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Post by Rowdy Dragon on May 14, 2017 19:24:25 GMT
I wonder how many people would jump on board if PP came out with a narrative form of playing the game. Rules for generating characters and special solos. Kind of like a cross between IKRPG and the board game. I know they technically have crossroads going in right now but being able to make my own campaigns and run events with a pp rulers would be nice Taken from macdaddy this seems like the coolest thing ever. Utilizing something like the Paizo Pathfinder Society for Character advancement, even something simple like Having a Warcaster, and maybe developing a character Warjack could be the coolest. Paizo could tie in the scenarios with whatever plot their releasing. Maybe add some randomization for what character upgrades you get to work with, or learn off your opponents that you face (Face Cryx enough, and maybe pick up a Soul Cage? Or Decide not to become corrupted and instead learn divine magic) Id buy that for a dollar. Or a couple of hundred.
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kuarnix
Junior Strategist
Posts: 145
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Post by kuarnix on May 14, 2017 19:50:48 GMT
The IKRPG rules should be pretty adaptable for this purpose.
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Post by tiberius on May 14, 2017 20:03:45 GMT
My friend and I did this already, we created Something/warcasters and picked a faction. Then the other person ran the scenarios for that character, starting them out at 4 focus as a journeyman and worked up to 150 exp. We did not follow the level ups for IKRPG and allowed ourselves to come up with our own feat which we could purchase with exp. Same with the spell list (had to be faction or background appropriate) and any other ability or archetype power.
We ignored actual skills. After making the character per the IKRPG rules, we had whatever your stats are for the table top game and from there you could buy up any stat with exp up to racial maximums in the IKRPG (increasing maximums at 50/100 exp to match the veteran and elite levels).
But the best part was the story that you go through, pretty much the RPG-light where you have a pool of units/warjacks/whatever to pull from (non-character at first), and do the scenario. For example, I was a pirate/warcaster for cryx. I used ordic background stuff to get equipment from Kings, Gods and Nations book (or whatever it is), and a starting spell list which we allowed modification as long as the spell was appropriate and had the same cost as the one you swap.
I started as a mercenary pirate and then was recruited to cryx through the story, learned some cryx specific spells and became a captain of my own ship eventually. The GM sets the scenario, points for you to bring (or more specific if they want), and determines who and what you fight. Or maybe just do the quest for the Plot Device of St. McGuffin!
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Post by tiberius on May 14, 2017 20:08:17 GMT
Here is what we did specifically:
Each player will create a warcaster / (something) character from the Iron Kingdom’s role playing game. That consists of choosing a race (that establishes starting stats and possible extra ability), choosing an archetype (has to be gifted to be a warcaster so you have focus and can cast spells), and choosing two classes one of which has to be warcaster. We are not going to worry about skills.
So how this works is each person makes a character and anyone else can run scenarios or a story for them. For example, my friend wanted to run a paladin warcaster for the protectorate of menoth. I set him up in the northern crusade as an advance scouting group. I have him X points to spend in addition to his warjack and journeyman warcaster. Then sent him into a scenario to resolve…save a town, deal with an ambush, etc. The GM determines what you should bring (points wise) to the scenario and sets up something appropriate. One scenario I had him deal with was trolls were stealing menoth’s fury from a the protectorate (the napalm stuff). So his condition for winning was blow up the warwagon before it could get away with the stuff. My condition for winning was kill his warcaster or get away with the stuff. I didn’t allow the war wagon to start until turn 3. In the mean time he was dealing with whatever else I had thrown in there (some force that was slightly less points than him). As a GM, you want the player to win, but have some story contingency ready in case they lose. The role playing elements are there to give a reason for why you are there in the fight. And the end goal is to build your own full blown warcaster however you like.
Stats are Phy, Str, spd, Agl, PRW, POI, Int, ARC and PER
DEF, ARM, MAT, RAT, CMD and HP are all derived from the above stats.
ARM is your PHY + Armor bonus + abilities DEF is SPD + AGL + PER – armor modifiers + abilities MAT is PRW + melee weapon skill which is set at a +2 until you reach 50 exp RAT is POI + ranged weapon skill which is set at a +2 until you reach 50 exp HP is PHY + AGL + INT CMD is INT + command skill (assumed to be +2 until 50 exp) + other abilities like natural leader, etc
We start at 0 exp, at 50 exp, all the skill bonuses increase from a +2 to a +3 and stat limits set by your race increase per the IK book. Then increase again at 100 exp
ARC is your focus stat. It starts at a 2 and when starting your character, you will have three additional points you can put anywhere you want in your stats (as long as you do not exceed racial/level maximums) so spending two into ARC for a 4 focus is recommended, though you don’t have to.
The classes you pick will provide starting spells, archetype of gifted will provide an ability, one if which is an extra spell, probably the best choice for this in my opinion.
Leveling up, as you complete missions you will be awarded exp. Anywere from 3 to 10 exp, or whatever your GM wants to give you. You can spend exp to increase stats, buy new spells, buy abilities, buy archetype abilities, or buy a feat. We can even consider changing to things like a cavalry caster or battle engine caster, etc, at higher experience levels.
Buying a stat will cast exp equal to the number you are going to. For example to buy a str of 5 up to a 6 costs 6 exp.
Spells cost the casting cost of the spell and you can never have more spells than twice your INT stat.
Buying an ability that is in one of your classes (for example a pirate can get gunfighter in his kit) would cost 4 exp. To buy an ability outside of the class costs 5 exp (for example if I wanted to buy two weapon fighting which a pirate didn’t have access to normally)
Buying an archetype ability inside your archetype (gifted) for example starting with an upkeep spell in play (friendly) at the start of the scenario costs 8 exp. An archetype ability outside of your archetype costs 10 exp (weapon master, jump, virtuoso, etc)
A feat costs 20 exp. You can only ever have 1 feat, buying a new one would replace your old one. Work with your GM for something balanced and flavorful for your character. For a pirate one I was considering one like Baldurs only water themed. High Tide: All friendly faction models in my control area gain amphibious and concealment. All open terrain is considered shallow water. Lasts for 1 round.
When you hit 50 exp and 100 exp, you can work with your GM to determine any changes to your weapon or armor, upgrades, increases in abilities.
You will start with 10 warjack points and a 10pt or less warjack. That warjack is your personal warjack and will level up with you gaining quirks and possibly abilities at 50 and 100 exp. It will become your character jack eventually.
At 50 exp and 100 exp, your warjack points increase by 10 at each milestone.
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Post by tiberius on May 14, 2017 20:09:30 GMT
I think the only thing there we really changed was the skill increase because it made the MAT/RAT get too high, so we ignored that and kept the combat skills at the stat + 2.
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Post by chillychinaman on May 14, 2017 23:40:19 GMT
Just for a point of reference, whst exp level are characters like Shaw, Taryn, and Hutchuck? If I remember correctly, they were former IKRPG characters.
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Post by ForEver_Blight on May 15, 2017 13:04:28 GMT
I support this idea 100%. I had already told my wife that we should make our own custom casters unique to us. Just didn't ever think to use the IKrpg book to build it through a campaign.
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Post by tiberius on May 15, 2017 13:33:42 GMT
The frame work is already there and works great.
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wishing
Junior Strategist
Posts: 353
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Post by wishing on May 15, 2017 13:36:58 GMT
Sounds really cool. Developing your own rules is one of the greatest things about these types of games I find.
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Post by Cryptix on May 15, 2017 14:39:33 GMT
Hey, why don't we start something like this on Vassal? Like a Warcaster build up league.
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