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04 Night's Watch.pdf - Chaos Bleeds

04 Night's Watch.pdf - Chaos Bleeds

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CHapter 3: beyond the WallClan ElderOld SchemerTribal societies often venerate the elderly, and for good cause. Not only are they the repository of a society’s accumulated knowledge, but withage comes the experience to excel at social intrigues. As the clan elder described here, you are an arbiter of the social mores of your community.Those around you rely on your accumulated knowledge for advice on a variety of topics, and you may be called on to resolve disputes amongst yourneighbors or to guide collective projects, coordinating efforts to insure the best results.You need not be totally altruistic in any of this, though, and may use your powers of persuasion and deception to solidify your place within thesocial order. After all, what is an old woman to do, as age begins to limit her physical capabilities? You’ve grown accustomed to your place withinthe social order, and tend to let your temper intimidate those within your community into following your dictates.You speak both Common and the Old Tongue, and may be called upon to use those skills to negotiate or trade with outsiders. Your temperbecomes a challenge in these situations, as without the threat of the social order your intimidation may seem laughable. Unless, of course, your tribeor clan is in a position to pose a real threat to those with whom you are negotiating.While you use a staff to walk about, and ride a mule when required to travel, you may not be as infirm as you appear. Certainly your staff woulddo you little good in a full-out fight, but the threat of a rap with it serves to keep the village children (and even some of their parents) in line. Whereyour real strengths lie, though, are in your pride and your willingness to manipulate those around you. Or are those your weaknesses?AbilitiesAnimal Handling 2 Ride 1BAwareness 4 Empathy 2B, Notice 2BCunning 3Deception 4 Bluff 2B, Cheat 2BEndurance 2Fighting 2 Bludgeons 1BKnowledge 4Language 2 CommonLanguage 2 Old TonguePersuasion 4 Charm 2B, Intimidate 2BSurvival 3Will 4 Coordinate 2BQualitiesBenefits: Blood of the Wildlings, TreacherousDrawbacks: Flaw (Athletics), FuriousAttributesCombatDefense7IntrigueDefenseHealth 6 Composure 12Destiny Points 0Movement 4, Sprint 15Awareness 4, Passive 16 (Empathy 18, Notice 18)Arms & ArmorRobes: AR 1 ❂ AP 0 ❂ Bulk 1Quarterstaff 2D+1B 2 damage Fast, Two-Handed9PersonalGearClothing (furs and skins, equivalent to Northern Garb),quarterstaff, mule with saddle and tack100

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