TEXT: a game of post-apocalyptic community by jim pinto
  t h e  f i r e f l y
  
  f i r e f l y
  The firefly is a master of chemistry and the lethal use of said chemistry. 
  He or she works with any number of residual and homemade chemicals 
  to create bombs, gases, and toxins (to name a few). A firefly works best 
  when he or she has a steady supply of raw materials, including storage 
  containers. A firefly begins play with one fresh wound and one long-
  lasting scar as well as one additional drama point. A firefly must always 
  have at least one extended action plan in the works, though he or she is 
  not required to always be working on it.
  Who* gave you your scar?
  Who keeps his or her distance from you?
  Who blames you for the tribe’s dilapidated security?
  Who can you count on, even if they can’t always count on you?
  Who** do you steal components/rations/water from?
  Anytime the firefly rolls dice on an action related to chemistry, he or she 
  rolls on the firefly action chart. All other rolls are made on the firefly 
  fight chart or general action chart.
  
  3
  firefly action chart
   Roll 
  Value
   
  2 
   Failure. Boom.
   3–5 
   Failure. Hiss.
   
  6 
  Minimal Failure.
   
  7 
  Press On.
   
  8 
  Minimal Success. The Bargain.
   9–10 
  Success.
   11–12 
   Overwhelming Success.
  firefly fight chart
   Roll 
  Value
   2–3 
   Failure. Trepidation.
   4–5 
   Failure. Stymied.
   
  6 
  Minimal Failure.
   
  7 
  Press on.
   8–9 
  Minimal Success. The Bargain.
   10–11 
  Success.
   
  12 
   Overwhelming Success.
  general action chart
   Roll 
  Value
   
  2 
   Failure. Trepidation.
   3–4 
   Failure. Stymied.*
   5–7 
  Minimal Failure.*
   8–9 
  Minimal Success.
   
  10 
  Success.
   11–12 
   Overwhelming Success.
  * Foil may spend one drama point
  
  t h e  c a r c a s s : 
  f i r e f l y
  words by jim pinto
  art by The Forge Studios, Michael Phillippi, Maciej Zagorski
  graphics and doodles by jim pinto
  proofing and assistance by Tobie Abad, Diana Kwolkoski Stoll, 
  Martijn Tolsma
  This is an expansion role to The Carcass roleplaying game. 
  The Carcass is Book 4 in the GMZero series.
  new action results
  Boom. The action leads to a deadly mixture of components, resulting 
  in an explosion. The severity of the explosion is contingent upon how 
  many drama points the foil spends, with 0 being extremly painful and 3 
  being the death of numerous people.
  Hiss. The action leads to a deadly mixture of components, resulting in a 
  toxic emission. At least one person is severely injured by the action and 
  trepidation follows.
  Copyright 2014 © post world games and jim pinto. 
  Artwork © The Forge Studios. All rights reserved. 
  There is no open source system data in this product. 
  
SOURCE: textdata/thevault/Deduped  Shit/GMZero - The Carcass/The Carcass - The Firefly.pdf