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    SONG OF ICE  AND FIRE Frequently 

     

     Asked  

    Questions 

    Errata 

    FAQ 

    GeneralQ) Can you achieve more than 4 degrees ofsuccess? A) Four degrees is the limit on degrees ofsuccess.

    Maesters 

    Q) Can I be a Maester of the Citadel withouthaving the Maester benefit? A) Yes. Not having the Maester benefit meansyou don’t improve a house’s standing (having amaester grants a +3 bonus to Fortunes rolls)and you don’t get to add Cunning to Knowledgeand Will tests.

    Q) A starting Maester character can't also be aMaster of Ravens! What's up with that? A) It's trueno character can start with more

    than three benefits, and Maester has theprerequisite of "two Knowledge Focus benefits,"so that eats up all three. If you find thistroubling, here are some things to keep in mind.* You can always choose not to select theMaester benefit.* You can invest another Destiny Point into theMaster of Ravens benefit once game begins.

    Knights Q) Can I be a knight without the Anointedbenefit? A) Yes.

     Abilities and Specialties Q) If Heraldry is no longer a Status specialty, isBreeding used to identify heraldry, or would thatfall under Knowledge? A) Heraldry is an Expanded Specialty describedon page 198, combining Knowledge withBreeding.

    Status Q) Why does Table 3-2 list Status 6 for Lord ofthe house, heir, lady, offspring when the rules

    on page 103 suggest something different forStatus allocation? A) The table on page 43 is a quick and dirty

    method for assigning positions and theExamples are suitable types of folks associatedwith Status ranks. If your group builds a house

    from scratch, use the rules covered in Chapter6.

    It’s important to note rules for Status and PChouses are designed to help manage players’resources when using the House rules. So

    Rickon, for example would probably have aStatus 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 smallcouncil.

    Q) The Status chart on page 65 doesn’t seem toline up with the Status levels listed on page 103. A) According to page 65, Status 4 represents alanded knight while Status 5 represents a lord of

    a minor house.

    Table 6-5 on page 103 allows you to get aStatus 4 if you have Influence 21 to 40 or Status5 if 41 to 50.

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

    I do see that the numbers aren’t exact in thiscase, but the mechanics work as written. If youfeel you need more concrete approximations,

    then I would advise moving “Landed Knight”from the fourth row on the table shown on page65 to rank 3.

    Destiny Points, Benefits, and Flaws Q) Only one destiny point can be spent at atime. 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, isthere any restriction on when this occurs or howmany you can invest at a time? A) You may invest further Destiny Points intoQualities upon reaching Story Goals. As a rule ofthumb, you can invest one Destiny Point perstory goal completion. Your Narrator may bendthis rule if doing so fits with developments in thegame.

    Q) Can you take extra Drawbacks at charactercreation in order to get more Destiny Points, andif so, can you invest these extra Destiny Points

    into additional benefits? A) You can take extra Drawbacks to gainadditional Destiny Points, but you must wait toinvest these Destiny Points until you achievestory goals. Obviously, the Narrator may relaxthese restrictions, as they serve as a baseline.

    Q) Can you take Heritage Qualities aftercharacter creation? A) Yes, but it should fit within the story. Arevelation about a previously unknown heritageseems spot on for this sort of game. Naturally,to withdraw from a Heritage to acquire anotherone would be permissible only if the Narratoragrees.

    Q) If I have the Armor Mastery benefit, does theincrease to AR modify the action needed tostand? A) No. The action needed to stand is based onthe armor’s AR before applying Benefits or othermodifiers. For example, if you have ArmoryMastery and you’re wearing a breastplate, youcan still stand by spending a Lesser Action eventhough your AR is 6.

    Q) If I have the Armor Mastery benefit and wearbulk 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 abilitiesgreater than 10.

    Q) It seems weird that if I have Lascivious, Ihave to use seduction in every intrigueregardless of sexual orientation. A) When you use seduce against a target notnormally attracted to your gender, you are not

    using your personal allure but are promisingother arrangements. For example, if you, astrapping knight tried to seduce a lord, youmight offer to attend his pleasures by arrangingfor a night at a upscale brothel, set up a trystwith another character, and so on.

    Q) If I have Lascivious, Threatening, andFurious drawbacks, what do I do in an intrigue? A) Having all three drawbacks creates seriouscomplications with a character. I would rule thatthe conflicted character would have todetermine the starting technique randomly and

    then take a−

    1D penalty to the test for eachdrawback violated (in this case, -2D). This is a

    situation that can easily be avoided by nottacking all three drawbacks, yes?

    Q) Can I use Long Blade Fighter I and LongBlade 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 Iwould not “stack” with LBFII because in orderfor LBF I to take effect, you must sacrifice all ofyour Bonus Dice. Therefore, you wouldn’t have

    any Bonus Dice left to sacrifice to activate LBFII.

    Q) One of my players invested a Destiny Point inCohort. Should I allow the cohort to gainexperience like the other characters? A) That’s up to you and depends on how thecohort contributes. As a rule of thumb, I’dsuggest one-half the experience gained by theplayer.

    Q) If a character has a Flawed Attribute doesthis 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 thecharacter in this case could select the accuratequality.

    Q) Similarly, does the Expertise quality allowcharacters to access Qualities they mightotherwise not be eligible for? E.g. can a

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    character with Marksmanship 4 (Bows 3B) andExpertise (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 Shotquality.

    Q) Also similarly, do flaws reduce the maximumnumber of bonus dice a character can have inan attribute? A) Limits on Bonus Dice are set by the governingability and not the governing ability less penaltydice. So a character with Fighting 4 (LongBlades +4B) and Flaw (Fighting) would roll 3Test 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 handand intrigue. Future sourcebooks will provideadditional benefits along the same lines as TripleShot, I’m sure.

    House and Lands Q) It is possible to invest in the same WealthHoldings more than once? Would they need tobe on different domains. A) Yes, you may invest in the same WealthHoldings more than once. A second investmentcould be placed in another domain (often a goodidea especially if you lose domains to war orcalamity) or can go in the same domain. In thecase of the latter, the holding simply improves.Investing twice in a Marketplace in the samedomain means you have a bigger, more famousmarketplace. 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 theother rules described on page 65? What gives? A) Table 3−2 gives you a quick and dirty

    method for generating Status. When creating ahouse from scratch, these numbers will likely bedifferent.

    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 asdetermined by the unit’s training + 1. Inaddition, you must also deduct an amount of

    Wealth based on the unit’s training as well. Forexample, to acquire a trained mercenary unity,you must invest 4 Power (3 + 1) and reduceyour Wealth by 3.

    Q) Mercenaries above green seem too

    expensive? A) Yes, well-trained mercenaries are veryexpensive as written. Their increased cost servesto drive houses to building their own units.Mercenaries are there for low-power houses orto act in the world so a house can distance itselffrom the unit’s actions. This said, I can seemodifying power costs or wealth costs providedthe house defeats the mercenary captain in anintrigue.

    Q) If a house’s maximum Status is 3, do I needto invest Influence for characters to be second

    sons or daughters?

     A) Yes and no. The minimum Status for aninfluence investment is 3. So if you invest in asecond son or firstborn daughter, her Statuswould be 3 since this is the minimum. If you hadStatus 4 for the firstborn son, the second wouldbe Status 3 as would all other children. If you

    choose not to invest, no other child in thehousehold can exceed 2 Status.

    Q) If the firstborn son of a lord dies, and a

    player plays the second in line, now next in lineto inherit, does the new heir have to investinfluence to become the new heir?

     A) No. The initial investment for the heir holdsas does each investment for other heirs in line. You lose the Influence invested for the last heirin line. For example, say player 1 invested 20Influence to become the heir. Player 2 invests10 to become next in line. Player 3 invests 5 tobecome third in line. Player 1’s character dies.Player 2 automatically shifts up to 1’s slot andPlayer 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 builtwith the bell curve in mind. A) If you find Table 6−4 unsatisfactory, youmight consider replacing it with the followingspread.

    3 Doom

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    4 Defeat5 Catastrophe6 Madness

    7 Invasion/Revolt8 Scandal9 Treachery

    10 Decline11 Infrastructure12 Ascent13 Favor14 Victory15 Villain16 Glory17 Conquest18 Windfall

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

     A) Aside from being descriptive, they can alsoserve if one player decides to play a characterfrom that Banner House, in which case I wouldrule the House would actually have HouseFortunes rolls. Also, having these values in placegives the players a ready backup house shouldtheirs be destroyed.

    Q) Are Banner Houses able to purchase theirown Banner Houses? A) By the rules as written, yes, but it’s best todisallow this. Only the player-created houseshould have Banner Houses.

    Q) If a house’s influence increases so itMaximum Status increases, do the characters ofthe house (both PCs and NCs) automaticallyincrease their Status? If not, don’t thesecharacters have an inappropriately low Statusfor their positions? A) Maximum Status indicates the maximumStatus possible within the house. There is nominimum. A powerful house’s lord may engagein shameful acts, may suffer terrible defeat andthus see his Status reduced. A character must

    invest experience to improve Status as theywould any other ability. Narrator Characters mayimprove or diminish as the Narrator decides.

    Do note that the Narrator may grant Bonus Diceon a case by case basis and a character whose

    Status is low for a house may gain Bonus Dice incertain situations.

    Q) How do you know what Status your stewardhas? Also, wouldn’t the Lord always test Status? A) In many cases, the Lord also acts as stewardfor the Status test and can take a direct hand inevents. The steward could then assist the Lordon the test as normal. However, the Lord may

    travel to other lands, leaving the day-to-dayaffairs to the Steward. If this position is held bya Player Character, then it’s the PC’s Status test.Otherwise, it may be rolled by an NC. TheNarrator determines the Status of any NC, butas a rule of thumb, the NC’s Status would beone less than the current Lord.

    Q) When I invest Influence (or any other houseability), are my points lost? A) No. They are simply invested. The points areonly lost if something destroys your investment.

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

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

    Q) What exactly happens when you choose

     “Wage Wars” as your House Action? A) You are committed to the invasion of anotherdomain or to protecting your own domain frominvasion. Essentially, warfare consumes your

    house action. As Roland Stone points out, theNarrator adjudicates what qualifies as a “policeaction” and full-blown war. If you’re fightingbandits in a military operation, then you’re notWaging War. If House Lannister invades yourlands, you’re Waging War.

    Q) Why would I ever invest in Knowledge orHealing for a unit? A) Certainly, some abilities are more useful thanothers on the battlefield. The Narrator mightallow a unit to make a Healing test to repair aninjured unit. The Narrator may give tactical

    Bonus Dice to units with ranks in Knowledge insituations that apply or require Knowledge teststo bring down a wall or something similar.

    Q) Where do I find the costs for buildingfortifications? A) See page 102. Each fortification lists the priceas an investment.

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    Q) It seems sinister and dexter are misplaced onthe diagram on page 111. A) Indeed, they are, as the directions are based

    on the bearer’s perspective. Given the scope ofthe revision here, this is something that willhave 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 haveall weapons in your house count as castle-forged. In that case, there is no extra cost.Otherwise, your character will have to acquire acastle-forged weapon during playperhaps as a

    reward for loyal service, a tourney prize, orthrough a win on the field of battle. Charactersmay attempt to buy such weapons outright from

    their owners; Narrators should assume that thestarting price for a castle-forged weapon is twicethe price for an ordinary weapon of the sametype.

    Q) Shouldn't Firemilk and Myrish Fire help ahealer who is tending to an injured person asmuch as they'd help an unattended injuredperson? A) Yes. The benefit extends to Healing testsmade in place of the Endurance test made torecover.

    Intrigues Q) How much information does the “read target”action grant during an intrigue? Does it revealdeceptions such as substituting a deception testto simulate a charm? A) By the rules, it reveals disposition andtechnique. One can probably deduce when anopponent is hostile and using charm that there’ssome false pretense here. You might revealadditional information (such as substitutions) ifthe character received one or two degrees.

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

    Q) Does the Armor Penalty bonus detract fromthe 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 penaltyfor using a large shield? Is this intentional? A) Bulk 1 offsets the Defense +4 benefit. Bulkreduces your sprint speed and can reduce your

    base movement.

    Q) I’m confused about mounts, how to use themout of combat, and how to use them in combat. A) Whenever you would mount a horse and rideit, the steed must be willing to bear you. As ageneral rule, a potential steed with a Dispositiongreater than Dislike will tolerate a rider. Asserting your control over the steed requires aLesser Action, Automatic (0) Animal Handlingtest. One test is sufficient unless circumstanceschange: bad weather, combat, injuries, and soon.

    If the steed’s Disposition is Dislike or worse,

    however, you must engage in a Conflict Testdescribed on page 55. This test is made whileyou are riding the beast, and allies may assist asnormal provide they are close enough to handlethe animal. Each test is a Lesser Action and eachsuccess grants you a number of rounds of

    automatic control, meaning you do not need totest Animal Handling until the specified periodexpires.

    Combat adds another wrinkle. If you are alreadyriding a steed when combat begins, you mustspend a Lesser Action to maintain control(otherwise the steed’s disposition goes to Dislikeand you must spend Lesser Actions to establishcontrol). If you are already riding a war-trainedsteed when combat begins, you need not spendthe Lesser Action to maintain control.

    If you are not mounted and you wish to becomeso in the midst of combat, you may spend aLesser 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 spendactions 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 beforemodifications 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, yourNarrator may grant circumstantial bonuses toyour opponent’s defense.

    Q) How does Advanced Reach work? A) The advanced reach rules are included tocapture the differences in weapon length and awarrior’s reach. Using these rules, while addinga dash of realism, adds equal complexity.Consider using miniatures if you plan to use this

    system.

    Under this system, all weapons have a reachbetween 0 and 6, each reflecting the optimaldistance (in yards) from which you should makean attack.

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

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

    Reach 2+: Weapons with greater reach give theadvantage of distance from your foe, but alsomake you vulnerable to attacks when enemiesmove inside your reach. A reach 2 would allow

    you to attack enemies 4 to 6 feet away fromyou. With miniatures, there can be two squaresor hexes between you and your target orwithout a grid there can be up to two inchesbetween opponents.

    Lunging Attacks You can always make an attack against anenemy up to 1 yard beyond your reach by

    lunging. In exchange for taking a -1D on yourtest, you increase your reach by 1.

    Inside AttacksSimilarly, you can make attacks against enemiesinside your reach. By taking a -1D on your test,

    you reduce your reach by 1.

    Q) When using Free Attacks and AdvancedReach, how do you avoid a foe to get intoreach? For example, a thug armed with a knifeattacks a guard armed with a spear. Once thethug attacks, the guard has to move two orthree yards backwards to attack, thus giving theguard a free attack.

     A) Your best option is to use a Lesser Action toManeuver the opponent (see 168) away fromyou. Alternatively, you might test Acrobatics

    against the opponent’s passive Fighting tonegate the Free Attack when moving away. Or,

    you could just drop your spear and draw aReach 0 weapon.

    Q) Maces suck A) A mace is designed to be a step up from aclub. A club loses damage to gain the off-hand

    +1 quality. The morningstar offsets theshattering 1 quality with the vicious quality.

    In your games, you are welcome to grant the

    mace an extra quality, but be aware that doingso may make the weapon too good. Rather thangrant the weapon a quality, the Narrator mightgive a bonus to tests made to Smash Weapons(page 167).

    Q)Here is a situation:

    The Kingsguard is ordered by King Joffrey toguard the broken gate to the Red Keep withtheir lives. No one is allowed to enter at anycircumstances. The gate to the Red Keep is 8yards wide, so the 7 Kingsguards have to leave

    1 yard open. Now, Sansa Stark wearing a purpledress and armed with a poisonous flower wantsto enter and attack the King. She moves into adistance of 4 yards of the line of the heavily-armoured Kingsguards. The Kingsguards all raisetheir greatswords and take the 'Counterattack'action (p. 167). Then, Sansa Stark yells 'ForPrince Charming' (Free action) and 'sprints' (p.160) right through the open yard in the

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    gateway, leaving the bulky knights without achance to catch her.

    Okay, let's look at the details:P. 167: Counterattack did not work because itsays that the '... you must make a standard

    attack against any opponent that engages you...' and on p. 158 'engaged' is defined as beingadjacent to your opponent, and according to the'Advanced Reach' rules (p. 169) a greatswordcannot attack at 0 yards. Also, a greatsword hasthe two-handed quality (p. 152) indicating thattwo-hands are used unless stated otherwise -therefore, the two Kingsguards standing next toopen yard could not suddenly use their hands toattack.

    P. 169: There is no 'Free Attacks' because Sansadid not start her movement within reach of the

    Kingsguards weapons.

    In sum, I guess there must be a rule or anaction that allow guards to actually 'Guard'gateways, doors, drawbridges, fortifications etc.- Should movement be automatically stopped,when you enter the reach of an opponentsweapon?- How are you allowed to move when you arewithin reach of an opponent?- And how will this fit into the rules of 'AdvancedReach', where you should be allowed to attemptto keep an opponent at a distance, but theopponent should also be allowed to atttempt tomove adjacent to you?

     A) The Narrator is free to bend or adjust therules to meet the situation in game play. Forexample, Sansa has to move past the guards, soI’d rule the guards she passes could drop theirgreatswords and use a Fist attack to grab Sansa.I’d also apply a penalty since they were focusedon protecting the Red Keep and not keepingSansa pinned down.

    If the guards grab Sansa, then her movementstops.

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

    Q) Could you explain how Maimed works? A) The last sentence reads: “Permanentlyreduce one ability of your opponent’s choice by

    one rank.” You and the Narrator work out thedetails on how this manifests in the character.For example, reducing a character’s AnimalHandling ability may be a psychological injurygained from witnessing an enemy mutilating acherished beast. Maimed Deception could be

    branding Liar on your forehead. Be creative.

    Q) Could you explain Non-Conflict Damage? A) Damage that originates outside combatscenarios, such as falling from a cliff, beingtortured, and so on, can result in injuries. Minorcuts and scrapes heal normally and don’t needto be tracked unless the damage would result inan injury or wound.

    In the example covered in the first paragraph ofthe Non-Conflict Damage sidebar, the situationcould arise as a consequence of defeat or might

    happen outside of combat. In the case of theformer, it is correct to say that losing one’s hand

    is the result of a Maimed outcome (possiblygained from a burned Destiny Point). Alternatively, the maiming might come after thecombat concludes, being inflicted on thecharacter after yielding, being captured, orbeing knocked unconscious.

    Regardless, once your hand is lopped off, itdoesn’t grow back, even if at some point youuse a Destiny Point to remove the penalty

    associated with the loss. You simply overcomethe difficult and learn new ways to compensate.

    Q) Surprise buys you a +1D to your combattests. Does surprise also allow you to go first? A) By the rules, no. Surprise gives you anadvantage on your attacks and nothing else.Depending on the quality of the surprise, theNarrator may allow the attackers to go first, mayapply Bonus Dice, or may simply allow thecombat to unfold.

    Q) Does the Weapon Mastery benefit improve

    the off-hand quality? A) No. The Weapon Mastery benefit applies abonus to a weapon’s damage. It does not applyto its properties.

    Q) When does the extra damage from Powerfulapply? Before or after multiplying by degrees? A) The property reads “For every bonus dieinvested in Strength, you can increase a

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    Powerful weapon’s damage by 1.” So, this extradamage applies before multiplying by degrees.

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

     A) Once a character invests the action to assist,the benefits from the assist action apply even ifthat character is killed before their benefits arerealized. For example, a squire assists an evilknight on a Fighting test, granting +1 to theknight’s Fighting test result. Before the evilknight has a turn to act, the squire is brutallykilled by an archer. The knight still adds +1 tohis Fighting test result.

    Q) Now that tourney lances have the fragilequality, it seems they always break when usedin a tournament. The jousting rules already

    account for shattered lances, so what gives? A) We added the fragile quality to tourneylances for use in normal combat encounters. Ina joust, as you pointed out, there is a risk ofbreakage. This risk supersedes the normal riskfor using tourney lances.

    Q) Do the limits on attacks apply when youspend a destiny point? What about fatigue? A) Destiny Points are designed to give players abit of narrative control so clearly, a characterwho spends a destiny point gets to bend or evenbreak the rules. Spending a destiny point shouldallow you to make an additional attack on yourturn even if you already attacked.

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

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

    attack.However, can you, on the same turn, Attackand:- command your horse to attack?- pull rider from mount?- disarm?

    - distract?- knockdown?- maneuver?

    - trample? A) Several actions you list require greateractions and thus can’t be combined. So youcan’t normally combine Pulling a Rider from aMount, Disarm, or Trample with attacks(however see above for fatigue and/or destiny

    points). When mounted on a steed trained forwar, the steed is assumed to be attacking(hence the increased damage on a Fighting testdescribed on page 159). Do note that you haveto spend the lesser action to control a war-trained steed anyway. As for the rest, you canDistract, Knockdown, and Maneuver in additionto making attacks.

    Q) When jousting, should both contestantsreceive the Fighting from Horseback Bonus Die? A) Typically no, since the +1B applies only onattacks against non-mounted opponents.

    Q) Table 9−4 doesn’t have a result for four

    degrees of success. If a rider received 4degrees, would a Very Hard (18) test beappropriate. A) Sure

    Q) Since Reckless Attack states the benefits last

    until the start of your next turn, if I spend adestiny point to gain another lesser action toattack, does the +1D carry forward to thisattack?

     A) Yes, if you spend a Destiny Point to makeanother standard attack, the attack wouldbenefit from the +1D.

    Q) A successful test to Break an object reducesthe Difficulty by 5 per degree. In light of thechange to 5-point increments described on page29, should this be 3 per degree? A) No. The text is correct. If breaking an objectis important to the adventure, 5/degree allowsquick 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 abilityto protect itself, but weapons with this qualityuse the normal rules for Smash and SmashingWeapons. As an optional rule, the Narratormight grant a character with a shatteringweapon extra bonus dice or even extra test dicedepending on the materials.

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    Q) What are the difficulty numbers mentionedfor smashing weapons? A) Use the guidelines under Smash (p. 166). If

    you are uncomfortable adjudicating thesenumbers on the fly, I recommend the followingfor 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 bulkreduce your mount’s movement? A) No, but barding’s bulk affects your mount’smovement.

    Q) How does the training penalty for shieldswork? A) It applies only when you make an attackusing the shield. It does not affect your otherattacks.

    Warfare Q) How do I handle understrength units inwarfare without reducing their Health? Forexample, a cadre of 10 men would have 1 or 2Health. 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, youwould 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 thevarious units are now equal size.

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

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

     A) Resolve the conflict normally. Attackingcommanders or subcommanders does notinterfere with a commander’s ability to issue

    orders unless the attack eliminates thecommander. Should the attack come during StepEight: Second Player Actions, say between

    player characters against NC commanders, theNarrator would resolve the conflict using thenormal combat rules. The defending commanderwould be able to take actions in this case, butwould not be able to initiate combat.

    Q) How many times can a character perform the “Attack Unit” action during Step Six and StepSeven? A) Assuming the character is adjacent to theunit, a character can attack five times. This said,the same character will spend an action or twoto close on the unit. Then the character will getto use Attack Unit a couple of times at the mostduring the first instance of step six. This shouldgive an effective unit the means to deliver adangerous counterattack to the bold character.

    Even if a character of sufficient skill manages to

    wipe a unit, I don’t think it stretches things toomuch. The Mountain that rides proved

    disastrous for those who faced him in combat,and in my estimation he’s the most min-maxedcharacter from the books.

    Feel free to experiment with the number ofactions 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 theDefend order?

     A) As the Errata points out, this sentence is inerror. It should read: If the unit is armed withshields (see page 173), it adds +1D to its Agilitytests.

    Q) Some siege items are given Athletics for thepurposes of damaging objects. How does thiswork? A) Where Athletics scores are given, they referto tests made to “break” or smash throughwalls. The Narrator sets a Difficulty and theplayer 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 incombat, is damage sustained by the charactercumulative? Take a character attached to unitthat is disorganized and then routed: Does thecharacter take 7 damage (2 for disorganized + 5for routed) or does the character take 9 (1 fordamage + 2 for disorganized + 1 for damage +

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    and for routed). A) Damage is cumulative. The character wouldtake 9 damage.

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

     A) Yes.

    Q) On pg. 185, it says a unit can do a splitattack. "Bonus dice derived from specialties orother sources may be similarly divided..." Ihaven't seen anywhere that units can havespecialties. Should that part be cut? A) No. While units described in this book do nothave specialties, we might expand the rules toallow them later.

    Q) Do the Mounted Attacks benefits apply to

    units? A) No. Those benefits apply only at the combatscale.

    Q) However, how should I handle individualsversus 20-25 men. One option I've used is to letuse the Attack Portions of Units on p 179 andhave the unit lose a health point for every 2men defeated. But I also want to use theIndividual vs. Unit stuff. Should I leave thebonuses the Unit gets (+2D Fighting & +20Defense) or should I adjust them. I'm reluctantto change the +2D Fighting. Being surroundedby 20-25 men is just as deadly as beingamongst 100, I think. The defense may need tobe adjusted (but not much if any). I wasthinking of +15 defense for an understrengthunit. What do you think? Should these numbersbe adjusted any if an individual is taking on aunit of 20-25 men? And if so, what would youput them at? A) I would keep the +2D Fighting (for thereason you stated), but give the understrengthunit a +10 defense.

    Q) Table 10-6 on p. 183 states that you shouldsubtract -1 each time the unit was disorganized.Wouldn’t this make it impossible to roll a 6 onrouted and destroyed, as a unit will always bedisorganized before routed/destroyed? If a unitis disorganized, and then reorganized back to

    damaged, should you still subtract the penalty,or is it only when the unit is disorganized at theend of the battle?

     A) The penalty only applies for unitsdisorganized at the end of the sequence. A unitthat was routed would use the routed column.So if a unit was disorganized during the battle,but is improved to damaged before the end ofthe battle, you determine survivors as if the unit

    was damaged and without the penalty.

    The Narrator Q) What’s the difference between aComplication and a Penalty? A) When determining a base Difficulty, you canuse guidelines as presented in the Abilitieschapter. For situations outside those described,think about the factors that weigh down on thetask. If the task is important to a scene, youmay modify the difficult as described in theexample on page 200 or if it’s a minor test (sayin normal combat), you might just apply

    bonuses or penalties as described undermodifiers.

     As a rule of thumb, use complications to set thebase difficulty and modifiers to adjust a basedifficulty 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, asNarrator you should feel free to grant rewardsbased on the needs for your games and as

    appropriate for the scene. If you’re not using thehouse model as the framework for how the PCsare linked and instead go with a more traditionalfantasy roleplaying game structure then yes,600 gold dragons is a bit much and you shouldswap in silver stags.

    Q) Is falling damage cumulative? Say you fall 30yards, would you take 30 damage, 15 injuries,and 15 wounds or would you just take 15wounds? A) The damage is not cumulative. In thisexample, 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 allthe way up to 21 or higher for truly heroicactions.

     Anointed Knight (Correction); SIFRP, Page31 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) = 3yardsSprint: [3 (movement) x 4 (action)] − 3 (bulk) =9 yards.With a war lance:  Movement: 4 (base) − 2 (1/2 of 5 Bulk) = 2yardsSprint: [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) = 4yardsSprint: [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

    yardsSprint: [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

    yardsSprint: [3 (movement) x 4 (action)] − 3 (bulk) =

    9 yards.

    With a war lance: Movement: 4 (base) − 2 (1/2 of 5 Bulk) = 2yardsSprint: [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 yardsSprint: [4 (movement) x 4 (action)] = 16 yards.

    Noble (Correction); SIFRP, Page 36 Under Movement, revise as follows.

    Movement 3 * Sprint 10

    ExplanationMovement: 4 (base) − 1 (1/2 of 2 Bulk) = 3yardsSprint: [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

    ExplanationMovement: 4 (base) − 0 = 4 yardsSprint: [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 withbuckler

    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 tableentries

    Fighting: Add Shields to specialtiesWill: Delete “Concentrate” and Add “Courage”

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

     Agility, Other Uses (Deletion); SIFRP, Page55 Under bullet 5, strike “or sprint” from the list.

     Animal Handling (Addition); SIFRP, Page55 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 mustspend a Lesser Action to maintain control overthe animal if the animal is trained for war or aGreater 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 anopponent in combat, that opponent mustsucceed on an opposed Athletics test to break

    free” is error. Replace it with:

    In order for an enemy to grab you with a Grabweapon, 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 onan opposed Athletics test.”Reason: Pinning should be a consequence ofdefeat.

    Empathy (Revision); SIFRP, Page 58[/b]Replace the Empathy entry with the following:

     You may use Awareness to look into the heartsof others and perceive the truthfulness of whatthey say and whether or not they seem genuine.Make an Awareness test against your target’spassive Deception result, with a successrevealing the target’s general disposition towardyou or the topic of your conversation. Attainingadditional degrees reveal a greater sense aboutthe target’s motivations, attitudes and so on.This use of Awareness doesn’t provide mind-reading; it merely lets you get an instinctualhunch about a target’s motives based on hismanner, expressions, and the tone of his voice.

     You can also use Awareness (Empathy) in anintrigue 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 atleast four hours every day the patient must rest(or no rest) cleaning the injury and changing the

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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, Page65 Replace the first paragraph with the followingtext:

    Use the Tournament specialty for any Status

    check related to recalling useful informationabout such contests, to assess opponents youface, to attract notable knights to yourtournament (testing against the desired knight’spassive Status), and other uses at the Narrator’sdiscretion.

    Coordinate (Replacement); SIFRP, Page68 Replace the second sentence under Coordinatewith the following:

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

    Courage (Replacement); SIFRP, Page 68 Replace the entire paragraph with the followingtext:

    Generally, you are free to portray your characterin ways appropriate to your character’spersonality and the situation as you decide, butthere will be instances during game play whenyour character confronts the horrific, theimpossible, and the downright terrifying.

    Whenever you are exposed to magic, the deathof a friends, overwhelming odds, a supernaturalcreature, 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 aChallenging test, while squaring off against afamous knight may require an easy test. If you

    succeed, you master your fear. If you fail, youtake a −1D to all tests related to the fear. At thestart of each of your turns, you can try toovercome your fear by attempting another Will(Courage) test. A second failed test results inanother 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 howthey respond to threats and scary situationsbased on their character’s personality. Use Will(Courage) tests as tool to promote roleplaying orto modify circumstances as you see fit.

    +xD, Table 5−1; SIFRP, Page 71 Where you see +1D, the quality effectivelyincreases your ability by one, letting you rollanother die and add it to the test result.

     Acrobatic Defense (Addition); SIFRP, Page74  Add the following sentence to the end of theparagraph:

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

    Brawler (Revision); SIFRP, Page77 Brawler III under “Requires” should be BrawlerII

    Replace the entire entry with the following:

    Whenever you succeed on a Fighting test to hitan opponent using your fist, you may choose tosacrifice three degrees of success to stun youropponent. You must have attained at least threedegrees of success on the test result. Compare

    your test result to your opponent’s passiveEndurance result. If it equals or beats thepassive result, your opponent is stunned andcan only take a special Recover action on itsnext turn.

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

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     An opponent stunned by this benefit cannot bestunned 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’spermission, you may grant your cadre statisticsfor any unit in which you have invested.

    Expertise (Clarification); SIFRP, Page 79 Further analysis of the benefit revealed theprevious “Addition” to be in error. When testingan ability using a specialty associated with thisbenefit, you get to roll an extra die and add it toyour test result. The benefit does not apply topassive results.

    Heirloom (Revision); SIFRP, Page 81 

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

    Requires Head of House or Heir  

     You inherited the Valyrian steel weapon that hasbeen in your family for countless generations. Valyrian steel weapons are typically swords ordaggers, but with your Narrator’s permission,you may apply this benefit to a differentweapon. See page 124 for details on theseweapons.

    Drawbacks (Addition); SIFRP, Page 88  Add “adult or older” between “All” and “characters” so it reads:

     All adult or older characters begin with onedrawback.

    Flaw (Addition); SIFRP, Page 90  Add the following sentences to the end of theparagraph.

    When calculating your passive test result with

    this ability, you treat your ability as being 1point lower. For example, if you have Perception4 and the Flaw (Perception) drawback, yourpassive Perception result would by 12 ([4 − 1] x4). 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 descriptioncolumn by the following rows.21-30 A modest force of soldiers, including some

    trained troops.31-40 A trained force of soldiers, includingcavalry and possibly ships. You may have theservice of a banner house.

    Defense Holdings Example (Revision);SIFRP, Page 102 The benefits to Defense listed under each entryare incorrect. They should apply the followingbonuses to Defense:

    Superior Castle +12Castle +8

    Small Castle +6Hall +4Tower +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 groupestablish a community, but she agrees it would

    be unwise to invest all the house’s resources intheir first domain. Settling on a hamlet increasesthe domain cost to 21.For the other 25 points left to lands, the groupdecides to add two more inland woodeddomains, each costing 8, for 16 points, and aninland plain for 5 points. To make things

    interesting, they place a ruin (+3 points) in oneforest domain and decide it is an old holdingonce held by the First Men, complete with aweirwood tree in the heart of its crumbling hall.

    Banner Houses (Revision); SIFRP, Page

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

    The benefit of the banner house is that it can becalled to lend military assistance when in need,

    grant you 1 Test Die on your Status Tests forHouse Fortunes (for each banner house) andcan even receive House Fortune results if

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    desired (see facing page).

    Type (Replacement); SIFRP, Page 106 

    Replace second paragraph with the followingtext.

    Most units have just one type, but it’s possibleto build units with two or more types providedyou invest the total Power to meet the cost foreach unit type. So, to build Trained Archer/Infantry, you must invest 12 Power (5 fortrained + 3 archer + 4 infantry). When investingexperience 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 theabove example, our archer/infantry would havea Challenge (9) discipline (6 base + 3 archer + 0infantry). While any combination between types

    in any quantity is possible, too muchdiversification in a single unit eats up so muchPower, you are unlikely to field any other units.

    Table 6−8 (Replacement); SIFRP, Page107 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 leastone domain with a coast, island, pond, lake, orriver.

     Add the following as boxed textSpecial: A commander or sub-commander canattach himself to a warship unit and retain theability to issue orders.

    Example (Correction/Addition); SIFRP,

    Page 108 Where the example states “invest in a greenwarship for 11 points,” it should state “for 8points.” Later, where it says “with the remaining6,” 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 thirdbullet.

    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 orher disposition for a short period, thus forcingthe 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 platearmor since the armor has 3 Bulk points. Inarmor, Hal reduces his movement by 1 yard forevery 2 Bulk points he possesses, dropping hismovement to 4 yards. When sprinting in fullplate (see Bulk, below), he moves 13 yards ([4yard base x 4] − 3 Bulk).

     Armor Penalty (Clarification); SIFRP, Page151 

    The armor penalty also applies to passive Agilitytests.

    Bulk (Replacement); SIFRP, Page 151 Replace the example text with the following:

    Wearing heavy armor confers bulk just as doescarrying unwieldy equipment. To determiningthe effects of bulky armor, sum the armor’s Bulk

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    and any Bulk from other sources. For every 2full points of Bulk, reduce your movement (aftermodifications 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 ofyards 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 Myrishcrossbow 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 reducesits movement to 1 yard and takes a −5 penaltyto all tests. The target can free itself byspending a Greater Action and succeeding on aChallenging (9) Athletics test (bonus dice fromStrength apply) or Agility test (bonus dice fromContortionist apply). You cannot make furtherattacks with an Entangling weapon so long asthe target is contained by its effects.

    Fast (Deletion); SIFRP, Page 154 Delete the last sentence.

    Bonus Dice gained from the Fast quality canexceed the normal limits.

    Unwieldy (Revision); SIFRP, page 155 Replace the text under the Unwieldy header withthe following.

    When using an Unwieldy weapon while mountedon a steed, you take a −2D penalty on any testrelated to the weapon. For melee weapons, thepenalty applies apply to Fighting tests. Forranged weapons, the penalty applies to

    Marksmanship tests.

    Dodge (Addition); SIFRP, Page 160 

     Add the following at the end of the thirdsentence.(Bonus dice from Shield apply if you are armedwith a shield).

    Sprint (Addition); SIFRP, Page 160 

     Add the following sentence to the Sprintdescription.

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

     Assist (Revision); SIFRP, Page 160 Replace the text with the following.

     As described on page 29, you can assist whenanother ally would test an ability. To do so, youmust be adjacent to the ally (and the ally’s

    opponent if you are aiding a Fighting test) andthe ally must usually be able to see and hear

    you (Narrator’s discretion). You grant the ally abonus to his next test result with a particularability equal to one-half your rank in the abilityyou’re testing. In the case of multiple assistants,the bonuses to the test results are cumulative.

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

    Resolving the Joust (Replacement);SIFRP, Page 164 Replace the second and third paragraphs withthe following text.

     A joust contest involves a series of passes, witheach rider charging the other. This continuesuntil a rider is defeated or the rider forfeits.Resolving a joust follows the normal combatrules with a few exceptions.One: Both attacks happen simultaneously andare 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 asuccessful test.Four: Consult Table 9−4 for furtherconsequences. If your attack results inunhorsing your opponent, the enemy rider takesextra damage from your lance as if you hadgained 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 ofNinemen in a jousting tournament. Each knight’s

    relevant abilities and specialties follow. Bothknights use tourney lances (Dmg: AnimalHandling + 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. Brutuswears full plate, so he reduces the damage to 2.Consulting Table 9−4, Brutus’s player mustsucceed on a Formidable (12) Animal Handlingtest or be unhorsed. Brutus’s player rolls and 11,so he hits the ground, taking another 6 damagefrom the extra degree of success granted by thequality of the attack. This brings his damage upto 8 (2 + 6 from the extra degree), so poorBrutus may have to take an injury or two toavoid certain defeat.However, since the attack occurssimultaneously, Brutus still gets a chance tounhorse Jon. Brutus’s player tests Fighting andgets an 11, which fails. Consulting Table 9−4,we see that a Failed test see the lance shatteron 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 justunseat his opponent. The jouster must makethis declaration before rolling the dice. The

     jouster may choose to strike an unprotectedarea or may choose to strike the steed. If the jouster strikes an unprotected area, the targetreceives only half his armor rating. If the joustertargets the steed, resolve the damage normally,dealing an extra +2 damage per degree of

    success. Should a jouster choose to fightdishonorably and kills a horse, the consequencesare 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 thesepenalties as well.

    Example (Revision); SIFRP, Page 168 

    Replace the last sentence with the following:

    In beating the Difficulty with no degrees, Anselreduces 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 aLesser Action to Stand Up. Opponents gain a +1Test Die on Fighting tests against you while youare knocked down.

    Free Attacks; SIFRP, Page 169 

    Replace the paragraphs as follows:

    Free attacks are best used with the optionalreach rules. A free attack is a special attack thattriggers when one combatant incautiously movesaway from another combatant. Any time acharacter starts inside another enemy’s optimalweapon reach and uses an action to move more

    than 1 yard, the character is at risk of being hitby a free attack. The enemy compares his or herpassive Fighting result to the character’s CombatDefense. Should the passive result equal or beat

    the character’s Combat Defense, the enemy hitsand deals damage as normal. Once thecharacter is no longer inside anothercombatant’s optimal reach, he or she may spendactions to move normally.

    Table 9−7 (Revision); SIFRP, Page 169  A tourney lance should have reach 4 and a warlance should have reach 3.

    Mace is missing. Insert “Mace; Bludgeon; Reach0” between Flail and Maul.

    Replace “Unarmed” with “Fist.”

    The small sword specialty should be fencing andnot short blade.

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

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    Table 10−1, 10−2 (Addition); SIFRP, Page172  Add “/Crusader” after Infantry on both tables.

    Equipping Units (Addition); SIFRP, Page173 

     At the end of the third sentence, add thefollowing:

    (Cavalry, Infantry, Mercenaries, and PersonalGuards all carry shields.)

    Equipment Upgrades (Addition); SIFRP,Page 173 Disregard the previous update. Under EquippingUnits, it reads, “On the battlefield, the specifictypes of weaponry and armor are unnecessaryas a unit carries a variety of weaponry.”

    Units are necessarily abstractions. However, youcan repurpose units to let them fulfill differentfunctions on the battlefield. You can change aunit from one type to any other type as part ofthe Manage Resources House Action (page 118),provided you have the Power available to payfor a unit’s increased price. If the unit’s PowerInvestment would be reduced, you do not gain arefund on the difference (excess Powerinvestment is lost). Changing unit types allowsyou to convert archers (who don’t use shields)to infantry (who do use shields) and thus takeadvantage 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 andSmall 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 andMarksmanship 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 adisorganized unit so that it is damaged. Theincrease to Discipline Difficulty remains evenafter 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 areusing formation rules, see page 186), and at theend 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 wasdisorganized after the first time it wasdisorganized.”

    Sap (Replacement); SIFRP, Page 185 Replace “Lore (Engineering)” with a Warfaretest.

    Coin (Revision); SIFRP, Page 191 The last sentences should read: For every 200gold dragons invested, the house’s Wealthresource 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, Page199 The chance to succeed against a Very Hard (18)difficulty with 6 ranks is 79% and not 93%. Thechance to succeed against a Very Hard (18)difficulty with 7 ranks is 93%.

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    Travel (Omission); SIFRP, 202 Table 11−8 is missing information onwaterborne travel. These values are baseline

    and should be modified as needed. Add thefollowing:

    Boat (River, Lake) 1.5 leaguesShip (Ocean) 4 leagues*

    *Wind strength can adjust the speed for sailingvessels. The listed value assumes typical winds.Strong winds may increase by x1.5, while lightwinds 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−

    3Health 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 4DChange Lance 1B to Spear 1BChange heavy shield to large shield

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    UPDATE SUMMARY  

    Update Summary (8/18): FAQ UpdatedPage 169 Free Attacks

    Page 175 Table 10-1Page 183 Table 10-6

    Update Summary (7/27): FAQ UpdatedPage 32 Godsworn (Revision)Page 34 Hedge Knight (Revision)Page 35 Maester (Revision)Page 37 Retainer (RevisionPage 38 Scout (Revision)Page 39 Squire (Revision)Page 58 Empathy (Replacement)

    Page 210 Assassin (Revision)

    Update Summary (7/20): FAQ UpdatedPage 55 Sprint (Deletion)Page 160 Dodge (Addition)

    Page 167 Example (Revision)Page 181 Organize (Revision)Page 182 Routed (Revision)

    Update Summary (7/13): FAQ UpdatedPage 169 Table 9−3 (Revision)

    Update Summary (7/5): FAQ UpdatedPage 61 Treat Injury (Revision)Page 211 Hedge Knight (Revision)

    Update Summary (6/22): FAQ UpdatedPage 199 Table 11-7 (Revision)Page 210 Assassin (Revision)Page 211 Guard (Revision)

    Update Summary (6/15): FAQ UpdatedPage 169 Table 9−7 (revision)

    Update Summary (6/8) FAQ UpdatedPage 97 Power (Deletion)Page 152 Table 9-3 (Deletion/Addition)

    Update Summary (6/1) FAQ UpdatedPage 160 Assist (Revision)Page 169 Table 9-7 (Ommission/Replacement)Page 177 Concealed Unit (Replacement)Page 199 Boar (Addition)

    Update Summary (5/25) FAQ UpdatedPage 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 UpdatedPage 151 Table 9-2 (Revision)

    Page 152 Table 9-3 (Correction)Page 153 Table 9-3 (Revision)

    Update Summary (5/4): FAQ UpdatedPage 199 Chance of Success

    Update Summary (4/20): FAQ Updated[/color]

    Update Summary (4/13): 

    FAQ UpdatedPage 77 Brawler II (Revision)Page 155 Unwieldy (Revision)

    Update Summary (4/6): FAQ UpdatedPage 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)

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    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 forattacks 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)