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Chapter 5: Destiny & Qualities Chapter 5: Destiny & Qualities
Chapter 5: Destiny & Qualities Chapter 5: Destiny & Qualities
Of all the people born, living, and who will eventually die in the Seven tiny Point to acquire a benefit. During character creation, you start the
Kingdoms, you are different, for you are important, and your story mat- game with a number of Destiny Points determined by your starting age.
ters. You are distinct, significant, and your life may shape the future of Younger characters have more Destiny Points, while older characters
Westeros, even if only in a small way. Your destiny sets you apart. It have less. Your age limits how many Destiny Points you can invest in
is the brush to the canvas of your life. It is luck, fate, or maybe divine qualities; younger characters have fewer qualities, and older characters
providence. Regardless of the source, it is what ultimately sets you apart have many options but more flaws. For details, see CHAPTER 3: CHAR-
from your fellow men and women. ACTER CREATION.
Note not all SIFRP characters have Destiny; indeed, most do not.
DESTINY POINTS The various smallfolk, hedge knights, merchants, and assorted rabble
encountered in the course of the game are not touched by Destiny in
the same way as the characters and their major rivals, those who play
Destiny is opportunity, the ability to shape the outcomes of your ex- the game of thrones. They may have some qualities, but not the special
periences by subtly altering the story in ways to let you overcome ad- favor of fate, not a purpose to fulfill beyond the mere fact of their ex-
versity and lift yourself above the fickle fortunes of mere probability. istence. For more on this, see Adversaries and Allies in CHAPTER 11:
As your character grows older and more accomplished, you may invest THE NARRATOR.
your Destiny Points into qualities, which manifest as specific advan-
tages but also ground you, binding you to the fabric of the setting.
Each time you acquire a quality, you bring yourself closer to realizing
Spending Destiny Points
what your destiny shall be. Of course, you might resist, you might The easiest and most conservative use of Destiny Points is to spend
flee your fate, but then who’s to say that your flight wasn’t planned them. Whenever you spend a Destiny Point, you adjust your circum-
all along? stances. You might activate an environmental quality, alter the out-
Your fate lives in DESTINY POINTS. Through them, you take control come of a test, or assume narrative control over the story in some
of the story, create opportunities where none exist, escape near-certain minor way. Once you spend the Destiny Point, you cannot use it again
death, or use them to advance your own cause. You may use your Des- until you achieve a story goal, the climax of a particular chapter in
tiny Points in one of three ways: spend, burn, or invest. You spend a your character’s life. Since you should be able to achieve a story goal in
Destiny Point to change the game in a minor way. You burn a Destiny one or two game sessions, you are rarely without your Destiny Points
Point to change the game in a significant way. Or you invest a Des- for long.
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CHAPTER 5: DESTINY & QUALITIES
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CHAPTER 5: DESTINY & QUALITIES
FATE QUALITIES
ANIMAL COHORT A H 3 (T 1B) Gain service of Animal Cohort.
BROTHER OF THE NIGHT’S
— You are a member of the Night’s Watch.
WATCH
CADRE P 5 Gain veteran squad.
COHORT S 3 Gain service of a devoted ally.
FAMOUS — Your fame gives you advantages in intrigues.
GREENSIGHT W 5 Experience true dreams
HEAD OF HOUSE — You are the highest-ranking member in your noble house.
HEIR — You will one day inherit your family’s lands and holdings.
HEIRLOOM H H H You gain a Valyrian steel weapon
LANDED S You gain lands and holdings.
LUCKY — Re-roll one test per day, and take best result.
MAESTER C 3, K F (2) You are a maester of the Citadel.
MASTER OF RAVENS A H 3 Dispatch ravens to bear your messages.
MAN OF THE KINGSGUARD S You are charged with protecting the royal family.
NIGHT EYES — See in darkness.
PIOUS W 3 (D 1B) Gain +1D once per day.
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HERITAGE QUALITIES
BLOOD OF THE ANDALS — You are uncommonly lucky.
BLOOD OF THE FIRST MEN — Your heritage makes you tough and hardy.
BLOOD OF HEROES — Exceed 7 limit on a specific ability.
BLOOD OF THE IRONMEN — Seawater flows through your veins.
BLOOD OF THE RHOYNE — You are agile and elusive.
BLOOD OF VALYRIA — People find you compelling.
BLOOD OF THE WILDLINGS — You were born free of the tyranny of Westeros.
MASSIVE E 5 You are uncommonly large.
MARTIAL QUALITIES
ACCURATE M 4 +1D against opponents with cover.
ACROBATIC DEFENSE A 4 (A 1B) Lesser Action to add twice Acrobatics to Combat Defense.
ANOINTED S +2 on Status test, 1/day gain +5 to Defenses.
ARMOR MASTERY — +1 AR, –1 Bulk.
AXE FIGHTER I F 4 (A 2B) Sacrifice bonus dice to deal extra damage.
AXE FIGHTER II F 5 (A 3B), A F I Sacrifice bonus dice to inflict a wound.
AXE FIGHTER III F 6 (A 4B), A F II Sacrifice bonus dice to inflict a wound and Maimed quality.
BERSERKER — Make free attack with injury or wound; fight past death.
BLUDGEON FIGHTER I F 4 (B 2B) Weapon gains or increases Shattering by 1.
F 5 (B 3B),
BLUDGEON FIGHTER II Foe loses 1 Lesser Action on hit and –1 tests.
B F I
F 6 (B 4B),
BLUDGEON FIGHTER III Foe gains wound, prone, loses action.
B F II
BRAAVOSI FIGHTER I F 4 (F 1B) Increase Defensive Bonus by +1.
BRAAVOSI FIGHTER II F 5 (F 2B), B F I Boost Combat Defense.
BRAAVOSI FIGHTER III F 6 (F 3B), B F II Free attack when opponent misses you.
BRAWLER I F 4 (B 1B) Fists are Fast and deal extra damage.
BRAWLER II F 4 (B 3B), B I Fists are Powerful and add Athletics rank to Fighting result.
BRAWLER III F 5 (B 5B), B II Stun opponents with fist attack.
DANGER SENSE A 4 Re-roll 1s on initiative tests, deny surprising opponent +1D to attack you.
DEADLY SHOT M 5 Bows and crossbow gain Armor Piercing 1 and Vicious.
DEFT HANDS A 4 Reduce weapon’s reload time.
DOUBLE SHOT M 5 (B 3B) Fire two arrows at once.
FAST — Move +1 yard, run ×5 Movement.
FURY A 4 (S 2B) –2D to deal +4 damage.
HAIL OF STEEL M 4 (T 2B) Thrown weapons gain Fast quality.
IMPROVED ARMOR MASTERY A M Increase AR by 1 for a total of +2.
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SOCIAL QUALITIES
ADEPT NEGOTIATOR D 3 No penalty from your disposition.
ATTRACTIVE — Re-roll 1s on Persuasion tests.
AUTHORITY — Reduce disposition penalties to Persuasion by 2.
CAUTIOUS DIPLOMAT A 4 (E 2B) Retain bonus dice from consider during intrigues.
CHARISMATIC† P 3 Add +2 to the result of Persuasion test.
COMPELLING† C Increase influence with specialty by 1.
COURTEOUS P 3 You have impeccable manners.
DUTIFUL W 4 You are unfailing in your loyalty.
ELOQUENT L 4, P 4 Automatically go first in an intrigue.
FAVORED OF NOBLES — +1B on Persuasion tests against characters with 4 or higher Status.
FAVORED OF SMALLFOLK — +1B on Persuasion tests against characters with 3 or lower Status.
MAGNETIC C Achieve greater results with Charm.
RESPECTED R 2B Your accomplishments and reputation inspire respect.
STUBBORN W 3 (D 1B) Add Dedication to Composure.
TREACHEROUS — Add Cunning rank to Deception result.
+2B on Persuasion tests against characters
WORLDLY —
from lands other than Westeros.
†You may select this quality multiple times.
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Heritage Qualities Your Marksmanship attacks can defeat your opponents’ cover. Gain +1D
to Marksmanship tests made to attack opponents benefitting from cover..
Heritage qualities are benefits related to your lineage and family. You may
only have one of these, even if you would qualify for more than one. Acrobatic Defense Martial
Martial Qualities You are extraordinarily mobile in combat. By flipping and
somersaulting, you make yourself a difficult target.
Martial qualities provide advantages when wielding weapons, wearing
armor, and provide a variety of combat-related abilities. REQUIRES AGILITY 4 (ACROBATICS 1B)
Social Qualities You gain a new combat maneuver. Spend a Lesser Action to add a num-
ber equal to twice the number of bonus dice you possess for Acrobatics to
Social qualities provide advantages in intrigues, improve intrigue-relat- your Combat Defenses until the beginning of your next turn. You cannot
ed tests, and expand your intrigue options. use this maneuver if you are wearing armor with Bulk 1 or greater.
Choose one animal from the following list: dog, eagle, horse, raven,
shadowcat, or wolf. This animal is extremely loyal to you and aids you in
combat. So long as your animal cohort is adjacent to you or your oppo-
nent, you gain +1D to Fighting tests. Check with your Narrator for your
animal cohort’s statistics or for additional choices. Should the Animal
Cohort die, you lose this benefit and the Destiny Point you invested.
Anointed Martial
You stood vigil, swore vows, and received the seven oils f
rom a holy septon. You are a true knight.
REQUIRES SPONSOR
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CHAPTER 5: DESTINY & QUALITIES
You derive the full benefits for being an anointed knight. Add +2 to Axe Fighter II Martial
all of your Status test results. You may draw strength from your com-
mitment to the knightly virtues and the strength of your convictions.
You can cripple your opponents with your savage strikes.
You gain a new combat and intrigue maneuver usable once each day. REQUIRES FIGHTING 5 (AXES 3B), AXE FIGHTER I
Spend a Free Action on your turn to increase Combat Defense, In-
trigue Defense, and all passive ability results by +5 until the beginning Whenever you make a Fighting test to attack using an axe, you can
of your next turn. sacrifice all your bonus dice before the test to deal additional damage.
Note: A character need not take the Anointed Benefit in order to be On a hit with the attack and if you get at least two degrees of success,
a knight. It simply reflects a knight whose anointing was a major event, the target takes wound in addition to any damage the attack deals. The
sponsored by an important figure. wound bestowed by this benefit does not reduce any damage.
You must choose which Axe Fighter benefit (if any) applies when
Armor Mastery Martial you attack with axes.
You are accustomed to the weight and bulk of armor
and know how to wear it to maximize its benefits. Axe Fighter III Martial
You can tear off limbs and sever heads with each swing of your axe.
When wearing any armor, add +1 to its AR and for the purposes of
calculating movement, you treat the armor as having 1 less Bulk (if it REQUIRES FIGHTING 6 (AXES 4B), AXE FIGHTER II
has any).
Whenever you make a Fighting test to attack using an axe, you can sac-
Artist Ability rifice all your bonus dice before the test to deal additional damage. On
a hit with the attack, the target takes wound in addition to any damage
You can produce beautiful works of art. the attack deals. The wound bestowed by this benefit does not reduce
any damage. In addition, the target must succeed on an Endurance test
Choose any one art form. Examples include painting, poetry, com-
against your Fighting test result or permanently gain the Maimed qual-
position, and sculpture. You may produce art of its kind. Spend eight
ity. An opponent may burn a Destiny Point to avoid gaining this quality.
hours each day for five days performing your art and earn 10 silver
You must choose which Axe Fighter benefit (if any) applies when
stags. You may also make a CHALLENGING (9) Cunning test to earn
you attack with axes.
1 extra silver stag per degree. At the Narrator’s discretion, you may
gain +1D on Persuasion tests against people aware of and impressed
by your work.
Beastfriend Ability
You have a knack for handling and dealing with animals.
Attractive Social
You gain +1D on Animal Handling tests made using the Charm or
You possess incredible beauty. Those who are susceptible to such Train specialties.
looks find it hard to concentrate when in your presence.
Authority Social Each time you take an injury or wound, you may make a Fighting attack as a
Free Action against an adjacent enemy. You gain no bonus dice for this test.
You wear the mantle of leadership, In addition, you can continue fighting even when you should be de-
and people recognize you as figure of authority. feated. At the end of your turn, if you have taken wounds sufficient to
defeat you, you may make a FORMIDABLE (12) Will test to continue
During an intrigue, reduce your Persuasion penalty (if any) by two.
fighting. The penalty dice gained from wounds do not apply. You may
Thus, when your disposition is Dislike, you take no penalty, when Un-
make a number of such tests equal to your Endurance rank. After this
friendly it is –2, and when Malicious it is –4.
time, you are defeated as normal.
Whenever you make a Fighting test to attack using an axe, you can sacrifice Once per day, add 2 to the result of any one test you have just made. As
bonus dice before the test to deal additional damage. On a hit with the at- well, choose one ability in which you have 3 or more ranks. Whenever
tack, your target takes extra damage equal to the number of bonus dice you you test this ability, you may reroll a single die. You must take the result
sacrificed at the start of its next turn. This extra damage ignores AR. of the second roll, even if it’s worse than the first.
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CHAPTER 5: DESTINY & QUALITIES
The blood of Valyria flows hot in your veins, giving you a certain Braavosi Fighter I Martial
fierceness and natural command that others find unsettling. You
have the silver hair and purple eyes common to most folk hailing You skill with fencing weapons lets you
from that ancient freehold.
REQUIRES FIGHTING 4 (FENCING 1B)
Add 2 to the results of every Intimidate test and Persuasion test you
make. Whenever you are attacked by fire or heat, increase your passive
Fencing weapons in your hands gain Defensive +1 or increase their ex-
Endurance by 2. Finally, before engaging in an intrigue, your Status
isting Defensive Bonus by +1. You always retain +1 of this bonus, even
counts as one rank higher for the purposes of influencing a target with-
when making an attack with the weapon.
out fully engaging in an intrigue.
Add a number equal to your Athletics ranks to passive Endurance You gain a new combat maneuver. Spend a Greater Action to make an
whenever you are attacked by cold. In addition, characters with high attack using a fencing weapon. Your bonus dice do not apply. A hit deals
Status can never automatically compel you and must always engage in normal damage, but for every degree you increase your Combat Defense
an intrigue. by 1 until you next make a Fighting test.
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CHAPTER 5: DESTINY & QUALITIES
Each time an opponent misses you with a Fighting attack, you may
make a single Fighting attack with a fencing weapon against that op-
ponent as a free action.
Brawler I Martial
You are lightning fast with your fists.
REQUIRES FIGHTING 4 (BRAWLING 1B)
Your fist attacks gain the Fast quality. In addition, your fist attacks deal
damage equal to your Athletics rank –2.
Brawler II Martial
You are capable of delivering powerful, damaging
blows with your bare hands.
REQUIRES FIGHTING 4 (BRAWLING 3B), BRAWLER I
Your fist attacks gain the Powerful property. In addition, you may add
your Athletics rank to your Fighting test results when making Fighting
tests using your fists.
You derive the full effects from being a member of the Night’s Watch.
Take -2D on all Status tests. You regain any destiny points invested in
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CHAPTER 5: DESTINY & QUALITIES
Heir or Head of House and lose these benefits if you have them. When- You gain a cohort. Create another character using the rules described in
ever you earn Coin or Glory, you may not invest them into your house, CHAPTER THREE: CHARACTER CREATION. The cohort’s Status cannot
but may invest them into your division (Castle Black, Shadow Tower, exceed your own. Your cohort is loyal and follows your commands to
or Eastwatch-by-the-Sea). Finally, you gain an additional benefit based the best of his or her ability. If your cohort dies, you lose this quality and
on your order. the Destiny Point you invested to gain it. A cohort earns experience at
half the experience you earn.
B RANGER: Add your Cunning ranks as a bonus to all Survival While your cohort is adjacent to you, increase your Combat Defense
test results. and Intrigue Defense by 2.
B BUILDER: Gain the Trade benefit without investing a Destiny
Point. The specific trade must be of a benefit to the Wall. Compelling Social
Such is the power of your personality,
B STEWARD: Add the number of bonus dice assigned to Steward- others find it hard to resist your demands.
ship to all Persuasion test results.
REQUIRES CHARISMATIC
You must have the Narrator’s permission to select this quality. Tak-
ing this quality results in the loss of all other Fate qualities, though you
Choose one Persuasion specialty for which you selected the Charis-
regain invested Destiny Points for losing the quality.
matic benefit. When using this specialty in an intrigue, increase its In-
fluence by 1.
Cadre Fate You may choose this benefit multiple times. Each time you select this
You surround yourself with experienced fighting men quality, its benefits apply to a different specialty of Persuasion for which
who are unfailingly loyal to you and yours. you have also selected the Charismatic quality.
REQUIRES PERSUASION 5
Connections Ability
You gain a veteran squad of ten men. Work with the Narrator to derive You have a number of spies and informants in a particular area.
these statistics. The cadre may be all guards, but you may also derive
REQUIRES STREETWISE 1B
their statistics from any unit in which your house has invested. In skir-
mishes, the cadre automatically reorganizes and rallies at the start of
Choose one region (such as the North or the Reach) or a city (King’s
each of your turns until destroyed. If destroyed, you lose this quality and
Landing or Port of Ibben for example). You have connections in this
the Destiny Point you invested to acquire it.
place, and you can tap them to gather information about them. You gain
+1D on all Knowledge tests made while in your chosen location.
Cautious Diplomat Social You may select this quality multiple times. Each time, it applies to a
Extensive experience with negotiation gives you an advantage new location.
when you take the time to size up your opponent first.
REQUIRES AWARENESS 4 (EMPATHY 2B)
Courteous Social
You have impeccable manners.
Whenever you take the Consider action during an intrigue, the bonus
REQUIRES PERSUASION 3
dice gained can exceed the normal limits on bonus dice. In addition, you
retain these dice until the end of the intrigue.
Add a number to Deception test results equal to one-half your Persua-
sion ranks (round down, minimum 1). In addition, when an opponent
Charismatic Social targets you with the Read Target action, increase your passive Decep-
You can put your strong personality to good use. tion result by a number equal to your Cunning ranks.
REQUIRES PERSUASION 3
Danger Sense Martial
Choose one Persuasion specialty. Add 2 to the test result of any Persua- Your keen senses hel p you to can anticipate danger before it reveals
sion test involving that specialty. itself.
You may choose this benefit multiple times. Each time, choose a new
REQUIRES AWARENESS 4
specialty.
You may re-roll all 1s on Agility tests made to determine the order of
Cohort Fate initiative. In addition, whenever you or a unit to which you are attached
You have a close bond with another character is surprised in combat, your opponent does not gain the customary +1D
and benefit when in his or her company. on the Fighting or Marksmanship tests.
REQUIRES STATUS 3
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CHAPTER 5: DESTINY & QUALITIES
REQUIRES AGILITY 4 Whenever you encounter a potentially valuable object, you may spend
one minute examining it and roll a CHALLENGING (9) Cunning test.
When armed with a weapon that has the Reload quality, you may re- A successful test allows you to determine its relative worth. Each ad-
duce its reload time from one Greater Action to one Lesser Action, or ditional degree reveals a piece of trivia about the object, including its
one Lesser Action to one Free Action. maker, circumstances related to its maker’s life, and so on.
When rolling an Agility test, you may re-roll a number of ones equal to Choose one specialty in which you have bonus dice. You gain +1D on
the bonus dice in the specialty that relates best to the test (e.g. balance all tests related to the selected specialty.
for tightrope walking) (minimum 1 die). You may select this quality multiple times. Each time, it applies to a
new specialty.
Double Shot Martial
Face in the Crowd Ability
You can fire two arrows at once.
Even in strange places, you ou are adept at
REQUIRES MARKSMANSHIP 5 (BOWS 3B) making it seem as though you belong.
You gain a new combat maneuver. Spend a Greater Action to make REQUIRES STEALTH 3 (BLEND IN 1B)
two attacks at once when using a Marksmanship weapon. Resolve these
attacks as normal Marksmanship attacks, but with a -1D to each test. Add a number equal to your Cunning ranks to Stealth checks made
You may make both attacks against the same target or divided between to Blend In. Using Stealth to Blend In is always a Free Action for you.
two adjacent targets.
Famous Fate
Dutiful Social You are known throughout the Seven Kingdoms.
You are unfailingly loyal.
During an intrigue when you would make a Persuasion test to Charm or
REQUIRES WILL 4 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
Your opponents take a –1D on all Persuasion checks made to influence number from your Stealth test results equal to your Status ranks.
you involving Convince, Intimidate, or Seduce. Work with your Narrator to determine what you did to become famous.
If you are a young adult or younger, you may only select this quality after
Eidetic Memory Ability you have done something in the game the Narrator deems worthy of fame.
You have an astonishing capacity for recalling
details about something you have seen or read. Fast Martial
You are uncommonly fast on your feet.
REQUIRES CUNNING 2 (MEMORY 1B)
When calculating your move, your starting move is 5 yards. When run-
When testing Cunning to use Memory, you may add your Memory
ning, you move five times your Movement.
bonus dice as test dice.
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CHAPTER 5: DESTINY & QUALITIES
the test depends on the size of the bonus you wish to confer. A failed test
Favored of Nobles Social indicates the subject matter was too lofty for the student to absorb.
Those of high birth regard you as one of their own.
DIFFICULTY BONUS DICE
You gain +1B on all Persuasion tests made to interact with characters R () 1B
possessing 4 or more ranks in Status.
C () 2B
Favored of Smallfolk Social F () 3B
You are comfortable around those of low rank. H () 4B
V H () 5B
You gain +1B on all Persuasion tests made to interact with characters
with 3 or fewer ranks in Status. H () 6B
Once you have successfully instructed the student, that student may
Furtive Ability at any time make a CHALLENGING (9) Cunning test (Memory applies)
to recall your teachings. A success grants the character +1B per degree,
drawn from the bonus dice you conferred. Once the student exhausts
REQUIRES STEALTH 4 (SNEAK 1B)
the pool of bonus dice, the student may not draw further on your teach-
ings without another lesson.
Reroll any result of 1 on all of your Stealth checks. When making a
Stealth check to sneak, you may add a number equal to your Agility
ranks to your test result. Great Hunter Ability
You are a hunter of great prowess.
Fury Martial
REQUIRES SURVIVAL 4
You are wrathful and filled with rage in battle.
When making Fighting tests or Marksmanship tests to attack an ani-
REQUIRES ATHLETICS 4 (STRENGTH 2B)
mal, you may add a number equal to your Survival ranks to your test
results. In addition, you may treat one bonus die as a test die when mak-
You gain a new combat maneuver. Spend a Greater Action to make a
ing Survival tests to hunt.
Fighting attack. This attack takes -2D, but if you hit, increase the dam-
age by +4 before applying the benefits for degrees of success.
Greensight Fate
Gifted Athlete Ability Your dreams sometimes come true.
You are in excellent physical shape REQUIRES WILL 5
and are skilled in a particular area of Athletics.
According to legend, greenseers were children of the forest who possessed
REQUIRES ATHLETICS 4
incredible powers over nature, but more importantly, they possessed the
ability to accurately foretell the future. Though the greenseers and the chil-
Choose one Athletics specialty. When testing Athletics to perform your
dren of the forest are long gone from Westeros, some possess the greensight
chosen specialty, you may treat one-half your bonus dice (round down,
and experience the occasional prophetic dream if they know what it is they
minimum 1) as test dice.
are looking for. You have two kinds of dreams: premonitions and portents.
You may select this quality multiple times. Each time, choose a new
When you sleep, roll 1d6. On a 6, you experience one or the other.
Athletics specialty.
B PREMONITIONS are simple dreams, more emotion and feeling than
Gifted Teacher Ability concrete images. They are warnings of trouble in your personal life,
and provide inspiration and strength to make it through those
You can impart your wisdom onto your students.
events. In game terms, you may choose any single test the following
REQUIRES KNOWLEDGE 4, PERSUASION 3 day to gain a +1D on, reflecting a sudden insight into the difficulty
and how to navigate it best. Another way that premonitions might
You gain a new use for Persuasion. Spend at least one hour instructing be employed is when spending or burning a point of Destiny to
another character. A successful Persuasion test lets you to grant that char- edit a scene, allowing you to have retroactively dreamt of this situ-
acter bonus dice on Knowledge tests related to your instruction. Thus, ation (although such dreams aren’t always believed or remembered
if you succeeded on Persuasion test to instruct another character about when they happen). In such a situation, the scene editing results
architecture, that character would gain bonus dice on his own Knowledge from the character gaining insight from the dream.
test related to architecture. You may not instruct characters who have
more bonus dice than you have in a particular specialty. The Difficulty of B PORTENTS are prophetic dreams, powerful visions of what is to
come—or of what is happening now. The dreams are filled with
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Greenseers
The legends of the children of the forest speak of their greens-
eers, mighty wizards who wielded strange and elemental pow-
ers. Prophets, shamans, masters of the wild places—the stories of
their mystical prowess have grown in the retelling, while other of
their abilities have been lost to the march of years.
While Green Dreams is the beginning of their powers, it is far
from the pinnacle. It is known that not only do greenseers pos-
sess the green dreams, but are also wargs of no small ability. The
heights of occult mastery to which these dual paths lead are still
untold, however. So for the moment, we present these beginnings.
You may reroll a number of 1s rolled on a Thievery test equal to the number
Head of House Fate
of bonus dice in the specialty that best applies (minimum 1 reroll). You are the head of your household.
Hail of Steel Martial You receive the full benefits for being the head of your house. Add 2 to
all of your Status test results.
You can fling knives and axes with amazing speed and accuracy. You must secure permission from your Narrator and your fellow
players before you can select this quality. Only one member of your
REQUIRES MARKSMANSHIP 4 (THROWN 2B)
group can have this quality at a time.
Thrown weapons in your hands gain the Fast quality.
Heir Fate
Hardy Ability You stand to inherit the fortunes of your house.
You are exceptionally healthy and can recover from injuries rapidly.
You receive the full benefits for being next in line to rule your house.
REQUIRES ENDURANCE 3 (STAMINA 1B) Add 1 to all of your Status test results. Should anything happen to the
head of house, you exchange this quality for the Head of House quality.
When testing Endurance to remove injuries or wounds, you may ignore You must secure permission from your Narrator as well as your fel-
one –1 penalty or one –1D on your test. low players before you take this benefit.
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You inherited the Valyrian steel weapon that has been in your fam- You may select this quality multiple times. Each time, select a new
ily for countless generations. Valyrian steel weapons are typically area of expertise.
swords or daggers, but with your Narrator’s permission, you may
apply this benefit to a different weapon. See page 128 for details on
these weapons.
Landed Fate
You have earned the favor of your lord, and in exchange, you have
Improved Armor Mastery Martial been granted lands and title.
You are comfortable in armor and can optimize its use to maximize REQUIRES SPONSOR
the benefits it confers.
The individual to whom your sword is sworn recognizes your constant
REQUIRES ARMOR MASTERY and loyal service and grants you a parcel of land on which to build a
home and rule as you see fit. As a landed knight, you are in the debt to
Increase the AR of any armor you wear by 1. Decrease the armor’s pen- your lord and must answer to his call to arms and attend him when-
alty to Combat Defense by 1. These benefits stack with similar benefits, ever he has need. You may spend Experience to increase your Status.
such as those conferred by Armor Mastery. See CHAPTER 6: HOUSE & LANDS for guidelines on founding a house
and managing lands.
Improved Weapon Mastery Martial
You are skilled with a particular weapon. Leader of Men Martial
REQUIRES WEAPON MASTERY The men you lead would give their lives for you.
REQUIRES WARFARE 4 (COMMAND 1B)
Choose a single weapon for which you selected Weapon Mastery. In-
crease the weapon’s base damage by 1. Once per round of a skirmish or battle, you may automatically reorga-
You may select this quality multiple times. Each time, its effects ap- nize one disorganized unit or rally one routed unit. Using this quality
ply to a different weapon. does not count as an order.
Each time you would test Awareness to notice something, you may re- Whenever you make a Fighting test to attack using a long blade weap-
roll a number of 1s equal to the number of bonus dice you possess for on, you may sacrifice bonus dice to maneuver your opponent. For every
the Notice specialty. Also, increase your passive Awareness result by a two bonus dice sacrificed, you and your opponent move 1 yard in any
number equal to your Cunning ranks. direction with a hit. Should you move your opponent in such a way that
they would lose their balance or be in danger, your opponent can negate
Knowledge Focus Ability this movement by succeeding on a CHALLENGING (9) Agility test. Bonus
You are an expert on a particular subject. dice from the Dodge specialty apply.
You must choose which Long Blade Fighter benefit (if any) applies
REQUIRES KNOWLEDGE 4 when you attack with long blades.
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Accumulated Knowledge
The following categories are the most common areas of study found in Westeros.
Alchemy
Alchemy is the ability to identify and produce substances from other, innocuous substances. Once solely the province of the Alchemists’ Guild
in King’s Landing, the maesters of the Citadel have since subsumed much of the alchemy knowledge into their own studies.
Architecture
Architecture encompasses anything and everything related to the subject of building. With this ability, you could assess the defense of a
fortification, the quality of a bridge, and gain an advantage when sapping a wall.
Astronomy
You know the twelve houses of the night sky, the names of the constellations, the movements of the heavenly bodies, and the meanings of
celestial phenomena.
Geography
Geography reflects a familiarity with the lay of the land, the ability to recall information about landmarks, communities, and terrain without
need for referencing maps.
Heraldry
Heraldry represents the ability to identify a noble house by its colors and
sigil or by the family motto. Heraldry also includes an understanding of Heraldry
that house’s history and major exploits. DIFFICULTY DESCRIPTION
Nature
This Lore reflects an understanding of nature, covering everything from the seasons, to weather, the ability to identify plants, the character-
istics of animals, and anything else related to the natural world.
Religion
With this Lore, you have an understanding of the major religions found in Westeros and beyond, including the old gods, the Seven, the Lord
of Light, and most other cults, sects, and fanatical groups.
Underworld
Lore of the underworld reflects a knowledge of criminal activities, subversive groups, and anything else that circumvents or erodes the laws
of the land.
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Whenever you make a Fighting test to attack using a long blade weap- B You have a cell inside the White Tower at King’s Landing and are
on, you may sacrifice all of your bonus dice to deliver a dreadful wound. supplied with a castle-forged longsword, castle-forged plate, and
If you achieve three or more degrees of success, you deal normal dam- mail armor, and whenever you have need of general equipment, the
age, impart a wound (this does not reduce other damage), and give the crown supplies it.
target the Maimed quality (see page 95). A target can burn a Destiny B You no longer have ties to your family and cannot derive any ben-
Point can avoid gaining this quality. efits from your house’s lands or fortunes, though when you gain
You must choose which Long Blade Fighter benefit (if any) applies Glory, you may invest up to one-half (round down, minimum 1)
when you attack with long blades. into your former house.
You must have the Narrator’s permission to select this quality. Tak-
Lucky Fate
ing this quality results in the loss of all other Fate qualities, though you
You are uncharacteristically lucky. regain invested Destiny Points for losing the quality.
Once per day you may re-roll a single test. You take the better of the
two results. Massive Heritage
You are uncommonly large.
Maester Fate REQUIRES ENDURANCE 5
You have forged your chain of knowledge and wear it proudly.
You can wield Two-handed weapons in one hand, and you may ignore
REQUIRES CUNNING 3, KNOWLEDGE FOCUS (ANY TWO OR MORE)
the Unwieldy quality of these weapons (if any).
You gain the full benefits for being a maester of the Citadel. You are
now immune to the household fortunes of your birth house, but you Master of Ravens Fate
suffer the effects of the household fortunes of the house to which you You are skilled at handling ravens.
are assigned. In addition, add a number equal to your Cunning ranks to
all Knowledge and Will test results. REQUIRES ANIMAL HANDLING 3
You must have the Narrator’s permission to select this quality. Tak-
ing this quality results in the loss of all other Fate qualities, though you You may dispatch ravens to bear messages. When doing so, make an
regain invested Destiny Points for losing the quality. Animal Handling test (bonus dice from Charm apply). The Narrator
A character need not take the Maester Benefit in order to be a mae- sets the difficult based on distance, speed, or danger to the bird. Most
ster. It simply reflects a maester who has successfully and fully severed messages require only a ROUTINE (6) test. The Narrator makes this test
all ties with his past, and whose learning has become an inspiration for in secret on your behalf.
others of the Citadel.
Miracle Worker Ability
Magnetic Social You know a variety of techniques and remedies to aid your patients.
You have a way about your personal manner that cultivates REQUIRES HEALING 4
alliances and friendships.
Add a number to all Healing test results you make equal to the num-
REQUIRES CHARISMATIC
ber of bonus dice you assigned to Education. Whenever you success-
fully use Healing to diagnose your patient, you gain +2B plus +1B for
Whenever you defeat a foe using Charm, that foe’s disposition increases
each degree of success on your next Healing test to treat the patient.
by a number of steps equal to the number of bonus dice you invested in
You may swap two bonus dice gained from this benefit into one extra
Charm (minimum 2 steps).
test die.
You gain the full benefits for being a member of the Kingsguard. You REQUIRES PERSUASION 3
gain the following benefits:
You can perform in front of audiences and earn a living doing so. To
B Increase your Status to 5. perform, you must succeed on a Persuasion test. The Difficulty is usu-
B Increase your Composure by 2. ally CHALLENGING (9), but it may be higher or lower depending on the
atmosphere and mood of the crowd. If you succeed, you earn 1d6 silver
B When fighting to protect the king, queen, or other members of the
stags. Each additional degree results in an additional coin. A single test
royal family, you may add +2 to all Fighting test results.
represents an evening’s performance.
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If you roll a Critical failure, your act offends your audience and you You gain a new combat maneuver. Spend a Greater Action to make a
are tossed out for your poor performance. Until you next succeed on a Fighting attack using a pole-arm. Make a Fighting test, but subtract 2
Persuasion test to perform, you take a –5 penalty on your Persuasion from your test result for each opponent in your reach that you want to
test results. hit with this attack. Compare your test result to the Combat Defense
of each target. Opponents you hit take normal damage and are knocked
Night Eyes Fate to the ground.
You have exceptional vision and can see clearly in the dark.
Pole-Arm Fighter II Martial
You never suffer a penalty to tests when attempting them while in areas You can use your pole-arm to unhorse your opponents.
of low light. You still suffer penalties as normal when in darkness.
REQUIRES FIGHTING 4 OR ATHLETICS 4, POLE-ARM FIGHTER I
Pious Fate When using a pole-arm to pull a rider from his mount, you may treat
You have deep-seated conviction and unwavering your pole-arm bonus dice as test dice. If you fail to beat the rider’s Ani-
devotion to your god or gods. mal Handling test, you are disarmed.
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applies). Your bonus dice from the Pole-arm specialty apply to the You may add the number of bonus dice you assigned to the Short Blade
opposed Strength test. specialty to the damage for any attack you make using a short blade. This
extra damage applies after you apply the benefits from your degrees of
Polyglot Ability success.
You have a great facility with languages.
Sinister Ability
REQUIRES CUNNING 4 (DECIPHER 1B)
Everything about you suggests you are a dangerous individual.
You can read any language in which you have at least 1 rank. When
exposed to a language with which you aren’t familiar, you may make a During the first round of every combat or intrigue, you gain a +2 bonus
FORMIDABLE (12) Cunning test. If this test succeeds, you gain 1 rank to you Combat Defense and Intrigue Defense.
in the Language for the duration of the scene. For every two additional
degrees on the test, you gain an extra rank. Skinchanger Fate
You have mastered the method of skinchanging and can now freely
Respected Social leave your body for a variety of skins.
Your accomplishments are widely known and
REQUIRES WILL 5 (DEDICATION 2B), WARG
your reputation inspires respect in others.
REQUIRES REPUTATION 2B You are now no longer restricted to your Animal Cohort for the pur-
pose of warging. Entering an animal that is not your Animal Cohort
Your opponents take -1D on Persuasion tests made to target you with requires mastering the animal’s Will.
Incite, Intimidate, or Taunt. This process involves finding an animal in sensory range and engag-
ing in a Conflict Test, using your Animal Handling against the beast’s
Shield Mastery Martial passive Will. The animal resists its will being subsumed, and many
animals will demonstrate either fear or anger at the intrusion. Success
You are able to deflect attacks with ease when wielding a shield. means that you have imprinted your will upon the animal, and may
REQUIRES FIGHTING 3 (SHIELDS 1B) control it through your Warg Benefit.
While you are wearing one of these skins, you may use it to enter into
Increase the Defensive Bonus of any shield carried by +1 per rank in combat. As an added benefit, it can take Injuries and Wounds. If the
the Shields specialty, to a maximum of doubling the bonus granted by animal takes a Wound, however, you snap back to your own body and
the shield. gain a point of Fatigue from the experience.
It is difficult to imprint upon too many beasts at once, however. After
the first non-Animal Cohort beast so imprinted, add a +3 cumulative
Short Blade Fighter I Martial
bonus to the beast’s passive Will for the purpose of imprinting it. There
You know how to slip your blade through the chinks are practical limits to how many beasts may be active as potential warg-
in even the heaviest armors. skins at once, and those wargs who manage to accrue large numbers
of beasts are well-respected and feared among those cultures (such as
REQUIRES FIGHTING 4 (SHORT BLADES 1B)
wildlings) who acknowledge the existence of wargs.
Short blade weapons in your hands gain the Piercing 1 quality. If the By spending a Destiny point, a warg may also make a human of
weapon already has this quality, increase it by 1. Cunning 1 into a viable target for this Benefit, allowing the warg to ride
those who are simpler in mind.
If, at the moment of his bodily death, a warg is either within one of
Short Blade Fighter II Martial his skins or cognizant enough to shift into one of them, he may burn
You can pull blades with lightning speed. a Destiny point to permanently take over that creature, continuing his
existence. He retains his Cunning and Will, as well as all appropriate
REQUIRES FIGHTING 5, SHORT BLADE FIGHTER I
Benefits and Drawbacks, particularly his warging abilities.
You can draw a short blade as a Free Action. In addition, add a number
to your Fighting test results made using a short blade equal to the bonus Spear Fighter I Martial
dice you assigned to the Short Blades specialty.
A short blade is a deadly weapon in your hands. You gain a new combat maneuver. Spend a Greater Action to make a
Fighting attack using a spear. Make a Fighting test. A hit deals normal
REQUIRES FIGHTING 6, SHORT BLADE FIGHTER II
damage. If you miss, make a second attack against any other foe in your
reach to deal damage equal to your Athletics - 1 on a hit.
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Skinchangers
Uncommon in the North, where the old gods still hold
some sway, skinchangers are virtually unknown in the culti-
vated south. A skinchanger, sometimes known as a beastling,
is a rare individual capable of casting out his mind to fill the
consciousness of an animal. At first, the link can only occur
between the individual and an animal to which he or she is
close, and even then, still only with exceptional animals.
When a skinchanger first awakens this ability, confusion is
the most likely result because the person experiences only vivid
dreams and impossible events. Such links are unconscious, and
the skinchanger has no control over these sensations, though
the effects on a skinchanger and the animal begin to manifest
early, as they take on the mannerisms of the other. In time, with
practice and often the training of another skinchanger, the sk-
inchanger learns to control the experience, blending his con-
sciousness with the animal at times of his own choosing.
Skinchanging is dangerous for numerous reasons. The beastling
must ever resist the influence of the animal and must always fight
to retain his own identity, so strong is the animal’s touch. As well,
should the skinchanger be killed while inhabiting his host creature,
he remains trapped in the mind of the beast, condemned to spend
the remainder of his days lost in the mind of his linked animal.
There doesn’t appear to be any limits on the types of creatures
a skinchanger can inhabit. Wargs, skinchangers who bond with
wolves, are relatively common enough to color the opinions of
most Northmen, but there are examples of skinchangers who link
with shadowcats, eagles, direwolves, and even bears. It’s said that
the greatest skinchangers were the greenseers, children of the for-
est who could wear the skins of any beast.
Spears in your hands gain the Piercing 2 quality. If the spear already has
Talented Ability
the Piercing quality, instead increase it by 2.
You have a natural talent with a single ability.
Sponsor Fate Choose any ability. Add 1 to the results of any test using this ability.
You have the favor of an important personage. You may select this benefit multiple times. Each time, choose a new
ability.
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Choose one terrain type from the following: deserts, forests, hills, Warg Fate
marshes, mountains, plains, or coastal lands. You may add the number The connection between your animal friend and yourself is
of the bonus dice you assigned to Education to the results of any Sur- available to you while you are awake, allowing you to slip into its
vival test made in this terrain. You never take a Movement penalty when skin as you will.
moving through this terrain. You may select this benefit multiple times.
Each time, its effects apply to a different terrain type. REQUIRES WILL 5 (DEDICATION 2B), WARG DREAMS
You can safely wear the skin of your Animal Cohort, slipping into its
Tough Martial skin as a Greater Action. You use the animal’s statistics but retain your
You are uncommonly tough and can shrug off damage with ease. own Cunning and Will; during this time, however, your body is insen-
sate and unconscious, and you have no awareness of what is going on
REQUIRES RESILIENCE 1B
around you.
You may remain in this form as long as you wish, though be aware
Increase your Health by a number equal to the bonus dice you assigned
your true body’s needs must be met, and extended trips into your Ani-
to Resilience.
mal Cohort could cause you to starve to death if you remain out for a
week or more. You can return to your body automatically. While you are
Tourney Knight Martial wearing your Animal Cohort’s skin, you may even enter into combat
You are a veteran of numerous tournaments. with it. As an added benefit, the animal can take Injuries, but if this
happens you snap back to your own body and gain a point of Fatigue
REQUIRES FIGHTING 3 (SPEARS 1B), STATUS 3 (TOURNAMENTS 1B)
from the experience.
You have learned a trade. Choose any one trade. You have to invest at Whenever you sleep, roll 1d6. On a result of 1–5 you have a normal
least 2 silver stags and spend ten hours each day for five days. After this night of sleep. A result of 6 indicates you slipped into the skin of
period is up, roll a CHALLENGING (9) Cunning test. A success grants you your Animal Cohort, filling your mind with strange sensations and
6 × your initial investment (12 silver stags for a Profit of 10 silver stags). experiences. While wearing its skin, you can attempt to influence the
Each additional degree improves the multiplier by 1 (so 35 silver stags creature by making an opposed Will test. If you win, you take control
for two degrees of success and 5 silver stags as investment). If you roll of the animal. You may act normally, but you use the beast’s statistics
a Critical failure, your investment is lost, and you receive –1D on your in place of your own.
next Trade test. Finally, you may create items related to your trade that If the animal wins, it retains control, but you can see through its
allow you to purchase them for half the list price. eyes and experience what it experiences. In either case, you cannot
free yourself from the animal unless you succeed on another CHAL-
Treacherous Social LENGING (9) Will test. You may test just once per hour you occupy
You use your cunning and duplicity to outmaneuver your enemies. the animal. An ally can give you another test before this time is up by
shaking you vigorously. If the animal takes any Damage while this is
During an intrigue, you may add a number equal to your Cunning ranks happening, you are snapped back to your own body and gain a point
to all of your Deception test results. of Fatigue from the experience.
Finally, each time you have an out-of-body experience, you must
succeed on a CHALLENGING (9) Will test (Dedication applies). If you
Triple Shot Martial
succeed, you suffer no ill effect. On a failure, you take –1D on all Per-
Like Anguy the Archer, you can fire three arrows at once. suasion tests until you next sleep. If you ever fail two consecutive Will
tests after two nights of skinchanging, you permanently reduce your
REQUIRES MARKSMANSHIP 7 (BOWS 5B), DOUBLE SHOT
Cunning by 1 rank.
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Warg-Beasts
The beast of a warg who has died becomes cannier and more humanlike in its understanding of certain things. They are not as intelligent
as humans, although they may seem to be so, in some situations. Specifically, anytime the beast finds itself in situations that would ring
familiar to its now-dead warg master, it may find itself acting in accordance with that master’s desires and opinions.
In game terms, such animals gain the Cunning specialty Memory 1B. In addition, any time the animal finds itself in a situation of
powerful emotional resonance to its old master—confronted by someone or some place important to his old master, or in situations the
master loved or hated—the animal gains a +1D for uses of Cunning associated with that experience, granting it nearly human levels of
reasoning.
Should you die, a part of yourself enters your Animal Cohort, mak- Weapon Savant Martial
ing it more intelligent, with emotional ties to people, places, and events
You are able to pick up any weapon
inherited from you.
and fight with accomplished skill.
Water Dancer I Martial REQUIRES AGILITY 4, CUNNING 4, FIGHTING 5
Your eyes see true.
You can wield any weapon without penalty, regardless of its training
REQUIRES FIGHTING 3 (FENCING 1B) requirements.
Add to all Awareness test results and your passive Awareness result a Worldly Social
number equal to your Fighting ranks.
You are familiar with people from beyond the Seven Kingdoms.
Water Dancer II Martial Gain +2B on all Persuasion tests made to interact with characters not
You are swift as a deer and quick as a snake. from the Seven Kingdoms.
Add to all Agility test results a number equal to your Fighting ranks.
DRAWBACKS
The following drawbacks are listed in alphabetical order. For a sum-
Water Dancer III Martial mary of the drawbacks, consult TABLE 5–2: DRAWBACKS. Generally,
You are graceful and elusive in battle. you may only take a particular quality once unless mentioned in the
quality’s description. Whenever you voluntarily take a drawback, you
REQUIRES WATER DANCER II gain 1 Destiny Point. You cannot have more drawbacks than you
have benefits. However, when you gain a drawback as a consequence
Add to your Combat Defense a number equal to the bonus dice you
of defeat, you do not gain a Destiny Point. You may always burn a
assigned to the Fencing specialty when you are armed with a Fencing
Destiny Point to remove the effect of a particular drawback you have
weapon.
gained.
You lose this benefit if you are denied your Awareness to your Com-
The following drawbacks are by no means complete. People in
bat Defense at any point. You lose this benefit when wearing armor with
Westeros and beyond seem ever inventive in finding new ways to be de-
Bulk 1 or higher.
spicable. If you’d like to explore some other dimension of human failing
not included here, work with your Narrator to come up with something
Wealthy Fate appropriate that’s a significant drawback.
You have fortunes from inheritance or through mastery of business. All adult or older characters begin with one drawback. Generally,
this manifests as flaw, but with your Narrator’s permission, you may
At the start of each month, you may roll an EASY (3) Cunning or Status test choose another drawback instead.
to refill your coffers. Success earns you 10 gold dragons times your degree.
Bastard Born
Weapon Mastery Martial You are the product of lust and, thus, were born into illegitimacy,
You are skilled with a particular weapon. a stigma you must bear for the rest of your days.
Choose a weapon. Increase the weapon’s base damage by 1. As a bastard, you take –1D on all Persuasion tests when interacting with
You may select this quality multiple times. Each time, its effects ap- characters with a higher Status. You do not take your family’s name.
ply to a different weapon. Instead, you gain a surname based on the lands of your birth.
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CHAPTER 5: DESTINY & QUALITIES
REGION SURNAME
D Sand
D Waters
I I Pyke
T N Snow
T R Flowers
T R Rivers
T S Storm
T V Stone
T W Hill
Decrease your Health by 2. Whenever you would spend a Destiny Point, roll 1d6. On a roll of a 1,
the Destiny Point has no effect and is wasted.
Craven
Debt
You are a coward.
You are saddled with a terrible debt.
Whenever you are engaged in combat or intrigue, you take –1D on all
tests. Each round as a Free Action, you may attempt a FORMIDABLE (12) You are burdened by debt. All purchases cost twice the listed amount (to
Will test to find your courage. If you succeed, you remove the penalty reflect your scarce resources).
and gain a +1B on all tests.
Disturbing Habit
Crippled You have an unusual compulsion, a habit others find unsettling.
You suffered a terrible injury or were born twisted in some way.
When recognized and using Persuasion to Intimidate, you gain +1D.
You reduce your Movement by –2 yards (to a minimum of 1 yard). In all other uses of Persuasion, however, you take a –1D on Persua-
sion tests.
Cruel Insanity
Dwarf
You are heartless and wicked, lacking in compassion and empathy.
You have an unusually short stature.
You take –2D on all Awareness tests involving Empathy. In addition,
when engaging in intrigues, your opponent’s disposition is always one Reduce your base Movement by –1 yard. In addition, you take –1D on
step worse if they recognize who you are. all Persuasion tests made to Charm and Seduce.
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Eunuch Flaw
You were cut. You suffer from some malady or weakness.
REQUIRES MALE GENDER When you gain this drawback, select a single ability. You take –1D on all
tests involving this ability. For how these flaws might manifest in your char-
You take a –1D on all Persuasion tests, but enemies cannot use Seduce to acter, see the following chart. When calculating your passive test result with
influence you. As well, you may sire no children and, thus, can have no heirs. this ability, you treat your ability as being 1 point lower. For example, if
you have Perception 4 and the Flaw (Awareness) drawback, your passive
Fear Awareness result would by 12 ([4 − 1] x 4). You also reduce any derived
You are deeply afraid of something. characteristics (such as Intrigue Defense or weapon damage) by 1.
Choose one object of your fear—fire, snakes, wolves, women, and so on. Forgetful
When in the presence of the thing you fear, you take a –1D on all tests.
Your mind wanders, and you have problems recalling small details.
Each round on your turn, roll 1d6. On a 6, you overcome your fear and
lose this penalty for the duration of the encounter. Whenever you test Cunning, you must re-roll any die result of a 6 and
You must get the Narrator’s approval when selecting the object of take the second roll.
your fear.
Furious
Feeble
You have a terrible temper.
You are ancient.
When rolling Persuasion tests, your first roll must use Intimidate. In
REQUIRES OLD AGE OR OLDER
addition, you take –2D on all Persuasion tests made to Seduce.
You cannot make Agility, Athletics, Fighting, or Marksmanship tests,
but you gain +1D on all Cunning and Knowledge tests. Haughty
This drawback counts for up to three required flaws for characters of Your sense of propriety overshadows your compassion.
the venerable age group.
You take a –1D on all Awareness tests involving Empathy. When deal-
Flaws ing with someone beneath your station or who breaches proper conduct
ABILITY FLAW (such as a woman in armor, a bastard, and so on), your starting disposi-
tion must be Dislike or worse.
A Clumsy
A H Cruel Haunted
A Sedentary The memories of the past torment you.
A Obtuse
You take a –1D on Awareness tests, but during the first round of com-
C Dullard
bat, you may add the number of Memory bonus dice to your Fighting
D Transparent test results.
E Frail
F Inept Honor-Bound
H Insensitive You are honorable to a fault.
L Mute
You must re-roll all 6s on Deception tests and take the second roll, even
K Uncultured if it’s worse than the first roll.
M Unsteady
P Shy Ignoble
S Wretched You have a reputation for treacherous and dishonorable tactics.
S Obvious
You take –1D on all Persuasion and Status tests.
S Pampered
T Unsubtle Impaired Sense
W Coward You are blind or deaf.
W Brash
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CHAPTER 5: DESTINY & QUALITIES
Whenever you test Agility, you must re-roll any die result of a 6 and
Poor Health
take the second roll. Either from excess or poor constitution, you are never quite healthy.
Lascivious Reduce Endurance test results made to remove injuries or wounds by 3..
As marked, plus lose any one limb. If the limb lost is a leg, halve your You take a penalty to all Awareness test results equal to your Status.
Movement and take –1D on all Athletics tests. If the limb lost is an
arm, you cannot wield two-handed weapons, and you take a –2D on any Threatening
test that requires two hands. You exude a menacing aura.
Mute During an intrigue, if your first Persuasion test does not use Intimidate,
Whether born this way or maimed later, you are incapable of speech. you take a -2 penalty to Intrigue Defense until the end of the scene. You
also take a –2D on all Persuasion tests made to Charm or Seduce.
You take –2D on all tests made during intrigues; however, opponents
take –2D to ascertain your disposition. Ward
You were given over to your foster House by your birth House.
Naïve
You are unskilled at detecting deception. You were sent to your foster House by your birth House as part of
either a pact against aggression between the Houses (in which case
You take a -3 penalty to Intrigue Defense against Deception tests. there is likely a member of the foster House who is a Ward of your
birth House), or as part of the defeat of your birth House. Your Sta-
Nemesis tus is based on your position in your birth House, not on the foster
House.
You have a dire enemy. You take a -1D on all Persuasion tests with both your birth and foster
Houses; each assumes that you speak from a position of favoring the
You acquire a destructive enemy, an individual who holds you in utter other, and is therefore less likely to heed what you have to say. Addition-
contempt whether you did something to deserve it or not. The particu- ally, should your birth House take any kind of overt action against your
lars of this flaw are up to the Narrator to define, but your nemesis will foster House, you may be slain in retribution.
undoubtedly haunt you until you confront him or her.
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