As a noble youth, you received the standard training that is expected of great houses and such you are well versed in many different forms of combat and war. Examples: Robb Stark, Jon Snow.

Characteristics: +5 Ballistic Skill or +5 Weapon Skill. Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill. Starting Skills: Athletics or Survival, Navigate (Land), Common Lore (War, Westerosi Military). Starting Talents: Lasgun Barrage or Rapid Reload, Weapon Training (choose any 3, excluding Heavy and Exotic). Starting Equipment: Two of the following: good-quality longsword, good-quality mace, good-quality broadaxe, good-quality spear, good-quality longbow, good-quality crossbow. Wounds: 8 + 1d5. Notes: Armsmen receive an extra 300XP at the start of the game.


Some men are simply more bigger than others, and you were born bigger than most of them. While your size and strength is legendary, your physical prowess has a mental cost. Examples: Gregor ‘the Mountain That Rides’ Clegane, Hodor.

Characteristics: +10 Strength, +10 Toughness, -15 Intelligence, -10 Agility. Starting Aptitudes: Ballistic Skill, Defense, Offense, Strength, Toughness, Weapon Skill. Starting Skills: Intimidate or Survival. Starting Talents: Die Hard or Iron Jaw, Weapon Training (Heavy, Blunt), Auto-Stabilized, Size (Hulking), Sturdy, Clumsy, Unnatural Strength (1), Unnatural Toughness (1). Starting Equipment: Good-quality warhammer. Wounds: 25 + 1d5. Note: Brutes do not begin the game with a squire.


While the majority of knights favor the grace and poise of the sword, these men prefer the hulking size of Westeros’ heaviest weapons and are often found swinging massive blades or hauling massive portable ranged siege engines onto the battlefield. Examples: Ned Stark, Sandor ‘the Hound’ Clegane.

Characteristics: +5 Toughness. Starting Aptitudes: Ballistic Skill, Defense, Fellowship, Offense, Perception, Toughness. Starting Skills: Athletics or Survival, Common Lore (War, Westerosi Military), Intimidate. Starting Talents: Iron Jaw, Weapon Training (Arrow, Heavy, choose 1 other excluding Exotic). Starting Equipment: One good-quality heavy weapon. Wounds: 10 + 1d5. Notes: Cannoneers receive an extra 300XP at the start of the game.


Commanding men is a talent by itself and your focus in life has been to become the finest leader of men your house has ever seen, respected by your enemies and your soldiers alike. Examples: Kevan Lannister, Daenerys Targaryen.

Characteristics: +5 Fellowship. Starting Aptitudes: Defense, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill. Starting Skills: Command, Navigate (Land) or Scholastic Lore (Westerosi Tactics). Starting Talents: Air of Authority or Iron Discipline, Weapon Training (Sword, Polearm or Arrow). Starting Equipment: Good-quality longsword or rapier, good-quality crossbow or spear. Wounds: 10 + 1d5. Notes: Commanders receive an extra 300XP at the start of the game.


Commanders lead through charisma and ability, but enforcers lead through fear. Enforcers make sure that their men have more respect and fear than the people behind them than the enemies in front of them. Examples: Tywin Lannister, Stannis Baratheon.

Characteristics: +5 Fellowship. Starting Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower. Starting Skills: Command or Intimidate, Common Lore (Westerosi Military), Scholastic Lore (Westerosi Tactics). Starting Talents: Air of Authority, Cold Hearted or Unshakeable Faith, Weapon Training (Sword, Polearm, Arrow or Firearm). Starting Equipment: Good-quality longsword or spear, good-quality hand crossbow or common-quality flintlock pistol. Wounds: 10 + 1d5. Note: Enforcers do not begin the game with a squire.


Some men focus less on the trials of the body and more to the trials of the mind. As a youth, you decided to worry less about combat and swordplay and more the studies of history and science. Examples: Bran Stark, Tyrion Lannister.

Characteristics: +5 Intelligence. Starting Aptitudes: Weapon Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower. Starting Skills: Medicae, Scholastic Lore (Herbalism), Scrutiny or Trade (Herbalist). Starting Talents: Cold Hearted or Jaded, Weapon Training (Sword or Arrow). Starting Equipment: Herbalist kit, maester’s chain. Wounds: 8 + 1d5. Notes: Maesters receive an extra 300XP at the start of the game.


As the wars of Westeros rage on, the church inevitably becomes involved within the conflict. Those warriors who battle in the name of their God, regardless of faith, are known as clerics and they have become an all too common sight in Westeros with even the more peaceful religions, like the Faith of the Seven, developing strong, devoted warriors. Examples: Thoros of Myr, Melisandre.

Characteristics: +5 Fellowship. Starting Aptitudes: Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower. Starting Skills: Charm or Inquiry, Common Lore (Church of the Seven), Forbidden Lore (Heresy), Scholastic Lore (Faith of the Seven). Starting Talents: Hatred (Any), Unshakeable Faith, Weapon Training (Polearm, Sword or Blunt). Starting Equipment: Good-quality spear, good-quality longsword or mace. Wounds: 9 + 1d5. Note: Clerics do not begin the game with a squire.


Some nobles choose to focus less on combat, but instead on their ability to ride and muster their horses and use other animals for hunting and sport. These men are gifted riders and have great talents in using their animal companions in all sorts of situations, including dragging in artillery pieces. Examples: Loras Tyrell, Willas Tyrell.

Characteristics: +5 Agility. Starting Aptitudes: Agility, Animal Use, Weapon Skill, Fellowship, Fieldcraft, Intelligence. Starting Skills: Common Lore (Horses) or Navigate (Land), Ride, Animal Ken. Starting Talents: Technical Knock, Weapon Training (Polearm or Sword). Starting Equipment: Barding, trained hunting falcon with glove or trained hunting dog. Wounds: 6 + 1d5. Notes: Horsemen receive an extra 300XP at the start of the game.


Sometimes, a man dedicates his life to a single ideal. Swordsmasters are those men who take their entire life and pledge it to a single blade becoming experts in bladecraft and the spilling of blood. Examples: Barristan ‘the Bold’ Selmy, Jaime ‘Kingslayer’ Lannister.

Characteristics: +5 Toughness. Starting Aptitudes: Agility, Weapon Skill, Fieldcraft, Finesse, Offense, Toughness. Starting Skills: Awareness, Dodge or Parry, Intimidate or Security, Scholastic Lore (Westerosi Tactics), Stealth. Starting Talents: Quick Draw or Rapid Reload, Takedown, Weapon Training (Sword). Starting Equipment: One best-quality dueling blade. Wounds:_ 12 + 1d5. Note: Swordsmasters do not begin the game with a squire.


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