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Notorious (Spreads)
Notorious (Spreads)
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
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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.
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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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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SPEAK
Nomads don’t always shoot first: the Speak Reaction lets you
talk plainly with Locals or coax evidence out of Leads.
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…”
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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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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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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.
NOMADS
1 The Armour. Your calm exterior and inscrutable helmet hide your
fearsome arsenal and zealous adherence to a sworn oath.
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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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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.
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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.
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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?
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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.
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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?
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NOTORIOUS SECTION III: PLAY
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?
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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).
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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).
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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.
SITE SETTING
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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.
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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
PLANET REPORT PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-COMMERCIAL X TARGET DOSSIER PROPERTY OF THE NOMAD’S GUILD | OFFICIAL-SENSITIVE-COMMERCIAL X
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: