Blessings of R'hllor - New Benefits

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Blessings of R'hllor - New Benefits

Postby BrianD » Fri Apr 27, 2012 1:31 am

BREATH OF R’HLLOR
You are able to give the Lord of Light’s gift of life to those who have recently passed beyond the veil of death, though they return changed.
Requires Pious (R’hllor)

You may spend a Destiny Point to make a Will test (bonus dice from Dedication apply) to revive a dead character, the difficulty of which is determined by the amount of time for which they have been dead.

Code: Select all
Dead one hour           Formidable (12)
Dead twelve hours       Hard (15)
Dead one day            Very Hard (18)
Dead one week           Heroic (21)


The reanimated character must take the Forgetful, Haunted, Outcast, and Marked drawbacks, gaining no Destiny Points for doing so. Depending on the manner of the character’s death and the amount of time between their death and resurrection, the Narrator may substitute or add other Drawbacks - a character who bled out from a lost limb might substitute the Maimed drawback for Marked, and a character whose throat was cut may also have to take the Mute drawback. The character also loses all Fate qualities and the Destiny Points invested in them.

A character so resurrected automatically passes all Endurance checks to resist the negative effects of suffocation, drowning, starvation, thirst, lack of sleep, extreme heat, and extreme cold.

EDIT: Each time a previously revived character dies and is resurrected again by this benefit, they permanently lose 1 rank in any ability in which they have rank 3 or higher.

Any character resurrected in this way also gains this Quality without having to invest a Destiny Point, ignoring the prerequisites. They may make the Will check to revive another character without spending a Destiny Point. However, if so used, they die once again - this time, permanently.

-

VISIONS OF R’HLLOR
The Lord of Light grants you visions of things to come in the form of dancing flame, cinder, and ash.
Requires Pious (R’hllor)

After gazing into a source of fire, you may make a Formidable (12) Cunning test (bonus dice from Decipher apply) to comprehend the meaning of what you saw in the flames. The size of the fire can provide additional bonuses or penalties.

Code: Select all
Tiny, Candle            -4
Small, Torch            -2
Medium, Campfire        +0
Large, Bonfire          +1
Massive, Inferno        +3


On a successful test, you are able to interpret the insight into events that have not yet come to pass. You gain one useful bit of information or detail per degree of success. The Narrator will take you aside and describe the most important elements of your vision and give you the pieces to put together in whatever way you will. Regardless, the events you foresee always come to pass.

Using this benefit counts as your use of the Pious benefit for the day.
Last edited by BrianD on Sat Apr 28, 2012 1:40 am, edited 1 time in total.
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Re: Blessings of R'hllor - New Benefits

Postby Mat » Fri Apr 27, 2012 4:18 am

They are really great!

I think also they are well balanced!!!

Good work!!!!!!^^
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Re: Blessings of R'hllor - New Benefits

Postby DaimosofRedstone » Fri Apr 27, 2012 7:03 am

You might want to reconsider the rolls for reviving though.
Formidable is practically guaranteed when having 4 Will (75%), and with 6 will even one week dead has more than even chance of succeeding (54%).
Given that you can also pimp this further, taking, for example, Piety or an Expertise in Dedication their is room for abuse especially since 5 dies offer a 95% chance of a successful revival after an hour.
Given that once you have the various defects you are unlikely to care about more this is, in my eyes, a little too close to DnD in terms of ease of cheating death.
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Re: Blessings of R'hllor - New Benefits

Postby Kival » Fri Apr 27, 2012 8:14 am

DaimosofRedstone wrote:Given that once you have the various defects you are unlikely to care about more this is, in my eyes, a little too close to DnD in terms of ease of cheating death.


You get severe penalties for beeing revived, so that does not seem to be such a big problem for me.
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Re: Blessings of R'hllor - New Benefits

Postby Gurkhal » Fri Apr 27, 2012 10:21 am

I don't know how I feel about making magic into a system for this setting. I would probably take away the Breath and give Glamour instead of it because the Breath thing seems like the kind of stuff that would work best as a plot device rather than a "normal" spell.
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Re: Blessings of R'hllor - New Benefits

Postby Zorbeltuss » Fri Apr 27, 2012 11:55 am

Well, one might mechanically describe it as Beric Dondarrion burning destiny points to have Thoros raise him.
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Re: Blessings of R'hllor - New Benefits

Postby BrianD » Sat Apr 28, 2012 1:16 am

Kival wrote:
DaimosofRedstone wrote:Given that once you have the various defects you are unlikely to care about more this is, in my eyes, a little too close to DnD in terms of ease of cheating death.

You get severe penalties for beeing revived, so that does not seem to be such a big problem for me.

The big thing is, I don't know if the books present it as being especially hard to do; Thoros of Myr admittedly wasn't even a very good priest, and he resurrected Beric Dondarrion six times. Someone with Will 6 should be able to do this easily

Having to spend a Destiny Point to use the benefit is the big cost for the priest, the way I see it - raising someone from the dead means a full 3 of your total DP are tied up until the next significant story goal. Plus, the revived character has to take at least 200XP worth of drawbacks, and potentially loses some pretty sweet Fate benefits. I'm also adding in the following...

"Each time a previously revived character dies and is resurrected again by this benefit, they permanently lose 1 rank in any ability in which they have rank 3 or higher."

...so it never really loses its bite, no matter how many times a priest has to kiss your corpse. The reason behind the rank 3 requirement is so that players actually have to give up something they've invested in, the same way the Lightning Lord felt that he was losing part of himself every time Thoros brought him back.

The main reason I'm not worried is that I know my players are into the setting enough to not D&Dify the whole thing. If you don't (or can't) trust the players in your game enough to make the whole idea an interesting story element instead of treating it like a super-sweet get-out-of-jail-free card, then don't bother with it. Also, it doesn't make much sense in the default setting of the game since (spoilers???) Dany's dragon's haven't hatched yet and magic is still pretty much out of the picture, but the game I'm running is set during the reign of Maegor the Cruel and the Targaryen dragons are very much still alive and well, so magic kind of has to be somewhat more prominent.

Gurkhal wrote:I don't know how I feel about making magic into a system for this setting. I would probably take away the Breath and give Glamour instead of it because the Breath thing seems like the kind of stuff that would work best as a plot device rather than a "normal" spell.

As far as "making magic into a system" goes, there are already several benefits representing the Old Gods'/Children of the Forest's/First Men's magical skinchanging and prophetic dreams.

I mean, I hear what you're saying, but if having green dreams, a passive Narrator plot device if ever there was one, requires a benefit, then an active player choice like bringing someone back to life requiring one as well would seem to make sense. Honestly, I was mostly just thinking about what kind of stat changes a resurrected character like Beric or Stoneheart would have when I decided to just whip up some rules for going about actually doing it.

Zorbeltuss wrote:Well, one might mechanically describe it as Beric Dondarrion burning destiny points to have Thoros raise him.

...Which is the main reason I think the benefit works. It essentially allows another character to retroactively burn that Destiny Point for you post-mortem by instead investing one DP and spending a second, with a little Will test thrown in to make things interesting and a time limit to prevent it from getting too crazy.
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Re: Blessings of R'hllor - New Benefits

Postby DaimosofRedstone » Sat Apr 28, 2012 4:49 am

My problem is basically this:
This thing is both scarce (Thoros is the only one we see using it and he seems to be rather surprised to see it work), extremly so, and an obvious plot device (the idea of a fighte for justice that just cannot be killed but becomes more and more of a soulless instrument every time you bring him back).
If you have a 'good' group where nobody abuses the rules or seeks to game either the background or the system you do not need it. Apart from the fact that i see red priest as quite the unusual character they will mostly play them for the 'stranger in a strange land'-missionary feel.
And if you have a group were people would abuse this, you will be hardpressed to make it expensive enough to keep people from exploiting it.


Apart from that it seems a little superfluous as for the 'someboidy else burns the destiny point' part.
Why would the game need that, and IF it needs that, why not allow players to decide to burn their destiny points for others?!
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Re: Blessings of R'hllor - New Benefits

Postby Iron Legs » Fri May 04, 2012 5:54 am

I think having R'hllor magic needs the player having 2 Advantagesat least. Like the seers.
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