I feel that Beyond the Wall is treated by the OSR community very similarly to how Hellboy comics are treated by the comic community: whenever it gets brought up, people's thoughts on it usually range from "it's pretty good" to "one of my favorite things ever", but subsequent discussion rarely lasts beyond that.
Because of that, as someone who considers Beyond the Wall their OSR system of choice, I was quite excited to learn that Vivanter of Mediums and Messages decided to try it out. Even though the system ended up not quite working for him, the resulting overview (which I found to be quite agreeable for the most part) made me reconsider my own issues with the game.
Inspired by Vivanter's playbook conversions, I decided to try something similar and convert 8 select playbooks into Archetypes for Vayra's Ultimate Fighter, although they would probably work just as fine for niosis' Warrior too.
As is tradition, most of the mechanics were shamelessly stolen from other, much more talented people.
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| Ben McEntee |
1. Would-Be Knight
Starting Equipment: chainmail and tabard (+4 AC), shield (+1 AC), arming sword (medium), fine rope (20 m), silver flask, your own horse (2 HD).
Skill: Etiquette
Benefit: When you challenge someone to single combat, they must save or be compelled to accept. Once the combat starts, they will continue to fight you until one of you yields, falls, or if someone else intervenes.
Drawback: You must follow a code of honor. You are forbidden from attacking helpless foes, breaking your word, refusing combat challenges, and using underhanded tactics like poison. If you violate the code, you lose all Fighter templates until you complete an act of penance.
2. Last of a Fallen House
Starting Equipment: nobleman's clothes (+1 reaction), rapier (medium), parrying dagger (light), bottle of expensive wine, threadworn but kingly cloak, signet ring with your House's sigil.
Skill: Leadership
Benefit: When unarmored, you add [templates × 2] to your AC, representing your poise and graceful footwork. If you're hobbled, humiliated, or visibly disheveled, you lose this benefit until you restore your composure and appearance.
Drawback: If someone slights or insults your noble standing, your House's legacy, or you personally, you must save to resist violently lashing out in response.
3. New Watchman
Starting Equipment: gambeson (+2 AC), spear (medium), bow (medium), loud horn, hooded lantern, iron keyring with unlabeled keys, loyal watchdog (1 HD).
Skill: Alertness
Benefit: You cannot be ambushed, meaning that you always get to act during a surprise round. Additionally, you add [templates] to your initiative rolls.
Drawback: You suffer -2 reaction with thieves, con artists, and other criminal types, and they instinctively distrust you. If you speak while disguised, you always betray your identity somehow.
4. Village Hero
Starting Equipment: patchwork leathers (+2 AC), sturdiest shield in the village (+2 AC), hardy club (medium), simple knife (light), lucky trophy from the threat you defeated, gnarly scar.
Skill: Folklore
Benefit: You have +2 reaction with peasants and other commoners, and can easily find food, shelter, or information in any village you visit. In addition, you are immune to fear.
Drawback: The threat you once defeated survived, and is now your nemesis. Determine with your GM who or what it is. At the worst possible moment, your nemesis will return to finish the job, heralded only by the aching of your scar.
5. Retired Veteran
Starting Equipment: worn brigandine (+4 AC), notched halberd (heavy), old dagger (light), waterskin, set of 10 iron spikes, really good boots, faded sash with your company's colors, old wounds.
Skill: Tactics
Benefit: Whenever you arrive at a new place, there is a 3-in-6 chance you've visited it in the past. If you have, the GM will tell you three things you remember about it: one danger to watch out for, one point of interest, and one useful old contact that's not necessarily friendly.
Drawback: Your old wounds slow you down, halving your effective movement. You can push yourself to move at full speed for one round, but take 1 nonlethal damage as your wounds act up.
6. Failed Ranger
Starting Equipment: waxed hide (+2 AC), longbow (heavy), hunting knife (light), heavy cloak, flint and tinder, rusty jaw trap, tarnished mark of your order.
Skill: Hunting
Benefit: While in untamed wilderness, you can forage enough food for up to [templates] people and track trails left by creatures up to [templates] days ago without fail.
Drawback: You abandoned the safety of hearth and home and grew too accustomed to the wild. You gain no rest benefits when resting in civilized places such as towns, villages, or inns.
7. Lost Barbarian
Starting Equipment: fur garb (+2 AC), blade of unseen make (medium), bow of unseen make (medium), bottle of alcohol unique to your culture (intoxicating to any constitution), token of your home.
Skill: Survival
Benefit: You have devised a patchwork tongue of words and phrases borrowed from many cultures and people you have encountered. When you speak it to someone, there is a 2-in-6 chance they still grasp your meaning. This also applies to animals.
Drawback: You suffer -2 reaction with nobles and other city-dwellers, as your foreign ways scare and confuse them. There is a 2-in-6 chance any paid service will refuse you, unless you pay double.
8. Nobleman's Wild Daughter
Starting Equipment: oversized chainmail (+4 AC), heirloom greatsword (heavy), concealed dagger (light), stashed dress, vial of perfume, handkerchief embroidered with your family crest, personal journal.
Skill: History
Benefit: When you hear someone voice doubt in your abilities or dismiss you for your birth, you gain advantage on rolls made to prove them wrong. This also applies to attack rolls against them.
Drawback: You are being pursued by 1d4 scorned suitors who sought to marry into your family. Whenever you invoke your family name or are recognized as nobility while in a settlement, there is a 3-in-6 chance one of them tracks you down within a day.

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