28 Oct 2014

Test Drive - Firefly - Ships

Still poking around with the Firefly RPG from Margaret Weis Productions.  Last time, it was to create Frankie, a former Browncoat pilot who lost her nerve.  This time, though, I want to see if I can hack the system for the Third Imperium setting for Traveller.

To do this, I'll need a starship to start from.  Fortunately, I know exactly which one I want.  Spencer left the Imperial Interstellar Scout Service on detached duty, getting his old Type S Scout/Courier assigned to him to explore the Spinward Marches as he wants.  It's a sweet deal and a reason for a player to want to go through the Scout service during character generation; a ship with no mortgage on it, maintenance and fuel free at any Scout base, and free fuel for the skimming at any gas giant or suitably watered planet.

With the Firefly RPG, a few details are left open.  There's no real faster-than-light travel in the 'Verse and travel time is based on speed of plot and narrative.  I won't worry about the Scout/Courier's Jump-2 and 2G acceleration.  The Firefly RPG also has a few pre-made ship classes.  One of those should work for the Type S.  A quick look nets the Viper-class Courier, the Canuck-class Explorer, the Cobb-class Science Ship, and the Wakinyan-class Surveyor, all of which could fill the role of the Scout/Courier.  A peek in the Things Don't Go Smooth supplement adds the Sunslinger-class Science Vessel.  Sure, I could create my own template, but adapting what exists is far easier.  The Canuck-class feels the closest to the Type S, so I'll start there.

Instead of having Mental, Physical, and Social attributes, ships have Engines, Hull, and Systems.  The Type S should have a higher Systems die than Hull and Engines; it carries military-grade sensors.  The Canuck-class Explorer has Engines d4, Hull d8, and Systems d12.  Close enough for the hack.  It's not like I'm expecting the Type S to stand up to a Tigress-class dreadnought.

Type S Scout/Courier d8
Engines d4      Hull d8      Systems d12
  Gain 1 Plot Point when rolling a d4 instead of a d8.
With the class worked out, next comes two more Distinctions.  Just like with characters, ships get distinctions.  In the Line of Duty works for a ship on detached duty; Spencer can say no, but he may lose the ship if he does so too often.  Ordinary suits the near ubiquitous Type S.  They're everywhere.  Retired vessels get chopped up to become Type J mining seekers or sold to corporations for courier work.  The Imperial Navy has access, though mostly on loan from the Scout Service.  Thus, Ordinary.  Both distinctions get "Gain 1 Plot Point when rolling a d4 instead of a d8," just like characters and even the ship class.
In the Line of Duty
  Gain 1 Plot Point when rolling a d4 instead of a d8.

Ordinary
  Gain 1 Plot Point when rolling a d4 instead of a d8.
Also just like characters, ships get distinction triggers.  You Have Your Orders helps with the detached duty aspect of Spencer's ship.  He'll gain a plot point if he abandons an objective because of orders.  The second trigger taken is Curiosity Killed the Cat, allowing Spencer to spend a plot point to reroll a die when using sensors, but at a cost.
Type S Scout/Courier d8
Engines d4      Hull d8      Systems d12
  Gain 1 Plot Point when rolling a d4 instead of a d8.
  Curiosity Killed the Cat:  Spend 1 Plot Point to reroll a die when using sensors, but 1s and 2s count as jinxes on the next roll.

In the Line of Duty
  Gain 1 Plot Point when rolling a d4 instead of a d8.
  You Have Your Orders:  Gain 1 Plot Point when abandoning an objective because of orders.

Ordinary
  Gain 1 Plot Point when rolling a d4 instead of a d8.
The ship now gets two signature assets, including advanced signature assets.  Fancy Sensor Array, an advanced asset, works for the Scout/Courier.  The trigger, Finding Needles in a Haystack, still needs to be unlocked, so I'll leave it off the sheet for now.  Self-Sealing Bulkheads, another advanced asset, is useful.  Type S vessels are usually flown with just one crewman.  Automating damage control helps keep the ship flying despite damage.
Fancy Sensor Array d8
Self-Sealing Bulkheads d8
And the Island Hopper is done!  The full sheet is below.  With Scout/Couriers so commonplace, it's possible to change distinctions and distintion triggers to reflect the crew.  The Island Hopper is Spencer's; another Type S might have Laser Cannons instead of Self-Sealing Bulkheads.  Hacking Firefly for the Third Imperium setting is possible, though.  It'll take work to set up the different vessels available, but doable.
Type S Scout/Courier d8
Engines d4      Hull d8      Systems d12
  Gain 1 Plot Point when rolling a d4 instead of a d8.
  Curiosity Killed the Cat:  Spend 1 Plot Point to reroll a die when using sensors, but 1s and 2s count as jinxes on the next roll.

In the Line of Duty
  Gain 1 Plot Point when rolling a d4 instead of a d8.
  You Have Your Orders:  Gain 1 Plot Point when abandoning an objective because of orders.

Ordinary
  Gain 1 Plot Point when rolling a d4 instead of a d8.

Signature Assets:
  Fancy Sensor Array d8
  Self-Sealing Bulkheads d8

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