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Manoj plays HuelotManu plays GrayMasterStarting StatsVance HuelotChaste-Lustful 10 10Energetic-Lazy 16 4Forgiving-Vengeful 10 10Generous-Selfish 13 7Honest-Deceitful 10 10Modest-Proud 10 10Just-Arbitrary 10 10Merciful-Cruel 10 10Pious-Worldly 10 10Prudent-Reckless 10 10Temperate-Indulgent 13 7Trusting-Suspicious 10 10Valerous-Cowardly 15 5Ambitious-Content 10 10Morgan Graymaster Chaste-Lustful 10 10Energetic-Lazy 10 10Forgiving-Vengeful 10 10Generous-Selfish 10 10Honest-Deceitful 13 7Modest-Proud 10 10Just-Arbitrary 10 10Merciful-Cruel 13 7Pious-Worldly 10 10Prudent-Reckless 10 10Temperate-Indulgent 15 5Trusting-Suspicious 10 10Valarous-Cowardly 15 5Ambitious-Content 10 10Kings GuardSer Bertram Swyft - Eagle Over Rising SunSer Robin Kayce Ser Tristifer AyneSer Lymond YewOther Characters:Torrhen Edge (later Venator) 30 years old at game start.AxeMan bastard brought up in Nyrvos (spelling?). Accompanied Vance and Morgan on The Treasure of Bravos. Presented whetstone to Bertram Swyft's page, enabling defeat of the Grey Champion. Made legitimate heir of House Venator by His Grace Steffon Lannister as reward. The song "The Crone's Axeman" created by Eamon SilverStrings spreads like wildfire amongs the small folk.Ser Steffon Lannister 45 years at game start.Wife Genna 38 years- Genna born of house Kayce (cousin of the Kingsguard Robin Kayce) took her vows as a Septa of the Seven when she was barely 15 but lost her heart to Steffon Lannister's mastery of harp and song when he hid out in the Stoney Sept near Windmere (House Kayce castle)and abandoned her vows. This was quite the scandal of the day but the High Septon was happy to sanctify the abandonment and the resulting marriage after being paid off handsomely by both the Lannisters and the Kayce's. She is still very devout and sings to the Seven at the Lannister sept thrice a day and is very strict with the religious inculcation of her children.She has dark brown hair (now streaked with Grey) , ash grey eyes and is very tall for a woman. Her fidelity to His Grace Steffon Lannister is legendary. She also has a streak of cruelty, as all Kayces do but this is well under control unless her husband or children are threatened, when she is utterly ruthless. She succesfully led the defence of Casterly Rock when Norven Tully attempted a raid to capture her children in the closing stages of the war when Steffon was away at war in the RiverLands. She personally oversaw the beheading of Norven Tully and people present whisper she was composed and utterly calm when she asked the headsman to swing the axe. She then presided over a feast of ThanksGiving with Norven's head mounted on a pike for all the feasters to look at and tremble. She didn't miss a single worship all the days of the siege.Children - oldest to youngest Lann(heir) 21 years, Lannel 19 years , Lyanna 16 yearsEpisode 1: The Grey Knight of Bravos+ 150 glory for Morgan+ 100 glary for Vance*Fighting System ( from TROS)All characters have "average" strength agility etc with a value of 4round = (one attack + one defence) * 2 one exchange = half a roundAlgorithm:(1) Declare stance(2) Establish aggressor and defender Combat Pool Refreshes with all modifiers(3) First half of round. Attacker attacks Defender defends(4) Resolve damage if any. (5) Establish new attacker and defender. (this may have reversed)(6) Second half of round. Attacker attacks. Defender defends(7) Resolve damage if any Goto 22 to 6 repeat until the fight is ended or it pauses(in which case goto 1)(1) Aggressive stance provides +2 to attack CP -2 to defence CP. Defensive stance vice versa. Neutral Stance no effect(2) Establish attacker and defender(a)throw red/white dice. whoever throws red is attacker.white is defender(b) if both attack, then throw each combatant's weapon ATN vs opponent's attack ATN. Whoever wins strikes first. No defense is possible. If defendant survives his strike lands(c) both throw white circle. 5 rounds circle = taunting possible.(d) taunt = extended role against opponent's "presence" stat. First person whose presence is overcome is forced to attack next round(e) red/white. attacker declares target (I - VI) (VII-XIII). and number of dice allocated, (plus any modifiers),and maneouver if reqd (beat etc) . Defender declares defence maneuver and dice allocated (plus any modifiers). (1) attacker rolls his number of dice to beat his weapons ATN gets x successes (2) defender rolls his number of dice to beat the DTN of the weapon used for defence( parry/sword block/shield etc) gets y successes (3) if x > y, find (damage-rating of weapon + margin of success (x-y)) - (armor value of defendent + toughness) [if strength and toughness are defaulted, Then (value add of weapon + margin of success - AV) (a) look up effects Shock == immediate reduction of CP (till next refill) (b) BL sets a number which is rolled against strength every round. on failure strength reduced by 1. when 0 unconscious. (4) if x < y defence successful initiative shifts (5) if x = y no damage but attacker retains initiativeBasic Attack Maneuvers**********************Slash: Declare area of attack and use weapon ATNThrust: Declare area of attack and use weapon ATNFeint/Slash declare attack. declare defence. attacker pays activation cost (2 to start with, + 1 for repeating same feint with same opponent) if applicable, declares "feint" and adds more dice at cost of 1 extra dice per added diceFeint/Thrustas above but applies only to parry defencesBasic Defence Maneuvers************************Parry -DTN of parrying weaponBlock(if shield) use DTN of shield (6 for basic small round wooden shield) Shield's armor value (4 for wooden) applies automatically for entire shield side arm (but not shoulder) shield side chest abdomen and ribcage Each slashing attack adds +2 to damage. shield fails when damage approximately = 15 Dodge (a) Dodge and Break (DTN 4) breaks combat new throwdown necessary to determine initiative not possible in the same round after attack (b) Dodge and Stand (DTN 7) if successful you can steal initiative on next exchange by paying 2 CP if attacker rolls no success or fumbles steal initiative for no cost (c) Dodge and Weave (DTN 9) (get inside opponent's defence) if successful steal initiative attacker loses half CP used in attackCounter or riposte. Use the attacker's attack against him. (beware: Weak against feints) Pay 2 activation dice. Then parry as usual. if defender loses, he gets hit as usual and loses the 2 CP. if he wins, every succesful die the ATTACKER rolled gets added to defenders CP for the next exchange. Armor Values************Coif - AV 3 approximately 12 takes 1-2 damage per slash or thrustMailShirt (no sleeves) AV 3 Failure Point approximately 25 takes 1-2 damage per slash or thrustWeapon Values*************School of Combat: Sword and Shield***********************************Single Handed Sword + Shield. Basic knightly training happens in this school.School Specific Extra Offensive Maneuvers*************************Bind and Strike: Uses off hand weapons (shields poinards etc) to bind or pin down the opponent's weapon, opening up a clean follow up attack. On one exchange attack as normal with off hand weapon(use shield DTN as ATN). If this attack is succesful, your opponentloses 1 CP for every success in the margin on the next exchange. Thus if you win by a marginof 4 your opponent will have 4 less CP when he defends in the next exchange.Simultaneous Block Thrust: This dangerous maneuver is like the bind and strike but both attack and defence happen in the *same* exchange. Divide your CP in a 1:2 (or 2:1) ratio between attack and defence. Apply attack against your opponent's defence and defence against your opponent's attack. Obviously useful only in situations where you and your opponent both attack (wtf!!)Shool Specific Extra Defensive Maneuvers*****************************************Counter activation costs - 3 with shield 2 without itParry activation costs 1 with shield, 0 without it.Block, Open and Strike: Block or parry an attack wide open. Then use a second (usually primary) weapon to strike in the next exchange along the opening.Pay 2 activation cost. Block or parry as usual. If successful, in the next exchange, add 1 CP die for every margin of success.