A Song of Ice and Fire RPG

Welcome to Westeros and A Song of Ice and Fire Roleplaying Game. Westeros is the creation of author George R.R. Martin, and it is a world of noble houses great and small, true and false knights armored in shining steel, lords and ladies resplendent in silks and furs, and the smallfolk who toil in the lands and holdings of the nobility.

Westeros is composed of seven “kingdoms,” provinces that all swear fealty to the Iron Throne, but each has an ancient history as a kingdom in its own right. From the cold North where summer snows are all too common to the hot arid deserts of southern Dorne, and from the desolate and sea-swept rocks of the Iron Islands to the bustling capital of King’s Landing, the Seven Kingdoms of Westeros are filled with many colorful people and ripe with opportunities for wealth and glory.
In this world, seasons last for years, not months, and family generations can be traced back for thousands of years to the Age of Heroes. Ancestral weapons may be worth more than a lordling’s only daughter, and castles may have flown a score of banners in their storied histories.

Magic lives mostly in the myths and faded dreams of earlier generations. The learned maesters say that it died out a lifetime ago, but others say it still exists amongst the maegi and warlocks of the exotic eastern lands.

ASIF is about Machiavellian court politics, family alliances and enmities, the rise and fall of kingdoms, and the clash of armies. But it is also about honor and duty, family tensions, the responsibility of leadership, love and loss, tournaments, murders, conspiracies, prophecies, dreams, war, great victories, and terrible defeats. It’s about knights, both false and true—and it’s about dragons.

The stories of Westeros are about knights—heroes of legend, and villains of infamy, knights both false and true. They are the sworn swords of their noble lords and are often the children of nobility. They may defend the smallfolk, or they may rape, pillage, and turn the countryside to ruin. Of course, many warriors are not knights at all—Lord Eddard Stark and his sons, Robb and Jon; the Dothraki horselord Khal Drogo; Syrio Forel of Braavos—but the conceits of honor, chivalry, and military prowess, or their lack thereof, run strong.

And other themes run strong in ASIF, as well. Realism is a good example since the world turns whether one is at the center of things or not, and death comes too quickly for many. Status in society dictates that a matter of birth can open a world of opportunities—or seemingly deny them forever. Legitimacy of children and the lines of succession and inheritance are of high import, as is a rich mythology and history, which is starting to become ever more real as the fantastic elements slowly surface from days of old.




 Please understand that while I am willing to help new players learn the system what I can not do is teach the setting. Players must have a basic understanding of George RR Martin's world of Westeros as well as have some information about A Game of Thrones and A Song of Ice and Fire series.




You must have a copy of ASIFRP to play this game. (This is a Green Ronin Publishing RPG book)

You can purchase this book at green http://greenronin.com/sifrp/

PDF $18.00
Hardback $35.00

Also please look at the Quick Start Rules: http://grfiles.game-host.org/gr_files/SiF_Fastplay.pdf


Also you must have read the Series "A Song of Ice and Fire" by George R.R. Martin. Nothing against those that haven't but it is to much for me to go into detail about who each character is or what they are known for and so forth.

*Exception to the rule: If you have not read the novel but you do have the RPG book, then you can play but only if you play as a character with a history that explains why he doesn't know the fine details of Westeros. Maybe he is from the Free Cities, or maybe he is a hermit, I don't know how you want to play this but it is the only exception to not reading the books.






House Rules
These are House rules that have been put into play.


Posting: I am currently part of a game that I feel has a very good posting rule. Because of this I am adding it to this game
Players will be required to post on a 24 hour schedule. This will keep the gaming moving so that down times do not kill the game.

If you do not post your character will go on a "auto" pilot mode where he/she will become a temp NPC until you return. During this time he will not take direct actions but will defend himself.

Please understand that if you are gone for longer then 1 week then your character may become an Actice NPC and his life may be at risk. (This does not come into play if you notify a GM that you will be away for a set amount of time. This is for people that drop out of sight without warning)

Character Creations: Characters can only drop one ability to a 1 at character creation without GM approval.


Quality : Blood of Heroes : It states you can exceed the 7 in an ability. I say NO you can't you can only exceed you Age Max by 2. (throughout the game this can improve just not at character creation.


Age: For every age category over Middle Age it takes 1.5 times longer to heal. So Old 1.5 = Very old 2 (bottom line is the older you are the more brittle your bones are)


Fatigue Over time: The way this works is Endurance Rank + Will Rank  + Stamina Bonus + Dedication Bonus - Number of Bulk = your Fatigue Rating (FR) this is the number of rounds you can go before you become tired. Once you become tired you take a -3 penalty to Combat Defense accumulative each round there after. This rule will not come into play very often with combat in this game, but in case to people meet that are just freakishly strong then this rule comes into effect.

Superior Armor: Superior armor, which must be fitted personally to you (something that takes a bit of time) can either grant +1 AR or lower the AP by one.  This choice must be declared at the time of purchase.



Also these are optional Qualities & Drawbacks for Character Creation:


Supreme Arrogance:- penalty equal to your Status Rank on Awareness; Also to Intrigue and Fighting during the first round.
You receive a bonus to Courage; while opponents take a penalty to Intimidate test equal to your Rank in Status.

Barren (Female - Can not have children) -1D on Persuasion test w/ Men; -2D when involved in Persuasion w/ potential Prospect

Dark Secret - Your character holds a secret that if found out could jeopardize their status and/or way of life. GM approval Only

Anger Issue - When losing an Intrigue you can't not withdraw without first attempting an Intimidation test (Win and you may withdraw from intrigue and your enemies dispassion is reduced by 1 / Fail and you must finish Intrigue)


Weapon Changes

Spear - With Training 1B Spears this is no longer a two handed weapon. The Qualities for this weapon are [ Fast / Adaptable ] (No longer necessary)

More house Rules

Combat & Damage

* 5 Degrees = Bloody Wound: Your attack leaves a bleeding wound. In addition to the damage dealt, your target gains 1 injury. This injury does not reduce damage. If your opponent cannot take another injury, he takes a wound. If he cannot take a wound, he becomes unconscious for 2D6 hours.



* Excessive DMG - If at anytime a character receives DMG (after factoring in mitigation from AR) equaling their health +12 you will receive what is known as a Crippling Wound: You cripple your opponent with a dreadful wound. In addition to the damage dealt, your target gains 1 wound. This wound does not reduce damage. If your opponent cannot take another wound, he takes the Drawback Maimed.

Arrows and Quiver: There is no cost for this in the books. So with the help of the Co-GM we have decided to make one.
Quiver: 1ss
Arrows (12): 5ss

A quiver holds 24 arrows at one time. You can't walk around with 100 arrows.