Post by Father on Jun 12, 2015 20:07:41 GMT 1
If a benefit is not listed here, then we will use the version found in the updated chapter 5 pdf.
Design notes.
The main idea behind this overhaul is to make benefits more interesting than +X bonus to this and that, the aim is to make benefits to not directly increase the potency of your dice rolls. Defensive benefits, particularly intrigue related ones, have been boosted, and it is intentional to encourage defense over offense, with the fact in mind that offense tends to outgrow defense in the system. Another objective is to let qualities add more utility to "underused" actions. Some of the more powerful qualities has been toned down or removed, others have been altered, removed or introduced to tie in with the tone of the game. As can be expected, it's not perfect, and we are therefore very open to discussion concerning these changes, new additions to the mix, or tweaks to benefits not listed here.
Clarifications:
Re-rolls may be done in any order of preference.
Unless specifically noted in the text, bonuses must be applied before you know the result of any test it modifies (or defends against).
Benefits that allows the sacrifice of bonus dice may be combined, but are always applied in the order of the action sacrificing the most bonus dice first. You must have at least one bonus die in order to sacrifice "all" bonus dice.
Accurate
Requires: Marksmanship 4
You may ignore up to 5 combat defense gained from cover when using a marksmanship weapon. You may also ignore the first penalty die when attacking beyond your weapon's effective range.
Adept Negotiator
You may add half your deception rank (round down) to your intrigue defense against opponents that do not know your disposition. In addition, increase your influence with the bargain technique by 1.
Agile Maneuvers
If you are fighting on foot, with no movement penalty due to bulk or other effects, you may as a greater action combine a move action with a standard attack taken at any point during your movement.
Ally
Work with your narrator to designate an NPC that is an ally. This NPC should be of similar level of influence and power as yourself. For most characters, this means that allies are primarily useful for their abilities. Allies will generally come to your assistance should you request or need it. However, the alliance works both ways, so you will be expected to do the same for them.
Animal Cohort
This quality has been removed.
Anointed
Requires: Status 4 (Reputation 2b), must qualify for knightly chivalry, must be knighted by a character outside one's family who's combined ranks of status, reputation and base chivalry is at least 10.
You add +2 to your status test results. Once per day as a free action at the start of an intrigue round, you may add +5 to your intrigue defense and all passive results until the start of the next round.
In addition, you gain +1 chivalry.
Armor Mastery
Increase the AR of any armor you wear by 1. Decrease the armor’s bulk and penalty to Combat Defense by 1 (to a minimum of 0)
Artist
Choose any one art form. Examples include painting, poetry, composition, and sculpture. You may produce art of its kind. You may, at the narrator's discretion, add your reputation specialty as a bonus on influence tests against characters aware of and impressed by your art. You also gain +1 virtue if applicable, and +1D to any test involving the practice or appraisal of your art form.
Attractive
The default disposition towards you from other characters is two steps higher. In addition, any time you would critically fail a test involving persuasion (any) or deception (act or bluff), you may re-roll and take the best result. You may also re-roll any number of 1's on any test involving charm or seduce.
Authority:
Requirements: Status 4 (Reputation 2b)
Gain +1D to audience tests, intrigue initiative and all tests involving the command specialty.
Axe Fighter 1
Requires: Fighting 4 (axes 2b)
When attacking with an axe, you may sacrifice a number of bonus dice, gain +1 base damage for each two dice sacrificed.
Axe Fighter 2
Requires: Fighting 5 (axes 3b), Axe Fighter 1
When attacking with an axe, you may sacrifice all your bonus dice, if your attack hits and deals damage, you inflict an injury in addition to the damage dealt.
Axe Fighter 3
Requires: Fighting 6 (axes 3b), Axe Fighter 2
When attacking with an axe, you may sacrifice all your bonus dice, if you achieve at least two degrees of success and deal damage, you inflict a wound in addition to the damage dealt.
Berserker
During battle, you may accept -5 combat defense throughout a full warfare round to be able to make one standard attack against regular members of enemy units as a free action once per combat round you did not use to issue a command during this time, this is in addition to the attack you normally can make during a combat round.
In addition, you may as a lesser action attempt to demoralize any hostile character by making a Persuasion (Intimidate) test against their passive will (courage), inflicting -1D on all their tests for a number of combat rounds equal to your DoS. You may attempt to target multiple characters by increasing their passive results by a cumulative +3 per additional character. Characters with good reason to believe that they are at least your equal in combat prowess gains +3 to their passive results (possibly more if they are significantly better and knows it). No character may be targeted more than once per scene with this action.
Blood of the First Men
You gain +1D on endurance tests to resist extreme cold. In addition, calculate your passive Endurance and all derived statistics of Endurance as if your Endurance rank is 1 higher.
Blood of Valyria
You gain +5 on passive endurance when attacked by heat or flame.
You gain +2 on all persuasion and deception tests to intimidate.
During intrigue, you may treat your status rank as one higher for all derived statistics and effects keyed to status, including whether or not simple intrigue may be initiated.
Bodyguard
You are well practiced at protecting your charges. When rolling initiative in a combat, you may also designate an ally as your charge. When used to protect your charge, the Interpose action is only a lesser action for you. Additionally, you do not take the -3 penalty to your Combat Defense when using the Interpose action. Finally, when taking either the Interpose or Shield Other actions to protect your charge, you may take a fatigue. If you do so, then any time your charge is attacked you may move as a free action up to one half your movement (round down, minimum one yard) if doing so would apply the protections of your action against an attack that would otherwise be ineligible (because your charge is not adjacent or because you are not in the attacker's reach).
Brothers in arms
Either collaborate with a fellow PC or work with the narrator to designate an NPC. To receive the benefits of this quality, two characters must both select it and designate each other (hereby referred to as their comrade). When the comrades are adjacent to each other in combat, they gain +2 to combat defense and any passive test results to resist combat actions, as well as +2 to any test against any adjacent opponent that was targeted by the comrade on the comrade's last turn in the same combat.
Cadre
Requirement: At least one out of Status 4, Persuasion 5, Charismatic or Famous.
You gain a group of 10 loyal followers, they can be any mix of servants, bodyguards, aides and other roles.
These are all tertiary characters with a friendly disposition towards you, they may act as your agents, but can generally not partake in events and their availability to grant assistance bonuses and join alongside you in intrigue will tend to be limited. Should one die in your service or otherwise become unfit/unable to perform their "duties", you may spend a destiny point to replenish the ranks by up to three fresh faces. The actual personages involved can be as fluid as the story demands (though perhaps not in terms of skillsets).
One's followers are normally restricted to status 2. However, you may have one follower of status 3 for each rank of status above 3 that you possess, and for each of the following benefits: Famous, Great Bastard, Head of House, Heir, Landed, Regent.
Cautious Diplomat -> This quality has been removed.
Charismatic
You may add +1 to all tests during intrigue.
Cohort
You gain a loyal companion with the following statistics:
210 Ability XP, 80 Specialty XP, 2 Destiny Points, 0 forced Drawbacks, maximum of 2 benefits, maximum of 1 unspent destiny points.
The cohort must be of lower status rank than you.
The cohort earns XP at half your rate, though can never gain any destiny points aside from purchasing with XP.
This is a very powerful quality, and as such, players taking it will be expected to use it to enhance the story and also be required to present a plan on how to do so.
A cohort is generally forbidden to partake in scenes labelled events, exceptions may apply if the Player Character abstains from it.
Compelling
Choose an intrigue technique, when using this technique in an intrigue, you may add +2 to all test results, and do +1 base influence.
You may take this benefit multiple times, once for each technique.
Connections
You may utilize your web of contacts to do the following:
Once per day, you may learn of a random rumor.
You may also, once per day, leverage your connections to automatically granting +3 to conceal you as the source of rumors or your interest in them without taking the penalty.
You may also, once per day, have your contacts do one of the following:
-Monitor a specific individual.
-Clandestinely deliver or receive a message or small item.
-Serve as middlemen between you and "colorful individuals" in the seedier parts of society.
Note: Connections is assumed to cover Highgarden, the domains of one's home house and other areas of interest as deemed appropriate by the narrator. The network of contacts will usually not be available elsewhere.
Courteous
Requires: Status 3 (Breeding 1b), Persuasion 3 (Charm 1b), Language 3.
Gain +1D to intrigue tests involving breeding and any non-intrigue tests involving etiquette and proper behavior. In addition, the default disposition towards you is increased by 1.
Double Shot ->This quality has been removed.
Dutiful
Requires: Will 4
Gain +2 Intrigue defense and DR against the incite and seduce techniques. In addition, you gain +1 chivalry/virtue.
Eloquent
Requires: Persuasion 4, Language 4.
You may add +1 to the base influence with intrigue techniques governed by an ability in which you have lower rank in than you do language.
Expertise -> This quality has been removed.
Famous
Requirement: Status 3 (Reputation 2b)
You may add you reputation rank to your status rank when determining whether or not you may engage (or be engaged) in simple intrigue. You also treat your reputation dice as test dice when using the shield of reputation action or testing to secure an invitation or audience. In addition, any tests to spread rumors about you gains +2, but a -1D is applied when resolving any attempts to influence opinions about you through rumors. If you spread rumors and choose to add your status rank to the test, you may also add your reputation rank to the test.
You also suffer a -1D on any attempt to conceal your activities or identity. And all tests to investigate or recall information about you is at +1D, this bonus does not apply if the result is compared to a test where you already were penalized by this quality. Subject to narrator discretion, these modifiers may not necessarily apply. Being famous does not make you any less able to hide from view, but people will more quickly notice your absence.
Fury
Requirement: Athletics 4 (Strength 2b)
During combat, you may enter a state of frenzy with the following effects:
-You gain +2 damage per DoS, but all attack actions are now greater actions (if they were not so already)
-You may not use catch your breath or cautious attack.
-Your weapon gains the vicious quality for the remainder of the scene against any opponent attacked while in a state of frenzy.
You may attempt to calm yourself down prior to the end of the scene, requiring a lesser action and a self-control test to succeed, on a failure you may spend an additional lesser action to cal yourself anyway..
Graceful
You may add your breeding rank to tests involving the charm specialty and influence tests using the charm technique. You may also add +1D to any test involving dancing. In addition, you gain +1 virtue (if applicable).
Great Bastard
Requirement: Noble mother, father must be recognized as King Aegon IV.
Your maximum status is 5 (other factors increasing it beyond this point takes precedence), in addition you gain +1D on all persuasion tests where you directly and overtly attempt to influence others to support fire or blood.
Greensight ->This quality has been removed.
Guttersnipe
For the purposes of detection, the passive awareness of other characters are calculated as if they had one less rank against your thievery tests. In addition, active tests to discover the results of thievery tests are at +3 difficulty.
Head for Numbers
Requirement: Status 3 (Stewardship 1b)
You may add your cunning ranks to the results of any successful status(stewardship) tests. In addition, you may add your stewardship ranks to any bargain test involving coin.
If you contribute to House Fortunes (by rolling, assisting, coordinating or otherwise being present and available) tests during a phase, the house may:
Roll twice and take the best result when determining the amount of coffers gained if taking the raise money action.
If the house declares the hosting of an event, it ignores the upfront cost that normally would incur in the phase that it is declared.
The House can take out loans at increments of 15 coffers rather than 10, but interests are still calculated as if the loans were taken out in increments of 10.
Head of House
Requirement: Must be the head of your house, both in name and reality.
During intrigue when your opponent has an objective that involves you taking an act on behalf of your house, you gain +1 to all passive results and derived statistics. You also gain +2D when seeking audiences.
You may only have one out of Head of House, Heir, Landed and Regent benefits, though you may freely exchange one for another if you fulfill the requirements of both. Should you no longer qualify, you lose the benefit, but the destiny point invested is returned to you.
Heir
Requirement: Must be the accepted heir of your house.
During intrigue when your opponent has an objective that involves you taking an act on behalf of your house, you gain +1 to all passive results and derived statistics. You also gain +1D when seeking audiences.
You may only have one out of Head of House, Heir, Landed and Regent benefits, though you may freely exchange one for another if you fulfill the requirements of both. Should you no longer qualify, you lose the benefit, but the destiny point invested is returned to you.
Heirloom -> This quality has been removed.
High Station
You may treat passive results, derived statistics and other intrigue effects as if your status ranks were equal to your maximum.
Improved Weapon Mastery->This quality have been removed.
Improved Armor Mastery->This quality have been removed.
Inspiring
-All units under your command gain +1D on morale tests, as does any units you are attached to and those adjacent to it. (Non-stacking)
-The unit you are attached to and any adjacent units gain a bonus to attack and health equal to you courage ranks.
-If inspiring troops, you grant +1D per rank in courage on a success (minimum +1D).
-If leading from the front, you may treat your bonus dice from command as test dice.
In addition, during combat scenes, your presence grants a +2 bonus to courage tests and passive courage results.
Keen Senses
Requires: Awareness 4
Once per day, you may reroll any awareness test, and take the best result. In addition, you may add your cunning ranks to your passive awareness.
Landed
Requires: Must serve a house with more than one defense holding, and must have been granted the authority to hold one of them in the name of the head of the house. Cannot hold the holding where the head of the house has his seat.
During intrigue when your opponent has an objective that involves you taking an act on behalf of your holding, you gain +1 to all passive results and derived statistics. You also gain +1D when seeking audiences
You may only have one out of Head of House, Heir, Landed and Regent benefits, though you may freely exchange one for another if you fulfill the requirements of both. Should you no longer qualify, you lose the benefit, but the destiny point invested is returned to you.
Leader of Men
In warfare, you may issue up to 2 commands each round as free actions. In addition, instead of foregoing your agility test at the start of combat to test tactics to grant bonuses to your allies, you may instead do this by taking -1D to your test.
Long Blade Fighter 1
Requires: Fighting 4 (Long Blades 2b)
When making a fighting test using a long blade weapon, you may sacrifice any number of bonus dice, for each die sacrificed, you gain +1 to your combat defense and passive agility, athletics, fighting and endurance test results until the start of your next turn. The sacrificed bonus dice applies to all your fighting tests you make until the start of your next turn.
Long Blade Fighter 2
Requires: Long Blade Fighter 1
If successfully using the maneuver option with a long blade on an opponent and immediately follow up with an attack action with a long blade against that opponent, you deal an additional amount of damage equal to your fighting rank on a success.
Long Blade Fighter 3
Requires: Long Blade fighter 2, Fighting 6 (long blades 3b)
As a greater action, when attacking with a long blade weapon, you may sacrifice all your bonus dice to make the attack be resolved against up to three characters adjacent to you.
Maester
Requirement: Knowledge 4 (Education 2b, Research 2b), Cunning 3 (Logic 2b). Must have studied at the Citadel and forged your own chain, foregoing your previous life and family.
You may add your cunning rank to your passive will result, in addition, a maester meeting the following prerequisites enjoys additional effects:
Animal Handling 3 (Charm 2b, Train 2b), you may handle Ravens as if you had the master of Ravens feat.
Awareness 4 (Empathy 2b), you may use your knowledge rank to determine the bonus given if you assist the head of house or their immediate family on a test.
Healing 4 (Diagnose 2b, Treat Ailment 2b, Treat Injury 2b), characters under your care have their TN reduced by 3 when recovering from injuries and wounds.
Language 4, Persuasion 4 (Convince 2b), you may use your knowledge rank to determine influence dealt with convince.
Status 4 (Stewardship 2b), you may treat your status rank as equal to that of the head of house if you test for house fortunes.
Warfare 4 (Strategy 2b), any member of the house you serve gains +2 on warfare tests within the domains of the house.
Magnetic <-This quality has been removed.
Massive <-This quality has been removed.
Orator
You gain +1D on intrigue tests against a crowd, in addition, the TN modifier from size of the crowd is reduced by 3.
Perceptive
You gain +2 to Awareness (Empathy) tests in intrigue and Intrigue Defense against influence tests using act or bluff, in addition, you may add your cunning rank to all passive results against deception specialties.
Polyglot <-This quality has been removed.
Proper Lady
Requires: Must qualify for Virtue. Must have the Honor-Bound Drawback.
This quality represents a noblewoman that holds herself to the true ideals of Andal propriety, finding strength in them. Thus it comes with expectations in terms of role-play choices.
You gain a bonus to DR and Intrigue Defense against the seduction and incite techniques equal to your dedication specialties.
You gain a bonus to DR and Intrigue Defense against the Taunt technique equal to your breeding specialties.
You may treat bonus dice from breeding as test dice.
If standing up for what is right without any reasonable opportunity for personal advantage for taking such a position, you you may add a bonus to all rolls, passive abilities and derived statistics equal to your dedication specialties
In addition, you do -1 influence per Degree of Success when using deception in intrigue. Further, whenever you fight or argue against a cause you find righteous, you take -1D on all tests during intrigue, warfare and combat. (It should be noted that no proper lady would willingly find herself involved in warfare or combat to begin with).
Rapid Shot
Requirement: Marksmanship 5.
As a greater action, you may sacrifice all your bonus dice in a specialty that you have at least 3 ranks in to make an additional marksmanship attack at -2D, if the second attack would require a reload or manipulate action, you must perform this action in the same turn.
Regent
Requirement: Must be granted the authority ordinarily held by the head of house.
During intrigue when your opponent has an objective that involves you taking an act on behalf of your house, you gain +1 to all passive results and derived statistics. You also gain +1D when seeking audiences
You may only have one out of Head of House, Heir, Landed and Regent benefits, though you may freely exchange one for another if you fulfill the requirements of both. Should you no longer qualify, you lose the benefit, but the destiny point invested is returned to you.
Respected
Requirement: Reputation 2b
Gain +2 Intrigue Defense and DR against the Intimidate and Taunt techniques. In addition, you gain +1 chivalry/virtue.
Septon/Septa
Requirement: Must have taken your vows to the faith, thus foregoing your membership in your house (if any) and any and all family ties.
You gain +1D to all cunning and knowledge tests involving the organization of the faith, it's traditions and writings.
You also gain +2 to any test involved in convincing lay-people of how the traditions and texts of the faith should be interpreted of them and to inspire general piety. The bonus does not apply to any test intended to directly make anyone take a specific action (but a character of the right disposition is likely to follow through if convinced that a course of action is the righteous one).
Shield Mastery
Requires: Shields 2b
If you wield one shield, it improves it's defensive quality by +2, in addition it's bulk is reduced by 1 or it's off-hand quality is increased by 1 if it has no bulk. Further, you do not lose the defensive bonus if the shield is used for an attack. Also, you may use your shield specialty to determine your passive results against the knockdown, maneuver, grab and disarm actions and you may use it for the knockdown, maneuver and disarm actions. When using the shield other action, your target gains an additional +2 combat defense.
Sinister
During the first round of combat (including the first pass during a joust) or intrigue, you gain +2 to all passive test results and other derived statistics that your opponents roll against in conflict tests.
In addition, you gain +1 base influence with the intimidate technique.
Skinchanger <- this quality is removed.
Spear Fighter I
Requirement: Fighting 3 Spears 2b
When on foot and attacking with a spear, you may strike a non-adjacent opponent up to one yard away per specialty rank in spears beyond the first without penalty.
Special: This benefit only applies to the specific weapon, not the category.
Spear Fighter II
Requirement: Spear Fighter I
When on foot and attacking with a spear, you may sacrifice your bonus dice to have your test also be resolved as a maneuver or knockdown.
Special: This benefit only applies to the specific weapon, not the category.
Spear Fighter III
Requirement: Fighting 5, Spear Fighter II
When on foot and attacking with a spear, you may as a greater action sacrifice your bonus dice to inflict -1 movement and -1D to all tests until the start of your next turn on a hit, the penalties doubles if you manage to score three degrees of success.
Special: This benefit only applies to the specific weapon, not the category.
Sponsor
Work with the narrator to designate an NPC whose power and influence is such that their favor may be a considerable boon to you while requiring little effort on their part to provide. An appropriate sponsor is typically any of the principal lords bannermen of the Reach, persons of higher power may also work, but often will be less available and more busy. In general, obtaining access to speak with your sponsor is trivial, and they will typically be helpful as long as it costs them very little.
Stone-Faced
Gain +3 to Deception Tests involving Bluff or Act. In addition, you may add your cunning rank to your passive deception against all uses of Awareness(Empathy).
Stubborn
Gain +2 Intrigue Defense and DR against the Bargain and Convince techniques.
Talented
Choose any ability. Add 1 to the results of any test using this ability, including passive tests. In addition, you may re-roll any one die when testing this ability.
You may select this benefit multiple times. Each time, choose a new ability.
Tough
Requires: Endurance 4, Resilience 2b, Stamina 2b
You may ignore up to -2 in penalties each from injuries and fatigue.
Treacherous
After being defeated or having agreed upon yield terms in an intrigue, you are only compelled by the result until the end of the scene.
Triple Shot <-this quality has been removed.
True Knight
Requires: Must qualify for knightly chivalry. Must have the Honor-Bound Drawback.
This quality represents a knight that holds himself to the true ideals of knighthood, finding strength in them. Thus it comes with expectations in terms of role-play choices.
You gain a bonus to DR and Intrigue Defense against the seduction and incite techniques equal to your dedication specialties.
You gain a bonus to DR and Intrigue Defense against the Intimidate technique equal to your courage specialties.
You gain a bonus to DR and Intrigue Defense against the Taunt technique equal to your breeding specialties.
You may treat your bonus dice from courage as test dice, and you receive +4 per courage rank to passive results rather than +1.
You treat Never Outnumbered and Not Afraid of You as free actions.
If taking part in trial by combat as the champion of a lady or other character that is unfit to fight (too old, too injured, too young) or as part in a trial of seven, you may add a bonus to all rolls, passive abilities and derived statistics equal to your dedication specialties if you are convinced that you are fighting for the right cause.
If attempting to rescue/protect someone unable to fight or get themselves out of peril, you may add a bonus to all rolls, passive abilities and derived statistics equal to half your will rank (round down). Furthermore, in such a situation you may temporarily ignore any damage taken provided that you focus exclusively on helping them, this damage is delayed until such a time as there is no need for helping or the damage sustained is such that it would have been impossible to remain undefeated without taking wounds equal to your endurance rank, in the event of the latter, you are defeated and usually will suffer debilitation or death as a consequence.
In addition, you do -1 influence per Degree of Success when using deception in intrigue. Further, whenever you fight or argue against a cause you find righteous, you take -1D on all tests during intrigue, warfare and combat.
Tourney Knight
Add a number equal to the bonus dice you assigned to Tournaments to your Fighting test results and your passive Animal Handling (Ride) result when jousting. In addition, gain +1 chivalry.
Warg <-this quality has been removed.
Warg Dreams <-this quality has been removed.
Wealthy
You can procure most goods and services for your own consumption worth 25GD or less from your personal funds and incomes. Within an event, this only covers up to 25GD of expenses total for that event. Additionally, at character creation, you may gain five times the value of the equipment and coin ordinarily granted.
Design notes.
The main idea behind this overhaul is to make benefits more interesting than +X bonus to this and that, the aim is to make benefits to not directly increase the potency of your dice rolls. Defensive benefits, particularly intrigue related ones, have been boosted, and it is intentional to encourage defense over offense, with the fact in mind that offense tends to outgrow defense in the system. Another objective is to let qualities add more utility to "underused" actions. Some of the more powerful qualities has been toned down or removed, others have been altered, removed or introduced to tie in with the tone of the game. As can be expected, it's not perfect, and we are therefore very open to discussion concerning these changes, new additions to the mix, or tweaks to benefits not listed here.
Clarifications:
Re-rolls may be done in any order of preference.
Unless specifically noted in the text, bonuses must be applied before you know the result of any test it modifies (or defends against).
Benefits that allows the sacrifice of bonus dice may be combined, but are always applied in the order of the action sacrificing the most bonus dice first. You must have at least one bonus die in order to sacrifice "all" bonus dice.
Accurate
Requires: Marksmanship 4
You may ignore up to 5 combat defense gained from cover when using a marksmanship weapon. You may also ignore the first penalty die when attacking beyond your weapon's effective range.
Adept Negotiator
You may add half your deception rank (round down) to your intrigue defense against opponents that do not know your disposition. In addition, increase your influence with the bargain technique by 1.
Agile Maneuvers
If you are fighting on foot, with no movement penalty due to bulk or other effects, you may as a greater action combine a move action with a standard attack taken at any point during your movement.
Ally
Work with your narrator to designate an NPC that is an ally. This NPC should be of similar level of influence and power as yourself. For most characters, this means that allies are primarily useful for their abilities. Allies will generally come to your assistance should you request or need it. However, the alliance works both ways, so you will be expected to do the same for them.
Animal Cohort
This quality has been removed.
Anointed
Requires: Status 4 (Reputation 2b), must qualify for knightly chivalry, must be knighted by a character outside one's family who's combined ranks of status, reputation and base chivalry is at least 10.
You add +2 to your status test results. Once per day as a free action at the start of an intrigue round, you may add +5 to your intrigue defense and all passive results until the start of the next round.
In addition, you gain +1 chivalry.
Armor Mastery
Increase the AR of any armor you wear by 1. Decrease the armor’s bulk and penalty to Combat Defense by 1 (to a minimum of 0)
Artist
Choose any one art form. Examples include painting, poetry, composition, and sculpture. You may produce art of its kind. You may, at the narrator's discretion, add your reputation specialty as a bonus on influence tests against characters aware of and impressed by your art. You also gain +1 virtue if applicable, and +1D to any test involving the practice or appraisal of your art form.
Attractive
The default disposition towards you from other characters is two steps higher. In addition, any time you would critically fail a test involving persuasion (any) or deception (act or bluff), you may re-roll and take the best result. You may also re-roll any number of 1's on any test involving charm or seduce.
Authority:
Requirements: Status 4 (Reputation 2b)
Gain +1D to audience tests, intrigue initiative and all tests involving the command specialty.
Axe Fighter 1
Requires: Fighting 4 (axes 2b)
When attacking with an axe, you may sacrifice a number of bonus dice, gain +1 base damage for each two dice sacrificed.
Axe Fighter 2
Requires: Fighting 5 (axes 3b), Axe Fighter 1
When attacking with an axe, you may sacrifice all your bonus dice, if your attack hits and deals damage, you inflict an injury in addition to the damage dealt.
Axe Fighter 3
Requires: Fighting 6 (axes 3b), Axe Fighter 2
When attacking with an axe, you may sacrifice all your bonus dice, if you achieve at least two degrees of success and deal damage, you inflict a wound in addition to the damage dealt.
Berserker
During battle, you may accept -5 combat defense throughout a full warfare round to be able to make one standard attack against regular members of enemy units as a free action once per combat round you did not use to issue a command during this time, this is in addition to the attack you normally can make during a combat round.
In addition, you may as a lesser action attempt to demoralize any hostile character by making a Persuasion (Intimidate) test against their passive will (courage), inflicting -1D on all their tests for a number of combat rounds equal to your DoS. You may attempt to target multiple characters by increasing their passive results by a cumulative +3 per additional character. Characters with good reason to believe that they are at least your equal in combat prowess gains +3 to their passive results (possibly more if they are significantly better and knows it). No character may be targeted more than once per scene with this action.
Blood of the First Men
You gain +1D on endurance tests to resist extreme cold. In addition, calculate your passive Endurance and all derived statistics of Endurance as if your Endurance rank is 1 higher.
Blood of Valyria
You gain +5 on passive endurance when attacked by heat or flame.
You gain +2 on all persuasion and deception tests to intimidate.
During intrigue, you may treat your status rank as one higher for all derived statistics and effects keyed to status, including whether or not simple intrigue may be initiated.
Bodyguard
You are well practiced at protecting your charges. When rolling initiative in a combat, you may also designate an ally as your charge. When used to protect your charge, the Interpose action is only a lesser action for you. Additionally, you do not take the -3 penalty to your Combat Defense when using the Interpose action. Finally, when taking either the Interpose or Shield Other actions to protect your charge, you may take a fatigue. If you do so, then any time your charge is attacked you may move as a free action up to one half your movement (round down, minimum one yard) if doing so would apply the protections of your action against an attack that would otherwise be ineligible (because your charge is not adjacent or because you are not in the attacker's reach).
Brothers in arms
Either collaborate with a fellow PC or work with the narrator to designate an NPC. To receive the benefits of this quality, two characters must both select it and designate each other (hereby referred to as their comrade). When the comrades are adjacent to each other in combat, they gain +2 to combat defense and any passive test results to resist combat actions, as well as +2 to any test against any adjacent opponent that was targeted by the comrade on the comrade's last turn in the same combat.
Cadre
Requirement: At least one out of Status 4, Persuasion 5, Charismatic or Famous.
You gain a group of 10 loyal followers, they can be any mix of servants, bodyguards, aides and other roles.
These are all tertiary characters with a friendly disposition towards you, they may act as your agents, but can generally not partake in events and their availability to grant assistance bonuses and join alongside you in intrigue will tend to be limited. Should one die in your service or otherwise become unfit/unable to perform their "duties", you may spend a destiny point to replenish the ranks by up to three fresh faces. The actual personages involved can be as fluid as the story demands (though perhaps not in terms of skillsets).
One's followers are normally restricted to status 2. However, you may have one follower of status 3 for each rank of status above 3 that you possess, and for each of the following benefits: Famous, Great Bastard, Head of House, Heir, Landed, Regent.
Cautious Diplomat -> This quality has been removed.
Charismatic
You may add +1 to all tests during intrigue.
Cohort
You gain a loyal companion with the following statistics:
210 Ability XP, 80 Specialty XP, 2 Destiny Points, 0 forced Drawbacks, maximum of 2 benefits, maximum of 1 unspent destiny points.
The cohort must be of lower status rank than you.
The cohort earns XP at half your rate, though can never gain any destiny points aside from purchasing with XP.
This is a very powerful quality, and as such, players taking it will be expected to use it to enhance the story and also be required to present a plan on how to do so.
A cohort is generally forbidden to partake in scenes labelled events, exceptions may apply if the Player Character abstains from it.
Compelling
Choose an intrigue technique, when using this technique in an intrigue, you may add +2 to all test results, and do +1 base influence.
You may take this benefit multiple times, once for each technique.
Connections
You may utilize your web of contacts to do the following:
Once per day, you may learn of a random rumor.
You may also, once per day, leverage your connections to automatically granting +3 to conceal you as the source of rumors or your interest in them without taking the penalty.
You may also, once per day, have your contacts do one of the following:
-Monitor a specific individual.
-Clandestinely deliver or receive a message or small item.
-Serve as middlemen between you and "colorful individuals" in the seedier parts of society.
Note: Connections is assumed to cover Highgarden, the domains of one's home house and other areas of interest as deemed appropriate by the narrator. The network of contacts will usually not be available elsewhere.
Courteous
Requires: Status 3 (Breeding 1b), Persuasion 3 (Charm 1b), Language 3.
Gain +1D to intrigue tests involving breeding and any non-intrigue tests involving etiquette and proper behavior. In addition, the default disposition towards you is increased by 1.
Double Shot ->This quality has been removed.
Dutiful
Requires: Will 4
Gain +2 Intrigue defense and DR against the incite and seduce techniques. In addition, you gain +1 chivalry/virtue.
Eloquent
Requires: Persuasion 4, Language 4.
You may add +1 to the base influence with intrigue techniques governed by an ability in which you have lower rank in than you do language.
Expertise -> This quality has been removed.
Famous
Requirement: Status 3 (Reputation 2b)
You may add you reputation rank to your status rank when determining whether or not you may engage (or be engaged) in simple intrigue. You also treat your reputation dice as test dice when using the shield of reputation action or testing to secure an invitation or audience. In addition, any tests to spread rumors about you gains +2, but a -1D is applied when resolving any attempts to influence opinions about you through rumors. If you spread rumors and choose to add your status rank to the test, you may also add your reputation rank to the test.
You also suffer a -1D on any attempt to conceal your activities or identity. And all tests to investigate or recall information about you is at +1D, this bonus does not apply if the result is compared to a test where you already were penalized by this quality. Subject to narrator discretion, these modifiers may not necessarily apply. Being famous does not make you any less able to hide from view, but people will more quickly notice your absence.
Fury
Requirement: Athletics 4 (Strength 2b)
During combat, you may enter a state of frenzy with the following effects:
-You gain +2 damage per DoS, but all attack actions are now greater actions (if they were not so already)
-You may not use catch your breath or cautious attack.
-Your weapon gains the vicious quality for the remainder of the scene against any opponent attacked while in a state of frenzy.
You may attempt to calm yourself down prior to the end of the scene, requiring a lesser action and a self-control test to succeed, on a failure you may spend an additional lesser action to cal yourself anyway..
Graceful
You may add your breeding rank to tests involving the charm specialty and influence tests using the charm technique. You may also add +1D to any test involving dancing. In addition, you gain +1 virtue (if applicable).
Great Bastard
Requirement: Noble mother, father must be recognized as King Aegon IV.
Your maximum status is 5 (other factors increasing it beyond this point takes precedence), in addition you gain +1D on all persuasion tests where you directly and overtly attempt to influence others to support fire or blood.
Greensight ->This quality has been removed.
Guttersnipe
For the purposes of detection, the passive awareness of other characters are calculated as if they had one less rank against your thievery tests. In addition, active tests to discover the results of thievery tests are at +3 difficulty.
Head for Numbers
Requirement: Status 3 (Stewardship 1b)
You may add your cunning ranks to the results of any successful status(stewardship) tests. In addition, you may add your stewardship ranks to any bargain test involving coin.
If you contribute to House Fortunes (by rolling, assisting, coordinating or otherwise being present and available) tests during a phase, the house may:
Roll twice and take the best result when determining the amount of coffers gained if taking the raise money action.
If the house declares the hosting of an event, it ignores the upfront cost that normally would incur in the phase that it is declared.
The House can take out loans at increments of 15 coffers rather than 10, but interests are still calculated as if the loans were taken out in increments of 10.
Head of House
Requirement: Must be the head of your house, both in name and reality.
During intrigue when your opponent has an objective that involves you taking an act on behalf of your house, you gain +1 to all passive results and derived statistics. You also gain +2D when seeking audiences.
You may only have one out of Head of House, Heir, Landed and Regent benefits, though you may freely exchange one for another if you fulfill the requirements of both. Should you no longer qualify, you lose the benefit, but the destiny point invested is returned to you.
Heir
Requirement: Must be the accepted heir of your house.
During intrigue when your opponent has an objective that involves you taking an act on behalf of your house, you gain +1 to all passive results and derived statistics. You also gain +1D when seeking audiences.
You may only have one out of Head of House, Heir, Landed and Regent benefits, though you may freely exchange one for another if you fulfill the requirements of both. Should you no longer qualify, you lose the benefit, but the destiny point invested is returned to you.
Heirloom -> This quality has been removed.
High Station
You may treat passive results, derived statistics and other intrigue effects as if your status ranks were equal to your maximum.
Improved Weapon Mastery->This quality have been removed.
Improved Armor Mastery->This quality have been removed.
Inspiring
-All units under your command gain +1D on morale tests, as does any units you are attached to and those adjacent to it. (Non-stacking)
-The unit you are attached to and any adjacent units gain a bonus to attack and health equal to you courage ranks.
-If inspiring troops, you grant +1D per rank in courage on a success (minimum +1D).
-If leading from the front, you may treat your bonus dice from command as test dice.
In addition, during combat scenes, your presence grants a +2 bonus to courage tests and passive courage results.
Keen Senses
Requires: Awareness 4
Once per day, you may reroll any awareness test, and take the best result. In addition, you may add your cunning ranks to your passive awareness.
Landed
Requires: Must serve a house with more than one defense holding, and must have been granted the authority to hold one of them in the name of the head of the house. Cannot hold the holding where the head of the house has his seat.
During intrigue when your opponent has an objective that involves you taking an act on behalf of your holding, you gain +1 to all passive results and derived statistics. You also gain +1D when seeking audiences
You may only have one out of Head of House, Heir, Landed and Regent benefits, though you may freely exchange one for another if you fulfill the requirements of both. Should you no longer qualify, you lose the benefit, but the destiny point invested is returned to you.
Leader of Men
In warfare, you may issue up to 2 commands each round as free actions. In addition, instead of foregoing your agility test at the start of combat to test tactics to grant bonuses to your allies, you may instead do this by taking -1D to your test.
Long Blade Fighter 1
Requires: Fighting 4 (Long Blades 2b)
When making a fighting test using a long blade weapon, you may sacrifice any number of bonus dice, for each die sacrificed, you gain +1 to your combat defense and passive agility, athletics, fighting and endurance test results until the start of your next turn. The sacrificed bonus dice applies to all your fighting tests you make until the start of your next turn.
Long Blade Fighter 2
Requires: Long Blade Fighter 1
If successfully using the maneuver option with a long blade on an opponent and immediately follow up with an attack action with a long blade against that opponent, you deal an additional amount of damage equal to your fighting rank on a success.
Long Blade Fighter 3
Requires: Long Blade fighter 2, Fighting 6 (long blades 3b)
As a greater action, when attacking with a long blade weapon, you may sacrifice all your bonus dice to make the attack be resolved against up to three characters adjacent to you.
Maester
Requirement: Knowledge 4 (Education 2b, Research 2b), Cunning 3 (Logic 2b). Must have studied at the Citadel and forged your own chain, foregoing your previous life and family.
You may add your cunning rank to your passive will result, in addition, a maester meeting the following prerequisites enjoys additional effects:
Animal Handling 3 (Charm 2b, Train 2b), you may handle Ravens as if you had the master of Ravens feat.
Awareness 4 (Empathy 2b), you may use your knowledge rank to determine the bonus given if you assist the head of house or their immediate family on a test.
Healing 4 (Diagnose 2b, Treat Ailment 2b, Treat Injury 2b), characters under your care have their TN reduced by 3 when recovering from injuries and wounds.
Language 4, Persuasion 4 (Convince 2b), you may use your knowledge rank to determine influence dealt with convince.
Status 4 (Stewardship 2b), you may treat your status rank as equal to that of the head of house if you test for house fortunes.
Warfare 4 (Strategy 2b), any member of the house you serve gains +2 on warfare tests within the domains of the house.
Magnetic <-This quality has been removed.
Massive <-This quality has been removed.
Orator
You gain +1D on intrigue tests against a crowd, in addition, the TN modifier from size of the crowd is reduced by 3.
Perceptive
You gain +2 to Awareness (Empathy) tests in intrigue and Intrigue Defense against influence tests using act or bluff, in addition, you may add your cunning rank to all passive results against deception specialties.
Polyglot <-This quality has been removed.
Proper Lady
Requires: Must qualify for Virtue. Must have the Honor-Bound Drawback.
This quality represents a noblewoman that holds herself to the true ideals of Andal propriety, finding strength in them. Thus it comes with expectations in terms of role-play choices.
You gain a bonus to DR and Intrigue Defense against the seduction and incite techniques equal to your dedication specialties.
You gain a bonus to DR and Intrigue Defense against the Taunt technique equal to your breeding specialties.
You may treat bonus dice from breeding as test dice.
If standing up for what is right without any reasonable opportunity for personal advantage for taking such a position, you you may add a bonus to all rolls, passive abilities and derived statistics equal to your dedication specialties
In addition, you do -1 influence per Degree of Success when using deception in intrigue. Further, whenever you fight or argue against a cause you find righteous, you take -1D on all tests during intrigue, warfare and combat. (It should be noted that no proper lady would willingly find herself involved in warfare or combat to begin with).
Rapid Shot
Requirement: Marksmanship 5.
As a greater action, you may sacrifice all your bonus dice in a specialty that you have at least 3 ranks in to make an additional marksmanship attack at -2D, if the second attack would require a reload or manipulate action, you must perform this action in the same turn.
Regent
Requirement: Must be granted the authority ordinarily held by the head of house.
During intrigue when your opponent has an objective that involves you taking an act on behalf of your house, you gain +1 to all passive results and derived statistics. You also gain +1D when seeking audiences
You may only have one out of Head of House, Heir, Landed and Regent benefits, though you may freely exchange one for another if you fulfill the requirements of both. Should you no longer qualify, you lose the benefit, but the destiny point invested is returned to you.
Respected
Requirement: Reputation 2b
Gain +2 Intrigue Defense and DR against the Intimidate and Taunt techniques. In addition, you gain +1 chivalry/virtue.
Septon/Septa
Requirement: Must have taken your vows to the faith, thus foregoing your membership in your house (if any) and any and all family ties.
You gain +1D to all cunning and knowledge tests involving the organization of the faith, it's traditions and writings.
You also gain +2 to any test involved in convincing lay-people of how the traditions and texts of the faith should be interpreted of them and to inspire general piety. The bonus does not apply to any test intended to directly make anyone take a specific action (but a character of the right disposition is likely to follow through if convinced that a course of action is the righteous one).
Shield Mastery
Requires: Shields 2b
If you wield one shield, it improves it's defensive quality by +2, in addition it's bulk is reduced by 1 or it's off-hand quality is increased by 1 if it has no bulk. Further, you do not lose the defensive bonus if the shield is used for an attack. Also, you may use your shield specialty to determine your passive results against the knockdown, maneuver, grab and disarm actions and you may use it for the knockdown, maneuver and disarm actions. When using the shield other action, your target gains an additional +2 combat defense.
Sinister
During the first round of combat (including the first pass during a joust) or intrigue, you gain +2 to all passive test results and other derived statistics that your opponents roll against in conflict tests.
In addition, you gain +1 base influence with the intimidate technique.
Skinchanger <- this quality is removed.
Spear Fighter I
Requirement: Fighting 3 Spears 2b
When on foot and attacking with a spear, you may strike a non-adjacent opponent up to one yard away per specialty rank in spears beyond the first without penalty.
Special: This benefit only applies to the specific weapon, not the category.
Spear Fighter II
Requirement: Spear Fighter I
When on foot and attacking with a spear, you may sacrifice your bonus dice to have your test also be resolved as a maneuver or knockdown.
Special: This benefit only applies to the specific weapon, not the category.
Spear Fighter III
Requirement: Fighting 5, Spear Fighter II
When on foot and attacking with a spear, you may as a greater action sacrifice your bonus dice to inflict -1 movement and -1D to all tests until the start of your next turn on a hit, the penalties doubles if you manage to score three degrees of success.
Special: This benefit only applies to the specific weapon, not the category.
Sponsor
Work with the narrator to designate an NPC whose power and influence is such that their favor may be a considerable boon to you while requiring little effort on their part to provide. An appropriate sponsor is typically any of the principal lords bannermen of the Reach, persons of higher power may also work, but often will be less available and more busy. In general, obtaining access to speak with your sponsor is trivial, and they will typically be helpful as long as it costs them very little.
Stone-Faced
Gain +3 to Deception Tests involving Bluff or Act. In addition, you may add your cunning rank to your passive deception against all uses of Awareness(Empathy).
Stubborn
Gain +2 Intrigue Defense and DR against the Bargain and Convince techniques.
Talented
Choose any ability. Add 1 to the results of any test using this ability, including passive tests. In addition, you may re-roll any one die when testing this ability.
You may select this benefit multiple times. Each time, choose a new ability.
Tough
Requires: Endurance 4, Resilience 2b, Stamina 2b
You may ignore up to -2 in penalties each from injuries and fatigue.
Treacherous
After being defeated or having agreed upon yield terms in an intrigue, you are only compelled by the result until the end of the scene.
Triple Shot <-this quality has been removed.
True Knight
Requires: Must qualify for knightly chivalry. Must have the Honor-Bound Drawback.
This quality represents a knight that holds himself to the true ideals of knighthood, finding strength in them. Thus it comes with expectations in terms of role-play choices.
You gain a bonus to DR and Intrigue Defense against the seduction and incite techniques equal to your dedication specialties.
You gain a bonus to DR and Intrigue Defense against the Intimidate technique equal to your courage specialties.
You gain a bonus to DR and Intrigue Defense against the Taunt technique equal to your breeding specialties.
You may treat your bonus dice from courage as test dice, and you receive +4 per courage rank to passive results rather than +1.
You treat Never Outnumbered and Not Afraid of You as free actions.
If taking part in trial by combat as the champion of a lady or other character that is unfit to fight (too old, too injured, too young) or as part in a trial of seven, you may add a bonus to all rolls, passive abilities and derived statistics equal to your dedication specialties if you are convinced that you are fighting for the right cause.
If attempting to rescue/protect someone unable to fight or get themselves out of peril, you may add a bonus to all rolls, passive abilities and derived statistics equal to half your will rank (round down). Furthermore, in such a situation you may temporarily ignore any damage taken provided that you focus exclusively on helping them, this damage is delayed until such a time as there is no need for helping or the damage sustained is such that it would have been impossible to remain undefeated without taking wounds equal to your endurance rank, in the event of the latter, you are defeated and usually will suffer debilitation or death as a consequence.
In addition, you do -1 influence per Degree of Success when using deception in intrigue. Further, whenever you fight or argue against a cause you find righteous, you take -1D on all tests during intrigue, warfare and combat.
Tourney Knight
Add a number equal to the bonus dice you assigned to Tournaments to your Fighting test results and your passive Animal Handling (Ride) result when jousting. In addition, gain +1 chivalry.
Warg <-this quality has been removed.
Warg Dreams <-this quality has been removed.
Wealthy
You can procure most goods and services for your own consumption worth 25GD or less from your personal funds and incomes. Within an event, this only covers up to 25GD of expenses total for that event. Additionally, at character creation, you may gain five times the value of the equipment and coin ordinarily granted.