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 229: Line 229:
 
: * '''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 235:
 
: * '''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 243:
 
: * '''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 249:
 
: * '''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 255:
 
: * '''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 261:
 
: * '''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 267:
 
: * '''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. While you require no hand gestures holding an arcane focus in one hand does aid your arcane skill. Fell Callers are always albinos and trollkin only. They are greatly revered in Trollkin society.
 
: * '''Arcane Skill''': Fell Caller (Vigor)
 
: * '''Arcane Skill''': Fell Caller (Vigor)
 
: * '''Starting Power Points''': 10
 
: * '''Starting Power Points''': 10

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)