Defects in A Game of Thrones

            Each character Defect normally gives you 1, 2, or 3 bonus points depending on the severity of effect, which can be used to improve your character.  A single bonus point can grant 3 Skill Points, while 3 bonus points can give you a bonus Feat. 

            Certain Defects can only be assigned at character creation.  Defects can be overcome permanently through good role playing, the GM’s consent, and sometimes the sacrifice of the equivalent number of Skill Points or Feats. 

            It is strongly suggested that characters take no more than 6 to 9 bonus points in Defects at creation.  The GMs should allow characters to take additional Defects as a role playing device, but should not reward more Bonus Points without exceptional justification. 

            There are instances where it makes sense for the story, and for game balance, to allow a character to exceed this defect limit, though.  For example, Tyrion has 11 BP in Defects – a few extra BP do not make him overly powerful, compared to the amount of difficulty he has in life. 

 

Making Defects Bite

“Never forget what you are, for surely the world will not.  Make it your strength.  Then it can never be your weakness.  Armour yourself in it, and it will never be used to hurt you.”

            -Tyrion to Jon Snow, A Game of Thrones.

            Tyrion gives Jon Snow fair advice, but it is far easier said than lived.  Defects have a real bite.  Defects do not represent a character’s cowardice or laziness . Those personality traits should appear in the game through role playing, not marks on a character sheet.  If your character is always truthful or a sniveling coward, simply play him or her that way.  Defects represent disadvantages over which your character has little or no control over.  They may be physical, social, or mental, and are beyond your character’s conscious command.

            While defects should never utterly cripple your character making him or her uinplayable, they should be treated seriously – they should not simply be used to exploit the game system.  Character flaws are a way to enrich your role playing experience; after all, who can forget Jamie’s infamy, Tyrion’s dwarfism, or Jon’s bastardy?  Defects provide additional hooks on which you can hang your character’s story, making your creations seem more real for their imperfections, and ultimately more memorable when they overcome them (or are brought down by them).

            GMs should also strive to keep Defects a part of the game.  If the world’s NPCs forget that your character is a bastard, for example, a rich element of Westeros has been lost.  Although a character may wish to forget or ignore his or her flaw, the world rarely will.  Jon Snow joins the Night’s Watch where all past sins are forgotten, yet those around Jon often don’t live to such high ideals, and they don’t forget.  Enemies like Ser Alliser Thorne are an excellent tool to bring defects into play. 

 

v     Bastardy

Ø      In the formal society of the Seven Kingdoms, the legitimacy of parentage is very important.  When a child is born to unwed parents, he or she is declared a bastard.  They carry a religious and social stigma, and are seen as untrustworthy, lascivious, and deceitful.  Bastards have few rights under the law and are rarely eligible for inheritance.  Only if there are no other trueborn children or no stronger claims – such as an uncle or cousin – may a bastard inherit a family’s lands and titles.  Bastards are treated harshly in the world, seen as second class citizens who are born of lust and lies.

Ø      Each land provides a distinct surname for noble bastards: Flowers (the Reach), Hill (Westerlands), Pyke (Iron Islands), Rivers (Riverlands), Sand (Dorne), Snow (north of the Neck), Stone (Vale), Storm (Stormlands), Waters (Dragonstone and King’s Landing).

Ø      When dealing with people concerned with issues of parentage, you suffer a -2 penalty to Diplomacy checks.  Bastardy is less of a disadvantage for non-noble characters and is similarly more problematic in areas that keep to the Faith of the Seven.  It may not be allowed for commoners, or in certain situations, without the GM’s permission.  Bastards often have the Stigma and Poor defects as well.

§         3 points: You are a bastard.

v     Beyond Your Station

Ø      This optional defect requires the GM’s permission.  Your training and development is incomplete.  You do not gain one or more “Special” benefits associated with Class progression upon gaining a new level.  The number of points is determined by the benefit and scope of the benefit.

Ø      The GM should not allow this defect to apply to base Class professions such as Base Attack Bonus, Defense Bonus, Saving Throws, Hit Points, SKioll Points, Influence, etc., nor to Class defining abilities, such as a Bloodrider’s Born to the Saddle ability, or a Maester’s Bonus Literacy feat. Additionally, this defect should not apply to Abilities that occur multiple times on a class progession chart (such as a Maester’s Logic & Reason ability).

§         1 point: A minor benefit is not gained; Defender’s Retirbution (Brother of the Kingsguard),+1 Defensive Riding (Bloodrider), +1 Mandate (Noble), Stealthy Movement (Raider), etc.

§         2 points: A medium benefit is not gained; Armour Compatibility (Commander), Contact (Godsworn), Knight’s Training: Lance (Knight), Masterwork (Artisan), etc.

§         3 points: A major benefit is not gained; The Bravo’s Dance (Water Dancer), Research (Maester), Shield of Men (Night’s Watch Ranger), Sneak Attack (Knave), etc.

v     Blind Fury

Ø      You are overcome by bloodlust and frenzy.  Under specific conditions selected by the GM and player, you enter a state of unbridled anger.  While enraged, you furiously attack the closest enemy – or perhaps even obstacle.  Once that person is defeated or flees, you will attack the next closest “threat.”  Examples of conditions that may trigger Blind Fury include: being wounded, site of blood, a specific sound or smell, being humiliated, being trapped and outnumbered in battle, seeing a friend in mortal danger, confrontation with a specific foe, etc.

Ø      You can only return to a normal state under another specific condition.  This return could involve a Willpower save, or could be an automatic reversion.  Examples of return conditions include: no opponents left in the vicinity, a specific calming technique performed by an ally, solitude, etc.

Ø      For a broader application of mental instability, see Madness.

§         1 point: Initiating Blind Fury is difficult; reverting to a normal emotional state is easy.  For example, a difficult condition could be facing your father’s killer.  If a DC is needed to initiate, assume it to be 20-25 to rage, 10-15 to calm.

§         2 points: Initiating fury and reverting to a normal state are both moderately difficult.  For example, a moderately difficult condition could be facing anyone from the Iron Islands.  If a DC is needed to initiate, assume it to be 15-20 to rage, 12-20 to calm.

§         3 points: Initiating a fury is easy; reverting to a normal state is hard.  For example, an easy condition could be facing anyone sworn to Lord Tywin Lannister.  If a DC is needed to initiate, assume it to be 10-15 to rage, 20-25 to calm. 

v     Crippled/Maimed

Ø      You have suffered a permanent wound, or were born with a physical disadvantage that makes aspects of daily life more challenging.  Possible impairments include one or more missing or unusable limbs, a nagging injury, loss of speech, severe headaches, castration, etc.  The player and GM should discuss the problems and limitations associated with the impairment.

Ø      Eunuchs would have this defect at 3 points to additionally represent their loss of status and political worth, for they can no longer sire heirs.  Additionally, some impairments, such as muteness, may be forbidden by the GM.  They are provided for completeness sake, but can make role playing tedious and annoying.  They should only be allowed after serious discussion between the GM and players.

§         1 point: The impairment is a slight inconvenience, such as Jon Snow’s burnt hand, or Yoren’s twisted shoulder.  You suffer a -1 penalty to all checks.

§         2 points: The impairment is a moderate inconvenience, such as an injury that never heals properly, such as Catelyn’s fingers from the Valyrian dagger, or a moderate permanent wound, such as the Great Jon’s loss of fingers.  You suffer a -2 penalty to all relevant checks. 

§         3 points: The impairment is a severe inconvenience.  For example, Donal Noye loses a hand, and Ser Illyn Payne loses his tongue.  There are many tasks you cannot accomplish or only accomplish with great difficulty, suffering a -4 penalty as appropriate. 

§         6 points: This impairment is grievous and affects almost all parts of your life.  For example, Bran’s fall shatters his legs and he loses the ability to walk.  Certain tasks are outright impossible for you to accomplish, and other related actions may suffer a penalty ranging from -4 to -8 as appropriate.  This defect is so severe that it may be assigned only with GM permission. 

v     Dark Secret

Ø      You have a secret whose exposure would cause you harm in the form of social humiliation, loss of title, arrest, injury, or even death.  The points are based on the severity of the consequences that would come from the revealed secret.  The secret must be important enough that you will actively take steps to keep others from learning of it.  If the secret is revealed, you will suffer the associated consequences, and the GM should replace it with an appropriate defect(s) worth at least as many points as Dark Secret.

Ø      For example, many “false” knights could have a 1 point secret for committing crimes in war, for which an honorable lord would strip them of lands and titles or worse, but usually there is no easily available evidence.  If their secret is discovered, they will usually have Dark Secret replaced by an equal or higher value defect.  A 3 point secret is usually reserved for characters who face death or destruction of their house, such as Cersei and Jaime Lannister’s incest and children.

§         1 point: The secret is ahrd to discover and/or the consequences are slight, and’or your reputation will be impacted slightly. 

§         2 points: The secret is relatively easy to discover, and/or the consequences are moderate, and/or your reputation will be seriously impacted.

§         3 points: The secret is very easy to discover, and/or the consequences are severe, and/or your reputation will be ruined.  

v     Debauched

Ø      You have given in to so much temptation that your body has been affected by the debauched lestyle.  Debauchery can include obesity due to excessive eating, a body wasted by drink, addiction to poppy milk, or other body changes due to rampant abuse and indulgence.

Ø      The world becomes increasingly uncomfortable for you.  Initially, armour and clothes may no longer fit, flimsy furniture may break under your weight, etc.  As one falls into greater debauchery, you may discover you can no longer participate in certain activities, such as carrying heavy loads due to frailness of form, or suffer an inability to ride a horse due to sheer obesity.  Most clothes must be custom made, and armour may be an impossibility, due to the heavy weight of the steel or awkwardness in fitting armour.  Travel may become unfeasible except with specialized circumstances, like a palanquin or great wheelhouse. 

§         1 point: You have given in to desire to a great degree, and your body is suffering.  After any session of indulgence, you must make a Fort save DC 20 or be impaired; you suffer a -1 penalty to Strength and Dex checks (including associated Skill checks, but not combat), and cannot run.  This condition lasts a full day if you are active, or half a day with significant rest.

§         2 points: You have given in to desire excessively.  You are assumed to regularly overindulge.  You always suffer a -1 penalty to Strength and Dexterity and related checks (as 1 point), and must make a Fort save DC 20 after any exertion (running, several rounds of combat, etc.) or suffer an additional -1 penalty to Strength and Dexterity and related checks (total -2), cannot run, and can move at only half speed.  This condition lasts until you rest for a complete hour.

§         3 points: You are completely debauched and are always physically impaired.  You are too fat or weak to run or walk for any great distance.  You may not be able to ride a normal horse, wear armour, or travel far from home.  You suffer a -3 penalty to Strength and Dexterity and related checks (as 1 point).  GMs and players should carefully discuss this level of Debauched, for it can cause tremendous problems in some campaigns. 

v     Debt

Ø      You owe a great debt to a house, guild, or other organization or individual.  Control over you can be exerted through a variety of methods, including blackmail, coercion, royal decree, or even threat of violence.  Should you act against the wishes of the person or organization to whom you owe a debt, dire consequences await. 

§         1 point: You owe a minor debt; you may be called upon for occasional service, and are subject to slight punishment if you resist.

§         2 points: You owe a moderate debt; you may be called on for regular service, or for special favours more infrequently.  You are subject to moderate punishment if you resist. 

§         3 points: You owe a significant debt, perhaps your life itself; you may be called on for almost any purpose, from servile tasks to sabotage and betrayal.  You are subject to severe punishment if you resist. 

v     Dwarf

Ø      You have been born with a physical deformity, causing you to be abnormally small even when fully grown.  Dwarfs often have limbs and features that are atypically proportioned or malformed. 

Ø      Dwarfs often look queer or ugly to the ignorant, and those born as commoners have rough lives, perhaps aspiring to the position of court fool.  Some peasants and wilder folk even leave deformed children exposed to the elements so they will die quickly.

Ø      A noble-born dwarf will be less concerned about day to day survival, but will be hawked at and mocked by his or her “peers,” and must struggle for social acceptance and approval.  Giving birth to a dwarf is often seen as a punishment from the gods for the sins of the parents (of course, it is the child who suffers most).

Ø      Dwarfs have stumpy legs and cannot run as fast as normal men.  They move about two thirds as fast as full grown men (their base speed is 20 feet per round).  They cannot ride mounts larger than ponies without special saddles, and cannot wield two handed weapons (they may be strong enough, but their arms are too short), though they may wield a one handed weapon in both hands if desired for extra damage.  Finally, most armour made for normal sized men will not fit a dwarf, and dwarfs cannot normally carry large shields; they must have custom fit armour, or make do with patchwork armour and crude alterations.

Ø      Dwarfs often also have the Marked defect at 2 points (if just short) or 3 points (if short and deformed.  They also often have Stigma and Ignoble. 

§         3 points: You were born a dwarf.

v     Fear

Ø      You have an irrational fear of an event, object, or person that can limit your choice of actions.  For example, Sandor Clegane has a fear of fire.  Note that a fear too commonly encountered effectively cripples your character with panic, which does not add constructively to role playing games.

§         1 point: You have a slight fear or one that is encountered infrequently.  When forced to confront a slight fear, you suffer a -1 penalty to attacks and defense rolls, skill checks, and saving throws. 

§         2 points: You have a moderate fear that is encountered infrequently, or a slight fear encountered frequently.  When forced to confront a moderate fear, you are extremely unnerved and suffer a -2 penalty to attack and defense rolls, skill checks, and saves.

§         3 points: You have a severe fear that is encountered infrequently or a moderate fear that is encountered frequently.  When forced to confront a severe fear, you must make a Will save (DC 25) or flee the situation.  If you make the save, you suffer a -2 penalty on attack and defense rolls, skill checks, and saving throws. 

v     Ignoble

Ø      You are known to be wicked, cruel, untrustworthy, or vile.  This infamous reputation may be the result of your actions, such as oathbreaking or kinslaying, or may have been unfairly hung upon you due to an accident of birth, misinformation, or terrible rumormongering.  Such a title is not easily shaken, but can eventually be lifted if you struggle to prove yourself (requires GM’s permission and substation of an equivalent Defect or number of Skill Points or Feat).

Ø      Many bastards, dwarfs, and characters with a Stigma often have this defect as well.

§         1 point: You are well known for misdeeds.  You suffer a -4 penalty to social skills (Bluff, Diplomacy, Gather Information, Intimidate, Perform) when appropriate.  Note that in some instances, you may gain this as a bonus to some skill checks (most often Intimidate, almost never Diplomacy) to those aware of your wicked reputation.

§         2 points: Your reputation for intolerable actions or deplorable deeds precedes you.  You suffer a -8 penalty to social skill checks with appropriate.

§         3 points: Your infamous reputation is legendary.  The most monstrous of actions is expected of you.  You suffer a -12 penalty to social skill checks when appropriate. 

v     Impaired Senses

Ø      One or more of your senses (sight, hearing, taste, touch, smell) are either diminished or lost.  AN example of a diminished sense is being near-sighted or hard of hearing.  The GM should take the impairment into consideration when deciding what you are able to perceive, and may apply appropriate penalties on checks to notice things with that sense.  An example of a lost sense is blindness or deafness.

§         1 point: You have a diminished primary sense (such as short-sightedness or being hard of hearing) or have lost a secondary sense (such as taste or smell).  When using a diminished primary sense, you suffer a -2 penalty on checks.  You usually cannot make checks based on a lost sense.

§         2 points: You suffer a severe impairment of a primary sense, such as a loss of an eye or complete deafness in one ear, or have completely lost multiple secondary senses.  When relying on a severely impaired primary sense, you suffer a -4 penalty on checks.  Additionally, you may not be able to accomplish certain tasks at the GM’s discretion.

§         3 points: You have completely lost a primary sense (blindness, deafness).  You cannot usually make attacks based on that sense.

v     Inept Attack

Ø      This optional defect reflects your lack of skill in arms, either due to lack of training or ineptitude.  You suffer a penalty when making attack rolls.

Ø      Note that this defect is used to represent characters such as female nobles who would likely have no true weapons training.  However, as AGOT d20 is primarily an adventuring game, it behooves most characters to have some ability to fight.  GMs may wish to include this optional defect, but for simplicity, it was not used in the creation of NPCs in the AGOT core book.

§         3 points: You suffer a -2 penalty to attacks.

§         6 points: You suffer a -4 penalty to attacks.

§         9 points: You suffer a -6 penalty to attacks. 

v     In Service

Ø      You are sworn to serve another.  This is a relationship normally built on loyalty, trust, and obedience.  You have pledged your services to a lord or master, and are honor bound to help him or her to the best of your ability. 

Ø      Note that this defect relies entirely on Social Status rules that appear in the AGOT core book.  I’m not typing all of those here. 

§         3 points: Your Social Status is lower by one rank. 

v     Madness

Ø      The health and workings of the mind are great mysteries in Westeros.  Maesters know that some are born with impaired faculties, while others receive the malady after suffering great wounds or shock.  Madness can take many forms, from Bran’s amnesia after his fall, to the broken will of a court fool, to the simplemindedness of Hodor.  It can also result in acts of extreme violence or cruelty, or cause emotional highs and lows and intense personality changes, such as in Lysa Arryn.  For a specific application of Madness, see Blind Fury. 

Ø      Madness should normally only be taken at its mildest form by PCs, to represent a slight impairment of the mind.  More severe forms are primarily NPC traits, and should only be allowed to PCs after careful consideration.  Quite often, defects like Madness cause tremendous disruption to a campaign.

§         1 point: You suffer from a slight impairment, such as limited amnesia, or a simple neurosis, causing a minor inconvenience to your daily life.  For example, you could suffer a -1 penalty to appropriate Int, Wis, or Cha checks.

§         2 points: You suffer from a more serious impairment, causing a moderate inconvenience to your daily life, such as Joffrey’s mood swings and cruelty.  For you example, you could suffer a -2 penalty to appropriate Int, Wis, or Cha checks. 

§         3 points: You suffer from a severe impairment, such as delusions, wild personality changes, or a broken mind, causing a severe inconvenience to your daily life.  For example, you could suffer a -4 penalty to appropriate Int, Wis, or Cha checks. 

v     Marked

Ø      You are considered Marked if your body hosts a permanent and distinguishing feature that may be difficult to conceal.  The mark may be distinct characteristics (hair and eye coloring), an identifying birthmark, a permanent scar, or unique tattoo.  If the mark is not considered out of the ordinary (such as freckles or an unremarkable scar), this Defect does not apply.

§         1 point: The mark is easily concealable because it is small, in an inconspicuous location, or easily hidden, such as the striking silver hair and violet eyes of the Targaryans.

§         2 points: The mark can be concealed, but is difficult because it is large or in an obvious location, such as Sandor Clegane’s burnt face.

§         3 points: Under most circumstances, the mark cannot be concealed because it affects your entire body, such as having no legs, or standing out like Tyrion, who is both short and disfigured. 

v     Nemesis

Ø      You have an enemy who actively interferes in your life on a regular basis.  This Nemesis can take several forms.  He or she could be a political rival (someone competing for your position), a professional rival (such as another sellsword striving to outdo you in battle), or a personal rival (someone out for revenge against a slight, real or imagined).  The Nemesis may be found within your family (a younger sibling, cousin, or bastard), or group (such as the Night’s Watch or maester’s guilt), or be external to your life (someone from a rival house or build who has a particular problem with you).  The Nemesis can even be personal, such as a knight who always jousts against you to prove their skill, or a romantic rival who wishes to wed your sweetheart.

Ø      The Nemesis should be someone who frequently makes you rlife difficult (and cannot be easily removed), but the Nemesis does not need to be a mortal enemy.  It might be someone whom you love but cannot avoid, and always clash with.  Sansa and Arya are good examples of this type of Nemesis.

Ø      If, for any reason the Nemesis is defeated or goes away, the GM should create another Nemesis unless the player also wishes to use Skill Points or a feat gained through advancement to eliminate this defect permanently.

§         1 point: The nemesis is merely annoying and/or interferes infrequently.  The nemesis is likely less powerful (social status or character level) than you.

§         2 points: The nemesis may actively try to harm you and/or interferes frequently.  The nemesis is likely as powerful (social status or character level) as you.

§         3 points: The nemesis will always harm you given the opportunity and/or interferes constantly.  The nemesis is likely more powerful (social status and character level) than you.

v     Outcast

Ø      You are an outcast from society.  You may be a criminal, exile, wildling, outlaw, or slave – and you have no social standing.

Ø      Outcast effectively wipes out a character’s social standing.  It lowers his or her Social Status to Rank -1.  The character has a Wealth Rank -1, no Base Influence Points, and is likely treated as an enemy or slave by society.  While there may be some safe havens to which the character can flee, he or she likely has to rebuild a name from virtually nothing.

Ø      Outcast supersedes the Stigma and Poor defects, and a character should not take both.  GMs should not arbitrarily destroy a character’s power base, and should carefully consider when this defect can be assigned.  See Falling Far (p. 192 AGOT).  Outcasts may be destructive in some campaigns, but in others, such as a game dealing with Daenerys and Ser Jorah, work perfectly well.

Ø      I am not typing up the rules for Social Status and Wealth Rank and so forth. 

§         6 points: Your Social Status and Wealth are Rank -1, and not only do you have no Influence Points over any house or organization, you are likely considered a criminal or traitor. 

v     Poor

Ø      You are impoverished and your Wealth Rank (p. 204, AGOT) suffers is lower than your Social Status (p. 90, AGOT) suggests.  This may be a personal crisis, economic disaster, or even being cut off from your House’s resources.  Poor can be assigned multiple times, and each application lowers your Wealth Rank by 1.  The exact effect is determined by your modified Wealth Rank. 

Ø      Wealth can be lowered to a maximum of -1.  For descriptive values of Wealth Rank, see p. 204, AGOT.

§         3 points: Your Wealth Rank is reduced by 1 rank.  This can be assigned multiple times. 

v     Sickly

Ø      You have contracted an unshakable illness or disease that is wasting away your body.  This could be brought on by old age, evidence by Lord Hoster Tully’s weakness, or it could be the shaking sickness that can befall youths, like little Lord Robert Arryn’s illness.  You can live with the sickness for years, but those of weak constitution often die when exposed to harsh elements, serious illness, or moderate wounds.

§         1 point: You endure minor aches, spasms, or shakes from sickness and suffer a -1 penalty to Fort saves.

§         2 points: You are often seriously ill and impeded, and suffer a -1 penalty to all Fort saves and a -1 penalty to any one Ability Score (chosen by player).

§         3 points: You are extremely ill, suffering constantly, and suffer a -2 penalty to Fort saves and a -1 penalty to two Ability Scores (chosen by player).

v     Stigma

Ø      You have suffered a loss of face and your Influence Points (p 189, AGOT, not typing them up) are lower than your Social Status (p. 90, AGOT) suggests.  This decline in fortune may be because of a wicked deed you have performed, or from a loss of standing of your House.  This could entail oath breaking, king slaying, or treason.  Stigma can be assigned multiple times, and each application lowers your Influence points over your house or organization by 5 points.

Ø      Stigma can lower your Social Status Influence Points to 0, at which point you have no Influence over the organization.

§         3 points: Your Social Status Influence Points are reduced by5.  This can be assigned multiple times (normally to a maximum of 5 applications).