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SONG OF ICE AND FIRE 

Frequently Asked Questions 

Errata 

 

FAQ 

 

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 trueۛno 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.  

1/21 

 

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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 

2/21 

 

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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  

3/21 

 

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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.  

 

4/21 

 

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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 playۛperhaps 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-

5/21 

 

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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 

6/21 

 

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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 

7/21 

 

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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.  

 

8/21 

 

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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 + 

9/21 

 

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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. 
 

 

10/21 

 

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Song of Ice and Fire RPG 
Errata 

 

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.  

 

11/21 

 

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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 

12/21 

 

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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.  

 

13/21 

 

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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 

14/21 

 

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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 

15/21 

 

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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.  

16/21 

 

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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.  

 

17/21 

 

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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%.  

 

18/21 

 

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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 
 

 

 

19/21 

 

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UPDATE SUMMARY 

 

Update Summary (8/18): 

FAQ Updated 

Page 169 Free Attacks 

Page 175 Table 10-1 

Page 183 Table 10-6 
 

 

Update Summary (7/27):  

FAQ Updated  

Page 32 Godsworn (Revision)  
Page 34 Hedge Knight (Revision)  

Page 35 Maester (Revision)  

Page 37 Retainer (Revision  

Page 38 Scout (Revision)  

Page 39 Squire (Revision)  

Page 58 Empathy (Replacement)  
Page 210 Assassin (Revision)  

 

Update Summary (7/20):  

FAQ Updated  

Page 55 Sprint (Deletion)  

Page 160 Dodge (Addition)  
Page 167 Example (Revision)  

Page 181 Organize (Revision)  

Page 182 Routed (Revision)  

 

Update Summary (7/13):  

FAQ Updated  
Page 169 Table 9−3 (Revision)  

 

Update Summary (7/5):  

FAQ Updated  

Page 61 Treat Injury (Revision)  

Page 211 Hedge Knight (Revision)  
 

Update Summary (6/22):  

FAQ Updated  

Page 199 Table 11-7 (Revision)  

Page 210 Assassin (Revision)  
Page 211 Guard (Revision)  

 

Update Summary (6/15):  

FAQ Updated  

Page 169 Table 9−7 (revision)  

 
Update Summary (6/8)  

FAQ Updated  

Page 97 Power (Deletion)  

Page 152 Table 9-3 (Deletion/Addition)  

 

Update Summary (6/1)  

FAQ Updated  

Page 160 Assist (Revision)  
Page 169 Table 9-7 (Ommission/Replacement)  

Page 177 Concealed Unit (Replacement)  

Page 199 Boar (Addition)  

 

Update Summary (5/25)  

FAQ Updated  
Page 106 Type (Revision)  

Page 107 Table 6-8 (Replacement)  

Page 108 Special (Deletion)  

Page 108 Warship (Addition)  

Page 173 Equipment Upgrades (Revision)  

Page 210 Bandit (revision)  
 

Update Summary (5/11)  

FAQ Updated  

Page 151 Table 9-2 (Revision)  

Page 152 Table 9-3 (Correction)  

Page 153 Table 9-3 (Revision)  
 

Update Summary (5/4):  

FAQ Updated  

Page 199 Chance of Success  

 

 
Update Summary (4/20):  

FAQ Updated[/color]  

 

Update Summary (4/13):  

FAQ Updated  
Page 77 Brawler II (Revision)  

Page 155 Unwieldy (Revision)  

 

 

Update Summary (4/6):  

FAQ Updated  
Page 68 Courage (Replacement)  

Page 78 Cadre (Clarification)  

Page 90 Flaw (Addition)  

Page 125 Table 7-4 (Omission)  

Page 154 Fast (Deletion)  

Page 168 Knockdown (Revision)  
Page 169 Table 9-7 (Revision)  

Page 202 Travel (Omission)  

 

Update Summary (3/28):  

 

Page 53 Table 4−1, (Correction)  
Page 56 Animal Handling (Replacement)  

Page 68 Coordinate (Replacement)  

Page 77 Brawler III (Revision)  

20/21 

 

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21/21 

 

Page 79 Expertise (Clarification)  

Page 81 Heirloom (Revision)  

Page 88 Drawbacks (Addition)  
Page 104 Banner Houses (Revision)  

Page 107 Table 6−8: Unit Types (Replacement)  

Page 108 Fleet (Revision)  

Example (Correction)  

Artisan (Deletion)  

Fleet (Correction)  
Page 143 Intimidate (Revision)  

Page 153 Entangling (Clarification)  

Page 160 Assist (Revision)  

Page 164 Dishonor (Replacement)  

Page 168 Changed Test Die to Bonus Die for 

attacks against prone targets.  
Page 173 Equipping Units (Addition)  

Page 173 Equipment Upgrades (Addition)  

Page 176 Table 10−3 (Addition)  

Page 176 Cover (Revision)  

Page 180 Defend Maneuver (Revision)[/color]  

 
Update Summary (3/26):  

Page 29 Difficulty (Correction)  

Page 31 Anointed Knight (Correction)  

Page 32 Godsworn (Correction)  

Page 33 Heir (Correction)  

Page 34 Hedge Knight (Correction)  
Page 35 Maester (Correction)  

Page 36 Noble (Correction)  

Page 39 Squire (Correction)  

Page 52 Rank 8 or Higher (Replacement)  

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

Page 55 Animal Handling (Addition)  

Page 56 Athletics (Addition)  

Page 58 Athletics, Other Uses (Revision)  

Page 63 Language (Deletion)  

Page 64 Status (Replacement)  
Page 64 Stealth (Replacement)  

Page 65 Tournaments (Replacement)  

Page 71 +xD, Table 5−1 (Clarification)  

Page 74 Acrobatic Defense (Addition)  

Page 78 Cadre (Clarification)  

Page 82 Maester (Clarification)  
Page 90 Flaw (Addition)  

Page 102 Defense Holdings (Revision)  

Page 104 Land Holdings example (Revision)  

Page 133 Strangler (Correction)  

Page 151 Effects of Bulk Example (Replacement)  

Page 151 Armor Penalty (Clarification)  
Page 151 Bulk (Replacement)  

Page 160 Spring (Addition)  

Page 164 Resolving the Joust (Revision)  

Page 164 Example (Replacement)  

Page 168 Knockdown (Clarification)  

Page 172 10−1, 10−2 (Addition)  
Page 185 Sap (Replacement)  

Page 191 Coin (Revision) 

 


Document Outline