Anybody want to try some play by post set in the IK? The new books are fabulous and feature incredible integration with the world of the mini games Warmachine and Hordes.
AKA a world of gritty, steam-punk badassery
This would be a check-thread-daily-minimum, play by post, urban campaign with a swashbuckling/rooftop running/intrigue atmosphere, a great chance to play some of the more socially oriented characters (if your IRL game, like mine, routinely devolves into "Warmachine with a story," this will not be like that). We'd be using the NEW, non-d20, Iron Kingdoms books. I'd like to run it for 2-5 people.
Any interest?
Update: There is some interest. So let's talk a little bit more about this game, what it is, and who it is for.
This game is set in the Iron Kingdoms, a fantasy kingdom that is in the midst of industrial revolution.
Specifically, it's set in the piratical port of Five Fingers.
I'll hold off just a bit on really getting into the grit of the setting, since we have players.
I have some house rules/rulings you should be aware of:
Ogrun/Huge Stature: Ogrun subtract 1 from the penalty for the use of "hand and a half" weapons (like the caspian battle blade) and use them at their two-handed power. An ogrun using a weapon in one hand takes a penalty of one to a weapon that already has a penalty of -2 or more. In other words, the TOTAL penalty for an ogrun wielding a large weapon in one hand will generally be -3
Weapon specialization: I do not take the interpretation that weapons specialization removes "all" penalties with a weapons, as is literally written. I take the POV that it refers specifically to the innate penalty some weapons have. Situational penalties like those for bad visibility, firing into melee, etc, are not relieved by taking this single ability.
Gifted tree: Making a gifted character without access to a spell list is permitted.
Unarmed Combat and two-handed fighting: I use common sense with this. If you have a character built for two weapon fighting, I allow the use of an off hand or two attacks unarmed. If you have a character clearly built to use unarmed fighting as a primary skill, two handed fighting and ambidexterity can be considered "in play" ... This isn't to be construed as meaning that all characters can constantly up their number of attacks by fighting with say, a shield, a polearm, and sparta kicks using unarmed. Common sense, cooperation, and coolness are invoked here
Quick work and thrown melee weapons: Yes, but only those made to be thrown that can "also be used in melee"
Stormblades have a special version of gunfighter that works with stormglaives. Or, if you prefer, the ranged component of the stormblade is ruled to be an integrated electrical pistol. Whatever lets you sleep at night. Point being: Stormblades can zap shit with gunfighter, it's clearly intended.
Rhulfolk are generally assumed to work with Rhulic jacks, but not hard-banned from working on others.
Iosans are strongly assumed to work with "myrmidion" tech if they are mechanikally inclined, but are not banned from working with human jacks unless associated with the retribution
Any character eligible to start with a "light labor jack" may take the Miner, Scrapper, or Angler variants from Urban Adventurers.
I do not allow people to take two types of sorcerer. You may mix and match other spellcasting classes with sorcerer and each other, but no, you can't make a fire/ice or storm/stone caster. I don't want to hear about how the cosmos works in yin and yang contrasts or that the private is trying to express the duality of man. Arcanist/Sorcerer is good enough if you want a "pure wizard"
You MAY use the "trade-in" rules
You may start with a bonded mechanika weapon in place of a bonded suit of warcaster armor if you feel the need.
A bonded suit of warcaster armor does not allow you to make boosted unarmed strikes or boosted shoulder checks or boosted kicks. You can pay to have spring holsters, spring blades, or small compartments built into warcaster or other medium or heavy armor for +5gc (5gc in the case of a compartment). the target number to detect them is 12. You may pay up to ten gc extra to increase this target number on a one for one basis.
Mechanikal arms have the ability to KO as a sap, club, or trench knife.
"unarmed combat" is presumed to be with a mixture of fists and feet, no extra bonus is generally to be had by declaring a kick vs a punch. You may use "Unarmed combat" with your head in the proper situation, but it is a mere unarmed combat roll - the "headbutt" power attack requires the Headbutt ability
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Edit: Yeah, I understand what you're saying. Think more Ocean's Eleven, less LotR.
The only career I've seen that probably wouldn't work would be the Doom Reaver they released in no quarter. It's basically up to the player: If you're a highwayman, you might not get to ride a horse every scene, if you start with a jack, it might have to be housed somewhere for some of the social scenes, etc. If you're really hankering to play something, and you get that some abilities might be situational in this game, I'm not going to tell you no...but maybe think hard on that second career, and pick it for balance and not maxing out the first.
I host a podcast about movies.
http://files.privateerpress.com/ironkingdoms/documents/adventures/IKRPG_Scenario_Fools_Rush_In.pdf
I host a podcast about movies.
I host a podcast about movies.
Alchemist/Spy I think, unless someone else wants to go that same route.
I host a podcast about movies.
Other than that, although I don't usually revisit characters, my Intellectual Iosan Mage Hunter/Spy was incredibly fun, and would probably fit really well with the campaign! I might do a switcheroo to a MH/Cutthroat, but that removes so many skills...
So yeah!
I host a podcast about movies.
I host a podcast about movies.
Still something to think about, of course. Of course my copy of Urban Adventures is sitting in my friend's basement until Saturday.
I host a podcast about movies.
I host a podcast about movies.
Of course, warbeasts are a lot less modular and mechanical than warjacks, so that's going to be a very interesting set of rules.
I also really want some Arcanika/Magic Items rules, although I'm glad they left that stuff for later books and kept the focus on machines and mechanika.
Edit: Scratch that, I'm building a field mechanic cause I want my own robot. I tried to resist.. I fail.
As as Seeker, my character would've spent a few years studying human history at Corvis U and even gotten a degree on it. She pretends to be a bounty hunter (cover identity) who happens to specialize in hunting witches, infernalists, Thamarites, and necromancers.
That makes it 5 who are more or less ready to build a character and spacecapt. and gnome who are interested but are shaky on the rules. Otaku, I don't have AIM
I host a podcast about movies.
I host a podcast about movies.
I host a podcast about movies.
I host a podcast about movies.