Scranford's Savage Iron Kingdoms - The Witchfire Trilogy (Inactive)

Game Master scranford

Steampunk, and magic guns take on a hoard of enemies, in this classic 3.5 revised edition of the game, converted to Savage Worlds for ease of use.


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Here's where all the planning will take place. Looking to start around the first of September.

Will be using Savage Worlds Deluxe, in the Iron Kingdoms. There is also a great Wiki for converting Savage Worlds to IK. We'll use this as a starting point for character generation.


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Here's the Wiki I'm using for inspiration.

Savage Iron Kingdoms Wiki

Here are the special rules for combat without miniatures, which I'm strongly leaning towards.

Combat with no miniatures:

Games Without Miniatures
Weapon ranges, character and vehicle movement rates,
and even the templates are all based on using figures on a
table-top. That’s why they’re measured in inches rather than
yards, miles-per-hour, and so on.
But many times you won’t want to use miniatures. Here are
some quick and dirty ways to handle those situations that are
usually dependent on table-top measurements.

►►Range: The GM should simply decide how far away targets
are. Mentally, it’s much easier for most people to think in yards.
Remember that every two yards is one inch on the table-top,
so if a target is about 20 yards away, it’s 10” away.

►►Templates: Without exact placement of miniatures it’s
tricky to know how many foes might be caught by an areaeffect
attack (like a grenade). For these occasions, figure a
Small Burst Template affects 1d3 foes, a Medium Burst or
Cone Template affects 2d4 foes, and a Large Burst Template
catches 2d6 opponents.

Allies adjacent or in combat with these foes suffer damage
as well unless the attack hits with a raise.


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Just added a bunch of potentially useful links in the campaign tab....


Not in use

Rawr - found the thread now :)


Not in use

As far as breakdown goes it looks like we've a beefy frontliner (BD's Troll), a shooty hunter, an Alchemist and my jingoistic Khardish pirate (who'll be a rough and tumble not too friendly).

Someone who can talk to people could be useful nei?


M Russian Human Bennies: 0/3| Wounds: 3/3

Getting the rules down to the point where I can build the character I have in mind. (The process was complicated somewhat when I found out that the Pinnacle Games website is blocked at work.)

The Exchange

Its going to take at least 20 working days for the Islands Comms company to set up broadband at my home. Until then posting will be very irregular, with hindsight I should have known they would be this slow.

Anyway I'll be back. Posting from my brother in law's and that cannot happen daily.

Cheers


M Russian Human Bennies: 0/3| Wounds: 3/3

OK, here's a first cut at Andrej's attributes, hindrances, and edge. Thoughts?

Attributes
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6

Skills
Survival d8 3
Tracking d8 3
Shooting d8 3
Stealth d4 1
Climbing d4 1
Fighting d4 1
Notice d6 2
Swimming d4 1

Hindrances
Code of Honor
Illiterate

Edges
Woodsman


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Andrej Bulavin wrote:

OK, here's a first cut at Andrej's attributes, hindrances, and edge. Thoughts?

Attributes
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6

Skills
Survival d8 3
Tracking d8 3
Shooting d8 3
Stealth d4 1
Climbing d4 1
Fighting d4 1
Notice d6 2
Swimming d4 1

Hindrances
Code of Honor
Illiterate

Edges
Woodsman

Looks good on first glance. I'll plug it into Hero Lab tonight to verify. After that we'll work on his history, culture, why he is escorting this caravan to Corvis etc.


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A couple of notes about languages and Knowledge skills.


  • Common Knowledge Skills - In Deluxe SW you have something known as Common Knowledge skills. This keeps from having to have a skill for everything. This roll is made using your Smarts attribute. If your background etc. would allow you to have this knowledge then add a (+2) to the roll. If this would be foreign, then apply a (-2)

  • Multiple Languages - This campaign will have the multiple languages option. You speak common trade tongue, plus any others listed by your race in the IK Campaign Guide (Ask if you don't know :-)) In addition you are allowed a number of languages equal to half your Smarts Die...ie a d8 smarts = 4 additional languages. I will post the languages sheet this week.

  • Bonus Knowledge skills - In addition to your starting skill ranks, you can have a number of ranks equal to half your smarts dice in either new skills at d4 or these points can be spent like normal skill points to increase the level of the skill. These can only be spent on Knowledge or language skills.


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Hi everybody. My schedule for the next few weeks is finally coming together, and I think I'm ready to establish a firm start date. I'm travelling on business from Sept 5th through the 13th, and while that is a good time to prepare, and read adventures, it's not a good time to run an online game, so I'm looking at September 16th as the official start date of the campaign. I'll probably get up the introductory post on Sunday the 15th, then hopefully we can kick things off the next day.

While that's a time out, if we're not careful it will sneak up on us, and we'll end up rushing things, so let me post a "flexible" time frame for the game.


  • 8/28/13 Have characters roughed out, so we can determine roles.
  • 9/4/13 Have character finalized. (Skills, Edges, Hindrances, Spells, equipment etc.)
  • 9/11/13 Have backgrounds finished, and tied into the introduction of the campaign. Here's where we'll work together to come up with contacts, organization tie in's, Personality etc.)
  • 9/15/13 First post up in the game
  • 9/16/13 Game kick off for everyone.

I know mikeawmids, and FrenchWolf have some moving / connection issues coming up, but hopefully this will give them enough time to come up to speed. That will give us (5) Players, with possibly a 6th joining later...which is good with me.

FW if you read this...if you can at least come up with a concept...Use Pathfinder equivalents if you need to till we can get the Savage Worlds characters done that would be a great help.

I hope to individualize a bunch of stuff for this game, and hope to keep everyone involved interested, and involved in creating this version of the Iron Kingdoms fun.

I believe we have the following:

John Woodford - Woodsman/Ranger: Basics done - Still need Race
Mark Sweetman - Khadoran (Russian) Pirate: - Concept only
mikeawmids - Human Alchemist: - Concept Only
Black Dow - Trollkin Warrrior: - Maybe Concept only
French Wolf - TBD

So let's start discussing things and get rolling.

On another note, don't let the Magic system of this scare you. It's very simple, and since this is a system with no classes, can be taken by anyone.


M Russian Human Bennies: 0/3| Wounds: 3/3

Andrej is a Kossite human.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Morning All

Guys I'm really torn here - Mark can testify that I love the IK and really wanted to (finally) get a trollkin playing out good and proper... BUT my work is potentially going to be ramping up over the autumn (may involve more time offshore) and with other stuff (home build being the least) and it being a new system (albeit one the appears to be pretty intuitive) not convinced that time will become a precious premium.

What I don't want to do is learn the system, invest in the game and you guys only have to drop it down the line... but like I said am torn as the group has a great lineup already, the setting rocks and I know it'll be a fun game...

Just thought I'd throw it out there so Scran is aware of my dilemma :)


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I think we all have real life get in the way of our gaming sometime. That's also a busy time for me, but I think we can proceed if you have to miss some time, as Savage Worlds is not as tactically intensive as Pathfinder. You could just give an idea of your tactics and if we needed to NPC your character to move things along we could.

If it helps I could throw together a quick character (Herolab to the rescue), for you to help you get started, then modify, as you see fit.

I'd love to have you in the game, as I know there is a great synergy already between many of the invited participants.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Sold :)ye smooth talker ye

Herolab build would be a great help initially and I can tweak my trollkin...

Cheers

The Exchange

I was looking at a healer or a face. Probably a human to get a second edge. Possibly a noble to help with charisma checks.

If that is too much to ask of the system then I'll stick to a face character for the party.

Cheers


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French Wolf wrote:

I was looking at a healer or a face. Probably a human to get a second edge. Possibly a noble to help with charisma checks.

If that is too much to ask of the system then I'll stick to a face character for the party.

Cheers

That sounds great...and the system should support that fine. Would you like me to throw together a basic framework for you as well?

The Exchange

Yes please.


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BD. There is a special Arcane background only available to Trollkin called a Fell Caller. I've put some of the powers available below. Let me know if you're interested in this before I start designing your character.

Fell Calls

Spoiler:

Fell Calls
Fell Calls are usable only by those with the Arcane Background (Fell Calls).

Bellow
Rank: Veteran
Power Points: 2
Range: Cone Template
Duration: Instant
This call functions as the bellow power in the Fantasy Toolkit: World Builder toolkit. For those without this toolkit, anyone (friend or foe) in the area of effect must make a Strength roll opposed by the Fell Caller's Bellow skill. Failure knocks the victim back 1d4 inches and prone. If the victim rolls a 1 on their Strength die, regardless of Wild Die, they are Shaken as well.

Call of Courage
Rank: Novice
Power Points: 2
Range: Performance (in inches)
Duration: 10 minutes (1 minute)
This call functions similarly to the bless power in the Fantasy Toolkit: World Builder. For those without this toolkit, members of the Fell Caller's party gain +2 to Spirit and related checks for duration (+4 on a raise). This power may be used in combat, but performing it takes a full round--the Fell Caller may take no other actions, but may move his full Pace, and suffers a -2 to his Parry while performing this call. If performed in combat, the duration is only 1 minute.

Call of Inspiration
Rank: Novice
Power Points: 2
Range: Performance
Duration: 3 (1/Round)
This call functions as the boost trait power in the Savage Worlds core rulebook.

Confusion Call
Rank: Seasoned
Power Points: 4
Range: Performance
Duration: 3 (1/Round)
This call functions as the Confuse the Mind power in the Fantasy Toolkit: World Builder toolkit, but applies to those within a medium burst template. For those that do not have access to this volume, those under the template must make an opposed Smarts vs. the Fell Caller's Confusion Call skill. Failure causes the target to suffer a -2 penalty to all trait rolls for the duration (-4 on a raise by the Fell Caller).

Call of Suggestion
Rank: Veteran
Power Points: 3
Range: Performance
Duration: 3 (1/Round)
This call functions as the puppet power in the Savage Worlds core rulebook.

Doom's Quaking Call
Rank: Veteran
Power Points: 3-7
Range: 12/24/48
Duration: Instant
This call creates a deep, subsonic vibration that damages physical objects. Everything under a large burst template suffers damage equal to the trollkin's Doom's Quaking Call skill. (Refer to Breaking Things, p. 62 of the Savage Worlds core rulebook, revised). The caller may add up to 2 additional dice of damage for 2 power points each. This call has no effect on living (or undead) creatures, but it can affect constructs.

Fell Call
Rank: Novice
Power Points: 2
Range: Performance
Duration: 3 (1/Round)
This call allows the trollkin to fill opponents with dread, distracting them and undermining their confidence. Those within a large burst template suffer -1 to all Guts and Spirit-based checks for the duration (-2 on a raise).

Fell Howl
Rank: Novice
Power Points: 2
Range: Performance x 2
Duration: Instant
This call functions as the fear power in the Savage Worlds core rulebook.

Greater Fell Call
Rank: Veteran
Power Points: 2
Range: Performance
Duration: 3 (1/Round)
This call is an improved version of Fell Call. When taking this power, the Fell Caller does not need to learn a new skill; he may use his Fell Call skill. Those within a large burst template suffer -2 to all Guts and Spirit-based checks (-4 on a raise).

Signal Call
Rank: Novice
Power Points: 0
Range: 2 miles per Rank
Duration: Instant
This call enables the trollkin to project his voice over incredible distances, generally serving as a warning signal. No complex communications can be sent using this call (think of it as an air-raid siren).

Stunning Blast
Rank: Novice
Power Points: 2
Range: Cone Template
Duration: Instant
This call allows the trollkin to produce a wave of sonic energy, capable of stunning his opponents. The effects of this Fell Call are similar to those of the stun power in the Savage Worlds core rulebook (i.e., victims in the area of effect must make Vigor rolls or be Shaken; with a raise, Vigor rolls are -2).

Sonic Blast
Rank: Seasoned
Power Points: 2-6
Range: 24/48/96
Duration: Instant
This call functions as the blast power in the Savage Worlds core rulebook.


Not in use

I'll have a mudmap up before guideline - just been an epic weekend.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Aye - Am familiar with the Fellcallers and am glad to see they've made the cut.

Would be excellent to run one - so please build me one o' Supreme Being

Cheers


M Russian Human Bennies: 0/3| Wounds: 3/3

How is equipment handled? As for why he's out being a mercenary, I figure Andrej is in exile from home, or perhaps better to say that he's on walkabout while waiting for word of a hidebound relative's death.


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Standard $ 500.00 unless you take more as a benefit from one of your hindrances.

If there is something you want from the IK world guide, just let me know and I"ll come up with a price for you.


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Sorry about the delay guys. I'm going to finally work on those characters tonight.

FW. I'm thinking about a GunMage with dashing good looks. How do you think that would work?

The Exchange

Is that a healer? Or do we have one and I missed it. Either way it sounds good - something which I rarely play.

Let's go for it.

Cheers


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BD...Here's my first run at a Fell Caller Trollkin

Spoiler:

Name: Placeholder BD
Race: Trollkin
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Healing d6+2, Intimidation d8, Knowledge: Geography d4, Knowledge: History d4, Notice d6, Shooting d4, Survival d6, Taunt d6…Fell Call: Signal Call d6, Fell Call: Inspiration d6
Pace: 6, Parry: 6, Toughness: 8(2), Charisma: -2
Languages: Cygnaran (Spoken), Khadoran, Molgur (Splken)
Gear: Spear d6 (Str+d6), Sling d4 (Str+d4, 4/8/16), Unarmed Strike d6 (Str), Reinforced Leather (+2), Backpack, Holy Symbol, (20x) Sling Stone
Special Abilities:
• Custom Major Hindrance (Hungry): Trollkin endurance and ability to shrug off wounds is almost as widely celebrated as their bottomless stomachs. They are always eating and require triple the normal amounts of food and drink as a normal character. Should they receive less than this, they not only begin to starve, but also lose their regeneration ability.
• Custom Minor Hindrance (Arcane Inability): Trollkin do not seem to have the same abilities that other races do. The only Arcane backgrounds that Trollkin can begin with are Fell Caller, and Miracles. Should they wish to take Sorcerer they must also take the Albino hindrance.
•Outsider: Shunned foreigner; More so than the other races of Immoren, people have trouble reading the noseless faces and strange eyes of the Trollkin. Their relation to horrible monsters (Trolls) doesn’t help either. -2 Charisma except with own kind
• Custom Edge (Regeneration): Trollkin have the Slow Regeneration Ability, which allows them to make natural healing rolls every day instead of every (5) days. They can even regrow lost limbs in a matter of a few months.
•Arcane Fell Caller: Gain the Fell Caller arcane background
•Healer: +2 on all Healing rolls; 5 companions gain +2 natural healing
•Vigorous: Start with d6 Vigor
Arcane Powers:
Call of Inspiration
Rank: Novice
Power Points: 2
Range: Performance
Duration: 3 (1/Round)
This call functions as the boost trait power in the Savage Worlds core rulebook
Signal Call
Rank: Novice
Power Points: 0
Range: 2 miles per Rank
Duration: Instant
This call enables the trollkin to project his voice over incredible distances, generally serving as a warning signal. No complex communications can be sent using this call (think of it as an air-raid siren)

Personal Details: Kriel Culture:
(Marches)
Cultural Familiarity; Midlunder, Irdian, Other Kriels

Fell Calls
Arcane Skill: None (see below)
Starting Power Points: 20
Starting Powers: 1
Other Requirements: Character must be Trollkin
Fell Callers are held in special regard in most trollkin communities, taking roles similar to those of bards in human lands, though the Fell Callers more often than not take a much more active, warrior-like role.

Fell Calls works much like the Arcane Background (Super Powers) as presented in the Savage Worlds core rulebook. Each Power is represented by a particular Fell Call, which has its own skill (linked to Spirit). To use the Power, the Fell Caller spends the appropriate power points and rolls the skill of the same name as the Fell Call.

In addition to the Fell Calls below, all Fell Callers are able to perform a Signal Call, which is described below. This Fell Call requires no separate skill, and uses the Fell Caller's Performance skill instead.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2013 by Pinnacle Entertainment Group. All rights reserved.

FW...I should be able to get to your character this afternoon.


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FW...Here's my first run at a Ryn Gunmage

Spoiler:

Name: FW Placeholder
Race: Human (Ryn)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Custom Agility Skill: Craft: Gunsmithing d6, Fighting d6, Gambling d4, Healing d4, Knowledge: Arcana d4, Knowledge: Mechanika d4, Notice d4, Riding d6, Shooting d8, Streetwise d4
Pace: 6, Parry: 5, Toughness: 6(1), Charisma: 2
Languages: Cygnaran (Spoken), Cygnaran (Written), Llaelese (Spoken)
Gear: Dagger d6 (Str+d4), Unarmed Strike d6 (Str), Leather Armor (+1), Bedroll, Flask (metal), Horse, Rope (10'), Saddlebags, Shovel, Waterskin
Magic Items:
Magelock Pistol d8 (2d6+1, 5/10/20)
• Fast Load - Reduce load time by 1 round, min 1 round
Trappings: Softly laughs when critical is obtained.
Notes: Silver and brass very fancy.
Special Abilities:
•Distinctive Appearance (Birthmark on Right Hand): See notes
•Vengeful: Seeks to right all wrongs against him
•Wanted (Murder): Sought by authorities for crime
•Arcane Gun Magery: Gain the Gun Mage arcane background
•Attractive: +2 Charisma
Arcane Powers:
•Deflection: Attacks are at -2 (or -4 with raise); Serves as Armor against area effect weapons
•Entangle: Restrained target suffers -2 Pace and skills linked to Agi and Str; Break free with Str or Agi; Single target costs 2 points, Medium Burst Template costs 4


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French Wolf wrote:

Is that a healer? Or do we have one and I missed it. Either way it sounds good - something which I rarely play.

Let's go for it.

Cheers

This design is more of a "Face" character. Healing in SW is not as critical as in standard d20, because it can be accomplished with a skill check as well. If you'd rather be a healer than a Gunmage, then let me know and I'll create a priest of some kind.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

SB Liking the Fellcaller concept character a lot - really helps :)

Few Questions:

Thinking of making my fellcaller a female trollkin in the style of Grissel Bloodsong Grissel Bloodsong - will in appearance anyway - my lass will be more rough round the edges and a sailormouth to boot. Am thinking she's been tending or bouncing at a tavern?

Being female AND a trollkin might make for an interesting dynamic nei?

Also would prefer she used a bludgeoning weapon if possible - hammer or mace or even better a hefty Shillelagh?? ... sling I like though.

Would the Fell Call or Fell Howl be a better fit than the Call of Inspiration - or is the latter much more useful to the group at large?

Cheers

The Exchange

Love it Scranford.

Satinius Del Pierre the gun mage it is. Thanks.

Cheers


Not in use

For Glory of Mother Khador:
Attributes:
Agility: d6
Smarts: d8
Spirit: d6
Strength: d6
Vigor: d6

Skills:
Boating: d4
Climbing: d4
Knowledge (Navigation): d4
Fighting: d6
Notice: d8
Repair: d6
Shooting: d6
Survival: d4
Swimming: d6

Hindrances:
Jingoistic (Major): Mother Khador better than all. -4 Charisma with non-Khards
Illiterate (Minor): can’t read and write.
Stubborn (Minor): never admits is wrong.

Edges:
Alertness: +2 to Notice rolls.
McGyver: can improvise something when the need for a tool arises.

Just need to pick gear now methinks.


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Black Dow wrote:

SB Liking the Fellcaller concept character a lot - really helps :)

** spoiler omitted **

Few Answers

Spoiler:

Sure. Those all sound great. Feel free to copy/paste the character into your profile, and make any changes you wish to. It was designed as a template to help you get started...and take whichever fell call you'd like. I just chose a kind of neutral one to get things started.


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Characters all looking good. Now we need to come up with a slight background of why you are working as a Caravan guard en-route from Five Fingers to Corvosa. The caravan will provide food, a uniform tabard, and if you're out-riding a horse to be used for that purpose.

Complete backgrounds are unnecessary at this time unless you just want to. I'll come up with a short list of questions, to get things started, then we'll let the personality, and background develop as the game goes on.


Not in use

The scruffy bearded man in a waxed leather coat grumbles as he spits into the muddy dirt "Fe, glupaya pogoda" before squinting at the guardsmaster "Zadlu is name, I have gun, have blade... you want yes?" face scowling as he continues "This yebanyy city pile of govno... full of Ordish scum. Zadlu leave, work hard... fix wagon. Maybe earn enough go back real city up North. But for now your man... okay?"

Pure mercenary, put off his last ship due to argument / fistfight with other crew who think weak southern nation come close to glorious mother Khador.


M Russian Human Bennies: 0/3| Wounds: 3/3

Equipped, I think. Looks much simpler than the Fellcaller or the Gunmage, but I went with fewer skills so I could get the Woodsman edge.

Tall and dark, his leather armor stained with streaks of green and brown, the Kossite grunts as he looks past Zadlu at the caravan leader. "Pay's good, I stay."

The Exchange

Internet still rubbish but we have mobile phones that now work on the island. I will keep popping in and out but it may be wise for the gunmage to enter the game further along?

At least another two weeks before I can post properly. Maybe more.

Cheers


Female Trollkin Scrapper/Fell Caller

The big female trollkin steps toward the guardmaster, a thick shillelagh (rung) bearing a number of carved notches propped over her broad shoulder.

With the ease of one unfazed by the company of violent men, she stands wearing a battered leather jack, trollkin plaid and a hard smile.

"Needing tae move on fae here... Heard yease are hiring on folk? Hiv been crackin heids at taverns in toon... things hiv heided south after Ah gave a noble's son a fair hiding..."

She indifferently shrugs her shoulders before continuing;

"Sooo... Ah'll be needin tae heid North then. Am michty handy with ma club an ma voice... iffen ye'll hae mae."

Former bouncer, perhaps wanted, looking for an "out"... our glamazon ;)


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Bonjour Everyone.

D Day for my home internet is 27 September but I do have a landline now.

Cheers


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I've started writing up the introduction to the campaign. Hope to post it tomorrow, then the first Gameplay post on Tuesday evening...so sharpen your muskets, and load your polearms, it's about time to stomp forward.


M Russian Human Bennies: 0/3| Wounds: 3/3

Glad to hear it--I've got Andrej's character sheet ready to go.


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

So my landline doesn't actually work. sigh This is going to be my lasting memory of moving here. I am not sure which century I am living in here but the 21st it ain't!

I've stopped reading all the game threads because my opportunities for internet time are limited now my son and wife are in school.

But on the positive side, I did get some Live Action Roleplay all Sunday. They even remembered my old character from 11 years ago. The weather went a bit nasty towards the end but playing a zombie or ghoul was fun. Chasing girls as a slaver even better.

Then last night I joined a group and played Shadowrun for the first time. It was great and the bonus was we played in a game shop that one of the lads owns. Great fun!

Cheers


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First post delayed a few days. Gout in my right hand makes it very painful to type. Hopefully will clear up in a few days with medication.


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Hand much better now. I'll post Friday and we'll get the steamjacks rolling.


Current map Oppies Supplies God Infinity........

A few character questions to clear up. Game post is up...

Zadluzeny

Spoiler:

1. You still have two skill points to spend
2. You also have a total of 4 free knowledge skills (Half Smarts Die) Using the standard Pathfinder Knowledges, plus Iron Kingdoms specific knowledges.
3. I have added additional languages to your sheet (Half smarts die); Caspian (Spoken), Cygnaran (Spoken) Khadoran (Spoken) Llaelese (Spoken), Molgur (Spoken). Must have sailed with a lot of different folk.
4. If you get a chance to determine your religious tendencies if any.
5. Age, Height, Weight.
6. Physical description (Hair, eyes, complexion, any specific marks)

Andrej

Spoiler:

1. You seem to have too many Attribute points. They cost (2) Hindrance points each, so you either need to take another minor hindrance, or reduce the Attribute point, and spend the remaining hindrance point on something else.
2. I have added (5) Languages for you. Cygnaran, Khadoran, Khurzic, Ordic, Ruhlic (All Spoken)
3. You also have a total of 4 free knowledge skills (Half Smarts Die) Using the standard Pathfinder Knowledges, plus Iron Kingdoms specific knowledges.
4. If you get a chance to determine your religious tendencies if any.
5. Age, Height, Weight.
6. Physical description (Hair, eyes, complexion, any specific marks)

Morven

Spoiler:

1. I adjusted your languages; Cygnaran, Khadoran, Molgur, Rhulic (Written).
2. I re-adjusted your skill points, as I forgot to put some into your fell calls. They are now at a d6, and I took one from Intimidation, and one from Survival. If you'd rather change others let me know.
3. Changed your weapon to improvised weapon (Tree branch) d6+STR
4. If you get a chance to determine your religious tendencies if any.
5. Age, Height, Weight.
6. Physical description (Hair, eyes, complexion, any specific marks)


M Russian Human Bennies: 0/3| Wounds: 3/3

I took one more minor hindrance; will work on the rest of it.


M Russian Human Bennies: 0/3| Wounds: 3/3

Supreme Being:
Supreme Being wrote:
1. You seem to have too many Attribute points. They cost (2) Hindrance points each, so you either need to take another minor hindrance, or reduce the Attribute point, and spend the remaining hindrance point on something else.

Dealt with; took All Thumbs. Andrej is a traditionalist and prefers to use a bow.

Supreme Being wrote:
2. I have added (5) Languages for you. Cygnaran, Khadoran, Khurzic, Ordic, Ruhlic (All Spoken)

Noted on his character profile.

Supreme Being wrote:
3. You also have a total of 4 free knowledge skills (Half Smarts Die) Using the standard Pathfinder Knowledges, plus Iron Kingdoms specific knowledges.

Knowledge (Nature), Knowledge (History), Knowledge (Geography), Knowledge (Tactics)

Supreme Being wrote:
4. If you get a chance to determine your religious tendencies if any.

Andrej is a not very devout Menite, but he's something of a religious chauvinist--he doesn't think much of followers of the Twins.

Supreme Being wrote:
5. Age, Height, Weight.

He's 23, 5'10", and weighs #160.

Supreme Being wrote:
6. Physical description (Hair, eyes, complexion, any specific marks)

Black hair, short full beard, dark brown eyes, heavily tanned skin, and a lot of scars on his arms and legs.


M Russian Human Bennies: 0/3| Wounds: 3/3

Money question: how many gold to the dollar?


Current map Oppies Supplies God Infinity........

1 to 1 for simplicity. You can also use Pathfinder, or IK equipment, and do a direct crossover.


Female Trollkin Scrapper/Fell Caller

Cheers Supreme B

Will adjust Morven accordingly.

Supremo:

Fell Calls were already at d6? Wee bit confused... as for losing from other skills... mmm aye suppose losing from Intimidate and Survival...

Will fill in the rest of her when I get a chance :)

We lost our other players? Was hoping for a few more bodies :(


Current map Oppies Supplies God Infinity........

Yeah I PM Mikeawmids but haven't heard back yet. And French Wolf will probably join in when his internet issues have been solved...still I'll send out feelers to a couple of other good players, and maybe add one more.

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