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+ | This is an example sheet to show off a full character of Firefly. It will be replaced with stats and text that are not drawn from the book soon. | ||
+ | |||
{{FF | {{FF | ||
− | |Name= | + | |Name=MALCOLM REYNOLDS |
|Mental=d8 | |Mental=d8 | ||
+ | |Dice=yellow_black | ||
|Physical=d8 | |Physical=d8 | ||
|Social=d8 | |Social=d8 | ||
+ | |Style=firefly | ||
|Skills= | |Skills= | ||
{{FF-Skill|Fight|d8}} | {{FF-Skill|Fight|d8}} | ||
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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= | ||
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'''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/> | '''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. | '''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. | ||
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}} | }} | ||
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+ | [[Category:Examples]] |
Latest revision as of 15:01, 16 February 2021
This is an example sheet to show off a full character of Firefly. It will be replaced with stats and text that are not drawn from the book soon.
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.