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SkillSet Bonuses - Novice

Base Resolution Steps

Crafty Bonus

20 EF - SkillSet gains +1d10 Final EF

35 EF - Character gains 1 Free Action to be used after the


Skillsets effect is resolved.
Creativity Bonus

Situational Modifier Tactical Effects

55 EF - Character gains 1 Free effect to be added to the SkillSet resolution

Nullify another Situational modifier

Inventive Bonus

Increase/Decrease Challenge Type by 1

56+ EF - Player gains one free complication to use against the


GM (GM NPCs can use these against the players)

Challenge Roll Effects


Pass -- Any roll that is equal to or below the Challenge Attribute. Adds +5 EF

Player can nullify any other mod so it has no effect.


Player can increase damage or EF of the SkillSet.

Declare a specific Effect

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Iron Kingdoms

Efficiency Bonus

Player declares effect (if successful)


Reaction
Declare and Define Conflict
Build SkillSets
GM Resolves effects in game
Player spends any Influence (Simple and Tactical)

Player and GM negotiate an effect that makes sense based on the


situation.

Superior Position
Telling it like it is
Point Blank
Lying out my A**
Exceptional -- A roll of 10 or less means your attribute
Prone
Exploiting a Weakness
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Obscured
Taking My Time
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to the SkillSets EF.
Telling the Truth
Attack from Cover
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Attribute 100+: add 1d10+5 EF or take a Com Using the Shadows
Using the Terrain

Close
Range
Psychological Advantage
plication.

Surprise
Pushing My Limits
Extraordinary -- On a roll of a 1, the attribute helps
the character do something extraordinary; the character
is in the zone. The SkillSet EF is doubled. This is not an
Influence
automatic success.
Request an Information Point (1 EF)
Attribute 100+: a complication is also awarded. Player uses Information points to ask for more detail on any aspect of
the situation. This information is free, no roll is made. Any SkillSet,
Misstep -- A roll above the challenge attribute, represents the character making a mistake; the SkillSets Base EF regardless of the effect can use information points
is lowered by 5 EF.
Add additional Effect (2 EF)
Complication -- Rolls of a 90 + represent the attribute
Player can cause a non lethal secondary effect based on any Skill in the
complicating the attempt. SkillSet EFs get no bonus and
SkillSet. The effect lasts for 1 phase.
the opposition is awarded a complication.
Failure --A roll of 100 on the dice represents a failure.
Change duration by 2 or shift 1 time unit (3 EF)
That one moment when the character just blows it, the EF
Player can change an Effects duration either changing the value of
is 0 and a complication is awarded.
time or shifting up or down 1 row on the Durations chart. Each spend
changes the set time unit by 2 or changes the column by 1. So a 5 turn
task could take 3 turns or take 5 phases (1 turn).

Attribute 100+: +10 EF

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Easy, Hard, Insane, and Impossible.


Easy = (Base x 2)
Moderate = (Base x 4)
Hard = (Base x 6)
Insane = (Base x 8)
Impossible = (Base x 10)
Epic = (Base x 15)

The GM breaks encounters into 6 Challenge Types:

Add d10 Damage to the attack (1 Success)

Use your skill to increase the damage done by the attack by 10. Adding
this 4 times would add 4d10 damage to a targets final damage.

Boost a Critical Roll (3 EF)

Attacker uses influence to add +2 to a critical roll.

Force a Malfunction (2 EF)

Attacker uses influence to force a Malfunction, even if the Malfunction


Threshold or Structure has not been exceeded by the attacks damage.
This can cause multiple Malfunctions.

Increase Hit location by 1 (2 EF)

Attacker uses influence to change the attacks location 1 location higher


than the EF allows.

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Figure Base Opposed EFs

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Environmental Modifier Effects

Lowers or Raises EF (Rank)

Challenge Types

Enc of any Environmental Modifier is


(Rank x2)
POW
The better a caster is with the SkillSet the more powerful the DAM.
DAM from Spells is still subject to Breech, just like a weapon.
Conversion is (POW * (10 for every 5 EF of the cast spell)= DAM.
Minimum DAM is the base POW
Example a 10 POW spell cast with a 20 EF SkillSet would have a DAM
of (10 * 40 (10* 4*10)) =400 DAM.
Attribute Conversions
Physique (PHY)
This is mapped to END, Bonuses are +5 per +1.

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The GM narrates a short description of the minor failures


effect. The GM assigns the player who failed one information point, to ask one question about the failure

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Arcane (ARC)
This is mapped to the Arcane attribute and gains +5 per +1
Perception (PER)
This is mapped to CON and adds +5 per +1

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Minor Failure

Intellect (INT)
This is mapped to INT and adds +5 per +1

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Poise (POI)
This is mapped to Skill Depth and adds +1 per +1
Prowess (PRW)
This is mapped to Actions and adds +5 per +1

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Failure Levels - Narrative Play
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Negative 10 EF or less
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Agility (AGL)
This is mapped to Reaction and adds +1 per +1

Impossible
Players will need help and really throw the kitchen sink at the SkillSet
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for NPCs
Epic
Players will need help and lots of passions, mechanikals and Past
events in their SkillSet to succeed or failure is a certainty. Challenge
attribute score of 150 for NPCs

Speed (SPD)
This is mapped to Reaction and adds +2 for every +1
Strength (STR)
This is mapped to PRS and adds +5 per +1

Insane
These challenges will almost always require a strong SkillSet and
some sort of aid from others in the Group or luck. Many character
would fail such a challenge on their own. Challenge attribute score of
100 for NPCs.

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Moderate
Difficult to overcome for as Hero and a high chance of failure for a
Environmental mod can be used to increase the protection of the user, when used as cover or as a shield. Add the normal person. Challenge attribute score of 50 for NPCs
modifiers protection to he users current protection
Hard
Hard challenges usually benefit from other characters aid in the atUse as a weapon with DAM of (Rank x5)
tempt, but can be overcome without it if you build a strong SkillSet.
Player can increase damage or EF of the SkillSet.
Challenge attribute score of 75 for NPCs.

Increase Protection (Rank x 5)

Major Failure

Negative 25 EF or less
Major failures represent a chance major stopping point for
the character(s). The GM should use this to link the challenge to the characters Past Events or a Passion.
Epic Failure

Skills, Specialized Knowledge, and Innate


abilities
Main Skills: gain +1 ranks for each +1
Subskills dont get bonuses
Specialized knowledge: any bonus the GM feels would effect the SK,
lowers the Influence cost by 1
Innate abilities, take a bonus at +2 per +1, or what the GM feesl is
appropriate.

Epic failures represent fate trying to stop the characters efforts, for
some reason beyond them. Whether the Gods, the dragon Father,
a King, or power beyond them; that power has interfered and that
should be reflected in the narrative and the Curse effects the GM uses
for this failure.

Other Values
Defense (DEF)
This is mapped to any defensive SkillSet and adds to its base EF, this can
include spell saves. All modifiers are +5 per +1.

Negative 26 EF or less

Reveal Effects
Reveals are special complications that explain why a failure occurred
to the player who failed only. The GM should describe a scene where
a vision appears, runes alight, or a scroll of fire erupts in front of the
character. Whatever the vision it should reveal new information
about the characters situation and what they are up against, followed
by an attacker thematically linked to over arching foil who is blocking
their efforts.

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Willpower (WIL)
This is the EM attribute in conflict. All modifiers are +1 per +1

Armor (ARM)
This boosts Protection values by 50 per +1

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Easy
Use the Environmental mod to increase or lower a SkillSet, A Character could overcome it with little or no help. Challenge attribute score of 25 for NPCs
must explain how it is used.

Hit or Miss

A positive, or 0, Attack EF is a hit. A negative Attack EF is a miss.


Misses and Blow Through
Weapons are designed to do massive concentrated damage to a specific location, armor normally allows for no blow through. Attacks
which are a miss can have blow through effects determined through
GM narration and a Situation resolution roll.

Wound Effects
1 Damage = 1 Wound. 20 Wounds = +1 Challenge type.
A Character is incapacitated when wounds > END, Death
occurs when wounds > END +25

Jams or Fumbles

An attack that rolls a specific number over 90 can cause a Jam or


Fumble (in addition to any complications the roll causes).
Ranged Combat attack jams on a roll of a 99-100.
Melee Combat fumbles occur on a roll of 97 -100.
Jams and Fumble rolls force a second 1d100 roll. A result of 90 or
more the Trust Player or Players get to assign a complication to the
character or NPC weapon that jammed or fumbled.

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Combat Resolution Steps


Step 1 Reaction
Step 2 Declare Conflict and Define
Step 3 Build SkillSets
Step 4 Final Attack EF
Step 5 Figure Breach
Step 6 Attacker Spends Influence
Step 7 Figure Damage
Step 8 Resolve Critical Hits and Malfunctions
Step 9 Use Healing and Roll Stress

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A Negative number (DUR is more than the PWR) lowers the


damage dice rolled. A -2 means 4d10 becomes 2d10. It is possible
for RSR to lower the damage dice to 0. In this case the attack does
no damage.
A Positive number (PWR is greater than the DUR) increases the
attack dice rolled. a +3 means 2d10 becomes 5d10. The double
rule is not in effect, so the extra damage can be more than twice
the dice assigned by the damage Type.

Hit Location
The Attack EF indicates what location is hit, You can pick any
location below your EF:

Shock (0 EF ) - Effects the whole of the target


Torso (5 EF) - Hits the Chest/Abdomen of the
target
Head (10 EF) - Hits the head of the target
Limbs (15 EF) - Hits the legs/arms (attackers
choice)
Attackers Choice (16+) - Attacker calls any location
Critical Occurrence: The amount of damage done must be
above the Criti target to cause a critical. This represents the
fact that only a GOOD shot is going to do a critical.
Players who attack multiple times and cause criticals roll 1
time with a +1 bonus per additional critical done.

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Iron Kingdoms

Each Soul gives a necromancer Arcane equal to its Growth


Rank + 10 (if a PC or NPC with growth). Opponents and Adversaries give 5 Arcane per Challenge Rating. So a Hard NPCs
soul would give a necromancer 15 Arcane.
Durability and Power in Game
Pwr -DUR= Heavy Armor Effect

Critical Damage (16+ EF) Crit target 10:


5d10 damage, +4 Critical Bonus
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Arcane Power derived from Souls

A necromancer with corrupted Arcane heals 2 wounds per


phase and the caster can hold up to double their arcane attribute
with no negative effects.
Necromancers who have more arcane than double their maximum Arcane must expel all corrupted energy, 0 Arcane, or take
10 wounds and roll situational stress each phase.

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Souls and Arcane Power

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Breach Effects
Compare the attackers weapon DAM value (including any
bonuses) to the defenders Protection.
When Dam is greater increase Damage Dice by 1, When
regaining Arcane energy
DAM is greater than double, increase Dice by 2.
Will Weaver
When Protection/Armor is greater decrease Damage Type
Each phase a character can draw Arcane power to adding 5+
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When
Growth rank to their ARC attribute as a passive action. Iron Kby
doProtection/Armor is greater than double, increase
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by 2.
Drawing more Arcane power than their Arcane stat requires a
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SkillSet roll. Characters gain 1 Arcane for every 5 EF from
their SkillSet and is normally a Passive moderate challenge,
Damage Types
Focuser
Damage is determined by the attackers Final Attack EF. The
Each phase a focuser can draw Arcane power equal to (5 +
Final Attack EF determines the damage type.
Growth Rank) to add arcane back to their ARC Stat up to
maximum as a free action.
Minor Damage (0-5 EF) Crit target 20:
Prayer Rites
1d10 Damage, +0 Critical Bonus
This starts as a Passive Easy Challenge, but every time a Priest
Normal Damage (6 - 10 EF) Crit target 15:
tries again in the same Day the challenge increases by 1.
2d10 Damage, +1 Critical Bonus
Characters gain 1 Arcane for every 2 EF from their SkillSet.
Massive Damage (11 - 15 EF) Crit target 12:
Prayer Rites and is normally a Passive moderate challenge,
though this can change based on the situation and location.
4d10 damage, +2 Critical Bonus

Tweaks

POW

Players aid other players with tweaks without creating a SkillSet, and rolling challenge dice as normal.

Conversion is (POW * (1 for every 5 EF of the cast spell)= DAM.


Minimum DAM is the base POW
Example a 10 POW spell cast with a 20 EF SkillSet would have a
DAM of (10 * 4 (10* (1* 5)) =40 DAM.

Skill Tweaks

Spell Effect Conversions

When spells do effects they can effect attributes or add specific bonuses. a bonus of +1 in Iron Kingdoms is normally a +5 in Conflict.
However some would be actual +1 bonus even in conflict. The
below list is to guide players and GMs as to what Conflict attributes
are affected and at what value (+5 or +1).
Attribute Conversions

Players create can choose 1 Skill to add its ranks to another


players SkillSet, improving the targets players Primary skill.
The player can use story points effects and passions as well.
The tweaking player does not roll against a challenge attribute.
Mechanikals Tweaks
Players may create a SkillSet to improve or change one of a
target mechanikalss abilities. The player builds a SkillSet
against a Hard Challenge. A successful roll means the target
mechanikalss ability can be have one ability added or a bonus
doubled for that SkillSet only.

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The better a caster is with the SkillSet the more powerful the DAM.
DAM from Spells is still subject to Breech, just like a weapon.

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Armor (ARM)
This boosts Protection values by 50 per +1

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This is mapped to any defensive SkillSet and adds to its


base EF, this can include spell saves. All modifiers are +5
per +1.

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Main Skills: gain +1 ranks for each +1


Subskills dont get bonuses
Specialized knowledge: any bonus the GM feels would effect the SK,
lowers the Influence cost by 1
Innate abilities, take a bonus at +2 per +1, or what the GM feesl is
appropriate.
Other Values
Defense (DEF)

Terror

Missing 2 Fear rolls forces a Situational Stress roll at -2. Failure to make this roll means the character is in terror. Every
time a character has to make this stress roll the modifier
increases by 2. so the third roll would be at -6.
Terror Effects

Any character in terror loses all but 1 action a phase. Any


attempt to attack is at a +4 Challenge type. Should they
successfully attack, that which put them into terror they lose
terror and fall back to normal fear rolls. Characters in terror
for 3 Phases fall, considered incapacitated until the reason
for their terror is removed.

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Skills, Specialized Knowledge, and Innate abilities

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Physique (PHY)
Fear Mechanic
This is mapped to END, Bonuses are +5 per +1.
Whenever a situation arises where the GM wants to evoke
Speed (SPD)
fear in the characters the GM has to create either an NPC or
This is mapped to Reaction and adds +2 for every +1
a trap, which set the horror factor of the situation.
Strength (STR)
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Horror
Factor
This is mapped to PRS and adds +5 per +1
s I are a number between 1 and 5 which indiHorror
factors
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Agility (AGL)
cate how much more difficult any tasks related to the fear
This is mapped to Reaction and adds +1 per +1
situation are. An NPC with a horror factor 2 increases all
Poise (POI)
challenges by 2 types, so an easy would become a hard chalThis is mapped to Skill Depth and adds +1 per +1
lenge. NPCs get a horror factor based on their stats, traits,
and advances bought when they are created.
Prowess (PRW)
This is mapped to Actions and adds +1 per +5
Overcoming Fear
Intellect (INT)
Players can make a SkillSet designed to overcome a Horror
This is mapped to INT and adds +5 per +1
factors effects. Every point of Horror Factor sets the chalArcane (ARC)
lenge type, a 3 Horror factor is a Hard challenge. These challenges can be active or passive as the Trust Player chooses,
This is mapped to the Arcane attribute and gains +5 per
these are normal SkillSet challenges. Other players can
+1
tweak other characters as normal, but this requires an active
Perception (PER)
action to make the player listen.
This is mapped to CON and adds +5 per +1
The players who meat or beat the opposed EF are able to
Willpower (WIL)
shake off the fear effects and are able to function normally;
players can try once per phase to overcome their fear.
This is the EM attribute in conflict. All modifiers are +1
per +1

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Conflict
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Iron Kingdoms

By Lee Kamberos and Privateer Press

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