ASIFR Errata + FAQ.pdf

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Frequently Asked Questions 
Errata 
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.
FAQ 
General
Q) Can you achieve more than 4 degrees of
success?
A) Four degrees is the limit on degrees of
success.
It’s important to note rules for Status and PC
houses are designed to help manage players’
resources when using the House rules. So
Rickon, for example would probably have a
Status of about 4 or 5.
Maesters
Q) Can I be a Maester of the Citadel without
having the Maester benefit?
A) Yes. Not having the Maester benefit means
you don’t improve a house’s standing (having a
maester grants a +3 bonus to Fortunes rolls)
and you don’t get to add Cunning to Knowledge
and Will tests.
Q) What’s a feasible status for a house of a
minor branch?
A) I’d aim for 1 less than greater branch.
Q) What’s intended by courtier on table 3-2.
A) Any member of a powerful noble’s court.
Examples might include members of the small
council.
Q) A starting Maester character can't also be a
Master of Ravens! What's up with that?
A) It's true ۛ no 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 doesn’t seem to
line up with the Status levels listed on page 103.
A) According to page 65, Status 4 represents a
landed knight while Status 5 represents a lord of
a minor house.
Table 6-5 on page 103 allows you to get a
Status 4 if you have Influence 21 to 40 or Status
5 if 41 to 50.
Looking back to page 96, 21 to 30 indicates a
small minor house. 31 to 40 gets you a minor
house, while 41 to 50 is a powerful minor house.
Knights
Q) Can I be a knight without the Anointed
benefit?
A) Yes.
I do see that the numbers aren’t exact in this
case, but the mechanics work as written. If you
feel you need more concrete approximations,
then I would advise moving “Landed Knight”
from the fourth row on the table shown on page
65 to rank 3.
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.
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) 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) 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) 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 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 I use Long Blade Fighter I and Long
Blade Fighter II on the same attack?
A) Yes and no. The second half of Long Blade
Fighter I always applies. The first half of LBF I
would not “stack” with LBFII because in order
for LBF I to take effect, you must sacrifice all of
your Bonus Dice. Therefore, you wouldn’t have
any Bonus Dice left to sacrifice to activate LBF
II.
Q) Can you take Heritage Qualities after
character creation?
A) Yes, but it should fit within the story. A
revelation about a previously unknown heritage
seems spot on for this sort of game. Naturally,
to withdraw from a Heritage to acquire another
one would be permissible only if the Narrator
agrees.
Q) If I have the Armor Mastery benefit, does the
increase to AR modify the action needed to
stand?
A) No. The action needed to stand is based on
the armor’s AR before applying Benefits or other
modifiers. For example, if you have Armory
Mastery and you’re wearing a breastplate, you
can still stand by spending a Lesser Action even
though your AR is 6.
Q) One of my players invested a Destiny Point in
Cohort. Should I allow the cohort to gain
experience like the other characters?
A) That’s up to you and depends on how the
cohort contributes. As a rule of thumb, I’d
suggest one-half the experience gained by the
player.
Q) If a character has a Flawed Attribute does
this affect their eligibility for Qualities? E.g. can
a character with Marksmanship 4 plus Flaw
(Marksmanship) select the "Accurate" quality?
A) “Flaw” does not reduce the attribute so the
character in this case could select the accurate
quality.
Q) If I have the Armor Mastery benefit and wear
bulk 1 armor, can I still use Water Dancer III?
A) Yes.
Q) Is there an upper limit to skllls purchased
with Blood of Heroes?
A) No, but I wouldn’t let characters have abilities
greater than 10.
Q) 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.
Wealth based on the unit’s training as well. For
example, to acquire a trained mercenary unity,
you must invest 4 Power (3 + 1) and reduce
your Wealth by 3.
Q) Mercenaries above green seem too
expensive?
A) Yes, well-trained mercenaries are very
expensive as written. Their increased cost serves
to drive houses to building their own units.
Mercenaries are there for low-power houses or
to act in the world so a house can distance itself
from the unit’s actions. This said, I can see
modifying power costs or wealth costs provided
the house defeats the mercenary captain in an
intrigue.
Q) Also similarly, do flaws reduce the maximum
number of bonus dice a character can have in
an attribute?
A) Limits on Bonus Dice are set by the governing
ability and not the governing ability less penalty
dice. So a character with Fighting 4 (Long
Blades +4B) and Flaw (Fighting) would roll 3
Test Dice and 4 Bonus Dice.
Q) Triple Shot looks broken.
A) It’s on the upper end of powerful, agreed,
but a character with a 7 Marksmanship is
probably going to get butchered in hand to hand
and intrigue. Future sourcebooks will provide
additional benefits along the same lines as Triple
Shot, I’m sure.
Q) If a house’s maximum Status is 3, do I need
to invest Influence for characters to be second
sons or daughters?
A) Yes and no. The minimum Status for an
influence investment is 3. So if you invest in a
second son or firstborn daughter, her Status
would be 3 since this is the minimum. If you had
Status 4 for the firstborn son, the second would
be Status 3 as would all other children. If you
choose not to invest, no other child in the
household can exceed 2 Status.
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) If the firstborn son of a lord dies, and a
player plays the second in line, now next in line
to inherit, does the new heir have to invest
influence to become the new heir?
A) No. The initial investment for the heir holds
as does each investment for other heirs in line.
You lose the Influence invested for the last heir
in line. For example, say player 1 invested 20
Influence to become the heir. Player 2 invests
10 to become next in line. Player 3 invests 5 to
become third in line. Player 1’s character dies.
Player 2 automatically shifts up to 1’s slot and
Player 3 shifts up into 2’s slot. The last slot and
the 5 Influence invested are lost.
Q) Table 3−2 doesn’t quite line up with the
other rules described on page 65? What gives?
A) Table 3−2 gives you a quick and dirty
method for generating Status. When creating a
house from scratch, these numbers will likely be
different.
Q) Table 6-4 doesn’t see fair since it’s not built
with the bell curve in mind.
A) If you find Table 6−4 unsatisfactory, you
might consider replacing it with the following
spread.
Q) How do I pay for mercenary units?
A) You acquire mercenary units as you would
any other unit. You pay the base power cost as
determined by the unit’s training + 1. In
addition, you must also deduct an amount of
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) How do you know what Status your steward
has? Also, wouldn’t the Lord always test Status?
A) In many cases, the Lord also acts as steward
for the Status test and can take a direct hand in
events. The steward could then assist the Lord
on the test as normal. However, the Lord may
travel to other lands, leaving the day-to-day
affairs to the Steward. If this position is held by
a Player Character, then it’s the PC’s Status test.
Otherwise, it may be rolled by an NC. The
Narrator determines the Status of any NC, but
as a rule of thumb, the NC’s Status would be
one less than the current Lord.
Q) When I invest Influence (or any other house
ability), are my points lost?
A) No. They are simply invested. The points are
only lost if something destroys your investment.
Q) 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) Can a house with the Artisan holding equip
all units with Castle-forged weapons and armor?
A) Even with the Artisan holding, you must still
spend Power to upgrade equipment. So no, the
Artisan upgrade does not provide free
equipment upgrades
Q) What exactly happens when you choose
“Wage Wars” as your House Action?
A) You are committed to the invasion of another
domain or to protecting your own domain from
invasion. Essentially, warfare consumes your
house action. As Roland Stone points out, the
Narrator adjudicates what qualifies as a “police
action” and full-blown war. If you’re fighting
bandits in a military operation, then you’re not
Waging War. If House Lannister invades your
lands, you’re Waging War.
Q) Are Banner Houses able to purchase their
own Banner Houses?
A) By the rules as written, yes, but it’s best to
disallow this. Only the player-created house
should have Banner Houses.
Q) If a house’s influence increases so it
Maximum Status increases, do the characters of
the house (both PCs and NCs) automatically
increase their Status? If not, don’t these
characters have an inappropriately low Status
for their positions?
A) Maximum Status indicates the maximum
Status possible within the house. There is no
minimum. A powerful house’s lord may engage
in shameful acts, may suffer terrible defeat and
thus see his Status reduced. A character must
invest experience to improve Status as they
would any other ability. Narrator Characters may
improve or diminish as the Narrator decides.
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.
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) Where do I find the costs for building
fortifications?
A) See page 102. Each fortification lists the price
as an investment.
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Q) It seems sinister and dexter are misplaced on
the diagram on page 111.
A) Indeed, they are, as the directions are based
on the bearer’s perspective. Given the scope of
the revision here, this is something that will
have to be addressed in a revised version.
Agility test.
Q) There doesn’t seem to be a defense penalty
for using a large shield? Is this intentional?
A) Bulk 1 offsets the Defense +4 benefit. Bulk
reduces your sprint speed and can reduce your
base movement.
Equipment
Q) How much do castle-forged weapons cost?
A) If your house starts with an Artisan (p. 108),
you may choose as one of your benefits to have
all weapons in your house count as castle-
forged. In that case, there is no extra cost.
Otherwise, your character will have to acquire a
castle-forged weapon during play ۛ perhaps 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) I’m confused about mounts, how to use them
out of combat, and how to use them in combat.
A) Whenever you would mount a horse and ride
it, the steed must be willing to bear you. As a
general rule, a potential steed with a Disposition
greater than Dislike will tolerate a rider.
Asserting your control over the steed requires a
Lesser Action, Automatic (0) Animal Handling
test. One test is sufficient unless circumstances
change: bad weather, combat, injuries, and so
on.
If the steed’s Disposition is Dislike or worse,
however, you must engage in a Conflict Test
described on page 55. This test is made while
you are riding the beast, and allies may assist as
normal provide they are close enough to handle
the animal. Each test is a Lesser Action and each
success grants you a number of rounds of
automatic control, meaning you do not need to
test Animal Handling until the specified period
expires.
Q) Shouldn't Firemilk and Myrish Fire help a
healer who is tending to an injured person as
much as they'd help an unattended injured
person?
A) Yes. The benefit extends to Healing tests
made in place of the Endurance test made to
recover.
Intrigues
Q) How much information does the “read target”
action grant during an intrigue? Does it reveal
deceptions such as substituting a deception test
to simulate a charm?
A) By the rules, it reveals disposition and
technique. One can probably deduce when an
opponent is hostile and using charm that there’s
some false pretense here. You might reveal
additional information (such as substitutions) if
the character received one or two degrees.
Combat adds another wrinkle. If you are already
riding a steed when combat begins, you must
spend a Lesser Action to maintain control
(otherwise the steed’s disposition goes to Dislike
and you must spend Lesser Actions to establish
control). If you are already riding a war-trained
steed when combat begins, you need not spend
the Lesser Action to maintain control.
If you are not mounted and you wish to become
so in the midst of combat, you may spend a
Lesser Action to assume control over a war-
trained steed or a Greater Action to assume
control over a non-war trained steed.
Combat
Q) How much of an action does an animal get
while it's under control?
A) The animal gets a Greater Action.
Once in control in combat, you can spend
actions to command your steed as follows.
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
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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