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]]
==Ship Traits: Roles==
[[File:Ffsilhouette0006.png|500px|center]]
Ships don't have roles per se. Players use their own Roles for ship based actions.
==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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==Ship Traits: Attributes==
==Roles==
Ship based actions 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 Distinction:
Ships do not have Roles. When rolling ship based actions, players should roll an appropriate character Role for that action.
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==Attributes [[file:d6a.png|32px|d6]] [[File:Arrow03.png|24px]]==
==Ship Traits: Distinctions==
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.
In addition to their Class Distinction, Ships gain s Background and Quirk Distinction, just like the characters. Players rolling ship based actions can choose to use one of their own Distinctions or one of the ship's Distinctions. All three (3) ship Distinctions come 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>
:'''| HULL [[file:d8a.png|24px|d8]] | ENGINES [[file:d10a.png|24px|d10]] | SYSTEMS [[file:d6a.png|24px|d6]] |'''
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'''Class Distinction:''' Your ship's class determines the ratings of her Attributes and which Modules she starts play with.
'''Background Distinction:''' Your ship's Background Distinction tells some of her history before the crew owned her that lingers still.
'''Quirk Distinction:''' Your ship's Quirk Distinction describes an oddity about your ship that makes her unique from others of her kind.
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==Ship Traits: Modules==
==Upgrades [[file:d6a.png|32px|d0]] [[File:Arrow03.png|24px]]==
All ships begin with the following Modules at the listed rating plus whatever Modules it receives for its class. Module rating can be added to any die roll to which it might reasonably apply, but only one Module die can be added to a given roll.
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.  


*'''Helm''' [[file:d6a.png|24px|d6]] This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive.  
Upgrades are intrinsic to the ship, built within the confines of the interior frame. Firefly Class can support a maximum of ten (10) Upgrades.
*'''Terminals''' [[file:d6a.png|24px|d6]] Electronic workstations are available throughout the ship.  
:'''Helm''' [[file:d10a.png|24px|d10]] Advanced atmospheric and extra-atmospheric maneuverability.
*'''EVA Suits''' [enough for crew and passengers] [[file:d6a.png|24px|d6]] Rated for multiple atmospheric types as well as submersion and of course extra-atmospheric work.
:'''Atmo/Integrity''' [[file:d8a.png|24px|d8]] Endo/Exo environmental containment that can adjust for extremes of temperature, radiation, caustic exposure and gravity shifts.
*'''Crew Berths''' [6] [[file:d0a.png|24px|d0]] Single berths meant for individual use but can sleep two for extended periods. 
:'''Extended Cargo''' [[file:d6a.png|24px|d6]] Adaptable to open, sectional, or even concealed configurations.
*'''Mess/Commons''' [[file:d0a.png|24px|d0]] Full kitchen and dining area with adjacent lounge. Additional seating and tables folded into the bulkheads.
:'''Telemetry''' [[file:d6a.png|24px|d6]] More focused and longer ranged scanning capability with broad spectrum proximity settings.
*'''Cargo/Storage''' [[file:d0a.png|24px|d0]]
:'''Med Bay''' [[file:d6a.png|24px|d6]] Fully stocked and equipped medical unit capable of handling multiple simultaneous patients.


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==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.


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==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.''


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[[File:Hegemony0002.png|600px|center]]

Latest revision as of 12:34, 17 June 2023

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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

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Roles[edit]

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

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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 |

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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