Strangelight: A Savage Iron Kingdoms Game

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stormwell
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Strangelight: A Savage Iron Kingdoms Game

Post by stormwell »

The Strangelight Workshop is a private institute that investigates and resolves incidents of occult phenomena. Most often the services of the Strangelight Workshop are contracted for a price, but the organization sometimes conducts its own investigations and may do pro bono work if there is a high chance of gathering rare information of interest to the Strangelight Workshop. The organization is primarily interested in study of otherworldly entities, particularly grymkin, infernals, and the disembodied dead. They also investigate matters of the occult and black magic. However, such “mundane” cases generally lie outside the core interests of the Strangelight Workshop and are undertaken only for the purpose of garnering monetary compensation or when pertinent to other research. The Strangelight Workshop is primarily active in Cygnar and Ord, where it has small branch offices in several cities, but it has agents and contacts scattered across all of Western Immoren.



Strangelight is a Savage Worlds game set in the Iron Kingdoms setting of Warmachine and Hordes, a world of steampunk fantasy where monsters and magic meet firearm and steam power. Characters will be part of a group of effectively 'steampunk ghostbusters' known as the Strangelight Workshop who deal with things that go bump in the night and the unquiet dead.

Looking for five players, ideally filling the following roles below;

Bouncer - Deals with physical threats to the team, but negates and avoids violence where possible. Mix of combat and social.

Caller - Has the job of interacting with spirits, primarily to discover what may be keeping them in the physical world.

Investigator - Observes and records data, but also acts as the de facto leader. Investigation good here, but combat and social is useful.

Jammer - Much like the Bouncer, but deals with ethereal threats. Combat is good, but some occult knowledge wouldn't go down amiss.

Mechanik - Repair guy, tasked with keeping the Workshop's more temperamental and experimental equipment running.

More information *here*.

Character Creation & Rules

Normal rules for character creation, plus some extras can be found in the following two documents (admittedly still a little work in progress).

SWADE Iron Kingdoms - https://drive.google.com/file/d/1pFcUxW ... sp=sharing

Strangelight - https://drive.google.com/file/d/1nXtjdQ ... sp=sharing

Skwyd42
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by Skwyd42 »

I'm interested for sure. It has been a while since I played/read any IK stuff. But I think I can manage. Looking at the list of roles, I'd be interested mostly in filling that Mechanik roll. I'm initially thinking of a Gobber. I recall playing a Bodger years ago and enjoying that. So maybe something along those lines, if that works. I'll go through character creation later today and see what I can come up with.

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stormwell
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by stormwell »

Skwyd42 wrote:
Wed Jun 24, 2020 9:45 am
I'm interested for sure. It has been a while since I played/read any IK stuff. But I think I can manage. Looking at the list of roles, I'd be interested mostly in filling that Mechanik roll. I'm initially thinking of a Gobber. I recall playing a Bodger years ago and enjoying that. So maybe something along those lines, if that works. I'll go through character creation later today and see what I can come up with.
Gobber Mechanik works.

Little out of the loop with events in the setting, but sure I've got the major ones.

Game will take place during 610-611 AR.

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KahlessNestor
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by KahlessNestor »

I would be interested. Probably in the Bouncer role. I don't have much knowledge of the Iron Kingdoms though.
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Ndreare
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by Ndreare »

Okay, count me in for a Gunmage assuming there will be a spot.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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stormwell
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by stormwell »

Ndreare wrote:
Wed Jul 08, 2020 11:42 am
Okay, count me in for a Gunmage assuming there will be a spot.
Cool.

Were you looking to go Investigator route as well?

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Ndreare
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by Ndreare »

I need to read and get my brain zeroed on what you have.

In my mind Gaslighting normally means manipulation like to make someone think they are crazy or do not understand reality. So I need to see the setting and see if that is what they are trying to communicate or if it is some other concept.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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stormwell
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by stormwell »

@Ndreare You'll be encountering spirits/ghosts, grymkin and possibly infernals.

The Strangelight Workshop's main role is to investigate and deal with hauntings, particularly helping and document spirits crossing over to the other side.

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Ndreare
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by Ndreare »

Oh cool.

Sounds like an investigator would be just what is needed.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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stormwell
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Re: Strangelight: A Savage Iron Kingdoms Game

Post by stormwell »

Just listing possible characters so far.

Bouncer - Matt

Investigator/Gun Mage - Rob

Mechanik - Skwyd42

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