TEXT: ECHOES OF WAR
  WEDDING PLANNERS
  PRESENTED BY
  MARGARET WEIS
  
  MARGARET WEIS PRODUCTIONS, THE MW LOGO, CORTEX SYSTEM, THE CORTEX SYSTEM LOGO (AND DERIVATIVES) ARE TRADEMARKS OF MARGARET WEIS PRODUCTIONS, LTD. © 2013. 
  FIREFLY © 2013 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
  Additional Writing by: Rob Wieland and Monica Valentinelli
  Edited by: Amanda Valentine and Sally Christensen
  Developed by: Rob Wieland and Monica Valentinelli
  Rules By: Cam Banks
  Rules Editing By: Mark Diaz Truman
  Systems Design by: Cam Banks, Dave Chalker, Philippe-Antoine 
  Ménard, Rob Wieland, and Mark Diaz Truman
  Art by: Kurt Komoda
  ECHOES OF WAR
  WEDDING PLANNERS
  
  CONTENTS
  ABOUT WEDDING PLANNERS .................... 5
  THE WAR AND YOU ................................. 5
  DICE AND GEAR ..................................................................... 6
  PLAYERS .......................................................................... 6
  TIME ................................................................................. 6
  DICE  ................................................................................ 6
  POKER CHIPS.................................................................. 7
  PENCIL AND NOTECARDS ............................................ 7
  BASIC RULES 
  8
  CREWMEMBER BASICS ......................................................... 8
  ATTRIBUTES ..................................................................10
  SKILLS ............................................................................11
  SPECIALTIES ..................................................................11
  DISTINCTIONS ..............................................................11
  ASSETS ...........................................................................12
  COMPLICATIONS..........................................................12
  DICE POOL TERMINOLOGY ................................................13
  A BASIC TURN .......................................................................14
  STAYING IN THE FIGHT ...............................................15
  BIG DAMN HERO DICE ................................................15
  JINXES AND COMPLICATIONS ...................................16
  BOTCHES .......................................................................16
  OPPORTUNITIES ..........................................................17
  REMOVING COMPLICATIONS ....................................17
  PLOT POINTS ................................................................18
  ADJUSTING CREWMEMBER DICE POOLS ...............18
  SAMPLE DICE POOLS ..........................................................19
  FOR THE GAMEMASTER ......................................................20
  DIRECTING ECHOES OF WAR ............................................21
  CONFLICT AND ACTIONS ...................................................22
  BEATS .............................................................................22
  ACTION ORDER ............................................................22
  TIMED ACTIONS ...........................................................22
  ROLLING FOR THE OPPOSITION .......................................24
  BUILDING OPPOSING DICE POOLS  .........................25
  GANGING UP ON THE CREWMEMBERS ...................26
  CREATING INTERESTING COMPLICATIONS .............26
  USING COMPLICATIONS TO OPPOSE THE CREW ..27
  USING PLOT POINTS AS THE GM ......................................27
  OPTIONAL RULE: MORE ASSETS AND 
  COMPLICATIONS..........................................................28
  ADJUSTING THE GM’S DICE POOL ...........................29
  THE WAY OF THINGS 
  31
  CHINESE PHRASES ......................................................33
  CASTING CALL ......................................................................33
  BARON OPTIMUS FAIRCHILD .............................................34
  DANIEL BLAKE ......................................................................36
  LILIANNA FAIRCHILD ...........................................................38
  TEMPLETON COLT STEELE ..................................................40
  ASANTE OKORO ...................................................................42
  SETH LIANG ...........................................................................44
  NOVA NORLING ....................................................................46
  BADGER .................................................................................48
  PRELUDE ............................................. 50
  TWO JOBS IN A ROW?!? .....................................................50
  THE LOWDOWN ...........................................................50
  THINGS DON’T GO SMOOTH .....................................50
  HERE WE ARE ...............................................................51
  ACT I: WE DIDN’T SIGN UP FOR THIS! ...... 52
  SCENE ONE: SPOILED LITTLE RICH GIRL .........................52
  THE LOWDOWN ...........................................................52
  THINGS DON’T GO SMOOTH .....................................55
  HERE WE ARE ...............................................................56
  SCENE TWO: THE NOTE ......................................................57
  THE LOWDOWN  ..........................................................57
  SERENITY ......................................................................57
  THINGS DON’T GO SMOOTH .....................................57
  HERE WE ARE ...............................................................58
  SCENE THREE: LILIANNA’S SECRET ..................................59
  THE LOWDOWN ...........................................................59
  THINGS DON’T GO SMOOTH .....................................59
  HERE WE ARE ...............................................................60
  SCENE FOUR: DAYS IN THE BLACK ...................................60
  THE LOWDOWN ...........................................................60
  
  THINGS DON’T GO SMOOTH .....................................60
  ACT II: WE’RE HUMPED! ......................... 63
  THINGS DON’T GO SMOOTH .....................................63
  THRILLIN’ HEROICS .....................................................67
  OUTCOME .....................................................................67
  ACT III: THE WEDDING PLANNERS ........... 69
  SCENE ONE: RIM’S DREAM.................................................69
  RIM’S DREAM ....................................................................
   ........................................................................................69
  THE LOWDOWN ...........................................................72
  THINGS DON’T GO SMOOTH .....................................73
  GETTING PAID ..............................................................75
  STAR VOYAGER ............................................................75
  DIVERSION ....................................................................77
  LOOKING FOR DANIEL ................................................77
  HERE WE ARE ...............................................................78
  ALTERNATE SCENE: BLACKJACK BLACKY ........................79
  SCENE TWO: THE WEDDING BREAKFAST........................80
  HERE WE ARE  ..............................................................81
  ACT IV: THE WEDDING CRASHERS ........... 82
  SCENE ONE: THE COURSE OF TRUE LOVE… ...................82
  THE LOWDOWN ...........................................................82
  THINGS DON’T GO SMOOTH .....................................83
  GUNS AND MORE GUNS ............................................85
  HERE WE ARE ...............................................................86
  SCENE TWO: SOMETHIN’ OLD, SOMETHIN’ NEW ..........87
  THE LOWDOWN ...........................................................87
  THINGS DON’T GO SMOOTH .....................................87
  HERE WE ARE ...............................................................89
  TIME TO GET THE HELL OUTTA DODGE! .................91
  THE END ........................................................................92
  ROLL CREDITS ......................................................................92
  COME AGAIN? ..............................................................92
  
  ABOUT WEDDING PLANNERS
  During the War, some folks chose a side and others pitted the 
  Alliance and the Independents against each other for fun and profit. Well, 
  mostly profit. Enter Templeton Steele, a powerful weapons designer whose 
  bride-to-be is none other than the lovely Liliana Fairchild. Now, on account of 
  these two lovebirds getting hitched, you and your crew are hired to transport 
  Lilly to a fancy ship called the Rim’s Dream. Sounds easy enough, right? Unite 
  the happy couple and they’ll get paid? Only thing is, this Princess ain’t exactly 
  happy about the wedding. The more you find out, the worse this job gets – and 
  the less chance you have of getting paid.
  Wedding Planners is part of the ECHOES OF WAR role-playing 
  adventure series, which is centered on a common theme: the Unification War. 
  All ECHOES OF WAR adventures include basic rules. Main characters are 
  found in Serenity Crew, which is available separately. All Cortex Plus releases 
  in the ECHOES OF WAR line are compatible with the FIREFLY ROLE-
  PLAYING GAME, which is based on the television series by Joss Whedon.
  The Cortex Classic version of this adventure and Serenity Crew can be 
  found in the Wedding Planners Cortex Classic Set.
  THE WAR AND YOU
  Friends, what you’re reading is an adventure for the FIREFLY 
  ROLE-PLAYING GAME. In the ECHOES OF WAR series, 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. 
  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 folks 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. 
  
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  DICE AND GEAR
  To play the FIREFLY ROLE-PLAYING GAME, you’ll 
  need to grab a few essentials.
  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 cliff hanger 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 
  
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  THE WAR AND YOu
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  roll two eight-sided dice. You’ll want a small handful of 
  d6s and d8s since you’ll roll them the most.
  You can find these funny dice at game or hobby stores, 
  at game conventions, or through an online store. You can 
  buy a bunch for yourself, or share them with the other 
  members of your Crew. 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, which are explained on page 18, 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 to 
  record Assets and Complications during gameplay. Pencils 
  are preferred, but a fancy new pen works, too. The rest of 
  the materials you need are all included in this rulebook.
  
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  Basic Rules
  The FIREFLY RPG uses the Cortex Plus system. All 
  the details get spelled out in the upcoming corebook, but 
  this Episode contains enough rules to play. 
  If this is your first flight tryin’ out a 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. 
  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.
  SIMON: …they don’t 
  seem to be playing by any 
  civilized rules that I know.
  INARA: Well, we’re pretty 
  far from civilization.
  
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  Your dice pool will always have:
   
  
  Attribute die (page 10)
   
  
  Skill die (page 11)
  Your dice pool may also have:
   
  
  Specialty die (page 11)
   
  
  Distinction die (page 11)
   
  
  Signature Asset (page 12)
   
  
  Big Damn Hero Die (page 15)
   
  
  Assets (page 12) in favor of your 
  Crewmember
   
  
  Complications (page 12) in favor of your 
  Crewmember
  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 shouldn’t bother with calling for 
  you to take an Action. It’s only when there’s a 
  chance of failure—and the chance that something 
  interesting might happen in the story—that 
  you’ll need to take an Action.
  
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  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 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.
  
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  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’s in the range of d6 to d12. A Skill 
  always gets added into your dice pool, just like an Attribute.
  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 18) 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 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’s got 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 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 for now. 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.
  
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  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. If it’s something you expect your 
  Crewmember to use a lot, consider making it a Signature 
  Asset when you create your character.
  Wash heads into a dusty saloon with Zoe and Mal 
  to talk to some rough characters who might have a job 
  for the Crew. You know Wash isn’t so great in a fight, 
  so you decide he’ll need a little help getting through if 
  there’s any violence. You spend a Plot Point to create an 
  Asset—I’m With Zoe d6. If any trouble goes down in 
  the saloon, you’ll add that die to your pool since everyone 
  knows Wash is with a lady who’s mighty handy with a 
  shotgun. If you wanted this to be a permanent part of 
  Wash’s character, you could make this Asset a Signature 
  Asset on Wash’s character 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 
  show up when you roll a 1 on your dice, although there are 
  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 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 (see page 17). 
  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 can 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 leaves 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.
  
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  DICE POOL TERMINOLOGY
  Certain rules, like Distinction triggers, fiddle 
  with your dice pool in specific ways. Here are a few terms 
  that will help you understand how to use triggers to adjust 
  your Crewmember’s dice pool.
  Stepping up a die means taking that die out and 
  replacing it with the next highest die type. So, instead of 
  rolling a 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.
  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 in the course of a scene or Episode, be 
  sure to track the ones you or your Crew create. 
  Notecards and the like work well for that.
  By spending Plot Points, both the GM and 
  the players create Assets and Complications 
  over the course of an Episode. If 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!
  MASTERIN’ THE GAME
  
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  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 
  to get 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. Again, set aside all 1s that come up on any 
  rolled dice.
  If the Crewmember exceeds 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.
  When Crewmembers succeed at Actions in an Episode, 
  things mostly go according to plan. They manage to 
  convince smugglers to sell the goods they need at cheap 
  prices, they can bluff their way past tough security, and bar 
  fights generally work out in their favor. When the Crew fails, 
  however, things get sticky. The smugglers want more than 
  the Crewmembers have in the bank, the security guards 
  start asking for identification cards, and the bar fight gets 
  way out of control. These twists and turns should drive 
  the story; the Crew has to find new ways to get what they 
  want and save the day.
  Some conflicts, however, have more immediate 
  consequences for the characters. If a Crewmember or 
  Gamemaster character is undertaking a dangerous 
  action or is engaged in a high stakes conflict, there’s 
  a chance that a character may be Taken Out of the 
  conflict and forced to leave the scene. Maybe the 
  loser is knocked out by an opponent’s punch, sits 
  fuming in a corner after an intense debate, marches off in 
  a huff when embarrassed by a perfectly timed insult, or 
  lies bleeding out on a rock from a gunshot wound. Not 
  every conflict results in someone being Taken Out. But 
  whenever the stakes get high, the Gamemaster should note 
  that losing will result in the character leaving the scene.
  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). Since Jayne is trying to punch 
  the fashion critic in the face, the Gamemaster rules that 
  this conflict will result in the loser being Taken Out.
  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. 
  The Gamemaster isn’t the only one who can set the 
  stakes of a conflict. If two Crewmembers are tusslin’ with 
  each other or maybe some Gamemaster characters are 
  goin’ on the offensive, the Crewmember who is defending 
  themselves should set the stakes for the Action, gatherin’ 
  up a dice pool, rolling it, and keeping the two highest dice 
  rolled. Then the character who is goin’ on the offensive 
  should try to raise the stakes, as if the defending character 
  was the Gamemaster for that roll. Most of the time this type 
  of conflict results in one of the characters being Taken Out, 
  as these conflicts are usually high stakes. The FIREFLY 
  RPG corebook will have a lot more information about 
  managing conflicts between characters.
  
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  STAYING IN THE FIGHT
  If you really don’t want to be Taken Out of a scene, 
  you can choose to press on and keep fighting by paying 
  a Plot Point and accepting a Complication. Rather than 
  being Taken Out, you 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? Do 
  you keep fighting with a Gunshot Wound or did the 
  force of the gunshot just leave you Winded and Dazed? 
  Typically the Gamemaster will tell you what Complication 
  you receive from the conflict, but feel free to suggest ideas 
  that make the story interesting!
  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 Crewmembers. When 
  the Gamemaster protects a character this way, however, the 
  player who was involved in the conflict gets the Plot Point 
  spent and gets to say what Complication occurs.
  BIG DAMN HERO DICE
  If the total you rolled exceeds the total your opponent 
  rolled by 5 or more, you rolled an extraordinary success. 
  Shiny! Extraordinary successes allow you to bank a die 
  for a future roll called a Big Damn Hero Die. The dice 
  you bank as Big Damn Hero dice are equal to the highest 
  rolling die type in the opposing dice pool. When you earn 
  one of these dice, mark it down on your Crew Sheet as a 
  Big Damn Hero Die under the appropriate die type.
  Big Damn Hero Dice are special dice that allow you 
  to do some thrillin’ heroics. If you ever find that your roll 
  comes up 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 
  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!
  Simon is rummaging through some salvage Mal 
  has brought back to Serenity in an attempt to find some 
  useful medical goods. The Gamemaster sets the stakes 
  of the conflict at a 9, rolling a 5 on a d8, thanks to a 
  challenging difficulty ,and a 4 on a Messy Salvage 
  d10 Trait. Simon manages to roll 14 on his Mental 
  d10 + Know d10 + Medical d6 roll, exceeding the 
  GM’s total by 5 or more and earning himself a Big Damn 
  Hero Die. In addition to finding some useful medical 
  gear, he also keeps a d8 Big Damn Hero Die—the die 
  that rolled the highest in the opposing pool.
  Later in the Episode, Simon finds himself pinned 
  down by Alliance agents when the Crew tries to rob an 
  Alliance supply ship. He tries to run down a hallway 
  and tackle an Alliance soldier to get off the boat, but 
  his roll fails to raise the stakes. Unless he spends some 
  Plot Points, he’s going to get Taken Out by the Alliance 
  soldier. Simon decides to spend a PP to add a Big Damn 
  Hero Die to his roll, rolling that d8 he earned when he 
  was looking for medical supplies. The d8 comes up as 
  an 8 and is added to Simon’s total—more than enough 
  to raise the stakes on the Alliance goon. Simon marks 
  off the d8 from his Crew Sheet. 
  If your Big Damn Hero Die comes up a 1, though, it 
  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 Plot Point from the GM.
   
  
  If the Gamemaster rolls a total that exceeds 
  your total by more than 5, you lose one of your 
  Big Damn Hero Dice that you’ve banked from 
  previous extraordinary successes. However, 
  the GM can only get rid of Big Damn Hero Dice 
  that are equal to or smaller than the highest 
  rolling die in the Gamemaster’s dice pool. 
  You don’t lose the largest die you banked 
  just because you caught a bad roll against 
  some Minor opponents. 
  
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  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’ve 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 that a 
  Complication is an unhelpful Trait your opponent can use 
  to work against you (see page 12). 
  The Complication die starts out at a d6 and increases 
  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’d 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 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 in the story—like Jayne tryin’ to convince the 
  Law that he shouldn’t get pinched for puttin’ a dandy 
  in his place—the GM can add a Complication die to 
  his opposing dice pool. 
  BOTCHES
  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 
  getting 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. 
  
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  OPPORTUNITIES
  If any of the dice in the Gamemaster’s dice pool come 
  up as 1s, 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 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 1 doesn’t 
  count toward the total, 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 to a d4.
  REMOVING COMPLICATIONS
  You don’t have to wait for the Gamemaster to roll an 
  Opportunity to try to remove a Complication. If you want 
  to get out from under the 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 (see 
  page 24). 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’s probably best to leave 
  the medical treatments to Simon and the talkin’ 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’s a 
  few limits on this: you may only attempt to remove a 
  Complication once per scene and the GM 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 without 
  the proper gear to mop up the mess!
  It’s also possible that you might roll a jinx on a recovery 
  roll, resulting in the situation worsenin’ for you and your 
  Crew. If you roll a jinx on a successful recovery roll, the GM 
  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 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 GM havin’ to pay any Plot Points at all, as your 
  failed attempts to make things better result in you 
  aggravatin’ the situation.
  
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  PLOT POINTS
  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 dice 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 until the end 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 spends a Plot Point on a roll opposing 
  your character
   
  
  The GM decides you deserve one for great play, 
  a snappy one-liner, or a scene description that 
  impresses your Crew
  ADJUSTING CREWMEMBER 
  DICE POOLS
  Crewmembers can adjust their dice pools in a few 
  different ways. To wrap up, here’s a list of everything that 
  players can do to try to squeeze a little bit more juice out 
  of their rolls when attemptin’ those thrillin’ heroics:
   
  
  Spend a Plot Point to create an Asset: Players 
  can always spend a Plot Point to add a new 
  Asset to the scene, even before they roll. For 
  instance, Jayne might decide that he wants to 
  intimidate anyone who catches him punching 
  the fashion critic. If he creates an Asset by 
  spending a Plot Point before he rolls, like I’ve 
  Got Enormous Muscles d6, he adds a d6 to his 
  dice pool and writes it down on a notecard for 
  future use. Players can spend a second Plot 
  Point to keep the Asset around for the rest of 
  the Episode.
   
  
  Use existing Assets or Signature Assets: 
  Signature Assets, like Kaylee’s Serenity d8 
  or Shepherd Book’s IdentCard 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. Any 
  Assets on the table, regardless of who created 
  them, are fair game provided they’re usable. 
  Using an existing Asset or Signature Asset 
  during a scene doesn’t cost a Plot Point.
   
  
  Use Distinction triggers: Some Distinction 
  triggers let the players adjust their dice pools. 
  In Kaylee’s case, she has a Distinction trigger 
  for Ship’s Mechanic d8 called Miracle Worker 
  that she can use to get a Big Damn Hero Die. (If 
  she’s messing with a derelict ship, for example, 
  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. Crewmembers can use multiple triggers in 
  a single roll, provided they are willing to meet 
  the requirements of each trigger.
  
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  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. If 
  Jayne decided to shoot the fashion critic instead 
  of punch him, Jayne would add his Shoot d10 
  and an additional specialty d6 for Rifles. Players 
  can only use the specialty attached to the skill 
  they are currently using in their rolls.
   
  
  Spend a Plot Point to use a Big Damn Hero Die: 
  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 
  already had it in their possession. In the earlier 
  example, Simon could only use his Big Damn 
  Hero d8 to tackle the Alliance soldier because 
  he had earned it in an earlier Action.
  SAMPLE DICE POOLS
  Not sure what types of dice to throw together? 
  Here are some common situations 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
  
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  In the FIREFLY RPG, 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 
  star in an Episode, a wild adventure in which the players’ 
  characters face opposition and create drama while trying 
  to accomplish their goals. It’s your job to play the world at 
  large, especially the folks who want to oppose the players.
  Episodes are broken down into scenes, individual 
  encounters through which the Crewmembers play out the 
  story of the Episode. Scenes are always framed by the GM, 
  which means you describe where the scene takes place, 
  which Crewmembers are present, and who else is there. 
  Crewmembers 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 
  one scene is ending and a new scene is starting.
  Gamemaster characters (GMCs) come in three flavors: 
  Major, Minor, and Extra. Major Gamemaster characters 
  are characters that are featured in an Episode and are 
  indispensible 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.
  The FIREFLY RPG corebook will explore the 
  differences among these character types in great detail and 
  will also show you how to upgrade these character types, 
  like moving an Extra up to a Minor Gamemaster character 
  or improving Major Gamemaster characters so that they 
  continue to be a threat as the Crew develops their skills. 
  FOR THE GAMEMASTER
  
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  DIRECTING 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. 
  Here’s what you can expect to find each Episode.
   
  
  Title of the Action: describes what the Action is 
  and why it’s important.
   
  
  Crewmember Pool: describes possible Trait 
  combinations for a dice pool. Don’t forget to 
  add in Assets, Complications, Distinctions, and 
  specialties.
   
  
  GM Pool: 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: contains suggestions for Assets 
  that can be created or used here.
   
  
  Possible Complications: contains suggestions 
  for Complications that stem from this roll.
  Tables are included throughout all Echoes of War 
  adventures to help you narrate what happens next. They’re 
  meant to be reminders to help keep you on track and may 
  be customized to fit your needs.
  Example Results:
   
  
  If the player fails 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.
   
  
  If the player raises the stakes: The Crewmember 
  completes the Action and the story continues.
   
  
  If the player gets and extraordinary success: The 
  Crewmember performs 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.
  
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  CONFLICT AND ACTIONS
  In every Episode, conflict drives the twists and 
  turns the story takes. 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 set the stakes by 
  creating a dice pool, rolling the dice, and adding the two 
  highest results together. The players 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.
  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’re just a useful way of breaking up 
  the goings-on within a scene.
  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 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 the Crewmembers’ poor planning.  
   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 
  by 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 makes 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 GMCs present in a fight because they’ve 
  been Taken Out (see page 14).
  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; it’s 
  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 use one beat. 
  You can use checkboxes or tokens to keep track of beats. 
  You as GM determine when a Timed Action is applicable, 
  how many beats it has, and how many players it involves.
  If players beat your total, it only costs them the time 
  spent, one beat. If they achieve an extraordinary success, 
  it means they found a shortcut and don’t lose any time at 
  
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  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.
   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 Zoe five beats to clear the bomb before it goes off.
  For the first Action, Mal rolls Mental + Notice 
  to find the explosives his old friend 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 Zoe still 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. 
  
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  ROLLING FOR THE OPPOSITION
  Though you direct the Episode, you also interact 
  with the players to help shape the story. The majority of 
  the time, you’re fillin’ the shoes of a character who’s actively 
  opposing a Crewmember. In those cases, your dice pools 
  mirrors the choices the players take to create their own. Be 
  sure refer back to page 8 and re-read the Crewmember 
  Basics section to refresh your memory.
   
  
  Dice pools you create on behalf of a Major 
  Gamemaster character 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 in interesting ways, so they’re worth rolling for. 
  But they don’t necessarily have a character opposing the 
  Crewmember’s success.
  All GM dice pools that aren’t centered around a Major 
  GMC include at least one die to represent the difficulty of 
  the Action. So, the types of dice you 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
  MASTERIN’ THE GAME
  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 only 
  assign a difficulty die to your dice pool if a 
  Major GMC is not involved in the roll. 
   
  
  d4: Very easy
   
  
  d6: Easy
   
  
  d8: Challenging
   
  
  d10: Hard
   
  
  d12: Really hard
  
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  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 assembles 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 builds 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.
  Let’s say Kaylee is on board an old derelict. Your 
  friendly neighborhood 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’s 
  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 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 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 has 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 creates a dice pool. She adds 
  an Attribute, Skill, Distinction, and any relevant Assets 
  she has in her possession, or Complications that might 
  work in her favor. Kaylee builds her dice pool based on 
  her Mental d8 Attribute and Operate d10 Skill. She 
  rolls, comes up with a 15, 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!
  
  26
  BASIC RuLES
  C
  H
  A
  P.
  GANGING UP ON THE 
  CREWMEMBERS
  Often the opposing GMCs will outnumber the 
  Crewmembers; after all, there’s safety in numbers when 
  you’re tryin’ to get by in the ‘Verse! When this happens, the 
  Gamemaster doesn’t have to roll individually for each thug 
  that happens to be opposing the Crew. Instead, you can rule 
  that the characters are ganging up on a Crewmember and 
  treat each additional GMC as a Trait in the opposition roll. 
  No matter how many GMCs are ganging up, however, the 
  GM still only gets to keep two dice for the total.
  Inara is trying to bluff her way past a few Alliance 
  guards to rescue Mal from the clutches of an Alliance 
  prison. When the four Alliance Guards d8 roll to set 
  the stakes, the Gamemaster rules that they are ganging 
  up on her, all working together to ask her questions and 
  try to poke holes in her story. The Gamemaster rolls 
  5d8 (a d8 for each guard and a d8 for a challenging 
  difficulty), but only keeps the top two dice for the total. 
  Inara has to raise the stakes with her own roll to talk 
  her way into the prison.
  If the Crew tries to Take Out GMCs who are ganging 
  up on them, a success on a roll Takes Out one of the GMCs, 
  eliminating a die from the opposing pool. An extraordinary 
  success, in addition to generating a Big Damn Hero Die, 
  Takes Out two GMCs. If a Major GMC is opposing the 
  characters while using a gang, the Major GMC can opt to 
  have a member of the gang be Taken Out instead of paying 
  a Plot Point and suffering a Complication, allowing the 
  gang to bear the brunt of the fight.
  When Inara breaks Mal out of prison, the security 
  guards she bluffed start shooting. Mal opts to shoot 
  back, and the four Alliance Guards d8 roll to set 
  the stakes again with a d8 from a challenging difficulty 
  and 4d8 from their gang. Since both sides are shooting, 
  the Gamemaster notes that the loser of the roll will be 
  Taken Out. If Mal raises the stakes on the Guards, 
  he Takes Out one of the Guards, leaving the gang 
  with one less d8 to roll on the next Action. 
  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 GM 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’re 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 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 another Crewmember 
  into the scene.
  
  27
  BASIC RuLES
  C H A P.
  USING COMPLICATIONS 
  TO OPPOSE THE CREW
  Once you’ve put Complications into play, you can add 
  them to any roll where they’d 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 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 the Buggy 
  Mainframe d6 can work to block Kaylee from accessing 
  the information, you can add another d6 to your dice 
  pool before you roll to set the stakes. However, you still 
  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 
  pile to give to players and a limited pile—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 a bank of 
  one Plot Point per player. These Plot Points can be used to 
  help the Gamemaster provide a more active resistance to 
  the Crew, and they must be spent by the end of the session 
  or they’re forfeited. GMCs can put more Plot Points in 
  the bank when they use their Distinction triggers and 
  Signature Asset triggers. 
  GMs can use Plot Points to:
   
  
  Include additional dice in the total during an 
  Action
   
  
  Activate a Distinction trigger for a Major GMC
   
  
  Buy a d6 Complication (or higher) when a player 
  rolls a jinx
   
  
  Upgrade a Complication when a player rolls 
  a jinx
   
  
  Reward players for great moments in the 
  Episode
  
  28
  BASIC RuLES
  C
  H
  A
  P.
  OPTIONAL RULE: MORE ASSETS 
  AND COMPLICATIONS
  While there are usually plenty of Complications and Assets generated when 
  the Crewmembers start rollin’ dice, sometimes the Gamemaster wants to add 
  Assets and Complications even when the Crewmembers haven’t spent Plot 
  Points or rolled jinxes. Here’s how you can make them work if you want 
  to include more Assets and Complications in your game:
  If the Crew tackles a problem successfully, the Gamemaster can 
  offer them a free d6 Asset to reward them for thrillin’ heroics.  As 
  with all other Assets, a Crewmember can spend a Plot Point to make 
  it last for the rest of the Episode.
  If the Crew fails at a challenge, the Gamemaster can apply an 
  additional Complication to the Crewmembers who failed to raise 
  the stakes. In addition, the GM can spend a Plot Point from the 
  bank to make this Complication last for the rest of the Episode.
  Note that you shouldn’t add additional Assets or Complications 
  when the stakes are high enough for characters to be Taken 
  Out. In those cases, Crewmember already gain mechanical 
  benefits when they win and suffer Complications when 
  they lose and keep fighting. 
  For example, when Kaylee is trying to crack 
  open the derelict’s computer to get information, the 
  Gamemaster might offer the Asset Ship Manifesto 
  d6 if she successfully bypasses the security on 
  the older mainframe. At the same time, if she 
  fails the roll, the GM might introduce the 
  Complication Alliance Tracking Device 
  d6 to represent the trouble the Crew is 
  getting into by trying to salvage the derelict. 
  All of this is in addition to the Assets she 
  might generate for herself with Plot Points or 
  the Complications that might arise from jinxes 
  she’s rolled. Since no characters are going to be 
  Taken Out on this roll, the Gamemaster can add 
  these additional Assets and Complications without 
  overwhelming the Crewmembers.
  
  29
  BASIC RuLES
  C H A P.
  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:
   
  
  Add a Trait: In addition to difficulty dice or Major 
  GMC dice, you may also add in additional Traits 
  based on the environment. 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 set the stakes at the beginning 
  of an Action, you can only use Complications 
  that are already in play for that scene, provided 
  they apply to your dice pool. You can add as 
  many Complications as apply without paying 
  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 both WEDDING PLANNERS and 
  SHOOTING FISH.
   
  
  Use a Skill specialty: All Skill specialties appear 
  in parentheses and add a d6 to a dice pool when 
  appropriate. Both Major and 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 can’t 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.
  
  30
  ECHOES OF WAR: WEDDING PLANNERS
  
  31
  INTRODuCTION
  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. 
  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
  
  32
  ECHOES OF WAR: WEDDING PLANNERS
  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.
  MASTERIN’ THE GAME
  
  33
  INTRODuCTION
  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?
  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.
  
  34
  CORTEX DATAFILE
  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 gettin’ 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 carryin’ 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.
  BARON OPTIMUS FAIRCHILD
  
  35
  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.
  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.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   An Eye for Good Folk. Spend 1 PP 
  to create a d8 Asset representing 
  a servant or ranch hand.
  Friends in High Places 
  8
  The Alliance thinks highly of you. 
  That’s the only opinion that matters.
  ✔
  ✔
  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 sumbitch 
  on the inside.
  ✔
  ✔
  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.
  Alliance Influence 
  8
  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.
  DISTINCTIONS
  SIGNATuRE ASSET 
  Fight  
  6
  Focus 
  8
  Influence (Intimidation) 
  10
  Know (Politics)  
  8
  Labor (Ranchwork) 
  8
  Notice 
  6
  Shoot (Rifles) 
  8
  Survive 
  6
  SKILLS
  Mental 
  8
  Physical 
  8
  Social 
  8
  ATTRIBuTES
  “You drive a hard bargain, sir. Shall we adjourn to the observation 
  deck of my yacht for cigars and refreshments?”
  
  36
  CORTEX DATAFILE
  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.
  DANIEL BLAKE
  
  37
  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 Brawn Than Brains d6.
  Fight 
  6
  Focus 
  6
  Influence (Charming) 
  8
  Know 
  6
  Labor (Ranchwork)  
  8
  Move 
  6
  Shoot 
  6
  Survive 
  6
  Treat (Animals)  
  6
  SKILLS
  Animal Lover 
  8
  Treat ‘em right and they’re more loyal 
  than people.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   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.
  ✔
  ✔
  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. 
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
  ✔
  Barely Literate: Gain 1 Plot Point 
  when pretending that you’ve 
  read and understood something 
  that gets you in trouble.
  DISTINCTIONS
  Mental 
  6
  Physical 
  8
  Social 
  4
  ATTRIBuTES
  “The Baron can lock me up, but once I’m free?
  I’m a-comin’ after him.”
  
  38
  CORTEX DATAFILE
  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 strugglin’ to make a living on the 
  Rim. She worked to help farmers and miners until she 
  fell victim to one of the many maladies floatin’ 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 hún dàn 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.
  LILIANNA FAIRCHILD
  
  39
  Drive (Horses) 
  6
  Focus 
  6
  Influence 
  10
  Know (High Society) 
  6
  Labor 
  6
  Perform 
  6
  Throw 
  6
  Trick 
  6
  Treat (Animals) 
  6
  SKILLS
  Alluring 
  8
  You’re easy on the eye and have the 
  cunning to back it up.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   What’s that Smell?. When you 
  are out of your element, gain 1 
  PP by stepping back your Social 
  for the scene.
  Pampered Upbringing 
  8
  Some would call you spoiled. When 
  they do, you call Daddy.
  ✔
  ✔
  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.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   Charity Ball Staple. Spend 1 Plot 
  Point to run into someone familiar 
  with you and your charity work.
  DISTINCTIONS
  Mental 
  6
  Physical 
  4
  Social 
  8
  ATTRIBuTES
  “This ship... What did you call it? A Firefly? It’s so rustic 
  and, um... charming. What’s that smell?”
  
  40
  CORTEX DATAFILE
  Character Type: The Disdainful Groom
  Role: He’s got something everyone wants. The Baron 
  wants his mineral rights, Asante (page 42) 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 mǐ 
  tián gòng 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 
  sellin’ 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 gǒu shǐ in the ‘Verse.
  TEMPLETON COLT STEELE
  
  41
  Craft (Weapons) 
  8
  Fight 
  6
  Fix (Weapons Systems) 
  10
  Focus 
  10
  Influence 
  10
  Know (Law) 
  8
  Notice 
  6
  Operate 
  8
  Shoot (Energy Weapons) 
  8
  Trick 
  6
  PUB H 30 Energy Pistol 
  6
  Steele is never far from his PUB H 30 Energy Pistol, a 
  personal firearm he designed for use in the Unification War. 
  SKILLS
  SIGNATuRE ASSETS 
  Brilliant Gunsmith 
  8
  You’ve got a knack for being a tech 
  wiz. Guns make the most money, so 
  you followed the market.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   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
  You know the old saying about cold 
  hands, warm heart? You’re the exact 
  opposite.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  A Lawyer’s Dream 
  8
  You are surrounded by lawyers. 
  Just as scary as gunmen and they 
  are usually better mannered.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
  ✔
  Litigious: Gain 1 Plot Point when 
  you threaten to sue someone 
  out of house and home for a 
  minor reason.
  DISTINCTIONS
  Mental 
  6
  Physical 
  6
  Social 
  6
  ATTRIBuTES
  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)
  “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.”
  
  42
  CORTEX DATAFILE
  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.
  ASANTE OKORO
  ASANTE’S CREW
  Role: Asante’s elite crew of pirates. Each 
  Elite Pirate d8 has 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, 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
  
  43
  HARD BURN
  Blue Sun Agent 
  8
  They pay you well. But they want 
  concrete results, or they will pull the 
  plug. Your plug, specifically.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  Cocky 
  8
  You’re a smug, self-assured sumbitch 
  and you’re not afraid to say it.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
  ✔
  Pride Goeth Before a 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
  Not everyone serves their side on the 
  front lines. Not everyone left what 
  they did behind.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   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.
  Blue Sun Contacts 
  8
  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 
  8
  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.
  DISTINCTIONS
  SIGNATuRE ASSETS 
  Fight 
  10
  Fly 
  6
  Focus 
  8
  Influence (Intimidation) 
  8
  Know (Military Tactics) 
  6
  Move 
  8
  Notice 
  8
  Perform 
  6
  Shoot (Shotguns) 
  10
  Sneak 
  8
  Trick (Undercover Ops) 
  8
  SKILLS
  Mental 
  10
  Physical 
  Social 
  8
  ATTRIBuTES
  ATTRIBuTES
  Engines 
  10
  Hull 
  8
  Systems 
  6
  DISTINCTIONS
  Firefly Class Transport 
  8
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   Everybody Has One. An enemy 
  knows your ship’s weaknesses. 
  Step up or create a d8 Complication 
  to earn a Plot Point.
  Stolen 
  8
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  Built For Speed 
  8
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   Focused Thrust. When using 
  Engines die for speed, double 
  Engines die. Remove the highest 
  rolling die and keep three dice 
  for your total.
  SIGNATuRE ASSETS
  Bristling with Guns 
  8
  
  44
  CORTEX DATAFILE
  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.
  SETH LIANG
  
  45
  Drive 
  6
  Fight (Swords) 
  8
  Focus 
  6
  Influence 
  8
  Know 
  6
  Move (Jumping) 
  6
  Notice 
  6
  Shoot 
  8
  Double-Edged Sword (jian)  
  6
  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. 
  SKILLS
  SIGNATuRE ASSETS 
  Strong, Silent Type 
  8
  You’re big, strong, and you follow 
  orders. You get trusted with valuable 
  things of all sorts.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
  ✔
  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.
  ✔
  ✔
  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.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
   Fighting Spirit. Step up a 
  Complication created to avoid 
  being Taken Out in a fight to 
  reroll your dice.
  DISTINCTIONS
  Mental 
  6
  Physical 
  8
  Social 
  4
  ATTRIBuTES 
  “There’s no need to shout. We can be reasonable, 
  until it is time to be...unreasonable.”
  
  46
  CORTEX DATAFILE
  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 upcomin’ 
  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.
  NOVA NORLING
  
  47
  Focus 
  6
  Influence (Seduction) 
  10
  Operate (Cortex Network) 6
  Perform (Acting) 
  10
  Treat 
  6
  Trick 
  8
  SKILLS
  Master of Disguise 
  8
  You’re more comfortable in someone 
  else’s skin.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
  ✔
  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.
  ✔
  ✔
  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?
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
  ✔
  Identity Crisis: When you choose 
  to let slip one of your former 
  clients, Gain 1 Plot Point and 
  step up any related Complication.
  DISTINCTIONS
  Mental 
  6
  Physical 
  4
  Social 
  8
  ATTRIBuTES
  “Whatever you say, Father.”
  
  48
  CORTEX DATAFILE
  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 dabblin’ 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 fèn duī, (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.
  BADGER
  IS THIS THE SAME BADGER?
   If you’ve been paying attention to Badger’s stats in other adventures 
  and the Episode Guide, 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 selected 
  different triggers for Badger’s Distinctions and simplified his Skills to 
  fit this Episode.
  MASTERIN’ THE GAME
  
  49
  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
  Craft (Forgery) 
  6
  Focus 
  6
  Influence (Criminals) 
  10
  Notice 
  8
  Sneak 
  6
  Trick (Sleight of Hand) 
  10
  SKILLS
  Big Plans 
  8
  Always working the best angle. 
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  ✔
  ✔
  Did I Forget to Mention That?: Gain 
  1 Plot Point when an important 
  detail of your plan “slips your 
  mind.”
  Gang Boss 
  8
  They are the best muscle money can 
  buy. Too bad you’re so cheap.
  ✔
  ✔
  Gain 1 Plot Point when you roll 
  a d4 instead of a d8.
  Shady Business Man 
  8
  You keep tellin’ folks you are legitimate. 
  Someday, they might believe you.
  ✔
  ✔
  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 you stole from its real owner.
  DISTINCTIONS
  Mental 
  8
  Physical 
  4
  Social 
  6
  ATTRIBuTES
  “Now, you want to be doublin’ your coin, or 
  pretend you’re on a bloody quiz show?”
  
  50
  ECHOES OF WAR: WEDDING PLANNERS
  TWO JOBS IN A ROW?!?
  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.
  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, 
  PRELUDE
  
  51
  PRELuDE
  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.
  ACTION: 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
  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.
  
  52
  ECHOES OF WAR: WEDDING PLANNERS
  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.
  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.
  ACTION: 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
  ACT I: WE DIDN’T SIGN UP FOR THIS!
  
  53
  PRELuDE
  “One of you gorramn buzzards blinds 
  me again, I’m gonna return fire!” 
  – Jayne
  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.
  ACTION: 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. 
  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.
  
  54
  ECHOES OF WAR: WEDDING PLANNERS
  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. 
  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.
  ACTION: 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: Challenging Difficulty 
  d8 + Cortex Network d6 + Shadows of the War 
  d8
   
  
  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.
  
  55
  ACT ONE
  ACTION: 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 + Decorated d4
   
  
  Possible Assets: Combat Sites, Old War Buddies, 
  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 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. 
  
  56
  ECHOES OF WAR: WEDDING PLANNERS
  ACTION: 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 + any appropriate 
  Distinctions of any passengers aware their 
  luggage is being searched. 
   
  
  Possible Assets: Searched During the Tour, 
  Holographic X-Ray Scanner, Made Up Customs 
  Law
   
  
  Possible Complications: Something’s Missing, 
  Something Broke, Lock’s Busted
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: The search doesn’t 
  yield anything of interest, and the Crew 
  gains a Suspicious 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.
  ACTION: 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: 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 to use 
  during the next Act.
  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. 
  
  57
  ACT ONE
  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 upfront 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.
  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.
  
  58
  ECHOES OF WAR: WEDDING PLANNERS
  ACTION: 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.
  HERE WE ARE
  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. 
  
  59
  ACT ONE
  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. 
  ACTION: 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.
   
  
  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.
  
  60
  ECHOES OF WAR: WEDDING PLANNERS
  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. 
  SCENE FOUR: DAYS IN THE BLACK
  This scene takes place on board Serenity.
  THE LOWDOWN
  The following scenarios can provide a chance for some 
  interestin’ role-playing. No need to do them all unless you 
  want to. Pick those that suit your Crew and your adventure.
  THINGS 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. 
  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.
  
  61
  ACT ONE
  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. 
  ACTION: 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
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Asante gets more 
  out of the Crewmember than he does out of her. 
  If she needs to take a hostage at some point in 
  the game, she takes her partner hostage, and 
  spends one Plot Point to create a 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.
  
  62
  ECHOES OF WAR: WEDDING PLANNERS
  THE TRACKING DEVICE 
  Asante has hidden the tracking device somewhere 
  aboard Serenity. The device is state-of-the-art, designed 
  by Blue Sun.
  If the Crew does identify the bug, that raises the 
  question: 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.
  ACTION: 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
  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.
  
  63
  ACT TWO
  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. 
  ACTION: 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.
   
  
  Crewmember Dice Pool: Mental + Operate
   
  
  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!
  ACT II: WE’RE HUMPED!
  
  64
  ECHOES OF WAR: WEDDING PLANNERS
  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. 
  ACTION: MAKING A RUN FOR IT
  If the GM wants the chase to be resolved in one roll, 
  use this table. For something a bit more drawn out and 
  dramatic, see Rules Variant: Run, Rabbit, Run (page 65).
   
  
  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. 
  
  65
  ACT TWO
  EVERYONE’S IN THE SAME BOAT
  Just because it’s a chase doesn’t mean only the pilots get 
  to have fun. The rest of the Crew can help out a few ways.
  Creating Assets: 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 next round, 
  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.
  Aiding the Pilot: Non-pilot Crewmembers can also 
  take actions to give the pilot more dice. The Crewmembers 
  assemble a pool for whatever Action the GM thinks is 
  beneficial. They roll against a pool with a difficulty die 
  and the Rabbit die plus any Complications. If they raise 
  the stakes, they give the highest rolling die to the pilot to 
  roll for the next roll, and the pilot keeps three dice. But if 
  they fail to raise the stakes, the Rabbit die steps back, as the 
  hound’s relentless pursuit overcomes their efforts to help.
  Kaylee dashes back to the engine room. She just bought 
  a new compressor for Serenity’s engine and wants to see 
  how it performs under a high-speed chase. She assembles a 
  pool of Mental + Fix + Ship’s Engineer. The GM assembles 
  a pool of the Rabbit die d10 and a difficulty of d6. The 
  GM sets the stakes at an 11, but Kaylee only gets a 9 on her 
  roll. Instead of adding her d10 to Wash’s pool, she lowers 
  the Rabbit die to a d8. The patrol boat looms closer and 
  Kaylee has some strong words for the merchant that sold 
  her that lè sè compressor unit.
  Here are the Actions spelled out for this specific scene.
  RuLES VARIANT: RuN, RABBIT, RuN
  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 a single die roll if you want to 
  get on with the story. We’ve included these rules for those folks who want a more dramatic chase 
  between the Crew and Asante’s pirates.
  These chase rules use a Rabbit die. The ship being chased is called the rabbit. The ship doing the 
  chasing is called the hound. The die represents the distance between the rabbit and the hound. The 
  bigger the Rabbit die, the more distance between the ships. In each roll, the hound sets the stakes of 
  the conflict and the rabbit tries to raise the stakes to put more distance between the two ships. If the 
  rabbit fails to raise the stakes, the hound gets closer to capturing the rabbit.
  Whichever side wins gets to step the rabbit die up or back; an extraordinary success means that 
  the die is stepped up or back twice on that roll. If the Rabbit die is stepped up beyond a d12, the rabbit 
  goes free. If the Rabbit die is stepped back beyond a d4, the rabbit is caught. Either side can choose 
  to give up at any time, since the more rolls that occur, the more likely it is someone will rack up some 
  Complications.
  Wash is being pursued by an Alliance patrol boat after the Crew pulls some illegal salvage off 
  an abandoned Alliance transport. The GM sets the Rabbit die at a d8, giving Serenity a head start in 
  the chase because Wash saw the Alliance ship coming. The Alliance pilot pulls together Engines d6 + 
  Fly d6 + Law in Space d8. The Gamemaster rolls the Alliance patrol boat’s dice pool to set the stakes 
  and gets an 8. Wash pulls together Engines d10 + Fly d12 (Transports) + Ship’s Pilot d8 + Rabbit d8 
  and raises the stakes by rolling a 12. The Rabbit die steps up to a d10 as Wash puts some of the black 
  between him and the Purplebellies.
  
  66
  ECHOES OF WAR: WEDDING PLANNERS
  ACTION: RUNNING FROM 
  THE HARD BURN
  If the pilot failed to raise the stakes on his roll to 
  notice the pirates, the Rabbit die is a d6. If he raises the 
  stakes, it starts at a d8. If he got an extraordinary success, 
  the Rabbit die is set at a d10 to start.
   
  
  Crewmember Dice Pool: Engines + Fly + Rabbit 
  die
   
  
  Gamemaster Dice Pool: Hard Burn’s Engines d10 
  + Elite Pirate d8 + Built for Speed d8 + Pilot d6
   
  
  Possible Assets: Skimming Meteorites, 
  Smuggler’s Loop, Pull a Whiskey Tango Foxtrot 
  on Them
   
  
  Possible Complications: Low on Fuel, They Got 
  a Target Lock!, Engine Room Fire
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Step back the Rabbit 
  die. If you failed to raise the stakes by 5 or more, 
  step the die back twice.
   
  
  Raise the Stakes: Step up the Rabbit die.
   
  
  Extraordinary Success: Step up the Rabbit die 
  twice.
  ACTION: HELPING OUT THE PILOT
  Examples include boosting the engines or jamming 
  the other ship’s sensors. It’s up to the GM as to whether or 
  not an Action will help the ship escape.
   
  
  Crewmember Dice Pool: Mental + Fix, Mental 
  + Operate
   
  
  Gamemaster Dice Pool: Rabbit die + Challenging 
  Difficulty d8 + Pirates! d8
   
  
  Possible Assets: Hit the Booster Switch, Get 
  Close to that Pulsar, Run Silent
   
  
  Possible Complications: That’s a New Noise, 
  Sensor Malfunction, Power Failure
  EXAMPLE RESULTS:
   
  
  Failure to Raise the Stakes: Step back the 
  Rabbit die. 
   
  
  Raise the Stakes: Give the highest rolling die 
  to the pilot to roll for the next Rabbit roll. The 
  pilot keeps three dice. 
   
  
  Extraordinary Success: Give the highest rolling 
  die to the pilot to roll for the next Rabbit roll. The 
  pilot keeps three dice. Step up the Rabbit die.
  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. 
  
  67
  ACT TWO
  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. (Go to Boarded!) 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 
  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! 
  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.
  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. 
  
  68
  ECHOES OF WAR: WEDDING PLANNERS
  ACTION: REPEL BOARDERS
  Run one round of an Action Order. As soon as one 
  of the pirates (or Asante) is Taken Out, the remaining 
  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 26).
   
  
  Crewmember Dice Pool: Physical + Fight, 
  Physical + Shoot
   
  
  Gamemaster Dice Pool: Asante’s Physical d12 + 
  Blue Sun Agent d8 + Shoot/Fight d10 + 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 takes 
  or steps up a Winged Complication.
   
  
  Extraordinary Success: Two Elite Pirate d8 are 
  Taken Out. If there are no more pirates, Asante 
  takes or steps up a Winged Complication. 
  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.
  
  69
  ACT THREE
  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?
  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). 
  ACT III: THE WEDDING PLANNERS
  
  70
  ECHOES OF WAR: WEDDING PLANNERS
  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 
  DECK 3
  ENGINE
  DECK 1
  DECK 2a
  DECK 2b
  
  71
  ACT THREE
  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.
  DECK 4-5
  DECK 6-8
  DECK 9-10
  DECK 11
  DECK 12
  
  72
  ECHOES OF WAR: WEDDING PLANNERS
  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.
  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.
  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 
  
  73
  ACT THREE
  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.
  ACTION: 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?
  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. 
  ACTION: 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 
  for the next time someone does something 
  troublesome on board.
  
  74
  ECHOES OF WAR: WEDDING PLANNERS
  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.
  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. 
  ACTION: SCUFFLING WITH 
  TEMPLETON STEELE
  Templeton is as likely to throw a punch as a barbed insult. 
   
  
  Crewmember Dice Pool: Physical + Move, 
  Mental + Focus
   
  
  Gamemaster Dice Pool: Steele’s Physical d6 + 
  Fight d6 + Heart of Ice and Dust d8 or Social d6 
  + Influence d10 + 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.
  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 to the pool in 
  addition to the damage die. However, rolling 
  a 1 or 2 on the roll counts as a Complication, 
  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. 
  
  75
  ACT THREE
   
  
  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.
  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. 
  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.
  
  76
  ECHOES OF WAR: WEDDING PLANNERS
  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.
  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.
  ENGINE
  MAIN DECK
  OWNER’S DECK
  
  77
  ACT THREE
  DIVERSION
  ACTION: 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. 
  
  78
  ECHOES OF WAR: WEDDING PLANNERS
  ACTION: 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.
  
  79
  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.
  
  80
  ECHOES OF WAR: WEDDING PLANNERS
  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. 
  
  81
  ACT THREE
  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 
  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. 
  
  82
  ECHOES OF WAR: WEDDING PLANNERS
  82
  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.
  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.
  ACT IV: THE WEDDING CRASHERS
  
  83
  ACT FOuR
  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. 
  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. 
  
  84
  ECHOES OF WAR: WEDDING PLANNERS
  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
  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. 
  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’. 
  
  85
  ACT FOuR
  ACTION: 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: More Brawn than Brains 
  d6 + More Brawn than Brains d6
   
  
  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 (d6 damage with 
  automatic fire and bursts, 50 charges). 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 pool in addition to the damage die. 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. 
  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.
  
  86
  ECHOES OF WAR: WEDDING PLANNERS
  PEB H8 (PLASMA ENERGY 
  BURST) PISTOL
  Fires controlled bursts of high-energy plasma. The PEB 
  H8 is the sidearm version of the PEB30 Rifle.
  Damage 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.
  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.
  
  87
  ACT FOuR
  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. 
  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 
  22) 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!
  ACTION: 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 + 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, creates 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, creates or steps up a 
  Complication, or removes two of the Elite Pirate 
  d8 dice from her pool.
  
  88
  ECHOES OF WAR: WEDDING PLANNERS
  ACTION: 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 + 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, creates 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 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 
  
  89
  ACT FOuR
  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.
  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. 
  ACTION: 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. 
   
  
  Crewmember Dice Pool: Social + Influence, 
  Mental + Trick, Physical + Fight
   
  
  Gamemaster Dice Pool: 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.
  
  90
  ECHOES OF WAR: WEDDING PLANNERS
  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?
  ACTION: 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.
   “Remind me to thank Mal for not getting 
  us a firefight as a wedding present.” 
  - Wash
  
  91
  ACT FOuR
  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. 
  ACTION: 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.
   
  
  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.
  
  92
  ECHOES OF WAR: WEDDING PLANNERS
  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....
  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. 
  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...
  
  93
  ACT FOuR
  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....
  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.
  
SOURCE: textdata/thevault/Firefly/Firefly RPG - Echoes of War Adventure - Wedding Planners {MWP7015}.pdf