Qualities
Not every difference is measured in ranks. Some characters are born with a name that opens doors; some are born maimed, or hunted, or bound by a promise they cannot break. These are qualities — the benefits and drawbacks that set a character apart from the common run of men, the gifts and burdens of birth, body, and story. This chapter is the master reference of the realm: every quality, what it requires, what it does, and how it is bought.
Benefits and Drawbacks
A quality is one of two kinds, and the sheet records it in the Qualities ledger:
- Benefits are gifts — the things that make life easier, doors open wider, and fortunes turn your way. They cost 1 Destiny Point each to acquire.
- Drawbacks are burdens — the things that make life harder, costlier, and more dangerous. Taking a core drawback at creation yields +1 Destiny Point: the fates pay you to carry the weight. Record it on your sheet as earned destiny (Destiny).
- Flaw is a lesser order of drawback — a minor reduction that targets a single ability — cataloged among the core drawbacks below.
The two kinds are bound together by the rules of the ledger:
- Benefits are bought with destiny. Every benefit you take at creation costs one invested destiny point — mark one box of your sheet's invested track as Invested (Destiny). Your destiny pool pays for what your character was born with; the track records it.
- Every benefit demands a drawback. For each benefit you take, you must take a matching drawback — and you may never hold more drawbacks than benefits. The two sides stay in balance. A drawback never grants an extra benefit slot; it pays you in destiny, not in gifts. A knight who takes a gift must also take a burden — some weight to carry alongside it.
- The ledger is honest. Whatever you take, the sheet records it, and the world will call on it. A benefit that never helps is still bought; a drawback that never bites is still sworn.
Repeatable benefits. A benefit marked May be selected multiple times can be taken more than once — each time for a new specialty, focus, or area of expertise. Pay its destiny cost anew and balance it with a fresh drawback.
Age Demands Its Due
The older the age group, the more drawbacks it requires of you, and the more particular (Character Creation). A required drawback forces a matching benefit — which is why the oldest characters carry the deepest gifts and the heaviest chains together.
| Age Group | Required Drawbacks |
|---|---|
| Youth | None |
| Adolescent | None |
| Young Adult | None |
| Adult | Any one drawback |
| Middle Age | Any one drawback, plus one that afflicts Agility, Athletics, or Endurance |
| Old | Any one drawback, plus one that afflicts Agility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship |
| Very Old | Any one drawback, plus two that afflict Agility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship |
| Venerable | Any one drawback, plus three that afflict Agility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship |
A drawback afflicts an ability when it scars, weakens, or limits it — and when the age table demands a drawback that afflicts a named ability, the choice must actually touch it. However many drawbacks your age demands, you take at least that many benefits to balance them — and every benefit costs an invested destiny point (Character Creation).
The Qualities of the Realm
Every quality is a file on the sheet, with a name, a kind, a category, a requirement, and a description that is its truth. A quality's requirement is what you must already have — an ability rank, a specialty, or another quality — before you may take it. The catalog runs as follows.
Ability Benefits
- Artist — Create works of art.
- Beastfriend — Gain +1D on Animal Handling tests to Charm or Train.
- Connections — Gain +1D on Knowledge tests in chosen profession. (Requirement: Streetwise 1B)
- Dexterous — Re-roll 1s on Agility tests.
- Eidetic Memory — Memory bonus dice are test dice for you. (Requirement: Cunning 2 (Memory 1B))
- Evaluation — Test Cunning to learn about item. (Requirement: Knowledge 3)
- Expertise — Gain +1D with one specialty. May be selected multiple times.
- Face in the Crowd — Blend In as a Free Action, and add Cunning rank to Blend In test results. (Requirement: Stealth 3 (Blend In 1B))
- Furtive — Re-roll 1s, and add Agility rank to Sneak test results. (Requirement: Stealth 4 (Sneak 1B))
- Gifted Athlete — Convert half bonus dice to test dice. May be selected multiple times. (Requirement: Athletics 4)
- Gifted Teacher — Grant bonus dice to students. (Requirement: Knowledge 4, Persuasion 3)
- Great Hunter — Gain a bonus when fighting, hunting, and tracking animals. (Requirement: Survival 4)
- Guttersnipe — Re-roll 1s on Thievery tests.
- Hardy — Ignore −1 or −1D on Endurance tests to recover from injuries. (Requirement: Endurance 3 (Stamina 1B))
- Head for Numbers — Add Cunning rank to Status test result for turn events, and re-roll 1s on Status test to generate coin. (Requirement: Status 3 (Stewardship 1B))
- Keen Senses — Re-roll 1s on Awareness tests, and add Cunning rank to base Awareness. (Requirement: Awareness 4)
- Knowledge Focus — Gain unequaled expertise in a particular area of knowledge. May be selected multiple times. (Requirement: Knowledge 4)
- Miracle Worker — Diagnose patient to gain significant bonuses. (Requirement: Healing 4)
- Mummer — You can entertain audiences. (Requirement: Persuasion 3)
- Polyglot — Learn languages easily. (Requirement: Cunning 4 (Decipher 1B))
- Sinister — You radiate menace.
- Talented — Add +1 to chosen test result. May be selected multiple times.
- Terrain Specialist — Add Education to Survival results in chosen terrain. May be selected multiple times. (Requirement: Survival 4)
- Trade — Learn a trade.
Combat Benefits
- Accuracy — +1D against opponents with cover. (Requirement: Marksmanship 4)
- Acrobatic Defense — Lesser Action to add twice Acrobatics to Combat Defense. (Requirement: Agility 4 (Acrobatics 1B))
- Anointed — +2 on Status test, 1/day gain +5 to Defenses. (Requirement: Sponsor)
- Armor Mastery — +1 AR, −1 Bulk.
- Axe Fighter I — Sacrifice bonus dice to deal extra damage. (Requirement: Fighting 4 (Axes 2B))
- Axe Fighter II — Sacrifice bonus dice to inflict a wound. (Requirement: Fighting 5 (Axes 3B), Axe Fighter I)
- Axe Fighter III — Sacrifice bonus dice to inflict a wound and Maimed quality. (Requirement: Fighting 6 (Axes 4B), Axe Fighter II)
- Berserker — Make free attack with injury or wound; fight past death.
- Bludgeon Fighter — Weapon gains or increases Shattering by 1. (Requirement: Fighting 4 (Bludgeons 2B))
- Bludgeon Fighter II — Foe loses 1 Lesser Action on hit and −1 tests. (Requirement: Fighting 5 (Bludgeons 3B), Bludgeon Fighter I)
- Bludgeon Fighter III — Foe gains wound, prone, loses action. (Requirement: Fighting 6 (Bludgeons 4B), Bludgeon Fighter II)
- Braavosi Fighter — Increase Defensive Bonus by +1. (Requirement: Fighting 4 (Fencing 1B))
- Braavosi Fighter II — Boost Combat Defense. (Requirement: Fighting 5 (Fencing 2B), Braavosi Fighter I)
- Braavosi Fighter III — Free attack when opponent misses you. (Requirement: Fighting 6 (Fencing 3B), Braavosi Fighter II)
- Brawler — Fists are Fast and deal extra damage. (Requirement: Fighting 4 (Brawling 1B))
- Brawler II — Fists are Powerful and add Athletics rank to Fighting result. (Requirement: Fighting 4 (Brawling 3B), Brawler I)
- Brawler III — Stun opponents with fist attack. (Requirement: Fighting 5 (Brawling 5B), Brawler I)
- Danger Sense — Re-roll 1s on initiative tests, deny surprising opponent +1D to attack you. (Requirement: Awareness 4)
- Deadly Shot — Bows and crossbow gain Armor Piercing 1 and Vicious. (Requirement: Marksmanship 5)
- Deft Hands — Reduce weapon's reload time. (Requirement: Agility 4)
- Double Shot — Fire two arrows at once. (Requirement: Marksmanship 5 (Bows 3B))
- Fast — Move +1 yard, run ×5 Movement.
- Fury — −2D to deal +4 damage. (Requirement: Athletics 4 (Strength 2B))
- Hail of Steel — Thrown weapons gain Fast quality. (Requirement: Marksmanship 4 (Thrown 2B))
- Improved Armor Mastery — Increase AR by 1 for a total of +2. (Requirement: Armor Mastery)
- Improved Weapon Mastery — Increase weapon damage by 1. (Requirement: Weapon Mastery)
- Inspiring — Gain extra command, plus sacrifice command to re-roll test result. (Requirement: Warfare 4)
- Leader of Men — Automatically reorganize or rally one unit. (Requirement: Warfare 4 (Command 1B))
- Long Blade Fighter — Sacrifice bonus dice for a free degree. (Requirement: Fighting 4, (Long Blades 2B))
- Long Blade Fighter II — Sacrifice bonus dice to move target with hit. (Requirement: Fighting 5, Long Blade Fighter I)
- Long Blade Fighter III — Sacrifice bonus dice to Maim opponent. (Requirement: Fighting 6, Long Blade Fighter II)
- Pole-Arm Fighter — Knock foes to the ground with a sweep. (Requirement: Fighting 4, (Pole-arms 2B))
- Pole-Arm Fighter II — Bonus dice re test dice when pulling riders from mounts. (Requirement: Athletics 4 or Fighting 4, Pole-Arm Fighter I)
- Pole-Arm Fighter III — Pin opponent with weapon. (Requirement: Fighting 5, Pole-Arm Fighter II)
- Shield Mastery — Increase Defensive Bonus by +1 with shields. (Requirement: Fighting 3 (Shields 1B))
- Short Blade Fighter — Short blades gain Piercing 1. (Requirement: Fighting 4 (Short Blades 1B))
- Short Blade Fighter II — Draw as Free Action, bonus to test results. (Requirement: Fighting 5, Short Blade Fighter I)
- Short Blade Fighter III — Add number of bonus dice as extra damage. (Requirement: Fighting 6, Short Blade Fighter II)
- Spear Fighter — Attack again on a miss. (Requirement: Fighting 3 (Spears 1B))
- Spear Fighter II — +1D on Knockdown attempts; attack foes up to 1 extra yard away. (Requirement: Spear Fighter I)
- Spear Fighter III — Spears gain Piercing 2. (Requirement: Athletics 5, Spear Fighter II)
- Tough — Add Resilience to Health. (Requirement: Resilience 1B)
- Tourney Knight — Add Tournaments bonus dice on Fighting and Animal Handling test results when jousting. (Requirement: Fighting 3 (Spears 1B), Status 3 (Tournaments 1B))
- Triple Shot — Fire three arrows at once. (Requirement: Marksmanship 7 (Bows 5B), Double Shot)
- Water Dancer — Add Fighting rank to Awareness results. (Requirement: Fighting 3 (Fencing 1B))
- Water Dancer II — Add Fighting rank to Agility results. (Requirement: Water Dancer I)
- Water Dancer III — Add Fencing to Combat Defense. (Requirement: Water Dancer II)
- Weapon Mastery — Increase weapon damage by +1. May be selected multiple times.
- Weapon Savant — Ignore Trained requirement and penalties with weapons. (Requirement: Agility 4, Cunning 4, Fighting 5)
Social & Intrigue Benefits
- Adept Negotiator — No penalty from your disposition. (Requirement: Deception 3)
- Attractive — Re-roll 1s on Persuasion tests.
- Authority — Reduce disposition penalties to Persuasion by 2.
- Cautious Diplomat — Retain bonus dice from consideration during intrigues. (Requirement: Awareness 4 (Empathy 2B))
- Charismatic — Add +2 to the result of Persuasion test. May be selected multiple times. (Requirement: Persuasion 3)
- Compelling — Increase influence with specialty by 1. May be selected multiple times. (Requirement: Charismatic)
- Courteous — You have impeccable manners. (Requirement: Persuasion 3)
- Dutiful — You are unfailing in your loyalty. (Requirement: Will 4)
- Eloquent — Automatically go first in an intrigue. (Requirement: Language 4, Persuasion 4)
- Favored of Nobles — +1B on Persuasion tests against characters with 4 or higher Status.
- Favored of the Smallfolk — +1B on Persuasion tests against characters with 3 or lower Status.
- Magnetic — Achieve greater results with Charm. (Requirement: Charismatic)
- Respected — Your accomplishments and reputation inspire respect. (Requirement: Reputation 2B)
- Stubborn — Add Dedication to Composure. (Requirement: Will 3 (Dedication 1B))
- Treacherous — Add Cunning rank to Deception result.
- Worldly — +2B on Persuasion tests against characters from lands other than Westeros.
Heritage & Fate Benefits
- Animal Cohort — Gain the service of an Animal Cohort. (Requirement: Animal Handling 3 (Train 1B))
- Blood of the Andals — You are uncommonly lucky.
- Blood of the First Men — Your heritage makes you tough and hardy.
- Blood of Heroes — Exceed 7 limit on a specific ability.
- Blood of the Ironmen — Seawater flows through your veins.
- Blood of the Rhoynar — You are agile and elusive.
- Blood of Valyria — People find you compelling.
- Blood of the Wildlings — You were born free of the tyranny of Westeros.
- Brother of the Night's Watch — You are a member of the Night's Watch.
- Cadre — Gain a veteran squad. (Requirement: Persuasion 5)
- Cohort — Gain the service of a devoted ally. (Requirement: Status 3)
- Famous — Your fame gives you advantages in intrigues.
- Head of House — You are the highest-ranking member in your noble house.
- Heir — You will one day inherit your family's lands and holdings.
- Heirloom — You gain a Valyrian steel weapon. (Requirement: Head of House or Heir)
- Landed — You gain lands and holdings. (Requirement: Sponsor)
- Lucky — Re-roll one test per day, and take best result.
- Maester — You are a maester of the Citadel. (Requirement: Cunning 3, Knowledge Focus (x2))
- Man of the Kingsguard — You are charged with protecting the royal family. (Requirement: Sponsor)
- Massive — You are uncommonly large. (Requirement: Endurance 5)
- Master of Ravens — Dispatch ravens to bear your messages. (Requirement: Animal Handling 3)
- Night Eyes — See in darkness.
- Pious — Gain +1D once per day. (Requirement: Will 3 (Dedication 1B))
- Sponsor — Gain a powerful ally.
- Wealthy — Replenish coffers each month.
Supernatural Benefits
- Greensight — Experience true dreams. (Requirement: Will 5)
- Skinchanger — You may warg into animals other than your Animal Cohort. (Requirement: Will 5 (Dedication 3B,) Warg)
- Warg — You can wear the skin of your Animal Cohort. (Requirement: Will 5 (Dedication 2B), Warg Dreams)
- Warg Dreams — You occasionally dream through the eyes of your Animal Cohort. (Requirement: Will 4 (Dedication 1B), Animal Cohort)
Core Drawbacks
- Bastard Born — Lose your family's surname and take −1D on Persuasion tests against characters with a higher Status.
- Bound to the Bottle — Have an unhealthy appreciation for alcohol.
- Childhood Disease — Reduce Health by −2.
- Craven — −1D on all tests in combats and intrigues.
- Crippled — Reduce Movement by −2 yards.
- Cruel Insanity — You cannot see the consequences of your actions.
- Cursed — Risk of impotent Destiny Point.
- Debt — Purchases cost twice the normal amount.
- Disturbing Habit — You have an unusual compulsion.
- Dwarf — −1 yard Movement, −1D on Persuasion tests to Charm or Seduce.
- Eunuch — You've been cut. (Requirement: Male (once))
- Fear — You are afraid of something.
- Feeble — Your advanced age cripples you. (Requirement: Old or older)
- Flaw — Take −1D on all tests with a specific ability.
- Forgetful — Re-roll 6s on Cunning tests.
- Furious — Your first Persuasion test in an intrigue must use Intimidate; −2D on Seduce attempts.
- Haughty — Propriety overtakes your good graces.
- Haunted — You are tormented by past memories.
- Honor-Bound — You are compelled to speak the truth.
- Ignoble — −1D on Persuasion and Status tests.
- Impaired Sense — Fail Awareness tests related to missing sense, −1 yard Movement.
- Inept — Re-roll 6s on Agility tests.
- Lascivious — Your first Persuasion test in an intrigue must use Seduce; −1D on Charm.
- Maimed — Lose limb.
- Marked — Re-roll 6s on Persuasion tests.
- Mute — You cannot speak.
- Naïve — You are easily deceived.
- Nemesis — Gain enemy.
- Outcast — Reduce Status by 2.
- Poor Health — Reduce Endurance test results by −3.
- Reviled — You are despised.
- Sickly — −2D on Endurance tests made to resist hazards and ailments.
- Supreme Arrogance — You are blinded by your station.
- Threatening — Others are nervous around you.
- Ward — You take a −1D on all Persuasion tests with both your birth and foster Houses.
How Qualities Change
Qualities are not fixed at creation, but they are not cheap to change.
- Gaining a benefit in play costs a new invested destiny point — a box on the invested track — and demands a matching drawback to balance it, whether you take one new or the old ledger already holds it. The ledger grows, and it must stay in balance.
- Gaining a drawback in play balances a new benefit, or answers the story: a promise sworn at the end of a battle, a rival made in a moment of triumph. The Narrator decides what the story has bought you.
- Losing a quality is a story, not a line-item. Wealth is lost when the fleet burns; a promise is kept or broken in a scene that means something; an old wound mends only if the gods are kind. When a benefit is lost, its invested point may be pulled — the box on the track is marked Pulled, and your capacity never shrinks (Destiny).
The Balance of a Life
A character's qualities are the shape the world sees before the first word is spoken: the knight bound by oath, the sellsword with a price on his head, the wealthy merchant who cannot keep a copper, the skinchanger who dreams in wolf. Take the gifts you can carry, and the burdens you can bear — the ledger will hold you to both. The luck that pays for it all, and the way it is spent and earned, is the Destiny chapter.