ASIFR Errata FAQ

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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.

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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

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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

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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.

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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-

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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

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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

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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.

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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 +

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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.

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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.

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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.

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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

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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

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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.

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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

 

background image

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

 

background image

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


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