Saturday, September 18, 2021

Answers to 20 Quick Questions: An Iron Kingdoms: Requiem 5E Campaign

My 5E group players have shifted into a simulacrum of the Iron Kingdoms setting's Corvis region and are not that familiar with the setting.  I've been looking around for a suitable introduction or summary as recommended by many luminaries, such as this chap, and found this and that but thought writing my own might be better. 

I've based it on my previous "Answers to 20 Quick Questions for a Twilight:2000 Polish Campaign" article inspired Jeff Rient's original 2011 post. It's not meant to be definitive nor exhaustive and makes good use of existing resources wherever possible. The following abbreviations are used: IK:R5E (Iron Kingdoms: Requiem 5E Corebook), Mn5E (5E Monsternomicon). Links are provided to the Privateer Press website, the Iron Kingdoms Wiki and other resources for additional context or description.

1. What is the deal with my cleric's religion?


Well, if you're human you have two main religious choices - either Menoth and Morrow, with the latter supported by a demi-pantheon of ascended mortal saints known as "Ascendants" that have various portfolios. These two main dieties are akin to Old Testament and New Testament approaches respectively, except just to spice it up a bit instead of a "holy spirit", the formerly human Morrow has a similarly once mortal dark twin sister, Thamar, with her own squad of dark saints referred to as "Scions" that cover the nastier and blacker aspects of humanity (more on her in Q17 below). Iron Kingdoms clerics of these three faiths and their Domains and abilities are detailed specifically (IK:R5E 111-113) with similar write ups for the two main orders of paladins (IK:R5E 119-121). 

Cyriss, the Maiden of Gears, is an ancient power but relatively new as an open religion across those of various races that are mechaniks or have an aptitude with technology and particularly mechanika.

Technically, Toruk the Dragonfather, Lord of the Nightmare Kingdom of Cryx is considered a deity by his human (and humanoid) minions, although exact details of his "priesthood" are yet to be revealed.

For non-human races, there's Dhunia, the incarnation of Mother Earth revered by gobbers, trollkin and the generally "good" and civilised non-human races, or the linked but opposing darker and chaotic entity know as the Devourer Wyrm favoured not only by the Blacklads of the druidic Circle Oroboros but also in often species-specific incarnations by bog-trog (like deep ones), farrow (hog headed orc replacements), gatormen (bayou lizardmen), tharn (think beastmen), the wild bogrin (boggers, uncivilised goblinkind) and others. Both of these gods are served primarily by druids and it's possible they will be more detailed in a future suppkement.

Rhulic dwarves have an as yet poorly detailed pantheon of ancestral founders.

Iosan elves somehow lost the majority of their gods to a catastrophe except for Scyrah, who is the patron of those trying to hold things together and reform their society. The Nyss (wild winter elves), briefly rediscovered their god Nyssor entombed in ice, but many of them have fallen to the sway of Everblight, the corrupting northern ice dragon that has enslaved and blighted many of the Nyss clans. More recently following the Claiming, both remaining gods were slain by a traitor and the Rivening ensued, with all the remaining elven priests going mad and the remaining living elves prohibited from their ancestral lands.               

Finally, the mysterious alien easterners known as the Skorne (sort of the dark elf equivalent for the setting) don't believe in gods despite their literal physical presence in the world but instead follow their own esoteric and sadistic philosophy. They don't have clerics as such but have an unusual caste structure of specialists called extollers. 

2. Where can we go to buy standard equipment?


In the towns and cities, there'll be a general store and probably not only a blacksmith for standard weapons and armour but also a gunshop or two. There will also be an alchemist store, an apothecary and probably even a mechanik (a new tinker style class, IK:R5E 96-101) workshop in most sizable towns. Out in the wilderness, mechanika is less common but herbalism-derived alchemy equivalents and bone grinder items fashioned from wild creatures are more common and fulfill a similar niche. 

The IK:R5E Corebook contains a whole new Equipment chapter (IK:R5E 190-214) including sections for firearms, mechanika, steam armour and warcaster armour. There's a lot of other flavourful and thematic new equipment or variations to round out your character's load out.

3. Where can we go to get platemail custom fitted for this monster I just befriended?


If by "monster I just befriended" you mean clapped out warjack, and by "platemail" you mean rune plates and 'jack accessories well you're in luck! There's a whole Chapter dedicated to steamjacks (IK:R5E 215-228), supplemented by the section on mechanika in the above Equipment chapter suitable for the steam-powered robots and their warcaster allies.

Steamjacks are integral to the unique flavour of the Iron Kingdoms setting:
A steamjack is a mechanikal construct given the ability to reason by a magical brain known as a cortex. A steamjack does not possess higher- level cognitive powers, but it can execute simple commands and make logical decisions in order to complete its assigned tasks. Throughout the Iron Kingdoms, steamjacks perform various jobs that would be too dangerous, if not outright impossible, for humans.

Steamjacks fall under one of two classifications: laborjacks and warjacks. Laborjacks are relatively simple machines built for physical labor, whereas warjacks are sophisticated weapons of war bristling with state-of-the-art arms and armor. Despite this distinction, the differences between the two types often become blurry. In the modern-day Iron Kingdoms, clapped-out military ’jacks can be found pulling plows after decades of service, and laborjacks are often armored and retrofitted with military-grade hardware by desperate mercenary outfits. 

 

4. Who is the mightiest wizard in the land?


Although spellcasters are rare, magic itself is not uncommon, although more often than not, it manifests as mechanika (IK:R5E 229):
Magic in the Iron Kingdoms is simultaneously commonplace and spectacular. Most citizens of western Immoren are unable to cast magic themselves, marking those with the talent as rare individuals. No matter their specific area of expertise, spellcasters are in high demand by all manner of kings, nations, and gods. 

Although spellcasters are rare in western Immoren, magic—specifically, mechanika—is not. Mechanika is responsible for the greatest advancements in the Iron Kingdoms and has reshaped war and industry alike. Mechanikal devices are constructed to fulfill a wide array of purposes, whether in the service of massive military foundries churning out weapons of war or for the benefit of independent mechaniks tinkering in their workshops. 

There's no Immoren "Mary Sue" archmage equivalent of Elminster, Tenser or Raistlin although the warcasters (a new IK class with 3 subclasses, see IK:R5E 102-108) and warlocks (not the 5E class, like warcasters for warbeasts instead of warjacks likely to be detailed in a future supplement) that lead the armies of the Iron Kingdoms are considered some of the most powerful casters in the land.

Wizards usually divide on nationalistic lines and variously belong to the Order of Wizardry, the Greylords Covenant or the Maritime Order of the Trident (see below), whereas the rare sorcerors are considered witches or at best tolerated with caution. Bards, other than trollkin fell callers (IK:R5E 109, think barbaric yodellers) are uncommon as are the part caster subclasses. Standard 5E warlocks are rare in the Iron Kingdoms and treated more as witches (IK:R5E 234-235), the equivalent mechnical niche being occupied by the setting specific gun mages (IK:R5E 85-90) or warcasters.

5. Who is the greatest warrior in the land?


Well strong candidates include some of the more famous and experienced warcasters backed up by their battle groups of warjacks, but there's not such an emphasis on "greatest warrior" like there perhaps is in other more standard medieval settings. 

There are two specific orders of monks linked to the churches of Thamar and Menoth, the Way of Deception and the Way of the Fist respectively.

It's worth calling out the gunfighter class (IK:R5E 91-95) and it's subclasses of Pistoleer, Sharpshooter (the equivalent of the 3.5E d20 Rifleman) and Commando

6. Who is the richest person in the land?


Hmmm, that's a hard one but the mercantile coastal nation of Ord, ostensibly neutral to the main conflict between Cygnar and Khador is probably the best place to start as it's merchants trade across the Iron Kingdoms along it's roads, railways and rivers... even to the distant continents beyond.

7. Where can we go to get some magical healing?


There are plenty of clerics and paladins (particularly of Menoth and Morrow, not so much Thamar) as well as of the other faiths, druidic healing, and even alchemical / arcane healing. However. healing magic is a bit different in the Iorn Kingdoms (IK;R5E 229):

"...healing magic has its own drawbacks. The gods of Caen grant healing magic to their clergy as normal, but the process of being healed by a divine or arcane spell is not pleasant. Wounds do not simply vanish without a trace, nor do diseases disappear with no lingering effects. Simply put, healing magic in the Iron Kingdoms leaves scars, both physical and emotional.

Healing magic should be treated as a sort of “fast-forward surgery” that causes recipients to feel the sting of every set bone and every bit of mended tissue. Diseases and poisons must be physically extracted from the afflicted, dissipating into harmless sludge on the ground after being sweated out through the skin or violently expelled from the body.

Healing spells have no additional in-game effect beyond what each spell already does, but a character who has suffered years of injuries healed in such a manner should bear the same scars as one who took the time to recover from each injury naturally. If a grievous wound, such as a severed limb, has been healed magically, the scars should look unnatural and should be a source of regular discomfort to the healed individual.

The process of magical healing is not without a cost to the spellcaster, either. The exact nature of this toll varies from one instance to the next but often involves reliving the pain of healed injuries, having vivid dreams of torn muscles and ligaments, and experiencing other sympathetic reflections of injury and malady. These consequences do not have specific in-game effects, but many magical healers are dour individuals who bear emotional scars from their work. GMs who use rules that measure a character’s sanity might consider frequent use of healing spells as a possible trigger for descending into madness, for instance..." 

As a result, there are a lot fewer standard healing magic items, particularly in the cities where mechanika and alchemy predominate. Out in the wild, more traditional herbalist-based magic healing items are more likely but regardless of region, the above effects apply.


8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?


Poison and disease can be addressed through alchemical, clerical or medical means but note that even magical cure is not quite as straightforward as noted in Q7 above:

Diseases and poisons must be physically extracted from the afflicted, dissipating into harmless sludge on the ground after being sweated out through the skin or violently expelled from the body. 

Clerics of Thamar are particularly known for their knowledge of these afflictions and curses, whether sought out to remove them or more commonly to *bestow* them on enemies... 

Curses from bestow curse and similar spells or effects are handled as usual. 

Level (or energy) drain isn't really a thing anymore in 5E nor was it ever a big part of the Iron Kingdoms original bestiary either. even the iconic Deathjack and Pistol Wraith have been given alternative powers.

Death is usually permanent in the Iron Kingdoms (IK:R5E 229):
The mortal souls of the Iron Kingdoms are a precious commodity in the afterlife. The gods of Caen utilize the spirits of their followers to wage endless war both in life and in death. The gods safeguard the spirits of their faithful in Urcaen and rarely grant the living the divine power to return the slain back to life.

The following spells cannot be prepared normally in an Iron Kingdoms campaign: raise dead, reincarnate, resurrection, revivify, true resurrection, or any other spell that returns a slain character to life. Characters capable of preparing one of these spells must make a pact with their patron deity in order to do so, often at great cost to themselves and only if the individual being resurrected is more valuable to the deity on Caen than in Urcaen. This exceedingly rare event often goes generations without occurring—and even then, only in the direst situations. 

There's no cure for lycanthropy per se. The majority of lycanthropes are warp wolves that willingly serve the druidic Blackclads and are dedicated to the Devourer Wyrm faction (Mn5E 158).
Although the exact origins of the warpwolf are not widely known, the secrets of its creation lie with the blackclads of the Circle Orboros, who oversee the rituals whereby those who would undergo this transformation are fed a magical elixir. Individuals who ingest this elixir are forever changed. There is no known “cure” for those who become warpwolves. Instead, they find the transformation happening more naturally over time, and eventually they completely lose the will to resist changing into their bestial form. 
Polymorph and alignment change is less of an issue in 5E in general these days and there are no specific Iron Kingdoms changes to account for.

Undead in the iron kingdoms are... different. Creepier for a start. Rather than typical mindless zombies and skeletons, there are thralls produced by either dark necromantic magics from Thamar or the necrotech of the Nightmare Kingdom of Cryx. There are free-willed undead as well, the most notable being the iron liches of the Dragonfather's armies.

9. Is there a magic guild my wizard belongs to or that I can join in order to get more spells?


Actually, there's a couple, depending on your nationality and aptitude that are availabel as backgrounds (IK:R5E 127-155)

Cygnar is the nominal home of the Order of Wizardry (IK:R5E 129-130), although there are also branches in Ord and Llael. There's a decent No Quarter article on different factions or cabals within the guild. They are noted for their scholarly approach, hubris and chapter houses in major cities.

Khador's equivalent is the Greylord Covenant (IK:R5E 131) are more militant inclined and have major chapter houses in the larger Khadoran towns and secret facilities in other nations.

The Navy of Ord is the base of the sea mage's and magus-at-arms of the Maritime Order of the Trident (IK:R5E 139) characterised by their love of wandering but also their patriotism.

Llael doesn't have an eqquivalent but is the nominal home of gun mages which have at least three known "orders" - these are treated as subclasses (IK:R5E 85-90) rather than backgrounds however and are not "guilds" as such. They are the Order of the Arcane Tempest (mainly Cygnaran), the Order of the Thorn (Laelese) and the Order of the Lone Gun (independent). 

In addition, the Order of the Golden Crucible is the equivalent to the guild of alchemists and is primarily based in Llael and to an extent Ord during their exile from the recent occupation of thei home country.

10. Where can I find an alchemist, sage or other expert NPC?


First off, alchemy is a big deal in Western Immoren, so much so there's a whole new non-spellcasting alchemist character class that differs somewhat from the standard 5E artificer subclass, with three subclasses: Combat Alchemist, Synthetist, and Rogue Alchemist (IK:R5E 76-84) and a mainly Llael based guild known as the Order of the Golden Crucible.

For sages, there's the one and only Professor Viktor Pendrake, the setting's non-magical narrator and equivalent to Elminster and the like from other worlds. Well if you believe his stories that is... There even used to be an Adventuring Scholar prestige class in the original 3.5 d20 iteration and the in-house 2nd edition RPG ("Warmachine lite") version that was directly inspired by him, but this appears to have been dropped from the 5E version or is yet to make an appearance in a subsequent supplement. 

11. Where can I hire mercenaries?


Boy, have you have come to the right place! Did you not realise there's still a war on? Actually several wars effectively speaking, the whole region is in chaos in many respects.

Mercenaries are an integral part of the Iron Kingdoms and are available as a starting character background (IK:R5E 140-141). There so common there's even a whole ruleset in Warmachine for adding mercenaries to various army lists as auxiliaries and many colourful characters... in fact, rather than have standard factions, IK:R5E introduces adventuring companies and a mercenary charter is a very legitimate option for a player group, along with a pirate crew amongst other suggestions.

There's a whole section on Adventuring Companies actually (IK:R5E 156-173) which is great.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?


Probably the Protectorate of Menoth to the south, the bastion of the Iron Kingdom's Old Faith equivalent. Those guys are pretty intense to be honest and make Gideon (from the Handmaid's Tale) look like a pleasant holiday destination at times. Technically they're not meant to have warjacks or even an army thanks to the treaties, but they do anyway. 

13. Which way to the nearest tavern?


Down the street. If you want a particular dive or nefarious den of n'er do wells then the chaotic criminal port of Five Fingers is where you want to head for. Good luck and keep your wits about you!

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?


Given the whole area is in a state of constant war and shifting allegiances (see 15 below), this isn't as straightforward as it seems. Most of the opponents (at least in civilised areas) are humans or humanoids with complex motivations and morality. Having said that, there's a couple of "evil until proven otherwise, and even then probably just pretending" opponents out there and their minions:
In the wilder areas of Immoren, there are indeed monsters and beasts - there was even a Monster Hunter prestige class in 3.5E, but this has been partly retrofitted into the Vigilant (IK:R5E 123-124) ranger subclass although it may well reappear in some form for a later supplement.  

15. Are there any wars brewing I could go fight?


Yes, pretty much everywhere at the moment to be honest. This is a game based on the twin / interlinked wargames of Warmachine and Hordes after all...

This overview from the Privateer Press website should give you some idea of the situation. Other than that there are various novels and short story collections to give more specific details beyond the flavour text in the supplements.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?


Hmmm, not so much. Your best bet is probably an illegal prize fight in the Undercity of Corvis or in the port of Five Fingers, as presented in "The Pendrake Encounters: Bite Club" (spoilers for players). The oddly sophisticated yet somewhat barbaric Skorne (see above) might go in for that sort of thing a bit more admittedly but they are way off to the east usually unless serving in their forward army.

17. Are there any secret societies with sinister agendas I could join and/or fight?


So, you could secretly be a Thamarite, a follower of the Dark Twin of Morrow. Oddly, despite being considered "evil" in many ways, the Thamarites act as a vital mirror to the teachings of Morrow and remain accepted as it was their goddess that struck the deal to bring the magic into Caen that helped defeated the Orgoth invaders. They even form a signficiant part of the Order of Illumination, the tripartisan organisation that also includes Menite and Morrowan members dedciated to combating the new threat of the Infernals of the Nonokrion Order.

18. What is there to eat around here?


Most of the typical fare. Out in the wilds sure things get a bit... wilder.

Of course, you could always just chew on some fine cigars. Everyone seems to have them around here, there's even a whole No Quarter magazine article on it...

19. Any legendary lost treasures I could be looking for?


Well, there are old Orgoth artifacts littered around in ruins that weren't fully destroyed by their scorched earth retreat or by the wars. Note that most of these artifacts are if not cursed, hideously evil in proportion to their power level - wielding or even just finding one may have lasting deleterious consequences...


20. Where is the nearest dragon or other monsters with Type H treasure?


The nearest *dragon*? Are you completely insane? 

Iron Kingdoms dragons are next-level epic, demi-god like creatures. You have been warned.

The nearest you want to be to an *actual* Caen dragon is as far away as possible and for Toruk the Dragonfather, that's probably Urcaen or preferably another plane entirely (note that planar travel is very restricted in the Iron Kingdoms so it's probably a moot point). I'm not even kidding here.




Friday, September 10, 2021

Collected Riverine Resources & Modules (*Updated*)

This is a growing list which I'll add over time, and I welcome suggestions...
(this is a revision of an older original post with further initial ideas on riverine adventures)

The following RPG products provide useful material for a river-borne campaign, some have formal reviews or I have discussed / may end up discussing in separate posts as required.

Rivers and River Encounters PDF

    This excellent resource is really the only one of its type in terms of being a general treatise on riverine encounters.

Death on the Reik (WFRP adventure)

    • River Life of the Empire booklet (WFRP 1e) - the essential resource 
    • The Enemy Within: a Companion (TEWAC, fan creation) has a section for DotR
    • My "River Life Encounter Generator" based on DotR1e (Google Docs spreadsheet)
  • "Chapter II: Life & Death on the Reik" (WFRP Companion 2e)
  • The Cubicle 7 version of WFRP / 4th edition has a revision of The Enemy Within including:

Other notable riverine adventures:

  • Rivers of Blood (DUNGEON #89) - Slavic riverine adventures why not?
  • Dolm River (Labyrinth Lord) - somewhat silly if truth be told but hey, it's OSR and Bryce rates it LOL...


The following threads and articles/posts are also of interest:

Sunday, September 20, 2020

Twilight: 2000 4th edition (Fria Ligia / The Free League) - Tomas Härenstam interview @ ThreeSkullsTavern


So I've been very excited about the announcement of the 4th edition of Twilight: 2000 and have backed the Kickstarter - for those of you coming to this new (or perhaps have been under an APC these last few months), follow this link to the YouTube video of the interview with Tomas.

Further resources will be listed here:
I won't be posting anything specifically Twilight: 2000 related here for a while until I receive my copy of the 4th edition and digest it, but once I've managed that I may well go back on some of the previous topics and review the implications of the updated system. I'm not sure just exactly how a conversion guide would work, but that's something I'd be very interested in.

In the meantime, I'll be shifting this blog's focus to more general RPG concepts and things 5E related as that's my current gaming group's interest, but feel free to check out my other two dozen or so Twilight: 2000 resources.

Until then, You're on Your Own... For Now at Least. 







Sunday, September 8, 2019

For When You're On Your Own (YOYO) - More pre-generated characters!

So despite my intentions to have a break from Twilight: 2000 material, a recent post on the little-visited Twilight: 2000 subreddit prompted me to post this in response.



A while back I lamented the lack of pregenerated character for Twilight: 2000 as a potential barrier to adoption of the setting and the game by new players and presented six pregen "archetypes" to help provide inspiration and fill out a small party with some core roles if needed:

  • The Wheelman
  • The Heavy
  • The Scout
  • The Doctor
  • The Engineer
  • The Major

  • I had developed v1.0 versions of "Monk" and "Bobby Lee" based on the example characters in the rulebooks, then updated them to v2.2 ("the Wheelman" and "the Scout") and added in the other four archetypes as I had only limited information on the rest of the named characters, but I didn't have the time or inclination to develop all the characters mentioned in the example fiction.

    But it turns out a Reddit user known as "u/wbgamer" has now done exactly this according to his post.

    He's created a great resource of pre-generated characters in my view for both new and old players and referees alike. Apparently, he saw my original v1.0 characters on my old blog "My Life as a Grog" and felt inspired enough to complete the set!

    The twelve v2.2 characters are linked to a Google Docs zip file of PDFs of the "advanced" Excel character sheet developed by Marc on the Juhulin forums that include character portraits and some background notes, with an accompanying "Notes" file with suggestions for the group's backstory and vehicles (LAV-25 and HMMW M1029), weapons and other equipment they share in common at the beginning of the default Escape from Kalisz campaign scenario.


    I hereby salute you, good sir!

    For those interested in the breakdown, the characters are:

    • Alvarez (support - electronics, fluent Spanish, secondary combat medic)
    • Anderson (sergeant, 49yo, speaks Russian and has contacts)
    • Bobbi Lee (MP not ranger but scout and rifleman; see also my version
    • Carson (truck-driver for LAV-25, crack shot)
    • Gordon (former construction engineer and combat engineer support) 
    • Griffith (supply sergeant, scrounger and wheeled driver)
    • Jefferson (reservist, tank gunner and heavy weapons)
    • Jones (Welsh SAS / sniper with Polish and German, stealth and combat)
    • Major (prior enlisted combatant, now older officer; see also my version)
    • Monk (drafted pre-war mechanic support character, see also my version)
    • Toye (captain, typical infantry combat officer)
    • Wood (not actually a medic just "the closest thing")


    u/wbgamer's "Design Notes" for his iconic Escape from Kalisz Party

    Note: the zip file and PDFs are private documents initially but accessible upon requesting permission and being approved by the author. I'd be happy to mirror host the files here and will contact the creator to check what he's comfortable in sharing soon or if he has any issues with the screenshots.

    The Same, but Different?


    So that's great, but what's the difference between u/wbgamer's characters and my pregens?

    I mean you already have my pregens, what more do you need right... right?

    Well, it really depends what you're looking for, as I think the two sets of pre-generated characters are not only both useful but also complementary. Sure, we both present versions of "Monk" and "Bobbi-Lee" (which intentionally vary only slightly in end result according to u/wbgamer although Bobbi Lee is a very different build as he explains in the "Design Notes") and both groups have a "Major" but the two sets follow different design philosophies there are enough differences to comment on.


    "Monk"
    character sheet by u/wbgamer

    Group #1


    My half-dozen characters were designed to be *supplementary* to an existing small group, ie. for a game with 3-4 players with their own individual characters who need or want some more developed NPCs than the standard NEVE / 2 card mooks, villagers and adversaries of the basic game with their set Attributes, Assets and random motivations.

    As a set they allow for most of the core roles of a Twilight: 2000 group stranded in post-WW3 Poland to survive, covering the major threats: food, breakdowns, disease, injury and social interaction. Probably I should have included a scrounger but I made a decision not to partly because Scrounging is a very rare skill limited to only a few career terms (as u/wbgamer notes) and because despite the setting's emphasis, there are no workable rules for scrounging presented (a significant omission - I'd suggest the rules from the Other Dust RPG could be readily adapted).

    They are also designed to be readily modified to give some basic builds and variants for new players that don't want to spend too much time on learning character generation, as inspiration for more proficient players or to provide a quick replacement or fill-in character when a primary character meets a grisly end or the group realise that they need more than a single-digit Mechanic Asset for the grease-monkey that's been tagging along and driving their 5-ton truck as a cardboard cut-out.

    Group #2


    u/wbgamer's characters, however, are a whole pre-generated group, ready to run as a unit and designed to function as a unit with the group assets and history to match. In that sense, his approach is more traditional providing the elements of a party for the initial campaign, much like the "iconic party" of a certain draconian spear derivative campaign for a particular original fantasy role-playing game. Sure, 12 characters may sound like a lot to run, but at least you have the option of choosing from the whole gang ready to go, there's an available specialist for all the major non-combat threats (including a scrounger) and the Referee can handle a couple of the others that provide key roles if they're looking for a more cinematic approach.

    Unlike my archetypes, a backstory is provided for the individuals and for the group as a whole, adding to the limited background presented in Escape from Kalisz and fleshing out the world just that little bit more. I think this helps give this set of characters an edge for a Referee kicking off a Twilight: 2000 game for a beginning group of younger players that may have never played the game before - they can just jump straight in and not only explore the mechanics readily but also have suggested interpersonal relationships from the get go. They don't need to get bogged down in character creation which some people find overly complicated.

    The group's shared equipment seems quite reasonable without being overpowered and matches the canonical LAV-25 / HMMV combination from the original v1.0 boxed set. This is an aspect I hadn't considered previously but provides an example to use as inspiration for your own player group or similar remnant groups from the US 5th Infantry Division.

    Final Comments


    I think u/wbgamer's pre-generated characters are a great contribution to the non-canon resources of the game, helping lower a significant barrier I believe exists for new players adopting T2k - the relative complexity and time sink of character creation. I like the way the dozen have been designed to interact as a group, their shared resources and their common backstory - they could even be used as a rival group to your game's player group and a source of potential allies or replacements.












     


    Sunday, August 11, 2019

    The Derropedia 2.0

    "Derro", by Ben Wooton

    So about a year ago, I had a whole other blog (actually even before that I had another one as well) dedicated to a specific theme - the derro. Now it's been a while since I've revisited the Derropedia, but looking over the site after a break, there are some interesting concepts that I think may well be worth exploring further.

    As a start, I'll break it down into groups of related posts/articles.

    Derro Culture

    These are some more generic derro themed articles

    Savants & Religion


    Savants and the madness of derro theology are a core concept - I've explored this in a few ways below, including variant savant concepts and idolatory: 

    Saturday, August 10, 2019

    Riverine Adventures II - More Resources

    I'm taking a break from developing Twilight: 2000 material, returning to more generic RPG topics and back to a returning interest of mine - rivers and waterways. I've come across a couple of interesting products due soon, a recent PDF resource and a couple of useful articles and an alternate map approach (maps here) that I think make for good resources for riverine / waterway adventures.


    Icelandic River (from Free Images)




    Monday, May 27, 2019

    Take the Initiative - Twilight: 2000 Initiative Mechanics and Options

    Initiative is a common feature of most RPGs, and there are a lot of posts and articles detailing the various ways of determining who acts first... and nearly as much written on discussions as to why this is important. Twilight: 2000 has a different Initiative approach compared to many systems, not only in terms of how Initiative is determined as a static derived characteristic but also it's interplay with two other the number of attacks/actions a character can take per turn and also somewhat uniquely in my experience, its influence on whether a character panics/freezes.

    Who Has the Higher Initiative Here? Who is Panicking?

    "An analysis of Initiative in v2.2 would be worthwhile. It's so important; high INIT characters can regularly get the drop on novices, and most everybody really. Several factors play into it: terms served in specific careers, wounds, two actions per turn by high INIT characters, etc.
    I like the INIT mechanic, yet find it occasionally frustrating in play as well. It's a clean system, but is too predictable, and heavily-skewed toward the players IMO."
    - Wayne Gralian (@waynesbooks), MeWe Twilight 2000 group, May 2019

    Starting Initiative and Modifiers


    Let's start with the basics of the v2.2 RAW (rules as written) that usually helps.

    Base initiative is determined by a 1D6 roll. (The minimum initiative is 1)
    • Regulars keep their base roll. 
    • Reservists divide by 2 (round up).
    • Draftees, militia and volunteers (including government agents) divide by 2 (round down).
    • Modify by Military Careers
      • +1 for rangers, airborne, special forces, force recon, snipers, and "equivalents"
      • -1 for support, air force enlisted, aviation enlisted, and military intelligence personnel
    • Modify if the character has spent 2+ Terms in the following Civilian careers
      • +1 for Criminal
      • +1 for Federal Law Enforcement
      • +1 for State/Local Law Enforcement
    • A character's current Initiative is reduced by 1 when slightly wounded, by 3 (total) when seriously wounded, and by 5 (total) when critically wounded. 
    Unlike many other games, a character's AGL (Agility) or similar does *not* modify Initiative.

    On average this means that a military character / regular with will have an Initiative of 4+ (average roll of 3.5 on 1D6 and +1 for relevant career), compared to a civilian character with an average Initiative of 2, maximum 4 (if 2+ Terms in an applicable career).  

    The effective maximum Initiative for a starting character is 7 (roll of 6, Regular, +1 for Military Career *or* +1 for 2+ terms in an applicable Civilian Career) - this isn't explicitly explained in the T2k v2.2 rules, but the equivalent section in Traveller: 2300 aka Traveller: the New Era (TNE) that uses the same "GDW home game" ruleset states the bonus is from either one or the other, *not* cumulative (TNE Corebook, page 36).

    Experience accumulates *separately* for Initiative (page 139). Given a character is only likely to gain a maximum of two experience points towards Initiative per session, and only if "they perform a particularly outstanding shot or superior feat of melee combat", it's unlikely to gain an Initiative of 10 or more without extended play. 

    Effects of Very High Initiative (PCs only)


    The majority of starting characters, about two-thirds of regular army characters and all civilian characters (draftees, reservists, volunteers) will have an Initiative of 5 or less - this is referred to as "normal" initiative range and the effect is roughly linear across the mechanics. By comparison, NPCs have Initiative in this range (Novice 1, Experienced 3, Veteran 4, Elite 5). Animals have Initiative 6.

    However, a regular army player character with a Term in a combat Career can achieve an Initiative of 6+ about 33% of the time (2 in 6; a roll of 5 or 6 on the D6 roll +1 modifier for career as above) - this is referred to as "very high" Initiative and has three implications which aren't normally available to NPCs if following the RAW (page 139-141).

    Initiative isn't just about the sequence of play, however.

    1. Sequence


    As even Elite NPCs only have an Initiative of 5, a player character with "very high" initiative of 6+ will act *before* every other human opponent they will encounter, and likely the same time as an animal or even earlier.

    2. Panic


    A character with a current Initiative of 6+ never suffers Panic! as the result of the1D6 roll cannot exceed their Initiative unless they become wounded (page 197).
    Whenever a character is knocked down by wound damage (see "Wound Effects and Healing," page 211) or surprised (attacked from an unexpected direction, ambushed, or surprised by an encounter as defined in the encounter rules), there is a chance that he or she will panic. This is not blind panic which sends the character screaming away, but panic which causes him or her to momentarily freeze. 
    To determine if a PC panics, roll 1D6If the result is greater than his or her Initiative rating, he or she panics. The PC may not conduct any action for the number of turns by which the die roll exceeds his or her Initiative. However, if the character is forced to freeze for more than one combat turn, he or she may go prone on the second turn and remain there until able to move again. If the character has already conducted his or her action for the turn, the following turn counts as the first turn frozen. If the character has not yet acted in the turn in which he or she panicked, the current turn becomes the first turn frozen.
    Animals, although they have an equivalent Initiative of 6 don't use the Panic rules.

    To me, this makes less sense to be tied to Initiative and action sequence which is more about reflexes/agility, whereas not freezing up in combat I would have thought would be linked to will and experience. Sure being experienced and not freezing up helps you react faster, but not necessarily the other way around.

    3. Multiple Attacks


    A character with a current Initiative of 6+ can make *two* actions per round, the second action at the step equivalent to the character's Initiative divided by 2 (rounded down) eg. step 3 for Initiative 6 or 7, step 4 for Initiative 8 or 9, and step 5 for Initiative 10.  

    Note: A character whose current Initiative level is reduced to 0 or lower, through Wounds or equivalent debility, may not act that turn at all. A character with "very high" initiative with two attacks that suffer wounds sufficient to drop their current initiative to 5 or less can then only act once per turn, losing their relative advantage.

    Analysis


    Initiative in Twilight: 2000 works very differently to most RPG games - although it employs a "list" or "statistic" based mechanic best known from classic D&D and derived games (roll a dice, either d6 or d20 and add usually Dexterity or similar characteristic modifiers), it's somewhat unusual in the sense Initiative is a fixed characteristic or derived statistic rather than being randomly generated, awarding initiative to the side that started the fight, using variations of index cards, playing cards or even dispensing with initiative altogether.

    The main implication is that the sequence of action is therefore comparatively *static*.

    Unless a character is wounded, their Initiative and hence the order in which they act in a combat sequence is predetermined and pretty much unchanged, not just for a particular combat round or combat, but for *every* combat for every session, for the whole campaign. 

    Essentially a character with a high Initiative will almost *always* act first and in many cases will even receive a second action during the turn sequence (see above). There's no random element or the possibility of variation which can lead to combat becoming somewhat predictable if there's a chance of a "one-shot" kill due to superior weaponry and/or skill. In Twilight: 2000 this is a very real possibility so acting first every combat has a major consequence and risk of imbalance.

    Compare this to the common 1D6 (or 1D20) roll for each side (or character) per combat (or per round), plus optional modifiers found in most games of this era and you'll appreciate the effect.

    As noted above, to compound this skewed advantage effect, a player character with a "very high" Initiative of 6+ not only acts first but is also immune to panic and attacks twice in one round - this effectively sets up a major power inflexion below which most other player characters and NPCs are linear in power advancement and above which characters are in a completely different power class.

    This may well work for many groups and clearly favours the PCs in an otherwise somewhat brutal and often lethal rules system but it's worth looking at the wider implications before allowing a character with "very high" Initiative in play as they are likely to easily dominate any combat situation in an otherwise more balanced mixed group.

    Options and Variations


    So maybe it's worth considering a few different options for determining initiative - let's have a look at some of the approaches used commonly in other RPGs and see how they might work for T2k and whether they can "even" out some of the potentially unbalancing consequences of "very high" Initiative characters or otherwise improve the game.

    1. Random Initiative


    Most RPGs determine initiative randomly with a dice roll, so let's consider that:

    a. Random 1D10 once per combat: this is the original Initiative system used in most retro-clone / OSR games based on a certain "original game system" but let's use the description from LotFP (Lamentations of the Flame Princess) because it's well written:
    "All player characters roll 1d6 for initiative individually, and the Referee rolls initiative once for each type of enemy they are facing in combat. Then the Referee counts down from 6 to 1 (with each of these units being a Segment of the combat Round), with everyone acting on their particular Initiative Segment. If opposing groups roll the same Initiative number, break ties using the Dexterity modifier. For creatures without a Dexterity score, the Referee can roll 3d6 to determine their Dexterity for purposes of Initiative only. If there are still ties, then all tied combatants act simultaneously." 
    So use a 1D10 and instead of using the Dexterity modifier as a tie-breaker, for T2k in the case of a tie the character with the higher AGL (Agility) score acts first.  

    b. Random 1D10 roll once per turn: as above, but each character rolls once per turn. 

    Both of these approaches allow a random element to determining initiative but result in difficulties with modelling experience unless you make XP in an "Initiative Modifier" and track it separately- characters with an applicable "combat" career Term (see above) or 2+ Terms in Criminal, or Federal / State / Local enforcement add +1 to their initiative Initiative Modifier and then increase it through play as normal from there.

    I think it's hard to model Panic using this random approach, however - see the insert below for suggestions on how to do this if you use this alternative Initiative system. This is not necessarily a bad thing as linking Initiative to the chance to freeze or panic has it's implications as noted above.

    For either of these options, characters that roll a 6+ for Initiative can optionally act twice in the one turn for the duration of the combat or round respectively at the stage equal to the roll divided by two (rounded down) as explained above. This consequence is a lot more random than the normal rules, reducing the set multiple attack advantage of player characters although still allows experienced characters to deploy multiple attacks.

    2. Non-random Starting Initiative


    These options are in contrast to "random Starting Initiative" which is the default for T2k v2.2. Both options allow for more player choice in order to determine their character's Initiative.

    a. Use Agility: use a character's AGL (Agility) score instead of rolling, modifying by +1 or -1 depending on appropriate military careers or 2+ Criminal / Law Enforcement Terms. Characters that have 6+ AGL can act twice in the one turn. This favours a deliberate approach to character builds but can lead to significant power creep compared to NPCs (maximum Initiative 5) in terms of player characters acting first and having multiple attacks, even if you use a less favourable variant that the AGL required for 2 attacks per turn is increased to 8+.  
    This approach doesn't really work for Panic however, so see the insert below for suggestions on how to do this if you use this alternative Initiative system.
    There's no way of increasing Attributes during play in the RAW however, so this results in static initiative unless you allow XP to accumulate towards a separate "Initiative Modifier" as noted in the random options above which complicates the approach.

    b. No. of Military Terms: in the 1st edition of T2k Initiative was modelled in a complex manner using a mechanism called "Coolness Under Fire" (T2k v1.0 Player's Manual, page 8), which determined how many of the 5 rounds in any combat turn a character hesitated, so a low score was better. The result for "Coolness Under Fire" was mostly random and still based on 1D6 (subtracting from 10), but there was a link between time in combat and better "Coolness Under Fire" that was lost in the move to 2nd edition. Military terms don't quite equate to military experience base (MEB) or time in combat however.
    Linking Initiative to the number of *military* terms is an option, although this tends to favour military characters significantly over those with civilian backgrounds as using this method civilian characters will almost always start with Initiative 1 unless they're in the reserves or spent time in law enforcement. As most characters start with 3-5 Terms, so this will typically result in comparable Initiative levels to NPCs.  As usual, characters with an applicable "combat" career Term (see above) or 2+ Terms in Criminal, or Federal / State / Local enforcement add +1 to their Initiative total.
    For this approach Panic and multiple attacks (characters with Initiative 6+ can act twice per turn) are worked out the same as usual and accumulated experience can increase the Initiative score after play. 

    Of the two options, the AGL based one is perhaps the most intuitive but requires a separate method for determining Panic, whereas the second option ties turn sequence, multiple attacks and the risk of freezing strongly to actual military experience, which I think makes sense.


    Coolness Under Fire in T2k v2.2: How to Panic Better (or Just the Same)



    The first three alternate approaches above (options 1a, 1b and 2a) work for action sequence (and multiple attacks) but break the mechanic used for determining Panic. This isn't necessarily a bad thing as the concept of acting first / multiple times and not freezing from panic don't need to be linked, but I think Panic is a core part of the T2k combat experience to retain.

    The simplest approach to this is to just use the old T2k v1.0 concept of "Coolness Under Fire" and determine it using the rules normally used for Initiative eg 1D6 roll modified by regular vs draftee/militia/volunteer status and specific military and civilian terms. This probably works better for the random initiative approaches rather than the AGL based initiative option.

    Using this option, instead of gaining Experience in just "Initiative Modifier", characters also gain XP towards their "Coolness Under Fire" score, which adds another score to track, unfortunately as the options above suggest the use of XP accumulating towards an "Initiative Modifier". One option to offset this is to award experience each session that can be used for *either* "Coolness Under Fire" *or* "Initiative Modifier*.

    Variant: use Military Terms to determine "Coolness Under Fire" as per option 2b above when using one of the other Initiative methods (random or AGL based). This makes sense and not only separates turn sequence from the risk of freezing but also factors in combat experience.

    Conclusions


    Initiative in T2k v2.2 is much more than just a determinant of the action sequence.

    If STR (Strength) is the most important Attribute in game for most combat because it's linked to the most combat-related skills except for the AGL based acrobatic unarmed combat moves, then in the default game Initiative is likely a close second to have a high score in for a combat build character, but *not* by spending build points in AGL (Agility) like most other games as a good Initiative score is mostly determined by military Career choice/timing and chance.

    The random generation of Initiative potentially sets up not just an unpredictable gradient between combat oriented and non-combatant characters, but also a "two-tier" effect with combat oriented characters where some otherwise equal PCs will randomly have additional abilities based only on an arbitrary initial die roll. To me, this takes away player agency and enjoyment so I've suggested some options above that might help offset this effect.