Post by danarchy on Apr 29, 2014 15:25:17 GMT -5
Independent Roles
Texian Independents are tossed into an open world where they must struggle to get the bare resources needed to survive each segment of the event – water, food, and if injured or sick, medical supplies. A Texian can be a Settler, which gives immediate access to an AEG, or he or she can take on a specialized role and become part of a Crew or operate a Facility. Those roles may come with weapon’s limitations, but allow greater opportunities to advance or see or even rule the planet. A Crew does not need to contain all members of the crew, but certain missions can only be completed if a certain type of person were in the crew. Crews can either run a Ship or a Facility.
The best Crew won't be three or four guys of military age, but will require a Captain to locate diverse people with different talents to achive mission goals and complete contracts.
Captain:
The leading member of the Crew, the Captain holds the ship together. Without the Captain, the Pilot may still move the Ship from place to place, but cannot begin missions or take on passengers and cargo. Captain is the commander and crew members are generally expected but don’t have to follow a captain’s orders. But since the Captain has the ability to eject people from the ship; those disobeying orders, may take a walk in vacuum. While a Captain may emulate Malcolm Reynolds of the Firefly, they are free to play a rogue or even be a lackey to the military factions. Unless an Ex-Military member is on his crew, the Captain is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs))– he survives with his or her wits and ability to bring together the right Crew
Boss:
Similar to a Captain, but responsible for the operation of a Facility, such as the water processing plant or the mine. A Boss becomes a Boss in one of two ways: (1) lawfully, any player except a Hired Gun can become a Boss by acquiring the Deed to a facility, either by purchase, deception, duress or in a poker game, provided the previous Boss signs over the Deed; or (2) unlawfully, any Captain and supporting Crew may seize the facility by use of force by killing, bribing or otherwise taking out of action the current Boss. While away from his facilty, the Boss is limited to a side-arm or a gas or spring operated weapon; however, in the defense of the owned Facility, a Boss may use any weapons of choice, up to and including heavy weapons
Pilot:
Like Wash, the Pilot controls the ship and in his absence, the ship remains grounded and cannot move. The Pilot is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs)).
Ex-Military:
A former member of the Browncoats, like Second-Mate Zoe, this team member is trained in military tactics and can undertake related military missions for the factions. With her on board, her training and experience allow all other members of the crew to use AEGs, multiple magazines and tactical gear. Also, with her on board, the crew can fire from sub-orbital flight or in attacking others or defending their ship, using AEGs or other weapons as they are permitted. This is a female only role [all male ex-military have signed up for the regular Alliance and Dust Devil factions, both of whose cultures are not as “female friendly”]. Can use AEGs.
Hired Gun:
Mercenaries are approached by others, both settlers and regular military, for their skills in heavy weapons. Generally only a hired gun may use grenades (Thunder Bs), a support weapon or rocket launcher. Like Jayne, they like big guns and things that go boom. The trade-off for Hired Guns is that they can’t take on missions, acquire Facilities, or even negotiate for anything beyond their basic needs. As Hired Guns not part of a regular Crew or working security for a Facility are generally not trusted by honest folk.
Doctor:
A physician who can heal teammates or other players, either from wounds using bandages or from random illness using medicines, often in demand by Settlers and other injured parties. Like Simon, any Doctor is more likely to try to reason or bluff their way out of a tight situation, than to cause harm to another human being. Well, unless, it is a human being that deserves harming. Unless an Ex-Military member is on the Crew, the Doctor is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs))..
Shepherd :
A religious cleric of surprising skills, his ministry is welcomed by Settlers and brings blessings and other benefits to their communities. In territories under Dust Devil control or protection, any Facility must open its doors and provide supplies to a Crew with a Shepherd at a fair price. Like Book, this is a position for older and wiser minds, although that doesn’t mean they don’t fight when assistance is needed (over 40 years of age). Shooting an un-armed Shepherd is very unlucky for a crew, team or faction and can result in a bounty being placed on one’s head. Unless an Ex-Military member is on the Crew, the Shepherd is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs)).
Companion:
While Mal may take a dim view of certain services allegedly provided by Inara and other Companions, in the Firefly world, she is an ambassador first, always able to open doors and secure safe passages and other concessions whether it be from organized settlements, Dust Devils or Alliance. Females only. In territories under Alliance control or protection, any Facility must open its doors and provide supplies to a Crew with a Companion at a fair price. Shooting an un-armed Companion is very unlucky for a crew, team or faction and can result in a bounty being placed on one’s head. Unless an Ex-Military member is on the Crew, the Companion is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs)).
Mechanic:
Your ship will break; we promise it. If you don’t have a mechanic of skills on par with Kaylee’s with your crew, your ship will sit. Likewise, if a Facility takes damage a Mechanic will be required to patch things up. Unless an Ex-Military member is on the Crew, the Mechanic is limited to a side-arm or a gas or spring operated weapon.
Prodigy:
The Alliance has conducted experiments on brilliant, young people giving them the ability to perform surprising tasks and have special powers in combat, although sometimes similar to River, they have “issues.” Male or female, just be thirteen years of age or younger (should be accompanied by adult player, unless otherwise pre-approved). A Prodigy’s gifted skill set allows him or her to use an AEG with one hi-cap or multiple mid-caps.
Settler:
The default skill set for those not interested in playing a more specific role. A Settler lacks the skills to be part of a Ship’s Crew or the wits to accept missions, but can do labor for hire and handle a firearm. A Facility who signs on Settlers who stay in the general area of the Facility will have increased resource production as well as help guarding the place. A Settler can use an AEG with one hi-cap or multiple mid-caps.
Texian Independents are tossed into an open world where they must struggle to get the bare resources needed to survive each segment of the event – water, food, and if injured or sick, medical supplies. A Texian can be a Settler, which gives immediate access to an AEG, or he or she can take on a specialized role and become part of a Crew or operate a Facility. Those roles may come with weapon’s limitations, but allow greater opportunities to advance or see or even rule the planet. A Crew does not need to contain all members of the crew, but certain missions can only be completed if a certain type of person were in the crew. Crews can either run a Ship or a Facility.
The best Crew won't be three or four guys of military age, but will require a Captain to locate diverse people with different talents to achive mission goals and complete contracts.
Captain:
The leading member of the Crew, the Captain holds the ship together. Without the Captain, the Pilot may still move the Ship from place to place, but cannot begin missions or take on passengers and cargo. Captain is the commander and crew members are generally expected but don’t have to follow a captain’s orders. But since the Captain has the ability to eject people from the ship; those disobeying orders, may take a walk in vacuum. While a Captain may emulate Malcolm Reynolds of the Firefly, they are free to play a rogue or even be a lackey to the military factions. Unless an Ex-Military member is on his crew, the Captain is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs))– he survives with his or her wits and ability to bring together the right Crew
Boss:
Similar to a Captain, but responsible for the operation of a Facility, such as the water processing plant or the mine. A Boss becomes a Boss in one of two ways: (1) lawfully, any player except a Hired Gun can become a Boss by acquiring the Deed to a facility, either by purchase, deception, duress or in a poker game, provided the previous Boss signs over the Deed; or (2) unlawfully, any Captain and supporting Crew may seize the facility by use of force by killing, bribing or otherwise taking out of action the current Boss. While away from his facilty, the Boss is limited to a side-arm or a gas or spring operated weapon; however, in the defense of the owned Facility, a Boss may use any weapons of choice, up to and including heavy weapons
Pilot:
Like Wash, the Pilot controls the ship and in his absence, the ship remains grounded and cannot move. The Pilot is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs)).
Ex-Military:
A former member of the Browncoats, like Second-Mate Zoe, this team member is trained in military tactics and can undertake related military missions for the factions. With her on board, her training and experience allow all other members of the crew to use AEGs, multiple magazines and tactical gear. Also, with her on board, the crew can fire from sub-orbital flight or in attacking others or defending their ship, using AEGs or other weapons as they are permitted. This is a female only role [all male ex-military have signed up for the regular Alliance and Dust Devil factions, both of whose cultures are not as “female friendly”]. Can use AEGs.
Hired Gun:
Mercenaries are approached by others, both settlers and regular military, for their skills in heavy weapons. Generally only a hired gun may use grenades (Thunder Bs), a support weapon or rocket launcher. Like Jayne, they like big guns and things that go boom. The trade-off for Hired Guns is that they can’t take on missions, acquire Facilities, or even negotiate for anything beyond their basic needs. As Hired Guns not part of a regular Crew or working security for a Facility are generally not trusted by honest folk.
Doctor:
A physician who can heal teammates or other players, either from wounds using bandages or from random illness using medicines, often in demand by Settlers and other injured parties. Like Simon, any Doctor is more likely to try to reason or bluff their way out of a tight situation, than to cause harm to another human being. Well, unless, it is a human being that deserves harming. Unless an Ex-Military member is on the Crew, the Doctor is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs))..
Shepherd :
A religious cleric of surprising skills, his ministry is welcomed by Settlers and brings blessings and other benefits to their communities. In territories under Dust Devil control or protection, any Facility must open its doors and provide supplies to a Crew with a Shepherd at a fair price. Like Book, this is a position for older and wiser minds, although that doesn’t mean they don’t fight when assistance is needed (over 40 years of age). Shooting an un-armed Shepherd is very unlucky for a crew, team or faction and can result in a bounty being placed on one’s head. Unless an Ex-Military member is on the Crew, the Shepherd is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs)).
Companion:
While Mal may take a dim view of certain services allegedly provided by Inara and other Companions, in the Firefly world, she is an ambassador first, always able to open doors and secure safe passages and other concessions whether it be from organized settlements, Dust Devils or Alliance. Females only. In territories under Alliance control or protection, any Facility must open its doors and provide supplies to a Crew with a Companion at a fair price. Shooting an un-armed Companion is very unlucky for a crew, team or faction and can result in a bounty being placed on one’s head. Unless an Ex-Military member is on the Crew, the Companion is limited to a side-arm or a single shot or limited capacity gas or spring operated weapon (lever or bolt action rifle, shot-gun or the like (no PolarStars, SMGs or GBBRs)).
Mechanic:
Your ship will break; we promise it. If you don’t have a mechanic of skills on par with Kaylee’s with your crew, your ship will sit. Likewise, if a Facility takes damage a Mechanic will be required to patch things up. Unless an Ex-Military member is on the Crew, the Mechanic is limited to a side-arm or a gas or spring operated weapon.
Prodigy:
The Alliance has conducted experiments on brilliant, young people giving them the ability to perform surprising tasks and have special powers in combat, although sometimes similar to River, they have “issues.” Male or female, just be thirteen years of age or younger (should be accompanied by adult player, unless otherwise pre-approved). A Prodigy’s gifted skill set allows him or her to use an AEG with one hi-cap or multiple mid-caps.
Settler:
The default skill set for those not interested in playing a more specific role. A Settler lacks the skills to be part of a Ship’s Crew or the wits to accept missions, but can do labor for hire and handle a firearm. A Facility who signs on Settlers who stay in the general area of the Facility will have increased resource production as well as help guarding the place. A Settler can use an AEG with one hi-cap or multiple mid-caps.