Races of Westeros

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Races of Westeros

Post by GM on Sun Jan 22, 2017 9:27 pm

Humans, Giants, and the Children are all playable races; however they are not all of the races.

Giants:

Giant's are the simplest of the races.  They aren't particularly intelligent however they more than make up for that fact with sheer size and strength.  The female giants often take human men to bed and avoid the male giants due to their rough natures.  Male giants will take a human females, however they usually aren't able to get them with child...Due to the lack of willing mating giants the number of humans with diluted giant's blood far outnumbers those of their pure blooded relatives.  

A full grown giant is around 14ft tall and have the strength to break down gates that would normally take a siege device.  They have a maximum weight of 2500lbs.   Giants have a 1/6 shot (determined by dice roll) to receive a mammoth mount weapon.  +2 modifier for mammoth mounts.  Giants have a base strength 100, with a base endurance of 50 and can reach a maximum strength of 200 twice the maximum of a human).  Some giants can reach up to 250sp strength with a dice roll of 1/6, with a modifier of +3.  The race does not receive a weapon in the beginning, their size along can crush most humans. Giants can be killed in one shot when a vital area is hit.  Giants start with 200 in stats, however with 150 of that being devoted solely to two stats; it doesn't leave much for the remaining.  The intellect stat maxes out at 50, leaving giants unable to master the common tongue; save a few words.  Other stats max out at 100.  


Children of the Forest:

The Children of the Forest are small, only growing to a maximum of 4.5ft and have a maximum strength and endurance stats of 60.  Other stats max out at 100.    The children start with 80 in stats.  To make up for their weak bodies the children have more powerful magic's.  The Children's magic stat has a one in six shot (1/3 dice roll) to max out at 150 with a modifier of +1.  All Children can warg (transfer their consciousness into a lesser life-form I.E. wolf, cat, ect...).  Most of the Children have minor Green abilities ( blurry and often cryptic visions of the past and future, decided by a dice roll with four numbers selected, 2/3)  so a 1/6 dice roll with a modifier of +3. Some Children have powerful Greater Green abilities (decided by a one in two dice roll, 1/2) +2 modifier.  If the player chooses to roll for the Greater Green powers they cannot roll for the lesser Green.  The Greater Green allows the Children to see clear visions of the past and present with the potential to corrupt the past.  Corrupting the past is always minor and always comes with a great personal loss to the character (to be decided by the staff and user on a case to case basis).  The most powerful of the Higher Green is locked behind the 100 magic stat limit, all magic's mentioned in this section after here are.  Higher levels of Green magic with magic stats exceeding 100 can use dragon glass (obsidian) spells.  Such spells come with a degree of risk depending on what the spell is intended to do, for example the creation of a White Walker/Night's King type creature..  Higher Green magic allows Children to warg into other intelligent races with lower total intellect stats.  Warging into something in a vision of the past and controlling it in the present can only be done with 150 points in magic; the subject in which the user is warging must be within reach of the user.  The subject must also be close to the user  (based on the companion scale and agreed to by the user of the other character or npc), as such the subject often experiences catastrophic brain failure.   Children are given either a dragon glass dagger (eight inches), three dragon glass arrow heads, or a spear tipped with dragon glass.  The Children of the Forest are able to create (buy in the weapons shop) firebombs.  Firebombs are equal to 1/5th of the users magic stat, while at 100sp for magic the user can use 100% of their magic in a kamikaze like attack.


Humans:  

Human's have no certain racial benefits to start out with and thus rely heavily on bonuses wrought of their house, land, and occupations.  All human stats are limited to a maximum of 100, however are allowed to increase above that in certain situations.  The human race starts out with 120sp or stat points to distribute.  Humans are a blank slate that are naked at the beginning, making them the most customizable characters to play with.  


Standard Human Bonuses:

Giant Blood: A 1/6 roll for the immanence of latent giant's blood.  Raises the maximum height of the human from 6'5” to 8'5” and the maximum strength to 150.  No one with giant's blood may use magic or vice versa.  

Magic: Some magic comes as a profession while others are blood traits.  No one may possess more than one type of magic or magic with giant's blood.  Any character with magic is allowed to roll for a maximum magic stat of 150.  The chance at the roll is 1/6 with certain things increasing the chance of the roll.


Last edited by GM on Mon Jan 30, 2017 5:13 pm; edited 3 times in total

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Non-Playable Race

Post by GM on Sun Jan 22, 2017 11:42 pm

White Walkers/The Others:  

The White Walkers are by far the most powerful race in Westeros.  They bring darkness and cold with them wherever they go.  To men these beings seem like cold blooded monster's intent on ending all warm blooded life, turning everything into their undead thralls.  The Others are able to raise dead animals or men, one at a time.  When on the same field as a Walker all other races take the Winter's Curse, reducing their endurance by 10 per turn; per White Walker.  The Winter's Curse deals 5 damage per turn per Walker once endurance reaches 0.  Any natural flame or campfire is snuffed out in their presence; while any magical flames with in 10 meters are reduced in power by total combined magic stat(s) of all White Walkers present.  White Walkers have varying stats, however certain stats are the same no matter what.  Strength and Magic of an Other is set to 200 on all encounters.  The Others wield weapons forged of ice as powerful as valyrian steel, that is able to quickly freeze and destroy any objects it comes into contact with.  Seemingly the only weapons that aren't destroyed when clashing with the Other's ice blades, are weapons made from valyrian steel.  Presumably dragon glass or obsidian would also be immune to the frost effects as well, however it is naturally fragile.  Oddly enough the same two materials are the two of the few weaknesses the White Walkers have besides any type of magical flame.

The Night's King, the first and most powerful of the Other's is in a league of his own.  His powers are in general the same as his fellow ice demons, however he is far more powerful.  The Winter's Curse is amplified reducing the endurance of warm blooded characters by 20 per turn, and then deals 15 damage per turn once the character's endurance hits 0.  Most flames, magical ordinary are blown out by the King's mere presence.  Any magic created with a power under his whopping 250 magic stat is instantly frozen.  The Night's King is stronger than even the giants with 250sp in strength.  All of his other stats are maxed out at the human levels.

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