Monday, April 13, 2015

Twilight Sparkle—Alicorn Princess

Now that we've tackled one of the most powerful magical beings in pop-culture, it only seems natural to tackle another of the most powerful creatures, and simultaneously round out our series on the Mane 6. This uses Edges and  information from my My Little Pony: Friendship is Magic conversion.


Name: Twilight Sparkle
Race: Alicorn
Cutie Mark: Weird Sparkly Thing
Experience: 130 (Legendary)
Agility d6; Smarts d10; Spirit d8; Strength d4; Vigor d8
Pace 6; Parry 4; Charisma 0; Toughness 5
Flight Pace 6; Climb 0
Hindrances: No Hands, Size –1, Doubting Thomas, Cautious, Curious
Edges: Arcane Background (Natural Magic), Cutie Mark, Scholar (Arcana & History), Command, Magic Surge, Level Headed, Signature Spell (Jaunt), Inspire, Magical Affinity (Transmutation), Common Bond, Ascension
Skills: Fighting d4, Investigation d10, Knowledge (Arcana) d8, Knowledge (History) d8, Notice d8, Persuasion d4, Spellcraft d12+1, Stealth d4
Cantrips: Magic Trick, Levitate, Glow/Dark, Step Sideways, Alter Appearance, Project Image
Spells: Telekinesis, Teleport, Slumber, Animate Object, Armor, Dispel, Bolt, Confusion

Twilight Sparkle was once a gifted unicorn: her unparalleled magical capabilities prompted Princess Celestia to make Twilight her own personal protege. For years, Twilight was a faithful student of magic and history. She is highly experienced in Transmutation magic and makes extensive use of her teleportation spell.

Some time in the last few years, Celestia sent Twilight down to Ponyville to learn more about ponies outside of Canterlot (and, she hoped, to learn more about the value of Friendship as well). There, she met her best friends and stopped the return of the deranged Princess Luna, then known as Nightmare Moon (because horse puns). The lessons she learned through her friends about standing together have helped her topple some of the biggest threats Equestria has faced in thousands of years.

While a natural leader, Twilight's intelligence leads to plague her with curiosity and won't believe anything out of the ordinary without seeing it with her own two eyes. Her available spells and cantrips are somewhat self-explanatory, but if you want more information about them, they are available in the above conversion.

Lastly, she has a very unique Edge called Ascension. This is a Legendary Edge that makes the pony that takes it an alicorn, gaining the abilities all three pony races: Earth, Pegasi, and Unicorns. Twilight ascended at the end of season 3, but we haven't seen much of this since then... maybe Big Mac is next.

So there we go: the entire main cast of Friendship is Magic. Now you people that don't care about ponies won't see them around anymore. Leave questions, comments, and pony hate in the comments below.
—DoctorBoson

Thursday, April 9, 2015

Gandalf—White Wizard

It's taken a while, but we finally reach the end of the Fellowship. This last member is easily the most powerful of the nine, and honestly was probably a DMPC but we're gonna make him anyways. The below are the stats for Gandalf the Grey.

Name: Gandalf
Race: Maiar
Experience: 350 (Legendary as f*ck)
Agility d8; Smarts d10; Spirit d8; Strength d8; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 6
Hindrances: Habit (m—Pipeweed), Loyal, Stubborn, Vow (M—cannot use his full power)
Edges: Ageless, Very Old, Arcane Background (Magic), Wizard, Command, Two-Fisted, Frenzy, First Strike, Connections—Eagles, Familiar (Shadowfax), Harder to Kill, Trademark Weapon (Glamdring)
Skills: Fighting d10, Investigation d8, Knowledge (Arcana) d10, Knowledge (Battle) d8, Notice d8, Persuasion d6, Riding d8, Spellcasting d12+1, Stealth d6
Power Points: 20
Spells: Elemental manipulation (fire, air), fear, light (no obscure; Touch range), bust, bolt (fire; 3d6 is electric), blast (light), pummel, smite (lightning), dispel, armor
Inventory: Staff (Str+d4, Reach 1, Parry +1), Glamdring (Str+d8),

Now, we've covered some pretty intense characters, but (discounting supers) Gandalf may well be one of the most powerful. Not only is he a good fighter, but his spellcasting ability and flexibility are unparalleled. He fights with his staff in one hand and Glamdring in the other, able to hold his own against orcs and goblins alike without the use of his magic.

Gandalf is a part of an ancient race known as the Maiar. These beings are effectively angels, and after their direct involvement in Middle-Earth eons ago, they vowed to never directly intervene in the realms of men or mer, sending only a select few to keep balance. Even then, they were not allowed to use their full power in fear of some awful thing happening. They are effectively ageless, and Gandalf receives +2 to Common Knowledge rolls purely due to his age.

He has been present at several major battles in Middle-Earth's history and is an accomplished commander, presiding most recently over the siege of Gondor. Gandalf is also quite the speaker, typically working as the Fellowship's face when present. Between his reputation and his wisdom, he typically gets folks to do as he asks.

He is a master of magic, commanding fire and air, inspiring fear into his enemies, and is capable of limited telekinesis (pummel). He does have one custom spell: bust, a 2 PP power allowing him to roll 2d6 damage (3d6 for 4 PP and 4d6 for 8 PP) against inanimate objects. The damage is considered a Heavy Weapon and can Ace, but it only works if he is able to hit the object with his staff.

Gandalf the White—Gandalf's form upon return (spoilers)—has a fair number of Advances over his form as the Grey; these differences are as follow:

Skills: Spellcasting d12+2
Edges: Command Presence, Hold the Line!, Master (Spellcasting)
Spells: deflectblindsuccor
Power Points: 25

His ascended form gave him a few more spells but a significant increase in his magical capabilities. All in all, crossing this Wizard is a poor choice indeed. Leave questions, comments, and lore corrections below.
—DoctorBoson

Monday, April 6, 2015

Frodo—Ringbearer

And now, onto the main characters of this memorable epic. These two hobbits have been through Mordor and back again (spoilers) and they can show for it.


Name: Frodo Baggins
Race: Hobbit
Experience: 20 (Seasoned)
Agility d6; Smarts d8; Spirit d10; Strength d6–1; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 10 (6)
Hindrances: Size –1, Loyal, Pacifist (m), Enemy (M—Ring Wraiths)
Edges: Lucky, Rich, Hard to Kill, Elan
Skills: Boating d4, Climbing d6, Fighting d4, Knowledge (History) d6, Knowledge (Riddles) d6, Notice d8, Stealth d8, Swimming d6
Inventory: Sting (Str+d6+1, Danger Sense (Orcs and Goblins Only)), Mithril Shirt (Armor +6), Elven Cloak (Stealth +2), Light of Erendi (light power, 5 Power Points), Backpack, Waterskin, The One Ring (invisibility with a Raise)

Frodo Baggins, Bilbo's nephew, is a well educated and well meaning little hobbit. Raised by his uncle after his parents passed, he inherited his uncle's cleverness, but not his curiosity. Frodo would have been well content to remain in the Shire all his days if it wasn't for the finding of the One Ring, which sent him on a journey of the ages.

Being Bilbo's heir, he also kept his uncle's fortune acquired from the Lonely Mountain (Rich), as well as later receiving his Mithril shirt and Sting. Frodo's strength of will is enormous, shown by just how long he had the ring before it claimed his heart. He accomplishes great things when he puts himself to it, and is really, really, notoriously hard to kill. (I would have given him the Harder to Kill Edge, but he'd need another 20 XP for that.)

Of course, Frodo is simply the ringbearer. The real strength of the party lies in his ever-loyal friend...

Sam—His Gardener

A lot of people think that Aragorn or Legolas are the most notable badasses of the Fellowship, but let's be totally honest here: Sam is absolutely the little guy that carried the entire party.

Name: Samwise Gamgee
Race: Hobbit
Experience: 20 (Seasoned)
Agility d6; Smarts d6; Spirit d10; Strength d8–1; Vigor d6
Pace 6; Parry 5; Charisma 0; Toughness 4
Hindrances: Size –1, Can't Swim, Code of Honor, Loyal
Edges: Lucky, Berserk, Brave, Common Bond
Skills: Climbing d6, Fighting d6, Knowledge (Cooking) d6, Knowledge (Botany) d6, Notice d6, Persuasion d4, Stealth d8, Throwing d6
Inventory: Short Sword (Str+d6), Elven Rope, Elven Cloak (Stealth +2), Backpack, Pot, Pan, Blanket, Waterskin ×2

Samwise was a gardener at Bag End, working for Bilbo and being one of Frodo's best friends. He is a strong and fearless hobbit that went above and beyond his calling to assist the Ringbearer. Being the only of the Fellowship that can truly cook great meals, he was indispensable to the morale of the crew early on. Once the Fellowship split, however, he stuck with Frodo and did everything he could to keep the guy from eating dirt.

Out of all the hobbits, Sam is the strongest and quite possibly the best fighter; between the combination of Berserk and his natural luck, he can certainly hold his own against a few measly orcs. On top of this, he is incredibly motivational: a wall of will that was absolutely crucial to keep Frodo moving in those last days of their journey.

And there you have the famous and absolutely not gay pair of hobbits that made it all the way into Mount Doom. Leave your questions, comments, and complaints below!
—DoctorBoson

Thursday, April 2, 2015

Boromir—Champion of Gondor

Now that we've worked with the Fellowship's heavy hitters, we've only got a few left before we end off the series. This is the last of the nobility of the Fellowship to work with: Boromir, son of Denethor.

I'm sorry; I couldn't resist

Name: Boromir
Race: Human
Experience: 80 (Legendary)
Agility d8; Smarts d6; Spirit d6; Strength d8; Vigor d8
Pace 6; Parry 9 (1); Charisma 2; Toughness 9 (2)
Hindrances: Code of Honor, Loyal, Vow (m—Serve Gondor)
Edges: Brave, Brawny, Noble, Command, Combat Reflexes, Counterattack, Improved Frenzy, Command Presence, Leader of Men, Dodge, Nerves of Steel
Skills: Boating d6, Fighting d12, Intimidation d6, Knowledge (Battle) d6, Notice d6, Riding d8, Stealth d6, Throwing d6
Inventory: Chain Hauberk (Armor +2), Long Sword (Str+d8), Medium Shield (Parry +1, Armor +2 vs Ranged), Elven Cloak (Stealth +2), Horn of Gondor.

Boromir is the son of the Steward of Gondor. An accomplished general and superb fighter, he was sent to the Council of Elrond to help determine what to do with the ring. After failing to convince them to bring it to Gondor, he joined with the Fellowship to accompany Frodo to Mordor. He is exceptionally courageous, but was quite easily corrupted by the temptation of the ring (Spirit d6, combined with his Vow to Gondor). Normally, and without the ring, Boromir was a beacon of Gondor, both to his forces and his brother.

A large man by all accounts, he was prized by his father for his skills with a blade and his command over troops. In the end, however, even after the Ring broke into his heart and twisted him, he still gave his life for his friends (taking three arrows to the chest before finally succumbing to Incapacitation... Nerves of Steel if I've ever seen it).

In the books, Galadriel granted Boromir a belt of pure gold in addition to the elven cloak, but this was substituted in the movies for the horn of Gondor (an otherwise unique item). In each of their respective mediums, they were used to identify his body.

Here rests Boromir, the near personification of the tragic hero. Leave questions, comments, and complaints about Boromir's Hindrances below.
—DoctorBoson

Monday, March 30, 2015

Aragorn—Strider

Backing up from hobbits to do the last of the famous Fellowship trio, we're gonna tackle Aragorn, ranger of the north and the new king of Gondor.

I've also gone back and updated V as a Street Fighter rather than a Pulp Hero. It seemed appropriate, considering his enemy.

Name: Aragorn II Elessar
Race: Human
Experience: 160 (Legendary)
Agility d8; Smarts d8; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 9; Charisma 0; Toughness 6
Hindrances: Heroic, Outsider, Poverty
Edges: Alertness, Noble, Woodsman, Marksman, Level Headed, Counterattack, Command, Beast Bond, Frenzy, Sweep, Combat Sense, Block, Hold the Line!
Skills: Fighting d12, Healing d6, Knowledge (Battle) d4, Notice d8, Persuasion d4, Riding d6, Shooting d10, Stealth d6, Survival d8, Throwing d6, Tracking d8
Inventory: Leather Vambrace ×2 (Armor +1), Elven Dagger (Str+d4+1), Anduril (Str+d10, Parry –1), Elven Cloak (Stealth +2), Longbow (2d6, 15/30/60), Quiver, Arrows ×20, Bedroll, Blanket, Whetstone. Prior to Return of the King, he possessed a Long Sword (Str+d8) and uses a Chainmail vest (Armor +2) if expecting a large battle.

The northern rangers are a withdrawn, secretive bunch. While they aren't hated, it is easy to distrust them from the stories that make their way south (Outsider). Living off the land, they also rarely keep gold on their person (Woodsman & Poverty). Aragorn himself is a battle-hardened veteran; over the years that he spent among both the elves and the rangers, he was taught both swordsmanship and expertise with a bow, as well as a little bit of elven magic to help calm beasts.

Aragorn is the only living descendant of Isildur, and as such is the one true king of Gondor. He tries to keep this on the down-low, but it really helps him talk his way out of things when he needs to. During the War of the Ring, he received an elven cloak and dagger at Lothlorien, but was later provided with Anduril, an elven-forged great sword from the shards of Narsil, indicating Aragorn's rightful place as the king of Gondor.

There's the quintessential ranger for you guys! Like Legolas, he's not nearly as XP-loaded as I was expecting, instead punching in at a pretty reasonable level. Leave questions, comments, and so forth below!
—DoctorBoson

Thursday, March 26, 2015

Merry—Troublemaker

Today, we're going to take a look at an unassuming pair of Hobbits. No, not the pair that brought the Ring to Mordor, but even less assuming Hobbits than them. First, the brains of the bunch: Merry.


Name: Meriadoc Brandybuck
Race: Hobbit
Experience: 20 (Seasoned)
Agility d6; Smarts d8; Spirit d8; Strength d6–1; Vigor d6
Pace 6; Parry 5; Charisma 0; Toughness 5 (1)
Hindrances: Size –1, Overconfident, Loyal, Quirk (prankster)
Edges: Lucky, Alertness, Scamper
Skills: Boating d4, Fighting d4, Knowledge (Cartography) d6, Notice d6, Persuasion d6, Riding d4, Stealth d8, Taunt d6, Throwing d8
Inventory: Short Sword (Str+d6), Dagger of Anuldurin (Str+d4+1), Leather Armor (Armor +1), Pot Helm (Armor +3, 50% vs head shot), Elven Cloak (Stealth +2)

One of Frodo's cousins, Meriadoc is an intelligent and brave hobbit. Before the War of the Ring, he found a profound interest in boats, maps, and ponies, and has always loved learning about the world outside of the Shire. He is always willing to step up to a challenge, even if the challenge is hardly one he's up to, especially if he has to help his friends. It's also tough to slip much by him, should he be looking.

At Rivendell, he was given an elven cloak and a magical dagger of elven design; it would prove to be crucial at the Battle of Pelennor Fields, when he used it to Wound the Witch-king of Angmar while Eowyn delivered the final blow. With the Rohirrim, he also received a short sword with armor (courtesy of King Theoden). He was also a fairly talented talker with a good throwing arm.

Obviously, though, one can't have Merry without his best friend...

Pippin—Fool of a Took

The faithful companion to Merry is his best friend Pippin. Along with Merry, he was kidnapped by orcs early into the Fellowship's journey, eventually befriending Treebeard the Ent before being sent to Gondor with Gandalf.


Name: Peregrin Took
Race: Hobbit
Experience: 20 (Seasoned)
Agility d8; Smarts d4; Spirit d8; Strength d6–1; Vigor d6
Pace 6; Parry 4; Charisma 0; Toughness 6 (2)
Hindrances: Size –1, Big Mouth, Curious, Loyal
Edges: Lucky, Luck, Common Bond
Skills: Climbing d8, Fighting d4, Notice d8, Stealth d8, Swimming d4, Taunt d6, Throwing d10
Inventory: Short Sword (Str+d6), Chain Shirt (Armor +2), Pot Helm (Armor +3, 50% vs head shot), Elven Cloak (Stealth +2)

Peregrin is more curious than a cat, without the brains to know when to stop: a dangerous combination. While the curiosity of Tooks is often the subject of Shire jokes, Pippin personifies this to a severe fault. On top of that, he is far from the best vessel for secrets unless you manage to sow his mouth shut yourself.

Despite his shortcomings, Pippin has a heart of gold and incredible luck. Along with this, he has an incredible throwing arm and a very impressive climbing ability, used to great effect in Gondor to light the beacons. He is a close friend of Frodo's and Merry's cousin to boot.

In Rivendell, he recieved the elven cloak and dagger, though the dagger was lost as he escaped into Fangorn Forest, and was given Faramir's old armor in Gondor.

Bringing our total number of Hobbits to three, we have the second most famous pair of adventuring hobbits in Middle-Earth. Leave questions, comments, and hobbit love below.
—DoctorBoson

Friday, March 20, 2015

Gimli—Son of Gloin

The dwarf that began every stereotype of dwarves in almost any setting. Gimli is the second member of the Fellowship that we're going to look at, and it only seemed appropriate to put him up just after his rival.


Name: Gimli
Race: Dwarf
Experience: 90 (Legendary)
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d10
Pace 5; Parry 8; Charisma 0; Toughness 10 (2)
Hindrances: Overconfident, Loyal, Quirk (hates Elves), Stubborn
Edges: Low Light Vision, Brawny, Two-Fisted, Improved Frenzy, Combat Reflexes, First Strike, Brawler, Counterattack, Sweep
Skills: Fighting d12, Intimidation d6, Notice d6, Persuasion d4, Stealth d6, Taunt d6, Throwing d8
Inventory: Great Axe (Str+d10, AP 1, Parry –1, 2 hands), Battle Axe ×2 (Str+d8), Throwing Axe ×2 (Str+d6, 3/6/12), Chain Hauberk (Armor +2), Pot Helm (Armor +3, 50% vs head shot), Elven Cloak (Stealth +2).

Regarding the race, dwarves in the Savage Worlds core rules are about identical to those in Tolkien lore. That said, Gimli is exceptionally strong and exceptionally tough for a dwarf. He is most certainly Brawny, considering the amount of axes he carries around, and he is a top notch fighter, able to hold his own side-by-side with Legolas. He can fight against a small army of orcs almost single-handedly, and probably believes he can handle a normal-sized army quite handily (Overconfident).

His right hook is about as hardy as his left axe (Brawler), and his throwing axes serve him very faithfully. While he isn't as alert or stealthy as he'd like to believe, he is beyond loyal and began to overcome his stubbornness and his disposition against elves during his quests alongside Legolas.

He is also disturbingly good at holding down his liquor.

There's everyone's favorite dwarf, folks! Leave questions, comments, and elf-hate below!
—DoctorBoson

Saturday, March 14, 2015

Legolas—Mirkwood Prince

Over the last few weeks, I've finally gone through and tackled one of my biggest Savaging projects to date: watching through the Extended Editions of the Lord of the Rings trilogy and statting out the Fellowship. I heavily debated which of the Fellowship I should work on first, but in the end it seemed most fitting that I start with one of the most well-known character from the series: Legolas.

As an aside, I've also updated Spider-Man's entry, so it may be worth heading over to take a look!

Name: Legolas Greenleaf
Race: Elf
Experience: 220 (Legendary)
Agility d10; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 8; Charisma 2; Toughness 6
Hindrances: Child of Fate (Bad Luck), All Thumbs, Loyal, Overconfident
Edges: Ageless, Immunity, Low Light Vision, Sleepless, Alertness, Noble, Acrobat, Quick Draw, Level Headed, Marksman, Improved Dodge, Frenzy, First Strike, Two-Fisted, Florentine, Ambidextrous, Combat Reflexes, Combat Archer, Quick, Double Shot, Steady Hands, Master (Shooting), Giant Killer
Skills: Climbing d6, Fighting d10, Intimidation d6, Notice d10, Riding d6, Shooting d12+2, Stealth d6, Throwing d8
Inventory: Elven Bow (2d6, 15/30/60), Short Sword ×2 (Str+d6), Leather Vambrace ×2 (Armor +1, Arms only), Quiver, Arrows ×20, Elven Cloak (Stealth +2 in the wilderness)

We aren't given a full picture of Legolas' past prior to the finding of the One Ring, but we do know that he is the Prince of the Mirkwood elves and an ungodly shot. These elves are also the Tolkien elves as opposed to the standard Savage Worlds elves, and Tolkien's elves are incredibly overpowered. Along with the Agility increase, they also gain Ageless, an Immunity to disease and poisons, low light vision, and only have to meditate for a few hours a night (as opposed to sleep); the trade-off being that they start with one less Benny per session.

Legolas is a highly alert and agile elf that was an instrumental part of Aragorn's team during the War of the Ring. He is an impossibly accurate shot with a bow, and was extensively trained in dual-wielding combat. Engaging him at any range is highly ill-advised, even given his relatively low-damage weapon.

Once the Fellowship reached Lothlorien, Legolas recieved a special elven bow and cloak, increasing his range and allowing him to almost hide in plain sight if he so wished. 

While Legolas isn't directly shown to have All-Thumbs, it can be inferred simply due to having never seen him interact with any mechanical objects whatsoever (and it doesn't appear to be inherent to elves as elven forges appear to be some of the greatest in the land). There is also a custom Edge, Combat Archer (cultivated by Zadmar), that allows Legolas to keep using his bow in melee, though when he needs to attack more folks at once, it's best to switch to his swords.

And then there we go: our first member of the Fellowship of the Ring! Honestly, he's not nearly as XP-loaded as I was expecting him to be. I'm excited to finally be finishing these and showing them off, and I hope you enjoy the ones to come! Leave questions and elf love down below!
—DoctorBoson

Saturday, March 7, 2015

Pinkie Pie—Party Pony

We're approaching the end of the slow statting of the main characters of bronydom. This is a character who's fourth-wall sense can give Deadpool a run for his money. This uses Edges and information from my My Little Pony: Friendship is Magic conversion.


Name: Pinkamina Diane Pie
Race: Earth Pony
Cutie Mark: Three Balloons
Experience: 70 (Heroic)
Agility d10; Smarts d8; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 5; Charisma 0; Toughness 4
Hindrances: No Hands, Size –1, Big Mouth, Clueless, Mania (m), Quirk (prankster), Weird Magnet (m)
Edges: Cutie Mark, Alertness, Intuition, Luck, Danger Sense, Patterns in Chaos, Scavenger, Common Bond
Skills: Climbing d8, Fighting d6, Investigation d6, K (Baking) d6, Notice d10, Persuasion d6, Stealth d10, Streetwise d8, Taunt d6

All ponies begin with Size –1 and the No Hands Hindrance (being that they, in fact, have no hands), but can use their tails and mouths to generally manipulate things. They also begin with a Cutie Mark, which provides either a +2 bonus to relevant skills once per session, or a free Edge that ignores all requirements. In addition, Earth Ponies begin play with a d6 Vigor and one free Edge.

Pinkie Pie, Pinkie Pie, the Element of Laughter... this is an odd character indeed.

So, I suppose we'll start with what's new. The Intuition Edge is a custom Edge of mine that let's a character spend a Benny and make a roll (based on the trapping; Smarts, Spirit, or Notice typically) to get a yes-or-no answer to any question they might know the answer to (if the GM cannot or will not give an answer, he may hand the Benny back). Weird Magnet is a setting specific Hindrance that causes odd and inexplicable things to happen to your character; the minor version means that these things are simply inconvenient and off-putting whilst the major can lead to serious injury. Patterns in Chaos is also setting specific as a sort of Improved Intuition, allowing the character to inexplicably know things relevant to the situation rather than a simple yes or no question; the limit of this is solely determined by the GM. Combined with Danger Sense, Pinkie's Pinkie Sense is pretty handily translated into the system.

Pinkie is an eccentric Earth Pony that works at Sugarcube Corner. She's a good cook, but she also has an uncanny intuition and general sense of things, even if her mannerisms make her seem a little bit clueless. She is also very dependent on her friends: when sad, her wacky hair deflates and she begins to slip a little farther into the crazy end of things. In addition, she has an uncanny ability to access hammer space (Scavenger). Pinkie has an impressive memory, never forgetting a name or a birthday, but she can sometimes be a little bit too eager to help.

That's a pretty good look at Pinkie. It's mostly mechanics, but the writers are pretty inconsistent with Pinkie's character, so I did my best to recreate her. Leave comments, questions, and fourth wall jokes below!
—DoctorBoson

Tuesday, March 3, 2015

Malcolm Reynolds—Serenity's Captain

Mal needs no introduction. It was only a matter of time before we took a look at anyone played by Nathan Fillion, and it seemed best to start with one of his most famous gorram characters. He seems to be one of the more popular Savaging targets, having been serviced at least two other blogs off the top of my head.

This was actually only through my first viewing of Firefly & Serenity, so I may have missed information from the comics.


Name: Malcolm Reynolds
Race: Human
Experience: 100 (Legendary)
Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 7; Charisma 0; Toughness 6
Hindrances: Heroic, Outsider (m—Browncoat), Wanted (m)
Edges: Brave, Quick Draw, Level Headed, Combat Reflexes, Command, Natural Leader, Charismatic, Dodge, Nerves of Steel, Strong Willed
Skills: Fighting d10, Healing d4, Intimidation d6, Knowledge (Battle) d4, Notice d8, Persuasion d6, Piloting d6, Riding d6, Shooting d10, Stealth d6, Streetwise d6, Taunt d6
Inventory: Revolver (2d6, AP 1, 12/24/48, Revolver, 5 Shots), brown coat

Mal is a veteran of the Unification War, serving with the Independents, and was a sergeant at Serenity Valley: one of the bloodiest battles of the war. As the Alliance took the upper hand and crushed the Independents, Mal bought a Firefly-class freighter and fled to the border worlds to try and survive by taking odd jobs and scratching out his living.

Mal is a good shot and very handy in a pinch, able to keep his head on straight long enough to think up a plan. He's been in a lot of scrapes, so it's only natural for him to be so good at figuring out ways to get out of them. He serves not only as the crew's captain, but as their face, helping to line up the jobs they need to keep flying.

He earned his Healing skill when Shepard was injured in a job gone south, and his Nerves of Steel as Niska tortured him upon capture. His ship, the Serenity, and her two shuttles, are shown below.


Name: Serenity
Large Ship: Size 12, Acc/TS 40/500, Climb 1, Toughness 34 (8), Crew 5+18, Cost $57.25M, Remaining Mods 3
Notes: Atmospheric, FTL Drive, 2×Hangar, Planetary Sensor Suite, 2×Speed, Superstructure (Bulk Cargo)


Name: Endo/Exo-Atmospheric Shuttle
Large Ship: Size 6, Acc/TS 50/700, Climb 3, Toughness 20 (5), Crew 1, Cost $2.14M, Remaining Mods 13
Notes: AMCM, Atmospheric, Planetary Sensor System, Sloped Armor

There you have yet another premier smuggler. Now we can settle all those debates of "Han vs Mal." Post questions and comments and death battle results below!
—DoctorBoson