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Archetypes.

Posted by CaladinFor group 0
Caladin
GM, 2093 posts
"Live Free Die Well"
Thu 8 Jan 2015
at 03:24
  • msg #1

Archetypes

The easiest way to get started in our game is to select an archetype to play. An archetype is a ready-to-play character with all the mechanical decisions handled for you. Each archetype represents a different role or character type found in the novels and presents statistics for anointed knights, maesters, septons, nobles, wards, and more. As you familiarize yourself with the system, you will undoubtedly want to create your own character, as described in the Charcter Creation thread, but if you’re itching to play, and want to enter IC as fast as possible it's recommend to pick an NC that's open to players.


Using Archetypes:
If you plan to use an archetype, you can use the character as presented here in this threads. You will need to filling in the necessary details to breathe life into the character. You can also modify the character to suit your needs, exchanging specialties or other specialties and rank in one ability for rank in another. Be sure you are moving equal numbers each time. Each archetype uses the following format.

Archetype Name & Description
This section includes a bit of flavor text to help you visualize the character. It also discusses how the archetype fits in the household, defines some of the character’s responsibilities, and identifies what role the character might fill in the storyline. In addition, some salient personality and historical features are included to give you a sketch of the character’s background.

Abilities
Characters are defined by their choice of abilities and specialties, those areas in which the character has some degree of talent. Each archetype lists all abilities possessed by the character that exceed 2. Attached to the ability is its rank, expressed as a number such as 3. If the character has any specialties related to the ability, they are listed in the column next to the ability. Specialties include the number of bonus dice invested and are expressed with a number and a B, 3B for example.

Qualities and Destiny Points follow. The number of Destiny Points the character possesses are noted clearly. Then, you’ll find an alphabetical listing of the characters benefits and flaws.

Game Attributes
This section describes the salient features and derived abilities needed for playing through intrigues and combats. At the top, you’ll find the character’s Awareness rank and passive result. Next are the intrigue attributes, including Defense and Composure. Finally, you’ll find Movement and Sprint, followed by Combat Defense, Armor Rating, and Health.

Gear
The last section lists all the weapons, armor, wealth, and important personal
possessions the character has at the start of the game.

Caladin
GM, 2094 posts
"Live Free Die Well"
Thu 8 Jan 2015
at 04:09
  • msg #2

Anointed Knight

As an anointed knight, you won your spurs on the field of battle,
stood vigil in the sept, and received the seven oils by a man of the cloth.


The anointed knight is a paragon of martial skill, a beacon of virtue and chivalry in a cruel and otherwise uncaring world. Attaining the title of “Ser” established you as one of the elite warriors in the land. In exchange for the courtesy you receive, you are expected to abide by your vows, live up to the principles of knighthood, and defend king and country against all who threaten it. While these lofty ideals are goals, sadly, few ever come close to attaining them.



Can you live a virtuous and noble life?
Or will you sully your title with base living?


Anointed Knight:
COMBAT
INITIATIVED
WeaponTestBonusStaticDamageNotes
Bastard SwordD    
ShieldD    
War LanceD    

DEFENSES
TypeTotalWorkNotes
Intrigue9  
Composure6  
Combat9* *3 in armor, +2 with shield
Health12  
Armor Rating   
Armor Penalty   
Bulk   

ABILITIES & SPECIALITIES
RtgAbilitySpecialityNotes
3AGILITY  
3ANIMAL HANDLINGRide 1B 
3ATHLETICSStrength 2B 
3AWARENESSResilience 2B 
2CUNNING  
2DECEPTION  
4ENDURANCE  
5FIGHTINGLong Blades 2B, Spears 1B 
2HEALING  
2KNOWLEDGE  
3LANGUAGE Common Tongue
2MARKSMANSHIP  
2PERSUASION  
4STATUS  
2STEALTH  
2SURVIVAL  
2THIEVERY  
3WARFARE  
2WILL  

BENEFITS & DRAWBACKS
BENEFITEFFECT
Anointed+2 on Status test, 1/day gain +5 to Defenses.
Long Blade Fighter ISacrifice bonus dice for a free degree.
SponsorGain a powerful ally.

DRAWBACKEFFECT
FlawTake –1D on all tests with a specific ability.

DESTINY POINTS
CurrentSpentBurnt
1  

PERSONAL GEAR
Item#Notes
plate armor  
shield  
bastard sword, scabbard  
war lance  
saddle  

COIN#
Gold Dragons16
Silver Stags 
Copper Pennies 

Mount: DESTRIER
Combat Defense: 11
Health: 12
Natural Armor: AR 0
Movement: 8 yards
Bite-3D 4 damage
Hooves-3D damage Powerful

RATINGABILITYSPECIALTIES
3AGILITYQuickness 1B
4ATHLETICSJump 2B, Run 2B, Strength 2B
3AWARENESSNotice 3B
1CUNNING 
4ENDURANCEResilience 1B, Stamina 3B
3FIGHTING 
3WILL 


This message was last edited by the GM at 04:24, Fri 09 Jan 2015.
Caladin
GM, 2096 posts
"Live Free Die Well"
Fri 9 Jan 2015
at 04:35
  • msg #3

Godsworn

You are a servant of the Faith,
and you provide religious advice and instruction to the noble family.

The dominant faith in the Seven Kingdoms came to Westeros with the Andals, those fair-haired warriors from across the narrow sea who waged war against the First Men, cast down the old gods in favor of their new ones, and brought learning and civilization to this benighted land. The core of this belief is in the seven aspects of god; each of the Seven identities reflects a different role and nature of their supreme deity. The faces of this being include the Mother, the Father, the Warrior, the Smith, the Maid, the Crone, and the Stranger. The Faith’s servants equally revere all aspects, though clearly some are more favored than others amongst the nobility and smallfolk.

The Faith of the Seven is ubiquitous throughout Westeros, and septs can be found in just about every lord’s land and in the wilderness between. Rare is the mortal who would risk a divine curse by refusing the septons their place, and thus, even in lands that follow older customs and beliefs, one is sure to find at least a shrine to the Seven.


Godsworn:
COMBAT
INITIATIVED
WeaponTestBonusStaticDamageNotes
MaceD    
Large ShieldD    
Heavy CrossbowD    

DEFENSES
TypeTotalWorkNotes
Intrigue10  
Composure15  
Combat8* * +4 with shield
Health6  
Armor Rating   
Armor Penalty   
Bulk   

ABILITIES & SPECIALITIES
RtgAbilitySpecialityNotes
3AGILITY  
2ANIMAL HANDLING  
2ATHLETICS  
3AWARENESSEmpathy 1B 
3CUNNING  
2DECEPTION  
2ENDURANCE  
2FIGHTING  
3HEALING  
3KNOWLEDGEEducation 1B, Research 1B 
3LANGUAGE Common Tongue
2MARKSMANSHIP  
3PERSUASIONBargain 1B, Charm 1B, Convince 1B 
4STATUS  
2STEALTH  
2SURVIVAL  
2THIEVERY  
2WARFARE  
5WILLCoordinate 1B, Dedication 1B 

BENEFITS & DRAWBACKS
BENEFITEFFECT
Favored of the Smallfolk 
Pious 
Stubborn 

DRAWBACKEFFECT
Bound to the Bottle 

DESTINY POINTS
CurrentSpentBurnt
1  

PERSONAL GEAR
Item#Notes
robes  
large shield  
heavy crossbow  
quiver & bolts  
icon of the Father  

COIN#
Gold Dragons9
Silver Stags 
Copper Pennies 

This message was last edited by the GM at 03:47, Sun 11 Jan 2015.
Caladin
GM, 2502 posts
"Live Free Die Well"
Thu 20 Aug 2015
at 12:56
  • msg #4

Re: Elder Maester


Maesters, formally known as the Order of Maesters, are an order of scholars, healers, and learned men in the Seven Kingdoms. Due to their scientific and intellectual pursuits, they are sometimes referred to as "the knights of the mind".

Focusing on scientific knowledge and disdaining belief in magic, in the present day the Order of Maesters has largely eclipsed the older Alchemists' Guild, which claims to possess arcane magical knowledge, but whose number, power, and abilities have waned over the centuries.

The maesters are a secular organization, not a religious order, though they do swear sacred oaths to follow the duties and restrictions of their office.



Maester:
COMBAT
INITIATIVED
WeaponTestBonusStaticDamageNotes
MaceD    
Large ShieldD    
Heavy CrossbowD    

DEFENSES
TypeTotalWorkNotes
Intrigue11  
Composure9  
Combat7  
Health4  
Armor Rating   
Armor Penalty   
Bulk   

ABILITIES & SPECIALITIES
RtgAbilitySpecialityNotes
2AGILITY  
3ANIMAL HANDLINGTrain 1B 
2ATHLETICS  
3AWARENESSEmpathy 1B, Notice 1B 
4CUNNINGDecipher 1B, Memory 1B 
3DECEPTIONBluff 1B 
2ENDURANCE  
2FIGHTING  
3HEALINGDiagnosis 1B 
5KNOWLEDGEEducation 2B, Research 1B 
3LANGUAGE Literacy 1B
2MARKSMANSHIP  
2PERSUASION  
4STATUSStewardship 1B, Breeding 1B 
3STEALTH  
3SURVIVAL  
2THIEVERY  
3WARFARE  
3WILLDedication 1B 

BENEFITS & DRAWBACKS
BENEFITEFFECT
MaesterYou are a maester of the Citadel. You are now immune to the household fortunes of your birth house, but you suffer the effects of the household fortunes of the house to which you are assigned. In addition, you may add your Cunning rank to all Knowledge and Will test results.
Knowledge FocusAlchemy: When testing Knowledge in the chosen area(s), convert your Education bonus dice into test dice.
Knowledge FocusHeraldry: When testing Knowledge in the chosen area(s), convert your Education bonus dice into test dice.

DRAWBACKEFFECT
Weakened Limbs: -1D off athletics checks 
Haughty: -1D empathy off those below your station 
Childhood Disease: -2 off health. 
  

DESTINY POINTS
CurrentSpentBurnt
130

PERSONAL GEAR
Item#Notes
robes  
   
   
   
   

COIN#
Gold Dragons 
Silver Stags 
Copper Pennies 

This message was last edited by the GM at 13:57, Fri 04 Sept 2015.
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