Showing posts with label Montaigne. Show all posts
Showing posts with label Montaigne. Show all posts

Sunday, May 14, 2017

Villain - Captain Stephen Fevrier

Villainy Rank: 11

Strength: 7

Fevrier incorporates the Bone Hook Hand into his Valroux style in unusual ways.

Influence: 4

Fevrier's ship, Le Chien de Chasse au Loup (The Wolfhound), was recently refitted by his new employers, the Atabean Trading Company.

Arcana

Virtue: Temperate (The Glyph)
Activate your Virtue to prevent any magical effect (Sorcery, Artifacts, Monsters, etc.) from affecting you.
Hubris: Confusion (The Moonless Night)
You receive a Danger Point when this Villain fails to understand an important plot element and that misunderstanding leads to danger for herself or others.

Advantages

Duelist Academy - Valroux
The Bone Hook Hand - Received as a gift from the Devil Jonah when marooned on an island. The bony hand is able to change its shape in multiple ways but also seems to have a mind of its own.

Motives & Goal

Gratitude. To send as many pirates to the Devil Jonah as thanks for his gift to you.

Redemption

Fevrier's redemption is unlikely due to his insane devotion to The Devil Jonah. He won't stop until he is put into the deep, where he believes Jonah will rise him up to bring him more souls.

Deeds

Show eerie resolve in the middle of chaos
Reconfigure the Bone Hook Hand  to suit your needs
Reveal the Devil Jonah as your true master

Schemes

  • Hunt pirates for the Atabean Trade Company (1). Stephan's stint as a pirate was relatively short, but he quickly realized that siding with the ATC was a much better idea. Every ship sunk is full of souls to appease the Devil Jonah.
  • Kill every member of his original crew (3). Captain Fevrier began his naval career as a noble who bought a commission as a lark. He hated it, his crew hated him and they mutinied. He ended up marooned and, in a desperate move, cut off his own hand and threw it into the sea as an offering for the Devil Jonah. Jonah replied by sending the Bone Hook Hand and the ship that would become The Wolfhound to rescue him. Now Captain Fevrier seeks revenge on the crew that nearly killed him, marking a scar on the Hook Hand arm. There are only three more to go, including the leader of the mutiny, now a Captain in the Montaigne Navy.
  • Unlock the true power of the Bone Hook Hand (5). Captain Fevrier believes that once he sinks a ship from each nation of Theah, the Devil Jonah will reward him with an even greater power - to summon and control a sea serpent with the Bone Hook Hand.

Wednesday, April 12, 2017

Hero - Irene de Montfort

Traits:

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

Arcana:

Virtue (The Witch): Intuitive
Activate your Virtue to ask the GM one yes or no question about an NPC. The GM must answer honestly and should be generous—for example, if there is a qualifier, he should tell you and explain more fully.
Hubris (The Tower: Arrogant
You receive a Hero Point when your Hero shows disdain, contempt, or otherwise looks down on a Villain or someone who could cause harm to friends.

Backgrounds:

Mousquetaire (Musketeer): Earn a Hero Point when you take a serious injury to protect your comrades or King.
Spy: Earn a Hero Point when you take a great risk to uncover a secret.

Skills:

Aim: 2
Athletics: 2
Empathy: 1
Hide: 3
Intimidate: 1
Notice: 2
Ride: 2
Tempt: 3
Theft: 1
Weaponry: 3

Advantages: 

Camaraderie: Whenever you spend a Hero Point to aid an ally, they gain four dice instead of three.
Eagle Eyes: As long as you have a clear line of sight, you can see perfectly out to a distance of one mile. If you use a spyglass you can even pick out fine details, such as the inscription carved into a wedding band. If you make a Risk that relies heavily on your keen vision, you gain 1 Bonus Die.
Joie de Vivre: Just before a confrontation with a Villain occurs, spend a Hero Point and make some sort of pithy or clever comment about how “When things look darkest, that’s when souls shine brightest.” Each Hero—that hears the speech—counts all dice that roll equal to or under his Skill on his next roll as 10s.
Opportunist: When another Hero spends a Raise to create an Opportunity, you can spend a Hero Point to immediately activate the Opportunity for yourself.
Poison Immunity: Poison never affects you, aside from some potential mild discomfort. If the poison would ordinarily kill you, it might cause you only to vomit instead, but there are no additional effects.
Quick Reflexes (Weaponry): You always take actions as if you had an additional Raise to spend when you use this Skill.


Active Story

Unlock My Puzzle Sword (4 Steps)
Type: Simple
Reward: Gain Signature Item (Montaigne Puzzle Sword)
  1. Identify the Maker's Mark On the Hilt

Wednesday, January 18, 2017

Hero - Marcel Montague

Traits:

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

Arcana:

Virtue (The Fool): Wily
Activate your Virtue to escape danger from the current Scene. You cannot rescue anyone but yourself.
Hubris (The Beggar): Envious
You receive a Hero Point when your Hero covets something, and does something unwise to get it.

Backgrounds:

Sorcier Porte: Earn a Hero Point when you close a Blessure that a Villain ripped open.
L'Ami du Roi (Friend of the King): Earn a Hero Point when you leverage the King's favor to
solve a problem.

Skills:

Convince: 3
Empathy: 3
Hide: 2
Perform: 2
Ride: 3
Scholarship: 2
Tempt: 3
Weaponry: 2

Advantages: 

Connection (Vodacce merchant captains): You have connections who can give you information or help you out when you need it. You can always make contact with someone of that type who will give you basic information or help you in some minor way, so long as it doesn’t cost them anything or put them in danger. If you want more hard-to-find information or a dangerous favor, you must spend a Hero Point or agree to a cost that your connection stipulates, such as paying them money or agreeing to do a favor for them in return.
Friend of the Court: When you are at a ball, feast, or similar high society function, spend a Hero Point to reveal you have a close friend also in attendance.
Linguist: You speak, read, and write all Théan languages. Even the dead ones.
Sorcery (Porte): As described on pg. 219. You have four Minor Marks for small items you can Pull. You have two Major Marks that you may Walk to: your cabin aboard the ship and your rose garden in Montaigne.
Time Sense: You always know what time it is. You know how long until the next sunrise or sunset, with less than a one minute margin of error.

Sunday, August 28, 2016

Hero - Felix Guy-Daniel


"I have the perfect red for this battle.
I do hope they don't surrender before I return."

Traits:

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

Arcana:


Virtue (The Fool): Wily
Activate your Virtue to escape danger from the current Scene. You cannot rescue anyone but yourself.
Hubris (The Beggar): Envious
You receive a Hero Point when your Hero covets something, and does something unwise to get it.

Backgrounds:

Sorcier Porte: Earn a Hero Point when you close a Blessure that a Villain ripped open.
Aristocrat: Earn a Hero Point when you prove there is more to nobility than expensive clothes and attending court.

Skills:

Aim: 2
Brawl: 2
Convince: 3
Empathy: 3
Hide: 2
Ride: 3
Scholarship: 3
Tempt: 2

Advantages: 

Able Drinker: Alcohol never adversely affects you, no matter how much you drink.
Disarming Smile: Spend a Hero Point to keep another character from drawing a weapon, starting a fight, or resorting to violence. She will still defend herself, but she will not start any violent conflicts.
An Honest Misunderstanding: Spend a Hero Point to edit, redact, or otherwise alter something you or another Hero just said, “reinterpreting” the words into the kindest compliment.
Linguist: You speak, read, and write all Théan languages. Even the dead ones.
Sorcery (Porte): As described on pg. 219. You have four Minor Marks for small items you can Pull. You have two Major Marks that he may Walk to: your cabin aboard The Tempered Steel and your wine cellar in Montaigne.
Rich: You begin each session with 3 Wealth.
Time Sense: You always know what time it is. You know how long until the next sunrise or sunset, with less than a one minute margin of error.

Hero - Rachelle Anjou

"I offer you my blade, m'sieur.
Your manners from here on out determine which end of it you will receive."

Traits:

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

Arcana:

Virtue (The Magician): Willful
Activate your Virtue and target a Villain. Until the end of this Scene, you cannot spend Hero Points and the Villain cannot spend Danger Points.
Hubris (The Sun): Proud
You receive a Hero Point when your Hero refuses an offer of aid—for example, if a Hero tries to spend a Hero Point to give you Bonus Dice and you turn them down.

Backgrounds:

Farmkid: Earn a Hero Point when you solve a complex problem in a simple, tried and true method from back on the farm.
Mousquetaire: Earn a Hero Point when you take a serious injury to protect your comrades or King.

Skills:

Aim: 2
Athletics: 3
Convince: 2
Empathy: 2
Intimidate: 3
Notice: 2
Perform:
Ride: 2
Weaponry: 3

Advantages: 

Camaraderie: Whenever you spend a Hero Point to aid an ally, they
gain four dice instead of three.
Duelist Academy: You studied at the Valroux academy thanks to the influence of your Musketeer patron.
Style Bonus: Valroux Press
When you wield a fencing sword in your right hand and a dagger in the left, you can perform a special Maneuver called Valroux Cross. Valroux Cross prevents Wounds equal to your Weaponry, and you choose a Maneuver you know your opponent can perform on her next
Action. Performing any other Maneuver costs your opponent an additional Raise. You can only perform Valroux Cross once per Round, immediately following
the Maneuver that caused your Wounds.
Legendary Trait (Finesse): Whenever you rolls a Risk using Finesse, you remove one die from your pool before you roll. That die is always considered to roll a 10. If your 10s explode, your free Legendary Trait 10 explodes as well.
Quick Reflexes (Weaponry): You always take actions as if you had an additional Raise to spend when you use this Skill.
Survivalist: If you are in the wilderness, you can forage or hunt and find enough food for yourself and up to five other people. Under extreme circumstances—lost in the middle of a desert, or abandoned in the Ussuran tundra, for example—you find enough food for yourself and up to two other people.