The Fennen Marsh Colonists

Sir Brindal Karth and his various entourage have managed to recruit ten free laborers, three skilled workers and an Orthodox priest to join his effort to create a colony in the Fennen Marsh. In addition, he employs the Captain and crew of the steamer brig Sutter Kane. Descriptions and game statistics for these individuals are provided below.

The Colonists

Patera Fen, Orthodox Priest

Strength 4 Extrovert 1 Introvert 3
Dexterity 5 Passion 3 Calm 2
Endurance 4 Faith 6 Ego 1
Wits 6 Human 3 Alien 0
Perception 5        
Tech 3        

Benefices: Just (+2 Passion when righting a wrong), Orthodox Canon (5 points)

Skills: Charm 4, Observe 5, Vigor 8, Empathy 4, Focus 3, Read Urthish 3, Read Latin 2, Physick 3, Social: Oratory 5, Stoic Mind 3

Equipment: Formal robes, Battered copy of the Omega Gospels.

Vitality 9 Wyrd  

Comments: Unique among Orthodox priests, Patera Fen is a firm believer in the worth of the flesh. Even though he lacks an impressive physique, he has spent great effort developing his physical capabilities.

Fr. Seaden Quinn, Surveyor

Strength 5 Extrovert 5 Introvert 3
Dexterity 4 Passion 1 Calm 3
Endurance 4 Faith 1 Ego 1
Wits 5 Human 3 Alien 0
Perception 7        
Tech 5        

Benefices: Callous (-2 Passion when asked for aid), Freeman (1 point)

Skills: Fight 7, Dodge 6, Melee 3, Observe 5, Artisan: Surveyor 7, Gambling 3, Folk Lore 1, Delphi Lore 5, Read Urthish 5, Science: Terraforming 1

Equipment: Leather Jerkin (2d armor), Dirk (Goal 7, DMG 4), Deck of Cards, Surveyors’ Gear (Tripods, sights, etc; 100 kg total), Journal, 30 FB

Vitality 9 Wyrd  

Comments: Freeman Quinn is a harsh man. Since the death of his wife and children in the Plague Years, he has lost all hope. He has gone from a respected tradesman in Llanfyrth to a haunted wanderer. The characters’ commission has given him the opportunity to run farther from his past than he had thought possible.

Fr. Samwise Oak, Carpenter

Strength 8 Extrovert 3 Introvert 1
Dexterity 6 Passion 4 Calm 1
Endurance 6 Faith 1 Ego 3
Wits 4 Human 3 Alien 0
Perception 4        
Tech 4        

Benefices: Freeman Journeyman (3 points)

Skills: Charm 4, Dodge 4, Melee 5, Vigor 5, Artisan: Carpenter 6, Drive Beastcraft 3, Streetwise 4

Combat Actions: Parry

Equipment: Leather Jacket (1d armor), Carpenters’ Tools (hammers, awls, chisels, etc; 20 kg total), 20 Talons

Vitality 11 Wyrd  

Comments: Freeman Oak is the fifth son of a carpenter in Llanfyrth. Though he has a pleasing manner and a good hand with wood, he has no professional future in his hometown. He would have preferred something other than the characters’ offer to go to Fennen Marsh, but it was the best he could find.

Fr. Merrill Howe, Cook

Strength 5 Extrovert 3 Introvert 1
Dexterity 5 Passion 3 Calm 1
Endurance 6 Faith 1 Ego 4
Wits 4 Human 3 Alien 0
Perception 3        
Tech 6        

Benefices: Gourmet (+2 Passion around food), Homely (-1 Charm), Freeman Journeyman (3 points)

Skills: Charm 5, Observe 5, Artisan: Cook 8, Artisan: Footman 5, Empathy 6, Remedy 5

Equipment: Good clothing, 8 FB.

Vitality 11 Wyrd  

Comments: Freeman Howe has served many gentlefolk in his long career. Nearing 40, he has become tired of the routine of life in Llanfyrth, and signed up with the characters to get away from it and see some adventure.

Ten Laborers

Strength 5 Extrovert 3 Introvert 1
Dexterity 5 Passion 3 Calm 1
Endurance 5 Faith 3 Ego 1
Wits 4 Human 3 Alien 0
Perception 4        
Tech 2        

Benefices: Freeman (1 point)

Skills: Fight 5, Shoot 4, Vigor 8, Streetwise 2, Survival 2

Equipment: Tattered Clothing

Vitality 10 Wyrd  

Comments: A cross-section of the lower class of Llanfyrth. Most have never held a job more complicated than porter or stevedore. Their firearms skills (such as they are) are mostly the results of the characters’ training.

The Sutter Kane Crew

Captain Gregor Halfiron

Strength 7 Extrovert 3 Introvert 1
Dexterity 6 Passion 1 Calm 6
Endurance 5 Faith 1 Ego 6
Wits 5 Human 3 Alien 0
Perception 5        
Tech 4        

Benefices: Riggers’ Commission (7 points)

Skills: Dodge 4, Impress 7, Melee 6, Shoot 5, Artisan: Navigation 5, Read Urthish 2, Seamanship 8, Social: Leadership 5, Streetwise 2, Circle Sea Lore 5

Combat Actions: Feint (LVL 6), Thrust (LVL 2)

Equipment: Leather Jerkin (4d armor), Rapier (Goal 12, DMG 6), Light Revolver (Goal 11, DMG 4, RNG 10/20, Shots 6, Rate 3), 6 bullets, Riggers’ Guild Chart Case w/ charts for the Circle Sea, 50 FB

Vitality 10 Wyrd  

Comments: Captain Halfiron lacks family, connections and wealth. Until the characters arrived in Tuam, he had despaired of ever having his own command, in spite of his substantial skills.

Sailing Master Peria Wesk

Strength 4 Extrovert 2 Introvert 5
Dexterity 8 Passion 1 Calm 3
Endurance 4 Faith 3 Ego 1
Wits 6 Human 3 Alien 0
Perception 6        
Tech 4        

Benefices: Riggers’ Commission (5 points), Prideful (-3 Calm when insulted)

Skills: Dodge 5, Melee 4, Shoot 6, Artisan: Navigation 8, Read Urthish 6, Seamanship 6, Winds and Currents Lore 7

Equipment: Light Jacket (3d armor), Medium Autopistol (Goal 14, DMG 5, RNG 20/30, Shots 10, Rate 3), Astrolabe, Riggers’ Guild Chart Case w/ charts of the Circle Sea, 20 FB

Vitality 9 Wyrd  

Comments: There are rumors that Peria and Captain Halfiron wed in Tuam many years ago, and have maintained the arrangement in secret since then. It is certain that they have served upon many of the same crews. She is a slight, bookish woman who prays to the Pancreator for good winds every morning and rarely plots a bad course.

Engine Master Tiebalt Gunn

Strength 3 Extrovert 5 Introvert 1
Dexterity 4 Passion 1 Calm 2
Endurance 3 Faith 1 Ego 4
Wits 6 Human 2 Alien 5
Perception 4        
Tech 6        

Benefices: Riggers’ Commission (5 points), Unnerving (+2 Alien among serfs)

Skills: Impress 6, Sneak 6, Mech Redemption 6, Read Urthish 5, Read Urthtech 5, Streetwise 5

Equipment: Grimy Apron (2d armor), Belt of Tools (for steam engines)

Vitality 10 Wyrd  

Comments: Master Gunn is an ancient creature, covered in the grime of his engines. He has been working engines for more years than he can recall, though some say his skills are not what they once were. His limbs are wrinkled sticks, and his remaining wisps of hair shoot out from around his head at crazy angles. He speaks in a screeching staccato that grates on the good humor of his mates.

Fr. Orson Culles, Carpenter

Strength 7 Extrovert 3 Introvert 1
Dexterity 7 Passion 1 Calm 4
Endurance 4 Faith 3 Ego 1
Wits 5 Human 3 Alien 0
Perception 5        
Tech 5        

Benefices: Freeman Journeyman (3 points)

Skills: Charm 4, Dodge 6, Melee 5, Vigor 5, Artisan: Carpenter 6, Seamanship 5, Streetwise 4

Equipment: Leather Jerkin (4d armor), Rapier (Goal 12, DMG 5), Carpenters’ Tools (hammers, awls, chisels, etc; 20 kg total), 30 Talons

Vitality 11 Wyrd  

Comments: Freeman Culles is a boyhood friend of Captain Halfiron and a sufficiently good carpenter to not need to look very hard for postings.

Fifty Free Crewmen

Strength 5 Extrovert 3 Introvert 1
Dexterity 5 Passion 3 Calm 1
Endurance 5 Faith 3 Ego 1
Wits 4 Human 3 Alien 0
Perception 4        
Tech 3        

Benefices: Freeman (1 point) or Serf (-2 points)

Skills: Fight 5, Melee 4, Vigor 6, Seamanship 4, Streetwise 2, Survival 2

Equipment: Sailcloth Trousers, Cutlass (Goal 9, DMG 6) or Pike (Initiative +2, Goal 9, DMG 6) (weapons are available only when Captain Halfiron issues them)

Vitality 10 Wyrd  

Comments: A mix of skilled sailors and random rabble that Captain Halfiron was able to engage through the Riggers’ Guildhouse in Tuam. Most are freemen, but some are serfs beholden to Duke South Coast, hired out for his profit.