ASoIaF RPG - A Tourney of Gulls Houses and Characters

Cor Azer

First Post
This thread is intended to be used for the House "character" sheet, the "cast of thousands" and individual player character sheets. To prevent it from being too cluttered, I'm hoping for one post per "sheet", with each player editing his own sheet as his character develops/advances, but we'll see how it goes.

The House character sheet mainly just gathers all the details of the House in one place.

The cast of thousands sheet will mostly just be a list of names, affiliations, and maybe a quirk or two to help remind players of the game who the *ahem* players of the game are.

For the character sheets themselves, you can format them however you feel, although I'll be posting a full character sheet for Lord Loughton as an example. I won't detail all the rules for ASoIaF RPG, but for those unfamiliar, in brief:

1. Your abilities determine what you roll when you attempt an action with a chance of failure. The higher you roll the better; - the system uses degrees of success (roughly, 1 degree for every 5 you beat the Difficulty by, max 4 degrees). Difficulties ranges from Automatic (0) to Challenging (9) to Heroic (21+). Most will fall around Challenging. You test your Abilities by rolling 1d6 for each rank and adding them together. If you have a specialty that applies, you add the indicated number of bonus dice to the roll, taking the best X rolls, where X is your rank. If you have any penalty dice that apply, they reduce the number of dice you get to keep.

Older characters begin with more points to spend on abilities and specialties than younger ones.

You gain abilities and specialties by spending experience after completing story goals.

2. Destiny Points allow you to wallop fate. You can invest, spend, or burn destiny. You invest destiny in qualities, which generally give you bonuses to certain tests, or brand new actions; invested destiny is unavailable until you choose to uninvest it. You can spend destiny to do "small" things, like add a bonus die to a test, ignore a penalty die, add a minor detail to a scene, cancel someone's spending of a destiny point, etc.; Spent destiny is gone until the end of the adventure. You can burn destiny to to "big" things, like add +5 to a test, convert all bonus dice to test dice, remove all damage and injuries, avoid certain death; Burnt destiny is gone for good.

Younger characters begin with more destiny than older ones.

You gain destiny by doing "cool" things during the adventure, completing certain story goals, taking on drawbacks, or spending experience to buy them.

3. Qualities - Benefits help you, Drawbacks hinder you. Older characters begin with more drawbacks. Starting characters can only have up to 3 benefits, depending on how many Destiny points they invest.

4. Combat and Intrigues work somewhat similarly. You have a set number of "points" available to you (Health and Composure, respectively) which when reduced to zero means you lose. You can reduce/remove the damage done to your Health or Composure by taking on Injuries and Wounds (for Health) or Frustrations (for Composure) - thus you are in narrative control of how badly your own character is hurt.

Armor reduces damage taken in combat, shields make you harder to hit, weapons determine how much damage you do. Weapons also have qualities that determine the characteristics of your attacks, like whether they stun, pierce, are slow, etc...

Your disposition reduces damage taken in intrigues and provides modifiers to your Deception and Persuasion rolls. Techniques determine how much damage (influence) you do. Unlike weapons and armor, you always have access to all techniques and dispositions, and can change from round to round. Techniques can either be based on Persuasion or Deception - if you are legitimately interested in the actual action, that's Persuasion; if you are lying about your motives, that's Deception.

As a handy reference:
Disposition / Damage Reduction / Deception Modifier / Persuasion Modifier
Affectionate / 1 / -2 / +5
Friendly / 2 / -1 / +3
Amiable / 3 / 0 / +1
Indifferent / 4 / 0 / 0
Dislike / 5 / +1 / -2
Unfriendly / 6 / +2 / -4
Malicious / 7 / +3 / -6
* Generally, the nicer you are, the easier it is to persuade people, but it's harder to lie to them, and you're more vulnerable to attack yourself.

Technique (In Brief)
- Influence / Persuasion Specialty / Deception Specialty
Bargain (Get target to do something in exchange for recompense)
- Cunning rank / Bargain / Bluff
Charm (Get target to like you)
- Persuasion rank / Charm / Act
Convince (Use logical arguments to get target to do something)
- Will rank / Convince / Act
Incite (Get target angry so that act against someone else)
- Cunning rank / Incite / Bluff
Intimidate (Use threats to get target to do something)
- Will rank / Intimidate / Act or Bluff
Seduce (Appeal to target's libido)
- Persuasion rank / Seduce / Bluff
Taunt (Goad target into doing something)
- Awareness rank / Taunt / Bluff
* In addition, some techniques have additional effects, such as Charm improving the target's disposition (making them easier targets for later techniques) and Taunt worsening it.

Out of Character thread: http://www.enworld.org/forum/talking-talk/303188-asoiaf-rpg-tourney-gulls-recruiting.html
IC Thread: http://www.enworld.org/forum/playing-game/307985-asoiaf-rpg-tourney-gulls-ic.html
 
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Cor Azer

First Post
House Vantri of Splinterhold

House Vantri of Splinterhold

Sworn to House Royce of Runestone
Realm: The Vale of Arryn
House Shield: Red on blue per bend sinister, with a charge of seven sentinel pines in a circle
House Words: Honor Bends Nor Breaks

House Resources
  • Defense: 46
    • Castle (40) - Splinterhold
  • Influence: 33
    • Max Status of 4
    • Heir (20) - currently, Ser Laton Vantri
  • Lands: 18
    • Hills with River, Light Woods, and Road (18)
  • Law: 15
    • -5 to House Fortunes
  • Population: 14
    • +0 to House Fortunes
  • Power: 22
    • Elite Archers (10)
    • Veteran Garrison (7)
    • Trained Scouts (5)
  • Wealth: 21
    • Mine (10)
    • Maester (10) - Maester Yerrick

House Fortunes: +3 (-5 Law, +5 Mine, +3 Maester)

History:
Founded by Ser Meryl in the aftermath of the Blackfyre Rebellion, using lands awarded by King Daeron, House Vantri fought off clansmen from the Mountains of the Moon while he built his castle of Splinterhold and the mines to tame the wilds of the western Snakewood.

A few years later, under Aerys I, Meryl's third son took the white, serving in the Kingsguard as Ser Layden Vantri. He served ably, ultimately giving his life saving the queen from the bandit Red Rook.

When Morniag became the head of House Vantri, his paranoia became known to the wider realm. Convinced that clansmen were constantly surrounding his castle, he invested heavily into fortifications, at the expense of almost everything in his domain.

Lord Loughton of House Vantri, as befitting the House words, stayed true to King Aerys Targaryen when Robert Baratheon rebelled, aligning with House Corbray to oppose the other Vale lords until Jon Arryn defeated them at Gulltown. House Vantri was devastated in the aftermath, but King Robert, at Jon Arryn's suggestion, allowed them to keep their lands, after swearing fealty to the new king.

Household:
LORD LOUGHTON VANTRI, a middle-aged lord, crippled battling against Lord Jon Arryn's forces during Robert's Rebellion.
  • his wife, RAYCHEL VANTRI, a loyal and loving woman once from a minor house in the Fingers.
    • SER LATON VANTRI, their son and heir to House Vantri, an aspiring young knight (DrZombie's character)
    • LISA VANTRI, their young daughter, always questioning
  • his brother, SER JARL VANTRI, a knight and one of Lord Loughton's valued counselors (Captain Impossible's character)
  • his cousin, MHYRKO VANTRI, master-of-hunt, falconer, and master-of-hounds (Gurthngwaw's character)
  • MAESTER YERRICK, once of the Reach, his councilor, healer, and tutor to the children
  • SEPTA DIENNIE, tutor to Lisa Vantri
  • ROBIN THANKIRK, chief steward of Splinterhold (jackslate's character)
    • BERTA, baker
    • GILLA, a frumpy seamstress
    • ROY STONE, a young apprentice blacksmith (muggie2's character)
  • SER ?, Captain of the guard at Splinterhold
    • HAKEN STONE, veteran guard and sarjeant, bastard son of Tyria Egen
    • PATE, called SLEEPY PATE, sarjeant for the night shift (ShaggySpellsword's character)
    • VOSS, master-of-bows
    • TALMOND, a scout
    • ADHAM, a guard, rather large

Units:
Elite Archers
Armor Rating: 2; Armor Penalty: -1; Bulk: 0
Fighting Damage: 1
Marksmanship Damage: 6; Long Range
Discipline: 3
Abilities: Agility 4; Awareness 4; Marksmanship 5

Veteran Garrison
Armor Rating: 3; Armor Penalty: -2; Bulk: 0
Fighting Damage: 3
Marksmanship Damage: -
Discipline: 0 / 6
Abilities: Awareness 3; Endurance 4; Fighting 4

Trained Scouts
Armor Rating: 2; Armor Penalty: -1; Bulk: 0
Fighting Damage: 2
Marksmanship Damage: 2; Long Range
Discipline: 9
Abilities: Endurance 2; Stealth 4; Survival 3
 
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Cor Azer

First Post
Cast of Thousands

House Brocklyn of Lakelights
A landed knight sworn to House Royce of Runestone. Lakelights is a castle sitting on a small islet on Sevenrune Lake a few days ride from Runestone.
  • SER TERALD BROCKLYN, a once distinguished knight, his house has seen several tragedies in a short time

House Corbray of Heart's Home
A minor house sworn to House Arryn of the Eyrie. Past ally of House Vantri, when they sided together against Robert's Rebellion until defeated at Gulltown.
  • LYONNEL CORBRAY, Lord of Heart's Home
    • SER LYN CORBRAY, his brother, a hot-tempered young knight, wielder of the Valyrian steel blade Lady Forlorn.
    • {SER PATREK RAVENSBLOOD}, his cousin and sworn sword. Recently deceased.
      • JOFF ASHEBRIDGE, second son of House Ashebridge, his squire
      • AGORN THE STRIDER, an ugly man once of the Reach, once a sellsword, now his prisoner

House Crelling of Upfalls
Detailed in its own post

House Egen
A minor house sworn to House Arryn of the Eyrie.
  • TYRIA EGEN, a third daughter of the late Lord Egen, raped by clansmen, birthed Haken Stone, left the Vale to join the Silent Sisters

House Erenger of the Ways
A minor house that controls a three-way pass between the Vale of Arryn, Redfort, and the Gulltown peninsula
  • OLLIN ERENGER, a teen-aged boy, squired to Ser Rolston Tollett

House Lynderly of Sunkenwood
A minor house from the eastern edge of the Snakewood.
  • LORD WYMAN LYNDERLY, once proud and boast, now becoming befuddled
    • JON LYNDERLY, his eldest son and heir, effectively leading the house already due to his father's ailment
    • PALLA LYNDERLY, his eldest daughter, recently pregnant
      • JACELYNN WEATHERLEY, daughter of a landed knight sworn to House Lynderly, posing as JACE WEATHERLEY, a squire and protector of Lady Palla

House Tollett of Grey Glen
A minor house sworn to House Arryn of the Eyrie
  • LORD UTHOR TOLLETT, a sombre man, Lord of Grey Glen
    • his uncle, SER ROLSTON TOLLETT, called THE GREY, an elderly knight, recently rendered mute by Agorn the Strider.
      • his squire, Ollin Erenger

From Elsewhere
  • {SER WYLKE LANNISTER}, a distant Lannister cousin, slain by Agorn the Strider
  • RAQUINNO TEAIRA, a Pentoshi merchant, purveyor of various spices
    • His sellswords and guards
      • PHAQO, a large Dothraki
      • HAMISH GREYHAIR, a dour sellsword who suffered from greyscale as a child
      • MERRILLIO DESSARO, a Braavosi water dancer
 
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Cor Azer

First Post
Lord Loughton Vantri, Lord of Splinterhold

Lord Loughton Vantri
Title/Position: Lord of House Vantri
Middle Age Male Leader

House: House Vantri
Shield: Red on blue per bend sinister, with a charge of seven sentinel pines in a circle
Words: Honor Bends Nor Breaks

Abilities:
Agility 3
Animal Handling 3; Ride 1B
Athletics 3
Awareness 3
Cunning 3
Deception 2
Endurance 3
Fighting 4; Long Blade 2B, Spear 1B
Healing 2
Knowledge 3; Education 1B
Marksmanship 3
Persuasion 4; Convince 1B
Status 4; Stewardship 2B
Stealth 2
Survival 2
Thievery 1
Warfare 3; Tactics 1B
Will 4; Coordinate 1B
Languages: Common Tongue 4

Destiny: 5 (3 invested)
Benefits: Head of House, Dutiful, Authority
Drawbacks: Flaw (Agility), Crippled, Honorable

Combat
Health: 9
- Unarmored
Defense: 8
Movement: 2 (Sprint: 8)
Armor Rating: 0
Armor Penalty: 0
Bulk: 0
- With Half Plate and Large Shield
Defense: 7
Movement: 1 (Sprint: 4)
Armor Rating: 9
Armor Penalty: -5
Bulk: 4

Weapons
Dagger Test: 4D; Damage: 1; Traits: Defensive +1, Off Hand +1
Longsword Test: 4D + 2B; Damage: 4
Shield, Large Test: 4D -1D; Damage: 1; Bulk 1; Defensive +4

Intrigue
Composure: 12
Defense: 10

Techniques
Bargain: Influence: 3; Persuasion Test: 4D; Deception Test: 2D
Charm: Influence: 4; Persuasion Test: 4D; Deception Test: 2D
Convince: Influence: 4; Persuasion Test: 4D + 1B; Deception Test: 2D + 1B
Incite: Influence: 3; Persuasion Test: 4D; Deception Test: 2D
Intimidate: Influence: 4; Persuasion Test: 4D; Deception Test: 2D
Seduce: Influence: 4; Persuasion Test: 4D; Deception Test: 2D
Taunt: Influence: 3; Persuasion Test: 4D; Deception Test: 2D

Equipment:
Dagger with sheath, signet ring, noble's outfits, longsword with sheath, large shield, half plate

Background:
Lord Loughton Vantri grew up in the wilds of the Snakewood in the northern part of the Vale of Arryn. He served as a page and later squire in Runestone to smooth out his wilder impulses, and there he learned the true value of giving his word. His oaths were tested shortly after he succeeded his father as Lord of House Vantri - his oath of fealty to House Royce and House Arryn were tested against his oath to King Aerys Targaryen when Robert Baratheon raised his banners in rebellion.

House Vantri sided with House Corbray in opposing Robert's Rebellion in the Vale, and led the flank when trying to repulse the forces of Jon Arryn near Gulltown. Lord Loughton never saw the knight that speared him; he only felt the exploding fiery pain as the lance tip burst through his thigh. The maesters were able to save his leg, but he stayed out of the fighting for the rest of the rebellion, and when Robert defeated Rhaegar Targaryen at the Trident and won the Iron Throne, Lord Loughton bent the knee.
 
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DrZombie

First Post
Ser Laton Vantri
Title/Position: Heir to House VantriYoung Adult Male Fighter

House: House Vantri
Shield: ?
Words: Honor Bends Nor Breaks

Abilities:
Agility 3
Animal Handling 4; Ride 1B
Athletics 3
Awareness 3
Cunning 2
Deception 1
Endurance 3
Fighting 4; Bludgeon 1B, Spear 1B
Healing 2
Knowledge 3; Education 1B
Marksmanship 3
Persuasion 3; Charm 1B
Status 3
Stealth 2
Survival 3; Hunt 1B
Thievery 2
Warfare 3
Will 3
Languages: Common Tongue 4

Destiny: 5 (3 invested)
Benefits: Heir, Sponsor (Ser Lyn Corbray), Anointed
Drawbacks: -

Combat
Health: 9
- Unarmored
Defense: 9
Movement: 4 (Sprint: 16)
Armor Rating: 0
Armor Penalty: 0
Bulk: 0
- With Half Plate and Large Shield
Defense: 8
Movement: 2 (Sprint: 4)
Armor Rating: 9
Armor Penalty: -5
Bulk: 4

Weapons
Dagger Test: 4D; Damage: 1; Traits: Defensive +1, Off Hand +1
Mace Test: 4D + 1B; Damage: 3
Shield, Large Test: 4D -1D; Damage: 1; Bulk 1; Defensive +4
Tourney Lance Test: 4D; Damage 7; Bulk 1, Mounted, Powerful, Reach, Slow, Fragile
Bow, Hunting Test: 3D; Damage 3; Long Range, Two-Handed

Intrigue
Composure: 9
Defense: 8

Techniques
Bargain: Influence: 2; Persuasion Test: 3D; Deception Test: 1D
Charm: Influence: 3; Persuasion Test: 3D + 1B; Deception Test: 1D + 1B
Convince: Influence: 3; Persuasion Test: 3D; Deception Test: 1D
Incite: Influence: 2; Persuasion Test: 3D; Deception Test: 1D
Intimidate: Influence: 3; Persuasion Test: 3D; Deception Test: 1D
Seduce: Influence: 3; Persuasion Test: 3D; Deception Test: 1D
Taunt: Influence: 3; Persuasion Test: 3D; Deception Test: 1D

Equipment:
Dagger with sheath, signet ring, noble's outfits, mace, large shield, half plate, hunting bow, quiver with 12 arrows, rounsey with scale barding, rounsey with saddlebags, pavilion tent, 200 silver stags

Background:
Since Laton has been knighted, Ser Lyn Corbray was his sponsor. -Rest to follow-
 


Ser Jarl Vantri
Title/Position: Younger brother of Ser Loughton
Adult Knight
Agility 3
Animal Handling 4, Ride 2B
Athletics 3
Awareness 4
Cunning 3
Deception 1
Endurance 3
Fighting 5, Spear 2B, Long Blades 2B
Healing 2
Knowledge 3
Marksmanship 2
Persuasion 2, Convince 1B
Status 3
Stealth 2
Survival 3
Thievery 1
Warfare 4, Command 1B
Will 4
Languages: Common Tongue 3

Destiny Points: 4 (3 Invested)
Benefits: Leader of Men, Armor Mastery, Spear Fighter
Drawbacks: Honor Bound

Combat
Health: 9
-Unarmored
Defense: 10
Movement: 4 (Sprint:16)
Armor Rating: 0
Armor Penalty: 0
Bulk: 0
-With Brigandine and Large Shield
Defense: 10
Movement: 3 (Sprint: 13)
Armor Rating: 9
Armor Penalty: -4
Bulk: 3

Weapons
Dagger Test: 5D; Damage: 1; Traits: Defensive +1, Off Hand +1
Bastard Sword Test: 5D+1B; Damage: 4/5 Traits: Adaptable
Shield, Large Test: 5D -1D; Damage: 1; Traits: Bulk 1; Defensive +4
Tourney Lance Test: 5D+1B; Damage 7; Traits: Bulk 1, Mounted, Powerful, Reach, Slow, Fragile
War Lance Test: 5D+1B; Damage 8; Traits: Bulk2, Mounted, Powerful, Impale, Vicious

Intrigue
Composure: 12
Defense: 10

Bargain: Influence: 3; Persuasion Test: 2D; Deception Test: 1D
Charm: Influence: 2; Persuasion Test: 2D; Deception Test: 1D
Convince: Influence: 4; Persuasion Test:2 D + 1B; Deception Test: 1D
Incite: Influence: 3; Persuasion Test: 2D; Deception Test: 1D
Intimidate: Influence: 4; Persuasion Test: 2D; Deception Test: 1D
Seduce: Influence: 2; Persuasion Test: 2D; Deception Test: 1D
Taunt: Influence: 4; Persuasion Test: 2D; Deception Test: 1D

Equipment:
War Lance, Tourney Lance, Bastard Sword w/ Sheath, Dagger w/ Sheath, 2 Rounseys, Pavilion Tent, Noble's Outfit (100ss), Brigandine Armor , Large Shield Bulk, Whetstone, 49ss, 53 cp

Background:
Ser Jarl spent his youth training to serve his brother on the battlefield. He was barely a man when he went off to war to fight alongside his brother against Jon Arryn and the Usurpers. Jarl took part in a cavalry charge during the battle, but the day was lost before he had a chance to distinguish himself. The time that followed saw the reduction of his house's status and holdings. His bright future as a knight of one of the Vale's premier houses became replaced with the prospect of having missed his moment before it presented itself.
Ser Jarl spends much of his time arranging patrols and trying to adjudicate amongst the population, to combat the rampant lawlessness of the land. Over the years, he has learned that the world of court intrigue can be just as important, and dangerous, as the field of battle. He has learned to be a good judge of character, though not a master of intrigue.
 
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jackslate45

First Post
Name: Robin Thankirk
Title/Position: Steward of House Vantri
Adult Male Schemer

House: House Vantri
Shield: Red on blue per bend sinister, with a charge of seven sentinel pines in a circle
Words: Honor Bends Nor Breaks

Abilities:
Agility 2
Animal Handling 3
Athletics 2
Awareness 3
Cunning 4; Logic 2B
Deception 3; Bluff 1B
Endurance 2
Fighting 2
Healing 2
Knowledge 3; Education 1B
Marksmanship 2
Persuasion 4; Bargain 1B, Convince 1B
Status 2; Stewardship 2B
Stealth 2
Survival 2
Thievery 2
Warfare 2
Will 3
Languages: Common Tongue 4, Braavosi 2

Destiny: 5 (3 invested)
Benefits: Favored of Smallfolk, Adept Negotiator, Expertise (Status - Stewardship)
Drawbacks: Flaw (Survival), Flaw (Marksmanship)

Combat
Health: 6
- Unarmored
Defense: 7
Movement: 4 (Sprint: 16)
Armor Rating: 0
Armor Penalty: 0
Bulk: 0

Weapons
Dagger Test: 2D; Damage: 1; Traits: Defensive +1, Off Hand +1

Intrigue
Composure: 9
Defense: 9

Techniques
Bargain: Influence: 4; Persuasion Test: 4D + 1B; Deception Test: 3D +1B
Charm: Influence: 4; Persuasion Test: 4D; Deception Test: 3D
Convince: Influence: 3; Persuasion Test: 4D + 1B; Deception Test: 3D + 1B
Incite: Influence: 4; Persuasion Test: 4D; Deception Test: 3D + 1B
Intimidate: Influence: 3; Persuasion Test: 4D; Deception Test: 3D + 1B
Seduce: Influence: 4; Persuasion Test: 4D; Deception Test: 3D + 1B
Taunt: Influence: 3; Persuasion Test: 4D; Deception Test: 3D + 1B

Equipment:
Dagger with sheath, courtier's outfits

Background:
Grew up on docks of Gull Town, picked up some Braavosi from sailors there, and learned how to count, collect, and earn gold dragons. Comfortable around other smallfolk, but ability allowed him to get brought into House Vantri first as an agent, but slowly working his way up to steward.
 
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Cor Azer

First Post
House Crelling of Upfalls

House Crelling of Upfalls

Sworn to House Belmore of Strongsong
Realm: The Vale of Arryn
House Shield: A blue waterfall on green, a blue tower on silver per pale
House Words: From Above, Glory!

House Resources and Holdings
  • Defense ?
    • Hall (20) Upfalls
    • Tower (10) The Riverlance
  • Influence ?
    • Max Status of ?
    • Heir (20) Ser Gough Crelling
  • Lands ?
    • Mountains with pond and hall (Upfalls) (16)
    • Hills with river, light wood, and tower (The Riverlance) (13)
  • Law ? (commonly raided by clansmen)
    • ? to House Fortunes
  • Population ? (sparsely populated)
    • ? to House Fortunes
  • Power ?
    • Veteran Garrison (7)
    • Veteran Garrison (7)
  • Wealth ?
    • Mine (10)
    • Maester (10)
    • Artisan (fortifications) (10)

House Fortunes: +?

History:
Ser Gareth of The Third Bell was a lowly hedge knight in service to Lord Belmore who had the good fortune to be in the right spot to save the Lord of Strongsong from an enemy charge during Robert's Rebellion, a deed for which he was granted lands surrounding a small but beautiful waterfall near Strongsong.

Ser Gareth named his house Crelling after his late father. After his wife birthed him a third daughter but no sons, he knighted his brother and heir, even though the now Ser Gough was more glutton than gallant.

Household:
SER GARETH CRELLING, a landed knight, more lucky than skilled
  • SYBIL CRELLING, his wife, born of a household knight of House Belmore
    • DHONNA CRELLING, their eldest daughter, 15
    • TESSIME CRELLING, their daughter, 12
    • ZARA CRELLING, their youngest daughter, 7
  • SER GOUGH CRELLING, his brother and a knight more known for gluttony
    • DAWLYN, his lady, born in Braavos
      • HANNA, her maid-in-waiting, once of Lys,
  • GEOR CRELLING, his youngest brother, better at books than battle
    • BERRA CRELLING, his wife, born of a merchant man in Gulltown
      • WES CRELLING, their son, squired to Ser Gough
  • MAESTER KARLON, once of White Harbour in the North, his councilor, healer, and tutor to the children

Units:
Veteran Garrison (2)
Armor Rating: 3; Armor Penalty: -2; Bulk: 0
Fighting Damage: 3
Marksmanship Damage: -
Discipline: 0 / 6
Abilities: Awareness 3; Endurance 4; Fighting 4
 
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ShaggySpellsword

First Post
Name: Sleepy Pate the Guard
Title/Position: House Vantri Guard Lieutenant
Adult Male Warrior

House: House Vantri
Shield: Red on blue per bend sinister, with a charge of seven sentinel pines in a circle
Words: Honor Bends Nor Breaks

Abilities:
Agility 3
Animal Handling 2
Athletics 4 Strength 3B
Awareness 4
Cunning 1
Deception 2
Endurance 5
Fighting 4 Polearms 3B
Healing 2
Knowledge 2
Marksmanship 3
Persuasion 2
Status 2
Stealth 2
Survival 2
Thievery 2
Warfare 3
Will 4 Dedication 2B
Languages: Common Tongue 2

Destiny: 5 (3 invested)
Benefits: Night Eyes, Polearm Fighter 1, Stubborn
Drawbacks: Forgetful

Combat
Health: 15
Defense: 9 (11 Unarmored)
Movement: 3 (Sprint: 12)
Armor Rating: 4
Armor Penalty: -2
Bulk: 2

Weapons
Halberd Test: 4D+2B; Damage 10; Traits: Bulk 1, Powerful, 2-handed
Mace Test: 4D; Damage 4
Crossbow, Medium Test: 3D; Damage 4; Traits: Long Range, Piercing 1, Reload (lesser), Slow, Two-handed
Dagger Test: 4D; Damage: 1; Traits: Defensive +1, Off Hand +1

Intrigue
Composure: 14
Defense: 7

Techniques
Bargain: Influence: 1; Persuasion Test: 2D; Deception Test: 2D
Charm: Influence: 2; Persuasion Test: 2D; Deception Test: 2D
Convince: Influence: 4; Persuasion Test: 2D; Deception Test: 2D
Incite: Influence: 1; Persuasion Test: 2D; Deception Test: 2D
Intimidate: Influence: 4; Persuasion Test: 2D; Deception Test: 2D
Seduce: Influence: 2; Persuasion Test: 2D; Deception Test: 2D
Taunt: Influence: 4; Persuasion Test: 2D; Deception Test: 2D

Equipment: Ring Armor, Traveler's Garb, Boots (with 1 Gold Dragon in one), Dagger in sheath, Mace, Halberd, Backpack (Flask, Flint and Steel), Belt Pouch (67 ss, 28 cp), medium crossbow, 12 bolts in belt quiver; Garron with Saddlebags (soldier's tent, common clothes, rope, waterskin)

Background:
Pate grew up in a Vantri mining community. When he was old enough, he grabbed a mining implement and ran off to help Lord Vantri put down the rebellion. He went straight from the war to the Vantri guard garrison, and he hasn't looked back to the mines since. Pate earned his nickname because he is NOT a day person. Given the choice, Pate would sleep the day away and do what work he has to at night. Accordingly, he has volunteered for lots of night guard duty. His nearly 15 years of service, steadfast loyalty, and startling tenacity have seen him rise to Ser (???) second in command.
 

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