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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.
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[[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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