CHAPTER 1: The Night’s <strong>Watch</strong>Table 1-9: Benefits of the Night’s <strong>Watch</strong>Quality Type Requirement EffectsBrother of the Night’s <strong>Watch</strong> Fate — You are a member of the Night’s <strong>Watch</strong>Defensive Engineer Ability Knowledge 3, Warfare 4 You can design and bolster fortificationsFavored of Wildlings Social — +1B on Persuasion tests with wildlingsGone But Not Forgotten Fate — +1B on any roll, once per day, when reminded of homeWildling Lover Social — You have a lover among the Free FolkYou must have the Narrator’s permission to take this quality. Takingthis quality results in the loss of all Fate qualities tied to your birthhouse, but you regain the Destiny Points invested in them.Defensive EngineerAbilityYour knowledge of defending structures is unparalleled.Requirements: Knowledge 3, Warfare 4You understand how fortifications are constructed and designed to besttake advantage of the structure. Your House reduces the time it takes toraise Defensive Holdings by 20%. In addition to knowing how to designcastles, walls and similar structures, you can also use this knowledgeto boost the defensive benefits of a settlement or defensive structure.Bolstering a defensive structure requires a 10-man team of workers and1 hour per point of Defense bonus the structure provides to units when usingWarfare rules (see Chapter 10: Warfare, Fortifications under StepOne: Battlefield). After this time has passed, make a Challenging (9)Warfare test.Providing defenses to a settlement is easier, but more time consumingand labor intensive. It requires a 10-man crew per point of Defensebonus the settlement grants when using Warfare rules (see Chapter10: Warfare, Table 10-3), and 1 day of labor per point of the bonusas well. After this time has passed, make a Routine (6) Warfare test.For each degree of success on these rolls, increase the Defense bonusgranted by the defensive structure or settlement by one. This can no morethan double the structure or settlement’s normal Defense bonus, however.Once per day, your character can gain +1B on any test if they arereminded of home. Exactly how the situation ties into memories of thecharacter’s home are up to the player.Wildling LoverSocialYou have taken a lover from among the Free Folk,regardless of the consequences.You have fallen in love with one of the Free Folk, and have an advocateamong your lover’s clan. Gain the effects of the Favored of Wildlingsbenefit among your lover’s people. In addition, you can shelter brieflywith your lover’s cohort.Should your dalliances be discovered by the <strong>Watch</strong>, you would besuspected of treason and certainly would be accused of having abandonedyour vows. If this happens, or your lover is killed, you lose thisbenefit and the Destiny Point used to purchase it.Favored of WildlingsSocialThe free folk have learned that you can be trusted and respected.For some reason (which should be established between you and yourNarrator), you have gained a good reputation among the Free Folk beyondthe Wall. When interacting with wildling characters, you gain a+1B on all Persuasion testsGone But Not ForgottenFateDespite your oath, you maintain contact with your familyand they continue to speak to you.Your family has not forgotten you, even though you have gone to theWall. They find a way to ship you small parcels should you need anything.This can include a handful of coins, small supplies, or just lettersand news from Westeros.33
CHAPTER 1: The NIght’s <strong>Watch</strong>New DrawbacksConvictYou are a known criminal, and have difficulty finding people totrust youYou take -1D on all Persuasion tests. In addition, should you ever besuspected of deserting the Wall, you will be executed.DeserterYou left the Wall.If you returned to the Wall, you take –1D on all Will tests for Courage,as escape is always an option. Additionally, other Night’s <strong>Watch</strong> memberswho are aware of your desertion begin with a disposition one steplower in Intrigues.If you did not return to the Wall, you are now a wanted man. Anyonewho discovers the truth may turn you over to the local lord for justice,and if the Night’s <strong>Watch</strong> catches up to you again, it will likely meanyour life.FrostbittenThe harsh cold of the North has left its mark on you.Your character has already suffered the effects of extreme cold and survived.Every time you take this flaw, take another level of frostbite damagefrom the Frostbite table in the Temperature section of ExploringWesteros, Chapter 11: The Narrator of the SIFRP core rules. Theselevels count against him should your character be exposed to extremecold again in the future.This flaw can be taken up to three times.KneelerYour arrogance and jingoism regarding the Seven Kingdomsmakes you especially reviled among the Free Folk.You take –2D to all Persuasion and Status tests when dealing with wildlings.In addition, during an Intrigue, a wildling character’s dispositionis one step worse than normal.Table 1-10: New Drawbacks of the NorthQuality Requirements EffectConvict — -1D on all Persuasion tests, and will be executed for desertionDeserter —-1D to Will (Courage) tests and Disposition rating in Intrigues with other Night’s <strong>Watch</strong>; or,you are wanted by the Night’s <strong>Watch</strong>Frostbitten — You have suffered the effects of frostbiteKneeler — –2D to all Persuasion and Status tests when dealing with wildlingsScent of the Long Summer — –1D on Endurance tests against the effects of cold weatherWildling Born — -1D to Status checks against Night’s <strong>Watch</strong> members, -2D with other Seven Kingdoms people.Scent of the Long SummerYou cannot handle the cold and long for the warm sun and greengrass of the south.You take –1D on Endurance tests against the effects of cold weatherand other environmental difficulties in the North.Wildling-BornYour character is a foundling born north of the Wall and taken inby the Night’s <strong>Watch</strong>.You take -1D to Status checks when dealing with men of the Night’s<strong>Watch</strong>, and -2D when dealing with other men of the Seven Kingdoms.Creating a Castle ofthe Night’s <strong>Watch</strong>“On the Wall, we are all one house.”—Lord Commander Jeor Mormont,A Game of T hronesThe men of the Night’s <strong>Watch</strong> are united by their vows and their commondefense at the edge of the civilized world. They have given upeverything that once held claim on them: lovers, gold, glory, lands, andtitles. In return, they are welcomed with open arms by a new bloodline,one forged from honor and tradition rather than heredity. They are, asthe Old Bear succinctly puts it, “all one house.”However, even though they are one house, they are many holdings,with their own dependents, households, and portions of the Wall. Theydo not always, or even often, see eye-to-eye. Friendly rivalries can becomeless so, and the fortunes of a castle along the Wall are tied directlyto the rise and fall of the men who inhabit it.For some Night’s <strong>Watch</strong> campaigns the fortunes of each separatecastle upon the Wall may make little difference. If Narrator and playerschose, the campaign can focus entirely on the players’ characters and theiractions on the Wall and in the Far North. There is also nothing wrongwith the players wanting to be among the ranking seats of power alongthe Wall, much as they might be during a standard SIFRP game. Players34