The Firefly RPG Guide

The Firefly Role-Playing Game from Margaret Weis Productions puts you aboard a ship at the edge of the 'Verse: a crew of misfits taking jobs, dodging the Alliance and keeping flying. This 9-part guide explains its Cortex Plus rules, where every roll is a pool of dice and every failure is another story, and takes you from your first character to running a whole campaign, or flying solo.

The core roll1s are jinxes

Firefly at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Dice Pools

Grab one die for an Attribute and one for a Skill, add dice for Distinctions and Assets, roll them all, and total your two highest.

Raise and See

The GM's roll sets the stakes; you have to beat it. Beat it by 5 or more for an extraordinary success.

Jinxes & Complications

Every 1 you roll is a jinx the GM can turn into a Complication. Harm and trouble are Complications, not hit points.

Plot Points

Earn them from trouble, spend them to add dice and shape the story. They keep the crew flying when the dice go sideways.

The 9 Parts

Rules first, then the crew, then running the game. Read in order or jump to what you need.

The Rules

Ship & Crew

Run the Game

Tools

Use these at the table.