Tuesday, September 19, 2017

Saturday, Sept 23rd

Ok, heard from Kevin.  He will not be able to run this weekend.  So, it falls onto Terry, hopefully, to run something this weekend, hopefully his new Iron Kingdoms campaign.  Hopefully, if you are able to, please make sure that you have mostly created your character from what I've talked about in previous posts.  Just something I forgot, Terry has us being in an Cygnarian Unorthodox Team (or something like that).  So, because of that, it has specific classes that you have to choose.  Only one of them, but they do have about six or so that you have to choose.

Who will be there?

Comments:
I will be there. I don't have to work, so I will try to get there early.
 
You have been chosen by the instructors of the military academies of Cygnar to complete your training at the Dragon's Nest, and have your first tour of duty there before being formed into a young unorthodox engagement team. Most such teams are recruited from experienced soldiers, however, the academies have had much success in recent years building such teams from young recruits who show unusual strategic thinking, work well in a group but are also capable solo actors and are also motivated by a strong drive to achieve personal growth and knowledge and have a strong sense of loyalty to Cygnar. Duty of any sort at the dragon's nest is considered a great honor, and although it is light duty, it is not considered a privilege.

Having been formed into a group of 8 people, you are expected to perform well on your training missions, work hard on your studies, and learn to work well with your team for the next six years. The first two will be mostly training, and the next four will be light duty around the dragon's nest, and will include a lot of additional training time.

The honor of working at the dragon's nest is felt the first day. After the tour of a beautiful city, you get the special tour that includes a semi-secret barracks, a secret vault of advanced mechanical technology, hidden training facilities and you get to meet several famous heroes who spend time meet each new recruit and try to impress upon them the value of their service and the commitment they expect from the resources they have invested in each of you. This includes at least one unusual tactics lesson from Commander Striker, a mechaniks lesson from Nemo and an inspiring speech from warmaster Olsen. The capstone of which was being paired with a labor 'jack with an upgraded cortex under your command; its daily maintenance, of course, is part of your training. The strangest part was the religious speeches, which included not only the expected Morrowan and Menite inspirational speeches, but also strange encouragement from an open Thamarite to persue power for the glory of Cygnar (and for personal knowledge and power, carefully framing the idea that the glory of Cygnar is also in your own best interests), and a strange telling of the cycle of life and the role of the devourer by a troll.

The first year was mostly spent studying and engaging if training exercises. At the end of the first year, you're told to plan for your first mission... a year early. Part of this planning was to move the cortex from your training 'jack to your new permanent warjack. Your mission, as inglorious as it is, is a sewer patrol, walking ten mile path through the multilevel sewers under Goldholm and making sure there's no trouble. There are always a couple dangerous monsters in the sewer, and its the job of the new recruits to clear them out. This is live-fire training, and recruits do occasionally die...


 
Character creation
You are all members of an unorthodox engagement team (KNG, pg 92) and must choose a career on the list required for that type of adventuring company. (add ironhead to the list, NQ #52, pg 33). Each character must be cygnaran (mostly means human), and must have at least one career that makes the 'jack marshal ability available. Each character will start with 12 xp, and must have the 'jack marshal ability by the time play begins.

Since one of the UE team requirements dictates career choice, each character will have three starting careers instead of two. Characters may keep the armor from all careers if they wish (which is inspectable by superior officers once a week to make sure its being taken care of). Each character also has an extra 250 gc of cash or equipment, and one mechanika device of choice worth 2,000 gc or less (or a special/unique device, see below). 'jacks are treated separately.

Each characters starts with a stock Charger, Hunter or Talon with his upgraded cortex. If one of his starting careers was field mechanic, warcaster or he has 2 ranks in mechanikal engineering, he can upgrade to a variant Charger or Hunter, or a stock Ironclad (with his upgraded cortex). If two conditions are met, then he can start with a variant Ironclad, or add one upgrade to the other warjack he decided to start with. If all three conditions are met, then you can also start with an additional light labor 'jack, or an artificer for a field mechanic (grade 3 cortex). You will generally only be able to take one 'jack with you on missions. The 'jack should be the one that works best with your abilities, while the players choose their 'jacks out of game, their instructors chose them in-game.


 
Special/Unique equiment: One of these options may be taken in place of the 2,000 gc mechanika device.
Heavy warcaster armor with an additional bonded hand weapon attached can replace a warcaster's armor option.
Nemo's prototype: Replaces warcaster armor. You have a suite of armor powered by storm chambers instead of coal, the wearer is immune to lightning damage, and the wearer suffers a drawback when he takes damage to his life spiral or power field.
Light armor is powered by a single storm chamber, when the user takes damage to his life spiral, he takes 1d3 electrical damage that the armor cannot protect him against. Light armor has not remaining rune points.
Medium armor is powered by two storm chambers, and the wearer takes 1d3 lightning additional damage whenever he takes damage to his life spiral, and the armor does nto protect against this damage. In addition, whenever his power field is damaged, the nearest unit within 4” also takes a POW 10 lightning hit.
Heavy armor is powered by three storm chambers and has four left over rune points instead of three. However, a wearer takes 1d3 lightning damage whenever he takes damage to his life spiral, and all units within 4” take a POW 10 lightning hit whenever his power field takes damage.
Mechanikal Magelock: You have a magelock with the Stall Rune powered by an alchemical capacitor (and four spare capacitors). Mechanical magelock's are still semi-experimental, and difficult to repair or replace. (this is only useful for gunmages)
Storm Boiler. Your 'jack's boiler is powered by six storm chambers instead of coal. This necessitated making it immune to electricity as well (your 'jack must already be immune to electricity). This means you don't need a constant coal supply, and the 'jack can't go into low power mode or shut down. Boiler damage is much harder to repair, often requiring replacement of all six storm chambers. The 'jack is also jumpy when you're not paying attention to it, since it cannot calm down (or shut down). Additionally, whenever it takes critical damage, roll a d6, on a 1 is vents both steam and electricity creating a cloud effect centered on him and delivers a POW 10 electrical hit to everything in the cloud.
Massive Magelock: Your warjack's main gun is a magelock. This is extremely expensive in addition to being experimental. You must start with the runesmith ability to choose this option, and you must have a warjack with a weapon that can fire single rounds of bullets that would be eligible for use with the runesmith ability. This weapon isn't damaged by being used for runeshots, but can only fire runeshots and is ten times as expensive to replace as the standard gun.


While all of your characters know each other and have been together as a team for more than a year, you don't necessarily know everything about each other; one of your three careers may be secret.

HOUSE RULES
In addition to starting with three careers...
During the heroic level, each time your character's earn “+1 spell, ability, connection, or military skill”, make two different selections from the list, instead of one.
When the characters are in the veteran and epic levels, when they are “+1 stat”, they may improve two different stats instead of just improving one.
 
Ah, I think I missed the part about getting extra spell/ability/connection/skill. I'll have to look for two more things to add, then.
 
is the spell limit per character or per class?

 
I should be there; Curtis, Dwight, and I worked on characters a bit already.
 
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