10- House Traits

135 0 0
                                    

Ah, to make your house unique...

Well, there are 2 kinds of traits: Positive, and Negative Traits

For every positive trait, you must select a negative trait, for a max of one per house.

POSITIVE TRAITS

Silver Fingered:

This family knows where to find money; +1 gold a turn

Wrought for Battle:

This family acquires combat experience at double the rate.

Northern Blood:

This family is not require to pay the penalty for fielding armies in winter.

Craftsmen:

This House constructs buildings in two turns less time, to a minimum of one turn.

Tourney Knights:

Get a +3 at all tourney rolls

Blood of Valyria:

This family knows the secret of creating Valyrian Steel and other secrets. Required to help create Lightbringer and The Citadel

Ironborn:

Natural sailors of Ironborn or at least seafaring stock, this house can travel twice as far in a turn on water.

Hardy:

Their soldiers can march through 3 extra regions in a turn.

Blood of the Rhoynar:

No penalty for passing through Dornish deserts in Prince's Pass

Stormborn:

No penalty AND a +2 move bonus for passing through the Marshes of the stormlands

Conquerors:

This House takes 2 turns less to subdue and repopulate a recently sacked region.

Greenhands:

This House can make things grow even in dead of winter and waterless seasons; +1 food a turn.

NEGATIVE TRAITS

Physical/Mental Disfigurement:

This one is obvious; keeps all members of the house from (pick one below). You can get creative with the reasons here. This can even include things like simply being too short, like a crannogmen or our friend Tyrion Lannister 

1) Competing in tourneys

2) Marrying other nobles

Inbreeding:

Another obvious one; your family won't marry outside itself unless ABSOLUTELY necessary.

Gluttons:

A notorious history for gluttony of drink, food or other delights. Begins to roll for death at age 25 instead of age 45.

Wraught for Battle: Experience is gathered by generals at half the rate

Feeble: Movement speed for armies is slowed by two regions

Saltfear: This House avoids the seas; they only travel half as fast over water.

Upjumped Stewards: This house requires two more turns to make a sacked province profitable.

===

Rules of DiplomacyWhere stories live. Discover now