Firefly in the Vinyard (FitV) Character Creation
Character Creation (my initial thoughts)
As with DitV, do not come to the first session with a character created. It will be useful to have watched Firefly (but not necessary) and to have some ideas in mind. Remember that this is your story and you do not have to have everything that they have on the show. You are not playing the crew of the Serenity (but you can if you like.)
What every crew needs:
- The Captain – The captain owns the ship and must take it as one of his possessions. This means that it is his ship with all of the good and the bad that comes with it. The Captain should be a PC.
- A pilot – Someone must know how to fly the ship.
- A mechanic – Someone must know how to fix the ship.
- A steward – Someone must know how to handle money and handle proper resupply. If a crew member knows how to, then the Players don’t.
Note: I will use the word Crew throughout this document. This refers to a PC or NPC that is controlled by the players, even though they may not actually work on the Ship (i.e. River. She doesn't really count as crew per say, but would be counted as such for this document.)
Since a standard group of players will be between 3 and 6 people, it may be useful to have several NPCs crew members to handle one or more of the above roles. Having an NPC pilot (or backup pilot) is useful as it allows all of the PCs to be directly involved with the conflict.
Step 1: Create Characters
1) Decide how the above roles are going to filled. It doesn’t matter how you decide. If no one wants one of the above roles, then it will be filled by an NPC (See below.)
2) Begin character creation normally. Each person uses standard DitV character creation methodology.
3) Name the Ship. The Captain makes the final decision. It is his ship after all.
Step 2: Create NPCs
1) Decide what other characters (if any) you want on the ship.
a. Maybe you want a Shepard on the ship, but no one wants to play him as his PC. No problem. Lets create him anyway.
2) The group should then create the NPCs. The GM is considered the player for purposes of character creation (ultimately deciding where points go, etc …) but creation is really done with the group.
a. The GM also has the option to “plant” one or two characters of his own design to the ship’s crew (the Doctor and River could have been GM plants.)
b. I do not recommend doing this if the players object, but it is a useful way to introduce some unusual elements into the life of the ship’s crew.
3) A quick note about NPCs – This is preliminary, but it is my thought that any player can decide to play one of the NPCs at any time when his own PC is not directly involved. If a Player does this, he must play the NPC as if it were his own PC, even if the fallout may effect his PC. That is the deal. Examples include:
a. Playing the pilot in a high pressure chase, rather than having the GM play both the NPC and pursuer.
b. You PC is captured or injured and you don’t want to just “sit around.”
c. When a PC comes into conflict with an NPC (verbally or otherwise) one of the players can play that NPC rather than the GM. This allows the other players to think of these characters Crew rather than the GMs NPCs.