I'd recommend buying the Serenity RPG book, even if you won't use the system.
And here are stats for the crew of Serenity, circa the Firefly series (copied from the WotC Modern boards). This is pre-d20 Future, mind you:
Malcom Renyolds; (Dedicated 6/Tough 5/Soldier 4); CR 15, Medium-sized human male; HD 6d6 plus 5d10 plus 4d10 plus 50; hp: 146; Massive Damage Threshold: 17; Init: +1; Spd: 30ft; Defense: 20 (+1 Dex, +1 Armor, +8 Class) 19 flat-footed, 19 touch; BAB +10; Grapple: +12; Atk: +14/+9 melee (1d8+2/x2), or +13/+8 ranged (2d8+4/x2, Mal's pistol, see below); AL: crew of Serenity, Loyalty, Freedom; SV: Fort +11, Ref +6, Will +9; AP: 35, Rep: +3; Str 14, Dex 13, Con 17, Int 13, Wis 15, Chr 16.
Occupation: Rural (skills: drive, survival; Bonus Feat: Personal Firearms Proficiency)
Skills: Bluff +10, Craft (mechanical) +2, Craft (structural) +2, Demolitions +4, Diplomacy +4, Disguise +5, Drive +9, Escape Artist +2, Gamble +7, Gather Info +5, Intimidate +9, Knowledge (business) +5, Knowledge (current events) +3, Knowledge (streetwise) +11, Knowledge (tactics) +6, Listen +5, Navigate +2, Pilot +4, Profession (captain tight pants) +7, Read/Write (Chinese), Read/Write (English), Repair +2, Ride +4, Sense Motive +10, Slight of Hand +3, Speak (Chinese), Speak (English), Spot +7, Survival +6, Swim +4, Treat Injury +3
Feats: Brawl, Improved Brawl, Knockout Punch, Confident, Combat Expertise, Deceptive, Heroic Surge (4/day), Iron Will, Personal Firearms Proficiency, Advanced Firearms Proficiency, Pointblank Shot, Precise Shot, Quick Draw, Simple Weapons Proficiency,
Talents:
Dedicated: Skill emphasis (bluff), Aware, Faith
Tough: Remain Conscious, Robust, Second Wind
Soldier: Weapon Focus (Mal's Pistol), Weapon Specialization (Mal's Pistol), Bonus Feat (Advanced Firearms Proficiency), Tactical Aid (+1)
Possessions: Independence Army Duster (treat as a leather jacket for armor), Mal's pistol (see below), Serenity (Firefly-class medium transport), tight pants.
Mal's pistol: A mastercraft semiautomatic(??). 2d8+2/x2 damage, 30ft range, Semi-auto, 8 internal rounds (or some such). +1 to hit.
Zoe; (Tough 4/Strong 4/Soldier 3/Gunslinger 2); CR 13, Medium-sized human female; HD 4d10 plus 4d8 plus 3d10 plus 2d10 plus 26; hp: 120; DR 1/-; Massive Damage Threshold: 17; Init: +6; Spd: 30ft; Defense: 23 (+2 Dex, +2 Armor, +9 Class +dodge) 21 flat-footed, 21 touch; BAB +10; Grapple: +11; Atk: +12/+7 melee (1d6+2/x2), or +11/+6 melee (1d6+2/x2, rifle butt) or +14/+9 ranged (2d10+2/x2, shortened Winchester 94) or +14/+9 ranged (2d6/x2, Glock 20) or +12/+12/+7 ranged (2d6/x2, dual Glock 20, TWF); AL: Husband, Her Captain, crew of Serenity; SV: Fort +8, Ref +8, Will +7; AP: 28, Rep: +1; Str 13, Dex 15, Con 14, Int 15, Wis 14, Chr 15.
Occupation: blue collar: (skills: Drive, Intimidate, Ride)
Skills: Bluff +7, Craft (mechanical) +4, Craft (structural) +4, Demolitions +8, Diplomacy +2, Disable Device +5, Drive +6, Escape Artist +3, Gather Info +2, Hide +2, Intimidate +8, Knowledge (current events) +6, Knowledge (Streetwise) +8, Knowledge (tactics) +6, Listen +3, Move Silently +4, Pilot +5, Read/Write (Chinese), Read/Write (English), Ride +6, Search +2, Sense Motive +3, Slight of Hand +8, Speak (Chinese), Speak (English), Spot +5, Survival +5, Treat Injury +3, Tumble +8
Feats: Armor Proficiency (light), Brawl, Combat Reflexes, Dodge, Improved Damage Threshold, Improved Initiative, Personal Firearms Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Double Tap, Simple Weapon Proficiency, Two Weapon Fighting
Talents:
Tough: Second Wind, Damage Reduction 1/-
Strong: Extreme Effort, Melee Smash
Soldier: Weapon Focus (Winchester), Weapon Specialization (Winchester), Bonus Feat (Armor Proficiency [light])
Gunslinger: Close Combat Shot, Weapon Focus (Glock 20)
Possessions: Leather Vest (treat as a light undercover shirt for purposes of armor), masterwork Winchester 94 with stock removed and barrel shortened (reduce range increments from 90ft to 50ft), assorted other weapons, and a great big puppy dog by the name of Wash.
Our love for this man ain't hard to explain/
The hero of Canton the man they call Jayne.
Jayne Cobb; (Tough 7/Strong 5); CR 12, Medium-sized male man-ape gone wrong thing; HD 7d10 plus 5d8 plus 58; hp: 143; DR 2/-; Massive Damage Threshold: 18; Init: +1; Spd: 30ft; Defense: 18 (+1 Dex, +7 Class) 17 flat-footed, 17 touch; BAB +10; Grapple: +13; Atk: +15/+10 melee (1d8+5 +1d4[streetfighting]/x2 fists), or +13/+8 melee (1d4+5 +1d4[streetfighting]/ 19-20, big knife), or +12/+7 ranged (2d6/x2, Colt Python), or +13/+8 ranged (2d12+2/ 19-20, Vera); AL: Money; SV: Fort +13, Ref +4, Will +2; AP: 22, Rep: +3; Str 17, Dex 12, Con 18, Int 9, Wis 8, Chr 7.
Occupation: criminal (skills: forgery, knowledge (streetwise), bonus feat: brawl)
Skills: Bluff -2, Demolitions +1, Drive +3, Forgery +6, Gamble +0, Hide +1, Intimidate +2, Knowledge (streetwise) +1, Move Silently +2, Read/Write (Chinese), Read/Write (English… I think…see episode 'The Message'), Ride +2, Speak (Chinese), Speak (English), Spot +0, Survival +4
Feats: Brawl, Improved Brawl, Knockout Punch, Streetfighting, Far Shot, Great Fortitude, Personal Firearms Proficiency, Advanced Firearms Proficiency, Power Attack, Cleave, Simple Weapons Proficiency, Toughness, Track
Talents:
Strong: Extreme effort, melee smash, improved melee smash
Tough: Robust, sonic/concussion resistance, Damage reduction 1, damage reduction 2
Possessions: A whole arsenal of guns and knives. Most commonly carries a customized Colt Python, a big knife, and/or Vera.
Vera. A very special mastercraft assault rifle. A Callahan full-bore auto lock with a customized trigger and a double cartridge thorough gauge. She comes equipped with a laser sight and an electro-optical scope. Longarm. Damage 2d12, critical on 19-20 and x2, 90ft range, Rate of Fire: S or A, Ammo: 10 box, Size: Large, Weight: 12 lbs. Legendary mastercraft bonus: +2 to hit, +2 to damage. Treat as a minor artifact.
Kaywinnith Lee Frye, AKA Kaylee; (Dedicated 1/Smart 3/Techie 3); CR 7, Medium-sized human female; HD 1d6 plus 3d6 plus 3d6 plus 7; hp: 40; Massive Damage Threshold: 12; Init: +1; Spd: 30ft; Defense: 15 (+1 Dex, +4 Class) 14 flat-footed, 15 touch; BAB +2; Grapple +1; Atk: +1 melee (1d6-1 /x2 metal tool), or -1 ranged (2d6 /x2, Beretta 92F [non-proficient]); AL: Just about every living thing in the 'verse; SV: Fort +4, Ref +3, Will +9; AP: 15, Rep: +3; Str 9, Dex 12, Con 12, Int 16, Wis 16, Chr 17.
Occupation: blue collar (skills: craft (electronic), craft (mechanical), repair)
Skills: Bluff +3 (+4 with empathy), Computer Use +13, Craft (electronic) +15, Craft (mechanical) +15, Craft (structural) +9, Demolitions +9, Diplomacy +8 (+9 with empathy), Disable Device +18, Drive +3, Escape Artist +1, Hide +2, Knowledge (current events) +6, Knowledge (popular culture) +5, Knowledge (technology) +9, Listen +7, Move Silently +2, Profession (mechanic) +7, Read/Write (Chinese), Read/Write (English), Repair +18 (+20 to jury-rig), Search +4, Sense Motive +8 (+9 with empathy), Speak (Chinese), Speak (English), Spot +6
Feats: Alertness, Builder [Craft (electronic), Craft (mechanical)], Cautious, Gearhead, Run, Simple Weapons Proficiency, Trustworthy
Talents:
Dedicated: empathy
Smart: Savant (disable device), Savant (repair)
Techie: Jury-rig +2, Extreme machine, Bonus Feat (gearhead)
Possessions: scattered throughout Serenity are enough materials to make complete sets of: Car Opening Kit, Demolitions Kit, Electrical Tool Kit (Deluxe), Lockpick Set, Mechanical Tool Kit (Deluxe), Multipurpose Tools, and a horrible selection of girl's clothes.
Wash; (Fast 4/Charismatic 1/Spaceship Pilot 4); CR 9, Medium-sized human male; HD 4d8 plus 1d6 plus 4d8 plus 18; hp: 78; Massive Damage Threshold: 14; Init: +7; Spd: 30ft; Defense: 22 (+3 Dex, +9 Class +dodge) 19 flat-footed, 22 touch; BAB +6; Grapple: +7; Atk: +7/+2 melee (1d3+1 /x2 (nonlethal) unarmed strike [provokes AoO from armed defender]), or +5/+0 ranged (2d8/ x2 Mossberg shotgun [non-proficient]), or +5/+0 (2d6 /x2 Ruger Service-Six revolver [non-proficient]); AL: The Wife; SV: Fort +6, Ref +10, Will +5; AP: 17, Rep: +5; Str 13, Dex 16, Con 14, Int 14, Wis 15, Chr 15.
NOTE: Spaceship Pilot is an advanced class I based off of the 'Starfighter Ace' from 1st Edition Star Wars Role Playing Game. 'Based off of' in this case does not mean 'copied directly.'
Occupation: Technician (skills: computer use, knowledge (technology), repair)
Skills: Bluff +5, Computer Use +13, Craft (electronic) +8, Craft (mechanical) +5, Diplomacy +3, Drive +11, Hide +4, Knowledge (current events) +4, Knowledge (popular culture) +6, Knowledge (technology) +6, Move Silently +3, Navigate (space) +6, Perform (stand up) +3, Pilot +18, Profession (pilot) +5, Read/Write (Chinese), Read/Write (English), Repair +13, Speak (Chinese), Speak (English), Tumble +7
Feats: Aircraft Operation (space ships), Aircraft Operation (Atmospheric Flyers), Dodge, Gearhead, Improved Initiative, Simple Weapon Proficiency, Vehicle Expert, Vehicle (Spaceship) Dodge
Talents:
Fast: Evasion, Uncanny Dodge 1
Charismatic: Fast talk
Spaceship Pilot: Spaceship defense (ship benefits from pilot's class defense score), Familiarity +2 (this bonus applies to pilot and repair skills to a vessel declared as familiar. Serenity in this case.)
Possessions: A number of colourful Hawaiian shirts, 2d8 plastic dinosaurs.
Inara Serra; (Charismatic 4/ Personality 6); CR 10, Medium-sized human female; HD 4d6 plus 6d6 plus 20; hp: 67; Massive Damage Threshold: 14; Init: +2; Spd: 30ft; Defense: 15 (+2 Dex, +3 Class) 13 flat-footed, 15 touch; BAB +5; Grapple +4; Atk: +4 melee (1d3-1 /x2 (nonlethal) unarmed strike [provokes AoO from armed foes]), +7 melee (1d6-1 /18-20, rapier); or +8 ranged (2d4 /x2, masterwork Rugar Mk. II .22 autopistol); AL: Code of professionalism; SV: Fort +7, Ref +7, Will +6; AP: 32, Rep: +10; Str 9, Dex 14, Con 14, Int 15, Wis 16, Chr 20.
Occupation: Celebrity (skills: bluff, Rep bonus +1)
Skills: Bluff +18 (+22 against men), Computer Use +2, Diplomacy +18 (+22 against men), Disguise +9, Drive +2, Gamble +5, Gather Info +11 (+15 against men), Intimidate +9, Knowledge (Art) +6, Knowledge (Behavioral sciences) +10, Knowledge (Civics) +9, Knowledge (Current events) +6, Knowledge (History) +3, Knowledge (Theology and philosophy) +6, Listen +5, Move Silently +4, Perform (Act) +11, Perform (Tea ceremony) +7, Perform (Stringed Instruments) +7, Pilot +6, Profession (Space hook… er… Companion) +11, Read/Write (Chinese), Read/Write (English), Read/Write (French), Read/Write (Latin), Sense Motive +9 (+13 against men), Slight of Hand +4, Speak (Chinese), Speak (English), Speak (French), Speak (Latin), Spot +5.
Feats: Archaic weapon proficiency, Confident, Deceptive, Educated (behavioral sciences, civics), Personal firearms proficiency, Renown, Simple weapons proficiency, Trustworthy, Weapon finesse (rapier), Windfall
Talents:
Charismatic: Charm (men), Favor
Personality: Unlimited access, Bonus class skill (sense motive), Bonus feat (deceptive), Royalty, Winning smile (DC 21), Bonus feat (educated)
Possessions: masterwork Ruger Mk. II .22 autopistol (use Pathfinder stats), masterwork tea ceremony set, collection of incense, a plethora of expensive and show jewelry, surprising amount of medical drugs, and a masterwork wardrobe that leaves mere mortals weeping in shame.
Book; (Tough 3/ Dedicated 4/ Charismatic 3/ Negotiator 4); CR 14, Medium-sized human male; HD 3d10 plus 4d6 plus 3d6 plus 4d8 plus 31; hp:113; Massive Damage Threshold: 14; Init: +1; Spd: 30ft; Defense: 18 (+1 Dex, +7 Class) 17 flat-footed, 18 touch; BAB +9; Grapple: +11; Atk: +12/+7 melee (1d6+2/x2 unarmed), or +11/+6 ranged (2d6 /x2 HK MP5); AL: The good word; SV: Fort +10, Ref +6, Will +13; AP: 30, Rep: +4; Str 14, Dex 12, Con 14, Int 16, Wis 20, Chr 17.
Occupation: Military (skills: knowledge (tactics), move silently, bonus feat: personal firearms proficiency)
Skills: Bluff +15 (+19 with Empathy), Climb +4, Computer Use +4, Craft (structural) +7, Demolitions +4, Diplomacy +16 (+20 with Empathy), Disable Device +4, Drive +4, Gamble +7, Gather Info +10, Intimidate +18 (+22 with Empathy), Knowledge (behavioral sciences) +4, Knowledge (current events) +6, Knowledge (history) +8, Knowledge (streetwise) +6, Knowledge (tactics) +9, Knowledge (theology and philosophy) +16, Listen +10, Move silently +8, Profession (Shepard) +10, Read/Write (Chinese), Read/Write (English), Sense Motive +11 (+15 with Empathy), Speak (Chinese), Speak (English), Spot +10, Survival +9,
Feats: Alertness, Brawl, Knockout punch, Confident, Educated (theology and philosophy, history), Low profile, Personal firearms proficiency, Advanced Firearms proficiency, Point blank shot, Precise shot, Skip shot, Simple weapons proficiency, Trustworthy
Talents:
Tough: Robust, Stamina
Dedicated: Empathy, Intuition
Charismatic: Coordinate, Inspiration
Negotiator: Conceal Motive, React First, Bonus Feat (Trustworthy), Talk Down (DC 17)
Special Abilities:
It is however, fuzzier on the subject of kneecaps (ex): If a ranged combat target is hit and fails its Massive Damage Threshold save, rather than being reduced to -1 the target's hit points are reduced to 0 and falls unconscious. Prerequisites: Precise shot and a strong belief in the Sixth Commandment.
Possessions: 2d4 whole Bibles, a collection of herbs and fresh produce, faith in the wonders of the Almighty, one Bible partially 'corrected' by River, and very, very scary hair.
Simon Tam; (Dedicated 2/Smart 3/Field Medic 3); CR 8, Medium-sized human male; HD 2d6 plus 3d6 plus 3d8 plus 8; hp: 48; Massive Damage Threshold: 13; Init: +1; Spd: 30ft; Defense: 16 (+1 Dex, +5 Class) 15 flat-footed, 16 touch; BAB +3; Grapple +3; Atk: +3 melee (1d3 /x2 unarmed strike, provoking AoO from armed defender [non-proficient]), or +3 melee (1d4 /19-20, scalpel) or +0 ranged (2d6 /x2, Beretta 92F [non-proficient]); AL: His Sister; SV: Fort +7, Ref +3, Will +11; AP: 10 (this boy has burned through his action points like there's no tomorrow), Rep: +3; Str 11, Dex 12, Con 13, Int 20, Wis 16, Chr 14.
Occupation: doctor (skills: craft[pharmaceutical], treat injury)
Skills: Bluff +1, Computer Use +13, Concentration +4, Craft (pharmaceutical) +19, Decipher Script (doctor's prescriptions) +11, Drive +4, Intimidate +2, Knowledge (arcane) +6, Knowledge (behavioral sciences) +12, Knowledge (civics) +7, Knowledge (earth and life sciences) +20, Knowledge (history) +14, Knowledge (physical sciences) +13, Knowledge (tactics) +8, Knowledge (technology) +7, Knowledge (theology and philosophy) +7, Listen +9, Profession (doctor) +10, Read/Write (Chinese), Read/Write (English), Read/Write (Latin), Read/Write (Aramaic), Research +13, Search +5, Sense Motive +5, Speak (Chinese), Speak (English), Speak (Latin), Spot +9, Treat Injury +18
Feats: Archaic weapons proficiency (specifically medical instruments), Combat expertise, Educated (history, earth and life sciences), Iron will, Medical expert, Simple weapons proficiency, Studious, Surgery
Talents:
Dedicated: Healing Knack, Bonus Feat (Educated)
Smart: Savant (research), Bonus Feat (Studious), Savant (earth and life sciences)
Field Medic: Medical Specialist +1, Expert Healer, Bonus Feat (Medical expert)
Possessions: the weight of the 'verse upon his shoulders, several business suits, 5 first aid kits, masterwork medical kit, surgery kit, access to Serenity's medical bay (treat as a rural hospital for purposes of medical Research and Treat Injury checks), masterwork pharmacist kit (after Ariel), and the love of two post-adolescent female geniuses.
"No... this is what going mad feels like."
River Tam; (Smart 4/ Charismatic 1/ Telepath 5); CR 10, Medium-sized human female; HD 4d6 plus 1d6 plus 5d6 plus 10; hp: 50; Massive Damage Threshold: 13; Init: +6; Spd: 30ft; Defense: 15 (+2 Dex, +3 Class) 13 flat-footed, 15 touch; BAB +4; Grapple +3; Atk: +3 melee (1d3-1 /x2 unarmed (provokes AoO from armed defenders) [non-proficient]), or +6 ranged (2d6 /x2 Colt Double Eagle); AL: The Fish that Practice Law Amongst the Leaves (I don't know what she's talking about either) ; SV: Fort +4, Ref +7, Will +8; AP: 25, Rep: +6; Str 9, Dex 14, Con 13, Int 24, Wis 15, Chr 17.
Occupation: Creative (skills: craft [visual art], knowledge [arcane lore], perform [dance])
Skills: Bluff +14, Computer Use +11, Concentration +7, Craft (visual arts) +10, Craft (writing) +8, Decipher Script +9, Demolitions +10, Diplomacy +9, Disable Device +11, Drive +2, Gather Info +9, Hide +5, Intimidate +9, Knowledge (arcane lore) +15, Knowledge (art) +9, Knowledge (behavioral sciences) +12, Knowledge (business) +9, Knowledge (civics) +10, Knowledge (current events) +9, Knowledge (earth and life sciences) +12, Knowledge (history) +11, Knowledge (physical sciences) +18, Knowledge (popular culture) +9, Knowledge (tactics) +10, Knowledge (technology) +9, Knowledge (theology and philosophy) +13, Listen +4, Move Silently +7, Perform (dance) +11, Pilot +3, Read/Write (Chinese), Read/Write (English), Read/Write (Latin), Read/Write (Yiddish), Read/Write (Sanskrit), Read/Write (Aramaic), Search +8, Sense Motive +10, Slight of Hand +3, Speak (Chinese), Speak (English), Speak (Latin), Speak (Yiddish), Speak (Sanskrit), Speak (Punjabi), Spot +5, Tumble +4
Feats: Blind-fight, Educated (theology and philosophy, arcane lore), Improved initiative, Lightning reflexes, Personal firearm proficiency, Point blank shot, Precise shot, Simple weapons proficiency, Wild talent (distract)
Talents:
Smart: savant (physical sciences), bonus feat (educated), plan, bonus feat (lightning reflexes)
Charismatic: fast-talk (or in River's case, weird-talk)
Telepath: psionic skills, psionic powers, trigger power (object reading), bonus feat (blind-fight), power crystal, trigger power (detect thoughts)
Power Points: 15
Powers Known (4/3/2) DC = 13 + power level (for charisma effects)
0th: distract, burst, detect psionics, daze
1st: object reading, attraction, lesser mindlink
2nd: detect thoughts, clairaudience/clairvoyance
Possessions: Aside from the unnerving ability to get a hold of Jayne's guns, nothing, not even the clothes on her back.
Special Abilities:
She understands… but she don't comprehend (ex): In order for River to undertake communication that makes any kind of sense, she has to make a Concentration check, DC 25. If she fails this the listener can try a Sense Motive check (DC 30), but really now, not too many people have succeeded at it.
However, if Simon successfully makes a knowledge (earth and life sciences) check (DC 35) followed by a craft (pharmaceutical) check (DC 35), then River's concentration DC is lowered to 20 for 1d4+1 days.
Simon: "Don't we have rations or anything?"
River: "They got lost. We're going to have to eat the men."