Player's Handbook · Chapter 5

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 GroupRequired Drawbacks
YouthNone
AdolescentNone
Young AdultNone
AdultAny one drawback
Middle AgeAny one drawback, plus one that afflicts Agility, Athletics, or Endurance
OldAny one drawback, plus one that afflicts Agility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship
Very OldAny one drawback, plus two that afflict Agility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship
VenerableAny 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.

Manual updated Aug 30, 2026.