Friday, January 28, 2005

Jayne Cobb



A mercenary who didn't fight for either side in the Unification War, Jayne works for whoever pays him the best. At the moment, that's Mal, so that's where Jayne's loyalty lies -- until something better comes along. He's a lean, mean fighting machine -- unfortunately, his skill with weapons doesn't translate well to situations not involving money or violence.

Traits: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d12

Skills: Climbing d6, Fighting d12, Guts d10, Intimidation d10, Notice d6, Riding d8, Shooting d12, Stealth d6, Streetwise d6, Taunt d8, Throwing d10.

Pace: 6 Parry: 9 Toughness: 9
Charisma: -2

Hindrances: Clueless, Enemy (minor, all sorts), Greedy (major until after Ariel, then minor), Mean, Poverty, Vengeful (minor).

Edges: Block, Brawny, Dead Shot, Dodge, Hard to Kill, Marksman, Quick Draw, Rock and Roll, Strong Willed, Sweep, Two-Fisted, Improved Trademark Weapon (Vera).


Tuesday, January 25, 2005

Hoban Washburn




Raised on a world so polluted he couldn't see the stars, Wash entered pilot's training to get a look at them. But he got more than a job when he applied to be Serenity's pilot—he found a wife in the ship's first mate Zoe. A laid-back guy with an active sense of humor, Wash just wants a ship to fly and his wife alive and at his side.

And if he's backed into a corner, he'll do what he must to accomplish those goals.



Traits: Agility d8 Smarts d8 Spirit d6 Strength d6 Vigor d6.

Skills: Driving d6, Fighting d6, Guts d4, Investigation d8, Knowledge (Astrogation) d10, Notice d6, Persuasion d8, Piloting d12, Repair d6, Shooting d6, Streetwise d8, Taunt d8.

Pace: 6 Parry: 5 Toughness: 5
Charisma: 0

Hindrances: Overconfident, Poverty, Quirk (peculiar humor).
Edges: Ace.

Inara Serra




Inara is a highly regarded registered Companion (read: courtesan), and the most respectable person aboard Serenity. No one seems to know what such a high-priced working girl is doing on the very low class Serenity, least of all Malcolm Reynolds. She’s elegant, educated, and beautiful. She maintains her own space - a shuttle on the ship - and only has the high class and decent clientele. Prostitution (or at least licensed prostitution) is legal on almost all planets thanks to the influence of The Guild. A Companion is essentially of the highest social standing -- certainly higher than a ship full of petty crooks.

She does *not* count the crew among her clients.

Inara was born, raised, practiced her craft, and was a shoe-in for the rank of High Priestess of the The Guild on her home planet of Sihnon, the jewel of the Core Worlds. Since leaving Sihnon over a year ago, she has adapted quite well to the wild border worlds... she even owns a pistol.


Traits: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6.

Skills: Fighting d4, Investigation d6, Knowledge (Arts) d8, Notice d8, Persuasion d12, Piloting d6, Shooting d4.

Pace: 6 Parry: 4 Toughness: 5
Charisma: +4

Hindrances: Quirk (squeamish), Stubborn

Edges: Attractive, Companion Training, Connections

Monday, January 24, 2005

Zoe Warren



The only other survivor of Malcolm Reynolds' platoon, Zoe joined him as Serenity's first mate to kick a little ass around the universe. And after a hard day committing mayhem wherever possible/necessary, she gets to come home to her husband Wash, Serenity's pilot.

Traits: Agility d10 Smarts d8 Spirit d8 Strength d6 Vigor d8

Skills: Climbing d6, Driving d6, Fighting d10, Guts d10, Healing d4, Intimidation d8, Knowledge (Tactics) d6, Notice d8, Persuasion d6, Piloting d6, Riding d8, Shooting d10, Stealth d12, Streetwise d6, Taunt d8, Throwing d8.

Pace: 6 Parry: 9 Toughness: 6
Charisma: 0/-2

Hindrances: Browncoat, Loyal, Poverty, Stubborn.

Edges: Improved Block, Command, Dodge, Level Headed, Nerves of Steel, Quick Draw, Strong Willed, Two-Fisted.

Friday, January 14, 2005

Malcolm Reynolds



The son of a rancher (born on the planet Shadow, Mal fought in the Unification War for the Independents, a sergeant who wound up commanding 5,000 soldiers in one of the war's bloodiest battles, Serenity Valley on the planet Hera (Zoe served with him). After the war, Mal got as far away from the Alliance as possible, heading for the border worlds to scratch out a living. And for the captain of Serenity (named for that battle), no job is too big, too small, or too illegal, as long as it keeps his crew together and his ship flying: "our perfectly legitimate business enterprises."
Captain Reynolds fancies himself a master planner, stealing from the rich and selling to the poor, dancing between the top-heavy Alliance and less valorous schisms of the interplanetary underworld, while trying to retain a soul that doesn't go to that Special Hell reserved for people who talk in movie theaters or cancel television shows before their time. Mal behaves as if he's the intellectual and moral superior to both the Alliance and underworld and therefore makes very few friends among either group.


Traits: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8.

Pace: 6 Parry: 8 Toughness: 6 Charisma: +2/0

Skills: Climbing d6, Fighting d10, Guts d10, Healing d4, Intimidation d8, Knowledge (Tactics) d8, Notice d8, Persuasion d6, Riding d8, Shooting d10, Stealth d6, Streetwise d6, Taunt d8.

Hindrances: Browncoat, Code of Honor, Enemy (major, Niska), Heroic, Poverty, Stubburn.

Edges: Block, Charismatic, Command, Common Bond, Dodge, Hold the Line!, Inspire, Level Headed, Natural Leader, Improved Nerves of Steel, Quick Draw, Strong Willed.

Firefly Characters--The Magnificent Seven plus Two

In the upcoming days, one a day, I will be posting the statistics for the Magnificent Seven plus Two. These conversions were done by Sitting Duck of the Pinnacle boards utilizing a Firefly conversion pdf, I believe he used this one. If he didn't I am sure he will email me a correction, but looking at the edges this looks right to me. In addition, he utilizes the psychic system from Sharkbytes #1 to represent River's abilities.

Monday, January 10, 2005

Savage Setting...

Age of Thumos

The Heroes of Antiquity are dead!

No longer does the swift Achilles fight demigods at the foot of the walls of Ilium. The labors of Herakles are are fables from the past. Oedipus defeat of the Sphinx is the background of a tragic play. The workings of men are free from the machinations of the gods. Leonidas, descendant of Herakles, died fifty years ago at the Battle of Thermopylae; his deeds were the great, but the Blood of Heroes runs thin. The unity of the Greek states is crumbling and the Peloponnesus is on the verge of war.

At least the great threat from Persia has finally been vanquished…or has it?

Through political machinations and other unknown means, the Persian Empire is escalating the conflicts between Athens and Sparta. Using Athens’ desire for empire and Sparta’s slave dependant systems as kindling She stokes the fires between these great cities. To make matters worse, farmers in the smaller city-states are claiming to be victims of legendary creatures. The ruling bodies of Sparta and Athens dismiss such claims as superstition and blame the opposing city for performing raids.

Persia is well known for its dark magical practices and she seeks control of the mystic sites of Peloponnesus. The war between Athens and Sparta is inevitable, even without Persian influence it will escalate and encompass all of Greece. But the loss of mystic sites to Persian sorcerers is not.

But who is capable of defending these sites in a world where great heroes are only legend?