Sarah (clawfoot) wrote in roleplayers,
Sarah
clawfoot
roleplayers

Monkey work for space pirates

I'm putting together a Firefly tabletop campaign for friends, and I was thinking about all the jobs that would be available for a small Firefly-class ship of traders/space pirates. I've come up with Major Jobs (the ship must have them and one person can't really double up on them -- i.e. a person would be hard-pressed to be both the ship's doctor and the ship's mechanic) and Minor Jobs (the ship doesn't have to have them, but they make life a bit easier and they can be doubled or even tripled up with other jobs). Does this look like a complete enough list?



MAJOR JOBS
Captain
Number Two
Doctor
Mechanic
Pilot
Electrician/Software Engineer

MINOR JOBS
Cook
Diplomat (high class)
Diplomat (low class)
Diplomat (criminal class)
Weapons Expert (ship-to-ship)
Weapons Expert (interpersonal)
Custodian
Quartermaster (taking care of ship's inventory; food, ammunition, fuel, etc.)
Nurse

OPTIONAL JOBS
Companion (Major)
Chaplain (Minor)
Client/Passanger (temporary; cannot hold any Major job)

It would be fun to see some of these jobs combined, I think. The "Diplomat" job is a combination "get us jobs" and "get us what we want" and "get us the heck out of this situation" kind of position. They're split up because it's rather unlikely that someone who knows how to get invited to all the most fashionable parties would also know how to find a fence for the lovely baubles they picked up along the way. (Although a character who does know all three types would be very interesting.)

So how does that look? Did I miss any obvious jobs? Non-obvious jobs? What other positions might a (SMALL) ship need?
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