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- > updates / comments so far:
- 1. Raison d'etre, goal?
- 2. Multi DM = Multi Arc = overwhelming / random feel / incoherent campaign
- 3. The detailed system of [Major Arc], since overlapping influences between DMs
- 4. Balance (?) issues (undergoing)
- 5. On multi-DM, should we opt 'coordinate before running session' between DM and CGM, or should we opt 'run first adapt later'
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- Campaign: Iron Kingdoms
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- Campaign Setting:
- 1. Time: 608 AR (Core Rulebook default)
- 2. Location: Ord, FiveFinger city
- 3. Affiliation: Mercenary Charter
- Theme:
- 1. Mercenary work
- 2. Neutral faction, will work for money
- 3. Some experience in recent war/skirmish (as participant, victim, refugee, etc.)
- Charter Codes:
- 1. Respect fellow member regardless their background (everyone has story and background, live with it or leave)
- 2. Respect contract with client (so study them first)
- 3. Respect local authorities, stay away from troubles (except the mission asks so)
- Charter Affinity:
- Defensive Missions: Escort, Investigate, Defense (basically 'the good guys')
- Books:
- 1. Core
- 2. Urban Adventures (except Thamar related careers and gears)
- 3. Kings, Nations, Gods (gears only for PC; no access to Career nor Ability)
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- {Permits and Regulations}
- 1. Prohibited to conduct commercial and trade activities (selling items to NPC nett 0gc at best)
- 2. Limited Equipment Licenses:
- - 1 Steamjack, Riding horse, Warhorse, or Artillery
- - Total 2 of any combination of: Great Weapon, Rifle, Bow, Lance, or Crossbow
- - Total 5 of any combination of: Hand Weapon, Pistol, Thrown (including any kind of grenades, such as blast arrow or rifle grenade), Dagger
- - Total of 20 worth of Rune Points (including from Warcaster Armor)
- Connections Facilities: Free lodgings and meals quality for personal
- (consult with Campaign Organizer first about the Connection if you receive them from starting Career)
- - Extravagant: Nobility
- - Wealthy: Religious, Wealthy Patron, Rhulic Clan, Mechanik, Magic
- - Average: Military, Kingdom, Knight, Intelligence, Retribution
- - Poor: Pirate Crew, Kriel, Criminal, Mercenary
- - Struggling: no connection
- Sample Lifestyle:
- - Extravagant: good wine, private suite, warm water, handmaidens and servants included
- - Wealthy: good food, clean water and drinks, small private chamber + grooming facility
- - Average: decent meals and drinks, decent room and bunks, basic shared bathroom
- - Poor: low quality but still healthy food and drinks, private small room
- - Struggling: at least it is edible, and let's hope the water river is not that polluted. Occasional leak from the floor or roof, with a room barely for sleeping (no space for stretching during sleep) only (and a very low ceiling); If you are not willing to such (non)quality of life, Five Fingers provide many decent {Poor} living quarters at around 50gc per month or {Average} at 150gc per month.
- Gaining New Connections:
- - Must be promoted by a DM who 'gives access' to a connection in addition to PC's access to a career
- - Gaining New Connections might increase the Lifestyle of the PC.
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- >>> HOUSE RULES PLAN <<<
- 1. Ban [Clockwork Capacitor] from Core Rulebook
- 2. Remove 'retry' on crafting capacitor (failed means lost everything and must restart from zero)
- 3. Change human starting bonus to: "+1 to each of PHY, AGL, and INT, and also on all stats limit cap. Gain an additional Ability from a starting career. In addition gain access to 1 level of occupational skill of their choice from any career, and possible to be upgraded up to level 4." Also Human gain 1 (one) additional Language, in addition to the standard Core rulebook.
- 4. [Alchemical Restorative] can be used to speed up Slow Recovery (usable daily, 1hp + medicine per day)
- 5. Customization can be performed (see below).
- 6. Bonus language for everyone: Basic Ordic (good enough to understand basic stuffs, barely sufficient to express and speech, slow talk only)
- 7. Crafting cannot be performed on character creation.
- Customization:
- At character creation, you can do the following:
- 1. You may replace one starting ability from any of your starting career with another ability available to
- that career. The character must meet the prerequisites for the new ability selected.
- 2. You may replace one starting occupational skill from any of your starting career with another occupational skill available to that career.
- 3. You may replace one starting military skill from any of your starting career with another military skill
- available to that career.
- 4. You may replace one starting spell from any of your starting career with another COST 1 or 2 spell from that career’s spell list.
- Experience Plan:
- 1. Monthly Cap (1st/2nd/3rd: 33/66/100)
- 2. Experience rewards guide per session (minimum 0 EXP, maximum 3 EXP)
- - 1 EXP for overcoming at least 1 challenging combat(s) and/or difficult problem(s) (no *challenging* combat nor *difficult* problem = no EXP)
- - 1 EXP for extraordinary teamwork and problem solving (if DM feels the party could do better, or if DM doubt whether to give rewards or not, don't give it; only for extraordinary sessions where players show amazing teamwork and/or amazing feats of problem solving)
- - 1 EXP for massive culmination of significant milestone of a major story arc (default is +0 EXP. again, default here is +0 EXP. Unless you are extremely sure, always give +0 EXP.)
- Reward Guide:
- 1. Depends on contract, guideline: 4~10gc per day, transportation and logistic for mission is included (horses and wagons might be provided), around of 5 days (in Ord), 10 days (nearby/perimeter), or 20 days (nearby kingdoms)
- 2. Be considerate in providing loot / special reward (keep local and minimal influence, unless massive culmination of significant milestone of a major story arc)
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- Downtime Activities (IK RPG):
- 0. Rule of Thumb: 1 day = 8 hours of 'work'. Facilities such as workshop and lab are considered to be provided or available for Downtime Activities.
- 1. Crafting (Use of Craft skill to craft mundane items)
- - 1 day costs 1gc, progress of 5, 10, 15, 20gc (multiplied by skill level) on reaching result of 9, 13, 17, 21 respectively.
- - completes when total progress reached the full price of item
- - (details at Core Rulebook p176)
- 2. Recovering in 'Slow Recovery' injury effect (cannot regain vitality normally, nor can spend feat point to regain vitality)
- - 7 days regain 1 vitality, +Medicine of caretaker
- - check house rules on [Alchemical Restorative]
- - completes when regain all vitality
- 3. Craft Mechanika [Housing]
- - costs 3x base price of item, target of 10x base price of item
- - progress of 5, 10, 15, 20gc (multiplied by skill level) on reaching result of 9, 13, 17, 21 respectively.
- - (almost) completes when total progress reached the full price (10x) of item
- - 7 days to adjust Mechanikal
- 4. Craft Mechanika [Runeplate]
- - 7 days per Rune Point, as the Core Rulebook
- 5. Use of Mechanikal Engineering or Alchemy (or other activities that take less than 1 day)
- - 1 day = maximum of 8 hours of activity
- - as the Core Rulebook
- 6. {Part-Time Work}
- - Depends on Skill, gains gc equal to a skill level used
- ========================================================================================================================
- Campaign Major Arcs (draft)
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- Campaign Major Arcs are major theme that can be supported by any DM. Sessions by DMs might influence the result of the Arcs for better or worse, and might influence the outcome of the next 'chapter'.
- As a guidelines, the common ground of the campaign is: a mercenary charter whose HQ is located at Five Fingers, Ord. The mercenary charter is a neutral one, will work for money or favor, especially known to be focusing on [Defensive Missions].
- As the thin red line between the mercenaries: every single of them (including and especially PCs) had some experience in recent war -either as victim or participant- and decided to join the said mercenary charter due to the recent war; either because they got tired, they were dismissed, they were refugee, they were hunted, or some long term hidden agenda. Basically, some kind of second chance or stepping stone.
- [Defensive Mission] that the mercenary charter is known to be taken are, but not limited to:
- a. investigation of murder or other crime, helping authorities or personal vendettas
- b. protecting settlements from threats of war and monsters
- c. escorts, especially commercial and humanitarian missions
- d. clearing threats of monsters
- e. investigating cultists, especially deadly and dangerous Thamarite (not all) and Cryx
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- Major Arcs:
- Concept - There will be a 'Main Story' where DMs are asked to somehow link or support the continuation of 'Main Story'. Each month of real time there will be updates on the 'Main Story', or Progress, that will be determined based on the sessions run by DMs. In the end it is a collaborative campaign where one DM might influence another (unless the DM stated to have plans / securing specific path beforehand, the story might be influenced by other DM).
- 1. Cultists Problems
- Cryx is infiltrating the western Immoren, and might already have gained footing somewhere. Their goal is still unknown, and the attacks seemed random. Meanwhile, there have been rumors of Nyss attacks from the north, with weird powers (DM note: from the Dragon Everblight). One thing for sure, both of their raids are too dangerous, and no settlement is safe from the threat of the Dragons.
- Keyword: Cryx, Cephalix, Everblight, Nyss, Ios, Thamar
- 2. The Next Great War
- Currently Khador is resting after tearing Llael apart and pushing Cygnar away, but the situation is still lukewarm at best. Skirmishes between Khador and Llael, Khador and Cygnar, Protectorate and Khador, Protectorate and Cygnar, Protectorate and Llael, basically everyone is having skirmishes with everyone, testing the borders. Meanwhile, mysterious black clad 'druids' and trollkin kriels are on the move as well.
- Keyword: Khador, Cygnar, Protectorate, Ios, Thamar, Cyriss, Trollkin, Orboros
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