Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
Character Builds & Optimization
ASoIaF RPG - A Tourney of Gulls Houses and Characters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cor Azer" data-source="post: 5545610" data-attributes="member: 870"><p>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.</p><p></p><p>The House character sheet mainly just gathers all the details of the House in one place.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>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.</p><p></p><p>Older characters begin with more points to spend on abilities and specialties than younger ones.</p><p></p><p>You gain abilities and specialties by spending experience after completing story goals.</p><p></p><p>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.</p><p></p><p>Younger characters begin with more destiny than older ones.</p><p></p><p>You gain destiny by doing "cool" things during the adventure, completing certain story goals, taking on drawbacks, or spending experience to buy them.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>As a handy reference:</p><p>Disposition / Damage Reduction / Deception Modifier / Persuasion Modifier</p><p>Affectionate / 1 / -2 / +5</p><p>Friendly / 2 / -1 / +3</p><p>Amiable / 3 / 0 / +1</p><p>Indifferent / 4 / 0 / 0</p><p>Dislike / 5 / +1 / -2</p><p>Unfriendly / 6 / +2 / -4</p><p>Malicious / 7 / +3 / -6</p><p>* 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.</p><p></p><p>Technique (In Brief)</p><p>- Influence / Persuasion Specialty / Deception Specialty</p><p>Bargain (Get target to do something in exchange for recompense)</p><p>- Cunning rank / Bargain / Bluff</p><p>Charm (Get target to like you)</p><p>- Persuasion rank / Charm / Act</p><p>Convince (Use logical arguments to get target to do something)</p><p>- Will rank / Convince / Act</p><p>Incite (Get target angry so that act against someone else)</p><p>- Cunning rank / Incite / Bluff</p><p>Intimidate (Use threats to get target to do something)</p><p>- Will rank / Intimidate / Act or Bluff</p><p>Seduce (Appeal to target's libido)</p><p>- Persuasion rank / Seduce / Bluff</p><p>Taunt (Goad target into doing something)</p><p>- Awareness rank / Taunt / Bluff</p><p>* 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.</p><p></p><p>Out of Character thread: <a href="http://www.enworld.org/forum/talking-talk/303188-asoiaf-rpg-tourney-gulls-recruiting.html" target="_blank">http://www.enworld.org/forum/talking-talk/303188-asoiaf-rpg-tourney-gulls-recruiting.html</a></p><p>IC Thread: <a href="http://www.enworld.org/forum/playing-game/307985-asoiaf-rpg-tourney-gulls-ic.html" target="_blank">http://www.enworld.org/forum/playing-game/307985-asoiaf-rpg-tourney-gulls-ic.html</a></p></blockquote><p></p>
[QUOTE="Cor Azer, post: 5545610, member: 870"] 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: [url]http://www.enworld.org/forum/talking-talk/303188-asoiaf-rpg-tourney-gulls-recruiting.html[/url] IC Thread: [url]http://www.enworld.org/forum/playing-game/307985-asoiaf-rpg-tourney-gulls-ic.html[/url] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
ASoIaF RPG - A Tourney of Gulls Houses and Characters
Top