Gaming in the Verse with Drew

Aug 19, 2013 14:35

In order to check out a new system, your GM will sometimes try to build a favourite character from another game. It took remarkably little time to do this with Andrew "Drew" Carson. Mind you, this is Drew as he came aboard Albatross, not as he became later; we don't yet have the full rules.

Attributes: there are only three, Mental, Physical and Social, which can all be d8 or some combination of d6, d8 and d10. For Drew, I boosted Social at the expense of Physical, leaving him Mental d8, Physical d6 and Social d10.

Distinctions: everyone gets three to start, providing roleplaying hooks and aptitude in three skills each. If your distinctions overlap in skill aptitudes, you gain multiple steps. For Drew, I chose Gambler, which adds to focus, notice and trick, Bad Reputation, which adds to fight, influence and survive, and On The Run, which adds to move, notice and sneak. He gets two steps on notice.
Each distinction lists two special Triggers, game effects that the character can use at will, but new characters only start with two of their six unlocked. The full Firefly rules will explain how to unlock more. I took All or Nothing from Gambler, allowing him to reroll when at risk of being Taken Out, and Don't Get Him Riled from Bad Reputation, allowing him to step up fight at the expense of notice.

Skills: everyone starts with a d4 in all 19 skills, craft, drive, fight, fix, fly, focus, influence, know, labor, move, notice, operate, perform, shoot, sneak, survive, throw, treat and trick. Distinctions stepped Drew up to d6 in focus, trick, fight, influence, survive, move and sneak and d8 in notice. He also gets 9 build points to add to this, but steps in skills outside his distinctions cost double. I spent two points each on influence, know and throw and one each in fight, focus and trick. Drew has d6 in know, move, sneak, survive and throw, d8 in fight, focus, notice and trick, d10 in influence and d4 in the other nine skills.

Specialties and Signature Assets: characters with d6 or better in know get a bonus specialty in some field of expertise, but everyone gets 5 points to spend here. A specialty adds an extra d6 to the dice pool when it applies, while a signature asset may add d6 or d8, depending on whether one or two points went into it. Shady Drew gets specialties in know underworld, trick bluff, influence intimidate and influence seduce as well as a signature asset Ladykiller d8.

From here, we just flesh him out with some background information and Drew is ready to run aboard one step ahead of the wedding posse.
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