This thread is intended to be used for the House "character" sheet, the "cast of thousands" and individual player character sheets. To prevent it from being too cluttered, I'm hoping for one post per "sheet", with each player editing his own sheet as his character develops/advances, but we'll see how it goes.
The House character sheet mainly just gathers all the details of the House in one place.
The cast of thousands sheet will mostly just be a list of names, affiliations, and maybe a quirk or two to help remind players of the game who the *ahem* players of the game are.
For the character sheets themselves, you can format them however you feel, although I'll be posting a full character sheet for Lord Loughton as an example. I won't detail all the rules for ASoIaF RPG, but for those unfamiliar, in brief:
1. Your abilities determine what you roll when you attempt an action with a chance of failure. The higher you roll the better; - the system uses degrees of success (roughly, 1 degree for every 5 you beat the Difficulty by, max 4 degrees). Difficulties ranges from Automatic (0) to Challenging (9) to Heroic (21+). Most will fall around Challenging. You test your Abilities by rolling 1d6 for each rank and adding them together. If you have a specialty that applies, you add the indicated number of bonus dice to the roll, taking the best X rolls, where X is your rank. If you have any penalty dice that apply, they reduce the number of dice you get to keep.
Older characters begin with more points to spend on abilities and specialties than younger ones.
You gain abilities and specialties by spending experience after completing story goals.
2. Destiny Points allow you to wallop fate. You can invest, spend, or burn destiny. You invest destiny in qualities, which generally give you bonuses to certain tests, or brand new actions; invested destiny is unavailable until you choose to uninvest it. You can spend destiny to do "small" things, like add a bonus die to a test, ignore a penalty die, add a minor detail to a scene, cancel someone's spending of a destiny point, etc.; Spent destiny is gone until the end of the adventure. You can burn destiny to to "big" things, like add +5 to a test, convert all bonus dice to test dice, remove all damage and injuries, avoid certain death; Burnt destiny is gone for good.
Younger characters begin with more destiny than older ones.
You gain destiny by doing "cool" things during the adventure, completing certain story goals, taking on drawbacks, or spending experience to buy them.
3. Qualities - Benefits help you, Drawbacks hinder you. Older characters begin with more drawbacks. Starting characters can only have up to 3 benefits, depending on how many Destiny points they invest.
4. Combat and Intrigues work somewhat similarly. You have a set number of "points" available to you (Health and Composure, respectively) which when reduced to zero means you lose. You can reduce/remove the damage done to your Health or Composure by taking on Injuries and Wounds (for Health) or Frustrations (for Composure) - thus you are in narrative control of how badly your own character is hurt.
Armor reduces damage taken in combat, shields make you harder to hit, weapons determine how much damage you do. Weapons also have qualities that determine the characteristics of your attacks, like whether they stun, pierce, are slow, etc...
Your disposition reduces damage taken in intrigues and provides modifiers to your Deception and Persuasion rolls. Techniques determine how much damage (influence) you do. Unlike weapons and armor, you always have access to all techniques and dispositions, and can change from round to round. Techniques can either be based on Persuasion or Deception - if you are legitimately interested in the actual action, that's Persuasion; if you are lying about your motives, that's Deception.
As a handy reference:
Disposition / Damage Reduction / Deception Modifier / Persuasion Modifier
Affectionate / 1 / -2 / +5
Friendly / 2 / -1 / +3
Amiable / 3 / 0 / +1
Indifferent / 4 / 0 / 0
Dislike / 5 / +1 / -2
Unfriendly / 6 / +2 / -4
Malicious / 7 / +3 / -6
* Generally, the nicer you are, the easier it is to persuade people, but it's harder to lie to them, and you're more vulnerable to attack yourself.
Technique (In Brief)
- Influence / Persuasion Specialty / Deception Specialty
Bargain (Get target to do something in exchange for recompense)
- Cunning rank / Bargain / Bluff
Charm (Get target to like you)
- Persuasion rank / Charm / Act
Convince (Use logical arguments to get target to do something)
- Will rank / Convince / Act
Incite (Get target angry so that act against someone else)
- Cunning rank / Incite / Bluff
Intimidate (Use threats to get target to do something)
- Will rank / Intimidate / Act or Bluff
Seduce (Appeal to target's libido)
- Persuasion rank / Seduce / Bluff
Taunt (Goad target into doing something)
- Awareness rank / Taunt / Bluff
* In addition, some techniques have additional effects, such as Charm improving the target's disposition (making them easier targets for later techniques) and Taunt worsening it.
Out of Character thread: http://www.enworld.org/forum/talking-talk/303188-asoiaf-rpg-tourney-gulls-recruiting.html
IC Thread: http://www.enworld.org/forum/playing-game/307985-asoiaf-rpg-tourney-gulls-ic.html
The House character sheet mainly just gathers all the details of the House in one place.
The cast of thousands sheet will mostly just be a list of names, affiliations, and maybe a quirk or two to help remind players of the game who the *ahem* players of the game are.
For the character sheets themselves, you can format them however you feel, although I'll be posting a full character sheet for Lord Loughton as an example. I won't detail all the rules for ASoIaF RPG, but for those unfamiliar, in brief:
1. Your abilities determine what you roll when you attempt an action with a chance of failure. The higher you roll the better; - the system uses degrees of success (roughly, 1 degree for every 5 you beat the Difficulty by, max 4 degrees). Difficulties ranges from Automatic (0) to Challenging (9) to Heroic (21+). Most will fall around Challenging. You test your Abilities by rolling 1d6 for each rank and adding them together. If you have a specialty that applies, you add the indicated number of bonus dice to the roll, taking the best X rolls, where X is your rank. If you have any penalty dice that apply, they reduce the number of dice you get to keep.
Older characters begin with more points to spend on abilities and specialties than younger ones.
You gain abilities and specialties by spending experience after completing story goals.
2. Destiny Points allow you to wallop fate. You can invest, spend, or burn destiny. You invest destiny in qualities, which generally give you bonuses to certain tests, or brand new actions; invested destiny is unavailable until you choose to uninvest it. You can spend destiny to do "small" things, like add a bonus die to a test, ignore a penalty die, add a minor detail to a scene, cancel someone's spending of a destiny point, etc.; Spent destiny is gone until the end of the adventure. You can burn destiny to to "big" things, like add +5 to a test, convert all bonus dice to test dice, remove all damage and injuries, avoid certain death; Burnt destiny is gone for good.
Younger characters begin with more destiny than older ones.
You gain destiny by doing "cool" things during the adventure, completing certain story goals, taking on drawbacks, or spending experience to buy them.
3. Qualities - Benefits help you, Drawbacks hinder you. Older characters begin with more drawbacks. Starting characters can only have up to 3 benefits, depending on how many Destiny points they invest.
4. Combat and Intrigues work somewhat similarly. You have a set number of "points" available to you (Health and Composure, respectively) which when reduced to zero means you lose. You can reduce/remove the damage done to your Health or Composure by taking on Injuries and Wounds (for Health) or Frustrations (for Composure) - thus you are in narrative control of how badly your own character is hurt.
Armor reduces damage taken in combat, shields make you harder to hit, weapons determine how much damage you do. Weapons also have qualities that determine the characteristics of your attacks, like whether they stun, pierce, are slow, etc...
Your disposition reduces damage taken in intrigues and provides modifiers to your Deception and Persuasion rolls. Techniques determine how much damage (influence) you do. Unlike weapons and armor, you always have access to all techniques and dispositions, and can change from round to round. Techniques can either be based on Persuasion or Deception - if you are legitimately interested in the actual action, that's Persuasion; if you are lying about your motives, that's Deception.
As a handy reference:
Disposition / Damage Reduction / Deception Modifier / Persuasion Modifier
Affectionate / 1 / -2 / +5
Friendly / 2 / -1 / +3
Amiable / 3 / 0 / +1
Indifferent / 4 / 0 / 0
Dislike / 5 / +1 / -2
Unfriendly / 6 / +2 / -4
Malicious / 7 / +3 / -6
* Generally, the nicer you are, the easier it is to persuade people, but it's harder to lie to them, and you're more vulnerable to attack yourself.
Technique (In Brief)
- Influence / Persuasion Specialty / Deception Specialty
Bargain (Get target to do something in exchange for recompense)
- Cunning rank / Bargain / Bluff
Charm (Get target to like you)
- Persuasion rank / Charm / Act
Convince (Use logical arguments to get target to do something)
- Will rank / Convince / Act
Incite (Get target angry so that act against someone else)
- Cunning rank / Incite / Bluff
Intimidate (Use threats to get target to do something)
- Will rank / Intimidate / Act or Bluff
Seduce (Appeal to target's libido)
- Persuasion rank / Seduce / Bluff
Taunt (Goad target into doing something)
- Awareness rank / Taunt / Bluff
* In addition, some techniques have additional effects, such as Charm improving the target's disposition (making them easier targets for later techniques) and Taunt worsening it.
Out of Character thread: http://www.enworld.org/forum/talking-talk/303188-asoiaf-rpg-tourney-gulls-recruiting.html
IC Thread: http://www.enworld.org/forum/playing-game/307985-asoiaf-rpg-tourney-gulls-ic.html
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