|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.
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}}
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|SignatureAssets=
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{{FF-SignatureAsset|Serenity|d8
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|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.
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|Trigger1Unchecked=''Keep Flyin’'': When negotiating a job for your Crew, spend 1 Plot Point to step back a social Complication.
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|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.
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}}
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{{FF-SignatureAsset|Liberty Hammer|d6
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|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.
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|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.