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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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'''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.
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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 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 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.
  
'''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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:'''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.
 
: * ''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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