News:

Game for the gaming god; co-op for the entertainment couch!

Main Menu

7th Sea Chars

Started by Dracos, May 31, 2009, 08:37:13 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Dracos

Please make and post your seventh sea chars.  You can use the same back ground if it's identical characters. :)

We will wait for this to start back up again.

Note:

We are ONLY using the PHB and the http://www.crystalkeep.com/7thsea/rules/7thsea-schools-handbook.pdf

If you are getting something from another book, do not do that.  I really have enough books and rules to read.
Well, Goodbye.

Iron Dragoon

Found some useful character sheet stuffs.

This is a generator program. Downside is that it limits the number of points we can start with to only a couple options, but it seems pretty all inclusive otherwise:
http://7eme.mer.free.fr/Generato.htm

This is an excel sheet for character gen. Looks pretty good to me, but no spiffy magical value equasions to make math and life easier:
http://www.virtualadept.co.uk/resources_files_charsheet_detail.cfm?fileNo=601
This is not the greatest post in the world, no... this is just a tribute.

Merc

#2
Experience (total): 10
Experience (unspent): 0

Name: Leon du Paix
Nation: Montaigne
Professions: Pirate/Sailor
Memberships: Swordsman's Guild

Leon is of fair height, standing at around 5'9", and an athletic build. His eyes are a myrtle green shade, twinkling with mischief, and he can often be found stroking his beard as if planning something that will likely annoy someone else. The small semi-controlled smile that's hardly hidden by his hand might have something to do with the impression.

He is often found wearing a black tricorn hat with a vibrant large blue feather, the only times he is found without it is during work on a ship or if a particularly strong wind is afoot. If he cannot wear his hat, he often instead covers his long wavy black hair with a striped blue/white bandanna instead.

Outside of the hat, however, he tends to dress fairly simply and comfortably, and his sole posession that could be considered 'fancy' would be a well-worn red jacket and cloak, once surely quite vibrant, but now slightly dulled by age, and with a few hardly noticeable loose threads and fluff here and there. Still, if there is a fancy occassion about, he'll certainly put the effort into dressing up, hat and all. Presentation, after all, is half the battle, and it's all still in pretty good condition.


Traits: (+56pts)
Brawn 2, Finesse 3, Resolve 2, Wits 2, Panache 4
Drama Dice - 2

Hubris: (-10pts)
Overconfident

Advantages: (+36pts)
Able Drinker, Combat Reflexes, Keen Senses, Swordsman's School/Guild, Toughness

Skills: (+23pts)
Sailor: Balance 3, Climbing 3, Knotwork 1, Rigging 1
Streetwise: Socializing 2, Street Navigation 1
Athlete: Climbing 3, Footwork 3, Sprinting 2, Throwing 1
-Advanced Knacks: Side-Step 1
Fencing: Attack 3, Parry 1
Knife: Attack 1, Parry 3

Swordsman School: Valroux
Double Parry (Fencing/Knife) 1, Feint (Fencing) 1, Tagging (Fencing) 3, Exploit Weakness (Valroux) 1

School Bonuses:
[Apprentice] No off-hand penalty w/ main gauche
[Apprentice] Free Raise when parrying with off-hand

Appendix:
[Pg 124] Exploit Weakness: +1 unkept dice to Atk/ADef rolls vs Valroux swordsmen
[Pg 129] Double Parry: Use as ADef, succeed = +1 drama dice for 1 phase
[Pg 129] Feint: Roll Finess+Feint > 5x Enemy Wits = Enemy cannot use ADef for attack
[Pg 130] Tagging: Use as Atk, succeed = no dmg and +1 drama dice (or enemy -1)
[Pg 130] Able Drinker: No penalty for drinking
[Pg 131] Combat Reflexes: May reroll an action dice after init, but must keep new roll
[Pg 134] Keen Senses: +1 unkept dice on rolls involving senses/surprise
[Pg 136] Swordsman's Guild: Gain right to initiate duels
[Pg 138] Toughness: +1 KEPT dice for all wound checks
[Pg 152] Side-Step: On successful ADef, may lower next action die by 1.
[Pg 161] Overconfident: GM can activate hubris to squash doubts about own capabilities.

Equipment: (pg 166-167)
Set of Clothes, free
Cloak, fine, 3g
Jacket, fancy, 3g
Hat, tricorn, 1g

Std Fencing Sword, free
Main-Gauche, 8g
Belt scabbard, 2g, 50c
Sheath, plain, 1g

Backpack, 7c
Bandages (6), 2g
Bedroll, 1g, 25c
Blanket, 1g
Climbing gloves, 2g
Whetstone, 1g

Wealth: 75g - 25g, 82c = 49g, 18c

Background:
Leonard Chevalier du Martise was born the third son of Enrique Chevalier, and quickly fell into the family heritage. The Chevalier family came from a long line of duelists, soldiers, and even mercenaries, and his father was no exception, a retired member of their home's policing force, with dreams of his sons following in his footsteps.

Enrique would have his wish with his eldest two sons, both of whom later went on to join the military, but Leonard chose otherwise. There were many reasons for this, probably at the foremost was that both Enrique (the second, not the father) and Gustav were four and five years his elders, and Leonard quickly learned the best way to not come home with bruises and cuts (or at least as many) after a fencing lesson was to play on their tempers and simply be faster, rather than stronger.

The other reason, however, was the friendship of youth cultivated with his companion in crimes, Louis Valroux. The two boys became a well known menace with their pranks, tomfoolery, and their attention on the young girls of Martise. Ironic, perhaps, that the two were such close friends when Enrique and Louis' father, Renard, often came to blows in their own youth from conflicting ideologies. If he disapproved of their friendship, he at least approved of how Leonard absorbed himself in the Valroux's swordsmanship and could match his elder brothers, and so he chose not to act. The Valroux family, themselves, likely found the 'corruption' of one of Chevalier's boys amusing and treated Leonard, well, while not quite as one of their own, they certainly liked him.

Perhaps they did too good a job of corrupting the lad, for while he was never one to match their serpentine tongue, nor their gaudy and colorful clothing, he enjoys taunting an opponent during combat with whatever comes to mind (even if it might not be particularly insulting, he has been told he seems to talk more for the sake of hearing his voice rather than tormenting his opponent in the past by Louis), and he's fiercely protective of the oversized hat that Renard gifted him on his 14th birthday, despite the blue feather looking quite odd on him at the time (he has since grown into making the look work for him, or so he likes to think).

On his 16th birthday, Enrique came with notice of Leonard's acceptance into the academy his brothers were attending. Leonard, not believing he could adjust well to the schedule, regulations and such, came to blows with his father over the matter, almost literally, though Enrique held back his hand and temper before he struck his son. Still, the argument settled badly with Leonard, and rather than head towards Charouse once his belongings were packed, he simply tossed his sword into the air, and headed in the direction the blade randomly chose to point.

Since then he has been embracing, if not the path of soldier his family was known for in more recent times, the path of mercenary has served him well. He enjoys exploring the vastness of the world, and he felt lucky that he fell upon the service of Captain Dyne, who while a scoundrel, was still a man Leonard could admire.

Still, he is well aware that Dyne is a wanted man, and he still feels a strong loyalty for his family and home, so he has given up his name, simply introducing himself as Leon du Paix in his current life. Perhaps one day, he may choose to return to his family, if it is still possible through all the changes he has gone through. If nothing else, he would enjoy a rematch with his old childhood friend, Louis. But for now, his priority is figuring out....how to free the captured Captain Dyne?

Rolls:
======
Surprise: Finesse+Stealth/Ambush vs Wits+Ambush (Keep in mind Keen Senses)

Initiative: roll 4#d10
Attack: (Fencing) 6k3       (Knife) 4k3
Damage: (Fencing) 4k2       (Knife) 3k2

Passive Defense TN:
(Prone) 5
(Fencing Parry) 10
(Footwork/Knife Parry/Balance/Climbing) 20
Active Defense TN: (2+Knack)k2 (normal)    -or-     3k2 (Double Parry)

Wound Check:
3#d10

Drama Wounds:
Crippled >= 2
Knocked Out >= 4

Taunting: 4k4 vs Panache x5 (must make same number of raises)
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Trunkyboy

#3
Glubtz
Avalon

Brawn 2
Finesse 3
Wits 2
Resolve 3
Panache 3

Advantages
Large - +1 unkept die on damage and Intimidation rolls.
Legendary Trait: Finesse
Left Handed - +1 unkept die on attack rolls with left hand. Your right hand is your off-hand.
Academy - Martial skills cost 1 HP (instead of 2 HP) each when first making the character.
Swordsman's Guild - You can legally challenge someone to a duel.  You have rank 0 in all Exploit Weakness(School) knacks, and you can improve your rank. The cost to increase these knacks is -1 XP per rank if the school is sanctioned.

Hubris
Loyal - You go back for a fallen comrade, or avoid leaving their side in the first place.

Combat School
MacDonald
   Beat (Heavy Weapon) 1 - Attack using this knack, and take a number of raises equal to the defender's Brawn. If you do, they cannot use an active defense.
   Lunge (Heavy Weapon) 1 - Attack using this knack to get +2 unkept damage dice if you hit. You cannot use active defenses for the rest of this round and your TN is 5 for this one phase.
   Pommel Strike (Heavy Weapon) 1 - Attack using this knack. If you hit, opponent takes (Brawn)k2 damage and opponent is TN=5 for this phase and the next phase.
   Exploit Weakness (MacDonald) 1 - You gain your rank in this knack as extra unkept dice for all attack and active defense rolls against an opponent of the type you know the weakness for.
   Apprentice - You ignore the claymore's one unkept die penalty to their Attack roll.

Martial Skills
Archer
   Attack (Bow) 1
   Fletcher 1
Athlete
   Climbing 1
   Footwork 3
   Sprinting 1
   Throwing 1
Dirty Fighting
   Attack (Dirty Fighting) 1
Fencing
   Attack (Fencing) 1
   Parry (Fencing) 1
Hard Martial Arts
   Attack (Hard Martial Arts) 1
   Balance 3
   Block (Hard Martial Arts) 1
   Footwork 3
   Jab 3
Heavy Weapon
   Attack (Heavy Weapon) 3
   Parry (Heavy Weapon) 1
Knife
   Attack (Knife) 1
   Parry (Knife) 1
Pugilism
   Attack (Pugilism) 3
   Footwork 3
   Jab 3
Westling
   Grapple 1

Civil Skills
Engineer
   Architecture 1
   Drafting 1
   Mathematics 1
Hunter
   Stealth 1
   Survival 1
   Tracking 1
Merchant
   Shipwright 2
Sailor
   Balance 3
   Climbing 1
   Knotwork 1
   Rigging 1

Iventory
Set of Clothes- Free
Cloak, Fine - 3g
Coat, Gentleman - 5g
Boots, Fine - 5g
Spectacles - 5g
Backpack - .07g
Blanket - 1g
Bedroll - 1.25g

Claymore 4k2 - Free
Bow, Avalon 2k2 - 10g
Knife 1k2- 6g
Quiver - 1g
Arrow, 20 - .4g
Sheath, Ornamented - 4g

Gold - 33.28g

Born in the Highland Marches, Glubtz's parents and records died by disease, leaving him with no family name.  His uncommon first name was given to him by the hag that raised him, he was a clumsy child and she was prone to drinking, slurring over half her words.  Klutz became Glutbz and was uttered enough to make it stick.  Because of this and his lack of coordination, Glubtz was often set upon by bullies while growing up.  In defending himself, he discovered his love and talent in fighting.  This was later nurtured after saving enough to enroll in an academy, where Glubtz dabbled in the many ways of making war.  In the academy he also worked hard to overcome his lack of coordination.  The fruits of his labor have not completely shown yet, although the seeds have been planted.  The claymore was Glubtz's final weapon of choice, a salute to his heritage.  While working to support himself, Glubtz also developed a more scholarly appreciation, the art of building and designing.

Glubtz stands at 6'6", his form still gangly and lanky with youth.  He desperately tries to hide, with various degrees of success, his developing musculature with a brightly colored cloak and coat.  His boyishly handsome face is more visible, despite the scraggly beard he is cultivating and the spectacles he wears.  Both Glubtz's hair and eyes are a deep inky black, the former nearly waist length in a variety of thick braids, the latter with a twinkle in peace and a glint in battle.

Having no ties to family and country, and with a loose set of morals given by his upbringing, Glubtz set off into the world to find his fortune, settling into the pirate occupation.
riss and I against the world!

Rackham and Nirae get no breaks...

Why, oh why wasn't I born rich?

Iron Dragoon

#4
Name: Rolland d'Aiguillon
Player: Iddy
Nationality: Montaigne

Brawn: 2
Finesse: 3
Wits: 2
Resolve: 3
Panache: 3

Advantages:
Boucher Swordsman School
Academy
University

Skills:
Servant-
-Etiquette: 3
-Fashion: 2
-Menial Tasks: 1
-Unobtrusive:1
Streetwise-
-Socializing: 2
-Street Nav: 2
Athlete-
-Climbing: 1
-Footwork: 3
-Sprinting: 1
-Throwing: 1
Firearms-
-Attack: 2
Knife-
-Attack: 2
-Parry: 1
Criminal-
-Gambling: 1
-Quack: 1
-Shadowing: 1
-Stealth: 2
Rider-
-Ride: 1
Pugilism-
-Attack: 1
-Footwork: 3
-Jab: 1
Sailor-
-Balance: 1
-Climbing: 1
-Knotwork: 1
-Rigging: 1
Hunter-
-Fishing: 1
-Survival: 1
-Stealth: 2

Equipment:
Set of Clothing                  
Mini-Pistol (4)                  
Standard Knife (2)                  
Gunpowder (10 shots per)                  
Mini-Bullets (20 shots per)                  
Backpack                  
Bedroll                  
Blanket                  
Messkit                  
Pillow                  
Salted Provisions (1 week per) (3)                  
Tent                  

Wealth: 2 Gilder
Rolland was the servant of a noble, who was from a military family. He was rasied to be the noble's servant and bodyguard from childhood, and when the noble went for training/schooling, so did he. Because of this, Rolland ended up being formally educated at a University and attended the military academy along side his master.

He learned etiquitte, fashion, and fighting. Specialized in pistoleering and knife fighting, close in fighting styles that would allow him to protect his master in the close-in press of combat. But, during a campaign, he was seperated from his master by the press of humanity in the battle, and his master ended up dead.

He didn't find out about this until days later, when he came across his master's body being looted by a small group of deserters. Rolland knew his master's family would expect him to take his own life for failing his duty, but before he had the chance to carry this out, the deserters were come upon by a military patrol.

The patrol attacked the group, including Rolland. He, realising his life was already forfit, didn't put up a fight. A mounted officer knocked him unconcious, and he woke up being carted away by the fleeing deserters. Confused as to what to do, Rolland began drifting along with the group and ended up going into mercenary/pirate work.

Physically, Rolland stands at an even 6 foot, and weighs 185 pounds. He has brown hair and green eyes, with no visable scarring from his military service.

Edit: Took 1 point from Socializing and put it into Footwork.
This is not the greatest post in the world, no... this is just a tribute.

Edward

Quote from: Merc on June 03, 2009, 05:50:03 PM
Name: Leonis
Nation: Montaigne

You seem to be focused on using Active Defense.  A higher Wits could help with that and make sure you're Holding an action, otherwise an Active Defense will cost you 2 initiative dice.
If you see Vampire Hikaru Shidou, it is Fox.  No one else does that.  You need no other evidence." - Dracos

"Huh? Which rant?" - Gary

"Do not taunt Happy Fun Servitor of the Outer Gods with your ineffective Thompson Submachine Gun." - grimjack

Edward

Quote from: Iron Dragoon on June 06, 2009, 02:38:05 PM
Name: Rolland d'Aiguillon
Player: Iddy
Nationality: Montaigne

Your Passive Defense depends on your defensive Knacks.  While you have a good selection of them, most are only at 1, only Footwork is at 2, and none are at 3.  That will tend to get your character hit in combat - a lot.
If you see Vampire Hikaru Shidou, it is Fox.  No one else does that.  You need no other evidence." - Dracos

"Huh? Which rant?" - Gary

"Do not taunt Happy Fun Servitor of the Outer Gods with your ineffective Thompson Submachine Gun." - grimjack

Edward

#7
Name: Carlos de Silva
Nation: Castillian
Professions: Jack of all Trades
Memberships: Swordsman's Guild

Traits: Brawn 2, Finesse 4, Resolve 2, Wits 3, Panache 2

Hubris: Star-crossed

Advantages:
Able Drinker   (No penalties from drinking)
Dangerous Beauty   (+2 Unkept dice for Seduction)
Keen Senses   (+1 Unkept die for Surprise, Perception)
Swordsman's School/Swordsman's Guild
University   (Half cost for Civil Knacks)

Skills:
Artist: Singing 3
Courtier: Dancing 2, Etiquette 2, Fashion 2, Oratory 2
Criminal: Gambling 1, Quack 2, Shadowing 2, Stealth 3
Doctor: Diagnosis 1, First Aid 1, Quack 2
Hunter: Stealth 3, Survival 1, Tracking 1
Performer: Acting 1, Dancing 2, Oratory 2, Singing 3
Sailor: Balance 3, Climbing 2, Knotwork 1, Rigging 1
Servant: Etiquette 2, Fashion 2, Menial Tasks 1, Unobtrusive 1
Scholar: History 1, Mathematics 1, Philosophy1, Research 1
Spy: Shadowing 2, Stealth 3
Streetwise: Socializing 1, Street Navigation 1

Athlete: Climbing 2, Footwork 3, Sprinting 1, Throwing 1
Fencing: Attack 3, Parry 3
Firearms: Attack 1
Pugilism: Attack 3, Footwork 3, Jab 1
Rider: Ride 1

Swordsman School: Gallegos
Feint (Fencing) 1
   (Must makes Raises = Opponent's Wits; Opponent gets no Active Defenses)
Riposte (Fencing) 1
   (Roll Active Defense at 1/2 Parry, success gives free counterattack at 1/2 Attack.  Each die of Riposte can be added to the Active Defense or the Attack)
Tagging (Fencing) 1
   (Attack does no damage, but you gain or opponent loses 1 Drama Die for duration of the combat)
Exploit Weakness (Gallegos) 1
   (+ Unkept dice versus opponent using the school)

Apprentice Bonus:
+5 to active Parry with a fencing sword.
When you hold an Action Die it increases to the next phase's number

Equipment: (pg 166-167)
Set of Clothes, free
Cloak, fine, 3g
Gloves, Leather 20c
Jacket, fancy 3g
Hat, widebrimmed 1g
Moneybelt 40c

Std Fencing Sword, free
Belt scabbard, 2g, 50c
Sheath, plain, 1g

Backpack, 7c
Bandages (6), 2g
Bedroll, 1g, 25c
Blanket, 1g
Book, blank 100 pages, 1g
Compass, 1g
Climbing gloves, 2g
File, 15c
Ink, 5 bottles, 3g
Lockpicks, 10g
Map Tube, 1g
Pen, 5g
Razor, 2g
Telescope, 5g
Whetstone, 1g

Wealth: 75g - 46g, 57c = 29g, 43c

Carlos is slender and athletic, with light brown hair, piercing blue eyes, and a ready smile.  He has a talent for attracting the ladies as well as less favorable attention from their suitors, husbands, fathers, or brothers.  A bit of a romantic, he dreams of true love, but it never quite works out.

Carlos lost his immediate family when the village he was born in was sacked and burned.  He's sure his parents are dead, but he's had occasional dreams that have convinced him his little sister is still alive.  The fire itself didn't traumatize him, but he is a bit cautious about fires on shipboard.

Carlos was raised by other relatives, who treated him decently, but he never felt fully accepted.  He was smaller than the other kids growing up and while he's reached average height, he still tries to find indirect ways to win.  Ever since he was a child, Carlos has had the urge to travel.

Carlos' family had made a good match for him with the daughter of a wealthy merchant, but he had to leave town rather abruptly when he was caught with his Maria's younger sister Francesca.

He's made ends meet by a large variety of jobs, some more legal than others, but he won't steal from the poor or harm those who don't deserve it.  Since Captain Dyne had much the same code of honor, Carlos was glad to join the Blue Rogues.  He's mainly served as lookout, but always been fascinated by the stars and considered learning to be a navigator.  Sometimes he walks the deck at night, just to look at the stars.

Note - another rework, raised a stat and reduced points in skills.  Also brought forward a bit more of the old backgound.
If you see Vampire Hikaru Shidou, it is Fox.  No one else does that.  You need no other evidence." - Dracos

"Huh? Which rant?" - Gary

"Do not taunt Happy Fun Servitor of the Outer Gods with your ineffective Thompson Submachine Gun." - grimjack