This is the sixth of seven blog entries detailing the crew from the Serenity one-shot I ran last weekend. Given that I intend to make use of the same characters for future one-shots, it seems wise to give some more thought to how the characters should be constructed, and perhaps make some adjustments. Additionally, of course, if the characters are useful to others, that is a plus.
The sixth and final member of Betty's crew is John Vriess, the engineer. As with the pilot, this is a position that really needs someone to fill it, but which has the potential to leave the character sidelined in some of the more expansive adventures - while the rest of the crew goes off to do their own thing, it's not unlikely that they'll want the pilot and engineer to stay on board for when they need to leave.
In the one-shot, I also felt that Vriess was a little problematic by virtue of him being in a wheelchair. This seemed to lead to a focussing on what the character couldn't do, rather than on what he can, and thus further led to the character being sidelined. In the one-shot, this didn't matter too much because each player had two characters, but it would have been less than ideal had the player only had that one character to use.
Ultimately, I don't think there's really much to be done about that. Vriess' disability is a core part of the character, and so really isn't something that should change. But that and his tendency to stay with the ship are perhaps complementary aspects of the character, that can work to my advantage in future - unless the event is fully booked, at least one of the characters will not be used, in which case I can simply remove Vriess from the roster and assume he's back on the ship. Job done.
Because of Vriess' relative lack of activity in the one-shot, there's not too many lessons to be learned from him. As I noted in my previous post, the one thing I did note was that he and Call had a nasty overlap in skills, which I'll look to redress here. In his case, this will be done by reducing his Technical Engineering skill in favour of boosting Mechanical Engineering.
Attributes
Agility d4
Strength d10
Vitality d8
Alertness d6
Intelligence d10
Willpower d10
Life Points 20
Initiative d4+d6
Skills
Artistry d4
Covert d4
Guns d6
- Grenade Launchers d8
- Shotguns d8
Heavy Weapons d4
Mechanical Engineering d6
- Machinery Maintenance d12
- Mechanical Repairs d10
Perception d4
Pilot d4
Planetary Vehicles d6
- Cars d8
Survival d4
Technical Engineering d6
- Demolitions d10
Weapons and Equipment
Electric Wheelchair: Vriess has painstakingly redesigned and rebuilt his chair more than once, with the net result that while it looks primitive, it provides him with the same rate of movement, and close to the same mobility, as if he were walking - and is considerably more stable, as well.
Shotgun and Grenade Launcher: As part of its design, Vriess' chair incorporates a disassembled shotgun with underslung grenade launcher. It takes him about a minute to assemble the parts of this weapon before firing, and he is only able to conceal a single ammo load for each part, but this represents a good way for him to carry some potent concealed weapons.
In addition, Vriess typically carries a full set of mechanic's tools on his chair, and carries his ID card, a comlink, and at least a little money on his person.
Traits
Steady Calm (minor asset): Vriess isn't easily shaken. Way he sees it, he's already suffered the worst the 'Verse can throw at him, so why worry about anything else?
Tough as Nails (minor asset): Surviving the wound that crippled him has given Vriess great reserved of fortitude.
Paralysed (major complication): Simply put, Vriess' legs don't work. He has neither motor control nor any sensation below the waist.
Roleplaying Notes
To hear Vriess tell it, he was born in battle at Serenity Valley. He was serving with the Browncoats when a stray bit of shrapnel hit him in the lower back. In that instant, the man he had been was killed, and the man he is today was born.
His reticence to talk about his life prior to this moment has led others to conclude that he doesn't like to talk about his injury, but the truth is quite different. To his way of thinkin', there's no point in dwelling on the past and on what was lost. He reckons he's already survived the very worst the 'Verse can throw at a man, and so he can live without fear. He's actually quite cheerful about it.
After the war, Vriess spent a lot of time in a Veteran's hospital, where he came to profoundly hate doctors, but more especially that breed to beautiful young woman who will come and 'cheer' patients with their sympathy. Bad enough that he was disabled, without them inflicting new torment on him by looking at him as a cripple, instead of as a man.
Eventually, he had had enough, and he fled the hospital, only to find a new hell outside. Nobody had any time for injured vets, especially an injured vet from the 'wrong' side. Work was nigh-impossible to find, and starvation beckoned until an old foe, Frank Elgyn, crossed his path. Elgyn was puttin' together a crew for his ship, and he needed a good mechanic. Although they had been on opposite sides in the war, he knew ability trumped sentiment, and so a deal was struck. And in the years since, the two have forged a strong, if quiet, friendship.
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