Crafty Bonus
Inventive Bonus
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Efficiency Bonus
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).
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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.
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Challenge Types
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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
Kin faildsuch a challenge. Challenge attribute score of 125
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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.
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
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
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
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Hit Location
The Attack EF indicates what location is hit, You can pick any
location below your EF:
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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+
in1,g
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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.
Skill Tweaks
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
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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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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
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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
r
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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