
WEIGHT: 51 kg
Bust: AA
1 HOUR:50$
Overnight: +90$
Services: Receiving Oral, Blow ride, Fetish, Uniforms, Humiliation (giving)
But enough of that! The real question here is whether the Firefly roleplaying game is any good. It invites you to roll charming handfuls of polyhedral dice, then makes the results quick, easy, and natural to interpret.
You always roll at least two dice: one for your Mental, Social, or Physical attribute; one for a relevant skill, such as Shoot, Notice, Influence, or Fly. More often than not, you add in dice for character Distinctions and Assets as well.
All rolls are opposed: one player often the GM sets the stakes; another tries to raise them. If your action is risky enough you earn a Big Damn Hero Die with as many sides as the best die used to set the stakes in the roll. His result is he swipes at Atherton, slicing nothing but a flowy white shirt.
When the GM creates a Complication for you other examples: Not Sure I Trust Ya, Befuddled with Love, Wrench in the Engines, Stabbed you also get a Plot Point that you can spend to include an extra die in your total, use a Big Damn Hero Die, create an Asset a rifle, a hospital map, feminine wiles, a rich friend, handcuffs , or do a couple other sneaky things. In practice the game is a gambling-infused narrative give-and-take, driven by the constantly shifting economy of Complications and Plot Points.
Stories wander astray in unexpected, but completely satisfying ways as Complications pull the PCs into entanglements and predicaments, with Plot Points fueling their narrow escapes. The system is so tight that the action moves quickly and together, it all just⦠soars. Leaf on the wind.