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===NEW PROFESSIONAL EDGES=== '''Alchemy''' [Novice, Smarts d6+, Science d4+]: You have learned the Science of Alchemy and create potions, balms, etc. (see Alchemy). '''Archer''' [Seasoned, Agility d6+, Shooting d8+, Marksman; Bows only]: Archers are among the most prized soldiers in any military. Those who train in advanced techniques learn how to master the bow in all conditions, and they can compensate for any difficulties. Archers reduce all Called Shot, Range, and Cover penalties by 2 total (any combination, and can be combine with Marksmen). :'''Combat Archer''' [Veteran, Archer, Agility d8+, Fighting d8+, Shooting d10+, Trademark Weapon (bow)]: You train with heavy-duty reinforced bows. They can also use their bows in hand-to-hand combat very effectively. Combat Archers may fire their bows in Close Combat, but target can choice to parry or evade. Or they can strike a target in melee with their stout bows (base STR+d6 damage). Their bows are hardy enough that they are also considered “armed” and don’t suffer a penalty to their Parry scores. :'''Veteran Archer''' [Veteran, Agility d6+, Shooting d10+]: Veteran Archers are true masters of the bow. Reduce penalties by another 2 (stacks with Archer) and adds +2 damage with bows. '''Armored Caster''' [Novice, Strength d6+, Arcane Mechanik, Sorcery or Spellcasting d8+]: Arcane Mechaniks, Wizards and Sorcerers don’t normally wear armor as it tends to interfere with their spellcasting abilities. These casters have learn to wear up to moderate armor (AP+2) at no penalty to their spellcasting skill. Note that heavier armor still has a full penalty to use. '''Armor Master''' [Novice, Strength d6+, Fighting d6+]: Warriors often learned how to best wear heavy armor effectively. Count the weight of any armor that he is wearing as one-half for Encumbrance. The character ignores the skill penalty to Athletics and only suffers one-half (round down) to Stealth while wearing armor. '''Blackclad''' [Seasoned, Spirits d8+, Arcane Background: Druid, Humans only]: Blackclads are members of the Circle of Orboros and whom follow the primal forces of nature. They tend to dislike civilization but they are not zealots, they simply reject morality as a moral construct that runs counter to the glorious chaos that is nature. These druids gains either a common Argus wolf, a Dusk Wolf, a Gorax, or a Troll Whelp animal companion. The beaast is incredibly loyal to you and smarter than a typical member of the species and count as Wild Cards (but have no Benny of their own). You also gain +1 with Intimidation and Survival but suffer a -2 to your Persuasion to non-followers of your order. '''Calloused Hands''' [Novice, Vigor d8+, Mechanika d8+]: A good steamo does not need a wrench or tool to make basic repairs to a piece of equipment. Instead the character can use her bare hands if she has too. The character can use his bare hands as improvised tools instead of a tool set when making a repair check. This does cause a level of Fatigue at the end of the repairs. '''Cavalryman''' [Seasoned, Riding d8+, Fighting d8+, Mount must be trained for combat]: This hero knows how to make the most of mounted combat. When performing a Mounted Charge, the Cavalryman gets a +2 on his Fighting roll as long as he moves at least 6" in a straight line before attacking. This is in addition to the +4 Damage. This Mounted Charge can be done at the end of a mount’s Run movement with no Multiple Action Penalties. '''Mage Hunter''' [Seasoned, Ios Elf only, Occultism d6+, Stealth d6+]: Many Iosan Elves believe that it is human magic & mechanik technology is slowly draining the life of the remaining Iosan goddess. Members of the Retribution of Scyrah are dedicated to hunting down and killing wizards and sorcerers. The mage hunters gains +2 Stealth and deal an additional +2 damage against anyone with the Arcane Background – Arcane type. They also gains +2 to his or her Toughness score vs. arcane damage and/or +2 to any Resistance rolls verse arcane spells. '''Monster Slayer''' [Novice, Smarts d6+, Occultism d6+, Notice d6+, Survival d6+]: Many monster hunters have dedicated themselves to protecting the civilized lands from the monsters from the wastes. When confronted by a monstrous or supernatural foe the hero may make an Occultism action check to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. With a success the Monster Slayer knows any weakness the creature might have and gains a +1 to all Trait rolls and damage totals against it until the end of the encounter. On a raise she gains all the creature’s special abilities and the Trait and damage bonus increase to +2. '''Oversized Weapon Master''' [Seasoned, Fighting d8+]: The character may use two-handed melee weapons with one hand. The minimum Strength for using the weapon still applies as normal. '''Trailblazer''' [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a Notice -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to Notice rolls to avoid being surprised. '''Warcaster, Journeyman''' [Seasoned, Arcane Background: Arcane Mechanik or Wizard, Armored Caster, Smarts d8+, Strength d6+, Arcane skill d8+, Battle d8+]: A Warcaster is a specialized casters whom can wear heavier armor and control the mighty ‘jacks with simply mental commands. First the Warcaster can wear any armor without suffering any spell casting penalties. Second they can use a version of Mind Link with any Steamjack under their command within 10” even if they do not have that power. This cost the normal Power Points and Duration. Any Steamjack that the warcaster is Mind Linked with them can share any Touch power with even if they are not within Touch range so long as they are within 10”. :'''Warcaster, Magistrate''' [Heroic, Arcane Background: Arcane Mechanik or Wizard, Armored Caster, Smarts d10+, Strength d6+, Arcane skill d10+, Battle d8+]: the Magistrate caster is a true master of the battle field. The range that they can telepathically communicate and grant powers to with a bound ‘jack is now 20”. They also learn how to power arcane batteries more effectively. It now costa them 1 less Power Point to activate any Rune-Plating ability (minimum 1) with an arcane battery (not when using their own Power Points to power a Rune-Plate).
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