Links:Firefly Role-Playing Game (rules-based) - Character Generation/RecruitingFirefly RPG Playtest - CharactersFirefly RPG Playtest - OOC and InfoFirefly RPG Playtest - ICIntroduction:
I'm looking to start a fuzzy-system rules-based game based on Firefly.
There will be a Firefly
-class ship. I will play the Captain and whatever NPCs we need. I'm looking for players for characters of any kind that would end up on a smuggler ship like Serenity
doing honest, not-necessarily-legal day's work.
Play whatever you like. I don't necessarily require diversity of character types. I can have a ship full of pilots only, mechanics only, mercenaries only or Companions only. Just keep in mind that if you play a pilot, you'll probably have to role-play flight scenes, mechanics repair scenes, mercs fight scenes and Companions...
Just post to this thread if you're interested, and you can post your character sheets here, too.Overview:
This game is based on the new Firefly Role-Playing Game book that just came out, which is based on on the Cortex Plus system, which was based on the original Cortex system (now known as Cortex Classic), which was used for the Serenity Role-Playing game book that was published years ago.
Although this game is based on the new book, I tweaked the rules a bit to simplify them.
This game revolves around using a combination of different kinds of dice and an in-game currency (called Plot Points) to help create stories. System:
The familiar six-sided die is abbreviated as D6. There are also dice abbreviated as D4, D8, D10 and D12.
Doing something risky and suspenseful? Not sure of an outcome? Then you're taking an Action. An Action is resolved by rolling dice.
A bunch of dice is called a dice pool.
The defender, usually the Gamemaster (GM) but also possibly a player, rolls their dice pool first, then adds up the two highest dice.
The attacker then rolls their dice pool, and adds up their two highest dice.
Whoever has the higher total wins. A tie goes to the defender.
The winner decides the result of the Action.
Besides the dice, there are also Plot Points, which are earned during the game and can be spent to do things like add extra dice before you roll to your dice pool or add extra dice to your total after you roll.Dice Pools:
For a player, the typical dice pool will have at least two dice, and will be made up of:
- one die from an Attribute. If it's just a character doing the action, use one of the character's three Attributes, i.e., Physical, Mental, or Social. If it's a vehicle doing the action, use one of the vehicle's Attributes, i.e. Engine, Hulls or Systems for a spaceship. The Attribute die ranges from D4 to D12.
- one die from one of 19 Skills, e.g., Fix, Fly, Influence, Know, Notice, Shoot, Treat, etc. This Skill die ranges from D4 to D12.
- one die from a Specialty which is related to a Skill, but only if you have the Specialty, e.g., Fix (Engines), Fly (Transports), Influence (Seduction), Shoot (Rifles), etc., and only if it applies to the Action. The Specialty die is a D6.
- one die from a Distinction, which is related to a character's role, personality or background, e.g., Ship's Mechanic, Ship's Pilot, Registered Companion, Mercenary, Sweet & Cheerful, A Little Nervous, Alluring, Crude, etc., and only if the Distinction applies to the situation. Each character gets three Distinctions, but can only use one for an Action. The Distinction die is a D8.
- one die from each Signature Asset, which is an item specific to a particular character, e.g., Serenity
, Companion's Wardrobe, Vera
, Medical Bag, Customized Toolkit, etc., and only if it applies to the situation. More than one Signature Asset can apply. Each Signature die is a D6 or D8.
- one or more dice from Assets, which are created in the scene, e.g., Kaylee Has Fixed That Before, Wash Has Flown Here Before, Inara Distracts Atherton, Jayne's Sniping Position, Big Pile of Crates, etc. Assets are created by spending Plot Points. Each Asset die starts as a D6, but can be stepped up.
If the GM rolls a 1 in his dice pool, the player can create an Asset for the scene.
If one of the dice in your
dice pool is a 1, the Gamemaster can create a Complication, which is like an Asset, except that the die from a Complication goes into your opponent's
dice pool to work against
you, and not into your dicepool to help you. To help offset this, you also get a Plot Point. A Complication can be something like Mal Is Overconfident or Severe Gut Wound.
If your total exceeds your opponent's total by five or more, you earn a Big Damn Hero Die, which can be saved and used for another roll later on. The Big Damn Hero Die you get is equal to the opponent's highest die in his dice pool.
If your opponent's total exceeds your total by five or more, you lose a Big Damn Hero Die that is equal to or less than the biggest die in his dice pool.
If the Action is a High Stakes Roll, one of the two opponents will get Taken Out (inactive for the rest of the scene).Plot Points:
Plot Points are earned and spent during the game.
Each character starts with one Plot Point.
Plot Points are earned in a few ways:
If you roll a Distinction but use a D4 instead of a D8, you get a Plot Point. (There are other ways of earning Plot Points related to Distinctions which I'm skipping for now).
If you roll a 1 in your dice pool and then the GM creates a Complication, you get a Plot Point.
If you make a snappy one-liner or an impressive setting description, the GM can reward you with a Plot Point.
Plot Points can be spent in a few ways:
After you roll your dice pool, spend a Plot Point to add an additional die from your dice pool to your total (you can use three dice instead of two for your total, and this can be done multiple times for multiple Plot Points).
Create an Asset (basically a possible extra die to add to your dice pool) that lasts until the end of the scene.
Make an existing Asset last beyond the current scene to the end of the episode.
After you roll your dice pool, spend a Plot Point to roll a Big Damn Hero Die and add it to your total.
After you get Taken Out in a High Stakes Roll, spend a Plot Point to stay in the fight.Character generation:
1. You have three Attributes - Mental, Physical and Social. Assign dice to the three Attributes. You can use either 3D8, or you can use 1D10, 1D8 and 1D6. D6 is average, D8 is above average and D10 is exceptional. For example, Simon and River have Mental D10, Jayne and Zoe have Physical D10 and Inara has Social D10.
2. Pick 10 out of 19 Skills. Assign dice to them. You get 1D12, 2D10, 3D8 and 4D6. You can think of them as your one primary skill, your two secondary skills, and on so on. The other nine skills are assigned D4, but you don't have to list them. On the character sheet, just pick the 10 skills you want, delete the rest, and add the type of die next to it.
The skills ratings by die type are:
D12 Grandmaster - You're so good at what you do, you might have a reputation as one of the best in the 'Verse.
D10 Master - You're one of the best in your field, and those who share your passion know it, too.
D8 Expert - Your talents are second nature to you.
D6 Competent - You've had sufficient training to get by.
D4 Untrained - You have no idea what you're doing, but you're going to try anyway.
The skills and their descriptions are:
Craft - Build, create and assemble items from scratch.
Drive - Operate land and surface vehicles, including mules, boats and hover cars.
Fight - Attack with your weapons or fists in close combat.
Fix - Patch up and repair objects with working, replaceable parts.
Fly - Pilot ships and other airborne vehicles.
Focus - Concentrate to steel your will, to avoid getting intimidated, or to find a new solution.
Influence - Persuade others to do, think, act or feel the way you want them to.
Know - Recall or remember general knowledge about the 'Verse.
Labor - Lift, push, dig, pull and haul in tasks that require manual labor.
Move - Run, sprint, jump, climb trees and swim.
Notice - Spot someone or something out of the ordinary.
Operate - Use devices ranging from computers to thermal cutting torches.
Perform - Act or put on a big show to impress or entertain.
Shoot - Fire guns, bows and launchers.
Sneak - Avoid detection, such as by using camouflage on yourself, blending into a crowd, or using the environment.
Survive - Endure less-than-idea conditions and live to tell the tail.
Throw - Toss things like grenades, or throw opponents across the room.
Treat - Heal folks by treating injuries, or counsel them to make them feel better.
Trick - Spin a yarn, con an opponent, or use sleight of hand.
3. If your Know Skill is D6 or better, add a Specialty to it for free. After that, add three more Specialties, but only to skills that are also D6 or better. You can have more than one Specialty in the same skill. The Specialties listed are just examples. You can come up with your own.
Craft - By specific purpose, such as Companion Ritual, or by specific type of item, such as Forgery, Clothing, Cooking, Bioweapons, or Experimental Equipment.
Drive - By vehicle type, such as Horses, Hovercraft, All-Terrain Vehicles or Boats.
Fight - By type of weapon, such as Knives, Swords, or Clubs. By type of fighting style, such as Kung Fu or Grappling. By specific move such as Right Hook. By specific tactic, like Dirty Tricks.
Fix - By type of object, such as Engines, Hulls, Medical Tech, Networks, Shipboard Systems or Firearms. By purpose, such as Vehicle Customization, Dismantling Spaceships or Scrapping.
Fly - By vehicle type, such as Transports, Shuttles or Military Vessels.
Focus - Calm, Willpower, Studying, Patience, Aiming, Confidence, Interrogation, Protecting Friends
Influence - Leadership, Intimidation, Charming, Seduction, Alliance, Triads, Interrogation, Politics, Gambling, Fast Talk, Bribery, Barter, Preaching, Criminals, Threats, Orders, Money, Noble Reputation, Bargaining, Teaching, Negotiation, Companions, Alliance Soldiers, Honest Eyes, Alliance Officials, Flirting
Know - Navigation, Celebrity Gossip, Diplomacy, Cultures of the 'Verse, Medicine, Science, History, Blue Sun Protocol, Core Politics, Docks, Trade Guild, Forensics, Scripture, Streetwise, Ship Parts, specific planet/colony, Spaceships, Alliance Military, Business, The Bible, Cons, Law, Companion Houses, Bureacracy, Black Ops Programs, Alliance Secrets, Torture, The Unification War, Earth-That-Was Artifacts, Earth-That-Was, Military Weapons, Religion, Guild Law, Readers
Labor - By type or aspect of action, such as Heavy Lifting or Stamina. By purpose, such as Mining or Farming.
Move - By type of movement, such as Dodging, Evasion or Chases.
Notice - By specific type of object, such as Ship Malfunctions, Clues, Motives, Emotions, Outsiders, or Regulation Violations. Also Appraisals, Psychology, Intuition, Search, Crime Scenes.
Operate - By type of object, such as Shipboard Computers, Medical Instruments, Secret Tech, Security Systems, or Ancient Tech. Also, Cortex, Hacking, Sabotage, Laboratory.
Perform - Guitar, Dance, Acting, Singing, Parties.
Shoot - Pistols, Carbines, Rifles, Sniper Rifles, Shotguns, Rocket Launchers.
Sneak - Hiding, Vanish, Infiltration, Eavesdropping, In Plain Sight.
Survive - Zero-gravity, Desert.
Throw - Grenades, People, Knives.
Treat - Counseling, First Aid, Listening, Soothing Words.
Trick - Distractions, Outwit, Fast Talk, Cover Up, Sleight of Hand, Con Jobs, Lies, Undercover, Play Dead, Disguise, Long Cons, Traps.
4. Pick three Distinctions. They are broken up into categories of Role, Personality and Background, but you can take any combination. These are just examples. You can come up with your own. Since only one Distinction can apply at a time, you should pick Distinctions that are somewhat... distinct from each other. Each Distinction gets a D8.
Bounty Hunter - There are wanted men everywhere in the 'Verse and people who'll pay money for 'em. This is what you do. You don't have to like it.
Con Artist - There's a sucker born every minute. You just gotta put your line in the water.
First Mate - You're the captain's right hand, but as often as not you're his fist.
Goodwill Ambassador - Experienced in matters of diplomacy and deocum, you're the best candidate to send in to parley before the bullets start flying.
Mercenary - They don't pay you to look pretty. They pay you to shoot things.
Registered Companion - You have an active license in the Companion Registry, which opens doors and brings you business.
Ship's Captain - A natural leader, you're responsible for the crew and the ship you fly in.
Ship's Doctor - Sometimes it seems whoever came up with "First, do no harm" never had to deal with the people you have to deal with.
Ship's Mechanic - A ship's a living thing, no matter what they say. You can feel when she's sick, and she makes you proud when she's well.
Ship's Pilot - The list of folk wanting to hire you is longer than your arm. You're just that good.
Ship's Shepherd - You don't fix faith. Faith fixes you.
A Little Nervous - "Oh God, oh God, we're all gonna die."
Alluring - You're easy on the eyes and cunning enough to use those good looks to your advantage.
Caring - You've a courage and tenacity in caring for others that most folk don't. you're the light in their darkness.
Code of Honor - To live with honor is difficult. To live without honor is not living at all.
Crude - You're a little gorramn rough around the edges.
Eagle Eyed - Not much escapes your attention.
Fashionable - You attend the most exclusive parties, dress in the latest fashions, and hire the best Companions.
Free Spirit - You go where the wind takes you.
Heart of Gold - You may be rough around the edges, but deep down you're a good person.
Steady - It takes a lot to throw you off-balance.
Sweet and Cheerful - It doesn't seem like there's a power in the 'Verse that can keep you from being cheerful.
Everything's Shiny - Don't worry, everything's going to come out shiny in the end.
Family Ties - Everybody is somebody's son, daughter, brother or sister. You maintain a connection to your family that is as important to you as it is dysfunctional.
Government Experiment - You don't remember what they did to you. Mostly. But now that it's done, you can never go back.
Hitched - You ever been with a warrior woman?
Mysterious Past - You weren't born to the life you're living now.
On The Run - Someone's after you - Alliance, the Triads, the Guilds, maybe all three. You're a fugitive and you're in trouble.
Reader - You know things you shouldn't. Some call you a witch. They're just scared of what you represent.
Things Don't Go Smooth - Life sure seems to be a string of mishaps, mistakes and misappropriations. But you're still here, ain't you?
Veteran of the Unification War - It don't matter which side you fight on, war leaves a mark on your heart and soul.
5. Create two Signature Assets. Each Signature Asset gets a D6. As an alternative, create one Signature Asset that gets a D8.
Character Sheet (just reply to this thread, follow then delete the [directions]):
[img width=300][Photos only, no art][/img]Sample character sheets:Jayne Cobb, Mercenary
[font=trebuchet ms][size=18pt]Name, Character Type[/i][/size][/font]
[Use 3D8 or 1D6, 1D8 and 1D10 and delete this line]
[Keep 10 Skills, delete 9 Skills]
[Assign one D12, two d10, three D8 and four D6]
[Add a Specialty to Know if Know is D6 or better]
[Add three other Specialties, and delete this line]
[Add first distinction here] D8
[Add second distinction here] D8
[Add third distinction here] D8
[Add first Signature Asset here] D6
[Add second Signature Asset here and delete next line] D6
[Or add single Signature Asset here and delete above two lines] D8
Influence D8 (Intimidation)
Shoot D12 (Rifles)
Assault Rifle D6
Orange Pompom Hat from His Mom D6"Kaylee" Frye, Ship's Mechanic
Fix D12 (Engines)
Knowledge (Spaceships) D8
Notice D10 (Malfunctions)
Operate D10 (Shipboard Systems)
Ship's Mechanic D8
Everything's Shiny D8
Sweet & Cheerful D8
D8Inara Serra, Registered Companion
Skills and Specialties:
Influence D12 (Seduction)
Know D8 (Diplomacy)
Notice D10 (Psychology)
Treat D10 (Counseling)
Registered Companion D8
Goodwill Ambassador D8
Serenity Shuttle D6
Companion's Finery D6"Wash" Washburne, Ship's Pilot
[Keep 10 Skills, delete 9 Skills, assign 1D12, 2d10, 3D8 and 4D6, add a Specialty to Know D6 or better, add three Specialities, and delete this line]
Fly D12 (Transports)
Know D10 (Navigation)
Operate D10 (Shipboard Systems}
Ship's Pilot D8
A Little Nervous D8
2014-09-07 Updated character sheets (changed image width, added fonts for name and character type, clarified directions). Added Distinctions.