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
Welcome to Firefly RPG
What the game is, the 'Verse it's set in, and how a session flows.
The Cortex Plus System
Dice pools, totals, jinxes, Plot Points and how every roll tells a story.
Character Creation
Attributes, Skills, Distinctions and Signature Assets for your crew member.
Sample Characters
Ninety-three ready-to-play crew members, from solo drifters to full ship crews of up to six.
Combat & Conflict
Raising the stakes, Complications, and getting taken out in fights and arguments alike.
Ship & Crew
Run the Game
Adventure Design & Jobs
Building jobs, clients and complications that go wrong in interesting ways.
Campaign Management
Long-term play, recurring enemies and a crew that grows together.
Playing Firefly Solo
Be your own GM: a yes-pool against no-pool oracle with exact odds, crew-as-Assets, scene checks and job sparks.
Tools
Use these at the table.