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− | {{ | + | {{Prime |
− | {{ | + | |Name=MALCOLM REYNOLDS |
− | + | |Attributes= | |
− | {{ | + | {{Prime-Attribute|Physical|d8}} |
− | {{ | + | {{Prime-Attribute|Mental|d8}} |
− | {{ | + | {{Prime-Attribute|Social|d8}} |
− | {{ | + | |Dice=red_black |
− | {{ | + | |Style=default |
− | {{ | + | |Skills= |
− | {{ | + | {{Prime-Skill|Fight|d8}} |
− | {{ | + | {{Prime-Skill|Fix|d6}} |
− | {{ | + | {{Prime-Skill|Fly|d6}} |
− | {{ | + | {{Prime-Skill|Focus|d6}} |
− | }} | + | {{Prime-Skill|Influence|d10|Leadership}} |
− | + | {{Prime-Skill|Move|d6}} | |
− | + | {{Prime-Skill|Notice|d6}} | |
− | {{Prime- | + | {{Prime-Skill|Shoot|d10|Pistols}} |
+ | {{Prime-Skill|Survive|d8}} | ||
+ | {{Prime-Skill|Trick|d6}} | ||
+ | |Distinctions= | ||
+ | {{Prime-Distinction|Ship's Captain|d8 | ||
+ | |Description=A natural leader, you're responsible for the Crew and the ship you all fly in. | ||
+ | |Trigger1Checked=Gain 1 Plot Point when you roll a D4 instead of a D8. | ||
+ | |Trigger2Unchecked=''Protect the Crew'': When a Crewmember in the same scene as you acquires a Complication, spend 1 PP to take it away and step it back. | ||
+ | |Trigger3Checked=''Lead the Crew'': When one of your crew directly follows one of your orders, spend 1 PP and give that Crewmember an Asset equal to your '''Influence''' die rating. | ||
+ | |HS=Fly, Focus, Influence | ||
+ | }} | ||
+ | {{Prime-Distinction|Things Don't Go Smooth|d8 | ||
+ | |Description=Life sure seems to be a string of mishaps, mistakes, and misappropriations. But you’re still here, ain’t you? | ||
+ | |Trigger1Checked=Gain 1 Plot Point when you roll a D4 instead of a D8. | ||
+ | |Trigger2Unchecked=''Tough as Nails'': When you take a Complication representing an injury or physical harm, spend 1 PP to step it back or rename it as a mental or social Complication. | ||
+ | |Trigger3Checked=''Trouble Magnet'': Step up one of your Complications to reroll a die. On your next roll, both 1s and 2s count for Complications. | ||
+ | |HS=Move, Notice, Survive | ||
+ | }} | ||
+ | {{Prime-Distinction|Veteran of the Unification War|d8 | ||
+ | |Description=It don’t matter which side you fight on, war leaves a mark on your heart n’ soul. | ||
+ | |Trigger1Checked=Gain 1 Plot Point when you roll a D4 instead of a D8. | ||
+ | |Trigger2Unchecked=''Fightin’ Type'': Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered. | ||
+ | |Trigger3Unchecked=''War Stories'': When you create an Asset or take a Complication related to a wartime flashback, step it up. | ||
+ | |HS=Fight, Shoot, Survive | ||
+ | }} | ||
+ | |SignatureAssets= | ||
+ | {{Prime-SignatureAsset|Serenity|d8 | ||
+ | |Description=Mal has a close connection to his ship, a Series 3 Firefly class mid-bulk transport, and won’t allow just anybody to fly or fix her. | ||
+ | |Trigger1Unchecked=''Keep Flyin’'': When negotiating a job for your Crew, spend 1 Plot Point to step back a social Complication. | ||
+ | |Trigger2Unchecked=''Peace in the Black'': When you offer wisdom or philosophize with a Crewmember on Serenity as part of a recovery Action, step up or double Treat. | ||
+ | }} | ||
+ | {{Prime-SignatureAsset|Liberty Hammer|d6 | ||
+ | |Description=This is Mal’s Moses Brothers Self-Defense Engine Frontier Model B handgun, the standard issue officer’s sidearm during the Unification War. He’s since modified it to suit his needs. | ||
+ | |Trigger1Unchecked=''Pointed Emphasis'': When you threaten someone with your sidearm or conduct negotiations at gunpoint, spend 1 Plot Point to double Influence for the Action. | ||
+ | }} | ||
+ | |Orientation=right | ||
+ | |Picture=Mal_Reynolds.jpg | ||
+ | |Description=''"...I got people with me, people who trust each other, who do for each other and ain't always looking for the advantage. There's good people in the 'Verse. Not many, lord knows, but you only need a few."'' -- Mal, "Our Mrs. Reynolds"<br/> | ||
+ | '''Character Type:''' Protective Captain<br/> | ||
+ | '''Character Description:''' It takes a special kind of man to stake his life on a cause, and that man is Malcolm Reynolds. Sure, he could’ve stayed on Shadow and become a prosperous rancher like his folks. But he didn’t. Alliance came throwin’ their weight around and Mal just didn’t like what they were up to. So, he signed up for the big War, all bright-eyed and bushy-tailed. Only thing is: Mal came out on the losin’ side of the conflict. | ||
+ | The War destroyed a lot of Mal’s illusions, left him bitter and cynical. He was a man of God, but now Mal puts his faith in his crew. He bought his ship, named her Serenity after the battle that changed his life, and headed out into the black to make his fortune. His luck ain’t all that great, but he has managed to stay alive, and that’s not nothin’.<br/> | ||
+ | '''Likes and Dislikes:''' The list of what Mal likes and dislikes is pretty damn short. Mal cares about getting paid, the safety of his crew, and his boat. Mess with any one of those three, and he’ll get a mite testy. When he does, you can be sure a snappy comeback and a gun ain’t far behind.<br/> | ||
+ | '''Flashbacks and Echoes:''' They say that War can break any man’s faith and Mal give truth to that saying. A Browncoat volunteer who fought for the Independents in the War, he eventually earned the rank of sergeant and led the final charge against the Alliance during the Battle of Serenity along with his second-in-command, Zoe. To this day, Mal’s convinced he fought on the right side—though not the winning side. | ||
}} | }} |
Latest revision as of 13:21, 29 August 2024
MALCOLM REYNOLDS