Trade Winds

Seventh Sea - Voyages of Théah

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Asfrith

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Asfrith

Player: Bek
Concept: Former Pirate Tavern Owner
Nation: Vesten
Religion: Ancestors/Seidr
Wealth: 3

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 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.

Traits

Trait Rank
Brawn 2
Finesse 2
Resolve 2
Wits 3
Panache 2

Skills

Skill Rank Skill Rank
Aim 1 Notice 2
Athletics 2 Perform 3
Brawl 3 Ride 1
Convince 1 Sailing 2
Empathy 0 Scholarship 0
Hide 0 Tempt 0
Intimidate 2 Theft 0
Weaponry 3 Warfare 0

Advantages

  • I'm Taking You With Me (Sjorover) - Spend a Hero Point to have all damage that you do this Round increased by the number of Dramatic Wounds you have.
  • Staredown (Sjorover) - Spend a Hero Point to intimidate a character into backing down from a threat, letting you into some-
    where he shouldn’t, or otherwise getting out of your way.
  • Seidr (Skald) - You have studied under a Vesten Skald. You learned how to see the Names of things, how to know the future based on how the flames of a bonfire dance, and how to guide the passions of people either to laud your heroes or deride your enemies.

Spend a Hero Point and make a speech about another character. He gains a 1 Rank Reputation (as the Advantage of the same name) of your choice, increases an existing Reputation by 1 Rank, or you change their Reputation to a different Reputation of
your choice (but the Rank remains the same). If you change a character’s existing Reputation, anyone who uses the new Reputation against him gains Bonus Dice equal to that Reputation’s Rank.

Spend a Hero Point to cast runes, dice, or bones. When you do so, ask the GM a single yes or no question about the future. The GM must answer honestly, but only needs to respond yes or no. If the event in question can be changed by the actions of others, such as whether or not a person will die, then the answer given represents the outcome that is currently most likely, but otherwise this power is never wrong.

Spend a Hero Point when you look at another mortal human. You know that person’s name. No disguise can hide the name from you, nor will you believe any lie designed to obscure the name. For the rest of the Scene, you always recognize it, no matter how it changes.

  • Sea Legs (Skald) - While aboard a ship, treacherous footing never affects you. You gain 1 Bonus Die on any physical Risk while aboard a ship at sea—engaging in a sword fight on a pitching ship deck, or climbing through the rigging during a storm.
  • Large (1) - Gain 1 Bonus Die on any Risk that is easier due to your size—using Athletics to run at full speed even while carrying another Hero, or looming over someone in order to Intimidate them.
  • Rich (3) - You begin each session with 3 Wealth
  • Direction Sense (1) - As long as you have some point of reference, you are never lost. That isn’t the same as knowing exactly
    where you are—if you’re knocked unconscious and wake up in a dungeon, you don’t necessarily have any idea what city you are in, but if you manage to escape your cell you will never get turned around in the winding tunnels that make up the dungeon

Backgrounds

  • SKALD — Quirk: Earn a Hero Point when you use your knowledge as a Seidr to help another Hero to solve a problem or thwart a Villain.
  • SJØRØVER (PIRATE) — Quirk: You give honor to the ancient Vestenmennavenjar heritage of naval combat, raiding, and pillaging.

Reputations

-

Stories

"Retirement" - Establish her own tavern and start creating a community/network..

Excitement - Take the opportunity to adventure whenever possible

Goal: What the Hero wants
Reward: What they earn (e.g., 3-point Advantage)

  • Step 1
  • Step 2
  • Step 3

Experience

Total: 0 | Spent: 0 | Unspent: 0

Description

IRC:

Full: A huge woman in all directions, Asfrith commands a room, simply by filling it. Standing almost seven feet tall, her limbs are thick with muscle earned by years of work and combat, softened by an honest love of food and drink. Nothing about the woman says subtle. Hair the color of a storm warning sky sports braids of varying size, with stone beads woven throughout. Her eyes are the color of a summer sky reflecting in the deep ocean, full of mirth, life, and delight. The corners of her eyes crinkle often with laughter that sounds of the drums of war. Thick dark blue tattoos swirl up her arms and legs in precise patterns, with the runes of the skalds hidden within the markings. It's hard to imagine the giantess in a bad mood with her guileless expressions and quick smiles, but imagining her wearing violence like a second skin easily ignites the imagination, no matter how carefully she moves and tries to put people at ease.

History

Notes

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