Badger states that Mal

got him to stand down.

wont receive his money until Lilianna is married. (Seems

Extraordinary Success: Steele suffers a

Badger forgot to mention this little detail!)

D6

Complication till the end of the

adventure.

Mal could raise hell, but he wont get anywhere, except


to anger the Baron. Mal is likely not armed, since he had
to go through security. The Baron is armed, as well as his

to Liliannas cabin, she keeps the door locked and refuses


to see him. Her bodyguard, Seth, is there to tell Steele that
hes following the Barons orders to keep Lilianna safe and
secure until the wedding. Seths polite and respectful, but
firm. Steele can take this matter up with the Baron.
Steeles not stupid. He can see that Seth isnt someone
he wants to mess withand if he somehow overlooks that,
his attorney points out to him that it would not be wise to
make trouble. Steele backs down and leaves Serenity, though
he makes it clear he wont forget how he was mistreated.

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.

bodyguards, since theyre on board his yacht.


If Mal brings up the pirate attack, mentions that they
damn near died, the Baron will be shocked that Lilianna
was in danger and grateful that they saved her, but he
wont change his mind about payin them. A deals a deal.
The wedding is tomorrow at noon. Mal will make
certain the bride arrives safely to her suite of rooms on
Deck 11 where shell change into her wedding dress. The
Baron will escort her to the ceremony, which will be held
in the Grand Ballroom, Deck 12. Once Lilianna says her
vows and shes away on her honeymoon, Mal can collect
his pay. Until then, the Baron allows the Crew the run of
the cruise ship. They have access to all the fun and free
food they want.

STAR VOYAGER

He wont be carrying any weapons unless he has somehow

LOWER DECK

managed to smuggle them past security.

Crew cabins and main engine room. Small area for

If the Crew has a cunning plan that requires access


to the Barons yacht to find Daniel, this would be an ideal
time to do some reconnaissance.
If Mals a participant in the plan, he could provide
a diversion so that another member of the Crew
could slip off and try to find out where Daniel
is being held.
If Mals not involved with the plan, he might
unknowingly provide a diversion because hes
about to find out hes not going to get paid.

The butler greets Mal and Crew as they enter. The


butler tells Mal that the Baron is in the Library, which is
on the Owners Deck. The butler escorts them the short
distance. The butler answers any questions with very polite
words, Yes, sir. Precisely, sir.

ACT THREE

If Mals feeling mischievous and decides to escort Steele

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

Library: The Baron spends most of his time in this

Swimming Pool: A swimming pool under a fake blue

room. Although called the Library, there are no books. He

sky with an artificial sun. A cabana boy is on hand with

sits at his desk, which has the latest in communication

towels and sunscreen. A bartender serves fruity cocktails

devices, doing deals and keeping tabs on everything

with tiny umbrellas.

that is happenin at the ranch. He has on display three of

Guest Rooms: These rooms are all locked; guests only.

Templeton Steeles newest patented firearmsprototype

Bridge: Only the Baron, his pilot, and first mate are

energy pulse weapons like the MPE40.


Small Dining Room and Bar: Table and chairs seat

allowed on the bridge. The bridge is secured by a locked


door and an armed guard.

about twenty guests. Bar is at the far end. Bartender is on

ECHOES OF WAR:

always on duty.

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DIVERSION

LOOKING FOR DANIEL


If at any point Inara, or another Crewmember, can

ACTION: DISTRACTING BARON

provide some excuse for leaving the Library (such as she

OPTIMUS FAIRCHILD

If members of the Crew need time to try to locate


Daniel, Mal needs to keep the Baron busy. If Mal wants
to turn on the charm, he should make a roll to find out if
he succeeds. The difficulty increases if Mal and the Baron
present, Inara for example, she could add her roll to Mals
to try to smooth things over.
If Mal succeeds, the Baron shows off Steeles weapons.
The Baron permits Mal to handle them, but not to fire them.
Crewmember Dice Pool:

before, shes really hankerin to see the engine, etc.), the


Baron grants permission. Hes not worried. Daniel is well
hidden, hes under guard, and, besides, these folk arent
going to do anything to jeopardize gettin paid. He summons
one of the maids, Annie (

ACT THREE

have traded insults. If another member of the Crew is

needs to powder her nose, shes never been on a yacht

), to give his guests a

tour of the yacht.


Annies a talkative soul, but none too bright. Shes very
gullible and believes anything anyone tells her. Shes a font
of misinformation, though some of it may be true.

WHAT ANNIE KNOWS

+
Gamemaster Dice Pool: Fairchilds Mental D8

The Princess was involved with a ranch hand

+ Focus D8

named Daniel. (True)


The Baron shot Daniel in a duel. (False)

Possible Assets:
,
Possible Complications:

The ghost of the Barons dead wife haunts the


,

yacht. (Mmmm)
Lilianna is on board the yacht. (True/False)
A room in the crews dorm is always kept locked.

EXAMPLE RESULTS:

Failure to Raise the Stakes: The Baron is aware

(True)

something is up. Crewmembers aboard the

The room is kept locked because thats where

Star Voyager must deal with an

the ghost lives. (False)

D6

Complication.

WHAT EVERYONE ELSE KNOWS

Raise the Stakes: The Baron is distracted

If the Crew questions the guests, they dont know

long enough for the Crewmembers to snoop

anything. They have never seen a person matching Daniels

around.

description on board the yacht.

Extraordinary Success: The Baron takes a shine


to the Crewmember spending time with him. Any
Assets created related to the Barons assistance
begin at a D8.

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WEDDING PLANNERS

ACTION: QUESTIONING THE CREW

brimmed sun hat that shades her face, and masks her voice

The Crew could ask Annie for a tour, or take a moment

by claiming she has a cold.

or two to sneak around the yacht.


Crewmember Dice Pool:

Nova can be found by the pool on the Owners Deck,


+

hovers nearby, as well as another servant. If any of the

+
Gamemaster Dice Pool:

D6

D6

Possible Assets:

Crew except Inara happens to come to the pool, Nova


immediately gets up and leaves. If Inara visits this deck,
Nova recognizes her as another Companion and, after a

moments hesitation, motions her to come closer.

Nova whispers that she needs help. She cant talk here,

Possible Complications:

,
EXAMPLE RESULTS:

ECHOES OF WAR:

sunning herself beneath the artificial sun. A cabana boy

too many people. She asks Inara to meet her tomorrow


morning at the wedding breakfast. Nova then gets up and
walks away. She wont answer any more questions.

Failure to Raise the Stakes: No one is talkin

HERE WE ARE

and the crewmember announces his intention

Mal has to see to it that Lilianna marries Steele. If not,

of immediately telling the Baron theyve been

he wont get paid. If Mal knows a cunning plan is afoot

askin questions. Might be time for the Crew to

to prevent the marriage, he has to make a choice between

make themselves scarce.

honoring his agreement with Badger and the Baron and

Raise the Stakes: One of the bedrooms on the

getting paid, or helping Lilianna find happiness with the

lower deck is kept locked at all times. Mighty


suspicious, no?
Extraordinary Success: One of the bedrooms on
the lower deck is kept locked at all times. The
crew delivers food for three people, and the
man who answers the door is always armed.

man she loves.


Mal could go one of two ways. As far as hes concerned,
he did the job as it was stated up front and he expects to
be paid. Seems like the Baron might be tryin to welsh on
the deal. Mal doesnt owe this man or Badger anything.
The notion that Lilianna has offered to pay him with the
diamond and sapphire necklace could help resolve any

THE OTHER LILIANNA

lingerin doubts, though he does recall that Lilianna wont

Nova Norling, Registered Companion, has been

get the necklace until the day of the wedding.

hired by the Baron to play the role of his stepdaughter.

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

word. He made an agreement and hell stick to it, despite

the resemblance is striking. She doesnt want to push her

the fact that the Baron is a wng b dn. If Mal decides the

luck and shes been keeping to herself on board the yacht,

plan is off, the Crew has to decide what theyre going to do.

secluding herself on the Owners Deck. She wears a broad-

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ALTERNATE SCENE: BLACKJACK BLACKY


If Wash resists and a fight ensues, four more security
sprung on any unsuspectin member of the Crew who

guards arrive. The guards are armed with sonic pulse guns,

doesnt generally get to be a Big Damn Hero (such as

meant to subdue the victim, not kill. More guards continue

Simon or Shepherd Book).

to arrive until Wash and any other members of the Crew


are restrained. Theyre all hauled off to the brig and their

themselves. Theres free food and drink in the Verbena

misdeeds reported to the Baron. Alternately, the Crew

Restaurant. And then theres the casino. Seems Wash did

might fight their way out of the casino and into relative

some gamblin back in his wild and misspent youth. He

safety elsewhere.

knows his way around a blackjack table and would be


pleased to show off in front of his wife.
Other members of the Crew might go along. Jayne is
a faro player. Kaylee loves watchin folk.
The casino has additional security. The Crew has to
go through another weapons sweep. If they did manage
to smuggle a weapon through the first time, they have to
roll again. If theyre caught with a weapon, its confiscated
and theyre asked to leave.

The Baron isnt pleased, but he convinces the casino


owner to free the Crew. He deducts damages from the
Crews pay. The exception is Wash. The casino owner wont
release Blacky. The best the Baron can do is to have Wash
confined to a room on Deck 4, where hell stay the duration
of the voyage, when theyll hand him over to the Feds.
Now the Crew has to come up with a cunning plan
to free Wash.
Zoe can visit her husband for an hour each day. A single

Once inside the casino, a lovely waitress offers them

guard armed with a sonic stun pistol is posted outside the

free drinks. Two armed security guards descend on Wash.

cabin. The guard lets Zoe in and out. No other members

They refer to him as Blacky and politely, but firmly, insist

of the Crew are allowed to visit. The door cant be opened

that he should come with them.

from the inside. In addition to Zoe, theres a guard who

If Wash demands to know why, they tell him that they

delivers three meals a day to Wash.

know hes the notorious card-counter known to casino

A bit of gambler, the stateroom guard would love for

owners throughout the Verse as Blackjack Blacky. Wash

Blacky to give him tips on how to win at blackjack. If

can protest his innocence, show them his ident card, refer

Blacky agrees to help, the guard brings in a deck of cards

them to his captain, whatever he likes. Turns out hes the

for a lesson inside the stateroom. The

spittin image of Blacky. The guards dont believe him.

arent pushovers, but compared to the other unsavory folks

If he refuses, the guards tell him that they dont want


a scene. He should go quietly.

ACT THREE

Wash and Zoe finally get to have some time to

in this tale, they can be beat.


Might seem pretty easy to free Wash or Wash might free

If Zoes present and she tells them shes his wife, the

himself. Once hes freed, theres a problem. If he manages to

guards let her accompany them. If Wash goes peaceably,

escape safely to Serenity, security wont come on board after

they do not throw him in the brig. Hes just confined to

him. They dont have the authority. But the captain does

his room for the duration of the voyage, then handed over

have the authority to refuse to release Serenitys docking

to the Feds.

clamps unless Wash is returned to custody.


In that case, the Crew has to do somethin pretty damn
heroic to convince the captain to let them depart. Hopefully
they at least acquired a stun pistol.

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WEDDING PLANNERS

ACTION: BUSTING OUT OF

SCENE TWO: THE WEDDING BREAKFAST

THE SHIPS BRIG

Busting out of the Brig might involve one or all of


these stepsconning a guard, sneaking past a guard station,
and picking a secure lock. It could be one Crewmember
that has to handle these situations, or multiple members
of the Crew.

her, maybe someone who looks good in tight pants. The


breakfast is served poolside on Lido Deck. The breakfast
is a lavish buffet with all manner of delicious food. Waiters

Crewmember Dice Pool: Social + Trick, Mental

circulate with glasses of champagne on silver trays. Guests

+ Operate, Physical + Sneak

are free to mingle and chat until the Baron is ready to toast

Gamemaster Dice Pool:

the bride. He sits at the head table. Templeton Steele is with

D8

him, along with the ever-present attorney.

D6

Possible Assets:
,

ECHOES OF WAR:

Breakfast. She may take one member of the Crew with

Possible Complications:

Nova is made-up to look like Lilianna. She wears a big


hat with a floppy brim, so that no one gets a really close
look. She avoids talking if she can. If not, she talks in a

husky voice, which she claims is caused by a cold.


The Baron taps his spoon on the glass, calling for
everyone to be quiet. He proudly shows off his stepdaughter,

EXAMPLE RESULTS:

Liliannaor rather, the woman pretending to be Lilianna,

Failure to Raise the Stakes: Create or step up a

Nova Norling, Registered Companion. There are toasts to

Complication.
Raise the Stakes: The Crew busts their
Crewmember out of the brig.

the bridge and groom.


Steele presents Lilianna (Nova) with the grooms gift:
a stunningly beautiful diamond and sapphire necklace in
a blue velvet case.

Extraordinary Success: Blacky overheard

Lilianna (Nova) accepts the gift, saying (with a sneeze),

some useful information from some guards

shell wear it on her wedding day. The Baron takes the case

involving the layout of the ship. Creating an

from her, saying hell return it to her tomorrow. He gives

Asset involving the Rims Dream with a Plot

it to the Purser, to be locked in the ships vault.

Point starts the Asset at a D8.

After the speeches, theres mingling and more


champagne.
If Inara hasnt met Nova before now, she immediately
recognizes her as a Registered Companion. Inara wont blow
Novas cover, but she could try to find a chance to talk to
her. The Baron isnt much of a mingler. He stays seated
at the main table talking to a few of his friends. Nova is
thronged with well-wishers, but once she recognizes Inara,
Nova whispers that she needs to talk. If Inara doesnt seek
out Nova, Nova spots her in the crowd and comes to her.
The crowd is noisy, having fun. The Baron has hired a
band. Nova and Inara can sit at a table and have a private
conversation without drawing suspicion, though they may

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be interrupted by well-wishers.

Nova reveals that after she was hired for this job, she

EXAMPLE RESULTS:

looked up Steele on the Companions Registry. She seemed

Failure to Raise the Stakes: Nova refuses to

to remember having heard something bad about him. Sure

help directly. Later, out of guilt, she confesses

enough, she found out he was banned for having been

everything to the Baron. Create a

physically abusive. Nova likes Lilianna and she doesnt like

Complication.

the thought of Steele getting his hands on her.

Raise the Stakes: Nova agrees to help, but the

confidential. She isnt permitted to reveal the contents to


the Baron and shes pretty sure he wouldnt believe her
anyway. Hes dead set on this marriage. Shed like to stop
the wedding, but she has no idea how.

ACT THREE

Nova doesnt know what to do. The Registry is

D8

Crew will have to execute the plan in a way that


doesnt implicate her.
Extraordinary Success: Nova agrees to help
directly. She may even be convinced to continue
her impersonation of Lilianna on the wedding

ACTION: CONVINCING NOVA TO HELP

day. When creating an Asset involving Novas

Nova is glad to assist the Crew in the cunning plan.

help, it begins at a D8.

Shes unwilling to take Liliannas place at the altar. She signed


a Guild contract with the Baron and she fears reprisals.
+

Crewmember Dice Pool:


Gamemaster Dice Pool:
D6

D8

HERE WE ARE
If the Crew wasnt inclined to help Lilianna before

now, once they hear that she could be subject to physical

D4

abuse, they might want to consider helpin her.


,

Possible Assets:
,
Possible Complications:

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ACT IV: THE WEDDING CRASHERS


Shepherd Book. Chairs have been set up to accommodate
and a hardened pirate bearing down on it at full burn. Luckily,
the Crew has a cunning plan for a happy ending.

the guests. A string quartet provides the music.


Theres a single entrance to the wedding chapel. The
wedding is invitation-only and ships personnel are on

SCENE ONE: THE COURSE OF TRUE LOVE


THE LOWDOWN
The wedding is scheduled at noon in the Wedding
Chapel on Deck 12. The chapel is small, seats only twenty
guests. The Baron chose the room to keep out the paparazzi.
The ceremony will take place underneath a wedding canopy
thats been set up on the dance floor. The ships captain will
marry the happy couple, although hell happily give way to

hand to ask for invitations. A photographer is on hand to


take pictures. No reporters are permitted.
Two members of Asantes pirate crew have tied up the
security guards and taken their uniforms. Theyre standing
at the entrance, checking invitations. Their weapons are
stashed in a prearranged hiding place in the potted palms.
If the Crew avoided Asantes pirate ship earlier in the
adventure, double the number of pirates present.
The rest of the guests are assembled in the Grand
Ballroom, watching the ceremony on closed-circuit
television.

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THINGS DONT GO SMOOTH

THE FATHER OF THE BRIDE


Presuming nothing untoward has happened, the Baron
arrives on board Serenity to escort Lilianna to her suite on
Deck 11, where shell change into her bridal clothes. Hes
in an extremely good mood. If Lilianna seems nervous, he
puts that down to wedding day jitters.
promises them a little something extra in their paycheck,
which Mal can come collect right after the ceremony.

The Baron grudgingly gives permission. Seth goes with


Lilianna, as well. The Baron has cleared it with security
for Seth to carry his handgun.
Someone could suggest that since the Crew is going
to be separated and hopefully preparin to spring into
action with their cunning plan, it might be a good idea if

ACT FOUR

He thanks Mal and the Crew for their hard work and

Lilianna asks that Inara come with her to the chapel.

they were wearin some sort of communication devices.


Mal or Zoe or Jayne could offer to come along as
extra bodyguards.

MASTERIN THE GAME

MINE IS AN EVIL LAUGH


Lets say for once in Mals life, things do go smooth. He and his Crew manage to
rescue Daniel and reunite him with Lilianna on board
. Shepherd Book performs
would think that was too good to be true.
Hed be right.
The thing with throwing a monkey wrench is that it has to be plausible, somethin
the Crew believes could likely happen. Best if it happens just when the Crew is knockin
holes in each others backs for a job well done.
s not going anywhere. For one or more of the following reasons, the
captain refuses to release the docking clamps.
s stuck.
The Baron discovers Daniels missing and hes pretty sure he knows whos
responsible. If Daniel and Lilianna are married, the Baron will see to it that the marriage
is annulledat gunpoint if need be.
Jayne lost heavily at faro and tries to leave without payin his gamblin debt.
Some of the passengers aboard the cruise liner report missing jewels. No boats
are bein allowed to depart until security does a thorough search for the thief.
Templeton Steele puts a lien on
. Angered by Mals treatment of him, Steele
prevents
from leavin, claimin hes now the rightful owner. The lien wont
hold up, but thats not Steeles intent. He wants to teach Mal a lesson in manners. The
captain has no choice but to obey the court order and lock down
until the
matter can be settled.
will be free to leave once Lilianna is away on her honeymoon and the
necklace is restored (in case it got lost).
The Crew will have to come up with a new cunning plan.

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WEDDING PLANNERS

ACTION: CONVINCING THE

FREEING DANIEL

BARON HES IN DANGER

If the Crew hasnt already freed Daniel, this would be

If Seth and Mal have become friends, Seth says that


he could use the help. He could add his roll to increase the
odds. If Mal and the Baron have traded insults, be sure to
add in any Complications.

be attending the wedding.


Once on the yacht, they find that most of the crew has
been given leave to board the cruise liner. Only a skeleton

Crewmember Dice Pool: Social + Influence,

staff remains. This includes the person guarding the guns

Mental + Trick

and the goons guarding Daniel.

Gamemaster Dice Pool: Fairchilds

D8

D8

Possible Assets:
,

Liliannas ranch hand is being held in a room in the


crews quarters on the lower deck of the Barons yacht. Two
armed goons are guarding him. It should be noted that
the sound of a gun shot would alert security personnel on
the yacht and on the cruise liner and bring them running.

Possible Complications:

ECHOES OF WAR:

an excellent time, since the Baron and all the guests will

The goons wont be expectin trouble. Daniel is handcuffed


to the bed. Hes in despair, believing he has lost Lilianna.
Hell be overjoyed to see his rescuers and hell assist the

EXAMPLE RESULTS:

Failure to Raise the Stakes: The Baron


snorts derisively and walks off with Lilianna,
accompanied by Seth. The Crew is escorted
back to their ship and told to wait there until
the ceremony is complete.
Raise the Stakes: The Baron is persuaded to
allow the Crew to accompany Lilianna and to
obtain permission to carry weapons. They are
not, however, allowed inside the chapel.

Crew any way he can.


He knows that one of the goons carries the key to the
handcuffs in his pocket. If the Crew searches the pockets
of both goons, they find the key to the handcuffs and a
pass for each goon to carry a weapon. Such a pass could
get them through security.
Once Daniel is free, he insists on going to the wedding.
If the Crew explains that they have a cunning plan to rescue
Lilianna, Daniel promises to keep his mouth shut and go
along with it. This is not a promise he intends to keep. He
means to save Lilianna or die tryin.

Extraordinary Success: The Baron is persuaded


to allow the Crew to accompany Lilianna and
to obtain permission to carry weapons. Theyre
allowed inside the chapel.

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ACTION: FREEING DANIEL

GUNS AND MORE GUNS

FROM THE STAR VOYAGER

Templeton Steele has sold all of these to Alliance bases

Nova could help them board. Shes no longer needed


to play Lilianna and shes removed her disguise. Security

for a considerable amount of platinum. Remember, using


one of these weapons in a

roll adds a

allows her and her friends to board without question.

to the pool in addition to the damage die. However,

Otherwise the Crew needs to come up with a plausible

rolling a 1 or 2 counts as a jinx, which could result in a

reason for why they need to board the yacht.

Complication such as

PEB 30 PLASMA ENERGY BURST


CLOSE INFANTRY ASSAULT RIFLE

Gamemaster Dice Pool:


D6

ACT FOUR

Crewmember Dice Pool:

or

D6

Fires controlled bursts of high-energy plasma.


,

Possible Assets:

Damage

, automatic fire, burst, 60 charges via

power cell.

,
,

Possible Complications:

The PEB 30 is a medium-range, infantry weapon that


fires a high-energy plasma burst in any environment. It

even works in vacuum. The weapons unique design uses


EXAMPLE RESULTS:

chemical energy stored in cartridges to create a burst of

Failure to Raise the Stakes: The Crew is pinned

high-energy plasma. A specialized set of conduits directs

down on the deck where Daniel is being held.

the energy along the barrel and out the muzzle at a velocity

Raise the Stakes: The Crew gets Daniel free

of 3200 fps. Energy cohesion of the plasma burst begins

and clear.

to break down after approximately one hundred yards,

Extraordinary Success: Daniel is thankful for the


Crews assistance and is on board with whatever
plan they have, rather than going off on his own.

and accelerates quickly after three hundred yards, so


targeting an enemy more than four hundred yards away
is not recommended.
The PEB 30 uses a cartridge similar in size to a standard
410 shotgun and requires an energy source in the weapon

THE BARONS GUNS

to power the conduits needed to channel the plasma. An

The Crew could try to make off with one or more of

interchangeable high-yield battery provides energy for a

Steeles prototype Newtech guns. If they dont think of this,

guaranteed two hundred rounds of firing before needing

Daniel will. An armed guard guards the guns, which are

replacement. The battery change out is easily completed

all variations on Pulse Energy weapons (

in less than thirty seconds.

damage with

automatic fire and bursts, 50 charges). If they manage to

A standard clip holds thirty rounds.

overpower the guard and grab the guns, they have to find a

Both versions of the PEB weapon systems plasma burst

way to smuggle them through security. The passes the goons

provide a large release of energy upon impact, causing the

were carryin could help if someone thinks to take them.

target considerable damage.

The guns arent charged up. Hopefully someone


remembers to grab the power cells. There may be a
slight learning curve in figurin out how they work, since
they dont come with instructions.

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WEDDING PLANNERS

PEB H8 PLASMA ENERGY


BURST PISTOL
Fires controlled bursts of high-energy plasma. The PEB
H8 is the sidearm version of the PEB30 Rifle.
Damage

, automatic fire, burst, 30 charges via

ECHOES OF WAR:

power cell.

MPE40 MANAGED PULSE


ENERGY CLOSE INFANTRY
ASSAULT RIFLE
Uses a high-energy pulse to fire a variety of 8mm projectiles.
Damage

, automatic fire, burst, 60 charges via

power cell.

The PEB H8 is a pistol that fires a high-energy plasma

The MPE40 is a medium range, infantry weapon that

burst in any environment. It even works in vacuum. The

fires a high-velocity projectile in any environment, even

weapons unique design uses chemical energy stored

works in vacuum. An interchangeable high-yield battery

in cartridges to create a burst of high-energy plasma. A

provides energy for a guaranteed one thousand rounds of

specialized set of conduits directs the energy along the

firing before needing replacement. The battery change out

barrel and out the muzzle at a velocity of 3200 fps. Energy

is easily completed in less than thirty seconds. The MPE40

cohesion of the plasma burst begins to break down after

has a lower rate of fire than a standard gunpowder fired

approximately thirty yards, and accelerates quickly after

assault weapon, but makes up for it by offering a variety of

sixty yards, so targeting an enemy more than one hundred

caseless (no shells/brass bullet casings) munitions, including

yards away is not recommended.

armor piercing, high-explosive anti-personnel, and tracer

The PEB H8 uses a cartridge similar in size to a standard

rounds. The standard 40 round clip can be loaded with

410 shotgun and requires an energy source in the weapon

any mixture of ammunition allowing for a flexible firing

to power the conduits needed to channel the plasma. An

solution. The rugged design keeps the MPE40 battle ready

interchangeable high-yield battery provides energy for a

in any environment.

guaranteed one hundred rounds of firing before needing


replacement. The battery change out is easily completed
in less than thirty seconds.
A standard clip holds 8 rounds.
Both versions of the PEB weapon systems plasma
burst provide a large release of energy upon impact,
causing the target considerable damage.

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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SCENE TWO: SOMETHIN OLD, SOMETHIN NEW

HUMPED!
You can run Asantes attack on the ship any time that
seems likely to give the Crew the most grief. Remember,

That-Was? Anyway, moving along

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.

THINGS DONT GO SMOOTH

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

The Crew might decide to throw down immediately


once Asante stops the ceremony. Its not the wisest course
of action, since shes anticipating resistance from the Crew.
But bull-headed Crewmembers might go ahead anyway.
Note that Asantes

and

one of the ships officers with access to the Bridge. He


has a gun hidden on the Bridge. The moment the pirate
ship is sighted, he takes the First Officer hostage in time
to prevent him from sending out a distress call to the

Asante boards the cruise ship without incident. She


has all the proper identity and passes. She enters the Grand
Lobby with three of her crew, all of them dressed as if
to attend the wedding. The pilot remains on board her
ship. No one pays any attention to her. They first retrieve
weapons their crew have hidden for them and proceed to
the Grand Ballroom.

).

+
Gamemaster Dice Pool: Asantes
D8

for each

D12 +
D10

D8 (one

D8)

Possible Assets:

,
Possible Complications:

Alliance or summoning security. He orders the crew at


gunpoint to allow Asantes pirate ship to dock.

dice are the same (

Crewmember Dice Pool:

THE PIRATES
One of Asantes crew has been masquerading as

ACT FOUR

to change. Seth stands guard by the door. Inara or any other

combat scenes can make use of an Action Order (page

EXAMPLE RESULTS:

Failure to Raise the Stakes: The Crewmember


is Taken Out by Asantes forces. The player
must spend a Plot Point and take or step up a
Complication to stay in the fight..
Raise the Stakes: The GM chooses if Asante is
Taken Out, creates or steps up a Complication,
or removes one of the

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

ACTION: DEFENDING AGAINST

Lilianna up the aisle. The guests stand. Seth takes a seat in

ASANTES ATTACKS

the back, near the door. If Daniel is present, he keeps his

On Asantes turn, she aims for whichever Crewmember

head down so that the Baron wont spot him.

is giving her the most grief. Her pirates concentrate fire

The Baron escorts Lilianna to the wedding canopy.

with her to make her pool larger. Remember that, in this

He gives her to Templeton Steele. Everyone sits down. The

case, the Crewmember sets the stakes and Asante tries to

ceremony begins.

raise them.

The marriage celebrant (which might be Shepherd Book


+

Crewmember Dice Pool:

after all) comes to the part where he asks if anyone knows

why these two should be not married. Daniel breaks free

+
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 +

to enter the back of the room accompanied by two more

of her crew. She fires her weapon in the air and tells
,

Possible Complications:
,

married. Youre going to give me the wedding ring, plus


all the rest of your jewels.

EXAMPLE RESULTS:

Failure to Raise the Stakes: Asantes attack is


ineffective and the Crew counterattacks. The
GM chooses if Asante is Taken Out, creates or
steps up a Complication, or removes one of
the

everyone, I have a reason these two arent going to get

D8

dice from her pool.

Raise the Stakes: The Crewmember is Taken

If Daniel isnt present, Asante simply enters the room


and makes the same announcement.
The two pirates masquerading as security guards shut
and lock the door to the wedding chapel. They cut the feed
to the closed circuit TV, but not before those watching in
the Grand Ballroom (including any members of the Crew)
see what has happened.

Out by Asantes forces. The player must

Inside the chapel, the guests are stunned. The pirates

spend a Plot Point and take or step up a

accompanying Asante move to the front and order everyone

Complication to stay in the fight.

to stay put and no one will get hurt. To enforce this, one

Extraordinary Success: Same as raising the

takes Lilianna hostage.

stakes, but Asantes forces impose an additional


Complication

D6.

The Baron is outraged, but theres not much he can


do except swear. The guards disarm the Baron, Steele, and
their bodyguards, collecting six handguns, which they

THE WEDDING CRASHERS


The Baron arrives with two of his bodyguards fifteen
minutes before the ceremony to escort Lilianna to the
chapel. Seth also accompanies them.
The Baron, Lilianna, and the bridesmaids take their
places outside the wedding chapel. Templeton Steele is by
himself at the altar. The musicians play the wedding march.
The bridesmaids walk up the aisle. The Baron escorts

stuff into their belts.


Asante orders everyone in the room to sit on the floor
in one place. She doesnt want any trouble. Besides the
jewels, this bunch will fetch a hefty ransom. The pirates
go around collectin necklaces, rings, and bracelets. They
put these in a sack.
Asante takes Steele with her as a hostage. She heads for
the bridge, along with two of her crew, leaving the other
two members of her crew behind to guard the hostages

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with orders to shut and lock the door behind her. She and

THE HOSTAGES

two pirates enter the Grand Ballroom where the crowd

Two pirates are guarding the hostages. Theyve taken

is milling about in panic. She gets their attention, orders

the handguns that the Barons bodyguards were carrying,

everyone to their staterooms. She doesnt want to hurt

as well as those belonging to Steeles bodyguards. Theyre

anyone. She needs Steele to send a wave to get the rights

in communication with Asante on the bridge. Theyll

and to prove to her bosses her work is complete.

keep the guests together, seated on the floor. Theyll allow


Lilianna to join them once it appears that the situation is

orders him at gunpoint to come with her. She reminds him

under control. If Daniel is present, Lilianna immediately

and any other members of the Crew who are present that

goes to him, much to the Barons ire.

shes holding people hostage and they better do as she says.


If Mal isnt in the Grand Ballroom, Asante summons
him to the Bridge, threatening the lives of the hostages if
he doesnt come.

ACTION: OVERCOMING THE PIRATES

Inara, Shepherd Book, Seth, and any other


Crewmembers present can try to escape. If the Crew doesnt
think of a way, Seth could come up with the idea that Inara

HERE WE ARE

should suddenly fall terribly ill and insist on summoning

Time for truly thrillin heroics!

her personal physician, Simon. The pirate crew allows

THE CREW

Simon to enter, bringing with him a nurse. The pirates

The passengers return to their staterooms as ordered.


None of this crowd wants to be a hero. Once inside, their
doors are locked down from the bridge. During the confusion,
as guests rush off, the Crew can take this opportunity to

are under orders not to kill, but if someone shoots at them,


theyll shoot back. The Crew might want to keep in mind
there are twenty innocent people in that room.
Crewmember Dice Pool: Social + Influence,

return to Serenity. They will have to act fast and get to

Mental + Trick, Physical + Fight

Serenity before the pirates do. That means lickety-split. If

Gamemaster Dice Pool:

they take time to yak about it, theyll arrive too late.
If they reach Serenity ahead of Asantes pirates, they

without a problem, but when they try to leave they find


two pirates at the airlock.
If the Crew reaches Serenity too late, two pirates are

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:

already there and are guarding the airlock. They might

Failure to Raise the Stakes: The Crewmember

let them back on board Serenity, but they wont want to

who attacked the pirates is Taken Out and must

let them off.

spend a Plot Point and take a Complication to

The Crew can arm themselves with what weapons they


think might be useful, though they should keep in mind
that the pirates are holding hostages and it might not be
a good idea to go in with guns blazin.
Theres also the problem of Mal being held hostage
on the Bridge. The Crew could conclude (rightly) that he
can take care of himself.

ACT FOUR

If Mal is in the Grand Ballroom, she spots him and

keep fighting. If the Crewmember is Taken Out,


the pirates take the captive straight to Asante.
Raise the Stakes: The guards are Taken Out.
Extraordinary Success: The guards are Taken
Out. If the Crew moves to the Bridge to deal with
Asante personally, they may spend a Plot Point
to create a

D8 Asset

for the next scene.

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WEDDING PLANNERS

MAL, ASANTE, AND


TEMPLETON STEELE

ACTION: OVERPOWERING ASANTE

Mal may overpower Asante and take her gun, convince

Mal is with Asante and Steele on the Bridge. Her two

her to stand down, or try to discover why shes doing this.

crewmembers are holding them at gunpoint. Steele pleads

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

he was then. Shell also tell him that an Alliance cruiser is

Blue Sun and forget about marryin Lilianna. Blue Sun

on the way with word that a group of pirates in a Firefly

would like to open negotiations on those mineral rights

transport have hijacked a cruise ship.

he owns on Persephone. Steele will promise anything in

Crewmember Dice Pool: Social + Influence,

return for his life.

Mental + Trick, Physical + Fight

She stands by while he sends a wave to his attorneys,


telling them to drop the lawsuit and to sell the mineral

ECHOES OF WAR:

rights to Blue Sun.


Once hes finished, Asante tells her crew to take Steele
to her ship. Theres a guy named Higgins in a town name
of Canton lookin for workers and hes not too particular

Gamemaster Dice Pool: Asantes Attribute D10


D12 D8

That leaves Asante and Mal together on the bridge. He


could be startin to figure out some of whats goin on. If he
questions her, she tells him everything, how she was hired
by Blue Sun to break up the wedding. Hijacking the cruise
ship was a way to cover her tracks. Hes the only person
who knows the truth. As for Steele, hell probably find a
way to escape Higgins Moon, but a few months hard labor
might be good for him.
The Alliance will be here in about thirty minutes. She
points to the ships scanners. An Alliance cruiser is definitely
on the way. He could wait around, turn her over to the
Alliance. But who are they going to believe?
Her or him?

Possible Assets:
,
Possible Complications:

who he hires. Steele howls in protest. She orders her crew


to take him away.

D8

EXAMPLE RESULTS:

Failure to Raise the stakes


The Crewmembers attempts to stop her prove to
be futile. Asante and whatever is left of her crew gets
away clean.
Raise the Stakes: Got her! Asante is Taken Out
but the Crew has to hustle unless they want to
end up in Alliance hands.
Extraordinary Success: Not only does the Crew
get to Take Out Asante, but they do it in a way
that leaves her exposed to the Alliance. The Crew
gets the satisfaction of knowing Asante was
captured by Alliance forces once they get clear.

Remind me to thank Mal for not getting


us a firefight as a wedding present.
- Wash

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TIME TO GET THE HELL


OUTTA DODGE!
The moment Asante gives the signal, her crew departs,

Possible Assets:

heading for their ship. Asante has seen to it that the

docking clamps for her ship are released. If Mal thinks to


try to stop her by locking the docking clamps on her ship,
Asante simply blasts her ship free. More likely at this point,
escape before the Alliance shows up to worry about Asante.

EXAMPLE RESULTS:

ACTION: UNLOCKING THE

Failure to Raise the Stakes: The Crew must

DOCKING CLAMPS

choose to either be spotted by the inbound

Mal has to remember to release the docking clamps

Alliance cruiser (possibly triggering another

holding Serenity, which he can do from the Bridge. If he

ACT FOUR

Mal is in too much of a hurry to gather up his Crew and

Possible Complications:

chase) or take a

D8

Complication to

doesnt think of this, Asante reminds him. He could use

Serenity by pulling free of the clamps.

the ships loudspeaker to ask Wash for help if he needs to.

Raise the Stakes: The ship clears for a jump just

He could also use the loudspeaker to tell the Crew that

as the Alliance cruiser jumps in.

trouble is coming.

Extraordinary Success: The entire disaster is

Crewmember Dice Pool: Social + Fix, Mental

attributed to the Hard Burn and her notorious

+ Operate

pirates. The Crew and their ship are in the clear.

Gamemaster Dice Pool:


D8

D8

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MASTERIN THE GAME

If the Crew gets stupid and goes in with guns blazin,


they stand a good chance of killin hostages. If that
happens, theyll be in a heap of trouble. Asante knows
that the resultant publicity will be very bad for her and
her crew if theyre caught. Blue Sun will not be pleased.
She and her crew leave in haste, returning to their
ship. Shes already sent the signal to the Alliance
the cruise liner. She wont bother to tell Mal that the
Alliance cruiser is on the way and that they believe he
and his Crew are bloodthirsty pirates who murdered
a bunch of innocent Alliance citizens.
Mal and the Crew will be in for a very unpleasant
surprise.

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!

THE MAD BADGER


THE END

THE WEDDING GIFT


If Inara and the Crew manage to overpower the guards,
the hostages immediately flee, leaving the Crew to figure
out what to do next. If the Crew doesnt manage to escape,
the guards are still holding them hostage.
Asante arrives with Steele in handcuffsher gift to
the happy couple.
I plan one hell of a wedding, Asante says.
She warns them that the Alliance is on the way and
she and her crew depart, dragging the protesting Steele
with them.
At this point, it might occur to some member of the
Crew to notice the pirates left the sack of jewels behind.

HAPPILY EVER AFTER

to Badger to fence. Badger isnt happy that Mal messed up


his cozy relationship with the Baron, but he figures hell
make enough money off the necklace (by cheating Mal, of
course) that hell even the score.
Badger says he didnt believe in the curse, but that very
day, he was kicked by a horse and got robbed. He wants
nothing more to do with this necklace. Its not just bad
luck, its cursed. He gives the necklace back to Mal, saying
Mal still owes him, but he has to find another way to pay.
Badger, on account of him being a nice guy, will refer Mal
to his competitor on Persephone.
Mal thinks Badgers gone off the rails until the next
time they try to fence the prize jewels. When they do,
theyre ambushed by Tong thugs, who demand the necklace,
claiming it belongs to them.

Lilianna and Daniel want to go with the Crew on

Turns out that Templeton Steele won the necklace from

board Serenity. If Mal and the Crew agree to take the

a Tong overlord in a game of faro. The Tong lord wants

couple with them, Lilianna keeps her promise and gives

it back. Steele wants it back, as well, claimin Mal stole it.

them the diamond and sapphire necklace in payment.


Theres a small college on one of the other Border Planets
where Daniel can study to be a vet. Lilianna will give up
the life of a celebrity. Shepherd Book can perform the
ceremony on Serenity.
Of course, now they have to smooth things over with

208

Mal flies back to Persephone, hands over the necklace

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....

chris moore (order #4842752)

On the way to Whitefall, however, Serenity starts to


break down. Their connection to the Cortex is humped.
The targeting system has stopped working. Whatever their
trouble, Kaylees skill and Washs piloting are the only two
things saving the boat from sinkin in the black. Either one
of them might fix the problem, only to find a note lying
nearby with a cats paw and a message which reads: Bad

RUN FOR YOUR LIFE


Mal and his Crewll eventually discover the true owners

ALL THAT GLITTERS...


How bad can a pretty little thing be? Whoever
has the necklace in their possession is treated
as if they have the
Complication.
out when they try to sell the necklace to Badger.
After Mal gets rid of the necklace, Badger
comes banging on
s hatch in the middle
of the night. Hes bleeding from a head wound
and limping. Badger tells Mal that the necklace

ACT FOUR

luck will end when the lost is found.

MASTERIN THE GAME

of the sapphiremonks in a remote temple on Sihnon.


Maybe River spouts a prayer when they least expect it.
Maybe Inara managed to contact someone in her House.
Rumored to be centuries old, the long-lost monks are the
true owners of the original collarwhich, as it turns out,
is priceless for its a Buddhist relic from Earth-That-Was.
The only way to end the crews streak of bad luck is to
return the sapphire to the monks. But Mal and his Crew
have to find a way to make it back to the Core. Theyve got
curses a-plenty and theyre a ways away from Sihnon. Will
they make it to the temple before the Tong or Templeton
Steele catches up with them? Or will Serenity finally take
her last flight....

he had the necklace, he slipped going down


cold. When he woke up, he found a note lying
on his chest. The note marked with a cats paw
and the message: Bad luck will end when the
lost is found.
necklace. The moment buyers heard it described,
they said its cursed, brings bad luck to those
who own it. Seems one of the sapphires was
stolen centuries ago from the collar of one of
the Siamese cats that was a guardian of a longlost temple. The monks cursed the thief, saying
that bad luck would follow him and any who
came into possession of the sapphire.

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ECHOES OF WAR:

Shooting Fish

chris moore (order #4842752)

Written by: Andrew Peregrine


Additional Writing by: Rob Wieland, Philippe-Antoine Mnard, and Monica Valentinelli
Edited by: Amanda Valentine and Sally Christensen
Developed by: Rob Wieland, Monica Valentinelli, and Philippe-Antoine Mnard
Systems Design by: Cam Banks, Dave Chalker, Philippe-Antoine
Mnard, Rob Wieland, and Mark Diaz Truman
Art by: Jennifer Rodgers

chris moore (order #4842752)

chris moore (order #4842752)

THE WAY OF THINGS

Its those nice people the Shepherd


says is gonna save us!

THE WAY OF THINGS


is harder than it sounds, as Lake controls who enters and
Crewmembers old friend who runs an orphanage on

he isnt looking for more competition.

the frontier world of Newhall. The orphanage owes a

The Crew will have to fight hard to win. In this race,

lot of money to a local pillar of the community named

its more about being the last one standing than being

Buzzard Lake. Unfortunately, Lake is looking to close the

the first boat over the finish line. Anything goes and the

place down so he can turn it into a brothel and make some

Crew will have to fight dirty to stand a chance of winning.

real money. Needless to say, he doesnt care much what

While those in the boat will be in the thick of the action,

happens to the orphans. Luckily, theres a local speedboat

any Crewmembers not in the race can still run their own

race due to take place, celebrating the founding of the

schemes to take out the competition.

town, and the prize money will be more than enough to


pay the orphanages debts.

Win or lose, Lakes not a man to let a challenge go


unpunished. Hell come after the Crew and the orphanage

First, the Crew has to fix up the orphanages boat

after the race, with a lot of armed men. If he lost the race,

to make it seaworthy. A lot of folk in the town owe the

too, hell just be a lot meaner. During this final showdown,

orphanage a favor, but theyll have to be convinced to help,

the Crewmembers have to protect the orphanage as Lake

as it means going against Lake. Once the boat is repaired,

takes out his anger on everything in sight.

or even enhanced, the Crew needs to enter the race. This

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CORTEXT DATAFILE

SHEPHERD MORDEKAI RUST


Shepherd
Shepherd Rust is the contact that brings
the Crew into the adventure.
All
The Shepherd is a small,
academic looking man, but hard work has made him

to those that ask for it. Every Sunday he runs a


small service at the orphanage for the townsfolk
that want it.
Rust served in the War on the Alliance side, but
the color of the uniforms didnt matter much to him.
aid to both sides. He protested the cruelty he saw in
the treatment of prisoners. He administered medical
support when Alliance medics refused. Because
he was a Shepherd, the brass was loath to move
his actions, there were ten enlisted men who owed
him big. Rust called in one of those markers to get
the Crew here to help him with his problem.
Rust is one of those rare folk who takes his
ease in helping others. He believes faith means
little without action and hes happy to roll up his
sleeves and do some good. He set up the orphanage
after the War when he visited Newhall and found
so many lost children. To his mind, he was brought

here for a reason. The War cost both sides so much


and he sees that cost every day running around
the orphanage. These kids need every chance they
can get. Rust couldnt save all those souls in the
War, but hes doing his best to save the ones he
can after the War.
Rust is a man of faith, and its a sad sign of the
times that such a man can make a lot of enemies.
Few folk like to be preached at, but those same folk
dont object none when a preacher starts working
for the community for free. He never got along with
Lake, but he had no quarrel with the man until Lake
Rust views this as a test of faith. If he can beat this
test, the future looks much, much brighter. He can
start getting these kids away from Newhall.
to put the needs of others before his own. Having
said that, he does love music and dancing, even if he
has little talent for either. He believes God brought
him here to do his work, so he stands fully against
any form of injustice and oppression.
Rust was a Chaplain
during the War. He tried to bring peace and faith
to the Alliance soldiers he served with. He saw a
lot of engagements with the Independents from
the other side.

Captain, I dont care that you


have a crew of sinful men. I find
myself in need of sinful men.

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ATTRIBUTES

SKILLS

10
DISTINCTIONS

1 Plot Point when you roll


1 Plot Point when you roll
aGain instead
aGain instead
of a .
of a .
Spend 1 PP to step back
another characters
emotional or relationshipbased Complication.

8
1 Plot Point when you roll
aGain instead
of a .

When you take


a Complication related to your
faith in your cause, immediately
step it back one die type.

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

ROSCOE BUZZARD LAKE


Town Mayor, Bully
Buzzard Lake is the villain of the piece
and a nasty piece of work at that.
All
A man doesnt get a
name like Buzzard because hes a gentleman and
tips his hat to every man in the street. Roscoe got

immediately bow to him or his Purple Gang.


and he loves using his size to intimidate those who
doesnt wear them very well. Even though hes a
bully, youd do well not to underestimate him. He
served several hard tours of duty during the War

streets of Endurance. Hed have his boys rough up


bastard in the ribs until his foot got tired. He blew
town the day he was old enough to join the Alliance.
a big war hero, and never see Newhall again. He was
only partially right. After the War, he ended up back
in town, backed by a crew of washouts and thugs,
willing to loan out money to those in desperate need.
Out here on the frontier, thats just about everyone.
He aint to be underestimated, though; he was
clever enough to get voted in as the town mayor. He
just aint quite as clever as he likes to think he is.
Lake has a bad attitude towards most people, but he
loves to talk about the uselessness of Browncoats. Or

Lake likes to win. He doesnt


care how; only losers whine about cheats. Hes at
his happiest when he proves himself better than
any other man. So, unsurprisingly, he hates to lose.
It disrupts his carefully orchestrated status quo. He
also hates the fact that hes still stuck in Endurance
and will likely never get to leave. Its why he takes
it out on the townfolk.
Lake fought on the
frontline in the War as a sergeant in the Alliance
army. He motivated his men with his leadership
styleunfortunately, that usually involved shooting
those who disobeyed orders rather than using his

I dont take kindly to folks trying to tell


me what to do in my own town. Especially
Independents who dont have the sense to quit
when they know theyve been beaten.

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ATTRIBUTES

10

SKILLS

6
8

10

DISTINCTIONS

1 Plot Point when you roll


aGain instead
of a .
Spend
1 PP to step up a Complication

1 Plot Point when you roll


1 Plot Point when you roll
aGain instead
aGain instead
of a .
of a .
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.

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

THE CHILDREN OF ALL SAINTS ORPHANAGE


Orphans
The children put a human face on
Crewmembers help remind them why they are
really doing this job.
All
This orphanage aint
just bricks and wood, its a place for children. Those
children have already seen too much, but life just
keeps piling on the heartache for them. Its made
them tough, maybe too tough sometimes, but that
just reminds folks that someone needs to give them
a helping hand.
There are around thirty children in the orphanage.
Here are a few that might interact with the Crew and
Small, shy, and with a cute button nose,
Alice hasnt spoken since her parents died. However,
shell pick a Crewmember to hug like a limpet at
every opportunity.
Brother and sister. Thomas tends
to get a lot wrong and make a mess. Li looks after
tired to deal with him. Thomas does things wrong to
get her attention, which she actually loves to give
him despite her complaining.
Not brother and sister, but
best friends. Both are obsessed with war and
Crews weapons and possibly play with them.
Theyll also ask oddly awkward question, like how
many folk each of them has killed.
One of the oldest girls, Nichelle has to
help look after the younger children. Shes constantly
tired and her eyes seem always weary. She would
love to dance, but never has the time or the energy,
although she practices when no one is looking.

The oldest boy, John has many of the


heavier chores and considers himself the childrens
leader (not all of them agree). Hes tough, resolute,
and lectures the others to push away their troubles,
focus on working hard, and make their own lives. At
night he cries to himself.
A small wide-eyed boy who is always
carrying a blanket and sucking his thumb. He asks
every female Crewmember he meets, Are you my
mummy?
refuses to do anything anyone tells her, on principle,
no matter how dangerous it might be. Shes also no
stranger to throwing a tantrum.
Loves to draw, on any surface with whatever
he has on hand. Some of his drawings are quite
strange and abstract. Actually he draws battles with
the lines being troop movements, but this is only
apparent from a distance.
The childrens likes and
dislikes are pretty simple. They think they want
adventure and candy, but actually want nothing
more than to have a family. They dislike whatever
is annoying them at the moment or being denied
adventure or candy.
The children are living
echoes of the War and its etched in all their faces.
hasnt made any of them give up.
The orphans usually have just one stat:
. A few of the older kidsNichelle, John,
and Kenhave
and a lower level Skill
like
or
.

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SERENITY CREW:
TUGGING THE
HEARTSTRINGS

for the

Crew follow.

an Alliance soldier who died in Serenity Valley.


One of the kids buys into his tall tales
and starts acting like him.
She notices a special necklace marking
the kid as a Companions child.
One of the kids stows away on the
Watching the children triggers her
maternal instinct.
A mute kid latches onto him for
protection.
One of the kids wears the same
glasses Simon wore as a kid.
She senses one of the kids is a latent
reader.

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 WAY OF THINGS

Connecting the kids to your Crew is a great way


to get them motivated to help. A connection to
one of orphans will motivate a Crew far more than

MASTERIN THE GAME

the orphanage.
In addition to creating orphan-based
Complications, you can also use their
or Traits in an Action against

into Lakes thugs, a Crewmember would


roll
+
against
+
to catch Alice
in time.

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SHOOTING FISH

THE PURPLE GANG

TOWNSFOLK

Character Type: Skilled goons

Character Type: Background Characters

Role: To make Lake more intimidating by glaring

Role: To show off Lakes dominance of the town, but

at, punching, and shooting Crewmembers, as necessary.


Acts: All

Acts: Most, but mainly Acts I and II

Character Description: While Lake dont have friends,

Character Description: There are plenty of good folk

he aint bereft of back up. A lot of his old unit stayed with

in town; only trouble is theyve learned to avoid trouble. It

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

none of them want to go up against Lake and his men.

well provided for. Not all of them are willing to die for him,

They aint bad people, just a bit spineless is all.

but they wont lose any sleep after killing for him.
Each of Lakes goons wears something purple to show

ECHOES OF WAR:

also be convinced to help shake him loose.

Likes and Dislikes: They like things to stay as they


are, and dislike those who rock the boat.

their allegiance. Some wear old, beat-up Alliance military

Flashbacks and Echoes: Being an Alliance friendly

gear. Others wear purple sashes or scarves. One even has

world, the townsfolk here are rather suspicious of Browncoats.

a purple eye patch.

Everyone knows someone who lost someone in the War,

Likes and Dislikes: Lakes men want an easy life


and know Lakes wealth can give that to them. They like
things to go smooth; they get real upset when people start
getting ornery.
Flashbacks and Echoes: As many of the thugs are ex-

and chances are it was an Independent responsible.


Stats:

This is a nice, quiet place. Aint


looking for trouble.

Alliance soldiers, the Crewmembers might even recognize


a few. One might have been given a bad scar in a tussle
with a Crewmember long ago and is looking for payback.
Most of them are washouts and screw-ups, but still handy
with the steel.
Stats:

Sure thing, Mayor Lake.


You want we should roll him for
campaign contributions first?

MASTERIN THE GAME

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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OTHER RACE COMPETITORS

MEEMAW CLEETUS

three other crews looking to get the prize money. Each of

SK IL L S

MEEMAW CLEETUS

Character Type: Swamp Matriarch

of town who dont like outsiders much. That includes the

townsfolk of Endurance.

Role: The Cleetus family is a race crew from just out

Acts: II and III


Character Description: The Cleetus family lives way
out of town, but not so far the smell of money dont draw

DISTINCTIO NS

them to the race. The whole family of five is geared up


to win that money for a new shed. Meemaw nailed her
favorite chair to the boat so she could drive. Ma and Pa
got the shotguns out. They told their kids to sneak around
and mess with the other crews as much as they could. The

Gain 1 Plot Point when you roll a

instead of a

When you create an Asset or take a Complication


related to your relationship with your family, step it up.

Cleetus family might seem like outsiders, but theyve been

boating around the swamps to the north for a long time.


The captain of the Cleetus boat is Meemaw Cleetus.
Shes a shriveled husk of a woman, but has a keen mind.

Gain 1 Plot Point when you roll a

instead of a

She rarely leaves her rocking chair, instead being carried


in it by Mabel and Pappy Dan Cleetus, who are hard to
tell apart. Shes cool to any alliances between ships, but
might just have a soft spot in her heart for someone whos

THE WAY OF THINGS

them is led by a captain.

Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to use a Complication as an Asset


for one action; step up the Complication afterward.

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,

convinced to team up against Lake, as soon as its over


theyll betray the Crew to win.
Flashbacks and Echoes: Meemaw lost all her boys in
the War. Sides dont matter none.
Crew: Mabel Cleetus, Pappy Dan Cleetus, Kowloon
Cleetus, Cindy Lou Cleetus

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BRETT AND BART MCQUEEN


Character Type: Good Ol Boys Never Meanin No Harm

SHOOTING FISH

Role: The Red Saloon Goons are a race crew sponsored

BRETT AND BART MCQUEEN

by a local watering hole.


Acts: II and III
Character Description: These men and women are

SK IL L S

looking to have a good time and win the prize to improve

their second home, the Red Saloon. They have their name,

10

The Red Saloon Goons, sloppily painted on the side of their

6
8

boat. The owner promised that if they win, theyd drink

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

The captains of the Goons are Brett and Bart McQueen


(use the same stats for both). They are handsome, young,
and looking for a good time. These brothers have taken
full advantage of the Red Saloons hospitality, rarely seeing

Gain 1 Plot Point when you roll a

instead of a

Gain a PP when you spend a scene arguing with


your brother instead of the task at hand.

sobriety since they announced their intention to win the race.

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

Gain 1 Plot Point when you roll a

instead of a

Spend 1 PP to create a
good times, liquor, or loud music.

Asset involving

interested in any alliances or clever plans.

Flashbacks and Echoes: Most of the team earned


their gun skills in the War. Some drink to remember. Some
drink to forget.

Gain 1 Plot Point when you roll a

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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SGT. THEO CANTERBURY


Character Type: Secret Browncoats
Role: A crew of Browncoats looking to settle a score

SGT. THEO CANTERBURY

with Buzzard Lake

Character Description: Not everyone in town fought

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

of the mayor. Before now, theyve met in secret, but the

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

to keep it a surprise, though, so they registered as The


Canterbury Crew. Come race time they plan to make it

6
8
6
6

DISTINCTIO NS

pretty plain what they really stand for.


Theo Canterbury captains the vessel. Hes completely
devoted to his cause of ending Lakes reign of terror once
and for all. His wife, Melissa, will be more than happy to

Gain 1 Plot Point when you roll a

instead of a

Vengeance is Mine: Step up an opponents Complication. Step


up one of your own Complications after the roll.

finish the job. The other Browncoats are less convinced

they need to die to win, but as long as Theo draws breath,


they wont disappoint him.
Likes and Dislikes: They are sick of Lake running the
town and upset that he wants to bring an Alliance military
base down on their heads.

Gain 1 Plot Point when you roll a

instead of a

When you choose to let the identity slip of


one of your fellow hidden Browncoats, gain 1 PP and step
up any related Complication.

Flashbacks and Echoes: Theo and Melissa met during

the War.
Crew: Melissa Canterbury

, Lissette

THE WAY OF THINGS

Acts: II and III

Gain 1 Plot Point when you roll a

instead of a

Abel, Marcus Greatstar, Pete Radke


SIGNATURE A SSE T
Theo hasnt gotten out his pistol in some time,
but hell have it strapped to his dress uniform on
the day he faces the corrupt mayor. Theod like
nothing better than to use a Browncoat gun to
put down an Alliance slug like Buzzard Lake.

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COMINGS AND GOINGS


Shepherd Rust has asked an old friend in your Crew

SHOOTING FISH

to help with a little problem. Rust manages an orphanage


that looks after the many children left without parents after
the Unification War. As Alliance forces held Newhall, most
of these parents were killed by Independent attacks. Even
so, Rust has worked hard to help the children see it was
the War, and not the Independents that took their parents.
Not everyone in the local town agrees.
The orphanage itself sits a little out of town, the only
remaining building of what was once a large farm. The

ECHOES OF WAR:

nearby town of Endurance sits on the coast two miles


away. Endurance is a fishing town run by a corrupt mayor
called Buzzard Lake. Lake is the town mayor and a local
landowner, and lent Rust money to set up the orphanage.
He has recently decided the debt needs to be repaid in
full by the end of the monthan attempt to shut down
the orphanage. With the Alliance planning to add a new
military base not far away, the site is the perfect place to set

MASTERIN THE GAME

TAKIN THE SCENIC


ROUTE
While theres a lot of interaction to be had in
the town, the core of this adventure is the race
itself. This means that at least one of the Crew
should know how to handle a boat. But even a
bad sailor might still win the race, as the key
to victory is how you cheat! This means there
are lots of opportunities for Crewmembers to
play to their strengths. The players have to
be proactive in making plans and working the
angles; if theyre having trouble, you might
we include in each scene. But dont insist the
Crewmembers only follow that advice. They
should be rewarded for creating plots of their
in your Crew, be they members of the
crew, or original ones.

up a brothel. This stands to make Lake a lot more money,


especially as Rust has been working to repair and expand
the place for the past few years at his own expense.
Luckily theres hope for the orphanage. Every year,
Lake organizes a water race with a large cash prize to
celebrate First Breaththe day when the terraforming of
the planet was complete. He usually wins the First Breath
Derby, so is happy to offer a substantial prize. Itll be more
than enough to pay off the debt, save the orphanage, and
compensate the Crew for their help.
There are several problems, though. The orphanage
has a boat, but it needs a lot of work to be made seaworthy.
The Crew also needs to enter the race. Since the Crew is
an unknown challenger, Lake will have to be shamed into

You come to my town and think you


can beat me? Ill make you wish you
crashed instead of landed here, boy.
Buzzard Lake

accepting their challenge.


The race itself will be tough to win. The rules are
somewhat loose, but even then every crew does their best
to cheat. The Crew will have to dodge sniper fire, repel
boarders, watch out for grenades, and still manage to
come in first place.

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PRELUDE: SINNERS HELPING SAINTS


After offering MAL and his Crew lunch, and showing
Shepherd Rust, who needs help to save his orphanage. The

them the run-down orphanage, RUST asks for their help. He

orphanage is near the coast on Newhall, a frontier world

needs them to enter the local speedboat race known as the

held by the Alliance during the Unification War.

First Breath Derby, and get the boat he has fit for the job, as
well. While the Shepherd wont hide how dangerous the race

THE LOWDOWN: A CHARITABLE PROPOSITION


The Crewmembers begin the adventure as guests of
Shepherd Rust. Rust is an old friend of one of your Crew.
INT: ALL SAINTS ORPHANAGE (DAY)

will be, he also explains the prize money is substantial. As


long as he has enough to pay the orphanages debts the Crew
can have anything else. Theyll also always have a safe place
to stay here. MAL and ZOE avoid looking at what appears
to be a shrine in the corner, covered with photographs of
the childrens lost parents, Alliance soldiers lost in the War.

RUST (to Mal): Im grateful you brought my old friend


to see me, Captain, but Im afraid I have something more
to ask of you.

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SHOOTING FISH

TROUBLE: MEET MR. MAYOR


Lake arrives to check out the new visitors. Hes been told
about a ship landing not too far away and is concerned
the orphanage might be getting some help. He arrives
with some men (one for each Crewmember) in a large
military-style vehicle. The children see the
arriving and rush in to tell Rust.
Lakes not looking to start a fight, but does want
a measure of the new folks. The Crew might decide

ECHOES OF WAR:

to avoid a confrontation and hide. Rust cautions them


against gunplaythe odds are against them and violence
isnt the answer. After a little posturing, Lake leaves. He
wont start any violence unless the Crewmembers do. If
they assault him, he can call in the Alliance authorities
to arrest all of them. He also doesnt like starting a fight
he isnt sure he can win.
If the Crewmembers face Lake, hes initially quite
polite, but still menacing. He asks about who they are
and what they do. He wants to get an idea of their skill
and talents. Next he tries to find out what sort of people

MASTERIN THE GAME

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.

they are. He does his best to push the Crews buttons to


take the measure of them. He might boss around some

MASTERIN THE GAME

of the children, roughhouse playfully with some of the

RULES OF THE RACE

boys, or suggest some of the older girls might like to


find some work with some other girls he employs. This
might be especially effective if he happens to start on
any of the children the Crew has taken a shine to. If the
Crew reveals their Browncoat loyalties, hes happy to talk
about how the Independents are cowards and deserved
what they got. Should the Crew pull guns on him, he
joyfully explains how killing the mayor of a town aint
too bright (and Rust insists on no violence in front of
the children).

The Crewmembers might be forgiven for


wondering what the actual rules of this race
are. Rust can easily tell them and they can
get more details from the main race marshal,
Tanner Brimstone, who can be found in the
Ocean View Tavern.
line with a crew of three. The driver wins the
race for his team, not the boat. None of the crew
needs to be conscious, but they need to be alive.
Weapons are positively encouraged (as is
any other kind of underhanded or dirty trick).
Heavy ordinance is frowned upon, but its not
worth strapping a heavy caliber machine gun
to the boat anyway. The recoil usually capsizes
it and the weight makes the boat painfully slow.
The crowd loves the carnage, though.

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CONFRONTING LAKE

THE SHOWDOWN: SHAKIN HANDS


AND KISSIN BABIES

Crewmembers wanting to show Lake what theyre


made of may confront him or try to convince him they
are mean outlaws.

against people he doesnt know. He only likes to take on


those he knows he can beat. However, the encounter itself
sets the mood for the rest of the adventure and any further

Crewmember Dice Pool:


they talk or

if they deceive.

visit, have someone take the lead and roll.

,
Possible Complications:

Crewmember Dice Pool:

PRELUDE

If Crewmembers want to hide from Lake during his

D8

D8

Possible Assets:

AVOIDING LAKE

if

Gamemaster Dice Pool: Lakes

dealings with Lake.

Gamemaster Dice Pool: Lakes

D8

D8

Possible Assets:

EXAMPLE RESULTS:

Failure to Raise the Stakes: Lake listens seriously


,

to what the Crewmember is saying, pauses, and

then explodes in laughter. He leaves, assured


he has nothing to worry about. Create a

Possible Complications:

D6 Asset Lake can use against

the Crew. Spend a Plot Point to make it last until

EXAMPLE RESULTS:

the end of the Episode.

Failure to Raise the Stakes: Lake and his thugs

Raise the Stakes: Lake realizes that the

spot the Crewmembers. They laugh at them and

Crewmembers are going to be trouble. He bids

start implying they are fearful snitches. Create

Rust goodbye and leaves.

D6

Complication on

the Crew. Spend a Plot Point to make it last until


the end of the Episode. Raise the Stakes: The
Crewmembers arent spotted. Lake huffs for a
few minutes and leaves.

Extraordinary Success: As above, but the


Crewmembers see through Lakes posturing
and spot that hes a bully. Create a
D6

Asset for the Crew to use against Lake. If

they spend a Plot Point, it lasts until the end of

Extraordinary Success: The Crewmembers get

the Episode.

a good look at the way Lake bullies his men


around. This gains them some useful insight
about them. Give the Crew a

D6

Asset to use against Lake. If they spend a Plot


Point, it lasts until the end of the Episode.

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ACT I: EVERYTHING LOOKS LIKE A NAIL


Having accepted the job, the Crewmembers need to get
the orphanages boat working again. Theyll have to barter for

MASTERIN THE GAME

what they need and call in a few favors that the townsfolk

MIXING THINGS UP

owe the orphanage.

Depending on the skills of the Crew, Acts II


and III might be played at the same time with

INT. ORPHANAGE OUTHOUSE (DAY)


MAL and the crew are inspecting the orphanages
boat. It sits on a trailer in a rickety outhouse next door to
the orphanage. Its a plain boat about twelve feet long with
two outboard motors rusting quietly at the back. There are
several holes in the side and to say it needs a lick of paint is
an understatement. WASH and KAYLEE are looking at the

or intimidating, Crewmembers might take on


the boat. Having said that, theres plenty for
everyone to do in both Acts. So they can be run
separately, or even reversed if the Crew decides
to enter the race before the boat is ready.

engines and shaking their heads at each other.


KAYLEE: It aint all bad.
WASH: Not unless you want it to float.

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THE LOWDOWN: A FIXER UPPER

TROUBLE: SWING THAT HAMMER

boat to see what needs fixing. This requires a roll to check

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.

to find some useful parts in town in and make repairs. As


things stand, there are five things that need to be repaired

INSPECTING THE BOAT


While the boat is in a bad condition (it wont float and
it wont go) at the moment, its basic structure is actually
quite sound, meaning it can be repaired.
+

point of keeping track of time (see Timed Actions, page


54). The Crew has to manage their resources carefully
to get everything done before the race.

ACT ONE

Crewmember Dice Pool:

to make the boat work. For this Act, you should make a

As well as making the repairs, the Crew needs parts.

Gamemaster Dice Pool:

D6

D8

These can be gathered in town from the locals. While there


is no budget for the task, many of the townsfolk actually owe

Possible Assets:

the orphanage a favor. Realizing that the children all need


some sort of career, Rust has offered the older children as

apprentices for several of the towns businesses. That way

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

Failure to Raise the Stakes: It might have

back. Itll be up to the Crew to convince the townsfolk that

potential but the Crew will need more time to

they owe the orphanage a little of what it needs.

find parts and make repairs. They start the repair


jobs challenge with one beat already used. See

MASTERIN THE GAME

Timed Actions on page 54.

TIMED ACTIONS

Raise the Stakes: The Crewmembers figure out


that the boat could be fixed, but its going to
be tricky. Luckily, the basic structure is sound,
so once the holes are patched itll at least float.
Extraordinary Success: The Crewmembers find
that the boat is not as damaged as it looks. They
gain an automatic success in the Action of their
choice in the repair jobs challenge below.

When something needs to be done within a


set time limit, you should use Timed Actions.
Timed Actions are a series of Basic Actions,
either several of the same kind or a series of

beatsthe more beats, the longer Crewmembers


have. Each time Crewmembers roll the dice
to resolve an Action, they lose one beat. Use
During each stage, if players beat your
total, it only costs them the time spent: one
found a shortcut and dont lose any time at
all. They 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.
If the Crew runs out of time to complete the
other way to get what they want.

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MASTERIN THE GAME

SHOOTING FISH

THE SHOWDOWN: CASH ON THE BARREL


to complete it, usually a Crewmember (the one making
the roll) and a helper. Without the right number of people,
each Action takes twice the number of beats. Luckily, as
long as at least one of the Crewmembers has the right
skills, the work can continue as they can direct the others.
Given the boat is quite small, using more people wont
speed anything up as theyll start to get in each others
way. However, Actions performed on the boat itself and

ECHOES OF WAR:

the engines can be carried out at the same time if there


are enough people, so both Actions can be performed in
the same beat.

ALL THE TIME IN THE


WORLD
If the Timed Actions are overly complicated
for your Crew, you can skip tracking beats
and judge how much the characters can
get done more informally. This strategy
works particularly well for Crews that are
more focused on the human relationships
in Endurance, as theyre unlikely to want
up and running. Instead of marking down
the beats with every roll they make, let
the Crew follow up on the leads they care
about and tackle the Actions that interest
them when they come up.

REQUIRED MAINTENANCE

FIXING THE BOAT


Each job takes a certain amount of time. As does going
to town to get supplies or help. The race takes place in two
days time. Grant the whole Crew ten beats (see Timed
Actions, page 54) to do everything that needs to be done,
from getting supplies in town, making repairs, and, time
allowing, making improvements on the boat.

SECURE SUPPLIES 1 ACTION


PER MERCHANT VISITED
The boat needs paint, wood, nails and engine parts.
Each roll provides all the needed supplies that a merchant
has to offer (see page 233 for a list of merchants).
+

Crewmember Dice Pool:


+

If Crewmembers are running out of time, some may

Gamemaster Dice Pool:

but put a

The Merchants die (see Endurance, page 233)

Complication on each

Crewmember who stayed up all night. This Complication


rest. If the Crew is unable to get to any of the segments
listed under the required maintenance, treat it like they

,
Possible Complications:

failed to raise the stakes and apply any Complications as


necessary when the boat hits the water.

Possible Assets:

sticks around until the Crewmember gets a good nights

D6

decide to forgo sleep; if they do, grant the Crew an extra beat

EXAMPLE RESULTS:

The following describes the Actions needed to fix

Failure to Raise the Stakes: The item takes longer

the orphanages boat. You should let Crewmembers work

than expected to get or the merchant haggled

in parallel when appropriate to let them save time. Track

the price up. The Crewmember must use an

the time used by counting the number of back-to-back

extra beat on this Action or take a

beats used up as each Action is performed. Keep things


flowing and exciting.

D6

Complication. The Crewmember

may step up an existing Complication involving


the townfolk instead. Use one beat.
Raise the Stakes: The merchant provides the
necessary supplies for a later Action. Use one

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beat.

Extraordinary Success: The Crew gets what they

WATERPROOFING 1 ACTION

need, and the merchant sends help to either

Once repaired, the boat hull needs to be waterproofed,

carry the materials or fix the boat. No beat is

which requires a couple of coats of sealant paint. The paint

used in this 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,

FIXING THE HOLES 1 ACTION


There are several holes in the boat that need filling in.
This means shaping some wood and fixing it to the hull.
The orphanage doesnt have enough wood and nails to

D6 +

D6

Possible Assets:
,

Gamemaster Dice Pool:

D6

+
Possible Complications:

D6

Possible Assets:
,

EXAMPLE RESULTS:

Possible Complications:
,

Failure to Raise the Stakes: Needs another coat.


The Crewmember must use an additional beat or
take a

EXAMPLE RESULTS:

Failure to Raise the Stakes: The boat still takes


on water. The Crewmember must try again on
this Action or take a

Gamemaster Dice Pool:

(or from breaking down the shed at All Saints).


Crewmember Dice Pool:

Crewmember Dice Pool:

ACT ONE

complete the job; some needs to be obtained from town

but thats pretty unlikely.

D6

Complication.

D6

Complication. The Crewmember

may step up an existing Complication involving


the boat instead. Use one beat.
Raise the Stakes: The boat is now fully sealed.

The Crewmember may step up an existing

Use one beat.

Complication involving the boat instead. Use

Extraordinary Success: The first coat the

one beat.

Crewmembers apply works beautifully. The

Raise the Stakes: The vessel is now seaworthy.

boat is sealed and ready to float! No beat is

Who gets to name it? Use one beat.

used in this Action.

Extraordinary Success: The damage wasnt as


bad as it looked. The Crew fills the holes and
no beat is used in this Action.

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SHOOTING FISH

STRIPPING DOWN THE ENGINES


1 ACTION PER ENGINE

REBUILDING THE ENGINES


1 ACTION PER ENGINE

This job needs to be done twice, once for each engine.

Once the parts have been collected, both the engines

They need to be taken apart and every part cleaned, oiled,

need to be put back together again. After a couple of tests

and possibly filed down a little. They also need to be

to make sure they are working, the boat will be ready to

checked for wear, and many parts need replacing. This

go. This Action can be done in parallel, one Crewmember

Action can be done in parallel, one Crewmember and

and assistant per engine.

assistant per engine.

Crewmember Dice Pool:

Crewmember Dice Pool:

Gamemaster Dice Pool:

Gamemaster Dice Pool:

ECHOES OF WAR:

D8

D8
D8

D6

Possible Assets:

,
Possible Complications:

Possible Assets:

Possible Complications:
,

,
EXAMPLE RESULTS:

EXAMPLE RESULTS:

Failure to Raise the Stakes: A big, black, billowing

Failure to Raise the Stakes: You might have

cloud. The Crewmember uses an additional

lost a piece or two. The Crewmember uses an

beat or takes a

additional beat on this Action or takes a

The Crewmember may step up an existing

D6

Complication. The Crewmember

D6

Complication.

Complication involving the engine instead. Use

may step up an existing Complication involving

one beat.

the engine instead. Use one beat.

Raise the Stakes: Listen to that mighty roar!

Raise the Stakes: All the parts are clean as a

Use one beat.

whistle. Use one beat.

Extraordinary Success: The engine starts up

Extraordinary Success: The Crew has fixed

the minute the Crewmembers get it put back

plenty of starship enginesboat engines arent

together. No beats are used on this Action.

a problem at all. No beat is used in this Action.

MASTERIN THE GAME

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,

BEN CASTLES HARDWARE

some nails, and a few things that could be useful if Rust


is convinced to give them up. Everything else will have
to be scrounged. To get these vital supplies, theyll need
and traders as described above. Luckily, Shepherd Rust

Unfortunately, he didnt get to be the largest retailer in town


by giving anything away. Hes quite a ruthless businessman
and appeals to his heart will fall on deaf ears.
Townfolk: Ben Castle (

knows the townsfolk quite well and also knows which

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

,
)

Main Plot Tie-in: Repair materials available: Paint,


Nails, Wood
Side Plot Tie-in: One of the orphans pockets a small
item not knowing that stealing is wrong. Castle wants to
throw the book at the kid, even calling in the Alliance
peacekeepers.

for repair parts, there is more to the town of Endurance

NAI NAI

than just hardware and boat stores. So, we offer a few more

Description: Huian Thibideux is a kindly widow who

places of interest for the Crewmembers to explore and

loves having the orphans help out, as she likes having children

possibly meet the members of other boat crews, as well

around the place. Her shop sells homewares, like plates

as some other suggestions for ways to distract your Crew

and furnishings, but there are also some useful materials.


Townfolk: Huian Thibideux (

from the task at hand. You might add a few more shops
and inhabitants, as you see fit.

ACT ONE

to go to the town and deal with the local shopkeepers

Description: Bens shop is the largest in the town.

The town itself is arranged around the street that

Main Plot Tie-in: Repair materials available: Paint, Nails

runs along the docks and a high street that branches off

Side Plot Tie-in: If any of the orphans get into trouble,

it, running inland. Most stores and taverns are on one of

they are likely to run here and have Huian take them back

these streets, although a few might lurk around the corners.

to the orphanage. Whoever the orphans upset will likely

The rest of the town is residential, and those that live here

be right on their heels.

either work in a shop or tavern, in the processing plant,


or in a boat as a fisherman. Arrange the town accordingly.

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SHOOTING FISH

KAPOORS MACHINE SHOP

LAPINSKIS

Description: Daryl Kapoor doesnt like people so he

Description: Isaac Lapinski owns the largest boat

works with machines. Hes the equivalent of the village

repair and construction yard in town. He does well because

blacksmith, able to fashion most metal parts people need.

Buzzard Lake keeps trying to ruin his main competitor,

He is surly and uncooperative, but not averse to helping

Maria Mascaras.

orphans.

Townfolk: Isaac Lapinski (

Townfolk: Daryl Kapoor (

Main Plot Tie-in: Repair materials available: Paint,

Main Plot Tie-in: Repair materials available: Nails,

Metal, Engine Parts, New Boats

Metal, Engine Parts

Side Plot Tie-in: Lapinski runs back to Lake and tells

Side Plot Tie-in: Daryl could take a shine to the most

him everything he overhears in his shop.

technically minded Crewmember that comes into the shop,

ECHOES OF WAR:

THE ALLIANCE POST

male or female. If the Crew doesnt use the relationship to

Description: A small peacekeeping force of Alliance

their advantage, Lake certainly will.

soldiers and an administrative officer sent here to watch

BILDERBECK TIMBER MILL

the town to see if building a base nearby is a good idea.

Description: A timber mill run by a local family.

Generally, they let Buzzard Lake sort out problems unless

Thomas and Francine have several children, but still

theres something they cant ignore.

lament the loss of their eldest son, Xavier, who died in

Townfolk:

the War.

, Alan

Chiang (

Townfolk: Thomas Bilderbeck (

), Francine Bilderbeck (

Main Plot Tie-in: Unless the Crew comes at the Alliance


members directly, they stay out of the way of the race.

Side Plot Tie-in: The bureaucrat, Alan Chiang, might

Main Plot Tie-in: Repair materials available: Wood

be willing to make a sizeable side bet on the race. The

Side Plot Tie-in: The Bilderbecks will give the Crew

soldiers are sick of playing cards with him, so the Crew

as much wood as they need if they promise to find Xaviers

might encounter him playing in one of the saloons.

lost love on another planet.

THE AQUARIUM

MASCARAS BOATS

Description: Owned by brother and sister David

Description: Maria leases out boats shes rebuilt and

and Rachael Calavera. They came to the town as young

repaired. Lake leers at her every time she goes to town, so

children with their father and mother, who were both

shes very happy to cut a deal for the Crew.

marine biologists. Unfortunately, their father was drafted

Townfolk: Maria Mascaras (

Main Plot Tie-in: Repair materials available: Engine


Parts, New 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.

Townfolk: Rachael Calavera, David Calavera


(

, Rebecca Calavera (

Main Plot Tie-in: Convincing the Calaveras to help


gains them as Assets during the race or the boat repair.

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Side Plot Tie-in: David and Rachael inherited their

Main Plot Tie-in: The only reason to go here is to

fathers love of the sea and go out on the fishing boats to

check out the competition, as its unlikely the Crew will be

collect anything odd they happen to catch in their nets.

looking for the gator hides and strange plants they harvest.

These fish are added to the aquarium and studied by the

Side Plot Tie-in: There are several

siblings. They charge a small entry fee to see the aquarium,

and other devices hooked up on the Cleetus property. An

but earn their real wage in the processing plant. They hope

unwary Crewmember might have to conduct negotiations

to make a discovery that can earn them enough money to

hanging upside down.

get their mother the help she needs.

THE CANDY STORE

Description: A long stone seawall provides mooring

Description: This small shop stocks all manner of

for the many fishing boats that most of the town inhabitants

sweets and candies in an array of glass jars around the

use to make a living. Many of the fishermen wait on the

room. Lissette Abel makes most of them herself, but does

docks for the tide to be right before setting out to sea.

buy in a few if she has a good month.


Townfolk: Lissette Abel (

ACT ONE

THE DOCKS

Townfolk: Marcus Greatstar, Pete Radke


,

Main Plot Tie-in: Pete Radke owns Tylians Folly,

)
Main Plot Tie-in: Lissette is one of the Browncoats

named for an Alliance officer who famously surrendered

and has a scar on her arm she got in the fighting. She can

a position to the Browncoats when he received orders to

connect the Crew with the Canterbury Crew.

withdraw, unaware these orders came from Browncoats

Side Plot Tie-in: The shop seems to be closed at strange

who had cracked the Alliance codes. Marcus Greatstar

hours. If a Crewmember successfully follows her, theyll

owns Mary Jane, featuring the Chinese version of Lord

discover one of the Canterbury Crew meetings on the farm.

grant me the serenity to accept the things I cannot change.

CANTERBURY FARM
Description: There are several small farms outside
the town. Like this one, most consist of a small farmhouse,

Either boat could be a clue to their identity as Browncoats.


Side Plot Tie-in: If the Crew is desperate, they might
steal a fishing boat to use in the race.

MILLIGANS

a barn, and some livestock pens.


Townfolk: Theo Canterbury (page 223), Melissa
Canterbury (

Description: There are several eateries in Endurance,

who all offer the best fresh fish, but this restaurant is the

Main Plot Tie-in: This is the headquarters of the

top dog. Frances Milligan started the restaurant with her

Browncoats looking to put Lake down for good.

husband, although he never returned from the War. The

Side Plot Tie-in: Snooping around the farm is likely

place gains its reputation from great teamwork. Sarah

to end up in a firefight unless the Crew is able to prove

Daniel, the cook, is an expert in preparing all forms of

themselves bona fide Browncoats.

seafood and guards her recipes jealously.

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,

Townfolk: Frances Milligan, Sarah Daniels


(

)
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.

Pappy Dan Cleetus, Kowloon Cleetus, Cindy Lou Cleetus


(

chris moore (order #4842752)

235

SHOOTING FISH

OCEAN VIEW TAVERN

PROCESSING PLANT

Description: The finest inn in town, where Buzzard

Description: All the fish that is harvested needs to be

Lake can be found most days. See Act II, The Lowdown

processed quickly for transport to larger towns or even off

on page 237.

world. The processing plant is a large open building where

Townfolk: Buzzard Lake (page 216),


, Tanner Brimstone, Zahra (

each catch is weighed (and the fisherman paid). Fish and


)

seafood to be sold directly in town are then passed on to

Main Plot Tie-in: As Lakes office, the tavern has a

the preparation line, where they are gutted and packed

list of the current race crews and basic details of the rules.

and sent out to the regular traders and fish restaurants.

The main race marshal, Tanner Brimstone, can also usually

Fish and seafood for transport to larger cities are packed

be found here to answer any race questions (subject to

in large cryo-containers and loaded onto waiting ships.

Lakes approval).

Townfolk:

ECHOES OF WAR:

Side Plot Tie-in: Anyone drinking here might get


a knockout drug slipped in a drink. Make it a

Main Plot Tie-in: The processing plant is home to


Endurances meager ship landing facilities. Lake is one of

Complication if things get heated.

the biggest partners in the plant, so leaning on one of the


managers here might dish up some dirt on him. Its also

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!

where the finish line of the race is located.


Side Plot Tie-in: Anyone Taken Out in a fight by
the Purple Gang is brought here to be held in one of the
walk-in freezers until after the race is over.

They love making sure all the paperwork is in good order

THE RED SALOON

and everything is signed in triplicate, even when you just

Description: The Red Saloon has a crew in the race,

want a stamp.
Townfolk: Garron Chow, Julie Chow (

as the owner (a very large man simply called Red) wants


)

to use the money to expand the building. He put up the

Main Plot Tie-in: The Chows might be able to clue in

money to fund the entry cost for his boat, but isnt so stupid

the Crew to one of Lakes weaknesses if they are treated well.

to want to drive it. So he has offered free drinks for life to

Side Plot Tie-in: Theres a package waiting for one of


the Crew! No return address. Postal mix up or something
more sinister?

anyone that signs up for the crew and wins.


Townfolk: Brett McQueen and Bart McQueen (see
page 222),
Main Plot Tie-in: Anyone looking to join up with the
Red Saloon Goons (perhaps as a plant, if the orphanages
boat is useless) has to beat Brett or Bart in some kind of
contest, like shooting, a bare-knuckle brawl, or getting a
kiss from a randomly selected lady in town.
Side Plot Tie-in: Bart and Brett make a bet with each
other over which member of the Crew they make time with.

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ACT II: MAKING A CHALLENGE


The Crew meets Buzzard Lake, and finds hes not
interested in letting them enter the race. Theyll have to make

THE LOWDOWN: A MEETING WITH HIS HONOR

the challenge more interesting.


INT. OCEAN VIEW TAVERN (DAY)
MAL and the crew walk into the saloon through the
small swinging doors. While the place doesnt go quiet, it is
clear everyone has noticed that strangers have come to town.
The bar is clean and well kept, a long bar lies across the left
hand side, backed with a mirror and a variety of spirits. The
rest of the bar is filled with small circular tables, which are
mostly being used for playing poker. A few working girls ply
their trade around the room. At the back of the tavern a set
of stairs leads up to rooms above, and under this mezzanine
is a curtained area for more private assignations. BUZZARD
LAKE can be seen in this area, smoking a large cigar.
MAL: Lets do our best to keep this friendly shall we?
JAYNE: Oh, Ill be downright obsequious. Ladies

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

Unfortunately, even though hes a competitor and

There are several ways to play this encounter. It might

looking to close the orphanage, Buzzard Lake runs the

happen before, after, or even during Act I, depending on the

boat race. Hes the only person who can accept the Crews

priorities of the players. They may also choose to resolve

petition to enter. While there are few rules about the entry

the matter right then and there, or try several plans to get

process, Lake is still able to make up whatever rules he

Buzzard to accept them.

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

race, no matter how small and insignificant they may seem.

to make it personal. Just as the Crew cant murder him, he


cant murder them without at least due cause. He may have

TROUBLE: WERE ALL FULL UP

allies in the Alliance but he cant ignore the law. However,


accidents might happen during the race (especially with
people shooting at each other) and the Alliance will turn

ECHOES OF WAR:

a blind eye.
arrogant he thinks he cant. Hes pretty certain he can beat

There are three ways to embarrass Lake enough to

any of the other contestants. He knows the people in this

make him want to get a chance to give out a little payback

town, and knows what hes up against. The Crewmembers

on the water: getting him to start a brawl, getting Zahra to

are strangers, though, and even if they are fools, theyre

spill her secrets, and finding out his war secrets.

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.

GETTING LAKE TO THROW


THE FIRST PUNCH
A public brawl is a simple way to get an invite. If the
Crew can beat up the thugs protecting Lake and then get a
chance to put him on the floor, hell be livid. A publicly dealt
bloody nose is enough to get them signed up. Unfortunately,
the Crew cant throw the first punchnot in publicif
they dont want to be arrested. Lake will just hold a hankie
to his nose and laugh, telling them theyd better leave or
theyll all be arrested. If the brawl isnt public, he wont be
embarrassed, and hell cry assault to the Alliance and pay
a few witnesses to back up his story.
They need to find a weakness, either then and there
or by asking around. A skilled manipulator should be

THE SHOWDOWN: BRINGING


THE LAKE TO A BOIL
into accepting their challenge. Lake doesnt want to get hurt,
so he doesnt want to start a gunfight. In fact he never does,
as who won can be unclear and losing gets you killed. If the
Crew initiates violence, he can have them arrested. Maybe
not right at that moment, but it wont take the Alliance
long to pay the Crew a visit.

able to push the right buttons to get Lake to send his


thugs in. There is one

for every

Crewmember, plus Lake.


The fight lasts until Lake is Taken Out or all of his
men are. He wont take any Complications this early to
avoid being Taken Out. At this point hed rather get these
uppity offworlders out on the water and accidentally
shoot them a whole bunch.
Crewmember Pool:

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chris moore (order #4842752)

Gamemaster Pool: Lakes


+

D8 +

D10

Crewmember Pool:
+

D4

Possible Assets:

Gamemaster Pool: Zahras

D6

D8

Possible Complications:

Possible Assets:

EXAMPLE RESULTS:

in but he waves them off. The Crew needs to

Possible Complications:
,

ACT TWO

Failure to Raise the Stakes: Lakes thugs move

try a different approach to trick Lake into letting


them into the race.

EXAMPLE RESULTS:

Raise the Stakes: The Crew got what they

Failure to Raise the Stakes: Zahra doesnt feel

wanted. Time for a bar fight! Declare an Action

safe enough to take a risk on the Crew. They

Order, starting with the Crewmember that got

have to try a different approach.

Lake to take a swing.

Raise the Stakes: Zahra approaches a

Extraordinary Success: Whoever was talking

Crewmember under the guise of plying her

kept

nice and distracted.

trade, but clues him in that shes got dirt on

The Crewmember that started the fight gives

Lake. Once upstairs, Zahra agrees to share

another Crewmember a

the secret in exchange for a ride off Newhall

D8

D8 Asset

to use in the first round.

Extraordinary Success: Zahra hates Buzzard so

BEHIND CLOSED DOORS

much she gives up the info as long as they use

Another way to embarrass Lake is getting some of

it while she watches.

his secrets from Zahra. She is one of the working girls at

LAKES WAR RECORD

the Tavern, and a favorite of Lakes. The bar owner is up

Finally, there is a well-kept secret about his courage

to his neck in debt to Lake, who never pays for anything,


be it wine, women, or song. Zahra has plenty of blackmail
on Lake regarding his preferences and ability to perform.
Zahra is willing to offer that information to someone ready
to cut her a deal. She wants off this rock and away from
Lakes awful affections, so a free trip to anywhere is a sure
way to get some leverage.
If Zahra sees them stand up to Lake, they might prove
worth the risk. As she works in the bar, she sees how they
behave with Lake to get entered in the race. She might
follow the Crewmembers to learn more about them, and
possibly be mistaken as a spy for Lake. If the Crew fails to
spot her watching them, she may approach them if they
make a few friends around town and word gets around. If
they can offer her passage off this place, and a contact to get
decent work somewhere else, theyll quickly earn her trust.

chris moore (order #4842752)

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

While Lakes men all died, not all of the Independents


did. A few of them settled on Newhall after the War, mainly

Failure to Raise the Stakes: Nobody believes

as they had nowhere else to go once they had surrendered.

these strangers and their slanderous lies. The

There are five ex-Browncoats in the town: Lissette Abel, who

Crew has to try another approach to get into

runs a candy store, Theo and Melissa Canterbury, who own

the race.

a small farm out of town, and Marcus Greatstar and Pete

Raise the Stakes: Confronting Lake with the

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:

the other Browncoats.


The group has bided their time and entered a boat of
their own in the race, calling themselves the Canterbury
Crew to avoid arousing suspicion. They dont want to
win, they just want Lake dead. Only on the day of the
race will they don their old uniforms again for one last
battle. If the Crewmembers can find them, and prove their
old loyalties were to the Independent cause, theyll share

evidence of his cowardice is enough to get


him to take the bait. Hell let them into the
race to show them how tough he really is.
Extraordinary Success: Lakes sputtering defenses
are all the permission the Crew needs to enter
the race. In addition, the Browncoats will help the
Crew during the race until Buzzard is eliminated.

If the Crew fails in all of these approaches, theres one


last, desperate play they can make. Lake will let them into
the race if they offer their ship as collateral. Theyll still get
the prize money if they win, but if they losewell, thatll
be another adventure entirely.

what they know. If the Crewmembers openly walk around


town in Independent colors, the group might even make

GANGING UP

the first move.


If the Crewmembers call Lake a coward, and share
the story, publicly or privately, theyll get their invite. If he
doesnt take on the challenge, hell lose his reputation in
the town. The Crewmembers might also have found new
allies in the ex-Browncoats. Unfortunately, they want Lake
dead, and the Crew needs to keep him alive!
Crewmember Dice Pool:

or

+
Gamemaster Dice Pool: Lakes
D10

D8 +

D4

Possible Assets:

Possible Complications:
,

MASTERIN THE GAME

True to their bullying nature, Lakes thugs are


going to try to gang up on one Crewmember,
hoping for a rapid takedown. In game terms,
each additional opponent adds a single die
to the oppositions dice pool equal to the
doesnt change the number of dice added
together to set or raise the stakes (its still
two), just the number of dice rolled. In the
case of Lakes thugs, its a .
Every time a Crewmember raises the stakes
against a side thats got multiple assisting
characters, knock one of the supporting dice
away; that character doesnt provide any
more help. This represents whittling away
the opposition, one ugly mug at a time. If the

success, two of the supporting characters are


taken out. Once the Crewmember gets down
to a single opponent, though, no more dice

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chris moore (order #4842752)

Be sure to ask the Crew to describe how they


dispatch these goons in a memorable fashion.

ACT III: HORSESHOES AND HAND GRENADES


The day of the race arrives, and the entire town gathers
to watch the chaos. Hopefully by now the Crewmembers

THE LOWDOWN: DRIVERS, START YOUR ENGINES

have a plan, because the other crews are certainly prepared


to play dirty.
EXT. THE STARTING LINE (DAY)
MAL, ZOE and WASH are in the boat, WASH is nervously
checking everything is working. It is a bright warm day and
all five boats are lined up together at the starting lines. The
Cleetus familys swamp rig has a huge turbofan on the back.
The Red Saloon Goons have already started their afterparty
with bottles floating around their rig. The Canterbury Crew is
dressed in full Browncoat dress uniforms, garnering whispers
and gasps from the crowd. Lakes boat is sleek, weaponized,
and looks like a predator ready to pounce.
ZOE: If you were thinking of coming up with a plan, sir,
now would be a good time.

up tothe First Breath Derby itself. The rules are quite


simple. The winner is the first boat to cross the finish line.
The winning boat must have a crew of three living people.
These people dont need to be conscious or from your team.
The prize money officially goes to the driver of the winning
boat, so its also possible to win by stealing someone elses
boat with some of their team still in it, unconscious.
Other than that, anything goes. You can shoot at your
opponents, crash into their boat, set up snipers to take
them out, throw grenades, or anything else you can think of.
Theres an unwritten rule prohibiting large-scale ordinance
mounted on your boat, but only Lake can afford such devices
anyway, so the others all rely on hand-held weaponry.
The Crewmembers are free to research the racecourse
and make a few plots before the race, perhaps dropping a

chris moore (order #4842752)

241

few Plot Points to buy Assets like

SHOOTING FISH

or

POSITIONING RESULTS:

. The course has been the

Failure to Raise the Stakes: The Crews boat falls

same for several years, and while the track marshals who

behind in the race. The boat loses one position

lay out the buoys work for Lake, theyll happily explain the

relative to the other boats in the race. The Crew

route. None of the competitors have kept their entry secret

can spend a Plot Point to keep their position

either, so if the Crewmembers ask around town they can

and acquire a Complication equal to the highest

discover who they are up against with little effort.

rolling die in the oppositions dice pool.

Shepherd Rust warns the Crewmembers how dangerous


the race is, and suggests they make some plans. While
all the Crewmembers might go in the boat, itll be more
useful to spread some out among the crowds. There are a

ECHOES OF WAR:

few good positions to place a sniper to take out the other


crews, and with the boats passing under a pier there are
opportunities for the crowd to get involved.
Once they have made a few plans to take out the
opposition, and decided who is going in the boat, all
that remains is to get to the starting line and wait for the
starters pistol.

Raise the Stakes: Great piloting! The Crews boat


advances one position, potentially catching up
with boats that are ahead of their current place
in the race.
Extraordinary Success: The boats pilot is a leaf
on the wind. The Crews boat advances two
positions ahead of its current place in the race.

The boats controlled by the Gamemaster do not roll


for their position against each other. Instead, they compare
the appropriate Attributedetermined by the section of
the raceagainst the Attribute of the boat theyre trying

TROUBLE: FIGHTIN FOR THE


CHECKERED FLAG

to catch. If the die type of the pursuing boat is lower than


or equal to the boat thats ahead, the positions remain the
same. If the die type of the pursuing boat is higher than
the boat thats ahead, the pursuing boat catches up. A GMC
boat thats ahead of another boat can always slow down

own opportunities for taking out the competition.

to catch a boat coming from the rear.

The course begins and ends at the processing plant,

If a GMC boat rolls to catch the Crews boat, however,

marking a wide loop through several different types

the Crew sets the stakes for the positioning roll and the

of obstacles. A modest crowd has gathered at the start/

pursuing boat rolls to Raise the stakes.

finish line, while folks are stretched along the circuit to

Just like the pilots roll for the Crew, GMC characters

get a view of the action. Crewmembers can easily blend

rolls resolve according to their success or Failure to Raise

in with other onlookers if they want to try to position

the stakes.

themselves to spring a trap.

At the start of the race, the Crews boat from the

Each of the five sections of the race offers the Crew

orphanage scores an extraordinary success, racing

an opportunity to help their boat get across the finish line

ahead of the other boats. The remaining boats compare

before all the other boats. During each section, the boat

their appropriate Attribute for Section One of the race

pilot makes a positioning roll to keep the Crews boat ahead

in the race. The pilot rolls one of the boats Attributes and

die types. The Red Tide and Mee-Maws Throne both

one of the pilots Skills against the difficulty die and Traits

fall to third place with

listed under each sections mechanics. Heres what happens

the Gravedigger and the Warhorse stick close together

when that Crewmember rolls:

in second place with

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chris moore (order #4842752)

) and spread out according to their


while
. With the

Crews boat undeniably in the lead this round thanks


to their extraordinary success, all the GMC boats are

just racing against each other in this first round; they


dont roll to determine their position in relation to each
other. They can, however, try to cheat and change their
positions that way (see Boat Actions: Rubbing Is Racing
on page 245).
In Section Two of the race, the Crew again makes
a positioning roll to see if they can maintain their lead:

ACT THREE

the pilot raises the stakes, so the Crews boat doesnt


lose any ground to the GMC boats that are trailing
behind them. The GMC boats again compare their
Attributes to see how they fare in
the second section of the race. Assuming that none of
the boats successfully altered the positioning through
dirty tricks during the first section, the positions in the
second section hold the samethe Red Tide and MeeMaws Throne (

) arent nimble

enough to catch the Gravedigger and the Warhorse


(

).
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.

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243

SECTION ONE: THE WEAVE

SHOOTING FISH

In this section, a series of buoys have been set out that


must be slalomed around. If a buoy is missed, the boat gets

Upon exiting the caves, there is a short, straight part

a time penalty. This means the boats have to move relatively

of the course that allows the Crew to really put their foot

slowly, allowing more opportunities for the teams to clash.

down. Its a good opportunity to widen the gap with the

Let the shootout and the shenanigans begin!

competition. Now is the time for speed!

SECTION ONE MECHANICS

SECTION THREE
MECHANICS
+

Positioning Dice Pool:

D8

D8

Positioning Dice Pool:

Gamemaster Dice Pool:

Gamemaster Dice Pool:

D4

Possible Assets:

ECHOES OF WAR:

SECTION THREE:
SHORT STRAIGHT

D6

+
,

Possible Assets:

,
,

Possible Complications:

Possible Complications:

SECTION TWO: THE ROCK

SECTION FOUR: THE PLATFORM

After passing the last buoy, the boats come to a huge

The next obstacle is what remains of an old drilling

rocky island. The island is little more than a barren piece

platform out at sea. Its a large hundred-foot-long metal

of stone, but the sea has worn out its inside to create a

structure made of rusted metal beams and joists, which also

system of caves. The caves are short, but confusing and

saw service as an offshore pier. Its one of the most popular

dark. Markers are only placed at the main entrance and

places to watch the race and its full of people. Several

the exit, but how you get from one to the other is up to

hundred people crowd onto the place, many hanging off

you. The Crewmembers might like to take a boat into the

the girders. Several ad-hoc bars and food vendors have

caves before the race to find a good route. The darkness

also set up shop here and the whole place has become

offers a good opportunity to lie in wait for an opponent.

one huge party.

While it means putting someone out there before the race,


the rock is a good position for a sniper, too.

of the platform. This might sound simple enough, but a


certain amount of audience participation is encouraged.

SECTION TWO MECHANICS

Gamemaster Dice Pool:


D10

Each team will have friends in the crowd looking to take


out their opponents. Others will be looking to take out

Positioning Dice Pool:

such would-be ambushers. This means that as the boats


D10

Possible Assets:

The boats must drive all the way under the length

pass under the platform, they might be subject to gunfire


from the crowd, or even get grenades thrown in their

boats. Some of the crowd might even try to jump in the


boat, either because they are very drunk or because they

Possible Complications:

are looking to take on the Crew hand to hand.


Depending on the situation, let each pilot choose a mix
of Attributes and Skills based on strategy. The platforms
pontoons and interference from the crowd evens most
approaches, so the final result still determines the order

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of whatever boat remains in the race.

SECTION FOUR
MECHANICS

SECTION SIX MECHANICS


+

Positioning Dice Pool:


+

D8

,
,

Possible Complications:

Gamemaster Dice Pool:


+

Possible Assets:

D10

D6 +

,
,

Possible Complications:

boat gets to perform one Action for each section of the race.

That also includes Crewmembers not currently on boats.

SECTION FIVE: FINAL STRAIGHT

This opens all kinds of options to shoot at the opposition,

The last section is the simplest, a long straight stretch

set ambushes, create trouble, and implement plans to


give their team an edge. Set up an Action Order for each

of water that makes the final section into a speed race.

section of the race. The captains of the GMC boats create

SECTION FIVE
MECHANICS
Positioning Dice Pool:

dice pools using their crews dice as Traits.


Here are some common Actions that might occur

Gamemaster Dice Pool:


D4

during the race.


D6

SHOOT AT ANOTHER BOAT

Possible Assets:

ACT THREE

BOAT ACTIONS: RUBBING IS RACING

Possible Assets:

Crewmembers with revolvers and pistols can shoot at


boats that are within one position of them, either forward
or backward. Those with rifles, longer-range weapons, and

Possible Complications:

SECTION SIX: THE FINISH LINE


The finish line is the processing plants harbor. The
first boat to cross the line with three folk left standing is
the winner. That means the boat with the highest position

mounted weapons can shoot at all other boats. If the target


is a specific crewmember, the character can add in his Trait
die (if a Minor GMC) or his

die (if a Major GMC)

when the Gamemaster sets the stakes.


+

Crewmember Dice Pool:


Gamemaster Dice Pool: Targets

will be first across, but theres still one more round of dirty

Pilots

tricks to be had. There are no positioning rolls made in

Possible Assets:

+ Target

this section, but all the Crewmembers and GMCs have


one last chance to take each other out!

Possible Complications:
,

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SHOOTING FISH

EXAMPLE RESULTS:

Raise the Stakes: Ramming speed! The target

Failure to Raise the Stakes: The Crewmembers

is Taken Out, unless the ships crew chooses to

shot goes wide! Worse yet, the targeted crew

pay a Plot Point and take a

counterattacks and Takes Out the Crewmember.

equal to the Crews

The Crewmember has to pay a Plot Point and

Extraordinary Success: As above, but the Crew

accept a Complication to stay in the fight.

may choose to lock the boats together, making it

Raise the Stakes: The shot hit! The target is Taken

easy to get across to the other boat to board it.

Out, unless they pay a Plot Point and take or step


up a Complication like
the crew) or

(for a member of
(for the boat). The captain

of the targeted boat may choose to sacrifice a

ECHOES OF WAR:

minor crewmember instead of paying the Plot


Point and taking the Complication.
Extraordinary Success: Great shot! The captain
must sacrifice two minor crewmembers to avoid
losing the whole boat.

Complication

die.

JOCKEY FOR POSITION


Its up to the pilot to keep the boat in the race with
quick wits and daring bravery. On the pilots turn in the
Action Order, the pilot may try to gain a bit on the boats
ahead by jockeying for position.
Crewmember Dice Pool: Boats
+ Pilots
Gamemaster Dice Pool: Targets

+ Target

Pilots
Possible Assets:

RAM ANOTHER BOAT


The first, third, and fifth sections allow for the boats
to smash into each other. This can only happen between

Possible Complications:

+ Pilots

boats in the same position.


Crewmember Dice Pool: Boats

EXAMPLE RESULTS:

Failure to Raise the Stakes: The pilot redlined the


Gamemaster

Dice

Pool:

Targets

D6

+ Target Pilots
,

Possible Assets:

engine. The Crew may choose to take a

Complication or step up an existing

engine Complication to move one position


forward or back for this section.

Possible Complications:

Raise the Stakes: The pilot may move the boat


one position forward or back for this section.

Extraordinary Success: As with raised stakes,

EXAMPLE RESULTS:

but the boat may get close enough to a rival

Failure to Raise the Stakes: The two boats

boat for a Crewmember to jump across without

damage each other when they collide. The

needing to roll.

Crew may choose to give the target a


Complication equal to the Crews boats

JUMP TO ANOTHER BOAT

die if they take a

Anyone aboard thats not at the controls can make an

the targets

Complication equal to
die.

attempt to leap to a boat that is in the same position. Play


it right, and you might have two boats on your side. Play
it wrong, and youll end up wet and broke.

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Crewmember Dice Pool:

Raise the Stakes: That will do for now. The

Gamemaster Dice Pool: Targets

Complication is removed as the Crewmember

+ Target Pilots

patches up the boat.


Extraordinary Success: The Crewmember made

Possible Assets:

it look easy! Create a

Asset for

the Crewmember who kept the crew afloat.

Possible Complications:
,

EXAMPLE RESULTS:

Failure to Raise the Stakes: The Crewmember

ACT THREE

D6

THE RACERS

who made the leap ends up in the drink and


must pay a Plot Point and take a Complication

this a fair race, least of all Lake. All of the other competitors

to avoid being Taken Out.

have their own plans to make sure they win.

Extraordinary Success: Successful jump, plus create

ORPHANAGES BOAT:
(UNNAMED UNLESS
CREW NAMES IT)

an Asset like

The Orphanages boat is a sturdy, well-rounded vessel

Raise the Stakes: The Crewmember jumps


across the water and lands on the targeted boat..

D8 for

the Crewmember

whose strong engine makes it a bit harder to steer.

to use against the crew of the boarded ship.

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.
+

Crewmember Dice Pool:

10

THE RED SALOON GOONS


BOAT: THE RED TIDE
This team is highly unlikely to win as they have no

plan at all. They want to drive fast and shoot at the other

Gamemaster Dice Pool: Complications die type

competitors while getting drunker and drunker. However,

they may yet finish the race, as several of the Red Saloons

D10

clientele are on the platform. They will jump into their

Possible Assets:

boat and join the party if theres room, replacing lost crew.

,
Possible Complications:

,
EXAMPLE RESULTS:

Failure to Raise the Stakes: That didnt helpin


fact, the recovery roll may have made it worse.
The Crewmember may step back the Complication

This might be a good boat to attempt to take control of, as


nothing says your Crew cant drive two boats, even though
only one can win.

10

SIGNATURE A SSE T

by one provided that no jinxes were rolled. If the


Crewmember rolled any jinxes, the Complication
instead steps up a level for each jinx rolled. Ouch!

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SHOOTING FISH

THE CLEETUS FAMILY BOAT:


MEE-MAWS THRONE
Despite appearing comical, theyre actually very

to take them out). He also has several armed men on the

dangerous. Years of boating around the swamps to the

platform looking to take out the competition. A few have

north have made all of them excellent boaters, and theyre

grenades they try to throw into the boats of the competitors.

very skilled at firing guns on the water. They havent made


any plans to cheat, but they are utterly ruthless.

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

Buzzard Lake. They are essentially assassins disguised as

of three. While most of the action is going on in the race

a race team. While they arent looking to hurt anyone else,

itself, there are plenty of things the other Crewmembers

theyll take out anything that gets in their way. The problem

might do to help outanything from trying to hobble the

is that the Crew needs Lake alive. If he dies, the bank takes

competition to joining the Crew if they need help.

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

If the Crew manages to win, Lake seems a gracious


loser, although the Crew sees hes livid and barely keeping
it together. In a prize ceremony, he hands them a case full
of gold coins, true to his word. However, as he hands it
over he whispers with a smile that the Crew had better
enjoy it while they can.
If they think ahead, the Crew might try to pay off the
debt then and there, surrounded by witnesses. Rust can
bring the paperwork and the Crewmembers can hand

BUZZARD LAKES
BOAT: WARHORSE

witnesses, Lake cant refuse, try to increase the interest, or

Lake is a skilled driver, and has brought four of his

otherwise weasel out of the deal. If they dont think of this,

best men to shoot anyone who gets close (and provide him

theyll have to make arrangements to pay the debt. Lake

with human shields). His boat is the best and armed with

tells them hell visit the orphanage the next day with the

a few extra features, including a layer of light armor and a

paperwork. He means the type of paperwork that requires

minedropper. Hes stationed two men on the rock to take

ammunition to file properly.

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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ACT IV: BUZZARD CIRCLES HIS PREY


If the Crew wins the race, Buzzard is not pleased. Even
if they lost, hes still looking to crush them for standing up to

THE LOWDOWN: DOUBLE OR NOTHIN

him. A poor loser at the best of times, Buzzard gathers his


men and mounts an attack on the orphanage.
INT. ORPHANAGE (DAY)
The Crew is celebrating with the children and RUST.
Even JAYNE is letting a couple of little girls paint his face
like a tiger. MAL is by one of the windows and sees the dust
from some vehicles approaching the orphanage.
MAL: Im not so sure its over yet, Shepherd. Uh, Shepherds.

the orphanage and the Crew. Usually hed find a way to


get the Alliance to do his dirty work, but its personal now.
If he doesnt deal with them himself hell lose a valuable
part of his reputation.
Unless they really planned for the worst, the
Crewmembers dont have long to organize their
defenses. Lake and his men are driving up from the
town and will be at the orphanage in minutes. Lake is
driving his

. He has two thugs

per Crewmember with him. Six are in his vehicle, with


the rest on horseback. His thugs are well armed, with
the military vehicle packing a machine gun on top.

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SHOOTING FISH

The first thing to do is gather all the children. Unfortunately,

floor. Then he and his remaining men pile out and shoot

a few are out playing and may get caught outside. These

anything that moves. As long as Lake has his men with

two or three smaller children are smart enough to hide,

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,

Crewmembers or defend against attacks directed at him. If

too. Consider using a Timed Action (see page 54) again

someone does manage to Take Out Lake, he can choose to

to make the leadup to the final confrontation tense and

have his gang absorb the blow, reducing the number of his

dramatic.

gangmembers by one instead of leaving the fight himself.

The Crew has to take positions and manage what

ECHOES OF WAR:

defenses they can as the thugs approach. You should remind

See Ganging Up on page 240 for more information about


handling Lakes gang.

players that they can spend Plot Points to create defensive

During this time the Crew is free to take what defensive

Assets, perhaps suggesting a flashback scene or two where

measures they can. Theres a basement and an upper floor

the Crew beefed up the buildings defenses.

to hide or take position in. Rust takes their advice as to


which is the best place for him and the children. Some of

TROUBLE: LAKE GOES ALL IN

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

orphanage a few times, blasting the lower floor with gunfire.

them safety, but theyre all terrified.

He parks his vehicle in view of the front door. This not only

If Lakes men are Taken Out and hes at least wounded,

makes Lake feel better, but he also hopes it might break

hell be forced to give up. Unfortunately, he doesnt actually

the Crews morale.

believe he can lose twice in a row, so hell only surrender

After he gets the Crews attention, Lake uses the

if his death appears a cast-iron certainty.

loudspeaker on his vehicle to tell the Crew they can throw


down their arms and give up. If they do this and Rust agrees

MASTERIN THE GAME

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

Even if your Crew doesnt win the race, you dont


have to send them home feeling like two-bit
cardsharps with empty pockets. If your Crews
sweet-talking, thrillin heroics and racing ability
impressed the townsfolk, they may rally behind
the orphanage when Lake comes to collect. The
big end battle still happens, but now the Crew has
the help of the townfolk (and their Asset dice).
Dont think this means the Crew is getting

more chances to take out a few with sniper fire. However,


theyre not blind to their lack of cover and do their best
to lay down fire in every direction.
Lake starts circling the building and firing
indiscriminately. If his men dont come out of the
orphanage, he goes to plan B. He drives his vehicle at one
of the open doors, where it smashes its way into the ground

the men with him he would than if he was facing


just the Crew. Instead of bringing two
per Crewmember, Lake brings four.
For an even more bittersweet victory, rather
than adding Complications with every 1 rolled,
Take Out one of the named townfolk instead.

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Raise the Stakes: One of the thugs (and his die)

SHOWDOWN: SHOOTOUT AT ALL SAINTS

is Taken Out.
Extraordinary Success: Two of the thugs (and

Rather than managing him on your own, let the Crewmembers


decide how hes helping in a round. Once per turn, Rust lends
a Skill die to a Crewmembers pool based on the Action the
Crewmember wants him to do. If the Crewmember fails
can be Taken Out instead of giving the Crewmember a
Complication or forcing the Crewmember to be Taken Out.
The Crew can add as many

as theyd like to

represent unnamed townsfolk providing covering fire (if


they showed up) or orphans trying to take down thugs

ATTACKING BUZZARD LAKE


Anyone whos survived a rattlesnake encounter knows:
you cut off the head as quickly as possible when you hear
the rattle. If Lakes vehicle has been disabled and hes on
foot, he uses his

an Action Order until one side is no longer standing.


Here are some suggestions for common Actions in
this battle.

instead of

to gain Plot Points.


+

Crewmember Dice Pool:

There are at least twice as many gang members as


there are Crewmembers. Time to whittle that down some.
Crewmember Dice Pool:

Gamemaster Dice Pool: Lakes


+

D6

D4

Possible Assets:

D8

,
Possible Complications:

,
EXAMPLE RESULTS:

attacker. The Crewmember can spend a Plot Point

D8

and accept a Complication equal to the highest

rolling die in Lakes dice pool to stay in the fight.

,
Possible Complications:

D10

Failure to Raise the Stakes: Lake Takes Out the

Gamemaster Dice Pool:


D8

Possible Assets:

ATTACKING THE PURPLE GANG

. To avoid

being Taken Out, Lake often uses his Distinctions as

with unusual tactics.


Since this is a straight-up fight, its wise to break into

ACT FOUR

to raise the stakes with one of Rusts dice in her pool, Rust

their dice) are Taken Out.

Raise the Stakes: One of Lakes thugs is Taken Out


,

,
EXAMPLE RESULTS:

Failure to Raise the Stakes: The Purple Gang


Thug Takes Out the attacker. The Crewmember
can spend a Plot Point and accept a Complication
equal to the highest rolling die in the Purple
Gang Thugs dice pool to stay in the fight. They
can also choose to have the Purple Gang Thug

to protect him. If his thugs are gone, Lake must


either pay a Plot Point and take a Complication
equal to the Crewmembers highest rolling die
or be Taken Out.
Extraordinary Success: Two of Lakes thugs are
Taken Out by the Crew. If his thugs are gone,
Lake must either pay a Plot Point and take a
Complication equal to the Crewmembers highest
rolling die or be Taken Out.

take out one of the Townsfolk or Orphans instead


of taking the Complication.

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DEFENDING AGAINST A
PURPLE GANG ATTACK
The Purple Gangs tactics: In the first round, spread

SHOOTING FISH

their dice out evenly against the Crewmembers. The

Buzzard Lake tries to raise them.

survivors then gang up (see page 58) on the threats in

Crewmember Dice Pool:

later rounds and ignore anyone that doesnt come off as a

direct threat. Remember that when the GMCs attack, the


players set the stakes and the GMCs try to raise the stakes
to win the conflict.
+

Crewmember Dice Pool:

D8

D4

D10

D6

,
Possible Complications:

Gamemaster Dice Pool:


D8

Gamemaster Dice Pool: Lakes

Possible Assets:

ECHOES OF WAR:

Gang goes on the offensive, the players set the stakes and

D8

Possible Assets:

EXAMPLE RESULTS:

,
Possible Complications:

Failure to Raise the Stakes: Lakes attack fails.


,

The Crewmember that he targeted Takes Out


Lake instead. Lake can have one of his Gang
take the hit or spend a Plot Point and accept a

EXAMPLE RESULTS:

Complication equal to the highest rolling die in

Failure to Raise the Stakes: The Purple Gang

the Crewmembers dice pool to stay in the fight.

Attack fails. The Crew Takes Out one of Lakes thugs.

Raise the Stakes: Lake succeeds in Taking Out the

Raise the Stakes: The thugs succeeds in Taking

Crewmember he was targeting. That Crewmember

Out the Crewmember they were targeting. That

has to spend a Plot Point and accept a Complication

Crewmember has to spend a Plot Point and accept

equal to the highest rolling die in Lakes dice pool

a Complication equal to the highest rolling die

to stay in the fight.

in the Purple Gang Thugs dice pool to stay in


the fight.

Extraordinary Success: Lake succeeds in Taking


Out the Crewmember he was targeting. That

Extraordinary Success: The thugs succeed in Taking

Crewmember has to spend a Plot Point and accept

Out the Crewmember they were targeting and

a Complication equal to the highest rolling die

they Take Out a bystander (a kid or townsperson)

in Lakes dice pool to stay in the fight.

as well. That Crewmember has to spend a Plot


Point and accept a Complication equal to the

When Lake is defeated, the orphanage is finally

highest rolling die in the Purple Gang Thugs dice

saved. Without his men and having been beaten twice, his

pool to stay in the fight.

reputation is in ruins. Pretty much everyones happy to stand

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

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to let the Crew join in the first place. As when the Purple

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up to him now. Even if the debt wasnt paid, with a gun to


his head hell happily write off the debt in return for his life.
While hed love to get rid of the orphanage, he now knows
Rust has powerful friends and hell be forced to give in.
Rust offers anything he has to reward and thank the
Crew. It isnt much, but theyll always have a place to stay
if they need it.

ROLL CREDITS
STOWAWAY BRIDE
One of the local town girls has taken a shine to a

involved. If you want to come back to the people, places,

Crewmember and stows away aboard the ship. She isnt

and events of Shooting Fish, here are some examples of

discovered until later in the journey. While the ship is

stories you can tell with your Crew.

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

sob story and trick in the book to start a relationship


with the Crewmember she is attracted to. Unfortunately,
when they return her home her father is not convinced
nothing untoward has happened, even if the Crewmember
resisted. He insists they get married, and the girl does little
to convince her father nothing went on. Even worse, the
girl has a suitor who challenges the Crewmember to a
duel for her affections.

BUZZARDS FOR BUZZARD


If Buzzard Lake survives his fall from power, hell set on
a path of revenge against the Crew. In this story, he doesnt
get very far. Hes made plenty of enemies in his time as
mayor of Endurance, so one night he ends up sprawled out
with a knife in his back. Whoever did it made sure to frame
one of the now departed Crewmembers. When the Crew
lands on a planet for their next job, theyre surprised when
some lawmen come to have one of their Crewmembers
bound by law. Can the Crew prove their innocence? Will
the true killer be waiting for them in Endurance?

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

FIREFLY RPG: BEHIND THE SCENES


Written by Monica Valentinelli
To us, these insights were perfect for building the
lead writer for the FIREFLY RPG. I first started working

foundation of a

on the

both narratively and mechanically.

FIREFLY RPG

as a consultant for Margaret

FIREFLY ROLE-PLAYING GAME

Weis Productions, Ltd. Together with the Firefly crew,


Margaret and I held many conversations regarding the
target audience and our vision for the game development.
By the time the complete acquisition of the license was

BUILDING THE ECHOES OF WAR LINE


EchoEs of War

announced in March, Margarets vision crystallized and


I had my marching orders. Make the game simple, she

of adventures. The overall theme of these adventures is

said. I want this to be a game for fans of Firefly who love

about the repercussions of the Unification War. Much like

the show, but may have never role-played before. Lets give

the American Civil War, the war has left scars that are very

them a chance to adventure out in the black!

slow to heal. Each adventure provides a basic version of

I know that many fans have a close, personal connection

the rules. Ten adventures will be released in digital format

with the show and greatly respect Joss Whedons creation. I

separately over the course of the next year and may be

want the FIREFLY RPG to encompass fans from all over

compiled or expanded at a later date.

the gaming spectrum. So, the very first thing our team did

If you watch

, youll notice each show is typically

was to watch the series again as if wed never seen it before

broken down into five major acts. The story is usually based

and analyze the show in an effort to understand why fans

on the need to find a job so the crew can continue to live free

love the Firefly television series. What we found was that

of Alliance entanglements. This line of thinking determined

the stories would be nowhere near as powerful without

how the EchoEs of War adventures, or Episodes, would

the nine crewmembers on board Serenity. These characters

be crafted. The five-act structure provides

had a big impact on how we would structure the game.

a fast and easy entrance into each adventure, because the

Next, we needed to answer the two basic questions:

fans with

story mimics a television show.

What is this game about? What will the players do when

Though new players are important to us in considering

theyre sitting around the table? Both were easy to answer.

the overall design, we opted to flesh out certain scenes and

Mal and his crew are the heroic underdogs in a big Verse

provide more rules for experienced players, knowing that

with many outside forces actively working against them.

fans will interpret each EchoEs of War adventure based

Whenever they get into trouble on the job, the crew

on comfort level and preferences. As the line progresses,

works together to get out of it. Between the Alliance and

well continue to insert handy tips and options for you to

disreputable characters like Niska, there is no shortage

use to customize each adventure.

of problems the crew could encounter. Now, things dont


always work out for the best and some of the crewmembers
dont like each other very muchbut thats okay. If all the
stories tied up nice and neat with a pretty, little bow, the
series wouldnt be as fun to watch.

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OUTLINING THE EXCLUSIVE


FIREFLY RPG

after reviewing the schedule we realized that we would


not have time to produce a quality, core rulebook in a few
months. Instead, we decided to create a GenCon Exclusive
that would give fans a taste of the overall direction of
the

line. The question was what could we provide

given a short turn-around time? We needed to develop


the system design, do the writing, commission the art, and
editing. We also had to be concerned about our business
relationship with 20th Century Fox, the printer, advertising
and shipping. The crew hit the ground running, including
Margaret Weis, who wrote her very first RPG adventure,
Wedding Planners.
The Exclusive highlights both the EchoEs of War line
and the FIREFLY RPG corebook in one unique game book.
The adventures, Shooting Fish and Wedding Planners, will
give you a good idea of the type of adventures that will
be included in the EchoEs of War series. The main cast
of characters and the archetypes included in Chapter 4:
Find a Crew are both included in the stand-alone release
Serenity Crew. The Basic Rules in Chapter 3, found on
page 39, will also be incorporated into every adventure.

Character development and spaceships are an important


part of the show and both are crucial to this game. In
addition to what weve offered here, the corebook will
provide additional archetypes and ships, new sample tables
for character names, tips for designing your characters
background, and advice on how to interact with your Crew.
We will also give you dozens of ideas to create Assets and
Complications on-the-fly and help your character grow over
time by unlocking more Distinction triggers, upgrading
Signature Assets, and more.
For GMs, the Basic Rules chapter in the corebook will
show you how to develop your own Distinctions, reward
Experience Points (XP), create your own Episodes, handle
difficult scenes, think up new and interesting jobs for your
players, and a whole lot more. We will also provide handy
reference guides, such as the glossary found in the Appendix
on page 264, so you can quickly locate the information
you need when youre running your game.
In closing, Id like to say our team has done a
tremendous job working together to get this line off the
ground. My goal now is to dive into the corebook and
ensure this game is the best it can be. As a proud fan of
, Im honored to be the leader of this charge. However,
I could not have done any of this without help and support

DESIGNING THE COREBOOK

from the very talented Margaret Weis, Christi Cardenas,


Mark Diaz Truman, Amanda Valentine, Phillipe-Antoine
Menard, Tony Lee, Matt M McElroy, Sally Christensen,

Exclusive serve as a foundation for what were doing in

Rob Wieland, Kurt Komoda, Cam Banks, Ben Mund, Dave

the corebook. Heres a little more information about were

Chalker, Jennifer Rodgers, Andrew Peregrine, and Daniel

headed:

Solis.

The Episode Guide serves as a mini-gazetteer by

I hope you enjoy this sneak peek at the FIREFLY RPG

including new game mechanics for characters and ships,

and the EchoEs

an analysis of the television series, and further adventure

am to play in the Verse!

of

War line, and youre as excited as I

ideas. This section also fulfills a very important purpose:


by the time folks are done reading this Episode Guide, they

Monica Valentinelli

will be familiar with the terms used in the FIREFLY RPG rules.

July 2013

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APPENDIX

BEHIND THE FRONT LINES


Written by Rob Wieland
heroic Alliance officerbut he also has a secret from the
War that just might be blackmail enough to win the race

Im the line developer for E W.


E W is a series of adventures for the
FIREFLY ROLE-PLAYING GAME. Each

and save the day.

one can be

run playing the Serenity Crew, which is on page 68, or


with a Crew of your own creation. Weve included the first
two adventures (pages page 144 and page 210) so you

TV AT YOUR TABLE

can get a taste of what we have in store for the line.


Each of these stand-alone adventures will come with

adventures thatll feel like youre starring in your own

FIREFLY ROLE-

episode of Firefly. We want your experience at the table to

a TV show, Firefly is episodic in

be just like watching the show. Each adventure is designed

nature, and our adventures mirror that construction. You

like a television script, with a five act structure (OK, four

dont have to buy a whole book of adventures to play in

acts and a prelude as a teaser) and small clips to set the

the Verse. You can pick and choose which ones best fit

scene at the start of each act. The adventures have a lot of

you and your Crew. Each one is built for a solid night or

material to twist, turn, and keep your players attention.

rules and advice on how to run the


PLAYING GAME. As

two of gaming, with an act structure inspired by the way


screenwriters break out their scripts.

In addition to those structural elements, there are some


tips and tricks you can use to get that TV show feeling at

Wedding Planners, the first of our adventures for

your game table. This section is written with the GM in

E W, was written by Margaret Weis. Gaming in

mind, but players will probably find some interesting and

the Verse features the premiere of Wedding Planners using

useful stuff, too.

the Cortex Plus system. It features a devious Browncoat


named Asante Okano as one of the antagonists. Shes a lot
like Malif he listened to Jayne all the time. It also features
Templeton Colt Steele, the man who designed The Gun
That Won the Black and was none too shy about selling to
the Alliance and the Independents during the War. These
two elements combine on a luxury liner for a showdown
over a wedding, some mining rights, and a little company
known as Blue Sun.
Andrew Peregrines adventure, Shooting Fish, centers
on your Crew helping a Shepherd and his orphanage by
participating in a boat race where anything goes and usually
does. The orphanage houses several children who lost their
parentsboth Alliance and Independentin the War.
These kids are likely to bond with unlikely Crewmembers,
not to mention get themselves into trouble during the
race. The bad guy, Buzzard Lake, has a reputation as a

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

SUSPENSE VS. SURPRISE

While a shows theme song plays, theres always a

Dont be afraid to tip players off to how a scene might

set of opening credits that sets the tone for the show and

go. Theyre as much your audience as they are participants

introduces viewers to the cast every week. The montage is

in your game. Alfred Hitchcock famously used the example

usually comprised of exciting moments and memorable

of a bomb beneath a table to demonstrate the difference

scenes from the show. Take a moment during the beginning

between surprise and suspense. If the audience doesnt

of each session to build opening credits for your game.

know about the bomb, they have 15 seconds of surprise

Ask players to point out what scenes from the last session

when it blows up. If you make the audience aware of the

should go in the opening credits for this new Episode. You

bomb and the timer, they have 15 minutes of suspense as

might want to keep track of these memorable scenes over

they watch to see if the characters will solve the problem

the course of the campaign. Bringing these scenes up also

in time. Around the game table, youll usually get more

refreshes the players memories of last session so youll

mileage from suspense than from surprise. The Crew might

have an easier time transitioning into the new Episode.

know a saboteur has been on their ship, but will they find

You might also begin with Previously on to remind the

out what was damaged in time?

Crew of important plot points and supporting characters


that may play a role in tonights session.

COMMERCIAL BREAKS
TV shows have commercial breaks. So should your

CAST YOUR CHARACTERS

table. Every hour or so, give everyone a moment to relax,

When describing characters in the game, cast them with

grab some snacks, and talk about what just happened in

real actors. Finding the right actor is a quick web search away.

the game. This also gives the GM a chance to think about

An image search typically brings up hundreds of photos of

the best way to respond to something crazy the players

a well-established actor, so taking a few moments to find

just came up with. A good game is built on the action and

the perfect picture is worth it. Selecting the right actor

reaction between the players and the GM. Sometimes

can convey elements of personality and history beyond a

keeping the tension up is important. Other times taking a

characters description. Even if youre lucky enough to have

moment to think of a clever plan makes more sense. Dont

someone on your Crew that can draw characters, choosing

feel like everyone has to be on-screen all the time.

an actor helps your artist visualize the character sketch. It


can also be a fun way to pass the time during breaks in the
game, especially for pop-culture savvy groups.

KEEP UP THE PACE


One of the big rules of screenwriting is get in late, get
out early. This keeps up the pace of the show and keeps

DEVELOP YOUR SCENES

things hopping at your table. When youre playing through

When describing scenes, think about how you would

scenes, remember that Firefly rarely shows the nuts and bolts

see them play out on-screen. Like a screenplay, the Echoes

of day-to-day operations. You dont see Kaylee negotiating

of War adventures include short snippets before each scene

fuel prices or Jayne cleaning his guns. Get to the dramatic

to give a burst of flavor for the setting. You can read these

stuff quickly in the scene. Once that element is complete,

aloud if you like, or use them to inspire your cinematic

cut to the next dramatic moment. Its easy to get lost in

imagination. Pan across the desolate scrub brush of the

playing the quiet stuff because its fun to be in the Verse,

planet. Focus on the eyes of the gang member squaring off

but make sure those things have some connection to the

with the captain. Describe how things in the foreground

plot. If Jayne is cleaning his guns to intimidate someone,

or background reinforce whats going on with the players.

thats great. If Kaylee is getting fuel and has a dying spy


press a package into her hands, that cuts to the drama of
the scene. More efficient scenes lead to more people having
spotlight time at the table.

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APPENDIX

MIX IT UP

TAKE IT ONLINE

All E W adventures can be run in a linear

Fans often blog about their favorite shows, either as

manner, but they also open themselves up to crosscutting.

recaps for the poor fans who missed it, or as a place to

Shooting Fish, for example, could have the natural progression

discuss favorite characters, plots, and scenes. Setting up a

of getting into the race, getting help from the townsfolk,

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

stats in case players forget their character sheets. Its also

crosscut between one set of characters facing off with Lake,

someplace to recap sessions to remind players of what

another set talking with the owner of the general store, and

happened last time. Dont feel like this is only the GMs

a third working on making the boat seaworthy again before

dutyplayers can help out with the blog, too. It makes a

they all come back together for the race. Both methods

great place to show off character sketches, related music,

have their advantages. If you find your players are going

and offer adventure recaps!

off into an unexpected direction, dont be afraid to mix up


the order of the scenes in your Episode.

Dont forget to tell us how your games went. Did you


have fun playing a

adventure for the first time? What

We provide the story and a lot of ideas, knowing youll

issues did you run into as a GM? In addition to finding

run the adventures the way that best fits your players. Most

me online, you can also look for me at conventions. A lot

ensemble shows feature a mix of scenesthe group deals

of love went into these adventures and I cant wait to hear

with whats going on, smaller pairs and trios handle subplots,

how they played out at your table.

and theres a solo scene or two for the Crewmember whos


most involved with this weeks story.

Until we meet again, keep flyin!


Rob Wieland

SPIN-OFFS
The E W adventures can stand alone, but

July 2013

theyre also fully compatible with the rules in the FIREFLY


ROLE-PLAYING GAME. You can run them out of

this

book to try out our system or use them as inspiration to


launch your own series. In addition to the full adventure,
each one ends with a series of adventure hooks that
suggest ways to weave elements and repercussions from
the adventure into later sessions.

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CHINESE TRANSLATION GUIDE


Written by Tony Lee
Out in the black, assuming your aim is to be understood,
you got two choices to say your peaceEnglish and Chinese.
The Chinese spoken in the Verse is Mandarin, the

VOWELS
a: as in father
ai: long i as in eye

official language of China. Its based on the dialect palavered

ao: ou as in cow but with much more audible a

about in that countrys northern part known as Beijing.

e: uh as in duh

Having a unified, common tongue for China is actually

ei: long a as in hey

a fantastic idea, seeing as how theres so many different

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

the kind folks there might as well be chatting Greek to you.

i elsewhere: ee as in beet
ou: long o as in so

PRONUNCIATION GUIDE
pinyin (

) system of phonetic transcriptions. Like

Mandarin, its officially how youre supposed to say the


words. Pinyin literally translates as spelled-out sounds.
With practice, youll be rattling off perfect Chinese swears
just like any good ole freebooting fringe rat.

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

u after q, j, x, or y: oo as in goo quickly followed


by ee as in see
ui: way as in way
u elsewhere: oo as in pooh

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,

CHINESE WORDS AND PHRASES

looking like this: . Its spoken with an even but high pitch.

SECOND TONE
This has an acute accent: . Say it with a rising pitch,

words and phrases for the Verse in Chinese! And yes,


there are swear words and Chinese color happening, too.

kind of like the end of asking a question in English, when

DAILY NECESSITIES

you trill a mite.

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.

Be careful, watch out:


Be mindful: zh y
Brother, big:

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:

for plural (they/them)

Hello (over non-visual comm or wave): wi


How much/many?:
I, me:

for plural (we/us)

If I may ask:
Incorrect, wrong: b du
Maybe, perhaps:
Miss:

(follows surname in Chinese)

Mister:
Mother:

(follows surname in Chinese)


; polite form is

My name is:
No: b sh

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OK, good: ho

To throw in a monkey wrench:

Please:

horses legs while it gallops)

Quiet down:

Relying on experience to do something or pull through:

Servant:

; nn p,

Sister, big:

for female

or

; polite form is

(honorable young man)

Sorry:
Take care:

(maintain weight)

Thank you: xi xi

Assassinate someone to prevent loose ends:


Bad guy: hui dn (bad egg); d hui dn for Big Bad
Bribe, bribery: hu l; slang is tin tu (sweet stuff )

Very:

Caper:

Wait a minute:

Cheat, swindle: xing pin

What?:

Con artist:

Yes: sh or sh de
;

PETTY THIEVIN

Bandit, brigand:

Understand?:

You:

(an old horse knows its way)


Ruggedly handsome:

Sister, little: mi or mi mi
Son:

(twist a

(old thousand)

Cop, lawman, police:

for plural

Count the money first:

Youre welcome: b xi or

Dont shoot!:

FOLK TALK

Freeze!: zhn zh!

Are you joking?:

Get pinched:

Beyond ones power or authority:

Hand over the money: qin n li

(not even the longest whip can reach everywhere)


Deliberately avoiding someone or doing something:
(withdrawing for ninety kilometers)
Do you think Im stupid?:

Heist:
Gang leader: lng tu (dragon head for feared crime
lords like Niska) or

kings of sad little hills like Badger)

Done for, imminent doom: wn dn

Kill: gn (slang)

Engage brain before speaking:

Master thief:

Get lost, beat it, scram:

(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:

Outstanding appearance, achievement, or talent among a

Psycho, neurotic:

crowd of inferiors:

(like a crane standing

(crawling, snatching hand)

Resorting to tricks or conspiring to rig outcomes: shng

among chickens)
Overkill:

(snake head for sad little

(raising and lowering the hand)


(use a poleaxe to kill a

chicken)

Slave: n l
Small potato:

Plenty of fight left in one, or with strength to spare: y


(surplus strength for sale)
So-so, not too bad:

Smuggling:

(private trafficking)

Snitch (person):

or ni xin (inside line)

Snitch (the act):

(give small reports)

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APPENDIX

Thug: gn or bo t

UP IN ARMS

Tie them up:

At ease:

This isnt over:

Attention!: l zhng! (stand up straight!)

We got trouble (or a problem), somethings wrong:

AWOL:
Brig: lo fng (prison house)

You want HOW MUCH?:

Cease fire!:

Youll pay for this!:

Commanding officer:
Court martial:

THEMS FIGHTIN WORDS


Baboons ass crack: fi fi p gu
Bug-swallowing drama queen:
Damn, damn it:

(his mothersalso a utilitarian

swear encompassing bastard, f-bomb, hell no, etc.)


Dog poo:

Dead shot, marksman, sharpshooter:


Drop your weapon(s):
Fall in: pi du
Fire at will or terminate with extreme prejudice:
(breaking the Buddhist oath against killing)
Fire!:
Hold on:

Drunken fool:
Excrement:

(derived from the fact that

when you stack the three charactersmi (rice), tian

Sir, yes, sir!:


Shore leave: n ji

(farm field), and gong (public)from top to bottom

VERSE-RELATED

in that order, they form the ideograph for excrement.

Alliance, The:

Fool:

(silly melon)

Big Damn Hero/Heroes:

Garbage, trash: l s

Browncoat:

Go to hell:

Companion:

(go die)

Jerk: hn dn or

Firefly:

Lackey dogs:

Gorramn:

Lowly scum:

One Verse, two systems:

Pile of dung:

Purple belly, black heart:

Shut up:

(stinkin)
(order reversed

for better expression)

Sissy:

Reavers: l shi z (tribe of plundering cannibals)

Son of a harlot:

Shiny: pio ling (beautiful)

Son of a bitch:

Unification War:

Stupid, idiot: bn dn (stupid egg)

Wave: lng xn

Useless: fi w
Whore:
You wanna / lookin to die?!:
Your cerebral electrodes are malfunctioning:

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ATLAS OF WHITE SUN


BERNADETTE
Nautilus
Spinrad
LONDINIUM
Colchester
Balkerne
SIHNON
Airen
Xiaojie
Xiansheng

GONGHE
Xing Yun

RUBICON

OSIRIS
Epeuva
Tannhauser

QUN SHI HUANG

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

Getting a bonus by referring to a

A die that represents how hard your

acts make up an Episode

previous Episode in which you did

Action is going to be

Action or Basic Action


A use of the dice to determine the
outcome of an objective or goal
Action Order

something similar to something


thats happening in this Episode

Distinction
Trait that represents a characters

Competent

background, personality, and role

Having a d6 rating in a Skill

in the game and differentiates them


from other Crewmembers and

When it matters who goes

Complication

first, turns are decided

An unhelpful Trait that your

by an Action Order

opposition gets to roll in their dice

drawback

pool, making it that much harder

The part of a trigger that costs you

for your own Action to succeed

something

Crew

Episode

All of the characters that the players

An adventure, a job, a single

at the table are playing; all the

game story, roughly equivalent

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

series in story length

The player record sheet that

Episode Guide

holds all of your game stats and

All of the Episodes a Crewmember

information

has played through prior to the

Crewmember
A character played by a

one theyre in, useful for making


callbacks

player, a Big Damn Hero, one

Expert

of the stars of the show

Having a d8 rating in a Skill

dice pool

Extra

All of the dice you get to roll when

A GMC defined by a single Trait,

you take an Action

never has a name

die rating

extraordinary success

The size of die assigned to a

A total that is 5 or more

Traitd4, d6, d8, d10, or d12

points higher than the stakes


set by the opposing roll

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Gamemaster (GM)

Opportunity

Skill

The person who facilitates the game,

When the Gamemaster rolls a

Traits that represent training,

presents the Episode, and plays the

1 on the dice, and thereby gives

expertise, and talent

parts of every other person and

the players an Opportunity to be

thing in the Verse

awesome

gang up

Plot Point

Having more than one character

A resource thats earned by getting

provide assistance to take an Action

invested in the game and taking

Gamemaster Characters (GMCs)


Characters played by the
Gamemaster, including Major,
Minor, and Extra GMCs
Grandmaster
Having a d12 rating in a Skillone
of the best in the Verse!
Major
A GMC that has game stats roughly
equivalent to a Crewmember,
always has a name and some
significant role in the story
Master
Having a d10 rating in a Skill
one of the leaders in that field!
Minor
A GMC that has only a handful
of game stats and may or may not
even have a namesomewhat
less important or significant
than a Major GMC, but
certainly more than an Extra

risks, and is spent to alter the


outcome of Actions and do other
cool things
raise the stakes
Getting a total thats higher than the
stakes set by the oppositions dice
roll
scale die
A die that you add to one side that
has a significant size advantage over
the other
scene
A unit of time that basically covers
one event or series of Actions and
beats in a story, usually in one
location, and usually with one set of
characters
setting the stakes
Generating a total on the dice
that indicates how difficult its

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!

going to be for the other side to


succeed at what they want to do
Signature Asset
Assets that belong to the
Crewmember and represent
important things or connections
that may sometimes help
the Crewmember out

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APPENDIX

FREQUENTLY ASKED QUESTIONS


WHEN WILL THE FIREFLY RPG
COREBOOK BE RELEASED?
Our projected release date for the corebook is sometime

What are the major differences between the Firefly


RPG and the Serenity RPG?
The

SERENITY ROLE PLAYING GAME

was published in

2005 and was based on the movie, Serenity. The RPG

in the first quarter of 2014.

employed the first iteration of the Cortex system (which is

WHAT TIME PERIOD WILL BE


COVERED BY THE FIREFLY RPG?
The games setting takes place six years after the
Unification War and leads up to the events that take place
in the Serenity film. This means we will keep to the story

now called Cortex Classic). The new FIREFLY ROLE-PLAYING


GAME

is based on the 20th Century Fox television series.

The game rules are rooted in the Cortex Plus system and
specially designed to suit the

setting.

unknown during the events of the TV series. Additionally,

I PLAYED THE SERENITY RPG.


HOW WILL YOU HELP ME LEARN
TO PLAY THE FIREFLY RPG?

certain locations and secondary characters, such as the

Margaret Weis has written Wedding Planners, the first

elements found in the

television series. For example,

Reavers are still very mysterious and their origins are

planet Miranda and Mr. Universe, will not be included

adventure in the EchoEs

since they appeared only in the film.

Cortex Classic edition of this adventure in digital format on

of

War line. You can get the

DriveThruRPG.com. The rules included in that version are

WHAT NEW SETTING MATERIALS


CAN WE EXPECT TO SEE?
Our approach to the setting will be to reinforce in the
characters and settings presented in the television series. We
will build off of those pieces through character archetypes,
Assets, Complications, and Signature Assets, Distinctions,
adventure ideas, ships, and a whole lot more. In this way,
well focus in on the canon and encourage you to expand
on those materials to fit your personal preferences.
Keep in mind, too, that not everything well offer
you will be strictly setting-related. For example, some
crewmembers on board Serenity, such as Shepherd Book,
have a secret past, which can be an opportunity for great
storytelling in your game. We wont solve those mysteries

fully compatible with the cortEx classic systEm rolE


Playing gamE book, which is already available separately.
The version of Wedding Planners found in this Exclusive
employs the Cortex Plus rules created for the FIREFLY RPG.
Like its Classic counterpart, the Plus version will also be
available separately in digital format on DriveThruRPG.com.
These two versions are intended to offer fans a way to
compare and contrast the two systems to help learn the
new rules. Additionally, this Exclusive is filled with tools
to help fans learn the FIREFLY RPG rules.
Our current plan is to offer a system conversion guide
that will update all fans of Cortex Classic to the new set of
game rules. That guide will be strictly focused on the game
mechanics and not on any one setting or licensed property.

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.

266
chris moore (order #4842752)

WHERE WILL I BE ABLE TO


BUY YOUR RELEASES?
The

FIREFLY RPG

corebook and supplements will be

ID LIKE TO WORK ON THIS


GAME. WHAT POSITIONS DO
YOU HAVE AVAILABLE?

available in print through the Margaret Weis Productions,

By far, this is the most common question we receive.

Ltd. online store, your local game store, bookstores, and

Because we have limited slots available, we are overwhelmed

wherever role-playing games are sold. All digital releases

with requests and are contacting people privately to work

are available exclusively through our digital partner at

on the game when a spot opens up.

DriveThruRPG.com.

If you would like to be added to the waiting list, you

Small, stand-alone releases, such as the EchoEs

can contact us through our website. New writers, designers,

War adventures, will be available in digital through

and editors will be expected to read and understand our

DrivethruRPG.com. In the future, they may be compiled

current FIREFLY RPG materials before working on the line.

of

into a print edition.

I WOULD LIKE TO BE A
PLAYTESTER. WILL YOU
CONDUCT OPEN PLAYTESTS?

WHERE CAN I GO TO ASK


MORE QUESTIONS? FIND
MORE INFORMATION?
You can drop by the Margaret Weis Productions,

The FIREFLY RPG game rules presented in this Exclusive

Ltd. website found at www.margaretweis.com or visit

have already been playtested. Any future playtests will

our company Twitter or Facebook account. Dont forget

be conducted for new rules on an as-needed basis with

to check back often to find more information about the

existing staff.

FIREFLY RPG

game line including our upcoming release

schedule, design notes, and more!

267
chris moore (order #4842752)

SERENITY
chris moore (order #4842752)

chris moore (order #4842752)

chris moore (order #4842752)

chris moore (order #4842752)

chris moore (order #4842752)

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