Difference between revisions of "Captain Flint"

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{{CharacterNew
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{{CharacterRedux
 
|NameOnMUSH=Captain Flint
 
|NameOnMUSH=Captain Flint
 
|Color=#0099FF
 
|Color=#0099FF
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|Active=Active
 
|Active=Active
 
|Function=Pirate Captain
 
|Function=Pirate Captain
|Faction=Syndicate
+
|Faction=Concord
|Rank=6-Recruit
+
|Rank=4-Partner
|Ranktype=Syndicate
+
|Ranktype=Member
 
|Quote=Everyone is a monster to someone. Since you are so convinced that I am yours, I will be it.
 
|Quote=Everyone is a monster to someone. Since you are so convinced that I am yours, I will be it.
 
|PAge=Mid-Thirties
 
|PAge=Mid-Thirties
Line 19: Line 19:
 
|Aging=No
 
|Aging=No
 
|Height=5'11"
 
|Height=5'11"
|Weight=175 lbs
+
|Weight=175lbs
 
|Hair=Amber Brown
 
|Hair=Amber Brown
 
|Eyes=Blue
 
|Eyes=Blue
 
|Voice=Toby Stephens
 
|Voice=Toby Stephens
 
|Song=https://www.youtube.com/watch?v=WMSoo4B2hFU
 
|Song=https://www.youtube.com/watch?v=WMSoo4B2hFU
|Profile=A lover of books and a charismatic sort, Flint wouldn't initially strike  
+
|Profile=A lover of books and a charismatic sort, Flint wouldn't initially strike one as the most feared pirate in the West Indies, were it not for his quiet, seething anger, his shocking acts of violence, and establishment issues that border on zealotry. Through deceit, masterful manipulation, or outrageous gambles, Flint always seems to be two steps ahead, even to his own crew (which causes no small amount of fear and mistrust). He seeks to wrest control of Nassau, an extremely profitable trade hub and pirate haven, from its British owners, the Spanish who barely tolerate its presence, and even those fellow pirates too short-sighted to aid in his endeavor. Flint is bound to make enemies in the Multiverse, but those few that see the good in him may very well have a friend for life.
one as the most feared pirate in the West Indies, were it not for his    
+
|Defining=THE WALRUS:
quiet, seething anger, his shocking acts of violence, and establishment  
+
A sailing ship quite well-armed for its intermediate size.
issues that border on zealotry. Through deceit, masterful manipulation, or
+
*Vehicle Mastery - Sailing Ships: In Captain Flint's hands, a sailing ship becomes a dangerous weapon. He is known for unconventional maneuvers and risky strategies that test the limits of these archaic vessels.
outrageous gambles, Flint always seems to be two steps ahead, even to his  
+
*Attack List - Ranged: In addition to the cannons and swivel guns the ship itself carries, Flint and his men are armed with an anachronistic hodgepodge of flintlock and modern style firearms.
own crew (which causes no small amount of fear and mistrust). He seeks to  
+
wrest control of Nassau, an extremely profitable trade hub and pirate    
+
haven, from its British owners, the Spanish who barely tolerate its      
+
presence, and even those fellow pirates too short-sighted to aid in his  
+
endeavor. Flint is bound to make enemies in the Multiverse, but those few  
+
that see the good in him may very well have a friend for life.
+
|Skills=TALKING: Flint can talk, and there is no simpler way to put it. He knows how to position, how to apply leverage, when to entice and when to threaten. He takes the measure of a person (or a crowd) and speaks to their nature with the precision of a surgeon. Shame, honor, reason, fear, and pride are all tools at his disposal, and he wields them masterfully.
+
  
STRATEGY: A learned man, Flint is widely held to be one of, if not the best naval strategists in the port of Nassau. This doesn't apply only to the sea, but to everything that Flint does. Almost everything the captain considers doing is observed through the lens of what he wants, the better to shape things towards desired outcomes. Even if an enemy isn't where he wants them to be, Flint has a plan to get them there.
+
WALRUS CREW:
 +
A crew of approximately 50 pirates, most of whom are rank-and-file lackeys.
 +
*Multiple Discreet Actions: John Silver, the ship's quartermaster, has gone from a self-preservationist thief to a skilled swordsman and respectable leader in his own right. As such, he is trusted with a certain degree of agency.
 +
*NPCs: Flint's men often accompany him on dry land, and are experienced fighters both there and at sea.
 +
*Field Shaping: As a master of unconventional warfare, Flint makes use of his men and his ship to turn battles to his favor, creating makeshift fortifications, hazards and traps from whatever is nearby.
 +
|Significant=STRATEGY:
 +
*Knowledge - Tactics: Flint has an eye for naturally defensible locations, and can often predict the movements of enemy forces, especially at sea.
 +
*Stealth: Additionally, Flint and his men are skilled at moving around undetected, often in preparation for an ambush or guerrilla strike.
  
SAILING: Flint knows how to command a ship, how to coax speed out of her or line up for the perfect broadside in less than optimal weather. He knows how to push a ship to its absolute limits, to the point where he can confidently guide the Walrus into combat with bigger or better-equipped ships. He has captained the Walrus for ten years, becoming more than familiar with the frigate, and intuitively aware of its limitations, as well as those of its crew.
+
PIRACY:
 +
*Skill - Scouting: Flint can make use of the weather, and of evidence in his surroundings, to track others and find shortcuts.
 +
*Skill - Navigation: He can also plan routes to get across the sea or heavily forested land faster, as well as to place dangerous terrain, wildlife, or weather between himself and pursuers.
 +
*Wealth: An extremely valuable prize has left Flint with a veritable treasury. Though most of it is reserved for Nassau, he can sometimes put this wealth towards his goals directly.
  
SWORDSMANSHIP: Any pirate captain worth having, in the eyes of the pirates of Nassau, should know how to fight. Captain Flint certainly fits that bill. He fights with the skill of someone who learned the art formally, yet is certainly not above cheating. While his brute strength may not be comparable to other pirates, his tactical mind and unscrupulous tactics give him an edge.
+
CLASSICAL EDUCATION:
 +
Flint's nebulous past included some sort of higher education.
 +
*Oration: Naturally charismatic and well-spoken, Flint has a talent for speech that surprises even those who know him well.
 +
*Weapon Mastery - Sword: Classical form mixes with pirate savagery to form Flint's unique form of swordsmanship.
 +
|Disadvantages=LIAR (Trouble): It's difficult for Flint to be honest with others, or to open up with them. Even when he is truthful, sometimes people still don't believe him, and that tends to push Flint towards even more lies. The more lies he tells, the closer he gets to his few friends finally abandoning him. He'll lie to his friends, his enemies, and especially his crew, for reasons ranging from personal gain to a misguided belief that he ''knows what's best.''
  
MARKSMANSHIP: Flintlock firearms are not known for their speed or their accuracy, but they are deadly when fortune favors their users, and all the more so in the hands of a skilled user. Captain Flint is either very lucky or an excellent marksman. Though it is not his forte, Flint, much like with other things in his life, can certainly coax convincing performances out of the firearms of his day.
+
SECRETIVE (Significant): Even when someone manages to get Flint to tell the truth, getting any kind of meaningful information from him is like pulling teeth. He reveals only what information he deems necessary, even to friends, and even when the information revealed could drastically change things for the better. Confiding in others is a sign of weakness to him, a weakness that England or another enemy could exploit. He controls the flow of his own information, and that isn't a good quality to have when one also has a reputation for lying.
|Assets=THE WALRUS: Armed with 26 cannons and 4 swivel guns, the Walrus is a frigate, a sailing ship of intermediate size crewed by roughly 50 hardened pirates. No merchant ship in the West Indies is safe from its guns, and its holds are spacious enough to carry both supplies for long voyages and ill-gotten gains from unfortunate quarry.
+
  
NASSAU TOWN: A highly profitable port town on the English colony of New Providence Island, Nassau is English only in name. The real king there is money. The only seaward entrance to the town is protected by a highly defensible fortress with cannons enough to dissuade any forcible entry. This in turn has made it an ideal trade hub for pirates throughout the West Indies, with Captain Flint among them. Flint uses Nassau as his base of operations when not sailing. He can sell stolen goods, repair his ship, and resupply for long voyages there.
+
VENGEFUL (Significant): Flint considers the whole of England to be his enemy, and he'll stop at nothing to get revenge for the slight he feels England committed. No one, not crew members, or even his closest friends, will get in the way of his vengeance. So single-minded is he in his pursuit that Flint would easily ruin or endanger the lives of others for a chance to see his plan realized. He would do anything for a chance to injure England in some way, and a smart enemy could easily use this against him.
|NPCs=WALRUS CREW: In addition to the senior members of the crew, Flint employs 50 some-odd pirates aboard his ship. Some of them have served with the captain for years, others are new recruits. They are all, to a man, experienced fighters on land and sea alike. By no means do they all like Flint, but they give him a grudging respect and will follow his orders... for now. Flint has a reputation for risking lives on fool's errands, and the trust of his crew often hangs in the balance. That said, they are a formidable force when under Flint's command.
+
  
HAL GATES: The quartermaster (PL17). Gates speaks for the interests of the crew and is often Flint's second in matters of diplomacy. He is Flint's closest friend and is often the one charged with defending Flint from his frequently disgruntled and increasingly mistrustful crew. Gates can reliably captain a ship on his own, though his strategy is nowhere near Flint's level. He is a decent fighter, but his age is beginning to show. Further, he is beginning to grow tired of defending Flint before the increasingly mistrustful crew.
 
  
BILLY BONES: The boatswain (PL18). Billy is responsible for the deck crew, relaying Flint's orders to them and ensuring they are carried out. He is well-liked by the entire crew, and often thought of as the next Quartermaster should anything happen to Gates. Billy is the next-best fighter compared to Flint, and has been a pirate for most of his adult life. While an asset to the crew, Billy, like Gates, is losing his trust in Flint, having grown tired of the captain's secrecy and schemes.
 
  
DR. HOWELL: The ship's doctor (PL5). An incredible boon for a pirate ship to have, Dr. Howell serves as the Walrus' on-board doctor, patching up the crew after fights and allowing them to heal without having to make port. In a pinch he can help the crew make an assault, but with pirate doctors being a rarity in the Golden Age of Piracy, he is usually safely on board the Walrus.
+
MISTRUSTFUL CREW (Significant): Most of Flint's crew does not trust him farther than they can throw him, and for someone whose livelihood depends on that trust, that is not a good thing. Everything Flint does is subject to scrutiny by his crew: his motives for chasing prizes, his love of books, even his relationship with ''The Barlow Woman,'' a quiet Puritan that several pirates erroneously believe to be a witch controlling Flint's mind. Rumors like these are not started by crews who admire their captain, and every day at sea is a balancing act for Flint. A lucrative offer from a competitor, a hefty bribe from an enemy, or even a misstep from Flint himself could upset that balance, and he'll have a mutiny on his hands.
|Disadvantages=LIAR: While one might expect a certain degree of lies from a pirate, Flint lies to his crew and even to friends on occasion. He believes he knows what's best for everyone else, and that the lies and schemes he creates are 'for their own good.' It's difficult for Flint to be honest with others, or to open up with them. Even when he is truthful, sometimes people still don't believe him, and that tends to push Flint towards even more lies. The more lies he tells, the closer he gets to his few friends finally abandoning him.
+
  
VIOLENT: Flint can go from measured scholar to cold-blooded murderer in a frighteningly short time. Sometimes it's because of anger, or even just to prove a point. Flint has no qualms about using violence to attain an end, to the point where even his own crew occasionally recoil at his savagery. Even at his best, the slightest provocation could set Flint off, simply because he's been so angry for so long that he's begun to see these displays as acceptable.
+
SELFISH (Significant): Perhaps the most dangerous flaw to have as a captain, Flint gambles with the lives of others when he sees a gain for himself, even and especially his crew. Innocent men have died just to settle a personal score of his, and his crew suspects just that, spreading no small amount of rumors to that end. Flint sees himself as king of his crew, despite the democratic process through which the crew governs itself. He is constantly in a balancing act between his own ambitions and keeping his crew from mutiny. All it would take to tip that balance is the right set of words and ideas.
  
LONELY: Flint is a lonely man who grows more bitter by the day. He is quite simply, a tiring man to believe in, and not many would make the effort to do so. A man who can literally count his true friends on one hand, Flint is surrounded by acquaintances, ever the subject of nervous glances and hushed whispers from strangers. Between his legend, his nature, and his fear of appearing weak, Flint drives most people away and only becomes more bitter for it.
+
VIOLENT (Minor): Flint can go from measured scholar to cold-blooded murderer in a frighteningly short time. Sometimes it's because of anger, or even just to prove a point. Flint has no qualms about using violence to attain an end, to the point where even his own crew occasionally recoil at his savagery. Even at his best, the slightest provocation could set Flint off, simply because he's been so angry for so long that he's begun to see these displays as acceptable.
  
VENGEFUL: Flint considers the whole of England to be his enemy, and he'll stop at nothing to get revenge for the slight he feels England committed. No one, not crew members, or even his closest friends, will get in the way of his vengeance. So single-minded is he in his pursuit that Flint would easily ruin or endanger the lives of others for a chance to see his plan realized. He would do anything for a chance to injure England in some way, and a smart enemy could easily use this against him.
+
LONELY (Minor): Flint is a lonely man who grows more bitter by the day. He is quite simply, a tiring man to believe in, and not many would make the effort to do so. A man who can literally count his true friends on one hand, Flint is surrounded by acquaintances, ever the subject of nervous glances and hushed whispers from strangers. Between his legend, his nature, and his fear of appearing weak, Flint drives most people away and only becomes more bitter for it.
 
+
SECRETIVE: Even when someone manages to get Flint to tell the truth, getting any kind of meaningful information from him is like pulling teeth. He reveals only what information he deems necessary, even to friends, and even when the information revealed could drastically change things for the better. Confiding in others is a sign of weakness to him, a weakness that England or another enemy could exploit. He controls the flow of his own information, and that isn't a good quality to have when one also has a reputation for lying.
+
 
+
SELFISH: Perhaps the most dangerous flaw to have as a captain, Flint gambles with the lives of others when he sees a gain for himself, even and especially his crew. Innocent men have died just to settle a personal score of his, and his crew suspects just that, spreading no small amount of rumors to that end. Flint sees himself as king of his crew, despite the democratic process through which the crew governs itself. He is constantly in a balancing act between his own ambitions and keeping his crew from mutiny. All it would take to tip that balance is the right set of words and ideas.
+
 
+
MISTRUSTFUL CREW: Most of Flint's crew does not trust him farther than they can throw him, and for someone whose livelihood depends on that trust, that is not a good thing. Everything Flint does is subject to scrutiny by his crew: his motives for chasing prizes, his love of books, even his relationship with ''The Barlow Woman,'' a quiet Puritan that several pirates erroneously believe to be a witch controlling Flint's mind. Rumors like these are not started by crews who admire their captain, and every day at sea is a balancing act for Flint. One day, a poke in the wrong direction will upset that balance, and he'll have a mutiny on his hands.
+
 
}}
 
}}

Latest revision as of 02:56, 5 March 2019

Captain Flint (Scenesys ID: 1067)
Quote
Everyone is a monster to someone. Since you are so convinced that I am yours, I will be it.
Profile
Full Name: James Flint
Gender: Male
Species: Human
Theme: (FC) Black Sails-1
Function: Pirate Captain
Status: Active
Factional Information
Faction: Concord (4-Partner)
Groups: {{{Groups}}}
Other Information
Physical Age: Mid-Thirties Actual Age: Mid-Thirties
Still Aging? No Voice Actor: Toby Stephens
Height: 5'11" Weight: 175lbs
Hair Color: Amber Brown Eye Color: Blue
Theme Song: https://www.youtube.com/watch?v=WMSoo4B2hFU

Profile

A lover of books and a charismatic sort, Flint wouldn't initially strike one as the most feared pirate in the West Indies, were it not for his quiet, seething anger, his shocking acts of violence, and establishment issues that border on zealotry. Through deceit, masterful manipulation, or outrageous gambles, Flint always seems to be two steps ahead, even to his own crew (which causes no small amount of fear and mistrust). He seeks to wrest control of Nassau, an extremely profitable trade hub and pirate haven, from its British owners, the Spanish who barely tolerate its presence, and even those fellow pirates too short-sighted to aid in his endeavor. Flint is bound to make enemies in the Multiverse, but those few that see the good in him may very well have a friend for life.

Advantages

Defining

THE WALRUS:

A sailing ship quite well-armed for its intermediate size.
  • Vehicle Mastery - Sailing Ships: In Captain Flint's hands, a sailing ship becomes a dangerous weapon. He is known for unconventional maneuvers and risky strategies that test the limits of these archaic vessels.
  • Attack List - Ranged: In addition to the cannons and swivel guns the ship itself carries, Flint and his men are armed with an anachronistic hodgepodge of flintlock and modern style firearms.

WALRUS CREW:

A crew of approximately 50 pirates, most of whom are rank-and-file lackeys.
  • Multiple Discreet Actions: John Silver, the ship's quartermaster, has gone from a self-preservationist thief to a skilled swordsman and respectable leader in his own right. As such, he is trusted with a certain degree of agency.
  • NPCs: Flint's men often accompany him on dry land, and are experienced fighters both there and at sea.
  • Field Shaping: As a master of unconventional warfare, Flint makes use of his men and his ship to turn battles to his favor, creating makeshift fortifications, hazards and traps from whatever is nearby.

Significant

STRATEGY:

  • Knowledge - Tactics: Flint has an eye for naturally defensible locations, and can often predict the movements of enemy forces, especially at sea.
  • Stealth: Additionally, Flint and his men are skilled at moving around undetected, often in preparation for an ambush or guerrilla strike.

PIRACY:

  • Skill - Scouting: Flint can make use of the weather, and of evidence in his surroundings, to track others and find shortcuts.
  • Skill - Navigation: He can also plan routes to get across the sea or heavily forested land faster, as well as to place dangerous terrain, wildlife, or weather between himself and pursuers.
  • Wealth: An extremely valuable prize has left Flint with a veritable treasury. Though most of it is reserved for Nassau, he can sometimes put this wealth towards his goals directly.

CLASSICAL EDUCATION:

Flint's nebulous past included some sort of higher education.
  • Oration: Naturally charismatic and well-spoken, Flint has a talent for speech that surprises even those who know him well.
  • Weapon Mastery - Sword: Classical form mixes with pirate savagery to form Flint's unique form of swordsmanship.

Minor

{{{Minor}}}

Disadvantages

LIAR (Trouble): It's difficult for Flint to be honest with others, or to open up with them. Even when he is truthful, sometimes people still don't believe him, and that tends to push Flint towards even more lies. The more lies he tells, the closer he gets to his few friends finally abandoning him. He'll lie to his friends, his enemies, and especially his crew, for reasons ranging from personal gain to a misguided belief that he knows what's best.

SECRETIVE (Significant): Even when someone manages to get Flint to tell the truth, getting any kind of meaningful information from him is like pulling teeth. He reveals only what information he deems necessary, even to friends, and even when the information revealed could drastically change things for the better. Confiding in others is a sign of weakness to him, a weakness that England or another enemy could exploit. He controls the flow of his own information, and that isn't a good quality to have when one also has a reputation for lying.

VENGEFUL (Significant): Flint considers the whole of England to be his enemy, and he'll stop at nothing to get revenge for the slight he feels England committed. No one, not crew members, or even his closest friends, will get in the way of his vengeance. So single-minded is he in his pursuit that Flint would easily ruin or endanger the lives of others for a chance to see his plan realized. He would do anything for a chance to injure England in some way, and a smart enemy could easily use this against him.


MISTRUSTFUL CREW (Significant): Most of Flint's crew does not trust him farther than they can throw him, and for someone whose livelihood depends on that trust, that is not a good thing. Everything Flint does is subject to scrutiny by his crew: his motives for chasing prizes, his love of books, even his relationship with The Barlow Woman, a quiet Puritan that several pirates erroneously believe to be a witch controlling Flint's mind. Rumors like these are not started by crews who admire their captain, and every day at sea is a balancing act for Flint. A lucrative offer from a competitor, a hefty bribe from an enemy, or even a misstep from Flint himself could upset that balance, and he'll have a mutiny on his hands.

SELFISH (Significant): Perhaps the most dangerous flaw to have as a captain, Flint gambles with the lives of others when he sees a gain for himself, even and especially his crew. Innocent men have died just to settle a personal score of his, and his crew suspects just that, spreading no small amount of rumors to that end. Flint sees himself as king of his crew, despite the democratic process through which the crew governs itself. He is constantly in a balancing act between his own ambitions and keeping his crew from mutiny. All it would take to tip that balance is the right set of words and ideas.

VIOLENT (Minor): Flint can go from measured scholar to cold-blooded murderer in a frighteningly short time. Sometimes it's because of anger, or even just to prove a point. Flint has no qualms about using violence to attain an end, to the point where even his own crew occasionally recoil at his savagery. Even at his best, the slightest provocation could set Flint off, simply because he's been so angry for so long that he's begun to see these displays as acceptable.

LONELY (Minor): Flint is a lonely man who grows more bitter by the day. He is quite simply, a tiring man to believe in, and not many would make the effort to do so. A man who can literally count his true friends on one hand, Flint is surrounded by acquaintances, ever the subject of nervous glances and hushed whispers from strangers. Between his legend, his nature, and his fear of appearing weak, Flint drives most people away and only becomes more bitter for it.

Logs

Title Date Scene Summary
The Foreigner Is Coming Home September 14th, 2018 The Foreigner comes home.
Downward Spiral-1 May 9th, 2018 Pending
Prospektor's Revolt-Finale May 2nd, 2018 Pending
Prospektor's Revolt-7 April 21st, 2018 Pending
Good Night, Moon - Act V January 26th, 2018 A play in five parts. Part five.
Good Night, Moon - Act IV January 13th, 2018 A play in five parts. Part four.
Good Night, Moon - Act III January 6th, 2018 A play in five parts. Part three.
Prospektor's Revolt-1 January 4th, 2018 Pending. Submitting logs because nobody has been.
Good Night, Moon - Act II January 1st, 2018 A play in five parts. Part two.
Good Night, Moon December 22nd, 2017 A play in five parts. Part one.
The Lost Battalion September 6th, 2017 A unit belonging to the former Franz Republic has set up in the Argonne, and local Imperial forces have been unable to push them out. It's time for Major Degurechaff to round up some volunteers to resolve the problem.
The Barlow Woman August 4th, 2017 Sombra does some legwork to discover who the Barlow Woman is and the nature of her relationship with Captain Flint. What she discovers may threaten not only the Urca hunt, but the stability of Flint's captaincy.
Unraveling August 1st, 2017 On the eve of the Urca hunt, a member of the Walrus crew comes forward with some troubling information.
Talent Acquisition July 24th, 2017 Captain Flint is spoiled for choice when it comes to hired help. He and Gates hold a meeting for interested parties, to discuss strategy, and, more importantly, payment.
A Pirate Pub March 30th, 2017 Tomoe goes to New Providence to get something to eat and runs into Captain Flint for the first time since the Factions fell.

Cutscenes

Title Date Scene Summary
No logs submitted yet.