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[[Category:Roleplaying]]
[[Category:Roleplaying]]
[[Category:Furry]]

Revision as of 02:09, 25 June 2010

Slayers: The Motion Picture Ironclaw

Ironclaw is a game made by furries, for furries and about furries. It takes place in a sort of feudal european fantasy setting. Basically Furcadia: The Roleplaying Game.

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 are pooled together 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 atavist (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

The magic system of Ironclaw is notably lacking. While this is boring for most knigh/tg/uys and ca/tg/irls, the fluff describes why this is so. Magic used to be even more broken than a mystic theurge in D&D 3.5, with three or four immortal kings called "Autarchs" roaming around and basically using the world as their playpen. Once the Autarchs fell the arts of magic were feared and hated for centuries. Magic knowledge was lost en-masse. In recent years magic was picked back up, but it is still mistrusted and in it's infancy. This doesn't make magic in Ironclaw any more potent, but at least it's not dominating the game like every other system out there. There's also Atavism, which consists of being even more animalish and nearly requires you to be dumb to use it. It allows massive amounts of RIPNTEAR in exchange, however.

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.