- Eloise Iscariot ~ Human ~ Courtier
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Stats: Cool 2 - Hard -2 - Hot 3 - Sharp 2 - Will 1 Shock Clock: 0:00 - 3:00 - 6:00 - 9:00 - 10:00 - 11:00 - 12:00 Harm Clock: 0:00 - 3:00 - 6:00 - 9:00 - 10:00 - 11:00 - 12:00 Experience: xxooo Wealth: 1 Equipment: - Hand Cannon (4-harm close messy loud reload) - Balanced Dagger (2-harm hand) - Bridge Coat (1-armor) - Machete (3-harm hand messy) - Lockpicks (+1ongoing to getting through locked doors) - Soaps, scents, and cosmetics (+1forward to next Hot roll after use) - Madeleine (basically just a semi-tamed weasel) Advantages: - The Madrigal (4-harm far airship small 0-armor swift stealth fussy) - The Blackbirds (3-harm gang small 1-armor siege unruly desertion) Ally: Jacen Sinedy [Right Hand] Enemy: Liana Rousseau [Collector]
- Moves
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Racial - Traveler: You are well-traveled and know a great deal about the world. Whenever you move to a new location, roll+Sharp. On a 10+, you know something immediately interesting and useful about this place or its people. On a 7-9, you know something interesting, and it's on you to make it useful. On a miss, you know less than you thought, or you used to know it before they changed what 'it' was.
Personal - Pirate Queen of the Northern Skies: You have a ship, the Madrigal, and a crew, the Blackbirds. When you command the Blackbirds in battle, roll+Hot. On a 10+, all 3. On a 7-9, choose 1: - They do what you want. - They don't fight or complain. - You don't have to make an example out of one of them.
On a miss, one of the Blackbirds will try to supplant you as their leader.
Class - Passions: When you speak passionately to a crowd, roll+Hot. On a 10+, hold 3. On a 7-9, hold 1. At any time, you can spend your hold 1 for 1 to have the mob: - Bring people forward and deliver them. - Bring forward their precious things. - Unite and fight for you as a gang. - Fall into a frenzy of uninhibited emotion (your choice as to what emotion) - Go quietly back to their lives
On a miss, the mob turns on you.
Class - Hypnotic: When you have time and solitude with someone, they become fixated upon you. Roll+Hot. On a 10+, hold 3. On a 7-9, hold 2. They can spend your hold, 1 for 1, by: - Giving you something you want. - Fighting to protect you. - Serving as your eyes and ears. - Doing something you tell them to.
For NPCs, while you have hold over them, they can’t act against you. For PCs, instead, any time you like you can spend your hold, 1 for 1: - They distract themselves with the thought of you. They’re glitched now. - They inspire themselves with the thought of you. They're boosted now.
On a miss, they hold 2 over you on the exact same terms.
- The Madrigal
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By default, The Madrigal is a light scout ship (airship small 0-armor). Then, choose 3 strengths: - The Madrigal is lightly armed. It gets some defensive weapons with 2-harm close. x The Madrigal is heavily armed, military-style. It gets a main gun with 4-harm far. - The Madrigal is lightly armored, capable of shrugging off some punishment. +1-armor. x The Madrigal is unusually quick and agile for a vessel of its type. +swift x The Madrigal possesses a magitech cloaking apparatus. +stealth. - The Madrigal is protected by a magitech shielding apparatus. +2-barrier. - The Madrigal has ample cargo capacity, including secret compartments. +stowage
And 1 weakness: x Your ship is temperamental and difficult to keep in working order. +fussy
- The Blackbirds
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By default, you have a gang of about 15 dudes with (2-harm gang small 1-armor unruly). Then, choose 2 strengths: - Your gang is about 30 dudes – a medium gang instead of a small gang. x Your gang is well-armed, and their weapons are in good repair. +1-harm. x Your gang's armory includes one or more high-caliber weapons. Add 'siege'. - Your gang is well-armored, and their armor is in good repair. +1-armor. - Your gang is nomadic at heart, able to move and keep in fighting shape without a home base. +mobile - Your gang is self-sufficient, able to provide for itself through raiding, salvage, mercenary work, etc. +rich
And choose 1 weakness: x Your gang is loose-knit, with members coming and going as they please. +desertion
- History
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Vincent Ladouceur +1 (Drunken secret swapping) Seiki Bowerbird +1 (Seiki got drunk and spilled secrets, then did Eloise a minor favour) Yu'kiko +1 (Crossed paths in an unexpected place; Eloise then took her off the street) Galatea of White Orchard +3 (Eloise saved Galatea's life; strange considering their long-simmering emnity) Hara +0
- Goals
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Short-Term: Find and kill Marcie le Rusé. Medium-Term: Bring the important players to the lover's circle: Seiki, Vincent, Chianti, Silja, Iseult. Long-Term: Find and reunite with Miss Akane.
- Advancements
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Tier I _ +1 Cool (Max +3) _ +1 Hard (Max +3) x +1 Hot (Max +3) x +1 Sharp (Max +3) _ +1 Will (Max +3) x +1 Class Training or General Move (Hypnotic) _ +1 Class Training or General Move _ +1 Class Training or General Move _ +1 Move from any Class Training list x Create a second character to play (Aria Mazikeen)
Tier II (Locked) _ +1 to any stat (Max +3) _ Advance 1 Basic Move _ Advance 1 Basic Move _ Advance 1 Basic Move _ Advance 1 Basic Move _ Advance 1 Class Training or General Move _ Advance 1 Class Training or General Move _ Remove a debility _ Retire your character to safety and make a new character _ +1 Move from any Class Training list
Tier III (Locked) _ +1 Class Training or General Move _ +1 Racial Move _ Advance 1 Basic Move, Class Training Move, or General Move _ Advance your Personal Move _ Request a second Personal Move from the GM
Edited by Sparrow, Jul 20 2014, 07:47 PM.
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