<hr/><br/><div class="floatright">(https://i.imgur.com/rMpVwQs.png)</div><span class="bbc_size" style="font-size: large;">Clair Blackrose</span><br/><br/><strong>Level:</strong>1<strong>Xp:</strong>0<br/><strong>Look:</strong>With Siren blood running through her veins, Clair grew up to be a hauntingly alluring woman. With sharp, distinguished facial features and a bewitching body of large, outward jutting breasts, a wide set of birthing hips and thick thighs and backside, many who knew her father doubted such a person could come out of that salty seadogs loins. Standing at around six feet with bare soles and storm grey eyes, adopting a commanding presence amongst her crew was nearly effortless. For garments, she dresses appropriately for her station as a corsair captain wanting to make a name for herself: Tight fitting trousers and heeled boots, a protective corset that attempts to tame her overly ample bust and a worn captain's coat and any hat she may manage to get her hands on (before it disappears to some escapade).<br/><br/><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>1</td></tr><tr><td><strong>Hit points:</strong></td><td>22</td></tr><tr><td><strong>Damage:</strong></td><td>d8</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>8</td><td>[-1]</td><td><strong>Dex:</strong></td><td>15</td><td>[+1]</td><td><strong>Con:</strong></td><td>13</td><td>[+1]</td></tr><tr><td><strong>Int:</strong></td><td>9</td><td>[+0]</td><td><strong>Wis:</strong></td><td>12</td><td>[+0]</td><td><strong>Cha:</strong></td><td>16</td><td>[+2]</td></tr></tbody></table><br/><hr/><strong>Alignment:</strong>Neutral - Increase your social position and personal influence<br/><strong>Bonds:</strong><br/><br/>I worry about the ability of __________ to survive in the dungeon.<br/><br/>I need something from __________, something important.<br/><br/>__________ got me involved in a questionable adventure and I’m<br/>having second thoughts about it now.<br/><br/>__________ obviously doesn’t trust me, and this needs to change.<br/><br/><br/><strong>Race:</strong><br/><span class="bbc_u"><strong>Equipment</strong></span>Load: 4/9<strong>Coin:</strong>0<br/><ul class="bbc_list"><li>Dungeon rations <em>(5 uses weigh 1)</em></li><li>Chainmail <em>(1 armour, 1 weight)</em></li><li>Rapier <em>(close, precise, 2 weight)</em></li><li>Dagger <em>(hand, 1 weight)</em><br/></li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/><br/><span class="bbc_u">Dance of Blades</span><br/>When you enter a fight against multiple foes, roll+DEX. On a 10+, hold 3 maneuvers. On a 7-9, hold 2. On a miss, hold 1 anyway, but your enemies already have you, in particular, at a disadvantage. Spend a hold to perform a maneuver that achieves one of the following results:<br/>•You create an advantage and you or an ally can take +1 forward for exploiting it.<br/>•You disengage from melee with one foe.<br/>•You immediately cross the distance between you and one foe it is possible for you to reach.<br/>•You throw off the effects of being stunned, confused, or enchanted.<br/><br/><span class="bbc_u">Hypnotic Allure</span><br/>When you are alone with an NPC and you fix your will upon them, roll+CHA. On a 10+, hold 2 over them. On a 7-9, hold 1. While you have a hold over them, they cannot act against you, except in self-defence. They can spend one of your hold by:<br/>•Doing something you tell them to do.<br/>•Fighting to protect you.<br/>•Giving you something you want.<br/><br/><strong>The Crew:</strong><br/><br/><span class="bbc_u">Loyal Crew</span><br/>You run a gang. They could be soldiers, pirates, thieves, or mercenaries, but they’re yours and you are their captain and commander. Your crew is a small-sized group (5-10 people), idealistic, cautious, intelligent, construct-and/or-magical and organized. In the normal course of operations, they obey your orders.  They have a ship.<br/>•Your crew fights for a cause. Add the idealistic tag and roll+CHA to command them. At your option, you may remove the cautious tag.<br/><br/><br/><span class="bbc_u">The Weight of Command</span><br/>When you issue commands to your crew during a charged<br/>situation, roll+CHA. On a 10+, your crew obeys you.<br/>On a 7-9, you have a problem to deal with first. Either they<br/>demand rewards, fight back, or try to back down until you make an<br/>example of one of them or convince them some other way. On a<br/>miss, either one of them makes a concerted effort to supplant you<br/>as leader or they fall prey to their drawbacks, GM’s choice.<br/><br/><br/><hr/><strong>Background:</strong>The daughter of a daring yet only moderately successful corsair, Clair Blackrose was raised on the deck of a pirate ship. She inhereted her father's love for seafaring, adventure and, when she was old enough, leaving a tavern and its beds more of a mess than when she found them. Thus, it was only natural that she follow her father's career path. A career path that led to a chance encounter with a hag of a fortune teller who revealed to her that the sea was in her blood--quite literally. Clair was the offspring of the Sirenfolk, a magical race of women bound to the sea, who used their bewitching bodies and alluring voices to doom sailors that came across their path.<br/><br/>While she struggled to believe it, her incredibly stacked figure and prediliction for sea shanties made it difficult to deny. So now she sails for answers; searching for her father at every port, looking for the truth and a taste of adventure (and certain body parts) along the way.