Wednesday, January 31, 2018

Hearts of Wulin: Conventions & Assumptions

I'm finishing up the rules for my Hearts of Wulin PbtA hack, in prep for Sunday's session. I'll post more about it after we've played a session. I'm hoping our game will be able to emultate the melodrama of these novels, TV shows, and movies. I wrote up some of the conventions for the players:

We’re a week away from the first Sunday morning session of Hearts of Wulin. My inspiration comes from Chinese wuxia TV dramas; Crouching Tiger, Hidden Dragon; Painted Skin; some Shaw Brothers films, and more. You don’t have to know those, just melodrama. I’m still tweaking things and I’ll send a link to Google folder materials later in the week. Here I want to talk about conventions of this setting and game.

  1. This is set in a “fantastic” version of ancient China. Characters can do fantastic things but there’s no sorcery or the like per se. The world of the martial clans operates outside the normal realm. They have their own power structures and rules. While they live under an Emperor, that relationship can be fraught. Our stories will deal with relationships and struggles within the Wulin world.
  2. This is melodrama. Reactions and responses are heightened, nothing is simple, there’s always something at stake.
  3. Characters often talk obliquely about things: emotions, desires, drives.
  4. Characters have duties: to a clan, a school, a mentor, a sibling, a parent and these come into conflict with their desires and friendships.
  5. Fighting can be a conversation, telling and revealing things through that struggle.
  6. Everyone has a scale*. If someone is better than you, you can never beat them. UNLESS the circumstances change: you cheat, you’ve gone away to study and learn how to fight them, you’ve set up something in the environment, you’ve acquired a special weapon or technique, you’re fighting alongside a friend that you have a close bond with. If that happens, the results come into question.
  7. People believe things: if it’s written down it must be true. If someone says something people accept it until they have clear and specific evidence presented to counteract that. Yes, I know he’s a noble hero with a good reputation, but this person said that he slaughtered this village—OK, checks out. People who ought to know better will fall for this.
  8. Everyone has a set of Entanglements, relationships which cause them problems or strains. Each entanglement is a triangle connecting you, the subject of the entanglement, and a third party.
  9. You’re awesome and you’ll get the chance to describe your awesomeness.
  10. Anything can happen at any time. Suddenly Ninjas!
  11. Travel just happens. We don’t worry about distance and time unless a) there’s some clock you’re racing against or b) you have an encounter on the road. But usually if you say you’re going somewhere, regardless of distance, we just cut to there.
  12. If someone’s wearing a disguise, it is perfect up until the point it isn’t.
  13. You gain experience in the following ways: you lose to an opponent, you allow yourself to be fooled by a villain, you make your entanglements more messy, or you accept pressure from a fellow PC. There are a few other ways, but those are the big ones. Sometimes as a reward we’ll cut away to the villains talking about their plans and plots.

In session one we will create a set of clans: righteous, unrighteous, and ambiguous. I’ll have a list of possible names and we’ll assign keywords to them. Imagine them like Corporations from the Sprawl, larger groups and institutions you’re connected to or interacting with.

We’ll then build characters from there, establish entanglements, and get rolling.

One point to be clear on: this is a fictional version of China, with all the historical and cultural accuracy of a soap opera. We will work to be respectful of the cultures involved within the context of this heightened, exotic, and fantastical space.

*Thanks to the Jianghu Hustle podcast for giving me the terminology to describe this.  

Thursday, January 25, 2018

Mutant: Year Zero: 36 Mood Elements for The Zone

I dig all the random generation tools Mutant: Year Zero puts forward. They’re rich enough to create interesting situations, but modest enough the GM can easily use them. The random “Threats” create quick interesting stories from simple premises. I can draw one just before the session and easily fold it into events. Yesterday I pulled “The Last Drop” which meant a clean water shortage in the Ark. It connected nicely to elements the players had already established.

It’s also easy to use the sector generation tools to create the “hex-crawl” areas the PCs move through in the Zone. I like the level of detail it offers and I can create a cool place in a minute or two. The Mood elements are particularly nice: a table of six add-on bits for each of six types. They offer a mix of atmosphere, ornamentation, and story hooks. To supplement that I’ve created another table with the same structure and 36 new ideas.

1. In the distance they spot what seems to be a beast. It runs off, revealing itself to be a person covered in an elaborate homemade costume. Are they part of a larger tribe? Where do they flee to?
2. They find tunnels excavated in a garbage mountain. Are the dump tunnels occupied? Is it a lone junk-person or a whole group?
3. Someone has created a tableau from scavenged dolls, action figures, and figurines. What story does it tell?
4. A survivor staggers across the landscape, but they are no longer entirely whole. Some strange animal, insect, or plant has taken over their consciousness. How do they know?
5. They discover a plot of land covered with deep parallel ruts. Weeds and twisted plant choke the ground, but someone clearly tried to farm here in the near past. What strange seeds do they find?
6. A mound of bones and shells sits here; they’re marked with signs of tools and cutting. A few pieces suggest strange weapons used to bring down prey. How long ago was this created?

1. Though benign, swarms of small insects cover the sector. They cling to surfaces, get into bags, and create an echoing sound. What drew them here?
2. Tracks and disturbances indicate a mass migration of animals passed through recently. Where did they head? What were they fleeing from (or going towards)?
3. A small pond seems to be fed by an underground water source or spring. The Rot-free water draws animals. What beasts might they see?
4. The sector appears completely filled with tall, dead stalks. Their density and height makes crossing and navigation difficult. Will the group venture into the funereal field?
5. The party picks up a pack of scavenger beasts. They circle from the air or follow at a distance, but won’t approach or attack. Instead they wait for someone to inevitably die-- a party member or another animal, they don’t care. What do they look like? How many do there seem to be?
6. Dead woods dot a greyish-black landscape. However the trees, when touched, evaporate into a cloud of ashes, dust, and gas. Does anything survive here?

1. Winds howl across this sector. They start and stop, switching direction and nearly pushing them over. Is this a constant here or anomalous event?
2. Icy rain begins to fall. Within moments frost and slick patches cover everything. Does it grow colder and freeze solid or simply keep going miserably?
3. The air is wet and moist. The humidity becomes almost unbearable. Water beads and condenses on anything remotely cool. What kinds of fungus blooms in this environment?
4. Streaming, flickering lights dance across the night sky. Perhaps damaged atmosphere creates these aurora borealis. Is it natural? Or is it a warning sign of something to come?
5. A cloud funnel runs from the sky to the ground below. What causes this? Is it a weirdly calm marvel, a tornado held in place, or something else?
6. Rain falls from the sky, but it isn’t water. What does the downpour consist of?

1. A tarnished metal statue stands atop a stone monument. Who or what does it depict? Could it be salvaged for some purpose?
2. A fragmented hologram hangs in the air. It reacts in a primitive way, but speaks in a language they cannot understand. What does it look like? Was it a guide, an advertisement, a warning?
3. A solar-powered drone glides quietly above, a tattered banner dangling. Can it be captured? Why hasn’t something destroyed it already?
4. The concrete canyons of a large-scale skate park force the group up and down. What debris has collected at the bottoms of these half-pipes?
5. A great skeleton of bone and metal stands alone. What was this fearsome Trex? What other beast remains might they find here?
6. A sea of cargo containers—rusting into one another—lies irregularly before them. Some are stacked neatly while others seem haphazardly flung into place. What might live there? Could artifacts or good scrap still be found among them?

1. They hear a thunderous explosion. Moments later the party feels a wave of air. In the far, far distance they just make out a massive smoke pillar. It’s too far to reach in a simple journey, perhaps it is a mystery for another time. Does it happen again or is it a singular event?
2. The air becomes still and suddenly everything is quiet. A blanket of silence falls on the sector. Footsteps, voices, gunfire—nothing can be heard. How do the PCs communicate? How long does it last?
3. Two huge trash hawks battle in the skies. Does one win? What do they fight over?
4. A rumbling below the ground grows louder as it approaches them and quiets as it moves of into the distance. Are there any visible signs of what has passed beneath?
5. An autonomous big rig truck trundles across the landscape. It’s worn, showing the signs of age and attacks by various predators. The trailer is rusted and torn open. Where is it heading to? What were its last orders?
6. Another Stalker-led party from the Ark crosses their path. Who gets the drop on whom? What info might they be willing to exchange? What things aren’t they sharing?

1. A geyser of hot water explodes in the sector like clockwork. It could be natural or an artificial phenomena. The sulfur and acid surrounding the spot make the ground treacherous; unwary explorers can fall into a caustic bath. Can the group use this?
2. Great sections of the sector are set in the ground. A massive building once sprawled here, but in vanishing left an exposed basement complex. What might be found in this open-air maze?
3. Enormous dunes make travel difficult. Slogging up them will be exhausting. What are they made of? (sand, pebbles, bone dust, metal filings, something else?) What happens here when the weather turns bad?
4. Seemingly solid areas turn out to be quicksand. What kind of granular material is it made of? How do they detect and move past it? What treasures might be lost at the bottoms of these pools?
5. A layer of mud sticks to everything here. Deep gouges and ruts crisscross the landscape. There might even be trenches. Is the mud dry or wet? Has it preserved anything?
6. Shallow water covers this sector. It comes up over their feet, but in a few places it is boot deep or more. It’s less dangerous than unpleasant. How to they spot drop-offs? How to they keep the damp from seeping into everything?

If you've run or played MYZ, any other cool details you've dug?

Tuesday, January 23, 2018

Mutant: Year Zero: 36 Plots for Roles

I’m currently running Mutant: Year Zero for the Gauntlet Hangouts. (You can see the sessions here). It’s an experiment in continuity. The thirteen sessions run through the first quarter of the year. The Ark, the homestead for the PCs, remains and grows throughout. The cast of PCs can change from game to game. As they come in new players can add to the lore and description of the community.

When I reviewed M: YZ, I mentioned I’d like to see more tools for events within the Ark. Free League’s released 5 Zone Compendiums which detail exploration of the Zone. But the game’s written to split the time between at-home and away. It has great tools (the NPC generators, certain Threats), but could use more development and support.

Below I’ve created six plot hooks for each role from the core rules. I start with some questions about the role and how it fits into the community. The GM can answer these or use them as prompts for collaboration. Some of these plots border on being Threats and a GM could connect them to random session problems. I can also see these as just scenes, a chance for players to explore and use their unique skills and talents.

What’s the dynamic between the Ark’s Bosses? If you’re going to create a general relationship map, that’s a good place to start (so players can “Yojimbo” it if they want to). Have there been other Bosses? How do they rise up? How obviously do the Bosses display their character traits? How does the Ark react to racketeering?

1. A gang member from a rival Boss wants to defect to the PC Boss gang. Why? What will it take to have that happen? Is there a conspiracy afoot? What if it’s instead someone wanting to leave the gang?
2. One of their gang members harms or kills someone they shouldn’t. What happened? Does the PC Boss make it right? What kind of discipline do they keep?
3. Another Boss wants to sit down with the PC about territory and space. Can they be trusted? How do two Bosses negotiate and ensure compliance? What do the other Bosses think of any cozy relationship?
4. Information seems to be slipping out from the PC’s gang to another Boss. Is it coming from one of their own or is it a new tech/power? What kind of information’s being passed?
5. There’s rumblings among the community that something needs to be done about the Boss system. If these malcontents act, do they use non-cooperation, sabotage, or something else? Does the PC work to undermine the organization, strike at ringleaders, or demonstrate the value of their gang?
6. Someone seems to be gathering people close to them: bribes, secret meetings, etc. Are they a new Boss or is something else going on? If they are, how does the PC Boss respond?

What’s the relationship between the Chroniclers and the Elder? Do they act as gatekeepers, isolating the weakened Elder from the Ark? Or do they simply aid and listen to the Elder? How do they handle obvious Dawn Vault violations? At the present Culture level, what kinds of writing/recording technologies exist in the Ark? Is there a hierarchy among the Chroniclers?

1. Someone has marked places in the Ark with sigils or graffiti (at the Culture level of community). The PC Chronicler is called on to interpret or to suss out who has been doing it. Are the writings screeds against the Elder, satirical comments, prophecies, or something else?
2. Rumors spread that someone uncovered a stash of colorful documents and writings but has refused to share it with the Dawn Vault. Who has it and what knowledge does it offer?
3. With the Elder clearly aging, it’s become unclear who will be the next voice of wisdom within the Ark. One or two Chroniclers have begun to make political maneuvers: making promises, gathering allies. Will the PC Chronicler do the same, speak against it, or join a side?
4. A Boss’ gang has been remarkably healthy of late. They’ve treated some illnesses and diseases which have vexed the community. But so far they’ve said nothing and shared no details of their medicines or treatments.
5. The murder of a beloved member shakes the community. How does the Chronicler deal with the atmosphere of resignation, fear, and hopelessness?
6. One of the factions (a cult, gang, or household) has begun preaching and writing their own history, with their own symbol set and coded language. Are the spreading misinformation or revealing the truth? How do these new stories affect the old ones?

Where do the dogs come from? Is there one lineage of canines or multiple breeds? How are they replaced? Is there a formal process for choosing Handlers? Is there a central kennel or does everyone “A Boy a His Dog” it in different areas?

1. There’s rumblings in the camp about the value of the dogs. Some people question feeding the animals. Does anyone take action? How does the PC Dog Handler justify their role?
2. A fellow Dog Handler died recently. They had a particularly excellent beast. Now there’s arguments over who will take on his animal and how to handle that. Can a dog even change masters?
3. One of Dog Handlers is experimenting with crueler and more vicious treatment to push their animal. It might be successful, at a cost, but could spur others to try such inhumane methods. How does the PC Dog Handler react?
4. The kennel or pen the PC Dog Handler uses has become contaminated. They must find and secure a new location in the Ark for themselves.
5. The Handler’s dog has begun barking and reacting badly to a fellow mutant in the Ark. Until now, the animal exhibited no reaction to the subject. What’s going on? How does the PC follow up? If the cause is something sinister, does it spread?
6. Rumor has it that a Boss or Fixer found litter of zone dogs some time ago. Rather than turn them over or train them, they’ve used them to fight captured beasts or other dogs as a spectator sport. How does the PC Dog Handler stop this?

Any PC Enforcer’s going to be a badass obviously, but what’s the pecking order among the Enforcers of the Ark? Are most Enforcers affiliated with a Boss or do they operate solo? Is there any kind of formal training among them?

1. A fellow Enforcer takes a liking to something or someone the PC has feelings for or protects. The aggressor's reputed as badass among Enforcers. The target’s feelings remain ambiguous. Does this lead to a throw down or is there another solution?
2. Someone asks the PC Enforcer for fighting lessons. If they agree, they’ll have to figure out a training program. If the PC does well, they may have other clients looking for their services.
3. One of the Bosses offers the PC Enforcer a sweet deal to join up. However this Boss has strange beliefs and behaviors. What’s a deal breaker and why are they asking the PC? Perhaps someone else asks them to accept the offer to get info or organize a coup.
4. Another Enforcer secures badass artifact armor (kinetic repulsion wear, personal force field device). They begin to lord it over others and disrupt the status quo. How does the PC Enforcer react? Is the item keyed to that Enforcer or can it be taken?
5. The Elder, one of the Chroniclers, or even a Boss announces a new position (Watch Commander, Gate Keeper, Knight). They set up a competition, which may involve serious risk. The winner gets a secure grub supply and status.
6. A Chronicler, Gearhead, or Fixer offers the PC a job as a personal bodyguard for the next week. But the situation’s more complicated: someone’s trying to assassinate them, they’ve made an enemy of a Boss, something followed them from the zone, or they have a romantic interest in the Enforcer.

We know from the core book that a barter economy exists. Is that solely Fixers or a more general group of people? Do the Fixers simply take advantage? What’s the relationship between Fixers and Bosses (who control resources) or Gearheads (who make things)? Are there other creators or scavengers? The economy will change throughout the game (better purchasing price for grub bullets, new items available, possibly the establishment of a Market); how does that impact Fixers?

1. There’s some high quality booze floating around the Ark, but no one’s saying where it came from. Who got it and how can the PC get a slice of that action?
2. One of the Fixer’s clients has come up with a new flavor additive (for booze, grub, or even water). How can they monopolize this discovery? Is the additive safe?
3. The Fixer discovers a mutant has a stash of minor but valuable artifacts hidden away somewhere in the Ark. Do they report the withholding from the Dawn Vault, steal the goods for themselves, or something else?
4. A Gearhead asks the Fixer for some very particular pieces of scrap. They seem innocuous enough, but getting all of them will take some serious trading. What is the Gearhead making?
5. There’s a thief in the Ark. While Fixers lift things from time to time, this person’s getting everyone upset and raising the heat level. Does the Fixer lie low or try to correct the situation? What happens if some of their stuff gets taken?
6. Two mutants have formed a close personal bond (romantic or otherwise). However they’re associated with two rival Bosses. They come to the Fixer asking for help in finding a way out. Are they on the level? Are there other factors at play?

How is technical knowledge acquired? Given all mutants in the Ark are the same age, we probably don’t have masters teaching. Is it lore from the Elder? Drawings? Instinct? How do the Gearheads operate—independently? Under a Boss? In a group? Or is it some mix of that? What kinds of responsibilities do they have and what are they building for the general economy? What’s the going price for ID’ing an item?

1. Someone comes to the Gearhead with a custom job they want, an item “tricked-out” or decorated. If they agree what’s the ramifications for the Ark? Does the person gain status or mockery? Is there an escalating competition to see who can look the most dangerous?
2. One of their fellow Gearheads is completely under the thumb of a Boss. The victim has some skills other Gearheads envy. What do they know? Is it worth the energy to try to get this person out?
3. There’s talk among the Gearheads about setting minimum prices for goods and services. Does this create pressure on the PC to charge their companions more (or at all)? Or does the discussion create pushback from Bosses and Fixers.
4. Someone’s buying up and hording a particular kind of scrap. It’s making jury-rigging more difficult. Who is it and why have they done this? Can the Gearhead track down other sources or will they have to find a way to pry it away from the hoarder?
5. A Gearhead blows up their shop—injuring several mutants (part of the end of session loss of life). There’s rumors that the Elder may limit what Gearheads can do. Bosses might take advantage of this to strong-arm independent Gearheads into their fold. What does the PC Gearhead do to protect their interests?
6. Among the scrap, the Gearhead finds an object that attaches itself physically to them. It grants a mutation power (GM sets what that is), but it has independent thought, speaks in their head, and sometimes takes over their body. How do they deal with it? Do they sever whatever limb it’s attached to or learn to live with it? How do others react?

Always interesting to look at what drives the Stalkers. What pushed them to be the first to leave the Ark? Do the PC Stalker’s motivations differ from any NPC’s? How do they operate in the zone? How much communication is their between them?

1. A fellow Stalker comes to warn the PC about a particularly dangerous place they found in the zone. Is it true? What do they describe?
2. A Fixer approaches the Stalker offering bullets to be taken out to a sector close to the Ark. They seem suspicious and want to make sure the trip is secret from others. If the Stalker agrees, what do they find? What’s the Fixer’s angle?
3. Mutants have been returning from the Zone and not turning things over (likely including the PCs). Now there’s talk of more heavy-handed enforcement of Dawn Vault rules. Some Chroniclers and Bosses like the idea as it potentially gives them more control. How does the PC Stalker respond?
4. A fellow Stalker vanishes. No one but the PC Stalker remembers them. What is going on?
5. A Chronicler asks for the Stalker to bring back different samples of Rot. Why? Curiosity? Making a weapon? Trying to hide that the usual decontamination procedures have begun to break down?
6. One of the other Stalkers stops going out into the Zone. They become isolated and withdrawn. What’s going on? Did they see something that shook them, have they lost confidence, or have they become obsessed with something they found out there?

The Slave’s a tough role and the group needs to have a conversation about what “slavery” means in the context of the game. Is the PC a former slave? What kinds of rules are their? In my games it’s been more of an indentured servitude, protection racket, or serfdom. But I’ve also suggested players might want to carefully consider the role before picking it. In any case you’ll have to tweak these plots based on that.

1. The last several casualties in the Ark have been fellow Slaves. Most don’t think anything of it, but the PC Slave can tell something’s going on. What’s happening?
2. Someone wants to buy the PC Slave’s service/mastery from the owner. Is this person reputedly good, an abuser, or something more complicated. How does the owner respond?
3. Some Slaves find a refuge spot hidden away within the Ark. What does the PC Slave do to support, protect, or reveal this temporary retreat. How will that change if some of the Slaves start using this as a means to escape?
4. The Slaves of a particular Boss have become strangely docile and unquestioning. What’s going on? Does the Boss have an artifact or technique they’re using to create this change?
5. A Slave badly injures one of the Bosses. This sets all the Bosses on edge and some begin to test for obedience and loyalty. How far do they push this?
6. The PC Slave’s owner or controller dies. Alternately someone forces them to give up their influence. The PC's fellow group of slaves will be distributed across the Bosses. How is that handled or negotiated? How does the PC deal with this?

Other ideas? Anything especially cool from your own games?

Wednesday, January 17, 2018

150 Colorful NPCs for 7th Sea

I generated the NPCs below from a reworked version of my NPC tables, combined with online name generators. You have a name, couple of traits, “profession,” and country of origin. I’ve stuck with the core Théah nations. I hope this will serve as an resource for creating fellow travelers, patrons, contacts, persons at an inn, and encounters at galas or festivals. If you want anyone to be nobility, you could easily have their profession simply be a hobby. Tell me if you find these useful.

Reine Beauvais: Doe-eyed, Secretive Minstrel (Montaigne)
Dietrich Hengsbach: Bruised, Sarcastic Poet (Eisen)
Yedemsky Pyotr Maximovich: Svelte, Generous Drunk (Ussura)
Áirdin Ó Dreaghneáin: Stuttering, Stern Ship’s Captain (Inismore)
Tullia Di Salvo: Colorful, Gluttonous Playwright (Vodacce)
Basilia Scarpaci: Strapping, Morose Chaplain (Vodacce)
Denisa Jež: Square-Jawed, Incisive Miniature Maker (Sarmatian)
Gaby Boulle: Coughing, Jaded Solider (Montaigne)
Ignazio Bailon: Awkward, Charismatic General, (Castille)
Prainnseas Dùghallach: Scowling, Proud Bookbinder (Highlands)
Balduíno Simões: One-Eyed, Morbid Actor (Castille)
Dunayevsky Germanovich: Virile, Fickle Seamstress (Ussura)
Guillemette Halphen: Worried, Helpful Poisoner (Montaigne)
Dudko Miloslava Timurovna: Well-Dressed, Suspicious Clothier, (Ussura)
Narcyz Galas: Impulsive, Cooperative Servant (Sarmatian)
Lea Del Monte: Leaden, Miserly Mayor (Vodacce)
Jonathan Choquet: Lithe, Studious Auctioneer (Montaigne)
Ingelöv Lundholm: Clumsy, Vain Imposter (Vestenmennavenjar)
Francine Dubuisson: Hairless, Placid Chamberlain (Montaigne)
Medard Misiak: Sweaty, Merciful Solicitor (Sarmatian)
Elimena Frisella: Craggy, Stubborn Provisioner (Vodacce)
Patricio Patrido Messa: Articulate, Grim Explorer, (Castille)
Muircheartach Mac Ardghail: Bellowing, Reclusive Amateur (Inismore)
Pierre-Marie Colbert: Shaggy, Apologetic Clock-Maker (Montaigne)
Matthieu Brasseur: Muscled, Possessive Chancellor (Montaigne)
Honor Carrion: Disfigured, Guilt Ridden Scholar (Castille)
Atanasio Ritacco: Formal, Arrogant Pirate (Vodacce)
Loreno Del Medico: Fearsome, Bashful Constable (Vodacce)
Pelagia Jelinska: Perfect, Obsessive Lawyer (Sarmatian)
Karsten Heuser: Stiff-Backed, Lazy Assayer (Eisen)
Tsvileneva Alla Alekseevna: Hard of Hearing, Sophisticated Notary (Ussura)
Beitiris MacIlleDhòmhnaich: Crusty, Drug-Addicted Jailer (Highlands)
Alamanno Caiazzo: Barrel-Chested, Impudent Assassin (Vodacce)
Telitsyn Anatolievich: Bespeckled, Whimsical Messenger (Ussura)
Maj Vikström: Freckled, Shallow Dog Breeder (Vestenmennavenjar)
Mira Björk:  Pale, Tactless Bon Vivant (Vestenmennavenjar)
Martial Boulle: Mumbling, Blithe Alchemist, (Montaigne)
Xavier Resende: Sly, Brazen Astrologer (Castille)
Quintilio Ciolino: Predatory, Unsentimental Satirist (Vodacce)
Muadhnait Nic Muiris: Old Seeming, Delusional Revolutionary (Inismore)
Silayev Agafon Yanovich: Bright-Eyed, Solicitous Conspirator (Ussura)
Nevada Amores: Rat-Like, Fearful Singer (Castille)
Jesenia Zubia: Chiseled, Brave Heretic (Castille)
Cotrìona MacUrardaigh: Pierced, Honest Sailor (Highlands)
Estienne Malet: Composed, Precise Gallivant (Montaigne)
Eberhard Heller: Wiry, Ostentatious Victim (Eisen)
Dubova Aleksandra Semyonovna: Unsteady, Vengeful Tax Collector (Ussura)
Dunla Uí Duibhlin: Immaculate, Heartless Barrister (Inismore)
Penelope Borrelli: One-Armed, Feckless Retired Adventurer (Vodacce)
Nikonov Zinoviy Stepanovich: Scary, Abrupt Guild Master (Ussura)
Dennis Moss: Ravishing, Rowdy Duelist (Avalon)
Cainnear Ní Tuachair: Elegant, Blowhard Secretary (Inismore)
Asa Hart: Steady, Remorseful Reeve (Avalon)
Bradley Dixon: Craven, Cold-Hearted Stationer (Avalon)
Manuela Kirchner: Tall, Cocky Broker (Eisen)
Ilva Maffia: Gaudy, Egocentric Expert (Vodacce)
Annabella Di Vittorio: Stylish, Shy Priest (Vodacce)
Ceitidh Caimbeulach: Hawk-Faced, Compassionate Debt Collector (Highlands)
Lucienne Bureau: Shorn, Crafty Forger (Montaigne)
Tia Davidson: Wrinkled, Fretful Cartographer (Avalon)
Anthony Porter: Lisping, Cynical Gossip (Avalon)
Iginia Capaccio: Mousy, Crude Woodworker (Vodacce)
Ambre Suchet: Plump, Sharp-Tongued Sheriff (Montaigne)
Alfred De Guignes: Tired, Dramatic Musician (Montaigne)
Rafael Lacayo: Deaf, Pugnacious Falconer (Castille)
Zak Baxter: Bloodshot, Amoral Seducer (Avalon)
Nárbhla Nic Dhubháin: Senile, Weak-Willed Engineer (Inismore)
Nozdrina Yana Mikhailovna: Agile, Sanctimonious Diplomat (Ussura)
Lysagh Uí hAinbhthín: Aloof, Quarrelsome Historian (Inismore)
Janina Mrotek: Disheveled, Reliable Dye Maker (Sarmatian)
Rosalina Maciel: Limping, Dishonest Tailor (Castille)
Zyta Rybka: Emaciated, Humble Royal Pirate, (Sarmatian)
Rufino Lo Castro: Hunchbacked, Pedantic Apothecary (Vodacce)
Eliza Hayes: Scarred, Pure Fixer (Avalon)
Erlena Sada: Broad-Shouldered, Level-Headed Scullery Maid, (Castille)
Decimo Zaccardi: Athletic, Contrary Goldsmith (Vodacce)
Dorota Obniska: Rugged, Rash Apprentice (Sarmatian)
Bartel Fazekas: Branded, Retiring Composer (Sarmatian)
Svante Hellqvist: Glowing, Well-Informed Agent (Vestenmennavenjar)
Allegra Di Bona: Gravelly, Ill-Informed Tutor (Vodacce)
Bella Cook: Busty, Envious Furrier (Avalon)
Barbro Magnuson: Beak-Nosed, Frivolous Guide (Vestenmennavenjar)
Megan Hughes: Unfashionable, Self-Confident Vintner (Avalon)
Karl Hjertsson: Gaunt, Deceptive Shipwright (Vestenmennavenjar)
Sara Bernardino: Sinuous, Careless Con Artist (Castille)
Braiden Mullen: Red-Faced, Coarse Merchant (Avalon)
Eusebio Sciara: Thin, Calculating Banker (Vodacce)
Anett Lantos: Saucy, Desperate Companion (Sarmatian)
Janine Kieber: Wooden, Bored Porter (Eisen)
Herbert Pohl: Hirsute, Preoccupied Barber (Eisen)
Marta MacIlleMhàrtainn: Pleasant, Garrulous Silk Master (Highlands)
Viktor Merz: Relaxed, Incorruptible Judge (Eisen)
Anasenko Innokentievich: Brawny, Tight-Lipped Sculptor (Ussura)
Glagoleva Oksana Anatolievna: Slender, Soft Spoken Overseer (Ussura)
Divo Campobasso: Oddly-Attired, Boring Sympathizer (Vodacce)
José Mace: Shifty, Loyal Physician (Montaigne)
Angel Reyes: Rough, Hungry Moneylender (Castille)
Elvin Granqvist: Unkempt, Absorbed Spymaster (Vestenmennavenjar)
Corinna Krämer: Beady-Eyed, Romantic Courtesan (Eisen)
Céadach Ó Brosnacháin: Elderly, Self-Conscious Calligrapher (Inismore)
Remedios Partida: Vulpine, Narcissistic Herbalist, (Castille)
Kató Somogyi: Petite, Thick-Skinned Host (Sarmatian)
Síoda Mac Giolla Chathair: Furtive, Gullible Highwayman (Inismore)
Julie Besson: Angular, Disgusted Marshal (Montaigne)
Tobie Fresnel: Brainy, Impressionable Warehouse Keeper (Montaigne)
Ilija Vantchev: Thunderous, Vindictive Polymath (Sarmatian)
Yubkin Gleb Grigorievich: Gnarled, Corrupt Butler (Ussura)
Anya Day: Quiet, Righteous Patron (Avalon)
Sonia Gounelle: Greying, Covetous Bodyguard (Montaigne)
Kilian Denzel: Enigmatic, Ambitious, Thief, (Eisen)
Michael Panzinger: Staring, Law-Abiding Huntsman (Eisen)
Monita Baro: Oily, Rude Salon Master (Castille)
Emma Smith: Drab, Hateful Charitable Administrator (Avalon)
Ingrid Keller: Scratching, Giggly Swordsmith (Avalon)
Léonard Joguet: Battle-Scarred, Calm Smuggler (Montaigne)
Hermine Riehl: Unassuming, Cautious Cavalryman (Eisen)
Liliane Bittencourt: Near-Sighted, Disloyal Mason (Montaigne)
Ramiro Freire: Sinewy, Indecisive Black Sheep (Castille)
Presta Silvera: Sloppy, Friendly Master of Decrees (Castille)
Seòras Fearghasdan: Shaky, Burnt-Out, Informant, (Highlands)
Tolokonskaya Agata Vitalievna: Hoarse, Passionate Chef (Ussura)
Elisabeth Heerwagen: Bland, Domineering Herald (Eisen)
Jax Mata: Short, Selfish Acrobat, (Castille)
Ove Sjöholm: Lively, Gruff Writer (Vestenmennavenjar)
Eòghann Grannda: Scrawny, Lovable Scribe (Highlands)
Domhnall MacTuirc: Solid, Playful Instrument Maker (Highlands)
Amy Fyre: Charming, Honor-Bound Storyteller (Avalon)
Manuel Bragga: Forgettable, Scheming Painter (Castille)
Camila Canino: Radiant, Forgetful Cook (Castille)
Yutilova Bogdana Vsevolodovna: Monotone, Shrewd Knight (Ussura)
Sìle MacAnndaidh: Lame, Patient Spice-Trader (Highlands)
Radgärd Holmlund: Perfumed, Cantankerous Clerk (Vestenmennavenjar)
Rosa Naoumov: Anemic, Clinical Dress Maker (Sarmatian)
Klara Skala: Twitching, Heart-Broken Candlemaker (Sarmatian)
Silvestr Krejci: Portly, Ungrateful Turncoat (Sarmatian)
Georgette Agostinho: Fragile, Timid Innkeep (Castille)
Baryshnikova Sofia Yanovna: Pock-marked, Perfectionist Arms Master (Ussura)
Rebecca Grasshoff: Refined, Idealistic Stonecutter (Eisen)
Davis Thomson: Wide-Eyed, Hotheaded Maestro (Avalon)
Tazio Ciaramitaro: Hesitant, Frugal Inventor (Vodacce)
Eracla Flaminio: Blind, Questioning Steward (Vodacce)
Sanyi Venczel: Spindly, Trustworthy Pilgrim (Sarmatian)
Tomaidh MacGill'Fhiontag: Alluring, Alcoholic Architect (Highlands)
Mainchín Ó Cathal: Graceful, Sleepy Celebrity (Inismore)
Maurice Azaïs: Business-like, Fussy, Translator, (Montaigne)
Ronald Schroth: Lurking, Flirtatious Haberdasher (Eisen)
Seraphina Doerr: Neat, Talkative Navigato, (Eisen)
Martin Jakobsson: Tremulous, Depressed Perfumer, (Vestenmennavenjar)
Sandro Di Giovanna: Tattooed, Dazzling Master Builder (Vodacce)
Laurence Jacquet: Cadaverous, Defiant Money Changer (Montaigne)

Monday, January 15, 2018

150 Details for 7th Sea Scenes

Inspirational details for opportunities, consequences, risks, or just color.

Animal trophy heads
Armor and shield display
Baby carriage
Baby, crying
Balconies, overlooking
Bank credit drafts
Banner tapestries
Barrel, rain
Barrels of ship’s tar
Basinet, ornate
Bench, flexible
Birds, caged
Block and tackle
Brass orrery, elegant
Bushes, bloom-filled
Bust, reasonable likeness
Cable, chandelier
Candelabra, standing
Cannon, ceremonial
Captain’s Maps
Carriage, unhooked
Cart or horse, spooked through
Cart, kitchen staff
Cask of flammable liquid
Cask of slippery liquid (water, beer, wine)
Chafing dish with cover
Chimney flue lever
Cipher wheel
Clock, spring-wound
Clockworks, massive
Clotheslines and pulley ropes
Convenient well
Cooking implements and/or boiling pots
Crate of netting
Curtains, loose
Deck, radically swaying
Dictionary, foreign
Display of masks
Display simulacrums, water-powered
Door bar, upraised
Dovecote, shattered
Drain-pipes, loose
Dropping metal doors
Dumbwaiter entrance
Ear horn
Fertilizer and wheel-barrow
Fireplace, walk-in
Firewood, badly stacked
Flooding with something
Floor grate for things to fall into
Flower arrangement, massive
Flower-box window ledge.
Flower-garden greenhouse
Footstool, runaway
Footwear, inappropriate
Fountain waterworks
Fowl, freshly roasted
Garter belt
Glass case, standing
Guards shutting the gates
Hatch holding back waters
Hidden door in the floor
Hidden door, spinning
Hidden pits
Household pets, let loose
Ice sculpture
Icon, religious
Iron fences, sharp tipped
Jewelry, slightly unhinged
Laboratory for natural sciences
Ladder, misplaced
Lady fan, ornate and distinct
Lantern, precariously
Letter of marque
Letters, love
List of names
Long table, food-cover
Loom, running
Loose stone ramparts
Lute, overlying large
Map, treasure
Menagerie animals, set free
Millstone, turning
Model ship
Muddied, sticky ground
Musical score
Narrow wooden bridge over rushing waters
Needles, sewing and knitting
Orchestra pit
Pail, nightsoil
Painter’s easel and paints
Painting, famous and valuable
Parallel flag poles
Parrot, irritating
Pendulum, massive
Piano forte, enormous
Pig on a spit
Pipe, smoking
Pistol stuck in a drawer
Playing card deck, hand-made
Podium with hidden door
Pond, deceptively deep
Printing press and boxes of type
Ribbon or stay, loose
Rocking Horse
Roof tiles, loose
Rope bridge, swaying
Rope, counterweight
Rows of bookshelves
Rows of flag banners
Rows of pews
Sack, coin-filled
Sack, flour
Sails, collapsing
Scaffolding, construction
Seal, official
Servant, erroneously entering
Servant, tray-carrying
Sextant, well-crafted
Silverware, pokers, or frying pans
Sniper, hidden
Snow drifts
Space within the raters
Spear or arrow trap
Stacked barrels, held by rope
Stage sets and rafters
Staircase, servants’
Standing closet, overfilled
Statue, large and teetering
Steep slope of mud or ice
Steps slippery from the rain
String quartets
Tools, workman’s
Trough, slops
Tub, washing
Urn with family ashes
Urn, Pickles
Volume of poetry, rare
Wall sconces, fixed
Wall trap, slowly closing
Weakened post bracing balcony
Windows, stained-glass
Wine, vintage
Writ of arrest
Yardarm, swinging