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#51

Post by Cynical Cat »

With the current slow crawl in RPG pace, I'm opening up the Iron Kingdoms RPG. It will be starting in Lael (pseudo France, but nicer). It's a major trade hub, so people can be from any race or nationality. ECL is roughly 7. No one will start with magic items or mechinka, although custom weapons, quality armour, and pricey alchemicals are in. A modest amount of personal cash is the base.
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#52

Post by B4UTRUST »

We actually posting sheets up for this?
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#53

Post by Cynical Cat »

Not my intention to run it strickly by game mechanics, but if you want to post a character that way go for it.
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#54

Post by B4UTRUST »

I can, but I would prefer not too as that would mean excessive digging through books to try to find the stats to make the warcaster/arcane mechaniks character.

But if you've got a sheet you want us to work with, let mek know.
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#55

Post by Cynical Cat »

B4UTRUST wrote:I can, but I would prefer not too as that would mean excessive digging through books to try to find the stats to make the warcaster/arcane mechaniks character.
That's exactly why I don't want to do it that way. Emphasis on fun, not mechanical perfection. Warcasting involves having superb 'jack handling skills and a special affinity for magic involving bonding with 'jacks (in game represented by four feats and a skill point expenditure) so that would be a major thrust for your character.

Also, an arcane mechanik's spellbook/experiment log is called his liber mechanika.
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#56

Post by B4UTRUST »

I'll read through the books to try to find some background on all the info I'll need for my character. Tentatively I'd like to play the Arcane Mechanik attempting to sub-class as a Warcaster for better control and use of his warjacks. If that's appropriate, of course. Not sure on all the races that are available, so I guess I'd go with human unless there's another race that is more geared towards the type of character I'm building.

Oh, and what of Cyriss-tech and Cyriss cultists in your world? Are they considered a neutral religion in regards to their Goddess or are they frowned upon and generally thought of as leaning towards 'evil'

Edit: So I don't forget the name later for my character, I was considering
Engas Iashy Tobar
Last edited by B4UTRUST on Sat Dec 01, 2007 8:13 pm, edited 1 time in total.
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#57

Post by Rukia »

Do I get a nifty Alter Ego?

And If I can look more into this I might be interested as well. Assuming you'll have me of course. Don't want to step on anyones toes.
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#58

Post by Cynical Cat »

My overwhelming hatred of tall red heads means Rukia is automatically forbidden from playing. :wink:

Your profile isn't in there because I don't know how you play rpgs well enough to due it with enough accuracy.

Cryss tech is looked upon with suspicion (actually, the whole goddess is) and Cryss tech works differently than standard mechanika.
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#59

Post by B4UTRUST »

Alrighty then. As soon as you have an idea of what sort of sheet type info you need I'll start posting up my character.
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#60

Post by Cynical Cat »

What I need is the following, although providing more information is fine.:

Race/Nationality
Physical Description
Abilities
Class
Major skills and powers
Important Gear

Example

Name: Icy Rifleman
Class: Ranger/Rifleman
Nationality: Umbrean
Description: Just a hair under six foot, Icy is short and stocky by Umbrean standards. Like most rural Umbreans he is an excellent rider. He has light skin, dark hair, short beard, and craggy features. He is a fierce Laelese nationalist.
Abilities: Icy is in excellent physical condition, a hardy outdoorsmen with good common sense
Major skills and Powers: Icy is at home on the forests and the plains and his a skilled hunter and survivor. He is an excellent shot and a skillful user of firearms.

Gear: Chain shirt, armoured greatcoat, survival gear and rations, battle axe, survival knives, customized heavy rifle and ammunition, two jars of cure all cream and two health elixers.
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#61

Post by B4UTRUST »

Cynical Cat wrote:ECL is roughly 7. No one will start with magic items or mechinka, although custom weapons, quality armour, and pricey alchemicals are in. A modest amount of personal cash is the base.
Couple of quick questions:

ECL=Estimated Character Level? Roughly starting level as 7 then? Asking for spell selections and abilities for the Mechanik.

You say no magic items or mechanika, does that include the mechanikal familar for a Arcane Mechanik?

What is the level and limit set on the custom weapons and quality armor? Warcasters run around in Steam Armor, Arcane Mechaniks can create steam armor and what amounts to steampunk power armors. What sort of options do I have with my desired class? Not trying to min-max the setting, just trying to get the idea of what I'll need to take for my character.
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#62

Post by Cynical Cat »

Ogruns and trollkin are both LA+1 races, so for humans ECL 7 means level 7.

Steam armour is mechanika so its out. Warcaster armour (it's different) is mechanika is also out. So are mechanikal familiars. You'll have the opportunity to acquire all that fun stuff in game.

Guns are in, including gunworks (say four barrelled pepperpot guns or clockwerk pieces with multiple revolving barrels).

Arcane Mechaniks cast exactly like wizards, except their casting and spell aquisition progression is slower and they top up at 6th level. At 7th level, an Arcane Mechanik is just beginning to learn 3rd level spells.
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#63

Post by B4UTRUST »

Alrighty. Thanks. Disappointed by the lack of mechankial familar but as long as I can obtain one at some point I'll be happy.

I'll have to read through the spell and skill lists and figure out what all I need to take for spells and skills.
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#64

Post by B4UTRUST »

Name: Engas Iashy Tobar
Race/Nationality: Human/Caspian
Class: Arcane Mechanik, Aspiring Warcaster
Religion: Follower of Morrow

Abilities: Engas is and always has been a thinker and creator. While the labors of his job have left him in good physical shape he is more brains then brawn. As such he is less of a brawler then some of his fellow steel workers might be, and more geared towards design and imagining.

Major Skills and Powers: Engas' skills include an extensive knowledge of crafting in its varied forms, most geared towards the building of Mechanika constructs, some more wonderous then others. He is also versed in jack handling and has some ability in spell crafting.

Physical Description: Engas stands a shade over five foot. His skin has a healthy tan and his hair is a light golden-brown that matches his hazel eyes. His hair seems to have an almost golden root that naturally fades to the darker color, which is a bit at odds with the goatee he wears that appears to have flecks of red intermixed with the brown. His frame is a little on the skinny side though muscled.

Important Gear: Liber Mechanika, Tools of the Mechanikal trade, Caspian battle blade, lead-lined reinforced gloves, clockwerk arms pepperbox(with ammo), folding utility knife(with signs of wear and possible use as a pry bar) travel pack, couple of changes of clothes, travel rations, scraps of metal and clockwork pieces

Spells:
Resistance lvl 0
Mending lvl 0
Read Magic lvl 0
Repair minor damage lvl 0

Repair light damage lvl 1
Orb of Electricity, Lesser Lvl 1
Scramble lvl 1
Arcane Bullet lvl 1
Comprehend Languages lvl 1

Crush Construct lvl 2
Detect Cortex lvl 2
Overdrive lvl 2
Seize Gears lvl 2
Repair Moderate Damage lvl 2

Enhance Familar lvl 3
Repair Serious Damage lvl 3
Last edited by B4UTRUST on Sun Dec 02, 2007 9:38 pm, edited 1 time in total.
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#65

Post by SirNitram »

Cynical Cat wrote:What I need is the following, although providing more information is fine.:
Malkamar

Race/Nationality: Human/Midlund.

Physical Description: At about five-and-a-half feet and athletic more than bulky, with ruddy skin and brown hair, Malkamar pretty much exemplifies the Midlunder build. Whether his head is actually made of solid steel remains untested.

Class: Paladin/Rifleman

Abilities: Agile and quick, and rather capable of inspiring others(Though perhaps not to his own people's legendary feats of stubbornness and foolhardiness), Malkamar prefers to leave the drawn out planning to others. If this was caused by too many blows to the head is not yet clear.

Major skills and powers: While most paladins prefer to ride into battle in enough armour to slow down even their mighty warhorses, Malkamar prefers quick repositioning and precision shots from his rifle. Blessed by Morrow, his shots are accurate, deadly.. And occasionally packed with a holy punch. His abilities to heal and tend to the well-being of others are practiced selflessly, and more than once he's had to suffer through the punishment of overuse of this power when he sees the suffering of others. With typical Midlunder fortitude and bull-headedness, he has thrown himself at the task of defending others... A task about as impossible as can be, but taken to with no less of the extreme dedication of his people.

Important Gear: A heavily customized rifle, designed for maximum accuracy at range, including the necessary adjustments to attach a baffle.. Should there not be reasonable expectations of taking an opponent into lawful custody. In addition, he typically wears a reinforced greatcloak over leather armour, affording maximum protection without sacrificing mobility. Beyond that, the majority of his belongings are simple tools for the maintenence of his gun, a (mostly) ceremonial longsword, and a specially crafted emblem of Markus, Ascendent Of Guards.

Religion: Morrow, member of the liberal Righteous sect, follower of the Ascendent Markus.
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#66

Post by Comrade Tortoise »

Corey Hayden Ferris
Race/Nationality: Thurian/unaffiliated
Class: Wizard
Abilities: Is in decent physical condition, fairly hardy with average physical power and good hand-eye coordination. His mind is as sharp as a magically enhanced blade

Major skills and powers: Is a mercenary wizard, using what he earns to finance arcane and mundane research, and thus is trained for magical combat and in the acquisition of information both magical and mundane. Has a nearly sick fascination the biology of the various creatures he encounters and keeps extensive notes which he someday hopes to compile into a dissertation topic and several books. He knows well how to survive in the field for long periods, but is not nearly as skilled as a ranger or druid might be and knows the science of alchemy

Has an uncanny talent for magic, and casting spells while in combat, also knows how to siphon off power from his memorized lightning spells into small magical attacks, and create wonderous items.

Important Gear: Spellbook and component pouches, alchemy kit. Ink, paper (usable for scroll making and not) rations, a lantern, rope. A light crossbow with bolts, a collapsing staff, dagger, and a reinforced greatcoat. Also possesses a field glass. Has several large thread-bound notebooks filled with his notes. These are precious to him. He keeps rations but prefers living off the land. To that end, also has a tent and bedroll.

Alchemical list
1 flask bile brew
2 flasks chain breaker
5 cure all creams
2 balelights
3 clearmind
2 hotgrease


Physical Description: A lean figure standing a hair below two meters, he wears his dirty blond hair close cropped to avoid it being pulled and has blue eyes. He is almost never clean shaven but does not have a beard either, but exists in various degrees of scruffyness depending on whether it has been a day or six since he last shaved. He wears a reinforced greatcloak that has integrated component pouches. A collapsible staff is in a small holster near a dagger, and a crossbow is draped across his back on a pack that carries his other belongings. Always either wrapped around his arm, in his pack, or in a pouch, as temperature permits, is a small swamp viper (read:cottonmouth) named Totenzahn

Religion: Morrow, member of the liberal Righteous sect, follower of the ascendant Corben

Spells in spellbooks:
Cantrips-knows all cantrips

1st Level spells

Abjur
Alarm, Endure Elements, ironguts, nightshield, protection from alignment, shield, hold portal

Conj
grease, mage armor, hail of stone, wall of smoke, lesser electric orb, lesser sound orb

Div
Identify, Comp lang,

Ench
Sleep, shock and awe

Evoc
Burning hands, magic missile, floating disk, shocking grasp, persistent blade

illus
Disguise Self

Trans
Enlarge/Reduce person, featherfall

2nd Level Spells

Abjur
Protection From Arrows, Resist Energy,

Conj
Acid arrow, web, fog cloud

Div
See Invisibility

Ench
Ray of Stupidity

Evoc
Flaming Sphere, Scorching Ray, Darkness, Gust of Wind, blast of force, ray of ice

Illus
Invisibility, minor image, mirror image

Trans
levitate, rope trick, balor nimbus, spider climb, bull's strength, bull's endurance, cats grace, fox's cunning

3rd Level Spells
Abjur
protection from energy, dispel magic, reverse arrows

Conj
Mass mage, armor

Evoc
Fireball, lighting bolt, windwall, daylight, chain missile, manyjaws

illus
displacement, mirror image

trans
spell vulnerability, blink, fly, haste

4th level spells

Abjur
stoneskin minor globe, remove curse, ray of deanimation, mass resist energy,

conj
orb of electricity, globe of force, black tentacles,

Div
Assay spell resistance, scrying, detect scrying,

Evoc
wall of fire, ice storm, fire shield, explosive cascade, force missiles

trans
enlarge/reduce mass
Last edited by Comrade Tortoise on Tue Dec 04, 2007 12:14 am, edited 6 times in total.
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#67

Post by Bloody Good »

Hmm. I gots a question. Given that we're looking at appropriate abilties for lvl 7-ish characters, what about Leadership? A few followers and a cohort? I was thinking about a Trollkin mercenary chief, so given a +1 ECL from being a trollkin, that's just high enough character level to have just gotten Leadership. Probably not enough for more that a few followers and cohort, though.
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#68

Post by Cynical Cat »

Bloody Good: no minions to start with. I hate Leadership as a feat, believing that that kind of thing should be RP'd.

Tortoise: Thurians tend to have Celtic sounding names. If you have access to the Iron Kingdom Character Guide you might want to check the names section.
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#69

Post by Comrade Tortoise »

Cynical Cat wrote:Bloody Good: no minions to start with. I hate Leadership as a feat, believing that that kind of thing should be RP'd.

Tortoise: Thurians tend to have Celtic sounding names. If you have access to the Iron Kingdom Character Guide you might want to check the names section.
Must have missed it. But celtic names can be done...
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#70

Post by Cynical Cat »

Comrade Tortoise wrote: Must have missed it. But celtic names can be done...
My bad. i think it's actually in the World Guide.
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#71

Post by B4UTRUST »

Which none of us have access too since everyone is getting the books from me and I can't seem to track that one down in a downloadable form.

Is my name good, or do I need to change it?

And how many characters we waiting on before we start?
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#72

Post by Cynical Cat »

B4UTRUST wrote:Which none of us have access too since everyone is getting the books from me and I can't seem to track that one down in a downloadable form.

Is my name good, or do I need to change it?
It's close enough to a real name that its fine. Nitram's character is obviously using a made up name, not his birth name so that's fine as well.

Some people are still thinking about characters so I won't get started yet.
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#73

Post by B4UTRUST »

Didn't know if the world used more realistic names(John, William, Joshua, etc.) or fantasy names(such as mine) since I saw examples of both in the various books.
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#74

Post by Cynical Cat »

B4UTRUST wrote:Didn't know if the world used more realistic names(John, William, Joshua, etc.) or fantasy names(such as mine) since I saw examples of both in the various books.
Humans use fantisized versions of real names, nonhumans other names as appropriate. A few examples

Khards: Russian names
Rynn: Fau French
Tordians: Pseudo Italian
Thurians: Pseudo Celt and English (most common for first names)
Caspians: Pseudo English and German

A few names from the setting:

Queen Ayn Vannar of Khador
Warcaster Sebastian Caine
Vlad Tsepisch, The Black Prince of Umbray
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#75

Post by Bloody Good »

Okay. I do not have access to the iron Kingdoms RPG, but I do have the Hordes rulebook, so I have at least some ideas. As it is, call this character a Work In Progress.

Ardal Cormag
Male Trollkin

Abilities: All trollkin possess some level of regenerative powers. Ardal himself is larger than most trollkin and would boast many scars if it weren't for Dhunia's gift of healing to the trollkins. He is of average intellegence, and is the sort to bark orders and expect that they be followed. Often, those he shouts at find themselves jumping to follow his instructions before they realize what they are doing.

Class: Is there a Fell Caller class?

Major skills and powers: Depends if there's a Fell Caller class

Important Gear:
Ardal has always advocated scavenging battlefields so that the fallen can fund the survivors. If asked, he would say that the "dead bastards owe me that much, making me come all the way out here just to knock their 'eads in." As such, he's salvaged gear from a wide variety of foes. His armor is built from steel plates taken from a light Cygnar Warjack, while his massive axe is clearly a Khador weapon. His scattergun has probably been owned by at least a dozen different trollkins before him, and given how solid its construction, it will probably go on to another dozen after him.
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