Re: Firefly meets Killjoys - Serenity RPG
I'd be willing to take a swing at running it, I know the system. It's Cortex, which strikes a pretty decent balance between number-crunching and narrative influence.
The best way to combine all three, though. Hmm.
The crew are all amnesiacs. They're informed that they had two choices: Be executed like the degenerate scum they were or get a fresh start and do some damn good. The fact that they're alive and don't know who they used to be shows that they all chose the latter.
Their skills and personalities are mostly intact, though obviously a person who can't recall certain formative experiences won't feel the influence of those memories in quite the same way as before.
Of course, there'd be some sort of failsafe, be it micro-bombs hidden somewhere along the spine, a mole among the crew or something like that.
As for the setting, in the aftermath of the great big battle, the Reavers are only a shadow of what they once were. There's chaos in the Border Worlds and Colonies, but there's always chaos there. The Alliance is cracking down hard in the Core Worlds, where the bulk of the backlash from the revelations about Miranda takes the form of political infighting.
Having learned that Reaver Space is distinctly less Reavery and that at least one supposedly barren world is a former colony, there's a huge rush of settlers heading out to see what can be found out there. The Reavers aren't gone, there are other Alliance relics out there, not to mention scavengers, scoundrels and various other folks involved in the Rush.
Naturally, the Alliance needs, more than ever, to show that they aren't weak. So while the bulk of their forces are rounding up dissidents in the Core Worlds and gunning them down on the Border Worlds, they send some ruthless operators out to Wild Space to do some dirty work.