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A GAME OF

Role-Playing Game and Resource Book

A GAME OF

The Book of Ice and Fire

A GAME OF

d20 System Role-Playing Game

Based on the best-selling novel series by


GEORGE R.R. MARTIN
Table 12-8: Shield Summary Table 11-6: Weapon Types
AC ARMOUR HIT ARMOUR CHECK WEAPON STRENGTH BONUS
SHIELD BONUS** RATING POINTS* PENALTY TYPE TO WIELD HAND TO DAMAGE
Buckler, leather or wood +4 4 5 -1 Light One hand Primary Normal Str bonus
Shield, small wooden +6 6 15 -1 Light One hand Secondary One-half Str bonus
Shield, small steel +6 8 30 -1 One-Handed One hand Primary Normal Str bonus
Shield, large wooden +8 6 20 -2 One-Handed One hand Secondary One-half Str bonus
* A leather or wooden shield that loses all of its Hit Points in a single strike is destroyed, One-Handed Two hands Primary Str bonus x 1.5
and no longer useful as a shield. Two-Handed Two hands Primary Str bonus x 1.5
** If a character is not proficient with shields, reduce the AC bonus by 2. Two-Handed (Ranged) Two Hands Primary No Str bonus*
* Note: Slings and the double-curved shortbows and longbows can be made to use a
wielder’s Str bonus.
Table 12-11: Sample Influence Check DCs
ACTION DC
Table 14-9: Standard XP Rewards
Requesting lodging for a large party and/or for an extended stay 15
Fresh supplies (horses, foodstuffs, weapons, equipment: carts, tents, etc.) NUMBER OF XP
for a small party 18 CHALLENGE RATING IS X CHARACTER LEVEL
Medicines, treatment, and surgeries for several wounded 18 Extremely Easy (Difference of 9+) *
Confirm rights, add legitimacy to an issue, or resolve a minor dispute 18 Very Easy, Much Lower than Character Level (Difference of 5-8) 25
Lends use of an expert (such as a hunter, maester, or local guide) 20 Easy, Lower than Character Level (Difference of 1-4) 50
Confirm rights, add legitimacy to an issue, or resolve a significant dispute 20 Average, Equal to Character Level 75
Offers protection from another (lesser) authority 25 Difficult, Greater than Character Level (Difference of 1-4) 100
Confirm rights, add legitimacy to an issue, or resolve a major dispute 25 Very Difficult, Much Greater than Character Level (Difference of 5-8) 150
Lends use of a small company of men-at-arms, or several experts 30 Extremely Difficult (Difference of 9+) **
Offers protection from another (equal) authority 35 * If the encounter CR is more than 8 levels below the average Character Level, the
Lends use of major military force 35 characters likely aren’t going to be challenge by it and thus receive no XP.
Offers protection from another (more powerful) authority 40 ** Encounters that are more than 8 levels above the average Character Level normally
require considerable outside assistance for the characters, and thus GMs should carefully
consider how much XP to award, based on the entire situation.
Table 12-12: Optional Influence Check Modifiers
SITUATION MODIFIER
Personal Reputation is appropriate one-half Reputation score Table 14-10: Encounter Modifiers
Recently performed a favour for the target +1 to +3 SUGGESTED
Recently risked reputation for target +2 to + 4 SITUATION CR MODIFIER*
Recently risked life / house’s honour for target +3 to +10
Presenting target with a valuable gift +1 to +5 Enemy in poor position (Open road, exposed, etc.) -1
Target is especially prickly or stubborn -1 to -8 Enemy in better position (Slight elevation, moderate cover, etc.) +0.5
Requesting multiple favours in succession from same target -4 (cumulative) Enemy in superior position (High ground, heavy cover, etc.) +1
Request is awkward or inconvenient -1 to -3 Enemy has surprise, player characters wary +0.5
Request is difficult or especially demanding -2 to -6 Enemy has surprise, player characters totally unaware +1
Request is dangerous or damaging -3 to -10 Enemy is wary but surprised -0.5
Historical rift between noble and the target -2 to -10 Enemy is totally unaware and surprised -1
Target is part of the royal house -5 ENVIRONMENT AND TERRAIN**
Target is sworn to the character / house +5 Unfavourable environmental conditions (Mist, light rain, muddy ground, night) +0.5
For each Social Status Rank target is above character -4 (cumulative)* Poor environmental conditions (Fog, medium rain, snow, starless night) +1
For each Social Status Rank target is below character +4 (cumulative)* Terrible environmental conditions (Heavy rain, ice and sleet, quicksands) +1.5
Target is Hostile -10 Difficult terrain (Narrow trails, tight passages, etc.) +0.5
Target is Unfriendly -5 Dangerous terrain (Sheer cliffs, stormy water, etc.) +1
Target is Indifferent 0 Deadly terrain (Blizzard, burning building, etc.) +1.5
Target is Friendly +5 Difference in Social Status (per Rank)*** + or — 0.5
Target is Helpful +10 Note: *CR Modifiers should be added up and applied to the creature/encounter’s
Character has 0 Influence over target -10 Challenge Rating. Half points are rounded down, so a CR of 4.5 is treated as CR 4.
Influence over Organisation vs. Individual -10 **If the Environment and Terrain Situational Modifier is more of an advantage to the
* The difference in Social Status Rank should only be applied once. In other words, if player characters than to their opponents, the encounter may be considerably easier.
Ser Ran is two Ranks higher than Lothar, Ser Ran gets a +8 bonus. Lothar does not ***This Modifier should only be used if the optional ECL Modifier based on Social
also get a penalty. Status is not being used.

© 2005 Guardians Of Order, Inc. A Game of Thrones © 2005 George R. R. Martin. All Rights Reserved.
Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing.
Table 11-7: Weapon (Selected) Table 11-8: Armour
ARMOUR MAX ARMOUR BASE
WEAPON COST DAMAGE CRITICAL RANGE WEIGHT ARMOUR COST RATING DEX PENALTY SPEED
Arakh 450 ss 1d6 18-20/x2 - 4 lb.
Battleaxe 50 ss 1d8 x3 - 7 lb.
Padded 200 ss 1 +8 0 30 ft.
Braavosi blade 800 ss 1d6 18-20/x2 - 3 lb. Leather 300 ss 2 +6 0 30 ft.
Club - 1d6 x2 - 3 lb. Ringmail 600 ss 3 +4 -2 30 ft.
Crossbow, heavy 950 ss 1d10 19-20/x2 Extended 9 lb. Hide 400 ss 3 +4 -3 20 ft.
Crossbow, light 150 ss 1d8 19-20/x2 Long 6 lb. Scale armour 600 ss 4 +3 -4 20 ft.
Dagger 20 ss 1d4 19-20/x2 Short 1 lb. Chainmail 800 ss 5 +2 -5 20 ft.
Dirk 25 ss 1d3 x4 - 1 lb. Splint Armour 1000 ss 6 +0 -7 20 ft.
Flail, heavy 100 ss 1d10 19-20/x2 - 20 lb. Brigandine 1200 ss 6 +1 -6 20 ft.
Flail, light 20 ss 1d8 x2 - 5 lb. Full plate 3000 ss 8 +1 -6 20 ft.
Greatsword 800 ss 2d6 19-20/x2 - 15 lb.
Handaxe 55 ss 1d6 x2 Short 4 lb.
Lance, tourney 40 ss 1d6* 19-20/x3 Reach 8 lb.
Lance, war 60 ss 1d8 x3 Reach 10 lb.
Table 6-1: Level-Dependent Benefits
Longaxe 500 ss 1d12 x3 - 20 lb.
Longbow 100 ss 1d8 x3 Extended 3 lb. MAXIMUM
Longbow, double-curved 900 ss 1d8 x3 Extended 3 lb. MAXIMUM CROSS-
Longspear 60 ss 1d8 x3 Reach 9 lb. CLASS CLASS ABILITY
Longsword 500 ss 1d8 19-20/x2 - 4 lb. CHARACTER EXPERIENCE SKILL SKILL SCORE
Mace, heavy 50 ss 1d8 x2 - 12 lb. LEVEL (XP) RANK RANK FEATS INCREASES
Mace, light 35 ss 1d6 x2 - 6 lb.
1 0 4 2 +1 Feat -
Maul 80 ss 2d6 x3 - 13 lb.
Morningstar 80 ss 1d8 x2 - 8 lb. 2 1,000 5 2 - -
Pike/Poleaxe 80 ss 1d10 x3 Reach 9 lb. 3 3,000 6 3 +1 Feat -
Quarterstaff - 1d6 x2 - 4 lb. 4 6,000 7 3 - +1
Scythe 15 ss 2d4 x4 - 12 lb. 5 10,000 8 4 - -
Shortbow 50 ss 1d6 x3 Long 2 lb. 6 15,000 9 4 +1 Feat -
Shortbow, double-curved 500 ss 1d6 x3 Long 2 lb. 7 21,000 10 5 - -
Shortspear 40 ss 1d6 x2 Short 3 lb. 8 28,000 11 5 - +1
Shortsword 400 ss 1d6 19-20/x2 - 3 lb. 9 36,000 12 6 +1 Feat -
Sling - 1d4 x2 Medium 0 lb. 10 45,000 13 6 - -
Spear 50 ss 1d8 x3 Short 6 lb. 11 55,000 14 7 - -
Sword, bastard 800 ss 1d10 19-20/x2 - 10 lb. 12 66,000 15 7 +1 Feat +1
Trident 40 ss 1d8 x2 10 ft. 5 lb. 13 78,000 16 8 - -
Warhammer 100 ss 1d8 x3 - 8 lb. 14 91,000 17 8 - -
Whip 20 ss 1d2N* x2 Reach 2 lb. 15 105,000 18 9 +1 Feat -

Table 12-3 Actions in Combat


STANDARD ACTION MOVE ACTION FULL-ROUND ACTION FREE ACTION
Melee Attack Move Full attack Drop an item
Ranged Attack Load a light crossbow Multiple ranged attacks Drop to floor (prone)
Unarmed Attack Mount or dismount Charge** Defence check***
Aid another Control a frightened mount Escape from a net Speak
Draw a hidden weapon Open or close a door Extinguish flames
Escape a grapple Move a heavy object Load a heavy crossbow
Feint Pick up an item Run
Ready Stand up from prone Prepare splash weapon
Sunder an object Ready or loose a shield* Provide first aid
Total defence Retrieve a stored item Withdraw**
Use Special Ability/Feat/Skill (varies) Draw or sheathe a weapon* Use Special Ability/Feat/Skill (varies)
Start/Complete Full-Round Action Use Special Ability/Feat/Skill (varies)
* A character with a Base Attack Bonus of +1 or higher can combine one of these actions with a regular move. A character with the Two-Weapon Fighting Feat can draw two light
or one-handed weapons as a regular move.
** May be taken as a standard action if a character is limited to taking only a single action in a round.
*** A character may make multiple defence checks in a round, but each check after the first suffers a cumulative -2 penalty.
Table 2-3: Social Status and ECL Modifiers Table 12-2: Difficulty Classes
ECL DC TASK DIFFICULTY
RANK MODIFIER*** DESCRIPTION 3 Practically Guaranteed (Why roll dice?)
0 +0 Respected Smallfolk / Hedge Knight / Sellsword / 5 Extremely Easy
Novice Maester 7 Easy
1 +0* Sworn Sword / Household Servant / Lesser Merchant / 10 Average Difficulty
Acolyte Maester 15 Above Average Difficulty
2 +1 House Retainer / Landed Knight / Merchant / Maester 20 Difficult
3 +2 Member of a Minor House / Greater Landed Knight / 25 Quite Difficult
Greater Merchant 30 Extremely Difficult
4 +3 Member of a Great House 35 Supremely Difficult
5 +4 Member of the Royal Family 40 Practically Impossible
(6) +4** King (or ruling Queen
* To progress from Social Status rank 0 to rank 1 requires the character to have the Table 12-5: Two Weapon Fighting Penalties
Feats Raised Status and Wealth.
** The king (or queen, if she rules) would be of Social Status rank 5, and then have the SITUATION PENALTIES
Feats Heir and Head of House. Attacking with two weapons -6/-10
***Note: Child characters (page 50) should be considered -1 ECL (minimum of 0). Attacker has Two-Weapon Fighting -4/-4
Secondary weapon is light -4/-8
Attacker has Two-Weapon Fighting and secondary weapon is light -2/-2
Attack has Two-Weapon Fighting (Improved) as above/as above/ -5
Table 12-6: Attack Check Modifiers
ATTACK SITUATION MODIFIER Table 12-7: Size Chart
Attacker is:
Taking an action to aim +2 per round (+4 maximum)
AC/ATTACK APPROXIMATE
Attacking with two weapons see Table 12-5 SIZE MODIFIER EXAMPLE SIZE WEIGHT
Making a Total Attack +2 Fine +8 Insect 1/8 lb. or less
Making a Touch Attack +6 Diminutive +4 Rodent 1/8 lb. — 1 lb.
In a superior position (fighting from horseback, etc.) +1 Tiny +2 Cat 1 lb. — 8 lbs.
In an awkward position (on the ground, etc.) -4 Small +1 Dog 8 lbs. — 60 lbs.
Making a Charge Attack +2 Medium 0 Human 60 lbs. — 500 lbs.
Large -1 Horse 500 lbs. — 2 tons
ATTACKER IS MOVING: Huge -2 Mammoth 2 tons — 16 tons
Move or double move: up to Base Movement x 2 No modifier Gargantuan -4 Leviathon 16 tons — 125 tons
Running: at Base Movement x 4 per round -8 Colossal -8 Ancient dragon 125 tons — 1,000 tons
RANGED ATTACKS ON MOVING MOUNT: Note: Giant’s Blood characters (page 168), Young Children (page 50), and Dwarfs
Trotting (up to Base Movement x 2) -4 (page 200) are normally treated as Medium, although they have further specific rules.
Cantering (up to Base Movement x 3) -6 Giant’s Blood characters are treated as Large when it is advantageous for them.
Galloping (up to Base Movement x 4) -8
ATTACKER IS ATTEMPTING A CALLED SHOT: Table 12-9: Defence Situations
Basic Called Shot -4 DEFENCE SITUATION AC MODIFIER
Disarming -4
Targeting a partially armoured point (Weak Point) -(Armour Rating) Dodge/Parry Defence No Modifier
Targeting an unarmoured area (Bypass Armour) -(2 x Armour Rating) Total Defence +4
Targeting a vital spot -8 Defending with a shield +4 to +8
Defending against Multiple Attacks -2 per additional attack (cumulative)
TARGET BEYOND MELEE RANGE, AND: Defending against Undetectable Assailant -8
Concealed by trees or brush -2 Defending when Surprised Flat-Footed
Concealed by darkness, fog, or smoke -4 Target’s size is other then Medium See Table 12-7: Size Chart
Taking cover -2 to -6 DEFENDING ANOTHER
RANGE MODIFIERS: Target (or attacker) is within reach -2
Double range increment -4 Target (or attacker) is at short range -4
Four times range increment -8 Target (or attacker) is in an awkward position -2
Six times range increment -12 Defender is in an awkward position -2
Eight times range increment -16 Defending another against additional attacks -4 (cumulative)
Ten times range increment -20 Defender is surprised Defence not possible
Table A9-1: Target Numbers Table A10-2: Attack Situation Modifiers
DIFFICULTY TARGET NUMBER NOTE ATTACK SITUATION MODIFIER
Very Easy 6 Almost everyone will succeed Attacker is:
Easy 9 Few characters will fail Taking an action to aim (modifier for each action) +1
Average 12 Success often requires some talent or training Attacking with two weapons (same target) -3
Difficult 15 Success often requires above-average ability Attacking with two weapons (different targets) -6
Challenging 18 Success often requires exceptional ability Attempting to touch the target +3
Improbable 24 Success is seemingly a miracle! Making a total attack +3
Executing a special manoeuvre with a flexible Weapon -3
Firing a ranged weapon while riding a horse -3
Melee attack or defence from an awkward position (on the ground, etc.) -3
Table A9-2: Difficulty Modifiers Attacker uses one attack against multiple targets:
DIFFICULTY MODIFIER BONUS/PENALTY DESCRIPTION Two targets -3
+18 Monstrous Bonus Three targets -6
+12 Outrageous Bonus Four targets -12
+6 Extreme Bonus Five targets -18
+3 Significant Bonus Attacker is moving quickly:
+1 Slight Bonus Running (Body Stat x2 metres/round) -1
0 No Modifier Sprinting (Body Stat x3 metres/round) -3
-1 Slight Penalty Attacker is Attempting a Called Shot:
-3 Significant Penalty Disarming (with melee attack) -1
-6 Extreme Penalty Disarming (with a ranged attack) -3
-12 Outrageous Penalty Reducing armour -3
-18 Monstrous Penalty Bypassing armour -6
Targeting a vital spot -6
Target within melee range, and:
Concealed by trees or brush -1
Table A10-3: Defence Situation Modifiers Concealed by darkness, fog, or smoke -1
DEFENCE SITUATION MODIFIER Taking cover -1
Defending with a shield (if not attacked head on) +1 Target beyond melee range, and:
Total defence, first action sacrificed +3 Concealed by trees or brush -1
Total defence, each extra action sacrificed +1 Concealed by darkness, fog, or smoke -3
Defending against additional attacks Taking cover -3
One extra attack/round -1 Range Modifiers:
Two extra attacks/round -3 Attacking at medium range -1
Three or more extra attacks/round -6 Attacking at long range -3
Performing a total attack -3 Target Animal or Item is larger than attacker +1 per Size rank difference
Defending when surprised No Defence Target Animal or Item is smaller than attacker -1 per Size rank difference

Table A12-1: Size Modifiers


TYPICAL DAMAGE ARMOUR RATING RANGE ATTACKS RANGE AND
HEIGHT / TYPICAL LIFTING MULTIPLIER OR DAMAGE BONUS TO SPEED
SIZE RANK EXAMPLE LENGTH MASS CAPACITY MODIFIER RECEIVED HIT/DEFEND MULTIPLIER
-4 Fine Insect 5 — 9 cm 6 g — 30 g ÷ 10 k -12 -8 AR (or +8) +4 ÷ 16
-3 Diminutive Rodent 10 — 24 cm 50 g — 300 g ÷1k -9 -6 AR (or +6) +3 ÷8
-2 Tiny Cat 25 — 49 cm 800 g — 2 kg ÷ 100 -6 -4 AR (or +4) +2 ÷4
-1 Small Dog 50 — 99 cm 6 — 20 kg ÷ 10 -3 -2 AR (or +2) +1 ÷2
0 Medium Human 1-2 metres 50 — 150 kg Same 0 0 0 0
1 Large Horse 3 — 4 metres 200 — 1,200 kg x 10 +3 +2 AR -1 x2
2 Huge Mammoth 5 — 8 metres 1.5 — 8 tonnes x 100 +6 +4 AR -2 x4
3 Gargantuan Leviathan 9 — 15 metres 10 — 60 tonnes x1k +9 +6 AR -3 x8
4 Colossal Ancient Dragon 16 — 30 metres 75 — 500 tonnes x 10 k +12 +8 AR -4 x 16
Table A2-1: Character Power Levels Table A3-1: Stat Value Descriptions
POWER LEVEL CHARACTER POINT VALUE STAT VALUE POINT COST DESCRIPTION
Low-Powered 0-49 Points 1 -30 Inept; infant
Average-Powered 50-119 Points 2 -20 Significantly below adult human average; child
High-Powered 120-199 Points 3 -10 Below adult human average; teenager
Very High-Powered 200-299 Points 4 0 Adult human average
Game of Legends and Myth 300-400 Points 5 10 Above adult human average
6 20 Significantly above human average
7 30 Highly capable
Table A9-4: Ranges 8 40 Extremely capable
9 50 Best in the region
RANGE VARIABLE EFFECTIVE RANGE MEDIUM RANGE LONG RANGE 10 60 Best in the kingdom
1 1-2 metres 3-5 metres 6-10 metres 11 70 World-class ability
2 1-20 metres 21-50 metres 51-100 metres 12 80 Maximum human potential
3 1-200 metres 201-500 metres 501-1,000 metres

Table A10-1: Movement Attack Penalties


MOVEMENT SPEED (METRES/ROUND) ATTACKING PENALTY Table A11-1: Item Armour Ratings
Jogging up to Body Stat x 1.5 no penalty
Running up to Body Stat x 2 slight (-1) penalty OBJECT ARMOUR RATING
Sprinting up to Body Stat x 3 significant (-3) penalty Bench/Table, Wood 14
Door, Wooden 12
Furniture, Wood 10
Table A11-4: Shields Post, Thick Wood 28
Throne, Metal 24
PROTECTION ARMOUR ITEM Tree, Giant 100
LEVEL VARIABLE RATING POINTS COST Tree, Large 50
Buckler, Leather 1 2 6 6 3 Tree, Medium 25
Buckler, Wooden 1 5 12 9 4 Tree, Small 18
Buckler, Steel 1 7 16 11 5 Armour See Tables A11-3: Armour
Small, Leather 2 3 8 11 5 Shields See Table A11-4: Shields
Small, Wooden 2 6 14 14 7 Melee Weapons Equal to 5 times the Weapon Level (see Table A11-2: Weapons)
Small, Steel 2 8 18 16 8 Simple Ranged Weapons Equal to 5 times the Weapon Level (see Table A11-2: Weapons)
Large, Wooden 3 7 16 19 9 Working Ranged Weapons Equal to 2 times the Weapon Level (see Table A11-2: Weapons)

Table A11-3: Armour


ATTRIBUTE LEVEL ARMOUR RATING RESTRICTION POINTS ITEM COST
ANIMAL ARMOUR
Thick Fur Features 1 1 — 1 -
Tough Skin Features 2 2 — 2 -
Thick Skin Features 3 3 — 3 -
ARMOUR OR BARDING
Padded Armour 2 4 Partial 3 1
Hide Armour 3 6 Partial 5 2
Leather Armour 3 6 — 6 3
Chain Shirt Armour 4 8 Partial 7 3
Ringmail Armour 4 8 — 8 4
Scale Armour Armour 5 10 — 10 5
Chainmail with Leather Armour 6 12 — 12 6
Chainmail Armour 7 14 — 14 7
Splint Armour Armour 8 16 — 16 8
Brigandine Armour 8 16 — 16 8
Plate with Chainmail Armour 9 18 — 18 9
Full Plate Armour 10 20 — 20 10

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