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By Robert J. Schwalb

    Game Concepts: Steve Kenson, Nicole Lindroos, Chris Pramas, & Robert J. Schwalb
      Additional Design: Joe Carriker & Jesse Scoble Development: Steve Kenson
            Development Assistance: Chris Pramas Editing: Kara Hamilton
                     Peril at King’s Landing Design: Steve Kenson
       Additional PaKL Design: R. Kevin Doyle, Jon Leitheusser, Nicholas Logue
                  Proofreading: Brian E. Kirby, Chris Pramas, Evan Sass
                   Art Direction and Graphic Design: Hal Mangold
            Cover Art: Michael Komarck Back Cover Art: Paolo Puggioni
Interior Art: Ted Galaday, Jeff Himmelman, Veronica Jones, Jason Juta, Billy King, Pat Loboyko,
     Britt Martin, German Nobile, Torstein Nordstrand, Paolo Puggioni, Christophe Swal
                   Cartography: Jared Blando, Keith Curtis & Andy Law
                                  Publisher: Chris Pramas
               Green Ronin Staff: Bill Bodden, Joseph D. Carriker, Will Hindmarch, Steve Kenson, Jon Leitheusser,
                   Nicole Lindroos, Hal Mangold, Chris Pramas, Rich Redman, Evan Sass, and Marc Schmalz
        Playtesters: Tyler M. Carey, Cody Carver, Tom Castelli, Jacob Chabot, Adam Doochin, Michael Elster, Andy Frades,
           Mark Hugo, Doug Justice, Brian E. Kirby, Jan Philipp Gürtler, Kristian Hartmann, Dan Heinrich, Lyle Hinckley,
       Kevin Hamilton, Daniel Hodges, Travis Hodges, Sean Johnson, Glen Kyle, Joe Quarles, Clemens Schäfer, Conrad Schäfer,
             Michael Simonds, Norman Simonds, Owen K.C. Stephens, Nathan Summar, Rich Tomasso, Bobby Turman
                                       A Song of Ice and Fire Roleplaying: A Game of Thrones Edition
                      is © 2012 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted
                     material in no way constitutes a challenge to the respective copyright holders of that material.
            A Song of Ice and Fire Roleplaying, SIFRP, and associated logos are trademarks of Green Ronin Publishing, LLC.
                           A Song of Ice and Fire is © 1996-2012 George R. R. Martin. All rights reserved.
                                                         Printed in China


                                          Green Ronin Publishing
                                          3815 S. Othello St.
                                          Suite 100, #304
                                          Seattle, WA 98118
                                          custserv@greenronin.com
                                          www.greenronin.com
TABLE OF CONTENTS                                                                                   Survival................................................... 67
    INTRODUCTION...................... 5 CHAPTER 4:                                                                                                   Forage.......................................................... 68
    CHAPTER 1:                            ABILITIES & SPECIALTIES.....53                                                                              Hunt............................................................ 68
                                                                                                                                                      Orientation.................................................. 68
     A WESTEROS PRIMER.......... 7 S R ............................................... 54
                                         A        ............................................ 53
                                                                              bility
                                                                              pecialties
                                                                                           ank
                                                                                                                                                      Track............................................................ 68
    Westeros................................................... 8                                                                                    Thievery.................................................. 69
          ,                                                                  Using Specialties.......................................... 54           Pick Lock.................................................... 69
    Lands of Westeros. ................................ 10                  Ability & Specialty Descriptions........... 54
     King s Landing............................................ 11                                                                                    Sleight of Hand........................................... 69
                                                                            Ability Uses............................................. 56              Steal............................................................. 70
     The North.................................................... 12       Agility..................................................... 56
     The Iron Islands........................................... 13                                                                                  Warfare.................................................. 70
                                                                             Acrobatics.................................................... 56        Command.................................................... 70
     The Riverlands............................................. 14          Balance........................................................ 56
     Mountains of the Moon............................... 14                                                                                          Strategy........................................................ 70
                                                                             Contortions................................................. 56          Tactics.......................................................... 70
     The Westerlands.......................................... 15            Dodge.......................................................... 57
     The Reach.................................................... 18                                                                                Will........................................................ 70
                                                                             Quickness.................................................... 57         Coordinate................................................... 70
     The Stormlands............................................ 18          Animal Handling.................................... 57
     Dorne.......................................................... 19                                                                               Courage....................................................... 70
                                                                             Charm......................................................... 57        Dedication................................................... 70
    Beyond Westeros.................................... 20                   Drive............................................................ 57
    Of Knights & Knaves.............................. 21
     Customs & Laws......................................... 21
                                                                             Ride............................................................. 57
                                                                             Train............................................................ 58
                                                                                                                                                     CHAPTER 5:
     Technology.................................................. 22        Athletics................................................ 58              DESTINY & QUALITIES........ 71
     Faith & Religion.......................................... 23           Climb........................................................... 58     Destiny Points........................................ 71
     Knighthood................................................. 24          Jump............................................................ 58      Spending Destiny Points.............................. 71
     Maesters of the Citadel................................ 25              Run.............................................................. 59     Burning Destiny Points................................ 72
                                                                             Strength....................................................... 59       Gaining Destiny Points................................ 72
    CHAPTER 2:                                                               Swim............................................................ 59      Investing Destiny Points.............................. 72
     GAME RULES......................26                                      Throw........................................................... 60      Destiny and Qualities.................................. 72
     Using this Chapter....................................... 26           Awareness................................................ 60             Qualities................................................. 72
    The Basics............................................... 26             Empathy...................................................... 60         Quality Types.............................................. 76
     The Character.............................................. 27          Notice.......................................................... 60     Benefits................................................... 76
     The Dice...................................................... 27      Cunning................................................... 60             Accurate ...................................................... 76
    Tests & Difficulties............................... 27                   Decipher...................................................... 61        Acrobatic Defense ....................................... 76
     Types of Test................................................ 28        Logic........................................................... 61      Adept Negotiator ........................................ 76
     Modifying Tests........................................... 31           Memory....................................................... 61         Animal Cohort ........................................... 76
     Difficulty...................................................... 31    Deception............................................... 61               Anointed ..................................................... 77
    Archetypes.............................................. 32              Act............................................................... 61    Armor Mastery ........................................... 77
     Using Archetypes......................................... 32            Bluff............................................................. 62    Artist ........................................................... 77
     Anointed Knight.......................................... 33            Cheat........................................................... 62      Attractive .................................................... 77
     Godsworn.................................................... 34         Disguise....................................................... 62       Authority .................................................... 77
     Heir............................................................. 35   Endurance............................................... 62               Axe Fighter I ............................................... 77
     Hedge KNight............................................. 36            Resilience..................................................... 62       Axe Fighter II ............................................. 77
     Maester........................................................ 37      Stamina........................................................ 62       Axe Fighter III ............................................ 77
     Noble........................................................... 38    Fighting.................................................. 63             Beastfriend .................................................. 77
     Retainer....................................................... 39      Attack.......................................................... 63      Berserker ..................................................... 77
     Scout............................................................ 40   Healing................................................... 63             Blood of the Andals .................................... 77
     Squire.......................................................... 41     Diagnosis..................................................... 63        Blood of the First Men ................................ 78
                                                                             Treat Ailment.............................................. 63           Blood of Heroes .......................................... 78
    CHAPTER 3:                                                               Treat Injury.................................................. 63
                                                                            Knowledge.............................................. 63
                                                                                                                                                      Blood of the Ironmen .................................. 78
                                                                                                                                                      Blood of the Rhoyne ................................... 78
     CHARACTER CREATION..... 42                                              Education.................................................... 63         Blood of Valyria .......................................... 78
     The Noble House......................................... 42             Research...................................................... 64        Blood of the Wildlings ................................ 78
    Creating Characters.............................. 43                     Streetwise.................................................... 64        Bludgeon Fighter I ...................................... 78
     Step One: House & Lands........................... 43                  Language................................................. 64              Bludgeon Fighter II .................................... 78
     Step Two: Character Concept...................... 43                   Marksmanship......................................... 65                  Bludgeon Fighter III ................................... 78
     Step Three: Assign Abilities......................... 49                Attack.......................................................... 65      Braavosi Fighter I ........................................ 78
     Step Four: Assign Specialties....................... 50                 Target Shooting........................................... 65            Braavosi Fighter II ...................................... 78
     Step Five: Destiny Points & Benefits........... 50                     Persuasion............................................... 65              Braavosi Fighter III ..................................... 79
     Step Six: Flaws & Drawbacks...................... 50                   Status...................................................... 66           Brawler I ..................................................... 79
     Step Seven: Starting Possessions.................. 51                   Breeding...................................................... 66        Brawler II .................................................... 79
     Step Eight: Derived Statistics...................... 51                 Reputation................................................... 66         Brawler III .................................................. 79
     Step Nine: Play the Game!.......................... 52                  Stewardship................................................. 67          Brother of the Night’s Watch ...................... 80
    Rewards & Improvement......................... 52                        Tournaments................................................ 67           Cadre .......................................................... 80
     Coin............................................................. 52   Stealth.................................................... 67            Cautious Diplomat ..................................... 80
     Glory........................................................... 52     Blend In....................................................... 67       Charismatic ................................................ 80
     Experience................................................... 52        Sneak........................................................... 67      Cohort ........................................................ 80




2
Compelling ................................................. 80          Sponsor ....................................................... 89      The House in Action..............................122
Connections ................................................ 80          Stubborn ..................................................... 89        Months & Actions..................................... 122
Courteous ................................................... 80         Talented ...................................................... 89
Danger Sense .............................................. 81           Terrain Specialist ........................................ 89          CHAPTER 7: EQUIPMENT.....124
Deadly Shot ................................................ 81          Tough ......................................................... 90      Money & Barter....................................124
Deft Hands ................................................. 81          Tourney Knight ........................................... 90            Trade Goods.............................................. 124
Dexterous .................................................... 81        Trade ........................................................... 90    Personal Equipment...............................125
Double Shot ................................................ 81          Treacherous ................................................. 90        Clothing................................................126
Dutiful ........................................................ 81      Triple Shot .................................................. 90       Food, Drink, & Lodging........................127
Eidetic Memory .......................................... 81             Warg ........................................................... 90     Weapons.................................................127
Eloquent ..................................................... 81        Warg Dreams .............................................. 90            Weapon Descriptions................................. 128
Evaluation ................................................... 81        Water Dancer I ........................................... 91           Armor.....................................................131
Expertise ..................................................... 81       Water Dancer II .......................................... 91           Mounts & domestic animals..................133
Face in the Crowd ....................................... 81             Water Dancer III ........................................ 91            Exotic & Special Items..........................134
Famous ....................................................... 81        Wealthy ....................................................... 91      Poisons...................................................134
Fast ............................................................. 82    Weapon Mastery ......................................... 91
Favored of Nobles ....................................... 82             Weapon Savant ........................................... 91            CHAPTER 8: INTRIGUE........139
Favored of Smallfolk ................................... 82              Worldly ....................................................... 91      Intrigue Essentials................................139
Furtive ......................................................... 82    Drawbacks............................................... 91                The Exchange............................................ 139
Fury ............................................................ 82     Bastard Born................................................ 92           Influence.................................................... 139
Gifted Athlete ............................................. 82          Bound to the Bottle..................................... 92             Intrigue Statistics.................................140
Gifted Teacher ............................................ 82           Childhood Disease...................................... 92                Abilities..................................................... 140
Great Hunter .............................................. 82           Craven......................................................... 92        Intrigue Defense........................................ 140
Greensight .................................................. 82         Crippled....................................................... 92        Composure................................................ 140
Guttersnipe ................................................. 83         Cruel Insanity.............................................. 92         Intrigue Structure................................140
Hail of Steel ................................................ 83        Cursed......................................................... 92        Step One: Type.......................................... 140
Hardy .......................................................... 83      Debt............................................................. 92      Step Two: Scene........................................ 142
Head for Numbers ...................................... 83               Disturbing Habit......................................... 92              Step Three: Objective................................. 142
Head of House ............................................ 83            Dwarf.......................................................... 92        Step Four: Disposition............................... 143
Heir ............................................................ 83     Eunuch........................................................ 93         Step Five: Initiative.................................... 146
Heirloom .................................................... 83         Fear.............................................................. 93     Step Six: Technique................................... 146
Improved Armor Mastery ........................... 84                    Feeble........................................................... 93      Step Seven: Roleplaying............................. 148
Improved Weapon Mastery ........................ 84                      Flaw............................................................. 93      Step Eight: Actions & Tests...................... 149
Inspiring ..................................................... 84       Forgetful...................................................... 93        Step Nine: Repeat...................................... 150
Keen Senses ................................................ 84          Furious......................................................... 93       Step Ten: Resolution.................................. 150
Knowledge Focus ........................................ 84              Haughty....................................................... 93         Other Factors............................................. 150
Landed ........................................................ 84       Haunted....................................................... 93       An Example Intrigue..............................151
Leader of Men ............................................ 84            Honor-Bound.............................................. 93
Long Blade Fighter I ................................... 84              Ignoble......................................................... 93     CHAPTER 9: COMBAT........152
Long Blade Fighter II ................................. 86               Impaired Sense............................................ 95           Combat Essentials.................................152
Long Blade Fighter III ................................ 86               Inept............................................................ 95     Rounds, Turns, & Actions......................... 152
Lucky .......................................................... 86      Lascivious.................................................... 95        Damage & Defeat...................................... 153
Maester ....................................................... 86       Marked........................................................ 95       Combat Statistics..................................153
Magnetic ..................................................... 86        Maimed....................................................... 95         Abilities..................................................... 153
Man of the Kingsguard ............................... 86                 Mute............................................................ 95      Combat Defense........................................ 154
Massive ....................................................... 86       Naïve............................................................ 95     Health........................................................ 154
Master of Ravens ........................................ 86             Nemesis....................................................... 95        Movement................................................. 154
Miracle Worker ........................................... 86            Outcast........................................................ 95      Armor.....................................................155
Mummer ..................................................... 87          Poor Health................................................. 95          Bulk........................................................... 155
Night Eyes .................................................. 87         Reviled......................................................... 95     Weapons.................................................155
Pious ........................................................... 87     Sickly........................................................... 95     Weapon Traits........................................... 155
Pole-Arm Fighter I ..................................... 87              Supreme Arrogance..................................... 95               Combat Structure. ................................159
Pole-Arm Fighter II .................................... 87              Threatening.................................................. 95         Step One: Battlefield................................. 159
Pole-Arm Fighter III .................................. 88               Ward............................................................ 95      Step Two: Detection.................................. 162
Polyglot ....................................................... 88                                                                               Step Three: Initiative.................................. 162
Respected .................................................... 88       CHAPTER 6:                                                                Step Four: Action...................................... 162
Shield Mastery ............................................ 88
Short Blade Fighter I .................................. 88
                                                                         HOUSE & LANDS...............96                                           Step Five: Repeat....................................... 165
                                                                                                                                                  Step Six: Resolution................................... 165
Short Blade Fighter II ................................. 88             Creating the House................................ 96
                                                                                                                                                 Defeat & Consequences........................165
Short Blade Fighter III ............................... 88               Step One: The Realm................................... 97
                                                                                                                                                 Damage...................................................166
Sinister ........................................................ 88     Step Two: Starting Resources...................... 99
                                                                                                                                                  Damage & Lesser Characters.................... 166
Skinchanger ................................................ 88          Step Three: House History........................ 102
                                                                                                                                                  Reducing Damage..................................... 166
Spear Fighter I ............................................ 89          Step Four: Holdings.................................. 106
                                                                                                                                                 Recovery................................................166
Spear Fighter II ........................................... 89          Step Five: Motto & Arms.......................... 113
                                                                                                                                                  Damage..................................................... 166
Spear Fighter III ......................................... 89           Step Six: The Household........................... 119
                                                                                                                                                  Healing...................................................... 167



                                                                                                                                                                                                                        3
Tournaments..........................................167                 Appraise Animal........................................ 203            Too Fast..................................................... 238
     Jousting...................................................... 167      Case........................................................... 203    Too Slow.................................................... 238
     Other Tourney Events............................... 169                 Conceal Animal......................................... 203            Too Tough................................................. 238
    Advanced Combat...................................170                    Evasive Maneuvers..................................... 203             Too Weak.................................................. 239
     Tests........................................................... 171    Falconry..................................................... 204      Too Far Afield............................................ 239
     Initiative.................................................... 172      Heraldry.................................................... 204      Part One: The Kingsroad......................240
     Attack Modifiers........................................ 172            Identify...................................................... 204     Section Summary....................................... 240
     Unarmed Attacks....................................... 172              Impersonate............................................... 204         A Grim Discovery..................................... 241
     Attacking Objects...................................... 172             Leap & Catch............................................ 204           Dag’s Inn................................................... 243
     Advanced Actions...................................... 173              Long Distance Running............................ 204                  The Great Stag........................................... 246
     Advanced Reach........................................ 174              Move Silently............................................. 204        Part 2: Welcome to King’s Landing......250
     Fatigue....................................................... 175      Recognize.................................................. 204        Section Summary....................................... 250
                                                                             Size Up...................................................... 204      Arrival in King’s Landing.......................... 250
    CHAPTER 10: WARFARE...... 176                                            Threaten..................................................... 204      A Place to Stay........................................... 252
    Warfare Essentials................................176                    Trick-Riding.............................................. 204         Idle Hands................................................. 253
     Scale.......................................................... 176     Vault into the Saddle.................................. 204            The Wild Hunt.......................................... 259
     Time.......................................................... 177      Setting Difficulties..................................... 205         Part 3: The King’s Tourney...................260
     Commanders............................................. 177            Exploring Westeros..............................207                     Section Summary....................................... 260
     Orders........................................................ 177      Sustenance................................................. 207        The Tourney Begins................................... 261
     Heroes....................................................... 177       Temperature............................................... 207         The Unwelcoming Feast............................. 261
     Victory & Defeat....................................... 179             Travel......................................................... 208    Jousting...................................................... 264
    Components of Warfare........................179                         Chases........................................................ 208     Other Tourney Events............................... 265
     Abilities..................................................... 179      Hazards..................................................... 210       Dannett’s Fall............................................. 266
     Defense...................................................... 179      Noble Houses.........................................212                Continuing the Tourney............................ 268
     Health........................................................ 179      Your Role................................................... 212      Part 4: Poisoned Words........................269
     Movement................................................. 179           Other Houses............................................ 212           Section Summary....................................... 269
     Equipping Units........................................ 179             House Fortunes......................................... 212            The Melee.................................................. 269
     Special Equipment..................................... 179             Magic.....................................................213           The Grand Ball.......................................... 271
     Discipline................................................... 181       Magic & the Game.................................... 213               Revelations & Accusations......................... 272
    Anatomy of a Battle..............................181                    Adversaries & Allies. ............................214                   The Justice of King Robert Baratheon........ 274
     Step One: Battlefield................................. 181              Primary Characters.................................... 214             The Final Chapter?..................................... 276
     Step Two: Unit & Leader Placement......... 183                          Secondary Characters................................ 214              Players & Pieces. ...................................279
     Step Three: Parlay & Terms....................... 183                   Tertiary Characters.................................... 215            House Dannett.......................................... 279
     Step Four: Initiative................................... 183            Promoting NCs......................................... 215             House Lugus.............................................. 282
     Step Five: Siege Weapons......................... 184                   Improving NCs.......................................... 216            Other Characters....................................... 285
     Step Six: First Player Actions..................... 185                 Demoting NCs.......................................... 216            A Guide To King’s Landing....................287
     Step Seven: Orders..................................... 186             Sample Narrator Characters...................... 216                   History of King’s Landing......................... 287
     Step Eight: 2nd Player Actions.................. 187                    Creatures................................................... 218       Geography of King’s Landing.................... 288
     Step Nine: Resolve Standing Orders.......... 187                        Steeds........................................................ 221     Key Locations............................................ 290
     Step Ten: Repeat........................................ 187            Supernatural Creatures.............................. 222               Crownlands................................................ 293
     Step Eleven: Resolution                                                Play Styles.............................................224             Alchemist’s Guild...................................... 294
       & Consequences..................................... 188               Adventurers............................................... 224         Law & Order: The Gold Cloaks................ 294
    Advanced Rules......................................190                  Free Folk.................................................... 224      The Royal Court........................................ 295
     Advanced Orders....................................... 190              The Game of Thrones................................. 224               Bannerhouses............................................. 296
     Facing & Formation.................................. 191                Historical................................................... 225     Pregenerated Characters.....................302
    An Example of Warfare.........................193                        Night’s Watch............................................ 225          Lord Rhys.................................................. 302
                                                                                                                                                    Ser Merik................................................... 303
    CHAPTER 11:                       CHAPTER 12: JOURNEY                                                                                           Maester Rudolphus.................................... 304
     THE NARRATOR.................195 TO KING’S LANDING.........226                                                                                 Nicholas Rivers.......................................... 305
                                                                                                                                                    Squire Jonah.............................................. 306
    Basic Concepts.......................................195                Summary. ................................................226            Septa Alanna............................................. 307
     Time.......................................................... 196      The Characters........................................... 226
     Scenes........................................................ 196      Scene One: On the Road........................... 226
                                                                             Scene Two: At the Crossroads................... 228
                                                                                                                                                   APPENDIX:
     Rewards..................................................... 197
     Story.......................................................... 198     Scene Three: Bandits’ Challenge................ 230                    REFERENCE TABLES..........308
     Chronicle................................................... 198
    Good Narrating....................................198
                                                                            Further Adventures..............................232                    INDEX.................................. 314
     Preparation................................................ 198        CHAPTER 13: PERIL                                                      CHARACTER SHEET............318
     Details....................................................... 198
     Group Dynamics....................................... 199
                                                                             AT KING’S LANDING......... 233
     Emulating the Books................................. 199               Plot Summary.........................................234
    Managing the Rules...............................202                     Orten’s Plan............................................... 234
     Routine Success......................................... 202            Dark Wings............................................... 235
     Abilities..................................................... 202      So What’s Our Motivation?...................... 236
     Expanded Specialties................................. 203               ...Dark Words............................................ 237
     Anticipate Strategy.................................... 203            When Bad Things Happen......................238




4
INTRODUCTION
     “When you play the game of thrones, you win or you die. T here is no middle ground.”
                                                         —Cersei Lannister, A Game of T hrones
In a roleplaying game, anything is possible. Your character can head off    in structured or unstructured scenarios called stories. The PCs, then,
to explore the world, take part in convoluted intrigues, wage war against   are the principal characters—the protagonists—of the story.
rival houses, and just about anything else you can                                           Of course, a story rarely tells itself, and while the play-
come up with. But it is still a game, and                                                                   ers make the decisions about how their
as a game, this book has rules, guide-                                                                       characters act and react in response to
lines designed to help players and                                                                            certain developments in the game, the
Narrators tell the stories they                                                                               world does unfold around them, their
wish to tell in a way that’s                                                                                          nemeses still plot and connive
both consistent and fun. As                                                                                            in the shadows, and their foes
you make ready to dive into                                                                                            take steps against them. Each
the rest of this rulebook, you                                                                                         player is in charge of his or
should know a few things up                                                                                            her particular character, but
front. These basic game con-                                                                                          who, then, is charge of the rest
cepts should help you along                                                                                           of the world? The Narrator.
and give you an idea what all                                                                                            The Narrator has the best
the numbers mean.                                                                                                    job of all. It may very well be
                                                                                                                     entertaining to portray a par-
The Basics                                                                                                       ticular character, but the Narra-
                                                                                        tor doesn’t have to settle on just one: the Narrator gets to
                                                                            play them all. The Narrator plays the villains, the minions, and all the
A Song of Ice and Fire Roleplaying (SIFRP) is a game in which the
                                                                            other supporting characters who help make up the story. Furthermore,
players take up the roles of notables in Westeros, distinctive personas
                                                                            the Narrator also shapes the story, decides on the plot, what happens
that have a place and purpose within the larger society that makes
                                                                            when, and is clued in on all the things that go on in the background.
up the Seven Kingdoms. These personas are called player characters
                                                                            The Narrator might use a published story from Green Ronin such as
(PCs) or just characters. In most games, each player creates just one
character and uses that character to interact with the imagined setting     Peril at King’s Landing, or she might spin out a story of her own.


                                                A Game of Thrones Edition
       A Song of Ice and Fire Roleplaying was first published in 2009 as a full color hardback book.
   A smaller format black and white softback version, the Pocket Edition, was published in 2010
   and later offered as the PDF Tablet Edition. When stock on the original rulebook started get-
   ting low, we had to ready a reprint. By this point the latest novel, A Dance with Dragons, had
   been released to much fanfare and HBO’s Game of Thrones TV show had brought Westeros to
   life on the screen. With interest in A Song of Ice and Fire running high, we decided we had to
   do more than a simple reprint. Thus A Game of Thrones Edition was born.
        The book in your hands (or on your screen) is essentially a deluxe edition of A Song of Ice
   and Fire Roleplaying. The core rules are the same, so long time players needn’t worry about
   wholesale changes to the game. We have tried to implement all known errata, so this becomes
   the definitive version of the rules. We have also added a short introductory adventure that
   previously appeared in the Quick-Start Rules and the entirety of Peril at King’s Landing. This is
   a full length adventure that was originally published separately. We have folded it into the core
   rulebook so new Narrators can have an example adventure at their fingertips.
        A Game of Thrones Edition was also a chance to revisit the look and feel of the rulebook.
   The most obvious change is Michael Komarck’s stunning new cover illustrating the climactic
   moment of the Battle of the Trident. We’ve also added a dozen new interior illustrations and
   revised the presentation of stat blocks. Altogether, these changes make A Game of Thrones Edi-
   tion the best looking and most comprehensive version of A Song of Ice and Fire Roleplaying. Now
   get thee to Westeros and begin your adventures!




                                                                                                                                                           5
The Chronicle System
           Every roleplaying game is a combination of setting and game system. The rules of
       this game were designed specifically for A Song of Ice and Fire. They can, however, work
       just as well for settings other than Westeros. We’ve thus given a name to the rules
       engine of A Song of Ice and Fire Roleplaying: The Chronicle System. You’ll find other
       Green Ronin products bearing this logo and all of them are compatible with A Song of
       Ice and Fire Roleplaying. Whether you are using these rules to run a game with a different
       setting or you’re a SIFRP Narrator looking for new options, Chronicle System products can add more to your campaign.


    It’s a big responsibility being the Narrator, but it’s also the most re-       up, and comparing them to a number called a Difficulty. If the sum of the
    warding one of all.                                                            dice equals or beats the challenge, the test succeeds. If the sum of the dice
                                                                                   is lower than the challenge, the test fails.
    The Game                                                                       What Next?
    Whether you are a player or a Narrator, everyone uses the same rules
    in SIFRP. Game rules are an important part of any roleplaying game             Now that you’ve read the basic concepts, the rest of the book awaits
    because they help define what is possible and impossible. They ensure          you. From here, you might want to examine the rules in more detail
    a certain level of fairness that comes from a shared understanding of          in Chapter 2: Game Rules. Alternatively, you might be intrigued by
    how things work. Also, they help guide a player and Narrator in making         the role of the Narrator and feel like taking a stab at the best job in
    decisions about the characters they portray by presenting meaningful           the game. If so, you’ll want to read this entire book, paying special at-
    numbers that reveal vital components about a character, such as his abil-      tention to Chapter 11: The Narrator. But then, you may just want
    ity with social interaction, how well she swings a sword, or how big or        to create a character and get started. This path is fine too, and honestly,
    small, weak or strong, beautiful or hideous the character is.                  who can blame you! Go ahead and turn to Chapter 3: Character
       But, to cite a cliché, rules are meant to be broken. Unlike other           Creation, and you’ll have everything you need to get started.
    games, roleplaying games are famous for being fluid when it comes to              If you really want to learn the game, start with Chapter 2: Game
    rules, and if a certain rule doesn’t fit with a group, it’s not just okay to   Rules, and then take a look at the abilities described in Chapter 4:
    dump it, it’s expected! Use the rules in this book to support the stories      Abilities & Specialties. Once you’ve got that nailed down, have a
    you tell, not to define them.                                                  look at Chapter 9: Combat and then Chapter 8: Intrigue. These
                                                                                   chapters should give you enough information to make informed deci-
    The Game System                                                                sions during character creation and to play the game. Remember, this
                                                                                   book is something that you’ll likely reference as you play. As you learn
    Since rules support the stories you and your friends will tell, you may
                                                                                   more about SIFRP, you’ll rely less and less on the book until you’ve
    find there are long stretches when you don’t have to rely on the rules
                                                                                   mastered the game completely. Above all, SIFRP is a game, so have
    at all, when the interaction of your characters and the dialogue gener-
                                                                                   some fun, draw your sword, and stab a Lannister. You know you want to.
    ated between you carries the game without needing dice or flipping
    through the book. Other times, however, the rules may figure in the
    game a great deal more than you would expect, especially in combat,            What You Need to Play
    tricky negotiations, and other instances of drama that can have serious        Aside from this book, you should have plenty of paper, pencils, a good
    consequences if the characters fail.                                           eraser, and at least ten 6-sided dice, which you can likely find at the
       Drama is the key when it comes to the game mechanics. Whenever a            same store where you purchased this book. You may also want to print
    player character or the Narrator attempts to do something in which fail-       out copies of the character sheet (or photocopy the one at the back
    ure has consequences or the outcome is not certain, the rules come into        of this book). Oh, and you’ll want your imagination, too. Keep that
    play in the form of a test. A test is simply rolling the dice, adding them     handy.




6

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LE IMPOSSIBRU QUIZ (Based on Splapp-me-do)
 

Song of Ice and Fire Roleplaying: A Game of Thrones Edition PDF Preview

  • 1. By Robert J. Schwalb Game Concepts: Steve Kenson, Nicole Lindroos, Chris Pramas, & Robert J. Schwalb Additional Design: Joe Carriker & Jesse Scoble Development: Steve Kenson Development Assistance: Chris Pramas Editing: Kara Hamilton Peril at King’s Landing Design: Steve Kenson Additional PaKL Design: R. Kevin Doyle, Jon Leitheusser, Nicholas Logue Proofreading: Brian E. Kirby, Chris Pramas, Evan Sass Art Direction and Graphic Design: Hal Mangold Cover Art: Michael Komarck Back Cover Art: Paolo Puggioni Interior Art: Ted Galaday, Jeff Himmelman, Veronica Jones, Jason Juta, Billy King, Pat Loboyko, Britt Martin, German Nobile, Torstein Nordstrand, Paolo Puggioni, Christophe Swal Cartography: Jared Blando, Keith Curtis & Andy Law Publisher: Chris Pramas Green Ronin Staff: Bill Bodden, Joseph D. Carriker, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Rich Redman, Evan Sass, and Marc Schmalz Playtesters: Tyler M. Carey, Cody Carver, Tom Castelli, Jacob Chabot, Adam Doochin, Michael Elster, Andy Frades, Mark Hugo, Doug Justice, Brian E. Kirby, Jan Philipp Gürtler, Kristian Hartmann, Dan Heinrich, Lyle Hinckley, Kevin Hamilton, Daniel Hodges, Travis Hodges, Sean Johnson, Glen Kyle, Joe Quarles, Clemens Schäfer, Conrad Schäfer, Michael Simonds, Norman Simonds, Owen K.C. Stephens, Nathan Summar, Rich Tomasso, Bobby Turman A Song of Ice and Fire Roleplaying: A Game of Thrones Edition is © 2012 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. A Song of Ice and Fire Roleplaying, SIFRP, and associated logos are trademarks of Green Ronin Publishing, LLC. A Song of Ice and Fire is © 1996-2012 George R. R. Martin. All rights reserved. Printed in China Green Ronin Publishing 3815 S. Othello St. Suite 100, #304 Seattle, WA 98118 custserv@greenronin.com www.greenronin.com
  • 2. TABLE OF CONTENTS Survival................................................... 67 INTRODUCTION...................... 5 CHAPTER 4: Forage.......................................................... 68 CHAPTER 1: ABILITIES & SPECIALTIES.....53 Hunt............................................................ 68 Orientation.................................................. 68 A WESTEROS PRIMER.......... 7 S R ............................................... 54 A ............................................ 53 bility pecialties ank Track............................................................ 68 Westeros................................................... 8 Thievery.................................................. 69 , Using Specialties.......................................... 54 Pick Lock.................................................... 69 Lands of Westeros. ................................ 10 Ability & Specialty Descriptions........... 54 King s Landing............................................ 11 Sleight of Hand........................................... 69 Ability Uses............................................. 56 Steal............................................................. 70 The North.................................................... 12 Agility..................................................... 56 The Iron Islands........................................... 13 Warfare.................................................. 70 Acrobatics.................................................... 56 Command.................................................... 70 The Riverlands............................................. 14 Balance........................................................ 56 Mountains of the Moon............................... 14 Strategy........................................................ 70 Contortions................................................. 56 Tactics.......................................................... 70 The Westerlands.......................................... 15 Dodge.......................................................... 57 The Reach.................................................... 18 Will........................................................ 70 Quickness.................................................... 57 Coordinate................................................... 70 The Stormlands............................................ 18 Animal Handling.................................... 57 Dorne.......................................................... 19 Courage....................................................... 70 Charm......................................................... 57 Dedication................................................... 70 Beyond Westeros.................................... 20 Drive............................................................ 57 Of Knights & Knaves.............................. 21 Customs & Laws......................................... 21 Ride............................................................. 57 Train............................................................ 58 CHAPTER 5: Technology.................................................. 22 Athletics................................................ 58 DESTINY & QUALITIES........ 71 Faith & Religion.......................................... 23 Climb........................................................... 58 Destiny Points........................................ 71 Knighthood................................................. 24 Jump............................................................ 58 Spending Destiny Points.............................. 71 Maesters of the Citadel................................ 25 Run.............................................................. 59 Burning Destiny Points................................ 72 Strength....................................................... 59 Gaining Destiny Points................................ 72 CHAPTER 2: Swim............................................................ 59 Investing Destiny Points.............................. 72 GAME RULES......................26 Throw........................................................... 60 Destiny and Qualities.................................. 72 Using this Chapter....................................... 26 Awareness................................................ 60 Qualities................................................. 72 The Basics............................................... 26 Empathy...................................................... 60 Quality Types.............................................. 76 The Character.............................................. 27 Notice.......................................................... 60 Benefits................................................... 76 The Dice...................................................... 27 Cunning................................................... 60 Accurate ...................................................... 76 Tests & Difficulties............................... 27 Decipher...................................................... 61 Acrobatic Defense ....................................... 76 Types of Test................................................ 28 Logic........................................................... 61 Adept Negotiator ........................................ 76 Modifying Tests........................................... 31 Memory....................................................... 61 Animal Cohort ........................................... 76 Difficulty...................................................... 31 Deception............................................... 61 Anointed ..................................................... 77 Archetypes.............................................. 32 Act............................................................... 61 Armor Mastery ........................................... 77 Using Archetypes......................................... 32 Bluff............................................................. 62 Artist ........................................................... 77 Anointed Knight.......................................... 33 Cheat........................................................... 62 Attractive .................................................... 77 Godsworn.................................................... 34 Disguise....................................................... 62 Authority .................................................... 77 Heir............................................................. 35 Endurance............................................... 62 Axe Fighter I ............................................... 77 Hedge KNight............................................. 36 Resilience..................................................... 62 Axe Fighter II ............................................. 77 Maester........................................................ 37 Stamina........................................................ 62 Axe Fighter III ............................................ 77 Noble........................................................... 38 Fighting.................................................. 63 Beastfriend .................................................. 77 Retainer....................................................... 39 Attack.......................................................... 63 Berserker ..................................................... 77 Scout............................................................ 40 Healing................................................... 63 Blood of the Andals .................................... 77 Squire.......................................................... 41 Diagnosis..................................................... 63 Blood of the First Men ................................ 78 Treat Ailment.............................................. 63 Blood of Heroes .......................................... 78 CHAPTER 3: Treat Injury.................................................. 63 Knowledge.............................................. 63 Blood of the Ironmen .................................. 78 Blood of the Rhoyne ................................... 78 CHARACTER CREATION..... 42 Education.................................................... 63 Blood of Valyria .......................................... 78 The Noble House......................................... 42 Research...................................................... 64 Blood of the Wildlings ................................ 78 Creating Characters.............................. 43 Streetwise.................................................... 64 Bludgeon Fighter I ...................................... 78 Step One: House & Lands........................... 43 Language................................................. 64 Bludgeon Fighter II .................................... 78 Step Two: Character Concept...................... 43 Marksmanship......................................... 65 Bludgeon Fighter III ................................... 78 Step Three: Assign Abilities......................... 49 Attack.......................................................... 65 Braavosi Fighter I ........................................ 78 Step Four: Assign Specialties....................... 50 Target Shooting........................................... 65 Braavosi Fighter II ...................................... 78 Step Five: Destiny Points & Benefits........... 50 Persuasion............................................... 65 Braavosi Fighter III ..................................... 79 Step Six: Flaws & Drawbacks...................... 50 Status...................................................... 66 Brawler I ..................................................... 79 Step Seven: Starting Possessions.................. 51 Breeding...................................................... 66 Brawler II .................................................... 79 Step Eight: Derived Statistics...................... 51 Reputation................................................... 66 Brawler III .................................................. 79 Step Nine: Play the Game!.......................... 52 Stewardship................................................. 67 Brother of the Night’s Watch ...................... 80 Rewards & Improvement......................... 52 Tournaments................................................ 67 Cadre .......................................................... 80 Coin............................................................. 52 Stealth.................................................... 67 Cautious Diplomat ..................................... 80 Glory........................................................... 52 Blend In....................................................... 67 Charismatic ................................................ 80 Experience................................................... 52 Sneak........................................................... 67 Cohort ........................................................ 80 2
  • 3. Compelling ................................................. 80 Sponsor ....................................................... 89 The House in Action..............................122 Connections ................................................ 80 Stubborn ..................................................... 89 Months & Actions..................................... 122 Courteous ................................................... 80 Talented ...................................................... 89 Danger Sense .............................................. 81 Terrain Specialist ........................................ 89 CHAPTER 7: EQUIPMENT.....124 Deadly Shot ................................................ 81 Tough ......................................................... 90 Money & Barter....................................124 Deft Hands ................................................. 81 Tourney Knight ........................................... 90 Trade Goods.............................................. 124 Dexterous .................................................... 81 Trade ........................................................... 90 Personal Equipment...............................125 Double Shot ................................................ 81 Treacherous ................................................. 90 Clothing................................................126 Dutiful ........................................................ 81 Triple Shot .................................................. 90 Food, Drink, & Lodging........................127 Eidetic Memory .......................................... 81 Warg ........................................................... 90 Weapons.................................................127 Eloquent ..................................................... 81 Warg Dreams .............................................. 90 Weapon Descriptions................................. 128 Evaluation ................................................... 81 Water Dancer I ........................................... 91 Armor.....................................................131 Expertise ..................................................... 81 Water Dancer II .......................................... 91 Mounts & domestic animals..................133 Face in the Crowd ....................................... 81 Water Dancer III ........................................ 91 Exotic & Special Items..........................134 Famous ....................................................... 81 Wealthy ....................................................... 91 Poisons...................................................134 Fast ............................................................. 82 Weapon Mastery ......................................... 91 Favored of Nobles ....................................... 82 Weapon Savant ........................................... 91 CHAPTER 8: INTRIGUE........139 Favored of Smallfolk ................................... 82 Worldly ....................................................... 91 Intrigue Essentials................................139 Furtive ......................................................... 82 Drawbacks............................................... 91 The Exchange............................................ 139 Fury ............................................................ 82 Bastard Born................................................ 92 Influence.................................................... 139 Gifted Athlete ............................................. 82 Bound to the Bottle..................................... 92 Intrigue Statistics.................................140 Gifted Teacher ............................................ 82 Childhood Disease...................................... 92 Abilities..................................................... 140 Great Hunter .............................................. 82 Craven......................................................... 92 Intrigue Defense........................................ 140 Greensight .................................................. 82 Crippled....................................................... 92 Composure................................................ 140 Guttersnipe ................................................. 83 Cruel Insanity.............................................. 92 Intrigue Structure................................140 Hail of Steel ................................................ 83 Cursed......................................................... 92 Step One: Type.......................................... 140 Hardy .......................................................... 83 Debt............................................................. 92 Step Two: Scene........................................ 142 Head for Numbers ...................................... 83 Disturbing Habit......................................... 92 Step Three: Objective................................. 142 Head of House ............................................ 83 Dwarf.......................................................... 92 Step Four: Disposition............................... 143 Heir ............................................................ 83 Eunuch........................................................ 93 Step Five: Initiative.................................... 146 Heirloom .................................................... 83 Fear.............................................................. 93 Step Six: Technique................................... 146 Improved Armor Mastery ........................... 84 Feeble........................................................... 93 Step Seven: Roleplaying............................. 148 Improved Weapon Mastery ........................ 84 Flaw............................................................. 93 Step Eight: Actions & Tests...................... 149 Inspiring ..................................................... 84 Forgetful...................................................... 93 Step Nine: Repeat...................................... 150 Keen Senses ................................................ 84 Furious......................................................... 93 Step Ten: Resolution.................................. 150 Knowledge Focus ........................................ 84 Haughty....................................................... 93 Other Factors............................................. 150 Landed ........................................................ 84 Haunted....................................................... 93 An Example Intrigue..............................151 Leader of Men ............................................ 84 Honor-Bound.............................................. 93 Long Blade Fighter I ................................... 84 Ignoble......................................................... 93 CHAPTER 9: COMBAT........152 Long Blade Fighter II ................................. 86 Impaired Sense............................................ 95 Combat Essentials.................................152 Long Blade Fighter III ................................ 86 Inept............................................................ 95 Rounds, Turns, & Actions......................... 152 Lucky .......................................................... 86 Lascivious.................................................... 95 Damage & Defeat...................................... 153 Maester ....................................................... 86 Marked........................................................ 95 Combat Statistics..................................153 Magnetic ..................................................... 86 Maimed....................................................... 95 Abilities..................................................... 153 Man of the Kingsguard ............................... 86 Mute............................................................ 95 Combat Defense........................................ 154 Massive ....................................................... 86 Naïve............................................................ 95 Health........................................................ 154 Master of Ravens ........................................ 86 Nemesis....................................................... 95 Movement................................................. 154 Miracle Worker ........................................... 86 Outcast........................................................ 95 Armor.....................................................155 Mummer ..................................................... 87 Poor Health................................................. 95 Bulk........................................................... 155 Night Eyes .................................................. 87 Reviled......................................................... 95 Weapons.................................................155 Pious ........................................................... 87 Sickly........................................................... 95 Weapon Traits........................................... 155 Pole-Arm Fighter I ..................................... 87 Supreme Arrogance..................................... 95 Combat Structure. ................................159 Pole-Arm Fighter II .................................... 87 Threatening.................................................. 95 Step One: Battlefield................................. 159 Pole-Arm Fighter III .................................. 88 Ward............................................................ 95 Step Two: Detection.................................. 162 Polyglot ....................................................... 88 Step Three: Initiative.................................. 162 Respected .................................................... 88 CHAPTER 6: Step Four: Action...................................... 162 Shield Mastery ............................................ 88 Short Blade Fighter I .................................. 88 HOUSE & LANDS...............96 Step Five: Repeat....................................... 165 Step Six: Resolution................................... 165 Short Blade Fighter II ................................. 88 Creating the House................................ 96 Defeat & Consequences........................165 Short Blade Fighter III ............................... 88 Step One: The Realm................................... 97 Damage...................................................166 Sinister ........................................................ 88 Step Two: Starting Resources...................... 99 Damage & Lesser Characters.................... 166 Skinchanger ................................................ 88 Step Three: House History........................ 102 Reducing Damage..................................... 166 Spear Fighter I ............................................ 89 Step Four: Holdings.................................. 106 Recovery................................................166 Spear Fighter II ........................................... 89 Step Five: Motto & Arms.......................... 113 Damage..................................................... 166 Spear Fighter III ......................................... 89 Step Six: The Household........................... 119 Healing...................................................... 167 3
  • 4. Tournaments..........................................167 Appraise Animal........................................ 203 Too Fast..................................................... 238 Jousting...................................................... 167 Case........................................................... 203 Too Slow.................................................... 238 Other Tourney Events............................... 169 Conceal Animal......................................... 203 Too Tough................................................. 238 Advanced Combat...................................170 Evasive Maneuvers..................................... 203 Too Weak.................................................. 239 Tests........................................................... 171 Falconry..................................................... 204 Too Far Afield............................................ 239 Initiative.................................................... 172 Heraldry.................................................... 204 Part One: The Kingsroad......................240 Attack Modifiers........................................ 172 Identify...................................................... 204 Section Summary....................................... 240 Unarmed Attacks....................................... 172 Impersonate............................................... 204 A Grim Discovery..................................... 241 Attacking Objects...................................... 172 Leap & Catch............................................ 204 Dag’s Inn................................................... 243 Advanced Actions...................................... 173 Long Distance Running............................ 204 The Great Stag........................................... 246 Advanced Reach........................................ 174 Move Silently............................................. 204 Part 2: Welcome to King’s Landing......250 Fatigue....................................................... 175 Recognize.................................................. 204 Section Summary....................................... 250 Size Up...................................................... 204 Arrival in King’s Landing.......................... 250 CHAPTER 10: WARFARE...... 176 Threaten..................................................... 204 A Place to Stay........................................... 252 Warfare Essentials................................176 Trick-Riding.............................................. 204 Idle Hands................................................. 253 Scale.......................................................... 176 Vault into the Saddle.................................. 204 The Wild Hunt.......................................... 259 Time.......................................................... 177 Setting Difficulties..................................... 205 Part 3: The King’s Tourney...................260 Commanders............................................. 177 Exploring Westeros..............................207 Section Summary....................................... 260 Orders........................................................ 177 Sustenance................................................. 207 The Tourney Begins................................... 261 Heroes....................................................... 177 Temperature............................................... 207 The Unwelcoming Feast............................. 261 Victory & Defeat....................................... 179 Travel......................................................... 208 Jousting...................................................... 264 Components of Warfare........................179 Chases........................................................ 208 Other Tourney Events............................... 265 Abilities..................................................... 179 Hazards..................................................... 210 Dannett’s Fall............................................. 266 Defense...................................................... 179 Noble Houses.........................................212 Continuing the Tourney............................ 268 Health........................................................ 179 Your Role................................................... 212 Part 4: Poisoned Words........................269 Movement................................................. 179 Other Houses............................................ 212 Section Summary....................................... 269 Equipping Units........................................ 179 House Fortunes......................................... 212 The Melee.................................................. 269 Special Equipment..................................... 179 Magic.....................................................213 The Grand Ball.......................................... 271 Discipline................................................... 181 Magic & the Game.................................... 213 Revelations & Accusations......................... 272 Anatomy of a Battle..............................181 Adversaries & Allies. ............................214 The Justice of King Robert Baratheon........ 274 Step One: Battlefield................................. 181 Primary Characters.................................... 214 The Final Chapter?..................................... 276 Step Two: Unit & Leader Placement......... 183 Secondary Characters................................ 214 Players & Pieces. ...................................279 Step Three: Parlay & Terms....................... 183 Tertiary Characters.................................... 215 House Dannett.......................................... 279 Step Four: Initiative................................... 183 Promoting NCs......................................... 215 House Lugus.............................................. 282 Step Five: Siege Weapons......................... 184 Improving NCs.......................................... 216 Other Characters....................................... 285 Step Six: First Player Actions..................... 185 Demoting NCs.......................................... 216 A Guide To King’s Landing....................287 Step Seven: Orders..................................... 186 Sample Narrator Characters...................... 216 History of King’s Landing......................... 287 Step Eight: 2nd Player Actions.................. 187 Creatures................................................... 218 Geography of King’s Landing.................... 288 Step Nine: Resolve Standing Orders.......... 187 Steeds........................................................ 221 Key Locations............................................ 290 Step Ten: Repeat........................................ 187 Supernatural Creatures.............................. 222 Crownlands................................................ 293 Step Eleven: Resolution Play Styles.............................................224 Alchemist’s Guild...................................... 294 & Consequences..................................... 188 Adventurers............................................... 224 Law & Order: The Gold Cloaks................ 294 Advanced Rules......................................190 Free Folk.................................................... 224 The Royal Court........................................ 295 Advanced Orders....................................... 190 The Game of Thrones................................. 224 Bannerhouses............................................. 296 Facing & Formation.................................. 191 Historical................................................... 225 Pregenerated Characters.....................302 An Example of Warfare.........................193 Night’s Watch............................................ 225 Lord Rhys.................................................. 302 Ser Merik................................................... 303 CHAPTER 11: CHAPTER 12: JOURNEY Maester Rudolphus.................................... 304 THE NARRATOR.................195 TO KING’S LANDING.........226 Nicholas Rivers.......................................... 305 Squire Jonah.............................................. 306 Basic Concepts.......................................195 Summary. ................................................226 Septa Alanna............................................. 307 Time.......................................................... 196 The Characters........................................... 226 Scenes........................................................ 196 Scene One: On the Road........................... 226 Scene Two: At the Crossroads................... 228 APPENDIX: Rewards..................................................... 197 Story.......................................................... 198 Scene Three: Bandits’ Challenge................ 230 REFERENCE TABLES..........308 Chronicle................................................... 198 Good Narrating....................................198 Further Adventures..............................232 INDEX.................................. 314 Preparation................................................ 198 CHAPTER 13: PERIL CHARACTER SHEET............318 Details....................................................... 198 Group Dynamics....................................... 199 AT KING’S LANDING......... 233 Emulating the Books................................. 199 Plot Summary.........................................234 Managing the Rules...............................202 Orten’s Plan............................................... 234 Routine Success......................................... 202 Dark Wings............................................... 235 Abilities..................................................... 202 So What’s Our Motivation?...................... 236 Expanded Specialties................................. 203 ...Dark Words............................................ 237 Anticipate Strategy.................................... 203 When Bad Things Happen......................238 4
  • 5. INTRODUCTION “When you play the game of thrones, you win or you die. T here is no middle ground.” —Cersei Lannister, A Game of T hrones In a roleplaying game, anything is possible. Your character can head off in structured or unstructured scenarios called stories. The PCs, then, to explore the world, take part in convoluted intrigues, wage war against are the principal characters—the protagonists—of the story. rival houses, and just about anything else you can Of course, a story rarely tells itself, and while the play- come up with. But it is still a game, and ers make the decisions about how their as a game, this book has rules, guide- characters act and react in response to lines designed to help players and certain developments in the game, the Narrators tell the stories they world does unfold around them, their wish to tell in a way that’s nemeses still plot and connive both consistent and fun. As in the shadows, and their foes you make ready to dive into take steps against them. Each the rest of this rulebook, you player is in charge of his or should know a few things up her particular character, but front. These basic game con- who, then, is charge of the rest cepts should help you along of the world? The Narrator. and give you an idea what all The Narrator has the best the numbers mean. job of all. It may very well be entertaining to portray a par- The Basics ticular character, but the Narra- tor doesn’t have to settle on just one: the Narrator gets to play them all. The Narrator plays the villains, the minions, and all the A Song of Ice and Fire Roleplaying (SIFRP) is a game in which the other supporting characters who help make up the story. Furthermore, players take up the roles of notables in Westeros, distinctive personas the Narrator also shapes the story, decides on the plot, what happens that have a place and purpose within the larger society that makes when, and is clued in on all the things that go on in the background. up the Seven Kingdoms. These personas are called player characters The Narrator might use a published story from Green Ronin such as (PCs) or just characters. In most games, each player creates just one character and uses that character to interact with the imagined setting Peril at King’s Landing, or she might spin out a story of her own. A Game of Thrones Edition A Song of Ice and Fire Roleplaying was first published in 2009 as a full color hardback book. A smaller format black and white softback version, the Pocket Edition, was published in 2010 and later offered as the PDF Tablet Edition. When stock on the original rulebook started get- ting low, we had to ready a reprint. By this point the latest novel, A Dance with Dragons, had been released to much fanfare and HBO’s Game of Thrones TV show had brought Westeros to life on the screen. With interest in A Song of Ice and Fire running high, we decided we had to do more than a simple reprint. Thus A Game of Thrones Edition was born.  The book in your hands (or on your screen) is essentially a deluxe edition of A Song of Ice and Fire Roleplaying. The core rules are the same, so long time players needn’t worry about wholesale changes to the game. We have tried to implement all known errata, so this becomes the definitive version of the rules. We have also added a short introductory adventure that previously appeared in the Quick-Start Rules and the entirety of Peril at King’s Landing. This is a full length adventure that was originally published separately. We have folded it into the core rulebook so new Narrators can have an example adventure at their fingertips.  A Game of Thrones Edition was also a chance to revisit the look and feel of the rulebook. The most obvious change is Michael Komarck’s stunning new cover illustrating the climactic moment of the Battle of the Trident. We’ve also added a dozen new interior illustrations and revised the presentation of stat blocks. Altogether, these changes make A Game of Thrones Edi- tion the best looking and most comprehensive version of A Song of Ice and Fire Roleplaying. Now get thee to Westeros and begin your adventures! 5
  • 6. The Chronicle System Every roleplaying game is a combination of setting and game system. The rules of this game were designed specifically for A Song of Ice and Fire. They can, however, work just as well for settings other than Westeros. We’ve thus given a name to the rules engine of A Song of Ice and Fire Roleplaying: The Chronicle System. You’ll find other Green Ronin products bearing this logo and all of them are compatible with A Song of Ice and Fire Roleplaying. Whether you are using these rules to run a game with a different setting or you’re a SIFRP Narrator looking for new options, Chronicle System products can add more to your campaign. It’s a big responsibility being the Narrator, but it’s also the most re- up, and comparing them to a number called a Difficulty. If the sum of the warding one of all. dice equals or beats the challenge, the test succeeds. If the sum of the dice is lower than the challenge, the test fails. The Game What Next? Whether you are a player or a Narrator, everyone uses the same rules in SIFRP. Game rules are an important part of any roleplaying game Now that you’ve read the basic concepts, the rest of the book awaits because they help define what is possible and impossible. They ensure you. From here, you might want to examine the rules in more detail a certain level of fairness that comes from a shared understanding of in Chapter 2: Game Rules. Alternatively, you might be intrigued by how things work. Also, they help guide a player and Narrator in making the role of the Narrator and feel like taking a stab at the best job in decisions about the characters they portray by presenting meaningful the game. If so, you’ll want to read this entire book, paying special at- numbers that reveal vital components about a character, such as his abil- tention to Chapter 11: The Narrator. But then, you may just want ity with social interaction, how well she swings a sword, or how big or to create a character and get started. This path is fine too, and honestly, small, weak or strong, beautiful or hideous the character is. who can blame you! Go ahead and turn to Chapter 3: Character But, to cite a cliché, rules are meant to be broken. Unlike other Creation, and you’ll have everything you need to get started. games, roleplaying games are famous for being fluid when it comes to If you really want to learn the game, start with Chapter 2: Game rules, and if a certain rule doesn’t fit with a group, it’s not just okay to Rules, and then take a look at the abilities described in Chapter 4: dump it, it’s expected! Use the rules in this book to support the stories Abilities & Specialties. Once you’ve got that nailed down, have a you tell, not to define them. look at Chapter 9: Combat and then Chapter 8: Intrigue. These chapters should give you enough information to make informed deci- The Game System sions during character creation and to play the game. Remember, this book is something that you’ll likely reference as you play. As you learn Since rules support the stories you and your friends will tell, you may more about SIFRP, you’ll rely less and less on the book until you’ve find there are long stretches when you don’t have to rely on the rules mastered the game completely. Above all, SIFRP is a game, so have at all, when the interaction of your characters and the dialogue gener- some fun, draw your sword, and stab a Lannister. You know you want to. ated between you carries the game without needing dice or flipping through the book. Other times, however, the rules may figure in the game a great deal more than you would expect, especially in combat, What You Need to Play tricky negotiations, and other instances of drama that can have serious Aside from this book, you should have plenty of paper, pencils, a good consequences if the characters fail. eraser, and at least ten 6-sided dice, which you can likely find at the Drama is the key when it comes to the game mechanics. Whenever a same store where you purchased this book. You may also want to print player character or the Narrator attempts to do something in which fail- out copies of the character sheet (or photocopy the one at the back ure has consequences or the outcome is not certain, the rules come into of this book). Oh, and you’ll want your imagination, too. Keep that play in the form of a test. A test is simply rolling the dice, adding them handy. 6