Ain't too hard to figure life out. You get a job. You get paid. You keep flyin'. People don't rightly want a lot of complications to their life. They just want to get paid, get a roof over their heads, and to get through the day.
'Course, where it get tricky s'when there's disagreements. You land on the wrong moon, fly past the wrong mountain, look at the wrong guy cross-eyed... maybe you got a difference of opinion. Sometimes it's just a matter of disagreeing over whether you should get paid. Maybe it's a disagreement over whether that girl was married or not. Or maybe you disagree over Unification. (But t'ain't the time now to get into that barrel of cats.) Sometimes certain words get exchanged. Or certain bullets.
Things're gettin' a mite strange as of late. Rumors goin' about on the Cortex, rumors about some bad go se the Alliance is up to. Don't rightly see how it affects most folk. Like I said, they don't rightly want a lot of complications.
Nor do you, right? Let's go find ourselves a job.
================================
GM STUFF
This game is set in the Verse of the TV show Firefly, and is set after the Big Damn Movie, Serenity. You, the players, will be the crew of a small ship, roughly the size of the crew's ship from the show. It won't be a Firefly-class ship like the Serenity, because we don't want to copy things too much.
Player-characters can come from just about anywhere they want to come from within the Verse. There's dozens of worlds and moons that folks call home. PCs should work a little bit well together-- they'll have been running together for a few months at least when the game kicks off. (Not to say there can't be differences of opinion, but for the most part, they're a team.)
Limitations-- Psychic powers are very rare, and every single one of them is accounted for by the Alliance, often sent off to "The Academy," a laboratory complex where they're studied, experimented on, and where they try to make the psychics into weapons. Only one psychic ever escaped from The Academy, and that was River Tam. This means you don't get to play a psychic of that caliber. No telepathy, no psychokinetics, no throwing fireballs and so on around. Sorry, folks.
================================
THE SHIP & CREW
Ship Name: Deucalion
Ship Class: DC-88
Ship Capabilities: TBA
Captain: Zhānmǔsī "Zhan" Cook (Exile)
First Mate: Rowan Li (Ellain)
Pilot: Tucker "Spider" Webb (Chanlin)
Engineer: Sama Alborne (Sarlon)
Medic: Elizabeth "Lizzie" Lock (Ghel)
Public Relations: Mando Alvarez (Jay 2K Winger)
Hacker: Aiden "Wolf" McCuan (Tyg3rw01f)
================================
CHARACTER BIO
Name:
Homeworld:
Possible Crew Roles:
Description:
(You know the basics here. Age, build, appearance, personality, preferred style of clothing...)
Backstory:
(What kind of background does your character come from? What were your ambitions or plans growing up? What were they doing before they signed up with the crew? During the Unification War, what were they doing? [Note-- not everyone necessarily fought in it, but everyone has an opinion about it.])
Five Facts:
(These are other facts about your character that add flavor and color about them, and may supply possible plot hooks.)
================================
SAMPLE BIO
Name: Allan Seabairne
Homeworld: Dyton
Possible Crew Roles: n/a
Description:
A man of middle age (40s-50s) with a full salt-and-pepper beard and close-cropped hair, Seabairne is unassuming in appearance until one looks in his eyes, and sees the razor-sharp mind underneath. He can be equal parts charming and equal parts stoic and cold. He is intelligent but ruthless. He has a tendency to wear a dark trench-coat, often fastened close, and suits slightly out of date from Core World fashion underneath. He also owns a black bowler hat, of course.
Backstory:
Born on Dyton in the city of Pellinore, Allan Seabairne fell in among the gangs and knew he was wanted to be the guy in charge. So he fought his way up the ranks. He's worn many hats over the years-- the bucket hat of a rank-and-file hood, the flat cap of a thief, the fedora of an underboss-- but the one he wears now is the bowler hat of a kingpin. From his home turf along Pellinore's Whalebone Avenue, there is little in that city-- or on that moon-- that Seabairne doesn't know about, or have a finger in. During the Unification War, Seabairne's syndicate had a tight hold on contraband smuggling off of Greenleaf, most of which was sold to the Independents, since the Alliance had their own legitimate sources.
Five Facts:
- Seabairne is a fan of the music scene on Paquin, in particular the musical stylings of Johnny Marc.
- He is known to be banned (with "shoot on sight" orders) from the city of Esparto on Lazarus, for reasons unknown.
- Conversely, he is well-loved on St. Albans, particularly among the "doxies" of Eldersden.
- He is known to have fathered a child, whom has been secreted away on Jiangyin somewhere.
- He is stereoblind, giving him some trouble with depth perception.
================================
MORE GM STUFF
As bios are posted, I may ask further questions, to try to develop a deeper backstory among the crew, and to set up hooks and more possible contacts/side characters to work into the overall story. And this will be more of a story, rather than a game, since we're not going to bother with dice rolls and so on.
Any questions may be put in the thread. The OP will be updated with further info, and once we've got a few crew members down, we can discuss amongst ourselves what the ship will be like and what it will be named, etc.
If you need a good resource for information on the Verse in general, there is a wikia.
Comment