Wednesday, 26 November 2014

Firefly Characters #2 of 7: The Mercenary

In preparation for this year's Christmas Game, I'm going through the process of converting the crew of Betty from the Serenity system to Firefly. In effect, this actually means rebuilding the characters from the ground up, but that's okay. Nonetheless, it may be worth comparing to the previous version.

As I discussed in a previous post, it is my intent to build these characters by first working out the three most important things about the characters, and using that to select Distinctions. Further, as a rough rule of thumb, I intend to select two of these from the depiction of the characters in "Alien: Resurrection", and add a third to better suit the character's use in home games.

In the case of Johner, the Distinctions were easy: the character is essentially Jayne, meaning I could simply copy a lot of material. In particular, the Mercenary and Crude Distinctions fit perfectly. Jayne's third Distinction didn't fit, but a third Distinction seemed entirely appropriate: Mighty Hideous - I mean, just look at that face!

Johner: The MuscleJohner

Attributes

Mental d6
Physical d10
Social d8

Skills

Craft d4
Drive d4
Fight (Knives) d12
Fix d4
Fly d6
Focus d4
Influence (Intimidation) d6
Know d4
Labour d8
Move d8
Notice d6
Operate d4
Perform d4
Shoot (Rifles) d10
Sneak d4
Survive d6
Throw d4
Treat d4
Trick d4

Distinctions

Mercenary
They don't pay you to look pretty. They pay you to shoot things.
Time for Some Thrillin' Heroics: Spend 1 PP to go first in any battle or combat scene. On your first Action, you may reroll any dice that come up 1 instead of accepting a Plot Point.

Crude
You're a little gorram rough around the edges.
Obnoxious: Gain 1 PP when you choose to disrupt, upset, or challenge the social order of things when you have the option of being mannerly or polite.

Mighty Hideous
You weren't pretty to start, but then you got yourself deformed somethin' fierce. Now folks try not to even look at you.

Signature Assets

Thermos Gun: d8
Johner usually carries his weapons openly, but when he needs to sneak something past a search or a scan, he has just the thing.

Roleplaying Notes

Johner was born on Higgin's Moon, and dragged up by a succession of 'uncles'. He spent two seasons farming mud, and as soon as opportunity permitted he jumped that rock. He hasn't looked back since.

Johner fought on both sides during the war in various mercenary units. Provided the money was good, he was happy to do whatever was required - and there was no shortage of work. In fact, peace is probably the worst thing that has ever happened to him.

Johner signed on with Betty early on, bringing to the table a significant talent for destruction, coupled with an almost complete lack of morals. Just about the only thing that causes him moral outrage is when he doesn't get paid enough for the job.

Johner is actually quite good with money. He has a secret bank account, into which he funnels most of his pay, and then he (naturally) pleads a poverty of ready money to the rest of the crew. The contents of his account are pleasingly high, but never quite pleasing enough - he's permanently one big score away from retirement. Though what he would do if he did retire, he couldn't say.

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