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

 

Casting Call – Iron Kingdoms RPG: Blackacre Campaign

Live from the Sword Coast – Iron Kingdoms RPG Actual Play

Howdy All,

A few weeks ago, I got a chance to revisit an older campaign that I had been running prior to the release of Dungeons & Dragons 5th Edition.  That campaign was known, informally, as the “Blackacre” campaign, named after the Duchy that served as a setting for the game, and we played it using the terrific Iron Kingdoms RPG rules (which was, prior to the release of 5th Edition D&D, my go-to game).

I recorded the session at the time and have just posted it to my YouTube channel.  I will be posting the characters featured in this session in another blog entry (for those who are interested in seeing what experienced heroes look like in the IK RPG) and I have embedded the video of the session below:

I hope you enjoy and, if you have any questions or concerns regarding the campaign, the Iron Kingdoms RPG, or anything else relating to this session, please do not hesitate to contact me. Otherwise, I hope you enjoy watching us return to one of our old haunts. 🙂

Until next time, I remain:

– The Dungeon Muser

Live from the Sword Coast – Iron Kingdoms RPG Actual Play

BECAUSE STEAMJACKS DON’T RUN FOR FREE – Income and Social Status Rules for the Iron Kingdoms Roleplaying Game

Howdy All and Happy Friday!

Two weeks ago saw the release of the newest expansion for the Iron Kingdoms Roleplaying Game, Iron Kingdoms: Unleashed!  Once I got the new IK book in my hands, it sparked a wave of nostalgia for the game, which culminated in a session with my players where we revisited our old characters (before starting our 5th Edition D&D campaign, we had played the Iron Kingdoms RPG for over 2 years).

iron-kingdoms7

One issue that we found with the IK RPG rules, as written, was the wonky way that income and money worked.  The prices in the core book seemed to have been set arbitrarily, which was confirmed for me by one of the designers on the Privateer Press forums, and there was no information as to how much money characters should be earning in the course of their activities.

Unfortunately, my IK RPG campaign had the players serving as mercenaries who wanted to get paid, so I needed to come up with some rules that would work with the prices, as written, in the core IK RPG rulebook.

The following are the rules I created for use with the IK RPG.

INCOME AND STATUS IN THE IRON KINGDOMS
flipthrough
As promised, I have finally put some thought into how to deal with the issue of income for the Iron Kingdoms RPG, and this is what I’ve come up with (which, for those who are interested, is largely adopted from the way the GURPS RPG deals with it, with some elements taken from Shadowrun).

So, the way your monthly spending cash will be calculated is based on what job you have (which gives you your monthly income) and what Status you are living (which gives you your monthly cost of living).

At the end of each month, you will make a job skill roll, which will determine how that month’s income went (whether you earned more, on a successful check, or whether you fucked up royal, on a critical failure).

JOBS
The following table summarizes what the monthly income for some sample jobs, along with the relevant skills used and the penalty for a critical failure on your job roll.

Job Monthly Income Success Roll Critical Failure
Poor Jobs
Beggar 11 gold TN 10 Negotiation No income
Farm Laborer 11 gold TN 10 Physique Lose job
Street Thief 14 gold TN 12 Streetwise or Pickpocket (player’s choice) 3 months in jail
Street Vendor 14 gold TN 12 Negotiation No income
Tenant Farmer 16 gold TN 12 Intellect No income
Struggling Jobs
Clerk 40 gold TN 12 Bribery, Law or Lore: Mathematics Lose job
Cavalryman 40 gold plus room and board TN 12 Hand Weapon, Lance, Pistol, or Riding (player’s choice) Roll on Injury Table (pg. 217 of Core Book)
Infantryman 40 gold plus room and board TN 12 Pistol or Rifle Roll on Injury Table (pg. 217 of Core Book)
Inventor 20 x Skill Ranks gold TN 12 Alchemy, Craft (Gunsmithing or Metalworking), or Mechanikal Engineering No income and roll on Injury Table (pg. 217 of Core Book).
Laborer 40 gold TN 12 Strength Lose job
Performer 20 x Skill Ranks gold TN 12 Fell Calling or Oratory No income
Petty Thief 30 gold TN 13 Streetwise or Pickpocket (player’s choice) 3 months in jail
Porter 30 gold TN 12 Command (if ‘Jack Marshal) or Strength Lose job
Sailor 40 gold plus room and board TN 12 Sailing Roll on Injury Table (pg. 217 of Core Book)
Servant/Lackey 30 gold plus room and board TN 12 Etiquette Lose job
Teacher 25 gold TN 12 Lore Lose job
Thug 30 gold TN 14 Military Skill 3 months in jail
Writer 20 x Skill Ranks gold TN 12 Deception, Etiquette, Law, Research, or Streetwise No income
Average Jobs
Actor 40 x Skill Ranks gold TN 12 Fell Calling or Oratory Lose job
Army Officer 80 gold plus room and board TN 12 Command Roll on Injury Table (pg. 217 of Core Book)
Bureaucrat 60 gold TN 12 Bribery, Etiquette or Law Lose job
Factory Worker 60 gold TN 10 Agility Roll on Injury Table (pg. 217 of Core Book)
Gambler 40 x Skill Ranks gold TN 12 Gambling No income or roll on Injury Table (pg. 217 of Core Book) (player’s choice)
Man of Science 40 x Skill Ranks gold TN 13 Alchemy, Craft (Gunsmithing or Metalworking), Lore (Any Science), or Mechanikal Engineering Lose job (and be ridiculed)
Merchant 50 x Skill Ranks gold TN 12 Negotiation No income
Navy Officer 80 gold plus room and board TN 12 Command Roll on Injury Table (pg. 217 of Core Book)
Parish Clergyman 60 to 100 gold, depending on parish TN 12 Lore (Related Faith) or Oratory Lose job
Shop Owner 40 x Skill Ranks gold plus room and board TN 12 Negotiation No income
Skilled Craftsman 40 x Skill Ranks gold TN 12 Craft No income
Surgeon 90 gold TN 12 Medicine No income
Thief 60 gold TN 14 Streetwise or Pickpocket (player’s choice) 6 months in jail
Comfortable Jobs
Aristocracy 160 gold plus 50 gold from property TN 12 Etiquette No income (but still receives gold from property)
Army General/Naval Admiral 160 gold plus room and board TN 13 Command No income
Diplomat 160 gold TN 13 Etiquette Lose job
Lawyer 160 gold TN 12 Law No income
Master Craftsman 160 gold TN 13 Craft No income
Merchant Ship Captain 160 gold plus room and board TN 13 Negotiation No income
Office-holder 180 gold TN 12 Oratory Lose job
Physician 160 gold TN 13 Medicine No income
Smuggler 160 gold TN 12 Sailing or Streetwise One year in jail
Wealthy Jobs
High Church Official 400 gold TN 12 Bribery, Etiquette, or Lore (Related Faith) Income drops by 10%
Professional Investor/Manufacturer 800 gold TN 12 Negotiation No income
Titled Nobility 600 gold plus 100 gold from property TN 13 Etiquette Property income reduces by 10 gold per month.

When you make your monthly skill roll, compare the result to the contested Negotiations table on pg. 118 of the Core Book, looking at the Contract Offer column to determine how much you earn per month, if you are successful. If you fail, compare it to the Purchase Price column.

For example, if you are playing a character working as a Merchant Ship Captain, and you roll a 16 on your monthly Negotiation check, 3 more than the TN of 13, you would earn 126 gold for that month. However, if you rolled a 10 for your check the following month, 3 less than the TN, you would only earn 144 gold that month.

STATUS
The following table summarizes the various Status ranks, what they cost per month, and what you get with each.

Status Rank Lifestyle Cost of Living per Month
-2 Known criminal, prostitute, beggar, vagrant.

Live on the streets, eking out a living on a day to day basis.

10 gold
-1 Casual worker, servant.

Live in very meagre quarters provided by employer or in low income flophouse.

30 gold
0 Shopkeeper, journeyman, laborer.

Either owns a humble residence or rents an apartment for his/her family.

60 gold
1 Rural gentleman, lawyer, merchant, master craftsman, priest.

Owns his/her own property with a few servants. Enjoys some of the high life, but only on special occasions.

120 gold
2 Knight, Lawyer, Great Merchant, Senior Priest.

Owns his/her own property with some servants or has access to his/her employer’s standard of living. Enjoys more of the high life on a regular basis.

300 gold
3 Landed Lords, Ranking Church Officials.

Owns several properties with many servants. Very well acquainted with the high life (though likely unfamiliar with the way most people live).

600 gold

So, to calculate your actual income (and what you have access to for spending money each month), you take your monthly income and subtract the cost of living from your applicable Status. For example, if you’re a status 0 mercenary working as an Infantryman, you would normally subtract the 60 gold cost of living from your monthly income of 40 gold leaving a net of…negative 20 gold?   That may not seem to make sense, but there is a explanation.

For some jobs, such as Infantryman, you get your room and board (and, often, an ammunition and coal allowance), meaning that you don’t need to pay for your status while you’re working in those jobs, allowing you to save up your money while you are working. However, once you leave that job, you quickly find yourself unable to pay for the standard of living (the Status) that you have grown accustomed to, which often means you need to go back to work in no time at all.

As an example, let’s say that our friend Andrei Stoyanovich, a Status 0 soldier, accepts a mercenary contract as a Cavalryman for six months.

Assuming he spends none of his money for the duration of the contract, Andrei would earn 240 gold for the six month stretch and not have to pay for his monthly status cost of living.

However, once the contract ended, Andrei would have to start paying his standard of living cost again, at 60 gold per month for Status 0, meaning if he did not spend that saved money on anything else, he could only last for four months before being flat broke.

ADJUSTING STATUS
So, what happens if you do not pay your standard of living for one month? Good question.

For each month that you do not make your monthly payment, you need to roll one die. If you roll higher than the number of months you have missed, nothing happens (your savings, etc… are assumed to handle the costs of living from that month). However, if you roll equal to, or lower than, the number of missed months, your status drops by one permanently.

You may ask, what happens when you his -2 Status and stop making your monthly payments? Well, for each month you do not make a monthly payment of 10 gold, you roll one die. If you roll higher than the number of months you have missed, nothing happens. However, if you roll equal to, or lower than, the number of missed months, you make a roll on the Injury Table (pg. 217 of the Core Book) and the count of unpaid month restarts at zero.

Fortunately, the Iron Kingdoms have room for the upwardly mobile. If you decide that you want to buy up one rank of Status, you need only pay a one-time fee equal to 100 times the monthly cost of living (so, to move up from Status 0 to Status 1, it would cost your character 12,000 gold).

TIME TO EARN THAT MONEY, SOLDIER!
For those of you who run or play an Iron Kingdoms game, I hope these rules help fill a hole that we found in the rules as written.

Until next time, I remain;

  • THE DUNGEON MUSER
BECAUSE STEAMJACKS DON’T RUN FOR FREE – Income and Social Status Rules for the Iron Kingdoms Roleplaying Game