Character Creation SIFRP
Character Creation SIFRP
Character Creation SIFRP
Age determines how much experience you start with, as well as high how your stat
s can go. Older characters get more xp, but at a certain point life in Westeros
leaves its mark. (Certain age brackets are not allowed for PC s, but can be used t
o create NPC s. These are shown in red.)
Youth (0-9)
Sometimes called summer children, youthful characters were born after the War of
the Usurper and Greyjoy s Rebellion. They have generally known peace throughout t
heir short lives. Tommen Baratheon and Rickon Stark are both youths.
Adolescent (10-13)
Like youths, adolescents were born in the peaceful years that followed the War o
f the Usurper, but were probably born just before, during, or shortly after Grey
joy s Rebellion. Example characters include Arya Stark and Sansa Stark.
Young Adults (14-18)
Young adults are entitled to the full benefits and responsibilities of other adu
lts in the Seven Kingdoms. These characters were born just before or during Robe
rt s Rebellion. A great many smallfolk of this age group are orphans of the war, a
nd many young nobles have had the mantle of lordship thrust upon them with the p
remature deaths of their patriarchs in the war. Jon Snow and Robb Stark are youn
g adults at the beginning of A Game of Thrones, while Joffrey becomes a young ad
ult later in the series.
Adults (18-30)
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 Ae
rys against Robert or joined the Storm Lord in his rebellion. Though Robert pard
oned all of the lords who fought for Aerys, it is a mark that few forget.
Middle Age (30-50)
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 t
he 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 rise and fall of Aerys, and the tragedy that led to the Wa
r of the Usurper. As with adult characters, their loyalties to the crown or the
rebel during the uprising may haunt them still.
Old (50-70)
Old characters were born during Aegon the Unlikely s rise to the throne and lived
through the War of the Ninepenny Kings and all the wars and troubles that follow
ed. Those of this generation tend to have a longer view of House Targaryen and r
ecall the honour of this ancient house. As with middle-aged characters, old char
acters may have fought in the War of the Usurper, but the eldest of them were li
kely too old to participate.
Very Old (70-80)
Rare is the individual that lives to such an advanced age, and those who have li
ved this long join Walder Frey. These characters have seen the rise and fall of
kings, numerous battles, and kingdom-wide warfare. If these characters fought in
a war, it was likely in the War of the Ninepenny Kings.
Venerable (80+)
Very few men and women live to see their eightieth year, and fewer still live mu
ch longer. Of the ones that still retain their wits, they may recall good king D
aeron II and perhaps even had parents or family who fought in the Blackfyre Rebe
llion. Maester Aemon of the Night s Watch is an excellent example of a venerable c
haracter.
from anointed knights and members of the Kings guard to wretched sell swords, b
andits, and hedge knights, the fighter role covers the greatest ground and repre
sents the broadest spectrum of characters. The warrior s importance to the Seven K
ingdoms cannot be understated. Brutal conflicts have shaped the history and cult
ure of the Seven Kingdoms, all the way back to the Age of Heroes, up until the r
ecent War of the Usurper. Fighters occupy a special place in the eyes of the peo
ple. They are weapons, certainly, but the greatest among them represent the idea
l male, the bold, fighting man who tempers his violence with piety, courtesy, an
d modesty, who champions the cause of king and faith, protects the smallfolk, an
d brings glory to his family. As an ideal, many men (and some women) strive to l
ive up to the expectations and stories surrounding this bellicose culture, while
others abandon the honour of being a fighter and use their power to take what t
hey want and kill any who get in their way.
Key abilities: Agility, Animal Handling, Athletics, Endurance, Fighting, Marksma
nship, and Warfare
Leader
The leader represents any character who commands and guides others toward some o
bjective. Leaders are the decision-makers, but they are equally capable of liste
ning 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 oth
er groups, tending a large sept, commanding a mercantile empire, or captaining a
ship.
Key abilities: Cunning, Endurance, Fighting, Persuasion, Status, and Warfare.
Rogue
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 Seven Kingdoms, and they are as comfortable alongside the aristocrats as
they are among the smallfolk dregs.
Key abilities: Agility, Awareness, Cunning, Fighting, Marksmanship, Persuasion,
Stealth, and Thievery.
Schemer
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 b
attle-scarred general. With a word, a subtle lie, or a twisting of truth, they c
an 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, S
tatus, and Will
Mixed Roles
Roles cast the widest net possible, but when constructing your character, you ca
1 -50
2 0
3 10
4 40
5 70
6 100
7 130
Step 6 Assigning specialties.
Once you have allocated all of your Experience for abilities, your next step is
to invest Experience into specialties. Specialties are areas of expertise within
an ability, places where your character can develop a specific training to impr
ove 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 di
ce than your rank in the attached ability, so if you have Fighting 2, you can t ha
ve 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
Youth
Adolescent
Young Adult
Adult
Middle Age
Old
Very Old
Venerable
Bonus Dice
1
2
3
4
5
6
7
Specialty Experience
40
40
60
80
100
160
200
240
Experience Cost
10
20
30
40
50
60
70
Abilities:
This section provides an overview of the various abilities and specialties used
in SIFRP.
Agility
Agility measures dexterity, nimbleness, reflexes, and flexibility. In some ways,
it describes how comfortable you are in your body, how well you master your mov
ement, and how you react to your surroundings.
Specialties: Acrobatics, Balance, Contortions, Dodge, Quickness
Animal Handling
Animal Handling addresses the various skills and techniques used to train, work,
and care for animals. Whenever you would regain control over a panicked mount,
train a dog to serve as a guardian, or train ravens to carry messages, you test
this ability.
Specialties: Charm, Drive, Ride, Train
Athletics
Athletics describes the degree of training, the application of physical fitness,
coordination, training, and raw muscle. Athletics is an important ability in th
at it determines how far you can jump, how fast you run, how quickly you move, a
y and accurately in combat. Any time you make an attack using a ranged weapon, y
ou test Marksmanship.
Specialties: Bows, Crossbows, Siege, Thrown
Persuasion
Persuasion is the ability to manipulate the emotions and beliefs of others. With
this ability, you can modify how others see you, shape their attitudes towards
others, convince them of things they might not otherwise agree to, and more.
Specialties: Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt
Status
Status describes the circumstances of your birth and the knowledge those circums
tances grant you. The higher your rank, the more likely you will be able to reco
gnize heraldry, the better your reputation, and the stronger your knowledge of m
anaging people and lands.
Specialties: Breeding, Reputation, Stewardship, Tournaments
Stealth
Stealth represents your ability to creep about unseen and unheard. Whenever you
would move without being noticed, you test Stealth.
Specialties: Blend In, Sneak
Survival
Survival is the ability to get by in the wild hunting, foraging, avoiding getting
lost, and following tracks. The Survival skill is important for a variety of peo
ple in that hunting remains an important method of providing food for one s family
, especially in the more remote corners of Westeros.
Specialties: Forage, Hunt, Orientation, Track
Thievery
Thievery is a catchall ability for any skill involving larcenous activities. Exa
mples include picking locks, hand tricks, and general robbery.
Specialties: Pick Lock, Sleight of Hand, Steal
Warfare
Warfare describes a character s talents at managing the battlefield, ranging from
the ability to issue commands and possessing strategic knowledge for manoeuvring
armies, to tactical knowledge for dealing with small engagements.
Specialties: Command, Strategy, Tactics
Will
Will is your mental fortitude, reflecting the state of your mind s health and endu
rance. It represents your ability to withstand fear in the face of appalling vio
lence or supernatural phenomena and also serves as the foundation for your abili
ty to resist being manipulated by others.
Specialties: Concentrate, Coordinate, Dedication
Step 7 Destiny points, Benefits, Flaws and Drawbacks.
Destiny Points and benefits are next. As with other aspects of character creatio
n, 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 Point
s into benefits, though there are limits. Starting Destiny Points and the maximu
m number of starting benefits are shown below. Benefits and drawbacks are shown
in the qualities document
While it may be tempting to use up all of your Destiny Points on benefits, resis
t this impulse. Destiny Points are an important part of the game, and they impro
ve your chances for survival. Conversely, be sure to pick up at least one benefi
Maximum Benefits
3
6
3
3
3
3
2
1
0
3
2
1
0
Age
Flaws
Youth
Adolescent
Young Adult
Adult
Any one
Middle Age
A flaw for any of the following abilitie
s:
Agility, Athletics, or Endurance
Old
Any one plus a flaw for any of the following abilities: Agility, Athleti
cs, Awareness, Cunning, Endurance, Fighting, or Marksmanship
Very Old
Any one plus a flaw for any two of the following abilities: Agil
ity, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship
Venerable
Any one plus a flaw for any three of the following abilities: Ag
ility, Athletics, Awareness, Cunning, Endurance, Fighting, or Marksmanship
Step eight: Starting equipment.
Determining your starting possessions comes next. All characters begin play w
ith 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; ra
ther, this
starting fund reflects your accumulated possessions. You must spend at least hal
f of your
starting coin. You may keep the rest in reserve or invest it into your house as
you wish.
Equipment is shown in the equipment document.
Step nine: Derived stats.
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 Defence and Composure. You
calculate each
as follows. Record the totals in the space provided on your character sheet.
Intrigue Defence = Awareness + Cunning + Status
Composure = 3 Will
There are four important statistics for combat: Combat Defence, Health, Armor Ra
ting (AR), and
Damage. You calculate each as follows. Record the totals in the space provided o
n your character
sheet.
Combat Defence = Agility + Athletics +Awareness + Defensive Bonus (from shields
or parrying weapons)
Armor Penalty
Health = 3 Endurance
Armor Rating (AR): Your AR is determined by the type of armour worn.
Damage: Based on weapons.