Post by The Smith on May 1, 2011 12:36:43 GMT -5
Welcome to the Lords of Westeros. In this game set in a version GRRM's ASOFAI series, you will be playing not as a single player, but as an entire house. You will have lands, vassels and warriors helping you challenge the other players, and many other non player characters to try and win the Game of thrones.
These rules will guide you through the creation of your house, and the men and women that you will play as in this game.
Please take a moment to read the setting thread, even if you are very familar with the setting for while set in Westeros, there are some slight differences.
Step one: Name[/b]
First you must choose which house you which to play. You as a player are allowed to choose any house from the books, that someone else has not chosen, and is not being played by the admin for story purposes.
There is a thread showing a list of houses that are being played in the character creation board. Simply follow this link to examine it Insert Link here
Step two: Region
Now write down the region your house is from. For game purposes it will fall into one of the following.
The list of Regions are:
The North, the Crownlands, the Vale, the Riverlands, the Westerlands, the Reach, the Iron Islands, the Stormlands, Dragonstone, and Dorne.
Step Three: House Stats[/b]
There are seven different house stats in this game. They are;
Defense: Defense describes fortifications, castles, keeps, towers, and other structures that serve to protect your holdings. Defense also describes the presence and quality of roads, representing the ability to move troops and supplies to threatened areas.
Influence: Influence describes your presence in the Seven Kingdoms, how other houses see you, and the notoriety attached to your name. A high Influence resource typically describes one of the great houses or the royal family, while a low Influence resource would describe a house of little consequence, small and largely unknown beyond the lands of their liege.
Lands: Land resources describe the size of your House’s holdings and the extent of their influence over their region. A high score describes a house that controls an enormous stretch of terrain, such as Eddard Stark and the North, while a small score might represent control over a small town.
Law: Law encompasses two things: the extent to which the smallfolk respect and fear you and the threat of bandits, brigands, raiders, and other external and internal threats. Law is something your family must maintain, and if you don’t invest in keeping your realm safe, it could fall into chaos.
Population: Population addresses the sheer number of people living in the lands you control. The more people there are, the more mouths you have to feed. However, the more people there are, the more your lands produce. This abstract value describes the quantity of folks that live under your rule.
Power: Power describes your house’s military strength, the ability to muster troops and rouse banners sworn to you. Houses with low scores have few soldiers and no banners, while those with high scores may have a dozen or more banners and can rouse an entire region.
Wealth: Wealth covers everything from coin to cattle and everything in between. It represents your involvement and success in trade, your ability to fund improvements in your domain, hire mercenaries, and more.
When you choose a region you already affected your base house stats. Each region has a strong affect on its inhabitants and their attitudes.
King’s Landing Defense +5 Influence–5 Lands–5 Law +20 Population +5 Power –5 Wealth–5
Dragonstone Defense+20 Influence–5 Lands–5 Law+5 Population+0 Power+0 Wealth–5
The North Defense+5 Influence+10 Lands+20 Law–10 Population–5 Power–5 Wealth–5
The Iron Islands Defense+10 Influence–5 Lands–5 Law+0 Population+0 Power+10 Wealth+0
The Riverlands Defense–5 Influence–5 Lands+5 Law+0 Population+10 Power+0 Wealth+5
Mountains of the Moon Defense+20 Influence+10 Lands–5 Law–10 Population–5 Power+0 Wealth+0
The Westerlands Defense–5 Influence+10 Lands–5 Law –5 Population–5 Power+0 Wealth+20
The Reach Defense–5 Influence+10 Lands+0 Law–5 Population+5 Power+0 Wealth+5
The Stormlands Defense+5 Influence+0 Lands–5 Law+10 Population–5 Power+5 Wealth+0
Dorne Defense+0 Influence–5 Lands+10 Law–5 Population+0 Power+10 Wealth+0
Take a moment to write your region's modifiers down on your house sheet before continuing.
Step four: House size
Now it is time to determine the size of your chosen house. There are five different levels.
Paramount houses: These houses are each the Paranmount house in their region with only the King above them. However none of these houses are available for play at this time.
Examples: Stark, Lannister, Dondarrion, Royce, Martell, Greyjoy, Tyrell.
Great Houses: Great houses are quite large, and enjoy many bannerman, and abudant lands. They are quite large and are well known from the books.
Examples: Redwyne, Hightower, Frey, Bolton
Major Houses: Just below the great houses, they can still call up a good number of banner lords. And they must be given a great deal of respect by their own lords.
Examples: Karstark, Dayne, Manderly, Tarly
Medium Houses: While still having house answer to them, most medium houses are not major players in the game of thrones.
Examples: Fowler, Reed, Bracken
Small Houses: Sometimes just a landed knight, or perhaps a house fallen into desperate times. There is only one way to go, with a small house.
Examples: Baelish, Payne, Clegane, Hardying
Decide which size fits your house and jot it down on the House sheet.
Important note: The Admin must aprove your choice of house size.
Step five: Resources[/u]
It is at this point when you will begin to flesh out the region your house controls. Each house size grants a certain number of points available for you to create your home.
Great Houses start with 350
Major houses start with 300
Medium houses start with 250
Small houses start with 200
Now you may add these points to your house stats as you wish, but you must try to match your house to the house as it is portrayed in the books. Remember in the end your house must be approved by the admin before you are allowed to play.
Two things to take into account as you divide these points. First your house stats are how we determine your character's attributes so overloading any stat will be detrimental to your characters later on.
Secondly there a list of resources you may purchase to flesh out your house as you procede. The list is as follows,
Defense: You may mix and match, for example but two towers, and a hall.
Tower: 10
Hall: 20
Small Castle: 30
Castle: 40
Superior Castle: 50
Influence:
Additional Second Tier characters: 25
Additional Skill for second tier characters: 5 (one per character)
Land:
Terrain: (Must have at least one Terrain)
Hills: +7
Mountains: +9
Plains: +5
Wetlands: +3
Features: (as many as desired)
Coast: +3
Hamlet: +10
Small town: +20
Large Town: +30 (Gultown)
Small City: +40 (Lannisport)
Large City: +50 (King's Landing, Oldtown)
Grassland: +1
Island: +10
Road: 5 (This is a major road like the King's Road)
Ruin: +3 (Moat Cailen, etc.)
Stream: +1
River: +3
Pond: +5
Lake: +7
Light Woods: +3
Dense Woods: +5
Law: Nothing to Buy
Population: Nothing to Buy
Power:
1st Banner House (a house of NPCs which serves you): +20
Additional Banner Houses: +10
Infantry: +4 per unit of 100 Men
Archers: +3 per unit of100 Men
Cavalry: +5 per unit of 20 Men
Scouts: +2 per unit of 20 Men
Raiders: +3 per unit of 100 Men
Warships +7 for 5 Ships (each ship can carry 1 unit, Must have Coast or River Land Feature)
Wealth:
Godswood: 5 (Makes you look cool and rich)
Guilds: 15 (Gives you RP avenues to make more Wealth)
Maester: 10 (Gives you Ravens to send messages and can play Maester as Tier 2 or Tier 3 character)
Sept: 10 (Gives you avenues for RP, Septon as Tier 2 or Tier 3 character)
Market: 10
Mine: 10
Port: 10
If you are unsure what to purchase do not worry, you need not purchase anything with your points at this time. Simply assign the alloted points to your House Stats, and you will be allowed to purchase resources at a later time.
Step Six: Attributes
Now it is time for you to make your characters of your house. The first thing you must determine is your character's attributes.
There are seven attributes each directly equated with one of your house stats.
Combat is equal to your Defense stat.
Cunning is equal to your Influence stat.
Survival is equal to your Lands stat.
Will is equal to your Law stat.
Knowledge is equal to your Population stat.
Strategy is equal to your Power stat.
Stewardship is equal to your Wealth stat.
Attributes are broad categories that encompass the ability to do many things. Any difficolt or opposed act a character takes will result in an attributes roll.
Combat covers all aspects of fighting.
Cunning is how quick your mind has come to work, and includes most social skills.
Survival determines a characters ability to track, hunt and live off the land.
Will is a characters determination, and resolve.
Knowledge is a characters intellect, and breadth of learning.
Warfare measures the characters understanding or war, and how to wage it.
Stewardship is your characters understanding of how financial matters run, and how to bargain.
Step Seven: First Tier Characters[/b]
Each house may create three first Tier characters. They are the most important people to your house, but need not be blood relations.
Examples: House Lord, House Lady, Heir, Maester, Champion, Spymaster, etc.
First write down all seven attributes as determined in the previous step.
Second as a first Tier character you will be able to subtract ten points from an attribute to add five to another. Each attribute may only be reduced once, but may be increased multiple times.
Finally for each character you may choose five skills that your character is skilled at. Your character will recieve a bonus when attempting to roll for the skill you choose.
The list of skills you may choose are:
Combat: Fighting (Hand Weapons), Athletics, Marksmanship (Ranged Weapons)
Survival: Wilderness Lore, Animal Handling, Awareness, Stealth
Knowledge: Learning, Healing, Language
Will: Leadership, Oration
Warfare: Strategy, Endurance
Stewardship: Bargaining, Business
Cunning: Persuasion, Deception
Step eight: Second Tier Characters
Each house begins with five second Tier characters. These are important characters, but in a more supporting role. Again they need not be blood relatives of the house, but just its supporters.
Second tier characters may choose three Attributes gifted by the house, but each of them may also choose only one skill from the list above. It also must be a skill from an Attribute they possess.
Second Tier characters will also be able to subtract ten points from an attribute to add five to another. Each attribute may only be reduced once, but may be increased multiple times.
It is important to note, that you may use your points invested in influence to purchase more Second Tier Characters, or More skills that they could use. The points are listed under the Resource step if you are interested.
Step nine: Third Tier Characters
Third Tier characters are the extras and background players of our game. These are couriers, servants, spies, warriors or whores who serve the family, but are not usually important or infuential.
Third Tier characters may only choose a single attribute, and they get no skills at all.
There is no limit of Third Tier characters, but please do not abuse this privilage.
Also it is not necessary to create a third Tier character at character creation, and they may be invented at any time during the game.
Final Step: The Family Tree
While it is not necessary to make a complete tree I do think it is important for you to name and create your houses primal family. So please invent the Lord, and his family now, before finishing.
Please PM the admin with your created House, and Character sheets for approval. Or post them here so he, and other experienced players can advise you on how and where to join the game.
These rules will guide you through the creation of your house, and the men and women that you will play as in this game.
Please take a moment to read the setting thread, even if you are very familar with the setting for while set in Westeros, there are some slight differences.
Step one: Name[/b]
First you must choose which house you which to play. You as a player are allowed to choose any house from the books, that someone else has not chosen, and is not being played by the admin for story purposes.
There is a thread showing a list of houses that are being played in the character creation board. Simply follow this link to examine it Insert Link here
Step two: Region
Now write down the region your house is from. For game purposes it will fall into one of the following.
The list of Regions are:
The North, the Crownlands, the Vale, the Riverlands, the Westerlands, the Reach, the Iron Islands, the Stormlands, Dragonstone, and Dorne.
Step Three: House Stats[/b]
There are seven different house stats in this game. They are;
Defense: Defense describes fortifications, castles, keeps, towers, and other structures that serve to protect your holdings. Defense also describes the presence and quality of roads, representing the ability to move troops and supplies to threatened areas.
Influence: Influence describes your presence in the Seven Kingdoms, how other houses see you, and the notoriety attached to your name. A high Influence resource typically describes one of the great houses or the royal family, while a low Influence resource would describe a house of little consequence, small and largely unknown beyond the lands of their liege.
Lands: Land resources describe the size of your House’s holdings and the extent of their influence over their region. A high score describes a house that controls an enormous stretch of terrain, such as Eddard Stark and the North, while a small score might represent control over a small town.
Law: Law encompasses two things: the extent to which the smallfolk respect and fear you and the threat of bandits, brigands, raiders, and other external and internal threats. Law is something your family must maintain, and if you don’t invest in keeping your realm safe, it could fall into chaos.
Population: Population addresses the sheer number of people living in the lands you control. The more people there are, the more mouths you have to feed. However, the more people there are, the more your lands produce. This abstract value describes the quantity of folks that live under your rule.
Power: Power describes your house’s military strength, the ability to muster troops and rouse banners sworn to you. Houses with low scores have few soldiers and no banners, while those with high scores may have a dozen or more banners and can rouse an entire region.
Wealth: Wealth covers everything from coin to cattle and everything in between. It represents your involvement and success in trade, your ability to fund improvements in your domain, hire mercenaries, and more.
When you choose a region you already affected your base house stats. Each region has a strong affect on its inhabitants and their attitudes.
King’s Landing Defense +5 Influence–5 Lands–5 Law +20 Population +5 Power –5 Wealth–5
Dragonstone Defense+20 Influence–5 Lands–5 Law+5 Population+0 Power+0 Wealth–5
The North Defense+5 Influence+10 Lands+20 Law–10 Population–5 Power–5 Wealth–5
The Iron Islands Defense+10 Influence–5 Lands–5 Law+0 Population+0 Power+10 Wealth+0
The Riverlands Defense–5 Influence–5 Lands+5 Law+0 Population+10 Power+0 Wealth+5
Mountains of the Moon Defense+20 Influence+10 Lands–5 Law–10 Population–5 Power+0 Wealth+0
The Westerlands Defense–5 Influence+10 Lands–5 Law –5 Population–5 Power+0 Wealth+20
The Reach Defense–5 Influence+10 Lands+0 Law–5 Population+5 Power+0 Wealth+5
The Stormlands Defense+5 Influence+0 Lands–5 Law+10 Population–5 Power+5 Wealth+0
Dorne Defense+0 Influence–5 Lands+10 Law–5 Population+0 Power+10 Wealth+0
Take a moment to write your region's modifiers down on your house sheet before continuing.
Step four: House size
Now it is time to determine the size of your chosen house. There are five different levels.
Paramount houses: These houses are each the Paranmount house in their region with only the King above them. However none of these houses are available for play at this time.
Examples: Stark, Lannister, Dondarrion, Royce, Martell, Greyjoy, Tyrell.
Great Houses: Great houses are quite large, and enjoy many bannerman, and abudant lands. They are quite large and are well known from the books.
Examples: Redwyne, Hightower, Frey, Bolton
Major Houses: Just below the great houses, they can still call up a good number of banner lords. And they must be given a great deal of respect by their own lords.
Examples: Karstark, Dayne, Manderly, Tarly
Medium Houses: While still having house answer to them, most medium houses are not major players in the game of thrones.
Examples: Fowler, Reed, Bracken
Small Houses: Sometimes just a landed knight, or perhaps a house fallen into desperate times. There is only one way to go, with a small house.
Examples: Baelish, Payne, Clegane, Hardying
Decide which size fits your house and jot it down on the House sheet.
Important note: The Admin must aprove your choice of house size.
Step five: Resources[/u]
It is at this point when you will begin to flesh out the region your house controls. Each house size grants a certain number of points available for you to create your home.
Great Houses start with 350
Major houses start with 300
Medium houses start with 250
Small houses start with 200
Now you may add these points to your house stats as you wish, but you must try to match your house to the house as it is portrayed in the books. Remember in the end your house must be approved by the admin before you are allowed to play.
Two things to take into account as you divide these points. First your house stats are how we determine your character's attributes so overloading any stat will be detrimental to your characters later on.
Secondly there a list of resources you may purchase to flesh out your house as you procede. The list is as follows,
Defense: You may mix and match, for example but two towers, and a hall.
Tower: 10
Hall: 20
Small Castle: 30
Castle: 40
Superior Castle: 50
Influence:
Additional Second Tier characters: 25
Additional Skill for second tier characters: 5 (one per character)
Land:
Terrain: (Must have at least one Terrain)
Hills: +7
Mountains: +9
Plains: +5
Wetlands: +3
Features: (as many as desired)
Coast: +3
Hamlet: +10
Small town: +20
Large Town: +30 (Gultown)
Small City: +40 (Lannisport)
Large City: +50 (King's Landing, Oldtown)
Grassland: +1
Island: +10
Road: 5 (This is a major road like the King's Road)
Ruin: +3 (Moat Cailen, etc.)
Stream: +1
River: +3
Pond: +5
Lake: +7
Light Woods: +3
Dense Woods: +5
Law: Nothing to Buy
Population: Nothing to Buy
Power:
1st Banner House (a house of NPCs which serves you): +20
Additional Banner Houses: +10
Infantry: +4 per unit of 100 Men
Archers: +3 per unit of100 Men
Cavalry: +5 per unit of 20 Men
Scouts: +2 per unit of 20 Men
Raiders: +3 per unit of 100 Men
Warships +7 for 5 Ships (each ship can carry 1 unit, Must have Coast or River Land Feature)
Wealth:
Godswood: 5 (Makes you look cool and rich)
Guilds: 15 (Gives you RP avenues to make more Wealth)
Maester: 10 (Gives you Ravens to send messages and can play Maester as Tier 2 or Tier 3 character)
Sept: 10 (Gives you avenues for RP, Septon as Tier 2 or Tier 3 character)
Market: 10
Mine: 10
Port: 10
If you are unsure what to purchase do not worry, you need not purchase anything with your points at this time. Simply assign the alloted points to your House Stats, and you will be allowed to purchase resources at a later time.
Step Six: Attributes
Now it is time for you to make your characters of your house. The first thing you must determine is your character's attributes.
There are seven attributes each directly equated with one of your house stats.
Combat is equal to your Defense stat.
Cunning is equal to your Influence stat.
Survival is equal to your Lands stat.
Will is equal to your Law stat.
Knowledge is equal to your Population stat.
Strategy is equal to your Power stat.
Stewardship is equal to your Wealth stat.
Attributes are broad categories that encompass the ability to do many things. Any difficolt or opposed act a character takes will result in an attributes roll.
Combat covers all aspects of fighting.
Cunning is how quick your mind has come to work, and includes most social skills.
Survival determines a characters ability to track, hunt and live off the land.
Will is a characters determination, and resolve.
Knowledge is a characters intellect, and breadth of learning.
Warfare measures the characters understanding or war, and how to wage it.
Stewardship is your characters understanding of how financial matters run, and how to bargain.
Step Seven: First Tier Characters[/b]
Each house may create three first Tier characters. They are the most important people to your house, but need not be blood relations.
Examples: House Lord, House Lady, Heir, Maester, Champion, Spymaster, etc.
First write down all seven attributes as determined in the previous step.
Second as a first Tier character you will be able to subtract ten points from an attribute to add five to another. Each attribute may only be reduced once, but may be increased multiple times.
Finally for each character you may choose five skills that your character is skilled at. Your character will recieve a bonus when attempting to roll for the skill you choose.
The list of skills you may choose are:
Combat: Fighting (Hand Weapons), Athletics, Marksmanship (Ranged Weapons)
Survival: Wilderness Lore, Animal Handling, Awareness, Stealth
Knowledge: Learning, Healing, Language
Will: Leadership, Oration
Warfare: Strategy, Endurance
Stewardship: Bargaining, Business
Cunning: Persuasion, Deception
Step eight: Second Tier Characters
Each house begins with five second Tier characters. These are important characters, but in a more supporting role. Again they need not be blood relatives of the house, but just its supporters.
Second tier characters may choose three Attributes gifted by the house, but each of them may also choose only one skill from the list above. It also must be a skill from an Attribute they possess.
Second Tier characters will also be able to subtract ten points from an attribute to add five to another. Each attribute may only be reduced once, but may be increased multiple times.
It is important to note, that you may use your points invested in influence to purchase more Second Tier Characters, or More skills that they could use. The points are listed under the Resource step if you are interested.
Step nine: Third Tier Characters
Third Tier characters are the extras and background players of our game. These are couriers, servants, spies, warriors or whores who serve the family, but are not usually important or infuential.
Third Tier characters may only choose a single attribute, and they get no skills at all.
There is no limit of Third Tier characters, but please do not abuse this privilage.
Also it is not necessary to create a third Tier character at character creation, and they may be invented at any time during the game.
Final Step: The Family Tree
While it is not necessary to make a complete tree I do think it is important for you to name and create your houses primal family. So please invent the Lord, and his family now, before finishing.
Please PM the admin with your created House, and Character sheets for approval. Or post them here so he, and other experienced players can advise you on how and where to join the game.