Iron Kingdoms [Caine, Reaper by smashed247]

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Iron Kingdoms [Caine, Reaper by smashed247]

Postby Servitor_2152 » Mon Jun 04, 2007 10:53 am

Here you'll find Mutants and Masterminds 2E conversions and builds inspired by Privateer Press's Iron Kingdoms d20 campaign setting, home of the WARMACHINE and HORDES miniatures games.

Not familiar with the Iron Kingdoms? Here's a quick introduction. For further information, I recommend Googling "Iron Kingdoms" or "Western Immoren," or checking out the official Privateer Press website. This is another good place to find the background in a nutshell.

Feel free to use any of these builds; my only request is that you let me know if you're planning to write a story, and tell me how they did if you run a playtest.


RACES OF IMMOREN
=====
Gobber (8PP template)
Ogrun (17PP template)
Pygmy Troll (23PP template)
Satyxis (18PP template)
Skorne (3PP template)
Trollkin (16PP template)

WARCASTERS
=====
Lieutenant Alistair Caine (PL14/220PP) (by smashed247)
Commander Coleman Stryker (PL15/225PP)
Captain Victoria Haley (PL14/210PP)
Kommander Sorscha Kratikoff (PL15/225PP)
Vladimir Tzepesci, Dark Prince of Umbrey (PL16/240PP)
High Exemplar Kreoss (PL15/225PP)

WARJACKS
=====
Charger (PL9/MR8/120PP)
Crusader (PL11/MR8/118PP)
Deathjack (PL12/MR25/365PP)
Deathripper (PL9/MR7/98PP)
Defender (PL12/MR9/133PP)
Defiler (PL9/MR8/120PP)
Destroyer (PL12/MR10/145PP)
Hunter (PL9/MR9/135PP)
Ironclad (PL12/MR9/125PP)
Juggernaut (PL12/MR9/130PP)
Lancer (PL10/MR8/113PP)
Marauder (PL13/MR9/122PP) (Build by smashed247)
Mule (PL11/MR9/135PP) (Build by Jalinth)
Nightwretch (PL10/MR8/117PP) (Build by Jalinth)
Nomad (PL12/MR8/113PP)
Reaper (PL12/MR12/178PP) (Build by smashed247)
Redeemer (PL9/MR8/118PP) (Build by smashed247)
Repenter (PL9/MR8/117PP)
Revenger (PL10/MR8/110PP)
Sentinel (PL9/MR8/120PP)
Slayer (PL12/MR10/148PP)
Talon (PL10/MR7/105PP) (Build by Jalinth)
Vanquisher (PL11/MR9/130PP) (Build by smashed247)

WARLOCKS
=====
Chief Madrak Ironhide (PL16/240PP)
Master Tormentor Morghoul (PL15/225PP)

WARBEASTS
=====
Dire Troll Blitzer (PL11/MR12/180PP)
Dire Troll Mauler (PL11/MR12/179PP)
Titan Gladiator (PL12/MR11/163PP) (Build by Jalinth)
Troll Axer (PL9/MR9/128PP)
Troll Impaler (PL7/MR9/131PP)

SUPPORTING CHARACTERS
=====
Greylord (PL5/MR5/73PP)
Holy Zealot (PL2/MR1/13PP)
Iron Fang Pikeman (PL8/MR3/44PP)
Journeyman Warcaster (PL10/MR9/132PP)
Long Gunner (PL5/MR3/43PP)
Manhunter (PL10/MR8/116PP)
Man-O-War Shocktrooper (PL9/MR5/74PP)
Priest of Menoth (PL3/MR4/50PP)
Stormblade (PL7/MR3/44PP)
Temple Flameguard (PL6/MR3/38PP)
Trencher (PL5/MR3/44PP)
Trencher Chain Gunner (PL5/MR4/53PP)
Widowmaker (PL5/MR4/60PP)
Winter Guard (PL5/MR2/30PP)

CREATURES AND MONSTERS
=====
Argus (PL3/MR3/40PP)
Bane Thrall (PL5/MR4/60PP)
Bile Thrall (PL7/MR4/58PP)
Bog Trog (PL3/MR3/33PP)
Bridge Troll (PL7/MR7/97PP)
Cephalyx (PL6/MR8/120PP) and Drudge (4PP template)
Dire Troll (PL11/MR10/148PP)
Farrow (PL4/MR3/33PP)
Gatorman (PL4/MR5/74PP)
Gorax (PL4/MR4/49PP)
Mechanithrall (PL6/MR4/60PP)
Pistol Wraith (PL7/MR10/148PP)
Risen (PL1/MR1/15PP)
Skarlock Thrall (PL5/MR6/82+PP)
Thrall Lieutenant (PL4/MR3/43PP)
Thrall Warrior (PL3/MR2/30PP)
Totem Hunter (PL10/MR13/195PP)
Troll (PL8/MR8/110PP)
Warpwolf (79PP template)
Woldwarden (PL10/MR7/100PP)

FIGHTS & STORIES
=====
The Order of the Stick vs. Deathjack: Intro, Part 1, Part 2
Huntress & Nightwing vs. Master Tormentor Morghoul: Intro, Fight
d'Eon, Robin, Durand, and Teillagory vs. 10 Mechanithralls: Intro, Fight
Clare vs. a Warpwolf: Intro, Warpwolf NPC, Fight
TenTen, Rock Lee, and Hyuga Neji vs. the Cygnaran Army: Intro, Fight
TenTen, Rock Lee, and Hyuga Neji vs. Commander Coleman Stryker: Intro, Fight
Interlude: Demiurge
Colonel Roy Mustang, Edward Elric, and Alphonse Elric vs. the Khadoran Army: Intro, Fight
Lieutenant Riza Hawkeye vs. 4 Widowmakers: Intro, Fight
Major Alex Louis Armstrong vs. a Manhunter: Intro

=====
NOTES ON MY BUILDS:
=====

:arrow: All of my IK builds are created using the updated power rules from Ultimate Power, as well as certain optional rules from the Mastermind's Manual. In particular, a number of characters and creatures have been given the Speed power; this is intended to be used in conjunction with the tactical movement rules from the MM, in that each rank of Speed increases the character's base movement speed by 5', and the speed given on the Time and Value Progression Table becomes the character's all-out movement speed.

:arrow: For the moment, at least, none of my builds add their Strength or Dexterity modifiers to their attack rolls, whether by Attack Focus or any other means; they do, however, add their Dexterity modifier to Defense by means of Dodge Focus, since this is the only Defense boost most of them get. Consequently, the vast number of my IK critter builds are going to have negative attack/positive damage and negative defense/positive toughness tradeoffs. On the other hand, folks with actual character levels (and corresponding attack bonuses) will often show slight postive attack / negative damage tradeoffs.

:arrow: Wherever possible, these builds are based on creature and character stats from the Iron Kingdom roleplaying game, and not from the WARMACHINE/HORDES tabletop game. I mention this chiefly because, based on what I've seen so far, the two sets of stats have precious little to do with one another. (Case in point: the 57-point HORDES Gorax is CR 2 in IK, the 35-point Totem Hunter is CR 11, and the 108-point Warpwolf is only CR 10. And don't get me started on the warcasters . . . .) However, creatures and characters that appear in both places will often show tabletop influence, especially if Iron Kingdom stats are sparse or nonexistent.

:arrow: Because these characters were not originally built for Mutants & Masterminds, their offensive and defensive power levels are often nowhere near one another. As such, the given Power Level for each character is the average of the two, rounded to the nearest whole number. Any offensive/defensive tradeoffs will be noted in the character description.

=====
NOTES ON DESCRIPTORS:
=====

Mechanikal: One of the defining characteristics of the Iron Kingdoms is mechanika: magical machinery powered by a combination of steam, clockwork, and arcane or divine spells. Unless noted otherwise, any power with the "mechanikal" descriptor can be assumed to have the "magic" descriptor as well.

Menoth's Fury: This highly volatile substance is used in large quantities by the forces of the Protectorate of Menoth for their favorite pastime: burning heretics. Any power with the "Menoth's Fury" descriptor is assumed to have the "fire" descriptor as well, but such is the heat of this alchemical napalm that warjacks do not apply their partial Immunity to fire damage against it.
Last edited by Servitor_2152 on Tue May 27, 2008 9:41 am, edited 127 times in total.

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Postby Servitor_2152 » Mon Jun 04, 2007 11:23 am

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Argus (PL3/MR3/40PP)

Abilities (5): Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 3 (-4), Wis 12 (+1), Cha 10 (+0)

Combat (6): Atk +3; Dam +4 (bite); Def +2 (+0 FF); Init +2

Saves (7): Tough +4, Fort +4, Ref +5, Will +2

Skills (3): Intimidate 2 (+2), Notice 5 (+6), Stealth 2 (+4), Survival 1 (+2, +6 when tracking), Swim 1 (+3)

Feats (5): Additional Limb 1 (extra head), Dodge Focus 2, Improved Grab, Talented (+2 Search, +4 Survival when tracking only)

Powers (22):
Speed 2 (base land speed 40ft, all-out speed 25mph)
Protection 2
Super-Senses 5 (Acute scent, Tracking [scent], Ultra-hearing, Darkvision)

Bite: Strike 2 (piercing; Extra: Autofire; Power Feat: Mighty)

Doppler Bark: Stun 3 (auditory, fear; Extras: Area [general cone], Alternate Save [Fortitude -> Will]; Flaw: Daze)

Drawbacks (-8 ): Mute (Very Common, Moderate), No Hands (Very Common, Moderate)

Abilities 5 + Combat 6 + Saves 7 + Skills 3 + Feats 5 + Powers 22 + Drawbacks -8 = 40

Tradeoffs: Offensive PL 3.5, Defensive PL 3; -0.5 Atk / +0.5 Save DC, -1 Def / +1 Tough

:arrow: The argus is a two-headed hound used as a tracking and hunting animal by the people of Khador; a larger and more dangerous version is used as a warbeast by the druids of Circle Orboros.

:arrow: In combat, the argus uses its doppler bark to stun foes before tearing them apart with its jaws. It makes a good hunting hound and guard dog, and is most dangerous in packs.
Last edited by Servitor_2152 on Wed Jun 06, 2007 11:25 am, edited 6 times in total.

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Postby Servitor_2152 » Mon Jun 04, 2007 12:21 pm

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Bog Trog (PL3/MR3/33PP)

Abilities (2): Str 12 (+1), Dex 14 (+2), Con 10 (+0), Int 8 (-1), Wis 8 (-1), Cha 10 (+0)

Combat (2): Atk +1; Dam +4 (battleaxe), +2 (claws and teeth), +1 (unarmed); Def +2 (+0 FF); Init +6

Saves (3): Tough +6 (+4 unarmored), Fort +0, Ref +5, Will -1

Skills (5): Craft (camouflage) 6 (+8 ), Notice 4 (+3), Stealth 2 (+4), Swim 8 (+9)

Feats (7): Dodge Focus 2, Improved Initiative 1, Benefit (use Dex instead of Int for Craft: Camouflage checks), Environmental Adaptation (underwater)

Powers (14):
Immunity 1 (Drowning)
Swimming 4
Protection 4

Camouflage: Enhanced Skill 1 (Stealth +6, +2 if armor doesn't match surroundings)

Claws and Teeth: Strike 1 (slashing, piercing; Extra: Autofire; Power Feat: Mighty)

Equipment:
Battleaxe: Strike 3 (slashing; Power Feat: Mighty)
Shortspear: Strike 2 (piercing; Power Feats: Mighty, Thrown)
Piecemeal Armor: Protection 2

Abilities 2 + Combat 2 + Saves 3 + Skills 5 + Feats 7 + Powers 14 = 33

Tradeoffs: Offensive PL 2.5, Defensive PL 4; -1.5 Atk / +1.5 Save DC, -2 Def / +2 Tough

:arrow: Bog trogs are amphibious, fishlike humanoids with color-changing skin; this, combined with their natural skill at crafting camouflage, makes them excellent at mounting ambushes.

:arrow: Bog trogs work best striking from surprise, in numbers, from the water (where they can either retreat or drag in their opponents, gaining the advantage of the ground).
Last edited by Servitor_2152 on Wed Jun 06, 2007 11:26 am, edited 2 times in total.

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Postby Karl Greeny » Mon Jun 04, 2007 12:26 pm

I just started an Iron Kingdom game, but using AFMBE (with some added rules from Buffy and Angel) and we are having a pretty smashing good time right now.

Your write up are interested though, and I do indeed LOVE the Iron Kingdom setting
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Postby Servitor_2152 » Mon Jun 04, 2007 12:55 pm

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Bridge Troll (PL7/MR7/97PP)

Size (12): Large

Abilities (6): Str 20 (+5), Dex 10 (+0), Con 16 (+3), Int 4 (-3), Wis 10 (+0), Cha 6 (-2)

Combat (8 ): Atk +3; Dam +11 (gnashing bite), +8 (bite), +7 (claws); Grapple +13; Def -1; Init +0

Saves (9): Tough +10, Fort +8, Ref +2, Will +2

Skills (4): Intimidate 4 (+11), Stealth 4 (+0, +8 when submerged), Swim 8 (+13)

Feats (4): Benefit 2 (use Str instead of Cha for Intimidate checks, Stealth +8 when submerged only), Power Attack, Takedown Attack 1

Powers (54):
Protection 7
Immunity 1 (drowning)
Immunity 40 (all lethal physical and energy damage; Flaws: Limited [ineffective vs. fire and acid damage], Limited [lethal -> nonlethal])
Regeneration 10 (recover from Bruised and Staggered at +1 once per round without rest; Flaw: Limited [ineffective vs. fire and acid damage])
Swimming 2
Speed 1 (base land speed 40ft)
Super-Senses 3

Gnashing Bite: Strike 6 (piercing; Flaw: Action [Instant -> Full]; Power Feat: Mighty)
AP: Bite: Strike 3 (piercing; Power Feat: Mighty)

Claws: Strike 2 (slashing; Extra: Autofire; Power Feat: Mighty)

Bridge-Tapping: Object Mimicry 1 (Flaws: Limited [wood or stone only], Tiring)

Size 12 + Abilities 6 + Combat 8 + Saves 9 + Skills 4 + Feats 4 + Powers 54 = 97

Tradeoffs: -4 Atk / +4 Save DC, -8 Def / +8 Tough

:arrow: The bridge troll is an amphibious monster similar in appearance and temperament to the true trolls common throughout western Immoren. They are known for their ability to harden their flesh, gaining the resilience of wood or stone, merely by rapping these materials with their knuckles -- which may explain their penchant for ambushing unwary travelers from beneath bridges.

:arrow: Bridge trolls only hit their defensive caps when mimicking stone (gaining Protection 5 in the process) and their offensive caps only when using their Gnashing Bite; otherwise, they're PL 5 defensively and PL 6 offensively. However, the troll's Regeneration goes a long way towards keeping it in the fight even when it isn't using Object Mimicry: unless the enemy is using fire or acid, the troll will only ever take nonlethal damage conditions, which it regenerates from quickly.
Last edited by Servitor_2152 on Wed Jun 06, 2007 1:42 pm, edited 3 times in total.

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Postby Servitor_2152 » Mon Jun 04, 2007 4:10 pm

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Deathjack (PL12/MR25/365PP)

Size (12): Large

Abilities (24): Str 30 (+10), Dex 12 (+1), Con -- (N/A), Int 14 (+2), Wis 12 (+1), Cha 16 (+3)

Combat (32): Atk +15; Dam +15 (claws, Smite Good), +14 (chains); Grapple +30; Def +0 (-1 FF); Init +1

Saves (30): Tough +18 (Impervious 10), Fort N/A, Ref +7, Will +7

Skills (6): Acrobatics 9 (+10), Intimidate 8 (+13), Notice 7 (+8 )

Feats (7): Dodge Focus 1, Fearless, Improved Grab 1, Improved Overrun 1, Power Attack, Takedown Attack 2

Powers (256):
Immunity 30 (Fortitude effects)
Immunity 30 (effects with cold, fire, and magic descriptors; Flaw: Limited [half effect])
Impervious Toughness 10 (Drawback: Power Loss [vs. blessed weapons; Uncommon, Minor, -1])
Super-Senses 2 (Darkvision)

Claws: Strike 5 (slashing; Power Feat: Mighty)
AP: Chains: Strike 4 (slashing, bludgeoning; Power Feats: Extended Reach 1, Mighty)

Smite Good: Corrosion 15 (necromantic; Flaw: Tiring; Drawback: Power Loss [only effective vs. those with allegiance to Good; Common, Minor, -2)

Necrovent: Visual Obscure 3 (smoke and ash; Flaw: Range [Ranged -> Touch]) linked to Drain Constitution 10 (necromancy; Extras: Area 5 [general burst], Duration [Instant -> Sustained]; Flaw: Tiring)

Soul Furnace: Snare 15 (Extra: Engulf) linked to Strike 6 (fire; Extra: Duration [Instant -> Sustained]) linked to Drain Constitution 10 (necromancy; Extra: Duration [Instant -> Sustained])

Regeneration 38 (recover automatically from Injured, Disabled, and Dead conditions once per round without rest; Flaw: Source [must have a living creature inside the Soul Furnace])

Skulls of Hate: Device (hard to lose) 10
:arrow: Super-Senses 2 (Radius visual senses)
:arrow: Variable Power 12 (any one power at a time with the evil, divine, and magic descriptors; Extra: Total Fade; Flaw: Fades)

Drawbacks (-2): Disability: Mute (Uncommon, Minor), Slow Movement 1 (base land speed 30ft)

Size 12 + Abilities 24 + Combat 32 + Saves 30 + Skills 6 + Feats 7 + Powers 256 + Drawbacks -2 = 365

Tradeoffs: Offensive PL 15, Defensive PL 9; -9 Def / +9 Tough

:arrow: The monster known as Deathjack is an unholy amalgamation of warjack technology and foul necromantic magic. It wanders, seemingly at random, throughout the remote places of western Immoren; its most recent confirmed sighting was at the Cygnar-Khador border. Whereever it walks, death follows.

:arrow: Holy crap, Deathjack is SCARY. +15 attack and damage is bad enough (or Corrosion 15, if you're good and Deathjack is angry), but thanks to Improved Grab and a +30 Grapple modifier, one hit from Deathjack and you're going straight into the Soul Furnace. Once that happens, it's 6 damage and Drain Constitution 10 every turn until you escape (unlikely) or someone stuns Deathjack long enough for you to get out. To make things worse, Deathjack has Regeneration so long as someone is still alive inside the Soul Furnace, making him even harder to take down. Deathjack isn't as scary defensively -- only PL9 -- but with +18 Toughness and Impervious 10, he's still a tough nut to crack.

:arrow: Deathjack's Necrovent is a nasty ability. It basically creates a 50-foot diameter cloud of vision-obscuring smoke that lasts as long as Deathjack can spend a free action to sustain it. If anyone actually ENTERS the smoke cloud, they have to pass a Reflex save or else suffer a Drain Constitution effect. Deathjack tends to use this ability to either wreak havoc on closely-packed opponents, control the battlefield, or cover its escape if things go poorly.

:arrow: The Skulls of Hate mounted on the Deathjack's shoulders are its ace in the hole. In the original Iron Kingdoms RPG, the Skulls allow Deathjack to cast spells as a 17th-level cleric of Death and Destruction; in Mutants & Masterminds, this translates to a Variable array capable of unleashing any manner of unpleasantness. Using the Skulls, Deathjack can either boost its Defense up to cap using either Shield or Force Field, unleash a devastating ranged attack such as Disintegration or a penetrating Blast, or Summon a horde of undead minions to help it wreak havoc. Note that the Skulls are a Device, and one not Restricted to Deathjack; if the beast were somehow rendered inert, someone else could retrieve the Skulls and use them for his own purposes . . . .

:arrow: EDIT 6/6/07: Slight changes to the Skulls of Hate, in anticipation of other magic users appearing on the thread. The points cost stays the same, but now Deathjack will (eventually) run out of spells. Deathjack also gets a little slower, thanks to an improved understanding of how Growth (and therefore, purchased Size) works.
Last edited by Servitor_2152 on Thu Jun 28, 2007 1:26 pm, edited 7 times in total.

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Postby Servitor_2152 » Mon Jun 04, 2007 6:28 pm

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Satyxis (18PP template)

Abilities (12): Str +2, Dex +4, Con +2, Cha +4

Powers (6):
Super-Senses 2 (Darkvision)
Headbutt: Strike 2 (bludgeoning, PF: Mighty)
Beguile: Emotion Control 3 (Flaws: Limited [love only], Sense-Dependent [sight], Tiring)

:arrow: The satyxis are a race of warrior women whose history was forever changed when a battle between the dragons Shazkz and Toruk left their homeland devastated and their bloodline blighted. They now wander the lands as assassins and sail the seas as pirates, looking for men worthy enough to bear their daughters.

:arrow: Satyxis characters tend to be highly-skilled swordswomen and manipulators; in addition to the traits listed here, they often possess combat feats such as Accurate Attack or Improved Disarm and social feats such as Attractive (yes, really!) or Skill Masteries in Bluff and Diplomacy and whatnot.
Last edited by Servitor_2152 on Tue Jun 05, 2007 8:19 am, edited 1 time in total.

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Postby Servitor_2152 » Mon Jun 04, 2007 6:40 pm

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Skorne (3PP template)

Abilities (2): Str +2

Feats (1): Tough

Complications: Prejudice

:arrow: The Skorne are a caste-based race of hardy, proud warriors from across the Bloodstone Marches. Previously unknown in western Immoren, a large invasion force has recently appeared in the Iron Kingdoms under the command of the deposed former king of Cygnar.

:arrow: Skorne are a brutally simple template: they're like humans, only stronger and tougher. Skorne characters usually possess an armed fighting style of some sort, and many of them are Ambidextrous.

:arrow: GMs, pay attention to that Prejudice complication -- it's really important. Skorne have only recently appeared in the Iron Kingdoms, and their appearance and mindset is totally alien to the inhabitants of those realms. This makes social interactions between the two groups strained, at best; in the d20 version, Skorne actually suffer a hefty mechanical penalty to most interaction checks due to this prejudice.
Last edited by Servitor_2152 on Tue Jun 05, 2007 8:24 am, edited 1 time in total.

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Postby Servitor_2152 » Tue Jun 05, 2007 7:15 am

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Gorax (PL4/MR4/49PP)

Size (12): Large

Abilities (0): Str 18 (+4), Dex 8 (-1), Con 14 (+2), Int 5 (-3), Wis 10 (+0), Cha 5 (-3)

Combat (6): Atk +2; Dam +7 (bite), +6 (claws); Grapple +11; Def -1; Init +3

Saves (7): Tough +7, Fort +3, Ref +2, Will +3

Skills (1): Notice 4 (+4)

Feats (1): Improved Initiative 1

Powers (23):
Protection 5
Speed 1 (base land speed 40ft)
Super-Senses 3 (Darkvision, Acute scent)

Bite: Strike 3 (piercing; Power Feat: Mighty)

Claws: Strike 2 (piercing; Extra: Autofire; Power Feat: Mighty)

Size 12 + Abilities 0 + Combat 6 + Saves 7 + Skills 1 + Feats 1 + Powers 22 = 49

Tradeoffs: Offensive PL 4.5, Defensive PL 3; -2.5 Atk / +2.5 Save DC, -4 Def / +4 Tough

:arrow: The gorax is a feral cousin of the ogrun, and in the past, these brutes were used as warbeasts in the armies of the Iron Kingdoms. Although this practice continues today in the forces of Circle Orboros, it has fallen out of favor in more "civilized" nations, where the gorax is now used chiefly as an illegal pit fighter.

:arrow: The gorax is an uncomplicated, angry beatstick, and it's not hard to bump it up a PL or two to make it a more credible threat for higher-level PCs.
Last edited by Servitor_2152 on Wed Jun 06, 2007 11:28 am, edited 3 times in total.

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Postby Emerald Flame » Tue Jun 05, 2007 7:57 am

I really like the conversions that you have done so far...

I really like playing WARMACHINE and I enjoy reading over the Iron Kingdoms setting.

Keep up the great work....

If I may be so humble to ask....... More 'jacks??
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Postby Servitor_2152 » Tue Jun 05, 2007 8:16 am

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Ogrun (17PP template)

Size (12): Large

Abilities (0): Str +4, Int -2, Wis -2

Skills (1): Craft (Mechanical) +2, Intimidate +2

Feats (1): Tough 1

Powers (4):
Protection 2
Speed 1 (base land speed 40ft)

Complications: Weakness: Broken Oath of Fealty (Uncommon, Moderate [-1 checks, attack rolls, Defense], per day)

:arrow: The ogrun are a race of tall, powerfully-built humanoids bound by a strong racial code of honor. Because of ancient oaths sworn between the ogrun and the dwarves, these two races have enjoyed a long and prosperous shared history, and now the ogrun are slowly beginning to integrate themselves into the Iron Kingdoms of the humans.

:arrow: Because of their great strength, high toughness, and unshakeable loyalty, ogrun characters are often warriors, legbreakers, or thugs. Most of them favor weapons that further extend their already-impressive natural reach, such as polearms or lances, and many practice fighting styles that take advantage of their physical merits (with feats like All-Out Attack and Takedown Attack).

:arrow: The ill effects an ogrun suffers from breaking his oath of fealty is severe enough to be considered a weakness; however, because the cost of this weakness ends up resolving to less than -0, it's treated as a Complication instead.
Last edited by Servitor_2152 on Wed Jun 06, 2007 8:33 am, edited 3 times in total.

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Postby Servitor_2152 » Tue Jun 05, 2007 8:18 am

Emerald Flame wrote:If I may be so humble to ask....... More 'jacks??


As soon as I can get my hands on the IK stats for a given warjack, you'll see it up here. Similarly, as soon as I have access to the Character Guide and World Guide the stats for warcasters and other sig characters will go up. Right now, the only book I have available is the Monsternomicon, hence the preponderance of gribbly beasties.

I'm tempted to stat up basic labor 'jacks using the stats that are posted on the Privateer Press website, but I suspect that those stats are wonky, at best.

EDIT: Ah, what the crap. Wonky stats are better than no stats, and what's an Iron Kingdoms thread without at least a couple of 'jacks, right?

EDIT 2: WOW those labor 'jack stats are broken. I retract my previous statement . . . I'm not going to post any 'jack stats until I have a reliable, up-to-date source for them.

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Postby Servitor_2152 » Tue Jun 05, 2007 10:11 am

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Farrow (PL4/MR3/33PP)

Abilities (10): Str 12 (+1), Dex 12 (+1), Con 16 (+3), Int (+0), Wis (+0), Cha 10 (+0)

Combat (2): Atk +1; Dam +5 (greatclub), +4 (gore), +2 (shortbow); Def +1 (+0 FF); Init +1

Saves (3): Tough +9, Fort +6, Ref +1, Will +0

Skills (4): Notice 8 (+8 ), Search 6 (+6), Stealth 2 (+3)

Feats (3): Dodge Focus 1, Equipment 2

Powers (11):
Protection 6
Super-Senses 1 (Acute scent)

Gore: Strike 3 (piercing; Power Feat: Mighty)

Equipment:
Greatclub: Strike 4 (bludgeoning; Power Feat: Mighty)
Shortbow: Blast 2 (piercing)

Abilities 10 + Combat 2 + Saves 3 + Skills 4 + Feats 3 + Powers 11 = 33

Tradeoffs: Offensive PL 3, Defensive PL 5; -2 Atk / +2 Save DC, -4 Def / +4 Tough

:arrow: The farrow are a primitive and shamanistic people that resemble nothing so much as a boar given humanoid form. Despite their cultural immaturity, the farrow are not stupid, and they are able to make good use of looted human weaponry, up to and including firearms.

:arrow: Because of their keen senses (and high Notice scores), farrow are often aware of approaching travelers well in advance, and take advantage of this to set ambushes. Given their propensity for looting human weaponry, farrow armament is highly variable; the Equipment listed above is only a suggestion.

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catsi563
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Postby catsi563 » Tue Jun 05, 2007 10:00 pm

just as an FYI check the liber mechanika. it has stats for building jacks, and for converting jacks form the tabletop game to IK rpg. it also has stats for warcaster armor and meckanika weapons.
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Servitor_2152
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Postby Servitor_2152 » Wed Jun 06, 2007 6:30 am

catsi563 wrote:just as an FYI check the liber mechanika. it has stats for building jacks, and for converting jacks form the tabletop game to IK rpg. it also has stats for warcaster armor and meckanika weapons.


Thanks for the info. I'll look into that.


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