Firefly: Hurtlin’ Through the ‘Verse- Massive Update!!… Finally

Holy shit this has been quite a long time coming.  I actually did this update a few months ago but I wanted to edit it before putting it up on the blog..  Other projects came into prominence and Firefly just kind of went to the back burner.

Here it is!  Firefly Hurtlin Through the Verse V2.1

Excuses and Update Info

I’ve been so busy with my Monster Manual Stabbing (obviously the other letters are on the way), my Frankengaming (Part One, Part Two, Part Three, Alchemist), and also just fully developing my current sandbox game: Hubris.

So I want to apologize first of all for the extremely long delay in putting out an updated version of Firefly: Hurtlin’ Through the ‘Verse.  I also want to say thank you to everyone who has downloaded it and spread the word about it!  Keep doing so!  Over 2,000 downloads so can’t be a bad thing!

This is a pretty huge update!  19 pages of new stuff!  I look forward to any feedback and tales of using this!  That’s why I put it out there!  Have fun!  Keep flyin’

Changes Made to Firefly V2.1

 

Backgrounds-

Added suggestion on creating a character with out a background.

Added Lawman and Two-Bit Criminal Backgrounds.

 

Classes-

Added suggestion on allowing all classes to take any Focus.

Added slight variant to Ability Advancement than that in Box Set 2.

Added Big Damned Heroes optional rule.

 

Drifter- Slick Vagabond (level 7)- is an ability, no longer a stunt.

 

Soldier- Battlefield Observer (level 7)- is an ability, no longer a stunt.

 

Added optional Companion rule.

 

Focuses, Talents, Specializations-

Added three new Specializations; Thug (Soldier), Rising Corporate Star (Noble), and Cortex Spy (Drifter).

Put Specializations at the end of the section.

Focus Legerdemain renamed Pickin’ Pockets.

Added two new Focueses: Cunning (The ‘Verse) and Cunning (Trade Lanes).

Talents- Talents from Dragon Age Box Set 2 have been added as well as descriptions which are altered, allowed, or not allowed in the game.

Talent Trap-Making- No longer its own talent.  It has been merged into Demolitionist.

Talent Poison-Making- Changed the Journeyman function since there are no poison-style grenades in Firefly.  Also how poison is delivered has been changed.  It is no longer a stunt.

Talent Gunslinger- Completely reworked talent to not be so reliant on Stunts.

Talent Heavy Weapons Expert- Completely reworked talent to not be so reliant on Stunts.

Talent Rootin’ Tootin’ Shotgunier- Completely reworked talent to not be so reliant on Stunts.

Talent Rifleman- Changed Master rank.

Talent Companion- reworked it slightly

Talent Techie- Reworked slightly on Novice and description added to Master.

Diplomat Specialization- Master Ability is no longer a Stunt.

Gambler Specialization- Journeyman ability has been changed completely.

Bounty Hunter Specialization- Journeyman and Master ability has been changed completely.

Added rules for Psychics and Surprise rolls.

Items-

Fixed the prices of grenades, forgot to add the much needed “0”.

Added Grenade, Acid.

Added Dart Gun.

Removed Stunt Bonus from Mining Drill.

Changed Armor Piercing rounds to penetrating damage.

Changed Morphine.

Added Adrenaline Shot.

Added CryBaby and “Sticky”.

 

Rules-

 Added Optional rules (in Items) for Cyberware and Gene Therapy and Cyberware complications table.

Added advice for putting “mooks” into the game.

 

Stunts-

 Added Plum Injured Stunt (6SP)- Permanent Injury to target.

 Added new Optional Stunt (in GM section)- Was That There Before (6SP): This stunt allows the player to interject something into the scene that wasn’t there before.  This could be a barrel of gas, a door in an alley, a much needed clue when they are stuck, etc.  This should not derail what the GM has planned to the point where it collapses the session/adventure.  All terms should be discusses and agreed upon.  GM has final arbitration.

 

GM Tools-

Optional Rules Section added.

Rule for reducing HP bloat.

Advice for performing “stunt” like actions with no Stunt Points.

Added rules for hitting Innocent Bystanders.

Added suggestions on rewarding the party.

Added advice on complications and a table with a few ideas.

Added rules for Cyberware and Gene Therapy.

Added Simple Table for figuring out travel time between planets.

 Talk about making the ‘Verse yours.

 

Other-

Fixed Armor and Defense of Enemies.

Added notes on Alliance Tohuku-Class Cruiser, Crete-Class Alliance Carrier, Longbow-

Class Patrol, and Gunship.

Added more helpful tools and links at the end of the book.

Added Whitefall planet.

Added note about Blackout Zone.

Added items of inspiration.

Added Triad to Organizations.

Added Fleshers to Organizations.

Added links to two awesome websites for First names and Surnames for many cultures.

Added Jobs on the Cortex and News on the Cortex tables to end of book.

Added City Hustle and Bustle table.

Added link to Wookiepedia and mentioned reskinning Star Wars Starships to Firefly since there isn’t a plethora of ships available.


Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

4 thoughts

  1. How do you handle reloading for the various firearm types? and what happened to the archery talent it isn’t mentioned as a renamed talent and seems to still be in the game.

    Thanks.

    1. Archery is still included, because I figured there would be some backwoods people still relying on them, at least some what. So it is the same as in the Dragon Age books.

      The weapon groups are on page 21. Each class gets to start out with a number of weapon groups and then can get the new focuses or talents should they desire.

  2. Silly me. Thanks for the reply and the hard work, i’ve decided to finish my own AGE conversion (after a year on the shelf) and yours is a great example as well as a great game.

    In Firefly are all ranged reloads minor actions? I’m trying to decide how I want to handle a six-shooter type weapon. I’m currently thinking a re-cocking of the gun (minor) would help to make ranged weapons too powerful.

    1. Thanks 🙂 It was quite a bit of fun to make and I’m glad people dig it.

      Also- might as well pimp this- I created a Firefly hack of Vornheim that is system neutral. It’s on the blog as well.

      Click to access vornhack-complete-firefly-and-sci-fi-kit.pdf

      For all guns, I just used a rule of thumb. I figured most “six-shooters” in Firefly are actually cartridge loaders, like Mal’s gun. If not they use that fancy clip that just lets you pop the bullets in all together. That’s a minor action.

      If you are using a breech loading Winchester like Zoey, then that’s gonna be a complex action. Loading a double-barrel shotgun would be a minor, but a pump action single load 5 shot, would be complex, etc.

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