Iron Kingdoms Game (OOC)

Elocin said:
As this is my first IK game I think I will go with the Sorcerer as I know them best and I do not want to burden my mind with learning a new setting/rules and the like plus a new character class.

When would you like me to have one stated out?
Sounds good. Could you do it by the end of the weekend?

Which PP books do you own? That way I can fill you in on the rest.
 

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Bobitron said:
In that case, go for a single rank in...

Knowledge (local- Llael)
Knowledge (nobility and royalty)
Knowledge (history)
Knowledge (religion)

In that order of importance. If I fail, try again, if I get it, go to the next skill. Send up to 3200gp on knowledges, and 200 on Appraise if needed.

Is there a version of the Mithril shirt in the IK? I would to have a special custom set of duelling armor with the same price and stats. Beside that, all I need is some little stuff and a MW rapier and dagger. Hopefull I'll have some coin left for healing salves...
OK, here we go:

Knowledge (local-Llael) Rank 1: Attempt#1 5 + 1 (Int) = 6 vs DC 15, failure; Attempt#2 19 + 1 (Int) = 20, success! 1 rank in skill gained; total cost: 1600 gp

Knowledge (nobility & royalty) Rank 1: Attempt#1 17 + 1 (Int) = 18 vs. DC 15, success! 1 rank in skill gained; total cost: 800 gp

Knowledge (history) Rank 1: Attempt#1 10 + 1 (Int) = 11 vs. DC 15, failure! total cost: 800 gp
Subtotal: 3200 gp

Appraise Rank 1: Attempt#1 17 + 1 (Int) = 18 vs. DC 12, succes! 1 rank of Appraise gained.
Appraise Rank 2: Attempt#1 15 + 1 (Int) + 1 (rank in Appraise) = 17 vs. DC 11, success! 1 rank of Appraise gained.
Appraise Rank 3: Attempt #1 1, automatic failure; attempt#2 20, automatic success! 1 rank in Appraise gained.
Total ranks in Appraise gained: 3
Subtotal: 200 gp

-------------------------------------------
Total cost: 3400 gp

So how does that look?
 



Bobitron said:
Any decision about the armor?
The IK-equivalent of mithral (or mithril if you're a Tolkien purist) is serricsteel. Serricsteel comes in two flavors: quenched or lighter serricsteel and unquenched. Lesser or unquenched serricsteel are lighter than normal and more durable than standard steel. They are four-fifths the normal weight of steel armor and weapons made of it have 20 hit points per inch of thickness and hardness 15.

Here are the cost modifiers for lesser serricsteel:
LIGHT ARMOR +600 GP
MEDIUM ARMOR +1,000 GP
HEAVY ARMOR +1,500 GP
WEAPON +300 GP


Quenched serricsteel is far more durable than unquenched, but also much more expensive. Bludgeoning and slashing weapons fashioned from quenched serricsteel have the natural ability to bypass hardness when sundering weapons or attacking objects, ignording hardness less than 15. Additionally, weapons and armor made from sericsteel are lighter than normal, at four-fifths the normal weight for a standard item. Weapons, armor and shields made from serricsteel have one-third more hit points than normal. Serricsteel has 30 hp per inch of thickness and hardness 20.

Here are the cost modifiers for quenched serricsteel:
LIGHT ARMOR +3,000 GP
MEDIUM ARMOR +5,000 GP
HEAVY ARMOR +7,500 GP
WEAPON +1,500 GP


Also, all standard D&D monsters that generally have x/Adamantine DR, now have x/Serricsteel DR.
 



Iron Kingdoms games tend to work better (IMO) when the characters are more than just "adventurers". I find it helpful to think of adventurers as a social construct, integrated into the larger sociopolitical landscape (can you tell I was an anthropology major? ;) ). So I've been toying around with the idea of what this group's "job" could be. Here are some things I've come up with:

1) "PC are friends or acquaintances with individual jobs who simply like to hang out together and get into trouble." This is pretty much the simplest explanation and closest to the reason most D&D games happen. It's not too inventive and doesn't breed a lot of solidarity (unless the PCs involved are very good friends). It also doesn't firmly ground the PCs in the campaign setting, unless they come up with very detailed jobs and backgrounds for themselves. On the other hand, this approach is very flexible and gives you lots of freedoms.

2) "PCs work for the now splintered Order of the Golden Crucible, trying to secure new sources of blasting powder"
This was the original idea I had for this game. I think it's still a good one, as it allows some integration into the greater "war" plot, in addition to possibly exposing PCs to lots of magic-related encounters.

3) "PCs have their own business or corporation"
This is an idea I have been toying with lately. I'm not saying that the PCs are mercenaries, although that is also a possibility, but that they run some other business. They could run a Wells-Fargo type business, transporting valuable goods or VIPs overland. With a war on there are lots of people making money, and lots more people afraid of loosing that money. With Khador to the north, Cryx raiding the mainland for "recruits" and bandits everywhere else, people would certainly be willing to pay top dollar for security.
Everyone could have a job in this with some folks providing technical support (like the arcane mechanik), some firepower (like the gunmage), and some handling the business transactions.
You could even pool your leftover money and buy a mechanikally-enhanced carriage to transport people or goods in, perhaps even with a rooftop-mounted cannon? Add that, and all of a sudden you have a Twilight 2000 game (boy, did I just show my age).
Having said all that, you could come up with a different business model. You could all be an accounting firm! OK, maybe not that one.
This style of game could also look a lot like episodes of "Firefly", which could certainly be interesting.

4) "PCs are trouble-shooters working for the Cygnaran military/Fraternal Order/Strangelight Workshop/Church of Morrow"
This is also quite a standard campaign, but certainly one with lots of potential. Each organization you would work for would have very different goals and priorities. Working for the military would probably involve a fair amount of combat or espionage, and would heavily involve the "war" subplot. PCs would also make lots of friends and enemies in the military which is often beneficial/lethal.
In the town of Ceryl, there is no organization more powerful (other than the military) than the Fraternal Order. Adventures working for them would generally involve magical or political threats. Most Fraternal Brothers don't like to get their hands dirty, so there would be lots of problems which would need resolving.
Working for the Strangelight Workshop would probably feel a lot like the "X-Files". Weird happenings, eccentric personalities, unearthly foes, you get the picture.
Even though the Church of Morrow is relatively weak in Ceryl, they are still a force to be reckoned with. The Sancteum certainly has its own priorities and motives and working for a highly regimented beurocracy would provide a lot of structure. Enemies of the Sancteum would be followers of the Dark Twin, infernalists and zealots of Menoth.

So what do people think of these options? Do folks have other ideas? I’m always interested in running games that involve lots of input.
 

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