Throughout your adventures, you will be rewarded with Experience, Glory, and Coin.
Coin is the most common, and you likely know how to spend it. However, you may also Donate coin to your House.
Every 200 Gold Dragons donated will increase your House's Wealth by +1
You can acquire a new specialty at 1B or improve an existing specialty by +1B. If you’re improving a specialty, the specialty dice cannot exceed your rank in the governing ability. Therefore, if you have Fighting 3 (Axes 2B, Long Blades 3B), you could improve Axes to 3B, but you couldn’t improve Long Blades until your Fighting is at least 4.
You can spend Experience to improve an ability. It costs 30 Experience to raise an ability by one rank, and 30 Experience for each additional rank. So to improve Fighting 2 to Fighting 3, you would spend 30 Experience. To improve Fighting 2 to Fighting 4, you would spend 60 Experience. Improving an ability takes time and training. For every rank you would increase your ability, you must spend 1 week training under the tutelage of a character who has at least 1 rank higher than you in the ability you want to improve. You can still improve the ability without the trainer, but the time increases to 1+1d6/2 weeks.
The most expensive aspect of character improvement is the acquisition of Destiny Points. Once you acquire a Destiny Point, you may immediately invest it into a Benefit or erase a drawback as normal.
Glory is the currency of the noble and is used to directly improve your family’s fortunes. Whenever you acquire Glory as a reward, you may invest that Glory into your family’s house by returning to your lands. You simply transfer the Glory to your house, dividing it up or investing it all in one or more of your house’s resources. The effect of accumulated Glory is far less immediate and may take time to realize its benefits.
Glory may be spent by characters, 1 point at a time, to gain +1B on any test. Bonus Dice gained from spending Glory may exceed the usual limits on Bonus Dice.
A character can also donate Glory earned to their house, increasing any resource by 1 for each point of Glory invested.
Abilities are the mechanical implementation of a character's capabilities.
Every Ability, by default, starts at Rank 2. These can be increased by spending Experience.
An Ability's Rank determines how many dice you roll when testing that Ability. For example, a character with Fighting Rank 3 would roll 3d6 on a Fighting Test.
Abilities have several Specialties associated with them. These are detailed further below.
Ability | Specialties | Description |
---|---|---|
Agility | Acrobatics; Balance; Contortions; Dodge; Quickness | Agility measures dexterity, nimbleness, reflexes, and flexibility. In some ways, it describes how comfortable you are in your body, how well you master your movement, and how you react to your surroundings. |
Animal Handling | Charm; Drive; Ride; Train | Animal Handling addresses the various skills and techniques used to train, work, and care for animals. Whenever you would regain control over a panicked mount, train a dog to serve as a guardian, or train ravens to carry messages, you test this ability. |
Athletics | Climb; Jump; Run; Strength; Swim; Throw | Athletics describes the degree of training, the application of physical fitness, coordination, training, and raw muscle. Athletics is an important ability in that it determines how far you can jump, how fast you run, how quickly you move, and how strong you are. |
Awareness | Empathy; Notice | Awareness measures your senses, how quickly you can respond to changes in your environment, and your ability to see through doubletalk and feints to arrive at the truth of the matter. Whenever you perceive your surroundings or assess another person, use Awareness. |
Cunning | Decipher; Logic; Memory | Cunning encapsulates intelligence, intellect, and the application of all your collected knowledge. Typically, Cunning comes into play whenever you might recall an important detail or instruction, work through a puzzle, or solve some other problem, such as researching and deciphering codes |
Deception | Act; Bluff; Cheat; Disguise | Deception measures your gift at duplicity—your ability to lie and deceive. You use Deception to mask your intentions and hide your agenda. You also use Deception to pretend to be someone other than who you really are—to affect a different accent or disguise yourself successfully. |
Endurance | Resilience; Stamina | Endurance measures your physical well-being—your health and hardiness. Your Endurance determines how much punishment you can take, as well as how quickly you recover from injury. |
Fighting | Axes; Bludgeons; Brawling; Fencing; Long Blades; Polearms; Shields; Short Blades; Spears | Fighting describes your ability to wield weapons in combat. Whenever you would attack unarmed or use a hand-held weapon, test Fighting. |
Healing | Diagnose; Treat Ailment; Treat Injury | Healing represents skill with and understanding of the accumulated medical knowledge throughout the world. Rank in this ability reflects an understanding of health and recovery; the highest ranks represent talents held only by the greatest of maesters. |
Knowledge | Education; Research; Streetwise | Knowledge describes your general understanding and awareness of the world in which you live. It represents a broad spectrum, ranging from history, agriculture, economics, politics, and numerous other subjects. |
Language | - | Language is the ability to communicate through speech or, among the best educated, through the written word. The starting rank you have in this ability applies to your knowledge of the Common Tongue spoken throughout Westeros. When you improve this ability, you may improve your ability with the Common Tongue or choose to speak other languages. |
Marksmanship | Bows; Crossbows; Siege; Thrown | Marksmanship represents your skill with ranged weapons, to use them appropriately and accurately in combat. Any time you make an attack using a ranged weapon, you test Marksmanship. |
Persuasion | Bargain; Charm; Convince; Incite; Intimidate; Seduce; Taunt | Persuasion is the ability to manipulate the emotions and beliefs of others. With this ability, you can modify how others see you, shape their attitudes towards others, convince them of things they might not otherwise agree to, and more. |
Status | Breeding; Reputation; Stewardship; Tournaments | Status describes the circumstances of your birth and the knowledge those circumstances grant you. The higher your rank, the more likely you will be able to recognize heraldry, the better your reputation, and the stronger your knowledge of managing people and lands. |
Stealth | Blend In; Sneak | Stealth represents your ability to creep about unseen and unheard. Whenever you would move without being noticed, you test Stealth. |
Survival | Forage; Hunt; Orientation; Track | Survival is the ability to get by in the wild—hunting, foraging, avoiding getting lost, and following tracks. The Survival skill is important for a variety of people in that hunting remains an important method of providing food for one’s family, especially in the more remote corners of Westeros. |
Thievery | Pick Lock; Slight of Hand; Steal | Thievery is a catchall ability for any skill involving larcenous activities. Examples include picking locks, hand tricks, and general robbery. |
Warfare | Command; Strategy; Tactics | Warfare describes a character’s talents at managing the battlefield, ranging from the ability to issue commands and possessing strategic knowledge for maneuvering armies, to tactical knowledge for dealing with small engagements. |
Will | Courage; Coordinate; Dedication | Will is your mental fortitude, reflecting the state of your mind’s health and endurance. It represents your ability to withstand fear in the face of appalling violence or supernatural phenomena and also serves as the foundation for your ability to resist being manipulated by others. |
Specialties reflect a narrowing of a character's focus in a specific area of training.
As with Abilities, Specialties may have a rank from 1 to 7; however, unlike Abilities, all Specialties start at Rank 0.
Your rank in a given Specialty may never exceed your rank in the governing Ability.
For each rank in a Specialty, you gain Bonus Dice when testing that Specialty. For example, if
you have trained Axes to Rank 2 (denoted Axes 2B), you would gain 2 bonus dice on a Fighting
test while using an Axe.
You may only keep as many dice as your rank in the governing Ability. Using the previous
example, if you had Fighting 3, Axes 2B, you would roll a total of 5 dice (3 + 2B) for a test,
but only keep the 3 highest.
Specialty | Test Action or Time | Description |
---|---|---|
Agility | ||
Acrobatics | Lesser Action | Perform flips, tumbles, somersaults, or leap to your feet when lying on the ground. |
Balance | Free Action | Keep your balance when moving across a precarious surface, or allow you to move forward or backward on a narrow ledge. |
Contortions | Greater | Slip through a tight space. The Difficulty depends on the size of the space through which you’re moving. In addition, you can also use Contortions to slip free from rope bindings and manacles. |
Dodge | Greater | During combat, you may use a Greater Action to Dodge all attacks made against you. The result of your Agility test replaces your Combat Defense until the start of your next turn, even if it’s worse than your Combat Defense. |
Quickness | Free Action | Used to determine Initiative in combat. Quickness also comes into play whenever you would test your reflexes or reactions, such as catching a thrown object for example. |
Animal Handling | ||
Charm | 1 Minute | Upon first meeting a wild animal, you may test Animal Handling to calm the beast. This allows you to improve the animal's Disposition towards you. |
Drive | Greater | Whenever you would control an animal-drawn vehicle such as a cart, wagon, or coach, you may test Drive. |
Ride | Lesser Action | When you try to ride an animal that’s not inclined to be ridden (Dislike or worse disposition), you must succeed on an Animal Handling test. |
Train | Special Action | You can use Animal Handling to teach animals to perform tasks, ranging from simple tricks to complex tasks, such as war training. |
Athletics | ||
Climb | Lesser Action | Whenever you would ascend or descend a surface, you test Climb. |
Jump | Lesser Action | You test Jump whenever you would leap up or over an obstacle such as a fence or pit. The Difficulty depends on the type of Jump attempted. |
Run | Greater Action | Most times, you don’t need to test Athletics to Run. You simply move at your sprint speed. However, when covering a great distance in Narrative Time, you may have to pass a test. In addition, Run can be used in combat to improve your Sprint distance by 1 yard per DoS on a Formidible (12) test. |
Strength | Greater Action | You use Strength to lift or push through heavy objects. |
Swim | Greater Action | You can only swim if you have at least a 1B in Swim. Without it, you can keep your head above water, provided the conditions are ideal - calm waters, no or light wind, relatively shallow water, and so on. Otherwise, you sink and possibly drown. |
Throw | Lesser Action | You may test Throw to hurl objects. For items made for throwing, such as some axes, spears, knives, and the like, use Marksmanship instead. |
Awareness | ||
Empathy | Free Action | You may use Empathy to look into the hearts of others and perceive the truthfulness of what they say and whether or not they seem genuine. |
Notice | Free Action | If you are actively searching for something or someone, you must equal or beat the opponent’s Stealth test or the Difficulty set by the Narrator with a Notice test. |
Cunning | ||
Decipher | Greater Action | Whenever you examine a text written in another language or in code, you may test your Decipher to discern the intent of the message and derive some basic understanding of its contents. Each degree of success allows you to Decipher about a paragraph of information. |
Logic | Greater Action | You may test Logic to solve riddles, puzzles, and other problems of logic. You might use Logic to figure out an enemy’s plan from a series of unrelated movements, or you might use it to assess the currents of a noble’s court to identify conspiracies and the web of alliances. |
Memory | Free Action | You can test Memory to recall a piece of useful information that relates to a challenge you currently face. |
Deception | ||
Act | Lesser Action | Whenever you would pretend to be someone other than who you really are—in a stage performance or when impersonating someone else—you test Act. |
Bluff | Lesser Action | Deception is also a useful tool in intrigues. You may test Bluff whenever you would test Persuasion to compel another target but only if your role in the intrigue involves concealing information, misleading your opponent, or blatantly lying about your intentions. |
Cheat | Free Action | Whenever you are engaged in a game of chance or similar situation, you can fudge the results to give yourself an advantage. |
Disguise | Lesser Action | Similar to Act, using Disguise means you are concealing your identity, but you are not actively trying to be someone else. Disguise allows you to conceal your identity in plain view, such as wearing a hooded cloak and garb suited to smallfolk to hide the fact that you are actually an infamous knight. |
Endurance | ||
Resilience | Free Action | Any time you are exposed to a hazard (poison, disease, and similar), you may roll an Endurance test to resist the effects of the hazard. Most hazards require multiple successful tests to overcome them fully. |
Stamina | Special Action | Whenever you gain injuries or wounds, you may test Stamina to overcome them. You must wait at least one day before testing to remove injuries and at least one week to remove wounds. |
Fighting | ||
Axes | Attack | Attack with a weapon classified as an Axe. |
Bludgeons | Attack | Attack with a weapon classified as a Bludgeon. |
Brawling | Attack | Attack with a weapon classified as Brawling. |
Fencing | Attack | Attack with a weapon classified as Fencing. |
Long Blades | Attack | Attack with a weapon classified as a Long Blade. |
Polearms | Attack | Attack with a weapon classified as a Polearm. |
Shields | Attack | Attack with a weapon classified as a Shield. |
Short Blades | Attack | Attack with a weapon classified as a Short Blade. |
Spears | Attack | Attack with a weapon classified as a Spear. |
Healing | ||
Diagnose | Greater Action | You may examine a sick or injured patient to see what is wrong with them or try to determine what is wrong with a patient by hearing a description of the symptoms they are suffereing from. |
Treat Ailment | 1 Minute | You can roll a Healing test to treat a patient suffering from sickness, poison, or some other hazardous effect. |
Treat Injury | Varies | Healing is also used to treat the injured and speed along the natural recovery process. To treat a patient in this way, you must attend to the patient, spending at least one hour every day the patient must rest (or not rest) cleaning the injury and changing bandages. |
Knowledge | ||
Education | Free Action | You test Education to recall useful information about a subject. Generally, the Education specialty is used to identify things around you, such as knowing what a shadowcat is, where the Wall lies, or who sits on the throne. |
Research | One Day | Education isn’t the only to way to find out information about the subject; if you have access to relevant texts, you can scour those tomes to locate the elusive knowledge. |
Streetwise | Varies/1 Hour | You can use Knowledge to acquire useful information by listening for rumors, talking with the average person, and spending time in some of the seedier places in a community. |
Language | ||
N/A | N/A | Language has no special uses. It simply confers the ability to communicate in a particular tongue. The rank you give a language determines your eloquence when using the language and determines if you are literate in the language or not. |
Marksmanship | ||
Bows | Attack | Use a weapon classified as a bow. |
Crossbows | Attack | Use a weapon classified as a crossbow. |
Siege | Attack/Varies | Operate a siege weapon. |
Thrown | Attack | Use a weapon classified as thrown. |
Persuasion | ||
Intrigue | Special Action | Persuasion specialties are used when a specific technique is employed in an Intrigue. Bonus dice from these specialties apply to your roll, as with attacks made with specific Fighting weapons. |
Status | ||
Breeding | Free Action | Breeding represents your knowledge of customs and procedures, the forms of etiquette and the expected behavior when interacting with others of a similar or higher station. |
Reputation | Free Action | Used to determine Initiative in an Intrigue. Another use for Reputation is to allow maneuvering in social situations, and garner more attention than your status would otherwise warrant. |
Stewardship | Varies | Status is also a vital ability for managing one’s holdings. Status tests rolled for Stewardship occur in response to troubles affecting your lands. You can also test Status to oversee improvements on your keep, round up conscripts, hire mercenaries, improve trade, communities, or roads. |
Tournaments | Varies | Use the Tournament specialty for any Status check related to recalling useful information about such contests, to assess opponents you face, or to attract notable knights to your tournament. |
Stealth | ||
Blend In | Lesser Action | In a crowded area, you may use the Blend In specialty to make yourself part of the crowd. |
Sneak | Move Action | You can use Sneak to move unseen and unheard through the shadows. You may only test Sneak in this way if you benefit from rain, foliage, darkness, or some form of cover. |
Survival | ||
Forage | Varies | You can test Survival to gather edible food and water for yourself and your companions with the Forage specialty. You may only test this ability in areas that actually contain food. |
Hunt | Varies | You can also test Survival to go hunting for animals. You may only test this ability in areas that actually contain wildlife. |
Orientation | Once per 4 Hours | Orientation is vital for getting around in the wild without becoming lost. A successful test indicates you travel in the direction you intend for four hours multiplied by your degree of success without having to test again. |
Track | Once per 2 Hours | You can test Survival to follow tracks. Before you can follow them, however, you must first find them. Locating tracks requires an Awareness test. |
Thievery | ||
Pick Lock | 1 Minute | You can test Thievery to bypass a lock. The Difficulty of the test depends on the quality of the lock. |
Sleight of Hand | Lesser Action | Sleight of Hand involves simple tricks used to entertain and misdirect a person’s attention. You can substitute a Thievery test for a Cunning test whenever you distract in combat. |
Steal | Lesser Action | You can use Steal to rob unsuspecting people by cutting their purses or picking their pockets. Against an unaware opponent, you must succeed on a Steal test against the target’s passive Awareness result. |
Warfare | ||
Command | Special Action | Warfare is used during skirmishes and battles. During such encounters, a character tests Warfare (using Command bonus dice) to issue commands to his unit. |
Strategy | Free Action | In skirmishes and battles, a side’s leader tests Warfare (using bonus dice from Strategy) to determine the order of initiative. |
Tactics | Free Action | In combat, you can forgo your Agility test to determine your placement in initiative in order to test Tactics to grant bonus dice to your allies’ Agility tests. |
Will | ||
Coordinate | Greater Action | You may test Coordinate to improve an allies’ ability to assist in a task. Usually, when an ally assists, the ally grants a bonus equal to half his rank in the tested ability. When you coordinate efforts, you can add your Will rank times your degree of success to the result as well. |
Courage | Free Action | Whenever you are exposed to magic, a friend’s death, overwhelming odds, a supernatural creature, or some other unnerving experience, the Narrator may test your Courage. |
Dedication | Greater Action | During an intrigue, you may test Dedication using the Withdraw action to replace your Intrigue Defense with your Dedication test result. |
Player Characters are a cut above the rest. Somehow, these individuals' Destinies twist and reform at crucial moments to give them advantages - or save them from certain death.
Mechanically, this means Destiny Points. Every Player Character, and important Narrator Characters, have Destiny Points. Common uses for Destiny Points are listed below.
A character starts with a certain number of Destiny Points depending on their age. Younger Characters have more paths available to them, while those who have survived the trials and tribulations of life in Westeros have likely done so thanks to their own Destiny.
Age | Destiny Points |
---|---|
Youth | 7 |
Adolescent | 6 |
Young Adult | 5 |
Adult | 4 |
Middle Age | 3 |
Old | 2 |
Very Old | 1 |
Venerable | 0 |
Further detail is given in the Character Creation section.
Characters may gain more Destiny Points by spending experience, at the rate of 1 Destiny Point per 50 experience spent.
In addition, you may choose to take a negative Quality, a Drawback; doing so gives you 1 Destiny Point. You may not have more Drawbacks than Benefits.
Destiny points can be invested into positive Qualities, called Benefits. If you withdraw your investment, you lose the quality - sometimes permanently.
Qualities are fundamental parts of your Character, and can convey both the positive (Benefits) and negative (Drawbacks).
A character is limited to a certain number of Benefits depending upon their age. A character may not have more Drawbacks than the number of Destiny Points invested in Benefits.
Age | Benefits |
---|---|
Youth | 3 |
Adolescent | 3 |
Young Adult | 3 |
Adult | 3 |
Middle Age | 3 |
Old | 2 |
Very Old | 1 |
Venerable | 0 |
Further detail is given in the Character Creation section.
Benefits marked with † may be taken more than once.
Benefit | Requirement | Effects |
---|---|---|
Ability Benefits | ||
Artist | - | Spend 8 hours per day for 5 days to create a work of art. This earns you 10 silver stags, with an additional stag per DoS on Challenging (9) Cunning test. |
Beastfriend | - | +1D on Animal Handling rolls to Charm or Train |
Connections† | Streetwise 1B | +1D on Knowledge tests in chosen location. |
Dexterous | - | Re-roll a number of 1s on Agility tests equal to your rank in the appropriate Specialty |
Eidetic Memory | Cunning 2 (Memory 1B) | Memory Bonus Dice count as Test Dice |
Evaluation | Knowledge 3 | Make a Challenging (9) Cunning test to evaluate an object. Success allows you to determine its relative worth. Additional DoS give additional pieces of trivia. |
Expertise† | - | Gain +1D with one Specialty |
Face in the Crowd | Stealth 3 (Blend In 1B) | Blend In as a Free Action, add Cunning Rank to Blend In test result |
Furtive | Stealth 4 (Sneak 1B) | Re-roll 1s, and add Agility Rank to Sneak test results |
Gifted Athlete† | Athletics 4 | Convert half Bonus Dice to Test Dice for Specialty |
Gifted Teacher | Knowledge 4, Persuasion 3 | Grant Bonus Dice to students. See p. 82 for details. |
Great Hunter | Survival 4 | When attacking an animal, add Survival Rank to test results. When making a Survival (Hunt) test, treat +1B as +1D. |
Guttersnipe | - | Re-roll a number of 1s on Thievery tests equal to applicable Specialty |
Hardy | Endurance 3 (Stamina 1B) | Ignore -1 on Endurance tests to recover from Injuries, or -1D on Endurance tests to recover from Wounds |
Head for Numbers | Status 3 (Stewardship 1B) | Add Cunning rank to Status tests for House Fortunes. A House Fortune that increases Wealth increases it by an additional +1. |
Keen Senses | Awareness 4 | Re-roll a number of 1s on Awareness tests equal to Notice rank, and add Cunning rank to passive Awareness |
Knowledge Focus† | Knowledge 4 | Treat Bonus Dice as Test Dice for a chosen Knowledge Specialty: Astronomy, Geography, Heraldry, History and Legends, Magic, Nature, Religion, or Underworld. See p. 85 for details. |
Miracle Worker | Healing 4 | Add Education rank to Healing test results. If you succeed on Healing (Diagnose), gain +2B, with an additional +1B per DoS, on your next Healing test on that patient. Bonus Dice gained this way may be exchanged for test dice; -2B for each +1D. |
Mummer | Persuasion 3 | You can entertain audiences. Make a Persuasion test of difficulty set by the Narrator; earn 1d6 silver stags, with one additional stag per DoS. On a critical failure, you offend the audience and take -5 on Persuasion tests until you make a successful performance. |
Polyglot | Cunning 4 (Decipher 1B) | Read any language in which you have rank 1+. If you don't know a language, make a Formidible (12) Cunning test. On success, gain +1 rank in that language for the duration of the scene, with +1 rank per two DoS |
Sinister | - | You radiate menace. During the first round of a Combat or Intrigue, gain +2 to your relevant Defense. |
Talented† | - | Add +1 to all results of a chosen Ability. |
Terrain Specialist† | Survival 4 | Choose from: Deserts, Forests, Hills, Marshes, Mountains, Plains, or Coastal Lands. You never take a Movement penalty in this Terrain; in addition, increase Survival test results by your Education rank while in this Terrain. |
Trade | - | Find a skilled craftsman in any trade. Pay the Apprenticeship Fees, and spend 10 hours per day for the next 5 days learning your trade. After this time, make a Challening (9) Cunning test. A success grants you 6x your initial investment. Increase the multiplier by +1 per additional DoS. On critical failure, lose your investment and take -1D on your next Trade test. When purchasing items related to your trade, you may purchase the raw materials for half the list price, and spend 1d6-1 (minimum 1) days to create the item. |
Fate Benefits | ||
Animal Cohort | Animal Handling 3 (Train 1B), Narrator Guidance | Gain service of an Animal Cohort. Choose from: Dog, Eagle, Horse, Raven, Shadowcat, Wolf. Gain +1D to Fighting tests when your Animal Cohort is adjacent to you or your target. If your Animal Cohort dies, lose this benefit and the invested Destiny Point. |
Brother of the Night's Watch | - | You are a member of the Night's Watch. Take -2D on all Status tests. Lose Head of House or Heir if you have it, and regain invested Destiny Points. You may not invest Coin or Glory in your house. See pp. 79-80 for details. |
Cadre | Persuasion 5 | Gain a veteran squad of 10 men. In Warfare, at the start of each of your turns, your Cadre automatically Rallies and Re-organizes. If the Cadre is Destroyed, lose this quality and the invested Destiny Point. |
Cohort | Status 3 | Gain service of a devoted ally. Create another Character whose Status cannot exceed your own. If your Cohort dies, you lose this quality and the invested Destiny Point. If your Cohort is adjacent to you, increase your Combat Defense +2. Your Cohort gains 1/2 of the experience you gain. |
Famous | Adult or older | During an intrigue when you would make a Persuasion test to Charm or Seduce, you treat Charm or Seduce bonus dice as test dice up to a number of bonus dice equal to your Status ranks. However, you always subtract a number from your Stealth test results equal to your Status ranks. |
Greensight | Will 5 | Experience true dreams. See pp. 82-83 for details. |
Head of House | Permission from Narrator and party | You are the highest-ranking member in your noble house. Add +2 to Status test results. |
Heir | Permission from Narrator and party | You will one day inherit your family's lands and holdings. Add +1 to Status test results. |
Heirloom | Head of House or Heir | You gain a Valyrian Steel weapon. By default a sword or dagger, but may be a different weapon with Narrator's permission |
Landed | Sponsor | You gain lands and holdings, and can invest experience to increase your Status. If you do not have one, you may found a house. You must answer your Sponsor's call. |
Lucky | - | Re-roll one test per day, and take the best result |
Maester | Cunning 3, Knowledge Focus (x2), Narrator Permission | You are a Maester of the Citadel. Add Cunning rank to all Knowledge and Will test results. See p. 86 for details. |
Master of Ravens | Animal Handling 3 | Dispatch ravens to bear your messages. Make an Animal Handling (Charm) test. The Narrator will test to determine if your message arrives. |
Man of the Kingsguard | Sponsor, Narrator Permission | You are charged with protecting the royal family. See p. 86 for details. |
Night Eyes | - | Ignore penalties from low light; Darkness still affects you normally. |
Pious | Will 3 (Dedication 1B) | Choose a religious group or god. Once per day, you may invoke your faith to gain +1D on a test. |
Skinchanger | Will 5 (Dedication 3B), Warg | You may warg into animals other than your Animal Cohort. See p. 88 for details. |
Sponsor | Narrator Guidance | Gain a powerful ally who may grant you information, audiences, or companionship, and may help in your development. Does not usually confer a mechanical benefit. |
Warg | Will 5 (Dedication 2B), Warg Dreams | You can wear the skin of your Animal Cohort. See p. 90 for details. |
Warg Dreams | Will 4 (Dedication 1B), Animal Cohort | You occasionally dream through the eyes of your Animal Cohort. See pp. 90-91 for details. |
Wealthy | - | Roll an Easy (3) Cunning or Status test at the beginning of each month. Gain 10 Gold Dragons per DoS |
Heritage Benefits | ||
Blood of the Andals | - | You are uncommonly lucky. Once/day, add +2 to any test result. Choose a single Ability with Rank 3+. Whenever you test this ability, you may re-roll, but must keep the second roll |
Blood of the First Men | - | Your heritage makes you tough and hardy. Add +2 to all Endurance tests. Increase your health by +2 |
Blood of Heroes | - | You may spend experience to exceed Rank 7 on a specific Ability |
Blood of the Ironmen | - | Seawater flows through your veins. Once per Combat, you may add +1D to Fighting. While at sea, you may re-roll 1s on Athletics tests (a number of 1s up to your rank in applicable Specialty) |
Blood of the Rhoyne | - | You are agile and elusive. Increase your Combat Defense by +2. Each time you test Tactics, you may re-roll a number of 1s equal to your Cunning rank |
Blood of Valyria | - | People find you compelling. Add +2 to Intimidate and Persuasion tests. When attacked by fire or heat, increase passive Endurance by +2. Count your Status as 1 higher when attempting to influence a target to avoid an Intrigue. |
Blood of the Wildlings | - | You were born free of the tyranny of Westeros. Add Athletics rank to passive Endurance when attacked by cold. Characters with high Status may never automatically compel you, and must always engage in an Intrigue |
Massive | Endurance 5 | You are uncommonly large. You may wield Two-Handed weapons in one hand, and ignore the Unwieldy quality of these weapons, if they have it. |
Martial Benefits | ||
Accurate | Marksmanship 4 | +1D against targets with cover |
Acrobatic Defense | Agility 4 (Acrobatics 1B) | Take a lesser action to add 2x Acrobatics to Combat Defense. Impossible while wearing Armor with Bulk 1+ |
Anointed | Sponsor | +2 on Status test, 1/day take a Free Action to gain +5 to Combat Defense, Intrigue Defense, and all passive abilities until your next turn |
Armor Mastery | - | Count armor worn as having +1 AR, and -1 Bulk (if it has any) |
Axe Fighter I | Fighting 4 (Axes 2B) | Sacrifice Bonus Dice to deal extra damage equal to number sacrificed (Ignores AR) |
Axe Fighter II | Fighting 5 (Axes 3B), Axe Fighter I | Sacrifice all Bonus Dice to inflict extra damage. Inflicts a Wound on 2+ DoS |
Axe Fighter III | Fighting 6 (Axes 4B), Axe Fighter II | Sacrifice all Bonus Dice to deal extra damage, inflict a Wound and permanently add Maimed quality to opponent |
Berserker | - | Make free attack with no Bonus Dice after taking Injury or Wound; fight past death with Formidible (12) Will test |
Bludgeon Fighter I | Fighting 4 (Bludgeons 2B) | Weapon gains or increases Shattering by 1 |
Bludgeon Fighter II | Fighting 5 (Bludgeons 3B), Bludgeon Fighter I | Sacrifice all Bonus Dice. Foe loses 1 Lesser Action on hit, and -1 to tests per DoS after the first |
Bludgeon Fighter III | Fighting 6 (Bludgeons 4B), Bludgeon Fighter II | Sacrifice all Bonus Dice. Foe gains wound, prone, loses 1 Lesser Action on 2+ DoS |
Braavosi Fighter I | Fighting 4 (Fencing 1B) | Increase weapon's Defensive Quality +1. This is retained even if attacking with this weapon. |
Braavosi Fighter II | Fighting 5 (Fencing 2B), Braavosi Fighter I | Spend a Greater Action to make an attack; boost Combat Defense +1 per DoS |
Braavosi Fighter III | Fighting 6 (Fencing 3B), Braavosi Fighter II | Free Attack when opponent misses you |
Brawler I | Fighting 4 (Brawling 1B) | Fists are Fast and now deal Athletics-2 damage |
Brawler II | Fighting 5 (Brawling 3B), Brawler I | Fists are Powerful; Add Athletics Rank to Fighting result |
Brawler III | Fighting 6 (Brawling 5B), Brawler II | Sacrifice 3 DoS to stun opponents with fist attacks, if Fighting test beats passive Endurance |
Danger Sense | Awareness 4 | Re-roll 1s on Initiative tests; Deny surprising opponents +1D to attack you |
Deadly Shot | Marksmanship 5 | Bows and Crossbows gain Vicious, and gains or increases Armor Piercing by 1 |
Deft Hands | Agility 4 | Reduce weapon's reload time by one step. Reload (Greater) becomes Reload (Lesser). Reload (Lesser) becomes Reload (Free) |
Double Shot | Marksmanship 5 (Bows 3B) | Make a Greater Action to fire two arrows with -1D on each test. They may be fired at the same target or at two adjacent targets |
Fast | - | Move +1 yard; sprint x5 Movement |
Fury | Athletics 4 (Strength 2B) | Spend a Greater Action to attack with -2D, dealing +4 base damage |
Hail of Steel | Marksmanship 4 (Thrown 2B) | Thrown weapons gain Fast |
Improved Armor Mastery | Armor Mastery | Increase AR by 1, for a total of +2; Decrease AP by -1 |
Improved Weapon Mastery | Weapon Mastery | Increase Damage by 1, for a total of +2 |
Inspiring | Warfare 4 | Gain extra Order, can sacrifice Order to re-roll test |
Leader of Men | Warfare 4 (Command 1B) | Automatically Re-organize or Rally one unit per round of Warfare. |
Long Blade Fighter I | Fighting 4 | Sacrifice all Bonus Dice for +1 DoS. Add +1 to Fighting test when attacking an enemy without a shield. |
Long Blade Fighter II | Fighting 5, Long Blade Fighter I | Sacrifice Bonus Dice to move target. For every 2B sacrificed, move the target 1 yard. |
Long Blade Fighter III | Fighting 6, Long Blade Fighter II | Sacrifice all Bonus Dice. On 3+ DoS, in addition to damage, opponent takes a Wound and is Maimed. |
Polearm Fighter I | Fighting 4 (Polearms 2B) | Spend a Greater Action to make a Fighting test with -2 per opponent in range you want to hit. On success, targets take damage and are knocked to the ground. |
Polearm Fighter II | Athletics 4 OR Fighting 4, Polearm Fighter I | Bonus Dice are Test Dice when pulling riders from mounts. On failure, you are disarmed. |
Polearm Fighter III | Fighting 5, Polearm Fighter II | Spend a Greater Action to attempt to pin an opponent. Deal damage on success; 2+ DoS pins the target. |
Shield Mastery | Fighting 3 (Shields 1B) | Increase Defense Bonus from shields by +1 per rank in Shields, up to double the base Defense Bonus. |
Short Blade Fighter I | Fighting 4 (Short Blades 1B) | Short blades gain or increase Piercing by 1 |
Short Blade Fighter II | Fighting 5, Short Blade Fighter I | Draw a Short Blade as a Free Action. Add your Short Blades rank to Fighting tests using a Short Blade |
Short Blade Fighter III | Fighting 6, Short Blade Fighter II | Add your rank in Short Blades as bonus damage to an attack. This applies after degrees of success. |
Spear Fighter I | Fighting 3 (Spears 1B) | Spend a Greater Action to make an attack. If you miss, make a second attack against any foe in range to deal Athletics-1 damage |
Spear Fighter II | Spear Fighter I | Spears gain +1 yard range with no penalty. Gain +1D on Knockdown attempts. |
Spear Fighter III | Athletics 5, Spear Fighter II | Spears gain or increase Piercing by 2 |
Tough | Resilience 1B | Add Resilience rank to your Health |
Tourney Knight | Fighting 3 (Spears 1B), Status 3 (Tournaments 1B) | Add Tournaments Bonus Dice to Fighting and Animal Handling results when jousting |
Triple Shot | Marksmanship 7 (Bows 5B), Double Shot | Spend a Greater Action to fire three arrows at once. Resolve 3 Marksmanship tests, each with -2D. These can be made against the same target, or up to three adjacent targets. |
Water Dancer I | Fighting 3 (Fencing 1B) | Add Fighting rank to Awareness test results, and increase your passive Awareness by your Fighting rank. |
Water Dancer II | Water Dancer I | Add Fighting rank to Agility test results |
Water Dancer III | Water Dancer II | Add Fencing rank to Combat Defense when armed with a Fencing weapon. Lose this bonus when: Your Awareness is removed from your Combat Defense, or; You wear armor with Bulk 1+ |
Weapon Mastery† | - | Increase weapon damage by +1 |
Weapon Savant | Agility 4, Cunning 4, Fighting 5 | You can wield any weapon without training. Ignore training requirements and penalties with weapons. |
Social Benefits | ||
Adept Negotiator | Deception 3 | You never take a penalty to Persuasion tests from your starting Disposition, provided it remains hidden from your opponent. |
Attractive | - | Re-roll up to half your Persuasion rank 1s on Persuasion tests |
Authority | - | Reduce disposition penalties to Persuasion by -2 |
Cautious Diplomat | Awareness 4 (Empathy 2B) | Bonus Dice from Consider may exceed normal limit. Retain these Bonus Dice until the end of the Intrigue |
Charismatic† | Persuasion 3 | Add +2 to the result of Persuasion tests on one specialty |
Compelling† | Charismatic | Increase Influence of Charismatic specialty by +1 |
Courteous | Persuasion 3 | You have impeccable manners. Add 1/2 Persuasion rank to Deception tests. If targeted with Read Target action, increase passive Deception by your Cunning rank. |
Dutiful | Will 4 | You are unfailing in your loyalty. Opponents take -1D on Persuasion tests to Convince, Intimidate, or Seduce you. |
Eloquent | Language 4, Persuasion 4 | Automatically go first in an Intrigue involving a Language you have trained to 4+ |
Favored of Nobles | - | +1B on Persuasion tests against characters of Status 4 or higher |
Favored of Smallfolk | - | +1B on Persuasion tests against characters of Status 3 or lower |
Magnetic | Charismatic | When you defeat a foe with Charm, their disposition increases by your Charm Bonus Dice |
Respected | Status 2 (Reputation 2B) | Your accomplishments and reputation inspire respect. Opponents targeting you with Incite, Intimidate, or Taunt take -1D. |
Stubborn | Will 3 (Dedication 1B) | Increase Composure by your Dedication rank |
Treacherous | - | Add Cunning rank to Deception results |
Worldly | - | +2B on Persuasion tests against characters from lands outside the Seven Kingdoms. |
Drawbacks are negative qualities, and confer negative effects or penalties. Generally, you may only take a Drawback once.
If you voluntarily take a Drawback, you will gain 1 Destiny Point. You may not have more Drawbacks than Benefits.
Characters who are Adults or older begin with one Drawback. Ordinarily, this is a Flaw, but may be changed with permission of the Narrator.
The below list is not exhaustive. People in Westeros and beyond seem ever inventive in finding new ways to be despicable. If you’d like to explore some other dimension of human failing not included here, work with your Narrator to come up with something appropriate that’s a significant drawback.
Drawback | Requirement | Effects |
---|---|---|
Bastard Born | - | Lose your Family surname, and gain one according to the region of your birth. Take -1D on Persuasion tests against characters with a higher Status. |
Bound to the Bottle | - | When faced with a troubling situation, make a Formidible (12) Will test. On failure, you seek out alcohol and drink until you are drunk. While intoxicated, reduce all test results by -2. If you were drinking with other, such as in a tavern, you become roaring drunk, taking -2D instead. Each hour after drinking, you are entitled to an Endurance test to sober up. A successful Challenging (9) Endurance test will reduce the penalty to -1/-1D |
Childhood Disease | - | Decrease your health by -2. |
Craven | - | You are a coward. In Combat and in Intrigue, you take -1D on all tests. As a Free Action, you make a Formidible (12) Will test to find your courage. Success will remove the penalty and confer +1B |
Crippled | - | Reduce your movement by -2 yards (to a minimum of 1 yard) |
Cruel Insanity | - | Take -2D on all Awareness (Empathy) tests. In addition, when engaging in an Intrigue, your opponent's Disposition is always one step worse if they recognize who you are. |
Cursed | - | Whenever you would spend a Destiny Point, roll 1d6. On a 1, the Destiny Point has no effect and is wasted. |
Debt | - | To reflect your scarce resources, all purchases cost twice the listed amount. |
Disturbing Habit | Narrator Guidance | You have an unusual and unsettling compulsion. If you are recognized, and attempting to Intimidate, gain +1D. For all other Persuasion tests, however, you take -1D. |
Dwarf | - | Reduce your base Movement by -1 yard. In addition, take -1D on all Charm and Seduce tests. |
Eunuch | Male (Once) | You were cut. Take -1D on all Persuasion tests, but you are immune to Seduction. You may sire no children. |
Fear | Narrator Guidance | Choose an object of your fear. When in the presence of the thing you fear, take -1D on all tests. Each round on your turn, roll 1d6. On a 6, you overcome your fear and lose the penalty. |
Feeble | Old or older | You cannot make Agility, Athletics, Fighting, or Marksmanship tests. Gain +1D on Cunning and Knowledge tests. This drawback counts for up to three required flaws. |
Flaw | - | Choose an Ability. You take -1D on all tests pertaining to that ability. In addition, treat your Ability for being 1 rank lower for all passive results and derived characteristics. |
Forgetful | - | Whenever you would test Cunning, re-roll any 6s and take the second roll. |
Furious | - | When rolling Persuasion, your first attempt must be to Intimidate. In addition, take -2D on all Seduction tests. |
Haughty | - | Take -1D on all Empathy tests. When dealing with someone of a lower Status, or someone breaching proper conduct (a woman in armor, a bastard), your starting Disposition must be Dislike or worse. |
Haunted | - | The memories of the past torment you. Take -1D on all Awareness tests. However, during the first round of Combat, you may add your Memory rank to your Fighting test results. |
Honor-Bound | - | You must re-roll 6s on Deception tests and take the second roll, even if it is lower. |
Ignoble | - | You have a reputation for treachery and dishonorable tactics. Take -1D on all Persuasion and Status tests. |
Impaired Sense | - | Choose blindness or deafness. You automatically fail all Awareness tests that rely on that sense. In addition, reduce your movement by -1 yard. |
Inept | - | You are thick and clumsy. Whenever you test Agility, you must re-roll 6s and take the second roll. |
Lascivious | - | During an Intrigue, your first Persuasion attempt must be a Seduction. If it is not, you take a -2 penalty to Intrigue Defense until the end of the Scene. In addition, you take a -2D to Charm tests at all times. |
Marked | - | You bear a nasty scar or physical defect. Whenever you test Persuasion, you must re-roll 6s and take the second roll. |
Maimed | - | As Marked, plus lose any one limb. If the limb lost is a leg, halve your movement and take -1D on all Athletics tests. If it is an arm, you cannot wield Two-Handed weapons, and you take -2D on any test that requires two hands. |
Mute | - | You are incapable of speech. Take -2D to all tests made during an Intrigue; however, opponents take -2D when trying to ascertain your Disposition. |
Naïve | - | Your Intrigue Defense counts as -3 lower against Deception. |
Nemesis | Narrator Guidance | You acquire a destructive enemy, who holds you in utter contempt. The particulars of your nemesis are up to the Narrator, but they will undoubtedly haunt you until you confront him or her. |
Outcast | - | You have done, or have been accused of doing, something terrible, and have been cast out of your lands. Take -2D on all Status tests. |
Poor Health | - | Take -3 on Endurance test results when attempting to recover from an Injury or a Wound. |
Reviled | - | You committed an act so heinous that you are despised across the Seven Kingdoms. Take -1D on all Status tests. In addition, in Intrigues, your opponent's Disposition is one step worse than normal. |
Sickly | - | Take -1D on Endurance tests to resist hazards and ailments. |
Supreme Arrogance | - | Your arrogance blinds you to the dangers swirling around you. Take a penalty to all Awareness test results equal to your Status rank. |
Threatening | - | During an Intrigue, your first Persuasion attempt must be an Intimidation. If it is not, you take a -2 penalty to Intrigue Defense until the end of the Scene. In addition, you take a -2D to Charm and Seduction tests at all times. |
Ward | - | You were sent to your foster House by your birth House. Your Status is based on your position in your birth House. Take -1D on Persuasion tests against members of both your birth and foster Houses. In addition, should your birth House take any kind of overt action against your foster House, you may be slain in retribution. |
Characters who are, at creation, Adults or older must take Drawbacks and/or Flaws.
A Flaw confers -1D on one ability. You may burden the same Ability with multiple Flaws, but the penalty dice can never reach or exceed your rank in the associated Ability. For example, if you have Athletics 3, you may take no more than two Athletics Flaws.
Consult the table below and to the left for the Drawbacks and/or Flaws required for each age, and the table to the right for the Flaw associated with each Ability.
Age | Drawbacks |
---|---|
Youth | - |
Adolescent | - |
Young Adult | - |
Adult | Any one Drawback |
Middle Age | One Flaw for any of the following: Agility, Athletics, Endurance |
Old | Any one Drawback, plus a Flaw for any of the following: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, Marksmanship |
Very Old | Any one Drawback, plus a Flaw for any two of the following: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, Marksmanship |
Venerable | Any one Drawback, plus a Flaw for any three of the following: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, Marksmanship |
Drawbacks that must be taken as part of character creation, unlike those taken voluntarily, do not grant a Destiny Point.
Ability | Flaw |
---|---|
Agility | Clumsy |
Animal Handling | Cruel |
Athletics | Sedentary |
Awareness | Obtuse |
Cunning | Dullard |
Deception | Transparent |
Endurance | Frail |
Fighting | Inept |
Healing | Insensitive |
Knowledge | Uncultured |
Language | Mute |
Marksmanship | Unsteady |
Persuasion | Shy |
Status | Wretched |
Stealth | Obvious |
Survival | Pampered |
Thievery | Unsubtle |
Warfare | Coward |
Will | Brash |
Character creation is quite simple, but it is spread out over a number of steps to help guide you through the process and avoid the inevitable pitfalls that lay in wait.
The steps are as follows:
If you and your fellow players are creating characters for the first time, you create your family’s house and lands as a group first. If you are creating a replacement character for a dead one or are joining an established game, you use whatever the house the group is using.
If you have not yet created a house, find the steps here.
A Character's Concept includes their age and Status, as well as what drives them.
The components of the Concept are as follows:
Age and Status have mechanical repercussions, but the other components are largely narrative in nature. If you need inspiration, rollable tables are included for those components. Otherwise, work with the Narrator to determine each.
Age
Roll on the table below, or choose an age for your character. Your character's age determines their starting experience, the extent to which their Abilities can be trained at creation, as well as their Destiny Points, Benefits, Drawbacks, and Flaws.
3d6 Roll | Starting Age | Age Range |
---|---|---|
3 | Youth | Infant to 9 |
4 | Adolescent | 10 to 13 |
5-6 | Young Adult | 14 to 18 |
7-11 | Adult | 18 to 30 |
12-15 | Middle Age | 30 to 50 |
16 | Old | 50 to 70 |
17 | Very Old | 70 to 80 |
18 | Venerable | 80 or Older |
Status
Roll on the table below, or determine your Character's Status. A person is judged by the quality of their birth, their legitimacy, the purity of their blood, family history, and other factors.
The table below shows the available Status for Characters in an "ordinary" house. If you have created your own House, the Influence of your House may not permit the Lord of your House to have a Status above a certain rank.
If this is the case, work with the Narrator to determine what Status is appropriate for your Character as your Concept dictates.
2d6 Roll | Starting Status | Example |
---|---|---|
2 | 2 | House retainer, common hedge knight, freeman |
3-4 | 3 | Sworn sword, guardsman, squire |
5-9 | 4 | Ranking member of household, maester, junior septon, landed knight, noble bastard |
10-11 | 5 | Banner lord, ward, courtier, septon, advisor |
12 | 6 | Lord of the house, heir, lady, offspring |
Background
You should have at least one Background Event in mind for your Character. Roll on the table below, or create something yourself.
2d6 Roll | Background Event |
---|---|
2 | You served another house (page, sworn sword) |
3 | You had a torrid love affair |
4 | You fought or were involved in a battle |
5 | You were kidnapped and escaped, were ransomed, or rescued |
6 | You traveled across the Narrow Sea for a time |
7 | You achieved a significant deed, maybe saving the life of your lord, killing a giant boar, and so on |
8 | You kept the company of a famous individual |
9 | You were present at a significant tournament (competing or watching) |
10 | You were involved in a villainous scandal |
11 | You were falsely accused of a wrongdoing |
12 | You were held hostage by another house as a ward or prisoner |
Goal & Motivation
Next, you should think about what your character wants most. A goal is what your character works toward, and it informs your character’s choices and actions.
With your goal in mind, you need to determine why you want it. Unlike the nebulous Goal, your Motivation should be more specific.
Roll on the tables below, or create something yourself.
2d6 Roll | Goal |
---|---|
2 | Enlightenment |
3 | Skill, mastery in an Ability |
4 | Fame |
5 | Knowledge |
6 | Love |
7 | Power |
8 | Security |
9 | Revenge |
10 | Wealth |
11 | Justice |
12 | Good |
2d6 Roll | Motivation |
---|---|
2 | Charity |
3 | Duty |
4 | Fear |
5 | Greed |
6 | Love |
7 | Hatred |
8 | Lust |
9 | Peace |
10 | Stability |
11 | Excellence |
12 | Madness |
Virtue & Vice
A Virtue is a favorable trait; a Vice, unfavorable. Come up with at least one of each. Roll on the tables below, or create something yourself.
2d6 Roll | Virtue |
---|---|
2 | Charitable |
3 | Chaste |
4 | Courageous |
5 | Devoted |
6 | Honest |
7 | Humble |
8 | Just |
9 | Magnanimous |
10 | Merciful |
11 | Pious |
12 | Wise |
2d6 Roll | Vice |
---|---|
2 | Ambitious/Grasping |
3 | Arrogant |
4 | Avaricious |
5 | Cowardly |
6 | Cruel |
7 | Foolish |
8 | Licentious |
9 | Miserly |
10 | Prejudiced |
11 | Scheming |
12 | Wrathful |
With a clear idea of your character in mind, you’re ready to improve your abilities. All characters begin with rank 2 in each ability. Using the starting Experience determined by your character’s age, you can improve an ability by purchasing additional ranks. During this step, you must spend all Ability Experience, and you must purchase your Status rank first.
See the Abilities section for a comprehensive list of abilities.
Starting Experience
Age | Ability Experience | Maximum Starting Rank (Except Status) |
---|---|---|
Youth | 120 | 4 |
Adolescent | 150 | 4 |
Young Adult | 180 | 5 |
Adult | 210 | 7 |
Middle Age | 240 | 6 |
Old | 270 | 5 |
Very Old | 330 | 5 |
Venerable | 360 | 5 |
Ability Improvement
Rank | New Ability Rank | Experience |
---|---|---|
-1 | 1 | Gain 50 Exp |
+1 | 3 | 10 |
+2 | 4 | 40 |
+3 | 5 | 70 |
+4 | 6 | 100 |
+5 | 7 | 130 |
Once you have allocated all of your Experience for abilities, your next step is to invest Experience into specialties. As with abilities, you must spend all the experience you are given.
Each rank in a specialty costs 10 exp. See the tables below for specialty experience by age. Note that you cannot improve a specialty beyond the governing ability, so the maximum rank for a given specialty has been determined by the previous step.
Age | Specialty Experience |
---|---|
Youth | 40 |
Adolescent | 40 |
Young Adult | 60 |
Adult | 80 |
Middle Age | 100 |
Old | 160 |
Very Old | 200 |
Venerable | 240 |
Destiny Points have many uses, as detailed in their specific section.
One of the more important uses of Destiny Points is their ability to be invested into Benefits. Benefits generally fall into the same category as Feats or Talents from other game systems - that is to say, an expensive purchase that grants your character special abilities or enchances them beyond what would otherwise be possible.
Your age determines how many Destiny Points you may have, as well as the maximum number of Benefits you may invest in. A character starts with a certain number of Destiny Points depending on their age. Younger Characters have more paths available to them, while those who have survived the trials and tribulations of life in Westeros have likely done so thanks to their own Destiny.
Note that if you invest a Destiny Point in a Benefit, you may not Spend or Burn that Destiny Point unless you forfeit that Benefit. As such, it may not be wise to invest all of your Destiny Points
For example, an Old character has 2 Destiny Points, and can take up to 2 Benefits. Doing so would leave him bereft of Destiny Points in the event he truly needs one.
Destiny Points & Benefits by Age
Age | Destiny Points | Max Benefits |
---|---|---|
Youth | 7 | 3 |
Adolescent | 6 | 3 |
Young Adult | 5 | 3 |
Adult | 4 | 3 |
Middle Age | 3 | 3 |
Old | 2 | 2 |
Very Old | 1 | 1 |
Venerable | 0 | 0 |
You are only required to take Flaws and/or Drawbacks if your character is an Adult or older. You may take a drawback voluntarily to gain a Destiny Point.
Consult the Flaws section for more information. The table listing required flaws and drawbacks is duplicated here:
Age | Drawbacks |
---|---|
Youth | - |
Adolescent | - |
Young Adult | - |
Adult | Any one Drawback |
Middle Age | One Flaw for any of the following: Agility, Athletics, Endurance |
Old | Any one Drawback, plus a Flaw for any of the following: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, Marksmanship |
Very Old | Any one Drawback, plus a Flaw for any two of the following: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, Marksmanship |
Venerable | Any one Drawback, plus a Flaw for any three of the following: Agility, Athletics, Awareness, Cunning, Endurance, Fighting, Marksmanship |
All characters start play with:
This isn't all, however. Roll a Status test - this is the number of Gold Dragons your worldly possessions are worth.
You don't just start with a sack full of gold. Consult the Equipment, Weapons, and Armor sections, and choose some items.
You must spend at least half of your starting coin.
Derived Statistics are applied to either Intrigue or Combat. You have a Defense score for both, as well as Composure (for Intrigue) and Health (for Combat)
Intrigue Defense: Awareness + Cunning + Status
Composure: Will × 3
Combat Defense: Agility + Athletics + Awareness + Defensive Bonus (from shields or parrying weapons) - Armor Penalty
Health: Endurance × 3