TEXT: T H R I L L I N ’  H E R O I C S
  ECHOES OF WAR
  
  Worse than the scars left by the Unification War  
    are the echoes of that terrible interplanetary conflict…
  Inside ECHOES OF WAR, you’ll find four, playable stand-alone Episodes and  
  a pile of characters—everything you need to try out the Firefly RPG!
  ECHOES OF WAR is compatible with the FIREFLY ROLE-PLAYING GAME corebook, and 
  includes quickstart rules and characters. Be sure to grab a GM and three-to-five of your 
  fellow Firefly fans before you sit down for several evenings’ worth of fun!
  WEDDING PLANNERS
  Written by Margaret Weis, your Crew is hired by a wealthy 
  cattle baron to get his daughter to her wedding...whether 
  she likes it or not.
  SHOOTING FISH
  Andrew Peregrine writes an Episode about saving a  
  Shepherd’s orphanage in a no-holds-barred boat race 
  that’ll tug at the Crew’s heartstrings.
  FRIENDS IN LOW PLACES
  Monica Valentinelli hints about a secret buried under  
  Serenity Valley. This puts your Crew between a nasty  
  Guild Trader and a determined Alliance colonel.
  FREEDOM FLYER
  Nicole Wakelin writes about how the Crew needs to help 
  an old friend get her cash, her ship, and her ma to a new 
  life—before her old one catches up with her.
  SERENITY CREW
  Play as one of nine Serenity crewmembers  
  or choose from one of twelve archetypes.
  FIREFLY ™ & © 2014 TWENTIETH CENTURY 
  FOX FILM CORPORATION. ALL RIGHTS RESERVED.
  M A R G A R E T
  W E I S
  PRODUCTIONS, ltd.
  
  ECHOES OF WAR
  THRILLIN’ HEROICS
  
  MARGARET WEIS PRODUCTIONS, THE MW LOGO, CORTEX SYSTEM, THE CORTEX SYSTEM LOGO (AND DERIVATIVES) ARE TRADEMARKS OF MARGARET WEIS PRODUCTIONS, LTD. © 2014. 
  FIREFLY ™ & © 2014 TWENTIETH CENTURY FOX FILM CORPORATION. ALL RIGHTS RESERVED.
  M A R G A R E T
  W E I S
  PRODUCTIONS, ltd.
  MARGARETWEIS.COM
  Written by: Margaret Weis, Andrew Peregrine, Monica Valentinelli, and Nicole Wakelin
  Additional Writing by: Rob Wieland, Mark Diaz Truman, 
  Cam Banks, and Philippe-Antoine Ménard
  Edited by: Sally Christensen and Amanda Valentine
  Developed by: Rob Wieland and Monica Valentinelli
  Rules Editing By: Mark Diaz Truman
  Systems Design by: Cam Banks, Dave Chalker, Philippe-Antoine Ménard,  
  Rob Wieland, P.K. Sullivan, Dean Gilbert, and Mark Diaz Truman
  Art by: Kurt Komoda, Jennifer Rodgers, Beth Sobel, Melissa Gay, and James Nelson
  Art Director: Daniel Solis
  Assistant Art Director: Thomas Deeny
  Crew/Ship Sheet Enhancement by: Chris “Mr. Gone” Leland
  Playtesting by: Matt M McElroy, Bill Bodden, Maurice Broaddus, Robert Farnsworth, 
  Dylan “that bastard” Birtolo, Kelly Swails, Molly Findley, Donald Roberts, Mark Tassin, 
  Douglas F. Warrick, Kyle S. Johnson, Danielle Friedman, and Gary Kloster
  ECHOES OF WAR
  THRILLIN’ HEROICS
  
  CONTENTS
  INTRODUCTION 
  8
  WHAT YOU NEED TO PLAY ...................... 10
  PLAYERS ........................................................................10
  TIME ...............................................................................10
  DICE  ..............................................................................10
  POKER CHIPS................................................................11
  PENCIL AND NOTECARDS ..........................................11
  QUESTIONS? GET ’EM ANSWERED! .......... 11
  BASIC RULES 
  12
  CREWMEMBER BASICS .......................... 13
  ATTRIBUTES ..................................................................13
  SKILLS ............................................................................13
  SPECIALTIES ..................................................................14
  DISTINCTIONS ..............................................................14
  ASSETS ...........................................................................14
  COMPLICATIONS..........................................................14
  ADJUSTING YOUR DICE POOL ...........................................15
  A BASIC TURN .......................................................................16
  STAYING IN THE FIGHT ...............................................16
  BIG DAMN HERO DICE ................................................16
  JINXES AND COMPLICATIONS ...................................17
  BOTCH ...........................................................................18
  OPPORTUNITY .............................................................18
  REMOVING COMPLICATIONS ....................................18
  PLOT POINTS ................................................................19
  FOR THE GAMEMASTER ......................... 20
  DIRECTING AN EPISODE .....................................................21
  CONFLICT AND ACTIONS ...................................................21
  BEATS .............................................................................22
  ROLLING FOR THE OPPOSITION .......................................22
  BUILDING OPPOSING DICE POOLS  .........................22
  CREATING INTERESTING COMPLICATIONS .............23
  USING COMPLICATIONS TO  
  OPPOSE THE CREW .....................................................24
  USING PLOT POINTS AS THE GM ......................................24
  ADJUSTING THE GM’S DICE POOL ...........................25
  PLAYER DICE POOL ADJUSTMENTS .........................26
  TIMED ACTIONS ...........................................................26
  ACTION ORDER ............................................................27
  SAMPLE DICE POOLS ..........................................................28
  SERENITY CREW 
  30
  READING CREW SHEETS ........................ 31
  MAIN CAST .......................................... 35
  MALCOLM REYNOLDS ................................................36
  ZOE ALLEYNE WASHBURNE ......................................37
  HOBAN “WASH” WASHBURNE .................................38
  JAYNE COBB .................................................................39
  KAYWINNET LEE “KAYLEE” FRYE ..............................40
  INARA SERRA ................................................................41
  SHEPHERD DERRIAL BOOK .......................................42
  SIMON TAM ...................................................................43
  RIVER TAM ....................................................................44
  OTHER FOLKS IN THE ’VERSE .................. 45
  HOW TO USE CREWMEMBER ARCHETYPES ...........45
  CREWMEMBER ARCHETYPES .................. 49
  ACADEMY DROPOUT ..................................................49
  ALLIANCE AGENT .........................................................50
  ASTEROID MINER ........................................................51
  BATTLE-WORN BOUNTY HUNTER ............................52
  BORDER PLANET FARMER .........................................53
  CORTEX HACKER .........................................................54
  DERELICT SALVAGER ...................................................55
  DISHONORED POLITICIAN .........................................56
  DOCK FOREMAN ..........................................................57
  HIGH STAKES GAMBLER .............................................58
  SMALL-TIME TRADER ..................................................59
  TRIAD ENFORCER ........................................................60
  
  SHIP RULES 
  62
  RULES FOR YOUR BOAT ......................... 63
  ATTRIBUTES ..................................................................63
  DISTINCTIONS ..............................................................65
  SIGNATURE ASSETS .....................................................65
  WEDDING PLANNERS 
  67
  THE WAY OF THINGS ............................. 68
  CASTING CALL ...................................... 70
  BARON OPTIMUS FAIRCHILD ....................................71
  DANIEL BLAKE ..............................................................72
  LILIANNA FAIRCHILD...................................................73
  TEMPLETON COLT STEELE .........................................74
  SETH LIANG ..................................................................75
  NOVA NORLING ...........................................................76
  BADGER  ........................................................................77
  ASANTE OKORO ...........................................................78
  ASANTE’S CREW .......................................................79
  HARD BURN ...............................................................79
  PRELUDE: TWO JOBS IN A ROW?!? .......... 80
  THE LOWDOWN ...........................................................81
  THINGS DON’T GO SMOOTH .....................................81
  HERE WE ARE ...............................................................82
  ACT I: WE DIDN’T SIGN UP FOR THIS! ...... 83
  SCENE ONE: SPOILED LITTLE RICH GIRL .........................83
  THE LOWDOWN ...........................................................84
  THINGS DON’T GO SMOOTH .....................................86
  HERE WE ARE ...............................................................87
  SCENE TWO: THE NOTE ......................................................88
  THE LOWDOWN  ..........................................................88
  THINGS DON’T GO SMOOTH .....................................89
  SCENE THREE: LILIANNA’S SECRET ..................................90
  THE LOWDOWN ...........................................................90
  THINGS DON’T GO SMOOTH .....................................90
  HERE WE ARE ...............................................................91
  SCENE FOUR: DAYS IN THE BLACK ...................................92
  THE LOWDOWN ...........................................................92
  THINGS DON’T GO SMOOTH .....................................93
  ACT II: WE’RE HUMPED! ......................... 95
  SCENE ONE: PIRATES!  ........................................................95
  THINGS DON’T GO SMOOTH .....................................95
  ACT III: THE WEDDING PLANNERS ......... 100
  SCENE ONE: RIM’S DREAM.............................................. 101
  THE LOWDOWN ........................................................ 104
  THINGS DON’T GO SMOOTH .................................. 105
  HERE WE ARE ............................................................ 110
  ALTERNATE SCENE: BLACKJACK BLACKY ..................... 111
  SCENE TWO: THE WEDDING BREAKFAST..................... 112
  HERE WE ARE  ........................................................... 113
  ACT IV: THE WEDDING CRASHERS ......... 114
  SCENE ONE: THE COURSE OF TRUE LOVE… ................ 115
  THE LOWDOWN ........................................................ 115
  THINGS DON’T GO SMOOTH .................................. 115
  HERE WE ARE ............................................................ 119
  SCENE TWO: SOMETHIN’ OLD, SOMETHIN’ NEW ....... 119
  THE LOWDOWN ........................................................ 119
  THINGS DON’T GO SMOOTH .................................. 119
  HERE WE ARE ............................................................ 122
  ROLL CREDITS .................................... 126
  SHOOTING FISH 
  127
  THE WAY OF THINGS ........................... 128
  CASTING CALL .................................... 129
  SHEPHERD MORDEKAI RUST ................................. 129
  ROSCOE “BUZZARD” LAKE ..................................... 130
  OTHER RACE COMPETITORS ........................................... 133
  MEEMAW CLEETUS .................................................. 133
  BRETT AND BART MCQUEEN .................................. 134
  SGT. THEO CANTERBURY ........................................ 135
  PRELUDE: SINNERS HELPING SAINTS..... 137
  THE LOWDOWN: A CHARITABLE PROPOSITION . 137
  TROUBLE: MEET MR. MAYOR .................................. 138
  THE SHOWDOWN:  SHAKIN’ HANDS AND  
  KISSIN’ BABIES .......................................................... 139
  
  ACT I: EVERYTHING LOOKS LIKE A NAIL .. 140
  THE LOWDOWN: A FIXER UPPER ........................... 141
  TROUBLE: SWING THAT HAMMER ......................... 141
  THE SHOWDOWN: CASH ON THE BARREL .......... 142
  WELCOME TO ENDURANCE .................................... 145
  ACT II: MAKING A CHALLENGE .............. 149
  THE LOWDOWN:  
  A MEETING WITH HIS HONOR ............................... 150
  TROUBLE: WE’RE ALL FULL UP............................... 150
  THE SHOWDOWN:  
  BRINGING THE LAKE TO A BOIL ............................. 150
  ACT III: HORSESHOES AND HAND 
  GRENADES ........................................ 154
  THE LOWDOWN:  
  DRIVERS, START YOUR ENGINES ........................... 155
  TROUBLE: FIGHTIN’ FOR  
  THE CHECKERED FLAG ............................................ 155
  BOAT ACTIONS: RUBBING IS RACING ................... 159
  THE RACERS ............................................................... 161
  WINNING .................................................................... 162
  ACT IV: BUZZARD CIRCLES HIS PREY ..... 163
  THE LOWDOWN: DOUBLE OR NOTHIN’ ............... 164
  TROUBLE: LAKE GOES ALL IN ................................. 164
  SHOWDOWN: SHOOTOUT AT ALL SAINTS ........... 165
  ROLL CREDITS .................................... 168
  FRIENDS IN LOW PLACES 
  169
  THE WAY OF THINGS ........................... 170
  CASTING CALL .................................... 171
  GOOD OLE MONTY .................................................. 171
  VIRGIL MORNINGSTAR ............................................ 172
  SHEPHERD WILEY CARSON .................................... 173
  COLONEL SALLY WU ................................................ 174
  QIAO ZHAO ................................................................ 175
  MISSING TOWNSFOLK:  
  REFUGEES AND INDENTURED SERVANTS ........... 177
  SCENES AND LOCATIONS ..................... 178
  PRELUDE: WAR STORIES ...................... 183
  THE LOWDOWN: GOOD TIMES .............................. 183
  TROUBLE: THEM PESKY LOCALS ........................... 184
  THE SHOWDOWN: BEER-GUZZLING FOOLS ....... 185
  ACT I: ABOUT FACE ............................. 187
  THE LOWDOWN: REUNION..................................... 188
  TROUBLE: DOWN AND OUT ................................... 188
  THE SHOWDOWN: CONFRONTATION ................... 189
  ACT II: THAT’S NOT FUNNY ................... 192
  THE LOWDOWN: AN UNLIKELY ALLY .................... 193
  TROUBLE: THERE GOES THE LAW ......................... 193
  THE SHOWDOWN: AVOIDING TROUBLE .............. 194
  ACT III: SMUGGLER’S BLUES ................. 196
  THE LOWDOWN: SHIPPING AND HANDLING ...... 197
  TROUBLE: BORDER PATROL ................................... 197
  THE SHOWDOWN: AN UNEXPECTED SERMON .. 199
  ACT IV: BATTLE OF BUNKER VALLEY ...... 200
  THE LOWDOWN: MORNINGSTAR FALLS .............. 201
  TROUBLE: HUNKERED IN THE BUNKER ................ 201
  THE SHOWDOWN: ALLIANCE CAVALRY IS 
  A-COMIN’ ................................................................... 203
  EPILOGUE: THE GIFT OF SWEET LIBERTY . 207
  ROLL CREDITS .................................... 208
  ADVENTURE MAPS .............................. 209
  FREEDOM FLYER 
  211
  THE WAY OF THINGS ........................... 212
  CASTING CALL .................................... 215
  MAGGIE MILLER ........................................................ 215
  SANDFORD “HUSH” JACKSON .............................. 216
  MAJOR LI HARRISON ............................................... 217
  HOLLIS BROOKS ....................................................... 218
  MINOR CHARACTERS ....................................................... 219
  CLEMENTINE “MA” MILLER ..................................... 219
  CPL. STEPHANIE KWAN ........................................... 219
  DOCTOR ROYCE STEVENS ...................................... 219
  
  PRELUDE: MAGGIE’S MAINTENANCE 
  MISCALCULATION ............................... 224
  THE LOWDOWN: 
  A BIG MISUNDERSTANDIN’ ..................................... 225
  TROUBLE: A LITTLE GUN ......................................... 226
  THE SHOWDOWN: 
  A LOADED CONVERSATION .................................... 227
  ACT I: A NIGHT UNDER THE TOWN ........ 229
  THE LOWDOWN: GETTIN’ IN .................................. 230
  TROUBLE: GETTIN’ DIRTY........................................ 233
  THE SHOWDOWN: GETTIN’ THE GOODS ............. 233
  ACT II: THE BOUNTY COMES DUE .......... 237
  THE LOWDOWN: MAKIN’ A RUN FOR IT ............... 238
  TROUBLE: SANDFORD THE SANDMAN................. 238
  THE SHOWDOWN: FIGHT OR FLIGHT ................... 239
  SOLITUDE’S TREASURE ........................................ 242
  ACT III: LOVE AT FIRST FLIGHT .............. 243
  THE LOWDOWN: WHEN THE MOON 
  HITS YOUR EYE ......................................................... 244
  TROUBLE: DIAMOND IN A HAYSTACK ................... 246
  THE SHOWDOWN: BELLS WILL RING ................... 248
  DIAMOND IN THE ROUGH .................................... 250
  ACT IV: FAMILY REUNION ..................... 253
  THE LOWDOWN: PAYIN’ THE PIPER ...................... 254
  TROUBLE: RATTED OUT ........................................... 256
  THE SHOWDOWN: 
  VISITING HOURS ARE OVER ................................... 257
  ROLL CREDITS .................................... 260
  ADVENTURE MAP ............................... 261
  SHIP SHEET ....................................... 262
  CREW SHEET ..................................... 263
  
  WHAT’S IN THIS BOOK
  ECHOES OF WAR: VOLUME ONE is a stand-alone 
  rulebook that includes a basic version of the rules found in the 
  FIREFLY RPG COREBOOK along with 21 playable characters 
  and four adventures. 
  The rules presented in each Episode are compatible with the 
  FIREFLY RPG. Each Episode, if played “as is” will provide one-
  to-two night’s worth of entertainment. Because each Episode was 
  designed to stand on its own, the rules for characters do not include 
  options for advancement. If you would prefer to run these Episodes 
  as a mini-series, you can supplement these rules with those found in 
  the FIREFLY RPG COREBOOK. However, you are not required 
  to buy the corebook to enjoy these adventures. 
  
  “Time for some thrillin’ heroics.”
  -Jayne, “The Train Job”
  8
  ECHOES OF WAR: THRILLIN’ HEROICS
  What you hold in your hands is the first 
  collection of ECHOES OF WAR adventures for the 
  FIREFLY ROLE-PLAYING GAME. This wraps up the 
  first five products for the line in a pretty little bow, offering 
  a chance to have some adventures in the setting from Joss 
  Whedon’s beloved television series Firefly. You may be a 
  fan of the show, a tabletop gamer looking for some new 
  adventures, a Browncoat looking for new stories about 
  your favorite crew, and quite possibly a little bit of all of 
  the above. Each of these stories connects back to the 
  Unification War, the effects of which are still being felt 
  by the good folks throughout the ’Verse.
  Why’s it called ECHOES OF WAR? Well, 
  see that’s the funny part. Each adventure will have 
  something to do with the Unification War. It’ll be 
  up to your Crew to figure out what that “something” 
  is, and then deal with the situation in your own way—and 
  finish the job, of course.
  To be honest, some of the folk you’ll meet may seem a 
  bit unsavory, but you should know that crossing paths with 
  rascals and the like is to be expected. There’s no question 
  you’ll run into trouble. Hell, you may even have a run-in 
  with the Alliance or the Law. Now’s not the time to worry, 
  though, ’cause you’ll be in good hands. That’s where the 
  Gamemaster comes in. Or—if you’re the shootin’ type—a 
  big, damn gun.
  Remember friends: each ECHOES OF WAR 
  adventure is an Episode you’ll be starring in, but you’ll 
  need to split your screen time with the rest of your Crew. 
  Otherwise, they might get a mite sore ’bout that, so don’t 
  forget to watch their backs. 
  The Serenity Crew offers a chance to play your favorite 
  Introduction
  
  9
  INTROdUCTION
  Crewmember from the show, as well as a dozen archetypes 
  that are ready to play in minutes. For fans who haven’t 
  picked up the FIREFLY ROLE-PLAYING GAME, there’s 
  a short bit of rules to get you going so you can sample the 
  full experience. Fans who already own FIREFLY ROLE-
  PLAYING GAME will be happy to have extra copies of 
  these datafiles and rules for easy reference during play.
  Our first Episode was written by Margaret Weis as a 
  love letter to Browncoats everywhere. Wedding Planners 
  puts the Crew in the middle of a complicated love story full 
  of pirates, secret identities, and a woman caught between 
  her duty to her father and her duty to her heart. Margaret 
  is one of the biggest Browncoats in the ’Verse and her love 
  of Firefly drips from every word of her adventure. For fans 
  of our Cortex Classic system, we offer an electronic version 
  of this adventure for free as a token of our appreciation. 
  Contact us through our website at MargaretWeis.com 
  for more information.
  Many fans got to enjoy the second Episode at Gen Con 
  2013, where it debuted to tables full of Crewmembers looking 
  to be bad guys for the good kids of All Saints Orphanage. 
  Shooting Fish signs the Crew up for a no-holds-barred boat 
  race to save the kids from being put out by the bullying 
  mayor of the nearby town. Andrew Peregrine wrote a 
  villain in Buzzard Lake that Crews love to hate and enjoy 
  sending to the bottom of the ocean.
  Monica Valentinelli found time in her busy schedule 
  as brand manager and lead writer to deliver Friends in 
  Low Places. This Episode pins the Crew between two nasty 
  factions by endangering the one thing every Crewmember 
  loves: the ship. Plenty of double-crosses, triple-crosses, and 
  last-minute reversals ensue in a hidden bunker somewhere 
  near Serenity Valley, with a thrilling climax to settle all 
  accounts before the Alliance shows up in force.
  The final Episode in this collection comes from Nicole 
  Wakelin. Freedom Flyer tells the tale of Maggie Miller, 
  a friend of the Crew looking to make a fresh start. She 
  needs the Crew’s help to escape her old life, which involves 
  outwitting the Alliance, outrunning a bounty hunter, and 
  stealing a ship back from an old flame. The themes of 
  starting over on the frontier resonate with the Western feel 
  of the show, mixing in some fun set pieces along the way.
  
  10
  ECHOES OF WAR: THRILLIN’ HEROICS
  WHAT YOU NEED TO PLAY
  To play an Episode for the FIREFLY ROLE-
  PLAYING GAME, you’ll need to grab a few essentials 
  beyond this here book. 
  PLAYERS
  To play the FIREFLY RPG, you need a minimum of 
  two other people to play with. The game works best with a 
  ship’s Crew of three to five players and one Gamemaster 
  (GM). The GM acts as the director, producer, and narrator 
  for your Crew. 
  TIME
  Each time you sit down to play in the ’Verse, you’ll be 
  starring in an Episode. Most Episodes will last between 
  two to four hours depending upon the number of players 
  involved and the scope of your story. If your storytelling 
  really gets going, you may discover that your Episode is 
  actually a two-parter, ending on a cliffhanger and continuing 
  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 the 
  ones you’ll play in ECHOES OF WAR, are also referred 
  to as adventures and are broken down into five major 
  acts—just like in the show. All adventures also give you 
  more ideas to create your own Episodes so you can keep 
  playing the game.
  DICE 
  First thing you want to pick up is some dice. If you 
  haven’t played an RPG before, these dice may look a mite 
  funny—besides the usual 6-sided dice, you’ll need some 
  with 4, 8, 10, and 12 sides. The game will tell you which 
  dice to roll. So, when you see d4, that’s a single die that 
  has four sides. A d10 means a die with 10 sides, and so 
  on. When you see a rule that includes 2d8, you’ll need to 
  roll two eight-sided dice. You’ll want a small handful of 
  d6s and d8s since you’ll roll them the most.
  4
  6
  8
  12
  
  11
  INTROdUCTION
  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. There’s 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.
  POKER CHIPS
  Plot Points are the currency of your game. To track 
  your Plot Points, you need something you can throw 
  across the table. Beads and pennies work just fine, but 
  poker chips might suit Firefly a bit better. Grab a handful 
  and keep them close to you during the game. 
  Though the colors don’t matter much, you might want 
  to pick the same color for all your chips. That makes ’em 
  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. Pencils are preferred, but a fancy new pen works, too. 
  QUESTIONS? GET ’EM ANSWERED!
  Have questions about the rules? Visit MargaretWeis.com, 
  the home for all things FIREFLY ROLE-PLAYING 
  GAME on the internet. Once you’ve played an Episode 
  for two of ECHOES OF WAR, stop by our forums to 
  discuss the game with other fans and maybe even find a 
  new Crewmember or two for your next outing. 
  Check out our web presence on Facebook 
  (MargaretWeisPro) and Twitter (@MargaretWeisPro) 
  for all the up-to-date information on new releases and 
  future Episodes of ECHOES OF WAR featuring more 
  talented authors and game designers bringing their visions 
  of the ’Verse for you to serve up at your table.
  
  12
  ECHOES OF WAR: THRILLIN’ HEROICS
  Basic Rules
  If this is your first flight tryin’ out the 
  FIREFLY ROLE-PLAYING GAME, welcome! This 
  section gives you a brief but thorough explanation of how 
  we do things ’round these parts. We wrote these basic rules 
  to get you into the black as quickly as possible, so make 
  sure everyone who wants to play gets a gander at it. 
  SIMON: …they don’t seem to be playing by 
  any civilized rules that I know.
  INARA: Well, we’re pretty far from civilization.
  -“Bushwhacked”
  MASTERIN’ THE GAME
  WHEN TO ROLL dICE
  If the Action you’re about to undertake is guaranteed to 
  succeed, like Jayne reloading a gun or Inara accessing 
  her personal records, your Gamemaster should not 
  call for you to take an Action. It’s only when there is 
  a chance of failure—and the chance that something 
  interesting might happen in the story—that you’ll 
  need to take an Action.
  
  13
  BASIC RULES
  CREWMEMBER BASICS
  Let’s get right to the exciting stuff—rolling dice. 
  Whenever you want to take an Action that isn’t guaranteed 
  to succeed, you assemble a dice pool to determine what 
  happens next. 
   On the sheet of the Crewmember you’re playing, there 
  are Traits with die ratings that determine the size of die 
  you add to your dice pool and how many dice you get to 
  roll. The more dice you have and they bigger they are, the 
  more likely you are to succeed. 
  Now, you don’t just add dice willy-nilly. You can add 
  dice to your pool provided it makes sense to do so.
  Your dice pool will always have:
   
  
  Attribute die
   
  
  Skill die
  Your dice pool may also have:
   
  
  Specialty die
   
  
  Distinction die
   
  
  Signature Asset
   
  
  Big Damn Hero die
   
  
  Assets and Complications in favor of your 
  Crewmember
  After you’ve put together your dice pool, you roll those 
  dice and add the two highest results together for your total. 
  Compare your total to the stakes set by the Gamemaster. 
  If your total is lower, your luck takes a turn for the worse. 
  If your total is higher, you perform some thrillin’ heroics. 
  It’s that simple.After you’ve put together your dice pool, 
  you roll those dice and add the two highest results together 
  for your total. Compare your total to the stakes set by the 
  Gamemaster. If your total is lower, your luck takes a turn 
  for the worse. If your total is higher, you perform some 
  thrillin’ heroics. It’s that simple.
  Let’s take a look at how you’d create a typical dice pool. 
  Say you’re playing Jayne and you want to use your fists 
  to teach some sucker a lesson for makin’ fun of your 
  cunning hat. You create a dice pool by adding your 
  Physical d10 die (an Attribute), your Fight d10 
  die (a Skill), and your Family Ties d8 Distinction—
  because nobody talks about your mother that way! If 
  your total on two dice is higher than the stakes set up 
  by the Gamemaster, you’ll knock out that punk with 
  your big fists. If your total is lower, he might just pull 
  the rug out from under you instead.
  ATTRIBUTES
  Every Crewmember has three core Traits called 
  Attributes. These are Mental, Physical, and Social. All 
  the Actions you take while playing the FIREFLY RPG 
  will fall into one of these three categories, making your 
  Attribute die the first die you pick up for any Action. You 
  always get to include one of these in your dice pool to 
  represent your Crewmember’s base talents. 
  Inara, as a Registered Companion, has mastered the 
  arts of social interactions through years of careful 
  training. While she’s pretty sharp—Mental d8—her 
  strongest Attribute die is her Social d10. With such 
  a strong Social die, she can run circles around people 
  trying to fool or bully her, and she’s usually able to one 
  up Mal when he tries to engage in clever banter, i.e. 
  flirting.  Anytime she’s engaged in a conflict that centers 
  around her social strengths, she starts building her dice 
  pool with a d10.
  SKILLS
  The stuff your Crewmember can do is covered by 
  Skills. Everybody has at least a d4 in each Skill, which 
  represents an untrained level of expertise. If you’ve got 
  some idea of what you’re doing due to talent, training 
  or experience, your rating will be in the range of d6 
  to d12. A Skill always gets added into your dice 
  pool, just like an Attribute.
  
  14
  ECHOES OF WAR: THRILLIN’ HEROICS
  SPECIALTIES
  If any of your Skills has an additional word or phrase 
  next to it—like Know (Religion), Shoot (Trick Shots), 
  or Perform (Courtroom Etiquette)—your Crewmember 
  has a Specialty in that area. You get to add an additional 
  d6 to any dice pool when your specialty can be used in a 
  particular scene.
  There ain’t a better engineer in the ’Verse than Kaylee. 
  While there might be folks who shoot better, run faster, 
  or talk prettier, Kaylee has Fix d12 with a specialty in 
  Engines. That means that anytime Kaylee’s trying to 
  get Serenity up and running, she gets to throw a d12 
  and a d6 into her dice pool. Those dice, along with her 
  Mental d8, mean that it’s pretty tough to keep Serenity 
  down when Kaylee’s on the boat
  DISTINCTIONS
  Distinctions are Traits that define your Crewmember’s 
  personality, history, and background. Whenever a Distinction 
  applies positively to a roll, you can add a d8 to your dice pool. 
  All Distinctions have up to three triggers that you can 
  use to showcase your character’s strengths and weaknesses. 
  Some of these triggers allow you to step up or double dice 
  in your dice pool, while others help you gain Plot Points 
  (see page 19) or access other interesting effects. 
  For example, the first trigger in any Distinction allows 
  you to gain a Plot Point when you add a d4 to your dice 
  pool instead of adding a d8. To use this trigger in your 
  game, you’d describe your Distinction in a way that shows 
  how that Distinction is acting against your character’s 
  interests, making it more difficult to accomplish your 
  character’s goals.
  Mal has the Distinction Veteran of the Unification 
  War. 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’ll add a d8 to your dice pool. When this part 
  of his background gets Mal in trouble, like trusting 
  a soldier he knows he shouldn’t, talking with a 
  dandy who never served, or drinking in an Alliance 
  bar on Reunification Day, add a d4 to your dice pool 
  instead and gain a Plot Point.
  If you’re brand new to role-playing games, don’t 
  worry about the other triggers on your Crew Sheet. Just 
  keep the above example in mind—it’s easy to remember 
  and comes in awful handy for grabbing some Plot Points 
  from the Gamemaster.
  ASSETS
  By spending a Plot Point, you can create Assets to 
  help you in your scene. You describe something helpful 
  (maybe a Handy Crowbar or Pile of Crates) and you get 
  a d6 to add to your dice pool. Assets your Crewmember 
  uses a lot or has handy in their possession are known as 
  Signature Assets. Crewmembers typically have a Signature 
  Asset or two when the game begins. You can find them 
  on your Crew Sheet.
  COMPLICATIONS
  Complications are elements that make your Actions 
  more difficult by adding a free die to your opponent’s dice 
  pool when they roll against you. Complications typically 
  MASTERIN’ THE GAME
  CREATIN’ ASSETS ANd 
  COMPLICATIONS
  Each adventure in the ECHOES OF WAR line, 
  along with the FIREFLY RPG COREBOOK, offers 
  suggestions for Assets and Complications you can use 
  in your game. Since both Assets and Complications 
  may be used over and over again, be sure to track 
  what you or your Crew has created with notecards 
  and the like.
  By spending Plot Points, both the GM and the 
  players create Assets and Complications over the 
  course of an Episode. If you’re stuck, don’t be afraid 
  to ask your Crew or GM for help coming up with 
  interesting Assets and Complications. Though you 
  get final say on any Assets or Complications you 
  create, brainstorming together as a group is a great 
  way to tell an awesome story!
  
  15
  BASIC RULES
  show up when you roll a 1 on your dice, although there 
  are other triggers that might add or step up Complications 
  as well. 
  Complications are used throughout a particular scene 
  or Episode and disappear when they don’t make sense 
  anymore. Once a scene moves to a new location or you’ve 
  had the chance to clean up the mess, your character no longer 
  suffers the negative effects of most of the Complications 
  you acquired during the scene. The only ones that will 
  stick around are the Complications that have a little more 
  stayin’ power, the injuries and consequences that will 
  logically follow your character into the next scene. You 
  can also reduce or get rid of Complications by taking an 
  Action against them. 
  Kaylee is trying to get Serenity up and running to evade 
  a Reaver ship, but she’s already made a few rolls that 
  came up with a bunch of 1s. There’s an Oil Spill d8 
  on the deck and she’s nursing a Broken Arm d10. The 
  Gamemaster will add a d8 and d10 to the opposing 
  dice pool when Kaylee tries to repair the engines! That’s 
  tough enough that she might try to deal with one of the 
  Complications—mopping up the Oil Spill d8—before 
  she tackles repairing the engines. If Kaylee was to leave 
  the engine room in search of help, she’d keep the Broken 
  Arm d10 Complication for any future rolls, but the 
  Oil Spill d8 isn’t likely to follow her out of the room.
  ADJUSTING YOUR DICE POOL
  Certain rules, like Distinction triggers, fiddle with 
  your dice pool. Before you roll, you need to check if you 
  should adjust your dice.
  Stepping up a die means taking that dice out and 
  replacing it with the next highest die type. So, instead of 
  rolling a d6, you’d roll a d8. 
  Stepping back a die means taking it out and replacing 
  it with the next smallest die type. So, instead of rolling a 
  d6, you’d roll a d4.
  When you double a die, you include an additional 
  die of the same type in your pool. Instead of rolling a d6, 
  you’d add a second one for a total of 2d6.
  
  16
  ECHOES OF WAR: THRILLIN’ HEROICS
  A BASIC TURN
  While you’re creating your dice pool, the Gamemaster 
  puts together his own pool to represent the opposition to 
  your Action. The difference between the results from the 
  two pools is what shapes the story. 
  Here’s how a basic turn works:
  The Gamemaster sets the stakes by rolling the opposition 
  dice and adding together the two highest numbers rolled 
  into one total. The Gamemaster may spend Plot Points to 
  add additional dice to the total after rolling, keeping more 
  than two dice. Any dice that come up 1s, however, don’t 
  count toward the total; set them aside for now.
  The Crewmember then attempts to raise the stakes by 
  rolling the player’s dice pool and adding the two highest 
  numbers rolled. Like the Gamemaster, the Crewmember 
  may add additional dice to the total by spending additional 
  Plot Points and also sets aside all 1s that come up on any 
  rolled dice.
  If the Crewmember exceeded the GM’s total, the player 
  raised the stakes and the Action succeeds. If the result is 
  a tie or lower than the GM’s, then the player failed to raise 
  the stakes and the story changes in an unexpected way.
  Intense conflicts between two characters are resolved 
  with a roll of the dice. The loser is Taken Out of the battle 
  and leaves the scene. The Crewmember or GM describes 
  what this means in the story. Maybe the loser is knocked 
  out, sits fuming in a corner, marches off in a huff, or is left 
  bleeding out on a rock. Not every roll results in someone 
  being Taken Out, but anytime you’ve got a gunfight, a 
  heated argument, or a thrillin’ chase, the Gamemaster will 
  let you know that it’s a high stakes roll that could result in 
  your Crewmember being Taken Out.
  Let’s go back to Jayne versus the fashion critic. Jayne’s 
  basic dice pool included Physical d10 + Fight d10 
  + Family Ties d8. The fashion critic is a Minor 
  character (see page 20 for more on Minor 
  characters), so the GM decides that character’s 
  dice pool includes a d6 and a d8, which represents 
  an Attribute (Physical, because it’s a fight) plus a Skill 
  (Fight seems like the obvious Skill to use when fighting).
  Jayne rolls: Physical d10 + Fight d10 + Family 
  Ties d8
  GM rolls: Physical d6 + Fight d8
  The fashion critic rolls 4 and 3 for a total of 7, setting 
  the stakes. Jayne rolls 6, 3, and 2. Taking the two highest, 
  he gets a 9. Jayne raises the stakes and WHAM! The 
  critic is Taken Out of the fight with a sharp, left hook. 
  STAYING IN THE FIGHT
  If you really don’t want to lose a conflict, you can 
  choose to press on and keep fighting by paying a Plot Point 
  and accepting a Complication. Rather than be Taken Out, 
  you will immediately receive a Complication equal to the 
  highest rolling die in your opponent’s dice pool. 
  The Complication you create should be related to the 
  conflict that almost knocked you out. Be creative! Did you 
  get a Broken Arm or are you a Wanted Man? 
  The Gamemaster can make use of this rule as well to 
  keep Gamemaster characters (GMCs) in the fight when 
  they are about to get Taken Out by player characters. When 
  the Gamemaster protects a character this way, however, 
  the point spent for the GMC has to come from the GM’s 
  bank (page 24).
  BIG DAMN HERO DICE
  If the total you rolled exceeds the total your opponent 
  rolled by 5 or more, you rolled an extraordinary success. 
  Congrats! Take one die of the highest-rolling type from 
  your dice pool and add it to your Crew Sheet as a Big 
  Damn Hero Die.
  The Big Damn Hero Dice are special dice that allow 
  you to do some thrillin’ heroics, just like Mal, River, Zoe, 
  and the rest of the Serenity’s crew. If you ever find that your 
  roll comes up short, either when you set the stakes or when 
  you’re trying to raise them, you can spend a Plot Point and 
  roll a Big Damn Hero Die. The result of that roll is added 
  
  17
  BASIC RULES
  to your total before it’s compared against your opposition’s 
  total. This uses up the Big Damn Hero Die—which you 
  should mark off your sheet—but it usually results in your 
  side winning the conflict. You might even earn another 
  Big Damn Hero Die from an extraordinary success!
  Aw, Shucks: If your roll comes up a 1, though, your 
  Big Damn Hero die doesn’t 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 didn’t help you out, you 
  can take it back instead of accepting the usual 1 Plot Point 
  from the Gamemaster. 
  Them’s the Breaks: If the Gamemaster rolls a total that 
  exceeds your total by more than 5, you lose one of your 
  Big Damn Hero dice that you’ve banked from previous 
  extraordinary successes. However, the Gamemaster can 
  only get rid of Big Damn Hero dice that are equal to or 
  smaller than the biggest die in the Gamemaster’s dice pool. 
  You don’t lose the largest die you banked just because you 
  caught a bad roll against some Minor opponents. 
  JINXES AND COMPLICATIONS
  If you’ve watched Firefly, you know that the crew’s 
  luck ain’t always great. If any dice in your pool show a one 
  after you roll them, you have rolled a jinx. Your opponent 
  may then spend a Plot Point to create a Complication 
  regardless of whether or not you’ve won the roll. Remember, 
  a Complication is an unhelpful Trait your opponent can 
  use to work against you. 
  The Complication die starts out at a d6 and will 
  increase for each jinx you rolled in your die pool. Jinxes 
  don’t count toward your total, so you can pretty much set 
  them aside as soon as you roll them. 
  ’Member when Jayne knocked out that fashion critic by 
  rollin’ 8, 7, and 2? If he had rolled 8, 7, and 1, Jayne still 
  would have Taken Out the critic, but he’s now rolled a 
  jinx. The GM can take advantage of Jayne’s bad luck 
  by buying a Complication with a Plot Point. 
  The GM gives Jayne’s player a Plot Point 
  to create a Complication based on the Action 
  Jayne just took. The GM decides the fashion 
  
  18
  ECHOES OF WAR: THRILLIN’ HEROICS
  critic is actually the son of a local Sheriff and titles the 
  Complication Broke the Nose of the Lawman’s 
  Son d6. Anytime that issue comes up into the story, 
  like Jayne tryin’ to convince the Law that he shouldn’t 
  get pinched for puttin’ a dandy in his place, the GM’ll 
  add a Complication die to their opposing pool. 
  BOTCH
  If all of Jayne’s dice came up jinxes, Jayne would face 
  a far, far worse outcome—a botch. Maybe the critic would 
  prove to be an expert brawler (Fight d10) who was holdin’ 
  back or the leader of a nasty gang itchin’ for a fight. Or 
  maybe that father of his would be on the scene to hold 
  Jayne accountable for lettin’ his fists do the talkin’. Either 
  way, Jayne would face a much worse outcome than if he 
  just lost the roll against the Gamemaster and ended up 
  Taken Out or with a new Complication.
  When you roll a botch, you’ve earned a big, fat zero on 
  your roll. While this almost certainly means you’re going to 
  get beat by the opposition—as you don’t even have a total 
  to fight back with—it’s also a signal that the Gamemaster 
  should lay on the trouble good and thick. When things 
  go this bad, old foes come lookin’ for the Crew and things 
  start to fall apart all around them. A botch isn’t just a failure 
  with consequences; it’s an invitation for the Gamemaster 
  to spring a whole new world of trouble on the Crew. 
  OPPORTUNITY
  If the Gamemaster rolls a 1 on any dice in their pool, 
  any player may take the opportunity to spend a Plot Point 
  and step an existing Complication back to a smaller die 
  for each 1 rolled. 
  Whether they apply to the current situation or not, 
  the players may step back any Complication on the table. 
  Like jinxes, Opportunities don’t count toward the total 
  from the dice pool, so the Gamemaster should set them 
  aside as well immediately after rolling them.
  If you recall, the Gamemaster assigned two 
  dice to the fashion critic’s pool. The GM rolls: 
  Physical d6 + Fight d8 and gets a 6 and a 1. 
  The opportunity doesn’t count so the stakes fall to 6, but 
  the 1 offers the Crewmembers an Opportunity. If there 
  was a Complication titled Noisy Onlookers d6 any 
  of the players sitting at the table could spend a Plot 
  Point to step back Noisy Onlookers from a d6 and 
  remove it from play.
  REMOVING COMPLICATIONS
  You don’t have to wait for the GM to roll and Opportunity 
  to try and remove a Complication. If you want to get out 
  from under the Complication’s 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. Of course, 
  not all Complications are easily dismissed; it’s going to be 
  pretty hard for Kaylee to deal with a Broken Arm all by 
  herself and Jayne is more likely to talk himself into more 
  trouble after he Broke the Nose of the Lawman’s Son. 
  It might be better to leave the medical treatments up to 
  Simon and the talkin’ up to Inara!
  If you’re successful at your recovery roll, remove 
  the Complication completely. If you fail, step back the 
  Complication die to represent that you’ve made some 
  progress patching up a broken limb or smoothing things 
  over with the local law enforcement types. There are a 
  few limits on this: you may only attempt to remove a 
  Complication once per scene and the Gamemaster may 
  rule that it’s impossible for you to actually make a recovery 
  roll at all. It’s pretty tough to clean up an Oil Spill d8 when 
  you don’t have any gear to mop up the mess!
  It’s also possible that you might roll a jinx on a recovery 
  roll, resulting in a worsenin’ situation for you and your 
  Crew. If you roll a jinx on a successful recovery roll, the 
  Gamemaster can hand over a Plot Point to introduce a 
  new Complication related to your attempt to improve 
  your situation—your Broken Arm d8 is now A Splinted 
  Limb d6. If you roll a jinx on an unsuccessful roll, your 
  Complication gets worse by one step for every jinx you 
  rolled without the Gamemaster havin’ to pay any Plot 
  Points at all, as your failed attempts to make things better 
  result in you aggravatin’ the situation.
  
  19
  BASIC RULES
  PLOT POINTS
  Plot Points give your Crewmember more control 
  over what happens in the story, allowing you to improve 
  your dice pool and change the outcome of your rolls. The 
  more Plot Points you have, the more you can do to alter 
  the course of your story.
  Players can use a Plot Point to:
   
  
  Keep an additional die from your pool in a total 
  after your roll
   
  
  Activate a Distinction trigger (when required)
   
  
  Create an Asset at a d6 that lasts until the end of 
  the scene
   
  
  Make an existing Asset last for the rest of the 
  Episode.
   
  
  Roll a Big Damn Hero Die and add it to your total 
  after you roll
  Players begin the Episode with one Plot Point but  
  gain more of them when:
   
  
  You activate a Distinction trigger, such as rolling 
  a Distinction as a d4 instead of a d8
   
  
  The GM buys a Complication after you’ve rolled 
  a jinx
   
  
  The GM decides you deserve one for great play, 
  a snappy one-liner, or a scene description that 
  impresses your Crew
  
  20
  ECHOES OF WAR: THRILLIN’ HEROICS
  FOR THE GAMEMASTER
  In ECHOES OF WAR, the Gamemaster steps into 
  the shoes of a screenwriter, director, sound effects engineer, 
  and executive producer for your group’s Crew. When you 
  sit down to play for an evening or afternoon, players will 
  star in an Episode, a wild adventure in which the player’s 
  characters will face opposition and create drama while 
  trying to accomplish their goals. It’s your job to play the 
  world at large, like the folks who want to oppose the players.
  Episodes are broken down into scenes, individual 
  encounters in which most of the action takes place in 
  the game. Scenes are always framed by the Gamemaster, 
  which means you describe where the scene takes place, 
  which Crewmembers are present, and who else is there. 
  Crewmembers will interact with each other or characters 
  you create to propel the story. 
  Scenes end when the primary conflict or goal of the 
  scene has been resolved. For example, a bank robbery 
  scene might end when the crew cracks open the safe of 
  a local robber baron. While the chase that follows the 
  robbery might immediately follow the robbery, it’s a new 
  scene based around a new conflict. Lots of rules depend 
  on starting and ending scenes, so make sure you always 
  make it clear to your players that a scene is ending and 
  new scene is starting.
  Characters the Gamemaster controls come in three 
  flavors: Major, Minor, and Extra. Major Gamemaster 
  characters are characters that are featured in an Episode 
  and are indispensable to the story. They have a full set of 
  Traits just like Crewmembers do. Minor Gamemaster 
  characters aren’t a significant part of the story, but might 
  still interact with any member of the Crew. They’re made 
  up of three Traits of any type. Extras, on the other hand, 
  are unnamed characters represented by a single Trait.
  MASTERIN’ THE GAME
  ABOUT ECHOES OF WAR
  The ECHOES OF WAR line is structured to help 
  new and veteran GMs anticipate player Actions and 
  create dice pools, Assets, and Complications that’ll 
  help shape the story. Throughout each adventure, 
  you’ll find sample Actions that your Crewmembers 
  might undertake. 
  Here’s what you can expect to find for each 
  sample Action:
   
   Title of the Action: This area describes what 
  the Action is and why it’s important.
   
   Crewmember Dice Pool: This area 
  describes possible Trait combinations for 
  a dice pool. Don’t forget to add in Assets, 
  Complications, Distinctions, and specialties.
   
   Gamemaster Dice Pool: This area describes 
  possible Trait combinations for the GM to 
  set the stakes with. Don’t forget to add in 
  Assets, Complications, Distinctions, and 
  specialties.
   
   Possible Assets: This area contains 
  suggestions for Assets that can be created 
  or used here.
   
   Possible Complications: This area contains 
  suggestions for Complications that stem 
  from this roll.
  Example results, like the one below, are included 
  throughout all ECHOES OF WAR adventures to 
  help you narrate what happens next. They are meant 
  to be reminders to help keep you on track and may 
  be customized to fit your needs.
  Example Results:
   
   Failure to Raise the Stakes: The 
  Crewmember doesn’t 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 
  performed the Action so well the player also 
  gets a reward—a Big Damn Hero die. You 
  may help narrate the Crewmember’s luck 
  by using suggestions that appear in this box.
  
  21
  BASIC RULES
  DIRECTING AN EPISODE
  Once you understand the rules, take some time to 
  prepare your Episode. All ECHOES OF WAR adventures 
  are broken out into five acts to reflect the structure of a 
  Firefly television episode. Each act covers a leg of the story 
  you’ll be telling and provides you with suggestions to build 
  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 what direction your 
  story is headed in, the less you’ll be scrambling when the 
  Crewmembers fight, kick, and shoot their way through 
  the Episode.
  CONFLICT AND ACTIONS
  In every Episode, conflict drives the twists 
  and turns the story’ll take. If Wash didn’t pull off a Crazy 
  Ivan, the Reavers would’ve caught up with them in the pilot 
  episode. If Simon’s tranquilizer didn’t work on Jayne in 
  “The Train Job,” Jayne could’ve taken over and left Mal and 
  Zoe behind. The core of a story in the ’Verse is rooted in 
  the outcomes of these kinds of conflicts… and the Actions 
  the Crew takes to overcome the bad guys, save the ship, 
  and win the day.
  When the Crew takes Action, you will set the stakes 
  by creating a dice pool, rolling the dice, and adding the two 
  highest results together. The players will then attempt to 
  raise the stakes by creating their own dice pool and rolling 
  the pool in an attempt to exceed the GM’s total. This is 
  called an Action or Basic Action. The Crew of any ship 
  is used to takin’ Actions to keep their ship running and 
  their cargo safe, so expect your Crewmembers to jump 
  into Action quite a bit over the course of a given Episode.
  
  22
  ECHOES OF WAR: THRILLIN’ HEROICS
  BEATS
  All Actions take place in the space of a beat, the 
  smallest unit of time in an Episode. Beats don’t have a 
  fixed length: they last just long enough for a Crewmember 
  to take a single Action with a single roll. Some beats last 
  for days or weeks—like when Wash pilots Serenity across 
  the black while avoidin’ Alliance ships—while other beats 
  take just a few seconds to resolve. There’s no fixed number 
  of beats in a scene; they are just a useful way of breaking 
  up the Action within a scene.
  ROLLING FOR THE OPPOSITION
  Though you’ll be directing the Episode, you’ll also be 
  interacting with the players to help shape the story. The 
  majority of the time, you’ll be fillin’ the shoes of a character 
  who’s actively opposing a Crewmember. In those cases, 
  your dice pools will mirror the choices the players take 
  to create their own. 
  Dice pools you create on behalf of a Major Gamemaster 
  Character will always provide you with 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 isn’t opposed by another 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 might fail, but 
  they don’t necessarily have a character who is opposing 
  the Crewmember’s success.
  All GM dice pools that are not centered around a 
  Major GMC will include at least one die to represent 
  the difficulty of the Action. So, the types of dice 
  you’ll add to a basic GM dice pool might include:
   
  
  Difficulty die
   
  
  Trait die representing the situation or location 
   
  
  Minor GMC or Extra die
   
  
  Complications that work against the player
  BUILDING OPPOSING 
  DICE POOLS 
  Dice pools are created according to who or what is 
  opposing the Crewmember. A difficulty die is assigned 
  for any Action that does not involve a Major Gamemaster 
  character. If the Crewmember is opposing a Major GMC 
  with a full set of stats, the Gamemaster will assemble a pool 
  based on the Major GMC the same way a Crewmember 
  does. The Gamemaster only gets to add a difficulty die to 
  a roll when there are no Major GMCs opposing the Crew.
  In addition to the difficulty die or Major GMC, the 
  Gamemaster will build a dice pool by picking up one or 
  more dice based on appropriate Traits from the location, 
  opposing characters, ship, etc. These Traits can have a variety 
  of ratings—ranging from d4 to d12—each detailing how 
  the Action will be made difficult by the circumstances the 
  characters face. Sometimes these obstacles are small like a 
  Slippery Floor d6, but they can be tough, troublesome 
  problems like an Ambush d10 or a Warzone Firefight d12.
  MASTERIN’ THE GAME
  dIFFICULTY dICE RATING
  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) it’ll be for 
  a Crewmember to complete an Action. Remember, 
  you will only assign a difficulty die to your dice pool 
  if the Major GMC is not involved in the roll. 
   
   d4: Very easy
   
   d6: Easy
   
   d8: Challenging
   
   d10: Hard
   
   d12: Really hard
  
  23
  BASIC RULES
  Let’s say Kaylee is on board an old derelict. Your 
  neighborhood friendly mechanic is hopin’ to get the ship’s 
  computers up-and-running again to find out what she 
  can about the cargo and the ship’s crew. Now, the ship 
  is busted and there ain’t a soul on board. If Kaylee isn’t 
  able to operate the older model’s computers, the crew is 
  going to miss out on vital data that would help them 
  avoid traps and problems on the ship. In this case, an 
  Action is definitely required.
  First thing you’ll do as the Gamemaster is grab a 
  difficulty die. Let’s say that the information Kaylee might 
  learn is powerful useful, so you add a Hard Difficulty 
  d10 to your dice pool. You decide to improvise a little 
  bit and assign two brand new Traits to the computer 
  systems: Encrypted d6 and Outdated d8. Now, instead 
  of tinkering with an old computer set-up, Kaylee will 
  have to break the code to access the derelict’s outdated 
  data files. You roll these three dice (d10, d8, and d6) 
  and set the stakes at 11 using your two best dice. 
  In response, Kaylee would create a dice pool. She’ll 
  add an Attribute, Skill, Distinction, and any relevant 
  Assets she has in her possession, or Complications that 
  might work in her favor. Kaylee will build her dice pool 
  with her Mental d8 attribute and Operate d10 skill. 
  She rolls, comes up with a 16, and successfully decrypts 
  the computer to learn that the Alliance is still tapped 
  into the derelict’s computers. The derelict is a trap and 
  the Alliance is now on their way!
  CREATING INTERESTING 
  COMPLICATIONS
  One of the Gamemaster’s primary jobs during an 
  Episode is to create compelling Complications when 
  Crewmembers roll jinxes. Each and every time that the 
  Crewmembers’ dice come up with 1s, you’ve got a chance 
  to make their lives more interestin’. Take advantage of it! 
  Hand over those Plot Points to Crewmembers—which 
  will let them be amazing in a future Action—and throw 
  down a Complication on the table. 
  The best Complications are problems that snowball 
  into conflicts, leading the Crew to stories that give them 
  a chance to shine. This takes a bit of ingenuity on the 
  part of the Gamemaster because it’s easy to default to 
  Complications that dead end into boring injuries or lame 
  problems. Great Episodes in the FIREFLY RPG are driven 
  by Complications that draw in new Major and Minor 
  GMCs, provide other Crewmembers with opportunities 
  to help the Crew succeed, and show the Crew that their 
  Actions have consequences that echo throughout the ’Verse.
  Say Jayne was the first to break into the derelict’s 
  cockpit and rolled a jinx on his first roll in the scene. 
  Because Jayne rolled a jinx, you are now able to 
  buy a Complication that works against the Crew. 
  You hand Jayne a Plot Point and write Buggy 
  Mainframe d6 on a card, placing it in on the 
  table for everyone to see. He broke into the ship all 
  
  24
  ECHOES OF WAR: THRILLIN’ HEROICS
  right, but he managed to damage the ship’s computers 
  in the process of crackin’ open the derelict. The Buggy 
  Mainframe ain’t a problem that Jayne’s likely to solve, 
  so it’s the perfect kind of Complication to draw in another 
  Crewmember to the Episode.
  USING COMPLICATIONS 
  TO OPPOSE THE CREW
  Once you’ve put Complications into play, you can 
  add them to any roll in which they would 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 don’t need 
  to add in Complications every time that players roll dice, 
  but don’t shy away from challenging the Crewmembers 
  when they’ve gotten themselves into trouble.
  Kaylee is now attempting to access the derelict’s busted, 
  encrypted, outdated computers—a tough job. You’ve 
  still got the same three dice: a d10 for your difficulty, 
  a d8 because the computers are outdated, and a d6 to 
  show they’re encrypted. Since Buggy Mainframe d6 
  applies to block Kaylee from accessing the information, 
  you’d now add another d6 to your dice pool before you 
  roll to set the stakes. However, you’ll only get to keep 
  two of the dice for the total, unless you’re willing to 
  spend a Plot Point from the bank to add additional dice.
  USING PLOT POINTS AS THE GM
  The GM has two piles of Plot Points: an unlimited 
  number to give to players—the pile—and a limited 
  number—the bank—to spend 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. There’s no limit to how many Plot 
  Points GMs can give out to Crewmembers in this fashion. 
  In contrast, the GM starts each session with one Plot 
  Point per player in the bank. These Plot Points must be 
  
  25
  BASIC RULES
  spent by the end of the session or they are forfeited, and 
  can be used to help the Gamemaster provide a more active 
  resistance to the crew. GMCs can put more Plot Points in 
  the bank by using their Distinction triggers and Signature 
  Asset triggers when it’s their GMC’s turn in the Action Order. 
  GM’s can use Plot Points from the bank to:
   
  
  Include additional dice in the total during an Action
   
  
  Activate a Distinction trigger for a Major GMC
  GM’s can use Plot Points from the pile to:
   
  
  Buy a d6 Complication (or higher) when a player 
  rolls a jinx
   
  
  Upgrade a Complication when a player rolls a jinx
   
  
  Reward players for great moments in the Episode
  ADJUSTING THE GM’S 
  DICE POOL
  Remember that your dice pools aren’t static or boring. 
  Gamemasters can always adjust their dice pools, even if 
  there isn’t a Major GMC in the scene. 
  To adjust your dice pool, you’d:
   
  
  Add a Trait: In addition to difficulty dice or Major 
  GMC dice, you may also add in additional traits 
  based on the environment at hand. Players may 
  have to outrun a Speeding Train d8 or search 
  through a Crowded Room d6. Sometimes these 
  dice are directly tied to locations—like Minefield 
  d10—but they can also be situational and reflect 
  some of the specific obstacles that the Crew faces 
  when trying to get a job done.
   
  
  Use an existing Complication: Remember, 
  Complications are created when the players roll a 
  jinx. Since you’ll set the stakes at the beginning of 
  an Action, you’ll only be able to use Complications 
  that are alrea–dy in play for that scene provided 
  they apply to your dice pool. You can, however, 
  add as many Complications as apply without 
  paying additional Plot Points. A character with a 
  Broken Arm d10 who is slipping around on an Oil 
  Spill d8 while dealing with a Buggy Mainframe 
  d6 is in some real trouble!
   
  
  Use a Distinction trigger: Major Gamemaster 
  characters are key players in an Episode and are 
  represented by a full set of game rules. Distinction 
  triggers are included for Major GMCs in all 
  ECHOES OF WAR adventures.
   
  
  Use a Skill specialty: All Skill specialties appear 
  in parentheses and add a d6 to a dice pool when 
  appropriate. Both Major or Minor Gamemaster 
  characters may have Skill specialties that could 
  help them in opposing the Crew.
   
  
  Use a Major Gamemaster character’s Signature 
  Asset(s): Major Gamemaster characters may also 
  have Signature Assets that are part and parcel 
  to their character. While you cannot spend Plot 
  Points to create Assets or use any Assets in play, 
  you can use a Major GMC’s Signature Asset if 
  it’s provided.
  
  26
  ECHOES OF WAR: THRILLIN’ HEROICS
  PLAYER DICE POOL 
  ADJUSTMENTS
  Crewmembers, on the other hand, can adjust their 
  dice pools in a few different ways. Keep these sample 
  adjustments in mind when you’re figuring out how to 
  guide and respond to a Crewmember’s Action. You might 
  even suggest some adjustments to Crewmembers to help 
  them shine at crucial moments!
   
  
  Spend a Plot Point to create an Asset: Players 
  can always spend a Plot Point to add a new Asset 
  to the scene. Now, in Kaylee’s case, that means 
  whatever she decides to use is significant to the 
  plot in some way and can be used again in that 
  scene. When she creates an Asset, like a set of old 
  Alliance codes, she’ll add a d6 to her dice pool and 
  write it down on a notecard.
   
  
  Use existing Assets or Signature Assets: Any 
  Assets, regardless of who created them, that 
  are on the table are fair game provided they’re 
  usable. Signature Assets, like Kaylee’s Serenity 
  d8 or Shepherd Book’s Ident Card d6, are cued 
  to a particular character and can’t be shared. 
  Signature Assets are permanent and can be used 
  from Episode to Episode while regular Assets 
  are handy for a particular scene. Using an Asset 
  during a scene does not cost a Plot Point once 
  created, and it adds the die value of the Asset to 
  the player’s roll.
   
  
  Use their Distinction triggers: In Kaylee’s case, she 
  has a Distinction trigger for Ship’s Mechanic d8 
  called Miracle Worker that she can use to attain 
  a Big Damn Hero Die. (Since she’s tinkering with 
  a derelict spaceship, it makes sense she’d try to 
  work miracles to get her up and running again.) 
  So, instead of adding an Operate d10 skill die, 
  she’d add a d4 instead and bank the Big Damn 
  Hero Die as a d10 to use later. 
   
   Use a Skill specialty: All Skill specialties 
  appear in parentheses on a character sheet. 
  Players can add a d6 to a dice pool when 
  their specialty applies to the Action they are 
  undertaking.
   
  
  Spend a Plot Point to use a Big Damn Hero Die: 
  Players may spend a Plot Point to add a Big Damn 
  Hero Die to any roll, even after they’ve rolled once 
  already. Players can only add a Big Damn Hero 
  die to a new dice pool if they’ve already had it in 
  their possession. 
  TIMED ACTIONS
  When tensions run high and the Crew’s lives are on 
  the line, consider using a Timed Action. This is a special 
  type of Action used to represent time-sensitive tasks and 
  are created by stringing a series of Basic Actions together. 
  In a Timed Action, time is measured and counted down 
  in a specific number of beats—each 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 lose one beat. 
  You can use checkboxes or tokens to keep track of beats. 
  You will 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 don’t lose any time at 
  all; they don’t lose a beat for that roll. If they fail to raise 
  the stakes, they didn’t accomplish what they set out to do, 
  and the beat is still lost. Move on to the next stage of the 
  Timed Action.
  Mal and Zoe have run into an old war buddy in a 
  backwater bar, a friend who has fallen on hard times. 
  Unfortunately, the Browncoat has activated a bomb 
  and won’t listen to reason. Instead of escaping, Mal 
  and Zoe want to save the patrons in the bar (and their 
  friend!) and deactivate the bomb. 
  The Gamemaster declares that diffusing the bomb 
  will require three Actions, finding the bomb in the bar, 
  cracking open the bomb case without setting it off, and 
  defusing the bomb itself. Since the old friend has already 
  activated the bomb, the Gamemaster gives Mal and Zoë 
  five beats to clear the bomb before it goes off.
  
  27
  BASIC RULES
  For the first Action, Mal rolls Mental + Notice 
  to find the explosives his old friend had stashed away 
  under the bar itself. He’s successful, so he spots the bomb 
  wrapped in an old Browncoat jacket that his friend 
  used to wear. He uses up one of the beats, but they’ve 
  still got four beats left.
  Zoe tackles the next Action by rolling Physical + 
  Labor to force the bomb casing open far enough for Mal 
  to get a look at the detonator. She creates an extraordinary 
  success and rips open the clumsy casing by forcing apart 
  the metal with her bare hands, earning them an extra 
  beat! Mal and Zoë now have four beats left!
  Mal rolls Mental + Know to see if he remembers 
  anything about disarming this kind of bomb. He fails, 
  and eats up one of their remaining four beats. They 
  only have three beats left!
  Mal makes his roll again and succeeds. He remembers 
  that he’s seen this kind of weaponry before, and he shuts 
  down the bomb before anyone gets hurt. Because he’s 
  able to finish the Actions before the beats ran out, the 
  bomb doesn’t go off.
  Timed Actions are an excellent way of creating tension 
  for your players in a variety of contexts. For an example of 
  how to use a Timed Action in a race scene, turn to page 
  141 in Shooting Fish.
  ACTION ORDER
  Sometimes, things get a mite hectic—especially when 
  guns are drawn. Any time it’s important to know who goes 
  first, you can set an action order. You don’t need to set an 
  action order for every conflict, but you’ll want to clarify 
  who gets to go next when more than one or two characters 
  want to get involved.
  As GM, you will initially pick which player goes first 
  based on the situation. For example, you might decide 
  that Jayne’s itchy trigger finger makes him best prepared to 
  shoot first or that Zoe’s sharp eyes mean that she sees the 
  Reavers coming before anyone else. It’s okay to pick one 
  of your own Gamemaster characters to go first, especially 
  if they have the drop on the players because of an ambush 
  or poor planning on the part of the players.  
  When you declare a player goes first, that person declares 
  an Action, you set the stakes for that action, then the player 
  makes a roll. Once that action is resolved, that player gets 
  to pick who goes next—either another Crewmember or 
  a Major, Minor, or Extra GMC you control. The Action 
  continues until the last player has had their turn. After 
  all the characters—including GMCs—have taken one 
  action, the last character to act starts up the next round 
  picking a new character in the action order, perhaps even 
  himself, to go next.
  You can stop an Action Order at any time. Typically, 
  it’ll make sense to end the Action Order after the scene is 
  over, when a Crewmember or GMC scores a decisive win, 
  or if there are no more GMC’s present in a fight because 
  they’ve been Taken Out.
  
  28
  ECHOES OF WAR: THRILLIN’ HEROICS
  SAMPLE DICE POOLS
  Not sure what types of dice to throw together? Here 
  are some common situations your Crewmembers might 
  get into over the course of an Episode. These are suggestions 
  to help you create dice pools—don’t be afraid to take these 
  dice pools as inspiration and come up with your own. 
  Remember to adjust your dice pool before you set 
  the stakes!
  If the Crewmember wants to...
  The Player rolls...
  The GM rolls...
  throw a punch at a Major 
  Gamemaster character
  Physical + Fight 
  GMC’s Physical + Fight
  shoot at a thug
  Physical + Shoot
  Thug d6 + Easy d6
  sneak into a secure area
  Physical + Sneak
  Guard d6 + Challenging d8
  notice a Major Gamemaster 
  character sneaking up on them
  Mental + Notice
  GMC’s Physical + Sneak
  remember a Browncoat’s 
  military service
  Mental + Know
  Browncoat d8 + 
  Challenging d8
  fix a boat in drydock
  Mental + Fix
  Hull d6 + the Complication 
  trying to be removed.
  sweet talk a saloon gal 
  for info about the town
  Social + Influence
  Saloon Gal d8 + Easy d6
  con a savvy merchant 
  into a lower price
  Social + Trick
  Savvy Merchant d10 
  + Challenging d8
  impress a Major GMC 
  with dancing
  Social + Perform
  GMC’s Social + Focus
  
  ABOUT SERENITY CREW
  The War between the Alliance and the Independents 
  is a sore subject for a lot of folk, some more than others. Take Captain 
  Malcolm Reynolds for example. Now, here’s a guy who was at the 
  Battle of Serenity and laid down arms in front of his enemy. That kind 
  of experience changes a man. Now, you can spend your days playing 
  Mal on a ship called Serenity or you can pick from Zoe, Wash, Kaylee, 
  Inara, Jayne, Simon, Book, or River. If you’re the type that wants to  
  try something new, take a gander at the twelve archetypes we’re  
  offering you, too. If the math’s right, that’s twenty-one different  
  options for you to play a character in the ’Verse.
  Serenity Crew is part of the ECHOES OF WAR role-playing 
  adventure series, which is centered on a common theme: the 
  Unification War. The characters found in this volume are compatible 
  with all ECHOES OF WAR adventures and the FIREFLY ROLE-
  PLAYING GAME.
  
  30
  ECHOES OF WAR: THRILLIN’ HEROICS
  “Well. We’re all running from something, I suppose.”
  -Inara, “Bushwhacked”
  Before you can find a job, you’ll need to put 
  a Crew together, and that starts with you. What kind of 
  character do you want to play? You the controllin’ type who’ll 
  captain your own ship? Itchin’ to step right into Kaylee’s 
  shoes and tinker with Serenity? Fancy a life as a backwater 
  matriarch like Patience out on the Rim? ’Member, you’ll 
  be meeting all manner of folk and travelin’ clear across the 
  ’Verse to do what you do best: find a job and keep flying. 
  No matter what type of character tickles your fancy, 
  you’ll find your perfect Crewmember here. In this chapter, 
  you can choose to play as Mal, Zoe, Kaylee, Wash, Inara, 
  River, Simon, Book, or Jayne. You’ll also find two 
  additional ways to create your own characters. You can 
  either build your own in a simple step-by-step process or 
  pick an archetype, a template for a character that will come 
  with some choices already made to speed the process along.
   Don’t forget: your character will shape what role you’ll 
  play, what your personality is like, and what you’re good 
  at. Take your time pickin’ and choosin’ how to shape your 
  Crewmember. Though a good character won’t guarantee 
  you’ll succeed all the time, if you choose one that feels 
  right, you’ll have fun no matter what kind of trouble 
  comes your way.
  Serenity Crew
  
  31
  SERENITY CREW
  READING CREW SHEETS
  Before you pick your character, you’ll need 
  to know how to read a Crew Sheet. Every Crew Sheet, 
  whether it’s 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. 
  Most of what you’ll find on a Crew Sheet are called 
  Traits, bits of information about your Crewmember 
  that come with dice attached. The larger the size of the 
  die, the more important and impressive that Trait is for 
  your Crewmember. For example, you might have an 
  Attribute like Social d10 that shows off how clever and 
  charming you are around other folk or a Skill like Drive 
  d12 that represents your fantastic driving abilities. Traits 
  with lower dice ratings can be useful too—don’t rule 
  out the importance of a Shoot d6 at the right moment! 
  Here are a few common sets of Traits you’ll find on  
  your sheet.
  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 has three, set Attributes: Mental, 
  Physical, and Social. These dice represent your character’s 
  relative strengths when engaging in different kinds of tasks, 
  ranging from fixing engines to shooting guns to talkin’ 
  your way through a tense situation.
  Most characters will have an Attribute that ranges 
  from d6 to d10—unless otherwise noted—with larger die 
  types representin’ stronger natural talents. You’ll make a 
  lot of use of these Attributes 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.
  
  32
  ECHOES OF WAR: THRILLIN’ HEROICS
  SKILLS
  Skills shape your character by determining what 
  you’re good at and what comes naturally to you. Maybe 
  you’re handy with a pistol or can blend into a crowd. 
  Maybe you’re 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 d4 in each Skill, so even if you’ve never been taught 
  how to drive a hover car you’ll still get to roll a d4. 
  On your Crew Sheet, you’ll notice some Skills have 
  a higher die rating than others. The bigger the die, 
  the better you are at that particular Skill. 
   
  
  Craft: Build, create, and assemble items from 
  scratch.
   
  
  Drive: Operate land and surface vehicles, 
  including mules, boats, and hover cars.
   
  
  Fight: Attack with your weapons or fists in close 
  combat.
   
  
  Fix: Patch up and repair objects with working, 
  replaceable parts.
   
  
  Fly: Pilot ships and other airborne vehicles.
   
  
  Focus: Concentrate on a subject to steel your will, 
  intimidate, or find a new solution.
   
  
  Influence: Persuade others to do, think, act, or 
  feel the way you want them to.
   
  
  Know (Specialty): Represents general knowledge 
  about the ’Verse.
  MASTERIN’ THE GAME
  dICE RATINGS
  Every Attribute and Skill on your Crew Sheet will have a die rating that ranges from d6 to d10 and d4 to 
  d12. The bigger the die, the more competent you are, and the better chance you have to succeed. The lower 
  the die, the more chance you’ll have to jinx or botch. 
  ATTRIBUTE dIE RATINGS
  MENTAL
   
   d6: Average reasoning, logic, and awareness. 
  Example: Jayne.
   
   d8: Better than average capacity for reason 
  and comprehension. Example: Wash, Inara, 
  Kaylee.
   
   d10: Higher-level logic and quickness of 
  thought. Example: Simon.
  PHYSICAL
   
   d6: Strictly routine level of fitness, agility, 
  and health. Example: Inara, Simon.
   
   d8: Athletic levels of strength, speed, or 
  endurance. Example: Mal, Shepherd Book, 
  Wash.
   
   d10: Potentially record-setting levels of 
  physical prowess. Example: Jayne, Zoe.
  SOCIAL
   
   d6: Nothing remarkable when it comes to 
  interpersonal interaction. Example: Zoe.
   
   d8: Outgoing, expressive, or otherwise 
  socially adept. Example: Kaylee, Jayne, Simon.
   
   d10: Highly magnetic, personable, or gifted 
  with a forceful personality. Example: Inara.
  SKILL RATINGS
   
   d4: Untrained. You have no idea what you’re 
  doing, but you’ll try anyway.
   
   d6: Competent. You’ve had sufficient 
  training to get by.
   
   d8: Expert. Your talents are second nature 
  to you.
   
   d10: Master. You’re one of the best in your 
  field, and those who share your passion 
  know it, too.
   
   d12: Grandmaster. You’re so good at what 
  you do, you’ve got a reputation as the best 
  in the ’Verse.
  
  33
  SERENITY CREW
   
  
  Labor: Lift, push, dig, pull, and haul in tasks that 
  require manual labor.
   
  
  Move: Run, sprint, jump, climb trees.
   
  
  Notice: Spot someone or something out of the 
  ordinary.
   
  
  Operate: Use mechanical devices ranging from 
  computers to thermal cutting torches.
   
  
  Perform: Act or put on a big show to impress or 
  entertain.
   
  
  Shoot: Fire guns, rifles, big rocket launchers—
  weapons you point and shoot.
   
  
  Sneak: Camouflage yourself and sneak past 
  opponents. Sneakily.
   
  
  Survive: Endure less-than-ideal conditions and 
  live to tell the tale.
   
  
  Throw: Toss things like a grenade or throw 
  opponents across the room.
   
  
  Treat: Heal folks by treating injuries or counseling 
  them.
   
  
  Trick: Spin a yarn or con an opponent. Also covers 
  sleight of hand.
  SPECIALTY
  Some Skills will have a Specialty marked next to it 
  in parentheses. This word represents that you’re good at 
  a particular aspect of that Skill or have received training 
  in a particular subfield. 
  For example, you might have Fix (Engines) or Treat 
  (Cattle). If you do, you will be able to add an additional 
  d6 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 Know indicate that your character knows 
  stuff beyond the kind of things common folk know. You 
  might Know (Botany) or Know (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, you’ll be able to put your book-learnin’ to 
  good use.
  All characters may assign a Specialty to Know for free, 
  provided you have Know d6 or higher. It’s hard to get to 
  Know the whole ’Verse without learnin’ a thing or two 
  about a particular section of interest.
  
  34
  ECHOES OF WAR: THRILLIN’ HEROICS
  DISTINCTIONS
  Whenever you find characters in this release, like Mal 
  or Inara, you will probably see three Distinctions listed 
  beneath their Attributes at a d8 rating. Each Distinction 
  lets you add a d8 to your dice pool when you take an 
  Action that might involve this Trait, in addition to your 
  Attribute and Skill. Mal might add his Veteran of the 
  Unification War d8 to his dice pool, for example, if he’s 
  fixing to punch a Purplebelly in the nose.
  You’ll find Distinctions in one of three categories: Roles, 
  Personalities, and Backgrounds. Distinctions shape the 
  character’s 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 characters—even the Serenity crew—start 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 14 in the Basic Rules chapter. You’ll 
  want to review page 19 to learn about Plot Points, too!
  SIGNATURE ASSETS
  Some characters will have Signature Assets marked 
  on their Crew Sheet and some won’t. These Assets work 
  similarly to regular Assets—they let players add an extra 
  die to their dice pool when they’re used. Signature Assets 
  aren’t tied to a Distinction, Attribute, or Skill, but may 
  complement any one of those Traits.
  Because Signature Assets are tied to a particular 
  character, other Crewmembers won’t be able to use that 
  special item the same way. In contrast, an Asset created 
  during (or for) a particular scene may be accessed by 
  any Crewmember sitting at the table. A Signature Asset, 
  however, belongs to the Crewmember and can’t be used 
  by any other Crewmember. 
  Say Mal, Jayne, and Zoe have gone into town to find 
  spare parts for Serenity. On the way there, the trio is 
  ambushed by a local gang itchin’ to make a name for 
  themselves. Jayne was using his Signature Asset Vera 
  d8 and managed to get Taken Out of the fight. 
  If Mal picked up Jayne’s gun, he could fire at the 
  gang, but he’d have to spend a Plot Point to create an 
  Asset and add Vera D6 to his dice pool, same as any 
  other gun he picked up on the street. Only Jayne has 
  a powerful connection to Vera and gets the benefit of 
  a d8 die rating without creating an Asset by spending 
  a Plot Point.
  
  35
  SERENITY CREW
  MAIN CAST
  If you want to step into the captain’s shoes, 
  here’s your chance to do so. Or, you can pick from any of 
  the other eight Crewmembers included here. 
   
  
  Malcolm Reynolds
   
  
  Zoe Alleyne Washburne
   
  
  Hoban “Wash” Washburne
   
  
  Jayne Cobb
   
  
  Kaywinnet Lee “Kaylee” Frye
   
  
  Inara Serra
   
  
  Shepherd Derrial Book
   
  
  Simon Tam
   
  
  River Tam
  Now, here’s something to keep in mind. Just because 
  you pick Mal or Zoe doesn’t mean that you’ll get all the 
  screen time. Remember, you’re playing a game and you’ve 
  got two, three, or four other folk to worry about. Wash 
  is a great pilot and Jayne is pretty handy with a gun, but 
  that don’t mean they’re useless when they’re not flyin’ or 
  shooting.
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  8
  Fix 
  6
  Fly 
  6
  Focus 
  6
  Influence 
   
  Leadership
  Know 
  4
  Labor 
  4
  Move 
  6
  Notice 
  6
  Operate 
  4
  Perform 
  4
  Shoot 
   
  Pistols
  Sneak 
  4
  Survive 
  8
  Throw 
  4
  Treat 
  4
  Trick 
  6
  dISTINCTIONS 
  Ship’s Captain 8
  A natural leader, you’re responsible for the Crew and the ship you all fly in.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  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.
   
  5 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 Influence die rating.
  Highlighted Skills: Fly, Focus, Influence
  Things Don’t Go Smooth 8
  Life sure seems to be a string of mishaps, mistakes, and misappropriations. But you’re 
  still here, ain’t you?
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Tough as Nails: 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.
   
  5 Trouble Magnet: Step up one of your Complications to reroll a 
  die. On your next roll, both 1s and 2s count for Complications.
  Highlighted Skills: Move, Notice, Survive
  Veteran of the Unification War 8
  It don’t matter which side you fight on, war leaves a mark on your heart n’ soul.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Fightin’ Type: Spend 1 PP to step up or double your Shoot or 
  Fight when you’re outnumbered.
  War Stories: When you create an Asset or take a Complication 
  related to a wartime flashback, step it up.
  Highlighted Skills: Fight, Shoot, Survive
  SIGNATURE ASSETS
  Serenity d8: Mal has a close connection to his ship, a Series 3 Firefly 
  class mid-bulk transport, and won’t allow just anybody to fly or fix her.
  Keep Flyin’: When negotiating a job for your Crew, spend 1 Plot 
  Point to step back a social Complication.
  Peace in the Black: When you offer wisdom or philosophize with 
  a Crewmember on Serenity as part of a recovery Action, step up 
  or double Treat.
  Liberty Hammer d6: This is Mal’s Moses Brothers Self-Defense Engine 
  Frontier Model B handgun, the standard issue officer’s sidearm during 
  the Unification War. He’s since modified it to suit his needs.
  Pointed Emphasis: When you threaten someone with your sidearm 
  or conduct negotiations at gunpoint, spend 1 Plot Point to double 
  Influence for the Action.
  “…I got people with me, people 
  who trust each other, who do for 
  each other and ain’t always looking 
  for the advantage. There’s good 
  people in the ’Verse. Not many, lord 
  knows, but you only need a few.”
  - Mal, “Our Mrs. Reynolds”
  Character Type: Protective 
  Captain
  Character Description: It takes 
  a special kind of man to stake 
  his life on a cause, and that man 
  is Malcolm Reynolds. Sure, he 
  could’ve stayed on Shadow and 
  become a prosperous rancher like 
  his folks. But he didn’t. Alliance 
  came throwin’ their weight around 
  and Mal just didn’t 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 losin’ side of 
  the conflict.
  The War destroyed a lot of 
  Mal’s 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 
  her Serenity after the battle that 
  changed his life, and headed out 
  into the black to make his fortune. 
  His luck ain’t all that great, but he 
  has managed to stay alive, and 
  that’s not nothin’.
  Likes and Dislikes: 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 he’ll 
  get a mite testy. When he does, you 
  can be sure a snappy comeback 
  and a gun ain’t far behind.
  Flashbacks and Echoes: They 
  say that War can break any man’s 
  faith and Mal give truth to that 
  saying. A Browncoat volunteer 
  who fought for the Independents 
  in the War, he eventually earned 
  the rank of sergeant and led the 
  final charge against the Alliance 
  during the Battle of Serenity along 
  with his second-in-command, Zoe. 
  To this day, Mal’s convinced he 
  fought on the right side—though 
  not the winning side. 
  MALCOLM REYNOLdS
  36
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  Social 
  6
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
   
  Right Hook
  Fix 
  4
  Fly 
  4
  Focus 
  8  
  Calm
  Influence 6
  Know 
  4
  Labor 
  4
  Move 
  6
  Notice 
  Operate 
  4
  Perform 
  4
  Shoot 
   
  Carbines
  Sneak 
  Survive 
  6
  Throw 
  4
  Treat 
  4
  Trick 
  4
  dISTINCTIONS
  First Mate 8
  You’re the captain’s right hand, but as often as not you’re his fist.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Got Your Back, Sir: If your captain fails a die roll in your presence, step up 
  or double your Attribute on your next die roll.
  Right Here, Sir: Spend 1 PP to join a scene involving the captain that you 
  weren’t already in.
  Highlighted Skills: Fight, Influence, Notice
  Steady 8
  It takes a lot to throw you off-balance.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Got It in One: Spend 1 PP to roll your Focus and add it to 
  your total.
   
  5 Sea of Calm: Spend 1 PP to use a Complication as an Asset 
  for one Action; step up the Complication afterward.
  Highlighted Skills: Focus, Notice, Sneak
  Veteran of the Unification War 8
  It don’t matter which side you fight on, war leaves a mark on your 
  heart n’ soul.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Fightin’ Type: Spend 1 PP to step up or double your Shoot 
  or Fight when you’re outnumbered.
  War Stories: When you create an Asset or take a Complication 
  related to a wartime flashback, step it up.
  Highlighted Skills: Fight, Shoot, Survive
  SIGNATURE ASSETS
  Mare’s Leg d8: This is a shortened lever-action carbine with extensive 
  refit and an attachable sight. Zoe can also club people in the head with 
  the stock.
  Stock Strike: When you club someone with Mare’s Leg, spend 1 Plot Point 
  and add an extra d8 to your roll for that Action.
  Street Sweeper: Once per scene, when you gun down someone running 
  away from you, double Shoot for the Action. Take a Cold as Ice d8 
  Complication after the roll.
  “I don’t give a good gorramn about 
  relevant, Wash. Or objective. 
  And I’m not so afraid of losing 
  something that I won’t try havin’ it.”
  - Zoe, “Heart of Gold”
  Character Type: Loyal First Mate
  Character Description: Zoe is 
  Serenity’s first mate and Mal’s best 
  friend. Some say Mal’s only friend. 
  She’s handy with a gun and she 
  minds her own business. If she’s 
  got something to say, she’ll say 
  it. If she don’t? Well, you won’t 
  hear her going on and on about 
  nothin’. So, you best pay attention 
  when Zoe speaks up.
  You might think Zoe’s deadly 
  aim means she don’t have a sense 
  of humor, but that’s not true. She 
  smiles easily—’specially when 
  she’s around her husband, Wash. 
  It should be said, though, that Zoe 
  ain’t 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 she’s not the kind of soldier 
  who won’t question a bad call or 
  take matters into her own hands 
  when the job warrants it. 
  Likes and Dislikes: Zoe don’t 
  have a lot of patience for folk who 
  don’t respect the captain. She won’t 
  like it much if someone comes 
  after Wash neither. Force her to 
  choose between Mal and Wash 
  and there’s no question about 
  it—she’ll stick by her husband. 
  Mind you, she’s loyal to both in 
  her own way.
  Flashbacks and Echoes: Of 
  all the members on the crew, 
  Zoe knows more about Mal than 
  anyone. She was there at the Battle 
  of Serenity and fought alongside 
  Mal with the Independents. Zoe is 
  a private person. Hard to say how 
  she was affected by the War. Loyal 
  to a fault, Zoe has yet to abandon 
  her military training and prefers 
  to call the captain “Sir.” 
  ZOE ALLEYNE WASHBURNE
  37
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  6
  Fight 
  4
  Fix 
  6  
  Vehicle 
   
   Customization
  Fly 
  12 
  Transports
  Focus 
  6
  Influence 6
  Know 
  6  
  Navigation
  Labor 
  4
  Move 
  4
  Notice 
  6
  Operate 
  8  
  Shipboard 
   
   Computers
  Perform 
  4
  Shoot 
  4
  Sneak 
  4
  Survive 
  6
  Throw 
  4
  Treat 
  6
  Trick 
  6  Distractions
  dISTINCTIONS
  A Little Nervous 8
  “Oh God, oh God, we’re all gonna die.” 
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  On Edge: Step up or double your Focus for one Action. After the roll, create or step 
  up the Complication On Edge.
   
  5 Captain Obvious: Gain 1 PP when you point out how dangerous, stupid, or illegal the Crew’s plan will 
  be when they execute it.
  Highlighted Skills: Focus, Know, Survive
  Hitched 8
  You ever been with a warrior woman?
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  In Sickness and in Health: When you create an Asset or take a 
  Complication related to your relationship with your spouse, step it up.
  For Richer or Poorer: When you share a scene with your spouse, you 
  may share Plot Points with one another.
  Highlighted Skills: Influence, Treat, Trick
  Ship’s Pilot 8
  The list of folk wanting to hire you is longer than your arm. You’re just that good.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Born Behind the Wheel: Spend 1 PP to step up or double your ship’s 
  Engines Attribute for your next roll.
   
  5 I’ve Never Tried That Before: If you replace your Fly or Operate Skill with 
  a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill’s normal 
  die rating if your roll is successful.
  Highlighted Skills: Fly, Notice, Operate
  SIGNATURE ASSETS
  Serenity d6: It’s not his ship, but Wash knows how to coax all kinds of 
  fancy maneuvers out of this Series 3 Firefly class mid-bulk transport.
  One With the Ship: When you engage in evasive maneuvers, spend 
  1 PP to step back a Complication related to Serenity’s engine or 
  systems.
  “Hey, I’ve been in a firefight before. 
  Well, I was in a fire. Actually, I was 
  fired,  from a frycook opportunity 
  —I can handle myself.”
  - Wash, “War Stories”
  Character Type: Quirky Pilot
  Character Description: A ship 
  needs a good pilot to fly her, 
  and there ain’t none better or 
  more experienced than Hoban 
  Washburne. Wash may not look 
  like much, what with his tropical 
  shirts and all, but don’t let his 
  appearance or tomfoolery fool 
  ya. When it comes to flyin’, Wash 
  knows how to handle Serenity 
  and often stays behind to make 
  sure she’s safe while the rest of 
  the crew’s out drivin’ around or 
  thievin’. 
  Wash’s an easy-going kind of a 
  guy who’s 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 he’s not at the helm, 
  monitoring the skies or the latest 
  incoming wave, Wash spends his 
  time with his wife, Zoe. You can also 
  find him in the mess hall every day 
  at the same time eating protein 
  bars with the rest of the crew or, 
  if he’s been real good, wife soup.
  Likes and Dislikes: Wash is a 
  mite jealous of Zoe’s relationship 
  with Mal. He doesn’t “get” why his 
  wife will put her job over their 
  marriage. He don’t like conflict 
  and he makes that known. When 
  the crew starts fightin’, Wash’ll 
  swoop in and calm things down. 
  ’Course, it should be said this pilot 
  is a touch peculiar, too, for he does 
  fly with a few plastic dinosaurs 
  sitting at the helm.
  Flashbacks and Echoes: Wash’s 
  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 Serenity’s 
  up in the air and they’re facing 
  down an Alliance cruiser, Wash 
  is the one that helps the crew 
  sneak away. 
  HOBAN “WASH” WASHBURNE
  38
  
  ATTRIBUTES
  Mental 
  6
  Physical 
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  Fix 
  4
  Fly 
  4
  Focus 
  4
  Influence 6  
  Intimidation
  Know 
  4
  Labor 
  8
  Move 
  8
  Notice 
  4
  Operate 
  4
  Perform 
  6  
  Guitar
  Shoot 
   
  Rifles
  Sneak 
  6
  Survive 
  6
  Throw 
  4
  Treat 
  4
  Trick 
  6
  dISTINCTIONS
  Crude 8
  You’re a little gorramn rough around the edges.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Rough Talk: Double Influence when you’re trying to intimidate or scare folks with 
  more sensitive proclivities. After your roll, step up or create a social Complication 
  on another Crewmember.
  Obnoxious: 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. 
  Highlighted Skills: Fight, Labor, Move
  Family Ties 8
  Everybody is somebody’s son, daughter, brother, or sister. You maintain a connection to your family 
  that is as important to you as it is dysfunctional.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Family Gifts: When you create an Asset or take a Complication related to 
  your relationship with your family, step it up.
  Thicker than Water: Spend 1 PP and invoke a family member’s 
  name to reroll your dice. 
  Highlighted Skills: Influence, Perform, Trick
  Mercenary 8
  They don’t pay you to look pretty. They pay you to shoot things.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Highest Bidder: Gain 1 PP when you try to get a better 
  deal than your current contract from the side you’re 
  not currently fightin’ for. 
  Time for Some Thrillin’ Heroics: Spend 1 PP to go first 
  in any battle or combat scene. On your first Action, you 
  may reroll any dice that come up 1 instead of accepting 
  a Plot Point.
  Highlighted Skills: Fight, Move, Shoot
  SIGNATURE ASSETS
  Vera d8: This is Jayne’s very favorite gun, a Callahan full-bore 
  auto-lock rifle. It’s capable of handling multiple types of 
  ammunition and is very intimidatin’, even before he pulls 
  the trigger.
  Armor Piercing: When firing upon a vehicle or someone in cover, 
  spend 1 Plot Point to step up or double Shoot for the Action.
  Finest Gun Made by Man: When you Take Out a GMC while you are 
  outnumbered, take a Running Out of Ammo d8 Complication 
  to Take Out another GMC nearby. Step up the Complication to a 
  d10 to Take Out a third GMC in range.
  “Yeah, and if wishes were horses 
  we’d all be eating steak.”
  - Jayne, “Objects in Space”
  Character Type: Sly Mercenary
  Character 
  Description: 
  Trustworthy ain’t exactly in Jayne 
  Cobb’s vocabulary on account of 
  the “public relations” part of his 
  job. Tall and muscular, Jayne is 
  the kind of guy that worries more 
  about what’s in it for him than 
  anything else. He’s got a mouth 
  on him, that’s for damn sure.
  Jayne is a necessary evil—the 
  muscle Mal needs to get the job 
  done. Jayne’s good in a fight and 
  better with a gun. That makes him 
  pretty gorramn valuable, given 
  the crew’s line of work. Jayne is 
  known to get stupid if the money’s 
  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. 
  He’s a genuine antihero-for-hire. 
  Though, it does pay to keep an 
  eye on Jayne. If the opportunity 
  arises, the mercenary’ll gladly 
  take over the ship and do the job 
  his way. Good thing Zoe and the 
  rest of the crew won’t let him!
  Likes and Dislikes: It’s no secret 
  Jayne don’t like to be told what 
  to do, but he does it anyway on 
  account of his getting paid. He’s 
  not that sentimental—unless 
  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.
  Flashbacks and Echoes: Jayne 
  didn’t fight in the War and that’s 
  all right with him. He don’t care 
  for nothin’ unless it’s right in 
  front of him and there’s some 
  credits on the line. You can find 
  him in an Alliance-friendly bar 
  on Independence Day fightin’ 
  alongside Mal or he’d just as 
  easily turn on his captain provided 
  the money’s better. When that 
  happens, it will be an interestin’ 
  day.
  JAYNE COBB
  39
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  12 
  Engines
  Fly 
  4
  Focus 
  8
  Influence 8  
  Charming
  Know 
  8  
  Celebrity  
   
   
          Gossip
  Labor 
  4
  Move 
  4
  Notice 
  6  Malfunctions
  Operate 
  Perform 
  4
  Shoot 
  4
  Sneak 
  4
  Survive 
  6
  Throw 
  4
  Treat 
  6
  Trick 
  6
  dISTINCTIONS
  Everything’s Shiny 8
  Don’t worry. Everything’s going to come out shiny in the end.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Lightweight: Gain 1 PP when you choose to get knocked out, drunk, or otherwise 
  affected by incapacitating causes instead of rolling dice.
  Lighthearted: Spend 1 PP to make light of a situation and step back a Crewmember’s 
  Complication on account of your positive outlook.
  Highlighted Skills: Focus, Know, Survive
  Ship’s Mechanic 8
  A ship’s a living thing, no matter what they say. You can feel when she’s sick, and she makes you proud 
  when she’s well.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  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.
   
  5 Miracle Worker: If you replace your Fix Skill with a d4 for your next roll, gain a 
  Big Damn Hero Die equal to that Skill’s normal die rating if your roll is successful.
  Highlighted Skills: Fix, Know, Operate
  Sweet & Cheerful 8
  It doesn’t seem like there’s a power in the ’Verse that can keep you from being cheerful.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Good-Natured: Spend 1 PP to step up or double your Social die when you’re 
  using your friendly manner to resolve a tense situation.
  Straight-Shooter: Gain 1 PP when you openly tell the truth even though 
  it might be to your greater benefit to lie or conceal it.
  Highlighted Skills: Influence, Treat, Trick
  SIGNATURE ASSETS
  Serenity d8: Kaylee has a deep affection and connection 
  to this Firefly class mid-bulk transport; despite its 
  constant need for parts and labor, she wouldn’t 
  want to live anywhere else.
  Realigned Her Systems Myself: When you are 
  trying to recover a Complication relating 
  to Serenity’s systems, spend 1 Plot Point 
  to double Operate for the Action.
  She Talks to Me, Captain: Gain 1 Plot 
  Point when you defend Serenity’s 
  reputation or quality. Step back Focus 
  for your next scene.
  “Grav boot ain’t your trouble. I seen 
  the trouble plain as day when I’s 
  down there on my back.
  Your reg couple’s bad.”
  - Kaylee, “Out of Gas”
  Character Type: Natural 
  Mechanic
  Character Description: Some 
  folks are a ray of sunshine in the 
  black. That would be Serenity’s 
  engineer, Kaylee. She’s had no 
  formal training, but when Serenity 
  talks to her, she knows exactly 
  what’s wrong with the boat. Kaylee 
  can scrounge parts that need to 
  be replaced from a junkyard, tell 
  you how far they’ll be able to go 
  when they’re low on fuel, and 
  knows what to jigger to make her 
  Firefly run more smooth.
  Mal offered Kaylee the job after 
  she proved she was more valuable 
  than the previous mechanic, Bester. 
  She’s loyal to the captain and, 
  although she’s terrified of gunfire, 
  she’ll help out on a job if Mal 
  needs her. 
  Hired right out of her parent’s 
  home, Kaylee hasn’t 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. She’s the beating 
  heart of Serenity in more ways 
  than one. 
  Likes and Dislikes: An eternal 
  optimist, Kaylee doesn’t like 
  conflict. She’s got a soft spot for 
  Serenity and will defend her even 
  when Simon, the doctor she’s got a 
  crush on, complains. Kaylee loves 
  listening to stories about Inara’s 
  glamorous life and wouldn’t mind 
  attending one of them fancy dress 
  parties—especially if they’re 
  serving real strawberries!
  Flashbacks and Echoes: Kaylee 
  was too young to fight in the War, 
  but she’s heard the stories of 
  those who did and her soft heart 
  sympathizes.
  KAYWINNET LEE “KAYLEE” FRYE
  40
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  6
  Social 
  SKILLS
  Craft 
  6  
  Ritual
  Drive 
  4
  Fight 
  4
  Fix 
  4
  Fly 
  6  
  Shuttles
  Focus 
  6  
  Willpower
  Influence 
   
  Seduction
  Know 
  6  
  Diplomacy
  Labor 
  4
  Move 
  4
  Notice 
  6  
  Psychology
  Operate 
  6
  Perform 
  Shoot 
  4
  Sneak 
  4
  Survive 
  4
  Throw 
  4
  Treat 
  6
  Trick 
  6
  dISTINCTIONS
  Alluring 8
  You’re easy on the eyes and cunning enough to use those good looks to your advantage.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Memorable: Create a Memorable d8 Complication on yourself when 
  tryin’ to execute a cunning plan. Gain 1 PP.
   
  5 Turn Heads: When you’re using your good looks as a distraction to 
  help an ally, spend 1 PP to give that ally a die equal to your 
  Influence die rating for the ally’s next Action.
  Highlighted Skills: Influence, Perform, Trick
  Goodwill Ambassador 8
  Experienced in matters of diplomacy and decorum, you’re the best candidate 
  to send in to parley before the bullets start flyin’.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Speak Now, Or…: Spend 1 PP to go first in a scene before any 
  weapons or attacks can be made. On your first Action, you may 
  reroll any dice that come up 1 instead of accepting a Plot Point.
  Talking Points: If an ally or associate fails a roll involving their 
  Social Attribute in your presence, step up or double your 
  Attribute on your next die roll.
  Highlighted Skills: Influence, Know, Treat
  Registered Companion 8
  You have an active license in the Companion Registry, which opens doors and 
  brings you business.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Inside Knowledge: When you create an Asset related 
  to an individual’s history, biodata, or Cortex record, 
  step it up.
  I Know Your Ways: Spend 1 PP to step up or double 
  Influence when you are attempting to follow proper 
  etiquette or put someone at ease.
  Highlighted Skills: Focus, Influence, 
  Perform
  “Yes. Because I can bring something 
  that your ‘surveyor’ or any of the 
  other fish  you might have on a line 
  can’t—a certain respectability.”
  - Inara, “Out of Gas”
  Character Type: Registered 
  Companion
  Character Description: 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. 
  Her Companion’s training and 
  Buddhist beliefs, combined with a 
  strong will and keen intelligence, 
  make Inara a match for anyone, 
  includin’ Mal. 
  Inara’s Companion talents and 
  her contacts within the Alliance 
  offer an air of legitimacy to Mal’s 
  dealings out on the Border Planets. 
  Beautiful and skilled in her art, 
  Inara could be livin’ a life of luxury 
  in the fabulous worlds of the Core. 
  Instead, she’s chosen to rent a 
  shuttle and fly the black with Mal 
  and the crew. Mal often refers 
  to Inara as “The Ambassador,” 
  though he does call her other 
  names not so flatterin’. Don’t 
  matter, though. She always has 
  a comeback ready for him.
  While Inara mostly keeps to 
  herself, she’s very fond of Kaylee 
  and cares for the other members 
  of the crew. She has feelings for 
  Mal, but she isn’t ready to reveal 
  them. There’s no telling what’ll 
  happen when she does.
  Likes and Dislikes: Well trained, 
  Inara uses her 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 Mal’s 
  disrespect for reasons passin’ all 
  understanding. Though one gets 
  the feelin’ the day will come when 
  she’s had enough.
  Flashbacks and Echoes: Inara 
  was on Sihnon during the War. 
  Not much is known about why 
  she left a life of luxury there. 
  Many clients have offered to take 
  her away from all this, but she 
  chooses to keep flyin’ with Mal 
  and the crew. For now.
  INARA SERRA
  41
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  Fix 
  4
  Fly 
  4
  Focus 
  Influence 8  
  Alliance
  Know 
  8   
  Cultures 
   
   of the ’Verse
  Labor 
  4
  Move 
  4
  Notice 
  4
  Operate 
  4
  Perform 
  4
  Shoot 
  8
  Sneak 
  8
  Survive 
  4
  Throw 
  4
  Treat 
  8  
  Counseling
  Trick 
  4
  dISTINCTIONS
  Caring 8
  You’ve a courage and tenacity in carin’ for others that most folk don’t. You’re the light in their darkness.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Heal the Wounded Heart: Spend 1 PP to step back another character’s emotional 
  or relationship-based Complication.
  Go the Extra Mile: 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.
  Highlighted Skills: Focus, Influence, Treat
  Mysterious Past 8
  You weren’t born to the life you’re livin’ now.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Cortex Specter: Whenever anyone uses an information-based Asset against 
  you, spend 1 PP to turn it into a No Data Found Complication of 
  the same die rating.
  Ghosts of Yesterday: Create a d8 Complication relating to 
  your history to step up your Fight, Know, or Sneak 
  for a scene. This Complication cannot be stepped back by 
  spending PPs to activate Opportunities.
  Highlighted Skills: Fight, Know, Sneak
  Ship’s Shepherd 8
  You don’t fix faith. It fixes you.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Taken on Faith: When you create an Asset or take on 
  a Complication relating to your religious beliefs or 
  convictions, step it up.
   
  5 Religiosity: Gain 1 PP when you spend time sharing 
  your faith with the unbelievers or the lost.
  Highlighted Skills: Focus, Influence, Know
  SIGNATURE ASSETS
  Holy Bible d8: 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.
  Faith Fixes You: When you have a quiet moment to contemplate 
  your faith, spend 1 Plot Point to step back a mental Complication.
  Conviction: When making a moral stand in accordance with the 
  teachings of your faith, step back Social for the scene to step 
  up Focus for the scene.
  Ident Card d6: This is an Alliance-issued security document keyed 
  specifically to Book that grants him access to certain Alliance-run 
  facilities. It’s not something a simple shepherd would carry.
  All Access: Take a Haunting Secrets d8 Complication to gain 
  entry to a restricted Alliance area with your Ident Card.
  “It’s not about making sense. It’s 
  about believing in something, and 
  letting that belief be real
  enough to change your life. It’s 
  about ‘faith’. You don’t fix faith, 
  River. It fixes you.”
  - Book, “Jaynestown”
  Character Type: Mysterious 
  Preacher
  Character Description: 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 ship—
  maybe more than “walking the 
  world for a while.” 
  There are a lot of things that 
  don’t add up about Book’s past. 
  For starters, he’s as handy with 
  a weapon as Mal and Zoe, but 
  he won’t use ’em. Then, there’s 
  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’s a peacemaker, 
  wise and strong-willed and not 
  the least judgmental. He’s not 
  afraid to stand up for what he 
  believes in. 
  Likes and Dislikes: Shepherd 
  Book is man of faith, strong in 
  his beliefs. He does sometimes 
  question why God led him to 
  Serenity, 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 they want it or 
  not. He keeps himself fit, lifting 
  weights with Jayne.
  Flashbacks and Echoes: 
  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.
  SHEPHERd dERRIAL BOOK
  42
  
  ATTRIBUTES
  Mental 
  Physical 
  6
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  4
  Fly 
  4
  Focus 
  6
  Influence 6
  Know 
  8  
  Medicine
  Labor 
  4
  Move 
  6
  Notice 
  8
  Operate 
   
  Medical 
   
  Instruments
  Perform 
  6
  Shoot 
  4
  Sneak 
  6
  Survive 
  4
  Throw 
  4
  Treat 
  12
  Trick 
  6  
  Outwit
  dISTINCTIONS
  Family Ties 8
  Everybody is somebody’s son, daughter, brother, or sister. You maintain a connection to your family 
  that is as important to you as it is dysfunctional.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Family Gifts: When you create an Asset or take a Complication related to your 
  relationship with your family, step it up.
  Thicker than Water: Spend 1 PP and invoke a family member’s name to reroll your dice. 
  Highlighted Skills: Influence, Perform, Trick
  On the Run 8
  Someone’s after you—Alliance, the Triads, the Guilds, maybe all three. You’re a fugitive 
  and you’re trouble.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Hide in Plain Sight: Spend 1 PP to reroll a die when you’re being pursued. 
  On your next roll, both 1s and 2s count for Complications.
  Guilt by Association: Gain 1 PP each time your actions cause your fellow 
  Crewmembers to become targets for whoever it is that’s chasing you.
  Highlighted Skills: Move, Notice, Sneak
  Ship’s Doctor 8
  Sometimes it seems whoever came up with “First, do no harm” never had to 
  deal with the people you have to deal with.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Experimental Procedure: If you replace your Operate 
  or Treat Skill with a d4 for your next roll, gain a Big 
  Damn Hero Die equal to that Skill’s normal die rating 
  if your roll is successful.
   
  5 Natural Healer: Spend 1 PP to step back another 
  character’s medical or injury-based Complication.
  Highlighted Skills: Know, Operate, Treat
  SIGNATURE ASSETS
  Medical Bag d8: Filled with surgical tools and whatever 
  small supply of medicine Simon was carrying when he 
  fled the Core, Simon’s medical bag is his last link to his 
  old life and the first place he turns when someone is 
  hurt or injured on board Serenity.
  Long Term Care: When you successfully treat a Crewmember 
  with a d10 or higher injury Complication, spend 1 Plot Point 
  to gain a Big Damn Hero Die equal to the injury you treated. 
  Trust Me, I’m a Doctor: When relying on your status as a physician 
  to gain someone’s trust or get access to somewhere you 
  aren’t allowed, spend 1 Plot Point to step up or double 
  Influence or Trick for the action.
  “You know what they say: history 
  is programmed by the winners.”
  - Simon, “Serenity”
  Character Type: Fugitive Doctor
  Character 
  Description: 
  Simon grew up in the Core on 
  a planet called Osiris. Born to a 
  wealthy family, Simon had it all: 
  intelligence, influence, and a belief 
  in the sanctity of the Alliance. 
  Simon became 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 Serenity. 
  Once there, however, the doctor’s 
  plans went awry and River woke 
  up too fast, too soon. 
  Though he’s the ship’s medic, 
  Simon’s primary concern is for 
  River. He takes care of her while 
  the crew is out on the job. He’s an 
  excellent doctor, cool-headed and 
  quick thinking in an emergency. 
  He doesn’t understand life out 
  here on the Rim. He insults folk 
  without meanin’ to. It’s not that 
  he don’t like regular folk; he just 
  doesn’t know how to interact with 
  anyone except River. And even she 
  mystifies him from time to time.
  Likes and Dislikes: Simon is very 
  defensive of River and is willing 
  to sacrifice his own needs for 
  his sister’s benefit. The doctor is 
  growing to like Kaylee more than 
  a little, but he misses his old life 
  and struggles to survive out in the 
  fringes of space. Serious-minded, 
  he doesn’t take well to practical 
  jokes or, on occasion, Mal’s way 
  of ordering him around.
  Flashbacks and Echoes: Simon 
  supported Unification and, while 
  he didn’t fight in the War, 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….
  SIMON TAM
  43
  
  ATTRIBUTES
  Mental 
  Physical 
  8
  Social 
  6
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  6
  Fly 
  4
  Focus 
  6  
  Studying
  Influence 6
  Know 
   
  Science
  Labor 
  4
  Move 
  6  
  Dodge
  Notice 
  12 
  Intuition
  Operate 
  Perform 
  6  
  Dance
  Shoot 
  4
  Sneak 
  8  
  Hiding
  Survive 
  4
  Throw 
  4
  Treat 
  4
  Trick 
  4
  dISTINCTIONS
  Government Experiment 8
  You don’t remember what they did to you. Mostly. But now that it’s done, you can never go back.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Meddled With: Spend 1 PP to step up your Mental Attribute for the scene. Step 
  down your Social Attribute for both this scene and the next one.
   
  5 Two by Two, Hands of Blue: Create a Painful Memories d8 Complication to step 
  up your Know for the rest of the scene.
  Highlighted Skills: Fix, Know, Operate
  On the Run 8
  Someone’s after you—Alliance, the Triads, the Guilds, maybe all three. You’re a fugitive 
  and you’re trouble.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Hide in Plain Sight: Spend 1 PP to reroll a die when you’re being 
  pursued. On your next roll, both 1s and 2s count for Complications.
  Guilt by Association: Gain 1 PP each time your actions cause your 
  fellow Crewmembers to become targets for whoever it is that’s 
  chasing you.
  Highlighted Skills: Move, Notice, Sneak
  Reader 8
  You know things you shouldn’t. Some call you a witch. They’re just scared of 
  what you represent.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Secrets, Secrets: When you are in the presence of someone 
  who is trying to keep a secret, spend 1 PP to discover the 
  secret with a Mental + Know Action. If your Action 
  fails, create or step up a Paranoid Complication.
  Psychic Flashes: Once per scene, spend 1 PP to create 
  a d8 Complication on a Gamemaster character by 
  blurting out a secret or negative fate.
  Highlighted Skills: Focus, Influence, 
  Notice
  “I remember everything. I remember 
  too much and some of it’s made up 
  and some of it…  can’t be quantified, 
  and there’s secrets and…”
  - River, “Safe”
  Character Type: Fugitive Reader
  Character Description: 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 
  isolated from her family until she 
  could figure out a way to contact 
  Simon—but it was already too late.
  By the time Simon recovered 
  River, the damage had been done. 
  They had operated on her brain 
  and even she’s not fully aware of 
  what was done to her. Her behavior 
  is erratic and unpredictable. One 
  minute she’s peelin’ the labels off 
  cans and the next she’s stabbing 
  Jayne with a knife. 
  Thanks to Simon, the longer 
  River stays with the crew the more 
  time she has to heal. That don’t 
  mean the other crewmembers 
  have all taken to River. Some, 
  like Jayne, see her and Simon as 
  “opportunities” to make some 
  money, while others, like Kaylee 
  and Book, are more sympathetic.
  Likes and Dislikes: River is a 
  reader with an uncanny ability 
  to see deep inside a person. This 
  makes her scary to some folk. She’s 
  a graceful dancer and loves music. 
  At times, River feels bad that she’s 
  become such a burden to Simon. 
  She knows she needs help, but 
  she finds Simon overprotective 
  on occasion and rebels against 
  him. She has whimsical sense of 
  humor and mischief, but there is 
  a darkness in River that frightens 
  even herself. 
  Flashbacks and Echoes: River 
  has lost the ability to connect 
  with other people. She can read 
  their minds, but she can’t find a 
  way to process all the sensory 
  data that’s flooding her brain. She 
  suffers from flashbacks from 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. 
  RIVER TAM
  44
  
  45
  SERENITY CREW
  OTHER FOLKS IN THE ’VERSE
  Mighty as the Crew of Serenity is, not everyone 
  wants to play somebody else’s character. Some folk like to 
  breathe life into a Crewmember of their own. Maybe you 
  want to play one of the ECHOES OF WAR adventures 
  with your own Crew, or maybe only one of you wants to 
  go your own way, adding a new Crewmember to Serenity’s 
  family.
  For wide-eyed visionaries like yourselves, we’ve 
  included an even dozen of appropriate FIREFLY RPG 
  archetypes for you to choose from.
  HOW TO USE CREWMEMBER ARCHETYPES
  Archetypes are almost-complete FIREFLY 
  RPG characters, who just need a names, some personality, 
  and a few game-related decisions to make before they’re 
  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.
  STEP 1: PICK AN ARCHETYPE
   
  
  Academy Dropout: You hail from a prominent 
  family in the Core and were admitted to a 
  prestigious Academy to study history on account 
  of your mighty big brainpan. The more you 
  learned about the Alliance, the more questions 
  you asked—and wound up dropping out to save 
  your hide and spread the truth about what the 
  Alliance really is. (See page 49.)
   
  
  Alliance Agent: You fought in the War for the 
  Alliance and managed to infiltrate enemy lines. 
  Though the Independents caught on eventually, 
  you were welcomed back into the Alliance with 
  open arms. Now you’re an Alliance agent, through 
  and through. You’ve got no qualms doin’ what 
  you’re doin’. Alliance has been good to you, so 
  why wouldn’t you work for them? (See page 50.
   
  
  Asteroid Miner: You don’t care none for politics or 
  power-hungry idiots. You were in the War, did your 
  duty, and now you’re done. All you care ’bout now 
  is reaching your quota. You’ve got a mighty fine 
  job, workin’ for the Blue Sun Corporation. Though, 
  truth be told, you wouldn’t mind a little adventure 
  now and then. (See page 51.)
   
  
  Battle-Worn Bounty Hunter: You’ve got a knack for 
  tracking down those that don’t want to be found 
  and killing ’em if you have to. You were in the War 
  and you’ve seen and done things that nobody 
  civilized’ll want to hear about. Now, you’ll hunt any 
  target—provided you get paid. (See page 52.)
   
  
  Border Planet Farmer: You’re a shrewd farmer 
  who hails from Persephone. You’ve got a thriving 
  business on a sweet spot of land with a pretty, little 
  house. Your family means everythin’ to you and 
  you’ve taken great pains to make sure they’re well 
  protected. Still, that don’t mean you’re entirely 
  satisfied. You can’t help but wonder what else is 
  out there, seein’ as how you’ve never even been 
  to the Eavesdown Docks. (See page 53.)
   
  
  Cortex Hacker: You’ve got services that can 
  be bought and paid for by folk who can 
  afford it. You can repair any connection, 
  piece together a shiny, new system, or hack 
  
  46
  ECHOES OF WAR: THRILLIN’ HEROICS
  into secret Alliance databases. You came from the 
  wealthiest planet in the Core, but you can never 
  ever go back there. Let that gorramn governor 
  come after you. In the meantime, you’re havin’ 
  fun. (See page 54.)
   
  
  Derelict Salvager: You consider yourself simple 
  folk with a powerful curious nature. Them 
  busted ships out there in the black, those derelict 
  transports and battle-weary military boats, they 
  got plenty of loot waitin’ to be gotten, traded, and 
  sold. That’s where you come in. (See page 55.)
   
  
  Dishonored Politician: You were supported by the 
  Alliance and handpicked to rule a little backwater 
  moon. Your job was simple: keep the peace and 
  don’t ask any questions. Thing was, you did 
  just that, but you ran away because you knew 
  something wasn’t right. And now? You’re paying 
  the price for your sudden attack of ethics. (See 
  page 56.)
   
  
  Dockyard Foreman: You work on the Eavesdown 
  Docks fixing ships, redirecting trade routes, and 
  managing a few apprentices. You’d much rather 
  be a simple mechanic, but you got this job on 
  account of deals your family made to get you 
  this position. Truth be told, you don’t care how 
  you wound up as a foreman, you like being in 
  charge. (See page 57.)
   
  
  High Stakes Gambler: If there’s a bet to be made, 
  you’ll be makin’ it. Win or lose, you don’t care, 
  long as you have the chance to keep winning. 
  There’s a good reason for it, too—you’re not just 
  lucky to be alive, you’ve done the impossible 
  during the Battle of Du-Khang and you still 
  draw breath. Why not keep tempting fate?  
  (See page 58.)
   
  
  Small-Time Trader: You’ve always been a mite 
  squeamish, so you found a way to skip the 
  War altogether. You borrowed a boat and a 
  heap of credits to get a permit from the Trader’s 
  Guild. You’ve managed to stay afloat and keep in 
  business, but you’ve got piles of debt. You’ll keep 
  on flying ’til your ledger’s clear. (See page 59.)
   
  
  Triad Enforcer: You were taken in by one of the 
  largest criminal organizations in the ’Verse: the 
  Triad. You’ve managed to establish a position for 
  yourself as an enforcer and oversee the comings 
  and goings of an illegal operation. You’re not sure 
  you’d leave, but then again, you’ve never been 
  given the choice. (See page 60.)
  
  47
  SERENITY CREW
  STEP 2: CHOOSE TWO 
  DISTINCTION TRIGGERS
  Every Distinction lists three 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. 
  When you choose a Distinction, you automatically 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 you’ve selected. 
  The remaining Distinction triggers will stay locked 
  until you advance your character over the course of 
  multiple Episodes. The FIREFLY RPG COREBOOK 
  will explain more about advancing characters and tracking 
  their progress from Episode to Episode.
  STEP 3: STEP UP SKILLS
  Every Crewmember has a d4 rating in a Skill by default. 
  Each Distinction lists three Skills that are highlighted for 
  that Distinction. Each archetype’s Skills have already been 
  stepped up to reflect the highlighted Skills associated with 
  the chosen Distinction.. 
  On top of your highlighted Skills, you get 9 points to 
  spend. No Skill may be stepped up beyond d12. 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 isn’t listed on your 
  Distinctions, spend 2 points to step it up by one die 
  rating. To take a d4 to a d6, you’ll need to spend 
  two points, reducing your total points from 9 to 7.
  STEP 4: ASSIGN THIRD 
  SKILL SPECIALTY
  A Specialty is a narrow focus for a Skill. It appears 
  next to the Skill in parentheses. Each Specialty provides a 
  bonus d6 to your dice pool when you use it in connection 
  with that Skill. 
  Two of your archetype’s Specialties have already been 
  chosen for you. You may add a third Specialty to any Skill 
  rated at d6 or higher. Unlike Skills, there is no limit to 
  the type of Specialty you take—just remember to pick 
  something you’d see yourself using in a game! 
  In addition to your third Specialty, you also receive 
  a free Know Specialty if your Know die is a d6 or higher. 
  Add that additional Specialty now if your Know die ended 
  up equal to or higher than a d6.
  STEP 5: SELECT A 
  SIGNATURE ASSET
  All starting archetypes receive a Signature Asset rated 
  at d8. Beneath the Distinctions provided, you will see two, 
  unique Assets. Pick the Signature Asset that feels right to 
  you and mark that on your character sheet.
  STEP 6: NAME YOUR 
  CHARACTER
  One more quick decision and then you’re all done! 
  Now, all you have to do is name your character. Come up 
  with your own name or grab two d12 and use the tables 
  provided. We’ll have loads of other options in the FIREFLY 
  RPG COREBOOK, too, representin’ lots of cultures that 
  existed from Earth-That-Was. 
  If, you don’t want to choose what’s presented here, 
  seek out your own name. If you like what you see in the 
  table over yonder? Just roll them bones.
  After you’re done, share your new character with your 
  Crewmembers and the Gamemaster. Congratulations! 
  You’ve got a shiny new Crewmember!
  
  48
  ECHOES OF WAR: THRILLIN’ HEROICS
  CHINESE CHARACTER NAMES
  Male
  Female
  Family Name
  2
  Bao (precious)
  Ai (love)
  Gao
  3
  Bai (hundred)
  An (peace)
  Guo
  4
  Biao (young tiger)
  Bai (white)
  Hu
  5
  Cheng (to become; success)
  Chun (Spring)
  Huang
  6
  Da (big)
  Fang (fragrant)
  Jiang
  7
  De (moral)
  He (lotus)
  Li
  8
  Fei (flying; swift)
  Hua (flower)
  Lin
  9
  Gong (merit)
  Jia (lovely and good)
  Liu
  10
  Hong (great; grand)
  Jin (golden)
  Ma
  11
  Jian (healthy)
  Lan (orchid)
  Pan
  12
  Lei (thunder)
  Li (beautiful)
  Su
  13
  Li (strength)
  Ling (exquisite)
  Sun
  14
  Ming (brightness)
  Mei (pretty)
  Tang
  15
  Ping (calm; even)
  Qi (finest jade)
  Wang
  16
  Rong (glory)
  Qiao (clever)
  Wei
  17
  Qiang (strong)
  Qin (stringed instrument)
  Wu
  18
  Shen (god; divine)
  Qing (clean; pure)
  Xie
  19
  Sheng (sage; saintly)
  Wan (gracious)
  Yang
  20
  Tai (highest; greatest)
  Xin (heart)
  Yu
  21
  Tian (sky; celestial)
  Xing (start)
  Zhang
  22
  Xiong (masculine)
  Xiu (elegant)
  Zhao
  23
  Yang (sun)
  Yi (happy)
  Zheng
  24
  Zihao (son heroic)
  Yue (moon)
  Zhou
  OLd WEST CHARACTER NAMES
  Male
  Female
  Family Name
  2
  Alva
  Adeline
  Archer
  3
  Anton
  Agnes 
  Bailey
  4
  Billy
  Annie
  Carson
  5
  Cecil
  Bess
  Clay
  6
  Clayton
  Beth
  Dawson
  7
  Cleveland
  Birdie
  Edwards
  8
  Curtis
  Cornelia
  Fisher
  9
  Edmond
  Dollie
  Floyd
  10
  Eli
  Edith
  Gaines
  11
  Ellis
  Electra
  Galveston
  12
  Frank
  Eliza
  Hamilton
  13
  George
  Flossie
  Hays
  14
  Harley
  Harriett
  Howard
  15
  Hubert
  Irene
  Jefferson
  16
  Irving
  Jane
  King
  17
  Jesse
  Lizzie
  Lee
  18
  Ollie
  Loretta
  Montaghue
  19
  Robert
  Mary
  Oldham
  20
  Rudolph
  Myra
  Polk
  21
  Thomas
  Olga
  Rains
  22
  Vernon
  Rhoda
  Shackelford
  23
  Wiley
  Roxie
  Upton
  24
  Wyatt
  Sally
  Winkler
  
  ATTRIBUTES
  Mental 
  Physical 
  6
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  6
  Fly 
  4
  Focus 
  8  
  Study
  Influence 6
  Know 
  8  
  History
  Labor 
  4
  Move 
  4
  Notice 
  6
  Operate 
  6
  Perform 
  4
  Shoot 
  4
  Sneak 
  4
  Survive 
  6
  Throw 
  4
  Treat 
  4
  Trick 
  4
  dISTINCTIONS
  Child Prodigy 8
  Your parents didn’t know what to do with you, other than enroll you in the best 
  schools, and wonder at your potential.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Eidetic Memory: Spend 1 PP to roll your Know and add it to your 
  total once per scene.
  Exceptional Talent: Step up an existing Complication to step up or 
  double a Skill in a non-combat situation.
  Highlighted Skills: Fix, Know, Operate
  Everything’s Shiny 8
  Don’t worry. Everything’s going to come out 
  shiny in the end.
   
  5 Gain 1 Plot Point when you roll a d4 
  instead of a d8.
  Lightweight: Gain 1 PP when you choose to 
  get knocked out, drunk, or otherwise affected 
  by incapacitating causes instead of rolling dice.
  Lighthearted: Spend 1 PP to make light of a situation 
  and step back a Crewmember’s Complication on 
  account of your positive outlook.
  Highlighted Skills: Focus, Know, Survive
  Fall from Grace 8
  That’s the problem with ambition: the higher you climb, the longer the drop. 
  You really put yourself out there and now you’ve got to start over.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Coping Mechanism: If you have a Complication at a d10 or 
  higher, you may add your Focus to any roll made to avoid 
  being Taken Out.
  Out of Your Element: Step up a Complication you have acquired 
  as a result of being in unfamiliar surroundings, situations, or 
  circumstances to gain 1 PP.
  Highlighted Skills: Focus, Influence, Notice
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Cortex Tablet d8: You don’t believe in having all that schoolin’ 
  without nothing to show for it. You managed to get your hands on a 
  fancy tablet that gives you uninterrupted access to the Cortex wherever 
  you go. Oh, folk ’spect to see you holdin’ a tablet in the Core, but out 
  on the Rim? You’re practically a celebrity.
  Academy Blackmail d8: On your way out of the Academy on Ariel, 
  you managed to snag evidence that you can deploy to the right people, 
  should you have need to protect yourself. Sure it’s a mite sleazy, but 
  having sleazy insurance is better than not havin’ any. 
  “I opened my eyes and now I’m 
  paying the price.”
  Born into a wealthy family, 
  you grew up in a lavish home 
  on Ariel. Your socialite parents 
  expected you’d go far because 
  of your aptitude for learning, and 
  by all accounts you should have. 
  You’ve gone to the best schools, 
  had top-notch teachers, and filled 
  your time learning everything 
  you could about Earth-That-Was.
  Your parents enrolled you into 
  an Academy the first chance they 
  got. You were well on your way to 
  becoming an expert on terraforming 
  when the unthinkable happened—
  the more you learned about the 
  consequences of terraforming 
  equipment and how the Unification 
  War brought other planets to 
  heel, 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 
  weeks later, your personal data 
  files were investigated and you 
  were put on academic probation. 
  Soon, you found yourself faced 
  with a terrible choice—drop 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 you’re on a mission to tell 
  the truth about the Alliance and 
  to help those that need helpin’. 
  Anything else would be uncivilized.
  ACAdEMY dROPOUT
  49
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  4
  Fly 
  4
  Focus 
  4
  Influence 6
  Know 
  4
  Labor 
  4
  Move 
  6
  Notice 
  6  
  Search
  Operate 
  4
  Perform 
  6
  Shoot 
  6  
  Pistols
  Sneak 
  6
  Survive 
  6
  Throw 
  4
  Treat 
  4
  Trick 
  8
  dISTINCTIONS 
  Alliance Spy 8
  You’ve got your orders. What you do with them now is up to you.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Alliance Agenda: When you’re interacting with any Alliance personnel, spend 1 PP 
  to reveal that you outrank them or function at a more important level 
  than they do.
  Espionage: Step back an Asset related to surveillance, investigation, 
  or intelligence gathering in order to reroll your dice in appropriate 
  situations.
  Highlighted Skills: Shoot, Sneak, Trick
  Things Don’t Go Smooth 8
  Life sure seems to be a string of mishaps, mistakes, and misappropriations. But 
  you’re still here, ain’t you?
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Tough as Nails: 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.
  Trouble Magnet: Step up one of your Complications to reroll a die. On 
  your next roll, both 1s and 2s count for Complications.
  Highlighted Skills: Move, Notice, Survive
  Master of Disguise 8
  You’re more comfortable in someone else’s skin.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Evil Twin: Gain 1 PP when someone you are disguised as shows up 
  to ruin your illusion.
  Mockingbird: Spend 1 PP to step up your Perform Skill when you 
  are trying to mimic someone’s voice.
  Highlighted Skills: Influence, Perform, Trick
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Homing Beacon d8: It don’t matter where you are or what trouble you’re 
  in, once you press that red button you’ll activate your homing beacon. 
  Not long afterward, the Alliance will come a-runnin’ to help you out in 
  the fastest way they know how.
  Stink Bug d8: All that spyin’ and gatherin’ intel requires a powerful 
  concentration and a mighty fine listening device. Drop a Stink Bug on any 
  nearby target and pick up on their conversations. This li’l bug is useful for 
  surveillance. Though it don’t record none, what you learn could mean 
  the difference between arrestin’ folks or letting them be.
  “Forget trying to bribe me. Don’t 
  you know who I work for?”
  You had a family once, but you’ve 
  left them far behind. Hell, nobody 
  back home on Persephone would 
  recognize you now, not after the 
  War and all you’ve 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. 
  Thanks to you, a few battles tipped 
  in the Alliance’s favor and you’re 
  mighty proud of it. You were doin’ 
  great until a Browncoat general 
  caught you and tattooed your face 
  all nice and pretty like.
  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 you’d 
  blend in more. They trained you up, 
  promoted you, and gave you full 
  authority to bring the Law down 
  on those who need it—provided 
  you don’t ask questions. ’Course, 
  you’re in so deep with the Alliance 
  that if you did manage to turn on 
  them, you’d wake up with a gun 
  pointed at your head. 
  Doesn’t matter if you’re out on 
  the Rim arresting illegal salvagers 
  or back in the Core infiltrating a 
  resistance group—you go where 
  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, 
  they’re the only family you got. In 
  exchange for your loyalty, you’ll 
  keep earnin’ them medals and 
  promotions. 
  Sure, a raise would be nice, but 
  you get what you need to do your 
  job. And that’s plenty.
  ALLIANCE AGENT
  50
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  Social 
  6
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  8
  Fix 
  4
  Fly 
  4
  Focus 
  6
  Influence 4
  Know 
  4
  Labor 
  6  
  Mining
  Move 
  4
  Notice 
  4
  Operate 
  6
  Perform 
  4
  Shoot 
  6
  Sneak 
  4
  Survive 
  8  
  Zero-G
  Throw 
  6
  Treat 
  4
  Trick 
  4
  dISTINCTIONS 
  Contract Miner 8
  Pulling ore out of the ground—or out of floating rocks—isn’t a vocation for the weak. Every rutting 
  day is a battle against the elements.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Blood, Sweat, and Tears: Spend 1 PP to ignore a Complication for a die roll 
  that includes one of your highlighted Skills. 
  Company Ties: Gain 1 PP when your contract or agreement with the 
  mining company forces you to make an unfavorable or unwanted choice.
  Highlighted Skills: Labor, Operate, Survive
  Veteran of the Unification War 8
  It don’t matter which side you fight on, war leaves a mark on your heart n’ soul.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Fightin’ Type: Spend 1 PP to step up or double your Shoot or 
  Fight when you’re outnumbered.
  War Stories: When you create an Asset or take a Complication 
  related to a wartime flashback, step it up.
  Highlighted Skills: Fight, Shoot, Survive
  Temper 8
  Some say you’re a mite testy when you’re courtin’ bad news. Truth is, you’re a 
  mite testy all the time.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Anger Issues: 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.
  Seein’ Red: Spend 1 PP to use a Complication as an Asset for one 
  Action; step up the Complication afterward.
  Highlighted Skills: Fight, Focus, Throw
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Blue Sun Security Pass d8: You’ve finally managed to impress the 
  right people. You have a Security Clearance that gives you access to 
  the upper-level floors of any Blue Sun Corporation building—well 
  above your boss’s pay scale. ’Course, just because you have access 
  to your employer’s innermost secrets don’t mean you need to 
  uncover all of ’em.
  Mag-Pistol d8: To meet your quota, you gotta make the hard decisions 
  and get your hands dirty. Out in space, that means you have a 
  magnetic pistol that can fire in low oxygen conditions. What or 
  who you shoot...well, that’s on you. Still, a mag-pistol is a lot more 
  trustworthy than a handgun on an asteroid.
  “I’m gonna crack this rock like a 
  hard-boiled egg.”
   Some folks don’t care about 
  politics or bein’ famous and the 
  like, and you’d 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 you’ve seen one too many 
  atrocities committed by soldiers 
  on both sides. That’s why, when it 
  was over, you signed up for honest 
  work—mining the asteroids located 
  in the Halo ’round the Core.
  You could’ve stuck to the 
  Border Planets or staked a claim 
  somewhere in the Rim, but you 
  didn’t. Settling down don’t interest 
  you. Friends? You had them. They 
  died. Not to mention, you’re fully 
  aware that the terraforming 
  technology is a mite twitchy. 
  You may like to stand on solid 
  ground, but you don’t like them 
  rare diseases none, either. That’s 
  why you’ve chosen to work out 
  in the black mining asteroids for 
  the Blue Sun Corporation. Hell, at 
  least you’ve got medical.
  Truth be told, life is simpler this 
  way and a heck of a lot quieter. 
  All you need to survive is some 
  oxygen, a spacesuit, a decent 
  ship, and a steady supply of them 
  colored protein bars. And you’ll 
  keep getting’ what you need, too, 
  providin’ you check in from time 
  to time and meet your quota. 
  Still, that don’t mean you’re not 
  up for a little adventure.
  ASTEROId MINER
  51
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  Social 
  6
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  8  
  Grappling
  Fix 
  4
  Fly 
  6  
  Shuttles
  Focus 
  4
  Influence 6
  Know 
  6
  Labor 
  4
  Move 
  4
  Notice 
  6
  Operate 
  4
  Perform 
  4
  Shoot 
  6
  Sneak 
  4
  Survive 
  6
  Throw 
  4
  Treat 
  4
  Trick 
  6
  dISTINCTIONS 
  Bounty Hunter 8
  There are wanted men everywhere in the ’Verse and people who’ll pay good money for ’em. This is what 
  you do. You don’t have to like it.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Tracker: Spend 1 PP to create a Quarry Asset at d6. Choose your target; they don’t 
  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 Quarry 
  Asset at a time.
  Cortex Sniffer: Spend 1 PP to use Operate instead of Survive to 
  track down a fugitive.
  Highlighted Skills: Fight, Fly, Notice
  Veteran of the Unification War 8
  It don’t matter which side you fight on, war leaves a mark on your heart n’ soul.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Fightin’ Type: Spend 1 PP to step up or double your Shoot or Fight 
  when you’re outnumbered.
  War Stories: When you create an Asset or take a Complication related 
  to a wartime flashback, step it up.
  Highlighted Skills: Fight, Shoot, Survive
  Smooth Talker 8
  You can talk your way out of a life sentence or into a locked room. Just don’t make 
  promises you can’t keep.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Gift of Gab: Spend 1 PP to double your Influence die for your next roll.
  Start Fresh: Spend 1 PP at the beginning of a scene to step back all of your 
  social or mental-based Complications.
  Highlighted Skills: Influence, Know, Trick
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Mag-Boots d8: Hunting your prey out in the black requires a certain 
  kind of finesse. It’s hard gauging how far to jump or what kind of 
  cables to bring with you. That’s 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.
  Whisper Firearm d8: You know a well-placed bullet to the head 
  will always attract attention—no matter who you’re shootin’ at. 
  That’s why you pack a quiet gun. The Whisper Firearm has a built-in 
  silencer that suppresses the sound of gunfire. Why, it’s perfect 
  for a bounty hunter like yourself.
  “Cry all you want. I ain’t got the 
  heart to listen.”
  You’re not innocent and you 
  never claimed to be. Even as a 
  child, you had a talent for killing 
  things and you’ve got a lot of 
  blood on your hands to prove 
  it. First your pet fish, then your 
  schoolteacher. You’ve always had 
  a way about you. You chalk it up to 
  your superior intelligence, ’cause 
  you know the truth—you’re not 
  human. You’re better than. You 
  operate outside the law and you’re 
  so good at what you do, you’ve 
  managed to keep finding the kind 
  of work you like.
  Sure, you have to lie from time 
  to time just to fit in and talk your 
  way out of trouble, but that’s part 
  of the job. You’ve always been the 
  lone wolf type with no family to 
  speak of and no love to call your 
  own. You were sad when your fish 
  died and still get broken up about 
  it from time to time, but that’s 
  not a secret you’ll ever let slip.
  It was only natural you’d become 
  a bounty hunter. You killed men, 
  women, and children on both sides 
  of the War. Don’t matter who won. 
  Folks say you aren’t right in the 
  head, but they’re wrong. You’re 
  still alive, and they’re not. There 
  ain’t nobody better equipped 
  to capture prey than you and 
  you’ll keep at it while you still 
  draw breath. Well, provided you 
  get paid. Otherwise, them that’s 
  too weak to do their own dirty 
  work will find themselves in an 
  uncomfortable position—with 
  a gun to the back of their pretty, 
  little heads.
  BATTLE-WORN BOUNTY HUNTER
  52
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  6
  Drive 
  4
  Fight 
  4
  Fix 
  4
  Fly 
  4
  Focus 
  6  
  Patience
  Influence 6
  Know 
  4
  Labor 
  6  
  Farming
  Move 
  4
  Notice 
  6
  Operate 
  4
  Perform 
  4
  Shoot 
  4
  Sneak 
  6
  Survive 
  6
  Throw 
  4
  Treat 
  6
  Trick 
  6
  dISTINCTIONS
  Farmer 8
  Terraforming made plenty of work for you, but it’s a rough life, whether it’s cows, corn, or 
  chemically-altered protein product.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Lay of the Land: Spend 1 PP to reveal a fact about the natural world 
  you’re standing on—environmental conditions, weather, or animal 
  life—as a d8 Asset.
  Rugged: Spend 1 PP to ignore a Complication for a die roll that 
  includes one of your highlighted Skills.
  Highlighted Skills: Craft, Labor, Survive
  Hitched 8
  You ever been with a warrior woman?
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  In Sickness and In Health: When you create an Asset or 
  take a Complication related to your relationship with 
  your spouse, step it up.
  For Richer or Poorer: When you share a scene with your 
  spouse, you may share Plot Points with one another.
  Highlighted Skills: Influence, Treat, Trick
  Steady 8
  It takes a lot to throw you off-balance.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Got It In One: Spend 1 PP to roll your Focus and add it to 
  your total.
  Sea of Calm: Spend 1 PP to use a Complication as an Asset for one 
  Action; step up the Complication afterward.
  Highlighted Skills: Focus, Notice, Sneak
  SIGNATURE ASSETS
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Alliance-Issued War Rifle d8: There ain’t nothing you’d rather 
  have by your side when you’re out inspecting your property than 
  your War rifle. Sure it’s not one of them shiny new guns, but your 
  trusty rifle has got plenty of character and that’s enough for you. 
  Farm Animals d8: Other folks may be hunting down protein bars 
  or stealin’ loot from derelicts, but you’ve 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 credits—’cause 
  that’s exactly what they are.
  “You can have your wars and 
  intrigue. Farming’s practical. You 
  got the credits, I got what you need.” 
  You’re the third generation in 
  a proud line of family farmers. 
  War came and went, and where 
  were you? On Persephone, workin’ 
  alongside your 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 got 
  paid handsomely for it.
  After the War, you expanded 
  some on a new planet; now you’ve 
  got sheep, pigs, and cows a-plenty, 
  along with a nice little orchard 
  out back on Boros. What’s more, 
  you’ve just built that pretty yellow 
  house with a white picket fence. 
  You should be mighty happy, 
  but you ain’t. You do the job that 
  needs doin’ and that’s earned you 
  a reputation as bein’ a shrewd 
  individual. Your neighbors don’t like 
  you much, but that’s on account of 
  the deals you made to keep your 
  family farm afloat. There’s been a 
  few complaints, but none that you 
  can’t handle. You’ve done things 
  to protect you and yours, secrets 
  you will take to the grave, and 
  you’ve paid to keep more than a 
  few mouths shut.
  Still, you have to wonder what 
  and who else is out there. You’ve 
  only left Persephone once and 
  have yet to take another trip 
  flyin’ through those bright, cheery 
  skies. What backwater moons are 
  waitin’ to be explored? What’s 
  life really like in the Rim? The 
  black? If the opportunity were 
  to present itself, you’d think long 
  and hard about leavin’ your farm 
  and family behind. Well, maybe 
  not that long.
  BORdER PLANET FARMER
  53
  
  ATTRIBUTES
  Mental 
  Physical 
  8
  Social 
  6
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  6  
  Network
  Fly 
  4
  Focus 
  6
  Influence 6
  Know 
  6
  Labor 
  4
  Move 
  6
  Notice 
  6
  Operate 
  6  
  Cortex
  Perform 
  6
  Shoot 
  4
  Sneak 
  6
  Survive 
  4
  Throw 
  4
  Treat 
  4
  Trick 
  4
  dISTINCTIONS 
  Cocky 8
  You’re a smug, self-assured sommbitch and you’re not afraid to say it.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  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.
  Confidence: Step up a social Complication to step up or double your Social Attribute for your next roll.
  Highlighted Skills: Focus, Influence, Perform
  Cortex Technician 8
  Waves in the black don’t just happen. From world to world, you’ve made sure nobody stops the signal.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  I’m Working Here: 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.
  In the Loop: You may spend Plot Points for anyone with whom you are in direct contact via 
  a communications network.
  Highlighted Skills: Fix, Know, Operate
  On the Run 8
  Someone’s after you—Alliance, the Triads, the Guilds, maybe all three. You’re a fugitive and you’re trouble.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Hide in Plain Sight: Spend 1 PP to reroll a die when you’re being pursued. On your next roll, 
  both 1s and 2s count for Complications.
  Guilt by Association: Gain 1 PP each time your actions cause your fellow Crewmembers 
  to become targets for whoever it is that’s chasing you.
  Highlighted Skills: Move, Notice, Sneak
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Cortex Smokescreen d8: If you’re going to hack your way 
  from the Core to one of them backwater moons, 
  you need a way to cover your digital tracks. 
  Luckily, that’s what your Cortex smokescreen 
  program is for. It works pretty good, too. Well, 
  most of the time.
  Worm Food Computer Virus d8: A computer 
  virus comes in mighty handy in your line of 
  work—especially when there’s information that 
  needs to be chewed up and spit out. That’s why 
  you’ve developed Worm Food, a computer virus 
  that’ll eat its way through a program or file in 
  seconds, leaving a mighty big hole behind.
  “Of course I can get you access 
  without an ident card. How much 
  were you payin’ me again?”
  You’ve got what you like to 
  call a “special connection” to the 
  Cortex. There ain’t a program you 
  can’t figure out, a system you can’t 
  hack, or an ident card you can’t 
  mimic. It’s not that you had any 
  real trainin’, you just picked up 
  bits and pieces here and there 
  on your travels. Your ability to 
  tap and fix them wires that need 
  fixin’ is what gets you from place 
  to place. 
  Thing is, you weren’t always 
  as skilled as you are now. When 
  you were experimenting, you did 
  something bad. It was back on 
  Bellerophon. Oh, it’s been a few 
  years now, but you were poking 
  your nose into the governor’s 
  personal data files and found 
  evidence of his crimes and the 
  affairs he was havin’. If you were 
  from a normal family, you would 
  have been tossed into an Alliance 
  jail cell and forgotten. But you 
  aren’t. Your momma’s 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, 
  you’re taking what jobs you can, 
  selling your services to those 
  who can afford ’em, and flyin’ as 
  far away from the Core as you 
  possibly can. You don’t care what 
  system you hack or who it affects. 
  There’s no way you’re going home 
  until that gorramn governor is 
  dead or your momma tells you 
  the coast is clear. 
  CORTEX HACKER
  54
  
  ATTRIBUTES
  Mental 
  6
  Physical 
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  6
  Fix 
  6  
  Dismantling
  Fly 
  4
  Focus 
  6
  Influence 6  
  Barter
  Know 
  6
  Labor 
  6
  Move 
  8
  Notice 
  4
  Operate 
  6
  Perform 
  4
  Shoot 
  4
  Sneak 
  4
  Survive 
  4
  Throw 
  4
  Treat 
  4
  Trick 
  4
  dISTINCTIONS 
  Crude 8
  You’re a little gorramn rough around the edges.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Rough Talk: Double Influence when you’re trying to intimidate or scare folks with 
  more sensitive proclivities. After your roll, step up or create a social Complication 
  on another Crewmember.
  Obnoxious: 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. 
  Highlighted Skills: Fight, Labor, Move
  Never Learned to Read Nor Write 8
  They never got around to building a schoolhouse where you’re from. 
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Barely Literate: Gain 1 PP when pretending that you’ve 
  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 
  off-guard.
  Highlighted Skills: Focus, Influence, Know
  Salvager 8
  Folk leave all manner of valuable hulks and crates floatin’ around waitin’ for 
  you to just swoop in and liberate them. Finder’s keepers.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Spare Parts: 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.
  This Is Why We Can’t Have Nice Things: Turn one of your Assets into a 
  Complication of the same die rating to gain 1 PP.
  Highlighted Skills: Fix, Move, Operate
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Fancy Six-Shooter d8: Derelicts floatin’ aimlessly in the black should be 
  easy game, but, on account of the Alliance and rival crews, they’re not. 
  Don’t matter none ’cause your six-shooter never leaves your side. You’re 
  well prepared for trouble wherever it may be.
  Alliance Salvage Permit d8: Alliance don’t bother you, but just in case 
  they do? You’ve sold plenty to get an Alliance salvage permit. If the Law comes 
  a-knockin’ on your door up there in the black, you’ve got a mighty fine (and 
  legal) permit to show ’em. 
  “Permit or no permit. There’s some 
  good cargo to be had out in the 
  black. I’d be a fool not to take it.”
  Hard to find decent work once 
  you get past the Border Planets. 
  Not 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 don’t pay much and it’s boring 
  work. You could play some petty 
  mayor’s game or join a terraforming 
  outfit, but truth be told, salvagin’ 
  ships is a lot more fun. Never know 
  what you’re going to find on an 
  abandoned passenger ship or one 
  of them battle-weary warships. 
  You’ve 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. Would’ve been 
  stuck 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 never were one to look 
  back, so you fell in with another 
  crew ’cause they paid well and 
  weren’t as stupid. 
  You’ll 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 you will get paid. 
  Salvagin’ is hard work! 
  dERELICT SALVAGER
  55
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  6
  Social 
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  4
  Fly 
  4
  Focus 
  6
  Influence 
   
  Politics
  Know 
  4
  Labor 
  4
  Move 
  6
  Notice 
  8
  Operate 
  4
  Perform 
  6
  Shoot 
  4
  Sneak 
  4
  Survive 
  4
  Throw 
  4
  Treat 
  4
  Trick 
  6  
  Cover-Up
  dISTINCTIONS 
  Drunk 8
  The demon in the bottle drags you in every time. You like to refer to it as having an expertise 
  in beverages; others like to refer to it as a serious problem. One of you is right.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Functional Alcoholic: Start every Episode with a Drunk d6 Complication. 
  Step it up to reroll a die on a failed Action. Once it exceeds d12, you are out 
  until given medical treatment.
  Gaps in Memory: Gain 1 PP to reveal that you don’t remember or recall 
  the events of a previous scene in which you had an active Drunk 
  Complication.
  Highlighted Skills: Influence, Move, Perform
  Fall from Grace 8
  That’s the problem with ambition: the higher you climb, the longer the drop. You 
  really put yourself out there and now you’ve got to start over.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Coping Mechanism: If you have a Complication at a d10 or higher, 
  you may add your Focus to any roll made to avoid being Taken Out.
  Out of Your Element: Step up a Complication you have acquired 
  as a result of being in unfamiliar surroundings, situations, or 
  circumstances to gain 1 PP.
  Highlighted Skills: Focus, Influence, Notice
  Politician 8
  You attained public office, acclaim, and people’s trust. You have access to the corridors 
  of power, for what that’s worth.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Pulling the Strings: When you create an Asset based on political or 
  corporate connections, step it up to a d8.
  Promises, Promises: Gain 1 PP when an agreement, vote, lobbying effort, or 
  behind-the-scenes deal comes back to cause you grief or unpleasantness.
  Highlighted Skills: Influence, Notice, Trick
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Sympathetic Townsfolk d8: You may be disgraced, but there are those 
  that remember all the mighty fine deeds you done. You brought traders 
  a-plenty, Companions, and socialites, too. Some of your former townsfolk 
  are so appreciative of those deeds they’ll go out of your way to do you a 
  favor or fight for you if need be.
  Commemorative Flask d8: You’ve always had a taste for the finer things 
  in life, so it’s no surprise you’ve got your very own flask commemorating 
  your stint as mayor of that fine little town. What’s more, it’s so darn purty 
  it’s become something of a conversation piece—a perfect way to strike up 
  a conversation with those that need a-talkin’ (or a-drinkin’) to.
  “There’s no way I can save face now.”
  You hail from Ariel. The War was 
  just a blip on your radar. Still, you 
  worked for the Alliance and knew 
  what they’re capable of. You were, 
  matter of fact, hand-picked from 
  one of the finest families from 
  Ariel’s 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 Border 
  Planet moon like Godforsaken 
  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 don’t ask 
  questions. 
  When you couldn’t stand the 
  Alliance’s silence anymore, you told 
  your family you wanted to come 
  home. So, your father pulled some 
  strings and you did—stripped of 
  title, lands, credits, everything. 
  You never did find out what 
  was going on back there, what 
  all that silence was covering up. 
  You’re dyin’ to know, but you have 
  a feeling that if you do, somebody’s 
  going to get hurt. Maybe it’ll be 
  dear old dad or maybe it’ll be you. 
  Are you the kind of person to find 
  out the truth? You could try, but 
  forgetting might be a lot easier. 
  After all, your career is over.
  dISHONOREd POLITICIAN
  56
  
  ATTRIBUTES
  Mental 
  6
  Physical 
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  4
  Fly 
  4
  Focus 
  6
  Influence 8
  Know 
  8  
  Docks
  Labor 
  6  Heavy Lifting
  Move 
  4
  Notice 
  4
  Operate 
  6
  Perform 
  6
  Shoot 
  4
  Sneak 
  4
  Survive 
  4
  Throw 
  4
  Treat 
  4
  Trick 
  6
  dISTINCTIONS
  Dockyard Worker 8
  So many folk come and go at a spacedock, it’s like a daily class 
  in other cultures. It’s also gorramn drudgery and pays almost 
  nothing, so why not keep an ear open?
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
  Cosmopolitan: Spend 1 PP to add a specialty in a 
  different culture to your Crew Sheet for a scene.
  Unsavory Element: 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.
  Highlighted Skills: Know, Labor, Operate
  Family Ties 8
  Everybody is somebody’s son, daughter, brother, or sister. You maintain a connection to 
  your family that is as important to you as it is dysfunctional.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Family Gifts: When you create an Asset or take a Complication related 
  to your relationship with your family, step it up.
  Thicker than Water: Spend 1 PP and invoke a family member’s name 
  to reroll your dice. 
  Highlighted Skills: Influence, Perform, Trick
  Tough as an Old Leather Boot 8
  You built your empire with your own hands. You may be a rich man now, but 
  you’re still the same sumbitch on the inside.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Hard Bargain: Spend 1 PP to step back a Complication during 
  a negotiation.
  Singin’ the Blues: Gain 1 PP when you step back your Social 
  die during a roll due to your melancholy over what you lost to 
  get where you are.
  Highlighted Skills: Focus, Influence, Know
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Mechanic’s Toolbelt d8: You’re a natural at fixin’ ship parts 
  and the like, but you can’t do a darn thing without your trusty 
  toolbelt. You’ve got gizmos and gadgets a-plenty hidin’ in 
  them pockets on your belt, ready and waitin’ for you to tinker 
  when you need ’em.
  Worker Bees d8: You’ve got work to do and loyal folks to do 
  it. Supervisin’ them dock workers has its perks, and having 
  access to a heap of folks is definitely one of them. 
  Why, your li’l worker bees are so happy with 
  you runnin’ the show, they’ll gladly stick their 
  necks out for ya if you need a hand.
  “Can’t figure out the problem? Point 
  me and my crew to it. That’s what 
  I’m here for.”
  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 that 
  was a good thing. While others were 
  off fightin’, you worked the docks 
  with your family and eventually 
  got promoted to foreman. You’d 
  like to think it’s because you’ve 
  earned that position, but you 
  suspect it’s more on account of 
  your family being well connected. 
  Oh, they’re regular folk all right, 
  without any aims to be social 
  climbers, but they know who’s 
  coming and going. That’s their 
  specialty: information. Putting 
  you in the position of foreman 
  makes a whole lot of sense—more 
  for them than for you.
  But you’re not above getting 
  your hands dirty down on the 
  docks. When there are crates to lift 
  and machinery to operate, you’re 
  happy to throw your weight into 
  getting the job done. You’re likable 
  that way, and most stay clear of 
  ya. You’ve got an apprentice or 
  two under your watch and you 
  stick to the laborin’. ’Course, you 
  don’t mind having charges. In fact, 
  you’ve gotten used to bossin’ folks 
  around. This particular section of 
  Docks is like havin’ your own little 
  kingdom. Shiny! 
  dOCK FOREMAN
  57
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  6
  Social 
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  4
  Fix 
  4
  Fly 
  4
  Focus 
  8
  Influence 8  
  Gambling
  Know 
  6
  Labor 
  4
  Move 
  4
  Notice 
  8
  Operate 
  4
  Perform 
  4
  Shoot 
  4
  Sneak 
  4
  Survive 
  4
  Throw 
  4
  Treat 
  4
  Trick 
  8  
  Sleight of 
   
  Hand
  dISTINCTIONS 
  Gambler 8
  The greater the risk, the greater the thrill. You’re addicted to the luck of the draw.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Risky Business: If you replace your Skill die in a roll with a d4, you get a Big 
  Damn Hero Die equal to that Skill’s 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 spend a PP to stay in the fight.
  Highlighted Skills: Focus, Notice, Trick
  Smooth Talker 8
  You can talk your way out of a life sentence or into a locked room. Just don’t make 
  promises you can’t keep.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Gift of Gab: Spend 1 PP to double your Influence die for your next roll.
  Start Fresh: Spend 1 PP at the beginning of a scene to step back all of your 
  social or mental-based Complications by one.
  Highlighted Skills: Influence, Know, Trick
  Reader 8
  You know things you shouldn’t. Some call you a witch. They’re just scared of what you 
  represent.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Secrets, Secrets: When you are in the presence of someone who is trying to 
  keep a secret, spend 1 PP to discover the secret with a Mental + Know 
  Action. If your Action fails, create or step up a Paranoid Complication.
  Psychic Flashes: Once per scene, spend 1 PP to create a d8 Complication 
  on a Gamemaster character by blurting out a secret or negative fate.
  Highlighted Skills: Focus, Influence, Notice
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Fake Ident Cards d8: You’ve got a terrible habit and deep down 
  inside you know your reputation is spreadin’ in a bad way. To 
  set your mind at ease, you’ve got a collection of fake ident cards 
  that you use to get yourself out of trouble. Though you ain’t sure 
  who you’ll pretend to be next, your ident cards will distract the 
  Law when need be.
  Lucky Rabbit’s Foot d8: You walked across that field of battle with 
  those gorramn laser blasts whizzing past your ear and survived. 
  Was it skill? Your charming demeanor? Hell, no. The only reason 
  why you’re still alive and kickin’ is because you carry a lucky rabbit’s 
  foot. Never mind how you’ve been farin’ after the War ended, that darn 
  foot is helpin’ you keep it together.
  “Deal out the cards. They can take 
  me to jail when I’m good and ready.”
  You’ve got an itch that can’t 
  be scratched. You tempt the gods 
  often, on account of your insatiable 
  hunger. There ain’t a game you 
  won’t play—or bet on. You like 
  cards, dice, cockfights, wrestling, 
  races...heck, you’ve even bet on 
  a game of Chinese Checkers once 
  or twice. You gamble to win and 
  when you don’t, you keep on bettin’ 
  and playin’ until you’re forced 
  to stop. That’s when things get a 
  little ugly, for you ain’t afraid of 
  losin’. You’re invincible.
  You were in that damnable 
  War right on the front lines at the 
  Battle of Du-Khang. Just a soldier, 
  an Independent, who took a chance 
  on the underdog. You bet high and 
  threw everythin’ into your duties, 
  figurin’ that you and your fellow 
  Browncoats would take down those 
  jian huo. Instead you experienced 
  somethin’ you could never forget. 
  You were fightin’ alongside your 
  best friend, and what happened? 
  She died. Walking right onto the 
  field of battle—bullets and laser 
  blasts zippin’ right past—you shot 
  the ben dan who murdered your 
  friend. When you got you got back 
  to your bunker, you didn’t have a 
  scratch on you.
  Truth be told, that’s when you 
  started gambling. Ever since that 
  day, you’ve never been able to 
  resist tryin’ your luck. You don’t 
  keep track of your wins and losses. 
  All you’ve got is the game, ’cause 
  that’s the only thing that makes 
  sense. 
  HIGH STAKES GAMBLER
  58
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  6
  Fight 
  4
  Fix 
  4
  Fly 
  8  
  Transports
  Focus 
  6
  Influence 6
  Know 
  8  
  Trade Guild
  Labor 
  4
  Move 
  4
  Notice 
  6
  Operate 
  4
  Perform 
  4
  Shoot 
  4
  Sneak 
  4
  Survive 
  4
  Throw 
  4
  Treat 
  4
  Trick 
  6
  dISTINCTIONS 
  Debt 8
  You’re in deep, and it’s a hole you can’t climb out of easily. But for the time being, you’ve got resources.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Something Borrowed: When you create an Asset by spending money to purchase 
  goods or services, step it up.
  Pay It Forward: When you use your financial resources on behalf of another, 
  spend 1 PP to create an appropriate d8 Asset.
  Highlighted Skills: Know, Notice, Trick
  Guild Trader 8
  Your business is in moving goods and services from one place to another under 
  Guild contract. It’s not as free as you’d like, but there’s security.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Get Out of Jail Free: Spend 1 PP when you’re imprisoned, locked 
  up, seized, or held. The Trade Guild springs you but they’ll ask 
  you to do something for them later.
  Shadow of the Guild: Gain 1 PP when your decision to go 
  against the Trade Guild’s policies, practices, or orders puts you 
  in danger or hot water.
  Highlighted Skills: Drive, Fly, Know
  Ship’s Captain 8
  A natural leader, you’re responsible for the Crew and the ship you all fly in.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  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 
  Influence die rating.
  Highlighted Skills: Fly, Focus, Influence
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Secret Stash d8: You’re so business-savvy you’ve managed to create a whole 
  separate inventory and hide them items on your books. Not only that, you’ve 
  pinched a few items from your own customers here and there. You’ve got a 
  few foodstuffs like tobacco, rice wine, and the like, but you’ve also managed 
  to squirrel away a few important medicines, gems, and other finery, too. 
  Emergency Alert d8: 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 you’ve got suspicious characters eyeing up your wares, you 
  protect yourself with an emergency alert that sends out a call to local law 
  enforcement—whether you’re flyin’ or not.
  “I’m no lao qian. You deal with 
  me and I’ll make sure you get a 
  fair bargain.”
  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 over eight 
  years ago. You always liked the 
  travelin’ life, but couldn’t stomach 
  a life of crime or poverty. You 
  thought you found a way to make 
  it work, by setting up shop as 
  a small-time trader flyin’ from 
  place to place.
  Thing was, when you started 
  you didn’t know the first thing 
  about Guild permits, what 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, you’re in debt up to your 
  eyeballs. You’ve got a crew to pay, 
  places to roam, and loot to sell. 
  But you’re not worried. You’ve 
  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 the Border 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 
  you’ve always wanted to hire a 
  Companion of your very own. 
  Maybe you’ll buy your folks a 
  vacation, too...  
  SMALL-TIME TRAdER
  59
  
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  4
  Drive 
  4
  Fight 
  6  
  Kung Fu
  Fix 
  4
  Fly 
  4
  Focus 
  6
  Influence 
   
  Triads
  Know 
  6
  Labor 
  4
  Move 
  4
  Notice 
  6
  Operate 
  4
  Perform 
  4
  Shoot 
  4
  Sneak 
  4
  Survive 
  4
  Throw 
  4
  Treat 
  4
  Trick 
  8
  dISTINCTIONS
  Shady Business Man 8
  You keep tellin’ folks you are legitimate. Someday, they might believe you.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Fell Off a Truck: Step up a Complication involving the authorities to create 
  a d8 Asset that was acquired from less than reputable sources.
  Loan Shark: Spend a PP to pass off a social Complication onto another 
  character who owes you something. 
  Highlighted Skills: Influence, Notice, Trick
  Tough as an Old Leather Boot 8
  You built your empire with your own hands. You may be a rich man now, but 
  you’re still the same sumbitch on the inside.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Hard Bargain: Spend 1 PP to step back a Complication during 
  a negotiation.
  Singin’ the Blues: Gain 1 PP when you step back your Social 
  die during a roll due to your melancholy over what you lost 
  to get where you are.
  Highlighted Skills: Focus, Influence, Know
  Triad Ranking 8
  You fought, swindled, and bargained your way to a position of minor leadership 
  in the Triad. Only problem is what to do now that you’re here.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Brutal: Step up one of your own Complications to step up a 
  Complication you caused another character to acquire this scene.
  Gang Warfare: Gain 1 PP when your criminal background and deadly 
  connections lead to violence against you or your allies.
  Highlighted Skills: Fight, Influence, Trick
  SIGNATURE ASSET
  Pick one Signature Asset d8 and note that on your Crew Sheet.
  Experimental Drugs d8: Being a member of a clandestine organization 
  has its perks. Your cover identity at a pharmaceutical company gives you 
  access to all the latest experimental drugs—both legal and not. You’re 
  not sure what these powders, pills, and liquids do, mind you, just that 
  there’s those that would kill to get their hands on ’em.
  Retractable Baton d8: In your line of work, you have to be prepared 
  to use force when necessary. That’s why you carry a retractable baton 
  around with you. It’s cheaper than bullets and mighty effective in a fight 
  to bring an opponent screaming to their knees.
  “Zhua jin, I do not know what 
  you’re talking about. I help people, 
  dong ma?”
  You’re an enforcer for the Triad, 
  an elite criminal organization 
  with roots in the Earth-That-Was. 
  Most folks think you’re head of 
  security for a pharmaceutical 
  company on Ariel that manufactures 
  drugs like Byphodine. According 
  to your official Cortex datafiles, 
  you travel the ’Verse bringin’ 
  the local Law medicine that’s 
  sorely needed. What you really 
  do is enforce the comings and 
  goings of a highly illegal organ 
  smuggling operation—right under 
  the Alliance’s very nose.
  After the War, you had a hard 
  time finding a legitimate job. You 
  used your charm and wound up 
  running errands just to stay alive, 
  not knowing who you were really 
  working for. The Triad took you in 
  off the streets, trained you up, and 
  promised food and shelter. You 
  worked your way up the ranks, 
  and now you travel the black as 
  one of the Triad’s most trusted 
  agents. So far, they’ve lived up 
  to their end of the bargain and 
  will continue to do so—provided 
  you do yours.
  Now, you’re in so deep with 
  the Triad that you couldn’t leave 
  even if you wanted to. You’ve seen 
  what happens when people grow 
  a conscience in your line of work. 
  Sure, the Triad ain’t exactly a group 
  of shepherds, but they did give you 
  everythin’ you have. To sleep at 
  night, you’ve convinced yourself 
  that the Triad is a necessary evil. 
  You’d be foolish to leave now, right?
  TRIAd ENFORCER
  60
  
  ABOUT YOUR SHIP
  Remember, each Episode in ECHOES OF WAR is unique. 
  Most of the time, your adventure won’t require you to roll dice to 
  determine what happens with your ship—it’s gonna get you from 
  place to place just fine. Whether or not you’re flying high and taking 
  risks will depend on where you are in the ’Verse and what job you’ll 
  be taking on. For those times if’n you need to take Actions in your 
  ship, the rules included here for Serenity will keep you covered. 
  If you’re running your own Crew, take the Serenity rules and 
  modify them slightly to your liking. Remember, your ship’s Attributes 
  will typically range from d6 to d10 and your Distinctions will all be 
  at d8. Signature Assets, even for armor plating and the like, will be a 
  d8. You’ve likely got two Signature Assets on an average boat. These 
  dice ratings are perfect for playing an Episode or two.
  The FIREFLY COREBOOK expands upon rules for your boat, 
  provides you with new ship examples, and shows you how to upgrade 
  and modify her over time. Those rules are compatible with what you 
  find here, too.
  
  62
  ECHOES OF WAR: THRILLIN’ HEROICS
  Yep. A real beauty, ain’t she? Yessir. A right smart 
  purchase, this vessel. Tell you what, you buy this ship, treat 
  her proper, she’ll be with ya for the rest of your life.
  - Salesman, “Out of Gas”
  When you’re out in the black, you’d best have 
  a 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 she’ll serve you well. 
   
  Ship Rules
  
  63
  SHIP RULES
  RULES FOR YOUR BOAT
  In the FIREFLY RPG, your boat is a vital 
  member of your Crew. Starships work similarly to how 
  your character does. Though your ship won’t be able 
  to fly herself, you’ll be able to pull stunts, fly farther, 
  outmaneuver the Alliance, and line up with a salvage boat 
  by cooperatin’ with her. Or, to put it nice and simple like, 
  you’ll be working in tandem with your ship, just like Mal 
  and his crew on Serenity.
  When you take an Action using a starship—whether 
  you’re the pilot flying, the gunner shooting, or the first 
  mate operating the com—you’ll create a dice pool. A basic 
  dice pool includes a combination of the ship’s statistics 
  and your own. You always use an Attribute from the boat 
  itself and the Crewmember’s appropriate Skill. You might 
  also add the boat’s and/or the Crewmember’s Distinctions, 
  and maybe some Assets, too. We’ll tell you about all those 
  pieces next.
  ATTRIBUTES
  Ships come in all shapes and sizes. Some 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—Engines, Hull, and Systems.
  ENGINES
  Engines make your ship go. Some boats are better 
  at maneuvering and others have more raw speed. The 
  Engines drive the ship from one end of the ’Verse to the 
  other. The higher the Engines die rating, the faster and 
  more agile the ship is. A lower Engines die rating might 
  indicate the ship is awkward to fly or just plain slow.
  You might create a dice pool using the Engines for a 
  variety of circumstances. 
  EXAMPLE HULL ROLLS: 
   
  
  Roll Engines + your character’s Fly Skill to lose an 
  Alliance patrol ship in an asteroid field.
   
  
  Roll Engines + Fix to give your pilot an extra boost 
  dodging Reavers.
   
  
  Roll Engines + Focus to keep your ship steady 
  while a firefight is going on just outside the cockpit.
  EXAMPLE ENGINES COMPLICATIONS:
   
  
  Out of Gas
   
  
  Tailspin
   
  
  Fire!
  MASTERIN’ THE GAME
  IT’S COMPLICATEd
  Complications are a natural occurrence—even for 
  your ship. Sometimes your fuel cells are plain used 
  up or your wing’s cracked. Complications might be 
  any problem that could crop up and cause you trouble 
  later. They may affect just you or the entire ship 
  you’re on. A Complication like Fuel Leak probably 
  will only affect the pilot when he’s trying to fly, 
  but if Life Support’s Down, that’s going to affect 
  everybody on board that needs to breathe.  
  Each Attribute in this section has a few example 
  Complications for the GM to mull over and use as 
  appropriate when 1s are rolled, but they ain’t the 
  only ones. When you’re flyin’ from planet to planet, 
  dodging Alliance, Reavers, and the like, you have to 
  expect for a job to go haywire.
  
  64
  ECHOES OF WAR: THRILLIN’ HEROICS
  HULL
  The Hull is the structure that contains the interior of 
  the vessel and keeps everything together. A higher Hull die 
  rating don’t mean your boat’s invincible. It might indicate 
  your ship has a reinforced chassis or a high storage capacity 
  for passengers, crew, and loot. A low Hull die rating might 
  indicate your boat’s not very good in a firefight or it could 
  mean you’ve got a small, cramped vessel like a shuttle.
  EXAMPLE HULL ROLLS:
   
  
  Roll Hull + your character’s Fly Skill to survive a 
  rough landing.
   
  
  Roll Hull + Fix to make sure that gunfire ain’t 
  piercin’ any important systems.
   
  
  Roll Hull + Sneak to hide your ship in the middle 
  of a salvage heap.
  EXAMPLE HULL COMPLICATIONS: 
   
  
  Violent Shaking
   
  
  Air Leak
   
  
  Cracked Wing
  SYSTEMS
  Systems are the computerized systems that help the ship 
  operate, including life support, communications, Cortex access, 
  targeting computers, and astrogation. The higher the Systems 
  die rating, the more technically sophisticated the ship is. A lower 
  Systems die rating indicates a no-frills ship, or one with a lot of  
  hotwired parts. 
  EXAMPLE SYSTEMS ROLLS:
   
  
  Roll Systems + your character’s Notice Skill to 
  scan for a hidden scout ship.
   
  
  Roll Systems + Operate to jam outgoing 
  communications. 
   
  
  Roll Systems + Shoot to target and fire ship-
  mounted weapons.
  EXAMPLE SYSTEMS COMPLICATIONS:
   
  
  Cortex Disconnect
   
  
  Gravity Issues
   
  
  Lost in the Black
  MASTERIN’ THE GAME
  CRAZY IVAN
  ’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, you’d 
  put together a dice pool to roll against whatever stakes the GM set. 
  Here’s how it’d work. Take your Fly Skill and the Ship’s Engines Attribute. This here is your “basic dice 
  pool,” usually made up of two dice. To increase the dice pool for a little more luck, add a d8 for a Distinction 
  from your Crewmember Sheet, like Ship’s Pilot. Then see if your ship has an appropriate Distinction, like 
  Built for Speed. If you got one, you can add a d8 for that, too. Don’t forget, if you’ve got a specialty in your 
  Skill that’s appropriate, like Fly (Transports), you may also add a d6 to your dice pool on account of that 
  extra help. Got that? Great, but you’re not done just yet. Also check to see if you have a Signature Asset on 
  the ship that’ll help. By this point, you probably have more than those two basic dice to work with. Shiny!
  
  65
  SHIP RULES
  DISTINCTIONS
  Your ship’s Distinctions work similarly to 
  your Crewmember’s Distinctions. They may be used as a 
  d8 in cases where it’s beneficial to you, and each Distinction 
  has a number of triggers that can be used as benefits or 
  drawbacks. 
  When you’re taking an Action using a ship, you’ll most 
  likely use one of the ship’s Distinctions to create your dice 
  pool. If you have an appropriate Distinction of your own 
  (like Ship’s Pilot), you can add that die, too. 
  Ships have three types of Distinctions:
   
  
  Class determines the ship’s starting Attributes and 
  indicates the ship’s base model. 
   
  
  History reveals how old or new the ship is. It can 
  also indicate the ship’s current use.
   
  
  Customization reveals how the ship has been 
  modified, remodeled, or upgraded since its initial 
  build.
  In the FIREFLY RPG, all three Distinctions combined 
  capture the essence of your ship in a few short phrases.
  SIGNATURE ASSETS
  Now, it ain’t no secret that no two boats are 
  alike. Besides being tougher, faster, and more high-tech, 
  your boat might have a Signature Asset like a fancy medical 
  bay or some extra firepower.
  Your ship’s Signature Assets represent added features 
  that are purely beneficial for you and your Crew to use. 
  What makes them so special? Well, those areas ain’t exactly 
  standard to the class of ship you’re flying.
  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 might even have an extra beneficial 
  trigger like a Distinction. ’Member, though, if you want to 
  use your Asset, think of how it’ll affect your story. If you’re 
  tryin’ to outrun one of Niska’s boys, your Companion’s 
  Mighty Fine Quarters ain’t gonna do you a heap of good.
  Now, if your ship don’t have a Signature Asset, that 
  don’t mean it’s lacking—that area’s just not an important 
  part of your boat.  
  MASTERIN’ THE GAME
  SHIPS FOR GAMEMASTER 
  CHARACTERS
  If you’ve been followin’ along, you know that ships 
  won’t fly or operate without the use of the Crew’s 
  Skills. Now, that’s easy enough if you’re a player, but 
  if you’re the Gamemaster? Typically, you use a fourth 
  Attribute called Crew instead of a character’s Skill. 
  If the boat won’t be flown by any named friend 
  or foe, make a roll by taking your ship’s appropriate 
  Attribute + Crew. A higher Crew die rating (d8 or 
  d10) indicates your boat is flown by a veteran crew 
  familiar with all the ship’s inner and outer workings. 
  A lower Crew die rating (d4 or d6) means you’ve got 
  an inexperienced (or otherwise complicated) crew 
  tryin’ to fly your boat. 
  Now, just ’cause a crew ain’t sophisticated or 
  technically-minded don’t mean they automatically 
  have a lower Crew die rating. Reavers are mighty 
  crazed, but no less of a threat when they’re flyin’ 
  their ships chasin’ after innocent folks.
  
  66
  ECHOES OF WAR: THRILLIN’ HEROICS
  Serenity
  The parts are crap, but you 
  put it together and you got 
  a Firefly. Thing’ll run forever 
  if the Crew gets a mechanic 
  that’s even half awake.
  Firefly Class Transport
  Crybaby (d8)
  Medsuite (d8)
  Been Around the ‘Verse
  Well-Loved: Crewmembers on the ship 
  may share Plot Points with another 
  Crewmember operating the ship.
  Hidey Holes: When a Crewmember 
  is trying to conceal cargo, add the 
  ship’s Hull die to the roll.
  Smuggler’s Delight
  Needs new compression coil. 
  Series 3 Firefly-class 
   mid-bulk transport
  
  WEDDING PLANNERS
  Presented by Margaret Weis
  
  68
  ECHOES OF WAR: THRILLIN’ HEROICS
  Wedding Planners is a fun, fast-paced adventure 
  meant to emulate one of Joss Whedon’s Firefly television 
  episodes. The adventure is written for the Crew from the 
  series; however, if you and your group would like to create 
  your own Crew, feel free! 
  The adventure requires at least three players. The major 
  Crewmembers featured in the adventure are Captain 
  Malcolm Reynolds and Inara Serra. A good choice for 
  a third character could be Kaylee (someone who would 
  be sympathetic to our heroine), Jayne (the muscle, who 
  is infatuated with the heroine), or Zoe (the competent 
  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 
  you can run the others as Gamemaster characters. If you 
  have more players, you can include more Crewmembers. 
  You might also try it with Archetypes instead of members 
  of the main cast!
  The Way of Things
  “Always make sure you can run in a bridesmaid’s dress. 
  As a Companion, I’ve learned that the hard way.” 
  – Inara
  
  69
  WEddING PLANNERS: THE WAY OF THINGS
  MASTERIN’ THE GAME
  RUNNING WEddING PLANNERS 
  This adventure’s meant to be playful and fun, on the order of “Our Mrs. Reynolds.” There’s lots of action, 
  but not a lot of gruesomeness and killing. Reward players who use their charm, wits, fists, fancy talk, or 
  chair throwing instead of bullets. 
  It’s also meant to emulate a television episode, which means there’s a plot. The adventure is broken 
  down into acts and scenes. The players have no script, however! They have to figure out 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.
  Don’t be a slave to the rules. If a situation comes up during the game and you can’t find a rule to cover 
  it, don’t stop the game to go searching through rulebooks. Just wing it! The game is about the fun and the 
  action, not the rules.
  The Unification War hasn’t been over that long. Memories are vivid. The losers may be bitter and 
  disillusioned or they might just want to forget and move on. The winners may be insufferable 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 War—one 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 Serenity regarding the War.
  
  70
  ECHOES OF WAR: THRILLIN’ HEROICS
  Like most Firefly episodes, this one’s about finding a 
  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 baron’s celebrity stepdaughter to her 
  wedding ceremony on board a luxury cruise liner. Sounds 
  simple enough, but for the Serenity crew, no job is simple 
  and nothing goes smooth. Turns out the young woman is 
  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 
  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 do—until he finds 
  out he won’t 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 
  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 soup, a protein cake, or mystery food from cans 
  without labels. You and your Crew are about to board a 
  boat named Serenity and head out for adventure in Joss 
  Whedon’s wonderful world of Firefly.
  CHINESE PHRASES
  You’ll find a couple of phrases in Mandarin Chinese 
  throughout this adventure. Here’s a quick guide to what 
  those phrases mean. Interested in learning more? Check 
  out the FIREFLY RPG COREBOOK for more phrases 
  and help with pronunciation.
  Chinese (Mandarin)
  English Translation
  hún dàn
  Jerk
  mǐ tián gòng
  Excrement
  gǒu shǐ
  Dog poop
  fèn duī
  Pile of dung
  lè sè
  Garbage
  wáng bā dàn
  Jackass
  Guǎi mǎ jiǎo!
  Throw a monkey wrench into things!
  Zāo gāo
  Something’s wrong.
  CASTING CALL
  What follows are your guest stars and frontrunner 
  types, folk who’re protagonists or antagonists depending on 
  the way your story goes. Give ’em a read. These descriptions’ll 
  help you shape Wedding Planners to your liking.
  
  BARON OPTIMUS FAIRCHILd
  “You drive a hard bargain, sir. Shall we adjourn to the observation deck of my yacht for cigars and refreshments?”
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Fight 
  6  
  Focus 
  8
  Influence 
   
  Intimidation
  Know 
  8  
  Politics
  Labor 
  8  
  Ranchwork
  Notice 
  6
  Shoot 
  8  
  Rifles
  Survive 
  6
  dISTINCTIONS 
  Cattle Baron 8
  Everybody’s got to eat. Ain’t nothing in the ’Verse like a juicy steak. ’Cept maybe what folks are willing to pay for one.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 New Money: Step up a Complication involving social graces to reroll a die.
  Friends in High Places 8
  The Alliance thinks highly of you. That’s the only opinion that matters.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Tough as an Old Leather Boot 8
  You built your empire with your own hands. You may be a rich man now, but you’re still the same sommbitch on the inside.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Hard Bargain: Spend 1 PP to step back a Complication during a negotiation.
  SIGNATURE ASSET
  Alliance Influence d8: Baron Fairchild is known throughout the Rim as an influential man in Alliance politics. While he doesn’t like to throw 
  his weight around needlessly, he’s not above calling in a few favors to get unsavory situations resolved.
  Character Type: Planetary Robber Baron
  Role: Baron Fairchild hires the ship through his intermediary to protect 
  his stepdaughter and teach her a lesson. 
  Acts: The Crew goes to get paid by him in Act III and he’s there for the 
  wedding in Act IV.
  Character Description: The Baron is in his sixties. He’s tall and muscular, 
  deeply tanned, with iron gray hair and deep wrinkles. He still works most days 
  on his ranch. He’s good with his fists and a gun. He’s a hard man who’s used 
  to getting’ what he wants and no backtalk. The only person he ever really 
  loved was his first wife. Her desertion left 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. 
  What Came Before: The Baron and his first wife 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 system. 
  When his first wife broke his heart by runnin’ off 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 wasn’t eager to 
  have a son. But the Baron said his daughter would marry and bring him a 
  son—that’d work out better anyway, since he’d have the choosing of the man.
  Connection to Lilianna Fairchild: When Lilianna developed into a remarkable 
  beauty, the Baron realized he had a saleable commodity. He started showin’ 
  her off, taking her with him to visit his powerful and influential 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 mother’s 
  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 Lilianna’s hand in marriage. The Baron 
  eventually chose one of them, a fellow name of Templeton Steele. 
  Connection to Templeton Steele: 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 wasn’t thinkin’ of what was 
  below. Turned out that was a mistake. He recently learned from a secret 
  surveyor’s report that a parcel of land adjacent to his property is stuffed 
  to the gills with platinum. That land belongs to Steele. He refuses to sell it, 
  but he’ll be glad to give it to the Baron in return for the beautiful Lilianna.
  The Story So Far: 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 carrying’ on with a ranch hand name of Daniel 
  Blake. Not only does the affair with a ranch hand bring back bad memories 
  of the ex-wife, this no-account threatens to derail the Baron’s plans. 
  A man of action, the Baron didn’t bother to argue or plead with his 
  stepdaughter. He hired some thugs from a low-life name of Badger to abduct 
  Daniel. Badger handled the job with his usual efficiency and now the Baron 
  is holding Daniel hostage, threatening to sell him into indentured servitude 
  if Lilianna doesn’t 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, Nova Norling, to take Lilianna’s place in public 
  during her secret trip.
  Likes and Dislikes: The Baron is unhappy with Lilianna’s affair with the 
  ranch hand Daniel. His first wife ran off with a ranch hand and he’ll be damned 
  if his stepdaughter does the same. He wants the wedding to Steele to go off 
  without a hitch, and he’s willing to do whatever it takes to make it happen.
  Flashbacks and Echoes: 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 
  Persephone in return for setting up certain influential politicians with some 
  very sweet deals on other planets. Though he didn’t serve in the War, his 
  influence within the Alliance is not to be ignored.
  SPECIAL
  The Baron’s Bodyguards
  Role: These guards are hired from a Core 
  agency. They’re experts in their field, but they 
  may or may not believe they are paid enough 
  to take a bullet for the Baron. They are Expert 
  Bodyguards d8.
  71
  
  dANIEL BLAKE
  “The Baron can lock me up, but once I’m free? I’m a-comin’ after him.”
  ATTRIBUTES
  Mental 
  6
  Physical 
  8
  Social 
  4
  SKILLS
  Fight 
  6  
  Focus 
  6
  Influence 8  
  Charming
  Know 
  6  
  Livestock
  Labor 
  8  
  Ranchwork
  Move 
  6
  Shoot 
  6
  Survive 
  6
  Treat 
  6
  dISTINCTIONS 
  Animal Lover 8
  Treat ’em right and they’re more loyal than people.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 They Can Smell Fear: Step back a Complication involving an angry animal if you walk toward it, unarmed
  Handsome Ranch Hand 8
  All that hard work in the fields keeps you fit.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Never Learned To Read Nor Write  8
  They never got around to building a schoolhouse where you’re from.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Barely Literate: Gain 1 Plot Point when pretending that you’ve read and understood something gets you in trouble.
  Character Type: Earnest True Love of Lilianna Fairchild
  Role: He’s being held by Baron Fairchild to force Lilianna to go through 
  with the wedding. He’ll also go into foolish action if the Crew dawdles too 
  long with their plans.
  Acts: Daniel is likely rescued in Act III and shows up to stop the wedding 
  in Act IV.
  Character Description: Daniel is twenty-six years old, very handsome, 
  with a down-home kind of charm. He’s good with his fists and a fair shot 
  with a handgun and a rifle. He doesn’t know squat about “fancy” weapons. 
  He’s knowledgeable about diseases that affect ranch animals, including 
  horses, 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.
  What Came Before: 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 except 
  what he could pick up on his own. The Baron didn’t care ’bout booklearnin’ 
  for folks like him. 
  Connection to Lilianna Fairchild: Daniel was so good with horses that 
  when the Baron’s 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.
  Lilianna rekindled Daniel’s dream of going to the university. She knew 
  he’d 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.
  The Story So Far: Daniel put up a good fight when thugs came for him, 
  so he’ll 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. He’s being 
  held in the mansion under lock and key at the beginning of the adventure, 
  but he’ll be transferred to the yacht for the trip to the cruise liner. Once 
  there, he’ll be kept aboard the yacht, locked up in his room with two guards. 
  Likes and Dislikes: Turns out, though, that Daniel didn’t 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 ranch’s resident vet began teaching 
  him how treat diseases in both horses and cattle. Daniel’s dream is to go 
  to university to study to become a vet. Fat chance of that happenin’ to a 
  fella who can’t read above a first-grade level. 
  Flashbacks and Echoes: Daniel and Lilianna talked about runnin’ away 
  together, but they had to face facts—there’s 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 
  up together, the Baron will use his Alliance influence to keep them on the 
  run as long as it takes.
  SPECIAL
  Daniel’s Guards
  Role: Daniel’s guarded by two thugs provided by Badger, since the Baron 
  can’t trust any of his ranch hands, who like Daniel. These are typical thugs 
  Badger would hire: More Brawns Than Brains d6.
  72
  
  LILIANNA FAIRCHILd
  “This ship... What did you call it? A Firefly? It’s so rustic and, um... charming. What’s that smell?”
  ATTRIBUTES
  Mental 
  6
  Physical 
  4
  Social 
  8
  SKILLS
  Drive 
  6  
  Horses
  Focus 
  6
  Influence 
   
  Know 
  6  
  High Society
  Labor 
  6  
  Perform 
  6
  Throw 
  6
  Trick 
  6
  Treat 
  6  
  Animals
  dISTINCTIONS 
  Alluring 8
  You’re easy on the eye and have the cunning to back it up.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Memorable: Gain 1 Plot Point when you choose to have your alluring nature keep you from remaining incognito, even if it would be to 
  your advantage otherwise.
  Pampered Upbringing  8
  Some would call you spoiled. When they do, you call Daddy.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Princess of the Rim 8
  You turned a nasty nickname into a reputation for kindness..
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Charity Ball Staple: Spend 1 Plot Point to run into someone familiar with you and your charity work.
  Character Type: The Rim’s Princess
  Role: The center of the conflict. She’s being forced into a political marriage 
  that only the Crew can stop.
  Acts: All
  Character Description: Lilianna is twenty-two, a stunning blue-eyed 
  blonde, tall with an elegant figure. 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 twenty-six-years old and 
  not so bad lookin’ himself. 
  What Came Before: Stepdaughter of land baron Optimus Fairchild, 
  Lilianna grew up on the Baron’s 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 showing her off. She was 
  only sixteen when she became a media darling and paparazzi followed her 
  every move. Folk elsewhere, out on the Rim, started callin’ her Princess. 
  They didn’t mean it kindly.
  Lilianna might have grown up spoiled rotten, but her mother was there to 
  keep her daughter’s feet on firm 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 
  struggling’ to make a living on the Rim. She worked to help farmers and 
  miners until she fell victim to one of the many maladies floating’ around 
  the ’Verse and became housebound back on Persephone. 
  Lilianna took over supporting her mother’s 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.
  Connection to Optimus Fairchild: Optimus is a cold and calculating 
  hun dan who spent lots of platinum on Lilianna over the years, giving her 
  everything she wanted. He then expected her to give him something in 
  return by marrying his business associate, Templeton Steele. 
  The Story So Far: As things stand now, Lilianna has no choice but to go 
  through with the wedding. The Baron found out about her affair with Daniel 
  and is holding her lover hostage, threatening to sell Daniel into indentured 
  servitude if she doesn’t marry Steele. To add to Lilianna’s troubles, her 
  mother has recently died, so she has no one to turn to for advice.
  Lilianna devised a cunning plan. The wedding is going to be held aboard 
  a luxury cruise liner. This is the 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 among the Crew of 
  the transport to help her find a way out of this fix she’s in. 
  Likes and Dislikes: Lilianna’s been well raised; she tries to hide her 
  revulsion for Serenity’s conditions and her shock over being told she’ll 
  be expected to do her 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. She’s 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, she’s a vulnerable, frightened, lonely 
  young woman who yearns for love and affection. She’s learned to keep her 
  feelings on ice, but if anyone in the Crew is the least bit kind to her, she’ll 
  start to thaw. She can turn on the charm to get what she wants, but she’ll 
  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 for a living and to find that such 
  notions as honor and courage and friendship still matter to some folk. She’ll 
  find that her accommodations aren’t so bad and she may even learn to have 
  fun at playin’ poker to get out of doin’ some of her chores.
  Flashbacks and Echoes: Lilianna learned firsthand about the effects of 
  the Unification War during her charity work. She’s helped veterans on both 
  sides try to improve their lot.
  73
  
  TEMPLETON COLT STEELE
  “Boy, fetch me your so-called captain. The less time I spend here, the more likely I won’t have to burn these clothes when I return home.”
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Craft 
  8  
  Weapons
  Fix 
   
  Weapons  Systems
  Focus 
  8  
  Influence 8  
  Know 
  6  
  Law
  Notice 
  6
  Operate 
  6
  Shoot 
  8  
  Energy Weapons
  Trick 
  6
  dISTINCTIONS 
  Brilliant Gunsmith 8
  Treat ’em right and they’re more loyal than people.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Design Flaw: Spend 1 Plot Point to step back a firearm Asset 
  (including a Signature Asset) by exploiting an inferior weapon.
  Heart of Ice and Dust 8
  All that hard work in the fields keeps you fit.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  A Lawyer’s Dream  8
  They never got around to building a schoolhouse where you’re from.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Litigious: Gain 1 Plot Point when you threaten to sue someone out of house and home for a minor reason.
  SIGNATURE ASSET
  PUB H 30 Energy Pistol d8: Steele is never far from his PUB H 30 Energy Pistol, a personal firearm he designed for use in the Unification War.
  Character Type: The Disdainful Groom
  Role: He’s got something everyone wants. The Baron wants his mineral 
  rights, Asante (page 78) wants his guns, and Lilianna wants him to curl 
  up and die.
  Acts: Steele arrives in Act III and likely sticks around till Act IV.
  Character Description: Templeton Steele is in his fifties. He has black 
  hair (that he colors) and wears slicked back. He has a pale complexion and 
  oddly colorless eyes. He’s relatively good-looking, well dressed, manicured, 
  and clean-shaven. He is, as one might imagine, good with a gun. He’s always 
  armed, generally with his newest invention. 
  What Came Before: Like his distant ancestor, Samuel Colt, Templeton 
  Steele invented a weapon—the 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 his weapon to both sides during the Unification 
  War. Both sides considered him a traitor, but they kept buyin’ his gun, so he 
  didn’t mind. Steele was probably the only winner in the devastating War, 
  emerging as one of the wealthiest men in the ’Verse. 
  Connection to Optimus Fairchild: Optimus Fairchild (the Baron) was 
  one of the many government officials Steele bribed to wade through the 
  bureaucratic mi tian gong 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. 
  Connection to Lilianna Fairchild: It was love at first 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 wasn’t a gold digger. She 
  had all the money she could want. Steele has honestly convinced himself 
  she loves him. 
  The Story So Far: 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 surface. The fact that Steele is currently suing Blue Sun for 
  patent infringement means that he won’t likely be selling’ to them. Steele 
  is absolutely smitten with Lilianna Fairchild and he agreed to hand over the 
  mineral rights in exchange for her hand and considerable dowry.
  He plans to take Lilianna away from the press and the photographers. The 
  moment the wedding is over, he’ll whisk her away to a splendid mansion 
  on a remote island where she’ll live in luxury. They’ll go together to society 
  balls, where he’ll 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 she’s thinkin’ 
  about divorce, Steele will contest it. His lawyers will tie up the case for years.
  Likes and Dislikes: Steele is not a likeable man. One Companion described 
  him in the Companion Registry as having the personality of a comet—”a core 
  of ice and dust.” He is blacklisted among the Companions. Such information 
  is confidential, available only through the Companion Registry. Still, there 
  are many women who would be glad to marry him for his fortune. He’s well 
  aware they’re all gold diggers. 
  He’s a brilliant inventor and continues to find new and creative ways 
  for folks to kill each other. He’s extremely litigious with armies of lawyers 
  working courts all over the ’Verse to defend his many patents. He’s not 
  above using bribes and coercion to advance sales.
  Flashbacks and Echoes: Steele is amoral. He finds 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, he’ll sue.
  He has contracts with the Alliance military. He’s in cozy with the government. 
  No one likes him, but everyone needs to keep him happy. Not even Blue 
  Sun dares come after him—at least openly. Templeton Steele is the most 
  popular gou shi in the ’Verse.
  SPECIAL
  Steele’s Hired Men
  Role: Steele doesn’t use personal bodyguards. He never truly trusts 
  anyone. He has two guards on hand to take charge and watch over Lilianna. 
  They’re the best that money can buy, of course. (Think ex-Secret Service.) 
  Mrs. King (Master Bodyguard d10), Mr. Westin (Expert Bodyguard d8).
  74
  
  SETH LIANG
  “There’s no need to shout. We can be reasonable, until it is time to be...unreasonable.”
  ATTRIBUTES
  Mental 
  6
  Physical 
  8
  Social 
  4
  SKILLS
  Drive 
  6  
  Fight 
  8  
  Swords
  Focus 
  6
  Influence 8  
  Know 
  6  
  Alliance Tactics
  Move 
  6  
  Notice 
  6
  Shoot 
  8
  dISTINCTIONS 
  Strong, Silent Type 8
  You’re big, strong, and you follow orders. You get trusted with valuable things of all sorts.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Silent Protector: Gain 1 Plot Point when you do what’s best for your charge, not your master.
  Decorated 8
  You came back from the War with a medal and a story. You’re not sure if it was worth the cost.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Wudang Style 8
  Also known as Practical Tai Chi. Being dangerous when your sword is back in your room is pretty dang practical.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Fighting Spirit: Step up a Complication created to avoid being Taken Out in a fight to reroll your dice.
  SIGNATURE ASSET
  Double-Edged Sword (Jian) d6: Seth’s 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 on the field of battle; he carried it with him at the Battle of Serenity Valley.
  Character Type: Loyal Bodyguard
  Role: Lilianna’s quiet protector. 
  Acts: All
  Character Description: Seth is in his early thirties. His father is Chinese, 
  his mother Caucasian. He’s of medium height, very strong and muscular. 
  He works out daily, lifting weights and running to keep himself fit. He’s an 
  average shot, for he doesn’t practice. He has killed his fair share of men 
  and will do everything in his power to avoid killing any more. He’s skilled 
  in the wudang style of martial arts, including the use of the jian or double-
  edged sword. 
  What Came Before: Seth was born on the Baron’s ranch, son of a ranch 
  hand. When war broke out, he left to join the military, fighting on the side 
  of the Alliance. He was wounded during the War and received the Silver 
  Citation Starburst for bravery under fire. 
  Connection to Optimus Fairchild: After the War ended, Seth returned to 
  visit his parents. While there, he happened to save the Baron’s life when a 
  drunken ranch hand tried to slit his throat. Impressed with Seth’s 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 Serenity. 
  Connection to Lilianna Fairchild, Daniel Blake, and Templeton Steele: 
  Seth knows both Lilianna and her lover, Daniel, from his days on the ranch. 
  He’s 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.
  The Story So Far: 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 doesn’t trust Asante. He has a gut feeling about her. She just doesn’t 
  fit his picture of a wedding planner. As Lilianna’s bodyguard, he keeps an eye 
  on Asante. He won’t be surprised to find out she’s not who she claims to be. 
  Likes and Dislikes: When he was first told that Lilianna was going to be 
  travelin’ on a boat named Serenity, Seth did not connect the name with the 
  site of the battle. (He figured the owner was a Buddhist who hoped for calm 
  and peaceful voyages!) The moment Seth was told that the captain was a 
  former Browncoat, he made the connection. 
  Seth knows the voyage could be difficult for him if a Browncoat loyalist 
  finds out about his past. That said, he’s never met anyone else who was in 
  Serenity Valley and he wonders if meeting someone who was there—even 
  the enemy—could help heal old wounds. His counselor has encouraged him 
  to talk about his experiences, though he finds it hard to do so. 
  Flashbacks and Echoes: He won’t bring up the War, but if someone else 
  does, he talks about his experiences. Seth isn’t ashamed of his part in the 
  War. He did his duty as a soldier. He won’t mention his medal, however, 
  though he keeps it with him, hidden in his duffle bag, in a plain cardboard box.
  75
  
  NOVA NORLING
  “Whatever you say, Father.”
  ATTRIBUTES
  Mental 
  6
  Physical 
  4
  Social 
  8
  SKILLS
  Focus 
  6
  Influence 
   
  Operate 
  6  
  Cortex Network
  Perform 
   
  Acting
  Treat 
  6
  Trick 
  8
  dISTINCTIONS 
  Master of Disguise 8
  You’re more comfortable in someone else’s skin.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Evil Twin: Gain 1 Plot Point when someone you’re disguised as shows up to ruin your illusion.
  Registered Companion 8
  You have an active license in the Companion Registry, which opens doors and brings you business.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Undercover 8
  Is this who you really are? Or are you working for someone else?
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Identity Crisis: When you choose to let slip one of your former clients, gain 1 Plot Point and step up any related Complication.
  Character Type: Companion in Disguise
  Role: Nova plays the role of Lilianna in public until the time of the wedding.
  Acts: Acts III and IV
  Character Description: Nova is in her mid-twenties. She’s a registered 
  Companion. A stunning blonde, she’s disguised herself to look almost exactly 
  like 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. 
  Connection to Optimus Fairchild: 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 notice? She uses stage 
  and special effects make-up to alter her appearance and the resemblance 
  is damn near perfect. 
  The Story So Far: Nova is a good actress. She’s learned to walk and move 
  like Lilianna. Nova’s voice is much deeper and richer. She’s tried to learn 
  to mimic Lilianna’s higher-pitched voice, but she hasn’t succeeded all that 
  well. She therefore feigns to have laryngitis brought on by the stress of 
  her upcoming’ nuptials. This also provides her with an excuse not to talk 
  to the press or spend time with any of the Baron’s friends. She knows some 
  of them through her work as a Companion and fears they might penetrate 
  her disguise.
  She travels aboard the Baron’s yacht to the cruise liner. She keeps to her 
  room and doesn’t 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, she’ll remove her disguise and mingle with the 
  crowd aboard the luxury liner. 
  Likes and Dislikes: Nora’s done some research on Templeton Steele. Her 
  gut instinct is that he’s a creep. Her hunch pans out: he’s 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.
  Flashbacks and Echoes: 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 she’ll have to be able to penetrate her disguise, 
  which is a good one. If Inara does recognize Nova, she could try to enlist 
  Nova’s aid in helping Lilianna. This might prove difficult. As a Companion, 
  Nova has a contract with the Baron and could be risking her career if she 
  breaks it. Some clever person might be able to find a loophole.
  76
  
  BAdGER 
  “Now, you want to be doublin’ your coin, or pretend you’re on a bloody quiz show?”
  ATTRIBUTES
  Mental 
  8
  Physical 
  4
  Social 
  6
  SKILLS
  Craft 
  8  
  Focus 
  4
  Influence 6  
  Criminals
  Notice 
  6
  Sneak 
  4
  Trick 
  6  
  Sleight of Hand
  dISTINCTIONS 
  Big Plans 8
  Always working the best angle.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Did I Forget to Mention That?: Spend a Plot Point to turn a Complication into an Asset.
  Gang Boss 8
  They are the best muscle money can buy. Too bad you’re so cheap.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8. 
   
  5 Menacing Growl: Step up a personal Complication to reroll any pool containing Badger’s Thugs d6.
  Shady Businessman 8
  You keep tellin’ folks you are legitimate. Someday, they might believe you.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Character Type: Petty Thief with “Delusions of Standing”
  Role: Badger is hired to provide a Crew, but also to provide goons to 
  keep Daniel under wraps.
  Acts: Act I
  Character Description: Badger fancies himself a crime boss. He leads a 
  gang of armed thugs and, in addition to shaking down the local businessmen 
  and dabbling’ in the slave trade, Badger acts as a middleman for certain 
  powerful folk who need to conduct the occasional shady transaction and 
  don’t want to get their hands dirty.
  The Story So Far: 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 takes extra care with this job. Although Badger claims to the Crew 
  he chose Serenity because she is a fen dui, (a term some members of the 
  Crew, namely Kaylee, might take exception to) the truth is he chose Serenity 
  because she’s a reliable boat and he knows that the Princess will be safe 
  under Mal’s protection. 
  Likes and Dislikes: Badger won’t 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 offered a shitload of 
  money, most of which Badger 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 that’ll keep them flyin’ 
  for a good long while.
  Badger doesn’t 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. 
  Flashbacks and Echoes: 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 you’ve been paying attention to Badger’s stats in other adventures, 
  you might notice that we’ve presented him with different stats elsewhere. 
  That’s not an uncommon thing for Gamemaster characters, as they often 
  need to be tweaked to fit the Episode at hand. Sometimes you might 
  even change a Minor GMC to a Major GMC or a Minor GMC to an Extra 
  based on the role you expect the character to play in a particular Episode. 
  In this case, we’ve simplified his Skills to fit this Episode.
  SPECIAL
  Badger’s Gang
  Role: Badger hires out his best guys for 
  top rates. That means the guys he keeps 
  with him are still under his dubious tutelage. 
  Badger’s Thugs d6
  77
  
  ASANTE OKORO
  “You got a pretty face, Mal. But you’ll be more beautiful when you know I’ve beaten you.”
  ATTRIBUTES
  Mental 
  Physical 
  12
  Social 
  8
  SKILLS
  Fight 
   
  Fly 
  6
  Focus 
  8
  Influence 8  
  Intimidation
  Know 
  6  
  Military Tactics
  Move 
  6  
  Take Cover
  Notice 
  6  
  Perform 
  6
  Shoot 
   
  Shotguns
  Sneak 
  8
  Trick 
  8  
  Undercover Ops
  dISTINCTIONS 
  Blue Sun Agent 8
  They pay you well. But they want concrete results, or they will pull the plug. Your plug, specifically.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Cocky 8
  You’re a smug, self-assured sommbitch and you’re not afraid to say it.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Pride Goeth Before the Fall: Gain 1 Plot Point when your cocky attitude gets you in a mess of trouble that you could have avoided by being silent
  Shadows of the War 8
  You built your empire with your own hands. You may be a rich man now, but you’re still the same sommbitch on the inside.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Nightmares: Start every Episode with an Exhausted d6 Complication. Step it up to reroll the dice on an Action. Once it exceeds d12, you 
  are out until given medical treatment.
  SIGNATURE ASSET
  Blue Sun Contacts d8: Asante’s 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.
  Semper Fi d8: Asante has served with her crew since the Unification War. She’s got a deep loyalty to them, yet they all know that sometimes 
  a sacrifice is required to finish the mission. They’ll fight hard for her, and she’ll do everything she can to bring them all back alive.
  Character Type: Blue Sun Double Agent
  Role: Asante means to kidnap Lilianna and force either the Baron or 
  Templeton to sign over mineral rights to her employers.
  Acts: All
  Character Description: Asante is in her early thirties. She’s 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. She’s tall, very muscular. She’s 
  an expert in the use of weapons and explosives. 
  What Came Before: Born on Lilac, fiercely independent, 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 wasn’t goin’ back to the farm on Lilac. She’d 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.
  Connection to Templeton Steele: She was hired by the Blue Sun Corporation 
  and sent to work in their Corporate Espionage division. When Templeton 
  Steele interfered with Blue Sun’s 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 oozin’ out of Steele’s 
  orifices, they need him and his genius inventions. They want this marriage 
  stopped and, if possible, his lawsuit against them dropped. If Steele’s 
  bride goes missin’, maybe he’ll take the hint. At some point, even genius 
  inventors are expendable.
  The Story So Far: In order to facilitate the kidnapping, Asante arrives 
  on Persephone in the guise of the wedding planner. Her plan is to take 
  Lilianna from Serenity under cover of a pirate attack. If that doesn’t work, 
  she’ll 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 everyone’s guard is down. 
  Likes and Dislikes: Asante has no feelings one way or the other for the 
  Princess. Lilianna is a job, nothing more. As for Lilianna’s 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 Serenity. Maintaining 
  her cover as wedding planner, she’s careful not to reveal any past military 
  experience. All she talks about are place settings and flowers. 
  She refuses to discuss what she did during the War, even with former 
  comrades. The War is over. She can’t understand those Browncoats who 
  still wrap themselves in the bloody flag. Asante has put all that behind her. 
  Unfortunately, her experiences won’t stay behind her. She’s troubled by 
  terrifying dreams that jolt her wide awake, leave her shivering in a cold sweat.
  Flashbacks and Echoes: Once she finds out the Princess is traveling on 
  Serenity, Asante researches the members of the Serenity Crew. She’s pleased 
  to learn the captain is Malcolm Reynolds. They met before during the War, only 
  he doesn’t know it—she 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.
  78
  
  79
  WEddING PLANNERS: THE WAY OF THINGS
  HARd BURN
  Engines 
   
       Hull 8  
   Systems 6
  dISTINCTIONS
  Firefly-Class Transport 8
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
   
  5 Everybody Has One: An enemy knows your 
  ship’s weakness. Step up or create a d8 Com-
  plication to earn a Plot Point.
  Stolen 8
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
  Built for Speed 8
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
   
  5 Y’All Are Outgunned: Spend 1 PP to double 
  Systems when fighting a ship that lacks your 
  firepower.
  SIGNATURE ASSETS
  Bristling with Guns 8
  Portable Airlock 8
  ASANTE’S CREW
  Role: Asante’s elite crew of pirates. Each Elite Pirate d8has 
  one Skill at d6. They obey Asante’s commands, including the 
  command not to kill unless driven to extremes. They all served 
  with her during the War. She should have a full complement at 
  least equal to the Crewmembers for the boarding and the raid 
  on the luxury liner. They’ve also stolen and refitted a Firefly-
  class transport and renamed it Hard Burn.
  Notes: When Asante dispatches her agents to capture the 
  Baron’s stepdaughter in Act IV, 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: Elite Pirate d8 + Shoot d6
  Hudson: Elite Pirate d8 + Fight d6
  Wieczerbski: Elite Pirate d8 + Fly d6
  Apone: Elite Pirate d8 + Operate d6
  
  80
  ECHOES OF WAR: THRILLIN’ HEROICS
  PRELUDE: TWO JOBS IN A ROW?!?
  “Sounds easy enough. Wish I was gettin’ married” 
  – Kaylee
  The crew arrives in Badger’s Office to receive payment for a previous job to find that he’s 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, Badger’s 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 place—at least to Badger’s way of thinkin’.
  Badger isn’t 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 
  sports a fancy pocket handkerchief and a dusty plastic 
  flower in his lapel.
  
  81
  WEddING PLANNERS: PRELUdE
  THE LOWDOWN
  Captain Malcolm Reynolds and two members 
  of his Crew (his choice) are meeting with Badger to collect 
  pay for a job. The job was a piddly one and the pay is less 
  than Mal would like, but it’s 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. 
  What’s 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 Rim’s Dream. The girl’s 
  name is Lilianna Fairchild. According to Badger, the job is 
  simple—deliver the girl to the cruise liner in time for her 
  wedding. Of course, Mal won’t 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 DON’T 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 Lilianna from the tabloids. Oddly, Jayne also knows 
  about her. Seems Jayne has a sneakin’ fondness for followin’ 
  the doings of beautiful women. Simon has heard of her. 
  Any of these Crewmembers know, without having to 
  make a dice roll, one or more of these facts: 
   
  
  Lilianna Fairchild is extremely beautiful, an 
  international celebrity nicknamed the “Princess.”
   
  
  The wedding is the wedding of the millennium.
   
  
  Her father is the fabulously wealthy Baron Optimus 
  Fairchild, well known throughout the ‘Verse.
  This may lead Mal and the rest to wonder why the 
  daughter of this wealthy man would be travelin’ on board 
  Serenity. There’s more goin’ on here than meets the eye—and 
  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 she’s travelin’ aboard a transport rather than 
  her stepdaddy’s fancy yacht. Seems there’ve been threats 
  to kidnap the rich kid and the Baron figures she’ll be safer 
  aboard Serenity. No offense, but no one in the ‘Verse would 
  dream she’d 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 he’s 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 there’ll be hell to pay.
  GETTING THE SKINNY ON 
  LILIANNA FAIRCHILD
  Crewmembers can try to remember it on their own, 
  or get Badger to cough up the details.
  Crewmember Dice Pool: Mental + Know, Social 
  + Influence
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Lilianna’s Celebrity Status d6 
  Possible Assets: Gossip Girl, High Society 
  Connections, Trust Badger?
  Possible Complications: Bad Reputation, Lousy 
  Deal, Mistaken Identity
  
  82
  ECHOES OF WAR: THRILLIN’ HEROICS
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: None of the 
  Crewmembers have heard of Lilianna, though 
  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 it’s not gonna be 
  as simple as described. Create a Lousy Deal 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 Kaylee’s tabloids. 
  That Crewmember knows all about the Princess. 
  Create a Gossip Girl d6 Asset to represent the 
  information gained by reading the tabloids.
  HERE WE ARE
  If Mal doesn’t want to take the job, Zoe or 
  one of his Crew might remind him that Kaylee says if they 
  don’t have some sort of new part for the engine, Serenity’s 
  likely to fall out of the sky. In addition, Badger tells Mal 
  he’ll be mortally insulted, he’ll never forgive him, and 
  good luck findin’ any more jobs here or anywhere else in 
  the ‘Verse. Mal might want to reconsider.
  If Mal and Crew agree to take the job, Badger tells them 
  that the Baron has arranged for Lilianna, her bodyguard, 
  and chaperone to be smuggled secretly onboard Serenity 
  in the dead of night. The sooner they get her there, the 
  sooner the Baron pays them.
  MASTERIN’ THE GAME
  LOW ON FUEL
  Ask the players to justify why they need to 
  take the job. They know Serenity is falling apart. 
  This could expand into a short flashback scene 
  where everyone around the table (even those 
  not present) reminds the captain what needs 
  fixin’ on the boat. Award the most entertaining 
  examples with Plot Points.
  
  83
  WEddING PLANNERS: ACT ONE
  ACT I: WE DIDN’T SIGN UP FOR THIS!
  “One of you gorramn buzzards blinds me again, I’m gonna return fire!” 
  – Jayne
  Lilianna starts out to be a walking headache, but a hidden note soon reveals she’s a damsel in distress.
  SCENE ONE: SPOILED LITTLE RICH GIRL
  A metal ramp leads to the ground. The interior of 
  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 
  the upper levels. Catwalks crisscross overhead. Crates and 
  various other pieces of cargo are barely visible stacked 
  against the walls.
  
  84
  ECHOES OF WAR: THRILLIN’ HEROICS
  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.
  CORTEX RESEARCH 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: Easy Difficulty d6 + 
  Cortex Network d6 
  Possible Assets: Fan Pages, Gossip Pages, 
  Already Done It
  Possible Complications: Sketchy Browser 
  History, Slow Connection, Tracking Wave Sent
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  doing research finds that Lilianna is a wealthy 
  cattle baron’s daughter.
   
  
  Raise the Stakes: The Crewmember doing research 
  discovers that Lilianna is marrying a man named 
  Templeton Colt Steele. The gossip rags say that 
  he’s smitten with her. Her stepfather, the Baron, 
  says that his daughter’s very much in love and 
  can’t wait for the wedding. Reporters who try to 
  gain access to Lilianna have failed. She’s said to be 
  in seclusion, busy with her plans for the wedding.
   
  
  Extraordinary Success: As above, plus: Lilianna 
  is involved in raising money for various charity 
  organizations that try to help the impoverished 
  folk on the Border Planets. Photos and videos 
  abound of her in beautiful designer dresses, 
  wearing gorgeous jewels, attending parties with 
  vid stars and such like. She’s no “wild child.” The 
  tabloids have a hard time comin’ up with gossip 
  or scandal about her.
  CORTEX RESEARCH ON THE GROOM
  If anyone bothers to research Templeton Steele, make 
  this roll. The better the roll, the more info they get.
  Crewmember Dice Pool: Mental + Know, 
  Mental + Operate
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Cortex Network d6 
  Possible Assets: Fan Sites, Gossip Sites, Already 
  Done It
  Possible Complications: Sketchy Browser 
  History, Slow Connection, Tracking Wave Sent
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  doing research discovers that Templeton Steele 
  is the genius inventor of the famed MPE40, a 
  weapon much prized among troops during the 
  Unification War. 
   
  
  Raise the Stakes: The Crew finds, in addition, 
  that Steele is notorious for having sold weapons 
  to both sides of the War, that he’s one of the 
  richest men in the ‘Verse, and that he has multiple 
  lawsuits for patent infringement pending against 
  all manner of folk. 
   
  
  Extraordinary Success: As above, but the Crew 
  also finds that Steele was viewed as a traitor by 
  both sides during the War; those as fought in it 
  know his name and won’t think too kindly of him, 
  which might make them more sympathetic to 
  Lilianna in her quest to avoid marrying him. 
  Lilianna arrives in a sleek, black limo with two more 
  limos accompanying her—one filled with bodyguards and 
  the other with her luggage consisting of heavy trunks, a 
  good many suitcases, and hatboxes. Accompanying her are 
  her own personal bodyguard, Seth Liang, and her wedding 
  planner/chaperone, Asante Okoro. 
  
  85
  WEddING PLANNERS: ACT ONE
  Lilianna’s 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 
  the veil, she’s extraordinarily beautiful, though her face 
  is pale and drawn, as though she hasn’t slept much lately. 
  Asante Okoro is dressed in no-nonsense business 
  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 she’s what she 
  claims to be: a wedding planner. Her Shadows of the War 
  Distinction helps keep her true profession off the Cortex.
  CORTEX RESEARCH ON THE 
  WEDDING PLANNER
  If anyone bothers to research Asante Okoro, make this 
  roll. The better the roll, the more info they get.
  Crewmember Dice Pool: Mental + Know, 
  Mental + Operate
  Gamemaster Dice Pool: Hard Difficulty d10 
  + Cortex Network d6
  Possible Assets: Wedding Sites, Gossip Sites, 
  Already Done It
  Possible Complications: Sketchy Browser 
  History, Slow Connection, Tracking Wave Sent
  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, there’s little 
  information on Asante.
  Seth Liang has a military-style duffle bag containing 
  clothes and a book of meditations. He’s wearing combat 
  fatigues—no patches or insignia. He carries a pistol in a 
  holster and a jian (double-edged Chinese sword) on his back.
  CORTEX RESEARCH ON 
  THE BODYGUARD
  If anyone bothers to research Seth Liang, make this 
  roll. The better the roll, the more info they get. Seth can 
  also use his Decorated Distinction as a d4 to add a Plot 
  Point to the Gamemaster’s bank, as his reputation makes 
  him an easy target to find on the Cortex.
  Crewmember Dice Pool: Mental + Know, 
  Mental + Operate
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Cortex Network d6
  Possible Assets: Combat Sites, Old War Buddies, 
  Already Done It
  Possible Complications: Sketchy Browser 
  History, Slow Connection, Tracking Wave Sent
  
  86
  ECHOES OF WAR: THRILLIN’ HEROICS
  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.
   
  
  Raise the Stakes: The Crewmember doing 
  research discovers that Seth Liang was a decorated 
  Alliance officer.
   
  
  Extraordinary Success: The Crewmember doing 
  research finds that Seth was wounded during the 
  War and received the Silver Citation Starburst for 
  bravery under fire.
  THINGS DON’T 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.”
  Such remarks won’t endear her to the Crew. If there 
  are any GMCs on board, their reactions might be any of 
  the following:
   
  
  Downright hostile: (“She ain’t nothin’ but a spoiled 
  brat.” “I’ll be damned if I’ll fetch and carry for 
  her!”)
   
  
  Star struck and infatuated: (“She’s a real beauty.” 
  “I’ll be in my bunk.”)
   
  
  Gracious and welcoming: (“Don’t worry, dear, 
  you’ll get used to the smell.” “Didn’t we meet at 
  the Vanderbilt’s party on Osiris?” “I remember 
  when you visited the mission, Miss Lilianna.”)
   
  
  River is likely not here, since Simon would keep 
  her out of sight. If River does make an unexpected 
  appearance, she might divine some of Lilianna’s 
  secrets, though it’s 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 
  politely declines, citing with perfect reasonableness that 
  he is Miss Lilianna’s bodyguard. If the Crew really wants 
  to put this to the test, Seth won’t argue. He simply takes 
  hold of Lilianna by the arm and escorts her off the boat, 
  ignoring her protests. The Crew best be ready to either 
  let him keep his weapons or start lookin’ for another job. 
  Asante is all business, though she does allow her gaze 
  to linger noticeably on Mal. Asante has a tracking device 
  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 Lilianna’s trunks. She will have no trouble slipping 
  down one night to retrieve her weapon. 
  SEARCHING THE 
  PASSENGERS’ LUGGAGE
  If anyone decides to search the passengers’ luggage, they 
  either need to do it themselves or convince the passengers 
  to open up their bags.
  Crewmember Dice Pool: Mental + Notice, 
  Social + Influence
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Passenger Luggage d6 
  Possible Assets: Searched During the Tour, 
  Holographic X-Ray Scanner, Made Up Customs Law
  Possible Complications: Something’s Missing, 
  Something Broke, Lock’s Busted
  
  87
  WEddING PLANNERS: ACT ONE
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The search doesn’t 
  yield anything of interest, and the Crew gains 
  a Suspicious d6 Complication because the 
  passengers figure out they’ve been searched 
  without permission.
   
  
  Raise the Stakes: The Crew doesn’t find anything 
  unusual.
   
  
  Extraordinary Success: Depending on whose 
  luggage they search, the Crew finds something 
  hidden. Lilianna: a capture of her and Daniel; Seth: 
  his medal; Asante: her tracking device, unless 
  she’s already planted it, in which case they find 
  her machine pistol.
  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 Lilianna’s secret rendezvous and 
  these Annoying Reporters d6 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.
  SCARING OFF THE PRESS
  Let the Crew handle it how they want, either by scaring 
  off the reporters, firing a warning shot to scatter everyone, 
  or hiding Lilianna in a secret compartment until things 
  quiet down.
  Crewmember Dice Pool: Social + Trick, Mental 
  + Sneak, Physical + Shoot
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Annoying Reporters d6 + Annoying Reporters 
  d6 + Annoying Reporters d6
  Possible Assets: Gun Fired into the Air, Start 
  the Engines Now!, Diagnostic Scan
  Possible Complications: Blinding Flash, 
  Stowaway Reporter, Who’s Gonna Pay for That?
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew will have a 
  Minor Celebrity d6 Complication when onboard 
  the Rim’s Dream because they got caught in the 
  pictures.
   
  
  Raise the Stakes: The Crew gets Lilianna on board 
  without any clear pictures of her.
   
  
  Extraordinary Success: Lilianna and her 
  entourage’s opinion of the Crew improves. 
  The Crew gets a Job Well Done d6 Asset. A 
  Crewmember may spend a Plot Point to make 
  the Asset last for the Episode
  HERE WE ARE
  Once the Princess’s 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. 
  
  88
  ECHOES OF WAR: THRILLIN’ HEROICS
  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 
  someone like Simon who comes from “her world.” 
  Seth accompanies Lilianna. He walks behind her and 
  her escort, keeping close watch on everything. 
  Asante pleads fatigue and asks to be shown to her 
  quarters. If Mal is present, she asks him directly. Asante 
  does not flirt. She’s cool and straightforward, letting it be 
  known right up front that she’s 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, she’s 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 
  preoccupied. She gulps a little at the sight of her spare, 
  uncomfortable bedroom, but by now nothin’ much can 
  shock her.
  Seth says nothing during the tour unless he sees the 
  weight-lifting equipment in the back of the cargo bay. He 
  then asks if he can use it. This could be a good way for 
  some of the Crew to get to know him.
  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!
  GALLEY
  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 she’ll generously 
  share with the Crew.
  INFIRMARY
  With its stark white walls, hospital beds, operating 
  table, and other medical equipment, the infirmary appears 
  to be a hospital in miniature.
  PASSENGER DORMS
  The walls are painted a color somewhere between 
  yellow and beige with rust stains in the corners. The bed’s 
  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.
  
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  WEddING PLANNERS: ACT ONE
  THINGS DON’T GO SMOOTH
  Somewhere along the tour, Lilianna attempts to pass 
  her tour guide a note. The note, folded four times, is on a 
  piece of paper torn out of a notebook. She keeps it tucked 
  in the palm of her leather glove. She tries to either find 
  or create a moment when she and her guide are in close 
  proximity. 
  And, of course, the note reads: I’m 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 Seth’s interest in the weight-lifting 
  equipment. However it happens, Lilianna manages to get 
  a note into the hands of one of the Crewmembers.
  HIDING THE NOTE FROM SETH
  Lilianna makes it clear she doesn’t want Seth to know 
  about the note. The Crewmember can try to hide the note 
  on their person, try to read it fast and then get rid of it, or 
  possibly distract Seth and hand off the note to someone else.
  Crewmember Dice Pool: Physical + Trick, 
  Mental + Notice, Social + Trick
  Gamemaster Dice Pool: Seth’s Mental d6 + 
  Notice d6 + Strong, Silent Type d8
  Possible Assets: Loud Engines, Dark Corridor, 
  AaaaaaaCHOOO!
  Possible Complications: Attracting Attention, 
  Suspicious Activity, Why Should We Bother to Help?
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Seth picks up the note 
  and reads it. He looks at Lilianna, who immediately 
  denies that the note is hers.
   
  
  Raise the Stakes: Seth does not see the note. 
   
  
  Extraordinary Success: Seth commends the Crew 
  of Serenity for their helpfulness, totally oblivious 
  to the note. Create the Asset Seth Trusts Me 
  d6 for the Crewmember who has the note. The 
  Crewmember may spend a Plot Point to make the 
  Asset last for the rest of the Episode.
  After passing the note to a Crewmember, Lilianna 
  pretends as though nothing has happened. If the 
  Crewmember tries to question her about the note’s contents 
  or the fact that she tried to pass a note, Lilianna casts an 
  alarmed glance at Seth and shakes her head. She pleads 
  fatigue and asks to be taken immediately to her room. 
  If the Crewmember has the note, he could decide 
  to show it to the others and ask them what to do. Or he 
  could decide that Mal wouldn’t be sympathetic and show 
  it to someone who might be more willing to help, such as 
  Inara or Shepherd Book. 
  There could be a difference of opinion. Mal might say 
  it’s none of their business and won’t get involved. Kaylee, 
  Inara, and Shepherd Book could feel differently. Kaylee and 
  Inara might not even tell Mal, knowing in advance what he’d 
  be likely to say, and either decide to undertake the mission 
  on their own or seek help from other Crewmembers they 
  think they might be able to trust. It’s largely up to the players.
  The Crew has to decide what to do. They can try to 
  help Lilianna and at least find out the nature of her problem. 
  They can decide it’s none of their business and they don’t 
  want to get involved. If so, skip to Act I: Scene Four. 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  SCENE THREE: LILIANNA’S SECRET
  THE LOWDOWN
  Some or all the Crewmembers try to get 
  Lilianna alone and find out why she needs help. If the Crew 
  doesn’t decide to try to help her, skip to Act I: Scene Four.
  THINGS DON’T GO SMOOTH
  The main problem is finding a way to deal with 
  Seth and Asante. Seth’s room is right next door to Lilianna’s. 
  Asante’s is on the other side. Seth accompanies Lilianna 
  everywhere. His job is to see to it that she arrives safely at 
  the wedding and he takes his job seriously. 
  GETTING LILIANNA ALONE
  Separating Seth from his charge isn’t 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 Jayne’s gun collection. 
  If Seth has seen the note, he gets a bonus d6 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 what’s 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.
  MASTERIN’ THE GAME
  CONVINCIN’ THE CAPTAIN
  If Mal isn’t being played by a player, he could either be 
  totally opposed, reminding the Crew that he took this 
  job and he’ll 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 plan, 
  which is what Mal figures they’ll do anyway.
  
  91
  WEddING PLANNERS: ACT ONE
  Crewmember Dice Pool: Social + Shoot, Mental 
  + Influence, Social + Trick
  Gamemaster Dice Pool: Seth’s Mental d6 + 
  Notice d6 + Strong, Silent Type d8
  Possible Assets: Work Out, Chicks Love Guns, 
  Perfect Wedding Day Hair
  Possible Complications: Attracting Attention, 
  Suspicious Activity, Why Should We Bother to Help?
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  gets Lilianna alone. When Seth finds out about 
  her plan, he takes an Angry d6 Complication and 
  tries to stop the Crew.
   
  
  Raise the Stakes: The Crewmember gets Lilianna 
  alone without Seth noticing that she’s gone.
   
  
  Extraordinary Success: The Crewmember gets 
  Lilianna alone. Seth is initially suspicious, but 
  decides that if Lilianna needs space he’s willing 
  to give it to her.
  HERE WE ARE
  If the crew manages to talk to Lilianna, she 
  tells them all her woes:
   
  
  She’s 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 
  a diamond and sapphire necklace as a wedding 
  gift the morning of the wedding. The necklace 
  is worth a fortune and she’ll give it to Mal or to 
  anyone who rescues Daniel and helps her marry 
  the man she loves. 
  If the Crew fails to talk to her, the desperate Lilianna 
  continues trying over the next few days while Serenity 
  is en route to the cruise liner. She keeps reaching out to 
  them until she manages to tell her story and persuade 
  them to help her.
  If the Crew does decide to help her, they’d best start 
  comin’ up with a cunning plan. Lilianna has traveled on 
  board the Rim’s Dream and can provide information on 
  the layout of that ship, as well as the Baron’s yacht, where 
  she thinks it most likely he’s holding Daniel. 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  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.
  MASTERIN’ THE GAME
  ASANTE, SIMON, ANd RIVER
  Asante works for Blue Sun and she knows they’d like to get their blue-gloved hands on River, though she 
  doesn’t know exactly why. If she recognizes them, Asante might consider bringing in the two fugitives, for 
  there’s a hefty reward. She could reject the idea for several reasons:
   
   One: it’s not the job she was hired to do. 
   
   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 
  they’ve done to River. 
  If you’d like to have Asante and her pirate crew try to apprehend Simon and River along with Lilianna, 
  feel free. Mal and his Crew will be highly motivated to fight back. If Asante succeeds, Mal won’t take kindly 
  to havin’ a member of his Crew snatched. Asante will be in for the fight of her life.
  
  93
  WEddING PLANNERS: ACT ONE
  THINGS DON’T GO SMOOTH
  ECHOES OF WAR
  At some point, Mal finds out that Seth fought with 
  the Alliance and that he was at Serenity Valley. This makes 
  for an interesting day. Seth is naturally the strong, quiet 
  type so he wouldn’t be likely to bring it up himself. Asante 
  could mention it either out of sheer cussedness, just to see 
  how Mal would handle it, or because she wants to foment 
  trouble. Someone doing research on the Cortex could finally 
  discover Seth’s military record. River might start talking 
  about the ghosts that are on board Serenity—ghosts of the 
  past that come with the boat’s name, ghosts that haunt 
  more than a few on board. 
  Seth won’t be drawn into a political argument over 
  who was right and wrong. He did his duty and he’s not 
  ashamed of it. He’ll admit that he doesn’t think the War 
  was worth the terrible cost. He talks about the horrible 
  sights he witnessed in Serenity Valley. 
  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. 
  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 
  life lessons. Kaylee might teach her to cook using whatever 
  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, she’s touched and pleased. 
  She realizes people actually care about her—not just for 
  her looks or her money. The more sympathetic Lilianna 
  becomes, the more likely the Crew can help her get out 
  of her rough situation.
  SHEPHERD BOOK
  Shepherd Book might seek to counsel Lilianna. The 
  Crew might come up with the idea, as part of the cunning 
  plan, to have Shepherd Book perform the ceremony. Lilianna 
  thinks that’s a splendid idea. Shepherd Book might take 
  some convincin’. 
  ASANTE AND THE CAPTAIN
  Asante has taken a likin’ to Mal and she doesn’t 
  bother to hide her feelings. If Mal reciprocates, she’ll 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. 
  FLIRTING WITH THE WEDDING PLANNER
  Mal probably won’t allow the relationship to advance 
  too far, but it’s likely he won’t 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 Social 
  Actions as Asante attempts to charm Mal into providing 
  information while Mal uses Asante to make Inara jealous.
  Crewmember Dice Pool: Social + Influence, 
  Mental + Trick
  Gamemaster Dice Pool: Asante’s Mental d10 + 
  Focus d8 + Cocky d8
  Possible Assets: Cozy Spot, Cheap Moves, 
  Bottle of Wine
  Possible Complications: Hurt Feelings, Hungover, 
  Indisposed
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  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 creates a Bad 
  Romance 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 
  won’t 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.
  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: who’s 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 
  anywhere anytime. 
  Could make everyone a mite jittery.
  DISCOVERING THE 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 it’s 
  been planted, suggest it in an unrelated Complication like 
  Weird Interference or Who’s Been on the Cortex 
  All Day? to get Crewmembers looking around.
  Crewmember Dice Pool: Physical + Notice, 
  Mental + Operate
  Gamemaster Dice Pool: Asante’s Mental d10 + 
  Sneak d8 + Blue Sun Agent d8
  Possible Assets: Wrangling Kittens, Confined 
  to Quarters, Diagnostic Scan
  Possible Complications: Power Drain, Systems 
  Hitch, Sensor Blind Spot
  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 as 
  a whistler, a device that uses short waves to send 
  discreet signals to another ship.
  “One of them, Simon. A hard, 
  cherry red shell and a blue 
  beating heart. I can smell it.” 
  – River
  
  95
  WEddING PLANNERS: ACT TWO
  ACT II: WE’RE HUMPED!
  The Crew likely expected something to go wrong with the trip. But who thought they’d have invited a pirate on board? 
  SCENE ONE: PIRATES! 
  You can just tell this scene isn’t going to be a sunny day on the beach by the title.
  THINGS DON’T GO SMOOTH
  The Crew’s settled into the usual routine 
  aboard ship. They’re only two days out from arriving at 
  the cruise liner. Determine where the passengers and 
  members of the Crew are located on board the boat and 
  what they’re doing when this event occurs. 
  DETECTING THE PIRATES
  As the pirates draw closer to the boat, the Crew might 
  have a chance to spot them before they get too close. If they 
  succeed, the Crew has a much better chance of outrunning 
  the pirates rather than fighting them.
  
  96
  ECHOES OF WAR: THRILLIN’ HEROICS
  Crewmember Dice Pool: Mental + Systems
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Pirates Approaching d6
  Possible Assets: Paranoid, Pirates Round These 
  Parts, Brew Another Pot
  Possible Complications: Distracted by Dinosaurs, 
  Sensor Malfunction, I thought It Was a Glitch!
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The pirates have 
  the advantage if Serenity tries to run. Create a 
  Bushwhacked d6 Complication for the scene.
   
  
  Raise the Stakes: They see a ship on the scanner, 
  headed their direction and closing fast.
   
  
  Extraordinary Success: They see a ship on the 
  scanner, headed their direction and closing fast. 
  Serenity has the advantage if it tries to run. Create 
  an Incoming! d6 Asset for the scene. 
  The ship is a modified tramp freighter and it fairly bristles 
  with guns. Anyone who travels in the black immediately 
  recognizes the ship as belonging to the pirates that frequent 
  the Rim, preying on unarmed transport ships, stealing the 
  cargo, and taking hostages to hold for ransom. 
  If the ship is detected in time, Mal could decide to run. 
  MAKING A RUN FOR IT
  If the GM wants the chase to be resolved in one roll, 
  use this table.
  Crewmember Dice Pool: Engines + Fly
  Gamemaster Dice Pool: Engines d10 + Elite 
  Pirate d8 + Built for Speed d8 + Pilot d6
  Possible Assets: Reroute Emergency Power 
  to the Boosters, Put That Moon Between Us and 
  the Other Ship, Everybody, Hang On!
  Possible Complications: Target Lock, Gun to 
  Your Head, Sabotage
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The pirates catch 
  Serenity. 
   
  
  Raise the Stakes: Serenity outruns the pirates.
   
  
  Extraordinary Success: Asante doesn’t 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. 
  
  97
  WEddING PLANNERS: ACT TWO
  RUNNING AWAY AND CHASES
  Serenity is an unarmed trading vessel. Guns often 
  bring unwanted Alliance scrutiny. Also, Mal doesn’t 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 them—they run.
  The chase between Serenity and the Hard Burn can 
  be resolved in just few high stakes rolls. Like a gunfight 
  or intense argument, both parties to the conflict run the 
  risk of being Taken Out when they get involved in a chase.
  ASSETS CAN HELP
  Just because it’s a chase doesn’t mean only the pilots 
  get to have fun. Any Crewmember can create an Asset 
  for something involving the ship or situation by spending 
  a Plot Point. Perhaps Wash is pulling a Crazy Ivan or 
  Kaylee has Redirected Power in order to keep the boat 
  from being captured. Creating Assets might even force 
  the pursuing or fleeing ships to adjust their tactics, rolling 
  weaker Traits in order to contend with the changes the 
  Assets make to the pursuit.
  Jayne smiles and spends a Plot Point to create an Asset. 
  Jayne has Blown the Cargo Out the Damn Airlock 
  Again. Mal groans, but he knows that losing the cargo 
  is better than getting caught by the Alliance. Not only 
  does Wash have an extra die to roll, the GM rules that 
  the patrol boat must use its weaker Hull Trait in the 
  next roll, on account of having to smash through a cloud 
  of crates to continue its pursuit.
  RESOLVING THE CHASE
  Asante isn’t in contact with her Hard Burn crew, but 
  the attack was scheduled for today so she’s armed and 
  ready for action. If she’s 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 she’s 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 she’ll shoot 
  the hostage. 
  Asante tells the Crew she doesn’t want any killing. She’s 
  no threat to them. She just wants to make sure Lilianna 
  doesn’t go through with the wedding. Asante guarantees 
  the girl won’t come to any harm. She also informs them 
  that her comrades are former members of the Browncoat 
  Elite Forces and that they’ll be real upset if anything bad 
  happens to her
  THRILLIN’ HEROICS
  Now’s the time for action. A lot depends on what the 
  Crew decides to do, which could be somethin’ we never 
  thought of, so best be quick on your toes. A bunch of stuff 
  happens all at once.
  RUNNING
  If Mal decided to run, he could obey Asante and bring 
  Serenity to a halt, in which case the pirate ship catches up and 
  soon boards them. (See Boarded! on page 98) If he wants 
  to keep running, he and any Crewmembers that are on the 
  bridge likely attempt to rescue the hostage. A fight ensues.
  Note: It’s probably not a good idea to have bullets 
  flyin’ about the bridge. If someone does fire a gun, it’s 
  likely the bullet could hit someone or somethin’ vital to 
  the workings of the boat.
  MEANWHILE IN ANOTHER 
  PART OF THE BOAT...
  The moment Seth hears the alert, he attempts to take 
  Lilianna to a pre-arranged hiding place on board Serenity. 
  Lilianna’s 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 hasn’t had a chance to plead for help, she 
  seizes hold of one of the Crewmembers and tearfully blurts 
  out the truth—that she made up the kidnappers because 
  she doesn’t want to marry Templeton Steele, that the Baron 
  
  98
  ECHOES OF WAR: THRILLIN’ HEROICS
  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 
  he’s going to take Lilianna to her quarters. In truth, he’s 
  taking her to the hiding place. He makes certain no one 
  follows them or sees them.
  OUTCOME
  If Serenity manages to outrun the pirate ship, Asante is 
  overpowered, the hostage is rescued, and we have a happy 
  ending, boys and girls—at least for the time being. Asante 
  ain’t overly worried. She has a back-up plan. She readily 
  admits that she planted the tracking device and tells them 
  where to find it. The fact that she’s so forthcoming might 
  strike some folk as suspicious.
  If Serenity stops, then the pirates board. Go to Boarded!  
  in the next section If the pirate ship catches up to Serenity, 
  the pirates fire a warning shot first. Serenity being outgunned, 
  Mal should surrender. If he doesn’t, this adventure could 
  come to a real speedy end.
  If Asante is killed and her crew boards the ship, Mal 
  and his Crew better be prepared to fight—her 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 (they’ll 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 won’t believe Mal if he tries to lie. They enjoy 
  beating the truth out of him. If possible, they do their best 
  to apprehend him and any other member of the Crew and 
  hand them over to the Alliance.
  BOARDED! 
  Asante’s team of Elite Force members board Serenity. 
  They’re armed to the teeth, but that’s 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 she’s not 
  willing to risk her life or those of her crewmembers. She says 
  she doesn’t want to mess up Mal’s pretty face. Some might 
  find her willingness to back down more‘n a mite suspicious.
  MASTERIN’ THE GAME
  SOLd INTO SLAVERY
  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, they’re not going to get paid if 
  they don’t 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, 
  the little creep does find jobs for them. 
  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 pirate 
  ship, and find out where Asante is bound. 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. He’s holding a big slave auction, sellin’ off 
  men, women, and children. The Crew likely arrives 
  right as the auction is about to begin. They have 
  a chance to rescue Lilianna and put an end to the 
  slave trafficker. He’s well armed and he has a large 
  gang of goons. The Crew is in for a fight.
  
  99
  WEddING PLANNERS: ACT TWO
  If the Crew agrees to give up Lilianna, they have a 
  problem. They won’t 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 doesn’t always know where to look for them. 
  Once Asante realizes she has to take Serenity apart 
  to find Lilianna, she and her crew depart. Not worth the 
  time and effort. When Asante and her crew are gone, Seth 
  and Lilianna come out of hiding. Seth might not be too 
  pleased if he hears the Crew was ready to give them up. 
  REPEL BOARDERS
  Run one round of an Action Order. As soon as one 
  of the pirates (or Asante) is Taken Out, the remaining 
  pirates retreat to the Hard Burn and flee on their Action. 
  Asante’s pirates fight with her as a gang (see Ganging Up 
  on page 151).
  Crewmember Dice Pool: Physical + Fight, 
  Physical + Shoot
  Gamemaster Dice Pool: Asante’s Physical d12 + 
  Blue Sun Agent d8 + Shoot/Fight d10 + Elite Pirate 
  4d8 (one d8 for each Elite Pirate d8)
  Possible Assets: Home Ground, Behind Cover, 
  Crate Full of Weapons
  Possible Complications: Hull Breach, Fire in 
  the Hole, Suppression Fire
  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 
  equal to the highest rolling die in the pirate’s pool 
  to avoid being Taken Out.
   
  
  Raise the Stakes: One Elite Pirate d8 is Taken Out. 
  If there are no more pirates, Asante can spend a 
  PP to take or step up a Winged Complication.
   
  
  Extraordinary Success: Two Elite Pirate d8 are 
  Taken Out. If there are no more pirates, Asante 
  can spend a PP to take or step up a Winged 
  Complication. 
  
  100
  ECHOES OF WAR: THRILLIN’ HEROICS
  ACT III: THE WEDDING PLANNERS
  “You telling me we have to stay here, swim in the pool, and eat a few five-course meals until the 
  wedding happens? Well, sir, you know how much of a stickler I am for the chain of command.” 
  – Zoe
  The wedding is at hand, but the Crew doesn’t get paid until Lilianna says, “I do.” In the meantime, surely they can stay 
  out of trouble on a luxury liner?
  
  101
  WEddING PLANNERS: ACT THREE
  SCENE ONE: RIM’S DREAM
  This scene takes place on a luxury cruise liner, 
  Rim’s Dream.
  RIM’S DREAM 
  Engine Room: Located at the bottom of the ship, the 
  engine room is under the command of the Chief Engineer. 
  This area is restricted.
  DECK 1: CREW QUARTERS
  Crew’s Dorms: The majority of the crew of Rim’s 
  Dream lives on this deck in dorm rooms. The crew’s mess 
  hall and a crew “pub” are located on this deck, as well as 
  a gym and a movie theater. 
  The officers have their own wardrooms on this level. 
  These rooms are quite elegant, as the officers often entertain 
  favored guests among the passengers. 
  Passengers are permitted on this deck, but only if they 
  have an invitation from one of the officers or if they’re 
  escorted by someone on the crew.
  DECK 2: MAIN FLOOR 
  Verbena Restaurant: The largest restaurant aboard 
  ship features elegant fine dining with white tablecloths, 
  crystal, silver, and wait staff in fancy dress. Reserved seating. 
  Tables are assigned when guests board the ship.
  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). 
  The casino operates twenty-four hours a day and 
  features faro, blackjack, poker, slot machines, pachinko, 
  and mahjong. Rooms for private, high-stakes games are 
  available to high rollers. Security is tight aboard ship and 
  tighter in the casino. Cameras keep watch on players as 
  well as the dealers. No money changes hands in the casino. 
  Players gamble for credits that are exchanged for cash at 
  the Purser’s Office. A tab is extended to those who run a 
  bit short. Losers are not permitted to leave the ship until 
  their gambling debts are paid.
  Pioneer Pub: One of the most popular bars on board, 
  it’s meant to resemble a pub on one of the frontier planets. 
  It features cedar plank wood walls, polished bar, and leather 
  cushioned bar stools, with a large mirror behind the bar. 
  Anyone who’s ever been in a real frontier bar would find 
  this pretty darn amusin’.
  Grand Lobby: Stunning area where passengers are 
  welcomed aboard. Decorated in gold and red velvet, with 
  sweeping staircases leading to the mezzanine on Deck 
  3 and a domed ceiling six stories above the floor, the 
  lobby is an impressive sight. Passengers can find room 
  assignments here, book tours, and request information 
  at the reception desk.
  Purser’s Office: Located behind the reception desk. 
  The Purser is in charge of all money matters on board ship, 
  including credit transfers. A vault contains large amounts 
  of standard Alliance-issued paper notes. Just how large is 
  a well-guarded secret.
  Infirmary: Medical facility staffed by a doctor and 
  two nurses. Four hospital beds. Small operating theater, 
  for use only in case of emergency. Extremely ill patients 
  are transported to the nearest Alliance hospital.
  Docking: The docking areas can handle up to four 
  yachts, as well as the ship’s lifeboats that double as shuttles. 
  They don’t handle private shuttles due to security. Once 
  docked, an airlock provides safe passage from the docked 
  vessel to the cruise liner. Security personnel are on hand 
  to check for weapons using an electronic weapons sweep.
  The Bijou: Theater featuring live performances at night. 
  High-kicking show girls in feathers and not much else.
  Dance Hall: For those who like their dancing a bit 
  more lively than quadrilles in the Grand Ballroom, the 
  Dance Hall features a live band nightly. Popular with the 
  young people.
  
  102
  ECHOES OF WAR: THRILLIN’ HEROICS
  DECK 3: LOUNGES, FINE 
  DINING, AND SHOPS 
  Lilac Dining Room: Smaller and more elegant than 
  Verbena. Tables are assigned when passengers board. Only 
  those with penthouse staterooms are permitted to dine here.
  Chart Room: Elegant bar that plays Chinese classical 
  music. Walls are decorated with navigational charts.
  Champagne Bar: Champagne and champagne cocktails 
  are the only drinks served. Small, dark, romantic.
  Grand Lobby Mezzanine: Overlooks the Grand Lobby 
  below. Sweeping staircase leads down to Deck 2. Shops 
  offering designer clothes for men and women, jewelry, 
  sculpture, paintings, and sundries.
  The Bijou: Balcony seating for the theater.
  Library Bar: Walls are shelves lined with books. 
  Leather chairs and couches. A cozy, quiet place for a drink.
  DECK 3
  ENGINE
  DECK 1
  DECK 2a
  DECK 2b
  
  103
  WEddING PLANNERS: ACT THREE
  DECKS 4-5: 
  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.
  DECKS 6-8: 
  MID-LEVEL STATEROOMS 
  These rooms are larger and have a picture window 
  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.
  DECK 4-5
  DECK 6-8
  DECK 9-10
  DECK 11
  DECK 12
  
  104
  ECHOES OF WAR: THRILLIN’ HEROICS
  DECKS 9-10: 
  LILAC STATEROOMS 
  Ornate rooms with small living area, separate 
  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. 
  Comes with butler and access to Lilac Dining Room.
  DECK 12: LIDO 
  This deck’s main attraction is an indoor swimming 
  pool, tennis courts, shuffleboard, and walking track.
  Greenleaf Cafeteria: Open twenty-fours a day with 
  food ranging from hot dogs to Peking duck. Dessert buffet 
  at midnight.
  Osiris Spa: Relax and enjoy a few hours of pampering. 
  Mud baths, herbal wraps, massages, whirlpools, and steam 
  rooms.
  Grand Ballroom: Ballroom is a large room, beautifully 
  decorated with living palm trees and exotic flowers. Tables 
  and chairs surround a dance floor in the center.
  Lookout Lounge: Connected to the Grand Ball, 
  separated by the bar area, the lounge at the prow 
  beneath the bridge. Large panoramic windows provide 
  a 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. 
  There are no guards, however, and none of the officers carry 
  weapons. An alarm will send armed security personnel to 
  the Bridge on the run.
  THE LOWDOWN
  After the Crew has patched up any wounds and dealt 
  with any lingerin’ problems, they arrive at the cruise liner, 
  Rim’s Dream. The captain has been told to expect them, so 
  they have no difficulty docking with the cruise liner. The 
  Baron’s yacht, Star Voyager, is docked with the cruise liner. 
  Templeton Steele is already on board.
  Note: If the Crew considers taking shuttles from Serenity 
  to Rim’s Dream, their request is denied. Due to security 
  concerns, Rim’s Dream is not equipped to handle shuttles. 
  Serenity must dock with the cruise liner and be secured.
  If Mal doesn’t 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 
  and the restaurant reserved for upper class guests. The 
  Bridge, the Engine Room, Crew Quarters, Galley, and 
  Officer’s Quarters are all off limits. 
  That said, there are ways the Crew could gain access 
  to some of these.
  GETTING ACCESS TO RESTRICTED 
  PARTS OF THE SHIP
  Kaylee might become friendly with one of the ship’s 
  engineers and persuade him to take her to see the engine 
  room. Inara could try to obtain an invitation to the captain’s 
  private party in his stateroom. 
  Crewmember Dice Pool: Social + Fix, Mental 
  + Influence, Physical + Sneak
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Cruise Crew d6
  Possible Assets: The Guard Is Sweet on You, 
  Old Friends, Former Client
  Possible Complications: Escorted, Caught Red 
  Handed, Where Do I Know You From?
  
  105
  WEddING PLANNERS: ACT THREE
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember is 
  unable to get into the secure area. 
   
  
  Raise the Stakes: The Crewmember is able to get 
  into the secure area. 
   
  
  Extraordinary Success: The Crewmember is 
  able to get into the secure area. When another 
  Crewmember creates an Asset due to your access, 
  such as Engine Room Lockdown or Captain’s Orders, 
  the Asset is a d8.
  THINGS DON’T GO SMOOTH
  By now, the Crew likely has a cunning plan for helping 
  Lilianna find true love with her ranch hand. Here’s 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 on Serenity until time for the wedding. He’s spotted 
  some reporters from the gossip rags around. 
  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. 
  No weapons of any type are permitted on board the cruise 
  liner, including all manner of firearms, any type of knife, or 
  anything else security deems might be used as a weapon. 
  Anyone who puts up a fuss is refused entry onto the 
  cruise liner. 
  SMUGGLING WEAPONS ON BOARD
  If Jayne is caught with a weapon the first time he tries 
  to board, he receives a polite warning and is ordered to 
  take the weapon back to Serenity.  If Jayne tries a second 
  time, his weapon is confiscated and kept in the vault in 
  the Purser’s 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 he’s escorted 
  to the brig. 
  Crewmember Dice Pool: Social + Influence, 
  Mental + Sneak
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Weapon Detectors d8 + Ship’s Security d6
  Possible Assets: Inside a Wedding Gift, I Have 
  a Permit for That, It’s Just a Toy
  Possible Complications: Unloaded, Forgot 
  the Power Cells, Guard Took Vera
  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 
  Malfunctioning Security Scanners Complication 
  on the security staff for the next time someone 
  does something troublesome on board.
  MALFUNCTION
  Security has been having problems this voyage with the 
  weapons scanners malfunctioning. They have managed to 
  keep this quiet, but every so often, at various times during 
  the day and night, the screens shut down for no apparent 
  reason. During these times, which come at irregular 
  intervals, someone could manage to sneak a weapon past 
  security. These lapses never happen at the same time and 
  cannot be predicted. The system is down for only a few 
  moments at a time. This malfunction could manifest itself 
  as a Complication, or it could be created as an Asset by a 
  Crewmember for a Plot Point.
  
  106
  ECHOES OF WAR: THRILLIN’ HEROICS
  The reason these are occurring is that Asante has some 
  of her crew posing as wedding guests. She’s on board the 
  Hard Burn biding her time. Her crew has disabled the 
  security systems to allow the pirates to smuggle weapons 
  on board in wedding gifts.
  THE BRIDEGROOM ANNOYETH
  Templeton Steele has heard that Serenity has docked. 
  He’s in the Grand Lobby with two of his guards and an 
  attorney who goes everywhere with him. Steele knows 
  that Lilianna is supposed to remain on board Serenity 
  until time for the wedding while Nova Norling takes her 
  place, but he wants to see Lilianna and make certain she’s 
  safe. He also wants to have some time with his wife-to-be, 
  regardless of her feelings on the manner. He assumes he 
  can bribe his way onto the ship and into her room.
  Steele doesn’t want to put Lilianna in danger or let the 
  press know where to find her. Mindful that people can hear 
  him, he politely, if coldly, asks Mal for a tour of Serenity. 
  Steele says he’s never been on a Firefly class boat. If Mal’s 
  agreeable, Steele is escorted on board Serenity. He asks to 
  bring his bodyguards, but if refused, he orders them to stay 
  put. His attorney is allowed to accompany him.
  Once on board Serenity, Steele demands to see Lilianna. 
  If he is refused, he uses intimidation, threats, and bribes 
  to try to persuade someone to take him to her. He’s 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. 
  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: Steele’s Physical d8 + 
  Fight d4 + Heart of Ice and Dust d8 or Social d6 + 
  Influence d8 + Heart of Ice and Dust d8
  Possible Assets: I Am Not in the Mood, Bad 
  Luck to See the Bride, Seth Insists You Back Off
  Possible Complications: You’ll Hear From My 
  Attorney, Broken Nose, Battered Pride
  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 Grudge d6 Complication.
   
  
  Raise the Stakes: Templeton backs off for now, 
  though he continues to sling insults at whoever 
  got him to stand down. 
   
  
  Extraordinary Success: Steele suffers a Put in His 
  Place d6 Complication till the end of the adventure.
  MASTERIN’ THE GAME
  THEM’S SOME MIGHTY 
  FINE GUNS, BARON
  The Baron will be pleased and flattered if any of 
  the crew comments on the Baron’s collection of 
  Templeton Steele’s newest patented firearms, like 
  the MPE40. He’ll be pleased as punch to talk about 
  them. Some folk might find it interestin’ to note that, 
  although they’re 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 don’t come with instructions. 
   
   They aren’t loaded with power cells, 
  though any spare cell will do. 
   
   Using one of these weapons in a 
  Shoot roll adds a Prototype Gun d10 
  the Crewmember’s dice pool. However, 
  both 1s and 2s count as jinxes when 
  using a prototype weapon, leading to 
  Complications such as  Burned Out Power 
  Cell or Stuck on Full Auto.
  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 Baron’s 
  stateroom. More details on page 117, Guns and 
  More Guns.
  
  107
  WEddING PLANNERS: ACT THREE
  If Mal’s feeling mischievous and decides to escort Steele 
  to Lilianna’s cabin, she keeps the door locked and refuses 
  to see him. Her bodyguard, Seth, is there to tell Steele that 
  he’s following the Baron’s orders to keep Lilianna safe and 
  secure until the wedding. Seth’s polite and respectful, but 
  firm. Steele can take this matter up with the Baron.
  Steele’s not stupid. He can see that Seth isn’t someone 
  he wants to mess with—and 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 won’t forget how he was mistreated.
  GETTING PAID
  In order to reach the Baron’s 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. 
  He won’t be carrying any weapons unless he has somehow 
  managed to smuggle them past security.
  If the Crew has a cunning plan that requires access 
  to the Baron’s yacht to find Daniel, this would be an ideal 
  time to do some reconnaissance. 
   
  
  If Mal’s 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 Mal’s not involved with the plan, he might 
  unknowingly provide a diversion because he’s 
  about to find out he’s 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 Owner’s Deck. The butler escorts them the short 
  distance. The butler answers any questions with very polite 
  words, “Yes, sir. Precisely, sir.”
  The Baron meets with Mal in the Library. He tells Mal 
  that the agreement he made with Badger states that Mal 
  won’t receive his money until Lilianna is married. (Seems 
  Badger forgot to mention this little detail!) 
  Mal could raise hell, but he won’t 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 
  bodyguards, since they’re 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 
  won’t change his mind about payin’ them. A deal’s 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 she’ll 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 she’s 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. 
  
  108
  ECHOES OF WAR: THRILLIN’ HEROICS
  STAR VOYAGER
  LOWER DECK
  Crew cabins and main engine room. Small area for 
  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 Baron’s may come and go as 
  they please, but they must pass through security.
  OWNER’S DECK
  The Baron’s Stateroom: Decorated in a frontier style 
  with sheepskin blankets on the four-poster bed. A big 
  walk-in closet that’s mostly empty. (The Baron travels light.)
  Lilianna’s (Nova Norling) room: Canopy bed, elegantly 
  decorated. Large walk-in closet filled with clothes and 
  innumerable pairs of shoes and boots.
  Library: The Baron spends most of his time in this 
  room. Although called the Library, there are no books. 
  He sits at his desk, which has the latest in communication 
  devices, doing deals and keeping tabs on everything that 
  is happenin’ at the ranch. He has on display three of 
  Templeton Steele’s newest patented firearms—prototype 
  energy pulse weapons like the MPE40.
  ENGINE
  MAIN DECK
  OWNER’S DECK
  
  109
  WEddING PLANNERS: ACT THREE
  Small Dining Room and Bar: Table and chairs seat 
  about twenty guests. Bar is at the far end. Bartender is on 
  always on duty.
  Swimming Pool: A swimming pool under a fake blue 
  sky with an artificial sun. A cabana boy is on hand with 
  towels and sunscreen. A bartender serves fruity cocktails 
  with tiny umbrellas.
  Guest Rooms: These rooms are all locked; guests only.
  Bridge: Only the Baron, his pilot, and first mate are 
  allowed on the bridge. The bridge is secured by a locked 
  door and an armed guard.
  DIVERSION
  DISTRACTING BARON 
  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 have 
  traded insults. If another member of the Crew is present, 
  Inara for example, she could add her roll to Mal’s to try 
  to smooth things over.
  If Mal succeeds, the Baron shows off Steele’s 
  weapons. The Baron permits Mal to handle them, but  
  not to fire them.
  Crewmember Dice Pool: Social + Influence, 
  Social + Trick
  Gamemaster Dice Pool: Fairchild’s Mental d8 
  + Focus d8
  Possible Assets: A Box of Fine Cigars, Discussing 
  the Cattle Business, A Lovely Registered Companion
  Possible Complications: Political Disagreement, 
  Don’t Touch That, Are We Done Here?
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Baron is aware 
  something is up. Crewmembers aboard the 
  Star Voyager must deal with an On Alert d6 
  Complication.
   
  
  Raise the Stakes: The Baron is distracted long 
  enough for the Crewmembers to snoop around. 
   
  
  Extraordinary Success: The Baron takes a shine 
  to the Crewmember spending time with him. Any 
  Assets created related to the Baron’s assistance 
  begin at a d8.
  LOOKING FOR DANIEL
  If at any point Inara, or another Crewmember, can 
  provide some excuse for leaving the Library (such as she 
  needs to powder her nose, she’s never been on a yacht 
  before, she’s really hankerin’ to see the engine, etc.), the 
  Baron grants permission. He’s not worried. Daniel is 
  well hidden, he’s under guard, and, besides, these folk 
  aren’t going to do anything to jeopardize gettin’ paid. He 
  summons one of the maids, Annie (Maid d6), to give his 
  guests a tour of the yacht. 
  Annie’s a talkative soul, but none too bright. She’s 
  very gullible and believes anything anyone tells her. She’s 
  a font of misinformation, though some of it may be true.
  WHAT ANNIE KNOWS
   
  
  The Princess was involved with a ranch hand 
  named Daniel. (True)
   
  
  The Baron shot Daniel in a duel. (False)
   
  
  The ghost of the Baron’s dead wife haunts the 
  yacht. (Mmmm)
   
  
  Lilianna is on board the yacht. (True/False)
   
  
  A room in the crew’s dorm is always kept locked. 
  (True)
   
  
  The room is kept locked because that’s where the 
  ghost lives. (False) 
  WHAT EVERYONE ELSE KNOWS
  If the Crew questions the guests, they don’t know 
  anything. They have never seen a person matching Daniel’s 
  description on board the yacht. 
  
  110
  ECHOES OF WAR: THRILLIN’ HEROICS
  QUESTIONING THE CREW
  The Crew could ask Annie for a tour, or take a moment 
  or two to sneak around the yacht.
  Crewmember Dice Pool: Social + Influence, 
  Physical + Sneak
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Maid d6
  Possible Assets: The Baron Sent Me, Crewman 
  Uniform, Looking for the Restroom
  Possible Complications: Security Breach, 
  Stumbled Across Steele, Security Lockdown
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: No one is talkin’ and 
  the crewmember announces his intention of 
  immediately telling the Baron they’ve been askin’ 
  questions. Might be time for the Crew to make 
  themselves scarce.
   
  
  Raise the Stakes: One of the bedrooms on 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.
  THE OTHER LILIANNA
  Nova Norling, Registered Companion, has been 
  hired by the Baron to play the role of his stepdaughter. 
  She uses make-up and special effects to play the part and 
  the resemblance is striking. She doesn’t want to push her 
  luck and she’s been keeping to herself on board the yacht, 
  secluding herself on the Owner’s Deck. She wears a broad-
  brimmed sun hat that shades her face, and masks her voice 
  by claiming she has a cold. 
  Nova can be found by the pool on the Owner’s Deck, 
  sunning herself beneath the artificial sun. A cabana boy 
  hovers nearby, as well as another servant. If any of the 
  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 
  moment’s hesitation, motions her to come closer. 
  Nova whispers that she needs help. She can’t talk here, 
  too many people. She asks Inara to meet her tomorrow 
  morning at the wedding breakfast. Nova then gets up and 
  walks away. She won’t answer any more questions.
  HERE WE ARE
  Mal has to see to it that Lilianna marries Steele. If not, 
  he won’t get paid. If Mal knows a cunning plan is afoot to 
  prevent the marriage, he has to make a choice between 
  honoring his agreement with Badger and the Baron and 
  getting paid, or helping Lilianna find happiness with the 
  man she loves. 
  Mal could go one of two ways. As far as he’s 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 doesn’t 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 
  lingerin’ doubts, though he does recall that Lilianna won’t 
  get the necklace until the day of the wedding. 
  Mal could tell the Crew the plan is off, he’s a man of his 
  word. He made an agreement and he’ll stick to it, despite 
  the fact that the Baron is a wáng bā dàn. If Mal decides the 
  plan is off, the Crew has to decide what they’re going to do.
  
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  WEddING PLANNERS: ACT THREE
  ALTERNATE SCENE: BLACKJACK BLACKY
  This encounter is designed for Wash, but it can be 
  sprung on any unsuspectin’ member of the Crew who 
  doesn’t generally get to be a Big Damn Hero (such as 
  Simon or Shepherd Book). 
  Wash and Zoe finally get to have some time to 
  themselves. There’s free food and drink in the Verbena 
  Restaurant. And then there’s the casino. Seems Wash did 
  some gamblin’ back in his wild and misspent youth. He 
  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 they’re caught with a weapon, it’s confiscated 
  and they’re asked to leave.
  Once inside the casino, a lovely waitress offers them 
  free drinks. Two armed security guards descend on Wash. 
  They refer to him as “Blacky” and politely, but firmly, insist 
  that he should come with them. 
  If Wash demands to know why, they tell him that they 
  know he’s the notorious card-counter known to casino 
  owners throughout the ‘Verse as “Blackjack Blacky.” Wash 
  can protest his innocence, show them his ident card, refer 
  them to his captain, whatever he likes. Turns out he’s the 
  spittin’ image of Blacky. The guards don’t believe him.
   If he refuses, the guards tell him that they don’t want 
  a scene. He should go quietly. 
  If Zoe’s present and she tells them she’s his wife, the 
  guards let her accompany them. If Wash goes peaceably, 
  they do not throw him in the brig. He’s just confined to 
  his room for the duration of the voyage, then handed 
  over to the Feds. 
  If Wash resists and a fight ensues, four more security 
  guards arrive. The guards are armed with sonic pulse 
  guns, meant to subdue the victim, not kill. More guards 
  continue to arrive until Wash and any other members of 
  the Crew are restrained. They’re all hauled off to the brig 
  and their misdeeds reported to the Baron. Alternately, 
  the Crew might fight their way out of the casino and into 
  relative safety elsewhere.
  The Baron isn’t pleased, but he convinces the casino 
  owner to free the Crew. He deducts damages from the 
  Crew’s pay. The exception is Wash. The casino owner won’t 
  release “Blacky.” The best the Baron can do is to have Wash 
  confined to a room on Deck 4, where he’ll stay the duration 
  of the voyage, when they’ll 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 
  guard armed with a sonic stun pistol is posted outside the 
  cabin. The guard lets Zoe in and out. No other members 
  of the Crew are allowed to visit. The door can’t be opened 
  from the inside. In addition to Zoe, there’s a guard who 
  delivers three meals a day to Wash. 
  A bit of gambler, the stateroom guard would love for 
  “Blacky” to give him tips on how to win at blackjack. If 
  “Blacky” agrees to help, the guard brings in a deck of cards 
  for a lesson inside the stateroom. The Casino Guards 
  d6 aren’t pushovers, but compared to the other unsavory 
  folks in this tale, they can be beat.
  Might seem pretty easy to free Wash or Wash might free 
  himself. Once he’s freed, there’s a problem. If he manages to 
  escape safely to Serenity, security won’t come on board after 
  him. They don’t have the authority. But the captain does 
  have the authority to refuse to release Serenity’s docking 
  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.
  
  112
  ECHOES OF WAR: THRILLIN’ HEROICS
  112
  ACTION: BUSTING OUT 
  OF THE SHIP’S BRIG
  Busting out of the Brig might involve one or all of 
  these steps—conning 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.
  Crewmember Dice Pool: Social + Trick, Mental 
  + Operate, Physical + Sneak
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Casino Guards d6
  Possible Assets: He’s Got Braverman’s Disease, 
  Guard Bribed with Winnings, Don’t I Get One Free 
  Wave?
  Possible Complications: Be on the Lookout, 
  Blacky’s Crew in Town, The Real Blacky Is Watching
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Create or step up a 
  Wanted Complication.
   
  
  Raise the Stakes: The Crew busts their 
  Crewmember out of the brig. 
   
  
  Extraordinary Success: “Blacky” overheard some 
  useful information from some guards involving 
  the layout of the ship. Creating an Asset involving 
  the Rim’s Dream with a Plot Point starts the Asset 
  at a d8.
  SCENE TWO: THE WEDDING BREAKFAST
  Inara receives an invitation to attend the Wedding 
  Breakfast. She may take one member of the Crew with 
  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 
  circulate with glasses of champagne on silver trays. Guests 
  are free to mingle and chat until the Baron is ready to toast 
  the bride. He sits at the head table. Templeton Steele is with 
  him, along with the ever-present attorney. 
  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, 
  Lilianna—or rather, the woman pretending to be Lilianna, 
  Nova Norling, Registered Companion. There are toasts to 
  the bridge and groom. 
  Steele presents Lilianna (Nova) with the groom’s gift: 
  a stunningly beautiful diamond and sapphire necklace in 
  a blue velvet case. 
  Lilianna (Nova) accepts the gift, saying (with a sneeze), 
  she’ll wear it on her wedding day. The Baron takes the case 
  from her, saying he’ll return it to her tomorrow. He gives 
  it to the Purser, to be locked in the ship’s vault. 
  After the speeches, there’s mingling and more 
  champagne. 
  If Inara hasn’t met Nova before now, she immediately 
  recognizes her as a Registered Companion. Inara won’t blow 
  Nova’s cover, but she could try to find a chance to talk to 
  her. The Baron isn’t 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 doesn’t 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 
  be interrupted by well-wishers. 
  Nova reveals that after she was hired for this job, she 
  looked up Steele on the Companion’s Registry. She seemed 
  to remember having heard something bad about him. Sure 
  enough, she found out he was banned for having been 
  physically abusive. Nova likes Lilianna and she doesn’t like 
  the thought of Steele getting his hands on her.
  Nova doesn’t know what to do. The Registry is 
  confidential. She isn’t permitted to reveal the contents to 
  the Baron and she’s pretty sure he wouldn’t believe her 
  
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  WEddING PLANNERS: ACT THREE
  anyway. He’s dead set on this marriage. She’d like to stop 
  the wedding, but she has no idea how. 
  ACTION: CONVINCING NOVA TO HELP
  Nova is glad to assist the Crew in the cunning plan. 
  She’s unwilling to take Lilianna’s place at the altar. She signed 
  a Guild contract with the Baron and she fears reprisals. 
  Crewmember Dice Pool: Social + Influence
  Gamemaster Dice Pool: Nova’s Social d8 + 
  Focus d6 + Registered Companion d4
  Possible Assets: Companion Solidarity, Sucker 
  for a Love Story, Everybody Hates Steele
  Possible Complications: Double Agent, The 
  Baron’s Influence, Companion Reprisals
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Nova refuses to 
  help directly. Later, out of guilt, she confesses 
  everything to the Baron. Create a Guilty d8 
  Complication.
   
  
  Raise the Stakes: Nova agrees to help, but the 
  Crew will have to execute the plan in a way that 
  doesn’t implicate her.
   
  
  Extraordinary Success: Nova agrees to help 
  directly. She may even be convinced to continue 
  her impersonation of Lilianna on the wedding day. 
  When creating an Asset involving Nova’s help, it 
  begins at a d8.
  HERE WE ARE 
  If the Crew wasn’t inclined to help Lilianna before 
  now, once they hear that she could be subject to physical 
  abuse, they might want to consider helpin’ her. 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  ACT IV: THE WEDDING CRASHERS
  “Remind me to thank Mal for not getting us a firefight as a wedding present.” 
  – Wash
  The ceremony is but minutes away, with a true love and a hardened pirate bearing down on it at full burn. Luckily, the 
  Crew has a cunning plan for a happy ending.
  
  115
  WEddING PLANNERS: ACT FOUR
  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 that’s been set up on the dance floor. The 
  ship’s captain will marry the happy couple, although he’ll 
  happily give way to Shepherd Book. Chairs have been set 
  up to accommodate the guests. A string quartet provides 
  the music. 
  There’s a single entrance to the wedding chapel. The 
  wedding is invitation-only and ship’s personnel are on 
  hand to ask for invitations. A photographer is on hand to 
  take pictures. No reporters are permitted. 
  Two members of Asante’s pirate crew have tied up the 
  security guards and taken their uniforms. They’re standing 
  at the entrance, checking invitations. Their weapons are 
  stashed in a prearranged hiding place in the potted palms. 
  If the Crew avoided Asante’s 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.
  THINGS DON’T 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 she’ll change into her bridal clothes. He’s 
  in an extremely good mood. If Lilianna seems nervous, 
  he puts that down to wedding day jitters. 
  He thanks Mal and the Crew for their hard work and 
  promises them a little something extra in their paycheck, 
  which Mal can come collect right after the ceremony. 
   Lilianna asks that Inara come with her to the chapel. 
  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 
  they were wearin’ some sort of communication devices. 
  Mal or Zoe or Jayne could offer to come along as 
  extra bodyguards. 
  ACTION: CONVINCING THE 
  BARON HE’S IN DANGER
  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. 
  Crewmember Dice Pool: Social + Influence, 
  Mental + Trick
  Gamemaster Dice Pool: Fairchild’s Social d8 
  + Focus d8
  Possible Assets: The Pirates Are Here, Lilianna 
  Throws a Tantrum, Seth Vouches for the Crew
  Possible Complications: Weddings Always 
  Make Me Cry, The Baron Brushes You Off, Pirates 
  Hiding Among The Guests
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  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.
   
  
  Extraordinary Success: The Baron is persuaded 
  to allow the Crew to accompany Lilianna and 
  to obtain permission to carry weapons. They’re 
  allowed inside the chapel.
  FREEING DANIEL
  If the Crew hasn’t already freed Daniel, this would be 
  an excellent time, since the Baron and all the guests will 
  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 
  staff remains. This includes the person guarding the guns 
  and the goons guarding Daniel. 
  Lilianna’s ranch hand is being held in a room in the 
  crew’s quarters on the lower deck of the Baron’s 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. 
  The goons won’t be expectin’ trouble. Daniel is 
  handcuffed to the bed. He’s in despair, believing he has 
  lost Lilianna. He’ll be overjoyed to see his rescuers and 
  he’ll assist the Crew any way he can. 
  MASTERIN’ THE GAME
  “MINE IS AN EVIL LAUGH”
  Let’s say for once in Mal’s life, things do go smooth. He and his Crew manage to rescue Daniel and reunite 
  him with Lilianna on board Serenity. Shepherd Book performs a hasty wedding ceremony. All without a 
  shot bein’ fired or a punch bein’ thrown. Mal would think that was too good to be true. 
  He’d be right. 
  Guǎi mǎ jiǎo! 
  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 other’s backs for a 
  job well done. 
  Serenity’s not going anywhere. For one or more of the following reasons, the captain refuses to release 
  the docking clamps. Serenity’s stuck. 
   
   The Baron discovers Daniel’s missing and he’s pretty sure he knows who’s responsible. If Daniel and 
  Lilianna are married, the Baron will see to it that the marriage is annulled—at 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 Serenity. Angered by Mal’s treatment of him, Steele prevents 
  Serenity from leavin’, claimin’ he’s now the rightful owner. The lien won’t hold up, but that’s not 
  Steele’s intent. He wants to teach Mal a lesson in manners. The captain has no choice but to obey 
  the court order and lock down Serenity until the matter can be settled.
  Serenity 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: ACT FOUR
  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’. 
  FREEING DANIEL FROM 
  THE STAR VOYAGER
  Nova could help them board. She’s no longer needed 
  to play Lilianna and she’s removed her disguise. Security 
  allows her and her friends to board without question. 
  Otherwise the Crew needs to come up with a plausible 
  reason for why they need to board the yacht. 
  Crewmember Dice Pool: Social + Trick, Physical 
  + Fight, Physical + Shoot
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + More Brawn than Brains d6 + Dumb Thugs Xd6
  Possible Assets: The Baron’s Distracting 
  Daughter, Cut the Power, Room Service
  Possible Complications: Daniel’s Wounded, 
  More Thugs Than We Thought, Voyager Lockdown
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew is pinned 
  down on the deck where Daniel is being held. 
   
  
  Raise the Stakes: The Crew gets Daniel free and 
  clear. 
   
  
  Extraordinary Success: Daniel is thankful for the 
  Crew’s assistance and is on board with whatever 
  plan they have, rather than going off on his own.
  THE BARON’S GUNS
  The Crew could try to make off with one or more of 
  Steele’s prototype Newtech guns. If they don’t think of this, 
  Daniel will. An armed guard guards the guns, which are 
  all variations on Pulse Energy weapons (Pulse Energy 
  Weapon d6). If they manage to overpower the guard and 
  grab the guns, they have to find a way to smuggle them 
  through security. The passes the goons were carryin’ could 
  help if someone thinks to take them.
  The guns aren’t 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 don’t come with instructions.
  GUNS AND MORE GUNS
  Templeton Steele has sold all of these to Alliance bases 
  for a considerable amount of platinum. Remember, using 
  one of these weapons in a Shoot roll adds a Prototype 
  Gun d10 to the Crewmember’s dice pool. However, 
  rolling a 1 or 2 counts as a jinx, which could result in 
  a Complication such as Burned Out Power Cell or 
  Stuck on Full Auto.
  PEB 30 (PLASMA ENERGY BURST) 
  CLOSE INFANTRY ASSAULT RIFLE
  Fires controlled bursts of high-energy plasma.
  Damage d8, automatic fire, burst, 60 charges via 
  power cell.
  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 weapon’s unique design uses 
  chemical energy stored in cartridges to create a burst of 
  high-energy plasma. A specialized set of conduits directs 
  the energy along the barrel and out the muzzle at a velocity 
  of 3200 fps. Energy cohesion of the plasma burst begins 
  to break down after approximately one hundred yards, 
  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 
  to power the conduits needed to channel the plasma. An 
  interchangeable high-yield battery provides energy for a 
  guaranteed two hundred rounds of firing before needing 
  replacement. The battery change out is easily completed 
  in less than thirty seconds. 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  A standard clip holds thirty rounds.
  Both versions of the PEB weapon system’s plasma burst 
  provide a large release of energy upon impact, causing the 
  target considerable damage.
  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 d6, automatic fire, burst, 30 charges via 
  power cell.
  The PEB H8 is a pistol that fires a high-energy plasma 
  burst in any environment. It even works in vacuum. The 
  weapon’s unique design uses chemical energy stored in 
  cartridges to create a burst of high-energy plasma. A 
  specialized set of conduits directs the energy along the 
  barrel and out the muzzle at a velocity of 3200 fps. Energy 
  cohesion of the plasma burst begins to break down after 
  approximately thirty yards, and accelerates quickly after 
  sixty yards, so targeting an enemy more than one hundred 
  yards away is not recommended.
  The PEB H8 uses a cartridge similar in size to a standard 
  410 shotgun and requires an energy source in the weapon 
  to power the conduits needed to channel the plasma. An 
  interchangeable high-yield battery provides energy for a 
  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 system’s plasma 
  burst provide a large release of energy upon impact, 
  causing the target considerable damage. 
  MPE40 (MANAGED PULSE 
  ENERGY) CLOSE INFANTRY 
  ASSAULT RIFLE
  Uses a high-energy pulse to fire a variety of 8mm projectiles.
  Damage d8, automatic fire, burst, 60 charges via 
  power cell.
  The MPE40 is a medium range, infantry weapon that 
  fires a high-velocity projectile in any environment, even 
  works in vacuum. An interchangeable high-yield battery 
  provides energy for a guaranteed one thousand rounds of 
  firing before needing replacement. The battery change out 
  is easily completed in less than thirty seconds. The MPE40 
  has a lower rate of fire than a standard gunpowder fired 
  assault weapon, but makes up for it by offering a variety of 
  caseless (no shells/brass bullet casings) munitions, including 
  armor piercing, high-explosive anti-personnel, and tracer 
  rounds. The standard 40 round clip can be loaded with 
  any mixture of ammunition allowing for a flexible firing 
  solution. The rugged design keeps the MPE40 battle ready 
  in any environment.
  
  119
  WEddING PLANNERS: ACT FOUR
  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 he’s with her. If so, security lets him enter. If Inara 
  doesn’t do anything, security tells Daniel he can watch on TV like everyone else and escorts him to the Grand Ballroom.
  SCENE TWO: SOMETHIN’ OLD, SOMETHIN’ NEW
  What was that old sayin’ about marriage on Earth-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 to change. Seth stands guard by the door. Inara 
  or any other female member of the Crew can go inside 
  with Lilianna. 
  Four bridesmaids are present to help with the dressing 
  of the bride. Lilianna doesn’t 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 DON’T GO SMOOTH
  THE PIRATES
  One of Asante’s crew has been masquerading as 
  one of the ship’s 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 
  Alliance or summoning security. He orders the crew at 
  gunpoint to allow Asante’s pirate ship to dock. 
  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. 
  
  120
  ECHOES OF WAR: THRILLIN’ HEROICS
  HUMPED!
  You can run Asante’s attack on the ship any time that 
  seems likely to give the Crew the most grief. Remember, 
  combat scenes can make use of an Action Order (page 
  27) to keep things clear. You don’t 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 
  mǐ tián gòng!
  ATTACKING ASANTE DURING 
  THE CEREMONY
  The Crew might decide to throw down immediately 
  once Asante stops the ceremony. It’s not the wisest course 
  of action, since she’s anticipating resistance from the Crew. 
  But bull-headed Crewmembers might go ahead anyway. 
  Note that Asante’s Fight and Shoot dice are the same (d10).
  Crewmember Dice Pool: Physical + Fight, 
  Physical + Shoot
  Gamemaster Dice Pool: Asante’s Physical d12 + 
  Blue Sun Agent d8 + Fight/Shoot d10 + Elite Pirate 
  4d8 (one for each Elite Pirate d8)
  Possible Assets: Covering Fire, Dive Behind 
  the Altar, Found This in the Pile of Presents
  Possible Complications: Innocent Victims, 
  Cake Everywhere, Fleeing Guests
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  is Taken Out by Asante’s 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, spends a Plot Point and takes or steps 
  up a Complication, or removes one of the Elite 
  Pirate d8 dice from her pool.
   
  
  Extraordinary Success: The GM chooses if Asante 
  is Taken Out, spends a Plot Point and takes or steps 
  up a Complication, or removes two of the Elite 
  Pirate d8 dice from her pool.
  DEFENDING AGAINST 
  ASANTE’S ATTACKS
  On Asante’s turn, she aims for whichever Crewmember 
  is giving her the most grief. Her pirates concentrate fire 
  with her to make her pool larger. Remember that, in this 
  case, the Crewmember sets the stakes and Asante tries 
  to raise them.
  Crewmember Dice Pool: Physical + Fight, 
  Physical + Move
  Gamemaster Dice Pool: Asante’s Physical d12 + 
  Blue Sun Agent d8 + Fight/Shoot d10 +  Elite Pirate 
  4d8 (one for each Elite Pirate d8)
  Possible Assets: Covering Fire, Dive Behind 
  the Altar, Found This in the Pile of Presents
  Possible Complications: Innocent Victims, 
  Cake Everywhere, Fleeing Guests
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Asante’s attack is 
  ineffective and the Crew counterattacks. The GM 
  chooses if Asante is Taken Out, spends a Plot Point 
  and takes or steps up a Complication, or removes 
  one of the Elite Pirate d8 dice from her pool.
   
  
  Raise the Stakes: The Crewmember is Taken Out 
  by Asante’s forces. The player must spend a Plot 
  Point and take or step up a Complication to stay 
  in the fight.
   
  
  Extraordinary Success: Same as raising the 
  stakes, but Asante’s forces impose an additional 
  Complication—Pinned Down d6.
  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 Lilianna up the aisle. The guests stand. Seth takes 
  a seat in the back, near the door. If Daniel is present, he 
  
  121
  WEddING PLANNERS: ACT FOUR
  keeps his head down so that the Baron won’t spot him. 
  The Baron escorts Lilianna to the wedding canopy. 
  He gives her to Templeton Steele. Everyone sits down. 
  The ceremony begins. 
  The marriage celebrant (which might be Shepherd Book 
  after all) comes to the part where he asks if anyone knows 
  why these two should be not married. Daniel breaks free 
  (if anyone is hangin’ onto him), leaps to his feet, and cries 
  out Lilianna’s 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 
  to enter the back of the room accompanied by two more 
  of her crew. She fires her weapon in the air and tells 
  everyone, “I have a reason these two aren’t going to get 
  married. You’re going to give me the wedding ring, plus 
  all the rest of your jewels.” 
  If Daniel isn’t 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. 
  Inside the chapel, the guests are stunned. The pirates 
  accompanying Asante move to the front and order everyone 
  to stay put and no one will get hurt. To enforce this, one 
  takes Lilianna hostage. 
  The Baron is outraged, but there’s not much he can 
  do except swear. The guards disarm the Baron, Steele, and 
  their bodyguards, collecting six handguns, which they 
  stuff into their belts. 
  Asante orders everyone in the room to sit on the floor 
  in one place. She doesn’t 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 
  with orders to shut and lock the door behind her. She and 
  two pirates enter the Grand Ballroom where the crowd 
  is milling about in panic. She gets their attention, orders 
  everyone to their staterooms. She doesn’t want to hurt 
  anyone. She needs Steele to send a wave to get the rights 
  and to prove to her bosses her work is complete.
  If Mal is in the Grand Ballroom, she spots him and 
  orders him at gunpoint to come with her. She reminds him 
  and any other members of the Crew who are present that 
  she’s holding people hostage and they better do as she says. 
  If Mal isn’t in the Grand Ballroom, Asante summons 
  him to the Bridge, threatening the lives of the hostages if 
  he doesn’t come.
  MASTERIN’ THE GAME
  MAYHEM!
  If the Crew gets stupid and goes in with guns blazin’, they stand a good chance of killin’ hostages. If that 
  happens, they’ll be in a heap of trouble. Asante knows that the resultant publicity will be very bad for her 
  and her crew if they’re caught. Blue Sun will not be pleased.
  She and her crew leave in haste, returning to their ship. She’s already sent the signal to the Alliance 
  cruiser telling them that the Crew of a Firefly hijacked the cruise liner. She won’t 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. 
  Zāo gāo...
  
  122
  ECHOES OF WAR: THRILLIN’ HEROICS
  HERE WE ARE
  Time for truly thrillin’ heroics! 
  THE CREW
  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 
  return to Serenity. They will have to act fast and get to 
  Serenity before the pirates do. That means lickety-split. If 
  they take time to yak about it, they’ll arrive too late. 
  If they reach Serenity ahead of Asante’s pirates, they 
  find the security guards have left their posts to deal with 
  the panicked passengers. They can make it on board 
  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 
  already there and are guarding the airlock. They might 
  let them back on board Serenity, but they won’t want to 
  let them off.
  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’. 
  There’s also the problem of Mal being held hostage 
  on the Bridge. The Crew could conclude (rightly) that he 
  can take care of himself. 
  THE HOSTAGES
  Two pirates are guarding the hostages. They’ve taken 
  the handguns that the Baron’s bodyguards were carrying, 
  as well as those belonging to Steele’s bodyguards. They’re 
  in communication with Asante on the bridge. They’ll 
  keep the guests together, seated on the floor. They’ll allow 
  Lilianna to join them once it appears that the situation is 
  under control. If Daniel is present, Lilianna immediately 
  goes to him, much to the Baron’s ire. 
  OVERCOMING THE PIRATES
  Inara, Shepherd Book, Seth, and any other 
  Crewmembers present can try to escape. If the Crew 
  doesn’t think of a way, Seth could come up with the idea 
  that Inara should suddenly fall terribly ill and insist on 
  summoning her personal physician, Simon. The pirate crew 
  allows Simon to enter, bringing with him a “nurse.” The 
  pirates are under orders not to kill, but if someone shoots  
   at them, they’ll shoot back. The Crew might want to keep 
  in mind there are twenty innocent people in that room. 
  
  123
  WEddING PLANNERS: ACT FOUR
  Crewmember Dice Pool: Social + Influence, 
  Mental + Trick, Physical + Fight
  Gamemaster Dice Pool: Hard Difficulty d10 
  + Innocent Bystanders d8 +Elite Pirate d8 + Elite 
  Pirate d8
  Possible Assets: We Need to Get to the Med 
  Bay, Gun Up Your Sleeve, Let Us Pray
  Possible Complications: Innocent Victim, Gun 
  to Your Head, Dissent Amongst the Guests
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember who 
  attacked the pirates is Taken Out and must spend a 
  Plot Point and take a Complication to 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 Surprise! d8 Asset for the next scene.
  MAL, ASANTE, AND 
  TEMPLETON STEELE
  Mal is with Asante and Steele on the Bridge. Her two 
  crewmembers are holding them at gunpoint. Steele pleads 
  for his life, offering her money, anything she wants. She 
  tells him that she wants him to drop the lawsuit against 
  Blue Sun and forget about marryin’ Lilianna. Blue Sun 
  would like to open negotiations on those mineral rights 
  he owns on Persephone. Steele will promise anything in 
  return for his life. 
  She stands by while he sends a wave to his attorneys, 
  telling them to drop the lawsuit and to sell the mineral 
  rights to Blue Sun. 
  Once he’s finished, Asante tells her crew to take Steele 
  to her ship. There’s a guy named Higgins in a town name 
  of Canton lookin’ for workers and he’s not too particular 
  who he hires. Steele howls in protest. She orders her crew 
  to take him away.
  That leaves Asante and Mal together on the bridge. He 
  could be startin’ to figure out some of what’s 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. He’s the only person 
  who knows the truth. As for Steele, he’ll probably find a 
  way to escape Higgin’s 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 ship’s 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?
  
  124
  ECHOES OF WAR: THRILLIN’ HEROICS
  OVERPOWERING ASANTE
  Mal may overpower Asante and take her gun, convince 
  her to stand down, or try to discover why she’s doing this. 
  Truth is, she won’t put up much of a fight. She’ll tell him 
  they met once in the War and he’s just as pretty now as 
  he was then. She’ll also tell him that an Alliance cruiser is 
  on the way with word that a group of pirates in a Firefly 
  transport have hijacked a cruise ship. 
  Crewmember Dice Pool: Social + Influence, 
  Mental + Trick, Physical + Fight
  Gamemaster Dice Pool: Asante’s Attribute d10/
  d12/d8 + Blue Sun Agent d8
  Possible Assets: I Remember You Now, Picked 
  the Lock, Push Any Button on the Command Console
  Possible Complications: All Part of Her Plan, 
  Something About Her, She’ll Be Back
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember’s 
  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.
  TIME TO GET THE HELL 
  OUTTA DODGE!
  The moment Asante gives the signal, her crew departs, 
  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, 
  Mal is in too much of a hurry to gather up his Crew and 
  escape before the Alliance shows up to worry about Asante. 
  UNLOCKING THE DOCKING CLAMPS
  Mal has to remember to release the docking clamps 
  holding Serenity, which he can do from the Bridge. If he 
  doesn’t think of this, Asante reminds him. He could use 
  the ship’s loudspeaker to ask Wash for help if he needs to. 
  He could also use the loudspeaker to tell the Crew that 
  trouble is coming.
  
  125
  WEddING PLANNERS: ACT FOUR
  Crewmember Dice Pool: Social + Fix, Mental 
  + Operate
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Dock Clamps d8
  Possible Assets: Point the Thruster at the 
  Clamp, Cutting It from the Outside, Wave a Virus 
  to the Ship’s Computer
  Possible Complications: Spotted by the Patrol 
  Boat, Took the Clamp With Us, Power Failure
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew must choose 
  to either be spotted by the inbound Alliance 
  cruiser (possibly triggering another chase) or take 
  a Damaged d8 Complication to Serenity by pulling 
  free of the clamps. 
   
  
  Raise the Stakes: The ship clears for a jump just 
  as the Alliance cruiser jumps in. 
   
  
  Extraordinary Success: The entire disaster is 
  attributed to the Hard Burn and her notorious 
  pirates. The Crew and their ship are in the clear.
  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 doesn’t manage to escape, 
  the guards are still holding them hostage.
  Asante arrives with Steele in handcuffs—her 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
  Lilianna and Daniel want to go with the Crew on board 
  Serenity. If Mal and the Crew agree to take the couple 
  with them, Lilianna keeps her promise and gives them 
  the diamond and sapphire necklace in payment. There’s 
  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 
  Badger....
  MASTERIN’ THE GAME
  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 Rotten Luck d8 Complication.
  Here’s an example of what the Crew’ll find out 
  when they try to sell the necklace to Badger. 
  After Mal gets rid of the necklace, Badger comes 
  banging on Serenity’s hatch in the middle of the 
  night. He’s bleeding from a head wound and limping. 
  Badger tells Mal that the necklace is cursed, it nearly 
  got him killed. The first night he had the necklace, 
  he slipped going down the stairs to his office and 
  knocked himself out cold. When he woke up, he 
  found a note lying on his chest. The note marked 
  with a cat’s paw and the message: “Bad luck will 
  end when the lost is found.”
  He brushed it off until he tried to sell the necklace. 
  The moment buyers heard it described, they said it‘s 
  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 long-lost temple. The monks cursed 
  the thief, saying that bad luck would follow him 
  and any who came into possession of the sapphire.
  
  126
  ECHOES OF WAR: THRILLIN’ HEROICS
  ROLL CREDITS
  It might happen that you and your Crew want to 
  continue on with this adventure. Depending on the outcome, 
  here is an idea for carryin’ on with the tale.
  COME AGAIN?
  Let’s 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, there’s a kind of hitch. The necklace 
  ain’t no prize after all. It’s cursed and the crew’s going to 
  have a hell of a time getting rid of it.
  THE MAD BADGER
  Mal flies back to Persephone, hands over the necklace 
  to Badger to fence. Badger isn’t happy that Mal messed up 
  his cozy relationship with the Baron, but he figures he’ll 
  make enough money off the necklace (by cheating Mal, of 
  course) that he’ll even the score.
  Badger says he didn’t 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. It’s not just 
  bad luck, it’s 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 Badger’s gone off the rails until the next 
  time they try to fence the prize jewels. When they do, 
  they’re ambushed by Tong thugs, who demand the necklace, 
  claiming it belongs to them.
  Turns out that Templeton Steele won the necklace from 
  a Tong overlord in a game of faro. The Tong lord wants 
  it back. Steele wants it back, as well, claimin’ Mal stole it.
  HOCUS POCUS
  Mal eventually finds another buyer, Patience, who isn’t 
  superstitious and doesn’t believe in curses. She’s not willing 
  to leave her backwater moon, and forces the crew to come 
  to her—no doubt there’s a bullet or two waitin’ for them. 
  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, Kaylee’s skill and Wash’s 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 cat’s paw and a message which reads: “Bad 
  luck will end when the lost is found.”
  RUN FOR YOUR LIFE
  Mal and his Crew’ll eventually discover the true owners 
  of the sapphire—monks 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 collar—which, as it turns out, 
  is priceless for it’s a Buddhist relic from Earth-That-Was. 
  The only way to end the crew’s 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. They’ve got 
  curses a-plenty and they’re 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....
  
  SHOOTING FISH
  Presented by Andrew Peregrine
  
  128
  ECHOES OF WAR: THRILLIN’ HEROICS
  In Shooting Fish, the Crew comes to the aid of a 
  Crewmember’s old friend who runs an orphanage on 
  the frontier world of Newhall. The orphanage owes a lot 
  of money to a local “pillar of the community” named 
  Buzzard Lake. Unfortunately, Lake is looking to close the 
  place down so he can turn it into a brothel and make some 
  “real money.” Needless to say, he doesn’t care much what 
  happens to the orphans. Luckily, there’s a local speedboat 
  race due to take place, celebrating the founding of the 
  town, and the prize money will be more than enough to 
  pay the orphanage’s debts. 
  First, the Crew has to fix up the orphanage’s boat 
  to make it seaworthy. A lot of folk in the town owe the 
  orphanage a favor, but they’ll have to be convinced to help, 
  as it means going against Lake. Once the boat is repaired, 
  or even enhanced, the Crew needs to enter the race. This 
  is harder than it sounds, as Lake controls who enters and 
  he isn’t looking for more competition.
  The Crew will have to fight hard to win. In this race, 
  it’s more about being the last one standing than being 
  the first boat over the finish line. Anything goes and the 
  Crew will have to fight dirty to stand a chance of winning. 
  While those in the boat will be in the thick of the action, 
  any Crewmembers not in the race can still run their own 
  schemes to take out the competition.
  Win or lose, Lake’s not a man to let a challenge go 
  unpunished. He’ll come after the Crew and the orphanage 
  after the race, with a lot of armed men. If he lost the race, 
  too, he’ll just be a lot meaner. During this final showdown, 
  the Crewmembers have to protect the orphanage as Lake 
  takes out his anger on everything in sight.
  The Way of Things
  “I wouldn’t have done shot all these folks if 
  was just for a bunch of gorramn orphans.”
  – Jayne
  
  SHEPHERd MORdEKAI RUST
  “Captain, I don’t care that you have a crew of sinful men. I find myself in need of sinful men”
  ATTRIBUTES
  Mental 
  8
  Physical 
  4
  Social 
  6
  SKILLS
  Craft 
  6  
  Fight 
  6
  Focus 
   
  Influence 8  
  Know 
  8  
  The Unification War
  Shoot 
  6
  Treat 
  6
  dISTINCTIONS 
  Caring 8
  You’ve a courage and tenacity in carin’ for others that most folk don’t. You’re the light in their darkness.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Heal the Wounded Heart: Step up a Complication involving social graces to reroll a die.
  Dedicated 8
  You don’t take much sitting down. You have a cause that gives your life meaning.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Never Back Down: Spend 1 PP to step back a Complication during a negotiation.
  All Saints Orphanage Shepherd 8
  You don’t fix faith. It fixes you.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  SIGNATURE ASSET
  All Saints Orphanage d8: Since the War, Shepard Rust has dedicated his life to the orphans at the All Saints Orphanage. He won’t let the 
  place go without a fight, and he expects the Crew to see the value in the little bit of hope he’s built for these kids.
  Character Type: Shepherd
  Role: Shepherd Rust is the contact that brings the Crew into the adventure.
  Acts: All
  Character Description: The Shepherd is a small, academic looking man, 
  but hard work has made him very fit and strong for his size. He’s proud to 
  let folk see he’s a Shepherd, but he only offers preaching 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 
  didn’t matter much to him. He got in trouble with the brass for offering 
  spiritual 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 against him. For 
  every officer who disapproved of 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 he’s 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 couldn’t save all those souls in the War, but he’s 
  doing his best to save the ones he can after the War.
  Rust is a man of faith, and it’s 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 don’t 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 delivered the eviction flanked by two of his thugs. 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. 
  Likes and Dislikes: Rust is quite selfless, happy 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.
  Flashbacks and Echoes: 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.
  129
  
  ROSCOE “BUZZARd” LAKE
  “I don’t take kindly to folks trying to tell me what to do in my own town.  
  Especially Independents who don’t have the sense to quit when they know they’ve been beaten.”
  ATTRIBUTES
  Mental 
  8
  Physical 
  Social 
  8
  SKILLS
  Drive 
  6  
  Fight 
  8  
  Dirty Tricks
  Focus 
  Influence 8  
  Intimidation
  Know 
  8  Endurance, The Alliance
  Notice 
  6
  Shoot 
  8
  Throw 
  6
  dISTINCTIONS 
  Backwater Mayor 8
  This town ain’t much, but you rule it with an iron grip.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Teach ’Em a Lesson, Boys: Spend 1 PP to step up a Complication inflicted by one of your thugs.
  Sore Loser 8
  They cheated! You weren’t ready! The sun was in your eyes! Double or nothing!
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Temper 8
  Some say you’re a mite testy when you’re courtin’ bad news. Truth is, you’re a mite testy all the time.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Anger Issues: 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
  Surplus G-Cav Unit d8: Whenever Lake tools around town, he does so in a beat-up military vehicle he bought surplus from the Alliance. 
  It’s loud, intimidating, and still armored.
  Character Type: Town Mayor, Bully
  Role: Buzzard Lake is the villain of the piece and a nasty piece of work 
  at that.
  Acts: All
  Character Description: A man doesn’t get a name like Buzzard because 
  he’s a gentleman and tips his hat to every man in the street. Roscoe got the 
  nickname early on for his fighting tactics on the streets of Endurance. He’d 
  have his boys rough up someone in an unfair fight and then kick the poor 
  bastard in the ribs until his foot got tired. He blew town the day he was 
  old enough to join the Alliance. He figured he’d kill a bunch of Browncoats, 
  become 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, that’s just about everyone. 
  He ain’t to be underestimated, though; he was clever enough to get voted 
  in as the town mayor. He just ain’t 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 women. Or offworlders. Anyone, really, 
  that doesn’t immediately bow to him or his Purple Gang.
  Buzzard is a big man, a mixture of fat and muscle, and he loves using his 
  size to intimidate those who stand up to him. He dresses in fine clothes, 
  but doesn’t wear them very well. Even though he’s a bully, you’d do well 
  not to underestimate him. He served several hard tours of duty during the 
  War and ain’t no stranger to a fight. 
  Likes and Dislikes: Lake likes to win. He doesn’t care how; only losers 
  whine about cheats. He’s  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 he’s still 
  stuck in Endurance and will likely never get to leave. It’s why he takes it 
  out on the townfolk.
  Flashbacks and Echoes: Lake fought on the frontline in the War as a 
  sergeant in the Alliance army. He motivated his men with his leadership 
  style—unfortunately, that usually involved shooting those who disobeyed 
  orders rather than using his nonexistent charm or optimism..
  130
  
  131
  SHOOTING FISH: THE WAY OF THINGS
  THE CHILDREN OF ALL 
  SAINTS ORPHANAGE
  Character Type: Orphans
  Role: The children put a human face on the suffering, 
  and their interactions with the Crewmembers help remind 
  them why they are really doing this job.
  Acts: All
  Character Description: This orphanage ain’t just 
  bricks and wood, it’s a place for children. Those children 
  have already seen too much, but life just keeps piling on 
  the heartache for them. It’s 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 remind 
  them who and what they are fighting for:
  Alice: Small, shy, and with a cute button nose, Alice 
  hasn’t spoken since her parents died. However, she’ll pick 
  a Crewmember to hug like a limpet at every opportunity.
  Thomas and Li: Brother and sister. Thomas tends to 
  get a lot wrong and make a mess. Li looks after him like a 
  mother, constantly huffing as if she’s too tired to deal with 
  him. Thomas does things wrong to get her attention, which 
  she actually loves to give him despite her complaining.
  Molly and Nathan: Not brother and sister, but best 
  friends. Both are obsessed with war and fighting. They’ll 
  constantly nag to see any of the Crew’s weapons and possibly 
  play with them. They’ll also ask oddly awkward question, 
  like how many folk each of them has killed.
  Nichelle: One of the oldest girls, Nichelle has to help 
  look after the younger children. She’s 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.
  John: The oldest boy, John has many of the heavier 
  chores and considers himself the children’s leader (not all 
  of them agree). He’s 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.
  Jackie: 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?”
  Ashleigh: One of the more difficult girls, Ashleigh 
  refuses to do anything anyone tells her, on principle, no 
  matter how dangerous it might be. She’s also no stranger 
  to throwing a tantrum.
  Ken: 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.
  Likes and Dislikes: The children’s 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.
  Flashbacks and Echoes: The children are living echoes 
  of the War and it’s etched in all their faces. Each one lost 
  their parents to the conflict, but that hasn’t made any of 
  them give up.
  Stats: The orphans usually have just one stat: Orphan 
  d6. A few of the older kids—Nichelle, John, and Ken—
  have Orphan d8 and a lower level Skill like Craft d6 or 
  Influence d6.
  MASTERIN’ THE GAME
  WALKIN’ TALKIN’ 
  COMPLICATIONS
  Even if Shepherd Rust’s orphans aren’t Major 
  Gamemaster characters, you should still use them 
  actively. They make great Complication fodder 
  when Crewmembers form bonds with them. Don’t 
  hesitate to make the orphans scared, missing, crying, 
  or even injured to tug at the heartstrings of the 
  Crewmembers when the Crew rolls jinxes during 
  conflicts that occur in or near the orphanage. 
  In addition to creating orphan-based 
  Complications, you can also use their Oprhan d6 
  or d8 Traits in an Action against a Crewmember. For 
  example, to catch a terrified Alice before she runs 
  straight into Lake’s thugs, a Crewmember would 
  roll Physical + Move against Average Difficulty 
  d6 + Orphan d6 to catch Alice in time.
  
  132
  ECHOES OF WAR: THRILLIN’ HEROICS
  THE PURPLE GANG
  Character Type: Skilled goons
  Role: To make Lake more intimidating by glaring 
  at, punching, and shooting Crewmembers, as necessary.
  Acts: All
  Character Description: While Lake don’t have friends, 
  he ain’t bereft of back up. A lot of his old unit stayed with 
  him, helped him take the town even. He’s looked after his 
  people, too; got them decent weapons and sees they are 
  well provided for. Not all of them are willing to die for him, 
  but they won’t lose any sleep after killing for him.
  Each of Lake’s goons wears something purple to show 
  their allegiance. Some wear old, beat-up Alliance military 
  gear. Others wear purple sashes or scarves. One even has 
  a purple eye patch.
  Likes and Dislikes: Lake’s men want an easy life 
  and know Lake’s 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-
  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: Purple Gang Member d8
  TOWNSFOLK 
  Character Type: Background Characters
  Role: To show off Lake’s dominance of the town, but 
  also be convinced to help shake him loose.
  Acts: Most, but mainly Acts I and II
  Character Description: There are plenty of good folk 
  in town; only trouble is they’ve learned to avoid trouble. It 
  ain’t that they don’t want to help each other out, just that 
  none of them want to go up against Lake and his men. 
  They ain’t bad people, just a bit spineless is all.
  Likes and Dislikes: They like things to stay as they 
  are, and dislike those who rock the boat.
  Flashbacks and Echoes: Being an Alliance friendly 
  world, the townsfolk here are rather suspicious of Browncoats. 
  Everyone knows someone who lost someone in the War, 
  and chances are it was an Independent responsible.
  Stats: Townsfolk d6
  MASTERIN’ THE GAME
  PLAYING TOWNSFOLK
  Much like playing children (see The Children of All 
  Saints Orphanage on page 131), townsfolk are 
  Minor Gamemaster characters. If a Crewmember 
  wants to perform any type of action against one 
  that goes beyond simple roleplaying, make the d6 
  Traits represent any Skill or quirk needed to round 
  out the roll. 
  For example, if the ship’s mechanic wants to 
  swipe a spare part she absolutely needs, but can’t 
  pay for from a dour-faced merchant, she’d roll 
  Physical + Sneak vs. Challenging Difficulty d8 + 
  Dour-Faced Merchant d6 
  SERENITY CREW
  TUGGING THE HEARTSTRINGS 
  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 any unspecified amount of credits. Suggestions for the Serenity 
  Crew follow.
  Mal: He finds out one of the kids is related to an Alliance soldier who died in Serenity Valley.
  Jayne: One of the kids buys into his tall tales and starts acting like him.
  Inara: She notices a special necklace marking the kid as a Companion’s child.
  Wash: One of the kids stows away on the ship because he wants off this rock.
  Zoe: Watching the children triggers her maternal instinct.
  Book: A mute kid latches onto him for protection.
  Simon: One of the kids wears the same glasses Simon wore as a kid.
  River: She senses one of the kids is a latent “reader.”
  
  133
  SHOOTING FISH: THE WAY OF THINGS
  OTHER RACE COMPETITORS
  Apart from the Crew and Lake’s gang, there are 
  three other crews looking to get the prize money. Each of 
  them is led by a captain.
  MEEMAW CLEETUS
  Character Type: Swamp Matriarch
  Role: The Cleetus family is a race crew from just out 
  of town who don’t like outsiders much. That includes the 
  townsfolk of Endurance.
  Acts: II and III
  Character Description: The Cleetus family lives way 
  out of town, but not so far the smell of money don’t draw 
  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 
  Cleetus family might seem like outsiders, but they’ve been 
  boating around the swamps to the north for a long time.
  The captain of the Cleetus boat is Meemaw Cleetus. 
  She’s a shriveled husk of a woman, but has a keen mind. 
  She rarely leaves her rocking chair, instead being carried 
  in it by Mabel and Pappy Dan Cleetus, who are hard to 
  tell apart. She’s cool to any alliances between ships, but 
  might just have a soft spot in her heart for someone who’s 
  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 
  convinced to team up against Lake, as soon as it’s over 
  they’ll betray the Crew to win. 
  Flashbacks and Echoes: Meemaw lost all her boys in 
  the War. Sides don’t matter none.
  Crew: Mabel Cleetus, Pappy Dan Cleetus, Kowloon 
  Cleetus, Cindy Lou Cleetus (Local Yokels d6)
  MEEMAW CLEETUS
  “Mabel, help Pa reload while I kick some varmints off our property.”
  ATTRIBUTES
  Mental 
  8  
  Physical  4  
  Social 
   6
  SKILLS
  Craft 
  6
  Drive 
  6
  Focus 
  6
  Influence 
  8
  Notice 
  6
  Perform 
  6
  Shoot 
  6
  Sneak 
  6
  Survive 
  6
  Trick  
  6
  dISTINCTIONS
  Family Ties 8
  Everybody is somebody’s son, daughter, brother, or sister. 
  You’ve got a connection to your family that’s as important 
  to you as it is dysfunctional.
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
   
  5 Family Gifts: When you create an Asset or take 
  a Complication related to your relationship 
  with your family, step it up.
  Local Yokel 8
  This land is my land, this land ain’t your land. I got a 
  shotgun, and you ain’t got one.
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
  Invalid 8
  You can’t get much of anywhere without somebody’s help.
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
   
  5 Ain’t Dead Yet: Spend 1 PP to use a 
  Complication as an Asset for one action; step 
  up the Complication afterward.
  SIGNATURE ASSETS
  Meemaw’s Sawed-Off Shotgun 8
  Only a fool would mess with Meemaw when she’s wielding 
  her double-barrelled, sawed-off shotgun. Only a fool.
  
  134
  ECHOES OF WAR: THRILLIN’ HEROICS
  BRETT AND BART MCQUEEN
  Character Type: Good Ol’ Boys Never Meanin’ No 
  Harm
  Role: The Red Saloon Goons are a race crew sponsored 
  by a local watering hole.
  Acts: II and III
  Character Description: These men and women are 
  looking to have a good time and win the prize to improve 
  their second home, the Red Saloon. They have their name, 
  The Red Saloon Goons, sloppily painted on the side of their 
  boat. The owner promised that if they win, they’d drink 
  for free for the rest of their lives. There are five of them on 
  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.
  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 Saloon’s hospitality, rarely seeing 
  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 aren’t 
  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.
  Crew: Red Saloon Goons d6
  BRETT ANd BART 
  MCQUEEN
  “Last one to shoot a bad guy buys the beer!”
  ATTRIBUTES
  Mental 
  6  
  Physical  6  
  Social 
   6
  SKILLS
  Drive 
  8
  Fight (Barfights) 
  Fix 
  6
  Influence 
  8
  Perform 
  6
  Shoot 
  8
  Trick  
  (Practical Jokes) 
  6
  dISTINCTIONS
  Brothers 8
  Nothing can come between you and your brother. ’Cept 
  maybe girls. Or liquor. Or cards. Or…
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
   
  5 Squabblin’: Gain a PP when you spend a scene 
  arguing with your brother instead of the task 
  at hand.
  Here for the Party 8
  Let the good times roll. Life is too short to be serious all the 
  time.
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
   
  5 Non-Stop Party: Spend 1 PP to create a d8 
  Asset involving good times, liquor, or loud 
  music.
  YEE-HAW!!!! 8
  If a plan don’t involve explosions, jumping off a building, 
  and laughing while the law chases you, it ain’t a plan worth 
  doing.
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
  SIGNATURE ASSETS
  Meemaw’s (Stolen) Scattergun 8
  Those rascally McQueens stole Meemaw’s scattergun after 
  last year’s race. They love telling the story to anyone that 
  will listen and have kept it hidden every since, just so they 
  can bring it out during this year’s race. This has caused bad 
  blood between the McQueen boys and the Cleetus family.
  
  135
  SHOOTING FISH: THE WAY OF THINGS
  SGT. THEO CANTERBURY
  Character Type: Secret Browncoats
  Role: A crew of Browncoats looking to settle a score 
  with Buzzard Lake
  Acts: II and III
  Character Description: Not everyone in town fought 
  for the Alliance. There are a few folk who took up arms 
  for the Independent cause and they’ve gotten mighty sick 
  of the mayor. Before now, they’ve met in secret, but the 
  time has come to make their stand. They don’t even want 
  to win; they just want to see the mayor dead. Today they’ll 
  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 
  pretty plain what they really stand for.
  Theo Canterbury captains the vessel. He’s completely 
  devoted to his cause of ending Lake’s reign of terror once 
  and for all. His wife, Melissa, will be more than happy to 
  finish the job. The other Browncoats are less convinced 
  they need to die to win, but as long as Theo draws breath, 
  they won’t 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.
  Flashbacks and Echoes: Theo and Melissa met during 
  the War.
  Crew: Melissa Canterbury (Browncoat d8), Lissette 
  Abel, Marcus Greatstar, Pete Radke (Browncoat d6)
  SGT. THEO CANTERBURY
  “We will soon join our brothers and sisters. And we will drag 
  Buzzard Lake down with us.”
  ATTRIBUTES
  Mental 
  6  
  Physical  6  
  Social 
   6
  SKILLS
  Drive 
  6
  Fight 
  8
  Focus 
  8
  Influence 
  6
  Notice 
  6
  Perform 
  6
  Shoot 
  8
  Survive 
  6
  Trick 
  6
  dISTINCTIONS
  Driven 8
  You are willing to pay the ultimate price to restore your 
  good name.
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
   
  5 Vengeance is Mine: Step up an opponent’s 
  Complication. Step up one of your own 
  Complications after the roll.
  Secret Browncoat 8
  Independents aren’t appreciated much round these parts. 
  But y’all know how to stick together.
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
   
  5 Identity Crisis: When you choose to let the 
  identity slip of one of your fellow hidden 
  Browncoats, gain 1 PP and step up any related 
  Complication.
  Veteran of the Unification War 8
  It don’t matter which side you fight on, war leaves a mark 
  on your heart ‘n’ soul.
   
  5 Gain 1 Plot Point when you roll a d4 instead 
  of a d8.
  SIGNATURE ASSETS
  Officer’s Pistol 8
  Theo hasn’t gotten out his pistol in some time, but he’ll 
  have it strapped to his dress uniform on the day he faces 
  the corrupt mayor. Theo’d like nothing better than to use a 
  Browncoat gun to put down an Alliance slug like Buzzard 
  Lake.
  
  136
  ECHOES OF WAR: THRILLIN’ HEROICS
  COMINGS AND GOINGS
  Shepherd Rust has asked an old friend in your Crew 
  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 
  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 month—an 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 
  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 there’s hope for the orphanage. Every year, 
  Lake organizes a water race with a large cash prize to 
  celebrate First Breath—the day when the terraforming of 
  the planet was complete. He usually wins the First Breath 
  Derby, so is happy to offer a substantial prize. It’ll 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 
  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.
  “You come to my town and think you 
  can beat me? I’ll make you wish you 
  crashed instead of landed here, boy.” 
  – Buzzard Lake
  MASTERIN’ THE GAME
  TAKIN’ THE SCENIC 
  ROUTE 
  While there’s 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 they’re having trouble, you might 
  offer them a few hints, based on a little advice 
  we include in each scene. But don’t insist the 
  Crewmembers only follow that advice. They 
  should be rewarded for creating plots of their 
  own. These sections also offer ways to hook 
  in your Crew, be they members of the Serenity 
  crew, or original ones.
  
  137
  SHOOTING FISH: PRELUdE
  PRELUDE: SINNERS HELPING SAINTS
   
  The Crew meets up with an old contact named Shepherd Rust, who needs help to save his orphanage. The orphanage 
  is near the coast on Newhall, a frontier world held by the Alliance during the Unification War.
  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)
  RUST (to Mal): I’m grateful you brought my old friend to see me, Captain, but I’m afraid I have something more to 
  ask of you.
  After offering MAL and his Crew lunch, and showing them the run-down orphanage, RUST asks for their help. He 
  needs them to enter the local speedboat race known as the First Breath Derby, and get the boat he has fit for the job, as well. 
  While the Shepherd won’t hide how dangerous the race will be, he also explains the prize money is substantial. As long as 
  he has enough to pay the orphanage’s debts the Crew can have anything else. They’ll 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 children’s 
  lost parents, Alliance soldiers lost in the War.
  
  138
  ECHOES OF WAR: THRILLIN’ HEROICS
  TROUBLE: MEET MR. MAYOR
  While they are discussing their options, Buzzard 
  Lake arrives to check out the new visitors. He’s 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 Surplus 
  G-Cav Unit d8 arriving and rush in to tell Rust.
  Lake’s not looking to start a fight, but does want 
  a measure of the new folks. The Crew might decide 
  to avoid a confrontation and hide. Rust cautions them 
  against gunplay—the odds are against them and violence 
  isn’t the answer. After a little posturing, Lake leaves. He 
  won’t 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 doesn’t like starting a fight 
  he isn’t sure he can win.
  If the Crewmembers face Lake, he’s 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 
  they are. He does his best to push the Crew’s buttons to 
  take the measure of them. He might boss around some 
  of the children, roughhouse playfully with some of the 
  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, he’s 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 ain’t 
  too bright (and Rust insists on no violence in front of 
  the children).
  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 doesn’t owe anything, there isn’t 
  a problem. Unfortunately, it isn’t as easy as that. 
  Newhall isn’t 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 
  won’t think twice about liquidating an unprofitable 
  asset. They’ll turn out the orphans and sell the land 
  for development quicker than Lake will. 
  It’s unlikely any attempt on Buzzard’s 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.
  MASTERIN’ THE GAME
  RULES OF THE RACE 
  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.
  The winner is the first boat over the finish 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 it’s 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.
  
  139
  SHOOTING FISH: PRELUdE
  THE SHOWDOWN:  SHAKIN’ HANDS AND KISSIN’ BABIES
  Lake isn’t actually looking for a fight, especially 
  against people he doesn’t 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 
  dealings with Lake.
  AVOIDING LAKE
  If Crewmembers want to hide from Lake during his 
  visit, have someone take the lead and roll.
  Crewmember Dice Pool: Physical + Sneak
  Gamemaster Dice Pool: Lake’s Mental d8 + 
  Notice d6 + Backwater Mayor d8 
  Possible Assets: Big Closet, Noisy Kids, Attic 
  Space
  Possible Complications: “You’re Yella!”, Took 
  it Out on Rust, Suspicious Outsiders
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Lake and his thugs 
  spot the Crewmembers. They laugh at them and 
  start implying they are fearful snitches. Create a 
  Rust’s Cowardly Helpers d6 Complication on the 
  Crew.
   
  
  Raise the Stakes: The Crewmembers aren’t 
  spotted. Lake huffs for a few minutes and leaves. 
   
  
  Extraordinary Success: The Crewmembers get a 
  good look at the way Lake bullies his men around. 
  This gains them some useful insight about them. 
  Give the Crew a Just a Bully d6 Asset to use 
  against Lake. If they spend a Plot Point, it lasts 
  until the end of the Episode.
  CONFRONTING LAKE
  Crewmembers wanting to show Lake what they’re 
  made of may confront him or try to convince him they 
  are mean outlaws. 
  Crewmember Dice Pool: Social + Influence if 
  they talk or Mental + Trick if they deceive.
  Gamemaster Dice Pool: Lake’s Mental d8 + 
  Focus d10 + Backwater Mayor d8 
  Possible Assets: Gun to Lake’s Head, Smashed 
  Furniture, Friends in High Places
  Possible Complications: Spoiling For A Fight, 
  I Don’t Like You, Whisper Campaign
  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 Rust’s 
  Helpers Are Useless d6 Asset Lake can use against 
  the Crew. Spend a Plot Point to make it last until 
  the end of the Episode.
   
  
  Raise the Stakes: Lake realizes that the 
  Crewmembers are going to be trouble. He bids 
  Rust goodbye and leaves.
   
  
  Extraordinary Success: As above, but the 
  Crewmembers see through Lake’s posturing and 
  spot that he’s a bully. Create a Just a Bully d6 Asset 
  for the Crew to use against Lake. If they spend 
  a Plot Point, it lasts until the end of the Episode.
  
  140
  ECHOES OF WAR: THRILLIN’ HEROICS
  ACT I: EVERYTHING LOOKS LIKE A NAIL
  Having accepted the job, the Crewmembers need to get the orphanage’s boat working again. They’ll have to barter for 
  what they need and call in a few favors that the townsfolk owe the orphanage.
  INT. ORPHANAGE OUTHOUSE (DAY)
  MAL and the crew are inspecting the orphanage’s boat. It sits on a trailer in a rickety outhouse next door to the 
  orphanage. It’s 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 engines 
  and shaking their heads at each other.
  KAYLEE: It ain’t all bad.
  WASH: Not unless you want it to float.
  MASTERIN’ THE GAME
  MIXING THINGS UP 
  Depending on the skills of the Crew, Acts II and III 
  might be played at the same time with different 
  Crewmembers. The more sociable, or intimidating, 
  Crewmembers might take on Lake to enter the race 
  while the rest try to fix the boat. Having said that, 
  there’s 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. 
  
  141
  SHOOTING FISH: ACT ONE
  THE LOWDOWN: A FIXER UPPER
  The first thing to do is take a proper look at the 
  boat to see what needs fixing. This requires a roll to check 
  the basic structure of the boat and the state of the engines. 
  INSPECTING THE BOAT
  While the boat is in a bad condition (it won’t float and 
  it won’t go) at the moment, its basic structure is actually 
  quite sound, meaning it can be repaired. 
  Crewmember Dice Pool: Mental + Fix
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Damaged Boat d8 
  Possible Assets: Used To Fish a Lot, Naval 
  Experience, Rum Runner
  Possible Complications: Seaweed Wrapped 
  Around the Rotor, What’s That Smell?, Worms in 
  the Wood
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: It might have potential 
  but the Crew will need more time to find parts and 
  make repairs. They start the repair jobs challenge 
  with one beat already used. See Timed Actions 
  sidebar below.
   
  
  Raise the Stakes: The Crewmembers figure out 
  that the boat could be fixed, but it’s going to be 
  tricky. Luckily, the basic structure is sound, so once 
  the holes are patched it’ll 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. 
  TROUBLE: SWING THAT HAMMER
  Having looked at the boat, the Crewmembers have 
  a good idea of what they might need to fix it. They’ll have 
  to find some useful parts in town in and make repairs. As 
  things stand, there are five things that need to be repaired 
  to make the boat work. For this Act, you should make a 
  point of keeping track of time (see Timed Actions sidebar). 
  The Crew has to manage their resources carefully to get 
  everything done before the race.
  As well as making the repairs, the Crew needs parts. 
  These can be gathered in town from the locals. While there 
  is no budget for the task, many of the townsfolk actually owe 
  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 town’s businesses. That way 
  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 
  plenty are happy to accept the free help and give nothing 
  back. It’ll be up to the Crew to convince the townsfolk that 
  they owe the orphanage a little of what it needs.
  MASTERIN’ THE GAME
  TIMEd ACTIONS
  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 different ones based on 
  attempting something that has different steps. The 
  time’s measured in beats—the more beats, the longer 
  Crewmembers have. Each time Crewmembers roll 
  the dice to resolve an Action, they lose one beat. 
  Use checkboxes or tokens to keep track of beats. 
  During each stage, if players beat your total, 
  it only costs them the time spent: one beat. An 
  Extraordinary Success means they found a shortcut 
  and don’t lose any time at all. They don’t use a beat 
  for that roll. If they fail to raise the stakes, they didn’t 
  accomplish what they set out to do, and the beat 
  is still lost. Move on to the next stage of the Timed 
  Action. If the Crew runs out of time to complete the 
  Timed Action, they’ll have to figure out some other 
  way to get what they want.
  
  142
  ECHOES OF WAR: THRILLIN’ HEROICS
  THE SHOWDOWN: CASH ON THE BARREL
  Each job also requires a certain number of people 
  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 won’t 
  speed anything up as they’ll start to get in each other’s 
  way. However, Actions performed on the boat itself and 
  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.
  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 141) to do everything that needs to be done, 
  from getting supplies in town, making repairs, and, time 
  allowing, making improvements on the boat. 
  If Crewmembers are running out of time, some may 
  decide to forgo sleep; if they do, grant the Crew an extra beat 
  but put a Pulled an All-Nighter d6 Complication on each 
  Crewmember who stayed up all night. This Complication 
  sticks around until the Crewmember gets a good night’s 
  rest.  If the Crew is unable to get to any of the segments 
  listed under the required maintenance, treat it like they 
  failed to raise the stakes and apply any Complications as 
  necessary when the boat hits the water.
  The following describes the Actions needed to fix 
  the orphanage’s boat. You should let Crewmembers work 
  in parallel when appropriate to let them save time. Track 
  the time used by counting the number of back-to-back 
  beats used up as each Action is performed. Keep things 
  flowing and exciting.
  REQUIRED MAINTENANCE
  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 145 for a list of merchants). 
  Crewmember Dice Pool: Social + Influence, 
  Mental + Fix, Mental + Know
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  The Merchant’s die (see Endurance, page 145)
  Possible Assets: Buying in Bulk, Won’t You 
  Think of the Children?, Five Fingered Discount
  Possible Complications: Credit Line Extended, 
  Second-Rate Materials, Incomplete Order
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The item takes longer 
  than expected to get or the merchant haggled the 
  price up. The Crewmember must use an extra 
  beat on this Action or take a Credit Line Extended 
  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 beat.
   
  
  Extraordinary Success: The Crew gets what they 
  need, and the merchant sends help to either carry 
  the materials or fix the boat. No beat is used in 
  this Action.
  MASTERIN’ THE GAME
  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 they’re unlikely to want to optimize 
  their efforts to get the boat 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
  
  143
  SHOOTING FISH: ACT ONE
  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 doesn’t have enough wood and nails to 
  complete the job; some needs to be obtained from town 
  (or from breaking down the shed at All Saints). 
  Crewmember Dice Pool: Mental + Craft, 
  Mental + Fix, Physical + Labor
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Holes in the Boat d6 
  Possible Assets: Carpenter’s Tools, Duct Tape 
  Fixes Everything, Old Crates from the Cargo Bay
  Possible Complications: Didn’t See That Hole, 
  Leaky, Cheap Wood
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The boat still takes 
  on water. The Crewmember must try again on 
  this Action or take a Leaky d6 Complication. 
  The Crewmember may step up an existing 
  Complication involving the boat instead. Use 
  one beat.
   
  
  Raise the Stakes: The vessel is now seaworthy. 
  Who gets to name it? Use one beat.
   
  
  Extraordinary Success: The damage wasn’t as bad 
  as it looked. The Crew fills the holes and no beat 
  is used in this Action.
  WATERPROOFING (1 ACTION) 
  Once repaired, the boat hull needs to be waterproofed, 
  which requires a couple of coats of sealant paint. The paint 
  has to be found in town. If the job isn’t done, the boat will 
  take on water. It might last the race if it takes no damage, 
  but that’s pretty unlikely. 
  Crewmember Dice Pool: Mental + Craft, 
  Mental + Fix, Physical + Labor
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Old, Leaky Wood d6 
  Possible Assets: Properly Applied Moonshine, 
  Duct Tape Fixes Everything, Old Crates from the 
  Cargo Bay
  Possible Complications: Mislabeled Can, Leaky, 
  Cheap Wood
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Needs another coat. 
  The Crewmember must use an additional beat or 
  take a Leaky 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. 
  Use one beat.
   
  
  Extraordinary Success: The first coat the 
  Crewmembers apply works beautifully. The boat 
  is sealed and ready to float! No beat is used in 
  this Action.
  
  144
  ECHOES OF WAR: THRILLIN’ HEROICS
  STRIPPING DOWN THE ENGINES  
  (1 ACTION PER ENGINE) 
  This job needs to be done twice, once for each engine. 
  They need to be taken apart and every part cleaned, oiled, 
  and possibly filed down a little. They also need to be 
  checked for wear, and many parts need replacing. This 
  Action can be done in parallel, one Crewmember and 
  assistant per engine. 
  Crewmember Dice Pool: Mental + Fix, Physical 
  + Labor
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Mucked up Engines d8 
  Possible Assets: Replacement Parts, Carefully 
  Labeled Everything, Common Engine Parts
  Possible Complications: Lost a Dang Bolt, 
  Broke Off in Your Hand, Orphan Took the Shiny
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: You might have lost a 
  piece or two. The Crewmember uses an additional 
  beat on this Action or takes a Lost a Dang Bolt d6 
  Complication. The Crewmember may step up an 
  existing Complication involving the engine instead. 
  Use one beat.
   
  
  Raise the Stakes: All the parts are clean as a 
  whistle. Use one beat.
   
  
  Extraordinary Success: All the parts are clean as 
  a whistle. Use one beat.
  REBUILDING THE ENGINES 
  (1 ACTION PER ENGINE) 
  Once the parts have been collected, both the engines 
  need to be put back together again. After a couple of tests 
  to make sure they are working, the boat will be ready to 
  go. This Action can be done in parallel, one Crewmember 
  and assistant per engine. 
  Crewmember Dice Pool: Mental + Fix, Physical 
  + Labor
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Engine Pieces d6 
  Possible Assets: Loose Ship Pieces, Used to 
  Own One Back Home, Field Mechanic in the War
  Possible Complications: Loose Bolt, Smoking 
  Engine, Orphan Took the Shiny
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: A big, black, billowing 
  cloud. The Crewmember uses an additional 
  beat or takes a Smoking Engine d6 Complication. 
  The Crewmember may step up an existing 
  Complication involving the engine instead. Use 
  one beat.
   
  
  Raise the Stakes: Listen to that mighty roar! Use 
  one beat.
   
  
  Extraordinary Success: The engine starts up the 
  minute the Crewmembers get it put back together. 
  No beats are used on 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 improvements—additional weaponry, reinforced hull 
  plating, or improved engines—but remind them that they have to 
  spend Plot Points to make those improvements into Assets that will 
  affect the outcome of the race.  
  
  145
  SHOOTING FISH: ACT ONE
  WELCOME TO ENDURANCE
  Not everything the Crew needs to repair or enhance 
  the boat can be found at the orphanage. There’s some 
  wood, 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, they’ll 
  need to go to the town and deal with the local shopkeepers 
  and traders as described above. Luckily, Shepherd Rust 
  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 
  for repair parts, there is more to the town of Endurance 
  than just hardware and boat stores. So, we offer a few more 
  places of interest for the Crewmembers to explore and 
  possibly meet the members of other boat crews, as well 
  as some other suggestions for ways to distract your Crew 
  from the task at hand. You might add a few more shops 
  and inhabitants, as you see fit.
  The town itself is arranged around the street that 
  runs along the docks and a high street that branches off 
  it, running inland. Most stores and taverns are on one of 
  these streets, although a few might lurk around the corners. 
  The rest of the town is residential, and those that live here 
  either work in a shop or tavern, in the processing plant, 
  or in a boat as a fisherman. Arrange the town accordingly.
  NOTABLE LOCATIONS
  BEN CASTLE’S HARDWARE
  Description: Ben’s shop is the largest in the town. 
  Unfortunately, he didn’t get to be the largest retailer in town 
  by giving anything away. He’s quite a ruthless businessman 
  and appeals to his heart will fall on deaf ears.
  Townfolk: Ben Castle (Crafty Merchant d10, 
  Notice d8, Cold-Hearted d6)
  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.
  NAI NAI
  Description: Huian Thibideux is a kindly widow who 
  loves having the orphans help out, as she likes having children 
  around the place. Her shop sells homewares, like plates 
  and furnishings, but there are also some useful materials.
  Townfolk: Huian Thibideux (Matronly Merchant 
  d8, Treat d8, Labor d6)
  Main Plot Tie-in: Repair materials available: Paint, Nails
  Side Plot Tie-in: If any of the orphans get into trouble, 
  they are likely to run here and have Huian take them back 
  to the orphanage. Whoever the orphans upset will likely 
  be right on their heels.
  
  146
  ECHOES OF WAR: THRILLIN’ HEROICS
  KAPOOR’S MACHINE SHOP
  Description: Daryl Kapoor doesn’t like people so he 
  works with machines. He’s the equivalent of the village 
  blacksmith, able to fashion most metal parts people need. 
  He is surly and uncooperative, but not averse to helping 
  orphans.
  Townfolk: Daryl Kapoor (Uncooperative d10, 
  Soft for Orphans d4)
  Main Plot Tie-in: Repair materials available: Nails, 
  Metal, Engine Parts
  Side Plot Tie-in: Daryl could take a shine to the most 
  technically minded Crewmember that comes into the shop, 
  male or female. If the Crew doesn’t use the relationship to 
  their advantage, Lake certainly will.
  BILDERBECK TIMBER MILL
  Description: A timber mill run by a local family. 
  Thomas and Francine have several children, but still 
  lament the loss of their eldest son, Xavier, who died in 
  the War. 
  Townfolk: Thomas Bilderbeck (Businessman d10, 
  Grieving d4), Francine Bilderbeck (Townsfolk d6, 
  Grieving d4)
  Main Plot Tie-in: Repair materials available: Wood
  Side Plot Tie-in: The Bilderbecks will give the Crew 
  as much wood as they need if they promise to find Xavier’s 
  lost love on another planet.
  MASCARAS BOATS
  Description: Maria leases out boats she’s rebuilt and 
  repaired. Lake leers at her every time she goes to town, so 
  she’s very happy to cut a deal for the Crew.
  Townfolk: Maria Mascaras (Townsfolk d6)
  Main Plot Tie-in: Repair materials available: Engine 
  Parts, New Boats
  Side Plot Tie-in: Maria will help the Crew for free if 
  they agree to steal some parts from Lapinski’s.
  LAPINSKI’S
  Description: Isaac Lapinski owns the largest boat 
  repair and construction yard in town. He does well because 
  Buzzard Lake keeps trying to ruin his main competitor, 
  Maria Mascaras.
  Townfolk: Isaac Lapinski (Loyal to Lake d10, 
  Tough as Nails d8, Shotgun d8)
  Main Plot Tie-in: Repair materials available: Paint, 
  Metal, Engine Parts, New Boats
  Side Plot Tie-in: Lapinski runs back to Lake and tells 
  him everything he overhears in his shop.
  THE ALLIANCE POST
  Description: A small peacekeeping force of Alliance 
  soldiers and an administrative officer sent here to watch 
  the town to see if building a base nearby is a good idea. 
  Generally, they let Buzzard Lake sort out problems unless 
  there’s something they can’t ignore.
  Townfolk: Bored Alliance Peacekeepers d8, Alan 
  Chiang (Alliance Officer d8)
  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 
  be willing to make a sizeable side bet on the race. The 
  soldiers are sick of playing cards with him, so the Crew 
  might encounter him playing in one of the saloons.
  THE AQUARIUM
  Description: Owned by brother and sister David 
  and Rachael Calavera. They came to the town as young 
  children with their father and mother, who were both 
  marine biologists. Unfortunately, their father was drafted 
  into the War and never returned. Their mother sunk into 
  depression and rarely gets out of bed even now, except to 
  get more whisky. 
  Townfolk: Rachael Calavera, David Calavera 
  (Townfolk d6), Rebecca Calavera (Drunk d4)
  Main Plot Tie-in: Convincing the Calaveras to help 
  gains them as Assets during the race or the boat repair.
  Side Plot Tie-in: David and Rachael inherited their 
  
  147
  SHOOTING FISH: ACT ONE
  father’s love of the sea and go out on the fishing boats to 
  collect anything odd they happen to catch in their nets. 
  These fish are added to the aquarium and studied by the 
  siblings. They charge a small entry fee to see the aquarium, 
  but earn their real wage in the processing plant. They hope 
  to make a discovery that can earn them enough money to 
  get their mother the help she needs.
  THE CANDY STORE
  Description: This small shop stocks all manner of 
  sweets and candies in an array of glass jars around the 
  room. Lissette Abel makes most of them herself, but does 
  buy in a few if she has a good month.
  Townfolk: Lissette Abel (Townfolk d6, Browncoat 
  d6)
  Main Plot Tie-in: Lissette is one of the Browncoats 
  and has a scar on her arm she got in the fighting. She can 
  connect the Crew with the Canterbury Crew.
  Side Plot Tie-in: The shop seems to be closed at strange 
  hours. If a Crewmember successfully follows her, they’ll 
  discover one of the Canterbury Crew meetings on the farm.
  CANTERBURY FARM
  Description: There are several small farms outside the 
  town. Like this one, most consist of a small farmhouse, a 
  barn, and some livestock pens.
  Townfolk: Theo Canterbury (page 135), Melissa 
  Canterbury (Browncoat d8)
  Main Plot Tie-in: This is the headquarters of the 
  Browncoats looking to put Lake down for good.
  Side Plot Tie-in: Snooping around the farm is likely 
  to end up in a firefight unless the Crew is able to prove 
  themselves bona fide Browncoats.
  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 it’s fortified and the Cleetus 
  family don’t like strangers.
  Townfolk: Meemaw Cleetus (page 133), Mabel Cleetus, 
  Pappy Dan Cleetus, Kowloon Cleetus, Cindy Lou Cleetus 
  (Local Yokels d6)
  Main Plot Tie-in: The only reason to go here is to 
  check out the competition, as it’s unlikely the Crew will be 
  looking for the gator hides and strange plants they harvest.
  Side Plot Tie-in: There are several Gator Traps d8 
  and other devices hooked up on the Cleetus property. An 
  unwary Crewmember might have to conduct negotiations 
  hanging upside down.
  THE DOCKS
  Description: A long stone seawall provides mooring 
  for the many fishing boats that most of the town inhabitants 
  use to make a living. Many of the fishermen wait on the 
  docks for the tide to be right before setting out to sea. 
  Townfolk: Marcus Greatstar, Pete Radke 
  (Townsfolk d6, Browncoats d6) 
  Main Plot Tie-in: Pete Radke owns Tylian’s Folly, 
  named for an Alliance officer who famously surrendered 
  a position to the Browncoats when he received orders to 
  withdraw, unaware these orders came from Browncoats 
  who had cracked the Alliance codes. Marcus Greatstar 
  owns Mary Jane, featuring the Chinese version of “Lord 
  grant me the serenity to accept the things I cannot change.” 
  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. 
  MILLIGAN’S
  Description: There are several eateries in Endurance, 
  who all offer “the best fresh fish,” but this restaurant is the 
  top dog. Frances Milligan started the restaurant with her 
  husband, although he never returned from the War. The 
  place gains its reputation from great teamwork. Sarah 
  Daniel, the cook, is an expert in preparing all forms of 
  seafood and guards her recipes jealously. 
  Townfolk: Frances Milligan, Sarah Daniels 
  (Townsfolk d6) 
  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.
  
  148
  ECHOES OF WAR: THRILLIN’ HEROICS
  OCEAN VIEW TAVERN
  Description: The finest inn in town, where Buzzard 
  Lake can be found most days. See Act II, The Lowdown 
  on page 150.
  Townfolk: Buzzard Lake (page 130), Purple Gang 
  Thugs d8, Tanner Brimstone, Zahra (Townsfolk d6)
  Main Plot Tie-in: As Lake’s office, the tavern has a 
  list of the current race crews and basic details of the rules. 
  The main race marshal, Tanner Brimstone, can also usually 
  be found here to answer any race questions (subject to 
  Lake’s approval).
  Side Plot Tie-in: Anyone drinking here might get 
  a knockout drug slipped in a drink. Make it a Nasty 
  Knockout Powder d8 Complication if things get heated.
  POST OFFICE
  Description: One of the town’s 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 ain’t yours no more! 
  They love making sure all the paperwork is in good order 
  and everything is signed in triplicate, even when you just 
  want a stamp.
  Townfolk: Garron Chow, Julie Chow (Townsfolk d6)
  Main Plot Tie-in: The Chows might be able to clue in 
  the Crew to one of Lake’s weaknesses if they are treated well.
  Side Plot Tie-in: There’s a package waiting for one of 
  the Crew! No return address. Postal mix up or something 
  more sinister?
  PROCESSING PLANT
  Description: All the fish that is harvested needs to be 
  processed quickly for transport to larger towns or even off 
  world. The processing plant is a large open building where 
  each catch is weighed (and the fisherman paid). Fish and 
  seafood to be sold directly in town are then passed on to 
  the preparation line, where they are gutted and packed 
  and sent out to the regular traders and fish restaurants. 
  Fish and seafood for transport to larger cities are packed 
  in large cryo-containers and loaded onto waiting ships.
  Townfolk: Plant Worker d6
  Main Plot Tie-in: The processing plant is home to 
  Endurance’s meager ship landing facilities. Lake is one of 
  the biggest partners in the plant, so leaning on one of the 
  managers here might dish up some dirt on him. It’s also 
  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.
  THE RED SALOON
  Description: The Red Saloon has a crew in the race, 
  as the owner (a very large man simply called “Red”) wants 
  to use the money to expand the building. He put up the 
  money to fund the entry cost for his boat, but isn’t so stupid 
  to want to drive it. So he has offered free drinks for life to 
  anyone that signs up for the crew and wins.
  Townfolk: Brett McQueen and Bart McQueen (see 
  page 134), Red Saloon Goons d6 
  Main Plot Tie-in: Anyone looking to join up with the 
  Red Saloon Goons (perhaps as a plant, if the orphanage’s 
  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.
  
  149
  SHOOTING FISH: ACT TWO
  ACT II: MAKING A CHALLENGE
  The Crew meets Buzzard Lake, and finds he’s not interested in letting them enter the race. They’ll have to make 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 doesn’t 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: Let’s do our best to keep this friendly shall we?
  JAYNE: Oh, I’ll be downright obsequious. Ladies…
  
  150
  ECHOES OF WAR: THRILLIN’ HEROICS
  THE LOWDOWN: A MEETING WITH HIS HONOR
  There are two saloons in town. The Red Saloon is 
  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. It’s where Buzzard Lake can be 
  found on most days, so much so he calls it his “office.” He’s 
  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, he’ll already 
  have formed an opinion about them.
  Unfortunately, even though he’s a competitor and 
  looking to close the orphanage, Buzzard Lake runs the 
  boat race. He’s the only person who can accept the Crew’s 
  petition to enter. While there are few rules about the entry 
  process, Lake is still able to make up whatever rules he 
  cares to. He’ll use these rules to keep the Crew out of the 
  race, no matter how small and insignificant they may seem.
  TROUBLE: WE’RE ALL FULL UP
  Buzzard Lake doesn’t like to lose, but he isn’t so 
  arrogant he thinks he can’t. He’s pretty certain he can beat 
  any of the other contestants. He knows the people in this 
  town, and knows what he’s up against.  The Crewmembers 
  are strangers, though, and even if they are fools, they’re 
  unpredictable fools.
  He doesn’t want them in the race. He’ll listen to their 
  petition to join very politely, and tell them they have sadly 
  missed the closing date for entries. “It’s a great shame, but 
  I can’t 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. He’ll make them fill 
  in forms and discuss the race and detail their boat. All 
  the while he’ll talk about how much he looks forward to 
  racing against them, as he’s been waiting for a real challenge. 
  When they finally finish dancing around the admin, he’ll 
  give them his saddest face and tell them he’s sorry but the 
  race has just closed.
  THE SHOWDOWN: BRINGING THE LAKE TO A BOIL
  The Crew has to get Lake angry, or embarrass him 
  into accepting their challenge. Lake doesn’t want to get hurt, 
  so he doesn’t 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 won’t take the Alliance 
  long to pay the Crew a visit.
  There are several ways to play this encounter. It might 
  happen before, after, or even during Act I, depending on the 
  priorities of the players. They may also choose to resolve 
  the matter right then and there, or try several plans to get 
  Buzzard to accept them.
  The best way to get Lake to allow them into the race is 
  to make it personal. Just as the Crew can’t murder him, he 
  can’t murder them without at least due cause. He may have 
  allies in the Alliance but he can’t ignore the law. However, 
  accidents might happen during the race (especially with 
  people shooting at each other) and the Alliance will turn 
  a blind eye.
  There are three ways to embarrass Lake enough to 
  make him want to get a chance to give out a little payback 
  on the water: getting him to start a brawl, getting Zahra to 
  spill her secrets, and finding out his war secrets.
  
  151
  SHOOTING FISH: ACT TWO
  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, he’ll be livid. A publicly dealt 
  bloody nose is enough to get them signed up. Unfortunately, 
  the Crew can’t throw the first punch—not in public—if 
  they don’t want to be arrested. Lake will just hold a hankie 
  to his nose and laugh, telling them they’d better leave or 
  they’ll all be arrested. If the brawl isn’t public, he won’t be 
  embarrassed, and he’ll 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 
  able to push the right buttons to get Lake to send his 
  thugs in. There is one Purple Gang Thug d8 for every 
  Crewmember, plus Lake.
  The fight lasts until Lake is Taken Out or all of his 
  men are. He won’t take any Complications this early to 
  avoid being Taken Out. At this point he’d rather get these 
  uppity offworlders out on the water and “accidentally” 
  shoot them a whole bunch.
  Crewmember Pool: Social + Influence, Mental 
  + Trick
  Gamemaster Pool: Lake’s Mental d8 + Focus 
  d10 + Backwater Mayor d4
  Possible Assets: Broken Bottle, Busted Chair 
  Leg, Trying to Impress the Ladies (or the Lads)
  Possible Complications: Busted Jaw, Swollen 
  Eye, Slight Concussion
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Lake’s thugs move in 
  but he waves them off. The Crew needs to try a 
  different approach to trick Lake into letting them 
  into the race.
   
  
  Raise the Stakes: The Crew got what they wanted. 
  Time for a bar fight! Declare an Action Order, 
  starting with the Crewmember that got Lake to 
  take a swing
   
  
  Extraordinary Success: Whoever was talking 
  kept The Purple Gang d8 nice and distracted. The 
  Crewmember that started the fight gives another 
  Crewmember a Sucker Punch d8 Asset to use in 
  the first round.
  BEHIND CLOSED DOORS 
  Another way to embarrass Lake is getting some of his 
  secrets from Zahra. She is one of the “working girls” at 
  the Tavern, and a favorite of Lake’s. The bar owner is up 
  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 
  Lake’s 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 
  MASTERIN’ THE GAME
  GANGING UP
  True to their bullying nature, Lake’s 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 opposition’s dice 
  pool equal to the highest Trait they could use in 
  the fight. This doesn’t change the number of dice 
  added together to set or raise the stakes (it’s still 
  two), just the number of dice rolled. In the case of 
  Lake’s thugs, it’s a d8.
  Every time a Crewmember raises the stakes 
  against a side that’s got multiple assisting characters, 
  knock one of the supporting dice away; that 
  character doesn’t provide any more help. This 
  represents whittling away the opposition, one ugly 
  mug at a time. If the Crewmember happens to roll 
  an extraordinary success, two of the supporting 
  characters are taken out. Once the Crewmember 
  gets down to a single opponent, though, no more 
  dice get knocked off, and a success is a success. Be 
  sure to ask the Crew to describe how they dispatch 
  these goons in a memorable fashion
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  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, they’ll quickly earn her trust.
  Crewmember Pool: Social + Influence, Mental 
  + Notice
  Gamemaster Pool: Zahra’s Townsfolk d6 + 
  Challenging Difficulty d8 
  Possible Assets: Subtle Signal, Swear an 
  Oath to Protect You, I Can Put a Word in With 
  the Companions
  Possible Complications: Lake’s Girl is Sweet 
  on You, One of the Other Girls Saw What You Did, 
  Eavesdroppin’
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Zahra doesn’t feel safe 
  enough to take a risk on the Crew. They have to 
  try a different approach. 
   
  
  Raise the Stakes: Zahra approaches a 
  Crewmember under the guise of plying her trade, 
  but clues him in that she’s got dirt on Lake. Once 
  upstairs, Zahra agrees to share the secret in 
  exchange for a ride off Newhall
   
  
  Extraordinary Success: Zahra hates Buzzard so 
  much she gives up the info as long as they use it 
  while she watches.
  LAKE’S WAR RECORD 
  Finally, there is a well-kept secret about his courage 
  under fire during the War. It’ll 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.
  While Lake’s men all died, not all of the Independents 
  did. A few of them settled on Newhall after the War, mainly 
  as they had nowhere else to go once they had surrendered. 
  There are five ex-Browncoats in the town: Lissette Abel, who 
  
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  SHOOTING FISH: ACT TWO
  runs a candy store, Theo and Melissa Canterbury, who own 
  a small farm out of town, and Marcus Greatstar and Pete 
  Radke, who are both fishermen. Theo and Mary were part 
  of the Independent squad that attacked Lake’s men and 
  saw him leave his men to die. It’s never been worth their 
  while to challenge Lake about it, even though it sticks in 
  their craw. They have no evidence and know he’ll take all 
  they have and run them out of town. But they have told 
  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 don’t 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, they’ll share 
  what they know. If the Crewmembers openly walk around 
  town in Independent colors, the group might even make 
  the first move.
  If the Crewmembers call Lake a coward, and share 
  the story, publicly or privately, they’ll get their invite. If he 
  doesn’t take on the challenge, he’ll 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: Mental + Know or 
  Social + Trick
  Gamemaster Dice Pool: Lake’s Mental d8 + 
  Focus d10 + Backwater Mayor d4 
  Possible Assets: Blackmail, Gambler Knows 
  Tells, Browncoats Always Stick Together
  Possible Complications: Followed By The Purple 
  Gang, In Lake’s Crosshairs, Buzzard on a Rampage
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Nobody believes these 
  strangers and their slanderous lies. The Crew has 
  to try another approach to get into the race.
   
  
  Raise the Stakes: Confronting Lake with the 
  evidence of his cowardice is enough to get him to 
  take the bait. He’ll let them into the race to show 
  them how tough he really is.
   
  
  Extraordinary Success: Lake’s 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, there’s one 
  last, desperate play they can make. Lake will let them into 
  the race if they offer their ship as collateral. They’ll still get 
  the prize money if they win, but if they lose…well, that’ll 
  be another adventure entirely.
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  The day of the race arrives, and the entire town gathers to watch the chaos. Hopefully by now the Crewmembers 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 family’s 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. Lake’s 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.
  ACT III: HORSESHOES AND HAND GRENADES
  
  155
  SHOOTING FISH: ACT THREE
  THE LOWDOWN: DRIVERS, START YOUR ENGINES
  Now for the moment the adventure’s been  
  leading up to—the 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 don’t need to be conscious or 
  from your team. The prize money officially goes to the 
  driver of the winning boat, so it’s also possible to win by 
  stealing someone else’s 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. There’s 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 
  few Plot Points to buy Assets like I Know The Course d6 
  or Perfect Sniper Position d6. The course has been the 
  same for several years, and while the track marshals who 
  lay out the buoys work for Lake, they’ll happily explain 
  the route. None of the competitors have kept their entry 
  secret either, so if the Crewmembers ask around town 
  they can discover who they are up against with little effort.
  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, it’ll be more 
  useful to spread some out among the crowds. There are a 
  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 
  starter’s pistol.
  TROUBLE: FIGHTIN’ FOR THE CHECKERED FLAG
  The racecourse has five sections, each with its 
  own opportunities for taking out the competition. 
  The course begins and ends at the processing plant, 
  marking a wide loop through several different types 
  of obstacles. A modest crowd has gathered at the start/
  finish line, while folks are stretched along the circuit to 
  get a view of the action. Crewmembers can easily blend 
  in with other onlookers if they want to try to position 
  themselves to spring a trap.
  Each of the five sections of the race offers the Crew 
  an opportunity to help their boat get across the finish line 
  before all the other boats. During each section, the boat 
  pilot makes a positioning roll to keep the Crew’s boat ahead 
  in the race. The pilot rolls one of the boat’s Attributes and 
  one of the pilot’s Skills against the difficulty die and Traits 
  listed under each section’s mechanics. Here’s what happens 
  when that Crewmember rolls:
  POSITIONING RESULTS:
   
  
  Failure to Raise the Stakes: The Crew’s boat falls 
  behind in the race. The boat loses one position 
  relative to the other boats in the race. The Crew 
  can spend a Plot Point to keep their position and 
  acquire a Complication equal to the highest rolling 
  die in the opposition’s dice pool.
   
  
  Raise the Stakes: Great piloting! The Crew’s boat 
  advances one position, potentially catching up 
  with boats that are ahead of their current place 
  in the race.
   
  
  Extraordinary Success: The boat’s pilot is a leaf on 
  the wind. The Crew’s 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 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  the appropriate Attribute—determined by the section of 
  the race—against the Attribute of the boat they’re trying 
  to catch. If the die type of the pursuing boat is lower than 
  or equal to the boat that’s ahead, the positions remain the 
  same. If the die type of the pursuing boat is higher than the 
  boat that’s ahead, the pursuing boat catches up. A GMC 
  boat that’s ahead of another boat can always slow down 
  to “catch” a boat coming from the rear.
  If a GMC boat rolls to catch the Crew’s boat, however, 
  the Crew sets the stakes for the positioning roll and the 
  pursuing boat rolls to Raise the stakes. Just like the pilot’s 
  roll for the Crew, GMC characters’ rolls resolve according 
  to their success or Failure to Raise the stakes.
  At the start of the race, the Crew’s boat from the 
  orphanage scores an extraordinary success, racing 
  ahead of the other boats. The remaining boats compare 
  their appropriate Attribute for Section One of the race 
  (Manuverability) and spread out according to their 
  die types. The Red Tide and Mee-Maw’s Throne both 
  fall to third place with Manuverability d6 while 
  the Gravedigger and the Warhorse stick close together 
  in second place with Manuverability d8. With the 
  Crew’s 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 
  don’t 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 159).
  In Section Two of the race, the Crew again makes 
  a positioning roll to see if they can maintain their lead: 
  the pilot raises the stakes, so the Crew’s boat doesn’t 
  lose any ground to the GMC boats that are trailing 
  behind them. The GMC boats again compare their 
  Manuverability 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 same—the Red Tide and Mee-
  Maw’s Throne (Manuverability d6) aren’t nimble 
  enough to catch the Gravedigger and the Warhorse 
  (Manuverability d8). 
  The Gravedigger and the Warhorse, however, are 
  right behind the Crew’s boat, and both roll to try to catch 
  the Crew’s 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-Maw’s 
  Throne, but the Warhorse succeeds on the roll and 
  catches the Crew’s boat! Since the Warhorse and the 
  Crew’s boat are now in the same position, Lake’s crew 
  gets ready to jump on the Crew’s 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 Crew’s boat gets to take two 
  Actions in each section—one 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 
  ship’s crew as Traits to help them accomplish their goals. 
  See Boat Actions: Rubbing Is Racing on page 159 
  for some common Actions the crews of each boat  
  might take.
  
  157
  SHOOTING FISH: ACT THREE
  SECTION ONE: THE WEAVE
  In this section, a series of buoys have been set out that 
  must be slalomed around. If a buoy is missed, the boat gets 
  a time penalty. This means the boats have to move relatively 
  slowly, allowing more opportunities for the teams to clash. 
  Let the shootout and the shenanigans begin! 
  SECTION ONE MECHANICS 
  (Maneuverability)
  Positioning Dice Pool: Maneuverability + Drive
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Buoys d8 + Crew’s Boat Complications
  Possible Assets: Jumped the Gun, Splashed a 
  Rival, Look! A Distraction!
  Possible Complications: Hit a Buoy, False 
  Start, Smoking Engine
  SECTION TWO: THE ROCK
  After passing the last buoy, the boats come to a huge 
  rocky island. The island is little more than a barren piece 
  of stone, but the sea has worn out its inside to create a 
  system of caves. The caves are short, but confusing and 
  dark. Markers are only placed at the main entrance and 
  the exit, but how you get from one to the other is up to 
  you. The Crewmembers might like to take a boat into the 
  caves before the race to find a good route. The darkness 
  offers a good opportunity to lie in wait for an opponent. 
  While it means putting someone out there before the race, 
  the rock is a good position for a sniper, too.
  SECTION TWO MECHANICS 
  (Maneuverability)
  Positioning Dice Pool: Maneuverability + Notice
  Gamemaster Dice Pool: Hard Difficulty d10 + 
  Cave Maze d10 + Crew’s Boat Complications
  Possible Assets: Shallow Draft, Secret Route, 
  Blinding Flash
  Possible Complications: Close Call, Hit a 
  Shallow, Everybody Duck!
  THE WEAVE
  THE ROCK
  SHORT STRAIGHT
  THE PLATFORM
  FINAL STRAIGHT
  FINISH LINE
  
  158
  ECHOES OF WAR: THRILLIN’ HEROICS
  SECTION THREE: 
  SHORT STRAIGHT
  Upon exiting the caves, there is a short, straight part 
  of the course that allows the Crew to really put their foot 
  down. It’s a good opportunity to widen the gap with the 
  competition. Now is the time for speed!
  SECTION THREE MECHANICS 
  (Power)
  Positioning Dice Pool: Power + Drive
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Open Water d4 + Crew’s Boat Complications
  Possible Assets: Smoke Screen, Punch it!, 
  Suppressing Fire
  Possible Complications: Something Fell Off, 
  Someone Almost Fell Off, Nearly Collided
  SECTION FOUR: THE PLATFORM
  The next obstacle is what remains of an old drilling 
  platform out at sea. It’s a large hundred-foot-long metal 
  structure made of rusted metal beams and joists, which also 
  saw service as an offshore pier. It’s one of the most popular 
  places to watch the race and it’s full of people. Several 
  hundred people crowd onto the place, many hanging off 
  the girders. Several ad-hoc bars and food vendors have 
  also set up shop here and the whole place has become 
  one huge party.
  The boats must drive all the way under the length 
  of the platform. This might sound simple enough, but a 
  certain amount of audience participation is encouraged. 
  Each team will have friends in the crowd looking to take 
  out their opponents. Others will be looking to take out 
  such would-be ambushers. This means that as the boats 
  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 
  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 platform’s 
  pontoons and interference from the crowd evens most 
  approaches, so the final result still determines the order 
  of whatever boat remains in the race. 
  SECTION FOUR MECHANICS 
  (Power)
  Positioning Dice Pool: Power + Drive, 
  Maneuverability + Notice, Hull + Focus
  Gamemaster Dice Pool: Hard Difficulty 
  d10 + Gunfire d8 + Grenades d6 + Crew’s Boat 
  Complications
  Possible Assets: Crowd Favorite, Full Speed 
  Ahead, Stay Close to the Platform
  Possible Complications: Drunk Stowaway, Hit 
  a Pontoon, That Sounded Like a Grenade
  SECTION FIVE: FINAL STRAIGHT
  The last section is the simplest, a long straight stretch 
  of water that makes the final section into a speed race. 
  SECTION FIVE MECHANICS 
  (Power)
  Positioning Dice Pool: Power + Drive
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Open Water d4 + Crew’s Boat Complications
  Possible Assets: Full Throttle, Grappling Hook, 
  Get Rid of as Much Weight as Possible
  Possible Complications: Blown Engine, Run 
  Aground, Taking on Water
  SECTION SIX: THE FINISH LINE
  The finish line is the processing plant’s harbor. The 
  first boat to cross the line with three folk left standing is 
  the winner. That means the boat with the highest position 
  will be first across, but there’s still one more round of dirty 
  tricks to be had. There are no positioning rolls made in 
  this section, but all the Crewmembers and GMCs have 
  one last chance to take each other out!
  SECTION SIX MECHANICS
  Possible Assets: Cheering Orphans, Full Speed 
  Ahead, Pride on the Line
  Possible Complications: Hidden Sniper, Hit a 
  Fishing Boat, Out of Gas
  
  159
  SHOOTING FISH: ACT THREE
  BOAT ACTIONS: RUBBING IS RACING
  Each other Crewmember not currently piloting a 
  boat gets to perform one Action for each section of the race. 
  That also includes Crewmembers not currently on boats. 
  This opens all kinds of options to shoot at the opposition, 
  set ambushes, create trouble, and implement plans to 
  give their team an edge. Set up an Action Order for each 
  section of the race. The captains of the GMC boats create 
  dice pools using their crew’s dice as Traits.
  Here are some common Actions that might occur 
  during the race.
  SHOOT AT ANOTHER BOAT
  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 
  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 Move die (if a Major GMC) 
  when the Gamemaster sets the stakes. 
  Crewmember Dice Pool: Physical + Shoot 
  Gamemaster Dice Pool: Target’s Hull + Target 
  Pilot’s Drive 
  Possible Assets: Taking Aim, Full Auto, They 
  Shot Me First
  Possible Complications: Low on Ammo, Wave 
  Washed the Gun Overboard, Jammed!
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember’s 
  shot goes wide! Worse yet, the targeted crew 
  counterattacks and Takes Out the Crewmember. 
  The Crewmember has to pay a Plot Point and 
  accept a Complication to stay in the fight.
   
  
  Raise the Stakes: The shot hit! The target is Taken 
  Out, unless they pay a Plot Point and take or step 
  up a Complication like Bleeding (for a member of 
  the crew) or Damaged (for the boat). The captain of 
  the targeted boat may choose to sacrifice a 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.
  RAM ANOTHER BOAT
  The first, third, and fifth sections allow for the boats 
  to smash into each other. This can only happen between 
  boats in the same position. 
  Crewmember Dice Pool: Boat’s Hull + Pilot’s Drive 
  Gamemaster Dice Pool: Target’s Maneuverability 
  + Target Pilot’s Drive 
  Possible Assets: Full Throttle, Cut ’Em Off, 
  Cut the Engines!
  Possible Complications: Scraped the Hull, 
  Hanging over the Side, Wham!
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The two boats damage 
  each other when they collide. The Crew may 
  choose to give the target a Wham! Complication 
  equal to the Crew’s boat’s Hull die if they take a 
  Wham! Complication equal to the target’s Hull die.
   
  
  Raise the Stakes: Ramming speed! The target is 
  Taken Out, unless the ship’s crew chooses to pay 
  a Plot Point and take a Wham! Complication equal 
  to the Crew’s Hull die.
   
  
  Extraordinary Success: As above, but the Crew 
  may choose to lock the boats together, making it 
  easy to get across to the other boat to board it.
  JOCKEY FOR POSITION
  It’s up to the pilot to keep the boat in the race with 
  quick wits and daring bravery. On the pilot’s turn in the 
  Action Order, the pilot may try to gain a bit on the boats 
  ahead by jockeying for position.
  Crewmember Dice Pool: Boat’s Maneuverability 
  + Pilot’s Drive 
  Gamemaster Dice Pool: Target’s Power + Target 
  Pilot’s Drive 
  
  160
  ECHOES OF WAR: THRILLIN’ HEROICS
  Possible Assets: Rubbing Is Racing, Cut ’Em 
  Off, Cut the Engines!
  Possible Complications: Lost My Balance, Gun 
  Overboard, Smoking Engine
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The pilot redlined the 
  engine. The Crew may choose to take a Smoking 
  Engine d6 Complication or step up an existing 
  engine Complication to move one position forward 
  or back for this section.
   
  
  Raise the Stakes: The pilot may move the boat one 
  position forward or back for this section.
   
  
  Extraordinary Success: As with raised stakes, but 
  the boat may get close enough to a rival boat for 
  a Crewmember to jump across without needing 
  to roll.
  JUMP TO ANOTHER BOAT
  Anyone aboard that’s not at the controls can make an 
  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 you’ll end up wet and broke. 
  Crewmember Dice Pool: Physical + Move 
  Gamemaster Dice Pool: Target’s Maneuverability 
  + Target Pilot’s Drive 
  Possible Assets: Grappling Hook, Knife in Your 
  Teeth, Running Jump
  Possible Complications: Hanging on for Dear 
  Life, Twisted Ankle, Damaged Hull
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  who made the leap ends up in the drink and must 
  pay a Plot Point and take a Complication to avoid 
  being Taken Out.
   
  
  Raise the Stakes: The Crewmember jumps across 
  the water and lands on the targeted boat.
   
  
  Extraordinary Success: Successful jump, 
  plus create an Asset like Surprised d8 for the 
  Crewmember to use against the crew of the 
  boarded ship.
  EMERGENCY REPAIRS
  The boat just has to hold together to the end of the 
  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: Mental + Fix, Physical 
  + focus
  Gamemaster Dice Pool: Complication’s die type 
  + Hard Difficulty d10 
  Possible Assets: Wrench in Hand, Thumb in 
  the Bullet Hole, Extra Supplies
  Possible Complications: Now It’s whistling, 
  Burned My Hand, Damaged Supplies
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: That didn’t help—in 
  fact, the recovery roll may have made it worse. 
  The Crewmember may step back the Complication 
  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!
   
  
  Raise the Stakes: That will do for now. The 
  Complication is removed as the Crewmember 
  patches up the boat.
   
  
  Extraordinary Success: The Crewmember made it 
  look easy! Create a Second Wind d6 Asset for the 
  Crewmember who kept the crew afloat.
  
  161
  SHOOTING FISH: ACT THREE
  THE RACERS
  As you might imagine, no one is planning to make 
  this a fair race, least of all Lake. All of the other competitors 
  have their own plans to make sure they win. 
  The Orphanage’s boat is a sturdy, well-rounded vessel 
  whose strong engine makes it a bit harder to steer.
  Despite appearing comical, they’re actually very 
  dangerous. Years of boating around the swamps to the 
  north have made all of them excellent boaters, and they’re 
  very skilled at firing guns on the water. They haven’t made 
  any plans to cheat, but they are utterly ruthless.
  This team is highly unlikely to win as they have no 
  plan at all. They want to drive fast and shoot at the other 
  competitors while getting drunker and drunker. However, 
  they may yet finish the race, as several of the Red Saloon’s 
  clientele are on the platform. They will jump into their 
  boat and join the party if there’s room, replacing lost crew. 
  This might be a good boat to attempt to take control of, as 
  nothing says your Crew can’t drive two boats, even though 
  only one can win.
  The Independent faction is the only team in the race 
  not looking to win. They are here simply to get a shot at 
  Buzzard Lake. They are essentially assassins disguised as 
  a race team. While they aren’t looking to hurt anyone else, 
  they’ll take out anything that gets in their way. The problem 
  is that the Crew needs Lake alive. If he dies, the bank takes 
  over the debt and may choose to add interest to it. There 
  may not even be a prize with the main sponsor dead.
  Lake is a skilled driver, and has brought four of his 
  best men to shoot anyone who gets close (and provide him 
  with human shields). His boat is the best and armed with 
  a few extra features, including a layer of light armor and a 
  minedropper. He’s stationed two men on the rock to take 
  shots at the others (so anyone else on the rock will have 
  to take them out). He also has several armed men on the 
  platform looking to take out the competition. A few have 
  grenades they try to throw into the boats of the competitors.
  Hull 
  8
  ORPHANAGE’S BOAT
  (UNNAMEd UNLESS CREW NAMES IT)
  SIGNATURE ASSET
  Twin Engines 
  6
  Maneuverability 6
  Power 
  Hull 
  8
  THE CLEETUS FAMILY BOAT
  MEE-MAW’S THRONE
  SIGNATURE ASSETS
  Twin Engines 
  8
  Guns and Ammo Galore 
  8
  Maneuverability 6
  Power 6
  Hull 
  8
  THE BROWNCOAT’S BOAT
  GRAVEdIGGER
  SIGNATURE ASSETS
  Armored 
  8
  Crew Cover 
  8
  Maneuverability 8
  Power 6
  Hull 
  6
  THE REd SALOON GOON’S BOAT
  THE REd TIdE
  SIGNATURE ASSETS
  Fast Engines 
  8
  Small Armory 
  8
  Maneuverability 6
  Power 
  Hull 
  8
  BUZZARd LAKE’S BOAT
  WARHORSE
  SIGNATURE ASSETS
  Advanced Technology 
  8
  Dirty Gadgets 
  8
  Power Boosters 
  6
  Maneuverability 8
  Power 8
  
  162
  ECHOES OF WAR: THRILLIN’ HEROICS
  WINNING
  Anything might happen during the race, but the 
  winner is the one to cross the finish line with a living crew 
  of three. While most of the action is going on in the race 
  itself, there are plenty of things the other Crewmembers 
  might do to help out—anything from trying to hobble the 
  competition to joining the Crew if they need help.
  If the Crew manages to win, Lake seems a gracious 
  loser, although the Crew sees he’s 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 
  Lake the cash and get him to sign a receipt. With so many 
  witnesses, Lake can’t refuse, try to increase the interest, or 
  otherwise weasel out of the deal. If they don’t think of this, 
  they’ll have to make arrangements to pay the debt. Lake 
  tells them he’ll visit the orphanage the next day with the 
  paperwork. He means the type of paperwork that requires 
  ammunition to file properly.
  
  163
  SHOOTING FISH: ACT FOUR
  ACT IV: BUZZARD CIRCLES HIS PREY
  If the Crew wins the race, Buzzard is not pleased. Even if they lost, he’s still looking to crush them for standing up to 
  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: I’m not so sure it’s over yet, Shepherd. Uh, Shepherds.
  
  164
  ECHOES OF WAR: THRILLIN’ HEROICS
  THE LOWDOWN: DOUBLE OR NOTHIN’
  Paid or not, Lake is on the way looking to end both 
  the orphanage and the Crew. Usually he’d find a way to 
  get the Alliance to do his dirty work, but it’s personal now. 
  If he doesn’t deal with them himself he’ll lose a valuable 
  part of his reputation. 
  Unless they really planned for the worst, the 
  Crewmembers don’t 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 Surplus G-Cav Unit d8. 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.
  The first thing to do is gather all the children. Unfortunately, 
  a few are out playing and may get caught outside. These 
  two or three smaller children are smart enough to hide, 
  but that makes it difficult for the good guys to find them, 
  too. Consider using a Timed Action (see page 141) again 
  to make the leadup to the final confrontation tense and 
  dramatic.
  The Crew has to take positions and manage what 
  defenses they can as the thugs approach. You should remind 
  players that they can spend Plot Points to create defensive 
  Assets, perhaps suggesting a flashback scene or two where 
  the Crew beefed up the building’s defenses.
  TROUBLE: LAKE GOES ALL IN
  Lake’s plan is very simple. His men circle the 
  orphanage a few times, blasting the lower floor with gunfire. 
  He parks his vehicle in view of the front door. This not 
  only makes Lake feel better, but he also hopes it might 
  break the Crew’s morale. 
  After he gets the Crew’s attention, Lake uses the 
  loudspeaker on his vehicle to tell the Crew they can throw 
  down their arms and give up. If they do this and Rust agrees 
  to sign the orphanage over to him, he’ll let them all go. Lake 
  just wants the Crew to take off, so he’s keeping his word 
  on this one. Rust won’t 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, there’s a little open ground that might let 
  a few get taken out by anyone on the upper floor. Unless 
  the doors have been barricaded, they’ll yield easily to the 
  assault. If the thugs have trouble with the doors, there are 
  more chances to take out a few with sniper fire. However, 
  they’re 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 don’t 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 
  floor. Then he and his remaining men pile out and shoot 
  MASTERIN’ THE GAME
  THE HANdSOME ENdING
  Even if your Crew doesn’t win the race, you don’t have 
  to send them home feeling like two-bit cardsharps 
  with empty pockets. If your Crew’s 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).
  Don’t think this means the Crew is getting off 
  with a slap in the wrist. Lake brings double the men 
  with him he would than if he was facing just the 
  Crew. Instead of bringing two Purple Gang Thugs 
  d8 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.
  
  165
  SHOOTING FISH: ACT FOUR
  anything that moves. As long as Lake has his men with 
  him, he can add their dice to his own rolls to attack the 
  Crewmembers or defend against attacks directed at him. If 
  someone does manage to Take Out Lake, he can choose to 
  have his gang absorb the blow, reducing the number of his 
  gangmembers by one instead of leaving the fight himself. 
  See Ganging Up on page 151 for more information about 
  handling Lake’s gang. 
  During this time the Crew is free to take what defensive 
  measures they can. There’s a basement and an upper floor 
  to hide or take position in. Rust takes their advice as to 
  which is the best place for him and the children. Some of 
  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. 
  They’ll happily go with anyone they recognize who promises 
  them safety, but they’re all terrified.
  If Lake’s men are Taken Out and he’s at least wounded, 
  he’ll be forced to give up. Unfortunately, he doesn’t actually 
  believe he can lose twice in a row, so he’ll only surrender 
  if his death appears a cast-iron certainty.
  SHOWDOWN: SHOOTOUT AT ALL SAINTS
  Shepherd Rust isn’t going down without a fight. 
  Rather than managing him on your own, let the Crewmembers 
  decide how he’s helping in a round. Once per turn, Rust 
  lends a Skill die to a Crewmember’s pool based on the Action 
  the Crewmember wants him to do. If the Crewmember 
  fails to raise the stakes with one of Rust’s dice in her pool, 
  Rust 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 d6 as they’d like to 
  represent unnamed townsfolk providing covering fire (if 
  they showed up) or orphans trying to take down thugs 
  with unusual tactics. 
  Since this is a straight-up fight, it’s wise to break into 
  an Action Order until one side is no longer standing.
  Here are some suggestions for common Actions in 
  this battle.
  ATTACKING THE PURPLE GANG
  There are at least twice as many gang members as 
  there are Crewmembers. Time to whittle that down some.
  Crewmember Dice Pool: Physical + Shoot, 
  Physical + Fight
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Purple Gang Thug Xd8 
  Possible Assets: Stout Hickory Stick, Got a 
  Bead on Him, Firing From the Roof 
  Possible Complications: Out of Ammo, 
  Surrounded, Got the Drop On You 
  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 
  Thug’s dice pool to stay in the fight. They can also 
  choose to have the Purple Gang Thug take out one 
  of the Townsfolk or Orphans instead of taking the 
  Complication.
   
  
  Raise the Stakes: One of the thugs (and his die) 
  is Taken Out.
   
  
  Extraordinary Success: Two of the thugs (and their 
  dice) are Taken Out.
  
  166
  ECHOES OF WAR: THRILLIN’ HEROICS
  ATTACKING BUZZARD LAKE
  Anyone who’s survived a rattlesnake encounter knows: 
  you cut off the head as quickly as possible when you hear 
  the rattle. If Lake’s vehicle has been disabled and he’s on 
  foot, he uses his Move d4 instead of Drive d6. To avoid 
  being Taken Out, Lake often uses his Distinctions as d4s 
  to gain Plot Points. 
  Crewmember Dice Pool: Physical + Shoot, 
  Physical + Fight
  Gamemaster Dice Pool: Lake’s Physical d10  
  + Drive d6 + Sore Loser d4 + Surplus G-Cav Unit d8 
  Possible Assets: Stout Hickory Stick, Got a 
  Bead on Him, Firing From the Roof 
  Possible Complications: Out of Ammo, 
  Surrounded, Got the Drop On You 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Lake Takes Out the 
  attacker. The Crewmember can spend a Plot Point 
  and accept a Complication equal to the highest 
  rolling die in Lake’s dice pool to stay in the fight.
   
  
  Raise the Stakes: One of Lake’s thugs is Taken Out 
  to protect him. If his thugs are gone, Lake must 
  either pay a Plot Point and take a Complication 
  equal to the Crewmember’s highest rolling die 
  or be Taken Out.
   
  
  Extraordinary Success: Two of Lake’s 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 Crewmember’s highest 
  rolling die or be Taken Out.
  DEFENDING AGAINST A 
  PURPLE GANG ATTACK
  The Purple Gang’s tactics: In the first round, spread 
  their dice out evenly against the Crewmembers. The 
  survivors then gang up (see page 151) on the threats in 
  later rounds and ignore anyone that doesn’t 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: Physical + Move, 
  Physical + Fight
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Purple Gang Thug Xd8 
  Possible Assets: Decent Cover, Dodging Like 
  a Madman, Cool Under Fire 
  Possible Complications: Bloodied, Wounded, 
  Got the Drop On You 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Purple Gang 
  Attack fails. The Crew Takes Out one of Lake’s 
  thugs.
   
  
  Raise the Stakes: The thugs succeeds in Taking 
  Out the Crewmember they were targeting. That 
  Crewmember has to spend a Plot Point and accept 
  a Complication equal to the highest rolling die in 
  the Purple Gang Thug’s dice pool to stay in the 
  fight.
   
  
  Extraordinary Success: The thugs succeed 
  in Taking Out the Crewmember they were 
  targeting and they Take Out a bystander (a kid 
  or townsperson) as well. That Crewmember has 
  to spend a Plot Point and accept a Complication 
  equal to the highest rolling die in the Purple Gang 
  Thug’s dice pool to stay in the fight.
  
  167
  SHOOTING FISH: ACT FOUR
  DEFENDING AGAINST 
  BUZZARD LAKE
  When it becomes clear the Crew isn’t 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 
  to let the Crew join in the first place. As when the Purple 
  Gang goes on the offensive, the players set the stakes and 
  Buzzard Lake tries to raise them. 
  Crewmember Dice Pool: Physical + Move, 
  Physical + Fight
  Gamemaster Dice Pool: Lake’s Physical d10 + 
  Fight d8 + Temper d4 + Dirty Tricks d6
  Possible Assets: Decent Cover, Dodging Like 
  a Madman, Cool Under Fire 
  Possible Complications: Bloodied, Wounded, 
  Got the Drop On You 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Lake’s 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 
  Complication equal to the highest rolling die in 
  the Crewmember’s dice pool to stay in the fight.
   
  
  Raise the Stakes: Lake succeeds in Taking 
  Out the Crewmember he was targeting. That 
  Crewmember has to spend a Plot Point and accept 
  a Complication equal to the highest rolling die in 
  Lake’s dice pool to stay in the fight. 
   
  
  Extraordinary Success: Lake succeeds in Taking 
  Out the Crewmember he was targeting. That 
  Crewmember has to spend a Plot Point and accept 
  a Complication equal to the highest rolling die in 
  Lake’s dice pool to stay in the fight.
  When Lake is defeated, the orphanage is finally 
  saved. Without his men and having been beaten twice, 
  his reputation is in ruins. Pretty much everyone’s happy 
  to stand up to him now. Even if the debt wasn’t paid, with 
  a gun to his head he’ll happily write off the debt in return 
  for his life. While he’d love to get rid of the orphanage, he 
  now knows Rust has powerful friends and he’ll be forced 
  to give in.
  Rust offers anything he has to reward and thank the 
  Crew. It isn’t much, but they’ll always have a place to stay 
  if they need it.
  
  168
  ECHOES OF WAR: THRILLIN’ HEROICS
  ROLL CREDITS
  This may be the end of this yarn but chances are 
  the actions of the Crew have changed things for the people 
  involved. If you want to come back to the people, places, 
  and events of Shooting Fish, here are some examples of 
  stories you can tell with your Crew.
  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, 
  they’re 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?
  STOWAWAY BRIDE
  One of the local town girls has taken a shine to a 
  Crewmember and stows away aboard the ship. She isn’t 
  discovered until later in the journey. While the ship is 
  free to take her home, all the way back she tries every 
  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, he’ll set on 
  a path of revenge against the Crew. In this story, he doesn’t 
  get very far. He’s 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, they’re 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?
  CLEETUS…IN…SPAAAAAAAACE!
  Even if the Crew lost the race and didn’t 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.
  
  FRIENDS IN LOW PLACES
  Presented by Monica Valentinelli
  
  170
  ECHOES OF WAR: THRILLIN’ HEROICS
  Friends in Low Places gives the Crew the  opportunity 
  to help an old friend, get a heap of credits, and be Serenity 
  View’s biggest damn heroes. Monty, a former Browncoat, 
  needs their help. His new wife, Daisy, has disappeared and 
  he’s convinced a fella by the name of Virgil Morningstar is 
  responsible. Though Monty believes that Daisy is still alive 
  and is hidden somewhere in Serenity View, he knows this 
  job is more than he can handle by his lonesome.
  Now the problem with Virgil is that he’s a powerful 
  man who owns half the town. Not only is he a fine and 
  upstanding member of the Alliance-backed Trader’s Guild, 
  the town’s religious leader, Shepherd Carson, won’t stop 
  crowing about his righteous acts.
  To figure out where Daisy went, the Crew will first 
  need to convince Monty he can trust them. Then, they’ll 
  have to sniff around Serenity View some to see if they can 
  pick up her scent. Trouble is, most folk won’t talk openly 
  about Morningstar, but they will let on that Daisy ain’t 
  the only one who’s vanished. The deeper they dig, the 
  more obstacles get in their way. Cue suspicious folk like 
  Shepherd Wiley Carson, who ain’t exactly what he seems, or 
  the Guild trader’s endless supply of hired goons and spies. 
  If that weren’t enough to fret about, Morningstar, and 
  an Alliance colonel by the name of Sally Wu, will offer the 
  Crew a shaky deal for a pile of credits and a heap of favors. 
  Seems everybody around town has a stake in Morningstar’s 
  business. Should the Crew choose sides, they’ll quickly 
  find out how interesting Serenity View can get. 
  In the end, it don’t matter if the Crew takes matters 
  into their own hands, strikes a bargain with the Devil, or 
  brokers a deal with the Alliance. What will be important 
  are the friends they can count on when they discover 
  Morningstar’s deepest, darkest secret in the final showdown 
  at Serenity Valley. Truth be told, the Crew’ll need all the 
  help they can get.
  The Way of Things
  “Why’d we have to come back here, anyway? 
  Serenity Valley is downright spooky.” 
  - Jayne
  MONTY? IS THAT YOU?
  Monty’s the perfect major Gamemaster character for anybody who loves to role-play with an accent. 
  To sound more like him, drop a few hints here and there into his everyday speech. For example, say 
  “tah” instead of “the” and “ain’t” instead of “aren’t.” 
  If you’re running Friends in Low Places with the main cast and you’re lookin’ to have even more 
  fun, set this Episode after the events of “Trash.” Then, in the Prelude, have Monty bring up his former 
  wife, Saffron. Don’t forget: this former Browncoat will now refer to “Bridget” as a “devil-woman” and 
  complain about how long it took him to grow back his beard. If Monty says anything nice about Saffron, 
  Mal might think he’s gone soft in the brainpan.
  
  GOOd OLE MONTY
  “’Course I want to rescue her! Daisy ain’t nothing like that devil-woman. Is she?”
  ATTRIBUTES
  Mental 
  6
  Physical 
  Social 
  8
  SKILLS
  Craft 
  6  
  Cooking
  Fight 
  6  
  Fix 
  6  
  Guns
  Focus 
   
  Protecting Friends
  Influence 8  
  Know 
  8  
  The Unification War
  Shoot 
  6  
  Rifles
  Survive 
  8
  Treat 
  8
  Trick 
  6
  dISTINCTIONS 
  Everything’s Shiny 8
  Don’t worry. Everything’s going to come out shiny in the end.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Lightweight: Gain 1 PP when you choose to get knocked out, drunk, or otherwise affected by incapacitating causes instead of rolling dice.
  Hitched 8
  You ever been with a warrior woman?
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Veteran of the Unification War 8
  It don’t matter which side you fight on, war leaves a mark on your heart n’ soul!
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Fightin’ Type: Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered.
  SIGNATURE ASSET
  Sweet Liberty Rifle d8: Modeled after an antique from Earth-That-Was, this bolt-action souvenir rifle has a pearl handle and engraved 
  silver-etchings on its handsome sides. Sweet Liberty is a magazine-loaded rifle that was given to Monty by his current wife, Daisy, as 
  a wedding present.
  Character Type: Smuggler, war veteran (Independents), former P.O.W. 
  Role: Monty introduces the mystery by telling the Crew his wife’s gone 
  missing.
  Acts: All
  Character Description: Monty is a big, lumbering man with an easy 
  smile, shoulder-length brown hair, and a mighty fine beard. He’s got a list 
  of friends a mile long and, though he ain’t too bright, it’s hard not to like 
  this good-natured war veteran. Some call him “sasquatch.” Others call him 
  “lumberjack.” Most, though, simply call him “Monty.”
  Monty is a simple man who likes to laugh. He’ll go to great lengths for his 
  friends—like Malcolm Reynolds and his crew—but won’t rush into the line of 
  fire. When it comes to fightin’ and shootin’, Monty’s the type of guy that can 
  take a bullet or a sharp punch to the gut and keep on going ’til the battle’s 
  won. Though this veteran is slow to anger, anyone who gets on his bad side 
  will stay there permanently. He won’t shoot an enemy in the back, though. 
  Monty may get mad, but he’d rather win in a fair fight than cheat to win.
  Truth be told, Monty’s big heart is what gets him into trouble the most. This 
  big ole softie believes in love at first sight and his habit of getting hitched 
  has cost him a fair pile of credits. He met his current wife, Daisy, during a 
  funeral held in Serenity Valley chapel for a mutual friend. Now that she’s 
  gone missing, Monty ain’t acting like himself. Why, he’d be willing to sacrifice 
  the rifle his dear Daisy gave him as a wedding present just to get her back.
  Likes and Dislikes: Monty doesn’t believe there’s a morally grey area. 
  To him, there’s right and wrong and nothin’ else in between. For example, 
  Monty smuggles and steals in order to survive—not because he wants 
  to beat up folk who don’t deserve it. Hurt any one of his friends, though, 
  and he’ll take it as a personal slight. That’s when folk better start running. 
  Flashbacks and Echoes: Monty fought for the Independents in the 
  Unification War. He’s a proud veteran and, though he lost, he continues 
  to live life on his own terms and does not consider himself a member of 
  Alliance society. He won’t brag much about his own deeds, but he’ll tell a 
  story or two about the antics of his war buddies.
  171
  
  VIRGIL MORNINGSTAR
  “Call me what you want. I know I’m doing what’s right for this town.”
  ATTRIBUTES
  Mental 
  8
  Physical 
  4
  Social 
  6
  SKILLS
  Craft 
  6
  Drive 
  6  
  Fly 
  6
  Focus 
  6  
  Influence 8  
  Negotiation
  Know 
  6  
  Alliance Trade Law
  Sneak 
  6
  Survive 
  8
  Trick 
  6
  dISTINCTIONS 
  Guild Trader 8
  Your business is in moving goods and services from one place to another under Guild 
  contract. It’s not as free as you’d like, but there’s security.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Get Out of Jail Free: Spend 1 PP when you’re imprisoned, locked up, 
  seized, or held. The Trade Guild springs you, but they’ll ask you to do 
  something for them later.
  Local Yokel 8
  This land is my land, this land ain’t your land. I got a shotgun, and you ain’t got one.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Unprincipled 8
  You’d sell your own mother to the Reavers to make some coin. Your pappy you’d throw in for free.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Curse Your Sudden, But Inevitable Betrayal: When you betray an ally, gain 1 PP and double the highest Complication die in the ally’s roll.
  SIGNATURE ASSETS
  Pick one Signature Asset to use in this Episode. Whichever one you choose will be in addition to Virgil’s hired guns.
  Trader’s Guild Credentials d6: To cover up the unsavory portion of his business, Virgil has a set of Guild credentials that gives him the authority to 
  set up shop as a legal Alliance trader. These Credentials shield Virgil from further scrutiny. After all, the Alliance is often busy hunting down 
  illegal traders, salvagers, and thieves—why would they bother with a Guild trader who’s already been through an extensive background check?  
  Military “Dusk” Truck d6: During the War, both the Alliance and the Independents used cargo trucks like the one Virgil has in his possession to transport 
  soldiers in the dead of night. Nicknamed the “Dusk” Truck, this vehicle has a canvas-covered rear and was typically driven across the battlefield 
  during a lull in the fighting. Drivers would often wear night vision goggles to avoid turning the truck’s lights on and be spotted by the enemy.
  Character Type: Trader
  Role: Virgil Morningstar is a greedy Guild trader who believes he’s the 
  savior of Serenity View.
  Acts: All
  Character Description: Virgil Morningstar is a tall, thick man who’s made 
  a name for himself by making deals and kissin’ babies. According to Guild 
  records, Morningstar began trading five or six years ago on Hera right after the 
  War ended, taking advantage of the newly opened interplanetary shipping 
  lanes. At first, the trader’s business boomed and, instead of investing back 
  into his own inventory, Virgil spent his credits close to home by buying up 
  all kinds of cheap real estate. In just a few years, Morningstar practically 
  owned half the town, but all the wealth in the world couldn’t fill the ragged 
  hole in his black heart. He was starting to go bad, and he knew it, too. 
  Lost, Morningstar began attending Sunday services at Serenity Valley 
  chapel hoping to find a way to ease his troubled soul. Something about 
  Shepherd Carson’s carefully constructed sermons touched him in a way 
  that nothing else could. Maybe it was the way Shepherd talked about how 
  the town needed a strong leader. Or maybe it was the speech he gave about 
  how Serenity View was destined to fall unless somebody did something 
  about them poor refugees and destitute folk in Phoenix Heights. 
  Whatever the reason, Morningstar found he always felt better after Sunday 
  services. He often showed his gratitude by inviting the “good” Shepherd 
  out for dinner. After a few weeks, the two became friends and, after a few 
  months, business partners. To justify Morningstar’s greed, Shepherd Carson 
  often reassured the trader that he was simply doing the Good Shepherd’s 
  work. In exchange for Carson’s invaluable guidance and a newly discovered 
  peace-of-mind, Virgil made hefty donations to the church and padded 
  Carson’s bank account. 
  His morality no longer in question, the well-dressed Morningstar took 
  greater and greater risks to turn a substantial profit with the Guild’s 
  blessing and protection. Though he was greedy, Virgil was never one to 
  act hastily—which is why he’s never been caught. The list of shortcuts 
  and black market goods he’s traded is taller than he is, especially since he 
  started transporting human cargo.
  As long as Morningstar pays his ever-increasing dues to the Alliance-
  run Trader’s Guild, the Law’ll continue to turn a blind eye. That is, unless 
  someone can provide a heap of damning evidence and witnesses who’ll 
  testify against him.
  Likes and Dislikes: Serenity View’s head honcho has a short list of 
  preferences. Morningstar believes he is performing a service by removing 
  the undesirables from Serenity View with the local Shepherd’s blessing. 
  Anyone who disagrees with him is treading dangerous ground, for the trader 
  has convinced himself that those who do are in cahoots with the Devil. He’ll 
  typically deal with those who have the credits or power to afford his services. 
  Flashbacks and Echoes: Though he signed up to fight alongside the 
  Independents with his brother, Virgil Morningstar deserted his post and hid 
  in a Serenity View safe house until the War was over. The minute a truce 
  was declared, Virgil was back out in the Valley, picking over the remains 
  scattered across the field. Today, this Guild trader pretends he’s always been 
  a tried-and-true Alliance man. Who is he to argue with the side that won?
  SPECIAL
  Virgil’s Thugs
  Role: At the behest of Shepherd Carson, Virgil has paid a group of 
  local spies and mercenaries to watch both their hides and provide 
  security during the action. Hired Guns d6 accompany Virgil around 
  town, while Ex-Soldiers d8 are entrusted with the security details in 
  the graveyard and the hidden bunker.
  172
  
  SHEPHERd WILEY CARSON
  “God may have a plan, my son. And I’m here to tell you what that is, so you better listen.”
  ATTRIBUTES
  Mental 
  Physical 
  8
  Social 
  8
  SKILLS
  Fight 
  8  
  Focus 
  6
  Influence 6  
  Orders
  Know 
  6  
  Alliance Military
  Move 
  6  
  Notice 
  6  
  Regulations
  Move 
  6  
  Sneak 
  Shoot 
  6  
  Handguns
  Treat 
  6
  Trick 
  8  
  dISTINCTIONS 
  Shadows of the War 8
  Not everyone serves their side on the front lines. Not everyone left what they did behind.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Operational Flexibility: Double your Focus when you are working to reconfigure a plan on the fly.
  Mysterious Past 8
  You weren’t born to the life you’re livin’ now.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Harmless Looking 8
  You blend into a crowd like a rock blends into a quarry.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Couldn’t Hurt A Fly: Step back your Physical die to step up your Social die when convincing someone you’re not a threat.
  SIGNATURE ASSET
  Pick one Signature Asset to use in this Episode. 
  Assumed Identity d8: After the Battle of Serenity Valley, the Alliance put through an edict to ensure its new citizens had a legitimate ident 
  card. With the War being what it was, it was not uncommon for a few desperate and unsavory characters like Andrew Spellman to assume 
  a new identity and leave the pain of their former lives behind. The ident card is real enough, which is why it’s often hard to convince 
  the authorities on Hera that the owner of the documentation isn’t who he says he is. 
  Pretty New Face d8: Spellman’s fake ident isn’t the first one he received. After almost getting caught two years into his new role by another 
  Alliance veteran, Spellman opted for plastic surgery to hide his true identity. Unfortunately, Spellman couldn’t afford the surgery so he 
  struck a shady deal with a local gang. The imposter’s desperate need to repay his debt led him straight to Morningstar. Most townsfolk, 
  with the exception of Doc Greene, believe Spellman had some kind of skin cancer that required extensive reconstructive surgery.
  Character Type: Shepherd (Imposter)
  Role: Shepherd Carson is Virgil Morningstar’s consultant and the true 
  brains of his illegal trade operation.
  Acts: III and IV
  Character Description: Thin and wiry, Shepherd Carson is a lot more than 
  he seems. Though he’s got the face of the boy-next-door, a deep, booming 
  voice, and a charming smile, Carson is a fiery preacher ready to do the good 
  Lord’s work for the humble people of Serenity View—or is he? 
  Carson’s real name is Andrew Spellman. According to Alliance records, 
  Spellman was a low-ranking officer whose mind snapped on the battlefield 
  about a week before the Battle of Serenity Valley ended. A small ship was 
  scheduled to land and escort him, along with a dozen prisoners-of-war, back 
  to an Alliance cruiser hovering over Hera’s orbit. By the time it was ready to 
  dock, the battle was over and chaos ensued. Spellman, seeing his chance, 
  quickly assumed the identity of an Independent chaplain who died a short 
  time earlier and disappeared into the fray. To further hide his former self, 
  Spellman went to great lengths to change his appearance. 
  A few townsfolk who were friends with the late Shepherd know Spellman’s 
  secret, but are scared they’ll wind up dead if they reveal it. “Carson” has 
  fooled most—including Morningstar—into believing he’s a real Shepherd. If 
  his easy-going ways weren’t enough to win the townsfolk over, his hellfire-
  and-brimstone sermons put the fear of God in them. Townsfolk who attend 
  the imposter’s weekly sermons will often hear about his deep regret for the 
  sins he committed by supporting the Independents during the War. This false 
  Shepherd wears the mantle of self-righteousness so well, he’s convinced 
  himself that he’s helping Morningstar rid the world of undesirables that 
  don’t deserve what the Alliance can rightly provide for them. 
  Spellman will do anything to protect his identity and his rich friend 
  Morningstar. If he had to pick between the two, though, this slippery snake 
  would choose to save his own skin and find a new friend.
  Likes and Dislikes: The fake Shepherd needs an audience in order to 
  keep “performing.” Get him alone, and after a few minutes his face starts 
  twitching and he’ll make excuses to leave. Question his antics or his morality 
  in front of the group and the townsfolk will close ranks around him. When 
  confronted by his lonesome, however, Spellman will start to break down and 
  provide conflicting details if he’s conversing with someone who doesn’t buy 
  into his religiosity or his “good” works. There’s no telling what Spellman 
  will do once someone finds out who he really is.  
  Flashbacks and Echoes: Spellman was a foot soldier during the War who 
  fought for the Alliance on Hera. Though he snapped, this war veteran had 
  enough survival instincts left to save his own hide. For the past six years, 
  he’s been masquerading as a Shepherd—and many of the prim and proper 
  townsfolk love his act. Few townsfolk remember Spellman and the family 
  of farmers he hailed from.
  173
  
  COLONEL SALLY WU
  “Some citizens went to war because it was the right thing to do. I volunteered because I knew the Alliance would win.”
  ATTRIBUTES
  Mental 
  8
  Physical 
  6
  Social 
  SKILLS
  Fight 
  8  
  Focus 
  8
  Influence 
   
  Interrogation
  Know 
  8  Criminal Organizations
  Notice 
   
  Detecting Lies
  Shoot 
   
  Handguns
  Throw 
  6
  dISTINCTIONS 
  Alliance Officer 8
  You proudly wear the uniform of the organization that brought peace to the universe.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Decorated 8
  You came back from the War with a medal and a story. You’re not sure if it was worth 
  the cost.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 You’re a Gorramn Hero: Spend 1 PP to double your Social when dealing with anyone who served on your side.
  Pampered Upbringing 8
  Some would call you spoiled. When they do, you call Daddy.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Daddy’s Money: Spend 1 PP to double your Influence die when promising a payout from your rich family.
  SIGNATURE ASSET
  Pick one Signature Asset to use in this Episode. The Alliance soldiers are extras that’ll come into play as well.
  Military Medals d8: Some officers haven’t earned their stripes yet, but Wu is not one of them. The front of her uniform is filled with gold 
  stars, colored bars, and a heap of medals. Not only do they reflect Wu’s service in the War, they also indicate that she is a powerful 
  representative of the Alliance and shouldn’t be trifled with. To those who don’t consider themselves to be a member of the Alliance, 
  these medals serve as a reminder of Wu’s loyalty and obedience to a way of life they’ve shunned. 
  Spoils of War d8: One of the darker sides of the Unification War was the fact that skirmishes didn’t always take place on the battlefield. 
  Some soldiers raided the homes of families who were sympathetic to the Independents. Wu did not build her wealth by engaging in 
  petty theft. The Colonel received “donations” from her superiors in exchange for her family’s influence. She often uses what she’s 
  gained to further her position within the Alliance. These spoils of war are not listed as inventory nor are they on any record. For her, 
  these bargaining chips are necessary tools of her trade.
  Character Type: High-ranking Alliance officer
  Role: Colonel Sally Wu offers the Crew a deal in exchange for their help 
  to take down Morningstar.
  Acts: II and IV
  Character Description: Sally Wu was born into a life of luxury. The Wu 
  family has a long and storied history within the Alliance; its more prominent 
  members have held positions of military might and political power for the 
  past two or three decades. Most who follow Core politics or know the names 
  of its famous commanders will know who Colonel Sally Wu is. 
  Though it’s said Colonel Wu has no sense of humor, most folk know 
  her only by reputation. The Colonel’s stellar record and strict methods for 
  upholding the Law are what led her to Serenity View. Unlike Morningstar’s 
  clients, a few wealthy families back on Bellerophon couldn’t stomach his 
  shady offers and secretly alerted the Colonel that all may not be well on Hera. 
  Wu collects “trophies” and only goes after the worst kinds of criminals. 
  For her, it’s not enough to throw the Law at a villain; she feels it’s her 
  personal responsibility to remove the worst of the bunch. Everyone else, 
  including illegal salvagers, bumbling smugglers, and Browncoat veterans, 
  is beneath her notice. After all, if the Alliance can’t protect the upstanding 
  citizens of Serenity View from unsavory folk like Morningstar, then why 
  bother policing that part of the system?
  Likes and Dislikes: Colonel Wu has no patience for buffoons, miscreants, 
  or fools. She is a serious individual who favors cleanliness, punctuality, 
  and honesty over long-winded speeches and pettiness. She’ll play fair and 
  keep to her word provided the parties she’s dealing with holds up their 
  end of the bargain.
  Flashbacks and Echoes: Colonel Wu is a decorated Alliance veteran of 
  the Unification War and is held in the highest regard. She continues to 
  serve the Alliance and will do so, to the best of her ability, until her heart 
  ceases to beat.
  SPECIAL
  Wu’s Troops
  Role: Colonel Wu has a complement of Alliance infantry soldiers 
  that answer to her commands. These Alliance soldiers aren’t eager 
  to die for her, but they’ll follow orders to the best of their abilities. 
  Alliance Soldiers d6.
  174
  
  QIAO ZHAO
  “You claim to understand what I desire? That is your first mistake.”
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Influence 8  
  Move 
  6
  Notice 
  8  
  Perform 
   
  Mimicry
  Shoot 
  6  
  Pistols
  Sneak 
  6
  Operate 
  6
  Trick 
   
  Lying
  dISTINCTIONS 
  Alliance Spy 8
  You’ve got your orders. What you do with them now is up to you.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Secret Browncoat 8
  Independents aren’t appreciated much round these parts. But y’all know how to stick together.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Master of Disguise 8
  You’re more comfortable in someone else’s skin.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Evil Twin: Gain 1 PP when someone you are disguised as shows up to ruin your illusion.
   
  5 Mockingbird: Spend 1 PP to step up your Perform Skill when you are trying to mimic someone’s voice.
  SIGNATURE ASSET
  Stink Bug d8: This listening device is a portable, tiny surveillance unit that can be dropped close to a nearby target. Zhao has embedded 
  her Stink Bug into a knotted good luck charm to avoid detection. While the Stink Bug cannot record conversation, it will amplify what’s 
  being said so she can easily hear whispered secrets and private discussions through a wireless transmission.
  Character Type: Double Agent
  Role: Alliance spy (Colonel Wu) and secret friend to the Independents 
  (Monty).
  Acts: All
  Character Description: Qiao Zhao is Colonel Wu’s covert weapon and a 
  woman of a thousand faces. Zhao knows how to blend into the background 
  and remain invisible. She may be found working as a waitress at Whistler’s 
  Bar and Grill or pretending to be a charity worker who’s feeding a street 
  urchin in Phoenix Heights. She could be acting like one of the faithful, singing 
  in the Serenity Valley chapel choir, or selling wares to the Celestial Mystic 
  for the tourists. Zhao assumes all of these nondescript roles and more.
  While the mysterious Qiao Zhao is respectful and dutiful to her employer, 
  Colonel Wu, she is also dedicated to restoring the lives of former Independents 
  like Monty. The spy will secretly assist those in trouble, provided she 
  doesn’t get caught. Zhao will, at all costs, cover her tracks to avoid being 
  interrogated by the Alliance. 
  Though she’s worn hundreds of different identities and managed to deflect 
  any further Alliance-led inquiries, a closer look into Zhao’s true background 
  will reveal that she’s infiltrated the Alliance to exact her revenge. Thus far, 
  the Alliance has left Zhao alone—in part because Wu has vouched for her.
  Likes and Dislikes: Zhao prefers to speak using as few words as possible. 
  When she does, Zhao fills the role of the character she’s playing and rarely 
  reveals her true self. If confronted, the spy will find a way to run or hide in 
  a crowd. She prefers stealth to open combat and will not hesitate to call 
  Colonel Wu if she feels her life is threatened.
  Flashbacks and Echoes: Zhao did not participate in the Unification War. 
  Her motives for helping the Independent veterans stem from the family 
  members killed by the Alliance. As a result, this spy helps Colonel Wu catch 
  Alliance-friendly villains and sabotages the capture of former Independents. 
  Her goal is to one day murder Colonel Wu and assume her identity.
  175
  
  MASTERIN’ THE GAME
  ARCHETYPES 
  Friends in Low Places has strong ties to the Firefly 
  television show. Players who fill the main cast’s shoes 
  will likely have an easier time connecting to Monty, the 
  emotions caused by visiting Serenity Valley, and the 
  Alliance-heavy involvement in this particular Episode 
  than those who don’t. 
  Though this Episode takes place in a town that’ll 
  trigger powerful memories for characters like Mal and 
  Zoe, they were not the only folk who were affected by, 
  or fought in, the last Battle of Serenity Valley. Here are 
  some examples to show how you can tie the Crew’s 
  archetypes back into the story without sacrificing tension. 
  Academy Dropout: The story of Serenity Valley 
  has been well documented. Well, mostly. A character 
  like this has the potential to unlock a few dirty secrets 
  over the course of this Episode. The question is: what 
  will the dropout do with this information?
  Alliance Agent: The Guild carries a lot of weight 
  within the Alliance. What’s more, Morningstar’s five-
  year record as a Guild trader has yet to be tarnished. 
  If Morningstar truly is guilty, what lengths would this 
  character go to in order to bring him to justice?
  Asteroid Miner: This character will likely spot 
  something’s wrong with the cargo sooner rather than 
  later. What’s more, a miner might find it hard to pass 
  up a bribe—remember that a character like this might 
  have to fulfill a quota or perform some other mandate 
  to stay employed.
  Battle-Worn Bounty Hunter: There’s a lot of potential 
  for storytelling if a bounty hunter is in the Crew. Maybe 
  Monty has a price out on his head. Maybe Wu does, or 
  one of the other characters involved. Serenity Valley 
  has a wealth of post-War secrets, like Shepherd Carson, 
  waiting to be explored and sold to the highest bidder.
  Border Planet Farmer: Don’t mistake a simple 
  farmer for a fool. Anyone who’s got an ounce of brain in 
  the brainpan will sense that something’s very “wrong” 
  with Morningstar and Shepherd Carson. A farmer who’s 
  used to dealing with honest folk might point out who 
  the villain is right away.
  Cortex Hacker: A technologically savvy character 
  with access to the Core is mighty handy in a tale like 
  this. Not only could the hacker verify the Shepherd’s 
  true identity, by laying a trail of bread crumbs this 
  character can also piece together clues and seemingly 
  innocuous tidbits about all the players in this Episode.
  Derelict Salvager: Hidden cubbyholes, the spoils of 
  war, and sketchy travel routes will be right up a salvager’s 
  alley. If money motivates this character, this would be 
  another player to approach with a bribe—from Wu or 
  Morningstar. Think of the salvager as a mercenary, but 
  with better morals.
  Dishonored Politician: The word “dishonored” 
  doesn’t necessarily mean “remorseful.” A politician 
  could take either side in exchange for a piece of land 
  or a cleared record. What’s more, it’s also possible that 
  a politician might try to move in on Morningstar’s turf 
  by collaborating with the Shepherd.
  Dock Foreman: A foreman may not be savvy 
  enough to play up all the angles, but there is a certain 
  skill set this character will be able to leverage as an 
  advantage: management. Foremen make great leaders 
  and may also sway uneasy townsfolk to work together 
  in a crisis. ’Course, a weaker manager may cave to 
  either Morningstar or Wu, whichever is portrayed as 
  the strongest.
  High-Stakes Gambler: This character will likely 
  be a touch more chaotic than usual over the course of 
  this Episode. There are a lot of key players here, and 
  while the villain may be cut-and-dry, getting out of this 
  situation alive and in one piece is not. For a gambling 
  type, this story is a perfect opportunity to play the odds.
  Small-Time Trader: Morningstar’s cargo and Wu’s 
  wealth might be attractive to a small-time trader who’s 
  deeply in debt. That doesn’t mean that Monty’s offer 
  and plight won’t impact this character. But, at the same 
  time, the trader’s own situation might be a factor in what 
  decisions are made. After all, there are a lot of credits, 
  favors, and bribes that can be traded in this Episode.
  Triad Enforcer: A member of the criminal underground 
  will likely smell something’s rotten with the Shepherd 
  before the other crewmembers. This character might 
  scope out the situation and take out Morningstar and 
  the Shepherd, believing that the Triad will replace them 
  both. It’s also possible that the enforcer will work with 
  the Alliance to protect Morningstar, just so the Triad 
  can bring him to heel. 
  
  MISSING TOWNSFOLK:  
  REFUGEES ANd INdENTUREd SERVANTS
  “What do you mean I belong to you, Virgil? I read the fine print and it said nothin’ about being a slave.”
  Character Type: Human Cargo
  Role: The missing refugees and conned townspeople serve to add 
  gravity to an already tense situation. Conned into signing their lives away, 
  Morningstar sells these poor folk at auction to the highest bidder.
  Acts: III and IV
  Character Description: Even to high-ranking members of the Alliance, 
  human trafficking is a profitable-but-heinous crime. Commanders like Colonel 
  Sally Wu find the practice reprehensible, but they’re aware that some acts 
  are hard to trace and, in some cases, difficult to prove. Here, Morningstar 
  either must be caught transporting this “cargo” or his victims have to be 
  willing to testify in court against him. 
  Remember, even folk like Niska don’t play their hand at the start. Morningstar 
  is a Guild trader who’s far from honest. Human trafficking is just one of many 
  offenses he’s committed. To ensure the Crew gets the most satisfaction 
  out of the Episode, avoid revealing the nature of Morningstar’s cargo until 
  later in the Episode by planting other clues about the missing refugees.
  Unlike a kidnapping or a hostage situation, the people sold at auction are 
  aware of what’s happening to them. Shepherd made sure of that by forcing 
  them to sign a bad, but legal, contract with a pile of loopholes. 
  The Crew may realize that Morningstar knows the whereabouts of the 
  missing townsfolk, but they likely won’t know the gritty details until the 
  third or fourth Act. The number of refugees they find will depend upon 
  where they are located. There could be dozens of coffin-sized boxes or 
  only five; some could be filled, others empty. 
  Most of these refugees are connected to Morningstar or Shepherd Carson 
  in some way. By setting them free, they’ll offer more ties to the plot and 
  help the Crew when they get stuck. Here are some of the folk the Crew 
  might save and when they might be discovered:
   
  
  Daisy: A petite woman with a big heart, Daisy is Monty’s new bride and 
  just as likeable as he is. She’s a pistol and has quite the mouth on her. 
  First chance she gets, she’ll be itchin’ to raid Morningstar’s hideout and 
  free the other townsfolk, provided she can fight alongside her husband, 
  Monty. Daisy will be kept in stasis in the Serenity Valley hideout and 
  may be encountered in Act IV.
   
  
  Alan: This rail-thin Alliance Veteran doesn’t have heaps of fighting 
  experience. His specialty during the War was sneaking in and out of 
  places without being seen. Once freed, Alan will be hopping mad that 
  Shepherd Carson suckered him into signing his life away. He’s not out for 
  blood. He’ll want Morningstar and everybody involved to be brought to 
  court to stand trial. Alan may be found in Phoenix Heights during Act III.
   
  
  Kittredge Family: After her husband died of pneumonia, Morningstar 
  forced Lila Kittredge to make a difficult choice. She could either give 
  up custody of her three girls, Amanda, Penny, and her baby Rose, or 
  she could sell herself into his service to ensure they’d be well taken 
  care of. Now Lila decided she didn’t want to be separated from her 
  daughters, so she signed all their lives away hoping that they’d be 
  sold together. Her concern is for the safety of herself and her children. 
  These townsfolk will be the first sold at auction in Act IV.
   
  
  Elijah: A former Browncoat, Elijah has a deep, telltale scar that runs from 
  one side of his face to the other. Though he’s as gentle as a lamb, folk 
  thought the veteran was downright scary and refused to hire him. At 
  first, Elijah worked for Morningstar as a hired thug, but he didn’t have 
  the stomach for it and soon found himself on the other end of a gun. 
  Elijah knew his life was in danger because of all that he’d done and 
  seen, so he offered to sell his services and leave Hera behind. Elijah 
  may be encountered in Act III and may lend a helping hand in Act IV.
   
  
  Mags: Maggie Morningstar is Virgil’s mother. An elderly woman of small 
  stature, Mags found out what her wayward son was up to and tried to 
  stop him. Unfortunately, Shepherd Carson intervened and convinced 
  Virgil that Maggie had been possessed by a demon. Murdering her was 
  not the answer. The only way Virgil’s dear Mama could be saved would 
  be through hard work and a lot of humility. If she’s woken up, not only 
  will Mags march herself into town, she’ll send a scathing wave to the 
  Trader’s Guild about her son. Mags will be located close to Virgil in Act IV.
   
  
  Garrett: This father of two is an interesting fellow because Shepherd 
  Carson was the one to capture him. Once freed, Garrett will tell the 
  Crew a wild tale about Serenity View’s former Shepherd and reveal 
  who Shepherd Carson really is. What’s more, Garrett can prove Carson 
  isn’t who he says he is, for he claims to know the family that imposter 
  left behind. Garrett may be found during Act III.
   
  
  Dobson Twins: Mattie and Jessica are fraternal twins who lost their 
  mother, father, and older brother in the War. Though their parents 
  fought for the Alliance, these two secretly rooted for the Independents. 
  They are one of the few refugees who signed the contract knowing 
  full well what they were getting into. As it turns out, the twins are 
  hoping to rescue the refugees who’d already been sold and delivered 
  to an unknown location. While they don’t know where Morningstar’s 
  hideout is or where they’re headed, the twins’ll remind the Crew that 
  finding him and taking down his auction house is the best way to stop 
  him. Otherwise, there’s no telling what’ll happen to the existing cargo 
  if they try to leave. The Twins may either be revealed in Act III or IV.
  Likes and Dislikes: Once the missing townsfolk wake up, they’ll likely 
  experience a range of powerful emotions like panic, anger, shock, and 
  sadness. Depending upon how upset they are, they may lash out and attack 
  their rescuers or run off and try to take out Morningstar. It’ll be up to the 
  Crew to calm and reassure them.
  Flashbacks and Echoes: The one thing this group has in common is that 
  they’ve all had a spiritual crisis that brought them to Shepherd Carson’s 
  door at a crucial moment in their past. Some are veterans who suffer from 
  post-traumatic stress; others lost a family member or loved one in the war. 
  Their vulnerability is what initially marked them as a target.
  Stats: The majority of the refugees have just one stat: Refugee d6. 
  Monty’s wife Daisy has a higher die type (Spitfire Bride d6) since she’s 
  more important to the story.
  177
  
  178
  ECHOES OF WAR: THRILLIN’ HEROICS
  MASTERIN’ THE GAME
  dEALIN’ WITH REFUGEES
  Though the refugees are considered Minor Gamemaster characters, that doesn’t mean they aren’t important 
  to the story and the Crew shouldn’t be allowed to interact with them. Encountering an escaped refugee, 
  monitoring the cargo’s life signs, or hearing a cry for help are great ways to introduce the human aspects 
  to Morningstar’s crime. After all, Monty’s wife Daisy isn’t the only life at stake here. 
  This Episode is about the people caught up in an opportunist’s post-war greed and how this villain 
  will be brought to justice. For that reason, some of the refugees are direct threats to Morningstar’s trade 
  and may have information that’ll lead to his arrest.
  Simple role-playing actions won’t require a roll of the dice. Encourage players to explore the stories 
  waiting to be told by helping them get connected to a victim once they’re released. Be free with information 
  so that you telegraph the seriousness of the situation and the danger that the Crew is exposing themselves 
  to by digging into Morningstar’s crimes.
  For more complex actions, use d6 Extras to represent the refugees in your dice pool. For example, say 
  one of the Crew has woken up a refugee and is encouraging her to take up arms. The Crewmember would 
  roll Social + Influence vs. Challenging Difficulty d8 + Dazed Refugee d6.
  Another way to leverage this set of Minor characters, is to Take Out a refugee from a scene instead of 
  giving a player a personal or situational Complication. Whether that character is unconscious or in shock, 
  when the very people the Crew is trying to save can no longer be helped, the story takes a more powerful 
  turn.
  SCENES AND LOCATIONS
  SERENITY VIEW
  “I think I’m going to be sick. They 
  built a gorramn museum?”
  - Mal
  During the War, Serenity View was primarily occupied 
  by the Independents and housed a few hundred people. 
  That changed after the Browncoats made their last stand 
  in the barren fields of Serenity Valley.
  Now, this former small town is overrun with Alliance-
  friendly folk who’ve turned Serenity View into a bustling 
  tourist destination. Nestled high on a ridge overlooking 
  the Valley, Serenity View, which is located on the planet 
  Hera, has since tripled in size. Today, a few thousand 
  residents live and work in Serenity View, thanks to the 
  Alliance dignitaries and patrons who funded the town’s 
  reconstruction. It’s hard to walk down an alleyway without 
  noticing a construction worker or crew adding on to an 
  existing building. It’s just as difficult to walk the streets 
  and not be watched by a curious onlooker or followed by 
  a suspicious character.
  Some townsfolk feel that the Alliance’s takeover of 
  this once-idyllic town has gone too far and Morningstar’s 
  pompous attitude hasn’t reassured them any. Others, like 
  the local merchants, have profited from the town’s new 
  tourist-friendly image and are careful to voice any critical 
  views—for good reason. Though it’s illegal to do so, known 
  Independents and perceived troublemakers are unable to 
  find safe harbor in Serenity View and either wind up in 
  the town’s slums or on a missing person’s report.
  A few merchants and self-proclaimed “servants of 
  the people” have taken it upon themselves to help the 
  downtrodden whenever they can by offering safe haven 
  to those who need it—provided they can avoid a run-in 
  with Morningstar, Shepherd Wiley, or the Alliance for fear 
  of being attacked or worse.
  Here are a few notable locations: 
   
  
  Whistler’s Bar and Grill—Henry Whistler was an 
  Alliance Captain who sacrificed his own life to 
  save his wife, an Independent spy, from being 
  taken hostage during the War. Now run by the 
  couple’s young daughter, Elizabeth, this casual 
  eatery is one of the few restaurants in town that 
  will openly cater to veterans on both sides of the 
  War. Unfortunately, after Shepherd Carson labeled 
  it “a place for the damned” in one of his sermons, 
  the tavern is in dire financial straits. As it turns 
  out, Carson’s declaration is purposeful. Though 
  Elizabeth Whistler (Bar Owner d6) was only twelve 
  when the Battle of Serenity Valley took place, she 
  does remember a kind Alliance soldier named 
  Andrew Spellman who occasionally visited her 
  late father.
  
  179
  FRIENdS IN LOW PLACES: THE WAY OF THINGS
   
  
  Mei Long’s Fine Dining—Few establishments in 
  Serenity View cater to the elite and this elaborately 
  decorated Chinese restaurant is one of them. 
  Though outsiders believe this five-star bistro is 
  independently owned and operated, residents 
  know that this is one of many Alliance-funded 
  buildings. Tourists frequent here for its excellent 
  cuisine; Alliance dignitaries and Guild traders like 
  Morningstar often linger in its private tea rooms. 
  The name “mei long” translates to “sleeping 
  dragon.” 
   
  
  Serenity Valley Chapel—This humble white 
  chapel was built within the confines of Serenity 
  View after the War. Outside, its bright walls shine 
  like a beacon on the ridge and can be seen from 
  the cemetery below. Inside, townsfolk sit on 
  burnished wood pews to sing hymns and listen 
  to Shepherd Carson’s fiery sermons. There are 
  few decorations and not much of value inside 
  this sparsely furnished building—other than a 
  locked cabinet where Carson is rumored to keep 
  an ancient copy of the Good Book.
   
  
  Doc Greene’s Medicine Shop and Office—Within 
  the borders of Serenity View, four doctors have 
  set up shop in varying locations. This particular 
  pharmacy, which offers a mixture of herbal 
  remedies and state-of-the-art medicine, is situated 
  between a boarding house and Serenity Valley 
  Chapel. Doc Greene (Town Doctor d8, Treat d6) is 
  the town’s favorite physician because he served 
  as an Alliance medic in the War and came back in 
  one piece. Though he’s made it clear he believes 
  in the Alliance, Doc Greene is a kind fellow who 
  serves Serenity Valley’s sick and dying even if it 
  costs him greatly to do so. Notably, he does not 
  hide his disdain for Shepherd Carson.
   
  
  Sheriff’s Office—Not much can be said about 
  the local sheriff’s office and its tiny jail. The 
  windows are boarded up, the front door is locked 
  tight, and the building is conspicuously empty. It 
  seems Shepherd Carson successfully convinced 
  the townsfolk that the good people of Serenity 
  View don’t need a lawman running around. Their 
  god-fearing ways, combined with Morningstar’s 
  protection and relationship with the Alliance, have 
  turned Serenity View into the safest town in all the 
  Georgia System. 
   
  
  Unification War Museum—The War may be over, 
  but that has not discouraged the Alliance from 
  gloating. This three-story modern museum is a 
  gaudy reminder of the Alliance’s influence here. 
  It’s filled with Unification War memorabilia, guns 
  and vehicles, propaganda posters, articles, video 
  with Alliance generals, and kitschy mementos from 
  its sprawling gift shop like the T-shirt that reads “I 
  <3 the Alliance” or the book titled “A Better Place: 
  Life on Hera, an Alliance-Occupied World.” To any 
  War veteran, scholar, or historian, the Museum’s 
  revisionist history will seem noticeably slanted 
  in favor of the “peace-seeking” Alliance military.  
   
  
  McHale’s Junkyard—Serenity View’s only junkyard 
  sits on the outskirts of town. It is owned by 
  an elderly gentleman named Sidney McHale 
  (Junkyard Owner d6), a Browncoat sympathizer 
  who’s well informed and has a good idea what 
  Morningstar is up to. Bordered by a ten-foot tall 
  green fence, this mechanical dumpsite is filled 
  with used parts and tools—perfect for a ship’s 
  mechanic who’s in desperate need of a new fan 
  or power coupling. Most civilized townsfolk won’t 
  visit this dirty junkyard and often send couriers or 
  hired hands in their stead.
   
  
  Serenity View Tours and Horse Rentals—Travelers 
  who visit Serenity View for the first time often 
  wind up on the doorstep of this tourist-friendly 
  guidepost. Guides are happy to show newcomers 
  around town on horseback to point out Serenity 
  View’s landmarks like the Serenity Valley Chapel, 
  White Lotus Opera House, and Unification War 
  Museum. In their off hours, guides clear the route 
  of debris and anything else that might paint the 
  town (or Morningstar) in an unflattering way. On 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  paper, the service is owned by the Trader’s Guild—
  which means that Morningstar is really the one 
  who runs this show. 
   
  
  White Lotus Opera House—Serenity View offers 
  a fair amount of entertainment for tourists, but no 
  place is as memorable as the White Lotus Opera 
  House. Built in a traditional Chinese style, replete 
  with gilded balconies and dragon motifs, the 
  theater attracts fans from all across the system. 
  Currently, a local troupe is performing Yaoguai, 
  which is a modern-day retelling of the centuries-
  old opera Faust. Shepherd Carson has condemned 
  the play as “sinful,” likely because its theme hits 
  a little too close to home. Yaoguai is about a 
  Guild trader who sells the soul of his neighbors 
  to a demon in exchange for divine powers and 
  immortality.
   
  
  Tian Yin, Traveling Fortune Teller—Hidden in plain 
  sight, a small, covered wagon decorated with 
  glittery constellations rolls slowly round the town 
  square. Gold letters are painted on its side that 
  reads Celestial Mystic. Fortunes Told. Past Lives 
  Remembered. Yin is a well-meaning charlatan who 
  provides travelers will light fun and entertainment. 
  To anyone familiar with Chinese astrology and the 
  I Ching, Yin’s interpretation caters to the crowd 
  he’s entertaining. For a handsome amount of 
  credits, Tian Yin (Celestial Mystic d8) will provide 
  information to those who can pay for his extra 
  services and prove trustworthy.
  SERENITY VALLEY
  “Hasn’t changed a bit. Has it, Sir?”
  - Zoe
  There isn’t a man, woman, or child alive in the ’Verse 
  who doesn’t know that the Unification War was decided 
  at the Battle of Serenity Valley. Alliance soldiers and 
  Independents alike are buried on these hallowed grounds. 
  Many journey through Serenity Valley to visit the graves 
  of their loved ones who fought in that final, bloody battle. 
  Though it’s never been confirmed, local legends say this 
  cemetery is now haunted. Strange, ghostly lights fill the 
  graveyard late at night. At dawn, just when the sun begins 
  to rise over the charred fields, the feverish screams of dying 
  soldiers echo for miles and miles.
  Bone-white tombstones dot the blackened landscape. 
  Nothing substantial grows in this blighted place—not 
  even weeds. Worse, the area isn’t entirely safe—some 
  munitions, traps, and landmines lie beneath the soil. To 
  mark the safer areas, Morningstar built a War memorial 
  at the mouth of the Valley. This state-of-the-art holomap 
  shows which routes have been cleared and which paths 
  are still considered dangerous.
  To some extent, the map reveals the truth. Passages 
  that are off-limits to tourists are unstable, for those routes 
  lead straight to Morningstar’s underground bunker. The 
  threat of landmines and vengeful spirits is not entirely 
  accurate, though. They’re simply part of a clever ruse to 
  help Morningstar and Shepherd Carson cover their tracks.
  
  181
  FRIENdS IN LOW PLACES: THE WAY OF THINGS
  PHOENIX HEIGHTS
  “How can people live like this? No 
  wonder they’re getting sick.”
  - Simon
  At the furthest edges of town, between Serenity View’s 
  borders and McHale’s Junkyard, lies a shantytown called 
  “Phoenix Heights.” Crafted with bits of corrugated metal, 
  parts of rusty ships, and mud, the makeshift hovels barely 
  hold their shape. The ground is pockmarked with pools of 
  muddy water; the air is filled with swarms of flies, the smell 
  of rotting soybeans, and the sound of children coughing.
  The desolate folk who live in this half-mile area are 
  mostly refugees from the War and destitute townsfolk 
  who fell on hard times. They are the forgotten remnants of 
  the Unification War who suffer the most from one man’s 
  greed. Most who travel to Serenity View don’t even know 
  Phoenix Heights exists.
  Morningstar regularly sends his goons to Phoenix 
  Heights in the dead of night to coerce its citizens into 
  signing their lives away for the promise of a little food, 
  clean water, and a stable roof over their heads. 
  For whatever reason, the Townsfolk d6 are blind to 
  what’s happening in Phoenix Heights. Some say a vengeful 
  ghost is responsible for the missing refugees. Others warn 
  passersby that the time of Serenity View’s judgment has 
  finally come.
  Shepherd Carson is partly responsible for this practice, 
  for he views Phoenix Heights to be a threat to the safety 
  of Serenity View and his wealthy benefactor. Should the 
  shantytown’s population swell beyond a few dozen angry 
  folk, he predicts these people could attract the attention 
  of the Alliance or the Guild’s shrewd investigators. When 
  other folk dare to help the refugees, Carson reminds them 
  that Phoenix Town and its inhabitants are cursed by the 
  Devil himself—a claim that does have some truth to it.
  UNDERGROUND WAR BUNKER
  “I’ve been from one end of the ’Verse to the other and 
  I’ve never seen anything as foul as this. God help us.”
  - Shepherd Book
  The off-limit areas of Serenity Valley disguise the 
  town’s darkest secret. Virgil Morningstar, with the help 
  of Shepherd Carson, has recently burrowed beneath the 
  far side of the cemetery to build an underground fortress 
  in the remains of an abandoned war bunker. 
  Though it’s primarily under construction, Morningstar 
  has managed to hollow out a hidden entrance and exit, a 
  large auction room, two storage units, and a surveillance 
  chamber wired with high-tech equipment.
  Heavily fortified, the bunker has few weaknesses. The 
  entrance and exit are both narrow and its power originates 
  from solar cells placed in key positions above ground on 
  the far side of the ridge.  Unfortunately, Morningstar is 
  aware of his bunker’s shortcomings. In the event of a power 
  outage or an attack, he has planted a series of booby traps 
  that, if triggered, will cover his tracks and destroy his cargo.
  
  182
  ECHOES OF WAR: THRILLIN’ HEROICS
  COMINGS AND GOINGS
  “What gives you the right to judge me? Better 
  think twice before you try to take me down.” 
  - Virgil Morningstar
  Monty and the Crew are having drinks in the bar 
  when he shares that his new wife Daisy has gone missing. 
  While he can’t confirm who took her, Monty believes that 
  a fellow by the name of Virgil Morningstar is to blame. 
  Seems Daisy might have poked her nose around where 
  she wasn’t supposed to.
  Virgil Morningstar is the kind of black hat-wearing, 
  gun-totin’ varmint the Crew will love to hate. Rescuing 
  Daisy and reuniting her with Monty is a fine way to put 
  a dent in his pride, but the longer the Crew investigates, 
  the more dirt they’ll dig up on him and Shepherd Carson. 
  Though the details of Morningstar’s operation are not 
  hidden in plain sight, the Crew can find out more about 
  the missing townsfolk provided they spend some time in 
  Serenity View. When confronted, the Guild trader will 
  reveal he’s performing a “cleansing” with the backing of the 
  Alliance-run Trader’s Guild and Shepherd Carson’s blessing. 
  As long as Morningstar has both, he’ll defend his position 
  from anyone who challenges him—the Alliance included. 
  ’Course, Morningstar’s the type of villain who’ll take 
  advantage of an opportunity when he sees it. For prospective 
  clients or new hires like the Crew, Morningstar may even 
  go so far as to reveal the location of his secret bunker, brag 
  about how the Core’s wealthiest families pay him extravagant 
  sums for his cargo, or gloat that the Trader’s Guild knows 
  about his shady deals but doesn’t care.
  If that weren’t bad enough, this Guild trader will 
  attempt to hire the Crew to do his dirty work—but he’s not 
  the only one. An Alliance colonel is hot on Morningstar’s 
  trail and thinks the Crew can help her bring him to justice, 
  with or without the missing townsfolk. 
  To get Daisy back, the Crew’ll have to con, shoot, and 
  negotiate their way into Morningstar’s secret base any way 
  they can.  Remember, Monty may hire the Crew to find 
  his wife, but there’s a lot more adventurin’ to be had in 
  Friends in Low Places. The more the Crew finds out, the 
  more potential there is for some thrillin’ heroics and the 
  greater the chance of reward.
  MASTERIN’ THE GAME
  TENSION ANd MISdIRECTION 
  In Firefly, villains often employ misdirection to trick the Crew into helping them. Badger is a great example 
  of an awful excuse for a human being. Imagine how the Crew’s interactions with Badger would’ve changed 
  if he played his hand too soon?  
  The most important thing to remember about Virgil Morningstar is that he won’t reveal what his “cargo” 
  is until it’s absolutely necessary. There may come a time when Virgil tries to shut the Crew up by releasing 
  Daisy early. If, and when, he does think about how that might impact what happens next. 
  If the Crew rescues Daisy early on in the Episode, draw out the remaining scenes with descriptions 
  to show what else is happening in Serenity View. Show them the posters of the missing townsfolk or the 
  abandoned sheriff’s office. Offer an encounter with Zhao, the Celestial Mystic, or Shepherd Carson. Sooner 
  or later, the Crew will know that Daisy isn’t the only one who needed to be rescued.
  
  183
  FRIENdS IN LOW PLACES: PRELUdE
  PRELUDE: WAR STORIES
  The Crew has returned to Hera to resupply and swap war stories with their friend Monty. Unfortunately, Monty isn’t 
  in the best of moods on account of the fact that his new wife Daisy has gone missing. Just when the Crew’s about to decide 
  whether or not to help him, a fight breaks out in the bar, and they’re caught in the middle of it.
  THE LOWDOWN: GOOD TIMES
  The Crewmembers begin the adventure in Serenity View, a small town overlooking Serenity Valley on Hera.
  INT: Whistler’s Bar and Grill (DAY)
  The Crew is gathered together in an old-fashioned bar with a semi-casual atmosphere. Blue-and-white porcelain pitchers 
  filled with pale yellow beer are scattered across the oak table. Red Chinese lanterns hang from the ceiling. Servers dressed in 
  brightly colored kimonos sashay through the restaurant. Traditional Chinese music pipes through the speakers in the ceiling. 
  A young, drunk PATRON, wearing a shirt with the sleeves ripped off, approaches the table.
  PATRON (to Jayne): You ain’t one of them dirty ’Coats, are ye? You smell like one, boy.
  JAYNE: Who you callin’ “boy?” See, now you gone and made me mad.
  PATRON: What you gonna do, shoot me?
  JAYNE (turns head): Mal? Can I?
  
  MASTERIN’ THE GAME
  MORNINGSTAR’S MOTIVATION 
  If the Crew gets into a bar fight with the locals, they will eventually catch Virgil Morningstar’s attention. 
  Remember, Virgil is well connected and knows the comings and goings of folks in his town. He may not 
  be aware of the Crew’s background or innermost secrets, but he will quickly realize they aren’t from Hera 
  and that they operate in isolation. To a man like Morningstar, who plays all the angles, this makes the 
  Crew a primary target to either help or hinder his operation. He wants a Crew that’d appear suspicious 
  to the Alliance, because if they get caught doing his dirty work, the authorities will never believe than 
  an upstanding Guild trader would ever think to engage in suckering refugees into indentured servitude. 
  For all Virgil’s bluster, he’s an opportunist at heart who thinks his work is necessary. To play up those 
  angles, like his relationship with the Shepherd, don’t be afraid to tap into the Crew’s own questionable 
  morality. Maybe the Crew will wind up agreeing with what Virgil’s doing. Maybe they think the Shepherd 
  is a good man. Maybe they don’t entirely trust Monty. 
  Whatever the reason or cause, tossin’ in a few quips about Morningstar from the locals here and there— 
  even before the fight—will shape Virgil’s reputation before they first meet him.
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  ECHOES OF WAR: THRILLIN’ HEROICS
  TROUBLE: THEM PESKY LOCALS
  The Crew is catching up on old times with Monty 
  when he reveals he’s sad because his wife’s gone missing 
  and he believes whoever took her hasn’t left Serenity View. 
  During their conversation, a few of the locals are pushing 
  the Crew’s buttons, talking about them “dirty Browncoats” 
  and how it was a “wonder they lasted as long as they did.” 
  This is a good opportunity for the Crew to exchange 
  stories about their participation in the final days of the 
  War and earn some much-needed Plot Points to use later 
  on in the Episode. 
  Don’t be afraid to hit the Crew below the belt—that’s 
  what the patrons were hired to do. Morningstar would love 
  it if Whistler’s Bar and Grill burned to the ground. He is 
  convinced that Shepherd Carson was right to condemn 
  Elizabeth Whistler’s establishment, but won’t attack the 
  bar openly. Bar fights, on the other hand, may be enough 
  for Virgil to prove Whistler’s isn’t safe, so he can get the 
  Alliance to shut it down for good.
  The locals will start a bar fight with or without the 
  Crew’s help. Now, the Crew may decide to leave Whistler’s 
  Bar and Grill behind and take their chances elsewhere. Let 
  them leave to avoid the bar fight if they want to keep their 
  heads down and stay out of trouble. If they do stay and 
  fight, make sure that they know that someone hired folks 
  to start the fight in the first place.
  Once they’re out of the restaurant and in the streets 
  of Serenity View, give them some opportunities to look 
  around and get a feel for the town. The locations mentioned 
  at the start of the adventure will offer the Crew a chance to 
  get to know Morningstar’s reputation, find out that other 
  townsfolk are missing, and maybe even learn Shepherd 
  Carson isn’t who he says he is.
  Once they’re done exploring, rope them back into 
  the main story by re-introducing Monty and the mystery 
  of his missing wife.
  
  185
  FRIENdS IN LOW PLACES: PRELUdE
  THE SHOWDOWN: BEER-GUZZLING FOOLS
  Virgil Morningstar has paid the locals well to 
  shake things up at Whistler’s Bar and Grill. His goal is to 
  impress his friend, Shepherd Carson, and eventually cause 
  so much trouble for Elizabeth Whistler she’ll be forced 
  to close her doors. Though Morningstar himself is not 
  physically present, his hired goons (and the customers who 
  recognize them) won’t be shy about sharing that they’re 
  working on his behalf.
  Monty will have a good sense of what’s happening 
  in the bar. As soon as he perceives trouble or thinks one 
  of Virgil’s hired guns is lurking around, he’ll clam up and 
  seek the nearest exit.
  Keep in mind the outcome of this battle won’t affect 
  or influence how the rest of the Episode progresses. This 
  scene’ll get the Crew warmed up for what’s to come and 
  clue themselves in to the fact that Morningstar is a force 
  to be reckoned with—whether or not they decide to jump 
  in and throw a few punches is up to them.
  This fight uses an Action Order (page 27), but don’t 
  be surprised if it ends before everyone gets a chance to 
  put down the townies.
  BAR FIGHT WITH THE 
  LOCAL COLOR
  As soon as the locals, or the Crewmembers, throw 
  the first punch, the rest of the bar patrons will join in, 
  too. Monty will be conspicuously absent from the fight, 
  however, and will do what it takes to leave the bar. Before 
  he does, Monty’ll tell the Crew he’ll either meet up with 
  them back at their ship or find them in town. He’s aware of 
  what’s going to happen next and this crafty old goat knows 
  more than he’s letting on. There is one Rowdy Local d6 
  for each Crewmember to start. This fight uses the rules 
  for Ganging Up (see page 151).
  Crewmembers may draw a gun by making a Physical 
  + Shoot roll. If the Crew shoots up Whistler’s Bar and Grill, 
  at the end of this fight, Elizabeth Whistler will have them 
  arrested and taken to Colonel Wu.
  Crewmember Dice Pool: Social + Influence if they 
  try to be intimidating, Mental + Trick if they try to be 
  clever, Physical + Fight if they brawl. 
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Rowdy Local Xd6 
  Possible Assets: Broken Bottle, Flipped Table, 
  Sturdy Barstool
  Possible Complications: Spilled Drinks, Arms 
  Pinned Back, Head Slammed into the Bar
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember is 
  Taken Out by the locals unless they spend a Plot 
  Point to stay in the fight. If the Crewmember does 
  so, the GM can create a Complication equal to 
  the highest rolling die in the opposition’s pool to 
  reflect their injuries, or step up an already existing 
  Complication.
   
  
  Raise the Stakes: POW! The Crewmember takes 
  down one of the locals. Remove a Rowdy Local d6 
  from the scene.
   
  
  Extraordinary Success: WHAM! THUD! The 
  Crewmember takes down two of the locals. 
  Remove two Rowdy Local d6 from the scene.
  At the end of this fight, Alliance soldiers will come 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  rushing in, asking for eyewitness reports so they can arrest 
  the culprits. Elizabeth Whistler will point out Morningstar’s 
  hired thugs and, if they’re still present, deny the Crew’s 
  involvement in the brawl (so long as they haven’t started 
  shooting up her bar). She will not point a finger at the 
  Crew unless they’ve given her cause to do so. Should the 
  Crew wish to question Elizabeth, she’ll gladly reveal her 
  troubles with Shepherd Carson and Morningstar after the 
  Alliance is gone. 
  If the Crew defends Morningstar in any way, Elizabeth 
  will ensure that they get arrested on the spot. Once that 
  happens, they’ll have a run-in with Colonel Wu. Switch 
  the events of Act I and II, or skip Act I entirely, to usher in 
  new aspects of the story and keep the plot moving forward.
  PICKING UP THE PIECES
  If the Crew stays on Whistler’s good side, she’ll help 
  them realize that Morningstar staged the fight or talk about 
  how Shepherd Carson set her up. This might also occur 
  during the fight itself should the Crewmembers hang back 
  from the brawl and talk to her.
  Crewmember Dice Pool: Social + Influence, 
  Mental + Notice 
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Whistler’s Bar Owner d6
  Possible Assets: Helped Clean Up, Took a Punch 
  for Whistler, Impressive Brawler
  Possible Complications: Hurt Bartender, Sick of 
  These Fights, As Bad as Morningstar
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The hired goons 
  are unimpressed by the Crew’s ability to defend 
  themselves. When dealing with Morningstar, the 
  Crew gains an Unimpressed d6 Complication.
   
  
  Raise the Stakes: The Crew is not stupid. They 
  see that the locals are puppets and discern that 
  somebody else is pulling the strings. The bar fight 
  was obviously staged, and the Crew knows it.
   
  
  Extraordinary Success: Not only does the Crew 
  know that the locals have been manipulated, they 
  can tell that Morningstar is the man responsible 
  for the ruckus. Create a You Think You’re So Clever 
  d6 Asset for the Crew to use against Virgil. If they 
  spend a Plot Point, the Asset lasts until the end 
  of the Episode.
  
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  FRIENdS IN LOW PLACES: ACT ONE
  ACT I: ABOUT FACE
  The Crewmembers are beginning to realize that Serenity View is not the picture-perfect town it seems to be. Worse, 
  they are about to learn from Monty where his missing wife might be—and find out just how awful Morningstar really is.
  INT. SERENITY (DAY)
  KAYLEE, WASH, and the rest of the crew are following VIRGIL MORNINGSTAR into the mess hall. Along the way, 
  Virgil and his goons are scraping his spurs on the floor and knocking equipment over with the butt of their rifles.
  KAYLEE: I can’t believe you let a guy like him on board Serenity.
  WASH: Me? How was I supposed to know he was trouble?
  KAYLEE: You’d think that black hat he wears ain’t a gorramn clue? 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  THE LOWDOWN: REUNION
  After the Crew has had a chance to either explore 
  the town or make a quick getaway, it’ll be time for their 
  meeting with Monty back at the ship. This is another great 
  opportunity to give the Crew a chance to learn more about 
  what’s happening in town from Monty himself. 
  The information they glean from Monty will be crucial 
  to help the Crew scheme and plan when Morningstar shows 
  up. Add some dice rolls to that conversation and show 
  Monty’s fear that his wife will never be found.
  CONSOLING MONTY
  Monty may be simple folk and a good fighter, but 
  that don’t mean he’s stupid. Something about Morningstar 
  has gotten under his skin and he’s eager to spill the beans, 
  provided the trader’s goons ain’t around to listen. Listen 
  in closely and the details that come to light reveal what 
  Morningstar is really up to. 
  Crewmember Dice Pool: Social + Influence if the 
  Crew asks him directly, Mental + Trick if the Crew tries 
  to get him drunk to loosen his tongue
  Gamemaster Dice Pool: Monty’s Mental d6 + Focus 
  d10 + Hitched d4
  Possible Assets: Buy Him a Drink, Telling War 
  Stories Gets Him Laughing Again, Feeling Safe
  Possible Complications: “Damned Devil-Women!”, 
  Overheard By Virgil’s Spies, Monty Will Handle It 
  Himself 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew gets 
  confirmation that Daisy isn’t the only one who’s 
  missing and that Morningstar is likely to blame. 
  Monty, however, decides he’s going to try to fix the 
  problem by himself and storms off to find Daisy.
   
  
  Raise the Stakes: The Crewmembers discover that 
  Morningstar’s cargo may not be on the up-and-up 
  and the missing townsfolk might know something 
  about what’s being transported. Monty agrees to 
  listen to their plan and help where he can.
   
  
  Extraordinary Success: It’s clear to the Crew that 
  Morningstar’s cargo is illegal and likely needs a 
  secret location to either make the trade or hold an 
  auction. Monty is totally on board for the Crew’s 
  plan. Create a Monty Is Here to Help d6 Asset for 
  the Crew. If they spend a Plot Point, the Asset lasts 
  until the end of the Episode.
  TROUBLE: DOWN AND OUT
  The Crew is listening to Monty when Morningstar, 
  Shepherd Carson, and a group of thugs show up at their 
  ship. At the first sign of trouble, Monty will either hide 
  elsewhere on board or leave the boat. He does not want a 
  confrontation with Morningstar because he’s afraid that’ll 
  affect the safety of his wife. Morningstar, on the other hand, 
  came on board the Crew’s ship for a different reason. 
  The Guild trader will attempt to hire the Crew. As it 
  turns out, Morningstar wants to pay them to grab cargo 
  containers from Phoenix Heights and truck them to the 
  Serenity Valley cemetery late at night. Should they ask 
  about Daisy, he’ll simply smile and say that he’ll toss her 
  in to sweeten the deal if they cooperate with him.
  As the Crew listens to Morningstar’s offer, they might 
  notice the trader appears nervous or anxious. Something 
  may seem a little off—for good reason. With a few successful 
  Influence plus Notice rolls, the Crewmembers will quickly 
  learn that the Alliance has been nosing around, which 
  has made Morningstar a little more paranoid than usual. 
  On the surface, the details of the offer aren’t altogether 
  unattractive. The Crew will have to grab containers lying 
  outside specific hovels in Phoenix Heights. Morningstar 
  
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  FRIENdS IN LOW PLACES: ACT ONE
  will explain that, once the cargo is secure, his goons will 
  help them transport the containers to his private auction. 
  If the Crew proves to be trustworthy, they’ll be paid a 
  handsome finder’s fee after the auction has concluded. 
  When pressed, Morningstar will not reveal the contents 
  or nature of the cargo and politely remind the Crew that 
  opening any container will compromise their deal.
  At this point, the Crew may be uncomfortable with 
  what they’re being asked to do. If they don’t agree to 
  Morningstar’s schemes, he won’t damage the ship or kill 
  Daisy, but he will keep a closer eye on their comings and 
  goings.
  THE SHOWDOWN: CONFRONTATION
  The Crew may decide to take Morningstar on here, whilst 
  he’s on board their boat. Maybe they don’t notice the guns 
  trained on them. Maybe they don’t see the thugs lurking in 
  every corner. Maybe they don’t think Morningstar is crafty 
  enough to damage the ship. Morningstar is slippery, though, 
  and has no qualms about pulling parts from Serenity to 
  re-sell them on the open market or suckering one of them 
  into a lifetime of indentured servitude if the Crew openly 
  threatens him. This slips into an Action Order (page 27) 
  and it’s a fight the Crew is unlikely to win.
  The thing is, the Crew can influence Morningstar and 
  change how the trader feels about them—just not in the 
  way they expect. Instead of confronting Morningstar with 
  force, a successful negotiation will sweeten the trader’s 
  disposition and potentially reward them financially.
  SIZING UP MORNINGSTAR’S 
  THUGS
  Morningstar makes a bold move showing up at the 
  Crew’s door. Cautious Crewmembers may wish to take a 
  look at Virgil and feel his organization out before deciding 
  how to negotiate.
  Crewmember Dice Pool: Social + Influence, Mental 
  + Notice, Mental + Know
  Gamemaster Dice Pool: Virgil’s Mental d8 + Focus 
  d6 + Unprincipled d8
  Possible Assets: Asked Around, Badger Told Me 
  About You Once, On Our Home Turf
  Possible Complications: Well-Protected, Guns 
  Drawn, More Goons Outside
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Morningstar holds 
  all the cards and he knows it. The Crew is 
  outnumbered and outgunned.
   
  
  Raise the Stakes: Morningstar surrounds himself 
  with decent help. A few of Morningstar’s gang 
  sport a strange tattoo in the shape of a serpent. 
  The Celestial Mystic might know what that kind 
  of tattoo means.
   
  
  Extraordinary Success: The Crew spots the 
  strange tattoo on several of Morningstar’s goons 
  and realizes that tattoos of this type reveal that 
  Morningstar has created an inner circle of folk to 
  protect him and his business. These tattoos are the 
  sign of a powerful man whose influence reaches 
  well beyond Hera.
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  NEGOTIATIONS
  Morningstar could make a decent ally for the Crew. 
  While he won’t stop the auction, he will back the Crew 
  if they get caught by the Alliance. If the Crew manages 
  to impress him, he’ll reserve some credits for them and 
  help them re-supply before they take off. However, if any 
  Crewmember suddenly grows a conscience and tries to 
  attack, then Morningstar will play his hand and damage 
  Serenity right in front of them.
  Crewmember Dice Pool: Social + Influence, Mental 
  + Notice, Mental + Know
  Gamemaster Dice Pool: Virgil’s Mental d8 + Focus 
  d6 + Negotiations d6 + Unprincipled d4
  Possible Assets: We Should Get Paid Double, We 
  Can Fly Them Out, Laughing at the Suckers
  Possible Complications: Virgil Took an Important 
  Engine Part, I Vow I’ll See You Hang, I Know That 
  Name
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: No matter what the 
  Crew says or does, not a one of them manages 
  to impress the Guild trader. Morningstar gives 
  the signal and forces the Crew to watch, in horror, 
  as one of his thugs smashes the ship’s right 
  thruster. Create or step up a Complication related 
  to damaging the ship.
   
  
  Raise the Stakes: The Crew gets through to Virgil. 
  As a result of this Action, the Crew will be able to 
  review the passenger manifest to learn the names 
  of the refugees.
   
  
  Extraordinary Success: As above, with an extra 
  big, damn hero bonus. Morningstar will release 
  a random refugee of his choosing into the Crew’s 
  custody and will offer to pay them extra when they 
  reach his hideout.
  FIGHTING MORNINGSTAR 
  The Crew may not want to deal with a Guild trader who’s 
  not on the up-and-up and may see fighting their way out is 
  the only option. It won’t be an easy fight. Virgil’s brought 
  twice as many Hired Guns d6 as there are Crewmembers. 
  They also are inside the ship, which means a big firefight 
  could cause a ton of damage. Fight hard, spend Plot Points, 
  and make it hurt until the Crew gives. If they manage to 
  reduce Virgil’s pool to half his men, he will retreat...for now.
  Keep in mind that ship parts can be replaced. If the 
  boat gets damaged, a quick Cortex search will reveal the 
  location of McHale’s Junkyard.
  Crewmember Dice Pool: Physical + Fight, Physical 
  + Shoot
  Gamemaster Dice Pool: Virgil’s Physical d4 + Fight 
  d4 (or Move d4) + Local Yokel d8 + Hired Guns Xd6 
  Possible Assets: Stashed Guns, Fire Up the Engines, 
  Crossfire
  Possible Complications: Outnumbered, Collateral 
  Damage, Something’s Burning
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: None of Morningstar’s 
  men are harmed.
   
  
  Raise the Stakes: The Crew eliminates one of 
  Hired Guns d6.
   
  
  Extraordinary Success: The Crew eliminates two 
  of Hired Guns d6.
  
  191
  FRIENdS IN LOW PLACES: ACT ONE
  DEFENDING AGAINST 
  MORNINGSTAR 
  Morningstar is not out to hurt the Crew, even if they 
  draw down on him. He is perfectly fine with messing up 
  their ship. Any Complications he inflicts will affect the 
  Crew’s boat. 
  GMs should step up any ship-related Complication 
  as high and as quickly as possible. If a d12 Complication 
  is stepped up, the Crew’s boat is going nowhere. This will 
  effectively end the fight the Crew instigated. Once the ship 
  has been damaged to this level, Morningstar will depart 
  to let the Crew try to fix it and think about the wisdom of 
  starting a fight with a man like him.
  Crewmember Dice Pool: Physical + Fight, Physical 
  + Shoot, Physical + Move
  Gamemaster Dice Pool: Morningstar’s Physical d4 
  + Fight d4 + Local Yokel d8 + Hired Guns Xd6 
  Possible Assets: Cover Behind Cargo, Fire Down 
  from the Catwalk, Run and Gun
  Possible Complications: Parts Stripped, Hull 
  Breached, Engine Damage
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember is 
  Taken Out. If the Crewmember spends a Plot Point 
  to stay in the fight, the GM inflicts a Complication 
  equal to Virgil’s highest rolling die or steps up an 
  existing one on the ship. 
   
  
  Raise the Stakes: No additional damage has been 
  done to the ship this time.
   
  
  Extraordinary Success: No additional damage has 
  been done to the ship this time.
  By playing up all the angles, the Crew might even 
  think of an ingenious way to rescue the refugees and tell 
  Morningstar to go to hell. Let ’em. If that’s what the Crew 
  wants to do, offer them the chance to get a counterproposition 
  from Colonel Sally Wu or introduce her spy, Qiao Zhao. 
  This, too, is an excellent opportunity to reward Plot 
  Points for powerful realizations. The Crew’ll need ’em to 
  survive—be generous!
  MASTERIN’ THE GAME
  MISSING PERSONS
  This Act could just as easily take place in Serenity View as it could on board the Crew’s ship. If it does, 
  Morningstar will surround the Crew with innocent townsfolk to avoid bloodshed. The trader’ll present 
  them with the same deal. All the while, the townsfolk milling about will double as his spies. Remember, 
  Act I is important because Monty’ll share more details about his missing wife. Morningstar’s appearance 
  in Act I sets a face to a name and gives the Crew a chance to figure out what type of villain they’re facing.
  Though the Crew is up against a dirty trader, there are other aspects of this Episode to explore. The 
  connection between the missing refugees and the Crewmembers is important to tap into the emotional 
  depth of this Episode. One way to build on that is to explore Serenity View after their confrontation with 
  Morningstar. Let them find Phoenix Heights during the day or talk to townsfolk like Doc Greene. Connect the 
  refugees to the war stories the Crew revealed in the opening Prelude, or introduce an escapee or witness. 
  Another option would be to play into the character’s backgrounds—maybe a passenger on the manifest 
  shares the same family surname or is from the same town. No matter what details come to light, this Act 
  ties into the gravity of the Crew’s situation and deepens the aftereffects of the Unification War.
  By playing up all the angles, the Crew might even think of an ingenious way to rescue the refugees 
  and tell Morningstar to go to hell. Let ’em. If that’s what the Crew wants to do, offer them the chance to 
  get a counterproposition from Colonel Sally Wu or introduce her spy, Qiao Zhao. This, too, is an excellent 
  opportunity to reward Plot Points for powerful realizations. The Crew’ll need ’em to survive—be generous!
  
  192
  ECHOES OF WAR: THRILLIN’ HEROICS
  ACT II: THAT’S NOT FUNNY
  After Virgil Morningstar leaves, Inara gets a wave from Colonel Sally Wu, who wishes to set up a meeting with the 
  Captain at Mei Long’s. Turns out the Colonel is an Alliance Captain who believes Morningstar is a low-down, good-for-nothin’ 
  snake. Now the Crew has the option of siding with the Alliance to transport the refugees and catch Morningstar in the act.
  INT. Mei Long’s Fine Dining (EVENING)
  MAL and CREW arrive at an expensive restaurant decorated with mother-of-pearl cranes and poems written in 
  Chinese calligraphy. The PATRONS are polite but uninterested in paying attention to them. The WAITRESS quickly ushers 
  them into a private tea room, where they see COLONEL Sally Wu, a highly decorated Alliance officer, sitting down with 
  six Alliance SOLDIERS. VIRGIL MORNINGSTAR is nowhere to be seen.
  COL. WU: How much do you know about the Alliance?
  MAL: A fair bit. Why do you ask?
  COL. WU: Then you know I’ll speak plainly.
  MAL: Well, now, I’ll be the judge of that.
  
  193
  FRIENdS IN LOW PLACES: ACT TWO
  THE LOWDOWN: AN UNLIKELY ALLY
  This Act introduces a new twist. Colonel Sally Wu 
  will present the Crew with a deal—help the Alliance bring 
  Morningstar to justice and they’ll be handsomely rewarded. 
  Not only will they free their friend, Daisy, but they’ll also 
  receive a reward befitting the good deeds they’ll do on 
  behalf of the Alliance. Monty is welcome to tag along, of 
  course, or he can just as easily provide cover for the Crew 
  outside the restaurant, or remain with the ship and guard 
  that location while the other Crewmembers are away.
  Now, most Browncoats will be twitchy if they’re asked 
  to sit in front of a decorated Alliance war veteran. The 
  important clue the Crew will learn from Colonel Sally Wu 
  is that she’s there to take down Morningstar and has yet 
  to confirm what his cargo is or find his base of operations. 
  The tension in this scene will originate from the Crew’s 
  attitudes toward the Alliance. A Crew who’s unwilling to 
  hear Wu out will need new information to chew on. Wu’s 
  spy, Qiao Zhao, fills that role nicely. She’ll wait until she’s 
  out of the Colonel’s earshot to tell the Crew that all their 
  answers can be found in Phoenix Heights.
  TROUBLE: THERE GOES THE LAW
  The purpose of this Act is to offer the Crew a 
  chance to better their situation for the upcoming fight 
  and deepen the mystery. The only trouble is, this isn’t just 
  any conversation and Colonel Sally Wu ain’t no backwater 
  mayor. While she’s having the conversation with the Crew, 
  the good Colonel’s soldiers are drawing up their arrest 
  warrants just in case they turn out to be Morningstar’s 
  accomplices. Worse, the longer Wu sits around, the more 
  the restaurant employees will notice—and that news will 
  eventually get back to Shepherd Carson or the Guild trader. 
  Wu will tell the Crew she has yet to confim what the 
  cargo is or find out where he’s hiding it. Now, because 
  Colonel Wu is acting in behalf of the Alliance, the Crew 
  may not believe her story—and that’s okay. Wu will openly 
  threaten the Crew and their ship if they don’t cooperate 
  with her, but, in this case, she’s telling the truth. The 
  Colonel doesn’t know the depths that Morningstar has 
  sunk to. Right now, Wu is operating on her suspicions and 
  fragments of data. When she does, though, she’ll throw the 
  weight of the Alliance at him, not caring who (or what) 
  stands in her way.
  The results of this Act will further result in forged 
  alliances and backhanded deals. Whatever the Crew 
  decides to do, those choices will affect the motivations of 
  key groups in the grand finale.  
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  THE SHOWDOWN: AVOIDING TROUBLE
  The Crew will have to avoid an in-depth Alliance 
  investigation and ensure Virgil Morningstar’s thugs don’t 
  go running back to him. 
  EARNING WU’S TRUST
  Sometimes, the only way out of trouble is for the Crew 
  to shoot its way out, but this ain’t one of them. Wu isn’t the 
  type of Alliance officer that can be bribed or cajoled. She 
  wants a satisfactory solution and the only way she’s going 
  to get that is if Morningstar is behind bars. 
  The Crew will have to use a different set of negotiating 
  skills and that means they’ll need to keep their wits about 
  them. To get on Colonel Wu’s good side, the Crew will have 
  to decide whether or not they can stomach making a deal 
  with the Alliance. Wu’s congenial nature combined with 
  her matter-of-fact approach may raise all kind of alarm 
  bells—especially for a Crew that’s got something to hide.
  Crewmember Dice Pool: Social + Influence, 
  Mental + Trick
  Gamemaster Dice Pool: Wu’s Social d10 + Influence 
  d10 + Alliance Officer d4
  Possible Assets: My Favorite Vintage, I Know This 
  Recipe, Are You Flirting with Her?
  Possible Complications: Your Criminal Record, 
  Impound Your Ship, A Little Drunk
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Wu believes that the 
  Crew is in cahoots with Virgil Morningstar. Before 
  she leaves the tea room, Wu threatens them and 
  gives them an ultimatum. If Wu finds them present 
  at the trader’s hideout, she will arrest them on 
  sight. The Crew has a pair of Alliance Soldiers d6 
  following them around that they must shake to 
  do any dirty deals.
   
  
  Raise the Stakes: The Crew manages to earn 
  Colonel Wu’s trust. She’s no fool, but in this case 
  she believes whatever story they give her and 
  is willing to back them up should they confront 
  Morningstar at his secret hideout.
   
  
  Extraordinary Success: Wu won’t take “No, 
  thanks!” for an answer. She’s ready to help the 
  Crew—and that means the Alliance will rush in 
  and help the Crew in the final throwdown. The 
  Crew will earn a Trusted Ally d6 Asset that they 
  can extend for the rest of the Episode by spending 
  a Plot Point.
  CATCHING THEM SPIES 
  The biggest problem with this confrontation is that 
  Morningstar still has spies lurking about in Mei Long’s. 
  What those informants hear is just as important as what 
  they see. Maybe some of the wait staff is bought and paid 
  for or maybe a few of the Alliance soldiers are taking 
  bribes on the side. 
  To prevent these spies from reaching Morningstar, 
  the Crew will first have to catch them listening in a little 
  too closely. Then, they’ll have to chase them down before 
  they have the chance to clue Morningstar in. 
  Crewmember Dice Pool: Physical + Move, Mental 
  + Notice
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Townsfolk Spies Xd6
  Possible Assets: Paranoid, Whispering, Turn Up 
  the Music
  Possible Complications: Watched, Bugged, Shunned
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The onlookers leap 
  to their own conclusions. They send a wave to 
  Morningstar that the Crew is going to double-cross 
  Morningstar.
   
  
  Raise the Stakes: The Crew catches up with the 
  spies and manages to avoid raising suspicion. 
  After all, it was obvious that the Alliance was going 
  to question them. Wasn’t it? 
   
  
  Extraordinary Success: To all outsiders, the Crew’s 
  encounter with Colonel Wu appears to be perfectly 
  
  195
  FRIENdS IN LOW PLACES: ACT TWO
  natural. Not only that, a few patrons point out the 
  suspicious folk so the Alliance can arrest them.
  After the resolution of this Act, the Crew may feel 
  like they’ve been backed into a corner. They may feel like 
  they have no choice but to transport Morningstar’s cargo 
  to find out how it’s connected to Daisy and the missing 
  townsfolk. Only this time, the Alliance will be watching 
  and waiting right behind them, ready to attack when the 
  trader’s secret base is revealed. 
  Don’t forget: the Crew does have a choice. They 
  can decline both offers and still proceed with the story. 
  Morningstar’s ruse will begin to unravel the minute they 
  sneak into Phoenix Heights in the dead of night in the 
  next Act. 
  If they turn down any outside assistance, though, 
  the conclusion of this Episode in Act IV will be mighty 
  dangerous. By refusing Alliance help or Morningstar’s 
  deal, the Crew has a greater chance of getting caught in 
  the crossfire between the two parties. 
  
  196
  ECHOES OF WAR: THRILLIN’ HEROICS
  ACT III: SMUGGLER’S BLUES
  Not long after Colonel Wu leaves, the Crew is given the signal. There’s a truck waiting for them outside. It’s time to drive 
  to Phoenix Heights and transport the mysterious containers to the Serenity Valley cemetery.
  EXT. ALLEYWAY (NIGHT)
  SIMON, INARA, and WASH are sitting in a covered truck tucked away in a grimy alleyway near Phoenix Heights. 
  WASH is fiddling with the controls while SIMON checks the medical equipment keeping the refugees in stasis. INARA, on 
  the other hand, is going over the manifest and comparing the new owners’ names against the Companion database on a 
  portable device.
  SIMON: Find anything on your end? Everything here seems normal.
  INARA: It seems Mal’s instincts were correct. The proud...owners of these refugees are all high-profile members of the 
  Alliance. Politicians, former commanders, socialites...these families won’t even get a slap on the wrist unless we provide 
  hard evidence or Morningstar turns on them.
  SIMON: That’s disgusting.
  
  197
  FRIENdS IN LOW PLACES: ACT THREE
  THE LOWDOWN: SHIPPING AND HANDLING
  When the Crew arrives in Phoenix Heights, they’ll 
  also have a run-in with Qiao Zhao, the Colonel’s spy. This 
  Act gives the Crew the opportunity to find out what the 
  cargo is and discover the location of Morningstar’s secret 
  base where Monty’s wife, Daisy, is being kept.
  What the Crew may (or may not) know is that the 
  cargo boxes Morningstar wants them to transport are filled 
  with townsfolk. Qiao Zhao is aware of this fact, but the 
  Colonel is not—unless the Crew has let that information 
  slip. Zhao hasn’t told her employer all she’s learned for 
  good reason: the spy fears Wu will imprison the missing 
  refugees and force them to testify against Morningstar. 
  Instead of freedom, the spy is convinced that Daisy and 
  the disappearing townsfolk will trade one confinement 
  for another.
  To the untrained eye, the bodies found in these black 
  containers appear to be dead. A fake shipping manifest 
  attached to each one will declare the cargo’s contents are 
  being transported to a MedAcad on Bellerophon. Every 
  person the Crew is about to transport to the Serenity Valley 
  cemetery is alive and in an induced medical coma. Zhao 
  was also able to learn that Morningstar has instructed his 
  goons to avoid waking up the cargo until they’re “sold” to 
  a wealthy Alliance patron in the Core. A medic with the 
  right equipment, like Doc Greene, will be able to quickly 
  restore their consciousness.
  TROUBLE: BORDER PATROL
  Though the Crew may hold up their end of the deal, 
  Virgil’s thugs have been instructed to take them out once 
  they reach the cemetery. His primary concern is that 
  the Crew never reaches his secret base on the far side of 
  Serenity Valley. 
  Fortunately, Morningstar’s thugs aren’t willing to risk 
  their lives for him. They’ve got a lot of muscle, sure—but 
  they will stand down if the Crew shows themselves to be 
  the superior force.
  MASTERIN’ THE GAME
  NOBOdY’S 
  PERFECT
  Major GMCs have 
  Distinctions just like 
  Crewmembers. That 
  means that they can 
  choose to use them 
  for a d8, or a d4 and a 
  Plot Point, just like the 
  Crew. But why would 
  the GM ever choose to 
  roll a lower die and run 
  the risk of rolling an 
  Opportunity?
  It’s one of the main 
  ways to regain Plot Points 
  for the GMCs. The stakes 
  for rolls in the beginning 
  of the game are usually 
  pretty low, so if you fail 
  to raise or set the stakes 
  as the GM, it’s not going 
  to alter the plot by leaps 
  and bounds. Racking up 
  Plot Points early on in the 
  adventure means there’s 
  a big scary stack of Plot 
  Points when the rolls 
  matter. Crewmembers 
  will be spending Plot 
  Points to make their rolls 
  count and you can match 
  them for more drama in 
  the final moments of the 
  Episode.
  It also teaches 
  Crewmembers that it’s 
  okay for them to take 
  the d4 and PP too. The 
  best way to teach is by 
  example, and showing 
  GMCs not always playing 
  to their strengths lets the 
  Crew know it is worth it 
  to risk failure for Plot 
  Point-fueled greatness 
  when it counts.
  Finally, taking the 
  d4 and PP offers some 
  GMC weaknesses for the 
  crew to exploit. These 
  lapses in judgment 
  or momentary losses 
  of control can be the 
  foundation of a Crew’s 
  plan, or they can just 
  show that, in the end, 
  everyone’s human. 
  MASTERIN’ THE GAME
  WAKE UP, SLEEPYHEAd!
  The Crew may decide to open up the boxes and 
  look for Daisy themselves. Morningstar is true to 
  his word: he’s got her back at his hideout. 
  Popping the lids won’t be enough to shake the 
  townsfolk from their coma. If they wake up the 
  other refugees, remember that these characters 
  have a mind and heart of their own. One indentured 
  servant might take off running with or without the 
  appropriate paperwork to ensure they’ll be able 
  to live free. Another might beg to join the Crew 
  seeking revenge or to ensure that all corresponding 
  contracts are destroyed. 
  The resolution of this scene is a great opportunity 
  to reward the players with Plot Points. It’ll also 
  give the Crew a chance to put their plans in motion, 
  whatever those might be.
  Zhao serves another purpose at the end of 
  this scene. If the Crew is stuck or is too scared to 
  deal with Colonel Wu, this spy can further shape 
  the plot. When pressed, Zhao will suggest that the 
  Crew should go through with the job and meet 
  Virgil’s goons at the halfway point. That’ll be the 
  perfect opportunity to double-cross Morningstar 
  by calling in the Alliance cavalry to follow them 
  back to his hideout. 
  After all, Zhao’ll need someone she can trust, 
  since she’s about to put herself into one of the 
  cargo boxes. Unlike the other townsfolk, Zhao 
  won’t be unconscious or entirely helpless. She’ll 
  put on an oxygen mask and fold her body into 
  one of the boxes. 
  
  198
  ECHOES OF WAR: THRILLIN’ HEROICS
  VIRGIL’S DEADLY BONUS
  Morningstar’s hired goons will be hiding among 
  the headstones in Serenity Valley. As soon as one of the 
  Crewmembers steps outside the vehicle, they’ll start firing. 
  Sharp-eyed Crewmembers might notice they are on their 
  way to an ambush. Virgil Morningstar has definitely 
  double-crossed them.
  Crewmember Dice Pool: Physical + Move, Mental 
  + Notice
  Gamemaster Dice Pool: Hard Difficulty d10 + 
  Ex-Soldier Xd8
  Possible Assets: It’s A Trap!, The Glint of a Sniper 
  Scope, I Knew We Couldn’t Trust Him
  Possible Complications: Damaged Truck, Damaged 
  Case, Suppression Fire
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The ex-soldiers gain 
  the upper hand. Instead of Taking the Crew Out, 
  though, the ex-soldiers secure the cargo and police 
  the Crew all the way back to Morningstar’s war 
  bunker. Veterans of the Unification War earn a Bad 
  Memories d6 Complication.
   
  
  Raise the Stakes: The townsfolk will tell them 
  Grady Hopkins is the mining foreman who can 
  be found workin’ in the mine every day and most 
  nights, too. Other than taking his meals at the Dry 
  River Saloon, he spends most of his time drinkin’ 
  there on account of his poor daughter, Remember.
   
  
  Extraordinary Success: The Crew escapes the 
  trap and learns about the underground hideout. 
  In addition, one of the hired mercenaries has a 
  change of heart. He knows the codes to properly 
  open the stasis cases, giving the Crew a Security 
  Codes d6 Asset for freeing the captives. The Crew 
  can spend a Plot Point to make the Asset last for 
  the Episode.
  
  199
  FRIENdS IN LOW PLACES: ACT THREE
  THE SHOWDOWN: AN UNEXPECTED SERMON
  Now that the Crew has taken out the thugs, they’ll 
  come face-to-face with Shepherd Carson. Seems the 
  good Shepherd will do whatever he can to prevent them 
  from reaching the hideout. If the Crew has dug into the 
  Shepherd’s background, they’ll quickly realize that this 
  imposter wants to screw up the delivery so the Crew will 
  be killed at the bunker. If they haven’t, they may view the 
  “good” Shepherd as Virgil’s second-in-command who was 
  sent to finish what his hired help could not.
  FACING WILEY CARSON
  The Crew will have to think quickly. Carson is there 
  to steal back the cargo and ensure they won’t make it to 
  Virgil’s hideout. Unlike the goons, however, this individual 
  is a criminal mastermind. He’ll try to distract the Crew 
  while his people grab the crates. At this point, those boxes 
  are more valuable than the Crew’s deaths are. Even if they’re 
  empty, the crates provide the Crew with much-needed 
  leverage to get Daisy back. This is the evidence that Colonel 
  Wu needs to build a case against Morningstar.
  Crewmember Dice Pool: Physical + Fight, Mental 
  + Focus, Social + Influence
  Gamemaster Dice Pool: Carson’s Mental d10 + 
  Trick d8 + Mysterious Past d8
  Possible Assets: Keep Him Covered, Knowledge 
  of Theology, I Knew a Spellman
  Possible Complications: Confused, Empty Crate, 
  Missing Crate
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Carson swipes the 
  cargo from the Crew. The Crew earns an Empty 
  Handed d6 Complication starting in the next Act.
   
  
  Raise the Stakes: The Crew holds Carson off and 
  hasn’t lost sight of the cargo. They are ready to 
  face Morningstar in his hideout. 
   
  
  Extraordinary Success: As above, with an added 
  bonus. Shepherd Carson is Taken Out of the  
  next Act.
  MASTERIN’ THE GAME
  MYSTERIOUS WAYS
  Carson is meant to muddy up the waters in this scenario 
  by deepening the mystery for Crewmembers who prefer 
  to talk their way through trouble. Morningstar is the 
  lead villain and the story runs just fine with the Crew 
  stuck jammed between Morningstar and Wu’s faceoff. 
  Bringing Carson out of the background adds layers of 
  intrigue to the adventure. This is especially appealing 
  for Crewmembers who may not be hooked in by the 
  smuggling plot and want to linger a bit longer in Serenity 
  View to uncover all its secrets. Shepherd Carson may 
  also serve as the Crew’s major obstacle to getting the 
  cargo from Phoenix Heights to the hidden base in the 
  third Act. He’s a sneaky sommbitch and has a lot to hide.
  Offer clues to reveal the skeletons hiding in Carson’s 
  pulpit. As the Crew roams about town, give them 
  tips that something’s a little off about this particular 
  Shepherd. Maybe they find his old uniform stashed in 
  the chapel. Perhaps they notice his Good Book is covered 
  in the handwritten notes of a madman or find his old 
  ident card. Doc Greene could relate the mystery of his 
  plastic surgery. Elizabeth Whistler could remember the 
  Spellman family and wonder what really happened to 
  them. Whet the appetites of the Crew and they’ll chase 
  after Carson like they were starving.
  
  200
  ECHOES OF WAR: THRILLIN’ HEROICS
  ACT IV: BATTLE OF BUNKER VALLEY
  Bullets start flyin’ in this fight to the finish. The Crew is now caught between the Alliance on the left and Virgil Morningstar 
  and his thugs on the right. The self-righteous Colonel may be an upstanding member of the Alliance, but she’s no fool: if the 
  refugees are not saved by the time this Act opens, she’ll have no qualms about letting the Crew get caught in Virgil’s crossfire. 
  Virgil, on the other hand, is as good as dead. There’re a lot of folk in the bunker that want this trader dealt with— 
  including Monty. No matter what the Crew decides to do at this point, there’s a final battle on their immediate horizon. 
  They’ll need to figure out whose side they’re on so they can get Daisy back safely.
  INT. ABANDONED WAR BUNKER (NIGHT)
  The Crew has taken cover behind a pile of crates and boxes. MAL, ZOE, and JAYNE are checking their guns while 
  WASH and the others keep a close eye on COLONEL WU and VIRGIL MORNINGSTAR. 
  ZOE (whispers): Sir? I’m not exactly comfortable with this. I don’t want to leave anyone behind, but this ain’t a fight 
  I’m sure we can win right now. Maybe we should leave Daisy behind and come back with more firepower.
  MAL: And ruin all my fun? We can win this battle. You hear me, Morningstar?
  ZOE (whispers): Have you lost your mind, Sir? 
  MAL (grins): Maybe. 
  
  201
  FRIENdS IN LOW PLACES: ACT FOUR
  THE LOWDOWN: MORNINGSTAR FALLS
  Both Morningstar and Wu will have strong feelings 
  toward the Crew, but how they respond to them here 
  will depend upon what happened in the previous Acts. 
  Morningstar is a shrewd businessman who makes a living 
  suckering people into signing bad deals. Because he feels 
  that everything he’s done has been on the up-and-up, he 
  won’t cater well to self-righteous folk who come in and 
  boss him around. Wu, on the other hand, is anxious to 
  capture Morningstar provided she has enough evidence 
  to bring him to justice.
  TROUBLE: HUNKERED IN THE BUNKER
  The scene is tense and folks are ready to fight, 
  only there’s a hitch: Morningstar.
  Anyone who messes with his business or his lifestyle 
  will garner Morningstar’s attention. In this Act, Morningstar 
  faces off against Wu because she’s the biggest threat to 
  his profitability. Once Wu is down for the count, he’ll 
  either start picking the Crewmembers off one-by-one or 
  force them into indentured servitude. Fortunately, there’s 
  enough military supplies lying about, like additional ammo, 
  med patches, uniforms, night goggles, etc., that the Crew 
  can easily find what they need to defend themselves and 
  hunker down. 
  The important GMCs and their primary goals are:
   
  
  Monty—The Crew’s friend will be present and 
  focused on finding his wife, Daisy. He’ll stick to 
  the cargo areas or openly go after Morningstar.
   
  
  Qiao Zhao—Remember, Wu’s spy and double 
  agent voluntarily put herself in one of the crates 
  the Crew was supposed to transport. Though she 
  didn’t get locked into the box unconscious, she 
  may still be in one of them. If she is, she’ll force her 
  way out as soon as her air supply is running low. 
  Once free, Zhao will focus on helping Monty find 
  his wife and ensuring the other refugees are safe. 
   
  
  Colonel Sally Wu—The Colonel is well prepared 
  and, she believes, well meaning. Because she is 
  a true believer in the Alliance, Wu will adhere to 
  their code and add a few faithful touches of her 
  own. Neither she nor the five d8 soldiers she’s 
  brought with her will fight dirty. They will not 
  shoot Morningstar in the back and they will seek 
  to disarm and disable him at all costs. To these 
  folk, Morningstar is a villain that has to be taken 
  down and everybody else is secondary to that 
  goal. Regardless of how the Crew has interacted 
  with Wu, they won’t be targeted by the Alliance 
  until the trader is Taken Out of the fight or if they 
  open fire on Wu. Wu is also a military commander 
  who will quickly assess the situation in the bunker. 
  Ultimately, she will come to the conclusion that 
  she will not charge in guns-a-blazin’ on her own. 
  The Alliance will keep Morningstar busy until 
  an inbound Alliance cruiser drops several troop 
  transports to overrun Morningstar’s bunker. Even if 
  the Crew is working with Wu, they will likely want 
  to be gone before that happens.
   
  
  Virgil Morningstar—This is Virgil’s home turf. He’s 
  set up cubbyholes, traps, sneaky ways to help him 
  get around the bunker, and a booby trap that’ll be 
  triggered in Act IV to destroy the whole bunker. 
  While Virgil has four d8 ex-Alliance soldiers with 
  him, he will shoot to disable his victims on account 
  of the fact that he’s deathly afraid of getting 
  arrested for murder. If Morningstar gets arrested 
  for manslaughter or worse, all his dirty deals are 
  off. Any soldier, Crewmember, or refugee who 
  decides to sneak around the bunker in this Act will 
  encounter one of Virgil’s three tripwires (Tripwire 
  Trap d10) that, when triggered, will lock all the 
  doors for Trapped Inside Complication. 
  
  202
  ECHOES OF WAR: THRILLIN’ HEROICS
   
  
  Shepherd Carson—If the Crew has not dealt with 
  Shepherd Carson in Act III, he’ll be there acting 
  as Morningstar’s lieutenant. Carson won’t fire a 
  gun, but he will issue battle commands and tell 
  the soldiers where to go.
   
  
  Serenity View Townspeople—The good 
  townspeople of Serenity View may not like Virgil 
  much, but they’d rather deal with the devil they 
  know than the one they don’t. If they catch wind 
  of this fight, expect three or four (Townsfolk d6) of 
  them to show up armed with pitchforks, kitchen 
  knives, and a long rifle or two. The townspeople 
  will scare easily, though. The Crew shouldn’t be 
  afraid to threaten them.
   
  
  Refugees—Some of the refugees, like Daisy, may 
  be looking for a little payback. They won’t have any 
  weapons with them, but they might be able to find 
  them in one of the crates lying nearby. This is a 
  good opportunity to engage the Crewmembers for 
  help and roll to find something to shoot, stab, or 
  disable Virgil and his Crew. Remember, capturing 
  Virgil alive might also trigger a huge reward—or 
  so the Alliance has promised the Crew.
   
  
  Crewmembers—Everything the Crew has done 
  in this Episode leads up to this scene. The 
  relationships they’ve built (or folk they’ve pissed 
  off) are greatly affected by what happens next. 
  Go with it. While each party has a particular goal, 
  there is no single way to end this fight. The Crew’s 
  primary goal is to help Monty find Daisy and get 
  through this last scene in one piece. Depending 
  upon the Crew’s style of negotiation, the Alliance 
  could be on their side, Morningstar could ignore 
  them entirely, or both sides could be gunnin’ for 
  the Crew. If they want to simply hunker down and 
  sit this one out—that’s okay, too. If they really 
  don’t want to participate in the fight, consider 
  giving them the opportunity to step into Colonel 
  Wu’s boots to determine the outcome.
  Morningstar won’t give in to the Alliance or surrender 
  Daisy without a fight. To appropriately manage the variables 
  to this scene, allow the Crew a few moments right before 
  the bullets start flyin’ to strategize their approach and 
  solidify what it is they want to do. Will they sneak over and 
  help Colonel Wu? Will they turn tail and run, to simply 
  await the outcome of the fight? Or, will the Crew decide 
  to take up fresh arms with Morningstar, the refugees, or 
  the townsfolk? Remember, there’s no reason why every 
  Crewmember has to take the same side, either. Jayne, for 
  example, could switch allegiances if he so much as smells 
  a heap o’ Alliance credits. 
  Don’t forget to take the opportunity to remind players 
  about all the different ways they can spend their Plot 
  Points. Here, they can use them to bluff their way out 
  by keeping extra dice on Social + Influence rolls or to 
  create defensive and offensive Assets for themselves and 
  whomever they determine to be their allies. 
  This Act is the Crew’s chance to be big, damn heroes. 
  For veterans of the Unification War, that’s a mighty powerful 
  aspect of this story to explore—especially since this takes 
  place in Serenity Valley.
  
  203
  FRIENdS IN LOW PLACES: ACT FOUR
  THE SHOWDOWN: ALLIANCE CAVALRY IS A-COMIN’
  This last Act incorporates a Timed Action. The Crew 
  will have a total of ten beats before the Alliance cruiser 
  arrives. Cycle through the Crewmembers, making sure 
  each one gets an Action before going back to a character 
  who has acted already in the scene. If the players all want 
  to take Actions at the same time, use an Action Order 
  (page 27) to guide the scene forward.
  If the Crew runs out of beats before accomplishing their 
  goals, the Alliance will round everyone up—Morningstar, 
  Carson, the refugees and the Crew. After some lengthy 
  and uncomfortable Alliance questioning, the Crew will 
  be taken back to their ship and left without anything to 
  show for their efforts. They are free to go, but they’ll have 
  no ship parts, no credits, no refugees, and no Daisy. They 
  don’t get paid for all their hard work.
  The focus of the Timed Action is not necessarily on 
  fighting the opposition. Morningstar and his forces will 
  not be concentrating on the Crew; they’ll be focusing 
  their efforts to take down Colonel Wu or escape the 
  scene themselves. Bullets will be flying from one end of 
  the bunker to the other. Wires will fray and grenades will 
  explode. Traps will be triggered and lights will be snuffed 
  out. It’s a shootin’ gallery! 
  Since this is the last Act of the Episode, focus on 
  stepping up Complications instead of creating new ones. 
  Keep in mind that a Complication that’s stepped up past 
  d12 will result in a Crewmember Taken Out. Any Taken 
  Out Crewmembers will be collected by the Alliance at 
  the end of the Timed Action and returned to the Crew’s 
  ship afterward.
  Here are a few Actions the Crew might take while 
  trying to survive the chaos:
  IDENTIFYING A REFUGEE
  The Crew might be looking for a specific refugee to 
  free, like Daisy or Mags Morningstar. It’ll be hard to find a 
  specific crate in this warehouse, especially since bullets and 
  explosions will be going off while this Action is taking place.
  Crewmember Dice Pool: Mental + Operate, Mental 
  + Notice
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Secure Crate d8 
  Possible Assets: Cargo Manifest, I Remember the 
  Number, Instructions from Qiao 
  Possible Complications: Pinned Down by Gunfire, 
  Buried Under a Pile, Booby Trapped 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew doesn’t 
  make any progress toward finding the crate they 
  were looking for. Lose one beat.
   
  
  Raise the Stakes: The Crew finds the crate! Lose 
  one beat.
   
  
  Extraordinary Success: The Crew finds the crate 
  in record time, probably by accessing some sort 
  of manifest. Lose no beats.
  OPENING A CRATE
  Though the Crew may have already rescued a few 
  townsfolk, the cargo room will hold more of ’em. First, 
  the Crew will need to wake up them up. Then, they’ll have 
  to defend their lives as the bullets start flying.
  Crewmember Dice Pool: Physical + Labor, Mental 
  + Fix
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Secure Crate d8 
  Possible Assets: Prybar, I Know This Model, Secure 
  Crate Instructions 
  Possible Complications: Jammed Lock, Leaking 
  Coolant, This One’s Dead 
  
  204
  ECHOES OF WAR: THRILLIN’ HEROICS
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The crate is jammed 
  shut, and the Crew has no success getting it 
  opened. Lose one beat.
   
  
  Raise the Stakes: The Crew gets the crate open 
  and it seems like the refugee locked inside is okay, 
  but groggy. Lose one beat.
   
  
  Extraordinary Success: The refugee inside is 
  already responsive. The Crew loses no beats.
  GETTING REFUGEES TO SAFETY
  The stasis process leaves the subjects groggy for a few 
  minutes after they awaken. To get the refugee safely out of 
  the bunker, the Crewmember can provide covering fire, 
  dose the refugee with a stimulant, or give them careful 
  directions on how to navigate out of the bunker.
  Crewmember Dice Pool: Physical + Shoot, Mental 
  + Treat, Social + Influence
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Refugee d6
  Possible Assets: Emergency Exit, Take This Gun, 
  Fire in the Hole 
  Possible Complications: Really Out of It, Surrounded, 
  Got Lost 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: After a few wrong 
  turns, the refugee are unable to make it out of the 
  bunker. They return to the Crewmembers, lost and 
  alone. Lose one beat.
   
  
  Raise the Stakes: The refugees make it to safety. 
  Lose one beat.
   
  
  Extraordinary Success: Luck clears a straight path 
  to the exit for the dazed refugees. Lose no beats.
  CHARGING COLONEL WU
  Some Crews may resent the Alliance pushing them 
  around. Or, they may want whatever secrets Wu uncovered 
  to stay buried in Serenity Valley with her. It doesn’t matter 
  if Wu is Taken Out; the cavalry is coming. But eliminating 
  Wu is a good way to get on Morningstar’s good side.
  Crewmember Dice Pool: Physical + Shoot, Physical 
  + Fight
  Gamemaster Dice Pool: Wu’s Physical d6 + Fight 
  d8/Shoot d10 + Alliance Officer d8 + Alliance 
  Soldier Xd6
  Possible Assets: Full Auto Weapon, Grenades, 
  Flamethrower 
  Possible Complications: Out of Ammo, Cut Off, 
  Superior Tactics 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  is Taken Out by Colonel Wu. Lose one beat. 
  The player may spend a Plot Point to take a 
  Complication and stay in the fight. The 
  Complication is set by Wu’s highest rolling die.
   
  
  Raise the Stakes: One of Wu’s soldiers is Taken 
  Out. If no soldiers remain, Wu is Taken Out. Lose 
  one beat.
   
  
  Extraordinary Success: Two of Wu’s soldiers are 
  Taken Out. If no soldiers remain, Wu is Taken Out. 
  Lose no beats.
  
  205
  FRIENdS IN LOW PLACES: ACT FOUR
  ASSAULTING VIRGIL 
  MORNINGSTAR
  Morningstar is one sneaky trader and fights dirty. He’ll 
  do anything he can to ensure that he protects himself—even 
  if that means that puts his own thugs at risk. Remember, 
  he’s got a lot to lose, so bluffing probably won’t work once 
  the Crew is trapped inside his hideout.
  Crewmember Dice Pool: Physical + Shoot, Physical 
  + Fight
  Gamemaster Dice Pool: Virgil’s Physical d4 + Fight/
  Shoot d4 + Local Yokel d8 + Ex-Soldier Xd8 
  Possible Assets: Full Auto Weapon, Grenades, 
  Flamethrower 
  Possible Complications: Out of Ammo, Cut Off, 
  Superior Tactics 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  is Taken Out by Virgil Morningstar. Lose one 
  beat. The player may spend a Plot Point to 
  take a Complication and stay in the fight. The 
  Complication begins at Virgil’s highest rolling die.
   
  
  Raise the Stakes: One of Morningstar’s soldiers 
  is Taken Out. If no soldiers remain, Virgil is Taken 
  Out. Lose one beat.
   
  
  Extraordinary Success: Two of Morningstar’s 
  soldiers are Taken Out. If no soldiers remain, Virgil 
  is Taken Out. Lose no beats. 
  LOOTING THE BUNKER
  There are a lot of interesting things in the bunker. 
  Radios, uniforms, weapons, fuel, spare parts. A lot of it 
  could be taken back to the ship and sold to make some 
  extra cash from this fiasco. Or it could be used in battle 
  to help out the Crew now.
  Crewmember Dice Pool: Physical + Labor, Mental 
  + notice
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Unmarked Crates d8
  Possible Assets: Cortex Catalog, Military Surplus, 
  Sixth Sense for Salvage 
  Possible Complications: Security Lockdown, 
  Damaged Goods, Missing Parts 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew is unable 
  to find anything undamaged in the crates. Lose 
  one beat.
   
  
  Raise the Stakes: Who knew there was so much 
  useful stuff in a hidden bunker? Lose one beat.
   
  
  Extraordinary Success: The Crew finds what they 
  are looking for quickly. Give them a free d6 Asset 
  to represent their windfall. Lose no beats. 
  SECURING AN EXIT ROUTE
  With all the bullets flying around, the Crew may realize 
  that sneaking their way out of the winding corridors will be 
  their top priority. One of the Crewmembers must take this 
  Action before they can leave. Once this Action is complete, 
  the Crewmembers and refugees can leave at any time.
  Crewmember Dice Pool: Mental + Notice, Physical 
  + Move
  Gamemaster Dice Pool:  Hard Difficulty d10 + 
  Twisting Corridors d10 
  Possible Assets: Secret Passage, Blew a Hole in 
  the Wall, I’ll Cover You 
  Possible Complications: Net Trap, Rigged Explosive, 
  Sealed Blast Doors
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The twisting corridors 
  thwart the Crewmember who attempted to find a 
  way out. Lose one beat
   
  
  Raise the Stakes: The way is clear. The Crew can 
  make a run for it now. Lose one beat.
   
  
  Extraordinary Success: The Crewmember who 
  goes to look for an exit secures a path out in record 
  time. Lose no beats.
  
  206
  ECHOES OF WAR: THRILLIN’ HEROICS
  RESCUE A FALLEN 
  CREWMEMBER
  With this being so close to the end of the adventure, 
  Complications are likely going to be running high. 
  Crewmembers might get Taken Out in the madness by 
  falling beams, enemy fire, or even getting locked in a 
  closet. This Action allows another Crewmember to bring 
  a Taken Out Crewmember to safety. Otherwise, if the 
  Alliance arrives, anyone who’s been Taken Out will be 
  taken into custody.
  Crewmember Dice Pool: Physical + Labor, Mental 
  + Treat, Social + Influence
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Chaos of Battle d10
  Possible Assets: First Aid Kit, Fireman’s Carry, 
  Calming Words
  Possible Complications: Can’t Get Out That Way, 
  Confusing Layout, Have You Gained Weight? 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew is unable 
  to get to their fallen friend. They’ll have to find 
  another way to retrieve their Crewmember. Lose 
  one beat.
   
  
  Raise the Stakes: After taking a moment to secure 
  the Crewmember, the Crew can head back into the 
  fray. Lose one beat.
   
  
  Extraordinary Success: Turns out the Crewmember 
  who was Taken Out was still able to quickly slip 
  out the door. They’ve been moved to safety. Lose 
  no beats.
  Morningstar’s defeat will result in fallout. Though 
  the refugees will be saved, their contracts will need to 
  be dissolved, the Crew will need to go on record, and a 
  spokesperson will have to file a report with the Colonel.
  That might make things a little tricky for the Crew, 
  but their cooperation won’t go unrewarded. By helping 
  bring Morningstar to justice, the Crew will be clear to 
  leave with the Alliance’s gratitude and a modest reward 
  for their trouble. 
  To appropriately reward folks during the resolution 
  of this Episode, weigh the friendships and relationships 
  forged in Serenity View. 
   
  
  Colonel Wu could provide parts and assistance. 
  The more refugees they Crew gets out of danger, 
  the more help she’ll be willing to provide. She’ll 
  help them restock their stores and supplies. If the 
  Crew sides with Morningstar, then they can expect 
  no help from the Colonel. If the Crew took Wu’s 
  offer, she will reward them handsomely from her 
  ill-gotten gains.
   
  
  Monty may offer his gun to the Crew in exchange 
  for reuniting him with his wife, Daisy. He’ll also 
  pledge to return the favor in the future.
   
  
  Morningstar will likely reward the Crew should 
  they reveal Shepherd Carson’s true identity or 
  successfully go through with the transport and 
  auction. He may not see the error of his ways, but 
  he doesn’t like to be lied to. 
   
  
  The good townspeople of Serenity View may 
  be shocked to learn they’ve been conned, and 
  there’s a private bunker at the edge of a hallowed 
  cemetery. They’ll likely be anxious to see Virgil 
  Morningstar, Shepherd Carson, and all those who 
  work with them brought to justice. If the Crew has 
  established relationships with any of the townsfolk, 
  the resolution of this Episode will give them the 
  chance to tell the truth, share their reward, or 
  simply tell them all is well. 
  
  207
  FRIENdS IN LOW PLACES: ACT FOUR
  EPILOGUE: THE GIFT OF SWEET LIBERTY
  “And when we do, we’ll fly off to Boros rich and prosperous. Well, less 
  poor. But with enough to find some sweet little getaway...”
  -Wash “Serenity”
  Most adventures end with some kind of payday. 
  The Crew delivers a cargo, gets paid, finds another job, and 
  keeps flyin’. This adventure is built with Big Damn Heroes 
  in mind. Depending upon who the Crew sides with, they 
  could fall into pile of credits. Still, if there’s no money to 
  be had, liberating the slaves should make even the hardest-
  hearted mercenary feel good in the end.
  There is one physical asset that the Crew will receive 
  at the end of the adventure. Monty will tearfully insist the 
  Crew take his Sweet Liberty Rifle d6 as payment for 
  helping him out in his time of need. So long as they did 
  right by him, Monty’ll make sure they take it or will hide 
  the rifle on their ship should they refuse him. 
  Here are some suggestions for handling Crew’s reaction 
  to this gift and how it may be used in further Episodes.
  A CREWMEMBER TAKES 
  POSSESSION
  Monty singles out the Crewmember who did the 
  most to help Daisy and puts the rifle in his hands. If this, 
  or any other Crewmember, wishes to keep the gift, they 
  may choose to replace one of their Signature Assets with 
  Sweet Liberty Rifle d6. If the Crewmember has no 
  Signature Assets, he may add the rifle as one.
  THEY KEEP IT ON THE SHIP
  The Crew keeps the rifle around but nobody lays claim 
  to it. In this case, it can be used as a standard d6 Asset 
  created by expending a Plot Point. However, unlike normal 
  Assets, a second Plot Point expenditure is not required to 
  make the rifle last to the end of the episode. 
  THEY SELL IT
  The decorative engraving and pearl handle are more 
  valuable than the gun itself. Instead of keeping the gun, 
  the Crew can sell Monty’s gift to acquire a new Signature 
  Asset for a Crewmember or the ship, settle an old debt, 
  or otherwise make use of a valuable resource. While the 
  money they get for the gun won’t solve all their problems, 
  it should be enough to enact a permanent change to the 
  Crew’s story, perhaps even leading to a new adventure 
  involving the purchase of new Assets. In addition, should 
  the Crew ever cross paths with Monty again, they could 
  easily run into the Complication that Monty Knows They 
  Sold His Gift. This could lead to all sorts of colorful new 
  nicknames for the Crew.
  
  208
  ECHOES OF WAR: THRILLIN’ HEROICS
  ROLL CREDITS
  Assuming you’ve got your ship back, you may be 
  itchin’ to get off of Hera as fast as your little boat’ll carry 
  you. If’n you don’t and you want to play through the sequel 
  to Friends in Low Places, here are some ideas.
  TAKE ’EM HOME
  Congratulations! You and your Crew managed to 
  free the refugees and convince them they need to find 
  their long-lost relatives. Only trouble is, you’ve put them 
  in a mighty difficult position on account of the fact that 
  their credits are in short supply. Do you have the heart to 
  leave them be? Or, will you take the refugees home and 
  help them get back on their feet again? Who knows what 
  lives these folks have left behind or what secrets they’re 
  waiting to confess?
  DONE AND BUSTED
  Your Crew has managed to leave Hera all right. Trouble 
  is, when you start flyin’, up into the black, you find out 
  Serenity is in a heap of trouble. Seems she’s got busted parts, 
  missing screws, and her navigation systems are off-kilter. 
  Now you’ve got three options: land on Hera, her sister 
  moon New Omaha, or drop off on the planet Deadwood 
  to fix and resupply. Wherever you and your Crew decide 
  to land, you can be sure Virgil’s friends ain’t far behind. 
  Will you fix the ship before you have another unpleasant 
  encounter? Where will you turn for help?
  VETERAN’S DIRTY RECORD
  Monty may be free from Virgil’s clutches, but that 
  don’t mean he’s in the clear. As soon as this old Unification 
  War veteran gets within spitting distance of an Alliance 
  officer, he’ll be arrested and tossed in an Alliance jail cell 
  back on of them cruisers. Maybe this happens in front of 
  Mal. Maybe the arrest takes places a few weeks later. Either 
  way, there’s only one Crew that Monty’ll feel comfortable 
  calling on for help to clear his name—and that’s yours. 
  Now, the Crew has to decide whether to clear his name 
  with the local magistrate, help him escape the cell, or get 
  him a new ident quick. Do they have enough resources 
  and goodwill with the townspeople to help Monty? 
  UNSAVORY TOWNSFOLK
  The good people of Serenity View are all up in arms. 
  While Virgil Morningstar wasn’t exactly a shining example 
  of a good citizen, folk here feel hard-pressed to judge 
  him on account of all the credits he poured back into 
  the community. Now, a few of his friends are lookin’ for 
  a little payback, and that means the Crew is in the line 
  of fire. Instead of bullets, though, these people learned 
  a thing or two about kidnapping and how much a good 
  Crewmember’s really worth. When the townsfolk contact 
  the Captain to tell him they want to make a deal, will Mal 
  return to Hera and make amends? Or, will the Crew be 
  flyin’ straight into an Alliance trap? Either way, the Crew 
  won’t have much of a choice. They’ll have to deal with the 
  townsfolk or leave their Crewmember behind.
  
  209
  FRIENdS IN LOW PLACES: AdVENTURE MAPS
  WHISTLER’S BAR ANd GRILL
  MEI LONG’S FINE dINING
  SERENITY VALLEY CHAPEL
  WHITE LOTUS 
  OPERA HOUSE
  SERENITY VIEW TOURS 
  ANd HORSE RENTALS
  dOC GREENE’S MEdICINE 
  SHOP ANd OFFICE
  SHERIFF’S OFFICE
  MCHALE’S JUNKYARd/ 
  PHOENIX HEIGHTS
  TIAN YIN, TRAVELING 
  FORTUNE TELLER
  UNIFICATION WAR MUSEUM
  ADVENTURE MAPS
  MAP OF SERENITY VIEW
  This town overlooks Serenity Valley and is located high on a ridge.
  
  210
  ECHOES OF WAR: THRILLIN’ HEROICS
  AUCTION 
  ROOM
  EXIT
  ENTRANCE
  SURVEILLANCE 
  CHAMBER
  STORAGE 
  UNITS
  MAP OF UNdERGROUNd BUNKER
  Serenity Valley’s best-kept secret is an abandoned, underground War bunker the Browncoats used to fight 
  the Alliance in the last battle of the Unification War. Morningstar has quietly built an expansive secret base 
  of operations here using leftover supplies and equipment he salvaged from the battle scene.
  
  FREEDOM FLYER
  Presented by Nicole Wakelin
  
  212
  ECHOES OF WAR: THRILLIN’ HEROICS
  In Freedom Flyer, Maggie Miller, a mechanic and 
  former Browncoat, asks the Crew for help so she can 
  escape to a new life. During the War, Maggie helped the 
  Independents by stealing Alliance military vessels and 
  stripping them for parts. She did a lot of good for the wrong 
  side as far as the Alliance is concerned, and although the 
  Unification War is over, them Alliance types have a long 
  memory. Now there’s a hefty bounty on Maggie’s head 
  that was recently reissued by the Alliance. Even though 
  six years have passed, seems the Alliance wants Maggie 
  something fierce. 
  Maggie’s dreams of a new life are in even more jeopardy 
  now that her ma needs her help. Ma Miller’s declining 
  health put the poor old woman under a mountain of 
  debt. Maggie knows that the time to leave is now, before 
  The Way of Things
  “You want to keep this sweet little thing from helping 
  her ma, or you want me to make you cry for yours?” 
  - Jayne
  
  213
  FREEdOM FLYER: THE WAY OF THINGS
  the Alliance throws her in jail or Ma gets tossed out onto 
  the street. Maggie’s ready to settle her accounts, but she’ll 
  need the Crew’s help to tie up these nagging loose ends 
  before she disappears.  
  Maggie has a pile of cash from her less honest days and 
  will happily part with some of it for help, but getting to that 
  cash may prove something of a challenge—she’ll need the 
  Crew’s help. That means recovering her stash, finding her 
  ship, and making sure her sick ma is taken care of before 
  Maggie heads out to her new life. The Crew will soon 
  discover they’ve also got to protect her from a bounty hunter 
  looking to cash in on the bounty on her head from the War. 
  All this while staying under the radar in Mine’s Falls, the 
  sleepy town currently occupied by Major Li Harrison and 
  his garrison of Alliance soldiers.
  First, the Crew has to find a way to sneak into Mine’s 
  Falls, where Maggie hid the cash. Without the money 
  Maggie’s put away, the rest of the caper won’t get off the 
  ground. It sounds easy enough, but Harrison’s troops are 
  on alert. If they spot her, she’s as good as done and the 
  Crew won’t be treated none too kindly for helping a wanted 
  criminal. It won’t be easy to sneak around Harrison, either, 
  since the cash is in a huge strongbox that makes hiding the 
  amount difficult.
  Before Maggie can use the cash she’s saved, she’ll have 
  to shake the bounty hunters on her tail. The most tenacious 
  one, Hush Jackson, has a talent for showing up at the worst 
  time. He’s rigged the strongbox with a tracker and he has no 
  problems drawing down on the Crew once they’ve picked 
  up the cash. If that brings the Alliance running, that might 
  put the Crew in a terrible bind.
  Once Jackson loses her scent, the next part will be 
  easier. To get from the Border to the Rim, Maggie’s going 
  to need to make a clean getaway. The mechanic’s got a 
  ship for just that purpose, named Diamond in the Rough, 
  but it’s currently hidden in the space junkyard of a jilted 
  beau, Hollis Brooks, who is unaware of its existence. The 
  Crew has to find a way to get that ship back. It will likely 
  mean sneaking into the orbital junkyard, getting the ship 
  operational, and getting it out with Hollis none the wiser. 
  Maggie’s willing to keep him occupied by trying to relight 
  the junkman’s torch for her.
  If all goes as planned, the only tears shed will be at 
  the hospital when Maggie and Ma say their goodbyes, but 
  when does that ever happen? Maggie’s likely got Jackson, 
  Brooks, and Harrison on the hunt for her by the time this 
  caper wraps up, and they all know Ma Miller is laid up in 
  St. Edith’s Hospital. The Crew has to get in quietly, pay off 
  Ma’s bills, and keep Maggie out of trouble long enough for 
  her to make her final escape. The majority of whatever cash 
  Maggie has left is the Crew’s to keep for their trouble. Beats 
  mud mining any day of the week.
  
  214
  ECHOES OF WAR: THRILLIN’ HEROICS
  MASTERIN’ THE GAME
  ONE AdVENTURE AMONG MANY 
  Maggie has been struggling to make her way since the end of the Unification War. She desperately wants 
  to live an honest life, one where she doesn’t have to fear the Law or bounty hunters, but it’s been rough. 
  She’s been stiffed by more than one captain who’s had a change of heart about paying her for her services, 
  but Maggie’s holdout gun usually ensures they pay their bills before leavin’ town.
  It keeps coming down to money and guns, but that’s not the life Maggie wants to live. She had enough 
  running, hiding, and sneaking for a lifetime during the War, but no matter how hard she tries, she can’t seem 
  to break free. Her adventure with the Crew is just the latest chapter in a story full of scoundrels, rogues, 
  and the occasional good guy.
  If your Crew is running though several ECHOES OF WAR adventures, you can use Maggie in previous 
  adventures to set up Freedom Flyer, especially if the Crew doesn’t have an Engineer among your active 
  Crewmembers. Building up the number of times she’s fixed the Crew’s ship means that when she comes 
  to the Crew with this problem, they’ll be more likely to feel obligated to help her start a new life.
  
  MAGGIE MILLER
  “The Alliance? Nothing but a bunch of bullies who need puttin’ in their place.”
  ATTRIBUTES
  Mental 
  8
  Physical 
  8
  Social 
  8
  SKILLS
  Fix 
   
  Engines
  Fly 
  6  
  Stolen Ships
  Know 
  6  
  Ship Quirks
  Move 
  6  
  Notice 
  6  
  Operate 
  8  
  Shoot 
  8  
  Holdout Pistol
  Sneak 
  8
  Trick 
  6
  dISTINCTIONS 
  On the Run 8
  Someone’s after you—Alliance, the Triads, the Guilds, maybe all three. You’re a fugitive and you’re trouble.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Guilt by Association: Gain 1 PP each time your actions cause your fellow Crewmembers to become targets for whoever it is that’s chasing you.
  Ship’s Mechanic 8
  A ship’s a living thing, no matter what they say. You can feel when she’s sick, and she makes you proud when she’s well.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Scavenger 8
  It’s everyone for themselves in the black.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Scavenger’s Eye: Spend 1 PP when searching a pile of abandoned parts to find a nearly working version of the part you’ve been lookin’ for.
  SIGNATURE ASSET
  Pick one Signature Asset to use in this Episode.
  Lucky Wrench d8: Maggie’s lucky wrench is the tool she uses when all others fail. She’ll give malfunctioning equipment a good, stout 
  whack with it and the equipment usually comes to life. She’s also been known to use the same technique on people to get them to 
  agree with her. 
  Ruby Arms “Blue Valentine” Holdout Pistol d8: Maggie isn’t a violent person, but she’s been ripped off one too many times to 
  go into situations unarmed and unprepared. When things get rough, she’s got her trusty holdout pistol secreted away, ready to get her 
  out of a tight spot or ensure payment on delivery.
  Character Type: Reformed Ship Thief
  Role: Maggie Miller brings the Crew into the adventure while fixing up 
  their ship.
  Acts: All
  Character Description: Maggie looks every bit the innocent, but her 
  blonde curls and petite figure hide a woman made tough by years of hard 
  livin’. Her pretty blue eyes don’t miss a thing and folk who assume she’s a 
  pushover quickly find themselves looking at the business end of her gun. 
  Back during the War, Maggie used both her good looks and her sharp 
  aim for the Independent cause as one of the Browncoats’ most successful 
  ship thieves. Some folk could be talked out of their ship; others had to be 
  persuaded in a more direct manner. She broke hearts and brainpans of 
  loyal Alliance citizens across the ’Verse, but she went straight once the 
  War was over.
  Maggie knows her way around a ship and she’s an ace mechanic. She’s 
  also no slouch with a gun and although she doesn’t seek trouble, she knows 
  how to handle it when it comes knockin’ on her door. ’Course, trouble always 
  comes knocking at the worst times. Maggie yearns for the peace and quiet 
  of a normal life so she can make an honest living and forget about the 
  past. Unfortunately for Maggie, the Alliance doesn’t care about fresh starts. 
  They’ve put a bounty on her head and they don’t care if she’s brought in 
  alive and kicking or in a pine box.
  Maggie’s being backed into a corner, but she’s got a way out. It may be 
  a long shot, but terrible odds didn’t stop her during the War, and they ain’t 
  going to stop her when she’s got nothing left to lose.
  Likes and Dislikes: Maggie holds no love for the Alliance. She’s been 
  outrunning them for most of her life and is tired of living under their thumb. 
  She’s got a soft spot for the little guy, and will stand up and fight for him 
  even at her own peril.
  Flashbacks and Echoes: Maggie used her talents as a ship thief to steal 
  Alliance ships, handing them over to the Independents to strip for parts 
  during the war. She saw the Alliance at its worst and good Independent 
  men and women at their best.
  215
  
  SANdFORd “HUSH” JACKSON
  “Don’t care what you did or why. Just quiet yourself down before I quiet you down for good.”
  ATTRIBUTES
  Mental 
  8
  Physical 
  12
  Social 
  SKILLS
  Fight 
  8  
  Sleeper Hold
  Fly 
  6
  Focus 
  8
  Influence 8  
  Staredown
  Know 
  6  
  Fugitives
  Notice 
  8  
  Tracking
  Perform 
  6  
  Harmonica
  Shoot 
   
  Pistols
  Sneak 
  8
  Trick 
  6
  dISTINCTIONS 
  Bounty Hunter 8
  This town ain’t much, but you rule it with an iron grip.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Cocky 8
  They cheated! You weren’t ready! The sun was in your eyes! Double or nothing!
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 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.
   
  5 Confidence: Step up a social Complication to step up or double your Social Attribute for your next roll.
  Heart of Ice and Dust 8
  You know the old saying about cold hands, warm heart? You’re the exact opposite.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Best Served Cold: Spend 1 PP to step back any Complication involving your emotions or personal relationships.
   
  5 Every Man for Himself: Gain 1 PP when you abandon an ally in a time of need to further your own agenda
  SIGNATURE ASSET
  Pick one Signature Asset to use in this Episode.
  Twin Steele CB-150 Pistols d10: Jackson keeps a pair of pistols slung for a cross draw under his poncho. He keeps them maintained 
  and ready to fire at all times. Whenever he guns down a target, he carves a lowercase letter z into the handle of the gun that made the 
  kill shot. So far, his left hand gun is winning. 
  Wide-Brimmed Hat d10: Maggie isn’t a violent person, but she’s been ripped off one too many times to go into situations unarmed 
  and unprepared. When things get rough, she’s got her trusty holdout pistol secreted away, ready to get her out of a tight spot or ensure 
  payment on delivery.
  Character Type: Bounty Hunter
  Role: Jackson is a veteran bounty hunter who’s had Maggie in his sights 
  for years.
  Acts: II and IV
  Character Description: Hush Jackson is a hardened bounty hunter. A 
  tall, broad-shouldered man, folk tend to stay out of his way. He looks the 
  part, too, with a wide brimmed hat and a ratty poncho over his well-loved 
  armor. He enjoys an attachment-free life, and his ship, Solitude’s Treasure, 
  is his castle. It has all the comforts of home, but none of the hassles of 
  personal entanglements.
  Hush don’t much care why a person’s got a bounty on his head, only that 
  he gets paid on delivery. He also doesn’t care who it is that pays him and 
  will gladly deliver his charge to the Alliance or a known criminal, as long as 
  he gets his due. In Maggie’s case, he’s happy to strike a deal with whoever 
  also wants her taken out, including Major Harrison or Doc Stevens. But 
  when the bounty comes due, he’ll turn on any allies to make sure he gets 
  the biggest, and only, cut of the cash.
  He didn’t take sides in the Unification War, but the Alliance and its deep, 
  well-lined pockets provided him ample income. He turned over plenty of 
  Browncoats without reservation. There were so many of ’em, it was like 
  shootin’ fish in a barrel and it helped make Jackson a very rich man.
  Likes and Dislikes: The only thing Jackson loves more than credits is his 
  ship. It’s his pride and joy and most prized possession. He cares for it more 
  than anything or anyone. He has a hard heart and has been known to shoot 
  a man rather than listen to him blubber. The dead part of “Dead or Alive” 
  ain’t no problem at all. 
  Flashbacks and Echoes: Jackson followed the credits during the War, 
  which generally meant working for the Alliance, though he’s got no particular 
  love for them. He earned the nickname “Hush” for his nasty reputation 
  for grabbing Browncoats while they slept and having them either dead 
  or in Alliance hands before anyone knew they was gone. Once he got the 
  nickname, he started playing into it by teaching himself how to play a 
  harmonica. The notes of a lullaby are often the last things a Browncoat 
  hears before Jackson strikes.
  216
  
  MAJOR LI HARRISON
  “This town is directly protected by the Alliance; its citizens will act accordingly.”
  ATTRIBUTES
  Mental 
  6
  Physical 
  6
  Social 
  6
  SKILLS
  Fight 
  8  
  Focus 
  8
  Influence 8  
  Orders
  Know 
  6  
  Regulations
  Notice 
  6
  Shoot 
  8
  Survive 
  6
  Treat 
  6  
  dISTINCTIONS 
  Alliance Officer 8
  You proudly wear the uniform of the organization that brought peace to the universe.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  Honest Man 8
  Honest as the day is long.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Deep Cut: Gain 1 PP when your honesty hurts someone close to you.
  Veteran of the Unification War 8
  It don’t matter which side you fight on, war leaves a mark on your heart n’ soul!
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Fightin’ Type: Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered.
  SIGNATURE ASSET
  Pick one Signature Asset to use in this Episode.
  White Gloves d6:Originally worn as part of his dress uniform, Harrison’s white gloves are now the centerpiece of the theatrical show 
  he puts on whenever he’s about to administer some sort of punishment or grand speech. When he’s irritable or bored, he runs a gloved 
  finger across part of his men’s equipment or uniform and, if something comes up on the gloves, partakes in a withering rush of insults 
  designed to “motivate” his troops. 
  Cavalry Saber d6: This sword is more for show than it is a functional weapon. Anyone who asks about its origin is subjected to a half-hour 
  epic filled with painstaking descriptions of Harrison’s heroism. It’s not much of a blade, but it’s still useful against an unarmed opponent.
  Character Type: High-Ranking Alliance Officer
  Role: Major Harrison is the Alliance officer in charge of things in Mine’s 
  Falls, where Maggie hid her cash.
  Acts: I and II
  Character Description: Major Harrison is a loyal Alliance officer who sees 
  it as his duty to run everything by the book. He’s kept fit despite his time 
  behind a desk and is as battle-ready as he was during the War. Harrison takes 
  no small amount of pride in his ability to intimidate others with his presence.
  He doesn’t care what hardships have befallen the townsfolk, or his soldiers. 
  They’re all expected to do what’s right by the Alliance, no matter the cost. 
  He’s more than a little bitter about being stuck in such a backwater town, 
  but is still determined to perform to the best of his abilities. Not one to 
  be subtle, he motivates both those under his command and the townsfolk 
  under his watch with fear and cruelty.
  Likes and Dislikes:  Harrison’s life is about order and perfection. He’s never 
  without a fresh pair of white gloves to test that the troops are keeping up 
  to Alliance standards, and there’s rarely been a time he was satisfied with 
  their efforts. Harrison likes the feeling of being in control. He’s proud of 
  his men who have gone on to do great things in other units.
  Flashbacks and Echoes: Harrison served on the front lines during the 
  Unification War and will never forgive the Browncoats who killed his fellow 
  Alliance soldiers.
  SPECIAL
  Harrison’s Troops
  Role: Harrison has a complement of Alliance infantry soldiers that answer 
  to his commands. They aren’t the best soldiers in the service (Alliance 
  Soldiers d6), since they spend a lot of their time getting yelled at by 
  their commander.
  217
  
  HOLLIS BROOKS
  “I’ll get to it, right after I finish this here drink.”
  ATTRIBUTES
  Mental 
  4
  Physical 
  6
  Social 
  8
  SKILLS
  Fix 
  8  
  Fly 
  6
  Focus 
  6
  Influence 6  
  Know 
  6  
  Junkyard Stock
  Move 
  8  
  Operate 
  8  
  Drone Piloting
  Perform 
  6
  Survive 
  6
  dISTINCTIONS 
  A Little Nervous 8
  “Oh God, oh God, we’re all gonna die.”
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Captain Obvious: Gain 1 PP when you point out how dangerous, stupid, or illegal the Crew’s plan will be when they execute it.
  Drunk 8
  They cheated! You weren’t ready! The sun was in your eyes! Double or nothing!
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
   
  5 Gaps in Memory: Gain 1 PP to reveal that you don’t remember or recall the events of a previous scene in which you had an active Drunk 
  Complication.
  Temper 8
  Some say you’re a mite testy when you’re courtin’ bad news. Truth is, you’re a mite testy all the time.
   
  5 Gain 1 Plot Point when you roll a d4 instead of a d8.
  SIGNATURE ASSET
  Junkyard Dogs d6: Hollis installed a few attack drones in the orbital yard to keep his stock safe. They are roughly the size of a barrel 
  with a gyroscopic thrust system, a camera, a short-range transmitter, and a turret-mounted energy cannon. He calls them “his dogs” and 
  while they can act independently, he often enjoys taking control of them to deal with any thieves personally.
  Character Type: Salvage Yard Owner
  Role:  Hollis is Maggie’s former beau. He’s got something Maggie wants, 
  and he’s not about to give it up.
  Acts: III and IV
  Character Description: Hollis Brooks was a loyal Alliance soldier during 
  the War, until Maggie came along and changed everything. He was supposed 
  to bring her in, but she was just so darn pretty. Hollis always had a weakness 
  for pretty girls who know their way around an engine room.
  She used her charms to convince him to help her escape and invited him 
  along for the ride. He couldn’t say no, and happily threw away his Alliance 
  career to spend his days with Maggie. He didn’t care what they did, so long 
  as they were together, but it wasn’t meant to last. Once the War was over, 
  Maggie had a change of heart over her old life, and Hollis, leaving them both.
  He’s good looking with a killer smile and knows how to turn on the charm, 
  but he’s never really gotten over Maggie and a part of him secretly hopes 
  that she’ll come back someday. If she’d just give him a second chance, he 
  could show her that they could have a wonderful life together. 
  Likes and Dislikes: Hollis likes a good time. A drink in his hand and a 
  woman at his side make him happy and he works only as much as he needs 
  to keep those things handy. 
  Flashbacks and Echoes: Hollis was sympathetic to the Independents 
  during the war. He never picked up a gun in their defense, but he did pick 
  more than a few Alliance pockets and funneled the credits he found there 
  into Independent hands.
  218
  
  CLEMENTINE “MA” MILLER
  “Don’t be goin’ to no trouble on my account. I can take care of 
  my own self.”
  ATTRIBUTES
  Mental 6  
  Physical  4  
  Social 
   8
  SKILLS
  Focus 
  8
  Influence 
  6
  Notice 
  6
  CPL. STEPHANIE KWAN
  “I wish Old White Gloves knew how many forms I have to fill out 
  every time he does that.”
  ATTRIBUTES
  Mental 6  
  Physical  6  
  Social 
  6
  SKILLS
  Focus 
  6
  Know 
  6
  Notice 
  6
  Navigator 
  of Red Tape 
  8
  dOCTOR ROYCE STEVENS
  “I’m a doctor, not a charity worker.”
  ATTRIBUTES
  Mental 8  
  Physical  6  
  Social 
  4
  SKILLS
  Focus 
  6
  Notice 
  6
  Country 
  Doctor 
  8
  219
  FREEdOM FLYER: THE WAY OF THINGS
  MINOR CHARACTERS
  Minor Gamemaster characters (Minor GMCs)  
  are folk who’ll make an appearance in this here Episode. 
  Though these characters won’t get a lot of screen time, 
  rules and important pieces of their backgrounds are 
  included if’n the Crew encounters them. ’Member, not 
  every Gamemaster character’ll get a full set of rules on 
  account of the fact they can’t all be stars.
  Specifically, Minor GMCs get at least three Traits that 
  range from the usual Attributes and Skills to descriptive 
  traits like Alliance Soldier d8 or Con Artist d10. When 
  you roll dice for these folks, add in all the Traits that make 
  sense for the roll, but remember to only keep the top two 
  dice unless you spend some Plot Points from your bank.
  CLEMENTINE “MA” MILLER
  Character Type: Maggie’s ma
  Role: Ma Miller’s recent health problems have forced 
  Maggie to put her plan in motion. 
  Acts: IV
  Character Description: Ma Miller is a hardworking 
  woman whose many years of physical labor show in her 
  lined face and calloused hands. She’s tough, but even the 
  toughest of folk sometimes gets hit hard. She’s used up the 
  last of her savings paying off medical bills and is in danger 
  of losing her farm on Regina. She’s never been one to ask 
  for help, though. 
  She knows Maggie would like to take her along and 
  make a fresh start for both of them, but Ma is having none 
  of it. Ma knows her daughter and she knows that if she 
  tags along for the ride, then Maggie will put aside her own 
  dreams to make her ma happy.
  
  220
  ECHOES OF WAR: THRILLIN’ HEROICS
  CORPORAL STEPHANIE KWAN
  Character Type: Junior Alliance Officer
  Role: Corporal Kwan keeps Major Harrison’s command 
  running smoothly. 
  Acts: I and IV
  Character Description: Behind every war hero, there’s 
  someone who has to do all the paperwork. Corporal Kwan 
  is the good little cog that keeps Li Harrison’s command 
  from mutiny. This bespectacled officer makes sure all the 
  paychecks are on time and the men have somewhere to 
  vent after getting dressed down by Old White Gloves. 
  Kwan is a quiet, ambitious redhead with a young 
  face. She’s a bureaucrat in an Alliance uniform and she’s 
  perfectly fine with never getting into a battle while she’s 
  in the service.
  She could stay where she is and grind out a promotion, 
  or she could speed things up by pulling Harrison down into 
  the dirt. After all, if the Major lets a fugitive like Maggie 
  Miller get away, he’s likely to get reassigned or demoted.
  DOCTOR ROYCE STEVENS
  Character Type: Hospital Doctor
  Role: Stevens is reluctantly caring for Maggie’s ma. 
  Acts: IV
  Character Description: Stevens is a skilled doctor 
  who enjoys the credits he makes, but not the people he 
  helps. If only there was a way to separate the two, then 
  life would be perfect. 
  After serving his time as a medic in the Unification War, 
  Stevens decided to head for greener and easier pastures 
  working in a small, rural hospital. The slow pace suits 
  him, but the atmosphere most certainly does not. His fine 
  clothes, well-trimmed hair, and snooty attitude are out of 
  place beside his raggedy patients.
  He’s especially resentful of Maggie’s ma, who he sees 
  as nothing but another worthless charity case in a long 
  line of worthless charity cases.
  
  221
  FREEdOM FLYER: THE WAY OF THINGS
  COMINGS AND GOINGS
  “You have to take care of family. 
  It’s the one thing in the ’Verse everyone has. 
  Whether they like it or not.” 
  - Simon
  The Crew has landed at the Gallowspar Docks on 
  Athens. An experienced mechanic, Maggie Miller, has 
  been helping the Crew fix their ship and resupply. They’ve 
  come to like the woman. Maggie knows what she’s doin’ 
  and is pleasant enough, but she keeps to herself mostly. She 
  finally tells them that, although she loves her work, her ma 
  is in trouble and running out of options to save her farm.
  All Ma’s got is the farm near Mine’s Falls on Regina 
  she’s been working since Maggie was just a kid. Ma’s 
  getting older. She’s been on Regina for most of her life 
  and developed Bowden’s Malady like many of the others 
  on the planet. Though the Pescaline-D to treat Bowden’s 
  Malady is covered by the Alliance, the other illnesses and 
  treatments Ma needs are not. She’ll come through, but her 
  hospital debts are more than she’ll earn in a year. Without 
  Maggie’s help, she’ll lose the farm and be put out on the 
  street. Maggie’s got some cash hidden, enough to pay Ma’s 
  bills, but getting to them won’t be easy.
  See, back during the Unification War, Maggie used 
  her skills as a ship thief to liberate Alliance vessels that 
  she turned over to the Independents for parts. When the 
  War was over, she just wanted to start over, but it’s been 
  tougher than anticipated. The Alliance didn’t take kindly to 
  her actions during the War and they’ve set a hefty bounty 
  on her head. They don’t much care if she’s dead or alive, 
  so long as she’s out of action. It’s forced Maggie to keep 
  her head down, barely eking out a living.
  Meanwhile, the hidden cash from her less honest 
  days sit just where she left ’em: under a sleepy town called 
  Mine’s Falls. She needs the Crew’s help to sneak in to the 
  old mine and get the cash without being seen. But there 
  are two complications to that plan. The first is the presence 
  of Major Li Harrison. The Alliance soldiers under his 
  command are patrolling the area, and any activity in the 
  mine will draw unwanted attention from the soldiers.
  The other complication is a bounty hunter named Hush 
  Jackson, who tagged the strongbox full of cash, knowing 
  that Maggie would return someday to pick it up. He plans 
  on taking her in at the first opportunity. That might be in 
  Mine’s Falls, Ma’s hospital room, or it might even be in 
  orbit over Regina. Maggie’s bounty is dead or alive, and 
  Jackson ain’t too particular about anything but getting paid. 
  There’s also the problem of a getaway ship. Maggie’s 
  got one, but it’s currently stashed in the junkyard of an 
  ex-beau who doesn’t know the ship is there. Maggie’s got 
  no idea if he’ll be amenable to turning over her ship for 
  the right price, so she plans on distracting him with her 
  feminine wiles while the Crew boosts the ship. The ship was 
  built to Maggie’s specifications and it has a clean registry, 
  something that would take too much time and money to 
  get if Maggie wanted to buy a brand new ship.
  If they can help Maggie get her cash and her ship, then 
  she can pay off Ma’s bills and disappear into the black to 
  start living the life she deserves. All they’ve got to do is 
  get the money, avoid the bounty hunters, stay out of the 
  Alliance’s sights, and get the ship. Easy peasy.
  
  MASTERIN’ THE GAME
  ARCHETYPE SUBPLOTS 
  Freedom Flyer structure matches the Firefly television 
  show. Most episodes feature two plots. The A-plot is 
  the main problem the Crew must overcome. The B-plot 
  is a complication to the main plot that showcases 
  character growth and lets long-term story elements 
  develop. The more B-plots in a show, the more 
  dramatic and soap opera-like the Episode will feel.
  Helping Maggie start a new life is this Episode’s 
  main plot. Below we’ve included subplots for each 
  of the archetypes that can be directly used in 
  Crews using the archetypes or adapted for original 
  Crewmembers.
  Academy Dropout: Before signing on for garrison 
  duty, Li Harrison was an instructor at the dropout’s 
  Academy. That will make sneaking around a little more 
  difficult, but the dropout might have an easier time 
  swaying Harrison to look the other way if needed.
  Alliance Agent: Someone working for the 
  Alliance must come to terms with Maggie’s history 
  as a Browncoat. The Agent might have a file on 
  her, or can compile one quickly. Does the Agent 
  believe Maggie’s story that she’s going straight? 
  If she disappears, what will the agent report to his 
  superiors?
  Asteroid Miner: Maggie’s loot is hidden in a mine, 
  a location that plays into the miner’s expertise. It’s 
  not an easy cargo to haul out, but if anyone can get 
  it out and past the Alliance quickly, it’s the miner.
  Battle-Worn Bounty Hunter: This Episode gives a 
  bounty hunter a chance to examine his code. Would 
  he turn in a friend for a bounty? How does he feel 
  about Hush Jackson? Would he be willing to team 
  up and split a bounty? Or does the bounty hunter 
  set up Jackson to ensure Maggie gets away?
  Border Planet Farmer: Ma Miller is a farmer 
  at heart. Sharing this bond could prove useful in 
  trying to convince the Crew to help Maggie out, not 
  to mention helping keep Ma safe in the final act by 
  convincing her to stay quiet while hostile forces 
  scour the hospital.
  Cortex Hacker: Turns out that Hush has had a 
  Cortex tracker clueing him in to Maggie’s data the 
  whole time she’s been trying to go straight. The 
  hacker might be able to erase Maggie and Ma’s 
  data trails to make sure Hush, and any other bounty 
  hunter that comes looking, can’t track ’em down.
  Derelict Salvager: A salvager has likely crossed 
  paths with Hollis Brooks’ operation. He’ll know the 
  best way in or out of the yard, and might even have 
  a clue or two on how to handle Hollis’ dogs. The 
  salvager might be looking to take a little extra out 
  of the yard to even up any debts from a bad deal.
  Dishonored Politician: The politician might see 
  some promise in Corporal Kwan. Helping her rise 
  in the armed forces by selling out Harrison would 
  mean she owes the politician the perfect gift: a favor 
  to be paid back later.
  Dock Foreman: The foreman and Maggie might 
  go way back. The foreman was just a cargo hauler 
  back then, and there was something exciting about 
  helping Maggie stash ship parts away from Alliance 
  eyes. The foreman might also see something 
  hauntingly familiar in the look that poor Hollis 
  Brooks gives Maggie.
  High-Stakes Gambler: Maggie might owe the 
  gambler part of her stash thanks to a few late night 
  poker games. Will the gambler overlook a marker 
  because of her sob story? Might the gambler claim 
  some stake in another part of Maggie’s life instead, 
  like her ship or her ma’s farm?
  Small-Time Trader: Running medical supplies 
  is a noble profession. Royce Stevens is in charge of 
  these deliveries, and he’s a natural contact at the 
  hospital for folk looking to do business. For those 
  traders not above a little smuggling, Maggie’s situation 
  might be a great excuse for hauling contraband 
  medical supplies that Stevens wants to sell on the 
  black market. 
  Triad Enforcer: A small outfit like St. Edith’s 
  Hospital is ripe for an organization looking to make 
  arrangements. The hospital needs cash. The Triad 
  needs drugs to sell on the black market. Someone 
  like Doc Stevens might approach the enforcer with 
  an offer: the hospital misplaces a few crates of 
  supplies in exchange for a donation from one of 
  the wealthier members of the society.
  
  223
  FREEdOM FLYER: THE WAY OF THINGS
  SERENITY CREW
  A BROWNCOAT IN NEEd IS A BROWNCOAT INdEEd
  Each member of the Crew has reasons for wanting to help Maggie. Some are more fiscally motivated, but 
  the Unification War and its lasting effects color all their motivations. These motivations can be used if 
  your Crew is playing the main characters from the show, or can inspire subplots for original characters.
   
  Mal: Maggie’s ma once hid him and Zoe from 
  Alliance soldiers.
  Jayne: Jayne has a well-documented soft spot 
  for his own mother. That may tug at his heartstrings, 
  but the big box full of cash will tug at his wallet.
  Inara: Maggie resembles a fellow Companion 
  who was killed during the war. Perhaps she’s a long-
  lost sister or child of Inara’s fallen friend.
  Zoe: Maggie’s ma hid both her and the captain 
  from Alliance soldiers.
  Wash: Maggie gets Serenity running better than 
  it has in months. Even better, she flirts with him, yet 
  somehow hasn’t been killed by Zoe. 
  Book: Book was once on a ship Maggie stole 
  during the War.
  Simon: St. Edith’s might have more advanced 
  medicines and supplies to ease River’s suffering.
  River: The Alliance could hurt Maggie the way 
  they hurt her.
  Kaylee: Maggie speaks about her ship like Kaylee 
  talks about Serenity. Does it live up to the hype?
  
  224
  ECHOES OF WAR: THRILLIN’ HEROICS
  PRELUDE: MAGGIE’S MAINTENANCE 
  MISCALCULATION
  The adventure starts when the Crew hires ship’s mechanic Maggie Miller to help with some particularly complex repairs. 
  INT: SERENITY’S ENGINE ROOM
  MAGGIE is working on the engine when KAYLEE walks in, accidentally surprising her. She reacts by drawing a holdout 
  gun from her vest and pointing it directly at her head.
  KAYLEE: Uh, do we have a problem?
  
  225
  FREEdOM FLYER: PRELUdE
  THE LOWDOWN: A BIG MISUNDERSTANDIN’
  The Crew has landed on Athens. It’s the capital of 
  the Georgia System, but a big hub like this offers plenty of 
  cracks to slip between. Work comes at a decent pace, both 
  in short cargo runs and small-time criminal jobs that take 
  a day or two to complete. In between these short jobs, the 
  Crew takes a slip in a docking bay where their ship gets 
  some of the long overdue maintenance she needs. The 
  mechanic in charge of this daunting project calls herself 
  Maggie Miller. Only her ma would ever call her Margaret.
  Gallowspar Docks are located on the underside of a 
  halfway-built bridge that was once meant to cross a giant 
  canyon. The bridge was being built from both sides of the 
  canyon, but before they could meet in the middle, the 
  Unification War broke out. One side of the bridge sided 
  with the Alliance, the other with the Independents. The 
  War ended, and neither side wanted to complete the dang 
  thing, nor were they interested in spending the money to 
  tear it down. It soon became a haven for smugglers looking 
  to land and refuel without paying taxes or worrying about 
  customs officials nosing around the cargo bay.
  Maggie has been working on the ship in Gallowspar 
  for the last several days. The Crew has come to like and 
  trust her. She’s a quiet but friendly woman and she knows 
  her way around a ship, which is the part they were focused 
  on when they decided to hire her for the job. The Crew 
  has been getting a great deal for the price—she works with 
  an efficiency worth five times the skill of other mechanics. 
  She’s the best one in the shop, but she doesn’t let it get to 
  her head. So, it should come as a bit of a shock when a 
  Crewmember on the ship suddenly finds himself staring 
  down the barrel of a little blue gun.
   Pulling a gun on one of the Crew wasn’t something 
  anyone saw coming. Especially not Maggie. 
  MASTERIN’ THE GAME
  JUMPING THE GUN
  How much time before Maggie pulls her little stunt’ll be up to you. Some folk want to ease into the scene 
  before kicking up the action. Set up a quick scene asking what folk typically do when their ship is in dry 
  dock. The first person who mentions he is on the ship gets Maggie to jump.
  Others, especially those running with a time limit like at a convention, may want to start the session 
  with “Maggie, teary-eyed, points a gun at you.” The sooner Maggie tells her tale of woe, the sooner the 
  Crew can decide if they are going to help her out.
  This opening can be risky. Some Crewmembers won’t like being held at gunpoint and try to put Maggie 
  in the ground before she can set up the rest of the story. If you’re running this Episode as part of a series, 
  planting her early as a loyal ally for an Episode or two should make folks more hesitant to gun her down 
  quickly. Otherwise, her background as a Browncoat in the War might also offer a connection to a Crewmember 
  who will step in and vouch for her. If she saved someone’s life in a heated battle, no matter the side, they 
  might not kill her right away. The gun might not be loaded, which another Crewmember might notice. If 
  all else fails, you’ve got Plot Points you can spend to keep Maggie in the fight if a Crewmember decides 
  to Take her Out before she can tell her story.
  
  226
  ECHOES OF WAR: THRILLIN’ HEROICS
  TROUBLE: A LITTLE GUN
  Although she drew her gun like a practiced pro,  
  Maggie looks like she’s on the verge of tears. This isn’t what 
  she wants or who she is anymore. She’s staring at the gun in 
  her hand like she doesn’t know how it got there and can’t 
  stop apologizing. She keeps saying that she didn’t mean 
  to pull it and that the Crewmember just surprised her is 
  all. Surprised or not, she’s still holding her gun pointed at 
  the Crewmember’s head.
  Their shouted exchange echoes through the ship and 
  other Crewmembers will likely hear the commotion and 
  come to investigate. The engine room isn’t that big and 
  the more people that arrive at the door, the more things 
  will get out of control. A nervous woman with a gun and 
  a crowd of angry people do not a good situation make.
  Maggie keeps trying to tell them it’s all a big mistake, 
  an accident, but as long as she’s got that gun, there isn’t 
  going to be much of a mood for talking. One way or 
  another, the Crew has to disarm Maggie before they can 
  figure out who she is, and if she’s an even greater threat 
  than a loaded gun.
  DISARMED
  They can choose brute force and try to physically 
  restrain her, but the chances of the gun going off, even by 
  accident, are pretty high. These are close quarters, so there’s 
  no room to dodge a bullet. It could hit the Crewmember 
  currently standing at the business end of the barrel, another 
  member of the Crew, or even Maggie.
  Crewmember Dice Pool: Physical + Fight, Physical 
  + Trick
  Gamemaster Dice Pool: Maggie’s Physical d8 + 
  Shoot d8 + On the Run d4 + Holdout Pistol d6
  Possible Assets: Subtle Signals, Sucker Punch, 
  Calming Demeanor
  Possible Complications: The Gun Went Off, Bad 
  Ricochet, Broken Finger
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Maggie Takes Out the 
  attacker. The Crewmember can spend a Plot Point 
  and accept a Complication equal to the highest 
  rolling die in Maggie’s dice pool to stay in the fight. 
  Maggie’s likely to start shootin’ for real!
   
  
  Raise the Stakes: Maggie is Taken Out by the 
  Crewmember. She can spend a Plot Point and 
  accept a Complication equal to the highest rolling 
  die in the Crewmember’s dice pool to stay in the 
  fight. She’s unarmed, but the Crew is going to 
  have to calm her down before she’ll start talking.
   
  
  Extraordinary Success: Maggie is Taken Out by 
  the Crewmember. She immediately breaks down 
  and tells the Crew about her dire situation.
  DISCOURSED
  The Crew might also decide that it’s just not worth the 
  risk of stray gunfire and instead try to talk Maggie into 
  dropping her weapon. She hasn’t shown any indication that 
  she bears them ill will until now and looks more distraught 
  than dangerous. If they can calm her down, assure her they 
  mean her no harm, and bring her back to her senses, then 
  she might turn over her gun without a fight.
  Crewmember Dice Pool: Social + Influence, Social 
  + Trick
  Gamemaster Dice Pool: Maggie’s Social d8 + Focus 
  d4 + On the Run d4
  Possible Assets: We’re All Friends Here, We 
  Believe You, Gentle Words
  Possible Complications: The Gun Goes Off, A 
  Sudden Movement, A Loud Noise
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Maggie is too wound 
  up to be convinced. The Crew will have to try 
  another way to get the gun away from her.
   
  
  Raise the Stakes: The Crewmember convinces 
  Maggie to put the gun down. Maggie tells them 
  about her dire straits.
   
  
  Extraordinary Success: The Crewmember 
  
  227
  FREEdOM FLYER: PRELUdE
  convinces Maggie to put the gun down and trust 
  the Crew. Create a Maggie’s Trust d6 Asset for the 
  Crew. If they spend a Plot Point, the Asset lasts 
  until the end of the Episode. Maggie tells them 
  about her dire straits.
  DISTRACTED
  Seizing the gun doesn’t necessarily mean a full-on 
  brawl. Depending on who’s standing in the engine room, 
  there may be a way for other Crewmembers to sneak up 
  on Maggie unawares and grab the gun without a fight. 
  The ship has lots of nooks and crannies for smuggling, 
  and sneaking into the engine room through one of them 
  might resolve the situation peacefully.
  Crewmember Dice Pool: Mental + Trick, Physical 
  + Sneak
  Gamemaster Dice Pool: Maggie’s Mental d8 + Focus 
  d4 + On the Run d4
  Possible Assets: Shadowy Corridor, Secret Passage, 
  Keep Her Talkin’
  Possible Complications: Stepped on a Wrench, A 
  Shadow Over Maggie, A Noise Behind Her
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes:  The Crewmember 
  comes up short and Maggie starts shooting. Begin 
  an Action Order with Maggie taking the first shot 
  at the Crewmember who failed.
   
  
  Raise the Stakes: Maggie is Taken Out by the 
  Crewmember. She can spend a Plot Point and 
  accept a Complication equal to the highest rolling 
  die in the Crewmember’s dice pool to stay in the 
  fight. She’s unarmed, but the Crew is going to 
  have to calm her down before she’ll start talking.
   
  
  Extraordinary Success: The Crewmember Takes 
  Maggie Out. She breaks down and tells the Crew 
  her story.
  THE SHOWDOWN: A LOADED CONVERSATION
  With Maggie disarmed, the Crew will likely want 
  to know find out why she pulled a gun in the first place. She 
  will insist that she was simply surprised and then stressed. 
  The Crew wants the full story about who exactly has been 
  working on their ship and they’re not going to let her off 
  the hook until they’ve gotten their answers.
  Through the Crew’s questioning, Maggie will reveal 
  that she truly is a ship’s mechanic, but that there was a time 
  MASTERIN’ THE GAME
  NOBOdY’S 
  PERFECT
  Major GMCs have 
  Distinctions just like 
  Crewmembers. That 
  means that they can 
  choose to use them 
  for a d8, or a d4 and a 
  Plot Point, just like the 
  Crew. But why would 
  the GM ever choose to 
  roll a lower die and run 
  the risk of rolling an 
  Opportunity?
  It’s one of the main 
  ways to regain Plot Points 
  for the GMCs. The stakes 
  for rolls in the beginning 
  of the game are usually 
  pretty low, so if you fail 
  to raise or set the stakes 
  as the GM, it’s not going 
  to alter the plot by leaps 
  and bounds. Racking up 
  Plot Points early on in the 
  adventure means there’s 
  a big scary stack of Plot 
  Points when the rolls 
  matter. Crewmembers 
  will be spending Plot 
  Points to make their rolls 
  count and you can match 
  them for more drama in 
  the final moments of the 
  Episode.
  It also teaches 
  Crewmembers that it’s 
  okay for them to take 
  the d4 and PP too. The 
  best way to teach is by 
  example, and showing 
  GMCs not always playing 
  to their strengths lets the 
  Crew know it is worth it 
  to risk failure for Plot 
  Point-fueled greatness 
  when it counts.
  Finally, taking the 
  d4 and PP offers some 
  GMC weaknesses for the 
  crew to exploit. These 
  lapses in judgment 
  or momentary losses 
  of control can be the 
  foundation of a Crew’s 
  plan, or they can just 
  MASTERIN’ THE GAME
  NOBOdY’S PERFECT
  Major GMCs have Distinctions just like Crewmembers. 
  That means that they can choose to use them for a 
  d8, or a d4 and a Plot Point, just like the Crew. But 
  why would the GM ever choose to roll a lower die 
  and run the risk of rolling an Opportunity?
  It’s one of the main ways to regain Plot Points 
  for the GMCs. The stakes for rolls in the beginning 
  of the game are usually pretty low, so if you fail 
  to raise or set the stakes as the GM, it’s not going 
  to alter the plot by leaps and bounds. Racking 
  up Plot Points early on in the adventure means 
  there’s a big scary stack of Plot Points when the 
  rolls matter. Crewmembers will be spending Plot 
  Points to make their rolls count and you can match 
  them for more drama in the final moments of the 
  Episode.
  It also teaches Crewmembers that it’s okay 
  for them to take the d4 and PP too. The best way 
  to teach is by example, and showing GMCs not 
  always playing to their strengths lets the Crew 
  know it is worth it to risk failure for Plot Point-
  fueled greatness when it counts.
  Finally, taking the d4 and PP offers some GMC 
  weaknesses for the crew to exploit. These lapses 
  in judgment or momentary losses of control can 
  be the foundation of a Crew’s plan, or they can just 
  show that, in the end, everyone’s human. 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  when she was also a ship thief. Knowing how to handle a 
  gun was a part of the job and she was very good at it. She 
  assures them that her ship-thieving days are in the past and 
  stealing their ship was not a part of her plan. She admits 
  to thinking about it, so when she was surprised, her old 
  habits kicked in. 
  She will also share that during the Unification War 
  she fought for the Independents and used her skills to 
  steal Alliance ships so the Browncoats could strip them for 
  parts. The War is over, but the Alliance has a long memory 
  and they’ve placed a bounty on her head. Worse yet, that 
  bounty doesn’t call for her to be alive, so any bounty hunter 
  on her trail is likely to shoot first and ask questions never.
  Maggie has narrowly avoided being nabbed for years, 
  but feels like time is running out. She’s got to find a way 
  to put some distance between her and the Alliance so 
  she can truly start her life over. Adding to her woes is her 
  ma, who’s about to lose her farm to creditors over unpaid 
  medical bills. The farm is on Regina, and while Maggie 
  never visited long enough to develop Bowden’s Malady, 
  Ma Miller was not as lucky. The Pescaline-D is free, but 
  other health issues have added up over time. Ma’s stuck at 
  St. Edith’s Hospital until her debts are settled.
  Maggie’s got the credits to pay those bills, and she’s 
  even got a ship, so she can make her way out from the 
  Border Planets and out to the Rim. Getting there without 
  attracting Alliance attention or alerting any lurking bounty 
  hunters will be a challenge. She just can’t seem to catch 
  a break and managing it all on her own is weighing her 
  down. The Browncoats were beaten in the War, and now 
  the War is beating Maggie even though no one’s fired a 
  bullet in years. She needs her stash, her ship, and her ma 
  back on the farm before she can officially start over.
  Some of the Crew may be sympathetic to Maggie and 
  offer to help her simply because she’s a fellow Browncoat, 
  but others may not be so moved. There is more cash than 
  she needs in her stash, so she’ll offer that as payment for 
  the Crew’s help if they need the extra incentive.  
  Once Maggie finishes her story, it’s decision time for the 
  Crew. They can kick her off the ship without a backwards 
  glance, turn her over to the Alliance and collect the bounty 
  on her head, or decide to help save Ma’s farm so Maggie 
  can start the new life they all hope to have someday.
  If the Crew decides to help Maggie, she directs them 
  to Regina, also in the Georgia System. Her stash and her 
  ma are both located there. The stash is hidden under the 
  town of Mine’s Falls. Her mother is at St. Edith’s Hospital, 
  a short distance from Hancock. Her ship, the Diamond in 
  the Rough, is hidden in a junkyard floating over Regina’s 
  moon, Alexandria. If Maggie has her preference, she’d 
  prefer to get her cash, her ship, and make her final visit 
  to her ma, in that order. ’Course, she just pulled on one of 
  the Crewmembers, so her word is unlikely to hold much 
  sway at the moment. 
  MASTERIN’ THE GAME
  A BOUNTY HUNTER COMES CALLING 
  If the Crew chooses not to help Maggie, they’re going to meet up with Hush Jackson, the bounty hunter 
  who has been on her trail for years. Rather than confronting the Crew later in the adventure, he arrives 
  shortly after the Crew tells Maggie no. He wants his bounty and he wants to be sure the Crew has no 
  plans to follow him and take it for themselves. This may mean a gunfight or it may mean the Crew cuts 
  and runs. Either way, they’ll have no time to boot Maggie off the ship before they make their getaway.
  Now that they’re on Jackson’s radar, there’s no chance they’ll get Maggie turned over to the Alliance 
  without being seen by him. The Crew might end up helping Maggie, but they might also decide to turn 
  her in for the bounty themselves. Instead of shuttling Maggie from location to location, the chase is on, 
  with Hush Jackson as their rival.
  
  229
  FREEdOM FLYER: ACT ONE
  ACT I: A NIGHT UNDER THE TOWN
  The Crew has agreed to help Maggie save her ma’s farm so that Maggie can move on from her days in the War and 
  start a new life. This job isn’t about the money so much as doing the right thing for a Browncoat in need of a little help. They 
  need to get her cash, get her ship, and pay Ma’s bills before they see their payday.
   
  EXT: ABANDONED MINE ENTRANCE (DAY)
  MAGGIE, JAYNE and MAL stand outside the entrance to a boarded up mine. It’s not far off the town’s Main Street 
  and the sounds of people and animals fill the air. A pair of patrolling Alliance soldiers walks past, but gives them no notice 
  and continues on its way.
  JAYNE: We’re goin’ in there?
  MAGGIE: What? You afraid of spiders?
  
  230
  ECHOES OF WAR: THRILLIN’ HEROICS
  THE LOWDOWN: GETTIN’ IN
  Regina orbits the Georgia System’s primary star, 
  Huan Long. It is a newer planet than those found in the 
  Core. ’Member, terraforming comes with a price. Many 
  colonists develop ailments within six months of landing 
  on a newly terraformed planet like Regina. 
  Several years back, Ma Miller came to the Georgia 
  System to strike out on her own. Maggie knew that coming 
  to Regina was a one-way ticket to Bowden’s Malady or 
  worse. Maggie joined the Independents because she thought 
  colonizing worlds with technology that made people sick 
  was one of the ways the Alliance treated citizens poorly.  It 
  took a long time for Maggie and her ma to move past the 
  fight this caused, and some of those feelings aren’t quite 
  buried yet. Even so, Maggie visited from time to time to 
  check on her ma, and even stashed her cash in the mine 
  that gives Mine’s Falls its name.
  The Crew may want to take the lay of the land before 
  heading into the mine to get Maggie’s money. Their ship 
  can land at the family farm; it won’t be disturbed there. 
  This is the closest thing that Maggie has to a home town. 
  The longer the Crew spends here, the more uncomfortable 
  she gets. The mine is directly under the town, so they 
  have to make their way through the town to get there in 
  the first place.
  THE TOWN OF MINE’S FALLS
  The sleepy town is a far cry from its glory days when 
  it catered to miners digging deep into the hills for precious 
  metals before the mines ran dry. When the maglev passed 
  the town by, it seemed like only a matter of time before 
  the town dried up, too. The Alliance never paid the place 
  much attention until the recent appearance of a garrison 
  in space just overhead. Their arrival has breathed some life 
  back into the old girl and much-needed credits are again 
  flowing into local pockets, but a bustling metropolis it is not.
  The town originally sprang up right around the old 
  mine entrance, although most folks have forgotten it’s even 
  there these days. Boarded up and half-covered by scraggly 
  shrubs, you won’t see it unless you’re looking hard.
  The number of occupied buildings in town is far less 
  than those that have been abandoned, boarded up, and 
  left to rot. A bar, a restaurant, and a few stores selling the 
  essentials for daily life are all that remain.
  Outside town there are some small farms raising 
  livestock and growing what they can in the poor soil left 
  behind after terraforming of the moon was complete. 
  There’s not much chance any farm is going to thrive, but 
  the people of Mine’s Falls, like Maggie’s ma, are tough and 
  unwilling to give up.
  MASTERIN’ THE GAME
  MOVING AT THE SPEEd 
  OF PLOT
  Some Crewmembers want to know exact distances, 
  time of flight, relative speeds, and timetables for 
  how long trips take in the ’Verse. Most sci-fi shows 
  aren’t concerned with such matters, and Firefly is 
  no exception. The more rules a show sets up to 
  explain how fast the ships are, the more rules they 
  have to break or rewrite for dramatic situations 
  where the ship is racing against time to save the day. 
  There are also many variants in space travel 
  that muck up precise calculations. Factor in the 
  human element, and travel times to and from the 
  same location are going to be vague estimates at 
  best. Look at how often trains are delayed, flights 
  are late, and cars don’t start in the morning. Now 
  expand that to a larger scale.
  In this case, because most of the adventure 
  takes place on Regina and its moon Alexandria, 
  the trip between the two can be done in a matter 
  of hours.
  Unless something exciting is bound to happen 
  out in the black, this is a good opportunity to take 
  a page from the show. On TV, the show cuts to 
  commercial and when it returns, the ship is at its 
  destination. Why not do the same at your table? 
  Take a five-minute snack, bathroom, and stretch 
  break, and when everyone’s back, the ship is where 
  it needs to be.
  
  231
  FREEdOM FLYER: ACT ONE
  NOTABLE LOCATIONS
  BERKLEY’S BITES
  Description: Berkley’s is the only restaurant in town, 
  so its claims of being the best might be true, but they don’t 
  mean much. The food won’t kill you, but it will make 
  you long for just about anything else. Addison Berkley is 
  loyal to the Alliance and will immediately report anything 
  suspicious to the authorities. Alliance soldiers on leave 
  have been a boon to Berkley’s business. He’s not likely 
  to do anything that will hurt their budding relationship.
  Townsfolk: Addison Berkley (Greasy Spoon Cook d6)
  THE MINE CART
  Description:  This small bar serves strong drinks at a 
  fair price. It’s nothing fancy, but if you’re looking to drink 
  away your sorrows, this is the place. Sally Parks is happy 
  for the extra business the Alliance troops provide, but she’d 
  rather have them gone even if it means less money in the 
  till. A few drinks, and those soldiers start talking about 
  things they shouldn’t, and Sally hears it all.
  Townsfolk: Sally Parks (Bartender d6)
  MAX’S TOOLS AND TRAPPINGS
  Description:  Maxwell Colton has quality products 
  at his hardware store, but his prices are notoriously high. 
  There aren’t other options for the townsfolk, so they’re 
  forced to pay what he’s asking, even when they know he’s 
  robbing them blind. Max is a shrewd businessman with little 
  sympathy for his fellow townsfolk. He’s loyal to the highest 
  bidder, be it Alliance, Independent, or outright outlaw.
  Townsfolk: Maxwell Colton (Shrewd Shopkeeper d6)
  JUBILEE’S
  Description:  It’s not often the people of Mill’s Falls 
  buy new clothes, but when they do, they head to Jubilee’s. 
  Miss Hope’s got everything from working gear to fancy 
  dresses, and makes sure everyone leaves her store happy. 
  Jubilee is a former Browncoat and will happily help those 
  working against the Alliance.
  Townsfolk: Jubilee Hope (Clever Shopkeeper d6)
  THE APOTHECARY
  Description:  There’s a high demand for the products 
  sold at The Apothecary and it would be easy for a man to 
  take advantage, but Joseph Anders avoids that kind of thing. 
  He accepts just about anything in payment, including a 
  thank you if that’s all a person can afford. Joseph doesn’t 
  think the Alliance does enough to help the sick. He’d jump 
  at the chance to liberate additional medical supplies from 
  them rather than paying the exorbitant prices they demand.
  Townsfolk: Joseph Anders (Druggist d6)
  A FULL PANTRY
  Description:  The town grocer carries a selection of 
  foods to supplement what the townsfolk grow on their 
  farms. Harold Lee often barters, taking in eggs to sell in 
  exchange for a loaf of bread. He manages to earn enough 
  credits for a comfortable life, but Harold’s lavish lifestyle 
  doesn’t match his modest business. There are those that 
  suspect he’s got business dealings that he’s kept a secret 
  from the town.
  Townsfolk: Harold Lee (Scrappy Grocer d6)
  MA MILLER’S FARM
  Description:  It’s not much, but it’s home. There’s a 
  small house with a barn, a few animal pens, and a scraggly 
  pasture along with a field in need of tending. It’s on the 
  opposite edge of town from the mine entrance, but it’s 
  the closest farm to Mine’s Falls. It’s currently empty with 
  Ma at St. Edith’s, though Maggie suggests it as a base of 
  operations while the Crew is on Regina. Ma hid many a 
  Browncoat from prying Alliance eyes and although the 
  War is over, the secret room under the house is still ready 
  for unexpected guests. The Crew can set their ship down 
  here away from the prying eyes of the townsfolk
  Townsfolk: None.
  THE MINE
  Description:  An ugly mine entrance juts up from the 
  ground at the end of the town’s main street. It was once 
  securely closed, but years of neglect had left it open to the 
  curious. The entrance is currently closed and fenced in to 
  
  232
  ECHOES OF WAR: THRILLIN’ HEROICS
  prevent kids from getting into trouble. Maggie’s hidden 
  her stash of cash here in a large strongbox. There may 
  be other unusual things hidden in the mine if the Crew 
  looks long enough.
  The entrance to the mine is not far behind the town’s 
  local saloon, The Mine Cart. It made things easy for miners 
  tired after a hard day’s work, and it’ll make it easier for 
  the Crew to stay unnoticed since the bar is mostly empty 
  during the day. Unfortunately, there is an unusually large 
  number of Alliance Soldiers d6 wandering the streets of 
  Mine’s Falls. The troops are in town, much to the surprise 
  of Maggie.
  The place is swarming with them thanks to Major 
  Harrison, who’s decided to make a surprise visit. No one 
  knows why he’s graced them with his presence, but his 
  soldiers are on high alert with patrols running regular 
  circuits through the town and its outskirts. 
  The Crew has been passed over by one of these patrols, 
  but the next might not overlook them so easily. They have 
  to get inside the mine as quickly as possible and hope that 
  no one notices the disturbed entrance.
  Maggie hasn’t been back to the old mine in a long 
  while and it’s in far worse shape than she expected. The 
  weathered boards across the entrance are doing as much for 
  keeping dirt and rocks in as for keeping people out. Some 
  of the boards have given up entirely and hang splintered 
  from rusted nails. There’s no telling just how bad it’ll be 
  once they get inside.
  The Crew must pry loose some of the remaining boards 
  to gain access and then dig through the dirt and rocks so 
  they can squeeze through before the next Alliance patrol 
  makes its rounds. If they’re caught breaking in, the Alliance 
  is sure to bring them in for questioning and Maggie will 
  likely never leave their custody.
  On the inside, things are even worse than they feared. 
  It’s dark, there are lots of very big spiders, and the narrow 
  shaft is a deadly maze of cave-ins and mining debris. Their 
  every move dislodges more dirt and risks upsetting the 
  rickety framework that holds the old mine together. A 
  constant mist of sand and pebbles showers them, adding 
  to the fun and making it difficult to see or even breathe 
  in the dank space.
  SERENITY CREW
  RETURN TO REGINA
  This planet was the site of “The Train Job” and 
  shares an element or two with that episode, like 
  Bowden’s Malady. None of the locations overlap, 
  but those games using the Serenity Crew could 
  easily use the events of the episode for a callback. 
  If Captain Reynolds or any of his Crew runs afoul 
  of the law while helping Maggie out, a visit from 
  Sheriff Bourne might help them out of jail…and 
  pay back the kindness Mal showed at the end of 
  “The Train Job”. 
  
  233
  FREEdOM FLYER: ACT ONE
  TROUBLE: GETTIN’ DIRTY
  The mine looks to be on the verge of complete 
  collapse, but they have no other choice if they want to get 
  to Maggie’s cash. There’s one way in and one way out, and 
  it’s not going to last for long. If they don’t make it to the 
  cash, then Maggie will never be able to pay off her ma’s 
  debts in time and the farm is lost for sure.
  Also, the Alliance soldiers in Mine’s Falls are going to 
  be mighty curious about the long-closed mine suddenly 
  having visitors. Maggie’s stash is all in cash, so the Crew will 
  have to make it through town with a mighty conspicuous 
  strongbox.
  THE SHOWDOWN:  
  GETTIN’ THE GOODS
  The Crew can try digging their way through the 
  rubble with whatever tools and supplies they’ve brought 
  along, as well as with things they might find sitting around 
  the mine. This could mean their hands, a rotted board from 
  the mine itself, a soupspoon—anything that might help is 
  fair game. Unfortunately, such activities are likely to draw 
  the attention of the soldiers in town. The Crew has to act 
  quickly or quietly, preferably both.
  The Crew has to accomplish a few things here. They 
  must find the strongbox, dig it out of the mine, and get 
  it onto the streets of Mine’s Falls. Once out in the open, 
  they’ve got to get past Harrison and his soldiers. Here are 
  some suggested Actions the Crew might take.
  X MARKS THE SPOT
  Since Maggie had no idea the mine would be in such 
  bad shape, she inadvertently left the Crew unprepared for 
  the labors they are about to face. They thought they’d just be 
  making their way through an existing mine, not practically 
  digging a new one. They’ve got to find where the stash is 
  now that the tunnels don’t match up to her recollections.
  Crewmember Dice Pool: Mental + Notice, Mental 
  + Survive
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Abandoned Mine d8 
  Possible Assets: Metal Detector, An Old Map, 
  Cortex Scanner
  Possible Complications: Cave In, Suspicious 
  Soldiers, Wrong Turn
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  makes too much noise. The Crew must deal with 
  a squad of four Alliance Soldiers d6 sent to check 
  out the noise before they find the strongbox.
   
  
  Raise the Stakes: The Crewmember locates the 
  stash.
   
  
  Extraordinary Success: The Crewmember locates 
  the stash. It’s located on the main tunnel thanks to 
  a recent cave in. Create an Easy Access d6 Asset 
  for the Crew to use for the rest of the scene.
  There are plenty of discarded mining supplies sitting 
  around the mine shaft, but they’ll have to look carefully to 
  find tools they can use. This will cost them precious time 
  MASTERIN’ THE GAME
  OLd WHITE GLOVES 
  LOSES HIS GRIP
  Major Harrison’s troops are loyal to the Alliance, 
  but not their hard-nosed commander. Many would 
  welcome the chance to take him down a peg in 
  the eyes of his superiors. There is no shortage of 
  soldiers weary of Harrison’s relentless quest for 
  perfection. If the Crew is looking for someone to 
  turn Harrison’s troops against him, they could look 
  to his personal attaché, Corporal Stephanie Kwan, 
  who’s spent countless hours needlessly shuffling 
  papers to make Harrison happy. A Crewmember 
  might be able to convince her to look the other 
  way, consequences be damned, just to see the 
  look on Harrison’s face. Kwan is most likely to be 
  found in Berkley’s Bites, nursing a cup of tea while 
  she fills out the paperwork Harrison generates.
  
  234
  ECHOES OF WAR: THRILLIN’ HEROICS
  and they don’t know how much of that they’ve got until 
  the Alliance notices that the entrance was disturbed and 
  comes to investigate.
  DIGGING UP THE CASH STASH
  The tools they do find will have been sitting around 
  unused for years, so they’re not going to be in the best of 
  shape. A wooden shovel handle might snap the first time 
  it’s used or a bucket might be so rusted that it’s more like a 
  glorified sieve. Broken tools also stand a chance of injuring 
  the Crew when they break. Good shovels, pick-axes, and 
  buckets would go a long way toward helping them make 
  progress, but to find those things they’ll have to leave the 
  mine and head into town.
  Crewmember Dice Pool: Physical + Labor, Mental 
  + Know
  Gamemaster Dice Pool: Challenging Difficulty d8 
  + Abandoned Mine d8 + Stout Strongbox d6
  Possible Assets: Good Shovel, Pick-Axe, Loose 
  Rocks
  Possible Complications: Unstable Supports, Busted 
  Tools, Coughing Fit
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  makes too much noise. The Crew must deal with 
  a squad of four Alliance Soldiers d6 sent to check 
  out the noise before they unearth the strongbox.
   
  
  Raise the Stakes: The Crewmember digs up the 
  strongbox.
   
  
  Extraordinary Success: The Crewmember digs up 
  the strongbox. It’s in surprisingly good condition. 
  Create a Stout Strongbox d6 Asset for the Crew. 
  If they spend a Plot Point, the Asset lasts until the 
  end of the Episode.
  PICK UP PROPER SUPPLIES
  The Crew might decide to continue forging ahead or 
  they might decide it’s a hopeless cause that can only be 
  managed with the right tools for the job. A run into town 
  will let them get everything they need, but there are risks 
  involved with that plan. Activities might go unnoticed if 
  the Alliance is otherwise occupied, but the sheer number 
  of soldiers makes it unlikely that no one will stop them for 
  questioning. Harrison runs a tight ship and his troops are 
  under strict orders to report anything suspicious or out of 
  the ordinary. The Crew easily qualifies as both, and there’s 
  even a chance they’ll run into the Major himself.
  Crewmember Dice Pool: Social + Influence, 
  Mental + Sneak
  Gamemaster Dice Pool: Challenging Difficulty  
  d8 + Max’s Shrewd Shopkeeper d6+ Not Much Call 
  for That These Days d6
  Possible Assets: Cold Hard Cash, Wily Negotiator, 
  Secret Browncoat
  Possible Complications: Soldiers Walk In, Shoddy 
  Goods, Run and Get Major Harrison Once They Leave
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  raises enough suspicion that Max fetches Major 
  Harrison, who handles the matter personally.
   
  
  Raise the Stakes: Max gets them the tools they 
  need. Create a Mining Tools d6 Asset for the Crew. 
  If they spend a Plot Point, the Asset will last for 
  the rest of the Episode. 
   
  
  Extraordinary Success: Max gets them the tools 
  they need. Create a Mining Tools d6 Asset for the 
  Crew. If they spend a Plot Point, the Asset will last 
  for the rest of the Episode. Max won’t remember 
  that the Crew came by his shop if someone like 
  Harrison or Hush starts asking around about 
  Maggie.
  
  235
  FREEdOM FLYER: ACT ONE
  CASH AND CARRY
  The good news is that the stash is entirely in cash. The 
  bad news is that it’s a large enough amount that it occupies 
  a large trunk that can only be carried easily by two people. 
  Moving such a large piece of equipment quickly without 
  notice will pose a problem to discreet Crews. Harrison 
  and his soldiers will likely want to have a chat with anyone 
  hauling a big box full of cash down the streets of Mine’s 
  Falls out in the open. 
  Crewmember Dice Pool: Physical + Labor, Mental 
  + Sneak
  Gamemaster Dice Pool: Challenging Difficulty  d8 
  + Streets of a Small Town d6 + Suspicious Soldiers d8
  Possible Assets: Timed Guard Routes, Dark Outside, 
  Bribed Soldiers
  Possible Complications: Busted Handle, Heavier 
  Than It Looks, Ow! My Foot!
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  drops the strongbox and it breaks. The Crew must 
  figure out another way to transport the cash.
   
  
  Raise the Stakes: The Crewmember gets the 
  strongbox out of the mine. They’ll still have to get 
  past the Alliance troops.
   
  
  Extraordinary Success: The Crewmember gets 
  the strongbox out of the mine and safely back to 
  Ma Miller’s farm without anyone noticing them. 
  Jackson will come calling there.
  A QUICK PAYOFF
  Although his troops are loyal to the Alliance, they’re 
  not particularly loyal to Harrison. They might be convinced 
  to turn a blind eye to the Crew’s activities for a price. 
  After all, they have a huge pile of cash thanks to Maggie. 
  A few hundred credits should do nicely. If they use this 
  method to deal with Alliance soldiers checking out 
  noise in the mine, make sure to roll a die for each of the  
  soldiers present.
  Crewmember Dice Pool: Mental + Trick, Social 
  + Influence
  Gamemaster Dice Pool: Easy Difficulty d6 + 
  Alliance Soldier Xd6
  Possible Assets: Stack of Cash, Flirtatious,  
  We Hate Harrison Anyway
  Possible Complications: They Want Double, 
  Virtuous Soldier, Sting Operation 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember’s 
  bribe doesn’t take. The soldiers either try to arrest 
  the Crew or double cross them. It’s time for an 
  Action Order.
   
  
  Raise the Stakes: The Crewmember convinces the 
  soldiers to look the other way for now.
   
  
  Extraordinary Success: The Crewmember 
  convinces the soldiers to look the other way for 
  the rest of the adventure. Major Harrison will be 
  flying solo.
  THE PRICE OF A CORPORAL
  Rather than dealing with a simple soldier, the Crew 
  might go up the chain of command. Major Harrison has 
  been holding the reins too tight for too long and his men 
  are ready for a change of command. Corporal Kwan might 
  be looking for a promotion and interested in taking a 
  handout from the Crew to help speed along Harrison’s 
  fall from grace. Letting a known criminal slip through his 
  fingers will not sit well with his superiors and makes his 
  chances of reassignment that much greater.
  Crewmember Dice Pool: Mental + Trick, Social 
  + Influence
  Gamemaster Dice Pool: Easy Difficulty d6 + Kwan’s 
  Mental d6 + Kwan’s Focus d6
  Possible Assets: Kwan’s Ambition, Stack of Cash, 
  That Hun Dan Docked My Pay Last Month
  Possible Complications: Harrison Is Watching, A 
  Little Short, I’ll Need a Cut for the Rest of My Men
  
  236
  ECHOES OF WAR: THRILLIN’ HEROICS
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember’s 
  bribe doesn’t take. Kwan either tries to arrest the 
  Crew or double cross them. It’s time for an Action 
  Order.
   
  
  Raise the Stakes: The Crewmember convinces 
  Kwan to look the other way for the rest of the 
  adventure.
   
  
  Extraordinary Success: The Crewmember 
  convinces Kwan to look the other way for the rest 
  of the adventure. Create a Kwan’s Cooperation 
  d6 Asset for the Crew. If they spend a Plot Point, 
  the Asset will last for the rest of the Episode.
  There are also plenty of townsfolk who might be curious 
  as to why the Crew is collecting mining supplies in the first 
  place, since no one’s done any kind of mining there in over 
  a dozen years. The Crew might have to explain away their 
  activities with the hope that no one gets curious enough 
  to follow them back to the mine to see if there’s something 
  they might scavenge for themselves.
  The Crew will have to dig through with what they’ve 
  got or deal with meddling townsfolk, Alliance soldiers, 
  and likely Major Harrison, but one way or another they’ve 
  got to get the cash. Except that Hush Jackson is now on  
  their trail.
  MASTERIN’ THE GAME
  HUSH MONEY
  Major Harrison is a strict taskmaster and expects nothing short of complete compliance from his troops. 
  They’re battle ready at all times, even though most days the chances of anything more than a bar brawl 
  breaking out are slim to none.
  The least infraction on the part of the men under his command, or the townsfolk he’s supposed to 
  serve, is met with the strongest possible response. This makes him less than beloved by his troops and 
  downright feared by the townsfolk. No one wants to face his scrutiny and they all stay out of his way.
  Once the Crew has Maggie’s stash of cash, they can spend Plot Points to use it as an Asset. Maggie 
  won’t be happy about it, of course, because the more cash spent now is less cash for her when she pays 
  off the Crew for helping her put her life in order. Rather than tracking pretend dollar amounts, consider 
  turning the dwindling cash pile into a Shrinking Stash Complication if they roll a jinx when using the 
  cash as an Asset or stay in the fight during a social conflict. If that Complication gets stepped up past 
  d12, then Maggie can’t let the Crew spend any more money or she won’t have enough left to pay off 
  Ma’s medical bills. She might even have to sell her ship when she gets to wherever it is she’s going.
  Some mercenary Crews might get the idea to leave Maggie high and dry once they’ve picked up 
  her cash. In this case, Maggie tells them she’s got even more cash stashed on her ship, and the Crew 
  can double their money if they help her get it. Whether or not she pays out to a Crew that goes back on 
  their word, or if the second stash is anything more than a bluff, is left for the GM to decide.
  
  237
  FREEdOM FLYER: ACT TWO
  ACT II: THE BOUNTY COMES DUE
  The bounty hunter Hush Jackson comes calling for Maggie Miller. Getting into a gunfight with him is a sure way to 
  bring the Alliance out in force. The Crew must find a way to get away without Jackson on their tail.
  EXT: ABANDONED MINE (LATE AFTERNOON)
  MAGGIE, JAYNE and MAL emerge to the sound of panicked voices arguing in their earpieces. The Crew has tripped 
  an alarm on their little adventure in the mine.
  MAL: Best get movin’ before we get shot. Again.
  
  238
  ECHOES OF WAR: THRILLIN’ HEROICS
  THE LOWDOWN: MAKIN’ A RUN FOR IT
  The Crew made it in and out of the mine in  
  one piece and thought they were through the worst of 
  things, but it turns out they’re not even close. They’ve set 
  off some kind of hidden alarm while they were inside and 
  now it’s sending a steady notification signal that is likely 
  notifying someone who wants to find Maggie. 
  There’s nothing to identify who set the alarm or who 
  is receiving the signal, but the chances of it being anyone 
  they’d like to meet are slim to none. The only thing they 
  know is that someone found Maggie’s stash and decided 
  it’d be a good way to track the woman down. It could be 
  the Alliance, but it could also be a bounty hunter. Either 
  option is sure to end badly.
  The Crew needs to get through Mine’s Falls and back 
  to their ship before their unknown pursuer catches up. 
  TROUBLE: SANDFORD THE SANDMAN
  Covered in dirt and sweat, the Crew stands out 
  even amount the motley townsfolk, but they do their best 
  to hurry along unnoticed. They’re weary from digging 
  through the mine and carrying the strongbox of Maggie’s 
  cash. It’s slow going. They’re quietly slogging their way 
  through the hustle and bustle of town when a man steps 
  out from a side road directly into their path. If the Crew 
  achieved an extraordinary success getting them back to 
  the farm without the Alliance noticing, a knock on the 
  front door of the farm follows soon after.
  It’s Hush Jackson, the bounty hunter who’s been tailing 
  Maggie all along. He tells them that he’s really not looking 
  for trouble; he’s just looking for Maggie. Jackson assures 
  the Crew that his beef is not with them and that they are 
  free to go about their business, as long as they hand her 
  over. It’ll be easy enough for him to turn her over with 
  Alliance soldiers on nearly every corner. 
  He even offers to let them keep all her cash, since the 
  bounty on Maggie’s head is a far greater reward and will 
  be much more personally satisfying for him to collect 
  after chasing her for so many years. Jackson tells them 
  he’s actually thankful to the Crew for helping him find 
  his quarry and convincing her to make her move. They 
  should look at the cash they’re carrying as their reward for 
  helping turn over a wanted criminal to Alliance authorities.
  MASTERIN’ THE GAME
  THE MAJOR’S WATCH
  The presence of Major Harrison in town for the day provides an additional complication for the Crew. 
  As he’s wandering in and out of shops, observing the townsfolk, and checking to make sure his soldiers 
  aren’t slacking, he may notice the Crew’s confrontation with Jackson, should it happen in Mine’s Falls. 
  He could step in only if there’s gunfire or he may stop them for questioning just because they don’t 
  look right. Getting hauled in and thrown in jail won’t serve anyone’s purposes, so the Crew, Jackson, 
  and Maggie should avoid Harrison at all costs.
  Should a shootout happen in Mine’s Falls, Harrison won’t rest until the culprits are caught and 
  imprisoned. Jackson has no problems selling out to the Alliance and will gladly work with Harrison 
  to make sure Maggie and the Crew are apprehended. Maggie is loyal to the Crew, but if Harrison puts 
  pressure on her ma, she might panic like she did in the Prelude and try something rash. If the Crew 
  turned Mine’s Falls into a shooting gallery, Harrison will be waiting for them at St. Edith’s in the final 
  act, rather than being called in by Doc Stevens.
  
  239
  FREEdOM FLYER: ACT TWO
  THE SHOWDOWN: FIGHT OR FLIGHT
  Maggie may have been relying on the Crew for help, 
  but she’s no fool and she’s not about to go willingly with 
  Jackson. If she thinks they’re about to turn her over to 
  Hush, then she’ll scream and holler to get everyone in 
  Mine’s Falls looking her way. It’s sure to get the attention 
  of every soldier within earshot and some of them might 
  shoot before they bother to find out the truth of the matter. 
  SHOT DOWN IN A 
  BLAZE OF GLORY
  The Crew could choose to draw on Jackson. If they 
  do, he won’t hesitate to fire back. Even outnumbered, the 
  Crew will need to use all their skills to beat Jackson in a 
  gunfight. At the very least, this will get the attention of 
  the Alliance soldiers in town and make things even more 
  complicated. Use these pools if the Crew attacks Jackson.
  Crewmember Dice Pool: Physical + Shoot, Physical 
  + Fight
  Gamemaster Dice Pool: Jackson’s Physical d12 + 
  Move d4 + Bounty Hunter d8 OR Physical d12 + 
  Fight d8 + Bounty Hunter d8
  Possible Assets: Nearby Cover, Suppression Fire, 
  Deadly Crossfire
  Possible Complications: Gun Jammed, In a Headlock, 
  Maggie’s Been Hit
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember is 
  Taken Out by Hush Jackson. They may spend a 
  Plot Point to fight on by stepping up or taking a 
  Complication equal to Jackson’s highest rolling 
  die. The sounds of battle quickly bring Harrison 
  and his soldiers to the scene.
   
  
  Raise the Stakes: The Crewmember Takes Out 
  Hush Jackson. The bounty hunter may spend a 
  Plot Point to fight on by stepping up or taking a 
  Complication equal to The Crewmember’s highest 
  rolling die. The sounds of battle quickly bring 
  Harrison and his soldiers to the scene.
   
  
  Extraordinary Success: The Crewmember Takes 
  Out Hush Jackson. The bounty hunter may spend 
  a Plot Point to fight on by stepping up or taking a 
  Complication equal to The Crewmember’s highest 
  rolling die. The Alliance hasn’t been alerted to the 
  fight…yet.
  
  240
  ECHOES OF WAR: THRILLIN’ HEROICS
  JACKSON DRAWS DOWN
  The man‘s a deadly gun and his arsenal makes Jayne’s 
  look like nothing but child’s play. No one is going to take 
  him out with a single shot, and getting the whole crew away 
  without injury is going to be extremely difficult. Jackson 
  returns fire at whoever drew first, then concentrates fire 
  on Maggie. Her bounty is dead or alive. The Crew might 
  goad Jackson into drawing first, or he might jump a 
  Crewmember that’s headed off on his own. If this happens 
  in Mine’s Falls, don’t forget that Alliance Soldiers d6 
  might be involved, too. 
  Crewmember Dice Pool: Physical + Move, Physical 
  + Fight
  Gamemaster Dice Pool: Jackson’s Physical d12 + 
  Shoot d10 + Bounty Hunter d8 + Pistols d6 + Twin 
  Steele CB-150 Pistols d10 OR Physical d10 + Fight 
  d8 + Bounty Hunter d8 + Sleeper Hold d6
  Possible Assets: Dive for Cover, Grabbed His Gun, 
  Coolant Hose
  Possible Complications: Two Guns Blazing, Winged, 
  Jackson’s Gun to Your Head
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember is 
  Taken Out by Hush Jackson. They may spend a 
  Plot Point to fight on by stepping up or taking a 
  Complication equal to Jackson’s highest rolling 
  die. The sounds of battle quickly bring Harrison 
  and his soldiers to the scene.
   
  
  Raise the Stakes: The Crewmember Takes Out 
  Hush Jackson. The bounty hunter may spend a 
  Plot Point to fight on by stepping up or taking a 
  Complication equal to the Crewmember’s highest 
  rolling die. The sounds of battle quickly bring 
  Harrison and his soldiers to the scene.
   
  
  Extraordinary Success: The Crewmember Takes 
  Out Hush Jackson. The bounty hunter may spend 
  a Plot Point to fight on by stepping up or taking a 
  Complication equal to the Crewmember’s highest 
  rolling die. The Alliance hasn’t been alerted to the 
  fight…yet.
  MASTERIN’ THE GAME
  HELPIN’ THOSE WHO HELP THEMSELVES 
  One of their best assets in a gunfight will be Maggie. She may not have been in an all-out gunfight in 
  a few years, but she still has the skills to hold her own. She’ll do anything she can to stay a step ahead 
  of the Alliance and Hush Jackson.
  Rather then give Maggie her own Action during a fight, have her throw her lot in with someone else 
  she trusts. Maggie can loan one of her Skill dice to an ally’s pool as long as she can help out with the 
  Action. If the ally is shooing at someone, add in Maggie’s  Shoot d8. If a Crewmember is fixing the ship, 
  Maggie can kick in her Fix d10. 
  If the Crewmember fails to raise the stakes, however, and has a chance of being Taken Out, Maggie 
  is also Taken Out. Any Complications generated by jinxes also affect Maggie, as well. If she sticks her 
  neck out to help a Crewmember, she shares in their victories…and defeats.
  A safer method is to create Maggie’s help as Assets. This method offers a little help at the cost of 
  a Plot Point, but it doesn’t risk Maggie getting hurt. Maggie can’t create her own Assets, so you might 
  have to poke or prod a Crewmember to spend a Plot Point on her behalf.
  GMs who don’t want to deal with managing a friendly GMC while the Crew is out and about on 
  Regina would be wise to generate Complications that encourage Maggie to lay low in their ship or on 
  the farm, like Wanted Poster d6 or Busted Leg d8.
  
  241
  FREEdOM FLYER: ACT TWO
  GIVING UP THE GIRL
  The Crew can decide that they’ve had enough of this 
  woman and the trouble she’s been causing all of them and 
  just take the money and run, leaving Maggie to Jackson. 
  There is cash enough to keep them all happy and well fed 
  for months, not to mention the funds would go far toward 
  fixing up the ship. This may or not be a ruse to get someone 
  in a better position to get the drop on Jackson. The Crew 
  might not even decide whether they were really going to 
  hand her over until after the fight is done.
  Crewmember Dice Pool: Social + Influence, Social 
  + Trick
  Gamemaster Dice Pool: Jackson’s Mental d8 + Focus 
  d8 + Bounty Hunter d8 
  Possible Assets: Part of the Plan, Maggie’s the 
  Distraction, Flanked
  Possible Complications: Jackson Smells Ambush, 
  Soldiers Arrive, Maggie Grabs His Gun
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  hands Maggie over to Jackson. Maggie screams 
  her head off, bringing one Alliance Soldier d6 on 
  the scene for each person present.
   
  
  Raise the Stakes: The Crewmember hands Maggie 
  over to Jackson. She escapes at the earliest 
  opportunity off-screen. When she reunites with 
  the Crew, Jackson will be in hot pursuit.
   
  
  Extraordinary Success: The Crewmember hands 
  Maggie over to Jackson. She escapes at the 
  earliest opportunity off-screen. She thinks it was 
  part of a plan to delay Jackson.
  SNUCK IN THROUGH 
  THE BACK DOOR
  The Crew might try to hide Maggie from Jackson, 
  or even deny they know her in the first place. This 
  will take some convincing, since Jackson bugged the 
  strongbox and has been watching them while they’ve been  
  in Mine’s Falls.
  Crewmember Dice Pool: Social + Trick, Physical 
  + Sneak
  Gamemaster Dice Pool: Jackson’s Mental d8 + Focus 
  d8 + Heart of Ice and Dust d8 
  Possible Assets: Packed in the Strongbox,  
  Convincing Smile, We Just Dropped Her Off
  Possible Complications: A Sudden Noise, 
  Compromising Captures, I Know Where You Hid Her
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Jackson catches the 
  Crew with Maggie. Start an Action Order with 
  Jackson targeting the Crewmember who failed 
  this roll.
   
  
  Raise the Stakes: The Crew convinces Jackson that 
  Maggie is not here. He follows them to make sure.
   
  
  Extraordinary Success: The Crew convinces 
  Jackson that Maggie is not here. Jackson never 
  finds Ma Miller and doesn’t arrive at the hospital.
  They can also choose to politely decline Jackson’s 
  request. If they are at the Miller’s farm, Jackson is likely to 
  use force first. If they are in Mine’s Falls, Jackson is likely 
  to try to intimidate them. In the latter case, he wants them 
  to draw first, so when the Alliance comes running, they’ll 
  side with him. If the throw down with Jackson happens 
  in town, the Alliance arrives as soon as possible. If the 
  fight goes down on Ma Miller’s farm, having the Alliance 
  approach as a Complication (Alliance Interference) 
  cranks up the tension.
  If they avoid a firefight or getting hauled in by the 
  Alliance, then they can try to lose Jackson in the crowds 
  of people filling the streets, but it will require some skill to 
  blend in when they’ve already been made and are weighed 
  down by the strongbox.
  That cash might also prove helpful in getting away, 
  since the townsfolk are all barely eking out a living and 
  would welcome a little extra income, no questions asked. 
  The right person might be willing to help hide the Crew 
  by causing a diversion. They might try to pay for a faster 
  means of transportation out of town or, if they’re loath 
  to part with any of their cash, stealing a horse might be 
  an option.
  
  SOLITUdE’S TREASURE
  Engines 8  
       Hull 8  
   Systems 8
  dISTINCTIONS
  Jubilee Class Attack Cruiser 8
  After the War ended, a whole lot of ships got dumped 
  on the open market. Smart folks who were looking 
  for firepower picked up Jubilees, ships the Browncoats 
  developed to go toe-to-toe with Alliance patrol boats. There 
  weren’t a ton left over, but those that are still around are a 
  mighty fine find.
   
  5 Gain 1 PP when you use this as a d4.
  Dish It Out: Step back Engines for the scene to 
  create a Boosted Weapons d8 Asset.
   
  5 Take It: When you take a Complication as the 
  result of an attack by another ship, spend 1 PP 
  to step back the Complication.
  Bought with Bounties 8
  You must have wrangled up hundreds of bounties to get 
  your hands on this ship, saving your credits bit by bit until 
  you could get her custom-fitted for exactly the kind of work 
  you love doin’: hunting down people and collecting the 
  reward.
   
  5 Gain 1 PP when you use this as a d4.
  Holding Tank: When you lock someone up 
  on your ship, take or step up a Complication 
  relating to your prisoner to create a Caged d8 
  Asset.
   
  5 We All Gotta Eat: Gain 1 PP when you secure a 
  prisoner on your ship with an active bounty.
  Barnacle Boarder 8
  You’ve equipped your ship with everything your crew needs 
  to latch on and board another ship, whether that be to 
  rescue folks in trouble or snatch unsuspecting criminals in 
  the middle of the night.
   
  5 Gain 1 PP when you use this as a d4.
  Aggressive Airlocks: When you attempt to 
  dock with another ship, spend 1 PP to create a 
  Latched On d8 Asset.
  Dead Silent: When sneaking up on an 
  unsuspecting ship, take a System Shutdown 
  d8 Complication to step up or double Hull for 
  the roll.
  SIGNATURE ASSETS
  Rotating Triple Turret d8: Jackson has three 
  cannons that alternate fire, ready to take out any 
  small ships that get in his way. He prefers dead to 
  alive in most cases, since the money is often the 
  same. 
  Magnetic Clamps d8: These clamps are usually 
  used to latch onto a piece of wreckage to haul back 
  to the Alliance as proof that Jackson killed his 
  target. He could also get creative with them to latch 
  onto a ship to be boarded.
  242
  ECHOES OF WAR: THRILLIN’ HEROICS
  MASTERIN’ THE GAME
  THE AMAZING 
  FLOATING BOUNTY 
  HUNTER
  This act is positioned in the most dramatic place 
  for a confrontation with the Crew. Jackson 
  shows up at Mine’s Falls while the Crew is 
  holding the cash. It’s a tense scene because 
  any violence will draw the attention of Major 
  Harrison and complicate matters immensely. 
  However, this is also the most flexible Act, 
  since the Crew might not head out to get the 
  cash first. It’s important to introduce Jackson 
  early on, since he shows up in the final Act at 
  St. Edith’s to try and nab Maggie before she 
  squares things up for her ma. 
  That said, there are other points that make 
  a good spot to introduce the bounty hunter 
  chasing after Maggie. Jackson might show 
  up after the Prelude to collect the bounty on 
  Maggie. If the Crew refuses to help Maggie out 
  or decides to turn her in themselves, Jackson 
  can crash the party and force the Crew to 
  rethink their plans. Maggie could sneak off 
  Jackson’s ship and back onto theirs if they 
  brush him off. Jackson could also draw down 
  and refuse to share the bounty with them, 
  risking a gunfight instead.
  Another place to bring Hush into the story 
  is after the Crew picks up Maggie’s ship. In this 
  case, he swoops in on the Diamond in the Rough 
  with the Solitude’s Treasure. This could turn 
  into a running space chase back through the 
  junkyard as both the Crew’s ship and Maggie 
  try to outrun the bounty hunter.
  
  243
  FREEdOM FLYER: ACT THREE
  ACT III: LOVE AT FIRST FLIGHT
  Maggie’s ship, Diamond in the Rough, is in an orbital salvage yard that’s seldom visited by anyone these days. The 
  place is run by Maggie’s ex-beau, Hollis Brooks, who has no idea he’s been sitting on her ship all this time. Maggie is pretty 
  sure Hollis still has a thing for her and plans to once again distract him with her smile while the Crew liberates her ship. 
  EXT: MAGGIE’S SHIP, DIAMOND IN THE ROUGH (DAY)
  KAYLEE, ZOE and MAGGIE stand outside the ship. The sun glints off its surface and MAGGIE shades her eyes to 
  stare up at it with a huge smile on her face and KAYLEE looks no less smitten.
  KAYLEE: She’s a real beauty.
  ZOE: Do you three need some alone time? I can always come back.
  
  244
  ECHOES OF WAR: THRILLIN’ HEROICS
  THE LOWDOWN: WHEN THE MOON HITS YOUR EYE
  Alexandria is one of the least scenic places in the 
  Georgia System. It’s a garbage moon orbiting Regina, where 
  most of the local companies make a living salvaging wrecks, 
  hauling away people’s garbage, and fixing up things that 
  still work okay even after they’ve been discarded. Big 
  companies burn up the refuse in huge fuel cell manufacturing 
  facilities to be packaged up into power sources and sold 
  to manufacturers. The cheaper outfits hit atmo and dump 
  the trash without stopping, littering the moon with half-
  burned hunks of metal.
  It’s not a nice place to visit, but the Crew won’t be 
  staying long. Maggie’s hidden her ship in an orbiting 
  junkyard stationed above the moon. She left it buried in 
  the wrecks watched over by Hollis Brooks, an old flame 
  from better times. Hollis is unaware of the treasure, but 
  the Crew needs to get it out from under his nose while 
  Maggie distracts him on board his headquarters, a space 
  station smack dab in the middle of the floating junk piles. 
  Most of the action will be taking place in orbit, but some 
  might decide to land on Alexandria to case the junkyard 
  from the planet’s surface.
  HAYSTACK ORBITING JUNKYARD 
  Haystack Parts, Incorporated operates a few kilometers 
  above the moon’s dusty surface. The planet is habitable, 
  but the environment is tumbleweeds and desert, a perfect 
  dumping ground. Some of the trash that gets brought here 
  includes wrecked ships and outdated parts, leading to 
  several mechanics and junk dealers making their homes 
  here. HPI is willing to ship parts out to other locations 
  for a modest fee, but it’s much cheaper for a mechanic to 
  come out here and pick a few parts off the wrecks watched 
  over by the geosynchronous station in orbit. Another 
  advantage? HPI is willing to trade ship parts in person, 
  but not when one is ordered.
  HPI runs out of Haystack Station in orbit above the 
  moon. Haystack Station is a small, cramped affair. It has 
  a waiting area open to the public with a shuttle docking 
  port. Behind a secure door, the office offers a Cortex link 
  to an inventory of identified parts. There is a one-room 
  apartment on one side of the office and an airlock on the 
  other side. The airlock connects to a shuttle that can be used 
  to get between the station, the wrecks, and the nearest town 
  on Alexandria, Abigail, for supplies. Folks don’t come for 
  a friendly visit. They come to do their business and leave.
  Haystack Station has one sole occupant: Hollis Brooks. 
  Brooks is the owner of the station. He makes arrangements 
  with salvage companies for them to drag wrecks to the site. 
  He also buys old and used ships from dealers, flies them into 
  orbit, and then strips them for parts. He keeps an inventory 
  of known parts on the station, but he is also willing to let 
  mechanics scour the wrecks for a small picking fee. Often, 
  the mechanics will bring back more parts than they need 
  and Hollis will cut them a deal. If they find parts he can 
  sell, he’ll let the parts the mechanics need go for cheap.
  EXPLORING THE JUNKYARD
  There are four landmarks that Hollis uses to navigate 
  the yard. Rather than directional words, he points customers 
  towards one of four large masses he calls hulks. The Crew 
  will see these hulks from their ship still outside the yard. 
  They act as fenceposts to Hollis’ junkyard. These hulks are 
  the remains of larger ships that have mostly been stripped 
  for parts. They now provide boundaries to the HPI yard. 
  He’s installed weak magnetic generators in each hulk that 
  work as a fence. They keep the junked hulls gathered and 
  also keep folk from spacewalking in and out without his 
  knowledge. Powered vessels the size of the Crew’s ship 
  aren’t kept out, but Hollis figured the danger of smashing 
  into a chunk of wreckage would keep anything that large 
  from getting too close.
  THE TATER
  Seventeen ships make up this hulk. This was a lot 
  bought from the Gallowspar Docks, made up of abandoned 
  ships left there. Maybe their crews were killed. Maybe they 
  
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  FREEdOM FLYER: ACT THREE
  were lost in a faro game. The ships had most of their useful 
  pieces stripped to cover the docking fees and the hulls 
  were then compressed and sold off in bulk to HPI. There 
  still may be parts useful to those willing to dig around 
  this twisted maze of bent metal. A secret or two from one 
  of the smaller ships may have even survived the process.
  THE CONESTOGA
  The drive system of an old colony ship idly spins in 
  space. Larger pieces sometime come to rest inside the 
  blast cones of the huge engines floating here. Sometimes 
  small parts can be stripped from the larger parts. A few 
  brave souls have even tried slapping one of the engine 
  parts on the outside of their ship and connecting it to the 
  smaller engines on the inside. Crazy ideas like that are 
  why Hollis has a big NO REFUNDS sign located near his 
  transaction window.
  THE GIRAFFE
  The name of this hulk stems from the long, spindly 
  neck with a smaller head jutting out from the main mass. 
  This piece of equipment comes from one of the large 
  terraforming devices used to process the atmosphere over 
  Regina. It doesn’t have many directly compatible parts 
  for small ships, but it offers large pieces of sheet metal for 
  hull repair and modifications. Much of the salvage also 
  comes from pieces for life support systems, such as fans 
  and ductwork. Hollis makes much less money off of these 
  sales, especially since the Giraffe is full of the stuff. This is 
  the one hulk Hollis would consider selling outright, since 
  it is the least profitable of the four.
  THE SHIVA
  The final hulk resembles a vaguely humanoid figure 
  with multiple arms on either side of the main body. Long 
  ago, this was one of the imposing stacks of an Alliance 
  cruiser. Shiva’s arms are the twisted sections of hull blown 
  out by an internal explosion. Hollis doesn’t know anything 
  about the name of the ship or the details of the incident. 
  He has heard tall tales that any pieces cut from the Shiva 
  are cursed, but writes it off as superstitious hogwash. He 
  thinks such tales are just trying to pull one over on him 
  to take back a part that couldn’t be used.
  There are, of course, dozens of smaller wrecks floating 
  about in the yard. Shuttles and spacewalkers can navigate 
  the yard fairly easily, but anything larger needs to go slowly 
  and carefully. This includes Maggie’s ship when the Crew 
  gets her powered up and ready to leave. The Crew has to 
  be careful not to damage the Diamond in the Rough too 
  badly when pulling it out of the yard. It does Maggie no 
  good to go through all this trouble if her ship is in worse 
  shape than it was while it was stashed!
  HPI invested in some security to keep out freeloaders 
  and scavengers. Hollis scattered heat and motion detectors 
  throughout the wrecks along with a variety of security 
  cameras. When he knows someone is headed out toward a 
  particular hulk, he turns off the ones along the way. If the 
  heat sensors are activated, a warning gets sent to the station 
  and Hollis checks out the sector’s cameras. Unauthorized 
  folks get a visit from some defense drones he picked up 
  at an Alliance surplus auction a few years back. His dogs, 
  as he likes to call then, can run on their own. But if he’s 
  caught someone red handed, Hollis likes to keep things 
  manual and take a few shots of his own.
  Maggie put all her faith in the fact that Hollis still has 
  a thing for her and will welcome the chance to spend a 
  little quality time together. She’s gotten all dolled up in her 
  finest duds, cleaned the grease and grime from under her 
  nails, and liberated a cheap bottle of wine from the mess. 
  Her plan is for the Crew to drop her off on the satellite that 
  watches over the junkyard so she can distract Hollis and the 
  Crew can sneak in and find her ship. She plans on going 
  alone, so it will take a little convincing if a Crewmember 
  wants to tag along. She’s rented a shuttle on Alexandria 
  to take her on her own if the Crew is unwilling or unable 
  to provide her with one.
  Maggie has given them a rough idea of what they’re 
  looking for and where she hid it, but it’s been years. Things 
  don’t look the way they did when she first said goodbye to 
  her precious Diamond in the Rough. Since she left Hollis, 
  his business has grown from a few floating hunks of junk 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  to a respectable collection of parts, ships, and parts of 
  ships. Her vessel is hidden in one of the exhaust cones of 
  the Conestoga hulk. She siphoned a small power line from 
  one of the mag field generators to keep the ship near the 
  Conestoga, but years of small power fluctuations caused 
  the ship to drift. It may take the Crewmembers a bit longer 
  to find, but it offers a slight benefit. The proximity of the 
  ship to the mag generator means that Hollis is unlikely 
  to notice any heat signatures until the ship is powered up 
  and ready to go.
  TROUBLE: DIAMOND IN A HAYSTACK
  Finding the ship is not easy. There are all sorts of 
  decrepit ships and bits floating about and they’ve got to 
  navigate their way through it all, board the ship, and fire 
  her up all before Hollis catches on. Hollis doesn’t know 
  he’s harboring a fully functional ship in his yard. He would 
  have sold it long ago and drank away the credits, thinking 
  of Maggie. They’ve also got to be quick about it. Sooner or 
  later, Hollis is going to figure out Maggie is up to something 
  and when he does, he’s going to be cranky.
  The Crew knows the ship is inside the junkyard per 
  Maggie. They’ve got to come up with a plan for their search; 
  they can’t just go in and ask Hollis for the keys. They’ve 
  got to pick through the floating hunks of junk looking for 
  Maggie’s ship. Putting on a spacesuit and taking a little jaunt 
  into space might let then sneak in for a closer look, but it 
  will also be very dangerous. Stray bits and pieces could snag 
  a suit or send the Crew careening in the wrong direction. 
  They might instead choose to stay on board, searching 
  from the helm with a combination of their eyes and the 
  ship’s scanners. This will be a lot safer, but it’ll take more 
  time and that commodity is in very short supply. Even if 
  the Crew finds Maggie’s ship, they still have to get people 
  from their ship to hers. A shuttle is a good long distance 
  fit, but the power signature and thrusters are likely to be 
  detected by the security sensors.
  LOCATING THE SHIP
  Maggie doesn’t exactly remember where the ship is. 
  
  247
  FREEdOM FLYER: ACT THREE
  The Crew might be able to use its long-range ship sensors 
  at the risk of giving up its position, or they may go in with 
  a smaller vessel (or even just spacewalk) and look for it 
  the old-fashioned way.
  Crewmember Dice Pool: Systems + Operate, 
  Mental + Notice
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Tons of Floating Junk d8 
  Possible Assets: Weak Transponder Signal, Maggie 
  Gives Good Instructions, If I Were a Ship…
  Possible Complications: Signal Hacked, Too Much 
  Interference, Ran Right into It 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew takes much 
  longer than expected to find the ship. Start the 
  Timed Action to retrieve the ship with one beat 
  already lost.
   
  
  Raise the Stakes: The Crew finds the ship and can 
  start getting it powered up.
   
  
  Extraordinary Success: The Crew finds the 
  ship in record time, probably because Maggie 
  remembered where it was. The Crew gains an 
  extra beat for the Timed Action to restart the ship.
  DEACTIVATING 
  SECURITY SYSTEMS
  The security systems in the junkyard are Hollis’s eyes 
  and ears. The Crew might be extra cautious, or they might 
  not have much faith in Maggie’s distraction skills. Messing 
  with the security system gives the Crew an advantage: 
  success means they get beats back for the Timed Action. 
  They can either physically grab one of the sensors or try 
  a remote hack via Cortex. If they fail, though, whoever 
  tried to buy them more time isn’t going to be able to help 
  the Crew for the rest of the Timed Action.
  Crewmember Dice Pool: Physical + Labor, Mental 
  + Operate
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Junkyard Dogs d6 + Well-Hidden Controls d8
  Possible Assets: Cortex Override, Switcharoo, 
  Hotwired 
  Possible Complications: Busted the Camera, Took 
  a Picture Before It Died, Tampering Alarm 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember who 
  tried to disable Hollis’s security system is tied up 
  by the dogs and can’t help for the duration of the 
  Timed Action.
   
  
  Raise the Stakes: The Crew deactivates the 
  security system. Give one beat to the Crew for 
  the Timed Action.
   
  
  Extraordinary Success: The Crew takes over the 
  security system. The Crew gets two extra beats 
  for the Timed Action.
  Meanwhile, Maggie is on board Haystack Station 
  chatting up Hollis. These two have history and it’s a history 
  that Maggie exploits for a distraction. She’s drinking a 
  bottle of moonshine she got from a client with Hollis and 
  getting cozy with him. Any Crewmembers on the station 
  are likely to feel a little embarrassed. Her plan is to get him 
  drunk before anything regrettable happens. By the time 
  Hollis is ready to pass out, hopefully the Crew will have 
  her ship ready to go. 
  
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  ECHOES OF WAR: THRILLIN’ HEROICS
  THE SHOWDOWN: BELLS WILL RING
  This Act incorporates a Timed Action. The Crew 
  will have a total of five beats before Hollis notices they 
  are stealing the ship. Cycle through the Crewmembers, 
  making sure each one gets an Action before going back 
  to a character who has acted already in the scene. If the 
  players all want to take Actions at the same time, use an 
  Action Order (page 27) to guide the scene forward.
  If the Crew runs out of beats before accomplishing 
  their goals, Hollis activates the security system. He still 
  doesn’t know Maggie has a ship stashed in his yard, so he 
  sends the dogs after any exposed Crewmembers or their 
  ship. The Crew still has to get Maggie’s ship powered up 
  and flight ready before they can leave.
  The focus of the Timed Action is getting Maggie’s ship 
  out of the yard. Once the Timed Action is done, if there 
  are still things to do to get the ship moving, it becomes an 
  Action Order until Hollis is Taken Out. Once that occurs, 
  the Crew is assumed to have enough time to get the ship 
  ready without any additional drama.
  Should any Crewmember be Taken Out, they will 
  have to be rescued. Otherwise, Hollis will pick them up 
  and report them to the authorities, which likely means that 
  when Major Harrison shows up at St. Edith’s Hospital, the 
  Crewmember will be in restraints along side him. Keep in 
  mind that a Complication that’s stepped up past d12 will 
  result in a Taken Out Crewmember. 
  Here are a few Actions the Crew might take once 
  they’ve found the ship:
  GETTING TO AN ACCESS 
  POINT ON THE SHIP
  The Diamond in the Rough has a main access point 
  via the cargo bay like Serenity. It also has a pair of airlocks 
  on the side. Getting to these points requires a spacewalk, 
  a docking attempt with a shuttle, or a ship-to-ship lock 
  between larger vessels.
  Crewmember Dice Pool: Physical + Labor, Engines 
  + Fly, Hull + Fly
  Gamemaster Dice Pool: Challenging Difficulty 
  d8 + Spinning Ship d8 + Sealed Door d6
  Possible Assets: Mag Boots, I Know This Model, 
  Done This a Million Times 
  Possible Complications: Jammed Airlock, Bad 
  Seal, Pieces Salvaged Off the Ship 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The access point is 
  jammed shut. The Crewmember has to try another 
  one. Lose one beat.
   
  
  Raise the Stakes: The Crew gets the access point 
  open and gets inside the ship. Lose one beat.
   
  
  Extraordinary Success: The access point opens 
  like it was waiting for the Crew to arrive. The Crew 
  loses no beats.
  MASTERIN’ THE GAME
  TIMEd ACTIONS
  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 different ones 
  based on attempting something that has different 
  steps. The time’s measured in beats—the more 
  beats, the longer Crewmembers have. Each time 
  Crewmembers roll the dice to resolve an Action, 
  they lose one beat. Use checkboxes or tokens to 
  keep track of beats. 
  During each stage, if players beat your total, 
  it only costs them the time spent: one beat. An 
  Extraordinary Success means they found a shortcut 
  and don’t lose any time at all. They don’t use a 
  beat for that roll. If they fail to raise the stakes, 
  they didn’t accomplish what they set out to do, 
  and the beat is still lost. Move on to the next stage 
  of the Timed Action. If the Crew runs out of time 
  to complete the Timed Action, they’ll have to 
  figure out some other way to get what they want.
  
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  FREEdOM FLYER: ACT THREE
  RESTARTING THE REACTOR
  The ship needs power to its various systems to be of any 
  use to Maggie. There’s too much junk for the Crew’s ship 
  to tow it out directly. Diamond in the Rough will have to 
  make it out under her own power. The Crew can restart the 
  power from inside, or connect their vessel for a jumpstart.
  Crewmember Dice Pool: Mental + Fix, Mental + 
  Operate, Engines + Operate
  Gamemaster Dice Pool: Challenging Difficulty d8 
  + Diamond in the Rough’s Engines d6 + Low Gravity d8
  Possible Assets: Detailed Instructions, Familiar 
  with This Model, Purring Like a Kitten 
  Possible Complications: Cold Start, Energy 
  Fluctuations, Sputtering Power 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  gives it a few good cranks, but the reactor is just 
  not coming online. Lose one beat.
   
  
  Raise the Stakes: The ship shudders and 
  the emergency lights come on, much to the 
  Crewmember’s delight. Lose one beat.
   
  
  Extraordinary Success: The reactor comes alive 
  on the first flip of the switch. Lose no beats.
  ACTIVATING LIFE SUPPORT
  Without life support, the Crewmembers have to clomp 
  around in bulky spacesuits while going about their business. 
  Feel free to step up the difficulty die for rolls inside the 
  ship until they turn on the life support and artificial gravity.
  Crewmember Dice Pool: Physical + Labor, Mental 
  + Operate
  Gamemaster Dice Pool: Challenging Difficulty d8 
  + Diamond in the Rough’s Systems d6 + Low Gravity d8
  Possible Assets: Remote Start, Portable Generator, 
  Cockpit-Only Life Support
  Possible Complications: Sealed Blast Doors, 
  Freezing in Here, Controls Are Literally Frozen 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  can’t get the air to come out of the vents. Lose 
  one beat. 
   
  
  Raise the Stakes: After a few moments, the 
  Crewmember’s atmo sensor goes green. Lose 
  one beat.
   
  
  Extraordinary Success: The atmo sensor turns 
  green immediately. Lose no beats.
  MASTERIN’ THE GAME
  IN SPACE, NO ONE 
  CAN ITCH YOUR NOSE
  During the Timed Action, the Crew will have 
  to move around Maggie’s ship in space suits 
  until they activate the life support. If the Crew 
  loses enough beats before they have to high 
  tail it out of the yard, getting life support 
  online might end up being a luxury they can’t 
  afford. Between the bulky space suits and the 
  lack of artificial gravity, things will be a mite 
  more difficult for Crewmembers. Step up the 
  difficulty die for any Actions on the ship until 
  the life support comes on.
  
  MASTERIN’ THE GAME
  A GIRL’S BEST FRIENd
  Maggie’s ship is a fine piece of work. Even 
  though it’s been stashed in a junkyard for a 
  few years, Maggie built her well enough that 
  the Diamond in the Rough will serve well out 
  on the Rim.
  Once the ship is free, Maggie flies it to a 
  stash spot in a canyon on Alexandria, far away 
  from any prying eyes. She takes an hour or two 
  to look it over, then hops back on board the 
  Crew’s ship. She wants the ship’s registry to 
  stay clean, so she doesn’t want it associated 
  with any remaining part of the job the Crew 
  needs to pull.
  GMs looking for a spot to introduce (or 
  remind Crewmembers of) Jackson might have 
  him show up in his ship at the end of this act. 
  Ships that can fight a space battle might enjoy 
  going toe-to-toe with Jackson’s boat. If the 
  Crew’s ship isn’t armed, it’s best to let Jackson 
  hassle everyone on the ground.
  250
  ECHOES OF WAR: THRILLIN’ HEROICS
  dIAMONd IN THE ROUGH
  Engines 
   
       Hull 6  
   Systems 8
  dISTINCTIONS
  Vela Class Small Freighter 8
  Rugged, hard to break, and easy to customize, these small freighter ships 
  tend to attract mechanics who want to be able to strip down their ship’s 
  engine at a moment’s notice. Needless to say, most folk from the Core 
  usually view Velas as more trouble than they’re worth.
   
  5 Gain 1 PP when you use this as a d4.
   
  5 Resilient Engine Core: When you’re attempting to 
  recover a Complication related to your ship’s engine, the 
  Crewmember tackling the Complication can spend 1 PP 
  to step up or double Fix.
  Aftermarket Mods: When you create an Asset based on a 
  ship part your Crew has recently modified or rebuilt, step 
  the Asset up. If you use the Asset in a failed roll, take a 
  Complication of the same die size related to the instability 
  of your customizations and remove the Asset.
  Pulled from Cold Storage 8
  Some ships are worth keeping around, even if you’ve got to pay the 
  storage fees. Lucky for you, your beloved ship still had enough juice left 
  in her to get back out in the black when you restarted the engines.
   
  5 Gain 1 PP when you use this as a d4.
  Classic Controls: When you’re attempting to fly through 
  a dangerous situation, spend 1 PP to step up or double 
  Engines.
  Mothballs: Take or step up a Complication based on your 
  old or outdated systems to gain 1 PP.
  She Don’t Look Like Much 8
  Your boat’s got parts welded on, pieces replaced from other ships, and a 
  hull that’s seen better days. But those that underestimate her are in for 
  quite the surprise. Quite the surprise.
   
  5 Gain 1 PP when you use this as a d4.
   
  5 Hidden in Plain Sight: When you attempt to evade 
  detection by blending in with junk or refuse, step back 
  Engines for the scene to create a Tough to Spot d8 
  Asset.
  Tough to Stop: When you attempt to fly through an 
  obstacle, spend 1 PP to step up or double Hull.
  SIGNATURE ASSETS
  Cockpit Kill Switch d8: To avoid detection, Maggie installed 
  a kill switch in the cockpit to cut power to all non-essential 
  systems with one push of a button, a useful trick to dodge 
  Alliance sweeps and Hollis’ dogs, or even to turn out the lights 
  on pesky boarders.
  High Performance Engine Boosters d8: Overclocked, 
  torqued up, and purring like a panther, Maggie’s ship has 
  way more engine than she needs. Once the booster kicks in, 
  nobody should be able to catch her, and Maggie can put her 
  old life behind her.
  
  251
  FREEdOM FLYER: ACT THREE
  POWERING UP THE ENGINES
  The ship’s engines are necessary to get Diamond in the 
  Rough away from the junkyard. The Crewmember might 
  try to activate the engines from the cockpit or may have 
  someone do a hard power-up in the engine room directly.
  Crewmember Dice Pool: Physical + Labor, Mental 
  + Operate, Mental + Fix
  Gamemaster Dice Pool: Challenging Difficulty d8 
  + Diamond in the Rough’s Engines d6 + Quick Fireup d6
  Possible Assets: Full Power, Pre-Light Sequence 
  Go, Extra Fuel 
  Possible Complications: Thruster Two Inoperative, 
  No Control from the Cockpit, Low on Gas
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Despite the Crew’s 
  best efforts there’s no power going to the engines. 
  Lose one beat.
   
  
  Raise the Stakes: The Crewmember’s first few test 
  fires are successful. The Diamond in the Rough is 
  ready to go. Lose one beat.
   
  
  Extraordinary Success: The engines light up like 
  a candle. Lose no beats.
  FLYING THE SHIP OUT 
  OF THE YARD
  Once the reactor and the engines are up, it’s time to 
  get the ship out of the yard. The Crew can smash their way 
  through the junk, nimbly fly around it, or plot a proper 
  course through the debris.
  Crewmember Dice Pool: Diamond in the Rough’s Hull 
  + Fly, Diamond in the Rough’s Engines + Fly, Diamond 
  in the Rough’s Systems + Fly
  Gamemaster Dice Pool:  Hard Difficulty d10 + A 
  Ton of Floating Junk d8 
  Possible Assets: Secret Passage, Blew a Hole in 
  the Wall, I’ll Cover You 
  Possible Complications: Net Trap, Rigged Explosive, 
  Sealed Blast Doors
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The twisting corridors 
  of wrecked ships thwart the Crewmember who 
  attempted to find a way out. Lose one beat
   
  
  Raise the Stakes: The way is clear. The Crew can 
  make a run for it now. Lose one beat.
   
  
  Extraordinary Success: The Crewmember who 
  pilots the Diamond in the Rough secures a path 
  out in record time. Lose no beats.
  
  252
  ECHOES OF WAR: THRILLIN’ HEROICS
  RESCUE A FALLEN 
  CREWMEMBER
  With this being so close to the end of the adventure, 
  Complications are likely going to be running high. 
  Crewmembers might get Taken Out by stepped up 
  Complications. This Action allows another Crewmember 
  to bring a Taken Out Crewmember to safety. Otherwise, 
  if the Timed Action runs out, anyone who’s been Taken 
  Out will be left behind for Hollis.
  Crewmember Dice Pool: Physical + Labor, Mental 
  + Treat, Social + Influence
  Gamemaster Dice Pool: Challenging Difficulty d8 
  + Time Is of the Essence d10 + Spinning in Space d8
  Possible Assets: First Aid Kit, Fireman’s Carry, 
  Calming Words
  Possible Complications: Can’t Get Out That Way, 
  Confusing Layout, Have You Gained Weight? 
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crew is unable 
  to get to their fallen friend. They’ll have to find 
  another way to retrieve their Crewmember. Lose 
  one beat.
   
  
  Raise the Stakes: After taking a moment to secure 
  the Crewmember, the Crew can get back to work. 
  Lose one beat.
   
  
  Extraordinary Success: Quick thinking on the 
  part of the acting Crewmember gets the lost 
  Crewmember to safety in no time. Lose no beats.
  Maggie’s arrival is a welcome surprise for Hollis. He 
  had hoped to see her again someday, but never expected 
  her to walk through his door. She looks even more beautiful 
  than he remembered and a chance to have a drink with her 
  and reminisce about old times reminds him why he loves 
  her. Once the Crew signals her they’ve got the ship, she 
  makes a date with Hollis for a few days later to talk about 
  their past. She never intends to show up.
  If the Crew gets the ship out before running out of 
  beats, Maggie says goodbye and gets back on the shuttle 
  that brought her to the station. She promises to call Hollis, 
  but she never will. She’s not proud of what she’s doing, but 
  she knows it has to be done.
  If the Timed Action runs out of beats, an alarm sounds. 
  Hollis turns his attention from Maggie to his instruments 
  and sees a ship firing up its engines in a far corner of the 
  salvage yard. He has no idea which ship it is, but no one 
  is authorized to be taking anything, so it’s clearly a case 
  of pirates.
  It also means Maggie has to make a much more 
  desperate play. She draws on Hollis, explaining that it’s her 
  ship and she’s just taking back what’s rightfully hers in the 
  first place. Hollis is furious, duped by her again. As she 
  backs out of the room and makes a run for it, Hollis turns 
  his attention to Diamond in the Rough. It’s his salvage yard, 
  so as far as he’s concerned, that’s his ship and he’s not giving 
  it up without a fight. If she brought a Crewmember with 
  her for security, he can hopefully subdue Hollis before he 
  activates the junkyard dogs. Otherwise, the Crew needs 
  to pick up Maggie from the space station (as well as any 
  Taken Out Crewmembers not yet rescued) and get away 
  before Hollis catches either ship. 
  Maggie gets the drop on Hollis and keeps him at bay 
  until the Crew picks her up. She may even commandeer 
  his Kelsey shuttle to make sure he’s staying on the station 
  for now. 
  Maggie will take control of her ship once she’s back 
  from Haystack Station. She has the Crew follow her to a 
  stash spot on Alexandria and leaves the ship there until 
  she gets the rest of her business settled. She doesn’t want 
  her new ship to get mixed up in any remaining crime she 
  and the Crew might have to get down to.
  With Maggie safely on board, they can also try talking 
  Hollis down. Maybe Maggie and the Crew can convince 
  him that she really did love him once, that she’s not good 
  enough for him, and he’s better without her in his life. Maybe.
  
  253
  FREEdOM FLYER: ACT FOUR
  ACT IV: FAMILY REUNION
  Cash in hand and ship safely stashed, the Crew needs to get Maggie to the hospital where she can pay her ma’s bills 
  and then hightail it off-planet to get on with her life. Paying the bills will be easy, but staying ahead of bounty hunters and 
  the Alliance is another story.
  INT: RURAL HOSPITAL (DAY)
  MAGGIE is paying the doctor the credits he’s owed before saying goodbye to her ma and getting off planet for good. 
  MAL and ZOE have come along, just in case there’s trouble. The doctor has been giving them all the stink eye throughout 
  his exchange with MAGGIE.
  MAL: I don’t trust that one.
  ZOE: I believe the feeling is mutual, Sir.
  
  254
  ECHOES OF WAR: THRILLIN’ HEROICS
  THE LOWDOWN: PAYIN’ THE PIPER
  The Crew shows up at the hospital where Maggie’s 
  ma is being treated so they can pay her bills and save her 
  farm. St. Edith’s is located just outside of Hancock on the 
  planet Regina. It’s a long-term hospital for those with 
  long-term illnesses. 
  ST. EDITH’S HOSPITAL
  Long ago, this building was the plantation-style home 
  of Edith Ponchartrain. She was one of the founders of 
  Hancock and her family was one of the first on Regina. 
  Though her name was respected and her influence notable, 
  poor Edith watched as, one by one, her family members 
  died without leaving suitable heirs to their family fortune. 
  On her deathbed, she donated most of her money to help 
  found the maglev rail that runs through Hancock. Her 
  family home was to be turned into Ponchartrain Hospital. 
  That’s technically the building’s name, but everyone local, 
  including the staff, simply calls it St. Edith’s.
  It’s a sad little place now in need of much attention. 
  Many of the beds are nothing but canvas cots, and tattered 
  curtains have been hung to divide once grand ballrooms. 
  One frazzled nurse hurries by and manages a nod and a 
  smile before heading into help a patient. This is a place of 
  last resort and somewhere no one wants to be, especially 
  Doc Stevens.
  RECEPTION
  A long table serves as a rickety front desk overloaded 
  with papers and it looks like it could collapse at any moment. 
  A poorly lit back hall holds trash bins that are in desperate 
  need of emptying and there’s not a janitor in sight.  The 
  nurse here, Miss Nancy (Nurse d6), possesses a withering 
  stare from over the glasses perched on her nose. She can 
  call security if visitors get rowdy, and she will not suffer 
  any fools, especially ones of a rough manner. Anyone who 
  curses in her presence will earn her undying contempt.
  THE GRAND STAIRCASE
  This once was a sweeping balcony meant to wow 
  Edith’s visitors. Now it’s where friends and family linger 
  while talking to doctors. It also is the main thoroughfare 
  for maintenance staff pushing carts full of supplies to 
  where they need to go. It’s a strange mix of hectic motion 
  and forced quiet. 
  THE BACK PORCH
  The house still has a gorgeous view of the valley and 
  the city of Hancock below. On a clear day, patients can see 
  all the way to Paradiso. This is often where families meet 
  with patients for a bit more privacy than in the cramped 
  rooms inside. Stevens can usually be found here, enjoying 
  the decent view and relative quiet. 
  THE KITCHEN
  The staff prepares meals here all day for the patients and 
  doctors. This is the one area of the hospital still comparable 
  to its glory days. The kitchen receives fresh food from 
  several donors from Hancock to keep the nutrition up for 
  the patients. If the food weren’t so good, many of the staff 
  members would have quit by now.
  SERENITY CREW
  A TIME FOR TAMS
  With all the Alliance soldiers about, Simon 
  and River are likely to get nervous walking 
  around Mine’s Falls. St. Edith’s might be worth 
  risking some exposure. Simon is looking to fix 
  River and the chance for some fresh medical 
  supplies may spur him to action. 
  St. Edith’s isn’t a fancy hospital like St. Lucy’s 
  on Ariel. It doesn’t have the same machinery 
  or technology. What it does have, though, are 
  medicines and sedatives that Simon can use to 
  ease River’s symptoms. The hospital is also in 
  such disarray that, as long as he plays it cool, 
  Simon will likely fit right in and not draw any 
  attention.
  
  255
  FREEdOM FLYER: ACT FOUR
  WING A
  The drawing rooms on the main floor have been 
  converted to offices for the doctors and storage for the 
  hospital. The storage function has overtaken the doctor’s 
  spaces, filling them with boxes of medical supplies, bedsheets, 
  and other necessities. Stevens is rarely found here because 
  of the claustrophobic nature
  WING B
  This side of the house features the emergency and 
  intensive care units. The large bay window at the front of 
  the house is now the entrance to the emergency room. This 
  is also where most of the medical supplies are kept under 
  guard by bored-looking security personnel (Hospital 
  Guards d6).
  WING C
  Much of the upstairs is devoted to long-term care. 
  Once impressive bedrooms are cut into smaller parcels 
  with hanging curtains. Ma Miller is here when the Crew 
  arrives, paging through an old farmer’s almanac. 
  WING D
  This is the children’s ward. Sometimes, Doc Stevens 
  can be found here, wondering what sort of world we live 
  in where young kids can be affected by these diseases. 
  Occasionally, a local Shepherd puts on clown makeup to 
  entertain the sick kids.
  Stevens looks out of place in his fine clothes and crisp 
  white jacket. He stands there, looking disgusted with the 
  entire situation, as though unwilling to admit that this is 
  in fact his hospital and these really are his patients. One 
  can’t help but wonder how, being a doctor in a hospital 
  that is so clearly in need, he manages to look like he’s 
  working in the Core.
  The doc is none too pleased with the seedy group 
  standing in his lobby, but when Maggie explains that they’ve 
  come to pay off her ma’s bill, his attitude brightens. The 
  doc clearly has no love for his work or sympathy for the 
  patients under his care. It’s all about the credits and any 
  way he can find to earn a few more, he’ll take. This includes 
  notifying the Alliance of any suspicious-looking folk that 
  walk into his hospital on the off-chance there might be a 
  reward associated with their capture.
  MASTERIN’ THE GAME
  STRANGE BEdFELLOWS
  Stevens is set up as a delaying tactic. The longer he takes getting Ma’s paperwork filled out, the more 
  likely it is the Crew might catch on that Stevens is dragging his feet. Let them confront him. That’s when 
  it’s time to bring out the bad guys for a curtain call.
  Major Harrison is the main threat in this scene, but don’t forget about Hollis and Jackson. They aren’t 
  going to let Maggie go without a fight, and how tough they are as opponents can have an effect on the 
  pacing of the ending. The Crew has to Take Out all of them to get Maggie free and get paid.
  If Hollis or Jackson were quickly Taken Out in their respective scenes, have them return as full 
  threats. Because Hollis knows Maggie the best, the Crew might find him talking with Ma Miller when 
  they visit her in Ward C. Jackson is more likely to wait outside and let them get softened up by Harrison 
  and his men first. Refer to the previous chapters for suggestions on what outcomes with Jackson or 
  Hollis might be like.
  If Hollis and Jackson proved to be worthy opponents and your time is getting short, they can ally 
  with Harrison and give him ally dice like Maggie has been giving to the Crew. This is a good way for 
  Hollis and Jackson to get a curtain call, have them get Taken Out instead of Harrison, and keep Harrison 
  as a threat longer into an Action Order. Jackson might also make the deal with Kwan that the Crew didn’t, 
  only to sell her out for the bounty when the time is right.
  
  256
  ECHOES OF WAR: THRILLIN’ HEROICS
  It seems that there’s an unending amount of paperwork 
  that poor Maggie needs to fill out before she’s cleared to see 
  her ma. She’d swear she signed some of the same papers 
  twice, but if it’ll make sure her ma’s farm is saved, then 
  she’ll sign whatever they put in front of her. The doc also 
  insists on examining her ma before they’re allowed to see 
  her, just to be sure she’s up for visitors.
  Paperwork and exams complete, Maggie says one last 
  goodbye to her ma before leaving for good. Ma Miller looks 
  healthy and is anxious for things to get back to normal. 
  She plans to check out of the hospital in the morning and 
  return to the farm she loves, now that no one is going to 
  take it away. 
  She’s grateful for the Crew’s help and especially for 
  their kindness to her beloved daughter. Ma promises 
  them that should they ever need a warm bed and a nice 
  home-cooked meal, they’ve got both waiting for them on 
  her farm. Maggie is reluctant to leave, worried that her ma 
  won’t be able to manage, but Ma assures her that she’s not 
  as helpless as she looks and she’ll be just fine.
  Goodbyes, hugs, and tears exchanged, Maggie and 
  the Crew head out but find Doc Stevens standing at the 
  front desk talking with Major Harrison and some Alliance 
  soldiers. Time’s up.
  TROUBLE: RATTED OUT
  All that paperwork and the exam were nothing 
  but delaying tactics. Doc Stevens reported the Crew to his 
  good buddy Major Harrison, hoping they were the wanted 
  fugitives they appeared to be and that there might be a 
  reward associated with their capture. He was just buying 
  the Major some time to get to the hospital. Harrison 
  recognizes Maggie and the Crew from the earlier trouble 
  in town and a reported incident at the salvage yard. Doc 
  Stevens can’t hide his smile as the Crew stands frozen in 
  their tracks in the narrow hallway. 
  There are four well-armed Alliance soldiers along 
  with Harrison blocking the main way out. The Crew 
  can try shooting their way past the men, but they’re at a 
  disadvantage with no cover beyond an empty gurney or 
  two in the hallway. There are also patients and visitors 
  who could get in the way and be hurt if there’s a gunfight 
  in such close quarters.
  Making a run for it is also an option. If they search 
  the hallways, they may turn up an emergency exit or an 
  easily breakable window. This could prevent a gunfight, 
  but they’ll still have to avoid the Alliance soldiers as they 
  run through the halls and hope that the fear of shooting 
  an innocent civilian outweighs the soldiers’ determination 
  to capture the fugitives.
  The Crew will also find that Major Harrison and his 
  men aren’t their only problem. Ma Miller’s presence at 
  MASTERIN’ THE GAME
  MA MILLER TO THE RESCUE
  Doc Stevens has proven an unexpected obstacle, but Maggie’s ma could prove an unexpected help. She 
  is nearly well enough to go back to her farm and although she’s still a patient, she is no longer sickly 
  and confined to her bed.
  As soon as she hears the Alliance soldiers, she’ll know they’re after her daughter and will do whatever 
  she can to help Maggie and her friends escape. She might rush into the hallway and make herself a 
  human barricade when the soldiers give chase, causing as much of a delay as she can manage. Ma Miller 
  might also push a chair or gurney into their path. Anything she can find to trip up the Alliance and buy 
  her daughter more time is fair game.
  She’s also lived by herself on a farm for years so she also knows how to handle a gun, like the one 
  she stashed beneath her hospital mattress just in case. Looks like trouble has arrived and now would 
  be a good time to for Ma Miller to break out her trusty rifle and do some misbehavin’ of her own.
  
  257
  FREEdOM FLYER: ACT FOUR
  the hospital isn’t a well-kept secret. Jackson and Hollis 
  are both there for Maggie, and now it’s personal. Jackson 
  doesn’t often lose his mark and he’s determined not to be 
  outsmarted by Maggie a second time. Hollis is done with 
  Maggie, and turning her in for the credits and walking 
  away with her ship will go a long way toward mending 
  his broken heart.
  THE SHOWDOWN: VISITING HOURS ARE OVER
  Well, this here situation is complicated. The Crew 
  has lots of choices and none of them are easy.
  A gunfight will put not just the Crew, but every person 
  in the hospital at risk. This isn’t the Core, though, so there’s 
  a better than even chance that they’ll run into townsfolk 
  visiting the sick who have their own guns. Depending on 
  their individual loyalties, they just may end up helping 
  the Crew.
  This could go in the other direction if they happen upon 
  any Alliance loyalists. Especially with Major Harrison on 
  the premises, some townsfolk might see this as a chance 
  to impress him and possibly earn his favor.
  Speaking of Harrison, he doesn’t care who gets caught 
  in the line of fire. He’s had enough of these ruffians messing 
  up his town and he’ll have them one way or another. Dead 
  is just fine and probably less trouble. It’s a hospital, so 
  they’ll be used to dealing with a bloody mess, even one 
  that’s dead on arrival.
  Jackson won’t hesitate to hurt innocent townsfolk. If he 
  thinks he can use them to his advantage, he will, including 
  taking them as hostages if he suspects the Crew cares more 
  than he does. Any children in the line of fire will prove 
  particularly useful, as they’ll make lovely captives. 
  The Crew may judge a firefight too risky and make a 
  break for it in hopes that they can lose their pursuers in the 
  hospital. Masters of disguise they are not, but playing the 
  patient isn’t beyond their skills. A spare gurney, a doctor’s 
  coat, and suddenly they’re just hospital staff tending to a 
  seriously wounded patient. Who’s going to stop a doctor 
  hurrying through the hallway with a patient in desperate 
  need of surgery? No one, not unless they decide that doctor 
  ain’t what he seems.
  They might do better splitting up rather than staying 
  together if they try to fake everyone out. As a group, they’re 
  noticeable, but calmly walking the hallway looking at a 
  chart or sitting by the bed of a patient, they’ll seem like 
  they’re just where they belong. This could give them just 
  the chance they need to sneak right out the door.
  It’s all over but the shooting. Or the sneaking. Or 
  the lying.
  MASTERIN’ THE GAME
  HIPPOCRATIC 
  HYPOCRISY
  Stevens cares more about credits than he 
  does for his patients. He charges more than is 
  right for his services and the townsfolk know 
  it. Some call him an outright thief. His love of 
  money could work to the Crew’s advantage if 
  they need his help to escape their pursuers. 
  Likewise, it could work against them if he sees 
  a chance to make some extra credits at their 
  expense. Doc Stevens could become either 
  an Asset or a Complication in this final scene. 
  Maybe even both.
  
  258
  ECHOES OF WAR: THRILLIN’ HEROICS
  A SHOOTOUT IN THE LOBBY
  The Crew may opt to shoot their way out of the hospital. 
  This is a quick way to get themselves a stack of warrants, 
  but some Crews itch for a big fight scene in the end. This 
  also might happen as a result of other methods of getting 
  out of the hospital failing miserably.  Use these pools if 
  the Crew attacks Harrison or his troops.
  Crewmember Dice Pool: Physical + Shoot, Physical 
  + Fight
  Gamemaster Dice Pool: Harrison’s Physical d6 + 
  Shoot d8 + Alliance Officer d8 + Alliance Soldiers Xd6
  Possible Assets: Marble Column, Heavy Planter, 
  Secure Door
  Possible Complications: Gun Jammed, Innocent 
  Bystander Endangered, Shot in the Shoulder
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Harrison Takes Out 
  the attacker. The Crewmember can spend a Plot 
  Point and accept a Complication equal to the 
  highest rolling die in Harrison’s dice pool to stay 
  in the fight.
   
  
  Raise the Stakes: One of Harrison’s men is 
  Taken Out to protect him. If his men are gone, 
  Harrison must either pay a Plot Point and take a 
  Complication equal to the Crewmember’s highest 
  rolling die or be Taken Out.
   
  
  Extraordinary Success: Two of Harrison’s men 
  are Taken Out to protect him. If his men are gone, 
  Harrison must either pay a Plot Point and take a 
  Complication equal to the Crewmember’s highest 
  rolling die or be Taken Out.
  HARRISON’S LAST STAND
  Li Harrison is done pursuing these criminals. His 
  men have been thirsting for battle and he’s going to give 
  them what they want. He prefers to shoot first and have 
  Cpl. Kwan fill out paperwork later, but if he can make a 
  move to subdue one of the criminals, he’ll be happy to tell 
  his men to do it. Use these pools when Harrison attacks 
  a Crewmember.
  Crewmember Dice Pool: Physical + Move, Physical 
  + Fight
  Gamemaster Dice Pool: Harrison’s Physical d6 + 
  Shoot d8 + Alliance Officer d8 + Alliance Soldiers 
  Xd6 OR Harrison’s Physical d6 + Fight d8 + Alliance 
  Officer d8 + Alliance Soldiers Xd6
  Possible Assets: Dive for Cover, Pulled the Fire 
  Alarm, Oxygen Tank
  Possible Complications: Calling in Reinforcements, 
  Gutshot, We’ve Got You Surrounded
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember 
  is Taken Out by Harrison. They may spend a 
  Plot Point to fight on by stepping up or taking  
  a Complication equal to Harrisons’s highest 
  rolling die. 
   
  
  Raise the Stakes: One of Harrison’s men is 
  Taken Out to protect him. If his men are gone, 
  Harrison must either pay a Plot Point and take a 
  Complication equal to the Crewmember’s highest 
  rolling die or be Taken Out.
   
  
  Extraordinary Success: Two of Harrison’s men 
  are Taken Out to protect him. If his men are gone, 
  Harrison must either pay a Plot Point and take a 
  Complication equal to the Crewmember’s highest 
  rolling die or be Taken Out.
  
  259
  FREEdOM FLYER: ACT FOUR
  HEY PAL, I JUST WORK HERE
  The Crew might get the idea to dress up as orderlies, 
  doctors, or other staff members to get Maggie in and out 
  of the hospital to see her ma. They’ve got to make it past 
  the additional Alliance security detail. Harrison himself 
  is checking all security badges while walking around the 
  hospital.
  Crewmember Dice Pool: Social + Influence, Social 
  + Trick
  Gamemaster Dice Pool: Harrison’s Mental d6 + 
  Notice d6 + Alliance Soldiers Xd6
  Possible Assets: Fake Ident, Surgical Mask, “You 
  Look Sick, Sir”
  Possible Complications: A Little Skinny for an 
  Orderly, Medical Question, Nurse Doesn’t Know You
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember is 
  Taken Out by Harrison and arrested. They may 
  choose to stay in the scene by stepping up or 
  taking a Complication equal to Harrison’s highest 
  rolling die.
   
  
  Raise the Stakes: The Crewmember gets away 
  from Harrison.
   
  
  Extraordinary Success: The Crewmember gets 
  away from Harrison. The Crewmember may also 
  choose another Crewmember who makes it out of 
  the hospital as part of the same Action.
  A QUIET VISIT
  The Crew might try to sneak into the hospital for a 
  quick and quiet rendezvous with Ma Miller. Or they want 
  to leave her payment in full on Doc Stevens’ desk. Either 
  way, they’ve got to get past the doctor to get in to the 
  hospital outside the public areas.
  Crewmember Dice Pool: Social + Trick, Physical 
  + Sneak
  Gamemaster Dice Pool: Stevens’ Mental d8 + Focus 
  d6 + Country Doctor d6
  Possible Assets: Paging Dr. Stevens, Medical 
  Colleague, Well-Placed Broom Closet
  Possible Complications: I Know Your Face from 
  the Warrant, Caught Red Handed, Startled Nurse
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The Crewmember is 
  noticed by Harrison. He’ll call his soldiers over to 
  make an immediate arrest.
   
  
  Raise the Stakes: The Crewmember gets in to 
  see Ma or pay her bills, but Harrison closes off 
  the exits. They’ll have to plan a sneaky way out 
  of the hospital or confront Harrison.
   
  
  Extraordinary Success: The Crewmember may slip 
  in and out of the hospital unnoticed.
  Once Maggie is free and clear of the hospital and is 
  sure she’s not being followed, she heads back to her ship. 
  Everything is in order and she is grateful to the Crew for 
  helping her out. She takes a small stack of credits for fuel 
  and supplies out to the Rim and hands the rest over to 
  the Crew. The amount she takes will allow her to start a 
  simple farm somewhere out on the Rim. Somehow, she 
  thinks Ma would like that. She fires up the Diamond in 
  the Rough and heads up into atmo, heading the opposite 
  direction of the Crew’s ship.
  
  260
  ECHOES OF WAR: THRILLIN’ HEROICS
  ROLL CREDITS
  Maggie may be safely on her way to a new and happy 
  life, but you can still revisit the people and places of Freedom 
  Flyer with your Crew. Here are a few possible adventures 
  for them to explore.
  A BOUNTY HUNTER SCORNED
  Jackson doesn’t care about the bounty on Maggie’s 
  head anymore. He’s looking for revenge, pure and simple. 
  He hasn’t had a lot of luck tracking her down, but when he 
  catches up with the Crew, he sees a chance for satisfaction. 
  He’ll cause whatever trouble he can manage by stealing their 
  jobs right out from under them, setting the authorities on 
  their trail, and being a general nuisance until the Crew 
  figures out there’s a troublemaker in their midst.
  THE MAGNIFICENT 
  BROWNCOATS
  In need of a good place to rest and recuperate after a 
  rough adventure, the Crew will return to take Ma Miller 
  up on her offer of safe haven. While there, they’ll discover 
  a gang of criminals has been causing her and the townsfolk 
  all kinds of trouble while the Alliance turns a blind eye. 
  They’ve been helping themselves to supplies and demanding 
  protection money that no one can afford to pay. No one 
  likes a bully and the Crew decides to help Ma Miller and 
  the townsfolk run the criminals out of town.
  HARRISON’S REVENGE
  The Alliance has issued a bounty for the Crew for 
  helping Maggie escape. This makes getting out of the 
  Georgia System more complicated as Li Harrison is not 
  happy that this has all happened under his watch. He’s 
  hanging onto his commission by his fingernails. Will the 
  Crew try to steer clear of Georgia in the future or will they 
  clean up their reputation by working with the Alliance?
  DIRECT SHIPPING
  The next time the Crew’s ship breaks down, it does 
  so near Haystack Station. The Crew goes hat in hand to 
  Hollis Brooks, who has the parts they need. Except Hollis 
  doesn’t want money or trade. He figures they owe him a 
  ship, and demands that they steal one for him to strip for 
  parts. If they try to weasel out of what they “owe” him, 
  he’ll remind them that Major Harrison, Hush Jackson, and 
  others are only a Cortex wave away. Is the Crew willing to 
  steal a ship to keep theirs flyin’?
  
  261
  FREEdOM FLYER: AdVENTURE MAP
  ADVENTURE MAP
  THE TOWN OF MINE’S FALLS
  BERKLEY’S BITES
  THE MINE CART
  JUBILEE’S
  A FULL PANTRY
  MAX’S TOOLS 
  ANd TRAPPINGS
  MA MILLER’S FARM
  THE APOTHECARY
  
  S H I P  N A M E
  C L A S S
  H I S T O R Y
  S I G N AT U R E  A S S E T S
  E N G I N E
  H U L L
  S Y S T E M S
  Crewmember uses own 
  Skill and Specialties when 
  operating the ship.
  S H I P  D E TA I L S
  AT T R I B U T E S
  C R E W
  S P E C I F I C AT I O N S  A N D  F L O O R P L A N
  R O L E - P L AY I N G  G A M E
    
    Use this as a D to earn 1 PP.
    
    
   
    Use this as a D to earn 1 PP.
    
    
   
    Use this as a D to earn 1 PP.
    
    
  D I S T I N C T I O N S
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  8
  8
  8
  Talents
  Talents
  
  N A M E
  D E S C R I P T I O N
  B A C K G R O U N D
  S I G N AT U R E  A S S E T S
  M E N TA L
  P H Y S I C A L
  S O C I A L
  Craft
  Drive
  Fight
  Fix
  Fly
  Focus
  Inﬂ uence
  Know
  Labor
  Move
  Notice
  Operate
  Perform
  Shoot
  Sneak
  Survive
  Throw
  Treat
  Trick
    
    Use this as a D to earn 1 PP.
    
    
   
    Use this as a D to earn 1 PP.
    
    
   
    Use this as a D to earn 1 PP.
    
    
  P E R S O N A L  D E TA I L S
  B I G  D A M N  H E R O  D I C E
  P P
  AT T R I B U T E S
  D I S T I N C T I O N S
  S K I L L S
  R O L E - P L AY I N G  G A M E
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  8
  8
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  4
  6
  8
  Talents
  Talents
  
  SERENITY
  MIDBULK TRANSPORT, STANDARD RADION-ACCELERATOR CORE, CLASSCODE 03-K64, FIREFLY
  
SOURCE: textdata/thevault/Firefly/Firefly RPG - Echoes of War - Thrillin Heroics {MWP7015}.pdf