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SIFRP Cheat Sheet direct your allies.

Roll Warfare + Tactics, difficulty set


by GM (9 is default). Each degree of success gives +1B
on your allies Initiative.
DEGREES OF SUCCESS (5+) Changing Initiative: Roll Initiative each round.
0-4: One Degree (Marginal)
5-9: Two Degrees (Great Success) Step Four 4: Action
10-14: Three Degrees (Incredible Success)
15+: Four Degrees (Astonishing Success) Choose one Greater Action, or two Lesser Actions,
Marginal Failure: Fail by 1-4 plus any Free Actions.
Critical Failure: Fail by 5+
Attack Actions
passive abilities Standard Attack (Lesser)
Passive Ability = [Rank x 4] + [Specialty] Divided Attack (Greater)
Two-Weapon Attack (Greater)
Examples: Passive Awareness, Passive Will, etc. Combining Attack (Greater)
Mounted Attacks (Varies)
Pull a Rider From Mount (Greater)
COMBAT
Pin (Greater)
One Round: 6 seconds.
Greater Action: Take the entire round. Other actions
Lesser Action: Two lesser per round.
Free Action: Unlimited (use common sense). Assist (Lesser)
Catch Your Breath (Greater)
Charge (Greater)
Combat Defense
Dodge (Greater)
Agility + Athletics + Awareness + Interact (Lesser)
Defensive Bonus - Armor Penalty Move (Lesser)
Sprint (Greater)
Health Fall Down/Stand Up (Lesser)
Drive or Ride (Varies)
Endurance x 3
Pass (Greater)
Use Ability (Varies)
Step 1: Battlefield Use Destiny points (No Action)
Narrator uses something called Battlefield Qualities to describe Yield (Greater)
and give character to a scene.
Step 5: Repeat
Narrator usually choose one to five qualities giving bonuses or
Simply repeat from step 2.
penalties for things like: Boundaries, Obstacles, Bystanders, Things
& Stuff, Visibility, Terrain, Other, etc.
Step 6: Resolution
Step 2: Detection When someone reaches Health 0 he is defeated and his opponent
chooses his fate.
Passive Awareness = Awareness x 4

Ambush: Hidden character rolls Stealth versus foe's Damage


Passive Awareness to gain surprise.
Damage: When you take damage, you reduce it with
Surprise: +1D for the first round.
your Armour Rating, then subtract it from your Health.
Injury: When a character receive damage, he can
Step 3: Initiative reduce it by taking an injury. For each injury, he will
Agility + Quickness have -1 on any test. A character can't take more injuries
than his Endurance.
Ties: Compare Quickness, otherwise reroll. NPC: Only important characters takes injuries in
Delaying: You can delay your action or wait, but cannot combat!
interrupt someone. Wound: When a character receive damage, he can
Interrupting Actions: In this option you can interrupt reduce it to zero by taking a wound. For each wound,
an opponent by succeeding a contest of Agility + he will have -1D on any test. When wounds equals
Quickness. Endurance the character dies.
Battlefield Tactics: Choose to go last in the round by
Critical Hits destiny
Critical Hits: Roll twice the opponent's Defense.
Count 6's and check Table 9-5 (p.165). Spend Destiny points
Gain +1B (bonus die).
Fumbles Convert a bonus die in test die.
Remove -1D (penalty die).
Fumbles: All your dice come up 1's.
Bestow -1D (penalty die) on opponent.
Count 1's and check Table 9-6 (p.165).
Take an extra Lesser Action.
Improve or worsen another character's disposition by
DEFEATED IN COMBAT (HEALTH 0) one step.
Death: Bye bye amigo! Note: The use of a Vicious Negate another character's use of a spent Destiny Point.
weapon is always deadly. Add a minor detail to a scene (minor clue, useful but
Maimed: The enemy left you something to remember small).
him. Activate environmental quality.
Ransom: You are captured, or your opponent takes Ignore environmental quality.
your possessions, or horse.
Take the Black: For those who sees honor in Taking Burn Destiny points
the Black, this choice can be offer, Take the Black or Convert all bonus dice into test dice.
die. Add +5 to your test result.
Unconscious: You are inconscious, left for dead, you Automatically succeed on one test as if roll the
wake up in 2d6 hours. Difficulty exactly.
Yield: At your turn, you can offer the Narrator the Remove all damage and injuries (not wounds).
terms of your surrender. He has the option of accepting When defeated, decide the consequences of your own
it, make a counter-offer or refusing it. If you refuse the defeat.
counter-offer you can't yield! Transform another character's successful test into a
Destiny: You can burn one Destiny point to decide your failed test.
fate. Automatically compel another character in an intrigue.
Permanently remove penalties of a negative quality.
Recovery Negate the effects of another character's burned Destiny
point.
Damage: Disappear after the combat.
Add a significant detail to a scene (major clue, finding a
Injury: One day later, roll a test of Endurance, each
way out)
degree of success erase 1 Injury, a failure do nothing,
Avoid certain death.
and a Critical Failure add 1 Injury.
Wound: One week later, roll a test of Endurance, a
success erase 1 Wound for each two degrees of success,
a failure does nothings, and a Critical Failure add 1
Wound. If Wound equals your Endurance you die.
First Aid, Healing (Injury): Requires 4 hours of caring
per day. When the patient roll his Endurance test, the
healer roll his Healing test instead, and only this roll
count. A failure do nothing.

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 gal
votre Will au montant retir de votre Composure.
INITIATIVE 1 Point de Frustration: -1D sur tout jet de Deception et
Persuation pour toute la dure de l'Intrigue.
Status + Reputation in bonus dices Frustration dpasse 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)

Steward's Status + Stewardhip


Rate
A House Fortune is an event that affect your House's lands and 1 Gold Dragon = 30 Moons, or 210 Stags, or 11,760
resources positively or negatively. pennies.
1 Moon = 7 Stags
At minimum, one Fortune must be rolled every three 1 Stag = 7 Stars
months. 1 Star = 8 Pennies
If you choose not to roll a House Fortune, your House 1 Groat = 4 Pennies
gain +1 in any one of its Resources. Half Groat = 2 Pennies
Adventuring is the best way to improve your House's Penny = 2 Halfpennies
Fortune.
1/x Dragon Moon Stag Star Groat Penny
Donating Coin
Dragon 1 30 210 1470 5880 11760
200 gold dragons = +1 House's Wealth
Moon 1/30 1 7 49 196 392

Donating glory Stag 1/210 1/7 1 7 28 56

1 point of Glory = +1B on a single test, Star 1/1470 1/49 1/ 7 1 2 8


or +1 to any House Resources Groat 1/5880 1/196 1/28 1/2 1 4
Penny 1/11760 1/392 1/56 1/8 1/4 1
house actions
Managing Resources: You can exchange one Resource
for another, as per table 6-19 (p. 118).
Begin Projects: You can invest Resources to create some
project, like building a tower or a road.
Wage Wars: Use Mass Battle rules.
Host Tournament: Choose tournament size between
Local, Regional and Grand.
Warfare Step 3. Parlay & Terms
The attacker may offer terms by sending an envoy.
Essentials *Note: Attacking the envoy costs the House 1d6 in Influence.
Scale: 10 square yard
Time: 10 rounds Step 4. Initiative
Squad: A group of 10 men (hero can face a squad). Initiative = Commander's Warfare test
Unit: A group of 100 men (a hero can't face a unit). *Note: Rolled each round!
Commander: Visible leader with high Status.
Sub-Commander: Maximum 1 per 2 units.
Step 5. Siege Weapons
Orders: Commander have 1 Order per Warfare rank,
Sub-Commanders have 1 Order.
Standing Orders: An order given to a unit before the
current round. Step 6. First Player Action
Activated: A unit is activated the first time it receive
an order. Renounce Command (Greater)
No Commanders: Every unit become disorganized Attach (Greater)
and follow the current standing order. Attack Unit (Greater)
Heroes: One hero per rank of Commander's Status. Attack Portions of Units (Lesser)
Heroes act during the player character step. Organize/Rally (Greater)
*Note: Lasts 30 seconds.

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.

Step 1. Battlefield Step 9. Resolve Standing Orders


The terrain type have effects on the battle. Resolve standing orders of unit that did not acted yet.
*Look Table 10-3, p.176.
Step 10. Repeat
Step 2. Unit & Leader Placement
Repeat until the opponent's force have all surrendered, been
1. The defender place a unit. routed, been destroyed.
2. The attacker place a unit.
3. Etc., etc. Damage
4. The defender place commander and sub-commanders. Health 0 = Disorganized (-1D on tests, Discipline +3).
5. The attacker place commander and sub-commanders. Injured While Disorganized = Routed!
Concealed Unit: A side can choose to hide some unit. Twice Health in Damage = Destroyed!
The unit must succeed a Stealth test versus the closest
enemy unit. Success gives +1D to first Fighting or
Markmanship test.
Attached characters
... take Damage = 1 damage (ignoring AR)
... is Desorganized = 2 damage (ignoring AR)
... is Routed = 5 damage (ignoring AR)
... is Destroyed = 10 damage (ignoring AR)

Commanders & Heroes Mortality


A unit near a hero or commander who dies, must pass a Will test
at Formidable (12) for a Commander, or Challenging (9) for a
Hero, or become Disorganized, Routed or Destroyed.

Step 11. Resolution & Consequences


Check Table 10-5 for Glory gain.
Defeated Commander still gain 1 Glory.

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