Reign of dragons

Immersive roleplay sim

Advantages & Disadvantages

Define what sets your character apart from others with similar skills. They represent inherited traits, training, connections, flaws and the personal costs that shape your story.

Every character begins with both strengths and weaknesses. Power without consequence does not exist in this system.


Choosing Advantages

“Hide not your talents, they for use were made, What’s a sundial in the shade?” – Benjamin Franklin

At Character Creation:

You begin with (2) Advantages…

Only (1) Birthright Advantage may be chosen, and it must be taken at character creation…
These are marked with an asterisk (*)

No Advantage may be taken more than once, except Maester’s Education

After Character Creation:

New Advantages may be gained through approved Story Requests by…
Accepting a narratively appropriate Disadvantage
or
Spending (10) Improvement Points with staff approval


Choosing Disadvantages

“We are flawed creatures, all of us. Some of us think that means we should fix our flaws. But get rid of my flaws and there would be no one left.” – Sarah Vowell

At Character Creation:

You must take (1) Disadvantage with no immediate benefit…

You may take additional Disadvantages to gain (1) extra Advantage per additional Disadvantage…

No Disadvantage may be taken more than once, except Weatherbitten

After Character Creation:

Disadvantages may only be gained through an approved Story Request with narrative justification…

A Disadvantage gained in play may award an Advantage which is subject to staff approval…

Important To Remember…

Not all descriptive traits require Disadvantages. A character for example may be short, large, scarred or unusual without mechanical penalties unless the trait meaningfully hinders them in play.


Birthright Advantages

These reflect ancient bloodlines and inherited legacies.

Blood of the Andals *
+1 Equestrian & +1 Tactics

Blood of the First Men *
Immune to cold environmental damage for (3) rounds
+1 Awareness & +1 Health

Blood of Iron *
Ships ignore Fog of War under your command or orders
Paired with Natural Leader, Ship Units gain +1 combat bonus
+1 Fighting

Blood of Old Valyria *
Resistant to fire and heat. Reduced flame damage
+1 Equestrian

Blood of the Rhoyne *
+1 Fighting & +1 Awareness

General Advantages

Alert
+2 Awareness

Berserker
+1 Fighting & +1 Initiative
-2 to all other rolls, including Defense and Retreat

Born Castellan
+2 Stewardship

Born Rider
+2 Equestrian

Disciplined
+1 Tactics & +1 Equestrian

Empathetic
+1 Awareness & +1 Equestrian

Resourceful
+1 Stewardship & +1 Tactics

Shadowborn
+2 Stealth

Unyielding
+2 Health

Special & Narrative Advantages

These require prerequisites and carry significant narrative weight

Dragon Bond – Requires Blood of Old Valyria
Allows bonding with a dragon. Dragon abilities scale by age and size and may be used in warfare with staff approval. Grants +1 to any task it could narratively assist with, regardless of size. Please see Dragon Bond Rules for Stats.

Dragon Rider – Requires Dragon Bond
You may ride a fully grown dragon. Dragons function as Units in warfare.

Dragon Dreams – Requires Blood of Old Valyria
Once per week, gain prophetic insight or modify a roll with +2 or -1

Enduring Resolve
+2 to resist torture
Greatly reduced chance of gaining torture related disadvantages

Golden Touch
All House Wealth improvements made by you are doubled
Only one member per House may benefit at a time

Green Dreams – Requires Blood of the First Men
Functions identically to Dragon Dreams, rooted in Old Gods magic

Lowborn Sympathies
Once per week, roll Awareness to learn Smallfolk sentiment toward figures of power

Skinchanger – Requires Blood of the First Men
Bond with an animal companion used for scouting and aid

Seven Skins – Requires Skinchanger
Up to seven bound animals. Only one may be possessed at a time

Maester’s Education
Grants expertise in scholarly fields and heraldry
May be taken multiple times

Maester’s Healing – Requires Maester’s Education
Doubles natural healing under your care. Diagnose illnesses and poisons

Natural Leader
Followers ignore Fog of War and are not limited by your Tactics score

Spy Network / Advanced / Master
+1 / +2 / +3 to Awareness for espionage related checks

Underworld Connections
Once per week, learn criminal rumors and major figures


Disadvantages

Arrogant
-1 Awareness & -1 Tactics

Blind
Counts as two Disadvantages
-4 Fighting & Marksmanship, -2 Stewardship
Cannot read

Callous
-1 Fighting & -1 Awareness

Clumsy
-1 Fighting & -1 Marksmanship

Coin Cursed
House Wealth costs doubled
-1 Stewardship

Craven
-2 Fighting, -2 Marksmanship & +2 Awareness

Distracted
-2 Awareness

Hard of Sight / Impaired Sight
-2 Marksmanship

Hot Headed
-1 Awareness & -1 Tactics

Horseshy
-2 Equestrian

Ill Studied
Cannot take education Advantages

Illiterate
-2 Stewardship
Requires others to read / write

Impulsive
-1 Stealth & -1 Tactics

Large
-1 Fighting & -1 Marksmanship

Maimed
-1 Fighting & -1 Marksmanship
May be bought off with narrative justification

Seasick
-2 to all rolls aboard ships

Small
-1 Health

Spiritbound
-1 Awareness & -1 Tactics

Terror
-2 to all rolls near a specific fear

Weatherbitten
-1 Health per instance
Repeatable and lethal


Final Notes

Advantages & Disadvantages are narrative tools, not optimization paths…

Staff may deny combinations that undermine tone or balance…

Unapproved changes may be rolled back…