Difference between revisions of "Firefly: Hunter's Moon - Main Page"

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(Episode 1 - The Saltwife)
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==Episode 1 - The Saltwife==
 
==Episode 1 - The Saltwife==
The crew must extract a compromised resistance scientist from Boros, an Alliance stronghold world in the Georgia system, before she is discovered by Blue Sun agents.
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The crew must extract a compromised resistance scientist who doesn't want to be found from Boros, an Alliance stronghold world in the Georgia system, before she is discovered by Blue Sun agents.
  
 
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Revision as of 16:13, 19 May 2017

CREW DATA

Character Files/Meta-Currencies

PC Role Played By Plot Points BDHD Complications EP
Player 1
Player 1
Player 1
Player 1
Player 1
- GM brahnamin 5 - -

Complications Key

Condition Die Condition Die Condition Die Condition Die
A.

B.

C.

[d_ ]

[d_ ]

[d_ ]

D.

E.

F.

[d_ ]

[d_ ]

[d_ ]

G.

H.

I.

[d_ ]

[d_ ]

[d_ ]

J.

K.

L.

[d_ ]

[d_ ]

[d_ ]

Episode 1 - The Saltwife

The crew must extract a compromised resistance scientist who doesn't want to be found from Boros, an Alliance stronghold world in the Georgia system, before she is discovered by Blue Sun agents.


Scene/Episode Assets

  • Biodyne Access Pass [ALL]

NPCs

  • Major Marcus Alec - Head of Security; Biodyne Corporation
  • Dr. Freja Madsen - Marine Biologist/Geneticist

Locations

  • Boros - Third Planet in the Georgia System
  • Shatterfall - Seaside settlement on the northwest coast of the largest southern continent near the equator. Tropical climate. Moderate sized township with a heavy alliance presence built around a small tight-knit scientific community whose primary study is oceanography with an emphasis on marine biology.

Show Premise

Timeline: Hunter's Moon begins less than a year after the end of the Unification War, before the byword Reaver is even a whispered threat in the inner systems.

Trigger Event: The Raven's Eye, a space station and shipyard in orbit around Highgate in the Blue Sun System, is breached by an unknown cluster of ships whose opening salvo fuses the station's magnetic docking locks, preventing any ship in hard-dock from easily departing.

Those ships powerful enough to do so, blast free, heedless of the inevitable damage to the station and subsequent loss of human life, but with rare exception these ships, themselves damaged in their violent departure, are picked off before they can escape.

As the assailants from the invading fleet breach the station, a sparse handful of resourceful souls steal a Mayfly Class Survey and Salvage vessel hung in dry dock awaiting repairs and not sealed in place by the fused mag clamps on the outer shell, tearing away from the station under cover of debris left behind by the violent departure of larger vessels. The stout little ship is surprisingly tough and agile, dodging or shrugging off potential hazards as it flees the system.

It's register lists its designation as the Hunter's Moon.

Opening Scene: Forward six months. The thrown-together crew that fled the Raven's Eye together in an appropriated ship has had time to get to know each other and their peculiar little vessel - which seems to have been heavily retrofitted to accomodate work somewhat less legal than its original mission design of prospecting asteroids and rescuing folk gone lost in the belts. Whoever owned the Hunter's Moon before them was plainly a smuggler or worse. But for all she doesn't look like much, she's a goram fine ship.

And now her crew has its first legitimate job.

Previous Episodes



SHIP DATA

Note: BOLDED items are unlocked and available for crew use.

Hunter's Moon: Mayfly Class Survey/Salvage Vessel

  • || ENGINES [d8] || HULL [d6] || SYSTEMS [d10] ||
DECK PLANS

Distinctions

Mayfly Class [d8] The Mayfly is a survey and salvage vessel favored by the mining conglomerates before the war. It has since been made obsolete by newer and better models with the stabilization that followed Alliance victory, but to smugglers and other types who want to steer clear of the law, the battered little ships are worth their weight in Platinum. Especially when it comes to getting into or out of tight spaces.

  • Step Back - Roll d4 Instead of d8 for 1 PP
  • State of the Art Sensor Array - Step back Systems for the remainder of the scene to add a scale die to your dice pool for one Action.
  • Asteroid Dodger - When maneuvering in tight quarters, step back Systems to step up or double Engines.


Stolen! [d8] You didn’t come by your boat fair and square. Its previous crew might be lost to Reavers, but the previous owner is still looking for it.

  • Step Back - Roll d4 Instead of d8 for 1 PP'
  • Flagged: Take or step up a complication related to authorities discovering your boat's status to gain 1 PP.
  • Spoofed Systems: Spend 1 PP to reroll a pool containing Systems against any attempt to find the ship.


Smuggler's Delight [d8] Certain ships have been modified to address the needs of “privacy minded” crews.

  • Step Back - Roll d4 Instead of d8 for 1 PP'
  • Hidey Holes: When a Crewmember is trying to conceal cargo, add the ship’s Hull die to the roll.
  • Covert: When making a Sneak roll with the ship, the pilot may spend 1 PP to reroll.

Signature Assets

Electromagnetic Shielding [d8] Your systems have been upgraded with advanced shielding and programs designed to keep hackers out and your digital and heat signature in. When power is shut down to minimal safe amounts, it’s nearly impossible to detect your ship from a distance.

Reinforced Armor [d8] Some captains don’t feel safe without a strong hull that can withstand a few dents, dings, and bullets along the way. Hulls may be reinforced with all types of metals and synthetic fibers to avoid weighing the ship down.

Diceless Assets

  • Sick Bay (Fully stocked, partially automated surgical theater)
  • Machine Room (Tap and Die equipment, etc)
  • Grading Room (Full lab geared specifically towards chemistry, metallurgy, xenogeology)
  • Sub-Deck (Smuggler's cache set below the deck plates of the Cargo Deck)
  • 2 Mules (6 wheeled heavy ground transports, one covered, one open bed)
  • 1 Shuttle (2 man cockpit + 6 jump seats - survey support/transport) || Engines [d6] || Hull [d4] || Systems [d8] ||
  • EVA Suits (enough for crew and passengers)



METAGAME TOOLS

Threads

Recruitment Thread

OOC Thread

IC Thread

Resources

Online Character Generator Make your own Firefly character.

Orokos Online Dice Roller.

Absences Thread If you can't post for whatever reason let us know here or in OOC.

Firefly RPG (PDF) You can play in this game without your own copy of the Firefly RPG, but if you'd like to pick it up, the PDF is available at DriveThruRPG for $19.99 at the time of this posting. (I am not affiliated with Margaret Weis Productions, and receive no compensation of any kind from any purchase of this product).