-= Character Creation & Guidelines =-
Here comes the fun part; where you come into it all!
The more descriptive the character the better you and those around you can interact, I prefer mainly written form descriptions over simple Name, Age, Height, etc, etc…
But a combination is recommended, here is an example:
Name: Jacques Cobb
Nicknames: ‘Jack’, ‘Cobb’, ‘Jacob’ or just ‘Captain’.
Rank/position: Captain of the Firefly, ‘Lorinda’
Age: Uncertain, claims he’s in his mid twenties but is hard to tell, looks to be mid thirties-forties.
Height: 6’1”
Build: Slim
Physical Description: (Currently Drawing Picture of him, Work in Progress)
Character Description:
Jacques or just Jack is a slightly-built man who proves that looks can be deceiving, he seems nigh impossible to kill and has a reputation of taking more bullets than he’s ever given. A strong trader and privateer, of sorts he has managed to hide his operations under the banner of his minor salvaging & trade license where in truth he runs a ship made to break the law. Bank jobs, cattle theft, ship theft, bounty hunting, blackmailing, Reaver-dodging, breaking and entering and is willing to take everything INCLUDING the kitchen sink, you name it Jack is just about the man for the job.
While he isn’t the wisest of men, he knows where he stands and how to stand tall at that, he can slip into any scene and blend, allowing him to dodge many-a lawman after his hide for any number of offenses actually linked to him.
In person he is eccentric and can be witty, but overall a bit of a klutz when it comes to coordination when he isn’t either pulling a job or being shot at.
Jack prides himself in petty things, while not portraying an ass of himself he can be serious and his strong presence of leadership keep his crew from thinking ill of him… In the most part anyway…
-= Ranks, Positions and Classes =-
Simple, determines what role you play aboard the Lorinda:
Captain (Played by Aliies): Owns the ship and gives orders, organizes jobs and is the first to meet all the bad guys face to face.
First Officer/Second in charge (Open, one position only): A demanding role, responsible for commanding the ship when the captain is away, drunk, incapacitated or just plain sleeping on the job. Must have minimum Leadership Skill of ‘4’ and minimum Gun Skill of ‘4’. First officer owns a shotgun and a pistol.
Crew/Gunner (Open, two positions available): Can be any type of crook or just someone looking to get paid or possibly a friend of the captain. Must have minimum Gun Skill of ‘5’. Gunners own an assault rifle and a pair of pistols; simple weapons, nothing special as they’re expensive.
Pilot (Open, One position only): Is responsible for piloting the ship, must have high pilot skill in stats sheet, minimum Pilot Skill of ‘5’. Pilot is Third in command when both the Captain and First officer are away. May own a pistol or shotgun.
Medic/Doctor (Open, One position only): Fixes all of those little holes that you might find in yourself on the job. Must have a minimum Medicine Skill of ‘5’. The Doctor has no weapon of his/her own due to the Hippocratic oath.
Mechanic (Open, One position only): Makes sure the ship keeps moving. Must have a minimum Mechanics Skill of ‘5’May own a pistol or use any number of big, bludgeoning tools.
Passenger (Open, no number restrictions): This role is open even after the game has started as the Lorinda often picks up passengers to make a little money on the side, no minimum Skill score required. Passengers may own a pistol, something easily hidden as the Captain restricts weapons to his crew.
-= Character Skills =-
This part of the character sheet determines how you fare in the Firefly universe, be in a polite and courteous fist fight or a gun-duel to the death with more than just two fighting eachother.
Primary Skills:
Strength: Muscles, muscles, muscles, has impact largely on close combat and fist fighting.
Dexterity: Largely determines your gunnery, accuracy and ability to run the heck away, when needed.
Constitution: Determines how hard you are to kill and how long you can last under strain, basically health and endurance.
Charisma: Whether or not you can charm your way out of danger or sell ice to Eskimos. Important for trading and the Bartering Skill.
Intelligence: Checks your smarts and book-learnin’. Can impact on reaction times and processing information, a low intelligence is not easily hidden.
Wisdom: Intelligence is best attributed with knowledge and experience, a high Wisdom may cause others to believe you more readily when revealing information or making trade.
Each Primary Skill is set with a minimum of 1, you have 14 additional points to distribute between them as you see fit, there is no minimum or maximum so long as you stick to the restrictions of the 14 points. A primary skill cannot have a score of ‘0’.
Example:
Primary Skills for Captain Jacques Cobb;
Strength: ‘2’
Dexterity: ‘4’
Constitution: ‘5’
Charisma: ‘4’
Intelligence: ‘3’
Wisdom: ‘2’
Overall there are 20 Points distributed in a way that best suites his description.
Secondary Character Skills:
Gun: Shooting and guns, what fun…
Close Combat (knives, blades, bludgeoning weapons): Cut, slice, dice, maim, bludgeon with a bag of doorknobs, etc, etc…
Hand to Hand Fighting: How to use your fists in exciting ways to beat a man to death.
Leadership: Determines how well you lead and what effect your instructions and decision have on you and the rest of the crew.
Pilot: How well you can manage yourself at the helm of a ship or even a Mule-bike.
Medicine: Puts a ‘Dr.’ at the front of your name, if you’re good enough.
Mechanics: Whether or not you know how to get your hands dirty and fix things… just about anything…
Barter: Grants the ability to change prices in your favor for both sales and purchases.
Intimidate: Also useful for avoiding difficult situations, scary thoughts, now…
Stealth: Sneaking, spying and Pick-Pocketing are your specialty with this skill.
Each Secondary Skill does not need a minimum value, if there are no points allocated to that skill, do not enter it one your character sheet.
You have 15 points to spend on these attributes but remember to chose carefully as these heavily affect your ability to select certain roles, as mentioned earlier, if you wanted to go a Gunner Class Crewman, you’d need a minimum Gun Skill of ‘5’.
Example:
Secondary Skills for Captain Jacques Cobb;
Gun: ‘3’
Hand to Hand Fighting: ‘1’
Leadership: ‘4’
Pilot: ‘2’
Barter: ‘4’
Intimidate: ‘1’
-= Final Rules On Character Creation =-
First of all, there are no aliens, no special powers and definitely no psychics, the only exception was River Tam, but she was a government science experiment, a rather hunted one at that.
Your characters are all Human of any type of social class as you chose, just make sure their bio explains how they came aboard Lorinda if they are somewhat of a rather well-off citizen, be descriptive and make it interesting, everyone has secrets they keep so make sure your character has a few surprises hidden away, if you so choose.
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Now get creative and make those characters! Read the rules, guidelines and let’s have us a Sci-Fi-Western Shindig, Yee-Haw!! *does Line dance*