Sam...
...is gonna be pretty much the Sam everyone remembers (he's kind of gotten to like it, tbh)... Maybe a few changes to weapons (for example; he's never once used that sniper rifle he had, probably been replaced with a shotgun or not at all) and some updated/new skills or traits but, otherwise, Dash will be Dash and I'm sorry in advance. 
Lord of the Possums RDI Staff Karma: 475/29 8917 Posts
Posted on 2017-06-01 at 15:34:56.
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Stuff
Actually, I have so much extra material on Serenity RPG that I should create my own web resource page. The Red Firefly Inn?
I have all the original crew character sheets if you are looking.
Hoping for time this weekend to do some updating.
The Tired RDI Staff Karma: 291/33 6348 Posts
Posted on 2017-06-02 at 13:26:40.
Edited on 2017-06-02 at 13:40:20 by Alacrity
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summin' up
Combat Basics
A combat round in Serenity is only 3 seconds long. The idea behind the system is that it is supposed to be the fast paced cinematic kinda of fighting you see in the series, not the realistic world. You want realism, go elsewhere - this is a verse where the men are men and the women are all smokin' hot.
Life points are what the essences of life in this game, and they are Vitality + Willpower. So if you have d10 V and d6 W you have 16 life points. You can get bonuses through assets (Tough as Nails), drugs and cybernetic implants but they don't count for a lot. Life points are run as two sections, Stun and Wounds. You get the full amount in both (so 16 Stun and 16 Wounds)
In a 3 second round you may do one action - fire, run, dodge etc. For every additional action you take a step penalty. So if you wanted to fire twice - you be at -1 step penalty. So if you are D10 (agility) + d10 (Guns), you would be rolling a d10 (AGL) +d8 (Guns -1 step down) for attack. So you may do more damage but you are less accurate. If you wanted to dodge and fire twice, you would drop two levels of skill dice. You want to fire 3 times, dodge, run and seduce the barmaid - well you are going to run out of skill real fast.
Now your Innate Defense value is your defence if you are not actively dodging or hiding. If you want to focus on shooting, then you are using ID. That is 3+ your agility roll (Note this is my rule, the book is just the agility roll). So if Security guard is firing a gun at Bob and bob is firing back, Bob defence is 3+ his agility (d8 ) and he rolls a 7. So his defence is a 10 and the guard must roll 10 or over to hit. If you choice to dodge (agility + Dodge skill or athletics skill) as an action you get to use that but if you dodge and fire you will gain the step penalty.
When you are hit, damage is two part. The total roll of attacker - the defence of the defense equals the basic damage. Basic Damage is divided by two and split between Stun and Wounds. So Guard hits bob with a roll of 18. 18-10=8 so Bob gets 4 points to stun and 4 points to wounds. In the case of an uneven split, the extra point goes to stun. Now you add weapon damage. The guard is using a pistol so he does d6 wounds, and rolls a 4. So in one shot, Bob has taken 8 wounds and 4 stun. See how this game can get deadly fast considering Life points are rarely above 20. Note that as soon as you are at half of Life Points, you are at a -2 step penalty to do anything.
Once per (Game time) day you can make a "second wind" roll of either Vitality or Willpower and subtract the roll from your stun damage. Note that is an action. If your wounds total is reached, you must make an easy endurance roll every round to stay alive. This difficulty goes up by 4 every minute of game time. You take twice your LP in wounds and you are dead, unless a doctor is really close by. If you reach max of your stun, you are unconscious. If your wounds and stun together equal your life point total, then you have to make an average endurance roll every round to stay conscious.
Plot Points
Everyone starts with 6 plot points and you can use these in the game to better your roll or save your life. Now I play that each plot point is worth a d6. So you can ask to use plot points before making a roll of any kind. As well, in combat, you can ask to use plot points to regain some life points (stun or wounds or split).
you can use plot points to up a roll after you have failed but they are only worth a d3 then. So if you really wanted to make a shot and failed the roll, you can use up plot points to get what you want but it is costly.
You gain PP in the game by playing up your complications, doing really heroic (stupid) things that add to the story or playing out a role playing opportunity really well.
Armour
Bullet proof vests in the rules are very confusing. So for the purpose of my games, any armour has a AR (Armour rating). The AR will be 1-5. For every point of AR you have, the vest takes -1 Wounds away per hit, plus turns up to 8 wounds per hit into Stun. They also can take 10 times the AR points in hits before the armour becomes weak and will have a 10% chance per hit beyond max (accumulative) of failing completely. Furthermore you take an agility penalty and an alertness penalty on some armour. I will post a complete list soon but the one that all of you have is the one that does not have the penalty (Ballistic Mesh). Some Armour only covers certain parts so a location roll may be needed if you are wearing armour.
The Tired RDI Staff Karma: 291/33 6348 Posts
Posted on 2017-06-04 at 10:50:26.
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