SavageIronKingdomsSWAE

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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 & NEW SKILLS

Arcane Mechankia is the renamed Weird Science skill for the Arcane Background: Arcane (Mechanika) but otherwise acts the same.

Druidic is the renamed Faith skill for Arcane Background: Divine (Druids) but otherwise acts the same.

Fell Caller is a new skills that works just like any Power Skill for the Arcane Background: Innate (Fell Caller).

Sorcery is the renamed Gifted skill for Arcane Background: Arcane (Sorcery) but otherwise acts the same.


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 to '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 Trait (Enhance/Curse Trait), Burst (Cone of X†), Confusion (Cause Confusion), Darksight (Infravision), Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Elemental Manipulation, Empathy, Entangle (Web), Farsight, Fear (Cause Fear), Intangibility (Wraith Form), Invisibility, Light/Darkness, Protection (Mage Armor), Puppet (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 (Enhance/Curse Trait), Burrow (Create Tunnel), Burst (Cone of X†), Confusion (Cause Confusion), Damage Field (X† Shield), Darkvision (Infravision), Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Crystal Ball), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Web), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Growth/Shrinking (Enlarge/Reduce Size), Havoc (Whirlwind), Illusion, Intangibility (Wraith Form), Invisibility, Legerdemain (Far Hand), Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Protection (Mage Armor), Puppet (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 (Enhance/Curse Trait), Confusion, Darksight (Infravision), Detect/Conceal Arcana, Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle, Environmental Protection, Fear (Cause Fear), Healing (Cure Wounds), Intangibility (Wraith Form), Legerdemain (Far Hand), Light!/ Darkness, Mind Link (Share Minds), Mind Reading, Mind Wipe, Object Reading, Protection (Armor of Faith), Relief (Cure Fatigue), Resurrection, Shape Change (Polymorph), Smite (Holy Smite!), Sound/Silence, Speak Language, Summon Ally (Summon Angel/ Devil‡), Stun (Stun Foes), Telekinesis (Divine Hand), Zombie (Create Zombies).

Arcane Background: Divine (Druid) [Novice, Spirits d6+]: 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 (Enhance/Curse Trait), Burrow (Create Tunnel), Burst (Cone of Cold or Lightning†), Confusion, Damage Field (Electrical Field†), Darksight (Infravision), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Webs), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Havoc (Whirlwind), Healing (Cure Wounds), Growth/Shrinking, Invisibility, Light!/Darkness, Protection (Bark Skin), Relief (Remove Fatigue), Remote Viewing* (Forest Eyes), Shape Change (Polymorph), Slow/Speed (must be taken separately; Slow Foe, Speed Ally), Slumber (Sleep), Smite (Beast Claws), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Beasts‡), Wall Walker (Spider Walk).

Arcane Background: Divine (Paladin) [Novice, Spirits d6+, 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: Analysis Foe*, Arcane Protection (Arcane Resistance), Boost Trait (Enhance Trait)÷/∞, Confusion≠, Darksight∞, Deflection∞, Detect/Conceal Arcana, Empathy, Environmental Protection≠, Farsight∞, Healing, Light†/÷, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection (Arcane Armor)≠, Relief≠, Speed÷/∞, Slumber≠, Smite (Holy† Strike), Speak Language∞, Stun≠, Suggestion*, Warrior's Gift∞

Arcane Background: Innate (Fell Caller) [Novice, Vigor d8+, 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), Beast Friend, Blast ('Sonic' Fell Shout)†, Blind (Strike Blind), Bolt ('Sonic' Fell Cry)†, Boost/Lower Trait (Song of Enhancement/Curse), Burst ('Sonic' 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 (Healing Song), Light/Darkness, Mind Link (Share Thoughts), Protection (Skin Hardening), Relief (Remove Fatigue), Slow/Speed (Song of Sloth/Speed), Slumber (Lullaby), Sound/Silence, Speak Language, Stun (Stunning Shout), Suggestion* (Fell Voice).

SPELL NOTES

*- New Spell. See Magic.
† - This power requires you to pick an Elemental Trapping. See Magic. Or use the trapping listed under that power (like some powers listed under specific arcane backgrounds).
‡ - See Magic for update on this spell as it has changed.
! - For +1 Power Points the caster deals Holy or Daylight effects.
÷ -These powers have the limitation - Aspect automatically.
∞ -These powers have the limitation – Range (Self) automatically.
≠ -These powers have the limitation - Range (Touch) automatically.


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 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.

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

Magic is common within the Iron Kingdoms often mixing with the steam technology of the day. Spells often have common names (or Trappings) in Iron Kingdom. See individual Power Lists for common names.

NOTE that for any Arcane Background: Divine any POWER with a Range listed as Smarts uses Spirits instead.


TRAPPINGS

Many Powers listed under each caster type included notes on Elemental Trapping. These are required to take for these Powers and each has a different game effect when the Power is used.

  • Acid – a raise on the spell casting check damages the target’s armor worn, reducing it by one Armor Point in the location where the spell struck (torso by default). If any of the damage dice Ace the target will suffer 1d4 acid damage per Ace on the following round. If used on a Barrier or such (Wall of Acid, etc.) it deals 2d6 damaged to any melee attacker against the wall.
  • Cold – a raise on the spell casting check causes the target to treat all movement as Difficult (2” per 1” moved) for one round per raise. If any of the damage dice Ace the target requires a Vigor check (-1 per extra damage die that Aced) or suffer a level of Fatigue. This recovers after one hour of rest. If used on a Barrier (such as Wall of Ice) add +1 to the hardness and targets that make melee attacks against it require a Vigor check or suffer a level of Fatigue (this fatigue recovers with 5 minutes of rest).
  • Electrical/Lightning – metal armor counts as two Armor Point less verse electrical damage. With a raise on the spell casting check the target is Distracted and Vulnerable until the end of its next turn. If used as a Barrier (such as Wall of Lighting) cause 2d6 damage to any melee attack against it with the metal armor restriction to this damage.
  • Fire – a raise on the spell casting check catches the target on fire. A target on fire is Distracted and takes 2d6 fire damage each round at the beginning of its turn. To put itself out requires a Agility roll (-2 due to the Distracting effect of being one fire) and an Action. Rolling on the ground adds +2 to this check and immersion in water automatically extinguishes the fire. If used as a Barrier (Wall of Fire) it deals 2d6 damage to any melee attacker against it.
  • Light/Sunlight – a raise on the spell casting check cause a dazzle affect in the target whom suffers a -2 to all checks that require sight until the end of its next turn. If any of the damage dice also Aced the target requires a Vigor check (-1 per extra dice that Aces) or be Blind (-4 to all visual based checks and Vulnerable) until the end of its next turn. Certain creatures are extra vulnerable to light powers.
  • Sonic/Sound – a raise on the spell casting check causes the target to be deafened (can’t hear) which makes the target Distracted and Vulnerable until the end of its next turn. If used as a Barrier (as Wall of Sound) any melee attack must make a Vigor check or be Distracted and Vulnerable until the end of its next round.
  • Necrotic/Death - a raise
  • Stone/Earth – a raise on the spell casting check knocks the target prone. Targets require an Agility or Strength check (-1 per Ace on any damage dice) or drop any held objects in the hands that require an Action to pick back up. If used on a Barrier (Wall of Stone, etc.) it adds +3 to the barriers rating automatically.
  • Water – a raise on the spell casting check knocks the target prone. Targets require an Agility or Strength check (-1 per Ace on any damage dice) or drop any held objects in the hands that require an Action to pick back up. If used on a Barrier (as Wall of Water) will automatically extinguish any fire or neutralize any acid it touches and within 1” of its effects.
  • Wind – a raise on the spell casting check knocks the target prone. Targets require an Agility or Strength check (-1 per Ace on any damage dice) or drop any held objects in the hands that require an Action to pick back up. If used on a Barrier (as Wall of Wind) will automatically dispense any air born toxins or smokes within ½ the casters Smarts die in game” from the barrier. Targets making melee attacks the wall must also make a Agility or Strength check or be knocked prone.


MODIFIED SPELLS In the Iron Kingdoms Summon Ally works slightly differently. While whatever you summon has the stats of the Attendant, Bodyguard or Sentinel, certain other abilities are dependent on what is being summon. Also there is no mirror image so instead these are renamed Hunters and have the following base stats.

Attributes: Agility d6, Smarts d6, Spirits d6 Strength d10, Vigor d8

Pace 6, Parry 6, Toughness 9 (3)

Skills: Athletics d8, Fighting d8, Intimidate d8, Notice d4, Shooting d6, Stealth d6

Edges: First Strike

Gear: Melee attack (Str+d6).

Special Abilities...

  • Armor +3: Hardened skin.
  • Construct: See Attendant.
  • Fearless: Immune to fear and Intimidation

Additional Powers based on the type summoned

  • Animal – add one of the following – Pace +50%, Aquatic (Swim normal Pace) or Winged (Size -1 but Fly Pace of double base Pace). No gear but automatically have Bite/Claws for Str+d6 at no additional cost. Add the Survival skill (d4 Attendant, d6 Bodyguard, d8 Hunter, d10 Sentinel) along with Alertness.
  • Angel/Devil – automatically gain +4 Toughness and to Resistance rolls against their opposing type (Holy vs. Unholy) damage and affects. Automatically carry a weapon of some type (Attendant Str+d6, Bodyguard Str+d8, Hunter Str+d10, Sentinel Str+d12)
  • Elemental – Air (Immunity to non-Magical attacks, Fly Pace 12), Earth (increase Strength by +1 step and Size by +1 step, increase Armor +2, immune to earth/stone based attacks), Fire (Fly Pace 6, Damage Field 2d6 fire, immune to fire based attacks), Water (Aquatic, immune to water/cold based attacks, Water Spout Cone Template 2d6 damage with Water Trappings).


NEW POWERS

Analyze Foe

  • Rank: Novice
  • Power Points: 1 – 2
  • Range: Smarts x 2
  • Duration: 5 rounds
  • Trappings: Mystical sense, spiritual advice, gestalt knowledge.

Analyze Foe grants insight into your foe. Knowledge is power. Being able to judge the strength of a foe before engaging him in combat can be highly advantageous. The character makes an arcane skill roll opposed by the target’s Spirit. On a success, he gains a +1 bonus to Trait rolls to directly affect the target, and the target suffers a –1 penalty to Trait rolls to directly affect the caster. With a raise, the effect is increased to +2 and –2 for both. In addition, for 2 Power Points, a success allows the caster to learn of a single Immunity, Invulnerability, or Weakness of the target (if one exists), and a raise allows the knowledge of two.

Legerdemain

  • Rank: Novice
  • Power Points: 1
  • Range: Smarts
  • Duration: Instant
  • Trappings: Mimicking action, briefly summoned spirit, astral bi-location.

Legerdemain allows the character to perform a single action at range he would normally be capable of doing in person. If the action would require a Trait roll, then the caster rolls the lower of that Trait or his arcane skill to both activate the power and determine the results of the action. If the action does not require a Trait roll, then his arcane skill is used normally. Casting legerdemain is a normal action, but the action performed through the use of it is considered a free action (existing free actions like speaking are unchanged). However the caster is still limited to not duplicating the same action in a round, so it is impossible to cast another spell via legerdemain. The power does not create or duplicate the effects of any gear or magical effects upon the caster, but in all other ways, the action is treated exactly as if the caster were performing the action himself at the location. i.e. a Fighting attack does his normal unarmed Strength damage, even if the caster is holding a dagger with smite on it.

Remote Viewing

  • Rank: Veteran
  • Power Points: 2
  • Range: Special
  • Duration: 5 rounds
  • Trappings: Astral projection, clairvoyance, clairaudience, crystal ball.

The power allows the user to able to gather sensory information they would not normally have access to. Typically this includes sight and sound, but may incorporate any two senses depending on the power's trappings. The hero need only make a Spellcasting check to gather data from any point within one mile as though he were standing at that point. Once an observation point is chosen, the character can concentrate to maintain and move it on their turn, imposing a multi-action penalty.

Additional Effects: for each additional +1 power point, the power triple the range of the power (3 miles, 9 miles, 27 miles, etc.)

Suggestion

  • Rank: Novice
  • Power Points: 2
  • Range: Smarts
  • Duration: Instant
  • Trappings: Mind Trick, Foolishness

Suggestion allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Power skill use vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Power skill test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Target gets a Notice (-2 if you scored a raise) to avoid surprised.

UPDATED WEAPONS AND ARMOR

See SWAE pg. 69-73 for basic armor and hand weapons cost and features. $1 equals 1 copper piece (cp). Costs listed below are in copper pieces if not listed. Blackpower weapons are updated below as they are fairly outdated but still used by some.


NEW ARMOR

Armored Coat: AP +1, Wt. 8, Cost 100, Str Min D4, Notes: Torso, Arms

Heavy Armored Coat: AP +2, Wt. 10, Cost 200, Str Min D4, Notes: Torso, Arms

Armored Greatcoat: AP +2, Wt. 12, Cost 250, Str Min D4, Notes: Torso, Arms, Legs

Heavy Armored Greatcoat: AP +3, Wt. 14, Cost 350, Str Min D6, Notes: Torso, Arms, Legs


SHIELD UPDATE Reduce Medium Shield’s Parry bonus to +1 and Large Shield’s to +2. Also ½ the Cover bonus when applied to Firearms (bullets tend to shot through shields). A shield can have Bullet Proofing added to ignore this for +500 cost.


NEW & UPDATED FIREARMS

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

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

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. Work as Shotguns

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

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

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

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

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.

Long Rifle: Range 25/50/100, Damage 2d10, AP 2, ROF 1, Shots 1, Str Min D8, Wt. 19, Cost 1,500, Notes: 2 Actions to Reload

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

FIREARM NOTES

  • Musket Rounds –20 musket pistol rounds equal 1lb, 10 Musket Rifle and Blunderbuss rounds weigh 1lb. Cost 10cp per lb.
  • Blast Powder – A horn of 3lbs cost 30cp. enough for 20 musket pistol shots and 10 musket rifle or blunderbuss shots.
  • 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
  • Magelock Firearm – any Pistol or Rifle can have the have the ‘magelock’ focus added to it for +500cp (Gun Mages can start with one 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.


NEW MELEE WEAPONS

Blast Pike: Damage Str+d8, AP 9, Str Min D8, Wt. 10, Cost 250, Notes: 2-handed, Explosive tip. This 'one-use' explosive tip attachment over the spear mount that are generally used against Warjacks and other heavily armored targets. When used against creatures with a Size of 2 or less suffer a -2 fighting check. When used the weapon deals an additional +2d8 damage and becomes AP-10. After the tip has exploded the weapon deals only base damage until a new head is reacted (takes 1 full round to attach a new blast head, and they cost 150cp each and weights 5lbs).

Ogrun War Cleaver: Damage Str+d12, AP 1, Str Min D12, Wt. 20, Cost 400, Notes: 2-handed, Parry -1

Nyss Great Sword: Damage Str+d10, AP 0, Str Min. D6, Wt. 5, Cost 1,000, Notes: 2-handed (cost 600 for a Nyss elf)

EXTRA ADVENTURE GEAR

See SWAE pg. 67 for basic item costs.

Alchemist Apron - when worn adds +2 to Vigor tests vs. contact toxins and adds +2 to Toughness vs. fire damage. Also adds +2 to Fatigue tests when dealing with heat. Cost 200, Wt. 4
Alchemist Travel Kit – a semi-portable lab needed to create alchemy in the field but at -1 to check or take twice as much time to create. Cost 500, Wt. 15
Ammo Bandoleer – belt that can carry 20 pistol rounds or 10 rifle rounds for easy access. Cost 50, Wt. 1
Coal – a modern requirement. Costs 25 per 10lbs of Coal.
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
Crystal Ball – perfectly clear glass sphere for peering into. Required for the use of Wizard’s Divine power. Cost 500, Wt. 2
Flint Box – primitive lighter. Cost 10, Wt. nil.
Field Glasses – can see x3 distance. Cost 150, Wt. 1
Forger’s Gloves – help protect one’s hands around a blazing hot forge. Add +4 to Toughness and to resist heat but only for one’s hands. Cost 50, Wt. 1
Gas Mask– adds +4 to all Vigor against any inhaled toxins or harmful gases for two hours. Each hour after that the bonus is reduced by 1 (after 4 hours the bonus is only +2, etc.). Wt. 2, Cost 100. Replacement canister Wt. ½, Cost 25
Googles – protect the eyes from harms chemical contact toxins and sudden flashes. GM call if it applies and if it does at least a +2 to any test or Toughness. Wt. 1, Cost 25
Gun Kit – for cleaning/maintaining firearms. Cost 50, Wt. 3
Helm Lamp – a lantern helm mount, freeing up the hands. Cost 100, Wt. 2
Hemp Rope – solid rope 20ft (support around 500lbs). Cost 10, Wt. 10
Holy Symbol, Wooden – Cost 10, Wt. 0.5
Holy Symbol, Silver – Cost 250, Wt. 0.5
Jack Wretch – minimum tool require to repair Steamjacks. Cost 100, Wt. 5
Journal – 50 pages with leather cover. Cost 100, Wt. 1
Mechanika Semi-Portable Lab – basic lab needed to create Arcane Mechanika magical items but in the field suffer a -1 to check and double the time required. Cost 1,500, Wt. 25
Paper, 10 sheets – Cost 50, Wt. nil.
Rifle Scope – for rifles. Adds +2 to the Aim maneuver for Medium and Long range for a Rifle or Long Rifle. Cost 150, Wt. 1
Silk Rope – extremely light and extremely strong rope (support around 1,000lbs), 20 feet. Cost 500, Wt. 1
Spell or Formula Book, Traveling – Arcane Mechanika, Gun Mages and Wizards start with one for free. Holds 10 Spells (powers) or Mechanik formula or 20 Alchemist Formulas. Can purchase additional for a Cost 500, Wt. 2
Travel Cloak or Coat – +2 vigor vs. cold and similar environment hazards. Cost 100, Wt. 3
Telescope – can see x5 distance. Cost 250, Wt. 2
Watch, Pocket –wind up watch. Cost 150, Wt. 0.2
Webbing Belt – can carry up to 10 light items like daggers, grenades or potions or maybe a small bag of caltrops, etc. with easy access. Cost 50, Wt. 2
Workshop – there are various types of workshop that are each purchased separately to create various devices. They include – Alchemy, Mechanika, Rune-Plating, Steamjack, Steam Power. Cost 5,000, Wt. 500.


STANDARD KITS

Adventurer’s Kit – the basics carried by most adventures. Includes a backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, hemp rope 50ft, soap, torches (5), trail rations (5 days), waterskin. Cost 150, Wt. 30
Chirurgean’s Kit – healer’s kit. A sturdy leather case includes everything for Heal checks +2. Cost 400, Wt. 4 for 5 uses. Resupply cost 50 and weigh ½ each.
Chronicler’s Kit – contains map case, two vials of ink, two ink-pens, 10 sheets of paper, two blank journals, 1# of fine powder drying ink, 20ft measuring cod, Cost 200, Wt. 4
Dungeoneering Kit – specialized gear to underground exploring. Candles (5), chalk (10), grappling hock, hammer, pitons (10), hemp rope 50ft, hooded lantern, flasks of oil (5), sacks (2), torches (2), trail rations (5 days), waterskin. Cost 200, Wt. 35
Riding Kit -
Priest Kit – extras for the traveling cleric. Wooden Holy Symbol, Traveling vestments, cheap holy text, ritual items (for prayer, marrying, etc.). Cost 150, Wt. 5

ALCHEMY

These are a mix