Casting Call – Iron Kingdoms RPG: Blackacre Campaign

Howdy All and Happy Friday!

In the very near future, my gaming group will be returning to an old Iron Kingdoms RPG campaign featuring the fine folks in this week’s Casting Call entry.

As you can likely tell, these characters don’t look like starting Iron Kingdoms RPG character, because they have seen roughly a year and a half of play.

So, without further ado, I hope you enjoy meeting the Silver Swords!

Brother Decklin Bray – Gifted Human (Ryn) Gun Mage/Priest of Morrow/Rifleman   XP: 110
Harlan

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 5
POI 4
INT 6 ARC 6
PER 5
WILLPOWER (PHY + INT) 11
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 17
ARM PHY + ARMOR = 10
INITIATIVE SPD + PRW + PER + EQUIP = 17
COMMAND RANGE INT + COMMAND + ABIL = 9
RANGED WEAPON RNG RAT POW
Magelock Pistol 10” 6 10
NOTES: Ext Rng 300 ft AMMO: 1
RANGED WEAPON RNG RAT POW
Dual Magelock Pistol 10” 6 10
NOTES: Discharging both barrels together is treated as a single attack, and the weapon suffers -2 on the attack roll. If the attack hits, add +3 to the damage roll.

Ext Rng 300 ft

AMMO: 2

Reloading each barrel takes one quick action.

MELEE WEAPON MAT POW
Battle Staff 6 8
NOTES: Spend 1 feat point to make trip attack. If attack hits, target is knocked down.

On critical hit, a living target hit has a chance to be knocked out. If target suffers damage, he must make a Willpower roll against TN 13. If he fails, he is knocked out.

SKILLS:
Military: Great Weapon 1 (6), Pistol 2 (6)
Occupational: Command 3, Craft (Gunsmithing) 1 (7), Cryptography 2 (8), Detection 1 (6), Etiquette 1, Intimidation 1, Law 1 (7), Lore (Morrowan Faith) 2 (8), Lore (Laelese History ) 1 (7), Lore (Menothan Faith) 2 (8), Lore (Nobility) 1 (7), Medicine 3 (9), Negotiation 1, Oratory 1, Research 2(8), Survival 1 (6)
BENEFITS & ABILITIES:
Additional Study: Decklin learns the Force of Faith spell.Combat Caster: When Decklin makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.

Connection: Morrowan Church

Craft Rune Shot: Decklin can craft his own rune shot ammunition. Instead of paying 5 gc for each metal cartridge round of rune shot ammo, he can pay 1 gc and use his rune shot casting kit to press one round of rune shot ammo. Decklin can craft up to five per hour.

Dual Shot: Decklin can forfeit his movement during his turn to make one additional ranged attack with a pistol or rifle.

Empower: During Decklin’s turn, while he is base to base with a non-incapacitated friendly character, he can spend 1 feat point to cause the friendly character to regain d3+1 vitality points.

Fast Reload: Decklin gains one extra quick action each turn that can be used only to reload a ranged weapon.

Feat: Quick Cast: Decklin can spend 1 feat point to immediately cast one upkeep spell at the start of combat before the first round. When casting a spell as a result of this benefit, Decklin is not required to pay the COST of the spell.

Feat: Strength of Will: After failing a fatigue roll, Decklin can spend 1 feat point to instead be automatically successful on the roll.

Gun Fighter: Decklin does not suffer a -4 penalty on ranged attack rolls with pistols or carbines while engaged.

Rallying Cry: Decklin can spend a feat point to use Rallying Cry. For one round, Decklin’s command range is doubled and friendly characters in his command range, including Decklin, become fearless.

Warding Circle: Decklin can spend 15 minutes to create a circle around a small room or campsite. Whenever any other characters (other than those named) enter the circle, the named characters are alerted. While in the circle, non-named characters lose incorporeal, and non-named undead and infernal characters suffer -2 on attack rolls.

GEAR:
Battle staff, Surgical Kit, Symbol of Faith, Belt, Belt Pouch, Work Boots, Clock (Waterproof), Robe, Water Skin, Sewing Kit, Paper, Charcoal – 5 sticks, Paper – 10 sheets, Goggles, Morrowan Lorebook (Enkheridion), Locked Wooden Box, Rune Shot Casting Kit, materials for 10 rune shots, ammunition bandoleer, gun brace, leather shoulder strap and oiled hide cloth.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Llaelese, Cygnaran Morrowan
SPELLS
NAME COST RNG AOE POW UP OFF
Banishing Ward
Enemy upkeep spells on the targeted friendly character expire. The affected character cannot be targeted by enemy spells or animi.
2 6 YES NO
Blade of Radiance

Infernal and Undead characters hit by this spell suffer an extra die of dmg.

2 10 10 NO YES
Force of Faith
Enemies currently in Decklin’s control area are immediately pushed d6” directly away from him in the order he chooses.
4 SELF CTRL NO NO
Hand of Fate
Target character gains additional die on attack and damage rolls. Discard low die in each roll.
2 6 YES NO
Rune Shot: Accuracy
The spellcaster’s next rune shot ranged attack roll this turn is boosted.
1 SELF NO NO
Rune Shot: Black Penny
The spellcaster’s next rune shot ranged attack roll this turn ignores the firing into melee penalty.
1 SELF NO NO
Rune Shot: Brutal
The spellcaster’s next rune ranged attack gains a boosted ranged attack damage roll against the target directly hit.
1 SELF NO NO
Rune Shot: Iron Rot
If Decklin’s next shot hits a steamjack, in addition to any other damage and effects from the attack, the steamjack also suffers d3 damage points.
1 SELF NO NO
Rune Shot: Fire Beacon
Decklin’s next shot becomes AOE 5 and POW -. While a character is within the AOE he loses Camouflage and stealth, and other characters can ignore cloud effects when determining LOS to him. The AOE lasts one round.
Rune Shot: Thunderbolt
If the spellcaster directly hits a target with his next rune shot ranged attack this turn, the target is pushed d3” directly away from this character. On a critical hit, the target is knocked down after being pushed.
1 SELF NO NO
True Sight
This character ignores concealment, Camouflage, and stealth. The character can also see in complete darkness.
2 SELF YES NO

GORGOSH THUNDERFIST – Skilled Trollkin Investigator/Pugilist/Rifleman        XP: 115
Gorgosh

Stats
PHY 9 SPD 5
STR 9
AGI 3 PRW 5
POI 4
INT 3 ARC –
PER 3
WILLPOWER: (PHY + INT)
12
DAMAGE CAPACITY
1 – PHY □□ □□□
2 – PHY □□□
3 – AGI □□
4 – AGI
5 – INT □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 10
ARM PHY + ARMOR = 15
INITIATIVE SPD + PRW + PER + EQUIP = 13
COMMAND RANGE INT + COMMAND + ABIL = 3
RANGED WEAPON RNG RAT POW
Custom Ogrun Battle Cannon 12” 5 12
NOTES: AOE 3 AMMO: 1
MELEE WEAPON MAT POW
Fist 8 9
NOTES:
RANGED WEAPON RNG RAT POW
Thrown Bottle 6” 5 9
NOTES: AMMO:
MELEE WEAPON MAT POW
Rune Axe 7 14
NOTES: Magic
RANGED WEAPON RNG RAT POW
Large Thrown 3” 4 12
NOTES: AMMO:
MELEE WEAPON MAT POW
Bottle 6 10
NOTES:
SKILLS:
Military: Hand Weapon 2 (7), Rifle 2 (6), Unarmed Combat 3 (8)
Occupational: Detection 4 (7), Forensic Science 2 (5), Interrogation 2 (5), Intimidation 3 (12), Law 3 (6), Medicine 2 (5), Negotiation 3, Sneak 2 (5), Streetwise 2 (5), Survival 4 (7)
BENEFITS & ABILITIES:
Additional Attack: Gorgosh gains an additional attack during his Activation Phase if he chooses to attack that turn.Anatomical Precision: When Gorgosh hits a living target with a melee attack but the damage roll fails to exceed the target’s ARM, the target suffers d3 damage points instead of the damage rolled.

Astute: Gorgosh can reroll failed Detection rolls. Each failed roll can be rerolled only once as a result of Astute.

Brawler: When Gorgosh attacks with an improvised weapon he can add his Unarmed Combat skill instead of his Hand Weapon skill to the attack roll.

Feat: Disarm: After hitting an enemy with a non-spray, non-AOE ranged or melee attack, instead of making a damage roll, Gorgosh can spend 1 feat point to disarm his opponent, causing the weapon to fly from his grasp, and suffers no damage.

Feat: Revitalize: Gorgosh can spend 1 feat point during his turn to regain a number of vitality points equal to his PHY (7) immediately. An incapacitated character cannot use Revitalize.

Feat: Swashbuckler: Once during Gorgosh’s turn, he can spend 1 feat point to make his next hand weapon attack extend to 360 degrees and he can make one melee attack against each enemy in his line of sight and melee range.

Flying Fists: While fighting unarmed or with a weapon in only one hand Gorgosh gains an additional punch unarmed melee attack with his other hand.

Hulking Presence: Gorgosh adds an additional die to Initimidation skill rolls made using his PHY.

Hyper Perception: Gorgosh’s PER rolls are boosted.

Language: Cygnaran.

Preternatural Awareness: Gorgosh gains boosted Initiative rolls and enemies never gain back strike bonuses against him.

Serpent Strike: Gorgosh’s unarmed strikes have reach.

Tough: When Gorgosh is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and is knocked down.

Virtuoso: Hand Weapon: When making non-AOE attacks with his hand weapon attacks, Gorgosh gains an additional die on his attack and damage rolls and discards the lowest.

Virtuoso: Unarmed: When making non-AOE attacks with his unarmed attacks, Gorgosh gains an additional die on his attack and damage rolls and discards the lowest.

Waylay: When Gorgosh makes an attack that may knock out a target, increase the target number for Willpower roll to resists the knockout by 2.

GEAR:
Custom Battle Armor, Knuckledusters, Greylord Rune Axe, Custom Ogrun Battle Cannon, 135 gc in savings.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Cygnaran, Llaelese, Molgur-Trul. Dhunian.

LADIMIR MICHOVICH – Gifted Human (Umbrean) Arcanist/Aristocrat        XP: 43
greylord

STATS
PHY 6 SPD 6
STR 4
AGI 3 PRW 4
POI 4
INT 5 ARC 4
PER 5
WILLPOWER: (PHY + INT)
11
DAMAGE CAPACITY
1 – PHY □□ □□
2 – PHY □□
3 – AGI □□
4 – AGI
5 – INT □□ □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 13
ARM PHY + ARMOR = 13
INITIATIVE SPD + PRW + PER + EQUIP = 15
COMMAND RANGE INT + COMMAND + ABIL = 6
RANGED WEAPON RNG RAT POW
Repeating Rifle 14” 5 10
NOTES: Scope (+3” RNG when aiming) AMMO: 5
MELEE WEAPON MAT POW
Sword 5 7
NOTES:
MELEE WEAPON MAT POW
Rune Axe 5 9
NOTES: Magic
RANGED WEAPON RNG RAT POW
Cannon Shield 8” 3 12
NOTES: Spend 1 feat point to make a ranged attack while Ladomir charges. AMMO: 1
SKILLS:
Military: Hand Weapon 1 (5), Rifle 1 (5)
Occupational: Command 1 (6), Etiquette 2, Lore (Arcane) 2 (7), Oratory 2, Research 1 (6)
BENEFITS & ABILITIES:
Combat Caster: When Ladimir makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.Family Income: Ladimir earns 50 gc a month from his family holdings.

Feat: Strength of Will: After failing a fatigue roll, Ladomir can spend 1 feat point to instead be automatically successful on the roll.

Good Breeding: Ladimir can reroll failed Etiquette rolls. Each roll can be rerolled only once as a result of Good Breeding.

Great Power: Ladimir can upkeep one spell each turn without spending fatigue.

Rune Reader: Ladimir can identify any spell cast in his line of sight by reading the accompanying spell runes. He can also learn the type of magic cast and the tradition of the character casting the spell.

Privilege: Ladimir is immune to persecution for petty crimes and can be tried only by a court of his peers. With a successful Etiquette skill roll, Ladimir can demand hospitality and request aid from other nobles not at war with his kingdom. Additionally, Ladimir gains +2 on social rolls when dealing with those beneath his station who recognize his status and respect the nobility.

GEAR:
Tailored plate, sword, scope, Greylord Rune Axe, cannon shield, 208 gc of other equipment.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Khadoran, Llaelese Old Faith
SPELLS
NAME COST RNG AOE POW UP OFF
Arcane Bolt 2 12 11 NO YES
Aura of Protection

While in Ladimir’s control area, friendly characters gain +2 ARM.

2 SELF CTRL YES NO
Light in the Darkness

The area around Ladimir glows with enough light for anyone in his control area to see in darkness.

1 SELF CTRL YES NO
Rock Wall

Place a wall template anywhere completely in Ladimir’s control area where it does not touch a character’s base, an obstruction, or an obstacle. The wall is a   linear obstacle that provides cover.

2 CTRL WALL YES NO
Vision

The next time the target is hit by an attack, he suffers no damage roll from the attack, then Vision expires.

2 6 YES NO
Wind Blast

Place a 5” AOE anywhere completely in Ladimir’s control area. Cloud effects overlapping the AOE expire. Characters suffer -3 RAT while within the AOE. It remains in play for one round.

2 CTRL 5 NO NO
GRENADES & ALCHEMICAL ITEMS
NAME QTY RNG AOE POW EFFECT RAT
Smoke Grenade 2 8” 3 Creates a cloud effect. 8

+1 stat (suggested +1 POI or +1 STR)
+2 occupational skills (suggested +1 Negotiation and +1 Riding)
+1 spell, ability, connection, or military skill (suggestions Celerity, Occultation, or Telekinesis)

THALE FELCYR VYRE – Skilled Iosan Pistoleer/Seeker/Rifleman                                   XP: 96
d3de69c57035b32e34b546be521d1de4

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 4
POI 6
INT 6 ARC –
PER 6
WILLPOWER: (PHY + INT)
11
DAMAGE CAPACITY
1 – PHY □□
2 – PHY □□
3 – AGI □□
4 – AGI □□
5 – INT □□ □□
6 – INT □□
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 17
ARM PHY + ARMOR = 11
INITIATIVE SPD + PRW + PER + EQUIP = 19
COMMAND RANGE INT + COMMAND + ABIL = 5
RANGED WEAPON RNG RAT POW
Repeating Pistol x2 8” 9 10
NOTES: AMMO: 5
MELEE WEAPON MAT POW
Dagger 4 6
NOTES:
RANGED WEAPON RNG RAT POW
Scattergun SP8 9 12
NOTES: AMMO: 1
RANGED WEAPON RNG RAT POW
Holdout Pistol x2 4” 10 8
NOTES: AMMO: 1
SKILLS:
Military: Pistol 3 (9), Rifle 3 (9)
Occupational: Craft (Gunsmith) 3(9), Cryptography 1(7), Deception 2, Disguise 1 (7), Detection 2 (8), Etiquette 2, Intimidation 1, Law 1 (7), Lore (Arcane) 1(7), Lore (Divine Court) 1 (7), Lore (Fine Arts) 1 (7), Lore (History) 1 (7), Medicine 1 (7), Navigation 1 (7), Negotiation 3, Research 1 (7), Sneak 2 (7 or 4 in armor), Streetwise 2(7), Survival 1 (7).
BENEFITS & ABILITIES:
Additional Attack: Thale gains an additional attack during his Activation Phase if he chooses to attack that turn.Ambidextrous: Thale does not suffer a penalty with a second weapon when using Two-Weapon Fighting.

Connection: Seekers

Cover Identity: Thale’s cover ID of a bounty hunter permits him to make boosted Disguise rolls when disguised as a bounty hunter.

Dodger: When Thale is missed by an enemy attack, he can immediately advance 2” (12ft) after the attack is resolved, unless he was missed while advancing. Thale cannot be targeted by free strikes during this movement.

Fast Draw: Thale gains +2 to initiative rolls (already included) and gains an additional quick action during his first turn that can only be used to draw a weapon.

Fast Reload: Thale gains one extra quick action each turn that can only be used to reload a ranged weapon.

Feat – Disarm: After directly hitting an enemy with a non-spray, non-AOE ranged or melee attack, instead of making a damage roll, Thale can spend 1 feat point to disarm his opponent.

Gun Fighter: Thale does not suffer a -4 penalty on ranged attack rolls with pistols or carbines while engaged.

Instructor: While within 12 ft of Thale, friendly characters gain an additional die on occupational skill rolls also possessed by Thale. Discard the lowest die in each roll.

Preternatural Awareness: Thale gains boosted Initiative rolls and enemies never gain back strike bonuses against him.

Return Fire: Once per round, when Thale is missed by an enemy’s ranged attack, immediately after the attack is resolved he can make one normal attack against the attacking enemy.

Sniper: When Thale forfeits his movement to aim during his turn, Thale’s first ranged attack that turn gains boosted damage.

Targeteer: When Thale hits with a ranged attack, he chooses the branch of the target’s life spiral or the column of the target’s damage grid that is hit, if applicable.

Two-Weapon Fighting: While fighting with a one-handed weapon or pistol in each hand, Thale gains an additional attack for the second weapon. He suffers -2 on attack rolls with the second weapon while doing so.

University Education: Thale can reroll failed Lore and Research skill rolls. Each roll can be rerolled only once as a result of University Education.

Virtuoso – Pistols: When making non-AOE attacks with pistols, Thale gains an additional die on his attack and damage rolls and discards the lowest.

GEAR:
Custom battle armor, 2 Iosan repeating pistols, 2 holdout pistols, dagger, gun brace, 2 spring loaded wrist holsters, travelling clothes, green cloak, backpack, lantern, rope, flintstrike, canteen, chalk (5), 2 ammo wheels, 20 pistol bullets, 12 scattergun rounds, materials for 50 light rounds, material for 20 scattergun rounds, ammo bandoleer (4 scattergun shells, 2 ammo wheels), spy glass, scholar’s tools, gunsmith’s kit, sewing kit, compass, scattergun, pocket watch. 70 gc
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Cygnaran, Shyr, Llaelese Scyrah (Nyrro)

Ozunuggangardavi (Ozzie) – Skilled Gobber Cutthroat/Thief/Alchemist   XP: 48
Gobber Guttersnipe

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 5
POI 4
INT 4 ARC –
PER 4
WILLPOWER (PHY + INT)
9
DAMAGE CAPACITY
1 – PHY □□ □□
2 – PHY
3 – AGI □□ □□
4 – AGI
5 – INT □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 16
ARM PHY + ARMOR = 11
INITIATIVE SPD + PRW + PER + EQUIP = 16
COMMAND RANGE INT + COMMAND + ABIL = 4
RANGED WEAPON RNG RAT POW
Repeating Crossbow 10” 5 10
NOTES: Replacing the weapon’s magazine is a quick action. AMMO: 6
MELEE WEAPON MAT POW
Assassin’s Blade 7 8
NOTES: +2 to back strike damage rolls with this weapon.
MELEE WEAPON MAT POW
Assassin’s Blade 7 8
NOTES: +2 to back strike damage rolls with this weapon.
SKILLS:

Military: Crossbow 1 (5), Hand Weapon 2 (7), Thrown 1 (6)

Occupational: Alchemy 2 (6), Animal Handling 1, Bribery 1, Climbing 1 (6), Craft (Bowyer) 1 (5), Deception 1 (5), Escape Artist 1 (6), Forgery 1 (6/5), Interrogation 1, Intimidation 1, Gambling 1 (5), Lock Picking 2 (7), Lore (Swamp Gobber) 1 (5), Pickpocket 2 (7), Riding 1 (6), Sneak 2 (6 or 3 in armor), Streetwise 2 (6).

BENEFITS & ABILITIES:

Additional Attack: Ozzie gains an additional attack during his Activation Phase if he chooses to attack that turn.

Ambidextrous: Ozzie does not suffer a penalty with a second weapon when using Two-Weapon Fighting.

Appraise: Ozzie can judge the value of most fine goods with an inspection. Truly good fakes might require a Detection + INT roll to spot.

Backstab: Ozzie gains an additional die on his back strike damage rolls.

Brew Master: Ozzie can reroll failed Alchemy rolls. Each failed roll can be rerolled only once as a result of Brew Master.

Conniver: Ozzie can reroll failed Bribery and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.

Deft: Ozzie gains boosted AGL rolls.

Dodger: When Ozzie is missed by an enemy attack, he can immediately advance up to 2” after the attack is resolved unless he was missed while advancing. He cannot be targeted by free strikes during this movement.

Prowl: Ozzie gains stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.

Specialization (Assassin Blade): Ozzie does not suffer attack roll penalties when attacking with an Assassin Blade.

Two-Weapon Fighting: While fighting with a one-handed weapon or pistol in each hand, Ozzie gains an additional attack for the second weapon. He suffers -2 on attack rolls with the second weapon while doing so.

Virtuoso – Crossbows: When making non-AOE attacks with Crossbows, Ozzie gains an additional die on his attack and damage rolls and discards the lowest.

Virtuoso – Hand Weapons: When making non-AOE attacks with Hand Weapons, Ozzie gains an additional die on his attack and damage rolls and discards the lowest.

GEAR:
Riding pony, assassin’s blade, repeating crossbow, 24 bolts, two crossbow magazines, thief’s tools, custom battle armor.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Gobberish, Cygnaran Dhunian
GRENADES & ALCHEMICAL ITEMS
NAME QTY RNG AOE POW EFFECT RAT
Acid Bomb 0 8” 3 12 Corrosion continuous 6
Concussion Grenade 2 8” 3 Characters in the AOE are knocked down. 6
Cinder Bomb 1 (and 1 arrow). 8” 3 12 A character who ends his turn in the AOE suffers Fire continuous. 6
Explosive Grenade 2 8” 3 12 6
Knockout Bomb 1 8” 3 All characters hit by knockout bomb must make a Willpower roll against TN 19. If the character fails, he is knocked down and unconscious. 6
Smoke Grenade 2 8” 3 Creates a cloud effect. 6

 

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Casting Call – Iron Kingdoms RPG: Blackacre Campaign

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