No Quarter 42 - 070
No Quarter 42 - 070
No Quarter 42 - 070
IK RPG WALKTHROUGH
BY DAVID DC CARL & AERYN RUDEL
ART BY ALBERTO DEL LAGO, ERIC DESCHAMPS,
IMAGINARY FRIENDS STUDIO, MIRO PETROV, AND BRIAN SNODDY
EV E
DEFINING ELEMENTS
Although the IK RPG features many concepts and ideas that
should be familiar to all RPG enthusiasts, it does include a
number of elements that allow players to experience the Iron
Kingdoms in a new and unique way. These elements are
described below.
ARCHETYPE
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concept for each character that represents his fundamental
nature, the way he interacts with the world, and his ultimate
potential as a hero in the Iron Kingdoms. The archetype is
the foundation on which a character is built, and many of his
later choices are shaped by his choice of archetype.
The IK RPG presents four archetypes, each with a list of
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over the course of his adventures:
Gifted: Those with the Gifted archetype are born with the
capacity to work magic. They alone have the Arcane stat
that empowers characters magic, and they gain access to
magic-oriented careers such as the Arcane Mechanik, Gun
Mage, and Mercenary Warcaster. Gifted characters can cast
powerful (and often familiar) spells to destroy their enemies
or enhance and protect their allies.
Intellectual: Prone to true bursts of genius, Intellectual
characters are capable of planning and executing the most
sophisticated plots. They lead their allies in combat and have
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understand and manipulate their surroundings, or that allow
them to exploit openings they alone perceive in the ebb and
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Mighty: The character is in peak physical condition. He is
incredibly strong and inhumanly resilient. The character deals
more damage with every blow from his melee weapons. As
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ever more ways to enhance his close-up combat potential and
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Skilled: The character is extremely quick, nimble, and
dexterous. He relies on his wits, skill, and luck in equal
measure. Rather than relying on raw power, the skilled
character relies on his combat prowess. Skilled archetype
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more easily and make more attacks each turn.
MULTI-CAREER SYSTEM
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in the IK RPG by a career system. Each career represents an
occupation, calling, or social standing in the Iron Kingdoms
and comes with a suite of skills and abilities, some of which are
available immediately and others available as a character gains
experience. Instead of encouraging players to focus on a single
career, the IK RPG gives players more options by letting them
choose two careers for their characters from the very start.
By the time a Knight/Soldier is ready to hang up his Caspian
battleblade, he could have as many as three additional careers.
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are truly wide open. Depending on where his adventures take
him, he could just as readily choose to become an Explorer,
Pirate, or Spy.
SYNTHESIS
Its easy to claim that the IK RPGs archetypes, multi-career
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the unique gaming experience. So lets look at an extended
example.
Assume that you wish to create a Trollkin Fell Caller who
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some stats, choose some equipment, and be good to go, but in
the IK RPG, your concept isnt quite ready for action. Two of
your many character options are:
6NLOOHG 'XHOLVW The Trollkin could have the skilled
archetype and pair the Duelist career with the Fell
Caller career. One such character build would be able
to make an additional attack each turn, could counterattack foes that missed him with melee attacks, and
could spend a feat point to attack every enemy in
melee range with a single attack.
0LJKW\0DQDW$UPV Alternately, our Trollkin could
take the mighty archetype and pair Fell Caller with
Man-at-Arms. One such character build could deal
enhanced melee damage with every swing, could
block incoming attacks intended for his allies, and
could spend a feat point to gain +3 ARM for a round.
FEAT POINTS
The Iron Kingdoms is a rich and diverse setting, and the RPG
has distinguishing elements that infuse player characters
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What sort of character do you most want to build?
EV E
CORE MECHANICS
Although certainly not an exhaustive list, the core mechanics
listed below provide the basic framework for the IK RPG.
Some of the terms and mechanical expressions here may
be familiar to WARMACHINE and HORDES players, but
it should be noted that these abilities have been changed
where appropriate to conform to the rule set of the IK RPG.
MAKING A
CHARACTER
The most important component to your roleplaying
experience in the IK RPG is the character you choose to play.
The choices you make when creating your character will
not only determine what your character will be good at, but
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others and the world around him.
What follows is a brief overview of character creation,
complete with examples of the choices a player might make
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for creating a character:
DERIVED STATS
LIFE SPIRALS
Characters in the Iron Kingdoms Full Metal Fantasy Roleplaying
Game have life spirals that determine how much damage they
can suffer during play. The life spiral is split into three aspects
that correspond to the characters primary stats. In other
words, each aspect has a number of vitality points equal to
the characters stat. The higher a characters primary stats, the
more damage he can suffer during play.
DIE ROLLS
The IK RPG uses six-sided dice, abbreviated d6, to
determine the success of actions and to determine the
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such as skill rolls and damage rolls, require two dice
EV E
HUMAN
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there are a great number of human ethnicities living in western Immoren with a variety of histories and cultures.
HUMAN
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
STARTING
HERO
LIMIT
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bonus does not increase the characters racial limit, just the starting value.
Though the Hero Limit listed in the stat block above represents the limits of a starting character, thats not the
end of the road for our hero. When a human reaches Veteran status, hell be able to reach new heights, and an
Epic character can raise his stats even higher.
RACE
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characters race. In the IK RPG, you can play a Human,
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of race determines your characters starting stats and may
open up certain archetypes and careers that are not available
to all races. Race also affects a characters height and weight,
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ARCHETYPE
Once your characters race is determined, the next step
is to select an archetype. A characters archetype largely
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are available to him. Each archetype has a number of
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develops and gains experience, he will learn additional
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The four Archetypes are: Gifted, Intellectual, Mighty, and
Skilled. The description of the Mighty archetype and some
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characters beyond the three shown here include: Feat:
Invulnerable, Righteous Anger, and Tough.
MIGHTY
EV E
CAREERS
The next step in character creation is career selection. In the
Iron Kingdoms Full Metal Fantasy Roleplaying Game, you choose
two careers for your character. Each career is a predetermined
package of skills, abilities, and other characteristics that
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By mixing and matching careers, you can create a number of
familiar character types found in the Iron Kingdoms.
Some examples of careers available are: Alchemist, Arcane
Mechanik, Bounty Hunter, Fell Caller, Field Mechanik, Gun
Mage, Mage Hunter, Pirate, Pistoleer, Priest, and Sorcerer.
Each career features the following components:
EV E
FIELD MECHANIK
PREREQUISITES: NONE
The Field Mechanik is a skilled engineer or a talented bodger who, much the way a combat medic patches up
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might have learned his trade in the military mechanik corps of a professional army or in a mercenary tinkerers
workshop. Although he has basic combat training, the Field Mechanik likely has experience commanding warjacks
in battle, and when given the opportunity can draw upon the destructive abilities of these mighty machines.
There isnt a nation in western Immoren that doesnt have great need for the talents of Field Mechaniks. Those
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employ aging warjacks in constant need of vital maintenance.
3OD\LQJD)LHOG0HFKDQLN One of the strongest reasons a player might choose Field Mechanik as a starting career
is found in his starting assetsField Mechaniks start the game with a light laborjack! While the Jack Marshal
ability is available to a few different careers, no one else starts with a steamjack or has the opportunity to learn as
many Drive abilities as the Field Mechanik. Abilities like Bodge, Scrounge, and Steamo make it easier for a Field
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injury. A Field Mechaniks choice of archetype and other career can lead to entirely divergent play styles. A Mighty
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will rarely need to get his hands dirty, instead enhancing others with Battle Plans and Drives.
As he gains experience, a Field Mechanik grows rapidly in his ability to support and repair steamjacks. Once hes
achieved veteran status, a Field Mechanik can learn Iron Sentinel to further enhance his personal survival skills and
Tune Up, a quick action that allows him to coax peak performance from a steamjack.
STARTING ASSETS
FIELD MECHANIK
ABILITIES
Jack Marshal, Ace Commander, Bodge, Dodger, Drive: Ancillary Attack, Drive:
Assault, Drive: Off Road, Drive: Pronto, Hit the Deck!, Iron Sentinel, Scrounge,
Steamo, Tune Up
FIELD MECHANIK
ADVANTAGES
FIELD MECHANIK
MILITARY SKILLS
FIELD MECHANIK
OCCUPATIONAL SKILLS
EV E
INCREASING STATS
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your characters primary and secondary stats: Physique,
Agility, Intellect, Speed, Strength, Prowess, Poise, Perception
and Arcane (if the character chose the Gifted archetype).
Increasing a stat by 1 costs 1 advancement point.
EQUIPMENT
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equipment. Equipment includes all the mundane things a
character needs for a life of adventure such as clothing, gear,
and armor and weapons. However the equipment chapter
in the IK RPG also covers special types of equipment that
a character can gain through adventure or even build
himself, such as alchemical and mechanika items.
Each career also lists an amount of money in Cygnaran gold
crowns (gc) that starting characters have for purchasing
their starting equipment. Some careers also begin the game
with additional equipment. A character begins with the
starting money and equipment of both careers combined.
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weapons, are shown here:
INFANTRY ARMOR
COST
SPD
MODIFIER
DEF
MODIFIER
ARM
MODIFIER
85 GC
-1
+7
NYSS CLAYMORE
COST
SKILL
ATTACK
MODIFIER
POW
30 GC
GREAT WEAPON
EV E
MECHANIKA ITEMS
ALCHEMICAL ITEMS
SKILL
1,560
GC
GREAT
WEAPON
ATTACK
MODIFIER
POW
-2
(ONEHANDED)
(ONEHANDED)
(TWO
W HANDED)
(TWO
W HAN
NDED)
-1
SIMPLE ACID
'HVFULSWLRQThis unstable acid can be made quickly, but
its potency is very short-lived. Alchemists brew simple
acid at a moments notice for immediate use.
STORM GLAIVE
COST
EV E
MAGIC
Magic is an important factor in the IK RPG, and many characters
have the ability to harness and manipulate this powerful and
often unpredictable force. All spellcasters in the IK RPG must
have the Gifted archetype and then choose a career or careers
that grants access to a spell list. Careers that allow a character to
cast spells include but are not limited to: Arcane Mechanik, Gun
Mage, and Mercenary Warcaster.
All spellcasters belong to an arcane tradition that determines how
they generate and spend arcane energy. Will weavers rely on force
of will to summon and harness arcane energy. They do this by
calling upon arcane formulae, often through some combination
of thinking it, reciting it, and reading it. As a will weaver casts
spells, his fatigue increases until he reaches his limits and must
rest before continuing to draw on magical energy.
Focusers are able to tap into and manipulate the ambient arcane
energy that permeates the world around them. The ability
to extend their minds into the environment to shape latent
energies also lets focusers connect with mechanika and affect
these complex devices at a distance. This enables focusers to
meld their minds with the inner workings of the cortexes within
steamjacks. It is for this reason that only the focuser has the
potential to become a warcaster.
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weavers, this means gaining a number of fatigue points equal
to the COST of the spell. For focusers this means spending a
number of focus points equal to the cost of the spell. A spell is
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COST The cost of the spell. This is either the number of fatigue
points a will weaver gains from casting the spell or the number
of focus points a focuser spends to cast the spell.
POW3RZHU7KHEDVHDPRXQWRIGDPDJHDVSHOOLQLFWV7KH
POW forms the basis of the spells damage roll. A spell with
POW does not cause damage.
ARCANE BOLT
COST
RNG
AOE
POW
UP
OFF
12
11
NO
YES
AURA OF PROTECTION
COST
RNG
AOE
POW
UP
OFF
SELF
CTRL
YES
NO
Description: While in the spellcasters control area, friendly characters gain +2 ARM.
EV E
FLARE
COST
RNG
AOE
POW
UP
OFF
SELF
CTRL
NO
NO
Description: Enemies in the spellcasters control area suffering the Fire continuous effect immediately
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RNG
AOE
POW
UP
OFF
SELF
CTRL
YES
NO
Description: The area around the spellcaster glows with enough light
for anyone in his control area to see in darkness.
CONCLUSION
And there you have it, a detailed look at the upcoming Iron
Kingdoms Full Metal Fantasy Roleplaying Game. As mentioned
earlier, this preview is just the tip of the iceberg. The IK RPG
core book contains hundreds of pages of material that will allow
EV E