Sailor Grogs needed

Postby JeanMichelle » Mon Apr 05, 2010 4:19 pm for "Fire in the North"
draft:

Lucky Wodin Whoreson, the pirate
Flaws:

  • 1 greedy
  • 1 story: Visions
    -3 Outlaw
    -1 Weakness gambling
    -1 Afflicted tongue
    -1 Disfigured
    -1 Missing eye
  • 1 fluctuating fortune (from A&A p. 134: alternating: one year virtue rich, the next year poor flaw)

Virtues:
3 Ways of the sea
1 Premonitions [associated with the magic realm]
1 Perfect balance
1 Affinity with single weapon
1 tough
1 puissant single weapons
1 Self-confident
1 Luck

Int 0 Pe +1
Com -2 Pr -2
Sta +2 Str +2
Dex +2 Quk +2

Early childhood:
Native Language Gaelic (Hebrides) 5
Athletics (Climbing) 2
Brawl (dagger) 2
Survival (fishing) 1
Awareness (seeing things at a long distance) 1
Swim (Salt Water) 1

Wodin was born on Skye. His mother was a red-haired public woman who found her customers among the fishermen, smugglers and pirates. Her hands were as large as bed-pans and her voice as deep and loud as any man’s. She had no idea who his father was, but as she said: “He was a sailor - that’s all I can say for sure.” Wodin’s childhood environment was marked by loose morals, hard drinking and periodic violence, and there was never shortage of rough father figures for him to imitate. One of these encounters left him with a permanent scar in the face and a lisp (his face is slightly asymmetrical).
He became a rather violent child, who nursed his bruises in his frequent bruises in his secret hiding place: A small cave in the cliffs.

Later life
Year 6: Wodin: Wodin stays at home, and learns about drinking, and gambling [Carousing (games of chance) 2]
Year 7+8: Wodin’s mother is stabbed to death by a suitor. Wodin puts a knife in him, runs away and is taken on as a ship’s boy by a smuggler. [Profession: Sailing (Irish Sea) 2, Area Lore Irish Sea (Coast) 2]
Year 9: The smuggler is caught by the authorities. All the adults are hanged, the boy has an eye put out.
He starts seeing things with his blind eye. Folk Ken (authorities) 1, Premonitions 2]
Year 10-18: Wodin is taken on by another vessel – pirates. There he spends the next ten years of his life living the cruel life of a pirate, and gets promoted to the position of Watch leader. He also acquires a reputation for being the luckiest bastard on the seas that surround Albion. He warns the other pirates that their last trip is going to end in disaster, but they scoff at his murky predictions. So he leaves the ship, only to learn of their bloody end at the hand of a rival pirate group some days later. His visions then lead him to Ailsa Craig, where he finds refuge, good pay, and magi who might eventually explain[Single Weapon (Axe) 5+2, Carousing to 3, Profession Sailor to 4, Area Lore Irish Sea to 3, Premonitions to 4, Leadership (ship) 1]

Skills:
Athletics (Climbing) 2 [+6 for perfect balance if applicable, +3 for Ways of the sea if applicable]
Area Lore Irish Sea (Coasts) 3 [+3 for ways of the Sea]
Awareness (seeing things at a long distance) 1 [+3 for ways of the sea, if applicable]
Brawl (dagger) 2 [see below]
Carouse (Gambling) 3
Leadership (ship) 1 [+3 for ways of the sea, if applicable]
Native Language Gaelic (Hebrides) 5
Premonitions (threats to himself) 4 [+3 for sea-linked dangers like storms]
Profession: Sailor (Irish Sea) 4 [+3 for Ways of the sea]
Single Weapon (Axe) 5+2 [see below]
Survival (fishing) 1 [+3 for Ways of the sea, if applicable]
Swimming (Salt Water) 1 [+3 for salt water]

Personality: Brave +3, uncouth +2
Reputations: Pirate (port towns) 2, lucky (pirates) 1

Equipment: A well-made sailor’s leather outfit, complete with 2 daggers (one hidden in his boot), and an axe [Load 1] that is primarily a tool, but can also be used in combat.
For raids, or fights he sees coming, he equips a heater shield [Load two] and a full leather scale armor [load 5]
Load: 1/8 encumbrance: 0/-3

Combat Values (-1 attack for missing eye included; +3 in sea regions in […], -3 for armor has not yet been included because he normally doesn’t wear it)
Soak: +5 naked/ normal outfit, +10 when expecting battle
Punches: Initiative+2 [+5] Attack +3 [+6] Defense +4 [+7] Damage +2
Dagger: Initiative+2 [+5] Attack +6 [+9] Defense +5 [+8] Damage +5
Axe: Initiative +3 [+6] Attack +13 [+16] Defense +10 [+13] Damage +8
Axe and Heater shield: Initiative +3 [+6] Attack +13 [+16] Defense +13 [+16] Damage +8