Post by Father on Jun 12, 2015 19:59:36 GMT 1
We will deviate considerably from chapter 3 when it comes to the construction of characters. Firstly, there is no such thing as age categories. Instead, there will be levels of accomplishments, obviously, younger characters would tend towards being apprentices and older ones towards being masters. Note however, that "apprentices" are here generally are considerably more capable than you'd expect from an actual apprentice, while "master" has more in common with the title in the medieval guilds that basically indicates that a craftsman can set up his own business. True masters will be considerably more capable.
Apprentice: 270 Ability XP, 80 Specialty XP, 6 Destiny Points, 0 forced Drawbacks, maximum of 3 benefits, maximum of 5 uninvested destiny points.
Journeyman: 300 Ability XP, 110 Specialty XP, 5 Destiny Points, 1 forced Drawback, maximum of 4 benefits, maximum of 2 uninvested destiny points.
Master: 330 Ability XP, 140 Specialty XP, 4 Destiny Points, 2 forced Drawbacks, maximum of 5 benefits, maximum of 1 uninvested destiny points.
Secondly, the cost for ability and specialty ranks have now been altered as follows:
Raising an ability from 2 to 3 costs 10XP.
Raising an ability from 3 to 4 costs 30XP.
Raising an ability from 4 to 5 costs 50XP.
Raising an ability from 5 to 6 costs 70XP.
Raising an ability from 6 to 7 costs 90XP.
So starting at 5 now costs 90XP (10+30+50), for example.
To be proficient in any language aside from Westerosi, the cost is 10XP per language and note it in parantheses on your sheet, Language(High Valyrian, Old tongue) for example, means that a character can speak High Valyrian and Old Tongue in addition to Westerosi, mechanically it makes no difference which is your primary language, so while a character from Myr would note Language(Myrish) on his sheet, making note of the accent (if any) is still good roleplay.
The cost of specialties are determined as follows:
Raising a specialty from 0 to 1 costs 5XP.
Raising a specialty from 1 to 2 costs 5XP.
Raising a specialty from 2 to 3 costs 10XP.
Raising a specialty from 3 to 4 costs 20XP.
Also note that you cannot have more ranks in a specialty than half your rank (round up) in the accompanying ability. This restriction may be eased after the first chronicle.
As with abilities, the costs are cumulative, so getting to rank 3 costs 20XP (5+5+10), for example.
Note that these changes in cost also apply to improving abilities and specialties later.
In addition, please note that there will not be any XP grant for lowering an ability to 1, though you are perfectly allowed to do so if it fits your character. Further, no PC may have any ability starting as high as 6 or 7, such a level of accomplishment is reserved for legendary characters, and your legend has yet to be built. Additional restriction apply on status rank as per "concerning status", all home houses are standard lordly houses, who's lord qualifies for status 5.
Furthermore, please note that the narrator also must approve of your stats and may demand certain aspects to be toned down. In particular, having more than one ability starting at rank 5 will invoke scrutiny, combinations highly unlikely to be approved includes Fighting plus any one of Animal Handling, Athletics or Persuasion and Status plus Persuasion. Combinations such as Fighting 5 or Persuasion 5 with rank 4 in all the important complementary abilities (for combat and intrigue respectively) are also likely to raise concern. The reasoning here is primarily to avoid that one or two highly specialized PC's can significantly outperform other PC's envisioned to be capable in the same area, and also to make it easier to design challenges to PC's, in particular those intended to have multiple PC's take them on (whether individually, possibly as competitors or as a team).
Apprentice: 270 Ability XP, 80 Specialty XP, 6 Destiny Points, 0 forced Drawbacks, maximum of 3 benefits, maximum of 5 uninvested destiny points.
Journeyman: 300 Ability XP, 110 Specialty XP, 5 Destiny Points, 1 forced Drawback, maximum of 4 benefits, maximum of 2 uninvested destiny points.
Master: 330 Ability XP, 140 Specialty XP, 4 Destiny Points, 2 forced Drawbacks, maximum of 5 benefits, maximum of 1 uninvested destiny points.
Secondly, the cost for ability and specialty ranks have now been altered as follows:
Raising an ability from 2 to 3 costs 10XP.
Raising an ability from 3 to 4 costs 30XP.
Raising an ability from 4 to 5 costs 50XP.
Raising an ability from 5 to 6 costs 70XP.
Raising an ability from 6 to 7 costs 90XP.
So starting at 5 now costs 90XP (10+30+50), for example.
To be proficient in any language aside from Westerosi, the cost is 10XP per language and note it in parantheses on your sheet, Language(High Valyrian, Old tongue) for example, means that a character can speak High Valyrian and Old Tongue in addition to Westerosi, mechanically it makes no difference which is your primary language, so while a character from Myr would note Language(Myrish) on his sheet, making note of the accent (if any) is still good roleplay.
The cost of specialties are determined as follows:
Raising a specialty from 0 to 1 costs 5XP.
Raising a specialty from 1 to 2 costs 5XP.
Raising a specialty from 2 to 3 costs 10XP.
Raising a specialty from 3 to 4 costs 20XP.
Also note that you cannot have more ranks in a specialty than half your rank (round up) in the accompanying ability. This restriction may be eased after the first chronicle.
As with abilities, the costs are cumulative, so getting to rank 3 costs 20XP (5+5+10), for example.
Note that these changes in cost also apply to improving abilities and specialties later.
In addition, please note that there will not be any XP grant for lowering an ability to 1, though you are perfectly allowed to do so if it fits your character. Further, no PC may have any ability starting as high as 6 or 7, such a level of accomplishment is reserved for legendary characters, and your legend has yet to be built. Additional restriction apply on status rank as per "concerning status", all home houses are standard lordly houses, who's lord qualifies for status 5.
Furthermore, please note that the narrator also must approve of your stats and may demand certain aspects to be toned down. In particular, having more than one ability starting at rank 5 will invoke scrutiny, combinations highly unlikely to be approved includes Fighting plus any one of Animal Handling, Athletics or Persuasion and Status plus Persuasion. Combinations such as Fighting 5 or Persuasion 5 with rank 4 in all the important complementary abilities (for combat and intrigue respectively) are also likely to raise concern. The reasoning here is primarily to avoid that one or two highly specialized PC's can significantly outperform other PC's envisioned to be capable in the same area, and also to make it easier to design challenges to PC's, in particular those intended to have multiple PC's take them on (whether individually, possibly as competitors or as a team).