7th Sea: Changing Tides OOC (Closed)

Kinkerhell

Really Experienced
Joined
Nov 8, 2011
Posts
178
And here is the OOC thread for the 7th Sea game. This game is currently closed for Armphid, HookerBoots, ValiaSirnoca, and SwordsOfTheDane. Please, feel free to lurk and enjoy, even offer "comments from the audience." If you are interested in the game, PM me and I will let you know if a spot opens up, either for a major PC, a part-timer, or even the occasional villain!

Lady and gentlemen, feel free to start the backstory blitz and post characters.
 
Dance of the Spider

Here's the mechanics half of my character. Physical description, backstory, gear and background justifications and the like will be put up tomorrow after I get out of class.


Name: Luciana DiCarmina
Nationality: Vodacce
Age: 20
Eyes: Hazel
Hair: Dark Brown
Skin: Pale
Height: 5'4”
Hubris: Lecherous

Stats:
Brawn: 2
Resolve: 2
Finesse: 3
Wits: 2
Panache: 3

Sword School:
Cappuntina
Knacks:
Pin - *
Throw (Knife) - ****
Trick Shooting (Knife) - **
Exploit Weakness - *

Martial Skills:
Athlete
Footwork - ***
Climbing - **
Throwing - *
Sprinting - *
Knife
Attack - ***
Parry - ***
Throw - ****
Pistol
Attack- ***
Dirty Fighting
Attack - **
Throat Strike - *


Civil Skills
Courtesan
Jenny - ***
Dancing - ***
Acting - **
Poison - **
Sincerity - **
Seduction - ***
Conceal - **
Cold Read- **
Courtier
Dancing - ***
Etiquette - ***
Oratory - **
Fashion - *
Performer
Acting - **
Dancing - ***
Oratory - **
Singing - *
Sailor
Balance - ***
Climbing - **
Knotwork - *
Rigging - *
Swimming - *
Streetwise
Socializing - *
Street Navigation - *

Advantages:
Dangerous Beauty
Stunning Beauty
Left Handed
Scoundrel
Scarovese
Linguist
Connections II (1) – Vincenzo, Agent of Villanova's Hand
Connections II (2) – Genevieve, A Jenny in the Straits
Twisted Blade II
Poison Immunity: Witchflesh

Disadvantages:
Branded - Villanova
Dependent – Younger Sister (Diana)

Languages
Vodacce R/W
Montaigne R/W
Castillian R/W
Avalonian R/W

Backgrounds
Traitor II
Wanted II
Hunted II
Betrothed II (Future)

Gear
Pistol
Shot and Powder x20
Knives x 6
Throwing Knives x 24
Stiletto x 2
Clothing
Corset (For Special Occasions)
Fine Gown
Fine Gloves
Fine Heels
Fine Boots
Fine Suit
Cape
Hat
Thigh-High Boots
Corset (For Special Occasions involving bloodshed)
Riding Boots
Everyday outfits
Leather gloves
Silk Underthings
Poisons
Witchflesh x5
Godiva's tears x3
Woundwort x 2

The other 350g I picked up from traitor go to supporting my sister. And everyone can relax, traitor is a past/plot thing, not a judas background.
 
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And here's the mechanicals for mine.

Name: Simona de San Cristobal del Castillo (or Simona de Verdugo del Castillo, not that she’d use that name)
Nationality: Castillian
Age: 20
Eyes: Dark green
Hair: Black
Skin: Olive
Height: 5’ 6”
Hubris: Hot-headed

Sorcerous Heritage: Full-blooded El Fuego Adentro
Sorcery Knacks:
Feed **
Extinguish *
(S)Fire-starting **
(S)Flaming Blade **

Traits:
Brawn **
Finesse ***
Panache **
Resolve **
Wits **

Advantages:
Extended Family
Specialized: Jenny
Dangerous Beauty
Linguist
Syrneth Artifact – Green Bracelet
Gallegos Castillian Accent

Backgrounds:
Hunted ***
Crisis of Faith *

Languages:
Montaigne
Vodacce
Eisen

Flaws:
Phobia – rats **

Civil Skills:
Acrobat
-Balance **
- Footwork **
---Contortion***

Specialization: Jenny *

Performer
-Acting **
-Dancing **
-Oratory *
-Singing *

Martial Skills:
Athlete
-Climbing*
-Footwork **
-Sprinting *
-Throwing *
---Swimming *

Dirty Fighting
-Attack (Dirty Fighting) *

Firearms
-Attack (Firearms) **

Fencing
-Attack (Fencing) **
-Parry (Fencing) **

Monthly Income: 15G

Gear
Pistol
Powder + shot (20 each)
Fencing sword
Weapon belt
Leather gloves
Red fan
Plain “gypsy” dress
Fancy Dress
Plain boots
Linen undergarments
Plain cloak
Wide-brimmed hat
Veil
Vest
Extra flint
Needle sewing kit

Money left over: 25G 10c

Edit because I messed up my money - remember, kids, always hire an accountant you can trust!
 
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Enter the Pirate

Francois Du Paix
Origin: Montaigne
Age: 28
Hair: Brown
Eyes: Green
Height: 5'11"
Hubris: Overconfidant
Traits
Brawn **
Finesse***
Wits**
Resolve**
Panache***

Advantages
Linguist (past)
Languages:
Avalon (s/w) Castille (s/w) Eisen (s/w) Montaigne (s/w) Ussura (s/w) Vendel (s/w) Vodacce (s/w)
Contact 2 (present) Marquis La Rouse- Archaeologist
University
Treasure Map 2 (future)

Flaws
Animal Animosity (dogs)
Allergy (wine)

Backgrounds
Hunted 2 (skipped out on wedding)
Hunting 2 (seeking a former lover)

Skills
Boucher
Double Attack (knife/knife)***
Double Parry (knife/knife)***
Riposte **
Exploit Weakness (boucher)**
Knife
Attack (knife)*
Parry (knife)*
Dirty Fighting
Attack (dirty fighting)*

Criminal
Gambling*
Shadowing**
Stealth***
Acrobat
Balance***
Footwork***
Captain
Strategy**
Tactics**
-Bribery*
Courtier
Dancing*
Etiquette**
Fashion*
Oratory**
Perception***
Explorer
Balance***
Climbing**
First Aid*
Perception***
Research
Stealth***
Survival*
Tracking
Spy
Perception***
Stealth***
Shadowing**
Sailor
Balance***
Climbing**
Knotwork*
Perception***
Rigging*
Urchin
Stealth***
Street Navigation*
Survival*

Gear
Weapons
Knives x2
Stilettos x2
Weapon accessories
Belt Scabbard
Sheath, plain x4
Caltrops, bag x3
Apparel
Everyday clothing
Boots, Fine
Cloak, Fine
Gloves, Leather
Three-quarter Coat
Hat, Tricorn
Shoes, Fancy
Jacket, Fancy
Suit, Silk
Mask
Money belt
Misc.
Backpack
Bandages x12
Compass
Dice (wooden)
Lantern with 10 hours of oil.
Map/scroll tube x3
Rope 150’
Whetstone x2
Sextant
Telescope
Book, blank, 100 pages x4
Pen and 5 bottles of ink
Whistle
Consumables
Rum (bottle) x17
Mead (bottle) x10
Brandy (bottle) x3
Beer (small keg) x10
Wine, Fine (bottle) x5
Wine, Excellent (bottle) x2
Montaigne cigarettes (pack) X10
Pocket money: 59g 8c
 
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Walking away with only his pride; he will return with power to match

Richter Stroheim
Origin: Eisen
Age: 21
Hair: Sandy Blond
Eyes: Sapphire Blue
Height: 6'3"
Hubris: Rash

Traits
Brawn **
Finesse ***
Wits **
Resolve **
Panache ***


Advantages

Above Average Appearance
Freiburg Accent
Freiburg Heritage
Languages
- Avalonian (r/w)
- Castillian (r/w)
- Eisen (r/w)
- Montaigne (r/w)
- Ussuran (r/w)
- Vodacce (r/w)
Large
Noble
Membership: Swordsman's Guild

Flaws
Animal Animosity (cats)
Branded (Inquisition Brand between shoulderblades)

Backgrounds
Dispossessed III (Lands occupied by Vaticine priesthood, Bishop of Posen)
Exiled I (De facto banishment)
Nemesis II (Future)

Skills
Athlete
Climbing *
Footwork ***
Sprinting *
Throwing *

Command
Strategy *
Tactics *

Eisenfaust
Beat (Hvy Weapon) **
Bind (Panzerhand) *
Disarm (Panzerhand) **
Exploit Weakness (Eisenfaust) *

Firearms
Attack (Firearms) **

Guardsman
Bribery *
Grab *
Perception **
Socializing *

Heavy Weapon
Attack (Heavy Weapon) **
Parry (Heavy Weapon) *

Panzerhand
Attack (Panzerhand) **
Parry (Panzerhand) *

Pugilism
Attack (Pugilism) **
Footwork ***
Jab *

Riverboat Pilot
Balance ***
Knotwork *
Rigging *
River Navigation *

Scholar
History *
Mathematics *
Philosophy *
Research *

Gear
Weapons
Broadsword w/ basket hilt
Panzerhand
Knife
Pistol x2
Musket

Weapon Accessories
Plain Sheath (Broadsword)
Plain Sheath (Knife)
Holsters x2(Pistol)
Shoulder Harness (Musket)
Power flasks w/powder measure x2
Gunpoweder + Shot x20
Extra Flint x3

Apparel
Swordsman's Pin
Everyday clothing x2
Plain Boots
Fine Cloak
Leather Gloves
Linen Shirt x2
Fine Leather Belt
Vest
Moneybelt
Silk Undergarment x2
Silk Suit
Gentleman's jacket

Misc.
Backpack
Bandages x3
Belt Pouch
Blanket x2
Compass
Hatchet
Lantern w/2 hours of oil
Mess Kit
Razor
Rope (50')
Soap
Small Mirror
Sewing Needle w/10' Thread
Twine (50')
Whetstone
Telescope
Torches x6
Book, blank, 100 pages
Book of the Prophets (Eisen translation)
Leiber's Book (scholarly book)
Moral Philosophy (scholarly book)
A History of the Vaticine Church (scholarly book)
Victory with Honor (tactical manual)
Pen and 5 bottles of ink

Transportation
Niels, riding horse
Bit and Bridle
Horse Blanket
Saddle Blanket
War Saddle
Saddle Bags

Consumables
Salted Provisions (2 weeks)
Jerkey (2 weeks)
Good Beer (small kegx2)

Funds
Gold Coins worth 10 Guilder x50 (in Moneybelt)

Investment
Owner of The Rousing Drachen Inn on the border of Posen and Frieburg.

Pocket money
80g 52c
 
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The crew is set! Now all we need is a heading and a ship!

And how 'bout that? Montaigne and Vodacce appear to be the common languages
 
And a Ship to take them

Black Threnody
Captain: Francois Du Paix

Brawn****
Finesse****
Wits****
Resolve***
Panache******

Modification
Silk Sails
Concealed Gunports
Reinforced Mast

Flaw
Haunted 5
 
Good God, that's a abusive ship. I like it.

And Haunted too! Awesome!
 
Feiry Daughter of Sin

And here's Simona's backstory. It's kind of long. Crazily long, actually. So forgive me.

Appearance
Simona is average height, about 5'6" tall, with waist-length black hair and dark green eyes. She is hot-tempered, and not afraid to show it most of the time. She is small-waisted and lushly curved, and certainly not above using her attractiveness to get her way. She typically wears a simple dress that is brightly colored, almost like gypsy clothing, leather boots, a cloak, her weapons belt and a red fan tucked into her sleeve.

History
One of the earliest memories that Simona had was the sound of running feet on paving stones, and being bounced in her mother’s arms. She was only three, but she knew what was happening – mama was being chased by bad men.

Even as a toddler, Simona had been aware of the situation she and her mother were in. Mama was warm, and had a fire in her heart and soul that came from within; Theus had given her great gifts of beauty, magic, and a sweet-tempered daughter. That last was revealed as a fiction shortly before Simona turned three – she’d seen two shepherds enjoying each other’s company, and asked her mother why they would do something like that. It quickly came out that Theus hadn’t given mama her pretty daughter; a man had.

Simona knew that mama had been part of the church, working under Cardinal Verdugo for ‘special projects’, and even kept a picture of the esteemed man in a locket around her neck. It made perfect sense to Simona – of course a man had given her to mama, and that man must be the Cardinal himself! Perfect logic to a child’s mind. There was a moment of silent shock when Simona told her mother the conclusion she’d come to; instead of telling her little girl a kind lie, Carmencita Lopez de San Gustavo told her the truth. Yes, papa was the Cardinal, the most powerful man in the church. No, he wouldn’t be coming to visit soon – he had other, important things to do.

Disappointed, and more than a little disheartened by her mother’s insistence that Simona keep that knowledge to herself, Simona would make up stories in her head about how grand it would be when papa was done with his important things, and they could be a family.

Less than a season after learning of her parentage, Simona learned another, harder truth. One of the buildings near their home had caught on fire, the inn that was playing host to a small group of visiting members of the Inquisition. There would be deaths, certainly, if something wasn’t done. Carmencita put the fire out, without using one drop of water, and the town and the visitors stared as she walked away, her back ramrod straight and head held high.

That night, mama told Simona that people would be coming for her, and that to save herself, if they were caught, Simona should tell them that mama wasn’t really her mother – that she didn’t know who her mama was. She could remember the warmth of her mother, the scent of smoke and perfume that came from her, and the feel of her arms wrapped around her. And the words, spoken with the hopeless certainty of the march to the gallows.

When the bad men came, Simona clung to her mother as they ran, not knowing why they would want to chase them, why they were yelling and carrying swords and knives. Suddenly, mama stopped, setting the little girl down and telling her to run away, keep going.

Simona made it to a nearby alley to watch, and saw her mother lift her hands, tugging strands of flame from the braziers on the sides on the path. The fire seemed to weave into a long, sinuous form, and suddenly snapped into the shape of a large serpent made of flame, which turned and hissed at the pursuing group. They stopped, aghast for a moment, at this evidence of witchcraft. For her part, Simona was rapt, watching and feeling the call of that sinuous, dangerous fire.

As she watched, the men fought with the serpent, and some of them fell, never to rise again. But the serpent was growing smaller, and dimmer, and in a short time, it was clear that even the powerful magic couldn’t withstand the force of the Inquisition. A man swooped down next to Simona, grabbing her waist and clapping a hand over her mouth to muffle the cry of fear and surprise that came from her little mouth.

The man who saved her was El Vago, protecting the little girl from almost certain death, and the certain scar of watching the Church kill her mother. Keeping the little girl himself was impossible, but the entire town had felt the tension growing before the Inquisition appeared, bent on the destruction of the woman who had loved unwisely. He had made arrangements with a band of traveling performers, to leave the little girl in their care. It wouldn’t stop the Church’s hunt, but it would give them a devil of a time to complete it.

Once the little girl stopped crying constantly, she took to her new life remarkably well. She had natural talent with weapons, notably firearms, and received a pistol as a gift for her tenth birthday. She also had skills that quickly made her a valuable addition to the group. She was small, at least at first, and was easy to use to hide things in secret places. She was flexible, which got her acrobatic training, learning to keep her body bent in unnatural positions as how to move gracefully and without harming herself. And since she had a lot of natural talent as a dancer, she learned flamenco easily. Her new mama wouldn’t let her start doing most of the other forms of dance, notably zarabanda, until she was in her teens.

Her magic was also valuable to the troupe, though she tried desperately to keep it secret when the power first started. But it wasn’t long before people in the group were asking her to help them light fires in the rain, despite her protestations. The eye of the Inquisition was still looking for her, however, and every fire she lit was like a signal fire for them.

And the hunt for her was stronger than it had been for her mother; Cardinal Inquisitor Verdugo had been told of the identity of the witch arrested and convicted in San Gustavo, and that she’d had a child with her. No one would have guessed that the urbane churchman’s insistence that the girl be found and killed as a witch had any motive other than religious zeal.

It didn’t take long until the troupe of performers that Simona was traveling with was being hunted as well, and there was no good place to hide from the Church. They moved more frequently than they wanted to, and had to leave several towns almost as soon as they arrived. Finally, one of their extended family, a merchant in San Cristobal, told them what he knew. The Inquisition hated them for being performers, for making merry when they should be preparing for the 4th Prophet, yes. But they were being pursued for one reason. He pointed a shaking finger at Simona, his eyes averted. She had been declared a witch, anathema, and been sentenced to death.

Sure that it was some kind of misunderstanding, Simona told her family to go on ahead of her, saying that she would find a way to talk her father around. They left, bidding her a tearful goodbye, and she headed to the palace to talk to Cardinal Verdugo, advisor to His Majesty.

Before she could even reach the door, she was arrested, whatever power the sixteen-year-old girl could bring to bear stifled by shock and a firm blow to the back of her head. She woke up in the dungeons below the palace, chained to a wall in the dark. There was a soft step on the floor of the dungeon, and as her eyes adjusted to the dim light, she saw a familiar face, the face from mama’s locket, all those years ago.

Her mother was a witch and a liar, he said, one hand holding a slender knife causally. And so was she. No daughter of his, not with her unclean powers and sinful, wicked ways. The knife flashed, and in a trice Simona was naked, still confused about how things had gone so wrong, why her father was telling her these things.

Before she could get her bearings, unable to even cry out over the violation, Simona was being raped by her own father. When he was done, he proceeded to beat her for being a temptation and a witch. It happened again the next day, and the next, until the only difference between the days for her was how close the rats were willing to come to her feet. It was worst when they fed her, any crumbs that escaped drawing the rodents closer. The guards noted her fear, and took pleasure telling the Cardinal of it. Before long, the rats were used to help compel her to a confession, to convince her to abandon her lies and see the true light of the Prophets.

After weeks of rape and torture, Simona had almost given up hope. There would be one end to this – a confession, real or not, and burning, and she knew it. And indeed, one day, before Verdugo used her, he told her that the next sunrise would be her last. There was no fear, no panic, only resignation. At least it would be over.

That night, a stranger came – a man in purple, with a black hat and a white mask. She could only look with dull amazement as El Vago unchained her and thrust a set of plain clothing in her hands, telling her to put it on. As she covered her nakedness, El Vago walked her quickly through the palace by secret passages, telling her of a cart outside the gate of the palace that would take her to La Pasiega, where she could take a ship away from here.

There would be no peace for her in Castille, save the peace of the grave, if Verdugo had his way, the masked man explained. He helped her into the cart, where she was able to sleep, to eat more than stale bread for the first time in what seemed like an eternity.

She was able to get to La Pasiega, thanks to the intervention of El Vago, but once she got there, there was no where she could go without any money. So, since her dancing could only earn her so much, she supplemented her income by turning to prostitution. It took a while, every day filled with the fear of being discovered, but she finally got enough money to contact her family and leave Castille. They sent a package, her gun, some clothes, a blade, and their wishes for her happiness.

Simona bought passage to the Straights of Blood, and wound up in Bilgewater, performing on the streets during the days and working as the girl on the platform every third night at The Captain’s Daughter.
 
And if you thought hers was too long, wait until you see mine.

Which is what she said! Ha!

Appearance
Richter Stroheim is a tall man, towering over most men and women of Theah at 6'3" in height. He has a powerful build with broad shoulders and long, clean limbs. His face is handsome, with strong but clean features and bright blue eyes that seem endlessly deep. His hair is a straight sandy blond that falls just to the nape of his neck, kept washed and combed but loose, and he has long sideburns that go to just an inch or two above his jawline but otherwise keeps clean shaven. His skin is a pale cream color, in good condition save for a few scars on his upper arms and the ugly red brand of the Prophet's Cross over a flaming sword that sits between his shoulder blades.

He dresses in plain but very well made clothes most of the time, the few fine garments he has stay in his saddle bags and backpack. His trousers and vest are green, with a white linen shirt beneath. Only his cloak is clearly of great value and quality; heavily stitched, tightly woven, and even embroidered. He only wears the garment in inclement conditions but it stands out on those occasions when it is seen.

Richter is always armed when out in public, two pistols in his belt, his panzerhand on his left hand, and a thick bladed broadsword with a stout basket hilt within easy reach. His musket is on him when traveling but in town is usually kept at his lodgings. He keeps his knife at the small of his back beneath his vest.

History

Richter Stroheim has never known a life without war. Born just after the War of the Cross turned a decade old, he is one of a generation for whom peace is an unfamiliar and often uncomfortable dream. While his father Gerhardt von Stroheim was one of Pӧsen’s nobility, the family had been Objectionist for nearly two generations when the War of the Cross erupted. Gerhardt left his family behind on their lands to go south and become one of Stefano Wulf’s most trusted subordinates. He left his much younger wife Elde behind to tend to their lands, he was sure as any that the war would be over in a matter of months.

Both would often remember that thought with bitterness in the grueling years to come.

Though Richter’s first few years of life were on the family estate, as the war lengthened and grew more vicious, the family’s status as nobility no longer offered the protection it once had. Just before winter, when the campaigning would cease for a time and the only season when Gerhardt saw his family, the family was visited in the night by the Inquisition. The manor house was trashed and looted, and Elde and the children all beaten and branded with red irons; the symbol of the Inquisition burned into them. A message, their masked leader told them with a foreign twist to the Eisen words, for their father once he returned. They took Elde into another room from the children, the masked priest telling them that she would send a different message. It would be some years before Richter matured enough to understand exactly what the men did to his mother that day. Yet even unknowing, he heard her screams and learned what it was to hate.

Gerhardt and his troops arrived days later and moved the family to more secure city of Freiburg. Their life in the city was different and strange, but Richter quickly acclimated and learned the lessons the rough and oft besieged city had to teach. All but a few of the lessons were hard.

The baby died not long after the move, never recovering from her branding. Richter first killed a man at age eleven, a mugger who tried to steal the bread that the children were taking home to their mother. His younger brother succumbed to illness after a period of famine, as all their money could not buy food that didn’t exist. Richter’s only solace was study and practice; something that plenty of maimed soldiers and semi-retired swordsmen could provide for a price. After Stefano Wulf was murdered, Gerhardt fell beneath assassin’s knives and Elde died not long after the peace was settled, leaving the family’s last two hundred guilder to Richter, now an orphan.

Alone now, Richter rode back to the family’s lands with all that he possessed. The peace terms were meant to let Eisen rest from war and for those dispossessed to return home. Richter came back to his estate and found some of Gerhardt’s old friends, soldiers, and servants already there but with dire news; a messenger had arrived the morning before Richter’s arrival to inform them that the Bishop of Pӧsen would be coming in one week with his retinue and Church soldiers to take up residence. The message made it very clear what would happen to anyone found on the estate when they arrived.

Richter nearly killed his horse getting to Insel to demand that Eisenfürst Pӧsen perform her duty to him as her subject and protect his lands from the invasion; only to be refused even admittance to her presence. A noble with no dracheneisen to his name had nothing to offer Pӧsen when compared with the power and wealth of the Bishop and the Vaticine Church. The sneering nobleman who dealt with the young man did tell him that a small chunk of his family’s lands was now technically within the territory of Freiburg, so he was welcome to take what he could there.

Fleeing back to his estate, Richter and those in his father’s service who now considered him their lord stripped the manor house and grounds of all that they could be loaded into a cart quickly. Though he wanted to stay, wanted to fight, the effort would be doomed. He could only save and take what he could.

The little piece of land was not even a hundred yards square, a tenth of his family’s holdings. It was just within the bounds of Freiburg’s land a desolate stretch where anything that had been was gone; another casualty of the war. It was a tall hill and some surrounding rolling ground. As the rest of his small band of liegemen set up a camp, Richter took a lantern and went to walk about the bounds. He was on the far side of the hill from the others when the ground beneath his feet gave way and he fell into darkness.

Richter seemed to fall forever, though he landed with luck and was only jarred. The lantern survived and so it was that as he relit it and held it over his head, the light glittered back against him from walls of more than stone. How deep the tunnels and caves beneath the land went, he could not say, though he rashly explored more than was wise. Yet the more he explored, the more the wonder and excitement in his heart grew. There was iron here, and gems even, but there was far, far more. Dracheneisen; a thick vein that meant more wealth and power than he could imagine. Maybe enough to become an Eisenfürst himself!

Except that he had no money to mine it. Or have it forged. Or the power and forces to keep it from Pӧsen or Trӓgue’s hands. Here was the thing that could turn his fortune around, allow him to reclaim his lands, claim a destiny higher than one more war orphan…and he could do nothing with it. He blew out the lantern and in the dark, he raged.

He climbed back out of the dark hours later and by the time he re-emerged, meeting with his servants and guards who had been frantically searching, he had formed a plan. He left the guards behind and went on to Frieburg proper. He sold all but the most precious family heirlooms and went to find an architect and builders.

And so it was that construction began on a new inn that would be on at the base of a low hill, near the road from Freiburg to Pӧsen. Most of the assets he had been able to liquidate when into the inn, it’s provisioning, and it’s staff, their core being his own servants and guards. Coincidentally it just happened to be built so that it was over a small hole on one side of the hill; covered with a secret door in the cellar. During the construction, Richter went to the Swordsman Guild for testing and joined their ranks, wearing his new pin openly and with pride.

Richter stayed long enough to see The Rousing Drachen open for its first month and be sure that the proper agreements were made with the guards, the local merchants, the Jennies Guild, and all others to ensure the inn would run smoothly and without bother. Then one day at dawn, he loaded up his horse with all that remained of his fortune and his gear and rode away to an uncertain future.

He did not have what he needed to take back his family’s lands, or use the secret he had found under the hill to do anything more than bring more strife and battle to Eisen. Yet. He would go forth and grow in power, in wealth, and in allies, and then he would come back. And woe be to those who choose to stand in his way when he did.
 
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Appearance
Francois Du Paix is on the taller end of standard, though taller than most men of Montaigne. He has straight dark brown hair that if he arranges it right can cover his ears, but it otherwise is about four inches long. His eyes are jade green. He has alluring features but is not overtly handsome. He has a a slight, agile build. He's fair skinned with a sea captains tint to it.
 
This is just an appearance for now, so that everyone can see what I've got in my head. I'll post her backstory later, once I've got it fine-tuned. I apologize for being so late with that. Law School is wreaking havoc on my available time and brainpower.

Luciana:

Luciana is young, only twenty years old, and she looks every bit the Vodacce native. Her hair is so dark as to be almost black, and curls very gently. It falls to mid-back on her, and usually hangs free to frame a pleasant, rounded face with a small, pert nose and large hazel eyes. Her mouth looks like it smiles a lot, and when she does smile, she has dimples. Her chin is delicate, almost too small for her face, but it just serves to make her look a little younger than she is.

Luciana's neck is long and slender, and her skin is normally very pale, but with the beginnings of a tan since she came to Bilgewater. Her shoulders are narrow and her breasts high and full and round. She has the slightly underfed look of someone who's living on lean rations, so her stomach is flat and her waist small, but she has noticeable hips and a pleasingly rounded backside. Her legs are a dancer's legs, smooth with lean, springy muscle, and her feet are small and her hands are fine boned and dextrous, almost delicate looking. When she speaks, her voice is high and sweet, with a glissando laugh that she lets out often.

She is rarely without a corset, and it must be one of fairly fine quality, since it always seems to have the rigidity that only comes with metal boning.
 
So, it appears to be time to clarify a few rules points here, for ease of use.

1. Drama dice.

We're running a bit of a rules hack here. Normally, you get XP equal to your unspent drama dice when XP is given. Sadly, this encourages players to hoard them rather than engage in unmitigated awesome by using thm. That's contrary to the spirit of the game. Instead, you get XP for SPENT drama dice, up to the party's highest stat. Past that, you get nothing, but you lose nothing by spending either way.

2. You can run to Africa.

7th Sea doesn't have movement rules if you aren't changing elevation. Ergo, on a flat plane, you can get as far as you need in a single action. Remember that.

3. There's ALWAYS a chandelier.

Valia and Swords have already taken advantage of this. Basically, this rule means that for the purposes of drama and coolness, any small object or set piece is available as you need it, within reason. If you're in the middle of a forest, there won't be a chandelier (usually) but there may be a vine, a rope, a creeper, etc. Francois' rose, the second barrage from Galicia's guns, the dying Jenny, and so on are examples. The rule comes from the idea that "If you want to swing on a chandelier in battle, there is always a chandelier somewhere."
 
Ok, initiative stands like this:

1: No one.
2: Richter
3: Francois, then Richter
4: No one.
5: No one.
6: Simona, then Henchman A
7: Francois, then Brute Squad A
8: Luciana, Francois, then Brute Squad A
9: Luciana, Simona, then Richter
10: Luciana.

I bet it doesn't make it past 6.

Drama Dice:

Armphid: One for spectacular use of the Chandelier rule as applied to a cart.
Swords: One for excessive and appropriate use of smarminess with that rose.
Hook: One for making me actually wince at Simona's "Hunted long enough."
Valia: One for making the description of Diana so brutal it stopped a player for a moment.

For future reference, any player may "nominate" another for a drama die. Any other player may second the nomination, at which point the GM will gladly give one out.
 
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Edited initiative order:

1: No one
2: Richter
3: Francois, then Richter
4: No one
5: No one
6: Simona
7: Francois, Henchman C
8: Luciana, Francois
9: Luciana, Simona, then Richter
10: Luciana

We are now in narrative time.
 
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So here's the roll of Richter's latest attack, as I cannot curently math it out in YIM but wish to be transparent.

Richter's Attack is 5k3, taking 2 raises. He wants this guy dead or out of the picture. I believe the Henchmen have a TN of 15, which makes this a twenty five.

Roll 5: 8, 7, 10, 4, 2. Reroll the 10, comes up a 3.

Total: 8 + 7 + 13 = 28

If this hits, damage is 2 Brawn, 3k2 broad sword, 2 from Raises, 1 from Large Advantage for: 8k2

Roll: 4, 4, 6, 7, 10, 1, 6, 8. 10 rerolls and adds 8 for 18.

Wounds taken by Henchman: 26.

Please let me know if that would not be enough for the action I described in my post and I will edit. :) I am, just as a note, totally loving this thread so far.
 
Wow, this is a fucking travesty. My guys are getting SHITCANNED. Init has been updated.
 
I feel that this may end up with an overcompensation of badguy power for a bit. I'd also like to nominate Luciana for her dance.
 
I second the nomination of Luci for the dance. I'd also like to nominate Hook for Simona's "Buesas dias, senors. Have you come to watch me dance?" It brings a vicious smile to my face every time I read it.
 
Oh, so confirmed!

I hereby nominate Richter for his witticisms directly post-henchman killing, and Simona again, for "hating to be disappointed."
 
I second Richter and his sassy Eisen mouth. And thank you both for the Drama Dice :)
 
Just as a point of order, do we need to re-roll Initiative now or are we out of combat enough to be in less strict timing of posts?
 
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