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  MICHAEL CHUMBLER 
  JAN HENDRIK FRIEDRICH 
    
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  LAURA GULLETT 
   
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  Joss Whedon 
   
   
  Www.cortexsystemrpg.org 
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  Serenity © universal studios. all rights reserved 
  
   
  3 
  H
  HEER
  REE’’SS  H
  HO
  OW
  W  IITT  IISS  
  Making a living in the Black requires skill, 
  luck, timing, determination, and grit. On top 
  of that, times are hard all over the ‘Verse 
  and thus it is no surprise that a Crew will 
  take on any job they can get without asking 
  many questions. While looking for work, the 
  Crew stumbles onto a job unlike anything 
  they have ever faced. What looks to be an 
  easy milk run around the Border Planets 
  quickly becomes far more than the Crew 
  asked for and soon has them wondering if 
  maybe they might have gotten in over their 
  heads.  
  G
  GAAM
  MEE  M
  MAASSTTEER
  R’’SS  N
  NO
  OTTEESS  
  The Next Big Thing is a three act adventure 
  designed for four to six Veteran level player 
  characters. The story starts with an 
  opportunity to transport a newly discovered 
  band on their first tour outside of their 
  home world. While outwardly a simple task, 
  the Crew discovers that show business is a 
  grim task master and if they wish to make 
  any money on the deal, they are going to 
  have to learn an entirely new way of doing 
  business. 
  This adventure consists of three acts of two 
  scenes each. Act One begins with Jam 
  Session and A New Gig. Act Two proceeds to 
  On the Road and Trouble in Paradise and 
  concludes in Act Three with Meltdown and 
  Pick up the Pieces.  
  AA  R
  RAAR
  REE  O
  OP
  PP
  PO
  OR
  RTTUUN
  NIITTYY  
  Entertaining the ‘Verse is an extremely 
  robust and varied industry. The Cortex 
  provides a nearly endless stream of 
  activities to pass the time. Most are legal, 
  some are not, most are no different than 
  they were on Earth-That-Was, and some 
  are. One of the forms of entertainment that 
  is the same in the 26th Century that hasn’t 
  changed since the 20th is music. Certainly 
  some of the forms of music and the media 
  used in the process have changed, but the 
  core principal is the same, sounds recorded 
  for playback for the listener’s convenience.  
  There is big money to be made in the music 
  industry and the Crew has a chance to grab 
  a piece of the action when they meet a local 
  band just as they are tapped by a music 
  mogul to be the next big thing. However, 
  while it is unquestionable that there are vast 
  amounts of money and fame to be made in 
  music business, there is also a lot more 
  work than meets the eye. Most of this work 
  goes on behind the scenes and if any part of 
  the process fails, then the show fails. As the 
  old Earth-That-Was adage of ‘the show must 
  go on’ is still the foundation of the entire 
  entertainment industry, keeping a touring 
  group performing is much harder than the 
  average citizen would believe. This behind 
  the scenes work is even harder when a 
  brand new act gets the opportunity of a 
  lifetime and is unprepared to face this new 
  and crushing workload.  
  When the Crew is offered the chance of a 
  lifetime, and since in the Black a job is a 
  job, learning the ropes on how to keep a 
  band performing seems to be a small price 
  to pay. However, once the tour starts, the 
  Crew finds that they have taken on far more 
  work than they would have believed. One 
  thing they hadn’t counted on was just how 
  
   
  4 
  closely tied they are to the band’s success 
  and if they wish to make any money on 
  their so called chance of a lifetime, they will 
  have to find a way to ensure that the show 
  does indeed go on. 
  A
  AC
  CTT  O
  ON
  NEE    
  SSC
  CEEN
  NEE  O
  ON
  NEE    
  JJAAM
  M  SSEESSSSIIO
  ON
  N    
  “Ya know, the ‘Verse can be a funny place. 
  Sometimes ya have to wonder if there really 
  is a power On High watchin’ over all of us 
  pathetic humans goin’ about the business of 
  livin’ our lives and is steerin’ who will 
  succeed and who ain’t gonna have squat. 
  Personally, I think luck has more ta do wid 
  success than higher powers ‘cause look at 
  the way things are. Ya gots yer straight out 
  hun dan1 what make millions and yer 
  typical hard workin’ folk what ain’t got 
  nothin’. Now if’n there really was a higher 
  power wouldn’t that be the other way 
  around?”  
  - Pops McMurty itinerant spacer and long time 
  Rim resident 
  While relaxing on the Border Planet of 
  Paquin, the Crew is in a fairly nice tavern 
  and enjoying a local band named 
  Trainwreck. The crowd is wild about the 
  group (not quite the Beatles, but close). As 
  the band reaches the crescendo of their act, 
  an AVERAGE (7) Alertness + Perception roll 
  notices the crowd is so hyped by the band 
  that a stampede seems imminent. As the 
                                             
  1 Jerk 
  Crew got to the tavern early, they are close 
  to the stage with the bulk of the crowd 
  behind them. The PC’s primary motivation 
  to step in at this point is the danger to 
  themselves, but if that isn’t enough, the 
  club owner notes any Browncoats, Fightin’ 
  Types, Intimidatin’ Manner, Steady Calm or 
  any other viable trait and asks for help in 
  calming the crowd. He’ll pay a hundred 
  credits for help.  
  If the Crew refuses to get involved, then the 
  crowd rushes the stage and the PCs are 
  trampled in the rush. Have each character 
  attempt a HARD (11) Agility + Athletics roll. 
  If they succeed, they only take d4W 
  damage; if they fail they take d8W. If they 
  do get involved, quelling the crowd before 
  they stampede will require only a HARD (11) 
  Willpower + Influence / Fast Talk or 
  Persuasion or an AVERAGE (7) Willpower + 
  Discipline roll. A success will deliver a 
  believable “Trainwreck has left the Building” 
  announcement and get the crowd to 
  disburse. Failure angers the crowd and the 
  PC’s have only last chance at the same rolls 
  above, but at one level harder. If this roll 
  fails, the crowd rushes the stage and 
  proceeds to wreck the club. 
  Regardless of success or failure, the PCs 
  meet the band, either being introduced by 
  the club owner or during the frantic escape. 
  Needless to say, on a failure the crew will 
  not be paid.  No roll is necessary to realize 
  that weapons used on the crowd is a bad 
  idea, but a couple shots into the ceiling will 
  turn the rush into a panicked retreat. No 
  one will be killed, but two dozen will be 
  injured. If no shots are fired, PCs will have 
  
   
  5 
  to succeed in an AVERAGE (35) Complex 
  Action of Agility + Athletics / Running each 
  roll takes one minute to escape pursuit and 
  must be completed in five minutes. Failing 
  to escape results in the band and PCs being 
  mobbed, this results in trashed clothing and 
  d4S damage. The band loses anything 
  carried plus most of their clothes.  
  On successfully escaping the crowd the PCs 
  can hide the band on their ship until the 
  crowd disburses. Saving the band earns 
  their gratitude and a solid contact. If the 
  PCs allow the band to be mobbed, they earn 
  a decidedly less stellar reputation and a two 
  step penalty to all negotiations with them. 
  As failing has big repercussions later in the 
  adventure, the use of Plot Points should be 
  strongly encouraged by the GM. 
  SSC
  CEEN
  NEE  TTW
  WO
  O    
  AA  N
  NEEW
  W  G
  GIIG
  G  
  “With an endless stream of information 
  consisting of the sum of all of humanity’s 
  knowledge at a fingertip, the Cortex is the 
  penultimate database and depository of 
  information. In addition, this vast store of 
  knowledge includes an unheard of collection 
  of nonstop entertainment. News, sports, 
  games, video, and music are likewise 
  instantly available at anytime, day or night. 
  Processing so much information would be 
  beyond any human’s ability to keep track of, 
  but the Cortex responds to voice or 
  keyboard commands and can quickly store 
  requested information in easily accessed 
  form.”  
  – Brochure included with Pulsar Systems 
  Unlimited dedicated source box.       
  Regardless of how the defense of the band 
  transpired, the band receives a visitor 
  wherever they took shelter. The 30-
  something impeccably dressed Asian 
  woman, accompanied by an extremely 
  competent looking bodyguard, introduces 
  herself as Melissa Watanabe and asks to 
  speak to the band as she has a lucrative 
  business proposal. Read aloud: 
  “I represent the Pinnacle Recording 
  Company. Despite the unpleasant 
  events of the previous evening, I am 
  most impressed by the local popularity 
  of Trainwreck and would like to see if 
  they can maintain their popularity on 
  the rest of the Border Planets. If you 
  can manage to maintain ticket sales, I 
  will sponsor you on a tour of the Core 
  and produce your first music disc for 
  immediate Cortex-wide distribution.” 
  The band is absolutely stunned by this offer 
  as they have always been happy with the 
  local bar circuit and has never explored a 
  recording contract. Talking the reluctant 
  band into going along with the tour is only 
  an AVERAGE (7) Willpower + Influence roll 
  to get them to agree long enough to ask 
  how the border tour is supposed to work. 
  Watanabe explains that she will handle the 
  advertising for the four planet tour. The 
  band will have to book the venues and show 
  a profit in ticket sales on their own. 
  Watanabe advances the band five thousand 
  credits to get started. However, she makes 
  it clear that the advance is a loan. If the 
  band shows a profit, the recording contract 
  will start at 25 thousand credits plus 
  royalties. Watanabe says she will leave 
  
   
  6 
  them to think her offer over and will leave 
  them until tomorrow to see what their 
  decision will be.  
  The band is at a loss on travel arrangements 
  and due to being dumbfounded by 
  Watanabe’s offer, it is only an AVERAGE (7) 
  Intelligence + Influence roll to talk them 
  into booking the crew’s ship as their tour 
  ship (Don’t forget the two step penalty if 
  they failed to protect the band). 
  The crew can take one of two routes 
  regarding payment: Up Front or A Piece of 
  the Action.  
  UP FRONT 
  In this option, the crew is paid in advance 
  and while this guaranties payment, the 
  standard charter for a month will break the 
  band’s bank as all they really have in readily 
  available cash is Watanabe’s advance. If the 
  Crew insists on a guarantied deal, the band 
  can only afford to charter their ship for 450 
  credits per week for the four members of 
  the band and an additional 50 credits per 
  week for their cargo. As the tour is to visit 
  four planets in 30 days, this will amount to 
  a total of 2,000 credits. The down side of 
  this option is that is ruins any good will they 
  have with the band and ends the chance of 
  any further payments being earned.  
  A PIECE OF THE ACTION 
  If the Crew chooses to take a cut of the 
  ticket sales in lieu of payment, this is 
  obviously riskier as the crew may not be 
  paid at all, but has the potential for a much 
  higher return if the band does well. The 
  Crew is only paid 100 credits per stop to 
  cover fuel and provisions, but earns a 
  percentage of the band’s take at the box 
  office. The exact percentage will have to be 
  negotiated with the band and requires an 
  Opposed Roll of Willpower + Influence 
  versus Jeff Guthrie, the band’s 
  spokesman’s, same skill. If the PC wins the 
  roll, they will get 15% of the box office. If 
  the PC manages an Extraordinary Success, 
  they will earn 20%. If the band wins the 
  roll, the Crew will only get 10% of the box 
  office and if the band rolls an Extraordinary 
  Success or if the PC rolls a Botch, the Crew 
  will only get 5%.  
  Once the deal is struck, the GM should 
  award 1-3 Plot Points and continue on to the 
  next scene. 
  However, if the Crew failed to protect the 
  band, they should suffer a one Plot Point 
  penalty. 
  A Piece of the Action 
  Consulting the Cortex brings up a listing of 
  the venues on each of the targeted worlds. 
  The crowds for Trainwreck on Paquin have 
  routinely filled a 500 seat club, pulling in an 
  average of €6,000 per show, 20% premium 
  seats, 60% standard, and 20% nosebleed 
  charging €25 for premium, €10 for 
  standard, and €5 for nosebleed seating and 
  costing the band €1,500 to book. The venue 
  takes 10% off the top for the expenses for 
  running the club. How much the Crew splits 
  with the band after the owners of the venue 
  takes their cut is determined by the results 
  of a HARD (11) Willpower + Influence / 
  Appropriate Specialty roll by the PCs as 
  shown on the table below: 
  
   
  7 
  Result 
  Revenue 
  Botch 
  d4 x 100 Credits 
  Failure 
  d6 x 150 Credits 
  Success 
  d8 x 200 Credits 
  Extraordinary Success d10 x 400 Credits 
   
  A
  AC
  CTT  TTW
  WO
  O    
  SSC
  CEEN
  NEE  O
  ON
  NEE    
  O
  ON
  N  TTH
  HEE  R
  RO
  OAAD
  D  
  “There is an old saying that speaks to the 
  limits that small minds and small people use 
  to constrict themselves, namely ‘enough is 
  enough’. In truth, if you have the talent, 
  there is no reason to let the limits of small 
  minds constrict what is and isn’t possible. 
  The truth is ‘enough is never enough’ for 
  those with the inherent ability to seize all 
  that they are capable of becoming. This is 
  why most of humanity lives as mindless 
  chattel for those rare superior beings that 
  know it is their place to lead those unable to 
  lead themselves.” – The annotated collected 
  works of Shan Yu Volume One, Chapter One, 
  Celestial Publishing, Tenth Printing, Londinum, 
  2515 
  As soon as the Crew has sealed the deal on 
  which option they will choose, they quickly 
  figure out that the four members of 
  Trainwreck (Jeff, Freddy, Hans, and 
  Armando, all in their mid-20s and none 
  have ever been off their home planet of 
  Paquin) are completely overwhelmed by 
  Watanabe’s incredible offer. The shocked 
  band members are speechless and either 
  look to the Crew helplessly, if they weren’t 
  accosted in scene one or with resigned 
  acceptance if they were, for assistance on 
  what to do next.  
  In order to satisfy the road trip 
  requirements for Watanabe, the Crew must 
  visit four of the ten Border Planets 
  (specifically Santo, Persephone, 
  Beaumonde, and Bellerophon) in 30 days 
  and show an overall profit for the tour in 
  order to earn the recording contract. As 
  transportation between the planets takes an 
  average of three days between worlds, that 
  gives the band three days on each planet 
  with an extra day for set up and break down 
  of their equipment and two days of slack in 
  case of delays.  
  A quick wave books the Nova Coliseum, a 
  premium venue on Santo with an AVERAGE 
  (7) Intelligence + Influence roll and a 
  Cortex fund transfer of €1,500. Normally 
  such a facility would be out of reach to an 
  unknown group, but the low target difficulty 
  is due to Watanabe’s advertising creating 
  interest in the band. The Crew can haggle to 
  try and lower the cost of booking the venue 
  with a HARD (11) Willpower + Influence / 
  Appropriate Specialty roll. A success will 
  reduce the booking cost by 5% and an 
  Extraordinary Success will save 10%. A fail 
  will have no effect, but a Botch will annoy 
  the owners and increase costs by 5%.  
  The trip to Santo only takes 60 hours for a 
  class 1 speed ship and the most complicated 
  part will be getting the band to move with a 
  purpose. Directing the overwhelmed 
  members of Trainwreck requires a HARD 
  (11) Willpower + Discipline or Willpower + 
  Influence roll to get the band and their 
  
   
  8 
  equipment loaded in a timely manner.  
  Failing the roll delays departure by 2d6 
  hours. This delay has no major impact for 
  the adventure, but the GM should make the 
  most of holdup as if there will be serious 
  consequences in order to make the players 
  sweat. 
  The set up at the Nova Coliseum requires a 
  second roll of the above skills to get the 
  ‘roadies’ to place the equipment correctly. A 
  Botch on this second roll causes a large 
  amplifier to fall off a forklift and onto one of 
  the members of the band. An AVERAGE (7) 
  Agility + Athletics roll will push the band 
  member to safety. However, the amplifier is 
  damaged and will require 10-60 (d6 x 10) 
  credits, along with an AVERAGE (7) 
  Intelligence + Technical Engineering roll to 
  repair the damage. In addition, if a band 
  member is injured by the mishap, he will 
  require the standard Healing roll on page 
  159 in order to heal 2-4 wounds, but 
  regardless of how well healed, due to some 
  lingering stiffness, that band member will 
  have a one-step penalty on their 
  performance roll below. Once everything is 
  set up, the Crew takes position backstage 
  and waits to see how things unfold. Read 
  aloud: 
  While they’ve behaved as fish out of 
  water since getting this opportunity, 
  but now that they are on stage, Jeff, 
  Freddy, Hans, and Armando are clearly 
  in their element. As the lights come up 
  and the first chords reverberate 
  through the concert hall, Trainwreck is 
  anything but a train wreck. The crowd, 
  hyped by a massive media blitz is 
  captivated from the first note and, in 
  turn, the band feeds off of the crowd’s 
  energy. Watanabe seems to truly have 
  found what the people want and has 
  backed a winner.  
  The band’s first big time gig is an amazing 
  experience with the concert running well 
  and the crowd clearly enjoying the show. 
  The details of the concert can be as specific 
  as the GM wants to make the scene, but the 
  critical reaction of the crowd is a single 
  abstracted roll where the band members are 
  Directly Assisting each other. The total of 
  each band member’s roll is added together 
  into a final total that represents how well 
  the audience accepted their performance.  
  The higher the roll, the better the band is 
  perceived and this will affect ticket sales for 
  the next planet. While considered a Complex 
  Action, each NPC will only roll once. If the 
  band succeeds at a HEROIC level (95) they 
  are a resounding success and this causes a 
  huge increase in ticket sales giving them a 
  two-step bonus for their next performance. 
  A FORMIDABLE roll (75) makes for a 
  success and a one-step bonus. A total of 
  HARD (55) means the band only had a fair 
  night and while they weren’t bad, they just 
  didn’t impress anyone and ticket sales will 
  be as normal. Only rolling an AVERAGE (35) 
  total results in a bad night and a one-step 
  penalty to their next performance roll. If the 
  best the band can come up with an EASY 
  (15) result is an absolute fiasco and has a 
  two-step penalty to performance rolls. 
  Regardless of outcome, the band packs up 
  and heads to the next planet. 
  SSC
  CEEN
  NEE  TTW
  WO
  O    
  
   
  9 
  TTR
  RO
  OUUB
  BLLEE  IIN
  N  P
  PAAR
  RAAD
  DIISSEE  
  “The Border Planets are plum full of 
  opportunities ya see. That’s ‘cause the 
  Border Planets is the go between them as 
  what gots on the Core and them as what 
  ain’t on the Rim, if’n ya gots any sort of 
  smarts and is willin’ to work, ya just can’t 
  beat the opportunities to be had ifn’t ya just 
  know where ta look. Some might say the 
  Core is best, but while that may be where 
  all the rules and most of the money is in this 
  here ‘Verse of ours, but think about it, how 
  much cashy money do ya really have to 
  have to make ends meet? Them Lords and 
  Ladies of the Core might have everythin’, 
  but look how much theys got to spend just 
  to look good and keep out bad guys. Nope, 
  too much hassle for me. Keep a roof over 
  my head, food in my belly, the Feds off my 
  back, and I’m a happy fellah.”  
  – Gus Jacobsen, itinerant spacer as interviewed 
  by the author Jiang Hu Long for his highly 
  successful fictional series ‘’Verse Stories’    
  The second and third stops also have 
  Watanabe’s support, but not to the same 
  level of the first gig as she wants to see if 
  Trainwreck has self-sustaining appeal. This 
  reduction in support is represented by a 
  one-step penalty in performance rolls with 
  all modifiers added together. The second 
  stop is again abstracted with just the 
  performance roll unless the GM wishes to 
  add additional complications. This process is 
  used for both planet two and three with the 
  GM keeping a running total of bonuses or 
  penalties accrued. While there are many 
  complications possible for an enterprising 
  GM to spring on the PCs to give them a 
  greater challenge or to provide more role 
  playing opportunities, the following options 
  are suggestions to add some spice to this 
  adventure: 
  Groupies 
  Anytime there is someone famous around, 
  there are fans that take things too far. While 
  moving about during one of the stops of the 
  tour, the band decides they want to stop 
  and eat at one of the local restaurants. 
  During the meal, the band is recognized and 
  while nothing interrupts their dinner, when 
  the band goes to leave, they find that a 
  large group of hyperactive fans have arrived 
  and are blocking the exit. The PCs have two 
  options, they can grip and grin, or they can 
  beat feet. In grip and grin, they allow the 
  band to meet with the fans, sign 
  autographs, take captures, and shake hands 
  with the crowd. Keeping the friendly crowd 
  under control will take only an AVERAGE (7) 
  Willpower + Discipline roll and a second roll 
  of the same skill at HARD (11) when it is 
  time to leave in order to get the crowd to let 
  the band depart without incident. If both of 
  these rolls are successful, the impromptu 
  ‘greet the public’ event will generate such 
  good will that the band will gain a one-step 
  skill bonus to their next performance roll. If 
  the first roll fails, the exuberant crowd gets 
  a bit out of control with some pushing and 
  shoving, but nothing that causes harm. If 
  the second roll fails, the crowd gets 
  somewhat pushier and the PCs have to get 
  more physical to break contact. The heavy 
  handed actions by the PCs spreads negative 
  feelings and the band will suffer a one-step 
  penalty to their next performance roll.  
  
   
  10 
  If the Crew chooses to beat feet, the 
  majority (IE if there are five PCs and the 
  four band members, five will have to make 
  the roll) of the PCs and band members will 
  have to succeed in an AVERAGE (7) Agility 
  + Athletics roll to slip out the back of the 
  restaurant. Avoiding the crowd disappoints 
  the fans and results in the band earning a 
  one-step penalty to their next performance 
  roll. If the majority of the rolls fail, the band 
  is detected sneaking away and this turns the 
  mood of the crowd very ugly and will result 
  in a two-step penalty to their next 
  performance roll.  
  “Have I got a deal for you…” 
  In this complication, the band is covertly 
  approached by a rival recording company. 
  While unloading their equipment shortly 
  after arriving on one of the tour stops, the 
  Crew is approached by a man in a loud plaid 
  sport coat. Everyone present can roll 
  against an AVERAGE (7) Alertness + 
  Perception task, with anyone with 
  Trustworthy Gut or Nose for Trouble only 
  having to roll against an EASY (3) task, to 
  realize that this person is obviously a snake 
  oil salesman. Regardless of the PC’s rolls, 
  the man introduces himself as Honus P. 
  Sanderson and doggedly proceeds with his 
  spiel of how Trainwreck is the slickest thing 
  since anti-grav and how his label, Aries 
  Recording can better represent them during 
  their rise to fame. While not a bad person, 
  Sanderson is just a quintessential example 
  of the seamy side of the recording industry. 
  Sanderson is willing to say or do anything to 
  steal an act from his arch-rival Watanabe. 
  Sanderson offers to double the Pinnacle deal 
  and to show his good faith, he is ready to 
  advance to band ten thousand credits up 
  front, showing the band a cashier’s check 
  with their names on it.  
  The band member’s eyes light up and they 
  are obvious interested in the offer. If the 
  PCs can make an AVERAGE (7) Alertness + 
  Covert / Forgery or a HARD (11) Alertness + 
  Perception / Sight, they will easily detect 
  that the check isn’t worth the paper it is 
  written on, Trustworthy Gut or Nose for 
  Trouble can be applied to the roll. If no one 
  spots the forgery, Sanderson presses a 
  contract in front of the band for them to 
  sign. Everyone gets one final AVERAGE (7) 
  Alertness + Perception task, with anyone 
  with Trustworthy Gut or Nose for Trouble 
  only having to roll against an EASY (3) task, 
  to notice that this contract will give 
  Sanderson a 60% cut of any profits. This 
  little trick should be the final straw to have 
  the PCs toss the sleazy producer off of their 
  ship. If by some incredible chance, the PCs 
  should fail every roll and fall for the scam, 
  the GM will have to ad lib Watanabe’s 
  lawsuit for breech of contract.    
  Murphy’s Law 
  During the set up at one of the venues, the 
  band is on stage tuning up their instruments 
  prior to a rehearsal. As is typical before a 
  major production, there is a lot of activity 
  around the band with stage hands moving 
  backdrops, maintenance personnel doing 
  minor repairs, and cleaning crew making 
  sure everything is spotless for the show. As 
  the band starts their rehearsal, some of the 
  workers turn to watch. One of the stage 
  hands is surprised when his partner 
  
   
  11 
  unexpectedly stops causing him to lose his 
  grip on the backdrop they were carrying. 
  The heavy bolt of cloth knocks one of the 
  maintenance works off a ladder onto the 
  back of one of the cleanup crew, in turn 
  spilling the second man’s mop bucket. The 
  water flows toward the main electrical patch 
  panel for the entire stage. This comedy of 
  errors is now anything but funny as if the 
  high voltage line shorts out, it could not 
  only destroy several thousand credits worth 
  of instruments, it could just as easily 
  electrocute everyone in the band.  
  Preventing a disaster will first require an 
  AVERAGE (7) Alertness + Perception roll to 
  see the sequence of events start, while 
  reaching the patch panel in time to throw 
  the over ride will take an AVERAGE (7) 
  Agility + Athletics roll. As failing this roll has 
  such severe consequences, the GM is 
  advised to strongly encourage the PCs to 
  use Plot Points to succeed in this task. 
  Failing to stop the electrical short results in 
  each member of the band taking d6W 
  damage and causing 2,000 to 8,000 (2d4 x 
  €1,000) of equipment to be destroyed. 
  (Injuries and damage will be paid for by the 
  venue’s insurance, but will take 2d6 weeks 
  to pay out)   
  “We will be experiencing some turbulence…” 
  Despite the fact that routes between the 
  Border Planets are very well established and 
  marked, nothing the Black is ever without 
  risk. During one of the trips between worlds, 
  the pilot or anyone manning the scanners 
  will have to make an AVERAGE (7) Ship’s 
  Alertness + Technical Engineering / 
  Scanners or Ship’s Alertness + Piloting test 
  to detect an object in their flight path. 
  Avoiding the obstacle is considered a HARD 
  (11) task using Ship’s Agility + Piloting. 
  Failing this roll means the ship has collided 
  with the object and that the Difficulty is 
  treated as an attack roll, while the Pilot’s 
  Skill roll is treated as the Defense roll with 
  the difference being scored as Basic 
  damage.  
  Labor relations 
  On arrival at one of the stops on the tour, 
  when the Crew attempts to hire stevedores 
  to unload their ship, they find that the port 
  is in the middle of a strike by the local dock 
  loaders. None of the workers will unload 
  their ship and the foreman makes it clear 
  that the workers will consider that if the PCs 
  do the work on their own, the work will be 
  considered strike breaking and might result 
  in ‘other difficulties’ for the Crew.   
  In order to get around the impasse, the PCs 
  can try and talk to the port management or 
  make a deal with the workers. Getting an 
  appointment with the manager will require a 
  HARD (11) Intelligence + Influence / 
  Bureaucracy or Willpower + Influence / 
  Appropriate Specialty roll and negotiating to 
  have the ship unloaded is a second roll of 
  the same skill. If either roll fails, there is no 
  deal. Making a deal with the workers is only 
  an AVERAGE (7) task using the same skills, 
  but will cost €200. If neither of these 
  options work out, the operative point of the 
  strike is goods unloaded ‘at the port’. If a PC 
  can roll an AVERAGE (7) Intelligence + 
  Knowledge / Law test, they will realize that 
  they can simply fly outside the city limits 
  and hire a truck company for €10-40 (1d4 x 
  
   
  12 
  10) to take the band’s equipment to the 
  venue.     
  If the Crew chose ‘A Piece of the Action’ 
  option for how they would be paid by the 
  band, they will roll the same HARD (11) 
  Willpower + Influence / Appropriate 
  Specialty test to determine how much they 
  receive for each of the band’s performances. 
  If the PCs chose the ‘Up Front” option they 
  may want to renegotiate if the band has 
  been doing well. In order to get the band to 
  agree to the Crew getting a cut, the PCs will 
  have to succeed in a FORMIDABLE (15) 
  Willpower + Influence / Appropriate 
  Specialty roll to get the terms in ‘A Piece of 
  the Action’. 
  After the third stop, the band is under 
  extreme stress from the tour. Either from 
  poor ticket sales that will end their big break 
  or from doing better than expected and that 
  something could go wrong. Either way, the 
  band members out of sheer frustration, 
  begin to vent their stress at each other. 
  While en route to the fourth and final stop 
  PCs must roll an AVERAGE (7) Alertness + 
  Perception / Hearing roll to overhear two 
  band members getting into a heated 
  argument. Racing quickly to where they are 
  arguing gives the PCs a chance to roll a 
  HARD (7) Willpower + Discipline or 
  Willpower + Influence roll to calm the two 
  down before they start throwing punches. At 
  that point the GM will run the combat as 
  normal, it should be obvious that knocking 
  out the musicians, despite feeling they 
  might need it at this point, would probably 
  affect their next performance, the only way 
  to break up the fight is a successful grapple 
  with each man in the same round. If either 
  sustains more than five points of stun or 
  two wounds, they will face a one-step 
  penalty on their performance roll.  
  The fourth stop is at the largest venue and 
  due to the more discriminating crowd, 
  automatically adds a one step penalty to 
  performance rolls, but Watanabe is fully 
  supporting this show, so the one-step 
  penalty for minimal advertising from the 
  second and third stop is lifted. The band 
  rolls their aggregate performance roll as 
  before, but the results this time will 
  determine whether they have done well 
  enough to earn that lucrative contract that 
  the music mogul offered them what seems 
  like forever ago.  
  Once again the GM can add any 
  complications they see fit to lengthen the 
  scene prior to the band taking the stage. 
  However, once the music starts, Read 
  Aloud: 
  Despite the stress and arguments that 
  made the trip livelier than it needed to 
  be, once again, now that they are on 
  stage, the members of Trainwreck 
  come together to put on a show. Not 
  just your basic, ‘let’s get this over’ 
  performance, but a powerful display 
  that can only be described as a tour de 
  force. Even though the Crew has just 
  about reached their limits with 
  babysitting the band is impressed by 
  their performance and begin to hope 
  that they might actually make some 
  profit on this exceedingly involved job.   
  
   
  13 
  When the band leaves the stage, they are 
  met by Melissa Watanabe backstage. Her 
  expression is a study in neutrality as she 
  leads the band to their dressing room. Once 
  everyone has taken seats she opens a 
  briefcase and slides legal forms in front of 
  the band.  
  Her demeanor at this point will depend on 
  how well the band has performed. If the 
  band rolls a Success or better, she is all 
  smiles and sincerely congratulates the band 
  for a job well done. If the roll is a Failure or 
  worse, she is all frowns and makes it 
  emphatically clear that the band is on 
  probation and their contract is hanging by a 
  thread. The exact offer the band (and Crew) 
  receives is determined on the table below. 
  Watanabe’s Offer 
  Extraordinary Success = Multi-year (d4 + 2) 
  contract signed with €1,000 per year for the 
  Crew plus an additional €5,000 bonus  
  Success = Multi-year (d4 + 2) contract 
  signed with €1,000 per year for the Crew 
  Fail = Probationary one-year contract signed 
  with €1,000 for the Crew 
  Botch = Probationary one-month contract 
  signed with €150 for Crew  
  The GM should now award 2-5 Plot Points 
  before continuing on to the next scene. 
  A
  AC
  CTT  TTH
  HR
  REEEE    
  SSC
  CEEN
  NEE  O
  ON
  NEE    
  M
  MEELLTTD
  DO
  OW
  WN
  N  
  “Bernadette? Pretty world for a Core Planet I 
  reckon, but enough citizens, cameras, and 
  Feds to give an honest fellah a serious 
  uncomfortableness. Home to all manner of 
  folk what gots religiosity and such, but I 
  don’t truck with them kinda people much 
  myself. Funny that a world with so many 
  spun up about how to save yer soul is also 
  home to most of the music what gets 
  pumped out on the Cortex these days. All 
  the big labels got a place there, so don’t get 
  to askin’ me why cause I don’t know. Just 
  guess everybody has got to be somewhere 
  and Bernadette is as good a place as any if 
  ya happens to make music.”   
  – Pops McMurty itinerant spacer and long time 
  Rim resident 
  Once a contract is signed, the band must 
  travel to the Core World of Bernadette to 
  record a music disc and to put on their 
  debut concert. By this time, the members of 
  the band are dependent on the Crew and 
  wouldn’t think of traveling in any other ship. 
  As the course between Bellerophon and 
  Bernadette is so well established that the 
  Pilot only has to make an EASY (3) 
  Intelligence + Piloting roll to successfully 
  plot the 380 hour trip for a Speed Class 1 
  ship.    
  Watanabe has taken care of everything 
  regarding booking the venue and publicity. 
  On arrival on Bernadette, the plan is for 
  Trainwreck to hit their record label’s main 
  recording studio and once their debut music 
  disc is finished, they will appear live in a 
  huge stadium to launch their careers. After 
  the big show, the band will begin making 
  the required appearances on all the major 
  
   
  14 
  media programs that are part of the 
  entertainment industry. 
  There is but one problem, or more precisely, 
  the same problem repeated four times, as 
  regardless of their level of success, the 
  members of the band are about boil over, 
  whether it is due to sudden and unexpected 
  rise to fame or the fear of surviving their 
  probation, Trainwreck is about to become 
  just that, a train wreck. Minor jealousies 
  long dealt with when the band was just 
  some guys having fun come screaming back 
  with a vengeance as each member of the 
  band takes the glowing reports from 
  Watanabe’s full tilt media blitz to heart. 
  Despite being best friends since primary 
  school, Jeff, Freddy, Hans, and Armando 
  each begin clamoring for more attention and 
  each starts criticizing the others during 
  practice over even the most trivial matters. 
  This rubs already frayed nerves raw and will 
  require some timely intervention on the part 
  of the Crew to hold the band together and 
  protect their investment. 
  The bickering becomes so bad, that a HARD 
  (11) Willpower + Influence roll is needed to 
  smooth out the bad blood long enough for 
  the band to get to the recording studio, but 
  the underlying tension will still be present. If 
  this roll fails, it will take an immediate 
  FORMIDABLE (15) Willpower + Influence roll 
  to prevent a fight as outlined in the previous 
  scene. Regardless of actions by the Crew, 
  by the time they arrive on Bernadette the 
  band members will barely be on speaking 
  terms. 
  As Trainwreck has gained fame to warrant 
  star treatment, the Crew’s ship is met as it 
  touches down in New Paris, the capital of 
  Bernadette main landing dock, with enough 
  hover limousines to carry everyone. Each 
  car will carry two band members and has 
  room for four additional PCs. The GM should 
  take steps to ensure that PCs are in each 
  vehicle. En route to the recording studio, 
  have each PC roll against an AVERAGE (7) 
  Alertness + Perception test. Any PC that 
  succeeds spots another car running a traffic 
  signal and is about to cause a collision. In 
  order to prevent a serious accident, the PC 
  will have to succeed in an AVERAGE (7) 
  Agility + Athletics roll to reach the steering 
  wheel in time and an AVERAGE (7) Agility + 
  Planetary Vehicles roll. If any of the rolls 
  fail, everyone in that vehicle will have to roll 
  an AVERAGE (7) feat using Get out of 
  Harm’s Way (Agility + Alertness) to avoid 
  damage. If failed, damage is Basic type. If 
  the Planetary Vehicles roll was Botched, the 
  task becomes HARD (11). Barring any 
  injuries or after they are treated, the band 
  arrives at the studio to record their music 
  disc for mass public release.  
  On the band’s arrival on Bernadette, 
  Watanabe has had the media out in force 
  and the band is uplifted by the adoring 
  crowds long enough to reach the studio. 
  However, the band members are all rattled 
  by the attention and this translates into 
  uncharacteristic minor mistakes by all four 
  members which only serves to drag out the 
  process leading to even more 
  recriminations. Soon the tension is so 
  poisonous, that recording their music disc 
  has to be postponed. This results in hostility 
  so bitter that the Crew will have one chance 
  to succeed with a FORMIDABLE (15) 
  
   
  15 
  Willpower + Influence roll to keep the band 
  from breaking out in a knockdown drag out 
  brawl that threatens the entire deal.   
  Whether a fight breaks out or not, Melissa 
  Watanabe arrives shortly after the argument 
  and is not happy. The mogul has long had to 
  deal with the towering egos of entertainers, 
  but there are limits to her patience and with 
  as much as she has invested in the band, 
  she is not about to have to explain to her 
  superiors why her new discovery has failed 
  before they even start. The Crew can buy a 
  little time and calm Watanabe with a 
  successful HARD (11) Willpower + Influence 
  roll. If the PCs are successful, she relaxes 
  long enough to tell the band that they have 
  until the concert tomorrow to work things 
  out or she will not only cancel their 
  recording deal, but since they are under 
  contractual obligation to her, Watanabe 
  snarls that she will make it her business to 
  ensure they spend the next five years 
  experiencing all the joys of entertaining the 
  incarcerated citizens of the ‘Verse as part of 
  the Alliance Musical Outreach Penal Tour 
  Program. If this roll fails, Watanabe reduces 
  the level of the band’s contract from the 
  previous scene by one level. If the band was 
  already on the one-month contract, this 
  results in the band’s contract being reduced 
  to the already scheduled concert and an 
  immediate banishment to the Alliance 
  Musical Outreach Penal Tour Program. 
  Watanabe storms out of their room leaving 
  the Crew and the band speechless and 
  absolutely convinced she is serious.  
  The big concert Watanabe has arranged is 
  due to take place the next night. Once their 
  one way conversation with the record mogul 
  is over, the band and Crew are taken to the 
  luxury hotel suites at the Biltmore, the 
  finest hotel in New Paris, by limousine. As 
  no one in the band really wants to talk to 
  any of the others, they each head for their 
  own suite to turn in. The Crew has their own 
  suite that they have to share. In the middle 
  of the night, at the ungodly hour of 3AM, 
  the Crew is awakened by a furious pounding 
  on their door, the PCs stagger out of bed to 
  find Hans, the band’s drummer, standing 
  there looking distraught. Hans blurts out:  
  “It’s like this, me and Freddy had words 
  earlier, hell you were there you know. 
  Anyway, I went to talk to Freddy to try 
  and work out a new chord I’d literally 
  dreamt up to see if we could bury the 
  hatchet after all that fuss and all, but 
  when the sod wouldn’t open the door, I 
  got real mad. Well, turns out my key 
  worked on his door. I barged in and 
  was more than ready to give him what 
  for and…and, well Freddy was gone!”   
  After the initial moment of panic, the Crew 
  should want to see Freddy’s suite to see if 
  they can find any evidence on where he 
  might have gone. A quick search of the suite 
  finds that it looks normal with nothing 
  disrupted except for where Freddy threw his 
  belongings in a pile. The bed obviously 
  hasn’t been slept in, but it does look like he 
  used the shower before he left.  
  It takes an AVERAGE (7) Intelligence + 
  Perception / Deduction or a HARD 
  Intelligence + Knowledge roll to find a 
  useful clue with a success thinking to call 
  down to the front desk. The front desk 
  
   
  16 
  states that a man meeting Freddy’s 
  description left the hotel at around 
  midnight, asking for directions to the Near 
  Orbit, a popular nightclub here in New Paris.  
  Since the Crew was dropped off by 
  limousine they do not have transportation. 
  However, it goes without saying that a hotel 
  as fine as the Biltmore has a first rate 
  concierge service and the man at the front 
  desk immediately calls for the hotel’s shuttle 
  service to transport the Crew to the Near 
  Orbit. It is only a ten minute drive to the 
  brightly lit and clearly popular club. The 
  problem the Crew faces now is getting 
  inside as in the rush to find Freddy it is 
  unlikely that any of the PCs are properly 
  dressed for such a swank establishment. If 
  by some chance the PCs are properly 
  dressed, getting past the doormen will take 
  a HARD (11) Willpower + Discipline / 
  Intimidation, or Willpower + Influence / 
  Persuasion roll with a €50 tip providing a 
  two-step bonus to skill.  
  Since it is unlikely the Crew is dressed 
  properly, the Crew will have to find an 
  alternate means of getting inside. Slipping 
  around back is an AVERAGE (7) Agility + 
  Covert / Stealth roll followed up by a HARD 
  (11) Agility + Covert / Open Locks roll to 
  enter the club’s administrative office. Once 
  inside, even though they are not dressed 
  properly, the club is crowded enough that 
  will be able to get close enough to the dance 
  floor to see Freddy with a beautiful woman 
  glued to him and both are apparently having 
  the time of their lives.  
  Seeing Freddy and reaching him however, 
  are two completely different things as just 
  as they spot Freddy, a pair of bouncers spot 
  them in their less than fancy clothes and 
  make a beeline directly for the PCs. Getting 
  to Freddy will either take crashing the party 
  or will require a distraction. Crashing the 
  party will require an AVERAGE (7) Agility + 
  Athletics / Gymnastics or a HARD (11) 
  Agility + Athletics / Dodge roll to vault the 
  railing surrounding the dance floor and not 
  land on one of the other patrons. A fail on 
  this roll knocks someone down, which will 
  start a fight, while a Botch will cause the PC 
  to land badly and sustain d6 Stun and will 
  reduce their movement rate by 50% for 
  three Combat Turns. Reaching Freddy ahead 
  of the bouncers who are now swarming from 
  every direction is an AVERAGE (35) 
  Complex Action of Agility + Athletics / 
  Dodge with each roll taking one Combat 
  Turn if there isn’t a fight in progress. If 
  there is a fight, the task becomes HARD 
  (55). Success gets to Freddy first, a failure 
  results in being caught by bouncers and 
  being bodily thrown from the club. The PCs 
  must reach Freddy in five Combat Turns or 
  they will be overtaken by the bouncers and 
  thrown from the building. 
  If the PCs choose to use a distraction, at 
  least one of them will have to charge toward 
  the bouncers with fists flying in order to 
  draw attention away from the rest of the 
  Crew. The PC taking one for the team will 
  earn three Plot Points for their efforts as the 
  bouncers will not be delicate with the 
  trouble maker. This is represented by the PC 
  having to make a FORMIDABLE (15) 
  Endurance (Vitality + Vitality) roll as an 
  attack with the difference on a failure 
  equaling the amount of Stun damage they 
  
   
  17 
  sustain. In addition, the club will have the 
  trouble maker arrested for trespassing. This 
  will result in a fine of €50 and the rest of the 
  night in jail. As the one PC is taking their 
  lumps, the others can rush onto the floor 
  and easily get to Freddy before the other 
  bouncers can stop them.   
  Once the PCs have reached Freddy and get 
  him to realize who they are, he is very 
  drunk, the PCs can say they are his security 
  detail and are here to take him back to his 
  hotel with only an AVERAGE (7) Willpower + 
  Influence / Appropriate Specialty roll. While 
  Trainwreck is not yet a household name, 
  there has been enough publicity this young 
  crowd is stunned to realize that an up and 
  coming star has been hanging out with 
  them. The crowd clamors for the bouncers 
  to let Freddy and his people go. Realizing 
  that odds have turned against them, the 
  bouncers relent and the PCs are allowed to 
  pour Freddy to the hotel’s shuttle service, 
  take everyone back to the Biltmore, and 
  allow Freddy to sleep off his drunk. 
  Once Freddy is safely asleep, and locked, in 
  his room, go to the next final scene. If by 
  some chance the PCs fail to reach Freddy, 
  the bassist will be dropped off by taxi in the 
  morning still roaring drunk, with a minus 
  two-step penalty to all skills for all rolls for 
  the next 24 hours. 
  SSC
  CEEN
  NEE  TTW
  WO
  O    
  P
  PIIC
  CK
  K  UUP
  P  TTH
  HEE  P
  PIIEEC
  CEESS    
  Despite the amazing range of types of 
  entertainment available on the Cortex, the 
  human need to connect with the focus of 
  their interests at a personal level has kept 
  actors, musicians, and sports figures at the 
  same level of celebrity that were on present 
  on Earth-That-Was. Keeping track of so 
  many instant celebrities is beyond the 
  capabilities of any one person and most do 
  not even try. In most cases, the typical 
  citizen of the ‘Verse just tracks a single or 
  possibly a handful of individuals that capture 
  their fancy, leaving the media to follow what 
  happens to what is usually a very short 
  ‘flash in the pan’ career. However, with so 
  many venues generating new possible 
  celebrities, one can never tell where the 
  next big thing may be found.  
  – Cortex Weekly News Blast Magazine entry, 
  June 2518 edition   
  Depending on actions taken and not taken 
  in the previous scene, the band is at best 
  not on speaking terms and at worst, nursing 
  injuries and packing their stuff to leave. 
  Watanabe is furious and threatening to 
  cancel the entire deal. Regardless of 
  situation, both the band and the promoter 
  look to the Crew to try and fix things. The 
  difficulty of this task will depend on how 
  badly the rift between the band members 
  has progressed. The players are welcome to 
  come up with any reasonable plan they can 
  think of to mend the rift between the band 
  members. However, if the GM can’t agree 
  with any plans that the players devise, the 
  following is an option that will get the band 
  back together, please Watanabe, while 
  earning the Crew some much deserved coin.  
  Knowing their final pay off is riding on the 
  band’s success the Crew will undoubtedly 
  try to get the members of the band to talk. 
  
   
  18 
  However, this plan comes apart right off the 
  bat when it quickly runs into a solid wall of 
  hostility. The PCs can try rolling whatever 
  skills they possess that they think will help. 
  The GM should allow the PCs make these 
  rolls and should play up the results to allow 
  some role playing, but none of the rolls will 
  be successful as the anger is too deep at the 
  moment for simple words to have any real 
  affect. After the role playing has run its 
  course, the GM should call for a roll of 
  Intelligence + Knowledge or Intelligence + 
  Medical Expertise / Psychology. Anyone that 
  succeeds with an AVERAGE (7) difficulty will 
  realize that since the problem is too deep 
  for words, it is obviously time for action. 
  And in this case, action is handling the 
  manner like they would on the Rim. The 
  best means of smoothing the waters 
  between the members of the band is to get 
  them to remember how long they’ve been 
  friends and how much they love doing what 
  they do. The PCs are welcome to come up 
  with a viable means to make this happen, 
  but the following is offered as a way to get 
  the band back together. 
  Since the band doesn’t want to talk, a more 
  physical means of negotiations is required. 
  The fact that the Feds would call it 
  kidnapping, is only a minor detail. However, 
  since they are on a Core Planet, they are 
  going to have to get to a Black Out Zone to 
  make their plan work. The easiest way of 
  subduing the four men is if the Crew has a 
  Medic, under the guise of ‘speaking to each 
  member one on one’, can dope the 
  members of the band. Since the idea that 
  the Crew would put their hands on them 
  doesn’t enter their minds, it only takes an 
  EASY (3) Willpower + Influence / 
  Appropriate Specialty or Willpower + 
  Performance roll to get Jeff, Freddy, Hans, 
  and Armando to follow the PC to their suite 
  and the waiting Medic. Actually injecting 
  each of them is a standard attack roll using 
  Agility + Unarmed Combat versus a 
  Difficulty of EASY (3) if the Medic succeeds 
  with an AVERAGE (7) Agility + Covert / 
  Stealth roll. If this roll fails, the attack roll is 
  against the target’s Innate Defense roll.  
  If the Crew does not have a Medic, they can 
  use the same process, but will have to 
  attempt Called Shots to a Vital Area, namely 
  the head, with the standard two-step skill 
  penalty using Agility + Unarmed Combat 
  versus a Difficulty of EASY (3) if the 
  attacker succeeds with an AVERAGE (7) 
  Agility + Covert / Stealth roll. If this roll 
  fails, the attack roll is against the target’s 
  Innate Defense roll. If the attacker hits, the 
  target is automatically knocked out as the 
  band members are each caught by complete 
  surprise. Once the band members are 
  sleeping, getting them and their instruments 
  out of the hotel unseen is going to be a bit 
  more difficult.  
  Gong by how strait laced all the employees 
  the Crew has seen to this point have gone 
  about their business it is very obvious that 
  simple bribery is not an option to get four 
  unconscious men through the lobby without 
  questions. The easiest way to elude 
  observation is to use the freight elevator. 
  By-passing the security on the ‘employees 
  only’ freight elevator will take a HARD (11) 
  roll of Intelligence + Technical Engineering / 
  Hacking or of Intelligence + Covert / Disable 
  
   
  19 
  Devices. Once in the underground garage, 
  hot wiring a hover truck is a second roll of 
  the above skill at the same difficulty.  
  Entering a Blackout Zone takes an AVERAGE 
  (7) Intelligence + Streetwise roll to locate 
  and a FORMIDABLE (15) Intelligence + 
  Streetwise roll to enter unseen without a 
  distraction. It only takes an EASY (3) roll of 
  the same skill or an AVERAGE Intelligence + 
  Knowledge roll to know that Black Out 
  Zones are frequented by normally law 
  abiding citizens, typically to buy illegal drugs 
  and are often targeted by Federal Marshals. 
  A raid by Feds on these thrill seeking 
  citizens can provide the perfect distraction.  
  An AVERAGE (7) Alertness + Perception / 
  Deduction roll will spot just such a group of 
  locals. Once they are noticed, it will require 
  a HARD (11) Agility + Planetary Vehicles roll 
  to slip inside the ‘Zone before the Feds can 
  react while they are occupied with the 
  locals. Entering the ‘Zone on foot is only an 
  AVERAGE (7) difficulty of Agility + Covert / 
  Stealth, but carrying a, by now, semi 
  conscious band member of armful of 
  instruments is done with a two-step penalty 
  to skill. Failure at this point would be a 
  disaster for everyone, so the GM should 
  make every attempt to talk the players into 
  using Plot Points to succeed in this task. 
  Assuming the Crew succeeds, they will need 
  to make one last AVERAGE (7) Intelligence 
  + Streetwise roll to locate a tavern inside 
  the Black Out Zone that offers 
  entertainment. A success on this test leads 
  to a run down dive by the name of the 
  “Crash and Burn”. A quick conference with 
  the owner will require a HARD (11) 
  Willpower + Influence / Appropriate 
  Specialty roll to allow the band to perform. 
  Whether they were drugged or knocked out, 
  by this time all four members are fully 
  awake now and more than a little mad 
  about being kidnapped. However, once the 
  Crew explains that the clientele of the Crash 
  and Burn have been promised an 
  impromptu gig by the next big thing in 
  music and they aren’t in the mood to be 
  denied. If the band protests, the PCs only 
  have to pull back the backstage curtain long 
  enough for the bend members to see the 
  howling mob that passes for the customers 
  of the bottom of the barrel dump to 
  convince them. 
  On realizing their lives are on the line Jeff, 
  Freddy, Hans, and Armando grudgingly 
  agree. At this point it only takes an 
  AVERAGE (7) Intelligence + Discipline or 
  Willpower + Influence roll to remind the 
  band that performing is what they love and 
  despite getting more than a little big for 
  their breeches, performing together is 
  brought them to together in the first place.  
  All four of the men nod in the first sign of 
  agreement they’ve shown since arriving on 
  Bernadette as this simple fact dawns on 
  them. They take to the ramshackle stage 
  and the rowdy crowd barely notices them do 
  so, but when they begin to play, the crowd 
  soon falls silent, wowed by the virtuoso 
  performance that is the Trainwreck 
  experience. It isn’t long before the band has 
  the crowd spellbound and the ratty club is 
  packed beyond capacity.  
  After an amazing routine and when their set 
  is normally done, they smile at the Crew 
  
   
  20 
  and continue to play, completely caught up 
  in the moment. They put on a two hour 
  show before, they finally exorcise the 
  demons of jealousy, envy, and resentment 
  that had been burning a hole inside them 
  and are willing to leave the stage. Having 
  more than wowed the crowd, the ‘Rats’ that 
  inhabit the Black Out Zone escort the band 
  and the Crew to the ‘Zone’s boundary and 
  ensure their exit is unnoticed by the Feds. 
  Everyone returns to the Biltmore as dawn 
  breaks, exhausted by the nights events, but 
  as they turn in to rest for that night’s 
  concert, it is with genuine affection that 
  they wish each other well.   
  Trainwreck’s debut concert starts at 7PM 
  that night and they arrive at the sold out 
  concert hall to a mad house of screaming 
  fans, flashing lights, and frantic media. The 
  band is whisked backstage and when they 
  step on stage, it is clear that they have 
  rekindled the magic that made them special 
  in the first place. The concert is masterpiece 
  that puts every other performance they 
  have done that the Crew has witnessed to 
  shame. The band owns the crowd and the 
  night, even the jaded media is blown away 
  by the stunning show. 
  When the band finally leaves the stage and 
  the lights go down for the last time, 
  Watanabe is waiting backstage with a 
  brilliant smile that lights up the room. She 
  can barely contain herself over how well the 
  concert went and informs them that the 
  Pinnacle Recording executives are also 
  extremely pleased, so much so that the 
  level of the contract signed in Act 2 Scene 2 
  has been increased by a level and in the 
  case the initial contract roll was a Botch, it 
  is bumped up two levels. If the initial roll 
  was already an Extraordinary Success, the 
  bonus is doubled.   
  However, before everyone can celebrate, 
  Watanabe turns to the Crew with a sad 
  expression. And says “While I thank you for 
  all the work you have done to this point, 
  Trainwreck is now an ‘A list’ act and now 
  rates a first class luxury transport.” She is 
  sorry, but she can not offer the Crew the job 
  as the band’s personal transport. Depending 
  on how difficult babysitting a bunch of 
  temperamental musicians has been to this 
  point, this might not be the worst news for 
  the Crew. The band is probably more torn 
  up by this news than the Crew and they 
  protest loudly, but Watanabe is adamant 
  and they eventually back down. 
  The Crews has time to have a heartfelt good 
  bye before the band has to pile into the 
  hover limos and are whisked off to meet 
  their adoring fans. As the band and 
  Watanabe fade into the distance, the Crew 
  is surprised to see that there is another limo 
  waiting. The driver explains that it was Ms 
  Watanabe’s orders that the Crew be taken 
  back to their ship in style.  
  After being dropped off at the New Paris 
  docks, the Crew is free to lift and to 
  whatever else awaits them in the Black. The 
  GM should now award 2-5 Plot Points and 1-
  3 Advancement Points based on the Crew’s 
  performance. 
    
  TTH
  HEE  EEN
  ND
  D  
  
   
  I 
  N
  NO
  ON
  N--P
  PLLA
  AYYEER
  R  C
  CH
  HA
  AR
  RA
  AC
  CTTEER
  RSS  
  Jeff Guthrie – Lead vocalist and rhythm guitar 
  Agility d6, Strength d6, Vitality d6, Alertness d8, Intelligence d6, Willpower d10  
  Life Points 16; Initiative d6 + d8 
  Traits: Allure (Minor Asset), Memorable (Minor Complication) 
  Skills: Athletics d4, Covert d4, Discipline d4, Influence d6 / Persuasion d8 / Seduction 
  d10 / Streetwise d8, Knowledge d4, Perception d6, Performance d6 / Guitar d8 / Singing 
  d12 / Song Writing d8, Planetary Vehicles d4, Unarmed Combat d6  
  Description: A gifted singer, but his most important quality is more indefinable, as 
  Guthrie has “the look” that clearly sets him apart from the thousands of other gifted 
  singers in the ‘Verse. There is no doubt that Trainwreck is a good band, however, it was 
  having Guthrie as the front man that drew Watanabe’s attention in the first place. The 
  only drawback to having such a magnetic personality is that Guthrie is all too aware of 
  this trait and exploits this gift mercilessly.     
  Freddy Wells – Bassist 
  Agility d8, Strength d6, Vitality d8, Alertness d6, Intelligence d8, Willpower d6  
  Life Points 14; Initiative d8 + d6 
  Traits: Sharp Sense: Hearing (Minor Asset), Non-Fightin’ Type (Minor Complication)  
  Skills: Athletics d6 / Dodge d8, Covert d6 / Stealth d8, Influence d6 / Streetwise d8, 
  Knowledge d4, Perception d6, Performance d6 / Bass d10 / Singing d8 / Song Writing 
  d10, Planetary Vehicles d4, Technical Engineering d4, Unarmed Combat d4  
  Description: While certainly a top notch musician, the most important thing that Wells 
  brings to the table is his perfect pitch. It is this rare talent that makes his bass playing 
  transcends good and is what makes his playing matchless. Wells is also the primary song 
  writer for the group because of this talent and, if the truth be told, while he dearly loves 
  being in the band, it is writing that is his true passion.    
   
  
   
  II 
  Hans Zimmerman – Drummer 
  Agility d10, Strength d6, Vitality d8, Alertness d6, Intelligence d6, Willpower d6  
  Life Points 14; Initiative d10 + d6 
  Traits: Talented: Percussion Instruments (Minor Asset), Lightweight (Minor 
  Complication) 
  Skills: Athletics d6, Covert d6, Influence d6, Knowledge d6, Perception d6, Performance 
  d6 / Percussion Instruments d12 / Singing d8 / Song Writing d8, Planetary Vehicles d4, 
  Technical Engineering d6 / Technical Repair d8, Unarmed Combat d4  
  Description: While Zimmerman is better known to his fans and the other members of 
  the band as ‘Z Man’, this otherwise unassuming man is nothing less than an 
  extraordinary musician. In addition, while by no means a trained technician, he has by 
  default, become the primary tech that keeps the band’s equipment functioning.    
  Armando Delacruz – Lead guitar 
  Agility d12, Strength d4, Vitality d8, Alertness d6, Intelligence d6, Willpower d6  
  Life Points 14; Initiative d12 + d6 
  Traits: Two-Fisted (Major Asset), Ego Signature (Minor Complication), Overconfident 
  (Minor Complication)  
  Skills: Athletics d4, Covert d6 / Sleight of Hand d8, Influence d6 / Streetwise d8, 
  Knowledge d4, Medical Expertise d4, Perception d6, Performance d6 / Guitar d12 / 
  Singing d10 / Song Writing d10, Planetary Vehicles d4, Unarmed Combat d4  
  Description: Armando was simply born to be a musician. He is completely ambidextrous 
  and his signature act is playing his guitar both right and left handed. This trademark is 
  featured in every Trainwreck show. Being so talented at something he loves so dearly, 
  has unfortunately led to Armando having an ego large enough to make him difficult to 
  work with.  
   
  
   
  III 
  Melissa Watanabe – Music Mogul 
  Agility d6, Strength d6, Vitality d6, Alertness d6, Intelligence d8, Willpower d10  
  Life Points 16; Initiative d6 + d6 
  Traits: Moneyed Individual (Major Asset), Trustworthy Gut (Minor Asset), Allergy: Cats 
  (Minor Complication), Hooked: Cigars (Minor Complication), Straight Shooter (Minor 
  Complication)  
  Skills: Athletics d4, Discipline d6 / Intimidation d8 / Mental Resistance d8, Influence d6 / 
  Marketing d10 / Persuasion d10 / Seduction d8 / Streetwise d8, Knowledge d6 / Business 
  d10, Perception d6 / Intuition d8, Planetary Vehicles d6  
  Description: Watanabe has made what even she admits is an embarrassingly large 
  amount of money based on her uncanny ability to spot talent regardless of how rough 
  the venue that they perform in may be. She is the go to person at Pinnacle Recording 
  Company and while she knows that, it hasn’t gone to her head. She knows what she 
  wants when she sees it and knows how to get it when she wants it.   
  Honus P. Sanderson – Sleazy Music Mogul 
  Agility d6, Strength d6, Vitality d6, Alertness d8, Intelligence d8, Willpower d8  
  Life Points 14; Initiative d6 + d8 
  Traits: Friends in Low Places (Minor Asset), Forked Tongue (Minor Complication) 
  Skills: Athletics d6 / Dodge d8, Covert d6 / Forgery d8 / Open Locks d8 / Stealth d8, 
  Guns d6 / Pistols d8, Influence d6 / Marketing d8 / Persuasion d8 / Streetwise d10, 
  Knowledge d6 / Business d8, Melee Weapons Combat d4, Perception d6 / Gambling d8  
  Description: Sanderson is about as close to being the complete opposite of Watanabe as 
  is possible for any one human to be. Nothing is beneath him when it comes to gaining a 
  new client, his primary problem is he doesn’t have Watanabe’s gift at spotting talent and 
  frequently attempts to steal the acts she discovers.  
   
  
   
  IV 
  Dock Manager 
  Agility d6, Strength d6, Vitality d8, Alertness d6, Intelligence d8, Willpower d8  
  Life Points 16; Initiative d6 + d6 
  Traits: Leadership (Minor Asset), Chip on the Shoulder (Minor Complication) 
  Skills: Athletics d6 / Dodge d8, Discipline d6 / Leadership d8, Influence d6 / Persuasion 
  d10, Knowledge d6 / Dock Operations d10, Mechanical Engineering d4, Melee Weapons 
  Combat d4, Perception d6, Technical Engineering d4, Unarmed Combat d6 / Brawling d8 
  Description: A typical foreman for any one of a hundred different businesses throughout 
  the ‘Verse. Capable enough at what he does, he is insecure enough to make the lives of 
  those unfortunate enough to work for him miserable as he vents his frustrations in every 
  direction and at anyone unlucky enough to capture his attention. 
  Bouncers 
  Agility d8, Strength d8, Vitality d8, Alertness d8, Intelligence d4, Willpower d6  
  Life Points 16; Initiative d8 + d8 
  Traits: Tough as Nails (Minor Asset), Prejudice: Non-Fashionable (Minor Complication) 
  Skills: Athletics d6 / Dodge d8, Discipline d4, Influence d6 / Intimidation d8 / Persuasion 
  d8 / Streetwise d8, Knowledge d6 / Latest Fashion d8, Melee Weapons Combat d6 / Club 
  d8, Perception d6, Planetary Vehicles d6, Unarmed Combat d6 / Brawling d10  
  Description: The only thing that sets the bouncers of the Near Orbit apart from any 
  other strong arm in the ‘Verse is their ability to discern whether or not the hopeful 
  clientele lined up outside are ‘dressed for success’ enough to enter the ultra swank club.   
   
  
SOURCE: textdata/thevault/Serenity/Serenity - The Next Big Thing.pdf