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==Rules== The IK RPG system is based around test made with 2D6 like in the wargames with small changes to the overall formula - When you test for, say, Agility, you roll a 2D6, add your Agility score to the mix and that's it. In some cases you will add more modifiers from skills, but this is what you do, both in and outside combat. [[Stats]] are compromised of your Main stats, which are the physical (Physical, Speed, Strength), skillbased (Agility, Prowess, Poise) and mental (Intelligence, Perception, Arcane) traits of your average being, Skills, who are divided into Occupational, Military and General skills, and Abilities, which is, well, abilities of the characters. The game tends to make it easy to become a dodge-tank if one wants to, as DEF is gained from three Stats that are readily available and nice to have (Speed, Agility and Perception), while armor-tanks are rare but powerful when they do show up. A well-geared Paladin of the Wall using Stone Stance can readily hit 24+ ARM values, which is fucking insane in this game. This author had a campaign where the GM had to break the rules of the game just to ''try'' to break the Armor of the resident Man-O-War/PotW... and also to let said player have it in the first place, since as printed that's an invalid combination even if yes there are a few Khadoran paladins stomping around. We're talking Ogruns in [[Power Armor|Ironhead Armor]]. ===Language=== {{topquote|I know this is a silly question before I ask it, but... can you Americans speak ANY other language than english?|Inglourious Basterds}} Being a political intrigue setting, language is actually a fairly important factor in IKRPG. Most characters are limited to two languages, their native language plus one extra, and only a handful of classes have the ability to learn new ones, while 'jack cortexes are restricted to the language of whatever nation made them. Since the powers of Cygnar, Llael, Khador, and Ord all speak different tongues, and adventures are likely to involve interacting with people from all nations (and potentially beyond), language actually becomes something of a gateway on what you can and can't get away with in dealing with others. The core careers able to learn any language are aristocrat, explorer, investigator, pirate, and spy, thanks to the ''Language: Any'' ability; each purchase of that ability adds one new language to their repetoir. With the exception of the pirate these are mostly interaction focused careers that are lean on fighting abilities. If you want to be a hyper optimized double combat career powerhouse, the tradeoff is that your character will be a thick dimwit who will be totally out of their element in half of the human kingdoms. Additionally the bounty hunter, cutthroat, and thief have the ''Language: Five Cant'' ability, the gutter slang of the port city of Five Fingers and the lingua franca of crime in the Iron Kingdoms. While less powerful than ''Language: Any'', it will generally suffice for backalley dealings in any human city in Western Immoren (the ones not controlled by the Protectorate anyway). There is one last caveat about language, and that's the Sul-Menites. Sulesse is basically Cygnarian with some Idrian loanwords and different pronunciation. The two are mutually intelligible but there are enough differences in the dialects that a native speaker of one won't fool a native speaker of the other without training the language (imagine a Canadian in Alabama, eh?). The long history of animosity between Sul and Caspia means that people on both sides are watching for spies from the other side and will pick up on any dialect mistakes.
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