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Captain Kestrel's Crew

Moira O'Toole: Hero

Brawn 2, Finesse 4, Wits 4, Resolve 3, Panache 3

Reputation: 45

Background: Royal Heir (2)

Advantages: Avalon (Accent: Inish) (R/W), Cymric (R/W), Montaigne, Appearance (Stunning), Grandmaster (Pilot), Noble, Pirate Trick (Belay That!), Rope Magic

Courtier: Dancing 2, Diplomacy 2, Etiquette 3, Fashion 1, Oratory 3, Politics 3, Scheming 2, Sincerity 4

Sailor: Balance 5, Climbing 2, Knotwork 4, Leaping 1, Navigation 4, Pilot 6, Rigging 2, Sea Lore 3, Swimming 1, Weather 3

Spy: Bribery 1, Conceal 3, Disguise 1, Shadowing 2, Sincerity 4, Stealth 3

Athlete: Break Fall 2, Climbing 2, Footwork 4, Leaping 1, Sprinting 1, Swimming 1, Throwing 2

Captain: Ambush 2, Bribery 1, Diplomacy 2, Logistics 2, Strategy 3, Tactics 1

Dirty Fighting: Attack (Dirty Fighting) 3, Attack (Improvised Weapon) 3, Parry (Improvised Weapon) 3, Throw (Improvised Weapon) 2

Firearms: Attack (Firearms) 3, Reload (Firearms) 2

Knife: Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 3

Ride: Ride 1

Moira did indeed serve on the Dark Hawk; Rufier appealed to her on a number of levels, and while she enjoyed the impotent wrath of her family's leaders, the captain's attentions were quite satisfying as well.

The pair tired of one another quickly, however, and Moira was "given" to Ambrose shortly after Elizabeth's capture (actually, the two paired up quite readily, but Rufier had a reputation to maintain). The two ladies bonded, and Moira was perhaps the first to grow disenchanted with Rufier. He began to treat her more like a real prisoner, which infuriated her (and did nothing to endear the captain to Ambrose). For all that her old friend is now captain, and she's not afraid to give any man or woman the rough side of her tongue, Moira is a devoted sailor and Sea Dog, and Kestrel has her complete loyalty. Like Carlo, Moira is too much a real sailor to ever be entirely comfortable as a mutineer, and compensates through her devotion to the Ladyhawk. Moira and Ambrose have since separated amicably, and she is enjoying her 'freedom' to the fullest.

More recently, Moira has acquired a much greater secret. During a trip to Inismore, the crew rescued the O'Bannon from an assassination attempt -- he was shot with a cold iron musket ball, which has helped him become more sane through its presence in his abdomen. With his greater clarity, he has decided that he needs an heir to prevent the usual chaos when it is time for him to leave again. Mad Jack chose Moira, much to her dismay. This makes her even more of a target, but that's not the part that bothers her (very few know of her title at any rate). Her cousin Meg (the new O'Toole) has taken fairly well to leadership, but with every raisin' of the glass, "Princess Moira" wishes Mad Jack a long and healthy reign.


Mike Fitzpatrick: Hero

Brawn 3, Finesse 3, Wits 3, Resolve 4, Panache 3

Reputation: 30

Advantages: Avalon (Accent: Inish) (R/W), Crescent, Cymric, Montaigne, Ussuran, Commission (Mate), Eagle Eyes, Night Trained

Sailor: Balance 4, Cartography 2, Climbing 4, Knotwork 4, Leaping 4, Navigation 2, Pilot 3, Rigging 5, Sea Lore 3, Weather 2

Streetwise: Scrounging 4, Socializing 4, Street Navigation 3, Underworld Lore 2

Athlete: Break Fall 3, Climbing 4, Footwork 3, Leaping 4, Sprinting 3, Swimming 2, Swinging 4, Throwing 2

Captain: Ambush 3, Gunnery 2, Incitation 4, Leadership 3, Strategy 2, Tactics 4

Fencing: Attack (Fencing) 4, Parry (Fencing) 3

Firearms: Attack (Firearms) 3, Reload (Firearms) 3

Note: Mr. Fitzpatrick has been updated to reflect the experience and rewards earned by serving on the Ladyhawk.

Mike has no real secrets of his own. He has been taken into Kestrel's confidence and knows most of the crew's secrets, but Fitzpatrick himself is exactly what he appears -- a talented and loyal Inish sailor. However, Mike has struck up an odd friendship with Nicole, who also spent time as a slave in Kheired-Din's fleet. He also concocted the mutiny with "Espera," aka Ernesto Castillius. Therefore, he knows their secrets as well.


Alfredo Caligari: Hero

Brawn 2, Finesse 4, Wits 3, Resolve 3, Panache 3

Reputation: 18

Arcana: Overzealous

Background: Vow

Advantages: Avalon (Acq.), Castillian (R/W), Montaigne, Vodacce (R/W), Healing Gift, Membership (Swordsman's Guild), Unbound

Courtier: Dancing 2, Etiquette 4, Fashion 3, Oratory 2, Scheming 3

Hunter: Ambush 3, Stealth 3, Tracking 4, Trail Signs 2

Sailor: Balance 3, Climbing 3, Knotwork 2, Rigging 1, Sea Lore 1

Ambrogia (Master): Feint (Fencing) 5, Pommel Strike (Fencing) 5, Riposte (Fencing) 5, Exploit Weakness (Ambrogia) 5 [Note: Alfredo's Swordsman Style is an adaptation, "Ambrogia/Caligari." He is ambidextrous with rapiers rather than skilled in Main Gauche. The school is otherwise unchanged.]

Athlete: Climbing 3, Footwork 3, Side-Step 2, Sprinting 3, Throwing 2

Bodyguard: Ambush 3, Interpose 1, Shadowing 1, Unobtrusive 1

Captain: Ambush 3, Incitation 1, Leadership 2, Strategy 1, Tactics 3

Dirty Fighting: Attack (Dirty Fighting) 3, Eye-Gouge 3, Throat Strike 2

Fencing: Attack (Fencing) 5, Parry (Fencing) 5

Note: Fredo has been updated to reflect his conversion to heroism, as well as his experience and training to better serve Kestrel.

Amazingly, the entire public story is true. Only the rumor of his escape is false -- Vincenzo left him to rot. The Castillians learned of the plot through Los Vagos, and the Abbot had become convinced of Alfredo's change of heart. Fredo was released to go to Kestrel's rescue, which he performed with gusto.

While he relishes the fall of his family, he does worry for a few cousins he once despised -- the good ones, in essence. More to the point, he fears for his country. Even by Vodacce standards, this is a time of upheaval and danger. Mondavi marches across the countryside, seemingly unstoppable. Villanova schemes and Bernoulli ages, each unaware how close they are to falling. Vestini's death has left his princedom ruled by a woman, Princess Angelina, whose land is now cut off by Mondavi's armies. All the while, Eisen mercenaries become more important to Vodacce warfare. Mr. Caligari is starting to wonder if Heilgrund has studied Scarovese. Fredo hopes that Kestrel can eventually do for his homeland what she has done for so many others.

Regardless of whether or not she can help, however, his loyalty is absolute, much to the surprise of everyone who knew him. Fredo has been given what few like him ever get -- a second chance. He intends to make the most of it.


Maxwell Stausser: Hero

Brawn 4, Finesse 2, Wits 4, Resolve 4, Panache 2

Reputation: 12

Arcana: Comforting

Advantages: Avalon(R/W), Eisen (Accent: North) (R/W), High Eisen (R/W), Montaigne, Able Drinker, Man of Will, Nibelung

Engineer: Architecture 2, Cannonsmith 4, Drafting 3, Mathematics 4, Natural Philosophy 3

Merchant: Blacksmith 5, Brewer 1, Carpenter 1, Gunsmith 2

Sailor: Balance 3, Climbing 2, Knotwork 1, Leaping 3, Rigging 2, Sea Lore 2, Swimming 2

Scholar: History 2, Law 1, Mathematics 4, Natural Philosophy 3, Occult 1, Philosophy 1, Research 2, Theology 2

Streetwise: Shopping 3, Socializing 2, Street Navigation 2, Underworld Lore 2

Athlete: Climbing 2, Footwork 2, Leaping 3, Long Distance Running 3, Lifting 3, Side-step 2, Sprinting 2, Swimming 2, Throwing 1

Captain: Gunnery 5, Incitation 2, Leadership 2, Strategy 2, Tactics 3

Dirty Fighting: Attack (Dirty Fighting) 3, Attack (Improvised Weapon) 3, Parry (Improvised Weapon) 2, Throw (Improvised Weapon) 1

Heavy Weapons: Attack (Heavy Weapons) 4, Parry (Heavy Weapons) 2

Panzerhand: Attack (Panzerhand) 3, Parry (Panzerhand) 4, Uppercut 2

There is more to Max Stausser than meets the eye -- far more. Stausser is a Nibelung, one of the sacred order Eisen smiths capable of forging (and destroying) dracheneisen. While he has kept the secrets of the Nibelungen -- indeed, only Domingo had deduced his origins until he confessed them to the captain during a recent trip to Eisen -- he barely considers himself a member any more. The Nibelungen disagree, as they've come around to his point of view, albeit far too late from Stausser's point of view.

Maxwell Stausser was born in 1629 in Posen, making him one of a rapidly decreasing number of Eisen who remember their nation from before the War of the Cross. His childhood was fairly happy, and he remembers the pride and awe he felt when he was apprenticed to be a blacksmith -- an almost holy duty in Eisen, even if one is not a Nibelung. Then the War came, and like all other Eisen, it tore young Max's world apart. He spent the next few years in terror, being forced to help his master make weapons built to kill fellow Eisen over religious minutiae (so Max and his master felt). Young Stausser was saved when the Nibelungen decided the boy would make a fine apprentice for their craft.

Stausser spent the next fifteen years learning every aspect of the Nibelungen craft, pounding his way through fear and discipline until his soul was as strong, tough and flexible as the dracheneisen itself. Never again would fear or despair touch him -- Stausser's will became an invincible tower. He could die, but he would not yield. When his apprenticeship ended, he returned to Eisen to serve his people.

When he did, there was no one left to serve. His village was a blackened crater. Literally nothing was left. For weeks, he wandered, trying to find some way to help, but even a Nibelung could do nothing to mitigate the suffering. The only Eisen with any use for his services were soldiers, who wanted better weapons and armor. Armor he made, to prevent death; weapons he would not, for he thought dracheneisen too precious to use for killing. His services became unpopular as a result.

Instead of fighting this tide of blood and despair, he went to the Nibelungen, the only group that might stop the fighting. Stausser argued passionately and skillfully for the ancient order to become involved. The Nibelungen were unimpressed. For over a thousand years, they had not involved themselves in mundane affairs; what was any one war compared to the order of Eisen society?

Stausser, disgusted that they could not see the end of Eisen society bearing down on them, threw down his hammer and left the shocked Nibelungen. For years after, he did what he could to help his people in small ways, building where others destroyed, but it was like trying to hold back the tide with his bare hands. So finally, he left, traveling to Avalon, the only nation where smiths were as revered. It was almost like returning to his childhood home. Avalon was not without its faults, but it was a paradise compared to his devastated homeland.

When he encountered the Dark Hawk, Rufier was already in his downward spiral, so Stausser was not impressed by the man. He was, however, impressed by the tale of a beautiful Avalon captive he heard from an increasingly bitter (and very drunk) Inish pilot, who was little more than a prisoner herself. He'd never married or had children, but his heart went out to this girl, and he determined to save at least one child from evil. The child turned out to be a woman of surpassing courage and will, and when the mutiny left Max's predecessor dead (the only mutineer among the senior staff who was killed in the rebellion), he took the role in the hopes of serving a higher purpose at last. He did.

Now, however, his fate has changed yet again. With their return to Eisen, Herr Stausser has been their translator and main connection to the Iron Princes. His secret has been revealed to Kestrel, and the Nibelungen have returned his hammer. While he warned them he was remaining with the Ladyhawk, a caveat they accepted, his duty has come back to him. Why they have returned Stausser's hammer to him when he will not be forging dracheneisen any time soon is beyond him, but he means to honor its return.