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SONGOFICEANDFIRE

FrequentlyAskedQuestions
&
Errata

FAQ

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.

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

Its 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.

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

Q) Whats a feasible status for a house of a


minor branch?
A) Id aim for 1 less than greater branch.

Q) A starting Maester character can't also be a


Master of Ravens! What's up with that?
A) It's trueno 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.

Q) The Status chart on page 65 doesnt 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.

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.

Q) Whats intended by courtier on table 3-2.


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

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 arent 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 armors AR before applying Benefits or other
modifiers. For example, if you have Armory
Mastery and youre 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 wouldnt 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 wouldnt 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) Thats up to you and depends on how the
cohort contributes. As a rule of thumb, Id
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) Its 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, Im 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 32 doesnt quite line up with the
other rules described on page 65? What gives?
A) Table 32 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 units training + 1. In
addition, you must also deduct an amount of

Wealth based on the units 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 units 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 houses 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 1s character dies.
Player 2 automatically shifts up to 1s slot and
Player 3 shifts up into 2s slot. The last slot and
the 5 Influence invested are lost.
Q) Table 6-4 doesnt see fair since its not built
with the bell curve in mind.
A) If you find Table 64 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 its best to
disallow this. Only the player-created house
should have Banner Houses.
Q) If a houses influence increases so it
Maximum Status increases, do the characters of
the house (both PCs and NCs) automatically
increase their Status? If not, dont 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 houses 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, wouldnt 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 its the PCs 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 NCs 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 youre fighting
bandits in a military operation, then youre not
Waging War. If House Lannister invades your
lands, youre 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 bearers perspective. Given the scope of
the revision here, this is something that will
have to be addressed in a revised version.

Agility test.

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 castleforged. In that case, there is no extra cost.
Otherwise, your character will have to acquire a
castle-forged weapon during playperhaps 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) Im 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.

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 theres
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

Q) There doesnt 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.

If the steeds 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 steeds 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 wartrained 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, war5/21

trained; greater when not war-trained)


Q) How do lances interact with movement and
with the Charge action?
A) The lances 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 arent charging with a lance, your
Narrator may grant circumstantial bonuses to
your opponents defense.
Q) How does Advanced Reach work?
A) The advanced reach rules are included to
capture the differences in weapon length and a
warriors 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 youre 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 youre 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 opponents 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 heavilyarmoured 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
Id rule the guards she passes could drop their
greatswords and use a Fist attack to grab Sansa.
Id 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 opponents choice by

one rank. You and the Narrator work out the


details on how this manifests in the character.
For example, reducing a characters 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 dont 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 ones 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
doesnt 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 weapons 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 weapons 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
knights 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.

- trample?
A) Several actions you list require greater
actions and thus cant be combined. So you
cant 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 wartrained 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 94 doesnt 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) 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.

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.

As for fatigue, I would rule yes here too.


However, the action gained from acquiring the
fatigue can only be taken during the characters
turn.

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) 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?

Q) What is the relationship between Shattering


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

8/21

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 armors bulk
reduce your mounts movement?
A) No, but bardings bulk affects your mounts
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 battlefields 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 youre 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 subcommander are engaged?
A) Resolve the conflict normally. Attacking
commanders or subcommanders does not
interfere with a commanders 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 dont think it stretches things too
much. The Mountain that rides proved
disastrous for those who faced him in combat,
and in my estimation hes 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 units shield rating under the
Defend order?
A) As the Errata points out, this sentence is in
error. It should read: If the unit is armed with
shields (see page 173), it adds +1D to its Agility
tests.
Q) Some siege items are given Athletics for the
purposes of damaging objects. How does this
work?
A) Where Athletics scores are given, they refer
to tests made to break or smash through
walls. The Narrator sets a Difficulty and the
player controlling the siege engine makes an
Athletics test to damage the fortification as
described on page 166.
Q) If a Player Character is attached to a unit in
combat, is damage sustained by the character
cumulative? Take a character attached to unit
that is disorganized and then routed: Does the
character take 7 damage (2 for disorganized + 5
for routed) or does the character take 9 (1 for
damage + 2 for disorganized + 1 for damage +
9/21

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.
Wouldnt 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) Whats 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 its 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 thats already defined.
Q) Isnt 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 youre not using the
house model as the framework for how the PCs
are linked and instead go with a more traditional
fantasy roleplaying game structure then yes,
600 gold dragons is a bit much and you should
swap in silver stags.
Q) Is falling damage cumulative? Say you fall 30
yards, would you take 30 damage, 15 injuries,
and 15 wounds or would you just take 15
wounds?
A) The damage is not cumulative. In this
example, you would just take 15 wounds.

10/21

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

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

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.

Hedge Knight (Correction/Deletion);


SIFRP, Page 34

Anointed Knight (Correction); SIFRP, Page


31
Under Movement, revise as follows.

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 2D1D
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.

Change Awareness to 3; Change Health to 14

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.

Movement 3 * Sprint 10
11/21

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 41
(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 targets
passive Deception result, with a success
revealing the targets general disposition toward
you or the topic of your conversation. Attaining
additional degrees reveal a greater sense about
the targets motivations, attitudes and so on.
This use of Awareness doesnt provide mindreading; it merely lets you get an instinctual
hunch about a targets 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

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 knights
passive Status), and other uses at the Narrators
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 characters
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 its a good
idea to run away until you get your nerve back.

Narrators: Its best to let players dictate how

they respond to threats and scary situations


based on their characters personality. Use Will
(Courage) tests as tool to promote roleplaying or
to modify circumstances as you see fit.
+xD, Table 51; 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 opponents passive
Endurance result. If it equals or beats the
passive result, your opponent is stunned and
can only take a special Recover action on its
next turn.
A Recover action is a Greater Action. The
opponent must succeed on a Challenging (9)
Endurance test or be forced to attempt another
Recover action on its next turn. The opponent
gains a cumulative +1B for each previous failed
test. If the target succeeds on its Endurance
test, it immediately gains and can use a Lesser
Action.

13/21

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 Narrators
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 51.

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 Narrators 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 houses resources in
their first domain. Settling on a hamlet increases
the domain cost to 21.
For the other 25 points left to lands, the group
decides to add two more inland wooded
domains, each costing 8, for 16 points, and an
inland plain for 5 points. To make things
interesting, they place a ruin (+3 points) in one
forest domain and decide it is an old holding
once held by the First Men, complete with a
weirwood tree in the heart of its crumbling hall.
Banner Houses (Revision); SIFRP, Page
104
Revise the second sentence of the second
paragraph under Banner Houses so it reads:
The benefit of the banner house is that it can be
called to lend military assistance when in need,
grant you 1 Test Die on your Status Tests for
House Fortunes (for each banner house) and
can even receive House Fortune results if
14/21

desired (see facing page).

during play.

Type (Replacement); SIFRP, Page 106


Replace second paragraph with the following
text.

Artisan (Deletion); SIFRP, Page 108


Strike the once per month after the third
bullet.

Most units have just one type, but its 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.

Fleet (Correction); SIFRP, Page 108


Change 11 Power to 8 Power.[/color]

Table 68 (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

Table 74 (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),
Hals 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 armors Bulk
15/21

and any Bulk from other sources. For every 2


full points of Bulk, reduce your movement (after
modifications from the Run specialty, see Table
91) 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.

Add the following at the end of the third


sentence.
(Bonus dice from Shield apply if you are armed
with a shield).

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


Hide armor should have AP 3 and Bulk 3.

If you have Bulk, subtract a number of yards


from your sprint movement equal to the number
of Bulk points you possess.

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

Sprint (Addition); SIFRP, Page 160


Add the following sentence to the Sprint
description.

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 allys
opponent if you are aiding a Fighting test) and
the ally must usually be able to see and hear
you (Narrators 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
youre 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
opponents passive Animal Handling result
(bonus dice from Ride apply).
Three: Resolve damage normally for a
successful test.
Four: Consult Table 94 for further
consequences. If your attack results in
unhorsing your opponent, the enemy rider takes
extra damage from your lance as if you had
gained an additional degree of success.
16/21

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 knights
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.
Jons player rolls a 21, beating Brutuss 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 94, Brutuss player must
succeed on a Formidable (12) Animal Handling
test or be unhorsed. Brutuss 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. Brutuss player tests Fighting and
gets an 11, which fails. Consulting Table 94,
we see that a Failed test see the lance shatter
on Jons 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 Houses 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 doors 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 enemys 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 characters Combat
Defense. Should the passive result equal or beat
the characters Combat Defense, the enemy hits
and deals damage as normal. Once the
character is no longer inside another
combatants optimal reach, he or she may spend
actions to move normally.
Table 97 (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

Table 101, 102 (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:

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:

(Cavalry, Infantry, Mercenaries, and Personal


Guards all carry shields.)

If the unit is armed with shields (see page 173),


it adds +1D to its Agility test.

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.

Organize (Revision); SIFRP, Page 181


Replace the last sentence with the following.

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 units increased price. If the units 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 dont use shields)
to infantry (who do use shields) and thus take
advantage of certain battlefield orders.
Table 101: Unit Starting Equipment;
SIFRP, Page 175
For Cavalry, change Fighting damage to be
Animal Handling + 3
Table 103: 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.

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 units formation changes to mob (if you are
using formation rules, see page 186), and at the
end of the attacking players turn, the mob
sprints away from the attacking unit.
Table 106: 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 houses 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

Travel (Omission); SIFRP, 202


Table 118 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

UPDATESUMMARY
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 93 (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 97 (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
Page
Page
Page

53
56
68
77

Table 41, (Correction)


Animal Handling (Replacement)
Coordinate (Replacement)
Brawler III (Revision)
20/21

Page 79 Expertise (Clarification)


Page 81 Heirloom (Revision)
Page 88 Drawbacks (Addition)
Page 104 Banner Houses (Revision)
Page 107 Table 68: 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 103 (Addition)
Page 176 Cover (Revision)
Page 180 Defend Maneuver (Revision)[/color]

Page
Page
Page
Page
Page

164
168
172
185
191

Example (Replacement)
Knockdown (Clarification)
101, 102 (Addition)
Sap (Replacement)
Coin (Revision)

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 41 (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 51 (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)
21/21

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