Wednesday, 6 March 2013

Serenity Characters #7 of 7: The Ship

This is the seventh and last entry 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.

One of the more interesting aspects of the Serenity RPG is that it treats the ship itself as a character, specifically as an NPC. This is an interesting approach, but it seems entirely appropriate - in the TV series, Serenity herself certainly has her quirks and characteristics. In addition, to a very large extent Mal Reynolds is what Han Solo would have been had he never met Luke - in which case, Serenity is a counterpart to the Millennium Falcon, another ship noted for her character. (Indeed, the lack of that character is something of a weakness of the various Star Wars RPGs over the years.)

In the one-shot, Betty was simply treated as a Firefly-class vessel. The reason for this was that I named the one-shot before I fixed on using the crew from "Alien Resurrection". Having named it "Firefly: Furiously Fast" for alliterative purposes, it then didn't make sense for the ship not to be of that class. And since the ship wasn't really used in the course of the session anyway, it wasn't worth bothering with.

Thus, unlike the other characters in the series, Betty is presented here not as a modified version of the character that was used, but rather as a new-built creation. That said, she is pretty much a slightly-modified Firefly anyway - given that she fills basically the same role as Serenity, and given that the stats of the Firefly are pretty much what is needed, there seemed little point in making major changes. I've named Betty an Auriga-class Mid-Bulk Transport. As far as I can tell (certainly, without rewatching "Alien Resurrection" again), the actual class of the vessel isn't stated anywhere, and so needed to be assigned. "Auriga" was the name of the facility where the aliens were cloned, which is as good a name as any.

It's perhaps worth noting that Betty, like Serenity, isn't really anything special. Indeed, both ships appear to be much more like the Millennium Falcon as originally conceived - they're much more of the "piece of junk" persuasion than the "ship of legend" that the Falcon has become. If, as the Serenity RPG says, there are some designs that just become iconic for their era by virtue of them just working, then the Auriga would join the Firefly, the YT-1300, and the Ford Transit in that exalted bracket.

Betty: Modified Auriga Class Mid-Bulk TransportBetty

Dimensions (LxBxH): 191 x 128 x 53 feet

Tonnage: 2,400 tons

Speed Class: 4 cruise / 6 hard-burn

Crew Quarters: Two double, four single cabins

Fuel Capacity: 60 tons (600 hours)

Cargo Capacity/Maximum Deck Load: 600 tons in hold #1

Price: Not available for sale. Estimated approx. 2,880 credits.

Attributes

Agility d8
Strength d6
Vitality d6
Alertness d2
Intelligence d2
Willpower d4

Life Points 10
Initiative d8+d2

Skills

Aeriel Transport Operations / Auriga d2
Covert d4
Perception d2
Space Transport Operations / Auriga d2

Weapons and Equipment

Escape pods (8): Once upon a time, Betty was fitted with a shuttle, suitable for ferrying the crew wherever they needed to go. Somewhere along the line, this was lost, and Elgyn has never found a compatible replacement. In the interim, he has fitted eight single-person escape pods, good for makin' planetfall and very little else. Each contains enough food and water to provide nutrition for one day.

Hover Mule: This is a single, fairly standard hover mule, big enough to seat four in what passes for comfort. It's pretty damn ugly, having been put together by Vriess from the parts of several donor craft, but he swears it's that little bit faster for it. It's also equipped with accessibility options programmed into the controls, allowing hands-only operation.

Traits

Healthy as a Horse (minor asset): Despite her age, Betty is fundamentally sound, and can shake off damage and stresses that would total a lesser vessel.

Loved (major asset): Every owner of this ship has come to love her, and has regretted her loss. That love was reflected in the best of maintenance, and she has rewarded that with unusual longevity.

Everybody Has One (minor complication): Although a rare sight nowadays, the Auriga class was once common as muck. As such, pretty much anybody can find the details of the ship in a few moments checkin' on the Cortex.

Seen Better Days (major complication): Betty is an old, old ship. Some might say a classic. But being more than 40 years old, and in near-continuous service in all that time, she's most definitely a bit creaky at the knees.

Complexity: Low

Maintenance Costs: 480 credits per month

Roleplaying Notes

"This piece of gosa is even older than I am!"

If the Firefly class is the iconic ship design of the current era of mercantalism, then the Auriga-class would be the standard-bearer for an earlier age. You don't see many of them around these days, but half a century ago they were near-ubiquitous in the spacelanes. Through a combination of design and excellent build quality, the Bernard-Lingotti Corporation managed to capture lightning in a bottle. Between five slightly different official models, and any number of knock-off designs, more than 200,000 Auriga-class vessels were commissioned before the line was finally superseded.

Betty started her operational service as a fairly standard 05-model Auriga class, outfitted for cargo lifting. However, even from the outset she was maintained with exceptional care, thus explaining why she remains in active service even so long after her first registration.

Over the decades, Betty has been reconfigured and repurposed several times. Somewhere along the line, her entire engine assembly was removed and replaced with the integrated systems and power plant from a Firefly-class vessel, a modification that vastly extended her operational lifespan, but one that is itself showing its age. At least one owner was of a sufficiently larcenous bent as to have all manner of hidey-holes fitted for the concealment of small, high-value (and probably illegal) cargoes. And Vriess has gone to some lengths to further advance the ship's systems, installing some highly illegal transponder-foiling software, as well as accessibility controls allowing a pilot to fly the ship without the use of his legs.

Betty's service in the Unification War was, regrettably, rather unedifying. Her previous owner was a Browncoat sympathiser, and took to running weapons and materiel. He was promptly captured by the Alliance, tried as a war criminal, and shot. Betty spent the rest of the war locked in an impound, before being auctioned off. Thus, she made her way into the hands of Frank Elgyn. 'Course, whether her new use is any better than smuggling weapons is a matter of some debate...

Tuesday, 5 March 2013

Serenity Characters #6 of 7: The Mechanic

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.

John Vriess: EngineerVriess

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.

Monday, 4 March 2013

Serenity Characters #5 of 7: The Newbie

This is the fifth 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.

Of all the characters, Call was the most controversial, because in the film she is revealed to be an Auton - an artificial person, built by "first generation" artificial people. Of course, the Serenity 'Verse doesn't actually include artificial people, with only the LoveBot coming at all close. So, is it better to leave the character as-is, and thus make a major addition to the 'Verse, or is it better to replace Call's past with something more appropriate.

For the one-shot, I left the character as-is, and it played mostly fine. However, as anticipated, it did provoke something of a discussion (actually, once the game was concluded). And, as anticipated, opinion was rather mixed.

In light of this, I am inclined to revise the character background somewhat. Although the character will retain secrets that she'd rather not see revealed, and will continue to have stealth and tech skills that may surprise, she will no longer be non-human in nature.

The other major change to the character that I want to make is to adjust her skill-set, the better to differentiate her from Vriess. In the one-shot, it was essentially redundant having both these characters - either one could have done as well. So, I'll reduce her Mechanical Engineering, and remove any and all specialities for this skill, and instead boost her Technical Engineering skill. Additionally, the character was rather lacking in the stealth skills she demonstrates in the film, so that should be redressed.

Annalee Call: TechnicianCall

Attributes

Agility d6
Strength d4
Vitality d8
Alertness d8
Intelligence d12
Willpower d10

Life Points 18
Initiative d6+d8

Skills

Covert d6
- Infiltration d8
- Open Locks d10
Knowledge d6
- Philosophy d8
- Religion d8
Mechanical Engineering d6
Pilot d2
Planetary Vehicles d4
Scientific Expertise d6
- Mathematical Sciences d10
Technical Engineering d6
- Computer Programming d8
- Create / Alter Technical Devices d10
- Electronics d10
- Hacking d10
- Technical Repair d10

Weapons and Equipment

Call doesn't generally carry any weapons or armour, and in a fight is most likely to seek cover. She dresses in practical overalls, the pockets of which generally carry her ID card and a comlink set to Betty's standard frequency. In addition, she carries a number of small electronic devices of custom design and unknown purpose.

Traits

Math Whiz (minor asset): Call has always been more at home with numbers than with people.

Mechanical Empathy (minor asset): And likewise, she has a greater empathy with machines than people. At least machines have never lied to her.

Steady Calm (minor asset): No matter how crazy things get, nothing ever seems to phase her for long.

Dark Secret (major complication): A few years back, a regulatory problem led to a children's hospital receiving a shipment of contaminated drugs. Were it to become public knowledge that Call was responsible for the mistake, few people would react kindly.

Shy (minor complication): Call finds it hard to speak up for herself amongst people she doesn't know well.

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.

Friday, 1 March 2013

Serenity Characters #4 of 7: The Pilot

This is the fourth of seven blog entries detailing the crew from the Serenity one-shot I ran at the 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.

Like Christie, Hillard is something of a void character - we know that she's a good pilot, we know she's involved with the captain, but that's about it. Well, other than that she gets herself killed by an alien while swimming underwater, but that's probably not relevant here.

In the one-shot session, Hillard spent most of her time on the ship, taking little part in the actual adventure. That was okay, because each player had two characters, but it had one interesting consequence: she was the character with both the Pilot and Planetary Vehicles skills, meaning she really needed to be in two places at once.

I've made a few tweaks to the character here, reducing the number of skills to try to build in a bit more focus. Even so, I'm not 100% sure I'm happy with the character - of the six members of the crew, this is the voice I find hardest to hear.

Sabra Hillard: PilotHillard

Attributes

Agility d10
Strength d4
Vitality d6
Alertness d10
Intelligence d8
Willpower d8

Life Points 14
Initiative d10+d10

Skills

Athletics d6
- Running d8
Covert d6
- Infiltration d8
- Surveillance d8
Knowledge d6
- Cultures d8
Mechanical Engineering d4
Medical Expertise d6
Perception d6
Pilot d6
- Astrogation d10
- Mid-Bulk Transports d10
Planetary Vehicles d6
- Bikes d8
- Cars d8
Technical Engineering d4

Weapons and Equipment

Hillard seldom carries and sort of weapon, and doesn't wear armour. She usually wears a fitted grey jumpsuit with several pockets. She keeps a number of small tools in her pockets, along with a few credits, her ID card, and a comlink set to Betty's standard frequency.

Traits

Born Behind the Wheel (minor asset): Sabra was born in space, and has been around ships all her life. She is more at home in the Black than planetside, she loves to fly, and she has become very good at it.

Lightnin' Reflexes (major asset): Hillard's reflexes are almost supernaturally fast, the result of far too many hours behind the wheel.

Hero Worship (minor complication): Hillard tends to get emotionally involved very quickly, and takes loss hard. Thus, if her current partner should end things or, worse, if he were to die, she wouldn't react well.

Soft (minor complication): Hillard is no soldier, that's for sure. She's never quite mastered the art of rolling with the punches.

Roleplaying Notes

Sabra Hillard was born in the Black, and has lived most of her life out there. Indeed, she prefers the feel of artificial gravity to the real thing.

Growing up, Hillard was constantly on the move, constantly seeing new places, new faces. And, when the time came, she eagerly joined the Trader's Guild, following the same career as her parents before her. And she was happy there for several years.

But in time, even sticking with the same job proved to be stifling to her, and so when the opportunity came to sign on with Betty, she eagerly did so. Shortly thereafter, she became involved with the captain, and things were good.

Once again, though, Hillard is beginning to find the routine of it all uncomfortable. She's starting to think that her future is elsewhere again. It's not that she wants to leave; it's just that she's not sure she can stay.

Thursday, 28 February 2013

Serenity Characters #3 of 7: The First Officer

This is the third of seven blog entries detailing the crew from the Serenity one-shot I ran at the 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.

Christie is one of two characters who are almost entirely void in the source film (the other being Hillard). The other four characters all seem to be pretty well fleshed-out, but Christie gets one moment with some concealed weapons, and thereafter exists more or less to carry Vriess around.

This of course has advantages and disadvantages. The key advantage is that it allows me to take the character in pretty much any direction I wish, safe in the knowledge that I'm not contradicting anything important. The disadavantage, though, is that I need to do the work for myself.

Perhaps interestingly, in the one-shot session, the characters of Christie and Johner fell to the same player. This left him playing two somewhat similar roles. That being the case, it is my inclination to rework Christie's skills a little, to differentiate him a bit more from the other 'mercenary' character.

Christie: First OfficerChristie

Attributes

Agility d10
Strength d8
Vitality d8
Alertness d6
Intelligence d4
Willpower d6

Life Points 14
Initiative d10+d6

Skills

Athletics d6
- Climbing d8
- Jumping d8
- Running d8
Covert d6
- Streetwise d10
Guns d6
- Pistols d12
Knowledge d4
Linguistics d4
Medical Expertise d2
Pilot d4
Planetary Vehicles d6
- Cars d8
Survival d4
Unarmed Combat d6
- Kung Fu d8

Weapons and Equipment

Pistols: Christie seldom wears any overt weaponry. Instead, he wears two pistols, one attached to each forearm. The holsters are of his own unique design, and are constructed so that with a shrug he can have a gun available in each hand.

Ballistic Mesh: Christie has lived a hard life on the streets, and knows the wisdom of good protection. This absorbs 1 Wound point from any attack that hits the torso, arms or legs. Additionally, if hit with normal bullets, it converts all Wound (and Shock) damage into Stun damage instead.

In addition, Christie typically carries a comlink tuned to Betty's standard frequency, a forged ID card, and a handful of small change.

Traits

Fightin' Type (major asset): Christie has been in a fight all his life, and so is totally unfazed by the outbreak of hostilities.

Friends in Low Places (minor asset): It seems everywhere he goes, Christie knows someone. Not necessarily someone you'd want to know, mind, but typically there's some favour of other he can call in.

Two-fisted (minor asset): Christie is ambidextrous, not naturally but through long practice.

Second Class Citizen (major complication): Christie made the unforgivable error of being born poor on a rich world. As such, he is shunned by those in polite society for his lack of wealth, but likewise shunned by those in inpolite society for his too-polished manners.

Roleplaying Notes

Christie has lived a hard life, partly through outrageous fortune, and partly through his own mistakes. His first error was being born the son of a writer who aspired to be dirt-poor. On Osiris, that was a minor transgression, although one that was probably forgivable. But his unforgivable sin was that his mother was the daughter of one of the planet's richest advocates. When she elected to marry Christie's father, the old bastard disowned her, cut her off from all connections, and then systematically blackballed Christie's father.

Nonetheless, Christie's parents knew the value of a good education and of refined manners, and they ensured their son acquired both. Unfortunately, amongst the poor that only made their son a target. Christie was bullied for years, right up to the point where he fought back - sadly, a little too well. That was the last time he was ever bullied, but it was also the last time he went to school, or saw his parents. He ran - better that than a murder rap.

During the war, Christie fought for the Alliance, purely because the military gave him a place in the 'Verse. Sadly, once the war was done, his family connections bit him again, and he was out. That was when he signed on with Elgyn, and found a new place for himself.

Christie is broadly loyal to his captain and his crewmates, but he is very definitely his own man. In particular, he won't accept being bullied. He also now takes a somewhat perverse pride in remaining poor - he appreciates what money can do, but prefers to use it for short-term pleasure, rather than accumulating it and risking becoming his grandfather.

Wednesday, 27 February 2013

Serenity Characters #2 of 7: The Mercenary

This is the second of seven blog entries detailing the crew from the Serenity one-shot I ran at the 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.

Johner was actually the sixth and final character I drew up for the one-shot, and by that time I was frankly a little sick of the whole process. Creating characters for the Serenity RPG is actually reasonable fun, but creating six in sequence is rather less enjoyable. Especially since characters all start with a fairly large number of build points, giving a danger that they all end up looking much the same.

Fortunately, Johner was a nice easy one. The character is basically Jayne. Indeed, it appears that Joss Whedon was happy with the way that he played out, because the character really is basically Jayne. Therefore, when creating this character, I started with a copy of Jayne's stats, and then made some minor adjustments.

In play, this character worked pretty much as he should. I briefly considered adjusting a couple of the skill points, to add a specialisation in shutguns, but at length decided against - although Johner has a one-shot "thermos gun" that operates as a shotgun, this is basically a weapon of desperation, so it's not inappropriate that he should have to fall back on the general Guns skill to use it. The one change I think I will make, though, will be to drop the Rifles speciality by one step, in order to buy rudimentary skill in Influence - the better for his intimidatin' manner.

Johner: The MuscleJohner

Attributes

Agility d6
Strength d10
Vitality d10
Alertness d6
Intelligence d4
Willpower d6

Life Points 18
Initiative d6+d6

Skills

Athletics d6
- Dodge d8
Covert d6
Discipline d4
Guns d6
- Assault Rifles d10
- Pistols d8
- Rifles d8
Heavy Weapons d4
Influence d2
Melee Weapons d4
Perception d4
Pilot d4
Ranged Weapons d6
Survival d4
Unarmed Combat d6
- Brawling d8

Weapons and Equipment

Pistol: Big guns are all well and good, but they can't be taken everywhere, and concealed weapons have their limitations. For that reason, Johner carries a pistol at his hip as often as he can.

Assault Rifle: But this is more like it! Most of the time, Johner leaves his favourite gun on Betty, but he always relishes opportunities to use it.

Thermos Gun: This is a little device Johner worked up in his spare time. It looks like a simple flask, even to the point of holding a hot drink. But with a twist and a pull, it opens out into a shotgun, good for a single shot in a tight spot.

In addition, Johner carries a number of knives about his person, and a comlink if and when he remembers.

Traits

Fightin' Type (major asset): Johner is always spoilin' for a fight.

Intimidatin' Manner (minor asset): Through sheer physical bulk, and a tendency to snarl, Johner is adept at browbeating others to his way of thinkin'.

Mean Left Hook (minor asset): He's a big guy. When he hits you, you know about it.

Tough as Nails (minor asset): Johner can take a lot of punishment. Something as trivial as a gunshot wound isn't going to slow him down.

Crude (minor complication): Johner mostly speaks with his fists. And when he does speak with his mouth, the effect is much the same.

Greedy (minor complication): Johner has been poor, and he's been rich. He much prefers the latter.

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.

Tuesday, 26 February 2013

Serenity Characters #1 of 7: The Captain

This is the first of seven blog entries detailing the crew from the Serenity one-shot I ran at the 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 first character is the captain of Betty, Frank Elgyn. I was reasonably happy with the way this character functioned in the game, and in how he was constructed. As such, the only change I think I would make is to reduce his Leadership specialities in favour of some Melee Weapons training.

One of the things I was keen to emphasise with this character is that he isn't Mal Reynolds. That is, while they necessarily have some things in common (both being captains of mid-bulk transports, both lead rag-tag crews of miscreants, and both are somewhat lovable rogues), Elgyn is much more direct in his dealings, and has rather fewer scruples. Ifelt that came out quite well, both in the build, and also in the game itself.

Frank Elgyn: Mercenary CaptainElgyn

Attributes

Agility d8
Strength d4
Vitality d8
Alertness d6
Intelligence d6
Willpower d6

Life Points 14
Initiative d8+d6

Skills

Athletics d6
- Running d8
Covert d6
Discipline d6
- Leadership d8
- Morale d8
Guns d6
- Pistols d10
Influence d6
- Bureaucracy d8
- Streetwise d8
Knowledge d4
Melee Weapons d4
Perception d6
- Search d8
Pilot d4
Planetary Vehicles d4

Weapons and Equipment

Pistol: Elgyn is a veteran of the Unification War, and learned long ago that it is better to have a gun and not need it, than to need one and not have it.

Ballistic Mesh: Likewise, Elgyn is no fool. At the first hint of trouble, he'll be sure to don his trusty mesh armour. This absorbs 1 Wound point from any attack that hits the torso, arms or legs. Additionally, if hit with normal bullets, it converts all Wound (and Shock) damage into Stun damage instead.

In addition, Elgyn usually carries a combat knife just in case, a billfold containing several small notes, a comlink set to Betty's standard frequency, and an identity card that may or may not be forged.

Traits

Fightin' Type (major asset): As a veteran of the Unification War, Elgyn saw a reasonable amount of action. He can handle himself in a fight.

Friends in High Places (minor asset): Elgyn retains few friends from the service, but the one man he can reliably turn to is General Perez, an old customer who retains his rank, but little of his authority.

Good Name (minor asset): Elgyn has worked for some years to build a certain reputation - he's known as a competent smuggler, mercenary, and agent, who will get the job done and, more importantly, will keep his mouth shut.

Leadership (minor asset): Elgyn is good at setting priorities, and ensuring his people know what they each need to do.

Military Rank (minor asset): Elgyn was once a lieutenant in the Alliance military (Quartermaster's Division). As such, he is used to giving orders and having them obeyed.

Credo (minor complication): He only has two rules - he won't be taken as a fool, and he won't directly harm a child.

Roleplaying Notes

Elgyn was born and raised on Shadow, and would have made for a natural Browncoat were it not for a deep survivalist streak in his nature. He saw the forces arrayed, and calculated that the Purple Bellies had the manpower, the ships, and the technology. Knowing that a neutral could never benefit from the war, he signed up quickly, and made sure to seek a nice, safe, administrative role.

Make no mistake: Elgyn's no coward. He's tough, and more than willing to get his hands dirty. But he's also smart, and he knows good and proper that the only sure way to live through a fight is to be elsewhere.

Having found himself an undistinguished role as lieutenant in the Alliance Quartermaster's Corps, Elgyn quickly learned the value of contraband. In every war, there are always those who will profit, and there are always luxuries that cannot be easily had. So, with the tacit (and well-paid) approval of Captain Perez, he got his start. And after the war, he made the smallest of career changes, and carried right on making money.

Elgyn has been doing this for a good number of years now. He has a ship, and he's found a crew. The jobs come - they come with some difficulty, especially since the Alliance got that bloody nose a few years back - but they come.

He prides himself on his good name. He doesn't claim to have much honour, but he knows that he's good at what he does, and he knows that other people know it also. He would hate to see that tarnished. And on those rare occasions when his conscience does trouble him, he reminds himself of his two golden rules. Either that, or he drinks his troubles away.