Iyanden From The Ashes Rules

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Revision as of 15:48, 31 August 2011 by Scarik (talk | contribs) (ASPECTS)
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STRESS

< 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.


PSY

Fettered: Half or Less Farsight/Channelling: No Phenoms when +/- 1, level 1s at +/-3, 2s +/- 5, etc (1/2 Difference - 1 = level of Phenom) Unfettered: Up to F/C: Phenom level = difference between result and difficulty Push: above F/C: 2x Difference + 1 = level of Phenom 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.


SKILLS

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

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

+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


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)