Ser William Turner

Heir to Wolves Den

Description:

Abilities

Agility 2 Dodge 2B Animal Handling 2 Ride 1B Athletics 3 Strength 2B Awareness 3
Cunning 4 Deception 3 Endurance 3 Fighting 4
Healing 1 Language 2 Common Tongue Marksmanship 2 Bows 1B Persuasion 4
Convince 2B Status 3 Stealth 4 Survival 4
Thievery 1 Warfare 4

Qualities

Benefits

Heirloom-You inherited the Valyrian steel weapon that has been in your family for countless generations. Valyrian steel weapons are typically swords or daggers, but with your Narrator’s permission, you may apply this benefit to a different weapon. See page 128 for details on these weapons.

Heir-You receive the full benefits for being next in line to rule your house. Add 1 to all of your Status test results. Should anything happen to the head of house, you exchange this quality for the Head of House quality. You must secure permission from your Narrator as well as your fellow players before you take this benefit.

Face in the Crowd-Add a number equal to your Cunning ranks to Stealth checks made to Blend In. Using Stealth to Blend In is always a Free Action for you.

Drawbacks

Fear (Spiders)-Choose one object of your fear—fire, snakes, wolves, women, and so on. When in the presence of the thing you fear, you take a –1D on all tests. Each round on your turn, roll 1d6. On a 6, you overcome your fear and lose this penalty for the duration of the encounter. You must get the Narrator’s approval when selecting the object of your fear.

Destiny Points

1

Intrigue

Intrigue Defense: 10 Composure: 6

Combat

Combat Defense: 9 Health: 12

Weapons

Wolf’s Tooth (Longsword)

Test Dice: Fighting 4+1 Long Blade 0B Damage: 5

War Lance

Test Dice: Fighting 4 Spear 0B Training -1D Damage: 6

Qualities:

Bulk 2-Some weapons are heavy or awkward and, thus, slow you down in combat. If a weapon has a Bulk rating, it applies toward your total Bulk for the purposes of reducing your Movement.
Impale-Impale weapons punch through their victim. Whenever you get three or more degrees with an Impale weapon, you drive the weapon through your opponent. You must immediately succeed on a Challenging (9) Athletics test. A failed test indicates you are disarmed, as the weapon remains in your opponent. If you succeed, your opponent cannot move, but you cannot attack with the weapon, either. To yank the weapon free, you must succeed on an Athletics test as a Lesser Action, against a Difficulty of 3 + the opponent’s Armor Rating. A success frees the weapon, and every additional degree deals the weapon damage again.
Pinning an Opponent-As a Greater Action, you can use an Impale weapon to pin an impaled foe to the ground, wall, or some other surface. Roll an Athletics test against your opponent’s passive Endurance result (Resilience applies). A successful test prevents your opponent from moving until he pulls himself free.
Getting Free-An impaled opponent may remove the weapon by spending a Greater Action and by successfully rolling a Challenging (9) Athletics test. Removal inflicts 1 injury—or 1 wound if the victim cannot take any more injuries. An ally may remove the weapon safely by succeeding on a formidable (12) Healing test as a Greater Action. Failure removes the weapon but deals 1 point of damage for every 5 points by which the test failed (minimum 1 point).
Mounted-Mounted weapons are too large and bulky to be used on foot and, thus, are intended for use while mounted on a horse or some other steed. Using these weapons on foot imposes –2D on your Fighting tests.
Powerful-Strong characters can put more muscle behind Powerful weapons and, thus, deal more damage on a successful hit. For every bonus die invested in Strength, you can increase a Powerful weapon’s damage by +1.
Slow-A Slow weapon is cumbersome and difficult to wield with speed and grace. You may not make Divided Attacks using these weapons.
Vicious-Some weapons are so good at what they do that fighting with them produces ugly outcomes. If you defeat a foe when wielding a Vicious weapon, the consequences of defeat are always death. A victim may burn a Destiny Point, as normal, to avoid this fate.

Longbow

Test Dice: Marksmanship 4 Bow 1B Training 1B Damage: 4

Qualities:

Long Range-Provided you have a clear shot, you can fire a Long Range weapon at targets up to 100 yards away. For every 100 yards of distance between you and your target, you take –1D on your Marksmanship test.
Piercing 1-Piercing weapons bypass armor. Whenever you hit an opponent with a Piercing weapon, your damage ignores an amount of Armor Rating equal to the listed value.
Two-handed-Large weapons need both hands to be wielded properly in combat. If you use only one hand, you take –2D on your Fighting test.
Unwieldy-When using an Unwieldy weapon while mounted on a steed, you take a −2D penalty on any test related to the weapon. For melee weapons, the penalty applies apply to Fighting tests. For ranged weapons, the penalty applies to Marksmanship tests.

Tower Shield

Test Dice: Fighting 4 Shield 0B Training -2D Damage: 1

Qualties:

Bulk 2-Some weapons are heavy or awkward and, thus, slow you down in com- bat. If a weapon has a Bulk rating, it applies toward your total Bulk for the purposes of reducing your Movement.
Defensive +6-Defensive weapons serve a dual function. They can be used as weapons, but they are often more effective in knocking aside your enemies’ attacks. If you are armed with a Defensive weapon and do not attack with it, you add the weapon’s Defensive rating to your Combat Defense. Many Defensive weapons also have the Off-hand quality, which allows you to wield them and a primary weapon at the same time. If you choose to add your Off-hand bonus to your damage, you lose the Defensive Bonus until the start of your next turn.

Fist

Test Dice: Fighting 4 Brawling 0B Damage: 1

Qualities:

Grab-Grab weapons let you seize and hold onto an opponent, preventing them from moving away from you. Whenever you successfully hit an opponent with a Grab weapon and also equal or beat that opponent’s passive Athletics result (Strength applies), you may, if you choose, grab that opponent. A grabbed opponent cannot move until you release him (a Free Action) or until that opponent beats you on an opposed Fighting test
(Brawling applies; A Lesser Action). A grabbed opponent can only make attacks using Brawling weapons or short blades. Finally, grabbed opponents take a –5 penalty on their Combat Defense (minimum 1). While you grab an opponent, you cannot move, and you may only make attacks against that opponent using a Grab or Off-hand weapon.
Off-hand +1-An Off-hand weapon can be wielded in your off-hand, allowing you to add your Off-hand modifier to your primary weapon damage on a successful Fighting test. To gain this benefit, you must spend a Greater Action to make a Two-weapon attack (see page 163).

Gauntlet

Test Dice: Fighting 4 Brawling 0B Damage 1

Qualities:

Grab-Grab weapons let you seize and hold onto an opponent, preventing them from moving away from you. Whenever you successfully hit an opponent with a Grab weapon and also equal or beat that opponent’s passive Athletics result (Strength applies), you may, if you choose, grab that opponent. A grabbed opponent cannot move until you release him (a Free Action) or until that opponent beats you on an opposed Fighting test
(Brawling applies; A Lesser Action). A grabbed opponent can only make attacks using Brawling weapons or short blades. Finally, grabbed opponents take a –5 penalty on their Combat Defense (minimum 1). While you grab an opponent, you cannot move, and you may only make attacks against that opponent using a Grab or Off-hand weapon.
Off-hand +1-An Off-hand weapon can be wielded in your off-hand, allowing you to add your Off-hand modifier to your primary weapon damage on a successful Fighting test. To gain this benefit, you must spend a Greater Action to make a Two-weapon attack (see page 163).

Improvised

Test Die: Fighting 4 Brawling 0B Damage 2

Qualities

Slow-A Slow weapon is cumbersome and difficult to wield with speed and grace. You may not make Divided Attacks using these weapons.

Dagger

Test Die: Fighting 4 Short Blade 0B Damage 1

Qualities

Defensive +1-Defensive weapons serve a dual function. They can be used as weapons, but they are often more effective in knocking aside your enemies’ attacks. If you are armed with a Defensive weapon and do not attack with it, you add the weapon’s Defensive rating to your Combat Defense. Many Defensive weapons also have the Off-hand quality, which allows you to wield them and a primary weapon at the same time. If you choose to add your Off-hand bonus to your damage, you lose the Defensive Bonus until the start of your next turn.
Off-hand +1-An Off-hand weapon can be wielded in your off-hand, allowing you to add your Off-hand modifier to your primary weapon damage on a successful Fighting test. To gain this benefit, you must spend a Greater Action to make a Two-weapon attack (see page 163).

Armor

Half-Plate Armor Armor Rating: 9 Armor Penalty: -5 Bulk: 3

Equipment

Common Clothes, Boots, Dagger, Signet Ring, War Lance, Longbow, Ammo (12), Wagon, Half Plate Armor, Palfrey Horse, Nobles Garb, Saddle Bags (2), Tower Shield, 3 Golden Dragons, 28 Silver Stags

Bio:

House Turner of The Lonely Hills Heir to Wolves Den Castle
23 Years of Age Adult
Participated in a Tournament and Won
Saved his Fathers life from wildlings invading the north.
Traveled Across the Narrow Sea to train with braavosi assassins.
Goals are Enlightenment, Power, and Knowledge
Ambition is to one day lead the House
Motivations are Excellence and Duty
Virtues are Courageous and Wise
Vices are Arrogant and Schemeing
Mannerism is Dipping Snuff
Is Well Respected in the Realm
Has Long Brown Hair, Brown Eyes, a Gotee, and a Scar on his Face

Ser William Turner

A Song of Ice and Fire: Peril at King's Landing and Beyond jameson_hull_3