Orbital Blues: An Unchained Melody
Orbital Blues: An Unchained Melody
An Unchained Melody
Playtest Edition
Sleney, Clark and Cox
This is the rock and roll future of yesteryear that never was—and
nobody wanted. “Trailer for sale or rent.
It is an intergalactic age of cowboys, outlaws and bandits playing Rooms to let, 50 cents.
on an interstellar stage. It is a time of hyper-capitalism and a
cutthroat gig economy. Unreliable trash-heaps carry scrappy
underdogs to their next gig, and corporation freighters lumber
No phone, no pool, no pets.”
across the horizon laden with an empire’s bounty. - Fairview Motel, New Reno, Sutler System
The backstreets of every terraformed metropolis brim with a
thousand lonely hearts and a thousand more venal vendettas.
The burnt-out wastelands between bright lights are lawless bat
countries—anachronistic Americana languishing beneath
multiple moons. Madness lies in every direction at every solar
hour.
ORBITAL BLUES
MUSCLE: 0 MUSCLE: 1
SAVVY: 2 SAVVY: 0
GRIT: 1 GRIT: 2
HEART: 8 HEART: 9
MAJOR GAMBITS: Heard It Through the Grapevine MAJOR GAMBITS: More Like Guidelines Anyway
Once per Arc, your character can make a Savvy check to discover In a tight spot, you can jury-rig and overdrive systems on your ship.
something advantageous regarding the Crew’s current predicament. Decrease one of the ship’s Stats by 1, and increase another Stat by 1. After
Additionally, you have the Upper Hand when on all rolls related to an hour, the increased Stat returns to normal, and you make a Savvy
gathering rumours or obtaining suppressed information. Check to attempt to return the decreased Stat to normal. If you fail, it will
need some replacement parts - gain a Debt.
MINOR GAMBITS: Thick Pockets
MINOR GAMBITS: Just Nuts and Bolts
Your pockets bulge. You always count as having Savings. You can
surrender this advantage at any time for a single Payoff. Tell the other You are a mechanical wizard. When you come across a broken piece of
characters where your recent wad of cash came from. technology, the Storyteller will always tell you what parts you need to fix
it and how long it will take.
You've never found an honest word that wasn't outperformed by a perfect lie. They called you a coward. Worst is, they ain’t wrong.
MUSCLE: 0 MUSCLE: 2
SAVVY: 2 SAVVY: 0
GRIT: 1 GRIT: 1
HEART: 8 HEART: 10
When rolling Initiative, you roll 2D3 and add the higher to your Savvy. The first time each Session you would spend Heart for Exertion, roll a
You are always on edge. If the party is Suprised, you can still act on your Blues Check instead. If successful, you do not spend Heart.
first Turn.
MINOR GAMBITS: Beast
MINOR GAMBITS: Locked and Loaded
You are very intimidating. It has its benefits, including but not limited to
Add an extra keyword to one of your starting Weapons. rolling with the Upper Hand against the cowardly, or Against the Odds
against those with something to prove.
You had a lover, but now they’re gone. You’re still pretty sore about it. The quickest way to end a fight is to do spectacular violence before your rival.
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PRONOUNS: She/Her PRONOUNS: He/Him
MUSCLE: 0 MUSCLE: 2
SAVVY: 1 SAVVY: 1
GRIT: 2 GRIT: 0
HEART: 8 HEART: 10
MAJOR GAMBITS: Devil’s Right Hand MAJOR GAMBITS: Friends In Low Places
A pistol is as much a weapon as it is an extension of your will. You always When you return to an old haunt and seek some old friends, roll a Blues
have the Upper Hand when attacking with pistols, and you can use your Check. If you succeed, in addition to gaining a Blues, roll with the Upper
pistol to incapacite, disarm or perform other unconventional trick shots Hand on your next check to obtain or coerce something from them.
at a standard difficulty (without rolling Against The Odds).
MINOR GAMBITS: Beauty
MINOR GAMBITS: It’s All In The Details
You are attractive by any measure. It has its benefits, including but not
You notice all manner of things others might not. You have the Upper limited to rolling with the Upper Hand on Checks against the smitten, or
Hand on Observation Checks to notice small details. Against the Odds against the envious.
You got involved with the wrong people and did things you’re not proud of. You know how to live. Let the naysayers hang, damn their eyes.
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Playing The Game “We’ll deal the cards, and you
One player assumes the role of the Storyteller. They narrate the story of
the players, known as the Crew. The Crew, in turn, describe what their
roll the dice. Open 28/12.”
characters do. - Denning Bueller Casinos
Stat Checks
When a player character or NPC attempts something with a chance of
failure, they roll a Stat Check. Opening an unlocked door doesn't require a
Stat Check, but forcing open a jammed, locked or blocked door does.
Walking across a clear room is easy enough, but quickly traversing a room
filled with security measures needs a Check. Stat Checks also determine
how well you can shrug off narcotics, dodge explosions or resist a vice.
A Stat Check uses either Muscle, Savvy or Grit. To make a Stat Check, roll
2D6 and add the relevant Stat. If the total is 9+, you succeed. Otherwise,
you fail. Either way, the Storyteller narrates the result.
When you have the Upper Hand, roll 3D6 and discard the lowest die
before adding the appropriate Stat as usual.
When you are Against The Odds, roll 3D6 and discard the highest die
before adding the appropriate Stat as usual.
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Multiple Instances Exertion
Each instance of the Upper Hand cancels out an instance of Against the Characters can spend Heart on Exertion to overcome poor dice rolls. After
Odds, and vice versa. If you use a crowbar (Upper Hand) to open a rusty you roll a Stat Check, Observation Check or Attack, or after an opponent
iron door (Upper Hand) while in low gravity (Against the Odds), you rolls an Attack against you (but before the Storyteller narrates the roll’s
make the Stat Check with the Upper Hand, as the two circumstances result), you can spend any amount of Heart, and reroll one die for each
granting the Upper Hand outnumber the one Against the Odds. However, Heart spent.
if the door is also blocked by something on the other side (Against the
Odds), they all cancel each other out and you roll 2D6 as normal. Regardless of the outcome, the new results stand. You can never use
Exertion to reroll a die you have already rerolled.
Stat Checks never roll more than three dice.
A Stat Check with three or more instances of the Upper Hand after Blues Check
cancelling is Trivial. It succeeds automatically, without a Stat Check.
A character makes a Blues Check whenever something terrible happens to
A Stat Check with three or more instances of Against the Odds after them. It is a measure of stress and turmoil for an outlaw. Blues Checks
cancelling is Impossible. It fails automatically, without a Stat Check. often relate to a character’s Troubles, but anything that saddens them
might call for a Blues Check.
Observation Checks To roll a Blues Check, the player rolls 2D6 and adds their Grit. If the total
is 9+, the character is shook up, but they take it in stride. They gain 1
Make Observation Checks to discern an environment’s unusual Blues. If the total is 8 or less, the feeling passes, and they gain no Blues.
features—to see, smell or hear something that isn’t obvious. Characters
can normally hear companions’ speech in a quiet room, but might not
hear it amid a roaring crowd or a blistering gunfight. Trouble’s Brewing
Following the Storyteller's general description of a location, players may Once per Arc, when a character has at least 8 Blues, they can declare one
ask for further details, potentially requiring an Observation Check. of their Troubles is Brewing. Sad music plays as they try to assuage their
Alternatively, the Storyteller might request an Observation Check to Blues by confronting the source of their Trouble. They might seek a
notice hidden details or dangers such as traps or enemies. verbal confrontation or a violent one. They might have a depressive or
manic episode, indulge a vice or wallow in their Blues.
Unlike Stat Checks, an Observation Check has no modifier: simply roll
2D6 against a target of 9+ to succeed, otherwise the Check fails. Either For the rest of that Scene they can spend Blues for Exertion instead of
way, the Storyteller narrates what the character observes. Heart. They take half damage from all attacks during this Scene.
On a failure, the Storyteller can provide a description reflecting At the end of the scene, they reset their Blues to zero. They also choose
uncertainty, or provide unreliable or lespartially correct information. one of the following:
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Money Payoff
If your Debts are greater than your Credits, roll or choose one of the
Cold hard cash. You want it, your debtors need it, and for some reason, following:
your friends are always asking for it, too.
1. You take out a Loan from an amenable contact.
Rather than tracking each individual credit, we manage the Crew’s 2. If you have any Savings, you lose them.
expenditure with the following abstract mechanics.
3. A friend helps you make ends meet—you owe them a favour.
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Combat “War? What is it good for?”
-Common Political Mantra of the anti-expansionist
Whether it’s a quick flash of switchblades in the street, a deadly brawl on
top of a moving mag-train or an adrenaline-fuelled raid on a high-rise
New Ohio movement.
apartment full of mobsters, combat is bound to happen.
Initiative
Initiative determines the order of Turns within a Round. To determine
Initiative, each character rolls D3 and adds their Savvy, taking into
account any modifiers from Gambits. Characters take Turns in
descending Initiative order.
Surprise
In the rough and tumble landscape of the Frontier Galaxy, fair fights
rarely happen. A character who is not ready for combat is Surprised, and
cannot move or take any actions on their first Turn in Initiative.
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Distances Attacking
Distance and space in combat is simplified into four bands called Ranges: As an Action on their Turn, character can make one Attack:
Close, Nearby, Far and Remote:
1. Determine the Target Number to hit the enemy. The default Target
• Close is melee range. Close characters can exchange blows or whisper. Number is 8, modified by equipment and Gambits.
• Nearby is the size of a small room. Nearby characters can talk without
2. Roll 3D6. Choose two of the dice and add the appropriate Stat for this
shouting, toss things to each other without difficulty, or move to
type of Attack. If the total meets or exceeds the Target Number, the
Close at a moment’s notice.
attacker successfully hits the enemy. If no two of the dice (with the
• Far is shooting range. Far characters must raise their voices to talk. added Stat) can meet the Target Number, the attack misses—but
maybe something bad or inconvenient happens instead.
• Remote characters have a lot of space between them. Remote
characters require specialised weapons or equipment to interact.
3. On a successful hit, the remaining die serves as damage. Subtract its
Remote fighting requires scoped weapons, and communication
value from the target’s Heart, plus any modifiers from the Weapon.
requires a phone, earpiece or radio.
Measure Distance from the characters to important threats, When Attacking with the Upper Hand, roll 4D6 instead and discard the
environmental features and objectives. lowest die.
Use common sense to decide how Range bands affect play. For example: Similarly, when Attacking Against the Odds, roll 4D6 but discard the
highest die.
Attacking
A Trivial Attack hits automatically, regardless of the Target Number—
• You can declare a melee attack against any Close enemy. roll 2D6 instead, and deal the higher die as damage, plus any modifiers.
• The ideal Range for Hand weapons is Nearby.
An Impossible Attack has no effect on the target.
• The ideal Range for Standard weapons is Far.
• Roll Remote Attacks Against the Odds (unless the weapon is Scoped).
Death
• Roll ranged Attacks at non-ideal ranges Against the Odds.
When a non-player character is reduced to 0 Heart, they die. They might
instead be knocked unconscious if the attacker wants.
Moving
• You can move from Close to Nearby (or visa-versa) freely on your Turn. When a Crew Member is reduced to 0 Heart, roll D6. If the result is equal
to or less than the number of Troubles they have, their story comes to an
• Moving from Far to Nearby (or visa-versa) takes an Action.
end. If the result is greater than their number of Troubles, they find
• Moving from Remote to Far (or visa-versa) takes several Actions. themselves Knocking on Heavens Door.
• To move towards or away from an enemy while they are chasing or
shooting at you, roll a successful Savvy Check. If you fail, either
choose to stay put or allow the enemy to Attack you.
Knocking on Heaven’s Door
• In a chase, both parties roll a Savvy Check. If both parties pass or fail, Characters who find themselves Knocking on Heaven’s Door are
then they remain the same Range. If one party passes and the other unconscious, delirious or injured, and rely on their companions to save
fails, then the winning party closes/widens the gap by one Range them. When a character is Knocking on Heaven’s Door, they may
band. If the chased party moves to Remote Range of their pursuer, disclose a great regret, fear or disappointment.
they escape.
Without medical assistance, a character Knocking on Heaven’s Door
regains consciousness in 2D6 hours. They gain a new Trouble, as skirting
the brink of death takes its toll.
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Weapons
The weapons that player characters may begin play with are typically
commonly available, hand-held weapons befitting storied individuals
who regularly engage in the acts of self-defence and small skirmishes
common in the Frontier Galaxy.
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Enemies A Mob of Goons
When a Crew does something worth dispatching a squad, then a Mob of
Combat is an unfortunate inevitability of the Outlaw life, so it’s important them might show up to deal with it. As few as 3 Goons can be a Mob,
for a Crew and its players to know what they’re up against. acting as follows:
There are two three kinds of enemies: Goons and Marks. Large groups of • They have a shared profile, often slightly better than a Crew Member.
Goons can be grouped in Mobs or Organisations, reflecting their • They act together with the same Initiative and Turn.
combined efforts, resources and training a collection may possess.
• Acts which require high levels of coordination, roll a Savvy Check.
Goons • When rolling Initiative, Mobs roll 2D3 and take the lower, then add it
their Savvy.
Goons are exactly what they sound like—the galactic chaff in every two- • When attacking a single target, they deal additional damage equal to
bit gangster’s backroom, guarding every crooked casino door, and their Size.
patrolling the interstellar streets in the name of domineering laws.
Typically out-gunned, out-witted or out-maneuvered alone, Goons • Mobs may split their fire between a number of targets up to their
commonly strike against Crews in number. Alone, they don’t pose any Size, but if they do so, they roll all attacks Against The Odds and do
real concern. Any attack that deals more than 3 damage takes down a not add additional damage as above.
Goon. • Each attack that does more than 5 damage reduces the Mob’s Size by
1. When the squad Size drops to zero, the Mob is taken out of action.
Goons have two profiles: one for individuals, and another for when they
Mob up.
Police Squad
An example of Goons is a planetary district’s local cops. Alone, the Loyalty: New Houston Police Force Size: 3 or more
average individual cop on a district’s force is unlikely to bust any of the
Crew’s schemes, figure out their grifts, or gun down an outlaw in a one- Muscle: 2 Savvy: 1 Grit: 1
on-one shootout.
Weaponry: Pistols | Batons | Shotgun (1 in 4)
Cop
Equipment: Radios | Handcuffs | Patrol Car (1 in 3)
Loyalty: New Houston Police Force
Moods: 1. Disorganised | 2. Blundering | 3. Aggressive
Muscle: 1 Savvy: 1 Grit: 0 | 4. Relentless | 5. Arrogant | 6. Destructive
Weaponry: Pistol | Baton This squad is a good final hurdle in a chase or shootout. They have one
patrol car for every 3 members, and one shotgun for every 4 members.
Equipment: Radio | Handcuffs
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Organisations “No one dared to ask his business, no one
Groups of Goons may also operate in large enough numbers to become an dared to make a slip, for the stranger there
Organisation—a whole syndicate, gang, precinct or corporation.
Organisation profiles are not intended to be used in combat, but rather to among them had a big iron on his ship.”
make social or intrigue-based rolls. They have Resources, instead of
Equipment and Weaponry, and a Reach, which defines their scale. - Monarch-Daxon Firearms Marketing Slogan
Police Precinct
Loyalty: New Houston Police Force Size: 40+
Marks
Marks are notable NPCs or antagonists who merit more detailed profiles
and abilities. A Mark could be anything from a Crew’s bounty hit, a rival, a
competitor, or a soured benefactor. Marks are always individuals, and
have full profiles like Crew Members, complete with their own Gambits
and Troubles.
Heart: 9 Affluence: 2
Between his high Savvy and resourceful Gambits, DeLacy could cause a
Crew some problems—with DeLacy and a squad or two of Cops closing in
on them, even a competent Crew would struggle to make a clean getaway.
But Delacy also struggles with his own troubles, living in the shadow of
his predecessor (Papa Was A Rolling Stone). A clever Crew could leverage
this information to undermine or defeat DeLacy.
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Vehicles “Automatic. Systematic. Hydromatic.”
- Murdoch Transport “Model G” marketing copy.
The Frontier Galaxy is a vast place, filled with a near-infinite number of
junkers, speeders, freighters and fighters, and the diversity of ships is as
varied as the galactic populous itself. These rules are intended to work for
interplanetary space ships, but they can just as easily be used for ground
vehicles or sub-atmospheric vessels.
Vehicles are driven by Pilots. You might use the Vehicle’s or Pilot’s Stats.
Vehicle Stats
Body is the strength of a vehicle’s build. It encompasses how well the
vehicle is made, how well it has aged, and how well it copes with the
pressures of use.
Integrity is how well a vehicle does the job it was built for. It covers how
much cargo a pirate’s freighter can carry, the capacity and reliability of a
transport vessel, the manoeuvrability one-pilot speeder and how fast a
muscle car can eat up tarmac.
Fuel is a measure of how far a vehicle can go on what’s left in the tank.
Ships have a maximum Fuel equal to 3 plus Integrity. A vehicle loses one
point of Fuel for every Scene where it is used. If you run out of Fuel, best
turn on a distress signal and hope someone friendly shows up. You can
fully restore a vehicle’s Fuel at appropriate locations using Payoff.
Vehicle Combat
Vehicle combat works like normal combat, but everything is bigger.
Ranges are measured on larger scales, appropriate to the type of vehicles
involved. Attacks made by and against vehicles tend to use heavier, larger
weapons, but still use the same rules. Roll Initiative with the vehicle’s
Integrity or the Pilot’s Savvy. Pilots can use their own Heart or the
vehicle’s Hull or Fuel for Exertion. If a Vehicle attacks a human target, it
does double damage.
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The Sutler System Reno-12,
A backwater system situated around a dying sun, the Sutler System is an
isolated pocket of space where fledgling crews can expect to come up Georgia-
against smugglers, petty crime, and cutthroat mobsters. It is a poorly-
policed system of dying industry, and perfect for beginning larger Alpha-2
adventures with interstellar outlaw Crews.
Synopsis
The Parazzo Family, led by eldest sister Toni, are slowly increasing their
control over the crime and business in the system. They want to quash a
rival drug smuggling operation emerging under Saul Jackson, reclaim
money stolen by Indie Carter, and crush their rivals, the Reno Snakes, led
by Francine Dubois. Sutler Sutler-47
Locations Orbital Route Fuel
• Sutler Orbital: An independent space station that closely orbits the
Hub
sun. It has a small number of services and acts as a primary hub for
travellers to the system.
• Sutler-47 Route Fuel Hub: A fuelling station on a slow, wide orbit in
the interior of the system. This kind of fuel stop is a common
stomping ground for long-haul truckers and travellers from farther
afield.
• Reno- 12, Georgia-Alpha-2: The primary hab-city of the system,
located on the desert planet of Georgia-Alpha-2, in the Northern
Hemisphere. Due to the arid atmosphere, much of the surface is
covered with moisture farms and salt flats, but Reno-12 provides a
concentrated hub of small-city living. Most of the industry here is run
by the powerful Parazzo Family.
• Irvine Industrial, Georgia-Delta-3: A mining outpost city on
Georgia-Delta-3, a mineral-rich moon orbiting Georgia-Alpha-3. A Irvine Industrial,
mining boom a few years back brought brief prosperity and rapid
development to the outpost, but drier times herald economic decline.
Georgia-Delta-3
Getting Started
You could start your crew mid-job, loose on the promenade of Sutler
Orbital, or talking to someone who will offer them work. The characters
might be from out of system, or tied into one of the existing factions.
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D6 Space Travel Events
It takes about a day on a normal ship to head between any of the 4 points
on the map of the Sutler System. Roll D6 for any journey.
If you have already resolved any of the situations, roll again or just use
more 1. Pirates!
1. Pirates!
A Pirate Crew approach and make to board your ship.
2. Debris Rupture
Heavy, drifting debris blocks your exterior vents. Someone needs to go
outside and clear it out.
3. Authority Checkpoint
The Peacekeeper Barge SAV Duncan and its crew of 4 Peacekeepers hails
you from a distance. They have taken an interest in your recent arrival,
and politely request to board your ship to confirm licenses and personnel.
4. Distress Signal
An automated, tinny distress signal rings out from the Sutler-47 Fuel
Route Hub. If the situation there is already resolved, the distress signal
emanates instead from the cargo hauler, Sovereign. Some Pirates (see
Event #1) aim to take a shipment of precious metals worth 3 Credits from
its hold.
5. Cargo Escort
A cargo hauler, Washington’s Song, headed to Irvine Industrial asks for an
escort to avoid Pirates in the area. The ship is carrying one of the
following:
6. Tour Shuttle
A tour ship, New Caldera, carrying Hollie Astro & The Flyboys is out of
fuel and drifting. They’re looking for someone to ferry the four-member
band to Viper’s Bar on Reno-12 in time for a gig next solar cycle. The
band party hard—they have a significant amount of liquor and drugs, and
they’re more than willing to share.
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Sutler Orbital Marvin Howard
Balding, moustachioed, and missing one eye. A former prospector at the
A backwater station, favoured by interstellar outlaws for its remote nearby Irvine Industrial Mining outpost, retired after a “mining injury”
location among mining moons and declining civilisations. The Station (supposedly unrelated to his eye). Now runs the Providence Tap. Rumour
floats quietly in the light of the system’s dying sun, its peeling paint has it he used to be a smuggler, but he laughs it off and says good, hard
exposing an aging chassis. Sizzling halogen lights illuminate the work is the only thing he’s ever known.
hallways. Everything here is faded and in need of renovation.
The Old Days
Rumours flow freely on Sutler Orbital, and everyone has thoughts on the
latest bounty or news broadcast. Business on Sutler Orbital is dull—Howard longs for a taste of the old
days, and his old ways. He has a tall tale for any interstellar outlaws that
swing by about a smuggler’s cache hidden in the foreman’s office at the
The Providence Tap old Ferris Iron quarry on The Backroads of Reno-12. If anyone were to
verify the old rumours, he’d appreciate hearing what they find.
A smoky drinking hole with lacquered wood and sticky tables. The back
windows overlook the vast open-space docking bay. It is quiet, and the
Jukebox requires a good, solid hit to work right.
Saul Jackson
A sly, middle-aged man with slicked-back hair and a penchant for
• Marvin Howard runs the tap most hours of the solar cycle. cigarillos. Many previous vocations and former lines of work, but
currently the coach and manager of Jessie "Red" Rhodes, a prizefighting
• Saul Jackson is a frequent visitor recently, keeping an eye on the Boxer. Actually a former money launderer for the Parazzos. Looking to
window that looks out to the ship port. He is looking for a crew to pay off his debt to his boss, Toni Parazzo, by turning in Indie Carter.
courier Jessie "Red" Rhodes to a boxing match on Irvine Industrial.
Cash in Hand
Port Parts Inc. Jackson is looking for a crew confident enough to smuggle Red into Irvine
A ship outfitting and engineering garage built into the ship port. An Industrial in time for an underground boxing match against Casey
archaic chain now mostly out of business, a franchise persists at Sutler Parazzo, a renowned bare-knuckle boxer. Jackson is secretly using Red to
Orbital under Todd Reed’s greasy management. The place stinks of smuggle “Grease”—a gel-based stimulant—onto the station under Red’s
rocket fuel and oil, and tattered pin-ups dot the walls between tool racks. boxing gauze, in a vain attempt to appease the Parazzo family. Terry Roy
will pay 2 Credits to the Crew for delivering Red to the Undercarriage
• Todd Reed, an unassuming mechanic, manages the garage and Bar—significantly less than the Grease is worth.
oversees most repairs. Runs a small side business selling small arms
and otherwise illegal ship parts off the books. His stock is limited to
what he has been able to take from ships coming through recently. Todd Reed
• 3 Standard-Quality Remote Explosives. Lean, wiry. A former hippie who wears his long, greying hair in a ponytail.
Poorly hides a shady past as an eco-terrorist, and still has some
• Scan Detection Monitor. connection to arms dealers and black market part fitters. Has a small
selection of black market equipment he will part with for the right price
• 4 System Communicators.
or a favour from a friendly contact.
• Warrant Scanner.
Boom & Bust
• A small, sleek shuttle in one of the repair bays can be
attached like a sidecar to a ship’s main hatch. In days gone Todd caught word that a biker gang on Reno-12 is interested in restoring
by Reed used it to smuggle arms to eco-resistance fighters. the Tomaton Automobile Plant. He’d love to relocate there to help get
It is outfitted to be undetectable to scanners, but he has no the old thing working again. He needs a Crew to get him there and signed
use of it now. He will part with it for a Crew Project worth up with whoever’s in charge, and he is willing to part with a Ship
of cash. Cloaking Device in exchange for the favour.
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Frontier Security Services . Indie Carter
A security franchise on a government contract to operate interstellar Dishevelled and weaselly, with straw-like hair and an ill-fitting grey suit.
bounty boards and authority holding cells. Built to template across the Former business partner of Saul Jackson. Saul threw Indie to rookie
galaxy, once you’ve seen one Frontier Security Service, you’ve seen them hunters to avoid being taken in on a bounty. Now, apprehended by a Crew
all. a few days ago, Indie finds himself awaiting authority pick-up in Sutler
Orbital’s Frontier Security franchise. Previously an accountant, he knows
• A Bounty Board provides a feed of the system’s latest bounties, he won’t last five minutes in a penitentiary—he is desperate for a way
updated every half-hour. out. Anyone interrogating Indie Carter will find he responds poorly to
threats of violence, but fears authority and legitimate sentencing—bones
• Mary O’Neil works behind the counter, taking in any live captures and heal faster than most jail sentences.
verifying biodata from “cold hits.”
No Space for Old Men
• One of the two holding cells in the back houses Indie Carter, taken in
Indie knows Saul Jackson’s sudden interest in boxing is just another
for smuggling narcotics. As he is allegedly involved in smuggling
front, and he knows drugs will be involved somehow. While Saul’s
operations around the system, any registered Hunters are entitled to
testimony was airtight, Indie ran a relatively clean grift on mining taxes,
time with him for questioning.
cooking the books at Irvine Industrial on behalf of the Parazzos. He
skimmed several million credits off the top and left it all in a suitcase,
Mary O’Neil hidden in a vent between rooms at the Sutler-47 Fuel Route Hub Motel.
He wants it delivered—not a cred missing—to Toni Parazzo on Reno-12
Peroxide blonde with smoky eyes and a mean scar across her left cheek. to secure a breakout and a clean slate.
The aging beauty of Sutler Orbital’s Frontier Security Services. A chain-
smoking ex-Hunter who retired after the death of her son to enjoy a
quieter life. She’s putting in a few more months of work with the
franchise before planning a proper retirement to a more temperate
planet—preferably one with some beaches.
Paz Junior
The real identity of “Paz Junior” is, or was, none other than a young Toni
Parazzo—back when she cut her teeth as a pirate before she inherited her
father’s casino and criminal network on Reno-12. The telltale mask
hangs above her desk in the Parazzo Penthouse Office. The only people
who know about her past are her siblings, Saul Jackson, and Indie Carter.
The bounty for Paz Junior is old, and requires the mask and the target—
dead or alive—brought in for verification. The writ is worth 8 Credits to
the successful party, even with Mary taking her finder’s fee.
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Other Points of Interest
The Hot Pot, an interstellar conglomerate service station and coffee shop.
The coffee is great, but best avoid the sandwiches. Jessie "Red" Rhodes
stops in there every morning.
Commway Communication, a chain business providing small booths with
net access for a few hundred credits per minute. Here, travellers can keep
up to date with interplanetary news (updated every half-hour) and make
calls across planets and systems.
Blast-Off! Burger, a cheap and greasy intergalactic burger chain that
dominates the fast food industry. Regrettably the best food on the station.
8/12, one of the galaxy’s leading convenience store chains. Sutler
Orbital’s residents get all their necessities here, and any transient visitors
can pick up ammunition and other essentials.
A Way Out
Jessie is Saul Jackson’s accomplice and will not remove her gauze
bindings for any reason. She tells the truth to anyone who bothers to get
to know her, or speaks highly of her previous fighting record—she knows
this work is beneath her, and she hates herself for falling in with Saul.
She believes her old flame, Jon "Tequila" Rogers, is somewhere in the
system, and that he might be able to help her. Jon has a bounty on his
head, but Jessie can’t condone the Crew claiming it. If the Crew get her to
him safely and see them both off, she’ll see about having Jon sell the
drugs and give the Crew a share—worth 6 Credits.
39 40
Sutler-47 Fuel Route Hub Toilets
Chipped white tiles and a row of toilet stalls. A series of washbasins and a
A brightly sign-posted fuelling platform and motel slowly orbiting the graffiti-covered mirror. Two Hired Gun Mooks:
system’s dying sun. Built to the same archaic specifications as a million
more across the stars. Things here are a little too quiet—anyone passing • One wears a white shirt and black suit pants, doing a line of Nebulae
by hears the shrill ping of a distress signal across their ship’s monitors. from the washbasin counter. Sweating and twitching, he has a pistol
at his waist, but left his SMG on top of the cistern in one of the stalls.
The Distress Signal • Another is stuck to one of the toilets, loudly complaining about the
quality of gas station hot dogs these days. He’ll be there a while.
The distress signal from the Hub is from a personal communications
device, reporting a hostage situation. Ports are open and awaiting
support. Local authorities are nowhere to be seen. Motel Rooms
Up the stairwell, a series of three small rooms, all unlocked.
Ship Parking Lot
• Room 1. Alice Rutters hides in the wardrobe with a deringer, under the
As the Crew’s ship docks, the airlock closes behind them and emergency impression the raid downstairs is for her.
lights flicker on.
• Room 2. A suitcase full of a small fortune in bond chips (12 Credits
• There are two other ships in the dock: worth) is hidden in the air vent running between Rooms 1 & 2. The
• Midnight Runner, a medium-size personnel carrier, with money will be incredibly difficult to cash out at a bank or casino
scratched yellow paint scorched from blaster fire. Scans show it without raising questions. Indie Carter hid it here, but it belongs to
holds no cargo, and was last registered to a J. Rogers. the Parazzo Family.
• Bossanova, a bulky, rectangular freighter with cherry-red paint. • Room 3. Will Bart sleeps heavily on the bed, unaware of the
Scans show it holds a shipment of high-quality liquor bound for distressing situation below.
Reno-12, and was last registered to a W. Bart on behalf of Galacti-
Go Shipments. A sawed-off shotgun is strapped to the roof above
the pilot’s seat. 8/12 Convenience Store
• An airlock door hangs slightly ajar, dim fluorescent light eking in Their commercial layout unchanged for generations, this Fuel Hub’s
from the hallway beyond. convenience store is like any in the glamourous videos of Old Earth—
down to the mob of Hired Guns occupying the shop floor.
Sutler-47 Fuel Route Hub Interior • Behind the counter, Jon "Tequila" Rogers presses a gun into the
Fluorescent ceiling lamps and decrepit, beige paint. A potted plant beside young shop worker’s back. He insists the worker call off the distress
a check-in desk for the motel rooms upstairs. signal to the authorities, and contact someone who can fix his ship or
get him to Irvine Industrial, no questions asked.
• A receptionist sits behind the desk, his mouth taped closed and his
hands bound with a cable tie. Once freed, he nonchalantly says this • Two Hired Guns in ill-fitting black suits sit on the freezers smoking
place gets held up every year or so. cigarettes and sharing a bag of chips. They carry SMGs on shoulder
straps and pistols at their waists.
• Tells the Crew there are two Hired Guns in the Toilets, and three
more in the Convenience Store with their boss. Two guests • To the rear of the store, a third Hired Gun helps himself to a beer
upstairs—Will Bart and someone who only gave the name Alice— from a six-pack in the fridge.
and he’d appreciate it if the crew could check they’re all right.
• A small 8/12 convenience store entrance glows at the end of a tiled
Hired Gun
corridor. Loyalty: Jon "Tequila" Rogers
• A swing door to the left leads to the Toilets. Muscle: 1 Savvy: 1 Grit: 0
• A heavy double door to the right leads to a stairwell up to the Motel Weapons: SMG (Personal: Rapid Fire)
Rooms.
41 42
“Never an empty shelve at 8/12.” Jon "Tequila" Rogers
- Derring and Sons Marketing Agency A sharp, thin man, with carefully coiffed hair. Floral shirt, high-waisted
pants, and a high-calibre pistol with dogs playing poker painted on the
grip. An eccentric man, he makes friends easily, and has a history of
casino fraud behind him. Jessie "Red" Rhodes’ former lover. He heard
about Jackson’s schemes while in jail,, and escaped Folksong Hub
Penitentiary to dissuade Red from smuggling drugs.
On The Run
Jon wants to reach Irvine Industrial in time to disrupt Red’s bout,
persuade her to abandon smuggling and run away with him to start a
better life. If Jon and Red reunite before that point, the pair ask the Crew
for assistance getting to Beauford Terminal on Reno-12 to catch a ride
out of the system. Saul Jackson and a mob of 4 Hired Guns intercept them
(and the drugs) at the terminal.
Lost Love
Laid out in the Sutler Fuel Hub, Willie is sleeping off a hangover from a
wild night at Sutler Orbital. He had the most amazing time with a real
heartbreaker, and in a drunken stupor they made shotgun vacation plans
to visit a Hospitality Station—Willie even has the tickets. The problem is
he can’t remember her name, and she disappeared the next morning. All
he remembers are her smoky eyes and the scar on her cheek.
Dock
A colossal bay, large enough to accommodate even the bulkiest freighters.
The hustle and bustle of cargo and personnel vessels make it one of the
busiest spots in the system—surely no one would notice an independent
ship slipping in.
The Hub
A central amphitheatre plaza with harsh iron balustrades and mezzanine
platforms. Individual strut corridors run off to mining shuttle docks,
living quarters and services—though most are off-limits to non-mining
personnel. A giant halogen light-plate in the ceiling does a poor job of
emulating a night and day cycle.
45 46
Living Quarters Terrance ‘Terry’ Roy
Rows of single-bed apartments for miners living on-station, with Owner of the Undercarriage Bar, and a former System Authorities man
communal kitchens and amenities. Heady smells of cooking and the with a criss-cross of scars across his face. Anyone less intimidating would
sounds of myriad languages. Off-duty miners play cards and watch TV. struggle to hold authority in a miner’s bar. Famous among miners for
never losing an arm wrestle. A crooked sign above his station at the
• The miners don’t take kindly to people coming in and poking around Undercarriage promises free drinks to anyone who can best him—it has
in their living space, however shared it seems. Anyone who puts in the yet to be claimed.
effort to get to know them or talk among them hears a Rumour.
Old Habits
The Undercarriage Bar In his day, Terry was as crooked as they come. He only settled down when
A grimy, metal-clad drinking hole for Irvine Industrial’s miners. Music he bit off more than he could chew. He’s kept clean for a few years,
blares at all hours, and a variety of sports play on blocky screens hanging making a decent living running The Undercarriage, but old habits die
at the corners. Smoking is technically prohibited everywhere on the hard.
station, but good luck telling any Undercarriage patrons that.
If Cash in Hand has been completed, Terry has a new scheme planned.
• Terry Roy tends bar here, and runs a tight ship—if you want to fight, He’s hoping to get the miners hooked on Grease to provide a stable
take it downstairs so the Peacekeepers don’t see. customer base. He’d like someone unconnected to convince Casey
Parazzo to use Grease in her upcoming fight—some shockingly visceral
• Below the bar proper, there is a function room for the occasional advertising. He’ll pay someone 2 Credits if they can convince Casey to
music gig or sports event. Currently it contains a boxing ring for the partake in this body-building drug. Anybody who fixed the fight could
fight between Jessie "Red" Rhodes and Casey Parazzo. also make a tidy sum gambling on it too!
The Fight If Cash in Hand has not been completed, he will push the Crew toward
Saul Jackson if they seem like capable smugglers.
The fight takes place the night after Red arrives at Irvine Industrial.
• If Indie Carter hasn’t been taken care of for Luciano Parrazzo, or if Casey Parazzo
Casey hasn’t got the suitcase back, Casey’s head isn’t in the fight, and The warmer, more colourful middle sister of the Parazzo siblings. Toni
Red wins. Parazzo’s most trusted contact and enforcer on Irvine Industrial. Shaved
• If Indie (or his money) has been delivered to the Parazzos, or if Casey head, marked with an elaborate network of spiderweb tattoos. She is
is juiced up on Grease, Casey gets into the zone in time, and wins by physically intimidating, and brokers no hassle from her fellow miners.
fighting dirty. Anyone who thinks otherwise gets a killer right hook.
• If Red left with Jon "Tequila" Rodgers or was apprehended, the fight New Money
is off. Toni Parazzo will put a bounty of 4 Credits each for Saul and
Jessie if brought in alive under the pretence of narcotics smuggling. Booked to fight Jessie "Red" Rhodes in an upcoming underground boxing
match, Casey has been preoccupied of late. She is currently trying to find
• If Casey is in no state to fight (perhaps due to Francine’s payback), the money Indie Carter siphoned from Irvine Industrial for the Parazzos.
the fight is off. Red heads to Reno-12 to buy a one-way ticket out of Before Casey could collect Carter’s haul on her sister’s behalf, Carter was
the system. If Saul tries to stop her, she’ll break his nose. booked by a team of rookie hunters on his way back from a weekend at
Sutler Orbital. It would mean a lot to Casey—and the Parazzo family—if
• If none of the above are true, it’s a fair fight. the suitcase of bond chips he stole was located and returned to her.
The Mines
Industrial units, full of rowdy miners, heavy machinery and foul-
mannered foremen. They don’t let anyone who isn’t a miner in, and even
if they did, there’s nothing interesting to steal here apart from a couple
hundred kilotons of ore awaiting the next cargo hauler out of system.
47 48
Reno-12 “In the desert, you can remember your
name. Come to Reno-12.”
A dry, dusty town with few high-rise buildings. The boom-and-bust
economy of the frontier galaxy took its toll here—boarded-up buildings, - Georgia-Alpha-3 Tourism Board
graffiti-clad construction projects, eroding glamour. The town sits alone
in a vast desert among a few outlying fields of solar panels and tech-
assisted farms. It is a poorly-kept secret in the Sutler System that the
Parazzo family owns most of the town—and much of the planet—though
recently the Reno Snakes biker gang have posed some resistance to the
Parazzos’ monopoly.
The Strip
A dusty, pothole-ridden road that connects the town, the Strip is an
assault on the eyes—flickering neon lights battle against the glaring sun
to draw attention to the town’s few notable services.
• Reno Gold Accounting. A stuffy, beige building, filled with stuffy, beige
people. The headquarters of a galaxy-wide insurance firm, Reno Gold
provides a great deal of work and stability for the few residents left on
Reno-12. Toni Parazzo has a growing interest in the firm.
49 50
High Rollers Casino Toni Parazzo
The most glamorous attraction on Reno-12, the High Rollers Casino is a An icy heiress of old money, wiry and sharp-featured. She cycles through
touch of class on an otherwise undignified rock—according to the a range of hair styles, colours and looks on a near-daily basis,
Parazzos, anyway. Owned and operated by the Parazzo family, the maintaining only a sharp navy suit of Old Italian design as a hallmark. She
interior of the casino is a gilded and glittering affair—luxurious red considers herself queen of Reno-12, and will stop at nothing to achieve
carpets, black furnishings, and handsome attendants attentively awaiting absolute monopoly over her planet—and in time, the entire Sutler
System.
patrons' needs.
• A lobby in the entrance leads to the casino, with elevators up to a Mob Rules
sizable, though often empty, hotel.
Nothing and nobody comes in or out of Reno-12 without Toni Parazzo
• A wide variety of gambling in the casino—cards, roulette slots and knowing about it, and the same goes for transient Crews. Eager to win
them over quickly with credits—and cautious not to allow them to
craps. fraternise with the locals lest they develop feelings for their causes—Toni
sends an intermediary to meet any noteworthy Crews visiting Reno-12 at
• A Mob of 8 Parazzo Family Goons keep an uneasy peace here. In the Beauford Intergalactic Terminal. Through proxies, Toni offers a series of
interest of civility, they always attempt to disarm and detain before “quick and dirty” jobs. She insists the only difference between a
resorting to more extreme measures. registered bounty hunter and a hit crew is who pays the credits and who
reports the crimes. Toni offers the following work, in numerical order, to
• The High Ball Glass is the casino bar. Run by Luciano Parazzo, it anyone looking to join up with the Parazzos.
serves a range of sophisticated cocktails and imported beers.
1. Injure a Reno Snake as a show of loyalty. 2 Credits.
• Wallace Forbes slopes around the casino, scoping it out for a potential
heist. Toni Parazzo already has him figured out, and is simply waiting 2. Ensure Casey Parazzo wins her upcoming fight against Jessie "Red"
for him to slip up. Rhodes. 4 Credits, access to Rostovic Black Market stock.
• Toni Parazzo and 4 Parazzo Family Enforcers oversee operations 3. Dispatch Saul Jackson unless he delivers his Cash in Hand to her
from a penthouse office, only accessible with a secret numerical input contact, Terry Roy. 4 Credits, black sedan transport provided on
Reno-12.
for the elevator known by most Parazzo Family Gang Members. The
office itself has an elaborate wall of screens providing a variety of 4. The Viper’s Bar is an eye-sore. Burn it down. 6 Credits, an escort of 3
CCTV feeds from the casino. A porcelain masquerade mask hangs Parazzo Enforcers while on Reno-12.
above Toni’s desk.
5. Dispose of Indie Carter, if Luciano hasn’t paid someone else to do it
by now. 4 Credits.
Luciano Parazzo
Toni invites anyone who takes care of all these tasks to the Penthouse,
Soft-spoken and genteel, the youngest of the Parazzo siblings—and the where she requests one final job: dispose of Francine Dubois. In her
most overlooked. Though relegated to running the High Ball Bar and a heyday, Toni was a valuable bounty, and if their feud wasn’t reason
token share of the Parazzo estate, Luciano is happy with his lot in life. enough for one final hit, she suspects Francine is a hunter playing the
Unlike his sisters, he wishes things would quiet down around Reno-12 so long game. Anyone doing this will earn their place as a trusted advisor in
he can tend bar and enjoy his quiet life in peace. He has no taste for the her criminal empire, with a full salary for life.
Parazzo siblings’ usual dirty work, and is always on the lookout for
transient Crews of interstellar outlaws he can pawn the dirty work off on The Queen of Reno-12
in exchange for Credits. Toni Parazzo believes she has the best interests of Reno-12 at heart. The
Tomaton Automobile Factory sits on one of the biggest lots in town, and
Cleaning House would make for a great spot for a second casino. Reno Gold is holding all
the necessary paperwork for the highest bidder. Toni was ready to buy it,
Luciano has a soft spot for interstellar outlaws—he loves to hear stories until Indie Carter lost a suitcase full of her credits. Toni set her sister to
about drifting through space, living hand-to-mouth. Alas, he has a finding the suitcase, and her brother to taking care of Indie, but if a new
comfortable life and stable employment to be getting on with. His sister third party takes care of both, she makes sure those new benefactors are
wants him to take care of some loose ends—namely Indie Carter, who got set for life.
busted while on a job at Irvine Industrial. He offers 4 Credits for anyone
who brings Luciano one of Indie’s kitschy ties as proof of the “clean up.”
51 52
Sunshine View Francine Dubois
A habitation block for the planet’s residents and the off-season miners at Staunch and tenacious, with braided locks and tattoo sleeves of writhing
Irvine Industrial. Toni Parazzo recently bought up the apartments and serpents. A former bounty hunter turned business owner. She came to
rents them at a premium to outsiders—or for a pittance to her own. She Reno-12 after hearing about its miles of open, abandoned roads and
aims to own the block by the end of the system’s year. readily available property. A motorcycle enthusiast, Francine became
enamoured with the planet’s open stretches, and a cult following of like-
A holdout for Parazzo Family Gang Members, the hallways and minded enthusiasts quickly followed suit. Detested by the Parazzo Family
communal areas of Sunshine View are dilapidated and riddled with bullet for their noise and raucous behaviour, a turf war developed between the
holes. The whole building is covered in cracking tan paint, plastic plants crime family and the bikers, and the Reno Snakes motorcycle gang found
and generic paintings. A few Mobs of Parazzo Family Enforcers loiter itself the main resistance against Toni Parazzo and her family. Now the
about, playing cards or dice, or patrolling the halls. They won’t hesitate to de facto leader of the Reno Snakes, Francine runs Vipers Bar & Grill, and
accost any unexpected guests. is eager to enlist any transient Crews to tip the turf war in her favour.
• The Parazzo Family and their associates are not welcome here, but
that doesn’t stop them from rolling up in dusty saloon cars to start
fights when the casino has a slow weekend.
53 54
Tomaton Automobile Plant The Backroads
A derelict automobile production facility on the outskirts of town. A key A network of roads laces across the surface of Reno-12, dotted with
battleground for the Parazzos and Reno Snakes alike, both parties have a abandoned gas stations, entrances to long-exhausted mine shafts, and
vested interest in maintaining absolute control of the disused facility. dilapidated cul-de-sacs reclaimed by the sand. These roads are the
domain of the Reno Snakes biker gang, though lately the Desert Cats
• Toni Parazzo wants to own the space, demolish it and build a second have been claiming territory—and getting violent with any Reno Snakes
casino. that stray too close.
• Francine Dubois has the means to restore the automobile plant, • If you explore the Backroads, roll every few hours spent on the road:
revitalizing Reno-12’s automobile industry—with some collaboration
from neighbouring systems. • A Mob of 3 Desert Cat Bikers, ready to defend their territory.
• Both parties are close to securing the rights to the plant from Reno • Two Reno Snakes, out of fuel and in need of a ride.
Gold Insurance. They each seek a third party to tip the scales in their
favour—and potentially dispose of any rival squatters on the lot. • A Mob of 3 Parazzo Family Goons, disposing of 2 bodies.
• Parazzo Family Members and Reno Snakes frequently clash here. • Hitchhiker. A common sight, mostly yuppie thrill-seekers.
Fatal casualties happen every couple of weeks.
• 2 Desert Cats and 2 Reno Snakes caught in a standoff at a
• The exterior lot is a spacious expanse of rusted-out car chassis and dilapidated gas station.
disused machinery—ample cover for a good old-fashioned shootout.
• A Stray Dog wandering by the roadside. Small and vicious, but
• The interior of the plant is a decaying spiderweb of machine tools, willing to be loved.
assembly conveyor belts and a teetering mezzanine walkway.
• The Desert Cats and their leader, Aileen Blatto, live in a disused diner
and motel a half day’s drive east out of Reno-12.
Beauford Intergalactic Terminal
• The Ferris Iron Quarry is a day’s drive south from Reno-12. A bag
A planetary landing pad and commercial spaceflight terminal, Beauford under the desk in the foreman’s office contains 2 Affluence in Bond
Intergalatic Terminal (the BIT) is the one-stop gateway to the rest of the Chips and a sun-bleached photograph of a young Marvin Howard,
galaxy for those without a vessel of their own. Transporter-Class ships Terry Roy and Toni Parazzo. They are holding a porcelain
land and take off from here daily, though they mostly find themselves masquerade mask and laughing in what is now Viper’s Bar.
loaded with imports and exports.
55 56
Marks and Goons
Parazzo Family Enforcer Parazzo Family Goon
Loyalty: Parazzo Family Loyalty: Parazzo Family
Muscle 1 Savvy 0 Grit 1 Muscle 0 Savvy 1 Grit -1
Equipment: Assault Rifles Equipment: SMG (Personal:
(Military: Rapid Fire) Rapid Fire)
Moods: 1. Distracted Moods: 1. Bored | 2. Tired
| 2. Tenacious | 3. Corruptible | 3. Suspicious |4. Friendly
|4. Arguing | 5. Alert | 6. Violent | 5. Scheming | 6. Vengeful
Miner Peacekeeper
Loyalty: Miner’s Union Loyalty: Sutler System Security
Muscle 2 Savvy -1 Grit -1 Muscle 1 Savvy 1 Grit 0
Equipment: Fists, Tools Equipment: Pistol, Radio,
Handcuffs
Moods: 1. Sleeping | 2. Drunk
| 3. Hungry |4. Grumpy Moods: 1. Paranoid | 2. Arrogant
| 5. Distrustful | 6. Enraged |3. Imperious |4. Disorganised
| 5. Oafish | 6. Corruptible
ORBITAL BLUES