Editing SavageIronKingdomsSWAE

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 11: Line 11:
 
: * '''Base Rules''': Using the Savage World Adventure Edition (SWAE)  
 
: * '''Base Rules''': Using the Savage World Adventure Edition (SWAE)  
 
: * '''Setting Rules''' (SWAE pg. 136-145) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Convictions''''' (add +1d6 to any trait roll. Awarded for heroes overcoming great challenge or face a tragity but starts each adventure at zero), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skills''''' (start with 15 skill points instead of 12), '''''Multiple Languages''''' (start with ½ Smarts die in language, one that must be your native tongue), '''''Wound Cap''''' (max number of wounds from any one attack is 4).
 
: * '''Setting Rules''' (SWAE pg. 136-145) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Convictions''''' (add +1d6 to any trait roll. Awarded for heroes overcoming great challenge or face a tragity but starts each adventure at zero), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skills''''' (start with 15 skill points instead of 12), '''''Multiple Languages''''' (start with ½ Smarts die in language, one that must be your native tongue), '''''Wound Cap''''' (max number of wounds from any one attack is 4).
: * '''Common Languages''': Dwarf – Rhulic; Elf – Iosan and Nyss; Human dialects include - Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, Ordic, Scharde and Urnyak; “Savage Tongues” – Molgur dialects include – Goblin (Gob), Ogrun (Og) and Trollkin (Thul). Uncommon and Secret languages require special training and/or access to them. Some examples are Druid Runes (requires the Arcane Background: Divine/Druids), Thieves Chant (requires the Thief Professional Edge), or things like Infernal (might require an Occult skill of d8+), Iokharic (also known as Draconic, also maybe a high Occultism or from an area where one of the dragon regions), Orgoth (dead language of the dark rules, maybe Academic d8+), etc.  
+
: * '''Common Languages''': Dwarf – Rhulic; Elf – Iosan and Nyss; Human dialects include - Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, Ordic, Scharde and Urnyak; “Savage Tongues” – Molgur dialects include – Goblin (Gob), Ogrun (Og) and Trollkin (Thul). Uncommon and Secret languages require special training and/or access to them.
 
[[File:IK_gunmage.jpg]]
 
[[File:IK_gunmage.jpg]]
  
Line 20: Line 20:
  
 
== CHARACTER CREATION ==
 
== CHARACTER CREATION ==
: * '''Novice''' ''Exceptional'' Heroes.
+
: * Novice ''Exceptional'' Heroes.
: * Choose one of the '''Common Folk'''.
+
: * 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.
+
: * 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.
+
: * 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).
+
: * 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.
+
: * 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.
+
: * Starting Cash – 1,000 copper ($; Minor Flaw +1,000 copper/$), plus all characters begin with two setting of basic clothing.
  
 
===COMMON FOLK===
 
===COMMON FOLK===
Line 96: Line 96:
 
'''Small''' [-1] as Minor Flaw.
 
'''Small''' [-1] as Minor Flaw.
  
'''Sneaky''' [1] base ''Stealth'' skill of a d6 and a maximum of d12+1
+
'''Sneaky''' [1] base Stealth 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.
 
'''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)
+
'''Tinkers''' or '''Survivalist''' [1] Goblins gain either a +1 to their ''Repair'' (Boggers) or ''Survival'' (Borgin) skill checks (player’s choice)
  
 
''Starting Languages'': one-half Smarts (one must be Molgur/Gob)
 
''Starting Languages'': one-half Smarts (one must be Molgur/Gob)
Line 167: Line 167:
 
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.
 
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.
+
'''Clumsy''' [-3] Trollkin are not known for their grace and they suffer a -2 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.
 
'''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.
Line 175: Line 175:
 
'''Size +1''' [1] +1 to Toughness
 
'''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.
+
'''Slow Regeneration''' [3] Trollkin have extraordinary healing abilities. They heal one Wound automatically every day and can regain the use of a permanently damaged limb in 2d4 weeks or a minor appendage like a finger in 1d4 days.
  
 
'''Stout''' [2] base Vigor of a d6 and a maximum starting d12+1
 
'''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)
 
''Starting Languages'': one-half Smarts die (one must be Molgur/Thul)
  
 
===NEW HINDRANCES===
 
===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.
+
'''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. To act normally instead, 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.
 
'''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.
Line 190: Line 188:
 
'''Glass Jaw''' (Minor): you have a glass jaw and can’t take a solid hit. You suffer -2 penalty on Soak rolls.
 
'''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.
+
'''Jingoistic''' (Minor) - Believes in the superiority of own culture and nation-state, you suffer a -2 Persuasion when dealing with foreigners and Leadership Edges do not apply to those not of your chosen culture or nation.
  
 
===RENAMED & NEW SKILLS===
 
===RENAMED & NEW SKILLS===
'''Arcane Mechanik''' is the renamed Weird Science skill for the Arcane Background: Arcane (Mechanika) but otherwise acts the same.  
+
'''Arcane Mechankia''' 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.
 
'''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).
+
'''Fell Caller''' is a new skills 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.
 
'''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.
 
'''Sorcery''' is the renamed Gifted skill for Arcane Background: Arcane (Sorcery) but otherwise acts the same.
  
 
===UPDATED & RENAMED EDGES===
 
===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).
+
'''Ace''' is taken separately for the following skills – Boating (sailing and steam ships), Drive (coach and trains), Pilot (zeppelin style vehicles, somewhat rare) and Riding (riding animals).
  
 
'''Brawny''' does not affect Size, but still grants all other benefits.  
 
'''Brawny''' does not affect Size, but still grants all other benefits.  
Line 219: Line 215:
  
 
'''Mr. Fix-It''' is renamed Bodger and can be used with mechanika devices also, even non-Arcane types.
 
'''Mr. Fix-It''' is renamed Bodger and can be used with mechanika devices also, even non-Arcane types.
 +
 +
'''Tactician''' instead, at the beginning of combat, make your Battle roll. With a Success, draw one card. This card can be used at any time by one of your Allies as an extra action during this combat.
  
 
'''Wizard''' is not allowed in the Iron Kingdoms.
 
'''Wizard''' is not allowed in the Iron Kingdoms.
  
 
===NEW BACKGROUND EDGES===
 
===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 Background: Arcane (Arcane Mechanik)''' [Novice, Smarts d6+, Mechanika d6+]: Some wizards focus their knowledge into creating Mechanik items. This uses a slightly updated version of Weird Science (SWA pg. 148) and Arcane Devices (SWA 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. Only dwarves, gobber and humans may normally be Arcane Mechaniks.
 
: * '''Arcane Skill''': Arcane Mechanika (Smarts)
 
: * '''Arcane Skill''': Arcane Mechanika (Smarts)
 
: * '''Starting Power Points''': 15
 
: * '''Starting Power Points''': 15
Line 229: Line 227:
 
: * '''Power List''': Any. But may only to 'cast' those spells listed under Wizards. Others must be through devices (as Weird Science).
 
: * '''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.
+
[[File:IK.Gunmage.jpg|350px|right]]'''Arcane Background: Arcane (Gun Mage)''' [Novice, Smarts 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)
 
: * '''Arcane Skill''': Gun Mage (Smarts)
 
: * '''Starting Power Points''': 10
 
: * '''Starting Power Points''': 10
Line 235: Line 233:
 
: * '''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).
 
: * '''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.
+
'''Arcane Background: Arcane (Sorcerer)''' [Novice, Vigor d6+]: 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.
 
''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.
Line 243: Line 241:
 
: * '''Powers''': Any
 
: * '''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 Background: Arcane (Wizard)''' [Novice, Smarts d6+, Occultism 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)
 
: * '''Arcane Skill''': Spellcasting (Smarts)
 
: * '''Starting Power Points''': 10
 
: * '''Starting Power Points''': 10
Line 249: Line 247:
 
: * '''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).
 
: * '''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 Background: Divine (Cleric)''' [Novice, Spirits 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)
 
: *'''Arcane Skill''': Faith (Spirits)
 
: * '''Starting Power Points''': 10
 
: * '''Starting Power Points''': 10
Line 255: Line 253:
 
: * '''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).
 
: * '''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 Background: Divine (Druid)''' [Novice, Spirits 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)
 
: * '''Arcane Skill''': Druidic (Spirits)
 
: * '''Starting Power Points''': 10
 
: * '''Starting Power Points''': 10
Line 261: Line 259:
 
: * '''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).
 
: * '''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 Background: Divine (Paladin)''' [Novice, Spirits 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)
 
: * '''Arcane Skill''': Faith (Spirits)
 
: * '''Starting Power Points''': 10
 
: * '''Starting Power Points''': 10
Line 267: Line 265:
 
: * '''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∞
 
: * '''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 Background: Innate (Fell Caller)''' [Novice, Vigor d8+, 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. Fell Callers are always albinos and trollkin only. They are greatly revered in Trollkin society.
 
: * '''Arcane Skill''': Fell Caller (Vigor)
 
: * '''Arcane Skill''': Fell Caller (Vigor)
 
: * '''Starting Power Points''': 10
 
: * '''Starting Power Points''': 10
 
: * '''Starting Powers''': 3
 
: * '''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).
+
: * '''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 Shout), 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 (Skin Hardening), 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''
 
[[File:IK.ArcaneMech.jpg|200px|right]]''SPELL NOTES''
Line 297: Line 295:
 
'''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.
 
'''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.  
+
'''Combat Loader''' [Novice, Shooting d8+]: With a Pace of 0 you can reload a pistol or rifle (not a long rifle) and fire in the same round without suffering a multi-Action penalty, but you cannot take any other besides speaking.
  
 
'''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 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.
Line 315: Line 313:
  
 
'''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)
 
'''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)
 +
 +
'''Strategist''' [Heroic, Command, Tactician]: as Tactician but gain +1 additional Cards with each raise. Can only give one away per round.
  
 
===NEW PROFESSIONAL EDGES===
 
===NEW PROFESSIONAL EDGES===
Line 323: Line 323:
 
:'''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.
 
:'''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.
+
'''Armored Caster''' [Novice, Strength d6+, Mechanika, 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.
 
'''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.
+
'''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 beast is incredibly loyal to you and smarter than a typical member of the species. 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.
+
'''Calloused Hands''' [Novice, Vigor d8+, Mechanik d8+ or Repair 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.
 
'''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.
+
'''Mage Hunter''' [Seasoned, Ioas Elf only, Occultism d6+, Stealth d6+]: Many Ioas 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.
 
'''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.
Line 345: Line 345:
  
 
== MAGIC ==
 
== MAGIC ==
[[File:IK.Spellcaster.jpg|400px|right]]Magic is common within the Iron Kingdoms often mixing with the steam technology of the day. Spells often have common names (or Trappings) in Iron Kingdom. See individual Power Lists for common names.  
+
[[File:IK.Spellcaster.jpg|400px|left]]Magic is common within the Iron Kingdoms often mixing with the steam technology of the day. Spells often have common names (or Trappings) in Iron Kingdom. See individual Power Lists for common names.  
  
 
NOTE that for any '''''Arcane Background: Divine''''' any POWER with a Range listed as Smarts uses Spirits instead.  
 
NOTE that for any '''''Arcane Background: Divine''''' any POWER with a Range listed as Smarts uses Spirits instead.  
Line 351: Line 351:
  
 
<u>'''MODIFIED SPELLS'''</u>
 
<u>'''MODIFIED SPELLS'''</u>
 
The '''Boost/Lower Trait''' and '''Slow/Speed''' Powers automatically have the Aspect limitation on them (i.e. they must be purchased as seperate powers but cost 1 less PP to activate).
 
  
 
'''Summon Ally'''
 
'''Summon Ally'''
 +
:This spell is heavily changed in the Iron Kingdoms setting. First it is dangerous to cast this spell and any Failure to cast it causes the caster a level of Fatigue and the full Power Point cost. Second a critical failure causes a Wound to the caster along with the other normal effects and costs them the full Power Point cost. Casters can only summon specific types of creatures -- Arcane Wizards (and sorcerers) can only summon Elementals, Divine Clerics Angelic beings or Infurnals and Divine Druids animals and beasts.
  
This spell is heavily changed in the Iron Kingdoms setting. First it is dangerous to cast this spell and any Failure to cast it causes the caster a level of Fatigue and the full Power Point cost. Second a critical failure causes a Wound to the caster along with the other normal effects and costs them the full Power Point cost. Casters can only summon specific types of creatures -- Arcane Wizards (and sorcerers) can only summon Elementals, Divine Clerics Angelic beings or Infurnals and Divine Druids animals and beasts.
+
:How this works is Arcane Wizards must be Veteran level to summon an Elemental (SWAE pg. 182) and can only add the Mind Rider (+1) Modifier. Divine Clerics must be Heroic in order to summon a divine Sentiel (SWAE pg. 169) with any Modifier, while Divine Druids can summon animal types at Novie level with the Mind Reader Modifier.  
  
How this works is Arcane Wizards must be Veteran level to summon an Elemental (SWAE pg. 182) and can only add the Mind Rider (+1) Modifier. Divine Clerics must be Heroic in order to summon a divine Sentiel (SWAE pg. 169) with any Modifier, while Divine Druids can summon animal types at Novice level+ with the Mind Reader Modifier (+1).
 
 
:Some examples of Animals that can be summoned by rank (found in the Beastiary SWAE pg. 180)...
 
:Some examples of Animals that can be summoned by rank (found in the Beastiary SWAE pg. 180)...
 
::'''Novice''': Cat, Constrictor Snake, Dog/Wolf, Horse, Raptor (Birds of Prey), Swarm (Small)
 
::'''Novice''': Cat, Constrictor Snake, Dog/Wolf, Horse, Raptor (Birds of Prey), Swarm (Small)
Line 364: Line 362:
 
::'''Veteran''': Bear, Great-White Shark, Lion, Swarm (Large)
 
::'''Veteran''': Bear, Great-White Shark, Lion, Swarm (Large)
 
::'''Heroic''': Drake, Giant Worm, Werewolf (advanced versions call the Warp Wolf)
 
::'''Heroic''': Drake, Giant Worm, Werewolf (advanced versions call the Warp Wolf)
:: * ''Note'' that these are only basic ones. Additional Iron Kingdom beasts can be called. Ask the GM for stats.   
+
:: * ''Note'' that these are only basic ones. Additional Iron Kingdom beasts can be called. Ask the GM for stats.  
 +
 
 +
Also '''Boost/Lower Trait''' and '''Slow/Speed''' Powers automatically have the Aspect limitation on them  
  
  
Line 417: Line 417:
 
''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Power skill use vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Power skill test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Target gets a Notice (-2 if you scored a raise) to avoid surprised.
 
''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Power skill use vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Power skill test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Target gets a Notice (-2 if you scored a raise) to avoid surprised.
  
== UPDATED WEAPONS AND ARMOR ==
+
== UPDATED WEAPONS AND ARMOR & UPGRADE ==
 
See SWAE pg. 69-73 for basic armor and hand weapons cost and features. $1 equals 1 copper piece (cp). Costs listed below are in copper pieces if not listed. Blackpower weapons are updated below as they are fairly outdated but still used by some.
 
See SWAE pg. 69-73 for basic armor and hand weapons cost and features. $1 equals 1 copper piece (cp). Costs listed below are in copper pieces if not listed. Blackpower weapons are updated below as they are fairly outdated but still used by some.
  
Line 429: Line 429:
 
:'''Custom Armor''': these armored piece are costom made for an individual and generally need to be heavily modified to be worn by another (unless the same body type, height and weight). They count as 2/3 the weight towards encumbarance when worn and increase the cost of each piece by +50%.   
 
:'''Custom Armor''': these armored piece are costom made for an individual and generally need to be heavily modified to be worn by another (unless the same body type, height and weight). They count as 2/3 the weight towards encumbarance when worn and increase the cost of each piece by +50%.   
 
:'''Lightened Steel''': first developed by the Iosan Elves this upgrade can be added to chain- and plate-mail armor only (SWAE pg. 69). The elves developed a method of greatly lessing the weight of steel. This upgrade lowers the weight of pieces of chain and platemail (including barding) by 1/2 but triples the cost of each piece. This process cannot be combine with the Reinforced Steel upgrade.   
 
:'''Lightened Steel''': first developed by the Iosan Elves this upgrade can be added to chain- and plate-mail armor only (SWAE pg. 69). The elves developed a method of greatly lessing the weight of steel. This upgrade lowers the weight of pieces of chain and platemail (including barding) by 1/2 but triples the cost of each piece. This process cannot be combine with the Reinforced Steel upgrade.   
:'''Reinforced Steel''': first developed by Rhule smiths, this upgrade can be added to chain- and plate-mail armor only (SWAE pg. 69). The Rhule folk developed a prossess to harded and reinforcing regular steel. This grants a +1 AP point to armor (so AP 4 or 5). The costs is tripled the base cost for each piece (including Barding). This process cannot be combined with the Lighten Steel upgrade.  
+
:'''Reinforced Steel''': first developed by Rhule smiths, this upgrade can be added to chain- plate-mail armor only (SWAE pg. 69). The Rhule folk developed a prossess to harded and reinforce regular steel. This grants a +1 AP point to plate armor (so AP 5). The costs is tripled the base cost for each piece (including Barding). This process cannot be combined with the Lighten Steel upgrade.  
  
  
Line 437: Line 437:
  
  
<u>'''NEW & UPDATED FIREARMS'''</u>
+
[[File:IK.sniper.jpg|400px|right]]<u>'''NEW & UPDATED FIREARMS'''</u>
 
:'''Musket Pistol''': Range 5/10/20, Damage 2d6, AP 0, ROF 1, Shots --, Str Min D4, Wt. 3, Cost 150, Notes: 2 Action to reload. Breach loading pistol.  
 
:'''Musket Pistol''': Range 5/10/20, Damage 2d6, AP 0, ROF 1, Shots --, Str Min D4, Wt. 3, Cost 150, Notes: 2 Action to reload. Breach loading pistol.  
 
:'''Musket Rifle''': Range 10/20/40, Damage 2d8, AP 0, ROF 1, Shots --, Str Min d6, Wt. 15, Cost 200, Notes: 3 Rounds to reload. Breach loading rifles.  
 
:'''Musket Rifle''': Range 10/20/40, Damage 2d8, AP 0, ROF 1, Shots --, Str Min d6, Wt. 15, Cost 200, Notes: 3 Rounds to reload. Breach loading rifles.  
:'''Blunderbuss''': Range 5/10/20, Damage 1-3d6*, AP 0, ROF 1, Shots --, Str Min D6, Wt. 12, Cost 200, Notes: 3 Rounds to reload. Breach loading 'shattergun'. Work as Shotguns (SWAE pg. 105). For 400 copper and wt. of 18 can include two barrels. Each barrel also requires 3 rounds to reload.   
+
:'''Blunderbuss''': Range 5/10/20, Damage 1-3d6*, AP 0, ROF 1, Shots --, Str Min D6, Wt. 12, Cost 200, Notes: 3 Rounds to reload. Breach loading 'shattergun'. Work as Shotguns (SWAE pg. 105). For 400 copper and wt. of 18 can include two barrels. Requires 3 rounds to reload each barrel.   
:'''Pistol''': Range 6/12/24, Damage 2d6+1, AP 1, ROF 1, Shots 1, Str Min D4, Wt. 3, Cost 300, Notes: 1 Action to Reload. Standard modern break action barrel pistol of the Iron Kingdoms. [[File:IK.sniper.jpg|400px|right]]
+
:'''Pistol''': Range 6/12/24, Damage 2d6+1, AP 1, ROF 1, Shots 1, Str Min D4, Wt. 3, Cost 300, Notes: 1 Action to Reload. Standard modern break action barrel pistol of the Iron Kingdoms.
:'''Pistol, Double barrel''': Range 6/12/24, Damage 2d6+1, AP 1, ROF 2, Shots 2, Str Min D6, Wt. 5, Cost 500, Notes: 1 Action to Reload each barrel. Two barrel (standard over/under configuration) break action barrel pistol.
+
:'''Pistol, Double barrel''': Range 6/12/24, Damage 2d6+1, AP 1, ROF 2, Shots 2, Str Min D4, Wt. 5, Cost 500, Notes: 1 Action to Reload each barrel. Two barrel (standard over/under configuration) break action barrel pistol.
 
:'''Heavy Pistol''': Range 8/16/32, Damage 2d8, AP 1, ROF 1, Shots 1, Str Min d8, Wt. 5, Cost 400, Notes: 1 Action to Reload. Heavy combat break-action barrel pistol. Often also called a Cavalry Pistol.   
 
:'''Heavy Pistol''': Range 8/16/32, Damage 2d8, AP 1, ROF 1, Shots 1, Str Min d8, Wt. 5, Cost 400, Notes: 1 Action to Reload. Heavy combat break-action barrel pistol. Often also called a Cavalry Pistol.   
 
:'''Rifle''': Range 15/30/60, Damage 2d8+1, AP 1, ROF 1, Shots 1, Str Min D6, Wt. 9, Cost 900, Notes: 1 Action to Reload. Modern Iron Kingdom's break action barrel loading rifle.
 
:'''Rifle''': Range 15/30/60, Damage 2d8+1, AP 1, ROF 1, Shots 1, Str Min D6, Wt. 9, Cost 900, Notes: 1 Action to Reload. Modern Iron Kingdom's break action barrel loading rifle.
 
:'''Rifle, Double barrel''': Range 15/30/60, Damage 2d8+1, AP 1, ROF 2, Shots 2, Str Min D6, Wt. 14, Cost 1,400, Notes: 1 Action to Reload each barrel. A two barrel rifle (standard over/under configuration) break action barrel.   
 
:'''Rifle, Double barrel''': Range 15/30/60, Damage 2d8+1, AP 1, ROF 2, Shots 2, Str Min D6, Wt. 14, Cost 1,400, Notes: 1 Action to Reload each barrel. A two barrel rifle (standard over/under configuration) break action barrel.   
 
:'''Long Rifle''': Range 30/60/120, Damage 2d10, AP 2, ROF 1, Shots 1, Str Min D8, Wt. 19, Cost 1,500, Notes: 2 Actions to Reload. At least six feet long these are specialized sniper weapons.  
 
:'''Long Rifle''': Range 30/60/120, Damage 2d10, AP 2, ROF 1, Shots 1, Str Min D8, Wt. 19, Cost 1,500, Notes: 2 Actions to Reload. At least six feet long these are specialized sniper weapons.  
:'''Ogrun Battle Gun''': Range 15/30/60, Damage 3d6, AP 2, ROF 1, Shots 1, Str Min D12, Cost 1,800, Notes: 3 Actions to Reload, Heavy Weapon. Basically a small hand cannon that is only carried by Orgun as others are rarely strong enough to weild.
+
:'''Ogrun Battle Gun''': Range 15/30/60, Damage 2d12, AP 2, ROF 1, Shots 1, Str Min D12, Cost 1,800, Notes: 3 Actions to Reload. Basically a small hand cannon that is only carried by Orgun as others are rarely strong enough to weild.
: * ''Note'' that for reloading all Muskets and Firearms requires a Pace of 0 to do safely. Any movement up to Pace requires an Agility check (any Multi-Action penalties apply). Failure results in spilled powder and/or ball or dropped arcane bullet. Dropping an Acrane bullet takes an Action to recover but also have a 1-in-4 chance of being lost or soiled. Dropping powder and/or ball means a lost of 1 shot for the musket you were reloading.
 
 
 
<u>'''HEAVY WEAPONS'''</u>
 
 
 
These weapon require specialized training to use. Otherwise the attacker suffers a -4 penalty to Shooting skill and on a roll of 1 or a 2 on the Shooting die (regardless of the Wild Die) cause the weapon to misfire or damage itself. See New Combat Edge - Heavy Weapon Specialist.
 
 
:'''Field Five-Barrel Crack-Gun''': Range 20/40/80, Damage 2d10, AP 1, ROF 3, Shots 100 (cloth belt), Str Min d6*, Wt. 180, Cost 5,000, Notes: Fixed mount weapon is only semi-portable (breaks down into 3 pieces that each weighs 60lbs for moving but this takes 5 actions to disassemble/reassemble), 5 Actions to Reload, requires a crew of at least 2 (gunner and belt feeder). A five barrel automatic weapon that requires a hand crack to be turned to feed the ammo into a rotating barrel to be fired. Without a feeder crew member the weapon 'jams' on any 1s or 2s rolled with the Shooting skill (and Wild Die if shooter has that).
 
:'''Field Five-Barrel Crack-Gun''': Range 20/40/80, Damage 2d10, AP 1, ROF 3, Shots 100 (cloth belt), Str Min d6*, Wt. 180, Cost 5,000, Notes: Fixed mount weapon is only semi-portable (breaks down into 3 pieces that each weighs 60lbs for moving but this takes 5 actions to disassemble/reassemble), 5 Actions to Reload, requires a crew of at least 2 (gunner and belt feeder). A five barrel automatic weapon that requires a hand crack to be turned to feed the ammo into a rotating barrel to be fired. Without a feeder crew member the weapon 'jams' on any 1s or 2s rolled with the Shooting skill (and Wild Die if shooter has that).
:'''Light Cannon''': Range 30/60/120, Damage 3d8, AP 4, ROF 1, Shots 1, Str Min d6*, Wt. 200lbs, Cost 4,000. Notes: 3 Actions to Reload, Medium Burst Template, Fixed weapon (although often mounted onto a wheel stand that can be pushed around at 1/2 Pace with at least 2 crew. Cost +250cp and +25lbs to weight). Requires a crew of 2 to operate correctly, otherwise a misfire/jam on a Shooting roll of a 1 or 2 (regardless of Wild Die). This requires 2d6 Actions to clear and a base Mechanika skill check to clear. 
 
  
''FIREARM & HEAVY WEAPON NOTES''  
+
''FIREARM NOTES''  
 
*'''Musket Rounds''' –20 musket pistol rounds equal 1lb, 10 Musket Rifle and Blunderbuss rounds weigh 1lb. Cost 10cp per lb.  
 
*'''Musket Rounds''' –20 musket pistol rounds equal 1lb, 10 Musket Rifle and Blunderbuss rounds weigh 1lb. Cost 10cp per lb.  
 
*'''Blast Powder''' – A horn of 3lbs cost 30cp. enough for 20 musket pistol shots and 10 musket rifle or blunderbuss shots.  
 
*'''Blast Powder''' – A horn of 3lbs cost 30cp. enough for 20 musket pistol shots and 10 musket rifle or blunderbuss shots.  
 
*'''Arcane Bullets''' – Specially made arcane bullets for non-musket Pistols and Rifles (paper wax cartridge with mixed blasting powder and a solid metal bullet core), cost/wt. each – Pistol 8cp/0.2, Heavy Pistol and Rifle 10cp/0.3, Long Rifle 15cp/0.4, Ogrun Battle Gun 25cp/1.0, Field Five-Barrel Crack Gun 20cp/0.4  
 
*'''Arcane Bullets''' – Specially made arcane bullets for non-musket Pistols and Rifles (paper wax cartridge with mixed blasting powder and a solid metal bullet core), cost/wt. each – Pistol 8cp/0.2, Heavy Pistol and Rifle 10cp/0.3, Long Rifle 15cp/0.4, Ogrun Battle Gun 25cp/1.0, Field Five-Barrel Crack Gun 20cp/0.4  
 
*'''Cloth Belt for Crack Gun''' - this cloth belt includes spaces for 100 loop-slots for arcane rounds for the field gun. Cost 30, Wt. 1 (empty), 41 (slots all fully loaded)   
 
*'''Cloth Belt for Crack Gun''' - this cloth belt includes spaces for 100 loop-slots for arcane rounds for the field gun. Cost 30, Wt. 1 (empty), 41 (slots all fully loaded)   
*'''Light Cannon Shot''' - something like a large Arcane Bullet, these specially made metalic rounds are loaded manually into the breake loader at the back of the cannon. Standard shot cost 50cp and weigh 4lbs each. Can be loaded with Anti-Warjack shells. These change the weapon traits to Heavy Weapon, but loses the MBT AOE. They suffer an additional -2 to attacking non-Jack targets except fixed structures. Cost 75, wt. 4lbs each. 
 
 
*'''Magelock Firearm''' – any Pistol or Rifle can have the have the ‘magelock’ focus added to it for +500cp (Gun Mages start with a Magelock Pistol for free; others have to pay full price for them). First this grant +5 Power Points for Arcane Magic. It grants +1 to the Gun Mage skill.
 
*'''Magelock Firearm''' – any Pistol or Rifle can have the have the ‘magelock’ focus added to it for +500cp (Gun Mages start with a Magelock Pistol for free; others have to pay full price for them). First this grant +5 Power Points for Arcane Magic. It grants +1 to the Gun Mage skill.
  
Line 473: Line 466:
 
<u>'''ADVENTURE GEAR'''</u>
 
<u>'''ADVENTURE GEAR'''</u>
  
See SWAE pg. 67 for other basic item costs and 68 for clothing and food (but none of the rest).
+
See SWAE pg. 67 for other basic item costs and 68 for rations and food, lodging, etc.
 
:'''Alchemist Apron''' - when worn adds +2 to Vigor tests vs. contact toxins and adds +2 to Toughness vs. fire damage (Torso). Also adds +2 to Fatigue tests when dealing with heat. Cost 200, Wt. 4
 
:'''Alchemist Apron''' - when worn adds +2 to Vigor tests vs. contact toxins and adds +2 to Toughness vs. fire damage (Torso). Also adds +2 to Fatigue tests when dealing with heat. Cost 200, Wt. 4
 
:'''Alchemist Travel Kit''' – a semi-portable lab needed to create alchemy in the field but at -1 to check or take twice as much time to create. Cost 500, Wt. 15
 
:'''Alchemist Travel Kit''' – a semi-portable lab needed to create alchemy in the field but at -1 to check or take twice as much time to create. Cost 500, Wt. 15
 
:'''Ammo Bandoleer''' – belt that can carry 20 pistol rounds or 10 rifle rounds for easy access. Cost 50, Wt. 1
 
:'''Ammo Bandoleer''' – belt that can carry 20 pistol rounds or 10 rifle rounds for easy access. Cost 50, Wt. 1
 
:'''Arcane Focus''' – Includes wands, staff, orbs and short rods, these one handed items allow a spellcaster to better focus his or her spellcasting abilities. An arcane mechanik, fell-caller, sorccer and wizard gain a +1 on the specific spellcasting rolls when holding one in one hand. These casters also start with one for free. Cost 100, Wt. 1.
 
:'''Arcane Focus''' – Includes wands, staff, orbs and short rods, these one handed items allow a spellcaster to better focus his or her spellcasting abilities. An arcane mechanik, fell-caller, sorccer and wizard gain a +1 on the specific spellcasting rolls when holding one in one hand. These casters also start with one for free. Cost 100, Wt. 1.
:'''Coal''' – an almost universial requirement for modern industry. Costs 25 per 10lbs of Coal.
+
:'''Coal''' – a modern requirement. Costs 25 per 10lbs of Coal.
 
:'''Compass''' – tells north direction, Cost 100, Wt. 0.5
 
:'''Compass''' – tells north direction, Cost 100, Wt. 0.5
 
:'''Crank Lantern''' – no oil required, cranking for 1d3+2 rounds, light lasts for 1d6+4 hours. Cost 200, Wt. 2
 
:'''Crank Lantern''' – no oil required, cranking for 1d3+2 rounds, light lasts for 1d6+4 hours. Cost 200, Wt. 2
Line 517: Line 510:
 
[[File:IK.Alcemist.jpg|350px|left]]These are a mix of brews. Note that anyone with the Alchemy Edge gains ½ their skill die in Science in starting alchemist formulas. They learn a new formula each time they raise their skill level and they can learn others through study. With access to a formula this takes 2 full days of study per Rank of the compound (i.e. Bile Brew is a Seasoned anti-toxin that takes 4 full days of study to learn). The basic cost of a compound formula is 50 copper for a Novice, 200 copper for a Seasoned, 500 copper for a Veteran, 1,000 copper for a Heroic and 5,000 copper for a Legendary. Characters generally cannot learn formula compounds of a higher rank then they are.
 
[[File:IK.Alcemist.jpg|350px|left]]These are a mix of brews. Note that anyone with the Alchemy Edge gains ½ their skill die in Science in starting alchemist formulas. They learn a new formula each time they raise their skill level and they can learn others through study. With access to a formula this takes 2 full days of study per Rank of the compound (i.e. Bile Brew is a Seasoned anti-toxin that takes 4 full days of study to learn). The basic cost of a compound formula is 50 copper for a Novice, 200 copper for a Seasoned, 500 copper for a Veteran, 1,000 copper for a Heroic and 5,000 copper for a Legendary. Characters generally cannot learn formula compounds of a higher rank then they are.
  
An Alchemist with a lab can create these at ½ listed cost (ingredients, etc.) in 1d4+1 hours per Rank (i.e. Seasoned takes 2d4+2 hours, Veteran 3d4+3 hours, etc.). An Alchemist can generally work on such items on average 8 hours a day. Working 12 hours causes a level of Fatigue (only regained after a full night of rest).  
+
An Alchemist with a lab can create these at ½ listed cost (ingredients, etc.) in 1d4 hours per Rank (i.e. Seasoned takes 2d4 hours, Veteran 3d4 hours, etc.).  
  
 
Critical Fumbles on one’s Science check either ruin all the ingredients or with the GM call cause explosions or nauseous choking gas releases, etc. These will generally cause 2d6 damage in a Small Burst Template for Novice disasters, 3d6 damage in a Medium Burst Template for Seasoned disasters, 4d6 damage in a Large Burst Template for Veteran rank or higher. Whether it’s a gas release or explosion depends on the compounds being mixed (GM’s call).
 
Critical Fumbles on one’s Science check either ruin all the ingredients or with the GM call cause explosions or nauseous choking gas releases, etc. These will generally cause 2d6 damage in a Small Burst Template for Novice disasters, 3d6 damage in a Medium Burst Template for Seasoned disasters, 4d6 damage in a Large Burst Template for Veteran rank or higher. Whether it’s a gas release or explosion depends on the compounds being mixed (GM’s call).
  
The base cost of these items various by the usefulness and rarity of ingredients. Balms are rubbed onto the area, taking 1d6 Action to apply. Drinkable elixirs take 1 Action if easily available (longer if in one's pack, etc.). Other items listed how they effect the target and how long it takes for the effect to start and when it ends.  
+
The base cost of these items various by the usefulness and rarity of ingredients. Balms are rubbed onto the area, taking 1d6 rounds. Drinkable elixirs take effect immediately. Other items listed how they effect the target and how long it takes for the effect to start and when it ends.  
  
 
These are only the most common. The GM and players can create more types.
 
These are only the most common. The GM and players can create more types.
Line 549: Line 542:
 
<u>'''FIELD ALCHEMY'''</u>
 
<u>'''FIELD ALCHEMY'''</u>
  
All have a range of thrown (range 5/10/20) or can be set with an clockwork timer (Requires a Mechanika -2 skill check to properly set) up to 5 minutes after activation.
+
All have a range of thrown (range 5/10/20) or can be set with an clockwork timer (Requires a Repair -2 check to properly set) up to 5 minutes after activation.
 
:'''Alchemical Grenade''' [Seasoned]: filled with volatile powders, when throw all targets within a Medium Burst Template take 2d8 damage, AP-4. Cost 100, Wt. 2
 
:'''Alchemical Grenade''' [Seasoned]: filled with volatile powders, when throw all targets within a Medium Burst Template take 2d8 damage, AP-4. Cost 100, Wt. 2
 
:'''Cinder Bomb''' [Veteran]: filled with vitriolic fire compounds, when thrown all affects targets in a Medium Burst Template take 2d8 fire damage. All targets must then make an Agility -2 (-4 if attacker got a raise) check or catch fire, suffer 2d6 fire damage every round after that. Putting oneself out is an Action and an Agility -2 check. A raise ends the damage without an Action. Rolling on the ground adds +2 to check and emersion in water automatically ends the burning. Targets on fire are Distracted. Cost 150, Wt. 2
 
:'''Cinder Bomb''' [Veteran]: filled with vitriolic fire compounds, when thrown all affects targets in a Medium Burst Template take 2d8 fire damage. All targets must then make an Agility -2 (-4 if attacker got a raise) check or catch fire, suffer 2d6 fire damage every round after that. Putting oneself out is an Action and an Agility -2 check. A raise ends the damage without an Action. Rolling on the ground adds +2 to check and emersion in water automatically ends the burning. Targets on fire are Distracted. Cost 150, Wt. 2
Line 574: Line 567:
 
:'''Liniment of Insulation''' [Novice]: this oil is used to insult homes and industrial areas against both fire and cold damage. It is often mixed in with paint and allied to the outer coating of a building. This adds +4 to the structures toughness against fire and cold damage and imposes a -2 on any chance of a fire starting on their surface in the first place. Cost 50 per gallon of paint.
 
:'''Liniment of Insulation''' [Novice]: this oil is used to insult homes and industrial areas against both fire and cold damage. It is often mixed in with paint and allied to the outer coating of a building. This adds +4 to the structures toughness against fire and cold damage and imposes a -2 on any chance of a fire starting on their surface in the first place. Cost 50 per gallon of paint.
 
:'''Mist Piercer''' [Novice] (Drinkable): this bitter tasting concoction allows the receipt to see through any smoke or misted based illumination penalties. It has no effect on darkness, but is useful for sailors against fog and mist and soldiers on smoke filed battlefields. The effects last one hour. Cost 100, Wt. ½ per vial.
 
:'''Mist Piercer''' [Novice] (Drinkable): this bitter tasting concoction allows the receipt to see through any smoke or misted based illumination penalties. It has no effect on darkness, but is useful for sailors against fog and mist and soldiers on smoke filed battlefields. The effects last one hour. Cost 100, Wt. ½ per vial.
:'''Morrow’s Hand Oil''' [Seasoned] (Balm): this oil when wiped onto wounds speeds up the recipient’s healing time. An application grants the effects of the Fast Healer Edge (SWA pg. 39) for six days. A target cannot benefit from more than one application at a time. Cost 50, Wt. ½ per vial.
+
:Morrow’s Hand Oil [Seasoned] (Balm): this oil when wiped onto wounds speeds up the recipient’s healing time. An application grants the effects of the Fast Healer Edge (SWA pg. 39) for six days. A target cannot benefit from more than one application at a time. Cost 50, Wt. ½ per vial.
 
:'''Mufflefoot''' [Novice] (Balm): this oil when applied to the soles of ones shoes grants the user +1 to his Stealth rolls for the next minute, but only as it affects making noise (it provides no cover, etc.). If applied to ones bare feet instead it grants +2 to Stealth for the next five minutes but only verses sounds. Cost 100, Wt. ½ per vial that should cover both feet or the shoes of a Size 0 being.
 
:'''Mufflefoot''' [Novice] (Balm): this oil when applied to the soles of ones shoes grants the user +1 to his Stealth rolls for the next minute, but only as it affects making noise (it provides no cover, etc.). If applied to ones bare feet instead it grants +2 to Stealth for the next five minutes but only verses sounds. Cost 100, Wt. ½ per vial that should cover both feet or the shoes of a Size 0 being.
:'''Muting Mist''' [Seasoned]: this alchemical compound, when exposed to the air, creates a strange grey-green mist in a Large Burst Template that not only cause obscuring mist (-2 to visual skills) but also distorts sounds (-2 to listening Notice checks and any skill that might be affect by sound). The effects last 2d4+2 rounds but strong winds can dissipate the mist in 1d3 rounds. Cost 250, Wt. 2 per container.
+
:Muting Mist [Seasoned]: this alchemical compound, when exposed to the air, creates a strange grey-green mist in a Large Burst Template that not only cause obscuring mist (-2 to visual skills) but also distorts sounds (-2 to listening Notice checks and any skill that might be affect by sound). The effects last 2d4+2 rounds but strong winds can dissipate the mist in 1d3 rounds. Cost 250, Wt. 2 per container.
 
:'''Quicksilver Tonic''' [Heroic] (Drinkable): this elixir grants the user an Extra Action such that it can ignore one Multi-Action penalty a round. This effect lasts for 2d4+1 rounds. At the end the target must succeed with a Vigor -1 check or suffers a level of Fatigue (recoverd after one hour of rest). Cost 500, Wt. 1 per vial.
 
:'''Quicksilver Tonic''' [Heroic] (Drinkable): this elixir grants the user an Extra Action such that it can ignore one Multi-Action penalty a round. This effect lasts for 2d4+1 rounds. At the end the target must succeed with a Vigor -1 check or suffers a level of Fatigue (recoverd after one hour of rest). Cost 500, Wt. 1 per vial.
 
:'''Sambertine''' [Seasoned] (Drinkable): this powerful sedative can easily be hidden within other drink or food making it hard to detect. If the target does not have some extraordinary sense (like Enhanced Smelling or Danger Sense) it is impossible to notice before its too late (may notice the elixir being poured into drink or food, GM’s call). If drank the user must make a Vigor -4 test or fall asleep (incapacitated) in 2d4 round. This lasts for 1d4 hours. Another may attempt to wake the victim with a Healing -2 check and 2d6 rounds of work. Cost 200, Wt. ½ per vial.
 
:'''Sambertine''' [Seasoned] (Drinkable): this powerful sedative can easily be hidden within other drink or food making it hard to detect. If the target does not have some extraordinary sense (like Enhanced Smelling or Danger Sense) it is impossible to notice before its too late (may notice the elixir being poured into drink or food, GM’s call). If drank the user must make a Vigor -4 test or fall asleep (incapacitated) in 2d4 round. This lasts for 1d4 hours. Another may attempt to wake the victim with a Healing -2 check and 2d6 rounds of work. Cost 200, Wt. ½ per vial.
Line 582: Line 575:
  
 
== MAGICAL DEVICES ==
 
== MAGICAL DEVICES ==
Elves are the only folks that practice and understand the process of the ancient art of crafting traditional magical items one would find in your typical fantasy setting. Divine spellcasters also use this method but only rarely in the Iron Kingdoms. This process often takes years though and only the long lived and patient people could ever master it. Humans and most other races use Mechanikal devices which are much faster, cheaper  and easier to create. This form of magic runs on arcane batteries or turbines but things like steamjacks also require coal or another energy source to help power them.
+
Elves are the only races that practice and understand the process of the ancient art of crafting traditional magical items one would find in your typical fantasy setting. This process often takes years though and only the long lived and patient people could ever master it. Humans and most other races use Mechanikal devices which are much faster, cheaper  and easier to create. This form of magic runs on arcane batteries or turbines but things like steamjacks also require coal or another energy source to help power them.
  
A Elf character or Aracne Background: Divine with the '''''Artificer''''' edge would be able to craft magical devices but this takes x5 times as long as creating an arcane rune device and cost at least three times as much.
+
A Elf character with the '''''Artificer''''' edge would be able to craft magical devices but this takes x5 times as long as creating an arcane rune device and cost at least three times as much.
  
  
 
[[File:IK.RuneBlade.jpg|350px|right]]'''''RUNE PLATING ITEMS''''' – normal magic item creation in the Iron Kingdoms is rare and special. Dwarf, Human and Gobber magic users types instead create magic powered by an Arcane Battery and etched with a Rune Plate.
 
[[File:IK.RuneBlade.jpg|350px|right]]'''''RUNE PLATING ITEMS''''' – normal magic item creation in the Iron Kingdoms is rare and special. Dwarf, Human and Gobber magic users types instead create magic powered by an Arcane Battery and etched with a Rune Plate.
  
Anyone with an Arcane Background (Arcane Magic) and the Mechanika skill can create the following, depending on their rank. An arcane casters knows ½ her Meckanika skill in batteries and/or plate types (and/or Steamjacks, see Steamjacks below). They learn a new one whenever they raise their skill and can also through studying a formula. This takes 4 days per Rank (Novice 4, days, Seasoned 8 days, etc.) of complete devoted study, generally in a Mechankia Workshop or Library. The basic cost of a mechanika formula is 150 copper for a Novice, 500 copper for a Seasoned, 1,000 copper for a Veteran, 2,500 copper for a Heroic and 15,000 copper for a Legendary. Characters cannot learn formula compounds of a higher rank then they are.
+
Anyone with an Arcane Background (Arcane Magic) and the Mechanika skill can create the following, depending on their rank. An arcane casters knows ½ her Meckanika skill in batteries and/or plate types. They learn a new one whenever they raise their skill and can also through studying a formula. This takes 4 days per Rank (Novice 4, days, Seasoned 8 days, etc.) of complete devoted study, generally in a Mechankia Workshop or Library. The basic cost of a mechanika formula is 150 copper for a Novice, 500 copper for a Seasoned, 1,000 copper for a Veteran, 2,500 copper for a Heroic and 15,000 copper for a Legendary. Characters cannot learn formula compounds of a higher rank then they are.
 
 
If they know the mechanika formula, a mechanika can create one within a Mechanika or Rune-Plate Workshop for ½ the cost with a week of dedicated work per Rank (Novice a week, Seasoned two weeks, etc.). Critical Failure always destroys all the material and may deal 1d6 x50 copper of damage to the Workshop per Rank (2d6 for Seasoned, etc.). A crafter can gain the aid of non-Arcane mechanika craftsmen to lower the time require. One skilled mechanika will reduce the time to 6/days per Rank, two skilled mechanika reduce the time to 5/days per rank and four or more skilled mechanika reduce the time to 4/days per rank. Generally Min Skill of Mechanika d6 earn around 246cp a week (or 35cp a day). 
 
  
 +
If they know the mechanika formula, a mechanika can create one within a Mechanika or Rune-Plate Workshop for ½ the cost with a week of dedicated work per Rank (Novice a week, Seasoned two weeks, etc.). Critical Failure always destroys all the material and may deal 1d6 x50 copper of damage to the Workshop per Rank (2d6 for Seasoned, etc.)
 
Rune Plate magic requires Power Points to active and maintain, just like a power. A spell caster can use their own Power Points or an arcane battery anyone can use a magical item.
 
Rune Plate magic requires Power Points to active and maintain, just like a power. A spell caster can use their own Power Points or an arcane battery anyone can use a magical item.
  
Line 652: Line 644:
 
:'''Ring of Invisibility''' [Veteran]: these copper and gold rings allows the wearer to cast the Invisibility power (-4 bases). Cost 5PP to activate with a duration of 5 rounds. Cost 1,500, Wt. ½
 
:'''Ring of Invisibility''' [Veteran]: these copper and gold rings allows the wearer to cast the Invisibility power (-4 bases). Cost 5PP to activate with a duration of 5 rounds. Cost 1,500, Wt. ½
 
:'''Rod of Might''' [Heroic]: this thick iron rod has four buttons that activate four different damaging effects. When not activated the rod counts as a War Hammer (SWAE pg. 72). The red button causes a fire to burn intensely at the end of the rod, dealing +d8 fire damage with each successful melee attack. The blue button causes electrical sparks at the end of the rod that deal +d8 electrical damage with each successful melee attack. The white button causes an intense freezing cold at the end that deal +d8 cold damage with each successful melee strike. And the Purple button causes an acid cloud like affect at the end of the rod that deals +d8 acid damage with a successful melee strike. The black button cause a black-light glow at the rods end. A successful touch attack (+2 to attack rolls but no base Str damage) causes the target to make a Vigor check or be Stunned. It costs 2PP to activate any one effect for a duration of 5 rounds. If a different button is activate any remaining duration of the current affect ends. These have the basic elemental effects listed until Magical Spells Elemental Trappings. The black button/Stunning effect as is the Stun Power (SWAE). Cost 8,000, Wt. 3.
 
:'''Rod of Might''' [Heroic]: this thick iron rod has four buttons that activate four different damaging effects. When not activated the rod counts as a War Hammer (SWAE pg. 72). The red button causes a fire to burn intensely at the end of the rod, dealing +d8 fire damage with each successful melee attack. The blue button causes electrical sparks at the end of the rod that deal +d8 electrical damage with each successful melee attack. The white button causes an intense freezing cold at the end that deal +d8 cold damage with each successful melee strike. And the Purple button causes an acid cloud like affect at the end of the rod that deals +d8 acid damage with a successful melee strike. The black button cause a black-light glow at the rods end. A successful touch attack (+2 to attack rolls but no base Str damage) causes the target to make a Vigor check or be Stunned. It costs 2PP to activate any one effect for a duration of 5 rounds. If a different button is activate any remaining duration of the current affect ends. These have the basic elemental effects listed until Magical Spells Elemental Trappings. The black button/Stunning effect as is the Stun Power (SWAE). Cost 8,000, Wt. 3.
:'''Steam Powered Armor''' [Veteran]: these suits of heavy armor require burning coal to fuel them. Both offer full body protection and their weight does not count as encumbrance so long as there is coal powering the suits. Light Steam Powered Armor have AP 5, Str Min d10 (when not running on coal. When activated Str Min. is d4 and increase wearer Str by +1 die step). Cost 4,000 and weigh 100 empty (without coal). Their coal hopper on the back of the suit holds 40lbs of Coal and the suit uses 10lbs of coal per hour of operation. Heavy Steam Powered Armor have AP 7, Str Min d12+2 (when not running on coal. When activated Str Min. d6 and increase wearer Str by +1 die step), Cost 10,000 and weigh 250 empty. Their coal hopper on the back of the suit holds 100lbs of Coal and the suit uses 25lbs of coal and hour of operation. Note that Stealth is all but impossible when wearing these suits.
+
:'''Steam Powered Armor''' [Veteran]: these suits of heavy armor require burning coal to fuel them. Both offer full body protection and their weight does not count as encumbrance so long as there is coal powering the suits. Light Steam Powered Armor have AP+5, Cost 4,000 and weigh 100 empty (without coal). Their coal hopper on the back of the suit holds 40lbs of Coal and the suit uses 10lbs of coal per hour of operation. Heavy Steam Powered Armor have AP+7, Cost 10,000 and weigh 250 empty. Their coal hopper on the back of the suit holds 100lbs of Coal and the suit uses 25lbs of coal and hour of operation. Note that Stealth is all but impossible when wearing these suits.
  
 
== STEAMJACKS ==
 
== STEAMJACKS ==
[[File:IK.SteamJack.jpg|400px|left]]Within the Iron Kingdoms setting the Steamjack or iron and steel semi-sentient constructs that run on coal and magic, are incredibly important in many aspects of life. Many are used as loaders, haulers and moves in urban areas especially on the docks and in the heavy industrial industries. They are also employed on the battlefield. Not as heavily as the troopers themselves but even mercenary armies often have one or two in their arsenal. Steamjacks are semi-sentient and recognize their owners (based on their Smarts and how new they are). The respond to voice commands, depending on how complex. They have the effect of the Loyal Hindrance and Vow (Major, follow masters commands) Hindrances and act on the same initiative as their controller. Over time as they “grow” they can develop new Hindrances and personality quirks which is why they are occasional memory wiped. This resets them to their basic model standards (losing any acquired traits that they gain naturally but it makes them easier to deal with). Memory wiping requires a deactivated steamjack and a successful separate Repair and Science skill checks and 1d4 hours of work.
+
[[File:IK.SteamJack.jpg|400px|left]]Within the '''Iron Kingdoms''' setting the Steamjack or iron and steel semi-sentient constructs that run on coal and magic, are incredibly important in many aspects of life. Many are used as loaders, haulers and moves in urban areas especially on the docks and in the heavy industrial industries. They are also employed on the battlefield. Not as heavily as the troopers themselves but even mercenary armies often have one or two in their arsenal. Steamjacks are semi-sentient and recognize their owners (based on their Smarts and how new they are). The respond to voice commands, depending on how complex. They have the effect of the Loyal Hindrance and Vow (Major, follow masters commands) Hindrances and act on the same initiative as their controller. Over time as they “grow” they can develop new Hindrances and personality quirks which is why they are occasional memory wiped. This resets them to their basic model standards (losing any acquired traits that they gain naturally but it makes them easier to deal with). Memory wiping requires a deactivated steamjack and a successful separate Repair and Science skill checks and 1d4 hours of work.
 
 
For simplicity Steamjacks are based on Robots from the '''''Science Fiction Companion''''' (pg. 36-38) except they run on Coal instead of Energy. A basic unarmored Jacks requires 10lbs of Coal per hour at Size 1 (minimum size) and an additional +10lbs of Coal an hour for each additional Size over this (see below). A standard Jack has a Coal Hopper feed for 3 hours worth of Coal it burns an hour. Certain modifiers add so much weigh to the Jack that it requires extra coal to burn. See Mods for examples but these also automatically increase the Hooper Size. Note that the Coal Hobber and Tools and Weapons carried count towards the Jack Encumbarnce.
 
 
 
The base Jack costs 5,000cp (20,000cp if Wild Card) and can have up to 5 points of Jack Modifiers. It has 5 attribute Trait points and 15 skill points. Jacks also have a Base Pace of 4 (Run d3+1) and all have a Minimum starting Size of 1 (and +1 to Toughness and +1 step to Strength). Each attribute point and/or every two skill points that are dropped decrease the cost by 500cp (minimum cost 1,500cp) and add one additional Mod slot. Jacks are automatically Constructs and have Environmental Weakness (Water) meaning they can be shut down if immersed in water and take +4 damage from water based attacks.
 
  
Due of their basic construction, non-Heavy weapons do not apply their Armor Penetration to Steamjack armor even if they can still deal damage to it. Heavy Armor still requires Heavy Weapons to damage it. Also Jacks can Carry (load) +1 Step based on their Strength (+2 with the Brawny Edge). For Strength over a d12 add +30lbs to the base total per +1 (i.e. d12+1 can carrying 150lbs, d12+2 can carry 180lbs, etc.)
+
For simplicity Steamjacks are based on Robots from the '''''Science Fiction Companion''''' (pg. 36-38) except they run on Coal instead of Energy. For base unarmed Jacks requires 10lbs of Coal per hour at Size 0 (minimum size) and +10lbs of Coal an hour for each additional Size. Certain modifiers add so much weigh to the Jack that it requires extra coal to burn. See Mods for examples. The base Jack costs 4,000cp (20,000cp if Wild Card) and can hold up to 5 points of Robotic Modifiers. It has 5 attribute Trait points and 15 skill points. Jacks also have a Base Pace of 4 (Run d3+1). Each attribute point and every two skill points can be dropped for a 500cp discount (minimum cost 1,500cp) and one additional Mod slot. Jacks are automatically Constructs and have Environmental Weakness (Water) meaning they can be shut down if immersed in water and take +4 damage from water based attacks.
  
Steamjacks come in three basic Size catigories (not so much SWAE size): Light Jacks range from Size 1-2, Medium Jacks are Size 3-4 and Large Jacks are Size 5-6.
+
Anyone with an Arcane Background (Arcane) with the Mechanika skill and a Formula can attempt to craft and create them but this requires Veteran Rank, and 2d4 weeks of construction in a Steamjack Warehouse +1d4 week per Size over 0 and Modification. Cost in raw materials is ½ the base cost. A Critical Fumble on this skill check causes a lost all base materials and a possible 1d20 x 100cp in damage to the Workshop.  
  
As with Rune-Plating Magical creation anyone with an Arcane Background (Arcane) and the Mechanika skill can learn to craft a Jack. This requires the crafter to be of Veteran rank and counts as one of the Mechanika creations (see above) and they a Formula for the specific Jack size and type (typically costs 1,000cp x Size. A Combat Codex requires a seperate Foruma that costs 1,500cp). Basic construction requires a Jack Workshop and 4 weeks for a Light Jack, 6 weeks for a Medium Jack or 8 weeks for Large Jacks. Also add +2 days for every Mod added. Cost in raw materials is ½ the base Jack's cost. A Critical Fumble on this skill check causes a lost all base materials and a possible 1d20 x 100cp in damage to the Workshop. The creator/crafter can be aided by non-Arcane Mechaniks. One additional worker drops contruction time by 1 week. Two workers drop the time by 2 weeks (mininum 1 week). Four additional workers drop the time by 4 weeks (minimum 1 week). Finally eight additional workers will drop the time by 6 weeks (minimum 1 week). Workers of course except to be paid. Generally Min Skill of Mechanika d6 earn around 246cp a week (or 35cp a day).  
+
Because of their basic construction Jacks non-Heavy weapons do not apply their Armor Penetration to Steamjack armor even if they can still deal damage to it. Heavy Armor still requires Heavy Weapons to damage it.
  
  
Line 671: Line 659:
  
 
The number in parentheses after the name of each entry is the number of times the Mod may be taken. U means unlimited.
 
The number in parentheses after the name of each entry is the number of times the Mod may be taken. U means unlimited.
*'''Armor''' (U): each Mod adds AP+2 at a cost of 500 x Size. For double the price plus +1 Mod counts as Heavy Armor. Each 2 Mods plus the Heavy Armor Mod require that Jack to burn an addition +5lbs of coal every hour.  
+
*'''Armor''' (U): each Mod adds AP+2 at a cost of 1,000/level. For double the price and weight plus +1 Mod counts as Heavy Armor. Each 2 levels plus the Heavy Armor require that Jack to burn an addition +5lbs (x Size) of coal every hour.  
 
*'''Attribute Increase''' (U): each Mod increases an Attribute trait by +1 step for +1,000 cost.  
 
*'''Attribute Increase''' (U): each Mod increases an Attribute trait by +1 step for +1,000 cost.  
*'''Combat Codex''' (1): this Mod allows the Jack to take ranks in skills Fighting and Shooting and allows the Jack to attack sentient beings. Cost 500 x Size.
+
*'''Combat Codex''' (1): this Mod allows the Jack to take ranks in skills Fighting and Shooting and allows the Jack to attack sentient beings. Cost 500.
 
*'''Edge''' (U): each Mod grants the steamjack an Edge, ignoring all requirements except other Edges. Cost 1,500 each edge.
 
*'''Edge''' (U): each Mod grants the steamjack an Edge, ignoring all requirements except other Edges. Cost 1,500 each edge.
*'''Increased Hooper''' (U): Mod 1, cost 500 x Size. Increase the base Coal Hopper to allow the Jack to operate one addition hour before requiring it to be refueled.
+
*'''Increased Hooper''' (U): Mod 1, cost 500 x Size. Increase the base Coal Hopper to allow the Jack to operate one addition hour before requiring it to be refueled (also increase the Coal required per the base amount for that Jack).
*'''Mule''' (1): Mod 1, cost 500 x Size. Double the base carrying capacity of the Jack.
+
*'''Mule''' (1): Mod 1, cost 500. Double the base carrying capacity of the Jack.
*'''Pace''' (4): each Mod increases the steamjacks Pace by +1. For every 2 Mods increase the run die by +1 step, Cost 500 x Size per Mod. Increase Coal required to burn each hour by +10lbs
+
*'''Pace''' (4): each Mod increases the steamjacks Pace by +1. For every 2 Mods increase the run die by +1 step, Cost 750/level.
*'''Reinforced Chassis''' (U): each Mod adds +1 Toughness at a cost of 750 x Size. For every 2 levels of this mod the requires the Jack to burn an additional +5lbs of coal every hour
+
*'''Reinforced Chassis''' (U): each Mod adds +1 Toughness at a cost of 1,000/level. For every 2 levels of this mod the requires the Jack to burn an additional +5lbs (x Size) of coal every hour
*'''Size Increase''' (5): Base Size starts at 1 for free. Each level above that cost 2,000 and does not cost the Jack a Mod to do so. Each level adds +1 to the Jacks size (and Toughness) and +1 step to its Strength. It can be taken 5 times (Large size at rank 4 adds +1 Wound that the Jack can take). Each level increase the base Coal requirements per hour by +10lbs.
+
*'''Size Increase''' (6): each level cost 2,000 and adds +1 to the Jacks size (and Toughness) and +1 step to its Strength. It can be taken 6 times (Large size at rank 4 adds +1 Wound that the Jack can take). Each level increase the base Coal requirements per hour by +10lbs.
*'''Skills''' (U): each Mod grants the steamjack an additional +1 to a Skill for a cost of 500. Skills after d12 are +1. Steamjacks do not have to worry of exceeding Traits for increased cost of the skill. In order to take any combat skills the jack must have a Combat Codex upgrade.
+
*'''Skills''' (U): each level grants the steamjack an additional +1 to a Skill for a cost of +1,000. Skills after d12 are +1. One Mod can accept up to +5 Skill levels. Steamjacks do not have to worry of exceeding Traits for increased cost of the skill. In order to take any combat skill the jack must have a Combat Codex upgrade.
 
*'''Targeting Tracker''' (1): Mod 1, cost 2,500. Eliminates 2 range attack penalties due to range, cover, illumination, call shots, etc.
 
*'''Targeting Tracker''' (1): Mod 1, cost 2,500. Eliminates 2 range attack penalties due to range, cover, illumination, call shots, etc.
*'''Water Proofing''' (1): Mod 1 cost 2,000. Not truly water proof but allows a Jack to be immersed in water for up to 15 minutes before liquid can get into its boiler and shut it off. Also ignores the Weakness to Water based attacks.
+
*'''Water Proofing''' (1): Mod 1 cost 2,000. Not truly water proof but allows a Jack to be immersed in water for up to 15 minutes before liquid can get into its boiler and shut it off.  
*'''Weapon/Equipment Mount''' (U): each Mod allows jack to carry 25lbs in Steamjack Weapon and Tools Cost 500. Base the Jack is carrying more then normal each Mod increase the Coal reqquirement by +5lbs an hour.
+
*'''Weapon/Equipment Mount''' (U): each Mod allows jack to carry 25lbs in Steamjack Weapon and Tools Cost 500/level.
  
  
Line 693: Line 681:
 
*'''Battle Spear''' (minimum Size 2, Str Min d10): Damage Str+d10 (Str+d12 if used 2-handed), Reach +1, Parry +1 if used two-handed, Heavy Weapon, Wt. 15, Cost 500.
 
*'''Battle Spear''' (minimum Size 2, Str Min d10): Damage Str+d10 (Str+d12 if used 2-handed), Reach +1, Parry +1 if used two-handed, Heavy Weapon, Wt. 15, Cost 500.
 
*'''Battle Sword''' (minimum Size 2, Str Min d10): Damage Str+d10, AP-1, Heavy Weapon, Wt. 15, Cost 750.
 
*'''Battle Sword''' (minimum Size 2, Str Min d10): Damage Str+d10, AP-1, Heavy Weapon, Wt. 15, Cost 750.
*'''Cannon''' (minimum Size 2, Str d12): Range 12/24/48, Damage 3d6, AP-2, Shots 10, Heavy Weapon, Wt. 40, Cost 2,500. A replacement Ammo clip is 500, weighs 10 and takes 3 full rounds to load.
+
*'''Cannon''' (minimum Size 2, Str d12): Range 12/24/48, Damage 3d8, AP-2, Shots 10, Heavy Weapon, Wt. 40, Cost 1,250. A replacement Ammo clip is 500, weighs 10 and takes 3 full rounds to load.
*'''Cannon, Heavy''' (minimum Size 4, Str Min d12+2): Range 15/30/60, Damage 3d8, AP-4, Shots 10, Heavy Weapon, Wt. 80, Cost 5,000. Replacement Ammo clips each Cost 1,500, weighs 25 and takes 4 full rounds to load.
+
*'''Cannon, Heavy''' (minimum Size 4, Str Min d12+2): Range 15/30/60, Damage 4d8, AP-4, Shots 10, Heavy Weapon, Wt. 80, Cost 2,500. Replacement Ammo clips each Cost 1,500, weighs 25 and takes 4 full rounds to load.
*'''Cargo Claws and Reinforced Structure''': Allows the jack to pick up and move items that are four times its base Carry Capacity based on its Strength, but at ½ Pace and no Running. It also grants +2 to grab checks. Wt. 10 x Size, Cost 250 x Size.
+
*'''Cargo Claws and Reinforced Structure''': Allows the jack to pick up and move items that are four times its base Carry Capacity based on its Strength, but at ½ Pace and no Running. It also grants +2 to grab checks. Wt. 20, Cost 250.
*'''Drill Rig''' (minimum Size 2, Str Min d12): Damage Str+2d6, AP-6, Heavy Weapon, Wt. 20, Cost 500, -2 Fighting checks with the rig as not really built for combat.
+
*'''Drill Rig''' (minimum Size 2, Str Min d12): Damage Str+2d6, AP-2, Heavy Weapon, Wt. 20, Cost 500, -2 Fighting checks with the rig as not really built for combat.
 
*'''Harpoon''' (minimum Size 2, Str Min d10): Range 10/20/40, Damage 3d6, with a 40” rope attached, Heavy Weapon, Wt. 30. With a successful strike will lodge into target. The jack can make a contested Strength check as an action to pull the target 1d6+2” towards it each round. Reloading a new harpoon and rope coil takes 5 rounds out of combat. The rope is heavy hemp (6 to cut). Reloads cost 50, weigh 15.
 
*'''Harpoon''' (minimum Size 2, Str Min d10): Range 10/20/40, Damage 3d6, with a 40” rope attached, Heavy Weapon, Wt. 30. With a successful strike will lodge into target. The jack can make a contested Strength check as an action to pull the target 1d6+2” towards it each round. Reloading a new harpoon and rope coil takes 5 rounds out of combat. The rope is heavy hemp (6 to cut). Reloads cost 50, weigh 15.
*'''Shield, Light''' (Str Min d10): adds +1 to Parry and -2 Cover Bonus or can be used as Hand Weapon to bash target dealing Str+d6 damage. Wt. 20, Cost 500.
+
*'''Shield, Light''' (Str Min d10): adds +1 to Parry and -2 Cover Bonus or can be used as Hand Weapon to bash target dealing Str+d6 damage. Wt. 30, Cost 500.
*'''Shield, Heavy''' (minimum Size 3, Str Min d12+1): adds +2 to Parry and -4 Cover Bonus or can be used as a Hand Weapon to bash target for Str+d8 damage, Heavy Weapon. Wt. 30, Cost 750.
+
*'''Shield, Heavy''' (minimum Size 3, Str Min d12+1): adds +2 to Parry and -4 Cover Bonus or can be used as a Hand Weapon to bash target for Str+d8 damage, Heavy Weapon. Wt. 50, Cost 750.
  
  
Line 705: Line 693:
  
 
'''Petticoat 'Butler' Light Servantjack''': This is a servant Jack for the rich used mostly as a curiosity and status symbol. This model is upgraded with some scientific knowledge and the ability to somewhat defend its owner.
 
'''Petticoat 'Butler' Light Servantjack''': This is a servant Jack for the rich used mostly as a curiosity and status symbol. This model is upgraded with some scientific knowledge and the ability to somewhat defend its owner.
:'''Cost''': 7,500cp, Coal Hopper: 30lbs (3hrs), Coal per Hour: 10lbs
+
:'''Cost''': 8,000cp, Coal Hopper: 50lbs, Coal per Hour: 10lbs
:'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6
+
:'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6
:'''Pace''' 4 (d3+1), '''Parry''' 6, '''Toughness''' 8 (2)
+
:'''Pace''' 4 (d3+1), '''Parry''' 6, '''Toughness''' 5
:'''Size''': 1, '''Carry''': 80lbs
 
 
:'''Skills''': Academic d6, Common Knowledge d6, Fighting d8, Notice d6, Shooting d6, Repair d6, Science d6
 
:'''Skills''': Academic d6, Common Knowledge d6, Fighting d8, Notice d6, Shooting d6, Repair d6, Science d6
 
:'''Edges''': Blocking
 
:'''Edges''': Blocking
:'''Mods''' (+2): Armor 1 (+500), Combat Codex Upgrade (+500), Edge - Blocking (+1,500)
+
:'''Mods''' (+3): Combat Codex Upgrade (+500), Edge - Blocking (+1,500), Mule (+500)
  
 
'''Forager Light Laborjack''': This basic labor jack has been upgrade to fill a light combat roll also.
 
'''Forager Light Laborjack''': This basic labor jack has been upgrade to fill a light combat roll also.
:'''Cost''': 8,500cp (+1,000 w/standard weapons), Coal Hopper: 160lbs (4hrs), Coal per Hour: 40lbs
+
:'''Cost''': 11,500cp, Coal Hopper: 120lbs, Coal per Hour: 30lbs
:'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d12+1, Vigor d8
+
:'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d12, Vigor d8
:'''Pace''' 5 (d3+1), '''Parry''' 5, '''Toughness''' 10 (2)
+
:'''Pace''' 5 (d4+1), '''Parry''' 5, '''Toughness''' 10 (2)
:'''Size''': 2, '''Carry''': 360lbs
 
 
:'''Skills''': Athletics d8, Fighting d6, Notice d6, Repair d6
 
:'''Skills''': Athletics d8, Fighting d6, Notice d6, Repair d6
 
:'''Edges''': --
 
:'''Edges''': --
:'''Mods''' (+3): Armor 1 (+1,000), Attributes 2 (+2,000), Combat Codex Upgrade (+1,000), Fewer Skills (-6; +3 mods, -2,500), Increased Hooper (+1,000), Mule (+1,000), Pace +1 (+1,000), Size +1 (+2,000), Weapon Mount 2 (can carry 50lbs of weapons, +1,000)
+
:'''Mods''' (+4): Armor 1 (+1,000), Attributes (+2, +2,000), Combat Codex Upgrade (+1,000), Fewer Skills (-6; +3 mods, -2,500), Mule (+500), Pace +1 (+500), Size +2 (+4,000), Weapon Mount 2 (can carry 50lbs of weapons, +1,000)
 
:''Standard Weapon Mounts'' (not including in cost): Battle Mace (Damage d12+d10, Heavy, Wt. 30, Cost 500), Light Shield (Parry +1, Cover -2 or Bash damage d12+d8, Wt. 15, Cost 500).  
 
:''Standard Weapon Mounts'' (not including in cost): Battle Mace (Damage d12+d10, Heavy, Wt. 30, Cost 500), Light Shield (Parry +1, Cover -2 or Bash damage d12+d8, Wt. 15, Cost 500).  
  
'''Bulldog Medium Laborjack''': This heavy lifting and hauler jack is popular in much of the Iron Kingdom.
+
'''Bulldog Medium Laborjac'''k: This heavy lifting and hauler jack is popular in much of the Iron Kingdom.
:'''Cost''': 16,500cp, Coal Hopper: 120lbs (3hrs), Coal per Hour: 40lbs/hour
+
:'''Cost''': 15,750cp, Coal Hopper: 210lbs, Coal per Hour: 70lbs/hour
:'''Attributes''': Agility d6, Smarts d4, Spirits d4, Strength d12+3, Vigor d8
+
:'''Attributes''': Agility d6, Smarts d6, Spirits d4, Strength d12+3, Vigor d8
 
:'''Pace''' 4 (d3+1), '''Parry''' 2, '''Toughness''' 14 (2)
 
:'''Pace''' 4 (d3+1), '''Parry''' 2, '''Toughness''' 14 (2)
:'''Size''': 3, '''Carry''': 560lbs (2,240lbs at Pace 2, no running)
 
 
:'''Skills''': Athletics d8, Notice d6
 
:'''Skills''': Athletics d8, Notice d6
 
:'''Edges''': Brawny  
 
:'''Edges''': Brawny  
:'''Mods''' (+4): Armor 1 (+1,500), Attributes 2 (+4,000), Edge (Brawny, +1,500), Fewer Skills (-10; +4 mods, -2,500), Mule (+1,500), Reinforced Chassis 1 (+2,250), Size +2 (+4,000), Tool Mount 2 (50lbs, +1,000)
+
:'''Mods''' (+8): Armor 1 (+1,000), Attributes 2 (+4,000), Edge (Brawny, +1,500), Fewer Skills (-10; +4 mods, -2,500), Mule (+500), Reinforced Chassis 1 (+1,000), Size +5 (+10,000), Tool Mount 2 (50lbs, +1,000)
:Tool Set (included in price): Cargo Claws and Reinforced Structure (30lbs, +750)
+
:Tool Set (included in price): Cargo Claws and Reinforced Structure (+250)
  
 
'''Vanguard Medium Warjack''': This is a fairly common warjack used by the various nation states of the Iron Kingdoms and a few very rich mercenary companies.
 
'''Vanguard Medium Warjack''': This is a fairly common warjack used by the various nation states of the Iron Kingdoms and a few very rich mercenary companies.
:'''Cost''': 29,500cp, Coal Hopper: 320lbs (4hrs), Coal per Hour: 80lbs/hour
+
:'''Cost''': 22,000cp, Coal Hopper: 255lbs, Coal per Hour: 85lbs/hour
:'''Attributes''': Agility d6, Smarts d6, Spirits d4,Strength d12+3, Vigor d10
+
:'''Attributes''': Agility d6, Smarts d6, Spirits d4, Strength d12+3, Vigor d8
:'''Pace''' 5 (d3+1), '''Parry''' 5, '''Toughness''' 18 (4; ''heavy armor'')
+
:'''Pace''' 5 (d4+1), '''Parry''' 5, '''Toughness''' 15 (4, heavy armor)
:'''Size''' 4 (Large, +1 Wound, Size 0 gain +2 to hit it), '''Carry''': 420 lbs
 
 
:'''Skills''': Athletics d6, Fighting d6, Notice d4, Shooting d6
 
:'''Skills''': Athletics d6, Fighting d6, Notice d4, Shooting d6
 
:'''Edges''': --
 
:'''Edges''': --
:'''Mods''' (+0): Armor 2 (heavy armor +8,000), Attributes 2 (+4,000), Combat Codex (+2,000), Fewer Skills (-8; +4 mods, -2,500), Increase Hooper (+2,000), Mule (+2,000), Pace 1 (+2,000), Reinforced Chassis 2 (+6,000), Size +3 (+6,000), Weapon Mounts 4 (100lbs, +2,000)
+
:'''Mods''' (+0): Armor 2 (heavy armor +4,000), Attributes 2 (+4,000), Combat Codex (+500), Fewer Skills (-8; +4 mods, -2,500), Mule (+500), Pace 1 (+500), Reinforced Chassis 2 (+2,000), Size +5 (+10,000), Weapon Mounts 5 (125lbs, +2,500)
:''Standard Weapon Mounts'' (including in cost): Battle Sword (d12+d10+3, Wt. 15, Cost 750), Cannon (Range 12/24/48, Damage 3d6, AP-2, Shots 10, Wt. 40. Reload costs 500, Wt. 10lbs and take 3 full rounds to install, Cost 2,500), Heavy Shield (Parry +2 and Cover -4 or Shield Bash Damage d12+d10+3, Heavy Weapon, Wt. 30, Cost 750).
+
:''Standard Weapon Mounts'' (not including in cost): Battle Sword (d12+d10+3, Wt. 15, Cost 750), Heavy Cannon (Range 12/24/48, Damage 3d8, AP-2, Shots 10, Wt. 40. Reload costs 500, Wt. 10lbs and take 3 full rounds to install, Cost 2,500), Heavy Shield (Parry +2 and Cover -4 or Shield Bash Damage d12+d10+3, Heavy Weapon, Wt. 50, Cost 750).

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)