Firefly Prime: The Ship Herself
Ship Traits: Attributes
Some rolls will require the player use the ship's Attributes rather than their personal Attributes. Ship Attributes are Hull, Engines, and Systems. These are based on the ship's Class: Athens Light Support which default to a rank of for each Attribute for the standard model, but the players have the option to instead start with one (1) at one (1) at and one (1) at representing custom configurations.
Ship Traits: Roles
Ships don't have roles per se. Players use their own Roles for ship based actions.
Ship Traits: Distinctions
Ships don't have Distinctions either, if none of a character's Distinctions would apply to a ship based action, use the ship's class at instead (or Hinder one of your Distinctions for the pp).
Ship Traits: Modules
All base Modules for your ship default to - Module dice may be added to any action that utilizes that Module. Only one Module die may be applied to a given action.
Athens Class starts play with the following ranked Modules:
- Helm (PILOTING AND NAVIGATION) This includes atmospheric and extra-atmospheric maneuverability as well as the slip drive. The helm is the only system onboard capable of sending or receiving burst communications.
- Terminals (NETWORKS AND SYSTEMS) Electronic workstations are available throughout the ship.
- Med Bay (TRAUMA AND MEDICINE) This fully stocked and equipped medical unit is capable of handling multiple simultaneous patients.
- Machine Shop (MECHANICS AND ENGINEERING) Fitted for extensive and varied repair and fabrication work for outside jobs and the maintenance of the ship.
- Tactical Turrets (CROWD CONTROL AND TACTICAL RESPONSE) The ship is fitted with a nose turret as well as port and starboard turrets that can be set for mining lasers or solid state projectiles of various configuration.
- Onboard Data Library (LOGISTICS AND ANALYSIS) Ship terminals only have access to outside system networks while on planets and moons that maintain such networks, so the contents of the Ship's Library can be a lifeline away from those sources.
- Atmo/Integrity (ENVIRONMENTAL THREATS) This combination endo/exo environmental containment keeps the unwanted out and the wanted in and can adjust for temperature and caustic exposure.
- Shuttles [2] 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] Rated for multiple atmospheric types as well as submersion and extra-atmospheric work.
The following Modules do not begin ranked on Athens Class:
- Crew Berths [12] Can each sleep two (2) comfortably, four (4) uncomfortably, and as many as sixteen (16) rotated by fours (4s) in six (6) hour shifts.
- Mess/Commons Full kitchen and dining area with adjacent lounge. Additional seating and tables folded into the bulkheads.
- Cargo/Storage This is essentially the entire lower deck of the ship.
If a Module has a Role listed beside it in parenthesis, step its die up one step for each character who has that role ranked at to a max of If anyone has DIPLOMACY AND COMMAND ranked at step up one (1) Module of your choosing by one (1) to a max of
Knacks
Add a total of three (3) Knacks to one or more or higher ranked Module(s).
Ship XP/PP and Hero Dice
The ship earns XP at a rate of one (1) per job, but no ship-specific PP is ever awarded. If Hitches are bought, or Hinder is employed, earned PP go to the rolling character. Likewise any earned Hero Points.
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.