Firefly: Can't Stop the Signal - Ship Specs
ENGINES | SYSTEMS | HULL |
Distinctions
Dakota Class
Calling this blockade runner a gate crasher is like calling famous duelist a brawler. It's true after a fashion, but it doesn't well convey the truth of that true. The Dakota is a custom cargo vessel that boasts double bays and includes additional cabins for the transport of passengers and VIPs. It has a light hull and heavy engines and a varied and extensive sensor array. The class is particularly adept at avoiding the most hazardous situations and saw extensive use as blockade runners during the war.
- ☐ Turbo!: You really are built for speed. Spend 1 PP (any crewmember) to create a Afterburners Asset. Each time you include Afterburners in a dice pool, step it back after you roll.
- ☐ Airfoil Stablizers: Nobody expects a ship to perform well in atmo. While flying in atmo, spend 1 PP (any crewmember) to step up or double engines for an action.
Ghost In The Machine
Caught between crazed inhuman cannibals and an apparently abandoned vessel, the choice wasn't a hard one. You didn’t come by your vessel strictly legal like. Its last known port was gutted by Reavers, amd your boat was subsequently reported Destroyed/All Hands Lost by her previous owner, a gangster of some repute who is still quietly keeping an eye out for his missing craft should it ever happen to resurface.
- ☐ Flagged: Yeah, they're looking for her, and that's a distraction you can use. Take or step up a complication related to your boat's questionable legal status to re-roll a die when dealing with the Law.
- ☐ Spoofed Systems: Your systems are ready with a vigorous game of there/not there should anyone come poking around her electronic identity. Spend 1 PP to re-roll a pool containing Systems against any electronic attempt to find or identify the ship.
Cursed
Weird things just . . . “happen” around this ship . . . without rhythm, without rhyming. Things break. Other things work inconveniently too well. Strangeness and misfortune just seem to follow her.
- ☐ Never Challenge Worse: Sure, she's temperamental, but she ain't never not gotten us through. Start every Episode with a Cursed Ship Complication. Step it up to reroll a die on a failed Action. Once it exceeds your ship is Taken Out until the end of the scene.
- ☐ Unlucky: Blinking lights, random klaxons . . . never know what this ship's gonna fuss about next. Take a That’s Gorramn Strange ship Complication to gain 1 PP.