7th Sea - Flashing Blades - Character thread
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		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Human Small Groups =&gt; Topic started by: HairyHeretic on 30-03-2017, 02:52:17</h2>
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				Title: <strong>7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>30-03-2017, 02:52:17</strong>
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				For completed characters
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				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>evilnerf</strong> on <strong>30-03-2017, 02:59:22</strong>
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				<div class="floatright">(https://heroineimages.files.wordpress.com/2014/07/highlander2.jpg)</div><em><span style="font-size: 14pt;" class="bbc_size"><strong>Iron Kate Nic Dowell</strong></span></em><br><strong>TRAITS</strong><br>Brawn&nbsp;&nbsp;&nbsp;3<br>Finesse&nbsp;&nbsp;&nbsp;3<br>Resolve&nbsp;&nbsp;&nbsp;3<br>Wits&nbsp;&nbsp;&nbsp;2<br>Panache&nbsp;&nbsp;&nbsp;2<br><strong>SKILLS</strong><br>Aim&nbsp;&nbsp;&nbsp;1<br>Athletics&nbsp;&nbsp;&nbsp;1<br>Brawl&nbsp;&nbsp;&nbsp;2<br>Convince&nbsp;&nbsp;&nbsp;2<br>Empathy&nbsp;&nbsp;&nbsp;1<br>Intimidate&nbsp;&nbsp;&nbsp;1<br>Notice&nbsp;&nbsp;&nbsp;3<br>Perform&nbsp;&nbsp;&nbsp;1<br>Ride&nbsp;&nbsp;&nbsp;1<br>Sailing&nbsp;&nbsp;&nbsp;3<br>Warfare&nbsp;&nbsp;&nbsp;1<br>Weaponry&nbsp;&nbsp;&nbsp;3<br><br><strong>HOMELAND</strong><br>Highland Marches, Clan Dubhghaill <br><br><strong>BACKGROUNDS</strong><br>Seanchaidh (Warrior-Poet)<br>Quirk: Earn a Hero Point when you enforce the ancient laws of your people.<br>Ship Captain<br>Quirk: Earn a Hero Point when you’re the last one in your crew to safety.<br><br><strong>QUALITIES</strong><br>MARRIED TO THE SEA<br>You have access to a Ship. If you and your allies already have access to a Ship, your Ship gains an additional Background. See the Sailing chapter for<br>more information.<br><br>LEADERSHIP<br>Spend a Hero Point to inspire a group to action. The group must be able to hear you, but if they can and they are of neutral or better disposition, they will do whatever you command so long as it is reasonable— they are unlikely to all throw themselves off a bridge to certain death, for example.<br><br>RIOT BREAKER<br>You’re used to your opponents coming in double digits. When you take Wounds from a Brute Squad, subtract your Resolve from the Wounds.&nbsp; The remainder is how many Wounds you take, to a minimum of 1 Wound.<br><br>LINGUIST<br>You speak, read, and write all Théan languages. Even the dead ones.<br><br>SEA LEGS<br>While aboard a ship, treacherous footing never affects you. You gain 1 Bonus Die on any physical Risk while aboard a ship at sea—engaging in a sword fight on a pitching ship deck, or climbing through the rigging during a storm.<br><br>DUELIST ACADEMY&nbsp; <br>Style Bonus: Drexel Stances<br>When you wield a heavy weapon in two hands, you can choose a Stance:<br>• Bittner Stance (Forward): Maneuvers that prevent Wounds prevent additional Wounds equal to your Resolve, but you cannot perform the Slash Maneuver—although you can still spend Raises on your Action to deal Wounds as a non-Duelist would.<br>• Metzger Stance (Back): You take all Actions as if you had additional Raises equal to your Wits. These additional Raises are only for when you take your Actions, and cannot be spent. However, you cannot perform the <br>Parry Maneuver—although you can still spend Raises on your Action to prevent Wounds as a non-Duelist would.<br>• Gerbeck Stance (High): Maneuvers that deal Wounds deal 1 additional Wound, but you take all Actions as if you had 1 fewer Raise (minimum 1).&nbsp; You select your Stance at the beginning of each Round. If you wish to change your Stance during a Round, you must spend 1 Raise to do so.<br><br><strong>ARCANA</strong><br>Virtue: Commanding<br>Activate your Virtue. The GM gives a Hero Point to all other Heroes in this Scene.<br>Hubris: Relentless<br>You receive a Hero Point when you refuse to leave well enough alone or quit while you’re ahead, and it gets you into trouble.<br><br><strong>ACTIVE STORY</strong><br>Make it Official<br>Goal - To Earn a Letter of Marque<br>First steps - Find a government official willing to offer a letter of Marque<br>Reward: Letter of Marque<br><br><strong>OTHER STORIES</strong><br>Revenge is a Life Best Lived<br>Goal - Reclaim her family seat on her own terms, and with a wife by her side.<br>First steps - Find a wife<br>Reward - Signature Item: Dubhghaill Claymore<br><br>Satisfaction<br>Goal - To beat up Angus Terwillger again.<br>First steps - Find where Angus Terwillger is holed up. <br>Reward: Brawl Rank 3<br><br><strong>DESCRIPTION</strong><br>A tall, imposing woman with brown hair.&nbsp; She's well-muscled and big boned.&nbsp; She shaves a side part of her hair regularly, and the rest of the hair is usually braided in some fashion to keep out of the way.&nbsp; &nbsp;She continues to wear her family tartan colors of Blue, Purple and silver.&nbsp; She lovingly keeps the tartan in good condition, knowing that if she were to lose it, she would probably be unable to get another.&nbsp; The picture represents what she usually wears, and the weapon she wields but she's a bit taller then that woman, and has a shaved left side part on her head.&nbsp; &nbsp;She wears Woad paint into battle, but otherwise is clear skinned. <br><br><strong>HISTORY</strong><br>Born to a small but prestigious clan in the Highlands, her family protected the coast of Avalon for generations. She grew up as the only girl with a half dozen brothers.&nbsp; She never got along with them, and had to learn how to sword fight to compete for her father's attention.&nbsp; When she came of age, it was made clear that she would be expected to marry for the sake of a political alliance.&nbsp; She chaffed at it constantly, and the final straw came when she beat a prospective suitor to a pulp when he entered her chambers after sun fall.&nbsp; <br><br>She left the next day, knowing that she would not be able to find happiness here.&nbsp; She stole the family's prized ship, the Black Dog, and set forth to sea in search of adventure, and to find someone to share her life with, however, pride demands that one day she returns home and take her rightful place, but only on her own terms.<br><br><div class="floatright">(https://images.fineartamerica.com/images-medium-large/-a-brigantine-in-full-sail-in-dartmouth-harbour-thomas-luny.jpg)</div><strong><em><span style="font-size: 14pt;" class="bbc_size">The Black Dog</span></em></strong><br>A Brigantine vessel of Avalon origins, it was purchased by the McDowell clan from a shady Avalonian shipwright.&nbsp; It was to be the prize of the small flotilla of the Clan... at least until Iron Kate stole the ship in the dead of night.&nbsp; She's been making payments to her family ever since, aloting a portion of all treasure stolen or earned in the hopes of appeasing them in the long run, but she knows if she were to return home with anything less then resplendent glory, it would be stripped of her and given to one of her brothers.&nbsp; The ship's masthead is a mysterious beast (https://upload.wikimedia.org/wikipedia/commons/thumb/d/d7/Pictish_Beast.svg/220px-Pictish_Beast.svg.png).<br><strong>Type:</strong> Brigantine<br><strong>History:</strong> Avalon<br><strong>Ship Background:</strong> Pirate hunter, Your Ship was once used to hunt pirates. When your Crew rolls dice against pirates, their 10’s Explode.<br><strong>Crew:</strong>&nbsp; Iron Kate, Captain.<br>
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				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>30-03-2017, 04:25:03</strong>
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				<strong>Marsilia</strong>, Vodacce Roof-runner<br><br><div class="floatright">(http://i65.tinypic.com/10oikyb.jpg)</div><br>Brawn 2<br>Finesse 4<br>Resolve 2<br>Wits 3<br>Panache 2<br><br>CRIMINAL<br>You break unjust laws to achieve what you believe is the greater good.<br><br>Quirk<br>Earn a Hero Point when you break the law in the pursuit of a noble endeavor.<br><br>ORPHAN<br>You lost your parents at a young age and have been forced to look out for yourself.<br><br>Quirk<br>Earn a Hero Point when you put yourself in danger to ensure someone else doesn’t have to be alone.<br><br><span class="bbc_u"><strong>Advantages</strong></span><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Able Drinker</div><div class="spoiler_body">Alcohol never adversely affects you, no matter how much you drink. </div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Brush Pass</div><div class="spoiler_body">Spend a Hero Point to pick a pocket, steal a ring from another character’s finger, or plant a small hand-held item on another character without him noticing.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Camaraderie</div><div class="spoiler_body">Whenever you spend a Hero Point to aid an ally, they gain four dice instead of three.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Come Hither</div><div class="spoiler_body">Spend a Hero Point to lure another character into a private room and later leave said private room without him, removing him from the scene. He may be rescued after you’re long gone.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Poison Immunity</div><div class="spoiler_body"> (1 pt for Vodacce) Poison never affects you, aside from some potential mild discomfort. If the poison would ordinarily kill you, it might cause you only to vomit instead, but there are no additional effects.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Reckless Takedown</div><div class="spoiler_body">Spend a Hero Point to immediately defeat a single Brute Squad, regardless of its Strength. You immediately take 1 Dramatic Wound.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Small</div><div class="spoiler_body">You are smaller than the average Théan. Much smaller. If your small size makes a Risk easier—using Hide to squeeze into a tiny space and escape a guard patrol, or using Athletics to slip between the bars of a jail cell—gain 1 Bonus Die.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Streetwise</div><div class="spoiler_body">You can spend a Hero Point to locate a fixer, an information broker, a black market, or a similar underworld figure.</div></div><br><span class="bbc_u"><strong>Skills</strong></span><br>Aim 1<br>Athletics 3<br>Brawl 2<br>Empathy 2<br>Hide 2<br>Intimidate 2<br>Notice 2<br>Tempt 2<br>Theft 3<br>Weaponry 1<br><br><span class="bbc_u"><strong>Arcana</strong></span><br>The Beggar (Virtue: Insightful)<br>Activate your Virtue to discover a Brute Squad’s type, or to know a Villain’s Rank and Advantages.<br><br>The Fool (Hubris: Curious)<br>You receive a Hero Point when you investigate something unusual, especially if it looks dangerous.<br><br><span class="bbc_u"><strong>Story</strong></span><br>2-step //&nbsp; "Trust"<br>Start: Marci gets in over her head and has to fight her way to safety.<br>End: Faced with the consequences of her own impulsive pride, she seeks training from her compatriots.<br>Reward: Weaponry 2<br><br><strong>History</strong><br>Ask Marsilia to tell you of her past, and she will grin and give you a story that may or may not contain the truth.&nbsp; She seems to consider it a game to keep others guessing or misinformed about who she is, where she is from, what she has done.&nbsp; A few things are quite certain: she is Vodacce, and proud of it.&nbsp; She is (technically) Vaticine because she is Vodacce, but does not seem to care for the current tone of Church policy, nor does she seem to mind Objectionists.&nbsp; It may be that she does not understand the complexities.&nbsp; More likely that she simply does not care.&nbsp; She is definitely lowborn, having no family name to go by.&nbsp; She claims to be an orphan, but in the same breath will talk about all her aunts and uncles and cousins.<br><br>She's also a thief (cheerfully admitted), an avid pursuer of beautiful women, and an equal-opportunity pain in the rear wherever she may go.&nbsp; And for whatever reason, she really has no desire to return to Vodacce if she can possibly avoid it.<br><br>A riddle clad in a jest wrapped in an enigma and scampering off to gaze lustfully at the decolletage of someone's nubile stepdaughter, that's Marsi in a nutshell.
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				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>01-04-2017, 02:51:16</strong>
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				<div class="floatleft">(https://s-media-cache-ak0.pinimg.com/564x/d3/bf/b8/d3bfb808a83b1745fdbeee401de7ff0f.jpg)</div><br>Juliana Ines de Tomas del Rioja (https://www.myth-weavers.com/sheet.html#id=1158110)<br><br><strong>Personality</strong>: Juliana is a charismatic, out-going woman who loves a good drink, a good story and a warm body to share her bed with.&nbsp; She is often accused of being overly-dramatic, but that is part of her charm, and even when she is deep in the throes of a romantic flourish or emotional melodrama, she keep her tongue lodged firmly in her cheek.&nbsp; She adores theatrics on and off the battlefield, knowing that a cape flourish or flashy bit of footwork can easily throw one's opponent off their guard.&nbsp; Behind the smile and razzle-dazzle lies the heart and soul of a poet, who feels too deeply and suffers from a monumental wound.&nbsp; There are times her laughter and energy seem frenetic, even desperate, as if she uses them to stave off the well of darkness that threatens to swallow her whole.<br><br><strong>Background</strong>:&nbsp; Juliana was fortunate to have been born in Castille, where her love of warfare was fostered and nurtured.&nbsp; Her father Tomas was a renown commander in the army, known for his skill with both musket and sword, who had led his men into many dazzling victories.&nbsp; Juliana's desire to join the army, as soon as she was old enough to hold a sword, was seen as her being a chip off the old block and her father did everything he could to help her become a skilled swordswoman and musketeer.<br><br>She was the only girl, with three older brothers who flip-flopped between defending her and despising her.&nbsp; Two of them were also in the army, and the eldest was a priest.&nbsp; He and her mother were Juliana's saving grace as she grew into a woman and discovered a romantic soul hidden within her armor.&nbsp; They encouraged her to embrace both aspects of herself, noting that a poet could write just as easily after a battle as a warrior could fight after composing a sonnet.&nbsp; The ugliness of the battlefield was tempered by the beauty that Juliana found in he shape of clouds, the shine of sunlight off of water and even the rich ruby of arterial spray.<br><br>When she was in her early twenties, she met and fell madly in love with a baker.&nbsp; He replaced her mother and brother as her soft place to land, and the two were wildly happy.&nbsp; They had plans to have children, which would mean that Juliana would have to retire from the military, but she had found a new passion.&nbsp; Then, three years after they were married, she received word during a battle that her husband, Alonso, had fallen gravely ill and was not expected to survive.&nbsp; Juliana didn't think, she gathered what she would need for the trip and climbed atop her horse, deserting her regiment in the middle of the night.<br><br>She arrived in time to spend Alonso's last hours with him, holding his hand and praying for a miracle.&nbsp; Her brother, Sebastian, the priest, stayed with her the whole time and held her as she wept when her love finally moved on.&nbsp; Her grief was further compounded by her punishment from the army, the disgrace it brought herself and her family, and the branding of cowardice that she suffered under as a result of deserting.&nbsp; Her father disowned her, and the only members of her family who would speak to her were her mother and brother.&nbsp; Her visits with her mother had to be brief and secretive, for fear of her father finding out, and she grew more and more depressed by the vicious whispers and icy glares she received anytime she was in public.<br><br>Finally, unable to take it any longer, she left Castille in search of the means to reclaim her father's respect, her family's honor, her reputation and true love.<div class="floatright">(https://s-media-cache-ak0.pinimg.com/564x/a0/ce/c7/a0cec70966b92bfcdf8c6f34620d7b79.jpg)</div><br><strong>Stories</strong>:<br><br><em>Join Knights of the Rose &amp; Cross</em><br><ul class="bbc_list"><li>Locate a member of KR&amp;C to begin service</li><li>Find benefactors to garner favor with the Knights</li><li>Complete quests set by the Knights</li><li>Devote myself to justice, righting wrongs and protecting the helpless</li><li>Become a full member of the Knights</li></ul><em>Reclaim my Honor</em><br><ul class="bbc_list"><li>Prove my merit in battle</li><li>Stand fast in defense of another's life</li><li>Become renown for my heroism</li><li>Return to Castille vindicated and hailed a hero</li></ul><br><em>Find True Love Again</em><br><br><ul class="bbc_list"><li>Heal the wounds that linger from my husband's death</li><li>Find anther who moves me as deeply as he once did</li><li>Fall in love</li><li>live the rest of my days with the person I love</li></ul>
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				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>Crash</strong> on <strong>01-04-2017, 19:21:29</strong>
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				<div class="floatright">(https://elliquiy.com/elluiki/images/7/71/Bruna.jpg)</div><strong>Bruna Lang</strong> (Eisen Monster Hunter)<br>&nbsp;<br>Brawn 3<br>Finesse 2<br>Resolve 4<br>Wits 2<br>Panache 2<br>&nbsp;<br>FARMKID<br>You were raised on a small farm, working to survive, and have never know the life of adventure.<br>&nbsp;<br>Quirk<br>Earn a Hero Point when you solve a complex problem in a simple, tried and true method from back on the farm.<br>&nbsp;<br>UNGETUMJAGER (Monster Hunter)<br>You know there are unnatural creatures stalking your homeland, and you have sworn to destroy them.<br>&nbsp;<br>Quirk<br>Earn a Hero Point when you choose to hunt down an inhuman creature so it will never hurt anyone again.<br>&nbsp;<br><span class="bbc_u"><strong>Advantages</strong></span><br><br><em>Legendary Trait – Brawn (Farmkid)</em> - Whenever I roll a Risk using Brawn, I remove one die from your pool before you roll. That die is always considered to roll a 10. If your 10s explode, your free Legendary Trait 10 explodes as well.<br><br><em>Survivalist (Farmkid)</em> - If you are in the wilderness, you can forage or hunt and find enough food for yourself and up to five other people. Under extreme circumstances—lost in the middle of a desert, or abandoned in the Ussuran tundra, for example—you find enough food for yourself and up to two other people.<br><br><em>I Won’t Die Here (MH)</em> - Spend a Hero Point to ignore all negative effects from Dramatic Wounds for the round—the Villain does not gain Bonus Dice if you have 2 Dramatic Wounds, and you do not become Helpless at 4 Dramatic Wounds.<br><br><em>Indomitable Will (MH)</em> - After another character attempts to intimidate, seduce, or otherwise goad you, spend a Hero Point to automatically resist.<br><br><em>Sorcery Hexenwerk</em> - One major unguent and two minor unguents<br><br><em>Boxer</em> - You gain 1 Bonus Die when you make a Brawling Risk to punch, kick, headbutt or otherwise injure another character using nothing but your own body.<br>&nbsp;<br><span class="bbc_u"><strong>Skills</strong></span><br>Aim 1<br>Athletics 2<br>Brawl 3 (reroll any single die when you take a Risk using Brawl)<br>Convince 2<br>Empathy 1<br>Hide 1<br>Intimidate 2<br>Notice 3<br>Perform 1<br>Ride 1<br>Weaponry 3 (reroll any single die when you take a Risk using Weaponry)<br><br><strong>Languages:</strong> Old Thean, Eisen<br>&nbsp;<br>The War (<strong>Virtue: Victorious</strong>)<br>Activate your Virtue the first time you Wound a villain during a fight to make her take dramatic wound in addition to the wounds you normally did.<br>&nbsp;<br>The Wheel (<strong>Hubris: Unfortunate</strong>)<br>You receive 2 Hero Points when you choose to fail an important risk before rolling.<br><br><strong>Weapons:</strong> Broadsword, Panzerhand, Pistol, Bow<br><br><strong>Sorcery:</strong> <br><br><em>Major Unguent</em> - <strong>Spectral Prison</strong><br>Moss from a tombstone or mausoleum, boiled and dissolved, mixed with salt and bone meal into a thick, gooey paste. Draw a closed circle, square, pentagram, or similar shape with this Unguent. As long as the shape remains intact and closed, no undead Monster can cross the shape or affect any creature on the other side of the line. The Monster can take other actions as normal—such as making a social Risk if it is capable of speech or shooting a gun if it knows how to do so—but no supernatural effects can cross the line. The Monster itself cannot break the line (by throwing a normal item over it, by breaking the surface the line is drawn upon, etc.), but it may be able to convince someone else to break it.<br><br><em>Minor Unguent</em> - <strong>Reaper's Poison</strong><br>A caustic blend of natural poisons sprinkled with shavings of pure silver. When you attack the undead using a flask of Reaper’s Poison, spend Raises as normal to inflict Wounds. If the Monster takes at least 1 Wound, it is inflicted with Reaper’s Poison, causing 1 Wound every time it takes an action until the end of the Round. These Wounds cannot be cancelled.<br><br><em>Minor Unguent</em> - <strong>Summer's Smile</strong><br>A poultice brewed from water from a fast-flowing stream and sickeningly sweet herbs. When applied to a Dramatic Wound caused by an undead Monster, the Dramatic Wound is healed at the end of the Scene.<br>&nbsp;<br><strong>Stories:</strong> <br><br><em>My Grandfather's Lost Amulet</em> - <strong>ACTIVE</strong><br><br>1 - Reach the last known location of my grandfather, Stefon Lang<br>2 - <br>3 - <br><br>Reward for story completing - My Grandfather's Dracheneisen Amulet<br><br><em>Unaussprechlichen Kulten</em><br><br>1) Find the blasphemous tome in the abandoned lair of an evil Hexen that has moved to Lock-Horn forest.<br><br>Reward for story completion - Scholarship 1 (Monsters and Cults if specifics are needed)<br><br><em>Formal training in Brutality</em><br><br>1) Get defeated in a duel by a noble because I lack experience.<br>2)<br>3)<br>4)<br>5)<br><br>Reward for story completion - Dueling Style (Eisenfaust)<br>
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				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>Muse</strong> on <strong>01-04-2017, 22:00:46</strong>
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				<strong>Geneviève deValrouxe duPaixe</strong>: Sorceress and Rogue Scholar, Daddy's Little Girl<br><div class="floatright">(https://elliquiy.com/elluiki/images/4/48/1456403247645.jpg)</div><br>Brawn&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<br>Finesse&nbsp;&nbsp;&nbsp;3<br>Resolve &nbsp;&nbsp;&nbsp;2<br>Wits&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4<br>Panache&nbsp; &nbsp;&nbsp;&nbsp;2<br><br><strong>Backgrounds</strong><br>ARCHÆOLOGIST: <br>You study Syrneth ruins and explore the lost parts of Terra.<br>Quirk: Earn a Hero Point when you turn an artifact of value over to a university, museum, or a publicly displayed site.<br><br>SORCIER PORTÉ<br>You have mastered the art of Porté, the magical opening of doorways.<br>Quirk: Earn a Hero Point when you close a Blessure that a Villain ripped open.<br><br><br><span class="bbc_u"><strong>Advantages</strong></span><br>DUelist accademy<br>Eagle Eyees<br>Signature Item<br>Socery (Porte) x2<br>Time Sense<br><br><span class="bbc_u"><strong>Skills</strong></span><br>Athletics&nbsp;&nbsp;&nbsp;3<br>Convince&nbsp;&nbsp;&nbsp;1<br>Empathy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<br>Hide&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br>Notice&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br>Perform&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br>Ride&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br>Sail&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br>Scholarship&nbsp;&nbsp;&nbsp;3<br>Tempt&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br>Theft&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br>Weaponry&nbsp;&nbsp;&nbsp;3<br><br><span class="bbc_u"><strong>Arcana</strong></span><br><br><br><span class="bbc_u"><strong>Story</strong></span><br>--Rematch with Umberto deAmarillo deZepeda deCastile<br><br><br><span class="bbc_u"><strong>Backgroudn</strong></span><br>&nbsp;&nbsp;&nbsp;For as long as Genevieve can remember, her life has been a whirlwind of adventure, and her father--Gerard de Valroux du Paixe--was her guide on the magic carpet ride.&nbsp; <br><br>&nbsp;&nbsp;&nbsp;Gerard taught Genevieve all he could, and the young girl learned quickly.&nbsp; How to fight--including in the family's fencing style--athletic daring do, courtly etiquette, and archaeology--even how to woo a woman.<br><br>&nbsp;&nbsp;&nbsp;Shortly after Genevieve's 17th birthday, her father left on a long expedition, leaving Genevieve with the money she would need for her own first expedition.&nbsp; What thrilled the girl beyond all measure and secretly terrified her was that her father also left her his lucky hat.&nbsp; <br><br>&nbsp;&nbsp;&nbsp;Genevieve hired a boat and a crew and lead an expedition to one of the Isles of Syrine--Black Rock Isle.&nbsp; She made many magnificent discoveries there, but before she could return home with the book she intended to publish, Umberto de Amarillo arrived with a crew of hoodlums and seized the sight.&nbsp; <br><br>&nbsp;&nbsp;&nbsp;Genevieve challenged the Castilian by playing on his pride, and it was agreed they would duel to third blood with the looser abandoning the site.&nbsp; <br><br>&nbsp;&nbsp;&nbsp;Rather than draw his blade the Castilian revealed to her his strongest weapon--the Whip!&nbsp; He left her with her blouse and jacket in tatters, and only three of seven lash marks deep enough to draw blood.&nbsp; Quivering in pleasure and pain, seething in fury, Genevieve quit the field and returned to Montaigne with Iron Kate.&nbsp; The only thing she had to show for her expedition was a curious fan her cabin girl had slipped out in her bodice.&nbsp; <br><br>&nbsp;&nbsp;&nbsp;Current motivations: <br>&nbsp;&nbsp;&nbsp;A.&nbsp; Find the treasure lost in the forest and use her share to finance her next archaeological expedition.&nbsp; <br>&nbsp;&nbsp;&nbsp;B.&nbsp; Train hard for the rematch with Umberto.&nbsp; <br>C. Avoid Aunt Evelyn—the matchmaker!
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			<dt class="postheader">
				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>29-04-2017, 03:19:50</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://elliquiy.com/elluiki/images/4/4f/A099c61e24428cfee4fee43167068f37.jpg)</div>Character: Imriel nó Montrève<br>Concept: Musketeer<br>Nation: Montaigne<br>Religion: Technically Vaticine, but not really practicing<br>Reputations: <br>Wealth: <br><br><strong>Backgrounds: </strong><br>La Souris Du Marche<br>Quirk: Earn a Hero Point when you choose to share your ill-gotten gains with someone else, because she needs it more than you do.<br><br>Mousquetaire<br>Earn a Hero Point when you take a serious injury to protect your comrades or King<br><br><strong>Traits</strong><br>Brawn 2<br>Finesse 4<br>Resolve 2<br>Wits 3<br>Panache 2<br><br><strong>Skills:</strong><br>Aim 2<br>Athletics 2<br>Brawl 1<br>Convince 1<br>Empathy 1<br>Hide 1<br>Intimidate 1<br>Notice 2<br>Ride 2<br>Scholarship 1<br>Theft 2<br>Warfare 1<br>Weaponry 3<br><br><strong>Advantages:</strong><br>Brush Pass<br>Camaraderie<br>Quick Reflexes (Weaponry)<br>Reckless Takedown: <br>Signiture item - My mentors sword <br>This is my town<br><br>Arcana:<br>Virtue - The Lovers (Passionate)<br>Hubris - The War (Loyal)<br><br><br><strong>Secret Society:</strong> Knight of the Rose and Cross<br><br><strong>Description:</strong> Shoulder length black hair and neatly trimmed beard, blue-green eyes. Age 25<br><br><br><strong>History</strong><br>Imriel grew up on the streets of Montrève, a town to the south of the City of Dechaine. He fell in with a street gang, learning the basics of their tricks, though his own nature kept him from becoming as jaded as the others. Much of what he stole ended up going into the hands of those whose need was greater than his own, whether it was bread or coin. <br><br>It was this behavior that drew the attention of another of the residents, an older man named Remy who had lost his left leg at the knee at some point in the past. Slowly, subtly, Remy honed Imriel's nature, imparting wisdom where he could, and after some months offering to teach the boy the use of the blade. Given the fighting that was still going on with Castille, many young men found themselves joining the army (one way or another), and Imriel jumped at the chance. It soon seemed he had a natural talent for swordplay, and he found himself spending more and more time learning this, and other lessons.<br><br>At 17, he was drafted, and soon found himself fighting alongside countrymen with significantly less training than his own. He served for two years before being released. His unit had been garrisoning a small fort in the mountains south of Barcino when they came under heavy and sustained attack by a bandit group who had heard rumors the fort was being used to house a massive army payroll. By the time a relief column reached them, the fort was effectively ruined with most of the garrison dead. Imriel was one of the few survivors who clung to life, surrounded by the bodies of the fallen. Not being expected to survive his wounds, he was discharged while recovering.<br><br>Upon his recovery, he was recruited as a squire by Lieutenant Julien Reinette, a Rose and Cross Knight who had led the relief force to the Garrison, and investigated the details of the attack. Over the next few years he accompanied her on quests, learning what it was to be a knight, before going out on quests of his own. After three years, she took great pleasure in seeing him raised to the status of Knight himself.<br><br>Returning home, he found Remy bedridden, weakened by a long illness. What funds he had he committed to his old mentor's recovery, and within a season the worst had passed. In the spring Remy passed Imriel his blade, and counselling him to seek a place in the Musketeers, Remy's old unit. "Montaigne needs men like you, with true hearts and keen blades." he said.<br><br>With a letter of introduction, Imriel journeyed to the Château de la Vie to seek admission. After numerous tests, he was amongst those selected that year to receive the honour of becoming a Musketeer, and has served amongst their number for two years now.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>Wheeler97</strong> on <strong>03-05-2017, 01:55:36</strong>
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			<dd class="postbody">
				<div class="floatright">(https://elliquiy.com/elluiki/images/d/d6/Revolutionnaire.jpg)</div><strong><span class="bbc_u">Anselm d’Arrent, aka Edmond Anselme Grosjean</span></strong><br><br>Brawn: 3<br>Finesse: 3<br>Resolve: 2<br>Wits: 2<br>Panache: 3<br><br><strong>REVOLUTIONNAIRE</strong><br>You have pledged yourself to seeing your country freed from the tyranny of the aristocracy.<br><strong>Quirk:</strong> Earn a Hero Point when you make a personal sacrifice for the sake of liberty.<br><br><strong>DUELIST</strong><br>You have devoted your life to mastering the blade.<br><strong>Quirk:</strong> Earn a Hero Point when you resort to the edge of your blade to defend a noble ideal.<br><br><br><strong>Advantages</strong><br><br>Joie de Vivre (Rev): Just before a confrontation with a Villain occurs, spend a Hero Point and make some sort of pithy or clever comment about how “When things look darkest, that’s when souls shine brightest.” Each Hero—that hears the speech—counts all dice that roll equal to or under his Skill on his next roll as 10s.<br><br>Slip Free (Rev): Spend a Hero Point to slip your hands free from manacles, loosen the rope tying you to a chair, or similarly free yourself.<br><br>Duelist Academy (Due): Valroux Style<br>Style Bonus: Valroux Press – When you wield a fencing sword in your right hand and a dagger in the left, you can perform a special Maneuver called Valroux Cross. Valroux Cross prevents Wounds equal to your Weaponry, and you choose a Maneuver you know your opponent can perform on her next Action. Performing any other Maneuver costs your opponent an additional Raise. You can only perform Valroux Cross once per Round, immediately following the Maneuver that caused your Wounds. <br><br>Camaraderie (2): Whenever you spend a Hero Point to aid an ally, they gain four dice instead of three.<br><br>Valiant Spirit (2): You begin each game with 2 Hero Points instead of 1.<br><br>Direction Sense: (1): As long as you have some point of reference, you are never lost. That isn’t the same as knowing exactly where you are—if you’re knocked unconscious and wake up in a dungeon, you don’t necessarily have any idea what city you are in, but if you manage to escape your cell you will never get turned around in the winding tunnels that make up the dungeon.<br><br><strong>Skills</strong><br><br>Aim: 1<br>Athletics: 3<br>Convince: 2<br>Empathy: 2<br>Hide: 1<br>Intimidate: 1<br>Notice: 2<br>Perform: 1<br>Ride: 1<br>Tempt: 2<br>Theft: 1<br>Weaponry: 3<br><br><br><strong>Arcana</strong><br><br>The Thrones<br><strong>Virtue: Comforting</strong> Activate your Virtue to cancel the effects of Fear on you and your friends.<br><br>The Hero<br><strong>Hubris: Foolhardy</strong> You receive a Hero Point when your brash, cocky, or reckless actions cause trouble for you and another Hero.<br><br><br><strong>History</strong><br><br>Edmond was always into trouble as a youth. It always made things more difficult for his family, his father being a Marquis within the Arrent province. Fifteen years ago, Edmond’s father Pierre was slowly swindled of his wealth by men claiming his land contained rich deposits worthy of being mined. Due to his debts, and the loss of incomes as fertile farmland had been dug up for these supposed mines, the Marquis Pierre Grosjean was stripped of land and titles. Too proud to admit his losses and clinging to the lifestyle of Montaigne nobility, the Grojeans groveled at least enough to be left as <em>noblesse errante</em>.<br><br>Edmond was furious and disgusted to see his parents so consumed by their greed with little care for the consequences that faced their children. He left, at sixteen to find his estranged uncle in the Southeast of Montaigne. It took him nearly two years, and he’d been on the verge of giving up at several points. He found it odd that his uncle could be so difficult to find. There were whispers, but nothing that seemed of much sense.<br><br>When he did find his Uncle Cyrille, it was at a relatively tiny duelists’ academy. Determined to prove his worth, Edmond dedicated himself to study of the Valroux Style of dueling. After years of studying swordsmanship and supporting the Academy, Edmond learned of another of his uncle’s… hobbies. Within the academy was a discreet club of Montaigne gentry, one in which was whispered a dangerous word: Révolution.<br><br>The fours years prior to the Montaigne invasion of Castille became dangerous for Edmond. For anonymity he adopted the name Anslem d’Arrent, and has gone by that name ever since. During the most recent war, the “club” was able to misdirect attention and subvert the Army in the guise of Castillian agents. They had a few successes, but as the fighting dies down between nations the group has disbanded and gone to the wind to await an opportunity. Anselm finds what work and entertainment he can with his talent, awaiting the opportunity to rally to the cause once more.<br><br><strong>Story</strong><br>Anselm needs to be sure his cover is good.<br>Ending: Anslem is safe to continue his journey, undeterred.<br>First step: Identify the individual that may be following him North.<br>Second step:<br>Reward: Disarming Smile (2 Point Advantage)
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			<dt class="postheader">
				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>Imogen</strong> on <strong>16-05-2017, 22:14:57</strong>
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			<dd class="postbody">
				<div class="floatright">(http://imgur.com/3hgsLSS.jpg)</div><strong><span style="font-size: 12pt;" class="bbc_size">Basics</span></strong><br><br>Malcyn de Toraille<br>Concept: Former court-healer apprentice<br>Nation: Montaigne<br>Religion: (covert) Vaticine<br>Reputation: selfless<br><br><strong><span style="font-size: 12pt;" class="bbc_size">Backgrounds</span></strong><br><br><strong>Doctor </strong><br>You work to heal the sick and tend to the wounded. <br><em>Quirk: Earn a Hero Point when you tend to the injuries of a Villain or the innocents harmed by a Villain. <br></em><br><strong>Courtier</strong><br>You regularly attend the courts of your home Nation and act as a diplomat to foreign courts. <br><em>Quirk: Earn a Hero Point when you turn the tide of violence with charm and flair. <br></em><br><strong><span style="font-size: 12pt;" class="bbc_size">Advantages</span></strong><br><br><strong>Miracle Worker<br></strong>Perhaps it was study with the Church or a local shaman, but you know wounds and how to deal with them. Spend a Hero Point and 1 Raise on your Action to heal another Hero: they regain 1 Dramatic Wound. You must be able to touch the Hero you are healing.<br><br><strong>Time Sense</strong><br>You always know what time it is. You know how long until the next sunrise or sunset, with less than a one minute margin of error<br><br><strong>An Honest Misunderstanding</strong><br>Spend a Hero Point to edit, redact or otherwise alter something you or another Hero just said, “reinterpreting” the words into the kindest compliment.<br><br><strong>Friend at Court</strong> <br>When you are at a ball, feast or similar high society function, spend a Hero Point to reveal you have a close friend also in attendance.<br><br><strong>Patron (Father Lairre)</strong><br>Someone appreciates your work and supplies you with steady employment. You may spend a Hero Point to call in a favor from your Patron. This favor is typically political or mercantile in some way— your Patron might provide you a letter of introduction, or pull strings to get you into an exclusive party, etc. Your Patron may ask you for favors or have other expectations for you<br><br><strong>Reputation - selfless</strong><br>You determine what your Reputation is with a single adjective—”Honorable,” “Vicious,” etc.—When you use your reputation to your advantage in a social Risk, you gain 1 Bonus Die. A Hero can buy this Advantage multiple times. Each time she does, she can choose to gain either a new Reputation or to increase the number of Bonus Dice she gains when she invokes her existing Reputation.<br><br><span style="font-size: 12pt;" class="bbc_size"><strong>Skills </strong></span><br><br>Athletics: 2<br>Empathy: 3 (reroll any single die when you take a Risk using Empathy)<br>Perform: 1<br>Ride 2<br>Tempt: 1<br>Weaponry: 3 (reroll any single die when you take a Risk using Weaponry)<br>Convince: 2 <br>Notice: 3&nbsp; (reroll any single die when you take a Risk using Notice)<br>Scholarship : 3 (reroll any single die when you take a Risk using Scholarship)<br><br><span style="font-size: 12pt;" class="bbc_size"><strong>Traits</strong></span><br><br>Brawn: 2<br>Finesse: 3<br>Resolve: 2<br>Wits: 3<br>Panache: 3<br><br><span style="font-size: 12pt;" class="bbc_size"><strong>Arcana</strong></span><br><br><strong>Virtue: Altruistic </strong><br>Activate your Virtue to suffer a Risk’s Consequences in place of another Hero.<br><br><strong>Hubris: Star-Crossed </strong><br>You receive a Hero Point when your Hero becomes enamored with someone he really shouldn’t<br><br><span style="font-size: 12pt;" class="bbc_size"><strong>Story</strong></span><br><br>Step 1 : find a (potential) benefactor<br><br>Goal: Be accepted as an initiate with the Knights of the Rose &amp; Cross<br><br><span style="font-size: 12pt;" class="bbc_size"><strong>Background</strong></span><br><br>Seventeen year old Malcyn de Toraille is the youngest son of&nbsp; Eduard de Toraille and Anna-Mireille de la Saravin - daughter of the Marc-Léon de la Saravin, Count Girard. With his father a renowned merchant and importer of fine wines, and having a relative in Count Girard, Malcyn was introduced to Court at the age of twelve, the day when he started his apprenticeship under Master Healer Doctor Dumaulin. <br><br>Although he studied well and expectations of his future were high, until a chance meeting with Father Lairre, a truly devout man, changed his views. Not only this, it was at this time when a childhood friend of Malcyn died due to a maltreated illness. Realizing his friend could have been saved if not for the harsh fact that to acquire proper care one needed fame and wealth, Malcyn started to second guess his career. He was still convinced he wanted to be a Master Healer, but his training slowly veered away from the mundane teachings of Dumaulin to the knowledge and wisdom of the Church. <br><br>When Malcyn turned seventeen, he voiced his desire to leave court. It was expected that he would seek a career in the Church instead, but Malcyn opted for a time-out, a time away from his comfortable surroundings to think about his future, and where to best apply his skills.
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			<dt class="postheader">
				Title: <strong>Re: 7th Sea - Flashing Blades - Character thread</strong><br>
				Post by: <strong>RobHumph</strong> on <strong>27-05-2017, 17:51:12</strong>
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			<dd class="postbody">
				Character: Thomas Fairfax<br>Concept: Soldier of fortune<br>Nation: Avalon<br>Religion: Church of Avalon<br><div class="floatright">(http://pre06.deviantart.net/5975/th/pre/i/2013/258/8/2/the_musketeer_by_davidgalopimdesigns-d6mee32.jpg)</div><br><strong>Backgrounds:</strong><br>Army Officer<br>Quirk: Earn a Hero Point when you seize<br>command during a moment of intense violence or<br>extreme danger.<br><br>Mercenary<br>Quirk: Earn a Hero Point when you choose to ply<br>your trade for a reason that’s worth more to you<br>than money<br><br><strong>Traits</strong><br>Brawn 2<br>Finesse 3<br>Resolve 2<br>Wits 3<br>Panache 3<br><br><strong>Skills</strong><br>Aim - 3<br>Athletics - 2<br>Intimidate - 2<br>Ride - 2<br>Warfare - 3<br>Brawl - 1<br>Notice - 1<br>Weaponry - 3<br>Perform - 3<br><br><strong>Advantages:</strong><br>Academy<br>Direction Sense<br>Hard to Kill<br>Cast Iron Stomach<br>Virtuoso<br>Linguist<br>Survivalist<br><br><strong>Arcana:</strong><br>Virtue: Glorious<br>Activate your Virtue when you are the center of<br>attention. For the next Risk, when you determine<br>Raises, every die counts as a Raise.<br><br>Hubris: Proud<br>You receive a Hero Point when your Hero refuses an<br>offer of aid—for example, if a Hero tries to spend<br>a Hero Point to give you Bonus Dice and you turn<br>them down.<br><br><strong>History</strong><br>Though born to a noble family in Avalon, Thomas was the youngest of a brood of six and as such would stand to inherit little if anything when his parents passed their mortal coils. Thus denied an easy life, Thomas instead threw himself into creating his own. This is not to say he had a harsh upbringing, far from it. When he was eighteen he was sent to a prestigious military academy in Carleon where he learnt the art of sword, shot and horse along with a healthy dose of tactical training. It was here that the young Thomas also took to playing the violin he still carries with him where circumstances permit, which is anywhere he can take a horse.<br><br>Graduating on his twenty first year and moving straight into the army of Avalon, Thomas bought a commission with what little fortune he had gotten from his fathers passing. Fairfax served as an officer in Her Royal Majesties Army for a decade, earning several merits during this time. In his twelve year however, Thomas was dishonourably discharged for the illegal act of duelling a fellow officer over a woman both had interest in, neither was a member of the Duellist's Guild and though it was only to first blood, it caused quite the scandal.<br><br>Thus without a position or stable income, Thomas Fairfax turned to the only option available to him, become a soldier for hire. He would spend the next few years of his life travelling all across the various nation states of the western half of Theah, hiring himself out to any local lord or official with need of an experienced man of war. <br><br>Recently however Thomas Fairfax has become discontented with his lot in life. What he needs is a way to make a real name for himself, a way to become a legend in Avalon. Or if he fails in that, a great wadge of cash would certainly do for him. <br><br>Story<br>Thomas wants to get himself a reputation or a big pile of cash.<br>Ending: Thomas has either<br>First step: Find a person or group who can help him get it.
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