If you are Afool, Aneurin, pirateking89, Ragnar Lodbroke, or jinchi, you've come to the right place! Please allow everyone to reserve a post on this page for their character sheet before carrying on with OOC chattery.
The Cast of Characters:
Malcolm MacGalvin O'Donnell of Avalon (Afool)
Doña Amata Rivera de Xaviera del Castillo (Aneurin)
Uther von Hornberg of Eisen (Ragnar Lodbroke)
William Northvale of Avalon (pirateking89)
Padre Jose Rios de Aldana del Castille (jinchi)
More to follow in this post, along with a link to the IC.
EDIT 1: I do not have access to Myth-Weavers during the work day. Please post your character's HP build (spoilered) along with the link to the character sheet) in your initial post.
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
Able Drinker
Citation
Foul Weather Jack
Legendary Trait (Resolve)
Noble
Connection (Confident); Old acquaintance of deceased father
Language; Avalon, Inish (There's a distinction, it shouldn't come up)
Background:
Spoiler
Hunting 4; Hunting John Q. Sparrow, the man who took advantage of Malcolm's mother leading to her death. Has received a judgment from a brehan for his mam's Eineach. It is set at 80 cows or 10,000 guilders (details in notes/ back-story for those interested)
Back-Story:
Spoiler
Malcolm is hunting the man who ruined his mam's life after his father died. He skipped into her life, swept her off her feet, used her, spent her money on gambling and whores, and when he couldn't pay off his gambling debts, skipped town leaving the former Mrs. O'Donnell to deal with the debts he left unpaid. Mrs. O'Donnell died from illness caused by the stress of the debts and her ex-lover's betrayal, leaving a young Malcolm to restore his fine's lands and pay off the debts of the man who ruined his mam's life. Over the years, Malcolm restored his fine's lands and began learning some the the scholarly and healing arts so as to prevent another death like his mam's. Fifteen years later, with all of the debts holding him back paid and with a tip from an associate that John Q. Sparrow(, the man who destroyed his mam's life, is in the Islands of Gold. To get there, Malcolm signed on as a passenger on the Enchantress to the Island of Marcina to find more information about Sparrow.
Notes (Smaller Details related to being Inish and Back-Story):
Spoiler
Inish call the Sidhe 'Tuatha de Dannan'
Friendly Fighting vs. Professional Fighting
Eineach: A man's worth in Cows. Tuath= at least 100, Filid= at least 50 (70 if druid), Bo aire= at least 30. Peasants=0, Method of killing alters cost (Killing a man with his back turned (cowardly act) adds at least 20 cows) Final penalty is up to the brehon over seeing the dispute.
Tuarastal: The Law of Obligation, Comhlann: The Law of Combat, Law of Hospitality, Law of Bravery, Law of Loyalty, Law of Justice
Law of Justice: Justice is a responsibility, when one witnesses a transgression it is their duty to set it right, "After all, there are already enough people who turn away and say 'It's not my problem.'"
The reason why Malcolm is hunting Sparrow is not out of revenge, but to prevent him from further having others and to exact his mam's Eineach from Sparrow. The brehen has set the Eineach at 80 cows or 10,000 guilders.
Equipment:
Spoiler
Clothing
Spoiler
Boots, plain
Boots, fine
Cloak, plain
Cloak, fine
Coat, plain
Coat, gentleman's
Gloves, Leather
Gloves, Silk
Hat, wide brimmed
Hat, personal (straw hat, being worn unless otherwise noted)
Jacket, plain
Jacket, fancy
Shoes, plain
Shoes, fancy
Suit, plain
Suit, silk
Undergarment
Vest
Moneybelt
Various equipment is stored in the Wooden Sea Chests. Each category gets two Chests with the Tea being placed with the alcohol and the Guilders and Cents are in the money pouch which is storied with the survival gear when not on Malcolm's person.
__________________
One of the saddest things in the world is for a story to begin, and then end before it's time.
Rest well and in peace Grampa.
Thanks to Teutonic Knight for letting me adopt my Pikeman Avatar.
Last edited by Afool : 12-09-2012 at 09:37 PM.
Reason: Posting Character Sheet, Spoiled Further for Length, Finally got around to updating my Equipment
Attack
Weapon ---------- Attack roll ------- Damage roll
Broadsword ---------- 6k3 ---------- 5k2
Panzerhand ---------- 4k3 ---------- 2k2
Flintlock Pistol ------ 6k3 ---------- 4k3 (Range = 30 yards; -10 short distance, -15 long distance; Reload 20 actions)
Flintlock Musket ----- 6k3 ---------- 5k3 (Range = 80 yards; -10 short distance, -15 long distance; Reload 30 actions)
AMMO:
Powder (20 shots)
Lead (20 shots)
Spoiler
Copied my ammo here to have all the data in the same place. This is my "official" ammo filing place
Self reminder: The Brawn is added to the damage for melée weapons as UNKEPT dies, always.
EINSENFAUST Apprenctice:
Spoiler
Use a Broadsword in the main hand, and a Panzerhand in the off-hand with no penalty.
If an opponent doesn't hit my Passive Defense, I gain a Free Raise for every 5 points they missed, rounding down.
The Reaises are lost if my opponent attacks before I use them, or after the end of the Turn.
Uther was the first (And sadly, the only) boy born in a small noble family, with a strong military tradition. He was sent to the Academy when he was a very young boy.
He had an older sister, whom he loved dearly. She married Arnold Von Stetham, a noble from the region, and had two small boys (3 and 6 years old when the story begins). Uther never liked him very much, but respected him because of his sister.
The War of the Cross raged through most of his life, and he went to the front with his father when he was old enough to do so. The family could only afford one Dracheneisen Armor and weapons, that went to the lord of the Family (His father, in that case).
The VON ERNSTERNBOROUGH were faithful Vaticans when the war began, but their faith began to falter as they saw the disasters brought by the armies in both sides of the conflict.
Uther's father, Lord Axel, was struck down in a battle against the Montaigne army, in the last days of the war. Uther was sent to get reinforcements, and managed to return and save most of his friends. Nevertheless, he returned too late to save his father.
He was devastated by his death; and even more considering that his father's Dracheneisen Sword had been stolen.
After the funeral, when he overheard his brother-in-law pointing out to his sister the unfortunate shame that the loss of the sword was to the family, he vowed to recover it, and swore he would forget his Name, his Rights, and leave all his lands and possesions until he did.
It took a long discussion with all his friends and relatives to convince him to leave with the provisions and arms he had there (He was going to leave with his clothes only).
And so he left his home, and began to look for the Montaigne thief. It wasn't long in his journey when he started to learn unpleasant rumours. Apparently the thief had acted on somebody else's orders.
He started to suspect that Arnold, his brother-in-law, had planned all of this to take his family's inheritance (Since most of it belonged to him, but in his absence it went to his sister).
He wasn't sure. All he could do was follow the trail. But if Von Stetham was helping him to hide... Uther knows he may very well find his death.
But he was determined to find the truth of the matter.
The thief entered the Sea Trade bussiness, probably as a means to escape. Uther followed, and very soon he was working as a sailor in a ship. It was hard, but he laearned how.
It wasn't too long before he found himself in a Castillian ship headed for the Midnight Archpelago, working to pay for his ticket.
equipment
Spoiler
Cloak,Plain 1g
Coat, Plain 1g
Gloves, leather 20 c
Hat 1g
Jacket, plain 1g
Moneybelt 40c
Boots, riding 3g
Equipment:
• Aldana Blade [2k2 Fencing weapon, -1 to one Action die result at the start of each round]
• Flintlock Pistol (free)
• Set of clothes [Fine boots, fine cloak, Hat wide-brimmed, fancy jacket, undergarment, money belt]
• 2x Powder Flask (1G)
• 20x Gunpowder shots (2G)
• 20x Lead shots (1G)
• Extra flint (10c)
• Powder Measure (1G20c)
• Ornamented Sheath (4G)
• Main gauche (8G)
Backstory;
Spoiler
Doña Amata Rivera de Xaviera, newest leader of the Xaviera family. When her lover betrays Castille and flees to Montaigne, leading to the execution of the old Don and confiscation of much of the Xaviera holdings, Amata takes up the sword and follows him with vengeance in her heart. After years of fruitless pursuit, she at last hears word that her wayward love has fled to the Midnight Archipelago. After selling the last of the Xaviera holdings in Castille, Amata sets sail with the aim of ending this chase once and for all.
There is nowhere he can run, and nowhere he can hide.
Advantages:
Foul Weather Jack
Legendary Trait (Brawn)
Toughness
Inheritance 4 (Money paid out by the noble he was teaching, before the man was slain)
Background:
Vow 4 (detailed at end)
Arcana:
Loyal
Skills:
Spoiler
Courtier
- Oratory 1
- Sincerity 1
Fencing
- Disarm 2
- Riposte 3
- Attack 3
Firearms
- Attack 2
Buckler
- Bind 2
- Parry 3
Sailor
- Balance 2
- Knotwork 2
Streetwise
- Socializing 2
Exploit Weakness (donovan) 3
Defense:
Passive - 20
Active - 2d+3d
No off hand penalty with buckler + grants free raise
Equipment:
Spoiler
Buckler
Basket-Hilted Broadsword
Flintlock Pistol
Tri-Corn Hat
Plain Jacket
Ornamented Sheath (10g)
Fine Boots (10g)
Kilt and Plaid
Powder flask w/ ten shots of powder
10 Bullets and mold
scroll tube containing beginning of fencing manual
Ivory Dice
1700 Guilders
Brief Background
Spoiler
William was happy in his highland home until the lower Avalonians tried to bring civilization to his people and respectability through-out the world for Avalon. William, a skilled swordsman and marksman, was dragged away by a noble who conscripted him as a champion to be taken to the mainland and shown off. The nobleman, Sylas Hay, a thane from the border between the Marches and main Avalon, eventually managed to befriend William despite the northerner's initial hesitation to leave his homeland.
Sylas, knowing that William had been unwilling to leave his home in the Marches, did his best to show William that there were good places in the big, wide world and that he should learn to appreciate them.
While traveling in Montaigne, Sylas was accused of seducing a princeling's mistress and, when he lost the duel Sylas insisted William not fight for him, was killed and left many of his possessions (mostly money) to William. Will, in return, vowed to travel until he found at least one of those places Sylas always talked about, a city or town or port worth visiting and better than home. Although he has money, Will has always been a working man and never did well letting his hands go idle. He heard of a trading ship leaving Castille for what, to him at least, was a new land and following his Vow to his slain mentor and friend, departed.
Last edited by pirateking89 : 11-30-2012 at 05:38 AM.
I prefer to roll stuff in the OOC, just so that if I have to double post for stuff it's not interfering with the IC. Also means that I can roll dice first and then write my IC to fit the results; so lots of high numbers would result in a more dramatic and heroic post than lots of low numbers.
For example;
Three 10s on an attack roll and I'd go with something like...
Quote:
Amata's blade flickers out in a series of stikes that, as the blade catches the sun, almost makes it seem as if her opponent is being attacked with rays of sunlight
The 1s on the other hand...
Quote:
Amata's blade flickers out in a series of strikes; but between the lurching of the ship and her own weariness, the attack is distressingly underwhelming
That said, I've no problem with other people rolling in the IC; it's just something that I try and avoid.
[roll0] Wits: To sense out the officers.
[roll1] Wits: To spot the ship.
I may be adding +4 to one from a Glamour luck bonus (using my Glamour die to activate) if I feel like I need to. (It allows me to use it after I see the result)
What is the text command for rolling?
__________________
One of the saddest things in the world is for a story to begin, and then end before it's time.
Rest well and in peace Grampa.
Thanks to Teutonic Knight for letting me adopt my Pikeman Avatar.
With 7th Sea and this dice roller, you'll want to roll a few extra d10s for exploding dice. Also, most rolls have a different number of kept dice, so you will always want to use rollv so you can see which dice to keep and which explode.
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
(2d10)[2][1](3) Wits: To view ship. (2d10)[6][5](11) Wits: To sense out officers.
I'll use my Glamour to activate my luck bonus from Jeremiah Berek knack (2 time number of bought so a total of +4) if I feel that one of the rolls are significantly high enough to warrant a boost.
Oh and can we know the TN for the rolls?
__________________
One of the saddest things in the world is for a story to begin, and then end before it's time.
Rest well and in peace Grampa.
Thanks to Teutonic Knight for letting me adopt my Pikeman Avatar.
Since no one had a particularly grand roll, I'll just state openly that the two officers appear genuinely nervous about the prospect of pirates, but they aren't saying why. There weren't any smashing rolls for spotting the distant ship either, so I'll move on to describing the evolving scene.
Mechanics-wise, here's how I would like to see future dice rolls for my convenience:
Trait (x) + Knack (y) (+ advantage bonuses as applicable): [ rollv ] nd10 [ / rollv ] (where n = x + y)
Explodes: [ rollv ] md10 [ / rollv ] (where m is ~ half of n)