Ironclaw: Difference between revisions
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=System= | =System= | ||
==Basics== | ==Basics== | ||
In order to perform an action the players must roll an an attribute and a skill. In order to see a hidden assailant, for example, players must roll their "Mind" attribute dice with their "Observation" skill dice. | |||
==Character Generation== | ==Character Generation== | ||
Ironclaw is run using a mix of attribute and skills that stack directly to each other to determine the dice rolled. There are gifts and flaws involved, but those are handled in a pretty generic way. | |||
All characters have a basic six attributes, including Race, Career, Mind, Body, Speed and Will. The player is given an array of dice (D12, D10, D8, D8, D6, D4) By spending build points (or through the use of experience points) you may increase the amount of attributes a character has. Each attribute is assigned a die (or, in the case of very adept characters, multiple dice) to be rolled when that attribute is used. | |||
Characters also have skills, which are much more specific than attributes. Notable skills include Hold-Out (the ability to hide things on your person), weapons skills, gambling, and observation. These also have an assigned die (or dice) that are to be rolled when performing this action. | |||
=Setting= | =Setting= |
Revision as of 20:02, 8 October 2009
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Ironclaw is a game made by furries, for furries and about furries. It takes place in a sort of feudal european fantasy setting.
System
Basics
In order to perform an action the players must roll an an attribute and a skill. In order to see a hidden assailant, for example, players must roll their "Mind" attribute dice with their "Observation" skill dice.
Character Generation
Ironclaw is run using a mix of attribute and skills that stack directly to each other to determine the dice rolled. There are gifts and flaws involved, but those are handled in a pretty generic way.
All characters have a basic six attributes, including Race, Career, Mind, Body, Speed and Will. The player is given an array of dice (D12, D10, D8, D8, D6, D4) By spending build points (or through the use of experience points) you may increase the amount of attributes a character has. Each attribute is assigned a die (or, in the case of very adept characters, multiple dice) to be rolled when that attribute is used.
Characters also have skills, which are much more specific than attributes. Notable skills include Hold-Out (the ability to hide things on your person), weapons skills, gambling, and observation. These also have an assigned die (or dice) that are to be rolled when performing this action.
Setting
Ironclaw is generally set on the island continent of Calabria, though in expansions there are other continents to visit such as Zhongguo. The continent is on the cusp of a change from the medieval period to the renaissance. Swords and armor are still prevalent, but guns and machines are becoming much more common.
The island is split among four major factions, with a fifth controlling Triskellian (a sort of hub-city that controls trade on the island) that ties them all together. The major factions are the Bisclaveret, Avoirdupois, Doloreaux, Phelan and Rinaldi/free guilds. The first three are noble houses, each headed by bloodline of specific race (Wolf, Horse, and Boar respectively.) The Phelan are a number of avatist (barbarian) wolf tribes. Lastly, the Rinaldi are a noble house of foxes that act as patrons to Triskellian. They ensure that the city and it's various trades guilds stay free.
Magic
WORST. GODDAMN. MAGIC SYSTEM. EVER. It's SO BORING. On the brightside, Bats are stereotypical vampires (Not Twipires) and that's hillarious.
Ironclaw on /tg/
Mostly used as bait by furry trolls, but it has been praised for being a decent system, and also for having a cover ripped off of Slayers. If you see a 73mb Inquisitors Handbook for Dark Heresy on /rs/, odds are you will end up with this. Don't act surprised.
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Jadeclaw, the weeaboo expansion book.