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  A Ming Zhou Production 
   
  W
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  Michael Chumbler 
  Jan Hendrik Friedrich 
   
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  Joss Whedon 
   
   
  www.cortexsystemrpg.org 
  www.serenityrpg.com 
   
   
  Serenity © Universal Studios. All Rights reserved 
  
   
  3 
  H
  HEER
  REE’’SS  H
  HO
  OW
  W  IITT  IISS  
  While the fancy folk of the Core might not 
  agree, times in the ‘Verse are hard. The 
  Crew is once again looking for a job to keep 
  their ship flying and to keep themselves 
  fed, that is if you can call protein paste 
  food. An encounter with what appears to be 
  a down his luck spacer proves that he is far 
  more than that and when he asks for a 
  favor, the deal he offers is likely to pay far 
  more than what any job the Crew is likely 
  to find would pay, and then some. But all 
  that depends on how much the Crew is 
  willing to believe in a Legend…   
   
  G
  GAAM
  MEEM
  MAASSTTEER
  R  N
  NO
  OTTEESS  
  Presented as an introductory tale for 
  ordinary folk, Fox Hunt consists of three 
  acts of two scenes each. The first act 
  entails Meeting T.H.E. Fox and You Can’t Go 
  Home. Act two leads to A Huntin’ We Will 
  Go and Down the Foxhole with the final act 
  culminating in Bearding the Lion and That 
  Ole Black Magic. Fox Hunt is designed for 
  beginning Crews, but can be adjusted to 
  provide a challenge to more experienced 
  PCs by increasing the number and type of 
  NPCs and the difficulty levels of the tasks 
  needed to complete the adventure.  
   
  AA  LLIIVVIIN
  NG
  G  LLEEG
  GEEN
  ND
  D  
  During the Unification War, there were 
  several heroes and rogues of notes on both 
  sides of the fight with many becoming 
  household names due to their exploits. As 
  history is crafted by the winners, all the 
  names of note that served the 
  Independent’s faction were relegated to 
  that of rogue regardless of what their 
  accomplishments might have been when 
  the war ended. One of the most famous of 
  the Independent’s once heroes relegated to 
  rogue status was the commerce raider 
  Theodore Harold Edmund Fox AKA The 
  Black Fox.  
  Renowned for taking forty-six prizes 
  without a single loss of life, The Fox of the 
  Black was a terror to all Alliance merchant 
  marine spacers. Brilliant and so elusive that 
  he remained at large throughout the war 
  until he surrendered when the 
  Independent’s finally surrendered. Not 
  being responsible for loss of life, spared his 
  own life, but Fox was branded a traitor and 
  spent seven years in a penal colony. As a 
  part of a general attempt at reconciliation 
  after the initial passions, some say thirst, 
  for retribution at the end of the war began 
  to fade Fox was pardoned early from his 
  twenty-five year sentence. However, a 
  reduction in level of passion does not 
  equate with forgiveness and while Fox was 
  freed, he was left penniless, his lands and 
  home seized.  
  Haunted by his past and stung by the 
  Alliance’s duplicity, Fox wants nothing more 
  than to be allowed to drift into obscurity, 
  but to be able to survive, he needs a bit 
  more than obscurity, he needs money. 
  During a chance encounter with the Crew, 
  Fox asks for help. He asks for an 
  opportunity to restore his dignity. While not 
  a man of endless wealth, he does have a 
  personal stash large enough to live on. If 
  the Crew will just help to enter his former 
  home, he is willing to share some of that 
  stash so he can live out his life in peace. 
  The one thing Fox conveniently forgets to 
  
   
  4 
  mention is who has taken over residence in 
  his ancestral home… 
   
  AAC
  CTT  O
  ON
  NEE  
  SSC
  CEEN
  NEE  O
  ON
  NEE::  M
  MEEEETTIIN
  NG
  G  TT..H
  H..EE..  
  FFO
  OX
  X  
  “I was readin’ some history on Earth-That-
  Was one day and seems like there was this 
  country called the United States of America 
  what went and had themselves one hell of a 
  dust up they called the Civil War. Now tell 
  me how much gorram sense does it got to 
  call anythin’ to do with war ‘civil’? Anywho, 
  that’s besides the point. In this Civil War, 
  all manner of folk ended up on different 
  sides, split families up with sons and 
  fathers, or even brothers takin’ up agin 
  each other. Now I don’t pretend to have 
  much in the way o’ learnin’ an’ all, but it 
  sure reminded me of the U-War on how 
  ordinary folk had to choose sides and how 
  those choices split families just like this old 
  fight did. Guess its true even after 
  hundreds o’ years between them wars, with 
  folk, the more things change, the more 
  they stay the same.”  
  – Gus Jacobsen, itinerant spacer as interviewed 
  by the author Jiang Hu Long for his successful 
  fictional series ‘’Verse Stories’    
   
  While on the border planet of Paquin the 
  Crew has just about worn their shoes out 
  looking for work, but luck, fate, karma, or 
  whatever has not gone their way and the 
  Crew decides that perhaps a stiff drink will 
  drown their sorrows, even if only 
  temporarily. Problem is, with small cargoes, 
  the jobs go to the Crews with an 
  established reputation or the most contacts 
  and the PCs just haven’t been in the Black 
  long enough to have the credentials that 
  would bring in the jobs. 
  Moving through the streets of Beaufort, the 
  second largest city on the “Gypsy” planet 
  after the capital Tavares, the Crew has to 
  be especially alert. While Paquin is a fairly 
  civilized place, the large amount of tourists 
  draw an inordinate amount of folk that 
  make a living out of separating tourists 
  from their money and is thus home to the 
  highest ratio of tourists to pickpockets in 
  the ‘Verse. The following encounter serves 
  as an introduction to some of the Cortex 
  System’s rules and serves as a wake up call 
  to new characters that choosing a life in the 
  Black requires that you always stay on your 
  toes. Each member of the crew will have to 
  make an Opposed Roll of Alertness + 
  Perception versus the thief’s Agility + 
  Covert / Sleight of Hand to avoid the loss of 
  whatever the character may be carrying 
  such as Credits, Coinage, small weapons, or 
  electronics to the tune of d6 x d6 Credits in 
  value of property lost.    
  If any character loses property, they get to 
  make one AVERAGE (7) Alertness + 
  Perception roll to notice the loss in time to 
  have a chance to catch the thief. If they roll 
  fails, they are out of luck. However, if they 
  succeed, they can pursue the fleeing 
  pickpocket in a steeplechase like highly 
  cinematic scene. This will be an AVERAGE 
  (35) Opposed Complex Action pitting the 
  PC’s Agility + Athletics / Running against 
  the thief’s same skill with each roll taking 
  one round. The first to reach the threshold 
  number wins, if the PC wins, they catch the 
  thief who immediately turns over whatever 
  
   
  5 
  he stole and begs to be let go. If the thief 
  wins, he loses the PC(s) in the crowd. If 
  both reach the target number in the same 
  round, whoever has the highest total wins. 
  If the PCs engaged in some roleplaying and 
  made this short scene memorable, the 
  players are awarded with a Plot Point.  
  As this scene is meant to be light hearted, 
  resorting to gunplay will result in severe 
  repercussions with the law. GMs are 
  strongly encouraged to steer the PCs away 
  from excessive violence. However, if the 
  PCs insist, run the fight as normal and 
  before the last shot has stopped echoing, 
  the Crew will be surrounded by Federal 
  Marshals to await long jail terms. 
  The Crew is now even thirstier (or more 
  depressed) than they were before their 
  encounter with the thief and as they 
  approach one of the many Spacers’ bars, in 
  this case, the Space Sprocket, which huddle 
  in a cluster near the spaceport, they 
  witness an altercation. An older man is 
  swinging a barstool to keep three younger 
  men, obviously spacers by their garb, at 
  bay while a crowd of perhaps a dozen 
  others are watching the events with great 
  enthusiasm, shouting encouragements and 
  catcalls as they watch.  
  Each PC will have make an AVERAGE (7) if 
  not, Recall roll (Intelligence + Willpower), 
  with ex-Browncoat PCs gaining a one step 
  bonus to Intelligence, while Pro-Alliance 
  PCs suffer a one step penalty, to recognize 
  the older man as none other than the 
  famous, or infamous based on which side 
  the PC supported during the Unification 
  War, Theodore Harold Edmund Fox, known 
  ‘Verse-wide as the “Black Fox” and the 
  most effective commerce raider of the war. 
  Read:  
   
  The Black Fox has a split lip, but the 
  three spacers seem to be even worse 
  for wear from the encounter with the 
  legendary raider, sporting new bruises 
  and bleeding at least as much as Fox. 
  When the spacers notice the Crew, the 
  biggest of them snarls: “This ain’t none 
  of ya’ll’s affair! This liu kou shui de 
  biao zi he hou zi de ben er zi1done took 
  my Pop’s boat and cost my family 
  everythin’! I figger it’s time for a 
  reckonin’! Ya’ll keep movin’ an none of 
  ya’ll will get broke!”  
   
  How the Crew reacts to the situation will be 
  driven largely by the PC’s background. If 
  anyone in the Crew has Browncoat 
  sympathies, they will feel almost duty 
  bound to assist Fox in his time of need. The 
  reason for a proper Alliance citizen to assist 
  a known traitor is obviously weaker than a 
  Browncoat’s, but anyone that fully supports 
  the Alliance should also support the ideals 
  on which the Alliance was formed and 
  should feel obligated to help out a citizen in 
  obvious distress. 
  PCs also have the option of spending Plot 
  Points if they choose to have a closer 
  connection to Fox: 2 Plot Point will have 
  either met Fox in passing and 5 will have 
  served with or had their ship taken by Fox 
  depending on which faction they supported 
  during the War. While spending 8 Plot 
  Points means that the PC know Fox 
  personally. Either way, the PCs have 
                                                   
  1 Stupid son of a drooling whore and a monkey  
  
   
  6 
  several options of intervening starting with 
  the use of an AVERAGE (7) Willpower + 
  Discipline / Intimidation or Willpower + 
  Influence / Intimidation roll to bluff the 
  three spacers into backing off. PCs can 
  wade in with fists to help Fox, which will 
  cause the spacers to break off after only 
  three rounds of fighting.  
  Any means more violent to aid Fox, such as 
  the use or display of guns will immediately 
  cause the spacers and the crowd to flee, 
  but will result in a one-step skill step 
  penalty to any further negotiations in 
  Beaufort due to the increased Alliance 
  patrols. Should the Crew go so far as to 
  actually injure or kill anyone, they will have 
  to immediately flee Paquin in order to avoid 
  being bound by law for, at the minimum, 
  assault with a deadly weapon on up to 
  murder based on how the events of the 
  fight played out. .  
  Regardless of the circumstances, Fox will 
  ask for passage on their Crew’s ship, even 
  if they are fleeing the law as he knows the 
  fault will fall on him, even though he didn’t 
  use any weapons, he is not interested in 
  going back to prison so soon after being 
  released. If the meeting is not under threat 
  of imminent arrest, Fox proves to be both 
  grateful and charming as he thanks the 
  Crew for their timely intervention. He 
  advises however, that it might be best to 
  get off the streets and asks if the Crew has 
  room for a passenger on their ship. He 
  explains as they head for the spaceport.  
   
  “The Feds were ‘kind’ enough to parole 
  me seven years into my twenty-five 
  year sentence, but they just couldn’t 
  let the past stay in the past. They let 
  me out of prison true enough, but they 
  decided that I was still enough of a 
  traitor that they felt it was okay to not 
  return my land on Hera to me. So sure, 
  I’m a ‘free’ man, but I’m also an 
  impoverished man and that group back 
  at the tavern shows that I haven’t got 
  a hope in hell of being able to find legal 
  work anywhere near a ship.” 
   
  Fox’s next words will depend on if there are 
  any ex-Browncoats in the group or not. If 
  there are he continues with: 
   
  “Seeing as how I am in your debt 
  already, it pains me to be put in a 
  position to have to ask you this, 
  however, you know my situation. I’ve 
  been released from prison, but left 
  without a home or a way to make a 
  proper living. As one Browncoat to 
  another, I’ve got to ask you for one 
  last favor. When the war first started, I 
  made a little money off of selling the 
  first couple ships I captured and, as it 
  turns out, I was smart enough to sock 
  some of that money away when things 
  started going bad for the Independent 
  cause. Only problem is, I stashed the 
  money on the grounds of the one thing 
  I thought would always stay mine, 
  namely, my home. Now, before you all 
  go getting excited, it’s not like I 
  stashed a ‘pirate’ hoard or anything 
  near enough to make even one person 
  wealthy, but enough for me to live on if 
  times got hard. I’m willing to cut you 
  in for some of my stash if you are 
  
   
  7 
  willing to help me travel to Hera and 
  recover only a small part of what by all 
  the rights the Alliance likes to claim 
  exist should already be mine.” 
   
  If there aren’t any Browncoat sympathizers 
  in the Crew Fox says: 
   
  “You’ve been far too kind to an old 
  man and your coming to my aid speaks 
  volumes to your character, so it is 
  painful for me to have to ask to impose 
  upon you one more time. However, 
  while I’ve been freed from prison, I’ve 
  been left without means to stay that 
  way. If you can find it in your hearts to 
  help me reach Hera, I’ve hidden away 
  some money, not much, but enough for 
  me to live on. I can cut you in on a 
  share for your assistance. I ask you in 
  the name of all that the Alliance is 
  supposed to stand for that you help me 
  retrieve only a small part of what 
  should by all rights be mine. If doing 
  what’s right isn’t enough motivation 
  for you, I can offer you a ten percent 
  finder’s fee, which will more than pay 
  for your time.” 
    
  Assuming the Crew agrees, and they 
  wouldn’t be much of a Crew if they didn’t, 
  as soon as the PCs reach their ship, they 
  will depart for Hera. Plotting a course is an 
  AVERAGE (7) Intelligence + Piloting / 
  Astrogation roll and is a 195 hour trip in a 
  speed class one ship. If the Crew is 
  departing while trying to avoid arrest, the 
  pilot will have to make an AVERAGE (35). 
  Complex Action using Ship’s Agility + Pilot / 
  Appropriate Specialty with each roll taking 
  one round to escape before port control can 
  impose a Landlock which will take 10 turns. 
  Failing this roll would be disaster, so GMs 
  are advised to encourage the use of Plot 
  Points, or if the ship has dual controls, to 
  allow the Piloting roll to be an Indirectly 
  Assisted.  
  Once the Crew’s ship has engaged their 
  Pulse Drive, they can relax for the two day 
  trip to Hera. Unless they are fleeing Paquin, 
  then they will see a flag come up on the 
  Cortex that includes a partial description of 
  the Crew. The information in the flag will be 
  fairly generic with rough descriptions 
  (height, weight, race only) and while this 
  will complicate things in the future for the 
  PCs but there will be no pursuit or anyone 
  waiting from them when they reach their 
  destination, but the GM should make the 
  players feel as though such events are 
  possible. 
   
  AAC
  CTT  O
  ON
  NEE  
  SSC
  CEEN
  NEE  TTW
  WO
  O::  YYO
  OUU  C
  CAAN
  N’’TT  G
  GO
  O  
  H
  HO
  OM
  MEE 
  “After careful review of the circumstances, 
  your beneficent Parliament announced 
  today that it has decided to parole certain 
  select members that served with the 
  Independents faction during the Unification 
  War. These misguided individuals were all 
  convicted of treason at the end of the war 
  were each noted for not being responsible 
  for the wanton loss of life or unnecessary 
  destruction of property. Each will therefore 
  be released and considered to have served 
  their time for their crimes against the 
  people of the Alliance.” 
  
   
  8 
  – Cortex news announcement, June 2518 
   
  Once the course to Hera is plotted, the trip 
  settles in and at one point during the trip, 
  probably at the earliest convenience, the 
  entire Crew gathers to hear Captain Fox’s 
  story. The ex-commerce raider seems 
  reluctant to speak at first, but he nods to 
  himself and his eyes light with what has to 
  be the fire of decisiveness that was what he 
  was known for during the war and he starts 
  to speak. 
   
  “Okay, I’ll tell you my story. I do not 
  like to flatter myself, but I believe, at 
  least some of my reputation proceeds 
  me. I am ship captain. I signed with a 
  wallowing lump of fei wu2 freighter 
  when I was seventeen and have made 
  my living in the Black ever since. Even 
  though that first ship was a public 
  eyesore, I loved that ship and by the 
  time it gave up the ghost six years 
  later, I was first mate. I had some cash 
  saved. Not much, but enough to buy 
  my own ship. God, I look back and 
  wonder what I was thinking when I 
  took that rust bucket out of atmo for 
  the first time. Thing shook so bad I 
  couldn’t tell what was screaming 
  louder, the ship or the mechanic trying 
  to hold it together.   
  “Despite being small and in terrible 
  shape, that rust bucket held together 
  long enough to get a better ship. I 
  named that second ship after a sweet 
  sail powered vessel on Earth-That-Was 
  called the Cutty Sark. She was bigger, 
                                                   
  2 junk 
  faster, and maneuvered as smooth as 
  Sihnon silk. Well after ten years with 
  my shiny new ship, I was doing pretty 
  well for myself. Not rich, but not 
  wanting by any means, but by that 
  time even a blind man could see war 
  clouds brewing and I tried to steer 
  clear of them. In the name of god and 
  all the apostles, I tried. I sold the Cutty 
  Sark, brought me a beautiful home on 
  Hera and even got to live there for two 
  whole years raising horses before that 
  storm broke on the entire ‘Verse.   
  “The urge to jump in at the beginning 
  was powerful itch I had to fight off, but 
  I kept to my homestead and tried to 
  live a normal life. Well imagine my 
  shock when none other than the Cutty 
  Sark herself drops in for a landing 
  about three months after the war 
  started and my entire crew wants to 
  talk. Her new master was my old first 
  mate and he’d brought in General 
  Josiah Taylor in for a visit. Taylor says 
  he needs a few fast ships fitted out as 
  commerce raiders and would I be 
  willing to captain one of them. When 
  the commander of Independent forces 
  for all of Hera asks you something like 
  that, you can’t say no.  
  “Next thing I know I’m a privateer and 
  it turned out that I was a good one. 
  Took forty-six ships and I can proudly 
  say, not a single life was lost doing it. 
  When Serenity Valley finished playing 
  out, I surrendered the Cutty Sark to 
  the first Alliance ship I could find. I’ll 
  spare the details of the trial, now this 
  new love-fest the Parliament has got 
  
   
  9 
  going on about forgiving the past got 
  me freed, but the Feds haven’t seen fit 
  to forgive the lien that allowed them to 
  seize my homestead leaving me flat 
  broke and on the drift. 
  “I already told you how I stashed some 
  money in a hidden safe and if I can’t 
  have my homestead, I mean to have 
  that money. We’ll just have to slip onto 
  the grounds quiet like and I can empty 
  that safe before anyone is the wiser 
  and I’ll be glad for a lift to anyplace 
  you happen to be going before we go 
  our separate ways. Now if you don’t 
  mind, I’d like to lie down. Those toughs 
  are the bar smacked me around more 
  than I like admit and at my age, a good 
  bar brawl doesn’t sound as appealing 
  as it did when I was in my twenties.” 
   
  Fox refuses any further questions and 
  politely insists on doing just as he said, 
  lying down and resting to recover from the 
  fight. He promises to talk details in the 
  morning and given he has suffered three 
  Wound points worth of damage from the 
  brawl, he is telling the truth. If any medic 
  PC wants to treat Fox, use the standard 
  rules to resolve his injuries, which is an 
  EASY Complex Action of Intelligence + 
  Medical Expertise. 
  The Crew is obviously hungry for more 
  information, but Fox is right, they won’t be 
  able to do anything for at least two days, so 
  there isn’t a rush. However, once the PCs 
  are alone, they can run a quick Cortex 
  check to see how much of Fox’s story is 
  true. Only a few minutes of research 
  discovers his war record and verifies that 
  he is telling the truth about his parole. In 
  addition, Fox’s lands were seized at the end 
  of the war and they were not returned with 
  the proceeds of the sale being used in his 
  defense, per standard Alliance law.  
  Should the PCs decide to force the issue 
  with Fox and demand more answers, they 
  find that after seven years in a penal 
  colony, they are poorly equipped to 
  threaten him. Guns do not scare him and 
  even actual violence doesn’t either. Trying 
  to interrogate him will be an Opposed Roll 
  of the PC’s Intelligence + Discipline / 
  Interrogation or Willpower + Influence / 
  Interrogation versus Fox’s Willpower + 
  Discipline / Mental Resistance. Taking this 
  course of action could seriously split a Crew 
  as Browncoats consider Fox a hero of the 
  first order and will take exception to his 
  maltreatment by any pro-Alliance 
  characters. If a Browncoat character 
  chooses this option, they should be 
  penalized from the Plot Points awarded at 
  the end of the scene for breaking character. 
  In the morning, a well rested Fox answers 
  any reasonable questions about his career 
  as a raider, his trial, and as much as he 
  knows about his home. He doesn’t know 
  who owns the property now, only that he is 
  some ex-Alliance official that lost a lot of 
  money due to Fox’s raids and that he was 
  given Fox’s land to compensate for those 
  losses. Fox refuses to talk about the penal 
  colony limiting his comments to “Not fit to 
  be repeated.” All through the questioning, 
  Fox is polite, witty and charming Only a 
  character that has Trustworthy Gut can roll 
  Alertness + Perception / Empathy against 
  an INCREDIBLE (23) task will note that Fox 
  
   
  10 
  is holding something back. If a PC mentions 
  this, Fox will clearly be impressed at the 
  character’s acuity and admits that he does 
  know who owns his land, none other than 
  Lyle Digby the captain of the Alliance ship 
  that he surrendered to as a reward from 
  capturing him. If a PC discovers this piece 
  of information, they should be awarded a 
  bonus Plot Point.  
  Less any penalties for poor roleplay or 
  excessive violence, the GM should award 
  the PCs 3-5 Plot Points for their progress to 
  this point. 
   
  AAC
  CTT  TTW
  WO
  O  
  SSC
  CEEN
  NEE  O
  ON
  NEE::  AA  H
  HUUN
  NTTIIN
  N’’  W
  WEE  W
  WIILLLL  
  G
  GO
  O 
  “Prior to the Unification War, Hera was 
  primarily known as the breadbasket of the 
  ‘Verse. Blessed with mild weather and long 
  growing seasons, Hera provided nearly one 
  third of all grain foodstuffs for the planets 
  of the Core that were the foundation of the 
  Alliance in addition to producing more than 
  half of the total food supply to the Rim 
  planets that were the center of the 
  Independents’ faction. This one fact made 
  possession of Hera of critical strategic 
  importance to both sides and why the 
  fighting here was so savage. Knowing that 
  controlling Hera would be pivotal to 
  successfully prosecuting their war effort, 
  the Alliance High Command knew that a 
  threat to Hera would force the heretofore 
  elusive Independents’ Army to finally make 
  a stand. This stand evolved into the 
  holocaust known as the Battle of Serenity 
  Valley…”  
  – Serenity Valley Visitor Center narrative  
   
  Arriving on Hera, Fox insists on visiting the 
  Serenity Valley Memorial, the sweeping 
  tribute to the half a million who died during 
  the most critical battle of the war. He 
  chooses to go at night to reduce the chance 
  that he causes a disruption. However, 
  despite his precautions, he is still 
  recognized and he and the Crew are quickly 
  surrounded by a hostile group of pro-
  Alliance visitors. The PCs find they are 
  facing twice their numbers in Pro-Alliance 
  visitors and they are growing more agitated 
  by the moment. A HARD (11) Willpower + 
  Influence / Intimidation (with a one-step 
  skill penalty due to being out numbered) or 
  a FORMIDABLE (15) Intelligence + 
  Influence / Persuasion roll will cow the 
  crowd into backing down. A display of 
  weapons will gain a one-skill bonus, but the 
  actual use of a weapon, while it will 
  disperse the crowd, will cause a huge 
  outcry for violating the sanctity of such 
  sacred ground. This will result in the loss of 
  3 Plot Points from awarded points and a 
  two-step skill penalty on Social skills for the 
  remainder of their time on Hera. 
  If a fight does break out, as long as only 
  fists are used, the attackers will fight until 
  three NPCs have been incapacitated. This 
  lesser sacrilege will still result in the loss of 
  1 awarded Plot Point and a one-step 
  penalty to all Influence-based actions for 
  the remainder of their time on Hera.  
  Regardless of how the Serenity Valley 
  encounter plays out, Fox will be thrown into 
  a deep depression and will withdraw to his 
  cabin, refusing to leave to leave the ship. 
  An AVERAGE (7) Intelligence + Medical 
  
   
  11 
  Expertise / Appropriate Specialty roll or a 
  HARD (11) Willpower + Influence / 
  Empathy roll will talk him out of his despair 
  and get him to leave the ship again. 
  The trip to Fox’s property can be on foot, 
  horseback, or any ground vehicle the Crew 
  happens to have. The distance is six 
  kilometers (3.6 miles) and will take an hour 
  on foot, twenty minutes by horse, and ten 
  minutes by vehicle. Ground and hover 
  mules would be the most inconspicuous, 
  but even a hover car wouldn’t be out of the 
  ordinary, unless the hover car is itself 
  unusual enough to draw attention.  
  If Fox is willing to go with the Crew, he can 
  obviously lead them directly to the property 
  and help scout the grounds. He will 
  however, insist on having some sort of 
  disguise this time and an AVERAGE (7) 
  Intelligence + Covert will give Fox a two-
  step skill bonus in any Opposed Roll to 
  recognize him, while a PC acting as make-
  up artist can, with an AVERAGE (7) 
  Intelligence + Artistry roll will give a four-
  step bonus. If he is hold up in his cabin, he 
  will describe how to get to his property and 
  the PCs will have to make an AVERAGE (7) 
  Memorize roll (Intelligence + Alertness) to 
  find the property correctly.  
  If Fox is with the Crew, he will be in his 
  disguise and the GM will have to make an 
  Opposed Roll of Fox’s Intelligence + Covert 
  plus whatever bonus he has for his disguise 
  against the Alertness + Perception of the 
  passersby along the route as a Complex 
  Action to reach the homestead 
  unrecognized. The Task is AVERAGE (35) if 
  on foot or horse or EASY (15) if in a 
  vehicle. However, if the vehicle is enclosed, 
  no roll is needed. Fox will only be 
  recognized if two botches are rolled. If by 
  some odd chance Fox should be recognized, 
  the PCs can easily break contact as no one 
  that does recognize him will pursue him, 
  thus the Crew can try again in an hour with 
  the primary penalty being the loss of time.  
  Scouting the grounds is a HARD (55) 
  Complex Action of Agility + Covert with 
  each roll taking five minutes. The Difficulty 
  Threshold decreases to EASY (35) if Fox is 
  along. Every ten minutes, the Crew will 
  have to make an AVERAGE (7) Agility + 
  Covert to avoid the roving security, the 
  Difficulty drops to EASY (3) if Fox is with 
  them because of his familiarity with the 
  terrain. If spotted, they receive one clear 
  warning, if spotted again, Federal Marshals 
  are immediately notified and will arrive 
  after d6 minutes and they will have to flee 
  whether they have completed the recon or 
  not. If the reconnaissance of the grounds is 
  interrupted by Marshals before the target 
  number for the Complex Action is reached, 
  there will be a penalty to entering the 
  grounds. If Complex Action total was 
  between 0-27 there is a two-step penalty 
  and if total was 28-54, a one-step penalty.  
  Once the grounds have been scouted, the 
  Crew can withdraw back to their ship to 
  make preparations for the next scene. 
   
  AAC
  CTT  TTW
  WO
  O  
  SSC
  CEEN
  NEE  TTW
  WO
  O::  D
  DO
  OW
  WN
  N  TTH
  HEE  
  FFO
  OX
  XH
  HO
  OLLEE 
  Alliance Magistrate: “Theodore Harold 
  Edmund Fox, also known as ‘The Black Fox,’ 
  how to you respond to the charges of high 
  
   
  12 
  treason, grand theft, and destruction of 
  Alliance property?” 
  Fox: “Sir, I submit the following as my 
  response, as they state my position for 
  more eloquently than I ever could, namely: 
  ‘When in the course of human events, it 
  becomes necessary for one people to 
  dissolve the political bands which have 
  connected them with another, and to 
  assume among the powers of the ‘Verse, 
  the separate and equal station to which the 
  Laws of Nature and of Nature's God entitle 
  them, a decent respect to the opinions of 
  mankind requires that they should declare 
  the causes which impel them to the 
  separation…’” 
  Magistrate: “Quaint, but this is not 1776, 
  nor the King of England’s court, nor is this a 
  class on Earth-That-Was history. Answer 
  the question guilty or not guilty?” 
  Fox: “Sir, based on those two options, I can 
  only answer ‘not guilty.’ 
  Magistrate: “So shall the record show that 
  the defendant Theodore Harold Edmund Fox 
  has entered a plea of not guilty. As this 
  tribunal is not a jury trail, based on the 
  overwhelming evidence against the 
  defendant, which I have reviewed prior to 
  these proceedings I find him guilty on all 
  counts and sentence him to twenty-five 
  years in the Dyton Colony Penal facility.”  
  – Entire transcript of Fox’s trial  
   
  Armed with a clear layout of the changes 
  the new owners have made to the grounds 
  the Crew can now work on how to enter the 
  property undetected. If Fox was there, he 
  obviously notes the differences. If not, he 
  picks up the details from the PC’s reports 
  just as well as if he was there. Fox listens 
  to any plans the PCs develop for their raid, 
  but if they get stuck or after the GM feels 
  the scene has played out enough, he makes 
  an announcement. When he built his ranch 
  house, it was extremely clear that war was 
  on the horizon and he built in a few special 
  features to protect the property, to include 
  an escape tunnel. He stresses however, 
  that it was an escape tunnel; he never 
  thought it he would need it to sneak into 
  the house. Based on the recon report, even 
  if it wasn’t completed, Fox will make it clear 
  that it will impossible to sneak up on the 
  house directly. Any attempt by any skill will 
  be versus an IMPOSSIBLE (31) difficulty 
  number. 
  Returning to the house at night is much 
  easier and as long as Fox is disguised, 
  there won’t be enough people or light along 
  the way for him to have to worry about him 
  being recognized. The only challenge they 
  face will be to avoid the local police patrol 
  cruiser. Each PC will have to roll an EASY 
  (3) Agility + Covert to remain out of sight. 
  This roll is merely to heighten tension as 
  only on a Botch will the police notice 
  anything. For a few heart-stopping 
  moments a searchlight will sweep across 
  the area, then switch off and the cruiser will 
  continue on.  
  On reaching Fox’s home, entering the 
  grounds will require an AVERAGE (7) 
  Intelligence + Covert / Disable Devices or 
  Intelligence + Technical Engineering roll to 
  bypass the security on the outer fence and 
  an AVERAGE (7) Agility + Athletics / 
  Climbing roll in order to climb the fence and 
  enter the grounds. Once on the grounds, 
  
   
  13 
  reaching the house itself with Fox’s help is 
  an EASY Complex Action (15) Agility + 
  Covert with each roll taking one round. 
  Entering the tunnel from the outside 
  requires a HARD (11) Agility + Covert / 
  Lockpicking and a HARD (11) Burst of 
  Strength (Strength + Strength) rolls to get 
  the door open with only character being 
  able to make the roll due to the confines of 
  the tunnel.  
  When the door opens, read aloud: 
   
  The tunnel is dank and the air is musty 
  after lying undiscovered for so long, 
  but it is otherwise as good as the day it 
  was built. Halfway through the 
  hundred meter long tunnel, Fox stops 
  long enough to open a small chest 
  hidden in a niche to one side. He slips 
  on his old Browncoat duster and arms 
  himself by retrieving a gun belt with a 
  well-oiled LeMat pistol in the holster. 
  Looking as dashing as he ever did, he 
  silently gestures for the Crew to look 
  inside and cryptically says. “Your down 
  payment.” Any PC that reaches into the 
  chest will find a small bundle that 
  holds one hundred credits in paper and 
  two hundred in platinum coins.  
  Fox continues down the tunnel until 
  reaching the end and turns to whisper. 
  “This is where it gets a might 
  complicated. This door opens into the 
  basement, but the release catch only 
  works from the inside. I am open to 
  suggestions as to how to proceed.”  
   
  Activating the gear driven mechanism from 
  the wrong side is a HARD (55) Complex 
  Action of Intelligence + Mechanical 
  Engineering / Appropriate Specialty or 
  Intelligence + Covert / Open Locks, Disable 
  Device, or Appropriate Specialty with each 
  roll taking five minutes. One Botch raises 
  the take to FORMIDABLE (75) and a second 
  will require battering the door open. This is 
  a HEROIC (19) Burst of Strength (Strength 
  + Strength) roll with no more than two PCs 
  being able to try at once and can directly 
  assist each other. The downside of 
  battering the door open is that all attempts 
  at stealth inside the house will be at a one-
  step skill penalty. 
   
  Once the door is open, Fox smiles 
  grimly and says. “Safe is on the second 
  floor. Bear with me a few more 
  minutes my friends and we can be on 
  our way with none the wiser.”  
   
  The GM should now proceed to the next 
  scene and award 3-5 Plot Points, less any 
  penalties earned for their actions through 
  this part of the adventure. 
   
  AAC
  CTT  TTH
  HR
  REEEE    
  SSC
  CEEN
  NEE  O
  ON
  NEE::  B
  BEEAAR
  RD
  DIIN
  NG
  G  TTH
  HEE  LLIIO
  ON
  N    
  “Obsolete expression usually attributed to a 
  quote for the bible, specifically I Samuel 
  Chapter 17 and Verse 35 where King David 
  is described as saving a lamb by entering a 
  lion’s den and holding the lion at bay by the 
  beard until able to kill the beast with his 
  sword. The idiom, in time, came to mean 
  boldly confronting a problem or enemy 
  directly, and typically, on the enemy’s 
  home territory.”   
  – Cortex linguistic database entry  
  
   
  14 
   
  Creeping through the darkened ranch house 
  will pose a challenge even for Fox as 
  everyone is seeing the remodeling the new 
  owner has done to the interior for the first 
  time. Regardless of the changes, the 
  stairway upstairs is still in the same 
  location as is the master bedroom. Fox will 
  want to proceed alone, but will not baulk at 
  one person going along. However, if more 
  than one person wishes to go upstairs, he 
  will have a serious problem refusing to 
  proceed. Since most Crews will not have an 
  experienced safecracker with them and 
  even if they did, they do not the time or the 
  proper tools with them forcing the PCs to 
  have to relent. 
   
  Reaching the master bedroom undetected 
  is an AVERAGE (35) Complex Action of 
  Agility + Covert / Stealth. A single Botch 
  increases the task to HARD (55) and a 
  second will wake up the occupants of the 
  house, consisting of the owner, his 
  bodyguard, his valet, the butler, and the 
  cook. The owner and bodyguard will shout a 
  challenge if awakened before coming out of 
  their second floor rooms. A female guest 
  will be behind Fox and the PC at the top of 
  the stairs and the rest of the household 
  staff will stagger out of their rooms 
  unintentionally blocking the way out. If 
  such an event does occur, run the combat 
  as normal, but it will be completely obvious 
  that murder will result in a life sentence 
  and unrelenting pursuit by the law as well 
  as a warrant placed on the entire Crew. 
  If the two make it to the master bedroom, 
  they will have to make one final AVERAGE 
  (7) Agility + Covert / Stealth to cross the 
  room undetected. If Fox and the PC fail this 
  roll, Fox will have his weapon drawn and 
  will silence the person in the bed with the 
  cocking of his LeMat pistol. The guest is a 
  terrified woman (who if the PCs bother to 
  ask will say that her name is Rachel Taylor) 
  and will quietly submit to being bound and 
  gagged, as long as the PC can make a 
  HARD (11) Willpower + Influence / 
  Persuade roll or an AVERAGE (7) Willpower 
  + Influence / Intimidation roll with either 
  roll gaining a two-step skill bonus for the 
  situation. If this roll fails, the woman will 
  fight and the PCs only have two rounds to 
  subdue her without the use of firearms 
  before the commotion rouses the rest of the 
  house. If the PC resorts to deadly force, 
  they will receive a two Plot Point penalty for 
  excessive violence.  
  Assuming the intruders make it into the 
  room quietly, Fox hisses softly when he 
  sees that a large armoire has been placed 
  on the safe. They have no choice, if they 
  wish to open the safe, they have to move 
  the heavy piece of furniture first. As there 
  is no chance to move the armoire silently, if 
  they haven’t done so already, they will 
  have to bind and gag the guest. Since they 
  will have complete and utter surprise, the 
  woman will remain silent with an EASY (3) 
  Willpower + Influence / Persuade roll or 
  Willpower + Influence / Intimidation roll 
  Once the woman is firmly bound and no 
  longer a threat, moving the armoire is a 
  FORMIDABLE (15) Burst of Strength roll 
  with the PC able to directly assist Fox.  
  Finally able to reach the safe and since Fox 
  knows the combination, he quickly unlocks 
  
   
  15 
  the safe and retrieves €10,000 in cash. He 
  hands over €1,000 to the stunned PC and 
  then whispers that it is time to leave.  
  [Note: If the GM wishes, Fox can slip 
  something into his coat pocket that the PC 
  will only see with an Opposed Alertness + 
  Perception versus Fox’s Agility + Covert. If 
  the character wins, it is up to them if they 
  wish to confront Fox about the item, if 
  caught, Fox will only state that it is 
  ‘insurance’ and that ‘now is not the time’ to 
  discuss the matter. If the GM chooses to 
  include this additional scene, the object Fox 
  grabs can be the a special transmitter to 
  send a signal to some of Fox’s friends the 
  crew will meet later or a hook to another 
  adventure of the GM’s choosing.] Read 
  aloud: 
   
  On exiting the room, Fox walks directly 
  into a plump, 50ish, bald man and it is 
  difficult to figure out who is more 
  surprised, the man or Fox. The man 
  sputters for a few seconds in rage at 
  the intrusion before his eyes fly open 
  in recognition.  
  “YOU!” He gasps.  
  Fox smiles and replies: “Evening 
  Magistrate Evans. Not quite as in 
  control of the situation as you were the 
  first time we met are you?”  
  “How dare you break into my house!” 
  Evans replies his face growing redder 
  by the second. 
  “Technically, it’s you that broke into 
  my house, but let’s not split hairs your 
  honor.” Fox responds calmly. 
  “Phillips, seize him!” Evans snarls. “I’ll 
  see you hanged, I’ll…”  
  The Magistrate’s tirade is cut short by 
  a bone jarring right cross that causes 
  Evans head to snap back and his eyes 
  to roll up into his head as he slumps to 
  the floor. 
  “My but that felt good.” Fox manages 
  to quip before Phillips, the bodyguard, 
  roars in attempting a vicious tackle and 
  Pandemonium breaks out. 
   
  Fortunately, Magistrate Evans’ staff is more 
  enthusiastic than skilled. Only Evans is a 
  skilled fighter and now that the need for 
  silence is gone, the PCs that have been 
  hiding in the tunnel will be able to come to 
  Fox and their comrade’s assistance. The GM 
  should run the fight normally per the 
  standard rules with none of the NPCs being 
  armed. In addition to the regular rolls, the 
  GM should make occasional additional 
  hidden rolls, making a great show of 
  looking at the results in order to keep the 
  suspense high. These rolls mean nothing, 
  but should give the PCs pause as they think 
  Federal Marshals are on the way.  
  As none of the NPCs are armed, this fight 
  should remain only a brawl as an EASY 
  Intelligence + Knowledge will know the use 
  of deadly force on a Magistrate will draw 
  every Marshal in the sector and result in 
  warrant placed on the entire Crew Once the 
  last of the household staff is subdued, the 
  PCs are free to escape through the tunnel. 
  The GM should then proceed to the next 
  and final scene.  
  Since no one will be able to respond to 
  anything the exterior security might detect, 
  the PCs only have to make the one 
  AVERAGE (7) Agility + Athletics / Climbing 
  
   
  16 
  roll to get back over the exterior fence. The 
  GM is again encouraged to make a few 
  extra rolls to keep the pressure on the PCs, 
  but the Crew will reach their ship before 
  any alarm is raised. 
   
  AAC
  CTT  TTH
  HR
  REEEE    
  SSC
  CEEN
  NEE  TTW
  WO
  O::  TTH
  HAATT  O
  OLLD
  D  B
  BLLAAC
  CK
  K  M
  MAAG
  GIIC
  C  
  “Knowing they were facing overwhelming 
  superior numbers in troops and ships, one 
  of the first acts of the Independents was to 
  revive an ancient Earth-That-Was tradition 
  called Letters of Marque and Reprisal. 
  These contracts between a government and 
  an individual authorized that person the 
  specific permission to seize or destroy 
  designated property of another entity that 
  need not be a government and while 
  typically issued during times of war, a 
  Letter of Marque could be used as an act of 
  retaliation short of a declaration of war. The 
  Independents issued dozens of Letters of 
  Marque during the war, but only a handful 
  were successful. Considered nothing more 
  than pirates by the Alliance, most of these 
  so-called privateers were ruthlessly hunted 
  down and destroyed with only Theodore 
  Fox eluding capture for the duration of the 
  war. There were many superstitions about 
  Fox during the war, the most persistent 
  being his uncanny ability to evade capture, 
  typically referred to as ‘That Old Black 
  Magic’.”   
  – Cortex historical database entry    
   
  Once clear of the homestead, reaching the 
  spaceport will be complicated by the arrival 
  of Federal Marshals setting up a cordon 
  looking for Fox and the others that 
  assaulted the Magistrate Unknown to the 
  Crew, Evans’ bodyguard slipped free of his 
  bonds quicker than the Crew had hoped 
  and freed the others. The Magistrate is now 
  throwing his considerable weight around 
  and has ordered the spaceport locked 
  down. The only reason this hasn’t happened 
  already is the Port Master has so far 
  refused to acknowledge Evans’ authority to 
  give such an order. As Fox is now a red hot 
  fugitive, he must be kept out of sight at all 
  costs. The partial descriptions of any PC 
  that took place in the fist fight results in 
  those PCs having a one-step skill penalty to 
  all Social skills.  
  Regardless of mode of travel the Crew 
  uses, they will be challenged by Marshals. 
  Tricking their way past the cordon is a 
  HARD (11) Intelligence + Influence roll. Fox 
  will also have to make an Opposed Roll of 
  Fox’s Intelligence + Covert plus whatever 
  bonus he has for his disguise against the 
  Marshal’s Alertness + Perception. PCs can 
  assist Fox by attempting to distract the 
  Marshal with an AVERAGE (7) Intelligence 
  + Influence / Persuade or Agility + Craft / 
  Acting roll to cause a one-step skill penalty 
  to the Marshal’s roll.  
  If Fox is recognized, or if the PCs fail their 
  roll to bluff their way through the cordon, 
  the PCs will have to fight their way through 
  the roadblock. Fortunately, the Marshals did 
  not believe the reports that the Black Fox 
  was in town and are sluggish in their 
  reactions. However, and EASY (3) 
  Intelligence + Knowledge roll will know 
  killing a Marshal is an extraordinarily bad 
  idea and while assaulting a Marshal is also 
  a crime, they won’t face the same level of 
  
   
  17 
  pursuit that murder would. Run the fight as 
  normal with the Marshal’s slow reaction 
  represented by giving the PCs the chance to 
  act first in the round.  
   
  On reaching the spaceport, they can see a 
  flurry of activity and all the various Corvue 
  screens announcing a lockdown in progress 
  message. The Crew will have to act quickly 
  if they are going to get away before the 
  entire facility is under Landlock. Escaping 
  while Evans and the Port Master are 
  arguing will require an AVERAGE (35) 
  Complex Action pitting the Mechanic’s 
  Agility + Technical Engineering to quickly 
  jumpstart the ship’s engines.  
  While the PCs are making their rolls, the 
  GM will also be rolling a Complex Action of 
  Evans’ Willpower + Influence / Persuade to 
  get the thankfully stubborn (FORMIDABLE 
  75) Port Master to order the Landlock If 
  Evans reaches his threshold before the PCs 
  reaches theirs, the PCs’ ship is Llandlocked. 
  As escaping is critical at this point, it is 
  suggested that the GM encourage the Crew 
  to use Plot Points or Indirect Assistance to 
  meet their threshold first.  
  Once the ship starts, the Pilot will make an 
  AVERAGE (7) Ship’s Agility + Piloting to get 
  the ship airborne quickly. However, as soon 
  as they start to move, an ASREV moves 
  quickly to stop their escape. At this point 
  Fox will suggest something he used once 
  during the war to escape a sticky situation. 
  He explains his plan quickly, which consists 
  of the Pilot making another AVERAGE (7) 
  Ship’s Agility + Piloting roll to put the ship 
  on the correct takeoff vector, while the 
  Mechanic makes an AVERAGE (7) 
  Intelligence + Mechanical Engineering roll 
  to dump one quarter of the ship’s fuel 
  supply. The Pilot will then have to make an 
  EASY Intelligence + Piloting roll to cause 
  the ship’s engines to ‘backfire’ and ignite 
  the highly flammable oxygen and hydrogen 
  mixture they are trailing behind them. The 
  resulting explosion is high enough to not 
  cause any harm on the ground, but ASREV 
  will will spin out of control. By the time they 
  regain control, the PCs will be high enough 
  to go to Hard Burn and escape.  
  Safely away from Hera, Fox gives the Crew 
  a set of coordinates and asks to be taken 
  there. The trip is only three hours and is on 
  the way to whatever course the Crew was 
  planning or if they didn’t have a plan, Fox’s 
  course is as good as any. When they reach 
  the coordinates in deep space and less than 
  twenty minutes later, a ship is detected 
  approaching fast. If the Crew gets alarmed, 
  Fox explains that it is only some friends 
  coming to take him off their hands. The 
  sleek freighter arrives and clearly visible on 
  the prow is the name Cutty Sark! Fox grins 
  at the Crew’s reaction and at his old ship 
  before replying. 
   
  “While I do thank you for your 
  assistance, I wasn’t sure if you good 
  people would be up to the job. I am 
  proud to say you most certainly were. 
  Anyway, some old friends of mine 
  purchased my old ship when it went up 
  on the auction block and I was able to 
  send them a wave shortly before that 
  unfortunate scene back on Paquin. I 
  hope you don’t mind that I used the 
  Cortex in my room to send them a 
  
   
  18 
  couple updates so they would know 
  where to meet me. Thank you again for 
  your assistance and I must now be on 
  my way.” 
   
  By this time the Cutty Sark has docked with 
  them and he says his goodbyes. If any one 
  asks him where he going next, he smiles 
  enigmatically before replying:  
   
  “Second star on the right and straight 
  on ‘til dawn.”3    
   
  He closes the hatch and the Cutty Sark 
  disengages, pivoting away with a flourish, 
  before going to Hard Burn and quickly 
  disappearing from sight.  
   
  The next time the probably paranoid PCs 
  check the Cortex, they find that despite the 
  partial description of them and their ship, 
  the Alliance does not order an arrest 
  warrant and they are free to continue on 
  with their lives. However, the GM now has a 
  ready made hook to follow up with if he 
  chooses to exploit their encounter with 
  Magistrate Evans as a new Deadly Enemy.  
   
  The PCs should now be awarded 4-6 Plot 
  Points with a 2 point penalty for excessive 
  violence when dealing with Evans or the 
  Marshals. 
   
  TTH
  HEE  EEN
  ND
  D  
   
   
   
                                                   
  3 The directions to find Neverland as described in Peter 
  Pan 
  C
  Cu
  uttttyy  SSaarrkk  
  Built in Scotland in 1869 and one of the last 
  merchant clipper ships expressly built for 
  the tea trade. Clipper ships were noted for 
  their high speed for a wind powered sailing 
  vessel (The Cutty Sark once logged 360 
  nautical miles in 24 hours for a speed of 15 
  knots and is a standing record for a ship of 
  this size) and capable of making the run 
  from China to England in as little as 122 
  days, an unheard of speed for the time. Her 
  name is an old Scots term for a short 
  smock once worn as a woman’s 
  undergarment. In addition it was 
  specifically the name of a character in the 
  Robert Burns comic poem Tam o’ Shanter 
  written in 1791 and was also the name of 
  the ship’s figurehead.  
  As with all the clipper ships, the Cutty Sark, 
  after far too short a career, was replaced by 
  more reliable steam driven vessels. After 
  being sold and re-rigged several times, the 
  Cutty Sark was fortunate enough to be 
  restored to her original configuration in 
  1922 and preserved as a museum ship in 
  Greenwich, England, surviving today as a 
  popular tourist attraction.  
   
  
   
  I 
  FOLKS AND RASCALS 
   
  Theodore Fox 
     Agi d6, Str d6, Vit d8, Ale d8, Int d8, Wil d12;  
  Life Points 20; Initiative d6 + d8. 
     Traits: Leadership (Major Asset), Talented: Perception/Tactics (Major Asset), Military Rank (Minor 
  Asset), Credo: Spare Innocents (Minor Complication), Straight Shooter (Minor Complication), 
  Memorable (Minor Complication), Branded: Black Fox (Major Complication) 
     Skills: Animal Handling d4, Athletics d6 / Dodge d8, Covert d4, Discipline d6 / Mental Resistance 
  d8, Guns d4, Influence d6 / Leadership d10, Knowledge d4, Mechanical Engineering d2, Perception 
  d6 / Tactics d12, Piloting d4, Survival d4, Technical Engineering d2, Unarmed Combat d6 / d8 
  Brawling 
     Description: Dashing, intelligent, and confidence building, Fox is the quintessential example of a 
  natural born leader. Initially a simple freighter captain who tried very hard to stay out of the war he 
  could see brewing years ahead of others who became a fairly successful rancher. He was specifically 
  recruited as a privateer and succeeded beyond expectation in that role. Forty-six ships captured and 
  not a single life lost in the process. His prizes added almost three dozen ships to the Independent’s 
  ad hoc merchant fleet and when the war was over, left him branded as either a brilliant 
  swashbuckling hero or a blatant traitor. Fox would like nothing more than to be able to sink out of 
  sight and leave any and all limelight behind him. However, his notoriety has made it abundantly 
  clear that he will not be able to find anything like a normal life again.  
   
  Magistrate Evans 
     Agi d6, Str d8, Vit d6, Ale d8, Int d6, Wil d8;  
  Life Points 14; Initiative d6 + d8 
     Traits: Moneyed Individual (Major Asset), Friends in High Places (Minor Asset), Prejudice: Former 
  Browncoats (Minor Complication), Portly (Minor Complication), Overconfident (Minor Complication),  
     Skills: Athletics d2, Guns d4, Influence d6 / Intimidation d8 / Negotiation d10 / Persuade d8, 
  Knowledge d6 / Law d10, Perception d6 / Deduction d8 
     Description: Plump, coddled and smug, Evans has had his way pretty much his entire life and his 
  attitude reflects his firm belief that the ‘Verse revolves around him.  
   
  Aaron Phillips 
     Agi d8, Str d8, Vit d8, Ale d6, Int d6, Wil d6;  
  Life Points 14; Initiative d8 + d6 
     Traits: Steady Calm (Minor Asset), Loyal (Minor Complication) 
     Skills: Athletics d6, Discipline d4, Guns d6 / Pistol d8, Knowledge d4, Perception d4, Unarmed 
  Combat d6/Brawling d8 
     Description: A professional bodyguard in every way. In his mind, there are only two types of 
  people in the ‘Verse, his ‘principle’ Magistrate Evans and threats.  
  
   
  II 
   
  Valet, Butler, and Cook 
     Agi d6, Str d6, Vit d8, Ale d6, Int d6, Wil d4; Life Points 12; Initiative d6 + d6. 
     Traits: Steady Calm (Minor Asset), Loyal (Minor Complication). 
     Skills: Knowledge d4, Influence d4, Perception d4. 
     Description: Generic house hold staff that take care of Magistrate Evans home. 
   
  Marshals  
     Agi d6, Str d8, Vit d8, Ale d6, Int d6, Wil d8;  
  Life Points 16; Initiative d6 + d6. 
     Traits: Wears a Badge (Major Asset), Loyal (Minor Complication), Prejudice: Civilians (Minor 
  Complication) 
     Skills: Athletics d6, Covert d4, Discipline d6, Guns d6 / Pistol d8, Influence d6 / Intimidation d8, 
  Knowledge d4, Melee Weapon Combat d4, Planetary Vehicles d6, Perception d6. 
     Gear: Pistol – Damage d6W, Range 100, ROF 3 (8) with two extra magazines, Stun Baton – d2S, 
  Uniform, Mesh Armor – 1W, Communication Headset  
     Description: The Standard Federal law officer, reasonably competent, but is completely dedicated 
  to enforcing the law. 
   
  Pickpocket  
     Agi d8, Str d6, Vit d8, Ale d6, Int d6, Wil d4;  
  Life Points 12; Initiative d8 + d6. 
     Traits: Talented: Covert / Sleight of Hand (Minor Asset), Greedy (Minor Complication). 
     Skills: Athletics d6 / Running d8, Covert d6 / Sleight of Hand d8, Influence d4, Perception d6, 
  Unarmed Combat d2. 
     Description: This young thief has made his living on the streets for as long as he can remember. 
  Small and gifted with his nimble fingers, he’s always looking for an easy mark that isn’t careful with 
  protecting their cash. 
   
  Hera pro-Alliance crowd  
     use Settler Family, p. 182 (Father w/d4 Unarmed Combat instead of d4 guns) 
   
  Paquin thugs  
     use Unification War Vet, p. 180 
   
  Hera passersby  
     use Rim Shop Keeper, p.185 
   
  Rachel Taylor  
     use Society Belle, p. 184 
  
SOURCE: textdata/thevault/Serenity/Serenity - Fox Hunt.pdf