Iron Kingdoms Campaign - Infos, Handouts, etc

Taruna

The unkillable Fun
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General


- Each player may post ONCE per turn. The GM's post marks the end of the turn to allow all players to post again. ONCE. It is a simple first-come-first-served system
- No character will be moved, harmed or killed without permission of the regarding player
- "Steering" of another player is not allowed without permission
- Group actions need to be coordinated by the players themselves.
If one declares a group action without the permission of the other players, the other players have the chance to veto it
- The GM may assign separate 'groups' if the party is divided, in order to facilitate faster play, in his case, please start the post with the place in brackets:

[Church - Entry]
-post-



- Absence:
Please try to end a post in a way that makes the character unavailable for as long as needed, or you can message the DM, who can take over the character for the time being. In rare occasions, the GM can decide to skip a character after 48 hours if no word of the player is given.
- Pasive Rolls:
The GM will control the world, and non-player characters (NPC) and may do "hidden" rolls for: Listen, Spot and Sense Motive in the place of the players, due to their nature as "passive" skills
- Dice use minimizing:
Outside of a fight, there are no rolls needed as long as the GM agrees.
Opposing Actions (Throwing another character without permission) will require a roll of both players

Character Creation


-When you choose a "Race" the mentioned "Skills" will be class skills. If they are already class skills they get a +5 Bonus.
-The "Optional Ability Adjustments" of any sub-race you may take or leave out completely.
-Ability scores:
-begin with: 18,17,16,15,12,10
-alter according to the following list:
8- 9: 1
10-12: 1
13-14: 2
14-15: 2
15-18: 3

-You have full hit points at first lvl. ( D8 = 8 + Con Mod)

-Starting gear:
1 x normal clothes (pants, shirt, underwear, belt, gloves, boots and maybe a cloak...)
1 x Adventurer's Pack (1-person tent, water flask, backpack, eating stuff - spoons and such, angle, flint stone and steel)

-Armor and Weapon(s): ask the DM

-Weapon Addition: "Royal longsword"
The "Royal Longsword" is thinner and sharper then a normal one, making it possible to use it with the Weapon Finesse feat

-Changes to armor description and composition:
For example: a chain shirt. DO NOT think of a simple Chain shirt, I speak of a Leather armor reinforced with chain mail at the most crucial places. The penalty is the same. Merely the looks differ. Names are only guidelines. Another example, a "plate armor" can have a wide variety of looks. A Leather armor can be a full body leather armor, covering every inch of the body (counting as chain mail then) or just be a breastplate and arm and leg protectors, making it a simple leather armor

-Feats:
[_] Human
[_] Subrace
[_] 1st Lvl
[_] Fighter bonus feat (class dependent)

-You get a free weapon proficiency:
Exotic Weapon proficiency (small arms)
My reason is as follows: It's just too simple to use them. Reloading will still require a Craft (Small arms) check. Note that your class might not have this as a class skill.

Fights


- Fights will be started with an initiative roll. Within the fight, the one with the highest initiative will start,
followed with the second- highest. If two persons have the same initiative, the higher Dex will determine the beginner
- Within a fight, only the person acting will write/act, as long as he don't want to coordinate with another character
During a Fight:
- At the beginning of each battle everyone makes an Initiative check (1D20+Initiative value)
- The start of the round will be made by the Dungeon Master, presenting the scene in general.
- Each player then will get the opportunity to state questions about his individual character to build it into his post at the begin of his turn.
* What does my char see?
* Are there any enemies, which of them are in range?

Furthermore, the player acting have 2 days to contact the GM and solve any necessary rolls. Passing the time will mean to "hold back action". If the round ends before the player did an action, the action for this turn is lost and the player can act at his initiative in the next round

- Skill/attack/save/etc - Checks will be done with the GM or at least a second player present to witness the roll.
 
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