THE UNDERGROUND | adepts | avatars | rituals | artifacts | dukes | cabals | rumors | unexplained | unnatural | misc | scenarios | mods | fiction | THE OVERGROUND | news | forum | submit! | search | links | downloads | ua-ml | NEWEST SUBMISSIONS | Thin Black Line | Dance of the Red Spiral Part 2: Collateral Damage | Shrekomancy | Ablutomancy |
Captain Moore is a smuggler from the old tradition of Sea Captains, the kind who'd go down with their ship. Moore has a strong connection to the water and his crew - so strong that he's an avatar of the True King/Captain. His ship, a large junk whaler called the Emperor's Pride, moves between ports all over the world, and neither greanpeace nor customs have caught him yet.
Captian Moore came from a long line of whalers. He's been everything but the cook, and has the scars to prove it. He was in the Navy for Vietnam, and then spent a few years as his father's first mate. In the spring of 1980, he bought into the 333-foot junk Emperor's Pride along with some shady South Americans and got behind the wheel for a no-questions-asked cargo operation.
Everything went to hell in the mid '90s when a rival cartel decided to kill off his partners. His final South American run was a boatload of narquis getting the hell out of Columbia. As the sole remaining owner-operator of the Emperor's Pride, Moore moved back to whaling and sharking for the Japanese market, with smuggling on the side. His big money runs include: moving Mainlanders to the West for Chinese "snake-heads" distributing hijacked cargo for a couple of modern day pirates in the South China Sea; transporting Ecstasy out of Portugal for a circle of those aforementioned Columbian expats.
At more than fifty years of age, he's past his fighting prime, but life on the sea keeps him in decent shape. The Captain has kept a place for himself in the Underground by moving people and things without attracting official attention. The way he sees it, men have always taken to the sea to get away from their past; there's nothing wrong with letting a desperate man join his crew "off the rolls" between stopovers.
Captain Moore, True King of the High Seas
Personality: (Leo) Captain Moore embodies the weathered sea captain, and on his ship, his word is law. He’s fond of barking orders like “put your backs into it.”
Obsession: (Seamanship) The sea.
Wound Points: 65
Rage Stimulus: Insubordination. Ignoring orders can cost lives, and he will not stand for it. He’s paid his dues, and he will not tolerate dissent on his ship.
Fear Stimulus: (Helplessness) Losing his ship. A captain is nothing without his ship.
Noble Stimulus: In addition to his crew, castaways and those who migrate over the seas.
Body: 65 (Barrel Chest)
Speed: 60 (Sea Legs)
Mind: 60 (Home Schooled)
Soul: 75 (Ocean Deep)
Body Skills: Swimming (General Athletics) 44%, Swashbuckling (Struggle) 50%
Speed Skills: Dodge 34%, Seamanship/Whaling 60%, Firearms 23%, Initiative 30%
Mind Skills: Ocean Lore 40%, Smuggling (Conceal) 55%, Eagle Eyes (Notice) 35%
Soul Skills: Avatar: True King 75%, Charm 20%, Lie 20%, Your Captain (Commanding Presence) 50%, Reputation: Sailors/Smugglers 30%
Seamanship: This skill involves handling a boat or ship under harsh conditions. As part of the penumbra, with a trained crew (all above 30%), the ship’s maneuvers use the skill of the one giving the orders, not of individual crewmen. It can be used to avoid or reduce known dangers on the high seas (natural or human) while they are still days away.Note: Moore’s gains a +10% shift on all skill checks on the ocean within a 75 mile radius around his ship.
Rituals Known:Flying the Jolly Roger, Ride the Malestrom, Bounty of the Leviathan
Violence: 4 hard / 1 failed
Unnatural: 3 hard / 1 failed
Helplessness: 1 hard / 0 failed
Isolation: 1 hard / 1 failed
Self: 1 hard / 0 failed
Possessions: As True King of the High Seas, his “sword” is a harpoon, his “crown” is his captain’s hat, and his “scepter” is the wheel of his ship.
Personality: (Virgo) Doing what needs to get done, and passing the rest of his time however he can.
Obsession: (Seamanship) Staying Afloat
Wound Points: 50
Body: 50 (Leathered Skin)
Speed: 50 (Sea Legs)
Mind: 50 (Alert)
Soul: 50 (Gruff Exterior)
Body Skills: Swimming (Athletics) 35%, Bar Brawl (Struggle) 45%
Speed Skills: Dodge 20%, Seamanship/Whaling 40%, Shoot 20, Initiative 35%
Mind Skills: Ocean Lore (Education) 20%, Smuggling (Conceal) 20%, Eagle Eyes (Notice) 40%
Soul Skills: Avatar: the Seaman 11%, Charm 20%, Lie 20%, Intimidate 40%
Seamanship: This skill involves handling a boat or ship under harsh conditions. As part of the penumbra, with a trained crew (all above 30%), the ship’s maneuvers use the skill of the one giving the orders, not of individual crewmen. It can be used to avoid or reduce known dangers on the high seas (natural or human) while they are still days away.MADNESS METERS
Violence: 1 hard / 0 failed
Unnatural: 1 hard / 0 failed
Helplessness: 1 hard / 0 failed
Isolation: 2 hard / 1 failed
Self: 1 hard / 1 failed
Possessions: His knife, His hat, his coat, his boots and his wits….plus a whole lot of rigging.
Menzoa | profile | Jun 15, 04 | 1:05 am
I wanted to leave the mid-posts vague, so PCs or some of your own GMCs could fill the other important roles. And there's got to be a golem or nonentitiy or two flitting around that deck somewhere.
Menzoa | profile | Jun 15, 04 | 1:14 am
"We're whalers on the moon. We carry our harpoons, but there ain't no whales so we tell tall tales and sing this whaling tune."
Peacoats and Postmodernism. This setup is very rich and ripe for use, and it presents opportunities for moving away from the USA (a place you have noted, Menzoa, as being a bit ... overprominent, I think you said ... in the UA scheme). I must admit, I find myself wanting more, and welcome the chance you've provided to outline this crew.
good stuff. I can't swim, but my PCs want to give a try...My story is about a U-boot sunk by the Allied Air Forces which was carrying an important south-american artifact...Abyss 2, the return of the drowning-trauma !