Tuesday, August 17, 2021

Iron-Norm: Session 2, The Offer and The Flames

Norm zoned back in and realized he was being lifted off of the ground. In a panic, he looked to see who it was, and was relieved to see the green face of Lucy Ahenadon, the bartender here at the Smiling Orc, and one of only a handful of people that Norm called friend. The relief did not last long, as he looked back down at Nikolai’s body.

“Please Luce, It was an accident,” Norman yelled softly as tears started to well in the corner of his eyes, the drunken words spilling like ale on the floor.


Sojourn. When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1. 

1d6+2= 5 versus 1 / 10, Weak Hit. Choose one. If you share a bond, choose one more.

Recuperate: Take +2 health for yourself and any companions.

Plan: Take +2 momentum. 


“Shh, shh, don’t talk. Don’t admit anything. Don’t be stupid,” she whispered to Norman, “We’ll take care of this.”


She walked Norman to the back room and sat him down on a stool amidst casks of ale. She lifted his shirt over his head and he saw where it was covered in blood and ale.


“Turn around,” she said firmly, “Let me see the damage.”


Norm spun on the seat and felt her parting his hair in the back.


“Nikolai did a number on you with that chair. The good news is that you’re going to be fine. The bad news is that one of the gamblers ran off to get a guard and they’ll probably be here soon.”


Norm attempted a laugh, but found the chuckle stuck in his throat, “Great. Just great. So I’ve got the guards who are going to take me in, and then once I’m on the inside, I’ll probably be attacked again by one of Nikolai’s fellow gang members.”


Norm felt the sensation of a rag scrubbing at his head where Lucy was cleaning his wound.


“Right, like I said, don’t admit anything. Dozens of folks here saw the way it went down. Niko came at you out of nowhere with that chair. You’ll be fine on that front. Now, the Denim Road gang, that’s a different beast. You’re probably right, though. They’ll be coming for you.”


Norman thought about his situation.
“Fuck, I gotta go check on Casey. Niko said that he had pulverized him, he’ll be an easy target for Denim Road right now.”


Lucy stopped Norm from getting up, “No, stay. I’ll go check on him. Be here when the guards come. Let others do the talking.”


She gave him a smile and pat on the back and left the room. Norman groaned to his feet.


"I’m getting too old for this shit,” he said as he staggered towards the doorway, watching Lucy as she strode out of the door of the Inn. The gamblers were picking up silver coins from the floor. One attempted to retrieve a playing card from the pool of blood but thought the better of it.


Norm took a seat at the bar, wordlessly exchanging glances with some of the gamblers until one broke the silence, “I reckon you had to do it, Norm.” 


Norm nodded and reached behind the bar, pulling a bottle of dwarven fire whiskey up and uncorking it with shaky hands before taking a long drink. The door of the Inn slammed open as two armed and armored guards marched in, followed by a short man Norm recognized as one of the gamblers. All three of them stopped when they saw Nikolai’s lifeless body. 


“'Ere he is!” the short man pointed at Norm, “E’s the one who was fightin’, ‘e musta did it to Niko.” 


The guards moved forward, the second one retrieving a pair of manacles from his belt. Norm opened up his mouth to attempt to reason with them. 


Compel. 1d6+heart= 4 versus 8 / 2, Weak Hit. +1 Momentum, , they’ll do what you want or share what they know, but they ask something of you in return. Envision what they want (Ask the Oracle if unsure).


Ask the Oracle: Action and Theme roll. ACTION: Affect THEME: Trade

“He attacked me first! Hit me over the head with a chair! Ask anyone here!” Norm cried out.


The first guard took the fire whiskey from Norm’s hand, “Right, sure, we’ve had dealings with Niko before. I believe you.”


The guard put the whiskey down and motioned towards the back room, “Let’s talk back there,” he said, glancing over at his partner who was bent over Niko’s body, examining it.


When the Norm and the guard had moved to Lucy’s backroom, the guard spoke, “You did that? By yourself, in the state that you’re in?”


Norm became conscious of the fact that he was swaying slightly as he stood there.
“Yes.”


The guard nodded and scratched his chin, thinking. 

“We can make all of this go away, but I need something from you, first. Your name, please.”


Norm thought about lying for a brief moment, but didn’t, “Norman Riggs,” he spoke truly.


“Norman. Okay, like I said, we could make all of this go away, but first, we’re going to need you to do something.”


The guard placed his mouth underneath a cask of ale and opened the spout, taking a long, drawn-out drink directly from the spigot. When he was done, he wiped his chin.


“Tomorrow night, after the textile mill closes, there’s going to be a gathering. You’re going to be there. You’re going to fight, and you’re going to win.”


The nervousness in Norm’s heart dissipated, “Is that all?” 


“Yes,” the guard said, staring at him, “You’re going to make me a lot of money.”


Norm nodded and said, “I’ll be there. Can I go now?”


The guard stepped out of the way, gesturing to Norm that he could pass, “Tomorrow night, when the sun goes down. Don’t be late.” 


Norm scampered off, quick as he could, leaving the Inn behind in search of his best friend Casey.


As Norm rounded the corner near Casey’s boarding house, he nearly ran into a crowd of onlookers. He saw the form of Lucy towering above many of them, near the front. Norm gulped.


“It’s as bad as I thought, then.” 


Norm smelled the air and realized that there was smoke. As he pushed his way to the front of the crowd, he realized that the bottom floor of the boarding house was smoldering. A team of aquamagi was spraying out the last of an area near the front windows.


“Lucy, is Casey okay?” Norm said, coming up beside her.


“I don’t know,” she replied.


Norm couldn’t stand the wait. He pushed past the wooden barricade and ran towards the building, crying out, “My friend lives here, is he okay?”


An aquamage caught him in a half-hug, half-restraint, speaking in a low, calm voice, “Sir you can’t be here right now. We haven’t found anybody. Please just be patient.”


Norm fought back, shoving past him and running into the smoldering structure, headed straight for Casey’s room in the back. Through the darkness, he began to kick and pad at the ashes on the floor. 


GATHER INFORMATION: Roll 1d6+wits(2)+bond(1) = 7 versus 2 / 1, Strong Hit. +2 momentum


The faint outlines of furniture were clear to him, including where Norm was able to piece together that a struggle had ensued, due to pieces of furniture broken and not being where they normally were.


But more importantly, Casey, nor his charred corpse, wasn’t here. 


Tuesday, August 10, 2021

Iron-Norm: Session 1, A Dead Man Walks Into a Bar

ADVISORY NOTICE: Iron-Norm contains adult themes and adult language, as well as violent content.

At times, Norman Riggs saw his life through somebody else’s eyes. When these visions occurred, it was as if someone nearby was watching as things happened to him. Norm often found himself unable to move when this happened. Right now, this watcher could see the blow from an angry loan shark coming. Norm couldn’t react.


Endure Harm: -2 health.
Roll 1d6 +health (4) = 9 versus 10 / 4, Weak Hit. Press on.


The chair struck him over the back of the head, causing him to spill his mug all over the table and knocking Norm out of his own seat. Looking up, he recognized the man. Nikolai, the loan shark. Had Norm forgot that he owed him money? Probably.

“Now look at what you’ve done, Niko,” Norm said while looking up from the floor, noting Nikolai’s balled fists and furious eyes, “You’ve made me spill my ale.”


“Fuck your ale; where’s my money?” Nikolai spat out.


“Why don’t you come down here and get it?” Norm grinned as Nikolai came down again, clearly intent on knocking Norman’s face in.


Enter the Fray versus Dangerous Foe: 2 progress per harm; inflicts 2 harm.
Ambushed: Roll +wits. 1d6 + 2 = 3 versus 4 / 2, Weak Hit.
On a weak hit, choose one: Bolster your position: Take +2 momentum or Prepare to act: Take initiative.
Take initiative.

Before Niko could react, Norm kicked his own legs, turning himself to the side, hoping to use Niko’s forward momentum against him.


Secure the Advantage w/ Brawler: When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.


Roll +iron(3) +1. 1d6+4= 5 versus 4 / 4, Strong Hit with Match!

Oracle Theme table result: Greed

Norman’s leg thrust threw Niko up and onto the top of the next table over, where a high-stakes card game had been taking place. Coins scattered everywhere, and cries of annoyance and anger came from the gamblers. 


Norm, still laying on his back, pivoted his body around to face that direction. Niko rolled off the table, disoriented yet still determined to collect.


“That’s gonna cost you double!” Niko shouted, pointing down at Norm as he advanced once again.


Norm pulled one leg in close to his chest and sprung it loose, a piston bound for Niko’s ankle.


Strike. When you have initiative and attack in close quarters, roll +iron

1d6+3=6 versus 1 / 5, Strong Hit. Inflict +1 harm. You retain initiative.

Norm didn’t want to break Niko’s shins, at least not yet. The kick landed with a sharp crack, the pain clearly felt by Niko as he stopped advancing and hopped up and down as if trying to take the weight off of his leg.


“Are you sure you’ve got the right man?” Norm asked


Niko responded, “Casey owes me money. He has none. I beat the shit out of him, and now I’m here to collect what he owes from you, now get up off the floor and fight me.”


“Nah, I don’t think so. The world spins less down here. Why don’t you join me?”


Norm shrimped his body, the spilled ale soaking into his blouse, propelling himself further away from Niko, who was growing visibly frustrated in his attempts to get at Norm.


Norm once again hoped to take advantage of Niko’s haughty advance, this time attempting to sweep Niko’s legs out from under him.


Strike +iron = 9 versus 10 / 8, Weak Hit. On a weak hit, inflict your harm and lose initiative.


But Niko was ready for the kick this time, as he sidestepped Norm’s sweep and instead took up Norm’s offer to join him. Instead, Norm rolled out of the way as Niko dropped an elbow to the ground, narrowly missing Norm.


Norm’s vision blurred for a moment, and he saw himself as if through the eyes of another once more. He saw Niko maneuvering atop him through this view, straddling Norm and preparing to hammer down on Norm’s face.


Clash. When your foe has initiative and you fight with them in close quarters, roll +iron.


Roll 1d6+3= 5 versus 7 / 3, Weak Hit. On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative.

Pay the Price. 1d100= 71. “It is stressful.”


Norm darted his head to the left, narrowly avoiding Niko’s fist as it drove into the ground. He had lost his advantage now, with the heavyset man threatening to smother him if he didn’t knock Norm out first. It was time to end this.


End the Fight. When you make a move to take decisive action, and score a strong hit, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

Progress Track: 10 versus 7 / 9, Strong Hit. On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure).

Ask the Oracle: Will Norman panic and accidentally kill Niko?
Likelihood 50/50: Yes


Norman found his hand on the ale tankard he had dropped when Niko had assaulted him. Clutching the handle, he brought it up in a panic where it connected with Niko’s face. There was a nasty thud heard throughout the tavern.


Through the eyes of someone else, Norm watched as Niko slumped over, laying atop him motionless as blood oozed from a gash in the side of Niko’s head.


Thursday, August 5, 2021

Iron-Norm: Session 0, The Conversion

A few years ago, a friend offered to run a solo 5th edition Dungeons and Dragons game with a gestalt character (one character, two classes) as a play-by-post game. Unfortunately, the game did not go ever well, as most play-by-post games have gone in my experience and ended without ever taking off.

The character that I had come up with was Norman Riggs, a hard-drinking (and even illicit drug-using) human fighter (with unarmed strike fighting style proficiency) and revived rogue (an Unearthed Arcana subclass). His background was as an author and journalist. I imagined him as a sort of Hunter S. Thompson type who inserts himself into groups and writes news pieces about them, in addition to publishing sleazy pulp novels based on the adventures of his past lives as they come to him.

This all happened before I learned about Ironsworn RPG, a game that supports solo play. The idea recently came to me to convert the existing character (who was still essentially a blank slate as only a third-level DnD character) to Ironsworn. 

Let's begin.

At its core, Ironsworn has 5 stats and no skills; Dungeons and Dragons 5th edition has 6 ability scores and 18 skills, each one tied to a stat. Reconciling these two differences isn't too hard. Let's begin with a comparison of the stats:

Ironsworn's stats

  • Edge: Quickness, agility, and prowess in ranged combat.
  • Heart: Courage, willpower, empathy, sociability, and loyalty.
  • Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
  • Shadow: Sneakiness, deceptiveness, and cunning.
  • Wits: Expertise, knowledge, and observation.
Dungeons and Dragons ability scores

  • Strength, measuring physical power
  • Dexterity, measuring agility
  • Constitution, measuring endurance
  • Intelligence, measuring reasoning and memory
  • Wisdom, measuring Perception and Insight
  • Charisma, measuring force of Personality
Some of these align easily enough, but a further examination of the differences between systems is required. So, again, an examination of Dungeons and Dragons skills is necessary to truly grasp the difference between the two systems.

Dungeons and Dragons skills under their associated stats

Strength
Athletics
Dexterity
Acrobatics
Sleight of Hand
Stealth
Intelligence
Arcana
History
Investigation
Nature
Religion
Wisdom
Animal Handling
Insight
Medicine
Perception
Survival
Charisma
Deception
Intimidation
Performance
Persuasion

Ironsworn is somewhat of a reductive system, aiming to squeeze the most out of what little that it has to operate from. While all manner of actions can be stratified into Dungeons and Dragons' abilities and skills, the fiction-first gameplay of Ironsworn means that how a character does things in the system is just as important as what they do. For that reason, a conversion of a Dungeons and Dragons character requires looking at quantitative plusses and minuses of statistics and ability scores and the manner and attitude of the character that does it. 

Dungeons and Dragons character stats

Scores (Mod)

Saves

Strength

15 (+2)

+4

Dexterity

14 (+2)

+4

Constitution

14(+2)

+4

Intelligence

12 (+1)

+0

Wisdom

10

+0

Charisma

10

+0


Dungeons and Dragons character skills

Acrobatics (Dex)

+4

Animal Handling (Wis)

+1

Arcana (Int)

+1

Athletics (Str)

+8 (Expert)

Deception (Cha)

+4 (Expert)

History (Int)

+1

Insight (Wis)

+2

Intimidation (Cha)

+2

Investigation (Int)

+3

Medicine (Wis)

0

Nature (Int)

0

Perception (Wis)

+2

Performance (Cha)

0

Persuasion (Cha)

0

Religion (Int)

0

Sleight of Hand (Dex)

+2

Stealth (Dex)

+4

Survival (Wis)

0


As you can see, using the Dungeons and Dragons character, I had always intended Norm to be a strong, perceptive, and sneaky character. So taking the number of proficiencies and abilities that he had spread out across various stats and scores and blending it down to Ironsworn was easy - a strong, smart, and sneaky character would have good Iron, Shadow, and Wits.

Using the stat array, I produced the following for Norm:

EDGEHEARTIRONSHADOWWITS
1
1
3
2
2

But there's more to the core of the character than just stats. There's also various unique abilities granted by class features in Dungeon and Dragons, from weapon and armor proficiencies to class features and feats. I had the following for 3rd level Norm in Dungeons and Dragons:

Fighter Features

Fighting Style: Unarmed Fighting

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.


Second Wind: 1/1

As a bonus action on your turn, heal 1d10 + fighter level Hit Points


Action Surge: 1/1

On your turn, take another action.


Combat Superiority

Combat Superiority (d8): 3/4

Maneuvers can be used once per attack 

Three maneuvers

  • Brace: When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.

  • Studious Eye: When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.

  • Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


Rogue Features

Revived

You’ve had a soul-shaking realization: you’ve been dead before, yet somehow you are alive again. This life isn’t your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn’t done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death’s representatives among the living.


Expertise: Investigation, Stealth


Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table


Thieves’ Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Aim, Dash, Disengage, or Hide action


Tokens of Past Lives

You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.


Revived Nature

Your newfound connection to death gives you the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.

  • You don’t need to eat, drink, or breathe.

  • You don’t need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.

Bolts from the Grave

You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven’t used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.


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