04 Night's Watch.pdf - Chaos Bleeds
04 Night's Watch.pdf - Chaos Bleeds 04 Night's Watch.pdf - Chaos Bleeds
CHapter 3: beyond the WallAgility 3AbilitiesAnimal Handling 2 Ride 1BAthletics 3Awareness 3Cunning 4Endurance 3 Stamina 1BFighting 3 Axes 2B, Spears 1BKnowledge 1Marksmanship 2 Thrown 1BPersuasion 4 Intimidate 2BCombatDefenseWarfare 5 Command 1B, Strategy 1BQualitiesBenefits: Blood of the Wildlings, InspiringDrawbacks: Flaw (Agility -1D)Attributes9 (7 in armor,+2 w/ shield)IntrigueDefenseHealth 9 Composure 6Destiny Points 2Movement 4, Sprint 16 (with armor: 3, Sprint 11)Awareness 3, Passive 12Arms & ArmorHide Armor: AR 5 ❂ AP –2 ❂ Bulk 2Battle Axe 3D+2B 3 damage AdaptableShield 3D 1 damage Defensive +2Spear 3D+1B 3 damage FastKnife 3D 1 damage Fast, Off-hand +1War LeaderMiddle-Aged LeaderThe lands beyond the Wall exist in a constant state of strife, with a myriad of tribes and clans vying for access to and control of resources. Successfulraids can benefit a community by bringing in valuable booty, as well as wives or slaves. Likewise, any group must be able to hold whatever it wishesto keep, or see its people and valuables divided among those stronger and bolder than they. While not the classical war of castles and armies aspracticed in the southern lands, this guerilla warfare nonetheless calls for men and women capable of understanding the battlefield and seeing howbest to apply the forces at hand. These men and women are the war leaders of their clans and tribes.A war leader may lead a independent war party, in which case he is the supreme leader of his group—so long as his followers remain convincedof his ability to lead them to victory or fortune. Or his war party may be a part of a larger tribal community, in which case he will be responsibleto the tribe as a whole. As a popular war leader he will of course command a certain amount of influence, which again will last only as long as hemaintains his ability to attract followers to his party.The war leader described here has passed his physical prime, and seen some of his abilities start to decline. He retains his personal charisma andhis understanding of the battlefield, and by dint of his seniority and experience, is better armed than many of those who would follow him, havingacquired weapons of the quality commonly available in the lands south of the Wall.9PersonalGearClothing (fine furs), hide armor, shield, battle axe, spear,knife, garron with saddle and tack95
CHapter 3: beyond the WallAgility 4AbilitiesAnimal Handling 3 Ride 1BAthletics 3Awareness 4Cunning 3Deception 3Endurance 3Fighting 4 Axes 2BMarksmanship 3 Bows 2BStatus 1Stealth 4 Sneak 1BSurvival 3 Hunt 2B, Orientation 2BWill 3QualitiesBenefits: Blood of the Wildlings, Provider (see page 105),Weapon Mastery (Axes)CombatDefenseDrawbacks: Frostbite I (see page 34)Attributes11 (10 in armor,+1 w/ hand-axe/dagger)IntrigueDefenseHealth 9 Composure 9Destiny Points 1Movement 4, Sprint 16 (with armor: 3, Sprint 11)Awareness 3, Passive 12Arms & ArmorSoft Leather Armor: AR 2 ❂ AP -1 ❂ Bulk 0Hand Axe 4D+2B 3 damage Defensive +1, Off-Hand+1Bone Dagger* 3D 2 Damage Defensive +1, Off-Hand +1Hunting Bow 3D+2B 4 damage Long Range, Two-HandedScoutMiddle-Aged Rogue/FighterWhether raiding another tribe or following the seasonal movement of wildlife, any group moving across the wild lands north of the Wall needsto know where they are going, and who (or what) else is likely to cross their path. The scout serves as the advance eyes of the war or hunting party,ranging far afield from the main line of travel and returning to report on the lay of the land. As a part of a more sedentary community the scoutcan serve as a picket, providing advance warning of incursions, or as a hunter, supplying the village with game. In any case, the scout must havea broad and balanced skill set, to be able to operate independently for days at a time, living off the land and surmounting challenges on his own.Though he may be something of an outsider, the scout knows the value of the community, and from bitter experience the consequences of beingalone in the wild. His missing ears, lost to frostbite, pay testimony to the hazards of isolation, and he counts himself fortunate to have lost aslittle as he did.8PersonalGearClothing (furs and skins, equivalent to Northern Garb), softleather armor, 2 hand axes (one steel, one stone and wood),bone dagger with sheath, hunting bow with 24 arrows, garronwith saddle and tack. * - Poor Quality: -1D to attack tests96
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CHapter 3: beyond the WallAgility 4AbilitiesAnimal Handling 3 Ride 1BAthletics 3Awareness 4Cunning 3Deception 3Endurance 3Fighting 4 Axes 2BMarksmanship 3 Bows 2BStatus 1Stealth 4 Sneak 1BSurvival 3 Hunt 2B, Orientation 2BWill 3QualitiesBenefits: Blood of the Wildlings, Provider (see page 105),Weapon Mastery (Axes)CombatDefenseDrawbacks: Frostbite I (see page 34)Attributes11 (10 in armor,+1 w/ hand-axe/dagger)IntrigueDefenseHealth 9 Composure 9Destiny Points 1Movement 4, Sprint 16 (with armor: 3, Sprint 11)Awareness 3, Passive 12Arms & ArmorSoft Leather Armor: AR 2 ❂ AP -1 ❂ Bulk 0Hand Axe 4D+2B 3 damage Defensive +1, Off-Hand+1Bone Dagger* 3D 2 Damage Defensive +1, Off-Hand +1Hunting Bow 3D+2B 4 damage Long Range, Two-HandedScoutMiddle-Aged Rogue/FighterWhether raiding another tribe or following the seasonal movement of wildlife, any group moving across the wild lands north of the Wall needsto know where they are going, and who (or what) else is likely to cross their path. The scout serves as the advance eyes of the war or hunting party,ranging far afield from the main line of travel and returning to report on the lay of the land. As a part of a more sedentary community the scoutcan serve as a picket, providing advance warning of incursions, or as a hunter, supplying the village with game. In any case, the scout must havea broad and balanced skill set, to be able to operate independently for days at a time, living off the land and surmounting challenges on his own.Though he may be something of an outsider, the scout knows the value of the community, and from bitter experience the consequences of beingalone in the wild. His missing ears, lost to frostbite, pay testimony to the hazards of isolation, and he counts himself fortunate to have lost aslittle as he did.8PersonalGearClothing (furs and skins, equivalent to Northern Garb), softleather armor, 2 hand axes (one steel, one stone and wood),bone dagger with sheath, hunting bow with 24 arrows, garronwith saddle and tack. * - Poor Quality: -1D to attack tests96