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Manoj plays Huelot

Manu plays GrayMaster


Starting Stats
Vance Huelot
Chaste-Lustful
Energetic-Lazy
Forgiving-Vengeful
Generous-Selfish
Honest-Deceitful
Modest-Proud
Just-Arbitrary
Merciful-Cruel
Pious-Worldly
Prudent-Reckless
Temperate-Indulgent
Trusting-Suspicious
Valerous-Cowardly
Ambitious-Content

10
16
10
13
10
10
10
10
10
10
13
10
15
10

10
4
10
7
10
10
10
10
10
10
7
10
5
10

10
10
10
10
13
10
10
13
10
10
15
10
15
10

10
10
10
10
7
10
10
7
10
10
5
10
5
10

Morgan Graymaster
Chaste-Lustful
Energetic-Lazy
Forgiving-Vengeful
Generous-Selfish
Honest-Deceitful
Modest-Proud
Just-Arbitrary
Merciful-Cruel
Pious-Worldly
Prudent-Reckless
Temperate-Indulgent
Trusting-Suspicious
Valarous-Cowardly
Ambitious-Content
Kings Guard
Ser
Ser
Ser
Ser

Bertram Swyft - Eagle Over Rising Sun


Robin Kayce
Tristifer Ayne
Lymond Yew

Other 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 wildfi
re 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 he
r heart to Steffon Lannister's mastery of harp and song when he hid out in the S
toney Sept near Windmere (House Kayce castle)and abandoned her vows. This was qu
ite the scandal of the day but the High Septon was happy to sanctify the abandon
ment and the resulting marriage after being paid off handsomely by both the Lann
isters and the Kayce's. She is still very devout and sings to the Seven at the L
annister 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 an
d is very tall for a woman. Her fidelity to His Grace Steffon Lannister is lege
ndary. 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 ruth
less. She succesfully led the defence of Casterly Rock when Norven Tully attempt
ed 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 Norve
n Tully and people present whisper she was composed and utterly calm when she as
ked the headsman to swing the axe. She then presided over a feast of ThanksGivin
g with Norven's head mounted on a pike for all the feasters to look at and trem
ble. 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
years
Episode 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 4
round = (one attack + one defence) * 2
one exchange = half a round
Algorithm:
(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 2

2 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 stanc
e 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 dec
lares defence maneuver and dice allocated (plus any modifiers).
(1) attacker rolls his number of dice to beat his weapons ATN gets x succe
sses
(2) defender rolls his number of dice to beat the DTN of the weapon used f
or 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 re
fill)
(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 initiative
Basic Attack Maneuvers
**********************
Slash: Declare area of attack and use weapon ATN
Thrust: Declare area of attack and use weapon ATN
Feint/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 dice
Feint/Thrust
as above but applies only to parry defences
Basic Defence Maneuvers
************************
Parry -DTN of parrying weapon
Block(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 attack

Counter
or riposte. Use the attacker's attack against him. (beware: Weak against fein
ts)
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 ge
ts added to defenders CP for the next exchange.

Armor Values
************
Coif - AV 3 approximately 12 takes 1-2 damage per slash or thrust
MailShirt (no sleeves) AV 3 Failure Point approximately 25 takes 1-2 damage per
slash or thrust
Weapon 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 dow
n the opponent's weapon, opening up a clean follow up attack. On one exchange a
ttack as normal with off hand weapon(use shield DTN as ATN). If this attack is
succesful, your opponent
loses 1 CP for every success in the margin on the next exchange. Thus if you win
by a margin
of 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 b
ut 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 it
Parry 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 excha
nge, add 1 CP die for every margin of success.

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