Firefly Prime: The Ship Herself: Difference between revisions

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[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
[[File:Ffsilhouette0006.png|700px|center]]
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==Class :: Firefly Series-3 Transport [[file:d8a.png|32px|d8]]==
==Class :: Firefly Series-3 Transport [[file:d8a.png|32px|d8]]==
When rolling for ship based actions, players can opt to roll one of their own Distinctions or use the ship's Class designation in place of a Distinction.  
Ships have a Class Designation instead of Distinctions. When rolling for ship based actions, players can opt to roll one of their own Distinctions or use the ship's Class Designation in place of a Distinction.  
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:'''Hinder:''' ''Sometimes a ship's Class Designation works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of  [[file:d8a.png|20px|d8]] to gain 1 PP</u>
:'''Hinder:''' ''Sometimes a ship's Class Designation works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of  [[file:d8a.png|20px|d8]] to gain 1 PP</u>
----
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===Roles===
[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
When rolling ship based actions, players should roll an appropriate character Role for that action.
 
===Attributes [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]===
When rolling for ship based actions, the GM may call for players to use the ship's Attributes rather than their own.
 
'''| HULL [[file:d8a.png|24px|d8]] | ENGINES [[file:d10a.png|24px|d10]] | SYSTEMS [[file:68a.png|24px|d6]] |'''
 
===Modules [[file:d0a.png|32px|d0]] [[File:Arrow03.png|24px]]===
Module dice may be added to any ship based roll to which they might reasonably apply. Only one module die may be applied to a given action. Modules typically represent features built into the ship itself. Firefly Class supports a maximum of 12 Modules.
:'''Helm''' [[file:d6a.png|24px|d6]] This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive.
:'''Work Stations''' [[file:d6a.png|24px|d6]] Electronic workstations are available throughout the ship with both cortex and comm access.
:'''Atmo/Integrity''' [[file:d6a.png|24px|d6]] This combination endo/exo environmental containment keeps the unwanted out and the wanted in and can adjust for extremes of temperature, radiation, caustic exposure and gravity shifts.
:'''Med Bay''' [[file:d6a.png|24px|d6]] This fully stocked and equipped medical unit is capable of handling multiple simultaneous patients.
:'''Machine Shop''' [[file:d6a.png|24px|d6]] Fitted for extensive and varied repair and fabrication work for outside jobs and the maintenance of the ship.
:'''Extended Cargo''' [[file:d6a.png|24px|d6]] Made for open or sectioned configuration, the extended cargo bay can hold nearly twice the practical volume of series-1 and series-2 Firefly Class ships.
:Mess/Commons [[file:d0a.png|24px|d0]] Full kitchen and dining area with adjacent lounge. Additional seating and tables folded into the bulkheads.
:Crew Berths [[file:d0a.png|24px|d0]] Designed for single occupancy, these berths can nevertheless sleep two (2) at need,
 
===Null Modules [[file:d0a.png|32px|d0]] [[File:Arrow03.png|24px]]===
Null Modules function like Modules but do not count against the maximum number of Modules the ship can have. Null Modules typically represent movable or exterior mounted equipment.
:Shuttles [2] [[file:d0a.png|24px|d0]] Capable of extra-atmospheric maneuvers, the shuttles are nevertheless primarily used for short local excursions from the ship.
:EVA Suits [enough for crew and passengers] [[file:d0a.png|24px|d0]] Rated for multiple atmospheric types as well as submersion and extra-atmospheric work.
:Mule [1] [[file:d0a.png|24px|d0]] Grav-lev low-surface transport.


==Ship Traits: Roles==
==Roles==
Ships don't have Roles. Players use their own Roles for ship based actions.
Ships do not have Roles. When rolling ship based actions, players should roll an appropriate character Role for that action.


[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
 
==Attributes [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
==Ship Traits: Attributes==
When rolling for ship based actions, the GM may call for players to use the ship's Attributes rather than one of their own if the ship's Attribute would take precedence over a character Attribute. In similar fashion, a player can voluntarily opt to use a ship Attribute rather than one of their own for ship based actions without GM prompting.
Ship based actions require the player to use one of the ship's Attributes rather than one of their personal Attributes. Ship Attributes are Hull, Engines, and Systems. These are based on the ship's Class Distinction:  
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:'''| HULL [[file:d8a.png|24px|d8]] | ENGINES [[file:d10a.png|24px|d10]] | SYSTEMS [[file:d6a.png|24px|d6]] |'''
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[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]


==Ship Traits: Distinctions==
==Upgrades [[file:d6a.png|32px|d0]] [[File:Arrow03.png|24px]]==
Ships only have s Class Distinction. Players rolling ship based actions can choose to use one of their own Distinctions or the ship's Class Distinctions. Class comes with the '''Hinder''' SFX.
Upgrade dice may be added to any ship based action to which they might reasonably apply. Only one upgrade die may be applied to a given action.  
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:'''Hinder:''' ''Sometimes a distinction works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of  [[file:d8a.png|20px|d8]] to gain 1 PP</u>
----
'''Class Distinction:''' Your ship's class determines the ratings of her Attributes and which Modules and how many upgrades she starts play with.
:'''Firefly Class''' has the following Attributes: Hull [[file:d8a.png|24px|d8]] | Engines [[file:d10a.png|24px|d10]] | Systems [[file:d6a.png|24px|d6]]


:'''Firefly Class''' has the following special Modules: Helm [[file:d6a.png|24px|d6]] | Terminals [[file:d6a.png|24px|d6]] | EVA Suits [enough for crew and passengers] [[file:d6a.png|24px|d6]] | Enlarged Cargo [[file:d6a.png|24px|d6]] | Med Suite [[file:d6a.png|24px|d6]] | Shuttles [2] [[file:d6a.png|24px|d6]] | Crew Berths [12] [[file:d0a.png|24px|d0]] | Mess/Commons [[file:d0a.png|24px|d0]] | Mule [1] [[file:d0a.png|24px|d0]]
Upgrades are intrinsic to the ship, built within the confines of the interior frame. Firefly Class can support a maximum of ten (10) Upgrades.
:'''Helm''' [[file:d10a.png|24px|d10]] Advanced atmospheric and extra-atmospheric maneuverability.
:'''Atmo/Integrity''' [[file:d8a.png|24px|d8]] Endo/Exo environmental containment that can adjust for extremes of temperature, radiation, caustic exposure and gravity shifts.
:'''Extended Cargo''' [[file:d6a.png|24px|d6]] Adaptable to open, sectional, or even concealed configurations.
:'''Telemetry''' [[file:d6a.png|24px|d6]] More focused and longer ranged scanning capability with broad spectrum proximity settings.
:'''Med Bay''' [[file:d6a.png|24px|d6]] Fully stocked and equipped medical unit capable of handling multiple simultaneous patients.


:'''Firefly Class''' has six points to spend on upgrades. Each point may be used to purchase a new [[file:d0a.png|24px|d0]] Module or to step up an existing Module by one (1) die type. Upgraded [[file:d0a.png|24px|d0]] Modules jump to [[file:d6a.png|24px|d6]]
[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
:Modules cannot be stepped up beyond [[file:d12a.png|24px|d12]]
:Module dice may be added to any ship based action to which they might reasonably apply, but only one Module die can be added to a given roll.


:'''Firefly Class''' can support twenty (20) Modules.
==Signature Assets [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
Ship Signature Assets represent mobile equipment or fixed equipment attached to the exterior of the hull. There are no set limits to the number of Signature Assets a ship can have, and it is possible to include more than one Signature Asset in a single action.
:'''Crybaby''' [[file:d8a.png|24px|d8]] The Crybaby is a modified satellite that sends out a fake distress call to distract the Law.
:'''Shuttles''' [2] [[file:d8a.png|24px|d8]] Capable of extra-atmospheric maneuvers, the shuttles are nevertheless primarily used for short local excursions from the ship.
:'''Military Grade Vacsuits''' [[file:d6a.png|24px|d6]] Rated for multiple atmospheric types as well as submersion and extra-atmospheric work.
:'''Grav-Lev Mule''' [[file:d6a.png|24px|d6]] Low-surface transport.


[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]


==SFX==
==SFX==
'''Class SFX:''' Your ship's Class Distinction comes with the Hinder SFX
'''Class SFX:''' Your ship's Class Designation comes with the '''Hinder''' SFX
 
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:'''Hinder:''' ''Sometimes a distinction works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of  [[file:d8a.png|20px|d8]] to gain 1 PP</u>
:'''Hinder:''' ''Sometimes a ship's Class Designation works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of  [[file:d8a.png|20px|d8]] to gain 1 PP</u>
----
----
'''Attribute SFX:''' Choose one of the following Attribute Distinctions.
'''Attribute SFX:'''
: '''Cast Iron Britches:''' Once per scene, step up or double '''Hull''' for an action. Spend a PP to do both. ''1s and 2s count as hitches.''
: '''Leaf on the Wind:''' Once per scene, step up or double '''Engines''' for an action. Spend a PP to do both. ''1s and 2s count as hitches.''
: '''Leaf on the Wind:''' Once per scene, step up or double '''Engines''' for an action. Spend a PP to do both. ''1s and 2s count as hitches.''
: '''Can't Stop the Signal:''' Once per scene, step up or double '''Systems''' for an action. Spend a PP to do both. 1s and 2s count as hitches.
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[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
==Ship XP/PP and Hero Dice==
The ship earns XP at a rate of one (1) per episode.
PP spent on any ship-based roll must come from the characters, with the primary difference being that any player may lend PP to the effort, not just the main roller. This does not extend to Hero Dice or other player resources.
If PP or Hero Dice are earned on a ship based roll, these go to the rolling character.


[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
[[File:Hegemony0002.png|600px|center]]

Latest revision as of 12:34, 17 June 2023

< < < Return to Main Page

Class :: Firefly Series-3 Transport d8[edit]

Ships have a Class Designation instead of Distinctions. When rolling for ship based actions, players can opt to roll one of their own Distinctions or use the ship's Class Designation in place of a Distinction.


Hinder: Sometimes a ship's Class Designation works against you. Roll d4 instead of d8 to gain 1 PP

< < < Return to Main Page

Roles[edit]

Ships do not have Roles. When rolling ship based actions, players should roll an appropriate character Role for that action.

< < < Return to Main Page

Attributes d6 [edit]

When rolling for ship based actions, the GM may call for players to use the ship's Attributes rather than one of their own if the ship's Attribute would take precedence over a character Attribute. In similar fashion, a player can voluntarily opt to use a ship Attribute rather than one of their own for ship based actions without GM prompting.


| HULL d8 | ENGINES d10 | SYSTEMS d6 |

< < < Return to Main Page

Upgrades d0 [edit]

Upgrade dice may be added to any ship based action to which they might reasonably apply. Only one upgrade die may be applied to a given action.

Upgrades are intrinsic to the ship, built within the confines of the interior frame. Firefly Class can support a maximum of ten (10) Upgrades.

Helm d10 Advanced atmospheric and extra-atmospheric maneuverability.
Atmo/Integrity d8 Endo/Exo environmental containment that can adjust for extremes of temperature, radiation, caustic exposure and gravity shifts.
Extended Cargo d6 Adaptable to open, sectional, or even concealed configurations.
Telemetry d6 More focused and longer ranged scanning capability with broad spectrum proximity settings.
Med Bay d6 Fully stocked and equipped medical unit capable of handling multiple simultaneous patients.

< < < Return to Main Page

Signature Assets d6 [edit]

Ship Signature Assets represent mobile equipment or fixed equipment attached to the exterior of the hull. There are no set limits to the number of Signature Assets a ship can have, and it is possible to include more than one Signature Asset in a single action.

Crybaby d8 The Crybaby is a modified satellite that sends out a fake distress call to distract the Law.
Shuttles [2] d8 Capable of extra-atmospheric maneuvers, the shuttles are nevertheless primarily used for short local excursions from the ship.
Military Grade Vacsuits d6 Rated for multiple atmospheric types as well as submersion and extra-atmospheric work.
Grav-Lev Mule d6 Low-surface transport.

< < < Return to Main Page

SFX[edit]

Class SFX: Your ship's Class Designation comes with the Hinder SFX


Hinder: Sometimes a ship's Class Designation works against you. Roll d4 instead of d8 to gain 1 PP

Attribute SFX:

Leaf on the Wind: Once per scene, step up or double Engines for an action. Spend a PP to do both. 1s and 2s count as hitches.

< < < Return to Main Page