Firefly: Second Unification War - Chargen: Difference between revisions
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
__notoc__ | __notoc__ | ||
[[File:Alice001.png| | [[File:Alice001.png|450px|right]] | ||
[https://wiki.rpg.net/index.php/Cortex_Prime:_Smallfolk < < < Return to Main Page] | [https://wiki.rpg.net/index.php/Cortex_Prime:_Smallfolk < < < Return to Main Page] | ||
Revision as of 01:58, 12 August 2021

PRIMARY TRAITS
The Primary Traits for this game are Approaches, Roles. and Distinctions. In any test or contest requiring dice, you get to roll one die from each of your 3 primary traits as well as applicable assets, knacks, etc.
Approaches
Approaches represent how you might go about tackling a given action. There are three approaches: Forceful, Savvy, and Charming
Players may instead choose to step up one to
by stepping back one
to
Forceful
The Forceful approach covers lots of physical situations, but also exerting a force of will or using intimidation.
Savvy
The Savvy approach covers lots of mental situations, but also using cunning over force to attack, or using reason rather than popularity to come out on top in a social situation.
Charming
The Charming approach covers lots of social situations, but also dazzling someone with fancy sword play, or making someone lean into their emotions when they should be thinking things through,
Roles
Roles represent a broad general category of action. If your approach tells us how you are doing something, your role paints a broad picture of what you are doing. There are six roles: Fixer, Runner, Scrapper, Skilker, Tracker, and Trickster
Assign one of the following dice to each role:
Fixer
- Fixers repair, fabricate, and maintain stuff. Sometimes even people.
Runner
- Runners run messages, contraband, supplies, etc.
Scrapper
- Scrappers get into it. They ain't met the fight they didn't like.
Skulker
- Skulkers like sneaking about, getting into places they weren't meant to get into.
Tracker
- Trackers track shit down. They locate people, resources, and rumors.
Trickster
- Tricksters are experts at misdirection.
(Knacks)
- Knacks are specific specialties under a given Role that the character is just a natural at. Starting knacks are worth an extra
but can be stepped up as outlined below.
- Each player gets to assign two additional knacks at
to any Role rated
or higher or step up an existing knack (or two) at a one-for-one exchange rate.
- No knack can be stepped up higher than the dice value of the Role it is assigned to.
Distinctions
More than any other trait, Distinctions represent your character themselves. If Approaches tell how you are doing something and Roles describe what you are trying to do; Distinctions address your motivations and why you are doing what you are doing. Distinctions are Vanity, Vice, and Virtue.
Distinctions are rolled at unless the Hinder SFX is being used.
Vanity
This might be considered your high concept, your profession, or just that singluar thing your character believes they are just flat out good - maybe the best - at doing. Firefly being a space western, your Vanity Distinction might be Gunslinger, Ship's Captain, Mechanic, Doctor, Reader, Gambler, Space Marine, Criminal, Spy, Deckhand, First Mate or any number of other options.
Vice
Every good space cowboy has a vice, a bit of darkness they tend to turn to. Might be something they fight. Might be part of their legend. Is your Vice Distinction Alchoholism, Addiction, Bastard, Killer, Snitch, Thief, Adrenaline Junky? or some other bit of darkness?
Virtue
At its heart Firefly is about depicting the thrilling heroics of big damned heroes, so every character should have a big damned Virtue Distinction to balance the Vice. Are you a Protector, Charitable, Selfless, Loyal, Heart of Gold? Rob from the Rich to give to the Poor, Hold Criminals Accountable? Or some other beacon of light that makes you stand out in the black?
(SFX)
Each of your three distinctions starts with the Hinder SFX active.
Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a
instead of a
You also get to activate two player defined SFX to attach to your distinctions.
Signature Assets
Choose two signature assets and assign one a value of and one a value of
Assets can be almost anything that makes your character stand out or more useful in their areas of expertise. Some ideas might include Papa's Pistol, Military Grade Cortex Handset, Sneak Suit. Flask of Friendship, Rope - so much Rope, Med Kit, Just the Right Tools, Mama's Little Helpers (designer drugs), Assassin's Scalpel, Tungsten/Titanium Pool Cue etc . . .