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BIG DAMN HEROES - a d20 Firefly Campaign [OOC]

Watus

First Post
After the Earth was used up, we found a new solar system and hundreds of new Earths were terraformed and colonized. The central planets formed the Alliance and decided all the planets had to join under their rule. There was some disagreement on that point. After the War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies; a ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying.
--Shepherd Book

===================================

The show died too soon - I know I'm not the only one to think so. The gist here is to get together a new crew with a different ship and see about doing some jobs. Nothing epic. Nothing operatic. Just some folks trying to get by without giving up every last ounce of their freedom - and not bein' too particular about the methods they have to use to do it.

THE VERSE:

If you'd like to play in this game, you should be familiar with the setting, however, you don't need to have the episodes memorized. In fact, it would probably be better if you didn't. If you need setting information, there is plenty of it available on the web.

The crew of the Serenity will not be appearing in game. You can assume that they are out there, somewhere in the Black, up to no good. However, it ain't got nothin' to do with you.

Also, there are a lot of gaps in the Whedonverse, as you probably know. I'll be filling them in as I need to. Should canon happen to shift out from under any of those decisions, well... we'll figure it out if and when it happens. In the meantime, we will be assuming there are multiple systems, very near one another, each of which has a multitude of terraformed worlds. Interstellar FTL travel is relatively commonplace, but time consuming. We won't much trouble ourselves with the physics.

The game will begin in late May of 2517 in the Eavesdown Docks on Persephone - on the sixth anniversary of Unification Day.

THE LANGUAGE:

If your character's a backbirth, they should gorram well sound like it. Cursing in Mandarin is encouraged, but please do provide an Eric's-Grandmother-friendly translation in a footnote.

THE GAME:

All due respect to Margaret Weis Productions, this game will not make use of the Sovereign Stone System. D20 Modern/Future is immediately familar to most people here, and, in my opinion, more than up to the task with a few simple tweaks (i.e., NO RUTTIN' MECHA!).

I prefer for players to roll their own dice whenever feasible - we'll use Invisible Castle for this game. You will need to roll using your character's name, and while I tend to be a trusting sort, you should be aware that it is possible to search the dice servers by character name. If I see four seperate grids for the same character... well. You and me? We're gonna need to have words.

THE CREW: (Detailed house rules will appear in the subsequent post.)

6th level, full HP first level, roll for the others;

32pt buy or the Grid system on Invisible Castle, using 4d6 take highest 3;

Starting wealth will be 5 + Occupation Wealth Bonus + any Windfall bonuses + (1 for having 1 to 4 ranks in the Profession skill, or 2 for having 5 to 8 ranks in the Profession skill, or 3 for having 9 ranks in the Profession skill);

Characters will begin play with 9 Action Points;

In addition to an occupation, each character will need a homeworld (details in subsequent post);

Optional - you may choose up to 3 traits (details in the subsequent post).


Don't worry too much about equipment at this point. If you want to detail a few background-appropriate items / weapons, that should be sufficient. We'll sort the rest before we start play.

Characters need not be paragons of virtue, but should be subject to occassional heroic urges given the appropriate motivation.

EXPECTATIONS:

All players will be expected to post at least three times a week. Please notify the rest of us if you plan to be gone for any period of time. It's just common courtesy. I will try to keep to a once-a-day schedule for DM posts.

If you utilize a skill, feat, ability in the course of your post, please add the crunch and a link to any rolls you made in an OOC comment. It makes things go a mite smoother.

RECRUITMENT:

I'll be accepting character concepts (stats optional for now) until 5pm CST Wednesday, July 19th [revised Saturday July 15th] 5pm CST Sunday, July 16th and announcing a decision as to the final crew at 9am CST on Friday, July 21st by 5pm CST on Monday, July 17th. In the meantime, feel free to submit as many concepts as you like.

SUBMITTED CONCEPTS: (in the order posted)
Ferrix - ??? - Leader-type
Shayuri - Melara Richter - Ace Pilot
RobotRobotI - Caspar - Surgeon [withdrawn]
Rhun - Patrick “Win” Winslow - Soldier / Browncoat
doghead - Helsinki - Gunslinger
Lot - Jon Baxter - Techie / Electrical Engineer
Feisty Dog - Seth Cross - Investigator
Lord_Raven88 - Bastian - Artist / Natural Reader
ByteRynn - Cascius "Cash" Posey - Small-world "doctor"
stonegod - Ghost - Brutal Bruiser
Einan - Larson Carruthers - Useful Man
-- Fulton “Wall” Gain - Bodyguard



[SBLOCK=Character Template]
Eli Barker
Second Officer of the Fuxing
Fast 3 / Gunslinger 3 - Criminal

Str 12 +1
Dex 18 +4 [lvl4 +1]
Con 15 +2
Int 14 +2
Wis 13 +1
Cha 15 +2
[Grid]

Init +10 (+4 Dex, +2 Trait, +4 Feat)
HD 8 + 2d8 + 3d10 + 12 = 58
Def 20 (+4 Dex, +4 Fast, +2 Gunslinger, -1 Trait, +1 Armor); Flat-footed 20; Touch 20
Spd 30

BAB +4 (+2 Fast, +2 Gunslinger)
Melee +5
Ranged +8

Attacks
Heavy Autoloader +9 ranged (2d8, 60 ft., 9 box)
-- +10 (2d8+1) w/i 30 ft. (Point Blank Shot)
-- +7 (3d8) (Double Tap)

Fort +4 (+2 Con, +1 Fast, +1 Gunslinger)
Refl +8 (+4 Dex, +2 Fast, +2 Gunslinger)
Will +4 (+1 Wis, +1 Fast, +2 Gunslinger)

Occupation - Criminal (gamble, sleight of hand, personal firearms proficiency)
Home World - Dyton Colony (driving, suvival, surface vehicle operation [light wheeled])
Allegiance Yuhui Tong, the crew of the Fuxing, Eli Barker
Reputation +2
Action Points 9

Traits
Aggressive (+2 Init, -1 Def)
Dishonest (+1 Bluff, -2 Diplomacy)
Intimidatin' Manner (+1 Intimidate, -1 Diplomacy & Gather Information)

Skills 63 (42 Fast + 21 Gunslinger)
Bluff 9 (6 ranks, +2 Cha, +1 Trait)
Diplomacy -1 (0 ranks, +2 Cha, -3 Trait)
Driving 7 (3 ranks, +4 Dex)
Escape Artist 7 (3 ranks, +4 Dex)
Gamble 7 (6 ranks, +1 Wis)
Gather Information 1 (0 ranks, +2 Cha, -1 Trait)
Intimidate 13 (9 ranks, +2 Cha, +1 Trait)
Knowledge (streetwise) 8 (6 ranks, +2 Int)
Pilot 7 (3 ranks, +4 Dex)
Profession 4 (3 ranks, +1 Wis)
Ride 7 (3 ranks, +4 Dex)
Sleight of Hand 11 (6 ranks, +4 Dex, +1 Occupation)
Spot 7 (6 ranks, +1 Wis)
Survival 4 (3 ranks, +1 Wis)
Tumble 10 (6 ranks, +4 Dex)

Feats
Double Tap
Far Shot
Frightful Presence
Improved Initiative
Personal Firearms Proficiency
Point Blank Shot
Precise Shot
Quick Draw
Simple Weapons Proficiency
Surface Vehicle Operation (light wheeled)

Abilities
Evasion
Uncanny Dodge I
Close Combat
Weapon Focus (heavy autoloader)

Wealth - 6

Equipment
Heavy Autoloader (.50 cal, 4 lbs) w/ Hip Holster
Leather Coat
Casual Clothing
Multi-function watch

Description
Eli is slightly better than six feet, well-built and dark-haired. Though only thirty five, he has the weathered look of someone used to hard livin'.

History
Eli works for the Yuhui Tong, keepin' the crew in line aboard the Fuxing, an old Sun Dragon class patrol vessel, recently refitted by the Tong and currently raiding the commerce lanes in the Georgia system. Aside from the flight crew, the old bird holds billets a boarding party of nearly 90 pirates so frightful and depraved they're barely two steps above Reavers. Every now and then, Eli has to kill one of 'em for no good reason just so they don't forget who he is.

Aside from that, there ain't much to say. He don't talk about his past much.
[/SBLOCK]
 
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Watus

First Post
House Rules

I've borrowed liberally from Scott Mertz. He's saved me a good deal of time. Thanks, Scott!

[SBLOCK=ADVANCED CLASSES]

These advanced classes from d20 Modern/Future are appropriate for the Firefly/Serenity setting. If there are others you would like considered, you can make your case.

Code:
[FONT=Courier New]Basic 
Class[SUP]1[/SUP]		Advanced Class
Strong		Soldier; Martial Artist 
Fast		Gunslinger; Infiltrator, Ace Pilot2
Tough		Daredevil; Bodyguard
Smart		Field Scientist; Techie[SUP]2[/SUP]
Dedicated	Field Medic; Investigator
Charismatic	Personality; Negotiator, Field Officer
[SUP]1[/SUP] The given basic class provides the fastest path 
[SUP]2[/SUP] These classes are either new or modified, and are detailed below.
[/FONT]

ACE PILOT
To qualify to become an Ace Pilot, a character must fulfill the following criteria:
Skills: Pilot 6 ranks, Navigate 6 ranks.
Feat: Aircraft Operation or Starship Operation (any).
Base Reflex Save: +2.

Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every time the ace pilot attains a new level in this class.
Class Skills: Bluff (Cha), Computer Use (Int), Craft (electronic, mechanical) (Int), Knowledge (popular culture, streetwise, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int).
Skill Points at Each Level: 5 + Int modifier.

TABLE: THE ACE PILOT
Code:
[FONT=Courier New]
Level	BAB	Fort	Ref 	Will	Special		Defense	Reputation
1st	+0	+0	+2	+0	Bonus feat	+1	+0
2nd	+1	+0	+3	+0	Defender 	+1	+1
					of the universe	
3rd	+2	+1	+3	+1	Bonus feat	+2	+1
4th	+3	+1	+4	+1	Familiarity +1	+2	+1
5th	+3	+1	+4	+1	Evasive action	+3	+2
6th	+4	+2	+5	+2	Bonus feat	+3	+2
7th	+5	+2	+5	+2	Familiarity +2	+4	+2
8th	+6	+2	+6	+2	Keep it 	+4	+3
					together
9th	+6	+3	+6	+3	Bonus feat	+5	+3
10th	+7	+3	+7	+3	Familiarity +3	+5	+3[/FONT]

Bonus Feats
At 1st, 3rd, 6th, and 9th level, the Ace Pilot gets a bonus feat. The bonus feat must be selected from the following list, and the Ace Pilot must meet all the prerequisites of the feat to select it: Aircraft Operation, Blind-Fight, Brawl, Gearhead, Improved Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.
Defender of the Universe
Starting at 2nd level, an Ace Pilot applies his Reputation bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard an atmospheric aircraft or starship.
Familiarity
At 4th level, the Ace Pilot gains a bonus on Pilot and Repair checks when used on an atmospheric aircraft or starship he or she designates as familiar. The same bonus is applied to the Ace Pilot’s attack roll whenever firing the aircraft or starship’s weapons. The bonus is +1 at 4th level, +2 at 7th level, and +3 at 10th level. To designate an aircraft or starship as familiar, the Ace Pilot must have operated it for at least three months. An Ace Pilot can be familiar with only one vehicle at a time.
Evasive Action
At 5th level, the Ace Pilot can pull off wild maneuvers that make an atmospheric aircraft or ultralight, light, or mediumweight starship that he or she is piloting harder to hit (heavy and superheavy starships are too big for evasive action). When the Ace Pilot’s aircraft or ship comes under attack, he or she may spend 1 action point and apply the die result as a dodge bonus to the aircraft or ship’s Defense. Evasive action can be declared after an attack roll but must be declared before damage is rolled. The Ace Pilot’s Reputation bonus from the Defender of the Universe class feature applies to the die roll. The dodge bonus for evasive action lasts until the start of the Ace Pilot’s turn next round.
Keep It Together
At 8th level, an Ace Pilot can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Ace Pilot and all other personnel aboard the ship are considered shaken, taking a –2 penalty on attack rolls, saving throws, and skill checks.



TECHIE
To qualify to become a Techie, a character must fulfill the following criteria”
Skills: Computer Use 6 ranks, either Craft (electronic) 6 ranks or Craft (mechanical) 6 ranks, and Disable Device 6 ranks.

Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the Techie attains a new level in this class.
Class Skills: Computer Use (Int), Craft (electronic, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.

Table: The Techie
Code:
[FONT=Courier New]
Level	BAB	Fort	Ref 	Will	Special		Defense	Reputation
1st	+0	+0	+0	+2	Jury-rig +2	+1	+0
2nd	+1	+0	+0	+3	Extreme machine	+1	+0
3rd	+1	+1	+1	+3	Bonus feat	+2	+1
4th	+2	+1	+1	+4	Skill Mastery*	+2	+1
5th	+2	+1	+1	+4	Mastercraft	+3	+1
6th	+3	+2	+2	+5	Bonus feat	+3	+2
7th	+3	+2	+2	+5	Jury-rig +4	+4	+2
8th	+4	+2	+2	+6	Mastercraft	+4	+2
9th	+4	+3	+3	+6	Bonus feat	+5	+3
10th	+5	+3	+3	+7	Mastercraft	+5	+3[/FONT]

JURY-RIG
A Techie gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging. At 7th level, this competence bonus increases to +4.
EXTREME MACHINE
If it has mechanical or electronic components, a Techie of 2nd level or higher can get maximum performance out of it.
By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the Techie can temporarily improve a machine’s performance—at the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below.
Improvement Craft DC Repair Chance (d%)
Ranged Weapons
+1 to damage 15 01–25
+2 to damage 20 01–50
+3 to damage 25 01–75
+5 ft. to range increment 15 01–25
+10 ft. to range increment 25 01–50
Electronic Devices
+1 equipment bonus 15 01–25
+2 equipment bonus 20 01–50
+3 equipment bonus 25 01–75
Vehicles
+1 on initiative checks 20 01–25
+1 to maneuver 25 01–50
+2 to maneuver 30 01–75
The Techie performs the extreme modifications in 1 hour. The Techie can’t take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his or her Techie class level, beginning when the object is first put into use. The Techie selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine re¬quires repairs before it can be used again.
BONUS FEATS
At 3rd, 6th, and 9th level, the Techie gets a bonus feat. The bonus feat must be selected from the following list, and the Techie must meet all the prerequisites of the feat to select it: Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Studious.
SKILL MASTERY
At 4th level, a Techie selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a skill check using one of these skills, the Techie may take 10 even if stress and distractions would normally prevent him or her from doing so.
MASTERCRAFT
At 5th level, the Techie becomes adept at creating mastercraft objects. He of she applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he or she can build mastercraft objects using that skill. With Craft (electronic), the Techie can build electronic devices. With Craft (mechanical), the Techie can build mechanical devices, including weapons. This ability functions exactly like the Master craft feat, except the XP cost is equal to 25 x the Techie level x the bonus provided.
At 8th level, the Techie can add the mastercraft ability to another Craft skill, or he or she can improve his or her ability in the skill selected at 5th level, so that his or her mastercraft objects provide a +2 bonus.
At 10th level, the Techie adds another +1 bonus to his or her mastercraft ability. If the Techie focuses his or her ability on one Craft skill, mastercraft objects now provide a +3 bonus. If the Techie already has the ability for both Craft skills, he or she chooses which one to improve to a +2 bonus.
The Craft DC for a mastercraft object is the same as for a normal object of the same type, as described in the Craft skill, with the following modification: For a +1 object, add +3 to the Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3 object, add +10 to the Craft DC.
[/SBLOCK]
[SBLOCK=HOME WORLD]
CENTRAL PLANETS (ARIEL, BERNADETTE, LONDINIUM, OSIRIS, SIHNON)
The bright center of things, where no one goes hungry and your every move is monitored for your own protection.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Diplomacy, Driving, Knowledge (art, business, civics, history, technology), Perform, Profession.
Bonus Feat: Creative, Educated, Surface Vehicle Operation (light wheeled or hovercraft), or Windfall.

BORDER PLANETS (BEAUMONDE, BELLEROPHON, BOROS, HERA, NEWHALL, PAQUIN, PERSEPHONE, SANTO, VERBENA)
Close enough to the core to seem safe, but far enough away to be dangerous.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Diplomacy, Driving, Knowledge (business, technology), Profession, Repair.
Bonus Feat: Deceptive, Educated, Personal Firearms Proficiency, or Surface Vehicle Operation (light wheeled or hovercraft).

RIM PLANETS (ATHENS, BEYLIX, DYTON COLONY, EZRA, GREENLEAF, HIGGINS MOON, ITA MOON, JIANGYIN, SAINT ALBANS, SHADOW, THREE HILLS, TRIUMPH, WHITEFALL, ETC.)
Life out here can present some challenges, sure enough. But at least a man can breathe.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (mechanical or structural), Driving, Handle Animal, Navigate, Repair, Ride, Survival.
Bonus Feat: Animal Affinity, Brawl, Endurance, Guide, Personal Firearms Proficiency, or Surface Vehicle Operation (light wheeled).
[/SBLOCK]
[SBLOCK=STARTING OCCUPATIONS]
ACADEMIC
Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (writing), Decipher Script, Gather Information, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, tactics, technology, or theology and philosophy), Research, or add a new Read/Write Language or a new Speak Language.
Wealth Bonus Increase: +3.

ADVENTURER
Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, and thrill-seekers.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Climb, Demolitions, Disable Device, Drive, Escape Artist, Intimidate, Jump, Knowledge (arcane lore, streetwise, tactics, or technology), Move Silently, Pilot, Ride, Spot, Survival, Swim, Treat Injury.
Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Brawl, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

ATHLETE
Athletes include amateur athletes of Olympic quality and professional athletes of all types, and those who engage in any type of competitive sport.
Prerequisite: Strength 13 or Dexterity 13.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Drive, Jump, Ride, Swim, Tumble.
Bonus Feat: Select either Archaic Weapons Proficiency or Brawl.
Wealth Bonus Increase: +1.

BLUE COLLAR
Blue collar occupations include factory work, construction, service industry jobs, taxi drivers, postal workers, and others not considered to be desk jobs.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (electronic, mechanical, or structural), Climb, Drive, Handle Animal, Intimidate, Repair, Ride.
Wealth Bonus Increase: +2.

CELEBRITY
A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye: actors, entertainers of all types, newscasters.
Prerequisite: Age 15+.
Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (visual art or writing), Diplomacy, Disguise, Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments).
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +4.

COLONIST
Colonists are wayfaring pioneers who set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill. Computer Use (Int), Craft (electronic, mechanical, or structural) (Int), Knowledge (earth and life sciences or physical sciences) (Int), Navigate (Int), Repair (Int), Survival (Wis).
Bonus Feat: Select either Builder or Guide
Wealth Bonus Increase: +1.

CREATIVE
This occupation covers artists of all types: graphic artists, writers, sculptors, game designers, musicians, performers, photographers, and web designers.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Computer Use, Craft (visual art or writing), Disguise, Forgery, Knowledge (arcane lore or art), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Spot.
Wealth Bonus Increase: +2.

CRIMINAL
This occupation includes con artists, thieves, crime family soldiers, gang members, bank robbers, and others who begin on the wrong side of the law
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (streetwise), Move Silent¬ly, Sleight of Hand.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

DILETTANTE
Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few re¬sponsibilities, and at least one driving passion that ¬occupies his or her day. That passion might be an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.
Prerequisite: Age 18+.
Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Gamble, Intimidate, Knowledge (current events or popular culture), Ride, or add a new Speak Language.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +6.

DOCTOR
A doctor can be a physician (general ¬practitioner or specialist), a surgeon, or a psychiatrist.
Prerequisite: Age 25+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (pharmaceutical), Computer Use, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury.
Wealth Bonus Increase: +4.

DRIFTER
Drifters are aimless wanderers and worldwise jacks-of-all-trades who work odd jobs until boredom or fate leads them elsewhere.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill. Bluff (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge (streetwise) (Int), Navigate (Int), Sleight of Hand (Dex).
Wealth Bonus Increase: +2.

EMERGENCY SERVICES
Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Computer Use, Drive, Jump, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury, Swim.
Wealth Bonus Increase: +2.

ENTREPRENEUR
These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Gamble, Knowledge (business, current events, or technology).
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +4.

INVESTIGATIVE
This occupation includes investigative reporters, private investigators, police detectives, criminologists, criminal profilers, and espionage agents.
Prerequisite: Age 23+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (visual art or writing), Decipher Script, Forgery, Gather Information, Investigate, Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise), Research, Search, Sense Motive.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +2.

LAW ENFORCEMENT
Law enforcement personnel include uniformed police, government agents, SWAT team members, and military police.
Prerequisite: Age 20+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Drive, Gather Information, Intimidate, Knowledge (civics, earth and life sciences, streetwise, tactics), Listen.
Bonus Feat: Select one of the following: Combat Martial Arts, Armor Proficiency (light), or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

MILITARY
Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as elite training units.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Demolitions, Drive, Hide, Knowledge (tactics), Move Silently, Navigate, Pilot, Survival, Swim.
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Armor Proficiency (light), or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

OUTCAST
“Outcast” is not so much an occupation as a forced way of life. Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Outcasts lurk on the fringes of civilization.
Prerequisites: Age 15+.
Skills: Choose one of the following skills as a permanent class skill. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill. Disguise (Cha), Hide (Dex), Knowledge (streetwise) (Int), Search (Int), Survival (Wis), Treat Injury (Wis).
Bonus Feat: Toughness.
Wealth Bonus Increase: +1.

RELIGIOUS
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this occupation.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Decipher Script, Knowledge (arcane lore, art, behavioral sciences, history, streetwise, or theology and philosophy), Listen, Sense Motive.
Wealth Bonus Increase: +2.

RURAL
Farm workers, hunters, and others who make a living in rural communities fall under this category.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Drive, Handle Animal, Repair, Ride, Survival, Swim.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

SCAVANGER
Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade. They navigate and strip clean the most treacherous places, and their playgrounds are abandoned space stations, gutted buildings, and smoking battlefields.
Prerequisites: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill. Decipher Script (Int), Disable Device (Int), Knowledge (technology) (Int), Move Silently (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis).
Wealth Bonus Increase: +2.

STUDENT
A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, technology, or theology and philosophy), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Research.
Wealth Bonus Increase: +1.

TECHNICIAN
Scientists and engineers of all types fit within the scope of this starting occupation.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (chemical, electronic, mechanical, or structural), Knowledge (business, earth and life sciences, physical sciences, or technology), Repair, Research.
Wealth Bonus Increase: +3.

TRANSPORTER
Skilled drivers and pilots, transporters can be found behind the wheels of skycabs or the thruster controls of cargo shuttles.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill. Craft (mechanical) (Int), Drive (Dex), Knowledge (current events, popular culture, streetwise) (Int), Navigate (Int), Pilot (Dex), Repair (Int).
Bonus Feat: Select Spacer, Vehicle Expert, or Aircraft Operation.
Wealth Bonus Increase: +1.

WHITE COLLAR
Office workers, lawyers, accountants, bank personnel, financial advisors, sales personnel, and mid-level managers fall within this starting occupation.
Prerequisite: Age 23+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Diplomacy, Knowledge (art, business, civics, earth and life sciences, history, physical sciences, or technology), Research.
Wealth Bonus Increase: +3.
[/SBLOCK]
[SBLOCK=FEATS AND SKILLS]
Feats

AIRCRAFT OPERATION [* revised for this setting]
Select a class of aircraft (propeller aircraft, atmospheric aircraft). The character is proficient at operating that class of aircraft. The propeller aircraft class includes prop planes and helicopters of all types. Atmospheric aircraft include jet transports, military attack jets, and sub-orbital shuttlecraft of all types.
Prerequisite: Pilot 4 ranks.
Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Normal: Characters without this feat take a –4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons.
Special: The character can gain this feat multiple times. Each time the character takes the feat, the character selects a different class of aircraft.

SURFACE VEHICLE OPERATION [* revised for this setting]
Select a class of surface vehicle (light wheeled, heavy ground, hovercraft, sailboat, powered ship). The character is proficient at operating that class of vehicle. The heavy ground class includes all types of tractor-trailers, wheeled or tracked construction ve¬hicles, and armored vehicles (armored tanks or personnel carriers). Hovercraft include all cars, bikes, and trucks that move by skimming above the ground surface. Sailboats are wind-powered water vessels. Powered ships are large, multicrewed naval vessels.
Prerequisite: Drive 4 ranks.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle (like Wash’s “mule” or a small speedboat).
Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.


Skills

DRIVE [* revised for this setting]
Check: Routine tasks, such as ordinary driving, don't require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). When driving, the character can attempt simple maneuvers or stunts.
Try Again: Most driving checks have consequences for failure that make trying again impossible.
Special: A character can take 10 when driving, but can't take 20.
A character with the Vehicle Expert feat gets a +2 bonus on all Drive checks.
Time: A Drive check is a move action.

PROFESSION [* revised for this setting]
Unlike the standard D20 Modern/Future rules, in the Firefly/Serenity setting wealth is much harder to come by. A character does not automatically gain a Wealth increase based on the number of ranks in this skill.
Check: A character makes a Profession check to improve his or her Wealth bonus every time he or she attains a new level. The DC for the check is the character’s current Wealth bonus. If the character succeeds at the Profession check, his or her Wealth bonus increases by +1. For every 5 by which the character exceeds the DC, his or her Wealth bonus increases by an additional +1. A character can’t take 10 or take 20 when making a Profession check to improve his or her Wealth bonus. Every time a character takes the Windfall feat, he or she gets a cumulative +1 bonus on all Profession checks for Wealth.
[/SBLOCK]
[SBLOCK=ACTION POINTS]
Acquiring Action Points:

Action points will be handed out as a reward for particularly good play, moments of high drama, and LOLs. Or whenever I feel like it.

Using Action Points:

A character can spend 1 action point to add to a single d20 roll, to take a special action, or to improve the use of a feat.
You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.

ADD TO A ROLL
When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.
Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

Character Level Action Point Dice Rolled
1st-7th 1d6
8th-14th 2d6
15th-20th 3d6

SPECIAL ACTIONS
A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.

Activate Class Ability
A character can spend 1 action point to use a class talent or class feature for which the expenditure of an action point is required.

Boost Defense
A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).

Emulate Feat
At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

Extra attack
During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.

Stable
Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.
[/SBLOCK]
[SBLOCK=TRAITS]
Trait Descriptions
Each trait in this section includes a benefit, a drawback, any special limitations regarding its selection by a character, and roleplaying ideas for how to incorporate it into your character's personality.

ABSENT MINDED
You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings.
Benefit
You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained).
Drawback
You take a -1 penalty on Spot checks and Listen checks.
Roleplaying Ideas
Characters with this trait might flit from idea to idea, trailing off in mid-sentence or mumbling their way through complex ideas. Conversely, characters with this trait might be extremely articulate but still allow their thoughts to move faster than the pace of a conversation.

AGGRESSIVE
You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
Benefit
You gain a +2 bonus on initiative checks.
Drawback
You take a -1 penalty to Defense.
Roleplaying Ideas
Characters with this trait are often hotheaded and quick to anger, or simply think that the best defense is a quick offense.

ALLURING
You are physically attractive, either handsome or lovely.
Benefit
You gain a +1 on Diplomacy checks.
Drawback
You take a -2 on Intimidate checks.
Roleplaying Ideas
Characters with this trait are often treated as beautiful things – they can be persuasive, but do not generally inspire fear.

BORN BEHIND THE WHEEL
You learned to fly or drive before you learned to walk.
Benefit
You gain +1 on Pilot and Drive checks.
Drawback
You take -4 on Repair checks.
Roleplaying Ideas
Characters with this trait tend to think of their vehicles as extensions of themselves rather than as mechanical devices.

CORTEX SPECTRE
Through either clerical error or intentional intervention, there is almost no record of your existence in the Cortex.
Benefit
Anyone searching for information on you takes a -8 on their check.
Drawback
When dealing with any official bureaucracy, you take a -4 on Bluff, Diplomacy, and Intimidate checks.
Special
Getting yourself somehow added to the official record eliminates both the positive and negative aspects of this trait.
Roleplaying Ideas
As far as the Alliance is concerned, you do not exist. This can be both boon and bane.

DETACHED
You maintain a distance from events that keeps you grounded but limits your reaction speed.
Benefit
You gain a +1 bonus on will saves
Drawback
You take a -1 penalty on Reflex saves.
Roleplaying Ideas
Characters with this trait are likely to be quiet and restrained, but they might be vocal when others falter in their beliefs.

DISHONEST
You are naturally deceitful and insincere with others. You have a talent for lying, but have difficulty convincing others when you do speak truthfully.
Benefit
You gain a +1 bonus on Bluff checks.
Drawback
You take a -2 penalty on Diplomacy checks.
Roleplaying Ideas
Characters with this trait might be portrayed as crafty liars, or lying might simply be second nature to them, making actually telling the truth a difficult chore.

DISTINCTIVE
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal.
Benefit
You gain a +1 bonus on Reputation checks.
Drawback
You take a -1 penalty on Disguise checks.
Roleplaying Ideas
Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.

EASYGOING
You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Benefit
You gain a +1 bonus on Gather Information checks.
Drawback
You take a -1 penalty on Intimidate checks and Sense Motive checks.
Roleplaying Ideas
Characters with this trait might be more easily manipulated in interactions with NPCs, or they might simply prefer not to argue and instead use their natural talent to learn more about the world around them.

FARSIGHTED
You have difficulty focusing on nearby objects, but your distance vision is more keen than normal.
Benefit
You gain a +1 bonus on Spot checks.
Drawback
You have a -2 penalty on Search checks.
Roleplaying Ideas
Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.

FOCUSED
You can keep your attention on a task despite many distractions; however, events in the background pass you by.
Benefit
You gain a +1 bonus on Concentration checks.
Drawback
You take a -1 penalty on Spot checks and Listen checks.
Roleplaying Ideas
Characters with this trait often seem single-minded or even obsessive in their focus on a specific task.

HARD OF HEARING
You have a slight hearing impairment, and to compensate, you have become more in tune with your other senses.
Benefit
You gain a +1 bonus on Spot checks.
Drawback
You take a -2 penalty on Listen checks.
Roleplaying Ideas
Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.

HARDY
You are made of tougher stuff than the average person, but you're not quite as quick to react to dangerous effects.
Benefit
You gain a +1 bonus on Fortitude saves.
Drawback
You take a -1 penalty on Reflex saves.
Roleplaying Ideas
Characters with this trait might see their physical prowess as normal and look down on less hardy individuals, or they might see it as their duty to play the role of protector and help those less able to endure physical hardship.

HONEST
You are naturally straightforward and sincere. This quality helps you persuade people to your viewpoint, but you have difficulty telling lies and seeing deception in others.
Benefit
You gain a +1 bonus on Diplomacy checks.
Drawback
You take a -1 penalty on Bluff checks and Sense Motive checks.
Roleplaying Ideas
Characters with this trait might be naive and too unsophisticated to lie, or they might be aware of worldly matters and simply choose to take a higher ground.

ILLITERATE
You cannot read, but you have devoted yourself to learning other skills.
Benefit
Choose any one skill except Decipher Script or Forgery. You gain a +1 bonus on checks using that skill.
Drawback
You are illiterate.
Special
You can eliminate the negative effect of this trait by spending 2 skill points to become literate
Roleplaying Ideas
Characters with this trait might be sensitive about not being able to read, or they might not value "book learnin'."

INTIMIDATIN’ MANNER
Something about you makes folks think twice before crossing you. ‘Course, they generally avoid you altogether.
Benefit
You gain a +1 bonus on Intimidate checks.
Drawback
You take a -1 penalty on Diplomacy and Gather Information checks.
Roleplaying Ideas
Characters with this trait tend to make the people around them a little nervous.

MUSCLEBOUND
You are good at almost everything that requires strength, but less adept than most at tasks that require coordination.
Benefit
You gain a +1 bonus on Strength-based skill checks and ability checks.
Drawback
You take a -2 penalty on Dexterity-based skill checks and ability checks.
Roleplaying Ideas
Characters with this trait are likely to solve problems with physical strength rather than through trickery or finesse.

NEARSIGHTED
You have difficulty focusing on distant objects, but your eye for detail is more keen than normal.
Benefit
You gain a +1 bonus on Search checks.
Drawback
You take a -1 penalty on Spot checks.
Roleplaying Ideas
Characters with this trait might be sensitive about it, or they might simply be oblivious to its presence, having never known any different way of experiencing the world.

PASSIONATE
You are made of tougher stuff than the average person, but you are highly suggestible.
Benefit
You gain a +1 bonus on Fortitude saves.
Drawback
You take a -1 penalty on Will saves.
Roleplaying Ideas
Characters with this trait might be gruff and place extreme value on overcoming physical obstacles, or conversely, their weakness against magical enchantments might leave them fascinated and fearful of such things.

PLUCKY
You have a strength of will not reflected in your limited physical gifts.
Benefit
You gain a +1 bonus on Will saves.
Drawback
You take a -1 penalty on Fortitude saves.
Roleplaying Ideas
Characters with this trait might be annoyingly positive-minded, or they might only show their mental resilience in times of dire need.

POLITE
You are courteous and well spoken.
Benefit
You gain a +1 bonus on Diplomacy checks.
Drawback
You take a -2 penalty on Intimidate checks.
Roleplaying Ideas
Characters with this trait might be honestly polite and kind, or they might simply be adept at mimicking social conventions to get what they want.

QUICK
You are fast, but less sturdy than others.
Benefit
Your base land speed increases by 10 feet.
Drawback
Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).
Special
You must have a Constitution of 4 or higher to select this trait.
Roleplaying Ideas
Characters with this trait typically try to stay away from physical combat, but a rare few might relish it, striving to see if their superior speed is enough to best hardier warriors.

RECKLESS
You naturally sacrifice accuracy to put more power behind your blows.
Benefit
You gain a +1 bonus on damage rolls after successful melee attacks.
Drawback
You take a -1 penalty on melee attack rolls.
Roleplaying Ideas
Characters with this trait might be loudly passionate about entering combat and overcoming foes through strength of arms, or they might be quiet and so desperate to avoid confrontation that they put extra effort into every blow in an attempt to end the encounter more quickly.

RELENTLESS
You don't know the meaning of the word "tired." You go all out until you simply can't continue.
Benefit
You gain a +2 bonus on Constitution checks and similar checks made to continue tiring activities (see the Endurance feat for all the checks and saves to which this benefit applies).
Drawback
Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted.
Roleplaying Ideas
Characters with this trait may see others as soft or weak, especially anyone who complains about being tired or fatigued. They might openly scoff at others' weaknesses or might quietly encourage them to "tough it out."

SADDLEBORN
You are a natural in the saddle, but you have little patience for handling animals when not riding them.
Benefit
You gain a +1 bonus on Ride checks.
Drawback
You take a -1 penalty on Handle Animal checks.
Roleplaying Ideas
Characters with this trait rarely bother to consider animals as good for anything other than mounts, but they are extremely confident about their riding abilities.

SKINNY
You are very slender.
Benefit
You gain a +1 bonus on Escape Artist checks.
Drawback
You take a -2 penalty on Strength checks to avoid being bull rushed or overrun.
Roleplaying Ideas
Skinny characters tend to be pushed around by tougher types, so those with this trait might be shy, or they might be very defensive when faced with such situations.

SLIPPERY
You are less adept at grappling and wrestling than others of your size and strength, but you are adept at slipping out of another's hold.
Benefit
You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.
Drawback
You take a -1 penalty on all other grapple checks.
Roleplaying Ideas
Characters with this trait might fear close combat, knowing they are less adept grapplers than most opponents. On the other hand, good escape artists with this trait might enjoy baiting larger foes into grappling them, knowing they can easily slip out of the grasp of most foes.

SLOW
You are slow, but sturdier than average members of your race.
Benefit
Add +1 to your hit points gained at each level.
Drawback
Your base land speed is halved (round down to the nearest 5-foot interval).
Special
You must have a base land speed of at least 20 feet to select this trait.
Roleplaying Ideas
Characters with this trait tend to be relatively immobile in combat. They typically prefer to wear strong armor (or other protective devices), since it's hard for them to flee a fight.

SPECIALIZED
You have a knack for one kind of work or study, but other tasks are harder for you to accomplish.
Benefit
Choose one specific Craft, Knowledge, or Profession skill. You gain a +1 bonus on checks using the specified skill.
Drawback
You take a -2 penalty on all other checks using the same skill (Craft, Knowledge, or Profession, based on the skill chosen).
Roleplaying Ideas
Characters with this trait often see themselves as elite artists or experts rather than mere professionals, and they might regard their chosen vocation or study as more useful or interesting than other tasks.

STOUT
You are heavy.
Benefit
You gain a +2 bonus on Strength checks to avoid being bull rushed or overrun.
Drawback
You take a -1 penalty on Escape Artist checks.
Roleplaying Ideas
Overweight characters are often bullied, so those with this trait might be shy, or they might be very defensive when faced with such situations. Some turn to humor to defuse such situations, while others become bitter.

SUSPICIOUS
You are naturally suspicious of everyone and everything. While this trait makes you hard to fool, it makes others slightly less likely to agree with you or find you threatening.
Benefit
You gain a +1 bonus on Sense Motive checks.
Drawback
You take a -1 penalty on Diplomacy checks and intimidate checks.
Roleplaying Ideas
This trait might express itself as comic levels of paranoia, or it might make the character quietly cautious about others.

UNCIVILIZED
You relate better to animals than you do to people.
Benefit
You gain a +1 bonus on Handle Animal checks and Ride checks.
Drawback
You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.
Roleplaying Ideas
Characters with this trait are likely to feel awkward in many social situations; that might be expressed as shyness and quiet behavior, or it might be expressed through an overly exuberant need to participate in conversations.
[/SBLOCK]
[SBLOCK=PSI]
There are three parts to using psi in this game: a feat, a talent, and a skill.

The Feats

NATURAL READER
You possess natural powers of extrasensory perception (although Firefly does not specifically mention natural psychics, Mal had already heard of “readers” when he confronted his crew about River in “Objects in Space”).
Prerequisites: Charisma 12, Character Level 1 (beginning characters only)
Benefits: You may choose talents from the Psychic Power tree for the Charismatic Hero class.
Normal: The Psychic Power talent tree is not available to characters without this feat.

EXPERIMENTAL PSYCHIC
Scientific experimentation on your brain has given you amazing powers of extrasensory perception, though at great personal cost.
Prerequisites: Charisma 12, Intelligence 12, appropriate character background (suffered scientific experimentation)
Benefits: You may choose talents from the Psychic Power talent tree for the Charismatic Hero class. Furthermore, you gain a competence bonus on all Use Psi skill checks equal to your Intelligence bonus. However, the experimentation on your brain has left you mentally unstable (psychotic, schizophrenic, etc.). The GM may require your character to perform an insane act or say crazy words periodically. The GM may also trigger your character’s Use Psi skill at any time, even when your character does not desire to use the power.
Normal: The Psychic Power talent tree is not available to characters without this feat.

NO POWER IN THE ’VERSE CAN STOP ME [not available to PCs]
Unscrupulous Alliance researchers used your brain like a rutting playground—with very deadly results.
Prerequisites: Experimental Psychic, Charisma 14, Intelligence 14, Use Psi 6 ranks
Benefit: As a standard action during combat (that normally does not provoke attacks of opportunity), you may spend 1 action point and make a Use Psi skill check to “do the math” calculating the exact positions of your enemies. Each subsequent, consecutive round you may spend 1 action point and gain the following benefits in return. Your attacks ignore the AC bonus granted to targets by anything less than total cover and the miss chance granted to targets by anything less than total concealment (total cover and total concealment provide their normal benefits). Your attacks suffer no range penalties: treat all your attacks as if they are within one range increment (although you cannot exceed your weapon’s maximum range). Additionally, you gain a bonus directly to your Base Attack Bonus for the whole round (thereby possibly increasing the number of attacks you can make on a full attack action) and a bonus to your damage rolls. If you run out of action points or choose not to spend an action point for the round, the effects immediately end. This feat may be used only once during any single battle. The maximum duration and the size of the bonuses are determined by the Use Psi check result:
Code:
Check Result	Maximum Duration		BAB bonus / Damage bonus
14 or lower	The next round only (1 round)	+3 BAB / +1 damage
15–25		Up to 2 subsequent, consecutive rounds	+4 BAB / +2 damage
25-30		Up to 3 subsequent, consecutive rounds	+5 BAB / +3 damage
30 or higher	Up to 4 subsequent, consecutive rounds	+6 BAB / +4 damage
Normal: Use Psi normally cannot be used in combat.

The Talent

Charismatic Hero will be modified to make the following Talent Tree available:

PSYCHIC TALENT TREE
The Charismatic hero possesses strange psychic powers.

Psychic Power:
Use Psi becomes a class skill for the Charismatic hero. It can be increased like any other class skill, and the character may use skill points from levels in other classes to buy ranks at cross-class cost. Prerequisite: Natural Reader or Experimental Psychic feat.

Psychic Emphasis:
The Charismatic hero chooses one effect or feat of the Use Psi skill (Precognition, Psychometry, Remote Sensing, Telepathy, No Power in the ’Verse Can Stop Me), gaining a +3 competence bonus to Use Psi skill checks for that effect. This talent can be taken multiple times, each time selecting a different Use Psi effect. Prerequisite: Psychic Power, at least 6 ranks in the Use Psi skill.

The Skill

USE PSI (Cha) Trained Only [not available as a cross-class skill]
Psi is the scientific term for all paranormal experiences of extrasensory perception. Only characters with who have taken the Psychic Power talent can buy ranks in Use Psi. For those characters, this skill becomes a class skill for levels in Charismatic Hero, and cross-class for all levels in other classes.

Check: The character must spend 1 action point every time he or she wishes to use this skill. If the GM forces a psychic character to use this skill, the character does not have to pay the action point. If the GM merely offers the character the opportunity, then the character pays the action point only if he or she accepts the GM’s invitation. There are four separate effects for Use Psi, and the check DC and outcome depends on the effect selected from below.

Precognition: This effect gives the character psychic foreknowledge of events yet to happen. River used this power at the end of “The Train Job” when she sensed the distant threat of the hands-of-blue men, at the end of “Safe” when she predicted Serenity was coming to rescue her and Simon from burning at the stake, in “Out of Gas” when she had a premonition of fire, in “Ariel” when she foresaw that Jayne was going to sell her out and when she knew that the man in the hospital would die unless Simon intervened to save him, and in “Heart of Gold” when she anticipated the start of the baby’s birth. The Use Psi check result determines the extent of foreknowledge gained. A vague warning provides no specific benefit, just a premonition. The benefits for higher results are cumulative, so that a character who scores 30 or higher also gains the initiative bonus and cannot be surprised.
Code:
Check Result	Extent of Foreknowledge
14 or lower	vague sense of what will be coming into your immediate area 
		(a few hundred feet) in the next minute.
15–25		clear image of what will occur in your immediate area (a few 
		hundred feet) in the next few minutes (character cannot 
		be surprised), or a vague sense of danger from a more distant 
		or near-future threat.
25-30		sharp image of what will occur in your surrounding area (a few 
		miles) in the next several minutes (+10 circumstance bonus 
		to initiative), or a clear image of danger from a more distant 
		or near-future threat.
30 or higher	vivid image of what will occur in your surrounding area (a few 
		miles) in the next few hours (character can gain surprise over 
		enemies), or a clear image of danger from a faraway or 
		far-future threat
Psychometry: This effect gives the character psychic perception of what happened in an area in the past simply by touching objects or being in the environment. River used this power in “Bushwacked” when she sensed those killed aboard the drifting colony ship. The Use Psi check result determines what can be learned from the psychic impressions.
Code:
Check Result	Extent of Impressions
14 or lower	You receive a vague impression of the most powerful emotional 
		event that last occurred in the room (+1 circumstance bonus on next 
		skill check relating to perceived events; 25% chance (01-25 on d100) of 
		sensing specific information that answers a question the character wishes 
		to know).
15–25		You receive a clear impression of the most powerful emotional 
		event that last occurred in the area (+2 circumstance bonus on next 
		skill check relating to perceived events; 50% chance (01-50 on d100) 
		of sensing specific information that answers a question the character 
		wishes to know).
25-30		You receive a sharp impression of powerful emotional events that 
		occurred in the area, either several recent events or one powerful event 
		further in the past (+3 circumstance bonus on next skill check relating to
		perceived events; 75% chance (01-75 on d100) of sensing specific 
		information that answers a question the character wishes to know).
30 or higher	You receive a detailed impression of powerful emotional events 
		that occurred in the area, either several recent events in the immediate 
		area or one powerful event further in the past in a wider area 
		(+4 circumstance bonus on next skill check relating to perceived events; 
		99% chance (01-99 on d100) of sensing specific information that answers 
		a question the character wishes to know).
Remote Sensing: This effect gives the character the ability to see (clairvoyance) or hear (clairaudience) what is currently happening beyond his or her normal range of perception. River used this power in “Bushwacked” when she saw from afar the rescued Reaver survivor wake up, in “Safe” when she perceived while dancing that Shepherd Book had been hurt on the other side of town, in “Ariel” when she knew the hands-of-blue men had arrived and when she intuited the way out of the hospital, and throughout “Objects in Space” as she psychically walked about the ship and when she helped her crewmates defeat Jubal Early from aboard the bounty hunter’s ship. The Use Psi check result determines the range of perception and degree of clarity. Clarity is like concealment, imposing a “miss chance” (on a d100 roll) when looking for something specific.
Code:
Check Result	Range and Clarity
14 or lower	low clarity (40% miss chance) within character’s immediate 
		 nearby area (a few hundred feet)
15–25		moderate clarity (20% miss chance) within character’s immediate 
		 nearbyarea,
		or low clarity (40% miss chance) within character’s the broader 
		 surrounding area (a few miles)
25-30		high clarity “out of body experience” (10% miss chance) within 
		 character’s the immediate nearby area,
		or moderate clarity (20% miss chance) within character’s broader 
		surrounding area,
		or low clarity (40% miss chance) anywhere on the planet 
		(thousands of miles)
30 or higher	high clarity “out of body experience” (10% miss chance) within 
		character’s broader surrounding area,
		or moderate clarity (20% miss chance) anywhere on the planet,
		or low clarity (40% miss chance) sensing faraway places on other 
		worlds (anywhere in the ’Verse)

Telepathy: This effect gives the character psychic impressions of the thoughts and images in the minds of others. River used this power in “Shindig” when she taunted Badger, in “Safe” when she read the minds of the mute little girl and the village headman, in the deleted scene from “Our Mrs. Reynolds” in which she knew that Saffron was a liar, in “Ariel” when she perceived that Jayne was lying about the escape plan being changed, and in the first part of “Objects in Space” when she had mysteriously learned Jayne’s locker combination in order to get one of his guns. The Use Psi check determines the potency of the attempted mind reading. The psychic chooses one target, who receives a Will saving throw to resist (though the target probably never will be aware that he or she is a target). If the target makes the saving throw, he or she negates the telepathy and is immune to the character’s Use Psi effects for the rest of the current encounter. The check result determines the DC of the Will save as well as the extent of mind reading. The result grants a competence bonus (+1 to +4) on Bluff, Diplomacy, and Intimidate skill checks against the target for the rest of the current encounter; the competence bonus is doubled (+2 to +8) for Sense Motive checks involving the target. Additionally, there is chance (25% to 99% on a d100 roll) of successfully probing the target’s mind for specific information that answers a question the character wishes to know.
Code:
Check Result	Will Save DC	Extent of Mind Reading (if save is failed)
14 or lower	10		current surface thoughts only (+1/2 bonus; 
				01-25 on d100)
15–25		20		broader surface thoughts and mental flashes  
				(+2/4 bonus; 01-50 on d100)
25-30		25		deeper thoughts and clear mental images  
				(+3/6 bonus; 01-75 on d100)
30 or higher	30		hidden thoughts and detailed mental images 
				(+4/8 bonus, 01-99 on d100)
Try Again?: Yes, though each new attempt costs 1 action point.
Special: A character can take 10 when making a Use Psi check, but can’t take 20. A character with the Experimental Psychic feat receives a competence bonus equal to his or her Intelligence bonus.
Time: Most Use Psi attempts require at least a full-round action, though more time (perhaps up to several minutes) might be required for particularly detailed or prolonged mind-reading, remote viewing, or precognitive visions. Use Psi generally is too lengthy and distracting to be used during combat.
[/SBLOCK]
[SBLOCK=THE 'VERSE]
Map of the 'Verse: developed by Wydraz
[/SBLOCK]
[SBLOCK=WEALTH]
Code:
DC	Credits	      Modern US Dollars
2	€ 0		$5
3	€ 0		$12
4	€ 1		$20
5	€ 1		$30
6	€ 2		$40
7	€ 2		$55
8	€ 3		$70
9	€ 4		$90
10	€ 5		$120
11	€ 6		$150
12	€ 8		$200
13	€ 11		$275
14	€ 14		$350
15	€ 20		$500
16	€ 26		$650
17	€ 36		$900
18	€ 48		$1,200
19	€ 60		$1,500
20	€ 80		$2,000
21	€ 110		$2,750
22	€ 140		$3,500
23	€ 200		$5,000
24	€ 272		$6,800
25	€ 360		$9,000
26	€ 480		$12,000
27	€ 600		$15,000
28	€ 800		$20,000
29	€ 1,100		$27,500
30	€ 1,400		$35,000
31	€ 2,000		$50,000
32	€ 2,600		$65,000
33	€ 3,600		$90,000
34	€ 4,800		$120,000
35	€ 6,000		$150,000
36	€ 8,000		$200,000
37	€ 11,000	$275,000
38	€ 14,000	$350,000
39	€ 20,000	$500,000
40	€ 26,000	$650,000
41	€ 36,000	$900,000
42	€ 48,000	$1,200,000
43	€ 60,000	$1,500,000
44	€ 80,000	$2,000,000
45	€ 110,000	$2,750,000
46	€ 140,000	$3,500,000
47	€ 200,000	$5,000,000
48	€ 260,000	$6,500,000
49	€ 360,000	$9,000,000
50	€ 480,000	$12,000,000
[/SBLOCK]
 

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Watus

First Post
Excellent. I'm hoping this game will generate enough interest to get together a decent crew.

Now make with the concepts!
 

Shayuri

First Post
Gah! Space opera! My favorite!

Need an ex-criminal (ex? really?) pilot ace? Gimme a call!

(hey, are you allowing the Wild Talent feat, or do only freakish Alliance experiments get that? :) )
 

RobotRobotI

First Post
Watus said:
Excellent. I'm hoping this game will generate enough interest to get together a decent crew.

Now make with the concepts!

Need a doc? I've got Casper, born and raised on Belleraphon to become a doctor, who split near the end of the Unification War to aid the independents. He's a noncombatant, hates fighting and wouldn't dare hurt somebody, but believes whole-heartedly in the independent ideal (and still does, despite the end of the war).

I like his character, but the PBP he was in didn't really work out and didn't leave much room for him.

Of course, his background might need a bit of tweaking, and although the intention is to play him as a skilled surgeon, I'd have to have the GM's acknowledgement that brief schooling followed by time spent as a field surgeon would qualify for that. :eek:
 
Last edited:

Ferrix

Explorer
Pilot and a Doc... hrm...

Hard not to toss out ideas that are similar to the main characters from the show (oh how I love it).
 

RobotRobotI

First Post
Ferrix said:
Pilot and a Doc... hrm...

Hard not to toss out ideas that are similar to the main characters from the show (oh how I love it).

I guess Casper kinda reeks of Simon, huh? The whole used-to-be-rich-doctor thing. -_-

I've got some ideas in mind for a melee-ish thug sorta character, too, so whatever. :D
 

Watus

First Post
Well, let's put it this way: the crew will need a pilot, but it probably shouldn't be a wisecracking hotshot with a fondness for hawaiian shirts and plastic dinosaurs.

Having a medic aboard of some description would probably be a good idea - I don't want to give anything away here, but there might be some shooting - however, a full-fledged surgeon would need an awfully good reason to be slumming it aboard a tramp freighter. One that didn't involve being on the run with his psychic sister.

On the other hand, the rim is full of bitter former browncoats with antisocial tendancies, so... we shouldn't feel that the characters in the game can't resemble the crew of the Serenity in any particulars whatsoever.
 

Shayuri

First Post
Hee hee. Not to worry. Ms Richter is nothing at all like Wash. Not the least of which is saying that she's alive and well and wholesomely unmarried.

I think she could take him in a fight too. :)

Any word on that Wild Talent?
 

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