JARLS: The Crossroads

JARLS: The Crossroads

"One dusty world, too many flags, and nowhere to hide."
An anthropomorphic sci-fi setting for Just Another Rules-Light System (JARLS)


Core Premise

On a distant colony world — part desert, part contested trade hub — the frontier city of Port Meridian sits at the edge of a war nobody fully understands. Offworld megacorps, independent militias, smugglers, foreign advisors, and desperate locals collide in a place where loyalties shift with the next shipment or the next whispered betrayal.

And yes — everyone’s an animal. Not cartoonishly so, but grounded, like Albedo or Usagi Yojimbo: species as subtle signifiers of culture, not stat bonuses.

Species as Narrative Flavor

Instead of stats, species choice provides descriptive hooks and story prompts, not bonuses. Think of it as a “soft tag” system — tables for cultural tone and interpersonal nuance.

Example at the table:

A raccoon engineer isn’t mechanically better at fixing a drive system, but their scavenger instincts and social network in the maintenance decks will color how they approach the situation.

Species Selection

Species – purely descriptive.

Cultural Anchor – a sentence about the social context (e.g., “Outer Rim colony-born,” “Corporate Fleet Academy,” “Independent hauler crew”).

Species

Social Hooks

Narrative Prompts

Canine

Loyal, pack-oriented, instinct-driven

Do you always defer to chain of command, or do you rebel when loyalty conflicts with orders?

Feline

Independent, high-sensory, aloof

Who do you trust enough to watch your back?

Lapine

Nervous, quick, communal

How do you cope with isolation during long deployments?

Vulpine

Adaptable, cunning, charming

What corners have you cut to survive, and who noticed?

Ursine

Stoic, slow to anger, protective

What line will you never let anyone cross?

A Grounded Universe

Energy weapons are vehicle- or emplacement-class only. Infantry support must work around mass and power limitations — belt-fed pulse rifles don’t exist, but a squad APC with a pulse laser does.

Personal Equipment

  • Kinetic firearms: rifles (1d10), carbines (1d8), sidearms (1d6).
  • Non-lethals: tasers (1d3), foam sprayers (situational).
  • Armor: same DR tiers — ballistic cloth (-d2), flak (-d4), light ceramic (-d6).

Vehicles & Heavy Gear

Vehicles can mount energy or advanced weapons with clear constraints:

  • APC-mounted pulse laser: 2d12, anti-armor, requires power cell maintenance and line-of-sight.
  • AFV railguns: 6d12, ignores light cover, devastating vs. fortifications.
  • FPV and autonomous drones: Recon first, limited kinetic strikes second.

You can make this feel real without adding extra math by scaling damage via dice size and letting the fiction enforce the rest.

Tone

  • Casablanca: romance, cynicism, and quiet deals in back rooms.
  • Kandahar, Afghanistan: war as background radiation — constant, disorienting, normalized.
  • Anthro realism: the fox at the checkpoint, the bear running the airfield bar, the raccoon mechanic rebuilding a drone from scrap.
  • Isolation: Communications fail; resupply isn’t guaranteed.
  • Moral Dilemmas: You’re enforcing someone else’s claim on the colony — but how far will you go?
  • Scale: Skirmishes are intimate and deadly; firefights are over in moments.
  • Emergent Politics: Every faction move changes the board; actions have cascading consequences.

Setting Mechanics

Stress stays as-is, but tilt triggers toward paranoia, surveillance, and moral compromise.

Clocks drive the story:

  • Faction Tensions: When filled, the city erupts.
  • Security Clampdown: Patrols increase, checkpoints tighten.
  • Supply Chain: When empty, everything grinds to a halt — ammo, meds, even coffee.

Resources: Track local currency, goodwill, and influence.

Character Playbooks

Playbook

Edge Options

Flaw Options

Loadout

Fixer: Knows everyone, trades in whispers and favors.

Networked, Smooth Talker, Cold Read

Blackmailed, Addictive Personality, Burned Bridges

Notebook, commlink, light sidearm (1d6)

Foreign Adviser: Here to “help” — but with an agenda.

Tactical Planning, Linguist, Adaptive

Cynical, Lone Wolf, Paper Tiger

Ballistic cloth (-d2), rifle (1d10), radio headset

Local Asset: The streets are home. The desert is yours.

Scout, Urban Navigation, Resourceful

Distrustful, Stubborn, Vendetta

Carbine (1d8), battered comms, headscarf, ration bag

Contract Pilot: Get in, get out, try not to get shot.

Ace Pilot, Smuggler’s Instinct, Lucky Break

Debt, Reckless, Overconfident

Flight suit, SMG (1d6), duffel of mismatched gear

War Correspondent: Every lens tells a story. Not all stories make it home.

Keen Eye, Persuasive, Networked

Naïve, Fixated, Physically Fragile

Camera rig, press badge, handgun (1d6), recorder

Medic: First to arrive, last to leave.

Field Surgeon, Calm Under Pressure, Improviser

Haunted, Overworked, Compassionate

Trauma kit, ballistic cloth (-d2), pistol (1d6), headlamp

Bartender / Proprietor: Your bar is neutral ground — for now.

Discreet Muscle, Smooth Talker, Logistics Savant

Burdened, Addictive Personality, Short Fuse

Shotgun (1d8), bar keys, ledger full of debts

Embedded Spook: Officially an “analyst.” Unofficially… whatever needs doing.

Information Broker, Stealth, Cold Trigger

Paranoid, Compromised, Haunted

Suppressed pistol (1d6), encrypted comms, data slate

Sample Hooks

A downed drone in the desert carries encrypted intel every faction wants.

The resistance needs to smuggle a defector past corporate checkpoints.

A sudden assassination tips the city toward chaos; everyone’s scrambling for leverage.

Someone’s stealing med shipments meant for the refugee district — and selling them offworld.

The old radio relay on the edge of town is sending ghost signals.

Setting Flavor

Species as subtle culture markers:

  • Canine tribes = loyal, pragmatic, often serving as guides or fixers.
  • Felines = independent contractors, mercenaries, or quiet operators.
  • Avians = couriers, scouts, information brokers.
  • Ursines = heavy labor, logistics, or security muscle.

No lasers in holsters: Weapons are grounded, industrial, and scarce; energy weapons are vehicle-mounted, not personal.

Scenario: “Dead Air”

Port Meridian is buzzing. Someone hijacked the abandoned radio relay on the edge of the desert, and now it’s broadcasting coded bursts every few hours. Every faction — the corps, the militias, the locals, and the smugglers — want to know who’s behind the signal and what it means.

The PCs are hired to find the source, secure the site, and deliver proof of who’s running the station. What they find will spark chaos, paranoia, or opportunity — depending on how they play it.

Mission Hooks

Choose one or roll a d6:

  1. Corporate Contract: A “consultant” hands you a fat advance to retrieve the broadcast data — and destroy the transmitter.
  2. Resistance Request: The local underground needs to know who’s leaking their routes.
  3. Third-Party Broker: Someone in the city’s Neutral Zone bar says the signal isn’t random — it’s a treasure map.
  4. Debt Marker: Someone you owe a favor insists you investigate quietly.
  5. Crew Agenda: A PC’s personal connection disappeared in that sector two weeks ago.
  6. Open Call: Word on the street is that whoever controls the signal controls the city’s comm grid.

Scene 1: Briefing at the Hub

Start in Port Meridian’s central hub — a crumbling terminal now serving as an impromptu command center.

NPCs introduce competing agendas:

  • A corp handler in polished body armor (slick but threatening).
  • A local fixer who’s “just trying to keep things balanced.”
  • A streetwise runner with a flash drive full of bad leads.

Tone Toggle:

  • Serious: Lean into cold dialogue, veiled threats, and tense silence.
  • Loopy: Make the fixer a fast-talking chaos agent handing out jobs like party favors.

Scene 2: The Journey

Travel through desert scrub, abandoned checkpoints, and burned-out convoys to reach the radio relay.

Roll for complications:

  • 1-2: Drone surveillance sweeps the road.
  • 3-4: Militia checkpoint demands “tolls.”
  • 5-6: Sandstorm rolls in, visibility near zero.

Clocks:

  • Detection (4 segments): Fill on noise, violence, or obvious movement.
  • Resource (6 segments): Supplies, water, and ammo draining with every delay.

Scene 3: The Relay Station

The relay is a rusting husk, powered by scavenged solar rigs and jury-rigged batteries.

Inside:

  • Improvised living space with maps, gear, and a partially scrubbed data core.
  • A faint odor of ozone — someone left in a hurry.

Complications:

  • Drone: A stealth recon bot still pings the area, broadcasting bursts.
  • Evidence: The broadcast pattern matches corporate encryption protocols.
  • Survivor: A local tech, panicked and babbling, claims they just maintain the hardware.

Tone Toggle:

  • Serious: Play the survivor as broken, terrified, and barely coherent.
  • Loopy: Make them an over-caffeinated conspiracy theorist blaming “desert ghosts.”

Scene 4: Escalation

Whatever the PCs do, someone notices:

Roll 1d6

Faction Response

1-2

Corporate security arrives, black APCs in convoy formation.

3-4

Local militia patrol rolls up, demanding to know who the PCs are.

5

Rival smugglers show up looking for leverage.

6

A storm isolates everyone, communications dead.

Trigger Stress rolls as tension spikes — negotiations, gunfights, or chaotic retreats are inevitable.

Scene 5: Extraction

Potential outcomes:

  • Clean Sweep: PCs secure the intel, cover their tracks, and walk away with leverage.
  • Dirty Exit: They get the data but leave behind evidence or collateral damage — factions escalate against them.
  • Full Burn: Ambush, betrayal, or a botched retreat turns the relay into a smoking crater.

Tone Toggle:

  • Serious: Play up irreversible consequences — reputations shattered, city factions on high alert.
  • Loopy: Escalate into farce — dropped drives, mistaken identities, frantic comm chatter as everything unravels.

Faction Clocks

Clock (Segments)

Trigger

Effect When Full

Corporate Awareness (6)

Any broadcast activity or open violence

Full lockdown, surveillance everywhere

Militia Paranoia (4)

Outsiders spotted near their zones

Armed roadblocks and “random inspections”

Local Unrest (6)

Civilian harm, visible faction power plays

Riots and escalating unrest in the streets

NPC Seeds

Name

Role

Notes

Calyx

Smuggler

Smooth, sarcastic, and always late.

Dr. Voss

Tech Analyst

Underpaid, underfed, and three days from walking away.

Zhara

Militia Lieutenant

Tired of this war but trapped in it.

Kit

Bar Owner

Knows every deal in the city; neutral until provoked.

Closing Beats

End the session with threads unresolved — someone angry, someone suspicious, someone missing.

Push a new hook tied to the fallout:

  • The corp wants a quiet sit-down.
  • The militia blames them for the signal.
  • The “ghost broadcast” keeps running anyway.

Appendix: Additional Playbooks

Grunts

Playbook

Edge Options

Flaw Options

Loadout

Line Infantry

Marksman, Cool Under Fire, Squad Tactics

Green, Haunted, Overconfident

Carbine (1d8, 3 mags), flak jacket (-d4), helmet, sidearm (1d6)

Combat Medic

Field Surgeon, Calm Under Fire, Logistics Sense

Compassionate, Addicted, Insomniac

Aid kit, pistol (1d6), radio, light armor (-d2)

Engineer/Tech

Systems Savant, Improviser, Patch Job

Distracted, Anxious, Burned

Toolkit, datapad, SMG (1d6), coveralls

Recon/Scout

Quiet Steps, Keen Eye, Adaptive

Paranoid, Stubborn, Burdened

Rifle (1d10), optics, camo gear, comms

Command NCO

Leadership, Tactical Planning, Logistics Network

Short Fuse, Cynical, Burdened

Rifle (1d10), ballistic cloth (-d2), field comms

Rear Echelon Personnel & Civilians

Playbook

Edge Options

Flaw Options

Loadout

Quartermaster / Logistics Officer: Keeps the machine moving — ammo, food, spare parts — and knows where all the bodies are buried.

Logistics Savant (+2 Savvy for supply checks), Smooth Talker (+2 Charm for bartering), Data Miner (dig up hidden manifests).

Overworked (Stress builds quickly), Compromised (favors owed), Paper Pusher (–2 DM when under field pressure).

Sidearm (1d6), datapad, warehouse keycard, ledger, two personal favors owed.

Comms Tech / Analyst: Signal chaser. Makes sense of chaos in the bandwidth.

Signal Specialist (+2 Savvy for comms and sensor rolls), Pattern Recognition (spot anomalies in data), Cool Under Pressure (ignore first Stress roll).

Tunnel Vision (miss obvious physical danger), Insomniac (slow Stress recovery), Paranoid (always jamming signals).

Toolkit, headset, portable scanner, sidearm (1d6), coffee thermos.

Dockworker / Cargo Loader: Hands calloused, back breaking — keeps the bays humming.

Heavy Lifter (carry double without penalty), Shortcut Mapper (knows every maintenance crawlspace), Situational Awareness (+2 Savvy in crowded spaces).

Short Temper, Burned Bridges (bad blood with management), Fatalistic (Stress spikes during combat).

Work gloves, crowbar (1d6), loader exosuit access, flask of rotgut, cheap comm unit.

Engineer (Systems/Propulsion): If it breaks, you’re the one they call. If you die, the lights go out.

Systems Savant (+2 Savvy on repairs), Patch Job (jury-rig anything), Adaptive (ignore penalties for improvised solutions).

Distracted (–2 DM for perception), Obsessive (fixates on small failures), Exhausted (Stress builds faster).

Toolkit, diagnostic tablet, sidearm (1d6), datapad, one weird trinket from a far-off post.

Medical Staff / Field Nurse: Patching up injuries that should never have happened.

Trauma Care (+2 Savvy when stabilizing), Calm Under Pressure, Resourceful (stretch limited supplies).

Burnout (Stress builds faster), Haunted (frozen during triage rolls), Bleeding Heart (can’t prioritize).

Medkit, trauma shears, light ballistic cloth (-d2 DR), radio, sidearm (1d6).

Civilian Scientist / Researcher: Knows a little too much about how fragile everything is.

Specialist Knowledge (+2 Savvy in one field), Data Synthesis (spot patterns), Analytical Calm (Stress builds slower).

Physically Fragile (–1 HP per level), Socially Awkward (–2 Charm in tense negotiations), Obsessive Curiosity.

Hand terminal, datapad, notebook, light ballistic cloth (-d2 DR), personal keepsake.

Contractor / Independent Hauler: Owns their ship… barely. Half smuggler, half freight jockey.

Smuggler’s Instinct (find quiet routes), Smooth Talker (+2 Charm when negotiating), Lucky Break (reroll one failure per session).

Debt (to dangerous people), Reckless (pushing unsafe margins), Overconfident.

Flight suit, sidearm (1d6), hold manifest, flask, one “favor” owed to a dockmaster.

Administrator / Station Liaison: The Company’s eyes and ears, and sometimes its mouth.

Cold Read (+2 Savvy for social reads), Legalese (+2 Charm when invoking policy), Networked (call in a small favor once per session).

Paper Tiger (folds under direct threat), Disdainful (–2 Charm with workers), Paranoid.

Data slate, access badge, encrypted comms, slim pistol (1d6), perfect hair.

Bar Owner / Fixer: Knows everyone. Knows everything. Deals in secrets and favors.

Information Broker (knows a guy for everything), Smooth Talker, Discreet Muscle (+2 DM when standing your ground socially).

Burned Bridges, Addictive Personality, Blackmailed.

Shotgun (1d8), bar key, ledger full of debts, bottle of good whiskey, two rumors.

Civilian Contractor / Spacer: Just trying to keep the lights on and the bills paid.

Steady Hands (ignore penalties during delicate tasks), Situational Awareness, Jack-of-All-Trades (+2 DM once per session on any basic task).

Overly Curious, Isolated, Naïve (trusts the wrong people).

Work clothes, personal comms, multitool, cheap sidearm (1d6), half-used ration bar.

How They Play

These roles add flavor and stakes without adding crunch.

Civilians and support staff shine in tense, socially or logistically driven sessions — investigations, maintenance failures, or political crises.

In combat, they’re vulnerable but not helpless — a sidearm and low DR keep scenes cinematic without erasing tension.

Credits & License

The Crossroads is an unofficial, noncommercial, fan creation as a tribute to Steve Gallacci's Albedo Anthropomorphics. No challenge to existing copyrights is intended.

This work is licensed under Creative Commons Attribution 4.0 International. You are free to share and adapt this material for any purpose, including commercial use, as long as you provide appropriate attribution.

The Grey Ledger Society + CGCG Helix = CC BY-SA 4.0

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