Ann Arbor Game Day
Elevator Pitch: Magi-steam-punk adventures in the world of Warmachine.
Core Resolution Mechanic: 2d6+Skill vs. Difficulty
Dice used: 2+ d6s.
Flush with the power of a magic and technology driven industrial revolution, the people of the Iron Kingdoms exist in a world at the brink of total war. In the north, the Empire of Khador seeks to reclaim ancient territory in defiance of the treaties that assign that land to others; it’s already left the kingdom of Llael broken and mostly occupied. Its primary opposition, Cygnar, is beset on nearly all sides, contending not only with Khador but with the Protectorate of Menoth to the south, which seceded from the country to pursue a religious crusade against most of the continent. The nation of Ord tries to remain neutral, but how long can that really last in a time all out war seems inevitable? And, from the shadows, the necro-empire of Cryx lurks, waiting to prey on all sides.
Iron Kingdoms is the RPG version of the popular Warmachine skirmish game, casting the players as adventurers or other figures of personal agency in the world. In addition to the humans, the mighty Trollkin and Ogrun, the enigmatic Ios elves, the mechantile Rhul dwarves, and unpredictable Gobbers shape the Iron Kingdoms in their own ways. Characters can hail from any of these races or kingdoms, bound together by some common link; they may be simple mercenaries, or perhaps they’re a cell with a stronger connection to some part of the world? The possibilities for adventure in the world of Iron Kingdoms are broad.
Characters are built by selecting a Race (one of several flavors of human, dwarf, trollkin, etc), an Archetype (such as Skilled for characters focusing on skills, or Gifted for those capable of working magic), and a pair of Careers (such as horseman or warcaster), each of which choices may limit their selection of others. These choices determine the character’s Primary attributes of Physique, Agility, and Intellect, along with secondaries for each (Speed & Strength, Poise & Prowess, and Arcane & Perception, respectively), as well as their equipment, starting abilities, and skill values.
Most rolls are made using 2d6 and adding a skill value, with double-ones being an automatic failure and double-sixes as an automatic success, and doubles of any kind calling for a critical effect (with success or failure determined first). Certain effects might allow for additional dice, such as spending Feat points on non-combat skill rolls, which can improve your chances significantly. Feat points can also be spent for various effects, such as reducing damage or powering certain particularly potent abilities.
Like the miniatures game, characters have a life spiral, with damage being marked along the tracks and negative effects occurring when one branch is filled in. Some characters may command Jacks, the semi-intelligent golem-like robots which are used for both labor and war; these devices have their own grid on which damage is marked.
Fools Rush In (web download)
When the man standing between your little mercenary outfit and its charter’s official recognition asks you for a favor, it seems like this is your ticket. How much trouble could it be to recover a box, anyway?