Core Rules

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Antman9
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Core Rules

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Creating A Character Using An Archetype
Crewmember Archetypes (pg 191)
Archetypes are template crewmembers that are almost complete, they just need a bit of tweaking to complete. Each one comes with the typical Attributes, Distinctions, and Skills they might have form their area in the ‘verse. Fell free to customize them as you see fit, including the background. The steps below will walk you through the process of customizing an Archetype to your needs.

Step 1: Choose an Archetype (pg 191)
  • Academy Dropout: Page 163
  • Alliance Agent: Page 164
  • Alliance Black Ops: Page 184
  • Alliance Engineer: Page 165
  • Asteroid Miner: Page 166
  • Battle-Worn Bounty Hunter: Page 185
  • Blue Sun Corporate Assassin: Page 167
  • Border Planet Farmer: Page 174
  • Career Lawdog: Page 175
  • Core Hospital Intern: Page 168
  • Cortex Hacker: Page 186
  • Derelict Salvager: Page 187
  • Dishonored Politician: Page 176
  • Dock Foreman: Page 169
  • Former Companion: Page 177
  • Freelance Investigator: Page 188
  • High Stakes Gambler: Page 178
  • Minor League Hustler: Page 170
  • Natural Reader: Page 179
  • Newly Ordained Shepherd: Page 189
  • Retired Outlaw: Page 190
  • Security Professional: Page 180
  • Small-Time Trader: Page 181
  • Triad Enforcer: Page 171
Step 2: Choose Two Distinction Triggers (pg 191)
Each Archetype has three Distinctions selected based on where they might fall in the ‘verse. Feel free to swap out one or more Distinctions if you feel your crewmember’s story doesn’t fit what is already selected. You’ll find a full list of Distinctions in the Appendix on page 344.

The Distinction triggers are tricks you can use, adding dice to your dice pool, or to gain Plot Points, special assets, or other benefits. Triggers have benefits and drawbacks, basically bonuses for activation and costs to activate.
Each crewmember automatically gets the “Gain 1 Plot Point when you roll a d4 instead of a d8” for each distinction. You can then unlock a total of two more triggers in any order. The rest will stay locked until your crewmember’s story develops further.

Step 3: Step Up Skills (pg 192)
Each Crewmember begins with a d4 rating in each skill, and each Distinction has three Skills highlighted for that Distinction. Each highlighted skill has been stepped up one die for those Skills. Skills highlighted in more than one Distinction get stepped up more than once.

After stepping up the highlighted skills, you get 9 points to spend, going no higher than d12, in one of two ways:
  • Highlighted Skills: Step up the die rating one step for every point you spend.
  • Basic Skills: For a Skill that isn’t listed on your Distinctions, spend 2 points to step it up by one die rating. To take a d4 to a d6, you’ll need to spend two points, reducing your total points from 9 to 7.
Step 4: Assign Third Skill Specialty (pg 192)
A Third Skill Specialty represents a narrow focus for that Skill. Specialties are found in parenthesis to the right of the skill, and provide a bonus D6 to your dice pool when using that skill. Two Specialties have already been chosen for each Archetype, you may add a 3rd specialty to any Skill rated at a D6 or higher. Each crewmember receives a free Know specialty if their Know die is a D6 or higher. Decide what your crewmember knows the most about and write it down.

Step 5: Select A Signature Asset (pg 192)
Each Archetype receives a Signature Asset rated at D8. Under each Distinction are two options, pick the signature asset that seems most appropriate to your crewmember’s story.

Step 6: Name Your Character (pg 193)
The final step is to give your crewmember a name. The following tables have been provided to get your creative juices flowing. You can choose one from the lists below, us the lists as inspiration, or choose a name from one of the planetary lists.

Old West Character Names
MaleFemaleFamily Name
AlvaAdelineArcher
AntonAgnesBailey
BillyAnnieCarson
CecilBessClay
ClaytonBethDawson
ClevelandBirdieEdwards
CurtisCorneliaFisher
EdmondDollieFloyd
EliEdithGaines
EllisElectraGalveston
FrankElizaHamilton
GeorgeFlossieHays
HarleyHarriettHoward
HubertIreneJefferson
IrvingJaneKing
JesseLizzieLee
OllieLorettaMontaghue
RobertMaryOldham
RudolphMyraPolk
ThomasOlgaRains
VernonRhodaShackelford
WileyRoxieUpton
WyattSallyWinkler

Chinese Character Names
MaleFemaleFamily Name
Bao (Precious)Ai (Love)Gao
Bai (Hundred)An (Peace)Guo
Biao (Young Tiger)Bai (White)Hu
Cheng (To Become; Success)Chun (Spring)Huang
Da (Big)Fang (Fragrant)Jiang
De (Moral)He (Lotus)Li
Fei (Flyin'; Swift)Hua (Flower)Lin
Gong (Merit)Jia (Lovely and Good)Liu
Hong (Great; Grand)Jin (Golden)Ma
Jian (Healthy)Lan (Orchid)Pan
Lei (Thunder)Li (Beautiful)Su
Li (Strength)Ling (Exquisite)Sun
Ming (Brightness)Mei (Pretty)Tang
Ping (Calm; Even)Qi (Finest Jade)Wang
Rong (Glory)Qiao (Clever)Wei
Qiang (Strong)Qin (Stringed Instrument)Wu
Shen (God; Divine)Qing (Clean; Pure)Xie
Sheng (Sage; Saintly)Wan (Gracious)Yang
Tai (Highest; Greatest)Xin (Heart)Yu
Tian (Sky; Celestial)Xing (Start)Zhang
Xiong (Masculine)Xiu (Elegant)Zhao
Yang (Sun)Yi (Happy)Sheng
Zihao (Son; Heroic)Yue (Moon)Shou
Creating A Custom Character
CREATING A CUSTOM CHARACTER(PG 194)
Some may choose to create their crewmember from scratch. Perhaps they don’t fancy any of the Archetypes, and have their own unique ideas for a crewmember floating around in their brain. Follow the steps below to create your crewmember from scratch.

STEP 1: CHOOSE ATTRIBUTES (PG 194)
Crewmembers are typically a fair piece better than your average Joe. Because of this their three attributes, Mental, Physical, and Social, start with a die rating of d8. You can choose to leave all three at a d8 or customize them to meet the specifics of your crewmember’s specific story background.

When you step one attribute die up, you’ll need to step another down. If you have specific reason for doing otherwise, discuss the option with your GM.

STEP 2: CHOOSE DISTINCTIONS (PG 194)
Distinctions start with a default of d8. Distinctions reveal where the crewmember is from, how they make their living, and reveal their unique character attributes. Each Distinction has three triggers that you will unlock during game play. The highlighted Skills will help you in Step 4 below.

The sample Distinctions below are separated into 3 categories: Roles, Personalities, and Backgrounds. You may pick any three Distinctions you like, regardless of category, or create your own (see the Find a Job section on page 234 and consult with your GM).

STEP 3: CHOOSE DISTINCTION TRIGGERS (PG 203)
The distinctions in Step 2 above list three triggers each. Triggers are special actions that affect the dice in your dice pool or to gain Plot Points, special Assets, or other benefits. Each trigger has a benefit and a cost for activating the trigger.

Choosing a Distinction automatically gives you the “Gain 1 Plot Point when you roll a d4 instead of a d8” trigger (for each one). You can unlock a total of two more triggers (in any order) from the Distinctions you have selected.

The unchecked triggers get unlocked as your crewmember’s story advances. Read the Find a Job chapter on page 234 to learn more about unlocking additional triggers.

Under the Triggers are Highlighted Skills. Highlighted Skills are those that come naturally, and start stepped up for that crewmember. If more than one Distinction shows the same Highlighted Skill, step up that skill for each occurance (remember, no Skill can be stepped up beyond d12). If later, a crewmember decides to swap out distinctions, the Highlighted Skills for the new Distinction have no effect on that crewmember.

(see Distinction details below)

STEP 4: STEP UP SKILLS (PG 204)
Every crewmember has access to every skill. In the beginning, crewmembers are untrained, so they have a d4 die in every Skill. Players can use untrained skills at any time, they simply have a small chance of success when doing so, and rolling a Jinx has a much higher likelihood of happening. Spending points in a skill increases the likelihood of success in that skill.

Once you have stepped up the highlighted skill, you will have an additional 9 points to spend as you like. Keep in mind no one Skill can be advanced above a d12. Points can be spent in one of two ways:
  • Highlighted Skills: Step up the die rating one step for every point you spend.
  • Basic Skills: For a Skill that isn’t listed on your Distinctions, spend 2 points to step it up by one die rating. To take a d4 to a d6, you’ll need to spend two points, reducing your total points from 9 to 7.
STEP 5: CHOOSE SPECIALTY & SIGNATURE ASSETS (PG 204)

Skill Specialties
A Specialty is a subcategory of a Skill that covers areas or subjects not included in the Skill. To become talented in a specific area, take a specialty in the appropriate Skill.

All specialties add an additional d6 to your dice pool when applicable.
Skills with a d4 rating cannot be assigned a specialty.
If you have a Know rating of d6 or higher, you may assign a Know specialty for free when assigning specialties. This free Know specialty does not count against the total number of specialties you can mark in this Step.
Examples of specialties include Zoe’s Carbines specialty for Shoot, Kaylee’s Engines specialty for Fix, and Mal’s Leadership specialty for Influence.

Signature Assets
Signature Assests encompass the personal possessions your crewmember has a connection to. Assets add a die to the dice pool when you use them. Assets cannot be shared with other crewmembers, but can be acquired and eventually made your own.

Not every crewmember needs an Asset. An Asset should have some meaning or connection to that crewmember’s story. Sometimes a character relies more on one or more specific skills rather than an Asset.

Examples of Signature Assets from the Main Cast include Mal’s Serenity, Jayne’s Vera, and Shepherd Book’s Bible.

Assigning Points to Specialties and Signature Assets
Every crewmember has 5 points to assign to Specialty and Signature Assets when they create their character. Points can be assigned as follows:
  • Add a specialty to a Skill rated at a d6 or higher
  • Create a Signature Asset at a d6
  • Step up a d6 Signature Asset to a d8
Examples:
  • Assign five specialties and create no Signature Assets
  • Assign four specialties and create one d6 Signature Asset
  • Assign three specialties and create one d8 Signature Asset
  • Assign two specialties and create three d6 Signature Assets
  • Assign one specialty and create one d8 and two d6 Signature Assets
Note: Once you’ve assigned all your points to specialties and Signature Assets, remember to assign your free Know specialty if you have at least a d6 in that Skill.

STEP 6: BIOGRAPHICAL INFO (PG 205)
Now it’s time to add a some details.
  • Your Name: What do folks call ya?
  • Birthplace: Where were you born? On a Border Planet?
In the Core?
  • What You Look Like: Got a telltale birthmark? Blonde hair? Tall and stout? Short and thin?
Take a look at the Distinctions you’ve chosen and think about the following:
  • Where you’ve been the last few years.
  • Where you’re going in the near future.
  • What your role was in the Unification War.
  • What you’re doing to keep your head above water.
  • How you feel about the politics of the ’Verse (the Alliance, the War, etc.).
  • Which planet, space station, or moon you hail from.
  • What you think about the other four systems.
  • If you believe in Reavers or think there’s a monster waitin’ for you in the black.
  • Why you want to be in a Crew.
  • Whether or not you’re the spiritual sort.
  • What kinds of foods, music, and clothing you fancy.
ROLES
Agent Provocateur
You’re a bad influence. Professionally.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Cover Story: When you lie about where you’ve been or what you were doing, spend 1 PP to create a d8 Asset that confirms your cover story.
  • Devil on the Shoulder: Spend 1 PP to double Trick or Influence when persuading someone to do something illegal.
Highlighted Skills: Influence, Sneak, Trick

Alliance Officer
You proudly wear the uniform of the organization that brought peace to the universe.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Chain of Command: Gain 1 PP when you step up a Complication because of orders you received from your superiors.
  • Sir, Yes, Sir: Spend 1 PP to create an Asset at a d8 to represent a specialist under your command.
Highlighted Skills: Fight, Notice, Shoot

Bounty Hunter
There are wanted men everywhere in the ’Verse and people who’ll pay good money for ’em. This is what you do. You don’t have to like it.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Tracker: Spend 1 PP to create a Quarry Asset at d6. Choose your target; they don’t have to be in your presence. You may use this Asset in any rolls made to track down and capture your target. Every time you use it in a die roll and fail, you may step it up by one. You may only have one Quarry Asset at a time.
  • Cortex Sniffer: Spend 1 PP to use Operate instead of Survive to track down a fugitive.
Highlighted Skills: Fight, Fly, Notice

Con Artist
There’s a sucker born every minute. You just gotta put your line in the water.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Instant Expert: When you try to pass yourself off as an expert, take or step up a Web of Lies Complication to double Trick for the roll.
  • The Stall: When you act as a distraction for another Crewmember’s Action, spend 1 PP to step up or double the die you lend to them.
Highlighted Skills: Craft, Perform, Trick

Cortex Technician
Waves in the black don’t just happen. From world to world, you’ve made sure nobody stops the signal.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • I’m Working Here: Spend 1 PP at the beginning of a Timed Action involving communications, data, or computer equipment. For each of your rolls during the Timed Action, you may reroll any die that comes up 1 instead of accepting a Plot Point for that die. If a die comes up as a 1 when rerolled, it may not be rerolled a second time.
  • In the Loop: You may spend Plot Points for anyone with whom you are in direct contact via a communications network.
Highlighted Skills: Fix, Know, Operate

Company Magistrate
As a magistrate, you are the boss, mayor, judge, and jury of this company town.
  • Gain 1 Plot Point when you roll a d4 instead of a d8. Company Contacts: Spend 1 PP to create a d8 Asset that represents a company specialist or resource.
  • Middle Management: Double or step up Trick for a scene.
  • If you do, take or a Corporate Oversight d8 Complication.
Highlighted Skills: Fly, Notice, Trick

Fed
You’ve got a crew, a ship, and a mission. Apprehend criminals runnin’ to the black.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Bound By Law: Gain 1 PP when you arrest someone with an outstanding warrant.
  • Field Work: Double Know or Operate for a roll when investigating the scene of a crime. Step back your Social Attribute for the rest of the scene.
Highlighted Skills: Know, Operate, Shoot

First Mate
You’re the captain’s right hand, but as often as not you’re his fist.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Got Your Back, Sir: If your captain fails a die roll in your presence, step up or double your Attribute on your next die roll.
  • Right Here, Sir: Spend 1 PP to join a scene involving the captain that you weren’t already in.
Highlighted Skills: Fight, Influence, Notice

Gentry
You’ve got a fancy title, probably a sash to go with it.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Blue Blood: When you take a Complication that would besmirch your family honor, you can step it up to gain a d8 Big Damn Hero Die.
  • Noblesse Oblige: When someone less fortunate than you asks for your help, take or step up an Obliged Complication to step up Focus for the rest of the scene.
Highlighted Skills: Drive, Fly, Focus

Gold Prospector
All that glitters ought to be yours.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Camp Life: When making camp in the wild or a putting up a makeshift shelter, step up or double Survive for the Action.
  • Lust for Gold: When directly acting to get more gold, step up or double Fight, Labor, or Trick for the Action. Take or step up a Gold Fever Complication.
Highlighted Skills: Labor, Shoot, Survive

Guild Trader
Your business is in moving goods and services from one place to another under Guild contract. It’s not as free as you’d like, but there’s security.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Get Out of Jail Free: Spend 1 PP when you’re imprisoned, locked up, seized, or held. The Trade Guild springs you, but they’ll ask you to do something for them later.
  • Shadow of the Guild: Gain 1 PP when your decision to go against the Trade Guild’s policies, practices, or orders puts you in danger or hot water.
Highlighted Skills: Drive, Fly, Know

Mercenary
They don’t pay you to look pretty. They pay you to shoot things.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Highest Bidder: Gain 1 PP when you try to get a better deal than your current contract from the side you’re not currently fightin’ for.
  • Time for Some Thrillin’ Heroics: Spend 1 PP to go first in any battle or combat scene. On your first Action, you may reroll any dice that come up 1 instead of accepting a Plot Point.
Highlighted Skills: Fight, Move, Shoot

Officer of the Law
You’re charged with protecting the people and given the authority to do just that.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Public Figure: Spend 1 PP to create a Respected d8 Asset when dealing with the people in your jurisdiction.
  • Talk ’em Down: When you try to defuse a charged situation, step up or double Influence. Take or step up a Complication to do both.
Highlighted Skills: Influence, Move, Shoot

Registered Companion
You have an active license in the Companion Registry, which opens doors and brings you business.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Inside Knowledge: When you create an Asset related to an individual’s history, biodata, or Cortex record, step it up.
  • I Know Your Ways: Spend 1 PP to step up or double Influence when you are attempting to follow proper etiquette or put someone at ease.
Highlighted Skills: Focus, Influence, Perform

Shady Business Man
You keep tellin’ folks you are legitimate. Someday, they might believe you.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Fell Off a Truck: Step up a Complication involving the authorities to create a d8 Asset that was acquired from less than reputable sources.
  • Loan Shark: Spend a PP to pass off a social Complication onto another character who owes you something.
Highlighted Skills: Influence, Notice, Trick

Ship’s Captain
A natural leader, you’re responsible for the Crew and the ship you all fly in.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Protect the Crew: When a Crewmember in the same scene as you acquires a Complication, spend 1 PP to take it away and step it back.
  • Lead the Crew: When one of your crew directly follows one of your orders, spend 1 PP and give that Crewmember an Asset equal to your Influence die rating.
Highlighted Skills: Fly, Focus, Influence

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.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Experimental Procedure: If you replace your Operate or Treat Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill’s normal die rating if your roll is successful.
  • Natural Healer: Spend 1 PP to step back another character’s medical or injury-based Complication.
Highlighted Skills: Know, Operate, Treat

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.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Zen & the Art of Engine Maintenance: Spend 1 PP at the beginning of a Timed Action involving ship repair or upgrades. For each of your rolls during the Timed Action, you may reroll any die that comes up 1 instead of accepting a Plot Point for that die.
  • Miracle Worker: If you replace your Fix Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill’s normal die rating if your roll is successful.
Highlighted Skills: Fix, Know, Operate

Ship’s Pilot
The list of folk wanting to hire you is longer than your arm. You’re just that good.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Born Behind the Wheel: Spend 1 PP to step up or double
    your ship’s Engines Attribute for your next roll.
  • I’ve Never Tried That Before: If you replace your Fly or Operate Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill’s normal die rating if your roll is successful.
Highlighted Skills: Fly, Notice, Operate

Ship’s Shepherd
You don’t fix faith. It fixes you.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Taken on Faith: When you create an Asset or take on a Complication relating to your religious beliefs or convictions, step it up.
  • Religiosity: Gain 1 PP when you spend time sharing your faith with the unbelievers or the lost.
Highlighted Skills: Focus, Influence, Know

PERSONALITIES
These Distinctions reflect particularly strong personality types, character habits, or significant quirks that your character displays during play.

Backstabbin’ Git
You look out for numero uno. Everyone else is just in the way.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Fickle Friend: When you change sides in an argument, double Social for the Action. Take a Traitor d8 Complication.
  • Getaway Driver: When you’re at the wheel and being chased, spend 1 PP to step up or double Drive for an Action.
Highlighted Skills: Drive, Throw, Trick

Bad Reputation
Folks whisper your name when they see you coming. And hope you leave as soon as possible.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Intimidating Build: Spend 1 PP to roll your Physical die instead of your Mental die when using your Influence to scare someone.
  • Don’t Get Him Riled: Step back your Notice die to step up your Fight die for the scene.
Highlighted Skills: Fight, Influence, Survive

By the Book
According to section 5, subsection c, paragraph 2 of the Federal Alliance Judicial Code...
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Standard Operating Procedure: Spend 1 PP to double Know for a roll when you rely on your knowledge of Alliance rules, regulations, and procedures.
  • This Isn’t in the Manual: When the GM buys a jinx from you, you may step up a Complication to gain 1 PP.
Highlighted Skills: Focus, Know, Operate

Caring
You’ve a courage and tenacity in carin’ for others that most folk don’t. You’re the light in their darkness.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Heal the Wounded Heart: Spend 1 PP to step back another character’s emotional or relationship-based Complication.
  • Go the Extra Mile: While you are taking care of an incapacitated or grief-stricken character, you or that character may reroll any dice that come up 1s instead of taking Plot Points.
Highlighted Skills: Focus, Influence, Treat

Chatterbox
A lot of folk are afraid of a little conversation but not you, you’ve got the gift of gab, see, and if people want to leave it up to you to carry the conversation, then that’s just fine by you, ‘cuz...
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Blather: Step up or double Trick for an Action when you just keep talking. Take or step up an Annoying Complication after the roll.
  • Friendly Banter: Step up Social for a scene. The next time the GM buys a Complication after you’ve rolled a jinx, step the Complication up.
Highlighted Skills: Influence, Perform, Trick

Code of Honor
To live with honor is difficult. To live without honor is not living at all.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Honor Demands It: Gain 1 PP when you act against your best interests because of your code or make a show of satisfying your honor.
  • My Word is My Bond: When you make a promise to someone, spend 1 PP to make a d6 Asset that lasts until the end of the session. If you break that promise, turn it into a d8 Complication.
Highlighted Skills: Focus, Know, Survive

Duelist
There is an art to honorable combat and you’re a veritable Picasso of the form.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Code Duello: When you take a Complication that implies a slight upon your honor, you may issue a challenge to a duel and give your opponent a Challenged to a Duel d8 Complication.
  • Mano a Mano: When outnumbered, step back Fight. When facing a single opponent, step up or double Fight.
Highlighted Skills: Fight, Move, Perform

Fashionable
You attend the most exclusive parties, dress in the latest fashions, and hire the best Companions.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Clout: Step back Influence until the end of the next scene to remove a social Complication.
  • I Don’t Wait In Line: You may spend 1 PP to gain entry to an exclusive club or party without an invitation.
Highlighted Skills: Drive, Fly, Influence

Hard Luck Case
The ’Verse is a hard place, no one knows that better’n you.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Nose for Trouble: Gain 1 PP when you stumble into a situation you shouldn’t be in or overhear something you shouldn’t.
  • Trouble on Your Heels: When you are being chased or followed out of a scene, you may step up Sneak or Trick when you roll to slip away.
Highlighted Skills: Fix, Sneak, Survive

Heart of Gold
You may be rough around the edges, but deep down you’re a good person.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Gruff Exterior: Gain 1 PP when you try to scare off a new acquaintance or make a rough first impression.
  • Softie: When helping a Crewmember, spend 1 PP to step up the die you lend them for the roll.
Highlighted Skills: Labor, Operate, Treat

Heart of Ice and Dust
You know the old saying about cold hands, warm heart? You’re the exact opposite.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Best Served Cold: Spend 1 PP to step back any Complication involving your emotions or personal relationships.
  • Every Man for Himself: Gain 1 PP when you abandon an ally in a time of need to further your own agenda.
Highlighted Skills: Influence, Focus, Trick

Honest Man
Honest as the day is long.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Deep Cut: Gain 1 PP when your honesty hurts someone close to you.
  • Tough Love: Spend 1 PP to step up your Treat when you attempt to remove mental Complications by tellin’ folks the truth about ugly situations.
Highlighted Skills: Focus, Influence, Treat

Intuitive
You ain’t a reader, not as such. But the way folk carry themselves, how they move, that’s the language you speak.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Now Is Not Your Time: When someone tries to attack you the first time in a scene, spend 1 PP to instead make them set the stakes against a Social + Influence intimidation Action. If you raise the stakes, they cannot attack you until you roll a jinx.
  • Take Measure: When you come into conflict with someone for the first time, you may attempt to size them up with a Mental + Know Action. Create a Sized Up d8 Asset if you succeed or take an Overconfident d8 Complication if you fail.
Highlighted Skills: Focus, Influence, Notice

Know It All
Look, smarty pants, if we wanted schoolin’, we’d have gone to school.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Book Learnin’: Double your Know when you have access to informational resources (the Cortex, an encyclopedia, etc.) and the time to use them.
  • Pedantic: Gain 1 PP when you correct someone at an inappropriate juncture or tell the crew a fact about a problem that is interesting but not useful.
Highlighted Skills: Fix, Know, Treat

Not to be Crossed
Just so we’re clear: if you cross me, I will end you.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Fair Warning: Step up or double Influence when you use the weight of your intimidating reputation. Both 1s and 2s count for jinxes on the roll.
  • To the Edge of the Black: When you pursue someone who crossed you into obvious danger, create a d8 Asset for the scene.
Highlighted Skills: Fight, Survive, Trick

One with the Shadows
Fight fair? Honey, why would I do that?
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Get in Position: If you replace your Sneak with a d4 for your next roll, gain a Big Damn Hero Die equal to your Sneak rating if your roll is successful.
  • Sniper: Spend 1 PP to enter a scene hidden and in a position to do some harm. Take or step up a Complication representing a tenuous or precarious position to create a Sniper Nest d8 Asset.
Highlighted Skills: Move, Shoot, Sneak

Researcher
The scientific method isn’t just for the lab. It’s a way of life.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Eureka!: When you fail a roll trying to gather information or collect data, spend 1 PP to gain a Big Damn Hero Die equal to your Know.
  • Hypothesize: Spend 1 PP to create an Asset based on your current hypothesis. Crewmembers who use the Asset can spend 1 PP to step it up after a successful Action, to a d10 maximum. If any Action with the Asset fails, remove it from play.
Highlighted Skills: Craft, Fix, Fly

Smooth Talker
You can talk your way out of a life sentence or into a locked room. Just don’t make promises you can’t keep.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Gift of Gab: Spend 1 PP to double your Influence die for your next roll.
  • Start Fresh: Spend 1 PP at the beginning of a scene to step back all of your social or mental-based Complications.
Highlighted Skills: Influence, Know, Trick

Sore Loser
They cheated! You weren’t ready! The sun was in your eyes! Double or nothing!
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Sulk: Step up a Complication gained in a contest you lost fair and square to gain 1 PP.
  • Cheat to Win: Create a d8 Asset of your choice when you openly cheat or lie to win a contest.
Highlighted Skills: Fight, Focus, Know

Unprincipled
You’d sell your own mother to the Reavers to make some coin. Your pappy you’d throw in for free.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Looking Out For Number One: Reroll all dice in a roll. On the reroll, all dice that roll 1s or 2s are considered Complications.
  • Curse Your Sudden, But Inevitable Betrayal: When you betray an ally, gain 1 PP and double the highest Complication die in the ally’s roll.
Highlighted Skills: Influence, Survive, Trick

BACKGROUNDS
These Distinctions reflect all kinds of events in your Crewmember’s past or those aspects of your history that stick with you.
Blind as a Bat
Y’ain’t much good without your glasses, four-eyes.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Keen Ears: When you rely only on your hearing, step up Notice for the roll.
  • Myopic: Gain 1 PP when your poor vision causes trouble for you or the Crew.
Highlighted Skills: Craft, Know, Perform

Brothers
Nothing can come between you and your brother. ’Cept maybe girls. Or liquor. Or cards. Or....
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Squabblin’: Gain a PP when you spend a scene arguing with your brother instead of the task at hand.
  • Thick as Thieves: When you share a scene with your brother, you may share Plot Points with one another.
Highlighted Skills: Fight, Influence, Trick

Dancer
Anyone can shuffle their feet to a beat. A true dancer exists as beauty through motion.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Enticing: When you perform before an audience, spend 1 PP and name someone who is watching. That person will seek you out after the show.
  • Grand Jeté: When you take cover or move quickly to avoid being hurt, step up or double Move for the Action. If you lose the roll, step back Move for the scene.
Highlighted Skills: Fight, Move, Perform

Debt
You’re in deep, and it’s a hole you can’t climb out of easily. But for the time being, you’ve got resources.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Something Borrowed: When you create an Asset by spending money to purchase goods or services, step it up.
  • Pay It Forward: When you use your financial resources on behalf of another, spend 1 PP to create an appropriate d8 Asset.
Highlighted Skills: Know, Notice, Trick

Done Time
You’ve done time in the pokey. It may have changed you, but you didn’t break.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Keep Your Head Down: When you take a social Complication, step it back by stepping back Influence for the scene.
  • Breaking Rocks: At the beginning of a Timed Action where endurance is a key factor, spend 1 PP to double Labor for the Timed Action.
Highlighted Skills: Craft, Labor, Sneak

Drunk
The demon in the bottle drags you in every time. You like to refer to it as having an expertise in beverages; others like to refer to it as a serious problem. One of you is right.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Functional Alcoholic: Start every Episode with a Drunk d6 Complication. Step it up to reroll a die on a failed Action. Once it exceeds d12, you are out until given medical treatment.
  • Gaps in Memory: Gain 1 PP to reveal that you don’t remember or recall the events of a previous scene in which you had an active Drunk Complication.
Highlighted Skills: Influence, Move, Perform

Filthy Rich
Money is power. Folk who don’t know that are foolin’ themselves.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Leverage: Double Influence when you bribe someone or threaten them with financial ruin.
  • Only the Best: Spend 1 PP to create a d8 Asset when you acquire or make use of new technology, high fashion, or gourmet food.
Highlighted Skills: Drive, Fix, Fly

Former Companion
You trained as a Companion, but left that life behind to follow your own path.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Old Habits Die Hard: Step up a Complication to double or step up Social for all Influence, Notice, and Perform rolls in a scene.
  • Fiercely Independent: Gain 1 PP when you reject someone else’s plans to strike out on your own.
Highlighted Skills: Notice, Influence, Perform

Friends in Low Places
Those of us on the Rim don’t have much, but we stick together. There’s a power in that.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • I Know a Guy: Spend 1 PP to create a d8 Asset when you call in a shady friend with the skills you need.
  • Rumor Mill: When you try to get information from your contacts, make a Social + Know roll. If successful, create a d6 Asset about the information. Take a Half the Story d8 Complication to step up the new Asset.
Highlighted Skills: Craft, Labor, Throw

Government Experiment
You don’t remember what they did to you. Mostly. But now that it’s done, you can never go back.
  • Gain 1 Plot Point when you roll a d4 instead of a d8. Meddled With: Spend 1 PP to step up your Mental
  • Attribute for the scene. Step down your Social Attribute for both this scene and the next one.
  • Two by Two, Hands of Blue: Create a Painful Memories d8 Complication to step up your Know for the rest of the scene.
Highlighted Skills: Fix, Know, Operate

Mighty Hideous
You weren’t pretty to start, but then you got yourself deformed somethin’ fierce. Now folks try not to even look at you.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Look at Me!: When you get in someone’s face, spend 1 PP to double Influence for the roll.
  • You Call That Pain?: When you activate an Opportunity to step back a physical Complication, step up Fight or Survive for the rest of the scene.
Highlighted Skills: Fight, Labor, Survive

On the Run
Someone’s after you—Alliance, the Triads, the Guilds, maybe all three. You’re a fugitive and you’re trouble.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Hide in Plain Sight: Spend 1 PP to reroll a die when you’re being pursued. On your next roll, both 1s and 2s count for Complications.
  • Guilt by Association: Gain 1 PP each time your actions cause your fellow Crewmembers to become targets for whoever it is that’s chasing you.
Highlighted Skills: Move, Notice, Sneak

Reader
You know things you shouldn’t. Some call you a witch. They’re just scared of what you represent.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Secrets, Secrets: When you are in the presence of someone who is trying to keep a secret, spend 1 PP to discover the secret with a Mental + Know Action. If your Action fails, create or step up a Paranoid Complication.
  • Psychic Flashes: Once per scene, spend 1 PP to create a d8 Complication on a Gamemaster character by blurting out a secret or negative fate.
Highlighted Skills: Focus, Influence, Notice

Semi-Retired
Despite your best efforts to get out, they keep pulling you back in.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • I Don’t Do That Anymore: Gain 1 PP when you refuse to do a favor for an old acquaintance.
  • Too Old for This: Spend 1 PP to give someone a Wanted by the Law d8 Complication when you call in law enforcement with evidence of their criminal activities.
Highlighted Skills: Drive, Fly, Trick

Sisters
No one understands you like your sister. You’ve always stood together.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Dearest: Step up Treat when you help your sister remove a Complication before you help anyone else.
  • Shift Blame: When you take a social Complication, spend 1 PP to step it back and give it to your sister.
Highlighted Skills: Notice, Treat, Trick

Trained Singer
Your voice is one of the sweetest things in the ’Verse.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Private Audience: When you need to get someone alone, spend 1 PP to force their entourage to wait outside.
  • Perfect Pitch: When you fail a Perform roll, spend 1 PP to reroll a die. When you fail a Notice roll, take or step up a Sensitive Ears Complication to reroll a die.
Highlighted Skills: Craft, Notice, Perform

Veteran of the Unification War
It don’t matter which side you fight on, war leaves a mark on your heart n’ soul.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Fightin’ Type: Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered.
  • War Stories: When you create an Asset or take a Complication related to a wartime flashback, step it up.
Highlighted Skills: Fight, Shoot, Survive

Virtuoso
True virtuosity is rare in this ’Verse. You’re more than gifted; you’re transcendent.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Music Therapy: When you play beautiful music to soothe a Crewmember’s Mental complication, you may use Perform instead of Treat for the Action.
  • Stradivari: When you play your best instrument for a public audience, double or step up the Signature Asset for your instrument for the Action. Spend 1 PP to do both.
Highlighted Skills: Craft, Perform, Throw

Wet Behind the Ears
Folks say you’re naïve. It ain’t that. You just grew up a mite sheltered, is all.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Easy Mark: Gain 1 PP when you are tricked by more worldly folk or whenever someone takes advantage of your naiveté.
  • Optimist: Spend 1 PP to double Treat when helping a Crewmember recover from a mental Complication.
Highlighted Skills: Drive, Fix, Treat

World Weary
You’ve seen a lot of things during your time in the black and little is left to surprise you.
  • Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Been There: Create a d8 Asset when you ask for help from an old contact. If you use this Asset in a roll and fail, your contact turns against you. The Gamemaster will reveal why they set you up for a fall.
  • Done That: When you tell a Crewmember about a situation from your past similar to the one you face now, gain a new specialty for the rest of the scene. Take or step up a social Complication reflecting your past.
Highlighted Skills: Focus, Notice, Sneak
Sample Skill Specialties
Craft
  • Bioweapons
  • Clothing
  • Cooking
  • Experimental Equipment
  • Forgery
  • Rainsticks
  • Ritual
Drive
  • Horses
Fight
  • Chokeholds
  • Close Quarters
  • Coordinated Tactics
  • Dirty Tricks
  • Grappling
  • Knives
  • Kung Fu
  • Martial Arts
  • Right Hook
  • Swords
  • Unarmed
Fix
  • Dismantling
  • Dismantling Ships
  • Engines
  • Medical Tech
  • Network
  • Scrapping Ships
  • Vehicle Customization
Fly
  • Shuttles
  • Transports
Focus
  • Aiming
  • Calm
  • Confidence
  • Ignoring Pain
  • Interrogation
  • Patience
  • Protecting Friends
  • Studying
  • Willpower
Influence
  • Alliance
  • Alliance Officials
  • Alliance Soldiers
  • Bargaining
  • Barter
  • Bribery
  • Charming
  • Companions
  • Criminals
  • Fast Talk
  • Flirting
  • Gambling
  • Honest Eyes
  • Interrogation
  • Intimidation
  • Leadership
  • Money
  • Negotiation
  • Noble Reputation
  • Orders
  • Politics
  • Preaching
  • Seduction
  • Subtle Threat
  • Teaching
  • Threats
  • Triads
Know
  • Alliance Military
  • Alliance Secrets
  • Artifacts
  • Black Ops Programs
  • Blue Sun Protocol
  • Bureaucracy
  • Business
  • Business, Law
  • Celebrity Gossip
  • Companion Houses
  • Cons
  • Core Politics
  • Cultures of the ‘Verse
  • Diplomacy
  • Docks
  • Dyton Colony
  • Earth-That-Was
  • Fashion
  • Forensics
  • History
  • Jiangyin
  • Law
  • Leadership
  • Local Statutes
  • Medicine
  • Military Weapons
  • Navigation
  • Readers
  • Religion
  • Science
  • Scripture
  • Ship Parts
  • Spaceships
  • Streetwise
  • Syndicate
  • The Bible
  • The Law
  • The Unifaction War
  • Trade Guild
  • Triad
  • Torture
Labor
  • Farming
  • Heavy Lifting
  • Mining
  • Stamina
Move
  • Chases
  • Dodge
  • Evasion
Notice
  • Appraisals
  • Clues
  • Crime Scenes
  • Emotions
  • Intuition
  • Motives
  • Outsiders
  • Psychology
  • Regulations
  • Search
  • Surveillance
Operate
  • Ancient Tech
  • Cortex
  • Cortex Hacking
  • Hacking
  • Laboratory
  • Malfunctions
  • Medical Instruments
  • Sabotage
  • Secret Tech
  • Security Systems
  • Shipboard Computers
  • Small Clues
Perform
  • Acting
  • Dance
  • Guitar
  • Parties
  • Singing
Shoot
  • Carbines
  • Pistols
  • Rifles
  • Shotguns
  • Sniper Rifles
Sneak
  • Ambushes
  • Eavesdropping
  • Hiding
  • Infiltration
  • In Plain Sight
  • Vanish
Survive
  • Desert
  • Zero-G
Throw


Treat
  • Counseling
  • First Aid
  • Listening
  • Lying
  • Sleight of Hand
  • Soothing Words
Trick
  • Cover-Up
  • Con Jobs
  • Disguise
  • Distractions
  • Fast Talk
  • Lies
  • Long Cons
  • Misdirection
  • Outwit
  • Play Dead
  • Sleight of Hand
  • Traps
  • Undercover
Advancing Your Crewmember
After crewmember has completed one or more episodes they might think about advancing their character by improving Skills, unlocking new triggers for Distinctions, stepping up Signature Assets, create new Signature Assets from Assets created during an Episode, swap out Distinctions, or alter Attributes based on how your crewmember’s story has changed them.

Episode Guide
Each Character should keep an Episode Guide on their charter sheet that reflects the names of the Episodes or Missions they have completed.

Callbacks
A Callback is an in-character reference to a previous Episode or Mission, such as “Just like that time…” etc. Each time a crewmember mentions something related to a completed Episode or Mission they can substitute that mission (in their Episode Guide) for a Plot Point.

Each episode can be converted to a Plot Point once per Episode and then reset at the end of that episode.

Training Up
Instead of using a Callback to gain Plot Points, a crewmember can use Callbacks to Train Up their crewmember. Training Up always occurs between episodes. Once an Episode has been crossed off your crewmember’s Episode Guide it can no longer be used for Callbacks or Training Up.

Episodes can be spent to:
  • Turn an Asset from an Episode into a d6 Signature Asset: 1 Episode
  • Switch out a Distinction for a new Distinction: 1 Episode
  • Add a Signature Asset trigger: 1 Episode
  • Add a new specialty to a d6 or higher Skill: 1 Episode
  • Step up a d6 Signature Asset to a d8: 2 Episodes
  • Unlock a new Distinction trigger: 2 Episodes
  • Step up a Skill from a d4 to a d6: 2 Episodes
  • Step up a Skill to a d8 or higher: 3 Episodes
  • Step up one Attribute and step back another: 3 Episodes
Additional Rule Limitations:
  • Signature Assets at d6 can have at most 1 trigger
  • Signature Assets at d8 can have at most 2 triggers
  • Signature Assets cannot be stepped up beyond d8
  • Attributes and Skills cannot be stepped up beyond d12
Training Up Attributes & Skills
Episodes can be spent to step up or down Attributes, increase Skills, or add Skill Specialties. The most effective way to use Episodes for Training Up is to buy new Specialties and Triggers.

Swapping Distinctions & Unlocking Triggers
When swapping out an old Distinction for a new one, the new Distinction will have the same number of Triggers and only costs 1 Episode. Unlocking a new Trigger costs 2 Episodes, or you can talk to your GM about creating a new Trigger based on your crewmember’s story.
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)

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Antman9
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Re: The Core

#2 Post by Antman9 »

THE CORE RULES
TAKING AN ACTION (PG 235)
When you decide to take an action, you roll the appropriate Attribute dice (plus) the appropriate Skill dice (plus any optional dice) and keep the highest two. The total is compared to that of the opponent, if your total is higher you win.

The Dice Pool will always have:
  • Attribute die
  • Skill die
The Dice Pool may also have:
  • Specialty die
  • Distinction die
  • Signature Asset
  • Assets in favor of your Crewmember
  • Complications in favor of your Crewmember
  • Scale die (if you have the advantage)
  • Skill dice lent to you by other Crewmembers
  • Big Damn Hero Die
DICE POOL TERMINOLOGY

Stepping Up
Stepping up a die is when you replace an existing die with the next highest die type (i.e. replace a d8 in place of a d6).

Stepping Back
Stepping back is when your replace one die with the next lower die type (i.e. replace a d8 with a d6).

Double a Die
When you double a die you include an additional die of the same type to your dice pool (instead of rolling a d6, you roll 2d6).

ATTRIBUTES (pg 147/235)
Attributes represent a crewmember’s strengths in different kinds of tasks. Characters have three attributes: Mental, Physical, and Social. Attribute dice range from d6 to d10 (d6, d8, d10), with d6 being the least ability, and d10 being the most ability. Ever Action roll will include one of your Attribute die.

Mental
  • d6: Average reasoning, logic, and awareness.
  • d8: Better than average capacity for reason and comprehension.
  • d10: Higher-level logic and quickness of thought.
Physical
  • d6: Strictly routine level of fitness, agility, and health.
  • d8: Athletic levels of strength, speed, or endurance.
  • d10: Potentially record-setting levels of physical prowess.
Social
  • d6: Nothing remarkable when it comes to interpersonal interaction.
  • d8: Outgoing, expressive, or otherwise socially adept.
  • d10: Highly magnetic, personable, or gifted with a forceful personality.
SKILLS (pg 148/236)
Skills determine what kinds of things a crewmember is good at or what comes natural to them. Skill dice rank from d4 to d12 (d4, d6, d8, d10, d12), with d4 being the least ability and d12 the most ability. Everything your crewmember can do falls within one of these Skills. Every crewmember begins with a d4 in each skill. Existing Skills can be advanced and new Skills can be learned as your crewmember’s story advances.

Skill Ratings
  • d4 Untrained: You have no idea what you’re doing, but you’ll try anyway.
  • d6 Competent: You’ve had sufficient training to get by.
  • d8 Expert: Your talents are second nature to you.
  • d10 Master: You’re one of the best in your field, and those who share your passion know it, too.
  • d12 Grandmaster: You’re so good at what you do, you’ve got a reputation as the best in the ’Verse.
SPECIALTY (pg 149/236)
Skills with a specialty (in parenthesis) represent some aspect of that skill that your character is good at, or has received particular training in; such as: Fix (Engines), Treat (Cattle), Know (Botany), Shoot (Trick Shot), or Know (Backwater Cultures). If a Specialty can be used in a specific scene, you get to add an additional d6 to your dice pool. Specialties are tied to a specific Skill and tend to be broad, allowing them to be used in multiple scenarios.
  • 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 on a subject to steel your will, intimidate, or find a new solution.
  • Influence: Persuade others to do, think, act, or feel the way you want them to.
  • Know: Represents general knowledge about the ’Verse.
  • Labor: Lift, push, dig, pull, and haul in tasks that require manual labor.
  • Move: Run, sprint, jump, climb trees.
  • Notice: Spot someone or something out of the ordinary.
  • Operate: Use mechanical devices ranging from computers to thermal cutting torches.
  • Perform: Act or put on a big show to impress or entertain.
  • Shoot: Fire guns, rifles, big rocket launchers—weapons you point and shoot.
  • Sneak: Camouflage yourself and sneak past opponents. Sneakily.
  • Survive: Endure less-than-ideal conditions and live to tell the tale.
  • Throw: Toss things like a grenade or throw opponents across the room.
  • Treat: Heal folks by treating injuries or counseling them.
  • Trick: Spin a yarn or con an opponent. Also covers sleight of hand.
DISTINCTIONS (PG 149/236)
Distinctions help describe your crewmember’s personality traits, the roles they fill in other people’s lives, and their pertinent history in the ‘verse; they make your crewmember unique.

If a distinction will help your crewmember complete an action, you add a d8 to the dice pool. Plot points don’t need to be used to add a Distinction die. Each Distinction has a trigger that adds a new ability to a crewmember. They allow you to generate Plot Points, step up or double your dice, or modify and direct the course of the story.

Each distinction has three triggers listed, most of them are locked in the beginning (two additional triggers will be activated during crewmemebr creation). Distinctions can be advanced or traded out as your crewmember’s story develops. If a trigger seems similar to another ability, the trigger takes priority. Distinctions fall into three categories: Roles, Personalities, and Backgrounds. It is not necessary to pick one from each category, but crewmembers that have all three are fairly rounded characters.

Under the Triggers are Highlighted Skills. Highlighted Skills are those that come naturally, and start stepped up for that crewmember. If more than one Distinction shows the same Highlighted Skill, step up that skill for each occurance (remember, no Skill can be stepped up beyond d12). If later, a crewmember decides to swap out distinctions, the Highlighted Skills for the new Distinction have no effect on that crewmember.

ASSETS (PG 237)
Assets are created during play by taking advantage of items in the existing environment or other resources such as people and places. Spending 1 plot point creates an asset, such as a Pile of Crates or a Friend. The asset must help you accomplish a certain/specific Action. Describe how your crewmember uses the asset to accomplish their action and add an extra d6 to the dice pool. If you plan to use a specific asset more than once, you can spend an additional Plot Point and use it for an entire Episode.

SIGNATURE ASSETS (PG 150/237)
Signature assets are similar to regular Assets, in that they give the player the option to add extra dice to their dice pool when used during an Action. Unlike regular Assets, Signature Assets are permanent and stay with a particular crewmember until destroyed or abandoned. All Signature Assets start out at d6 and step up as your crewmember’s story advances. You may choose to step up one or more Signature Assets to a d8 if it falls in line with your crewmember’s story.

Signature Assets are created by adding them at the time of character creation or by turning an Asset from an Episode into a Signature Asset by advancing your character.

Signature assets aren’t tied to particular Distinctions, Attributes, or Skills, but often complement them. Signature Assets max out at d8 for Crewmembers (Note: you may encounter GM characters with higher ranking signature assets).

Signature assets are typically tied to specific crewmembers, and typically cannot be used by others in the same way. General Signature Assets created during a scene may be accessed by any crewmember, but is then tied to that crewmember from that point forward. When a Signature Asset is brought into play, add its die to the dice pool.

Signature Assets often have triggers associated with them to activate special powers or use equipment in unique or creative ways. Plot Points can be spent in conjunction with Signature Assets and their triggers. Signature Assets don’t start with triggers, but are gained through advancement.

COMPLICATIONS (PG 238)
Complications tell the Bad Luck part of your crewmember’s story. Complications add an extra die to your opponents dice pool. They typically come into play when you roll a Jinx (a 1 on one of your dice). A roll of all 1’s is called a Botch. During a Botch the GM can add Complications without spending Plot Points. There is no limit to the number of Complications that can be added and used at one time.

When a Jinx is rolled by a crewmember the GM can spend a plot point to add a complications to that crewmember or ship. Complications can be scenario or crewmember specific and disappear when something causes the complication to disappear. Complications can also be removed by using an Opportunity. An Opportunity is when the GM rolls a 1. Spend a Plot Point and step back one of your Complications. You can also reduce or remove a complication by making a Recovery roll (see below).

SCALE DIE (PG 238)
Scale die are used in scenarios where one side is significantly outmatched by the other. Most times scale dice will be used in scenarios with ships, such as a Firefly class ship going up against an Alliance cruiser. When one side is outmatched, the other side adds a d8 to their dice pool and a 3rd die for free.

BIG DAMN HERO DICE (PG 238)
When taking an Action, and the total rolled is 5 more than your opponent, it’s called an Extraordinary Success. When this happens you get ot bank one die for a future roll called a Big Damn Hero Die. The Big Damn Hero Die is equal to the highest die type of your opponents dice pool (d6, d8, etc). Add the die to your character sheet.

To use a Big Damn Hero Die, spend one Plot Point for each die banked, roll the die after your normal Action roll, and add it to the total.

PLOT POINTS (PG 239)
Plot Points give a crewmember more control over their story, in effect to change the outcome of the story.

Use Plot Points To
  • Keep an additional die from your pool and add it to your total after you roll
  • Activate a Distinction trigger that requires a Plot Point
  • Create an Asset at a d6 that lasts until the end of the scene
  • Make an existing Asset last until the end of the Episode
  • Roll a Big Damn Hero Die and add it to your total after you roll
  • Stay in the fight when a high stakes roll results in you being Taken Out
Gain More Plot Points When You
  • You activate a Distinction trigger that gives you a Plot Point. For example, rolling a Distinction as a d4 instead of a d8
  • The GM buys a Complication after you’ve rolled a jinx.
  • The GM decides you deserve one for great play, a snappy one-liner, or a scene description that impresses your Crew.
ROLLING DICE

THE TURN (PG 240)
  • GM Sets the Stakes by rolling the opposition’s dice pool and adding the two highest dice.
  • Crewmembers Raise the Stakes by rolling their dice pool and adding the two highest dice.
  • If the Crewmember exceeds the GM, the player Raised the Stakes and the Action succeeds.
  • If the result is a tie or lower than the GM the Action fails.
COMING UP SHORT (PG 240)
Sometimes an Action roll comes up short. When this happens you can:
  • Add a Big Damn Hero Die
  • Activate a relevant Distinction trigger
  • Spend Plot Points to keep extra dice in your roll
Distinction Triggers
You can use as many Distinction triggers as you like, as long as you’re willing to pay the price. Each trigger lists its price, read them carefully. Triggers allow you to step up, double, keep extra dice, create assets, help crewmembers, etc. Most triggers require you to spend Plot Points.

DEFENDERS SET THE STAKES (PG 241)
Sometimes, such as when a crewmember goes on the defensive, the GM will ask the Player to Set the Stakes. The crewmember then rolls first instead of the GM, and the GM rolls to Raise the Stakes. The Stakes are always set by the defender. This allows those Raising the Stakes the opportunity to spend Plot Points, etc. To meet the challenge.

LENDING A SKILL DIE (PG 242)
Any crewmember can lend another crewmember Skill dice if they can describe how their Skill will help accomplish a certain task. Keep in mind the lending crewmember may also put themselves at risk, suffering the same or similar consequences, as the primary acting crewmember. In this scenario the GM may create multiple complications, without spending additional Plot Points, as a result of a single roll.

USING BIG DAMN HERO DICE (PG 242)
Big Damn Hero Dice allow a crewmember to do something heroic. When a roll comes up short, or the stakes are high, a player can spend a Plot Point and add one of their Big Damn Hero dice. In some cases a crewmember might even earn an additional Big Damn Hero Die as a result of an extraordinary success. There is no limit to the number of Big Damn Hero Dice you use during a roll, so long as you have the Plot Points to spend.

Losing Big Damn Hero Dice (pg 243)
Big Damn Hero Dice are normally kept until used or an Episode ends. If the GM’s roll total exceeds a crewmembers total by 5 or more, that crewmember will loose one Big Damn Hero Die equal to or smaller than the highest rolling die in the GM’s dice pool. Normally, if one of the Dice Pool dice comes up on a 1, a Jinx has been rolled. However, if a 1 is rolled on a Bid Damn Hero Die, the crewmember can revoke the Big Damn Hero Die adn regain the spent Plot Point.

ASSETS IN ACTION (PG 244)
Normally assets a crewmember creates stay at a d6 rating unless there are Distinctions or Signature Asset triggers that say otherwise. A crewmember can spend as many Plot Points as they like and use as many Assets as they need to accomplish some goal during a single roll.

Flashbacks
Any time a crewmember creates an Asset, and that Asset has a specific experiential tie to the crewmember’s past, the GM may call for a flashback scene. Only one Flashback scene can be called per character, per Episode. The specific experience is played out in a miniscene by the characters previously involved. The Asset is stepped up by one die type, and if the miniscene is re-visited by the crewmember in vivid detail, the GM may give that crewmember a Plot Point.

COMPLICATIONS IN PLAY (PG 245)
The Jinx (pg 245)
When a 1 comes up in a crewmember’s dice pool the GM can give the crewmember a Plot Point to create a Complication to reflect the Crewmember’s bad luck. Complication die start out at d6 and increase by one die type for every Jinx in that die pool. A Jinx roll also does not count toward the dice pool total, can’t be added to additional rolls, and cannot be used for Triggers. Jinx die are effectively Dead! Complications can also be incurred by Distinction triggers or by staying in a fight after having been taken out.

Big, Fat Nothing (pg 245)
When every Dice Pool die comes up as a 1, you’ve rolled a Botch, and the effective die pool score is 0. The GM gives the player a free complication and 0 Plot Points. The die starts at a d6 and steps up once for each 1 rolled in the dice pool.

Taking Opportunities (pg 246)
Opportunities can be taken by crewmembers when the GM rolls a 1 in their dice pool (GM Jinx). For every 1 rolled by the GM, a crewmember can spend a Plot Point and step back their Complication die by as many steps as needed, provided there are sufficient 1’s in the GM’s dice pool. When the Complication die steps below d6 the Complications is removed. Opportunities can be used on any Complication in play, not just those involving crewmembers. The crewmember that rolls against the GM gets to use the GM’s Jinx’s first.

Making A Recovery Roll (pg 247)
Crewmembers can attempt to remove a Complication by making a Recovery roll once per scene, provided there are sufficient resources to warrant the roll. The crewmember builds a dice pool with the appropriate Attribute, Skill, etc and rolls against the Difficulty dice pool which includes the Complication die total and a Difficulty die. If the crewmember’s roll is successful the Complication is removed, if it fails the crewmembers Complication die is stepped back once. A Jinx during a Recovery roll can further complicate a Complication.

HIGH STAKES CONFLICT (PG 248)
Some conflicts (scenes) have the potential of taking a character out of the scene. These situations are referred to as High Stakes, and might represent a crewmember being disabled or forced to leave an active scene. Every High Stakes situation is approached individually, and the stakes may be greater for one side or the other, depending on the circumstances in play. The GM will announce the High Stakes Conflict before any rolls are made, and clearly define the stakes at risk.

High Stakes Between Crewmembers (pg 248)
Occasionally a High Stakes Conflict will arise between crewmembers, especially when they try to boss each other around, or trick one another, or come to blows. When this happens the GM may set the stakes pretty high to see who gets their way.

Staying In The Fight (pg 249)
If a crewmember is stubborn, and simply refuse to go down, they can choose to spend a Plot Point, accept a Complication, and stay in the fight. The Complication should be commensurate to the conflict, and can be chosen by either the GM or the crewmember. The GM may also choose to step up an existing Complication if it fits the situation. The GM can also keep their characters in the fight by spending Plot Points. In this situation the crewmembers get to call the Complication.

Taken Out By Complications (pg 249)
Any time a Complication has been stepped up beyond a d12, that character is Taken Out. Taken Out doesn’t necessarily mean dead, although it can, it typically mens the crewmember can no longer take action, either through a severe physical wound, emotional instability, etc. For serious Complications, it’s the rest of the crew’s responsibility to get that crewmember back on their feet by making a recovery roll, based on their own Attributes, skills, etc, for that character.

Limited Actions (pg 250)
Sometimes being Taken Out of a scene doesn’t mean being completely useless. Under certain circumstances a crewmember, having been taken out to a partial degree, can still take Limited actions, f they make sense to that character. To perform a Limited Action, spend one Plot Point for every die you wish to keep in the dice pool (i.e. the dice pool has four dice, you spend 2 Plot Points, you keep two of the dice rolled for the total). The GM may decide the action you are attempting to take is not possible given the circumstances.

Coming Back Into A Scene (pg 251)
A crewmember that has been taken out by a High Stakes conflict can come back into the scene once the conflict has been resolved. Being Taken Out by a Complication usually requires the Crewmember to recover form the effects, if possible, or have other crewmembers assist in your recovery.
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)

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Antman9
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Re: The Core

#3 Post by Antman9 »

Character Sheet Description
Name
What do people call you?

Description
How do you look and act? How will others perceive you?

Background
Gove a little ditbit so the other crewmembers know where you’re from.

Signature Assets
List your crewmember’s Signature Assests here. Most cary one or two. You’ll most likely gain a few more as your story plays out. (Signature Asstes, pg 150)

Attributes
Attributes reflect how your crewmember deals with obstacles along the path of their story. Use the Attribute die that best fits the situation at hand. (Attributes, pg 147)
  • Mental
  • Physical
  • Social
Plot Points
Crewmembers begin an episode with 1 Plot Point, and gain additional along the way. Plot Points can be spent to create Assets, keep extra dice when rolling, activate Distinction triggers, or keep fightin’ when down. (Plot Points, pg 239)

Big Damn Hero Dice
Big Damn Hero Dice are earned when an exceptional success is achieved. Spend a Plot Point to add a Big Damn Hero Die to a dice pool after its been rolled. (Big Damn Hero Dice, pg 238)

Skills/Specialties
Skills represent trained knowledge in various areas, and range from d4 to d12. Add one appropriate Skill and/or Specialty die to the dice pool when rolling. (Skills, pg 148)

Skill Specialties often reflect training or knowledge in a specific area/aspect of a Skill. When a Specialty applies, add a d6 to the dice pool. (Specialties, pg 149)
  • Craft
  • Drive
  • Fight
  • Fix
  • Fly
  • Focus
  • Influence
  • Know
  • Labor
  • Move
  • Notice
  • Operate
  • Perform
  • Shoot
  • Sneak
  • Survive
  • Throw
  • Treat
  • Trick
Distinctions/Triggers
Each crewmember has 3 distinctions. Choosing a distinction from each of the 3 traits, Role, Background, and Personality, makes for a well rounded crewmember. Add a Distinction die (d8) to your dice pool when that Distinction will assist in frthering your crewmember’s story. (Distinctions, pg 149)

Every Distinction comes with the first Trigger unlocked. Only 1 Distinction die can be added to a dice pool at a time. (Distinction triggers, pg 149)

Episode Guide
List the Episodes your crewmember has completed. They can be converted into Plot Points during an Episode or used to Train Up your crewmember between Episodes.
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)

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