Firefly Prime: The Ship Herself

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Class :: Firefly Series-3 Transport 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.


Hinder: Sometimes a ship's Class Designation works against you. Roll d4 instead of d8 to gain 1 PP

Roles

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

Attributes d6

When rolling for ship based actions, the GM may call for players to use the ship's Attributes rather than their own.

| HULL d8 | ENGINES d10 | SYSTEMS d6 |

Upgrades d0

Upgrade dice may be added to any ship based roll to which they might reasonably apply. Only one upgrade die may be applied to a given action.

Helm d10 This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive.
Atmo/Integrity d8 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.
Extended Cargo d8 Adaptable to open, sectional, or even concealed configurations, the extended cargo bay of the series-3 Firefly can hold nearly twice the practical volume of series-1 and series-2 ships.
Telemetry d6 Series-3 has more focused and longer ranged scanning capability with a broad spectrum of proximity settings.
Med Bay d6 This fully stocked and equipped medical unit is capable of handling multiple simultaneous patients.

Null Modules d0

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] d0 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] d0 Rated for multiple atmospheric types as well as submersion and extra-atmospheric work.
Mule [1] d0 Grav-lev low-surface transport.

Upgrades

Players have a total of six (6) dice to add to Modules and/or Null Modules to improve their rating. Unranked Modules step up to d6 with one die. Rated Modules increase by one die per die spent. No Module can be stepped up beyond d12

Ship Traits: Roles

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

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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:


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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.


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 and how many upgrades she starts play with.

Firefly Class has the following Attributes: Hull d8 | Engines d10 | Systems d6
Firefly Class has the following special Modules: Helm d6 | Terminals d6 | EVA Suits [enough for crew and passengers] d6 | Enlarged Cargo d6 | Med Suite d6 | Shuttles [2] d6 | Crew Berths [12] d0 | Mess/Commons d0 | Mule [1] d0
Firefly Class has six points to spend on upgrades. Each point may be used to purchase a new d0 Module or to step up an existing Module by one (1) die type. Upgraded d0 Modules jump to d6
Modules cannot be stepped up beyond d12
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.

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SFX

Class SFX: Your ship's Class Distinction comes with the Hinder SFX

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

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.

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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.

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