Anyway, I created some house rules largely around creating new qualities and a new ability, Sorcery. I know that I am certainly not the first person to do so and the core rule book discourages this, but some of my players are interested in running magic using characters and I'd like to cater to their desires. Some of the other qualities I've included are intended to give players more "race" options and others are inspired by the Game of Thrones Cyanide RPG. Any input at all would be appreciated as I'm certain that some of these are either under- or overpowered. I've also included some ideas I found on this board. Also, if you spot any grammatical errors or think something is redundant or unclear, please let me know. My apologies is formatting as poor as I'll be copy and pasting the text from a Word document.
Edit: I should also specify that we may not be utilizing the House system in the game for the PC, they may be roleplaying as a sellsword company or other group. They haven't really discussed it yet.
Here it is:
House Rules for A Song of Ice and Fire Roleplaying (ASIFR) including the new ability Sorcery with specializations Blood & Fire and new qualities for characters from across the Narrow Sea and beyond. V1.1
New Ability Sorcery
“Sorcery is a sword without a hilt. There is no safe way to grasp it.” The Horned King
The new ability Sorcery measures a character’s competence with mysterious and otherworldly magical powers. The Sorcery ability has two specializations based on the key components of all magic in the ASIFR world: Blood & Fire. There is danger inherent to sorcery however both by necessity and from characters fearful of its implications. Many spells require a sacrifice, with stronger spells requiring greater sacrifices, and many people may become disturbed or threatened by magic being used openly if it challenges their beliefs.
Action types that sorcery can be used for vary, but most require a Greater Action. Unlike other abilities, sorcery requires the quality “Knowledge Focus (magic)” before ranks can be purchased. Characters at Rank 0 have no understanding of magical powers and may even doubt their existence. At Rank 1 a character has some concept of mystical powers, but they lack the required knowledge to perform rituals, and struggle to perform unpractical prestige tricks such as making a flame grow unnaturally for a moment or changing the shape of their shadow temporarily. Rank 2 sorcerers have learned some useful skills such as being able to communicate to other sorcerers through flames or place minor curses on their enemies. However, they may not be able to cast these spells with any reliable frequency until Rank 3, when their practice becomes more refined and abilities more formidable. A rank 3 sorcerer may regularly control a fiery weapon or conceal themselves in a supernatural shade. By Rank 4 and above, a character has mastered the fundamentals of their specialization, and now can begin effectively using the majority of their talents routinely, and discover some new skills. A sorcerer who has achieved Rank 7 is capable of spells with far-reaching effects that may very well change the course of history.
- Sorcery Improvement Table
Rank: Experience Cost
8: 240 (Requires Blood of Heroes quality)
“...[W]hen your enemies defy you, you must serve them steel and fire.” Tywin Lannister
The Fire specialization improves your chances at performing any and all spells that utilize flames to work, whether it is from roaring funeral pyre or a flickering candle. Red Priest of R’hllor such Melisandre of Asshai and Thoros of Myr all have some skills dedicated to fire, the embodiment of their god.
- Examples of Fire Specialization
Routine (6): Scry into a fire, revealing clues to future events.
Challenging (9): Bath yourself in warm light, restoring 1D HP
Formidable (12): Ignite a weapon with wildfire for 2D rounds
Hard (15): When being knocked out, immediately revive yourself with 25% health
“Dead history is writ in ink, the living sort in blood." Rodrik "The Reader" Harlaw
Parallel to fire magic is blood magic, a dark art that is forbidden by most societies. Every blood ritual requires a sacrifice of life force, relative to the miracle being performed. Blood sorcerers are called by many different names in different cultures. To the Dothraki and Lhazarene they are maegi. In Asshai, they are called shadowbinders. The warlocks of Qarth are some of the most powerful blood sorcerers in the world. All of them are surrounded by superstition. Like fire magic, blood spells become exponentially more powerful as the wielder raises in rank; however without the proper components for the spell, the magic is useless. Luckily, blood is in plentiful supply although the blood of high status characters is most effective.
- Examples of Blood Specialization
Routine (6): Change the shape of your shadow temporarily.
Challenging (9): Become invisible, or reveal an object hidden, in darkness
Formidable (12): Take 1 Injury, inflict 2D damage to an opponent.
Hard (15): Take 1 Injury, create a shadow assassin minion.
It all goes back and back, to our mothers and fathers and theirs before them. We are puppets dancing on the strings of those who came before us, and one day our own children will take up our strings and dance in our steads. Tyrion Lannister
Prerequisite: Fighting 3
“You are particularly comfortable with a weapon in each hand.”
Keep your off-hand weapon’s defensive quality after making a two weapon attack.
“The sight of blood fuels your desire for battle.”
If anyone within 5 yards has a bleeding wound, add 2 to all damage.
Blood of the Free Cities
“You swear descent from the freed slaves from Old Valyria.”
You begin with 30 bonus experience. Choose any ability rank 3 or above besides Status and you may reroll a test for it once per day, taking the second role even if it is worse than the original. -1 to language (common), +2 to language (Valyrian).
Blood of the Lizard-Lion
“You hail from the Neck, a small stretch of land covered in swamps and bogs.”
Add 1 to the results of all Awareness and Survival tests. When afflicted by poison, decrease its toxicity by ½, rounded up.
Blood of the Stallion
“Your savage nature betrays descent from the horse people of Vaes Dothrak.”
Add 1 to the results of all Animal Handling and Athletics tests. Once per combat you may reroll a Fighting test, taking the second role even when it is worse than the second. -1 to language (common), +2 to language (dothraki).
Blood of the Harpy
“You can trace your roots to the culture of Slaver’s Bay.”
You gain +1 bonus dice when making Bargain or Intimidate intrigue rolls. Before an intrigue, your status counts as 1 lower towards influencing a target from Westeros or 1 higher towards a target from Essos. -1 to language (common), +2 to language (slaver argot).
Blood of the Great Shepherd
“With copper skin and almond eyes, you are descended from the people of Lhazar.”
Add 1 to the results of all Animal Handling, Survival and Deception tests. -1 to language (common), +2 to language (lhazareen).
Blood of the Red Wastes
“No matter where you go, you remember your early years spent in Qarth.”
Add 1 to all Deception and Persuasion tests. Before an intrigue, your status counts as 1 higher towards influencing a target. -1 to language (common), +2 to language (qartheen).
Blood of the Shivering Sea
“Hailing from the Isles of Ib, you are always prepared for Winter.”
Add 1 to all Survival and Athletics tests. Whenever you are attacked by cold, increase your passive endurance by 3. -1 to language (common), +2 to language (ibbenese).
Blood of the Summer Islands
“Your ebony skin shows your relation to the people of the Summer Sea.”
Add 1 to the results of all Marksmanship and Persuasion tests. You may reroll a Persuasion test once per day. -1 to language (common), +2 to language (Summer Islands).
Red Priest (I, II, III)
Prerequisite: Sorcery 3, (Fire 1)
“Touched by the fiery hand of R’hllor, you’ve come to understand more about sorcery.”
+1D to all Fire specialization rolls. This skill can be taken a maximum of 3 times.
Shadowbinder (I, II, III)
Prerequisite: Sorcery 3 (Blood 1)
“Your time spent studying the shadow has left you with terrifying knowledge.”
+1D to all Blood specialization rolls. This skill can be taken a maximum of 3 times.
“Your allergies make you more acutely affected by poisons.”
Poison virulence and toxicity +1D when affecting you.
“You’ve developed a taste for human flesh.”
Anyone who knows of your peculiar hunger has 2 step lower dispositions to you in intrigue. In addition, you may choose to hunt humans for Survival checks. -1D to Persuasion tests other than Intimidate as well.
“This arthritic condition inflames your joints and makes moving difficult.”
You have -1 yard to movement speed and -1D to agility tests.
“This disease, which causes your flesh to harden, makes your dodges less effective.”
You suffer -1D to Agility and Status tests. +1 to Armor Rating.
“Due to your small frame, you're less able to shrug off blows.”
Combat defense -1. -1 to passive Agility tests versus Knockdown. This may be taken at character creation or a story objective before passing adulthood or after middle age.
“This condition hinders the clotting ability of your blood, meaning you bleed a lot. Best to avoid contact with sharp objects if at all possible.”
Injuries result in bleeding, leeching 1 HP per round during combat. Can be stopped with Great Action “Apply Pressure”.
“An uncontrollable urge to light fires has made you a danger to yourself and everyone.”
-1D to Awareness checks in the presence of fire. When in possession of a flammable material, such as oil or wildfire, roll a Challenging (9) Will test to keep yourself from igniting it.
- Blood of Valyria heritage quality now has prerequisite Bastard Born drawback.
Blood of Heroes is now an ability quality with prerequisite rank 7 in any ability.
Massive now considered a martial quality that may be taken at character creation or when aging up after a story objective before passing adulthood. It may not be taken in conjunction with the drawback Half Pint.