Malcolm Reynolds

Revision as of 23:25, 9 January 2015 by Admin (talk | contribs)


Malcolm Reynolds
Mal Reynolds.jpg

"...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"
Character Type: Protective Captain
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’.
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.
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.

ATTRIBUTES
Mental RED WHITE D8.png
Physical RED WHITE D8.png
Social RED WHITE D8.png
SKILLS
Fight
RED WHITE D8.png
 
Fix
RED WHITE D6.png
 
Fly
RED WHITE D6.png
 
Focus
RED WHITE D6.png
 
Influence
RED WHITE D10.png
Leadership
Move
RED WHITE D6.png
 
Notice
RED WHITE D6.png
 
Shoot
RED WHITE D10.png
Pistols
Survive
RED WHITE D8.png
 
Trick
RED WHITE D6.png
 
DISTINCTIONS
Ship's Captain RED WHITE D8.png
A natural leader, you're responsible for the Crew and the ship you all fly in.
Gain 1 Plot Point when you roll a D4 instead of a D8.
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.
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.
 
Highlighted Skills: Fly, Focus, Influence
Things Don't Go Smooth RED WHITE D8.png
Life sure seems to be a string of mishaps, mistakes, and misappropriations. But you’re still here, ain’t you?
Gain 1 Plot Point when you roll a D4 instead of a D8.
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.
Trouble Magnet: Step up one of your Complications to reroll a die. On your next roll, both 1s and 2s count for Complications.
SIGNATURE ASSETS
Ff logo gijoe.png