Author Topic: Iron Kingdoms/Warmachine FATE conversion?  (Read 1649 times)

Offline Howl

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Iron Kingdoms/Warmachine FATE conversion?
« on: March 03, 2013, 09:31:52 AM »
I can't be the only one who is thinking about converting the Iron Kingdoms setting to Fate. Especially since Fate Core is so freaking awesome! :)

So, has anyone converted the IK to the fate system? Or if you just have an idea how it would work? Any idea's would be appreciated. Warcasters and Gun mages seem problematic to make. :-\
"Float like a butterfly, sting like a bee."

Offline Sanctaphrax

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Re: Iron Kingdoms/Warmachine FATE conversion?
« Reply #1 on: March 04, 2013, 03:45:11 AM »
I know nothing about Iron Kingdoms, but I can make suggestions if you describe it to me.

Magicpockets

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Re: Iron Kingdoms/Warmachine FATE conversion?
« Reply #2 on: March 04, 2013, 08:44:21 AM »
First of all: Magic disrupting technology gets canned.
The different races can all be done via aspects. Trolls get access to Recovery.

Gun Mages are mostly Evocation users with Magelock pistols as their foci. A fintlock should be Weapon:3. As for Warcasters, most of them use Evocation, and controlling Warjacks is either worth
  • if the warjack is just an NPC fighting alongside the party or [-2]  if it's more in line with a Summoning/Binding ritual. Same for Warlocks. Warcaster armor is just an enchanted item with Block/Armor. Warlocks transferring damage is not part of the Fate mechanics, and I suggest leaving that one out.


Now, as for the average warjack in a DF setting:
Hulking Size [-2]
Inhuman Strength [-2] and Inhuman Toughness [-2] for light warjacks
Supernatural versions for heavy warjacks
Claws [-1] for various warjack weapons
Aquatic [-1] for certain Cryx/Merc warjacks

MAT 6 is ~Rating 3 skill, which makes them the equivalent of a high quality necromantic minion.

Offline Howl

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Re: Iron Kingdoms/Warmachine FATE conversion?
« Reply #3 on: March 06, 2013, 03:31:15 PM »
I know nothing about Iron Kingdoms, but I can make suggestions if you describe it to me.

I don't think I would be able to describe it the right way. So here's a link:

http://privateerpress.com/iron-kingdoms

It's a really cool setting. :)


First of all: Magic disrupting technology gets canned.
The different races can all be done via aspects. Trolls get access to Recovery.

Gun Mages are mostly Evocation users with Magelock pistols as their foci. A fintlock should be Weapon:3. As for Warcasters, most of them use Evocation, and controlling Warjacks is either worth
  • if the warjack is just an NPC fighting alongside the party or [-2]  if it's more in line with a Summoning/Binding ritual. Same for Warlocks. Warcaster armor is just an enchanted item with Block/Armor. Warlocks transferring damage is not part of the Fate mechanics, and I suggest leaving that one out.


Now, as for the average warjack in a DF setting:
Hulking Size [-2]
Inhuman Strength [-2] and Inhuman Toughness [-2] for light warjacks
Supernatural versions for heavy warjacks
Claws [-1] for various warjack weapons
Aquatic [-1] for certain Cryx/Merc warjacks

MAT 6 is ~Rating 3 skill, which makes them the equivalent of a high quality necromantic minion.

Thanks, good ideas. And I agree that transferring damage should be left out.
"Float like a butterfly, sting like a bee."

Offline Sanctaphrax

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Re: Iron Kingdoms/Warmachine FATE conversion?
« Reply #4 on: March 06, 2013, 08:36:19 PM »
I'm having trouble getting useful information out of that website. Maybe I'm just doing it wrong, but...well, I'm still not sure what's up with this setting.

And TvTropes is unfortunately loaded with information not relevant to RPG adaptation. Too much of it to sift through easily.

So I think I'm gonna have to sit this one out.