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    Song of Ice and Fire RPG: Player's Aid

    Intrigue Techniques

    Techniques Influence PersuasionSpecialty DeceptionSpecialty

    Bargain Cunning Rank Bargain Bluff

    Charm Persuasion Rank Charm Act

    Convince Will Rank Convince Act

    Incite Cunning Rank Incite Bluff

    Intimidate Will Rank Intimidate Act or Bluff

    Seduce Persuasion Rank Seduce Bluff

    Taunt Awareness Rank Taunt Bluff

    Intrigue pg 135

    1. Type (simple, standard, complex)

    2. Objective (choose one)

    - Friendship

    - Information

    - Service

    - Deceit

    3. Disposition (how do you feel about

    your opponent)

    - affectionate (DR:1, -2 dec, +5 pers)

    - friendly (DR:2, -1 dec, +3 per)- amiable (DR: 3, 0 dec, +1 per)

    - indifferent (DR: 4, dec 0, per 0)

    - dislike (DR:5, dec +1, per -2)

    - unfriendly (DR:6, dec +2, per -4)

    - malicious (DR:7, dec +3, per -6)

    4 Initiative (roll status (reputation

    bonus dice) to see who goes first).

    5. Choose Technique (roll your

    technique vs opponants defense.

    Damage = Influence x deg of succ)

    6. Actions (choose an action)

    - Assist

    - Consider

    - Fast Talk

    - Influence (standard)

    - Manipulate- Mollify

    - Quit

    - Read Target

    - Shield and Reputation

    - Switch to Combat

    Combat pg 148

    1. Initiative (roll agility (quickness

    bonus dice) to see who goes first)

    2. Action (you have two lesser action

    or one greater. Choose actions frombelow, detail on pg 159).

    - Standard attack (lesser)

    Roll attack. If attack > combat defense

    than damage = weapon damage x deg of

    succ)

    - Divided attack (greater)

    - Two weapon attack (greater)

    - Combining attacks (greater)

    - Pull rider from mount (greater)

    - Pin (greater)

    - Assist (lesser)

    3. Resolution deal damage to

    opponents Health. When Health < 0

    than player has lost and winning

    player chooses Consequences.

    - Death

    - Maimed

    - Ransom

    - Take the Black

    - Unconscious

    Injury reduce damage = Edurance

    rank. Receive -1 penalty to all rolls.

    Wound take no damage from a hit.

    Receive -1 die to all rolls.

    Spending Destiny Points

    Point is gone for the session

    Gain +1 bonus die on a test. This die canexceed the normal limits on bonus dice.

    Convert one of your bonus dice into a testdie.

    Remove 1 penalty die.

    Take an extra Lesser Action.

    Ignore your Armor Penalty for one round.

    Negate another characters use of a spentDestiny Point.

    Add a minor detail to a scene.

    Burning Destiny Points

    Point is gone for forever Convert all of your bonus dice into test dice

    for one test.

    Add +5 to one of your test results.

    Automatically succeed on one test as if youhad rolled the Difficulty exactly(without any extra degrees of success).

    Remove all damage and injuries (notwounds).

    When defeated, decide the consequences ofyour own defeat.

    Transform another characters successful testinto a failed test.

    Automatically compel another character inan intrigue.

    Permanently remove the penalties associatedwith a negative quality.

    Negate the effects of another charactersburned Destiny Point.

    Add a significant detail to a scene.

    Avoid certain death. When you use thisoption, you character is presumed deadand is removed from the story untilsuch time as the Narrator deems itappropriate for the characters return.