A World Of Ice And Fire Character Creation

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  1. The World Of Ice And Fire Book
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Character Creation. Create your Character. Accepted Characters. Character Claims. A SONG OF ICE AND FIRE, an extremely friendly site. We are a game of thrones role play site. THE KINGS AND QUEENS. This is where you can RP in the dream world seeing as the dream world is important it gives you clues and metaphors. Saw the vision of the world, and all the wonder that would be. A Song of Ice and Fire. Discussion in 'Quests' started by kaeim, May 27. View all 7 threadmarks. Character Creation Part 1; Character Creation: Part 2; Character Creation Part 3; Character Sheet; Character Creation Part 4.

Contents Welcome to the ASOIAF RPG WikiWelcome to A Song Of Ice And Fire RPG.Detailing the events of House Norvale in the George R.R. Martin world knows as Game of Thrones.For the publishers website - go here!For a link to the WIKIA go here!This is NOT an accurate representation or adherence from the books, HBO show, any of the authors - information is taken from these sources, but it is not a reference site. This is for our gaming group, and thus the story line, people, actions, history can and will be changed at the guidance of the Narrator to reflect our current storyline. Our game world starts two years prior to Season One of the HBO TV series.For amazing content and information that is related to the book, and TV show, please seeWhat you see within these pages is not canon or content from any of George R.R. Martin, HBO or any other licensed entity or a challenge thereof.All rights reserved to the appropriate licence holders. If I miss any links to authors or credit missed, please advise and I will update immediately!Graphic Adult Content Warning!Ages 18 and above only may proceed.Entering accepts age restriction.Otherwise, close this page.Welcome to our adventures. Character Creation.Narracters.PDF's.

The world of ice and fire pdf

By Eli Cameron.Encyclopedia - House Information, Maps, Customs, Laws, History.Latest activity.

Despite the fact that there has been a copy of A Game of Thrones on the bookshelf for a good decade or more, I have never found the time to pick it up and start reading George R. Martin’s A Song of Ice & Fire series. Nor did I pick it up and start reading it when the television series was made or when Green Ronin Publishing released A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue in George R. Martin’s World of Westeros. In this last week or so, I have however engaged in a marathon one-day viewing of A Game of Thrones, Season One and finished reading through A Song of Ice and Fire Roleplaying: A Game of Thrones Edition released. So now, I at least feel qualified to review what in effect, is the game’s second edition, updated and revised from its original release in 2009 and now including not one, but two full scenarios that had been previously available as separate adventures.What should be made clear about A Song of Ice and Fire Roleplaying: A Game of Thrones Edition is it is not a roleplaying game about playing the events of the novels or the television series. In fact, none of the signature characters appear, or are described, in its pages.

Nor is it set at the time of the novels, but rather, before the chaos of the events that they describe. That said, some spoilers are contained within its pages. Anyway, instead of portraying the signature characters, the players of A Song of Ice and Fire Roleplaying work together to create a minor noble house and attempt to control not just its fortunes, but also those of the members of its household, as roleplayed by the players, either nobles or retainers. This can be through allegiances, war, and intrigue, but ultimately, the fate of the house is tied to one of the Seven Kingdoms of Westeros. These kingdoms vary in nature and tradition as much as the continent of Westeros does, from the sparseness of the North dominated by the three hundred mile long, seven hundred foot high Wall of ice and magic that has protected the lands to the south for millennia, to the rocks and mountains of Dorne in the far South.Whilst the setting of the series and the RPG is one of High Fantasy, it is not one necessarily of great magic. Magic has existed in its past, but exists only in small ways within both the setting and the RPG, mostly as omens or dreams.

A world of ice and fire character creation 1

This is reflected in what is available as characters to the players. They can be warriors, whether Anointed Knights of the nobility or Hedge Knights who have risen from the common folk to sell their service to the nobility; heirs and nobles intriguing for their house; the learned Maesters who wear chain necklaces with each link indicating an area of their learned knowledge and advise the houses on a range of subjects, except for faith, as this is provided by the Godsworn; and any number of retainers and experts that a house might employ, from a bard to a scout. Within the limits of game’s setting, the players are free to create any characters that they want.The process though, starts with House creation – this despite the fact that the rules for this are placed after those for character creation in A Song of Ice and Fire Roleplaying.

The World Of Ice And Fire Book

The players work to create the house together, deciding which of Westeros’ Seven Kingdoms it lies, before rolling handfuls of dice to determine its Resources in terms of its Defense, Influence, Lands, Law, Population, Power, and Wealth. These are influenced by a House’s history and the events that have taken place since. Whilst these are also randomly rolled for, the players are free to decide the exact nature of these events. Once the Resource levels are finally determined, they are then used as points to purchase a House’s castle, hall, or tower; how many children its current Lord has; the features of its lands, basically its terrain types and communities; any lesser or Banner Houses that swear fealty to it – each Banner House can also be created using these mechanics – and what military units it commands; and lastly, features born of wealth, like a marketplace or port.

The players also decide what their House’s motto is and with rolls of even more dice, its coat of arms. Lastly, the players decide upon the members of the household, many of whom will become player characters.The creation process is entertaining and will probably take a session in its own right. Beyond the creation process itself, the House needs to be run from one month to the next. This can be as simple as making a House Fortune roll, which provides a random event such as a plague that reduces a House’s Population Resource or an increase in its Influence Resource with the blessing that the Lady of the House is with child. The Lord of a House can also undertake an action each month, managing Resources, adding new features to his lands, waging war, or even host a tournament. Beyond the mere mechanics, the House serves as a character in its own right, from which the Narrator can derive events and challenges to present to his players. O-O-o-Creating a character in A Song of Ice and Fire Roleplaying involves choosing a place within a House.

This should not be the head of the House, but can be his heir or his heir’s siblings, wards from other Houses, or any number of loyal retainers. Once selected, a character’s age is either chosen or rolled, and this determines how many points he has available to spend on Attributes, Bonus Dice, and Destiny Points, as well as any Flaws or Drawbacks.

The older a character is, the more he has to spend on Attributes and Bonus Dice, but the less he has to spend on Destiny Points as they have already experienced much of his life. Younger characters receive fewer points to spend on Attributes and Bonus Dice, but have more Destiny Points to spend because they have their life yet to lead.Although not a “class or level” game, A Song of Ice and Fire Roleplaying does suggest what character Abilities fit certain Roles and illustrates it with characters from the book. For example, Eddard Stark is listed as a Leader, and the Cunning, Endurance, Fighting, Persuasion, Status, and Warfare Abilities are suggested for that role. The other Roles are Expert, Fighter, Rogue, and Schemer.

Of course, a player is free to combine whatever role and take whatever Abilities he wants for his character. There are a total of eighteen Abilities, from Agility and Awareness to Warfare and Will. They are as much skills as they are the attributes to be found in other RPGs, and range from between one and eight, with an Ability starting at two and rarely going six or above. All of the Abilities are important, but within the setting of Westeros, Persuasion is useful in intrigues; Status represents the circumstances of your birth and station, as well as your skill at governing your House; and Warfare lets you take command of your House’s troops – if it has any! In addition, a character has a number of Specialities attached to his Abilities, such as Climb or Swim for the Athletics Ability, Bluff or Cheat for the Deception Ability, and Axes or Spears for the Fighting Ability.During his creation, a character also begins with a number of Destiny Points, the amount varying according to his age. In game, they can be used to gain bonuses and control of the narrative, but more importantly, if the character is defeated – whether due to intrigue or open combat – they allow him to choose his fate.

Otherwise, it lies in the hands of the victor – which is never a good thing! Whilst the game advises that the character keeps some for this purpose, during character creation, they can be used to purchase Benefits.

These are the equivalent of Advantages in other games, and fall under several categories – Ability, Fate, Heritage, Martial, and Social. For example, the Guttersnipe Ability Benefit allows re-rolls of one on the results of all Thievery Tests; the Heir Fate Benefit grants no mechanical advantage, but should the head of the House die, then you inherit the Head of House Benefit and control the family’s fortunes; the Bludgeon Fighter I Martial Benefit makes it easier for the user’s weapon to shatter armour; and the Charismatic Social Benefit grants a bonus to Persuasion Tests. Many of the Benefits given in the game directly reflect elements of the setting, such as Brother of the Night’s Watch or Animal Cohort. Many also stack and require previous Benefits, such as Short Blade Fighter I, Short Blade Fighter II, and Short Blade Fighter III, such as the Warg benefit needing Warg Dreams and Animal Cohort.In addition to these Benefits, older characters tend to suffer from Drawbacks, which inflict penalties on a character’s Abilities, and Flaws, which are like traditional Disadvantages of other roleplaying games.

Lastly, a character rolls for his Life Events around which his background can be created, and either chooses, or rolls, for his Goal, Motivation, Virtue, and Vice. Again, these have no mechanical bearing on the game, and are included as roleplaying hooks.Alternatively, some nine pre-generated characters are included as ready-to-play examples. A player is free to use these, or create his own. The creation process is more fun though. O-O-o-Lady Ingirun InstallAs the eldest legitimate offspring of House Install, Lady Ingirun rages at her situation.

She does not wish to be married off to maintain some alliance, but rather to see to her House’s fortunes herself. She is torn between the aims of her parents, rent in twain by her father’s madness. Under his guidance, she would be a warrior and a raider, leading the house’s fleet into war.

Only last year she took command of a vessel that was harried by pirates and turned her ship upon the buccaneers, not only capturing its captain in personal combat, but saving both the lives of her mother and younger brother in the process.Her mother wishes her daughter to marry well and so strengthen House Install in the process. She has been presented at several courts, but as charming and as charismatic as she is, her suitors rarely linger. Vivacious and disarming she can be, but there is something a little odd about both her and some of the things that she says, things that sometimes come to pass. O-O-o-A Song of Ice and Fire Roleplaying uses what Green Ronin Publishing calls the Chronicle System which only uses six-sided dice.

This of course, makes its mechanics easier for anyone coming to the game via the books or the television series rather than another RPG. To undertake an action, a character gets to roll a number of dice equal to the Ability plus any Speciality dice, but he only gets to keep a number of dice equal to the Ability.

A Routine Test would be 6, with difficulties rising in steps of three. In certain situations, Degrees of Success matter, each requiring multiples of five above the basic Test value.For example, Lady Ingirun Install is aboard a ship that has been attacked by a pirate ship. She has prepared for the attack and donned her sword and armour.

As the pirate comes alongside, she attempts to leap across. This is an Athletics Test, which the Narrator sets at Formidable or 12. Her player asks that Ingirun receive a bonus for her Blood of the Ironmen Benefit and her Courageous Virtue and the Narrator gives her a +2 bonus. He rolls a 4, 5, and 6, which together with the +2 gives her a total of 17. This also gives Ingirun the equivalent of a Great Success and her Narrator rules that she has landed on her feet in the pirate boat and is ready to fight.The combat system has a pleasing brutality to it.

It makes a strong division between physical defence and physical protection. Thus the lighter the type of armour that a defendant is wearing, the more difficult it is to hit him, but when he is hit, his armour stops less damage. A defendant wearing heavy armour is easier to hit, but his armour offers him better protection. He is also much slower. Weapon damage is not determined by a die roll, by the actual weapon used. For example, a Greatword does damage equal to the wielder’s Athletics Ability +3. Most weapons also have one or more Qualities of their own.

The Greatsword has the Qualities of Powerful, Slow, Two-handed, Unwieldy, and Vicious, which means that a wielder can put more effort into a strike and inflict more damage (Powerful), that the wielder cannot divide his attacks against multiple opponents (Slow), requires two hands (Two-handed), is difficult to use on horseback (Unwieldy), and in defeating an opponent, always kills him (Vicious). Whilst a simple hit inflicts a set amount of damage, Degrees of Success multiply the base damage, which when you consider that the base Health rating for a character is 6, means that combat can be very deadly. Combat is not necessarily complex, but it does offer plenty of options, especially once characters start employing manoeuvres.When a character has his Health reduced to 0, he has been defeated. It can offset though, by taking Wounds or Injuries, which involves taking penalties to Tests until a character is healed. If he is defeated though, the victor chooses what happens to you. Common options include Death, Maiming (with an accompanying reduction in one Ability), being Ransomed (or being held captive until this can be paid), Take the Black (exile and service with the Night’s Watch rangers on the Wall), or Unconsciousness.

Alternatively, the Defeated could Yield and negotiate with the Narrator as to his fate; or he could burn a Destiny Point to decide what happens.For example, having led her troops aboard the pirate vessel, Lady Ingirun has cut her way through several of the pirates, but not without suffering in injury to her arm that imposes a -2 to all Tests in the combat. She finally reaches the pirate captain, Olef the Red, and attacks with the fury of the Blood of the Ironmen, giving her a single extra die to roll and keep. She has Fighting 3+1B with a longsword, so she gets to roll five dice and keep four, deducting two from the final result.

She rolls 2, 3, 3, 6, and 6, chooses the highest four results, and deducts 2 to get a final result of 16. The captain is wearing ring mail and has a Combat Defence of 4, so Ingirun has rolled 14 higher than the target. This is three Degree of Success and so Ingirun inflicts 12 points of damage, which is reduced to 8 by his ring mail. The pirate captain cannot withstand this blow and attempts to yield.

Ingirun, ever the schemer, demands Olef and his men surrender and enter her service, or die. O-O-o-Mace WellerLittle is known of Mace Weller’s background and he rarely speaks of it. A trained Water Dancer despite his obviously being from Westeros rather than Bravos across the Narrow Sea, Weller has returned to his homeland where he is currently a sword master in the employ of House Install. If anyone asks, he will state that he was a student of the late Titos Fallelan, famed Bravoosi Water Dancer and nothing more.

Anonymous'The new edition is cleaner and tidier, and it has all of the errata worked in from the original A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue.' Discussion on the Green Ronin forums indicates that the new edition does not have all the errata from the original hardback edition.Green Ronin have said they will be providing a pdf of the errata + a list of all the changes from the old hardback edition.The most accurate version of this game remains the 'Pocket Edition' which is a softback black & white printed edition.