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SIFRP Cheat Sheet: Degrees of Success (5+) Step Four 4: Action
SIFRP Cheat Sheet: Degrees of Success (5+) Step Four 4: Action
Tournament
• Archery Contest: First shot is ROUTINE (6), then each
subsequent shot raise by 3, until 15.
• Grand Melee: Use normal combat rule.
• Joust: Each participant roll a Fighting test versus the
opponent's passive Animal Handling, plus Ride in
bonus modifier. Example: Animal Handling 3 (Ride +2B)
gives 14, or (3 x 4) + 2.
INTRIGUE ACTIONS (p.145)
• Assist: Support another character (ally gain bonus
Intrigue Defense
equal to half your Persuasion).
Awareness + Cunning + Status + Bonuses/Penalties • Consider: Give up your action and wait (gain +2B on
next exchange).
Composure • Fast-Talk: Unleash a stream of nonsense in hope of
distracting opponent (target loose Cunning in their
Will x 3
Intrigue Defense).
• Influence: Influence your opponent (default of any
OBJECTIVEs Intrigue).
• Friendship • Manipulate: Manipulate your opponent's emotions
• Information (choose opponent technique for next exchange).
• Service • Mollify: Restore Composure into a target (restore
• Deceit opponent's Composure equal to your Persuasion).
• Quit: Flee the Intrigue.
Note: Changing objective during Intrigue give back to opponent • Read Target: Hold back and read your target (learn
Composure equal to their Will. opponent's Disposition and Technique, you gain +1D on
Deception or Persuasion for the entire Intrigue).
Disposition • Shield of Reputation: Fall back on your reputation and
status to influence your target (improve target's
Disposition DR Deception Persuasion Disposition one step, once per Intrigue).
Affectionate 1 -2 +5 • Switch to Combat: Abandon the Intrigue and attack
your target (Intrigue ends and combat begins, may have
Friendly 2 -1 +3
consequences...).
Amiable 3 0 +1 • Withdraw: Take a step back from the Intrigue,
Indifferent 4 0 0
concentring on defense (your result replace your
Intrigue Defense until the end of the next exchange).
Dislike 5 +1 -2
Unfriendly 6 +2 -4 FRUSTRATION
Malicious 7 +3 -6 • Chaque point de frustration retire des points égal à
votre Will au montant retiré de votre Composure.
INITIATIVE • 1 Point de Frustration: -1D sur tout jet de Deception et
Persuation pour toute la durée de l'Intrigue.
Status + Reputation in bonus dices • Frustration dépasse Will: Vous perdez l'Intrigue.
• 0 Composure: Vous perdez l'Intrigue.
TECHNIQUES
Like weapons in combat, you use either Persuasion or Deception. DEFEATED IN Intrigue (Composure 0)
The consequences of defeat depends on the technique used.
• Bargain: Negociate a favor/trade/service for another.
• Charm: Improve target's disposition. • Bargain: Receive a service (depends on target's
• Convince: Target support your position or grant disposition, p.142).
assistance (disposition stays the same). • Charm: Improve target's disposition by one step.
• Incite: Make your target angry or filled with emotions. • Convince: Make target support your position or grant
• Intimidate: Frighten and cow your target. assistance.
• Seduce: Fill the subject with feeling of desire. • Incite: Short term effects. Turn opponent against
• Taunt: Push your opponent to act. another. Reduce target's Disposition one step per rank
in Persuasion.
• Intimidate: Target is afraid, does what you ask, reveal
information.
• Seduce: If Friendly, you seduce your target.
• Taunt: Push an opponent to act.
House in action Money
Months & Actions Coinage
Each month, your House has: • Gold Dragon (gd)
• Silver Moon (sm)
• one House Fortune roll (or +1 to one Resource) • Silver Stag (ss)
• one House Action • Copper Star (cs)
• Copper Groat (cg)
House fortune • Copper Penny (cp)
Issuing Orders
Step 7. Orders
Warfare test versus Difficulty equal to the unit's Discipline.
Attack
• Success: The unit receive the order and execute it. Charge
• Failure: If the unit is “active” it continue to execute its Defend
Standing Orders. Fighting Withdrawal
• Critical Failure: The unit takes no action, and stop Move
following Standing Orders. Organize
Ready
Rally
Components of warfare Regroup
• Abilities: Starts at 2. Retreat
• Unit Defense = Agi + Ath + Awa + Armor Penalty Surrender
• Health = End x 3
• Movement: 40 yards (infantry), 80 yards (cavalry), 60 Step 8. Second Player Action
yards (naval, no sprint)
• Bulk: -10 per point of Bulk Detach Character (Greater)
• Marksmanship: 20 yards (Close), 200 yards (Long) Take Command (Greater)
• Equipment Upgrade: 1 Wealth give 1 upgrade. *Note: Lasts 30 seconds.