Firefly Prime: Traits/Chargen: Difference between revisions
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=Prime Trait Sets= | =Prime Trait Sets= |
Revision as of 22:46, 15 June 2023
Prime Trait Sets
Primary trait dice should be included every roll. Add one die each from Role, Attribute, and Distinction sets to form the base of every dice pool.
Roles
First in the Prime Traits sets are Roles, and one (1) Role die is added to every roll.
Characters tend to fill multiple roles in the regular course of things, but as might be expected, different characters develop more in certain roles than others. Roles answer the question of "What" your character wants to accomplish.
Each character is ranked in seven (7) roles:
- CROWD CONTROL AND TACTICAL RESPONSE: Dealing with masses of people in stressful situations, riots, or panic, or armed, military, or security problems.
- DIPLOMACY AND COMMAND: Understanding psychology and social triggers and being able to manipulate, organize, and inspire others to action.
- ENVIRONMENTAL THREATS: Facing and overcoming hazardous environmental conditions such as fire, chem spills, hostile atmosphere, treacherous terrain, vacuum and more.
- MECHANICS AND ENGINEERING: Using, repairing, modifying, and understanding machines, engines, vehicles, generators, and appliances with an understanding of design and fabrication.
- NETWORKS AND SYSTEMS: Resolving issues connected to or involving information or computer networks and systems.
- PILOTING AND NAVIGATION: Operating craft of every sort, both in and out of atmo, including surface craft, aquatic craft, and manual or animal powered vehicles and/or mounted riding.
- TRAUMA AND MEDICINE: First response medical assistance, triage, and paramedic treatment with an understanding of disease and pharmacological treatments.
Rank one (1) Role at one (1) at four (4) at and one (1) at
Note: The seven (7) core roles above cover most actions that fit within the framework of Firefly things, but it is not exhaustive of possibilities by any means. If a player wishes, they may assign a rank designated for one of the core Roles | | | | to a role they feel will better accommodate their character concept and assign a rating of to the core Role that went unrated.
Attributes
Attributes answer the question of "How" your character intends to accomplish something. Attributes are your character's second prime set, and one (1) Attribute die is added to every roll
You have eight (8) Attributes represented by four (4) opposed couplets.
IMPULSIVE...DELIBERATE
- Impulsive actions happen on the fly with no planning, while Deliberate actions are thought out in detail ahead of time.
SKETCHY...HONEST
- Sketchy actions are questionable, possibly even misleading or deceitful, while Honest actions are straightforward and trustworthy.
SAVAGE...COOL
- Savage actions give into passion, often lacking any kind of restraint, while Cool actions reveal depths of self containment and control.
HARD...KIND
- Hard actions are self serving and aloof, while Kind actions focus on the wants and needs of others.
Define each couplet:
- Balanced: Attributes are ranked |
- Staggered: Attributes are ranked |
- Extreme: Attributes are ranked |
You may define a maximum of two (2) couplets as Balanced, two (2) as Staggered, and one (1) as Extreme.
Distinctions
Distinctions are the third set of Prime Traits and thematically define aspects of each character to paint a clear picture of them as a whole. Distinctions answer the question of "Who" your character is and whether that helps or hinders them in accomplishing a chosen action. Include one (1) Distinction die with every roll either rated at (helps) or (hinders).
Each character is ranked in three (3) Distinctions:
| PROFESSION | BACKGROUND | QUIRK |
Profession
What does your character do for a living? Captain? Medic? Gambler? Independently Wealthy Playthey?
Background
Where does your character come from? Former Soldier? Gang Member? Companion? Reader? Alliance Refugee?
Quirk
What thing makes your character stand out from the crowd? Fine Gorramn Hat? Fidgety Dust Addict? Dead Shot? Eidetic Memory? Barfly?
Secondary Trait Sets
Secondary trait dice may be included as appropriate Secondary traits represent character abilities or assets that may or may not apply to an action. Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.
Knacks
Knacks are specific specialties under a given Role that the character is just a natural at.
Starting Knacks are worth an extra to the Role it applies to but can be stepped up during chargen as outlined below (as well as via character advancement).
Each player gets to assign two (2) free Knacks at to their Character's Role.
Each player gets to assign one (1) free Knack at to their Character's Role.
Each player gets to assign two (2) additional Knacks at to any Role rated or higher OR step up an existing Knack (or two) at a one-for-one exchange rate.
Knacks cannot be assigned to a character's Role.
No Knack can be stepped up higher than the dice value of the Role it is assigned to.
Signature Assets
Signature Assets are assets that are fixed on the character sheet. They don't drop off at the end of a scene or an episode. Signature Assets can only be purchased with Discretionary Points during Chargen or with Experience Points during future Advancements.
Signature Assets are always rated either or They may not be raised beyond that.
Relationships
Each PC has a relationship with every other PC on the crew. Define your relationship with each of the other PCs based on the prompts below (or similar).
- ...saved my life.
- ...is a liability.
- ...is a troublemaker.
- ...is good for a laugh.
- ...owes me big.
- ...knows their stuff.
- ...is dependable.
Each Relationship is defined from the perspective of your character. Another player might not agree with your character's assessment of theirs (and that should be fine provided it doesn't cause real friction). Work together to decide specific details of chosen definitions.
Once you have mapped out all your relationship definitions, assign the following dice ratings to each. Rank one (1) at one (1) at and the rest at
In play, Relationship dice do not get added to your dice pool. Instead add your Relationship die with a given character to that character's pool when you are helping them with an action.
In this fashion, Relationship dice essentially replace lent Skill dice.
Note: When writing your own prompts avoid specific language. You are defining a relationship as it exists from your POV, not deciding specific traits of another character. (That privilege belongs to that character's player).
For example ...gets on my nerves if perfectly fine, but ...drinks like a sink is not.
SFX
SFX stands for Special Effects. These are rules exceptions unique to certain aspects of your character.
Distinction SFX
Each of your three (3) Distinctions come with the Hinder SFX
Custom SFX may be purchased for Distinctions with Discretionary Points during Chargen or with Experience Points during future Advancement.
Each Distinction may accumulate up to three (3) SFX including Hinder.
SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.
Signature Asset SFX
Signature Asset SFX may only be purchased with Experience Points during future Advancement. Assets may only ever have one (1) SFX attached to them. Assets may have two (2).
SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.
Relationship SFX
Each character has the Teamwork SFX.
- Teamwork: Once per scene, step up or double a relationship die when helping another character. Spend a PP to do both.
Discretionary Points
Finish off your character by spending three (3) discretionary points. These points can be used in the following manner:
- Spend one (1) point to add a Knack to a or higher ranked Role.
- Spend one (1) point to add a Signature Asset.
- Spend two (2) points to step up a Knack by one die type. Knacks may not be stepped up higher than the Role they are attached to.
- Spend two (2) points to step up a Signature Asset to
- Spend two (2) points to step up a Relationship by one die type. Relationships may not be stepped up beyond
- Spend three (3) points to unlock a Distinction SFX.
SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.
Unspent discretionary points may be banked as XP.