Firefly: Leaf On The Wind - Marine

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Leaf on the Wind - Campaign Page

Mason.jpg

Personal Particulars

Basic Info

Name: Henrik Aralt Mason AKA: Ham, Mason, Mace (Marines), Hammer (Gang)
Birth Planet: Anvil Allegiance: Independent (Formerly Alliance)
Height: 188 centimeters (6' 2") | Weight: 104 kilos (230 lbs) | Age: 32 standard years

Appearance

Ham has broad shoulders and a brawny frame. His tanned skin is weather-worn from years working in the sun and other harsh environments while his callused hands are proof that he's a working man. His arms and torso are a patchwork of scars and tatoos. Of note, his right shoulder bears a scar that looks suspiciously like a tattoo was cut off, while most of his back is covered by a large medieval shield, of which the top edge is a thick black border where an old gang tattoo was covered over.

Ham's long brown hair is shaved at the sides and back. He let's it hang down while relaxing but when he's working it's pulled up in a loose bun. His face is half covered by a thick and wild beard tinged in red.

Dressed in simple, sturdy clothing, he's typically seen seen wearing work boots, tan cargo pants, a black button up shirt with the sleeves rolled up and a light gray vest with a hood... one that's entirely too stylish for a common laborer. When things get cold he throws on an old blue coat, but prefers to use the vest's hood instead of donning a hat.

When the situations permits it, has a gun in a tactical holster on his left thigh, a common survival knife in a booth sheath and a pair of work gloves tucked into a cargo pocket. Though he's skilled with larger weapons they are much harder to carry in a simple duffel bag... let alone explain to the local authorities.

Personality

Mason is typically reserved, at least at first. It takes a while to suss out a new crew and see how everything fits together... pissing people off before you know what their triggers are is a good way to get invited to leave.

Even once he settles in he's never the life of the party. Mason can enjoy himself in larger groups as long as the atmosphere is light and jovial. While not a chatterbox, he enjoys verbal sparring and is surprisingly quick witted. His mood can grow sour if his lack of education becomes an issue however.

Mason prefers relaxing in smaller groups of people he knows and can trust. Words aren't always necessary... he's more than comfortable with silence. He's seen a lot during his life and will sometimes discuss his past experiences, what he thinks they mean and the still forming Philosophy of the Free he's been slowly piecing together in his head during long, monotonous jobs.

As part of a poor family, and later during his years in the gang, Mason's moral compass skewed toward the predatory and selfish. His time with Uncle Constantine helped broaden his horizons, and his Marine training instilled him with a strong need to protect the weak. This brief was strong enough that Mason deserted when the Alliance's actions against the Independents proved they had abandoned their honor.

This need to protect the weak or take down bullies has resurfaced multiple times since the War ended, often starting fights and causing enough of a ruckus that moving on is the best option for all involved.

Numbers and Such

Attributes

Mental d8 Physical d10 Social d6

Skills

  • Craft d4
  • Drive d6
  • Fight d10 (Haymakers)
  • Fix d4
  • Fly d4
  • Focus d6
  • Influence d4
  • Know d4
  • Labor d8
  • Move d8 (Climbing)
  • Notice d6
  • Operate d4
  • Perform d4
  • Shoot d10
  • Sneak d6
  • Survive d4
  • Throw d6
  • Treat d4
  • Trick d8 (Sleight of Hand... or Pick Pockets if I need to be more specific)

Distinctions

Muscle for Hire d8
Looking scary comes easy to you, and you’re no stranger to hard work. (Fight/Labor/Move)

  • Step Down: Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Blunt Instrument: When you fight dirty or use brute force to solve a problem, step up your Labor or Fight until the end of the current scene. Step back Social until the end of the next scene.
  • Looming Shadow: When you rely on your imposing size to intimidate someone, use Physical instead of Social. Both 1s and 2s count as jinxes on the roll.

Drifter d8
You’ve seen a lot of things during your time in the black and done what you’ve had to do to survive. Little is left to surprise you. (Focus/Notice/Trick)

  • Step Down: Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Been There: Create a d8 Asset when you ask for help from an old contact. If you use this Asset in a roll and fail, your contact turns against you. The Gamemaster will reveal why they set you up for a fall.
  • Done That: When you tell a Crewmember about a situation from your past similar to the one you face now, gain a new specialty for the rest of the scene. Take or step up a social Complication reflecting your past.

Alliance Deserter d8
The Marines taught you what it meant to have honor... too bad they stopped living up to those ideals during the Unification War. (Sneak/Shoot/Throw)

  • Step Down: Gain 1 Plot Point when you roll a d4 instead of a d8.
  • Ductus Exemplo: Gain 1 PP when you act against your best interests because of your code or make a show of satisfying your honor.
  • A Marine and his Rifle: Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered.

Signature Assets

Mesh Vest.jpg

Micro-mesh Armor Vest d8
This stylish, near-white vest offers just as much protection as his Marine tactical vest did, while still being flexible and not immediately recognizable as armor. Plus it has a hood.

Mason stole the vest from a rich and overbearing brat who said he was heir to some Core Worlds... something or other. The man took a shining to the pilot of a ship Mason worked on some time ago, and proceeded to cheat her in cards and attempt to... coerce her into paying off her losses via other means.

Mason beat the brat up and robbed him blind. After giving the Captain enough cash to pay off her pilot's debt, Mason gave a few crew members black eyes in a staged fight to take suspicion off the crew, then jumped on a train to the next city over to find a new job.

Complications

N/A

My Checkered Past

Background

Born poor, he served as seasonal worker along with the rest of his family. When work became scarce, joining with the local gangs seemed like a logical step. He rode with them for a while, eventually had a falling out. He had his tattoos cut off and joined the Alliance Marines to escape his homeworld.

He excelled at training and combat, but discipline was much for elusive for Mason. He almost completed his tour when he got in a fight with an the army grunts he was fighting with. Knowing how serious it was and that he’d likely spend a few years in prison, Mason deserted and never looked back.

Unwilling to go home and knowing the Alliance would be looking for him, Mason got himself lost in the rim, working menial jobs for shit pay that made the Marines or even the Union Army look good in comparison.

Eventually the ar came teo a close with the inevitable outcome of an Alliance victory. Things became a little easier. At that point. The Alliance had worse things to worry about than a deserter, and Mason was able to got off those hellish mining stations and get planetside again.

He still wandered… drifting from place to place. It was as much a habit for him as a necessity at this point. He tries to keep his head low, but isn’t afraid the bend or sidestep a few laws if it means staying alive and keeping food in his belly.

Episodes

N/A

Notes

Code of Honor: The Marines taught Mason that he was supposed to protect people. To this day his hackles raise when strong people pick on weaker people or when people group up to take advantage of others.