Firefly Prime: Traits/Chargen

From RPGnet
Jump to: navigation, search

< < < Return to Main Page

Hegemony0002.png

Prime Trait Sets[edit]

Primary trait dice should be included every roll. Add one die each from Role, Attribute, and Distinction sets to form the base of every dice pool.

Roles d6Arrow03.png[edit]

First in the Prime Traits sets are Roles, and one (1) Role die is added to every roll.

Characters tend to fill multiple roles in the regular course of things, but as might be expected, different characters develop more in certain roles than others. Roles answer the question of "What" your character wants to accomplish.

Each character is ranked in seven (7) roles:


CROWD CONTROL AND TACTICAL RESPONSE: Dealing with masses of people in stressful situations, riots, or panic, or armed, military, or security problems.
DIPLOMACY AND COMMAND: Understanding psychology and social triggers and being able to manipulate, organize, and inspire others to action.
ENVIRONMENTAL THREATS: Facing and overcoming hazardous environmental conditions such as fire, chem spills, hostile atmosphere, treacherous terrain, vacuum and more.
MECHANICS AND ENGINEERING: Using, repairing, modifying, and understanding machines, engines, vehicles, generators, and appliances with a comprehension of design and fabrication.
NETWORKS AND SYSTEMS: Resolving issues connected to or involving information or computer networks and systems.
PILOTING AND NAVIGATION: Operating craft of every sort, both in and out of atmo, including surface craft, aquatic craft, and manual or animal powered vehicles and/or mounted riding.
TRAUMA AND MEDICINE: First response medical assistance, triage, and paramedic treatment with an understanding of disease and pharmacological treatments.

Rank one (1) Role at d10 one (1) at d8 four (4) at d6 and one (1) at d4


Note: The seven (7) core roles above cover most actions that fit within the framework of Firefly things, but it is not exhaustive of possibilities by any means. If a player wishes, they may assign a rank designated for one of the core Roles | d6 | d8 | d10 | to a role they feel will better accommodate their character concept and assign a rating of d4 to the core Role that went unrated.


Special: Knowledge/Lore checks are based entirely on Roles. Instead of adding an Attribute die, double the appropriate Role.


< < < Return to Main Page

Attributes d4 Arrow03.png[edit]

Attributes answer the question of "How" your character intends to accomplish something. Attributes are your character's second prime set, and one (1) Attribute die is added to every roll


You have eight (8) Attributes represented by four (4) opposed couplets.


IMPULSIVE...DELIBERATE

Impulsive actions happen on the fly with no planning, while Deliberate actions are considered in detail.


SKETCHY...HONEST

Sketchy actions are questionable, possibly even misleading or deceitful, while Honest actions are straightforward and trustworthy.

SAVAGE...COOL

Savage actions give into passion, often lacking any kind of restraint, while Cool actions reveal depths of self containment and control.

HARD...KIND

Hard actions are self serving and aloof, while Kind actions focus on the wants and needs of others.

Define each couplet:

Balanced: Attributes are ranked d8 | d8
Staggered: Attributes are ranked d6 | d10
Extreme: Attributes are ranked d4 | d12

You may define a maximum of two (2) couplets as Balanced, two (2) as Staggered, and one (1) as Extreme.


< < < Return to Main Page

Distinctions d6[edit]

Distinctions are the third set of Prime Traits and thematically define aspects of each character to paint a clear picture of them as a whole. Distinctions answer the question of "Who" your character is and whether that helps or hinders them in accomplishing a chosen action. Include one (1) Distinction die with every roll either rated at d8 (helps) or d4 (hinders).

Each character is ranked in three (3) Distinctions:


| PROFESSION | BACKGROUND | QUIRK |


Ffmac0002.jpg

Profession d8[edit]

What does your character do for a living? Captain? Medic? Gambler? Independently Wealthy Playthey?


Background d6[edit]

Where does your character come from? Former Soldier? Gang Member? Companion? Reader? Alliance Refugee?


Quirk d6[edit]

What thing makes your character stand out from the crowd? Fine Gorramn Hat? Fidgety Dust Addict? Dead Shot? Eidetic Memory? Barfly?

< < < Return to Main Page

Secondary Trait Sets[edit]

Secondary trait dice may be included as appropriate Secondary traits represent character abilities or assets that may or may not apply to an action. Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.

Knacks d6 Arrow03.png[edit]

Knacks are specific specialties under a given Role that the character is just a natural at.

Starting Knacks are worth an extra D6a.png to the Role it applies to but can be stepped up during chargen as outlined below (as well as via character advancement).

D0a.png Each player gets to assign two (2) free Knacks at D6a.png to their Character's D10a.png Role.

D0a.png Each player gets to assign one (1) free Knack at D6a.png to their Character's D8a.png Role.

D0a.png Each player gets to assign two (2) additional Knacks at D6a.png to any Role rated D6a.png or higher OR step up an existing Knack (or two) at a one-for-one exchange rate.

Knacks cannot be assigned to a character's D4a.png Role.

No Knack can be stepped up higher than the dice value of the Role it is assigned to.

< < < Return to Main Page

Signature Assets d6 Arrow03.png[edit]

Signature Assets are assets that are fixed on the character sheet. They don't drop off at the end of a scene or an episode. Signature Assets can only be purchased with Discretionary Points during Chargen or with Experience Points during future Advancements.

Signature Assets might represent a piece of gear or equipment or a meaningful personal contact outside of the crew. For this game, Signature Assets should not represent innate qualities or skills.

Signature Assets are always rated either d6 or d8 They may not be raised beyond that.

< < < Return to Main Page

Relationships d6 Arrow03.png[edit]

PCs don't just exist in a vacuum. They live there. They live there together and depend on one another for survival.

Each character starts play with a d6 Relationship with each of the other characters. As you play through your first episode, you have three (3) points to add to Relationships as you develop bonds with particular characters. Each point lets you step up a Relationship one step. These points can be spent individually or two (2) or even three (3) at a time.

No Relationship can be stepped up beyond d12

After your first episode, you can use experience points to continue advancing Relationships. Relationship points may only be used to advance Relationships, they may not be banked as general xp.

In play, Relationship dice do not get added to your dice pool. Instead add your Relationship die with a given character to that character's pool when you are helping them with an action.

< < < Return to Main Page

SFX[edit]

SFX stands for Special Effects. These are rules exceptions unique to certain aspects of your character.

Distinction SFX[edit]

Each of your three (3) Distinctions come with the Hinder SFX

Hinder: Sometimes a distinction works against you. Roll d4 instead of d8 to gain 1 PP

Custom SFX may be purchased for Distinctions with Discretionary Points during Chargen or with Experience Points during future Advancement.

Each Distinction may accumulate up to three (3) SFX including Hinder.

SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.

Signature Asset SFX[edit]

Signature Asset SFX may only be purchased with Experience Points during future Advancement. d6 Assets may only ever have one (1) SFX attached to them. d8 Assets may have two (2).

SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.

Relationship SFX[edit]

Each character has the Teamwork SFX.

Teamwork: Once per scene, step up or double a relationship die when helping another character. Spend a PP to do both.

< < < Return to Main Page

Discretionary Points[edit]

Finish off your character by spending three (3) discretionary points. These points can be used in the following manner:

  • Spend one (1) point to add a D6a.png Knack to a D6a.png or higher ranked Role.
  • Spend one (1) point to add a D6a.png Signature Asset.
  • Spend two (2) points to step up a Knack by one die type. Knacks may not be stepped up higher than the Role they are attached to.
  • Spend two (2) points to step up a D6a.png Signature Asset to D8a.png
  • Spend two (2) points to step up a Relationship by one die type. Relationships may not be stepped up beyond D12a.png
  • Spend three (3) points to unlock a Distinction SFX.

SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.

Unspent discretionary points may be banked as XP.

< < < Return to Main Page

Hegemony0002.png