Here’s a selection of the characters created for the A/B test of Serenity vs. Firefly RPGs. I think we’re going to start with the Serenity version first, since it’s the one we know, then hit Firefly.
Colonel Atticus Wynn
40 years old, he was born on Persephone to a good, somewhat well-off gentry family that supported Unification. He was a graduate student in politics and history with a promising future in local government when the war hit. He was an officer in the 901st Scout Brigade (Persephone) and rose to the rank of colonel by the end of the war. He was known for his lead from the front style and for speed and tenacity in his operations. By the war’s end, he had moved up to commanding the brigade.
While skilled in social niceties, which had helped his career, he was increasingly horrified by the treatment of the Independents by the general command, and made a few impolitic statements that dead-ended his career in the military, and have hampered him since the war. Most of this is due to the animosity of then-General Lao — now the minister of security for the Alliance.
His family is led by Sir Trevor Wynn, and his family were one of the original investors in Persephone. While his father has not disowned him, he has had to scale back his expectations until the issues with Lao have been resolved.
Attributes: Agility:d6, Strength:d8, Vitality:d8, Alertness:d8, Intelligence:d8, Willpower:d10; Life Points:20
Assets: Fightin’ Type: d6, Friends in High Places d4, Military Rank d4, Patient d4 (homebrew asset, adds to Discipline, Tactics), Tough as Nails d4
Complications: Branded d4, Credo d4 (loyalty to men, never leave a man behind), Deadly Enemy d4, Things Don’t go Smooth: d4
Skills: Animal Handling d4, Athletics d6, Covert d6 (Stealth d8), Discipline d6 (Leadership d8), Guns d6, Heavy Weapons d4, Influence d6, Knowledge d4, Perception d6, Planetary Vehicles d4, Survival d6, Unarmed Combat d6
…and the Firefly version…
Attributes: Mental: d8, Physical: d8, Social: d8
Skills: Craft d4, Drive d4, Fight (Dirty) d8, Fix d4, Fly d4, Focus d6, Influence (Leadership) d8, Knowledge (Politics) d8, Labor d4, Move d6, Notice d6, Operate d4, Perform d4, Shoot d8, Sneak d6, Survive d8, Throw d4, Treat d4, Trick d6
Distinctions: Mercenary Leader d8 — Gain 1PP when rolling d4 instead of d8. Lead from the Front: Spend 1PP to loan Influence die to his subordinate on any task.
Vet of the Unification War d8 — Gain 1PP when rolling d4 instead of d8. War Stories: Can shift up an Asset or Complication if it is related to his service.
Smooth Talker d8 — Gain 1PP when rolling d4 instead of d8.
Signature Assets: Stealth Suit d8, Alliance G-36 w/ GL d8, Family Ties d6 — (Spend 1PP to create a contact asset for a scene.)
Next up —
Michael Sands
Sands was conscripted straight out of school into the Unification War; his family was not wealthy enough to pay for a surrogate, like those rich people… He shipped out from DeSantis on Ariel as a rifleman in the 509th Infantry. After a particularly nasty battle with the Browncoats on Persephone, he was transferred to the 901st Scout Brigade under then Captain Wynn. The more fast and loose command structure got rid of much of the nonsense that made the military so unbearable, and by the end of the war, Sands couldn’t really think of anything else he wanted to do.
Downsized out of the military as a sergeant with several commendations for valor and combat, he found he was having a hard time adjusting to life as a civilian. He got into security, then into the protection racket with some questionable folks in the blackout zone on the edge of Molina. He was nicked by the security service for assault and spend six months in the Charleston minimum security and labor prison facility.
Attributes: Agility: d8 Strength: d10, Vitality: d10, Alertness: d8, Intelligence: d6, Willpower: d6; Life Points:18
Assets: Friends in Low Places d4, Intimidatin’ Manner d4, Steady Calm d4, Tough As Nails d4
Complications: Criminal d4, Chip on His Shoulder d4, Loyal d4
Skills: Athletics d6, Covert d6, Discipline d4, Guns d6 (Rifles d8), Heavy Weapons d6, Influence d4, Linguist d4, Melee Combat d6, Perception d4, Planetary Vehicles d4, Survival d6, Unarmed Combat d6 (Brawling d10)
…in Firefly …
Attributes: Mental: d8, Physical: d10, Social: d6
Skills: Craft d6, Drive d4, Fight d10, Fix d6, Fly d4, Focus d4, Influence d4, Knowledge d4, Labor (Lift/Carry) d6, Move d6, Notice (sight) d6, Operate d4, Perform d4, Shoot (rifle) d10, Sneak (Stealth) d6, Survive d6, Throw d6, Treat d4, Trick d6
Distinctions: Friends in Low Places d8 (You come from dirt, you’re friends are dirt…) — Gain 1PP when rolling d4 instead of d8.
Vet of the Unification War d8 (Alliance gave you skills, tell you not to use ‘em…) — Gain 1PP when rolling d4 instead of d8. Fightin’ Type: Spend 1PP to double or step up fight or shoot.
Living in the Cracks d8 (You what you have to to get by…) — Gain 1PP when rolling d4 instead of d8. Fell Off a Truck: Step up/create a social complication for a d8 Asset.
Signature Assets: Streetsweeper 12gd8 (Step up die for auto fire, but weapon is empty next turn.); One d6 asset to define.
…lastly,
Jun Li
A native of Jiangyin, she is the eldest daughter of two to a shop owner and his wife in Jiang Shan. She joined the Independents out of a sense of duty to keep her world free and was a gunboat navigator and pilot with the 12th Assault Fleet out of Silverhold. She was captured during the Battle of Red Sun and was interred at Camp Robison under horrible conditions. She suffered infection from the terrible sanitary conditions and had to have her legs amputated. She has a set of prosthetic legs of middling quality, but is still traumatized by the events. She is now a contract pilot for whoever will hire her.
Attributes: Agility: d8, Strength: d4, Vitality: d6, Alertness: d10, Intelligence: d10, Willpower: d10; Life Points:16
Assets: If It Moves, I Can Fly It d6 (Adds to Pilot & Planet. Vehicles. Can spend 1PP like it was 3PP.)
Complications: Amputee d4, Prejudice, Alliance d4, Traumatic Flashbacks d4
Skills: Athletics d4, Craft d6, Discipline d4, Influence d6, Mech Engineering d6, Perception d6, Pilot d6 (Blockade Runner d8, Navigation d10), Planetary Vehicles d6, Survival d6, Tech Engineering d6, Unarmed Combat d6 (Brawling d10)
…and in Firefly …
Attributes: Mental: d10, Physical: d6, Social: d8
Skills: Craft d6, Drive (Cars) d10, Fight d4, Fix d10, Fly (Navigation) d10, Focus d4, Influence (Placate) d6, Knowledge d4, Labor d6, Move d4, Notice d6, Operate (Sensors) d10, Perform d4, Shoot d4, Sneak d4, Survive d4, Throw d4, Treat d6, Trick d4
Distinctions: If It Moves… d8 (Doesn’t matter what it is, if it moves, you can fly/drive it…) — Gain 1PP when rolling d4 instead of d8. Push the Envelope: Roll d4 to gain a Big Damn Hero d8 next round.
Prisoner of War d8 (I was in Camp Robison…) — Gain 1PP when rolling d4 instead of d8. Kept My Humanity: Spend 1PP to step up a die loaned for a task or when treating someone.
Amputee d8 (…that where I lost my legs…) — Gain 1PP when rolling d4 instead of d8.
Signature Assets: Part of Me d8 (1PP steps down a complications on her vehicle.); Asset d6 to be defined
The distinctions on this last one were all customized to try and emulate the Serenity version…
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