Category Archives: Iron Kingdoms

Careers in the IKRPG

The new Iron Kingdoms Roleplaying Game system has been out for a couple of weeks, so it’s high time we take a look at character creation options.  A striking feature of the process is that each player character has two starting careers, and can pick up more as his adventuring life runs on.  So which careers to pick?  Some appear to compliment each other nicely, but with all your skill and ability choices limited by per-career lists, you run a serious risk of making somebody that’s totally worthless in a scrap or completely helpless outside a fight.

To help mitigate this, the following technique can be applied to each career you are considering.  Plot out your careers on two axes, Urban vs. Wilderness and Combat vs. Skills.  If your GM wants to run a combat-intensive urban campaign, you would be well-served to lean towards a career combination that suits.  Such a character may be a boat-anchor in a wilderness skilled campaign.

The Procedure: Keep two running tallies, one for Urban, one for Combat.  Add five to the Urban tally for every starting ability, connection, or skill that is clearly urban, subtract five for those that are clearly not. Many don’t fit neatly, so don’t apply any number for those.  For abilities, connections, and skills available through advancement, add or subtract four for every ability or connection.  The values are ten for any skill capped at four, five for any skill capped at three, one for any skill capped at two.  Repeat for Combat but add five for each spell the career starts with (spellcasters are for killing stuff in this setting, mostly).

As and example, take the Alchemist’s Combat axis:

  • +10 Combat for starting abilities
  • +10 Combat for starting military skills.
  • -10 Combat for starting occupational skills.
  • +16 Combat for advancement abilities.
  • -4 Combat for advancement connections.
  • +12 Combat for advancement military skills.
  • -61 Combat for advancement occupational skills.
  • Total of -27 Combat. The Alchemist is mostly a skilled career.

Now for the Urban axis:

  • +0 Urban for starting abilities.
  • +5 Urban for starting skills.
  • +4 Urban for advancement connections.
  • +41 Urban for advancement skills
  • Total of +50 Urban. There’s nothing inherently outdoorsy about being an Alchemist.

Contrast this with the Ranger:

  • +10 Combat for starting abilities
  • +10 Combat for starting military skills.
  • -20 Combat for starting occupational skills.
  • +36 Combat for advancement abilities
  • +42 Combat for advancement military skills.
  • -61 Combat for advancement occupational skills.
  • -10 Urban for starting abilities.
  • -10 Urban for starting skills.
  • -32 Urban for advancement abilities.
  • -39 Urban for advancement skills
  • Total of 17 Combat. The Ranger has a lot of skills and a lot of fighting prowess
  • Total of -91 Urban. This career is built for the wild places between cities.

Theoretically if you were to make a character that is an Alchemist/Ranger you add these scores together for a -10 Combat / -41 Urban character that is probably better suited for a wilderness campaign with a mix of fighting and skill play than for a combat-heavy urban campaign.

Of course, this is highly-generalized and a great deal of the point totals come from choices available to the character as he gains experience. An Alchemist/Ranger that keeps picking up skills from the Alchemist career has he advances is going to be much more urban, and depending on the abilities selected during advancement there’s a lot of room to become something of a walking calamity in combat.

Warmachine MkII

Tanks with swords. And legs.

The game developers over at Privateer Press have been busy. Not busy producing new IKRPG material, but busy juggling what was once a nicely streamlined skirmish game WARMACHINE. Every year since its launch, Privateer Press has released a major expansion to the product, from Prime to Escalation to Apotheosis, then Superiority, and most recently Legends. Each of the four original factions has grown into new niches and fortified early strengths. It’s quite a good game.

But after six rule books and the introduction of the HORDES product line, things have gotten unwieldy. Each of the several-dozen models available has its own special rules, often creating exceptions to a core set of rules that is quite streamlined and almost elegant. The reminds me of a beautiful woman putting on makeup and jewelry. She puts a little something on to draw attention to her eyes, maybe a pair of earings. That’s all nice, but taken a little too far she’ll look like a tramp or a clown. The interactions of special rules had crossed the line at some point. The Privateers had to put an online FAQ up to keep the errata and rules-interaction rulings straight.

So they’re hitting the reset button. In April, we’ll see previews of the rules revisions. Every model’s point cost has been adjusted, unit and warjack rules have been revised, power attacks are being overhauled, and all your stat-cards will be obsolete when the second edition hits the shelves. I eagerly anticipate not the new release (I haven’t played a game of WARMACHINE in over a year), but rather the fanbase reactions. The pro-skub and anti-skub enthusiasts will be pouring out of the woodwork on this subject.

Oh, and here’s to the Juggernaut getting an tune-up.

IK4e

The Gobbernomicon rises again

It remains true that Privateer Press has no intention of publishing Iron Kingdoms: Full Metal Fantasy roleplaying game material in the 4th edition Dungeons & Dragons rule set. It also true that I have no intention of doing the work necessary to convert the existing IKRPG material over to 4th edition. That does not mean that I won’t do some of the grunt work making Mediawiki templates that may be of use to those that are willing to do the heavy lifting. The Gobbernomicon seemed like a reasonable place to do the work.

The 4e Power Template had to cover a lot of variability. Some are usable at-will, some once per encounter, some only once a day. Some are attacks, some are utilities, some have side-effects, some have multiple targets, and so on. Happily, Mediawiki’s markup language allows for “if” statements and switches and such, through the addition of the Parser Functions extension.

Though I consider the power template to be a work in progress, I have also undertaken to create a creature/NPC stat-block template. A lot of the same things recur in the game-mechanics of each monster. Everything has an Armor Class and the three secondary defenses (Fortitude, Reflexes, Willpower), they all have hit points, etc. By comparison, the monsters seem easier than the player character abilities. I guess that’s appropriate.

Please feel free to hammer at them a bit, tinker under the hood if you like, or give feedback about the functionality or documentation. Otherwise it’s likely to suffer the ravages of interest drift and laziness. Don’t make me sic /tg/ on it.

Orsus Zoktavir

Orsus Zoktavir, the Butcher of Khardov

Little known facts about the Butcher of Khardov:

  • Khadoran Kommandants call him “sir.”
  • Orsus Zoktavir does not tolerate card-counting.
  • The Butcher of Khardov has a weakness for Victorian romance novels.
  • Orsus Zoktavir has a gun. No, really.
  • The Butcher has a preset kill-counter that’s stored as a 16-bit signed integer. He must be rebooted after every 32,768 Cygnarans he slays.
  • Due to his Suio-Ryu fighting style, The Butcher’s wave-slicing stroke is unbeatable when in the water.
  • Orsus Zoktavir is a vegetarian.

No 4e for the Iron Kingdoms

Full Metal Fantasy

There’s been a fair amount of speculation about the future of the Iron Kingdoms, a campaign setting by Privateer Press ever since the 4th edition of Dungeons & Dragons was announced. They had put any publication of stand-alone books for the roleplaying game on hold, shifting their creative efforts entirely towards their miniatures wargames and drizzling out some RPG material in their magazine. But no word was forthcoming regarding the future of the d20 3.5 RPG product.

Now there’s word from Doug Seacat, their lead writer:

There has been considerable speculation and expectations about the RPG line so I wanted to clarify the situation before GenCon. As our fans know the RPG line has won a number of awards over the last several years and has earned a dedicated following. We have great appreciation and fondness for the readers who have stuck by us despite the occasional long wait between these books. It has been gratifying to have the support of people who have eagerly devoured every scrap of setting information and RPG rules we could produce.

As you are aware, we put future book publications for the RPG line on-hold after we determined that 4th Edition was a reality. With the future status of 3.5 edition uncertain and not knowing the shape of 4th Edition we decided it would be a mistake to invest further time and resources on upcoming products. After evaluating our options we have decided not to adopt 4th Edition for the Iron Kingdoms. We will not be converting our material for the Full-Metal Fantasy line to that system. We will continue to provide periodic RPG articles in No Quarter Magazine for the foreseeable future. This will be the best place to find information pertinent to your Iron Kingdoms campaigns in the months ahead.

As we have additional news or information related to the RPG line or pertinent to our existing books, including those which are currently out of print, we will let you know either here or in No Quarter Magazine. We are definitely aware of the difficulties being faced by those seeking the out of print books in particular.

No 4th edition, but no word of what we’ll be seeing aside from 3.5 articles in No Quarter Magazine for the foreseeable future. No big announcements in the works, either.

Seeing as I like 4e, and I like the Iron Kingdoms setting, but am more or less fed up with the d20 3.5 ruleset and do not care for homebrewing massive quantities of game information, this probably means that I will not be running an Iron Kingdoms game for the foreseeable future (by which I mean when the Privateers publish something other than 3.5 or Pathfinder).

Assassin-themed Khador

They make wives into widows, hence “Widowmakers”

I don’t care for the whole Khador == Soviet Russia oversimplification, but with the release of the Kayazy Underboss unit attachment and Yuri the Axe, there’s a rather solid cold-blooded-killer army available now for the Motherland:

Faction: Khador
Army Points: 750/750
Victory Points: 26

Kommander Sorscha Kratikoff
– Destroyer
Yuri the Axe
– Manhunter
– Manhunter
Doom Reavers
Kayazy Assassins (8)
– Kayazy Assassins Underboss
Kossite Woodsmen (6)
Widowmakers
Eiryss, Mage Hunter of Ios
Gorman Di Wulfe, Rogue Alchemist
Kell Bailoch
Croe’s Cutthroats (6)

Each model is directly associated with assassination, Kommander Sorscha being renown in WARMACHINE for her “woosh” tactic, leading to the quick demise of many enemy Warcasters over the years. The Destroyer has traditionally played the role of Sorscha’s assassination-partner for the Wind Rush to Icy Gaze combination along with Eiryss. Each of the other mercenaries is explicitly a professional assassin, as are the Kayazy ally unit. The Widowmakers are snipers, not assassins, but this is a rather fine semantic point from the perspective of Khador’s enemies. The only models that are a bit of a stretch thematically are the Doom Reavers (a penal unit of berserkers driven mad by their enchanted weapons). I included them due to the criminality of their background. The Kossite Woodsmen are treated as mercenary near-criminals in the background information, and add to the “hired gun” flavor of much of this list.

It’s also almost entirely Advanced Deployment, which is big fun. Line your little gaggle of murderers up against precisely the assets you mean to. A variation is also possible for 500pt games, but doesn’t quite have the punch and lacks the thematic overkill.

Monsterpocalypse

Monsterpocalypse

Today Privateer Press announced their first departure from the Iron Kingdoms setting in a major release. First they had the Iron Kingdoms RPG setting, released as d20 supplements. Then came WARMACHINE, a miniatures tactical game that is set in the Iron Kingdoms. It has been doing really quite well, spawning a stand-alone expansion game called HORDES that shares the setting, timeline, and several major characters. This past year Infernal Contraption was released, a card game based on the Iron Kingdoms take on goblins and the Iron Kingdoms concept of mechanika. This one’s a more complete departure: Kaiju. That’s right, giant rubber monsters, teams of super-men, the Tokyo Tower being destroyed over and over again…

I’m not quite sure what to make of this descent into matters so clearly weeaboo.

Monsterpocalypse Preview

Another Game Wrapped Up

Midfast and Environs

Over a year ago, I started up my most recent game-mastering endeavor in the Iron Kingdoms, an adventure pitting a Morrowan monk, a priest, and an Ordic nobleman against a series of Orgoth tombs, all seeking out a personal relic of Morrow Himself. The specifics of the relic were unknown to the adventurers. The details of a monastery raid were long lost to time, as the Orgoth had rather thoroughly defaced their records and monuments at the end of their occupation four hundred years ago. Of the original party members, only Lord Farad Zacharo, retired Capitan of the Ordic Army, the eldest son of a minor Castellan family loyal to Baird Cathor II, survived to see this task completed.
Continue reading

Privateer News

Givin’ the Pain

Several things have come up in the past week or so about the creators of my favorite campaign setting, the Iron Kingdoms.

  • The Monsternomicon Volume II has been officially delayed to early July. (link)
  • Founding staff artist Brian Snoddy‘s last project with the Privateers was the Monsternomicon Volume II. He finished his part in that project back in November and has since moved on to other things. (link)
  • Mike and Alison McVey, two notables involved in the miniatures and hobby-arts aspects of the Privateer Press product lines, have moved back to England and are no longer affiliated with the company, (link)

My, but that’s a lot to chew on. The departure of Snoddy is quite a blow. Years ago when I was first exposed to the Witchfire Trilogy, it was the outstanding black and white artwork that first hooked my attention and helped shape my conception of the setting. I very much look forward to whatever his next project is.

IKFATE and wikis

Manning the trenches

A while ago I installed a copy of Mediawiki for giggles. I wasn’t dead-set on what I wanted to do with it, so I figured I’d put some old Iron Kingdoms web forum content into it. The Privateer Press server has had issues in the past with its search tool, so having a bunch of info at my fingertips on a server that isn’t likely to be bogged down seemed like a reasonably-good idea. Problem: I didn’t populate it in an automated fashion and copying & pasting hundreds of forum posts is tedious. Horribly tedious. I’ll have to muster an army of wikimonkeys to get that task completed, or get an awful lot better at HTTP scripting.

Enter the Spirit of the Century SRD, a website containing the OGL information from Evil Hat Productions’ new RPG. Since it’s open content, I can wrench on it just like the FATE 2.0 rules, but secure in the knowledge that I’m dealing with something that isn’t about to be made horribly outdated by FATE 3.0. What a great chance to kickstart a stalled Iron Kingdoms conversion while brushing up on my wiki-editing skills. I haven’t gotten very far into things just yet, as there is a lot of 1920’s pulp fiction baggage built into the pre-set skills, stunts, and such, which will take some time to properly remove.

So if you’re interested in an Iron Kingdoms Roleplaying Game that isn’t caught up in the sacred cows and proud nails of the d20 game system, come on down to the Gobbernomicon and chip in a bit. The Resources, Gadgets & Gizmos, and Character Ideas articles are in particularly dire need, though any constructive input is appreciated.

*Edit March 6, 2007: Hey neat, somebody else has been working on an IK conversation of Spirit of the Century, here.