ASoIaF Charater Creation

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The document outlines a process for creating and developing a roleplaying character including assigning a house, concept, goals, abilities and specialties.

The document provides a 4 step process for character creation: 1) Assign a house and background, 2) Develop a character concept, 3) Assign abilities and allocate experience points, 4) Assign specialties and allocate experience points.

Abilities represent broad skills that are assigned a rank and cost experience points to increase, while specialties provide bonus dice for specific uses within an ability. Abilities and specialties are used together in tests with the total number of dice rolled determining success.

STEP ONE: House and Lands

What noble house are you affiliated with? Where are you from?

STEP TWO: Character Concept


Pick Age: Young Adult, Adult, Middle Age, Old
Determine Role: Expert, Leader, Rogue, Schemer, or Warrior. (This is not a class, merely a concept.)
Determine Goal: What does your character want?
Determine Motivation: Why does your character want what he wants?
Virtue: Name at least one virtue or quality about your character.
Vice: Name at least one vice or character flaw possessed by your character.

STEP THREE: Assign Abilities


Ability Experience
Starting Ability Experience: 180 Description
Allocate experience to abilities.
Rank Cost
All abilities start at Rank 2. 1 Gain 50 Experience Deficient
2 -- Starting -- Average
3 10 Talented
4 40 Trained
5 70 Accomplished
6 100 Master
7 130 Paragon

STEP FOUR: Assign Specialties Bonus Experience


Starting Specialty Experience: 80
Dice Cost
Allocate experience to specialties.
1B 10
Specialties are represented by bonus dice.
Bonus dice cannot exceed the ability score. 2B 20
3B 30
4B 40
ABILITY – Specialty Options 5B 50
AGILITY – Acrobatics, Balance, Contortions, Dodge, Quickness
6B 60
ANIMAL HANDLING – Charm, Drive, Ride, Train
7B 70
ATHLETICS – Climb, Jump, Run, Strength, Swim, Throw
AWARENESS – Empathy, Notice
CUNNING – Decipher, Logic, Memory
DECEPTION – Act, Bluff, Cheat, Disguise
ENDURANCE – Resilience, Stamina
FIGHTING – Axes, Bludgeons, Brawling, Fencing, Long Blades, Pole-Arms, Short Blades, Spears
HEALING – Diagnose, Treat Ailment, Treat Injury
LANGUAGE
KNOWLEDGE – Education, Research, Streetwise
MARKSMANSHIP – Bows, Crossbows, Siege, Thrown
PERSUASION – Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt
STATUS – Breeding, Reputation, Stewardship, Tournaments
SURVIVAL – Forage, Hunt, Orientation, Track
THIEVERY – Pick Lock, Sleight of Hand, Steal
WARFARE – Command, Strategy, Tactics
WILL – Concentrate, Coordinate, Dedication
Affects ranged damage.

Affects accuracy of ranged


Affects melee damage. attacks.

Health = 3 x Endurance.

Affects accuracy of melee Composure = 3 x Will.


attacks.

Example Ability and Bonus:

4 FIGHTING
3B Axes

The cost would be 40


experience for the ability
and 30 experience for the Combat Defense represents
specialties.
how hard it is to land a
blow against your
Example Ability Test: character.

4 FIGHTING Similar to hit points. When


3B Axes they reach zero your
character is defeated.
Ability score = # dice rolled.
Bonus = # extra dice rolled to
improve your score.
So, total dice rolled = ability score
Represents how much
+ bonus. The final result is the best
# dice equal to your ability. damage is absorbed before
subtracting from your
Examples: character’s health.
Attacking with a sword =
6,4,3,2 = 15
Attacking with an axe =
6,4,3,2 + bonus 5,4,1 = 19

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