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== Campaign Setting Details ==
+
== setting stuff ==
  
===Starting Funds===
+
===starting funds===
 +
1 pursued for substantial debts, broke
 +
2 flat broke, barest gear to do your work
 +
3 down at heel, few bob only in cash but standard portable gear
 +
4 few quid in pocket, might have a decent suit, watch
 +
5 doing ok. Hundred quid in pocket with same in the ANZ bank. Gear as above but more so. Pistol, hip flask, binoculars, etc. Better suit and shoes
 +
7+ hundreds of pounds , or thousands if >1 shift. any gear within this range
  
On the equipment front if you do not have the Rich Edge, please roll an exploding 1d6 without the hero die. Add 1 if you would have papers (doc or engineer).
+
===start of play===
 
 
{| class="wikitable" style="width:100%"
 
! '''1d6 Roll'''
 
! '''Approximated Wealth'''
 
|-
 
| style="width:20%;text-align:right" |1
 
|Pursued for substantial debts, broke
 
|-
 
| style="width:20%;text-align:right" |2
 
|Flat broke, barest gear to do your work
 
|-
 
| style="width:20%;text-align:right" |3
 
|Down at heel, few bob only in cash but standard portable gear
 
|-
 
| style="width:20%;text-align:right" |4
 
|Few quid in pocket, might have a decent suit, watch
 
|-
 
| style="width:20%;text-align:right" |5
 
|Doing ok. Hundred quid in pocket with same in the ANZ bank. Gear as above but more so. Pistol, hip flask, binoculars, etc. Better suit and shoes
 
|-
 
| style="width:20%;text-align:right" |6+
 
|Hundreds of pounds, or thousands if >1 shift. any gear within this range
 
|}
 
 
 
A pound is worth four dollars in 1920, btw, so it works out closer to RAW starting money for those with a decent roll. So in terms of a RAW purchasing, multiply by 4.
 
 
 
We’ll stick with £sd: pounds, shillings (20 per pound), and pence (12 per shilling). While we’re in these waters. I’m not going to be a stickler for period or local detail too much but I’ve always found it helpful to have an authentic feel about setting currency.
 
 
 
===Start of Play===
 
  
 
We can start in rainy Greymouth, a small but bustling town on the West Coast of the South Island of New Zealand. Tramp steamers ply a regular route from Australia across the Tasman, landing canned goods, manufactured goods from mother England and plenty of passengers. Many of these are tough swagmen, following work across the Tasman ( many folk at this time talk about Australiasia and it seems a given to some that Australia and NZ will come to be governed as a single territory).
 
We can start in rainy Greymouth, a small but bustling town on the West Coast of the South Island of New Zealand. Tramp steamers ply a regular route from Australia across the Tasman, landing canned goods, manufactured goods from mother England and plenty of passengers. Many of these are tough swagmen, following work across the Tasman ( many folk at this time talk about Australiasia and it seems a given to some that Australia and NZ will come to be governed as a single territory).
  
The tiny Hauraki (means North Wind, the sweet warm wind when you are in the southern hemisphere) is at the busy quayside, off-loading second hand bicycles, ovens, tinned fruit, biscuits and other uninspiring items. The crew are poor but resourceful with an eye out for onshore shenanigans and opportunities to earn wealth on the side. Under the town’s dour exterior there’s opportunities for gambling, moonshine, smuggling and more. The captain is looking for opportunities to haul a better cargo than second hand English junk.
+
The tiny Hauraki (means North Wind, the sweet warm wind when you are in the southern hemisphere) is at the busy quayside, off-loading second hand bicycles, ovens, tinned fruit, biscuits and other uninspiring items. The crew are poor but resourceful with an eye out for onshore shenanigans and opportunities to earn wealth on the side. Under the town’s dour exterior there’s opportunities for gambling, moonshine , smuggling and more. The captain is looking for opportunities to haul a better cargo than second hand English junk.
  
 
==SS Hauraki==
 
==SS Hauraki==
Line 63: Line 40:
  
  
Leith - US Actress/Owner
+
Leith - Voodoo Cook Captain Owner Heiress/Face
  
 
lustum - Engineer
 
lustum - Engineer
  
Civil Savage - (Posh, probably) Pommy Doc
+
Civil Savage - Doc
  
Malkavian Grin - thiefy type Czech
+
Malkavian Grin - [Several ideas], leaning bodyguard
  
 
Faubus - Hired Captain
 
Faubus - Hired Captain
  
  
 
+
==characters==
So as for crew, a coastal steamer could get by with as few as 3 or 4. Since this boat makes open-ocean transits, that needs to come up a bit. Basically for minimum sustainable watch keeping, plan on having a person on duty in engineering, one on the helm, and another person on the bridge as a lookout, as well as at least two (three is better) more qualified mates/officers. Three shifts, so three engineers (during my time supervising military contract civilian ships, they for some traditional reason called entry-level engineering crewmen "wipers") six deck/helm, and three mates for a minimum total of 12, so earlier estimates were pretty good. You can of course get by with fewer crew, but it isn't fun. I did 28 days straight of six hours on, six hours off during mine-clearance in Iraqi coastal waters during the invasion, and that was really rough.
+
===Giorgi===  
 
+
Name: Giorgi “Bear” Baratashvili
Edit: Another thing I didn't think of with my modern sensibilities-- If you really want a coal burner, add another crewman at all times in engineering to shovel coal-- traditionally called Stokers.
+
Home Country: Georgia (now the Transcaucasian Socialist Federative Republic)
 
+
Archetype: Grease Monkey/Fugitive
==Characters==
 
===Giorgi Baratashvili===  
 
 
 
'''Played by:''' Iustum
 
 
 
'''Alias:''' Bear
 
 
 
'''Country of Origin:''' Georgia (now the Transcaucasian Socialist Federative Republic)
 
 
 
'''Archetype:''' Grease Monkey / Fugitive
 
 
 
'''Gender:''' Male
 
 
 
 
 
'''Background'''
 
  
 
Despite never having so much as seen a ship growing up on a farm in Georgia, the Great War brought many changes, and Giorgi ended up as a ship worker in the northern port of Kronstadt. It turned out that he had a natural aptitude for making broken machines work again.
 
Despite never having so much as seen a ship growing up on a farm in Georgia, the Great War brought many changes, and Giorgi ended up as a ship worker in the northern port of Kronstadt. It turned out that he had a natural aptitude for making broken machines work again.
Line 103: Line 65:
 
And, after all, the OGPU and NKVD can’t still be looking for him. Right?
 
And, after all, the OGPU and NKVD can’t still be looking for him. Right?
  
{| class="wikitable" style="width:100%"
 
! colspan="2"|'''Attributes'''
 
! colspan="2"|'''Derived Statistics'''
 
|-
 
| style="width:25%;text-align:right" |Agility
 
| style="width:25%" |d6
 
| style="width:25%;text-align:right" |Pace
 
| style="width:25%" |6"
 
|-
 
| style="text-align:right" |Strength
 
|d6
 
| style="text-align:right" |Parry
 
|5
 
|-
 
| style="text-align:right" |Smarts
 
|d8
 
| style="text-align:right" |Toughness
 
|5
 
|-
 
| style="text-align:right" |Spirit
 
|d6
 
| style="text-align:right" |Bennies
 
|4
 
|-
 
| style="text-align:right" |Vigor
 
|d6
 
|}
 
 
{| class="wikitable" style="width:100%"
 
! '''Edges'''
 
! '''Hindrances'''
 
|-
 
| style="width:50%;vertical-align:top" |'''Linguist'''
 
: This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6.
 
 
'''Mr. Fix-it'''
 
: The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one quarter the time with a raise.
 
 
'''Mcgyver'''
 
: A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.
 
: Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter.
 
: Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc.
 
: A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.
 
: The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
 
| style="vertical-align:top" |''Minor''<br>Doubting Thomas (He’s a secular communist)
 
 
''Major''<br>Wanted (Enemy of the State (USSR))
 
|}
 
 
{| class="wikitable" style="width:100%"
 
! colspan="2" | '''Skills'''
 
! '''Gear'''
 
|-
 
| style="width:25%;text-align:right" |Athletics
 
| style="width:25%" |d4
 
| rowspan="15" style="vertical-align:top" |(Flat broke, barest gear to do your work)
 
 
* Rusty wrench
 
* Hammer with a cracked handle
 
* One dirty shirt
 
* One very dirty shirt
 
* Three socks (no two of which are the same color)
 
* Two left shoes (neither of which actually fits my left foot)
 
|-
 
| style="text-align:right" |Boating
 
|d4
 
|-
 
| style="text-align:right" |Common Knowledge
 
|d4
 
|-
 
| style="text-align:right" |Fighting
 
|d6
 
|-
 
| style="text-align:right" |Language (Russian)
 
|d8
 
|-
 
| style="text-align:right" |Language (English)
 
|d6
 
|-
 
| style="text-align:right" |Language (French)
 
|d6
 
|-
 
| style="text-align:right" |Language (Bahasa)
 
|d6
 
|-
 
| style="text-align:right" |Language (Cantonese)
 
|d6
 
|-
 
| style="text-align:right" |Notice
 
|d8
 
|-
 
| style="text-align:right" |Persuasion
 
|d4
 
|-
 
| style="text-align:right" |Repair
 
|d10+2
 
|-
 
| style="text-align:right" |Shooting
 
|d4
 
|-
 
| style="text-align:right" |Stealth
 
|d4
 
|-
 
| style="text-align:right" |Taunt
 
|d6
 
|}
 
 
----
 
 
===Dr Bartholomew Price===
 
 
'''Played by:''' Civil Savage
 
 
'''Country of Origin:''' Great Britain
 
 
'''Archetype:''' Doctor
 
 
'''Gender:''' Male
 
 
 
'''Background'''
 
 
Dr. Price had a comfortable life. He was liked and respected by his peers and his patients, despite a tendency to mix his metaphors or say things that sounded a bit odd. Then he took a sabbatical to visit the Pacific. He thought it would be his last great adventure before he found someone to marry and settled down to a safe, predictable experience.
 
 
On his trip he heard tales of events that defied ready explanation. He would investigate these with an eye toward debunking them--and often did. But one he could not explain, and it rattled him. Eager to know more, he found a role as a ship's physician that would let him explore the area and see if perhaps his scientific view was missing something important.
 
 
{| class="wikitable" style="width:100%"
 
! colspan="2"|'''Attributes'''
 
! colspan="2"|'''Derived Statistics'''
 
|-
 
| style="width:25%;text-align:right" |Agility
 
| style="width:25%" |d6
 
| style="width:25%;text-align:right" |Pace
 
| style="width:25%" |6"
 
|-
 
| style="text-align:right" |Strength
 
|d6
 
| style="text-align:right" |Parry
 
|4
 
|-
 
| style="text-align:right" |Smarts
 
|d6
 
| style="text-align:right" |Toughness
 
|5
 
|-
 
| style="text-align:right" |Spirit
 
|d8
 
| style="text-align:right" |Bennies
 
|3
 
|-
 
| style="text-align:right" |Vigor
 
|d6
 
|}
 
 
{| class="wikitable" style="width:100%"
 
! '''Edges'''
 
! '''Hindrances'''
 
|-
 
| style="width:50%;vertical-align:top" |'''Linguist'''
 
: This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6.
 
 
'''Healer'''
 
: A hero with this Edge adds +2 to all Healing rolls, whether natural or magical in nature.
 
  
'''Elan'''
 
: Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to damage rolls (since they’re not Trait rolls), nor does it apply to Soak rolls unless you’re using another Benny to reroll the Vigor check.
 
| style="vertical-align:top" |''Major''<br>Code of Honor (essentially Hippocratic Oath of that era in Britain)
 
  
Tongue-Tied (-1 Intimidation, Performance, Persuasion, Taunt if depends on speaking)
+
Race: Human (+1 Novice Edge)
|}
 
  
{| class="wikitable" style="width:100%"
+
Hindrances: Doubting Thomas (minor) (He’s a secular communist) Wanted (Major) (Enemy of the State (USSR))
! colspan="2" | '''Skills'''
 
! '''Gear'''
 
|-
 
| style="width:25%;text-align:right" |Academics
 
| style="width:25%" |d4
 
| rowspan="17" style="vertical-align:top" |(Down at heel, few bob only in cash but standard portable gear)
 
  
* Medical bag
+
Agi d6 Str d6  Sma d8 Spi d6 Vig d6
* Pistol
 
|-
 
| style="text-align:right" |Athletics
 
|d4
 
|-
 
| style="text-align:right" |Boating
 
|d4
 
|-
 
| style="text-align:right" |Common Knowledge
 
|d4
 
|-
 
| style="text-align:right" |Fighting
 
|d4
 
|-
 
| style="text-align:right" |Healing
 
|d6+2
 
|-
 
| style="text-align:right" |Language (English)
 
|d8
 
|-
 
| style="text-align:right" |Language (French)
 
|d6
 
|-
 
| style="text-align:right" |Language (Indonesian)
 
|d6
 
|-
 
| style="text-align:right" |Language (Maori)
 
|d6
 
|-
 
| style="text-align:right" |Notice
 
|d6
 
|-
 
| style="text-align:right" |Persuasion
 
|d4 (-1 if speaking)
 
|-
 
| style="text-align:right" |Stealth
 
|d4
 
|-
 
| style="text-align:right" |Research
 
|d4
 
|-
 
| style="text-align:right" |Science
 
|d6
 
|-
 
| style="text-align:right" |Shooting
 
|d4
 
|-
 
| style="text-align:right" |Taunt
 
|d4 (-1 if speaking)
 
|}
 
  
'''[Wish list]'''<br>New Edges: Reliable, Strong-Willed<br>New Skill: Occult
+
Skills
 +
Athletics d4
 +
Common Knowledge d4
 +
Notice d8 (2)
 +
Persuasion d4
 +
Stealth d4
 +
Repair d10 (+2) (5)
 +
Shooting d4 (1)
 +
Fighting d6 (2)
 +
Taunt d6 (2)
 +
Boating d4 (1)
  
----
+
Edges
 +
Linguist (free)
 +
Mr. Fix-it (human bonus)
 +
Mcgyver (2)
  
===Jean Holly===
+
===Dr Bartholomew===
  
'''Played by:''' Leith Maclaine
+
Hindrances: Code of Honor, Tongue-Tied (-1 Intimidation, Performance, Persuasion, Taunt if depends on speaking)
  
'''Country of Origin:''' United States of America
+
Agility d6 Strength d6 Smarts d6 Spirit d8 Vigor d6
  
'''Archetype:''' Steamer Heiress / Party Face
+
Athletics d4
 +
Common Knowledge d4
 +
Notice d6
 +
Persuasion d4
 +
Stealth d4
 +
Healing d6
 +
Science d6
 +
Fighting d4
 +
Academics d4
 +
Research d4
 +
Shooting d4
 +
Taunt d4
 +
Boating d4
 +
Persuasion d4
  
'''Gender:''' Female
+
Parry 2
 +
Toughness 5
  
 +
Edges:
 +
Healer (+2 Healing rolls)
 +
I can afford one more: Strong-Willed? Reliable? Linguist? Elan?
  
'''Background'''
+
==Jean Holly==
 
 
 
Jean was born to Fred and Meredith Holly in (22 years before current date) in Long Beach, California. Fred was a merchant marine officer while Meredith stayed home and raised Jean. Meredith passed away four years ago at about the same time Jean started her career as an actress with William Brothers Films. Appearing in several B level films, her big break was in the film Tasmania Sea (a romantic comedy) co-starring Frank Starr, where she played an Heiress traveling the seas falling for a dashing sea captain and helping him save the ship in an emergency. The fact that she was the daughter of a merchant marine Captain help with the authenticity of the role. Filmed on sight in New Zealand, she made various contacts (including, or especially Kupe - possible helping the studio with arranging scenic views and on site camera shots, I can see Kupe and Frank Starr not getting along well which may be important for the bodyguard role).
 
Jean was born to Fred and Meredith Holly in (22 years before current date) in Long Beach, California. Fred was a merchant marine officer while Meredith stayed home and raised Jean. Meredith passed away four years ago at about the same time Jean started her career as an actress with William Brothers Films. Appearing in several B level films, her big break was in the film Tasmania Sea (a romantic comedy) co-starring Frank Starr, where she played an Heiress traveling the seas falling for a dashing sea captain and helping him save the ship in an emergency. The fact that she was the daughter of a merchant marine Captain help with the authenticity of the role. Filmed on sight in New Zealand, she made various contacts (including, or especially Kupe - possible helping the studio with arranging scenic views and on site camera shots, I can see Kupe and Frank Starr not getting along well which may be important for the bodyguard role).
  
Line 357: Line 125:
 
Jean, running out of money and options then gets news that her father recently purchased the Hauraki with his life savings and a lot of money borrowed from the bank, has another very direct threat against her life and decides to get out of town and take over her limited inheritance as a way to hide from Frank Starr until things calm down. She messages Kupe, who was one person she could trust to stand up to Frank, especially after the issues he had with Frank during the filming of Tasmania Sea, and then lands on the Hauraki, with the crew his father had. First Officer has been promoted to Captain by the bank and the bank is being very clear that the crew isn't to change because that may risk profitability. The bank will be providing oversight for awhile.
 
Jean, running out of money and options then gets news that her father recently purchased the Hauraki with his life savings and a lot of money borrowed from the bank, has another very direct threat against her life and decides to get out of town and take over her limited inheritance as a way to hide from Frank Starr until things calm down. She messages Kupe, who was one person she could trust to stand up to Frank, especially after the issues he had with Frank during the filming of Tasmania Sea, and then lands on the Hauraki, with the crew his father had. First Officer has been promoted to Captain by the bank and the bank is being very clear that the crew isn't to change because that may risk profitability. The bank will be providing oversight for awhile.
  
{| class="wikitable" style="width:100%"
 
! colspan="2"|'''Attributes'''
 
! colspan="2"|'''Derived Statistics'''
 
|-
 
| style="width:25%;text-align:right" |Agility
 
| style="width:25%" |d4
 
| style="width:25%;text-align:right" |Pace
 
| style="width:25%" |6"
 
|-
 
| style="text-align:right" |Strength
 
|d4
 
| style="text-align:right" |Parry
 
|2
 
|-
 
| style="text-align:right" |Smarts
 
|d8
 
| style="text-align:right" |Toughness
 
|4
 
|-
 
| style="text-align:right" |Spirit
 
|d10
 
| style="text-align:right" |Bennies
 
|5
 
|-
 
| style="text-align:right" |Vigor
 
|d4
 
|}
 
  
{| class="wikitable" style="width:100%"
 
! '''Edges'''
 
! '''Hindrances'''
 
|-
 
| style="width:50%;vertical-align:top" |'''Linguist'''
 
: This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6.
 
 
'''Attractive'''
 
: It’s no secret people are more willing to help those they find physically attractive. Your character adds +1 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.).
 
 
'''Very Attractive'''
 
: Your hero is drop-dead gorgeous. He increases his Performance and Persuasion bonus to +2.
 
 
'''Fame'''
 
: Your character is a minor celebrity of some sort. She might be a popular bard known in a particular fiefdom, a minor rock star, or a beloved B-movie actor.
 
: She makes double the normal fee when performing for pay. She can also use her celebrity to add +1 to Persuasion rolls if a target is friendly and knows who she is (a Common Knowledge roll modified by how likely the individual is to know the celebrity).
 
: The downside of Fame is that the individual is often recognized, others frequently want something from her, she may be followed by fans or admirers, or she may not be able to shirk obligations, performances, or other duties without causing trouble for herself.
 
| style="vertical-align:top" |''Minor''<br>Jealous - ability to still work as an actress
 
  
 +
Nationality: American
 +
Hindrances:
 +
Minor
 +
Jealous - ability to still work as an actress
 
Mild Mannered
 
Mild Mannered
 +
Major
 +
Enemy - Frank Starr - Famous A rating actor and key actor at William Brothers Production
  
''Major''<br>Enemy - Frank Starr, a famous A rating actor and key actor at William Brothers Production
+
Agi d4
|}
+
Str d4
 
+
Sma d8
{| class="wikitable" style="width:100%"
+
Spir d10
! colspan="2" | '''Skills'''
+
Vig d4
! '''Gear'''
 
|-
 
| style="width:25%;text-align:right" |Athletics
 
| style="width:25%" |d4
 
| rowspan="14" style="vertical-align:top" |(Doing okay. Hundred quid in pocket with same in the ANZ bank.)
 
 
 
* Pistol
 
* Watch
 
* Canteen
 
* Binocs
 
* Half a dozen outfits and suits, maybe more
 
* Tent
 
* Journal
 
* Pen
 
* Bedroll
 
* Backpack
 
* Compass
 
* Revolver
 
* Pith helmet
 
|-
 
| style="text-align:right" |Boating
 
|d4
 
|-
 
| style="text-align:right" |Common Knowledge
 
|d6
 
|-
 
| style="text-align:right" |Gambling
 
|d4
 
|-
 
| style="text-align:right" |Language (English)
 
|d8
 
|-
 
| style="text-align:right" |Language (Spanish)
 
|d6
 
|-
 
| style="text-align:right" |Language (French)
 
|d6
 
|-
 
| style="text-align:right" |Language (Polynesian)
 
|d6
 
|-
 
| style="text-align:right" |Language (TBD)
 
|d6
 
|-
 
| style="text-align:right" |Notice
 
|d8
 
|-
 
| style="text-align:right" |Performance
 
|d8+2
 
|-
 
| style="text-align:right" |Persuasion
 
|d8+2
 
|-
 
| style="text-align:right" |Shooting
 
|d4
 
|-
 
| style="text-align:right" |Stealth
 
|d4
 
|-
 
| style="text-align:right" |Taunt
 
|d4
 
|}
 
 
 
----
 
 
 
===Cecílie Brázda===
 
 
 
'''Played by:''' Malkavian Grin
 
 
 
'''Alias:''' The Black Widow
 
 
 
'''Country of Origin:''' Czech Republic (now Czechoslovakia)
 
 
 
'''Archetype:''' Jewel Thief / Femme Fatale / Fugitive
 
 
 
'''Gender:''' Female
 
 
 
 
 
'''Background'''
 
 
 
Petty theft was always one of Cecílie's "core values" as she grew up poor and without much moral guidance. Her family was composed of gypsies that were always on the move. This gave the girl early exposure to many languages, which she ate up in hopes that she could use it to her advantage in the future. Beyond reading every book she could lay hands on, Cecílie's time was focused on honing her body. This was done out of necessity rather than hobby, as her father was a drunkard that often beat his wife and children. It was a dark time for the young girl.
 
 
 
In her early teens, Cecílie ran away from home despite her familial obligations. She'd attempted suicide once by jumping off a bridge into a river, but awoke in the arms of a strange German boy. The two fled the country, and though the boy was obviously smitten with her, she held no such feelings for him. Due to fair skin and ability to speak German relatively well, she was able to run away deeper into the country.
 
 
 
Having no say in politics, and leeching off men of increasing wealth, Cecílie was able to carve out a decent lifestyle for herself. However, it had little meaning to her. The men meant nothing but a place to live, food to eat, and money to spend. She was desperately unhappy and found that over the years her love of theft came back in full bloom. Finally, at a party held by important diplomats and political figureheads, Cecílie stole some valuable documentation concerning war tactics and military structuring; things the German Empire's enemies would pay dearly for.
 
 
 
This trend of getting close to someone, only to steal their most treasured assets, became a pattern for the young woman. During these years she spent time learning how to fire a gun and defend herself. However, after the Great War began, she bought passage to America in order to get away from the many angry people looking for her. It worked for a time, and she even managed to obtain work as an undercover bodyguard for an up-and-coming Hollywood actress. But the life of a thief was never satisfied, and she may have had a hand in convincing Mrs. Holly to take to the seas in search of "opportunities" that would make them both filthy rich.
 
 
 
{| class="wikitable" style="width:100%"
 
! colspan="2"|'''Attributes'''
 
! colspan="2"|'''Derived Statistics'''
 
|-
 
| style="width:25%;text-align:right" |Agility
 
| style="width:25%" |d8
 
| style="width:25%;text-align:right" |Pace
 
| style="width:25%" |6"
 
|-
 
| style="text-align:right" |Strength
 
|d4
 
| style="text-align:right" |Parry
 
|5
 
|-
 
| style="text-align:right" |Smarts
 
|d8
 
| style="text-align:right" |Toughness
 
|3
 
|-
 
| style="text-align:right" |Spirit
 
|d6
 
| style="text-align:right" |Bennies
 
|4
 
|-
 
| style="text-align:right" |Vigor
 
|d4
 
|}
 
 
 
{| class="wikitable" style="width:100%"
 
! '''Edges'''
 
! '''Hindrances'''
 
|-
 
| style="width:50%;vertical-align:top" |'''Linguist'''
 
: This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6.
 
 
 
'''Acrobat'''
 
: The Acrobat gets one free reroll on Athletics totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw.
 
 
 
'''Assassin'''
 
: Assassins are trained killers who know how to kill even the toughest foes. They add +2 to damage rolls when their foe is Vulnerable or they have The Drop.
 
 
 
'''Thief'''
 
: Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
 
: Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas.
 
: Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment.
 
: Finally, these rogues are—not surprisingly—adept at Thievery itself, adding +1 to those rolls in all circumstances.
 
| style="vertical-align:top" |''Major''<br>Vengeful - Cecílie does not suffer violence or being ordered around (unless its under the guise of stealing something). Revenge is how the woman tries to justify her actions in a world that is not fair.
 
 
 
Wanted - Many European agencies are on the lookout for Cecílie for both grand larceny as well as murder of public officials. The Germans are especially salty, as they were the most used by her.
 
|}
 
 
 
{| class="wikitable" style="width:100%"
 
! colspan="2" | '''Skills'''
 
! '''Gear'''
 
|-
 
| style="width:25%;text-align:right" |Athletics
 
| style="width:25%" |d8
 
| rowspan="14" style="vertical-align:top" |(Few quid in pocket, might have a decent suit, watch)
 
 
 
* Set of normal clothing (w/pants & boots)
 
* Set of nice clothing (w/skirt & heels)
 
* 1 nice dress/pair of heels
 
* Women's sixpence hat
 
* Hand-me-down jewelry
 
* Old, tarnished gold pocket-watch
 
* German luger w/underarm holster
 
* Hunting knife w/belt sheath
 
* Set of lockpicks
 
* Carpetbag purse w/shoulder strap
 
* Makeup essentials
 
* Worn copy of The Great Gatsby, Le Morte d'Arthur, and Hamlet
 
* 100 quid
 
* 20 sterlings
 
|-
 
| style="text-align:right" |Common Knowledge
 
|d4
 
|-
 
| style="text-align:right" |Fighting
 
|d6
 
|-
 
| style="text-align:right" |Language (Czech)
 
|d8
 
|-
 
| style="text-align:right" |Language (German)
 
|d6
 
|-
 
| style="text-align:right" |Language (French)
 
|d6
 
|-
 
| style="text-align:right" |Language (Russian)
 
|d6
 
|-
 
| style="text-align:right" |Language (English)
 
|d6
 
|-
 
| style="text-align:right" |Notice
 
|d6
 
|-
 
| style="text-align:right" |Persuasion
 
|d6
 
|-
 
| style="text-align:right" |Shooting
 
|d6
 
|-
 
| style="text-align:right" |Stealth
 
|d8
 
|-
 
| style="text-align:right" |Thievery
 
|d6+1
 
|}
 
 
 
----
 
 
 
===Jack Dorman===
 
 
 
'''Played by:''' Faubas
 
 
 
'''Alias:''' Banjo, Ajax
 
 
 
'''Country of Origin:''' Australia
 
 
 
'''Archetype:''' TBD
 
 
 
'''Gender:''' Male
 
 
 
 
 
'''Description:'''
 
 
 
5'10" 210 lbs A sandy-haired, broad shouldered Australian sailor with a square, honest face, deeply tanned with bright blue eyes. He walks with a with a slight limp where he took shrapnel from a German U-Boat attack during the war.
 
 
 
'''Background'''
 
 
 
TBD
 
 
 
{| class="wikitable" style="width:100%"
 
! colspan="2"|'''Attributes'''
 
! colspan="2"|'''Derived Statistics'''
 
|-
 
| style="width:25%;text-align:right" |Agility
 
| style="width:25%" |d10
 
| style="width:25%;text-align:right" |Pace
 
| style="width:25%" |6"
 
|-
 
| style="text-align:right" |Strength
 
|d6
 
| style="text-align:right" |Parry
 
|5
 
|-
 
| style="text-align:right" |Smarts
 
|d6
 
| style="text-align:right" |Toughness
 
|5
 
|-
 
| style="text-align:right" |Spirit
 
|d6
 
| style="text-align:right" |Bennies
 
|4
 
|-
 
| style="text-align:right" |Vigor
 
|d6
 
|}
 
 
 
{| class="wikitable" style="width:100%"
 
! '''Edges'''
 
! '''Hindrances'''
 
|-
 
| style="width:50%;vertical-align:top" |'''Linguist'''
 
: This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6.
 
 
 
'''Luck'''
 
: The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!).
 
: He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
 
| style="vertical-align:top" |''Minor''<br>
 
 
 
''Major''<br>
 
|}
 
 
 
{| class="wikitable" style="width:100%"
 
! colspan="2" | '''Skills'''
 
! '''Gear'''
 
|-
 
| style="width:25%;text-align:right" |Athletics
 
| style="width:25%" |d4
 
| rowspan="14" style="vertical-align:top" |(Doing ok. Hundred quid in pocket with same in the ANZ bank. Gear as above but more so. Pistol, hip flask, binoculars, etc. Better suit and shoes)
 
 
 
No listed gear yet.
 
|-
 
| style="text-align:right" |Boating
 
|d10
 
|-
 
| style="text-align:right" |Common Knowledge
 
|d4
 
|-
 
| style="text-align:right" |Fighting
 
|d6
 
|-
 
| style="text-align:right" |Language (English)
 
|d8
 
|-
 
| style="text-align:right" |Language (Cantonese)
 
|d6
 
|-
 
| style="text-align:right" |Language (German)
 
|d6
 
|-
 
| style="text-align:right" |Language (French)
 
|d6
 
|-
 
| style="text-align:right" |Notice
 
|d6
 
|-
 
| style="text-align:right" |Persuasion
 
|d8
 
|-
 
| style="text-align:right" |Shooting
 
|d8
 
|-
 
| style="text-align:right" |Stealth
 
|d4
 
|}
 
===Gideon "Lumpy" Higham===
 
 
 
'''Played by:''' Faubas
 
 
 
'''Alias:''' Lumpy
 
 
 
'''Country of Origin:''' Rngland
 
 
 
 
 
'''Description:'''
 
 
 
 
 
Agility d8
 
Smarts d4
 
Spirit d6
 
Strength d8
 
Vigor d6
 
 
 
Habit, Impenetrable Accent (minor)
 
Illiterate (minor)
 
Loyal (minor)
 
Poverty (minor)
 
 
 
Ambidextrous, Two-fisted, Improvisational Fighter
 
 
 
 
 
Gear
 
 
 
 
 
 
 
  
 +
Skills -
 +
Athletics d4
 +
common knowledge d6 (1)
 +
Notice d8 (2)
 +
Persuasion d8 (2)
 +
stealth d4
 +
boating d4 (1)
 +
Gambling d4 (1)
 +
Shooting d4 (1)
 +
Performance d8 (3)
 +
Taunt d4 (1)
 +
English d8
 +
Spanish d6
 +
French d6
 +
Polynesian d6
  
 +
Edges
 +
Linguist (free) -
 +
Attractive (Human Bonus)
 +
Very Attractive (2)
 +
Fame (2)
  
==Future Upgrades==
+
===Future Upgrades===
*Better NPC crew
+
Better NPC crew
*A real sickbay with actual medical facilities
+
A real sickbay with actual medical facilities
*Galley that can provide higher class dining
+
Galley that can provide higher class dining
*A better coal engine, or upgraded engine
+
A better coal engine, or upgraded engine
*A diesel engine
+
A diesel engine
*Stormproofier hatches
+
Stormproofier hatches
*An up to date radio, morse set
+
An up to date radio, morse set
*Decent paintjob
+
Decent paintjob
*Powered winches
+
Powered winches
*Updated wheelhouse with newer tech instrumentation, wheel control
+
Updated wheelhouse with newer tech instrumentation, wheel control
*Better captain's gig
+
Better captain's gig
*Paying off debt/refinancing to get out of some of the covenants
+
paying off debt/refinancing to get out of some of the convenants
*Depending on the year, a deck gun might be a good thing
+
depending on the year, a deck gun might be a good thing
*New underplating
+
new underplating
*Overhaul engine main reduction gear for improved cruising speed and handling
 
*Have genius Russian engineer design auxiliary propulsion unit (bow thruster) 30 years early!
 
*Crane on deck for handling freight better
 
*Cargo lighter for transferring heavy cargo ashore so we can service remote towns on the coast
 

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