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Asifrp Rules

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Testing

The core testing mechanic is simple; when called upon to make a test, roll d6s equal to your
rank in the relevant ability, add them all up and add or subtract modifiers. If this total equals or
surpasses the difficulty, you succeed, and if it doesn't, you fail. Success and failure are not purely
binary; there are also degrees of success and critical failures. Just barely beating a test gives you 1
degree of success; for every 5 full points you beat the difficulty by, you get an additional one, up to
a maximum of 4 at 15+. Conversely, if you fail a test by 5 or more, you have a critical failure. With
a critical failure, not only do you fail at your task, but something bad usually happens to you in
addition.

The most common modifiers you'll get are dice modifiers. The most common of these are
bonus dice; if you have one bonus die, it will be marked as 1B. Bonus dice let you roll more dice
than normal, but then you remove the lowest results equal to the number of bonus dice.
Example: If you test Athletics 3 (Strength 2B), you roll 5 dice and only count the highest 3.
You can also get extra test dice, noted as +1D; for these, you just roll that many more dice
and count them.
Finally, you can get penalty dice, which work slightly differently. Penalty dice are notated as
-1D, and when you have them you roll just the normal number of dice, then remove a number of the
lowest dice equal to the penalty dice you have. This is done after removing the bonus dice.
Example: In the above example, let's say you had -1D from some circumstantial factor. You
roll your five dice and get 6, 5, 3, 2, 2. You remove the two 2s because they were bonus dice, leaving
you with 6, 5, 3. You then remove the 3, because of your penalty die. You are left with 6, 5 for a total
of 11.

Sometimes, you have to make a test opposing another character. When this happens, the
difficulty is not set by the Narrator, but rather is equal to the passive participant's rank in the
relevant ability x4.
So, if you're trying to sneak past a guard, you roll Stealth (Sneak) against his passive
Awareness result. If the guard is actively searching for you, and you're trying to evade capture, he
rolls Awareness (Notice) against your passive Stealth.
In the event that both parties are the active participant, you both roll and compare results.
The higher wins.

You can assist your allies in tests by being adjacent to them. This works by adding half their
rank in the relevant ability to your result as a bonus. Usually, no more than 2 allies can assist
someone at once, but this is subject to common sense and the Narrator's discretion.

Additionally, you can increase the time it takes to perform a task by 100% to give yourself
1B in that test. This stacks, but you can't gain more bonus dice in this fashion than your rank in the
ability.
So, if it takes one day to research something, and you've got Education 2, you can take three
days to research it and roll 2 test dice and 2 bonus dice.

Character Creation
The first thing you have to determine about your character is their age. Their age dictates
almost everything about them; from how many points they can allot to abilities, to the maximum
rank they can have in those abilities, to how much control they have over their own destiny. The
cool thing about ASIFRP is that it lets you play someone of practically any age, and they are all
(theoretically) valid. The categories are:
Age Experience Specialty Max Ability Destiny Maximum Minimum Flaws
Exp. Rank Points Benefits
Youth (Infant to 9 120 40 4 7 3 None
years)
Adolescent (10-13 150 40 4 6 3 None
years)
Young Adult (14-18 180 60 5 5 3 None
years)
Adult (19-30 years) 210 80 7 4 3 Any one
Middle-Aged (31-50 240 100 6 3 3 A flaw for any one of the
years) following abilities: Agility,
Athletics, Endurance
Old (51-70 years) 270 160 5 2 2 Any one plus a flaw for any
one of the following abilities:
Agility, Athletics, Awareness,
Cunning, Endurance, Fighting,
Marksmanship
Very Old (71-80 330 200 5 1 1 Any one plus a flaw for any
years) two of the following abilities:
Agility, Athletics, Awareness,
Cunning, Endurance, Fighting,
Marksmanship
Venerable (81+ 360 240 5 None None Any one plus a flaw for any
years) three of the following abilities:
Agility, Athletics, Awareness,
Cunning, Endurance, Fighting,
Marksmanship

(Basically, the younger you are, the worse your abilities, but the more you can bend the
world around you in your favor with Destiny Points. The older you are, the better your abilities, but
the more held-back you are by flaws and the less you can use what little Destiny you have left.)

So, to make sense of all this, let's next turn to abilities. Abilities are basically what other
games would call attributes and skills rolled into one. Each ability is represented by a rank.
1 means you are somehow deficient in this area, and even easy tasks are difficult for you.
2 is the human average. You are unremarkable in this area.
3 means you have some innate talent in this area or some minor training within it. You are
slightly above average.
4 means you combine talent with training and real-world experience. You are markedly
above average.
5 means you are quite accomplished in this area, with a wealth of expertise and talent.
6 means you are among the best in the world at what you do. Few characters reach rank 6 in
any ability, let alone several.
7 means you are a legend. It is physically impossible for humans to achieve a rank higher
than 7. Stories will be told about your prowess for ages to come.

The abilities you can invest in, as well as the specialties for each one, are:
Agility is your reflexes, dexterity, flexibility and bodily coordination.
Acrobatics is your ability to perform feats like flips, tumbles, somersaults reduce
falling damage and so forth.
Balance is your ability to keep yourself upright and stable whenever such would be
difficult.
Contortions is your skill at being an escape artist, slipping through tight spaces and
so forth.
Dodge is your ability to leap out of the way of hazards, and is used as a special action
in combat.
Quickness is your reflexes and ability to react quickly. It is used when determining
initiative order in combat.
Animal Handling is your kinship with animals and your ability to interact with them.
Charm is your ability to calm animals down and make them like you.
Drive is your ability to drive animal-driven vehicles like carts, wagons and coaches.
Ride is your skill at riding horses and other animals as mounts.
Train is your ability to teach animals how to follow commands and exhibit certain
behaviors.
Athletics is your physical brawn, speed and ability to perform various feats of strength.
Climb is your ability to scale sheer surfaces.
Jump is your ability to jump higher or longer distances.
Run is your ability to run for long periods of time. It also improves your movement
speed in combat.
Strength is your sheer muscle-mass. It improves the damage dealt by weapons with
the Powerful quality.
Swim is your skill in the water. If you have at least 1B in Swim, you don't need to roll
tests to keep your head above water unless you're in extreme conditions. If you lack any bonus dice
in Swim, you can't swim at all.
Throw is your ability to hurl objects.
Awareness is your general power of observation and your physical senses.
Empathy is your ability to discern the emotions and motivations of the people around
you. You can think of it sort of like Sense Motive from D&D.
Notice is your ability to pick out things that are hidden, out of place or hard to
perceive. You can think of it as the perception skill in most other games.
Cunning is your intellect, cleverness and ingenuity. It is how you apply what you know.
Decipher is your ability to piece together and make sense of writings in languages or
codes that you don't understand.
Logic is your ability to solve puzzles, riddles and see through the plans of other
people.
Memory is how well you can remember things.
Deception is how well you can lie, trick others and pretend to be someone you aren't.
Act is your ability to pretend to be someone you aren't, whether this is acting on stage
in a theater or impersonating another person.
Bluff is your ability to lie convincingly.
Cheat is your ability to cheat during games of chance.
Disguise is your ability to conceal your true identity. It differs from Act in that acting
is about actively masquerading as another person, while Disguise is more about your ability to
passively, physically imitate the mannerisms and dress of someone else to remain unnoticed.
Endurance is how hard you are to sicken, wound and kill. It is your physical toughness.
Resilience is your ability to resist poison, disease, illness, etc.
Stamina is your ability to recover from wounds and injuries.
Fighting is your skill in landing blows with melee weapons. The specialties are fairly self-
explanatory, and are covered more extensively under Equipment and Combat, further down, so I'll
just list them off: Axes, Bludgeons, Brawling, Fencing, Long Blades, Pole-Arms, Shields, Short
Blades, Spears.
Healing is your skill at being a doctor, surgeon and nurse.
Diagnose is your ability to properly identify what is wrong with a patient and how
best to treat them.
Treat Ailment is your ability to cure people who are sick with illness, poison, disease,
etc.
Treat Injury is your ability to treat people who have sustained wounds or injuries.
Using this skill on someone else is vastly more efficient than them healing through their own power.
Knowledge is how well-learned you are; though not necessarily how well you apply it.
Education is, well, your general state of education. You test this to figure out if you
know something specific or not.
Research is your ability to acquire information by sifting through books, manuscripts
and so forth.
Streetwise is your ability to gather information by listening to conversations around
town, asking questions and so on.
Language is your skill at speaking, reading and writing in any given language. This ability
works a bit differently than most; each individual language is its own separate ability. All Westerosi
characters begin play with Language (Common Tongue) at rank 2, and no other languages; they
must purchase them separately. New languages are not specialties, so at character creation they are
purchased using experience points.
Marksmanship is your skill in landing shots with ranged weapons. Like Fighting, I'll just
list off the specialties: Bows, Crossbows, Siege, Thrown (why there are two different Throwing
specialties across two different abilities, I'm not exactly sure).
Persuasion is your charisma, likeability and ability to manipulate other people. Persuasion's
specialties are covered in more detail under the Intrigue section, so I'll just list off the specialties
here: Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt.
Status is your place in the social hierarchy. It controls your wealth, fame, and the power and
authority you command over others. Status also works slightly differently than most skills.
The Status ability can exceed the maximum ability rank allowed by your age, but I don't
think the Narrator is supposed to let players start out with it any higher than 6 or 7. Status also has
its own scale for what each rank entails:
Status 1 - Smallfolk, servants, recruit of Status 6 - Lord of a major house,
the Night's Watch archmaester, Lord Commander of the
Night's Watch, officer of the Faith
Status 2 - Retainers, household guard, Status 7 - Lord of a great house, Grand
hedge knights, acolytes, established Man Maester, High Septon, Lord Commander
of the Night's Watch of the King's Guard
Status 3 - Landed knight, member of a Status 8 - Member of the royal family,
minor house, merchant Warden of the East/North/West/South
Status 4 - Lord or maester of a minor Status 9 - The Queen, the Crown Prince,
house, member of a noble house, the Hand of the King
important foreign dignitary
Status 5 - Lord of a powerful minor Status 10 - The King of the Seven
house (with bannermen), member of a Kingdoms
great house, Merchant Prince
Breeding represents your knowledge of customs, procedures and etiquette of the
higher classes. Whenever you're in an intrigue with a character that you know to be Status 4 or
higher, you can roll a Status (Breeding) test as a free action against their Intrigue Defense. A success
gives you +1B, and every two degrees of success grant you another +1B. This represents a fixed
pool you may add to Persuasion tests in any amount throughout the intrigue. Once a die is spent, it
is gone, and excess dice are lost at the end of the intrigue.
Reputation represents how well other people are likely to recognize you for who you
are on sight. It's useful for getting noticed in a crowd, when you're trying to be. It also determines
initiative order in intrigues.
Stewardship is your ability to manage the finances of your land and holdings. It is
largely used for house management, so I'll gloss this over unless it becomes relevant.
Tournaments is your knowledge of how tournaments work, who defeated whom
where and when, to assess opponents in a tournament and so forth.
Stealth represents your ability to remain unnoticed.
Blend-In is your aptitude for social stealth and being unassuming in a crowd.
Sneak is your aptitude for skulking in the shadows and silently creeping about.
Survival represents your ability to navigate and survive in the wilderness.
Forage is your skill at gathering edible food and clean water from the environment.
Hunt represents your skill at hunting animals for food.
Orientation is your ability to navigate the wilderness, discern the cardinal directions
and follow them.
Track is your skill at locating and following tracks.
Thievery is your manual dexterity and aptitude for certain legally-dubious actions.
Pick Lock is your ability to open locks. You need proper tools to do this; lacking the
right tools, or tools at all, imposes harsh penalties on your roll.
Sleight of Hand is your ability to perform simple tricks of entertainment,
misdirecting someone's attention and palming objects.
Steal is your ability to cut purses, pick pockets and inconspicuously pocket objects.
Warfare is your generalship, how well you can command troops under your command and
your ability to fight large battles.
Command represents how inclined troops are to follow your orders in battle.
Strategy represents your knowledge of the big picture; campaigns and large wars. It
is also used to determine the order of initiative in warfare.
Tactics represents your micromanagement skills. In combat, you can choose to go
last (not testing Agility at all to determine your place in the initiative order) in order to test Warfare
(Tactics) to give bonus dice to your allies' Agility tests. The difficulty is usually Challenging (9),
and a successful test grants +1B per degree of success.
Will is your bravery, conviction, dedication and willpower.
Coordinate represents how well you can get other people to cooperate with each
other - not necessarily yourself. When one ally assists a second ally on a test, you can test Will
(Coordinate) to add your Will rank multiplied by your degrees of success to your ally's result as
well. The difficulty for this is Challenging (9) for non-combat tests and Formidable (12) for combat
tests. Timing matters for this; you must go after the assisting character, but before the assisted
character. This is a Greater Action in combat.
Courage is your ability to face fear and resist panic. For the most part, this sort of
thing is handled through roleplaying, but some supernatural creatures, overwhelming odds or truly
desperate situations may warrant a test.
Dedication is used to resist temptation and stay true to your ideals. It is also used in
intrigues to withdraw and shield yourself.

Raising an ability to rank 3 costs 10 experience, and every rank after that costs 30 more (so
rank 4 costs 40 total, 5 costs 70 total, etc.). When learning a new language, consider the desired
rank to be two steps more expensive than it really is (i.e. rank 1 in Language (Valyrian) costs 10
points, rank 2 costs 40, rank 3 costs 70, etc.). Language (Common Tongue) is priced like all other
abilities, since it starts at rank 2.
With the Narrator's (GM's) permission, you may reduce one ability to rank 1 to gain +50
experience to spend on abilities.

We may as well take this opportunity to calculate a couple of derived statistics; these are not
abilities, but they are based off of them.
Intrigue Defense: This is basically your armor class during social conflict. This is equal to
the sum of your ranks in Awareness, Cunning and Status.
Composure: This is basically your hit points during social conflict. This is equal to your
rank in Will x3.
Combat Defense: This is how hard it is to hit you; it's basically your Touch AC, in D&D
terms. This is equal to the sum of your ranks in Aglity, Athletics and Awareness, and is further
increased if you carry a shield, and reduced if you wear bulky armor (yes, wearing armor makes
your armor class worse. This is explained later on). Small characters, such as children, dogs, etc.
increase this by 2, while large creatures (horses, mammoths, giants) reduce it by 2.
Health: This is sort of like hit points, except it's purely a meta-construct, representing
endurance and such that can be bought back by taking wounds (more on that later). It is equal to
your rank in Endurance x3.
Movement: By default, this is 4 yards. If your Athletics rank is 1, it is reduced to 3 yards.
For every two full ranks in the Run specialty you have, this increases by 1 yard. For every two full
points of Bulk you have, from wearing armor, you reduce your movement by 1. When you run, you
move at x4 your normal movement. For every point of Bulk you have, you further reduce your
running speed by 1.
So, a person with Athletics 3 (Run 3) would have a movement speed of 5 yards, and would
run at 20 yards. If you put on plate armor (3 Bulk), you would then move at a rate of 4, and run at a
rate of 13 ((4 x 4) - 3).

After that, you assign specialties, using the pool of specialty experience. These define what
areas your character has particular skill in and help individualize them. Each point of specialty costs
10 points of specialty experience (1B is 10, 2B is 20 total, etc.). You get bonus dice on your ability
equal to your specialty rank. These bonus dice don't apply every time you use the ability, only in
situations when the specialty makes sense. You can't have a higher specialty rank than the ability
rank it's tied to. Individual languages are not specialties; they are just plain abilities.
For brevity's sake, I will not go through and explain what all the specialties do, because
there are so many. I think the majority of them are fairly self-explanatory, and many of those that
are not are explained under other sections. If you have any questions, just ask and I'll try to help.

Next, I need to explain what Destiny Points are. Destiny Points are the currency you use to
manipulate your own fate; to have the world around you change itself ever so slightly to give you
that infinitesimal edge you need to get through your current predicament. Younger characters'
destinies are still up in the air, fluid, able to be changed. Older characters' fates are more set in
stone, defined by their abilities and experiences.

Destiny Points can be used in three ways; they can be spent, burned or invested. You can
never use more than one Destiny Point at a time.
Spending Destiny temporarily depletes one of your points to give you a tiny but potentially-
critical edge in the current scene. You can give yourself +1B on a test, convert a bonus die to a test
die, un-do an opponent's spending of a Destiny Point, change the environment in some way (adding
a clue or hint to the area), temporarily ignore the effects of weather or the bulk of your armor, etc.
Spent Destiny Points are restored after concluding a significant event in a story.
Burned Destiny Points are gone forever, but they give you a much greater edge than
spending. You can decide the circumstances of your own defeat, convert all your bonus dice to test
dice, add +5 to any test result, or even fake your own death, only to escape and return to the story
later (yes, the book explicitly mentions this usage). Burned Destiny Points are never restored, so use
them wisely.
Investing a Destiny Point temporarily ties it up by giving you a Benefit, which is sort of like
a Feat in D&D. Invested points can't be spent or burned, but after a story is concluded you can
'withdraw' the Benefit to get the point back. Each character can only have a maximum number of
benefits, as determined by their age.
I have noticed that some of the larger benefit trees in the game have so many benefits in
them that there's no way you should be able to get to the end of the tree, so I can only assume there
are exceptions to this somewhere. I'll have to scour the book to find the explanation.
Additionally, you can willingly accept a Drawback (like Flaws in D&D) at any story-
appropriate time to give yourself another Destiny Point. You don't get the point if you would have
more flaws than benefits, and flaws gained through other means (combat, intrigues, etc.) don't give
you Destiny. Destiny Points may also be awarded by the Narrator as a reward for accomplishments.
The list of benefits and drawbacks are long, so I will also not list them here out of a concern
for brevity and my own sanity. I'll get to them later.

It's worth noting that not everyone has Destiny, only player characters and important NPCs.
Destiny represents the idea that you are special, because your story matters. You might not
necessarily survive it, but it matters. :smalltongue:

After that, there's just the rules for inventing your own house, which I don't think need to be
gone over for a one-man adventure. Also, the book says you must determine things like your
character's goal, motivations, history, vices and virtues, etc., but these have no mechanical
consequences and I don't think either of us have problems in this regard anyway, so I'll gloss over
that part.

Equipment
This section is mostly lists of things; price tables, weapon and armor lists and descriptions
and so forth. So I think it might be a good idea for you to just tell me what kind of weapon and
armor you'd like, as well as things like horses, clothes, etc. and I can produce the relevant bits. One
thing I find hilarious about this chapter in the book is that it has a conversion table for all the
Westerosi currency; this stuff is more convoluted and nonsensical than the currency in Harry Potter!

Intrigue
Intrigue is the mechanism ASIFRP uses for social conflict. It's actually quite similar to
martial combat, in that you have 'health' and 'armor' and you have to maneuver around to best
whittle down your opponents's defenses until they are defeated.

The first step in an intrigue is to determine your objective; the thing you're working towards.
Whether this is to get the other character into bed, or to reveal some information, or to do
something for you, or even just to be friends with you. This goal can change at the beginning of any
new exchange (which are like rounds), but when you do so your opponent immediately recovers
Composure equal to their Will rank.

(Your objective seems to be a secret between you and the Narrator; it is not publicly
declared. The Narrator does not share the objectives of NPCs, unless the player succeeds on a Read
Target action.)

Next, we must determine the dispositions of each participant towards the others. This is
basically like the attitude system from D&D, except that it's much better mechanically defined and
is actually pretty important. The seven dispositions are:
Disposition Disposition Deception Persuasion Description
Rating Modifier Modifier
Affectionate 1 -2 +5 Love or adoration; like a close family
member, or a beloved spouse.
Friendly 2 -1 +3 Good friends and allies, who are willing
to make sacrifices for each other.
Amiable 3 0 +1 Allies or positive acquaintances.
Indifferent 4 0 0 Neutral, or unknown.
Dislike 5 +1 -2 Rivals or negative acquaintances.
Unfriendly 6 +2 -4 Enemies who work to undermine each
other.
Malicious 7 +3 -6 Complete loathing; Sandor Clegane feels
this way towards his brother Gregor.

(Dispositions are secrets in the same way as objectives.)

The idea is that getting someone who hates you to do something is much harder than
someone who likes or loves you, while it's much harder to bring yourself to lie to a loved one. The
Disposition Rating basically acts like damage reduction in an intrigue; hating someone makes you
much more resilient to their demands. Your disposition can change over time; when a new exchange
begins, you may improve or worsen your disposition by one step, unless you were successfully
influenced last round, in which case you cannot worsen it.
Finally, there are certain modifiers that can affect this; most people view bastards and
barbarians with distain, while the particularly honorable or attractive are much more likeable. This
varies based on circumstance and the Narrator's whim, basically.

After that, you determine initiative order. This is done with a simple Status test (bonus dice
from Reputation apply). Highest to lowest goes first. Note that you don't have to act in order; you
may always choose to delay your action in the exchange. Your position in the initiative only
describes the earliest possible opportunity you can act.

The basic idea of the intrigue is that you are attempting to build Influence (damage), which
reduces your opponent's Composure (health) until it reaches 0 and they do whatever your objective
stated. This is done through the usage of actions, one per person per exchange, done one after the
other until one side is defeated.
The actions you can use in an intrigue are:
Assist: You back up another character's arguments and help them out. By succeeding on a
Challenging (9) Persuasion test, you may add half your Persuasion rank to your ally's next test in
the conflict.
Consider: You do nothing this exchange, instead preparing for next time. Your next test in
the intrigue gains +2B, which cannot exceed your ability rank and cannot be saved up.
Fast Talk: You babble quickly but nonsensically, overwhelming your opponent. If you
succeed on a Persuasion test agaonst their passive Will result, they lose their bonus from Cunning to
their Intrigue Defense until the end of the next exchange.
Influence: This is basically the "attack" option in an intrigue. There are several techniques
you can use here, that all correlate to the specialties of Persuasion. If your objective is deceptive in
nature, you can substitute the Persuasion ability and its specialty for Deception with one of its
specialties. If your Persuasion is better, you can still use that instead. When you use Influence, you
make a Deception or Persuasion test, modified by your Deception or Persuasion modifier due to
your opponent's disposition, against your opponent's Intrigue Defense. If you succeed, you reduce
their Composure by an amount stated in each specialty (usually your rank in a certain ability)
multiplied by your degrees of success. This amount is reduced by the opponent's disposition rating.
Additionally, defeating an opponent (reducing their Composure to 0) yields a different
outcome for each technique used. Obviously, you achieve your objective, but the technique used
and the disposition of the target can alter this slightly.
The techniques, along with the Deception specialty they may be substituted for and the
Influence they generate, respectively, are:
Bargain (Bluff), Cunning rank: A bargain is attempting to exchange goods or services, or
even requesting favors for free. Defeating an opponent through bargaining will get them to accept
your offer, with a cost proportionate to their disposition towards you (Affectionate characters will
do most things for free, malicious characters will require major recompense and may not even hold
up their end of the bargain).
Charm (Act), Persuasion rank: Charming is the act of getting someone to like you and view
you more favorably. Successfully charming an opponent lets you forcefully move their disposition
up one step, which they cannot undo at the beginning of the next exchange. Defeating an opponent
through charm means they will view you more favorably in future intrigues, moving their
disposition up one step, unless you do something to undo this (betrayal, etc.). In addition, you gain
+1D on Deception and Persuasion tests made against them in the next intrigue you have against
them.
Convince (Act), Will rank: Convincing is laying out your argument in a concise, logical
fashion and expecting your statement to stand on its own merits. Defeating an opponent through
convince means that they agree with you and will stand by you for the duration of the task, but no
further; convince does not change disposition in any way.
Incite (Bluff), Cunning rank: Inciting is the act of enraging one opponent against a second
person. Defeating an opponent through incite will make the opponent focus their attention on the
target and will worsen their disposition against the target by a number of steps equal to your
Persuasion rank, which gradually returns to normal over time. Generally, someone defeated through
incite will only physically attack someone if their disposition is reduced below Malicious
Intimidate (Act or Bluff), Will rank: Intimidation is the act of bullying another person into
getting what you want from them, whether that is to simply back off or to surrender information or
something else. Defeating an opponent through intimidation either causes them to flee, or improves
their disposition to Amiable (or up by one step if already Amiable) until they leave your presence.
Their disposition in all future intrigues will always be Unfriendly towards you.
Seduce (Bluff), Persuasion rank: Seduction is the act of getting someone to give in to carnal
desire and lower their guard to you. Defeating someone with seduction usually results in some act
of passion or sex, and improves their disposition towards you a number of steps equal to your
Persuasion rank. It then lowers over time until it rests at one step below what it used to be, unless
you continue to foster the relationship through Charm.
Taunt (Bluff), Awareness rank: Taunting is the act of goading someone into doing what you
want. Defeating someone through taunting gets them to do what you want, if they are at least
Amiable towards you. Indifferent or lower disposition means the target may or may not do it,
depending on the danger to them. Dislike or lower means the target will ignore you and may attack
or flee in response. No matter what happens, their disposition then falls by one step.
Manipulate: You toy with your opponent's emotions to get them to act how you like. You
must beat their passive Will result with a Persuasion test; success means you get to choose their
next action for them.
Mollify: You attempt to help an ally collect themselves. If you succeed on a Formidable (12)
Persuasion test, the target regains Composure equal to your Persuasion rank, plus one for every
extra degree of success.
Quit: You exit the intrigue. You don't necessarily lose, and your opponent doesn't
necessarily win, but the Narrator decides the consequences of your cold feet.
Read Target: You take the time to assess your opponent. Make an Awareness test against
their passive Deception result. If you succeed, you learn their disposition towards you and their
technique (are they using Deception or Persuasion?), and you gain +1D on Deception and
Persuasion tests against them for the remainder of the intrigue. (The book doesn't specify if this
stacks or not, but similar effects don't, so I assume that neither does this.)
Shield of Authority: You let your station do the talking for you. Make a Status test against
your opponent's passive Will result. If you succeed, their disposition increases by one step. You may
only use this once per intrigue.
Switch to Combat: You pull out your sword and whack the other guy. The intrigue
immediately ends and combat begins.
Withdraw: You shield yourself from the other person. Make a Will (Dedication) test. This
result replaces your Intrigue Defense until the end of the next exchange, even if it's worse.

Finally, there is one more mechanic to cover; frustration. You may choose to accept a point
of frustration to reduce your opponent's Influence against you by an amount equal to your Will rank.
So, if your opponent would reduce your Composure by 5, and you have a Will rank of 4, you
could choose to accept a point of frustration to only reduce your Composure by 1 instead.
Each point of frustration you have gives you -1D on Deception and Persuasion tests in the
current intrigue. If the number of frustration points you have equals your Will rank, you lose the
intrigue as if you had lost your Composure. All frustration is erased at the end of the intrigue.

At any point you may choose to yield during an intrigue. You basically offer terms of
surrender or compromise to the other party, who may choose to accept, refuse or counter-propose. If
you refuse the counter-proposal, you may not attempt to yield again in this intrigue.

When you are defeated in an intrigue, you may choose to burn a Destiny Point to change the
parameters of your own defeat (but you still lose and your opponent still wins).

Combat
Combat is much like intrigue, but is probably the more complex of the two. There is no
battle grid or miniatures required, though the book mentions you are free to use them if you wish.
Like intrigues, the goal is to reduce your opponent's Health to 0 by attacking them, except that here
the attacks are literal.
One thing I will get out of the way right now; combat in ASIFRP is probably the deadliest
I've seen in a game so far. One really lucky roll on one attack can instantly kill you, even if you
have good Endurance and wear armor. Permanent maimings can happen just as easily. Just a head's
up.

Much like D&D, combat is divided into rounds of 6 seconds each, with each person acting
in turn. Actions you can take are divided into greater, lesser and free actions. You are permitted only
one greater action or two lesser actions on your turn, and in addition as many free actions as you
like (within reason).
The various actions you can take, along with the action they consume, are:
Attack (Varies): Attacks come in multiple forms, but the general concept is the same for all
of them. Make a Fighting or Marksmanship test (depending on your weapon) against your target's
Combat Defense. If you succeed, you've hit, and you deal weapon damage to the target multiplied
by your degrees of success, then reduced by their Armor Rating. No matter what type of action the
attack uses, you may only make one attack per turn.
Standard Attack (Lesser): The most common type of attack. This is a simple Fighting or
Marksmanship test against your target's Combat Defense.
Divided Attack (Greater):When facing multiple opponents, you may choose to split your
attack up into several so you can attack more than one. When doing so, divide your test dice and
bonus dice up however you wish before making any attacks, then roll each attack separately. Each
attack must be against a separate foe.
Two-Weapon Attack (Greater): Whenever you fight with a weapon in your main hand and a
designated Off-Hand weapon in your other hand, you can combine them into one attack. Simply
add the off-hand weapon's Off-Hand modifier to your primary weapon's damage. If the Off-Hand
weapon has the Defensive quality, it loses that bonus until the start of your next turn.
You can also combine Two-Weapon Attack with Divided Attack into a single action. Divide
up your dice in the same way as with a normal Divided Attack, but add your off-hand weapon's Off-
Hand modifier to every attack.
Assist (Lesser): As described under Testing, you assist an ally in the next test they take in
the combat, whether it's Fighting, Marksmanship or something else. If you're assisting with either
Fighting or Marksmanship, then the assistance counts as your one attack for the turn.
Catch Your Breath (Greater): You quickly rest to compose yourself. Roll an Automatic (0)
Endurance test. Each degree of success recovers 1 point of damage.
Charge (Greater): You charge at an enemy, moving up to twice your movement and
making a standard attack at the end of it. This attack has -1D, but you increase the weapons damage
by +2 for the round.
Dodge (Greater): You devote your energy to dodging every attack that comes your way.
Firstly, you may move up to half your movement if you choose. Then, roll an Agility rest (bonus
dice from the Shield specialty apply if you're wielding a shield). The result replaces your Combat
Defense until the beginning of your next turn, even if it's worse. Add any Defensive bonuses from
weapons to this result.
Interact (Lesser): This is basically any interaction with an object; picking a weapon up off
the ground, dropping a held item, drawing a sword from a sheathe, opening a door or window,
pulling a lever, mounting a horse, climbing into a vehicle, etc. The Narrator may decree that certain
things take up a Greater action instead, as makes sense.
You can draw a weapon while moving, but you take -1D on all attacks until your next turn.
Move (Lesser): You move up to your movement rate.
Pin (Greater):
Pulling a rider from a mount (Greater): You may only do this with a pole-arm or weapon
with the Grab quality. Roll a Fighting test against your opponent's passive Animal Handling (Ride)
result. If you succeed, you pull the rider from his mount and he lands on the ground prone.
Sprint (Greater): You move up to x4 your movement rate (remember to modify both your
base movement and your sprinting speed by Bulk).
Stand up/Fall prone (Lesser): You fall prone or stand up from prone/sitting. If your Armor
Rating is 6 or higher before any Qualities or Benefits, you must expend a Greater action to stand up.
Ride or Drive (Varies):
Pass (Greater): You decide to wait, to see how your opponents act. You take no action, but
you gain +2B on the next test you take, subject to the normal limits on bonus dice. This is not
cumulative, and unused dice are lost.
Use Ability (Varies): You use an ability of yours not necessarily related to combat; Athletics
to break down a locked door, Awareness to look for an exit, etc. This consumes the same amount of
time and is as difficult as it would be outside of combat. If something would take longer than about
6 seconds, you must use actions across multiple turns to perform the action.
Use Destiny Point (No Action): Spending or burning a Destiny Point does not consume an
action, but can be used for many useful things in combat. In addition to the normal uses for
improving test results, you can also alter or ignore your environment (ignore the negative effects of
rain, darkness or armor for a turn, moving over treacherous terrain without penalty for a turn, etc.)
by spending Destiny Points.
Yield (Greater): You throw yourself at the mercy of your enemy. Honorable opponents will
recognize your surrender, halt their attack and take you into custody. Others may not. You take this
risk when you yield.
You may re-enter the conflict after yielding, but doing so is a dishonorable act that bestows a
-1D penalty on all Persuasion and Status tests with anyone who witnessed your treachery. This
remains until their disposition towards you improves to Friendly or higher.

Mounted combat has a few special things about it, too, that I think are better suited in their
own section than where the book put them. A mounted attack is any attack made from the back of a
steed. When riding a steed, you gain the following benefits:
Use the mount's Movement in place of your own.
+1B on Fighting tests made against non-mounted enemies.
If the steed is trained for war, it adds its bite and hooves to the cause. If the war-steed doesn't
move during your turn, increase your damage on a successful Fighting test by +2.

Attacking a rider's steed is considered dishonorable, but is always an option. Steeds have
Health just like you, and when it's reduced to 0 they are slain. Unlike you, they may only accept
injuries or wounds (see below) if you spend a Destiny Point first.
Should your steed die beneath you, you must succeed on a Formidable (12) Animal
Handling (Ride) or else be crushed beneath your mount, taking damage (ignoring Armor Rating)
equal to the steed's Athletics rank and you are trapped beneath the dead beast. Freeing yourself
requires a Greater action and a Challenging (9) Agility (Contortions) or Athletics (Strength) test.
While trapped, you take a -5 penalty to Combat Defense.

There are special rules for jousting in tournaments as well, but most of it boils down to how
tournaments work and such. I'll cover jousting in more detail if it becomes relevant, but basically,
there is no initiative order; each jouster goes simultaneously, and the result of their Fighting tests
may force their opponent to make an Animal Handling test or be unhorsed. There are also a few
different stances you can take, but as I said, I'll burn that bridge when we come to it.

Whenever you take damage, you reduce your Health by the same amount. It should be noted
that Health and damage are not actually meant to represent physical states of being; they purely and
entirely represent endurance, luck, etc. A crushing blow that deals 18 damage all at once doesn't
necessarily give you anything more than a bruise or a scrape, unless it either reduces your Health to
0 or you allow it to, as outlined below.
As you take damage, you have the option of negating some of it by voluntarily taking either
wounds or injuries. This is not an action and does not consume any time.
Injuries are minor, rarely fatal things, but they do still drain you. Any time you take damage,
you can accept an injury to reduce the damage taken by an amount equal to your Endurance rank.
Each injury you accept imposes a -1 penalty to the results of all tests you make. You can't accept
more injuries than your Endurance rank.
Wounds are brutal, gory affairs that can haunt you for a very long time, but are sometimes
necessary to prevent death. Accepting a wound negates all damage dealt by an attack, but every
wound you possess give you a -1D on all tests you make. If the number of wounds you possess
equals your Endurance rank, you die.

When your Health is reduced to 0, you are defeated. Not necessarily dead; your opponent
gets to decide what happens to you (unless they wield a weapon with the Vicious quality, in which
case they must kill you). Some options include:
Your opponent may kill you outright.
Your opponent may permanently maim you, giving you a drawback related to whatever you
just lost (without getting a Destiny Point in recompense).
Your opponent may knock you unconscious and leave you for dead, though you awaken
later.
Your opponent may allow you to take the black and join the Night's Watch.
Your opponent may capture you and hold you for ransom.
Others exist too, for instance in tournaments your goal is simply to unhorse or otherwise
defeat your opponent without doing anything bad to them.

By burning a Destiny Point, you may choose what happens to you when you're defeated. Of
course, if your opponent is someone with Destiny themselves, they can always burn a point to
negate the point you just burned. That's life in Westeros for you.

At the end of combat, all damage dealt to you goes away and your Health is fully restored.
However, wounds and injuries do not go away at the end of the combat; they stick with you until
healed, in one of two ways.
You can let injuries and wounds heal on their own. One day after sustaining an injury, or one
week after sustaining a wound, you can make an Endurance (Stamina) test. The difficulty for this is
according to the tables below. Each degree of success removes one injury, or every two removes
one wound (wounds and injuries work off of separate tests; you do not make just one). However, a
critical failure results in you earning an additional injury or wound instead. If you are unable to
accept another injury, you take a wound instead. If you can't take any more wounds, you die.
Activity Example Difficulty (Injuries) Difficulty (Wounds)
Light or no No fighting, riding or physical Routine (6) Challenging (9)
activity
Moderate Travel, some physical activity Challenging (9) Hard (15)
Strenuous Fighting, riding, hard physical Formidable (12) Heroic (21)
activity
The other way is to let someone else heal your wounds for you. Others can use the Healing
skill in lieu of your Endurance result whenever you would make the test, by spending at least 4
hours per day treating you. Since injuries and wounds bestow hefty penalties to your own abilities,
having someone else heal you is vastly more reliable. The result of the Healing test must be taken;
the Endurance test is never made. A failed Healing test does not result in the worsening of wounds
or injuries.

Combat has a few other things to worry about, namely weather, cover, darkness, etc.

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