This document provides a compilation of ship traits for various fictional spacecraft. It describes 18 positive "assets" and 18 negative "complications" that could apply to ships. The assets include things like a ship being armed, fuel efficient, durable in construction, or equipped with advanced targeting systems. The complications include things like a ship being conspicuous, prone to technical issues, or inefficient with fuel. Each trait is accompanied by a brief explanation of its gameplay effect in terms of bonuses or penalties it provides.
This document provides a compilation of ship traits for various fictional spacecraft. It describes 18 positive "assets" and 18 negative "complications" that could apply to ships. The assets include things like a ship being armed, fuel efficient, durable in construction, or equipped with advanced targeting systems. The complications include things like a ship being conspicuous, prone to technical issues, or inefficient with fuel. Each trait is accompanied by a brief explanation of its gameplay effect in terms of bonuses or penalties it provides.
Original Description:
List of homebrew traits for ships in the Serenity RPG.
This document provides a compilation of ship traits for various fictional spacecraft. It describes 18 positive "assets" and 18 negative "complications" that could apply to ships. The assets include things like a ship being armed, fuel efficient, durable in construction, or equipped with advanced targeting systems. The complications include things like a ship being conspicuous, prone to technical issues, or inefficient with fuel. Each trait is accompanied by a brief explanation of its gameplay effect in terms of bonuses or penalties it provides.
This document provides a compilation of ship traits for various fictional spacecraft. It describes 18 positive "assets" and 18 negative "complications" that could apply to ships. The assets include things like a ship being armed, fuel efficient, durable in construction, or equipped with advanced targeting systems. The complications include things like a ship being conspicuous, prone to technical issues, or inefficient with fuel. Each trait is accompanied by a brief explanation of its gameplay effect in terms of bonuses or penalties it provides.
Traits found in various threads on Waves in the Black. Armed & Dexterous [Minor/Major] By Psyckosama Your boat is armed, literally. Manipulator arms on spacecraft are a long standing tradition. They can be used to load and unload cargo, move objects in space, assist in macro construction projects, or even retrieve wayward crewmembers who forgot to tie down during an EVA. Recently though, since the disarmament of the rim after the U-War, manipulator arms are beginning to see use as weapons. Both Reavers and Pirate Tongs use them to literally grapple with other ships in the black, physically damaging systems in space borne hand to hand combat and latching on and forcing dock. Benefit: Most manipulator arms lack fine manipulators, meaning that any delicate tasks are beyond their abilities; they suffer a -4 step Skill Penalty when attempting them. However, some arms are designed to take delicate work into account, and have dexterous manipulators and special mounts for tools specifically, those arms on a ship with this Asset. When a ship is Armed and Dexterous, using the manipulator arms offers no penalty when attempting delicate work as they're built for it. Big Honkin' Space Guns [Minor/Major] By Psyckosama Your vehicle is designed to mount weapons that are way too big for its britches. Benefit: Because of its heavily reinforced Ship Traits 3 3 1 The Firefly Fanbook Assets Complications * This is an update of the original version. Armed & Dextrous [Minor/Major] Big Honkin Space Guns [Minor] Brand Spankin New [Minor] Comfy [Minor] Compact Systems Design [Minor] Deadeye Targeting System [Minor/Major] Fuel Efficient* [Minor] Got It Where It Counts [Minor/Major] Heavy Frame/Military Construction [Minor/Major] Jury Rigged/No Factory Parts [Minor/Major] Mobile, Barely [Minor] Multi Environment [Minor/Major] One Of A Kind [Minor/Major] Responsive [Minor/Major] Rugged Take-Off/Landing [MinorMajor] Sponsor [Minor] Stealthy [Minor/Major] Strong As An Ox [Minor] Tandem [Minor/Major] Variable THrottle [Major] Bulky Systems Design [Minor] Conspicuous [Minor/Major] Cortex Branded [Minor/Major] Expendable [Minor/Major] Exploitable Flaw [minor/Major] Gaz Guzzler* [Minor] Haunted [Minor/Major] Jury Rigged [Minor/Major] Launchpad Princess [Minor/Major] Light Frame/Flimsy [Minor/Major] Non-Atmospheric [Major] Pulls To The Right/Left/Up/Down [Minor] Sadistic Sponsor [Minor] Sluggish [Minor] Space Sick [Minor] Tight Design [Minor/Major] Totaled [Minor/Major] Rough Take-Off/Landing [Minor/Major] Assets Ship Traits C C H H A A P P T T E E R R 3 3 mounts, recoil absorbers, and stabilization rigs, it can be armed outside its regular size category without ill effect. If you're using the optional 'capitol' scale to mount a capitol scale weapon on a vehicle you'll just have to take it twice. Brand Spankin' New [Minor] By Vadia The ship is so new that it barely needs maintenance or the attention of an Engineer. Benefit: For the first year it will give +2 step to maintenance and for the next two +1 then this trait goes away. Additionally maintenance costs are a quarter less. Due to the nature of this asset it may not count against one in complications, although it may just come in the price tag of a brand spankin' new vehicle. Comfy [Minor] By Vadia The ship feels comfortable. Benefit: Whether it means that it's as smooth as flying in your dreams, or the subtle vibration feels like an expert masseuse, or the lighting is just right, or the dcor downright luxurious, but something about this ship just feels right for passengers. Be sure to charge them that bit more, too. Compact Systems Design [Minor] By Oneneoeno The hull, life support, bridge, sensors, or some combination of the above use newtech, less bulky equipment than normal. They require less space than might otherwise be the case. Benefit: Effect is to have -5% of the ships tonnage devoted to hull and vital systems. For example, a Str d8 ship must normally devote 22% of its tonnage to hull and vital systems. With this trait, it only devotes 17% to them. Deadeye Targeting System [Minor/Major] By Old Sarge You've got some shiny infrared and radar sensors tied into a fancy fire-control computer that calculates ranges, trajectories, and how much lead to give the bad guy. Benefit: As a minor asset, you gain a 2-step bonus to aim one of your ships weapon systems. As a major asset, all of your ships weapons receive the bonus. Note: If you decide to allow this asset in your campaign, most all Alliance warships should have it. That could mean adjusting all of their complexity levels, price, and maintenance costs, but personally, I'd just give 'em the bonus and forge ahead. The Alliance is going to pay whatever price they have to if it'll keep their ships at the top of the heap. Fuel Efficient [Minor] (Alternate Version) By Just Another Product Through a miracle of good design or dumb luck, the boat doesnt burn fuel as fast as most its size. Benefit: Tiny ships (of size d2; 1025 tons [shuttles] & 25100 tons [vessels]) receive x2 or double the listed fuel. Small ships (of size d4; 1001K tons) receive x1.5 or half again the listed fuel economy. Mid-bulk ships (of size d6; 1K10K tons) receive x1.3(33) or a third again the listed fuel economy. Large ships (of size d8; 10K100K tons) receive x1.25 or a quarter again the listed fuel economy. Huge ships (of size d10; 100K1M tons) receive x1.2 or a fifth again the listed fuel economy. Gargantuan (size d12; 1M10M tons) receive x1.16(66) or a sixth again the listed fuel economy. An Ark Ship (size d12+; 10M25M tons) receive x1.1 or a tenth again (what would be) the listed fuel. Got It Where It Counts [Minor/Major] By Corran950 The ship never lets you down when you truly need it to do some thrilling heroics. Benefit: Once per session, you may re-roll any one piloting action except Botches. As a Major trait you gain an additional re-roll (twice per session), including Botch results. Note: Any roll, including those using Plot Points, can be re-rolled with this trait. Heavy Frame/Military Construction [Minor/Major] By Psyckosama Heavy Framed ships include the likes of heavy cargo hauler, paramilitary patrol ship and other 2 A Free RPG Supplement such craft that require more durability than your average boat. Because of this, these ships are constructed to take stresses that most are incapable of withstanding. Vehicles with Military Construction are full fledged warships, and in addition to having heavier, more durable frames also include additional survival tricks such as armor plates over critical systems, reinforced bracing, advanced composites, to allow them to survive in heavy combat. Benefit: Vehicles with a Heavy Frame (Minor) have 50% more Life Points than normal, while vehicles with Military Construction (Major) have twice the normal amount of Life Points, rounding up. Jury-Rigged/No Factory Parts [Minor/Major] By Topher-Feyd All ships in the Verse that fly have parts, whether it is a primary buffer panel or a converter, most ships use specific parts made by specific companies. Other ships are jury-rigged using whatever craptech is to hand. This dangerous asset means that your ship is put together with parts that are not factory original. The entire ship may be a Frankensteined jumble, or perhaps just one system like the engines is the benefactor. The advantage to this is that your ship can more easily be repaired as it doesn't need specific parts from specific companies. The downside to this is that the ship is sometimes held together by little more than gum and a prayer. Sometimes it can get cantankerous and blow up. Benefit: As a Minor asset a specific system of the ship is jury-rigged providing a +2 step on repair rolls as well as a 25% price break on repairs. Once per session a Vitality + Willpower check (versus an Average Diff) on the system is to be rolled to see if the system is working. As a Major asset the entire ship is comprised of jury-rigged parts providing a +4 step on repair rolls as well as a 50% price break on repairs. Twice per session, a Vitality + Willpower (Average Diff) check on the ship should be made to see if the ship will fly. Mobile, Barely [Major] By Just Another Product Your space-station comes equipped with directional/motivational thrusters such as reaction pods. Benefit: The reaction pods allow it to move at a speed class of 1. Note: For Station Scale, a d0 sized station equals a d12 sized ship. Multi-Environment [Minor/Major] By Corran950 Everybody in the Verse knows that a spaceship can travel in the black as well as in atmo. But this is for craft that defy the typical mold for a spaceship. Benefit: This trait, when applied to a vessel, gives it the ability to land and survive in specific environments normally not suitable for that type of vessel. As a major trait this is extended to being able to travel in/on that environment. Additionally it costs 5% total weight of vessel for specialised Ship Traits 3 3 3 The Firefly Fanbook Ship Traits C C H H A A P P T T E E R R 3 3 drive systems. GM has final say in the feasibility of the combination. Examples: a starship capable of landing/traveling in water, a starship landing near lava, a ground vehicle going underwater. One of a Kind [Minor/Major] By Donnovan Sunrider This model of ship is very, very rare. Although there are some problems with travelling in such a rare vessel, like finding replacement parts (...what do you mean you've never heard of a 42A3 Gravitonic Module?), the big benefit is that no one has any idea what your ship can do. Is that a cargo hatch or a torpedo bay opening? As a minor trait production runs were between 5 and 20. As a major trait this vessel is quite literally one of a kind. The only one in the Verse, flying or mothballed. Benefit: At the minor level, anyone attempting to exploit the known features or abilities of this ship design receives a -2 step Skill penalty to his action. At the major level, anyone trying to determine features and abilities of the ship are at a -4 step Skill penalty. By spending Plot Points, the Captain/Owner can increase the likelihood that the one-of-a-kind ship is misidentified as something else. Note: Given the unique appearance of the craft, it is recommended that this should be used with the trait Memorable. Responsive [Minor/Major] By Corran950 Your ship has a particular environment that it handles well in. Ships with this trait were either built with that in mind or had modifications added to cause it. Benefit: When selecting this trait pick one of the following environments (land, sea, atmosphere, space). When the craft is in said environment increase its agility by +2 Steps. As a Major Trait, you get more for your Plot Points for piloting the craft. Whenever you use PP for controlling the craft, count the total PP as 2 higher. Rugged Takeoff/Landing [Minor/Major] By Paladin-6 When most ships need a suitable landing field they must pay to use the facilities of a starport, or at least find a large piece of level ground with no obstructions nearby. However some ships, such as the rugged little Fireflys, are capable of landing almost anywhere, even on a cow pasture or playing field, allowing them to service even austere outposts. This has made them popular with military forces, smugglers, or others who desire to fly out to small Rim communities. Benefit: As a minor Trait, the ship gains a +2 step Strength Attribute bonus whenever you roll to resist damage from a bad landing or takeoff. As a major Asset, the bonus increases to +4 steps. Sponsor [Minor] By DaltonSpence You aren't quite an independent operator, but you get a steady paycheck and the boss pretty much leaves you be as long as you get the job done. You even get full reimbursement for expenses as long as you can produce a receipt. Sure, you pretty much have to take the jobs you're given (at least if you want to keep the benefits of your position), but security can be a good thing and at least you don't have to go hunting for work just to make ends meet. Plus it's always gratifying to see folk sit up and take notice when you tell them who you're working for. (This trait is only available with GM approval.) Benefit: You have a steady gig, either for the government, a corp, a guild, a gang or some apparently humanitarian organization. You share your sponsor's reputation (for good and ill), and don't have to worry about money too much. In the Core, all legitimate expenses can be paid directly from the sponsor's credit account. Elsewhere, a bankroll will be provided sufficient to meet anticipated needs. For every session you successfully look after your sponsor's interests, the GM will award plot points. The following traits may be inherited from your sponsor, and while they still have separate point costs (and values), they will not count towards your total number of Assets or Complications; Friends in High (or Low) Places, Good Name, Military Rank*, Religiosity (Major)*, Registered Companion*, Wears a Badge*, Branded, Deadly Enemy, and Memorable (a visible symbol of the sponsorship must be displayed at all times). *Note: These traits represent professions that automatically define the identity of the sponsor, and are mutually exclusive. A ship with a sponsor is either wholly owned by them (not the crew or the captain) or under a bare 4 A Free RPG Supplement bones charter, and all maintenance and fuel costs will paid by the sponsor while it remains in their service. At least one person on board (usually the captain) should also have this trait in order to look out for the sponsor's interests. Stealthy [Minor/Major] By Old Sarge Your ship is hard for sensors to detect when you switch off your transponder, navsats, comms, and pulse beacon. Benefit: If you're using skills to avoid detection, receive a two-step bonus (3 step for Major). If you're just passively floating there and hoping to avoid notice by doing nothing, the other guys take a two-step penalty (3 step Major) to their rolls to pick you up. Major Stealth is only seen in classified military vessels. Strong As An Ox [Minor] By Lynn LeFey This asset allows a ship to haul cargo well beyond its normal capacity, at the cost of speed. Benefit: Doubling cargo cuts speed in half, quadrupling cargo cuts speed to 1/4, etc. So, a speed 8 ship could carry 8 times its normal load limit, reducing the ship to speed 1. Full burn is not possible while carrying more than the ship's normal load limit. This asset is meant to represent relatively small ships that move enormous masses, such as tugs, salvage ships, asteroid wranglers, etc. The cargo beyond normal load limits are usually external loads. Tandem [Minor/Major] By Just Another Product Currently it is assumed that either the ship is on auto pilot, with the nav-computer doing all the work, or the ship is on manual control with the pilot doin' the flying. This trait allows the nav- computer to remain online, whilst still deferring to the pilots manual control and allows the pilot to defer to the computer if the computers course is actually better. Moreover, the pilots navigation and the ships auto-nav skill can be used via the aid one another action, as if they were two characters working together. Benefit: At Minor, the ship and the pilot can each roll for navigation (or whatever else, evasive maneuvers etc.) and the higher of the two outcomes is the one used to determine the success of the roll. At major, the pilot and the computer each roll and the sum of the two rolls is result of the check. Variable Throttle [Major] By JustAnotherProduct Currently if you have Slow Throttle (Minor), your hard burn is +1, with no throttle trait it is +2, with Fast Throttle (Minor) it is +3, and with Fast Throttle (Major) +4. At all four possible speed bonuses the increase to fuel economy is +50%; and the current rules assume you either are at cruising velocity or at your ships maximum speed (and over the top stress endurance levels) while at hard burn. This trait allows the ship to permanently trade out some fuel economy for the ability to burn across a spectrum of in excess of cruising velocity speeds. Benefit: When engaging Hard-Burn, you may, as the situation demands, choose for the ship to burn at either: Cruising velocity +1 at a +20% fuel economy, also requires success at an average stress endurance roll. Cruising velocity +2 at a +25% fuel economy, also requires success at an hard stress endurance roll. Cruising velocity +3 at a +33% fuel economy, also requires success at a formidable stress endurance roll. Cruising velocity +4 at a +50% fuel economy, also requires success at a heroic stress endurance Ship Traits 3 3 5 The Firefly Fanbook Ship Traits C C H H A A P P T T E E R R 3 3 roll. The engine modifications necessary to allow for this variability also permanently increase your cruising velocitys fuel economy by +16%, and regular (at GM's discretion) easy stress checks to maintain because the equipment is more prone to the typical stresses than your standard engine. In effect, your cruising velocity counts as Hard-Burn +0. Bulky Systems Design [Minor] By Oneneoeno The hull, life support, bridge, sensors, or some combination of the above use older, bulkier equipment than is normal. They require more space than might otherwise be the case, but they are easier and cheaper to maintain. Penalty: +5% to ship tonnage devoted to hull and vital systems. For exampe, a Str d8 ship must normally devote 22% of its tonnage to hull and vital systems. With this trait, it must devote 27% to them. Conspicuous [Minor/Major] By Lurker709 The ship has an abnormally large sensor footprint for its size making it easier to lock on and target. Penalty: Folk hunting it gain a two step bonus for picking you up out of the background noise. Cortex Branded [Minor/Major] By Romnipotent Cortex Branded is the opposite of a spectre. This ship gets harrassed by Alliance and/or other factions at every turn. Although no longer owned or run by any of the original crew, it retains its notorious reputation and is a continuous goad to those who have run afoul of it before. Penalty: No matter how much the crew tries to change the ships identity, its distinctive history haunts the crew on every job, in any big port, and with hassle by Alliance patrols who want to check their IDs every single time. Expendable (Minor/Major) By Dawg180 This vessel was designed for a 'one way journey' or 'one shot' use and not for constant long term operation or re-use after it has served its purpose, as many of the components are consumed during use (i.e. ablative heat shields for a one-time atmo entry) or are built for compactness instead of ease of replacement (i.e. hardcoded, dedicated processor boards are installed and then hull plating is welded over them). The vessel requires no maintenance when mothballed/not in operation, but once activated, it has a limited lifespan. Penalty: As a Minor trait the vessel can last up to 6 months without maintenance, but thereafter requires monthly maintenance starting at a difficult (11) and stepping up one difficulty level every month therafter. Failure of a maintenance roll means the vessel is, or the malfunctioning systems are, beyond repair and it is essentially salvage at that point, or that the character will have to spend a great deal of time and money tracking down the proper parts. An example of this would be the Bumblebee Homesteader. As a Major trait, the vessel is only meant for a very short term operational duration (a week to a month) and uses up most its components in operation. An example of this would be a lifeboat or escape pod, with nonreplenishable solid rocket boosters/braking jets, long life power cells that aren't rechargeable,an ablative heat shied that burns away during atmo entry, and a parachute that deploys but is not easily repacked. These vessels have significant cost savings: a 1/3 cost reduction for Minor and a 2/3 cost reduction for Major trait. Exploitable Flaw [Minor/Major] By Psyckosama This ship has a weak spot. One that if exploited could be a major threat to the ship. Penalty: As a minor complication, exploiting it would allow the first attack to hit the weak spot to do ten times its normal damage, disable a critical system, or inconvenience the crew in some other especially obnoxious fashion. An example is the flawed engine design on Tohoku class Cruisers. As a major complication, the design flaw is especially critical and if exploited could lead to all kinds of unpleasantness, from disabling it outright, to doing 100 times the normal damage, or even to instantly killing the ship (which in most cases is the same as 100x damage). 6 A Free RPG Supplement Complications Gas Guzzler [Minor] (Alternative Version) By JustAnotherProduct The boat just aint economical when it comes to fuel, and either needs larger tanks or more regular trips to a refueling station. Penalty: Tiny ships (of size d2; 1025 tons [shuttles] & 25100 tons [vessels]) receive 90% of the listed fuel. Small ships (of size d4; 1001K tons) receive 84.4(44)% of the listed fuel economy. Mid-bulk ships (of size d6; 1K10K tons) receive 80% of the listed fuel economy. Large ships (of size d8; 10K100K tons) receive 75% of the listed fuel economy. Huge ships (of size d10; 100K1M tons) receive 66.6(66)% of the listed fuel economy. Gargantuan (size d12; 1M10M tons) receive 50% of the listed fuel economy. An Ark Ship (size d12+; 10M25M tons) require twice the fuel to obtain (what would be) listed fuel. Haunted [Major/Minor] By Romnipotent The ship is haunted. Whether some malevolent hacker has installed a worm to torment passengers, or the ship is indeed haunted by some poltergeist, the ship has that eerie feeling at night and an inexplicable ability to do stuff when theres no reason for it. If the ghost is friendly then the ship must previously have had the Loved trait. Still, superstitious folk wont fly on something with a haunted rep. Readers on board these vessels will experience nightmares or dreams about the old crew. Penalty: As a Minor complication the ship has quirks, a number of them: inexplicable sounds at night, small things moving about harmlessly, doors opening and closing randomly. Maybe the water in the sink turns red like blood. These are little things to make the crew uncomfortable. As a Major complication the ship is out to irk its passengers! The pipes groan in agony and fear, the alarms go off for no reason, lights flicker at inappropriate times, voices can be heard. These modifiers effect the trait cost: Helpful (+2): The ship has a friendly resident 'geist. The ship has 8 skill points towards beneficial programs, life support, scanners, and the like that opperate to assist the crew without them knowing. The crew cannot use these skills directly, it just happens that the ship may pick up something and assist the crew. Friendly (+4, does not stack with Helpful): The ships resident spirit is friendly to the crew, whether they're aware of it or not (readers can attempt to find out about the ships somewhat haunted nature). The ship usually takes on the personality of the previous captain, if the captain was belligerent then so is the ship, or it may be protective. Either way the ship still attempts self preservation. The ship becomes more like a character, with 20 points to spend on a separate character for the ship, using only mental stats, and 40pts for skills. The ship may attempt to communicate with the crew if it makes a heroic Will+Influence check. Often the ship revises flight paths, keeps an eye on the crew, and assists crew with diagnosis checks. Sometimes the ship is only Helpful/Friendly to the owners/captains descendants, reducing the costs by 2 to both, essentially making the ship spiteful to others. Spiteful (-2): The poltergeist will harm the crew, not setting out to do so, but acting more problematic as if it was hooked on many things. A crew on a spiteful ship will often abandon running it as costs rise and that eerie feeling lingers. The occurance of hauntings and such is more rampant and the ship eventually makes a contested willpower roll with the current captain or a crew member; if the ship wins the crewmember has a nightmare, the topic of which is "Get off me!" Vengeful (-4): May Buddha take pity on the souls of a vengeful ship. If the captain has been shot by pirates and somehow come to haunt that ship, he may very well wish ill will to everyone on that vessel. The ship assaults the minds of its captors while they sleep and while awake. When awake the ship will do its best to make the crew uncomfortable, screams on the PAs, doors going haywire, and if so sadistic will attempt to blow the air locks and kill those inside it. The ship may even flood the bathroom so when you open the door a wave of red, blood-like coolant washes over you. A reader will certainly pick up on an angry force, as will less gifted empaths. Ship Traits 3 3 7 The Firefly Fanbook Ship Traits C C H H A A P P T T E E R R 3 3 Jury Rigged [Major/Minor] By mcellis Your ship is held together by little more than duct tape, bailing wire and positive thinking. Scrapped parts fitted together from a dozen different ships make up your engine, the computer core is made of three different computers and two operating systems, and even your own navcomp says the ship won't get off the ground. Prospective passengers assume the interior was rigged up by terrifying space monkeys. This is not to say that your ship isn't fast or packed with all sorts of extras, just that its systems are a bit more highly tuned and delicate than the factory approved specifications. Or perhaps you're just too cheap to pay for proper repairs and constantly tell your engineer to, Just fix it! Either way when a system fails, it fails big time. Penalty: With the Minor Complication the GM can force a re-roll of any ship-related action once per session and take the lowest of the two results. With the Major trait, you will have to re-roll two actions per session. Launchpad Princess [Minor/Major] By Old Sarge There are many ships in the Verse designed to serve specialized roles where every last bit of performance counts. So sometimes systems normally considered important are sacrificed. Maybe the idea was to give you an extra edge in combat or hit the finish line first. Either way winning counts more than making an easy landing. Penalty: As a minor complication, the ship receives a -2 step Attribute penalty to Agility when making takeoff and landing rolls in austere locations. As a major Complication, the ship takes an additional -4 step Attribute penalty for Strength when trying to resist damage from landing without extensive support equipment. For this trait I figure the -2 Agility penalty applies to both major and minor versions. But under the major version I added the strength based penalty because even a good landing (without the mentioned support equipment) would at best be a well controlled crash. Light Frame/Flimsy [Minor/Major] By Psyckosama Light framed ships for some reason have a less durable hull than most vehicles their size. This is very common in light duty and high performance vehicles which sacrifice durability for reduced costs or agility, though it might be just because the ship was built using substandard materials. Flimsy vehicles go a step further. This is common among dedicated racing and stunt vehicles which sacrifice all for quickness, one shot vehicles which do not have to withstand the rigors of reuse, or the cheapest, most substandard of vehicles. Penalty: Vehicles with Light Frame (Minor) have 25% less hit points than normal while Flimsy (Major) vehicles have one half the normal amount of hit points, rounding up. Non-Atmospheric [Major] By mcellis This model ship was built for the black of space, and was never designed to enter a world's atmosphere. Unlike most ships in the Verse that can take off and land on a planet, this bird is purely an interplanetary vessel meant only for space travel. Such ships often come equipped with short range shuttles for ferrying crew to and from planets, or escape pods for emergencies. Penalty: Should this ship ever try or be forced to land on a planet with an atmosphere it will burn up in a very pretty fireball. Pulls To The Right/Left/Up/Down [Minor] By Vadia Steering on course is only possible with constant supervision and a steady hand. Penalty: The ship wreaks havoc with long distance travel regardless of autopilot corrections 8 A Free RPG Supplement (across the Verse -3 step to astrogation) and a ship may have to stop and realign itself a few times before finding its locale. Other consequences are fatigue due to constantly resteering, difficulties in close formation travel, etc. This also works with land vehicles but the effect is on driving straight lines. Sadistic Sponsor [Minor] By Vadia This is very similar to the Sponsor Asset listed above except that they insist on you accepting insanely dangerous, unpleasant or difficult jobs. There are some good reasons you don't have the freedom to get rid of them though. Penalty: In addition to the above; at any time you can attempt to end the relationship and instead gain a different complication (such as Branded, Dead Broke and Deadly Enemy) or the loss of a minor Asset (Friends in High or Low Places, or your Good Name). Sluggish [Minor] By Corran950 The vessel moves like molasses in winter when it hits one particular environment. Penalty: When selecting this trait pick one of the following environments (land, sea, atmosphere, space), this choice should be believable to the type of vehicle. When the craft is in said environment decrease its agility by -2 Steps. Spacesick [Minor] By Vadia Something about this ship just nauseates its passengers and crew. Penalty: Until they get acclimatised to the effects (subliminal noises, uneven grav coil synch) people have to make a series of don't get sick rolls (Vitality + Willpower) starting with Hard (11) and moving to Easy during certain segments of travel (for example: when in space and in pulse drive; when lifting off and landing). One roll must be made for each segment of a journey. Nearly nobody would use your ship as a passenger ship (and hiring crew may be tough too). Tight Design [Minor/Major] By Corran950 The ship was either designed by a sah gwa or by someone who lacked any spatial awareness. The ships components are seemingly put together in a way that any normal human being would have trouble accessing. Penalty: Any maintenance or modifications to the craft have the difficulties raised by one difficulty level. Alternatively the GM may allow the original difficulty but at 150% of the required time. As a Major Flaw, the difficulty increases by 2 levels and time required increases to 200%. Totaled (Minor/Major) By wizardstouch The ship has obviously been in some major mishap that has damaged it beyond what normal folk would consider repairable. But with enough bloody-mindedness and hard work (and a dang dab crowbar) it will be shipshape again. Purchase price is 25% the original and maintenance cost are 50% greater. Dont even think about trying to get it insured. As a major trait it is obvious that it really is scrap metal and a piece of luh-suh. But, because the metalwork is still newer than a 40 year old ship she still might be fixable (though will have the same issues as a vessel of 40 years of age). Because of this the purchase price is 10% of the original and maintenance costs are doubled (x2). Penalty: The ship suffers a -1 step Attribute penalty for Vitality on monthly maintenance rolls. As a major trait increase this penalty to -2. As with Seen Better Days, penalties are cumulative with Ugly As Sin in social situations where the ships soundness and looks count. Rough Takeoff/Landing [Minor/Major] By Lurker709 Though the ship performs normally in flight, the pilots landing systems could be described as tricky at best. Perhaps it is a result of bad design, some bad code, a modification gone wrong, or defective parts. Regardless the result is the same and it often makes life interesting for the pilot on what should be an easy task under normal circumstances. Penalty: As a minor Trait, the ship gets a -2 step Attribute penalty for Agility when making takeoff and landing rolls. As a major Complication, the penalty increases to -4 steps. Ship Traits 3 3 9 The Firefly Fanbook Ship Pricing C C H H A A P P T T E E R R 3 3 10 A Free RPG Supplement Ship Pricing By Nathan Rockwood One of the biggest hurdles the Serenity core rulebook faced during production was the race to get it published on time. As the author behind the values of cash and coin and economic exchanges, I regret I did not have the opportunity to modify the prices of spaceships and gear listed in Chapter 4 to match the actual values of the cash as intended in the rest of the game. As a result, the prices listed in Chapter 4 are not on the same scale as those in Chapter 3. Spaceships and space travel in the Serenity 'Verse are not concepts that travelers or buyers approach lightly. While the expanding frontier of space exists to be explored in the game and show, poor farmers and travelers don't fly often - they explore their own frontiers by traveling their little worlds on horseback or in floating boats. The push that carries them to those planets is extremely expensive, and it would be nearly impossible for a family to afford more than one move. Most settlers travel in groups of 10-25 families (of two to ten people each), with each family pitching in and contributing about 3,000-6,000 Credits. A ship capable of transporting such a group (such as the derelict found in the episode Bushwacked), if bought used and retrofitted, will cost the settlers between 20,000-60,000 Credits to purchase, repair, fuel, and get into space. Then the settlers would have to purchase large amounts of seed and crop supplements, farming implements, animals, homesteader licenses and so on. A brand new ship is much more expensive, much, much more, because new buyers are paying for cutting edge technology at artificially inflated prices, while used buyers are paying a more practical fee. For example, a similar transport, or a new-ish Firefly, would likely cost between 100,000 and 500,000 Credits, depending on the model. To bring the prices of spaceships in line with these ideas, I would have to rework each individually, and the pricing system along with them. That being the province of MWP and official, licensed products, I cannot do that here. However, for those who might be interested my personal quick-fix to the ship prices while we wait and hope for an official supplement, here's what I do in the games I'm running: multiply the listed ship prices by x10 if the listed price is initially 10,000 or more. If the price is initially less than 10,000 Cr: add 2,000 Credits to the price before multiplying x10. According to the book, the higher price will increase the monthly/yearly maintenance costs of the ship. However, the maintenance cost should remain at the original value---either calculate the maintenance cost according to the ship's price in the book, or find it using the new price and then divide by 10. Again, this isn't a perfect fix, or an official one - and it only applies to the spaceships, not other vehicles - but it achieves ship prices that might more accurately reflect the governmentally controlled, (supposedly) tightly regulated cost of space travel in a 'Verse moving slowly into a totalitarian setup. New Ships ...So its kinda like this; one of our fellow Browncoats happens to be a great ship and floorplan artiste, who also created most of the deck plans and ship exteriors shown in the Big Damn Book. Well, hes been jolly enough to let us showcase some of his shiny work right here in The Firefly Handbook. Yall remember now, the stuff hes lettin us present has passed under the eyes of the Alliance, and shouldnt be passed on for back-handers - its free to fellow Browncoats and ought remain that way. Dohn luh mah? In the mean time, a show of mutual respect is always appreciated by the artiste himself - feel free to peruse these, and other works of art from Future Armada, at Ryan Wolfes homepage. New Ships 3 3 11 The Firefly Fanbook Jo Lynn (Gunboat) Dimensions: 135Lx100Bx35H. Tonnage: 1,100 tons. Speed Class: 5 cruise/ 8 Hard burn. Crew: 4 (as transport), 5 (as gunship) Fuel Capacity: 27.5 Tons (600 hours) Cargo Capacity: 275 tons Passenger Capacity: Two 1st class births, or four 2nd class births (transport version only) Price: 89,100 Cr (89500 Cr for gunship); munitions cost for gunship:19,600 Cr Stats: Agi d8, Str d6, Vit d6, Ale d4, Int d6, Wil d12; Init d8+d4, Life 18. Skills: Pilot d2; Perception d4; Heavy Weapons d6 Complexity: High. Maintenance Costs 3520 Cr per year. Traits: Branded/Good Name (recognizable as an Independant gunship, so depending on which side of the war you were on...), Fast Throttle Gear: Armor (W2, wt. 110 tons, cost 1,100), Armaments: (Only as gunship. The vessel is unarmed as a civilian transport) Turret guns (One dorsal, one ventral); 0.2 lb projectile (d2 vehicle scale damage), 1000 round magazine Standard missile load (32 tons allocated): 16 medium-range 100-lb missiles (d6 starship scale), 16 long- range 50-lb missiles (d4 starship scale) Sherpa The Sherpa-class freight hauler is the well known product of the little known TirAnon Shipyards. The ugly but functional vehicle was designed to move standardized cargo containers and is basically just a frame with engines and a cockpit attached. The ship maneuvers over a container, picks it up, and takes it to its destination. The pulse drive is minimal but enough to get the job done. The four side-mounted engine pods can independently rotate from straight back to 45 degrees down-forward (a 135 degree arc). It takes a little practice to get the most out of the unique set up, but with a skilled pilot at the controls the Sherpa can perform some very precise and impressive maneuvering. This, unfortunately, upped the cost of the basic model and since that sort of precision isnt really needed in most freight missions, the cheaper but less agile Wren class eventually became the industry standard. Still, there are thousands of Sherpas out there and they will likely be around for a long time to come. Dimensions (LxBxH): 43 x 33 x 22 feet Tonnage: 104 tons Speed Class: 3 cruise / 5 hard burn Crew: One Crew Quarters: single bed in cockpit, toilet in cabin Fuel Capacity: 2 tons (800 hours) Cargo Capacity: 60 tons in standard 35x15x15 container Price: 2,872 Cr with Longhaul cabin and cargo container Maintenance Costs: 125 Cr per year Stats: Agi d10, Str d4, Vit d6, Ale d4, Int d2, Wil d6, Init d10+d4, Life 10. Skills: Pilot d2. Complexity: Low Traits: Everybody Has One, Ugly as Sin (major), Fuel Efficient Armament: 1 pound cannon with 20 rounds New Ships 3 3 13 The Firefly Fanbook New Ships C C H H A A P P T T E E R R 3 3 14 A Free RPG Supplement Frame: The frame supports 4 engines, the pulse drive and a cockpit, as well as fuel and life support ystems. The single room has the pilot station in front and a small bunk in back, as well as a tiny galley area. The cockpit is entered through a hatch in the roof or floor. The one in the floor opens a ways above the ground and so has a retractable ladder built in. If the optional Longhaul cabin is in place, then this lower hatch opens into the air lock of the cabin. Even though the engine system was designed for fuel efficiency, the small tanks give the Sherpa a much shorter range than the Wren. On the bright side, the Sherpa is left with more tonnage devoted to cargo rather than fuel. Cabin: Later models were equipped with an optional cabin called the Longhaul. This cramped box-like structure attached beneath the cockpit and provided a toilet, airlock, and storage closet. It also included additional life support, a long-range communications dish, and (local legal restrictions allowing) a turreted cannon. The cabin is designed to sync up with the ladder tube leading to the cockpit and also the front door found on most cargo and passenger containers. When joined up properly, the seals are air tight allowing passage from the cockpit, through the cabin, and into the cargo container. The cabin has exits on both the front and back of the air lock, and a hatch in the top and bottom. The hatch on the top mates up with the hatch on the bottom of the cockpit. The lower cabin hatch opens a few feet above the ground when the landing gear is extended - flush with the ground when the gear is retracted. New Ships 3 3 15 The Firefly Fanbook New Ships C C H H A A P P T T E E R R 3 3 16 A Free RPG Supplement Containers: There are many different types of Sherpa containers, from empty metal boxes, to home-made living quarters as comfortable as any dirt- side apartment. The two most common types of containers are described below. Note that these containers are NOT compatible with those used by the Wren. A Sherpa- certified container is 35 feet long, 15 feet wide, and 15 feet high. They weigh 20 tons empty and can comfortably fit up to 60 displacement tons of cargo within. There are a pair of wells on either side designed to mate up with the retractable titanium rods in the Sherpa frame. These are the load-bearing points of the frame, though the Sherpa landing gear and rear end also have retractable tabs as a backup mechanism. The bottom of the container has simple landing skids. The top has basic air scrubbers and a heater to keep the interior livable. It also has electromagnetic plates to help in frame alignment, and couplings to attach to the Sherpa power system. The standard cargo container has a large (13x13) door at the back and a normal-size door at the front (placed to match up with the cabin door). Inside are basic instrument panels for the doors & limited environmental controls, and a small storage closet. The standard passenger New Ships 3 3 17 The Firefly Fanbook container has seating for 40 passengers and 1 steward. Luggage is stored beneath the floor and accessible through exterior hamper doors as well as an access hatch in the floor of the passenger compartment. There is a restroom and storage closet in the rear of the container. Between the 4 ft cargo area beneath, and the 4 feet of life support and other machinery above, the passenger cabin only has 7 feet of headroom. Though common throughout civilized space, these transports are regarded as the lowest of the low. They are generally reliable but absolutely no-frills. The ride is often hot, bumpy, and crowded - at least it is also cheap. New Ships C C H H A A P P T T E E R R 3 3 Patrol Skiff Armed Shuttle (Also known as the Morgan Class as a civilian shuttle) Dimensions: 27Lx18Bx11H. Tonnage: 30 tons. Speed Class: 6 cruise/ 8 Hard burn. Crew: 1 Fuel Capacity: 500 lbs. (200 hours) Cargo Capacity: 500 lbs. Passenger Capacity: 4 Price: 1680 (military version), 480 (civilian version) Stats: Agi d10, Str d2, Vit d6, Ale d8, Int d6, Wil d10; Init d10+d8, Life 12. Skills: Pilot d4, Perception d4; Heavy Weapons d4 Complexity: High. Maintenance Costs 96 a year. Armaments: (Military version only) Turret Guns (2 linked); 0.2 lb projectile (d2 vehicle scale damage), 2000 round magazine Morgan Class XL Stats Dimensions: 37Lx18Bx11H. Tonnage: 40 tons. Speed Class: 6 cruise/ 8 Hard burn. Crew: 1 Fuel Capacity: 600 lbs. (200 hours) Cargo Capacity: 500 lbs. Passenger Capacity: 10 Price: 640 (civilian version) Stats: Agi d10, Str d2, Vit d6, Ale d8, Int d6, Wil d10; Init d10+d8, Life 12. Skills: Pilot d4, Perception d4; Heavy Weapons d4 Complexity: High. Maintenance Costs 128 a year. 20 A Free RPG Supplement New Ships 3 3 21 The Firefly Fanbook New Ships C C H H A A P P T T E E R R 3 3 Remora 18 Remora 18 is a Lamprey class boarding ship, used extensively by the Alliance in the Unification War. The Remora 18 was found adrift by a group of scavengers and is now used as a pirate ship. Dimensions: 100x54x37 Tonnage: 550 Speed Class: 6 / 8 hard burn Crew Quarters:3 Fuel Capacity: 12 tons (600 hours) Cargo Capacity: 100 tons Passenger Capacity: None normally. Price: 36,280 Cr new Maintenance Cost: 1320 Cr per year (110 Cr per month) Stats: Agi d10, Str d4, Vit d4, Ale d4, Int d2, Wil d10, Init d10+d4, Life Points 14 Skills: Perception d2, Pilot d2 Complexity: Low Traits: Seen Better Days (major) Gear: Magnetic Grapple (can grapple another ship at point blank range, forcing them into position to use breaching bore) Breaching Bore (can cut a 10' diameter hole in an unarmored hull in 2 rounds. One additional round required per point of armor). Armaments: 4 medium range missiles with 50 lb. warheads, mounted on external rack 22 A Free RPG Supplement New Ships C C H H A A P P T T E E R R 3 3 Valkyrn Dimensions: 74x73x17 Tonnage: 110 Speed Class: 7 / 9 hard burn Crew Quarters: 2 Fuel Capacity: 2 tons (600 hours) Cargo Capacity: 10 tons Passenger Capacity: 2 Price: 18,880 Cr base (an additional 800 for ammunition and 680 for missile load) Maintenance Cost: 528 Cr per year Stats: Agi d10, Str d4, Vit d8, Ale d8, Int d8, Wil d6, Init d10+d8, Life Points 10 Skills: Athletics d6, perception d6, pilot d4 Complexity: Very High 44 Weapons: Nose Guns (2 linked); 0.2 lb projectile (d2 vehicle scale damage), 2000 round magazine Standard missile load (4 tons allocated): 4 medium-range 100-lb missiles (d6 starship scale), 4 long-range 50-lb missiles (d4 starship scale) 24 A Free RPG Supplement New Ships C C H H A A P P T T E E R R 3 3 Vanguard Station Dimensions: 100Lx100Bx160H. Tonnage: 4,400 tons. Speed Class: 1 cruise/ No Hard burn. Crew: 10 Fuel Capacity: 250 Tons (1200 hours) Cargo Capacity: 100 tons Passenger Capacity: Barracks for 16 Price: 374,400 new Stats: Agi d0, Str d6, Vit d6, Ale d8, Int d6, Wil d10; Init d0+d8, Life 16. Skills: Perception d6; Heavy Weapons d6 Complexity: Average. Maintenance Costs 8800 a year. Gear: Armor (S2, wt. 88 tons, cost 88,000), 2 Patrol Skiff Armed Shuttles Armaments: Point Defense Guns (4); 0.2 lb projectile (d2 vehicle scale damage), 2000 round magazine Heavy Mass Guns (4); 50 lb projectile (d4 starship scale damage), 200 round magazine. 26 A Free RPG Supplement New Ships 3 3 27 The Firefly Fanbook Alternate Economics C C H H A A P P T T E E R R 3 3 28 A Free RPG Supplement Alternate Economics by Andrew Linder Many of you may have noticed that trying to deal with matters of income, expenses, fuel, repairs, rations, salaries is either completely glossed over or is a gigantic headache, especially given the discrepancies in relative prices given in different sections of the core rulebook. I have put together the basics of a simplified system for handling most of the money matters that are supposed to happen behind-the-scenes. In our rotating-GM Serenity campaign, the GM that ran our first adventure wanted to leap into the story and not mess around with the chaos of numbers, and just describe if business was going well or going poorly. I disagreed with this, because without actually earning an income even characters paying for drinks and replacing ammunition would eat away whatever was left of the starting budget. When I took a turn running the game I tried enumerating salaries and income, but quickly realized that without nickel-and-diming those credits away as fast as it was earned, wealth would quickly balloon beyond the "scarce life of a spacer." The idea I had was to put numbers to how good or how bad things were going, to give players and the GM a simple way to record what that means for the characters, and push the details of expenses firmly behind the curtain. The success of the ship as a business is rated from 0 to 5. Zero means business isn't running; there isn't enough cash flow to keep consumables stocked, the ship fueled or repaired, let alone any salaries to be paid. Five is the kind of phenomenal success that is the stuff of legends, such as snagging a priceless relic or emptying the vaults of a successful casino into your pockets. Based on the success of the ship, a number is given that represents the pocket cash of each crew member. This is money that can't be saved; it will be spent one way or another during the course of an adventure (equivalent of an episode). If the ship is doing very well, you can record a smaller amount of cash as savings each adventure. Lastly, once per adventure, each character can make a roll using Intelligence + Influence/Administration (for stocks, accounts, and so on) or Influence/Barter (swapping trade goods, haggling, etc.) to make a purchase, with a difficulty based on the success of the ship and the value of the purchase; this system is a down-powered version of the Moneyed Individual chart. Resource Level This number is a rough guide the ships wealth, and also shows how many things can go wrong before your standard of living drops to the next- lowest category. Going wrong can include such things as serious repairs, a botched job, credit problems, a month without income and so forth. Whenever you drop down to the next step, the Alternate Economics 3 3 29 The Firefly Fanbook cycle begins again. Conversly, this also shows the number of flawless cargo deliveries needed to move up a level. Standard of Living This is a measure of comfort. Better profits mean better food, longer shore leave, more regular health care, more reliable repair parts, and general quality of life. If you're at the Raggedy Edge, the crew is down to the contents of their wallets and whatever's left in the fuel tank. Lucrative jobs raise the standard of living. Salvaging some nutrient bars and selling them to a rim world is only a Red Line kind of job: good enough to keep flying, not enough to rest up on, but still enough so that a botched job doesn't put the ship in hoc. Basic legal cargo or minor smuggling runs are low margin, only capable of keeping a ship at Less Poor unless they're coming very regularly, and even then not much will hit the savings account. A heist of medicines and supplies from a core world hospital makes for Good Times. If you score a priceless artifact and can find a rich buyer, or if you pocket the purse of a big-time casino on your own, you've hit the Jackpot. Petty Cash This is pocket money. Its what each member of the crew has to hand that is going to get spent one way or another during each adventure. When you buy ammo, replace minor equipment, pay for bribes, or order drinks; this should usually cover it. You've still got the credits on your sheet, but that's more like your life savings, and you don't dig into that every time you need a new tube of protein paste. If times are good enough, each adventure you can also succeed in saving the value from two steps down for a rainy day. Two or more characters can always dip into their petty cash to go in on a purchase together. Capital Funds are for buying expensive things with your cut of the profits: mules, lasers, robots, a night with a genuine Companion, ship upgrades, that sort of thing. Roll Intelligence + Influence/Barter or Intelligence + Influence/Administration to see if you achieve the Difficulty given for a purchase based on your current Resource Level (see table, below). Any crew paid in shares can roll once per adventure using the same line as their standard of living to see if they've scraped together enough to make a given purchase. Non-shareholding crew can do the same thing, but use the next step down to determine their Difficulty target. These rolls can be improved with Plot Points. Alternatively, the ship as a whole can pool their funds and make one roll per adventure at the next step up, and all the crew can provide indirect assistance on the roll. General categories may be great for keeping the game moving and the bookkeeping easy, but characters live in a world of credits and a lot of concern about the bottom line. These values are some rough estimates on what matches with different levels of success, and for use in dialogue for negotiations. Crew Share This is a rough approximation that works for either actual salaried crew, or when figuring out a 10% to 15% share of the profits (divided over the number of months equal to the standard of living that a given payoff supports). Salaried crew would not all really be making the exact same wage, as this chart would indicate, but it will be close enough Capital Funds Difficulty Resource Level 200 Cr 400 Cr 800 Cr 1600 Cr 3200 Cr 6400 Cr 12800 Cr 25600 Cr 51200 Cr 1 19 23 27 31 - - - - - 2 15 19 23 27 31 - - - - 3 11 15 19 23 27 31 - - 4 7 11 15 19 23 27 31 - - 5 3 7 11 15 19 23 27 31 - 6 3 3 7 11 15 19 23 27 31 Wages, Pay-Offs & Passage Resource Level Standard Of Living Petty Cash 1 Raggedy Edge ~ 2 Red Line 4 Cr ($100) 3 Less Poor 10 Cr 4 Shiny 20 Cr 5 Good Times 40 Cr 6 Jackpot 80 Cr Alternate Economics C C H H A A P P T T E E R R 3 3 30 A Free RPG Supplement that it shouldn't affect the general quality of life they experience. Gross Profits These are numbers to gauge how lucrative a job would appear to be. These numbers represent the whole crew's take, so a crew that was earning a 10% cut of the value of a 10,000 Cr cargo would make a gross profit of 1,000 Cr; not rich, but definitely Less Poor. Do not deduct for fuel, repairs, docking fees or other such expenses; these are part of why so little actually ends up in a spacer's pockets, much less his or her savings account. Characters may simply purchase a standard of living, rather than earn one through the profits of an adventure or through practicing a trade. A purchased resource level provides the usual petty cash and covers appropriate food, health care, and lodging (or basic passage, for a shipboard character), but not larger expenses such as fuel, repairs, or payments for a spaceship. A passenger character can easily take this option, rather than haggle over specific fares and fees with the other players. Temporary Cost Temporary resources will last a character one month, or until something goes wrong, such as needing to pay some major medical bills. A temporary standard of living covers expenses and petty cash, but does not provide capital funds. Normal Cost Normal resources are treated the same as crew resources described above, and will last one month per resource level before dropping one step worse, and will likewise degrade from there. As usual, problems will cause funds to shrivel up faster. Permanent Cost Permanent resources represent saving up enough money and investments to retire in relative security. It takes some serious bad times to degrade this level of planning: the resource level in significantly unfortunate events, all within one month. Permanent resources provide for ordinary expenses, petty cash and capital funds the same as purchasing normal resources or being shareholding crew. If you ever need to liquidate permanent resources, make one roll as if determining Capital Funds with +4 Skill bonus, and do not apply the modifiers for Stingy or Moneyed Individual. The sale of your assets produces credits appropriate to the result of your roll on the Capital Funds chart for the permanent resource level you previously possessed. You cannot sell part Resource Level Standard Of Living Crew Share (Monthly) Gross Profit Per Job Monthly Passage 1 Raggedy Edge ~ ~ 20 Cr Steerage 2 Red Line 8 Cr ($200) < 500 Cr 3 Less Poor 20 Cr 500 1499 Cr 40 Cr 2nd Class 4 Shiny 40 Cr 1500 4999 Cr 5 Good Times 80 Cr 5000 14999 Cr 100 Cr 1st Class 6 Jackpot 160 Cr 15000 Cr or more Buying A Standard of Living Resource Level Standard Of Living Temporary Cost Normal Cost Permanent Cost 1 Raggedy Edge ~ ~ ~ 2 Red Line 8 Cr ($200) 16 Cr 1500 Cr 3 Less Poor 20 Cr 80 Cr 2500 Cr 4 Shiny 40 Cr 240 Cr 5000 Cr 5 Good Times 80 Cr 640 Cr 12000 Cr 6 Jackpot 160 Cr 1600 Cr 25000 Cr Alternate Economics 3 3 31 The Firefly Fanbook of your permanent resources; you may only sell everything and purchase a new standard of living as normal. A permanent Jackpot does not automatically provide a private floating island, but you'll be well on your way Passengers Passengers are treated as separate entities from the crew of a ship. What constitutes a job or income for them will often be very different from typical crew. A Companion taking a respectable client gets a Shiny way of life compared to a typical spacehand, perhaps better depending on the circumstances. Passengers can always be brought on for any given mission as well, earning their keep and taking a cut of the profits as well as if they were salaried crew. Paying one's way with small shipboard tasks (cooking, cleaning, and so forth) can keep a determined passenger at a ragged Redline indefinitely. A passenger that drops below Redline needs to find a new direction in life. Dead Broke Dead Broke characters are considered to be at one step worse than normal for determining petty cash, and have the usual starting wealth penalties. Stingy characters have their usual hesitations in parting with any coin but, in addition, the Difficulty number for any roll to make a capital purchase on their own is +2 higher, and any concerted effort by the whole crew to make a purchase is more difficult by +2 for each Stingy character on the ship. Some Assumptions: 1. Priority will be given towards keeping the ship fueled, repaired, in operational condition and up-to-date on loans. 2. The general well-being of the crew is pretty similar. 3. Using the model of the crew of Serenity, most ships out in the black are not rolling in cash. Most ships should probably range from operating at the Redline up to everything being Shiny. Most crews will be happy simply being Less Poor. Complications Being Buzzed C C H H A A P P T T E E R R 3 3 32 A Free RPG Supplement Being Buzzed (Ships Sensors) By Buscadero I couldnt find any rules regarding a spaceships sensors and their use. So I used what little is said in the core rulebook and converted rules from the Star Wars Role-playing Games by WEG and WotC. I originally intended to differentiate between active and passive, but then I read the small paragraph on p. 101 of the core rulebook which deals with sensors. There it says: Sensors come in two modes: simple detectors [...] and scanners [...]. Both types use a mix of active (transmitting) and passive (receiving) techniques spread pretty much across the electromagnetic spectrum. Although I find that quite strange, I incorporated it. Sensors in passive mode are merely gathering information about the immediate vicinity of the boat, while sensors in active mode send out energy pulses to gather additional data. Operating starship sensors requires a roll using the ship's Comm/Sensors (Alertness) + the operator's Technical Engineering/Sensors. Sensors can perform two distinct tasks: detection and identification. When a sensor detects something, it means that it has noticed the object, but cannot identify exactly what it is. When a sensor identifies something, that means that the sensor identifies the type of ship or object (i.e., telling the difference between a Firefly class transport and an Alliance Patrol Boat). If the sensors are set to passive mode and simply receive information about the immediate vicinity (out to Medium range), the operator's skill is penalised by -1 step. Gathering data from sensors in passive mode is a free action. In active mode, sensors actively send out pulses in all directions to gather information about the ship's surroundings. Using sensors in active mode is an action. A sensor in search mode sweeps a specific area (i.e., front, left, right, or rear) for information. This grants a +1 step Skill bonus and is also an action. The Difficulty to locate an object with sensors depends on the object's size and the range from the ship. I do like the idea that a passing boat buzzing actively can be detected even though it is out of sensor range. You could let your players make an Average Skill roll using their boat's Alertness + Perception. If they succeed, a soft bleep tells them that they were buzzed, although a quick glance on the sensor readout does not reveal any boat nearby. Finally, to the subject of Schleichfahrt (running silent)! Boats may turn off all of its major systems, including engines, communications, sensors, and power generators. The ship is adrift in space, with its life support systems running on auxiliary power only. Boats can seldom run silent for longer than a few minutes before life support systems shut down for lack of power. There needn't be new rules concerning running silent, because this situation is already covered with what we have at hand I have tried to avoid the detailed topic of jammers and decoys because a decoy missile's primary task is to fool the enemy ship's targeting systems. Jammers are offensive electronic countermeasures that are designed to emit signals that interfere with the operation of sensors by saturating them with noise or false information. I didn't want to come up with a starship combat system which would have been a prerequisite to discuss decoys In my opinion, typical sensors in the Verse do not produce a significant enough amount of radiation to have detrimental effects on the Tonnage (Strength) Difficulty Detect/Identify Up to 100 (Str d2) 13/15 101 1,000 (Str d4) 11/13 1,001 10,000 (Str d6) 9/11 10,001 100,000 (Str d8) 7/9 100,001 1 million (Str d10) 5/7 > 1 million (Str d12) 3/5 Situation Difficulty Modifier Target firing jammer warheads +16 (to identify only) Target firing decoy warheads +12 (to identify only) Target running silent +12 Target concealed behind massive body +8 Target using Passive sensors - Target using Active sensors -4 Range Category Skill Modifier Point Blank +1 step Short - Medium -1 step Extreme -2 step Long -3 step Being Buzzed 3 3 33 The Firefly Fanbook performance of other sensors. Whenever we see sensors put to use they seem somewhat unreliable; such as missing the bounty hunter's boat in Objects in Space or nearly missing the search and rescue ship on Miranda. I'd like to stress that energy pulses generated by active sensors should only be used to temporarily blind a target after some quite major modifications: at least Hard Technical Engineering Skill roll. Since all spaceworthy vehicles must be shielded against electromagnetic radiation, sending out strong pulses should rarely interfere with shipboard systems. However, extreme electro- magnetic pulses (EMP) such as used by the Reavers will definitely teach most boats how to do the Dying Cockroach because all systems will crash temporarily. The more sophisticated the electronic equipment is, the longer it takes for the effects to wear off. Everyone aboard will suffer orientation loss for a few seconds. Because this application of electromagnetic energy is more an attack than one of the standard uses of active sensors, you'll probably understand my reservations concerning this matter. The Difficulty of any roll made to turn a sensor into a weapon depends primarily on your style of play. If you allow your characters to make frequent use of this tactic, lower the Difficulty at will. You're in charge, after all. (In my opinion, the word that there is a crew that frequently bombards opponents with electromagnetic radiation will spread fast, possibly gaining the characters and/or their boat the Branded complication.) I think that this kind of jury-rigging should be used only as a last resort, because the radiation will damage your own systems as well. Roll a Skill of your choice (I'd suggest Technical Engineering /Sensors, but felonious characters might go for Covert as well) against a Difficulty threshold to simulate that you are working within a limited time frame when you want to give a EMP treatment to an approaching spacecraft. If you want to annoy a space station or facility (and have enough time at hand), roll against a normal Difficulty. Whether electromagnetic shielding affects the Difficulty is again entirely up to you. I'd recommend taking into account what the objective of the EMP attack is. If it should blind the target, consider its Alertness Level. If the target is about to be knocked out, consider its Intelligence. A lower Level might add to the Difficulty, while a higher Level might decrease it. (The higher the Levels are, the more susceptible equipment is installed.) Range might be important as well. Finally I'd like to add that I don't intend to allow my players to use their boat's sensors as a dangerous EMP weapon, but temporarily blinding Kaylee! Go to blackout, were bein buzzed. Wash Being Buzzed C C H H A A P P T T E E R R 3 3 34 A Free RPG Supplement a target could be an option: a successful Skill roll inflicting a few points of Stun damage and penalizing the target's Alertness by -2 step (-4 step in case of an extraordinary success). If you want to know how long the effect lasts, roll the target's concerned Attribute to get the number of minutes. Afterwards, the fried sensors should be replaced. If you find these rules are too complicated, this is what I did to simplify them; 1: Do not distinguish between detection and identification anymore. 2: Range does not penalize skill rolls, but increases the difficulty. Sensors require a roll using the ships Alertness (Comm/Sensors) Attribute + the operators Technical Engineering / Sensors Skill. If the sensors are set to passive mode and simply receive information about the immediate vicinity (out to Medium range), the operator's skill is penalized by -2 Skill Steps. Gathering data from sensors in passive mode is a free action. In active mode, sensors actively send out pulses in all directions to gather information about the ship's surroundings. Using sensors in active mode is an action. A sensor in search mode sweeps a specific area (i.e., front, left, right, or rear) for information. This grants a +1 step skill bonus and is also an action. The Difficulty to locate and identify an object with sensors depends on the objects size and the range from the ship. Rules Lite Tonnage (Strength) Difficulty Up to 100 (Str d2) 13 101 1,000 (Str d4) 11 1,001 10,000 (Str d6) 9 10,001 100,000 (Str d8) 7 100,001 1 million (Str d10) 5 > 1 million (Str d12) 3 Range Category Difficulty Point Blank -4 Short - Medium +4 Long +8 Situation Difficulty Modifier Target firing jammer warheads + (warheads combined damage) Target running silent +12 Target concealed behind massive body +8 Target using Passive sensors - Target using Active sensors -4