Firefly Prime: Traits/Chargen

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Prime Trait Sets

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

Roles d6Arrow03.png

First in the Prime Traits sets are Roles, and one (1) 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. Roles answer the question of "What" your character wants to accomplish.

Each character is ranked in seven (7) roles:


CROWD CONTROL AND TACTICAL RESPONSE: Dealing with masses of people in stressful situations, riots, or panic, or armed, military, or security problems.
DIPLOMACY AND COMMAND: Understanding psychology and social triggers and being able to manipulate, organize, and inspire others to action.
ENVIRONMENTAL THREATS: Facing and overcoming hazardous environmental conditions such as fire, chem spills, hostile atmosphere, treacherous terrain, vacuum and more.
MECHANICS AND ENGINEERING: Using, repairing, modifying, and understanding machines, engines, vehicles, generators, and appliances with an understanding of design and fabrication.
NETWORKS AND SYSTEMS: Resolving issues connected to or involving information or computer networks and systems.
PILOTING AND NAVIGATION: Operating craft of every sort, both in and out of atmo, including surface craft, aquatic craft, and manual or animal powered vehicles and/or mounted riding.
TRAUMA AND MEDICINE: First response medical assistance, triage, and paramedic treatment with an understanding of disease and pharmacological treatments.

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


Note: The seven (7) core roles above cover most actions that fit within the framework of Firefly things, but it is not exhaustive of possibilities by any means. If a player wishes, they may assign a rank designated for one of the core Roles | d6 | d8 | d10 | to a role they feel will better accommodate their character concept and assign a rating of d4 to the core Role that went unrated.


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Attributes d6 Arrow03.png

Attributes answer the question of "How" your character intends to accomplish something. Attributes are your character's second prime set, and one (1) 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 (1) Attribute at d10 one (1) at d8 and one (1) at d6

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Attributes d4 Arrow03.png

Attributes answer the question of "How" your character intends to accomplish something. Attributes are your character's second prime set, and one (1) Attribute die is added to every roll


You have eight (8) Attributes represented by four (4) opposed couplets.


IMPULSIVE v DELIBERATE

Impulsive actions happen on the fly with no planning, while Deliberate actions are thought out in detail ahead of time.

SKETCHY v HONEST

Sketchy actions are questionable, possibly even misleading or deceitful, while Honest actions are straightforward and trustworthy.

SAVAGE v COOL

Savage actions give into passion, often lacking any kind of restraint, while Cool actions reveal depths of self containment and control.

HARD v KIND

Hard actions are selfish and aloof, while Kind actions focus on the wants and needs of others.

Define each couplet as either Balanced with its Attributes ranked d8 // d8 or Staggered with its Attributes ranked d6 // d10 or Extreme with its Attributes ranked d4 // d12

MAX 2 8/8 MAX 2 6/10 mAX 1 4/12

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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. Distinctions answer the question of "Who" your character is and whether that helps or hinders them in accomplishing a chosen action. Include one (1) Distinction die with every roll either rated at d8 (helps) or d4 (hinders).

Each character is ranked in three (3) Distinctions:


| PROFESSION | BACKGROUND | QUIRK |


Profession d8

What does your character do for a living? Captain? Medic? Gambler? Independently Wealthy Playthey?


Background d6

Where does your character come from? Former Soldier? Gang Member? Companion? Reader? Alliance Refugee?


Quirk d6

What thing makes your character stand out from the crowd? Fine Gorramn Hat? Fidgety Dust Addict? Dead Shot? Eidetic Memory? Barfly?

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Secondary Trait Sets

Secondary trait dice may be included as appropriate Secondary traits represent character abilities or assets that may or may not apply to an action. Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.

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 Role 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 (2) free Knacks at D6a.png to their Character's D10a.png Role.

D0a.png Each player gets to assign one (1) free Knack at D6a.png to their Character's D8a.png Role.

D0a.png Each player gets to assign two (2) 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.

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Signature Assets

Signature Assets are assets that are fixed on the character sheet. They don't drop off at the end of a scene or an episode. Signature Assets can only be purchased with Discretionary Points during Chargen or with Experience Points during future Advancements.

Signature Assets are always rated either d6 or d8 They may not be raised beyond that.

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Relationships d6 Arrow03.png

Each PC has a relationship with every other PC on the crew. Define your relationship with each of the other PCs based on the prompts below (or similar).

  • ...saved my life.
  • ...is a liability.
  • ...is a troublemaker.
  • ...is good for a laugh.
  • ...owes me big.
  • ...knows their stuff.
  • ...is dependable.

Each Relationship is defined from the perspective of your character. Another player might not agree with your character's assessment of theirs (and that should be fine provided it doesn't cause real friction). Work together to decide specific details of chosen definitions.

Once you have mapped out all your relationship definitions, assign the following dice ratings to each. Rank one (1) at D10a.png one (1) at D8a.png and the rest at D6a.png

In play, Relationship dice do not get added to your dice pool. Instead add your Relationship die with a given character to that character's pool when you are helping them with an action.

In this fashion, Relationship dice essentially replace lent Skill dice.

Note: When writing your own prompts avoid specific language. You are defining a relationship as it exists from your POV, not deciding specific traits of another character. (That privilege belongs to that character's player).

For example ...gets on my nerves if perfectly fine, but ...drinks like a sink is not.

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SFX

SFX stands for Special Effects. These are rules exceptions unique to certain aspects of your character.

Attribute SFX

Chose one (1) of the following SFX to apply to one (1) of your three (3) Attributes.

Reflexes: Once per scene, step up or double Physical for an action. Spend a PP to do both. 1s and 2s count as hitches.
Cunning: Once per scene, step up or double Mental for an action. Spend a PP to do both. 1s and 2s count as hitches.
Manipulation: Once per scene, step up or double Social for an action. Spend a PP to do both. 1s and 2s count as hitches.

Distinction SFX

Each of your three (3) Distinctions come with the Hinder SFX

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

Custom SFX may be purchased for Distinctions with Discretionary Points during Chargen or with Experience Points during future Advancement.

Each Distinction may accumulate up to three (3) SFX including Hinder.

SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.

Signature Asset SFX

Signature Asset SFX may only be purchased with Experience Points during future Advancement. d6 Assets may only ever have one (1) SFX attached to them. d8 Assets may have two (2).

SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.

Relationship SFX

Each character has the Teamwork SFX.

Teamwork: Once per scene, step up or double a relationship die when helping another character. Spend a PP to do both.

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Discretionary Points D3b.png

Finish off your character by spending three (3) discretionary points. These points can be used in the following manner:

  • Spend one (1) point to add a D6a.png Knack to a D6a.png or higher ranked Role.
  • Spend one (1) point to add a D6a.png Signature Asset.
  • Spend two (2) points to step up a Knack by one die type. Knacks may not be stepped up higher than the Role they are attached to.
  • Spend two (2) points to step up a D6a.png Signature Asset to D8a.png
  • Spend two (2) points to step up a Relationship by one die type. Relationships may not be stepped up beyond D12a.png
  • Spend three (3) points to unlock a Distinction SFX.
  • Spend three (3) points to unlock a Signature Asset SFX.

SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.

Unspent discretionary points may be banked as XP.

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