Lock & Load: Iron Kingdoms Character Primer
Privateer Press had an early hit with their d20 adventures for their rich Iron Kingdoms "steampunk" fantasy setting. However, their failure to release anything other than adventures for a long time dampened some of the initial enthusiasm for their intriguing setting.
A while back, Privateer threw a morsel at the tantalized players with the Monsternomicon, and now Lock & Load, the Iron Kingdoms Character Primer has arrived to give the setting some of the attention it has deserved. Lock & Load is basically a character making accessories detailing alterations and new material for making d20 System characters for the Iron Kingdoms setting.
A First Look
Lock & Load is a 64 page perfect bound softcover book priced at $12.99 US. Considering that this price also includes a color pull-out poster map, this is a decent price.
The cover of the book (by Matt Wilson) depicts a woman with a skimpy leather-and-mail outfit that shows her midriff and cleavage in front if a mechanical "steamjack". The art is well done, if the use of female anatomy a little gratuitous.
The interior is black-and-white and features work by Matt Wilson and Brian Snoddy. As with prior installments of Iron Kingdoms books, the interior art and layout is generally attractive.
A Deeper Look
Lock & Load is organized into chapters of races, classes, religion, and gear. The book also includes a languages appendix and a character sheet.
The races chapter would perhaps more properly be called the "races and nations" chapter. The chapter provides the needed mechanical and background material needed to play characters from the nations of western Immoren.
Background details of each nation is provided in sidebars throughout the chapter, close to the more mechanical details of character creation for that nation. Sidebars in later chapters cover miscellaneous topics such as coinage and slang. Fortunately, these little informational nuggets have their own section in the table of contents for those who need quick access to them.
The races are covered in a format somewhat similar to that in the PHB. There are a variety of human "subcultures", as well as other playable races: dwarves, elves of Ios, winter elves, goblins (including common gobbers and bogrin), ogrun, and trollkin. Iron Kingdoms does not use some standard D&D races like halflings and gnomes, and the statistics of the races that do overlap with the core rules vary from the PHB.
The humans are further defined from the basic statistics in the PHB in various ways. First, all human subclasses have a preferred class which is supposed to represent areas of special competency among that culutre. If the character chooses the preferred class at character generation time, the character receives a special benefit from a list of possible benefits which can include such things as an XP kicker, bonus spells (in wizard spellbook), bonus minor magic item, blessed holy symbol, or the like. These are significant boons at 1st level, but would be less of a boon at higher level.
Each human subculture also has a selection of cultural skills. These come in two types: automatic class skills and skill bonuses. Skill bonuses are racial skill bonuses that the character receives. Automatic class skills are always regarded as class skills for that character. If the character already has that skill as a class skill, it is treated as a bonus instead. Overall, I found this a little giving, and it seems as if this is significant enough to slant character race choices towards humans.
Finally, each human subculture has a pair of optional ability adjustments, a +2 adjustment and a -2 adjustment as is normal for PC races. The character does not have to use these adjustments, but if these adjustments are used, for a number of subcultures the character receives a number of penalties to social skills due to common traits in the culture such as jingoism or social isolation. This is an interesting mechanic, both seemingly balance and providing quick role-playing hooks.
The classes chapter describes adjustments to the existing core classes in the Iron Kingdoms setting. This includes cultural roles that the classes play in the Iron Kingdoms, as well as alterations to class skills, weapon proficiencies, available spells, and special abilities. Most notably, resurrection type magic is much scarcer in the Iron Kingdoms, which is a big part of what gives it a decidedly different feel from typical d20 System fantasy settings.
As with any supplement that overhauls the classes, the ranger sees the most modifications. The ranger does not receive the two weapon fighting virtual feats, but does receive alertness at 1st level. In addition, the class receives bonus feats every 4 levels, similar to the Book of Hallowed Might ranger.
As with the races chapter, the classes chapter also is replete with background related material to help fit characters into the game, such as descriptions of the major wizardly orders that control magical knowledge in the Iron Kingdoms.
The religion chapter covers the campaign and mechanical details of the various faiths in the Iron Kingdoms.The Iron Kingdoms actually have a fairly simple set of deities. There is one major deity for each of the four cardinal alignments (LN, NG, CN, and NE) as well as deities of the various nonhuman races.
The NG and NE deities (Morrow and Thamar) have a number of servants, called Ascendants and Scions respectively. A cleric of Morrow or Thamar selects a patron Ascendant or Scion. The patron determines one of the character's domains, as well as granting a "patron bonus" in the form of bonuses to skills, saves, and/or ability checks. These additional abilities are generous, but probably not unbalancingly so.
Of course, this section covers major background details of the religions. For example, the views of various sects and ascendants are covered, creating fertile ground for role-playing in the campaign.
The section on equipment provides game mechanics and illustrations of a few weapons, armors, and other items used in the Iron Kingdoms, including firearms. The section is somewhat brief, and the reader is referred to a future product for more details on guns.
The book also has a language appendix, character sheet, and a map of the Iron Kingdoms. The character sheet is expansive and stylish, with a nice font for characters and a parchment appearance. The map is attractive and done with pale colors, but does appear a bit crowded and is small by way of comparison to most fold-out maps.
Conclusion
The concept of Lock & Load is a nice one. The book provides players with a fairly inexpensive resource that contains most of the details that they will need for an Iron Kingdoms campaign.
The mechanical details are generally fairly solid, and provides a lot of pertinent and interesting background details for characters. I found the social modifiers coupled with optional ability adjustments an interesting method in defining subcultures, but it seems as if the free skill bonuses are perhaps a bit giving and will make the game a bit balanced towards humans.
Overall Grade: B-
-Alan D. Kohler