What is this?
Find a crew. Find a job. Keep flying.
, the PA Board's take on Mafia/Werewolf. Specifically, this is a Game A/Game B jdarksun-style game, with a second game type overlaying the first.
So what's the second game type?
It's a variation on Firefly: The Game
, a board game by Gale Force Nine, LLC.
How do I play?
Start by Signing Up
using some sort of colorful language. Also let me know if you want to be a Captain
. From there, feel free to self-organize into a crew (max size including Captain is 6)... though keep in mind roles are distributed randomly, and you might not like the characters you end up with.
Game A is Mostly Vanilla Phalla. Everybody votes
. Some folk die. If you're village, you need to eliminate all the threats. If you're not, well, I think you know what you need to do.
Game B is Mostly Firefly. Find a crew. Find a job. Keep flying. Avoid the Alliance. Avoid Reavers. Make money. Maybe make so much money that you can Retire and live out your days in luxury on Bellerophon.
Tell me more about Firefly: The Game.
Here's my version of the board
, but here's a better one
pick where their ship starts.
The basic sequence of events is: 1) Get Job, 2) Work Job, 3) Get Paid.
There are five folk giving out Jobs: Amnol Dul (Space Bazaar, Red Sun), Niska (Ezra, Georgia), Patience (Athens, Georgia), Harken (Alliance Cruiser, Alliance Space), and Badger (Persephone, Lux). Each patron has a certain flavor to their Jobs.
To pick up a Job, your Crew has to meet the Job Requirement: they need to have a certain set of Skills (Fight, Tech, and Negotiate). Don't worry, everybody starts with one or two Skills. A smart Captain should have no problem putting together the right Crew for the Job.
Jobs come in a two different types: Legal
, and Illegal
jobs are less risky, but have a smaller payout. Illegal
jobs require the crew to Misbehave, which are Skill Checks with possible bad outcomes (Incapacitation of Crew, Issuing of Warrants), but pay a lot more. Keep an eye out for those Lawful
types, though - taking Illegal
Jobs is liable to make them grumpy (Receive 50% Payout from Illegal Jobs).
Jobs can also be Immoral
. Some of your crew might be Moral
, upstanding individuals. Those folk don't like doing bad things, and receive a smaller payout from Immoral
Jobs (Receive 50% Payout from Immoral Jobs).
Once a Job is complete, the Captain
gets paid. They can then pay their crew. Or not. Be warned, the crew can Mutiny
and elect a new Captain
Don't fancy working for a living? You can do a Pirate
job instead, and prey upon the other Captains
and Crews. Simply mosey on over to another ship, attempt a boarding action, then try to take their stuff... if you can win the Showdown
(opposed Skill Check; both the attacker and defender choose which Skill they want to use).
Maybe Bounty Hunting
is more your style? Really, it's not that different from being a Pirate - except instead of seizing goods, you're kidnapping another player. Drop them off and collect the bounty, couldn't be easier.
It sounds all sorts of complicated, but it's easier when it's all in front of you.
What if I die?
If you die by the vote
, you're dead in both games. The Mafia/Werewolves can also kill you permanently.
If you're "killed" on a Job or during a Showdown, you're Incapacitated and can't participate until a Medic patches you up.
If you're turned in for your bounty, you're Incapacitated until somebody stages some thrillin' heroics (Showdown with with the Law: good luck).
Incapacitated players can still vote and use any village or non-village abilities they may or may not have.
A Captain may take any or all of the following actions once per day:
- Expend 1 fuel to move a number of spaces up to your ship's Drive Core Range (this defaults to 5), or fly 1 square for free. Warning: space can be dangerous. You may encounter Alliance Patrols
in the "Civilized" (White Sun / Blue areas) region of space. You may encounter Reavers
in the "Uncivilized" (everywhere else / Red areas) region of space.
- Purchase fuel ($100), gear, ship upgrades, or spare parts ($300), or hire NPC crew from your location (valid locations: Persephone, Regina, Space Bazaar, Osiris Shipworks, Silverhold).
- Talk to Contacts and take Jobs. You can immediately pick up to two Open/discarded Jobs - first come, first served! - per Day. If you don't want any of the Open/discarded Jobs, you can ask for a new Job from any of the Contacts (Amnon Duul, Badger, Harken, Patience, Niska). Only two Jobs may be picked up per Day. You may not carry over more than three Jobs from Day to Day; excess Jobs must be discarded.
- Take an Action on a Job, or Make-Work while in orbit of a planet to receive $200. One or the other, not both. Can Work all Jobs at a single location with one action.
- Attempt a Difficulty 6 Tech or Negotiation Skill Test. Succeed to force a Showdown on a ship in the same region.
Some Captains may also take Crew Actions in addition to Captain Actions.
Captains begin the game with $1000 credits, 6 Fuel, 2 Parts, and a base model Firefly.
The base model Firefly comes with a Range 5 Drive Core, 12 Unit Hold, and 3 Upgrade Slots.
Fuel and Parts are 1/2 Unit in size. All other items are size 1 Unit.
Oncer per day, take any or all of the following actions as appropriate to your character:
- Move to a planet or another ship (with that Captain's permission) in the same region.
- Remove the Incapacitated condition from another player in the same region.
(target) - Depose the current Captain and put a new one in place. Requires majority vote on the ship.
Many gear cards and some crew have special attributes associated with them. Some of these "keywords" are required to take some jobs; some are an "ace in the hole", a trump card of sorts that allows you to skip Skill Checks or otherwise get away from negative consequences when Misbehaving. These Keywords are:
, Sniper Rifle
, Hacking Rig
, Fake ID
, and Fancy Duds
Both the Attacker and Defender pick a type of Skill Challenge (Fight, Tech, or Negotiation). The results are compared, highest value wins. Ties to go the Defender.
All characters may equip one piece of Gear, unless otherwise specified. This doesn't require an action, but does need to be clearly stated via PM.
I need to go be dad for a bit; example roles and jobs coming soon. Vote comes first in order of actions. Vote close is at 9pm Eastern. Ask questions in darkorange
Preda (if needed)
In Firefly: The Game, both the Alliance and the Reavers are antagonists to the players. In Phallafly, Alliance Informants will be playing the role of the mafia. If enough players sign up, so will Reavers.
Who are the mafia?
The Captain is removed from the game, and the Crew of the ship (if any remain) will have to appoint or elect a new Captain. It only harms the village as much as losing any other player harms the village, but it can be a significant set back to a Firefly crew.
What happens when the mafia kills captains? Does it harm the village to do so, or is that only a problem in the Firefly part?
Please note that Captains are not guaranteed to be village. They could be mafia.
Crew can disembark to any valid target at their current location, including planets and other player's ships.
Q: Why do I care if I get Warrant?
[How] does one switch crews after joining one?
A: Because the Alliance doesn't like lawbreakers. Outlaw Ships (ships with Warrants, Fugitives, Contraband, or Wanted Crew) that run afoul of the Alliance has to pay a $1000 fine per Warrant, will have Contraband and Fugitives seized, and may have Wanted Crew incarcerated!
Is ship name automatically determined? Or does the captain get to pick?
NPC crew are available for hire.
Are there bot crew or are captains with smaller crews going to be at a disadvantage?
Yes, but only when in the same area as a planet or ship that will accept them.
Can crewmembers be forcefully expelled?
* No airlocking crew. Sorry, this is for balance reasons. Vote them out if you absolutely, positively need to get somebody off your ship in the middle of the black.
* No forcing crew onto another ship. That ship's Captain has to accept them (and that ship has to have room).
Day 1, State of the 'Verse
Day 2, State of the 'Verse
Day 3, State of the 'Verse
Day 4, State of the 'Verse