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== CHARACTER CREATION == : * '''Novice''' ''Exceptional'' Heroes. : * Choose one of the '''Common Folk'''. : * 5 points for '''Attributes''', each starting at a base d4 for free with a maximum starting attribute of a d12. : * 15 points for '''Skills''' (plus starting basic levels), with a maximum starting skill rating of a d12. : * Either gain one One free '''''Edge''''' (must still qualify, except for Rank) or +1 to one '''''Attribute''''' trait (player's choice). : * One Major and two Minor '''Hindrance''', or Two Major Hindrance or four Minor Hindrances. : * Starting '''Cash''' – 1,000 copper ($; Minor Flaw +1,000 copper/$), plus all characters begin with two sets of basic clothing. ===COMMON FOLK=== '''Dwarf'''[[File:IK.DwarfRhule.jpg|200px|right]] Western Immoren has been the home of both men and dwarves since before written history, when only word of mouth and song recorded their deeds. Dwarves or the Rhulic-Folk in their own tongue are short (average around four and a half feet tall) but heavy set (average around 150 lbs.) humanoids with males wearing thick beards from a very young age. They settled in the northern mountains and assembled into a single nation long before Humans had risen from 'barbarism'. '''Fast Healer''' [2] as Edge (SWAE pg. 39) '''Healthy''' [1] +2 Vigor rolls vs. diseases and poisons. '''Short Legs''' (Major) [-2] Pace 4, Run d3+1 and -2 to Athletics when jumping or swimming tests, and -1 to the Ride skill. '''Stout''' [2] base Vigor of d6 and maximum starting d12+1 '''Thermal Vision''' [1] one-half, round up, darkness penalty including total darkness (max -2) and against invisible living targets. ''Starting Languages'': one-half Smarts die (one must be Rhule/Dwarf) '''Elf, Ios'''[[File:IK.ElfIosan.jpg|200px|right]] Nearly all of the elves of western Immoren hail from Ios. They are doomed people or so they believed. They live in a solitary kingdom, focusing inwardly on their plight, which is intimately tied to the slow death of their goddess Scyrah, the last of their once mighty pantheon. Iosan elves are tall and thin compared to humans, whom find these fey-folk as attractive and alluring. '''Bright''' [2] base Smarts d6 and maximum starting of d12+1 '''Elf Looks''' (Unnaturally Beauty) [1] add +1 to Persuasion. '''Long Stride''' [1] base Pace to 8. '''Quirk''' (Minor) Minor Arrogance [-1] tend to see Elves and Elven items, culture, etc. as superior to all others; can impose a -1 Persuasion in situations and must always purchase the “best” (increase the price on goods including food, weapons & armor, by +10% or 20% minimum). '''Twilight Vision''' [1] no darkness penalty for dim or dark, only in total darkness (then -4) ''Starting Languages'': one-half Smarts die (one must be Ios/Elf) '''Elf, Nyss'''[[File:IK.ElfNyss.jpg|200px|right]] The elusive elves called the Nyss are even more mysterious then their distant Iosan kin. Very little is known of the ‘winter elves’ as they kept to their secrets viciously and see non-Nyss as invaders at best and as non-sentient and unworthy of even life at worst. '''Agile''' [2] base Agility d6 and maximum starting of d12+1 '''Cold Adaption''' [1] gain +4 to resist cold effects or +4 to Toughness vs. cold attacks, damage or environmental conditions. '''Elf Looks''' (Unnaturally Beauty) [1] add +1 to Persuasion '''Long Stride''' [1] base Pace of 8 '''Outsiders''' (Minor) [-1]: as Flaw, Nyss Elves do not get along with non-Nyss, including their Ios cousins. '''Twilight Vision''' [1] no darkness penalty for dim or dark, only in total darkness (then -4) '''Weakness''' (Minor) Fire/Heat [-1]: suffer -4 to their trait rolls or Toughness scores vs. fire and heat attacks or environmental effects. ''Starting Languages'': one-half Smarts die (one must be Nyss/Elf) '''Goblin, Gobber and Borgin''' [[File:IK.GoblinGobber.jpg|200px|right]] Goblins within the kingdoms are commonly separated into two groups, gobbers and borgin. Gobbers are widespread and a notable wayfaring folk found nearly anywhere humans are found. Borgin are more savage and tend to be tribal in nature who avoid humanity. Gobbers are intelligence and inquisitive and have taken to the technology of humanity. '''Agile''' [2] base Agility of a d6 and maximum starting of a d12+1 '''Keen Eyesight''' [1] gain +2 to Notice skill checks with Sight. '''Outsider''' (Minor) [-1] as Flaw, most people seem them as public nuisances at best and not trustworthy troublemakers '''Small''' [-1] as Minor Flaw. '''Sneaky''' [1] base ''Stealth'' skill of a d6 and a maximum of d12+1 '''Thermal Vision''' [1] one-half, round up, darkness penalties including total darkness (max -2) and against invisible living targets. '''Tinkers''' or '''Survivalist''' [1] Goblins gain either a +1 to their ''Mechanika'' (Boggers) or ''Survival'' (Borgin) skill checks (player’s choice) ''Starting Languages'': one-half Smarts (one must be Molgur/Gob) '''Human'''[[File:IK.Humans.jpg|200px|right]] The Iron Kingdoms are the lands of humanity, first and foremost. They are by far the most numerous folk in the region, and it is their struggles, wars, and history which have shaped this land. The humans of the Iron Kingdoms are a varied and hardy cross selection of cultures, all arising from ancient tribes of warlike peoples who have lived, loved, fought and died in the region since before recorded history. The bulk of their history is filled with endless strife and battle, and the relative calm of the last few centuries is unusual '''Adaptive''' [2]: bonus Edge for Free, must still qualify '''Versatile''' [2] two additional base Skill points (17 base total) ''Starting Languages'': one-half Smarts die (one must be a Native language) '''Human Cultures''' : *'''Khard''': Hailing originally from the frozen tundra of the northern wastes, they were once great horse lords and raiders who migrated down into the central Khard plain region thousands of years ago. They still are considered master riders and horse breeders. Today they dominate the Khadoran Empire. Very common skills include Intimidate and Riding. :''Languages'': Khadorian (native), but also many learn Cygnaran, Khurzic, Llaeless, Ordic, and Rhulic. : *'''Kossite''': Hailing from the great mountain valleys of northern Khador. They are often savage and proud. Common skills include Athletics and Survival. :''Languages'': Khadorian (native), but also many learn Cygnaran, Khurzic, Llaeless, Ordic, and Rhulic. : *'''Ryn''': This cultured is often seen as arrogant and its peoples of Llael are a mix of southern culters of man that migrated northeast into the fertile valleys south of Rhule and west of Ios. Common skill include Intimidate and Taunt. :''Languages'': Llaeless (native), but also many learn Cygnaran, Khadorian, Khurzic, Ordic and Rhulic : *'''Skirov''': mountain dwellers whom are very independent and religious people. Common skills include Athletics and Survival. :''Language'': Khadorian (native), and Urnyak are common. Also Cygnaran and Ordic. : *'''Umbrean''': a very minor ethnic group of eastern Khador and northern Llael, they are horse masters and often seen as barbarians. Common skills include Riding and Survival. :''Languages'': Khurzic (native), but also Cygnaran, Khadorian, Llaeless, Ordic and Rhulic : *'''Midlunder''': the domain culturak group of northern Cygnar, they are a practical and down to earth type. Common skills include Common Knowledge and Persuasion. :''Languages'': Cygnaran (native), and for travelers a mix of Khadorian, Llaeless, Ordic and Rhulic. As their bonder is also up against Ios, there are a few whom also know Iosan Elf : *'''Morridane''': ancient cultural group of the central Tordor highlands, the Morridanes lives in the forests and swamps that dominate these lands. Common skills include Athletics, Stealth and Survival. :''Languages'': Cygnaran (native) and Caspian, Khadorian, Khurzic, Llaelese, Molgur (Trollkin Dialect) and Ordic. : *'''Thurian''': dominate ethnic cultural group of Ord, the Thurians are sharp-witted with more than and touch of roguish running through their people. Common skills include Intimidate, Persuasion and Taunt. A high number of those with the spark of magic within them. :''Languages'': Ordic (native) and Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, Molgur (any), Rhulic. : *'''Tordoran''': now a minority within Ord they were the original rulers of the nation and don’t like people forgetting it. Common skills include Intimidate and Taunt. :''Languages'': Ordic (native) and Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, and Rhulic. : *'''Caspian/Sulese''': dominate ethnic group of south and central Cygnar. Common skill include Persuasion. :''Languages'': Cygnaran (native), and Caspian, Khadorian, Khurzic, Llaelese, Ordic, and Rhulic. : *'''Idrian''': sharing much Caspian and Sulese cultures, the people of the Protectorate of Menoth are extremely religious and intolerant of the ‘younger’ religion of their northern brethren. Common skills include Academics and Intimidate. :''Languages'': Cygnaran (native) and Caspian, Khadorian, Khulzic, Molgur (any dialect). : *'''Scharde''': the barbaric peoples of the Cryx, the Scharde Islands and the islands of the Broken Coasts. These savage folk they are often recognized by their tattoos and extensive piercing, and fear from their dragon headed raiding ships and their unsavory habit of eating part of those they have killed in combat. Common skills include Athletics, Boating, Fighting and Intimidate. :''Languages'': Scharde (native), others include Cygnaran, Molgur (any), Khadorian, or Ordic. '''Ogrun'''[[File:IK.ogrun3.jpg|200px|right]] Ogrun are easily the largest f the enlightened (civilized?) folk, and while their society may be a bit backward and disorganized by others standards, they live by an inspiring code of honor. Most Ogrun have sworen their allengence to the dwarfs of Rhule but a few wander the southlands. '''Big''' [-2] Ogrun are around 8 feet tall and weigh around 350 lbs. They suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. by 100% to eliminate penalty. '''Dim''' [-2] Ogrun are very direct and not subtle but this also means they don't really understand subterfuge or riddles. They suffer a -1 to all Smarts trait tests. '''Long Legs''' [1]: base Pace 8 '''Non-Arcane''' [-1] The spark of arcane magic was never granted to Ogrun. They cannot take any Arcane Background: Arcane edge. Also suffer a -1 to all Trait rolls to resist hostile Arcane magic and for others whom try to cast beneficial arcane magic on them (not divine magic). '''Size +3''' [3] +3 to Toughness, +1 to Intimidate but -1 to Stealth. '''Thermal Vision''' [1] one-half, round up, darkness penalty including total darkness (max -2) and against invisible living targets. '''Very Strong''' [4]: base Strength d8, max starting d12+2 ''Starting Languages'': one-half Smarts die (one must be Molgur/Og) '''Trollkin'''[[File:IK.Trollkin.jpg|200px|right]] Savage trolls once roamed across the forests and plains of Western Immoren, but as time passed they assembled into tribes, which branched into clan families, and soon enough started trading and living among others. Trolls come in a wide variety of shapes, sizes and eating habits. The latter is perhaps the greatest rationale that sets trollkins apart from other trolls, allowing the other folk of Western Immoren to experience their personalities firsthand without fear of becoming their next meal. '''Clumsy''' [-2] Trollkin are not known for their grace and they suffer a -1 to Agility trait checks. '''Heritage''' [2] most Trollkin have Arcane Resistance as a racial trait, but there are a few rare members of the race who start with one Arcane Background (and most are also albinos and are either Fell Callers or Sorcerers). Player’s choice. '''Outsider''' (Minor) [-1] as Flaw, Trollkin generally stick with their own tribes and own kind. '''Size +1''' [1] +1 to Toughness '''Slow Regeneration''' [3] Trollkin have extraordinary healing abilities. Make a healing check every day (at no penalties) and can regrow or regain the use of a permanently damaged limb in 2d4+1 weeks or a minor appendage like a finger in 1d4 days. '''Stout''' [2] base Vigor of a d6 and a maximum starting d12+1 '''Ugly''' [-1] as Minor Hindrance. Trollkin share the physical appearance of savage trolls. As such most other races find them unattractive if not monsterous in appearance. ''Starting Languages'': one-half Smarts die (one must be Molgur/Thul) ===NEW HINDRANCES=== '''Cocky''' (Minor): some folk just don’t know when to brag and when to act. The character’s first round of combat must be spent announcing how great he is or the doom of those whom oppose him. This counts as an Action. To ignore this costs a Benny. '''Garrulous''' (Minor): you are particularly loose with your money. Unless you spend a Benny, you lose 1d4+2 x 10% of any and all cash any time you are in town or similar place, lost gambling, drinking, giving to charity, etc. You lose this amount every week you are in town or similar place where you can lost it. '''Glass Jaw''' (Minor): you have a glass jaw and can’t take a solid hit. You suffer -2 penalty on Soak rolls. '''Jingoistic''' (Minor) - Believes in the superiority of own culture and nation-state, you suffer a -1 Persuasion when dealing with foreigners and Leadership Edges do not apply to those not of your chosen culture or nation. ===RENAMED & NEW SKILLS=== '''Arcane Mechanik''' is the renamed Weird Science skill for the Arcane Background: Arcane (Mechanika) but otherwise acts the same. '''Druidic''' is the renamed Faith skill for Arcane Background: Divine (Druids) but otherwise acts the same. '''Fell Caller''' (Vigor). New skill that works just like any Power Skill for the Arcane Background: Innate (Fell Caller). '''Gun Mage''' is the renamed Spellcasting for Arcane Background: Arcane (Gun Magic) but otherwise acts the same. '''Mechanika''' (Smarts). New skills. This skill includes andcclureplaces the Repair skill. Any Edge that requires or grants bonuses to Repair now grants them to Mechanika Allows anyone to make repairs to Mechanika devices including Rune-Items and Steamjacks. This skill also allows anyone with the Arcane Background: Arcane to learn the formulas for Rune-Plating devices and Steamjacks. See these sections for discriptions. '''Sorcery''' is the renamed Gifted skill for Arcane Background: Arcane (Sorcery) but otherwise acts the same. ===UPDATED & RENAMED EDGES=== '''Ace''' is renamed and takes separately for the following skills – Boating (Sailmaster; sailing and steam ships), Drive (Coachmaster; coach and trains), Pilot (Airace; zeppelin style vehicles, somewhat rare) and Riding (Horselord; riding animals and allows on to spend benny for the animal soak tests). '''Brawny''' does not affect Size, but still grants all other benefits. '''Chi''' is not allowed in the Iron Kingdoms. '''Extra Effort''' change requirement to any Arcane Background and that backgrounds Arcane skill d6+ '''Gadgeteer''' instead of weird science requires Mechanika skill and Arcane Background of somekind. '''McGuyver''' is renamed Jury-Rigger but is otherwise unchanged. '''Mr. Fix-It''' is renamed Bodger and can be used with mechanika devices also, even non-Arcane types. '''Wizard''' is not allowed in the Iron Kingdoms. ===NEW BACKGROUND EDGES=== '''Arcane Background: Arcane (Arcane Mechanik)''' [Novice, Smarts d6+, Arcane Mechanik d6+, Science d4+]: Some wizards focus their knowledge into creating Mechanik items. This uses a slightly updated version of Weird Science (SWAE pg. 148) and Arcane Devices (SWAE pg. 153). But you can also know and cast like Wizard spell casters. Casting a Spell by an Arcane Mechanik requires a Full Round (no Pace, no Multi-Actions allowed) and cost 1 additional Power Point to cast and to maintain. You also suffer a penalty to spellcasting equal to the armor points you are wearing (see Wizards). You must have one hand free (or carrying an arcane focus in one hand) and be able to speak clearly to cast spell this way. When using a mechanika device (ala a Arcane Device, etc.) they can wear any armor they want without penalties and don't require an arcane focus or need to speak. They simply use the device as one normally would (so an arcane device with the Blast power probably looks like a pistol and must be pointed at targets, etc.). Only dwarves, gobber and humans may normally be Arcane Mechaniks. : * '''Arcane Skill''': Arcane Mechanika (Smarts) : * '''Starting Power Points''': 15 : * '''Starting Powers''': 2 : * '''Power List''': Any. But may only to 'cast' those spells listed under Wizards. Others must be through devices (as Weird Science). [[File:IK.Gunmage.jpg|350px|right]]'''Arcane Background: Arcane (Gun Mage)''' [Novice, Smarts d6+, Gun Mage d6+, Shooting d8+]: You can cast Arcane Magic while wearing up to Medium armor (AP 2) and still cast spells without penalty. Heavier armor cause normal penalty (see Wizards). The '''''Armored Caster''''' Edge (see below under New Professional Edges) allow the Gun Mage to wear any armor and not suffer a penalty to casting his magic. You must have a magelock firearm in one hand (two if a rifle), speak clearing and unless power is on yourself, you must touch or aim their firearm at the target(s). Only dwarves, gobber and humans may normally be Gun Mages. The GM might allow elves and trollkin in rare cases. : * '''Arcane Skill''': Gun Mage (Smarts) : * '''Starting Power Points''': 10 : * '''Starting Powers''': 3 : * '''Power List''': Analyze Foe*, Arcane Protection (Magic Resistance), Bolt (X† Bolt), Boost/Lower Trait (Enhance/Curse Trait)÷, Burst (Cone of X†), Confusion (Cause Confusion), Darksight (Infravision), Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Elemental Manipulation, Empathy, Entangle (Web), Farsight, Fear (Cause Fear), Intangibility (Wraith Form), Invisibility, Light/Darkness, Protection (Mage Armor), Puppet (Charm), Slow/Speed÷, Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Stun, Suggestion*, Wall Walker (Spider Climb). Warrior Gift (Combat Focus). '''Arcane Background: Arcane (Sorcerer)''' [Novice, Vigor d6+, Sorcery d4+]: You can cast Arcane magical like spell effects but without any outward trappings. You must have at least one hand free (or holding an arcane focus in one hand), see your target (or feel them with a Touch power) and spend a few seconds in concentration to cast. But you do not normally wear armor (see Wizards). Suffer AP bonus of armor worn to your Spellcasting skill check. All folk but ogrun maybe Sorcerers. ''NOTE'' that Sorcerers only gain 1 new Power with the New Powers Edge. However they gain +10 Power Points each time they take the Power Point Edge. : * '''Arcane Skill''': Sorcery (Gifted/Spirits) : * '''Starting Power Points''': 20 : * '''Starting Powers''': 1 : * '''Powers''': Any '''Arcane Background: Arcane (Wizard)''' [Novice, Smarts d6+, Occultism d6+, Spellcasting d6+]: You can cast Arcane Magic but normally don’t wear Armor. Suffer the AP of armor worn as a penalty to your Spellcasting check. You must have one hand free (or holding an arcane focus in the hand) and be able to speak in a clear voice in order to cast spells. The Elves of Ios use the same spell list and powers as Wizards. They are called Mages and do not have access to any type of mechanika creation like human, dwarves and gobber Wizards do. : * '''Arcane Skill''': Spellcasting (Smarts) : * '''Starting Power Points''': 10 : * '''Starting Powers''': 4 : * '''Power List''': Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Barrier (Wall of X†), Blast (X† Ball), Blind (Strike Blind), Bolt (X† Bolt), Boost/Lower Attribute (Enhance/Curse Trait)÷, Burrow (Create Tunnel), Burst (Cone of X†), Confusion (Cause Confusion), Damage Field (X† Shield), Darkvision (Infravision), Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Crystal Ball), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Web), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Growth/Shrinking (Enlarge/Reduce Size), Havoc (Whirlwind), Illusion, Intangibility (Wraith Form), Invisibility, Legerdemain (Far Hand), Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Protection (Mage Armor), Puppet (Charm), Remote Viewing (Wizard’s Eye)*, Shape Change (Polymorph), Slow/Speed÷, Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Elemental‡), Telekinesis (Mage Hand), Teleport, Wall Walker (Spider Climb), Zombie (Create Zombie). '''Arcane Background: Divine (Cleric)''' [Novice, Spirits d6+, Faith d6+]: You can cast Divine Magic by drawing power from the gods. You can wear any armor without penalty, but require a holy symbol in one hand and being able to speak in a clear voice in order to cast ‘spells’. You must also follow your God’s tenets. Humans, dwarves and elves can become clerics. A rare exception might be made for a gobber or trollkin or even rare Ogrun. : *'''Arcane Skill''': Faith (Spirits) : * '''Starting Power Points''': 10 : * '''Starting Powers''': 3 : * '''Power List''': Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Barrier (Wall of X†), Blast (Divine† Strike!), Blind (Holy† Light)!, Bolt (Divine Bolt!), Boost/Lower Attribute (Enhance/Curse Trait)÷, Confusion, Darksight (Infravision), Detect/Conceal Arcana, Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle, Environmental Protection, Fear (Cause Fear), Healing (Cure Wounds), Intangibility (Wraith Form), Legerdemain (Far Hand), Light!/ Darkness, Mind Link (Share Minds), Mind Reading, Mind Wipe, Object Reading, Protection (Armor of Faith), Relief (Cure Fatigue), Resurrection, Shape Change (Polymorph), Smite (Holy Smite!), Sound/Silence, Speak Language, Summon Ally (Summon Angel/Devil‡), Stun (Stun Foes), Telekinesis (Divine Hand), Zombie (Create Zombies). '''Arcane Background: Divine (Druid)''' [Novice, Spirits d6+, Druidic d6+]: You can cast Druidic Magic by drawing power from the old gods. You can only wear natural, non-metallic armor (heavy leather or thick hides) and carry wooden shields. Wearing metallic armor blocks access to ‘spells’. You must have a holy symbol in one hand and must be able to speak in a clear voice to cast spells. Only human, elves and gobbers (maybe orgun and trollkin) may be druids. : * '''Arcane Skill''': Druidic (Spirits) : * '''Starting Power Points''': 10 : * '''Starting Powers''': 3 : * '''Power List''': Arcane Protection (Magic Resistance), Banish, Barrier (Wall of X†), Beast Friend (Animal Friend), Blast (Ball Lighting†), Blind (Light Burst)!, Bolt (Lighting Bolt†), Boost/Lower Attribute (Enhance/Curse Trait)÷, Burrow (Create Tunnel), Burst (Cone of Cold or Lightning†), Confusion, Damage Field (Electrical Field†), Darksight (Infravision), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Webs), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Havoc (Whirlwind), Healing (Cure Wounds), Growth/Shrinking, Invisibility, Light!/Darkness, Protection (Bark Skin), Relief (Remove Fatigue), Remote Viewing* (Forest Eyes), Shape Change (Polymorph), Slow/Speed÷, Slumber (Sleep), Smite (Beast Claws), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Beasts‡), Wall Walker (Spider Walk). '''Arcane Background: Divine (Paladin)''' [Novice, Spirits d6+, Faith d6+, Fighting d6+]: You can cast Divine Spells. You may wear any armor, carry any shield etc. You must have the Hindrance Code of Honor or Heroic. To not follow your hindrance can cause of loss of access to your powers. You must have a holy symbol on your body in full display and must be able to speak in a clear voice. Only dwarves and humans become paladins. : * '''Arcane Skill''': Faith (Spirits) : * '''Starting Power Points''': 10 : * '''Starting Powers''': 3 : * '''Power List''': Analysis Foe*, Arcane Protection (Arcane Resistance), Boost Trait (Enhance Trait)÷/∞, Confusion≠, Darksight∞, Deflection∞, Detect/Conceal Arcana, Empathy, Environmental Protection≠, Farsight∞, Healing, Light†/÷, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection (Arcane Armor)≠, Relief≠, Speed÷/∞, Slumber≠, Smite (Holy† Strike), Speak Language∞, Stun≠, Suggestion*, Warrior's Gift∞ '''Arcane Background: Innate (Fell Caller)''' [Novice, Vigor d8+, Fell Caller d6+, Trollkin only]: Some trollkin have developed an innate ‘arcane-like’ magic by focusing their bloodline into mighty shouts of power. You can wear armor without penalty. You must be able to shout or chat loudly in order to cast any of their spells. While you require no hand gestures holding an arcane focus in one hand does aid your arcane skill. Fell Callers are always albinos and trollkin only. They are greatly revered in Trollkin society. : * '''Arcane Skill''': Fell Caller (Vigor) : * '''Starting Power Points''': 10 : * '''Starting Powers''': 3 : * '''Power List''': Arcane Resistance (Magic Resistance), Beast Friend, Blast ('Sonic' Fell Shout)†, Blind (Strike Blind), Bolt ('Sonic' Fell Cry)†, Boost/Lower Trait (Song of Enhancement/Curse)÷, Burst ('Sonic' Cone of Sound)†, Confusion (Beguile), Darksight, Deflection (Shielding Song), Detect/Conceal Arcana, Dispel, Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Environmental Protection, Farsight, Fear (Frightful Call), Havoc ('Sound' Burst)†, Healing (Healing Song), Light/Darkness, Mind Link (Share Thoughts), Protection (Stoneskin), Relief (Remove Fatigue), Slow/Speed (Song of Sloth/Speed)÷, Slumber (Lullaby), Sound/Silence, Speak Language, Stun (Stunning Shout), Suggestion* (Fell Voice). [[File:IK.ArcaneMech.jpg|200px|right]]''SPELL NOTES'' : *- New Spell. See Magic. :† - This power requires you to pick an Elemental Trapping. See Magic. Or use the trapping listed under that power (like some powers listed under specific arcane backgrounds). :‡ - See Magic for update on this spell as it has changed. :! - For +1 Power Points the caster deals Holy or Daylight effects. :÷ -These powers have the limitation - Aspect automatically. :∞ -These powers have the limitation – Range (Self) automatically. :≠ -These powers have the limitation - Range (Touch) automatically. '''Familiar''' [Novice, Arcane Background (Arcane), Spell casting skill must be d10+)]: the character has acquired an animal familiar. The creature gained is a dove, raven, cat, frog, small dog, nonpoisonous snake, etc. The mage and the familiar acquire the Loyal Hindrance with regard to each other. The familiar is not a slave, however, and can refuse to follow orders, especially ones which will cause it harm. Unless ordered otherwise, the familiar follows its natural instincts. For example, a cat familiar may stop to chase a mouse, take a quick nap, or sate its curiosity about a small hole, and it’s likely to hide during combat. The strong bond allows the familiar to resist the effects of beast friend. Both can understand each other’s speech. To others, the familiar is simply making animal noises — the mage speaks his normal language. The familiar is a Wild Card with respect to wounds and the Wild Die, but has no bennies. The mage may spend his for the familiar, however. The first time the mage takes this Edge it gains one of the powers below. Each additional time this Edge is taken, the mage can pick two of the powers below and the familiar gains +1 to its Toughness score. Each power may only be taken once. The mage may take this Edge only once each Rank. *The mage can transfer wounds and Fatigue levels to or from his familiar as a free action. *The mage may increase one attribute of his choice by one die, to a maximum of d12. *The mage can use the familiar’s senses as if they were his own. This requires concentration. The maximum range for this ability is the mage’s Smarts x 100 yards. *The familiar can use the mage’s Combat Edges as its own. *Any spells the mage casts on himself also affect the familiar. If he casts protetion with a raise, both he and his familiar gain +4 Armor for the duration, for example. *The familiar has 10 Power Points, which the mage may use as if they were his own. They recharge at the same rate as the mage’s (usually 5 per hour with rest). *The mage can cast any spell through the familiar, using it as the starting point of the effect (thus extending range, etc.) *The familiar acts as an arcane focus and grants the cast a +1 to her casting kill if within 10” (20yards). '''Steamjack''' [Novice, Bodger or Arcane Background (Mechanika), Spirits d8+]: the character begins play with a light combat jack or medium non-combat codex Steamjack (see Steamjacks). This jack is loyal to her alone. ===NEW COMBAT EDGES=== '''Charger''' [Seasoned, Fighting d10+]: The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. He may ignore the standard multi-action penalty for Running when making a Fighting attack roll at the end of your movement. '''Combat Loader''' [Novice, Shooting d8+]: With a Pace of 0 you can reload a single barrel of a pistol or rifle (not a long rifle) and fire in the same round without suffering a multi-Action penalty. You could also reload two barrels and suffer only one Multi-Action penalty. '''Heavy Melee Weapon''' [Novice, Strength d8+, Fighting d6+]: you training allows you to wield a two-handed weapon in one hand. You must still have the weapon's Strength Minimum. '''Heavy Weapons Specialist''' [Novice, Shooting d6+]: you can operate ballista, cannons and catapults without the normal -4 penalty for firing such weapons in combat. '''Musketeer''' [Seasoned, Muskets and Blunderbuss only]: you can reload a musket faster than most. Reduce the reload time for all muskets and blunderbuss by 1 round, and you are allowed to move up to your Pace at the same time (no Run). '''Spring Attack''' [Seasoned, Extraction, Fighting d8+]: You can move both before and after your attack, and as long as you end your movement not adjacent to any opponents, you do not suffering a free attack from any attacker. You may not move more than your Pace (cannot Run as part of this maneuver) in this round. You also cannot ignore First Strike or someone on ‘Hold’. [[File:IK.Trencher.jpg|250px|right]] '''Sniper''' [Seasoned, Marksmen, Shooting d10+]: Trained at sniping targes from long range. With a crossbow or rifle firearm, the attacker gains an addition +1 to hit with the Aim manuever (so +2 total) and eliminates an addition 2 points in penalties from cover, concealment and/or range penalties. '''Trencher''' [Seasoned, Agility d6+, Shooting d8+]: Trenchers are specially trained to move under fire. You impose an additional -2 to any Cover modifier you have against enemy ranged attacks against you (you must have at least light cover to gain bonus). You gain a +2 to Agility checks to Dive for Cover (such as from Area Attacks) and +2 to Spirits check to resist Suppression Fire. ===NEW LEADERSHIP EDGES=== '''Born Leader''' [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing. '''Move It Mister!''' [Seasoned, Command]: You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal) ===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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