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[D20] Iron Heroes: Headbuttin' Demons since 2005. (We're Back)

MaticoreMaticore A Will To PowerRegistered User regular
edited September 2009 in Critical Failures
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Ever been adventuring?
Grabbed your +5 Spiked Vorpal Full Plate, Holy Avenger, Bag of Holding with sixteen wondrous items, Amulet, Two Rings, +6 Blue Suede Shoes, Gauntlets of Ogre Power, and gone out to slay some demons?

That's for pukes.

Real adventurers fight like they were intended. No Magic. No Magic Items. Just you and a piece of good steel.

Because when you shove your sword into a demon's mouth and it bites down, snapping it in half, you don't cry because that was your Holy Avenger. You choke the spawn of hell on the shards and take a new sword off the next humanoid you headbutt to death.

What is it?
Based on the D20 Core Mechanics, Iron Heroes is a different approach to D&D 3.X. It is "Action Fantasy" in the tradition of Conan the Barbarian, re-envisioned for the modern gamer. It uses new classes, a new skill system, and a new feat system to create characters that are as strong as (And in most cases stronger than) their standard D&D, magic using equivalents. The system was originally published under Malhavoc Press in 2005 as Monte Cook Presents: Iron Heroes. It is now owned by Austrailia based Fiery Dragon Productions, who released a revised core book earlier this year. It is important to note that Iron Heroes is not for beginners, because it is very complicated, and even my veteran players can be overwhelmed by the sheer variety of options availible to them in character creation. Also it was made by Mike Mearls, the guy they now have heading up D&D 4th edition.

The Books:
Links are to Fiery Dragon Productions online store.
Iron Heroes Revised - The Core Rulebook, with Ten classes, the new skills and feats, and new combat rules.
Mastering Iron Heroes - The "Dungeon Master's Guide" with details about action zones, villain classes, and how to better run an Iron Heroes game.
Iron Heroes Bestiary - A "Monster Manual" for Iron Heroes, with move Villain Classes and some truly awesome creatures that mesh really well with the Iron Heroes characters.
Iron Heroes Player's Companion - An expanded player's handbook with three new classes, new traits, and new feats.

The Big Changes:
- Races are done away with, replaced by a traits system that varies one human from another, short from tall and strong from dextrous.

- There are also no Alignments, your character is judged based on his or her actions.

- Many classes or feats give access to token pools, which can be used to achieve special effects in combat. The archer, for example, as the "Aim" token pool, which you build tokens in by (Surprise surprise) spending actions to aim at your target. The archer can then trade in his Aim tokens to use special abilities. Personal favorite: "Arrow Ladder Shot", literally creates a ladder of arrows up the side of a building or large creature, which your friend the executioner will gladly scale to put his sword up to the hilt in a dragon's eye.

- The Feats system of prerequisites is almost entirely done away with, feat availibility is based on "Mastery Level" in a particular feat category. Feats also define your character more, giving extremely powerful abilities at higher mastery levels. Power attack, for example, starts out doing exactly what it does in Core D20, and with higher mastery levels of power attack, you can cripple your foes with pain and outright slay them with your mighty blows. Also, feats are gained at every even level.

- Skills are organized into groups for each class, putting a point into athletics gets you Jump, Swim, and Climb ranks. There are no such things as cross class skills, only skills that aren't in your skill groups (and thus must be trained individually)

- Weapons are organized by descriptors such as "Power" and "Finesse", you can't power attack with a rapier, and you can't use your dexterity to maneuver with a maul. Most weapons are reworked and many of the superfluous weapons were removed. The weapons list is shorter and more concise, and the weapons are balanced against each other so that each is an effective choice (except the club, which still sucks and always will).

- Armor provides damage reduction, not +AC, reducing enemy damage by a rolled amount (for example plate mail, 1d8 DR). Classes however, have a "Base Defense Bonus" added to their AC, so don't worry about your AC flooring with this change.

- Combat is more streamlined, attacks of opportunity and movement are simpler to manage. (No more mackerel, if you get that reference)

- Challenges are added, they are penalties that you take to your defense or attack in exchange for additional benefits, like fighting defensively in the core rules. For example, you can do things like accept a penalty to attacks to make a wild flurry, gaining an extra attack. Or take a penalty to defense in order to roll with enemy blows, gaining a bonus to your armor's DR rolls.

- Stunts are the things you always enjoyed doing in RPGs but your DM hated having to make up rules for. Things like aiming your punches at the caster's voice box to disrupt his spells, cutting at the octopus' tentacles to hinder its attacks against your friends, and kicking a barrel at your foe's legs to trip him up and weaken his defenses. They use skill checks against the DM's set DCs to provide numerical benefits for your character or against your opponent.

- Magic is dangerous, unpredictable, and will get you killed. The two magic using classes are loads of fun to play, but can be as detrimental to the party as to themselves. You will most likely never see a magic item in the hands of the party.

The Classes
Class descriptions from wikipedia, with some commentary. The first ten are the core classes, the Dedicate, Myrmidon, and Spiritualist are from the Player's Companion. It is also important to note that the two spellcasting classes, the Spiritualist and Arcanist, are seen as optional and are only used at the DM's discretion.

The Archer: Not just bows and arrows, either.
The Archer is the ranged weapon specialist, replacing D&D's Arcane Archer and Ranger classes. The class receives the best attack bonus in the game when using ranged weapons (advancing at 1.25/level, for a max of +25 at 20th level), though the class' base attack progression for melee weapons is poor; the class also receives a decent defense growth, though HP and skill increases are merely average. The class also receives an Aim Pool, which is gathered by spending actions targeting a single enemy; the tokens from this pool may be used to power the special abilities of the class. As such, the Archer excels against single, strong enemies. The class also gains a number of bonus feats that must be spent on archery feats (which the class also has excellent access to), allowing Archer characters to diversify their abilities and remain effective against any opponent.
The Armiger: Yes, I am covered in steel.
The Armiger is a warrior with a special focus on the optimum use of armor. The class has excellent access to armor-related feats, and gains an Armor Pool to fuel several armor-related abilities that maximize the character's defenses or wear out the opposition. Armigers receive a few other abilities related to being simply tougher than everyone else, and being able to wear armor better than anyone. Armigers have good HP growth, though low skill access.

I'm also adding here that at the game's release the Armiger was miserable, however with the Revised edition and Player's Companion I'm happy to say that my game's Armiger is regularly trampled, shot with volleys of arrows, stabbed, and beaten by ogres. Did I mention that he takes no damage from the above attempts at his life
The Berserker: You would not like him when he has a full fury tokens.
The Berserker is a strong melee fighter which is generally the Iron Heroes equivalent of the D&D barbarian. The class gains a token pool called a Fury Pool, which may be replenished by taking damage, seeing allies fall before him, or yelling or beating on the character's shield. Fury tokens are mainly used to start and maintain various rage-style abilities, though the class receives a selection of other abilities that largely focus on overpowering the opposition. As a class that often takes damage, it has the best HP growth in the game and good BAB, in addition to good access to Power feats. However, Berserkers take significant penalties when using armor, have a low defense score, and do not gain many skill points. However, the class does have "natural armor", unpiercable armor which at level 10 is equal to the very best medium armor (reduces damage by 1d6).

Also has a fury pool ability that allows him to throw any weapon. Enough said.
The Executioner: Killing is his business
The Executioner class focuses on crippling a foe as well as killing him. The class gains an excellent Sneak Attack progression, along with an Execution Pool that allows the character to weaken opponents before killing them, or simply leave them incapacitated while the character focuses on more important opponents. Notable features are excellent access to any melee-oriented feats, and the unique ability to apply feats that normally are only usable with powerful weapons to any weapon. The class has access to skill groups related to stealth, and gains above average HP growth, along with average defense.

Basically, the sneak attack and crippling strike half of the D&D Rogue. Is an awesome character almost any way you play him.
The Harrier: The Fast and the uh... Fast
The Harrier is built around the use of speed and finesse in combat. Unlike most Iron Heroes classes, the Harrier does not gain access to a token pool. The major class ability is a bonus to attack, damage, and defense, usable only when moving. While a Harrier may not make use of a full attack action under most circumstances, other class abilities compensate for that particular handicap, eventually resulting in the ability to make a full attack while still gaining a normal move action. The class has the best progression of defense related feats in the game and above-average access to finesse feats, combined with average HP and skills.
The Hunter: Strategery
The Hunter's abilities are focused on tactical combat within a group, making use of the battlefield to confound enemies and aid the coordination of allies. The primary ability of the Hunter is the ability to transfer tokens from its own pool to token pools of allies, allowing them to attack at their best for much longer. The class gains a number of other abilities that are focused on teamwork and terrain use. Hunters receive access to a number of tactically-oriented feats, along with above-average progression in HP, skills, and defense.

Though it sums up the class, this description really doesn't do the Hunter justice. The class is amazing in action, it has the option to be a tough melee combatant or support at range. For example, in a recent game a player of mine who runs a hunter spent a combat doing nothing but providing tactical advice to the party from the rear, boosting token pools and skill checks for stunts. However the combat before he had gone into melee and torn up with his Glaive, dishing out attacks of opportunity and providing flanking bonuses to his allies.
The Man-At-Arms: So. Many. Feats.
The Man-at-Arms has no real class abilities; instead, the class gains a large number of bonus feats, much like the Fighter class in D&D. However, the Man-at-Arms differs from the D&D fighter in several important ways. The class gains good access to all feat types, allowing a character to advance in any direction that the player chooses. For flexibility, Men-at-Arms also gain access to "Wildcard" feats, which the character may swap out each day for another feat, allowing a high-level Man-at-Arms to gain decent proficiency in whatever type of feat is best for the situation in only a few rounds. The Man-at-Arms is the only class with the freedom to choose its skill groups upon creation.

The Man-At-Arms can be anything you want, literally. He just has so many feats
The Thief: What wallet?
The Thief is a rough equivalent to the D&D Rogue. The class has fewer combat-related abilities than other classes, and also does not gain a token pool. However, the class gains the most skills in the game, access to more skill groups than any other class, and a higher cap on skill ranks. Thief characters may create specialized alternate personas, gaining bonuses to Bluff and Disguise checks while using these specific disguises. The class does gain access to a handful of combat-related abilities revolving around stealth, along with a medium Sneak Attack progression (capping at 7d6). The HP progression is one of the lowest in the game, but the defense progression is the better of the two progressions used in the game.

Probably the funniest class in the game, with abilities like "Unassuming target" where enemies simply don't think you're worth their time, or "Honor of Thieves" where you start combats with hidden dagger attacks. Also, if you play your cards right you can almost run out of skills to take.
The Weapon Master: What does it sound like he does?
he Weaponmaster is precisely what the name suggests - a master of a single specialized weapon. The class gains tokens against individual enemies by successfully attacking them, and may spend the tokens gained on certain special maneuvers. The Weaponmaster may choose a single chosen category of feats to specialize in and another category to receive good access to, allowing the player to specialize in any particular weapon. The specialized weapon is used with a base attack bonus similar to the Archer; other weapons are used with a lower base attack bonus.

Recieves alot of criticism for being weak or broken, depending on who you speak to. However I have found that it simply does so much damage at low levels it can't effectively use its abilites because it kills its enemies before it has tokens. This problem fixes itself around the middle levels as enemy HP scales up.
The Arcanist: FEAR MY ARCANE POWERS!
The Arcanist was the only class in Iron Heroes capable of using magic prior to the release of the Iron Heroes Player's Companion. Most spells are powered by a Mana Pool, which is a token pool that only refills after a night's rest. However, the class does gain access to some powerful magical abilities that can be used freely, as well as the ability to make pacts with otherworldly powers in return for bonuses.

An interesting take on magic, the specialization in schools the arcanist recieves allows you to make a really unique character. However, avoid rolling ones on mana Chanelling checks, or you may find yourself on fire.
The Dedicate: Believe in yourself and anything is possible
The Dedicate is a new class introduced in the Iron Heroes Player's Companion. This class is follows the archetype of the core Dungeons & Dragons paladin: a warrior with a very strong sense of commitment and focus. The Dedicate is the only class with an excellent Base Defense Bonus progression, which makes up for their lower HP generation. The Dedicate has good access to a weapon-based feat mastery as well as good access to the Defense mastery, with an average access to the Lore feat mastery.

The Dedicate gets Dedication tokens through concentration checks, allowing him to do things like ignore status effects, make focused attacks, and increase his speed to catch enemies.
The Myrmidon: Fighting Dirty
The Myrmidon is a new class introduced in the Iron Heroes Player's Companion. This class represents ruthlessly efficient fighters that take advantage of whatever opportunity he or she can find on the battlefield. The Myrmidon has many combat abilities that focus on creating or taking advantage of opportunities on the battlefield. They gain good access to the Tactics feat mastery, and can have good access to a small list of other feat masteries. They can also choose average access to any feat category of their choice. This flexibility in feat selection is second only to the Man-At-Arms.

Gains opportunity tokens through threatening enemies, which are used on fun things like making flanking enemies hit each other.
The Spiritualist: Deals with the <insert spirit>
The Spiritualist is a new magic-using class introduced in the Iron Heroes Player's Companion. Unlike the Arcanist, who draws mana himself and shapes his own spells, the Spiritualist makes pacts with otherworldly creatures to create their magic effects. The Spiritualist's magic ability is based on a Pact token pool, and their magic is broken down into 18 different Rituals, instead of the traditional schools of magic.

Last Thoughts
I've been DM'ing Iron Heroes since the beginning of this year, my players love it and so do I. The cinematic and gritty feel of the combat, combined with the epic stunts make for some really memorable moments. The villain classes are great for the DM, they save literally hours of preparation. So if your tabletop gaming group is looking for an awesome, epic adventure, I heartily recommend Iron Heroes. Also, if you have any questions about the game feel free to post them here or PM me and I will answer to the best of my ability.

Links:
Wikipedia Entry
Fiery Dragon Productions
The Iron Heroes Forums
Iron-League fansite - Has some decent house rules.
The Iron Heroes FAQ and Errata wiki

Happy Demon-Slaying

Maticore on
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    piLpiL Registered User regular
    edited October 2007
    This is really cool, and something I think I'd especially like. Reminds me of Arcana Unearthed in some ways as "Neater DnD with more options" but even less of a focus on magic items--which is good because I think the emphasis on magic items is stupid.

    piL on
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    HorseshoeHorseshoe Registered User regular
    edited October 2007
    holy shit! why did i never check this out? i think i need to get this.

    Horseshoe on
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    NearNear Registered User regular
    edited October 2007
    Horseshoe wrote: »
    holy shit! why did i never check this out? i think i need to get this.

    Near on
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    DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited October 2007
    Shit, we've been invaded by the Death Note!

    Yea, I really need to play this game. Sadly I'm the only one who will run games that aren't D&D.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
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    piLpiL Registered User regular
    edited October 2007
    I just started running DnD like three weeks ago.

    Now I want to be like, "Hai guys wait. Lets start over. Again."

    Edit: excellent OP btw.

    piL on
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    HorseshoeHorseshoe Registered User regular
    edited October 2007
    piL wrote: »
    Now I want to be like, "Hai guys wait. Lets start over. Again."quote]

    This happens to me not infrequently.

    Horseshoe on
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    MaticoreMaticore A Will To Power Registered User regular
    edited October 2007
    piL wrote: »
    Now I want to be like, "Hai guys wait. Lets start over. Again."

    Iron Heroes will still be here, my suggestion is to get a couple months of regular D&D in, spam magic items (it actually CAN be fun sometimes), and blast away with fireballs. Then give Iron Heroes a shot, having experience with the things that are clunky about D&D 3.5 combat really makes you appreciate the combat streamlining more.
    piL wrote: »
    Edit: excellent OP btw.

    Why thank you!

    Maticore on
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    DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited November 2007
    So are there other people on this board with the Revised Edition of Iron Heroes?

    I'd like to see it in play just to see if it'll click but I'd rather have that done before I try and introduce it to my local gaming group. I'd be willing to run a few PbP combats to see if we can get the hang of it.

    tl;dr,

    1) Have you Iron Heroes Revised Edition book/pdf?
    2) Wish you to run through some combats in PbP fashion?
    3) Seriously, that was too long?

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
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    Corp.ShephardCorp.Shephard Registered User regular
    edited November 2007
    I have a hard copy version of Iron Heroes and an Errata for it. Duz'at count?

    I'd be willing to participate in the test run, but I already have experience with the game. I'm not sure if you're looking for all new people or what.

    Corp.Shephard on
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    MaticoreMaticore A Will To Power Registered User regular
    edited November 2007
    I too, would participate!

    PS: Corp plays the Hunter mentioned in my Hunter description, ask him about it, it is enjoyable, he has fifteen foot reach.

    Maticore on
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    DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited November 2007
    I have a hard copy version of Iron Heroes and an Errata for it. Duz'at count?

    I'd be willing to participate in the test run, but I already have experience with the game. I'm not sure if you're looking for all new people or what.
    First response: Hell if I know.

    A little looking around (and, uh, really reading the OP) yields up this. So that, errata and the original IH book together would work.

    I'm fine with people who know what they're doing, if anything that will help me even more. For this I'm not planning on starting out with much of a storyline, I really intend it as an exercise in mechanics so I can understand what's up with them.

    If you two want to go ahead and make 1st level characters as per the basic revised IH book (max gold), then go ahead. I'd really rather not have either of the spell casting classes or anything else from the companion book at this point.

    Still looking for two more manly men to hit things for fun.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
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    IncenjucarIncenjucar VChatter Seattle, WARegistered User regular
    edited November 2007
    This intrigues me for a variety of reasons.

    Alas, I'm not doing any purchasing of fun things until the Black Friday/Digital Monday period.

    But if you guys are still hunting people down after that time...

    Incenjucar on
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    TrenogTrenog Registered User regular
    edited November 2007
    I have a hard copy version of Iron Heroes and an Errata for it. Duz'at count?

    I'd be willing to participate in the test run, but I already have experience with the game. I'm not sure if you're looking for all new people or what.
    First response: Hell if I know.

    A little looking around (and, uh, really reading the OP) yields up this. So that, errata and the original IH book together would work.

    I'm fine with people who know what they're doing, if anything that will help me even more. For this I'm not planning on starting out with much of a storyline, I really intend it as an exercise in mechanics so I can understand what's up with them.

    If you two want to go ahead and make 1st level characters as per the basic revised IH book (max gold), then go ahead. I'd really rather not have either of the spell casting classes or anything else from the companion book at this point.

    Still looking for two more manly men to hit things for fun.

    Such a coincidence, I have all of the IH books (revised editions) and am a manly man :P. I can make a 1st level character if you'd like. What's the party balance thus far?

    Trenog on
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    makes you stronger

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    She really hates it when you call her that.
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    MolotovCockatooMolotovCockatoo Registered User regular
    edited November 2007
    @Maticore (or anyone else with experience with the books)-

    What do you think of the Mastering Iron Heroes book? I'm very interested in trying this out with my friends, but I can't decide if I should get the Core book and the Player's companion or the Core book and the Mastering IH one. Could you elaborate on the action zone thing you mention in the op? That sounds intriguing. Would it be better to experiment with the new rules and variants in MIH or with the new traits and classes in PC? Or should I just get both since they're stupidly cheap digital downloads? :D

    MolotovCockatoo on
    Killjoy wrote: »
    No jeez Orik why do you assume the worst about people?

    Because he moderates an internet forum

    http://lexiconmegatherium.tumblr.com/
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    Corp.ShephardCorp.Shephard Registered User regular
    edited November 2007
    No one to my knowledge has claimed any dibs on classes, so I guess I'll go first. I'm gonna try out a Throwing Weapon Archer.
    @Maticore (or anyone else with experience with the books)-

    What do you think of the Mastering Iron Heroes book? I'm very interested in trying this out with my friends, but I can't decide if I should get the Core book and the Player's companion or the Core book and the Mastering IH one. Could you elaborate on the action zone thing you mention in the op? That sounds intriguing. Would it be better to experiment with the new rules and variants in MIH or with the new traits and classes in PC? Or should I just get both since they're stupidly cheap digital downloads? :D

    Although I cannot comment on Mastering Iron Heroes, I will say that the players companion has greatly improved our Armiger's game play and enjoyment. The companion offers new feat trees that make it more viable/fun. So if you have someone really interested in playing an Armiger (Probably not if you don't have the core book), I'd suggest it. Its a pretty fine book overall. Definately adds new ways to play different classes and interesting combinations.

    I will say that one of the things I like about Iron Heroes is that stats are far more flexible. With traits like Weapon Bond and feats that allow you to use things like Intellegence or Wisdom as your +attack modifier (Instead of Strength or Dexterity), you can make far more interesting combinations and ideas viable without a ton of prestige classes.

    Corp.Shephard on
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    MaticoreMaticore A Will To Power Registered User regular
    edited November 2007
    @Maticore (or anyone else with experience with the books)-

    What do you think of the Mastering Iron Heroes book? I'm very interested in trying this out with my friends, but I can't decide if I should get the Core book and the Player's companion or the Core book and the Mastering IH one. Could you elaborate on the action zone thing you mention in the op? That sounds intriguing. Would it be better to experiment with the new rules and variants in MIH or with the new traits and classes in PC? Or should I just get both since they're stupidly cheap digital downloads? :D

    If you're DMing, I really do suggest Mastering Iron heroes, the action zone rules provide really awesome stuff to do in the campaign. Rules for things like rolling boulders down hills, jumping down from trees, knocking down dead trees on people, sliding across ice to add charge range, etc. are what action zones are all about. Mearls does a really good job of giving you lots of premade ones for every terrain type and adding in rules for you to make them yourself. Overall, though, I would suggest getting both it and player's companion. Get a physical copy of IH and PC, and buy MIH from like drivethrurpg.com next time they have a sale for like five bucks. It can be hard to get a physical copy of Player's Companion, though, so unless your local game store can order one you might be SOL. Mastering Iron Heroes has a few villain classes in it, including my favorite two, Dreaded Sorcerer and War Leader, and has Iron Heroes' "Magic Item" rules along with some rules on what to do with PC wealth. It's hard for me to tell you what to do, if you're DM get Mastering Iron Heroes if you find yourself using DMG-like content alot, and try to con one of your players into getting Player's Companion.

    tl;dr,
    Buy them all, including the bestiary, just get digital of bestiary and MIH.

    Maticore on
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    Corp.ShephardCorp.Shephard Registered User regular
    edited November 2007
    Character up!
    Boris Yakov joins the fray! (for DA's little test run)
    Level 1 Archer
    Traits: Mighty Build and Mountain Folk: Tough as Stone
    HP: 12, Reserve Points: 12
    Statistics: 16 strength, 16 dexterity, 12 constitution, wisdom 14, intelligence 14, charisma 10
    Saves: +2 Fort, +4 Reflex +3 Will

    AC: 14 (+3 dex, +1 active class)
    DR: 1d3 (Studded Leather)
    Initiative: +3

    Base Attack Bonus: +0 / Ranged Base Attack Bonus +1 / Grapple: +3
    Attack: Large Throwing Axe: +4, Rapid Shot +2/+2
    Damage: Large Throwing Axe: 1d8+3 (x2) 10ft

    Feats: Rapid Shot, Quick Draw
    Dead-eye Shot Abilities: Distant Shot (Removes range increment penalties on a token basis)
    Aim Pool

    Skills: Athletics(Str) +7, Agility(Dex) +7, Peception(Wis/Int) +6, Survival +5, Use Rope +7, Heal +6, Appraise +6, Ride +5, Knowledge (Nature) +4, Sleight of Hand +4

    Equipment: Studded Leather Armor, 20 throwing axes, Bedroll, Winter clothing, Weeks worth of Rations, 50ft Silken Rope, Torch (3), Flint and Steel, cloak, 8 gold pieces.

    Physical Description:
    Before you stands the most axes you've ever seen, all conveniently strapped to a large well built man. The axes are balanced and appear to be designed for throwing: but they are far larger than normal! A normal man might buckle and under the size of them and wield them in two hands. He is clothed in studded leather armor and a brown cloak. Atop his head lies a steel cap with a small spike jutting out the top. He looks at you and exclaims "Da? What is it?".


    Do we need to like, move this to another thread? I've never done PbP, so I'm a bit new to it.

    Corp.Shephard on
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    ZombiemamboZombiemambo Registered User regular
    edited November 2007
    Now this is my kind of D&D.

    Zombiemambo on
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    TrenogTrenog Registered User regular
    edited November 2007
    Here's my character. An executioner that specializes in close-ranged dagger combat.
    Iron Heroes
    Cerdric Holst
    Executioner 1
    Traits: City Rat:Bravo, Skillful:Sense Motive
    HP: 8 Reserve Points: 8
    Str 12 Dex 16 Con 10 Int 12 Wis 16 Cha 14

    AC: 14 (+0 Passive, +4 Active)
    DR: 1d2/magic (Leather)

    BAB/BAC/Grapple: +1/+2/+2
    Attack: +2 Small Dagger (1d3+1, 19-20/x2), +5 Small Dagger (1d3, 19-20/x2, 10ft)
    Full Attack: +0/+0 Small Dagger (1d3, 19-20/x2), +3/+3 Small Dagger (1d3, 19-20/x2, 10ft)
    Sneak Attack: +2d6
    Fort +1 Reflex +4 Will +4 Initiative +3

    Feats: Weapon Focus(Dagger) 1, Razor Fiend 1
    Special Abilities: Execution Pool(1), Executioner's Eye, Hindering Cut
    Hindering Cut: Fort DC14+(Sneak Dice+Add'tl Tokens), -1 to Attack+Defense/Movement, 1 min

    (6+Int)*4 = 28, Athletics, Perception, Stealth
    Skills: Bluff (+6)4, Climb (+2)1, Diplomacy (+4), Disable Device (+3)2, Disguise (+6)4,
    Hide (+6)3, Jump (+2)1, Knowledge(Local) (+6)5, Listen (+7)4, Move Silently (+6)3, Search (+5)4,
    Sense Motive (+11)6, Sleight of Hand (+4)1, Speak Language(Common, Sea Speech), Spot (+7)4, Swim (+2)1

    Equipment (40/43/86/130): 24 Small Daggers, Leather Armor, Flint and Steel, Oil,
    Leather Outfit, Torch(2), Flask, Case(Map/Scroll), Chalk(5), Pouch(Belt), Sack, Rations(2)
    13gp, 3cp

    Physical Description:
    Wearing a black leather longjacket is a man who you would care to not trust. His face appears
    average with exception to a scar across his chin and his eyes, which seem to pierce into your
    heart.

    Trenog on
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    Malkor wrote: »
    Rolo wrote: »
    opium is all natural shit son

    makes you stronger

    It also makes you immune to time.
    Bama wrote: »
    Two weeks ago, I lost the bulk of my female friends

    She really hates it when you call her that.
    FCD wrote: »
    Ahhh, Orochimaru. Or, as I like to call him, Japanese Pedophile Voldemort.
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    MaticoreMaticore A Will To Power Registered User regular
    edited November 2007
    This is my Berserker, he is Angry.
    Der Raserei-König
    "Jus' call me Ras."
    Level 1 Berserker
    Traits: Tough As Iron, Strong
    HP: 16, Reserve Points: 16
    Statistics: 20 Strength, 12 Dexterity, 18 Constitution, 10 Intelligence, 10 Wisdom, 6 Charisma
    Saves: Reflex +2, Fortitude +5, Will +1
    Initiative +1

    AC: 11 (+1 Active, +0 Passive)
    DR: 1d4, No Armor.

    Base Attack Bonus: +1, Base Attack Check: +6
    Melee Attack: +6, Ranged Attack: +2
    Grapple: +5, Melee Touch: +6, Ranged Touch: +2

    Attack: Power Attacking Maul +5, Power Attack Greatsword +5, Javelin +2
    Damage: Maul 2d6+9 (x3), Greatsword 2d6+9 (19-20/x2), Javelin 1d6+5 (x2)

    Special Abilities: Fury Pool, Berserk Strength, Berserker DR.
    Feats: Cleave (1), Power Attack (1)

    Skills: Athletics +9, Tumble +5, Listen +4, Spot +4

    Equipment: 10 Javelins, Greatsword, Maul, Wolf Skins (Cold Weather Outfit), Six days trail rations, 50ft silk rope, Waterskin, 119 Gold.

    Physical Description:
    The Half-Naked man before you is quite possibly the ugliest thing you've ever seen. The sheer stench rolling off of him would be enough to make the most handsome man into Quasimodo. From the waist-down he is swathed in a kilt of wolf pelts, and he is wearing nothing from the waist up, revealing a patchwork of old scars and half-healed wounds. He is completely bald, and appears to be missing his left ear. His lip is split in one place, where it looks like something bit it off, and half of his nose is missing, scabbed over in a mass of scar tissue. He is leaning on a huge hammer in one hand, and has a quiver of javelins and a greatsword across his back. He spits a glob of blood and phlegm onto the ground before leaning forward and speaking "WHAT IS IT YOU WANT, TINY MAN!?"

    Maticore on
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    HoberShortHoberShort Registered User regular
    edited November 2007
    I will say that the players companion has greatly improved our Armiger's game play and enjoyment. The companion offers new feat trees that make it more viable/fun.

    Hey, I resemble that remark!

    (I'm in Corp. Shephard's group GM'ed by Maticore. The OP OP.)

    But the Player's Companion is, in my opinion, what makes the game worth playing. I built my Armiger up to about fourth level as a full-plate wearing dual-wielder because there was no reason for the heavy-armor character to wear a shield. After the Player's Companion, I took him back to the drawing board and rewrote him as someone who was able to completely negate absurd amounts of damage. (1d8+10 off of each hit at 9th level.)

    And I'll take up space as the fourth person in this little soiree, if you please.

    Pan Toran
    "The Kid"
    Level 1 Harrier
    Traits: Bloodthirsty, City Rat (Bravo)
    HP: 8, Reserve Points: 8
    Statistics: 16 Strength, 18 Dexterity, 10 Constitution, 14 Intelligence, 12 Wisdom, 8 Charisma
    Saves: Reflex +5, Fortitude +1, Will +2
    Initiative +4

    AC: 15 (+5 Active, +0 Passive)
    DR: 1d2, Leather Armor

    Base Attack Bonus: +1, Base Attack Check: +5
    Melee Attack: +3, Ranged Attack: +4
    Grapple: +4, Melee Touch: +3, Ranged Touch: +4

    Attack: Bastard Sword: +5, Shortbow +5
    Damage: Bastard Sword: 1d10+4 (19-20/x2), Shortbow: 1d6 (x3)

    Special Abilities: Combat Speed (10 feet/2 spaces), Combat Mobility
    Feats: Dodge (1), Weapon Focus (Bastard Sword)

    Skills: Agility +8, Athletics +7, Disable Device +6, Hide +8, Listen +5, Move Silently +8, Open Locks +8, Search +6, Sleight of Hand + 8, Spot +5, Tumble +12
    Equipment: Bastard Sword, Shortbow, Arrows (x20), Leather Armor, Backpack, Crowbar, Theives' Tools, Bedroll, Winter Blanket, Torches (x3), Flint + Steel, a week of rations, Waterskin, 7 Gold.

    Physical Description:
    With his short brown hair tucked mostly under a tight-fitting cap, and sporting a sleeveless leather jerkin, with tight breeches, he is the very model of "lean." He's young, he knows, and it shows. But he's got energy and cheery optimism. When asked how he's doing, his kneejerk response is, "I feel good!" An annoyingly early riser and belligerent morning person.

    HoberShort on
    "Games are made out of smaller games – turtles all the way down, until you hit the game that is so trivial and stupid it isn’t deserving of the name." -Raph Koster
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    Corp.ShephardCorp.Shephard Registered User regular
    edited November 2007
    Hober wrote:
    With his short brown hair tucked mostly under a tight-fitting cap, and sporting a sleeveless leather jerkin, with tight breeches, he is the very model of "lean."

    Yes.
    I approve.
    half-life-2-orange-box-20070523011358766.jpg
    If only morning stars or other such maces were finesse weapons! Argh!

    Corp.Shephard on
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    Ugly is the new blackUgly is the new black Registered User regular
    edited November 2007
    Iron Heroes is a fantastic game, but it's not perfect. Because magic items are restricted, you find yourself adventuring solely for experience points and role-playing (if your group RPs, that is). I've found that player motivation becomes a serious issue very early on, and that there really aren't many ways to combat it. The last time I played IH, for example, I rolled up a Berserker. The class has severe armour restrictions (which is fine, because berserker damage reduction is superior), so the one and only equipment upgrade I had to look forward to was a masterwork bastardsword.

    I ended up getting one at like level 3. After that, Iron Heroes got really, really fucking boring.

    love,
    nathan.

    Ugly is the new black on
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    HoberShortHoberShort Registered User regular
    edited November 2007
    Now, I'm an ardent fanboy, so take what I have to say with a grain of salt.

    However, any character that you were only playing to acquire magical items sounds like a relatively boring RP experience anyways. The "interesting" characters do heroic deeds to get babes, fame, and more stuffed squirrels for their collection.

    HoberShort on
    "Games are made out of smaller games – turtles all the way down, until you hit the game that is so trivial and stupid it isn’t deserving of the name." -Raph Koster
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    MaticoreMaticore A Will To Power Registered User regular
    edited November 2007
    Like I said above, it's not all glittering gold fairyland in Iron heroes, everyone loves collecting Phat Lewtz every once in a while. Ideally you're excited enough about all the freaking awesome class abilities, compare what the barbarian and berserker get at level 4, for example:

    The D&D Barbarian gets Rage 2/day
    Oh, and he got a feat the level before that was probably spent on cleave.
    He might have gotten a +1 Greataxe, or a wondrous item of some kind.

    The Iron Heroes Berserker gets Uncanny Dodge.
    His Fury Pool means he has no daily limitation on his Rages besides how angry he is at any given time.
    He also got a feat at Power Mastery II or Armor Mastery I, which he could spend on Power Attack II to cripple his foes in pain with power attacks, Cleave II for a bonus on cleave attacks (He surely has cleave already by now, unless he's going two weapon fighting, in which case he probably has TWF II for a defense bonus while duel wielding), Or he could be specializing in polearms, axes, or hammers, giving him another three feat trees to pick from. Then again he could be improving his Innate DR with armor mastery or becoming an unstoppable bull rush machine with Juggernaut.

    Iron Heroes is about the Abilities, what your character can do not how much lewt you're hauling.

    And not to be elitist, but if your DM can't motivate you with an effective plot, you should probably be playing D&D Miniatures instead. You're heroes, your drive to succeed and gain fame is enough motivation. For example, my PCs started their adventures as a threat to their home village, which then expanded when they gained fame from defeating bandits. The bandit leader escaped and became their primary adversary in the search for a group of ancient temples that were spewing monsters across the land. The implied setting of Iron Heroes is that it's not that the PCs WANT to necessarily defeat the evil dragon, it's that they're the only ones who CAN defeat the dragon. Elminster and Drizzt aren't going to do it, the PCs can't afford to be selfish or next year there might not BE any peasants left to save.

    I'm not going to pass further judgment, and I'm sorry if I've insulted your DM or anything, but Iron Heroes is about being a role player, awesome, and heroic, not about collecting Wind Fans and +5 Full Plate.

    Maticore on
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    HoberShortHoberShort Registered User regular
    edited November 2007
    Maticore wrote: »
    Iron Heroes is ... not about collecting Wind Fans.

    Hey. That wind fan was awesome.

    HoberShort on
    "Games are made out of smaller games – turtles all the way down, until you hit the game that is so trivial and stupid it isn’t deserving of the name." -Raph Koster
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    fadingathedgesfadingathedges Registered User regular
    edited November 2007
    this sounds great.
    does it match up closer to 3.5 dnd or 4.0/saga style? i like the skill system in saga, but this sounds cool. in short- is it plagued by alot of the issues in 3.5 or is the system cleaner?
    also, what do you fight? is there a separate MM, is it contained in the IH book, or are the characters designed to scale properly against 'vanilla dnd' nasties / CR's?

    i think i would include magic items, parsed out 1 per X levels, just to see people genuinely covet things like an amulet of +2 Tumble :)

    fadingathedges on
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    HoberShortHoberShort Registered User regular
    edited November 2007
    I'm not sure what you mean with the "4.0/saga style", so I'm going to sail right past that and just address the issue of being cleaner than 3.5, which it is. To a degree. many aspects of 3.5 that could cause the game to come grinding to a halt, such as complicated Attack of Opportunity resolution, are almost entirely gone. If you move more than one quarter your move speed (rounded down) through an oppoent's threatened area, he gets to attack you. Period.

    Example: A regular Level 1 Executioner with default speed moves up to 6 spaces in a round. That means that if he moves more than (6/4) (rounded down) = 1 space through an enemy's threatened area, he provokes an attack of opportunity. However, the Harrier, who would move up to 8 spaces in a round, would have to move more than 2 spaces through an opponent's threatened area to provoke that same attack.

    As for what you fight: there is an entire separate supplement, called the Iron Heroes Bestiary, which serves as a MM of sorts for the game. It is possible, however, to use monsters from regular D&D, which provides for some interesting situations, such as the following. (A bit of background: just about everything in IH has some kind of damage reduction roll. Leather Armor gives 1d2 off of each hit, all the way up to Full Plate which is 1d8 off each hit. It's very rare to run into something completely unarmored.)

    Most things in D&D at higher levels have DR that is a certain amount which can be bypassed with magic weapons. Lacking for magic weapons, an Iron Heroes character just has to deal with that constant amount (instead of a die roll) off of the top of each of his attacks. The trick is that certain abilities of some classes allow you to reduce a monster's DR roll. But if you're using conventional D&D baddies, there is no roll, and nothing to reduce.

    @Maticore: Also, is there any kind of CR adjustment you've had to use with our party in terms of IH-native monsters versus D&D monsters?

    HoberShort on
    "Games are made out of smaller games – turtles all the way down, until you hit the game that is so trivial and stupid it isn’t deserving of the name." -Raph Koster
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    MaticoreMaticore A Will To Power Registered User regular
    edited November 2007
    Yes, IH characters are completely compatible with everything core, I use my MM I - V and Fiend Folio, along with whatever else I want, completely unimpeded. You have to change the rules for incorporeality and other stuff fairly commonly, as well. It's key to remember that enemies with a Natural DR and Armor can prove very, very taxing for PCs in Iron Heroes, but enemies without some form of DR or with low hit points are just leaves in the path of the semi truck that is an Iron Heroes party. Flying enemies and spellcasters are special considerations, and you need to give the PCs some way to even the odds.

    In general, it requires a bit more finesse-ing with the CR system on the DM's part, if a monster has high natural DR and wears armor, I add one or two points to its CR and give it another feat. Overall though I find that IH characters can take a CR one to two above themselves a couple times in a row before they start to lose it.

    The two group sizes that fare especially badly in Iron Heroes are large groups of weaker monsters (Case in point: Weapon master with greatsword kills forty guys in one round through cleave) and single strong monsters (Executioner cripples the poor thing's AC and +Atk and the party tears it to pieces). The groups that Iron Heroes PCs have trouble against are groups of 3-4 monsters one or two CR below them, I find.

    The Iron Heroes "native" critters are all fairly balanced, though at a couple points in the bestiary Mr.Mearls gave their abilities a little too much credit compared to the sheer damage dealt by an Iron Heroes party.

    Running spellcasters is alot of fun in IH, I delight in looking through every 3.x supplement I can to find spells to Import, from forgotten realms to Eberron you can basically get away with everything you want.

    I've found that compared to basic 3.5, running up encounters in Iron Heroes takes a couple more minutes and considerably less math, because you have to be kind of arbitrary based on how tough you think a monster really is. So yes, the characters in IH were designed within the limitations of the setting to scale against vanilla 3.5 enemies, and they do so fairly well. I continue to get a TON of use out of all my 3.x books in Iron Heroes, the prestige classes and monsters there, and many of the more unique feats, make great "Exotic" enemies for the PCs.

    Maticore on
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    fadingathedgesfadingathedges Registered User regular
    edited August 2009
    Iron Heroes
    Where the men are men - and so are the women!

    bump 2007 IN YOUR FACE!



    I was going to make a new thread because THERE IS NO RESURRECTION IN IRON HEROES! but the simple fact is that the OP here is just too damned good.


    Despite it's merits I've decided that 4e by and large probably isn't for me. Iron Heroes: do want.

    Let's discuss it.

    I'm in the progress of creating maps, setting & story for a PbP here, let's get excited about it.

    fadingathedges on
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    MaticoreMaticore A Will To Power Registered User regular
    edited August 2009
    I will play with you, If you are allowing player's companion I will play me an Armiger.

    Because Iron Heroes is so good.

    EDIT: The Armiger's name will be Serguht Steelhead

    Maticore on
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    fadingathedgesfadingathedges Registered User regular
    edited August 2009
    Yes, my intention right now is to allow material from all 3 books but no Spiritualists. I'm going to have a pretty good amount of setting material in the OP and basically ask people to write their characters into it or even fill (and fill out) one of several blank slate-ish roles built into the starting scenario, if that makes sense.

    fadingathedges on
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    HorseshoeHorseshoe Registered User regular
    edited August 2009
    goddamnit fading

    are you trying to make me buy this book?

    because it's one of those books that I always thumb through at the gaming store and think "nah, i've already got my hands full with D&D and Saga Edition"

    Horseshoe on
    dmsigsmallek3.jpg
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    fadingathedgesfadingathedges Registered User regular
    edited August 2009
    Horseshoe you puke.

    Get your sticky mouth away from that sugar bowl filled with residuum and head-butt something to death.

    fadingathedges on
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    MolotovCockatooMolotovCockatoo Registered User regular
    edited August 2009
    Finally, an excuse to use those Iron Heroes books I bought. I'd be interested in playing a Myrmidon (those are the dudes who can spend their points to make their weapon have any property for a round, right?).

    MolotovCockatoo on
    Killjoy wrote: »
    No jeez Orik why do you assume the worst about people?

    Because he moderates an internet forum

    http://lexiconmegatherium.tumblr.com/
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    fadingathedgesfadingathedges Registered User regular
    edited August 2009
    I'm glad to see some interest already :) Here is my first draft for the OP.
    It is eight months ago, early morning.
    You see your father astride his horse, oddly cheery in the pre-dawn light. He is shouting orders, he is riding the line of men before him. He is directing the supply wagons to embark ahead, he is clasping arms with the seneschal. He is telling you not to wreck his damned castle and ruin his city while he is away, he is laughing. He is saluting you, bringing his gauntleted fist down into an open palm. He is wheeling his horse, he is riding away to answer the call to arms of his King as all Knight-Barons must, and as one day you must. It is the last time you will ever see him alive.

    ***************

    It is two days ago, late evening.
    The forerunners arrived two hours ago, bearing the letter heavy beneath your belt. Your father is dead, and the column returning his body home to funeral will soon arrive.

    You stand in the grey halls deep beneath the castle, a flickering torch your only light. Before you is an empty crypt, cut deep into the wall. Above it, a stone plaque bearing your father's name. To your flanks, a slew of recesses already filled. A sister lost to plague. A mother lost bearing a brother. A brother lost to the eastern hordes. A grandsire, and his sire, and all their families.

    There are three men with you. The seneschal, stoic, your father's most trusted lieutenant and good friend. An advisor - and your tutor as a child. Finally, a common metalsmith, hat in hand.

    You take the tools from the third man and move to the next empty crypt to your right. Holding the iron plate firmly in place over the empty recess, you strike it with the massive hammer. One blow, all of your might, etching your name above the sepulcher. This is as all Knight-Prince's must do when their fathers are lost, as one day your son must do.

    ***************

    The column of men marched slowly through the town's main street and to the castle, casket held high at the fore. Second came a man you came to know as Gregor - a knight, barrel chested with a thick red beard and thinning pate - along with his son and retinue, finally followed by about half as many men as your father had set out with. Most of the city turned out to watch the sombre process at dawn, and throughout the day citizens and soldiers have filed through the great hall of the keep to pay final respects. The last have gone, and the wooden casket has been moved to the halls below to await a proper stone burial receptacle before being moved to it's final destination in the great grey wall.
    You sit on the simple high-backed wooden chair at the head of the room. To your flanks are trusted friends and soldiers of your father, along with Gregor, the knight who escorted his remains home, his son and a few from his retinue. Above, a funeral drum beats a slow cadence from the ramparts. It will not stop until dawn.

    It is now.


    There is a muffled shout through the great doors leading into the hall, and many in the room start at the sudden noise. As the doors creak open, you can see a guard beyond on hand and knees, clutching his chest, seeming to gasp for air but noiseless, drawing no breath. A thin figure strides into the room, cloaked in black and deeply hooded, strange feathers and furs draped about his shoulders. He stops in the middle of the room, raising his head slightly so that only his mouth is visible, pale white with ruby lips. He speaks - the mouth does not move, but he speaks nonetheless - voice rasping and discordant.

    "I require your dead. All of them, henceforth.... beginning with the late Baron."

    As I've designed things thus far, the heir-apparent will be a PC, and all other PC's are connected to him somehow. For example, the seneschal is a playable character, a veteran military type guy. The tutor is sortof doddering so no-go. Gregor is also a pure NPC, but his son is playable. Within IC, the Knight-Prince will be the defacto party leader but every character needs to be meaningful and will play an important role within the story, have their own agendas etc. The main requirement for a PC is that they have a reason to join the KP if he sets out for some sort of adventure, which, I mean... ya know :P It'll probably happen :D Loyalty, friendship, etc etc. I think there lots of good hooks for people to grab onto, and when I post the maps and setting data I'm working on there will be even more. I intend to have little to no rails and try to make the decisions all the PCs make have major effects on what happens... I keep thinking 'sandbox' but I really don't want to use that word because I intend to always provide impetus - ideally more than the party can really hope to keep up with.

    fadingathedges on
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    MaticoreMaticore A Will To Power Registered User regular
    edited August 2009
    My Character-Craft will begin tomorrow.

    I am thrilled.

    EDIT: Damn and I already question my early decision to play armiger. I may give you a couple character backgrounds.

    Maticore on
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    Corp.ShephardCorp.Shephard Registered User regular
    edited August 2009
    I am game here.

    I've never seen a harrier in action. I might play one of them. I need to thumb through the pages and remind myself of the classes.

    Corp.Shephard on
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    Corp.ShephardCorp.Shephard Registered User regular
    edited August 2009
    Do we have any specifications that we should aim for in character creation?

    IE: start at level one, one masterwork item or something like master-at-arms only, no items, final destination?

    Corp.Shephard on
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    fadingathedgesfadingathedges Registered User regular
    edited August 2009
    Complete details on all that stuff will be in the [Interest On] when I post it, but I need a couple days before that happens - still mapping. Some things I know I can answer now though, but this shouldn't be considered final or complete.

    It will be level 1, no MW items to start (though I may grant some upgrades off the bat) and any reasonable gear choices should be fine.

    All classes other than the Spiritualist are acceptable, though if you are submitting an Arcanist I'd like to know A) your first two school selections and - most importantly - B) why you haven't been strung up for witchcraft.

    There will be more I ask for to be sure, and though I haven't hammered out the exact questionairre yet or anything but the two biggest factors you should chew on are C) how you fit into the city/region/world/setting and D) your connection to the KP. Note that Arcanist submissions have the tricky task of answering both B and D above ;)

    fadingathedges on
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