Dark Tides:PlayerCharacters

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Thomas Finley Blackburn aka "Black Fin"​ (Regular guy)

The Captain

Background

Stats

Background: Military

Language Fluencies
French
English

Hooks:
1. Ye can't drink all day if ye don't start in the morning.
2. Mind yer footing or you'll find yerself between the devil and the deep blue sea.
3. Leave 'im be. He'll 'ave not room to swing a cat!
4. A merry life and a short one.
5. I pray thee nay scared to dance with Jack Ketch.

Abilities
Might 10 +1
Nimble 9 +1
Vigor 8 +0
Reason 10 +1
Resolution 8 +0
Vitality 45
Sanity 40
Initiative 8+1d12
Actions 3
Skills
Athletics +1
Brawl +1
Dodge +2
Lore (Voodoo) +1
Melee +2
Merchant +2
Observe +1
Shoot +2
Tactics +1
Trade (Sailor) +4
Inventory
Large chest w/ avg lock
Cutlass
2 flintlock pistols
Powder horn
Lead 4oz disk, 18 shots
Musket
Knife
3lbs of tobacco leaf
toothbrush
Rum: 1 each of Jamaica, West Indies, Barbados
1lb of coffee
Coffee pot
Purse: £4, 8s

Angus MacGregor (Cerulean Lion)

Alchemist and Sailor. Immigrant from Argyll in Scotland

Background

I was born in Argyll on the west coast of Scotland. My father Calder is an alchemist and a man of letters. We moved to the Colonies because my mother Elsbeth came under a cloud (suspicion of witchcraft) and it was getting bad enough we feared she would be hanged by a mob.

We could have paid for passage , barely: but Father wanted to bring his alchemy gear and his books. We had to make a deal with the Spanish merchant who owned the ship. The four of us: Father, Mother, sister Fiona and myself, became his indentured servants for three years. In return he shipped us over to New Orleans with all our gear and gave us a small shop for Father's alchemical gear once we arrived.

He was a hot-tempered, vindictive man who beat all of us, sometimes when he was angry with somebody else he couldn't get at. His favored punishment for the sailors was a big wooden box he kept on deck; just large enough that a man could get into it If he knelt. The Master would deal with minor offenses by locking a sailor into the box. Sometimes for half a day. More often a full day or even two days running. Father and I endured this punishment a dozen or so times a year each, for the three years of our service. About half that often Father would endure the box in place of Mother, to spare her the ordeal. I did the same service for Fiona.

He kept his part of the bargain, though. Father was able to set up shop in the New World. I picked up a little of the merchant's skill at haggling, so was able to help Father a little when he had to haggle with local merchants for supplies. I picked up enough Spanish from our master and his crew that I was able to become actually fluent in that language later on. Apart from that it proved fortunate that I had learned to speak French before we ever left home.

I had expected to be Father's apprentice till he died and then take over the shop: but such was not to be.

Stats

Background: Immigrant

Language Fluencies
French
English

Hooks:
1. My mother was ostracized on suspicion of witchcraft.
2. I hate seeing servants beaten unjustly, or women beaten at all.
3. I'll take risks for new knowledge, alchemy especially.
4. I don't much like the English, nor the Spanish.
5. I'm mildly claustrophobic.

Abilities
Might 7 +0
Nimble 10 +1
Vigor 9 +1
Reason 11 +1
Resolution 8 +0
Vitality 40
Sanity 40
Initiative 10+1d12
Actions 4
Skills
Acrobatics +1
Athletics +1
Bargaining +2
Lore +1
Melee +1
Shoot +2
Trade (Sailor) +3
Alchemy
Pesticides and Purifiers +3
Soap and Perfumes +1
Inventory
Cutlass
2 flintlock pistols
18 bullets for the pistols
powder horn
hunting bag
blank book
black lead pencils
small chest
Purse 12£ 11s

Louis-Gabriel de Batz de Castelmore (Edgehawk)

Former Musketeer of the Guard

Background

Louis-Gabriel de Batz de Castelmore, born in 1710, marquis of Castelmore and baron of Sainte-Croix. His name and titles are worth little at this point, however- much as was once the case with his grandfather, Charles de Batz de Castelmore d'Artagnan.

Following victory at the Battle of Fontenoy, on his return home from Belgium, Louis learned his wife and daughter had succumbed to illness in his absence. Without even returning to his estates, the musketeer resigned his commission and took ship to the New World.

He joined the Duc d'Anville expedition to recapture Louisbourg and take peninsular Acadia, in Nova Scotia. The adventure was destined for failure, however- a combination of foul weather, poor navigation, and poorer leadership.

Ultimately, true to his line, Louis challenged the Duke to a duel. Unfortunately, honor is a bit different on the high seas. Louis had enough support that he was not hanged outright, for mutiny- but rather left stranded on a desert island. It is beyond miraculous that another ship happened upon him the very next day. Fate works in mysterious ways…

Stats

Background: French Military

Language Fluencies
French
English

Hooks:
-Shall we begin the dance of the blades?
-I slew a man in a duel, but he did not die; I know I shall face him again someday.
-Louis is often brave to the point of foolhardiness.
-I am now a man without a country, and must seek my own fortune.
-“Go away, or I shall taunt you a second time!”

Abilities
Might 8 +0
Nimble 12 +2
Vigor 8 +0
Reason 8 +0
Resolution 9 +1
Vitality 40
Sanity 45
Initiative 10+1d12
Actions 4
Skills
Acrobatics +1
Athletics +1
Defend +3
Dodge +3
Fencing +5
Intimidation +2
Shoot +4
Tactics +1
Inventory
Half-Cuirass (gorget, pauldrons)
Musketoon
Knife
Rapier
Smallsword
Dueling Pistol
Cannon Barrel Pistol
Grenade
Spyglass
Great Coat
Tricorne Hat
Ammo x36
Silver Bullets x1
Powder Horn
Purse 3s, 2d

Elisabeth Bellamy (Darithe)

Smuggler and Sea Witch
Age 28

Background

I am the shadow in which nothing good or godly will ever grow.

Some would say the same of my father and mother. But I am not one to judge. I never knew my father for he died before I was born. A violent nor'easter took my father, the pirate Black Sam Bellamy's ship, the Whydah, down along with him and all but two of its 146-man crew. They were pulled down to their watery graves just past the witching hour of April 26th 1717. My mother, Mariah Hallett, who was known as the Witch of Wellfleet, stood on shore and saw the Whydah go down, making herself a widow and taking all chance of her happiness with it. But my father left her one last gift, a sorry one to be sure, for I was born six months later on Cape Cod, in the autumn of the reaper's last sowing.

I think a bit of that storm swept into my heart in my mother's womb and I know some of her grief did. She named me after my father's mother, Elisabeth, a good woman by all accounts. Undeserving of the legacy of her son and granddaughter. For like my father I sail the churning seas and like my mother I weave the way of the craft.

I am 28 and I wear my widow's weeds. No husband lies in the coffin that sails with me. For the pirate is still in my soul and that coffin holds what'ere brings the best price on the black market. No man pays the way of Black Bess Bellamy, the smuggler...at least not willingly.

Stats

Background: Urban Colonist

Language Fluencies
French
English

Hooks:
-I am the bastard daughter of a pirate and a witch.
-I smuggle whatever will earn me coin at each port generally posing as a widow.
-
-
-

Abilities
Might 7 +0
Nimble 9 +1
Vigor 9 +1
Reason 11 +1
Resolution 9 +1
Vitality 40
Sanity 45
Initiative 10+1d12
Actions 3
Skills
Diplomacy +1
Observe +1
Shoot +1
Socialize +1
Streetwise +1
Trade (Sailor) +1
Spells
Conceal +1
Dispel +1
Form the Cloud +1
Guardian +1
Healing Wind +1
Missive +1
Reveal +1
Strike True +1
Inventory
2 Flintlock Pistols strapped in her waist harness
1 knife with sheath worn on leg over her pants
Lead 4 ounce discs (18 shots) for flintlocks
1 Large chest in the shape of a coffin
Clothes Brush
Shoes Brush
Wash Brush
Brass Tea Kettle
Toothbrush
Pound of Bohea Tea
Purse

Robert Hawkins (thattripletguy)

Militia Soldier and Woodsman

Background

Stats

Background: Militia

Language Fluencies
English
Algonquian

Hooks:

Abilities
Might 10 +1
Nimble 10 +1
Vigor 9 +1
Reason 8 +0
Resolution 8 +0
Vitality 47
Sanity 40
Initiative 9+1d12
Actions 3
Skills
Acrobatics +1
Animal Handling +1
Athletics +2
Brawl +1
Dodge +1
Ride +1
Shoot +2
Stealth +1
Study Native Tribes (Algonquin) +1
Survival +2
Track +2
Trade (Sailor) +1
Inventory
Hatchet
Musket
Ammo (18 shots)
Hunting Bag
Tin Canteen
Soap
Shoulder Sling
Holy Water
50 feet of twine x2
Wool Blanket
Playing Cards
Set of clothing (Algonquin)
Set of clothing (semi-formal colonial)
Boots
Horse, Stallion (kept with husband's tribe)
Pouch £19, 6s

Alice Ashworth​ (Militant Mook)

Physician

Background

From a young age Alicia had taken a keen interest in the medical sciences and dreamt of one day receiving a doctorate of her own, no matter how unlikely that actually was. With her father away with the Royal Navy much of her care was left to her mother and tutors who were content to indulge her curiosity, so long as she did not neglect more proper pursuits.

When the correspondence from her father came to a sudden halt the effect on her mother was both immediate and alarming: she grew pallid and feverish almost overnight. Despite Alicia's best efforts she could not even identify what malady had taken hold, nor could she do much to alleviate her mother's suffering. As time passed it seemed more like the work of the Devil than a pox, and in a cruel twist of fate she got her wish for a new life when her mother finally passed on. With no ties back home Alice boarded the first ship she could bound for the Colonies, determined to pursue her profession and find out what happened to her father. She may be a woman of science, but the feeling in her gut suggested her journey was to take a turn for the unnatural...

Stats

Background: Immigrant

Language Fluencies
French
English

Hooks:
1. Though I search for my father, I fear what may have become of him.
2. I won't watch another person waste away under my care.
3. I'll work with whoever brings me closer to my goal, no matter whose flag they fly.
4. I'm a reasonable woman who's experienced some very unreasonable things.

Abilities
Might 7 +0
Nimble 9 +1
Vigor 9 +1
Reason 12 +2
Resolution 8 +0
Vitality 40
Sanity 40
Initiative 11+1d12
Actions 3
Skills
Craft (Tailor) +1
Defend +1
Heal +3
Melee +2
Physick +1
Profession (Doctor) +2
Shoot +3
Study (Anatomy) (Gives +1 to Heal tests) +1
Inventory
Sabre £1
Fowling Piece £1 20s
Cannon Barrelled Pistol £2
Bullet Mould, 6 9s
3 oz Lead Disk (12 shots) x 2 6d each
Powder Horn 8/2
2 Silver Bullets 5/8 each
Holy Water 12d
Set of Clothing (Travelling)
Wool Coat £1 5s
Hat, Felt 1/6
Leather Gloves 5/4
Leather Boots
Leather Backpack 8/d
Black Lead Pencil 6d
Blank Book 1/6
Reading Glasses 10d
Compass 1s
Camp Knife and Fork 3s
Tin Canteen 10/3
Mess Kit 1 1/2
Match Case 1s
Purse: £34 2s 2 1/2d