Firefly Prime: The Ship Herself: Difference between revisions

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==Ship Traits: Modules==
==Ship Traits: Modules==
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.
All ships begin with the following Modules at the listed rating plus whatever Modules and/or upgrades 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.


*'''Helm''' [[file:d6a.png|24px|d6]] This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive.  
*'''Helm''' [[file:d6a.png|24px|d6]] This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive.  

Revision as of 01:23, 14 June 2023

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Ship Traits: Roles

Ships don't have roles per se. Players use their own Roles for ship based actions.

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Ship Traits: Attributes

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:


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Ship Traits: Distinctions

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 theHinder SFX.


Hinder: Sometimes a distinction works against you. Roll d4 instead of d8 to gain 1 PP

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

All ships begin with the following Modules at the listed rating plus whatever Modules and/or upgrades 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.

  • Helm d6 This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive.
  • Terminals d6 Electronic workstations are available throughout the ship.
  • EVA Suits [enough for crew and passengers] d6 Rated for multiple atmospheric types as well as submersion and of course extra-atmospheric work.
  • Crew Berths [6] d0 Single berths meant for individual use but can sleep two for extended periods.
  • Mess/Commons d0 Full kitchen and dining area with adjacent lounge. Additional seating and tables folded into the bulkheads.
  • Cargo/Storage d0

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Knacks

Add a total of three (3) Knacks to one or more or higher ranked Module(s).

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Ship XP/PP and Hero Dice

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.

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.

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