Delilah House Rules

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Advancement[edit]

(For the sake of advancement, each gaming session equals one episode)
Character Advancement.

  • Turn an Asset from an Episode into a Signature Asset: 1 Episode
  • Switch out a Distinction for a new one: 1 Episode
  • Add a Signature Asset Trigger (2 Max): 1 Episode
  • Step up a Signature Asset (Max D8): 2 Episodes
  • Add a new Skill Specialty: 2 Episodes
  • Unlock a new Distinction Trigger: 2 Episodes
  • Step up a Skill from D4 to D6: 2 Episodes
  • Step up a Skill beyond D6 (D12 Max): 3 Episodes
  • Step up one Attribute and step back another: 3 Episodes
  • Buy a Rechargeable D4 Big Damn Hero Die: 2 Episodes
    • Step Up a Rechargeable Big Damn Hero Die from D4 to D6: 2 Episodes
    • Step Up a Rechargeable Big Damn Hero Die above D6: 3 Episodes

Ship Advancement

  • Turn a ship Asset from an Episode into a d6 ship Signature Asset: 2 Episodes
  • Add a Signature Asset trigger: 3 Episodes
  • Step up a Signature Asset from d6 to d8: 3 Episodes
  • Unlock a new ship Distinction trigger: 4 Episodes



Episode Callbacks[edit]

RAW: Episodes can be recalled by players (to create and use a plot point) once per episode, assuming that the episode has not been used for Advancement Purposes (below). They need not be used immediately and can be held until the end of that adventure.

OPTION 1: The idea would be to extend the use of Episode Callbacks to Introspective Moments, Monologues, or Internal Narrations tied to something from a previous game (or games). It would be like the Callbacks that you do with another player (for the D8 Asset) but you'd do it by yourself, and for a plot point. It would just need to be related to something that happened during our game (broadly construed... RPs included). The only requirement would be Narrating what is going on in your characters head.

OPTION 2: You could give another player an Episode Point, and demand that they tell the audience what they are thinking. The other player can refuse, but then they don't get the plot point.
Ex. The Captain is trying to fly the shuttle back to the ship because Rachel was hit by miscreant gunfire while they were conducting a deal. Andy speaks what Val is thinking.
"I've never had a person willing to sacrifice everything to try to save me before. Not my father, definitely not my mother. But Rachel was willing to sacrifice her life, that of the crew, and our hapless passengers. You don't just let that go. She needs a doctor. I'll do whatever it takes get her to one. If that means pretending to fly like her, gorram it, I am going to fly like her."

Ex. Vikki is trying to build a makeshift Pump for the port hydrogen tank, she is still out out by a casual insult thrown at her by Poco. Maer speaks whats on Vikki's mind.
"Poco thinks I am just some flighty know-it-all. I can help! I have helped. If he would've listened to me about the couplings on the grav boo we wouldn't have been burning through so much fuel. Clearly they needed lubrication, they were operating at a temperature well above normal. He doesn't care unless something is broke clear off. Well, he'll see. This pump will fix the problem he made."

Ex. Val and Poco are in a gunfight with some pirates who originally hired them to salvage a ship. Poco is grumbling. Andy hands an EP to Matt and says. Can you explain what Poco is thinking right now? Matt Pockets the EP and explains:
"It ain't the gunfight I am so ticked off about. Hell we seem to get shot at as much as we get coffee. Naw what pisses me off is that Val was staring at a fortune in that salvage. That ship had state of the art relay capacitors. I told him as much. He was so worried about gettin the passengers off before she blew he didn't listen to me. He never listens to me. He didn't listen about the guns, he didn't listen about the terrorists. One of these days, he's gonna get a bullet, and it won't be from no pirates!"

Helping Another[edit]

You can help another player accomplish a task in a couple of ways:

1. Helping: Helpers take on or step up a complication related to their assistance (needs to make sense). You get a plot point which you must spend on the Helped player's triggers, dice pool, roll, etc (any way that player could use them), or to add your own Big Damn Hero Die to her roll.

Ex. Vikki tries to help Poco fix the starboard engine. She takes on the complication "Tangled up in wiring" D6, gets a plot point, and uses it to help Poco add a third die from his pool.
Ex. Val tries to help Rachel evade some missiles, he steps up his Complication "Patience wearing thin" from D8 to D10, and uses the plot point to let Rachel add her Big Damn Hero Die to her roll.
Ex. Tian tries to help Vikki build some knock out gas IEDs. She steps up her complication "Exhausted" from D6 to D8, and uses her plot point to add her own D10 Big Damn Hero Die to Vikki's craft roll.

Like other complications these can be recovered from in the normal way.

2. RAW: Simply add your appropriate skill die to the other person's pool. If a jinx is rolled, the lender also gets a complication, but without getting the plot point, being taken out, and complications though.

3. Creating an Asset for the person.
You can create an asset by rolling against a difficulty (determined by the GM), this assumes you are in a position to help. If you are successful at raising the stakes, you create a D6 Asset, that can assist the person. If you fail, you just fail (this is usually considered a low stakes roll). Any jinxes rolled are treated as normal.

Money[edit]

We won't be keeping strict accounting of cash. However, we can get a fairly general sense of cash on-hand by reference to the Wealth Die. A D0 (neither an asset nor a complication) It is assumed the Ship can spend in the hundreds of credits (up to €1000 buy fuel, food, limited maintenance) and individuals can spend in the tens (up to €100 second hand clothing, snacks, drinks). You CAN spend more, both as a ship and as individuals, but doing so lowers your wealth bracket (effectively putting you into debt) and getting out requires paying that off.
A credit is roughly equivalent to a modern dollar.

  • D8 Asset (Flush) ships can spend €100K+
  • D6 Asset (Good) ships can spend €10K+
  • D4 Asset (Getting by ok) ships can spend €1000+
  • D 0 (Times are tough) ship on the edge of debt €100+
  • D4 Complication (Barely scrapping by) €10+
  • D6 Complication (Owes favors) €100+
  • D8 Complication (Big debts) €1000+
  • D10 Complication (Dangerous Debt) €10k+

If you spend beyond your wealth range. You step down your wealth die. In the reverse direction, for every two steps up the money earned gets you, you go up one step of wealth. You may notice that is is easier to get to poor in this system than get rich. :( but that when you accept a certain amount of debt, you can spend more freely (until yours debts are called in). As an Asset, the Die can benefit your negotiations, maintenance checks etc.. As a Complication, the opposite.

The idea is that within a wealth or debt category you can spend in certain amounts before getting worse off. As complications and assets, they can also affect other rolls, when appropriate.

So, if you are at Asset D6 and spend less than €100K during an adventure, then you stay at that level. If you spend more you go down. Saving money doesn’t make that amount go higher. If you earn money in the €100K range (ex. selling Surf records) that would boost you to D6 where you can spend up to €100K without going down a level. If you spend more. You drop down.

Voluntary and Involuntary changes. In addition to voluntarily spending money, sometimes you might get robbed, or have the ship break (maybe as a result of failed rolls) Under those circumstances the Wealth Die might go down involuntarily. Likewise, sometimes you might sell a cargo voluntarily and get cash, OR you might stumble upon an unexpected salvage and get a bonus to your Wealth die that way.

Opportunities[edit]

RAW: When GM rolls a 1, the opposing player may buy the opportunity with a Plot Point and Step Down a complication. If multiple 1s are rolls, the player may either Step Down a complication one step for each 1 rolled (for 1 plot point), OR step down multiple complications (for 1 plot point PER complication).

OPTION: When The GM rolls an opportunity, in addition to the chance to Step Down a complication, a player can Step Up an existing complication and receive a plot point.
As normal this starts with the player being rolled against, and the passed around until each opportunity is used up. One per person (so if multiple opportunities present, a single player can only step up one complication, and get only one plot point, but another player could do also so.)

Persistent Complications[edit]

You can pick one appropriate complication you have to extend from one episode to the next. It appears in the next Episode as a D6, and you get a Plot Point the first time it is added to another character's dice pool. It doesn't matter what die level the complication was at the end of the previous episode. ex. Val has a D10 "Kissed Off" complication he got for kissing Vikki to encourage her to get the ship running when that episode ends. He opts to make it persistent, so at the beginning of the next episode he writes "Kissed Off" D6. If and when this complication appears in another character's (or GMC's) dice pool, Val get a plot point.

Relationship Triggers[edit]

Each Character can create/define a "relationship" with any other. This represent your relationships with the other crew. In each case, you define the circumstances when it is an asset, and when it is a complication.
When it is an Asset, you can spend a plot point and get a stepped up asset D8 (it doesn't count as am asset unless you spend the point)
When it is a complication, you can declare it so D6, and get a plot point.
You can continue to get plot points by stepping up the complication (once per scene)

Ex. Vikki towads Val
Vikki has a crush on Val.
When she feels like she has an opportunity to impress him, or indeed gets praise from him, she can spend a plot point and get a D8 (instead of D6) Asset "Doing it for Val"or "Warm feelings"
If he says something dismissive, she can opt to take a D6 complication "Hurt by Val" and get a plot point.

Ex. Tian toward Poco
Tian thinks under his gruff exterior there is a heart of gold. Maybe she can help bring it out.
If she can convince him to do a good thing, she can spend a plot point and create a stepped up asset like "Feelings of redemption"
When Poco rejects this and complains about there "no profit in it." She can take a D6 complication like "Contagious cynicism" and get a plot point.

Ex. Poco towards Val
Poco is annoyed at Val's grudging acts of altruism. He thinks he's better than everyone else when he's just been lucky.
When Poco pulls one over on Val, he can spend a plot point to create a stepped up asset like "Taught that boy a lesson"
When Val ignores his advice and gets to be seen as the hero, Poco can take a complication like "he thinks he is so great. Poser!" d6 and take a plot point. If in a later scene Val gets in trouble and needs rescuing, Poco can take on another plot point and step up the complication, turning into "Once again, he got himself into more than he can handle. Don't expect he'll thank me for pulling his ass out of the fire." d8.

Like all complications, once they are on the table, they can be stepped up by jinxes.

Delilah_Crew_Relationship_Map

Re-trying[edit]

If you Fail an action that doesn't Take You Out, you can in general try again, but with each failure the Difficulty or Complication Die is Stepped Up.

  • Step Up difficulty or complication, and roll again.
  • If Stepping Up will result in it going above D12, the task becomes impossible (by that means).
  • In the case of Timed Actions, each retry takes another beat.


Ex. Poco tries to break into locked cabinet.
Difficulty D8 + Rusty Lock D8 + People Nearby D6 vs. Mental D8 + Sneak d6 + Breaking and Entering D6 + Career Criminal D8
Roll 15 vs 11, Poco fails to raise stakes. Poco wants to try again.
Difficulty D10 + Rusty Lock D8 + People Nearby D6 vs. Mental D8 + Sneak d6 + Breaking and Entering D6 + Career Criminal D8
Roll 16 vs 9, Poco fails to raise stakes again. Poco wants to try again.
Difficulty D12 + Rusty Lock D8 + People Nearby D6 vs. Mental D8 + Sneak d6 + Breaking and Entering D6 + Career Criminal D8
Roll 18 vs 13, Poco fails to raise stakes. If Poco tries again and fails he will be unable to try to puck the lock again.

RP: Callbacks[edit]

Players who write posts to the wiki, add details to the Verse (art, descriptions, NPCs, etc) or otherwise contribute to the game outside their regular participation, get a plot point they can use during the next session. These work exactly like Plot Points..



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