I ran a Firefly campaign for a bit – and would love to run one again. The campaign was based out of Twilight Station, in the middle of the Black, floating above a pastoral planet of religious fanatics. It was something of an interstellar truck stop, with a bunch of businesses, and run by unregenerate Browncoats who were seeking to jump start the Lost Cause.
The group was stranded there, but won a decommissioned war surplus gunboat in a poker game, which became their new ship – Nightwind. Unfortunately, Nightwind came with an extra: a fellow who claimed to be the ship’s medic. They tried to run him off, but he waved what he said was an ironclad contract for him to be ship’s crew for three years or until he got tired of it, with a guaranteed rate of pay. Not much they could do about it, so onboard he stayed.
Ruy Sanchez Koriskevich O’Higgins is a bit of a whack job. He’s swarthy, with piercing black eyes, and long post-Civil War era hair and mustache ... the hair which he dyes mauve. Go figure. He’s keeps a shortsword scabbarded to his side, heaven knows why. Don’t get between him or anyone he feels like beating down, either, because he fights like a wounded weasel and doesn’t really know when to stop.
He’s also a bit of a pain in the ass aboard ship. He’s a devotee of Feng Shui (whatever the heck that is) and has a habit of rearranging the wardroom furniture and cargo pallets to suit notions of “positioning” ... and if you ask him to explain, the answer is so laden with jargon you never understand. He also claims to be seeking “satori” (whatever the heck that is), and frequently is doing yoga routines, which he insists on following through no matter the emergency.
Still, he’s a good doc, nothing much ever fazes him, he’s a middling shot, he’s fast as hell, and he’ll always throw in to whatever scheme the crew proposes ... including smuggling, which he’s altogether good at doing ...
One thing not readily apparent (and which he’ll conceal from the crew) is that he took permanent damage from chemical agents in the War. As a result, he doesn’t eat much (and will throw up if he tries), he’s unusually susceptible to toxins, his senses are dulled, he can easily tolerate very cold temperatures, and he’s just not as physically capable about a third of the time.
ST: 11 DX: 14 IQ: 13 HT: 11 Per: 10 Will: 14 Speed: 6
Advantages: Cultural Familiarity/Black, Reduced Consumption / 2/3rds food, Temperature Tolerance+1, Unfazeable
Disadvantages: Berserk (12); Compulsive Behavior / Wanderlust; Disciplines of Faith / "Satori;" Odious Personal Habit / “Feng Shui;” Susceptibility to Poison; Sense of Duty / Crew; War Wounds / -2 everything, on a 9- or less, for two hours
Skills: Area Knowledge/Black-13; Boxing-14; Calligraphy-12; Crew/Spacer-13; Diagnosis-13; Fast-Draw/sword-14; First Aid-16; Free Fall-13; Gardening-13; Guns/pistol-14; Housekeeping-13; Meditation-13; Philosophy-11; Physician-14; Pressure Points-14; Shortsword-15; Smuggling-13; Surgery-14
Quirks: Bombastic around women; Constantly snacking (but only nibbles); Eats tapioca pearls in drink; Twirls his mustache compulsively
Cultural Familiarity is knowing the customs and suchlike of an area to which you're not native. Odious Personal Habit, in GURPS terms, is a reaction roll penalty for something about you which is obnoxious enough to bug people.
For further explanation of system numbers, check this link.
That's a good NPC... a 'character'... useful... but not TOO useful... and not ALWAYS useful. Probably also good for generating an adventure hook now and then.
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