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04 Night's Watch.pdf - Chaos Bleeds

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CHAPTER 1: The NIght’s <strong>Watch</strong>Relevant Qualities from SIFRPThe following benefits, found in the core rules, are particularlyapplicable to a Night’s <strong>Watch</strong> campaign.BBBBBBAbility Qualities: BeastfriendFate Qualities: Animal Cohort, Hardy, Night Eyes, TerrainSpecialist, TradeHeritage Qualities: Blood of the First Men, Blood ofthe Wildlingsperson he has become. Moreover, many of the men on the Wall findthemselves there through events that are often influenced by their virtueand vice, in some capacity. Should you need inspiration, or want togenerate your characters virtues and vices separately, use Tables 3-5 and3-6 in the SIFRP core rules.A final, optional element of background that your Narrator mayrequest is your character’s reason to desert. While taking the black isa lifelong commitment, desertion can and does happen and is an importanttheme within the books. Understanding what your character’slimits are, how far he can be pushed before he snaps, gives you valuableinsight as a player and helps your Narrator plan stories that reflectthe things your character holds important as well as those that testhis limits. Chose at least one element that would drive your characterto desert his vows, or roll 2d6 and compare the result to Table 1-8:Reasons For Desertion.Step Three: Assign AbilitiesYour character’s Ability scores are determined in the same manner as astandard character, using the rules presented on page 47 of the SIFRPcore rulebook. While most members of the <strong>Watch</strong> have more experiencewith combat than a normal character for SIFRP, it is advised thatyou think about your character’s function and role within the blackbrotherhood as well.Step Four: Assign SpecialtiesAs with Ability scores, a Night’s <strong>Watch</strong> character purchases his Specialtiesusing the standard rules for character creation, found on page 48 ofthe SIFRP core rules.Step Five: Destiny Points & BenefitsBrothers of the Night’s <strong>Watch</strong> start with one fewer destiny point thanwould normally be available for their age category (Table 3-10: Age &Destiny Points in the SIFRP core rules). Instead, all Night’s <strong>Watch</strong>characters start with the benefit Brother of the Night’s <strong>Watch</strong> from theSIFRP core rules. For ease of reference a revised version of this benefitis reprinted on page 32. Note that this means Old and Venerable charactersgain this benefit for free.There are a number of new benefits included in this book that areof particular use in a Night’s <strong>Watch</strong> campaign. While many only havemeaning among the members of the Night’s <strong>Watch</strong>, they should beconsidered available for any character at creation. They are detailed onpage 33.Step Six: DrawbacksNight’s <strong>Watch</strong> characters take drawbacks normally, according to therules in Chapter 5: Destiny & Qualities of the SIFRP core rules.Additionally, this book includes a selection of new Drawbacks availableto all characters, though they are particularly useful to those involved ina Night’s <strong>Watch</strong> campaign. These are found on page 34.Step Seven: EquipmentAs a man of the Night’s <strong>Watch</strong>, your character has forsworn any inheritance,gold or glory that he might have had. Other than a particularpiece of equipment provided by a purchased benefit (such as a Valyrianblade) you character starts with only a sword, a set of warm clothes, ablack woolen cloak, a medium wooden shield, and whatever minor toolshe needs to complete his tasks on the Wall. At the Narrator’s discretion,players may also start with a bow or crossbow. Highborn characters maypurchase equipment normally, using a Status test to afford additionalstarting possessions.Step Eight:Derived Stats (as normal)Your character’s Health, Composure, and other derived statistics arecalculated normally, as explained on page 49 of the SIFRP core rules.Fill out the rest of the information on your character sheet, and yourcharacter is ready to take his place on the Wall and defend civilizationagainst the barbarous forces of the Far North.New & Revised BenefitsBrother of the Night’s <strong>Watch</strong>FateYou have forsworn any claims to kin or lands to serve as a brotherof the Night’s <strong>Watch</strong>.You are a Sworn Brother of the Night’s <strong>Watch</strong>, and as such, you are immuneto your house’s fortunes. Your status drops to 2, and you lose Heirand Head of House benefits (though you regain the invested DestinyPoints). Whenever you gain Coin or Glory, you may not invest them inyour house, but may invest them in your division (Castle Black, ShadowTower, or Eastwatch-by-the-Sea). Based on your abilities, you may besorted into the rangers, builders, or stewards. You gain an additionalbenefit based on your order.BBBBBBRanger: You may add your Cunning rank as a bonus to all Survivaltest results.Builder: You gain the Trade benefit for free. The specific trademust be of a benefit to the Wall such as woodsman, mason, carpenter,or miner. Alternately, if you fulfill the Requirements, you gainthe Defensive Engineer benefit for free.Steward: You may add the number of bonus dice assigned toStewardship to all Persuasion test results. Alternately you gainthe Trade benefit for free. The specific Trade must be of a Benefitto the <strong>Watch</strong> such as hunting, farming, sewing or animal husbandry.32

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