Firefly Prime: The Ship Herself: Difference between revisions

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[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
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==Ship Traits: Attributes==
[[File:Ffsilhouette0006.png|500px|center]]
Some rolls will require the player use the ship's Attributes rather than their personal Attributes. Ship Attributes are Hull, Engines, and Systems. These are based on the ship's Class: Athens Light Support which default to a rank of  [[file:d8a.png|24px|d8]] for each Attribute for the standard model, but the players have the option to instead start with one '''(1)''' at [[file:d10a.png|24px|d10]] one '''(1)''' at [[file:d8a.png|24px|d8]] and one '''(1)''' at [[file:d6a.png|24px|d6]] representing custom configurations.
==Class :: Firefly Series-3 Transport [[file:d8a.png|32px|d8]]==
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>
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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: Roles==
==Roles==
Ships don't have roles per se. 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.
 
==Ship Traits: Distinctions==
Ships don't have Distinctions either, if none of a character's Distinctions would apply to a ship based action, use the ship's class at [[file:d8a.png|24px|d8]] instead (or '''Hinder''' one of your Distinctions for the pp).


[[Firefly_Prime:_I_Aim_to_Misbehave | < < < Return to Main Page]]
==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 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.
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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: Modules==
==Upgrades [[file:d6a.png|32px|d0]] [[File:Arrow03.png|24px]]==
All base Modules for your ship default to [[file:d6a.png|24px|d6]] - Module dice may be added to any action that utilizes that Module. Only one Module die may be applied to a given action.
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.  


<u>'''Athens Class starts play with the following ranked Modules'''</u>:
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:d6a.png|24px|d6]] (PILOTING AND NAVIGATION) This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive. The helm is the only system onboard capable of sending or receiving burst communications.
:'''Helm''' [[file:d10a.png|24px|d10]] Advanced atmospheric and extra-atmospheric maneuverability.
*'''Terminals''' [[file:d6a.png|24px|d6]] (NETWORKS AND SYSTEMS)  Electronic workstations are available throughout the ship.  
:'''Atmo/Integrity''' [[file:d8a.png|24px|d8]] Endo/Exo environmental containment that can adjust for extremes of temperature, radiation, caustic exposure and gravity shifts.
*'''Med Bay''' [[file:d6a.png|24px|d6]] (TRAUMA AND MEDICINE) This fully stocked and equipped medical unit is capable of handling multiple simultaneous patients.
:'''Extended Cargo''' [[file:d6a.png|24px|d6]] Adaptable to open, sectional, or even concealed configurations.
*'''Machine Shop''' [[file:d6a.png|24px|d6]] (MECHANICS AND ENGINEERING) Fitted for extensive and varied repair and fabrication work for outside jobs and the maintenance of the ship.
:'''Telemetry''' [[file:d6a.png|24px|d6]] More focused and longer ranged scanning capability with broad spectrum proximity settings.
*'''Tactical Turrets''' [[file:d6a.png|24px|d6]] (CROWD CONTROL AND TACTICAL RESPONSE) The ship is fitted with a nose turret as well as port and starboard turrets that can be set for mining lasers or solid state projectiles of various configuration.
:'''Med Bay''' [[file:d6a.png|24px|d6]] Fully stocked and equipped medical unit capable of handling multiple simultaneous patients.
*'''Onboard Data Library''' [[file:d6a.png|24px|d6]] (LOGISTICS AND ANALYSIS) Ship terminals only have access to outside system networks while on planets and moons that maintain such networks, so the contents of the Ship's Library can be a lifeline away from those sources.
*'''Atmo/Integrity''' [[file:d6a.png|24px|d6]] (ENVIRONMENTAL THREATS) This combination endo/exo environmental containment keeps the unwanted out and the wanted in and can adjust for temperature and caustic exposure.
*'''Shuttles''' [2] [[file:d6a.png|24px|d6]] 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:d6a.png|24px|d6]] Rated for multiple atmospheric types as well as submersion and extra-atmospheric work.
 
 
<u>'''The following Modules do not begin ranked on Athens Class'''</u>:
*'''Crew Berths''' [12] [[file:d0a.png|24px|d0]] Can each sleep two (2) comfortably, four (4) uncomfortably, and as many as sixteen (16) rotated by fours (4s) in six (6) hour shifts. 
*'''Mess/Commons''' [[file:d0a.png|24px|d0]] Full kitchen and dining area with adjacent lounge. Additional seating and tables folded into the bulkheads.
*'''Cargo/Storage''' [[file:d0a.png|24px|d0]] This is essentially the entire lower deck of the ship.
 
 
If a Module has a Role listed beside it in parenthesis, step its die up one step for each character who has that role ranked at [[file:d10a.png|24px|d10]] to a max of [[file:d12a.png|24px|d12]] If anyone has DIPLOMACY AND COMMAND ranked at [[file:d10a.png|24px|d10]] step up one '''(1)''' Module of your choosing by one '''(1)''' to a max of [[file:d12a.png|24px|d12]]


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


==Knacks==
==Signature Assets [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
Add a total of three '''(3)''' [[File:d6a.png|24px]] Knacks to one or more [[File:d6a.png|24px]] or higher ranked Module(s).  
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]]


==Ship XP/PP and Hero Dice==
==SFX==
The ship earns XP at a rate of one '''(1)''' per job, but no ship-specific PP is ever awarded. If Hitches are bought, or Hinder is employed, earned PP go to the rolling character. Likewise any earned Hero Points.  
'''Class SFX:''' Your ship's Class Designation comes with the '''Hinder''' SFX
 
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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.
:'''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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'''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.''


[[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