Name: Esther
[sblock]
Concept: Ex-Alliance Soldier
Traits
Agility D8
Strength D8
Vitality D8
Alertness D6
Intelligence D6
Willpower D8
Initiative D8 + D6
Life Points 16
Assets/Complications
Credo (Major) – From her days in the Alliance military one thing Esther never did was leave a man behind. No matter what she will never leave one of her men behind, no matter what.
Memorable (Minor) – Esther is a mixture of Asian features and African features; she has an exotic look and has green eyes. She is easily remembered.
Chip on the Shoulder (Minor) – Esther had it rough in the Alliance military and she often had to fight her way out of many scraps to prove that she could hack it in the Spec Ops division. She tends to be very aggressive and always ready for a scrape or two.
Fightin’ Type (Major) – A soldier to the end, Esther can fight. She is good at fightin’ and makes her living at fightin’. She isn’t scared of anyone or anything.
Allure (Minor) – Despite her hard lifestyle or maybe because of it, Esther has a pretty face and a toned body. She can clean up quite nice like when she isn’t cussin’ and fightin’.
Skills
Athletics D6 (Dodge D8)
Covert D6 (Stealth D8)
Discipline D6
Guns D6 (Assault Rifles D8, Pistols D10)
Melee Weapon Combat D6
Perception D4
Medical Expertise D6 (Field Medicine D8)
Unarmed Combat D6 (Kung Fu D10)
Plot Points 12 Advancement Points 4
[/sblock]
Name: Gordon Carter
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Concept: Merc with a dark past and a heart of gold
Traits
Agility: d6
Strength: d8
Vitality: d10
Alertness: d6
Intelligence: d6
Willpower: d8
Initiative: d6 + d6
Life Points: 18
Assets
Fightin' Type [Major]: Experience as a mercenary has instilled certain instincts in Gordon; he keeps his head in a firefight.
Leadership [Minor]: Maybe because of his time as the captain of a ship before the war, or maybe because of his <ahem> involvement in the war, things just go a litte better when he's in charge.
Steady Calm [Minor]: Gordon has seen too much in his day to get rattled by much of anything.
Trustworthy Gut [Minor]: He's survived, well, a lot of things most people couldn't claim to, so he's fairly confident in his subconcious, since it's gotten him so far already.
Two-Fisted [Major]: Gordon has a certain liking for using two pistols at the same time, which has led to an unusual level of ambidexterity for a born right-hander.
Complications
Branded [Minor]: Gordon tends to keep away from Athens because, well, he's not likely to get a very warm reception back there...
Credo [Major]: Gordon has an unfortunate fixation on protecting the weak; if somebody is worse off than him, he'll go the extra mile to help them out.
Deadly Enemy [Minor]: If you ask the right people, you'll know that a certain Mr. Csapek is willing to pay for Gordon--dead or alive--but he won't say why.
Memorable [minor]: The six-foot-four-inch, red-haired ruffian in the long coat is a tad...unique. Not only do people recognize him easily, but he actually stands out in a crowd.
Things Don't Go Smooth [Major]: Bad luck follows Gordon like a stormcloud. Fortunately for everyone else, he's usually the only one whose parade gets rained on.
Skills
Animal Handling: d6
Athletics: d6
Covert: d6
Discipline: d6 (Intimidation d10, Leadership d10, Mental Resistance d8)
Guns: d6 (Pistol d12, Rifle d10)
Pilot: d6
Unarmed Combat: d6
Plot Points 12 Advancment Points 4
[/sblock]
Character: Sebastian Tayne
[sblock]
Concept: An extreamly inquisitive registered companion, with a deft swordhand.
Traits
Agility: d10
Strength: d6
Vitality: d8
Alertness: d6
Intelligent: d10
Willpower: d4
Assets
1. Registered Companion
2. Allure
3. Highly Educated
4. Talented (Swordsman)
Complications
1. Disowned: Cut off from family resources
2. Credo (Major): Will not harm a woman, under any circumstances.
3. Soft
4. Memorible: Very attractive
Lifepoints: 12
Initiative: d10+d6
Skills
Covert d6
Athletics: d6
Influence: d6
-Seduction: d8
-Persuasion: d8
Melee Weapon Combat: d6
-Swords: d12
Perception: d6
-Investigation: d8
-Search: d8
Performance: d6
-Dance: d10
Knowledge: d6
Planetary Vehicles: d2
Plot Points 12 Advancement Points 4
[/sblock]
Dirk "Gren" Grenadonto
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Traits
Agility: d10
Strength: d6
Vitality: d8
Alertness: d8
Intelligent: d8
Willpower: d4
Assets
1. Behind the Wheel (Major)
2. Fightin' Type (Major)
Complications
1. Prejudice (Minor) Alliance
2. Credo (Minor) Not wanting to leave any crewmate behind
3. Deadly Enemy (Minor) Alliance officer with a grudge
4. Overconfidence (Minor) He is a good pilot, that is a pre-req
Lifepoints: 12
Initiative: d10+d8
Skills
Athletics-- -d6
Guns -- d6 Handguns d8
Influence d4
Knowledge d6
Mechanical Engineering(Skilled Only)-- d6 Manitance D8
Perception-- d4
Pilot-- Flying things d6 Spec: Mid-Bulk Transports (Firefly's) d10, Astrogation (plotting courses) d8
Planetary Vehicles-- d4
Ranged Weapons-- d2
Survival-- d4
Unarmed Combat-- d4
Gear
Garibaldi Mark II Combat Pistol (NewTech, Untagged) Damage d8W Range 100 RoF 3 Mag:8
Pistol D6W
Rifle d8W
Ballistic Vext
3 Frag Grenades (hidden at home)
Browncoat
10 Reloads for each gun
ASP Baton
248 Credit Left
Plot Points 12 Advancement Points 4
[/sblock]
Victor Hitchcock
[sblock]
Attributes:
Agility: d6
Strength: d4
Vitality: d6
Alertness: d8
Intelligent: d10
Willpower: d10
Assets:
1. Cortex Specter (Minor)
2. Highly Educated (Minor)
3. Steady Calm (Major)
4. Total Recall (Major)
Complications:
1. Allergy (Major) - Protien Packs
2. Amputee (Minor) - Right Leg
3. Hooked (Minor) - Pain Medications
4. Prejudice (Minor) - Alliance
5. Traumatic Flashes (Major)
Lifepoints: 16
Initiative: d6+d8
Skills:
Discipline - d6
- Concentration - d8
Guns - d6
- Pistols d8
Knowledge - d6
- Cultures - d8
Medical Expertise - d6
- Surgery - d10
- Internal Medicine - d8
- Toxicology - d8
Perception - d6
- Deduction - d8
Pilot - d6
Scientific Expertise - d6
- Earth Sciences - d8
- Life Sciences - d8
Gear:
Ballistic Mesh - 46CR
Databook - 30CR
Data-library, Standard - 22.8CR
Data Discs x10 - 2CR
Doctor's bag (MedAcad) - 210CR
Encyclopedia, medical - 60CR
Fire Jelly x5 - 1CR
Foodstuffs, Canned x20 weeks - 100CR
Foodstuffs, Fresh x2 weeks - 16CR
Gun Cleaning Kit - 2.4CR
Medical Supplies, Standard x4 - 184CR
Pistol - 18CR
-Bullets x200 - 4CR
Purification Crystals x5 boxes - 2CR
Spices, Common x2 - 4 CR
47.8 Credits remaining
Plot Points 12 Advancement Points: 4
[/sblock]
John Ford
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Concept: Former Browncoat mechanic turned Shepherd
Traits
Agility: d6
Strength: d10
Vitality: d6
Alertness: d4
Intelligence: d8
Willpower: d10
Initiative: d6 + d4
Life Points: 16
Assets
Religiousity [Major]: Seeing so much death and destruction during the war helped force John to develop a deep-seated faith and become a Shepherd.
Mechanical Empathy [Minor]: John has always had a way of knowing what is wrong with broken machinery. He is at peace when working with any mechanical device.
Intimidatin' Manner [Minor]: John is a big, muscular man and has the ability to back folk down with a stare.
Mean Left Hook [Minor]: John is a very big man and his fists are like hammers, stemming from his earlier days getting mixed up in brawls all across the 'Verse and from physical labor performed all his life.
Complications
Dead Broke [Minor]: John took a vow of poverty when he joined the Order of Shepherds.
Credo [Major]: John is a believer in Christian ideals and practices what he preaches, including following the Ten Commandments and the teachings of the bible, only skirting them if it is absolutely necessary and the cause is worthy.
Credo [Minor]: John refuses to use a gun. He is not opposed to beating someone to a pulp with his fists but never uses and does not carry a gun.
Traumatic Flashes [Major]: John is still haunted by images of death from the war and the battle of Serenity Valley in particular.
Skills
Athletics d6
Influence d6 (Counseling d8, Intimidation d8, Persuasion d8)
Knowledge d6 (History d8, Religion d10)
Mechanical Engineering d6 (Mechanical Repairs d10)
Melee Weapon Combat d6 (Stun Baton d8)
Technical Engineering d6
Unarmed Combat d6 (Brawling d8)
Gear
Stun Baton
Tool Set, Mechanic
Tool Set, Basic
Bible
Plot Points 12 Advancement Points 4
[/sblock]
Demetrie Faulkner
[sblock] Have e-mail
Plot Points 12 Advancement Points 4[/sblock]
You can spend any number to help with die rolls or to effect the story in some way. That has to go through me but I am pretty easy going. You also get plot points if you do soemthing funny, cool interesting, finishing some story things and having your complications actually complicate matters.