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== CHARACTER CREATION ==
 
== CHARACTER CREATION ==
: * '''Novice''' ''Exceptional'' Heroes.
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: * Novice ''Exceptional'' Heroes.
: * Choose one of the '''Common Folk'''.
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: * 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.
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: * 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.
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: * 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).
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: * 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.
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: * 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.
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: * Starting Cash – 1,000 copper ($; Minor Flaw +1,000 copper/$), plus all characters begin with two sets of basic clothing.
  
 
===COMMON FOLK===
 
===COMMON FOLK===
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===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).
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'''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.  
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'''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.
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'''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.
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'''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.  
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'''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, 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.
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'''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)
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'''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===
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:'''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.
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'''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.
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'''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. 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.
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'''Calloused Hands''' [Novice, Vigor d8+, Mechanik 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.
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'''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.
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'''Summon Ally'''
 
'''Summon Ally'''
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: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.
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: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)
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:'''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.  
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:'''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.  
  
  
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<u>'''NEW & UPDATED FIREARMS'''</u>
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[[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.   
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:'''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]]
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:'''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.
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:'''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.
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:'''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>
 
<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.
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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 Master.
 
:'''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.   
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:'''Light Cannon''': Range 30/60/120, Damage 3d8, AP 4, ROF 1, Shots 1, Str Min d6*, Wt. 200lbs, Cost 6,000. Notes: 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 & HEAVY WEAPON NOTES''  
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*'''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.   
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*'''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 with no 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.
  
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:'''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.
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:'''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
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[[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.
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<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
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:'''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.
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== 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.  
 
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.  
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*'''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. 10 x Size, Cost 250 x Size.
*'''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. 20, Cost 500.
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:'''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 +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)
:''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'' (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. 30, Cost 750).

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