If you haven't read the Serenity graphic novels Leaves on the Wind or No Power In the 'Verse, there may be spoilers below.
Bea Quiang |
Attributes
Mental D8
Physical D8
Social D8
Skills
Craft D6
Fight D8
Focus D8
Influence D8 (Speeches)
Know D6 (Criminal Organizations)
Labor D6
Shoot D10 (Pistol)
Sneak D6
Survive D8
Throw D6
Treat D6
Distinctions
Code of Honor D8
To live with honor is difficult. To live without honor is not living at all.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]My word is my bond. When you make a promise to someone, spend 1 PP to make a D6 Asset that lasts until the end of the session. If you break that promise, turn it into a D8 Complication.
New Browncoat D8
The Unification War may be over, but free folk will always stand up against tyranny.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Resistance leader. Spend 1 PP to step up or double your Influence when trying to rally members of the New Browncoats to fight the Alliance.
[*]Young but scrappy. Spend 1 PP to re-roll a die when a battle plan starts to go sideways. On your next roll, both 1s and 2s count for Complications.
Friends in Low Places. D8
Those of us in the Rim don't have much, but we stick together. There's a power in that.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Signature Asset: Strickland Forty-Four Twelve pistol D8
Bea's father served with Malcolm Reynolds in the Battle of Serenity Valley, but despite their personal connection, she failed to recruit Mal to lead the New Browncoats in a second uprising against the Alliance. Despite Mal's refusal to join up, Bea and her New Browncoats assisted the Serenity crew with its raid on the government school where River had been held captive, and she later helped Captain Reynolds free Zoe from an Alliance prison. Bea was one of the few survivors when the Alliance used infiltrators and informants to crush the New Browncoat movement from within. She and Iris left the Serenity crew as traveling companions, each on the run from the Alliance for their own reasons.
Mal meets Iris for the first time |
Iris, Medium Major GMC
Attributes
Mental D8
Physical D10
Social D6
Skills
Drive D6
Fight D12 (Knife) (Martial Arts)
Fix D6
Focus D10 (Memory)
Know D6
Move D8 (Flips) (Leaping)
Notice D6
Operate D6
Shoot D6
Sneak D6
Throw D10 (Blades)
Treat D6
Trick D6
Distinctions
Living Weapon D8
No power in the 'Verse can stop me.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Control Words. Gain 1 PP whenever a GMC uses a control word to turn you into a killing machine. Double Fight, Move, and Throw until the end of the scene, when you are automatically Taken Out. If a member of the crew knows your control words, they can also spend 1 PP to trigger this effect, but their PP goes to into the GM's pool.
Government Experiment D8
You don't remember what they did to you. Mostly. But now that it's done, you can never go back.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Two By Two, Hands of Blue. Create a Painful Memories D8 Complication to step up your Know for the rest of the scene.
Wet Behind the Ears. D8
Folks say you're naive; it ain't that. You just grew up a mite sheltered, is all.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Easy Mark. Gain 1 PP when you are tricked by more wordly folk or whenever someone takes advantage of your naivete.
Iris is one of Madame Kalista's 'disciples;' an Alliance experiment from the same government school which produced River Tam. Unlike River, though, Iris' mental programming is now 'complete,' and she has no memories of human life apart from her conditioning as a human weapon. After her rescue from the Alliance facility, Iris was briefly treated by Dr. Simon Tam before deciding to go on the run as Bea Quiang's traveling companion. Note that Iris has not yet demonstrated River's talent as a Reader and may lack 'the Gift.'
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