Cloudchaser

Dem Taqat

Bladespawn
Joined
Nov 1, 2010
Messages
1,978
Location
Britain
The airship Cloudchaser cuts north through the skies with a dull drone of propellers, while the motley band that make up the crew scurry back and forth across the decks. The bounty hunters pay little attention to the mundane scenery of the skies around them, each of their minds bending in some form or another to their quarry. Somewhere ahead, crossing out of the familiar skies of the border states into the ranges of the clansmen, is the Falcon's Wing, and aboard it the thieves they chase. The reward for the recovery of the famous Burnished Band is enough make the crew of the Cloudchaser rich indeed, and for that they are more than willing to brave the old tales of the monsters beyond the borders...

Well, here we go again for another DTAC. It's been a while since anybody tried a steampunk AC*, so for this game we'll be messing around in a setting I've had rattling around in the box for a while. You are, if it wasn't obvious, the bounty hunting crew of the airship Cloudchaser, setting out in search of your biggest reward yet; the thieves of an ancient treasure from some stuffy old Baron back in the 'civilised' lands south of your standard hunting grounds in the border states. Your quarry has set off north into the area known as 'the ranges', where airships are rarer and semi-nomadic clans rule the ever-colder ground. Your goal is simple: Bring back the Burnished Band to it's rightful owner, and get paid for it. How hard could it be?

Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including booting players for my own twisted amusement. :devil:

This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where you attempt to carry out your goals despite a near-total lack of information, planning, and resources. Hey, I never promised it would be easy. :mischief:

Character Creation will use FATE, because coming up with another system is too much effort. There are a bunch of guidelines on the FATE website, as well as a number of helpful guides to the system in the development thread, which should help if you don't know much about the system.

Spoiler The Character Sheet :
[B]Name[/B]:
[B]Gender[/B]:
[B]Age[/B]:
[B]Description[/B]:
[B]Bio[/B]:

[B]Refresh[/B]:
[B]FATE[/B]:

[B]Stress[/B]:
[I]Physical[/I]: 1[] 2[]
[I]Morale[/I]: 1[] 2[]

[B]Consequences[/B]:
[I]Mild[/I]:
[I]Moderate[/I]:
[I]Severe[/I]:

[B]High Concept[/B]:
[B]Trouble[/B]:
[B]Aspect[/B]:
[B]Aspect[/B]:
[B]Aspect[/B]:

[B]Skills[/B]:
[I]Great[/I]:
[I]Good[/I]:
[I]Fair[/I]:
[I]Average[/I]:

[B]Stunts[/B]:

Spoiler The Character Sheet in Depth :
Name: What your character is called.
Gender: Your character's gender.
Age: How long your character has been alive.
Description: What your character looks like.
Bio: How your character came to be aboard the Cloudchaser. Note that the construction of the team is being left mostly in the hands of the players, so I would advise consulting with the others to come up with a coherent backstory for the team.

Refresh: How many FATE points your character restores to as minimum at the start of each mission. Starts at 3, and goes down by 1 for each additional stunt obtained.
FATE: Points spent invoking aspects for boosts and to manipulate mission details. Starts at 3.

Stress: A measure of how much damage you have taken in a mission, all boxes can hold stress up to their size, and empty out at the end of a session.
Physical: 1[] 2[] If You have the Physique skill at fair or good, you gain a 3[] box. If you have the Physique skill at great you gain both a 3[] and a 4[] box.
Morale: 1[] 2[] If You have the Will skill at fair or good, you gain a 3[] box. If you have the Will skill at great you gain both a 3[] and a 4[] box.

Consequences: Temporary aspects gained as a result of damage, the impact of the consequence depends on how much stress could not be assigned to a stress box.
Mild: Contains up to 2 Stress, creates an aspect that lasts for one scene.
Moderate: Contains up to 4 stress, creates an aspect that lasts for one mission.
Severe: Contains up to 6 stress, creates an aspect that lasts until a successful treatment roll is made, at which point it is replaced by a less disruptive aspect that lasts for one mission.

Aspects: Facets of your character that determine who they are and what they do. Each aspect can be invoked or compelled via the transfer of FATE points, so it is recommended that they be double-edged for maximum utility.
High Concept: An aspect representing the general shape of your character: think about what you wanted when you first came up with the idea.
Trouble: An aspect representing a persistent problem your character has: preferably one that will come up in the context of the game.
Aspect: An aspect representing something about your character: their personality perhaps.
Aspect: An aspect representing something about your character: their physical abilities perhaps.
Aspect: An aspect representing something about your character: their history perhaps.

Skills:
Great: Skills that gain +4 to their roll when used. You have one skill here at start.
Good: Skills that gain +3 to their roll when used. You have two skills here at start.
Fair: Skills that gain +2 to their roll when used. You have three skills here at start.
Average: Skills that gain +1 to their roll when used. You have four skills here at start.
Spoiler The Skill List :
Athletics - Your characters general physical fitness and agility.
Crafts - Your characters ability to work with machinery, building and fixing things. This will also be used as the standard skill for piloting airships, although other skills may be used if they are appropriate to the situation.
Deceive - Your characters ability to lie and misdirect people.
Empathy - Your characters capacity to read other people and their moods.
Fight - Your characters skill in melee combat.
Investigate - Your characters proficiency in discovering things through intense or prolonged observation or research.
Lore - Your characters knowledge of the world and the events and people within it.
Notice - Your characters ability to spot things at a glance.
Physique - Your characters strength and endurance. Provides additional stress boxes.
Provoke - Your characters ability to elicit negative reactions such as fear and anger from others.
Rapport - Your characters capacity to make positive connections with others such as to be liked and trusted.
Shoot - Your characters skill at ranged combat.
Stealth - Your characters proficiency at remaining hidden and moving around unseen.
Will - Your characters state of mental fortitude, concentration and determination. Provides additional stress boxes.

Stunts: Special abilities that alter the way your character uses their skills in some way. You start with 3, and additional stunts cost 1 refresh point. Making stunts is too complex to be covered in depth here, so if you don't know how they work already you can find more detail in the dev thread or on the FATE website.


And once that is done you should be set to start! Missions will most likely run on Mondays at 10PM my time, or 5PM EST, although this is potentially open to change. If you have any questions feel free to contact me on CFC, although I can usually be found on AC chat as well.

The Chatroom is Here.

[Anything I missed will be added here when I remember it.]

DT
Throwing Caution to the Wind :eekdance:
 
Active Campaign Aspects:
Aspect: Livin in a Steampunk Fantasy
Aspect: The Great Chase
Aspect: Into the Wilderness

The Cloudchaser:
Aspect: Comfortable Old Corvette
Aspect: Light Armament
Aspect: Stolen Ship
Aspect: Dated Drakviri Design
Aspect: The Left Wing is Dead Weight

Supporting NPCs:
Ludwig Schwarzkopf - A former watchman from one of the border states, Ludwig's knowledge of law and criminals has made him a useful partner in some of your previous bounties. Short and dark haired, he has an easy smile, and an equally quick temper.
Nina Eckstein - A sharp-minded doctor displaced in the Lerilian war, Nina assists with the teams injuries and occasionally provides valuable insight into their operations. Tall and slender with pale blond hair, Nina prefers to keep to herself, and avoids unnecessary talking when she can.

Information Gathered:
Falcons Wing:
- A merchant airship; slow, but with a good lead on you
- Apparently carries the theives as passengers, rather than being associated with them
Thorvik
- A huge man with shaggy brown hair and a rough beard
- Apparently the leader of the theives
Kara
- A scarred woman with firey red hair
- All the contacts who met with her described her as violent, or at least unsettling
Heinrich
- A wiry little guy with short black hair
- His accent marks him out as a clansman, but he is clothed in the southern style
'The Other One'
- A woman who wears a long cloak and hood, keeping her face covered
- Apparently speaks little, but your one contact who heard her claims she had an incredibly beautiful voice

Spoiler Some Notes About the Setting :
The Border States - Situated between the Clan ranges and the great states of Rothvar and Lerilia, the border states are a varied patchwork of minor states. They share only a distrust of their larger southern neighbours and the clans who roam to their north.

Rothvar - An old aristocratic empire in the throes of modernisation, Rothvar industries have been booming since the trained mechanics of their newly expanded air force returned to the civilian sector from a successful war in Lerilia. Most importantly, it is home to the Man who issued the bounty you currently hunt; the Baron Von Apfelsaft.

Drakvir - A republic divided from most other nations by the Spine mountains and great forest, Drakvir is best known for their invention of the airship, and maintain a notable lead in this technology.

Lerilia - A prosperous monarchy with an established merchant class, Lerilia has become a protectorate of Rothvar following their defeat in the recent war, and the peacekeeping force established there has become a cause for sometimes-violent resentment amongst the local population.

The Clans - A series of nomadic groups who roam their ranges north of the borderlands, the Clans happily trade their wares for the goods manufactured in the south. Recently their territories have been marked by outposts designed to provide convenient stopping points for airships, to which their reactions have been somewhat mixed.


DT
 
*It has never been done.

You may now post. Have fun!

DT
Regretting This Already :crazyeye:
 
Name: Robin Seabrooke
Gender: Female
Age: 25
Description: A tall and athletic woman with quite a bit of muscle, with ash brown hair in a short style hanging above the shoulders. Her good eye is a muted hazel color, and she still wears her dark blue military jacket with pride. Her blinded left eye has a prominent scar across it just visible below the eyepatch, and her right leg below the knee and left arm up to her elbow have been replaced by intricate clockwork prosthetics.
Bio:
Spoiler :
Born in the heartland of Rothvar, Robin was the daughter of Granville Rackley, a well-respected politician and nobleman with a weakness for a pretty face, and his kitchen maid, Evelyn Seabrooke. Robin's illegitimacy was quickly covered up outside of the family, as Granville was already married with three other children, and she was presented as the fourth child of the Rackleys. Thus Robin was fortunate enough to grow up in relative comfort and privilege, but since her illegitimacy was well-known in family circles, she was regularly ignored and thus never felt like she belonged in a world of nobles and political intrigue. As she grew up, she spent as much time away from her family as possible, going out onto the streets to explore and find something to truly call her own. By the time she was a young teenager she had become notorious for picking fights with older children and sneaking into libraries at night to read about the workings of steam and clockworks, all in an attempt to find some life, any life, that she could call her own, far away from the privileged Rackley Manor.

She found her inspiration in the stories of Alec the Vanguard, a series of dime novels about a courageous soldier in the Rothvar Military and his exploits fighting for his country in exotic, far off places. Robin was enraptured by the exciting adventure and gripping drama of the story, and she saw herself in the role of the heroic Alec, who stood his ground and fought for what he believed in no matter what came his way. Robin knew then and there what life she wanted to have for herself, not a life of dull politics and noble fussiness, but a life of adventure and action in service to her country and in defense of the values that she believed in. Using what little influence she had in her family, Robin secured herself a place at the military academy, signing up with her mother's surname to truly abandon her old, miserable life, and never looked back.

Driven by her enthusiasm and thirst for action, Robin passed her initial training with flying colors and quickly established herself as a model soldier in service to Rothvar. Refusing to take a pure command position, as many men and women of her social status did, Robin instead went into training for engineering and assault tactics, and was assigned to the 21st Royal Commando Regiment as an assault pioneer. Robin quickly got the chance to prove her mettle as a soldier when war broke out between Rothvar and Lerilia, and her regiment was sent to the front lines. Driven by her sense of duty and her eagerness to fight, Robin proved herself to be an exemplary marine, even being awarded the Distinguished Service Order for her heroism during the infamous Battle of Pounds. Thanks to the efforts of elite soldiers like Robin and her unit, Rothvar ultimately prevailed in the war and Robin's unit was assigned as a peacekeeping force in Lerilian Territory.

Peacekeeping duty exposed Robin to the darker side of military life, and as Rothvar commanders were forced to use increasingly brutal methods to quell unrest, Robin became increasingly disillusioned and less convinced that her orders and actions weren't trampling all over the values that she signed up to protect. She did what she could to ease tensions and uphold those values, but things came to a head when she was meeting with another unit's logistics officer to discuss an infrastructure project and she accidentally witnessed Captain Colin Magnus order his men to indiscriminately slaughter the townspeople of Ashbrooke. Seeing a respected military commander and a war hero she admired give this order was the straw that broke the camel's back, and she became determined to see him brought to justice for the massacre. She was still working her way up the chain of command to find someone willing to prosecute the war hero when the bridge her unit was working on collapsed, maiming her and killing most of her squad. Robin was convinced it was sabotage, but the investigation blamed her for the collapse and led to her dishonorable discharge. Furious at the injustice of it all, Robin finally decided to take matters into her own hands and went after the Captain herself, dragging him back to Ashbrooke and leaving him tied up and at the mercy of the townsfolk. Satisfied at the prospect of dispensing justice as she saw fit, Robin decided to take up bounty hunting, specializing in collecting bounties against war criminals that were once her brothers in arms.

Sometime afterwards, Robin was contracted by Jesua Leoncoeur to take out the thieves that stole his family's airship, the Cloudchaser. Robin easily tracked down the thieves, only to find that they weren't the hardened criminals that Jesua said they were but a young street scamp and a mad scientist who were cheated by the nobleman out of the airship they rightly won. It wasn't difficult to convince Robin to betray a stuffed shirt noble who she didn't really like in the first place, and for better or worse she's been a part of the crew ever since.



Refresh: 3
FATE: 2

Stress:
Physical: 1[] 2[] 3[]
Morale: 1[] 2[]

Consequences:
Mild:
Moderate:
Severe:

High Concept: Moral Ex-Marine
Trouble: Justice At Any Cost
Aspect: Battle-Scarred Veteran
Aspect: Dominating Presence
Aspect: Of Course I Can Fix That

Skills:
Great: Shoot
Good: Physique, Craft
Fair: Athletics, Fight, Provoke
Average: Investigate, Rapport, Notice, Will

Stunts:
Demolition (Wo)man: Robin gains +2 to Craft if her action involves explosives or destroying something.

Quick on the Draw: You can use Shoot instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful.
Short Sharp Shock:If Robin's first Shoot attack after invoking Quick on the Draw succeeds, she creates the situational aspect 'Off-Balance' on her target.​
 
Name: Corina
Gender: Female
Age: Somewhere in the mid to late teens
Description:
Bio:
Spoiler :
Growing up in the underbelly of the Drakviri capital as a street urchin, Corina learned the lesson of watching out for herself the hard way. From a young age she knew how to be light on her feet and quick with her fingers in order to secure a meal for the night. Still she was never satisfied with simply being a moderately successful pickpocket in the city that birthed the airship. Every year the Dravkir Grand Derby took place Corina would, like much of the nation, become enraptured with the spectacle of the airship races and the freedom that the air promised. Still, for a poor street rat like herself, the promise of living free on an airship was all but impossible to achieve.

So it would come that one fateful year, while sneaking through the great docks which housed the airships that would be participating in the Grand Derby, Corina happened upon a once in a lifetime opportunity. As she was sneaking through the rafters in the docks she happened to overhear a conversation taking place below between the two most favored team captains. What they were agreeing upon was a plan to fix the race in exchange for a massive sum of money.

After the shock of seeing one of her most treasured events being spoiled by match fixing faded away Corina began to hatch a plan. With the knowledge of who would win the Derby in hand she could go to the betting pools and walk away richer than she'd ever imagined. All she needed was someone to pitch in the actual money needed to bet...

Enter Enoch Morgenstern, a recently laid off airship engineer who was playing with a few cards short of a full deck but a decent sum of money from his previous career. A man who clearly made himself visible by his loud proclamations of his "inspired" engineering designs. After convincing him of the validity of her information on who was going to win the Dravkir Grand Derby, Enoch and Corina entered into an agreement on exploiting it. With Corina's information and Enoch's cash they would enter the betting pools and walk away rich. And so they managed to find a minor patrician by the name of Jesua Leoncoeur who was willing to put against their bet an old family heirloom, the airship Cloudchaser.

As the day of the Dravkir Grand Derby came and the match went out as expected Corina and Enoch were suddenly hit with a cold dose of reality. Jesua Leoncoeur decided after the match to walk away from the deal, and with only the word of an insane engineer and a street urchin against him the patrician was free to keep his airship. And so Corina and Enoch hatched a plan to steal back the Cloudchaser, with Corina spiriting him in and Enoch flying the ship out of Leoncoeur manor.

Since then the pair have roamed the skies, taking in odd jobs like bounty hunting in order to pay for the food, fuel, and parts necessary to keep them in the air. Along the way they've picked up a motley crew of other wanderers and also a mission to catch the Falcon's Wing.


Refresh: 3
FATE: 3

Stress:
Physical: 1[] 2[]
Morale: 1[] 2[]

Consequences:
Mild:
Moderate:
Severe:

High Concept: Suspicious Street Scamp
Trouble: Meddling Magpie
Aspect: Puckish Pickpocket
Aspect: Wandering Waif
Aspect: Enoch's An Ol' Geezer, But I Got His Back

Skills:
Great: Stealth
Good: Notice, Athletics
Fair: Fight, Deceive, Investigate
Average: Crafts, Empathy, Provoke, Rapport

Stunts:
Quick Vanish: Once per scene, she can vanish while in plain sight by using a smoke pellet. This places the Vanished boost on her. While she's vanished, no one can attack or create an advantage on her until after they’ve succeeded at an overcome roll with Notice to suss out where she went. This boost goes away as soon as it is invoked, or someone makes that overcome roll.

Slippery in a Brawl: When in combat, so long as there is at least one other allied combatant adjacent, gain a +2 to Stealth.
Sabotaged Weapon (Branch): If Slippery in a Brawl is active and a stealth action is used to create an advantage over an enemy resulting in a Success with Style, rather than taking two invocations of the boost deal a two-shift hit to the enemy in addition to the regular invocation.
 
Name: Enoch Morgenstern
Gender: Male
Age: 76
Description: Extremely old & wrinkled, much of his hair has fallen out, but what little remains is wild and bone-white. He wears massive goggles that pull double duty protecting his eyes during his work and correcting his failing vision. He almost always wears a suit of powered armor of his own design. He is thoroughly insane, and finds humor in the strangest things.
Bio:
Spoiler :
Born in a nameless town in the most backwards province of Dravkir, Enoch became national news nearly sixty years ago when he designed & built a fully-functional clockwork Gyrodyne out of scrap metal from the local junkyard. The head of the wealthy Cadwallader patrician family offered to put Enoch through the Drakvir Republican Academy of Engineering if Enoch agreed to work for the Cadwalladers when he graduated, and Enoch, not having any other opportunities to move forward in life, agreed. He went above and beyond what was necessary in his studies, and was top of the class when he finally graduated.

He thoroughly enjoyed his life for the next several years, getting nigh unlimited funds and the freedom to experiment with & develop machinery to his heart's content. He pumped out device after device for his patrons, and the Cadwalladers' already considerable wealth skyrocketed from sales of Enoch's designs. He was highly respected, with veteran engineers & up-and-coming students alike clamoring for his input and attention.

That all came crashing down, however, when Enoch's friend, the chemist Dr. Philibert Berkowitz, stopped by to share a drink and debate the top scientific and political issues of the day. They had knocked back a few too many drinks, and Dr. Berkowitz- well known in academic circles for being unable to hold his liquor- accidently refilled Enoch's champagne flute with a new serum he wished to get his friend's opinion on instead of sparkling wine. Enoch drank deeply, and the concoction caused something in his mind to break. Given the various nasty effects chemicals can have on the human body, Enoch can perhaps be said to have gotten off easy by only going completely & utterly insane.

In Enoch's insanity, he began to pump out designs that, while they were certainly perfectly functional and held to his high standard of manufacturing, were not really useful. He began costing the Cadwalladers money, instead of earning it, and as he slipped deeper & deeper into madness the flood of experts & students who sought his advice slowed to a trickle, and finally stopped altogether. The Cadwalladers quietly laid him off, and though Enoch had a large sum of money saved up, it was not enough to last him the rest of his life. And so, he began looking for a new source of income.

Enter Corina; the street urchin had been barely scraping by most of her life, but while sneaking through the rafter of the airship docks she overheard a couple of airship captains planning to rig the upcoming race. If she had a big sum of money, she could bet heavily on the winner and walk away set for life. It's too bad she didn't have a big sum of money to bet...

Enoch did, though, and when the down on his luck engineer first encountered Corina, he let slip that he did, in fact, have a big sum of money. Corina offered a simple deal: she would provide the name of the winning ship, Enoch would provide the cash, and when they win big they split the money and walk away rich. Their betting opponent was Jesua Leoncoeur, who put his old ship the Cloudchaser against their fat stack of cash.

The knave refused to honor his agreement when he inevitably lost the bet, though. With no evidence to back up their case in court beyond their own words, the unlikely duo decided to take the matter into their own hands. They stole the Cloudchaser, sailing off into the great blue sky, and have lived a life of freedom and adventure ever since, picking up quite the collection of misfit crewmates along the way.


Refresh: 3
FATE: 3

Stress:
  • Physical: 1[] 2[]
  • Morale: 1[] 2[] 3 []

Consequences:
  • Mild: N/A
  • Moderate: N/A
  • Severe: N/A

High Concept: Laughing Mad Engineer
Trouble: No Such Thing as Things We Were Not Meant to Know
Aspect: Corina is the Daughter I Never Had
Aspect: Clockwork Creator
Aspect: Fallen Scholar

Skills:
  • Great: Crafts
  • Good: Shoot, Lore
  • Fair: Will, Notice, Investigate
  • Average: Stealth, Empathy, Athletics, Rapport

Stunts:
  • Steamwork Servos (ranged)- During combat only, Enoch may use his Crafts skill in place of Physique to defend vs. Shoot attacks. This stunt stops working if Enoch's suit is destroyed or disabled, and may not be used again until it is repaired
  • Steamwork Servos (melee)- During combat only, Enoch may use his Crafts skill in place of Physique to defend vs. Fight attacks. This stunt stops working if Enoch's suit is destroyed or disabled, and may not be used again until it is repaired
  • Tins Cans & Pocket Lint- Enoch never suffers penalties for improper tools when using Crafts.
 
Name: Raphael Cavallo di Felice da Firente
Gender: Male
Age: 23
Description: Raphael is a tall, fit man, clean shaven with short, jet black hair. His Firente heritage gives him the olive skin, sharp green eyes, and sculpted face that most would find attractive. He tends to dress in fine clothes, complete with leather boots and gloves, as well as his rapier, which never leaves his side. Raphael speaks with a light, sing song Firente accent.
Bio:
Spoiler :
Raphael was born the seventh child of Prince Felice Cavallo di Marcello, ruler of the coastal Border State of Firente. From the time he was old enough to walk, Raphael's life was comprised of an endless series of lessons and exercises designed to turn the young noble into a responsible and respectable member of the royal family. Lessons on history, lessons on etiquette, lessons on politics, all taught by droning old men and women with as much charm and enthusiasm as a Gensian truffle.

His only respite from this monotonous routine were the fencing lessons he received from his uncle Basilio. A former airship captain in the Firente Royal Air Corps, Basilio had led many a successful campaign against smugglers, pirates, and other threats to the small state’s trade routes. By the time he retired, he had amassed countless victories, and an equal number of stories as well. These tales enraptured young Raphael, providing an escape from his dull studies. Countless hours were wasted daydreaming of daring duels, damsels in distress, and dastardly villains. Which would have been fine, had he not seen fit to pair these fantasies with action. His parents’ desire for a well mannered son soon became dashed as he began disappearing for stretches of time, only to later be discovered covered in mud, twigs, scrapes, cuts, and, on several occasions, suspicious looking bruises covering his neck.

Fed up with their child’s unruly behavior, Raphael’s parents elected to send him to the Firente Officer’s Academy, hoping it would serve as useful outlet for his exuberance. While the structured environment and rigid curriculum was effective in instilling a sense of virtue and chivalric conduct in Raphael, he still felt restless and unfulfilled. For him, the academy was simply more of the same monotony he had endured before, with the only difference being the focus of leadership and tactics. Only the hopeful promise of serving in his nation’s military, leading the charge against Firente’s foes, kept him going. A hope that was quickly dashed, as he caught wind of his parent’s plan to have him set up in the army’s administrative corps. Far from the fighting, far from the action, far from everything that Raphael had ever dreamed of. An unacceptable fate, as far as he was concerned. With the help of some friends in high places and a detailed knowledge of Firente’s laws, Raphael was able to drop from the academy early, and immediately set out on his own, determined to carve his own path outside of his parent’s influence. Surely, he would find the adventure he so desperately wanted elsewhere in the Border States.

It was in the town of Augriense, several months after leaving the academy, that Raphael would find what he was looking for. A group of brigands had decided that the inn where he was staying would be a good location to whole up and take hostages. Any hopes they had of minimal resistance from the inn’s occupants were quickly swept aside by an well armed and overly enthusiastic Raphael; as well as the sudden arrival of an airship in the center of the town. As it turned out, the villains had been on the run from the airship Cloudchaser and her crew of bounty hunters, who had been forced to bring their ship in close to breach the inn. The battle that ensued was all it took for Raphael to realize that this ship was what he had been looking for. Soaring through the skies, tracking down outlaws and criminals, saving the innocent; everything he had ever wanted, everything he had ever dreamed of. And what luck, he would be the seventh crew member for the ship; a very lucky number, indeed.


Refresh: 3
FATE: 3

Stress:
Physical: 1[] 2[] 3[]
Morale: 1[] 2[]

Consequences:
Mild:
Moderate:
Severe:

High Concept: Noble Thrill Seeker
Trouble: Honor Before Reason
Aspect: Carefree Charmer
Aspect: Dedicated Duelist
Aspect: Spent My Schooldays Climbing Trees

Skills:
Great (+4): Fight
Good (+3): Rapport, Athletics
Fair (+2): Physique, Empathy, Lore
Average (+1): Will, Notice, Provoke, Shoot

Stunts:
Riposte: If Raphael succeeds with style on a Fight defense, he can choose to inflict a 2-shift hit rather than take a boost.

Follow-Through: Once per conflict, when Raphael inflicts a physical consequence on an opponent with Fight, he may also inflict a 2-point physical hit on another opponent in the same zone.

Smooth Over: Raphael is adept at stepping into a bad situation and dialing it down to something more reasonable. So long as he are not the direct reason someone is upset, his attempts to calm them down using his Rapport receive a +2 bonus.
 
Name: Charlotte Chantelle
Gender: Female
Age: Early 30s
Description: Charlotte is a woman of average height, average build, reasonably attractive but not gorgeous, with golden hair that she keeps bunned at all times, and eyes so gray they're almost white. She has a collection of scars on her arms and shoulders that it's hard to un-see once you spot, and speaks with a Drakvir accent just thick enough you can't ignore it.
Bio:
Spoiler :
Charlotte's life begins, so far as she remembers, as a child in a barracks in Drakvir. Most of her adolescent years she spent training and being trained in killing and fighting alongside her peers. That all ended when the Drakvirian nobleman who was running the organization was caught for tax fraud and the subsequent investigation revealed Charlotte and her compatriots. They were freed with great fanfare and promptly thrown into orphanages to be forgotten.

Charlotte didn't want to be forgotten.

As a teenager and an adult, she took her skills and put them to use: they called her the Angel of Death, the greatest contract killer in Drakvir. Her kill count hit the triple digits as time went on, and the reward for her capture grew, and grew, and grew. Charlotte wasn't concerned by that, and instead basked in her notoriety and the wealth her path brought to her. This was what it was like to be somebody.

It was chance that brought her down, and one moment of inattention, and the ceaseless efforts of a woman named Reva, a bounty hunter whom Charlotte suspects to be one of her former child soldier companions. Reva managed to subdue Charlotte, showing mercy instead of killing her, and she was locked away for several long years. Those years were a blessing, in some ways: Charlotte had to confront the truth about what she was. Did she want blood and bodies to be her only legacy in the world? No. No she didn't.

She took her first chance to escape and ran with it and also away from Drakvir. She needed to disappear, start a new life. And that meant she needed gold, with her old wealth gone - but she wasn't going to kill for hire again. Hey, Reva made the bounty hunter thing work, right? Why couldn't Charlotte? Lo and behold, on comes the bounty and the Cloudchaser...she didn't share the truth of her past with her newfound companions, but Charlotte was happy enough to join forces with others who could help her get closer to what she needed to start a new life.

Unfortunately...Drakvir doesn't like escaped assassins. Charlotte has it on good authority that Reva's back on her trail with an airship of her own and a crew of ex-military bounty hunters, and it's even money whether she'll show mercy a second time...


Refresh: 3
FATE: 3

Stress:
Physical: 1[] 2[]
Morale: 1[] 2[]

Consequences:
Mild:
Moderate:
Severe:

High Concept: Angel of Death
Trouble: Reva Wants Me Dead Or Alive
Aspect: Leave This Life Behind Me
Aspect: People Are An Open Book And I Read Too Much
Aspect: Quiet But Methodical

Skills:
Great: Shoot
Good: Investigate, Deceive
Fair: Fight, Stealth, Empathy
Average: Will, Lore, Physique, Notice

Stunts:

Know The Terrain: Charlotte has a near-instinctive ability to blend in with her surroundings. She gains a +2 to stealth if she is attempting to hide in an area she has examined beforehand.

Bullet Path Analysis: Charlotte has a deep understanding of guns and other ranged weapons and their firing arcs, and that knowledge helps her take proper cover from incoming fire. Charlotte can use Shoot to defend against ranged attacks.

I Always Find My Prey: Charlotte has a lot of experience hunting people desperate to escape her. She gains a +2 to any Investigate roll performed with the intention of tracking a target.
 
A few days after the Cloudchaser passed Last Stop and entered the ranges en route to the trading post at Blackstone, the ship was caught by a storm. Rather than lose precious time going to ground, the crew decided to continue flying, and were soon caught in its grip. Fortunately, Enoch proved his mastery of flight, able to keep the ship level and flying even as the winds did their best to smash the ship into the ground, making life much easier for the others as they sought to deal with the small problems cropping up. Unfortunately, a defect in the left wing had gone unnoticed, and while Robin and Raphael were able to keep it attached to the ship with a quick addition of several more layers of duct tape, The Left Wing is Dead Weight. When the storm finally passed, the crew confirmed that their navigation was unimpeded, and sailed on after their quarry.

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Well that mission seemed to go fairly well. Anyway, now that it is over, it's milestone time. Just a minor milestone after that, which, for those who don't know, works as follows:
Fate Rules said:
During a minor milestone, you can choose to do one (and only one) of the following:

-Switch the rank values of any two skills, or replace one Average (+1) skill with one that isn’t on your sheet.
-Change any single stunt for another stunt.
-Purchase a new stunt, provided you have the refresh to do so. (Remember, you can’t go below 1 refresh.)
-Rename one character aspect that isn’t your high concept.
I doubt it is necessary to post any changes you might want to make in the thread, but please let me know about them in some form before the next mission starts, which it will do on Monday at 10PM my time, because that seemed to work out.

DT
 
Arriving in Blackstone, the team set about attempting to learn what they could of their quarry. Apparently the group is known locally as 'the Seekers', and a bit of persuasion revealed that they have some sort of base further north, past the range of Clan Ironheart. Intermingled with the glowing recommendation obtained from one of the clanswoman was the admission that not only could the Seekers number at most only ten, but also that they had access to an airship of some description. The team resolved to continue North, hoping to find the home of these thieves...

-----

Well, the less said about that mission, the better. This is another minor milestone if anyone wants to take advantage of that, but otherwise the next mission will run at 10PM my time on Monday, as usual.

Edit: Well, RL got in the way of that. I should be able to run next Monday though, so we'll call it a weeks break. :p

DT
 
Well I don't think we need a write up for that mission, so I will just say that you are at another minor milestone if anyone cares to make changes, and that the next mission will be at the same time next week.

DT
 
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