Difference between revisions of "Firefly Prime: ATM - Traits and Mods"

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[[Firefly_Prime:_Aim_to_Misbehave | < < < Return to Main Page]]
 
  
=Prime Trait Sets=
 
<u>'''Primary trait dice should be included every roll'''</u>. Add one die each from Attribute, Role, and Distinction sets to form the base of every dice pool.
 
 
==Attributes [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
 
Attributes are the building blocks that make up what a character is before everything else. Attributes are your character's first prime set, and '''<u>one Attribute die is added to every roll</u>'''
 
 
Each character is ranked in three '''(3)''' Attributes
 
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'''| PHYSICAL | MENTAL | SOCIAL| '''
 
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Rank each '''Attribute''' at [[file:d8a.png|24px|d8]] or rank one '''Attribute''' at [[file:d10a.png|24px|d10]] one at [[file:d8a.png|24px|d8]] and one at [[file:d6a.png|24px|d6]]
 
 
<u>Attribute SFX</u> (choose one)
 
:'''Reflexes''': Spend 1 pp to step up or double '''Physical''' for an action.
 
:'''Cunning''': Spend 1 pp to step up or double '''Mental''' for an action.
 
:'''Manipulation''': Spend 1 pp to step up or double '''Social''' for an action.
 
 
==Roles [[file:d4a.png|32px|d6]][[File:Arrow03.png|24px]]==
 
Second in the Prime Traits sets are Roles, and '''<u>one Role die is added to every roll</u>'''.
 
 
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.
 
 
Each character is ranked in Seven '''(7)''' roles:
 
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'''| COMMANDER | DIPLOMAT | ENGINEER | MEDIC | PILOT | SYSTEMS | TACTICAL |'''
 
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Rank one '''(1)''' '''Role''' at [[file:d10a.png|24px|d10]] one '''(1)''' at [[file:d8a.png|24px|d8]] four '''(4)''' at [[file:d6a.png|24px|d6]] and one '''(1)''' at [[file:d4a.png|24px|d4]]
 
 
<u>'''Roles'''</u>
 
:Commander
 
:Diplomat
 
:Engineer
 
:Medic
 
:Pilot
 
:Systems
 
:Tactical
 
 
<u>'''Distinctions'''</u>
 
:''Distinction SFX''
 
 
==Knacks [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
 
Knacks are specific specialties under a given Role that the character is just a natural at.
 
 
Starting knacks are worth an extra [[file:d6a.png|24px]] to the roll it applies to but can be stepped up during chargen as outlined below (as well as via character advancement).
 
 
[[file:d0a.png|12px]] Each player gets to assign two free knacks at [[file:d6a.png|24px]] to their Character's [[file:d10a.png|24px]] role.
 
 
[[file:d0a.png|12px]] Each player gets to assign one free knack at [[file:d6a.png|24px]] to their Character's [[file:d8a.png|24px]] role.
 
 
[[file:d0a.png|12px]] Each player gets to assign two additional knacks at [[file:d6a.png|24px]] to any role rated [[file:d6a.png|24px]] 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 [[file:d4a.png|24px]] role.
 
 
'''No knack can be stepped up higher than the dice value of the role it is assigned to.'''
 
 
 
<u>Signature Assets</u>
 
:''Signature Asset SFX''
 
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One '''Attribute''', one '''Role''', and one '''Distinction''' should be used in ''every roll'' as these are Prime Traits.
 
 
Knacks, Assets, and SFX may be added if they apply. These are Secondary Traits.
 
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[[Cortexthulhu:_Damaged_Souls | < < < Return to Main Page]]
 
 
==Mods==
 
We will be using the following Mods in this game.
 
 
'''Action Resolution'''(ish)''':''' We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am initiating the action, I will roll before the PC or assign a static difficulty. <u>Either way, ties go to the PC</u>.
 
 
'''Hero Dice:''' If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Hero Die equal to the highest die in the GM's pool or [[file:d8a.png|24px|d8]] on a static difficulty.
 
 
'''Effect Die:''' Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to asset creation, complications, and stress.
 
 
'''Rolled Asset Cap:''' Effect die determines the rating of rolled assets, but they may not be rated higher than one step above the highest die in the GM's opposing pool (and never higher than [[file:d12a.png|24px|d12]] regardless).
 
 
'''Plot Points:''' Players start each episode with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from p28-29 apply except ''Join a Contest'' since we are not using contests.
 
 
'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.
 
 
'''Stress and Complications:''' The only Stress Track for this game is Sanity. Otherwise we will just be using Complications. SAN stress only comes from failed Focus rolls that are high stakes enough to take you out. Hitches will not be used to create or step up stress. Players may ''push'' stress (use it as an asset for one roll) but the stress is then stepped up following that action.
 
 
'''Downtime Scenes:''' These can be used to restore SAN stress tracks. Mechanically, they have no player-facing affect on regular complications, but if it seems fictionally relevant, I may reduce or remove complications as appropriate due to downtime.
 
 
'''No [[file:d4a.png|24px|d4]] on Stress Tracks/Complications:''' Both will start at [[file:d6a.png|24px|d6]] and drop off if they go below [[file:d6a.png|24px|d6]] to avoid the funky twists and turns of the rules for using [[file:d4a.png|24px|d4]] in these situations.
 
 
'''No Doom/Crisis Pools:''' These mods are just too cumbersome for PBP.
 
 
'''No Powers/Abilities:''' We're going for a more low-key feel with this game. Likewise, do not use SFX formatting designed for Powers/Abilities. Stick to those outlined on p61-63 (ignoring the bit on Limits), and skip the SFX guidelines on p191-213.
 
 
[[Firefly_Prime:_Aim_to_Misbehave | < < < Return to Main Page]]
 

Latest revision as of 15:16, 4 June 2023