firefly rpg pdf free download Firefly Online. Firefly Online is a strategic online role playing game (RPG) based on Firefly, Joss Whedon’s cult-hit television series. Get ready to take to the skies in the delightful western / science fiction universe of Firefly, visiting the locations and meeting the people made famous in the TV program. The core of the game is to fly your ship from place to place, taking odd jobs and focusing on keeping your ship flying. Beware; the ‘verse is a dangerous place! Hazards from overzealous Alliance inspectors to ravening reavers await the unwary. Note : Firefly Online’s Facebook page has not been updated since 2016, and the website is down. The game appears to have been abandoned. Read more about Firefly Online. What Ever Happened To… Vol 2. Listed is back with a 2017 edition of "What Ever Happened To. ", looking at where titles like Firefly Online, Heroes and Villains, and Star Citizen are. Firefly Online Gameplay Trailer Focuses on Captains. Check out an all new gameplay trailer from Firefly Online, Shiny! Firefly Online Introduces Cortex, the Companion App. Firefly Online Cortex is the place to get all the latest information on the development of Firefly Online and play mini-games in the Verse. Big Names Secured for FireFly Online Voice Acting Roles. SparkPlug Games reveals Firefly Online's voice actors for both the male and female player characters this week. They've picked up some big names! Daily Quest Roundup: Star Trek Online, Firefly Online, Vanguard, and more. This week the developers working on Firefly Online have introduced two new ships which will feature in their upcoming title. Firefly Online Development Seems “Lost in Space” Is Firefly Online destined to meet the same fate as the show? A grim comment may confirm fans' fears. FAQ: What Sci Fi IP Should Be An MMO Next? This week we ask the MMOGames writers which sci fi IP should be turned into an MMO next, the answers are varied to say the least. Robowieland. The shirt says professional, but the sneakers say freelance. Wednesday, April 2, 2014. Firefly RPG - Core Book PDF. Is it U-Day? No, it's PDF day! The electronic version of the Firefly RPG is out at DriveThru RPG. The book comes with a great Episode, What's Yours Is Mine, but surely you want more Episodes after that? Wedding Planners: The Crew escorts a young ingenue to her wedding to a wealthy arms manufacturer - whether she likes it or not. Shooting Fish: The Crew comes to the aid of a Shepherd by entering a no-holds-barred boat race run by an overbearing mayor. Friends in Low Places: The Crew gets caught between a corrupt Guild trader and the Alliance officer looking to bring him down. Freedom Flyer: The Crew helps an old friend outrun bounty hunters to put the pieces in place for a new life. If you want to try before you buy, Serenity Crew offers write ups for the main Crew and 12 original archetypes. Add an Echoes of War Episode for a few nights of adventure! RPG4EVR. I've been roleplaying for 28 years at the start of this blog. I'd like to share my experiences and insight of RPG's. I hope that my reader's will also feel free to contribute their thoughts and feelings alongside my own. I'd like to keep the pen-and-paper in roleplaying games. Wednesday, June 10, 2015. Firefly Role-Playing Game Core Book. Title: Firefly Role-Playing Game Core Book. ISBN: 9781936685325 Price: $49.99 Publisher/Year: Margaret Weis Productions 2014 System: Cortex Out-of-print: No Available on DriveThruRPG: Yes. Overall rating (1-10): 7. Debuting in physical form around GenCon 2014, the Firefly Role-Playing Game whisks the players off to the ‘Verse of the Joss Whedon “western in space” television program of the same name. If you haven’t watched Firefly, let me just say that you are seriously missing out and should stop immediately stop reading this review and go download it on Netflix/buy it on Blu-Ray/whatever. This review will assume that you have done so. Checking in at north of 360 pages, the full-color hardcover has a suggested retail price of $50. The book is also available as a PDF, and this review is based on the PDF (it was a review copy, for those who consider that an important thing to know). Note: This is a review of a book, not a system. This is a review of a core book, which I’ll be talking about basic mechanics, and I’ll say if something seems obviously problematic or cool, but this review should not be mistaken as a source of subtle analysis of things like character creation or combat option balance. The Firefly RPG is set up for the PCs to be a group similar to the main characters of the show, if not actually just playing as the main characters of the show. You have a ship, you have a crew, you’ll hopefully have a job, and you’ll be flying around the 5 star systems and 72 planets of the ‘Verse (I can tell you these numbers only because the RPG tells me these numbers, so the RPG does deliver some the basic political and geographical situation of the ‘Verse in a more coherent and detailed way than you get it in the show). Note that you do not have to play a crew that is hostile to the Alliance. Firefly is published by Margaret Weis Productions, and uses their system that is also used in the Marvel Heroic Roleplaying and Smallville (each of these games uses variants on the system – Firefly is Cortex Plus Action, Marvel is Cortex Plus Heroic, Smallville is Cortex Plus Drama, and there is a lot of variance between them). Note that the older Serenity RPG used what is now called the . Characters have various traits – mostly commonly Attributes (mental, physical, social), Skills, Distinctions, and Assets – and each of these traits has a die rating (d4, d6, d8, d10, d12). When taking an action, the player rolls (at least two for Attribute and Skill, possibly 10 or more if there are a whole mess of things going in the character’s favor) and then adds the two highest together. This roll (called raising the stakes) must exceed the total rolled by the GM for the NPC involved (the GM’s roll is called setting the stakes, is produced in a similar fashion, and is rolled first). If the PC is on the defensive, then the order will be reversed – the PC sets the stakes, and then the NPC must raise the stakes. Any die that comes up a 1 is a jinx – it can’t be added to your total (even if this leaves the character with zero or one die), and might saddle the PC with Complications. All ones is a botch, and I think we can all safely assume that’s a Bad Thing for the PC. Each player starts each game session with one plot point, but there are several ways to get more. Pretty much all of the Distinctions (more on those later) can give out plot points. If a PC rolls a Jinx, the GM can give the PC a plot point to create a Complication (more on those in a moment). And the GM can hand them out if the player is awesome in some fashion. Plot points are quite versatile, and can be used to activate certain Distinction abilities, create an Asset that lasts until the end of the scene (or for the rest of the episode, for two plot points), add a third or subsequent die to the die roll (chosen after knowing the roll and possibly after knowing the target number, so a very potent function), or not getting Taken Out. Assets are any random thing that the player can come up with that has some positive relation to the activity. Normal assets are created temporarily by spending plot points. Signature Assets are permanent, appearing on the character sheet and getting used whenever applicable (Signature Assets can also have abilities like Distinctions). Assets can be physical objects, preparation, attitudes, or relationships. So, for example, Malcolm Reynolds might have the Serenity as a high-level signature asset – any time he makes any roll that has to do with the Serenity, he gets to roll an additional d8. Or Zoe and Wash might have assets that give them extra dice to roll when they’re working together. Kaylee might have an easier time convincing someone she’s innocent of a crime because she’s so gosh durn cheerful and sweet. And so on. The only limitations on adding dice from Assets are how many plot points are on hand and how much the GM will let the player get away with. Complications are something like anti-Assets – they’re something the character is saddled with that gives the opposition an extra die when it comes into play (and the PCs may get to add Complication dice to their pools when the NPCs have Complications). Whenever a PC rolls a Jinx, the GM can give the PC a plot point to inflict a Complication (the more jinxes, the nastier the Complication). A character may also have been saddled with Complications in order to stick around in a confrontation rather than being Taken Out. Complications can be worked off – there are recovery rolls, and PCs can spend plot points to reduce or remove Complications whenever an NPC rolls a 1. Assets and Complications play a big, big role in shaping the action in the Cortex system. The GM may determine that a roll is high stakes for one or both of the characters involved. If a roll is high stakes for a character, then losing the roll means that the character will be Taken Out for the rest of the scene. The most obvious example of a high stakes roll is combat, but there can also be social rolls that invoke this rule (e.g., the character is humiliated and cannot meaningfully socially spar any more that night). By default, this is still a single roll – so, unless one of the combatants wants to extend the fight, even combat is a one-roll affair. But characters with plot points available (and who are not hopelessly overmatched) will likely want to stay in the fight a little longer. A character can spend a plot point and taken a complication (typically a wound, for a combat action) to keep on rolling. This makes the next roll worse for the character, but at least she’s still got a shot! Well, for a little bit anyway – eventually one of the complications she’s been saddled with will be too much, and will Taken her Out anyway. There are three levels of character creation available in Firefly. First, you can just play as the crew from the show (Jayne’s Hat is not a Signature Asset – I say start a change.org petition!). Second, you can choose one of two dozen archetypes with some additional customization. Third, you can build your character up from scratch. If building a character from scratch, you can make all of your Attributes even, or set them primary/secondary/tertiary if you want the character to be have broad strengths and weaknesses. Each character starts with three Distinctions, which can represent roles, personality traits, backgrounds, or whatever (examples include Alliance Officer, Con Artist, First Mate, Doctor, Mechanic, Companion, Captain, Pilot, Chatterbox, Fashionable, Know It All, Brothers, Rich, Drunk … there are a whole mess of them). Each Distinction does several things. First, each identifies three highlighted skills. Each of these skills improves from the default d4 (if a particular skill is highlighted in multiple distinctions, the skill gets stepped up multiple times), and makes the skill cost have as much to advance later. Each Distinction will add an additional die to any appropriate roll – so if you have the “Fed” Distinction, which relates to hunting down criminals, then you’ll get to roll an extra die whenever you’re hunting down a criminal. Finally, each Distinction has three triggers. One of those three is the same between all of the Distinctions and you always start with it – reduce your Distinction die down to a d4 in order to gain a plot point. The others tend to require spending a plot point or taking some other temporary disadvantage to activate, but some particularly narrow effects have no cost. You get to choose a couple of these triggers (in total, not per Distinction) to start with as well. After distinctions are chosen and give their skill increases, you get points to spend on more increases, but they cost double if they aren’t highlighted skills. Finally, you get a pool of points to spend on Signature Assets and Skill specialties. Specialties add another die whenever applicable. So if a character had a Physical d10 and Shoot d10 and a Rifles specialty and, say, a Vera d8 Signature Assets, then whenever he shoots at you with Vera he’s rolling a 2d10 and a d8 and a d6, which is why Jayne is really good at shooting you – and he’s probably using his Mercenary Distinction to throw in an extra d4 and gain a plot point. A character’s “experience” is simply based on the number of episodes she’s completed. Episodes can be used in two ways. First, each of the episodes in a characters Episode Guide can be used once per session as a plot point if the player can come up with a callback to what happened during that episode. Second, episodes can be spent to train up the character’s abilities. Episodes can be spent to increase all sorts of things, but they’ll mostly be used to turn temporary Assets into Signature Assets, add skill specialties, and maybe unlock new abilities for Signature Assets and Distinctions. Attributes can be modified and Skills can be increased, but these options are prohibitively expensive compared to messing around with Signature Assets and specialties. Ships have some similarities with characters, but are ultimately more straightforward. Like characters, ships have three Attributes (Engines, Hull, and Systems). Ships also have three Distinctions, one of which will be its Class (e.g., a Firefly-class freighter or a Tohoku-class Alliance cruiser … because your GM is totally going to let you have one of those). Each ship has two more Distinctions, one based on its history (Brand Spankin’ New, Battle-Scarred, etc.) and one for customization (Cruisin’ the ‘Verse for better passenger-carrying, Automated Controls to hopefully be able to avoid using a Pilot, etc.). Like character Distinctions, the ship distinctions have their own abilities. Ships can also have Signature Assets, and each comes with two for free. Once play begins, Assets and Complications can be applied to ships just like they’re applied to characters, and most rolls involve ships will involve some dice from the crew as well. So, the above is about 105 pages, which leaves quite a bit more. What else is in there? About another 40 is GM material – how to use the narrative system and general GM tips. There’s an adventures (What’s Yours Is Mine), and that’s almost another 40. The biggest single chapter, however, is an Episode Guide, which runs about 130 pages. And I have to say that I found it a rather odd bird. Finding an episode guide in a licensed product like this is not new – I can recall a number of anime RPG core books that were more episode guide than RPG. But this is not an episode guide in a traditional sense. It goes through all of the episodes, but the purpose isn’t to serve as a reference on the episodes, but rather to use the retelling of each of the episodes to remind and inform the players about the setting, and to very slowly introduce game mechanics, using examples from the series, up to and including GM techniques. Also, scattered throughout the episode guide is where you’ll find all of the NPCs, ships, equipment, and gazetteer information that I’d normally expect to find broken out in their own sections of the book (there are also suggestions for how the GM could do things a bit differently than what happened in the episode). Chinese phrases are also scattered throughout this chapter, but for them there is an appendix later with a complete list. Unfortunately, this combination of functions leaves the episode guide fairly ineffective at these two distinct functions. As a “learn to play” section, it’s too long – you just have to read through too much stuff that’s not really related to learning how to play. And as a reference it really does not work. They have put an index in the front of the book and then a list of citations later in the book in the GM chapters, but it’s still really inconvenient to try and look up crunchy bits in an RPG book when they’re scattered all over the place. I remember when the L5R RPG switched to having literally all of the mechanics in its supplements at the very back of the book (they used to be clumped at the end of each chapter). I was skeptical of this at first, but once I actually started using those books it turned out to be incredibly convenient. Firefly goes in the opposite direction, making it a hassle to reference NPCs, ships, and gear during session prep and gameplay. The art in the book is a combination of screen shots from the show, new photographs (most commonly new NPCs, and drawn art for the chapter openings and the character classes. The shots I tended to like best were (1) the best character straight-on character images from the show (or, possibly, from promotional material for the show), then jazzed up with effects like star backgrounds and presented on a large scale; and (2) the sepia-toned shots that are mostly (I think) their own work. I have to say I was not a fan of some of the split-screen art boxes that were used, where they had a square or vertical rectangular space they put art in, and they fill it with two or three screen shots stacked up on top of one another. The images sort of blend together in a way that I did not find appealing. Editing, layout, and graphic design were good – not a lot of typos, layout looked nice and I didn’t see any goofs, and things like the graphic displays of the five start systems (one with all five and five with one each) were well done. There are also schematics of Serenity and some of her component systems. I do not know if it’s something inherent to the Cortex system, or something modified just for Firefly, but I think that the way the experience costs push character growth makes it feel like what you see on the show. Character capabilities don’t really change much – Wash doesn’t become an even better pilot and Kaylee doesn’t suddenly learn how to punch well. What you tend to see instead is learning more about characters’ pasts and personalities and relationships. In the game, these are Signature Assets, and they are relatively cheap to acquire. The plot point flow seems extremely important – you might almost be hoping to roll a jinx here or there to tempt the GM to hand you out some more. At a minimum that will let you trade a few lousy rolls at one point in the adventure for a killer roll later in the adventure, which is usually a fairly strong effect. One of the observations I frequently make about RPGs is that a lot of us will buy a lot more RPG books than we will ever use (or buy books where we really only end up using one particular mechanical bit). That means that it can be important whether an RPG is simply good reading material. For that purpose, I can’t recommend the Firefly core book – too much is taken up by that 130-page intro/episode guide chapter, and it does not make for good reading material. Ultimately, I think that whether you’ll value this as a game will, unsurprisingly, come down how you feel about Firefly (or, more specifically, roleplaying in the Firefly universe). On the bright side, I think that if you are interested in that, this will work – licensed RPGs just fall flat on their faces from time to time, or try to implement systems that just don’t work well with the feel of the source material. Firefly avoids any such pitfalls. With that said, having successfully surpassed that threshold, how much players dig the Firefly RPG may depend on how they feel about the fairly elastic nature of the Asset system. Do you have nightmares of players getting to just make up any random old thing to try and get a bonus whenever they want one, without any real mechanical limitation? Then this system may not tickle your fancy. Do you think it’s really cool to be able to just name relationships and equipment on the fly, following your narrative without excessively detailed mechanical restrictions? Then you’ll probably really like this. Firefly Role-Playing. The FIREFLY RPG puts you right in the middle of the action of the wildly popular television series. You and your Crew will trade bullets with fearsome bounty hunters, folk who want what you have, or varmints that try to put out the light of hope you represent. Keep your Browncoat banner flyin’ high and dodge Alliance cruisers. Side with the Alliance and track down riff-raff to haul ‘em in for justice. Explore your ‘Verse to find a crew, find a job, and keep flyin’! Contents. Production [ edit | edit source ] The Firefly RPG uses a freewheelin’ version of the award-winning Cortex Plus System to bring the ‘Verse to life online or at your table in this 350+ page, full-color game. This corebook includes: Detailed Episode Guide for all 14 Firefly episodes 75+ Gamemaster characters including rules for Niska, Badger, Patience, and more! Over 30 pre-generated player-characters! Play as Mal and the Serenity crew or one of 24 archetypes. Original character creation – choose from dozens of Distinctions to fine-tune your concept. Dozens of in game examples from the show. Over two dozen sample ships Dozens of sample Assets and Complications Advancement rules Tips for world-building in the ‘Verse “What’s Yours Is Mine”, a fully-playable Episode – perfect for first-time GMs! Chinese teaching tool and phrases spoken during the show Maps of all five systems Serenity ship and engine schematic Interactive Crew and Ship Sheets. Print ‘em out as is or type in the details, save, and print. . and much, much more! The Firefly RPG core rulebook is compatible with the Echoes of War adventures and all other releases in the FIREFLY ROLE-PLAYING GAME line, which are all sold separately. The Firefly Role-Playing Game is based on the hit television series by Joss Whedon. This release employs the Cortex Plus rule system. Cortex Plus System [ edit | edit source ] Cortex Plus—unlike its predecessor, the Cortex System, which was used in the Serenity RPG—is a roll and keep system, in which you roll one die from each of several categories and keep the two highest dice in your dice pool. Cortex Plus uses polyhedral dice common to many roleplaying games and utilizes standard dice notation, ranging from d4 (a 4 sided tetrahedral die) to d12 (a 12-sided dodecahedral die). The cubed d6 is the "default" die used in the game. Cortex Plus uses dice pools ranging from d4 (terrible) to d12 (the best possible). Every die in your pool that rolls a natural 1 (called an 'Opportunity') not only doesn't count toward your total, but also causes some form of negative consequence for the characters to overcome. Players may voluntarily reduce some of the dice in their pool to a d4, decreasing their likelihood of success and increasing the likelihood of a negative consequence, in exchange for "Plot Points" which may be spent in several ways to influence the game's plot. Licensing [ edit | edit source ] Although the Firefly RPG is sometimes mistaken for a spin-off from Margaret Weis Production's earlier Serenity Role Playing Game, the two games were produced under separate licenses and utilize very different game systems. Firefly Role-Playing Game Corebook PDF Now Available! The FIREFLY RPG puts you right in the middle of the action of the wildly popular television series. You and your Crew will trade bullets with fearsome bounty hunters, folk who want what you have, or varmints that try to put out the light of hope you represent. Keep your Browncoat banner flyin’ high and dodge Alliance cruisers. Side with the Alliance and track down riff-raff to haul ‘em in for justice. Explore your ‘Verse to find a crew, find a job, and keep flyin’! The Firefly RPG uses a freewheelin’ version of the award-winning Cortex Plus System to bring the ‘Verse to life online or at your table in this 350+ page, full-color game. This corebook includes: – Detailed Episode Guide for all 14 Firefly episodes – 75+ Gamemaster characters including rules for Niska, Badger, Patience, and more! – Over 30 pre-generated player-characters! Play as Mal and the Serenity crew or one of 24 archetypes. – Original character creation – choose from dozens of Distinctions to fine-tune your concept. – Dozens of in game examples from the show. – Over two dozen sample ships – Dozens of sample Assets and Complications – Advancement rules – Tips for world-building in the ‘Verse – “What’s Yours Is Mine”, a fully-playable Episode – perfect for first-time GMs! – Chinese teaching tool and phrases spoken during the show – Maps of all five systems – Serenity ship and engine schematic – Interactive Crew and Ship Sheets. Print ‘em out as is or type in the details, save, and print. – …and much, much more! The Firefly RPG core rulebook is compatible with the Echoes of War adventures and all other releases in the FIREFLY ROLE-PLAYING GAME line, which are all sold separately. The Firefly Role-Playing Game is based on the hit television series by Joss Whedon. This release employs the Cortex Plus rule system.