Malcolm Reynolds

Malcolm Reynolds

Mal

World: Firefly | Campaign: Serinity Crew | Player: willow

"...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
d8
Physical
d8
Social
d8
Skills
Fight
d8
Fix
d6
Fly
d6
Focus
d6
Influence (Leadership)
d10
Move
d6
Notice
d6
Shoot (Pistols)
d10
Survive
d8
Trick
d6
Distinctions
Ship's Captain
A natural leader, you're responsible for the Crew and the ship you all fly in.
d8
Highlighted Skills: Fly, Focus, Influence
SFX: Hired Gun: Gain 1 Plot Point when you roll a D4 instead of a D8.
SFX: 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.
SFX: 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.
Things Don't Go Smooth
Life sure seems to be a string of mishaps, mistakes, and misappropriations.
d8
Highlighted Skills: Move, Notice, Survive
SFX: Hired Gun (alt): Gain 1 Plot Point when you roll a D4 instead of a D8.
SFX: Tough as Nails: When you take a Complication representing an injury, spend 1 PP to step it back or rename it.
SFX: Trouble Magnet: Step up a Complication to reroll. On next roll, both 1s and 2s count for Complications.
Veteran of the Unification War
It don’t matter which side you fight on, war leaves a mark on your heart n’ soul.
d8
Highlighted Skills: Survive, Shoot, Fight
SFX: Hired Gun (alt): Gain 1 Plot Point when you roll a D4 instead of a D8.
SFX: Fightin’ Type: Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered.
SFX: War Stories: When you create an Asset or take a Complication related to a wartime flashback, step it up.
Signature Assets
Serenity
Mal has a close connection to his ship, a Series 3 Firefly class mid-bulk transport.
d8
SFX: Keep Flyin’: When negotiating a job for your Crew, spend 1 Plot Point to step back a social Complication.
SFX: 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.
Liberty Hammer
Moses Brothers Self-Defense Engine Frontier Model B handgun.
d6
SFX: Pointed Emphasis: When you threaten someone with your sidearm, spend 1 Plot Point to double Influence for the Action.

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