Firefly characters

Where in all of your character write ups will go.
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Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Firefly characters

Post by Spectrum »

A place to keep our characters for easy review.
We rise from the ashes so that new legends can be born.
ZenGypsy
Posts: 210
Joined: Sat Nov 05, 2016 12:29 pm

Re: Firefly characters

Post by ZenGypsy »

Image
Takashi Rayne - PL 7

Strength 3, Stamina 4, Agility 1, Dexterity 0, Fighting 6, Intellect 1, Awareness 2, Presence 2

Advantages
Contacts, Defensive Roll, Equipment 6, Great Endurance, Improved Aim, mproved Initiative, Languages 2, Leadership, Luck 2, Quick Draw, Set-up, Well-informed

Skills
Athletics 2 (+5), Close Combat: Karate & Aiki-jitsu 5 (+11), Close Combat: Kenjitsu 1 (+7), Deception 7 (+13/+9), Expertise: Military Tactics & Strategy 6 (+7), Expertise: Politics & Bureaucracy 4 (+5), Expertise: Trade Routes & Contraband 4 (+5), Insight 5 (+7), Perception 5 (+7), Persuasion 9 (+11), Ranged Combat: Small Arms Weaponry 8 (+8), Sleight of Hand 7 (+11/+7), Treatment 4 (+5), Vehicles 7 (+7)

Powers
Tactical Advantage: Enhanced Trait 2 (Traits: Deception +4 (+13); Limited: Only applies to Feint)

Equipment
Armor Plating & Enviro Seal: Protection 3 (+3 Toughness, Advantages: Diehard, Great Endurance)
Internal Comm Unit: Feature 1
Space Worthy: Immunity 5 (Custom: Environmental: Cold, Radiation & Vacuum 3, Suffocation (All); Limited: Internal Air Supply)
Vision Aug Monocle: Senses 2 (Infravision, Low-light Vision)
ArmsTech Samurai iXL-34: Damage 4 (DC 19, Advantages: Improved Critical; Accurate: +2, Increased Range: ranged, Multiattack)
. . Breaching Charge: Damage 8 (Alternate; DC 23; Penetrating 5, Triggered: 2 uses - Timer)
. . Mono-edged Katana: Strength-based Damage 4 (Alternate; DC 22, Advantages: Improved Critical 2; Precise, Reach (melee): 5 ft.)
Ballistic Lining: Protection 2 (+2 Toughness)
Concealed Holster: Enhanced Trait 2 (Traits: Sleight of Hand +4 (+11); Limited: Only to Conceal Small Arm Weaponry)

Offense
Initiative +5
ArmsTech Samurai iXL-34: Damage 4, +10 (DC 19)
Breaching Charge: Damage 8, +6 (DC 23)
Grab, +6 (DC Spec 13)
Mono-edged Katana: Strength-based Damage 4, +7 (DC 22)
Throw, +0 (DC 18)
Unarmed, +11 (DC 18)

Languages
Chinese (Mandarin), English, Japanese

Defense
Dodge 6, Parry 6, Fortitude 5, Toughness 8/4, Will 7

Power Points
Abilities 38 + Powers 1 + Advantages 18 + Skills 37 (74 ranks) + Defenses 11 = 105
Complications
Honor: Semper Fidelis, always faithful. The saying has been the Rayne family motto since their exodus from the earth-that-was. Takashi has since come to learn that the Alliance is faithful only to those born to wealth, power, or priviledge. As such, he has come to adopt the family motto to include the underprivledged, the dispossessed and the forgotten.

This has brought him into conflict with his family, and the military her served during the Independence War.

Motivation: Responsibility: Takashi feels a responsibility to the Rim planets, after he witnessed the depredations of the Alliance military during the War of Indenpendence. He feels that his life as a member of the Alliance was a life built on lies, deceit, and corruption.

As such he feels that there are scales to be balanced, and while he still has respect and loyalty to the Rayne family, he feels that he needs to work against the Alliance and their operations in the Rim planets. He does this by aiding the Rim planets by flying under the radar, transporting food, supplies, medical supplies to outposts, colonies, and families that need it.

Relationship: Despite his status on several Alliance watchlists, Takashi maintains a close relationship with his elder brother, Sato. As such, on occasion, the elder Rayne brother will reach out to Takashi to accomplish objectives in the Rim that are of a dubious, or clandestine nature, but benefit the family in it's Core World endeavors.

Takashi also maintains close ties with his old squad mates, who, despite the charges against their commanding officer, remain loyal to the man who saw them through the Independence War. Currently his loyalty to his squad mates find him on Sahadeva, running a mission of mercy for his Lieutenant, Yaneta Krasnoff, and her family.

Reputation: On several Alliance watchlists as an Independence sympathizer, viewed by suspicion by Browncoats due to his allegiance during the Indepence War. The fact that he openly carries re-purposed Alliance weaponry and armor, as well as carries a Core World family relic, makes him a target for certain factions.

Rivalry: Minister of Security Lao, formerly a General during the Independence War, was assaulted by Takashi when he returned from a mission in which he was to occupy and neutralize a Browncoat hospital.

Lao continues to track Takashi's movement, and will dedicate Alliance resources to ensure that Takashi is returned to a Rim world, hard labor camp.
Takashi Rayne was born on Persephone, 22 years before the Unification War. The Rayne family could trace it's heritage back to the Core Worlds, a distinguished family, with a history of military service. Takashi graduated from the Alliance Naval Academy located on Boros' moon, Ares, home to the Alliance Naval Shipyards.

It was during the Battle of Struges, that Takashi distinguished himself, he commanded a wing of the Alliance's new fast attack ships, designated Shinigami. These fast, lightly armored ships were the Alliance's counter to the Independent's Firefly Series III gunships, by organizing his wing into three man wolf packs, they were able to use their increased maneuverability to hem the Firefly gunships in, while the third vessel was able to flank the gunship and bring it down. Takashi's tactics earned him the praise of his superiors, while his lead from the front style, and tenacity in the face of overwhelming odds earned him the respect of the enlisted men.

During the Battle of Serenity Valley, his wing was brought down by Browncoat ground emplacements. It was due Takashi's tenacity and his commitment to the men under his command that he was able to bring them through the horrors of that engagement. While skilled in social niceties, which had helped his career, he was increasingly horrified by the treatment of the Independents by the general command. After a significant confrontation with General Lao, he was ordered to take, and eliminate a key Browncoat target, a military hospital that was treating unaligned civilian casualties and Independent soldiers. Rather than eliminate the target, the unit under his command captured and disarmed the Browncoat forces, then allowed them to retreat along with civilian casualties, and medical personnel. Despite the support of the enlisted men who served with him, that operation effectively dead-ended his career in the military, and after he beat Lao bloody during the debriefing, he spent six months in the Charleston minimum security and labor prison facility. His elder brother, Sato Rayne, used his own political influence to stalemate the the animosity of then, General Lao, now the Minister of Security for the Alliance, and earn his brother release after only half a year.

Despite his opinion on the Alliance command, and Minister Lao, Rayne remains loyal to those that served under him during the Unification War. That's why he took a boat to the Rim when he got a call from Yaneta Krasnoff, his second in command. She'd found a man, on a backwater planet, thing was there was some nasty bug going around, and her kids, they were in a bad way. So Takashi found himself on a train, stolen Alliance meds hidden in cargo, heading off on another mission of mercy, same as got him six months hard labor.
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Doctor Malsyn
Posts: 8173
Joined: Fri Nov 04, 2016 10:42 pm
Location: Thunderdome, Texas

Re: Firefly characters

Post by Doctor Malsyn »

Image
The Six foot two, three hundred and twenty pound baddass mechanic.
Tracy Iskellian - PL 7
Abilities 8+8+2+2+10+10+0+2= 42
Strength 4, Stamina 4, Agility 1, Dexterity 1
Fighting 5, Intellect 5, Awareness 0, Presence 1

Advantages 27
Equipment 5, All-Out Attack, Bennefit: Iskellian Family Member, Chokehold, Daze: Intimidation, Diehard, Evasion, Fascinate: Intimidation, Favored Environment: Engine Rooms, Great Endurance, Improved Critical: Wrenches, Improved Grab, Improved Hold, Improved Smash, Improvised Weapon 2, Inventor, Power Attack, Second Chance: Emergency Repairs, Startle, Skill Mastery: Tech, Languages 1, Takedown

Skills 28 (56)
Athletics 4(+8), CC: Wrench-Fu 3(+8), CC: Unarmed 2(+7), Ex: Starships 8(+13), Ex: Alliance Military Regulations 6(+11), Ex: Ballistic Weaponry 8(+13), Intimidation 10(+11), RC: Shotguns 4(+5), Technology 9(+14), Vehicles 2(+3)

Special 1
Feature: Big-Boned ... Tracy isn't fat, but she's definitely rather over-sized for a woman. It dosn't take much for her to Startle someone, and as such she may perform intimidate checks as a move action without penalty.

Equipment 24/25 EP
Weapons+Armor;
Shotgun: ... Damage 5, Shotgun Properties (10EP)
Wrench: ... Damage 2, Bludgeoning (2EP)
Bulletproof Vest: .. Protection 3, Subtle, Limited to Ballistics (3EP)
1-Point Equipment;
Computer, Commlink, Flashlight, Flash Goggles, Fire Extinguisher, Camo Clothing: Arctic, Gas Mask, Multi-Tool, Repair Kit

Offense
Initiative +1
Shotgun, Slugs: Ranged Damage 5, +5 (DC 20)
Shotgun, Pellets: Ranged Damage 5, +6 (DC 20)/(DC 18 Vs. Protection)
Grab, +5 (DC Spec 14), -5 to escape
Wrench-Fu: Strength-based Damage 2, +8 (DC 21), 19-20 Crit
Improvised Weapons: Strength-Based Damage 1, +7 (DC 20)
Throw, +1 (DC 19)
Unarmed, +7 (DC 19)

Languages
English, Chinese (Mandarin)

Defense 5+2=7
Dodge 6, Parry 7, Fortitude 4, Toughness 7, Will 0

Power Points
Abilities 42 + Special 1 + Advantages 27 + Skills 28 (56 ranks) + Defenses 7 = 105
Motivation: Responsibility: Fix what's broken
Ever since her expulsion from the military and "High Society", Tracy has become distinctly aware of just how impoverished people are on the border worlds. She keeps her prices low for their own sake, as she travels the rim, and isn't above doing a job for free if she thinks they need the money for something more important.
Reputation: Ostracized in the Core Worlds
Her family has taken great strides to drag Tracy's name in the dirt, to make it clear that she's to be in no way associated with them and their company. As such, she tends to get a cold-shoulder from captains in the know when they're out looking for new mechanics, and this is especially true in the core worlds where she was denounced publicly.
Temper: Easy to tick off
Over-sized, court-martialed, banished and humiliated, there's a lot of things that've contributed to the woman's now very short fuse. She might usually prefer to keep to herself when she's capable of it, but if it can be taken in offense, then there's a good chance it'll draw Tracy's ire.
--------------
Born on the core-world of Londinium, Tracy's family claims to trace their ancestry all the way back to Earth-That-Was as being the people who helped build the first colony ships. Tracy herself has had her doubts over this claim for years, but that doesn't take away from the facts. The Iskellian family has been a big part of the starship industry for centuries.
It didn't take long for at the young, recently graduated woman to find herself within several big name projects during her stint as an Alliance Naval Engineer, as with the Unification War being in full swing, the military needed skilled workers. The last and most prestigious of her achievements was being the overseer of a maintenance crew which kept their top of the line Shinigami up and running, working directly under General Lao himself.
But it was following the battle of Serenity Valley that she was grilled by the man, believing it was solely her fault alone that Takashi Rayne's wing was capable of being shot down. That by some incompetence, she wasn't able to keep the ships in peak condition, that they possessed faults which the Independents exploited, or even a wild accusation that she purposefully tried to sabotage the entire operation. Needless to say, she wasn't pleased with the meeting in the least. It was days later that she heard word of the assault on General Lao by that very same pilot, and she found herself seriously reevaluating her own loyalties to the Alliance.
It didn't take long until rumors spread out about her doubts, from god knows who, which eventually led to a dishonorable discharge on account of "Conspiracy to Commit Treason." She was furious, and had to be forcibly removed from the courtroom where the hearing which resulted in it took place. Her own family found itself publicly disowning her shortly after, not wanting their prestigious reputation as the navy's most prominent supplier of ships ruined.
It was years down the line that she found herself struggling to make ends meet on the border worlds where her disgrace wasn't public knowledge. On one of these worlds, a backwater place with a name she couldn't even bother to remember, she had been hired to keep a train running after it's last mechanic died of some terrible disease. She only hoped that the same fate didn't befall her as well.
Am I dead? Am I alive? The answer may surprise you!
------------
"What a week, huh?" "Doc, it's only Wednesday."
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Atreju
Posts: 61
Joined: Tue Nov 08, 2016 5:43 pm

Re: Firefly characters

Post by Atreju »

Image
source: http://izzymedrano.deviantart.com/art/L ... t-15594782
A newly ordained Shepard (ex-gambler, ex-P.I.), looking to make up for his wicked past.
Shepherd Atreju (pronounced uh-tray-you) - PL 7

Abilities
Strength 2, Stamina 3, Agility 0, Dexterity 3, Fighting 0, Intellect 2, Awareness 3, Presence 3

Advantages
Benefit, Status: Shepard, Connected, Contacts, Eidetic Memory, Jack-of-all-trades, Luck (Edit Scene) 3, Quick Draw, Skill Mastery: Expertise: Gambling, Well-informed

Skills
Athletics 5 (+7), Close Combat: Unarmed 9 (+9), Deception 4 (+7), Expertise: Gambling 8 (+10), Expertise: Shepard 6 (+8), Insight 4 (+7), Investigation 6 (+8), Perception 2 (+5), Persuasion 4 (+7), Ranged Combat: Throw 6 (+9), Sleight of Hand 2 (+5), Treatment 2 (+4), Vehicles 2 (+5)

Powers
Defensive Luck: Protection 3 (+3 Toughness; Sustained)

Gambler: Feature 1

Whatever's At Hand
Hit somebody with it!: Enhanced Trait 3 (Advantages: Improvised Weapon 3)
Throw it at somebody!: Enhanced Trait 3 (Advantages: Throwing Mastery 3)

Offense
Initiative +0
Grab, +0 (DC Spec 12)
Throw, +9 (DC 17)
Unarmed, +9 (DC 17)

Complications
Addiction: Just one more game can't be bad, can it?

Curiosity killed the cat: Loves to get the bottom of things,... even if it gets him in trouble.

Oops, that's what that means? Knowing at least some words and phrases from many languages, he can often get them mixed up and misspeak to his own harm.

Honor: Following the Scripture isn't easy out in the Black. Help people make peace before they die.

Motivation: Doing Good: You have a lot to make up for.

Relationship: Lots of old 'friends' want to pull you back. Lots of old enemies want you back too.

Responsibility: You've seen the darkness of humanity and know how hard it is to see a way out.

Languages
'Pidgin'

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 6, Will 8

Power Points
Abilities 32 + Powers 8 + Advantages 11 + Skills 30 (60 ranks) + Defenses 24 = 105

Big items:
1. You don't carry weapons but have a great knack for finding things to hit or throw at folk. You're more accurate than damaging.
2. Also don't wear armor, however Luck or a High Power has a way of things not hurting as much.
3. Three times per 'session' you can edit the scene to add some element in the scene that would fit but isn't described.
4. An overall well rounded character, but needs to be played smart rather than trying to bull through things.
________________________________________________________
Atrej was accustomed to living in various places all around the rim, since his father was an Asteroid Miner. This often left Atreju alone to wander his many new homes, quickly making him able to be friendly to strangers as well as learn how to socially engineer them to get what he wanted.

He loved all these new places as his curiosity of all these new lands kept him busy learning from books and from locals all about his many new home. Though it did seem to give him a lot of useless knowledge (though it came in handy a few times).

As he got older he used his skills to take advantage of others. Primarily through gambling he not only destroyed other families but his own as well.

But he was use to a life of new homes and the unknown and learning about all these new unknowns. Feeling sorry for himself he thought he might try to put his skills to use to help in some way by becoming a Private Investigator. He did whatever he had to to get the job done, even to his own harm and even against his own morals. These P.I. travels led him all across the Verse eventually leading him to an Abbey.

Hoping to find someway to pay for his past he decided to give up all the money, cold turkey and join up. He always had a knack for getting his way so it wasn't hard for him to talk his way into becoming a newly ordained Shepherd. His curiosity and knack for studying to get to the bottom of things made him a top student. Though, he wasn't fully convinced of everything in the "Good Book" he carried around with him, he knew what he must say and act like to appease the higher ups.

And now, here he was, on his way back to Fēngshōu by train (at least he thought his dad had been stationed on this moon before, sometimes he'd mix up names and words from his vast travels), wanting to help those poor folk who were dying left and right from that awful disease.

With nothing more than the clothes on his back (now wanting to live a life of simplicity after always having way too much money, and many of the latest gadgets]), a bag full of fresh veggies from the Abbey's garden, a goat on a leash, and a chicken in a wooden cage to give to the poor. He was ready to serve and go back out in the world to help, (after 5 years of study and mostly isolation in the Abbey). He was ready for that clean conscience,... I mean, to help others first,... um, by helping himself? He wasn't quite sure, but he was zealous and hoping for the best.
Last edited by Atreju on Mon Nov 28, 2016 6:12 pm, edited 1 time in total.
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Firefly characters

Post by Flynnarrel »

Space-born Urchin, Accident-scarred, Alliance Security Training-washout... but otherwise Ace-Pilot.

Nadia Patel

http://newseastwest.com/wp-content/uplo ... i-IPS-.jpg
Image

Nadia was born in space to a community of merchant-trader-haulers and was always more comfortable in the free-floating parts of the ship than the gravity-bound ones She thought she would be a Hauler, just like her folks and her extensive network of 'aunties' and 'uncles', the girl had an aptitude for handling the controls of any vehicle she got behind the controls of. Still, Nadia was a rebellious child. Though you can't get away with much in such a small community, Nadia delighted in getting in to where she wasn't supposed to (locked or not) and slipping through small spaces. She would steal small things, oftentimes without people realizing (that was the funnest). Usually giving them back and soothing over any hurt feelings.

But space is a cruel, cold thing. A 17-year old Nadia was flying one of the 'Whiskers', small, light tug vehicles used to position new parts for attachment and also to transverse the large mass of hauler modules without cycling through the multitude of airlocks between the interlinking parts of the ship-village, her home, The Frankenstein (she still didn't know whay it was called that).

They were docking with an old Shinigami-class patrol ship. A local Alliance officer was sweet on one of the residents of the modular hauling ship and was there for a 'con-juggling' visit, whatever that was, (Nadia just thought they were boinking).

Something on the old Alliance ship exploded out of it's side propelling the largest of debris chunks into the Frankenstein, she barely registered the explosion of one of the living modules as she looked into the cockpit of the Alliance craft. The young Alliance pilot was frantically trying to stabilize his craft and Nadia was quick to assist. She turned her own adaptive-stabilizers to full and locked on to the Alliance ship with the Whisker's magnetic tractor cables. She was monitoring the delicate operation when micro-flotsum from the accident compromised the cockpit of her own craft. She heard tiny hiss-cracks to her right just before her head and face was suctioned painfully to the breach. She felt something give in her ear and the excrutiating pain made her pass out.

She woke up planet-side in a medical facility. One of her 'aunties' from the hauler ship, Auntie Geeta, was there and filled her in. The accident destroyed some of the living modules and Nadia's own parents were among the casualties. Nadia had kept the Alliance ship from doing further damage though and even saved the crew of the Alliance vessel. The Auntie said that Nadia herself was lucky to be alive. Her cockpit was comprimised but the network of cracks was plugged... the pain she felt on her face and the loss of hearing could tell her by what. A mirror revealed a spidery network of scars on the right side of her face and the guaze covered the hollowed out ear cavity as the pinhole breach ripped much of the auditory organ(s) out.

Auntie Geeta shared good news that the pilot who Nadia saved told her heroics to... well, anyone he could and that the girl's medical expenses including the installation of a top-of-the-line bionic ear was covered by a combination of the young pilot's own well-off father and Alliance subsidies.

The rest of the hauler ship Frankenstein needed to get underway but they would be back to pick her up. The emotion-filled girl told them not to bother that she never wanted to return to them. Auntie Geeta left, forlorn.

The next year or so was a fugue of doctor's and rehab and cosmetic surgeries that reduced the terrible scarring to a fine pattern of red spider-webs that *could* be mistaken as decorative by the lay person. At 18, Nadia decided to join the Alliance Security Force because she really didn't have anywhere else to go. She went through Basic training where reflexes born of space helped her excel. She did superbly in flight simulators and was to be fast tracked to flight training when a routine psych eval diagnosed her with a situational space-related PTSD. Her progress and the prospect awaked her childhood desires to be a pilot again and having that ripped away made her fed up with the whole thing. She quit Alliance training before graduating. Now she finds herself on a train, heading for a port, no prospects for the future.

After she turned in her equipment officially she snuck back in to 'acquire' items she was training with.

Complications:
PTSD - As much as she doesn't want to face it and denies it, she does have PTSD related to her accident and space flight involving explosions.
Small chance of recognition - Despite wanting to just remain anonymous, there might be people that recognize her as a brave young pilot who saved people and got her face scarred in the process. The incident was 3 years ago, but still.
Space baby - though Ground-side for 3 years, Nadia spent most of her life in 0-G. Extended physical exertion, especially carrying things impact her harder than others.
Bionic ear - Though top of the line at it's time, the ear can break down and be buggy or potentially lose power or, as an electronic device, be hacked somehow.
Crimes - In her youth she used to take things as pranks and for fun. The stolen Alliance Flight suit and stunner were in retaliation for dreams shattered. Still could get her in trouble, though.
Budding Psychic - Nadia has the potential to be a preCognitive. The Alliance knows that and that's why they have more of an interest in her. She has no clue yet and the GM is free to have any amount of wierdness manifest because of it.

PL7 105

str -2 STA 2 DEX 6 AGI 2 FGT 0 INt 2 AWE 2 PRE 0 [24pp]

Saves [24pp]
Dodge 2+6pp = 8
Parry 8pp = 8

Toughness 2sta+2vest+2Def.roll = 6

Fort 2+4pp = 6
Will 2+6pp = 8

Skills [28pp]
Sleight of Hand 4(+10), Vehicles 6(+12), Expertise - Navigation 2(+4), Investigation 1(+3), Insight 6(+8), Perception 5(+7), Ranged (Pistols) 2(+10), Close (Grapple) 7(+7), Technology 2(+4), Technology (limited-Security) 4(+8 total), Expertise - police procedures 3(+5), Deception 8(+8), Stealth 6(+8), Acrobatics 3(+5)

Advantages [18pp]:
Skill Mastery (Vehicles), Ranged Combat 2, Benefit - Ambidexterity, Luck 1, Equipment 5, Defensive Roll 2, Improved initiative 2, Precise(Ranged, Cover), Prone Fighting, Grappling Finesse, Improved Pin,
From Special: Uncanny Dodge, Evasion 2, Danger Sense,

Equipment:
Undercover Thermal Flight Suit; Protection 2, Subtle, Immunity cold environment, hot environment, Radiation environment (6ep)
Helmet, Immunity Suffocation, Limited O2 supply, immunity vacuum environment (2ep)
Commlink, Laptop (2ep}
Lockpicks {1ep)
Sonic Stun pistol; Affliction (R by Fort, Dazed, Stunned, Incapacitated), Ranged, Cumulative pr4 (12EP)
A: Pair Heavy Pistols Blast, Multiattack, Split Attack, Quirk: Multi and split Requires both, otherwise normal heavy pistol pr 4 (1ep)
A: High powered rifle; Blast 6, (1ep)

Combat:
Initiative +10
Sonic Stunner +10 vs dodge, Fort DC14 Affliction
Brace Pistols +10 vs Dodge, Toughness DC19 multiattack
High powered Rifle +8 vs. Dodge, Toughness DC21
Unarmed +0, DC 13 Toughness
Grappling +7, DC16 (Str or Dodge), then DC21 (Athletics or Sleight of Hand) to Escape

Special
Latent Psychic [4pp]
Advantages: Danger Sense(Mental), Uncanny Dodge, Evasion 2

Space baby;
Movement: Environmental Adaptation (0-Gravity) [2pp]
Favored Environment (0-gravity) [1pp]

Hearing Aid +;
Extended Hearing, Ultrahearing, Radio Sense [3pp]
Second Chance(Fort saves, Sonic descriptor) [1pp]

Attributes 24+ Saves 24 + Skills 28 + Advantages 18 + Special 11 = 105
"Something pithy this way comes."
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Jemal
Posts: 71
Joined: Thu Nov 10, 2016 7:02 pm

Re: Firefly characters

Post by Jemal »

Space Cowboy, Will Xanatos
PL 7 (105 PP)
(Real name: Maurice Williams)

Quote: All you need are Luck and Skill.

Background:
'Maurice Williams' is the great great grandson of the great and revered Col. David 'Xanatos' Williams. His Father, Maurice Sr, had all of the notable Williams ambition, but little of the family's vaunted intelligence. He was consistently in trouble with the law and his frequent bad criminal ideas left a sour taste in Will's mouth - so much that once he was old enough, he moved out on his own and joined the Alliance Navy.
Unlike his father, he was witty and clever, and lacking in criminal ambitions, wanting instead to stop criminals and help people. He adeptly worked his way up through the ranks just like his grandfather, even becoming involved in several black ops projects... which was how he found out about Miranda. He went AWOL almost immediately, stole a ship, turned his back on the Alliance, and fled to the rim/ where he became a Gunslinger and bounty hunter under the alias "Will Xanatos", finally getting an excuse to drop his hated father's name..

Will is a good-hearted and honorable man.

Abilities: 16 pp
STR 0 (0p)
STA 2 (4p)
DEX 0 (0p)
AGI 0 (0p)
FGT 0 (0p)
INT 3 (6p)
AWE 3 (6p)
PRE 0 (0p)

Combat Stats:
Init: +10
Revolvers "Luck & Skill": +9 ranged, Toughness DC 20 (Multiattack, Crit 18-20)

Defenses: (25 pp)
Dodge: +8 (8 base)
Parry: +8 (8 base)
Toughness: +6 (2 Sta +4 Duster)
Fort +6 (4 base +2 Sta)
Will +8 (5 Base +3 Awe)

Skills: (54 ranks = 27pp)
Athletics(+5/5), Deception(+6/6), Insight(+8/5), Intimidate(+8/8), Investigation(+5/2), Perception(+10/7), Persuasion(+6/6), Technology(+4/1), Treatment(+4/1), Vehicles (+2/2)
Expertise: Music(+4/1), Military (+4/1)
Ranged Combat: Revolver (+9/9)
*Intimidate +14 w/Gun Cock*
*Persuasion +12 w/Guitar*


Advantages: 21pp
Attractive, Equipment, Extraordinary Effort, Fascinate (Intimidate), Favoured Environment 2(Street, Desert), Improved Aim, Improved Crit 2 (Revolvers), Improved Initiative 2, Improvisation 2, Luck 2, Precise Attack 2 (Ranged cover, Ranged Concealment), Quick Draw, Tracking, Ultimate Aim, Uncanny Dodge

Powers: 14pp
Hidden Name: Benefit 2 (Cipher 2, Limited: Real Name): 1pp
Feature: Gunslinger: When using Fascinate, Will isn't actually 'intimidating' people by being scary, he's showing off his gun-slinging prowess (Twirling, trick shooting, etc)
Guitarist: Enhanced Persuasion 6 (Limit: Requires Guitar, Quirk: Move Activation): 1/3 ranks -1 = 1pp
Dramatic Gun Cock: Enhanced Intimidate 6 (Limit: Requires Gun, Quirk: Move Activation): 1/3 ranks -1 = 1pp

Dual Revolvers: "Luck" and "Skill": 15p -6 easily removable +1 Dual = 10pp
-Damage 5 (Ranged +1/rank, Multi-attack +1/rank): 3/rank = 15p

Equipment: 5ep
Duster: Protection 4: 4 ep
Guitar: 1ep

COST: 16 Abilities +25 Defenses +27 Skills +21 Advantages +14 Powers = 103/105

Complications:
Motivations: Doing Good & Justice
Wanted/Enemy: The Alliance
Don't Call me Maurice: Will hates his real name (not to mention the fact that he's a wanted man), and becomes very upset when people learn about, use, or spread his real name.
Code of the West: Will strongly adheres to the "Code of the West", a westernized code of chivalry and conduct and his own innate moral compass, though he has become slightly jaded by recent revelations.

Build Notes:
Will's Revolvers have a 'dual' feature that's supposed to indicate that there are two of them.
He must be disarmed of BOTH weapons (Requiring two disarm checks) before loosing the WHOLE damage power. If he looses one (Or is only wielding one for some other reason), he looses access to the "multiattack" facet of the device.
Corrigon
Posts: 463
Joined: Sat Nov 05, 2016 8:36 am

Re: Firefly characters

Post by Corrigon »

Jonathan Crompton Esquire
attributes 40, defenses 16, Special 4, skills 27, advantages 11 = 98

Str 2 Sta 2 Agl 2 Dex 2 Fgt 3 Int 4 Awe 3 Pre 2

Dodge 7 Parry 6 fortitude 6 toughness 4/5 will 7

Combat
Initiative +2
Pistol +6 Dam 4
Knife +6 Dam 3
Punch +6 Dam 2

Skills
Expertise (Doctor) 5 (+9), treatment 8(+12), expertise (rim worlds) 4(+8), Ranged combat (pistol) 4(+6), close combat (knife) 3(+6), technology 3(+7), stealth 4(+6), perception 5(+8), persuasion 5(+7), vehicles 2(+4), insight 5(+8), athletics 3(+5), close combat (unarmed) 3(+6)

advantages
Skill mastery (treatment), defensive roll 1, equipment 5, languages 2, luck 2, benefit (ambidexterity)

languages
Chinese, spanish, latin

Equipment 8 points spare
reinforced clothes (subtle protection 2), medical bag, browncoat pistol dam 4, portable computer, camo clothing, knife dam 1

Background

Born on Albion to a wealthy family, he never much cared for the Core Worlds or money. The idea of terraforming and creating a new world appealed to him and he wanted to see it in person to the disgust of his family. His family always had a doctor in every generation and he showed the knack, though not the love for it. Graduating middle of his class, rather than take up a residency, he took a year to travel around the rim worlds, amid rising tensions with the Core worlds. His family hoped this would get it out of his system, but when war broke out, he refused to come home and signed up with the Browncoats.

After the war ended, his family had disowned him, but he didn't care. These were his people and they needed his help more than ever.

Description
Height 5ft 10
Weight 190lbs
Age 32
Still dresses like a rich man down on his luck, but carried himself with dignity. Brown wavy hair with an underchin beard.

Personality
If he were older, he might be called a curmugeon, though that would be a bit of an exaggeration. He is fairly blunt when he needs to be, but more than capable of convincing you with words or the occasional bit of violence you would not expect from a doctor. He is used to dealing with idiots, so he is patient when he needs to.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Firefly characters

Post by Spectrum »

The train engineer

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We rise from the ashes so that new legends can be born.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Firefly characters

Post by Spectrum »

Dr Henri Gateu

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Miss Alma Barlow

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We rise from the ashes so that new legends can be born.
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