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dropdadgbe

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PostPosted: Wed Jun 13, 2007 12:00 pm


NAME "Black" Jack Bacharach
GENDER Male
AGE 55
RACE Human
HOMETOWN Camacho
OCCUPATION Ex-pirate

APPEARANCE
At first glance, Jack seems like nothing but a harmless (if somewhat creepy) old man. He staggers about in a tattered cloak, a cane clutched firmly in one hand to keep his balance and a bottle of cheap whiskey in the other. Beneath the cloak, a faint glimmer of steel reveals twin cutlasses, which he has sheathed at either hip.

His face looks old and tired, covered in thick gray hair. A dark scar runs down the left side of his face, partially hidden by a patch he wears over that eye and continuing down to his cheekbone. His other eye speaks volumes of loneliness and wear.

BACKGROUND INFO
Decades ago, "Black" Jack was a fearsome pirate who roamed the seas in search of unwary prey. He had a reputation for no mercy, and ships throughout the region soon learned it better to fight to the death than to surrender when they saw his colors hoisted up the mast. It made little difference--he skewered them all just the same, and laughed in their face as they died. He became a household name, told in bedtime stories by parents hoping to scare their children into being good.

He was worth every ounce of his reputation. Thieves and bandits ventured from miles around hoping to join his crew. He gutted dozens of ships, stole their cargoes, and outwitted authorities from every corner of the map. At the height of his career, the price on his head was worth untold thousands of gems, and his treasure hoard was said to be considerably more.

Until one day twelve years ago his entire crew up and vanished.

Now, out of nowhere, an old man has emerged rumored to be him. Although many doubt the rumors, those in certain circles note uncanny reemblances such as the telltale scar running down the left half of his face resembling one that Black Jack was said to have had. The man is certainly the right age, but could this tired and weathered old man really be him?

PERSONALITY
There's an aura of mystery about Jack. He claims to be someone else, but when pressed about whether he is the same man from the tales, he smiles a knowing grin and won't commit one way or the other. He almost seems to enjoy leading people on, keeping them guessing.

If there's anything Jack comes across as, it's tired. He's well-travelled, he's seen it all, and he's looking for a safe place to settle down for a while. He's had enough of being ambushed randomly in bars, and seeks asylum among the Asterion League. At least here he can find unlikely allies, and he knows that if someone attacks he'll damned well know to see it coming. Understandably, there's also a healthy measure of sourness and distrust about him.

He's a big fan of alcohol, and spends a lot of time drinking alone in bars. He'll make grudging company for anyone willing to buy him a drink, but no matter what he stays tight-lipped about his past. He's also a big fan of gambling, and will often come out of his shell for a game of chance, swearing under his breath to pray for good luck.

HISTORY
According to Jack, he ran away from home when he was very young and wound up in the port city of Camacho, one of the oldest and largest of the pirate havens. While there, he learned how to sail from a merchant who payed the pirates protection fees in order to sail through their waters unscathed. He shipped high-risk cargoes, and still managed to turn enough of a profit to support his family comfortably despite the extortion fees. The man was like the father Jack never had. (Jack never saw his birth parents again, and by now they've probably long since died of old age.)

All that changed. When Jack was 14, the merchant was intercepted by an Ejderha patrol while trafficking illegal drugs off the coast of Liram and was forced to dump his cargo. His client, a retired baron who had made his fortune through piracy, was not pleased when he found out, and skewered Jack's father on the spot right in front of his eyes. Jack swore that one day he'd take revenge.

For several years Jack trained feverishly, signing on to sailing crews of all reputations to make ends meet, all the while learning to fight in his free time. Finally, by the time he was in his late 20's, Jack tracked down his mentor's murderer, now an old man confined to a sick bed. Jack walked straight into the room, stabbed the man on sight, and left wordlessly as the old man's attendants tried to staunch the blood pooling in the bedsheets.

Jack found no satisfaction that day. His master's death had been avenged, but an empty feeling remained to this day. For the rest of his life, Jack wandered the earth without purpose, still sailing to make ends meet. Although he met his fair share of pirates he claims that he never was one himself, but he too knows the tales of the legendary Jack Bacharach. There are few accounts besides his own of anything he did those 12 years, so it's hard to be sure.

Well after Black Jack's dissapearance, people began to take notice of Jack. He tried to keep a low profile, but more and more often someone would emerge when he least expected it, pointing fingers and accusing him of being Jack. Bounty hunters began to take notice, and it became harder and harder for Jack to find work, or even a good night's rest.

{In truth, the legendary pirate was actually holed up in the equally legendary lost village of Jonasco (see below). His ship had been caught in a storm with all hands lost, and he was left adrift among the wreckage. Dead on the water and clinging to a floating powder keg for dear life, he was swallowed by the great whale and found himself among the lost tribe.

It took some adjusting on everyone's part, but Jack eventually was able to quell his violent urges enough to become an accepted member of their society. They discovered that he had a strong potential for the voodoo-esque storm magic that was practiced by their shamans, and they trained him in the basic principles of their arts. Jack sometimes suspects that their head priest, known for his potent abilities as both a storm caster and an oracle, may have been behind the storm that brought him to Jonasco, but he never dared ask whether it was true before he left.

Despite Jack's growing rapport with the rest of the village, the pilot never fully trusted Jack. One day, almost without warning, he decided that Jack had worn out his welcome, and convinced him to out alone on a boat to gather food among the fish the whale had swallowed. Jack ventured further and further out until the village was almost out of sight, then the pilot commanded the whale to cough up Jack to rejoin the rest of the world.

Exactly as he says, once back out in the sunlight Bounty hunters began to take notice of him, and it became harder and harder for Jack to find work, or even a good night's rest. He refuses to admit who he is to the world--in part because he has become such a changed man, and in part to not betray the secrets of Jonasco.
}

Finally, tired of all the running and the ambushes, he came to the Asterion League for asylum. There, under the relative protection of their able fighters, he hoped to stem the flow of hunters attacking him in search of his namesake. As always, Jack is more than willing to work as asked to earn his keep, but he has no greater dreams or ambitions.

COMMON KNOWLEDGE
Some say that upon going into hiding, Jack slaughtered his crew and buried his treasure where no one else could find it. Jack has neither confirmed nor denied this rumor, although many a man would gladly kill to find out.

MISCELLANY
{Jonasco - A legendary village dismissed by all but the most gullible of sailors, the city of Jonasco is said to exist in the most unlikely of locales--inside a whale. Always on the move and usually in hiding, the city is incredibly hard to reach (and even harder to return from). If it ever is proven to exist, it could very well sway the war between Humans and Ejderha, as a well placed garrison here could easilly devastate an enemy navy caught off guard. The people of Jonasco are expert swimmers and fishermen, well accustomed to providing for themselves in their unique environment. Their shaman caste practices a voodoo-esque brand of storm magic that primarily involves control of water, ice, and lightning, although certain advanced priests have shown talents for divination.

At any given time there is one priest who his granted the title of pilot (selected and trained by the previous pilot) who shares a bond with the whale, communicating with it an influencing its decisions. To be chosen as pilot is a great honor, as pilots are charged with keeping the village safe and hidden from outsiders.
}


DIVISION Melee Weaponry

CLASS PROGRESSION Old Salt > Soldier of Fortune > Scourge of the Seas

Old Salt: Melee +3, Ranged +1, Magic +1.

Soldier of Fortune: Melee +7, Ranged +1, Magic +2.

Scourge of the Seas: Melee +10, Ranged +1, Magic +4.

Starting out, Jack is familiar with the basic concepts of magic and he knows how to shoot a pistol, but neither of them are particularly his forte. As he develops, his swords remain the predominant part of his fighting style, but magic gradually becomes more important (especially considering his special ability).


SPECIAL SKILLS
Racial: Attack Multiple Targets. Jack hurls himself into the middle of fights, striking all who dare come near. He is able to swing his swords to hit more than one target in a single round. Take a -2 penalty to your total per additional enemy targeted, and cannot target the same enemy twice. This skill does not need to be magical in nature. There is no point requirement.

Level One: Disarm. You are able to disarm a foe within 5 feet of you. Upon successful action (d20+melee - opponent's evade), roll a second d20 to determine if foe is properly disarmed. Chance of disarming foe increases per level.

Level 1: 1-14 >> Failure, 15-20 >> Success! Your foe drops his weapon.
Level 2: 1-12 >> Failure, 13-20 >> Success! Your foe drops his weapon.
Level 3: 1-10 >> Failure, 11-20 >> Success! Your foe drops his weapon.

If disarmed, the target must take one round retrieving their weapon and may not use their bonus until then. This skill does not perform damage. This skill cannot be taken at level 1. There is no point requirement.

Level Two: Attack Vital Areas. Jack has learned how to target vital areas to cause extra damage to his foes. When rolling for standard d20 damage, he rolls two d20s. The first determines success and damage, while the second determines if the following takes effect:

Level 1: This skill is not available at level 1.
Level 2: 1-17 >> No additional damage, 18-20 >> Opponent takes an additional 6 points of damage.
Level 3: 1-16 >> No additional damage, 17-20 >> Opponent takes an additional 9 points of damage.

Positive Stat Effect (Melee, Ranged, Magic/Other) cannot take effect on a character using this skill. This skill cannot be taken at level 1. There is no point requirement.

Level Three: Wrath of the Sea Priests (Signature Move). Jack has trained in a special move that does greater damage than they usually perform. By channelling his storm magic into his swords, he can use the great power of lightning to strike his foes with the extra energy. Unfortunately this move is exhausting and may not be performed often. For this special attack he may stack two bonuses, melee and magic/other, and use this in both determining success of attack as well as damage. All buffs continue to take effect. At level 2, you can use this skill once per battle. At level 3 you can use this skill twice per battle, but not consecutively. You may not take this skill at level 1. There is no point requirement.

Narrative: Dual Wielding Jack fights using twin cutlasses, which he also uses as a focus whenever he casts spells. By themselves, they do not confer any additional abilities on him.

WEAPONS A cutlass in either hand and a brace of pistols. This bugger's armed to the teeth.

He's also picked up a voodoo-esque brand of storm magic from his various travels at sea. It starts out pretty weak, but eventually grows to supplement his strengths.

LEVEL One

POINT ASSIGNMENT Melee (3), Ranged (1), Magic/Other (1)
HIT POINTS 40
EVADE 12
OTHER NOTES None.
PostPosted: Wed Jun 13, 2007 3:11 pm


Older characters make me really, really excited. As do pirates. This is a WIP, so I could be getting ahead of myself, but his history reads more like common lore surrounding "Black" Jack rather than actual history of the character. This is fine; it reads exciting. That said, an actual history of the character you're playing (where he came from, how he ended up as "Black" Jack, etc) is still necessary, but if you want you can do something like {This is the actual story of where Jack came from!} to maintain the current feel. 3nodding

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dropdadgbe

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PostPosted: Thu Jun 14, 2007 4:57 am


Can do, I suppose. To be honest, I haven't decided yet whether this Jack is the famous one or an unfortunate lookalike. I was trying to give myself some leeway in case a good opportunity presents itself to decide later. Would it be okay if I presented both and left it open?

EDIT: There. I renamed the old history as "Background Info," and made a new "History" further down to reflect what Jack says his life was like. If he is the pirate, the only difference would be a long period where he says he just worked as a sailor, which could really go either way.


Any suggestions on class skills for this guy, anyone? I'm having trouble coming up with ones I like.
PostPosted: Thu Jun 14, 2007 4:40 pm


A pirate! Like the Dread Pirate Roberts! heart I am so surprised there are not more pirate concepts. The pirate setting is just begging for a squacky parrot-Pennier.

What about First Aid as a class skill? A pirate would surely have some basic patching-up skills for all of those long, doctor-less nights at sea.

"Here, drink this rum and bite down on the filthy rag I keep in my shorts, while I dig out the shruiken in your thigh with a rusty pen knife" could at least make for interesting narrative? XD

Brize


Tales Of Aludra

PostPosted: Thu Jun 14, 2007 6:28 pm


^ I love that idea.

I am just zipping through as usual, so please don't take offense at me not commenting on everything~

For Disarm, we approved a formula in another thread (and you are certainly not expected to know that) that I'm gonna throw up on the standard list in just a second, but here it is:

Quote:
Disarm (As Randomizer.) Upon a successful attack (melee+d20) Elias has the opportunity to disarm his foe. If he hits normally, he rolls a second d20 without his melee bonus to determine the result.

    Level 1 >> A roll of 1-14 results in no effect, 15-20 and the opponent is disarmed.
    Level 2 >> A roll of 1-12 results in no effect, 13-20 and the opponent is disarmed.
    Level 3 >> A roll of 1-10 results in no effect, 11-20 and the opponent is disarmed.

If disarmed, the target must take one round retrieving their weapon. This skill can't effect any weapons that don't engage Elias (such as a bow or a dart) and it never does any damage.
PostPosted: Sun Jun 17, 2007 8:47 am


My one problem with the way you've got disarm worked out is that the target really has no affect on whether the attack succeeds or fails. I liked how in my old version, the target got to use their own melee skill to resist. But whatever, if this is your official version I'll make the change.


I'm trying to make Jack more of a gambler, so I'm making all his class skills randomizer-based. I invented a Critical Strike skill that I think would make a good entry for the shared list, but the numbers I came up with were pretty haphazard. I don't know how you guys have been playtesting skills, but please take a look at this one and tell me what works better.


I've got no idea what to make his last attack be, but it's all I've got left before this guy is finished. I want some Setzer-esque (from FF6) ability where a random effect happens, but with absolutely no magic ability I can't figure out how to make it plausible. Maybe a fear-based ability?

Please let me know what you think!

dropdadgbe

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PostPosted: Sun Jun 17, 2007 9:18 am


The target's evade determines if the attack hits in the first place. Then there's a % chance of disarm. So yes, the target does have input. There's a more official write-up of the skill in the standard skills list.

And I just got invited to do stuff, so I'm going to have to look at the rest later, sorry!
PostPosted: Sun Jun 17, 2007 10:29 am


Oh, right. The initial attack.

...that's actually rather good, now that I think about it. My thought was that higher level characters should be able to resist more effectively, which they do because their evade goes up. Sorry I missed that.

dropdadgbe

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PostPosted: Sun Jun 17, 2007 2:37 pm


Alright! I've spoken with EK and looked over all the skills and we just have a few comments.

First, you note that he is dual wielding, which we have no problem with as long as you don't try to use this to double attack a single target for d20 damage on each swing. You can say that both swings together equal the rolled damage no problem. (Attacking multiple targets is fine.)

Secondly, for Attack Vital Areas, is this meant to be in effect every round once he obtains it? If it is always in effect, then we'd like the success to be 19-20 for level 1, 18-20 for level 2, and 17-20 for level 3. If it's not intended to be in use at all times, then the numbers as presented are fine. Also, we ask that you do not stack this with buffs so he can either receive the benefit from the buff or from the vital area strike but not both. 3nodding
PostPosted: Thu Jun 21, 2007 7:09 am


Crap, the new skill rules just wrecked the stats on this guy. Glad I wasn't done yet.

I'm getting to the point where I almost don't give a damn how this guy fights, I just want to see how he RP's. I'm debating making him non-human just so I have one less skill to worry about--I've been way over-thinking skills lately, and they're starting to be a pain.

Tempted to make him an ice and/or water caster, and change his fighting style altogether.

I'll think on this for a while.

dropdadgbe

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PostPosted: Thu Jun 21, 2007 7:40 am


What. neutral I swear I set things so they didn't conflict with people.

Oh, Disarm, right. Or is there something else? Disarm's requirement was thrown in last second and I'm willing to yank it out. It was the other four skills that were considered too strong for level 1s. Disarm seems pretty fancy so I stuck in the level requirement, but whatever.

I like Jack a lot so I don't want to see you toss him aside.
PostPosted: Thu Jun 21, 2007 8:03 am


Man, I thought I was quick enough that no one would see it. Now I feel like a jerk for editing my post.

Yeah, my big problem was the level requirement on disarm, but I also hadn't edited anything yet since it got decided that I couldn't attack the same person twice (which in hindsight, I agree with completely) so I was planning on dropping that skill too. And I have no idea what to replace them with.

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PostPosted: Sun Jun 24, 2007 2:24 pm


Jack looks good. Just let me get the others to look him over. 3nodding A few notes:

What happened to Jack's actual parents? Just a simple note like they died / were poor / whatever will do.

Regarding the Ejderha patrol, could you note this was near Liram? The Ejderha have poor naval capabilities so any patrols are going to be very close to the coast. Since there's no location mentioned, it reads like it could have possibly been in Camacho area since that's the only area specified. 3nodding
PostPosted: Sun Jun 24, 2007 5:10 pm


McFroglegs
Jack looks good. Just let me get the others to look him over. 3nodding A few notes:

What happened to Jack's actual parents? Just a simple note like they died / were poor / whatever will do.

Uhm... how about I change it so that instead of being born in Camacho, he ran away from home and wound up there? He hasn't seen his parents since, although by now they've probably died of old age.


Quote:
Regarding the Ejderha patrol, could you note this was near Liram? The Ejderha have poor naval capabilities so any patrols are going to be very close to the coast. Since there's no location mentioned, it reads like it could have possibly been in Camacho area since that's the only area specified. 3nodding

My bad. I couldn't find anything anywhere saying what their naval strength was, but I'd figured that since back when it'd happened they'd controlled both Sovya and Liram that it was probably considerable (especially since the "races" entry says they're militaristic and territorial.) I can change it if you'd like.

dropdadgbe

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PostPosted: Sun Jun 24, 2007 6:23 pm


Works! Probably works better, in fact, since the Camacho natives are probably fairly Caribbean influenced like Canelle and Freyd. 3nodding

If the Ejderha had a strong naval power, they'd be all over the place trying to conquer. xd I keep meaning to write this down somewhere.

(Oops, forgot to post this!)
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