Firefly-esque Lifepaths

Firefly-esque Lifepaths

March 3, 2023
setting, system
rules, sci-fi, character creation

Basically a rip from Wanton Pinoy Spaghetti . This is reflavored from historical Spaghetti Westerns to sci-fi Spaghetti Westerns hence the title above.

Firefly the TV series is still fun despite me not really liking the creator that much anymore. I do want to run an open table in a similar ‘Verse with Browncoats and space cowboys galore!

I’ll be making the Gear section next so stay tuned for that one.

UPDATE: I think I’ll call this Firefly-esque thing Dark Matter Drifter for lack of a better title.


Basic Assumptions #

Your character begins at 18 years of age, untrained and inexperienced. By the end of character creation, you’re assumed to have either retired from your career in pursuit of other goals or began traveling while still practicing your preferred profession.

Each Skill adds a +2 or +4 to a 1d20 roll. You only roll a 1d20 when doing something risky like shooting a foe in a firefight or trying to pick a lock under duress. The number you need to beat is often between 10 and 15. It’s a 16+ when in a Firefight and a contested roll during melee.

At times you roll with Edge or Slack which is rolling two d20s and taking the highest or lowest, respectively.

Apply multiple Skills to a single roll if applicable.

Social Stratification #

Roll 2d6 to determine your starting Social Status. Record the number and starting statement.

2d6Social Status
2–7Never invited to dinner parties. Your family falls under any of these types: (A) those who have never had wealth, (B) those who’ve lost wealth, and (C) exempt from the state. The game is rigged and you were not permitted to rise above your station.
8–10Enforcers of the illusion. Your family was either luckily chosen to become of means or they’ve had a history of sustaining the status quo. Traditionally Petit Bourgeois educated enough to think they should lead the boat-rocking.
11–12Disturbingly rich. An inherited silver spoon since generations prior and henceforth—effectively entrenched landlords.

Fluent Languages #

You are fluent in 1d4 languages. If you lack the native tongue of the starting region, presume you at least know the language functionally enough to survive.

Roll or choose from below. These are the common languages of the speculated future. There are no doubt more not on the list. Add whatever’s not on the list.

1d4Languages
1Mandarin
2US English
3LATAM Spanish
4Hindi

Choose a Service #

To gain skills and acquire resources before adventuring, you must enroll in a Service. There are five to choose from:

  • Drifter—amoral vagabonds with a mercenary outlook on life.
  • Outlaw—unfortunate souls with the law on their scent.
  • Soldier—professional fighters for and rigid enforcers of the state.
  • Tradesman—individuals specialized in a craft or expertise (e.g. doctors, engineers, architects, artisans, craftsmen, etc.)
  • Scion—lucky ones who were born into wealth.
  • Merchant—rigorous acquirer of riches through travel.

You can enroll in a Service multiple times. Each enrollment advancing your age by 4 years. Each term of Service permits you to roll on the Skills Table. Each result is a rank in a Skill. You may only enroll 8 times before you must retire.

Enrolling into a different Service after each term is possible, but requires a different target result to be accepted. Always roll for the Service Change enrollment target even if the Service was taken at an earlier term.

Enrollment #

Roll 2d6 to determine whether you succeed enrolling into your Service of choice. Roll +1 if you’re social standing is 11+. Failing the enrollment subsequently forces you to roll for your Draft, where the Service chooses you. Roll 1d6 and the result is your service for the term.

On the enrollment roll, you must also meet the minimum amount required to survive. Lower than the target means death—generate a new character.

Rolling high enough on enrollment also means you’ve served with Distinction and receive additional benefits. However, a roll of 12+ mandates an immediate second term in that same Service.

DrifterMerchantOutlawScionSoldierTradesman
Enrollment4+4+3+10+6+5+
Draft123456
Survival4+4+5+3+7+3+
Distinction6+7+7+11+8+6+
Service Change5+3+4+12+4+4+

Any time you finish your term of service, you may Muster Out and choose a benefit.

Mustering Out #

Whenever you end a term, Muster Out and roll once on either the Benefits Table or the Cash Table. Serving with Distinction grants an additional roll on either table.

Benefits Table #

1d6Benefits
12 Skills Table rolls
2learn 1d4 language(s)
3+1 to next enrollment rolls
41d2 versatile animal mount
51d4 loyal companions
62 Cash Table rolls
1d6Benefits
1aerial carrier
22 Skills Table rolls
31d10 month(s) of provisions
4learn 1d4 language(s)
52 Cash Table rolls
6ship worth 150k or less, 75% paid
1d6Benefits
11d4 land vehicles
2+1 to next enrollment rolls
31d6 devoted followers
42 Skills Table rolls
5stolen cargo worth 1d100*1000
6ship worth 200k or less, stolen
1d6Benefits
12 Cash Table Rolls
2learn 1d4 languages
3fine heirloom sword
41d4 Terran artifacts
52 Skills Table roll
6frontier colony proprietorship†

† Bi-annual dividends worth 1d100 x 1000 nucs.

1d6Benefits
1+1 to next enrollment rolls
2additional 1d6 Luck
32 Cash Table rolls
42 Skills Table rolls
5ship worth 200k or less, 50% paid
61d4 loyal companions
1d6Benefits
12 Skills Table Rolls
2+1 to next enrollment rolls
3frontier colony shares†
41d4 loyal apprentices
52 Cash Table Rolls
6ship worth 200k or less, 50% paid

† Quarterly stipend worth 1d10 x 1000 nucs.

Cash Table #

All New Credits are tied digitally to your name and passed on to your family or named successors should you pass away. If you die during character creation, your next character can inherit all your nucs.

1d6Amount in New Credits
1500
2750
31500
43500
57500
69000
1d6Amount in New Credits
11000
23000
35000
47000
59500
615000
1d6Amount in New Credits
1250
2500
3750
43000
57500
620000
1d6Amount in New Credits
15000
27500
312500
417500
520000
625000
1d6Amount in New Credits
12500
24000
35000
47500
59000
612500
1d6Amount in New Credits
11000
22500
35000
47000
58500
610750

Skills #

Whenever you roll on the Skills Table, roll only on the Service of your current term.

CriteriaPermissible number of Skills Table rolls
Initial term of service2
Subsequent terms1
Distinction+1
Mustering Out†2

†Applies only if the benefit is rolled.

All Skills on the table can only be acquired twice. The second time raises the Skill’s modifier to +4. Re-roll freely should you roll the same Skill more than twice.

1d10Skills
1Driving
2Gambling
3Piloting
4Athletics
5Survival
6Fisticuffs
7Gunnery
8Shooting
9Engineering
10Iron Liver
1d8Skills
1Diplomacy and Law
2Etiquette
3Gambling
4Iron Liver
5Performance
6Business
7Intuition
8Forgery
1d10Skills
1Shooting
2Driving
3Computer
4Shooting
5Gambling
6Piloting
7Survival
8Athletics
9Sleight of Hand
10Fisticuffs
1d8Skills
1Etiquette
2Performance
3Diplomacy and Law
4Business
5Shooting
6Athletics
7Fencing
8Medic
1d10Skills
1Medic
2Piloting
3Demolitions
4Gunnery
5Athletics
6Computer
7Weapon Fighting
8Survival
9Fisticuffs
10Shooting
1d10Skills
1Medicine
2Engineering
3Biotechnology
4Carpentry and Masonry
5Architecture
6Xen Med†
7Computer
8Piloting
9Sleight of Hand
10Sciences (choose a specialty)

Xenobiological Medicine is the practice of managing the health of non-sentient alien or engineered life. “Engineered life” referring to gene-spliced created creatures that range from pets to beasts of burden.

Starting Boons #

Once you retire, roll for a Boon. Your social status determines your starting Boon.

Social StatusNumber of Boon(s)
2–71
8–101d2
11–121d4

Roll or choose from below.

1d8Boons
1roll on the Skills Table under Tradesman
2gain Athletics or Shooting
3gain Fisticuffs or Weapon Fighting
4start with reactive armor or a vacc suit
5start with a gun or a medical kit
6carry valuable cargo worth 1d100 x 100
7inherit 5d12 x 10 credits
8inherit a ship worth 300k or less without debt

Starting Inventory #

When you finish character creation, you begin adventuring. Purchase your starting equipment. Prices are listed in the Gear section .

You have 12 Inventory slots. First 6 are quick slots, anything you can pull out at a moment’s notice. These could be things in your pockets, belt, bandolier, coat, or hung on your back. The next 6 require 8 seconds or more to pull out from your caryall.

Luck #

Spend Luck points to add to 1d20 rolls. You may also spend Luck to have things go your way, if possible.

Roll 1d6 at the start of every session. You start with that many Luck points.

Aging #

As you age, both during character creation and after, your potential Luck reduces.

A negative modifier to your starting Luck rolls is applied at age 38 and periodically increases following the rubric below.

AgeTotal Luck Modifier
38-1
50-2
58-4
70-6

Last Steps #

Don’t forget about a name. If you’d like to start with a ship without paying for it immediately, go into debt. It must be paid off within 100 months with 1d8% interest.