Firefly Prime: ATM - Traits and Mods

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Prime Trait Sets

Primary trait dice should be included every roll. Add one die each from Attribute, Role, and Distinction sets to form the base of every dice pool.

Attributes d6 Arrow03.png

Attributes are the building blocks that make up what a character is before everything else. Attributes are your character's first prime set, and one Attribute die is added to every roll

Each character is ranked in three (3) Attributes


| PHYSICAL | MENTAL | SOCIAL|


Rank each Attribute at d8 or rank one Attribute at d10 one at d8 and one at d6

Attribute SFX (choose one)

Reflexes: Spend 1 pp to step up or double Physical for an action.
Cunning: Spend 1 pp to step up or double Mental for an action.
Manipulation: Spend 1 pp to step up or double Social for an action.

Roles d6Arrow03.png

Second in the Prime Traits sets are Roles, and one 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.

Each character is ranked in seven (7) roles:


| COMMANDER | DIPLOMAT | ENGINEER | MEDIC | PILOT | SYSTEMS | TACTICAL |


Rank one (1) Role at d10 one (1) at d8 four (4) at d6 and one (1) at d4

Distinctions d6

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. Include one Distinction die with every roll.

Each character is ranked in three Distinctions:


| PRIME ROLE | AMBITION | QUIRK |


All Distinctions are ranked at d8


Prime Role d8

Your Prime Roll Distinction should relate back to and flesh out your d10 ranked Role. d10 Command might mean you are the Captain, or the First Mate, or a retired CEO, or a Gang Leader. d10 Tactical might mean Gunner's Mate, or Sniper, or Duelist, etc.


Ambition d6

Your Ambition Distinction should point to something your character hasn't achieved yet but is working towards.


Quirk d6

Your Quirk Distinction can be just about anything that makes your character a, well, character


Distinctions

Distinction SFX

Knacks d6 Arrow03.png

Knacks are specific specialties under a given Role that the character is just a natural at.

Starting knacks are worth an extra D6a.png to the roll it applies to but can be stepped up during chargen as outlined below (as well as via character advancement).

D0a.png Each player gets to assign two free knacks at D6a.png to their Character's D10a.png role.

D0a.png Each player gets to assign one free knack at D6a.png to their Character's D8a.png role.

D0a.png Each player gets to assign two additional knacks at D6a.png to any role rated D6a.png 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 D4a.png role.

No knack can be stepped up higher than the dice value of the role it is assigned to.


Signature Assets

Signature Asset SFX

One Attribute, one Role, and one Distinction should be used in every roll as these are Prime Traits.

Knacks, Assets, and SFX may be added if they apply. These are Secondary Traits.


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Mods

We will be using the following Mods in this game.

Action Resolution(ish): We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am initiating the action, I will roll before the PC or assign a static difficulty. Either way, ties go to the PC.

Hero Dice: If a player beats the GM's roll or static difficulty by 5 or more, the Character earns a Hero Die equal to the highest die in the GM's pool or d8 on a static difficulty.

Effect Die: Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to asset creation, complications, and stress.

Rolled Asset Cap: Effect die determines the rating of rolled assets, but they may not be rated higher than one step above the highest die in the GM's opposing pool (and never higher than d12 regardless).

Plot Points: Players start each episode with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from p28-29 apply except Join a Contest since we are not using contests.

GM Plot Points: GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.

Stress and Complications: The only Stress Track for this game is Sanity. Otherwise we will just be using Complications. SAN stress only comes from failed Focus rolls that are high stakes enough to take you out. Hitches will not be used to create or step up stress. Players may push stress (use it as an asset for one roll) but the stress is then stepped up following that action.

Downtime Scenes: These can be used to restore SAN stress tracks. Mechanically, they have no player-facing affect on regular complications, but if it seems fictionally relevant, I may reduce or remove complications as appropriate due to downtime.

No d4 on Stress Tracks/Complications: Both will start at d6 and drop off if they go below d6 to avoid the funky twists and turns of the rules for using d4 in these situations.

No Doom/Crisis Pools: These mods are just too cumbersome for PBP.

No Powers/Abilities: We're going for a more low-key feel with this game. Likewise, do not use SFX formatting designed for Powers/Abilities. Stick to those outlined on p61-63 (ignoring the bit on Limits), and skip the SFX guidelines on p191-213.

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