Difference between revisions of "RULES"

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(Flyin in the Verse)
(Flyin in the Verse)
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So it can travel 4AU/18 Hours = 1AU/4.5 Hours = 5.333AU/Day = 37.3 AU/Week<br>
 
So it can travel 4AU/18 Hours = 1AU/4.5 Hours = 5.333AU/Day = 37.3 AU/Week<br>
 
Ex. JiangYin (Red Sun) to Angel (Kalidasa)120AU (540 hours/22.5days)<br>
 
Ex. JiangYin (Red Sun) to Angel (Kalidasa)120AU (540 hours/22.5days)<br>
 +
<br>
 +
<br>
 +
=Ship Management=
 +
This chart gives travel distances and time against speed class.<br>
 +
#Below the main chart are hours converted into days traveled.<br>
 +
#Cargo charge multiplier (1 Credit / Ton * Modifier) for standard rates. <br)
 +
#Cost of Fuel for the journey in Credits.
 +
#Cost of Food for the crew of 4 (assuming canned with some spices)
 +
Does not include Port Fees, Medical Costs, or other incidentals.
 +
[[Image:Shipchart.GIF]]<br>
 +
 +
Back to [[Mutineers]] Homepage
  
 
=Plot Points=
 
=Plot Points=

Revision as of 13:08, 14 January 2009

Character Generation

Character Picks a Level

  • Greenhorn = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode
  • Veteran = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Epsiode
  • Big Damn Hero = 54 Attribute/Trait Points + 74 Skill Points & 0 Plot Points/Episode


Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.
Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.
Big Damn Heroes are ready for anything, but years chasing death have worn out most of their luck. Any luck they have, they make for themselves.

Traits

Use Cortex System rules for traits.

Combat

As per Cortex rules, except for the following: The combat sequence goes.

  1. All participants declare their actions before anyone resolves them. (No initiative is rolled†)
  2. Actions are resolved (including all dice from actions such as dodge and parry.)
  3. Determine effects.

Assume all actions take place simultaneously unless one action would preclude another.
†If who goes first is an issue, then make initiative rolls.

Each turn a character can declare up to three actions:

  • Ranged Attack
  • Melee Attack
  • Dodge at +2 Step Bonus (One action applies to all attacks)
  • Parry at +2 Step Bonus (One action applies to all melee attacks)
  • Run 30 feet
  • Other action (Draw Weapon, Aim, Grapple, Disarm, Grapple, etc.)

If you take more than one action, each action is at a step penalty equal to the total number actions. (2 actions = -2 Step Penalty, 3 actions -3 Step Penalty)

The Serenity System does not pair skills with abilities. Instead it is up to the player to describe their actions and determine the appropriate abilities to pair with the skill. In some cases certain abilities may face Step Penalties if the circumstances require.
ex. Jayne tends to rely on his great strength to steady and aim Vera (his large gun). Normally he rolls Strength + Gun for his attacks with no penalties. This time Jayne is confronted by several Reavers approaching at high speed, to crack off three shots quickly he'd be better using his agility. If he decides to use his Strength anyway, the Gm determines his strength gets no penalty for the first shot, and a -2 step penalty for the second and -4 for the third (his great strength actually slowing him down). Had he used his agility, he'd only face the normal skill penalties.

Flyin in the Verse

Flying from one system to another (distances are as follows):
Distances.jpg
A Ship can travel 1 AU * SPEED Every 18 Hours

Summer's Gift is Speed Class 4
So it can travel 4AU/18 Hours = 1AU/4.5 Hours = 5.333AU/Day = 37.3 AU/Week
Ex. JiangYin (Red Sun) to Angel (Kalidasa)120AU (540 hours/22.5days)


Ship Management

This chart gives travel distances and time against speed class.

  1. Below the main chart are hours converted into days traveled.
  2. Cargo charge multiplier (1 Credit / Ton * Modifier) for standard rates. <br)
  3. Cost of Fuel for the journey in Credits.
  4. Cost of Food for the crew of 4 (assuming canned with some spices)

Does not include Port Fees, Medical Costs, or other incidentals. Shipchart.GIF

Back to Mutineers Homepage

Plot Points

A character gets the starting plot points every episode.
in addition to these points you can earn plot points by any of the following:

  • Roleplaying
  • Take one for the team. Getting hit, failing an important skill role etc.. where interesting.
  • Moving the Story (pushing the plot in an interesting direction)
  • Confessionals (respond to a scene with interesting commentary or back story)
  • Adding story elements to the wiki
  • Creating props or other tools which enhance roleplay.




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