Thursday, 11 December 2014

Firefly Characters #5 of 7: The Newbie

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 my earlier 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 this regard, Call is a little tricky - the key feature of the character in "Alien: Resurrection" is that she turns out to be an Auton, an artificial person. Of course, Autons aren't a feature of the Firefly 'Verse, and after trying this out in the "Firefly: Furiously Fast" game it was felt that this element of the cross-over was best avoided. So Call needs some rework to make fit.

Fortunately, it's possible to rewrite her background to keep the core of the character intact: make her hugely secretive with something dark in her past, give her infiltration and computer skills, and retain her role as ship's technician. With that in mind then I've assigned her the Invisible Ops Distinction to reflect her hidden agenda in the film, Mysterious Past to reflect the big, dark secret she has (albeit a different one from the film), and Wet Behind the Ears to reflect her being the newbie on the ship.

Annalee Call: TechnicianCall

Attributes

Mental d10
Physical d6
Social d8

Skills

Craft d4
Drive d6
Fight d8
Fix (Hotwire) d8
Fly d6
Focus d4
Influence d4
Know (Electronics) d8
Labour d4
Move d4
Notice d6
Operate (Security Systems) d12
Perform d4
Shoot d4
Sneak (In Plain Sight) d8
Survive d4
Throw d4
Treat d4
Trick d6

Distinctions

Invisible Ops
I could tell you what I do, but then I'd have to kill you and everyone on this ship and I do hate making a mess
We Were Never Here: When acting on your secret orders, spend 1 PP to step up or double Sneak for an Action.

Mysterious Past
You weren't born to the life you're livin' now.
Ghosts of Yesterday: Create a d8 Complication relating to your history to step up your Fight, Know, or Sneak for a scene. This Complication cannot be stepped back by spending PPs to activate Opportunities.

Wet Behind the Ears
Folks say you're naive. It ain't that. You just grew up a mite sheltered, is all.

Signature Assets

There's an App for That: d8
Call carries a bunch of electronic gizmos about her person. These are useful for disrupting the operation of many electronic systems.

Roleplaying Notes

The newest member of Betty's crew, Call seldom talks about her past. She was born to an unremarkable middle-class family on an unremarkable planet, and enrolled to an unremarkable school. However, her native intelligence, coupled with her affinity for computers let to her quickly being fast-tracked into a top-notch religious school. The rigourous discipline of the school, coupled with the intensive learning environment, lead her to joke that she was built, rather than born.

In her inevitable teenage rebellion, Call avoided the classic "drink and boys" mix, in favour of hacking and burglary. She proved quite adept at this, and so avoided being caught for all but the most minor of infractions. But, of course, since getting caught was a large part of her purpose, this merely inspired her to ever-greater exploits. Eventually, people got hurt.

After her schooling, Call spent some time drifting from one job to another. She could have easily commanded a high wage in a legitimate career, but she could never stomach the tedium. And so, a few months ago she signed on with the crew of Betty, with no real goal than just seeing more of the universe.

Call is an inherently secretive person. She has several talents that she'd simply rather people didn't know about, even those people closest to her. And she's fairly prone to going off-mission, in order to pursue some agenda of her own. Still, outright betrayal is not really her scene - she's more than smart enough to realise the value in not burning bridges.

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