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SECTION I: RULES

NOTORIOUS
A game of hardscrabble bounty hunting amid intergalactic war.

JASON PRICE
GAME DESIGN & WRITING

TORBEN BÖKEMEYER
COVER ILLUSTRATION & INTERIOR ART

JACK HARRISON
LAYOUT & ACCESSIBILITY

WILL JOBST
EDITING

Game design inspired by RONIN by TIAGO JUNGES.

Species list inspired by ORBITAL by JACK HARRISON.

Themes inspired by STAR WARS, especially


THE EMPIRE STRIKES BACK (1980), SHADOWS OF THE EMPIRE (1996),
TALES OF THE BOUNTY HUNTERS (1996) and THE MANDALORIAN (2020).

Game resources available online at


ALWAYSCHECKERS.ITCH.IO

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NOTORIOUS SECTION I: RULES

CONTENTS USING THIS BOOK


Welcome to Notorious. Here’s how to use this book:
SECTION I: RULES
THE RULES
INTRODUCTION — 4 REACTIONS — 10 To start playing Notorious, you should first read through the
THE GUILD CODE — 5 SPEAK — 12 green section of this book which introduces:

BEFORE YOU PLAY — 6 THREATEN — 14 » The premise of the game.


» Key terms that you’ll see throughout the game.
WAYS TO PLAY — 7 ATTACK — 16
» The Reactions—how you interact with people you meet.
KEY TERMS — 8 RECRUIT — 18
THE SETUP
Once you’ve read through the rules, you can move on to the blue
SECTION II: SETUP
section of this book. This section guides you through the process
THE NOMAD — 22 THE UNCANNY — 34 of setting up your game and creating characters, including:
THE ARMOUR — 24 SPECIES — 36 » The Nomad profiles—different hunters you might play.
THE ASSASSIN — 26 PERSONALITY — 38 » Species, names and personalities for characters you create.
» The contract—the Target, and the client who hired you.
THE BOT — 28 THE CONTRACT — 39
» The Planets and Factions that shape the setting of your story.
THE BRUTE — 30 PLANETS — 40
PLAYING THE GAME
THE SCOUNDREL — 32 FACTIONS — 44
With your story established, you can move on to the purple
section of this book. This is where you’ll tell your story, rolling
SECTION III: PLAY dice and answering prompts as you hunt the Target. It includes:
THE HUNT — 50 LEADS — 62 » The core loop of the game—the hunt.
PROGRESSION — 51 TARGET — 64 » Tables of events to roll on as you Explore the wilderness,
Search for assets or information and reach Destinations.
EXPLORATION — 52 SHOWDOWNS — 66
» Tables for creating Leads, Targets and Showdowns—the
DESTINATIONS — 56 EPILOGUE — 68 dramatic highlights of your story.
SEARCHING — 61 NOMAD SHEET — 70 » An Epilogue, with results dependent on your choices.

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NOTORIOUS SECTION I: RULES

INTRODUCTION THE GUILD CODE


Notorious is a sci-fi tabletop roleplaying game for one player.
If you want to earn the Favour of the Nomad’s Guild, you’ll need
It can be played as a short one-shot adventure or as a series of
to follow their code.
anthology stories.
When a prompt gives you the option to bend or break this
Play to tell stories of the Nomads; notorious bounty hunters who
code, it will often result in you losing Favour—your respect and
strike fear among the scum and villainy of the universe and follow
reputation within the Guild.
a dubious code of honour.
A serious breach might even end with the revocation of your
THE LIFE OF A NOMAD Nomad’s license and you becoming the next Target.
In the midst of an intergalactic war, you’ve been given a lucrative Proceed with caution. Follow the code.
contract by one of six factions. The job is simple: bring the target
back, dead or alive—no disintegrations.
FINISH THE JOB
You’ve tracked your quarry down to a single planet where you
The Guild always fulfils a contract.
must land and explore its backwater settlements, sprawling
spaceports and hostile environments in search of leads.
Interact with the locals and observe how the factions compete for ONLY KILL WHEN NECESSARY
control. If you make yourself useful, you may even recruit helpful The Guild is a blade, not a hammer.
companions to repay the favour when your back’s against the wall.

NOMADS DON’T FIGHT NOMADS


A COMPLICATED PROFESSION The Guild values a fair competition.
Your presence won’t go unnoticed. Your growing reputation will
attract a series of hostiles. Suspicious locals who simply don’t like
you (and their friends might not either), rival Nomads or faction YOUR EMPLOYER’S BUSINESS IS THEIR OWN
agents working against you. The Guild remains neutral.
Survive these encounters and face off against your elusive target.
Finish the job and receive credits and infamy or fail to live up to DON’T GET ATTACHED
the code and face the consequences.
The Guild doesn’t deal in good deeds.

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NOTORIOUS SECTION I: RULES

BEFORE YOU PLAY WAYS TO PLAY


First, a note on the writing & mechanics of this game: In a chapter of Notorious, you’ll explore your story through
choices and improvisation, while rolling dice to discover scenarios
The content of Notorious is intended to be no more explicit than
and resolve situations.
anything you’d see in a film with a PG-13/12A rating.
Every chapter starts the same way: you receive some basic
However, it’s still worth highlighting the focus on established sci-
information about the Target, including their name, species and
fi tropes around bounty hunting, war, deception and flashbacks to
why your employer has put a bounty on their head. It’s your
past trauma.
task to track down Leads in the wilderness of a Planet, while
Nomads may assist overtly fascist or criminal organisations in interacting with Locals, Hostiles and Factions.
their goals and be rewarded for capturing or killing targets. To be
There are two ways to play, depending on how you want to record
clear; this is simply a love letter to a specific genre.
your story as you move through the chapter:
Real-life fascists are not welcome.

PLAY MATERIALS ARCADE MODE


To play Notorious, you’ll need: Write basic notes on your player sheet to track your attributes
» a printout of the player sheet and encounters and simply roll dice to resolve combat or
events. You may consider the prompts and questions you’re
» a pencil
presented with, but there’s no need to document your answers.
» an eraser You’ll be left with a short artefact of play that represents who your
» two six-sided dice (optionally in different colours) Target was, how your hunt unfolded and the allies and enemies
» somewhere to write your story (e.g. a notebook—optional) you made along the way.

ONLINE RESOURCES STORY MODE


Most of the tables in this book are available online, allowing you Create and write a short story as you play, responding to the
to generate results quickly and without dice. You’re welcome to prompts and questions you’re presented with during each
use these tables in place of those in the book if you’d like. encounter. You’ll still roll dice to resolve combat or events and
it may help to write basic notes on your player sheet. But you’ll be
A full list of the online resources can be found in the game’s
left with a longer artefact of play where you’ve explored how the
digital files. You’re welcome to use these resources on-screen as
intergalactic war affects a Planet and considered your Nomad’s
part of streaming content.
place in the galaxy.

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NOTORIOUS SECTION I: RULES

KEY TERMS
There are a few key terms that you’ll see throughout every game LOCALS
of Notorious. The neutral denizens of a Planet, who are often dealing with
It may help to familiarise yourself with these before you start problems caused by the competing Factions. As you play you’ll
playing, or use this section as a quick reference. hear their opinions about the intergalactic war.

NOMAD ASSETS
A professional bounty hunter. Must be registered with the Locals who have something valuable to offer your Nomad,
Nomad’s Guild to gain contracts but are then bound to follow a providing special single-use bonuses. You may Recruit them after
dubious code of honour when pursuing Targets. saving them or successfully seeking them out in Destinations.

NOTORIETY, FAVOUR AND MOTIVATION HOSTILES


Your three main attributes, used to represent your growing The soldiers, spies, thugs and other aggressors you’ll inevitably
reputation on a Planet, your adherence to the Nomad’s Guild encounter on every Planet. As you play you’ll hear their opinions
honour code and your will to succeed. about encountering a Nomad.

REACTIONS: SPEAK, ATTACK, THREATEN, RECRUIT LEADS


These four Reactions are used to interact with Locals, Assets, The people you’ve managed to hunt down on the Planet with a
Hostiles, Leads and Targets. Your choice of Reactions is limited known connection to your Target. As you play you’ll hear their
by who you have encountered on a Planet. opinion on your Target’s supposed actions.

FACTIONS TARGET
The six competing powers in the galaxy, who take part in the The person with a bounty on their head. A Faction has hired you
intergalactic war directly or somehow benefit from the fallout. to hunt them down on a Planet. As you play you’ll learn more
One of them has provided your contract. about their actions and motivations.

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NOTORIOUS SECTION I: RULES

REACTIONS
You have four Reactions, ways to interact with people you Each Reaction resolves in a different way, explained in full over
encounter. They are Speak, Threaten, Attack and Recruit. the rest of this section. They share a common core mechanic
Reactions can have a big impact on your story, so choose wisely. though—a simple dice roll.
When you interact with someone you’ll resolve one of these SUCCESS & FAILURE
Reactions. The type of person you’re interacting with determines
All four Reactions require you to roll two dice: one for your
the Reactions you can choose from—though sometimes a prompt
Nomad, and one for your opponent—the Challenge die.
chooses for you.
If the result of the Nomad die is higher than the Challenge
For example, if you meet a Hostile you may choose to Threaten
die, the Reaction succeeds. Otherwise it fails.
or Attack them—unless the prompt says that they Attack you.
Each Reaction has different modifiers that apply to these dice
THE REACTION TABLE (Roll Modifiers), and different outcomes when you succeed or
SPEAK THREATEN ATTACK RECRUIT fail (Outcome). Some have additional rules listed.
PAGE 12 PAGE 14 PAGE 16 PAGE 18
REROLLING DICE
When
LOCAL

Yes No No After rolling, you may spend 1 Motivation to reroll a single die—
prompted either the Nomad or Challenge die. You must keep the new result,
even if it’s worse than your original roll.
When
ASSET

Yes No No You can do this as many times as you have Motivation to spend.
prompted
HOSTILE

No Yes Yes No
LEAD

Yes No Yes No
TARGET

Yes No Yes No

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NOTORIOUS SECTION I: RULES

SPEAK
Nomads don’t always shoot first: the Speak Reaction lets you
talk plainly with Locals or coax evidence out of Leads.

ROLL MODIFIERS OUTCOME


» NOMAD DIE: Add half of your Favour, rounded up. SUCCESS: They talk—revealing interesting, even useful, information.
» If you’re speaking with a Lead or Target, you automatically Roll on the relevant table below to determine what you learn.
succeed—no need to roll. FAILURE: The conversation goes poorly. They don’t reveal anything,
and aren’t interested in talking further at this time.

SPEAKING WITH LOCALS & ASSETS SPEAKING WITH LEADS & TARGETS

1 They hate the war and dream of its end. What small comfort can
they no longer find and how does it drive their actions? 1 Your Target’s actions were driven by revenge. What terrible act
did they witness that drove them to exact retribution?
“I wish this war would end so we could go back to how things were…” “Don’t try and tell me you wouldn’t have done the same…”

2 The Old Empire or New Uprising are irrelevant to them. Who


exploited the chaos of war, and how does it affect the community? 2 Your Target was coerced into their actions. How were they held
to ransom or otherwise made to do it?
“I don’t care who wins the war, it’s not them I’m worried about…” “Sometimes good people can be made to do bad things…”

3 They have no choice but to stay loyal to a Faction. What’s


preventing them from speaking their true feelings about the war? 3 A Faction is ruthlessly covering up your Target’s actions. What
happened to the last person who revealed too much information?
“I’ve gotta be careful what I say, you never know who’s listening…” “Talking to you would only make things worse for me…”

4 They had a past encounter with a prominent Faction leader.


What history do they share and how have they both changed? 4 Your Target acted to prevent something much worse. What
repercussions would have been felt across the galaxy had they failed?
“I met one of them a long time ago; they were different then...” “You have no idea of what was at stake…”

5 Their support for the Old Empire or New Uprising is unwavering.


Who do they champion and what benefit would victory bring them? 5 Your Target zealously pursued their goals, no matter the cost.
What collateral damage have they chosen to ignore?
“They have to win the war, it means everything to me…” “It was a small price to pay…”

6 They once fought in the ongoing intergalactic war. Which side


did they fight for and why do they regret taking part? 6 Your client lied to you about your Target’s actions What part of
your client’s accusations are a complete lie or wild exaggeration?
“I gave up everything for them and look where it got me…” “You need to know there’s two sides to this story…”

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THREATEN 1
THREAT NEUTRALIZED
A Nomad killed somebody they loved. Who was taken from them?
Were they a Target, or simply collateral damage?
A Nomad’s reputation often precedes them: a subtle
“I won’t rest until the Guild pays for what they’ve done…”
movement, confident attitude or menacing stare may be
all they need.
You may try to Threaten any Hostiles you meet to warn them
2 They walk away, muttering about their disdain for Nomads.
What aspect of bounty hunting do they disagree with and why?
“We don’t need scum like you around here…”
off without resorting to violence or causing a scene.
ROLL MODIFIERS 3 They back down when they realise they’re not the Target. What
past misdeed did they think had earned a bounty on their head?
“Go on your way Nomad and I hope we don’t meet again…”
» NOMAD DIE: Add half of your Notoriety, rounded up.

OUTCOME 4 Their anger turns to genuine curiosity about the life of a Nomad.
What aspect of bounty hunting are they envious of and why?
SUCCESS: The Hostile backs down, no longer an immediate threat. “I considered joining the Guild myself…what’s it really like?”
Roll on the Threat Neutralized table. After a few terse words they
leave or move aside, allowing you to continue on your way. 5 They grumble about someone they knew who became a Nomad.
Why did that person join the Guild and what became of them?
“You know who you remind me of…?”

6
FAILURE: You’re not as scary as you thought you were. They owe an old favour to an infamous Nomad. Why did this
The Hostiles start a fight with you. Resolve the Attack reaction Nomad spare this person’s life or what local problem did they solve?
and add 1 to the Challenge die on the first roll. “You’re lucky this time Nomad, I owe a great debt to the Guild…”

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NOTORIOUS SECTION I: RULES

ATTACK
Nomads can bring their Targets in warm, or they can bring them
in cold: but they’ve still got to earn the right to choose.
The Attack Reaction is your chance to incapacitate or kill a
Hostile, Lead or Target. OUTCOME
Attack works a little differently than the other Reactions, in that
you might repeat it multiple times to defeat one or more opponents
ROLL MODIFIERS in an encounter. Once one side is defeated, move to this stage.
» NOMAD DIE: Add Attack modifiers (+X STARS) from your equipment
SUCCESS (HOSTILE OR LEAD): Choose your opponent’s fate:
and any additional bonuses, such as Assets.
» CHALLENGE DIE: Add the Attack modifier (+X STARS) listed for your » SPARE: Gain 1 Favour.
opponent (if any) and any additional bonuses. » KILL: Gain 1 Notoriety.
SUCCESS (TARGET): Choose their fate and move to the Epilogue:
RANGE SITUATION
» SPARE: Lose 2 Favour.
Attacks can happen in melee or at range, often specified by
» KILL: Gain 1 Favour.
prompts. If not, you may choose how you fight–whatever benefits
» CAPTURE: Gain 2 Favour.
you or feels narratively appropriate.
FAILURE: If you fail an Attack (after exhausting Defence and
Most of your equipment will only work at certain ranges.
Motivation), it’s time to roll for your fate. Roll a die:
USING DEFENCE » 1-2: Choose whether to die and end the game or get badly
Your equipment and Assets may provide Defence (+X HEARTS). Your beaten up, leading to an injury or some damage to your
opponent might also have one or more points of Defence. equipment. Gain -1 STARS or -1 HEARTS for the rest of the game.
Each point of Defence allows a successful Attack to be blocked » 3-4: Local law enforcement somehow interrupt the fight
once, avoiding the consequences of failure. Repeat the Attack roll. just as your opponent prepares to deliver a decisive blow.
They leave or escape. Lose 1 Notoriety.
MULTIPLE OPPONENTS
» 5-6: You flee from the confrontation or hide somewhere
If you’re using the Attack Reaction on multiple opponents, resolve
the Attack against the weakest opponent first and work your way
unusual. Lose 1 Notoriety or 1 Favour.
up. Choose whether you spare or kill them as a group, gaining a Only once the entire Attack reaction has been resolved, win
maximum of either 1 Favour or 1 Notoriety. or lose, do you refresh your Defence to its original value.

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RECRUIT ASSETS
Assets are Locals who have something valuable to offer you.
When you successfully Recruit them, you gain access to
1 Scrap Vendor or Beast Herder. You spend some time with them
acquiring a pack beast or personal transport.
It provides +1 HEARTS against your next Lead or Target, then requires rest or
their special single-use ability. repairs and may not be used again.

2
This could be bonuses to your Reaction rolls, increased Crop Farmer or Tribal Elder. They gift you a charm, necklace or
Motivation, medical aid or even turning up to fight for you. other small memento of your time together.
When you next encounter a Lead or Target, find comfort and strength
ROLL MODIFIERS in the memory of their simple hospitality. Gain 2 Motivation.
» NOMAD DIE: Add half of your Favour, rounded up.
» Sometimes a prompt will explain that you automatically
succeed—no need to roll.
3 Healer or Doctor. You gain access to a network of medical facilities.
If you lose a fight, do not roll to determine your fate. You instead
wake up in a tank of gelatinous liquid in a Destination, being tended to
by a med bot. Lose 1 Favour or 1 Notoriety.
OUTCOME
SUCCESS: Roll on the Assets table, choosing one of the two
options, to determine who they are and the bonus they provide.
4 Master Artisan or Endearing Mascot. You may spend some time
helping them to craft or upgrade a piece of equipment.
It provides +1 HEARTS against your next Lead or Target, then requires repairs
Then roll on the species36 and personality38 tables to and may not be used again.
determine the rest of your new Asset’s key information.
Some of this information might already be established by the
5 Mystic Mentor or Tribal Shaman. You spend some time taking
part in an ancient ritual, giving you insight into a coming conflict.
It provides a vision that gives +1 STARS against your next Lead or Target,
prompt—just roll for what you need. then the vision ends.

6
Record your new Asset on your Nomad sheet. Unaffiliated Mercenary or Rebellious Civilian. They Attack the
FAILURE: They aren’t interested in helping you at this time. You may
next Hostile, Lead or Target you encounter before you can react.
try to Recruit them again if you encounter them later in the story, They have +1 STARS. If they win, lose 1 Notoriety and their debt is repaid. If
they lose (and die or get captured), gain 1 Motivation.
but for now you’re on your own.

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NOTORIOUS SECTION II: SETUP

THE NOMAD
At the start of the game, the first thing you’ll do is create your
bounty hunter—your Nomad.
THE NOMAD SHEET
NOMAD PROFILE Record your Nomad’s information on the Nomad sheet, which
First, roll on the table below to determine the type of Nomad you’ll find at the back of this book and is also available to
you’ll play. You can choose a profile instead if you prefer. download and print at ALWAYSCHECKERS.ITCH.IO/NOTORIOUS.
Each profile has its own unique description, equipment and
tables to determine your background—your Origin, Scar and
Trigger. These will come up during play and will help to shape
your connection to the world and your gameplay choices.

SPECIES AND PERSONALITY


Once you’ve finished setting up your background, roll on the
species36 and personality38 tables to determine the rest of your
key information. Again, you can choose these instead if you prefer.

NOMADS

1 The Armour. Your calm exterior and inscrutable helmet hide your
fearsome arsenal and zealous adherence to a sworn oath.

2 The Assassin. Your unassuming nature and modest attire hide a


killer instinct, honed through years of intense training.

3 The Bot. Your cold exterior and fearless personality hide logical
calculations steering every decision you make. You’ll record your Nomad’s information in the top two sections:

4 The Brute. Your fearsome appearance and intimidating glare hide a The Nomad Profile records your name, background and three
feral cunning and fierce dedication to your craft. attributes—Favour, Notoriety and Motivation. Set Favour and

5 The Scoundrel. Your stylish exterior and cocky personality hide a Motivation to 2, and leave Notoriety at 0. Use a pencil to record
mercurial talent for scraping your way out of precarious situations. these, as they’ll change over the course of the game.

6 The Uncanny. Your unusual look and esoteric techniques hide a


unique talent, belief or genetic trait that gives you an edge.
The Mission Suite records your starting equipment and, later,
the assets and leads you’ll meet along the way.

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NOTORIOUS SECTION II: SETUP

LOADOUT
Ranged: Modified laser rifle, rocket launcher
(+3STARS, +4STARS VS. VEHICLES OR MONSTERS)
Melee: Vibrating blade (+2STARS)
Outfit: Battered helmet, heavy breastplate, jetpack
(+2HEARTS, +3HEARTS VS. RANGED ATTACKS)

ORIGIN
Consider how this influences your attitude to others.
1-2: Your home planet maintains an elite mercenary
army and you wear their armour.
3-4: You were born into a warrior cult and earned
your armour by slaying a huge beast.
5-6: One of your parents was an infamous Nomad
and you’ve inherited their armour.

SCAR
Consider how other people react to this.
1-2: You were severely burned when an escape
pod malfunctioned in the atmosphere.
3-4: You have a large, jagged scar across your
chest from partaking in ritual combat.
5-6: You never remove your helmet or armour in front
of others, so nobody can truly know you.

TRIGGER
Consider how this influences your choices.
1-2: You watched, hidden away, as your parents were
NOMAD PROFILE slain by a hooded figure from the Mystic Order.

THE ARMOUR 3-4: Thugs from the Targ Cartel ransacked your
peaceful village, and you were the sole survivor.
5-6: Your parents abandoned you on a desolate planet to
Your calm exterior and inscrutable helmet hide your fearsome
arsenal and zealous adherence to a sworn oath. join the New Uprising, promising to return one day.
Success often lies in expert planning and overwhelming opponents with
powerful weapons, well-honed talent or pure determination.

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LOADOUT
Ranged: Precision-scope laser rifle
(+4 STARS FOR THE FIRST ROLL, THEN +2 STARS)
Melee: Concealed blade, martial arts training
(+3 STARS AND OPPONENT HAS -1 HEARTS)
Outfit: Hooded cowl, mysterious insignia, padded
armour (+1 HEARTS, +2 HEARTS VS. LEAD OR TARGET)

ORIGIN
Consider how this influences your attitude to others.
1-2: You were employed by Red Moon Syndicate
until you angered their capricious leader.
3-4: The Trade Alliance uses you to blackmail local
politicians and smooth acquisitions.
5-6: You helped the Old Empire target prominent
Mystic Order leaders in a famous attack.

SCAR
Consider how other people react to this.
1-2: Most of your internal organs have been replaced
by a set of visible cybernetic parts.
3-4: You lost three fingers on one hand in an
altercation with a warrior of the Mystic Order.
5-6: You rely on an expensive cocktail of injected
stims and meds to operate at your peak.

TRIGGER
Consider how this influences your choices.
1-2: You missed the crucial sniper shot when
NOMAD PROFILE someone you loved was relying on you.

THE ASSASSIN 3-4: A would-be ally betrayed you during a disastrous


heist, leading to your incarceration.
5-6: You were orphaned at a young age and inducted
Your unassuming nature and modest attire hide a killer
instinct, honed through years of intense training. into a harsh agent training school.
Success often lies in subtle planning and taking opponents out
with long-range weaponry or spectacular martial arts.

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LOADOUT
Ranged: Auto-tracking laser rifle
(+2 STARS, +3 STARS WHEN FIGHTING MULTIPLE OPPONENTS)
Melee: Sharp metallic limbs (+2 STARS), self-destruct sequence
(+5 STARS AND IGNORES DEFENCE, ENDS YOUR GAME IMMEDIATELY)
Outfit: Glowing eyes, whirring pistons, blast plating (+2 HEARTS)

ORIGIN
Consider how this influences your attitude to others.
1-2: You’re one of several identical, factory-produced
Bots, but you gained higher sentience.
3-4: You were the sidekick of the infamous Nomad Ritzi
Shafe, until they no longer served your needs.
5-6: You served as a translation bot for the Trade
Alliance, until your software corrupted.

SCAR
Consider how other people react to this.
1-2: Try as you might, you cannot remove the factory
serial number printed on your torso.
3-4: At some point you chose to fight in the intergalactic
war and bear the logo of the New Uprising.
5-6: Your once-shiny exterior is absolutely covered
in filthy grime and oil due to neglect.

TRIGGER
Consider how this influences your choices.
1-2: You killed your genius creator amid the
NOMAD PROFILE confusion of your first factory awakening.

THE BOT 3-4: You share consciousness with your factory


siblings and regularly witness their deaths.
5-6: You once felt something approaching respect
Your cold exterior and fearless personality hide logical
calculations steering every decision you make. for a biological adversary and hated it.
Success often lies in acting faster than biological opponents, using mechanical
reflexes, pinpoint accuracy and an ability to ignore minor damage.

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LOADOUT
Ranged: Rapid-fire laser rifle (+1 STARS FOR THE FIRST ROLL, THEN +2 STARS)
Melee: Power hammer, natural strength (+4 STARS)
Outfit: No helmet, chest bandolier, ill-fitting jumpsuit (+1 HEARTS)

ORIGIN
Consider how this influences your attitude to others.
1-2: Raised on your peaceful and beautiful home
planet, long since lost to the war.
3-4: Your whole life has been dedicated to pursuing
victories in worship of a fickle god.
5-6: You worked as an enforcer for the Red Moon
Syndicate until you refused a cruel demand.

SCAR
Consider how other people react to this.
1-2: There’s a crescent-shaped bite mark on your
torso, caused by a carnivorous beast.
3-4: Your wrists still bear cuff marks from a long
stint in an Old Empire detention centre.
5-6: You proudly wear a belt flaunting teeth, pelts
and other morbid hunting trophies.

TRIGGER
Consider how this influences your choices.
1-2: You spent years being paraded as a gladiator
NOMAD PROFILE in the fighting pits of a mining planet.

THE BRUTE 3-4: A New Uprising leader thwarted your most


glorious and lucrative bounty capture.
5-6: You, very publicly, lost a duel against a strong
Your fearsome appearance and intimidating glare hide a feral
cunning and fierce dedication to your craft. opponent and the shame drives you on.
Success often lies in relentlessly hunting your quarry, then overpowering
them with ferocious attacks and outsized weaponry.

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NOTORIOUS SECTION II: SETUP

LOADOUT
Ranged: Trusty laser pistol—or two (+4 STARS)
Melee: Stun baton (+2 STARS FOR THE FIRST ROLL, THEN +1 STARS)
Outfit: Wide-brimmed hat, thigh holster, duster coat (+1 HEARTS)

ORIGIN
Consider how this influences your attitude to others.
1-2: Former starfighter pilot, ingloriously expelled
from the Old Empire’s vast navy.
3-4: Former sheriff of a peaceful town, plagued by
raids from Targ Cartel hoverbike gangs.
5-6: Raised and mentored from birth by the infamous
Nomad Kell Woe, who has gone missing.

SCAR
Consider how other people react to this.
1-2: Your left hand is now cybernetic after it was
cut off by a gangster chasing a debt.
3-4: You wear a patch over one eye after you
were seriously injured in a tense duel.
5-6: The skin on your chest is still branded with
a prominent tattoo you now regret.

TRIGGER
Consider how this influences your choices.
1-2: You failed to pull a trigger that would have
NOMAD PROFILE saved hundreds of innocent lives.

THE SCOUNDREL 3-4: You were involved in an illegal hoverbike


race that led to a friend’s death.
5-6: You were exiled by your people for a
Your stylish exterior and cocky personality hide a mercurial talent
for scraping your way out of precarious situations. heinous crime you did not commit.
Success often lies in besting opponents with quick reactions,
improvised solutions and seat-of-the-pants fortune.

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LOADOUT
Ranged: Shock rifle, mystic powers (+2 STARS, +4 STARS VS. LEAD OR TARGET)
Melee: Electrostaff (+2 STARS, +3 STARS VS. LEAD OR TARGET)
Outfit: Ornate mask, rebreather, flowing robes
(+1 HEARTS, +2 HEARTS VS. LEAD OR TARGET)

ORIGIN
Consider how this influences your attitude to others.
1-2: You were born into an oppressive Mystic
Order cult but left to explore the galaxy.
3-4: You witnessed a cathartic vision that led you to abandon
your pursuit of wealth through the Trade Alliance.
5-6: You were an advisor to Foonta the Targ until
their untimely death let you escape.

SCAR
Consider how other people react to this.
1-2: You’re sensitive to extreme temperatures
and must avoid prolonged exposure.
3-4: You only speak in a rare or ancient language,
translated through crackling speakers.
5-6: You cannot breathe the atmosphere of most
worlds and rely on imported gas.

TRIGGER
Consider how this influences your choices.
1-2: As a child you did not understand your powers
NOMAD PROFILE and caused great harm to someone.

THE UNCANNY 3-4: Your extrasensory perception causes you to


hear the lost voices of your ancestors.
5-6: You spent years wandering on a remote
Your unusual look and esoteric techniques hide a unique talent,
belief or genetic trait that gives you an edge. planet after your partner betrayed you.
Success often lies in utilising your abilities to understand your opponents,
track them down and take them out with exotic weaponry.

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NOTORIOUS SECTION II: SETUP

SPECIES
Every Planet in Notorious hosts a diverse range of characters.
To generate a character’s species, roll two dice and add the results
together. Choose a name from the corresponding list.

2 – ON’CIET (MANY-EYED) 3 – PELLUCID (CRYSTALLINE) 8 – GHOL (HORNED) 9 – LEK’TOK (INSECTOID)


» Raz’mahs » Aura Day » Djali Lupay » Tiki Dokk
» Chi’loka » Malachi Das » Ishaa Capray » Nahki Kkash
» Daz’hak » Navi Mod » Rals Rhenay » Picto Klikk
» J’oh » Silar Noon » Djed Kebay » Sulli Slakk
» Thad’lakat » Meena Vai » Rudi Vallay » Madi Thokk
» Aya’pato » Ayana Fay » Chedo Robay » Gretta Nahakk

4 – KIMANO (AMPHIBIOUS) 5 – MURIAN (RAT-LIKE) 10 – VALK (BIRD-LIKE) 11 – CHERRIN (BEAR-LIKE)


» Vimm Kilo » Niff Rolan » Quip Emwis » Moshunn
» Mako Suds » Dart Shalor » Besc Fimoz » Bindyy
» Quila Hatt » Quira Piang » Aiki Yuukr » Amurrsa
» Frico Lillei » Yuchu Balon » Cesme Uratt » Khurrsabuck
» Caper Vrill » Tulu Saluun » Kamm Irsyd » Errlokke
» Tas Ackbo » Akulo Juyor » Fezz Tallon » Juffie

6 – TALOK (REPTILIAN) 7 – HUMAN (APE-LIKE) 12 – SSAMBORN (SHAPESHIFTER) BOT


» Zeek A’bass » Danica LaFoe » Sim Arrel » TAZ-24
» Nass G’rassk » Eli Joch » Jarl Barroh » DD-360
» Khaan H’saal » Halley Luang » Zell Korah » EC-H0
» Gollo S’vaako » Sol Starlander » Tal Videt » ZX-99
» Hukkh R’aand » Itsuki Itsch » Quom Maru » RED-14
» Ivee V’uush » Kwame Devine » Kam Vessel » C4-DNG

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NOTORIOUS SECTION II: SETUP

PERSONALITY THE CONTRACT


Although each species in Notorious has a unique look, they all With your Nomad established, it’s now time to determine who
share a common set of personality traits. the Target is—the person you’re hunting.
To generate a character’s personality, roll a die and choose one THE TARGET
of the three corresponding traits. Then, choose one of the two
The Nomad’s Guild provide key information about the Target:
questions to answer about the character.
» Their name
1 – VAIN / COCKY / ARROGANT » Their species
» Their personality
What do they believe they’re famous for? OR
What garish item of clothing draws attention to them? » The Planet they’re rumoured to be hiding on
» The Faction who posted the bounty
2 – SKITTISH / NERVOUS / TENSE » The reason for the bounty
What do they worry is going to go wrong again? OR
As you play, you’ll learn more about the Target’s actions and
What small item do they carry to provide some comfort?
motivations as you move towards a final Showdown.
3 – ALOOF / SARCASTIC / RUDE
CREATING A CONTRACT
What stuffy formality do they insist on enforcing? OR
Follow these steps to create a contract and determine your Target:
What unusual item of clothing marks them out?
1. Roll for their species36 and choose a name.
4 – ANGRY / ARGUMENTATIVE / LOUD 2. Roll for their personality38 considering how this detail would
What do they constantly complain about? OR be posted on a bounty.
What blunt item do they brandish to intimidate others? 3. Roll for the Planet40 where your story takes place.
5 – SOLEMN / SINCERE / THOUGHTFUL 4. Choose a Faction44 that’s present on the Planet as the client.
What past misdeed are they trying to atone for? OR 5. Choose one of that Faction’s reasons for posting the bounty.
What treasured item do they always keep close? Record the information on the lower two sections of your Nomad
sheet —the Planet Report and the Target Dossier.
6 – ASSURED / CALM / FOCUSED
What weakness are they trying to hide from others? OR
What potent item is the source of their confidence?

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PLANETS
As part of your contract, you’ll learn which Planet your Target
1 – UTOV (FROZEN PLANET) 2 – TALUS (DESERT PLANET)
is rumoured to be hiding on. The entirety of your story will take
place on this Planet as you seek out your Target. YOU LAND YOUR SHIP IN A CAVE YOU LAND YOUR SHIP IN A CANYON
UNDER A GLACIER TO SHIELD IT ON THE EDGE OF THE DUNES TO
Roll to determine the Planet. You can instead choose one freely
FROM THE RELENTLESS BLIZZARD. AVOID CAUSING A SCENE.
if it appeals to you, or if you’re replaying the game. As well as some
flavour text about where you land and the terrain you’ll encounter Terrain Terrain
during Exploration, a Planet’s profile establishes several things to icy tundra, endless snow, arid desert, endless
record on your player sheet: untamed wilderness, sand, deep ravines,
destroyed vehicles crashed starships
PREDOMINANT SPECIES
When you meet a Local or Hostile, roll on this table to determine Predominant Species Predominant Species
their species instead of using the full species36 table. 1-2: Humans 1-2: Murians
3-4: Kimano 3-4: Humans
PROMINENT DESTINATIONS
5-6: On’ciet 5-6: Lek’tok
When you reach a populated area56, you’ll roll on the Destination
table to find out where you’ve arrived. Prominent Destinations Prominent Destinations
1. Cargo Ship TA-422 1. Quan’s Moisture Farm
You’ll get a brief description such as “YOU ARRIVE IN A SMALL OUTPOST
RUN BY THE CHALLENGING FACTION”. You should also look up the die 2. Wrecked Walker SN-WK4 2. Modular Garrison LS-78

result on the Planet’s Prominent Destinations table to find the 3. Cyan Ridge Fish Market 3. Murian Scrapcrawler
Destination’s name and the Faction who controls it. 4. Storm’s Rest Outpost 4. Vas Remas Town

Consider what these places look like, who lives, works or visits 5. Arclight Spaceport 5. Vas Babas Spaceport

there and how they might tie into subsequent Destination events. 6. Icefloe Military Base 6. Skab the Targ’s Palace

COMPETING FACTIONS Competing Factions Competing Factions


CONTROLLING: New Uprising CONTROLLING: Targ Cartel
Each Planet has a controlling, challenging and minor Faction, all
vying for power amid the intergalactic war. Consider how these CHALLENGING: Old Empire CHALLENGING: Old Empire
Factions44 maintain or disrupt the order, and how a person’s MINOR: Trade Alliance MINOR: Mystic Order
allegiances may influence their actions or opinions.

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NOTORIOUS SECTION II: SETUP

3 – IYAMA (MEGAURBAN PLANET) 4 – VELTARI (AQUATIC PLANET) 5– OCERON (VERDANT PLANET) 6 – STORIX (INDUSTRIAL PLANET)
YOU LAND YOUR SHIP IN THE YOU LAND YOUR SHIP ON A DIMLY YOU LAND YOUR SHIP IN A SWAMP YOU LAND YOUR SHIP IN A HOLLOWED-
RUINS OF AN OLD FACTORY ON THE LIT FLOATING PLATFORM WITH AND EMERGE TO THE STRANGE OUT CRATER THAT PROVIDES
OUTSKIRTS OF A MAJOR CITY. CONNECTIONS TO THE MAIN HUB. SOUNDS OF ALIEN WILDLIFE. SHELTER FROM PRYING EYES.

Terrain Terrain Terrain Terrain


sparse wasteland, a sea of wave-battered bridges, lush jungle, open mountain passes, colossal
junk, menacing depths, drilling platforms, stormy plains, peaceful islands, machinery, dark tunnels,
underground tunnels seas, disused starships technological marvels active volcanoes

Predominant Species Predominant Species Predominant Species Predominant Species


1-2: Humans 1-2: Kimano 1-2: Cherrin 1-2: Lek’tok
3-4: Ghol 3-4: Talok 3-4: Valk 3-4: Murian
5-6: Pellucid 5-6: Valk 5-6: Pellucid 5-6: Ghol

Prominent Destinations Prominent Destinations Prominent Destinations Prominent Destinations


1. Outreach Embassy 1. Doon’la, Smuggler’s Rest 1. Koocha the Targ’s Den 1. Jantus Temple
2. Red Moon Towers 2. Cargo Ship TA-42 2. Rico Disused Spaceport 2. Gur the Targ’s Spice Mines
3. Lek’tok Junktrawler 3. Kimano Bargecrawler 3. Hyokko Trading Post 3. Hex, the Execution Arena
4. Skyway Train Station 4. Joota Research Station 4. Valkan, the Treetop City 4. Zuuko, the Hive Caverns
5. Sunblot Spaceport 5. Kraketh Spaceport 5. Freed City Spaceport 5. Nuuka Spaceport
6. The Old Empire Palace 6. Gilloth, the Floating City 6. Sphere, Viceroy’s Retreat 6. Dusk, Red Moon fortress

Competing Factions Competing Factions Competing Factions Competing Factions


CONTROLLING: Old Empire CONTROLLING: Mystic Order CONTROLLING: Trade Alliance CONTROLLING: Red Moon
CHALLENGING: Red Moon CHALLENGING: Trade Alliance CHALLENGING: New Uprising CHALLENGING: Targ Cartel
MINOR: New Uprising MINOR: Red Moon MINOR: Targ Cartel MINOR: Mystic Order

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FACTIONS
Your story takes place amidst an intergalactic war between
the established Old Empire and the greatly outnumbered New THE OLD EMPIRE
Uprising. This fight impacts every planet in the galaxy. The dominant power in the galaxy, ruled by a mysterious
In the background, the turmoil of this conflict provides countless leader who commands a vast military. Their war machines
opportunities for various criminal and trade organisations to & faceless troops are garrisoned on most planets.
flourish, establishing bases on many worlds. Reasons for bounty
THE SIX FACTIONS » The Target killed the Governor of a planet while
they gave a speech passing new laws.
While there are many of these groups across the galaxy, there are
» The Target stole and supplied highly classified
six Factions that have become dominant players.
blueprints to the New Uprising.
» The Old Empire » Red Moon Syndicate » The Target helped a legendary warrior of the
» The New Uprising » The Trade Alliance Mystic Order to escape interrogation.
» The Targ Cartel » The Mystic Order
The Nomad’s Guild provides services to these Factions,
authorising bounty contracts that are undertaken by Nomads.
THE NEW UPRISING
CLIENTS A growing force in the galaxy, consisting mostly of citizens
Each Planet has a Controlling, Challenging and Minor Faction from oppressed worlds who wish to see an end to the Old
on its profile. Choose one of these to be the client for your Empire’s harsh dictatorship. Brave, skilful & resourceful.
contract—the Faction who posted the Target’s bounty. Reasons for bounty
Then, choose the reason for the bounty—the Target’s crime or » The Target killed the leader of a cell of
misdemeanour that has attracted the Factions ire. rebellious citizens on their home planet.
» The Target smuggled weapons through a blockade
As you play, you’ll hear opinions that might make you consider if
to reinforce a Trade Alliance spice mine.
the client’s accusations are true. Or, you may simply follow the
» The Target helped to engineer and construct
Nomad’s Guild code and finish the job anyway.
a devastating Old Empire superweapon.

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THE TARG CARTEL THE TRADE ALLIANCE


A smuggling ring, run by a family of gluttonous Targs (a slug-like A fickle conglomerate of the largest corporations in the
species). They pay well but are cruel & quick to hold a grudge. galaxy. Wealthy enough to employ their own army of bots
The Cartel favours employing Nomads for all their dirty work. to defend their interests & pressure local governors.
Reasons for bounty Reasons for bounty
» The Target killed Zarrok the Targ to avoid » The Target destroyed a large merchant freighter
repaying a large debt they owed. to sabotage a valuable spice deal.
» The Target dropped a shipment of lucrative cargo » The Target stole and supplied Trade Alliance
when threatened by Old Empire officials. weapons to a powerful criminal.
» The Target released Skab the Targ’s beloved pet » The Target leaked plans of a blockade to the New
monster, which is still currently missing. Uprising, allowing the ruling monarch to flee.

RED MOON SYNDICATE THE MYSTIC ORDER


A secretive but influential crime organisation run by Zix XIII, a Once a powerful force in the galaxy, with warriors of light &
manipulative & intelligent aristocrat. The Syndicate favours using dark wielding improbable powers & ancient weapons. Those
agents, assassins and spies over open warfare where possible. that still remain aim to exert subtle influence over the war.
Reasons for bounty Reasons for bounty
» The Target attempted to assassinate Zix XIII, » The Target killed a prominent warrior of the
the leader of Red Moon Syndicate. Mystic Order during a diplomatic mission.
» The Target sold shipments of spice for the Targ » The Target kidnapped a promising young
Cartel in Red Moon Syndicate territory. apprentice of the Mystic Order.
» The Target gave the order to destroy Zix » The Target is a rogue warrior of the Mystic Order,
XIII’s home planet many years ago. who has switched allegiance to the light or dark.

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NOTORIOUS SECTION III: PLAY

THE HUNT PROGRESSION


The story of your hunt for the Target is told through a loop, with As you alternate between Exploration and Destinations, you’ll
you rolling on a series of tables and reacting to prompts. interact with people, observe events and engage in combat.
You’ll Explore the wilderness of a Planet until you reach These activities and how you react to them will alter your three
a Destination, then you’ll set out once more to Explore. attributes—Favour, Notoriety and Motivation.

GETTING NOTORIOUS
EXPLORATION When your Notoriety, your reputation on the Planet, reaches
Roll on the Exploration table52 and complete the prompt. It a certain threshold it will start to change the results on the
may ask you to roll for an Exploration event53 that occurs as you Exploration and Destination tables.
travel, or you might introduce a new Lead.
Hostile guards from aggrieved Factions might start to apply

REACH DESTINATION
SET OUT TO EXPLORE

When you’ve completed the prompt, move to Destinations. pressure when you try to enter Destinations, and you’ll begin to
encounter Leads62—people you’ve managed to hunt down on
DESTINATIONS the Planet with a known connection to the Target.
Roll on the Destination table56 and complete the prompt. It may
You’ll roll to create Leads when you catch up to them and engage
ask you to roll for one or more Destination events58 that occur in
in a cinematic confrontation—a Showdown66.
the locale or present a choice of activities.
When you’ve completed the prompt, return to Exploration. A FINAL SHOWDOWN
You’ll keep moving between Exploration and Destination
activities until you encounter your third Lead.
This person instead becomes the Target64, and you’ll face off
against them in one last, dramatic Showdown66.
Your game ends after you confront the Target.
You’ll choose how you deal with them, before moving to the
Epilogue68 to calculate your final score.

LEAD I LEAD II TARGET EPILOGUE

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NOTORIOUS SECTION III: PLAY

EXPLORATION EVENTS 1-2


EXPLORATION 1 You’re offered shelter for the night in the home of a harmless-
looking Local. Try to Speak to them by the campfire, then roll a die:
You’ve hidden your ship and must travel on foot across the wilds 1-2: You disagree about something trivial and they become Hostile. How did
of the Planet unless you acquire a vehicle or pack beast. you clumsily disrupt their nocturnal routine?
3-6: They warm to you as you sit together. You have a quiet night and may
try to Recruit them. What secret about your past do you share with them?
ROLL TO EXPLORE
Roll on the Exploration table below to find out what happens
to you as you travel. It may ask you to roll for one or more
2 Exploring a remote area, you spot a wounded figure stumbling over
the ground pursued by a pack of three snapping beasts. Choose one:
» Defeat all three beasts (+1 STARS), then you may try to Recruit the person
Exploration events53, or you might introduce a new Lead62. you’ve saved. How did they end up on their own out here?
» Turn away from the scene and gain 1 Favour. Why did you feel it was not
EXPLORATION EVENTS your place to intervene?
To use the Exploration Events table, roll two dice. One determines
which of the three tables you’ll roll on and the other is the event. 3 The journey is long and you succumb to exhaustion. You wake up
being dragged behind someone riding a vehicle or beast. Roll a die:
1-4: They’re Hostile. You can only Attack using the rope binding your hands
If you get repeat events as you play, it may be fun to fit them into (you both only have +1 STARS). Where were they taking you?
your story. Otherwise, reroll for a different prompt. 5-6: They have saved your life. You may try to Recruit them. What threat
often claims the lives of unwary travellers on this Planet?
EXPLORATION TABLE
4 A speeding vehicle appears out of nowhere and two Hostiles who
work for a powerful crime boss leap out to confront you. Roll a die:
1 There’s no sign of your Target, but something interrupts your hunt.
Roll once on the Exploration Events table.
1-3: They’re Besniks (a pig-like species, +2 STARS). What criminal activity does
their boss control and why do they feel you threaten it?

2 If your Notoriety is 6 or higher, you encounter a Lead62.


Otherwise, roll once on the Exploration Events table.
4-6: They’re masked Humans (+1 STARS, +1 HEARTS). What do their masks looks like
and where have you seen them before?

3 If your Notoriety is 5 or higher, you encounter a Lead62.


Otherwise, roll once on the Exploration Events table. 5 You catch the attention of a hoverbike gang, who ride up at speed
and swiftly encircle you. Roll a die:
1-4: Their leader is Hostile and fights in melee (+2 STARS, +1 HEARTS). What tall tale
4 If your Notoriety is 4 or higher, you encounter a Lead62.
Otherwise, roll once on the Exploration Events table.
do the gang spread about your encounter?
5-6: They’re just Locals patrolling their turf and mean you no harm. Why

5 If your Notoriety is 3 or higher, you encounter a Lead62. did they feel the need to form a gang and protect their town?

6
Otherwise, roll once on the Exploration Events table. Some Locals ask you to help them hunt down a monstrous creature.

6 Nothing eventful happens. Gain 1 Motivation and roll a die:


1-2: What peaceful local activity do you spend time observing?
3-4: What destruction do you see, caused by the intergalactic war?
They seem reluctant to give you too many details. Choose one:
» Defeat the monster (+3 STARS, +1 HEARTS) to gain 1 Notoriety but lose 1 Favour.
What item or resource are they trying to retrieve from its lair?
5-6: What dangerous terrain do you successfully navigate? » Watch them fail to take it down and gain 1 Favour. What surprising ability
did this monster display to ensure the hunt failed?

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NOTORIOUS SECTION III: PLAY

EXPLORATION EVENTS 3-4 EXPLORATION EVENTS 5-6

1 You see smoke rising on the horizon and discover a burning building.
The tracks outside suggest the residents left in a hurry. Roll a die: 1 You hear a strange but familiar sound and find yourself drawn away
from your intended path to investigate the source. Roll a die:
1-2: This was the work of your client. Lose 1 Motivation. Why do the flames 1-2: A hooded figure turns and a sonorous voice in your head compels you
remind you of your Trigger as it all turns to ash? to leave. Lose 1 Motivation. Where have you heard a voice like that before?
3-6: This was done by a different Faction. Gain 1 Motivation. What 3-6: A Local is singing a haunting tune as they work. You may try to Recruit
smouldering clue left among the ashes gives away the perpetrators? them. What were they doing and why does the tune remind you of home?

2 You find a torn backpack bearing the logo of the challenging Faction.
It contains an ID card, datapad and a stack of credits. Choose one:
» Vow to return the owner’s belongings to their Faction to lose 1 Favour but
2 You stumble upon an unusual statue that looks like it’s been here
forever and pick up a broken weapon that’s lying nearby. Roll a die:
1-3: It reminds you of your Trigger and you lose 1 Motivation. Where have
gain 1 Motivation. What useful details about the owner are in the datapad? you seen a weapon like this before and what does the statue depict?
» Discard the backpack and pocket the credits to gain 1 Favour. What do the 4-6: You witness a vision of the previous owner’s fate and gain 1 Motivation.
ragged tears in the backpack reveal about the owner’s likely fate? What do you learn from this place about a fallen warrior of the Mystic Order?

3 Two Hostile scouts from the Old Empire speed past you on
screeching hoverbikes. Roll a die: 3 To make progress, you must trek through a dark place. You can feel
a set of glowing eyes following your every move. Roll a die:
1-4: They circle back to Attack from their vehicles (+1 STARS, +1 HEARTS). What lie 1-3: A monstrous creature Attacks you at range (+2 STARS, +1 HEARTS). There is
has someone told them about your reason for being here? always a bigger one—what even larger monster preys on this one?
5-6: They notice you and dismount to ask a few questions (+1 STARS). Why do 4-6: You’re swarmed by three small creatures in melee (-1 STARS). How did you
you get the sense they’re just bored and looking for trouble? accidentally cause them to hatch from their eggs?

4 A Hostile from the minor Faction has found your ship. You can
communicate through your ship’s speakers. Choose one:
» Try to Speak with them to gain 1 Favour. Lose 1 Motivation if you fail.
4 You discover one of your Assets, thrown from a moving vehicle and
severely injured. It’s no accident that you found them. Choose one:
» Try to Speak with your dazed Asset to comfort them and gain 1 Motivation.
What do you learn has gone missing from your ship after they leave? What threatening message has been scrawled on their back?
» Try to Threaten them to gain 1 Notoriety. Lose 1 Motivation if you fail. » If you have no Assets, you may try to Recruit the person you’ve found.
What do you tell them your ship does to strangers who try to mess with it? Where have you seen them before and why were they targeted?

5 You find a stubborn Local arguing with two Hostiles from the
controlling Faction. They fight at range (+1 STARS). Choose one:
» Successfully intervene to Recruit the Local automatically. What valuable
5 You find a locked crate painted with the logo of the controlling
Faction. It’s probably fallen off the back of a speeder. Roll a die:
1-2: Trying to open it triggers an explosive trap. Lose 1 Motivation. What
possession or commodity were they trying to keep safe? pre-recorded voice message played when you failed to break the lock?
» Observe the argument play out and gain 1 Favour. What loud or destructive 3-6: You find a useful stash of ammo and fuel canisters. Gain 1 Motivation.
machinery are they guarding that led to the argument? Who was this crate intended to resupply and why did the pickup fail?

6 You find a New Uprising starfighter half-buried in the ground. The


pilot is a Local, alive in the cockpit but unconscious. Choose one:
» Wake the pilot and try to Speak to lose 1 Favour. Why is there a starfighter
6 You wake up in your camp to find something personal has been
stolen. A clear set of tracks extends off into the distance. Roll a die:
1-2: The thieves are long gone and you lose 1 Motivation. What has been
battle happening in the skies above this planet? taken from you and how was it related to your Origin?
» Loot the ship to gain 1 Motivation. What does the crackling radio chatter 4-6: Hunt down and confront three small Hostiles wielding shock rifles.
reveal about how the starfighter battle is going? How have the scavengers put your possession to much more inventive use?

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NOTORIOUS SECTION III: PLAY

DESTINATIONS
Destinations can include simple markets, hidden dens, crashed
DESTINATION TABLE
starships, military walkers, bustling spaceports and capital cities.

ROLL FOR A DESTINATION 1 You arrive in a small outpost or enclave run by the minor Faction.
Choose one:
» Search61 for anyone who might know your Target to gain 1 Favour.
Roll on the Destination table, opposite, to find out where you
» Speak with a Local who works here then rest to gain 1 Motivation.
arrive. You’ll get a brief description of the Destination, which
you’ll use with the list on the Planet profile to create a named
location. You may have previously visited the Destination, in 2 You arrive in a small outpost or enclave run by the challenging
Faction. Choose one:
» Search61 for anyone who might know your Target to gain 1 Favour.
which case this information will already be known.
» Speak with a Local who works here then rest to gain 1 Motivation.
The prompt may ask you to roll for one or more Destination
events58 that occur in the locale, or present a choice of activities,
or you might just run into trouble right away.
3 You arrive at a bustling market or travelling scrap crawler run by
Locals. Choose one:
» Roll once on the Destination Events table.
» Speak with a Local then rest or barter for supplies to gain 1 Motivation.
DESTINATION EVENTS
To use the Destination Events table, roll two dice. One determines
which of the three tables you’ll roll on and the other is the event.
4 You arrive at a small town run by Locals.
Choose one:
» Roll once on the Destination Events table.
» Speak with a Local then rest or barter for supplies to gain 1 Motivation.

5 You arrive at a small spaceport run by the challenging Faction.


Resolve both:
1. Gain 1 Notoriety. If it’s 5 or higher, a Hostile guard approaches (+1 STARS).
2. Roll twice on the Destination Events table.

6 You arrive at a fortified base or palace run by the controlling Faction.


Resolve both:
1. Gain 1 Notoriety. If it’s 4 or higher, a Hostile guard approaches (+2 STARS).
2. Roll twice on the Destination Events table.

If you’re asked to roll twice, resolve the first


Event fully before rolling for a second.
If you get repeat events as you play, it may be fun to fit them
into your story. Otherwise, reroll for a different prompt.

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NOTORIOUS SECTION III: PLAY

DESTINATION EVENTS 1-2 DESTINATION EVENTS 3-4

1 Some Locals enthusiastically direct you to a nearby Scrap Vendor or


Beast Herder. You wonder if they’re mocking you. Roll a die: 1 You visit a dingy cantina where the Locals eye you suspiciously.
The barkeep offers you a drink to avoid any trouble. Roll a die:
1-3: You ignore them, as something about being here sets off your Trigger. 1-3: Two inebriated Hostiles at the bar say they don’t like your kind in here.
What about your appearance really suggests you could use a mount? How do the onlookers in the cantina react to this sudden confrontation?
4-6: You find the Asset you’re searching for and may try to Recruit them. 4-6: A Hostile approaches your table and pulls a laser pistol (+1 STARS). Why
How are personal transports or pack beasts put to good use around here? have they been tracking you and how do you secretly prepare to fight?

2 An elderly Crop Farmer or Tribal Elder lives nearby. You get drawn
into a conversation with them, despite your best efforts. Roll a die: 2 A large group of soldiers from the controlling Faction are here.
There’s no way to avoid catching their attention. Roll a die:
1-3: You’re delayed by their small talk but something about them reminds 1-4: A number (equal to your roll) of Hostile soldiers approach you (+1 STARS,
you of your Origin. Why do you assume they won’t be any use to you? +1 HEARTS). Why have so many soldiers gathered here right now?
4-6: You realise they could be an Asset and may try to Recruit them. Why 5-6: Your Nomad’s Guild licence holds up to inspection. Move along. Why
did they pursue you so persistently and how did you fail to shake them off? are they checking every person’s ID who passes through here?

3 People travel from all over to visit the clinic of a renowned Healer or
Doctor. It seems their services are in demand. Roll a die: 3 You visit the local Nomad’s Guild rep to report on your progress.
They’ve chosen a quiet place, but you’re not alone. Roll a die:
1-3: You join the line but someone reacts to your Scar and you feel it’s not 1-3: A cloaked figure is recording your conversation. Gain 1 Notoriety. What
worth the hassle. What bothered someone about your appearance? symbol or logo do you catch a glimpse of under their cloak as they leave?
4-6: You eventually get to meet the Asset and may try to Recruit them. What 4-6: A cloaked Hostile pulls a concealed laser pistol and Attacks (+2 STARS).
miraculous deeds or specialist knowledge draws in these crowds? Who has paid them to ambush you at the Nomad’s Guild?

4 You discover a working forge here, run by a Master Artisan and their
Endearing Mascot. Their shop is cramped and cluttered. Roll a die: 4 A Murian (rat-like species) agent or thief tries to steal from you.
They wait for the right moment, when you’re distracted. Roll a die:
1-3: You enter the forge but something about the smell here reminds you of 1-2: They take something important to you. Lose 1 Motivation. What
your Origin and you leave. What distinctive scent brings back memories? valuable information about you has fallen into the wrong hands?
4-6: You observe the Assets at work and may try to Recruit one of them. 3-6: You catch them in the act. They’re Hostile (-1 STARS, +1 HEARTS). Why did you
What unfinished project sits in a dusty corner or on top of a junkpile? seem like an easy or valuable target to the Murian?

5 You’ve heard that a reclusive Mystic Mentor or Tribal Shaman lives


nearby. They don’t receive many unexpected visitors. Roll a die: 5 Two sneering thugs notice your Scar and shout insults at you.
They must be brave, stupid or extremely confident. Roll a die:
1-3: They open their door but take one look at your Scar and refuse to let you 1-3: They’re Hostile and take pot-shots at you with laser pistols (+1 STARS).
in. What word did they keep repeating as they ushered you away? What do they find insulting or amusing about your appearance?
4-6: You’re allowed into the Asset’s modest home and may try to Recruit 4-6: They’re Hostile and follow you into an alley to brawl (+2 STARS). How do
them. Why have they chosen a life of solitude, or what are they hiding from? their movements give away that they’re professional pit fighters?

6 You see an Unaffiliated Mercenary or Rebellious Civilian being


intimidated by a Hostile soldier or guard (+2 STARS, +1 HEARTS). Roll a die: 6 You enter a bar and immediately bump into another Nomad.
This isn’t the first time you’ve encountered them. Roll a die:
1-3: Something about the scene sets off your Trigger and you walk away. 1-4: There’s bad blood between you and they immediately Attack (+2 STARS).
What building or statue were they defacing and what did the graffiti depict? Lose 1 Favour. How did you interfere with their previous bounty?
4-6: If you successfully get rid of the Hostile, you may try to Recruit the 5-6: They catch your eye, nod, then go their own way. Gain 1 Favour. Where
Asset. How do they try to help you take down or scare off their tormentor? did you and several other Nomads gather to accept your current contract?

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NOTORIOUS SECTION III: PLAY

DESTINATION EVENTS 5-6

1 A panic-stricken Lek’tok (insectoid species) pleads for help getting


off this planet. They offer a small wedge of credits. Choose one:
SEARCHING
» Direct them to your ship and try to Recruit them. Lose 1 Favour. What are Some Destinations will give you the option to Search for someone
they carrying on their back that they’re desperately trying to protect? connected to the Target.
» Ignore their offer as you need to focus on finding your Target. Gain 1
Favour. What will happen to them if they don’t escape this Planet soon? If so, roll on the Search table below and follow the prompt.

2 The environment here has become more dangerous than usual. The
Locals gesture at you to seek shelter immediately. Choose one: SEARCH

1
» Help the Locals battle the elements to gain 1 Notoriety but lose 1 Favour.
Nobody’s seen your Target but you encounter a Hostile (+1 STARS, +1 HEARTS).
How do you put your skills to good use in helping them to prepare?
How do you end up confronting or annoying someone here?
» Ignore the Locals and find your own makeshift shelter to gain 1 Motivation.
Where do you hunker down and what do you see when you emerge?
2 Nobody’s seen your Target but your presence is noted. Gain 1

3
Notoriety. Who lurks in the shadows, observing your investigation?
You find yourself being jostled by a growing crowd of Locals.
They’re all trying to catch a glimpse of something nearby. Roll a die:
1-3: You’re stuck watching a long convoy for the leader of the controlling 3 Nobody’s seen your Target and you’ve wasted precious time. Lose
1 Motivation. Why can’t you find anyone here who’s willing to talk?

4
Faction. Lose 1 Motivation. How does the crowd react to their presence?
Find a Hostile who’s been paid to try and slow you down (+1 STARS).
4-6: You see a prominent figure from the challenging Faction battling a
How do they make the confrontation seem like it was your fault?
group of assailants. Gain 1 Motivation. How do they manage to escape?

4 Locals here are acting strange with glazed expressions. A low hum
emanates from a nearby building and you investigate. Roll a die:
5 Find a Local who’s been paid to keep an eye out for Nomads. Gain 1
Notoriety. What blatant lie do they tell you to hide their true motive?
1-3: Encounter a Hostile with mystic powers (+2 STARS) and two guards (-1 STARS).
How are they creating the sound and what happens when it stops?
4-6: A crowd is singing and swaying in time to a drum beat. The mesmeric
6 Find a Local who recalls meeting your Target. Speak to them but
use the Speak table for Leads instead of Locals. Gain 1 Motivation.

rhythm washes over you. Gain 1 Motivation. What is this ritual celebrating?

5 A monster is loose and the Locals are struggling to contain it. It’s
unusual to see these creatures in populated areas. Choose one:
» Attack and subdue the monster to gain 1 Notoriety (+4 STARS, +1 HEARTS). How do
you get the monster to focus on you?
» Simply watch the chaos unfold to gain 1 Favour. Where has this monster
come from and what has enraged it?

6 Something about this place feels familiar, like you’ve been here
before. You wander aimlessly for a while. Roll a die:
1-3: It’s a bad memory related to your Origin. Lose 1 Motivation. How do
you find comfort or distraction by observing some local activity?
4-6: It’s a happy memory related to your Origin. Gain 1 Motivation. What
familiar object or place do you spend some time interacting with?

60 61
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NOTORIOUS SECTION III: PLAY

LEADS LEADS
Before you can finish the job, you’ll need to find a few Leads—
known associates of the Target. Leads may provide clues
about the Target’s goals and offer an opinion on their actions. 1 They’re a cowardly bureaucrat, somehow aiding your Target. Roll
for their Faction (1-3: Controlling, 4-6: Challenging). Resolve all:
Or they may simply be another person in the way. 1. How do their actions help to further their political goals here?
2. Speak with them.
As soon as your Notoriety hits 3 or more, you might be prompted 3. They Attack you at range (+1 STARS, +3 HEARTS).
to create a Lead when you Explore. As your Notoriety increases,
so does your chance of encountering a Lead. 2 They’re a dangerous accomplice of your Target. Roll for their Faction
(1-3: Challenging, 4-6: Minor). Resolve all:
1. How have they gained a reputation as a particularly brutal fighter?
CREATING A LEAD 2. Speak with them.
To create a Lead, first roll for a Showdown66 to establish the 3. They Attack you in melee (+3 STARS, +1 HEARTS).

3
location where you encounter them in the wilderness. They’re desperate for money and were hired by your Target. Roll for
For the first and second Leads, roll on the species36 and their Faction (1-2: Challenging, 3-6: Minor). Resolve all:
personality38 tables to determine their key information. Then 1. What job were they hired to do and why did they need the fast credits?
2. Speak with them.
roll on the Leads table to discover who they are.
3. They Attack you (+2 STARS, +1 HEARTS).

4
Your third Lead isn’t a Lead at all—they instead become the They’re talking with a holographic image of your Target. Roll for
Target64. Follow the instructions on page 64. their Faction (1-3: Controlling, 4-6: Challenging). Resolve all:
1. What do you overhear them saying that reminds you of your Trigger?
2. Speak with them.
3. They Attack you with mystic powers (+3 STARS, +1 HEARTS).

5 You once teamed up with them for a lucrative job, but they betrayed
you. Something about their appearance has changed. Resolve all:
1. How did this person betray you and how is it related to your Scar?
2. Speak with them.
3. They Attack you in melee (+3 STARS, +2 HEARTS).

6 They’re a rival Nomad, vying to get to the Target first to capture or


protect them. Roll for their Nomad profile22. Resolve all:
1. What connection does this Nomad have to your Origin?
2. Speak with them.
3. They Attack you using the Loadout on their profile. Lose 2 Favour and
gain 1 Notoriety if you kill them.

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NOTORIOUS SECTION III: PLAY

TARGET 1
TARGETS
Your first Asset (if you have none, the first Hostile you let survive)
reveals themselves to be the Target. Lose 1 Motivation. Resolve all:
The most successful Nomads are relentless in their pursuit of a
1. How have they maintained this deception since their bounty was set?
Target. It’s only a matter of time before they track them down and
2. Speak with them.
face off to earn their bounty. 3. They Attack you in range or melee—whichever benefits them the most as
they know your weaknesses (+2 STARS, +2 HEARTS).
As soon as your Notoriety hits 3 or more, you might be prompted
to create a Lead when you Explore. The third time this happens,
create the Target instead. 2 They’re revealed as the first Lead you encountered. Your original
Target was a decoy or may not even exist at all. Resolve all:
1. How has their personality changed now they speak as their true selves?
CREATING THE TARGET 2. Speak with them.
3. They Attack you as before, with an extra +1 STARS. If you thought you had
To create the Target, first roll for a Showdown66 to establish the killed them last time, they instead have cybernetic parts and an extra +1 HEARTS.
location where you encounter them in the wilderness.
Then, with their key information (species, personality, name) 3 You recognise them as a significant figure from the challenging
Faction. They’re surrounded by a group of bodyguards. Resolve all:
already established as part of the contract, all that remains is to 1. How would defeating them affect the challenging Faction’s morale?
roll on the Target table and discover who they really are. You may 2. Speak with them.
3. Their three bodyguards Attack you first. If you defeat them, the Target
get to hear their side of the story before they fight for their life.
pulls a laser pistol and Attacks at range (+3 STARS, +1 HEARTS).

4
If you manage to defeat them, choose to capture them to gain 2 You recognise them as a significant figure from the controlling
Favour, kill them to gain 1 Favour or let them go and lose 2 Favour. Faction. They’re well-prepared for your arrival. Resolve all:
Then move to the Epilogue68. 1. How would defeating them affect the controlling Faction’s authority?
2. Speak with them.
3. They climb onto a large assault vehicle or trained monster and Attack you
at range with a powerful weapon (+3 STARS, +3 HEARTS).

5 You confront a ghost from your past who you thought was long
gone. Gain 1 Motivation if you defeat them. Resolve all:
1. Why do they revel in bringing up your Origin, Scar or Trigger?
2. Speak with them.
3. They Attack you with a familiar weapon (+4 STARS, +1 HEARTS).

6 Bathed in light or shrouded in shadow, they wear the robes of the


Mystic Order. They appear calm­, despite the situation. Resolve all:
1. What is the Order trying to achieve by maintaining a presence here?
2. Speak with them.
3. They Attack you in melee with a distinct, glowing weapon (+2 STARS, +3 HEARTS).

64 65
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NOTORIOUS SECTION III: PLAY

SHOWDOWNS
Like any good film, your key confrontations should happen
somewhere memorable. Your growing reputation on this Planet
means your quarry and their associates know you’re after them.
You’ll have to venture into the wilderness to try and find them.

ROLL FOR A SHOWDOWN


Before you create a Lead or Target, roll once on each of these site
and setting tables to determine where you encounter them.
This cinematic Showdown will inspire your story and provide
further jeopardy to tense conversations and desperate combat.

SITE SETTING

1 You find them in the ruins of a gigantic, crashed starship, searching


for something. 1 You’re both caught in a heavy rain, wind or sandstorm, obscuring
your vision.

2 You meet on a precarious bridge or platform, high above a canyon


or river. 2 The temperature is rapidly becoming dangerously high or freezing
cold.

3 You know they’re aboard a speeding freight hovertrain, rapidly


approaching you. 3 It’s night-time and you’re both lit only by the moon(s) or artificial
light sources.

4 You track them into a densely packed forest, rock formation or


junkyard. 4 One of you has enraged a large herd of native beasts, causing a
stampede that rushes towards you.

5 You feel drawn to them in the ruins of a mystic temple, full of


whispers and strange symbols. 5 A large machine awakens, resuming its duties but constantly getting
in the way.

6 You catch up to them at their starship, just as they’re preparing to


board and leave. 6 A starfighter battle breaks out in the sky above, bombarding the area
with debris and stray laser fire.

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NOTORIOUS SECTION III: PLAY

EPILOGUE
Once you’ve confronted the Target and decided their fate, you’re
ready to end this chapter of your Nomad’s story. 7–9
To determine your Epilogue and finish the game, multiply your You’ve infuriated the Faction that the Target was aligned
Motivation by 2 and add it to your Favour. with and they place a substantial bounty on your head.
You’re now the Target of an infamous rival Nomad.
Look up the result on these pages, and answer the final question.
This chapter is then complete. Who is this Nomad, and how do you plan to deal with them?

If you choose to play again with the same Nomad, you’ll have a If you continue your story with the same Nomad, start your
new set of starting attributes and some history to build on. next game with 1 Notoriety, 1 Favour and 2 Motivation.

3 OR LESS 10 – 13
The Nomad’s Guild put word out that you’ve somehow Your work has greatly pleased the Faction that hired you.
broken their code. Even if it’s not true, you’ll struggle to get They ask to meet with you again, offering a retainer contract
another job until you make amends or clear your name. and a much larger assignment to take out their new Target.
What could have caused this and what will your next move be? Why were they especially pleased with your work?
If you continue your story with the same Nomad, start your If you continue your story with the same Nomad, start your
next game with 0 Notoriety, 0 Favour and 4 Motivation. next game with 1 Notoriety, 2 Favour and 1 Motivation.

4–6 14 OR MORE
Your actions have caused harm to the population of Word of your deeds has spread throughout this sector of the
this Planet, either directly or inadvertently. You’ve galaxy. Your name strikes fear in your future quarries—but
become a Trigger in someone else’s story now. it will be much harder to carry out your work discreetly.
What is their defining memory of your time here? Which famous figure gets in contact now
your reputation has grown?
If you continue your story with the same Nomad, start your
next game with 0 Notoriety, 1 Favour and 3 Motivation. If you continue your story with the same Nomad, start your
next game with 2 Notoriety, 1 Favour and 1 Motivation.

68 69
BLITZCON-ZETA 001803
NOMAD PROFILE #2187 PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-SENSITIVE-PERSONAL X MISSION SUITE NOMAD #2187 | LICENSED TO USE DEADLY FORCE WHEN WARRANTED | AUTH TOKEN 32z X

REGISTERED NAME RANGED WEAPON ASSET


001803

SPECIES PERSONALITY MELEE WEAPON ASSET

PROFILE SCAR OUTFIT ASSET

ORIGIN TRIGGER (-1 ATTACK OR -1 DEFENCE) INJURED ASSET


BLITZCON-ZETA

NOMAD SHEET FAVOUR NOTORIETY MOTIVATION LEADS ENCOUNTERED ASSET

PLANET REPORT PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-COMMERCIAL X TARGET DOSSIER PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-SENSITIVE-COMMERCIAL X

PLANET NAME ENVIRONMENT TARGET NAME CLIENT FACTION

1: 1-2:

3-4:
2:
SPECIES ACCUSED CRIME
5-6:
3:
PREDOMINANT SPECIES
4:
CONTROLLING: PERSONALITY TARGET CAPTURED TARGET KILLED
5:
CHALLENGING:
6:
MINOR:

MAJOR DESTINATIONS FACTIONS NOMAD NOTES


THANKS FOR PLAYING NOTORIOUS!
I’d love to hear about your stories. You can leave
feedback and find my other games here:
https://alwayscheckers.itch.io/

If you’re a fan of solo RPGs, Jack has you


covered. Check out his games here:
https://mouseholepress.itch.io/

More of Torben’s amazing artwork is available to view here:


https://torbenboekemeyer.me/

Finally, Will’s range of awesome games are also available here:


https://goodluckpress.co/

Special thanks to all of the Kickstarter backers


who helped bring NOTORIOUS to life.
Notorious is a sci-fi tabletop roleplaying game
for one player. It can be played as short one-shot
adventures or as a series of anthology stories.
Play to tell stories of the Nomads; notorious
bounty hunters who strike fear among
the scum and villainy of the universe and
follow a dubious code of honour.
In the midst of an intergalactic war, you’ve
been given a lucrative contract by one of six
factions. The job is simple: bring the target
back, dead or alive—no disintegrations.
Search for leads on planets affected by the
ongoing war and make helpful allies or bitter
enemies. Piece together the truth about
who your target is and what motivates them
while confronting your own murky past.

Average play time: 1-2 hours

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