Post by Father on Jan 4, 2017 10:43:29 GMT 1
If a drawback is not listed here, then we will use the version found in the updated chapter 5 pdf.
It is deemed useful to repeat that the effects of a drawback can be removed by the burning of a DP, although narrator approval will be required to do so during an active chronicle.
Some drawbacks may have wider role-play applications than direct mechanical one's, taking such drawbacks comes with the expectation that the character is played in accordance with the choice and the likelihood that the narrator will deliberately put the drawback to the test.
A drawback should be an actual detriment to a character, thus the narrator may deny certain choices for some character concepts or require some degree of customization.
Most disposition and similar effects primarily applies to noble and otherwise noteworthy NPC's.
Drawbacks generally does not reduce a passive result, derived statistic or number of dice being rolled below zero.
Self-Control.
A number of Drawbacks will call for a self-control test. This is a Will (Dedication) test with a somewhat clunky calculation of the TN:
TN=1+3*Will Ranks+2 for first dedication rank+1 per additional dedication rank.
Self-control is generally not affected by things like injury, fatigue and wounds (and is usually exempted from "+X to all tests" in events and so on), the penalty (but not the benefit) from alcohol and similar substances applies.
The rationale for this formula is to ensure that a drawback is actually a drawback that carries a real risk (and prevent that a character having a low rank will almost always fail if a character of high rank is to fail on occasion).
For common combinations of Ability Rank (noted as xD) and specialty rank (noted as +yb), the TN's are as follows:
Design Notes
The overall objective is to do away with a tendency for drawbacks to either be overly crippling or mostly ignored. Management prefers drawbacks to above all be things that allows for story to be made and primarily be annoying for the characters having to suffer it's effects. As always, we are open to suggestions for additions or tweaking. Several of the new drawbacks have been taken (sometimes modified, sometimes not) from Coldwind's homebrew list.
Absent-Minded
You take -1D on all Cunning and Knowledge tests.
Addiction
Whenever you are offered the opportunity to partake in a substance to which you are addicted (and in sufficient amounts to be affected), you must succeed on a Self-Control Test in order to resist, this works according to the poison rules, except that the first virulence test will always score at least 1 DoS. You need only test once per day to resist. For each day you do not have an opportunity to indulge your addiction, you must succeed on a Self-Control Test at +1D or otherwise seek to sate your urge. You must also succeed on an Endurance(Resilience) TN 9 test each day you cannot indulge your addiction or suffer -1 to all tests until you succeed on an Endurance test or until you get another dose. It is possible to take a regular dose (which works as per normal poison rules as long as you succeed the will test for opportunity) in order to keep these withdrawal symptoms in check.
Another character may use simple intrigue with the seduction, taunt or bluff specialties to entice you to partake in your addiction, triggering the Self-Control test for resisting, if you already have attempted to resist that day, you gain +1D on this test. If you already failed the first test, you must simply take another dose which may or may not be sufficient to cause the effects of the poison. This additional will test may only be triggered once per day.
Other substances than alcohol must be agreed upon with the narrator, and may have different mechanics. The strength of dosage that is consumed upon a failed test will be determined by the narrator.
Avaricious
Your intrigue defense and DR is reduced by 3 (to a minimum of 0) against someone offering a substantial personal reward in return for your favor or service.
Barren
Requires: Female, and cannot have given birth to any children except stillborn.
You suffer -2 Virtue, additionally, it is almost impossible to secure an advantageous marriage for you (if one at all).
Note: You need not take this drawback in order to be barren, this is representing the stigma of being known to be so (which means you actually can have this drawback without truly being barren, more than one lady has been deemed barren when in fact her husband is infertile)
Special: In order to be allowed to remove the effects of this drawback by burning a DP, one must give birth to a healthy child. Given the requirements of the drawback, one cannot give birth to a healthy child without removing it in such fashion.
Bastard Born
Requires: Must be an acknowledged bastard (meaning that your mother is a noble or your father is a noble and recognized you as his child).
You suffer -2 chivalry/virtue, in addition, the default disposition towards you from characters of status 3+ is two steps lower.
Note: As with barren, this represents the stigma of bastardy, while it is appropriate to take this for a bastard character, it is not a requirement. Other characters are still likely to comment on the circumstances of your birth regardless.
Blackmailed
Someone has evidence against you, which revealed would cause you considerable grief. Work with the narrator to determine the nature of this evidence and what sorts of demands the blackmailer might place upon you.
Note: This drawback might be used for any sort of relationship where the other party holds some sort of power to regularly coerce you into doing favors.
Bound to the Bottle
Requires: Addiction (Alcohol)
The default disposition towards you by NPC's is worsened by two steps and the TN for resisting addiction is increased by +3. However, for all effects related to alcohol, you may count your endurance rank as two higher.
Also, you suffer -2 Chivalry/Virtue.
Childhood Disease
Removed.
Craven:
You must succeed on a self-control test in order to do any of the following:
-Continue fighting after having taken your first injury in battle or combat if yielding or fleeing is expected to result in no further physical harm.
-Continue fighting after having taken your first wound in battle or combat if yielding or fleeing is expected to result in no further physical harm.
-Take any action which carries the risk of physical or emotional confrontation.
-Take any action to shield others from harm or confrontation by leaving you more exposed to it instead.
-Take any initiative action.
Crippled
As in the book, in addition, you suffer -1D to all tests when on horseback and -2 Chivalry/-1 Virtue.
Cruel Insanity
You take –2D on all Awareness tests involving Empathy. In addition, the disposition of others is two steps worse if they recognize who you are.
Also you suffer -2 chivalry/virtue
Debt
Requirements: Cannot have the Wealthy benefit.
Every three months you must roll a number of dices equal to your status rank, you may also roll an additional number equal to your stewardship rank and remove as many dice (whichever you prefer) afterwards. You must pay the result in GD or else suffer the consequences.
If you begin play with this quality, you may only start with half the normal value of coin and equipment.
Special: For this drawback to actually be a drawback, you are forbidden to accept any financial assistance from your affiliated house that would off-set the negative effects. For characters having a situation such that they can easily off-set the debt by tapping into house funds or the like, one should instead assume that the debt is of such magnitude and nature that it works instead as a Blackmailed drawback.
Decadent
When faced with the opportunity to indulge in a luxury (exotic food, good wine, etc.) and there is no apparent significant cost, you must succeed on a Self-Control test in order to resist. In addition, when determining whether or not a character offering such may compel you with simple intrigue when using the charm technique, their status rank is doubled.
Special: If a character is offering something truly special, they receive +1D on all charm tests against you, and the TN to resist will be at +3
Dependent
You have someone who depends on you for their well-being, such as a child or invalid parent, intentionally or not, this character is frequently a cause of trouble for you.
You must work with the narrator to determine the specifics.
Disturbing Habit->See Threatening
Dwarf
You suffer -1b (as training penalty) to tests using ride, fighting, athletics and persuasion, and your movement is reduced by 1, in addition, your chivalry/virtue score may never be higher than 0.
Easily Winded
You suffer -2 in penalty from each point of fatigue, in addition you suffer -1D on any test involving prolonged physical exertion (must be longer than something measured in combat rounds to apply).
Envious
-When you meet someone who possesses one or more of three advantages as agreed upon with the narrator, or they are mentioned in a scene, you must make a self-control test or treat them as if your disposition towards them is unfriendly or worse, this does not affect your disposition steps, only how your modifiers and other effects from disposition apply in this particular scene (which also should guide the attitude you show towards them in that scene).
Suggestions for advantages that may be selected (To be considered, an advantage must be reasonably common and easy to recognize and be something you do not have).
-Attractive (may be restricted to only those of your own gender).
-Higher Maximum Status than you.
-More ranks than you in a specific ability.
-Valyrian Features.
-Great Bastard.
-Head of House.
-Lady of a House.
-Having an attractive spouse.
-Not having a specific drawback.
-A more capable jouster than you.
-Having Lordly Chivalry.
-Having more default chivalry/virtue than you.
Eunuch
As in the book, in addition, you may not have a chivalry score.
Note: This drawback applies to those who were castrated as boys, unspeakable injuries and the like doesn't quite have the same effects.
Fear
As in the book, in addition, you suffer -1 Chivalry.
Feeble
You may not have any unspent destiny points. In addition, your chivalry/virtue score is 0.
Flaw
As the original drawback, you may however, only take a number of flaws in an ability equal to the amount of ranks you have purchased in it beyond 2.
Forgetful
See absent-minded.
Furious
When determining whether or not another character may compel you with simple intrigue when using the incite or taunt techniques, their status rank is doubled.
Haunted
You suffer -1D to awareness tests, in addition, you suffer -1 to tests outside combat and warfare that requires more than a minute to take.
Honest
You must test self-control in order to lie or deceive, should you chose to not share something you know, your honesty would then make it clear to other parties that you are withholding information.
Honor-Bound
You must succeed on a Self-Control test in order to refuse to act in the way that honor demands, should you for example be seduced by a charming young lady into some carnal act, honor would demand that you marry her, and your lack of reluctance is likely to make her father get away with a lesser dowry.
Note: As this is a drawback, it will never grant any protection against the machinations of others into making you act dishonorably or any other drawback or effect which might make you so disposed. Though it may very well kick in when facing the consequences of such things.
Ignoble
Your suffer -2 to chivalry/virtue, and the default disposition of others with chivalry or virtue score towards you is at -2
Special: You may not take this drawback if you do not have a chivalry or virtue score.
Impatient
You take -1D to any test where patience and attention to detail is required.
Inept
Select an ability in which you have at least 4 ranks in, you suffer -1 to all tests with this ability (including passive results), as well as derived statistics.
Lascivious
When faced with the opportunity to engage in carnal pleasures with a person that you are attracted to and there is no apparent immediate risk of getting caught, you must succeed on a Self-Control test in order to resist. In addition, when determining whether or not such a character may compel you with simple intrigue when using the seduction technique, their status rank is doubled. You must agree with your narrator upon what qualifies as a person that you are attracted to (such as females between 18 and 30 that does not possess the unattractive drawback).
Special: If such a character possess the attractive benefit, they receive +1D on all seduction tests against you, and the TN to resist will be +3.
Note: Strictly speaking, the test to resist is triggered by someone offering you the opportunity of their own free will, demanding nothing of consequence in return. As that is the typical outcome of the seduction technique, getting cold feet would trigger the test, but the opportunity to seduce is not the same as an opportunity to engage in carnal pleasures.
Marked
During intrigue, your opponents gains +1DR against you except when you use the intimidate technique.
Maimed
When maimed, typically as result of combat or other accident, one of the following penalties are applied.
-Brutal scarring: Inflict unattractive or marked instead.
-Loss of weak arm: -2 Combat Defense and Passive Ride results, cannot wield any two-handed weapon, but can wield a shield, or have some sort of prosthetic that may double as club.
-Loss of strong arm: As loss of weak arm, but also suffer a -1b training penalty on all tests requiring the use of one's hands.
-Loss of a foot: Half movement, -1D on all tests one would normally use both legs for, suffer -2 on all ride tests (including passive results). When fighting on foot, you suffer -4 on passive test results against knockdown, -2 on all other passive test results and a -1b training penalty to all tests.
-Loss of an eye: -1D on all Marksmanship tests, -1 Combat Defense, -1D on notice tests involving vision.
Naive
You take -3 to intrigue defense and passive awareness against all uses of deception and its related specialties, as well as -1D to all tests against passive deception.
Prejudiced
You have an intense distrust of a certain group, having this towards Dornish and Bastards are fairly common in the Reach.
Your default disposition towards members of this group must at best be unfriendly (specific individuals may prove themselves to be not so bad as the rest), and you must succeed on Self-Control test in order to avoid taking opportunities to confront a member of the group over their collective failings.
Further, the "You and Me!" initiative action is a free action for you against anyone belonging to the target group, but you must also test self-control not to take it against them when possible.
You must gain narrator approval for the choice of group.
Nemesis
Work with the narrator to designate an NPC, whether among the NPC's named in the setting section or a new one. This character will be made a primary NPC, meaning they will be upgraded to have PC-level statistics, and you can expect that:
1. This character will take any easily available opportunity to harass and create trouble for you if there is little risk for them involved.
2. The narrator will design a specific plot by this character intended to be challenging and carry significant risks for your character should it succeed. This will typically repeat itself once per chronicle.
While characters devoting their very lives to get revenge on you is a possibility, a nemesis usually has objectives and motivations with higher priority than making life difficult for you. It is also very much possible to have a variant of nemesis that represent you becoming a convenient target (or collateral damage) of an NPC's scheming.
Even if something were to befall your Nemesis, the threat to you will remain until the drawback is removed by burning a DP, perhaps there are relatives or allies picking up where the nemesis left off or their influence may hurt you in other ways.
Promiscuous
-1/-2 Chivalry/Virtue and the default disposition towards you from members of the faith are at -4. Except as noted below, the default disposition towards you from others are at -2.
-For men, the default disposition towards you from other men (unless they have daughters) is unaltered.
-For young women, the default disposition towards you from young men is +2, though your marriage prospects are greatly reduced.
Special: You may only have this quality if you have a chivalry/virtue score.
Note: This represents having a certain reputation, whether earned or not.
Proud
In order to allow others to assist you on tests or make a test in your stead (if you have at least 3D in that ability), you must make a Self-Control Test. The same applies for backing down from a challenge. A goad action targeting you (whether successful or not) counts as a challenge, failure to resist treats the taunt test as successful with however many DoS as it takes until they or you are defeated or yields.
Special: Reasonable limitations may be approved by the narrator, a lord might demand to fight all duels on behalf of his family and to have the command during battle, but he might also not bother to govern his lands and leave the stewardship entirely to his maester.
Poor Health
Injuries only allow you to remove damage equal to one less than your endurance rank (minimum one)
Obese
Whenever you test Agility, you must re-roll any die result of a 6 and take the second roll. In addition, you suffer -1 movement and the default disposition towards you by NPC's is worsened by two steps.
Also, you suffer -1 Chivalry/-2 Virtue.
Outcast<-This Quality has been removed.
Red Blooded
During any scene in which you have taken damage, you must make a self-control test in order to do any of the following (test once per warfare/combat round):
-Not lead from the front (if applicable).
-Choose not to attack an enemy, whether personally or through issuing orders.
-Not put any captured or cornered character of status 2 or less to the sword.
-Use the defensive technique.
This does not prevent you from yielding or taking defeat.
In addition, any character using the taunt technique against you and specifically belittling your martial prowess or accuse you of cowardice may treat their status ranks as doubled for the purpose of whether or not they may initiate simple intrigue.
Reviled
The default disposition towards you is two steps worse than normal. In addition, you take a –1D on all Status tests.
Romantic
This quality counts applies the effects of naive towards any character with a chivalry or virtue score of at least 3, as well as any member of the faith in good standing.
In addition, you must succeed on a Self-Control test to turn down opportunities to act gallantly/virtuously or to avoid accepting acts of gallantry/virtue as proof that the knight/lady performing them is good at heart.
Note: This drawback does not extend to acts of gallantry that would place oneself in highly dangerous situations.
Sickly
You suffer -1D on endurance tests to resist hazards and ailments as well as all tests to recover from injuries and wounds.
In addition, you suffer -1/-2 chivalry/virtue and your eligibility for marriage is diminished
Note: This drawback also leaves one exposed to bids to have you set aside in the line of inheritance.
Sluggish
You suffer -1D on initiative tests in combat and intrigue.
Still a child
Take a -2 penalty on composure, health, intrigue defense, combat defense and passive test results. In addition, when determining how many dice are rolled for any tests, reduce the number of dice from specialty ranks by one (to a minimum of 0, this applies after the effect of training penalties).
Special: This drawback is mostly for underage NPC's and can be applied to secondary and tertiary characters. A PC taking this drawback may gain 2 Destiny Points for doing so, but must then burn 2 Destiny Points in order to remove it.
Submissive
Any opponent with a Status rank 2 or more above your own may compel you as opposed to only those with a Status of rank 3 or higher.
Threatening
The default disposition towards you is worsened by two steps, further you gain +1D on all tests involving intimidate, but -1D on all other uses of persuasion. In addition, you suffer -1 Chivalry/Virtue.
Unattractive
You take -1D on seduction and charm tests. In addition, the default disposition towards you is worsened by two steps.
Untrustworthy
Something about you makes others slow to take your words at face value.
The default disposition towards you worsens by 2 steps. In addition, each time someone's disposition towards you would improve, the effect is reduced by one. Also, you do not gain any bonuses from chivalry or virtue to persuasion or deception tests of any kind.
Vainglorious
You must succeed on a Self-Control test in order to avoid pursuing a chance for winning honors, such as jousting, riding in a trial by combat, command in a battle and so on.
Vice
This is not so much a specific drawback as a catch-all term which may be taken to represent a trait which sometimes will drive a you to take acts which can be considered irrational and detrimental for the character. Exactly how it plays out must be agreed upon with the narrator, sometimes no direct mechanical effects are necessary, though a Self-Control test to resist is standard.
Vindictive
When presented with an opportunity to repay a slight, you must succeed on a Self-Control test to avoid taking it. Note that while it is common to issue challenge to a duel in face of an insult, and this would resolve the situation in the eyes of almost everyone, vindictive characters tends to keep carrying grudges against all who offends them.
Further, the "You and Me!" initiative action is a free action for you against anyone on your "list", but you must also test self-control not to take it against them when possible.
Weak willed
Requirement: 2 or more drawbacks which requires succeeding on a will test to act (or not act) in a certain manner.
All will tests required by drawbacks are at +3 TN.
Zealot
You have a very specific burning drive which takes precedence over all your other concerns, typically but not necessarily a religious one. You must succeed on a Self-Control test to pass over opportunities to pursue your objective.
Note: The chosen objective should be something dangerous, irrational and/or self-detrimental and typically have nothing to do with personal gain. While religious examples should be easy to imagine, an intense desire for revenge on a neighboring lord is probably one of the better ones to illustrate what this quality can represent.
It is deemed useful to repeat that the effects of a drawback can be removed by the burning of a DP, although narrator approval will be required to do so during an active chronicle.
Some drawbacks may have wider role-play applications than direct mechanical one's, taking such drawbacks comes with the expectation that the character is played in accordance with the choice and the likelihood that the narrator will deliberately put the drawback to the test.
A drawback should be an actual detriment to a character, thus the narrator may deny certain choices for some character concepts or require some degree of customization.
Most disposition and similar effects primarily applies to noble and otherwise noteworthy NPC's.
Drawbacks generally does not reduce a passive result, derived statistic or number of dice being rolled below zero.
Self-Control.
A number of Drawbacks will call for a self-control test. This is a Will (Dedication) test with a somewhat clunky calculation of the TN:
TN=1+3*Will Ranks+2 for first dedication rank+1 per additional dedication rank.
Self-control is generally not affected by things like injury, fatigue and wounds (and is usually exempted from "+X to all tests" in events and so on), the penalty (but not the benefit) from alcohol and similar substances applies.
The rationale for this formula is to ensure that a drawback is actually a drawback that carries a real risk (and prevent that a character having a low rank will almost always fail if a character of high rank is to fail on occasion).
For common combinations of Ability Rank (noted as xD) and specialty rank (noted as +yb), the TN's are as follows:
Ranks | TN |
3D | 10 |
3D+1b | 12 |
3D+2b | 13 |
4D | 13 |
4D+1b | 15 |
4D+2b | 16 |
Design Notes
The overall objective is to do away with a tendency for drawbacks to either be overly crippling or mostly ignored. Management prefers drawbacks to above all be things that allows for story to be made and primarily be annoying for the characters having to suffer it's effects. As always, we are open to suggestions for additions or tweaking. Several of the new drawbacks have been taken (sometimes modified, sometimes not) from Coldwind's homebrew list.
Absent-Minded
You take -1D on all Cunning and Knowledge tests.
Addiction
Whenever you are offered the opportunity to partake in a substance to which you are addicted (and in sufficient amounts to be affected), you must succeed on a Self-Control Test in order to resist, this works according to the poison rules, except that the first virulence test will always score at least 1 DoS. You need only test once per day to resist. For each day you do not have an opportunity to indulge your addiction, you must succeed on a Self-Control Test at +1D or otherwise seek to sate your urge. You must also succeed on an Endurance(Resilience) TN 9 test each day you cannot indulge your addiction or suffer -1 to all tests until you succeed on an Endurance test or until you get another dose. It is possible to take a regular dose (which works as per normal poison rules as long as you succeed the will test for opportunity) in order to keep these withdrawal symptoms in check.
Another character may use simple intrigue with the seduction, taunt or bluff specialties to entice you to partake in your addiction, triggering the Self-Control test for resisting, if you already have attempted to resist that day, you gain +1D on this test. If you already failed the first test, you must simply take another dose which may or may not be sufficient to cause the effects of the poison. This additional will test may only be triggered once per day.
Other substances than alcohol must be agreed upon with the narrator, and may have different mechanics. The strength of dosage that is consumed upon a failed test will be determined by the narrator.
Avaricious
Your intrigue defense and DR is reduced by 3 (to a minimum of 0) against someone offering a substantial personal reward in return for your favor or service.
Barren
Requires: Female, and cannot have given birth to any children except stillborn.
You suffer -2 Virtue, additionally, it is almost impossible to secure an advantageous marriage for you (if one at all).
Note: You need not take this drawback in order to be barren, this is representing the stigma of being known to be so (which means you actually can have this drawback without truly being barren, more than one lady has been deemed barren when in fact her husband is infertile)
Special: In order to be allowed to remove the effects of this drawback by burning a DP, one must give birth to a healthy child. Given the requirements of the drawback, one cannot give birth to a healthy child without removing it in such fashion.
Bastard Born
Requires: Must be an acknowledged bastard (meaning that your mother is a noble or your father is a noble and recognized you as his child).
You suffer -2 chivalry/virtue, in addition, the default disposition towards you from characters of status 3+ is two steps lower.
Note: As with barren, this represents the stigma of bastardy, while it is appropriate to take this for a bastard character, it is not a requirement. Other characters are still likely to comment on the circumstances of your birth regardless.
Blackmailed
Someone has evidence against you, which revealed would cause you considerable grief. Work with the narrator to determine the nature of this evidence and what sorts of demands the blackmailer might place upon you.
Note: This drawback might be used for any sort of relationship where the other party holds some sort of power to regularly coerce you into doing favors.
Bound to the Bottle
Requires: Addiction (Alcohol)
The default disposition towards you by NPC's is worsened by two steps and the TN for resisting addiction is increased by +3. However, for all effects related to alcohol, you may count your endurance rank as two higher.
Also, you suffer -2 Chivalry/Virtue.
Childhood Disease
Removed.
Craven:
You must succeed on a self-control test in order to do any of the following:
-Continue fighting after having taken your first injury in battle or combat if yielding or fleeing is expected to result in no further physical harm.
-Continue fighting after having taken your first wound in battle or combat if yielding or fleeing is expected to result in no further physical harm.
-Take any action which carries the risk of physical or emotional confrontation.
-Take any action to shield others from harm or confrontation by leaving you more exposed to it instead.
-Take any initiative action.
Crippled
As in the book, in addition, you suffer -1D to all tests when on horseback and -2 Chivalry/-1 Virtue.
Cruel Insanity
You take –2D on all Awareness tests involving Empathy. In addition, the disposition of others is two steps worse if they recognize who you are.
Also you suffer -2 chivalry/virtue
Debt
Requirements: Cannot have the Wealthy benefit.
Every three months you must roll a number of dices equal to your status rank, you may also roll an additional number equal to your stewardship rank and remove as many dice (whichever you prefer) afterwards. You must pay the result in GD or else suffer the consequences.
If you begin play with this quality, you may only start with half the normal value of coin and equipment.
Special: For this drawback to actually be a drawback, you are forbidden to accept any financial assistance from your affiliated house that would off-set the negative effects. For characters having a situation such that they can easily off-set the debt by tapping into house funds or the like, one should instead assume that the debt is of such magnitude and nature that it works instead as a Blackmailed drawback.
Decadent
When faced with the opportunity to indulge in a luxury (exotic food, good wine, etc.) and there is no apparent significant cost, you must succeed on a Self-Control test in order to resist. In addition, when determining whether or not a character offering such may compel you with simple intrigue when using the charm technique, their status rank is doubled.
Special: If a character is offering something truly special, they receive +1D on all charm tests against you, and the TN to resist will be at +3
Dependent
You have someone who depends on you for their well-being, such as a child or invalid parent, intentionally or not, this character is frequently a cause of trouble for you.
You must work with the narrator to determine the specifics.
Disturbing Habit->See Threatening
Dwarf
You suffer -1b (as training penalty) to tests using ride, fighting, athletics and persuasion, and your movement is reduced by 1, in addition, your chivalry/virtue score may never be higher than 0.
Easily Winded
You suffer -2 in penalty from each point of fatigue, in addition you suffer -1D on any test involving prolonged physical exertion (must be longer than something measured in combat rounds to apply).
Envious
-When you meet someone who possesses one or more of three advantages as agreed upon with the narrator, or they are mentioned in a scene, you must make a self-control test or treat them as if your disposition towards them is unfriendly or worse, this does not affect your disposition steps, only how your modifiers and other effects from disposition apply in this particular scene (which also should guide the attitude you show towards them in that scene).
Suggestions for advantages that may be selected (To be considered, an advantage must be reasonably common and easy to recognize and be something you do not have).
-Attractive (may be restricted to only those of your own gender).
-Higher Maximum Status than you.
-More ranks than you in a specific ability.
-Valyrian Features.
-Great Bastard.
-Head of House.
-Lady of a House.
-Having an attractive spouse.
-Not having a specific drawback.
-A more capable jouster than you.
-Having Lordly Chivalry.
-Having more default chivalry/virtue than you.
Eunuch
As in the book, in addition, you may not have a chivalry score.
Note: This drawback applies to those who were castrated as boys, unspeakable injuries and the like doesn't quite have the same effects.
Fear
As in the book, in addition, you suffer -1 Chivalry.
Feeble
You may not have any unspent destiny points. In addition, your chivalry/virtue score is 0.
Flaw
As the original drawback, you may however, only take a number of flaws in an ability equal to the amount of ranks you have purchased in it beyond 2.
Forgetful
See absent-minded.
Furious
When determining whether or not another character may compel you with simple intrigue when using the incite or taunt techniques, their status rank is doubled.
Haunted
You suffer -1D to awareness tests, in addition, you suffer -1 to tests outside combat and warfare that requires more than a minute to take.
Honest
You must test self-control in order to lie or deceive, should you chose to not share something you know, your honesty would then make it clear to other parties that you are withholding information.
Honor-Bound
You must succeed on a Self-Control test in order to refuse to act in the way that honor demands, should you for example be seduced by a charming young lady into some carnal act, honor would demand that you marry her, and your lack of reluctance is likely to make her father get away with a lesser dowry.
Note: As this is a drawback, it will never grant any protection against the machinations of others into making you act dishonorably or any other drawback or effect which might make you so disposed. Though it may very well kick in when facing the consequences of such things.
Ignoble
Your suffer -2 to chivalry/virtue, and the default disposition of others with chivalry or virtue score towards you is at -2
Special: You may not take this drawback if you do not have a chivalry or virtue score.
Impatient
You take -1D to any test where patience and attention to detail is required.
Inept
Select an ability in which you have at least 4 ranks in, you suffer -1 to all tests with this ability (including passive results), as well as derived statistics.
Lascivious
When faced with the opportunity to engage in carnal pleasures with a person that you are attracted to and there is no apparent immediate risk of getting caught, you must succeed on a Self-Control test in order to resist. In addition, when determining whether or not such a character may compel you with simple intrigue when using the seduction technique, their status rank is doubled. You must agree with your narrator upon what qualifies as a person that you are attracted to (such as females between 18 and 30 that does not possess the unattractive drawback).
Special: If such a character possess the attractive benefit, they receive +1D on all seduction tests against you, and the TN to resist will be +3.
Note: Strictly speaking, the test to resist is triggered by someone offering you the opportunity of their own free will, demanding nothing of consequence in return. As that is the typical outcome of the seduction technique, getting cold feet would trigger the test, but the opportunity to seduce is not the same as an opportunity to engage in carnal pleasures.
Marked
During intrigue, your opponents gains +1DR against you except when you use the intimidate technique.
Maimed
When maimed, typically as result of combat or other accident, one of the following penalties are applied.
-Brutal scarring: Inflict unattractive or marked instead.
-Loss of weak arm: -2 Combat Defense and Passive Ride results, cannot wield any two-handed weapon, but can wield a shield, or have some sort of prosthetic that may double as club.
-Loss of strong arm: As loss of weak arm, but also suffer a -1b training penalty on all tests requiring the use of one's hands.
-Loss of a foot: Half movement, -1D on all tests one would normally use both legs for, suffer -2 on all ride tests (including passive results). When fighting on foot, you suffer -4 on passive test results against knockdown, -2 on all other passive test results and a -1b training penalty to all tests.
-Loss of an eye: -1D on all Marksmanship tests, -1 Combat Defense, -1D on notice tests involving vision.
Naive
You take -3 to intrigue defense and passive awareness against all uses of deception and its related specialties, as well as -1D to all tests against passive deception.
Prejudiced
You have an intense distrust of a certain group, having this towards Dornish and Bastards are fairly common in the Reach.
Your default disposition towards members of this group must at best be unfriendly (specific individuals may prove themselves to be not so bad as the rest), and you must succeed on Self-Control test in order to avoid taking opportunities to confront a member of the group over their collective failings.
Further, the "You and Me!" initiative action is a free action for you against anyone belonging to the target group, but you must also test self-control not to take it against them when possible.
You must gain narrator approval for the choice of group.
Nemesis
Work with the narrator to designate an NPC, whether among the NPC's named in the setting section or a new one. This character will be made a primary NPC, meaning they will be upgraded to have PC-level statistics, and you can expect that:
1. This character will take any easily available opportunity to harass and create trouble for you if there is little risk for them involved.
2. The narrator will design a specific plot by this character intended to be challenging and carry significant risks for your character should it succeed. This will typically repeat itself once per chronicle.
While characters devoting their very lives to get revenge on you is a possibility, a nemesis usually has objectives and motivations with higher priority than making life difficult for you. It is also very much possible to have a variant of nemesis that represent you becoming a convenient target (or collateral damage) of an NPC's scheming.
Even if something were to befall your Nemesis, the threat to you will remain until the drawback is removed by burning a DP, perhaps there are relatives or allies picking up where the nemesis left off or their influence may hurt you in other ways.
Promiscuous
-1/-2 Chivalry/Virtue and the default disposition towards you from members of the faith are at -4. Except as noted below, the default disposition towards you from others are at -2.
-For men, the default disposition towards you from other men (unless they have daughters) is unaltered.
-For young women, the default disposition towards you from young men is +2, though your marriage prospects are greatly reduced.
Special: You may only have this quality if you have a chivalry/virtue score.
Note: This represents having a certain reputation, whether earned or not.
Proud
In order to allow others to assist you on tests or make a test in your stead (if you have at least 3D in that ability), you must make a Self-Control Test. The same applies for backing down from a challenge. A goad action targeting you (whether successful or not) counts as a challenge, failure to resist treats the taunt test as successful with however many DoS as it takes until they or you are defeated or yields.
Special: Reasonable limitations may be approved by the narrator, a lord might demand to fight all duels on behalf of his family and to have the command during battle, but he might also not bother to govern his lands and leave the stewardship entirely to his maester.
Poor Health
Injuries only allow you to remove damage equal to one less than your endurance rank (minimum one)
Obese
Whenever you test Agility, you must re-roll any die result of a 6 and take the second roll. In addition, you suffer -1 movement and the default disposition towards you by NPC's is worsened by two steps.
Also, you suffer -1 Chivalry/-2 Virtue.
Outcast<-This Quality has been removed.
Red Blooded
During any scene in which you have taken damage, you must make a self-control test in order to do any of the following (test once per warfare/combat round):
-Not lead from the front (if applicable).
-Choose not to attack an enemy, whether personally or through issuing orders.
-Not put any captured or cornered character of status 2 or less to the sword.
-Use the defensive technique.
This does not prevent you from yielding or taking defeat.
In addition, any character using the taunt technique against you and specifically belittling your martial prowess or accuse you of cowardice may treat their status ranks as doubled for the purpose of whether or not they may initiate simple intrigue.
Reviled
The default disposition towards you is two steps worse than normal. In addition, you take a –1D on all Status tests.
Romantic
This quality counts applies the effects of naive towards any character with a chivalry or virtue score of at least 3, as well as any member of the faith in good standing.
In addition, you must succeed on a Self-Control test to turn down opportunities to act gallantly/virtuously or to avoid accepting acts of gallantry/virtue as proof that the knight/lady performing them is good at heart.
Note: This drawback does not extend to acts of gallantry that would place oneself in highly dangerous situations.
Sickly
You suffer -1D on endurance tests to resist hazards and ailments as well as all tests to recover from injuries and wounds.
In addition, you suffer -1/-2 chivalry/virtue and your eligibility for marriage is diminished
Note: This drawback also leaves one exposed to bids to have you set aside in the line of inheritance.
Sluggish
You suffer -1D on initiative tests in combat and intrigue.
Still a child
Take a -2 penalty on composure, health, intrigue defense, combat defense and passive test results. In addition, when determining how many dice are rolled for any tests, reduce the number of dice from specialty ranks by one (to a minimum of 0, this applies after the effect of training penalties).
Special: This drawback is mostly for underage NPC's and can be applied to secondary and tertiary characters. A PC taking this drawback may gain 2 Destiny Points for doing so, but must then burn 2 Destiny Points in order to remove it.
Submissive
Any opponent with a Status rank 2 or more above your own may compel you as opposed to only those with a Status of rank 3 or higher.
Threatening
The default disposition towards you is worsened by two steps, further you gain +1D on all tests involving intimidate, but -1D on all other uses of persuasion. In addition, you suffer -1 Chivalry/Virtue.
Unattractive
You take -1D on seduction and charm tests. In addition, the default disposition towards you is worsened by two steps.
Untrustworthy
Something about you makes others slow to take your words at face value.
The default disposition towards you worsens by 2 steps. In addition, each time someone's disposition towards you would improve, the effect is reduced by one. Also, you do not gain any bonuses from chivalry or virtue to persuasion or deception tests of any kind.
Vainglorious
You must succeed on a Self-Control test in order to avoid pursuing a chance for winning honors, such as jousting, riding in a trial by combat, command in a battle and so on.
Vice
This is not so much a specific drawback as a catch-all term which may be taken to represent a trait which sometimes will drive a you to take acts which can be considered irrational and detrimental for the character. Exactly how it plays out must be agreed upon with the narrator, sometimes no direct mechanical effects are necessary, though a Self-Control test to resist is standard.
Vindictive
When presented with an opportunity to repay a slight, you must succeed on a Self-Control test to avoid taking it. Note that while it is common to issue challenge to a duel in face of an insult, and this would resolve the situation in the eyes of almost everyone, vindictive characters tends to keep carrying grudges against all who offends them.
Further, the "You and Me!" initiative action is a free action for you against anyone on your "list", but you must also test self-control not to take it against them when possible.
Weak willed
Requirement: 2 or more drawbacks which requires succeeding on a will test to act (or not act) in a certain manner.
All will tests required by drawbacks are at +3 TN.
Zealot
You have a very specific burning drive which takes precedence over all your other concerns, typically but not necessarily a religious one. You must succeed on a Self-Control test to pass over opportunities to pursue your objective.
Note: The chosen objective should be something dangerous, irrational and/or self-detrimental and typically have nothing to do with personal gain. While religious examples should be easy to imagine, an intense desire for revenge on a neighboring lord is probably one of the better ones to illustrate what this quality can represent.