Thursday 5 September 2013

O captain, my captain!

Well we've had our first session now, which was mostly finishing character generation and talking through how these people met, formed a crew and the ship they find themselves in. I figured that it might be best to introduce some of these folks and where best to start than with our captain....

Floris van Roozemond comes from a wealthy family, powerful in the alliance: effectively nobility.  He had a troubled upbringing but found pleasure in open spaces; he went riding; he played and hunted with hounds.  He became closer to them than to people.

One day he flew off in his father's old restored & rennovated Firefly. Perhaps his father wants him and/or the ship back, or perhaps, he just lets Floris go with it.

He had the noble bearing and enough money to pull a crew together, but more on that in future posts. 

But the truth of all this will probably be discovered during the game...

Attributes:
MENTAL d8 PHYSICAL d10 SOCIAL d6

Skills:
Fight d12
Fly d6
Focus d8
Influence d12
Labor d6
Move (Evasive) d12
Survive d6
Throw d6

Distinctions:
ANIMAL LOVER d8
Gain 1 Plot Point when you roll a d4 instead of a d8.

SHIP’S CAPTAIN d8
Gain 1 Plot Point when you roll a d4 instead of a d8.
Lead the Crew: When one of your crew directly follows one of your orders, spend 1 PP and give that Crewmember an Asset equal to your Influence die rating.

TEMPER d8
Gain 1 Plot Point when you roll a d4 instead of a d8.
Anger Issues: Gain 1 PP when you make a bad decision on account of the chip on your shoulder or your short fuse gets you in trouble.

Signature Assets:
Hounds & their puppies d8
Ship's pilot (a distant cousin & possible romantic interest) d8

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