Ayrant Wisent

From OakthorneWiki
Jump to navigationJump to search
Heir_Wisent.jpg

Notches on Ayrant's belt: 4 Meaningful Quotation

BACKSTORY MEATS

  • Background Events :
    • Falsely Accused of rape by Syrise Dustin.
    • Great Deed by seducing the famous courtesan Midnight Diamond.
    • Father of naturally born son, Corment Snow, 12 summers, recently retrieved from the Wall.

Goals: Security
Motivation: Peace
Virtue: Honest
Vice: Licentiousness

Abilities

  • Agility - 4; Quickness 1B (Maimed in combat -1 to Agi
  • Animal - 2
  • Athletics - 2
  • Awareness - 3
  • Cunning - 2; Memory 1B
  • Deception - 2
  • Endurance - 3; Frail -1d
  • Fighting - 6; Fencing 3B
  • Healing - 1
  • Language - 3; Common, [2; Braavosi]
  • Knowledge - 2, Streetwise 1B
  • Marksmanship - 2; Thrown 1B
  • Persuasion - 3, Seduction 1B
  • Status - 4; Breeding 1B
  • Stealth - 4
  • Survival - 2; Pampered -1d
  • Thievery - 2; Sleight of Hand 1B
  • Warfare - 2
  • Will - 4


Intrigue & Combat

  • Intrigue Defense: 9 (Awareness+Cunning+Status)
  • Composure: 12 (Will Ranks x3)
  • Combat Defense(Padded): 16 (14 both attack)(17 full def)
  • Combat Defense(Mail): 14 (12 both attack)(15 full def)

(Agility+Athletics+Awareness+Defensive Bonus-Armor Penalty)

  • Health: 9 (Endurance Ranks x3)
  • Armor: Padded or Ring
  • Armor Rating: 2 or 5 (Armor Mastery)
  • Armor Penalty: 0 or -2
  • Weapons
    • Valyrian Steel Bravosi Blade:Test 6+2B(+1); Dam 6;Defensive +1(+2), Fast
    • Castle-Forged Left-Hand Dagger:Test 6+2B(+1); Dam 4; Defensive +2(+3), Offhand +1
    • Throwing Knives:Test 2; Dam 4; Close Range, Fast


Qualities

  • Heir: You stand to inherit the fortunes of your House. You receive the full benefits for being next in line to rule your house. Add 1 to all of your Statis test results. Should anything happen to the head of house, you exchange this quality for the Head of House quality.
  • Heirloom: You inherited a weapon of great quality. 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.
  • Braavosi Fighter I: You turn aside your enemies' attacks with ease. Fencing weapons in your hands gain Defensive +1 or increase their existing Defensive Bonus by +1. You always retain +1 of this bonus, even when making an attack with the weapon.
  • Braavosi Fighter II: You can weave a curtain of steel about you. You gain a new combat maneuver. Spend a Greater Action to make an attack using a fencing weapon. Your bonus dice do not apply. A hit deals normal damage, but for every degree you increase your Combat Defense by 1 until you next make a Fighting test.
  • Braavosi Fighter III: You seize opportunities when presented to you. Each time an opponent misses you with a Fighting attack, you may make a single Fighting attack with a fencing weapon against that opponent as a free action.
  • Waterdancer I: Your eyes see true. Add to all Awareness test results and your passive Awareness result a number equal to your Fighting ranks.
  • Waterdancer II: You are as swift as a deer and quick as a snake. Add to all Agility test results a number equal to your Fighting ranks.
  • Waterdancer III: You are graceful and illusive in battle. Add to your Combat Defense a number equal to the bonus dice you assigned to the Fencing specialty when you are armed with a Fencing weapon. You lose this benefit when wearing armor with Bulk 1 or higher.

Drawbacks & Flaws

  • Honor Bound: Whenever you test Deception, you must re-roll any die result of a 6 and take the second roll.
  • Pampered Survival flaw; Disregard the lowest test die result on Survival rolls.
  • Frail Endurance Flaw, Disregard the lowest test die results on Endurance rolls.
  • Fear: (Drowning) When confronted with a situation where you could drown, 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.
  • Lascivious: You have a powerful libido, and it guides most of your interactions. During an intrigue, if your first Persuasion test does not use Seduce, you take a –2 penalty to Intrigue Defense until the end of the scene. You also take a –2D on all Persuasion tests made to Charm.
  • Nemesis: Valdan Dustin, brother of Syrise Dustin. You acquire a destructive enemy, an individual who holds you in utter contempt whether you did something to deserve it or not. The particulars of this flaw are up to the Narrator to define, but your nemesis will undoubtedly haunt you until you confront him or her.


Possessions

Possessions: 200 gold dragons, 228 silver stags, 68 copper stars, Pallfrey Riding Horse, Padded Armor, Valyrian Streel Braavosi Blade (reforged from Steelhorn, the Wisent hereditary blade), Castle-Forged Left Hand Dagger, Throwing Knivesx6, Thieves Tools, Signet ring, Noble's Garb x 5, Courtier's Garb x 3, Travel Garb X 4, Northern Garb x 3

Advancement

50 EXP for Destiny Point used to purchase Armor Mastery. Purchased Destiny Point. Given Destiny Point; used to buy off Debt. Last game: 18 EXP

Perspective

  • For each scene that you submit to the Narrator that is brought into play, you gain one Destiny Point. This can go above your normal allotment of Destiny Points, but these can only be spent, not burnt. Submit such scenes to the Narrator by email, please.
  • You may also use Destiny Points to "buy in" a character into a scene, editing the scene so that it includes the character.

Goals

Please list three to five goals for your character. These can be goals the character has, or your goals for your character as a player. Please mark them as (Character) or (Player) as appropriate.

  • (Character) Ayrant is determined to see his House grow stronger, stong enough to provide for the security of himself and his loved ones. As the only Wisent alive to truely know privation and poverty, he seeks to make sure his family never has to. His motives are primarily all aligned with the house.
  • (Ayrant): The Heir is contemplating leaving some sort of legacy behind, some way to leave his mark on Westeros, but also to aid, empower and bring honor to his House. Depending on how well his training of Corment and other volunteers turns out, Ayrant may look into privately opening a practical sword-play school. The techniques would be the Waterdancing princibles applied to Westerossi (Northern inclined) situations and tactics, highly skilled skirmish specialists comfortable on the battlefield and in urban settings. Currently looking to incorporate use of conditioning training for use of Ringmail or less armor and dual small swords. Should be great for self-defense, bodyguarding VIPs, agents and reconnaissance, and situational control over battles.
  • (Player) Very interested in giving the House system, holdings and all, a thorough run. Ayrant will always put the House first.
  • ... still thinking.


Carenzo Itaro, Faithful Manservant

carenzo.jpg

Carenzo is Ayrant's Braavosi manservant, a soft-spoken man whose mother was Westerosi. He has always wanted to visit the Seven Kingdoms, and is excited at the opportunity to do so.

Ayrant's Correspondence

From Jocasta Ryswell, Fifth Month, 294 AL

501-Jocasta.png