Showing posts with label Iron Kingdoms RPG. Show all posts
Showing posts with label Iron Kingdoms RPG. Show all posts

Wednesday, September 5, 2012

Reviews - Iron Kingdoms RPG (Character Creation)

So, since I got Iron Kingdoms  last week, I've been delving farther and farther into it, I just completed the first character for it, An Iosan Cutthroat Mage Hunter. 

Character creation is simple, no dice, nothing random about it. It consists of 5 steps.

1. Choose Character's Race.
2. Choose an Archetype
3. Choose 2 careers
4. Increase Stats
5. Finishing Touches

Step 1: Race
Race affects everything, from maximum stats, access to archetype, access to specific careers, and each race has additional characteristics. For example, only an Iosan may become a Mage Hunter, while a Dwarf gains a connection to his clan, and the load bearing ability, while Ogrun have huge stature allowing them to wield two handed weapons in 1 hand at a -2 penalty, but an Ogrun using a pair of Caspian Battleblades or Mauls is just so cool.  Race is basically the most important choice.

Having already decided that Kae Im'dee was going to be a Mage Hunter, this left me with no real choice as far as race selection. Iosan's believe that human arcanists are responsible for the loss of the majority of their gods due to the effect of their magics. Mage Hunter is an Iosan only Career. Kae was Iosan. Cool thing about Iosans is that they actually get to select an extra ability from their careers. I noted down the starting values for an Iosan:
PHY:5 (spd:6, str:4)
AGL:3 (prw:4, poi:4)
INT:4 (arc:-, per:3)
Two languages Shyr, and another
Additional ability (Parry ability from Mage Hunter is what I ended up choosing.)

Step 2: Archetypes
Four archetypes consist of Gifted, Mighty, Skilled and Intellectual. Each archetype has its own list of specific feats, most of which are only available via the archetype. Gifted is a required choice for six of the careers, the magical careers, Arcane Mechanik, Arcanist, Gun Mage, Priest, Sorcerer, and Warcaster. Some careers are only available as a starting career, The Aristocrat, Iron Fang*, Sorcerer, Stormblade*, Trencher*, and Warcaster (*these additionally are restricted in their additional career choices.)

For Kae, I decided on the Mighty archetype, because I chose the Vendetta ability, allowing her to increase her chances of getting in an killing her intended prey, as quickly and efficiently as possible. 

Step 3: Careers
You choose two careers, each career determines what Starting abilities and skills, spells and assets you receive.

Making a Mage Hunter NPC, I decided to make her deadly, and combined Cutthroat with Mage Hunter. Cutthroat giving her the starting abilities of Anatomical Precision, Backstab & Prowl, plus the following skills Hand Weapon, Thrown Weapon, Intimidation, Sneak, and Streetwise. This combined with Arcane Assassin and Iron Will abilities, and Hand Weapon, Crossbow, Climbing, Jumping, Sneak and Tracking. I need to figure out if the two skill 1 skills stack to become a skill 2 or are lost. (Edit, after more extensive reading, yes, overlapping starting skills start at level 2, this makes her a brutal mage hunter, able to sneak in and engage those pesky human mages with nasty efficiency.)

Step 4: Increase Stats
Each character gains 3 ability increases for their stating character. Then fill out the Life Spiral (a nifty little way to track damage, more on this in the combat review.

For Kae I chose Phy, Spd & Poi as I want her to be able to hit and run, while surviving a bit of damage. 

Step 5: Finishing Touches
For my Cutthroat Mage Hunter, she received 150gold crowns (75 from cutthroat and 75 from mage hunter), but no actual gear, giving me the freedom to pick and choose gear. She ended up with a Repeating Crossbow (50 bolts and 2 spare magazines), Assassin's Blade, Kopis, Armored Coat, and a spyglass, plus some military rations, and a healing salve. Leaving her with 48 gc to grease palms and locate those ruinous human arcanists... Finalize the character sheet, by referencing the abilities, filling out skills, weapons, armor, defense armor and initiative values

The character creation experience was easy, required little page turning in reality and the lack of rolls means you don't have to worry when someone makes  a character at home...there's no way to cheat except with math and that's easily solved with a calculator. There's even a sidebar for experienced players being allowed to tweak the existing careers, to get something a little different. Perhaps your Pirate was the ship's surgeon, remove intimidate and substitute medic. Perhaps starting with a few extra XP to begin with (this is good for great backstories), since the game uses minor increases every few XP gained, it's not like creating a 2nd level character, more like a 1.25 level character.

Thoroughly enjoyable experience. Epic! Now if I can figure out how to work Aspects into the game....

Saturday, September 1, 2012

Reviews: Iron Kingdoms RPG

Oh man, my preview copy the Iron Kingdoms RPG arrived on my doorstep last night, So let the review begin. (Note: Today's review will be a quick glance review, looking at the very basics, as I need to read it to absorb the game...Continue watching as I will continue to review the product.)

I remember seeing the first Witchfire Trilogy, and being enthralled by a setting with guns and steamjacks. I was instantly hooked. I know a lot of people don't like guns in their fantasy gaming, but to me, it's about the setting, any rules can be used for any setting, yes, in  a Tolkien-esque generic fantasy setting, there's not really room for guns. But if the setting is designed around the inclusion of guns, by all means, let there be guns!

The release date has been upped to September 19th

http://privateerpress.com/files/imagecache/1up/IKHeader_2.jpg

First glance: It's a gorgeous hard-cover book utilizing a partial gloss/flat cover with this above iconic image (the actual artwork on the right, not the logo) wrap-around. The book is over 350 pages, beautifully illustrated with new images, and reprints from the d20 version of the game and I assume the miniature games (Warmachine and Hordes) as well, artwork too good not to be reused. The inside cover is a full color image from the cover with no words, to let you view the amazing cover art that Néstor Ossandón created. I really enjoy looking at the architecture rising above the group. The layout of the book makes sense, and is easy to read. I enjoy the sidebar illustration, and the lamps gives you a color coding to let you know what section you're in without making it feel like it was designed for 8 year olds.

After the initial compulsory introductory pages, consisting of a quick blurb about the origins of Iron Kingdoms, and the "What is a Role-playing game?" section. Thereafter it dives right into ...

Chapter 1: History of Western Immoren
40 pages of History. History really makes a setting, without history you just have a boring setting with no basis, so 40 pages worth  provides plenty.

Chapter 2: Life in the Iron Kingdoms
52 pages about life in the Kingdoms, from coinage, to faith and churches. Each kingdoms gets a blurb about what life is generally like in the Iron Kingdoms and beyond, including Cryx, Ios and Rhul. Different human ethnicities are covered as well as the various races. Language, law, travel, and the overview of different types of magic are glossed over, as magic is fully covered in a later chapter.

Chapter 3: Character Creation
Here's where the the game alters course from its d20 roots. Utilizing an engine based upon the miniature games. I will get more into this later, but I really like the mix and match archetype/careers, they're doing. It makes a 3 tiered system; taking 4 archetypes (gifted, intellectual, mighty and skilled), and combining it with a choice of two careers (some of which have requirements - such as race, gifted arcehtype (for caster types), or may only be chosen as a starter career).  The Careers are as follows: Alchemist, Arcane Mechanic, Arcanist, Aristocrat, Bounty Hunter, Cutthroat, Duelist, Explorer, Fell Caller, Field Mechanik, Gun Mage, Highwayman, Investigator, Iron Fang, Knight, Mage Hunter, Man-at-Arms, Military Officer, Pirate, Priest, Rifleman, Soldier, Spy, Stormblade, Thief, Trencher, and Warcaster. So you can see from this vast array of careers, by choosing two at creation you can really create a plethora of concepts. Perhaps you wish to play an Alchemist/Soldier or a Pistoleer/Pirate, the choices while not endless are definitely expansive. All told, the character creation chapter which includes skills, feats, and the races, covers 90 pages of real estate, about 25% of the book. Each career has a related illustration, very nice.

Chapter 4: The Game \
The basic system, based upon the Warmachine rules is a 2d6 base system, add stat and skill modifiers, this makes it a system which uses a small pyramid curve, where small modifiers can mean a big difference in success. Combat, Movement, initiative, etc, are all covered, I will go into this more, later in the week.  The game section is all of 30 pages in length, making it a fairly simple system.

Chapter 5: Magic
While many different traditions of magic exist, the rules are crunched into 20 pages of material. Only two actual types exist, will weavers and focusers. 10 and a half pages are jam packed with short listed spells, many of which are drawn from the miniatures game.


Chapter 6: Gear, Mechnika and Alchemy
The meat of almost any game lies in the stuff, covering 50 pages, this chapter gives plenty of stuff for characters to play with.

Chapter 7: Steamjacks
Well in this chapter you can fully make out the miniature wargame in the system. Each steamjack has a damage grid which looks suspiciously like the one in the wargame. But, as the Steamjacks aren't player characters, I don't see that as a bad thing, it just makes them a special type of monster. I think the coolest part of this section is the exploded views of the different steamjacks!!

Chapter 8: Gamemastering
A short section on gamemastering.

Appendix A: Bestiary
A Sample Bestiary, containing 6 monsters, 5 plus human, the most dangerous monster of all. I like the stat blocks of the monsters and I like the lack of hit points int he game, using a small triskell like hit matrix called a life spiral. (more on that once I figure out how it works)

Appendix B: Gameplay tools (which I expect will be available for download after release)
These are a Steamjack sheet, a 2 page character sheet and a game master encounter sheet. Nicely done, graphically sound landscape sheets.

Appendix C: Templates
2 pages of templates, blast, wall, spray and 2 different sized wreck markers.

And finally a 6 page index

Friday, August 17, 2012

GenCon Announcements Day 2

Super Dungeon Explore Caverns of Roxor expansions dropped at GenCon



After listening to This Just in from GenCon Friday night edition:

From what Shane Hensley said, the Hell on Earth - Reloaded (the Savage Worlds edition is) nearly sold out on day 2. Pretty epic. And the Explorer's edition of SW Deluxe is selling well...the $10 pocket edition...awesome! Shane Also said that Cartoon Network basically squashed a pitch for an Adventure Time RPG, because they wanted a couple more 00s on the end of the license...thanks a lot Cartoon Network...

The Iron Kingdoms RPG Sold out on Thursday!! That's pretty Epic!!!

White Wolf games have licensed some of the White Wolf products out, so a lot of the OOP editions will be coming back to the shelves again.

The NetRunner reprint sold out already


Eastern Front Studios is now the official miniature producer for Kobold Quarterly starting with their Midgard line of miniatures, more official news to follow at Gencon this week from Wolfgang Baur owner of KQ.

Of course the big news is that the Ennies are happening, and I'll have a full post of all the winners tomorrow.


Thursday, August 16, 2012

Gen Con announcements Day 1

So not a huge amount of news coming out of GenCon today. You know the best thing about not going to GenCon, is the not assault on my nostrils....heh. But seriously, I'm really hoping next year will be our first GenCon!

Paizo announced that Steve Jackson Games' next Munchkin set will be the Pathfinder Munchkin set!

From the Paizo Blog:

Lisa Stevens signs the contract with Steve Jackson Games for Munchkin card game!
Thu, Aug 16, 2012 at 02:57 PM Pacific
   The Pathfinder Roleplaying Game™ from Paizo Publishing is one of the world’s best-selling fantasy roleplaying games, in the true spirit of the classic dungeon crawl. Now Steve Jackson Games is proud to announce that Pathfinder is getting the full Munchkintreatment in a brand new core set...combining the unique features of the Pathfinder setting with Munchkin's irreverent sense of humor.   "We’re honored to be working with Paizo on Munchkin Pathfinder," said Andrew Hackard, Munchkin Brand Manager for Steve Jackson Games. "Pathfinder is a wonderfully rich world to play in."
   Steve had no direct comment, as he was snickering and rubbing his hands together in contemplation of parodying TWO of the most popular fantasy roleplaying games of all time.
   "We all love Munchkin here at Paizo Publishing, so this is a match was a no brainer," Lisa Stevens, CEO of Paizo Publishing stated matter of factly. "But of course," she whispered conspiratorially, "I really just wanted to see John Kovalic draw our iconic sorceress, Seoni!"
Munchkin Pathfinder will be a 168-card set, designed by Steve Jackson and Andrew Hackard and illustrated by John Kovalic. It will be playable as a standalone game or with any other Munchkin set. Look for it in stores in Fall 2013.

Privateer Press of course is debuting the Iron Kingdoms RPG!! Now this is something I'm really excited about. After talking to Simon at SDCC, I know that the game is based upon the Warmachine/Hordes  miniature game rules, rather than the OGL 3rd edition rules. Can't wait to get a good look at the rules.

Wyrd miniatures delayed the release of one of their Malifaux miniatures, due to Quality Control issues, that's reassuring, as quality is more important than a GenCon release!

When I find out more, so will you!

Listen to This Just in from GenCon!