Firefly: Leaf On The Wind - Main Page

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Revision as of 06:00, 29 September 2018 by Brahnamin (talk | contribs) (Recurring NPCs)
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CREW DATA

You are welcome to use the following Template for your character sheet or replace it with your own format. Just make sure skills, distinctions, and signature assets are clearly labeled with their appropriate die notation as well as which distinction triggers are active and available for use.

Character Files/Meta-Currencies

Character Role Played By Plot Points BDHD EP
1 - [] 1
2 - [] 1
3 - [] 1
4 - [] 1
5 - [] 1
6 - [] 1
GM Shenanigans brahnamin ?

Complications/Assets

COMPLICATIONS

SCENE ASSETS - (Assets with 2 PP invested will be marked with an [E] to denote episode assets).

Current Episode [1] - ?

Description


NPCs

Stuff

Locations


SHIP DATA

  • || ENGINES [d8] || HULL [d10] || SYSTEMS [d6] ||

Hunter's Moon: Mayfly Class Survey/Salvage Vessel

Hmnew02.jpg


Note: BOLDED items below are unlocked and available for crew use.

Distinctions

Mayfly Class [d8] The Mayfly is a survey and salvage vessel favored by the mining conglomerates before the war. It has since been made obsolete by newer and better models with the stabilization that followed Alliance victory, but to smugglers and other types who want to steer clear of the law, the battered little ships are worth their weight in Platinum. Especially when it comes to getting into or out of tight spaces.

[Special: Mayfly Class vessels are equipped with a compact mining laser set on a topside turret with 180 degree range of fire from port to starboard across the bow (cannot fire aft). The laser is considered a Mark 1 mining tool and is legal under Alliance shipping regs].

  • Step Back - Roll d4 Instead of d8 for 1 PP
  • Weaponized Tools - Turns out a simple mining laser works on hulls, too, if you give it enough juice. Step back Engines for the remainder of the scene to add a scale die to your dice pool for one Action involving the ship's mining laser.
  • Asteroid Dodger - Like a leaf on the wind . . . When maneuvering in tight quarters, step back Systems to step up or double Engines.


Ghost In The Machine [d8] Your ship ain't no ordinary ship. At some point the ship's computer was outfitted with an artificial intelligence program, giving you a level of flexibility and control, even when you're away from your boat. It's like having an extra crew member always standing watch.

[Special: You can use the ship's AI to remotely secure your ship or perform other Systems based actions (such as scans or communications) as if you were on board without expending plot points].

  • Step Back - Roll d4 Instead of d8 for 1 PP
  • Autopilot - Who's flying this thing?' 'Spend 1 PP to pilot your ship remotely even if you are not on board.
  • Helping Hand - Sometimes two heads are better than one. Spend 1 PP to reroll a ship related pool.


Additional Distinction [d8] Choose one more distinction from Customization or History lists.

  • Step Back - Roll d4 Instead of d8 for 1 PP'
  • Trigger: Description Effect
  • Trigger: Description Effect

Signature Assets

Asset [d8] Description

Asset [d8] Description

Reinforced Secure Storage Cells [d8]

Miner Grade Armored EVA Suits [d8]

Diceless Assets

  • Sick Bay (fully stocked, partially automated surgical theater)
  • Machine Room (tap and die equipment, etc)
  • Sub-Deck (smuggler's cache set below the deck plates of the cargo deck)
  • Mule (heavy ground transport)
  • Shuttle (cockpit, crew compartment, and cargo) || Engines [d6] || Hull [d6] || Systems [d6] ||

METAGAME TOOLS

Threads

[Recruitment Thread]

[OOC Thread]

[IC Thread]

Resources

Online Character Generator Make your own Firefly character.

Orokos Online Dice Roller.

Absences Thread If you can't post for whatever reason let us know here or in OOC.

Firefly RPG (PDF) You can play in this game without your own copy of the Firefly RPG, but if you'd like to pick it up, the PDF is available at DriveThruRPG for $19.99 at the time of this posting. (I am not affiliated with Margaret Weis Productions, and receive no compensation of any kind from any purchase of this product).

Expectations

Post Frequency

  • I am asking for a daily posting commitment for this game as a general rule, with the understanding that posting might be less frequent on weekends and holidays.

Post Absences

  • If you will NOT be able to post, for whatever reason, please ping us in OOC so we know what is going on or post to the Absences Thread (I pretty much check that thing every time it lights up).

Post Formatting

  • Please bold your character's name at the top of each IC post OR bold the first instance of your character's name in the body of the post. We all game with lots of folk, sometimes with the same players in different games; this just makes it easier to keep track of which character we're addressing.
  • OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.
  • Please roll your dice in the order you list them. And link your results back to your dice roller.



ARCHIVES

Show Premise

Timeline: Hunter's Moon begins less than a year after the end of the Unification War, before the byword Reaver is even a whispered threat in the inner systems.

Trigger Event: The Raven's Eye, a space station and shipyard in orbit around Highgate in the Blue Sun System, is breached by an unknown cluster of ships whose opening salvo fuses the station's magnetic docking locks, preventing any ship in hard-dock from easily departing.

Those ships powerful enough to do so, blast free, heedless of the inevitable damage to the station and subsequent loss of human life, but with rare exception these ships, themselves damaged in their violent departure, are picked off before they can escape.

As the assailants from the invading fleet breach the station, a sparse handful of resourceful souls steal a Mayfly Class Survey and Salvage vessel hung in dry dock awaiting repairs and not sealed in place by the fused mag clamps on the outer shell, tearing away from the station under cover of debris left behind by the violent departure of larger vessels. The stout little ship is surprisingly tough and agile, dodging or shrugging off potential hazards as it flees the system.

It's register lists its designation as the Hunter's Moon.

Opening Scene: Forward six months. The thrown-together crew that fled the Raven's Eye together in an appropriated ship has had time to get to know each other and their peculiar little vessel - which seems to have been heavily retrofitted to accomodate work somewhat less legal than its original mission design of prospecting asteroids and rescuing folk gone lost in the belts. Whoever owned the Hunter's Moon before them was plainly a smuggler or worse. But for all she doesn't look like much, she's a gorramn fine ship.

And now her crew has its first legitimate job.

Previous Episodes

Former Crew Members

Recurring NPCs

Criminal

Corporate

Military

Civilian