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What can you tell me about Ironclaw? The new Kickstarter caught
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What can you tell me about Ironclaw? The new Kickstarter caught my eye.
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>>46619283
Only one thing really matters:

Furries
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>>46619283
Furry RPG. The art is complete garbage, barring a few good bits. The setting's a bit bland, but with enough interesting bits.

The rules are some of the best from any RPG I've read. To give a brief summary, it's like a good/better Savage Worlds.

PDF for second edition, so you can make decisions yourself:
http://www.mediafire.com/download/a5r401hmbrlq6qo/ironclaw+second+edition+omnibus+[optimized].pdf
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>>46619498

Do you have a pdf for the Book of Jade?

It looks like the art in the Bestiary and 2e supplements is a lot better.
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>>46619582
Too large for 4chan, and no links on hand. I'd suggest looking on the archive.

And yes, the art in the OP looks much nicer than 2e core's cover.
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It's interesting in that instead of stats you have dice. Combat is pretty damn lethal too.
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Kickstarter for a totally-not-Muslim North Africa and Middle East expansion: https://www.kickstarter.com/projects/sanguine/ironclaw-the-book-of-horn-and-ivory
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It has the most elegantly simple class system I've ever seen.
To put it in D&D terms, a class is just a package of three feats and flat bonuses to some skills. Multiclassing is taking all the feats in a class after creation, then a fourth to get the skill bonuses, and they don't stack with bonuses from your first class.
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>>46619283
I ran a whole campaign of it. In essence:
You don't want to get into fights unless you're good at fighting. Even then, you can die super hard if you get lucky (roll 1s and 2s on your defenses? Enjoy that guy with a total of two offensive dice dealing 4 damage to you, which is enough to kill you if you don't soak some of it.). Even then, there's a safety net 'feat' for PCs that lets them no-sell one attack per chapter, so it's not TOO lethal.

The dice system outside of combat is fantastic too, it's like >>46619498 said. Savage Worlds except actually fun to use.
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I'll be one of those weird people who actually like the fairly cartoony look of the cover and inner art of the 2e book
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>>46619498
The 2e book is such a mixed bag, you have to wonder what the art direction was like. Some of it, especially the species portraits, is really detailed and gorgeous, and then some of it is just super minimalist and cartoony. I feel like the book would have really benefited from a more unified look, especially if it all looked like the portraits.
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>>46619283
If it wasn't furries, it would be beloved.
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>>46621794
This.

>>46619283
Solid system that is marred/vilified for being furries. Everything i've heard about it suggests it's a decent game if you strip out/can ignore or tolerate the furryness and channel your inner 90's Disney
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>>46621985
Why has no one used the engine for a different kind of game, then?
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>>46622088
Licensing issues, probably.
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>>46619283
It's hard to say much about it for a Kickstarter, because I have no clue what they might've changed.

It's basically Furry RPG. All the character races are different anthropomorphic animal races. They have abilities and skill bonuses relative to their species; rhinos are tough, foxes and steaky, etc. One nice point is that each species has its own history and backstory, from the horses having an european-ish military history to the boars having more a native american history (complete with being attacked and conquered) and so on.

The Ironclaw system itself, or the one I'm familiar with, uses dice of various sizes in a sorta-dice pool. Each character has a die for their base stat, they can get a bonus die for their species, a bonus die for their job, and get one for just training a skill. Dice range from d4, d6, d8, d10, d12, then d12+d4 (meaning rolling two dice) on up to 5d12 or something for a max. Dice pools are rolled and dice compared in a 1-to-1 fashion, with each die that is higher counting as a success. Whichever character had the most successes is the victor.

The system is a bit broken in that you can stack your dice early on to get absurdly good in a particular skill. It doesn't work with combat, but it is not difficult to have something like Sneak with both a race, a job, and an independently trained skill. 4 dice in a dice pool, even at only d4 or d6, will auto-win most early challenges since unopposed dice count as successes. (4d6 vs 2d12 means two auto-success for the first, and thus a tie at worst for them.) No clue if the new version specifically mentions that problem, if it fixes the problem, or if it uses a completely different system.
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>>46623591
I don't know if I'd consider a PC heavily investing in a single skill being unbeatable at it a bad thing. You just have to make sure to enforce logic in your games. IE no your 1 gorillion stealth does not mean you can walk up to the king and steal his crown, people are going to fucking notice immediately
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>>46622280
>Licensing issues, probably.
That has never stopped the internet.
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>>46623796
The fact that it's niche and furry is probably the reason you haven't seen fan hacks
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>>46623785
Yeah, it's a pretty narrow specialization. Not all races have skills that jobs do and not all jobs have skills that races do (I don't recall a job with climbing) and so it will only be in select skills. And like I said, no weapons or spellcasting skills either. At best you're looking at specialization in Tactics, in that regard.

I've not played IronClaw/JadeClaw myself, I've just read the books. But the idea of getting four dice at the beginning, when most characters only have two or three (and frequently just one) seemed a bit odd. A good GM could certainly make situations like that interesting, but I'd wonder if it would cause problems.

Oh, and there was one other thing.

Penalties were absolutely pants-on-head retarded in IronClaw. Bonuses made sense: increase the die size for each die you were rolling. Penalties, however, forced you to re-roll all your dice and take the lowest from each roll. Penalized twice on a roll? You have to roll each die three times and take the lowest. Penalized three times? Roll four times each die. That just looked overly complex to me, especially when something like -2 to each die or something would be much less annoying.
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>>46622088
>Myriad Song and Noggles Stones don't exist.
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>>46622088
Because it's a furry game and nobody even remembers it exists most of the time.

Even furries just play something else.
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>>46624208
Does Myriad Song run on the same system?
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>>46619498
I agree with you that the more cartoony art is bad but I quite like most of the art in the races section.
They each have a lot of character to them that gives a brief summary of what a typical member of that species would be like.
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>>46619283
Furry RPG. All praise I heard comes from furries and they never elaborate on what so good about the system besides its yiffeness.
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>>46623796
>>46623838
It might also be that one of the key stats is "Species".
Sure you could just home brew Elf of Human for those but it includes natural weapons, what senses are heightened, whether you function better in the night or the day, etc...
So people may look at it and see it as too much work or it may take more away from the system than it actually gives.
But if you take away the species stat then you miss out on the rad shaman muscle wizard powers you can take.
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>>46627429
What if monstergirl-ironclaw
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My furry DM showed a few of us Ironclaw, and now we are doing a campaign every first weekend of the month. Really solid system, combat alone is leagues better than D&D and the movement system actually makes you think where you need to go.

t. furry

>>46627538
Go full furry or full human. Monstergirl fans are an irreverent, boring middle ground.
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>>46627406

>The dice mechanics are simple and fun/tense at times.
>It has a class system in name only, you select a career that gives you your three starting gifts (think dnd feats/class abilities) then you can choose whatever gifts you want from then on (outside of gifts given as quest rewards). This lets you write up pretty much any character you want.
>In depth and thought out world that draws on the ideas that not all written history in the world is strictly true.
>Many different faiths and interpretations of those faiths. None of witch are provable/disprovable.
>Myriad of weapons that all feel different and decently researched (I have disagreements on what can and can't parry).
>The combat is in depth and difficult if you are fighting anyone remotely competent.
>It's not just a fantasy world with furry paint on. There had been thought put into how the world would work. Example: larger towns and cities don't stop for night. Day cycle creatures sleep, nocturnal citizens get up and go to work.

There are many thing I like about this system but I lack the writing ability to list them well.
I would recommend downloading/buying the book and just reading it through yourself for a more in depth look.
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>>46627550
>Go full furry or full human
no.
> Monstergirl fans are an irreverent, boring middle ground
Just because they're middle ground doesn't make them boring, you maximum overfaggot.
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It's an okay RPG and setting that so happens to emphasize anthropomorphic characters. It's more Robin Hood Disney than furry power fantasies with a strange but curious dice system. It seems to play acceptably well.

Everyone telling you it's the Furry RPG is utterly missing the point. A Furry RPG suggests 1) it's furry fandom bullshit (Ironclaw isn't) and 2) it's got yiffing of any sort (Ironclaw doesn't).

If you wanted an actual Furry RPG, check Chris Field's Fursona -The Definitive Guide to Creating Anthropomorphic Characters for Pathfinder. Ironclaw has no association with the the truly insipid furry fandom bullshit.
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>>46627571
There's nothing even remotely interesting about monster girls except porn. Full on furries can at least present world-building possibilities like size differences involved in architecture and civil planning.
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>>46627406

>Good combat system.
>Good non combat system.
>Character building is great and diverse.
>Well thought out world that is not just "Fantasy Land with furry paint job"

There are a myriad of reasons, but I lack the writing ability to convey them without making it a wall of text.
I would recommend reading it yourself for a better look.
Or a while ago LordKat did the starting adventure if you want to see if there is anything you like. The person running it is one of the writers I believe.
https://www.youtube.com/watch?v=97UVgYjEfEs
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>>46627619
There's not a big spotlight on the size difference outside of characters who take the "Giant" gift.
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>>46627571
>monstergirls
>not boring
They exist solely as fap-bait for people to afraid to go furry.

They bring nothing interesting to a setting as they are just an animu equivalent of IRL furries ie. wearing animal ears and a tail and calling yourself a wolf.

If you are running a weab style game go for it but outside of the anime shtick monster girls/boys are bad.
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>>46627619
>Full on furries can at least present world-building possibilities like size differences involved in architecture and civil planning.
>implying 90% of furries aren't just animal heads on human bodies

Dude, if we take monstergirls there's different body shapes,body additions or even stuff they're made from. Everything you said about in your post could be applied to them much easier. I'm not even against furries that much, i'm just pointing out that they're not the only thing that can do all the stuff above.

Although i agree that using bugfuck retarded MGE setting is a bad idea. But with monstergirls (or, rather, monsterpeople) you can make a setting that isn't as stupidly fetishistic, just like you can do it with Ironclaw.
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>>46627551
>>46627630
Dice mechanics looks convoluted and derpy if anons above me are right.
There are systems with much better combat system and representation of weapons.
As for world, faiths and characters, they may be very well fleshed out but few people want to play as furries in the world of furries. Its strongest point, worldbuilding, is the huge stop sign for me and most people.
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>>46627538
>>46627550
>>46627571
>>46627619
>>46627681
>>46627684
>monstergirlfag and furryfag thinking they're somehow different
>not going full Redwall instead of fetish bullshit
pinnacle of heh, lads.
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>>46627684

>Dude, if we take monstergirls there's different body shapes,body additions or even stuff they're made from.

There are rules in Ironclaw for playing a snake and spider and stuff.
I'm not trying to agree or disagree with anything you said, just thought I'd mention that the creators have thought about some of that stuff.
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>>46627709
People keep arguing "well the game isn't for me" as if that matters? Heh

>>46627712
If I want to play as ugly animal characters I'll play D&D with their endless "-folk" races.
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Aren't monstergirls essentially d4 in the Species dice? I mean, if it helps, it helps. I'd rather just have a bunch of normal races if we're going to take the furry out of Ironclaw. It's too low fantasy for animu shit like Monster Girl Quest.
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>>46627709
>few people want to play as furries in the world of furries.
Not everyone is from 4chan, and fewer know what a furry is.
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>>46627709

>Dice mechanics looks convoluted and derpy if anons above me are right.
I find if simple and easy to follow myself but we're allowed to prefer different things.

>There are systems with much better combat system and representation of weapons.
I'm sure there are but this is the one that me and all my players want to play.

>As for world, faiths and characters, they may be very well fleshed out but few people want to play as furries in the world of furries. Its strongest point, worldbuilding, is the huge stop sign for me and most people.
Most of the time I've tricked people into playing it by saying it's Disney's Robin Hood mixed with Game of Thrones.
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>>46627803
No need to be defensive about "your" game made by "your" folks. OP asked a question, I saw opportunity to satisfy my own curiosity. Every time I saw this system mentioned it looks like advertisement by certain group of people but they usually don't provide enough information.
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>>46627800
Yes, this is exactly what i was talking about too.

Although i'm not sure if there are abilities like manticore's tail spike thrower or golems being made out of rock. Looks like they're easily crunchable, anyway.

>It's too low fantasy for animu shit like Monster Girl Quest.
Low fantasy monstergirls actually sounds like a good idea.
And MGE/MGQ settings should never be reference for anything, ever. Seriously, even i can come up with better setting.
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>>46627851
>Every time I saw this system mentioned it looks like advertisement by certain group of people but they usually don't provide enough information.
Sounds like it isn't and advertisement then, but an attempt at discussion :^)
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>>46627712
I enjoy Redwall but it's scaling is weird.
The rat is riding a horse drawn cart here, but Cats Owls and Snakes are giants to them. And then Badgers are on the smaller side.
Shit's fucked in that world.
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>>46627870
Natural weapon Quill, home brew something for being able to throw them.
Natural armour gift for the golems.
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>>46627803
>>46627887
What about Zootopia?
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>>46627894
Easy enough then.
Golems will probably need to account for additional weight too.

And then there's shit like lava slimes.
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>>46627903
Probably can't one to one representation since Zootopia focuses a lot on size difference.
But this is coming out at some point, so it might fit your bill.
http://www.sanguinegames.com/2015/10/09/urban-jungle-anthropomorphic-noire-role-play-now-taking-pledges/
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>>46627684
Yeah bad furry/beastfolk design looks like an animal head on a human but decent designs are more animalistic just more bipedal.

The problem with monster girls is the beast aspects literally look stapled on.

What do you get from anime girls with cat ears, mitten-looking paw things, and a tail that you don't obtain from a beastfolk-style creature?

All I am saying is that if you are not running an anime-style game you get much more milage for design and characterization from the "furries".
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>>46627712
It's a sliding scale of furry. Anyone who says otherwise is an idiot.

That said I would play the fuck out of a Redwall campaign provided I had a GM that would food-porn it up.
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>>46627995
>All I am saying is that if you are not running an anime-style game you get much more milage for design and characterization from the "furries".
If i wouldn't run anime-style game i'd probably use donutsteel races.

There are many monstergirls that aren't just "cosplay human". Additional appendages, inherent magical abilities, body alterations and different physical characteristics(even on more "humanoid" designs) run wild there.
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>>46627991
My bad, i meant using Zootopia model in Ironclaw setting, not the other way around. Size difference actually mattering a lot is a vey good thing.
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>>46627995
One thing the Ironclaw artist's need to agree on is this.
I'm down for either just pick one.

>Or maybe higher species dice means more animalistic proportions.
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>>46628038
Give me an example of non-anime monster girls.

Centaurs and satyr don't count as they traditionally have no female analogue.
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>>46628121
Gorgons. Harpies. Sirens.
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>>46628121
>Centaurs and satyr don't count as they traditionally have no female analogue.
Excuse me? They had female versions since antiquity.
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>>46628121
Harpies.
Mermaids.
60-70% of greek mythology in general.
Hundred or so species of "the beautiful woman is ACTUALLY AN (insert unspeakable horror here)" from across the different cultures
Vampires.
Ghosts WOO WOO WOO
Huldra.
etc.etc.etc.

If we go with monsterpeople of both sexes (and i would go with that, i dislike monogender races), centaurs and satyrs both fit.
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>>46628121
>>46628139
>>46628204
I don't think you can refer to actual monsters as "monster girls".

Those are just monsters.
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>>46628139
>>46628164
>>46628204
>tfw you can actually run hellenistic monstergirl game not revealing your power level
Bless your deviant hearts, greeks.
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>>46628308
>they're monsters
>they're girls
>there are tales of them charming and abducting people
>but they're not monstergirls, no-no-no.
Anon, please.

And if we look closer to the source of whole monstergirl thing, in asian mythologies monsterfucking was so rampant, you couldn't spit without hitting son of a mountain spirit or result of some supernatural being's one night stand.
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>>46628352
I understand that they are monsters AND girlish.

But when people reference "monster girls" as a thing 99.99999% they are talking about pic related. I have never heard mythological creatures called such except when given an anime makeover.

Just saying...
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>>46627887
In the book, the horse was bretty big guy for them, relatively speaking.

As well, all the buildings, ships, bridges, farms, and crops and stuff were all human-scaled. That's why, when I was young, I thought the series was set in the future, when humans mysteriously died off and left the mice and stuff to come out and play.
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>>46628379
Eh, you're right then. It's a failure to communicate on my part. I -did- mean "fantasy monsters in humanoid form", but i used "monstergirls" only because all the alternatives (monsterfolk, monsterpeople) sound unnatural and stilted and let's be honest here, they wouldn't have gathered even a single reply.

I would probably do it the anime way - there's nothing wrong with that - but more grounded.

...Actually, i think we really need to differentiate "monstergirls" and "humanized monsters" - as this thread shows, the first has a certain baggage that's difficult to get rid of, oversexualization and NO MALES ALLOWED being two biggest offenders.
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Does Ironclaw have rules for modern weapons and vehicles or is it strictly medieval? I was thinking Tailspin would be a neat setting for a campaign, and could cut down on the seedier aspects of furrydom.
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>>46629167
>could cut down on the seedier aspects of furrydom

I don't think it's the medieval setting that makes things seedy, Anon.

laughing_furries.jpg
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>>46621794
there is a official/unofficial, idk which, furless races list. I think it is on 1d4.
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>>46627429
https://1d4chan.org/wiki/Ironclaw/Furless
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>>46629185
I wasn't suggesting the time period was the problem. Just that it might feel better using a Disney setting.
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Does anybody know if it's possible to play a reptile in Ironclaw?
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>>46629705
I know Jadeclaw let's you play a Dragon.

However, you're usually a recently demoted Celestial Bureaucrat than the typical rip and tear type. You gotta do your job and get in gud with the bosses again to get back.
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>>46620444
The 2nd edition had some really good takes on the anthro characters, but its like someone on production said "NOT FURRY ENOUGH" and went back to the more cartoony style for the later editions.
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>>46627851
Dude, they gave you info and you dismissed them all the same. You're here to stir shit, not to satisfy your curiosity. And I don't even LIKE Ironclaw.
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>>46629167

Not yet but they are making a Noir Setting. So you may have them soon.
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>>46629269
I'm aware, but that is for the 1st edition. The thread is about the 2nd edition.
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>>46629705
There are also snakes.
But reptiles and other scaled creature seen to have taken the place of regular animals in the setting.
Foxes ride around on raptor cavalry and carts are pulled by dopey triceratops's.
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>>46619283
My only major gripe with the most recent version of the rules is that the fundamentals of spellcasting are strange and mostly understood through inference. For example, an Elementalist immediately gets access to eight spells to either Create (Attack) or Move (Control) Fire, Water, Earth, and Air. For some reason, the dice pools to cast those spells are as follows:
> Air: Speed + Weather Sense
> Earth: Body + Digging
> Water: Mind + Swimming
> Fire: Will + Presence

The implication here is that a caster's strength with Air magic is directly related to their ability to predict tomorrow's weather and their physical agility. No amount of willpower or 'magical aptitude' beyond the basic training is required, in fact it's all based on your reflexes and meteorology training.

Why should Fire magic be leveraged by willpower and charisma, whereas earth magic cares about how tough you are and whether or not you were born with claws? I understand WHY the game works like this, it's to prevent spellcasters from having one super powerful Spellcasting skill, and to force casters to take multiple marginally useful skills as a 'tax' to empower their casting.

Other than that, I like the system. Combat is quick and deadly, which does have the unfortunate downside of skewing the odds in favour of the aggressor, making it harder for 'tank' characters to excel.
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>>46619283
It's a furry RPG. I think there are rules for playing human, elves, dwarves, and the like, but I can't remember where to find them. A lot of people have told me the system itself is decent, but I've never actually played it myself.
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>>46630861
As in snake people?
>>
>tfw playing a furry Pathfinder game
>get to have all sorts of fun with characters who can fly and some who can breathe under water

>That sweet sweet DM bribing with sex
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>>46631373
Just big Sneks. They have no arms or legs but can use their tails to grab stuff. They can wrestle without hands free and stand up faster.
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>>46631723
That's cool just wish they had arms at least
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It's like 7th Sea if the Castilleans were foxes.
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>>46631723
Would you happen to know where to find the rules for the snakes?
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>>46632049
Book of Jade
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>>46631847
If you want long body but with hands you could always be a centipede. (also Book of Jade)
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>>46632190
>>46632223
That actually sounds pretty cool I'll have to start looking for a free download of it
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>>46624464
Yes
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>>46619498
>The setting's a bit bland
You shitting me?

It's Canticle for Lebowitz but with magic and advanced to the 2nd renaissance set during Game of Thrones with Black Sails playing in the background.
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>>46623591
>>46623785
>>46623923
>unopposed dice count as successes
... did we read the same system?

>each of your dice that rolls higher than the target's highest die is a success

Or are you thinking of 1st edition?
>Penalties were absolutely pants-on-head retarded
1st edition.
There's your problem.

Check out the "Omnibus" 2nd edition. It fixed basically all of your complaints, especially OP chargen, stacking, and penalty mechanics.
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>>46627406
G R A P P L I N G R U L E S
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>>46628309
underrated post
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>>46635094
Which edition? 2e seemed pretty clean.
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>>46635422
That's my point, ironclaw has some really good grappling rules
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>>46635991
Are they used for what I am thinking they're used for?
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>>46624273
Furry here.
I've tried to run it at a Furcon, big mistake. It is hyper-lethal if you don't go into it with tactics and common sense.
They got really buttmad that their neon fursonas got wrecked by a bandit lord.
One guy got overkilled, that was funny.
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>>46636375
Surprisingly, no.
And you know what's the weirdest thing? They're fun
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>>46636629
Did you tell them they all had a death save gift?
Also, story time?
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>>46636629
Normally I'm whatever about furries. Sure, it's a stupid kink, but I have plenty of stupid kinks myself.

Fursonas though? That's fucking stupid. That entire thing is retarded as fuck.

You can pretend whatever you want, shit that's what rpgs are all about anyway, but don't let the imaginary character become as important to you as your first born child. If this happened, you need to step away and relax.
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>>46637983
not sure what why you're going on the offensive here but good for you?

and we all have favorite RPing characters, fursonas are a step beyond in an environment heavily based around roleplaying and artistry

t. furry without fursona but with waifus for masturbation material
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>>46634989
>Check out the "Omnibus" 2nd edition.

I wasn't even aware there was a 2nd edition. Heck, I thought the Kickstarter mentioned was for an entirely new edition of the game.
>$60 hardcover
Sounds like a decent price.
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>>46627887
To be fair, all the human stuff was left entirely out of everything after the very first book. Jacques was still pinning down the world, so you can take good portions of it as non-canon.

Unless you like the Sword of Martin the Warrior being named "Ratdeath."
>>
So, is there a way included in the books to make combat less horrifically lethal? I was never a fan of games that let PC's die so easily. Like, even l5r has baked in rules for houseruled less-lethal combat.
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>>46639963
Well he did kill a lot or rats.

What did it get changed to, or did it just go nameless Ratdeath got dropped?
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>>46619283
So it's about this donkey guy, who paints and is an artist, and one day this posh rich panther guy walks in, and orders a painting, so he agrees. Well the panther stands next to the globe and makes a joke about global control, and smirks evilly. And the donkey guy is just like sir, stop talking.

It's a pretty good game I guess since you choose between artist, warrior, healer, or bow guy as your classes.
>>
Is there a list of species you can play as?

Any Snakes? Snakes are rad.
>>
>>46634817
So it's just a bunch of shit that's been done before, wasn't amazing to start with, and was probably done better the first time?

Okay.
>>
>>46640585
Please tell us a setting you consider original
>>
>>46640054
I think that snakes are in Jadeclaw
>>
>>46619498
the art in that .pdf is a mess, a big, fat mess
>>
>>46641407
The first edition art was a lot cooler, I think it's retained in the races chapter, but the system in 2e is better.
>>
>>46639547
Later 2nd Edition stuff not in the "omnibus", includes a new book of Jade, which is an expansion and not a standalone game this time, and the Book of Adventures which has some decent campaigns.

Pretty much any praise you hear is 2nd edition. Hit's that perfect mix of simplicity, speed, simulation, and fun.
>>
>>46634817
>It's Canticle for Lebowitz but with magic
How so?
>>
>>46642317
Good to know.

It looks like everything printed on the Kickstarter is $150, although just $50 for a printed version of just the Omnibus and the new Horn & Ivory book.

You say that the $60 book (Squaring the Circle) is just the other books, or does in include the Omnibus as well? You indicate it includes Jade and the Adventures, so what about - looking at the Kickstarter - "The Mysteries" and "The Fool"?
>>
>>46642774
Mind you I haven't skimmed the books in years.

Ancient history is intentionally a bit shrouded, but things used to be ruled by Autarchs of lost power and knowledge who ravaged the lands fighting each other, with massive armies of mind-enslaved or conjured beings. TL;DR they fucked off eventually but everyone stayed butthurt about the devastation and created a dark age for magic which allowed normal society to progress normally without much magic up into the Renaissance era. The land is riddled with impossible ruins with encrypted tomes of lost magic and artifacts which they're now starting to try and understand again.

The Church is interesting too. Magic really made a comeback when a plague nearly wiped out the capital, but something from the beyond gave lost knowledge to a nurse. Of course Black Magic in this setting is defined as magic that draws powers from other beings from beyond, not yourself, and they tend to take in return or not help without some greater gain for themselves in mind, though black magic is a secret of sorts within the setting. She lifts the plague and is taken flaming-chariot style with a giant hand from the sky as witnessed by members of parliament, spawning the not-catholic-church religion around "white" magic with her as the patron Saint. Very little is known about what beings are beyond the veil or why it gifted knowledge of white magic back to the world when it did. The Church of course being a sudden and powerful new political entity becomes corrupt, and it becoming the politically-backed official religion of the state makes a lot of people in certain areas butthurt about that. The defacto religions were various forms of paganism that worshiped different deities, and the church also tries to wipe out "blasphemers" who happen to know about the secret truths of magic such as "black" magic and what really happened with the events that formed the church.
>>
>>46643011
Sorry, it's confusing.

2nd edition aka "Squaring the Circle" originally had player's and Game Master handbooks separate.
Omnibus is player's and GM's books together, aka Core Book.

Anything with another name is another expansion.
Mysteries and Fools, yes, I almost forgot. More magic stuff and a new social-oriented character type options.

If it's got the Square-circle logo, it's 2nd edition splat material.
>>
Man, what I'm reading about the setting is super interesting, but the fact that even the people who won't play furries want to play anime tiddy monstergirls is a pretty major turnoff.
>>
>>46643090
One of the blasphemous religions is literally "Aliens did it".
Which given some of the ruins almost makes sense with some of the oddball mega-structures. One of them I remember was an impossible bridge out into the ocean that just terminates. Nothing there.

I think I read the 1st edition books. 2nd edition covers fluff you need to know to run basic adventures. There's some oddball stuff here and there I remember.

I do like that "Black magic" isn't even inherently evil, it was just deemed that by the church. It's mostly just dangerous.
>>
Core/Omnibus (with some added bookmarks over the one previously posted)
Book of Mysteries (with some bookmarks)
Book of Jade (with some bookmarks)
Book of Fools (that is apparently pay-what-you-want on dtrpg. Let's hope I didn't make a mistake here)

in the "ironclaw" folder @
https://mega.nz/#F!axkmmbKT!NKiex_659PAGOlaKBbukFA
>>
>>46643035
Alright, thank you for the clarification.
>>
>>46640007
>What did it get changed to, or did it just go nameless Ratdeath got dropped?

It got completely ignored. Along with the church being a human-sized church and any mention of human things, like horses and carts.
>>
>>46643195
Do you have the book of adventures anywhere.
>>
>>46643195
Bump
>>
>>46628121
>Give me an example of non-anime monster girls.
Fox women?
>>
>>46619283
>Furries
>Kickstarter

Still, pretty decent rules. Just replace the setting with something else or just brew it and it can be fun to play
>>
>>46628121
Shitload of Slavic mythological creatures are either vicious monsters with the appearance of beautiful girls OR are vicious monsters that can take the appearance of beautiful girl when they don't take the appearance of springy old ladies.
Either way, you are dead if you fall for their charm

Also, the absolute "American" classic, the deer woman.
>>
>>46619283
Bump
>>
>>46619283
Bump
>>
>>46619283
>Kickstarter
Oh boy, don't tell me there's a "put your character in the game" backer reward. That shit ruins games.
>>
>>46648336
I like the way how skull girls did puts backers characters or the backer into the background.
>>
>>46648336
>>46648371
Relevant article: https://yanderedev.wordpress.com/2015/12/07/about-original-characters/
>>
>>46648336
>"put your character in the game" backer reward
What else did you expect from furry RPG? Most of its player would love to put their fursonas into the game.
>>
>>46619283
As I understand it, it has a fantastic rules system, but somewhat lackluster art.

As long as you don't have an irrational hatred of furies, you should definitely check it out.
>>
>>46643017
>but things used to be ruled by Autarchs of lost power and knowledge

I feel they missed an opportunity by not having the be Aurochs of lost power and knowledge.

https://en.wikipedia.org/wiki/Aurochs
>>
>>46648421
We can increase dev time AND art quality by getting them to hire Tracy Butler.
>>
>>46619283
>See OP image

Wow, that looks so cool. These definitely come off more as people who look like animals in a fairy tale setting rather than furries. Jesus, some people like to overreact to this shit.

>Look it up on Wikipedia
>See image
.... hhmmmmmm.

I'm a furfaggot myself, I don't give a fuck, but I do keep it to myself.
>>
>>46649168
The pretty much everything after the 2e corebook aka "omnibus" got a lot better, FYI.

Fun fact: The not-Slayers cover art of the first edition was done by the person who does Lackadaisy IIRC
>>
>>46649263
If that's so, then Jesus have they improved.
>>
Any plans for them to put out an edition that has art that doesn't look like furry porn from 1998?
>>
>>46650240
They've put out new games on the same system, plus like >>46649263
said everything after core had greatly improved art.
>>
>>46648336

>Oh boy, don't tell me there's a "put your character in the game" backer reward. That shit ruins games.
Didn't ruin Shovel knight.

But I am one of the fags who bought one of those tiers. So, fuck me I guess.
I'm planning on using one of my Ironclaw characters from the campaign my group is running.
Cheetah, rouge, hair in braids, done. No neon fur or bio-luminescent rainbow tongues, fuck that shit.
>>
>>46650730
>No neon fur
But anon, you already said your cheetah was rouge.
>>
>>46650842
>Sees mistake...
Welp. Good thing I'm not helping them on the writing.
>>
>>46620188
I'm with you there.
>>
>>46651597
Personally I don't have much of a problem with it. It's fine on it's own but it doesn't fit the tone of the setting in my opinion.
>>
>>46630771
Noir, you say?
>>
>>46627991
>>46652477
They list Blacksad as a direct inspiration.
>>
>tfw you're a furry and you like the setting but the crunchy rulesets puts you off
>>
>>46619498
I really don't understand the magic system at all.

Some one give me the cole's notes on it, please?
>>
>>46653212
And Lackadaisy, too. Sounds good to me.
>>
>>46655003
Might I suggest Fate, or something?

>>46655073
It's kinda weird. They're basically all Weapons, too, and are listed at the end of Equipment.
First you're an Apprentice, which gives you some basic ability. Say an an elementalist with Elemental Apprentice Gift (pg84)
This gives you 3 actions - 2 of them are stunts (actions that send you Reeling afterwards, which is sort of just "open to attack") and then the ability to "ready Elemental Weapon", which is an "X (battle)" action

So say you want to throw a glob of acid (or a rock spike, or whatever) at somebody - that's the Create Earth weapon. This means you need to Exhaust (use) the "Ready Elemental Weapon" action while using the Ready action to 'imbue' this "Create Earth" weapon into either your first, a rod, or a wand.
After you've done that, you need to Attack with it, which for Create Earth is Body&Digging dice vs the targets defense dice. If you win, you do damage. If not, ya missed.

But now that the Ready Elemental Weapon gift is exhausted, you have to use a Refresh action to refresh Elemental Apprentice. Once refreshed, it can be Exhausted again.

By default you only have 2 actions a turn, so you can only Ready and then Cast. But the "Secrets of Earth Magic" Advanced Magic Gift (there are others) give you a bonus action every turn that can only be used to Refresh an Earth Battle Magic Gift. So then every turn you can Ready, Cast, Refresh.

Stronger spells are also advanced magic Gifts that function similarly.
>>
Ugh. The system is great but how can I convince my players to try something like this? I don't want to be labeled as a furry and the system conversion to all-human is going to be hell.
>>
>>46655845

>"It's like Disney's Robin Hood mixed with game of thrones."

>"I dunno. Still seems-"

>"All the horses and beasts of burden are replaced by raptors and dinosaurs."

>"Sold."

That's how it should go in theory, your usage may vary. (It's always worked for me.)
>>
>>46656031
>raptors and dinosaurs.
Wait, what. Where is this
Can you play as a raptor?
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>>46656217
I would assume not. It would rather defeat the purpose of eliminating the "regular animals vs. people animals" issue if your alternative to regular animals also had an anthropomorphic variant.

But that's just what I assume is going on. I'm not familiar with the system.
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>>46656378
Yeah, I suppose if they're treated as unintelligent animals amidst a bunch of intelligent animals, they aren't quite playable.
But if it's some mass socially-acceptable slavery, that'd be interesting.
>>
>>46656217
Dinosaurs are mounted creatures (because horses are playable races and that would be weird)
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>>46656984
>not letting horses mount horses
ISHYGDDT
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>>46657265
You certainly can mount horses with horses, but not every group wants to run THAT type of campaign anon
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>>46657411
t-that's not what I meant!
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>>46657955
But that's what you fap to late at night isn't it?
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>>46658168
No but it's close
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>>46658281
so you're a faggot?
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>>46658445
where do you think you are.jpg
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>>46630333
From looking through the PDF and what I remember from looking through some pages of the old stuff, I think the 'bad' arts tended to just be stuff they kept from the first edition.
>>
>>46643035
>>46642317
Thanks again for the information.

I decided to hit up their Kickstarter. Ironclaw did have a good setting and history, and I'm interested to see what they're doing with the newer system. That, and I like books.
>>
Anyone know when Urban Jungle is supposed to come out?
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>>46619283
Haven't heard of this. Looks interesting.
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>>46619283

It's a fast style system that's alot of fun.

Although it really is baby gloves when it comes to character death.
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They did actually come out with a "furless" version of the races. It was a minor splat that they released in their newsletter/magazine Bitemark.
1d4chan has a copy of the races and their stats from the issue that it comes from.
https://1d4chan.org/wiki/Ironclaw/Furless
>>
>>46667352
Aye. Unfortunately, this is built for 1e. 2e is a fair amount different, especially considering that points in chargen aren't a thing, and neither are flaws.

It does show what they think each race should look like, though. I don't think it's overly hard to make your own furless species, honestly. They're pretty simple, without any math.
>>
>>46668991
some Classic Races. Writing these up as I go. Using "Racial" instead of "Species" because...ew.

>Human
Habitat: Choose One
Cycle: Day
Senses: None
Natural Weapons: None
Include Racial Dice with: Academics, Tactics, choice of Social or Culture skill
Racial Gifts: Geography, Heraldry, Diplomacy
I'm putting Humans as the fairly-generalist, social race here. I've also made the assumption that their culture is very medieval, where their day-to-day is basically governed by the noble houses. And then either they have public schooling (not exactly historic, I know) or they're just more exposed to educated people that they pick up some things.

>Dwarves
Habitat: Mountains
Cycle: Night(?)
Senses: None
Natural Weapons: None
Include Racial Dice with: Climbing, Digging, Endurance
Racial Gifts: Night Vision, Sure-footed, Dead Reckoning/Spelunking
I'm putting Dwarves as the mountainous race with lots of caves and mining. The Cycle is tentative because it makes sense to me that a cave-going race like the Dwarves would favor nighttime outside. I'm also not really sure what the point of Dead Reckoning is when there's Spelunking?

>Elves
Habitat: Forest
Cycle: Choose
Senses: Hearing
Natural Weapon: None
Include Racial Dice with: Observation, Stealth, Weathersense
Racial Gifts: Acrobat, Keen Ears, Fast Climber
I put them as forest-going hunters. A lot of predators are night-going, while some Elves may feel more 'connected' to the forest during the day, so I that's why I'm letting the player choose. Predators are careful and stealthy, so I pretty much gave them that.

>Orcs
Habitat: Plains
Cycle: Day
Senses: Smell
Natural Weapon: Tusks(?)
Include Racial Dice with: Endurance, Presence, Tactics
Racial Gifts: Frenzy, Hiking, Animal Handling
I put them as warlike and nomadic. Tusks depends on whether your particular Orcs have them or not; there's a lot of both. Also not sure if they'd really be a usable weapon, but there it is.

Should I keep going? If so, suggestions?
>>
>>46648890
You say that, but Tracy Butler actually DID do the 1st ed cover art.
One of the best looking pieces sure, but still cheesy anime furry.
>>
>>46671477
Sure, looks decent. Go for it.
>>
>>46671477
Just gonna run down the list in that wiki and then a DnD manual, skipping any beastlike because...just take a vanilla race like god damn.

>Ogres
Habitat: Choose (Plains, Forest, Mountain)
Cycle: Day
Senses: None
Natural Weapon: Wrestle
Include Racial Dice with: Brawling, Endurance, Supernatural
Racial Gifts: Giant, Charging Strike, Choice of (Coward, Frenzy)
I'll admit I'm pretty influenced by Warcraft on this one. After Brawling and Endurance I didn't really know what else to give them that would set them apart from Trolls except a natural tendency for magic (since they're probably too stupid and loner to actually study it). As for the gift, I figure an Ogre's either mindlessly aggressive or skittish.

>Troll
Habitat: Mountain
Cycle: Twilight
Senses: Listen, Smell
Natural Weapon: Claws, Teeth, Wrestle
Include Racial Dice with: Brawling, Endurance, Choice of (Stealth, Presence)
Racial Gifts: Giant, Charging Strike, Vengeful Fighter
For skills, I'm letting the player either draw on the old stories of Trolls under bridges, or their knack for intimidation (which, kinda also goes into the old stories). Vengeful Fighter comes from their tendency to Never Fucking Die.

>Tiefling
Habitat: Choose (Plains, Forest, Mountain)
Cycle: Night
Senses: None
Natural Weapon: Horns, Hooves
Include Racial Dice with: Deceit, Stealth, Supernatural
Racial Gifts: Fast Jumper, Sure-footed, Unshakeable Fighter

>Warforged
Habitat: None
Cycle: None (or, As Group Majority)
Senses: None
Natural Weapon: Wrestling
Include Racial Dice with: Endurance, Brawling, Melee Combat, Ranged Combat
Racial Gifts: Sure-footed, Clear-headed, Unshakeable Fighter
Since they're machines, I decided to strip off all the instincts and balance it out with proficiency with all fighting (since, that's what they're made to do). As for Cycle, they'll stop and 'rest' when the group does.

I'm honestly not sure what to do with Halfings and/or Gnomes beyond Humans-plus-Coward. And I dunno what other races to do.
>>
>>46671477
Shouldn't some have Grab, Punch, Kick or Wrestle as natural weapons?
>>
>>46676119
>Ogres
I think they should get natural weapon punch as well.
The Giant requires a body dice of d12, that you can only have if you take increase trait body twice. Even Rhinos don't start with giant.
And you don't need the gift of giant to be big, it just means they have learned how to use their size more effectively.
I suggest Increase trait body and Strength.
>>
>>46671477
The elves kind of threw me, but I guess I imagine more fancy "high elf" when I think elves anymore, with fancy crafting/academics and stuff.
Or at least Elves that rely on their eyes more than their ears.
Given that you have them fluffed as hunters-that-live-in-the-trees, the rest works well enough.

I can only imagine Dead Reckoning is for above-ground, and caves would ruin your sense of direction. Or maybe it's just so if you want to only give bonus to cave navigation. But yeah, kinda weird.

>>46676119
These all seem reasonableish as well. Warforged are even weirder, but then the system isn't overly designed to represent constructs/robot-men. I can see a lot of gifts that could be put there to help with roboticness.

>>46676155
Those are brawling attacks, and always available. "Natural weapons" are more animalistic things like sharpened tooth and claw.
>>
>>46676119
>Troll
The gift of Giant should not be a racial gift. most other "big" races in the book star off with the gifts of "Increased Trait Body" and "Strength".
Also the "Vengeful Fighter" gift doesn't make them harder to put down, it means they counter attack harder when hurt, afraid or sick.
I would suggest Increased Trait Body, Strength and Natural armour. The rest of it looks good.
>>
>>46676279
Monkeys get natural weapons grab, kick and wrestle.
Gorillas get natural weapons grab, punch and wrestle.
Why not humans, dwarfs and elves.
If you want to play a race that downplays their natural abilities then they can put their starting d4 into their species/racial stat.
>>
>>46676155
>>46676279
>Those are brawling attacks, and always available. "Natural weapons" are more animalistic things like sharpened tooth and claw.
What he's getting at is that the primate races in the book are listed with Punch and Grab. I decided not to include that in these adaptations because to me, they're trying to represent that Monkeys and such are significantly more dextrous than everyone else. I don't think that's really true with standard races though.

>>46676279
One of the main ideas with Elves that got dropped was making them take a racial art. Maybe a High Elf variant is a good idea.

>>46676482
That's probably much better.

>>46676568
You posted as I was typing up my thing. The issue with it is that everyone has those natural weapons, in which case, no one has it as an advantage, so I didn't feel it was worth listing. Perhaps a side-rule that everyone has Punch, Grab, Kick, and maybe Wrestly by default, which Brawler-related Gifts and such affects?
>>
>>46676568
You're right, I didn't even notice that.
I'm not sure what that means, exactly. Does that actually mean you can't punch unless you have punch? I guess in a game where most people can't make a fist, that makes some sense.
>>
>>46676279
The difference could really just be the wood elf's tend to have a higher racial dice while high elves tend to have a higher career dice.
>>
>>46676660
You can always Punch or whatever, but it's an issue of whether you get to add your Species dice to it. In RP terms it's whether your race has an inclination for it.
>>
>>46676650

>You posted as I was typing up my thing. The issue with it is that everyone has those natural weapons, in which case, no one has it as an advantage, so I didn't feel it was worth listing. Perhaps a side-rule that everyone has Punch, Grab, Kick, and maybe Wrestly by default, which Brawler-related Gifts and such affects?
I see where you are coming from but I think it just makes things simpler to give all the more "basic" humanoid race Grab, punch/kick, and wrestle as their natural weapons.
The rules are there to support people using their natural arsenal of "fuck this guy and my sword, I'm gonna rip his face off with my hands".
You need to remember that in Ironclaw a "Barbarian cat" and a "Fighter cat" can both be "Mercenary Cat". Just the barbarian has a higher Racial dice, so their natural abilities are better than the learned skills that the fighter would have from them focusing more on their career.
I'm not trying to rag on the point and I do like the other stuff you have been making. I just feel that the math of the game is their and doesn't need to be messed with that much.
>>
>>46676784
Really? I haven't played it (just been reading Ironclaw + Myriad Song the past few days), but I was under the impression that species die only added to senses & listed skills (and any gifts that made it apply to things, like Natural Armor)
It doesn't actually say much about weapons at the start of the species listing, under "species explained."
Makes sense, though.

Some rule support for this is potentially on pg 120 under "brawling attacks" - it's just that "natural weapons" and "brawling attacks" are different tables in weapons.... but it says "other natural weapons" alongside foot/kick, so, hey.
>>
>>46629167
Nope, but there's a 1920s sequel coming out pretty soon called Urban Jungle, and it should have what you want.

I've personally tried making some modern/cyberpunk rules for Ironclaw, and while out-of-combat rules are piss easy to convert (change/add gifts to fit the setting, make a few new careers, change a few skills like riding to driving or magic to tech), combat is tough to balance since you either get ridiculously deadly guns, 10000 dicerolls to make any attacks, or peashooters with stormtrooper accuracy. I'm just waiting until Urban Jungle comes out so I can cannibalize its combat rules.
>>
>>46677081
Cyberpunk would be Bleeding Edge, no?
And Myriad Song is sci-fi, and it has firearms.

I'm adding MS (I don't have any of the others) to
https://mega.nz/#F!axkmmbKT!NKiex_659PAGOlaKBbukFA so it'll be there ...soonish.
>>
>>46671477
I don't think humans or any race should have any social gifts as species/racial gifts.
"Race/Species" should determine what you are, where as "Career" determines who you are.
>>
>>46640001
Fudge the dice rolls or make enemies weak as fuck.
>>
>>46677059
Turns out you're right on the Species Dice. Still, there's always Brawling, which it's easy to assume anyone can do.

>>46677111
It was more a representation of their upbringing and their role in a typical setting. Still open to ideas.

>>46640001
Maybe give players an extra Plot Armor Die?
>>
>>46677107
>>46677081
Should be added now, by the way.

>>46677111
I kind of agree with this, but only because as it is the gifts make me think all humans are some noble court advisor, and those are really kind of boring skills.

I'd try to do something like hiking, True Leader, and maybe even Pack Tactics? Now we're people that hike for a long time and gang up on other things, and we can inspire each other to...Focus, or whatever.
>>
>>46677330
>It was more a representation of their upbringing and their role in a typical setting. Still open to ideas.
Personally I'd say focus more on writing up their natural abilities.
The social gifts as racial ones just leads to the weirdness of: "My loner Barbarian who's only visiting a city for the first time now knows the fucking heraldry? He can't even read."
>>
>>46677380
Increased trait Mind (Monkeys get it and they are supposed to be the more sociable race in Ironclaw)
Team player (Community focused)
Survival (Humans always find a way to survive)
>>
>>46640585
>it's been done before

I hate to burst your bubble, but that's exactly what you want with an RPG. This isn't just you and your superduper original setting. This is collaborative storytelling with a bunch of friends. So they need to be in on it.

That's why I don't run a Star Trek RPG, despite really wanting to, because only me and two other players would be in on it, while the rest would be bored.

A weird, new setting can have its appeal, but then everyone needs to be on the same page about the game being focused around exploring that setting. And honestly, I've seen it done well once, maybe twice if you count the Call of Cthulu game. Neither lasted very long, and both were text-based.

Special snowflake settings are a bit of a pet peeve of mine. Usually they devolve into pretentious crap that's just different for the sake of being different, without having a lick of internal consistency. There was this one guy on /tg/ who made a big song and dance about his inhumanly weird races, and how one of them shat bullets, and that was the only way people ever got bullets. Casting lead was too difficult for these people, apparently.
>>
>>46677651
Man, I somehow totally forgot that races can have Increased Trait. That changes some things.

>Accrued Changelist Suggestions (Just getting it all together. Still up in the air.)
Swap Human racial skills to Academics, Tactics, Negotiation
Human swaps Heraldry to Increased Trait: Mind/Will (I lean toward Will based on flavor of other suggestions and my own bias, but someone mentioned Mind. My other excuse is racial diversity). Having a team-oriented Gift was also suggested.
Drop Dead Reckoning on Dwarves
Elves become Wood Elves(?)
High Elf variant: Habitat becomes ?, Racial Dice becomes Observation, Academics, Supernatural, Racial Gifts becomes Acrobat, Keen Ears, Increased Trait: Mind
Orcs maybe swap Animal Handling with Increased Trait: Body, since it's likely not all of them actually handle animals?
Ogres and Trolls swap out Giant with Increased Trait: Body
Ogres swap out Supernatural for Strength
Trolls swap out Vengeful Fighter for Natural Armor
All races get Punch, Kick, Grab, and Wrestle, or no races get Punch, Kick, Grab, and Wrestle

Did I miss anything or get something wrong? I probably did.
>>
>>46678326
That would put Humans at
Skills: Academics, Tactics, Negotiation
Gifts: Geography, Increased Trait Mind/Will, Diplomacy
Right? I still am unsure about geography (what's the reasoning for being really good at identifying major cities/roads/nations/peoples?).
>Humans with Negotiation species skill & Diplomacy Gift
Hope the world enjoys being diplomanced, especially if you go with increased Will.

High Elf I have no idea where they'd live. They'd probably avoid Mountains and Forest as they lack the climb abilities of their wood elf fellows (although great elven cities on the slopes of mountains or hidden in trees isn't unheard of...), which leaves Shore and Plains. I think those are both valid options. Shore shows a race that has a fondness for the water and trade, while plains is a more classical sprawling peoples in great green grassy plains. Depends on how you want your elves to be.

>Ogres swap out Supernatural for Strength
did you mean Brawling? Strength is a Gift, not a Skill like Supernatural is.

Rest seem fine, particularly orc.

Punch/Kick/Grab/Wrestle - I dunno. This depends on how it actually works in the rules. If listing them gives you a particular bonus to them, they aren't necessary, as basically everybody is relatively equal (excepting Strength and whatnot), while I can see a Gorilla outwrestling a dog in core.
If listing them is required to use them, then you have to list them. Or merely say "everybody can use these, because not animals."
>>
>>46655370
>>46653212
Aaaaaaaand I'm sold!
>>
quick bump
>>
>>46665452
Supposedly they're just putting the finishing touches on it and sending it to publisher. I'd bet people will start getting their copies around early-mid May.
>>
You guys actually think this system is better'n Savage Worlds? I've read both but I can't really decide how to feel.
>>
>page 11

Anyway, would this system be suitable for running a campaign set in the Zootopia universe with a bit of rejiggering? I saw the film recently and now I've got the insane idea of running a game with it.
>>
>>46687552
Yes. The Ironklaw system has always been among the more solid out there.

The real question is if anyone remembers their history: Albedo
>>
>>46690630
Aye. Well, I see a lot of its benefits, but I'm not sure if they're improvements over SW or just ideas I agree with. I think I'm partially hanging up on SWs core being a pretty functional generic system. You think you can explain more on why you think ironclaw/CARDINAL is better?
>>
>>46690564
They put out a Noir genre game not that long ago on this system.

https://www.kickstarter.com/projects/sanguine/urban-jungle-anthropomorphic-tabletop-role-play/description


>URBAN JUNGLE is a tabletop role-playing game set in early 20th century America. Inspired by lighter fare like CATS DON'T DANCE and SCROOGE McDUCK, and the darker stories of BLACKSAD and LACKADAISY. this game makes you a player in a world of pulp-adventure, hard-boiled crime, and film noir.
>>
>>46690630
Albedo
You know Steve Gallacci has announced he's going to start working on some new issues?
He's been uploading pages of the original comic every few days onto his FA account.
Was impossible to read that comic otherwise. I spent nearly 100$ and years tracking down issues only to get about half.
>>
>>46691697
Holy shit, really?

I used to have copies of the Albedo tabletop, it was actually a good system, but I've lost them. Alas.
>>
Bampu.
>>
>>46691671
It's not out yet, but it should be in month or so.
>>
>>46690630
>Albedo
I still regret not buying a booklet I found in Half Price Books.
Should've bought both the Erma Felna comic and the Albedo RPG booklet instead of just the Erma one.
>>
>>46692963
I have the Albedo RPG somewhere. Never knew what it was, but got it for about 3 dollars from my college's gaming club.
>>
>>46699697
>>46692963
>>46690630
https://mega.nz/#F!i5VBnSaQ!eAZSWc-9YjBmbwBe9bTcMA

There's three editions. The original was very rough and I wouldn't touch it. 2nd edition was cleaned up greatly and pretty interesting. Sanguine aka the Ironclaw people took a crack at it in 2004 as a 20th anniversary thing with a whole new system. The 2004 version is very lightweight and gives you a squad of redshirts and freeform roleplay. The 2nd edition is a bit crunchier and had a working psychology and character development system.

Read all of the comic before playing it, IMO. I've even read all of the fanzines and notes from the editor. Helps a LOT for coming up with the proper tone and content for a campaign.
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>>46700742
Good shit.
>>
>>46703560
Eh, every edition needed some work and it's nearly impossible to actually read the comic so... no not completely.

In a year or so Steve might finish uploading the comic in it's entirety, then I might upload all the letters from the editor type crap that fills in a lot of the background too.

THEN we might actually have a thread on the setting and game.
Hands down one of the best science fiction settings.
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>>46700742
Ah yeah, Platinum Catalyst was the one I played. It was only for a few sessions, but I enjoyed it.

>>46703766
You stress the importance of the comic, but it's by no means necessary. The only thing I remember not being adequately explained is what's to stop the carnivores from going full rip and tear if they lose access to the biogenerators.
The politics and the tone came through enough to (my fairly perceptive) table. Combating an insurgency only to be scapegoated, social tensions in a "reclaimed" colony, etc.
>>
>>46703830
>The only thing I remember not being adequately explained is what's to stop the carnivores from going full rip and tear if they lose access to the biogenerators.

...they've no historical concept of cannibalism (in canon). All their food has always ever come from factories. Failed/minor colonies with insufficient infrastructural investment resorted to reverse engineering "natural" food solutions. One character from such a colony shows up in a few issues discussing a sort of proto-spiritualism view on food that developed with having to personally kill things for sustenance and how the factory food tastes of "plastic and metal". Actual cooking, seasoning, etc gradually develops on colonies the longer it's been established where the core colonies have developed heavily spiced, primarily vegetable dishes.

They're also engineered and part human. Basically the only thing stopping humans from doing it. Even IRL herbivores will eat meat when starving.

>importance of the comic
The comic I think is very important. But on the whole, what to take from it is the the main theme of moral decay. There were no "good" guys except the people actually doing the ground work but they're just tools.

>insurgency
There were many, but these are always tools of something. This was written during the cold war. IMO any campaign in the setting has a intersection of conspiracies from at least the ILR, Enchawa, misc private sector, EDF officers, AND local political factions.

>played a few sessions
A lot to the setting that's not at the front. "The Net" itself and it's unknown agenda, Enchawa, nanites and other high-end tech, and psionics to name a few. Then the nature of developing society. Fanzine had everything from a PHD in music on how music would develop, to generic fanfics.

Every colony is an experiment of sorts, where the participants could only know if something looked good on paper since it hadn't been done. Then how does it fail in an unforseen manner is the question.
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>>46700742
Where the hell do you even find all of Albedo to read these days? I remember looking a while back and giving up after all I could get was fragments from issues halfway through the series.
>>
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How do you cnvince players that this isn't just shitty furbait fetish shit? Inversely, how do you deal with someone who wants to play a half-dragon sparkledog with a three foot neon green horsecock who wants to make it fetish shit?
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Jesus fucking god, you people.

"I DON'T WANT IT TO BE FURRY, I'M AFRAID OF WHAT MY GROUP MIGHT THINK, I DON'T WANT IT TO BE WEIRD"

Just fucking tell your group that it's not going to be weird. Why are you acting like playing as a green super-muscled human or a midget with a beard longer than his body isn't at least as weird as playing a walking talking dog?

I ran a Redwall game using this system and it was fucking radical. Had to quit early but the sessions we managed to fit in were amazing.

Stop being a bitch, /tg/.
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>>46707943
Show them through story, ambient elements that it isn't.

PK all day! Or just make it expressly known that it is trying to be serious and that they can suck it up while playing.
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>>46707943
>how do you deal with someone
...don't fucking play with them?
I think you'd be surprised how few of those people are out there.
>>
This
>>46707993
>>
>tfw no one told me about the kickstarter
what the f-
>tfw no miniatures as rewards
oh.
that's why.
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