Post by Father on May 15, 2017 0:57:59 GMT 1
Miscellaneous
Default Result
The applicable specialty rank is added to your default result.
Coordinate
Instead of it's use in the books, coordinate applies as follows (TN 12):
1. It may be used to grant a bonus equal to DoS scored to any one test made by another that involves logistics and organizing considerable number of people (such as house fortunes and certain warfare tests outside of battle).
2. Allow for an additional character to assist on a test made by another per 2 DoS.
Tie-breaks
Unless otherwise specified (in an event text, for example), tie-breaks (when needed) are always settled by number of specialty dice used and then rerolls. Notably this applies to intrigue and combat initiative (the latter having two conflicting rulings in the book).
Chance
Sometimes, an event or situation will call for testing chance, which largely is intended to model the effect of randomness. Chance is treated as an ability, but one that every character has exactly 2 ranks in, and no XP can be invested in it or it's (nonexistent) specialties. The TN is usually set according to what set of probabilities best suits the expected outcome of the situation (the main reason this approach is preferred over a percentage die is mainly because it's more practical to incorporate the possibility of a critical failure, though percentage dice are also likely to be used whenever deemed convenient). A chance test can only be modified as specifically noted where it appears, qualities ordinarily does not apply to it, and it is excluded from event effects such as "+1 to all tests". It can be affected by Destiny Points as normal.
Equipment
Weapons changes:
Battleaxe: Damage=Athletics+1
Longaxe: Damage=Athletics+4
Mattock: Damage=Athletics+3
Woodsman's Axe: Damage=Athletics+2, Add Powerful.
Flail: Damage=Athletics+4, 1b training penalty
Cudgel: Add concealable, +1b training bonus
Ball and Chain: Damage=Athletics+1, Add slow..
Mace: Damage=Athletics+1
Maul: Damage=Athletics+2
Morningstar: Damage=Athletics, qualities as follows: powerful, shattering 1.
Warhammer: 1b training penalty, Damage=Athletics, qualities as follows: Shattering 2, Piercing 2.
Knife: Damage=Agility-2, add concealable, +1b training bonus.
Whip: 1b training penalty
Arakh: Add mounted
Bastard Sword: Damage=Athletics +2
Greatsword: Damage=Athletics+4
Longsword: Add mounted
Halberd: Damage=Athletics+4, Add pointed shaft, add unwieldy.
War Lance: remove powerful, remove mounted, add tilting[Athletics]. Remove Bulk. It uses the lance specialty instead of spears.
Tourney Lance: Damage=Animal Handling +1, remove powerful, remove mounted, add tilting[Athletics -1]. Remove Bulk. It uses the lance specialty instead of spears.
Tower Shield: Add unwieldy, change to bulk 3
Dagger: Add concealable
Dirk: Add concealable
Stiletto: Add concealable
Boar spear, Damage=Athletics+2 add pointed shaft, reach and unwieldy
Pike: Add pointed shaft, Reach.
Spear: Damage=Athletics or Agility, add pointed shaft.
Frog Spear: Damage=Agility. Add pointed shaft.
Trident: Add pointed shaft.
Crossbow: Add +1b training bonus
Double Curbed Bow: Remove Powerful, add Piercing 2.
Weapon qualities:
Adaptable: When used in two hands, it gains +1 damage or the Powerful Quality, whichever is most advantageous.
Concealable: The wielder may use their Fighting or Stealth rank as the damage value when making a fighting attack with a surprise bonus.
Grab: Allows for the weapon to be used with the grab action.
Pointed Shaft: When used with the set for charge variant of readied attack, add +1 to weapon damage. In addition, when charging on a war trained mount, you may add the steed's strength specialty rank to your weapon damage.
Mounted: Gain +1 to Fighting tests and weapon damage when mounted on a war trained steed.
Piercing: On a hit, you will always deal at least the piercing value in damage after armor reduction (though never higher than the pre-armor damage).
Powerful: You ignore up to your strength rank worth of defensive bonus from weapons (minimum 1), you also treat the weapon as having the piercing quality equal to your strength rank (minimum 1).
Shattering: Upon scoring two or more DoS, you inflict a cumulative penalty equal to the shattering rank that lasts until all health is restored at the end of combat. Each odd numbered point of penalty is inflicted on combat defense and each even numbered point is inflicted on AR, neither can be reduced to less than 0 (before applying reckless/defensive or similar modifiers). Each DoS on a catch your breath action reduces the penalty by one. In addition, your base damage when attempting to break an object is increased by the same amount.
Tilting[secondary damage]: When charging on a war trained mount, you may add the steed's strength specialty rank to the weapon's damage and your animal handling ranks to the fighting test, when not used in a mounted charge, the weapon's damage is as indicated in brackets.
Training bonus: If you have at least 3 ranks in the relevant ability, you gain an extra bonus die with the weapon.
Unwieldy: When using with an Unwieldy weapon while mounted on a steed, you take a −2D penalty on any Fighting and Marksmanship tests. (Receiving the bonus from the defensive quality counts as using the weapon)
Vicious: A character defeated in combat after taking damage from a vicious weapon must test chance with a TN of 7 if less than half of the total damage was from a vicious damage, TN 9 if more than half of the damage was caused by it, with +1 to the TN if the final blow was with this weapon. On a failure, the consequences of defeat is at least some form of permanent debilitation (typically maiming or other negative drawback), on a critical failure, it is always death.
Smashing Weapons.
The TN for smashing most solid weapons (such as long blades, shields, maces and axes) is 21
The TN for smashing flimsier weapons (such as fencing, brawling and short-blades) is 12
Weapons of the Brawling and Short Blade categories and those with the off-hand quality adds +6 to CD and TN when determining their difficulty to smash, but not the damage needed to break them.
Generally, weapons of the Shield, Brawling, Fencing and Short Blade categories and those with the off-hand quality are not appropriate for breaking objects in combat. Armor cannot be smashed in combat.
Armor Changes:
Breastplate: AR 5, AP -2, Bulk 1
Mail: AR 7, AP -3, Bulk 2, price: 800SS
Half Plate: AR 9, AP -4, Bulk 3
Full Plate: AR 10, AP -4, Bulk 3
Wearing metal armor not fitted to the wearer imposes +1 Bulk and half again as high armor penalty (round down to lowest penalty). Plate armor must generally be fitted to the wearer at creation, and one might just as well commission a new one rather than refit it (It can still be done, but there is no practical reason to do so). Whereas mail and other armor consisting of many small identical pieces can usually be refitted in a day.
Given the prestige of it, there has been a rising demand for standardized plate armor, which is cheaper as any decent armorsmith has little problem making the same thing many times over, custom fitting to the wearer's body takes longer time and requires a master. Such armor has the following properties:
Breastplate: AR 5, AP -2, Bulk 2, price: 400SS
Half Plate: AR 9, AP -5, Bulk 3, price: 1000SS
Full Plate: AR 10, AP -6, Bulk 3, price: 1500SS
Mounts:
Altered statistics:
Destrier: Agility 3 (Quickness 1B), Athletics 6 (Jump 2B, Run 2B, Strength 2B), Awareness 3 (Notice 2B), Cunning 1, Endurance 5 (Resilience 2B, Stamina 2B), Fighting 3 (Hoof 2b), Will 4, Move 6
Courser: Agility 4 (Quickness 2B), Athletics 4 (Jump 2B, Run 2B, Strength 1B), Awareness 3 (Notice 2B), Cunning 1, Endurance 5 (Resilience 3B, Stamina 3B), Fighting 3 (Hoof 1b), Will 3, Move 8
Rounsey: Agility 3 (Quickness 1B), Athletics 4 (Jump 1B, Run 2B, Strength 1B), Awareness 3 (Notice 2B), Cunning 1, Endurance 4 (Resilience 2B, Stamina 2B), Fighting 2, Will 3, Move 6
Sand Steed: Agility 5 (Quickness 3B), Athletics 3 (Jump 2B, Run 2B), Awareness 3 (Notice 2B), Cunning 1, Endurance 4 (Resilience 2B, Stamina 2B), Fighting 2, Will 4. Move 10
Palfrey: Agility 5 (Balance 3B, Quickness 2B), Athletics 3 (Jump 2B, Run 2B), Awareness 3 (Notice 2B), Cunning 1, Endurance 4 (Resilience 2B, Stamina 2B), Fighting 1, Will 3, Move 10
Additionally (bonuses only apply for war trained steeds):
Destrier: +1 to attacks using opposed charges with lances and all tests involved in the trample action.
Courser: +1 to initiative.
Rounsey: -1 to attacks and passive ride during opposed charges with lances.
Sand Steed: +3 to initiative, -1 to attacks and passive ride during opposed charges with lances.
Prices:
Destrier: 2000SS
Courser: 500SS
Palfrey: 200SS
Rounsey: 200SS
Sand Steed: 2000SS (Comes cheaper in Dorne, but generally considered expensive playthings for the wealthy in the Reach, and respectable Reachmen will only own horses bred in the Reach (though ones captured in war are acceptable enough)).
The speed (leagues/h) when travelling by horse equals movement*modifier, where the modifier is 1/2, 1 and 10/6 for trot, canter and gallop respectively.
Smiths can make armor for horses offering equal properties as the various kinds available to protect men though at 4 times what such armor made for a knight would cost, a Destrier ignores the first point of bulk of any armor that it wears.
Superior Equipment:
Costs 5x standard price or 1000SS, whichever is higher.
Weapons: +1 to all fighting/marksmanships test results (including passive results) and +3 TN for breaking.
Shields: +3 TN for breaking.
Armor: +1 AP. +2 AR against opposed charges with lances.
Animals: +1 to all Animal Handling test results (including passive results) involving the animal, may take injuries, gains 30XP for abilities and specialties (may not improve any one rank by more than 1), +1 Initiative when mounted on a superior war trained steed.
Poisons: +1 Virulence
Extraordinary Equipment:
"Priceless", only available through story awards or qualities.
Weapons gains +1 to Fighting/Marksmanship tests and +1 Damage, +6 TN for breaking.
Shields: +6 TN for breaking, Increase Defensive bonus +1, reduce the effect of the shattering quality against it by 1.
Armor: +1 AP, +1 AR, +2 AR against opposed charges with lances. Reduce the effect of the shattering quality against it by 1.
Animals: +2 to all Animal Handling test results (including passive results), may take wounds. Gains 60XP for abilities and specialties (may not improve any one ability rank by more than 1 or specialty rank by more than 2), +2 Initiative when mounted on an extraordinary war trained steed.
Iconic equipment grants the following additional bonuses:
Valyrian Blades: Gain piercing +2, noblemen visibly carrying a Valyrian Dagger gains +2 to status tests. Being the wielder of a Valyrian Long Blade and considered worthy of that honor (Chivalry score 4+ and Fighting 5, Long Blades 3B or better) increases chivalry bonuses by +1
Rune Armor: Calculate all derived statistics and passive results as if your endurance is one rank higher.
Dragonbone Bow: You may shoot at twice the normal range before incurring penalties.
Default Result
The applicable specialty rank is added to your default result.
Coordinate
Instead of it's use in the books, coordinate applies as follows (TN 12):
1. It may be used to grant a bonus equal to DoS scored to any one test made by another that involves logistics and organizing considerable number of people (such as house fortunes and certain warfare tests outside of battle).
2. Allow for an additional character to assist on a test made by another per 2 DoS.
Tie-breaks
Unless otherwise specified (in an event text, for example), tie-breaks (when needed) are always settled by number of specialty dice used and then rerolls. Notably this applies to intrigue and combat initiative (the latter having two conflicting rulings in the book).
Chance
Sometimes, an event or situation will call for testing chance, which largely is intended to model the effect of randomness. Chance is treated as an ability, but one that every character has exactly 2 ranks in, and no XP can be invested in it or it's (nonexistent) specialties. The TN is usually set according to what set of probabilities best suits the expected outcome of the situation (the main reason this approach is preferred over a percentage die is mainly because it's more practical to incorporate the possibility of a critical failure, though percentage dice are also likely to be used whenever deemed convenient). A chance test can only be modified as specifically noted where it appears, qualities ordinarily does not apply to it, and it is excluded from event effects such as "+1 to all tests". It can be affected by Destiny Points as normal.
Equipment
Weapons changes:
Battleaxe: Damage=Athletics+1
Longaxe: Damage=Athletics+4
Mattock: Damage=Athletics+3
Woodsman's Axe: Damage=Athletics+2, Add Powerful.
Flail: Damage=Athletics+4, 1b training penalty
Cudgel: Add concealable, +1b training bonus
Ball and Chain: Damage=Athletics+1, Add slow..
Mace: Damage=Athletics+1
Maul: Damage=Athletics+2
Morningstar: Damage=Athletics, qualities as follows: powerful, shattering 1.
Warhammer: 1b training penalty, Damage=Athletics, qualities as follows: Shattering 2, Piercing 2.
Knife: Damage=Agility-2, add concealable, +1b training bonus.
Whip: 1b training penalty
Arakh: Add mounted
Bastard Sword: Damage=Athletics +2
Greatsword: Damage=Athletics+4
Longsword: Add mounted
Halberd: Damage=Athletics+4, Add pointed shaft, add unwieldy.
War Lance: remove powerful, remove mounted, add tilting[Athletics]. Remove Bulk. It uses the lance specialty instead of spears.
Tourney Lance: Damage=Animal Handling +1, remove powerful, remove mounted, add tilting[Athletics -1]. Remove Bulk. It uses the lance specialty instead of spears.
Tower Shield: Add unwieldy, change to bulk 3
Dagger: Add concealable
Dirk: Add concealable
Stiletto: Add concealable
Boar spear, Damage=Athletics+2 add pointed shaft, reach and unwieldy
Pike: Add pointed shaft, Reach.
Spear: Damage=Athletics or Agility, add pointed shaft.
Frog Spear: Damage=Agility. Add pointed shaft.
Trident: Add pointed shaft.
Crossbow: Add +1b training bonus
Double Curbed Bow: Remove Powerful, add Piercing 2.
Weapon qualities:
Adaptable: When used in two hands, it gains +1 damage or the Powerful Quality, whichever is most advantageous.
Concealable: The wielder may use their Fighting or Stealth rank as the damage value when making a fighting attack with a surprise bonus.
Grab: Allows for the weapon to be used with the grab action.
Pointed Shaft: When used with the set for charge variant of readied attack, add +1 to weapon damage. In addition, when charging on a war trained mount, you may add the steed's strength specialty rank to your weapon damage.
Mounted: Gain +1 to Fighting tests and weapon damage when mounted on a war trained steed.
Piercing: On a hit, you will always deal at least the piercing value in damage after armor reduction (though never higher than the pre-armor damage).
Powerful: You ignore up to your strength rank worth of defensive bonus from weapons (minimum 1), you also treat the weapon as having the piercing quality equal to your strength rank (minimum 1).
Shattering: Upon scoring two or more DoS, you inflict a cumulative penalty equal to the shattering rank that lasts until all health is restored at the end of combat. Each odd numbered point of penalty is inflicted on combat defense and each even numbered point is inflicted on AR, neither can be reduced to less than 0 (before applying reckless/defensive or similar modifiers). Each DoS on a catch your breath action reduces the penalty by one. In addition, your base damage when attempting to break an object is increased by the same amount.
Tilting[secondary damage]: When charging on a war trained mount, you may add the steed's strength specialty rank to the weapon's damage and your animal handling ranks to the fighting test, when not used in a mounted charge, the weapon's damage is as indicated in brackets.
Training bonus: If you have at least 3 ranks in the relevant ability, you gain an extra bonus die with the weapon.
Unwieldy: When using with an Unwieldy weapon while mounted on a steed, you take a −2D penalty on any Fighting and Marksmanship tests. (Receiving the bonus from the defensive quality counts as using the weapon)
Vicious: A character defeated in combat after taking damage from a vicious weapon must test chance with a TN of 7 if less than half of the total damage was from a vicious damage, TN 9 if more than half of the damage was caused by it, with +1 to the TN if the final blow was with this weapon. On a failure, the consequences of defeat is at least some form of permanent debilitation (typically maiming or other negative drawback), on a critical failure, it is always death.
Smashing Weapons.
The TN for smashing most solid weapons (such as long blades, shields, maces and axes) is 21
The TN for smashing flimsier weapons (such as fencing, brawling and short-blades) is 12
Weapons of the Brawling and Short Blade categories and those with the off-hand quality adds +6 to CD and TN when determining their difficulty to smash, but not the damage needed to break them.
Generally, weapons of the Shield, Brawling, Fencing and Short Blade categories and those with the off-hand quality are not appropriate for breaking objects in combat. Armor cannot be smashed in combat.
Armor Changes:
Breastplate: AR 5, AP -2, Bulk 1
Mail: AR 7, AP -3, Bulk 2, price: 800SS
Half Plate: AR 9, AP -4, Bulk 3
Full Plate: AR 10, AP -4, Bulk 3
Wearing metal armor not fitted to the wearer imposes +1 Bulk and half again as high armor penalty (round down to lowest penalty). Plate armor must generally be fitted to the wearer at creation, and one might just as well commission a new one rather than refit it (It can still be done, but there is no practical reason to do so). Whereas mail and other armor consisting of many small identical pieces can usually be refitted in a day.
Given the prestige of it, there has been a rising demand for standardized plate armor, which is cheaper as any decent armorsmith has little problem making the same thing many times over, custom fitting to the wearer's body takes longer time and requires a master. Such armor has the following properties:
Breastplate: AR 5, AP -2, Bulk 2, price: 400SS
Half Plate: AR 9, AP -5, Bulk 3, price: 1000SS
Full Plate: AR 10, AP -6, Bulk 3, price: 1500SS
Mounts:
Altered statistics:
Destrier: Agility 3 (Quickness 1B), Athletics 6 (Jump 2B, Run 2B, Strength 2B), Awareness 3 (Notice 2B), Cunning 1, Endurance 5 (Resilience 2B, Stamina 2B), Fighting 3 (Hoof 2b), Will 4, Move 6
Courser: Agility 4 (Quickness 2B), Athletics 4 (Jump 2B, Run 2B, Strength 1B), Awareness 3 (Notice 2B), Cunning 1, Endurance 5 (Resilience 3B, Stamina 3B), Fighting 3 (Hoof 1b), Will 3, Move 8
Rounsey: Agility 3 (Quickness 1B), Athletics 4 (Jump 1B, Run 2B, Strength 1B), Awareness 3 (Notice 2B), Cunning 1, Endurance 4 (Resilience 2B, Stamina 2B), Fighting 2, Will 3, Move 6
Sand Steed: Agility 5 (Quickness 3B), Athletics 3 (Jump 2B, Run 2B), Awareness 3 (Notice 2B), Cunning 1, Endurance 4 (Resilience 2B, Stamina 2B), Fighting 2, Will 4. Move 10
Palfrey: Agility 5 (Balance 3B, Quickness 2B), Athletics 3 (Jump 2B, Run 2B), Awareness 3 (Notice 2B), Cunning 1, Endurance 4 (Resilience 2B, Stamina 2B), Fighting 1, Will 3, Move 10
Additionally (bonuses only apply for war trained steeds):
Destrier: +1 to attacks using opposed charges with lances and all tests involved in the trample action.
Courser: +1 to initiative.
Rounsey: -1 to attacks and passive ride during opposed charges with lances.
Sand Steed: +3 to initiative, -1 to attacks and passive ride during opposed charges with lances.
Prices:
Destrier: 2000SS
Courser: 500SS
Palfrey: 200SS
Rounsey: 200SS
Sand Steed: 2000SS (Comes cheaper in Dorne, but generally considered expensive playthings for the wealthy in the Reach, and respectable Reachmen will only own horses bred in the Reach (though ones captured in war are acceptable enough)).
The speed (leagues/h) when travelling by horse equals movement*modifier, where the modifier is 1/2, 1 and 10/6 for trot, canter and gallop respectively.
Smiths can make armor for horses offering equal properties as the various kinds available to protect men though at 4 times what such armor made for a knight would cost, a Destrier ignores the first point of bulk of any armor that it wears.
Superior Equipment:
Costs 5x standard price or 1000SS, whichever is higher.
Weapons: +1 to all fighting/marksmanships test results (including passive results) and +3 TN for breaking.
Shields: +3 TN for breaking.
Armor: +1 AP. +2 AR against opposed charges with lances.
Animals: +1 to all Animal Handling test results (including passive results) involving the animal, may take injuries, gains 30XP for abilities and specialties (may not improve any one rank by more than 1), +1 Initiative when mounted on a superior war trained steed.
Poisons: +1 Virulence
Extraordinary Equipment:
"Priceless", only available through story awards or qualities.
Weapons gains +1 to Fighting/Marksmanship tests and +1 Damage, +6 TN for breaking.
Shields: +6 TN for breaking, Increase Defensive bonus +1, reduce the effect of the shattering quality against it by 1.
Armor: +1 AP, +1 AR, +2 AR against opposed charges with lances. Reduce the effect of the shattering quality against it by 1.
Animals: +2 to all Animal Handling test results (including passive results), may take wounds. Gains 60XP for abilities and specialties (may not improve any one ability rank by more than 1 or specialty rank by more than 2), +2 Initiative when mounted on an extraordinary war trained steed.
Iconic equipment grants the following additional bonuses:
Valyrian Blades: Gain piercing +2, noblemen visibly carrying a Valyrian Dagger gains +2 to status tests. Being the wielder of a Valyrian Long Blade and considered worthy of that honor (Chivalry score 4+ and Fighting 5, Long Blades 3B or better) increases chivalry bonuses by +1
Rune Armor: Calculate all derived statistics and passive results as if your endurance is one rank higher.
Dragonbone Bow: You may shoot at twice the normal range before incurring penalties.