WHAT YOU GET IN THIS HERE BOOK - The Largest RPG Download ... · you narrate a FIREFLY RPG Episode....

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CREWS SHOULD KNOW THINGS DON’T GO SMOOTH Need help gettin’ your Crew into heaps of trouble? THINGS DON’T GO SMOOTH expands the ‘Verse with a passel of characters and shiny new rules like scene and location triggers. Perfect for an upstanding GM like yourself! To use what you find in THINGS DON’T GO SMOOTH, you’ll need a copy of the FIREFLY ROLE-PLAYING GAME. Dong ma? WHAT YOU GET IN THIS HERE BOOK NEW VILLAINS AND VARMINTS Meet spies & crime bosses, rival crews, the unexplained, and more! PACKED WITH GM ADVICE AND RULESS Find advice on Reavers and an Episode generator! Filled with new Distinctions, triggers, and more. TWO NEW FULL-LENGTH ADVENTURES Introduce your new Antagonists and rules with “Merciless” and “Thieves in Heaven”! FIREFLY ™ & © 2014 TWENTIETH CENTURY FOX FILM CORPORATION. ALL RIGHTS RESERVED. M A R G A R E T WEIS PRODUCTIONS,ltd. Sample file

Transcript of WHAT YOU GET IN THIS HERE BOOK - The Largest RPG Download ... · you narrate a FIREFLY RPG Episode....

  • CREWS SHOULD KNOW TH INGS DON’T GO SMOOTHNeed help gettin’ your Crew into heaps of trouble? THINGS DON’T GO SMOOTH

    expands the ‘Verse with a passel of characters and shiny new rules like scene and location triggers. Perfect for an upstanding GM like yourself!

    To use what you find in THINGS DON’T GO SMOOTH, you’ll need a copy of the FIREFLY ROLE-PLAYING GAME. Dong ma?

    WHAT YOU GET IN TH IS HERE BOOKNEW VILLAINS AND VARMINTSMeet spies & crime bosses, rival crews, the unexplained, and more!

    PACKED WITH GM ADVICE AND RULESSFind advice on Reavers and an Episode generator! Filled with new Distinctions, triggers, and more.

    TWO NEW FULL-LENGTH ADVENTURESIntroduce your new Antagonists and rules with “Merciless” and “Thieves in Heaven”!

    F I R E F L Y ™ & © 2 0 1 4 T W E N T I E T H C E N T U R Y F O X F I L M C O R P O R A T I O N . A L L R I G H T S R E S E R V E D .

    M A R G A R E T

    W E I SPRODUCTIONS,ltd.

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  • THINGS DON’T GO SMOOTHCREDITSWritten By: Andrew Peregrine, Eloy LaSanta, Maurice Broaddus, Dean Gilbert, Mark Diaz Truman, Eddy Webb,

    Keith R.A. DeCandido, and Monica Valentinelli Additional Writing By: P.K. Sullivan, Brendan Conway, and Rob WielandDeveloped By: Monica ValentinelliAdditional Development By: Rob WielandSystems Design By: Cam Banks, Dave Chalker, Philippe-Antoine Ménard,

    Rob Wieland, P.K. Sullivan, Dean Gilbert, and Mark Diaz TrumanRules Editing By: Mark Diaz Truman and Dean GilbertDesign and Layout By: Daniel Solis and Thomas DeenyCover Art By: Thomas DeenyTitle Page Art By: Crystal BenInterior Art By: Brian Glass, Thomas Deeny, Ben Mund, Daniel Solis, and Beth SobelChinese Translations By: Tony LeeShip/Crew Sheet Enhancement By: Chris “Mr. Gone” LelandEdited By: Alexander Perry and Sally Christensen

    MARGARETWEIS.COM

    M A R G A R E T W E I S P R O D U C T I O N S , T H E M W L O G O , C O R T E X S Y S T E M , T H E C O R T E X S Y S T E M L O G O ( A N D D E R I V A T I V E S ) A R E T R A D E M A R K S O F M A R G A R E T W E I S P R O D U C T I O N S , L T D . © 2 0 1 4 .

    F I R E F L Y ™ & © 2 0 1 4 T W E N T I E T H C E N T U R Y F O X F I L M C O R P O R A T I O N . A L L R I G H T S R E S E R V E D .

    M A R G A R E T

    W E I SPRODUCTIONS,ltd.

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  • CONTENTSINTRODUCIN’ HEAPS OF TROUBLE 6WHAT IS AN ANTAGONIST? ...............................................7CHAPTER SUMMARY ........................................................8

    SPIES AND CRIME BOSSES 12TAKING COMMAND ........................................................13JULIUS MORGAN ............................................................18CHARLOTTE DU BOIS......................................................22ORPHEUS .......................................................................26ASANTE OKORO .............................................................30AUGUSTUS LANDRUM ....................................................34NEW SIGNATURE ASSETS ................................................36NASTY ENCOUNTERS .....................................................38

    RIVAL CREWS AND GANGS 40INTRODUCIN’ THE COMPETITION ...................................41CROSS CREW .................................................................43BARBOSSA GANG ...........................................................50THE SIREN AND HIS SONGS ............................................53MCCOY FAMILY ..............................................................57RIVAL CREWS ON THE FLY ..............................................61NASTY ENCOUNTERS .....................................................62

    THE UNEXPLAINED AND OTHER VARMINTS 64PROGRAM 741 ..............................................................70MOLLY TRUMAN .............................................................74DARIUS MAKEPEACE ......................................................78BAI YIN ..........................................................................82NEW SIGNATURE ASSETS ................................................84THEM TERRIFYIN’ REAVERS ............................................86ADDING REAVERS TO THE ’VERSE ...................................88CONFRONTING THE REAVERS .........................................90SCARY RUN-INS WITH REAVERS .....................................91

    ENEMY BOATS 92NEW SHIP DISTINCTIONS ...............................................94NEW SIGNATURE ASSETS ..............................................102ANTAGONIST BOATS .....................................................104CREATING YOUR OWN SHIP DISTINCTIONS ...................113ASSEMBLIN’ A NEW SHIP DISTINCTION .........................116

    CREATING NEW SHIP TRIGGERS ....................................118USING RIVAL SHIPS ......................................................120

    SCHEMING AND NARRATIN’ 122PLAYING ANTAGONISTS AS THE GAMEMASTER .............124ANTAGONISTS IN ACTION .............................................128BARFIGHTS AND COMBAT ............................................130ADDING MORE LAIRS AND HIDEOUTS ...........................142SCENE AND LOCATION TRIGGERS .................................148PUTTIN’ IT ALL TOGETHER ............................................150

    MERCILESS 159THE WAY OF THINGS ....................................................160CASTING CALL .............................................................161EXTRAS ........................................................................164SCENES AND LOCATIONS .............................................165PRELUDE: A BROWNCOAT BENEFACTOR........................167ACT I: PRICE OF ADMISSION .........................................171ACT II: PLEASE DON’T TOUCH THE EXHIBITS .................175ACT III: SELF-GUIDED TOUR ..........................................178ACT IV: EXIT THROUGH THE GIFT SHOP ........................183ROLL CREDITS ..............................................................188

    THIEVES IN HEAVEN 189THE WAY OF THINGS ....................................................190CASTING CALL .............................................................191SCENES AND LOCATIONS .............................................197COMINGS AND GOINGS ................................................202PRELUDE: BLINDSIDED IN THE BLACK ...........................203ACT I: A NIGHT IN HEAVEN ............................................206ACT II: TALK AROUND TOWN.........................................210ACT III: ONE PIECE AT A TIME ........................................214ACT IV: TOUCH THE STARS ............................................219ROLL CREDITS ..............................................................224ADVENTURE MAPS .......................................................225

    APPENDIX 226FREQUENTLY ASKED QUESTIONS .................................227NEW CHARACTER DISTINCTIONS ..................................230NEW SHIP DISTINCTIONS .............................................235SHIP SHEET ..................................................................239CREW SHEET ................................................................240

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  • GMC DATAFILESAGENT TOBIAS SCHMIDT ................................................74ASANTE OKORO .........................................................................29AUGUSTUS LANDRUM ..............................................................33BAIFANG ................................................................................... 162BAI YIN .........................................................................................81CALLIOPE “CALLY” DRAKEWELL .....................................83CECIL KATZ ..................................................................164CHARLOTTE DU BOIS ................................................................21COMMANDER SUSANNA MARCUS ..................................70CRYSTAL “BRAINIAC” HILL ..............................................79DALE MCCOY .................................................................60DARIUS MAKEPEACE .................................................................77DEBRAH WUN ..............................................................196DEVON “SIREN” TAO .................................................................55DILLON “LIGHTHOUSE” WOOD ......................................50“GENTLEMAN” JIM DEMIDOV .............................................. 195HONEY MCCOY ...........................................................................59

    JULIUS MORGAN ........................................................................17KIT HARDEN ...................................................................46MARIAH CHANG .............................................................83MARSHALL LIEN-HUA YUN .............................................74MERCY KEELEY ........................................................................ 193MICHAEL KEELEY .................................................................... 194MOLLY TRUMAN .........................................................................73ONYX.............................................................................56ORPHEUS .....................................................................................25PROFESSOR GREGORY JENSEN .......................................78PROGRAM 741 ...........................................................................69PROGRAM 741 ALPHA ...................................................70QUON CHUI .................................................................163TESSA BARBOSSA ......................................................................49ZAINE ALLEYNE ..........................................................................45ZAN CHUI ....................................................................163

    SHIP AND VEHICLE DATAFILESBASTION ......................................................................106COUNTESS ...................................................................109HARD BURN .................................................................105HOPE ...........................................................................107II ..................................................................................110OKORO’S SUBMARINE ....................................................31

    OZYMANDIAS ..............................................................111SANTA MARIA ..............................................................112SECOND STAR ..............................................................220SHOPPING WORLD.........................................................71SWEETS .......................................................................108WILL RISE AGAIN ..........................................................104

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  • Introducin’ Heaps of Trouble

    It can be lonely out in the black, but flyin’ out on the fringes of space isn’t as peaceful as you might think. There are plenty of folk out there hoping to steal what a Crew’s got, and they don’t care who gets hurt in the process. Now don’t misunderstand. Most folk livin’ under the Alli-ance’s rule are decent, hard-working people. Not every noble wants a duel, not every mayor runs a Podunk town with an iron fist, and not every Companion is an assassin—something most Crews should keep in the back of their minds. Truth is most Crews’ll run into a bad apple on account of the law of averages. The ’Verse is plenty big, and the Law can’t be every-where. That means some folk do get away with the worst kinds of crimes, because nobody’s around to cuff ’em or tell them otherwise.

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  • For Crews lookin’ to do business that ain’t exactly legal, chances are a lot higher that they’ll run into troublemakers. Even though the Border and Rim Planets might seem like a criminal’s paradise, life’s not easy for petty thieves, neither. Don’t matter whether that Crew’s flyin’ a leaky boat in the Kalidasa System or dodging Alliance cruisers near Bellero-phon’s orbit—there’s always something or somebody getting in the way of “honest” work. It’s what most might call an occupational hazard. Any Crew that runs with wolves will get bit by ’em—it’s just in their nature.

    It’s your job to make sure things don’t go smooth when you narrate a FIREFLY RPG Episode. As a GM, your role is to think up all manner of no good, double-crossin’ characters and obstacles to toss at the Crew. Someone comes lookin’ to shoot your Crew? Well, your Crewmembers are gonna shoot your varmints right back. Same goes for them that steals, hustles, or swings a punch at ’em, too. You might even say the good-for-nothin’ characters you introduce allow your Crew to be big damn heroes.

    If ’n you’re stuck and need help comin’ up with all them fiddly bits to make your Crew’s life more interestin’, Things Don’t Go Smooth has what you need. This here supplement presents a baker’s dozen of characters for you to use and toss in your Crew’s way. Each Antagonist includes supporting characters, locations, story hooks, and background material that’ll help introduce these varmints into any Episode. What’s more, there’s plenty more tools to add to your toolbox where that came from. You’ll find more ships, advice on handlin’ Antagonists, scene and location dice, triggers, and shiny Episodes to run, too!

    WHAT IS AN ANTAGONIST?Calling an Antagonist a villain would be too easy. Folk like Badger, Saffron, and Patience need not be evil to butt heads with a Crew—and these new characters are no different. In the ’Verse, most decisions aren’t cut and dry. Morals tend to be a mite blurry when it comes to doin’ right and wrong. The mother who blames a captain for her son’s death, and the Alliance officer hoping to keep the black safe from ship-stealin’ pirates, aren’t cut from the same cloth as a blood-thirsty, knife-wielding Triad enforcer. Just ’cause those characters don’t follow the Law means they’ll grant quarter to a sympathetic or criminally-minded Crew, either.

    Sure, plenty of Antagonists are villains, too, but what defines them isn’t their morality. Instead, think about how their agendas impact your Crew, and what’ll happen if they cross paths with characters that interfere with their grand schemes. Say a gunslinger named Rosie has a particular beef

    she needs to settle. For example, say Rosie the Gunslinger starts shootin’ her way through the ’Verse. Are you sure you know exactly what’s motivating her? If your gunslinger is suddenly trackin’ down the Crew, figure out what that connection is all about. Is she looking for the person who killed her best friend or has mistakenly identified the Crew as the persons responsible for her current predicament? If Rosie is shootin’ bullets willy-nilly everywhere she goes, that can be fun for a little while. Thing is, characters with no rhyme or reason are pretty ho hum—especially in the FIREFLY RPG.

    The reason and motivation behind any Antagonist’s actions is vital to understanding how the Crewmembers will react. Say Johnny the Outlaw’s got a thirst for vengeance, and maybe he hits the Crew head on, not carin’ who they are or what they’re about. But, if ole Johnny is simply doin’ a job for an even bigger criminal mastermind—like the Tong—maybe

    PLAYIN’ THE GAME: ABOUT THIS BOOK

    Things Don’t Go Smooth is designed for GMs, but that don’t mean you or your Crew won’t find somethin’ useful in this here supplement for the FIREFLY RPG. Dozens of new Distinctions, shiny new Signature Assets, ships, and locations are available for you to use as well. Just keep in mind this book has heaps of options for your GM to toss your Crew into the worst kinds of trouble—if’n you don’t want your next Episode spoiled, then don’t peek! That said, if’n you and your Crew are itchin’ to do a little crime and are dyin’ for more rules, then read away! There’ll be sidebars a-plenty for you, so read on.

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  • he’s distracted and takes his sweet time before he comes after the Crew. Suddenly, Johnny’s got more to gain (and lose), and that makes him more interesting to talk to, make deals with, and fight.

    Now that you understand what an Antagonist is, it’s time to tell you about ’em and all the other characters, plot hooks, and rules you’ll find here in Things Don’t Go Smooth.

    CHAPTER SUMMARYSettle in, it’s time to take a tour of the new villains and var-mints designed especially for the FIREFLY RPG. The first three chapters give you the lowdown on a particular type of antagonist: individual characters, rival crews, and the mysteries of the ’Verse. You’ll encounter gangs, ghostly legends, living programs, and crime bosses that make Niska go a little pale.

    Each Major Gamemaster character is accompanied by a series of characters, plot hooks, and hideouts you can plug straight into your Episode. These Antagonists are followed by a ship chapter with new sample ships and a GM’s chapter overflowin’ with advice and new rules for scene and location triggers. Then, you’ll get two shiny new Episodes in this here book, too. Ain’t that somethin’?

    Here’s the lowdown:

    CHAPTER 1: INTRODUCIN’ HEAPS OF TROUBLEThis bein’ the section you’re reading right now. You’ve

    read a general overview of what an Antagonist is, and have a sense of what Things Don’t Go Smooth is all about. Got that clear in your head? Good, now read on!

    CHAPTER 2: SPIES AND CRIME BOSSESAntagonists found in the FIREFLY RPG range from

    small operators to big time crime bosses. Five of the thirteen Antagonists are devoted to this important character type, and the folk they boss around. They are:

    Julius Morgan: Though he’s a connoisseur of fine wine and secrets, Morgan don’t have an honest bone in his body. He moves in all the best circles, trading informa-tion and advanced tech. He’s a mite unpredictable, on account of his rarified tastes that have stretched to a few of the more expensive recreational drugs, which makes him difficult to deal with. Well, that and his tendency to look down on anyone who doesn’t measure up to his net worth. He may not seem like much, but don’t let his cavalier attitude fool ya: Morgan is one of the best spies there is.

    Charlotte du Bois: Despite her age, social standing, and her parents’ wishes, Charlotte saddled up with the Alli-ance during the War as a courier. Her efforts impressed all the right people; she worked undercover until a job

    MASTERIN’ THE GAME: WHAT’S YOUR MASTER PLAN?

    Most Antagonists should have a plan. Even if they aim to rush your Crew and open fire, they still have to figure out when, where, and how. When you’re using them, remember that Antagonists are scheming in the background even when your players aren’t interacting with them. As the Gamemaster, think of your Antagonists like invisible presences, pursuing their own ends, with or without screen time.

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  • went sour and the Alliance disavowed her. Now, the government thinks Charlotte is dead, and she’d like to keep it that way. Thanks to her family’s credits, this former spy has rebuilt her life and runs a simple town on the frontier—although her real business is intelligence gathering, infiltration, and assassination.

    Orpheus: Some things got burned in the War, some things got built; for Orpheus, it was both. His life on Shadow was torn apart, as were his vocal chords. But what he suffered made him vow not to be poor or pow-erless again. He started trading in Alliance weapons and now he owns a moon called “Summerfair.” Orpheus may seem like a benevolent ruler, and for some that’s true—but this young man ain’t all he seems. He may tell folk he’s left the War behind, but the reverse is true, for Orpheus has a dream and that requires all manner of weapons.

    Asante Okoro: Asante has moved from one battlefield to another. Fighting for the Browncoats taught her how to kill, but when the War was over she realized she had little idea how to do anything else. So she got her unit together and went freelance, eventually becoming operatives for the Blue Sun Corporation. While the work is much as she expected, corporate espionage is a shifty business. Asante has learned how to sneak in shadowy circles to avoid attracting attention by the wrong people. She still has a soft spot for the Browncoats, but now everything is about getting her hands on Alliance credits—and business is booming.

    Augustus Landrum: Not everyone is able to leave the War behind, and Augustus carries it with him. He fought hard for the Independents—did a lot of things he’s not proud of, and a few more that keep him awake at night. But for all that, he had to watch Serenity Valley burn because he failed to stop the Alliance make a landing there. However, even broken people have to make a living. Augustus has many dangerous skills, and he’s training his own personal militia. You need a job done and don’t care how, Augustus will see it happen—espe-cially if that job means the Alliance will suffer.

    CHAPTER 3: RIVAL CREWS AND GANGSNo two Crews are alike, and most folk know that flyin’

    from planet to planet burns up fuel cells right quick. It’s guaranteed that most Crews who smuggle, trade, or salvage will have competition both legal and otherwise. The rival crews presented in this chapter aren’t good at sharing, and they won’t be happy if they find out someone else’s cuttin’ in on their territory.

    The rival crews featured in this chapter are lead by four, unique Major GMCs. Those characters are accompanied by a strong, supporting cast of Minor GMCs and Extras.

    Cross Crew: Not every crew smuggles food and wob-bly-headed geisha dolls; some operations are a little more specialized and a lot more illegal. The Cross Crew deals with blastomeres and organs, shippin’ them across the ’Verse for the Triad. The crew is a three-member operation, led by Zaine Alleyne. Though they work hard, these crewmembers barely tolerate one another. Their loyalty to the crew is bound by one thing and one thing only: survival. Zaine may think otherwise, but most everybody else knows that this particular Crew is in neck deep with the Triad. Either they follow their orders, or the Cross Crew’ll wind up on the operating table—just like their mules.

    Barbossa Gang: For some crews, fightin’, cussin’ and trouble are an occupational hazard. For the Barbossa Gang it is all part of the fun. Put simply, these gang members are pirates—they care more about shootin’ bullets, drinking, and causing mischief than they do anything else. Rooted in chaos, the Barbossa Gang would have fallen apart years ago were it not for their captain, Tessa Barbossa. Now, Tessa is as clever as she is dan-gerous. A couple years back, she struck a secret bargain with the Alliance to protect her gang. In exchange for the freedom to do whatever they want, Tessa and her gang targets the ships the Alliance wants to hit.

    The Siren and his Songs: The prettiest gang in the ’Verse is run by a former Companion named Devon “Siren” Tao. He and all his “Songs” are Companion-trained; they work on a luxurious space station dubbed the Countess. The Siren and his crew openly trade in the exotic for the Alliance’s finest, but secretly play both sides against the middle. Blackmail, extortion, and assassination are just a few of this gang’s specialties. Thing is, the Siren is excellent at covering his tracks, and manipulates the right people at the right time to save his own skin. It’s a wonder the Alliance hasn’t stormed in already, just to get their Readers to scan Devon’s ship for secrets.

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  • McCoy Family: At first glance, rivals take one look at the McCoy family and shrug ’em off, thinking they’re not all that dangerous—until they wind up missing or worse. The McCoy family gang members are all related by blood. Grandpa McCoy used to be the head of the clan filled with his children, cousins, and their cousins’ cousins out on the frontier. Now that he’s buried, Honey McCoy has taken over and has an eye on drug smuggling. She’s gunning for the smaller dealers, first, but then? Once she’s got a handle on the petty middlers and the like? Honey’ll ensure everybody knows the McCoys are a force to be reckoned with.

    CHAPTER 4: THE UNEXPLAINED AND OTHER VARMINTSTo round off the Spies and Crime Bosses and Rival Crews

    and Gangs, this chapter introduces some of the weirdest Antag-onists a Crew’s likely to meet in the ’Verse. If ’n one of these Antagonists gets within spittin’ distance of a Crew, trouble they’ve never seen before’ll come rainin’ down upon ’em.

    The four characters in The Unexplained and Other Var-mints are all manner of strange. Some Antagonists are scarier than others, and are designed to flesh out the ’Verse with a whole lotta mystery.

    Program 741: Not every Antagonist has to be human. Program 741 is a remnant of the War, a rogue AI on an obsolete mission to take down Independent-manufac-tured tech. If it manages to download itself onto a system, it’ll copy that data onto its systems if it acknowledges it’s interfacing with Alliance tech. However, if Program 741 “thinks” a vessel is operated by the Independents? It’ll bring all manner of hellfire and brimstone down upon that ship. While it won’t impact every boat that’s flyin’ out there, there are a good number of decommissioned war-ships that are flyin’ illegally or have Independent parts.

    Molly Truman: The Alliance makes use of all kinds of assassins, and Molly Truman happens to be one of ’em. See, there’s a chip in dear ole Molly’s head, which the Alliance activates whenever they feel like it. Once she swings into action, Molly orchestrates “accidents” and the like, to make the guvmint’s enemies up and disappear. Always accompanied by a handler, Molly thinks she’s working as a consultant for some bigwig operation. Even she doesn’t know what she’s done or who her next target is. This orphan from the War is a time bomb that’s tick, tick, ticking away...and she’s not the only one.

    Darius Makepeace: Everybody knows that the wealth-iest families earned piles of money during the War, and Makepeace is one of ’em. Strangely enough, though, Makepeace got it into his head that he can save every-

    body by rebuilding “Earth-That-Was.” Most folk don’t cross paths with Makepeace, on account of the circles he travels in, but when they do? They find out real quick what Makepeace is made of. Not only is he a zealot, Makepeace is richer than sin, has a large cache of weapons at his disposal, and always gets his way.

    Bai Yin: There are plenty of weird phenomena out there in the black, and folk willing to share a chilling tale or two about ’em. The name Bai Yin is whispered in ghost stories and tall tales. Some travelers believe she’s a ghost bent on revenge; others a demon from Earth-That-Was. The truth of Bai Yin’s nature, that she’s some kind of gov-ernment experiment, has never been confirmed. What does get talked about, however, is the fact that even if Bai Yin turns out to be human? She’s never alone, and she knows things she shouldn’t. Thing is, Bai Yin ain’t exactly the type to cooperate—but she will make a deal.After you meet these characters, you’ll also find heaps

    of advice on how to appropriately handle the ’Verse’s nastiest Antagonists of ’em all—Reavers. That section in particular will be of interest to those of you who want to threaten your Crew with ’em, but aren’t sure how to handle their more troublesome aspects.

    CHAPTER 5: ENEMY BOATSTo fly from one system to the next, any petty thief will

    beg, borrow, and snitch for a good boat. In this chapter, you’ll find new rules for all kinds of ship classes and new boats. The sample Antagonist ships in his chapter belong to: Julius Morgan, Augustus Landrum, Asante Okoro, Zaine Alleyne, Devon “Siren” Tao, Tessa Barbossa, Honey McCoy, and Darius Makepeace.

    To round out these examples, you’ll find new Signature Assets and Signature Asset triggers, as well as advice on how to design your own ship rules, too.

    CHAPTER 6: SCHEMING AND NARRATIN’Now, this here chapter is filled with all kinds of tools for

    a GM to use in an Episode. In addition to advice on handlin’ Antagonists, you’ll read more about handling combat at your table, learn new ideas to build towns and cities throughout the ’Verse, balance Crewmember Advancement, and delve into new rules for scene and location triggers.

    Be sure to reference the FIREFLY RPG Corebook if you haven’t already got the basic rules clear in your mind; the information presented in this chapter builds off of that foundation.

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  • CHAPTER 7: MERCILESSTo round out Things Don’t Go Smooth, you’ll find a pair

    of Episodes. Merciless takes place in a museum on Ariel. It’s the perfect heist to introduce scene and location triggers and test drive a shiny new Antagonist!

    The Unification War tore apart families all across the ’Verse. It set brother against sister, mother against father, and husband against wife. Zan Chui lost everything when her husband Quon Chui turned his back on the Independents. The Alliance has awarded Quon plenty for his betrayal, but now he’ll reap what he’s sown when his ex-wife hires the Crew to break into a museum and steal the centerpiece from his collection of Earth-That-Was artifacts. All they have to do is defeat Quon’s unique security protocols, outwit a rival thief, and load up with enough junk to make the risk of getting caught worth the trouble. What could possibly go wrong?

    CHAPTER 8: THIEVES IN HEAVENA high-level conspiracy is the theme of this here Episode.

    Thieves in Heaven gives you the opportunity to narrate a darker side of the ’Verse, and introduce complex Antagonists and moral dilemmas.

    No matter how much love and affection gets poured into a ship, some days things just don’t go smooth. When a piece of space junk smashes into the Crew’s vessel, they find themselves making an emergency landing on the planet Angel needing to replace a hard-to-find but essential part for their ship. Heaven City has been dying ever since the War ended. Folk in town aren’t faring much better. Michael Keeley, an unsung Alliance war hero, suffers from a disease caused by the terraforming process. His sister, Mercy Keeley, feels the pressure from nearby Astrolabe Engineering to give up on her dreams. When the Crew finds out that Astrolabe might be responsible for more than just some well-armed “concerned citizens” led by Gentleman Jim Demidov, they are drawn into a conflict that’s been simmering ever since Astrolabe’s executive, Debrah Wun, set foot on the planet.

    APPENDIXLast but not least, the Appendix provides you with a new

    FAQ that clarifies the rules and compiles the Distinctions found in this here book, too. You’ll also get your hands on a shiny new GMC template GMs can use to build out Major GMCs, Minor GMCs, and Extras. Shiny!

    GOT QUESTIONS? ASK AWAY!

    Things Don’t Go Smooth introduces new rules to round out the characters, ships, setting, and plot hooks found in the FIREFLY RPG corebook. If’n you need help figuring out how to use the information provided in your game, hop on over to www.margaretweis.com and visit our forums.

    Don’t be shy!

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  • Spies and Crime Bosses

    There’s nothing like being in charge. Sometimes steppin’ into the boss’s shoes makes you feel like you’re the King of all Londinium. Though that may be true, nobody wakes up thinking “What kind of evil can I get into today?” Okay, maybe a few do...but for the most part, even the worst gorramn villains consider themselves the heroes and heroines of their own stories. Crime bosses ain’t all that different from big, damn heroes—they like to think they’re somethin’ special, too.

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  • TAKING COMMANDTo become the head of criminal organization, most crime bosses care about two things: control and power. Everybody in the ’Verse tends to have a mind of their very own. Every-body—even Mudders! What folk don’t always have, however, are interests that match up real pretty like. Crime bosses are the worst offenders, since their schemes are usually of the hurtin’ other people to get their way variety. Trouble’s always a-brewin’ whenever a crime boss is involved, and that means a good crime boss can be hard to pin down.

    What makes a great crime boss? Successful bosses fit into civilized society as best they can. Sure, other folk may know of Mr. Niska’s reputation, but he didn’t abandon his family or his sense of style. To most everyday folk? Crime bosses tend to be beyond their understanding, lurkin’ just outside the corner of their eye, operatin’ under the radar where most regular folk won’t dare to go.

    That said? Great crime bosses share a few other com-monalities. They tend to:

    Know Everything: As a matter of survival, a good crime boss sees life like a chessboard, thinkin’ five or six moves ahead and covering every angle. Criminal organizations have a lot of moving parts; it’s vital to know every aspect of its operation, lest something or someone fall through the cracks. Most bosses use this knowledge to ensure their underlings do what they’re paid to do, and keep both eyes on their “friends.” After all, those who dare to associate with them are usually as ambitious and

    ruthless as the crime bosses are—underlings tend not to shed tears if their leader passes on. And that’s just within their personal organizations! Bosses stay ahead of rivals, competitors, enemies, and nosy Crews by knowin’ their business inside and out.

    Ask for Favors: Crime bosses understand that bribery works on many different levels. That’s why many bosses feel it’s best to keep people indebted to ’em, havin’ folk owe them a favor. Or twelve. Favors provide bosses with leverage, and ensure that enemies, friends, and rivals are kept close. When fulfilled, cashed in favors almost always provide the boss with something valuable. And when they’re not? Well, then bosses like Niska have the opportunity to punish those who dare to cross them.

    Protect Their Reputation: The name of a crime boss’s game is respect. The more people respect—fear—their bosses, the less likely their underlings will disobey or fail them when their enemies come a-knockin’. With great power comes the will to use it, and the best bosses are cunning, ruthless, and shouldn’t be crossed. Let’s face it: most minions and clients learn the hard way. They need a stern hand to remind them who’s in charge to deal with disloyal henchmen, an upstart Crew, or a disagreeable politician. After all, doubt shows weakness and a lack of control. Fairness, justice, and mercy are strange words to any crime boss, especially when it comes to protecting a fierce rep!

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    Front CoverBack CoverTitle PageCreditsContentsIntroducin’ Heaps of TroubleWhat is an Antagonist?Chapter Summary

    Spies and Crime BossesTaking CommandJulius MorganCharlotte du BoisOrpheusAsante OkoroAugustus LandrumNew Signature AssetsNasty Encounters

    Rival Crews and GangsIntroducin’ the CompetitionCross CrewBarbossa GangThe Siren and his SongsMcCoy FamilyRival Crews on the FlyNasty Encounters

    The Unexplained and Other VarmintsProgram 741 Molly TrumanDarius MakepeaceBai YinNew Signature AssetsThem Terrifyin’ ReaversAdding Reavers to the ’VerseConfronting the ReaversScary Run-Ins with Reavers

    Enemy BoatsNew Ship DistinctionsNew Signature AssetsAntagonist BoatsCreating Your Own Ship DistinctionsAssemblin’ a New Ship DistinctionCreating New Ship TriggersUsing Rival Ships

    Scheming and Narratin’Playing Antagonists as the GamemasterAntagonists in ActionBarfights and CombatAdding More Lairs and HideoutsScene and Location TriggersPuttin’ it all Together

    MercilessThe Way Of ThingsCasting CallExtrasScenes and LocationsPrelude: A Browncoat BenefactorAct I: Price of AdmissionAct II: Please Don't Touch the ExhibitsAct III: Self-Guided TourAct IV: Exit Through the Gift ShopRoll Credits

    Thieves in HeavenThe Way of ThingsCasting CallScenes and LocationsComings and GoingsPrelude: Blindsided In The BlackAct I: A Night in HeavenAct II: Talk Around TownAct III: One Piece at a TimeAct IV: Touch the StarsRoll CreditsAdventure Maps

    AppendixFrequently Asked QuestionsNew Character DistinctionsNew Ship DistinctionsShip SheetCrew Sheet