Thursday 5 September 2013

IKRPG 2 : The House Rules!

OK, so firstly, a proviso - I'm running this game with several people who have never played the Iron Kingdoms before, and one person who has never roleplayed at ALL before, so I'm trying to keep this campaign more or less within the books.  That said, there are a few ideas I want to throw in...

Character Creation
Unless a player really wants to switch out abilities, I'm running this straight from the book - you pick a career and you copy down all the abilities!  I'm using the Unorthodox Engagement Team Adventuring Company (don't even know what it does, but it sounds awesome...) but, apart from that, fair game.

The exception is spells - a spellcaster can switch out any of their spells for any other COST 1 or 2 available to their career.

None of this is technically house rules, I'm just setting down the guidelines and this seems like the best place to put it.  My blog, my rules, people!

'Jacks
Steamjacks can't take nearly enough damage to be the terrifying force of nature they richly deserve to be, so I'll be taking steps to ensure that they can survive more hits than a player character.  I may change this later but, for now, I'm only adding in one rule;

When attacking a steamjack or warbeast, all damage after armour is halved unless it is from another steamjack or warbeast, or it has the Armour Piercing special rule.

Requisitions
As a military campaign, my players shouldn't have to rely on their own funds for gear.  Not only does it not make sense, but it limits the cool toys they can play with.  As such, I've come up with a vague system of social rolls to help my players get toys - ALL rolls should be roleplayed out a bit, but it doesn't need to be Shakespeare.

'Mundane' items (basic weapons, armour and military gear...) are free - you want a military rifle and some Trencher armour, you get it!  Ranged weapons come with 25 rounds.  Obtaining more than is necessary (a character has two hands, they PROBABLY don't need an axe and two rifles...) requires a roll.

'Specialist' items (non-standard weapons, fitted armour and other gear) are discretionary.  If they're necessary for a mission (assassinations will probably need a decent scoped Heavy Rifle...) they're free but, if they want something that makes less sense ("No, you don't need the mini-slugger for the stealth mission...") a roll is in order.

Specific Mechanika requires a social roll.  More general mechanika will probably be granted as the campaign goes on as the players are promoted and make allies (or just make it themselves...).  The granted Mechanika will be that character's personal property, and will be considered fully charged before each mission.  The same goes for any warjack in the division's stable.  The stable currently consists of an Ironclad, a Charger, a Lancer and two Hunters, although this will increase throughout the campaign as I get more models the division is reinforced.

As far as the actual roll is concerned, I'm working on the basis that each player will make out a list of what they want and then make a roll against a target number of 10 plus the following modifiers;

Each mundane item after the third. +1
Each specialist item after the first. +2
Each piece of specific mechanika. +5
Each 'jack after the first for the team. +5
Character is pulling rank or attempting to intimidate. +2
Character has made an effort to get to know Father Brown in the campaign (cancelled if they ever try to pull rank or intimidate him). -2

Even if they fail, all is not lost!  They are still allowed all mundane and specialist items that are needed and, if they HAVE to have something, Sly can accidentally lose it for the duration of a mission for a tenth of it's cost and the assurance that he'll get it back - abusing this service will mean it stops.

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