ninja_penguin
2010-06-18, 11:39 PM
So, my gaming group is planning on running a Serenity campaign soon, using the cortex system. I'm aware of Firefly, but I'm more aware of the characters then I am the setting itself. I've been making a Pilot/Captain style character, but I seem to be exasperating the DM with some of my choices. I know part of it is because the DM himself effectively plays Jayne Cobb regardless of what system we're playing otherwise, but I'm also unfamiliar with both the cortex system and the Serenity/Firefly Universe as a whole.
For assets, the currently-unnamed-captain has the ability to re-roll and take the higher roll twice, a nose for trouble, underworld contacts, and leadership to help out the rest of the gang.
For hindrances , he's allergic to dogs, a bit of a klepto, can't ignore a pretty lady, and a combination of the previous two have resulted in a man who is a bit irritated that the captain filched the ring that he was going to give to a companion as an engagement ring, and sold it to pay for a visit with that very same companion.
Now, skill wise I've got the piloting, the leadership skills, and your general survive a gun-battle skill set of pistols, dodging, and the like. I spent some bare minimum points on mechanical engineering because our mechanic is likely to be tripping the 'verse on who knows what when it's least convenient. Also some talking skills in there as well.
I see the character as somebody who has managed to avoid getting himself killed by a combination of luck, knowing when to dive for cover, and when to shoot the other guy first. He's just trying to get by and all sorts of bad things just seem to come his way.
So, how well does that fit in the Serenity universe? Any particular mannerisms or suggestions that would help fit him into the Firefly universe better? I'm not sure if I'll ever stop exasperating the GM that I haven't maxed out combat skills, but I'd at least like to be confident with what I've got.
For assets, the currently-unnamed-captain has the ability to re-roll and take the higher roll twice, a nose for trouble, underworld contacts, and leadership to help out the rest of the gang.
For hindrances , he's allergic to dogs, a bit of a klepto, can't ignore a pretty lady, and a combination of the previous two have resulted in a man who is a bit irritated that the captain filched the ring that he was going to give to a companion as an engagement ring, and sold it to pay for a visit with that very same companion.
Now, skill wise I've got the piloting, the leadership skills, and your general survive a gun-battle skill set of pistols, dodging, and the like. I spent some bare minimum points on mechanical engineering because our mechanic is likely to be tripping the 'verse on who knows what when it's least convenient. Also some talking skills in there as well.
I see the character as somebody who has managed to avoid getting himself killed by a combination of luck, knowing when to dive for cover, and when to shoot the other guy first. He's just trying to get by and all sorts of bad things just seem to come his way.
So, how well does that fit in the Serenity universe? Any particular mannerisms or suggestions that would help fit him into the Firefly universe better? I'm not sure if I'll ever stop exasperating the GM that I haven't maxed out combat skills, but I'd at least like to be confident with what I've got.