Difference between revisions of "SavageIronKingdomsSWAE"

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(HINDRANCES & EDGES)
(HINDRANCES & EDGES)
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*'''Starting Power Points''': 10
 
*'''Starting Power Points''': 10
 
*'''Starting Powers''': 4
 
*'''Starting Powers''': 4
*'''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 (must be taken separately; Enhance Trait, Lower Trait), Burrow (Create Tunnel), Burst (Cone of X†), Confusion (Cause Confusion), Damage Field (X† Shield), Darksight (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
+
*'''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 (must be taken separately; Enhance Trait, Lower Trait), Burrow (Create Tunnel), Burst (Cone of X†), Confusion (Cause Confusion), Damage Field (X† Shield), Darksight (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 (Control Other), Remote Viewing* (Wizard’s Eye), Shape Change (Polymorph), Slow/Speed (must be taken separately), 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).
(Far Hand), Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Protection (Mage Armor), Puppet (Control Other), Remote Viewing* (Wizard’s Eye), Shape Change (Polymorph), Slow/Speed (must be taken separately), 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+]: 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.
 
'''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.
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'''NEW COMBAT EDGES'''
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<u>'''NEW COMBAT EDGES'''</u>
  
 
'''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.
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'''NEW LEADERSHIP EDGES'''
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<u>'''NEW LEADERSHIP EDGES'''</u>
  
 
'''Born Leader''' [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.
 
'''Born Leader''' [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.
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'''NEW PROFESSIONAL EDGES'''  
+
<u>'''NEW PROFESSIONAL EDGES'''</U>
 +
 
 +
'''Alchemy''' [Novice, Smarts d6+, Science d4+]: You have learned the Science of Alchemy and create potions, balms, etc. (see Gear).
  
 
'''Archer''' [Seasoned, Agility d6+, Shooting d8+, Marksman; Bows only]: Archers are among the most prized soldiers in any military. Those who train in advanced techniques learn how to master the bow in all conditions, and they can compensate for any difficulties. Archers reduce all Called Shot, Range, and Cover penalties by 2 total (any combination, but a max penalty eliminated is 2).  
 
'''Archer''' [Seasoned, Agility d6+, Shooting d8+, Marksman; Bows only]: Archers are among the most prized soldiers in any military. Those who train in advanced techniques learn how to master the bow in all conditions, and they can compensate for any difficulties. Archers reduce all Called Shot, Range, and Cover penalties by 2 total (any combination, but a max penalty eliminated is 2).  

Revision as of 11:44, 19 July 2020

RULES & SETTING

Setting Rules (SWAE pg. 136-145) – Born a Hero (ignore rank requirement at character creation), Convictions (awards given turn play; gain a +1d6 to a roll; which can also ace), High Adventure (benny to gain a combat edge you qualify for), Multiple Languages (start with ½ Smarts die in language, one that must be your native tongue), Unarmed Heroes (heroes who don’t wear armor gain +2 bonus to Soak rolls).
Common Languages: Dwarf – Rhulic; Elf – Ios and Nyss; Human dialects include - Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, Ordic, Scharde and Urnyak; “Savage Races” – Molgur dialects include – Goblin, Ogrun and Trollkin. Uncommon and Secret languages require special training and/or access to them.

HOUSE-RULES

Damage Raises: For each raise that you roll on your Attack die, adds +1d6 damage.
Exploding Dice: all dice rolls can explode BUT only once each.
Heroic Recovery: At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal Recovery test, with any success you recover one Wound.
Run Dice: Changed to d4+2 (instead of d6) or 1d3+1 (for d4) or d6+2 (for a d8), etc.

CHARACTER CREATION

Novice Exceptional Heroes.
Choose one of the Common Races.
6 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.
One free Edge, must still qualify (except for Rank).
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 setting of basic clothing.


COMMON RACES

DWARF

Western Immoren has been the home of both men and dwarves since before written history, when only word of mouth and song recorded their deeds. Dwarves or Rhulic-Folk in their own tongue are short (average around 4 feet tall) but heavy set (average around 150 lbs.) humanoids with males wearing thick beards from a very young age. They settled in the northern mountains and assembled into a single nation long before mankind has risen from barbarity.

Fast Healer [2] as Edge (SWAE pg. 39)
Healthy [1] +2 Vigor rolls vs. diseases and poisons.
Thermal Vision [1] one-half, round up, darkness penalty including total darkness (max -2) and against invisible living targets.
Short Legs (Major) [-2] Pace 4, Run d3+1 and -2 to Athletics when jumping or swimming, -1 to the Ride skill.
Stout [2] base Vigor of d6 and maximum starting d12+1
Starting Languages: one-half Smarts die (one must be Rhule/Dwarf)


ELF, IOSAN

Nearly all of the elves of western Immoren hail from Ios. They are doomed people or so it is believed. They live in a solitary kingdom, focusing inwardly on their plight, which is intimately tied to the slow death of their goddess, Scyrah, the last of their once mighty pantheon. Elves are tall and thin compared to humans, whom find these fey-folk as attractive and alluring.

Bright [2] base Smarts d6 and maximum starting of d12+1
Elf Looks (Unnaturally Beauty) [1] add +1 to Persuasion
Long Stride [1] base Pace to 8
Twilight Vision [1] no darkness penalty for dim or dark, only in total darkness (then -4)
Quirk (Minor) Minor Arrogance [-1] tend to see Elves and Elven items, culture, etc. as superior to all others; can impose a -1 Persuasion in situations and must always purchase the “best” (increase the price on goods including food, weapons & armor, by +10% or 20% minimum)
Starting Languages: one-half Smarts die (one must be Ios/Elf)


ELF, NYSS

The elusive elves called the Nyss are even more mysterious then their distant Iosan kin. Very little is known of the ‘winter elves’ as they kept to their secrets viciously and see non-Nyss as invaders at best and as non-sentient and unworthy of even life at worst.

Agile [2] base Agility d6 and maximum starting of d12+1
Cold Adaption [1] gain +4 to resist cold effects or +4 to Toughness vs. cold attacks, damage or environmental conditions.
Elf Looks (Unnaturally Beauty) [1] add +1 to Persuasion
Long Stride [1] base Pace to 8
Outsiders (Minor) [-1]: as Flaw, Nyss Elves get along with non-Nyss, including their Ios cousins.
Twilight Vision [1] no darkness penalty for dim or dark, only in total darkness (then -4)
Weakness (Minor) Fire/Heat [-1]: suffer -4 to their trait rolls or Toughness scores vs. fire and heat attacks or environmental effects.
Starting Languages: one-half Smarts die (one must be Nyss/Elf)


GOBLIN (GOBBER OR BORGIN)

Goblins within the kingdoms are commonly separated into two groups, gobbers and borgin. Gobbers are widespread and a notable wayfaring races found nearly anywhere humans are found. Borgin are more savage and tend to be tribal in nature who avoid humanity. Gobbers are intelligence and inquisitive and have taken to the technology of humanity.

Agile [2] base Agility of a d6 and maximum starting of a d12+1
Keen Eyesight [1] gain +2 to Notice skill checks with Sight
Sneaky [1] base Stealth of a d6 and a maximum of d12+1
Thermal Vision [1] one-half, round up, darkness penalties including total darkness (max -2) and against invisible living targets.
Tinkers or Survivalist [1] Goblins gain either a +1 to their Repair or Survival skill checks (player’s choice)
Outsider (Minor) [-1] as Flaw, most people seem them as public nuisances at best and not trustworthy troublemakers
Small [-1] as Flaw, plus +1 Stealth and -1 Intimidate
Starting Languages: one-half Smarts (one must be Molgur/Gob)


HUMAN

The Iron Kingdoms are the lands of humanity, first and foremost. They are by far the most numerous race in the region, and it is their struggles, wars, and history which have shaped this land. The humans of the Iron Kingdoms are a varied and hardy cross selection of cultures, all arising from ancient tribes of warlike peoples who have lived, loved, fought and died in the region since before recorded history. The bulk of their history is filled with endless strife and battle, and the relative calm of the last few centuries is unusual

Adaptive [2]: bonus Edge for Free, must still qualify
Versatile [2] two additional base Skill points (17 base total)
Starting Languages: one-half Smarts die (one must be a Native language)

Human Cultures

  • Khard: Hailing originally from the frozen tundra of the northern wastes, they were once great horse lords and raiders who migrated down into the central Khard plain region thousands of years ago. They still are considered masters of riding and horse breeders. Today they dominate the Khadoran Empire. Very common skills include Intimidate and Riding.
Languages: Khadorian (native), but also many learn Cygnaran, Khurzic, Llaeless, Ordic, and Rhulic.
  • Kossite: Hailing from the great mountain valleys of northern Khador. They are savage and proud. Common skills include Athletics and Survival.
Languages: Khadorian (native), but also many learn Cygnaran, Khurzic, Llaeless, Ordic, and Rhulic.
  • Ryn: This cultured is somewhat arrogant its peoples of Llael are a mix of southern races of man that migrated northeast into the fertile valleys south of Rhule and west of Ios. Common skill include Intimidate and Taunt.
Languages: Llaeless (native), but also many learn Cygnaran, Khadorian, Khurzic, Ordic and Rhulic
  • Skirov: mountain dwellers whom are very independent but religious people. Common skills include Athletics and Survival.
Language: Khadorian (native), and Urnyak are common. Also Cygnaran and Ordic.
  • Umbrean: a very minor ethnic group of eastern Khador and northern Llael, they are horse masters and barbarians. Common skills include Riding and Survival.
Languages: Khurzic (native), but also Cygnaran, Khadorian, Llaeless, Ordic and Rhulic
  • Midlunder: the domain ethnic group of northern Cygnar, they are a practical and down to earth type. Common skills include Common Knowledge and Persuasion.
Languages: Cygnaran (native), and for travelers a mix of Khadorian, Llaeless, Ordic and Rhulic. As their bonder is also up against Ios, there are a few whom also know Iosan Elf
  • Morridane: ancient ethnic group of the central Tordor highlands, the Morridanes lives in the forests and swamps that dominate these lands. Common skills include Athletics, Stealth and Survival. Languages: Cygnaran (native) and Caspian, Khadorian, Khurzic, Llaelese, Molgur (Trollkin Dialect) and Ordic.
  • Thurian: dominate ethnic group of Ord, the Thurians are sharp-witted with more than and touch of roguish running through their culture. Common skills include Intimidate, Persuasion and Taunt. A high number of those with the spark of magic come from this ethnic group.
Languages: Ordic (native) and Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, Molgur (any), Rhulic.
  • Tordoran: now a minority within Ord they were the original rulers of the nation and don’t like people forgetting it. Common skills include Persuasion and Taunt.
Languages: Ordic (native) and Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, and Rhulic.
  • Caspian/Sulese: dominate ethnic group of south and central Cygnar. Common skill include Persuasion.
Languages: Cygnaran (native), and Caspian, Khadorian, Khurzic, Llaelese, Ordic, and Rhulic.
  • Idrian: sharing much Caspian and Sulese cultures, the people of the Protectorate of Menoth are extremely religious and intolerant of the ‘younger’ religion of their northern brethren. Common skills include Academics and Intimidate.
Languages: Cygnaran (native) and Caspian, Khadorian, Khulzic, Molgur (any dialect).
  • Scharde: the barbarian peoples of the Cryx, the Scharde Islands and the islands of the Broken Coasts. These are savage folk, most well known for their tattoos, extensive piercing, and their dragon headed raiding ships and their unsavory habit of eating part of those they have killed in combat. Common skills include Athletics, Boating, and Intimidate.
Languages: Scharde (native), others include Cygnaran, Molgur (any), Khadorian, or Ordic.


OGRUN

Ogrun are easily the largest f the enlightened races, and while their society may be a bit backward and disorganized by others standards, they live by an inspiring code of honor. Most Ogrun have sworen their allengence to the dwarfs of Rhule but a few wander the southlands.

Big [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. by 100% to eliminate penalty.
Dim [-2] suffer a -1 to all Smarts trait tests.
Long Legs [1]: base Pace 8
Non-Arcane [-1] cannot take any Arcane Background: Arcane edge. Also suffer a -1 to all Trait rolls to resist hostile Arcane magic and for others whom try to cast beneficial arcane magic on them (not divine magic).
Size +2 [2] +2 to Toughness, +1 to Intimidate but -1 to Stealth
Thermal Vision [1] one-half, round up, darkness penalty including total darkness (max -2) and against invisible living targets.
Very Strong [4]: base Strength d8, max starting d12+2
Starting Languages: one-half Smarts die (one must be Molgur/Og)


TROLLKIN

Savage trolls once roamed across the forests and plains of Western Immoren, but as time passed they assembled into tribes, which branched into clan families, and soon enough trolls came in a variety of shapes, sizes and eating habits. The latter is perhaps the greatest rationale that sets trollkins apart from other trolls, allowing the other races of Western Immoren to experience their personalities firsthand without fear of becoming their next meal.

Clumsy [-3] Trollkin are not known for their grace and they suffer a -2 to Agility trait checks.
Heritage [2] most Trollkin have Arcane Resistance as a racial trait, but there are a few rare members of the race who start with one Arcane Background (and most are also albinos and are either Fell Callers or Sorcerers). Player’s choice.
Outsider (Minor) [-1] as Flaw, Trollkin generally stick with their own tribes and own kind.
Size +1 [1] +1 to Toughness
Slow Regeneration [3] Trollkin are fast healers. They roll a Natural Healing check every day at no penalties and can regain the use of a permanently damaged limb in 2d4 weeks or a minor appendage like a finger in 1d4 days.
Stout [2] base Vigor of a d6 and a maximum starting d12+1
Starting Languages: one-half Smarts die (one must be Molgur/Thul)

HINDRANCES & EDGES

NEW HINDRANCES

Cocky (Minor): some folk just don’t know when to brag and when to act. The character’s first round of combat must be spent announcing how great he is or the doom of those whom oppose him. To act normally instead, costs a Benny.

Garrulous (Minor): you are particularly loose with your money. Unless you spend a Benny, you lose 1d4+2 x 10% of any and all cash any time you are in town or similar place, lost gambling, drinking, giving to charity, etc. You lose this amount every week you are in town or similar place where you can lost it.

Glass Jaw (Minor): you have a glass jaw and can’t take a solid hit. You suffer -2 penalty on Soak rolls.

Jingoistic (Minor) - Believes in the superiority of own culture and nation-state, you suffer a -2 Persuasion when dealing with foreigners and Leadership Edges do not apply to those not of your chosen culture or nation.


RENAMED SKILL Arcane Mechankia is the renamed Weird Science in all other regards and game effects. Arcane Mechanika use it mostly but Gun Mages, Sorcerers and Wizards are allowed to take it for crafting Rune-Plates.


UPDATED & RENAMED EDGES

  • 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).

Chi is not allowed in the Iron Kingdoms.

Extra Effort change requirement to any Arcane Background and that backgrounds Arcane skill d6+

Gadgeteer instead of weird science requires Mechanika skill and Arcane Background of somekind.

McGuyver is renamed Jury-Rigger but is otherwise unchanged.

Mr. Fix-It is renamed Bodger and can be used with mechanika devices also, even non-Arcane types.

Tactician instead, at the beginning of combat, make your Battle roll. With a Success, draw one card. This card can be used at any time by one of your Allies as an extra action during this combat.

Wizard is not allowed in the Iron Kingdoms.


NEW BACKGROUND EDGES

Arcane Background: Arcane (Arcane Mechanik) [Novice, Smarts d6+, Mechanika d6+]: Some wizards focus their knowledge into creating Mechanik items. This uses a slightly updated version of Weird Science (SWA pg. 148) and Arcane Devices (SWA pg. 153). But you can also know and cast like Wizard spell casters. Casting a Spell by an Arcane Mechanik requires a Full Round (no Pace, no Multi-Actions allowed) and cost 1 additional Power Point to cast and to maintain. You also suffer a penalty to spellcasting equal to the armor points you are wearing (see Wizards).

  • Arcane Skill: Arcane Mechanika (Smarts)
  • Starting Power Points: 15
  • Starting Powers: 2
  • Power List: Any. But may only cast those spells listed under Wizards. Others must be devices.

Arcane Background: Arcane (Gun Mage) [Novice, Smarts d6+, Shooting d8+]: You can cast Arcane Magic while wearing armor. You can wear up to Medium armor (AP+3) and still cast spells without penalty. Heavier armor cause normal penalty (see Wizards). You must have a magelock firearm in one hand (two if a rifle) 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: Spellcasting (Smarts)
  • Starting Power Points: 10
  • Starting Powers: 3
  • Power List: Analyze Foe*, Arcane Protection (Magic Resistance), Bolt (X† Bolt), Boost/Lower Attribute (must be taken separately; Enhance Trait, Lower 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 (Control Other), Slow/Speed (must be taken separately), Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Stun, Suggestion*, Wall Walker (Spider Climb). Warrior Gift (Combat Focus).

Arcane Background: Arcane (Sorcerer) [Novice, Vigor d6+]: You can cast Arcane magical like spell effects but without any outward trappings. You simply need to 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. Humans, Gobber, Dwarves and Elves 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.
  • Arcane Skill: Sorcery (Gifted/Spirits)
  • Starting Power Points: 20
  • Starting Powers: 1
  • Powers: Any

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 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)
  • Starting Power Points: 10
  • Starting Powers: 4
  • 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 (must be taken separately; Enhance Trait, Lower Trait), Burrow (Create Tunnel), Burst (Cone of X†), Confusion (Cause Confusion), Damage Field (X† Shield), Darksight (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 (Control Other), Remote Viewing* (Wizard’s Eye), Shape Change (Polymorph), Slow/Speed (must be taken separately), 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+]: 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.

  • Arcane Skill: Faith (Spirits)
  • Starting Power Points: 10
  • Starting Powers: 3
  • 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 (must be taken separately; Boost Trait, Lower 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+]: 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 druids.

  • Arcane Skill: Druidic (Spirits)
  • Starting Power Points: 10
  • Starting Powers: 3
  • 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 (must be taken separately; Enhance Trait, Diminish 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 (must be taken separately; Slow Foe, Speed Ally), Slumber (Sleep), Smite (Beast Claws), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon BeastBeasts‡), Wall Walker (Spider Walk).

Arcane Background: Divine (Paladin) [Novice, Spirits d6+, Fighting d6+]: You can cast Divine Spells. You may wear any armor, 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)
  • Starting Power Points: 10
  • Starting Powers: 3
  • Power List: Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Blind (Holy Light!), Boost Attribute (Boost Trait, Self Only), Confusion, Darksight (Infravision, Self Only), Detect/Conceal Arcana, Dispel, Divination (Visions), Elemental Manipulation, Empathy, Environmental Protection, Farsight (Self Only), Fear (Cause Fear), Healing (Cure Wounds), Light (Divine Light!), Mind Link (Share Thoughts), Protection (Armor of Faith; Self Only), Relief (Cure Fatigue; Self Only), Speed (Self Only), Smite (Holy Smite!), Speak Language, Warrior’s Gift (Divine Focus).

Arcane Background: Innate (Fell Caller) [Novice, Vigor d8+, Trollkin only]: Some trollkin have developed an innate ‘arcane-like’ magic by focusing their bloodline into mighty shouts of power. You can wear armor without penalty. You must be able to shout or chat loudly in order to cast any of their spells. Fell Callers are always albinos and greatly revered in Trollkin society.

  • Arcane Skill: Fell Caller (Vigor)
  • Starting Power Points: 10
  • Starting Powers: 3
  • Power List: Arcane Resistance (Magic Resistance, Self Only), Beast Friend, Blast (Fell Shout), Blind (Strike Blind), Bolt (Fell Cry), Boost Attribute (Self Only), Burst (Cone of Sound), Confusion (Beguile), Darksight, Deflection (Shielding Shout), Detect/Conceal Arcana, Dispel, Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Environmental Protection, Farsight, Fear (Frightful Call), Havoc (Sound Burst), Healing (Cure Wounds), Light/Darkness, Mind Link (Share Thoughts), Protection (Skin Hardening), Relief (Remove Fatigue), Speed (Self Only), Slumber (Lullaby), Sound/Silence, Speak Language, Stun (Stunning Shout), Suggestion* (Fell Voice).

SPELL NOTES

*- New Spell. See Magic.
† - Pick an Elemental Trapping. See Magic. Or use the trapping listed under that power (like Druids and Fell Callers).
‡ - See Magic for update on this spell as it has changed.
! - For +1 Power Points the caster deals Holy or Daylight effects.

Familiar [Novice, Arcane Background (Arcane), Spell casting skill must be d10+)]: the character has acquired an animal familiar. The creature gained is a dove, raven, cat, frog, small dog, nonpoisonous snake, etc. The mage and the familiar acquire the Loyal Hindrance with regard to each other. The familiar is not a slave, however, and can refuse to follow orders, especially ones which will cause it harm. Unless ordered otherwise, the familiar follows its natural instincts. For example, a cat familiar may stop to chase a mouse, take a quick nap, or sate its curiosity about a small hole, and it’s likely to hide during combat. The strong bond allows the familiar to resist the effects of beast friend. Both can understand each other’s speech. To others, the familiar is simply making animal noises — the mage speaks his normal language. The familiar is a Wild Card with respect to wounds and the Wild Die, but has no bennies. The mage may spend his for the familiar, however. The first time the mage takes this Edge it gains one of the powers below. Each additional time this Edge is taken, the mage can pick two of the powers below and the familiar gains +1 to its Toughness score. Each power may only be taken once. The mage may take this Edge only once each Rank.

  • The mage can transfer wounds and Fatigue levels to or from his familiar as a free action.
  • The mage may increase one attribute of his choice by one die, to a maximum of d12.
  • The mage can use the familiar’s senses as if they were his own. This requires concentration. The maximum range for this ability is the mage’s Smarts x 100 yards.
  • The familiar can use the mage’s Combat Edges as its own.
  • Any spells the mage casts on himself also affect the familiar. If he casts protetion with a raise, both he and his familiar gain +4 Armor for the duration, for example.
  • The familiar has 10 Power Points, which the mage may use as if they were his own. They recharge at the same rate as the mage’s (usually 5 per hour with rest).
  • The mage can cast any spell through the familiar, using it as the starting point of the effect (thus extending range, etc.)
  • The familiar acts as an arcane focus and grants the cast a +1 to her casting kill if within 10” (20yards).

Steamjack [Novice, Bodger or Arcane Background (Mechanika), Spirits d8+]: the character begins play with a light or medium non-combat codex Steamjack. This jack is loyal to her alone.


NEW COMBAT EDGES

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 pistol or rifle (not a long rifle) without suffering a multi-Action penalty, but you cannot take any other besides speaking.

Heavy Weapons Specialist [Novice, Shooting d6+]: you can operate ballista, cannons and catapults without the normal -4 penalty for firing such weapons in combat.

Musketeer [Seasoned, Muskets and Blunderbuss only]: you can reload a musket faster than most. Reduce the reload time for all muskets and blunderbuss by 1 round, and you are allowed to move up to your Pace at the same time (no Run).

Spring Attack [Seasoned, Extraction, Fighting d8+]: You can move both before and after your attack, and as long as you end your movement not adjacent to any opponents, you do not suffering a free attack from any attacker. You may not move more than your Pace (cannot Run as part of this maneuver) in this round. You also cannot ignore First Strike or someone on ‘Hold’.

Trencher [Seasoned, Agility d6+, Shooting d8+]: Trenchers are specially trained to move under fire. You impose an additional -2 to any Cover modifier you have against enemy ranged attacks against you (you must have at least light cover to gain bonus). You gain a +2 to Agility checks to Dive for Cover and +2 to Spirits check to resist Suppression Fire.


NEW LEADERSHIP EDGES

Born Leader [Veteran, Command]: If you spend a Full Round Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.

Move It Mister! [Seasoned, Command]: You can use a Standard Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)

Strategist [Heroic, Command, Tactician]: as Tactician but gain +1 additional Cards with each raise. Can only give one away per round.


NEW PROFESSIONAL EDGES

Alchemy [Novice, Smarts d6+, Science d4+]: You have learned the Science of Alchemy and create potions, balms, etc. (see Gear).

Archer [Seasoned, Agility d6+, Shooting d8+, Marksman; Bows only]: Archers are among the most prized soldiers in any military. Those who train in advanced techniques learn how to master the bow in all conditions, and they can compensate for any difficulties. Archers reduce all Called Shot, Range, and Cover penalties by 2 total (any combination, but a max penalty eliminated is 2).

Combat Archer [Veteran, Archer, Agility d8+, Fighting d8+, Shooting d10+, Trademark Weapon (bow)]: You train with heavy-duty reinforced bows. They can also use their bows in hand-to-hand combat very effectively. Combat Archers may fire their bows in Close Combat, but target can choice to parry or evade. Or they can strike a target in melee with their stout bows (base STR+d6 damage). Their bows are hardy enough that they are also considered “armed” and don’t suffer a penalty to their Parry scores.
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+, Mechanika, Sorcery or Spellcasting d8+]: Arcane Mechaniks, Wizards and Sorcerers don’t normally wear much if any 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.

Blackclad [Seasoned, Spirits d8+, Arcane Background: Druid, Humans only]: Blackclads are members of the Circle of Orboros and whom follow the primal forces of nature. They tend to dislike civilization but they are not zealots, they simply reject morality as a moral construct that runs counter to the glorious chaos that is nature. These druids gains either a common Argus wolf, a Dusk Wolf, a Gorax, or a Troll Whelp animal companion. The beast is incredibly loyal to you and smarter than a typical member of the species. You also gain +1 with Intimidation and Survival but suffer a -2 to your Persuasion to non-followers of your order.

Calloused Hands [Novice, Vigor d8+, Mechanik d8+ or Repair d8+]: A good steamo does not need a wrench or tool to make basic repairs to a piece of equipment. Instead the character can use her bare hands if she has too. The character can use 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.

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.

Oversized Weapon Master [Seasoned, Fighting d8+]: The character may use two-handed melee weapons with one hand. The minimum Strength for using the weapon still applies as normal.

Trailblazer [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a Notice -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to Notice rolls to avoid being surprised.

Warcaster, Journeyman [Seasoned, Arcane Background: Arcane Mechanik or Wizard, Armored Caster, Smarts d8+, Strength d6+, Arcane skill d8+, Battle d8+]: A Warcaster is a specialized casters whom can wear heavier armor and control the mighty ‘jacks with simply mental commands. First the Warcaster can wear any armor without suffering any spell casting penalties. Second they can use a version of Mind Link with any Steamjack under their command within 10” even if they do not have that power. This cost the normal Power Points and Duration. Any Steamjack that the warcaster is Mind Linked with them can share any Touch power with even if they are not within Touch range so long as they are within 10”.

Warcaster, Magistrate [Heroic, Arcane Background: Arcane Mechanik or Wizard, Armored Caster, Smarts d10+, Strength d6+, Arcane skill d10+, Battle d8+]: the Magistrate caster is a true master of the battle field. The range that they can telepathically communicate and grant powers to with a bound ‘jack is now 20”. They also learn how to power arcane batteries more effectively. It now costa them 1 less Power Point to activate any Rune-Plating ability (minimum 1) with an arcane battery (not when using their own Power Points to power a Rune-Plate).

MAGIC