sifrp cheat sheet v05
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SIFRP Cheat Sheet
DEGREES OF SUCCESS (5+)• 0-4: One Degree (Marginal)• 5-9: Two Degrees (Great Success)• 10-14: Three Degrees (Incredible Success)• 15+: Four Degrees (Astonishing Success)• Marginal Failure: Fail by 1-4• Critical Failure: Fail by 5+
passive abilitiesPassive Ability = [Rank x 4] + [Specialty]
• Examples: Passive Awareness, Passive Will, etc.
COMBAT• One Round: 6 seconds.• Greater Action: Take the entire round.• Lesser Action: Two lesser per round.• Free Action: Unlimited (use common sense).
Combat DefenseAgility + Athletics + Awareness + Defensive Bonus - Armor Penalty
HealthEndurance x 3
Step 1: BattlefieldNarrator uses something called Battlefield Qualities to describe
and give character to a scene.
Narrator usually choose one to five qualities giving bonuses or penalties for things like: Boundaries, Obstacles, Bystanders, Things
& Stuff, Visibility, Terrain, Other, etc.
Step 2: DetectionPassive Awareness = Awareness x 4
• Ambush: Hidden character rolls Stealth versus foe's Passive Awareness to gain surprise.
• Surprise: +1D for the first round.
Step 3: InitiativeAgility + Quickness
• Ties: Compare Quickness, otherwise reroll.• Delaying: You can delay your action or wait, but cannot
interrupt someone.• Interrupting Actions: In this option you can interrupt
an opponent by succeeding a contest of Agility + Quickness.
• Battlefield Tactics: Choose to go last in the round by
direct your allies. Roll Warfare + Tactics, difficulty set by GM (9 is default). Each degree of success gives +1B on your allies Initiative.
• Changing Initiative: Roll Initiative each round.
Step Four 4: ActionChoose one Greater Action, or two Lesser Actions,
plus any Free Actions.
Attack ActionsStandard Attack (Lesser)Divided Attack (Greater)
Two-Weapon Attack (Greater)Combining Attack (Greater)
Mounted Attacks (Varies)Pull a Rider From Mount (Greater)
Pin (Greater)
Other actionsAssist (Lesser)
Catch Your Breath (Greater)Charge (Greater)Dodge (Greater)Interact (Lesser)Move (Lesser)
Sprint (Greater)Fall Down/Stand Up (Lesser)
Drive or Ride (Varies)Pass (Greater)
Use Ability (Varies)Use Destiny points (No Action)
Yield (Greater)
Step 5: RepeatSimply repeat from step 2.
Step 6: ResolutionWhen someone reaches Health 0 he is defeated and his opponent
chooses his fate.
Damage• Damage: When you take damage, you reduce it with
your Armour Rating, then subtract it from your Health.• Injury: When a character receive damage, he can
reduce it by taking an injury. For each injury, he will have -1 on any test. A character can't take more injuries than his Endurance.
• NPC: Only important characters takes injuries in combat!
• Wound: When a character receive damage, he can reduce it to zero by taking a wound. For each wound, he will have -1D on any test. When wounds equals Endurance the character dies.
Critical Hits
• Critical Hits: Roll twice the opponent's Defense.• Count 6's and check Table 9-5 (p.165).
Fumbles
• Fumbles: All your dice come up 1's.• Count 1's and check Table 9-6 (p.165).
DEFEATED IN COMBAT (HEALTH 0)• Death: Bye bye amigo! Note: The use of a Vicious
weapon is always deadly.• Maimed: The enemy left you something to remember
him.• Ransom: You are captured, or your opponent takes
your possessions, or horse.• Take the Black: For those who sees honor in “Taking
the Black”, this choice can be offer, “Take the Black or die.”
• Unconscious: You are inconscious, left for dead, you wake up in 2d6 hours.
• Yield: At your turn, you can offer the Narrator the terms of your surrender. He has the option of accepting it, make a counter-offer or refusing it. If you refuse the counter-offer you can't yield!
• Destiny: You can burn one Destiny point to decide your fate.
Recovery• Damage: Disappear after the combat.• Injury: One day later, roll a test of Endurance, each
degree of success erase 1 Injury, a failure do nothing, 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.
destiny
Spend Destiny points• Gain +1B (bonus die).• Convert a bonus die in test die.• Remove -1D (penalty die).• Bestow -1D (penalty die) on opponent.• Take an extra Lesser Action.• Improve or worsen another character's disposition by
one step.• Negate another character's use of a spent Destiny Point.• Add a minor detail to a scene (minor clue, useful but
small).• Activate environmental quality.• Ignore environmental quality.
Burn Destiny points• Convert all bonus dice into test dice.• Add +5 to your test result.• Automatically succeed on one test as if roll the
Difficulty exactly.• Remove all damage and injuries (not wounds).• When defeated, decide the consequences of your own
defeat.• Transform another character's successful test into a
failed test.• Automatically compel another character in an intrigue.• Permanently remove penalties of a negative quality.• Negate the effects of another character's burned Destiny
point.• Add a significant detail to a scene (major clue, finding a
way out)• Avoid certain death.
INTRIGUEIntrigue Defense
Awareness + Cunning + Status + Bonuses/Penalties
ComposureWill x 3
OBJECTIVEs• Friendship• Information• Service• Deceit
Note: Changing objective during Intrigue give back to opponent Composure equal to their Will.
Disposition
Disposition DR Deception Persuasion
Affectionate 1 -2 +5
Friendly 2 -1 +3
Amiable 3 0 +1
Indifferent 4 0 0
Dislike 5 +1 -2
Unfriendly 6 +2 -4
Malicious 7 +3 -6
INITIATIVEStatus + Reputation in bonus dices
TECHNIQUESLike weapons in combat, you use either Persuasion or Deception.
• Bargain: Negociate a favor/trade/service for another.• Charm: Improve target's disposition.• Convince: Target support your position or grant
assistance (disposition stays the same).• Incite: Make your target angry or filled with emotions.• Intimidate: Frighten and cow your target.• Seduce: Fill the subject with feeling of desire.• Taunt: Push your opponent to act.
ACTIONS (p.145)• Assist: Support another character (ally gain bonus
equal to half your Persuasion).• Consider: Give up your action and wait (gain +2B on
next exchange).• Fast-Talk: Unleash a stream of nonsense in hope of
distracting opponent (target loose Cunning in their Intrigue Defense).
• Influence: Influence your opponent (default of any Intrigue).
• Manipulate: Manipulate your opponent's emotions (choose opponent technique for next exchange).
• Mollify: Restore Composure into a target (restore opponent's Composure equal to your Persuasion).
• Quit: Flee the Intrigue.• Read Target: Hold back and read your target (learn
opponent's Disposition and Technique, you gain +1D on Deception or Persuasion for the entire Intrigue).
• Shield of Reputation: Fall back on your reputation and status to influence your target (improve target's Disposition one step, once per Intrigue).
• Switch to Combat: Abandon the Intrigue and attack your target (Intrigue ends and combat begins, may have consequences...).
• Withdraw: Take a step back from the Intrigue, concentring on defense (your result replace your Intrigue Defense until the end of the next exchange).
FRUSTRATION• Chaque point de frustration retire des points égal à
votre Will au montant retiré de votre Composure.• 1 Point de Frustration: -1D sur tout jet de Deception et
Persuation pour toute la durée de l'Intrigue.• Frustration dépasse Will: Vous perdez l'Intrigue.• 0 Composure: Vous perdez l'Intrigue.
DEFEATED IN Intrigue (Composure 0)The consequences of defeat depends on the technique used.
• Bargain: Receive a service (depends on target's disposition, p.142).
• Charm: Improve target's disposition by one step.• Convince: Make target support your position or grant
assistance.• Incite: Short term effects. Turn opponent against
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
Months & ActionsEach month, your House has:
• one House Fortune roll (or +1 to one Resource)• one House Action
House fortuneSteward's Status + Stewardhip
A House Fortune is an event that affect your House's lands and resources positively or negatively.
• At minimum, one Fortune must be rolled every three months.
• If you choose not to roll a House Fortune, your House gain +1 in any one of its Resources.
• Adventuring is the best way to improve your House's Fortune.
Donating Coin200 gold dragons = +1 House's Wealth
Donating glory1 point of Glory = +1B on a single test,
or +1 to any House Resources
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.
Money
Coinage• Gold Dragon (gd)• Silver Moon (sm)• Silver Stag (ss)• Copper Star (cs)• Copper Groat (cg)• Copper Penny (cp)
Rate• 1 Gold Dragon = 30 Moons, or 210 Stags, or 11,760
pennies.• 1 Moon = 7 Stags• 1 Stag = 7 Stars• 1 Star = 8 Pennies• 1 Groat = 4 Pennies• Half Groat = 2 Pennies• Penny = 2 Halfpennies
1/x Dragon Moon Stag Star Groat Penny
Dragon 1 30 210 1470 5880 11760
Moon 1/30 1 7 49 196 392
Stag 1/210 1/7 1 7 28 56
Star 1/1470 1/49 1/ 7 1 2 8
Groat 1/5880 1/196 1/28 1/2 1 4
Penny 1/11760 1/392 1/56 1/8 1/4 1
Warfare
Essentials• Scale: 10 square yard• Time: 10 rounds• Squad: A group of 10 men (hero can face a squad).• Unit: A group of 100 men (a hero can't face a unit).• Commander: Visible leader with high Status.• Sub-Commander: Maximum 1 per 2 units.• 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.• Activated: A unit is “activated” the first time it receive
an order.• No Commanders: Every unit become “disorganized”
and follow the current standing order.• Heroes: One hero per rank of Commander's Status.
Heroes act during the player character step.
Issuing OrdersWarfare test versus Difficulty equal to the unit's Discipline.
• Success: The unit receive the order and execute it.• Failure: If the unit is “active” it continue to execute its
Standing Orders.• Critical Failure: The unit takes no action, and stop
following Standing Orders.
Components of warfare• Abilities: Starts at 2.• Unit Defense = Agi + Ath + Awa + Armor Penalty• Health = End x 3• Movement: 40 yards (infantry), 80 yards (cavalry), 60
yards (naval, no sprint)• Bulk: -10 per point of Bulk• Marksmanship: 20 yards (Close), 200 yards (Long)• Equipment Upgrade: 1 Wealth give 1 upgrade.
Step 1. BattlefieldThe terrain type have effects on the battle.
*Look Table 10-3, p.176.
Step 2. Unit & Leader Placement
1. The defender place a unit.2. The attacker place a unit.3. Etc., etc.4. The defender place commander and sub-commanders.5. The attacker place commander and sub-commanders.
• Concealed Unit: A side can choose to hide some unit. The unit must succeed a Stealth test versus the closest enemy unit. Success gives +1D to first Fighting or Markmanship test.
Step 3. Parlay & TermsThe attacker may offer terms by sending an envoy.
*Note: Attacking the envoy costs the House 1d6 in Influence.
Step 4. InitiativeInitiative = Commander's Warfare test
*Note: Rolled each round!
Step 5. Siege Weapons
Step 6. First Player ActionRenounce Command (Greater)
Attach (Greater)Attack Unit (Greater)
Attack Portions of Units (Lesser)Organize/Rally (Greater)
*Note: Lasts 30 seconds.
Step 7. OrdersAttackChargeDefend
Fighting WithdrawalMove
OrganizeReadyRally
RegroupRetreat
Surrender
Step 8. Second Player ActionDetach Character (Greater)Take Command (Greater)*Note: Lasts 30 seconds.
Step 9. Resolve Standing OrdersResolve standing orders of unit that did not acted yet.
Step 10. RepeatRepeat until the opponent's force have all surrendered, been
routed, been destroyed.
DamageHealth 0 = Disorganized (-1D on tests, Discipline +3).
Injured While Disorganized = Routed!Twice Health in Damage = Destroyed!
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 MortalityA 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 & ConsequencesCheck Table 10-5 for Glory gain.
Defeated Commander still gain 1 Glory.
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