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1 INSTALLMENT 4, WEEK 3: THE RED KINGS BY SIMON BERMAN The Khadoran invaders were not the only ones to profit from the fall of Llael. The chaos of the invasion and subsequent occupation was fruitful for many of Llael’s less ethical citizens, especially those who already operated in the shadows of organized crime. Established over a decade ago as a loose collection of pickpockets and thieves, the Red Kings have survived brutal gang wars, the invasion, and the occupation, all without taking a side in the larger conflict. The Red Kings might not be the most powerful gang in Merywyn, but they have held their own against Llaelese rivals, resisted the influx of Khadoran bratyas, and evaded the authorities for We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious gangs of the Iron Kingdoms. Check back every Friday for new Iron Kingdoms RPG content! years. They have done dirty work for employers on every side of the Llaelese conflict and possess a reputation for ruthless practicality. The gang’s membership varies between ten and fifteen associates as individuals are arrested, killed, or flee the reach of the law, but its core members have been through thick and thin together for the past five years. The gang operates out of the basement of a tenement in an industrial neighborhood. The building is otherwise vacant and is in such poor shape that the Khadoran 1st Army has designated it unsuitable for the quartering of troops.

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Page 1: Iron Kingdoms - Full Metal Fridays 1.4.3 - The Red Kings

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Installment 4, Week 3:

the Red kIngsBy Simon Berman

The Khadoran invaders were not the only ones to profit from the fall of Llael. The chaos of the invasion and subsequent occupation was fruitful for many of Llael’s less ethical citizens, especially those who already operated in the shadows of organized crime.

Established over a decade ago as a loose collection of pickpockets and thieves, the Red Kings have survived brutal gang wars, the invasion, and the occupation, all without taking a side in the larger conflict. The Red Kings might not be the most powerful gang in Merywyn, but they have held their own against Llaelese rivals, resisted the influx of Khadoran bratyas, and evaded the authorities for

We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and Gods releases later this year. To celebrate, we’re counting down to launch day with free new RPG content every Friday! From now until launch, you’ll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious gangs of the Iron Kingdoms.

Check back every Friday for new Iron Kingdoms RPG content!

years. They have done dirty work for employers on every side of the Llaelese conflict and possess a reputation for ruthless practicality.

The gang’s membership varies between ten and fifteen associates as individuals are arrested, killed, or flee the reach of the law, but its core members have been through thick and thin together for the past five years. The gang operates out of the basement of a tenement in an industrial neighborhood. The building is otherwise vacant and is in such poor shape that the Khadoran 1st Army has designated it unsuitable for the quartering of troops.

Page 2: Iron Kingdoms - Full Metal Fridays 1.4.3 - The Red Kings

THE RED KINGS

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Fynne dI VInIannIDi Vinianni grew up with the Red Kings and has led the gang as their undisputed boss since 603 AR, after stabbing the previous leader to death in the aftermath of a botched robbery resulting in the deaths of three gang members. A large man in his early thirties, di Vinianni is given to few words and harbors a dislike of rash decisions.

Under his direction, the Red Kings have weathered years of turmoil and developed a reputation for patience and pragmatism among the often-foolhardy criminal gangs of Merywyn. Though di Vinianni prefers for the Red Kings to focus on pickpocketing and extortion rackets, he is not above engaging in the occasional armed robbery. In a fight he relies on his trusted hand cannon and banded club.

moRna PetRoRkMorna Petrork is the sole member of the Red Kings to evince the Gift of Magic, which she wields as a powerful fire sorceress. Like di Vinianni, Petrork has been a member of the gang since her youth and has proven herself as both a clear thinker and a powerful asset in a fight. Di Vinianni’s trusted second-in-command, Petrork is treated with equal measures of fear and respect by the other gang members.

Petrork is quick to anger—perhaps a feature of her Umbrean heritage—but she is also a quick thinker, traits that make her an excellent complement to di Vinianni, with his preference for ponderous thought and preparation. She rarely takes part in the day-to-day muggings and purse cuttings of the gang’s rank-and-file members, since her responsibilities for making sure her compatriots pay their dues and stay in line take up the lion’s share of her time.

luka “leFt FIst” IstoRIA veteran of the Khadoran Winter Guard who chose to stay in Merywyn at the end of his service, Luka is a notorious bruiser for the Red Kings. His presence alone intimidates the gang’s rivals, and he has garroted over a dozen men and women in his few years as a member.

He first encountered the gang after murdering a former member who attempted to rob him at gunpoint in a dockside tavern during the first months of the Khadoran occupation. He cut the man’s throat and had calmly returned to drinking his beer when di Vinianni and the other Red Kings returned to the tavern. Confronted by the gang, Istori asked, “Need a new recruit? Maybe one who’s less stupid and better armed?” di Vinianni recruited him on the spot.

Since then the Khadoran has been the gang’s most brutal and competent enforcer. Luka employs the garrote when dealing with high-profile enemies of the Red Kings, and the lengths of braided red cord he uses for the task have become a calling card of sorts, letting the lowlifes of Merywyn know the consequence of crossing the gang.

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gaRRoteCost: 2 gcSkill: UnarmedAttack Modifier: 0POW: —

Description: A garrote is a device designed to strangle a victim from behind, regardless of the form it takes. Purpose-built garrotes consist of a length of wire with a handle on each end. The garrote is not a battlefield weapon and can be used only from behind a target with the element of surprise.

Special Rules: This weapon causes no damage. Instead, it is used to choke the life out of a victim.

To use this weapon, the attacking character must succeed in hitting his target with a back strike with the garrote. If the attack hits, the attacker can begin strangling his victim. The attacker and victim immediately each roll a d6. The attacker adds his STR to his roll and the victim adds his PHY. If the attacker’s total is higher, the victim suffers –1 PHY. If the victim wins, he breaks free. If the totals are equal, nothing happens.

The attacker can take no other actions while strangling his victim, but he can release the victim at any time. At the start of each of the attacker’s subsequent turns, the two characters roll again to determine the effect of the strangulation.

While being garroted, a victim cannot speak, yell, or use his voice to make any sound. The victim can use his turns to attempt to fight his attacker off as a full action (triggering another strangulation roll that might result in further PHY loss), fight through his terror with a successful Willpower roll to take another action, or fight to get a mouthful of air (no effect, but does not force another strangulation roll). If the victim attempts to take any action other than fighting his attacker off, he must make a Willpower roll against a target number of 14. If he succeeds, he can take any action he is physically capable of but suffers a –3 penalty on skill and attack rolls and cannot move away from his attacker. If he fails, he must forfeit his turn.

If a victim is reduced to 0 PHY, he is knocked out. If he is strangled beyond 0 PHY, he dies. A character recovers PHY lost as a result of strangulation at a rate of 1 point per hour of rest.