This is the character sign-ups for my ASOIAF RPG, which is set in Westeros during the War of the Five Kings-players take the roles of members and friends of a royal house during the Game of Thrones...note, first the characters are being chosen and created here, then the players are designing a House.
We're using the Mythweavers Song of Ice and Fire sheets, the alpha versions. -->
http://www.myth-weavers.com/sheetshttp://www.bay12forums.com/smf/index.php?topic=145324.msg5781079;topicseen#msg5781079 <--Skill System Example
http://www.myth-weavers.com/sheet.html#id=52931 <--Example Char
I have the materials on hand, and will provide them if you ask-otherwise, feel free to ask me as many questions as you would like in this thread.
Character CreationThis determines the ability, destiny and specialty points you have to spend in the next steps. Younger characters have less ability and specialty points, but have more Destiny points, which can be used to alter rolls in their favor, and are used to purchase abilities that are like Feats.
Young Adult (14-18)
Ability pts: 18
Specialty pts: 6
Destiny pts: 5
Max Ability Rank: 5
Adult (19-30)
Ability pts: 21
Specialty pts: 8
Destiny pts: 4
Max Ability Rank: 7
Middle Age (31-50)
Ability pts: 24
Specialty pts: 10
Destiny pts: 3
Max Ability Rank: 6
Old (51-70)
Ability pts: 27
Specialty pts: 16
Destiny pts: 2
Max Ability Rank: 5
Characters older and younger than these are available, if you can convince me.
You have to know your name. You'll need a motivation, a goal, virtues and vices. An important background event could be used, but not one that will interfere too much with the creation of your House.
Your role is, naturally, what you are trying to fufill in the party-Leader, Rogue, Schemer, Warrior or Specialist, with whatever else you can think of. The titles alone have no effect in game, but serve to tell me and the rest of the players what you want to do in the party. List your role after your character name
Take a look at the Mythweavers sheet, and you will see a list of abilities-and a rating in each. Put a 2 into everyone of these slots.
Now, apply additional ranks to your abilities using the costs from the following list, using your total ability points as defined by your characters age-start with Status. After that, apply ranks to the rest of your abilities, remembering that every one starts at Rank 2.
+1 rank=1 Ability Pt
+2 ranks=4 Ability Pts
+3 ranks=7 Ability Pts
+4 ranks=10 Ability Pts
+5 ranks=13 Ability Pts
Status is capped 5 ranks max, at the start of the game.
You can take any Rank down to 1, in exchange for +5 Ability points, as long as it make sense to me.
Example Status Ranks
Rank 0
Slave
Rank 1
Smallfolk, Squires, Foreigners
Rank 2
Lesser Merchants, Retainers, Hedgeknights
Rank 3
Greater Merchants, Sworn Swords, Weaker House Noble
Rank 4
Landed Knight, Member of Common House, Heir to a Weaker House
Rank 5
Lord of a Weaker House, Merchant Prince, Maester, Heir to a Common House, Member of Greater House
Note the derived stats for the mechanical meaning of some abilities. Many others are self explanatory-awareness and stealth, for example. Feel free to ask me about anything, I have the stuff. But, so you know...
~Endurance determines how many hits, wounds and injuries you can take before dying. It's pretty important.
~Athletics ranks determine the actual damage from most melee weapons, Agility ranks are used instead for nimble weaponry and ranged weapons.
~Fighting and Marksmanship are used for melee and ranged weapons, against combat defense.
~Intrigues can be dangerous as weapons-if your character has low intrigue defense, you may find yourself influenced against your will. Composure acts like Health in all ways...only, when you run out, you might only get killed politically.
~Many benefits require ranks in certain Abilities and Specialties to qualify. We can talk of that when we assign them.
Now you must assign your characters unique skills.
Apply additional bonus dice to your abilities using the costs from the following list, using your total specialty points as defined by your characters age. First choose an ability, then a subset of that ability that your character excels in-note my sample character first for a small example.
+1BD=1 Specialty Pt
+2BD=2 Specialty Pts
+3BD=3 Specialty Pts
+4BD=4 Specialty Pts
+5BD=5 Specialty Pts
etc...
Your specialty ranks can never be higher than your base rank in that ability. Take a look at my skill example for a look at how specialties are used in the game.
There are many specialties for every ability....
Awareness: Empathy, Notice
Info/ Empathy allows you to feel out a potential rivals true feelings toward you, during an intrigue-if he's an enemy or a friend, and notice is used for spotting things.
Fighting: Axe, Bludgeon, Brawling, Fencing, Longblades, Polearms, Short Blades, Spears
Info/All these specs apply to weapon abilities.
Thievery: Pick Lock, Steal, Slight of Hand
Info/No further explanation needed.
Cunning: Deciphering, Logic, Memory
Info/Decipher is used to unravel codes and writing, whether secret, odd, or merely in another language. Logic is used against puzzles and riddles, and can be used in battle to find a flaw in the opposing generals plans. Memory allows you to recall any fact about the game world your character would have learned, and allows you to take advantage of skilled training.
Athletics: Climb, Jump, Run, Strength, Swim, Throw
Info/No further explanation needed.
Marksmanship: Bows, Crossbows, Siege, Thrown
Info/No further explanation needed.
Persuasion: Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt
Info/All these are the basics of Intrigues, and occasionally merely everyday life.
Status: Breeding, Stewardship, Tournaments, Reputation
Info/Breeding allows bonuses in Intrigues against rivals with a high status rank of their own-reputation is used defensively, and can be used to gain audiences-Stewardship is used for all things related to running your household, and your Tournament rank is checked for how many skillful knights and sworn swords you attract when you hold Tourneys on your own lands-all of whom will be eager for employment.
Agility: Acrobatics, Balance, Contortions, Dodge, Quickness
Info/Contortions, Acrobatics, and Balance are all elements of moving quickly and sinuously. Dodge allows you to use your Agility roll in place of your Combat Defense in return for no other actions, and Quickness is used for Initiative rolls and any time your reflexes are tested.
Stealth: Blend in, Sneak
Info/Sneak is used for general stealthiness-Blend in is used for hiding in a crowd, invisible in plain sight.
Deception: Act, Bluff, Cheat, Disguise
Info/No further explanation needed, aside from "Act", which is literally acting a performance role of another person.
Endurance: Resilience, Stamina
Info/Resilience is used when resisting ailments-poisons and disease. Stamina is tested when rolling to heal your wounds-a poor Stamina may mean you actually die from wounds, rather than healing them.
Healing: Diagnose Injury, Treat Ailment , Treat Injury
Info/No further explanation needed.
Knowledge: Education, Research, Streewise
Info/All knowledge specialties allow to gather useful information-Education about any specific subject, Research to find obscure information, and Streetwise to sift real world rumors and facts form taverngoers and bar maidens.
Will: Concentrate, Courage, Dedication
Info/Coordinate allows you to grant a bonus to two players working on the same task-Courage allows you to stand strong in fearful situations that heavily tax your will-Dedication is the art of staying true to your ideals, and is used defensively during Intrigues aimed at you.
Language: None!
Info/None!
Animal Handling: Charm Animal, Drive, Ride, Train Animal
Info/No further explanation needed.
Warfare: Command, Strategy, Tactics
Info/Command and Strategy are used for leading large numbers of men into battle-Tactics can be used in groups, allowing you to sacrifice your initiative roll to grant a bonus to all your allies Agility Ranks.
Survival: Forage, Hunt, Orientation, Track
Info/Forage and Hunt are used to find food in the wild, while Orientation is to keep from getting lost.
Important Note: Don't feel restricted by the list. There's many things not covered here.
Calculate your final stats.
Intrigue Defense=Cunning+Deception+Status [Minor homebrew here]
Composure=3xWill
Combat Defense=Agility+Awareness+Athletics
Health=3xEndurance
The choices here are too much to list in a short list without printing the entire book-I'll assign them personally to every player I approve, giving you choices when appropriate-assuming you don't get the materials yourself.
S'all depending on your character personality. Depending on what we figure out together, you will have a chance to finetune your char to take advantage of your benefits and such.
The "Blood of Heroes" benefit is banned on character creation.
Reason: Too OP, and magic doesn't exist per se as the beginning of where the game is set.
Intrigue Defense uses the Deception Ability, in place of the Awareness Ability.
Reason: Awareness is a bit too powerful when it is used for both combat, and intrigue defense.
When making Domains for houses, all costs of terrain and landmarks are halved, rounded up.
Reason: Why not have rivers AND cities?
Current Heroes1. Kyle, Warrior [KJ1225]
http://www.myth-weavers.com/sheet.html#id=53727Traits: Brave and Handsome, Skilled at the dance of blades and armor, can tell a good myth, tough as nails. You'd think he was born in a Winesink, though, and continues to live in one to this day.
2. William, Leader [Lucus Casius]
http://www.myth-weavers.com/sheet.html#id=54325???
3. Henry Saltworth [Sheb]
http://www.myth-weavers.com/sheet.html#id=54144???
4. Elise Horn [Maniac]
http://www.myth-weavers.com/sheet.html#id=54643???
5. Benjicot [Scriver]
http://www.myth-weavers.com/sheet.html#id=562046. Alessa [Tiruin]
http://www.myth-weavers.com/sheet.html#id=55178???
7. Rilmad Snow [Taricus]
http://www.myth-weavers.com/sheet.html#id=54570