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__NOTOC__
 
__NOTOC__
 
[[Firefly:_The_Second_Unification_War | < < < Return to Main Page]]
 
[[Firefly:_The_Second_Unification_War | < < < Return to Main Page]]
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==Plot Points==
 
==Plot Points==
'''GM:''' The GM begins the game with a number of GMC Plot Points equal to the number of players. He also has a big pile of Plot Points with which to buy Hitches, award character Plot Points, etc
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'''GM:''' The GM begins the game with a number of GMC Plot Points equal to the number of players. He also has a big damn pile of Plot Points with which to buy jinxes, award character Plot Points, etc
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'''Players''' each begin with one Plot Point at the start of the episode and may earn more in the usual ways, Typically by engaging SFX that grant PP or by rolling Hitches.
  
'''Players''' each begin with one Plot Point at the start of a story arc and may earn more in the usual ways, Typically by engaging SFX that grant PP or by rolling Hitches.
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'''The Ship:'''In this particular game the ship has an AI enhanced brain and is considered a pseudo player in that it starts each episode with a PP and earns PP when the pilot or other authorized player uses a ship based (distinction or asset) SFX that generates PP. Any player using the ship to perform an action can tap the ship's PP for that action.
  
  
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==Hero Dice==
 
==Hero Dice==
If you roll an extraordinary success you get to bank a Hero Die equal to the highest die in the opposing pool. You can pay a PP on any roll to add a HD to your roll and you get to add three dice together rather than two for your total outcome. Total outcome dice still can't be used as effect dice.
 
  
  
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==Assets/Complications==
 
==Assets/Complications==
Creating assets is commonly done by paying a PP to just make up a [[file:d6a.png|24px|d6]] asset out of thin air. Some SFX allow the player to bump such assets up to  [[file:d8a.png|24px|d8]].
 
 
Players may also roll to create an asset with the GM making the opposing roll to see if they succeed. The Level of the asset is determined by the player's effect die, or by whatever cap the GM sets if he sets one.
 
 
Complications are generated by the GMs effect die OR by the number of hitches he buys.
 
 
Similarly the players may buy GM rolled opportunities to either chip away at complications OR boost an asset.
 
 
Assets generated or boosted in the above fashions typically last only a single scene or until they become fictionally irrelevant. Complications can last longer.
 
 
Players may pay an additional PP to make an asset last the whole episode
 
  
Assets always start at a minimum of  [[file:d6a.png|24px|d6]] and complications that drop below  [[file:d6a.png|24px|d6]] are removed. Prime defaults to  [[file:d4a.png|24px|d4]] but IMO that's just adding unnecessary grist to the hitch mill when pbp games already run slow by default.
 
  
 
==[[Firefly:_The_Second_Unification_War |  Return to Main Page]]==
 
==[[Firefly:_The_Second_Unification_War |  Return to Main Page]]==

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