Serenity RPG - Characters
Dylan Hunt - ex-Alliance captain, self-styled guardian of justice
Attributes: Agility d8, Strength d10, Vitality d8, Alertness d8, Intelligence d8, Willpower d10, Life Points 18, Initiative d8+d8.
Traits: Good Name (Minor), Leadership (Major), Military Rank, Two-Fisted; Credo (Justice, Major), Deadly Enemy (The Alliance).
Skills: Athletics d6, Covert d6 (Infiltration d8, Stealth d10), Discipline d6 (Interrogation d8), Guns d6 (Assault Rifles d8, Pistols d10), Influence d6 (Diplomacy d8, Leadership d12), Knowledge d4, Mechanical Engineering d6, Medical Expertise d4, Melee Weapon Combat d6 (Staves d10), Perception d6 (Intuition d8, Investigation d8, Tactics d10), Pilot d6 (Fighters d8, Patrol Vessel d8), Planetary Vehicles d6, Survival d6, Unarmed Combat d6 (Kung Fu d10).
Description: Almost a hundred years ago, Dylan Hunt was the golden boy of the navy of the nascent Union Of Allied Planets, captain of a (then) state-of-the-art patrol corvette, the Andromeda Ascendant. Then a fight with a small fleet of pirate ships changed his life forever. He was able to distract them long enough for his crew to escape, but to escape the fleet himself he flew a dangerously close slingshot manoeuvre around the nearby gas giant. The boost of speed was enough to outrun them, but it was too much for him to easily reverse it. Dylan was forced to set a long parabolic course which would return him to the system decades later, and put himself in cryosleep to ensure he would survive the trip. Many years later, the Dah Bien-Hwa found his ship as it returned to the Rim and Dylan awakened. Disgusted at the way the Alliance had changed over the years, he decided to bring back the glory days (as he remembers them) and bring true justice to the system. He hired the crew of the Dah Bien-Hwa and now they fly around the Rim and Border worlds, administering the sort of justice Hunt thinks the outer worlds are sorely lacking. In some places he and his ship are welcomed, held in higher regard than Federal Marshals. The Alliance unsurprisingly considers him a renegade and has warrants out for his arrest.
Quote: "Nothing worth doing is easy..."
Design Notes: No Nietzschean attack, no black hole. I came up with the next best thing I could think of. It's important to bear in mind, of course, that his ship is not as good as the proper Andromeda Ascendant, neither does it have a sentient computer running it. It's possible that during the time his ship was spinning around by itself it could have developed something of a mind of it's own... but I don't think it really suits the 'Verse to have something like that.
Rebecca "Reb" Valentine - captain of the Dah Bien-Hwa (Big Change)
Attributes: Agility d8, Strength d6, Vitality d8, Alertness d8, Intelligence d8, Willpower d10, Life Points 18, Initiative d8+d8.
Traits: Born Behind The Wheel (Air/Space, Major), Friends In Low Places, Leadership (Minor), Talented (Pilot/Mid-Bulk Transports, Major)*; Credo (Minor), Loyalty (Crew), Overconfident.
Skills: Athletics d4, Covert d6 (Forgery d8, Streetwise d10), Guns d6 (Pistols d10), Influence d6 (Leadership d8, Persuasion d8), Mechanical Engineering d4, Medical Expertise d4, Melee Weapon Combat d4, Perception d6, Pilot d6 (Astrogation d10, Mid-Bulk Transports d12+d4*), Planetary Vehicles d6, Technical Engineering d2, Unarmed Combat d6.
Description: 'Reb' grew up on her father's ship, the Dah Bien-Hwa, with her brother. He worked the Border and Rim worlds, doing jobs both legal and not. She always looked up to her father, ignoring his faults (which were many), and tries to live up to his 'example' by looking after hew crew and displaying honour amongst thieves... when it suits her. Since her father's death she became the owner-captain of his ship, and has hired an interesting assortment of crew members. Together they take cargo or salvage jobs as and when they become available, and pull scams and robberies to make money in the meantime. She is very confident in her abilities, always ready to tell anyone how she's the best pilot in the 'Verse, and loves to pull off a smart caper. Her ship and her crew always comes first.
Quote: "Override safety protocols, authorization code: 'Shut up and do what I tell you to!'"
Design Notes: Beka Valentine, captain of the Eureka Maru, converts very easily. It doesn't take much to make her all 'Verse-y.
James Harper - engineer and computer genius
Attributes: Agility d6, Strength d6, Vitality d6, Alertness d6, Intelligence d12, Willpower d6, Life Points 12, Initiative d6+d6.
Traits: Mechanical Empathy, Talented (Mechanical Engineering/Repair, Major)*; Hero Worship (Reb Valentine), Lightweight, Loyal (Crew), Overconfident, Prejudice (Alliance Types).
Skills: Covert d6 (Disable Devices d10, Forgery d8, Open Locks d10), Guns d6, Influence d6 (Persuasion d8), Mechanical Engineering d6 (Create Devices d8, Maintenance d10, Repairs d12+d2*), Medical Expertise d2, Perception d4, Pilot d4, Planetary Vehicles d6, Technical Engineering d6 (Computer Programming d8, Hacking d10, Create/Alter Devices d10, Electronics d10, Repair d10, Security Systems d8), Unarmed Combat d4.
Description: Harper grew up on a Border World. A combination of some schooling and raw talent revealed his amazing technical aptitude at an early age, but his freewheeling and rebellious nature kept getting him into trouble. Then, in the War For Unification, the Alliance attacked and brutally occupied his world for a time, leaving him with a hatred for Purplebellies that lasts till this day. Even worse, the world was ravaged by Reavers many times after the war and the Alliance did not seem to care, or even acknowledge that it had happened. He took the first chance he got to get away from his home, and after a few years of drifting was hired by Reb valentine as her engineer and technical genius, a description he uses for himself at every opportunity. He holds Reb in particular in very high regard.
Quote: "It's one thing to do a work of genius. But to reverse it, that... is Harper genius!"
Design Notes: The only thing Seamus has that James doesn't is the computer interface port. His hatred of Magog translates to the Reavers easily enough, and I replaced Nietzscheans with the Alliance.
Turui Guo - ship's medic and woman of mystery
Attributes: Agility d12, Strength d6, Vitality d10, Alertness d10, Intelligence d10, Willpower d10, Life Points 20, Initiative d12+d10.
Traits: Cortex Specter (Major), Nature Lover, Sweet And Cheerful, Things Go Smooth (Major), Trustworthy Gut (Major); Loyal (Friends), Memorable.
Skills: Animal Handling d6 (Veterinary d10), Artistry d6, Athletics d6 (Gymnastics d10), Covert d6 (Open Locks d10, Sleight Of Hand d8, Stealth d12), Guns d4, Influence d6 (Barter d8, Persuasion d12), Knowledge d6 (History d10, Philosophy d8, Religion d8), Linguist d6, Medical Expertise d6 (General Practice d10, Surgery d8), Perception d6 (Empathy d10, Intuition d12), Pilot d2, Survival d6, Unarmed Combat d4.
Description: The young Asian woman known as Turui Guo is an enigma. A gentle, sweet sort, she never talks about her past or how she knows so much more than someone her age should. That being said, the rest of the crew trusts her intuition about people and the dangerous situations they find themselves in. Her best friend on the ship is Harper, who reckons she has some strange, secret agenda all of her own. She loves living things; her room is filled with plants that somehow flourish despite the harsh environment. Her manner, dyed pink hair and tendancy to wear brightly coloured chinese clothing marks her out in a crowd, something often at odds with the crew's preference for a low profile.
Quote: "Sometimes you just have to allow people to make the mistakes they need to make."
Design Notes: The most fantastic elements of Trance's character (so-called 'guessing', apparently unkillable, avatar of a star) are obviously not present in this version. Instead, I opted to make her very knowledgable, very lucky, and very intuitive. That way she can still fill the same kind of niche, up to a point. Plus, this represents young/purple Trance rather than older/gold Trance. Her name is what I got by putting 'Trance Gemini' through a 'make your chinese name' website.
Shepherd Behemiel - peaceful Shepherd with a grim past
Attributes: Agility d6, Strength d10, Vitality d8, Alertness d8, Intelligence d10, Willpower d12, Life Points 20, Initiative d6+d8.
Traits: Fightin' Type, Mean Left Hook, Religiosity (Major), Steady Calm (Minor), Tough As Nails (Minor); Credo (Major), Loyal (Comrades), Memorable, Ugly As Sin (Major).
Skills: Covert d6 (Stealth d8), Discipline d6 (Meditation d10, Mental Resistance d10, Morale d8), Guns d6 (Pistol d8, Rifle d8), Influence d6 (Counseling d8, Intimidation d8, Persuasion d10), Knowledge d6 (Philosophy d8, Religion d8), Medical Expertise d6, Melee Weapon Combat d6, Perception d6 (Deduction d8, Investigation d8), Scientific Expertise d6 (Life Sciences d8, Mathematical Sciences d8), Survival d6 (Land Survival d8), Unarmed Combat d6 (Brawling d8).
Description: Behemiel was not always a Shepherd. He rarely speaks of his violent past, but whatever he did then certainly accounts for the scars and burns that cover his body. He looks like a brutal creature, almost like a Reaver, but whatever he may have been before he is now a gentle soul, dedicated to spreading peace instead of death. He always argues against violence, preferring the path of reason. On the crew he is the resident scientist, and always has advice for his friends when they are troubled.
Quote: "You see? Not only is there a Divine, but he has a twisted sense of humour."
Design Notes: Since the Magog don't exist in the 'Verse, and converting Rev Bem into some sort of ex-Reaver seemed to be stretching the bounds of possibility a bit too much, I decided instead to opt for a mysterious, brutal past that has left him horribly scarred and nasty looking enough to possibly be mistaken for one on first sight. Otherwise, he seems pretty similar.
Tyr Anasazi - high price mercenary, and devotee of Neitzchean principles
Attributes: Agility d10, Strength d12, Vitality d12, Alertness d8, Intelligence d8, Willpower d12, Life Points 24, Initiative d10+d8.
Traits: Fightin' Type, Healthy As A Horse (Major), Intimidatin' Manner, Lightnin' Reflexes, Mean Left Hook; Credo (Neitzchean principles, Minor), Overconfident, Prejudice (Inferiors).
Skills: Artistry d6 (Cooking d8), Athletics d6 (Climbing d8, Dodge d10, Jumping d8, Gymnastics d8, Running d10), Covert d6 (Camouflage d8, Disable Devices d8, Infiltration d10, Stealth d12), Discipline d6 (Interrogation d10, Intimidation d10), Guns d6 (Assault Rifles d10, Pistols d8, Rifles d8), Heavy Weapons d6 (Demolitions d8), Influence d4, Knowledge d6, Medical Expertise d6, Melee Weapon Combat d6 (Knives d10), Perception d6 (Hearing d8, Sight d10, Tactics d10), Pilot d6, Planetary Vehicles d6, Ranged Weapons d6, Survival d6 (Land Survival d10, Tracking d8), Unarmed Combat d6 (Kung Fu d12).
Description: Fountainhead, the fifth moon of Hephaistos out on the Rim of the system, is a dangerous world. It's inhabitants adopted a philosophy of gene-based survivalism and self-improvement based upon the writings and thoughts of Nietzsche, Rand, Darwin, and Dawkins. As a result, the populace is almost universally tough, strong, intelligent and cunning, with a strong belief in the self and in proving one's right to reproduce. While the various tribes or 'prides' that live on Fountainhead are bound together by tribal loyalty, in-fighting and treachery are seen as good ways to rise higher in the world. It is from this grim environment that Tyr Anasazi, member of the now defunct Kodiak pride, hails. He sells his exceptional combat and tactical skills to the highest bidder in order to prove his worth, so that he may be accepted by another pride and ensure his genetic survival.
Quote: "Genetic propagation is one of the few endeavors worth the risk of death."
Design Notes: Nietzscheans as such do not exist. No genetic engineering, no bone blades, no centuries of history. So this Tyr merely comes from a small society that follows the same principles, working more from eugenics than engineering. He's not as tough, but you still would not want to mess with him; he is improbably skilled and has exceptional attributes beyond the dreams of PCs.