Re: Game of Thrones: Agasint the Band of Nine: THE PCs

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Enoch
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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#1 Post by Enoch »

Enoch's PC:

Keyth Storm

Disgraced Maester-in-training
Son of Ser Eduard Storm, Keyth was sent to Oldtown to serve as a novice in the Citadel, serving in the Rookery until some undisclosed scandal forced him to withdraw; his family sent him across the Narrow Sea until the furor died down.
He lived in Myr for a few years before leaving for Tyrosh, where he settled down until the rise of the Nine. During that time he befriended the ruler of Tyrosh, even saving him from a poisoning attempt while the Nine advanced on Tyrosh. His success turned to ashes, however; within months the city fell and his friend was executed. Keyth fled back across the Narrow Sea, haunted by the fall of Tyrosh and determined to avenge his friend.

Age: Adult
Status: 2
Role: Schemer

Background:
Involved in a villainous scandal
traveled across the Narrow Sea for some time
achieved a significant deed--saving a lord’s life, killing a giant boar, etc.
kept the company of a famous individual

Goal: Revenge
Motivation: Peace
Virtue: Magnanimous
Vice: Cowardly

Abilities and Specialties
  • Cunning 5 (Memory 2B, Decipher 1B)
  • Deception 4
  • Awareness 3
  • Knowledge 4 (Streetwise 1B)
  • Language (Valyrian) 2
  • Status 1
  • Will 3
  • Healing 4 (Diagnose 1B)
  • Persuasion 3
  • Animal Handling 3
  • Survival 1 (City-born)
  • Stealth 2 (Blend In 1B)
  • Marksmanship 2 (Crossbow 1B)
  • Thievery 2 (Sleight of Hand 1B)
Intrigue Defense: 9
Composure: 9

Combat Defense: 7
Health: 6
Armor Rating:
Damage:

Movement: 4
Destiny Points: 1 (4 total)

Benefits: Master of Ravens, Treacherous, Trade: Poisoner
Flaws: Haunted

Equipment/Gear:
  • Common clothes
  • Traveler's garb
  • Boots
  • Dagger
  • Signet ring
  • Backpack
  • Medium crossbow (Damage: 3, Piercing 1), 12 bolts
  • Firemilk, 1 dose
  • Wolfsbane, 1 dose
  • Nightshade, 1 dose
  • Maester's kit
  • Myrish lens
  • 33 silver stags, 28 pennies
Last edited by Enoch on Thu Jul 02, 2015 4:21 pm, edited 4 times in total.
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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#2 Post by max_vale »

Smoke Warrior's PC

Asher Valmont

Gender: Male
Age: 19 (Adult)
House: Valmont
Status: 3
Goal: Sword Mastery
Motivation: Excellence
Virtue: Just
Vice: Wrathful

Agility – 3 (Quickness 1B, Dodge 1B)
Athletics – 4
Awareness – 3
Cunning – 3
Endurance – 3
Fighting –5 (Longblades 3B, Axes 1B)
Language - Dothraki 1
Marksmanship – 3 (Thrown Weapons 1B)
Stealth – 3
Survival - 3 (Forage 1B)
Will – 3
All Others - 2

Destiny Points: 2
Benefits: Weapon Mastery (Bastard sword); Cohort (Dothraki warrior: Voqarro)
Drawback: Marked (Scar on neck and jaw)

Intrigue Defense: 9
Composure: 9

Combat Defense: 7 (10 unarmored); 8 (If Hand Axe or Dagger used Defensively in off-hand) / 11 (unarmored and Hand Axe/Dagger used Defensively)
Health: 9
Armor Rating: 5 (Chain Mail)
Damage: Bastard sword: 6/7 (Adaptable, one-handed/two-handed), Hand Axe/Thrown (Damage: 4, Close Range), Hand Axe/Melee (Damage 3, Defensive +1, Off-hand +1), Dagger 1 (Defensive+1, Offhand+1)

Gear: Castle forged Bastard sword (+1 on attack rolls), 3 throwing (Hand) axes, Dagger, Chain Mail, tbd

Background: Born the 4th and last of the Valmont children; Asher grew up in the shadow of his older brothers and was largely left to follow his own goals due to his healthy 'heir and spare' siblings. With this being the case; the young lad threw himself into his chosen goal of becoming a legendary swordsman. At the age of 16; with the Stormlands noticeably at peace and no wars looming in Westeros for him to test his fighting skills; Asher decided to hop a ship for the Free Cities and try his luck at being a sellsword. The next 3 years were certainly trying and while he rapidly became a very good swordsman; he also learned the hard-way about the darker side of being a legendary swordsman. Still, it wasn't all bad as after defeating a legendary Dothraki warrior in single combat; though at the cost of being forever afterwards marked by the Arakh scar he received on his neck and jaw; he gained the respect and service of another Dothraki warrior by the name of Voqarro. Voqarro pledged to serve him for life and so far he has not had any reason to regret the partnership of his capable warrior companion. The two have started teaching each other bits of the other's language and both are always eager to become better swordsmen.

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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#3 Post by max_vale »

Synthalus's PC

Ser Gannis Valmont

Age: 22 (Adult)
Status: 4 (First born son and Heir)

Background: Do-gooder type; Wants to be a great Knight and remembered in Songs but isn't totally naive and knows that the world is imperfect and the bad-guys aren't going to be honorable very often so sometimes you can't just charge in on a warhorse to save the day. A very Barristan Selmy/Arthur Dayne type. Very good rider and becoming a decent tourney Knight.

Goal: Good
Motivation: Stability
Virtue: Courageous
Vice: Prejudiced (Against 'traitors')

Agility: 4
Animal Handling: 4 (Ride 1B)
Athletics: 3 (Strength 1B)
Awareness: 3
Cunning: 3
Deception: 1 (+50 pts)
Endurance: 3
Fighting: 4 (Long Blades 1B, Spears 2B, Shield 1B)
Knowledge: 3
Persuasion: 3
Status: 4 (Tournaments 1B)
Will: 4 (Dedication 1B)

Intrigue Defense: 10
Composure: 12

Combat Defense: 10 (Unarmored), 12 (Unarmored with Shield), 9 (Scale Armor with Shield), 7 (Scale Armor and no Shield)
Health: 9

Destiny Points: 1

Benefits: Sponsor (Lord Tudbury); Anointed Knight; Tourney Knight
Flaws: Honor-Bound

Gear: Castle Forged Longsword (+1 on attack rolls; Damage: 4), Shield, Scale Armor; a Helm with a Horse Crest, Probably a Courser Horse, a War Lance, a Jousting Lance and I don't know what else at the moment

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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#4 Post by Rusty Tincanne »

Name: Darryn Drinkwater
Player: Rusty Tincanne
House: Valmont

Age: Adult
Status: 2 – retainer (Master of the Hunt)
Role: Expert (hunter)/Rogue

Determine Background: After having been orphaned at a young age, Darryn Drinkwater was raised by his woodsman-uncle from whom he learned to shoot a bow and live off the land. When he became a man-grown he used those skills to journey through the southern parts of Westeros, enjoying the life of a freeman. Late one summer he found himself being chased through the parts of the Reach for hunting (uninvited) on the lands of Lord Foller, a petty, lesser lord in that region. Darryn fled home to the Stormlands to avoid punishment.

A year later, with Winter upon the lands, Darryn found himself cold and hungry. He heard of a small tournament being hosted by Lord Valmont, and desperate to earn coin for women, shelter and clothing, he entered. He won the hunting contest, bringing down an albino stag which had been released. Due to the speed at which he had tracked and killed the stag, Darryn was asked to stay on as a huntsman of the house. He graduated to Master of the Hunt when his predecessor died hunting a boar.

Though he respects Lord Valmont greatly, Darryn clearly enjoys the luxuries his position affords him: easy access to drink, women, food and hunting. He has even escorted other visiting lords hunting, including Armond(?) Connington.
3 events that shaped his life (one for each age above youth):
  • 1. Narrowly escaped being arrested for hunting in Lord Foller's (a lesser lord, sworn bannerman to the Florents) woods while traveling through The Reach.
    2. Earned a place as a house huntsman by winning first prize in an archery tourney hosted by Lord Valmont.
    3. While Lord Connington was visiting Valmont hunting for boar as a young adult.
Goal: Security; Darryn wants to ensure he has continued access to the Lord’s woods, table, ale and wenches.
Motivation: Stability; Darryn enjoys the lifestyle Lord Valmont allows him and will work to keep the Valmont name/reputation/wealth stable.
Virtue: Dutiful; Ever appreciative of his current station, Darryn works to please his Lord.
Vice: Libido; Darryn has an appetite for sex. He likely has a few bastard children born from serving wenches and farmers' daughters.
Abilities and Specialties:
  • Agility – 3
    Athletics – 3, run (1B)
    Awareness – 4, notice (1B)
    Cunning – 3
    Deception - 2, disguise (1B)
    Endurance – 4
    Fighting – 3
    Marksmanship – 5, bows (1B)
    Persuasion – 3, seduce (1B)
    Stealth – 3, sneak (1B)
    Survival - 4, hunt (1B), track (1B)
    Warfare - 1 (gain 50 exp)
    Will – 3
    All Others - 2
Destiny Points: 2
Benefit(s)
  • Great Hunter - When making Fighting tests or Marksmanship tests to attack an animal, you may add a number equal to your Survival ranks to your test results. In addition, you may treat one bonus die as a test die when making Survival tests to hunt.
    Keen Senses - Each time you would test Awareness to notice something, you may reroll a number of 1s equal to the number of bonus dice you possess for the Notice specialty. Also, increase your passive Awareness result by a number equal to your Cunning ranks.
    Blood of the Andals - Once per day, add 2 to the result of any one test you have just made. As well, choose one ability (Stealth) in which you have 3 or more ranks. Whenever you test this ability, you may reroll a single die. You must take the result of the second roll, even if it’s worse than the first.
Drawback(s)
  • Lascivious - Your first Persuasion test in an intrigue must use Seduce; –1D on Charm.
Personal Gear:
  • Money: [2d6] = 9 - will calculate costs of this stuff later.
    Castle-forged Dirk – 1 - 40 ss
    Hand Axe – 4 lb – 30 ss
    Bow, hunting – 3 lbs – 100 ss
    2x 12 arrows – 2 lbs – 20 ss
    Soft Leather Armor - 15lbs - 300ss
    Traveler’s Garb – 3 ss

    Backpack – 1 ss
    Candle (pair) – 2 cp
    Flint and Steel – 2 cp
    Belt pouch – 8 cp
    Rope – 10 cp
    Torch – 2 cp
    Waterskin – 8 cp
    Bed roll - ???
Intrigue Defense: 9
Composure: 9
Combat Defense: 10 (unarmored), 9 (armored)
Health: 12
Armor Rating: 0 (2 for soft leather; -1 penalty)
Damage:
  • castle-forged (superior) dirk - 1 (agility-1); qualities - Defensive +1, Off-hand +1 (+1 to all rolls with this)
    hand axe - 4 (athletics-1); qualities - defensive +1, off-hand +1
    hunting bow - 3 (agility score); qualities - Long Range, Two-handed
Last edited by Rusty Tincanne on Sun Aug 02, 2015 2:03 am, edited 4 times in total.

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Marullus
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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#5 Post by Marullus »

Ser Eduard Storm, The Scarlet Knight
Sworn Knight, Bastard Brother of the Lord

Age: Middle Aged (43 years)
Status: 3
Role: Leader (Knight)

Eduard is strong and handsome with an aura of authority that overcomes his other flaws. He inspires loyalty in those closest to him and has a cadre of dedicated veterans. He would be a fitting Lord (especially in his own opinion), but due to his bastard birth has never had anything handed to him. He instead serves his brother, trying (unsuccessfully so far) to get something lasting, such as being named his own banner house. He is a man immersed in hard realities, rolewise, a "cleaner" and problem solver for other nobles. While he and his brother might conflict, he was acknowledge and they were raised together... he is protective of the House and of his nephews and son.

Background:
* 233 AL (26 years before game start): Fought with his brother against outlaw Lord Peake while laying siege to his castle of Starpike in the Dornish Marches (the Reach side). It was a bloody siege in defensible, mountainous terrain and so made them appreciate the holdings of House Valmont. His brother's arm was crushed; Eduard became his champion thereafter.
* 234 AL: At 20 years old, he brought home his wounded brother and a beautiful Dornish girl as his bride. They had a whirlwind passionate romance at first, and their son, Keyth, soon followed in 235 AL.
* 236 AL (23 years before game start): One of those who rose to crush the 4th Blackfyre Rebellion at the Battle of Wendwater Bridge; knighted afterward. Swore himself to House Valmont and built up the Crimson Riders as he patrolled their lands, kept the peace, and handled the Lord's business (all while avoiding his uncomfortably-emotional wife and young child).
* 245 AL (14 years before game start): His wife died of sickness in the long winter, ther son only 10 years old. He tried to step up as a dad but ended up in conflict with his preteen greiving son. Agreed to send him to the Citadel.

Goal: Power (Be named a Banner Lord and have and his heirs legitimized.)
Motivation: Excellence
Virtue: Merciful
Vice: Ambitious/Grasping

Agility: 4
Animal Handling: 3
Athletics: 3 (Strength 3B)
Awareness: 3
Cunning: 4 (Logic 2B)
Deception: 3
Endurance: 4
Fighting: 4 (Long Blade 1B, Spear 1B)
Healing: 2
Knowledge: 3
Language: 2
Marksmanship: 1
Persuasion: 5 (Convince 3B)
Status: 3
Stealth: 2
Survival: 2
Thievery: 1
Warfare: 3
Will: 4

Benefits: Attractive, Authority, Cadre
Flaws: Bastard, Pampered (-1D Survival)

Intrigue Defense: 10
Composure: 12

Combat Defense: 10, 8 armored, 10 armored w/shield
Health: 12
Armor Rating: 5 (Breastplate AP-2, Bulk 3)

Weapons
Greatsword: 4D+1B+1, 9 Damage (Powerful, Slow, Two-Handed, Unwieldy, Vicious)
Boar Spear: 4D+1, 7 Damage (Impale, Powerful, Slow, Two-handed)
Tourney Lance: 4D, 9 Damage (Bulk 1, Fragile, Mounted, Powerful, Reach, Slow)
Spear: 4D+1B+1, 3 Damage (Thrown: Close Range)
Dagger: 4D+1, 1 Damage (Defensive+1, Offhand+1)

Movement: 3
Destiny Points: 1 (4 total)

Starting wealth [3d6] = 13
Equipment:
Courser 600ss
Saddlebags 1ss
Greatsword 800ss (castle-forged)
Boar Spear 40ss (castle-forged)
Breastplate 800ss
Sub-Total Spent: 2241ss

Far-Eyes 300ss
Pavillion Tent 30ss
Lantern 2ss
Oil, 10 pints 80cp
Waterskin 8cp
Horn 3ss
Sub-Total Spent:335ss, 88cp

Tourney lance and shield, 70ss

Coin Left:
82 Silver Stags
24 Copper Pennies

Notes:
Re-roll (Persuasion/2) 1s on Persuasion tests.
Reduce Persuasion penalty by two.
-1D persuasion against higher status.

Crimson Riders:
Veteran squad of 10 men. (2 scouts, 3 archers, 3 guards, 2 calvary)
Guards: Discipline: Automatic (0);Athletics 3D, Fighting 4D, Endurance 4D
Calvary: Discipline: Automatic (0); Agility 4D, Fighting 4D, Animal Handling 3D
Archers: Discipline: Routine (6); Agility 3D; Awareness 4D; Marksmanship 4D
Scouts: Discipline: Routine (6); Awareness 4D; Endurance 3D; Stealth 4D
In skirmishes, the cadre automatically reorganizes and rallies at the start of each of your turns until destroyed.

KEY ABILITIES: Cunning, Endurance, Fighting, Persuasion, Status, and Warfare
Last edited by Marullus on Sat Jul 04, 2015 8:32 pm, edited 1 time in total.

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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#6 Post by max_vale »

Marullus: a very minor correction; but the 4th Blackfyre Rebellion saw very few Westerosi rise for the REBELS and the royalists lost less than a hundred men killed at the Battle of Wendwater Bridge; plenty of Houses rose for the King.

I just wanted to make sure that was understood. :)

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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#7 Post by Marullus »

I totally misunderstood that, so thank you! I will fix the sheet in a moment. I will also buy a tourney lance and shield since we're going to tournament at game start. I now read the combat chapter and realized I made a glass cannon who wouldn't have survived battle let alone three campaigns, so shifted attributes.

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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#8 Post by max_vale »

Not necessarily; keep in mind that the lethality for this game (in my opinion anyway) is greatly overblown…..basically, people with really high skill CAN force wounds; but if average rolls are made, combat can last a LONG time….and it's pretty much IMPOSSIBLE to one-hit kill anyone except really minor mooks.

But feel free to modify whatever you like! :)

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Re: Game of Thrones: Agasint the Band of Nine: THE PCs

#9 Post by max_vale »

NPC: The Dothraki Cohort

Vaqarro

Age: 25 (Adult)
Status: 1 (Stranger in a strange land; +50 pts)

Background: Last survivor of a small band of Dothraki warriors; witnessed a great Andal warrior (Asher Valmont) defeat the Khal (leader) of his band and this same man is the only reason he's still alive. Pledged his life in service to Asher; and even braved crossing the sea to these strange new lands to continue to protect and serve Asher. Vaqarro is a noted rider, Arakh fighter and especially a talented and dangerous archer. His air of menace; along with his 'barbaric' background isn't winning him many admirers in Westeros however.

Goal: Security (Keep Asher alive)
Motivation: Duty
Virtue: Courageous
Vice: Cruel

Agility: 4
Animal Handling: 3 (Ride 1B)
Athletics: 3 (Strength 1B)
Awareness: 3
Cunning: 3
Endurance: 3
Fighting: 4 (Long Blades 1B)
Language: 1 (Westerosi)
Marksmanship: 4 (Bows 2B)
Persuasion: 3 (Intimidate 1 B)
Stealth: 3 (Sneak 1B)
Survival: 4 (Track 1B)
Will: 3

Intrigue Defense: 7
Composure: 9

Combat Defense: 10 (Unarmored), 9 (Soft Leather Armor)
Health: 9

Destiny Points: 2

Benefits: Weapon Mastery (Bows); Lucky
Flaws: Threatening

Gear: Recurve Bow (Damage: 5); 24 arrows; Arakh (Damage: 3); Dagger; Soft Leather Armor (AR 2; Penalty -1)

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