Sample Characters

93 ready-to-play crew members: 20 solo drifters and 21 ship crews of two to six.

Using These Characters

Every character on this page is an original crew member, built as described in Character Creation. Use them as pre-made characters for a one-shot, as hired hands and passengers for the GM, or as worked examples when you build your own. Nobody here is from the show: no Serenity, no familiar faces, just new folks trying to keep flying. Every crew below has its own ship.

To use one, pick a character whose role and Distinctions appeal to you, rename them freely (names, home moons and ship names are only suggestions), then adjust to taste. If you rebuild one, keep the same budgets:

Load them into your sheets. All 93 crew members on this page can go straight into the Character Sheets: press Load sample characters there, or download the sample sheet file and use Import. Each sheet has role, background, Attributes, all 19 Skills with Specialties, the three Distinctions (the highlighted Skills in Notes), Signature Assets and Hooks. The sheets are ready to play: every Distinction has the Plot Point trigger and two more suggested triggers, with the two extra triggers a new crew member starts with already ticked; Big Damn Hero dice start empty; and each has a suggested gear kit for the role. Crew members also get their ship's name, class, captain and premise, the full crew roster, and the ship's Engines, Hull and Systems, three ship Distinctions with triggers and two Signature Assets on the Ship page. Each card below shows its starting triggers and gear, and each crew shows its ship.

Each card shows:

Solo Drifters

Twenty single crew members for a one-player game, a drop-in guest at the table, or a hand the GM can bring aboard. Played solo, the rest of the crew becomes Signature Assets and created Assets, just as the solo play page suggests.

Teams of Two

Six two-person crews: small ships, short jobs, and two people who know each other's every habit. A good fit for a two-player game or a GM who wants a tight, personal story.

Teams of Three

Six three-person crews: enough hands to fly, fix and fight, with nobody to spare. Good for a small table or a mini campaign.

Teams of Four

Four four-person crews: the classic size for a ship, with captain, pilot, mechanic and somebody for trouble, or a different mix entirely.

Teams of Five

Three five-person crews: a full working ship with room for a passenger or two, and plenty of crew drama.

Teams of Six

Two six-person crews: a full ship's company for a big table, with every role covered and someone to argue with about all of them.