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PIAN AHEAD!

It is a good idea to have a rough concept for your character before starting the character creation process. If you know your character is going to be some type of gunslinger, it's a good idea to spend advancement points increasing his Poise, since that impacts his accuracy with frrearms. If your character is going to be an expert tracker, think about increasing Perception so his Detection rolls are more likely to succeed. If you want durability in combat, increase Physique, Speed, Agility, or Perception to increase your character's Defense and Armor.
There's also nothing wrong with going back and changing your mind along the way. It's all part of the fun of character creationl

STEP

4: INCREASE STAIS
Physique,
Speed, Strength, Poise, Prorvess, Arcane (if the

Yon nor'r, have 3 advancement points to spend on incre.rsing

STEP

5: FINISHING TOUCHES

l'our chalacter's primary and secondary stats:


Agilitl', Intellect,

character has the Gifted archetl'pe), or Perception. Increasing a stat b1' 1 costs 1 advancement point.

At this point, vonl character's creation is prettv much c. -: There are just a couple loose ends to tie up before vou c-:r : - vour character's adventules in the h'orr Kingdorns: Lru:i - " additional equipment and considering the teamn'ork cl'raracter's party.

Remember that stalting stat valttes are limited b1' r.our character's race aud level. Unspent stat advancement points are lost.

PURCHASE ADDITIONAT EQUIPMENT


Add up the monel' (in C1'gnaran gold crorvns) that eacl-. . : character's starting careels grants. Nou'it is time to s';-:: gold to prepare your chalacter for the challenges hc := to face n'lrile adventuring. Please refer to "Gear, \lccl-:arrd Alchemv " @. 217) for descriptions and prices oi '. . . : can purchase.
:

FILTING OUT YOUR CHARACTER'S LIFE SPIRAT


Once you have increased your ciraracter's stats, you can fill out his life spiral. First, completely fill in the circles that you wiil not use-starting on the outside of the spiral u'orking in-so that the number of available damage circles in each aspect are equal to ihe corresponding primary stat. Available damage circles shouid be split as evenlv as possible across the two branches within each aspect. When your chalacter takes damage duritrg play, put a slash mark or x in the circles that take damage.

Each character shor-rld purchase a \\'eapon that m.rtt:.. of the militarv skills he received from his chosen Cir::- --.. some armor to protect him from the inevitable attack::-. - - ' endure. Sa\.\'\, characters also make sure to pick up:::-- rveapon rvhether thev have the training for it or Irot. \c .. - . ' knon' n'hen )'our character might find himself in .r ..:-n'hele his sn'ord jr-rst rvon't reach an enerlv in time.

Will's human character


an Agility of 3.
points

started v/ith an Intellect of 3, a Physique of 5, and


During character creation he spent one of his advancement
his character's Physique to 6. To set up his character's life

Aiter purchasing rveapons and almor', use the remainin: : bnv ammunition for rveapons and then purchase gear \ c - - - ' ,. rn'ould be appropriate for your character. A gambling ..::: .might want to buv a deck of cards, or a priest might rtai: : s1'mbol of his faith, for example. It is also a good idea to i.rc,: some gold so that 1'our character has some spending mo.. the game starts (he keeps all unspent gold).

to

All

increase

characters in the lron Kirrgdoms Full Metal Farinsq Rc.,: Garnc are considered to possess a basic set of equ::- ':

. that 3 circles remain in the


intellect aspect,

spiral, he fills in circles

so

that covers their essential dar-to-dav needs. This i::: -.rL equipment includes things like traveling clothes, uter..- - "
eating, a canteen or water skin, ammo pouches, coin :---' and a pack. These ordinarv items do not need to be li::-: --,; tracked on a character sheet, and they confer no ganL::--:'"1
or bonuses.

remain

in the Physique

circles

aspect, and 3 circles remain in the Agility aspect.

COMPLETING AND USING


THE CH^A.RACTER SHEET
-: -.'ou haven't done so already, print or photocopy the character .. :et (p. 349) and write in the choices you have made about your

:i:racter:

stats, name, archetype, race, careers, skills, benefits,

Shaker that knocks down a group of enemies, setting them up for easy attacks from the rest of his party. A heavily armored knight or man-at-arms might not have the raw stopPing Power of warcasters, but can save the day by taking a hit that might fell one of his weaker comrades.

:::-ities, and so on. Write down the weapons and armor you : -:chased, determine your character's MAT and RAT with each , .:Don (p. 106), and note the SPD DER and ARM modifiers ': :he armor your character wears. With those things settled,
,

ADVENTURING COMPANIES
Adventuring companies represent groups of characters bound together for some purpose. The company provides a theme,
special benefits, and
a

loose framework for a group of characters.

can now calculate the derived stats of DEF, ARM,

Initiative,

*-=

-.::.mand Range, and Willpower.

character sheet breaks down the calculations for :=:::mining those derived stats, so simply fill in the spaces and .:: up the totals. Similarly, the skills portion of the character

-"

-==: is designed for you to predetermine your character's total ,- ro11 modifier to make gameplay run more smoothly. Fil1 in -= =:at that governs each skill, the level of the skill, and then the

Creating an adventuring company is optional and can be done only with the Game Master's consent before the start of the game. Unless the Game Master mandates the use of a particular adventuring company, all the players have to agree to form a company. They then select one comPany concePt for their characters. A group of characters gains the benefits of a single adventuring company; they cannot benefit from belonging to

multiple adventu

ri ng compa nies.

',,. \Vhen you make skill rolls, add the total to the roll of the

:. :=- \Ve recommend listing a skill's parent stat in parentheses -t : :sr th name of the stat for ease of future reference.

--= :enefits and abilities portion of the character sheet

If your gaming group decides to form an adventuring comPany, all of the player characters in the group must be members of the company and satisfy its membership requirements.
Likewise, new characters joining the company must satisfy the membership requirements of the company.

has

-:::: for you to list your character's abilities and benefits and r: = r.'ourself a short reminder note of what the ability does.
--=:: is also room for a rulebook
..'ip abilities during the game.
page reference to help you

., :=::.rce level. A11 characters start at Hero level. Then write ' ::-. the field for current feat points, and your character is '--: :J begin adventuring in the Iron Kingdoms!

' -:= 'Hero" in the space for your character's level unless your -:-= \Iaster has decided to start all characters at a higher

Not every adventuring comPany concePt is appropriate for every campaign and the Game Master is the final arbiter of which concepts, if any, are permitted his campaign. The Game Master might even choose to base an entire campaign on a
given adventuring company concept. Players should feel free to expand upon the skeleton of the company concePt they have chosen. Pirates should name their ship, criminal gangs should have a name for their crew, and so on. Such embellishments help you breathe life into your character and the organization of which he is a part.

TAMWORK
''r -:ks n ith the other members of his adventuring party. -.--"rrk is essential to survival in the Iron Kingdoms. ,,--:,::ers in the game are exceptional people who are :::-= of tackling challenges and dangers that would be - -:::-.:untable to ordinary folk. Still, they do not face these :-- :::es alone; to do so would be to invite almost certain -,, -'- -:rstead, these intrepid souls band together with others | -::rLrn cause. Every character is the star of his own story, '- '- i.::'rer the group of players makes up an ensemble who r'--- --:k together, especially in the heat of combat, if they ,i - i-i to survive and prosper against the dangers they face. ' - - ,:: successful groups of players take a few moments to ,.. -:: :reir battle plans before and during a fight. Taking a -: :.. consider how to best engage the enemy, how to use - ::.d uhich member of the group should attack which :iles a group a considerable edge, and the Game - =: .iould encourage this sort of teamwork. Even the '1 :::::q and mismatched group of characters have access -::iies betrveen themselves, but groups of characters ' - :: . i:h some focus before the campaign begins can gain - -:=rir advantage.
."::.e, a gun mage
:rai vour character is complete, it's time to consider how

If your adventuring company gives your character an ability he already has from one of his starting careers, choose a new ability from any of your character's careers.
ARCANE ORDER
The Iron Kingdoms are home to many guilds and orders that exist to promote the arcane arts and esoteric sciences. The characters belong to one such group. They might represent a small chapter house of a larger organization or be the sole members of a smaller order.

Requirements: Any character can belong to the company. The company must include at least one character lvith the Gifted archetvpe. Those n ith the Gifted archetype are full members of the organizatior-r'ivith an equal vote on decisions pertaining to the good of the order (or chapter house). The players should decide among themselves rvho the nominal leader of ihe group is. Non-spellcasting chalacters are assumed to be guards and skilled experts in the employ of the order. Benefits: The company begins the game with a small guild house that includes servants' quartel's, stable, kitchen, great hall, meeting room, member bedchambers, guest rooms, an arcane library, and an alchemical workshop.

':r -::::ant

has access to deadly rune shots, but his attack in combat could be his Rune Shot: Earth

Each character created as a member of the company gains one

While pursuing

additional occupational skill level in Lore (Arcane) and treats it


as a career

skill regardless of his careers.

Each Gifted character created as a member of the company also gains the Arcane Scholar ability (p. 157) at character creation (in addition to any other abilities granted by his career selections). Each non-Gifted character created as a member of the company begins with the Shield Guard ability (p. 167).

a bounty, characters created as a memb<: company gain +2 on non-combat ski1l rolls directly pur:--: : capturing the target of their bounty and gain +2 on ati::r against their bounty.

"ruf
,rl

MERCENARY CHARTER
The characters represent a recognized mercenary colrrp:r - -i,, possess a charter recognized by most nations and autho:,- ." the Iron Kingdoms. The characters might be in the emc-larger organization like the Steelheads Mercenary Com;.: they could be the only members of their charter. Ther l: . :rl easier time negotiating work as sell-swords than those ','. -: - -r
-r

INTREPID INVESTIGATORS
The pursuit of knowledge might be its own reward but like any pursui! it is not earned without cost. The characters are a group of individuals seeking a greater nnderstanding of the mysteries

,:1r.

a charter and are members of a well respected brutish profession.

if

son:.:

:-u*.

of western Immoren. They could be explorers, ghost hunters, tomb-robbing adventurers, or perhaps an expedition from Corvis University tasked with cataloguing the more unusual
flora and fauna of the Thornwood Forest. In the Iron Kingdoms, many academics that spend time in the field learn their way around a pistol or sword, but few are unwilling to hire guards and assistants to accompany them on their sometimes-perilous research missions. Requirements: Each member of the company must have at least one of the following careers: Alchemist Arcane Mechanik, Arcanist, Aristocrat, Explorer, Investigator, Military Officer, Priest, or Spy.

Requirements: Any character can belong to the co::::The players in the group should designate one merr.l..the company to be the captain. The captain then desig::: ..
lieutenant and a treasurer. Other members are sergeantsBenefits: The captain gains the Natural Leader or not he meets the prerequisites.

,,

abilitl

r.,-1."-,.*

company begins with one additional occupational ski-- .. ,, in one of the following skills: Animal Handling, Com:::r:; Driving, Gambling, Interrogation, Medicine, Negotiaii--. Riding.
OUTLAWS

Additionally, each character created as a member --:

:'rr'

Benefits: The company is able to seek funding for its activities through support from a major university, financial
backers, or private donations. Each month the company gains 100 gc for upkeep and equipment that can be spent any way the players see fit.
Each character created as a member of the company can benefit from the starting Intellectual archetype bonus (+1 on attack

Crime does pal', but sometimes in blood. This les=:learned by criminals across the Iron Kingdoms, frr-: streets of Five Fingers to the vicious bratyas of the l---i underworld to the felal gangs of the Crvxian pc:Blackwater. The characters are members of a close-kni: ::.: of criminals, ruffians, and thugs motivated by the prorr-:-= coin or blood for blood's sake.

i
'

and damage rolls while in an Intellectual character's command range) from up to two Intellectual chalacters simultaneously instead of just one.

tAW DOGS
The characters are plofessional bounty hunters who make

their livings tracking the most dangerous criminals and army deserters. A good bounty hunter must be ready to go
anywhere the trail leads him, and so the law dogs regularly traverse the Iron Kingdoms with little concern for national borders or boundaries. In the end, all that matters is getting

Requirements: Each member of the company musi :: " at least one of the following careers: Alchemist, Cutti-.:, r:: Duelist, Highwayman, Pistoleer, Rifleman, Sorcerer, S:Thief. The players in the group should designate one me:::Fr* of the company to be the boss. The boss then designai.. :underboss, Benefits: The company begins the game with a hideout \r'a::-:.; over by a network of gang affiliates who keep an elre o;: I r dangerous rivals and the 1aw. When a threat is spottec. -* gang is quickly alerted. The hideout itself consists of a me;: -: area, an administrative office, sleeping chambers, hidden c=-.and a number of secret exits or hidden passages.
Each character created as a member of the company gain. --'.

their man.
Requirements: Each member of the company must have at least

one of the following careers: Bounty Hunter, Highr,vayman,


Investigator, Military Officer, Ranger, or Soldier.

Benefits: The characters in the company should be regularly presented with bounty opportunities. They are regarded as solid professionals by the various kingdoms and law enforcement agencies throughout western Immoren.

Gang and Language (Five Cant) abilities abilities granted by his careers.

in addition to "-.

PIRATES OF THE BROKEN COAST

lie

characters are pirates or privateers, the ranking officers of a =::rall frigate. The characters might choose to be criminals of the .=:, pillaging and looting the coasts of the Iron Kingdom either

EXPERIENCE AND ADVANCEMENT


As your character performs notable deeds and overcomes dramatic obstacles, he earns Experience Points (XP). The total number of XP a character has earned is a measure of how accomplished he is and how practiced his skills have become. As a character's XP total increases, he gains the opportunity to increase his stats, learn new skills or increase existing oneg add additional archetype benefits, learn new abilities or spells, or even add new careers.

::r their own purposes or even in the employ of the Cryxian f::ate Fleet. Or they might be recognized privateers bearing . :eiter of marque issued by the naval authorities of Cygnar,
(:.ador, or Ord. il.equirements: Each member of the company must have at .:si one of the following careers: Cutthroat, Explorer, Military

-::icer, Pirate, or Thief. The players in the group should :::ignate one member of the company to be the captain. The
:=::ain then designates
a

first mate.

3enefits: The company begins the game with a small pirate --:: crerved by unwashed sea dogs. Known throughout the -::et coves and smugglers dens throughout the Broken Coast, --= ire\v can choose between dozens of safe ports to lie low or ::=h repairs.

:.=:s

captain gains the Natural Leader ability whether or not he the prerequisites.

You track the total number of XP your character has earned on the character sheet. The advancement of XP is broken into tiers that represent a character's Experience Level. A1l characters begin at the Hero level. After accruing enough XP a character's level becomes Veteran, and after accruing even more his level becomes Epic. Your character's level determines the maximum allowable values for his stats as well as the maximum skill level for his skills. A Hero character can have skills up to leve1 2, a Veteran character can have ski1ls up to level 3, and an Epic character can have skills up to level 4.

:::-:'. character created as a member of the company gains the : -:re Deck! ability. SPY RING

EARNING EXPERIENCE POINTS


Characters earn XP at the end of each game session (or at another interval if the Game Master sees fit). The Game Master determines how much XP each character earns when XP is awarded. Obviously, the more XP awarded, the faster characters will develop. The following guidelines should be used when

--=:haracters in the company are intelligencers employed by

or private concern. They could be --=:::bers of the Cygnaran Reconnaissance Service, agents of a r ---: house, or simply freelancers in the employ of the highest :' ::=:. In any case, they are practiced professionals in the art of

, -: jom, major organization,

awarding

XP.

Play Award: At the end of each game session, each character

"-:

-:rage and surveillance.


o

who participated in the session gains 1 XP. Thanks for


playing!

*e---uirements: Each member of the company must have at least -- --: the following careers: Aristocrat, Investigator, Ranger, :: --: Thief. lln:-efits: Although the characters are disavowed if captured, r-:: -an count on material assistance from their employers. , ,::::.iing on the mission undertaken, the characters in the

--

-l::1]'

-, ::n expect to call upon the intelligence resources of their - . cr5 before a given mission. :-::::lna11]', each character created as a member of the -:.::r- begins with either the Language ability or one .,:r:,-ril occupational skill level in one of the following ,' . 3riberl', Climbing. Cryptography, Deception, Detection, . ':-:.:. Escape Artist, Etiquette, Forensic Science, Forgery, - - - -:ng, Interrogation, Intimidation, Jumping, Lock ' -::. \egotiation, Pickpocket, Research, Riding, Rope Use,
'-- : -::-:n, Sneak, or Streetwise.

can receive specialized equipment, access to safe -:.::. iorged documents, uniforms, and so forth. Additionally,

Teamwork Award: Players who work together tactically through a play session each gain 1 XP. This is, as usual, up to the Game Master's discretion, but making and executing a plan that utilizes the strengths of multiple characters and which requires thought and coordination should be rewarded with extra XP. Kicking in the door of a dockside warehouse and shooting all the gangsters inside is fine. It works. But sneaking under the warehouse to sabotage the strr.rctural base and fit it with cargo netting, impersonating a local official to get all the gangsters in the same place, then detonating charges with a scoped sniper rifle to destroy the floor and dump all the gangsters into the netting where the characters then negotiate the terms of the gangsters' surrender is a brilliant plan worthy of bonus XP. Milestone Bonus: When the characters in a party achieve a milestone in play, such as defeating a significant enemy, overcoming a great obstacle, or pushing the story forward in
a major way, they are awarded with 1 XP The Game Master determines when the characters achieve a milestone.

r Conclusion: At the end of a major storyline, the

Game

Master should award each participating character 1 - 3 XP depending on the scope of the story, the power level of the characters involved, and how fast he wishes the characters
to advance.

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