Difference between revisions of "Firefly: Hunter's Moon - Main Page"

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(Distinctions)
(Distinctions)
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* '''Step Back''' - ''Roll d4 Instead of d8 for 1 PP''
 
* '''Step Back''' - ''Roll d4 Instead of d8 for 1 PP''
  
* '''State of the Art Sensor Array''' - ''Spend 1 PP to create an Unknown Ship Class d8 Asset when someone tries to identify your ship.''
+
* State of the Art Sensor Array - ''Mayfly sensors were designed to survey the physical makeup of asteroids down to the molecule. Spend 1 PP to create the d8 asset Identify to use the structural data gleaned in a sensor sweep to ID a particular ship or other object in space.''
  
* '''Ship's Mind''' - ''The Mayfly's main processing system is the living mind of a Reader in crystal matrix. Spend 1 PP to step up or double Engines, Hull, or System for one roll. Step that die back for the remainder of the scene.''
+
* Asteroid Dodger - ''Mayflies are adept at getting in and out of tight spots and can take a beating in the process. Step back Systems to step up or double Engines or Hull.''
  
  

Revision as of 17:09, 12 May 2017

CREW DATA

Character Files/Meta-Currencies

PC Role Played By Plot Points BDHD Complications
Player 1
Player 1
Player 1
Player 1
Player 1
- GM brahnamin 5 -

Complications Key

Condition Die Condition Die Condition Die Condition Die
A.

B.

C.

[d_ ]

[d_ ]

[d_ ]

D.

E.

F.

[d_ ]

[d_ ]

[d_ ]

G.

H.

I.

[d_ ]

[d_ ]

[d_ ]

J.

K.

L.

[d_ ]

[d_ ]

[d_ ]

Episode Details

Scene/Episode Assets

NPCs

Locations

Show Premise

Timeline: Hunter's Moon takes place shortly after the end of the Unification War, before the byword Reaver is even a whispered threat in the inner systems.

Trigger Event: The Raven's Eye, a space station and ship yard in orbit around Highgate in the Blue Sun System is breached by Reavers whose first salvo disables the magnetic docking locks, fusing them in place and preventing any ship from departing.

Those ships that were powerful enough to do so, blasted free of the station despite the damage that did to the station itself, but with rare exception these ships, themselves damaged in their violent departure, were picked off before they could escape.

Only one small shuttle managed to clear the the scene, a cramped and dated craft stolen by a handful of resourceful souls from a disabled and unmanned ship awaiting repair in dry dock. Unfortunately, the shuttle was badly damaged by Reaver fire before it made it out of range, its hapless crew adrift in a skewed spin with no power and life support failing.

Opening Scene: Waking slowly from an involuntary slumber to the touch of cool - almost cold - stale air, the survivors of the Raven's Eye Massacre climb to their feet to find their ruined shuttle sealed to an open ship's airlock.

SHIP DATA

Note: BOLDED items are unlocked and available for crew use.


Hunter's Moon: Mayfly Class Long Range Scout

  • || ENGINES [d8] || HULL [d6] || SYSTEMS [d10] ||
DECK PLANS

Distinctions

Mayfly Class [d8] The Mayfly is a survey and salvage vessel favored by the mining conglomerates before the war. It has since been made obsolete by newer and better models with the stabilization that followed Alliance victory, but to smugglers and other types who want to steer clear of the law, the battered little ships are worth their weight in Platinum.

  • Step Back - Roll d4 Instead of d8 for 1 PP
  • State of the Art Sensor Array - Mayfly sensors were designed to survey the physical makeup of asteroids down to the molecule. Spend 1 PP to create the d8 asset Identify to use the structural data gleaned in a sensor sweep to ID a particular ship or other object in space.
  • Asteroid Dodger - Mayflies are adept at getting in and out of tight spots and can take a beating in the process. Step back Systems to step up or double Engines or Hull.


Electronic Warfare [d8] Your ship’s computer systems and transmitters have been modified to jam enemy sensors. Unfortunately, the massive amount of electromagnetic radiation you emit tends to blind your sensors as well

  • Step Back - Roll d4 Instead of d8 for 1 PP'
  • They're Locking On Us! - Reroll a die when your ship is being attacked. On your next roll, both 1s and 2s count as Complications
  • Blinded By the Light - Step back Systems for the rest of the scene to create an Electronic Countermeasures d8 Asset.


Built for Speed [d8] Sometimes, all that matters out in the black is being faster than everyone else.

  • Step Back - Roll d4 Instead of d8 for 1 PP
  • Focused Thrust - When using Engines for raw speed, double Engines. Remove the highest rolling die and add three dice together for the result.
  • Full Burn - Spend 1 PP to reroll a pool containing the Engines dice. On your subsequent roll, both 1s and 2s count for Complications.

Signature Assets

Electromagnetic Shielding [d8] Your systems have been upgraded with advanced shielding and programs designed to keep hackers out and your digital and heat signature in. When power is shut down to minimal safe amounts, it’s nearly impossible to detect your ship from a distance.

Reinforced Armor [d8] Some captains don’t feel safe without a strong hull that can withstand a few dents, dings, and bullets along the way. Hulls may be reinforced with all types of metals and synthetic fibers to avoid weighing the ship down.

METAGAME TOOLS

Threads

Recruitment Thread

OOC Thread

IC Thread

Resources

Online Character Generator Make your own Firefly character.

Orokos Online Dice Roller.

Absences Thread If you can't post for whatever reason let us know here or in OOC.

Firefly RPG (PDF) You can play in this game without your own copy of the Firefly RPG, but if you'd like to pick it up, the PDF is available at DriveThruRPG for $19.99 at the time of this posting. (I am not affiliated with Margaret Weis Productions, and receive no compensation of any kind from any purchase of this product).