Iron Kingdoms Game
Moderator: Thanas
Thanks for all the info Stormbringer. Equipment really isn't all that important to the character I plan on using, as he is more of a scout than a frontline fighter. He sees his equipment as a toolbox, taking whatever is needed for the mission at hand. Some light and tough armor, a Rifle and possibly a magic knife would be what he uses for most combat ops. On intel ops all he would really need is that magic knife, a pistol or two, and some cocealable armor would be nice. Since magic is so expensive, I'd be more than happy with a +2 equivelent dagger and a circlet of persusion, hopefully with some funds left over for a defensive item or two.
- Stormbringer
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Magic weaponary is among the harder things to find. In the Iron Kingdoms, it's rare indeed to find such items because for every 200 XP used in creating the item, the creator risks a degree of permanent HP damage. Big ticket items are potentially lethal. One reason people still get the heebee jeebies from the Orogoth who were lavish with such items.
As for concealable armor, I'd say go with the usual light leather and add a reinforced greatcoat to it. Maybe armored if you want to be a bit more obvious.
Pistols and rifles are common enough. They range from military pistols to relatively light hold out pistols. It all depends on exactly what you're looking for.
As for concealable armor, I'd say go with the usual light leather and add a reinforced greatcoat to it. Maybe armored if you want to be a bit more obvious.
Pistols and rifles are common enough. They range from military pistols to relatively light hold out pistols. It all depends on exactly what you're looking for.
Oh well, It sounds like I'll have to ditch a magic dagger, though I don't really need it. That armor combo sounds pretty good, and I could put on a armored up greatcoat whenever I need to enter a high risk enviroment. A selection of firearms to fit the mission sounds like just the right thing. Thanks for the help and info. Now I know if I see a guy with alot of magic items, it would probably be best to stay out of his way, as he is likely a badass.Stormbringer wrote:Magic weaponary is among the harder things to find. In the Iron Kingdoms, it's rare indeed to find such items because for every 200 XP used in creating the item, the creator risks a degree of permanent HP damage. Big ticket items are potentially lethal. One reason people still get the heebee jeebies from the Orogoth who were lavish with such items.
As for concealable armor, I'd say go with the usual light leather and add a reinforced greatcoat to it. Maybe armored if you want to be a bit more obvious.
Pistols and rifles are common enough. They range from military pistols to relatively light hold out pistols. It all depends on exactly what you're looking for.
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There's always mechanika. You can still get nifty special gear, it's just the straight up magic of D&D is rare. If you're looking at a mechanika weaponary you probably ought to run things by Imperial Overlord.Raj Ahten wrote:Oh well, It sounds like I'll have to ditch a magic dagger, though I don't really need it.
Raj Ahten wrote:That armor combo sounds pretty good, and I could put on a armored up greatcoat whenever I need to enter a high risk enviroment.
Cool. The light leather is from D&D, you should have it. The various great coats are in the book. I'm using an armored one myself. A reinforced on just provides a damage reduction.
Raj Ahten wrote:A selection of firearms to fit the mission sounds like just the right thing.
Fire arms are still relatively expensive but you should be able to have a couple anyway.
Yeah. Old Fashioned D&D magical items are rare enough, not impossible to find, but rare. So any one with a lot of them has serious resources.Raj Ahten wrote:Thanks for the help and info. Now I know if I see a guy with alot of magic items, it would probably be best to stay out of his way, as he is likely a badass.
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Mechanics light ws what I was hoping for in an online game, otherwise it seems things would take forever and getting everyone online at the same time would be next to impossible. Doing one round of combat could take a day or two.Stormbringer wrote:You know, if we're doing mechanics light there may not be any need to dig out the specific stats. Imperial has the books, as do I, so you could just specify what you're packing and not need to worry over much about stats.
Hopefully to finish off the gear, some armor, a carbine/rifle, a military pistol and a holdout pistol or two along with a sword and a knife should be all I need weapon wise.
Last edited by Raj Ahten on 2007-01-09 11:06pm, edited 1 time in total.
That would be Lt Commander Allister Caine, without a doubt the most annoying man in all Cygnar (from a tabletop perspective).Ford Prefect wrote:Right, right, sorry guys. Was a bit busy this morning. Anyways, thinking about what I could possibly play as, I decided to go through my small collection of Warmachine images.
I saw this:
<<Snip image>>
I thought that was cool.
I assume warcasters are right out (in fact I'd be wary if they weren't). Where will this game be set? Cygnarian lands? Khador? Can we play people from Cryx? Are the Hordes factions available?
Dragon Clan Veritech
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Well here we go with a barrage of answers.
1) Generate stats as you would like. Some restraint would be wise.
2) Mechanika items function similarily to magical ones (the construction is different though). Essentially they get around the demands (including the risk of permenent hit point lost for even moderately powerful items) by making the item out of several seperate components and mixing in advanced alchemy. Mechanika items tend to be bulkier than their magic item equivalents and they draw charges (from handy little gadgets called accumulators), but they are also generally cheaper and safer to make. The niftier ones, like warcaster armour and steamjacks, combine advanced steam and clockwork tech to take up the slack from magic.
3) As members of a disintigrating mercenary band, their is a degree of freedom in your background. However, being a loyal Cryxian will get you gibbetted in most places, so while its not out as a background its a dangerous choice and will win you dirty looks everywhere. Being undead will get you burned and not just in the Protectorate.
4) Any modest background gear with one or two mechanika or one moderate magical items is reasonable. Note that alchemical healing is quite effective in this world and doesn't count toward that limit.
5) Keep you inner munchkin under control. No amount of rabid min maxing will help you in a mechanics light campaign and the falling chunk of roofing slate will kill munchkins dead without a single stat being consulted. Me finding your character interesting on the other hand, may lead to fudging should you get yourself in an unfortunate situation.
6) Feel free to ask me or Stormbringer about stuff on the rp side.
1) Generate stats as you would like. Some restraint would be wise.
2) Mechanika items function similarily to magical ones (the construction is different though). Essentially they get around the demands (including the risk of permenent hit point lost for even moderately powerful items) by making the item out of several seperate components and mixing in advanced alchemy. Mechanika items tend to be bulkier than their magic item equivalents and they draw charges (from handy little gadgets called accumulators), but they are also generally cheaper and safer to make. The niftier ones, like warcaster armour and steamjacks, combine advanced steam and clockwork tech to take up the slack from magic.
3) As members of a disintigrating mercenary band, their is a degree of freedom in your background. However, being a loyal Cryxian will get you gibbetted in most places, so while its not out as a background its a dangerous choice and will win you dirty looks everywhere. Being undead will get you burned and not just in the Protectorate.
4) Any modest background gear with one or two mechanika or one moderate magical items is reasonable. Note that alchemical healing is quite effective in this world and doesn't count toward that limit.
5) Keep you inner munchkin under control. No amount of rabid min maxing will help you in a mechanics light campaign and the falling chunk of roofing slate will kill munchkins dead without a single stat being consulted. Me finding your character interesting on the other hand, may lead to fudging should you get yourself in an unfortunate situation.
6) Feel free to ask me or Stormbringer about stuff on the rp side.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
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Before getting a bit further under way interms of some sort of character (screw the rules, I'm just writing him), I'd like to know what sort of pistols are available. I know, for instance, that if I don't get myself a magelock, I'm going to feel pretty incomplete. However, I need a few more specifics in that regard. Beyond pistols, a cool hat and a big flappy armoured trench, I have no real care for items - I mean, some of those clockwork items sound pretty nifty, but I think Mister Solomon Guren will do without.
What is Project Zohar?
Here's to a certain mostly harmless nutcase.
Here's to a certain mostly harmless nutcase.
- Imperial Overlord
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Magelocks are nice accessories, but not essential. And they can be meched to boot. Essentially Stormbringer covered it, but a quick rundown is as follows.Ford Prefect wrote:Before getting a bit further under way interms of some sort of character (screw the rules, I'm just writing him), I'd like to know what sort of pistols are available. I know, for instance, that if I don't get myself a magelock, I'm going to feel pretty incomplete..
Essentially percussion ammunition (a firing pin punches through the casing, causing the red and black powder to mix and they then go boom)
Breach loading, so fairly easy to reload. Rates of say 6 or more rounds per minute are possible with single barrelled pistols.
Multiple barrel designs exist, some of which have rotating mechanisms.
Size ranges from small hold out guns to fairly large military pistols.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
- Stormbringer
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How do you feel about torch weilding mobs?The Nomad wrote:Would a Cryxian Necromancer do? Or is their reputation too foul in universe?
Cryx is the universal enemy. Toruk's minions have raided, killed, and the zombie-fied in nearly every land. Which means that should it ever get out you will be hunted down ruthlessly.
Non-Cryxian necromany in general is viewed as heinous, where not outright evil. Fooling around with it will likely mean imprisonment if you're lucky and execution if you're not. You can do it and to an extent get away with it (see: Alexia Ciannor) but the best welcome you're ever likely to see is disdainful tolerance. It's possible but it will make life difficult.
- Stormbringer
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- Ford Prefect
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Hey, if anyone's going to shooting for Warcaster, it would be me.Stormbringer wrote:Actually, I'm shooting for Warcaster.
Oh, I slay me.
I think Kojiro's wariness, is starting characters as Warcasters, at least that's my feeling.And I don't see why warcasters shouldn't be allowed. Did you have a specific reason in mind?
What is Project Zohar?
Here's to a certain mostly harmless nutcase.
Here's to a certain mostly harmless nutcase.
- Imperial Overlord
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Experienced Warcasters are the top of the food chain and rare. You won't be starting there, but your characters can be well on their way to becoming a warcaster. It's a realistic mid campaign goal.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
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Just thought I'd post a little flavour for my character, since I'm not experienced with the numbers and mechanics.
Everything was getting just a bit too tense in that smoky little corner of the pub. Teeth were bared. So were knives. And swords. At least three axes and one hammer. There was a gobber with a wrench crouched stealthily behind a barrel of liquor. Centre stage, however, was around a little, felt covered table. Gold glittered against the green, and cards lay scattered across the surface. Two men faced each other - one a clean shaven gambler, all fine cut cloth and small holdout pistol. The other was bearded, a heavy with a big military pistol clasped in a gnarled hand. They weren't blinking, and as Soloman Guren looked from one to the other he frowned. He gave his cards another look and sighed inwardly. He would have won, had the accusations of 'CHEAT!' gone flying from one side of the table to the other. He took one last swig of his ale and spoke.
"You knows lads, I have ah story which seems rather applicable for this par-ti-cul-ar moment in time." he leant back in his chair and reached behind his head to tug on his ponytail. It was his usual gesture of thought. The eyes of the two men flickered in his direction, then back to each other, wary and watching for the twitch of finger on trigger. For everyone else in the bar, they were watching Guren.
"What the hell are you talking about?" snapped the smooth gambler, gritting his teeth. He was uppercrust, too proud to loose, and too proud to admit that he had cheated. Of course, Guren didn't actually know that - he just thought he was being an arse. Granted, he thought Beardy was being an arse too: a sore looser, really.
Soloman took a deep breath "Way, way back, when I was jus' a lad, I really idolised my da'. My old man was a fine swordsman. Went around rightin' wrongs and all that junk. Tried to teach me how to use tha' blade, but I dinnae take. Twas fair upset, my da' was, when I told 'im that tweren't gonna work out. I think 'e might have cried a tad." Guren nodded slowly, eyes closed in reminiscence.
Beardy frowned in a different sort of way 'I don't see ho-"
"Then one day, my da's old partner came about to visit. Man wore a gun on his belt and looked as though 'e could use it. I saw tha' pistol and my mouth fair dried up lads - I was amazed. Twas like a magnet, hear me lads, and I was tha' iron. Couldnae stop asking 'im questions about it, and 'e laughed and 'e answered them, daft though they were. Da' got a bit miffed, I think, and 'e weren't thrilled when 'is old mate took me out back ta shoot tha' thing." a big, toothy smile spread across his face "Can ye imagine it gents? Twas a fine thing indeed ta fire tha' old gun. I pulled tha' trigger and twas if the whole world just fell away. Twas the greatest moment of my young life. I decided that I wanted a whole lot more ta do with pistols. Fair took me six years - when I was old enough to leave home, ya ken - but I managed it."
"How very interesting," the smooth gambler said, "but what, pray tell, does that have to do with this situation?"
Soloman Guren straightened up in his chair and frowned. He crossed his hand across his body and swung it back. Two resounding booms punctuated that tense silence and the two men collapsed to the floor. There was a quiet ticking sound that followed and Guren holstered the pistol "Not much really. Sorry lad."
Everything was getting just a bit too tense in that smoky little corner of the pub. Teeth were bared. So were knives. And swords. At least three axes and one hammer. There was a gobber with a wrench crouched stealthily behind a barrel of liquor. Centre stage, however, was around a little, felt covered table. Gold glittered against the green, and cards lay scattered across the surface. Two men faced each other - one a clean shaven gambler, all fine cut cloth and small holdout pistol. The other was bearded, a heavy with a big military pistol clasped in a gnarled hand. They weren't blinking, and as Soloman Guren looked from one to the other he frowned. He gave his cards another look and sighed inwardly. He would have won, had the accusations of 'CHEAT!' gone flying from one side of the table to the other. He took one last swig of his ale and spoke.
"You knows lads, I have ah story which seems rather applicable for this par-ti-cul-ar moment in time." he leant back in his chair and reached behind his head to tug on his ponytail. It was his usual gesture of thought. The eyes of the two men flickered in his direction, then back to each other, wary and watching for the twitch of finger on trigger. For everyone else in the bar, they were watching Guren.
"What the hell are you talking about?" snapped the smooth gambler, gritting his teeth. He was uppercrust, too proud to loose, and too proud to admit that he had cheated. Of course, Guren didn't actually know that - he just thought he was being an arse. Granted, he thought Beardy was being an arse too: a sore looser, really.
Soloman took a deep breath "Way, way back, when I was jus' a lad, I really idolised my da'. My old man was a fine swordsman. Went around rightin' wrongs and all that junk. Tried to teach me how to use tha' blade, but I dinnae take. Twas fair upset, my da' was, when I told 'im that tweren't gonna work out. I think 'e might have cried a tad." Guren nodded slowly, eyes closed in reminiscence.
Beardy frowned in a different sort of way 'I don't see ho-"
"Then one day, my da's old partner came about to visit. Man wore a gun on his belt and looked as though 'e could use it. I saw tha' pistol and my mouth fair dried up lads - I was amazed. Twas like a magnet, hear me lads, and I was tha' iron. Couldnae stop asking 'im questions about it, and 'e laughed and 'e answered them, daft though they were. Da' got a bit miffed, I think, and 'e weren't thrilled when 'is old mate took me out back ta shoot tha' thing." a big, toothy smile spread across his face "Can ye imagine it gents? Twas a fine thing indeed ta fire tha' old gun. I pulled tha' trigger and twas if the whole world just fell away. Twas the greatest moment of my young life. I decided that I wanted a whole lot more ta do with pistols. Fair took me six years - when I was old enough to leave home, ya ken - but I managed it."
"How very interesting," the smooth gambler said, "but what, pray tell, does that have to do with this situation?"
Soloman Guren straightened up in his chair and frowned. He crossed his hand across his body and swung it back. Two resounding booms punctuated that tense silence and the two men collapsed to the floor. There was a quiet ticking sound that followed and Guren holstered the pistol "Not much really. Sorry lad."
What is Project Zohar?
Here's to a certain mostly harmless nutcase.
Here's to a certain mostly harmless nutcase.
- Stormbringer
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1) As Imperial Overlord said, experienced warcasters are not easy to come by. It takes a fair amount of arcane training, battlefield exprience, and gear to produce a top notch warcaster. Hence they are a comparetively rare. As you go down the pyramid, they become progressively easier to come by.Kojiro wrote:Correct me if I'm wrong, but a) they're insanely rare b) they're the top of the food chain c) they receive huge prestige and the rewards there of.
2) The Warmachine casters are all maxed out in Warcaster on top of a boatload of a spellcaster class and beyond that typically have pile of levels in a martial class. With out exception the Warmachine casters are a just a level or two below D20 epic. So by D20 standards they've earned their position as top dogs.
3) An experienced Warcaster, in their respective national armies or commanding a major mercenary company, will get the prestige, resources, and chicks. But that's because they're the equivalent of a Patton or Montgomery or Rommel. If you read the Journeyman Warcaster description from Prime, they mostly get dangerous scut work and are dumped on and distrusted. Even if you move up the food chain it's still not by any means an easy situation.
The fluff, especially Warmachine fluff, tends to be paying attention to the very top echelon of characters. Because of that they're quite impressive; our PCs on the other hand are going to be much more limited. Gear is going to be a major hurdle as is regular supplies. Being a warcaster won't by any means by an easy situation.Kojiro wrote:Pretty much. I'm all for character development but let's not have too much of a discrepancy between characters. I'm not sure how buff casters are in the D20 system, but going by the fluff they're absolutely nuts.
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Kojiro is missing from the list, as is his character.
I also need more from Raj Ahten about his character.
I also need more from Raj Ahten about his character.
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
What kind of info do you need? I'll just give you a quick backstory and hope that covers it for the moment.
Basically my guy, Konrad Kruegar, joined the Merc company when he was 15 because he was young and stupid, and wanted adventure. He was quickly spoted by the guy who did intel work for the Company and taken under his wing. 20 years later, he is now a general scout and spy for the Company, specializing in the human side of things (recruiting enemy agents, interrogations, and finding people who don't want to be found in cities.) However, he is now becoming weary of the type of work he does. Konrad feals that bribing, lying, cajoling and sometimes killing people solely for profit leaves something to be desired. He can't have a family, or even any real friends due to the nature of the bussiness. That being said, he still does the work for a couple of reasons. Reason #1 being he gets a rush from the work, and if he concentrates solely on the task at hand, he can forget how empty his life is. Reason #2 being he really doesn't know any other way of living, and there aren't any other alturnatives at present. He is keeping an eye out for other career options, and would very much like to retire before this job kills him.
He is a man of middling height who is quite well built. He has short dark hair, which is starting to go grey at the edges. His head is usually on a swivel. looking out for threats. Despite his wariness, his weathered face is quick to offer a smile to others, and he can and will talk to anyone in a warm manner in order to put them at ease and get the information he needs for his job. He dresses in whatever garb is apropriate to the situation at hand, changing clothes as needed. His preferred mode of dress is usually leather armor with a reinforced greatcoat over top. One item that he finds especially usefull for his job is a magic necklace that improves others willingness to listen to him, and believe his words (basically he acquired a circlet of persusion, with your permission, on one of his missions.) Weapons are also usually tailored to the mission, though he always carries a dagger of exceptional sharpness and quality. Besides that, he will use a carbine/rifle when long range firepower is needed, and carry a military pistol or a pair of holdout pistols as the situation requires.
I hope this proes usefull, and I linked a writeup of the character earlier in the thread.
Note: edited for some typos
Basically my guy, Konrad Kruegar, joined the Merc company when he was 15 because he was young and stupid, and wanted adventure. He was quickly spoted by the guy who did intel work for the Company and taken under his wing. 20 years later, he is now a general scout and spy for the Company, specializing in the human side of things (recruiting enemy agents, interrogations, and finding people who don't want to be found in cities.) However, he is now becoming weary of the type of work he does. Konrad feals that bribing, lying, cajoling and sometimes killing people solely for profit leaves something to be desired. He can't have a family, or even any real friends due to the nature of the bussiness. That being said, he still does the work for a couple of reasons. Reason #1 being he gets a rush from the work, and if he concentrates solely on the task at hand, he can forget how empty his life is. Reason #2 being he really doesn't know any other way of living, and there aren't any other alturnatives at present. He is keeping an eye out for other career options, and would very much like to retire before this job kills him.
He is a man of middling height who is quite well built. He has short dark hair, which is starting to go grey at the edges. His head is usually on a swivel. looking out for threats. Despite his wariness, his weathered face is quick to offer a smile to others, and he can and will talk to anyone in a warm manner in order to put them at ease and get the information he needs for his job. He dresses in whatever garb is apropriate to the situation at hand, changing clothes as needed. His preferred mode of dress is usually leather armor with a reinforced greatcoat over top. One item that he finds especially usefull for his job is a magic necklace that improves others willingness to listen to him, and believe his words (basically he acquired a circlet of persusion, with your permission, on one of his missions.) Weapons are also usually tailored to the mission, though he always carries a dagger of exceptional sharpness and quality. Besides that, he will use a carbine/rifle when long range firepower is needed, and carry a military pistol or a pair of holdout pistols as the situation requires.
I hope this proes usefull, and I linked a writeup of the character earlier in the thread.
Note: edited for some typos
Last edited by Raj Ahten on 2007-01-12 04:57pm, edited 1 time in total.
- Imperial Overlord
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