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La Santa Trinidad

La Santa Trinidad fue una campaña de rol jugada en el Club de Rol Thalarion de Valencia entre los años 2000 y 2012. Este libro reúne en 514 páginas pseudonoveladas los resúmenes de las trepidantes sesiones de juego de las dos últimas temporadas.

Los Seabreeze
Una campaña de CdHyF

"Los Seabreeze" es la crónica de la campaña de rol del mismo nombre jugada en el Club de Rol Thalarion de Valencia. Reúne en 176 páginas pseudonoveladas los avatares de la Casa Seabreeze, situada en una pequeña isla del Mar de las Tormentas y destinada a la consecución de grandes logros.

domingo, 25 de diciembre de 2011

La Casa Seabreeze: Personajes Jugadores

La Casa Seabreeze es la casa protagonista de la campaña de Canción de Hielo y Fuego, y a continuación se incluyen sus personajes más destacados (los Personajes Jugadores).



Ancel Seabreeze

Noble Adulto
Habilidades
Agilidad 3 -
Combate CaC 3 Hoja Larga 1B
Conocimiento 3 Educación 1B
Constitución 3 -
Engaño 3 -
Estatus 4 Administración 1B
Guerra 3 Estrategia 1B, Mando 1B, Táctica 1B
Idioma 3 -
Ingenio 3 -
Percepción 3 -
Persuasión 5 Cautivar 1B, Negociar 1B
Voluntad 3 -
Atributos
Defensa Combate 8 Defensa Intriga 10
Salud 9 Compostura 9
Puntos de Destino 1
Cualidades: Carismático, Atractivo, Talento Aritmético.
Defectos: Atormentado.
Información
Ancel es el heredero legítimo de lord Jeron Seabreeze, señor de Quiebramar, imponente y sombrío castillo en la Ensenada de los Filos. A pesar de ser un diplomático y administrador excelente, la relación con su padre no ha sido de las mejores desde su infancia, y se rumorea que lo que más desea Ancel es hacerse con los mandos de su casa para entrar de lleno en la política de Poniente y hacer medrar a su casa todo lo posible.
Personalidad
Ancel es joven, pero sabe bien lo que quiere. Nunca ha dudado en manipular a la gente interpretando los papeles que fueran necesarios. Se ha convertido en una persona seria y extremadamente ambiciosa y su intención es sustituir lo antes posible a su padre como cabeza de su casa para llevar a ésta hasta lo más alto. Persigue tal meta de manera implacable y no parará hasta conseguirlo. Sus recientes éxitos diplomáticos le han reafirmado en sus convicciones. Por otra parte, el sufrimiento que su padre le causó en la infancia ha revertido en el desarrollo de una empatía especial hacia aquellos que sufren o pasan necesidad, y no dudará en ayudarles mientras ello no interfiera con el ascenso de su casa

Ser Jeremiah Seabreeze

Guerrero Adulto
Habilidades
Agilidad 3 Rapidez 1B
Brío 4 -
Combate CaC 5 Hoja Larga 2B, Escudos 1B, Lanzas 1B
Constitución 3 Resistencia 1B
Estatus 3 Torneos 1B
Guerra 3 -
Ingenio 3 -
Percepción 3 -
Persuasión 3 Seducir 1B
Supervivencia 3 -
Trato Animal 3 Cautivar 1B, Negociar 1B
Voluntad 3 -
Atributos
Defensa Combate 10 Defensa Intriga 9
Salud 9 Compostura 9
Puntos de Destino 1
Cualidades: Pericia en Hoja Larga, Maestría en Espada Larga, Rico.
Defectos: Honorable.
Información
Jeremiah es el segundo hijo de Jeron Seabreeze, señor de Quiebramar, imponente y sombrío castillo en la Ensenada de los Filos. Sin duda, el hijo más querido por su padre y el que ha tenido una infancia más fácil, su sueño siempre ha sido alcanzar la fama como uno de los caballeros de mayor renombre de Poniente, y no parará para conseguirlo. Es un hombre de honor y un héroe local después del rescate con éxito de su hermano Ancel después de que éste fuera secuestrado por mercenarios de una casa rival, y aunque su primer torneo en Bastión de Tormentas no fue todo lo bien que esperaba, no ve el momento de embarcarse en nuevas gestas que le proporcionen la gloria que se merece. Ama sinceramente a su hermano Ancel y hará todo lo posible por ayudarle en sus intenciones de llevar a lo más alto a los Seabreeze (lo que redundaría también en beneficio de Jeremiah).
Personalidad
Jeremiah es, en esencia, una persona recta. Honorable y Justo, intenta guiar sus pasos por la senda de la Fe para ganar el renombre que cree sinceramente que merece, y cumplir con el deber que su casa le reclama.
Es enérgico y afable, lo que lo convierte en una compañía agradable para aquellos que le rodean, aunque cuando se le mete una idea entre ceja y ceja cuesta convencerle debido a su obstinación.

Maestre Berormane

Experto Mediana Edad
Habilidades
Combate CaC 2 Contundentes 1B
Conocimiento 4 Investigación 1B, Educación 1B
Curación 3 Diagnosticar 1B, Tratar Dolencia 1B, Tratar Herida 1B
Discreción 2 Sigilo 1B
Estatus 4 -
Idioma 2 Lengua Común 3, Alto Valyrio 2
Ingenio 5 -
Percepción 3 Empatía 1B, Observación 1B
Persuasión 3 Convencer 1B
Puntería 3 Armas Arrojadizas 1B
Trato Animal 3 Adiestrar 1B
Voluntad 3 -
Atributos
Defensa Combate 7 Defensa Intriga 12
Salud 6 Compostura 9
Puntos de Destino 0
Cualidades: Erudición: Alquimia, Erudición: Naturaleza, Maestre.
Defectos: Defecto en Brío.
Información
Nacido en el seno de la inmensa familia Frey, Berormane pronto mostró una capacidad y una curiosidad innatas para los estudios, potenciados por experiencias vividas en la infancia. En cuanto pudo marchó a la Ciudadela, donde fue admitido sin problemas e investido maestre sin dificultades. Aunque en principio se mostró decepcionado por su asignación a una casa tan pequeña como la casa Seabreeze, su excelente relación con la familia y los sirvientes le ha reconfortado y compensado.
Personalidad
Berormane es una persona religiosa y capaz, eficiente y estricto en su trabajo. Intransigente en general, pero en particular con los perezosos, los inmorales y los que no siguen las normas de la Fe.
Su lealtad está fuera de toda duda, y antes se dejará morir que traicionar la palabra dada o traicionar a aquellos con los que se haya comprometido.

Ser Breon de Rocagrís

Guerrero Adulto
Habilidades
Agilidad 4 Rapidez 1B
Brío 4 Fuerza 2B
Combate CaC 5 Hoja Larga 2B
Constitución 3 -
Estatus 3 -
Guerra 3 Mando 1B
Percepción 3 Observación 1B
Trato Animal 3 Montar 1B
Voluntad 3 -
Atributos
Defensa Combate 11 Defensa Intriga 8
Salud 9 Compostura 9
Puntos de Destino 1
Cualidades: Compañero Fiel, Furia, Maestría con Armadura.
Defectos: Irascible.
Información
Breon es un caballero errante armado en Dorne por lord Trebor Jordayne después de que el por aquel entonces robusto escudero cortara de un poderoso tajo con su mandoble la cabeza de un león que estaba aterrorizando a las aldeas cercanas. De ese episodio toma su escudo de armas, una cabeza de león de gules con un mantelado en punta de gules sobre un campo de oro. Breon es acompañado en todo momento por su fiel sirviente (o amigo) Garrett de Bosqueoscuro; la relación entre ambos y el motivo por el que Garrett sigue a Breon con tanta lealtad es un misterio conocido por muy pocas personas. El caballero todavía no ha destacado en los asuntos de Poniente, pero juntos, él y su compañero, serían sin duda alguna una amenaza formidable para cualquier espada o lanza conocida en el continente.
Personalidad
Breon es optimista y magnánimo, lo que ha contribuido a sacarlo de la vida en que nació. Sin embargo, su carácter impulsivo e irascible y su esporádica intolerancia le han metido en más de un problema en situaciones en las que cualquier otra persona habría pasado desapercibida. Su genio es pronto y no suele pensar dos veces lo que dice antes de que salga por su boca.
Pero por otra parte, su sentido del deber es muy estricto y su principal motivación, y aquellos que lo conocen saben que es un gran amigo y un firme aliado.

La Casa Seabreeze

La Casa Seabreeze es la casa de los PJs.
Una casa muy antigua, cuya fundación data de los tiempos de la invasión de los ándalos.
Enlace al PDF





El Bastión de Quiebramar

Quiebramar es el castillo que sirve como sede a los Seabreeze. Ubicado en la Ensenada de los Filos, donde las tormentas que asolan las islas se toman un pequeño respiro, recientemente ha visto la creación de un puerto anexo que está reportando grandes beneficios a los Seabreeze al servir como parada a los barcos mercantes que se ven sorprendidos por la infame climatología de la zona.




Los Seabreeze y su casa banderiza, los Raer, ocupan respectivamente las islas de Merth y Olara en el extremo norte de la Bahía de los Naufragios, entre Bastión de Tormentas y la isla de Tarth. Su relativa cercanía a Bastión de Tormentas y las características de la isla de Merth han hecho destacar recientemente a Quiebramar por su cada vez más importante puerto.







jueves, 15 de diciembre de 2011

FAQ y Erratas de Canción de Hielo y Fuego

Navegando por los foros de greenronin me he encontrado con el hilo de preguntas más frecuentes y de erratas del juego de CdHyF: http://www.greenronin.com/phpBB2/viewtopic.php?t=7470

He pensado que sería una buena idea reproducirlas aquí, para tenerlas más a mano. Si tengo ganas y tiempo, en el futuro inmediato las traduciré (aunque espero que Edge no tarde en sacar un PDF gratuito).

Allá vamos:

FAQs

Q) Will there be a revised PDF and 2nd Printing?
A) Yes to both counts, though I don’t have an ETA.

Q) Will you release a free PDF with FAQ and errata to those who purchased a printed version?

A) I have no idea. I advise you direct this question to customer service.

Q) When can we expect a revised PDF.

A) Working on it, but I don’t yet have an ETA.

General

Q) Can you achieve more than 4 degrees of success?
A) Four degrees is the limit on degrees of success.

Maesters

Q) Can I be a Maester of the Citadel without having the Maester benefit?
A) Yes. Not having the Maester benefit means you don’t improve a house’s standing (having a maester grants a +3 bonus to Fortunes rolls) and you don’t get to add Cunning to Knowledge and Will tests.

Q) A starting Maester character can't also be a Master of Ravens! What's up with that?

A) It's true⎯no character can start with more than three benefits, and Maester has the prerequisite of "two Knowledge Focus benefits," so that eats up all three. If you find this troubling, here are some things to keep in mind.
* You can always choose not to select the Maester benefit.
* You can invest another Destiny Point into the Master of Ravens benefit once game begins.

Knights

Q) Can I be a knight without the Anointed benefit?
A) Yes.

Abilities and Specialties

Q) If Heraldry is no longer a Status specialty, is Breeding used to identify heraldry, or would that fall under Knowledge?
A) Heraldry is an Expanded Specialty described on page 198, combining Knowledge with Breeding.

Status

Q) Why does Table 3-2 list Status 6 for Lord of the house, heir, lady, offspring when the rules on page 103 suggest something different for Status allocation?
A) The table on page 43 is a quick and dirty method for assigning positions and the Examples are suitable types of folks associated with Status ranks. If your group builds a house from scratch, use the rules covered in Chapter 6.

It’s important to note rules for Status and PC houses are designed to help manage players’ resources when using the House rules. So Rickon, for example would probably have a Status of about 4 or 5.


Q) What’s a feasible status for a house of a minor branch?

A) I’d aim for 1 less than greater branch.

Q) What’s intended by courtier on table 3-2.

A) Any member of a powerful noble’s court. Examples might include members of the small council.

Q) The Status chart on page 65 doesn’t seem to line up with the Status levels listed on page 103.

A) According to page 65, Status 4 represents a landed knight while Status 5 represents a lord of a minor house.

Table 6-5 on page 103 allows you to get a Status 4 if you have Influence 21 to 40 or Status 5 if 41 to 50.


Looking back to page 96, 21 to 30 indicates a small minor house. 31 to 40 gets you a minor house, while 41 to 50 is a powerful minor house.


I do see that the numbers aren’t exact in this case, but the mechanics work as written. If you feel you need more concrete approximations, then I would advise moving “Landed Knight” from the fourth row on the table shown on page 65 to rank 3.


Destiny Points, Benefits, and Flaws

Q) Only one destiny point can be spent at a time. Can more than one be spent in a round, on different rolls?
A) Yes.

Q) Can I burn a spent destiny point?

A) No. Once spent, a destiny point is effectively gone until you achieve a story goal.

Q) After character creation, are you allowed to invest more Destiny Points in benefits? If so, is there any restriction on when this occurs or how many you can invest at a time?

A) You may invest further Destiny Points into Qualities upon reaching Story Goals. As a rule of thumb, you can invest one Destiny Point per story goal completion. Your Narrator may bend this rule if doing so fits with developments in the game.

Q) Can you take extra Drawbacks at character creation in order to get more Destiny Points, and if so, can you invest these extra Destiny Points into additional benefits?

A) You can take extra Drawbacks to gain additional Destiny Points, but you must wait to invest these Destiny Points until you achieve story goals. Obviously, the Narrator may relax these restrictions, as they serve as a baseline.

Q) Can you take Heritage Qualities after character creation?

A) Yes, but it should fit within the story. A revelation about a previously unknown heritage seems spot on for this sort of game. Naturally, to withdraw from a Heritage to acquire another one would be permissible only if the Narrator agrees.

Q) If I have the Armor Mastery benefit, does the increase to AR modify the action needed to stand?

A) No. The action needed to stand is based on the armor’s AR before applying Benefits or other modifiers. For example, if you have Armory Mastery and you’re wearing a breastplate, you can still stand by spending a Lesser Action even though your AR is 6.

Q) If I have the Armor Mastery benefit and wear bulk 1 armor, can I still use Water Dancer III?

A) Yes.

Q) Is there an upper limit to skllls purchased with Blood of Heroes?

A) No, but I wouldn’t let characters have abilities greater than 10.

Q) It seems weird that if I have Lascivious, I have to use seduction in every intrigue regardless of sexual orientation.

A) When you use seduce against a target not normally attracted to your gender, you are not using your personal allure but are promising other arrangements. For example, if you, a strapping knight tried to seduce a lord, you might offer to attend his pleasures by arranging for a night at a upscale brothel, set up a tryst with another character, and so on.

Q) If I have Lascivious, Threatening, and Furious drawbacks, what do I do in an intrigue?

A) Having all three drawbacks creates serious complications with a character. I would rule that the conflicted character would have to determine the starting technique randomly and then take a −1D penalty to the test for each drawback violated (in this case, -2D). This is a situation that can easily be avoided by not tacking all three drawbacks, yes?

Q) Can I use Long Blade Fighter I and Long Blade Fighter II on the same attack?

A) Yes and no. The second half of Long Blade Fighter I always applies. The first half of LBF I would not “stack” with LBFII because in order for LBF I to take effect, you must sacrifice all of your Bonus Dice. Therefore, you wouldn’t have any Bonus Dice left to sacrifice to activate LBF II.

Q) One of my players invested a Destiny Point in Cohort. Should I allow the cohort to gain experience like the other characters?

A) That’s up to you and depends on how the cohort contributes. As a rule of thumb, I’d suggest one-half the experience gained by the player.

Q) If a character has a Flawed Attribute does this affect their eligibility for Qualities? E.g. can a character with Marksmanship 4 plus Flaw (Marksmanship) select the "Accurate" quality?

A) “Flaw” does not reduce the attribute so the character in this case could select the accurate quality.

Q) Similarly, does the Expertise quality allow characters to access Qualities they might otherwise not be eligible for? E.g. can a character with Marksmanship 4 (Bows 3B) and Expertise (Bows) take the "Double Shot" quality?

A) Expertise does not raise an attribute; it provides an extra Test Die. So, in your example, the character could not select the Double Shot quality.

Q) Also similarly, do flaws reduce the maximum number of bonus dice a character can have in an attribute?

A) Limits on Bonus Dice are set by the governing ability and not the governing ability less penalty dice. So a character with Fighting 4 (Long Blades +4B) and Flaw (Fighting) would roll 3 Test Dice and 4 Bonus Dice.

Q) Triple Shot looks broken.
A) It’s on the upper end of powerful, agreed, but a character with a 7 Marksmanship is probably going to get butchered in hand to hand and intrigue. Future sourcebooks will provide additional benefits along the same lines as Triple Shot, I’m sure.

House and Lands

Q) It is possible to invest in the same Wealth Holdings more than once? Would they need to be on different domains.
A) Yes, you may invest in the same Wealth Holdings more than once. A second investment could be placed in another domain (often a good idea especially if you lose domains to war or calamity) or can go in the same domain. In the case of the latter, the holding simply improves. Investing twice in a Marketplace in the same domain means you have a bigger, more famous marketplace. The effects are cumulative. Note, in the case of Godswood, you would roll 4d6 − 12 for two, 6d6 − 18 for three, and so on.

Q) Table 3−2 doesn’t quite line up with the other rules described on page 65? What gives?

A) Table 3−2 gives you a quick and dirty method for generating Status. When creating a house from scratch, these numbers will likely be different.

Q) How do I pay for mercenary units?

A) You acquire mercenary units as you would any other unit. You pay the base power cost as determined by the unit’s training + 1. In addition, you must also deduct an amount of Wealth based on the unit’s training as well. For example, to acquire a trained mercenary unity, you must invest 4 Power (3 + 1) and reduce your Wealth by 3.

Q) Mercenaries above green seem too expensive?

A) Yes, well-trained mercenaries are very expensive as written. Their increased cost serves to drive houses to building their own units. Mercenaries are there for low-power houses or to act in the world so a house can distance itself from the unit’s actions. This said, I can see modifying power costs or wealth costs provided the house defeats the mercenary captain in an intrigue.

Q) If a house’s maximum Status is 3, do I need to invest Influence for characters to be second sons or daughters?


A) Yes and no. The minimum Status for an influence investment is 3. So if you invest in a second son or firstborn daughter, her Status would be 3 since this is the minimum. If you had Status 4 for the firstborn son, the second would be Status 3 as would all other children. If you choose not to invest, no other child in the household can exceed 2 Status.


Q) If the firstborn son of a lord dies, and a player plays the second in line, now next in line to inherit, does the new heir have to invest influence to become the new heir?


A) No. The initial investment for the heir holds as does each investment for other heirs in line. You lose the Influence invested for the last heir in line. For example, say player 1 invested 20 Influence to become the heir. Player 2 invests 10 to become next in line. Player 3 invests 5 to become third in line. Player 1’s character dies. Player 2 automatically shifts up to 1’s slot and Player 3 shifts up into 2’s slot. The last slot and the 5 Influence invested are lost.


Q) Table 6-4 doesn’t see fair since it’s not built with the bell curve in mind.

A) If you find Table 6−4 unsatisfactory, you might consider replacing it with the following spread.

3 Doom

4 Defeat
5 Catastrophe
6 Madness
7 Invasion/Revolt
8 Scandal
9 Treachery
10 Decline
11 Infrastructure
12 Ascent
13 Favor
14 Victory
15 Villain
16 Glory
17 Conquest
18 Windfall

Q) If Banner Houses do not roll House Fortunes, what effect do Law, Population, and Wealth assets have?

A) Aside from being descriptive, they can also serve if one player decides to play a character from that Banner House, in which case I would rule the House would actually have House Fortunes rolls. Also, having these values in place gives the players a ready backup house should theirs be destroyed.

Q) Are Banner Houses able to purchase their own Banner Houses?

A) By the rules as written, yes, but it’s best to disallow this. Only the player-created house should have Banner Houses.

Q) If a house’s influence increases so it Maximum Status increases, do the characters of the house (both PCs and NCs) automatically increase their Status? If not, don’t these characters have an inappropriately low Status for their positions?

A) Maximum Status indicates the maximum Status possible within the house. There is no minimum. A powerful house’s lord may engage in shameful acts, may suffer terrible defeat and thus see his Status reduced. A character must invest experience to improve Status as they would any other ability. Narrator Characters may improve or diminish as the Narrator decides.

Do note that the Narrator may grant Bonus Dice on a case by case basis and a character whose Status is low for a house may gain Bonus Dice in certain situations.


Q) How do you know what Status your steward has? Also, wouldn’t the Lord always test Status?

A) In many cases, the Lord also acts as steward for the Status test and can take a direct hand in events. The steward could then assist the Lord on the test as normal. However, the Lord may travel to other lands, leaving the day-to-day affairs to the Steward. If this position is held by a Player Character, then it’s the PC’s Status test. Otherwise, it may be rolled by an NC. The Narrator determines the Status of any NC, but as a rule of thumb, the NC’s Status would be one less than the current Lord.

Q) When I invest Influence (or any other house ability), are my points lost?

A) No. They are simply invested. The points are only lost if something destroys your investment.

Q) Can a house with the Artisan holding equip all units with Castle-forged weapons and armor?

A) Even with the Artisan holding, you must still spend Power to upgrade equipment. So no, the Artisan upgrade does not provide free equipment upgrades

Q) What exactly happens when you choose “Wage Wars” as your House Action?

A) You are committed to the invasion of another domain or to protecting your own domain from invasion. Essentially, warfare consumes your house action. As Roland Stone points out, the Narrator adjudicates what qualifies as a “police action” and full-blown war. If you’re fighting bandits in a military operation, then you’re not Waging War. If House Lannister invades your lands, you’re Waging War.

Q) Why would I ever invest in Knowledge or Healing for a unit?

A) Certainly, some abilities are more useful than others on the battlefield. The Narrator might allow a unit to make a Healing test to repair an injured unit. The Narrator may give tactical Bonus Dice to units with ranks in Knowledge in situations that apply or require Knowledge tests to bring down a wall or something similar.

Q) Where do I find the costs for building fortifications?

A) See page 102. Each fortification lists the price as an investment.

Q) It seems sinister and dexter are misplaced on the diagram on page 111.
A) Indeed, they are, as the directions are based on the bearer’s perspective. Given the scope of the revision here, this is something that will have to be addressed in a revised version.

Equipment

Q) How much do castle-forged weapons cost?
A) If your house starts with an Artisan (p. 108), you may choose as one of your benefits to have all weapons in your house count as castle-forged. In that case, there is no extra cost. Otherwise, your character will have to acquire a castle-forged weapon during play⎯perhaps as a reward for loyal service, a tourney prize, or through a win on the field of battle. Characters may attempt to buy such weapons outright from their owners; Narrators should assume that the starting price for a castle-forged weapon is twice the price for an ordinary weapon of the same type.

Q) Shouldn't Firemilk and Myrish Fire help a healer who is tending to an injured person as much as they'd help an unattended injured person?

A) Yes. The benefit extends to Healing tests made in place of the Endurance test made to recover.

Intrigues
Q) How much information does the “read target” action grant during an intrigue? Does it reveal deceptions such as substituting a deception test to simulate a charm?
A) By the rules, it reveals disposition and technique. One can probably deduce when an opponent is hostile and using charm that there’s some false pretense here. You might reveal additional information (such as substitutions) if the character received one or two degrees.


Combat

Q) How much of an action does an animal get while it's under control?
A) The animal gets a Greater Action.

Q) Does the Armor Penalty bonus detract from the passive Agility test?

A) Yup. The text on p. 151 says "all Agility tests," and a passive Agility test is still an
Agility test.

Q) There doesn’t seem to be a defense penalty for using a large shield? Is this intentional?

A) Bulk 1 offsets the Defense +4 benefit. Bulk reduces your sprint speed and can reduce your base movement.

Q) I’m confused about mounts, how to use them out of combat, and how to use them in combat.

A) Whenever you would mount a horse and ride it, the steed must be willing to bear you. As a general rule, a potential steed with a Disposition greater than Dislike will tolerate a rider. Asserting your control over the steed requires a Lesser Action, Automatic (0) Animal Handling test. One test is sufficient unless circumstances change: bad weather, combat, injuries, and so on.

If the steed’s Disposition is Dislike or worse, however, you must engage in a Conflict Test described on page 55. This test is made while you are riding the beast, and allies may assist as normal provide they are close enough to handle the animal. Each test is a Lesser Action and each success grants you a number of rounds of automatic control, meaning you do not need to test Animal Handling until the specified period expires.


Combat adds another wrinkle. If you are already riding a steed when combat begins, you must spend a Lesser Action to maintain control (otherwise the steed’s disposition goes to Dislike and you must spend Lesser Actions to establish control). If you are already riding a war-trained steed when combat begins, you need not spend the Lesser Action to maintain control.


If you are not mounted and you wish to become so in the midst of combat, you may spend a Lesser Action to assume control over a war-trained steed or a Greater Action to assume control over a non-war trained steed.


Once in control in combat, you can spend actions to command your steed as follows.


Move: The steed moves (lesser, war-trained; greater when not war-trained)

Sprint: The steed sprints (greater)
Steed Attack: the steed attacks (less, war-trained; greater when not war-trained)

Q) How do lances interact with movement and with the Charge action?

A) The lance’s base characteristics apply before modifications from the Charge action (page 160). When charging, you apply the −1D and +2 damage from the charge.

If you aren’t charging with a lance, your Narrator may grant circumstantial bonuses to your opponent’s defense.


Q) How does Advanced Reach work?

A) The advanced reach rules are included to capture the differences in weapon length and a warrior’s reach. Using these rules, while adding a dash of realism, adds equal complexity. Consider using miniatures if you plan to use this system.

Under this system, all weapons have a reach between 0 and 6, each reflecting the optimal distance (in yards) from which you should make an attack.


Reach 0: A weapon with reach 0 can only be used to make attacks against adjacent enemies. If you’re using miniatures on a gridded map, you can attack enemies in adjacent squares or hexes, or without a gridded map, enemies with base to base contact.


Reach 1: A weapon with reach 1 allows you to make attacks against enemies from 1 to 3 feet away. If you’re using miniatures on a gridded map, you can attack enemies up to 1 square or hex away, or without a gridded map, enemies up to one inch away.


Reach 2+: Weapons with greater reach give the advantage of distance from your foe, but also make you vulnerable to attacks when enemies move inside your reach. A reach 2 would allow you to attack enemies 4 to 6 feet away from you. With miniatures, there can be two squares or hexes between you and your target or without a grid there can be up to two inches between opponents.


Lunging Attacks

You can always make an attack against an enemy up to 1 yard beyond your reach by lunging. In exchange for taking a -1D on your test, you increase your reach by 1.

Inside Attacks

Similarly, you can make attacks against enemies inside your reach. By taking a -1D on your test, you reduce your reach by 1.

Q) When using Free Attacks and Advanced Reach, how do you avoid a foe to get into reach? For example, a thug armed with a knife attacks a guard armed with a spear. Once the thug attacks, the guard has to move two or three yards backwards to attack, thus giving the guard a free attack.


A) Your best option is to use a Lesser Action to Maneuver the opponent (see 168) away from you. Alternatively, you might test Acrobatics against the opponent’s passive Fighting to negate the Free Attack when moving away. Or, you could just drop your spear and draw a Reach 0 weapon.


Q) Maces suck

A) A mace is designed to be a step up from a club. A club loses damage to gain the off-hand +1 quality. The morningstar offsets the shattering 1 quality with the vicious quality.

In your games, you are welcome to grant the mace an extra quality, but be aware that doing so may make the weapon too good. Rather than grant the weapon a quality, the Narrator might give a bonus to tests made to Smash Weapons (page 167).


Q) Here is a situation:


The Kingsguard is ordered by King Joffrey to guard the broken gate to the Red Keep with their lives. No one is allowed to enter at any circumstances. The gate to the Red Keep is 8 yards wide, so the 7 Kingsguards have to leave 1 yard open. Now, Sansa Stark wearing a purple dress and armed with a poisonous flower wants to enter and attack the King. She moves into a distance of 4 yards of the line of the heavily-armoured Kingsguards. The Kingsguards all raise their greatswords and take the 'Counterattack' action (p. 167). Then, Sansa Stark yells 'For Prince Charming' (Free action) and 'sprints' (p. 160) right through the open yard in the gateway, leaving the bulky knights without a chance to catch her.


Okay, let's look at the details:

P. 167: Counterattack did not work because it says that the '... you must make a standard attack against any opponent that engages you ...' and on p. 158 'engaged' is defined as being adjacent to your opponent, and according to the 'Advanced Reach' rules (p. 169) a greatsword cannot attack at 0 yards. Also, a greatsword has the two-handed quality (p. 152) indicating that two-hands are used unless stated otherwise - therefore, the two Kingsguards standing next to open yard could not suddenly use their hands to attack.

P. 169: There is no 'Free Attacks' because Sansa did not start her movement within reach of the Kingsguards weapons.


In sum, I guess there must be a rule or an action that allow guards to actually 'Guard' gateways, doors, drawbridges, fortifications etc.

- Should movement be automatically stopped, when you enter the reach of an opponents weapon?
- How are you allowed to move when you are within reach of an opponent?
- And how will this fit into the rules of 'Advanced Reach', where you should be allowed to attempt to keep an opponent at a distance, but the opponent should also be allowed to atttempt to move adjacent to you?

A) The Narrator is free to bend or adjust the rules to meet the situation in game play. For example, Sansa has to move past the guards, so I’d rule the guards she passes could drop their greatswords and use a Fist attack to grab Sansa. I’d also apply a penalty since they were focused on protecting the Red Keep and not keeping Sansa pinned down.


If the guards grab Sansa, then her movement stops.


As for moving around using the Advanced Reach rules, these questions are covered above.


Q) Could you explain how Maimed works?

A) The last sentence reads: “Permanently reduce one ability of your opponent’s choice by one rank.” You and the Narrator work out the details on how this manifests in the character. For example, reducing a character’s Animal Handling ability may be a psychological injury gained from witnessing an enemy mutilating a cherished beast. Maimed Deception could be branding Liar on your forehead. Be creative.

Q) Could you explain Non-Conflict Damage?

A) Damage that originates outside combat scenarios, such as falling from a cliff, being tortured, and so on, can result in injuries. Minor cuts and scrapes heal normally and don’t need to be tracked unless the damage would result in an injury or wound.

In the example covered in the first paragraph of the Non-Conflict Damage sidebar, the situation could arise as a consequence of defeat or might happen outside of combat. In the case of the former, it is correct to say that losing one’s hand is the result of a Maimed outcome (possibly gained from a burned Destiny Point). Alternatively, the maiming might come after the combat concludes, being inflicted on the character after yielding, being captured, or being knocked unconscious.


Regardless, once your hand is lopped off, it doesn’t grow back, even if at some point you use a Destiny Point to remove the penalty associated with the loss. You simply overcome the difficult and learn new ways to compensate.


Q) Surprise buys you a +1D to your combat tests. Does surprise also allow you to go first?

A) By the rules, no. Surprise gives you an advantage on your attacks and nothing else. Depending on the quality of the surprise, the Narrator may allow the attackers to go first, may apply Bonus Dice, or may simply allow the combat to unfold.

Q) Does the Weapon Mastery benefit improve the off-hand quality?

A) No. The Weapon Mastery benefit applies a bonus to a weapon’s damage. It does not apply to its properties.

Q) When does the extra damage from Powerful apply? Before or after multiplying by degrees?

A) The property reads “For every bonus die invested in Strength, you can increase a Powerful weapon’s damage by 1.” So, this extra damage applies before multiplying by degrees.

Q) How long do the benefits from “Assist” last? Do they last even if the character taking the assist action dies?

A) Once a character invests the action to assist, the benefits from the assist action apply even if that character is killed before their benefits are realized. For example, a squire assists an evil knight on a Fighting test, granting +1 to the knight’s Fighting test result. Before the evil knight has a turn to act, the squire is brutally killed by an archer. The knight still adds +1 to his Fighting test result.

Q) Now that tourney lances have the fragile quality, it seems they always break when used in a tournament. The jousting rules already account for shattered lances, so what gives?

A) We added the fragile quality to tourney lances for use in normal combat encounters. In a joust, as you pointed out, there is a risk of breakage. This risk supersedes the normal risk for using tourney lances.

Q) Do the limits on attacks apply when you spend a destiny point? What about fatigue?

A) Destiny Points are designed to give players a bit of narrative control so clearly, a character who spends a destiny point gets to bend or even break the rules. Spending a destiny point should allow you to make an additional attack on your turn even if you already attacked.

As for fatigue, I would rule yes here too. However, the action gained from acquiring the fatigue can only be taken during the character’s turn.


Q) It says in the book that, in combat, you may only use one of your actions per turn to "attack". It has also been stated here that assisting another character's attack also counts as an attack.

However, can you, on the same turn, Attack and:
- command your horse to attack?
- pull rider from mount?
- disarm?
- distract?
- knockdown?
- maneuver?
- trample?
A) Several actions you list require greater actions and thus can’t be combined. So you can’t normally combine Pulling a Rider from a Mount, Disarm, or Trample with attacks (however see above for fatigue and/or destiny points). When mounted on a steed trained for war, the steed is assumed to be attacking (hence the increased damage on a Fighting test described on page 159). Do note that you have to spend the lesser action to control a war-trained steed anyway. As for the rest, you can Distract, Knockdown, and Maneuver in addition to making attacks.

Q) When jousting, should both contestants receive the Fighting from Horseback Bonus Die?

A) Typically no, since the +1B applies only on attacks against non-mounted opponents.

Q) Table 9−4 doesn’t have a result for four degrees of success. If a rider received 4 degrees, would a Very Hard (18) test be appropriate.

A) Sure

Q) Since Reckless Attack states the benefits last until the start of your next turn, if I spend a destiny point to gain another lesser action to attack, does the +1D carry forward to this attack?

A) Yes, if you spend a Destiny Point to make another standard attack, the attack would benefit from the +1D.

Q) A successful test to Break an object reduces the Difficulty by 5 per degree. In light of the change to 5-point increments described on page 29, should this be 3 per degree?

A) No. The text is correct. If breaking an object is important to the adventure, 5/degree allows quick breakage without slowing the game down.

Q) What is the relationship between Shattering Weapons and Smash and Smashing Weapons

A) The weapon quality reduces a target’s ability to protect itself, but weapons with this quality use the normal rules for Smash and Smashing Weapons. As an optional rule, the Narrator might grant a character with a shattering weapon extra bonus dice or even extra test dice depending on the materials.

Q) What are the difficulty numbers mentioned for smashing weapons?

A) Use the guidelines under Smash (p. 166). If you are uncomfortable adjudicating these numbers on the fly, I recommend the following for weapons:

Valyrian Steel Heroic (21)

Castle-Forge Steel Very Hard (18)
Iron Formidable (12)
Bronze Challenging (9)
Bone, wood, etc Routine (6)


Q) When mounted, does your armor’s bulk reduce your mount’s movement?
A) No, but barding’s bulk affects your mount’s movement.

Q) How does the training penalty for shields work?
A) It applies only when you make an attack using the shield. It does not affect your other attacks.

Warfare

Q) How do I handle understrength units in warfare without reducing their Health? For example, a cadre of 10 men would have 1 or 2 Health.
A) One way to handle this is to adjust the scale. Instead of units being groups of 100 men, reduce their size to 50 or even 10. Doing so, you would also need to change the battlefield’s scale (1/2 for 1/2 size units or 1/10 for 1/10 units). The units would have full Health since the various units are now equal size.

However, if you’re working with groups of 10, you may want to just run the encounter using the normal combat rules. See “Attack Portions of Units,” page 179.


Q) What happens when a commander of sub-commander are engaged?


A) Resolve the conflict normally. Attacking commanders or subcommanders does not interfere with a commander’s ability to issue orders unless the attack eliminates the commander. Should the attack come during Step Eight: Second Player Actions, say between player characters against NC commanders, the Narrator would resolve the conflict using the normal combat rules. The defending commander would be able to take actions in this case, but would not be able to initiate combat.


Q) How many times can a character perform the “Attack Unit” action during Step Six and Step Seven?

A) Assuming the character is adjacent to the unit, a character can attack five times. This said, the same character will spend an action or two to close on the unit. Then the character will get to use Attack Unit a couple of times at the most during the first instance of step six. This should give an effective unit the means to deliver a dangerous counterattack to the bold character.

Even if a character of sufficient skill manages to wipe a unit, I don’t think it stretches things too much. The Mountain that rides proved disastrous for those who faced him in combat, and in my estimation he’s the most min-maxed character from the books.


Feel free to experiment with the number of actions during the player actions. You might try limiting it to 3 rounds worth or even just 1.


Q) What is a “unit’s shield rating” under the Defend order?

A) As the Errata points out, this sentence is in error. It should read: If the unit is armed with shields (see page 173), it adds +1D to its Agility tests.

Q) Some siege items are given Athletics for the purposes of damaging objects. How does this work?

A) Where Athletics scores are given, they refer to tests made to “break” or smash through walls. The Narrator sets a Difficulty and the player controlling the siege engine makes an Athletics test to damage the fortification as described on page 166.

Q) If a Player Character is attached to a unit in combat, is damage sustained by the character cumulative? Take a character attached to unit that is disorganized and then routed: Does the character take 7 damage (2 for disorganized + 5 for routed) or does the character take 9 (1 for damage + 2 for disorganized + 1 for damage + and for routed).

A) Damage is cumulative. The character would take 9 damage.

Q) Do siege weapons have the same −1D for every 100 yards penalty?

A) Yes.

Q) On pg. 185, it says a unit can do a split attack. "Bonus dice derived from specialties or other sources may be similarly divided..." I haven't seen anywhere that units can have specialties. Should that part be cut?

A) No. While units described in this book do not have specialties, we might expand the rules to allow them later.


Q) Do the Mounted Attacks benefits apply to units?
A) No. Those benefits apply only at the combat scale.

Q) However, how should I handle individuals versus 20-25 men. One option I've used is to let use the Attack Portions of Units on p 179 and have the unit lose a health point for every 2 men defeated. But I also want to use the Individual vs. Unit stuff. Should I leave the bonuses the Unit gets (+2D Fighting & +20 Defense) or should I adjust them. I'm reluctant to change the +2D Fighting. Being surrounded by 20-25 men is just as deadly as being amongst 100, I think. The defense may need to be adjusted (but not much if any). I was thinking of +15 defense for an understrength unit. What do you think? Should these numbers be adjusted any if an individual is taking on a unit of 20-25 men? And if so, what would you put them at?
A) I would keep the +2D Fighting (for the reason you stated), but give the understrength unit a +10 defense.

Q) Table 10-6 on p. 183 states that you should subtract -1 each time the unit was disorganized. Wouldn’t this make it impossible to roll a 6 on routed and destroyed, as a unit will always be disorganized before routed/destroyed? If a unit is disorganized, and then reorganized back to damaged, should you still subtract the penalty, or is it only when the unit is disorganized at the end of the battle?
A) The penalty only applies for units disorganized at the end of the sequence. A unit that was routed would use the routed column. So if a unit was disorganized during the battle, but is improved to damaged before the end of the battle, you determine survivors as if the unit was damaged and without the penalty.


The Narrator

Q) What’s the difference between a Complication and a Penalty?
A) When determining a base Difficulty, you can use guidelines as presented in the Abilities chapter. For situations outside those described, think about the factors that weigh down on the task. If the task is important to a scene, you may modify the difficult as described in the example on page 200 or if it’s a minor test (say in normal combat), you might just apply bonuses or penalties as described under modifiers.

As a rule of thumb, use complications to set the base difficulty and modifiers to adjust a base difficulty that’s already defined.


Q) Isn’t 600 gold dragons a bit much for an average story reward?

A) As pointed out on the message boards, as Narrator you should feel free to grant rewards based on the needs for your games and as appropriate for the scene. If you’re not using the house model as the framework for how the PCs are linked and instead go with a more traditional fantasy roleplaying game structure then yes, 600 gold dragons is a bit much and you should swap in silver stags.

Q) Is falling damage cumulative? Say you fall 30 yards, would you take 30 damage, 15 injuries, and 15 wounds or would you just take 15 wounds?
A) The damage is not cumulative. In this example, you would just take 15 wounds.


ERRATAS

Difficulty (Replacement); SIFRP, Page 29
Replace the third sentences with:

Difficulties are ranked in three-point increments, starting at 0 for automatic actions and going all the way up to 21 or higher for truly heroic actions.


Anointed Knight (Correction); SIFRP, Page 31

Under Movement, revise as follows.

Movement 3 * Sprint 9

(with war lance, movement 2, sprint 3)

Explanation

Movement: 4 (base) − 1 (1/2 of 3 Bulk) = 3 yards
Sprint: [3 (movement) x 4 (action)] − 3 (bulk) = 9 yards.
With a war lance:

Movement: 4 (base) − 2 (1/2 of 5 Bulk) = 2 yards
Sprint: [2 (movement) x 4 (action)] − 5 (bulk) = 3 yards.

Under Attack Bastard Sword, replace “5+2B” with “5+1B”


Under Attack War Lance, replace “5+1B” with “5.”


Godsworn (Correction); SIFRP, Page 32

Large Shield should be 2D−1D

Under Movement, revise as follows.


Movement 4 * Sprint 15


Explanation

Movement: 4 (base) − 0 (1/2 of 1 Bulk) = 4 yards
Sprint: [4 (movement) x 4 (action)] − 1 (bulk) = 15 yards.

Heir (Correction); SIFRP, Page 33

Under Movement, revise as follows.

Movement 3 * Sprint 10


Explanation

Movement: 4 (base) − 1 (1/2 of 2 Bulk) = 3 yards
Sprint: [3 (movement) x 4 (action)] − 2 (bulk) = 10 yards.

Hedge Knight (Correction/Deletion); SIFRP, Page 34


Change Awareness to 3; Change Health to 14


Under Movement, revise as follows.


Movement 3 * Sprint 9

(with war lance, movement 2, sprint 3)

Explanation

Movement: 4 (base) − 1 (1/2 of 3 Bulk) = 3 yards
Sprint: [3 (movement) x 4 (action)] − 3 (bulk) = 9 yards.

With a war lance:

Movement: 4 (base) − 2 (1/2 of 5 Bulk) = 2 yards
Sprint: [2 (movement) x 4 (action)] − 5 (bulk) = 3 yards.

Delete “medium” from “medium shield.”


Maester (Correction); SIFRP, Page 35

Under qualities, replace “Poits” with “Points.”

Under Movement, revise as follows.


Movement 4 * Sprint 15


Explanation

Movement: 4 (base) − 0 = 4 yards
Sprint: [4 (movement) x 4 (action)] = 16 yards.

Noble (Correction); SIFRP, Page 36

Under Movement, revise as follows.

Movement 3 * Sprint 10


Explanation

Movement: 4 (base) − 1 (1/2 of 2 Bulk) = 3 yards
Sprint: [3 (movement) x 4 (action)] − 2 (bulk) = 10 yards.

Retainer (Revision); SIFRP, Page 37

Change AR to 5

Scout (Correction); SIFRP, Page 38

Change Combat Defense to 9 (10 with dagger)

Under Movement, revise as follows.


Movement 4 * Sprint 16


Explanation

Movement: 4 (base) − 0 = 4 yards
Sprint: [4 (movement) x 4 (action)] − 0 (bulk) = 16 yards.

Squire (Correction); SIFRP, Page 39

Replace Adult with Adolescent so that it reads “Adolescent Rogue/Warrior.”

Under Combat Defense, replace shield with buckler


Rank 8 or Higher (Replacement); SIFRP, Page 52

Replace the last sentence with the following:

Dragons can exceed rank 8 in Athletics, Endurance, and Fighting.


Table 4−1 (Addition/Deletion/Replacement); SIFRP, Page 53

Apply the following corrections to the table entries

Fighting: Add Shields to specialties

Will: Delete “Concentrate” and Add “Courage”

Move “Language” so it follows “Knowledge” so it is in the proper alphabetical order.


Agility, Other Uses (Deletion); SIFRP, Page 55

Under bullet 5, strike “or sprint” from the list.


Animal Handling (Addition); SIFRP, Page 55

Under the Specialties summary, add “Train.”

Animal Handling (Replacement); SIFRP, Page 56

Change the first two sentences in the second paragraph on this page to read:

When riding an animal in combat, you must spend a Lesser Action to maintain control over the animal if the animal is trained for war or a Greater Action if it is not trained for war.


Athletics (Addition); SIFRP, Page 56

Under the Specialties summary, add “Run.”

Athletics, Other Uses (Revision/Deletion); SIFRP, Page 58

The “Whenever you successfully grab an opponent in combat, that opponent must succeed on an opposed Athletics test to break free” is error. Replace it with:

In order for an enemy to grab you with a Grab weapon, the enemy must hit you and the Fighting test result must also beat your passive Athletics result.


Delete the following bullet:

“You may pin a grabbed foe by succeeding on an opposed Athletics test.”
Reason: Pinning should be a consequence of defeat.

Empathy (Revision); SIFRP, Page 58[/b]

Replace the Empathy entry with the following:

You may use Awareness to look into the hearts of others and perceive the truthfulness of what they say and whether or not they seem genuine.

Make an Awareness test against your target’s passive Deception result, with a success revealing the target’s general disposition toward you or the topic of your conversation. Attaining additional degrees reveal a greater sense about the target’s motivations, attitudes and so on. This use of Awareness doesn’t provide mind-reading; it merely lets you get an instinctual hunch about a target’s motives based on his manner, expressions, and the tone of his voice.
You can also use Awareness (Empathy) in an intrigue as described on page 145.

Treat Injury (Revision); SIFRP, Page 61

Replace the second sentence with the following:

“You must attend to the patient, spending at least four hours every day the patient must rest (or no rest) cleaning the injury and changing the bandages.”


Language (Deletion); SIFRP, Page 63

Delete “Specialties: Eloquence, Literacy”

Status (Replacement);SIFRP, Page 64

Under the Specialties summary, replace “Heraldry” with “Breeding.”

Stealth (Replacement); SIFRP, Page 64

Under the Specialties summary, replace “Hide” with “Blend-In.”

Tournaments (Replacement); SIFRP, Page 65

Replace the first paragraph with the following text:

Use the Tournament specialty for any Status check related to recalling useful information about such contests, to assess opponents you face, to attract notable knights to your tournament (testing against the desired knight’s passive Status), and other uses at the Narrator’s discretion.


Coordinate (Replacement); SIFRP, Page 68

Replace the second sentence under Coordinate with the following:

Usually, when an ally assists, the ally grants a bonus equal to half his rank in the tested ability.


Courage (Replacement); SIFRP, Page 68

Replace the entire paragraph with the following text:

Generally, you are free to portray your character in ways appropriate to your character’s personality and the situation as you decide, but there will be instances during game play when your character confronts the horrific, the impossible, and the downright terrifying. Whenever you are exposed to magic, the death of a friends, overwhelming odds, a supernatural creature, or some other unnerving experience, the Narrator may test your Will.


The difficulty depends on the situation: an Other emerging from the ice and snow may require a Challenging test, while squaring off against a famous knight may require an easy test. If you succeed, you master your fear. If you fail, you take a −1D to all tests related to the fear. At the start of each of your turns, you can try to overcome your fear by attempting another Will (Courage) test. A second failed test results in another penalty die, usually indicating it’s a good idea to run away until you get your nerve back.


Narrators:
It’s best to let players dictate how they respond to threats and scary situations based on their character’s personality. Use Will (Courage) tests as tool to promote roleplaying or to modify circumstances as you see fit.

+xD, Table 5−1; SIFRP, Page 71

Where you see +1D, the quality effectively increases your ability by one, letting you roll another die and add it to the test result.

Acrobatic Defense (Addition); SIFRP, Page 74

Add the following sentence to the end of the paragraph:

The bonus to you Combat Defense last until the beginning of your next turn.


Brawler (Revision); SIFRP, Page77

Brawler III under “Requires” should be Brawler II

Replace the entire entry with the following:


Whenever you succeed on a Fighting test to hit an opponent using your fist, you may choose to sacrifice three degrees of success to stun your opponent. You must have attained at least three degrees of success on the test result. Compare your test result to your opponent’s passive Endurance result. If it equals or beats the passive result, your opponent is stunned and can only take a special Recover action on its next turn.


A Recover action is a Greater Action. The opponent must succeed on a Challenging (9) Endurance test or be forced to attempt another Recover action on its next turn. The opponent gains a cumulative +1B for each previous failed test. If the target succeeds on its Endurance test, it immediately gains and can use a Lesser Action.


An opponent stunned by this benefit cannot be stunned again while suffering its effects.


Cadre (Clarification); SIFRP, Page 78

A squad is a group of 10 men (see page 170). You may treat these characters as guards (see page 211). Alternatively, with the Narrator’s permission, you may grant your cadre statistics for any unit in which you have invested.

Expertise (Clarification); SIFRP, Page 79

Further analysis of the benefit revealed the previous “Addition” to be in error. When testing an ability using a specialty associated with this benefit, you get to roll an extra die and add it to your test result. The benefit does not apply to passive results.

Heirloom (Revision); SIFRP, Page 81

Replace with the following text and be sure to notate the changes on Table 5−1.

Requires Head of House or Heir


You inherited the Valyrian steel weapon that has been in your family for countless generations. Valyrian steel weapons are typically swords or daggers, but with your Narrator’s permission, you may apply this benefit to a different weapon. See page 124 for details on these weapons.


Drawbacks (Addition); SIFRP, Page 88

Add “adult or older” between “All” and “characters” so it reads:

All adult or older characters begin with one drawback.


Flaw (Addition); SIFRP, Page 90

Add the following sentences to the end of the paragraph.

When calculating your passive test result with this ability, you treat your ability as being 1 point lower. For example, if you have Perception 4 and the Flaw (Perception) drawback, your passive Perception result would by 12 ([4 − 1] x 4). You also reduce any derived characteristics (such as Intrigue Defense) by 1.


Add the following to the Flaw table.


Deception Transparent


Power (Deletion); SIFRP, Page 97

Make the following changes to the description column by the following rows.
21-30 A modest force of soldiers, including some trained troops.
31-40 A trained force of soldiers, including cavalry and possibly ships. You may have the service of a banner house.

Defense Holdings Example (Revision); SIFRP, Page 102

The benefits to Defense listed under each entry are incorrect. They should apply the following bonuses to Defense:

Superior Castle +12

Castle +8
Small Castle +6
Hall +4
Tower +3

Land Holdings Example (Revision); SIFRP, Page 104

Replace all text starting with “The plains cost…” with the following:

The plains cost 5, light woods +3, and coastline +3, for a total of 11. Nicole suggests the group establish a community, but she agrees it would be unwise to invest all the house’s resources in their first domain. Settling on a hamlet increases the domain cost to 21.

For the other 25 points left to lands, the group decides to add two more inland wooded domains, each costing 8, for 16 points, and an inland plain for 5 points. To make things interesting, they place a ruin (+3 points) in one forest domain and decide it is an old holding once held by the First Men, complete with a weirwood tree in the heart of its crumbling hall.

Banner Houses (Revision); SIFRP, Page 104

Revise the second sentence of the second paragraph under Banner Houses so it reads:

The benefit of the banner house is that it can be called to lend military assistance when in need, grant you 1 Test Die on your Status Tests for House Fortunes (for each banner house) and can even receive House Fortune results if desired (see facing page).


Type (Replacement); SIFRP, Page 106

Replace second paragraph with the following text.

Most units have just one type, but it’s possible to build units with two or more types provided you invest the total Power to meet the cost for each unit type. So, to build Trained Archer/Infantry, you must invest 12 Power (5 for trained + 3 archer + 4 infantry). When investing experience for a unit with two or more types, you may invest the experience into any Key Ability listed for all unit types the unit possesses. Discipline modifiers are cumulative. So, in the above example, our archer/infantry would have a Challenge (9) discipline (6 base + 3 archer + 0 infantry). While any combination between types in any quantity is possible, too much diversification in a single unit eats up so much Power, you are unlikely to field any other units.


Table 6−8 (Replacement); SIFRP, Page 107

For engineers, replace Knowledge with Fighting.
For scouts, replace Survival with Awareness.

Special (Deletion); SIFRP, Page 108

Delete the last sentence under the Special entry.

Warship (Replacement); SIFRP, Page 108

Replace the last sentence under warship with:

To invest in a warship, you must have at least one domain with a coast, island, pond, lake, or river.


Add the following as boxed text

Special: A commander or sub-commander can attach himself to a warship unit and retain the ability to issue orders.

Example (Correction/Addition); SIFRP, Page 108

Where the example states “invest in a green warship for 11 points,” it should state “for 8 points.” Later, where it says “with the remaining 6,” it should read “with the remaining 8.”

Add the following at the end of the paragraph:


They have 2 unspent points, which they can use during play.


Artisan (Deletion); SIFRP, Page 108

Strike the “once per month” after the third bullet.

Fleet (Correction); SIFRP, Page 108

Change 11 Power to 8 Power.[/color]

Table 7−4 (Omission); SIFRP, Page 125

Add the following lines under “Bows” and “Crossbows.”

Ammunition (12) 1 lb. 10 ss


For slings, the ammunition price is negligible.


Strangler (Correction); SIFRP, Page 133

Remove “Delivery” and replace it with “Ingested.”

Intimidate (Revision); SIFRP, Page 143

Revise the second sentence so it reads:

Intimidating a target temporarily improves his or her disposition for a short period, thus forcing the target to back down, divulge information, cooperate with you, or generally become pliable.


Effects of Bulk Example (Replacement); SIFRP, Page 151

Replace the example text with the following:

While quick out of armor (movement 5 yds), Hal’s character slows down when he wears plate armor since the armor has 3 Bulk points. In armor, Hal reduces his movement by 1 yard for every 2 Bulk points he possesses, dropping his movement to 4 yards. When sprinting in full plate (see Bulk, below), he moves 13 yards ([4 yard base x 4] − 3 Bulk).


Armor Penalty (Clarification); SIFRP, Page 151

The armor penalty also applies to passive Agility tests.

Bulk (Replacement); SIFRP, Page 151

Replace the example text with the following:

Wearing heavy armor confers bulk just as does carrying unwieldy equipment. To determining the effects of bulky armor, sum the armor’s Bulk and any Bulk from other sources. For every 2 full points of Bulk, reduce your movement (after modifications from the Run specialty, see Table 9−1) by 1 yard.

When you take the Sprint action (see page 160), you move a number of yards equal to your modified movement x 4, minus a number of yards equal to the Bulk points you possess.

Table 9-2; SIFRP, Page 151 (Revision)

Hide armor should have AP −3 and Bulk 3.

Table 9-3; SIFRP, Page 152-153 (Revision)

Strike the “two-handed” quality from the spear.

Add Fast and Reload (Lesser) to the Myrish crossbow row.


Add Fragile to Peasant's Tool and Tourney Lance.


Entangling (Revision);SIFRP, Page 153

Replace the text with the following.

An Entangling weapon contains your opponent. A foe struck by an Entangling weapon reduces its movement to 1 yard and takes a −5 penalty to all tests. The target can free itself by spending a Greater Action and succeeding on a Challenging (9) Athletics test (bonus dice from Strength apply) or Agility test (bonus dice from Contortionist apply). You cannot make further attacks with an Entangling weapon so long as the target is contained by its effects.


Fast (Deletion); SIFRP, Page 154

Delete the last sentence.

Bonus Dice gained from the Fast quality can exceed the normal limits.


Unwieldy (Revision); SIFRP, page 155

Replace the text under the Unwieldy header with the following.

When using an Unwieldy weapon while mounted on a steed, you take a −2D penalty on any test related to the weapon. For melee weapons, the penalty applies apply to Fighting tests. For ranged weapons, the penalty applies to Marksmanship tests.


Dodge (Addition); SIFRP, Page 160
Add the following at the end of the third sentence.
(Bonus dice from Shield apply if you are armed with a shield).


Sprint (Addition); SIFRP, Page 160

Add the following sentence to the Sprint description.

If you have Bulk, subtract a number of yards from your sprint movement equal to the number of Bulk points you possess.


Assist (Revision); SIFRP, Page 160

Replace the text with the following.

As described on page 29, you can assist when another ally would test an ability. To do so, you must be adjacent to the ally (and the ally’s opponent if you are aiding a Fighting test) and the ally must usually be able to see and hear you (Narrator’s discretion). You grant the ally a bonus to his next test result with a particular ability equal to one-half your rank in the ability you’re testing. In the case of multiple assistants, the bonuses to the test results are cumulative.


For the purposes of limits on attacks, assisting on a Fighting, Marksmanship, or some other attack counts as your attack for your turn.


Resolving the Joust (Replacement); SIFRP, Page 164

Replace the second and third paragraphs with the following text.

A joust contest involves a series of passes, with each rider charging the other. This continues until a rider is defeated or the rider forfeits. Resolving a joust follows the normal combat rules with a few exceptions.

One: Both attacks happen simultaneously and are thus resolved at the same time.
Two: Attackers test Fighting against their opponent’s passive Animal Handling result (bonus dice from Ride apply).
Three: Resolve damage normally for a successful test.
Four: Consult Table 9−4 for further consequences. If your attack results in unhorsing your opponent, the enemy rider takes extra damage from your lance as if you had gained an additional degree of success.

Example (Replacement); SIFRP, Page 164

Replace the example with the following text.

Ser Jon Malloway rides against Ser Brutus of Ninemen in a jousting tournament. Each knight’s relevant abilities and specialties follow. Both knights use tourney lances (Dmg: Animal Handling + 3).


Ser Jon Malloway: Animal Handling 3 (Ride 2B) [passive 14]; Fighting 4 (Spears 2B)


Ser Brutus of Ninemen: Animal Handling 3 [passive 12]; Fighting 3 (Spears 3B)


The joust begins and both knights test Fighting.

Jon’s player rolls a 21, beating Brutus’s passive Animal Handling by 9, which is two degrees of success. His attack deals 12 damage. Brutus wears full plate, so he reduces the damage to 2. Consulting Table 9−4, Brutus’s player must succeed on a Formidable (12) Animal Handling test or be unhorsed. Brutus’s player rolls and 11, so he hits the ground, taking another 6 damage from the extra degree of success granted by the quality of the attack. This brings his damage up to 8 (2 + 6 from the extra degree), so poor Brutus may have to take an injury or two to avoid certain defeat.
However, since the attack occurs simultaneously, Brutus still gets a chance to unhorse Jon. Brutus’s player tests Fighting and gets an 11, which fails. Consulting Table 9−4, we see that a Failed test see the lance shatter on Jon’s shield.[/color]

Dishonor (Replacement); SIFRP, Page 164

Replace the text with the following.

A lancer may choose to fight dishonorably in a joust and try to kill his opponent rather than just unseat his opponent. The jouster must make this declaration before rolling the dice. The jouster may choose to strike an unprotected area or may choose to strike the steed. If the jouster strikes an unprotected area, the target receives only half his armor rating. If the jouster targets the steed, resolve the damage normally, dealing an extra +2 damage per degree of success. Should a jouster choose to fight dishonorably and kills a horse, the consequences are determined by the host, and typically result in a −1d6 penalty to the House’s Influence, Power, Wealth, or any combination of the three. An Intrigue may negate or intensify these penalties as well.


Example (Revision); SIFRP, Page 168
Replace the last sentence with the following:

In beating the Difficulty with no degrees, Ansel reduces the door’s difficulty by his damage (5), dropping the Difficulty for his next attempt to 7.


Knockdown (Revision); SIFRP, Page 168

When you are knocked down, you must spend a Lesser Action to Stand Up. Opponents gain a +1 Test Die on Fighting tests against you while you are knocked down.

Free Attacks; SIFRP, Page 169
Replace the paragraphs as follows:

Free attacks are best used with the optional reach rules. A free attack is a special attack that triggers when one combatant incautiously moves away from another combatant. Any time a character starts inside another enemy’s optimal weapon reach and uses an action to move more than 1 yard, the character is at risk of being hit by a free attack. The enemy compares his or her passive Fighting result to the character’s Combat Defense. Should the passive result equal or beat the character’s Combat Defense, the enemy hits and deals damage as normal. Once the character is no longer inside another combatant’s optimal reach, he or she may spend actions to move normally.



Table 9−7 (Revision); SIFRP, Page 169

A tourney lance should have reach 4 and a war lance should have reach 3.

Mace is missing. Insert “Mace; Bludgeon; Reach 0” between Flail and Maul.


Replace “Unarmed” with “Fist.”


The small sword specialty should be fencing and not short blade.


Replace the shield entries with the following: shield, Large Shield, and Tower Shield.


Table 10−1, 10−2 (Addition); SIFRP, Page 172

Add “/Crusader” after Infantry on both tables.

Equipping Units (Addition); SIFRP, Page 173

At the end of the third sentence, add the following:

(Cavalry, Infantry, Mercenaries, and Personal Guards all carry shields.)


Equipment Upgrades (Addition); SIFRP, Page 173

Disregard the previous update. Under Equipping Units, it reads, “On the battlefield, the specific types of weaponry and armor are unnecessary as a unit carries a variety of weaponry.”

Units are necessarily abstractions. However, you can repurpose units to let them fulfill different functions on the battlefield. You can change a unit from one type to any other type as part of the Manage Resources House Action (page 118), provided you have the Power available to pay for a unit’s increased price. If the unit’s Power Investment would be reduced, you do not gain a refund on the difference (excess Power investment is lost). Changing unit types allows you to convert archers (who don’t use shields) to infantry (who do use shields) and thus take advantage of certain battlefield orders.


Table 10−1: Unit Starting Equipment; SIFRP, Page 175
For Cavalry, change Fighting damage to be Animal Handling + 3


Table 10−3: Terrain (Addition); SIFRP, Page 176

Add the following between Small Town and Small City

Large Town Cover (+2 Defense), slow movement


Cover (Revision); SIFRP, Page 176

Replace the text with the following:

Units given the Defend order gain the listed bonus to their Defense against Fighting and Marksmanship attacks.


Concealed Units (Replacement); SIFRP, Page 177

Replace “Perception” in the fourth sentence with “Awareness.”

Defend Maneuver (Revision); SIFRP, Page 180

Revise the last sentence so that it reads:

If the unit is armed with shields (see page 173), it adds +1D to its Agility test.


Organize (Revision); SIFRP, Page 181

Replace the last sentence with the following.

Issuing this order allows you to organize a disorganized unit so that it is damaged. The increase to Discipline Difficulty remains even after a unit is reorganized, though this increase is not cumulative.


Routed (Revision); SIFRP, Page 182

Replace the third sentence with the following:

The unit’s formation changes to mob (if you are using formation rules, see page 186), and at the end of the attacking player’s turn, the mob sprints away from the attacking unit.


Table 10−6: Survivors; SIFRP, Page 183
The text next to the dagger should read, “Subtract 1 for each time the unit was disorganized after the first time it was disorganized.”


Sap (Replacement); SIFRP, Page 185

Replace “Lore (Engineering)” with a Warfare test.

Coin (Revision); SIFRP, Page 191

The last sentences should read: For every 200 gold dragons invested, the house’s Wealth resource increases by 1 up to a maximum of 40. Thereafter, every 1,000 gold dragons invested increases the Wealth resource by 1.

Chance of Success (Revision); SIFRP, Page 199

The chance to succeed against a Very Hard (18) difficulty with 6 ranks is 79% and not 93%. The chance to succeed against a Very Hard (18) difficulty with 7 ranks is 93%.

Travel (Omission); SIFRP, 202

Table 11−8 is missing information on waterborne travel. These values are baseline and should be modified as needed. Add the following:

Boat (River, Lake) 1.5 leagues

Ship (Ocean) 4 leagues*

*Wind strength can adjust the speed for sailing vessels. The listed value assumes typical winds. Strong winds may increase by x1.5, while light winds may reduce by x0.75.


Assassin (Revision; SIFRP, 210
Combat Defense 6; stiletto 4D


Bandit (Revision); SIFRP, 210

Combat Defense 3 * Armor Rating 5 * Armor Penalty −3
Health 6 * Movement 3

Boar (Addition); SIFRP, Page 211

Gore should be 3D + 1B

Guard (Revision; SIFRP, 211

Combat Defense 6; halberd attack should be 4D

Hedge Knight (Revision); SIFRP, 211

War Lance should be 4D
Change Lance 1B to Spear 1B
Change heavy shield to large shield


ERRATAS DE Peril at King's Landing

A Grim Discovery; Peril, 14
The Animal Handling test difficulty should be Routine (6) instead of (3).

Adham; Peril, 77
Alter the following statistics to read: Intrigue 9, Tourney Lance 3D + 1B (3D + 1B – 1D while jousting); damage 8 (10 while jousting)

Naton; Peril, 80
Alter the following statistics to read: Tourney Lance 4D + 1B (4D + 1B – 1D while jousting); damage 8 (10 while jousting)

Glarus; Peril, 84
Alter the following statistics to read: Braavosi blade 4D + 1B, Left-Hand Dagger 4D + 1B

Kingsguard; Peril, 93
Alter the following statistics to read: Status 5; Attack 5B + 3B