Iyanden From The Ashes Rules: Difference between revisions

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If your Fortitude is higher than the target's then you get +1 Damage in Assaults
If your Fortitude is higher than the target's then you get +1 Damage in Assaults


==STRESS==
==STRESS==
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==PSY==
==CHARGEN==


Fettered: Half or Less Farsight/Channelling: No Phenoms when +/- 1, level 1s at +/-3, 2s +/- 5, etc (1/2 Difference - 1 = level of Phenom)
30 points among the 15 skills rating each 0-5


Unfettered: Up to F/C: Phenom level = difference between result and difficulty
5 Aspects (Path, Doom, Patron, Mastery, Self)


Push: above F/C: 2x Difference + 1 = level of Phenom
5 Stunts
 
 
Perils occur when Will threshold is exceeded in addition to the Consequence taken.
 
 
Divinatory Runes add 1 per time increment increase to the max Skill usable while still being Fettered. Maximum of Unfettered Skill.
 
Witchblades can convert Phenoms into physical damage to the user and lower the Phenom by one category. Using it this way is optional, you could just
suffer the Phenom.
 
Ghost Helms allow a re-roll of Will when resisting Phenoms or add +1 to the roll (choose after rolling)
 
Runes of Witnessing negate all Phenoms of +/- 1 even while Unfettered.


Standard gear for your Path (weapons, armor etc)


You may use a power not in your Path but the Perils increase by one category and you are -2 to the roll.


==SKILLS==
==SKILLS==
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You won't need an MG stunt to use the basic gear of your Path
You won't need an MG stunt to use the basic gear of your Path
==GEAR==
Armor has rating, that's how much stress it blocks.
1 - No Eldar armor is this bad
2 - Mesh
3 - Aspect Carapace/Runic
4 - Light Powered (Scorpion, non Heavy Exarch)
5 - Heavy Powered (Dark Reaper, Warp Spider)
Weapons have two ratings: Damage/Range and Penetration. Damage is how much Stress is added, Pen compares to hardness, if its equal or greater the hardness is halved vs that attack (round down).
Damage:
1 - Improvised weapons (clubs, small hand tools)
2 - Light Weapons (knives, pistols)
3 - Basic Weapons (swords, rifles)
4 - Support Weapons (shuri-cannons, starcannons)
5 - Heavy Weapons (lances, pulse lasers)
Pen:
1 - monoblades, light shurikens
2 - heavy shurikens, low intensity lasers, chainswords
3 - high intensity lasers, power weapons
4 - Lances and pulsars
5 - Fusion weapons
Range:
1 - Pistols, Shuriken Catapults
2 - Lasblasters
3 - Long Rifles, Starcannons
4 - Pulse Lasers, Reaper Launchers
5 - Prism Cannons
==CHARGEN==
30 points among the 15 skills rating each 0-5
5 Aspects (Path, Doom, Patron, Mastery, Self)
5 Stunts
Standard gear for your Path (weapons, armor etc)

Latest revision as of 16:46, 31 August 2011

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COMBAT[edit]

Assault is Single Combat, Melee, or by opponent type (daemons, tanks, monstrous creatures, Tau, Humans, Orks, etc) Firefight is then Aimed Shot, Suppression, Artillery, Gunnery or again by opponent type.

If your Fortitude is higher than the target's then you get +1 Damage in Assaults


STRESS[edit]

< half Fortitude: No damage

< Fortitude: Minor

> Fortitude: Major

> 1.5x Fortitude: Severe

> 2x Fortitude: Squish

If you already have a slot filled then you roll up to the next level.

Armor reduces the incoming Stress.

Weapons add to Stress.


CHARGEN[edit]

30 points among the 15 skills rating each 0-5

5 Aspects (Path, Doom, Patron, Mastery, Self)

5 Stunts

Standard gear for your Path (weapons, armor etc)


SKILLS[edit]

Warrior

Celerity (Speed, athletic ability, piloting)

Assault (close combat with weapons or not)

Firefight (gunfighting and using heavy weapons for suppression)

Fortitude (toughness and physical power, determines Health)

Hunting (stealth, wilderness skills and perception, navigation, tracking, surface, webway or space)

Seer

Farsight (ability to read the runes and choose the correct future)

Channeling (summoning and controlling eldritch forces, battlemancy)

Wraithsight (communing with wraiths, sensing daemons and sorcery)

Artisan (crafting objects of beauty and value, repair, tech-use)

Lore (education, history, stellar geography)

Prince

Glory (reputation, leadership, intimidation)

Politik (charm, misdirection, social group awareness)

Strategy (waging war, planning ambushes and raids, logistics)

Merchant (appraisal, commerce, choosing targets to raid)

Will (force of will, dedication to Path, determines Composure)


ASPECTS[edit]

Path - Your defining aspect

Doom - your own personal weakness

Patron - your personal god or hero, often the symbol of your Craftworld but not necessarily

Mastery - The greatest skill usable on your Path

Self - something personal about your character.


STUNTS[edit]

+1 to broad use of a skill

+2 to narrow use of skill

Skill swap one trapping onto another skill, each skill may only have 1 swap

Military grade, which allows use of normally restricted gear for a specific skill.

You won't need an MG stunt to use the basic gear of your Path