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|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. | |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. | |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 | ||
+ | }} | ||
+ | {{FF-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= | |SignatureAssets= |
Revision as of 03:52, 10 January 2015
Malcolm Reynolds
SIGNATURE ASSETS
Serenity D8: 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.
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Keep Flyin’: When negotiating a job for your Crew, spend 1 Plot Point to step back a social Complication.
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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.
Liberty Hammer D6: 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.
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Pointed Emphasis: When you threaten someone with your sidearm or conduct negotiations at gunpoint, spend 1 Plot Point to double Influence for the Action.