Blood of Dragons

The 'A Song of Ice and Fire' MUSH

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CharGen Assets

Assets are modifiers that give your character certain advantages that may or may not be actual coded advantages. Each asset costs a certain number of asset points, and your tier determines how many asset points you are allowed to spend: I gets 8, II gets 6, III gets 5, IV gets 4 and V gets 2. Assets purchased out of CharGen are not subject to these tier limitations.

You don’t have to spend all of your asset 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 FLAW points. Unspent asset points can be used after CharGen to acquire more assets, but they can only be applied to those assets that are noted as being available after CharGen, and you must use an equal number of flaw points at the same time.

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

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. Since permanent bonuses are the most common, it is only noted when a bonus is a one-off bonus.

Most assets are optional, but some are required by your concept. A knight has to take the Knight asset, for example.

Acolyte

  • Cost: +1.
  • Limit: 1.
  • Post CG: No (except for an advancing Novice).
  • Conditions: If you take this, you cannot take Alchemist, Educated, Maester, Novice, Scholar, Septon or Uneducated.
  • Effects: Allows you to take more than 8 skills from the Scholarship skillgroup.
  • Description: You are an Acolyte of the Citadel. It can be traded in for Maester.

Adept: <Skill>

  • Cost: +1.
  • Limit: 2 per skill.
  • Post CG: No.
  • Conditions: If you take this for a skill, you cannot take Mastery in that skill.
  • Effects: +5% to the specified skill.
  • Description: You have an affinity for the specified skill.

Alchemist

  • Cost: +2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Acolyte, Maester, Novice or Septon.
  • Effects: Allows you to go past 20 in the Alchemy skill.
  • Description: You are a member of the Pyromancers’ Guild or an otherwise trained Alchemist.

Ally: Major

  • Cost: +2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: The Ally must be in the CDB and both characters must have Relations to each other. It should not be a family member. Must be agreed upon between two players.
  • Effects: No coded effects.
  • Description: Someone out there supports you almost unequivocally, and they are willing to do almost anything to assist you.

Ally: Minor

  • Cost: +1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: The ally must be in the CDB and both characters must have Relations to each other. It should not be a family member. Should ideally be agreed upon between two players.
  • Effects: No coded effects.
  • Description: Someone out there supports you strongly. They may not always go out of their way to assist you, but they are very likely to do so when you really need it.

Arena: <Arena>

  • Cost: +1.
  • Limit: 3.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +20% to picking up rumors in one of the six arenas: Citadel, Court, Faith, Society, Streets, Trades.
  • Description: You are able to pick up more rumors within the specified arena.

Berserk

  • Cost: +2.
  • Limit: 1.
  • Post CG: No.
  • Conditions: None.
  • Effects: After a certain amount of damage, it may be triggered, leading to a bonus to combat ability while disabling access to the flee command. Specifics to be decided.
  • Description: You react violently to injury in battle, and this triggers a reaction that leads you to fighting more fiercely while forgetting about your safety.

Bravo

  • Cost: +1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Waterdancer.
  • Effects: Allows you to go past 30 in the Waterdancing skill.
  • Description: You have been properly trained in the Waterdancing skill. It can be upgraded to Waterdancer.

Educated

  • Cost: +2 for rank 1-5 (Smallfolk, Hedge Knight, Lesser Merchant, Unlanded Knight, Merchant, Greater Unlanded Knight, Landed Knight), +1 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, Maester, Novice, Septon, Scholar or Uneducated.
  • Effects: Allows you to take up to 6 skills from the Scholarship skillgroup.
  • Description: You are more Educated than what is the norm for someone of your rank.

Famous: <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 fame (regional vs kingdom-wide).
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +10 to Fame. +5% to Fame gain. +5% to Reputation.
  • Description: You are Famous for something that you are or that you do. Possible descriptors: Artisan, Beauty, Benefactor, Captain, Champion, Commander, Courtier, Crowd-Pleaser, Devotee, Healer, Knight, Lady, Lord, Maester, Scholar, Singer, Warrior, Wit.

Famous 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 Fame. +5% to Reputation.
  • Description: You were trained by someone famous and as this is well-known, some of this person’s fame and influence spills over onto you.

Fast Learner

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

Gossip

  • Cost: +1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +5% to starting and spreading rumors in all arenas. +10% to starting and spreading rumors in any selected Arena(s).
  • Description: You like to talk and you’re good at getting people to listen to you, enabling you to more easily start and spread rumors.

Illustrious Heritage

  • Cost: 1
  • Limit: 1.
  • Post CG: No.
  • Conditions: None.
  • Effects: +10 to Influence. +5 to Fame. +5% to Reputation.
  • Description: Your heritage is made illustrious by circumstances that you have no control over. Perhaps you are the child of someone very famous or well-liked.

Influential

  • Cost: +2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Poorly Connected, Uninfluential or Well Connected.
  • Effects: +50 to Influence.
  • Description: You have more influence than what would be expected for someone in your position. This could be either direct or indirect influence.

Knight

  • Cost: +1.
  • Limit: 1.
  • Post CG: No (except for an advancing Squire).
  • Conditions: If you take this, you cannot take Squire or Warrior.
  • Effects: +10 to Influence. +5 to Fame. Allows you to take more than 8 skills from the Combat skillgroup.
  • Description: You are a Knight or, in the case of for example Northmen, you have the equivalent training of a Knight.

Longevity

  • Cost: +1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: None.
  • Effects: Stats from the Mobility and Physique statgroups are at up to +10% over (the max is 100%) what they should have been at your age when you are over 45.
  • Description: You are (or will be) well-preserved as you grow older, and the onset of age will not affect you as strongly as the average person.

Lucky

  • Cost: +1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Unlucky.
  • Effects: +1% to all coded checks.
  • Description: You are lucky.

Maester

  • Cost: +1.
  • Limit: 1.
  • Post CG: No (except for an advancing Acolyte).
  • Conditions: If you take this, you cannot take Acolyte, Alchemist, Educated, Novice, Scholar, Septon or Uneducated. You have to spend at least 30 skillpoints in Healing and you have to spend at least 35 skillpoints in a minimum of 5 Scholarship skills as 35 points represents having acquired a link in that subject.
  • Effects: +15 to Influence. Allows you to take more than 8 skills from the Scholarship skillgroup in CG.
  • Description: You are a Maester of the Citadel.

Mastery: <Skill>

  • Cost: +2.
  • Limit: 0 for V and IV, 1 for III, 2 for II and 3 for I.
  • Post CG: Yes.
  • Conditions: If you take this for a skill, you cannot take Adept in that skill. You have to place at least 80 points in the specified skill. Out of CG purchases require the skill in question to be at 80. Cannot apply to Waterdancing.
  • Effects: +5 to Fame. +10% to the specified skill. Allows you to go past 100 in the specified skill.
  • Description: You have a strong affinity for the specified skill.

Novice

  • Cost: +1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Acolyte, Alchemist, Educated, Maester, Scholar, Septon or Uneducated.
  • Effects: Allows you to take more than 8 skills from the Scholarship skillgroup.
  • Description: You are a Novice of the Citadel. Can be traded in for Acolyte.

Prodigy

  • Cost: +1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: None.
  • Effects: Stats from the Mobility and Physique statgroups are at up to +10% over (the max is 100%) what they should have been at your age when you are under 21.
  • Description: You are (or were) unusually physically accomplished at a young age.

Reputable

  • Cost: +2
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Disreputable.
  • Effects: +25 to Influence. +5 to Fame. +10% to Reputation.
  • Description: You are considered as reputable in general.

Resilient

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

Resources

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

Rumormonger

  • Cost: +1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: None.
  • Effects: +5% to investigating and quashing rumors in all arenas. +10% to investigating and quashing rumors in any selected Arena(s).
  • Description: You are good at finding out what people are talking about, and at persuading them to stop when you’d rather they didn’t spread something around.

Scholar

  • Cost: +3 for rank 1-5 (Smallfolk, Hedge Knight, Lesser Merchant, Unlanded Knight, 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, Septon or Uneducated.
  • Effects: Allows you to take up to 8 skills from the Scholarship skillgroup.
  • Description: You have enough book learning to be considered a Scholar. You may, for example, have studied for a time at the Citadel.

Septon

  • Cost: +1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Acolyte, Alchemist, Educated, Maester, Novice or Scholar.
  • Effects: +15 to Influence. Allows you to take up to 8 skills in the Scholarship skillgroup in CG.
  • Description: You are a Septon.

Skilled

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

Sources: Major

  • Cost: +2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Sources: Minor or Poorly Informed.
  • Effects: +10% to picking up rumors in all arenas.
  • Description: You have major contacts (they could be many and/or of greater importance/usefulness) that pass on rumors to you.

Sources: Minor

  • Cost: +1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Sources: Major or Poorly Informed.
  • Effects: +5% to picking up rumors in all arenas.
  • Description: You have minor contacts (they could be few and/or of lesser importance/usefulness) that pass on rumors to you.

Stat Increase: <Stat>

  • Cost: +1.
  • Limit: 2 per Stat.
  • Post CG: No.
  • Conditions: None.
  • Effects: +10% to the specified stat.
  • Description: You have an inborn or acquired (through training, for example) advantage in the specified stat.

Squire

  • Cost: +1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Knight or Warrior.
  • Effects: Allows you to take more than 8 skills from the Combat skillgroup.
  • Description: You are a Squire. Can be traded in for Knight.

Unique Ability

  • Cost: Variable.
  • Limit: 1 for II and 1 for I.
  • Post CG: Yes.
  • Conditions: Variable.
  • Effects: Variable.
  • Description: Variable.

Warrior

  • Cost: +1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Knight or Squire.
  • Effects: Allows you to take up to 8 skills from the Combat skillgroup.
  • Description: You are a trained fighter, though you don’t have the wide-ranging training of a Knight.

Waterdancer

  • Cost: +2.
  • Limit: Limit in and out of CG is 0 for V, IV and III, 1 for II and I.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Bravo and you cannot take Adept: Waterdancing. Out of CG purchases require Waterdancing to be at 80. 
  • Effects: +10% to Waterdancing. Allows you to go past 100 in Waterdancing.
  • Description: You are a Waterdancer.

Wealthy

  • Cost: +2.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Resources or Poor.
  • Effects: +25 to Influence.
  • Description: You are personally wealthier than what would be expected for someone in your position. This could be either direct or indirect wealth.

Well Connected

  • Cost: +1.
  • Limit: 1.
  • Post CG: Yes.
  • Conditions: If you take this, you cannot take Influential, Poorly Connected or Uninfluential.
  • Effects: +25 to Influence.
  • Description: You have connections that give you more influence than what would be expected for someone in your position.

Welltravelled

  • Cost: +1.
  • Limit: 1.
  • Post CG: No.
  • Conditions: If you take this, you cannot take Sheltered.
  • Effects: +5% to the pool of skillpoints (one-off). Allows having travelled extensively outside of the Seven Kingdoms.
  • Description: You have travelled more widely than the average person.

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