Rules - Character Creation

Enter a world of Nordic warriors and witness their epic journey as they heed the call of their gods to save the world from utter destruction! Using Green Ronin'€™s '€œA Song of Ice and Fire Roleplaying'€ gaming system, players will don the mantle of Viking-like heroes that undertake an epic journey across the mythic lands of Kann where they do their best to aid their fellow Einherhar against the forces of evil. Though dealing primarily with a specific region in itself (the mystical realm of Kann) Conquest will also include helpful information about the Emperor-ruled world of Aerth and its surrounding territories such as the region of Midgard and its frozen Northern Marches. Please bear in mind that this forum thread '€" much like the others '€" will need quite a bit of your help in order to even begin thinking about getting things off of the ground. If you like the idea of playing in a rather combat heavy and low-end magic setting however, then this is the place for you!
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Eanwulf
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Rules - Character Creation

Post by Eanwulf » Thu Oct 22, 2009 10:25 am

An Introduction
SIFRP has Narrators and players. The Narrator sets the stage, shapes the general direction of the stories told, manages secondary characters, and serves as the game's referee. The players are responsible for their characters and their noble house. They make the decisions presented to them in the story, and it's about them that this shared story is told. Characters, then, are special. They are the playing pieces that serve as the primary point of interaction with the imagined lands of the Narrator. Therefore, your choice of character, your character's attitudes, motivations, objectives, what she looks like, what he hates, what she loves, and everything else that makes up a person are all factors on how you play the game. Some are mechanical choices, being matters of numbers and dice, while others are purely designed for roleplaying to help you portray your character in a way that interests you and works well with your fellow players. This thread, then, is your guide to building and playing characters in SIFRP.
Step One: House and Lands
'¢ Design House and Lands: Work with your fellow players to create a noble house.

Step Two: Character Concept
'¢ Pick or Roll Age: Young Adult, Adult, Middle Age.
'¢ Pick or Roll Status: Any from 1 to 6.
'¢ Determine Role: Expert, Leader, Rogue, Schemer, Warrior
'¢ Determine Background: Come up with at least one important event that shaped your life.
'¢ Determine Goal: What does your character want?
'¢ Determine Motivation: Why does your character want what he or she 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
'¢ Find Age to determine Starting Experience.
'¢ Purchase Status first.
'¢ Allocate all remaining Experience.

Step Four: Assign Specialties
'¢ Find Age to determine Starting Experience.
'¢ Allocate Experience between Specialties.

Step Five: Destiny Points and Benefits
'¢ Find Age to determine starting Destiny Points.
'¢ Invest Destiny Points into benefits up to the maximum allowed by Age.

Step Six: Drawbacks
'¢ Find Age to determine required drawbacks.
'¢ Select drawbacks that most closely match concept, specifically your vice.

Step Seven: Starting Possessions
'¢ Roll a Status test to determine starting coin.
'¢ Spend at least half your starting coin on possessions.

Step Eight: Derived Statistics
'¢ Calculate Intrigue Defense: Awareness + Cunning + Status
'¢ Calculate Composure: Will x 3
'¢ Calculate Combat Defense: Agility + Athletics + Awareness
'¢ Calculate Health: Endurance x 3
'¢ Armor Rating (AR): Find your armor's AR, and note its effects on your character sheet.
'¢ Calculate Weapon Damage: Fill in your weapon statistics.

Step Nine: Play the Game!
'¢ Fill in any remaining entries on your character sheet (name, homeland, family name, and so on). Carve your name into history!
Last edited by Eanwulf on Fri Nov 06, 2009 10:32 am, edited 3 times in total.
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Eanwulf
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Re: Character Creation

Post by Eanwulf » Sun Oct 25, 2009 1:50 am

Creating Characters
Archetypes have their place: they are useful learning tools, and they facilitate play, but they do have their limitations. The included archetypes reflect a small fraction of the possible characters that might appear in the Campaign World. In addition, without some adjustment, they don't address the influence of culture and region, the rich history of a house, or even the events that shaped the characters life up until the point that the game begins. For these reasons, SIFRP includes a robust system to help players conceive and create interesting characters worthy of being the heroes (or villains) of any story.

Character creation is quite simple, but it is spread out over a number of steps to help guide you through the process and avoid the inevitable pitfalls that lay in wait. Each step sets out to help you make good mechanical decisions about your character and assist you in realizing the character's concept. As you become proficient with character creation, you can move through these steps quickly, but at the start, take your time, and consider the mechanical and roleplaying consequences of each step.

Step One: House & Lands
If you and your fellow players are creating characters for the first time, you must choose your family's house (clan) and lands as a group first. You can skip this step if you are using the default house provided by the Narrator. If you are creating a replacement character for a dead one or are joining an established game, you use whatever best suits the group at the time. For details on houses and clans, see the appropriate Forum Thread.

Step Two: Character Concept
Easily the most important part of character creation is to establish a concept, a vision for what you want to play, what you want to achieve in the game. A good concept at the start helps you make good decisions about your character's function and place in the group, as well as help you lay a foundation for your character's objectives in the game. The concept need not be fully realized at the start, but you should have some broad concepts in mind.
The very first decision you must make at the concept phase is your character's age. Responsibility and duty fall upon young shoulders by necessity, for one can never know with certainty when war or calamity will claim the lives of a parent, and when such a tragedy occurs, it falls to the heir to take up the mantle of leadership in their lost parent's stead. Of course, most children lack the luxury of a comfortable childhood, and even those of non-noble birth work hard to learn a trade or even take up a position in the Local Watch at a shockingly young age.

Finally, life expectancy is not long, and few people live on into the twilight years, falling victim to an accident, disease, or crime well before they join the ranks of the elderly. For all of these reasons, the age of adulthood is far younger in Cerilian eyes: women are marriageable upon their first flowering and men are deemed adults as early as thirteen.

Rather than focusing too closely on a character's actual age, characters fall into a particular age group that both represents actual age and the level of expectations placed upon that individual. Your choice of age group helps you define your character's place within your group, but it also has mechanical repercussions, as shown later on in this forum. Before moving forward, select one age category for your character.

Please note that I have limited the overall selection to those that seem most appropriate for starting characters. Children and Old Timers need not apply!

Young Adult - [14 to 17] (13 + d4)
Young adults are entitled to the full benefits and responsibilities of other adults in the lands of Cerilia. These characters were born just before or during Robert's Rebellion. A great many smallfolk of this age group are orphans of the war, and many young nobles have had the mantle of lordship thrust upon them with the premature deaths of their patriarchs in the war. Jon Snow and Robb Stark are young adults at the beginning of A Game of Thrones, while Joffrey becomes a young adult later in the series.

Adult - [18 to 29] (17 + d12)
Adult characters are old enough to remember the mad reign of King Aerys and the events that led up to the War of the Usurper. Even if they didn't fight in Robert's war, undoubtedly they felt its effects. Most noble-born adults supported King Aerys against Robert or joined the Storm Lord in his rebellion. Though Robert pardoned all of the lords who fought for Aerys, it is a mark that few forget.

Middle Age - [30 to 49] (29 + d20)
Characters of middle age have lived through much of the troubles that plague the Seven Kingdoms to this day. The eldest of this group likely recall the War of the Ninepenny Kings and may have had kin who fought alongside Ser Barristan Selmy and Brynden Tully against Maelys Blackfyre. Most of this generation recall the reign of Aegon V, the
Status is another important component to defining your character's concept. A person is judged by the quality of their birth, their legitimacy, the purity of their blood, family history, and numerous other factors that are often beyond an individual's control. Those born to common parents are lumped in with the rest of the smallfolk, rarely given a moment's thought beyond the responsibility of any lord to attend to the people living in his domain. Thus, characters of better birth often have an easier time maneuvering in the halls of power than do their lesser counterparts.

For all the benefits Status might bring, it also comes with great responsibility. Characters of a higher rank must devote time and attention to the affairs of governing, often at the expense of developing other talents and abilities. In addition, characters with high Status find it much harder to move about without being recognized. In a world where enemies hide behind every corner, anonymity can be a great asset.

Status & House
As you and your fellow players are members of the same noble house, whether some or all of you are blood relations, servants, bastard children, or allies, your house sets the maximum Status for all its members. The head of the household and his family have the highest Status, typically 6, followed by banner lords, wards, courtiers, advisors, and septons, all of which are at 5. The rest of the household has Status according to their positions. Since a house is only so large and a family only so big, odds are that many of the players will not be blood relations to the lord, and in some cases, none of them are. Since Status is also a resource (and a scarce one at that), you and your fellow players should work together to determine where each of you want to fit into the house, what positions you want to hold, whether or not you want to have noble blood, and so on. The Narrator should work with the players to ensure that everyone gets to play what they want to play, filling the available positions as determined by the house (see the appropriate Forum Thread for more details).

Available Positions
The default house has the lord (Status 6) position filled by a Narrator character (NC). The rest of the positions are shown below. This table also includes an option to determine starting Status randomly if a dispute or indecision arises. Roll 2d6 and compare the sum to the corresponding table.

Purchase Status
Playing a character with a high Status brings many rewards, but it also comes with a price. Since Status is an ability, you must purchase your Status from your starting Experience before purchasing any other abilities.
Characters evolve in a variety of ways, and you have the freedom to create your character in whatever way you wish, but it's often a good idea to build toward a role, a game concept that helps guide your decisions about which abilities are important for not only your character but also for the group. A role is a broad description of what your character does in the game, giving the character a distinct place within the group, a function in which your character can excel. Ideally, a group will have representatives of each role, so each player has a chance to shine, though groups may comprise any combination of roles, with players taking overlapping roles and other roles being absent entirely. A role doesn't have any benefits or drawbacks; it merely acts as a tool to help you build an interesting character, and it ensures the group is well rounded. While it's advantageous for a group to have at least one of each role, it's not necessary. Work with your fellow players to see what approach the group wants to take toward the game, and find a role that best fits your character concept.

Expert
"Kettle Blacksmith, Maester Loki, Jorgen Finesteel, the Tickler"
An expert is a character who specializes in a narrow selection of abilities. Such characters often include maesters and septons but also cover a broad selection of retainers, such as blacksmiths, kennelmasters, instructors, scholars, heralds, and many other important people in a noble's house. The expert is a common role for many characters, as it provides the greatest flexibility and function in the game.

Key Abilities: Whatever abilities best reflect the character's expertise.

Fighter
"Rhukar Skull-splitter, Lemrik the Red, Thorgim, Bjorrik Boldhammer"
Of all the roles, none are as ubiquitous as the fighter. Representing everything from anointed knights and members of the Kingsguard to wretched sellswords, bandits, and hedge knights, the fighter role covers the greatest ground and represents the broadest spectrum of characters. The warrior's importance to the Seven Kingdoms cannot be understated. Brutal conflicts have shaped the history and culture of the Seven Kingdoms, all the way back to the Age of Heroes, up until the recent War of the Usurper. Fighters occupy a special place in the eyes of the people. They are weapons, certainly, but the greatest among them represent the ideal male, the bold, fighting man who tempers his violence with piety, courtesy, and modesty, who champions the cause of king and faith, protects the smallfolk, and brings glory to his family. As an ideal, many men (and some women) strive to live up to the expectations and stories surrounding this bellicose culture, while others abandon the honor of being a fighter and use their power to take what they want and kill any who get in their way.

Key Abilities: Agility, Animal Handling, Athletics, Endurance, Fighting, Marksmanship, and Warfare

Leader
"Steirid Baringson, Trykerd Lofnhild, Jorri the Wise, Ulf Graybeard, Eddir Stal"
The leader represents any character who commands and guides others toward some objective. Leaders are the decision-makers, but they are equally capable of listening to different opinions, even if they ignore advice from others. Leaders tend to be the individuals who lead soldiers into war, but they may also head up other groups, tending a large sept, commanding a mercantile empire, or captaining a ship.

Key Abilities: Cunning, Endurance, Fighting, Persuasion, Status, and Warfare

Rogue
"Sigmar Sureshank, Grim Skulding, Borrik the Outcast, Alma Skilf"
Where an expert specializes, a rogue diversifies. Encompassing a broad range of characters from common thieves and disgraced nobles, to vicious
killers, rogues are the people who live outside the bounds of the social expectations and duties of the Rjurik peoples, and they are as comfortable alongside the aristocrats as they are among common dregs.

Key Abilities: Agility, Awareness, Cunning, Fighting, Marksmanship,
Persuasion, Stealth, and Thievery

Schemer
"Rosta Braki, Ellund Lin, Grand Maester Nauddrek, Vast Goldengrin, Koggr the Snake"
Masters of intrigue, schemers are as dangerous in the halls of power as anointed knights are on the battlefield. Schemers are the negotiators, the great players of the game of thrones, and they have as much impact on the world as the best battle-scarred general. With a word, a subtle lie, or a twisting of truth, they can plunge the lands into bloody warfare, bringing down the most beloved leaders and raising up the most despicable
scum. While most schemers use their abilities to further their own agendas, not all are as morally vacuous as are some of the more infamous representatives of this role.

Key Abilities: Awareness, Cunning, Deception, Knowledge, Language, Persuasion, Status, and Will

Mixed Roles
Roles cast the widest net possible, but when constructing your character, you can meld roles together, functioning as a leader-warrior, like Stannis Baratheon and Eddard Stark, or a diplomat-leader like Grand Maester Pycelle. The more roles you try to encompass, however, the more generalized you become until you truly become a jack-of-all-trades and master of none.
Step Three: Assign Abilities
With a clear idea of your character in mind, you're ready to improve your abilities. All characters begin with rank 2 in each ability. Using the starting Experience determined by your character's age, you can improve an ability by purchasing additional ranks. The higher you improve an ability, the more Experience it costs. During this step, you must spend all Ability Experience, and you must purchase your Status rank first. Costs are shown below.
Age Ability Exp Max Rank
Young Adult 180 5
Adult 210 7
Middle Age 240 6
Rank New Ability Exp Cost
-1 1 +50
+1 3 (1 Language) 10
+2 4 (2 Languages) 40
+3 5 (3 Languages) 70
+4 6 (4 Languages) 100
+5 7 (5 Languages) 130
With your Narrator's permission, you can reduce an ability to 1 and gain an extra 50 Experience points to allocate to other abilities.
Assigning Experience to abilities can be difficult, especially with so many options available to you. The best place to start is with the abilities specified by your role. Then, pick a few more abilities that relate to your character concept. This compilation is your preliminary list. Increase the most important abilities on this list first, and then fill it in with your remaining Experience to round out your character. Resist the temptation to max out an ability. For an adult character, a 6 ability accounts for almost half of your starting Experience. Such lopsided characters tend to have a single trick and lack the durability of their more generalized counterparts.

Step Four: Assign Specialties
Once you have allocated all of your Experience for abilities, your next step is to invest Experience into specialties. As described in Abilities & Specialties, specialties are areas of expertise within an ability, places where your character can develop a specific training to improve your chances on tests related to the specialty by granting one or more bonus dice. Remember, bonus dice are not added to the result; they let you roll more dice and take the best dice from the bunch. No specialty can offer more bonus dice than your rank in the attached ability, so if you have Fighting 2, you can't have any more than 2B in any one Fighting specialty.

Your age determines how much Experience you have to acquire specialties. Each bonus die of a specialty costs 10 Experience.
Age Specialty Experience
Young Adult 60
Adult 80
Middle Age 100
Bonus Dice Experience Cost
1 10
2 20
3 30
4 40
5 50
6 60
7 70
Specialties provide a good avenue to develop abilities in which you did not invest much or any Experience to improve. For example, if you didn't improve Marksmanship but still want a decent chance to hit an enemy when firing a crossbow, then you might pick up 2B in Crossbows, which would let you keep the best two dice of four rolled.
Step Five: Destiny Points & Benefits
Destiny Points and benefits are next. As with other aspects of character creation, age determines how many Destiny Points with which you start the game. Younger characters have less experience and fewer opportunities to lose Destiny Points by escaping danger and death. You can invest some of your starting Destiny Points into benefits (see Destiny & Qualities), though there are limits.
Age Destiny Points Maximum Benefits
Young Adult 5 3
Adult 4 3
Middle Age 3 3
While it may be tempting to use up all of your Destiny Points on benefits, resist this impulse. Destiny Points are an important part of the game, and they improve your chances for survival. Conversely, be sure to pick up at least one benefit since these qualities can provide a significant advantage in game play.
Step Six: Flaws & Drawbacks
Flaws represent the ravages of time, the accumulation of nasty wounds, and the effects of life on your character as he ages and develops. To reflect the dangers and perils of the Rjurik Highlands, characters accumulate flaws and drawbacks. A flaw imposes '€"1D on one ability. You may burden the same ability with multiple flaws, but the penalty dice cannot exceed your rank in the ability '€"1. Thus, if you have 3 in Athletics, you couldn't take more than two flaws in Athletics.

Drawbacks, on the other hand, are less painful to a specific ability, but they impose challenges that affect many aspects of your character.

For a full list of flaws and drawbacks, see Destiny & Qualities.
Age Drawbacks
Young Adult '€"
Adult Any one
Middle Age Flaw in Agility, Athletics, or Endurance
The best way to select a drawback is to choose one that ties in to your chosen vice or vices. If one doesn't quite fit, work with your Narrator to come up with something that does fit.
Step Seven: Starting Possessions
Determining your starting possessions comes next. All characters begin play with a set of common clothes appropriate for their gender, boots or shoes, and a dagger. Heirs also begin play with a signet ring. Record these possessions on your character sheet.

Next, roll a Status test. The result is how many gold dragons you begin with to purchase your starting possessions. Obviously, you don't begin with a sack full of gold; rather, this starting fund reflects your accumulated possessions. You must spend at least half of your starting coin. You may keep the rest in reserve or invest it into your house as you wish.

EQUIPMENT includes full price lists and descriptions for all the common sorts of equipment one might find in Cerilia.

Step Eight: Derived Statistics
You're nearly there. Now that all of your equipment is listed, your abilities and specialties purchased, benefits and drawbacks selected, and Destiny Points recorded, you are ready to fill out the derived statistics.
Two important statistics exist for intrigue: Intrigue Defense and Composure. You calculate each as follows. Record the totals in the space provided on your character sheet.

'¢Intrigue Defense = [Awareness + Cunning + Status]

'¢Composure = [Will x 3]
There are four important statistics for combat: Combat Defense, Health, Armor Rating (AR), and Damage. You calculate each as follows. Record the totals in the space provided on your character sheet.

'¢Combat Defense = [Agility + Athletics + Awareness + Defensive Bonus (from shields or parrying weapons) '€" Armor Penalty]

'¢Health = [Endurance x 3]

Armor Rating (AR)
Your AR is determined by the type of armor worn and is listed on the appropriate forum thread.

Damage
Look up the weapons on the appropriate forum thread and calculate the base damage for each weapon.
Step Nine: Play the Game!
The very last step in character creation is to fill in the rest of the sections on your character sheet'€"your character name, your place of birth, your parents' names, siblings, and so on. You might even sketch out your coat of arms and write down your motto if it's not the same as the rest of the players. Once your character sheet is fully filled out, you're done and ready to play!
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!

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