N - Human Nobleman
"The uncomfortable truth is that despite their rigid rules of etttquiette and elaborate rituals - there isn't a single Czar in Kaldaria who's ancestors didn't gain that so called "nobility" through bloodshed. Those men are the decendents of bandits and warlords - and forgetting this nearly cost us everything."The vast majority of humans in Alwaus do their best to squabble together what life they can, whether that is in the streets of an over packed city or the field of a nameless village - it matters little in the end - as most human are born, live their short lives, and then die (either to the sword, famine, or disease) But there is a tiny subsection of the human population who stands above the rest. While the original noblemen were men and women appointed to leadership by the Alvain when humanity was still in its infancy, the original noble houses of Astoria now share their company with over a thousand noble houses in each corner of Alwaus. Born to a life of wealth, privileged, and responsibility - nobles are expected to take over the duties of their ancestors and leader their social lessor through the difficulties and trial of life in Alwaus.
For the most part, the noble rule is accepted by the common human. There are sometimes the occasional rebels or even squabbles of petty positions between two or lesser noble families (notably The Inheritance War itself started as a formal disagreement between two noblemen.), however, most accept that the noble men and women of The Human Kingdoms are simply "better" than the common human. This core belief is instrumental in the governing of the hundred million human beings who inhabit Alwaus, and while any physiological evidence of this has been carefully examined and dismissed by The Collegiate Arcane - interfering with the balance of power in The Human Kingdoms is a common political chessboard for the political elite in Alwaus.
(Nemesis) - Human Nobleman
BRN - 2 AGI - 2 INT - 3 CUN - 4 WIL - 3 PRE - 3
Silhouette - 1 DEF 0/0 2 Soak - 2 Wounds - 12 Strain - 16
Weaknesses - N/A Resistances - N/A Immunities - N/A
Quick Initiative : 2 Prestige - 3 Identify: Warfare 2
Primary Checks
Short Sword: Melee - Light dd b + Group Upgrade : Damage 5 (Slashing Critical 3; Range [Engaged]
Shabby Bow: Marksmanship dd b + Group Upgrade : Damage 6 (Piercing Critical 3; Range [Medium]
Magic Bolt: Arcana dd + Group Upgrade : Damage 5 (Force Critical 5; Range [Short]; Manipulate, Blast 3
Information
Silhouette - 1 DEF 0/0 2 Soak - 2 Wounds - 12 Strain - 16
Weaknesses - N/A Resistances - N/A Immunities - N/A
Quick Initiative : 2 Prestige - 3 Identify: Warfare 2
Primary Checks
Short Sword: Melee - Light dd b + Group Upgrade : Damage 5 (Slashing Critical 3; Range [Engaged]
Shabby Bow: Marksmanship dd b + Group Upgrade : Damage 6 (Piercing Critical 3; Range [Medium]
Magic Bolt: Arcana dd + Group Upgrade : Damage 5 (Force Critical 5; Range [Short]; Manipulate, Blast 3
Information
General Skills : Riding 3, Perception 2
Combat Skills : Melee - Light 2
Social Skills : Deception 3, Coercion 3, Charm 3, Negotiation 3, Leadership 3
Knowledge Skills : Culture 3
Abilities
Adversary 2: Upgrade the difficulty of all Combat and Social checks targeting this adversary twice.
"To your Lord!" : The GM may spend h h on checks made by a PC to add one minion to an existing minion group, or d to add a brand new minion group consisting of three minions to this encounter.
Special Actions
Ruinious Repartee : Once per encounter, use this talent to make an opposed Charm or Coercion versus Discipline check targeting one character within medium range; If successful, the target suffers 6 strain, plus 1 strain per s. The Human Nobleman then heals a number of strain equal to the number of strain inflicted with this ability.
For The King! : Once per round, when targeted by a ranged combat check, the GM may choose one ally within short range of this adversary to immediately engage with this adversary as an out-of-turn incidental. The ranged combat check then resolves against the ally instead of this adversary.
Equipment
Weapons
Elaborate Short Sword : Melee - Light; Damage 5 (Slashing Critical 3; Range [Engaged]; Accurate 1
Elaborate Dagger : Melee - Light; Damage 4 (Slashing Critical 3; Range [Engaged]; Accurate 1, Vicious 1
Armour & Gear
Fine Clothing : Light Armor: Soak +0; Defense +0; Prestige 1 Potential Sundries
200 Silver Standards
Signet Ring
Roleplaying Suggestions
General Behaviors
The most powerful men and women in [The Thirteen Kingdoms are used to getting their way, and are constantly scheming against other nobles both within and without their immediate family. As direct action against other nobles may cause outright war, they often resort to the use of agents to disrupt, spy, and even eliminate rivals while ensuring they maintain deniability in the event things go wrong.
Human Nobleman carry a near absolute authority over their own lands, and often accessing restricted areas or information requires their permission. Whether of not a Human Noble provides the players what they are requesting will depend on both the noble and the reputation of the players who are making the request, but generally speaking the noble will always seek to do what is best for themselves and/or their own people.
Combat Behaviors
While some nobles are great warriors, this particular profile represents a more social and intrigue focused character. They prefer to have others do the fighting for them and are content to give orders from afar. If the Human Nobleman has their way, they would not even be in the same room as a combat encounter, and will typically look to leave the area when the fighting takes place. Should escape not be possible or desired, the Nobleman will typically stay with their assigned bodyguard and only engage in melee combat if the conditions are highly favourable.
The Ruinous Repartee ability is particularly powerful when targeting the correct adversary, capable of stripping away most of a target's strain threshold with a single action. Be careful when using this ability against spellcasters however as the players may feel unfairly punished if they are suddenly unable to cast spells because someone yelled at them from across a room.
Should the players attempt to attack the Human Nobleman directly, they will quickly find bodyguards ready to defend their lord or lady with their lives, and even if the players cut through the bodyguards the Human Nobleman can summon more minions in with the "To Your Lord!" ability. The GM should ensure the adversaries arriving with this talent are coming from somewhere sensible such as nearby corridors inside of simply martializing into thin air. Don't be afraid to ignore this ability all together if the players have taken sufficient steps to ensure reinforcements should not be able to join the fight.
Social Behaviors
Social Encounters are where this profile excels the most. Used to having their every whim catered to and defended - a Human Noble will likely treat the players as servants as well, and except them to follow orders while they are within their domain. Of course, not every player character will be a human, and how that specific interaction goes will depends largely on both the noble and the species the player is (and of course any reputation the player character may have made for themselves already).
A Human Noble will have little patience for insubordination, and most will respond to insults from those with a lower prestige rank with imprisonment or even death. If players are respectful and behave within their stations - then they may find a Human Nobleman as any all to be a powerful asset. Finally, if the players do something that the GM feels would be taken as rude or disrespectful, it is typically to check with the player to ensure they are indeed intending to break decorum - especially if the behaviour is something their character would know is improper but the player themselves does not (such as referring to a lord by their first name).
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