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===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.
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