Afterburn. The Afterburn. It’s a colloquialism that fills the gap for a lot of feelings. To live in the Afterburn is to open yourself up to all the joys, all the troubles, and all the dilemmas that the Frontier galaxy has to offer.
Orbital Blues: Afterburn is the first sourcebook for Orbital Blues and is split into three sections:
The Starship Manual: A fully-illustrated in-world spaceship brochure featuring a dozen classes of characterful spaceships, complete with adverts and full of game-useable lore. The Storyteller’s Guide: A varied toolkit to help run games in the Outlaw Galaxy, with info on spaceship engineering, faster-than-light travel, system and plot generation, and alternate special rules for Warmth and Joy. The Tennessee Five: A richly storied adventure made up of the planets of Anchorage IV, Ediston, Gallatin, Ohrid and Rothcoe. This huge sandbox contains all manner of heists and opportunities for enterprising Outlaws to make their mark.
Finally, an appendix gives rules for Android player characters, with a selection of Troubles and Gambits.
Collection of supplemental material for the Orbital Blues RPG. Over half the book is a new setting “the Tennessee Five” with an appendix for creating android characters of the kind found in the setting.
Also included is a starship catalog and a collection of short essays offering GM advice and optional rules. The starship catalog provides no game mechanics, just descriptions of various ships, leaving it up to GMs and players to stat them out. I’m not sure how I feel about that. There are definitely plusses and minuses to the approach.
The optional rules include expanded tables for PC starship creation, and a new “Warmth” mechanic to go along with “Blues” allowing for a slightly more optimistic approach to the game.
The graphic design is great, up to the standards of the core book.