Blood of Dragons: Helpfiles

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Sites of Interest

CharGen Flaws

Flaws give your characters certain disadvantages that may or may not be actual coded disadvantages. Before choosing your Flaws, please read the general information about Flaws as well as the specific guidelines for the Flaws you are looking at.

Each flaw costs a certain number of flaws points, and your tier determines how many flaw points you are allowed to spend: I gets 8, II gets 6, III gets 5, IV gets 4 and V gets 2. Flaws acquired out of CharGen are not subject to these tier limitations.

You don’t have to spend all of your flaw points, though you have to spend at least half of them, and regardless of how many points you do choose to spend, you must always spend an equal number of ASSET points. Unspent flaw points can be used after CharGen to acquire more flaws, but they can only be applied to those flaws that are noted as being available after CharGen, and you must use an equal number of asset points at the same time.

Some flaws can be taken more than once, and some can only be taken once. Some flaws are restricted to certain tiers and some cannot be combined with certain other flaws and/or assets. If you try to take an flaws that you shouldn’t be able to take, you will get an error message.

Some combinations of flaws will also be disapproved manually. You can only take two flaws that relate to the same aspects of your character concept and each flaw needs to have a distinct and separate effect on your character.

Another important consideration when it comes to flaws is that they have to matter to your character concept in order to be approved. Each flaw has to have a clear negative effect on your character and how this manifests has to be covered in the JUSTIFY.

Furthermore, whether or not a flaw has coded effects in place, flaws should always be portrayed in roleplay, and correct/incorrect portrayal of flaws will be taken into account by the Staff when it comes to promotions, experience awards, etc. For those flaws that are visible to other players, their portrayal should also be taken into consideration when it comes to affecting someone’s fame or infamy gain, or when using the rumors system.

Bonuses can be of two types: one-off and permanent. One-off bonuses are applied in CharGen. Permanent bonuses are applied by various systems and affect the effective score of a skill or stat. Since permanent bonuses are the most common, it is only noted when a bonus is a one-off bonus.

Most flaws are optional, but some are required by your concept. A bastard has to take the Bastard flaw, for example.

Affliction: Major

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +10 to Infamy. -10% to Reputation.
  • Description: You suffer from a major physical or mental affliction, either inborn or acquired. This is something that affects your daily life. It is also something that is publicly known at least to some degree, resulting in a negative effect on your reputation. Examples of major physical afflictions would be gout or consumption. Examples of major mental afflictions would be some forms of mental illness or a severe addiction.

Affliction: Minor

  • Cost: -1.
  • Limit: 2, provided that one is physical and one is mental and that they are not linked in any way.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +5 to Infamy. -5% to Reputation.
  • Description: You suffer from a minor physical or mental affliction, either inborn or acquired. This is something that affects you on a regular basis but still leaves you able to led a fairly normal life. It is also something that is publicly known at least to some degree, resulting in a negative effect on your reputation. Examples of minor physical afflictions would be shaking sickness, a severe limp, a speech impediment or hearing issues. Examples of minor mental afflictions would be severe depression, obsessive-compulsive behaviour, a strong addiction or a strong phobia of something that you cannot avoid encountering with some regularity.

Bastard

  • Cost: -2 for rank 4-6 (Greater Unlanded Knight, Landed Knight, Lesser Lord), -3 for rank 7-8 (Greater Landed Knight, Lord), -4 for rank 9-10 (Greater Lord, Royal).
  • Limit: 1.
  • Post CG: No.
  • Conditions: Available only for the listed ranks. If you take this, you cannot take Disowned.
  • Effects: -50 to Influence. +20 to Infamy. +10% to Infamy gain. -10% to Reputation.
  • Description: You are a Bastard. Please note that it is extremely unlikely that a bastard will be legitimized; it takes very unusual circumstances.

Black Sheep

  • Cost: -1 for rank 4-6 (Greater Unlanded Knight, Landed Knight, Greater Merchant, Lesser Lord), -2 for rank 7-8 (Greater Landed Knight, Lord), -3 for rank 9-10 (Greater Lord, Royal). 
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: Available only for the listed ranks. If you take this, you cannot take Disowned.
  • Effects: -50 to Influence. +10 modifier for Infamy. -10% to Reputation.
  • Description: You are the Black Sheep of your family. You may not be disowned, but you cannot count on your family to be there for you.

Blemished

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: No coded effects.
  • Description: You are visibly blemished in a physically unappealing way. Birthmarks, scars, etc. Please note that the blemish has to be visible on a day-to-day basis, which usually means a facial blemish.

Blind

  • Cost: -3.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Missing Eye.
  • Effects: -5% to Mental (one-off). -75% to Bow, Crossbow, Lance, Throwing, Disguise and Painting. Permanent -50% to Flail, Mass, Polearm, Shield, Small Blade, Spear, Staff, Sword, Unarmed, Waterdancing, Astronomy, Blacksmithing, Hunting, Seamanship and Whitesmithing. -25% to Calligraphy, Dancing, Riding and Weaving.
  • Description: You are blind.

Deaf

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: -5% to Mental (one-off). -50% to Oratory. -75% to Music and Singing.
  • Description: You are deaf.

Defect: <One-Word Descriptor>

  • Cost: -1.
  • Limit: 1 for V, 2 for IV, 3 for III, 3 for II and 4 for I.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +5 to Infamy. Furthermore, how well (or how poorly) a defect is played will be taken into account by the Admin for experience awards, promotions, etc, and should be taken into account by other players when nominating someone for their roleplay.
  • Description: You have a strong personality trait that generally affects you adversely. Please note that your Justify needs to make it clear how the Defect has a negative effect on your character.
  • Possible Descriptors: Aloof, Ambitious, Amoral, Anxious, Busybody, Churlish, Compulsive, Cruel, Dishonest, Dolorous, Dutybound, Envious, Fanatical, Fastidious, Foolhardy, Frigid, Greedy, Gullible, Hardhearted, Hateful, Haughty, Headstrong, Indiscreet, Insecure, Jealous, Lazy, Miserly, Naive, Obsessive, Pacifistic, Paranoid, Selfdestructive, Softhearted, Superstitious, Temperamental, Vain, Vainglorious, Weakwilled, Vindictive.

Disfigured

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Restrictons: None.
  • Effects: +15 to Infamy. +5% Infamy gain. -10% to Reputation.
  • Description: You are visibly disfigured. Greyscale, major burn scars, giant boils, etc. Please note that the disfigurement has to be visible on a day-to-day basis, which usually means a facial disfigurement.

Disowned

  • Cost: -2 for rank 4-6 (Greater Unlanded Knight, Landed Knight, Lesser Lord), -3 for rank 7-8 (Greater Landed Knight, Lord), -4 for rank 9-10 (Greater Lord, Royal).
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: Available only for the listed ranks. If you take this, you cannot take Bastard or Black Sheep.
  • Effects: -50 to Influence. +20 to Infamy. +10% Infamy gain. -10% to Reputation.
  • Description: Your family has Disowned you.

Disreputable

  • Cost: -2
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: -25 to Influence. +5 to Infamy. -10% to Reputation.
  • Description: You are considered as disreputable in general.

Dwarfism

  • Cost: -4.
  • Limit: 1.
  • Post CG: No.
  • Conditions: None.
  • Effects: -5% to Mobility and Physique (one-off). +10 to Infamy. +10% to Infamy gain. -10% to Reputation.
  • Description: You are a dwarf.

Enemy: Major

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: The enemy must be in the CDB. If it is mutual, both characters must have Relations to each other, and it should ideally be agreed upon between two players. If it is one-sided, only the character who is the enemy needs a Relation to the other character, and it is not necessary to work it out between two players. But you can only decide for yourself that your character is the enemy of another character. If you are looking for some other character to be your enemy, you need to work it out with the player of that character.
  • Effects: No coded effects.
  • Description: Three possibilities. 1) You and another character are major enemies of each other. You hate each other and you are willing to do very unreasonable things to cause each other harm (social, physical, spiritual, etc). 2) You are a major enemy of another character. You hate this character you are willing to do very unreasonable things to cause him or her harm (social, physical, spiritual, etc). 3) Another character is a major enemy of you. They have you and are willing to do very unreasonable things to cause you harm (social, physical, spiritual, etc).

Enemy: Minor

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: The enemy must be in the CDB. If it is mutual, both characters must have Relations to each other, and it should ideally be agreed upon between two players. If it is one-sided, only the character who is the enemy needs a Relation to the other character, and it is not necessary to work it out between two players. But you can only decide for yourself that your character is the enemy of another character. If you are looking for some other character to be your enemy, you need to work it out with the player of that character.
  • Effects: No coded effects.
  • Description: Three possibilities. 1) You and another character are minor enemies of each other. You dislike each other intensely and while you may not go out of your way to cause each other discomfort, you are very likely to take any opportunity that presents itself to do each other harm. 2) You are a minor enemy of another character. You dislike this character intensely and while you may not go out of your way to cause him or her discomfort, you are very likely to take any opportunity that presents itself to do him or her harm. 3) Another character is a minor enemy of you. They dislike you intensely and while they may not go out of their way to cause you discomfort, they are very likely to take any opportunity that presents itself to do you arm.

Eunuch

  • Cost: -3.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Sterile.
  • Effects: +15 to Infamy. Permanent -20% to Reputation.
  • Description: You are a eunuch.

Expenses

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Poor or Resources.
  • Effects: -10 to Influence.
  • Description: You have personal expenses that go beyond what would be expected for someone in your position.

Fragile

  • Cost: -2.
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Resilient. This is only intended for martial characters, as its primary use will be in the combat system.
  • Effects: You can take less damage than the average person before being adversely affected. Specifics to be decided.
  • Description: You are more affected by pain, bloodloss, etc than the average person.

Foreigner

  • Cost: -2.
  • Limit: 1.
  • Post CG: No.
  • Conditions: None.
  • Effects: -50 to Influence. +5 to Infamy. -5% to Reputation. -5% to picking up rumors in all arenas.
  • Description: You are not a native of the Seven Kingdoms.

Guilty Conscience

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: No coded effects.
  • Description: You have done something that troubles you deeply.

Hostage

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: -50 to Influence. +5 to Infamy. -10% to Reputation.
  • Description: You are a hostage.

Inept: <Skill>

  • Cost: -1.
  • Limit: 2 per skill.
  • Post CG: No.
  • Conditions: If you take this for a skill, you cannot take Adept or Mastery in that skill. You have to place at least 20 points in the specified skill.
  • Effects: -5% to the specified skill.
  • Description: You lack affinity for the specified skill.

Infamous: <One-Word Descriptor>

  • Cost: -1.
  • Limit: In CG its 0 for V, 1 IV, 2 for III, 3 for II and 4 for I. Out of CG its 0 for V, 2 for IV, 4 for III, 6 for II and 8 for I. Can be purchased multiple times for the same descriptor to indicate stronger infamy (regional vs kingdom-wide).
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +10 to Infamy. +5% to Infamy gain. -5% to Reputation.
  • Description: You are Infamous for something that you are or that you do.
  • Possible Descriptors: Brute, Coward, Gloryhound, Glutton, Kinslayer, Kingslayer, Lady, Lord, Lecher, Niggard, Oathbreaker, Outlaw, Pervert, Pirate, Reaver, Sadist, Schemer, Shrew, Spendthrift, Zealot, Wastrel, Wanton.

Infamous Mentor

  • Cost: -1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: The mentor must be in the CDB and both characters must have Relations to each other.
  • Effects: -10 to Influence. +5 to Infamy. -5% to Reputation.
  • Description: You were trained by someone infamous and as this is well-known, some of this person’s infamy and reduced influence spills over onto you.

Lost Love

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: No coded effects.
  • Description: You have lost someone very important to you, and this has marked you for life.

Maimed Arm: Major

  • Cost: -3.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Maimed Arm: Minor.
  • Effects: -5% to Mobility (one-off). -100% to Polearm and Staff. -75% to Bow, Lance and Throwing. -50% Crossbow, Flail, Mass, Small Blade, Spear, Sword, Unarmed, Waterdancing, Blacksmithing, Calligraphy, Forgery, Needlework, Painting, Weaving and Whitesmithing. -25% to Riding and Seamanship.
  • Description: Your dominant hand/arm is missing or unusable.

Maimed Arm: Minor

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Maimed Arm: Major.
  • Effects: -100% to Polearm and Staff. -75% to Bow. -50% to Shield and Unarmed. -25% to Blacksmithing, Riding, Seamanship, Weaving and Whitesmithing.
  • Description: Your inferior hand/arm is missing or unusable.

Maimed Leg: Major

  • Cost: -3.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Maimed Leg: Minor.
  • Effects: -5% to Mobility (one-off). -100% to Flail, Mass, Polearm, Shield, Small Blade, Spear, Staff, Sword, Unarmed, Waterdancing and Dancing. -50% to Lance, Throwing and Riding. -25% to Bow.
  • Description: Your feet/legs are missing or unuseable.

Maimed Leg: Minor

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Maimed Leg: Major.
  • Effects: -50% to Flail, Mass, Polearm, Shield, Small Blade, Spear, Staff, Sword, Unarmed, Waterdancing and Dancing. -25% to Bow, Lance, Throwing and Riding.
  • Description: One foot/leg is missing or unuseable.

Missing Eye

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Blind.
  • Effects: -10% to Flail, Mass, Polearm, Shield, Small Blade, Spear, Staff, Sword, Unarmed and Waterdancing.
  • Description: You are blind in one eye or you lack one eye.

Mute

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: -100% to Oratory and Singing.
  • Description: You are mute.

Poor

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Expenses, Resources or Wealthy.
  • Effects: -25 to Influence.
  • Description: You are personally poorer than what would be expected for someone in your position.

Poorly Connected

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Influential, Uninfluential or Well Connected.
  • Effects: -25 to Influence.
  • Description: You have few connections and this results in less influence than what would be expected for someone in your position.

Poorly Informed

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Contacts: Major or Contacts: Minor.
  • Effect: -10% to picking up rumors in all arenas.
  • Description: You have few contacts that feed you information, and get to hear fewer rumors than the average person.

Rival: Major

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: The rival must be in the CDB. If it is mutual, both characters must have Relations to each other, and it should ideally be agreed upon between the two players. If it is one-sided, only the character with the rivalry needs a Relation to the other character, and it is not necessary to work it out between two players.
  • Effects: No coded effects.
  • Description: You have either a major, mutual and publicly-known rivalry with another character or a major, one-sided and publicly-known rivalry with another character. If it is mutual, both of you are very interested in getting the better of each other. If it is one-sided, you are very interested in getting the better of the other character. Wins and losses over your rival in tourneys or socially will affect your renown or your influence more strongly than wins and losses over other characters.

Rival: Minor

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: The rival must be in the CDB. If it is mutual, both characters must have Relations to each other, and it should ideally be agreed upon between two players. If it is one-sided, only the character with the rivalry needs a Relation to the other character, and it is not necessary to work it out between two players.
  • Effects: No coded effects.
  • Description: You have either a minor, mutual and publicly-known rivalry with another character or a minor, one-sided and publicly-known rivalry with another character. If it is mutual, both of you are interested in getting the better of each other. If it is one-sided, you are interested in getting the better of the other character. Wins and losses over your rival in tourneys or socially will affect your renown or your influence more strongly than wins and losses over other characters.

Scandal: Major

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +20 to Infamy. +10% Infamy gain. -10% to Reputation.
  • Description: You have been involved in a scandal that has had a major negative impact on your life.

Scandal: Minor

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +10 to Infamy. +5% Infamy gain. -5% to Reputation.
  • Description: You have been involved in a scandal that has had a negative impact on your life.

Secret: Major

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: Must be discoverable in the course of play. Must be described in a private Note.
  • Effects: No coded effects.
  • Description: You have a secret which would have a major negative impact on your life if discovered (e.g., committed incest, murdered someone, etc.)

Secret: Minor

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: This could be a minor secret that is discoverable or a major secret that is virtually indiscoverable. Must be described in a private Note.
  • Effects: No coded effects.
  • Description: You have a secret which would have a negative impact on your life if it is discovered.

Sheltered

  • Cost: -1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Welltravelled.
  • Effects: -5% to the pool of skillpoints (one-off).
  • Description: Your upbringing has been more sheltered than the norm for someone of your rank and gender. This does not just mean that you have seen less of the world; a significant part of the flaw is that you have been left naive and anything but wise in the ways of the world.

Slow Learner

  • Cost: -2.
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Fast Learner.
  • Effects: Affects how quickly you can advance your skills by increasing the XP cost needed to raise a skill.
  • Description: You learn more slowly than the average person.

Stat Decrease: <Statgroup>

  • Cost: -1.
  • Limit: 2 per statgroup.
  • Post CG: Yes.
  • Conditions: None.
  • Effect: -5% to the specified statgroup (one-off).
  • Description: You have an inborn or acquired (through injury, for example) disadvantage in the specified statgroup.

Sterile

  • Cost: -1 for men, -2 for women.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Eunuch.
  • Effects: No coded effects.
  • Description: You are unable to have children. This should clearly matter to the character in some fashion (either it was a defining issue in the background, or it will clearly come into play on the game—e.g., an infertile noblewoman weds a lord, only to discover she can’t bear heirs).

Tainted Heritage

  • Cost: -1
  • Limit: 1.
  • Post CG: No.
  • Conditions: None.
  • Effects: -10 to Influence. +5 to Infamy. -5% to Reputation.
  • Description: Your heritage is tainted by circumstances that you have no control over. Perhaps you are the legitimate child of someone who was bastard-born, or the child of someone very infamous.

Uneducated

  • Cost: -1 for rank 4-5 (Merchant, Greater Unlanded Knight, Landed Knight), -2 for rank 6-10 (Greater Merchant, Lesser Lord, Greater Landed Knight, Lord, Greater Lord, Royal).
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Acolyte, Educated, Maester, Novice or Scholar.
  • Effects: Limits you to 1 skill from the Scholarship skillgroup.
  • Description: You are less educated than what is the norm for someone of your rank.

Uninfluential

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Influential, Poorly Connected or Well Connected.
  • Effects: -50 to Influence.
  • Description: You have less personal influence than what would be expected for someone in your position.

Unlucky

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Lucky.
  • Effect: -1% to all checks.
  • Description: You are unluckier than the average person.

Unskilled

  • Cost: -1.
  • Limit: 2.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Skilled.
  • Effects: -10% to the pool of skillpoints (one-off).
  • Description: You have had less training at various skills than the average person of your age and position.

Vow: Major

  • Cost: -2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: No coded effects.
  • Description: You have sworn a powerful vow that constrains behavior in a significant way (Kingsguard, Septons, Maesters, Night’s Watch, etc.) Can also include non-organizational vows if they are sufficiently justified. How well or how poorly a vow is adhered to will be taken into account by the Admin for fame and infamy gain, and should be taken into account by other players when using the rumor system.

Vow: Minor

  • Cost: -1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: No coded effects.
  • Description: You have sworn a vow that constrains behavior or activities to some degree. The knightly vow can apply, provided that it is important to the character and not merely a formality. How well or how poorly a vow is adhered to will be taken into account by the Admin for fame and infamy gain, and should be taken into account by other players when using the rumor system.

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