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]] | ||
[[File:Ffsilhouette0006.png|700px|center]] | |||
==Class :: Firefly Series-3 Transport [[file:d8a.png|32px|d8]]== | ==Class :: Firefly Series-3 Transport [[file:d8a.png|32px|d8]]== | ||
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. | 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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When rolling ship based actions, players should roll an appropriate character Role for that action. | When rolling ship based actions, players should roll an appropriate character Role for that action. | ||
===Attributes=== | ===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 their own. | When rolling for ship based actions, the GM may call for players to use the ship's Attributes rather than their own. | ||
'''| HULL [[file:d8a.png|24px|d8]] | ENGINES [[file:d10a.png|24px|d10]] | SYSTEMS [[file:68a.png|24px|d6]] |''' | '''| HULL [[file:d8a.png|24px|d8]] | ENGINES [[file:d10a.png|24px|d10]] | SYSTEMS [[file:68a.png|24px|d6]] |''' | ||
===Modules=== | ===Modules [[file:d0a.png|32px|d0]] [[File:Arrow03.png|24px]]=== | ||
Module dice may be added to any ship based roll to which they might reasonably apply. Only one module die may be applied to a given action. Modules typically represent features built into the ship itself. Firefly Class supports a maximum of 12 Modules. | Module dice may be added to any ship based roll to which they might reasonably apply. Only one module die may be applied to a given action. Modules typically represent features built into the ship itself. Firefly Class supports a maximum of 12 Modules. | ||
:'''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. | ||
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:Crew Berths [[file:d0a.png|24px|d0]] Designed for single occupancy, these berths can nevertheless sleep two (2) at need, | :Crew Berths [[file:d0a.png|24px|d0]] Designed for single occupancy, these berths can nevertheless sleep two (2) at need, | ||
===Null Modules=== | ===Null Modules [[file:d0a.png|32px|d0]] [[File:Arrow03.png|24px]]=== | ||
Null Modules function like Modules but do not count against the maximum number of Modules the ship can have. Null Modules typically represent movable or exterior mounted equipment. | Null Modules function like Modules but do not count against the maximum number of Modules the ship can have. Null Modules typically represent movable or exterior mounted equipment. | ||
:Shuttles [2] [[file:d0a.png|24px|d0]] Capable of extra-atmospheric maneuvers, the shuttles are nevertheless primarily used for short local excursions from the ship. | :Shuttles [2] [[file:d0a.png|24px|d0]] Capable of extra-atmospheric maneuvers, the shuttles are nevertheless primarily used for short local excursions from the ship. |
Revision as of 18:27, 14 June 2023
Class :: Firefly Series-3 Transport
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.
Roles
When rolling ship based actions, players should roll an appropriate character Role for that action.
Attributes
When rolling for ship based actions, the GM may call for players to use the ship's Attributes rather than their own.
| HULL | ENGINES | SYSTEMS d6 |
Modules
Module dice may be added to any ship based roll to which they might reasonably apply. Only one module die may be applied to a given action. Modules typically represent features built into the ship itself. Firefly Class supports a maximum of 12 Modules.
- Helm This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive.
- Work Stations Electronic workstations are available throughout the ship with both cortex and comm access.
- Atmo/Integrity This combination endo/exo environmental containment keeps the unwanted out and the wanted in and can adjust for extremes of temperature, radiation, caustic exposure and gravity shifts.
- Med Bay This fully stocked and equipped medical unit is capable of handling multiple simultaneous patients.
- Machine Shop Fitted for extensive and varied repair and fabrication work for outside jobs and the maintenance of the ship.
- Extended Cargo Made for open or sectioned configuration, the extended cargo bay can hold nearly twice the practical volume of series-1 and series-2 Firefly Class ships.
- Mess/Commons Full kitchen and dining area with adjacent lounge. Additional seating and tables folded into the bulkheads.
- Crew Berths Designed for single occupancy, these berths can nevertheless sleep two (2) at need,
Null Modules
Null Modules function like Modules but do not count against the maximum number of Modules the ship can have. Null Modules typically represent movable or exterior mounted equipment.
- Shuttles [2] 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] Rated for multiple atmospheric types as well as submersion and extra-atmospheric work.
- Mule [1] Grav-lev low-surface transport.
Ship Traits: Roles
Ships don't have Roles. Players use their own Roles for ship based actions.
Ship Traits: Attributes
Ship based actions require the player to use one of the ship's Attributes rather than one of their personal Attributes. Ship Attributes are Hull, Engines, and Systems. These are based on the ship's Class Distinction:
Ship Traits: Distinctions
Ships only have s Class Distinction. Players rolling ship based actions can choose to use one of their own Distinctions or the ship's Class Distinctions. Class comes with the Hinder SFX.
Class Distinction: Your ship's class determines the ratings of her Attributes and which Modules and how many upgrades she starts play with.
- Firefly Class has the following special Modules: Helm | Terminals | EVA Suits [enough for crew and passengers] | Enlarged Cargo | Med Suite | Shuttles [2] | Crew Berths [12] | Mess/Commons | Mule [1]
- Firefly Class has six points to spend on upgrades. Each point may be used to purchase a new Module or to step up an existing Module by one (1) die type. Upgraded Modules jump to
- Modules cannot be stepped up beyond
- Module dice may be added to any ship based action to which they might reasonably apply, but only one Module die can be added to a given roll.
- Firefly Class can support twenty (20) Modules.
SFX
Class SFX: Your ship's Class Distinction comes with the Hinder SFX
Attribute SFX: Choose one of the following Attribute Distinctions.
- Cast Iron Britches: Once per scene, step up or double Hull for an action. Spend a PP to do both. 1s and 2s count as hitches.
- 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.
- Can't Stop the Signal: Once per scene, step up or double Systems for an action. Spend a PP to do both. 1s and 2s count as hitches.
Ship XP/PP and Hero Dice
The ship earns XP at a rate of one (1) per episode.
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.
If PP or Hero Dice are earned on a ship based roll, these go to the rolling character.