[img]https://media.discordapp.net/attachments/810318441826353152/886700269205868564/Marengo.png[/img] [h3][color=00a99d]Maréngo[/color] [color=6ecff6]Level: 1 Class: Pirate Currency: 49 gold 50 bits Ammunition: 25 Armor: +0 Sailor's Clothes Vitality: 7/10 Status: Severely Hungover, Battered (-2)(-1)[/color][/h3] [hider=Maréngo] [b][color=00a99d]Gender:[/color][/b] [color=6ecff6]Male[/color] [b][color=00a99d]Age:[/color][/b] [color=6ecff6]26[/color] [b][color=00a99d]Race:[/color][/b] [color=6ecff6]Human (Bretonian)[/color] [b][color=00a99d]Origin:[/color][/b] [color=6ecff6]A no name village no one remembers if they don't live there[/color] [b][color=00a99d]Relgion(s):[/color][/b] [color=6ecff6]Devote worshipper of Leathe[/color] [b][color=00a99d]Attire:[/color][/b] [color=6ecff6]Linen shirt with rough spun pants and an aging leather belt[/color] [b][color=00a99d]Demeanor:[/color][/b] [color=6ecff6]Jovial, Devious, Devil May Care[/color] [h3][color=00a99d]Attributes[/color][/h3] [color=6ecff6][b]Awareness - )2( -[/b][/color] Keeping one's head on the swivel is vital for sailing far from shore. Changing weather patterns, sailing direction, wind conditions, and many more factors must all be closely monitored at all times of day and night. [color=6ecff6][b]Intelligence - )1( -[/b][/color] Maréngo may be clever, but he is far from a learned man even if he does have a good head for numbers. His literacy hobbles along carried only by his need to read maps and other various navigation charts. He much prefers the passion of intuition to the cold calculus of the impartial mind. [color=6ecff6][b]Strength - )3( -[/b][/color] Years of toiling away aboard ships has given Maréngo the strength expected of a seasoned tradesman. Wet rigging isn't especially light. [color=6ecff6][b]Wit - )3( -[/b][/color] His reading comprehension may be sorely lacking, but he is quite the clever monkey. Cunning and cutthroat attitude has carried him far in life. [color=6ecff6][b]Dexterity - )3( -[/b][/color] Balance and quick reflexes save crew and ship alike. Storms and rogue waves don't give second chances and the bite of a sword makes for an excellent teacher. Maréngo has paid for many of his lessons in swordplay with blood. [color=6ecff6][b]Willpower - )2( -[/b][/color] A weak soul makes for a poor sailor when seas are rough and the wind howls. Even the most mundane tasks require a great deal of willpower after weeks at sea. [color=6ecff6][b]Charisma - )2( -[/b][/color] Friendly enough, but has trouble with pretending to enjoy the company of those he dislikes. He's actually very easy to get along with provided you don't mind hearing exactly what he thinks of you. [color=6ecff6][b]Luck - )1( -[/b][/color] Clearly he possess a sliver of luck seeing as he made it to Guillan alive, but not enough luck to stay above water. [h3][color=00a99d]Skillsets[/color][/h3] [color=6ecff6][b]Scaling - )2( -[/b][/color] Losing grip on rigging in a storm has been the death of many a poor sailor. This skill is a matter of survival as much as it is utility. [color=6ecff6][b]Sailing - )3( -[/b][/color] Every man aboard a pirate ship is a sailor to some degree. Some more so than others. Maréngo's sailing expertise is the culmination of years spent as a seafaring bandit. [color=6ecff6][b]Navigation - )3( -[/b][/color] When not being an intimidating presence or running would be heros through with his sword, Maréngo's principal responsibility on the crews he's been with has been navigation. The use of star charts, compass, maps, quadrants, all these tools and more become as mundane as walking when given to him. [color=6ecff6][b]Swordplay - )3( -[/b][/color] A simple matter of life and death and an exciting way to pass the time a board a ship of killers and cutthroats. [color=6ecff6][b]Gift of Gab - )0( -[/b][/color] Getting along with fellow crew members, even just professionally, is an often over looked skill and necessity to effective sailing. [h3][color=00a99d]Flaws[/color][/h3] Some may call it a virtue, but to a thief honesty can be a great detriment. Maréngo's candor often slices to the bone and he ends up speaking truths that make him few friends despite how much he enjoys the company of others. In addition to this, he is wholly incapable of backing down from a challenge. No matter how absurd the odds or how obvious the ploy, he'll wade right into the thick of it just to prove he's no coward. And lastly, as many sailors do, Maréngo spills almost all his coin whenever his feet touch dry land. Women, wine, gambling, food, and more drain his pockets to lint any time they gain the slightest weight. His reasoning is that no one can promise tomorrow so why should he prepare for a future that could disappear in an instant? [h3][color=00a99d]Background[/color][/h3] Maréngo, born by a name he no longer cares to remember, was the eldest of seven born to a farming family and as such many responsibilities fell on him from a young age. He was made to toil away on the farm day after day and look after his many younger siblings. The young boy quickly grew to resent his father for the burdens he was shackled to and dreamed of leaving his drab life for adventure and excitement, but most importantly freedom. He wanted to be rid of his siblings, of the fields, of the stench of manure, of the same view day in and day out. His chance came during one of his father's regular trips to the city to sell the crops. A country boy, even one on the cusp of manhood, can easily get lost in the big city, especially when he's trying to be. Sticky fingers snatched his father's coin purse while his back was turned and he made for the docks. The farmer's boy had heard stories in the market; stories of brave sailors who traveled the world. He wanted nothing more than to write his own story of adventure and intrigue. Young Maréngo was amazed by the hussle and bussle of the docks, so many people and goods moving all about. Having no concept of life off the farm, he strolled right up to a man who seemed to be in charge of something as he was shouting and pointing as men loaded crates onto their ship. Maréngo smiled and asked for a job just like that. As luck would have it, he'd found the ship's quarter master who made him a deal. One of the crewmen was a drunkard, even by a sailor's measure, and he told Maréngo if the sailor was still missing by first light they would take him instead. The farmer's son rented a room at a local inn but got no sleep that night between his excitement, the whores who saw an easy sell when it walk in the door. As can be guessed, the drunkard did not show in time so Maréngo took his place the next day and the name off a bottle of wine from the previous night for his own. He hasn't looked back even once since. The farmer's boy became a sailing man over the next several months and became an important member of the crew as they made shipping runs crisscrossing the globe. He even learned some about finding his way after befriending the navigator. Everything was going perfectly until pirates ran down their heavy laden vessel full of sugar and spices. The pirates relieved the crew of their cargo and some of the crew at the point of a sword. "You can swim or join our crew me boys, make your choice!" the captain laughed and so the choice became a rather simple one. Maréngo played along with seafaring bandits for a time just to save his own skin, but quickly found the life of a pirate to his liking. Every man had just as much say in affairs as the next. Every man did his part for his brothers lest they all die at sea or by the hangman's noose. Over the next several years Maréngo would switch crews only once and still calls his kidnappers some of the best friends he's ever had. [h3][color=00a99d]Personal Effects[/color][/h3] [color=6ecff6]Cutlass[/color] - DMG: 1d6 CRIT: 18-20 (X2, chance of decapitation or dismemberment) RANGE: 5ft [color=6ecff6]Marlin Spike[/color] - DMG: 1d4 CRIT: 18-20 (X2) RANGE: 5ft [color=6ecff6]Rigging Knife[/color] - DMG: 1d4 CRIT: 18-20 (X2) RANGE: 5ft (thrown 10ft) [color=6ecff6]Flintlock Pistol[/color] - DMG: 1d6 (-1) CRIT: 18-20 (X2) RANGE: 30ft [color=6ecff6]Flintlock Dagger[/color] - DMG (Blade/Flintlock): 1d4/1d6 CRIT: 18-20 (X2) RANGE (Blade/Flintlock): 5ft/15ft [color=6ecff6]Pyka[/color] [hider=Stats] Awareness: 3 Strength: 1 Dexterity: 5 Charisma: 3 Intelligence: 4 Wit: 4 Willpower: 2 Luck: 3 Stealth: 3 Scaling: 10 Stealing: 7 Alerting: 4 [/hider] [color=6ecff6]Coin Pouch Firearm Cleaning Kit Spyglass Sailor's Clothes Dice Set Small Sack of Fruit Leathe Amulet on Leather Cord[/color] [/hider] [url=https://www.roleplayerguild.com/rolls/21018][b]Maréngo's Dice[/b][/url]