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104

Characters
Your character is the persona through which you’ll explore non-combat skill roll involving coordination and reflexes.
the mysteries and dangers of the Iron Kingdoms. A character’s Agility helps determine a character’s DEF and the number of
“skeleton” is made up of his archetype, race, careers, skills, damage circles on his life spiral.
abilities, and other mechanical details, but as the player,
• Poise (POI): Poise reflects a character’s hand eye
you breathe life into him by imagining his personality and
coordination and manual dexterity. It is the character’s
roleplaying him accordingly.
ability to focus physically. Poise helps determine a
As characters adventure and become more experienced they character’s skill with ranged weapons.
hone their abilities, refine their skills, and advance through
• Prowess (PRW): Prowess is a measure of a character’s grace,
levels that increase their potential.
balance, and control over his body. It takes into account
All characters begin the game at Hero level. practice, conditioning, and training. It helps determine a
character’s natural talent with melee weapons and partly

Character Stats determines a character’s Initiative.

Intellect (INT): This is a measure of the character’s wits,


What a character can do in a roleplaying game is governed
deduction, and the speed of his thoughts. This stat is used
by a set of statistics, or stats, that represent his attributes.
when the character tries to figure something out or uses a skill
Stats provide a numerical representation of a character’s basic
involving knowledge or problem solving. Intellect also helps
qualities and are used to determine the success or failure of a
determine a character’s Willpower and the number of damage
variety of die rolls while playing. The higher the number, the
circles on his life spiral.
better the stat.
• Arcane (ARC): This is a measure of the character’s magical
Stats are broken into two categories: primary stats and
power. Arcane is also used to determine a character’s skill
secondary stats. A character’s primary stats broadly determine
with offensive magic. Only characters with the Gifted
his fundamental strengths and weaknesses. Each primary stat
archetype have the Arcane stat.
is further divided into two related secondary stats.
• Perception (PER): This is a measure of how astute the
The range of stats for most characters falls between 2 and 8. A
character is, his attention to detail, and his awareness. It is
character’s race determines what his starting stats are as well
also used in part to determine a character’s Defense (DEF)
as what their maximum values can be. As a character gains
and Initiative.
experience over time, the maximum allowable value of his
stats increases. Derived Stats
Primary and Secondary Stats Derived stats are values computed using a character’s
primary and secondary stats along with other factors. By
The primary stats are Physique, Agility, and Intellect. The
combining primary and secondary stats together in various
secondary stats are Speed, Strength, Poise, Prowess, Arcane,
combinations, derived stats further expand the parameters of
and Perception.
what a character can do.
Physique (PHY): Physique is how tough, healthy, and physically
Defense (DEF): This stat determines how hard it is to hit a
durable the character is. It reflects the physical attributes of
character in combat. A character’s basic Defense is the sum of
the character. This stat is used to resist poisons, illness, and
his Speed, Agility, and Perception. Defense can be modified
physical ailments. Physique also helps determine a character’s
further by abilities or equipment.
Armor (ARM), Willpower, and the number of damage circles on
his life spiral. Initiative: This stat is used in initiative rolls (p. 201) to
determine when a character can act during combat. A
• Speed (SPD): This is how fast the character moves. It
character’s basic Initiative is the sum of his Speed, Prowess,
determines how far a character can move during his
and Perception. Initiative can be modified further by abilities
turn and is used to calculate important derived stats like
or equipment.
Defense (DEF) and Initiative.
Armor (ARM): This is how difficult it is to cause damage to the
• Strength (STR): This is a measure of the character’s
character. A character’s Armor is the sum of his Physique and
physical strength. Strength is used to determine how much
the armor modifiers from the armor he wears.
a character can lift and is a major component of how much
damage he inflicts in melee combat. Willpower (WIL): This stat determines the character’s ability to
resist the effects of fear and mind control magic. A character’s
Agility (AGL): Agility is a measure of the character’s reflexes
Willpower is the sum of his Physique and Intellect.
and nimbleness. This stat is used when the character makes a

105
CHARACTERS

Abilities represent things a character knows how to do.


Abilities can be gained only once, and they do not have levels of
mastery; a character either has an ability or he does not. Once a
MAT and RAT character gains an ability, he gains all the rules associated with
it. The use of an ability normally does not require rolling dice
MAT, short for melee attack, and RAT, short for ranged
to determine if it succeeds. A character must have an ability in
attack, are two derived stats very important for combat.
order to attempt to use it.
A character’s MAT and RAT are dependent on the
weapon being wielded, so they are found within the Some abilities have prerequisites, usually a minimum primary
weapon entries on the character sheet (p. 349). stat, secondary stat, or skill level.
MAT is a measure of a character’s skill with a melee Connections are things like contacts the character has
weapon. A character’s MAT with a particular weapon is the developed or organizations to which he belongs. A character
sum of his Prowess stat, his skill value when using that can gain multiple connections, but each must be focused on a
weapon, and that weapon’s attack modifier if it has one. different network of contacts. Like abilities, connections do not
RAT is a measure of a character’s skill with a ranged have levels. Once a character gains a connection, he gains all
weapon. A character’s RAT with most ranged weapons is the benefits associated with it.
the sum of his Poise stat, his skill value with that weapon’s
Skills represent knowledge, talents, and proficiencies a
class, and that weapon’s attack modifier if it has one. A
character develops over time. Unlike abilities and connections,
character’s RAT with a thrown weapon is based on his
skills have levels that measure a character’s mastery in
Prowess stat, his skill value with that weapon's class, and
that weapon's attack modifier if it has one. that skill. Each of the character’s skills has a maximum
level between 1 and 4. If more than one of a character’s
careers includes the same skill, use the highest maximum to
determine the maximum level for that skill that the character
can achieve. As a character gains experience, he can increase
the levels of existing skills or learn new skills available from
The Life Spiral
his career choices.
Characters in the Iron Kingdoms Full Metal Fantasy Roleplaying
Game have life spirals that determine how much damage they
can suffer during play. The life spiral is split into three aspects
that correspond to the character’s primary stats. In other
words, each aspect has a number of vitality points equal to the
character’s stat. The higher a character’s primary stats, the more Command Range
damage he can suffer during play. Each aspect splits into two Every character has a command range equal to his INT
branches, for a total of six branches. The numbered branches + Command skill in inches. A character is always in his
are used to determine which branch of a character’s life spiral own command range.
suffers damage first.

For the complete rules on how characters suffer and heal


damage, see “Damage” (p. 215).

Stat Modifiers The use of a skill usually involves rolling dice in a skill roll
There are many effects in the game that can modify stats, to determine if the skill was successful or not. The higher the
including spells, equipment, archetype benefits, and weapon skill’s level, the more likely the skill roll will succeed.
abilities. If an effect modifies—but does not permanently A character may be able to use a skill whether or not he has that
change—a character’s stat, the modifier applies only to that stat. skill on his character sheet. The difference is that a character
It does not alter the character’s derived stats or require a change with training in that skill is more likely to roll a successful skill
to his life spiral. If one of the character’s stats is permanently roll. For more details on skill rolls, see “Skill Resolution Rolls”
changed, his derived stats and life spiral must be recalculated. (p. 198).

Abilities, Connections, and Skills The full list of abilities can be found on p. 156, and the full lists
While a character’s stats establish his principle attributes, his of skills can be found on p. 172 and p. 173. Connections are
abilities, skills, and connections determine his specific expertise discussed on p. 168.
and talents. Characters begin the game with a small selection
of abilities, connections, and skills (based on their choices of
starting careers), and as they grow more experienced they learn
new skills and abilities and also further refine and improve the
skills they already have. Abilities, connections, and skills are
similar in that they influence a character’s specialization, but
they differ in how they function, how they are acquired, and
how they advance.

106
Creating Your Step 1: Choose Your
Character Character’s Race
You can play a human, dwarf, gobber, Iosan, Nyss, ogrun, or
The most important component to your roleplaying experience trollkin. Your choice of race determines the character’s starting
is the character you choose to play. The choices you make stats as well as the careers available to him. Race also affects
when creating your character not only determine what your a character’s height and weight, and some races begin the
character is good at, but they also influence how your character game with racial benefits and abilities. The race entries list the
interacts with others and the world around him. The steps following information:
below for creating a character cover the basics for playing the
Stat Profile: Each racial stat profile establishes the starting stats
Iron Kingdoms Full Metal Fantasy Roleplaying Game. For a more
for a starting hero of each race. It also sets the upper limits for
deeply rewarding experience, think about your character’s
each stat at each stage of a character’s experience progression.
personality, history, and motivation. Does he have a character
Characters begin as Heroes, so use the Hero Limit column to
flaw? Does he speak with an affectation? What are his biases,
determine the maximum value for each of your character’s stats.
weaknesses, and shortcomings? Where is he from? What is he
afraid of? What—and who—does he love? The more detail you Only characters with the Gifted archetype have the Arcane stat.
put into your character, the more enjoyment you’ll derive from If the character is a focuser, he starts the game with ARC 2. Will
your roleplaying experience. weavers start the game with ARC 3. See “Arcane Traditions” on
p. 228 for details on these types of spellcasters.
Before you get started, you’ll need a character sheet to record
all the pertinent information about your character. You can use Archetype: These are the archetypes available to a character of
any system you like for tracking this information, but we have this race.
included a character sheet at the end of this book for you to
Languages: These are the languages that the character can speak
photocopy and use for your characters (p. 349).
and read at the start of the game. It is highly recommended that
With your character sheet, you are ready to get started with all of the characters in an adventuring party have at least one
character creation. In addition to the following steps, you need language in common.
to name your character and think about how he knows the other
Height and Weight: This is the range describing the average size
characters in your adventuring group. It is also a good idea to
and heft of characters for that race. These are guidelines, not hard
discuss your character concept with the Game Master before
and fast rules. You can choose to play an exceptionally tall, short,
you begin. Your Game Master might have a specific narrative
heavy, or thin member of any of the races if you desire.
campaign in mind that could affect the type of characters the
group is playing. For instance, you might be playing a group Additional Characteristics: These are other bonuses or
of Nyss refugees who have escaped from the same village disadvantages the character begins with.
before it became subjugated by Everblight’s legion, in which
case everyone would play as a Nyss character. Or you might
play as a group who met during warcaster training at a military
academy, in which case each character would have Warcaster as
one of his career choices.

There are five basic steps for creating a character:

1. Choose your character’s race.

2. Choose your character’s archetype.

3. Choose two starting careers for your character.

4. Increase your character’s stats.

5. Apply the finishing touches.

107
CHARACTERS

Human
Humans are by far the predominant race living in the Iron
Kingdoms, and perhaps across Caen itself, as they have been
observed on several continents. Mankind has been prevalent
in western Immoren for as long as legends have been told, with
civilizations stretching back six thousand years and untold
HUMAN
millennia before that as nomadic tribes. Humans are an adaptable STARTING HERO VET EPIC
and hardy race capable of a broad range of careers and thriving in VALUE LIMIT LIMIT LIMIT
every geography, from the frozen northern mountains to the arid
desert wastes. Humans have been at the forefront of invention
and pioneered many of the technologies that the nations of the
PHY 5 7 8 8
region rely upon, including alchemy and mechanika.
SPD 6 7 7 7
The five Iron Kingdoms were the inheritors of the Thousand
Cities Era, a time when countless petty fiefdoms emerged
across the region. This has given rise to a proliferation of human STR 4 6 7 8
ethnicities and cultures, each proud of its history. Many of the
peoples of western Immoren have distinct physical traits and
can be recognized on sight.
AGL 3 5 6 7

Humans come in a wide range of appearances, with great PRW 4 5 6 7


variance in skin pigmentation, height, hair and eye color, and
body build. Most Immorese humans have pale or olive skin, but
there are those who are exceptionally pale and others with very POI 4 5 6 7
dark skin. Hair colors are usually shades of brown but include
black, red, blond, and many shades between. Humans identify
with one another more by shared languages and nationality
INT 3 5 6 7
than by superficial physical distinctions.
ARC * 4 6 8
The most commonly identified ethnicities are described on
p. 64, but all humans share a common stat profile.
PER 3 5 6 7

Archetypes: Gifted, Intellectual, Mighty, Skilled

Languages: A human starts the game with two languages: his


native language and one other he has picked up in his travels.
If a character is from Cygnar or the Protectorate, his native
language is Cygnaran/Sulese (those from the Protectorate call
this language Sulese, but it is largely the same as Cygnaran).
If he is from Khador, his native tongue is Khadoran. If the
character is from Llael, he speaks Llaelese. If he is from Ord,
he speaks Ordic. A character from isolated or distinct tribes
speaks the language of his people.

Height: 61–75 inches male, 55–69 inches female

Weight: 110–200 pounds male, 90–170 pounds female

Additional Characteristics:

• Exceptional Potential – Humans are extremely adaptable


and talented individuals. Your character begins the game
with your choice of +1 PHY, +1 AGL, or +1 INT. Add this
bonus before spending Advancement Points. Note this
bonus does not increase the character’s racial maximum,
just the starting value.

108
Dwarf
Dwarves are the sturdy and long-lived folk who hail from
the northern nation of Rhul, a sprawling mountainous
civilization based around extended family clans. Rhul is the
longest enduring and stable civilization in western Immoren.
Rhulfolk, as dwarves are commonly known, are stalwart in
DWARF
body and demeanor and generally optimistic about overcoming STARTING HERO VET EPIC
hardships or obstacles. They readily embrace mechanika, steam VALUE LIMIT LIMIT LIMIT
power, and manufacturing. They are relatively slow innovators
but have shown superlative skill in adapting and improving
upon these fields. Most dwarves take considerable pride in their
PHY 6 7 7 8
individual areas of expertise, whatever that may be; performing
good work is a core value of their culture. This has led to Rhul's SPD 4 5 6 6
reputation for fine crafted goods as well as exceptionally
disciplined and professional mercenaries and soldiers. STR 5 6 7 8
There is truth to the dwarven reputation as a law-abiding people.
Primacy of law is vital in Rhul, where arbitration is overseen
by the priests of their progenitor gods with sacred solemnity.
AGL 3 5 6 7
Most dwarves do not make idle promises. This has encouraged
a fondness for negotiating detailed contracts that other races PRW 4 5 6 7
may find tedious. Rhulic law includes stipulations for settling
disputes by violent duels and feuds, which has led to martial POI 3 4 5 6
traditions being enthusiastically embraced by all walks of life.
Rhulfolk have been living in human cities for centuries and
face no real discrimination. The solidarity of the Rhulic people INT 4 5 6 7
is well known and well deserved, as even strangers will go to
great lengths to look after one another. ARC * 4 6 7
Physically dwarves are shorter on average than humans, but
they make up for it by being quite stout in frame. They can PER 3 4 6 7
expect to live about half again as long as humans. Dwarves
demonstrate a similar range of skin tones and hair colors as
human ethnicities in the same northern regions. Most Rhulfolk
have a pragmatic attitude toward clothing, armor, and weapons
and prefer function over ostentation.
Archetypes: Gifted, Intellectual, Mighty, Skilled

Languages: A dwarf starts the game with two languages:


Rhulic and one other he has picked up in his travels.

Height: 52–60 inches male, 47–55 inches female.

Weight: 150–190 pounds male, 105–145 pounds female.

Additional Characteristics:

• Load Bearing – Dwarf characters start the game with the


Load Bearing ability (p. 164). This ability is in addition to
any others the character gains from his starting career.


Connections (clan) – Dwarf characters begin with
Connection (dwarven clan) (p. 169). This is in addition to
any other connections the character starts with.

109
CHARACTERS

Gobber
Gobbers are an amiable and curious people inclined to
violence only as a last resort, which differentiates them
from their wilder cousins known as bogrin. They have had
considerable success integrating into human society in both GOBBER
rural and urban areas. They include astute traders, skilled
laborers, and innovative thinkers with a natural affinity for STARTING HERO VET EPIC
alchemy and engineering. Gobbers are a diminutive people, VALUE LIMIT LIMIT LIMIT
quite slender and wiry. They are hairless, and their skin is
generally a mottled green-gray. This coloration can change PHY 4 6 7 7
drastically, however, often by mood, and some gobbers can
control their skin coloration to a limited degree.
SPD 6 7 7 7
Gobbers are one of the three major Dhunian races that worship
the mother-goddess, although religion is not a major aspect
of their lives. Indeed, they seem irreverent and lacking in
STR 3 4 5 6
solemnity to some cultures, but this is merely an extension of
their curiosity and general disregard for social barriers. Gobber AGL 4 5 6 7
society has little regimentation or hierarchy, with each gobber
expected to speak frankly and contribute to the general well-
being of his family and closest friends.
PRW 4 5 6 7
Gobbers who work and live together fall into a communal
relationship where ownership of items like tools or weapons
POI 3 5 6 7
becomes meaningless, a behavior they may also exhibit with
friends and colleagues of other races. Although they do not INT 3 4 5 6
consider taking another's belongings under such circumstances
theft, those living in human society understand human norms,
so they cannot make excuses to evade punishments for crimes.
ARC – – – –
Small in stature, extremely nimble, good climbers, and naturally
skilled at evading notice, gobbers do make exceptional thieves. PER 3 4 4 5
This has led to unfortunate stereotypes. Gobbers usually prefer
to create things of lasting value by the skill of their hands
and equally nimble minds than to survive by pilfering. That
said, they are often exploited in low-paying jobs, so many live
in poverty and sometimes turn to criminal professions as an Archetypes: Intellectual, Mighty, Skilled
alternative. Others live as semi-nomadic junkers, a respectable
Languages: A gobber starts the game with two languages:
trade among gobbers, and travel from town to town salvaging
Gobberish and one other he has picked up in his travels.
broken and discarded items to repair and resell.
Height: 34–42 inches male, 32–40 inches female.

Weight: 42–60 pounds male, 38–55 pounds female.

Additional Characteristics:

• Deft – Whether or not they have the Skilled archetype,


gobber characters start the game with the Deft archetype
benefit (p.  117). This benefit is in addition to any other
archetype benefits the character starts with.

• Gobbers have a racial modifier of +1 DEF.

• Gobbers cannot use great weapons or rifles.

110
Iosan
The learned and physically graceful people from the nation
of Ios are the remnants of a once-vast empire that has long
since collapsed. Though Ios has been bordered by Rhul almost
as long as human civilization, these people originally came IOSAN
from eastern Immoren. The disaster that destroyed their old
civilization led to other problems. While few outsiders know STARTING HERO VET EPIC
it, the race is dying; its numbers are dwindling, and the current VALUE LIMIT LIMIT LIMIT
generation faces a looming cosmological catastrophe that might
occur within their lifetime. This has led to most Iosans being PHY 5 7 7 7
xenophobic and extremely secretive. Those who come to know
them realize they are an intelligent and skilled people, equally
well versed in combat and the arcane arts. While private about
SPD 6 7 7 7
religious matters, most are deeply pious in their worship for a
goddess named Scyrah. STR 4 5 6 7
Iosans live considerably longer than most races, which has
given rise to a reputation for agelessness. Many enjoy over two AGL 3 5 6 7
centuries of life, for they are not prone to disease and rarely
show the ravages of time even in their advanced years. Given
the imminent doom their race faces, Iosan longevity is not seen
PRW 4 5 6 7
as a great advantage. Iosans are generally pale and have a range
of hair color, with some dying their hair exotic shades. Certain POI 4 5 6 7
sects wear tattoos as a way to show solidarity, and a number
have also chosen to shave their heads.
INT 4 6 6 7
The Iosans have been reticent as long as humanity can
remember, but in the last few decades their isolationism
has taken an extreme turn. The nation has closed its borders
ARC * 4 6 8
and conducts little trade with outsiders. Not all Iosans have
retreated to their homeland, however, and a number live among PER 3 5 6 7
the human kingdoms. These tend to be exiles, pilgrims, or well-
armed agents serving vital missions. Two Iosan religious sects
have specific reasons to be abroad in human lands: the Seekers
and the Retribution of Scyrah. The former tends to be friendlier
than the latter. Archetypes: Gifted, Intellectual, Mighty, Skilled

Languages: An Iosan starts the game with two languages: Shyr


and one other he has picked up in his travels.

Height: 65–75 inches male, 60–70 inches female.

Weight: 125–180 pounds male, 85–140 pounds female.

Additional Characteristics:

• Iosan characters begin the game with an additional ability


selected from one of their careers.

111
CHARACTERS

Nyss
Nyss are the rugged race that once inhabited the frozen north
amid the imposing peaks of the Shard Spires—a region so
inhospitable even the hardy Khadorans ceded it to them.
They appear markedly different from their Iosan cousins,
NYSS
being taller and more physically robust, with black hair
and extremely pale skin. They also possess an even greater STARTING HERO VET EPIC
longevity than the Iosans. VALUE LIMIT LIMIT LIMIT
The Nyss are a tribal people who live close to the land as
superlative hunters, trackers, archers, and swordsmen. Also PHY 5 7 7 8
inheritors of a long and ancient line, they know the forging
of superior weapons as well as the crafting of supple leather SPD 6 7 7 7
armor. Considered the chosen people of the winter god Nyssor,
the Nyss have an affinity for cold. Sorcery is common among
them and is seen as a blessing that allows them to manifest the STR 4 6 7 8
powers of cold against their enemies.

At one time the Nyss were more similar to the Iosans and AGL 4 5 6 7
lived alongside them, although they were never as xenophobic
or insular as their cousins. Centuries ago they undertook a PRW 4 5 6 7
spiritual exodus to the frozen wilds and adopted a new way
of life. This forever changed them. Traditionally the Nyss have
always been a strongly devout people who see themselves as POI 4 5 6 7
chosen by Nyssor, but their culture was recently shattered by
the arrival of the dragon Everblight, who worked through his INT 3 5 6 6
minions to enslave most of the Nyss as part of his legion. The
few who escaped the dragon’s blight fled south as refugees and
now eke out livings as mercenaries, hunters, or criminals. Even ARC * 4 6 7
as they try to preserve their old ways, they know they must rely
on other peoples to ensure their survival. PER 3 5 6 6

Archetypes: Gifted, Mighty, Skilled

Languages: A Nyss starts the game with two languages: Aeric


and one other he has picked up in his travels.

Height: 67–77 inches male, 62–72 inches female.

Weight: 140–195 pounds male, 95–130 pounds female.

Additional Characteristics:

• Nyss with the Gifted archetype cannot have the Arcane


Mechanik, Arcanist, Gun Mage, or Warcaster careers.

• Reduce the cost of Nyss bows (p. 262) and Nyss claymores


(p. 256) by 10 gc during character creation.

• Nyss gain +1 on Initiative and PER rolls.

• Nyss gain +3 ARM against cold damage.

• Nyss suffer –3 ARM against fire damage.

112
Ogrun
Ogrun are fierce-looking, formidable creatures who tower over
most other races and are capable of remarkable feats of strength.
They are also a tremendously honorable people who have
earned a place for themselves in the Iron Kingdoms, primarily
OGRUN
as laborers and peerless warriors. While scattered tribes of
ogrun still exist in isolated pockets, most have integrated into STARTING HERO VET EPIC
the kingdoms' cultures. The largest concentration of ogrun is VALUE LIMIT LIMIT LIMIT
found in Rhul, where they are counted as full members of the
dwarven clans to whom they have sworn fealty. Ogrun loyalty PHY 6 7 8 9
is legendary, and they have a reputation for being among the
most dedicated and fierce bodyguards in western Immoren.
Mercenary ogrun are deemed more trustworthy and reliable SPD 5 6 6 6
than other sell-swords and can command a premium wage.

Ogrun are one of the major Dhunian races, and while their STR 6 8 9 10
society within Rhul has changed, they remain a spiritual people.
Traditional ogrun culture is rooted in a simple but effective AGL 3 5 5 6
system of feudalism whereby young warriors called bokur must
eventually find worthy leaders to serve. Elder ogrun in turn
hope to prove worthy enough to earn the binding oaths of young PRW 4 5 6 7
bokurs, for whom they then carry a certain responsibility. The
ogrun in the leadership position is a korune—a lord—and there POI 3 4 5 6
can be multiple layers of vassalage in an ogrun tribe, with the
leader being whoever boasts the largest chain of subordinates.
General obligations are secondary to personal oaths, and even INT 3 5 5 6
Rhulic ogrun feel the urge to find a worthy korune, generally
after an extended period of wandering and self-testing. ARC – – – –
Rhulic ogrun have adopted many of the beliefs and priorities
of dwarven society, including taking pride in work. While the PER 2 4 5 6
combat arts are chosen by most, there are many accomplished
ogrun smiths, masons, and mechanics who tackle these
professions with the same dedication as a bokur mastering his
battle-glaive.

Archetypes: Mighty, Skilled

Languages: An ogrun starts the game with three languages:


Molgur-Og, Rhulic, and one other he has picked up in his travels.

Height: 90–105 inches male, 82–97 inches male.

Weight: 450–500 pounds male, 330–380 pounds female.

Additional Characteristics:

• Huge Stature – An ogrun can wield a weapon in one hand


that usually requires two hands to wield, but he suffers –2
on attack rolls with that weapon.

113
CHARACTERS

Trollkin
Trollkin are a strong, hardy, and tradition-minded people
renowned for their tenacity and resilience. These people have
been among the most successful and diverse of the races of
western Immoren. Persisting outside the laws of the Iron
Kingdoms, trollkin are organized into large tribal societies
TROLLKIN
called kriels which are comprised of multiple families called STARTING HERO VET EPIC
kith. Most trollkin wear distinctive quitari patterns that denote VALUE LIMIT LIMIT LIMIT
their connection to kith and kriel. Trollkin are the most deeply
religious of the Dhunian races, and their shamans are spiritual PHY 6 8 9 10
leaders as well as leaders of sizable communities.

Trollkin are large and physically imposing, with distinctive skin SPD 5 6 6 6
whose hue may range from dark blue to blue-green, though their
sorcerers tend to be slighter of build with much paler skin tones.
They grow colorful quills rather than hair, and the faces of the STR 5 7 8 9
males show calcified growths that become more pronounced
with age. Trollkin are blood relatives of trolls and boast similar, AGL 3 5 6 7
if reduced, resilience; a trollkin who is well fed can endure
wounds that would kill a human. This vitality also leads to long
lives, and they regularly live almost twice as long as humans. PRW 4 5 6 7
Some trollkin possess tremendously powerful, booming voices
said to be able to crack stone and shatter eardrums. POI 2 4 5 6
The trollkin are divided between the wilderness kriels, who
are often at odds with human civilization, and those who have INT 3 4 5 6
integrated into the cities as citizens of the Iron Kingdoms. Few
trollkin are comfortable on both sides of this divide, and most
must eventually choose between them. Certain kriels have had ARC * 4 6 7
increasingly violent clashes with human townships and armies
in recent years. As a result, trollkin often face prejudice and fear PER 3 4 5 6
in human cities, particularly in regions that have been beset by
the larger, ravenous full-blood trolls. In general, trollkin are
valued in cities for their seemingly inexhaustible stamina as
well as their skill at a variety of crafts, particularly the art of
armed conflict.
Archetypes: Gifted, Mighty, Skilled

Languages: A trollkin starts the game with two languages:


Molgur-Trul and one other he has picked up in his travels.

Height: 71–84 inches male, 63–76 inches female.

Weight: 250–330 pounds male, 150–230 pounds female.

Additional Characteristics:

• Trollkin with the Gifted archetype cannot have the Arcane


Mechanik, Arcanist, or Warcaster careers.

• Tough – Whether or not they have the Mighty archetype,


trollkin characters start the game with the Tough archetype
benefit (p.  116). This is in addition to any other archetype
benefits selected for the character.

• Feat: Revitalize – Whether or not they have the Mighty


archetype, trollkin characters start the game with the Feat:
Revitalize archetype benefit (p. 116). This is in addition to
any other archetype benefits selected for the character.

114
• Feat: Strength of Will – After failing a fatigue roll, the
Step 2: Choose an Archetype character can spend 1 feat point to instead automatically
Your character’s archetype largely defines his role in the game
succeed on the roll. This benefit can be taken only by
along with what career options are available to him. Each
characters with the will weaver tradition.
archetype has a number of archetype benefits. Your character
starts with at least one of these benefits (or more, from race or • Magic Sensitivity – The character can automatically sense
other sources), and as he develops and gains experience, he can when another character casts a spell within fifty feet
learn additional archetype benefits. for each point of his ARC stat. Such characters can tune
out this detection as background noise but are aware of
Archetypes include Gifted, Intellectual, Mighty, and Skilled.
particularly powerful magic. Additionally, a character with
the focuser tradition can sense other focusers within their
Gifted detection range.
Those with the Gifted archetype are born with the capacity to • Rune Reader – The character can identify any spell cast in
work magic. This potential can be latent, discovered only later his line of sight by reading the accompanying spell runes
in life, or it can be pronounced and defining from an early age. (see the “Runes and Formulae” sidebar, p. 228). He can also
The Gifted archetype allows characters to take arcane careers learn the type of magic cast (the spell list it came from) and
such as Arcane Mechanik, Arcanist, Gun Mage, Priest, Sorcerer, the tradition of the character casting the spell.
and Warcaster.
• Warding Circle – The character can spend fifteen minutes
A character with the Gifted archetype starts the game with a to create a circle of warding runes around a small room or
tradition (p. 228). This book describes two: the will weaver and campsite. The names of the characters he intends to keep
the focuser. If the character begins the game with the Warcaster safe within the circle are incorporated into the runes. When
career, he is a focuser; otherwise, he is a will weaver. any other character enters the circle, all named characters
Choosing the Gifted archetype is the only way for a character are alerted. While in the circle, non-named characters
to have an ARC stat. If the character is a focuser, he starts the lose incorporeal, and non-named undead and infernal
game with ARC 2. Will weavers start the game with ARC 3. The characters suffer –2 on attack rolls.
character can increase his ARC before the start of the game by
spending Advancement Points and later by gaining Experience Intellectual
Points (XP).
Capable of true bursts of genius, the character is exceptionally
Additionally, a Gifted character begins the game with one of intelligent and thinks impossibly quickly and clearly. He is
the following benefits. Characters gain additional benefits as a mastermind capable of planning and executing the most
they accumulate experience points. sophisticated plots and plans. He sees all the angles and
anticipates the likely course of action taken by lesser minds.
• Additional Study – The character delves further into
Characters with the Intellectual archetype are cerebral thinkers
the mysteries of the arcane and is rewarded with a spell
and planners.
from one of his career spell lists. This benefit can be taken
multiple times, but a character still cannot exceed twice his Intellectual characters possess a tactical genius and adaptability
INT in spells known. that gives them +1 on attack and damage rolls in combat. While
in the command range of an Intellectual character, a friendly
• Combat Caster – When this character makes a magic attack
character listening to his orders also gains +1 on his attack and
roll, he gains an additional die. Discard the lowest die of
damage rolls. This bonus is non-cumulative, so a character can
each roll.
gain this bonus only from one Intellectual character at a time.
• Fast Caster – The character gains one extra quick action
Additionally, an Intellectual character begins the game with one
each activation that can be used only to cast a spell.
of the following benefits. Characters gain additional benefits as
• Feat: Dominator – The character can spend 1 feat point they accumulate experience points.
during his turn to double his control area for one round.
• Battlefield Coordination – The character is a skilled
• Feat: Powerful Caster – The character can spend 1 feat battlefield commander. He is able to coordinate the
point when he casts a spell to increase the RNG (range) of movement and attacks of friendly forces to maximum
the spell by twelve feet (2˝). Spells with a range of CTRL effect. While in his command range, friendly characters
(control area) or SP (spray attack) are not affected. do not suffer the firing into melee penalty for ranged
attacks and spells and do not have a chance to hit friendly
• Feat: Quick Cast – The character can spend 1 feat point to
characters when they miss with ranged or magic attacks
immediately cast one upkeep spell at the start of combat
while firing into melee.
before the first round. When casting a spell as a result of
this benefit, the character is not required to pay the COST • Feat: Flawless Timing – The character can spend 1 feat point
of the spell. to use this benefit during his turn. When he uses Flawless
Timing, the character names an enemy. The next time that
enemy directly hits him with an attack that encounter, the
attack is instead considered to be a miss.

115
CHARACTERS

• Feat: Prescient – The character can spend 1 feat point to Additionally, a Mighty character begins the game with one of
win initiative automatically and take the first turn that the following benefits. Characters gain additional benefits as
combat. If two or more characters use this ability, they they accumulate experience points.
make initiative rolls to determine which of them goes first.
• Beat Back – When this character hits a target with a melee
• Feat: Perfect Plot – The character is a flawless planner and attack, he can immediately push his target 1˝ directly away.
allows nothing to escape his attention. Assuming he is able After the target is pushed, this character can advance up to 1˝.
to oversee all aspects of his plan, scout out the related sites,
• Feat: Back Swing – Once per turn, this character can spend 1
and do his research in great detail, he is sure to succeed.
feat point to gain one additional melee attack.
Of course this degree of planning takes time and care, but
perfection is not without its cost. The character must spend • Feat: Bounding Leap – The character is capable of preternatural
1 feat point to use this ability. A character following this feats of athleticism. Once during each of his turns in which
character’s plans gains an additional die on non-combat the character does not run or charge, he can spend 1 feat point
related rolls during the day in which the plan was enacted. to pitch himself over the heads of his enemies into the heart
of battle. When the character uses this benefit, place him
• Feat: Plan of Action – At the start of combat, the character
anywhere within 5˝ of his current location.
can spend 1 feat point to use this benefit. During that
combat, he and friendly characters who follow his plan • Feat: Counter Charge - When an enemy advances and ends its
gain +2 to their initiative rolls and +2 to their attack rolls movement within thirty-six feet (6˝) of this character and in his
during the first round of combat. line of sight, this character can immediately spend 1 feat point
to charge the enemy. The character cannot make a counter
• Feat: Quick Thinking – The character’s quick thinking
charge while engaged.
enables him to act impossibly fast. Once per round, the
character can spend 1 feat point to make one attack or quick • Feat: Invulnerable – The character can spend 1 feat point
action at the start of another character’s turn. during his turn to gain +3 ARM for one round.

• Feat: Unconventional Warfare – The character is quick • Feat: Revitalize – The character can spend 1 feat point during
thinking enough to assess any situation, see every his turn to regain a number of vitality points equal to his PHY
potential angle and outcome, and use the environment stat immediately. If a character suffers damage during his turn,
itself as a weapon. He can use his attacks to off-balance the damage must be resolved before a character can use this
foes and send them careening off ledges or into nearby feat. An incapacitated character cannot use Revitalize.
vats of molten metal, cause them to stumble over terrain
• Feat: Shield Breaker – When this character hits a target that
features, hit their weak spots to knock them to the ground,
has a shield with a melee attack, the character can spend 1 feat
or otherwise maneuver them into a position of weakness
point to use this benefit. When the character uses this benefit,
and jeopardy. The character must spend 1 feat point to
after damage has been dealt the other character’s shield is
use this ability and explain to the Game Master how he
completely destroyed as a result of the attack.
is turning the environment against his enemy. The Game
Master then determines the likely effect of the character’s • Feat: Vendetta – The character can spend 1 feat point during
action or attack. Outcomes include a boosted damage roll his turn to use this benefit. When this ability is used the
(see p. 197), knockdown, push, slam, or a fall from a height. character names one enemy. For the rest of the encounter,
this character gains boosted attack rolls against that enemy.
• Genius – The character possesses an incredible aptitude for
A character can use this benefit only once per encounter
intellectual pursuits. The character’s INT rolls are boosted.
unless the original subject of his vendetta is destroyed, at
• Hyper Perception – The character’s keen senses miss few which point the character can spend a feat point to use this
details. The character’s PER rolls are boosted. benefit again.

• Photographic Memory – The character has a photographic • Righteous Anger – When one or more characters who are
memory and can recall every event in perfect detail. friendly to this character are damaged by an enemy attack
During play he can call upon his memory to ask the Game while in this character’s command range, this character gains
Master questions pertaining to anything he has seen or +2 STR and ARM for one round.
experienced.
• Tough – The character is incredibly hardy. When this character
is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality
Mighty point, is no longer disabled, and is knocked down.
The character is in peak physical condition. He is incredibly
strong and inhumanly resilient. The character is capable of feats Skilled
of strength that defy imagination.
The character is extremely quick, nimble, and dexterous. He
Mighty characters gain an additional die on their melee damage relies on his wits, skill, and luck in equal measure.
rolls.
A Skilled character gains an additional attack during his
Activation Phase if he chooses to attack that turn.

116
Additionally, the character begins the game with one of the
following benefits. Characters gain additional benefits as they
Step 3: Choose Two Careers
After selecting your character’s archetype, next choose two
accumulate experience points.
careers for your character. By mixing and matching different
• Ambidextrous – The character does not suffer the normal careers, you can realize a vast number of character concepts
attack roll penalty with a second weapon while using the from a warcaster pirate to an aristocratic priest, as well as create a
Two-Weapon Fighting ability. number of familiar character types found in the Iron Kingdoms.

• Cagey – When this character becomes knocked down, he A character’s careers are more than professions; they represent
can immediately move up to twelve feet (2˝) and cannot his ongoing development path as well. Careers determine the
be targeted by free strikes during this movement. This character’s role in society and the skills and abilities he has the
benefit has no effect while this character is mounted. While opportunity to master.
knocked down, this character is not automatically hit by
When you choose your character’s careers you’re not necessarily
melee attacks and his DEF is not reduced. The character can
determining what he does for a living, but defining the skills
stand up during his turn without forfeiting his movement
and abilities he’s learned over the course of his life. The people
or action.
of the Iron Kingdoms are a varied lot, and the heroes who
• Deft – The character has nimble fingers and steady hands. become player characters are an even more diverse crowd. It is
The character gains boosted AGL rolls. for this reason that you choose two distinct careers. You might
wish to consider one career to be your character’s primary
• Feat: Defensive Strike – When an enemy advances into and
occupation—the way he would describe himself. A character
ends its movement in this character’s melee range, this
who is a Priest and a Rifleman most likely considers himself
character can spend 1 feat point to immediately make one
first and foremost a man of faith, but he’s honed his skills with
melee attack targeting it.
a repeating long rifle in response to the threats he might face at
• Feat: Disarm – After directly hitting an enemy with a non- a frontier parish. On the other hand, your character’s careers
spray, non-AOE (area of effect) ranged or melee attack, might represent a change in his life. Perhaps a character who
instead of making a damage roll, the character can spend began his adult life as a rifleman in the employ of the Ordic
1 feat point to disarm his opponent. When this benefit is army has decided to give up the military life for the more
used, the enemy’s weapon, or any object in his hand, flies righteous path of a clergyman, albeit a clergyman who knows
from his grasp. He suffers no damage from the attack. the value in keeping his arms locked and loaded.

• Feat: Swashbuckler – Once during each of his turns, this


character can spend 1 feat point to use Swashbuckler.
The next time this character makes an attack with a hand
weapon after using this benefit, his front arc extends to
360°, and he can make one melee attack against each enemy
in his line of sight in his melee range. Regardless of the The Perfect Career
number of characters hit, Swashbuckler can trigger the Not every iconic character type living in the Iron
Sidestep benefit only once (see below). Kingdoms is represented as a career choice for new
• Feat: Untouchable – The character can spend 1 feat point characters, but you can create a vast array of characters
mixing and matching careers. For example, if you want
during his turn to gain +3 DEF for one round.
to play a combat alchemist or a battle chaplain, consider

Preternatural Awareness – The character’s uncanny the Alchemist-Soldier combination or the Priest-Knight.
perception keeps him constantly aware of his surroundings. Additionally, more careers will be available in future
The character gains boosted Initiative rolls. Additionally, publications to expand the variety of career combinations
enemies never gain back strike bonuses against this even further.
character.

• Sidestep – When this character hits an enemy character


with a melee weapon, he can advance up to 2˝ after the
attack is resolved. This character cannot be targeted by free
strikes during this movement.
The careers you choose for your character not only determine
• Virtuoso – Choose a military skill. When making a non- what he knows how to do at character creation, but also what he
AOE attack with a weapon that uses that skill, this can learn and improve over time as he gains experience. Each
character gains an additional die on his attack and damage career description lists the benefits starting characters begin
rolls. Discard the lowest die of each roll. This benefit can with. On your character sheet, note the skills, abilities, and
be taken more than once, each time specifying a different connections your character gains for each career, and list the
military skill. starting equipment and money. Note that many careers overlap
each other in terms of their skills and abilities. If you gain the
same starting skill twice, once from each starting career, your
character begins the game with that skill at level 2.

117
CHARACTERS

REQUIRED REQUIRED STARTING


CAREER
RACE ARCHETYPE CAREER ONLY
Alchemist — — —
Arcane Mechanik — Gifted † —
Arcanist — Gifted † —
Aristocrat Human — Yes
Bounty Hunter — — —
Cutthroat — — —
Duelist — — —
Explorer — — —
Fell Caller Trollkin — —
Field Mechanik — — —
Gun Mage — Gifted † —
Highwayman — — —
Investigator — — —
Iron Fang* Human (Khadoran) — Yes
Knight Human or Iosan — —
Mage Hunter Iosan — —
Man-at-Arms — — —
Military Officer — — —
Pirate — — —
Pistoleer — — —
Priest (of Morrow or Menoth) Human Gifted † —
Ranger — — —
Rifleman — — —
Soldier — — —
Sorcerer — Gifted† Yes
Spy — — —
Stormblade* Human (Cygnaran) — Yes
Thief — — —
Trencher* Human, Ogrun, Trollkin (Cygnaran) — Yes
Warcaster — Gifted (Focuser) Yes

* These careers can be paired only with specific other careers at † A character who chooses this career and the Warcaster career
the time of character creation. becomes a focuser instead of a will weaver.

Some careers have prerequisites that a character must meet to Starting Abilities, Connections, and Skills: These are the
choose the career. A character’s career choices do not change, abilities, connections, and skills a new character with the
but a character can add additional careers with experience. given career begins the game with. In addition to abilities,
See “Earning Experience Points” (p. 153) and “Character connections, and skills, if a career has other considerations for
Advancement” (p. 155) for details. beginning characters (such as spells or special requirements),
they are noted here as well. The full list of abilities can be found
Anatomy of a Career on p. 156, and the full lists of skills can be found on p. 172 and
Prerequisites: Some careers have prerequisites. A character p. 173. Connections are discussed on p. 168. When a character
can have a career only if he also has all the prerequisites to learns a new career as a result of character advancement, he
take that career. Prerequisites usually require a specific race or does not receive any of the starting abilities, connections, or
archetype, but in some cases they might require the career to skills associated with the new career.
be chosen at character creation or for the character to have a
minimum value for a stat.

118
Starting Assets: This is a description of any gear, equipment,
or weapons a character starts with if he chooses the career
at character creation. It also lists the starting funds for that
character. This applies only to new characters. When a character Customization
learns a new career as a result of character advancement, he
does not receive any of the starting assets.
and Options
The careers here are intended to get players exploring
A character keeps all the weapons, equipment, and money from
the world of the Iron Kingdoms quickly. As a result they
both of his careers. A character who has armor listed in both his offer few choices or options for customization at the time
careers keeps one set of his choice. of character creation. Some experienced players might
want a greater hand in creating their characters. With
the Game Master’s approval, a player can:
Replace a starting ability with another ability available to
that career. The character must meet the prerequisites
General Skills for the new ability selected.

In addition to the occupational skills listed in every Replace a starting occupational skill with another
career description, there are a number of skills available occupational skill available to that career.
to all characters. These skills fall into the category of life Replace a starting military skill with another military skill
skills that anyone could have the opportunity to learn. available to that career.
These general skills are occupational skills that any
character can gain up to the maximum allowed by their Replace a starting spell with another COST 1 or 2 spell
level (Hero, Veteran, or Epic). from that career’s spell list.
General occupational skills include the following: Animal These substitutions do not have a substantial impact
Handling, Climbing, Detection, Driving, Gambling, with regard to creating challenging encounters, but it
Intimidation, Jumping, Lore, Riding, and Swimming. adds some flexibility for players willing to put a bit more
time into the character creation process.
These skills are not listed individually in the description
of each career because they are available to all careers. A Game Master might also decide to give his players
some opportunity for customization by starting their
characters with a small number of experience points to
add options. Starting player characters with 10 or 12 XP
gives them plenty of room for customization without
advancing them too far.
Career Abilities, Connections, and Skills
The following entries delineate all the abilities, connections,
skills, and spells specific to each career. Characters can choose
to take these options as they gain Experience Points, as noted
on the Character Advancement Table (p. 154). A character who The list in this entry defines what skills are available to the career,
takes the career later in his advancement can choose from these as well as how accomplished the character can become in each
options as well. skill. The level listed by each skill is the maximum level allowed
by the career. The maximum allowable level for a skill is also
Abilities: Abilities cover a wide range of specialties a character
dependent on the character’s current experience level. A Hero
can have. A character can choose abilities specific to his career
character can have skills up to level 2, a Veteran character can
from this listing as he gains experience. (Starting abilities are
have skills up to level 3, and an Epic character can have skills
included on this list for characters who take a career later on.)
up to level 4. If the same skill is listed for different careers for
Some abilities have prerequisites that must be met before they
the same character, use the higher maximum value.
are selected, such as a certain skill rank or another ability.
Spells: This is the spell list from which a character with this
Connections: Connections are things like membership in an
career can select spells. The spell list section only appears in
organization and contacts with important or influential people.
the entry for careers that can learn to cast spells. The maximum
Like abilities, a character can acquire these later in his career.
number of spells a character can learn is equal to twice his
Military Skills and Occupational Skills: Skills are aptitudes Intellect stat.
in which a character can gain greater proficiency over time and
are broken into two categories: military skills and occupational
skills. Military skills are focused on combat, and occupational
skills focus on the non-combat related talents associated with
the career. Some skills are not available to starting characters
and can only be acquired later in a character’s career.

119
CHARACTERS

Alchemist Prerequisites: None

Abilities: Grenadier and Poison Resistance


Starting Abilities and Skills Military Skills: Hand Weapon 1 and Thrown Weapon 1
Occupational Skills: Alchemy 1 and Medicine 1

50 gc, alchemist’s leather, gas mask, traveling alchemist’s kit, any five alchemical
Starting Assets
grenades, and a grenadier’s bandolier

Alchemist Bomber, Brew Master, Fast Cook, Field Alchemist, Fire in the Hole!, Free Style, Grenadier,
Abilities Poison Resistance
Alchemist
Connections (alchemical order)
Connection

Alchemist
Hand Weapon 2, Thrown Weapon 4, Unarmed Combat 2
Military Skills

Alchemist
Alchemy 4, Craft 4 (any), Forgery 2, General Skills 4, Medicine 4, Negotiation 4, Research 4
Occupational Skills

The alchemist is trained in the arcane


science of refining and combining rare
and exotic ingredients to create alchemical
items, including blasting power, healing
salves, and potent alchemical grenades. He
might have learned the secrets of his trade
in an apprenticeship with an organization
such as the Order of the Golden Crucible, or
he could have received his training from one
of the many freelance alchemists roaming
the Iron Kingdoms.

The life of an adventuring alchemist is a


dangerous one. Sometimes an alchemist
has access to the resources of established
organizations, but at times he might need
to personally gather rare substances for
use in complex alchemical creations. This
often means venturing into the wilds in
search of rare natural reagents—many
of which are exceedingly hard to locate
or must be harvested from elusive and
dangerous creatures.

Playing an Alchemist: The Alchemist is the


only career that can fully utilize and explore
the wonders of alchemy in the Iron Kingdoms.
An Alchemist character can augment his
alchemical skills with the acquisition of
specialist abilities like Brew Master, Fast
Cook, Field Alchemist, and Free Style. A
player should choose to play an Alchemist if
he wishes to create alchemical items, unleash volatile alchemical Experienced alchemists gain even greater mastery of their
compounds in battle, or utilize the field alchemy rules to mix alchemical mixology and eventually can learn the Bomber ability,
alchemical substances on the fly. Alchemists pair well with a wide granting them control over their alchemical grenades even when
variety of careers and fill a variety of roles in a party, from the they miss their intended target.
Skilled Alchemist-Thief who bombs his enemies to the Gifted
Alchemist-Arcane Mechanik who supports his party with items,
spells, and the Medicine skill.

120
Arcane Mechanik Prerequisites: Gifted

Abilities: Inscribe Formulae


Military Skills: Choose either Hand Weapon 1 or Rifle 1
Starting Abilities,
Occupational Skills: Craft (gunsmithing) 1, Craft (metalworking) 1, and Mechanikal
SKILLS, and SPELLS
Engineering 1
Spells: Arcantrik Bolt and Polarity Shield
50 gc and a rune etching kit. The character also begins the game with a mechanika
Starting Assets weapon or suit of armor worth up to 750 gc, including the device’s housing, power
source, and rune plate.

’Jack Marshal, Ace Commander, Arcane Engineer, Drive: Assault, Drive: Pronto,
Arcane Mechanik Abilities
Inscribe Formulae, Resourceful, Steamo
Arcane Mechanik
Connections (mechaniks organization)
Connections
Arcane Mechanik
Hand Weapon 2, Light Artillery 2, Rifle 2
Military Skills
Arcane Mechanik Command 1, Craft 4 (any specialization), Cryptography 3, General skills 4,
Occupational Skills Mechanikal Engineering 4, Negotiation 2, Research 3.
Arcane Mechanik Spells Spells from the Arcane Mechanik spell list

Bridging the gap between machines and magic, the


arcane mechanik is an arcanist with a penchant for
mechanikal engineering. He is an innovative crafter
of mechanika devices and has the necessary skills
and knowledge to create and repair mechanika armor
and weapons or the arcane systems of steamjacks.
The arcane mechanik has likely spent some time as
an apprentice for an established arcane mechanik or
for an organization that employs them, such as the
Steam and Iron Workers Union in Cygnar.

Creating mechanika is an incredibly expensive


undertaking, and arcane mechaniks often turn to
adventuring and mercenary work to fund their
endeavors. Since their skills are in high demand, an
arcane mechanik typically has little trouble finding
lucrative employment. Additionally, the wild and
unpredictable life of a freelance mercenary often
provides the perfect testing ground for many types
of mechanikal creations.

Playing an Arcane Mechanik: The Iron Kingdoms


setting would not be the same without the wealth of
mechanikal weapons, armor, devices, and steamjacks
that shape its battles and its very way of life. No other
career has the same ties to mechanikal items as the
Arcane Mechanik. Arcane Mechaniks begin the game
with the Inscribe Formulae ability, the key to creating
the runeplates that shape the magic behind all
mechanika. In addition to their mechanika crafting
excellence, Arcane Mechaniks begin the game with
Experienced Arcane Mechaniks become even more adept at
a mechanika item and have a spell list that showcases their
working with mechanika and with warjacks in particular.
mechanikal affinity. Whether a mechanika-wielder, mechanika-
They alone gain access to the potent Resourceful ability that
creator, ’jack marshal, spell slinger, or all of the above, there can
obsoletes the need to gain fatigue or spend focus upkeeping
be no doubting an Arcane Mechanik’s mechanikal mastery.
spells on steamjacks under their control ever again.

121
CHARACTERS

Arcanist Prerequisites: Gifted

Abilities: Great Power


Occupational Skills: Lore (Arcane) 1 and Research 1
Starting Abilities,
Spells: Arcane Bolt, Aura of Protection, and Light in the Darkness
SKILLS, and SPELLS
Special: A character who chooses Arcanist as one of his two starting careers gains the
Rune Reader Gifted archetype benefit (p. 115).
Starting Assets 75 gc

Arcanist
Arcane Defenses, Arcane Scholar, Great Power, University Education
Abilities
Arcanist
Connections (magical order)
Connections
Arcanist

Military Skills
Arcanist
Craft 2 (any), Etiquette 2, General Skills 4, Negotiation 2, Oratory 2, Research 4
Occupational Skills
Arcanist Spells Spells from the Arcanist spell list

The arcanist is a trained arcane practitioner who manifests actions and fires repeating pistol shots with his attacks. Pairing
his magic through the precise and practiced use of arcane Arcanist with another spellcasting career gives an even broader
formulae. He might have studied under a master arcanist for spell list and access to additional magic-related abilities.
years, learning complex arcane recitations, or he could have
Experienced Arcanists benefit greatly from additional Gifted
refined his innate magical abilities on his own, seeking out
archetype benefits and can eventually gain the Arcane Defenses
ancient books of arcane lore to acquire more complete control
ability, granting them increased protection from their enemies’
over his spells.
spells once they’ve mastered their own.
Arcanists often join or are recruited into
established arcane organizations to gain
access to tightly guarded knowledge in
return for service to the order. The search
for forgotten lore is a strong motivator for
the arcanists of western Immoren. Many
arcanists who might prefer to study in the
safe confines of their residences grudgingly
set out to uncover these lost or forbidden
secrets. Freelance arcanists are not
uncommon, and their skills provide them
with no end of employment opportunities.

Playing an Arcanist: The Arcanist career is


the path of a pure spellcaster with a spell
list packed with spells for offense, support,
control, and utility. Any party would be
grateful to have an Arcanist along thanks to
his Aura of Protection, an ARM-enhancing
upkeep spell that won’t even crimp his
own style thanks to the Great Power ability
(which allows him to upkeep a spell for
free). It’s important to note, however, that
arcanists lack all military skills and have
limited non-combat expertise outside of the
arcane arts. A starting Arcanist character is
defined as much by his other career as he
is by the Arcanist career. Pairing Arcanist
with Pistoleer, for example, creates a
character who slings spells with quick

122
Aristocrat Prerequisite: Human, Starting Career

Abilities: Good Breeding, Language (any), and Privilege


Connections: Connections (nobility)
Starting Abilities, Military Skills: Hand Weapon 1 and the choice of one other: Archery 1, Pistol 1, or Rifle 1
CONNECTIONS, and Skills Occupational Skills: Command 1 and Etiquette 1
Special: A character who chooses Aristocrat as one of his two starting careers gains 50
gc each month from his family holdings.
Starting Assets 200 gc

Advisor, Appraise, Battle Plan: Call to Action, Expert Rider, Good Breeding, Language,
ARISTOCRAT Abilities
Natural Leader, Poison Resistance, Privilege, Rallying Cry, Swift Rider
ARISTOCRAT Connections Connections (any)
ARISTOCRAT Military Skills Archery 2, Hand Weapon 3, Lance 3, Pistol 2, Rifle 3
ARISTOCRAT Bribery 4, Command 4, Cryptography 2, Deception 4, Etiquette 4, General Skills 4, Law 4,
Occupational Skills Negotiation 4, Oratory 4, Seduction 4

The aristocrat is descended from one of the leading houses of


the Iron Kingdoms. He could be a Kayazy merchant prince, a
Cygnaran noble, or the heir to an Ordic castellan. It’s possible
that his family line stretches back to the Thousand Cities era;
some noble lines are of more recent creation. Whatever the
provenance of his name, station and prestige have provided the
aristocrat with many advantages, including formal training in
a wide variety of military and civilian skills and access to his
family’s wealth and estates.

The Iron Kingdoms can be a dangerous place for a nobleman.


The ancient families have many enemies, and aristocrats are
well trained by their houses to prepare them for the dangers
of the world.

Playing an Aristocrat: The Aristocrat is a strong social career,


especially in situations where the weight of his nobility can
be brought to bear. The career also has access to training in a
broad variety of weaponry, superior equipment thanks to his
wealth, and surpassing leadership potential. An Intellectual
Aristocrat is an obvious choice and pairs well with careers like
Military Officer and Ranger due to their abilities that influence
allies within command range. That is not the only option for
a noble, however. A Mighty Aristocrat-Knight is a powerful
horseman, a Skilled Aristocrat-Duelist combines sword-and-
pistol combat with high society intrigue, and a Gifted Arcane
Mechanik-Aristocrat can marshal steamjacks in a large area
while supporting them with spells.

An experienced Aristocrat becomes an ever-greater social


character but also a great leader of men. His broad access to
social skills at high levels enhances the Good Breeding and
Privilege abilities while his Advisor and Rallying Cry abilities
are a testament to his leadership.

123
CHARACTERS

Bounty Hunter Prerequisites: None

Abilities: Binding and Take Down


Military Skills: Choose two of the following: Crossbow 1, Hand Weapon 1, Pistol 1, Rifle 1,
Starting Abilities and Skills
or Unarmed Combat 1
Occupational Skills: Detection 1, Intimidation 1, Rope Use 1, and Tracking 1
Starting Assets 75 gc

Binding, Crossbowman, Head-Butt, Language (Five Cant), Pursuit, Roll With It,
BOUNTY HUNTER Abilities
Take Down, Waylay
BOUNTY HUNTER Connections Connections (any)
BOUNTY HUNTER
Crossbow 3, Hand Weapon 2, Pistol 2, Rifle 3, Unarmed Combat 4
Military Skills
BOUNTY HUNTER Bribery 2, Deception 2, Disguise 2, General Skills 4, Interrogation 2, Law 2, Negotiation 4,
Occupational Skills Rope Use 4, Sneak 3, Streetwise 4, Tracking 4

The bounty hunter makes his living hunting criminals, rather than killing, he should be skilled at both armed and
deserters, and wanted men of all stripes. He likely has a unarmed combat.
background that emphasizes tracking, military skill, or both.
Bounty hunters must often take work where they can get it,
Since the occupation of bounty hunter often calls for capture
and as a result range far afield and enter
dangerous and even hostile territory in
pursuit of their targets. Because of the danger
involved in the occupation, bounty hunters
might work in pairs or even teams, increasing
their chances of capturing valuable targets.
In fact, a number of prominent mercenary
companies in the Iron Kingdoms receive a
significant portion of their revenues through
bounty hunting.

Playing a Bounty Hunter: Most characters


in the Iron Kingdoms Full Metal Fantasy
Roleplaying Game have a high degree of
competence when it comes to killing a man.
The Bounty Hunter is no different in that
regard, but he’s one of the few who can
reliably subdue a man without killing him.
His Binding and Take Down abilities open up
whole new opportunities to an adventuring
party and introduce new ways to explore
social skills like Deception, Interrogation,
and Negotiation. Though he does not have
numerous combat-related abilities, the
Bounty Hunter has plentiful military skills
and can combine his talents with combat
careers like Rifleman as easily as he does
with more social careers like Investigator.

The experienced Bounty Hunter has plenty


of room to grow in occupational skills and
military skills but might rely on his other
career (or careers) for many of his ability
advancements. At Veteran level, the Pursuit
ability becomes essential. With Pursuit, a
Bounty Hunter is truly inescapable.

124
Cutthroat Prerequisites: None

Abilities: Anatomical Precision, Backstab, and Prowl


Military Skills: Hand Weapon 1, and the choice of one other: Crossbow 1, Thrown Weapon
Starting Abilities and Skills
1, or Unarmed Combat 1
Occupational Skills: Intimidation 1, Sneak 1, and Streetwise 1
Starting Assets 75 gc

Anatomical Precision, Backstab, Blood Spiller, Camouflage, Chain Attack: Bleed Out,
CUTTHROAT Abilities Fast Draw, Language (Five Cant), Prowl, Specialization (Assassin Blade),
Two-Weapon Fighting, Waylay
CUTTHROAT Connections Connections (criminal)
CUTTHROAT Military Skills Crossbow 2, Hand Weapon 4, Thrown Weapon 3, Unarmed Combat 3
CUTTHROAT
General skills 4, Interrogation 2, Sneak 4, Streetwise 4
Occupational Skills

The cutthroat is an unrepentant killer who makes his living by


preying on those weaker than himself. He might have learned
his murderous trade simply surviving in the gloom-haunted
streets of Blackwater, or he could be a black-hearted assassin,
slaying targets at the behest of anyone with enough coin to
pay his fee. Regardless of where he learned the finer points of
murder, the cutthroat is skilled at stalking his victims and then
striking a fatal blow from the shadows.

Cutthroats associate with those who operate outside the law,


and might band together with other nefarious rogues for a
common purpose. Typically, cutthroats prefer to earn their
livings by accepting payment for murder or by robbing the
corpses of their victims. Some cutthroats accept employment as
bodyguards or hired thugs for criminals with more wealth and
power than themselves.

Playing a Cutthroat: The Cutthroat career isn’t subtle in


purpose: the Cutthroat is a killer. Abilities such as Anatomical
Precision, Backstab, and Two-Weapon Fighting facilitate this
purpose, and the Camouflage and Prowl abilities allow the
Cutthroat to get in close enough for the kill. Cutthroats lend
themselves to the Skilled archetype due to the additional
attack and benefits like Ambidextrous, Feat: Untouchable,
and Sidestep. When looking for a career to support playing a
Cutthroat, Duelist, Highwayman, and Thief are all natural fits,
but don’t dismiss the less obvious options. The Alchemist’s
simple smoke is a great way to take advantage of Camouflage
and Prowl, and both Alchemists and Cutthroats can start with
the Thrown Weapon military skill.

As they gain experience, Cutthroats stick to their strengths. The


Veteran-level abilities Blood Spiller and Chain Attack: Bleed
Out are exceptional tools for a bloodthirsty character in any
campaign.

125
CHARACTERS

Duelist Prerequisites: None

Begin with the Parry and Riposte abilities.


Starting Abilities and Skills Begin with the occupational skills Gambling 1, Intimidation 1, and Jumping 1.
Begin with the military skills Hand Weapon 1 and Pistol 1
Starting Assets 75 gc

Acrobatics, Fast Draw, Gunfighter, Parry, Precision Strike, Quick Work, Riposte,
DUELiST Abilities
Roll With It, Two-Weapon Fighting.
DUELiST Connections —
DUELiST Military Skills Hand Weapon 4, Pistol 4, Thrown Weapon 3, Unarmed Combat 2
DUELiST Occupational Skills Etiquette 2, General skills 4, Law 2, Oratory 2, Seduction 3, Streetwise 2

Possessing the requisite speed, nerve, and skill at arms, the an optimized social character, the Duelist also dabbles in the
duelist is an expert combatant. Both blade and pistol are the social skills Etiquette, Intimidation, Oratory, and Seduction,
duelist’s forte, and he must have superlative ability in one or making him a good choice for combat-minded players who
both to defeat his opponents. The type of skill necessary to desire opportunities to shine in social situations.
become a duelist can be acquired through innate ability and The experienced Duelist continues to hone his deadly craft and
long hours of practice. his unique fighting style. With the addition of the Acrobatics
For many, the code duello is simply a way of life. Many ability, Veteran-level Duelists become truly impossible to tie
military officers and aristocrats turn to dueling to settle their down in melee combat.
personal and public disputes.
Professional Llaelese and Ordic
duelists sometimes make their
living by serving as stand-ins for
various nobles who need to settle
a score with a rival yet lack the
necessary martial prowess to do
so. Duelists who continue to win
duels for their noble patrons can
earn both fame and wealth for
their endeavors. In many nations,
underground fighting circuits
offer the duelist a chance to ply
his trade. Additionally, a duelist’s
skills are always in demand for
those seeking capable bodyguards
and mercenaries.

Playing a Duelist: Though their


breadth of weapon knowledge does
not quite rival that of the Soldier,
Duelists hone their craft with
sword and pistol into a deadly art
form. From the start, the Duelist
career offers a unique fighting
style with the ability to weave in
and out of combat thanks to Parry
and to punish enemies for their
failed attacks with Riposte. The
Duelist career is tied more to a
lightly armored, close-in fighting
style than it is to a particular
archetype, and Gifted, Intellectual,
Mighty, or Skilled Duelists are all
viable options. Though far from

126
Explorer Prerequisites: None

Abilities: Big Game Hunter, Language (any), Port of Call


Connections: Connections (patron)
Military Skills: Choose one: Archery 1, Hand Weapon 1, Pistol 1, or Rifle 1
Starting Abilities,
Occupational Skills: Detection 1, Medicine 1, Navigation 1, and Survival 1
CONNECTIONS, and Skills
Special: A character who chooses Explorer as one of his two starting careers gains 25 gc
each month from his patron for as long as he continues to explore new regions, report
back regularly, and bring his patron occasional gifts from exotic places.
Starting Assets 150 gc, map case, and spyglass.

Battle Plan: Reconnaissance, Big Game Hunter, Disease Resistance, Expert Rider,
Explorer Abilities
Language, Natural Leader, Poison Resistance, Port of Call, Signal Language, Swift Rider
Explorer Connections Connections (wealthy patrons), Connections (isolated tribe or people)
Archery 2, Crossbow 2, Hand Weapon 2, Pistol 2, Rifle 3, Thrown Weapon 2,
Explorer Military Skills
Unarmed Combat 2
Command 4, Craft (any) 2, Cryptography 2, Etiquette 2, General Skills 4, Medicine 2,
Explorer Occupational Skills
Navigation 4, Negotiation 4, Rope Use 4, Survival 4

The explorer is an intrepid adventurer who combines academic Explorer with hyper perception who never misses a detail, to
knowledge and a wide range of practical skills with a smattering the skilled Explorer with the Virtuoso archetype benefit who’s
of combat expertise. He might have learned the basics of combat a crack shot with a heavy rifle.
and scouting in a military organization, but likely has also
Experienced Explorers continue their wilderness leadership
received instruction in the natural sciences at one of the Iron
and can eventually pick up Battle Plan: Reconnaissance to
Kingdom’s major universities. He specializes in exploration and
complement Natural Leader and a high command range. This
one or more areas of academia, but the explorer’s breadth of
battle plan gives the explorer’s party a real advantage in regions
useful skills makes him a well rounded jack-of-all-trades.
of difficult terrain.
Although the nations of western Immoren boast great cities and
huge swaths of settled land, there remain
large tracts of unexplored wilderness
between them. The explorer plies his trade
here, plumbing the depths of crumbling
ruins and ancient tombs for both wealth
and knowledge. A number of organizations,
such as the Department of Extraordinary
Zoology at Corvis University, employ
explorers to seek out artifacts or lore of
special interest to them.

Playing an Explorer: The Explorer career


is broader in scope than the dedicated
Cutthroat or Rifleman. Explorers have
access to a range of military skills, a diverse
mix of abilities, and plentiful occupational
skills. The most defining element of the
Explorer is the Big Game Hunter ability.
Big Game Hunter scales with the Explorer’s
Survival skill, so he can quickly gain
exceptional accuracy against wild creatures
he faces in battle. In wilderness campaigns
in particular, Explorers really get a chance to
shine thanks to their numerous survivalist
skills and abilities along with added combat
potential in the wilds. Explorers can utilize
a variety of archetypes from the Intellectual

127
CHARACTERS

Fell Caller Prerequisites: Trollkin

Abilities: Fell Call: Signal Call and Fell Call: Sonic Blast
Starting Abilities and Skills Military Skills: Great Weapon 1 or Hand Weapon 1
Occupational Skills: Command 1, Fell Calling 2, Lore (Trollkin) 1, and Oratory 1
Starting Assets 75 gc

Battle Plan: Call to Action, Fell Call: Cacophony, Fell Call: Call of Defiance,
FELL CALLER Abilities Fell Call: Ground Shaker, Fell Call: Heroic Ballad, Fell Call; Reverberation,
Fell Call: Signal Call, Fell Call: Sonic Blast, Legacy of Bragg, Natural Leader
FELL CALLER Connections Connections (Kriel)
FELL CALLER Military Skills Great Weapon 3, Hand Weapon 3, Thrown Weapon 3, Unarmed Combat 3
FELL CALLER
Command 4, Fell Calling 4, General Skills 4, Oratory 4, Seduction 2
Occupational Skills

Fell callers are trollkin whose lineage can be traced back to the are ranged attacks, so they cannot be used in melee combat
legendary Bragg, the first of their race to harness the booming without penalties.
song of the fell call. The character can lift his powerful voice
in song to urge his allies on to heroic efforts or simply batter Experienced Fell Callers have plentiful abilities to increase their
his foes with focused bursts of shattering sound. Fell calling is fell call options and can even gain a free fell call each turn with
in the character’s blood, but he has probably received training Legacy of Bragg. At the Veteran level, Fell Callers can learn the
from other, more experienced trollkin with the same gift. impressive Ground Shaker fell call that allows them to knock
their enemies off their feet.
Fell callers are respected and
valued members of trollkin kriels,
and they are a welcome presence
among trollkin warriors. The rare
fell caller that leaves his kriel
to seek fame and glory in the
wider world is likely to accept
worthy non-trollkin as traveling
companions. He doubtless expects
the same level of reckless heroism
from his comrades as he displays.

Playing a Fell Caller: Like the


Alchemist career, a Fell Caller
gains access to a whole suite of
game play options unavailable to
other character types. Any party
that includes multiple trollkin
characters would really benefit
from a Fell Caller, but even a lone
descendent of Bragg can use his
voice as a powerful battlefield
asset. Fell calls are a versatile
tool that can bolster a Fell Caller’s
existing combat potential or
can represent his main mode
of attack. From the Mighty Fell
Caller–Man-at-Arms to the Gifted
Fell Caller–Sorcerer, the career
offers a wealth of options. Note
that unlike spells, fell call attacks

128
Field Mechanik Prerequisites: None

Abilities: ’Jack Marshal, Bodge, and Hit the Deck!


Starting Abilities and Skills Military Skills: Hand Weapon 1 or Pistol 1
Occupational Skills: Command 1, Craft (metalworking) 1, and Mechanikal Engineering 1
Starting Assets 25 gc, mechanik's tool kit, and a light laborjack with up to 200gc of weapons

’Jack Marshal, Ace Commander, Bodge, Dodger, Drive: Ancillary Attack, Drive: Assault,
FIELD MECHANIK Abilities
Drive: Off Road, Drive: Pronto, Hit the Deck!, Iron Sentinel, Scrounge, Steamo, Tune Up
FIELD MECHANIK Connections Connections (mechaniks organization)
FIELD MECHANIK Military Skills Hand Weapon 2, Pistol 2
FIELD MECHANIK
Command 3, Craft 4 (any), General Skills 4, Mechanikal Engineering 4, Negotiation 3
Occupational Skills

The field mechanik is a skilled engineer or a talented bodger There isn’t a nation in western Immoren that doesn’t have great
who, much the way a combat medic patches up wounded need for the talents of field mechaniks. Those unwilling or
soldiers to keep them fighting, can apply a quick fix to damaged unable to find employment in the military are always welcome
steamjacks. He might have learned his trade in the military in the many mercenary companies who employ aging warjacks
mechanik corps of a professional army or in a mercenary in constant need of vital maintenance.
tinkerer’s workshop. Although he has basic combat training,
Playing a Field Mechanik: One of the strongest reasons a player
the field mechanik likely has experience commanding warjacks
might choose Field Mechanik as a starting career is found in
in battle, and when given the opportunity can draw upon the
his starting assets: Field Mechaniks start the game with a
destructive abilities of these mighty machines.
light laborjack! While the ’Jack Marshal ability is available to
a few different careers, no one else starts
with a steamjack or has the opportunity to
learn as many Drive abilities as the Field
Mechanik. Abilities like Bodge, Scrounge,
and Steamo make it easier for a Field
Mechanik to keep his steamjack in fighting
condition, while Dodger and Hit the Deck!
allow him to avoid personal injury. A Field
Mechanik’s choice of archetype and other
career can lead to entirely divergent play
styles. A Mighty Field Mechanik-Knight
can join his steamjack on the front lines,
but an Intellectual Field Mechanik-Military
Officer rarely needs to get his hands dirty,
instead enhancing others with Battle Plans
and Drives.

As he gains experience, a Field Mechanik


grows rapidly in his ability to support
and repair steamjacks. Once he’s achieved
Veteran status, a Field Mechanik can
learn Iron Sentinel to further enhance his
personal survival skills and Tune Up, a
quick action that allows him to coax peak
performance from a steamjack.

129
CHARACTERS

Gun Mage Prerequisites: Gifted

Abilities: Craft Rune Shot and Fast Reload


Starting Abilities, Military Skills: Pistol 1 or Rifle 1
SKILLS, and SPELLS Occupational Skills: Detection 1 and Intimidation 1
Spells: Rune Shot: Accuracy, Rune Shot: Brutal, and Rune Shot: Thunderbolt
25 gc, ammo bandolier, magelock pistol or rifle (with powder and ten rounds of
Starting Assets
ammunition), and a rune shot casting kit

GUN MAGE Abilities Arcane Precision, Craft Rune Shot, Fast Draw, Fast Reload, Gunfighter, Keen Eyed
GUN MAGE Connections Connections (gun mage order)
GUN MAGE Military Skills Pistol 4, Rifle 4
GUN MAGE
General Skills 4, Seduction 2
Occupational Skills
Gun Mage Spells Spells from the Gun Mage spell list

An arcanist with a penchant for gunfighting, the gun mage spent at least some time as a member of an established militant
strikes down his enemies with rune-scribed bullets. Although arcane order. There, he learned how to harness his power
the gun mage has intrinsic sorcerous abilities, his skills require through the barrel of a magelock pistol (most commonly) or
very specific training. For this reason, the gun mage probably rifle (more rarely), unleashing spells in a hail of lead.

Deadly and skilled, a freelance gun mage is a


valuable commodity who can earn substantial
coin as a gun for hire, a bodyguard, and even
as an assassin. Gun mages who served with
an arcane order typically have experience
leading men into combat and are often
recruited to serve the same role in prominent
mercenary companies.

Playing a Gun Mage: Although Gun Mages


can be focusers or will weavers, they have
an arcane style all their own. In addition to a
handful of normal spells like Return Fire and
Snipe, Gun Mages have a spell list packed
with the iconic rune shot spells. As the rune
shot rules (p. 230) explain, these spells do not
require quick actions to cast, and multiple
spells can affect the same shot. This effectively
turns each round fired from a magelock pistol
or rifle into a custom-built offensive spell
with effects that vary from increased damage
to continuous effects to AOEs. The Gun Mage
career can pair with other arcane careers for
increased spellcasting options, but many Gun
Mages instead choose Duelist, Pistoleer, or
Rifleman to augment their gunplay.

Experienced Gun Mages gain a great deal


of flexibility as they pick up additional rune
shot abilities, broadening the customization
potential of each shot they take. Eventually
learning the Arcane Precision ability or True
Sight spell also gives the Gun Mage a way to
deal with stealthy enemies that are the bane
of other gunslingers.

130
Highwayman Prerequisites: None

Abilities: Ambush and Saddle Shot


Starting Abilities and Skills Military Skills: Hand Weapon 1 and choose one: Archery 1, Crossbow 1, or Pistol 1
Occupational Skills: Animal Handling 1, Detection 1, Intimidation 1, and Riding 1
Starting Assets 75 gc, mask, riding horse, and tack

Ambush, Appraise, Binding, Expert Rider, Fast Draw, Fast Reload, Light Cavalry,
HIGHWAYMAN Abilities Prowl, Ride-By Attack, Saddle Shot, Swift Hunter, Swift Rider, Traceless Path,
Two-Weapon Fighting, Waylay
HIGHWAYMAN Connections Connections (criminal)
HIGHWAYMAN Military Skills Archery 3, Crossbow 3, Hand Weapon 3, Pistol 3, Unarmed Combat 3
HIGHWAYMAN Bribery 2, Deception 3, Disguise 2, General Skills 4, Interrogation 2, Negotiation 4,
Occupational Skills Rope Use 4, Seduction 4, Sneak 4, Survival 2

The highwayman makes his living robbing those traveling Experienced Highwaymen can evolve in a number of directions
western Immoren’s often-dangerous roads and highways. He depending on party needs and player preference. They can
could be a villainous brute or a charming brigand of marked learn to subdue foes with Waylay and Binding, become light
style and dash. Though seldom motivated by nobler intentions horse experts with Light Cavalry and Expert Rider, or focus on
than the acquisition of wealth, some highwaymen make it a maneuverability with Traceless Path and Swift Hunter.
point of pride to target those most able to pay their
rough tithe. Regardless of his motivations, the
highwayman’s life of crime has likely made him
a skillful rogue adept at stalking and ambushing
his targets and then quickly vanishing into the
wilderness.

The character of a cloaked and hooded


highwayman atop his treasured steed is a
common subject of popular song and stories,
but not all of them are such noble figures.
Unscrupulous soldiers who have completed
their service or have been discharged because of
injury often find the life of highwayman an easy
transition to make.

Playing a Highwayman: The Highwayman


career is defined by a fast striking combat style.
Whether riding down a victim or ambushing
from a concealed position, the Highwayman
excels at getting the drop on his opponents. Fast
Draw and Prowl help a Highwayman to get that
first strike, giving him many opponents to choose
from when using the opportunistic Ambush
ability. Highwayman is also a strong mounted
career, and a starting Highwayman can explore
the options of mounted combat without setting
aside substantial coin for a horse. Highwaymen
boast an expansive occupational skills list, further
increasing their versatility. Starting players can
pair the Highwayman career with a dedicated
combat career like Pistoleer for additional options
in battle, or with a more skill-based career such as
Thief for non-combat specialization.

131
CHARACTERS

Investigator Prerequisites: None

Abilities: Astute and Language (any)


Military Skills: Hand Weapon 1 or Pistol 1
Occupational Skills: Detection 1, Forensic Science 1, Interrogation 1, Law 1, Medicine 1,
Starting Abilities and Skills
and Sneak 1
Special: A character who chooses Investigator as one of his two starting careers gains the
Hyper Perception Intellectual archetype benefit (p. 116).
Starting Assets 100 gc

INVESTIGATOR Abilities Anatomical Precision, Astute, Iron Will, Language, Prowl, Signal Language, Truth Reader
INVESTIGATOR Connections Connections (any)
INVESTIGATOR Military Skills Hand Weapon 2, Pistol 2, Unarmed Combat 2
INVESTIGATOR Cryptography 4, Deception 4, Etiquette 2, Forensic Science 4, General Skills 4,
Occupational Skills Interrogation 4, Law 4, Medicine 2, Negotiation 3, Research 4, Sneak 4, Streetwise 4

The investigator is a skilled detective


adept in the techniques of deduction,
criminology, and interrogation. He
might be a watch inspector who uses his
abilities to catch criminals and keep his
city safe, a former inquisitor, or a member
of a military intelligence-gathering
organization who ferrets out the secrets of
his nation’s enemies within and without.

The cities and wilds of western


Immoren conceal countless mysteries
to be uncovered. Criminal conspiracies,
ancient evils, and the plans of enemy
generals are of interest to many
individuals, and investigators have no
lack of wealthy patrons who pay them
to uncover nefarious agendas. Although
investigators often serve as inspectors
in the city watches of many large cities,
freelance investigators who perform
the same function for a fee are not
uncommon.

Playing an Investigator: Nothing gets by


a character with the Investigator career.
The Hyper Perception benefit boosts all of
his detection rolls, and he has two chances
of success thanks to the Astute reroll.
Coupling his investigative expertise with
a varied stable of occupational skills
marks the Investigator as a remarkable
choice for social and investigative
campaigns. While not one of the top
combat careers, it’s worth noting that starting as an Investigator Experienced Investigators further hone their expertise in
is a great way to play a Mighty, Skilled, or Gifted character with Detection and Research, and can eventually gain the Truth
some game play elements of the Intellectual archetype. A Gifted Reader ability, after which it becomes truly impossible to
Gun Mage-Investigator, for example, has access to gunslinging deceive the Veteran Investigator.
spellcraft without sacrificing investigative expertise.

132
Iron Fang Prerequisites: Human (Khadoran),
Starting Career, and Restricted 2nd Career

Special: A character starting with the Iron Fang career must choose between Aristocrat,
Military Officer, Soldier, or Warcaster for his second career.
Starting Abilities, Abilities: Fast Rearm (Blasting Pike) and Specialization (Blasting Pike)
CONNECTIONS, and Skills Connections: Connections (Khadoran military)
Military Skills: Great Weapon 1 and Shield 1
Occupational Skills: Command 1 and Survival 1
Starting Assets 25 gc, blasting pike (with a spear head and ten blasting heads), Iron Fang full plate, shield

Defensive Line, Fast Arm (Blasting Pike), Hyper Awareness, Load Bearing,
IRON FANG Abilities
Precision Strike, Relentless Charge, Rock Solid, Specialization (Blasting Pike), Swift Rider
IRON FANG Connections Connections (Khadoran military)
IRON FANG Military Skills Great Weapon 4, Lance 4, Shield 4, Unarmed Combat 3
IRON FANG
Command 4, General Skills 4, Survival 2
Occupational Skills

The character is a trained Iron Fang, and belongs or has through Load Bearing and Relentless Charge. At the Veteran
belonged to the mighty legions of Khador. His grueling training level, their leadership skills come to the forefront with abilities
and battlefield experience have made him dauntless and inured like Hyper Awareness and Rock Solid, both of which convey
to the hardships of battle. Skilled at formation fighting, the helpful bonuses to the Iron Fang’s allies.
character is a master of the blasting pike and with it can deal
catastrophic damage to his enemies.

Although the Iron Fang legions are a close-knit


organization where most members would rather die
than leave their brothers in arms, sometimes men
do leave the legions for their own reasons. Those
who do are seldom welcomed back. All the same, a
man trained as an Iron Fang rarely wants for work.
Their martial skill makes them highly attractive to
mercenary companies across the Iron Kingdoms.
Additionally, many ex-Iron Fangs are skilled
battlefield leaders, and can be found in command of
their own mercenary units. Additionally, the legions
sometime grant leave to promising officers to settle
their own affairs, though attempting to maintain a
career as an adventurer while part of the Iron Fang
legions is all but impossible in the long term.

Playing an Iron Fang: The Iron Fang career has far


more specific requirements than most. It requires
a specific race (human) and a specific country of
origin (Khador), and it also can be combined only
with a small handful of other careers at character
creation. Though their equipment is very powerful,
it is also very specific. These restrictions mark the
Iron Fang as a rigorous choice, though the archetype
selection remains wide open. The Iron Fang career
definitely falls into the “combat-focused” end of the
spectrum, though, so pair the Iron Fang career with
the Aristocrat or Military Officer career for access to
more occupational skill options if playing in a more
socially oriented campaign.

From the start, Iron Fangs boast immense melee


power and can quickly gain more maneuverability

133
CHARACTERS

Knight Prerequisites: Human or Iosan

Abilities: Cleave and Defender


Starting Abilities, Connections: Connections (knightly order)
CONNECTIONS, and Skills Military Skills: Great Weapon 1, Hand Weapon 1, and Shield 1
Occupational Skills: Command 1, Etiquette 1, and Lore (knightly order) 1
Starting Assets 100 gc

Cavalry Charge, Cleave, Combat Rider, Defender, Defensive Line, Expert Rider, Iron Will,
KNIGHT Abilities Load Bearing, Natural Leader, Precision Strike, Press the Attack, Relentless Charge,
Ride-By Attack, Shield Slam
KNIGHT Connections Connections (knightly order)
KNIGHT Military Skills Great Weapon 4, Hand Weapon 4, Lance 4, Shield 4, Unarmed Combat 3
KNIGHT Occupational Skills Command 4, Etiquette 2, General Skills 4, Law 2

Knights are proud and skilled combatants who fight for causes commander can deny their strength of arms and conviction.
greater than themselves, often dedicated to a religious order, A knight is skilled with the traditional weapons and armor of
a sovereign, or a fellowship. The role of knights has evolved his order and has received training in battlefield command and
alongside warfare in the Iron Kingdoms, but all are trained basic diplomacy as well.
in single combat and sworn to exacting codes of behavior. No
The knight follows a strict moral code of conduct
that includes an overriding cause or directive.
Freelance knights or those who have left their
orders are not unknown, and these knights can
be of any moral inclination. The term robber
knight or robber baron is commonly applied
to knights who have become criminals and are
now knights in title only.

Playing a Knight: The Knight career is a versatile


military career for melee-oriented characters.
Whether wielding a great weapon two-handed
or using a shield, whether mounted or on foot,
a Knight is a close-combat powerhouse. Between
Cleave and Defender, even a starting Knight has
the possibility of making three attacks in a single
round (four if he’s Skilled). Knights can also
gain high armor values with minimal penalties
thanks to Load Bearing and a high Shield skill.
Remember that Cleave is tied to Great Weapons,
so weapons like the Caspian battleblade or war
hammer are excellent choices for a Knight with
shield.

As a Knight gains experience, he can specialize


in mounted combat, defensive abilities, or a bit of
both. For the Veteran shield-user Knight, it’s hard
to beat the combination of Shield Slam and Press
the Attack. Put together, these abilities allow a
knight to knock an opponent to the ground and
continue attacking him.

134
Mage Hunter Prerequisites: Iosan

Abilities: Arcane Assassin and Iron Will


Starting Abilities, Connections: Connections (Retribution of Scyrah)
CONNECTIONS, and Skills Military Skills: Hand Weapon 1, and either Archery 1 or Crossbow 1
Occupational Skills: Climbing 1, Jumping 1, Sneak 1, and Tracking 1
Starting Assets 75 gc

Arcane Assassin, Camouflage, Crackshot, Crossbowman, Fast Draw, Fast Reload, Iron Will,
MAGE HUNTER Abilities
Mage Killer, Parry, Quick Work, Shadow Magic, Traceless Path
MAGE HUNTER Connections Connections (Retribution of Scyrah)
MAGE HUNTER Military Skills Archery 4, Crossbow 4, Hand Weapon 4, Thrown Weapon 2
MAGE HUNTER
Deception 2, Disguise 2, General Skills 4, Rope Use 3, Sneak 4, Survival 2, Tracking 4
Occupational Skills

The mage hunter has devoted his life to hunting down and Killer ability is the real brass ring for Veteran Mage Hunters.
exterminating human sorcerers and arcanists. He, like many It’s one of the few abilities in the game that grants additional
Iosans, believes the existence and use of human magic slowly damage dice, guaranteeing that no spellcaster is safe from the
drains the life from the remaining Iosan goddess Scyrah and Mage Hunter’s bow or blade.
was responsible for the disappearance of the remainder of
their missing pantheon. Although he now
likely operates with much autonomy, the
mage hunter has received training from
the Retribution of Scyrah in the deadly
techniques of that sect. He can strike with
lethal speed and accuracy, usually slaying
his target in complete silence.

Mage hunters are dispatched to hunt human


spellcasters. Many of these assassins operate
in small bands, pursuing specific targets
or objectives on behalf of the Retribution,
working from safe houses scattered
throughout western Immoren. Others
choose to work unsupported, even taking up
arms alongside adventurers or mercenaries
in order to gather information or to get closer
to otherwise difficult to reach targets.

Playing a Mage Hunter: The Mage Hunter


has a powerful mix of melee and ranged
aptitudes. The Arcane Assassin ability
makes the Mage Hunter a serious threat to
any character relying on arcane defenses
and to Warcasters in particular. Thanks to
Parry, it’s also difficult to prevent a Mage
Hunter from reaching his intended victim.
The Mage Hunter career combines well
with a broad variety of archetypes and
other careers since it has a deep roster of
powerful abilities and a useful selection of
occupational skills to boot.

Though experienced Mage Hunters have a


lot of potential growth through additional
abilities and weapon expertise, the Mage

135
CHARACTERS

Man-at-Arms Prerequisites: None

Abilities: Defensive Line and Shield Guard


Starting Abilities and Skills Military Skills: Great Weapon 1 and Shield 1, and either Hand Weapon 1 or Pistol 1
Occupational Skills: Command 1 and Detection 1
Starting Assets 100 gc

Bodyguard, Cleave, Defensive Line, Girded, Iron Will, Load Bearing, Retaliatory Strike,
MAN-AT-ARMS Abilities
Set Defense, Shield Guard, Shield Slam, Specialization (Halberd), Specialization (Spear)
MAN-AT-ARMS Connections Connections (employer)
MAN-AT-ARMS Military Skills Great Weapon 4, Hand Weapon 3, Pistol 3, Shield 4, Unarmed Combat 3
MAN-AT-ARMS
Command 3, Craft (metalworking) 2, General Skills 4
Occupational Skills

The man-at-arms is a highly skilled warrior who focuses on Knight-Man-at-Arms to the Gifted Man-at-Arms-Warcaster,
defense as well as devastating offense. He could be an ogrun this defensive specialist is a valued member of any party.
bokur, attaching himself to an important Rhulic noble in order
As he gains experience, the Man-at-Arms can quickly expand
to prove his worth through martial skill, or he might be a
his offensive and defensive melee capabilities. At the Veteran
guard, a watchman, or an aristocrat’s bodyguard, defending
level, a Man-at-Arms can take his party defense tactics to a
his station or charge with strength and steel. The man-at-arms
whole new level with Bodyguard, allowing him limitless Shield
is accustomed to fighting with a wide variety of weapons,
Guard opportunities each round.
and favors melee weapons with considerable reach and great
crushing or cleaving power.

The man-at-arms fills an


important role in society, taking
up sword or rifle in defense of
his patrons. The Iron Kingdoms
are home to many individuals
in need of protection, whether
they’re aristocrats with vicious
enemies or traveling arcanists
and merchants who require the
services of those with strong
arms and sharp blades when
traveling between cities.

Playing a Man-at-Arms: The


Man-at-Arms career is a focused
martial career with vast arrays
of military skills and combat
abilities. Though the career can
be useful to players looking to
bolster their melee damage output
with Cleave and Retaliatory
Strike or increase their combat
options with Shield Slam, the real
selling point of the Man-at-Arms
is his unparalleled defensive
capability. With Defensive
Line, Girded, Set Defense, and
the potential for Shield 4, it is
tough for most enemies to break
through the stalwart armor of a
Man-at-Arms. From the Mighty

136
Military Officer Prerequisites: None

Abilities: Battle Plan: Call to Action, Natural Leader, and Team Leader
Starting Abilities and Skills Military Skills: Hand Weapon 1 and either Great Weapon 1 or Pistol 1
Occupational Skills: Command 1, Medicine 1, and Navigation 1
Starting Assets 100 gc and officer’s uniform

’Jack Marshal, Ace Commander, Battle Commander, Battle Plan: Call to Action,
Battle Plan: Coordinated Strike, Battle Plan: Desperate Pace, Battle Plan: Go to Ground,
MILITARY OFFICEr Abilities
Cavalry Charge, Defender, Drive: Assault, Drive: Pronto, Expert Rider, Good Breeding,
Natural Leader, Port of Call, Ride-By Attack, Saddle Shot, Signal Language, Team Leader
MILITARY OFFICER Connections Connections (mercenary company or kingdom’s military)
MILITARY OFFICER
Great Weapon 4, Hand Weapon 4, Pistol 4
Military Skills
MILITARY OFFICEr Command 4, Cryptography 4, Etiquette 4, General Skills 4, Interrogation 4, Law 4,
Occupational Skills Medicine 4, Navigation 4, Oratory 4

The military officer is a highly skilled tactician and leader of on his strength: leadership. His numerous battle plans and high
men. He might be from a highly respected military family, Command skill provide a natural path to the Veteran ability Battle
groomed to lead other men in battle in one of the great national Commander, allowing him to issue a Battle Plan every round
armies of the Iron Kingdoms. Conversely, he could be a down- without spending a feat point.
to-earth mercenary who climbed the ranks
through many years of hard work and persistence.
Either way, the military officer is well versed in
the skills necessary to command effectively on the
battlefield, and he possesses high levels of martial
prowess in melee or at range.

Most military officers learn the demands of rank


in the standing armies of western Immoren. They
must master the steely nerves required of those
who lead men in battle. Mercenary groups and
even criminal gangs are commonly led by self-
styled captains, though few have the chops to truly
lead. Those who do can command high wages for
their skills on the field.

Playing a Military Officer: When a player is


looking to create a character with strong leadership
skills and a play style to match, the Military Officer
career can’t be beaten. With Natural Leader, a
Battle Plan from the very start, and plenty of room
for leadership growth, it’s a perfect fit. The Team
Leader ability, which is unique to the Military
Officer, even allows him to give his feat points
to others, ensuring that the team’s resources can
be brought to bear in an efficient manner. The
Military Officer also has strong social skills, the
ability to lead steamjacks in addition to men, and
the potential for top-notch mounted combat.

The experienced Military Officer can find himself


pulled in many directions at once but should focus

137
CHARACTERS

Pirate Prerequisites: None

Abilities: Gang, Steady, and Specialization (Cutlass)


Starting Abilities and Skills Military Skills: Hand Weapon 1, and either Pistol 1 or Thrown Weapon 1
Occupational Skills: Climbing 1, Intimidation 1, Sailing 1, and Swimming 1
Starting Assets 75 gc

Binding, Disease Resistance, Gang, Gunfighter, Head-Butt, Languages, Port of Call,


PIRATE Abilities
Quick Work, Specialization (Cutlass), Steady, Sucker!, Waylay
PIRATE Connections Connections (pirate crew)
PIRATE Military Skills Hand Weapon 3, Light Artillery 2, Pistol 3, Rifle 2, Thrown Weapon 3, Unarmed Combat 3
PIRATE Occupational Skills Command 2, Deception 3, General Skills 4, Navigation 4, Negotiation 2, Rope Use 4, Sailing 4

Privateers, buccaneers, or pirates—


their victims make no distinction—
are raiders on the high seas or rivers
of western Immoren. The pirate likely
gained his skills and reputation as a
crewmember on an infamous ship,
or he might have once been part of a
legitimate mercantile or naval force,
serving with the Mercarian League
or aboard a Cygnaran or Khadoran
warship. The pirate is a deadly close-
quarters combatant, and might have
some experience with shipboard
guns and heavy artillery.

Piracy is a fairly common


occupation for sailors operating
out of disreputable port cities along
the coasts of Cygnar, Ord, or the
notorious Scharde Islands. In some
cases it is a legitimate pursuit, since
many kingdoms issue letters of
marque to the captains of fighting
ships, granting these privateers leave
to hunt and capture the ships of
enemy nations or to combat pirates
preying upon merchant ships.

Playing a Pirate: On the surface,


the Pirate career is a close-in fighter
with abilities and skills well suited to
the open seas. Looking a bit deeper,
however, his fighting style is one of
dirty tricks. Head-Butt allows him
to knock an opponent to the ground
while Steady ensures he’ll never
fall prey to such tactics himself, Gang fighting tactics lets and the Intellectual Military Officer-Pirate (captain) are just a
pirates team up to bring down tougher opponents, and the few character possibilities for a pirate crew.
combination of Gunfighter and Quick Work means that his
The experienced Pirate grows quickly in his dirty fighting style,
melee kills convert into free ranged attacks even if he’s still
culminating in the Veteran ability Sucker! No longer content to
engaged in melee. The Pirate career is sufficiently versatile that
use his dirty tricks on enemies, a Pirate with Sucker! can throw
a whole party of Pirates is entirely possible and makes for an
his allies into harm’s way to protect himself.
enjoyable theme. The Skilled Pirate-Pistoleer (a master gunner)

138
Pistoleer Prerequisites: None

Abilities: Fast Draw, Gunfighter, and Return Fire


Starting Abilities and Skills Military Skills: Pistol 1
Occupational Skills: Detection 1, Intimidation 1, and Sneak 1
50 gc, an ammo bandolier, and either a hand cannon (with ammunition for ten shots) or a
Starting Assets
pair of repeating pistols (each with one ammo wheel and ammunition for ten shots)

Chain Attack: Pin Down, Dodger, Fast Draw, Fast Reload, Gunfighter, Return Fire,
PISTOLEER Abilities
Swift Hunter, Targeteer, Two-Weapon Fighting
PISTOLEER Connections —
PISTOLEER Military Skills Pistol 4
PISTOLEER Occupational Skills Craft (gunsmithing) 4, General Skills 4, Sneak 3

The pistoleer deals in lead. He is a highly skilled gunman who The experienced Pistoleer follows the expected path of becoming
relies solely on reflexes, skill, and trusty sidearm to take down his ever more versatile and deadly with his pistols. Two-Weapon
enemies. He might have acquired this skill through long years of Fighting can eventually lead to the Veteran ability Chain
practice both on and off the field, or he could have learned the Attack: Pin Down. This ability allows a Pistoleer to concentrate
fundamentals of shooting in the military or under the tutelage his fire on a particular target and drive him out of the action.
of another pistoleer. Although he might have picked up some
skill with melee weapons, his combat
abilities are focused on gunfighting.

Pistoleers often make their livings


by serving as bodyguards and
guns for hire, and their skills allow
them to easily find employment as
mercenaries. Some pistoleers barter
their talents for position or the fruits
of organized crime.

Playing a Pistoleer: The Pistoleer


career is the epitome of a focused
militant career. Practically devoid
of military or occupational skills
(except for general skills, of course),
the Pistoleer does one thing very,
very well: he shoots things . . . with
pistols. Since he starts with the
Gunfighter ability, a Pistoleer never
has to worry about having a backup
weapon when tied up in melee; his
pistols still get the job done. Pistoleer
characters should also strive to have
a high DEF in order to trigger their
Return Fire ability more frequently.
The two different weapon options for
a starting Pistoleer allow characters
to fire more often with lower damage
or fire less frequently but with more
punch. Pistoleers rely heavily on
their feat points for Run and Gun and
Two-Fister (see p. 221), or extra quick
actions used to reload.

139
CHARACTERS

Priest Prerequisites: Human, Gifted, worship of Menoth or Morrow

Special: Choose a religion for the character to follow. The choices from this book are
Menoth and Morrow. Future Iron Kingdoms Full Metal Fantasy Roleplaying Game books
will include additional religions.
Priest of Menoth Priest of Morrow
Abilities: Dispel Abilities: Empower
Starting Abilities, Connections (Menite temple) Connections (Morrowan church)
Connections, Skills,
Military Skills: Great Weapon 1 Military Skills: Great Weapon 1
and Spells
or Hand Weapon 1 or Hand Weapon 1
Occupational Skills: Lore (Menite faith) 1 Occupational Skills: Lore (Morrowan faith) 1
and Oratory 1 and Medicine 1
Spells: Guided Blade, Ignite, Spells: Blade of Radiance, Solovin’s
and Immolation Boon, and True Sight
Starting Assets 75 gc

PRIEST Abilities Choir, Language, Natural Leader, Rallying Cry, University Education
PRIEST Connections Connections (character’s church)
PRIEST Military Skills Great Weapon 3, Hand Weapon 3, Shield 2
Command 2, Cryptography 2, Etiquette 4, General Skills 4, Law 4, Medicine 4,
PRIEST Occupational Skills
Negotiation 4, Oratory 4, Research 4
PRIEST SPELLS Spells from the Priest spell list for the character’s faith

A follower of one of the major faiths of Caen, the priest has


devoted himself to a god or gods and commands divine magic
in his deity’s name. He could be a humble cleric or a militant
priest, rooting out heretics with fire and steel.

The gods Morrow and Menoth receive the bulk of worship in


the Iron Kingdoms, and the state religions of nations such as
Cygnar and Khador center on the veneration of one or both
deities. Priestly orders in the Iron Kingdoms range from the
militant organizations, such as Morrow’s battle chaplains and
the various martial traditions in the Protectorate of Menoth,
to those focused on healing the sick and spreading the faith to
unbelievers.

Playing a Priest: The Priest career is really several careers


in one. The Priests of Menoth and Morrow presented here
represent two of the rich faiths present in the Iron Kingdoms—
the two largest faiths of western Immoren. All Priests share a
strong pool of occupational skills including the indispensible
Medicine skill and numerous social skills like Negotiation
and Oratory. Their spell lists differ dramatically, however, and
lend a unique character to each priestly order. The various
combat hymns and fiery incantations of the Menite Priest
are markedly different from the spells of healing and holy
judgment of the Morrowan Priest. Priests make a good pairing
for melee-oriented careers like Knight or can focus on a high
Arcane stat and versatile spell list by pairing with a Gifted-
only career such as Arcanist.

Experienced Priests are most defined by the new additions


to their spell options, but Natural Leader, increased
Command skill, and the Veteran ability Rallying Cry can
also make them inspiring party leaders.

140
Ranger Prerequisites: None

Abilities: Camouflage and Pathfinder


Military Skills: Hand Weapon 1 and choose one other: Archery 1, Crossbow 1, Pistol 1, or
Starting Abilities and Skills
Rifle 1
Occupational Skills: Detection 1, Sneak 1, Survival 1, and Tracking 1
Starting Assets 75 gc

Battle Plan: Go to Ground, Battle Plan: Reconnaissance, Battle Plan: Shadow, Camouflage,
Ranger Abilities Disease Resistance, Fast Reload, Light Cavalry, Night Fighter, Pathfinder, Prowl,
Saddle Shot, Signal Language, Swift Hunter, Swift Rider, Traceless Path
Ranger Connections —
Archery 4, Crossbow 3, Hand Weapon 2, Pistol 2, Rifle 4, Thrown Weapon 4,
Ranger Military Skills
Unarmed Combat 3
Command 3, Craft (any) 2, Cryptography 1, General Skills 4, Medicine 3, Navigation 4,
Ranger Occupational Skills
Rope Use 4, Sneak 4, Survival 4, Tracking 4

The ranger is a skilled woodsman, hunter, and


wilderness scout. He might be a member of a military
organization such as the Cygnaran Reconnaissance
Service or he could be a guide or hunter, leading
others through the dangerous wilderness for a fee.
The ranger is trained in a wide array of skills useful
for surviving in the wilderness, including significant
combat training in archery, firearms, and simple
melee weapons.

Although rangers are common in the militaries of


many Iron Kingdoms nations, where they serve
as advance scouts and elite wilderness warriors,
the same skill set can be found among hunters and
freelance guides.

Playing a Ranger: The Ranger career is the path of


the consummate woodsman. With the Pathfinder
ability to traverse wooded regions with ease and
the Camouflage ability to conceal him within them,
players interested in playing an outdoor survivalist
should strongly consider the Ranger career. Rangers
exemplify a solid combat career as well as a versatile
non-combat career, and they draw abilities from
a broad range of talents. Ranger play styles range
from the sniper with Night Fighter and Prowl, to the
horseman with Light Cavalry and Saddle Shot, to the
wilderness leader with Battle Plan: Go to Ground and
Battle Plan: Shadow. Such directions can inform a
player’s selection of archetype and supporting career
with combinations like Skilled Rifleman, Mighty
Highwayman, and Intellectual Military Officer
supporting vastly different styles of ranger.

The experienced Ranger has no lack of options and can


begin to explore multiple different character directions.
The Veteran abilities Battle Plan: Reconnaissance
and Swift Hunter are exceptional for the guide-style
Ranger and the sniper-style Ranger respectively.

141
CHARACTERS

Rifleman Prerequisites: None

Abilities: Crackshot, Dual Shot, and Marksman


Starting Abilities and Skills Military Skills: Rifle 1
Occupational Skills: Climbing 1, Detection 1, and Survival 1
50 gc, ammo bandolier, and a heavy rifle or a repeating long rifle (with powder and
Starting Assets
ammunition for ten shots)

Crackshot, Dual Shot, Fast Reload, Marksman, Night Fighter, Return Fire, Saddle Shot,
RIFLEMAN Abilities
Sniper, Swift Hunter, Targeteer
RIFLEMAN Connections —
RIFLEMAN Military Skills Rifle 4
RIFLEMAN Occupational Skills Craft (gunsmithing) 4, General Skills 4, Survival 3

The rifleman is a master of the long arm, and given the range Riflemen who have left military service often find employment
from which he deals death, he is among the most feared of as guns for hire, and their skills (along with the high cost of
combatants. He could have been part of an elite military unit, or maintaining their weapons) demand a premium fee. Others
developed his skill as a result of inborn potential and practice. might become involved in criminal organizations, gunning
In addition to his lethal ability with a rifle, the character’s skill down rivals with a sniper’s ruthless accuracy.
set can also include abilities that aid him in spotting targets and
Playing a Rifleman: Much like the Pistoleer, the Rifleman
moving into the best firing position, regardless of terrain.
narrowly focuses on his craft to the exclusion of all others, and he
has the tools to back up his long arm mastery.
The abilities Dual Shot and Marksman are
unique to the Rifleman and essentially
provide two modes to his gunplay. He can
forfeit movement to take an additional shot
during one activation or forfeit movement
to make his shots more accurate in another.
The Crackshot and Night Fighter abilities
grant this extraordinary sniper even more
accuracy, while Fast Reload is an attractive
option for heavy rifle users who need to
perform frequent reloading. Riflemen lean
toward the Skilled archetype, although that
shouldn’t constrain creative players. An
Intellectual rifleman with Feat: Flawless
Timing can operate from the fringes of a
battle, always benefitting from his own
Intellectual bonus and taking his shots at
opportune moments.

An experienced Rifleman typically selects


his skill advancements from his other career
or careers, but he wants numerous Rifleman
abilities. The Veteran ability Sniper is
particularly useful for maximizing the first
shot of each turn and is a great way to deal
with heavily armored enemies.

142
Soldier Prerequisites: None

Abilities: Find Cover and Sentry


Military Skills: Choose two of the following: Hand Weapon 1, Pistol 1, Crossbow 1,
Starting Abilities and Skills
Great Weapon 1, Rifle 1, Thrown Weapon 1
Occupational Skills: Detection 1, Driving 1, Medicine 1, Survival 1
Starting Assets 100 gc

’Jack Marshal, Cautious Advance, Cavalry Charge, Disease Resistance, Fast Reload,
SOLDIER Abilities Find Cover, Grenadier, Hit the Deck!, Language, Ride-By Attack, Roll With It,
Saddle Shot, Sentry
SOLDIER Connections Connections (kingdom military or mercenary company)
Crossbow 3, Great Weapon 4, Light Artillery 3, Hand Weapon 3, Pistol 3, Rifle 4, Shield 2,
SOLDIER Military Skills
Thrown Weapon 3, Unarmed Combat 3
SOLDIER Occupational Skills Command 3, General Skills 4, Medicine 3, Navigation 2, Sneak 2, Survival 3

The soldier is a well-rounded


fighter at home in nearly any
battlefield situation. He could
have received his training from
a mercenary company or in one
of the great national armies of
the Iron Kingdoms, honing his
talents with blades and firearms
in regimented training camps of
Cygnar or Khador. His potential
breadth of skills reflects the wide
array of military occupations
that exist in the Iron Kingdoms,
from heavy infantry armed with
halberds and greatswords to
crack teams of expert marksmen
armed with long-range rifles.
Additionally, most soldiers have
at least rudimentary training in
first aid, battlefield command, and
basic survival.

Western Immoren has existed in


a state of almost constant warfare
for the last century, and there
are more ex-soldiers in the Iron
Kingdoms than those serving
actively in organized militaries.
Former soldiers find work as bodyguards, caravan guards, difficult to pin down, and his unique Sentry ability allows him
or join one of hundreds of mercenary companies that exist to respond immediately to new threats. The Soldier career fits
in nearly every major city in the Iron Kingdoms. Others, less smoothly with any archetype and with virtually any career
concerned with the law, become brigands or join criminal and weapon selection. When looking to build a battle-hardened
organizations as hired muscle. character with a strong theme from another career, it’s hard to
go wrong with the Soldier.
Playing a Soldier: Though a number of careers throughout this
chapter include individuals who could be described as soldiers, The experienced Soldier continuously advances his combat
the professional soldier is, at his heart, a survivor as well as expertise as well as his survival-based occupational skills.
a military man. The Soldier career boasts one of the broadest Once reaching Veteran level, most Soldiers pick up the Cautious
lists of military skills but also has plentiful battlefield survival Advance ability, ensuring they are never out of cover and
abilities. His starting ability Find Cover can be augmented by making them the consummate survivors.
Hit the Deck! and Roll With It to make the Soldier exceptionally

143
CHARACTERS

Sorcerer Prerequisites: Gifted, Starting Career

Special: Choose the element the Sorcerer can manipulate: Fire, Ice, Stone, or Storm.
Once chosen, the element does not change. Abilities are determined by element. Spells
are determined by element.

Abilities: Immunity: Fire


FIRE
Spells: Fire Starter, Howling Flames, Wall of Fire
Abilities: Immunity: Cold
ICE
Starting Abilities, Spells: Blizzard, Chiller, and Ice Bolt
Connections, Skills, Spells: Battering Ram, Solid Ground, and Stone Stance
and Spells
STONE Stone sorcerers begin with +1 PHY and +1 to their racial
maximum PHY at each level.
Spells: Razor Wind, Storm Tossed, and Wind Blast
STORM Storm sorcerers begin with +1 SPD and +1 to their racial maximum SPD
at each level.

Military Skills: Choose one: Archery 1, Crossbow 1, or Hand Weapon 1


Occupational Skills: Detection 1 and Survival 1
Starting Assets 75 gc

Camouflage, Dodger, Elemental Mastery, Immunity: Cold (Ice Sorcerer only),


SORCERER Abilities
Immunity: Fire (Fire Sorcerer only), Traceless Path
SORCERER Connections —
SORCERER Military Skills Archery 3, Crossbow 3, Hand Weapon 3, Thrown Weapon 2, Unarmed Combat 2
SORCERER Occupational Skills General Skills 4, Sneak 3, Survival 3
SORCERER SPELLS Spells from the Sorcerer spell list of the character’s chosen element

The sorcerer is a vessel for potent elemental magic. When he Experienced Sorcerers have plenty of great spells to learn as
awakened to this frightening gift, he found himself with well as access to abilities like Camouflage and Dodger that keep
command over a primal element—fire, ice, stone, or wind. He them safe from those who would hunt them down for their
has likely had no formal training in the use of his magic, and questionable gifts.
honed his abilities through painful trial and error. Sorcerers
are shunned and hunted in some parts of the Iron Kingdoms,
and his skill set might reflect the hardships he has encountered
because of his sorcerous ability. As such, he could have picked
up skills that allow him to avoid detection or escape his enemies.

Sorcery carries less of a stigma among non-humans, and races


such as the Nyss and trollkin view these individuals as valued
members of their communities. Human sorcerers have often
endured persecution and might be labeled witches and heretics,
particularly in remote areas.

Playing a Sorcerer: Like the Priest career, the Sorcerer career


is multiple careers in one. Not only do the various elemental
forces grant a Sorcerer different spell lists, but they also grant
elemental immunities or stat increases. As far as other careers go,
an Arcanist-Sorcerer can bathe the battlefield in frost or flame,
but that’s not the only option. Consider a Knight-Sorcerer of
stone: After putting another level in the Knight’s Shield skill and
learning the Sorcerer’s Stone Strength spell, he’ll have +4 ARM
from most attacks. Due to the intrinsic variety of the sorcerous
paths, the Sorcerer career encompasses a wealth of possibilities.

144
Spy Prerequisites: None

Abilities: Battle Plan: Shadow, Cover Identity, and Language (choose one)
Starting Abilities, Connections: Connections (intelligence network)
CONNECTIONS, and Skills Military Skills: Choose one: Hand Weapon 1, Pistol 1, or Thrown Weapon 1
Occupational Skills: Command 1, Deception 1, Detection 1, Disguise 1, and Sneak 1
Starting Assets 100 gc and forged identity papers

Battle Plan: Shadow, Cover Identity, Iron Will, Language, Poison Resistance, Prowl,
SPY Abilities
Signal Language, Truth Reader, Waylay
SPY Connections Connections (any)
SPY Military Skills Hand Weapon 3, Pistol 3, Thrown Weapon 3, Unarmed Combat 3
Bribery 4, Command 3, Cryptography 4, Deception 4, Disguise 4, Escape Artist 4,
SPY Occupational Skills Etiquette 4, Forgery 4, General Skills 4, Interrogation 4, Law 4, Lock Picking 2,
Negotiation 4, Seduction 4, Sneak 4, Streetwise 4

The spy is an intelligencer, either a freelance operative or an The experienced Spy has plenty of room for growth throughout
agent of one of the Iron Kingdoms. He lives in a shady world his occupational skills and can eventually learn the Truth
of hidden truths and shifting alliances. His skill set includes Reader ability. No matter how far he comes, there’s also always
numerous ways to gain information his nation or clients room for another Cover Identity.
require, and he might be a master of diplomacy,
skilled at seduction, well versed in brutal interrogation
techniques, or all three. The spy is a fairly skilled
combatant, as well, with the ability to fight his way out
of situations he cannot avoid through other means.

In the Iron Kingdoms, nearly every nation and


influential organization employs spies and intelligence
gathering agents. Examples include the Cygnaran
Reconnaissance Service, King Baird’s network of
informants in Ord, the Greylords Prikaz Chancellery in
Khador, and groups such as Dargule’s Mice that gather
information for the Sancteum. Freelance groups, such
as the mysterious Unseen Hand, work for anyone with
the coin to pay for their services. Such groups offer
a variety of covert services, from simple research to
intelligence gathering by more direct means.

Playing a Spy: The Spy career has a very distinct role,


so it might not be an optimal fit in every campaign
type. In campaigns laden with intrigue, subterfuge,
and investigation, the Spy’s strengths really come
to light. Spies have a truly impressive array of non-
combat skills and can even gain a degree of competence
with other skills thanks to Cover Identity. The free
occupational skill from Cover Identity allows a Spy to
better assist his allies with Medicine or even to dabble
in rudimentary Alchemy. Paired with a strong combat
career, a Spy can become a very well-rounded character
with plenty of opportunities during narrative and
combat encounters alike.

145
CHARACTERS

Stormblade Prerequisites: Human (Cygnaran),


Starting Career, and Restricted 2nd Career

Special: A character starting with the Stormblade career must choose between Aristocrat,
Knight, Man-at-Arms, Military Officer, Soldier, or Warcaster for his second career.
Starting Abilities, Abilities: Blaster and Specialization (Storm Glaive)
CONNECTIONS, and Skills Connections: Connections (Cygnaran military)
Military Skills: Great Weapon 1
Occupational Skills: Command 1, Detection 1, Etiquette 1
Starting Assets Storm Glaive and Storm Knight armor

’Jack Marshal, Blaster, Close Shot, Load Bearing, Quick Work, Relentless Charge,
STORMBLADE Abilities
Specialization (Storm Glaive)
STORMBLADE Connections Connections (Cygnaran military)
STORMBLADE Military Skills Great Weapon 4
STORMBLADE
Command 4, Etiquette 2, General Skills 4, Medicine 2
Occupational Skills

The character is a knight of Cygnar chosen to serve in the elite Stormblades fight for the armies of Cygnar but are, on occasion,
fighting force known as the Stormblades. He combines ancient given special dispensation to take leave of their brothers and
fighting traditions with state-of-the-art mechanikal weaponry, pursue the interests of the crown elsewhere. In such instances, a
lighting up the battlefield with blasts of arcing electricity Stormblade might seek out others skilled individuals to aid him
from his signature weapon, the Storm Glaive. In addition to on his quest. Stormblades also sometimes retire from the order
his fighting skills, the Stormblade is also trained in battlefield completely to pursue their own interests. These individuals
command and the etiquette expected of a knight. retain a host of useful battlefield skills and sometimes manage
to hold on to their Storm Glaives.

Playing a Stormblade: The Stormblade is a specific and


highly specialized career. He is a galvanic knight of
Cygnar who wields the iconic storm glaive and wears
heavy, electrically insulated armor. Stormblades are
peerless with the powerful storm glaives, and their armor
protects them from the shocks the weapons typically
deliver to their wielders. A starting Stormblade’s
other career shapes his development. The Aristocrat-
Stormblade is comfortable at court from Ceryl to Caspia,
while the Man-at-Arms-Stormblade bravely fights to
protect his allies.

The experienced Stormblade becomes more comfortable


in his armor and can eventually learn to use the glaive’s
electrical blast after felling an enemy in melee combat.

146
Thief Prerequisites: None

Abilities: Conniver and Dodger


Military Skills: Hand Weapon 1 or Thrown Weapon 1
Starting Abilities and Skills
Occupational Skills: Bribery 1, Deception 1, Escape Artist 1, Lock Picking 2, Pickpocket 2,
Sneak 1, and Streetwise 1
Starting Assets 75 gc and thief’s tools

Appraise, Camouflage, Card Sharp, Conniver, Dodger, Fleet Foot, Get Away,
THIEF Abilities
Language (Five Cant), Parry, Prowl, Traceless Path
THIEF Connections Connections (criminal)
THIEF Military Skills Hand Weapon 3, Pistol 2, Thrown Weapon 3, Unarmed Combat 2
Bribery 4, Craft (any) 2, Deception 4, Disguise 4, Escape Artist 4, Etiquette 1, Forgery 4,
THIEF Occupational Skills
General Skills 4, Law 2, Lock Picking 4, Negotiation 4, Pickpocket 4, Sneak 4, Streetwise 4

The thief is a skilled criminal adept at breaking and entering, reinforce his slippery nature with over half of the career abilities
pickpocketing, and any number of skills designed to relieve a in some way helping him hide, dodge, escape, or otherwise
target of his coin and valuables. The thief might be a member of evade threats he faces. This is not to say the Thief cannot hold
an organized group, such as the criminal syndicates operating his own in a fight, although a more offensively minded career
out of Five Fingers, or he could be a lone burglar, cutpurse, helps him in such pursuits. Though there’s nothing wrong with
or con artist, hoarding his ill-gotten proceeds for himself. a Mighty, Intellectual, or Gifted Thief, the Skilled Thief is by far
Although his focus lies elsewhere, the thief is likely skilled in the most common thanks to archetype benefits such as Deft,
the use of one or more easily concealable weapons. Feat: Untouchable, and Preternatural Awareness.

Where there is wealth, there are thieves, and such rogues are The experienced Thief can hone his criminal skills as well as
common in all major cities in the Iron Kingdoms. Obviously, his ability to get away with it. The unique Veteran ability Get
the more lawless the city, the greater the number of criminals, Away is worth particular mention, since it allows the speedy
and many of the more prosperous thieves operate in areas such rogue to advance his full SPD when he dodges instead of
as war-torn Llael, Ord, and amid the crowded streets of Cygnar advancing 2˝.
and Khador’s great cities.

Playing a Thief: The Thief is


one shady customer, and the
Thief career is ideal for criminal
characters. Whether he’s a
pickpocket, gambler, safecracker,
forger, con artist, or enforcer,
the thief has his criminal bases
covered. The Thief’s abilities

147
CHARACTERS

Trencher
Prerequisites: Human, Ogrun, or Trollkin (Cygnaran),
Starting Career, and Restricted 2nd Career

Special: A character starting with the Trencher career must choose between Military
Officer, Ranger, Rifleman, Soldier, or Warcaster for his second career.
Starting Abilities, Abilities: Bayonet Charge and Dig In
CONNECTIONS, and Skills Connections: Connections (Cygnaran military)
Military Skills: Great Weapon 1, Rifle 1, Thrown Weapon 1
Occupational Skills: Command 1 and Detection 1
25 gc, ammo bandolier, bayonet, entrenching spade, military rifle, 3 smoke grenades, and
Starting Assets
Trencher medium infantry armor

’Jack Marshal, Anatomical Precision, Bayonet Charge, Bomber, Dig In, Fire in the Hole!,
TRENCHER Abilities
Grenadier, Hit the Deck!, Relentless Charge, Specialization (Bayonet)
TRENCHER Connections Connections (Cygnaran military)
Great Weapon 3, Light Artillery 4, Hand Weapon 3, Pistol 3, Rifle 4, Thrown Weapon 4,
TRENCHER Military Skills
Unarmed Combat 3
TRENCHER Occupational Skills Command 3, General Skills 4, Interrogation 3, Medicine 3, Sneak 3, Survival 3

Trenchers are the hardy soldiers that form the backbone of the Experienced Trenchers continue on the path of combat
Cygnaran military. Sometimes called “grave diggers,” they survivalists or snipers but can also become real experts with
are the first Cygnarans onto the battlefield and often the last grenades. The Veteran Bomber ability can join Fire in the Hole!
to leave. Especially trained for trench-to-trench fighting, these and Grenadier leading to a real expert in maximizing the
soldiers carry out numerous battlefield roles. The character potential of explosives.
might be a simple infantryman, trained in the rifle and bayonet,
or he could have been part of a heavy weapons crew with the
skills necessary to fire and maintain cannons and chain guns.
The character has likely received training in other skills useful
in combat, such as basic interrogation techniques, first aid, and
wilderness survival.

It is not uncommon for Trenchers to become mercenaries once


they leave the Cygnaran military. The skills learned on the
battlefields of western Immoren are easily parleyed into
sometimes lucrative positions in the more prominent
mercenary companies, especially for Trenchers who
received training in heavy weapons or learned
the necessary skills to commanded warjacks
in the field.

Playing a Trencher: Though not


nearly as restrictive as the Iron Fang or
Stormblade, the Trencher career is still
far more focused than most when it comes
to race, nationality, and starting career options. Of
particular note is the fact that regardless of the other career,
the Trencher is a predominantly combat character with fewer
options in an investigative campaign or campaign of high
intrigue. But when it comes to combat, a Trencher is a versatile
character with numerous military skills and combat-related
abilities. Skilled with rifle, bayonet, and grenades, a Trencher
has several paths available to him from the Rifleman-Trencher’s
ranged expertise to the Trencher-Warcaster who charges into
the heat of battle.

148
Warcaster Prerequisites: Gifted (Focuser tradition), Starting Career

Abilities: Bond
Military Skills: Hand Weapon 1 and Pistol 1
Starting Abilities, Occupational Skills: Command 1 and Detection 1
Connections, Skills,
and Spells Spells: Boundless Charge and Convection
Special: Change the character’s arcane tradition to focuser if he has another arcane
career. A warcaster can boost only with mechanikal weapons they have bonded to.
Choose one of the following: suit of warcaster armor (light or medium), mechanika
hand weapon, or a mechanika hand cannon (with ten rounds of ammunition).
Starting Assets Mechanika weapons have housings of the chosen weapon, runeplates inscribed with
the Bond rune, and are powered by alchemical capacitors. This item begins the game
bonded to the warcaster.

Bond, Field Marshal: Magical Attack, Field Marshal: Relentless Charge, Field Marshal:
WARCASTER Abilities
Shield Guard, Natural Leader
WARCASTER Connections Connections (kingdom or mercenary company)
WARCASTER Military Skills Great Weapon 3, Hand Weapon 3, Pistol 3, Unarmed Combat 2
WARCASTER
Command 4, General Skills 4
Occupational Skills
Warcaster SPELLS Spells from the Warcaster spell list

The warcaster is a rare and powerful battle mage gifted with the
ability to commune with and command the most devastating
weapons of war in the Iron Kingdoms: warjacks. The character’s
ability to manipulate the forces of magic is intrinsic, but it is
likely he learned to hone and shape it in one of the great military
institutes responsible for warcaster training—such as Cygnar’s
Strategic Academy—or as an apprentice to a warcaster. The
character is a mighty force on the battlefield and commands a
versatile set of combat skills as well as lethal spells.

The military potency of each nation in the Iron Kingdoms


is dependent on the strength and number of its warcasters
to maintain power and fend of rivals. As such, nearly all
warcasters have at some point served in the military. Freelance
warcasters can be found among some of the greatest mercenary
companies in western Immoren. Many of these free companies
are led by one or more powerful warcasters. Those warcasters
who eschew the discipline of employment in a standing army
might be hampered by lessened access to the infrastructure
necessary to maintain a stable of warjacks but many find they
are compensated by the freedom to make great fortunes selling
their services to the highest bidder.

Playing a Warcaster: The Warcaster could perhaps best be


summarized by “limitless potential.” Though the Warcaster
has only one archetype choice (Gifted) and relatively short skill
lists, the power of the Bond ability cannot be overstated and is
always a good choice for a Warcaster. Bonded warcaster armor
adds to a Warcaster’s vitality and can be empowered to add to his
ARM as well. Bonded warcaster weapons can use focus points to Experienced Warcasters want an extra selection or two of the
boost attack rolls, boost damage rolls, or even make additional Bond ability, but they’ll also want additional spells and abilities
attacks, and bonded steamjacks are the most powerful weapons from their other career. Veteran and Epic-level Warcasters
in a party’s arsenal. Virtually any other career can make a good can also take field marshal abilities, granting their whole
pairing for Warcaster. From the deadly Cutthroat-Warcaster to battlegroup additional abilities.
the implacable Knight-Warcaster, almost nothing is off-limits.

149
CHARACTERS

Plan Ahead!
It is a good idea to have a rough concept for your character before starting the character creation process. If you know your
character is going to be some type of gunslinger, it’s a good idea to spend advancement points increasing his Poise, since that
impacts his accuracy with firearms. If your character is going to be an expert tracker, think about increasing Perception so his
Detection rolls are more likely to succeed. If you want durability in combat, increase Physique, Speed, Agility, or Perception to
increase your character’s Defense and Armor.
There’s also nothing wrong with going back and changing your mind along the way. It’s all part of the fun of character creation!

Step 4: Increase Stats Step 5: Finishing Touches


You now have 3 advancement points to spend on increasing At this point, your character's creation is pretty much complete.
your character’s primary and secondary stats: Physique, There are just a couple loose ends to tie up before you can begin
Agility, Intellect, Speed, Strength, Poise, Prowess, Arcane (if the your character’s adventures in the Iron Kingdoms: purchasing
character has the Gifted archetype), or Perception. Increasing a additional equipment and considering the teamwork of your
stat by 1 costs 1 advancement point. character’s party.
Remember that starting stat values are limited by your
character’s race and level. Unspent stat advancement points
Purchase Additional Equipment
Add up the money (in Cygnaran gold crowns) that each of your
are lost.
character’s starting careers grants. Now it is time to spend that
Filling Out Your Character’s gold to prepare your character for the challenges he is likely
to face while adventuring. Please refer to “Gear, Mechanika,
Life Spiral and Alchemy” (p. 247) for descriptions and prices of what you
Once you have increased your character’s stats, you can fill out can purchase.
his life spiral. First, completely fill in the circles that you will not
use—starting on the outside of the spiral working in—so that Each character should purchase a weapon that matches one
the number of available damage circles in each aspect are equal of the military skills he received from his chosen careers and
to the corresponding primary stat. Available damage circles some armor to protect him from the inevitable attacks he must
should be split as evenly as possible across the two branches endure. Savvy characters also make sure to pick up a ranged
within each aspect. When your character takes damage during weapon whether they have the training for it or not. You never
play, put a slash mark or x in the circles that take damage. know when your character might find himself in a situation
where his sword just won’t reach an enemy in time.

After purchasing weapons and armor, use the remaining gold to


buy ammunition for weapons and then purchase gear you think
would be appropriate for your character. A gambling character
might want to buy a deck of cards, or a priest might want a holy
Will’s human character symbol of his faith, for example. It is also a good idea to hold onto
1 2 AGILITY
started with an Intellect
of 3, a Physique of 5, and
some gold so that your character has some spending money once
an Agility of 3. During the game starts (he keeps all unspent gold).
3 character creation he spent
All characters in the Iron Kingdoms Full Metal Fantasy Roleplaying
PHYS

one of his advancement


points to increase his Game are considered to possess a basic set of equipment
4 character’s Physique to 6.
that covers their essential day-to-day needs. This intrinsic
IQ

To set up his character’s life


ECT

E
equipment includes things like traveling clothes, utensils for
U

spiral, he fills in circles so


6 that 3 circles remain in the
eating, a canteen or water skin, ammo pouches, coin purses,
LL

Intellect aspect, 6 circles


TE

and a pack. These ordinary items do not need to be listed and


5 I
remain in the Physique
N

aspect, and 3 circles remain


in the Agility aspect.
tracked on a character sheet, and they confer no game effects
or bonuses.

150
Completing and Using Shaker that knocks down a group of enemies, setting them up
for easy attacks from the rest of his party. A heavily armored
the Character Sheet knight or man-at-arms might not have the raw stopping power
If you haven’t done so already, print or photocopy the character of warcasters, but can save the day by taking a hit that might
sheet (p. 349) and write in the choices you have made about your fell one of his weaker comrades.
character: stats, name, archetype, race, careers, skills, benefits,
abilities, and so on. Write down the weapons and armor you Adventuring Companies
purchased, determine your character’s MAT and RAT with each Adventuring companies represent groups of characters bound
weapon (p.  106), and note the SPD, DEF, and ARM modifiers together for some purpose. The company provides a theme,
of the armor your character wears. With those things settled, special benefits, and a loose framework for a group of characters.
you can now calculate the derived stats of DEF, ARM, Initiative,
Command Range, and Willpower. Creating an adventuring company is optional and can be done
only with the Game Master’s consent before the start of the
The character sheet breaks down the calculations for game. Unless the Game Master mandates the use of a particular
determining those derived stats, so simply fill in the spaces and adventuring company, all the players have to agree to form
add up the totals. Similarly, the skills portion of the character a company. They then select one company concept for their
sheet is designed for you to predetermine your character’s total characters. A group of characters gains the benefits of a single
skill roll modifier to make gameplay run more smoothly. Fill in adventuring company; they cannot benefit from belonging to
the stat that governs each skill, the level of the skill, and then the multiple adventuring companies.
total. When you make skill rolls, add the total to the roll of the
dice. We recommend listing a skill’s parent stat in parentheses If your gaming group decides to form an adventuring company,
next to the name of the stat for ease of future reference. all of the player characters in the group must be members
of the company and satisfy its membership requirements.
The benefits and abilities portion of the character sheet has Likewise, new characters joining the company must satisfy the
space for you to list your character’s abilities and benefits and membership requirements of the company.
leave yourself a short reminder note of what the ability does.
There is also room for a rulebook page reference to help you Not every adventuring company concept is appropriate for
look up abilities during the game. every campaign and the Game Master is the final arbiter of
which concepts, if any, are permitted his campaign. The Game
Write “Hero” in the space for your character’s level unless your Master might even choose to base an entire campaign on a
Game Master has decided to start all characters at a higher given adventuring company concept. Players should feel free
experience level. All characters start at Hero level. Then write to expand upon the skeleton of the company concept they have
‘3’ into the field for current feat points, and your character is chosen. Pirates should name their ship, criminal gangs should
ready to begin adventuring in the Iron Kingdoms! have a name for their crew, and so on. Such embellishments
help you breathe life into your character and the organization
Teamwork of which he is a part.
Now that your character is complete, it’s time to consider how
he works with the other members of his adventuring party. If your adventuring company gives your character an ability
Teamwork is essential to survival in the Iron Kingdoms. he already has from one of his starting careers, choose a new
Characters in the game are exceptional people who are ability from any of your character’s careers.
capable of tackling challenges and dangers that would be
insurmountable to ordinary folk. Still, they do not face these Arcane Order
challenges alone; to do so would be to invite almost certain The Iron Kingdoms are home to many guilds and orders that
death. Instead, these intrepid souls band together with others exist to promote the arcane arts and esoteric sciences. The
of common cause. Every character is the star of his own story, characters belong to one such group. They might represent
but together the group of players makes up an ensemble who a small chapter house of a larger organization or be the sole
must work together, especially in the heat of combat, if they members of a smaller order.
are going to survive and prosper against the dangers they face.
Requirements: Any character can belong to the company. The
The most successful groups of players take a few moments to company must include at least one character with the Gifted
discuss their battle plans before and during a fight. Taking a archetype. Those with the Gifted archetype are full members
second to consider how to best engage the enemy, how to use of the organization with an equal vote on decisions pertaining
cover, and which member of the group should attack which to the good of the order (or chapter house). The players should
enemy gives a group a considerable edge, and the Game decide among themselves who the nominal leader of the group
Master should encourage this sort of teamwork. Even the is. Non-spellcasting characters are assumed to be guards and
most ragtag and mismatched group of characters have access skilled experts in the employ of the order.
to synergies between themselves, but groups of characters
Benefits: The company begins the game with a small guild
created with some focus before the campaign begins can gain
house that includes servants’ quarters, stable, kitchen, great
even greater advantage.
hall, meeting room, member bedchambers, guest rooms, an
For example, a gun mage has access to deadly rune shots, but his arcane library, and an alchemical workshop.
most important attack in combat could be his Rune Shot: Earth

151
CHARACTERS

Each character created as a member of the company gains one While pursuing a bounty, characters created as a member of the
additional occupational skill level in Lore (Arcane) and treats it company gain +2 on non-combat skill rolls directly pursuant to
as a career skill regardless of his careers. capturing the target of their bounty and gain +2 on attack rolls
against their bounty.
Each Gifted character created as a member of the company also
gains the Arcane Scholar ability (p. 157) at character creation (in Mercenary Charter
addition to any other abilities granted by his career selections).
The characters represent a recognized mercenary company and
Each non-Gifted character created as a member of the company possess a charter recognized by most nations and authorities in
begins with the Shield Guard ability (p. 167). the Iron Kingdoms. The characters might be in the employ of a
larger organization like the Steelheads Mercenary Company, or
Intrepid Investigators they could be the only members of their charter. They have an
The pursuit of knowledge might be its own reward but like any easier time negotiating work as sell-swords than those without
pursuit, it is not earned without cost. The characters are a group a charter and are members of a well respected if sometimes
of individuals seeking a greater understanding of the mysteries brutish profession.
of western Immoren. They could be explorers, ghost hunters,
Requirements: Any character can belong to the company.
tomb-robbing adventurers, or perhaps an expedition from
The players in the group should designate one member of
Corvis University tasked with cataloguing the more unusual
the company to be the captain. The captain then designates a
flora and fauna of the Thornwood Forest. In the Iron Kingdoms,
lieutenant and a treasurer. Other members are sergeants.
many academics that spend time in the field learn their way
around a pistol or sword, but few are unwilling to hire guards Benefits: The captain gains the Natural Leader ability whether
and assistants to accompany them on their sometimes-perilous or not he meets the prerequisites.
research missions.
Additionally, each character created as a member of the
Requirements: Each member of the company must have at least company begins with one additional occupational skill level
one of the following careers: Alchemist, Arcane Mechanik, in one of the following skills: Animal Handling, Command,
Arcanist, Aristocrat, Explorer, Investigator, Military Officer, Driving, Gambling, Interrogation, Medicine, Negotiation, or
Priest, or Spy. Riding.

Benefits: The company is able to seek funding for its Outlaws


activities through support from a major university, financial
backers, or private donations. Each month the company gains Crime does pay, but sometimes in blood. This lesson is
100 gc for upkeep and equipment that can be spent any way learned by criminals across the Iron Kingdoms, from the
the players see fit. streets of Five Fingers to the vicious bratyas of the Korsk
underworld to the feral gangs of the Cryxian port of
Each character created as a member of the company can benefit Blackwater. The characters are members of a close-knit gang
from the starting Intellectual archetype bonus (+1 on attack of criminals, ruffians, and thugs motivated by the promise of
and damage rolls while in an Intellectual character’s command coin or blood for blood’s sake.
range) from up to two Intellectual characters simultaneously
instead of just one. Requirements: Each member of the company must have
at least one of the following careers: Alchemist, Cutthroat,
Law Dogs Duelist, Highwayman, Pistoleer, Rifleman, Sorcerer, Spy, or
Thief. The players in the group should designate one member
The characters are professional bounty hunters who make
of the company to be the boss. The boss then designates an
their livings tracking the most dangerous criminals and
underboss.
army deserters. A good bounty hunter must be ready to go
anywhere the trail leads him, and so the law dogs regularly Benefits: The company begins the game with a hideout watched
traverse the Iron Kingdoms with little concern for national over by a network of gang affiliates who keep an eye out for
borders or boundaries. In the end, all that matters is getting dangerous rivals and the law. When a threat is spotted, the
their man. gang is quickly alerted. The hideout itself consists of a meeting
area, an administrative office, sleeping chambers, hidden cells,
Requirements: Each member of the company must have at least
and a number of secret exits or hidden passages.
one of the following careers: Bounty Hunter, Highwayman,
Investigator, Military Officer, Ranger, or Soldier. Each character created as a member of the company gains the
Gang and Language (Five Cant) abilities in addition to any
Benefits: The characters in the company should be regularly
abilities granted by his careers.
presented with bounty opportunities. They are regarded as solid
professionals by the various kingdoms and law enforcement
agencies throughout western Immoren.

152
Pirates of the Broken Coast
The characters are pirates or privateers, the ranking officers of a
Experience and
small frigate. The characters might choose to be criminals of the
sea, pillaging and looting the coasts of the Iron Kingdom either
Advancement
for their own purposes or even in the employ of the Cryxian As your character performs notable deeds and overcomes dramatic
Pirate Fleet. Or they might be recognized privateers bearing obstacles, he earns Experience Points (XP). The total number of XP
a letter of marque issued by the naval authorities of Cygnar, a character has earned is a measure of how accomplished he is
Khador, or Ord. and how practiced his skills have become. As a character’s XP total
increases, he gains the opportunity to increase his stats, learn new
Requirements: Each member of the company must have at skills or increase existing ones, add additional archetype benefits,
least one of the following careers: Cutthroat, Explorer, Military learn new abilities or spells, or even add new careers.
Officer, Pirate, or Thief. The players in the group should
designate one member of the company to be the captain. The You track the total number of XP your character has earned on
captain then designates a first mate. the character sheet. The advancement of XP is broken into tiers
that represent a character’s Experience Level. All characters
Benefits: The company begins the game with a small pirate begin at the Hero level. After accruing enough XP a character’s
ship crewed by unwashed sea dogs. Known throughout the level becomes Veteran, and after accruing even more his level
secret coves and smugglers dens throughout the Broken Coast, becomes Epic. Your character’s level determines the maximum
the crew can choose between dozens of safe ports to lie low or allowable values for his stats as well as the maximum skill level
finish repairs. for his skills. A Hero character can have skills up to level 2,
The captain gains the Natural Leader ability whether or not he a Veteran character can have skills up to level 3, and an Epic
meets the prerequisites. character can have skills up to level 4.

Each character created as a member of the company gains the


Hit the Deck! ability.
Earning Experience Points
Characters earn XP at the end of each game session (or at
another interval if the Game Master sees fit). The Game Master
Spy Ring
determines how much XP each character earns when XP is
The characters in the company are intelligencers employed by a awarded. Obviously, the more XP awarded, the faster characters
kingdom, major organization, or private concern. They could be will develop. The following guidelines should be used when
members of the Cygnaran Reconnaissance Service, agents of a awarding XP.
noble house, or simply freelancers in the employ of the highest
bidder. In any case, they are practiced professionals in the art of • Play Award: At the end of each game session, each character
espionage and surveillance. who participated in the session gains 1 XP. Thanks for
playing!
Requirements: Each member of the company must have at least
one of the following careers: Aristocrat, Investigator, Ranger, • Teamwork Award: Players who work together tactically
Spy, or Thief. through a play session each gain 1 XP. This is, as usual, up
to the Game Master’s discretion, but making and executing
Benefits: Although the characters are disavowed if captured, a plan that utilizes the strengths of multiple characters
they can count on material assistance from their employers. and which requires thought and coordination should be
Depending on the mission undertaken, the characters in the rewarded with extra XP. Kicking in the door of a dockside
company can receive specialized equipment, access to safe warehouse and shooting all the gangsters inside is fine. It
houses, forged documents, uniforms, and so forth. Additionally, works. But sneaking under the warehouse to sabotage the
they can expect to call upon the intelligence resources of their structural base and fit it with cargo netting, impersonating
employers before a given mission. a local official to get all the gangsters in the same place, then
Additionally, each character created as a member of the detonating charges with a scoped sniper rifle to destroy
company begins with either the Language ability or one the floor and dump all the gangsters into the netting where
additional occupational skill level in one of the following the characters then negotiate the terms of the gangsters’
skills: Bribery, Climbing, Cryptography, Deception, Detection, surrender is a brilliant plan worthy of bonus XP.
Disguise, Escape Artist, Etiquette, Forensic Science, Forgery, • Milestone Bonus: When the characters in a party achieve
Gambling, Interrogation, Intimidation, Jumping, Lock a milestone in play, such as defeating a significant enemy,
Picking, Negotiation, Pickpocket, Research, Riding, Rope Use, overcoming a great obstacle, or pushing the story forward in
Seduction, Sneak, or Streetwise. a major way, they are awarded with 1 XP. The Game Master
determines when the characters achieve a milestone.

• Conclusion: At the end of a major storyline, the Game


Master should award each participating character 1 – 3 XP
depending on the scope of the story, the power level of the
characters involved, and how fast he wishes the characters
to advance.

153
CHARACTERS

Character Advancement Table


HERO LEVEL VETERaN LEVEL
XP TOTAL CHARACTER ADVANCEMENT XP TOTAL CHARACTER ADVANCEMENT
50 +1 archetype benefit
2 +2 occupational skills
55 +2 occupational skills
+1 spell, ability, connection,
4 +1 spell, ability, connection,
or military skill 60
or military skill

6 +1 stat 65 +1 stat
70 +2 occupational skills
8 +2 occupational skills +1 spell, ability, connection,
75
or military skill
+1 spell, ability, connection,
10 +1 archetype benefit or +1 career
or military skill 80
and +2 occupational skills
12 +1 archetype benefit 85 +1 stat
90 +2 occupational skills
15 +1 stat
+1 spell, ability, connection,
95
or military skill
18 +2 occupational skills

+1 spell, ability, connection,


EPIC LEVEL
21
or military skill XP TOTAL CHARACTER ADVANCEMENT
100 +1 stat
24 +1 stat
105 +2 occupational skills
27 +2 occupational skills +1 archetype benefit or +1 career
110
and +2 occupational skills
+1 archetype benefit or +1 career +1 spell, ability, connection,
30 115
and +2 occupational skills or military skill
+1 spell, ability, connection, 120 +1 stat
33
or military skill
125 +2 occupational skills
36 +1 stat +1 spell, ability, connection,
130
or military skill
39 +2 occupational skills 135 +1 stat
140 +1 archetype benefit
+1 spell, ability, connection,
42
or military skill 145 +2 occupational skills
+1 spell, ability, connection,
45 +1 stat 150
or military skill
+2 occupational skills – Choose two new occupational skills from any of your character’s careers. Instead of adding a new skill, you can increase the level of an occupational skill your
character already has by 1. If you choose to do this with both new occupational skills, you can increase the level of one skill by 2. Remember the skill level limits: A Hero character can
have skills up to level 2, a Veteran character can have skills up to level 3, and an Epic character can have skills up to level 4.
+1 military skill – Choose a new military skill from any of your character’s careers or increase the level of a military skill your character already has by 1.
+1 ability – Choose a new ability from any of your character’s careers.
+1 connection – Choose a new connection from any of your character’s careers.
+1 spell – Choose a new spell for your character to learn from one of his careers’ spell lists. Remember, a character can have up to a number of spells equal to his INT x 2.
+1 stat – Increase one of your character’s primary or secondary stats by 1. You cannot increase a stat beyond its maximum allowable value.
+1 archetype benefit – Choose another archetype benefit from your character’s archetype.
+1 career – Add a new career to your character sheet. Your character does not gain any of the starting skills, abilities, connections, money, or equipment (those are for new characters
only), but as he advances in level you can choose advancements from the new career.

154
and +2 occupational skills). No stats can exceed Hero racial
Character Advancement limits, and no skills can exceed level 2.
As a character’s XP total grows, he has the opportunity to
enhance his talents and attributes. Character advancement From 50 XP to 75 XP, a character gains +4 occupational skills,
takes place between game sessions. If a character is awarded +1 stat, and +2 spells, abilities, connections, or military skills.
enough XP to gain an advancement, he must select the No stats can exceed Veteran racial limits, and no skills can
advancement before the next game session. Advancements exceed level 3.
cannot be saved for later.
From 50 XP to 100 XP, a character gains +6 occupational skills,
Refer to the Character Advancement Table on the next page to +3 stats, +3 spells, abilities, connections, or military skills, and
see what advancements are available to characters as their XP +1 archetype benefit (which can be substituted for +1 career and
totals grow. +2 occupational skills). Only one stat can exceed Veteran racial
limits, and no skills can exceed level 3.
High-Level Starting Characters
When playing in a campaign that chooses to start with
experienced characters or when creating experienced NPCs Abilities
(non-player characters), the following lists can be helpful to Abilities are special capabilities that a character has access to as
jump forward quickly in character advancement rather than a result of his career choices. They can be learned only once and
taking things one step at a time. do not have levels of mastery. A character must have an ability
in order to use it.
From 0 XP to 25 XP, a character gains +6 occupational skills, +3
stats, +3 spells, abilities, connections, or military skills, and +1 Specific ability rules override general rules whenever there is a
archetype benefit. No stats can exceed Hero racial limits, and no conflict. For example, an ability that grants the use of another
skills can exceed level 2. ability for a round does so regardless of whether or not the
character meets the granted ability’s prerequisites.
From 0 XP to 50 XP, a character gains +10 occupational skills, +5
stats, +5 spells, abilities, connections, or military skills, and +3 Prerequisite: Note that some abilities have prerequisites that
archetype benefits (1 of which can be substituted for +1 career must be met before the character can learn the ability.

155
CHARACTERS

All Abilities at a Glance


’Jack Marshal Dispel Light Cavalry
Ace Commander Dodger Load Bearing
Acrobatics Drive: Ancillary Attack Mage Killer
Advisor Drive: Assault Marksman
Ambush Drive: Off Road Natural Leader
Anatomical Precision Drive: Pronto Night Fighter
Appraise Dual Shot Parry
Arcane Assassin Elemental Mastery Pathfinder
Arcane Defenses Empower Poison Resistance
Arcane Engineer Expert Rider Port of Call
Arcane Precision Fast Cook Precision Strike
Arcane Scholar Fast Draw Press the Attack
Astute Fast Rearm (weapon type)* Privilege
Backstab Fast Reload Prowl
Battle Commander Fell Call: Cacophony Pursuit
Battle Plan: Call to Action Fell Call: Call of Defiance Quick Work
Battle Plan: Coordinated Strike Fell Call: Ground Shaker Rallying Cry
Battle Plan: Desperate Pace Fell Call: Heroic Ballad Relentless Charge
Battle Plan: Go to Ground Fell Call: Reverberation Resourceful
Battle Plan: Reconnaissance Fell Call: Signal Call Retaliatory Strike
Battle Plan: Shadow Fell Call: Sonic Blast Return Fire
Bayonet Charge Field Alchemist Ride-By Attack
Big Game Hunter Field Marshal: Magical Attack Riposte
Binding Field Marshal: Relentless Charge Rock Solid
Blaster Field Marshal: Shield Guard Roll With It
Blood Spiller Find Cover Saddle Shot
Bodge Fire in the Hole! Scrounge
Bodyguard Fleet Foot Sentry
Bomber Free Style Set Defense
Bond (bond slot)* Gang Shadow Magic
Brew Master Get Away Shield Guard
Camouflage Girded Shield Slam
Card Sharp Good Breeding Signal Language
Cautious Advance Great Power Sniper
Cavalry Charge Grenadier Specialization (weapon type)*
Chain Attack: Bleed Out Gunfighter Steady
Chain Attack: Pin Down Head-Butt Steamo
Choir Hit the Deck! Sucker!
Cleave Hyper Awareness Swift Hunter
Close Shot Immunity: Cold Swift Rider
Combat Rider Immunity: Corrosion Take Down
Conniver Immunity: Electricity Targeteer
Cover Identity (identity)* Immunity: Fire Team Leader
Crackshot Inscribe Formulae Traceless Path
Craft Rune Shot Iron Sentinel Truth Reader
Crossbowman Iron Will Tune Up
Defender Keen Eyed Two-Weapon Fighting
Defensive Line Language (language)* University Education
Dig In Legacy of Bragg Waylay

* These abilities can be taken multiple times. See the ability description.

156
’Jack Marshal Arcane Defenses
Prerequisite: None Prerequisite: ARC 5

The character is skilled at instructing steamjacks to act. The ’jack This character gains +3 ARM against magic attacks.
marshal must know the cortex's native language to instruct it as
well as the ’jack’s cortex lock codes. Arcane Engineer

Bonded steamjacks (p. 323) cannot be affected by this ability. Prerequisite: Mechanikal Engineering 2

For a complete description of how this ability is used, see “’Jack The character can reroll failed Mechanikal Engineering rolls.
Marshals” (p. 322). Each failed roll can be rerolled only once as a result of Arcane
Engineer.
Ace Commander
Arcane Precision
Prerequisite: ’Jack Marshal, Command 2
Prerequisite: Detection 3
The character gains an extra quick action during each of his
turns that can only be used to drive a ’jack. When this character forfeits his movement to aim with a ranged
weapon, he ignores stealth that turn.
Acrobatics
Arcane Scholar
Prerequisite: AGL 6
Prerequisite: None
The character can advance through other characters if he has
enough movement to move completely past their bases. The This character can have a number of spells equal to his INT x3,
character also gains +3 on his Jumping skill rolls. instead of the normal limit of INT x2.

Advisor Astute

Prerequisite: Command 2 Prerequisite: Detection 1

While B2B (base-to-base, see p. 204) with this character, friendly The character can reroll failed Detection rolls. Each failed roll
characters gain +1 to their command range. can be rerolled only once as a result of Astute.

Ambush Backstab

Prerequisite: None Prerequisite: None

During the first round of an encounter, this character gains This character gains an additional die on his back strike damage
boosted attack and damage rolls against enemies that have not rolls.
yet activated that encounter.
Battle Commander
Anatomical Precision Prerequisite: Command 3
Prerequisite: None This character can use one battle plan during each of his turns
When this character hits a living target with a melee attack without spending a feat point.
but the damage roll fails to exceed the target’s ARM, the target
Battle Plan: Call to Action
suffers d3 damage points instead of the damage rolled.
Prerequisite: Command 1
Appraise
The character can spend 1 feat point to use Battle Plan: Call to
Prerequisite: None Action. Using a battle plan is a quick action. When a character
The character has a sharp eye and keen mind for detail, uses this battle plan, each friendly character in his command
especially where monetary values are concerned. The character range who is under his command and is knocked down
can judge the value of most fine goods with an inspection. Truly immediately stands up or goes prone.
good fakes might require a Detection + INT roll to spot.
Battle Plan: Coordinated Strike
Arcane Assassin Prerequisite: Command 1
Prerequisite: None The character can spend 1 feat point to use Battle Plan:
When making attacks, this character ignores focus points Coordinated Strike during a surprise round (p. 201) before a
overboosting the target’s Power Field and spell effects adding battle. Using a battle plan is a quick action. When a character
to its ARM or DEF. uses this battle plan, each friendly character in his command
range can immediately make one attack. After these attacks, the
surprise round ends and the characters are detected.

157
CHARACTERS

Battle Plan: Desperate Pace Binding


Prerequisite: Command 3 Prerequisite: Rope Use 1

The character can spend 1 feat point to use Battle Plan: Desperate When the character ties up, manacles, or otherwise restrains
Pace. Using a battle plan is a quick action. When a character another character with some form of restraints, add +3 to the
uses this battle plan, each friendly character who follows the skill roll difficulty for the bound character to escape.
character’s orders gains +2˝ movement for one round.
Blaster
Battle Plan: Go to Ground Prerequisite: None
Prerequisite: Command 2
The character gains +2 to hit with electrical ranged attacks.
The character can spend 1 feat point to use Battle Plan: Go to
Ground. Using a battle plan is a quick action. When a character Blood Spiller
uses this battle plan, each friendly character who follows the Prerequisite: Hand Weapon 3
character’s orders gains cover, does not suffer blast damage,
and does not block LOS until he moves, is placed, or is engaged. The character gains +2 on damage rolls against living characters.

Battle Plan: Reconnaissance Bodge

Prerequisite: Command 2, Survival 3 Prerequisite: Mechanikal Engineering 1

The character can spend 1 feat point to use Battle Plan: The character can make temporary repairs to a steamjack in
Reconnaissance. Using a battle plan is a quick action. When a the midst of combat. See the "Steamjacks” chapter (p. 299) for
character uses this battle plan, the character and each friendly more details.
character who starts his activation in his command range
Bodyguard
gains the Pathfinder ability. Battle Plan: Reconnaissance lasts
for one round. Prerequisite: Shield Guard, Shield 3

Battle Plan: Shadow This character is not limited in the number of times he can use
Shield Guard each round.
Prerequisite: Command 1
Bomber
The character can spend 1 feat point to use Battle Plan: Shadow.
Using a battle plan is a quick action. When a character uses this Prerequisite: Thrown Weapon 3
battle plan, each friendly character who follows the character’s
When this character’s grenade ranged attack deviates, you can
orders gains Prowl (p. 165) for one round.
reroll the direction and/or distance of deviation. A roll can only
Bayonet Charge be rerolled once as a result of Bomber.

Prerequisite: None Bond


When this character charges with a ranged weapon that has a Prerequisite: None
bayonet, after moving but before making his charge attack, he
This ability can be taken more than once. Each time a character
can make one ranged attack targeting his charge target unless
takes this ability he gains a bonding slot that can be used to
he was in melee with his charge target at the start of his turn.
bond with warcaster armor, a steamjack, or a mechanika
When resolving a Bayonet Charge ranged attack, the character
weapon – one per slot.
does not suffer the target in melee attack roll penalty (see
p. 212). If the target is not in melee range after the charging • The character must bond to a steamjack to make it part of
character moves, the character can make the Bayonet Charge his battlegroup.
ranged attack before his turn ends. A character making a
• He must bond to a mechanika weapon to spend focus points
Bayonet Charge must make his charge attack with a bayonet.
to boost attack and damage rolls and to make additional
Big Game Hunter attacks with it.

Prerequisite: Survival 1 • He must bond to warcaster armor to gain the benefits of its
power field and overboosting.
A character with the Big Game Hunter ability has hunted more
than his fair share of game in the wilds of Immoren. When To form a bond, a character must spend a full action touching the
a character with Big Game Hunter makes a melee or ranged steamjack or object he intends to bond to. Forming a bond with a
attack against a natural animal or beast native to the wilds steamjack requires the warcaster to know its cortex’s native language
of Immoren, he gains a bonus on attack rolls equal to his and the pass codes to any locks on its cortex. A character can break a
Survival skill. bond at will in order to free up a slot to form another bond.

Bonded steamjacks are not affected by ’jack marshaling. A


character cannot bond with a steamjack, mechanika weapon, or
mechanika armor bonded to another character.

158
Brew Master Choir
Prerequisite: Alchemy 2 Prerequisite: ARC 4

The character can reroll failed Alchemy rolls. Each failed roll A character gains a cumulative +1 on magic attack rolls for each
can be rerolled only once as a result of Brew Master. other friendly character of his faith with this ability within 1˝
of him.
Camouflage
Cleave
Prerequisite: None
Prerequisite: Great Weapon 1
The character gains an additional +2 DEF when benefiting from
concealment or cover. When this character incapacitates one or more enemies with a
melee attack made with a great weapon during his turn, the
Card Sharp character can make one additional melee attack immediately
Prerequisite: Gambling 2 after the attack is resolved. A character can gain only one
additional attack from Cleave each turn.
The character is skilled at manipulating his fortune at cards by
the judicious application of legerdemain. He’s a cheat. When the Close Shot
character uses this ability, he adds an extra die to his Gambling
Prerequisite: None
skill rolls and drops the lowest die result.
The character does not suffer the –4 penalty on ranged attack
Anyone watching the character play when he uses this ability
rolls with a storm glaive while engaged.
can make a Detection skill roll to catch the character in the
act. The difficulty for this skill roll is equal to the cheating Combat Rider
character’s INT + AGL + Gambling skill.
Prerequisite: Riding 1
Cautious Advance
While this character is riding a mount designated as a warhorse,
Prerequisite: Survival 3 the mount can make one impact attack against a target in its
melee range if the mount and rider did not charge this turn.
The character gains one extra quick action each turn that can be
used only to take cover. Conniver
Cavalry Charge Prerequisite: Bribery 1, Deception 1

Prerequisite: Riding 1 The character is well skilled in the arts of deception. The
character can reroll failed Bribery and Deception-based
This character can make a cavalry charge (p. 214) while riding a
social skill rolls. Each roll can be rerolled only once as a
mount designated as a warhorse.
result of Conniver.
Chain Attack: Bleed Out
Cover Identity
Prerequisite: Two-Weapon Fighting, Hand Weapon 3
Prerequisite: Disguise 1
If this character fights with two melee hand weapons and
The character has an established cover identity with its own
hits the same living target with both his initial attacks, after
history, contacts, and criminal record (or lack thereof). The
resolving the attacks he can immediately make one additional
character’s Disguise rolls while using his cover identity are
melee attack against his target. If the additional attack hits, it
automatically boosted. Choose a career for the cover identity.
does not inflict damage but the target must forfeit either its
The character gains one occupational skill at level 1 from the
movement or action on its next Activation Phase.
cover identity’s career. The cover identity must be reasonably
Chain Attack: Pin Down believable. A gobber disguised as a trollkin fell caller won’t fool
anybody. This ability can be taken multiple times. Each time, it
Prerequisite: Two-Weapon Fighting, Pistol 3 applies to a different cover identity.
If this character hits the same living target with initial attacks
Crackshot
from two pistols, after resolving the attacks he can immediately
make one additional ranged attack against that target ignoring Prerequisite: None
ROF. If the additional attack hits, it does not inflict damage.
The character can accurately track his target despite its attempts
Instead, the target hit can advance up to 2˝, and it is then
to take cover. When making a ranged or magic attack against a
knocked down.
target that has concealment, cover, or elevation, this character
gains +2 on the attack roll.

159
CHARACTERS

Craft Rune Shot Defensive Line


Prerequisite: None Prerequisite: None

The character can craft his own rune shot ammunition. Instead While this character is B2B with one or more friendly characters,
of paying 5 gc for each metal cartridge round of rune shot he gains +1 ARM. While the character is B2B with one or
ammunition, a character with this ability and a rune shot more friendly characters who also have this ability, the bonus
casting kit can cast his own rounds, paying 1 gc for the powder, increases to +2.
material to cast a rune bullet, and metal casing to press one
round of rune shot ammunition. The character must inscribe Dig In
the casing and bullet by hand. A character can craft up to five Prerequisite: None
rune shot cartridges in an hour.
While he has a spade in hand, this character can make a quick
Crossbowman action to dig an improvised foxhole. Until he moves, is placed,
goes prone, or is engaged, the character gains cover, does not
Prerequisite: None
suffer blast damage, and does not block line of sight. A character
The character can reload a crossbow as a quick action instead cannot use the Dig In ability during a turn in which he ran.
of a full action.
Disease Resistance
Defender Prerequisite: None
Prerequisite: None
The character can make boosted rolls to resist disease and
Once per round, when a friendly character within this infection.
character’s command range is hit with an enemy attack,
immediately after the attack has been resolved this character Dispel
can advance toward the enemy character, up to twelve feet (2˝), Prerequisite: None
and make one melee attack.
When this character hits an enemy with a melee attack, he can
spend 1 feat point to cause any upkeep spells on that enemy to
immediately expire.

160
Dodger Empower
Prerequisite: None Prerequisite: None

When this character is missed by an enemy attack, he can During this character’s turn, while he is B2B with a non-
immediately advance up to 2˝ after the attack is resolved incapacitated friendly character, this character can spend
unless was missed while advancing. He cannot be targeted 1 feat point to cause the friendly character to regain d3+1
by free strikes during this movement. vitality points.

Drive: Ancillary Attack Expert Rider


Prerequisite: ’Jack Marshal Prerequisite: Riding 2

This character can make a quick action to use Drive: Ancillary The character can reroll failed Riding rolls. Each roll can be
Attack on a steamjack he controls. The steamjack immediately rerolled only once as a result of Expert Rider.
makes one normal melee or ranged attack.
Additionally, provided the mount has not been knocked out,
Drive: Assault this character and his mount cannot be knocked down while
this character is mounted.
Prerequisite: ’Jack Marshal
Fast Cook
This character can make a quick action to use Drive: Assault
on a steamjack he controls. The steamjack charges during its Prerequisite: Alchemy 2
turn this round without spending focus or being forced. As
The character has learned a number of time-saving shortcuts in
part of that charge, after moving but before making its charge
the art of brewing potions and mixing alchemical substances.
attack, the steamjack can make one ranged attack targeting its
He can create alchemical items in half the normal time.
charge target unless it was in melee with its charge target at
the start of its turn. When resolving a Drive: Assault ranged Fast Draw
attack, the steamjack does not suffer the penalty for a target
in melee. If the target is not in melee range after the steamjack Prerequisite: None
moves, the steamjack can make the Drive: Assault ranged A character with this skill gains +2 on initiative rolls. He also
attack before its turn ends. gains an additional quick action during his first turn of combat
each encounter that can be used only to draw a weapon.
Drive: Off Road
Prerequisite: ’Jack Marshal Fast Rearm

This character can make a quick action to use Drive: Off Road Prerequisite: None
on a steamjack he controls. The steamjack gains the Pathfinder The character gains one extra quick action each turn that can
ability during its turn this round and must use its normal be used only to rearm a weapon of the type noted, such as a
movement and combat action to charge or make a slam power blasting pike. A character can have this ability several times,
attack during its turn this round. each time with a different specified weapon.

Drive: Pronto Fast Reload


Prerequisite: ’Jack Marshal Prerequisite: None
This character can make a quick action to use Drive: Pronto The character gains one extra quick action each turn that can be
on a steamjack he controls. The steamjack immediately makes used only to reload a ranged weapon.
a full advance.
Fell Call: Cacophony
Dual Shot
Prerequisite: Fell Calling 2
Prerequisite: None
The character can use this call as a quick action. For one round,
The character can forfeit his movement during his turn to make enemies cannot cast spells, use battle plans, or use drives while
one additional ranged attack with a pistol or rifle. in this character’s command range.

Elemental Mastery Fell Call: Call of Defiance


Prerequisite: ARC 5 Prerequisite: Fell Calling 2
The sorcerer gains +1 on his attack and damage rolls when The character can use this call as a quick action. For one round,
casting an offensive spell from his elemental spell list. when a friendly trollkin character makes a Tough roll while
in this character’s command range, on a roll of 4, 5, or 6 the
trollkin heals 1 vitality point and is knocked down.

161
CHARACTERS

Fell Call: Ground Shaker


Prerequisite: Fell Calling 3

Once per turn, the character can use this call instead of attacking.
The character then makes a RNG 10, AOE 5 fell call ranged attack
that causes no damage. Targets hit are knocked down.

Fell Call: Heroic Ballad


Prerequisite: Fell Calling 2

The character can use this call as a quick action. For the rest of
the round, while in the Fell Caller’s command range, friendly
trollkin characters are fearless and gain +2 to melee attack rolls.
Heroic Ballad lasts for one round.

Fell Call: Reverberation


Prerequisite: Fell Calling 2

The character can use this call as a quick action. The character
makes a RNG SP 6 ranged attack that causes no damage. The
character uses his POI + Fell Calling skill for his attack rolls.
Enemies hit are pushed d3˝ directly away from this character.
Move the enemy who was farthest away first.

Fell Call: Signal Call


Field Marshal: Relentless Charge
Prerequisite: Fell Calling 1
Prerequisite: ARC 5
The character can use this call as a quick action. The character
The warcaster can spend a focus point during his turn to
can unleash a call that can be heard for a number of miles equal
use Field Marshal: Relentless Charge. For one round, when a
to his Fell Caller skill.
character in the warcaster’s battlegroup begins a charge while
Fell Call: Sonic Blast in his control area, that character gains the Relentless Charge
ability for his turn. (A character who already has Relentless
Prerequisite: Fell Calling 2 Charge ignores penalties for rough terrain during an Activation
Once per turn, the character can use this call instead of Phase in which he charges.)
attacking. The character then makes a RNG SP 8, POW 12
ranged attack. The character uses his POI + Fell Calling skill Field Marshal: Shield Guard
for his attack rolls. Prerequisite: ARC 7

Field Alchemist The warcaster can spend a focus point during his turn to
use Field Marshal: Shield Guard. For one round, characters
Prerequisite: Alchemy 1 in his battlegroup gain the Shield Guard ability while in
The character gains an additional quick action each turn that the Warcaster’s control area. Once per turn, when a friendly
can be used only to create a field alchemy quick effect. character is directly hit by an attack while within 2˝ of a
character with Shield Guard, the character with Shield Guard
Field Marshal: Magical Attack can become the target of the attack and be automatically
hit instead. A character cannot use Shield Guard if he is
Prerequisite: ARC 5
incorporeal, knocked down, or stationary.
The warcaster can spend a focus point during his turn to use
Field Marshal: Magical Attack. For one round, the weapons of Find Cover
characters in his battlegroup become magical weapons while in Prerequisite: None
the warcaster’s control area.
At the start of combat before initiative is rolled, this character
can immediately advance up to twelve feet (2˝) and perform a
quick action to take cover or go prone.

162
Fire in the Hole! Gang
Prerequisite: Thrown Weapon 1 Prerequisite: None

This character can make a grenade attack at the start of the When making a melee attack that targets an enemy in melee
Action Phase of his turn before moving or making his normal range of another friendly character, this character gains +1 to
attacks. A character making a Fire in the Hole! attack must use melee attack and melee damage rolls. When making a melee
his movement that turn to run or make a full advance. attack that targets an enemy in melee range of another friendly
character who also has this ability, these bonuses increase to +2.
Fleet Foot
Get Away
Prerequisite: SPD 7
Prerequisite: Dodger, Escape Artist 3
When the character runs, he moves at SPD x 3.
When the character is missed by an enemy attack at any time
Free Style other than while advancing, instead of advancing up to 2˝, the
Prerequisite: Alchemy 1 character can immediately make a full advance.

The character can improvise the ingredients in his alchemical Girded


compounds. This allows the character to attempt to make do
Prerequisite: Shield 2
without a specific ingredient. This requires an Alchemy skill
roll with a target number equal to 10 plus the gc value of the While armed with a shield, this character does not suffer blast
ingredient. damage. Friendly characters B2B with this character do not
suffer blast damage either.
This ability also allows the character to get by with less
expensive versions of common alchemical ingredients, Good Breeding
reducing the cost of his alchemical compounds by 1 gc each (to
a minimum of 1 gc). Alchemical compounds brewed using this Prerequisite: None
skill vary slightly in appearance or physical quality from items The character was raised in high society. He can reroll failed
created by following time-tested recipes. Etiquette rolls. Each roll can be rerolled only once as a result of
Good Breeding.

Great Power
Prerequisite: None

This character can upkeep one spell each


turn without spending a focus point or
gaining a fatigue point.

Grenadier
Prerequisite: Thrown Weapon 1

The character gains an additional quick


action each turn that can be used only to
pull the pin on a grenade.

Gunfighter
Prerequisite: None.

The character does not suffer a –4 penalty


on ranged attack rolls with pistols or
carbines while engaged.

163
CHARACTERS

Head-Butt Iron Will


Prerequisite: STR 5, Unarmed Combat 2 Prerequisite: None

Instead of making a normal Unarmed Combat attack, this The character can reroll failed Willpower rolls. Each roll can be
character can spend a feat point to make a head-butt attack. rerolled only once as a result of Iron Will.
The character makes an unarmed melee attack roll against his
target. If the attack hits, the target is knocked down and suffers a Keen Eyed
damage roll with a POW (Power) equal to the character’s current Prerequisite: None
STR. A character cannot head-butt a target with a larger base.
The character can increase his effective range with a bow or
Hit the Deck! rifle by twelve feet (2˝) and his extreme range by sixty feet (10˝).

Prerequisite: None Language


The character is so accustomed to catastrophic explosions in his Prerequisite: None
presence that he has developed the uncanny ability to hit the
ground the second before he is affected by a blast. While prone, This ability can be taken multiple times. Each time a character
the character does not suffer damage from AOEs unless he is takes this ability, he learns how to speak, read, and write a new
directly hit by the AOE. If the character is caught in an AOE that language.
would cause blast damage but was not directly hit by the AOE,
he goes prone but suffers no damage.

Hyper Awareness
Prerequisite: Command 3

While in this character’s command range, friendly characters


Language – Five Cant
gain Circular Vision. (The front arc of a character with Circular Five Cant is the language of the underworld that
Vision extends to 360˚.) developed on the streets of Five Fingers. Though it
is most commonly used in Ord and northern Cygnar,
Immunity: Cold speakers can be found throughout criminal circles across
the Iron Kingdoms. It has no written form.
Prerequisite: None

The character is immune to cold damage.

Immunity: Corrosion
Prerequisite: None Legacy of Bragg

The character is immune to corrosion damage. Prerequisite: Fell Calling 2

The character gains an additional quick action each turn that


Immunity: Electricity
can be used only to make fell calls.
Prerequisite: None
Light Cavalry
The character is immune to electrical damage.
Prerequisite: Riding 2
Immunity: Fire
If this character is riding a mount not designated as a warhorse,
Prerequisite: None at the end of his turn he can advance up to 5˝.

The character is immune to fire damage. Load Bearing


Inscribe Formulae Prerequisite: STR 5

Prerequisite: Mechanikal Engineering 1 The character is well practiced at fighting while wearing heavy
armor. Reduce the SPD and DEF penalties from the armor the
The character can inscribe runeplates. See “Mechanika” (p. 279).
character wears each by 1.
Iron Sentinel
Mage Killer
Prerequisite: ’Jack Marshal, Command 3
Prerequisite: PER 6
The character has learned to position himself behind the
This character gains an additional die on damage rolls against
steamjacks he commands to stay out of harm’s way. While B2B
characters that can cast spells.
with one or more steamjacks he commands, the character gains
+2 ARM and cannot be knocked down.

164
Marksman Privilege
Prerequisite: None Prerequisite: None

The character can use quick actions and aim in the same round, Whether he was born into an ancient bloodline or a family that
but still has to forfeit his movement to gain the aiming bonus. purchased status, this character is afforded the rights of a noble.
He is immune to persecution for petty crimes and can be tried
Natural Leader only by a court of his peers. Should he be found guilty of a high
Prerequisite: Command 1 crime, he has the right to be executed in the style befitting a
noble. Each kingdom has distinct benefits and obligations for
A character with Natural Leader increases his command range those born of privilege. With a successful Etiquette skill roll, this
by 2˝. character can demand hospitality and request aid from other
nobles not at war with his kingdom. Additionally, the character
Night Fighter
gains +2 on social skill rolls when dealing with those beneath his
Prerequisite: None station who recognize his status and respect the nobility.

The character is well versed in dispatching an opponent at a


distance in the dark of night. When making a ranged or magic
attack against a character with stealth or Prowl, this character
automatically misses the target only if he is 8˝ or farther away
(instead of 5˝ away).
High Courts
Parry Those of high privilege are rarely arrested for petty
Prerequisite: None crimes such as larceny or trespassing. Those of privilege
are expected to defend themselves if attacked by inferiors
While armed with a hand weapon, the character cannot be and are rarely accused of assault if it is clear they did
targeted by free strikes. not instigate violence, even in cases where deaths
have occurred. The degree to which privilege affords
Pathfinder protection varies greatly from one region to another.
Prerequisite: Survival 1 Though the character cannot be tried by a low court, that
The character can move over rough terrain without penalty. does not mean he can entirely escape justice. If he is
found violating major laws of a kingdom, he can be held
Poison Resistance by the local law officers until he is taken prisoner by the
knights of the kingdom or agents of a noble with dominion
Prerequisite: None over the lands whose laws the character broke. He is then
The character gains boosted rolls to resist poisons and toxins. judged by the kingdom’s nobles. Once high courts are
convened, punishments for the guilty are severe.
Port of Call
Prerequisite: Navigation 1

A character with Port of Call can always find his way home
again. For each level of Navigation, a character can nominate
one location he’s visited more than once as a Port of Call. When Prowl
traveling to a Port of Call and using the Navigation skill (p. 186), Prerequisite: Sneak 1
treat any results worse than “Arrive as planned” as “Arrive as
The character is virtually invisible while in the shadows or in
planned.”
terrain that grants a degree of concealment. The character gains
Precision Strike stealth (p. 220) while within terrain that provides concealment,
the AOE of a spell that provides concealment, or the AOE of a
Prerequisite: None cloud effect.
When the character hits with a melee attack, he chooses the
branch of the target’s life spiral or the column of the target’s Pursuit
damage grid that is hit, if applicable. Prerequisite: Tracking 3

Press the Attack The character can spend 1 feat point during his turn to use
this ability. When this ability is used, the character designates
Prerequisite: Shield Slam, Shield 3 one enemy. For the rest of the encounter, when that enemy
When this character slams an enemy, immediately after the moves during his turn, immediately after the enemy ends his
slam is resolved this character can advance directly toward the movement this character can make a full advance. A character
slammed enemy up to the distance the slammed enemy was can use this benefit only once per encounter unless the original
moved and then make a melee attack against that enemy. subject of this ability is destroyed, at which point the character
can spend a feat point to use this benefit on a new enemy.

165
CHARACTERS

Quick Work Riposte


Prerequisite: AGL 5 Prerequisite: None

When this character kills one or more enemies with a melee Once per round when this character is missed by an enemy’s
attack during his combat action, immediately after that attack is melee attack, immediately after the attack is resolved he can
resolved this character can make one ranged attack. make one normal attack against the attacking enemy.

To make a ranged attack, the character’s ranged weapon must To make a ranged attack, the character’s ranged weapon must
be loaded. be loaded.

Rallying Cry
Prerequisite: Command 3

This character can spend a feat point to


use Rallying Cry. For one round, this
character’s command range is doubled
and friendly characters in his command
range, including this character, become
fearless (p. 224).

Relentless Charge
Prerequisite: None

This character ignores penalties for


rough terrain while charging.

Resourceful
Prerequisite: Mechanikal Engineering 3

This character can upkeep spells on


steamjacks he controls without spending
focus or gaining fatigue points.

Retaliatory Strike
Prerequisite: PHY 7 Rock Solid

When this character is hit by a melee attack made by an enemy Prerequisite: PHY 8
at any time other than during his own turn, after the attack is This character and friendly characters B2B with him cannot
resolved the character can spend 1 feat point to immediately be knocked down. The character loses this ability while he
make one normal melee attack against the enemy that hit him. is mounted.

Return Fire Roll With It


Prerequisite: None Prerequisite: None
Once per round when this character is missed by an enemy’s When the character would ordinarily be knocked down, he
ranged attack, immediately after the attack is resolved he can goes prone instead. The character loses this ability while he is
make one normal attack against the attacking enemy. mounted.
To make a ranged attack, the character’s ranged weapon must
Saddle Shot
be loaded.
Prerequisite: Riding 1
Ride-By Attack
This character does not suffer the firing from horseback penalty
Prerequisite: Riding 2 when making ranged attacks while mounted (see p. 214).
While mounted, this character can combine his movement and
action during his turn to make a Ride-By Attack. The character
declares a Ride-By Attack at the start of his Activation Phase. He
makes a full advance and can halt his movement at any point to
make his attacks. After his attacks, he resumes his movement.

166
Scrounge Sniper
Prerequisite: None Prerequisite: Rifle 3

The character is adept at finding hard to acquire or expensive When this character forfeits his movement to aim during
replacement parts to repair steamjacks. Given a day to find his turn, the character’s first ranged attack that turn gains
the parts in a town or industrialized settlement, the character boosted damage.
can find any part needed (or something close enough he can
bodge it together). The character can purchase steamjack parts, Specialization
weapons, and gear for half the normal price. Prerequisite: None

Sentry The character does not suffer attack roll penalties when
attacking with a weapon of the type chosen, such as a blasting
Prerequisite: None
pike. A character can have this ability several times, each time
Once per round when an enemy is placed in or moves into the choosing a different weapon.
line of sight of this character, this character can immediately
make one attack, targeting that enemy. Steady
Prerequisite: None
Set Defense
This character cannot be knocked down. The character loses
Prerequisite: Great Weapon 2
this ability while he is mounted.
While this character is armed with a weapon that has reach, an
enemy in this character’s front arc suffers –2 on charge, slam Steamo
power attack, and impact attack rolls against him. Prerequisite: Mechanikal Engineering 2

Shadow Magic The character can reroll failed Mechanikal Engineering rolls to
repair or dismantle steamjacks. Each roll can be rerolled only
Prerequisite: Gifted, Sneak 2
once as a result of Steamo.
When this character casts a spell, no spell runes appear and
magically sensitive characters cannot sense the character’s Sucker!
magic. A focuser with this ability cannot be detected by another Prerequisite: Intimidation 3
focuser with the Magic Sensitivity archetype benefit.
If this character is directly hit by an enemy ranged attack, he
Shield Guard can choose a friendly living non-incorporeal character within 2˝
of him to be directly hit instead. That character is automatically
Prerequisite: Shield 1
hit and suffers all damage and effects.
Once per turn, when a friendly character is directly hit by an
attack while within 2˝ of this character, this character can choose Swift Hunter
to be directly hit instead. This character cannot use Shield Guard Prerequisite: AGL 6
if he is incorporeal, knocked down, prone, or stationary.
When this character incapacitates an enemy by using a normal
Shield Slam ranged attack, immediately after the attack is resolved he can
advance up to twelve feet (2˝).
Prerequisite: STR 6

When this character charges while armed with a shield, instead Swift Rider
of making a charge attack, he can spend a feat point to slam his Prerequisite: None
target, making an attack roll with his shield. A character who
slams another character with a larger base suffers –2 to this While riding a mount, the character can move over rough
attack roll. The POW of the slam damage roll is equal to the STR terrain without penalty.
of the attacking character plus the POW of the shield. The POW of
Take Down
collateral damage is equal to the STR of the attacking character.
Prerequisite: None.
Signal Language
This character can use Take Down anytime he incapacitates
Prerequisite: Cryptography 1 another character with an attack and while the incapacitated
The character can spend time developing a coded signal character is in this character’s melee range. The incapacitated
language for use with his party using the same rules as creating character regains 1 vitality point and is no longer incapacitated but
a code. The language can convey simple messages or commands is considered to be manacled, tied up, unconscious, or otherwise
and has a Cryptography target number based on the target out of action for the rest of the encounter. Once the combat portion
number used during the code’s creation. The signal language of the encounter has ended, the subject of the take down is at the
can be taught to any character that has Intellect 3 or greater. mercy of the victors to be questioned or worse.

167
CHARACTERS

Prerequisite: None
Targeteer
Connections
Connections represent associations, familial bonds, and
When the character hits with a ranged attack, he chooses the networks of contacts. A character can have several different
branch of the target’s life spiral or the column of the target’s networks of connections, each relating to a different group,
damage grid that is hit, if applicable. government, or society.

Team Leader A character can use his connections to gain information,


material aid, or assistance. The aid a character can reasonably
Prerequisite: None
request from his connections depends on the nature of the
When this character gains a feat point, instead of keeping connection and the character’s relationship with the connection.
it himself he can give it to another character currently in his The character should be able to call on the hospitality of his
command range. home kriel or clan for information, a safe place to sleep, and a
meal. From time to time he might even call on such a connection
Traceless Path for monetary support or manpower.
Prerequisite: Sneak 2 The sort of aid given might be different if the character is a full
The character knows how to conceal his trail when moving member of the organization represented by the connection or if
over land. Though he can move at only half his usual rate of he is just a well-informed outsider. The character’s relationship
speed while using this ability, either on foot or horseback, with the connection also determines what the connection
anyone attempting to follow his trail has +3 added to his skill expects in return. For example, a member of the Retribution
roll target number. of Scyrah can readily call on his contacts for intelligence and
news of home, use of remote safe houses (for himself, not for
Truth Reader non-member associates), and possibly for special gear and
weapons. A non-member with connections to the Retribution
Prerequisite: Detection 3
would be able to set up meetings with agents of the group for
The character automatically knows when someone is lying to tense meetings and exchanges of information. In this case the
him. Keep in mind that knowing someone is lying is different relationship is much more give-and-take with the expectation
than discerning the truth. that all aid given will be returned.

Tune Up
Prerequisite: Mechanikal Engineering 3

While B2B with a steamjack he controls, this character can


spend a quick action to use Tune Up. During its turn this round,
the steamjack gains either boosted attack or damage rolls.

Two-Weapon Fighting
Prerequisite: AGL 4

While fighting with a one-handed weapon


or pistol in each hand, the character gains an
additional attack for the second weapon. He
suffers –2 on attacks rolls with the second weapon
while doing so.

University Education
Prerequisite: None

The character can reroll failed Lore and


Research skill rolls. Each roll can be
rerolled only once as a result of University
Education.

Waylay
Prerequisite: None

When an attack made by this character has


the chance to knock out a target, increase the
target number for the Willpower roll to resist the
knockout by 2.

168
A character might not trust his contact and might not be trusted
in return. This lack of trust can be built up overtime or it can
be inherent in the character’s relationship with his connections
from the inception. For example, though a character’s criminal
contacts might not have provided him with a concrete reason
Resource,
for concern yet, no one should completely trust those contacts. Not the Answer
That is just the nature of the beast. Connections are a player character and Game Master
Depending on the demands a character puts on his resource. They represent great storytelling potential
connections, he might have to resort to diplomacy,
and can aid a character during play, but should not be
allowed to destabilize play. A character with connections
negotiation, or bribery to get what he wants. In these cases,
with the Retribution of Scyrah should not simply be able
the player describes what his character is doing to coerce his
to call in two mage hunter strike forces to clear out the
connection into giving him more aid than the connection
underground complex that the Game Master designed
was initially willing to provide. Based on the tact taken, the
as the setting for the climax of his scenario, unless of
Game Master determines the stat and skill for a social skill course he planned for that all along. Remember, even the
roll. Then the Game Master sets the target number for the most reliable connections have problems of their own
roll. If the roll fails, the character does not get what he wants from time to time.
and risks straining his relationship with his connection. Even
if he succeeds, there could be repercussions that arise from
pushing his connection too far. He could owe the connection
a favor, or his connection might become angry or distrusting
and refuse to work with the character for some time. of the Golden Crucible. If the character is an alchemist, he is
When managing a character’s connections, the Game Master likely a member of the order. A member of an order can, at very
should consider the needs and personality of the characters who least, expect access his order’s labs and libraries and possibly
make up the connection. What are they willing to give away? a bed and meal. His friends and other traveling companions
What remains hidden? What risks are put on the character’s might not be as welcome.
connections by aiding them? What do they have to lose? What Criminal: The character has contacts with the criminal
do they want in return? underworld and organized crime. His connections are
A character’s connections can also be a great tool to jumpstart a likely centered on a single city or criminal organization,
scenario. Just as the character can ask things of his connections, but those contacts can to reach out to other organizations
his contacts might also come to him for help, information, on the character’s behalf. The character can always press his
or material aid. If the character refuses, there should be contacts for information, and he might also be able to use
consequences, not the least of which is that his connections them to purchase or smuggle contraband, set up criminal
might refuse him any future aid until he makes good on his enterprises, aid in entering or escaping locations unseen,
commitments and responsibilities. dispose of goods or bodies, find safe hiding places, or for
anything else that falls under the criminal purview. Such
The Game Master and the character’s controller should take contacts are notoriously untrustworthy and complications
time to discuss the character’s connections before the start of abound. Greed and self interest are the surest motivators
the game. Though a connection represents a web of contacts when dealing with these connections.
rather than one or two individuals, the player and Game
Master should try to give the connection a face (or faces). The Dwarven Clan: The character has dealings with a dwarven
face of the connection is the NPC or NPCs the character most clan. Though a member of the clan can expect to be treated
often meets with when he wishes to use his connection. The like family, outsiders have a more business-like relationship
face could be a ranking shot caller, a discrete agent, a well- with the clan. The clan is likely based in Rhul, possibly with
connected member of the organization, or just about anyone smaller branches in Cygnar or Khador. The clan can provide
who has the influence to be considered the representative of information, especially pertaining to trade routes, business
the character’s connection. Additional faces could be other ventures, wartime developments, of news from Rhul. It can
NPCs affiliated with the character’s connection or other also provide a great deal of technical expertise and other means
additional contacts the character has the freedom to meet of support depending on the clan’s holdings in the area where
with. For example, if the character has a trollkin kriel as a they are encountered.
connection, for him the face of the connection could be its Intelligence Network: The character has access to a vast spy
chieftain or shaman, but he also knows a number of junior network, such as the Cygnaran Reconnaissance Network, the
members he can press for information or request for aid in Prikaz Chancellery, the Unseen Hand, or the Retribution of
times of need. Scyrah. The character’s relationship with the network should
Below are a few examples of possible connections and the be discussed between the player and the Game Master. If he is
potential support given by each. a member of the group, the character can expect much greater
access to information and material aid, but he has substantial
Alchemical Order: The character can call upon the knowledge, responsibilities in return. He could be called upon the network
resources, and talents of an alchemical order, such as the Order

169
CHARACTERS

to provide information and assistance at any time. If he betrays for work, given access to machine shops, and possibly be able
his organization or exposes its members, he will certainly be to scrounge parts and scrap metal. Members of unions are
marked for death. More informal affiliates of an organization required to pay their dues.
can be called upon for information and possibly support when
Military, Kingdom or Mercenary: The character has a
the network’s aims coincide with the character’s actions. Such
connection with a mercenary company or with one of the
networks are proficient, professional, and ruthless. The spy
kingdom’s militaries. Most likely the character is or was a
game is no place for amateurs.
member of that military. Though he maintains contacts with
Knightly Order: The character has a connection to a knightly the group, how he is perceived depends on his service record
order. He could be a member of the order or an advocate for and the terms on which he left duty. A character can call
its causes. In either case, he can use this connection to gain upon his contacts to discover the details of given battles,
information pertaining to the affairs of the order, its members, gain intelligence on troop movements, learn about an aspect
and its home kingdom. If the character is a member, he can of the military, or gain access to its personnel. A character
also call on the resources of his order and can find a warm might be able to leverage his connections to get his hands on
bed and a hot meal at his order’s holdings. The character can military gear or to request aid from former brothers in arms.
also expect to have armor repaired and his mount groomed. This sort of aid usually comes at a high cost. If the character
From time to time, the character’s order might call upon him is an active member of the military, that complication adds
to undertake tasks relating to his responsibilities as a knight its own issues and is sure to curtail the character’s mobility
of the order. and options for adventure.

Kriel: The character has contact with a trollkin kriel. He could Nobility: The character has connections to the nobility of
be a close friend or ally, or a member of the kriel. The kriel is a given kingdom or the members of a continent-spanning
either based at a village or urban settlement, or nomadic. With dynastic family. The character might even be a lesser nobleman
great numbers of trollkin having been uprooted by the recent in his own right. Whichever the case, the character has access
wars, there are greater numbers of nomadic trollkin than ever to the halls of power. He can use these contacts to learn the
before. The character can call upon the kriel for information secrets of the great families, the truths behind politics, or to
relating to trollkin history, its home history, and the individual gain access to the most powerful men in western Immoren.
knowledge of the members of the tribe. Likely the kriel has little Such benefits are not without their cost. The nobility is vain,
in the way of material support it can lend a character, but the self-interested, jaded, and value appearances above all else.
kriel might provide warriors in times of need, especially if the In addition to having to return favors, a character also has
kriel shares the character’s interests in a given fight. What little to be on his best behavior to maintain noble connections. A
the kriel has, it is likely to share with a friend. As a member of a character who is crude, insulting, impolite, or impolitic can
kriel, a character could be called upon to aid the kriel in its most expect his connections to wither and die. Not only do the
dire moments, especially if the character is a Fell Caller or has nobility not wish to aid an embarrassing ally, they do not wish
another important role in his kriel. to seem to be aiding that ally.

Magical Order (Arcanist or Gun Mage): The character Pirate Crew: The character is either the member of a pirate
is affiliated with an arcane order, such as the Greylords crew or has a close connection to a crew, likely through its
Covenant, the Fraternal Order of Wizardry, or the Militant captain. The pirates can be called upon to provide information
Order of the Arcane Tempest. Many, but not all, orders are tied pertaining to ports of call, the strength of various navies,
very closely to a given kingdom and membership in the order trade lanes, the best locations for plunder, hiding places along
is limited to citizens of that kingdom in good standing. For the coast, and all manner of lore pertaining ships and piracy.
example, the Gun Mages of the Arcane Tempest are members Pirates can be called up for transportation and possibly for help
of Cygnar’s military in addition to being members of the in a fight if there is plunder for the taking. Just remember that
order. A character with a connection to an arcane order can no one can trust a pirate.
call upon the order for information relating to the knowledge
Retribution of Scyrah: See Intelligence Network, above.
of the order, its current dealings, information pertaining to
its members, and to its home kingdom. A character might Religious Organization: The character has contact with one
also be able to call upon the services of the order in times of of the major religions of western Immoren. If the character
need. Members can expect to be welcomed into the order’s is not a member of the church, this connection provides him
chapter houses, fed, given access to the chapter’s facilities and with information only. If he is a member of the church, he can
libraries, and possibly given a place to sleep. expect access to the organization’s churches, libraries, and
other holdings, and he can gain access to ranking members of
Mechaniks Organization: The character has contact with a
the church. Should his actions be in the interests of the church,
major mechanik’s organization or firm such as the Khadoran
he can potentially expect even greater aid in times of need. Of
Mechanik’s Assembly, the Steam & Iron Workers' Union,
course, should the character bring shame upon the church or
Engines East, the Cygnaran Armory, or Black Anchor Heavy
fail in its central teachings, he might find himself ostracized
Industries. The character can utilize this connection to gather
and his access denied.
information pertaining to the organization, its projects, or its
members. Members of the organization can expect to recruited

170
Wealthy Patrons: The character has a network of wealthy
patrons that go out of their way to aid him in times of need. This
network is made up of aristocrats, industrialists, and men of
privilege who either believe in the character’s work or see their
connection to the character as a means of winning acclaim and
Using Social Skills
sharing in his victories. The character can call upon his patrons The Game Master determines the best stat to use for
for information relating to politics and trade and can call upon social skills based on the way the character intends to
their financial support. The character’s contacts expect to see a use the skill. For example, if a hulking trollkin mercenary
return on their investments. The character’s associates might be attempts to intimidate a thug with his obvious physical
willing to finance a dangerous sea voyage or treasure hunting strength, his Game Master is likely to choose to have
expedition to isolated ruins, but only if they expect the plan to
him add his STR to his Intimidate roll. Alternatively, a
physically puny but cunning and well connected Kayazy
succeed. They might monitor the character’s use of their money
aristocrat might be better served by attempting to
and even send observers along on his expeditions. The character
intimidate that same thug with well-stated innuendo
is expected to give private and personal presentations regarding
about his connections to people quite willing to do
his adventures and findings, any artifacts he discovers are put
violence on his behalf. The aristocrat’s Game Master
on display for the pleasure of his patrons, and they take a stake would likely have the character use his PER to deduce
in any financial rewards that spring from their investments. the threat most likely to intimidate the thug.
Additionally, the character’s patrons expect him to maintain a
degree of decorum and professionalism that does not besmirch In some cases the Game Master might inform the
their own reputations. characters that one approach or another is inappropriate
to the situation at hand. A congregation of Gatormen

Skills in the depths of the Bloodsmeath is unlikely to be


impressed by any threats of later reprisal from a
Skills represent knowledge, talents, and proficiencies that a character’s allies in Korsk, and the Game Master might
character develops over time. A character’s mastery in a skill
decide that the only hope of successful intimidation
relies on physical brawn, requiring a character to make
is measured by its level. Each of the character’s skills has a
an Intimidation roll using his STR.
level between 1 and 4. Characters learn new skills and increase
proficiency in existing skills through Character Advancement. As a further complication of social skill rolls, the target
number can be impacted by the subject’s disposition
Military Skills are a character’s weapons training. Some
toward the character attempting the roll. If the subject
represent niche training in a very specific sort of weaponry
has longstanding prejudices against the character, his
such as the lance, whereas others embody training in an entire organization, or his people, the target number might be
weapons group such as great weapons. Military skills can be higher than usual. If the subject looks favorably upon the
used untrained. character, or is interested in him for other reasons, the
Occupational Skills represent specialized training and non- target number could be lowered.
combat proficiencies tied to a given career. Occupational Some complex social situations could require the
skills encompass alchemy, forgery, mechanikal engineering, character to make a series of skill rolls. A Khadoran
tracking, and much more. General skills are occupational spy, newly arrived in the Ordic city of Midfast and
skills available to every character regardless of his careers. attempting to bribe the city guards to look the other
General skills encompass climbing, gambling, riding, and other way while he conducts his business, might first need
skills that a character has the potential to learn regardless of to make a successful Deception roll to convince the
specialized career training. guardsmen that he’s not actually a spy or other threat
to their nation before he can make his Bribery roll to
A starting character at Hero level can develop a skill to level 2. achieve his real aim.
Once a character reaches Veteran status (see “Character
Advancement,” p. 155), he can develop skills to level 3 as The Game Master is the final arbiter of what social skills
permitted by his careers. Once a character reaches Epic status, are appropriate and necessary in any situation, and is
he can develop skills to level 4 as permitted by his careers. encouraged to err on the side of engaging and creative
roleplaying by his players whenever possible.
The skills listed here are grouped into military skills and
occupational skills. Each skill is also listed with its governing
stat. This is the stat used when determining whether your skill
roll to use the skill is successful or not (see “Skill Resolution
Rolls,” p. 198). Some skills have “social” as the governing
stat. Social skills do not have a single defined stat that is
always added when making die rolls, because the attribute
used depends on the specific social situation at hand. When
a character attempts to use a social skill, the Game Master
determines which stat is most applicable based on the situation
at hand and the character’s approach to that situation.

171
CHARACTERS

Military Skills
A character knows how to properly handle, maintain, and clean
the weapons he understands how to use.

Archery (Poise) Military Skills


Each level of this skill adds to the character’s POI when making at a glance
attacks with bows. Archery (Poise)

Crossbow (Poise) Crossbow (Poise)


Each level of this skill adds to the character’s POI when making Great Weapon (Prowess)
attacks with crossbows.
Hand Weapon (Prowess)
Great Weapon (Prowess) Lance (Prowess)
Each level of this skill adds to the character’s PRW when making Light Artillery (Poise)
attacks with great weapons. Some great weapons require two
Pistol (Poise)
hands to wield. A character cannot wield more than one great
weapon at a time. Rifle (Poise)

Hand Weapon (Prowess) Shield (Prowess)

Each level of this skill adds to the character’s PRW when making Thrown Weapon (Prowess)
attacks with melee hand weapons. Unarmed Combat (Prowess)

Lance (Prowess)
Each level of this skill adds to the character’s PRW when making
attacks with lance weapons. A character cannot wield another
lance or great weapon while wielding a lance.
Occupational Skills
Light Artillery (Poise) Each skill entry explains what the skill enables the character to
do and describes the types of situations in which the skill would
The character is knowledgeable in the operation, loading, and
be useful. Each entry also covers the following categories:
transport of light artillery weapons. Each level of this skill adds
to the character’s POI when making attacks with light artillery. Untrained Skill Use. Some skills cannot be used unless the
character has at least one level in the skill. Others can be used
Pistol (Poise) without training. This section explains if the skill can be used
Each level of this skill adds to the character’s POI when making without training and how players can do it.
attacks with pistols.
Skill Rolls. This section tells players when and how they can
use the skill and often includes one or more tables of results.
Rifle (Poise)
Each level of this skill adds to the character’s POI when making Assisted Skill Rolls. This section tells players if multiple
attacks with rifles. characters can work together to achieve a better result.

Game Master Notes. The final section gives the Game Master
Shield (Prowess) information about the sort of non-player characters who have
Each level of this skill adds to the character’s PRW when this skill, at what level, and how to resolve their skill use.
making attacks with a shield. Additionally, a character armed
with a shield gains +1 ARM for each level of the Shield skill he Alchemy (Intellect)
has against attacks originating in his front arc. This bonus is not The science of alchemy is a practical and empirical pursuit
cumulative with additional shields. in the Iron Kingdoms. Apothecaries, surgeons, mercenaries,
and adventurers employ its fruits freely. A character with this
Thrown Weapon (Prowess) skill has learned the basics of alchemy and can create simple
Each level of this skill adds to the character’s PRW when making alchemical compounds provided he has access to the proper
attacks with thrown weapons or slings. materials and an alchemical lab.

Untrained Alchemy: A character cannot use this skill


Unarmed Combat (Prowess)
untrained. To a character unskilled in alchemy, its reagents are
Each level of this skill adds to the character’s PRW when making nothing more than dangerous unrecognizable substances.
attacks with his bare hands.

172
Occupational Skills at a glance
Alchemy (Intellect) Forensic Science (Intellect) Pickpocket (Agility)
Bribery (Social) Forgery (Agility or Intellect) Research (Intellect)
Command (Social) Interrogation (Social) Rope Use (Agility)
Craft (Intellect)* Law (Intellect) Sailing (Intellect or Strength)
Cryptography (Intellect) Lock Picking (Agility) Seduction (Social)
Deception (Social) Mechanikal Engineering (Intellect) Sneak (Agility)
Disguise (Intellect) Medicine (Intellect) Streetwise (Perception)
Escape Artist (Agility) Navigation (Perception) Survival (Perception)
Etiquette (Social) Negotiation (Social) Tracking (Perception)
Fell Calling (Poise) Oratory (Social)

General Skills
Animal Handling (Social) Gambling (Perception) Riding (Agility)
Climbing (Agility) Intimidation (Social) Swimming (Strength)
Detection (Perception) Jumping (Physique)
Driving (Agility) Lore (Intellect)*

* These skills can be taken multiple times. See the skill description.

Alchemy Rolls: To attempt an alchemical creation, make an INT Field Alchemy: Alchemists can quickly brew a few simple
+ Alchemy roll against a target number set by the Game Master recipes that create alchemical effects on the spot. See p. 296 for
or the formula the character is trying to brew (see “Alchemy,” formulas and rules.
p. 290).
Ingredient Extraction: Characters with the Alchemy skill can
Substance Identification: Characters with the Alchemy skill extract alchemical ingredients from creatures both living and
can identify chemical substances and their traits and sources of dead and gather them from their surrounding environments.
ingredients. The target number is variable based on the rarity of From cutting out the adrenal gland of a burrow-mawg to
the substance and the alchemist’s knowledge of it. Increase the siphoning mineral acid from deep cave pools, these ingredients
target number by 2–4 for banned or illegal substances. can be sold for profit or brewed into useful alchemical items.
A full list of basic alchemical ingredients can be found in the
Alchemists gain +2 to identify any substance they have
Alchemy rules (p. 291). Rules for extracting ingredients from
previously created or identified.
creatures can be found in the entry for each creature.
Target Alchemical Substance Assisted Alchemy Rolls: One additional character trained in
Number Being Identified Alchemy can assist in an Alchemy skill roll. The character with
Substance is common the higher Alchemy modifier (INT + Alchemy level) makes
10
and openly available the roll and adds 1 to the result of the die roll for each of his
Substance is uncommon assistant’s levels in Alchemy.
11–14
and available in select markets Game Master Notes: Alchemist shops can be found in nearly
Substance is rare and every major city in the Iron Kingdoms. Player characters
15–19
difficult to purchase frequently want to seek out alchemists to purchase restoratives,
20+ Substance is unique glues, acids, or blasting powder.

Craft Alchemical Items: Alchemists can create a variety


of useful alchemical equipment and weapons by brewing a
complex recipe of ingredients. Alchemical items can be found
on p. 293, and the formula for creating each item can be found
in the item’s description.

173
CHARACTERS

Animal Handling (Social, General Skill) Bribery (Social)


Steam and mechanika technology is used to simplify life in the The character is a shrewd criminal negotiator capable of buying
prosperous urban areas of the Iron Kingdoms, but adventurers his way out of trouble (or deeper into trouble, as the situation
traveling outside the cities still come across numerous dictates.) He knows whom to contact for underhanded favors
domesticated and wild animals. A character with this skill is and knows how to estimate the cost for specific bribes.
comfortable around animals and can find ways of making them
Untrained Bribery: A character unskilled in Bribery can attempt
do what he wants.
a bribe but runs a far greater risk of failure. Treat all bribe
Untrained Animal Handling: A character unskilled in Animal attempts by an untrained character as one degree less successful
Handling can interact only with well-trained animals and have on the results table than for a character trained in Bribery.
them perform according to their previous training.
Bribery Rolls: When your character makes a bribery attempt,
Animal Handling Rolls: Characters with one or more levels you make a roll using a stat determined by the Game Master
of Animal Handling can attempt to urge an animal to perform and add your character’s Bribery level.
an action it does not want to make or otherwise bend it to his
The following table offers guidelines for setting Bribery target
will. This can allow him to bring a panicking horse under
numbers, but like many social skills, the exact situation in-
control or convince a pack of angry dogs that they don’t want
game might suggest deviations from these general guidelines.
to attack him.

When your character makes an animal handling attempt, you Target


Situation
make a roll using a stat determined by the Game Master and Number
add your character’s Animal Handling level. The following Simple request with no substantial
chart offers a sample range of target numbers. 10 risk or cost to the character
accepting the bribe
Target Complex request requiring
Animal Being Handled +1–5
Number additional time
Trained animal unfamiliar with Costly request requiring additional
the character, or trained animal +1–5
11+ expenses or favors
familiar with the player in a highly
charged emotional state Risky request that could get the
+1 to Impossible
character into trouble
Trained animal unfamiliar with
13+ the character in a highly charged Attempting to bribe a character of
+1 to Impossible
emotional state particularly strong moral fiber

15+ Wild animal Bribe considered low to laughable for


+1 to Impossible
the task at hand
21+ Wild animal attacking the character
Leverage over the character to whom
–1 to –5
Results of failing an Animal Handling roll are determined by your character is offering the bribe
the Game Master and should reflect the situation between the Attempting to bribe an impressionable
animal and the character. This could result in a panicking horse –1 to Automatic
or downright corrupt character
trampling the character, or a wild wolf that normally would
Bribe considered high or even
have run from the party choosing to attack. –1 to Automatic
exorbitant for the task at hand
Assisted Animal Handling Rolls: One additional character
trained in Animal Handling can assist in an Animal Handling For example, attempting to bribe a town guardsman into letting characters
roll. The character with the higher Animal Handling modifier into a town’s side gate would typically range from an 8 to a 14 depending
on the guardsman’s ethics, the bribe offered, and the risk he would incur
(stat of the Game Master’s choice + Animal Handling level)
by opening the door. Attempting to bribe a lord into assassinating his
makes the roll and adds 1 to the result of the die roll for each of
liege would be at least a 20 and could be an automatic failure depending
his assistant’s levels in Animal Handling.
on the lord’s temperament.
Game Master Notes: The stat chosen for this social skill should
be based on the sort of animal handling taking place. Examples
include STR-based Animal Handling rolls for extricating a
panicked horse’s leg from some fallen machinery, or a PER-
based Animal Handling roll to notice a hidden injury irritating
a wild dog.

Some creatures of the wilds of Immoren are immune to player


character’s persuasion. A rampaging Thornwood mauler is
unlikely to be soothed by a few kind words no matter how
skilled the animal handler.

174
Once the bribe’s target number has been determined and the roll With the proper ropes, harnesses, and climbing equipment in
has been made, consult the table below to determine its effect. place, one character can hoist other characters up a wall, cliff,
or other sheer surface. Note that this typically still means that
Roll Result Resulting Action one character needs to climb up successfully in order to help
Fail by more Bribe accepted and player character any others who wish to scale the same surface. When making
than 10 reported to the authorities Climbing rolls for characters being pulled from above, add
half the lifting character’s STR (rounding up) to the Climbing
Fail by more Bribe accepted but assigned task
than 5 ignored or failed roll. If the lifting character is using an actual pulley system to
hoist another character, add the lifting character’s STR to the
Fail Bribe rejected
Climbing roll.
Bribe accepted and task completed,
possibly with some difficulties Game Master Notes: Weather can also be factored into the
Succeed difficulty of a climb. Normally a character would have no
and/or added expenses passed
on to the player characters trouble getting to the top of a ladder, but if that ladder is outside
in a howling wind the task isn’t so simple.
Succeed by Bribe accepted and task
5 or more completed flawlessly It is up to the Game Master whether the armor worn by the
character imparts an added layer of difficulty to the challenge.
Assisted Bribery Rolls: Though any number of characters can A character’s greatcoat might snag in the branches of a tree, or
donate to the bribery offer, only one spokesman can negotiate his armor could restrict his movement and make climbing a
the bribe itself. Bribery rolls cannot be assisted. cliff more difficult.

Game Master Notes: A player character trained in Bribery can Command (Social)
serve as a helpful storytelling tool, but he can also become a
The character has been trained to lead subordinates in the field.
detriment. Always give your players plenty of choices and
options, but do not be afraid to substantially amp up the target Command Range: Every character has a command range in
number for a Bribery skill roll to keep a story on track. A giant inches equal to his INT + Command skill.
well-planned battle through numerous levels of a dungeon is
far more exciting for players in the long run than one Bribery Untrained Command: The Command skill cannot be used
skill roll with a corrupt guard. untrained. Characters have command ranges whether or not
they have this skill.
Climbing (Agility, General Skill) Command Rolls: A character with the Command skill can issue
The character knows how to climb sheer surfaces. Add this skill directives to men under his command that they obey. When a
to the character’s AGL when climbing. player character is issued an order, the player determines how
his character responds to the order. In the case of NPCs, the
Untrained Climbing: Characters untrained in Climbing can
commanding character makes a roll to determine how his
make Climbing rolls normally.
directives are received.
Climbing Rolls: When your character attempts to climb a
When your character makes a command attempt, you make a
surface, you make an AGL + Climbing roll against a target
roll using a stat determined by the Game Master and add your
number set by the Game Master to determine if the roll is
character’s Command level. The following chart offers some
a success.
sample situations and target numbers. If the roll succeeds, the
The following chart offers a sample range of target numbers. character’s orders are followed.

Target Target
Surface Being Climbed Situation
Number Number

Vine covered cliff, trees with Issuing a command to a group of


11 No Roll
relatively low branches subordinates in a safe situation

Rough stone walls, weathered Issuing a command to a group of


13 11 subordinates that contradicts their
rocks, trees with high branches
training or seems to make no sense
Well made stone walls, weathered
15+ Issuing a command to a group of
cliffs with overhangs 13
subordinates in a dangerous situation
21+ Ice cliffs, cave interiors
Ordering a group of subordinates to
Assisted Climbing Rolls: Without specific equipment, 15+ take a clearly unwise or unnecessarily
Climbing rolls cannot be assisted. It is up to each individual hazardous course of action
character to climb or fall on his own. Issuing a potentially suicidal
17+
order to a subordinate

175
CHARACTERS

At the Game Master’s discretion, this roll can be modified based A character with this skill can produce items suitable for use
on the respect the men the character commands have for him. and selling. A character can produce any item related to a craft
If he is well respected or if he leads by example, add +2 to his skill he has, and using a craft skill requires one full day of
Command rolls. If he is poorly respected, the character could work. After this time is spent, the character makes a Craft roll
suffer a –1 to –3 penalty on his Command rolls. to determine the total value of goods he was able to produce
that day. The entire day of work costs the character 1 gc. If he is
Steadying Nerves: When confronted with an entity or situation
making an item that has a value higher than what he produced
that can cause fear, a character with the Command skill can
in a day, his item is partially finished and he can complete it
attempt to steady his nerve and the nerve of those around him.
another day.
Before Willpower rolls are made to resist fear, the character can
make an INT + Command skill roll against a target number For example, Greg’s character is crafting a great sword worth 20 gc using
equal to the entity or situation’s fear value. If the roll succeeds, his Craft (metalworking) skill of 1. After the first full day of work, Greg
the character and other friendly characters in his command makes an INT + Craft skill roll and gets an 11. Referencing the table
range gain +2 on their Willpower rolls to resist the effects of below, he completes 5 gc worth of work. He now has 15 gc worth of work
fear for the rest of the encounter. This bonus is not cumulative. left to do to finish the great sword. After his second full day of work, he
rolls high enough to complete 10 gc worth of work. He then has 5 gc of
Assisted Command Rolls: Attempting to take command in a
work left to do, which he easily completes on his third day of work. The
given situation depends on an individual character’s leadership
character completes his item in three days, so it cost him 3 gc worth of
ability. Command rolls cannot be assisted.
materials, and now he has a sword worth 20 gc.
Game Master Notes: Command is an essential skill for both To make a Craft roll, make a INT + Craft roll against a target
’jack marshals and military commanders. Not only does it number set by the Game Master to determine if the roll is a
enhance a character’s authority over subordinates, but it also success and compare it to the table below.
extends the character’s command range.
Roll Result COMMON ITEM
Craft (Intellect)
8 or less No progress
Craft skills enable a character to manufacture or repair items.
9–12 5 gc x skill level
When a player selects this skill, he must determine the specific
type of items his character can craft. This skill can be taken 13–16 10 gc x skill level
multiple times, each with a different area of specialization. 17–20 15 gc x skill level
The recommended Craft skills for player characters are Craft
21+ 20 gc x skill level
(carpentry), Craft (gunsmithing), Craft (metalworking), and
Craft (tanning). Skills like Craft (pottery), Craft (stoneworking), Assisted Craft Rolls: One additional character trained in
and Craft (tailoring) are also an option but are more common to the appropriate Craft skill can assist in a Craft skill roll. The
non-player characters. character with the higher Craft modifier (INT + Craft level)
makes the roll and adds 1 to the result of the die roll for each of
Untrained Craft: With adventure around every corner, it’s
his assistant’s levels in the appropriate Craft skill.
unwise to put your character’s life in the hands of an amateur
armorer or weaponsmith. Leave crafting to the professionals. Game Master Notes: Non-player characters trained in crafting
Characters may not attempt untrained Craft rolls. are common in towns throughout the Iron Kingdoms and offer
their services to build or repair items.
Craft Rolls: Characters with one or more levels in Craft
(carpentry) can keep the party’s wooden weapons, shields,
Cryptography (Intellect)
bows, and equipment in good repair and can produce new
wooden items using the table below. The character is well versed in writing, using, and breaking
codes.
Characters with one or more levels in Craft (gunsmithing)
can keep the party’s pistols and rifles in good repair and can Untrained Cryptography: Without training in Cryptography,
produce new guns and bullets using the table below. a character can break only the simplest of codes and then
only those in his native language. A character must have the
Characters with one or more levels in Craft (metalworking) can Cryptology skill to create his own codes.
keep the party’s metal weapons, armor, and equipment in good
repair and can produce new metal items using the table below. Cryptography Rolls: When your character attempts to break
a code, you make an INT + Cryptography roll against a target
Characters with one or more levels in Craft (tanning) can keep number set by the Game Master to determine if the roll is a success.
the party’s leather armor, clothing, holsters, and equipment
in good repair and can produce new leather items using the When setting the target number for Cryptography rolls, the
table below. Game Master should consider the complexity of the code,
whether or not a coded document was written in a language the
For other Craft skills, consult your Game Master for the types of character knows, and the amount of time the character takes
items the character can produce or repair. attempting to crack the code.

176
Target Cryptography Roll Target
Situation
Number Circumstances Number
10 to 25 depending Simple lie that a character would have
Break a code Subject’s INT + 6
on complexity no reason to mistrust
+8 difficulty Unknown language (familiar alphabet) A complex lie told with an element of
Subject’s INT + 9
truth
+12 difficulty Unknown language (foreign alphabet)
Complex lie requiring multiple
–1 difficulty Subject’s INT + 12
Spend several hours connected falsehoods
per hour (max –4)
Code style the character If a deceptive character has manufactured believable evidence
–1 to –4 difficulty
has seen before to support his lies, the Game Master should reduce the target
number by up to 3 depending on the quality and believability
Exact code the character has used
–10 difficulty
before of the evidence.

When designing his own code, a character chooses how If a character attempts to deceive a crowd, have him make a
complicated the code is by setting his own target number. He single roll as above, but increase the target number by up to 3
then makes a skill roll against that target number. It takes a depending on the size of the crowd. Use the highest INT of a
number of hours equal to the intended target number to design character in the crowd to determine the target number.
a code. If he succeeds, this is the target number for someone to If the roll succeeds, the subject(s) of the roll believe the
break the code. If he fails, his code is either obvious and easily character’s ruse. If the roll fails, the subject(s) do not believe the
solved or is fundamentally flawed and unintelligible. In either character’s lies.
case the character has to spend time reviewing his work to
discover how it is flawed. Assisted Deception Rolls: One additional character involved
in the lie and trained in Deception can assist in a Deception
If a character reuses a code he has already developed, it takes a skill roll. The character with the higher Deception modifier (stat
number of minutes to write a coded message equal to the code’s of the Game Master’s choice + Deception level) makes the roll
difficulty target number instead of a number of hours. and adds 1 to the result of the die roll for each of his assistant’s
Assisted Cryptography Rolls: When working as a team to levels in Deception.
break a code, the players must select one character to lead Game Master Notes: The reaction of the character being lied
the codebreaking efforts. Each character makes an INT + to on a failed roll is entirely up to the Game Master. A rural
Cryptography roll. For each character who had a result of guardsman might just tell the character to get out of town.
15 or higher, add 1 to the result of the character who led the Failing a Deception roll against vigilant border guards could
codebreaking team. turn into the beginning of a combat encounter.
Game Master Notes: Coded messages are common in the Iron
Detection (Perception, General Skill)
Kingdoms for military, merchant, and criminal organizations.
Such groups also have numerous individuals trained in creating The Detection skill measures how refined the character’s skills
and breaking coded messages they intercept. of observation are. Whether scoping out a dark corner to detect
a hidden foe or combing the scene of a battle to discern the
Deception (Social) nature of the combatants, a keenly perceptive character can
Various situations in the Iron Kingdoms can be shifted to glean information hidden from less astute eyes.
your character’s favor with the appropriate application of a Untrained Detection: All characters have some degree of
falsehood. A character skilled in Deception can be a great asset detection capability based on their Perception stat. Detection
to many adventuring parties. can be used untrained without any penalties.
Untrained Deception: A character unskilled in Deception can Detection vs. Sneak: The rules for using detection to spot a
still attempt to weave a believable lie. sneaking character are described in the Sneak skill (see p. 193).
Deception Rolls: When your character tells a lie, you make a Detection Rolls: When your character tries to spot something
roll using a stat determined by the Game Master and add your hidden, you make a PER + Detection roll against a target number
character’s Deception level. set by the Game Master to determine if the check is a success.
When determining the target number for a Deception roll, Detection rolls are made in two distinct situations: to detect an
consider the INT of the target of the character’s deception unknown threat or to search for items or clues. When making
and the scope of the lie. The following table can offer some a Detection roll to search an area, the Game Master should
guidelines for setting Deception target numbers, but like determine what can be discovered or spotted with a Detection
many social skills, the exact situation in-game might suggest roll and what requires a specific skill like Forensic Science or
deviations from these general guidelines. Tracking to find.

177
CHARACTERS

Unseen or hidden threats can be detected once they are within beat. Rather than making the Disguise roll himself, a player
range. This range varies based on the nature of the threat. For should tell the Game Master his INT + Disguise level, and then
example, a party of ambushing dregg could be spotted when the Game Master makes the roll. The Game Master then informs
their hiding place comes into visual range, while a dangerous the player how confident he is that he created a disguise to the
environmental hazard such as quicksand might only be best of his abilities: doubtful (2d6 roll of 2–5), confident (2d6
detectable once characters are almost on top of it. When the roll of 6–8), or very confident (2d6 roll of 9–12). Based on this
Game Master gives characters the chance to spot an unseen information, the character can choose to craft a new disguise,
threat, those characters close enough to detect it are allowed to but it takes additional time to do so. The Game Master uses
make the roll. the Disguise roll and the table below to determine the target
number that other characters use to attempt to perceive the
The following table gives some typical target numbers for
character beneath the disguise.
Detection rolls.
A character can create a disguise to look like a member of a
Target
Subject of the Detection Roll group such as a town’s militia or like a specific individual—
Number such as Walter Shayworth, captain of the town militia—but it is
Obvious details in plain sight or more difficult to create a convincing disguise of an individual
Automatic success
a clear threat on the horizon, than a nameless face in the crowd.
such as an charging steamjack or
mass of cavalry troops Once a disguise is created, characters observing the disguised
character can detect the disguise with a successful PER +
Enemies lacking the Sneak skill
12
lurking in the shadows Detection roll against the target number of the disguise.
Characters gain a +2 bonus on this roll if they personally know
12+ Hearing muffled cries in the distance the disguised character. Characters also gain a +4 bonus on the
Detecting a hazy or unclear detail, roll if the disguise is intended to be a specific individual and
13+
such as movement in thick fog, they personally know that individual.
animal scratches in a dark
room, or hidden traps Disguise’s
Disguise Creation Circumstances
Target Number
The Game Master should keep in mind how different
environments can affect a Detection roll. This can be reflected 2d6 + INT + Create an impromptu disguise
by shortening the detection range or by increasing the target Disguise level – 2 (taking fifteen minutes to one hour)
number. 2d6 + INT + Create an average disguise
Disguise level (taking two hours to eight hours)
Assisted Detection Rolls: Detection rolls cannot be assisted.
Depending on the position of player characters, more than 2d6 + INT + Create an elaborate disguise
Disguise level +2 (taking several days)
one player might have the opportunity to successfully detect a
threat to the party using the rules above. –4 modifier
Disguise representing a specific
individual rather than a group
Game Master Notes: Detection ranges and target numbers are
Disguise created from
situational, so always set them based on your best judgment. Is –2 modifier
improvised materials
the area well lit or full of shadows? Is it quiet or noisy? Are there
distractions such as innocent travelers or innocuous wildlife that –2 modifier Disguised as a different race
would cause player characters to lower their guard? All these
factors can help determine the target number for a given threat.
–2 modifier Disguised as a different gender

Disguise (Intellect) Disguise created from plentiful


+2 modifier
The character is skilled in the art of disguise. He can utilize clothing, equipment, and accessories
clothing and accessories to mask his true identity in order to Disguise created using the exact
gain access to restricted areas, avoid paying back a debt, or lay raiment, armor, and/or heraldry
+4 modifier
low rather than face criminal charges. of the individual or group the
disguise represents
Untrained Disguise: A character unskilled in Disguise can
attempt to create a simple disguise but automatically fail Assisted Disguise Rolls: One additional character trained in
disguise attempts against characters who already know the Disguise can assist in creating a disguise. The Game Master
disguised character. uses whichever of the two characters’ Disguise modifier is
higher (INT + Disguise level) and adds 1 to the result of the die
Untrained characters can also wear a disguise created by a roll for each of the assistant’s levels in Disguise.
trained character. After at least one hour of instruction and
practice with the disguise, an untrained character can use the Game Master Notes: NPCs can make use of the Disguise skill
disguise as if he were the trained character who created it. to deceive the player characters as well! A well-placed spy or
thief can be a memorable adventure element that opens up
Disguise Rolls: When a player character takes the time to create entirely new plot arcs for your campaign.
a disguise, he creates the target number for other characters to

178
Driving (Agility, General Skill)
ROLL MODIFIER Situation
The character is skilled at driving carts and carriages. A The character is holding onto
character does not need to make a skill roll to use this skill –1 to –3
something in addition to the reins
unless he wishes to move particularly fast, needs to avoid
The animals pulling the vehicle are
an accidental collision, or otherwise performs a dangerous –2
skittish or excited
maneuver.
–2 to –4 The vehicle is damaged
Untrained Driving: Characters untrained in Driving can make
Driving rolls normally. Assisted Driving Rolls: Driving rolls cannot be assisted. Each
individual character must drive a cart, buggy, or other vehicle
Driving Rolls: When your character attempts a tricky driving on his own.
stunt, you make an AGL + Driving roll against a target number
set by the Game Master to determine if the check is a success. Game Master Notes: Driving rolls should be limited to situations
The following table offers some guidelines for Driving target of danger and risk. The results of a failed roll are adjudicated by
numbers. the Game Master and should add to the excitement or danger of
the situation. For example, the party has highjacked an armored
Target Number Situation cart and is in a race with multiple pursuers. If the driver of the
A relatively safe road at a
cart fails a roll to pass a slower-moving cart on the road, it could
11 slow the cart enough that the pursuers get within pistol range.
high rate of speed
Rapidly moving out of the path of an Escape Artist (Agility)
13+
individual or obstacle without hitting it
The character is a skilled escape artist. He can contort his body to
A dangerous road (bridge, cliff, and
13+ slip from virtually any bonds.
the like) at a low rate of speed
A dangerous road (bridge, cliff, and Untrained Escape Artist: Characters untrained in Escape Artist
15+
the like) at a high rate of speed can make Escape Artist rolls normally. Instead of making a roll
every five minutes, an untrained character can make a roll every
15+ Truly daring and dangerous stunt
thirty minutes. When an untrained character attempts to escape
The Game Master should determine what modifiers affect the from knots tied by a character with the Rope Use skill, he suffers
roll. The following chart offers sample target number modifiers. –2 on the escape artist roll.

179
CHARACTERS

Escape Artist Rolls: A character bound or chained struggles to won’t be as successful as a trained character. Treat all Etiquette
escape his bonds when his captors aren’t watching. Each Escape attempts by an untrained character as one degree less successful
Artist roll represents five minutes of the character’s time laboring on the results table than for a character trained in Etiquette.
to get free. Make an AGL + Escape Artist roll against a target
Etiquette Rolls: An Etiquette skill roll should be required only
number set by the Game Master to determine if the roll is a success.
when the character interacts with those high above his station,
Note that many escape attempts are impossible without a high AGL, tries to cover up a social gaffe, takes part in an unfamiliar
the proper training, and a bit of luck (in the form of a feat point). ceremony, or deals with foreign dignitaries.

Target Number Situation When your character’s etiquette is in question, roll 2d6 + the
stat of the Game Master’s choice + Etiquette level against a
12 Character’s hands bound by rope target number set by the Game Master to determine if the
roll is a success. The following table offers guidelines for
15
Character’s hands and feet bound by Etiquette target numbers, but like many social skills, the
rope exact situation in-game might suggest deviations from these
20 Character hog-tied general guidelines.
Character bound by someone trained
see Rope Use skill Target Number Situation
in Rope Use
A casual situation with a
15 Character’s hands or feet manacled No roll required
character of equal standing
20 Character’s hands and feet manacled
A formal interaction with a
11–13
Character’s neck chained character of equal standing
25
into a metal collar
A formal interaction with a
14+
12–18 depending Character trapped in a closet, character of higher standing
on container coffin, crate, or other confined space.
A formal interaction with a foreign
16+
22 Character is in the stocks character of higher standing
Poor quality materials trapping
–1 to –4 modifier For example, a knight is attempting to formally greet a dignitary from
the character
a different order he has met on the road. The chance of offending the
High quality materials trapping other knight should be low. That same knight attempting to interact with
+1 to +4 modifier
the character King Leto at a formal state function would have a much higher chance of
Assisted Escape Artist Rolls: In general, a character who has making a mistake.
assistance in escaping his bonds does not use the Escape Artist Once the target number has been determined and the roll has
skill. Someone could be cutting the ropes binding his arms been made, consult the table below.
and legs or picking the lock holding his chains. That character
might use a skill in breaking the character loose, but the bound Roll Result RESULTING ACTION
character would not be using a skill. Character made an embarrassing mis-
Fail by more
take and would be best off excusing
A character uses the Escape Artist skill to contort his body than 10
himself from the situation
or otherwise slip his bonds. Contorting one's body is not an
activity that lends itself to receiving help. Character’s misstep has the potential
Fail by more
to cause insult and he must offer some
than 5
Game Master Notes: Though they can attempt to escape sort of amends
every five minutes, player characters might have a tough time Fail Character made a minor gaffe
escaping from some bonds without using a feat point. Feel free
Succeed Character comported himself well
to reduce the Escape Artist target numbers if your players are
out of feat points when they’re captured (unless, of course, you Character comported himself excel-
Succeed by 5
do not want them to have a chance of escape). or more
lently and might draw the favorable
attention of onlookers
Etiquette (Social)
Assisted Etiquette Rolls: One additional character involved in
Etiquette is the skill of comporting oneself in polite society, the situation and trained in Etiquette can assist in an Etiquette
especially with regard to the disparate traditions of the various skill roll. The character with the higher Etiquette modifier (stat
Iron Kingdoms. A character with this skill knows how to of the Game Master’s choice + Etiquette level) makes the roll
interact with the upper classes, as well as members of theocracy, and adds 1 to the result of the die roll for each of his assistant’s
foreign dignitaries, and heads of state. He is capable of speaking levels in Etiquette.
eloquently and has a refined knowledge of social protocol.
Game Master Notes: Players should not make Etiquette rolls
Untrained Etiquette: A character unskilled in Etiquette can unless there is a chance of their characters making a significant
attempt to make his way through the perils of high society but mistake. If a knight is invited to a social event at the palace, he
should be able to get through the night without making a fool of

180
himself. If a player pushes the boundaries of his character’s social The Game Master should determine what modifiers affect the
standing, though, it is the perfect time for an Etiquette roll. If that target number. The following chart offers sample target number
same knight decides he wants to start a conversation with King modifiers.
Leto about the Cygnaran government’s treatment of trollkin, he
runs the risk of losing any social standing he might have. Target Number Situation
Every full half hour the character
Fell Calling (Poise) –1
spends studying the evidence
The character is skilled at using his powerful voice to inspire Every six hours that have passed
+1
his friends, or as a weapon against his enemies. since the event

Each fell call is a separate ability. The text of the ability describes +1 to +3
The environment is not conducive
its effects and the type of action it requires. A character can to the survival of evidence
perform only one fell call on his turn. +1 to +5 The evidence was tampered with

Untrained Fell Calling: Characters who are not Fell Callers Assisted Forensic Science Rolls: When actively searching a
cannot make fell calls. They sound downright ridiculous when battlefield, crime scene, bookshelf, or any other area under the
they try. characters’ detection as a group, the players must select one
character to lead the search. Each character makes his own INT
Fell Calling Rolls: Some fell calls are attacks. A fell call attack
+ Forensic Science roll. For each character who had a result of 15
follows all the other rules for ranged attacks (p. 211). The
or higher, add 1 to the result of the character who led the search.
character’s POI + Fell Calling level is added to the roll against a
target’s DEF number. Game Master Notes: A successful Forensic Science roll should
reveal all the important information a character can learn
Assisted Fell Calling Rolls: It is very difficult for Fell Callers
from the clues available at the scene, but the actual amount of
to coordinate their actions in the chaos of battle, so Fell Calling
information available is up to the Game Master. The character
rolls cannot be assisted.
should be able to construct a loose narrative of the events as
Game Master Notes: The Fell Caller is an important member they happened that can be gleaned from the evidence, but
of trollkin society and is highly regarded by his people. In physical evidence rarely tells the whole story. For example, if a
addition to the unique abilities that this skill offers, Fell man has been shot in his home, perhaps the only evidence is the
Callers are also expected to be the chroniclers and storytellers type of bullet and the discovery that there was no forced entry.
of their people.
Forgery (Agility or Intellect)
Forensic Science (Intellect)
The character is a skilled forger capable of creating fake
Forensic science is the application of deductive reasoning and documents or currency.
scientific principles to reconstruct the events of a crime based
Untrained Forgery: Without the proper know-how and practice,
on evidence left at a scene. A character with this skill is adept
forgeries attempted by untrained characters are unlikely to fool
at determining a likely sequence of events, gathering clues to
anyone. Forgery cannot be used untrained.
the identity of a perpetrator, and collecting physical evidence.
Forgery Rolls: In criminal circles, forgers are seen as true
Untrained Forensic Science: Characters untrained in Forensic
artists. Their work is subtle and carries greater risks than any
Science have no hope of making sense of the subtle details
act of mere petty theft, since the forger steals authority and
surrounding a crime scene. Forensic Science cannot be used
imperils security. Forging state documents and currency is not
untrained.
as simple as making a flawless match of content. The forger must
Forensic Science Rolls: When a character tries to reconstruct also consider paper weight and texture, ink, the particulars of
a crime or piece together a sequence of events from physical signature, and a thousand other details. As a result, the forging
evidence, make a INT + Forensic Science roll against a target of complex documents that come under significant scrutiny,
number set by the Game Master. The character can make one roll such as writs of passage across border or banking documents,
for every half hour he investigates the physical clues at the scene cannot be produced with less than a week’s labor.
of a crime or other event that involves physical evidence. A true
When a character takes the time to create a forgery, his player sets
expert can even discover if evidence has been tampered with.
the target number for other characters to beat. The Game Master
The following chart offers a sample range of target numbers. should make the roll, whether the forgery is created by an NPC
or a player character. The roll is based on the character’s AGL or
Target Number Situation INT (whichever is lower) + his Forgery level. After the roll, the
11 A scene with very obvious evidence Game Master informs the player how confident the character is
that he created a forgery to the best of his abilities: doubtful (2d6
14 A scene with good evidence
roll of 2–5), confident (2d6 roll of 6–8), or very confident (2d6 roll
17 A scene with poor evidence of 9–12). Based on this information, the character can choose to
20 A scene with almost no evidence craft a new forgery or use the one he’s made.

181
CHARACTERS

The following table presents common modifiers for this roll. Gambling (Perception, General Skill)
The character is skilled at gaining the upper hand in games
Forgery Roll
Modifier
Character’s Circumstances of chance and sport. He relies on skill, knowledge and
manipulation of the odds, a firm knowledge of the rules of the
Takes several extra days game, but most of all, he relies on his ability to read the other
+2
perfecting his work
players’ intentions and discern their tells.
Lacks the perfectly matching materials
–1 to make his forgery, but the materials Untrained Gambling: Gambling can be used untrained without
he has are very close any penalties.

–3
Has to improvise one or Gambling Rolls: Characters use this skill when resolving
more key materials a game of chance in which they are active participants. Each
Has to do with participant makes a PER + Gambling roll. The character with
–5 to Impossible
inappropriate materials the highest total wins.
In a rush and has to produce the There are a number of modifiers that can complicate this roll.
–3+
forgery in half the normal time The Game Master determines which modifiers apply.
Lacks an original of a complex
–3+ item he is forging and has to Roll Modifier Character’s Situation
work from memory
Familiar with most of the other
+1
Attempting to produce a complex people he is playing with
Impossible document without ever having
+1 to +5 Cheating
seen the original
–2 Desperate to win
Forging a document can be as simple as taking a quill to a
–2 Distracted
piece of parchment. Forging coinage requires certain skills
and access to specific equipment. A character’s levels in Craft –1 to –3 Intoxicated or sleep deprived
(metalworking) are added to the target number for coins he –1 to –3 Unfamiliar with the rules of the game
forges. A character with access to a workshop adds +1 to the
Forgery target number when making coins. When a character cheats during the game, his player must
explain the nature of the cheating to the Game Master. The
Once a forgery is created, characters interacting with it can
character then makes an AGL + Deception roll with a target
detect if it is a fake with a successful PER + Detection roll
number equal to double the highest PER + Detection total of any
against the forger’s modified skill roll total. The Detection roll
of the characters playing. Add 1 to the target number for each
to spot a fake is modified by the following:
player beyond two playing the game. If the character succeeds,
his cheat is not spotted. If he fails, one or more other characters
Detection Roll
Modifier
Character’s Circumstances at the table spot the cheat.

Deals with similar items on a regular Assisted Gambling Rolls: Characters who help each other
+2
basis when gambling are considered to be cheating. Cheating of this
Actively compares the forgery
nature does not require the AGL + Deception roll described
+3 above. The player making the Gambling roll is the leader. Each
to a genuine article
character assisting makes a PER + Deception roll. For each
Has never seen a genuine article and
–2 character who had a result of 15 or higher, add 1 to the result of
the forgery is not an obvious fake
the leader’s roll.
Is distracted or nor looking closely
–2 or more Game Master Notes: If an NPC character spots another
at the forgery
character cheating, his reaction is entirely up to the Game
Assisted Forgery Rolls: One additional character trained in Master. Some characters might make a loud commotion to draw
Forgery can assist in a Forgery skill roll. The Game Master uses attention to the cheat, while others keep the information to
whichever of the two characters’ Forgery modifier is higher themselves, especially if they can use the cheater’s actions to
(their lower stat between AGL and INT + Forgery level) and an advantage.
adds 1 to the result of the die roll for each of the assistant’s
levels in Forgery. Interrogation (Intellect)
Game Master Notes: Forgery can provide interesting hooks for The character is skilled in the art of extracting information
a campaign. The player characters might require official writs from those within his power. His methods might rely on a
granting safe passage across a hostile border, or find themselves combination of threat, coercion, cajoling, mental cruelty, or
in need of a particular false document such as a last will and torture. Often sleep and hunger deprivation are used to prepare
testament, property deed, or mercenary contract. a subject for interrogation.

182
Untrained Interrogation: Characters untrained in Interrogation
Target Number Situation
can attempt to force information from an unwilling subject.
When making an Interrogation roll against a character trained Target’s stat + Intimidation total
11 is lower by 5 or more than that of
in interrogation, the untrained character suffers a –2 penalty on
the intimidating character
the Interrogation roll.
Target’s stat + Intimidation total
Interrogation Rolls: When your character tries to interrogate 13 is lower by 3 or more than that of
a subject, both he and his subject make rolls. The interrogator the intimidating character
adds his Interrogation and INT to the roll. The subject adds his Target’s stat + Intimidation total
PHY and INT. 15 is equal to or lower than that of
the intimidating character
The Game Master should consider the mental and physical
condition of the subject and possibly give him a –1 to 3 penalty Target’s stat + Intimidation total
to his roll based on that condition. If the interrogator’s total is 17 is higher than that of the
intimidating character
higher, he pries some sought-after piece of information from the
subject. If the subject rolls higher, he can feed the interrogator Target’s stat + Intimidation total
false information. The subject’s roll should be made without the 19+ is higher by 3 or more than that
interrogator knowing its outcome. of the intimidating character

Assisted Interrogation Rolls: One additional character trained The Game Master should modify this roll according to the
in Interrogation can assist in an Interrogation skill roll. The circumstances at hand. If the intimidating character clearly has
character with the higher Interrogation modifier (INT + the upper hand or the character being intimidated has a specific
Interrogation level) makes the roll and adds 1 to the result of reason to credit the intimidating character’s threats, the target
the die roll for each of his assistant’s levels in Interrogation. number could be reduced by –1 to –5 at the Game Master’s
discretion. If the character being intimidated clearly has the
Game Master Notes: The Game Master can make careful use of upper hand or has a reason to not believe the intimidating
this skill during play as a means of advancing the story. It can character’s threats, the target number could be increased by 1
be used to feed information and plot hooks to player characters, to 5, or it simply could be impossible to intimidate the character
or it can provide antagonists with vital intelligence to alter without more leverage.
their own plans. Relying on player use of this skill to pass along
information can be difficult, especially if your players are the The outcome of the intimidation is entirely up to the Game
shoot-first kind. Master. The target of a successful intimidation might run
cowering from the scene, or simply stand aside to let the
Intimidation (Social, General Skill) party pass. If an intimidation roll is failed, the Game Master
should come up with an appropriate response. Not all failed
A character’s Intimidation skill determines how threatening
Intimidation rolls should start a fight.
and fearsome the character is. He can use it to cow others into
submission, get enemies to back down from a fight, or scare Assisted Intimidation Rolls: As a social skill roll, Intimidation
people out of his way. rolls fall largely to the discretion of the Game Master. Under
the right circumstances, a Game Master might allow assisted
Untrained Intimidation: Intimidation can be used untrained
Intimidation rolls. The Game Master should assign a modifier
without any penalties.
to the target number based on his assessment of what added
Intimidation Rolls: When your character attempts to intimidate leverage the other characters can apply to the situation.
a target, you make a roll using a stat determined by the Game
Game Master Notes: Intimidation can be as much a story-
Master and add your character’s Intimidation level. The stat
telling tool as a character skill. A common shopkeep might fold
used for the Intimidation roll should reflect the method of
to even the weakest intimidation attempt while the full force of
intimidation employed. If the character is threatening grievous
a town’s militia won’t back down under any circumstances. Do
bodily harm, Strength might be the most appropriate stat. If
not hesitate to set high or low target numbers for intimidation
the character alludes to a vague threat to a business venture,
rolls as the circumstances warrant.
Perception could be more appropriate.

The target number is determined by the difference between the Jumping (Physique, General Skill)
selected stat + Intimidation level of the two parties. The character’s athletic abilities allow him to hurl his body over
obstacles and distances.

Untrained Jumping: Characters untrained in Jumping can


make Jumping rolls normally.

Long Jumping Rolls: To determine the horizontal distance a


character can jump, make a PHY + Jumping roll and consult the
following chart. A character with the Bounding Leap archetype
benefit adds six feet (1˝) to the distance he jumps.

183
CHARACTERS

A character who makes a full advance during his turn can jump Game Master Notes: In the rare case that players create some
as a full action. A character who runs during his turn can jump sort of lever, trampoline, or bizarre contrivance to allow for an
as a quick action. He is placed anywhere within the specified assisted jumping skill check, the Game Master can increase the
distance or height of his current location following the rules for results of a success but should also increase the target number.
Being Placed (p. 205). It’s far easier to control one’s own legs than a bodged-together
mass of planks and debris.
Result Distance
The Game Master can also rule that some jumps are simply too
8 or less Three feet (.5˝) easy to fail or too difficult to possibly succeed.
9 to 12 Six feet (1˝)
Law (Intellect)
13 to 14 Twelve feet (2˝)
The character is versed in the common laws of the Iron Kingdoms
15 to 16 Fifteen feet (2.5˝)
and the more specific laws of each individual kingdom. A
17 to 18 Eighteen feet (3˝) character with the Law skill has a general awareness of all
19 to 20 Twenty-one feet (3.5˝) aspects of criminality and an understanding of how each crime
is regarded throughout each kingdom.
21+ Twenty-four feet (4˝)
Untrained Law: Without the proper cunning and background
High Jumping Rolls: To determine how high a character can
information, the law is a confusing morass of seemingly arbitrary
Jump, make a PHY + Jumping roll and consult the following
rules and contradictions. Law cannot be used untrained.
chart. A character with the Bounding Leap archetype benefit
adds two feet to how high he jumps. Law Rolls: The character can give basic legal advice without
a die roll. When a character needs to employ a finer point of
A character can jump upward as a quick action.
law, make an INT + Law roll against a target number set by
Result Height the Game Master to determine if the roll is a success. Putting
together a simple legal defense or a case for prosecution
8 or less One foot
requires a successful skill roll verses a target number of 11.
9 to 14 Two feet Putting together a more serious case requires a successful skill
15 to 20 Three feet roll against a target number of 13 or more.

21+ Four feet Presenting a case in court is a complex matter. In addition to


the strength of the character’s case, the Game Master should
Jumping Modifiers: The Game Master should determine what also weigh the strength of the evidence presented, the quality
modifiers affect the roll. The following chart offers sample of the witnesses, the severity of the crime, whose interests are
target number modifiers. at stake, and other matters. A contested INT + Law roll can be
used to determine which character has the strongest argument.
Result Modifier Situation
The character with the highest total makes the best case.
Every full twelve feet (2˝) the
character moves before attempting Assisted Law Rolls: When working as a team to solve a legal
+1 problem or create a case strategy, the players must select one
the jump, up to a maximum of
thirty-six feet (6˝) character to lead the casework efforts. Each character makes his
Character ran and jumped own INT + Law roll. For each character who had a result of 15
+2 or higher, add 1 to the result of the character who led the team.
using a pole
The environment is dangerous Game Master Notes: The laws of the Iron Kingdoms don’t
–1 to –3
(icy, windy, or the like) have a place in every campaign. A group of tomb hunters
The character’s armor has a in the depths of the Thornwood seldom interacts with legal
–2
–1 DEF modifier matters, but a criminal gang in a major city might need a
character well versed in Law to get its members out of trouble
The character’s armor has a –2
–4
or more DEF modifier on a regular basis.

The jump is from a higher surface Lock Picking (Agility)


+2
to a lower surface
The Lock Picking skill allows a character to attempt to open
Falling: A character with the Jumping skill has learned how to fall doors without the keys and safes without the combinations.
more safely. He suffers no damage roll for a fall of eighteen feet (3˝)
or less. When falling more than eighteen feet (3˝), one less die is Untrained Lock Picking: Without the proper knowledge and
added for each additional increment of eighteen feet (3˝) practice, attempting to pick a lock might ruin the lock but is
unlikely to open it. Lock Picking cannot be used untrained.
Assisted Jumping Rolls: Under the vast majority of
circumstances, Jumping rolls cannot be assisted. Each Lock Picking Rolls: Each attempt to pick a lock requires two
individual character must jump or fall on his own. minutes unless the character takes his time. When a character

184
Lore (Intellect, General Skill)
The character has spent a considerable amount of time
studying a particular subject and can call on a wealth of useful
information when that subject comes up.

This skill can be taken several times. Each time the character
takes this skill he chooses the subject of his character’s
knowledge. Areas of knowledge include but are not limited to
the following: ancient history, ghost lore, lore of a particular
nation or people, lore of a particular religion, Urcaen lore,
Infernal lore, and draconic lore.

Untrained Lore: Characters untrained in a particular topic can


still attempt to remember information they have casually heard
about that subject. What information a character can recall, if
any, is up to the Game Master but should be limited to general
knowledge the character could have picked up in his travels.

Lore Rolls: When a character uses this skill, make an INT +


Lore roll. Compare the total rolled to the table below to discern
what the character can recall on a particular subject related to
his knowledge specialty.

Result Information Remembered


9 or less Very general information
One additional piece of
needs to pick a lock, make a AGL + Lock Picking roll against a 10 to 12
useful information
target number set by the Game Master to determine if the roll is
All but the most specific information
a success. The Game Master decides how well made the lock or 3 to 15
pertaining to the subject
safe is. The following chart offers some sample target numbers.
All information available
16 or more
Target Number Object Being Opened pertaining to the subject

11 Low quality lock If the information the character is attempting recall pertains
Average-quality lock to a particularly obscure subject, the Game Master could
12–15 impose up to a –3 penalty on this roll. If the character recently
or low-quality safe
researched the topic at hand or if it pertains to particularly
High quality lock or
16–19
average-quality safe common knowledge, the Game Master could grant up to a +3
bonus on this roll.
20+ High quality safe
Assisted Lore Rolls: Multiple characters who have all studied the
The Game Master also determines what modifiers affect the same subject can put their heads together to come up with useful
roll. The following chart offers sample target number modifiers. information on the topic. The players must select one character to
make the primary roll. Each other character then makes his own
Target Number
Situation INT + Lore roll. For each other character who had a result of 15 or
Modifier
higher, add 1 to the result of the primary roll.
Every full half hour the character
–1 spends on the attempt Game Master Notes: The amount of information that a Lore roll
(up to a maximum of three hours) reveals is in the hands of the Game Master. The results on the
–2 The lock or safe is extremely common table can be a detail the Game Master tells the players, or can
determine how many questions the players can ask the Game
The object has been Master about a subject.
+1 to +3
customized in some way
Information known by a few individuals, such as the origin of
Assisted Lock Picking: Lock picking is not a team activity.
Lord Toruk, is impossible to learn with a Lore roll. A character
Lock Picking rolls cannot be assisted.
cannot attempt to make a roll to learn something unknowable.
Game Master Notes: Most common locks can be easily picked
without much effort. Heist adventures that center around
stealing something large can depend on Lock Picking as an
important central challenge.

185
CHARACTERS

Mechanikal Engineering (Intellect)


Result Information Remembered
Though the arcane arts are critical to modern warfare in the Iron Diagnosing an common
Kingdoms, a foundation of advanced mathematics and physics 11+
disease or poison
underpins the technology of firearms, steamjacks, mechanika,
12 Setting a broken bone
and siege warfare. A character trained in mechanikal
engineering understands how to build and repair mechanikal 14
Stabilizing a grievously injured
as well as ordinary mechanical devices. character (p. 216)
15+ Diagnosing an rare disease or poison
Untrained Mechanikal Engineering: Without the proper
background knowledge and problem-solving skills, attempting Slow Recovery Bonus: Badly injured characters can suffer from
to repair a mechanikal device or manipulate one’s surroundings slow recovery (p. 216) in which they do not recover lost vitality
using physics is likely to go horribly wrong. Mechanikal points at the normal rate. If the character is treated daily by a
Engineering cannot be used untrained. character with the Medicine skill, the injured character regains
Mechanikal Engineering Rolls: Mechanikal Engineering an additional number of points each week equal to the treating
rolls are made when a character attempts to assemble or create character’s Medicine skill.
mechanika (p. 280) or when he repairs a steamjack (p. 319). The Poison and Disease Treatment: When a friendly character
skill can also be used to understand or interact with problems is required to make a poison or disease resistance roll, at
of a scientific nature: for example, finding a way to salvage a the Game Master’s discretion, a player whose character has
warjack at the bottom of a ravine, or disarming an elaborate the Medicine skill can make an INT + Medicine skill roll to
trap found in an Orgoth tomb. diagnose and treat the poison. The Game Master sets the
It is worth noting that to actually create mechanika, a character target number for this roll based on how familiar the treating
also needs the Inscribe Formulae ability so he can inscribe character is with the poison (see the table above for guidance).
mechanika runes, a key component of mechanikal devices. If the roll succeeds, the friendly character gains +2 on his roll
to resist the effects.
When a character attempts to use this specialized skill, make an
INT + Mechanikal Engineering roll against a target number set Assisted Medicine Rolls: The Game Master determines if
by the Game Master to determine if the roll is a success. a Medicine roll can be assisted, and by how many players.
Diagnosing a disease can be a group effort, but delicate surgery
Assisted Mechanikal Engineering Rolls: When working as a on a bullet wound must be done alone.
team to determine how a machine works, fabricate a device, or
perform major repairs, the players must select one character to On rolls that allow assistance, the players must select one
lead the engineering efforts. Each character makes his own INT character to lead the effort. Each character makes his own
+ Mechanikal Engineering roll. For each character who had a INT + Medicine roll. For each character who had a result of
result of 15 or higher, add 1 to the result of the character who 15 or higher, add 1 to the result of the character who led the
led the engineering team. medical team.

Game Master Notes: While leeway can be given for temporary Game Master Notes: Practical medical knowledge can be vital
and imperfect solutions, the degree to which a character can to the survival of a party. Not only can it save character’s lives,
improvise mechanika with inadequate materials or tools is but a skilled medical practitioner can also aid in patching other
limited. Many mechanikal applications require advanced characters back together and greatly shortening their recovery
metallurgy, rare minerals, specialized equipment, or refined time after sustaining injuries. Additionally, the Medicine skill
components. Being lucky with a high Mechanikal Engineering can be a great plot hook. Whole scenarios could be based on
roll does not allow a mechanik in the wilderness to rebuild an player characters rushing to reach and then treating a sick or
arcanum grade cortex using nothing but a rusty spoon. injured NPC in a remote locale or in finding the proper cure to
a lethal disease.
Medicine (Intellect)
Navigation (Perception)
The character is a skilled physician and can treat the injured.
The character is adept at using the stars and other natural
Untrained Medicine: Characters untrained in the medical indicators to determine his location.
arts can attempt basic battlefield triage, but should leave the
treatment of major injuries to the professionals. Medicine can Untrained Navigation: Without a skilled navigator, characters
be used untrained normally, but just because your character can should stick to major highways or, better yet, take a train in
use this skill untrained doesn’t mean he should. order to avoid getting lost when traveling from one city or port
to another. Navigation cannot be used untrained.
Medicine Rolls: When a character tries to heal the sick or
wounded, make an INT+ Medicine roll against a target number Navigation Rolls: Characters with one or more levels in
determined by the action attempted. Navigation can get from point A to point B whether or not
they follow the most direct route. This might allow them to
bypass tolls, highwaymen, checkpoints, or other undesirable
interactions.

186
To make a Navigation roll, make a
PER + Navigation roll against a target Roll Result Notable Destination Obscure Destination
number set by the Game Master to 10 or less Encounter delays en route Encounter delays en route
determine if the roll is a success. 11–12 Arrive 10% later Encounter delays en route
Results of “Encounter delays en 13–14 Arrive as planned Arrive 10% later
route” are determined by the Game
15–17 Arrive 10% earlier Arrive as planned
Master and should reflect the sort of
travel being used. This could result 18–20 Arrive 20% earlier Arrive 10% earlier
in arriving substantially later than 21+ Arrive 30% earlier Arrive 20% earlier
planned, piracy on the high seas,
running into an unanticipated military Negotiation (Social)
patrol (which could be disastrous if transporting illegal goods),
Negotiation is the peaceful resolution of a conflict. A character
or even becoming helplessly lost.
with Negotiation might try to haggle for a lower price with a
Assisted Navigation Rolls: One additional character trained in shopkeeper or talk his way out of a potential fight with a Bog
Navigation can assist in a Navigation skill roll. The character Trog tribe.
with the higher Navigation modifier (PER + Navigation level)
Untrained Negotiation: A character without levels in the
makes the roll and adds 1 to the result of the die roll for each of
Negotiation skill can attempt to settle disputes by talking
his assistant’s levels in Navigation.
his way out of them. He is not particularly adept at haggling,
Game Master Notes: Non-player characters trained in bartering, or negotiating the particulars of a deal. He can also
Navigation frequently offer their services for a fee. Such perform any financial transaction at the basic level. These
characters can be found in most major cities and can become include purchasing items from shops for the listed prices in gold
an important auxiliary for a successful mercenary group or crowns, settling bounties or contracts, selling mint condition
smuggling ring.

187
CHARACTERS

items to a vendor for up to half of their listed value, and selling Optionally, if the Game Master feels the party the character is
used items back to a vendor for some lesser portion of that value dealing with is prone to deceit, he can make the roll himself in
based on the current quality of the item. The exact price of used secret. In this case, a failed roll could result in the other party
items is set by the Game Master but never exceed half of the temporarily accepting the character’s terms, only to betray him
original retail price. at some date in the future.

Negotiation Rolls: Characters with the Negotiation skill can In the case of buying or selling goods, use the chart below, and
use it when resolving any dispute or transaction the Game a single roll to represents the character shopping around for the
Master deems appropriate. It commonly applies to buying and best deal and then settling on a price. Players must abide by the
selling goods, negotiating a contract, or talking one’s way out price negotiated by the roll and cannot simply roll again.
of a fight. When your character makes a negotiation attempt,
roll using a stat determined by the Game Master and add your Roll Result
Purchase Maximum Contract
character’s Negotiation level. Price Resale Offer
10 or less 100% 50% 100%
When characters negotiate a non-financial dispute with an
NPC, they must first determine what they want and what they 11–12 95% 55% 105%
are willing to offer. The Game Master then compares how 13–14 90% 60% 110%
generous the character’s offer is with what the other party feels
15–17 85% 65% 115%
entitled to receive to determine a target number. The following
table offers some guidelines for setting a target number. 18–20 80% 70% 120%
21+ 75% 75% 125%
TARGET NUMBER CONDITION
Automatic success Incredibly generous offer
If negotiating against a character who is also trained in the
Negotiation skill, use the following chart instead.
11 Generous offer
13 Fair deal Purchase Maximum Contract
Roll Result
Price Resale Offer
15+ Weak offer
Equal Result 100% 50% 100%
19+ to impossible Insultingly weak offer
Win by
95% 55% 105%
If the other party the character is dealing with has reason not to up to 2
trust the character, the Game Master might increase the target Win by
number by 1 to 5, depending on the depth of the other party’s 90% 60% 110%
3 to 4
suspicions. If the other party has reason to trust the character,
Win by
the target number could be lowered by 1 to 5. 5 to 7
85% 65% 115%

Once the target number has been determined and the Win by 7
80% 70% 120%
Negotiation roll made, reference the results on the chart below to 10
to determine the other party’s response to the character. Win by more
75% 75% 125%
than 10
Roll Result
Negotiations completely break Assisted Negotiation Rolls: One additional character trained
Fail by 10 or more in Negotiation can assist in a Negotiation skill roll. The
down. No more time for talk.
character with the higher Negotiation modifier (stat chosen by
Failure. The character must both
Fail by more the Game Master + Negotiation level) makes the roll and adds
sweeten his offer and reduce his
than 5
demands or he fails in his negotiations. 1 to the result of the die roll for each of his assistant’s levels in
Negotiation.
Failure. The character can sweeten
Fail his offer or reduce his demands and Game Master Notes: Negotiation is separated from Bribery,
continue negotiations with another roll. Deception, and Intimidation in that both parties have something
The other party agrees to to offer, and a certain amount of trust is necessary from everyone
Success
the character’s terms. involved. Just like player characters, non-player characters try to
The other party agrees to the get the most out of a negotiation, but few have an exceptional
character’s terms and feels very mastery of the skill. Some organizations offering high-end
favorable toward the bargain. In contracts and merchants offering high-end goods employ skilled
Succeed by 5
this case the next time the character negotiators who have the Negotiation skill. Even highly skilled
or more
negotiates with this party, the target negotiators should have Negotiation 1 or Negotiation 2, but the
number for his Negotiation roll is most silver-tongued delegates in the Iron Kingdoms could have a
decreased by 2.
Negotiation 3 or even a Negotiation 4.

188
When such a merchant or organization negotiates with a party Pickpocket (Agility)
of player characters, use the rules for opposed Negotiation The character has nimble fingers and can relieve others of their
rolls. When setting a price, if no member of the party has the personal belongs without their notice.
Negotiation skill, adjust the price in the non-player character’s
favor by 5% per point of non-player character’s Negotiation skill. Untrained Pickpocket: Without the proper understanding
and practice, attempting to lift a character’s weapon or purse
Oratory (Social) is likely to get the would-be pickpocket arrested or worse.
The character is a skilled public speaker capable of spurring a Pickpocket cannot be used untrained.
crowd to action or calming an angry mob. Pickpocket Rolls: When a character attempts to relieve someone
Untrained Oratory: Characters untrained in Oratory do not else of his belongings, make an AGL+ Pickpocket roll against a
have the ability to sway large groups of people with their target number set by the Game Master to determine if the roll
words. Oratory cannot be used untrained. is a success. The following table can offer some guidelines for
setting Pickpocket target numbers.
Oratory Rolls: When your character makes an oratory attempt,
you make a roll using a stat determined by the Game Master Target
Situation
and add your character’s Oratory level. The following chart Number
offers a sample range of target numbers. A crowded area where the
Subject’s PER + 6 mark frequently brushes against
Target other passers by
Crowd Dynamic
Number
A moderately populated area where
Convincing a crowd in a highly Subject’s PER + 9 the mark is unaware of
11+ charged emotional state to do the pickpocket’s presence
something it wants to do
A moderately populated area
Convincing an indifferent crowd to Subject’s PER + 12 where the mark is aware of the
14+
do something it wants to do pickpocket’s presence
Convincing an indifferent crowd to If a character is attempting to steal a relatively large item
17+
do something it isn’t likely to do
from the subject increase the target number by up to 3
Convincing a crowd in a highly depending on the size of the item. Likewise, if the subject
21+ charged emotional state to do of the Pickpocket roll has taken specific precautions to safe
something it isn’t likely to do
guard his possessions, such as tying or chaining the goods
The Game Master can apply any number of modifiers to the to himself or by employing false pockets, the target number
oratory roll. If there are other speakers attempting to pull could be increased. By the same token, the Pickpocket target
the crowd in a different direction, the roll is harder. If the number could be lowered if the mark is particularly distracted,
crowd in on the verge of acting, and just needs a few words of inebriated, or otherwise inattentive.
encouragement, the roll is easier. Failure doesn’t always have to mean that the attempt to
Results of failing an Oratory roll depend on what the character pickpocket has failed, but it does means the thief was caught
was attempting to accomplish. The Game Master should in the act. If the character fails a pickpocket roll, he can make a
determine an outcome that reflects the situation the crowd second roll against the same target number to determine if he
and the players are in. This could result in a panicking crowd managed to snatch the item anyway.
becoming a violent mob or a crowd peacefully dispersing The reaction of the character who discovers he is being
instead of rising up in revolt. pickpocketed on a failed roll is entirely up to the Game Master.
Assisted Oratory Rolls: Typically, Oratory rolls cannot be An elderly man might call out to the town watch, but a vigorous
assisted. At the Game Master’s discretion, up to one additional young man might give chase.
character trained in Oratory can assist in an Oratory skill roll Assisted Pickpocket Rolls: One additional character trained in
by warming up the crowd or yelling affirmation. This grants a Pickpocket can assist in a Pickpocket skill roll by distracting the
flat +1 bonus to the character making the Oratory skill roll. The mark or bumping into him at an opportune time. The character
words of the speaker carry the day. with the higher Pickpocket modifier (AGL + Pickpocket level)
Game Master Notes: Oratory isn’t magic, and can’t force people makes the roll and adds 1 to the result of the die roll for each of
to do something that they absolutely don’t want to do. If the his assistant’s levels in Pickpocket.
player is standing on a street corner trying to incite rebellion Game Master Notes: Pickpocket can be a very useful skill,
in an area where few people disagree with the government, it but the Game Master should be careful to not allow a player
should be impossible to succeed. to depend on it too much. If a character continually returns to
the same market square every time he needs an item, citizens
should begin taking precautions against pickpocketing. If the
crime spree continues, eventually the city watch will be called
in to investigate.

189
CHARACTERS

character gains +2 to his roll. The


character can also take additional time
researching the subject. Add +1 to the
roll for every two additional hours he
spends, up to a limit of ten additional
hours. If the library is incomplete or
poorly organized the character might
suffer a –1 to –5 penalty on this roll.

Assisted Research Rolls: When


working as a team to research
something, the players must select one
character to lead the research efforts.
Each character makes his own INT +
Research roll. For each character who
had a result of 15 or higher, add 1 to
the result of the character who led the
research team.

Game Master Notes: Characters


researching an archive are limited
in what they can learn by what is
contained within an archive. To find
a particularly comprehensive archive
pertaining to an obscure subject,
characters might have to travel to
distant localities. And even then, if
particular knowledge has been lost,
purged, or hidden, they might not find
what they seek.

Research (Intellect) Riding (Agility, General Skill)


Given access to the proper archive a character with the research The character is a skilled rider capable of controlling his mount
skill can find any available information. with unparalleled ease. In dangerous situations like the heat
of battle, a trained rider’s horse is a deadly weapon rather than
Untrained Research: Characters untrained in Research can
a terrified beast as prone to injure its master as its enemies. A
attempt Research skill rolls normally.
character does not need to make a skill roll to use this skill
Research Rolls: A character with access to a library, set of unless he wishes to make particularly dangerous maneuver or
records, or other trove of knowledge can research a subject needs to avoid being thrown from his mount.
pertaining to the information contained within the archive.
Untrained Riding: Characters untrained in Riding can make
To use this skill, first declare what subject the character is Riding rolls normally.
researching. The character must then spend at least four hours
Riding Rolls: When a character attempts a particular stunt
researching the archive, after which his player can make an INT
with a mount, make an AGL + Riding roll against a target
+ Research roll and consult the following table.
number set by the Game Master to determine if the roll is a
Result Information discovered
success. The following table offers some guidelines for Riding
target numbers.
Common knowledge pertaining
10 or less
to the subject Target Number Situation
Common knowledge pertaining to 11 Calming a startled horse
11 to 13 the subject and one additional
relevant piece of information Avoid being thrown from a startled
11
or injured mount
All but the most obscure knowledge
14 to 16 Avoiding an accident while riding at
pertaining to the subject 13+
high speeds across treacherous terrain
Every detail knowledge pertaining
17 or more Avoid being thrown from an
to the subject covered by the library 14
incapacitated mount
A number of additional modifiers can be applied to this roll.
Performing a particularly
If the archive the character is researching is particularly 15+
dangerous stunt
extensive, such as the library at the Corvis University, the

190
The GM should determine what modifiers affect the roll. The
following chart offers sample target number modifiers.

Result Modifier Situation


The character is holding onto
–1 to –3
something in addition to the reins
–2 The mount is or skittish or excited
–3 The mount has not been broken in
–3 The mount does not have tack

Assisted Riding Rolls: Riding rolls cannot be assisted. Each


individual character must control his own mount.

Game Master Notes: Riding rolls should be called for only


when the situation is dangerous, and failure should matter. For
example, if a player wants to ride his horse onto a river ferry, he
doesn’t need to make a roll. If that same character is trying to
jump his horse onto a ferry that has already left the dock, there
is a definite chance of failing the jump and falling into the river.
Sailing (Intellect or Strength)
Rope Use (Agility)
The character understands the ins and outs of operating a ship.
The character understands the proper uses of various knots, The character does not need to make a skill roll unless the
and how to subdue others by tying them up. weather is dangerous, he needs to avoid an accidental collision,
or is otherwise performing a hazardous maneuver.
Untrained Rope Use: Characters untrained in Rope Use can
make Rope Use rolls normally. Untrained Sailing: Without the proper strength, skill, and
understanding, a character is as likely to hinder any sailing
Rope Use Rolls: When a character ties a knot that no one will
efforts as to help them. Sailing cannot be used untrained.
be trying to escape from, such as for securing rigging before
repelling down a cliff, no roll is necessary. When a character Sailing Rolls: When a character needs to perform a difficult
puts his skills to use to tie up a subject, the character must maneuver aboard ship, make a STR or INT (whichever is lower)
make an AGL + Rope Use roll. The total for this roll is the target + Sailing roll against a target number set by the Game Master
number the subject uses if he attempts to escape from his bonds to determine if the roll is a success. The following table offers
(see “Escape Artist,” p. 179). some guidelines for Sailing target numbers.
The following table offers some common modifiers to this roll.
Target Number Situation

ROLL Modifier Technique used Turning quickly or steering past an


obstacle (reef, shipwreck, dangerous
0 Subject’s hands bound by rope 13+
rocks, or other obstacle) at a high
+2 Subject’s hands tied behind his back rate of speed without hitting it

Subject’s hands and feet Avoiding getting lost in


+2 15+
bound by rope a powerful storm

+3 Subject hog-tied 17+ Truly daring and dangerous stunt

–2
Character rushed the job to The Game Master should determine what modifiers affect the
tie up the subject roll. The following chart offers sample target number modifiers.
Assisted Rope Use Rolls: Most Rope Use skill rolls are made
Result Modifier Situation
by individuals but some situations, such as tying up a large
animal, do allow for assisted rope use. When working as a team –1 to –3 Sailing in bad weather
to tie up a captive, the players must select one character to lead –2 to –4 Ship is damaged
the efforts. Each character makes his own AGL + Rope Use roll.
For each character who had a result of 15 or higher, add 1 to the Assisted Sailing Rolls: When working as a team to sail a boat
subject’s Escape Artist target number. or ship, the players must select one character to captain their
efforts. For each character trained in Sailing (including any
Game Master Notes: Rope Use alone might not be enough to non-player sailors), add 1 to the captain’s result.
subdue some captives. If a character doesn’t search his subject
first, he could miss the fact that the subject has a knife in his Note that many ships are impossible to sail successfully without
boot that could be used to cut the ropes when no one is looking. a crew.

191
CHARACTERS

Game Master Notes: If the character is trying to out-sail an If the seducer succeeds in his attempts, he can form an intimate
opponent, for example by lining up the ships to give his cannons relationship with the target of his advances, who is favorably
a better shot, a contested roll should be used. disposed to him. Succeeding in leveraging his paramour’s
affections for more concrete gains can require fostering their
The results of a failed Sailing roll should match the situation,
relationship further, additional Seduction rolls, or a change
but the outcome can be variable. A failed roll to furl the sails
in tactics.
during a storm can result in serious damage to the mast, or the
ship might be blown miles off course. Assisted Seduction Rolls: One additional character trained
in Seduction can assist in a Seduction skill roll by acting as
Seduction (Social) the other character’s wingman. The character with the higher
Seduction is the ability to foster romantic attachment in sexual compatibility (determined by the Game Master) makes
another sexually compatible individual. A character skilled in the roll and adds 1 to the result of the die roll for each of his
the seductive arts can use such romantic entanglements to his assistant’s levels in Seduction.
advantage for information, wealth, or political favor. Game Master Notes: Though the subject of the seducer’s
Untrained Seduction: Seduction is an art that must be advances is favorably disposed to him in the short term, how
cultivated. While anyone can flirt, turning infatuation to gain these feelings hold up over time depends entirely on how the
is a skill. Seduction cannot be used untrained. seduced character is treated. If the character is left feeling used
or abandoned, short-term infatuation can easily turn to long-
Seduction Rolls: When your character makes a seduction term hatred and disgust.
attempt, make a roll using a stat determined by the Game
Master and add your character’s Seduction level. The stat used
for the Seduction roll should reflect the method of seduction
employed. If the character is depending on physical qualities,
PHY could be the most appropriate skill. If he is employing
poetry to woo his target, INT is more appropriate.

The target number is determined by the difference between the


selected stat + Seduction level of the two parties.

Target Number Situation


Target’s stat + Seduction total is
11 lower by 5 or more than that of the
seducing character
Target’s stat + Seduction total is
13 lower by 3 or more than that of the
seducing character
Target’s stat + Seduction total is
15 equal to or lower than that of the
seducing character
Target’s stat + Seduction total is
17 higher than that of the seducing
character
Target’s stat + Seduction total is
19+ higher by 3 or more than that of the
seducing character

The Game Master should modify this roll according to the


circumstances at hand. If the subject of the seduction is attracted
to the seducing character, the target number could be reduced
by 1 to 3 at the Game Master’s discretion. If the target is chaste
or faithful to another, the target number should be increased by
2 or more. If the subject of the seduction has a lot to lose from an
entanglement with the seducing character, increase the target
number by an additional +2. If the subject is not attracted to the
character, the target number could be increased by an additional
+1 to +3. Some targets are simply impossible to seduce.

If a seduction roll fails, the Game Master should come up with


an appropriate response.

192
Seduction should be limited to situations where it is appropriate. Assisted Sneak Rolls: Sneak rolls cannot be assisted, except
For example, when trying to resolve an altercation with a band by creating a distraction. Each individual character must sneak
of farrow, seduction is not really an option. around the cities of western Immoren on his own.

Sneak (Agility) Game Master Notes: This skill does not make someone
invisible. If the character is trying to hide out in the open or in
The Sneak skill measures how capable a character is at hiding a surrounding that he stands out in, he is spotted. The Game
and moving undetected. It can apply to many situations, Master should make it clear to the characters where sneaking is
whether trying to sneak past a sleeping troll or silently moving possible, and where it has no application.
into striking range of a target.
Streetwise (Perception)
Untrained Sneak: Characters untrained in Sneak can make
Sneak rolls normally. The character understands the streets and the criminal
underworld. He can find markets for stolen or illicit goods, set
Sneak Rolls: Any time a character attempts to hide, move
up meets, and steer clear of trouble and unwanted attention.
silently, or follow another creature without being detected, the
Game Master should make an AGL + Sneak roll for the character. Untrained Streetwise: Without the proper background and
insight, attempting to reach out to shady characters or make
Do not share the Sneak roll result with the character. Until the
back-room deals is extremely dangerous. Characters cannot
character ceases using Sneak, this is his passive number for
make untrained Streetwise skill rolls.
detection. Any time a character using the Sneak skill enters the
sensory range of another character, make a PER + Detection Streetwise Rolls: Streetwise can be used for reaching out to
roll for the other character. If the detecting character beats the underworld contacts, for locating or selling stolen or illicit goods.
hidden character’s Sneak roll, his presence is detected. Whether
When a character attempts to arrange a meeting with
he is seen, heard, or noticed by another means depends on
underworld contacts or track down a market for item (buying or
the circumstances in which the character was detected. It the
selling), make a PER + Streetwise roll against a target number
detecting character fails to beat the sneaking character’s roll, he
set by the Game Master to determine if the roll is a success.
is not detected.
The following chart offers a sample range of target numbers.
If a character specifically uses his Detection skill in an
attempt to spot a sneaking character in his presence, the two Target number Action
character make contested PER + Detection and AGL + Sneak
rolls. If the detecting character wins, the sneaking character Escape casual notice on the streets
or set up a meeting with a low
is spotted. If the sneaking character wins, he remains 11
ranking criminal the character
undetected and his AGL + Sneak roll total becomes his new does not personally know
passive number for detection.
Steer clear of criminals on the prowl
13
for victims in a bad neighborhood
Modifier Situation
Find a market for a common illicit
+1 to +3 The detecting character is distracted
item or setting up a meeting with
13 to 15
+2 The area is dimly lit a mid-level criminal the character
does not personally know
+5 The area is in complete darkness
Find a market for an
+2 The area is noisy 16 to 18
uncommon illicit item.
The sneaking character’s armor has a
–3 Find a market for an
–1 DEF modifier 19+
extremely rare illicit item.
The sneaking character’s armor has a
–5 The Game Master can assign modifiers to the roll based on a
–2 DEF modifier
number of factors including the activity of the city watch, the
The sneaking character is carrying
an activated piece of mechanika type of goods the character is seeking or is trying to sell, the
–1 to –3 character’s standing with the local underworld elements, the
(depending on the brightness of the
object or its obvious effect) character’s appearance, how subtle or high profile the character
is, and the success of any bribes the character has paid out to
The use of the Sneak skill is dependent on situations in which the get what he wants.
character can remain obfuscated. If he enters a brightly lit room
clearly in view of a watchman, he is detected without a roll. Assisted Streetwise Rolls: When working as a team to pool
contacts or seek out markets, the players must select one
Various factors can be a help or a hindrance to a sneaking. character to lead the effort. Each character makes his own PER
The following chart offers some example modifiers that can + Streetwise roll. For each character who had a result of 13 or
be applied to either a character’s Sneak roll or to his passive higher, add 1 to the result of the leader’s roll.
number for detection.

193
CHARACTERS

Game Master Notes: The Streetwise roll to meet with an Non-player characters well suited for wilderness survival
underworld contact or find a market for an item is only the should be assigned at least one level in Survival while only a
beginning of the process. Once a character has arranged the true paragon survivalist should have Survival 4.
meeting, it might be resolved with the Deception or Bribery
skills. After the buyer is found for a stolen item, Negotiation Swimming (Strength, General Skill)
could be used to conduct the transaction. The character is a skilled swimmer comfortable with being in
Some Streetwise rolls should be impossible. A group of the water.
adventurers new to town should not be able to easily set up a Untrained Swimming: Characters untrained in Swimming can
meeting with the boss of a major criminal organization without make Swimming checks normally.
first jumping through some hoops.
Swimming Rolls: To determine the speed a character can swim,
Survival (Perception) make a STR + Swimming roll and consult the following chart.

The character is versed in building shelter, keeping warm, Roll Result RESULT
foraging for food, and sustaining life in the wilds.
The character cannot move and suffers
8 or less
Untrained Survival: Characters untrained in Survival can d3 damage points from choking
sustain life in harsh conditions for limited periods of time.
9 to 10 The character can move six feet (1˝)
Instead of making Survival rolls, an untrained character uses
the first row of the table below for the given environment. 11 to 13
The character can move up
to half his SPD
Survival Rolls: Characters with one or more levels in Survival
14 or more The character can move at full SPD
can use the skill while away from the creature comforts afforded
by urban life in the Iron Kingdoms The Game Master can apply modifiers to the character’s
Swimming roll based on the conditions the character is
When a character needs to depend on his survival skills, make
swimming in. The following chart offers sample target
a PER + Survival roll against a target number set by the Game
number modifiers.
Master and use the following chart to determine the degree
of success.
RESULT MODIFIER SITUATION
Plains / Swamp / The character is holding onto
Stormlands +1
Roll Hills / Desert / something buoyant
/ Ship
Result Forest / Mountains
Wreckage The water is rough (stormy sea,
Riverbank / Island –1 to –3
fast currents, and so on)
8 or less 3 days 1 day 4 hours
The character’s armor has a
–2
9–10 1 week 3 days 1 day –1 DEF modifier
10–12 2 week 1 week 3 days The character’s armor has a
–4
–2 DEF modifier
13–14 1 month 2 weeks 1 week
15–16 2 months 1 month 2 weeks Assisted Swimming Rolls: Swimming rolls cannot be assisted.
Each individual character must sink or swim on his own.
17–18 Indefinitely 2 months 1 month
Game Master Notes: The Game Master should consider
19–20 Indefinitely Indefinitely 2 months
the kinds of characters his party has built when presenting
21+ Indefinitely Indefinitely Indefinitely situations to them. It isn’t very heroic for a group of knights in
A character can also attempt to provide for other characters. full plate mail to drown in a swift-flowing stream. If a character
When providing for one additional character, decrease the not well suited to swimming attempts it, failure should be a
roll result by one row. When providing for a party of up to six real danger.
individuals, decrease the roll result by two rows.
Tracking (Perception)
Assisted Survival Rolls: Any number of additional characters
The character understands how to follow a quarry through the
trained in Survival can assist in a Survival skill roll. The
wilderness by the signs left by its passage. When a trail runs
character with the highest Survival modifier (PER + Survival
cold, he knows the steps to take to reacquire the quarry and
level) makes the roll and adds 1 to the result of the die roll for
continue the hunt.
each of his assistants’ levels in Survival. Remember to modify
the result to account for the number of members the Survival Untrained Tracking: A character without the Tracking skill can
roll encompasses. follow obvious paths and visual clues, like a warjack’s swath of
destruction, clear tracks in fresh snow, or trails of fresh blood.
Game Master Notes: Non-player characters might be trained
Identifying tracks and tracking quarry overland are beyond the
to survive in wilder locales but rarely need to make such rolls.
abilities of an unskilled tracker.

194
Tracking Rolls: When a character tracks his quarry, make a can be identified with a successful PER + Tracking roll against
PER + Tracking roll against a target number set by the Game a target number of 11. Less common or distinct tracks can be
Master to determine if the roll is a success. much more difficult to identify.

The Game Master should have a character using the Tracking The character can also study tracks to learn details about the
skill make periodic rolls to ensure he does not lose the trail. creature that made them. He can determine if the animal was
These should be made at least once every twenty minutes and moving particularly slowly, whether it is injured, if it has a
any time tracking conditions worsen, such as when the tracker’s heavy load, and so on. The Game Master should set a target
quarry crosses a river, enters an area of heavy traffic, or leaves a number for the character’s roll based on how old the tracks are,
region of very easy tracking such as fresh snow. how familiar the character is with the animal that made them,
and the specific information he is seeking.
The following table offers some guidelines for Tracking target
numbers. Assisted Tracking Rolls: When working as a team to track their
prey, the players must select one character to lead the tracking
Target number Situation efforts. Each character makes his own PER + Tracking roll. For
Obvious trails of smeared blood, the each character who has a result of 15 or higher, add 1 to the
tracks of a warjack, or heavy tracks result of the character who led the tracking team.
No roll necessary
in fresh snow—any trail an unskilled
tracker could follow Game Master Notes: Certain creatures make no effort to conceal
their trails, while intelligent beings running to a hideout might
Neat prints of a heavy animal, such as
take convoluted paths to throw off a tracker. With a high enough
11 a bear or horse, over seldom traversed
territory roll, a character can realize that the trail he is following is too
obvious and could lead to a trap.
Following fresh tracks of a man-sized
13 or lighter animal over reasonably
clear terrain
Following a old tracks over
15+
inhospitable terrain
Tracking a fugitive through busy
city streets be tracks alone. This task
20+ should be all but impossible unless the
prey is leaving some sort of unique
trail that can be followed.

The Game Master should determine what modifiers affect the


roll. Tracking requires careful attention to detail. A tracker
moves very slowly while following all but the most difficult
terrain. If a character is attempting to move quickly overland
while using this skill, the Game Master should give him a
substantial penalty on his roll.

The following chart offers sample target number modifiers.

RESULT MODIFIER CONDITIONS


–1 to Impossible The trail crosses a body of water
The trail is washed out or
–1 to Impossible obscured by the weather
(heavy rain, snowstorm, and the like)
The quarry has a limp or other
distinguishing characteristic
+1
that makes its tracks stand
out from other tracks
+1 to +3 The quarry is injured and bleeding
The quarry is carrying
+1
something heavy

Identifying Tracks: A character with the Tracking skill can


also identify tracks on sight. Heavy and obvious tracks, like
those of a warjack, shoed horse, booted human, or wagon can
be identified without a die roll. More common animal tracks

195
Player Section

Cygnaran Characters Cygnaran Warcaster (Warcaster)


A number of options are available only to characters of Cygnaran Heavily trained and mentored, Cygnaran warcasters are the
origin. These options include a new career, modifications to pride of the nation. In addition to any former military training,
existing careers, a new skill, and kingdom-specific spell lists. each member has graduated from the Strategic Academy and
completed a tour as a journeyman warcaster assigned to serve
Cygnaran Career Options under a senior warcaster in the field.
The options available to Cygnaran characters are described
Only Cygnaran humans can be Cygnaran Warcasters. This
below. A player can choose to use as many career options as he
option must be taken at character creation. A character cannot
wishes during character creation and can take some or all of the
be a Cygnaran Warcaster and a standard Warcaster. A character
options his character meets the requirements for. For example,
starting the game as Cygnaran Warcaster must choose Arcane
a player creating a Cygnaran Gun Mage/Warcaster can decide
Mechanik, Arcanist, Aristocrat, Field Mechanik, Gun Mage,
to take the Arcane Tempest option but decide not to take the
Horseman (p.  179), Knight, Man-at-Arms, Military Officer,
Cygnaran Warcaster option for his character.
Pistoleer, Ranger, Rifleman, Soldier, Sorcerer, Stormblade, or
Arcane Tempest Gun Mage (Gun Mage) Trencher for his second career.
The Militant Order of the Arcane Tempest is a branch of the A character taking this option:
Cygnaran military made up exclusively of gun mages trained
to serve their nation. Arcane Tempest members serve alongside • Begins with Connections (Cygnaran military).
the other service branches of the army, providing fire support • Uses the spell list below instead of the Warcaster spell list in Iron
on the battlefields of Immoren. Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
Only Cygnaran humans can be Arcane Tempest Gun Mages. A • Begins with Arcane Bolt and Blur. If the character gains
character cannot have both the Arcane Tempest Gun Mage and Arcane Bolt from both of his starting careers, select one
the standard Gun Mage careers. A character starting the game additional Cost 2 spell from either of the character’s spell lists.
as a member of the Arcane Tempest must choose Aristocrat,
Horseman (p. 179), Military Officer, Pistoleer, Ranger, Rifleman,
Soldier, Spy, or Warcaster for his second career. COST 1 Arcane Strike, Jump Start, Return Fire
A character taking this option:
Arcane Bolt, Aura of Protection, Blur
• Begins with an armored great coat. (p. 91), Dead Eye (p. 91), Disruptor
• Begins with Connections (Cygnaran military). COST 2 (p. 91), Electrify, Fortify, Foxhole,
Heightened Reflexes, Lightning Shroud
• Can gain the Runesmith ability (p. 90) as a career ability. (p. 91), Positive Charge, Refuge, Snipe
• Can gain the Rune Shot: Disruption spell (p. 91) as if it were Arcane Blast (p. 91), Chain Lightning,
on his career spell list. COST 3 Deceleration, Earthquake, Electrical Blast,
Fail Safe, Force Field, Guided Fire
COST 4 Force Hammer, Tide of Steel, Voltaic Lock

87
Cygnar

Illuminated Arcanist (Arcanist)


The arcanists of the Order of Illumination have devoted their
lives to combating the practitioners of black magic wherever
they are found. Many of the order’s arcanists are former
members of the Fraternal Order who were stirred to action by
the perceived corruption among their peers. Possessing holy
magic fueled by faith, the Illuminated Arcanists are among
the Church of Morrow’s foremost soldiers in its war against
the infernal.

Only a human of the Morrowan faith can be an Illuminated


Arcanist. A character cannot be an Illuminated Arcanist and a
standard Arcanist.

A character taking this option:

• Begins with Connections (Order of Illumination).


A character taking this option:
• Uses the spell list below instead of the Arcanist spell list in
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules. • Starts the game with Riding 1 and the Cavalry Charge
ability but does not start with Cleave or Defender.
• Begins with Eyes of Truth, Guided Blade, and Occultation.
• Begins with an electro lance (p. 92), shield, and a warhorse
Arcane Strike, Guided Blade, Light in the with tack and Storm Knight barding (p. 92) but does not
COST 1
Darkness begin with a storm glaive.

Banishing Ward, Blade of Radiance, Trencher Commando (Ranger/Trencher)


Blessings of War, Eyes of Truth, Exorcism The commandos are an elite branch of the toughest soldiers
COST 2
(p. 91), Occultation, Shield of Faith, True in Cygnar’s formidable army. Extensively trained in the
Sight techniques of the Cygnaran Reconnaissance Service (CRS),
the Trencher Commandos are accustomed to operating behind
Daylight, Hex Blast, Lamentation, enemy lines where their skills in stealth and wetwork can be
COST 3
Purification, Sunburst put to the greatest use.

COST 4 Force Hammer, Force of Faith, Star Fire Only a character who begins the game with the Ranger and
Trencher careers can be a Trencher Commando.
Stormguard (Man-at-Arms/Stormblade) A character taking this option:
The Stormguard are a division of Cygnar’s legendary Storm
Knights. Armed wtih advanced voltaic halberds, the men and • Starts the game with the Anatomical Precision and Prowl
women of the Stormguard serve on the battlefields as well as abilities but does not start with Bayonet Charge or Dig In.
in palaces of Cygnar, acting as the elite defenders of the king. • Begins with a carbine, a trench knife, and three explosive
Only a character who begins the game with the Man-at-Arms grenades but does not begin with a bayonet, entrenching
and Stormblade careers can be a Stormguard. spade, or military rifle.

A character taking this option:

• Starts the game with the Set Defense and Specialization


(Voltaic Halberd) abilities but does not start with Blaster,
Defensive Line, or Specialization (Storm Glaive). Existing Options
• Begins with a voltaic halberd (p. 94) instead of a storm glaive. Along with these new options for Cygnaran characters,
a number of existing options can be modified for a
Storm Lance (Knight/Stormblade) specifically Cygnaran origin. A player familiar with
The Storm Lances are Cygnar’s awe-inspiring, electrically WARMACHINE and wishing to play a Long Gunner
charged heavy cavalry. With both rider and steed encased in character could create a Rifleman/Soldier and start with
layers of galvanically insulated blue steel, the Storm Lances the repeating long rifle option. A player wishing to be a
thunder across the battlefields of western Immoren to the roar Sword Knight might consider playing a Knight/Man-at-
of sky-splitting thunder. Arms. A player who wants to play a Precursor Knight may
choose to make a Knight/Priest (Morrowan).
Only a character who begins the game with the Knight and
Stormblade careers can be a Storm Lance.

88
Stormsmith Prerequisites: Human (Cygnaran)

Abilities: Specialization (Stormcaller and Lightning Rod), Weatherman, Weather Vane


Starting Abilities, Connections: Connections (Cygnaran military)
Connections, and Skills Military Skills: Great Weapon 1
Occupational Skills: Mechanikal Engineering 1 and Stormsmithing 1 (p. 90)
Starting Assets Stormsmith armor (p. 92), stormcaller and lightning rod (p. 93)

Electromancer (p. 90), Eye of the Storm (p. 90), Hit the Deck!, Maestro (p. 90),
Stormsmith Abilities Specialization (Stormcaller and Lightning Rod), Storm Booster (p. 90), Weatherman (p. 90),
Weather Vane (p. 90)
Stormsmith Connections (Cygnaran military)
Connections
Stormsmith Military Great Weapon 2, Hand Weapon 2
Skills
stormsmith General Skills 4, Mechanikal Engineering 3, Stormsmithing 4 (p. 90)
Occupational Skills

A stormsmith is an undisputed master of the elements. With


barely contained exhilaration he marches alongside the Cygnaran
army using sophisticated mechanika to call down thunder and
lightning to consume the enemies of his nation or to manipulate
the temper of the skies. Recruited for his mechanical aptitude
and keen scientific mind, the stormsmith uses the battlefield
as a laboratory in which he manifests the full strength of his
knowledge and skill in the form of fire from the heavens.

Most stormsmiths begin their training by mastering the mighty


stormcaller, a device capable of harnessing the wrath of the
storm with remarkable precision. Holding the lightning rod
aloft and working the complex dials of the caller, a stormsmith
can summon storms from the clearest skies to scorch the earth
with raw voltaic power.

Playing a Stormsmith: The Stormsmithing skill and its myriad


uses hold the key to this career. Not only can the unpredictable
stormsmith call down bolts of lightning to blast apart his
enemies, he can also manipulate weather. The stormsmith has
the capacity to summon pounding rains to hinder his enemy’s
pursuit or to snuff out fires. He can call up winds to fill a sail
or to hammer nearby buildings, and he never wants for a
dramatic rumble of thunder. Although stormsmiths begin play
with a powerful set of mechanikal weaponry, they are not by
necessity Arcanists or Arcane Mechaniks, though this career
pairs thematically with either of those careers. A stormsmith
could also benefit from a second career of Soldier to pick up
some defensive battlefield tactics that help keep him alive
while he works his manipulations. The spectacular nature of
stormcalling, however, does not lend itself particularly well to
careers who rely on stealth, such as Spy or Thief. Stormsmiths
can choose any archetype during character creation.

An experienced stormsmith has access to a number of ways to


deal death via the heavens. Upon reaching the Veteran level, the
character gains access to the Electromancer ability that grants
boosted damage on all his lightning strikes as well as access to
the Eye of the Storm ability, which allows him to unleash the
full fury of the storm without fear of harming his allies.

89
Cygnar

New Abilities During his turn, the gun mage can empower the next rune-
etched round fired by each steamjack he controls with a single
Rune Shot spell. The gun mage empowers these rounds by
Electromancer
casting the Rune Shot spell as if he were casting it on himself.
Prerequisite: Stormsmithing 3 To be empowered, a steamjack must be within 24 feet (4˝) of the
gun mage and the next round loaded in its ranged weapon must
The character’s Stormsmithing lightning strike damage rolls
have been rune-etched.
are boosted.
When a steamjack fires a round empowered by a Rune Shot
Eye of the Storm spell, roll a d6. On the roll of 1, the shot has damaged the ranged
Prerequisite: Stormsmithing 3 weapon. The first time a 1 is rolled the weapon permanently
suffers –1 to its attack rolls. The second time a 1 is rolled the
The character’s command over elements is such that he can weapon is ruined. This damage cannot be repaired.
now protect those around him from the fury of the storm.
While operating a stormcaller and lightning rod, this character Storm Booster
and friendly characters in his command range gain Immunity:
Prerequisite: Stormsmithing 2
Electricity.
The character is able to call upon his manipulation of the storm
Maestro to supercharge nearby steamjacks. While outdoors and exposed
Prerequisite: Stormsmithing 1 to the elements, this character can spend a full action to give a
power token to each friendly steamjack in his command range.
The character has a refined mastery over electrical storms and During each steamjack’s Control Phase, allocate it 1 focus point
can tailor the effects of his lightning strikes to his needs. When per power token it has, then remove its power tokens.
the character makes a Stormsmithing lightning strike skill roll,
he can choose one of the following effects. Using a Maestro Weatherman
effect increases the character’s target number for the lightning
Prerequisite: Stormsmithing 1
strike by +2.
The character can reroll failed Stormsmithing skill rolls. Each
• Ball Lightning: On a direct hit, the lightning strike gains
roll can only be rerolled once as a result of Weatherman.
AOE 3.

• Big One: Increase the POW of the lightning strike electrical Weather Vane
damage roll to 13. Prerequisite: None
• Lightning Generator: On a direct hit, lightning arcs from A character with this ability has the uncanny ability to read
the target to d3 consecutive additional characters. The atmospheric conditions and predict the weather. With a
lightning arcs to the nearest character it has not already successful PER check against a target number of 12 this
arced to within 4˝ of the last character it arced to, ignoring character can predict how the weather will act for the next
this character. Each character the lightning arcs to suffers a twenty-four hours with uncanny accuracy and can tell if the
POW 10 electrical damage roll. weather is being artificially manipulated.

Runesmith
Prerequisite: ’Jack Marshal
New Skill
Members of the Arcane Tempest have developed means of Stormsmithing (Perception)
channeling a gun mage’s arcane power into the ammunition The character is adept at using mechanika to manipulate the
fired by the steamjacks they command. Harnessing these forces weather and call down the wrath of storms. Stormsmithing is
is not without risks, however, and unlike magelocks, steamjack a science that requires the use of advanced mechanika in the
weapons can seldom handle such power for long. form of a stormcaller and lightning rod (p. 93).
Only a steamjack armed with a ranged weapon whose To use this skill, the character must have a stormcaller and
ammunition can be rune-etched can be affected by this ability, lightning rod and be outdoors, exposed to the elements.
and then only when it is firing a pre-etched shot. Flamethrowers
and weapons that generate blasts of voltaic energy do not Untrained Stormsmithing: Characters untrained in
have ammunition that can be etched. Etching a single round Stormsmithing cannot make Stormsmithing rolls. Weather
of steamjack ammunition takes one hour. Because a steamjack manipulation is a complex science best left to the professionals.
cannot be loaded with ammunition in the heat of battle, its Stormsmithing Rolls: Weather Manipulation. A character
controlling gun mage must either make sure all of its rounds with this skill can use a quick action to manipulate local weather
are rune etched or be sure he has a system for determining conditions with a stormcaller and lightning rod. It is a relatively
which rounds are etched, such as if the steamjack’s first and last simple matter to summon a small electrical storm, call up a gust
rounds are always etched. of wind, or cause rain to stop. More extreme applications of this
skill require a great deal of proficiency.

90
Weather manipulation affects a 60-foot radius around the roll succeeds, the target is hit by the lightning strike; otherwise,
character. The character can increase the radius, adding +2 nothing happens. Lightning strikes are not ranged attacks and
to the target number for every 30 feet added to the radius. so are not affected by abilities like stealth and do not suffer
Increasing the radius of an effect once it has been initiated ranged attack roll penalties.
requires an additional die roll.
A character hit by a lightning strike suffers a POW 10 electrical
Once the effect is generated, the character can spend a quick damage roll. Additionally, a steamjack hit by a lightning strike
action during each of his turns to maintain the effect without a suffers Disruption. (A steamjack suffering Disruption loses its
die roll. The effects of the character’s manipulation linger for an focus points and cannot be allocated focus or channel spells for
additional d3 rounds after he has stopped maintaining the effect. one round).

To manipulate the weather, make a PER + Stormsmithing roll Assisted Stormsmithing Rolls: In addition to being able to
against a target number set by the Game Master. triangulate their strikes off one another, teams of stormsmiths
can act in concert to greater effect. The characters operating
The following chart offers a sample range of target numbers.
together nominate one character to lead the attempt. Each
Target
character makes his own PER + Stormsmithing roll. For each
resulting effect character who had a result of 15 or higher, add 1 to the result of
Number
the character who led the attempt.
Summon storm clouds, cause storm

New Spells
11 clouds to crack with thunder, produce
light rain, or cause a mild rain to stop
Summon heavy winds to blow in the COST RNG AOE POW UP OFF
14 direction the character chooses, or
cause or halt an immediate downpour
Arcane Blast 3 10 3 13 No Yes
Call up an obscuring mist; characters A magical energy blast radiates from a single point to strike all
17
in the affected area gain concealment characters in the AOE.
Summon hurricane-force winds,
forcing all characters other than the Arcane Bolt 2 12 — 11 No Yes
20 stormsmith in the affected area to
Magical bolts of energy streak toward the target.
make an AGL roll against a target
number of 12 or be knocked down
Blur 2 6 – – Yes No
Stormsmithing Rolls: Lightning Strikes. A character with this Target character gains +3 DEF against ranged and magic attack
skill can use a stormcaller to call down and direct lightning rolls.
strikes. To call down lightning strikes, there must be electrical
storms in the area, either naturally occurring or as a result of
Deadeye 2 6 – – No No
weather manipulation (see above). The target of a lightning
Target character gains an additional die on his first ranged
strike must be outdoors.
attack roll during his next turn.
Calling down a lightning strike requires a full action. Calling
down a strike, whether successful or not, automatically maintains Disruptor 2 10 – – No Yes
any electrical storms created through weather manipulation. Target steamjack hit loses its focus points and cannot be
When a character makes a lightning strike full action, he can allocated focus or channel spells for one round.
choose one of the following options:
Exorcism 2 Self Ctrl – Yes No
• Single Strike: The character calls down a single strike
Characters in the spellcaster’s control area lose Incorporeal.
targeting one character within 10˝ (60 feet). Make one roll to
determine if the strike hits.
Lightning Shroud 2 6 – – Yes No
• Surge: If the character is within 20˝ (120 feet) of another Target warjack in this character’s battlegroup gains +2 STR and
friendly stormsmith operating a stormcaller and lightning its melee weapons gain Electro Leap. (When a character is hit by
rod, he can target up to two characters on a line between a weapon with Electro Leap, you can choose to have lightning
himself and the other stormsmith. Make a separate roll to arc to the nearest character within 4˝ of the character hit,
hit each target. ignoring the attacking character. The character the lightning
• Triangulation: If a character is within 20˝ (120 feet) of two arcs to suffers an unboostable POW 10 electrical damage roll.)
other stormsmiths operating stormcallers and lightning
rods that are within 20˝ (120 feet) of each other, he can target Rune Shot: Disruption 2 Self – – No No
up to three characters within the triangular area between all If the spellcaster’s next rune shot ranged attack this turn hits
three stormsmiths. Make a separate roll to hit each target. a steamjack, the steamjack suffers Disruption. (A steamjack
suffering Disruption loses its focus points and cannot be
To make a lightning strike, make a PER + Stormsmithing roll
allocated focus or channel spells for one round).
against a target number equal to the DEF of the target. If the

91
Cygnar

The lieutenant gains the Natural Leader ability whether or not


Adventuring Companies he meets the prerequisites.
Illuminated Ones
Each character created as a member of the company gains the
The characters are a band of Illuminated Ones, witch hunters of Find Cover ability.
the Order of Illumination. They are tasked with investigating
cases of infernalism, mesmerism (mind control), and
necromancy for the Church of Morrow. Illuminated Ones take Cygnaran Gear
their work very seriously and have the legal authority to act as
judge, jury, and executioners.
Armor
Storm Knight Barding
Requirements: Each member of the company must be a devout
human Morrowan and must have at least one of the following Cost: 675 gc
careers: Illuminated Arcanist (p. 88), Investigator, Knight, or Description: Storm Knight barding consists of heavy metal
Priest (Morrowan). plates and layers of insulated padding that protects the knight’s
Benefits: The characters in the company are regularly steed from his galvanic weapons.
dispatched to investigate cases of black magic. Though they Storm Knight barding cannot be worn by riding horses.
have broad powers to conduct their investigations and enforce
punishments (up to summary execution), they are still expected A horse wearing Storm Knight barding gains the Immunity:
to act as law-abiding citizens and faithful members of the Electricity ability.
Church of Morrow. Storm Knight barding adds +8 to a horse’s ARM.
Each character created as a member of the company begins
with the Iron Will ability and either a Blessed melee weapon Stormsmith Armor
(flail, mace, maul, spear, or sword) or an Execrator pistol Cost: 80 gc
(p. 95). Blessed weapons are magical weapons and have the SPD Modifier: 0
Blessed ability. (When making an attack with a weapon with DEF Modifier: –1
the Blessed ability, ignore spell effects that add to a character’s ARM Modifier: +5
ARM or DEF.)
Description: This is effectively an insulated armored great coat
Unorthodox Engagement Team that protects the wearer from the galvanic fury of the storm.

The battlefields of the Iron Kingdoms are unpredictable and Special Rules: A character wearing stormsmith armor gains
dangerous places in which modern science intermingles the Immunity: Electricity ability.
destructively with ancient arcane rites, and even the best
planning, training, and equipment cannot support every Melee Weapons
situation. Drawn from a variety of service branches, Cygnar’s Electro Lance
unorthodox engagement teams are sent in wherever they are
Cost: 1,760 gc
required, bringing with them a variety of expertise beyond
Skill: Great Weapon
the ken of more conventional military units. Gun mages and
Attack Modifier: –4 (on foot), 0 (mounted)
military arcanists provide support to trencher demolitions
POW: 7
experts and Stormblade ’jack marshals. Rather than fighting
exclusively on the front lines, UE teams are often tasked Description: The signature weapon of the Storm Lances, this is
with the trickiest, most dangerous, and sometimes strangest a galvanically charged mechanikal lance. Though the weapon
missions imaginable, which test their varied skills to the limits. is balanced for charges from horseback, it also features a shorter
blade above the pommel for close in fighting. The electro lance
Requirements: Each member of the company must be Cygnaran
is powered by a storm chamber.
and must have at least one of the following careers: Arcane
Mechanik, Arcane Tempest Gun Mage (p. 87), Field Mechanik, Rune Points: 4
Ranger (CRS), Rifleman (Long Gunner), Stormblade, Stormsmith
Special Rules: A character must have at least STR 5 to use this
(p. 89), Trencher, or Cygnaran Warcaster (p. 87). The players in
weapon.
the group should designate one member of the company to be
the lieutenant. The lieutenant then designates a sergeant. This weapon can be used two-handed only while on foot.

Benefits: The characters in the company receive regular The electro lance has Reach.
assignments and information of military significance. In
A character armed with this weapon gains +2 POW to charge
addition to any mission-specific gear required, the characters
attack damage rolls while mounted.
can also expect to be resupplied with ammunition, grenades,
and alchemical accumulators.

92
Player Section

With the Game Master’s approval, a character who begins the


Khadoran Characters game as a Greylord Arcanist-Investigator or Spy might secretly
A number of options are available only to characters of Khadoran
be a member of the Prikaz Chancellery. Such a character
origin. These options include modifications to existing careers,
could gain additional information from the chancellery but
new careers, new abilities, and kingdom-specific spell lists.
is expected to conduct secret missions from time to time, the
Khadoran Career Options details of which he cannot share with the other members of his
The options available to Khadoran characters are described adventuring party.
below. A player can choose to use as many career options as A character taking this option:
he wishes during character creation and can take some or all of
the options for which his character meets the requirements. For • Begins with Connections (Greylords Covenant).
example, a player creating a Khadoran Arcanist/Warcaster can • Uses the spell list below instead of the Arcanist spell list in
decide to take the Greylord option but not to take the Khadoran Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
Warcaster option for his character.
• Begins with Blizzard, Frostbite, and Protection from Cold.
Greylord (Arcanist)
The Greylords Covenant is the most prominent arcane order Blizzard, Guided Blade, Influence, Light in
in Khador. The empire relies on the organization’s knowledge COST 1 the Darkness, Power Booster, Protection
and talents so completely that it is virtually considered from Cold, Storm Tossed
part of the state, its tendrils reaching out across Khadoran Banishing Ward, Chiller, Frostbite, Hand of
government, industry, and military. Members of the Covenant COST 2 Fate, Ice Bolt, Icy Grip, Iron Flesh (p. 182),
comprise a class of their own as potent arcanists invested with
Shatter Storm, True Sight, Wind Blast
power and authority that sets them apart from the common
citizens of the empire. Battle Rage (p. 182), Deep Freeze, Fog of
COST 3 War, Gallows (p. 182), Hoarfrost, Inhospitable
Only Khadoran human Arcanists can belong to the Greylords
Ground, Rift, Winter Storm, Zephyr
Covenant. A character cannot have both the Greylord and
standard Arcanist careers. A character starting the game as COST 4 Freezing Grip, Overmind, Tempest
a member of the Greylords must choose Alchemist, Arcane
Mechanik, Aristocrat, Explorer, Horseman (p. 179), Investigator,
Military Officer, Sorcerer, Spy, or Warcaster for his second career.

175
KHADOR

Khadoran Warcaster (Warcaster) Man-O-War Drakhun


Among the most renowned soldiers in the service to the empire, (Horseman/Man-O-War)
Khadoran Warcasters are true heroes of their people. Upon The Man-O-War Drakhun rides to battle astride the towering
completing an apprenticeship to a senior warcaster, each new Karpathan destrier. Only the most powerful warriors—gifted
warcaster undergoes officer training at the Druzhina. Upon with uhlan blood and raised in the saddle—have any hope
completing his training, a Khadoran Warcaster enters active of becoming drakhuns. These horsemen are among the most
military service as a kommander in the Khadoran Army. powerful liegemen and cavalry soldiers serving the great
Only Khadoran humans can be Khadoran Warcasters. This princes and the armies of Khador.
option must be taken at character creation. A character cannot Only a character who begins the game with the Horseman
be a Khadoran warcaster and a standard warcaster. A character (p. 179) and Man-O-War (p. 180) careers can be a Man-O-War
starting the game as a Khadoran Warcaster must choose Arcane Drakhun.
Mechanik, Arcanist, Aristocrat, Assault Kommando (p. 177),
Horseman (p.  179), Investigator, Iron Fang, Military Officer, A character taking this option:
Pistoleer, Ranger, Rifleman, Soldier, Sorcerer, or Spy for his • Starts the game with the Trained Rider (Karpathan Destrier)
second career. ability (p. 181) instead of Combat Rider.
A character taking this option: • Begins with a Karpathan Destrier warhorse (p. 189) instead
• Begins with Connections (Khadoran military). of a standard warhorse.

• Uses the spell list below instead of the Warcaster spell list in
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.

• Begins with Boundless Charge, Jump Start, and Razor Wind.


Existing Options
Along with these new options for Khadoran characters,
COST 1 Guided Blade, Jump Start, Locomotion a number of existing options can be modified for a
specifically Khadoran origin. A player familiar with
Battering Ram, Boundless Charge, Infernal WARMACHINE wishing to play a Widowmaker character
Machine (p. 182), Iron Flesh (p. 182), could create a Ranger/Rifleman and start with the heavy
COST 2
Ravager (p. 182), Razor Wind, Redline, rifle option. A player who wants to play a Winter Guard
Shatter Storm, Transference, Wind Blast can create a Soldier character with the appropriate gear.
A player who wishes to play a vassal in service to a great
Battle Rage (p. 182), Eliminator, prince or a member of the Knights of the Old Faith could
Fog of War, Gallows (p. 182), Grind, consider some combination of the Horseman, Knight,
COST 3
Inhospitable Ground, Rift, Superiority, and Man-at-Arms careers. A Mighty Cutthroat/Ranger is
Watcher (p. 182) a good approximation of a Manhunter.
COST 4 Freezing Grip, Tempest, Tide of Steel

Iron Fang Uhlan (Horseman/Iron Fang)


The uhlans are hardened Iron Fang horsemen, modern inheritors
of a tradition stretching back to the horselords of old, some of
them descended directly from ancient kings and emperors
of the north. On the battlefield, the Iron Fang Uhlans serve
alongside their brothers as the heavy cavalry of the Khadoran
Army. Outside the Iron Fang legions, an uhlan and his steed
remain a singularly powerful fighting force, working together
to deliver crippling impacts with the horseman’s blasting lance.

Only a character who begins the game with the Horseman


(p. 179) and Iron Fang careers can be an Iron Fang Uhlan.

A character taking this option:

• Starts the game with the Fast Rearm (Blasting Lance) ability
instead of Fast Rearm (Blasting Pike).

• Begins with a blasting lance (p. 184), ten blasting heads,


and a Pozdyov warhorse (p. 189) but does not begin with a
blasting pike or standard warhorse.

176
Assault Kommando Prerequisites: Human (Khadoran)

Special: A character starting with the Assault Kommando career must choose Military Officer,
Ranger, Rifleman, Soldier, or Warcaster for his other career.
Starting Abilities, Abilities: Defensive Line and Onslaught (p. 181)
Connections, and Skills Connections: Connections (Khadoran Military)
Military Skills: Hand Weapon 1, Rifle 1, and Shield 1
Occupational Skills: Command 1 and Detection 1
Assault kommando armor (p. 182), Vislovski carbine (with powder and ten rounds of ammunition)
Starting Assets
(p. 188), assault shield, and three strangle gas grenade launcher rounds

Assault Kommando Battle Plan: Reconnaissance, Defensive Line, Gunfighter, Load Bearing, Onslaught (p. 181), Quick
Abilities Work, Relentless Charge, Signal Language, Two-Weapon Fighting
Assault Kommando Connections (Khadoran Military)
Connections
Assault Kommando Hand Weapon 3, Light Artillery 3, Rifle 4, Shield 3, Unarmed Combat 3
Military Skills
Assault Kommando Command 3, Cryptography 2, General Skills 4, Interrogation 3, Medicine 3, Survival 3
Occupational Skills

An assault kommando is a member of one of the


best trained and most highly armed fighting
forces in western Immoren. These soldiers
form the leading edge of the Khadoran sword
of conquest and serve on the front lines of
battle, driving the enemy from their trenches
and breaking their will with cold, calculated
efficiency. Each assault kommando receives
specialized training in urban and trench
warfare and packs a small arsenal of advanced
armament and alchemical weaponry.

Assault kommandos are armed with the latest


Vislovski carbine complete with a gun blade
and underslung grenade launcher loaded with
debilitating strangle gas. Each kommando
wears alchemically treated armor designed
for complete protection from all hazards of the
battlefield. Although the assault commandos
are a relatively new force, Khador’s recent
conquests have given these soldiers many
opportunities to become notorious across the
Iron Kingdoms. Marching to war in lockstep
behind their impenetrable shields, they are the
face of warfare to come.

Playing an Assault Kommando: The Assault


Kommando career offers an interesting set
of skills, abilities, and equipment that allows
a character to enjoy the advantage of ranged
combat without being notably disadvantaged in melee. Well As an Assault Kommando gains experience, he will likely want
armored for a ranged combatant, the kommando can weather to gain the Gunfighter and Two-Weapon Fighting abilities at
returning fire with great confidence while throwing down choking the earliest opportunity. Once these abilities are mastered, the
strangle gas to lower the defense of his opponents and allowing character should be equally at home in ranged and melee combat
his allies to position themselves to inflict maximum damage. and can adapt to virtually any battlefield situation. At Veteran level,
most Assault Kommandos pick up Battle Plan: Reconnaissance,
making them a true asset to their adventuring parties.

177
KHADOR

Doom Reaver Prerequisites: Human (Khadoran), Mighty, Starting Career

Special: A character starting with the Doom Reaver career must choose Cutthroat, Horseman,
Pirate, Ranger, Soldier, or Thief for his other career.
Starting Abilities and Abilities: Abomination (p. 181), Berserk (p. 181), Bloodlust (p. 181), Fearless (p. 181)
Skills
Military Skills: Great Weapon 1
Occupational Skills: Detection 1, Intimidation 1
Starting Assets Fellblade (p. 184)

Abomination (p. 181), Berserk (p. 181), Bloodlust (p. 181), Fearless (p. 181), Fearsome Howl
Doom Reaver Abilities
(p. 181), Iron Will, Language (Orgoth), Precision Strike, Relentless Charge, Silence (p. 181)
Doom Reaver —
Connections
Doom Reaver Great Weapon 4, Unarmed Combat 3
Military Skills
Doom Reaver General Skills 4, Survival 3, Tracking 3
Occupational Skills
Khador has developed an insidious
punishment for its most craven deserters,
murderers, and war criminals. Rather
than being sentenced to death or soul-
crushing prison terms, these malefactors
are instead transformed into the
accursed doom reavers. Driven utterly
mad by the insatiable call to slaughter
emanating from their unholy blades,
these lunatics are set upon the enemies
of the Motherland. Here there is no
redemption, just a rich harvest of blood.

Although those who bear the fellblades


are irrevocably twisted in mind and
spirit, not all are completely lost. A very
few doom reavers possess the strength of
will to resist the secret whispers of their
blades, whispers that encourage them
to slide into bottomless madness and
depravity. These few are able to maintain
some fragile essence of their humanity,
or, lacking that, a sliver of control.

Playing a Doom Reaver: Restricted


to the Mighty archetype, the Doom
Reaver career is most effective when
paired with another melee career such
as Cutthroat or Horseman (p. 179). It can
also complement more well-rounded
careers such as the Ranger, allowing the
character a greater breadth of available
skills. Abilities such as Abomination
and Berserk make the character exceedingly deadly in close Doom Reavers might also optimize their ability to cause
combat but also a danger to his own allies. psychological havoc among enemies by learning the Fearsome
Howl ability as they gain experience. Veteran-level Doom
The Relentless Charge ability is likely to be a Doom Reaver’s
Reavers can pick up the Silence ability to dramatically increase
first choice for a new ability as he advances in experience. With
their self-control.
Relentless Charge the character need no longer worry about
terrain penalties and can get into combat as soon as possible.

178
Horseman Prerequisites: None

Special: A character starting with the Iron Fang career can choose Horseman for his other career.
Since horses are uncomfortable in the presence of trollkin, trollkin characters cannot take this career.
Starting Abilities and Abilities: Cavalry Charge and Combat Rider
Skills
Military Skills: Choose three of the following: Great Weapon 1, Hand Weapon 1, Lance 1, or Pistol 1
Occupational Skills: Riding 1
Starting Assets 25 gc, warhorse with tack and heavy barding

Cavalry Charge, Combat Rider, Expert Rider, Mounted: Counter Charge (p. 181), Ride-By Attack,
Horseman Abilities
Saddle Shot, Swift Rider, Trained Rider (Any) (p. 181)
Horseman Connections —
Horseman Great Weapon 4, Hand Weapon 2, Lance 4, Pistol 2, Unarmed Combat 2
Military Skills
Horseman Command 3, General Skills 4, Navigation 3
Occupational Skills

It is a common saying among the


soldiers of the Iron Kingdoms
that a warrior on horseback
is worth a dozen footmen.
Horsemen of western Immoren
come from scores of ancient
traditions, including the knights
of Cygnar, the Idrian riders of
the Bloodstone Marches, and
the swift scouts of Ord. The
most renowned are the uhlans
descended of the horselords
of Khador. All are fearsome
combatants trained not only in
the use of their arms but also in
the skill of utilizing their mounts
as fearsome weapons of war.

Whether fighting singly or


among a mass of troops, a
horseman is a dangerous foe.
The speed of a rider on horseback
and the devastating power of
his weaponry makes him both
unpredictable and fearsome.
Even in the age of the warjack,
skilled horsemen remain in
great demand.

Playing a Horseman: The


Horseman career can add an
extremely useful skill set to a
wide range of other careers.
Martial careers such as Doom Reaver (p. 178), Knight, An experienced horseman should carefully consider which new
Military Officer, and Warcaster can easily be paired with the abilities will best complement his other capabilities and chosen
Horseman career to create characters with unique and potent fighting style. Abilities like Ride-By Attack can be useful to
fighting styles. Horseman can be paired with careers such any character, allowing the horseman to reposition himself as
as Iron Fang (p. 176), Man-O-War (p. 180), and Stormblade to necessary. Veteran-level Horsemen can make great use of the
gain additional options. Mounted: Counter Charge ability.

179
KHADOR

MAN-O-WAR Prerequisites: human (khadoran)

Special: A character starting with the Man-O-War career must choose Aristocrat, Field Mechanik,
Horseman (p. 179). Man-at-Arms, Military Officer, or Soldier for his other career.
Starting Abilities and Abilities: Ironhead (p. 181) and Load Bearing
Skills Connections: Connections (Khadoran Military)
Military Skills: Great Weapon 1, Light Artillery 1, and Shield 1
Occupational Skills: Command 1 and Mechanikal Engineering 1
Man-O-War armor (p. 183) and one of the following options:
• Annihilator blade (p. 184) and Man-O-War shield cannon (with powder and ammunition for ten shots) (p. 187)
Starting Assets
• Bombardier grenade cannon (p. 186), Man-O-War ammo bandolier (p. 189), four cannon grenades
• Ice maul (p. 185)

Cleave, Defensive Line, Girded, Head-Butt, Ironhead (p. 181), Load Bearing, Man of Iron (p. 181),
Man-O-War Abilities
Shield Slam, Steady, Steam Jockey (p. 181)
Man-O-War Connections (Khadoran Military)
Connections
Man-O-War Military Great Weapon 4, Light Artillery 4, Shield 3, Unarmed Combat 3
Skills
Man-O-War Command 3, General Skills 4, Mechanikal Engineering 2
Occupational Skills

Encased in a steam-powered suit of armor, the Man-O-War is


imbued with almost the same strength, durability, and resilience
as a warjack. Such soldiers must endure harsh physical regimens
and extensive training to prepare themselves to operate their
powerful armor. The interiors of these suits become almost
unbearably hot in the midst of battle, requiring courage and
fortitude. Armed with weapons too massive for any ordinary
man to bear, the Man-O-War becomes a living engine of battle.

Within the Khadoran military there are three general branches


of service for the Man-O-War: the earth pounding bombardiers
with their grenade cannons, the stone crushing demolition
corps, and the unstoppable shock troopers. In addition to
Khador’s heavy infantry, officers stride the battlefields of
western Immoren in their powerful armor and servants of the
great princes make war for their masters encased in mechanized
suits of iron. Man-O-War armor has captured the imagination
of Khador since its creation, for it grants the average man with
the strength of legends.

Playing a Man-O-War: This career suggests that the character


is a highly trained Khadoran veteran who is not just a skilled
combatant, but a patriot trusted with some of the most valuable
military armaments of his nation’s army. The Man-O-War career
offers the chance to not only wield brutal mechanikal weapons
but to endure damage that would cripple a lesser combatant.
Unquestionably, the chief draw of this career is the opportunity to
play a character encased in some of the most powerful armor ever The abilities available to a Man-O-War should be considered
developed on Caen. The Man-O-War career is easily paired with carefully in the context of the character’s other career and
Horseman (to play a Man-O-War Drakhun, see p. 176), Man-at- the weapon he has chosen as a specialization. Shield Slam is
Arms, or Soldier, or a character can take the role of a commanding tremendously useful to a character wielding a shield cannon,
officer with the Aristocrat or Military Officer career. Pairing this but one with an ice maul would do better to choose Cleave. A
career with Field Mechanik provides an interesting opportunity Veteran-level Man-O-War can look forward to the Man of Iron
to portray a Man-O-War who fights at the front lines alongside ability for even greater influence over the limitations of his
warjacks and can repair the damage they suffer. armor in the heat of combat.

180
New Abilities Man of Iron
Prerequisite: Ironhead, PHY 8
Abomination
Prerequisite: None The character has learned to push his body to the limit to
compensate for any failing of his steam-powered armor’s
The character is a terrifying entity and gains Terror [this internal systems. While wearing steam-powered armor, the
character’s Willpower +4] in battle. This terror affects friendly character never suffers the effects of internal damage. For
characters as well as enemies. Additionally, the character can example, though the character’s Man-O-War armor could suffer
reroll failed Intimidation skill rolls. Each failed roll can be damage to movement or boiler leaks, the character’s sheer
rerolled only once as a result of Abomination. determination and raw physical prowess keep these failures
from affecting his performance (or boiling him alive).
Berserk
Prerequisite: None Mounted: Counter Charge

When this character incapacitates or destroys one or more other Prerequisite: Cavalry Charge, Ride 3
characters with a melee attack during his turn, immediately While this character is riding a mount designated as a warhorse,
after the attack is resolved he must make one additional melee when an enemy advances and ends its movement within 36
attack against another character in his melee range. feet (6˝) of this character and in his line of sight, this character
can immediately spend 1 feat point to charge the enemy. The
Bloodlust character cannot make a counter charge while engaged.
Prerequisite: None
Onslaught
The character is an exceptional doom reaver. Though the
whispers of his fellblade still penetrate his troubled mind, he Prerequisite: None
retains his reason rather than losing himself completely to At the start of this character’s turn before moving or taking
madness. The character’s Willpower is not reduced as a result any action, the character can make one ranged attack. After the
of wielding a fellblade, and he never becomes a slave to the attack has been resolved, the character must charge or run. The
weapon. ranged attack is made before declaring a charge target.

Fearless Silence
Prerequisite: None Prerequisite: Berserk, Great Weapon 3
The character is utterly fearless and automatically passes When this character is forced to make an attack as a result of
Willpower rolls to resist Terror. Berserk, he can choose to make a Willpower roll against a target
number of 15 to resist the influence of his fellblade. If the roll
Fearsome Howl succeeds, he does not make the attack. If the roll fails, he must
Prerequisite: Abomination make the attack normally.

Once during each of his turns, the character can spend a quick Steam Jockey
action to unleash a terrifying howl. That turn he gains Terror
[this character’s Willpower +6]. Prerequisite: Ironhead

The character can put on or remove mechanically enhanced


Ironhead steam-powered armor as a full action.
Prerequisite: None
Trained Rider
The character knows how to use and control mechanically
enhanced steam-powered armor, such as Man-O-War armor Prerequisite: Ride 1
(p. 183). The character has been trained to ride a mount that is otherwise
impossible to ride, such as the mighty Karpathan destrier. A
character can have this ability several times, each time choosing
a different mount type.

Ironhead
Any Arcane Mechanik or Field Mechanik can gain the
Ironhead ability as if it were a career ability.

181
KHADOR

Players in the group should designate one Arcane Mechanik,


New Spells Greylord Arcanist, or Khadoran Warcaster to be the magziev, the
COST RNG AOE POW UP OFF
leader of the company. Any other Arcane Mechaniks, Arcanists,
Battle Rage 3 6 — — No No and Warcasters in the company hold the rank of rastovik and
Target friendly living character gains +2 to his melee attack as such are full members of the Greylords Covenant. Other
rolls and becomes Fearless. Battle Rage lasts for one round. characters in the company are considered to be agents in the
employ of the Greylords Covenant or military personnel
Gallows 3 10 — 13 No Yes
assigned to the command of the Greylords.
When an enemy is hit by this attack, he can be pushed d6˝ Benefits: Each Gifted character begins the game with one
directly toward Gallows’ point of origin. additional Cost 2 spell.

Each non-Gifted character begins with the Iron Will ability.


Infernal Machine 2 6 — — Yes No
Target steamjack in the spellcaster’s battlegroup gains Terror [14] Additionally, if there are any Doom Reavers in the company, the
against enemy characters and +2 MAT and SPD. magziev begins the game with an Orgoth staff (p. 185).

Khadoran Military Detail


Iron Flesh 2 6 — — Yes No
Target friendly living character gains +3 DEF but suffers –1 SPD. The characters are members of a special detail drawn from
various branches of the Khadoran military. The group could
Ravager 2 6 — — No No
include a Widowmaker sharpshooter, a Kossite scout, and a
Target steamjack in the spellcaster’s battlegroup gains Man-O-War mechanik, all led by an Iron Fang officer. Rather
Berserk for one turn. While affected by Ravager, a steamjack than fighting on the front lines, the group is tasked with various
cannot make Chain Attacks. (When a steamjack with Berserk missions of a more subtle nature appropriate to the characters’
incapacitates or destroys one or more characters with a melee mix of skills, such as infiltration, reconnaissance, and sabotage.
attack during its turn, immediately after the attack is resolved The detail might include subterfuge behind enemy lines,
it must make one additional melee attack against another conducting prisoner transfers, or tracking down dangerous
character in its melee range.) criminals. All in a day’s work!

Requirements: Each member of the company must be a human


Watcher 3 Self — — Yes No Khadoran and have at least one of the following careers:
When an enemy character advances and ends its movement Greylord Arcanist (p. 175), Assault Kommando (p. 177), Field
within 6˝ of the spellcaster, choose a steamjack in this character’s Mechanik, Iron Fang, Man-O-War (p. 180), Ranger (woodland
battlegroup that is in his control area. That steamjack can scout), Rifleman (Widowmaker), Soldier (Winter Guard), or
immediately make a full advance and then can make one Khadoran Warcaster (p. 176). The players in the group should
normal melee or ranged attack targeting the enemy character. designate one member of the company to be the lieutenant. The
The attack and damage rolls against that character are boosted. lieutenant then designates a sergeant.
After the attack is resolved, Watcher expires.
Benefits: The characters in the company receive regular
assignments and information of military significance along with
New Adventuring Companies the equipment necessary to carry out the mission. Additionally,
Greylords the group can requisition up to 100 gc in Khadoran arms,
ammunition, and gear each month.
The characters are members and agents of the Greylords
Covenant. Depending on their specializations, the characters The lieutenant gains the Natural Leader ability whether or not
might be sent to plumb the depths of ancient ruins in search he meets the prerequisites.
of arcane artifacts of value to the Motherland’s war effort,
Additionally, Field Mechaniks in the company can begin the
uncover and eliminate traitors, see to the safety and protection
game with a Kolstot laborjack (p. 191) with up to 200 gc in
of a great prince, annihilate representatives of a rival arcane
weapons instead of starting with a light laborjack.
organization, or steal occult secrets—anything to further the
cause of the Khadoran Empire. The characters must answer to
their superiors within the organization but have broad freedom Khadoran Gear
in accomplishing the tasks assigned to them. Armor
Requirements: Each member of the company must be a human Assault Kommando Armor
Khadoran and have at least one of the following careers: Arcane Cost: 350 gc
Mechanik, Greylord Arcanist (p. 175), Doom Reaver (p. 178), SPD Modifier: 0
Explorer, Investigator, Man-at-Arms, Military Officer, Soldier, DEF Modifier: –2ARM Modifier: +7
Spy, or Khadoran Warcaster (p. 176). The company must include
at least one Arcane Mechanik, Greylord Arcanist, or Khadoran Description: The sealed and alchemically treated infantry
Warcaster. armor of the assault kommandos is made up of layers of plate,
chain, leather, and insulation. The armor is not only proof

182
divided llael

Player Section

Llael’s shattered nobility was forced to capitulate, flee into


Llaelese Characters exile, or fight to the bitter end. The Aristocrat career is most
The Llaelese are a people with a rich and tragic history that
compelling here, with nobles playing a more dynamic role
offers enormous potential for player characters. Though some
than in any of the other kingdoms. Instead of living a life of
of the strongest concepts for Llaelese characters are covered in
leisure or sparring with political rivals in the forums of the
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules,
Iron Kingdoms, the Llaelese Aristocrat is a military leader
they take on new life in the context of this war-torn kingdom.
looked to by the desperate masses as a guiding light in an age
Additionally, there are a few specifically Llael-only character
of darkness. Alternatively, he might be a villain of the darkest
options that appear below.
stripe, selling out his homeland to the vicious invaders who
Though Llael is no longer the capital of alchemy in the enslave his countrymen to their industrial machine.
Iron Kingdoms, the proud roots of the Order of the Golden
This nation is a hotbed of intrigue and old scores that turn
Crucible run deep. Many Llaelese alchemists fled the war to
deadly. The fighting arts became a national obsession in Llael,
resettle abroad or were forced to serve new masters, but some
which has a rich tradition of assasination and courtly duels
remained free and joined the Resistance. These alchemists
and is home to the finest dueling schools in the Iron Kingdoms.
command the respect of the people not only as manufacturers
Cutthroats, Duelists, Pistoleers, and Spies can all be viewed
of the weapons used to sustain the Resistance but also as
as following traditionally Llaelese occupations. These former
patriots of an ancient Llaelese tradition.
agents of the aristocracy have found renewed purpose among
Llael also had its own chapters of the Fraternal Order of Wizardry, the soldiers of the Resistance.
and arcanists of all stripes can be found throughout the war-
The war has brought many hardships upon the Llaelese people,
torn nation, albeit under the close scrutiny of the Greylords and
and crime runs rampant in some quarters. Highwaymen have
scrutators or carefully protected by the Resistance. Some serve
become particularly common along the trade roads from
as living weapons operating as part of hidden Resistance cells
Khador and Rhul. Though these desperate men are sometimes
within Khadoran-controlled cities.
employed by the Resistance as scouts, they most often keep
their ill-gotten gains for themselves.

238
Llaelese Career
Options
The options available to Llaelese
characters are described below. A
player can choose to use as many career
options as he wishes during character
creation and can take some or all of
the options for which his character
meets the requirements. For example,
a player creating a Llaelese Gun Mage/
Warcaster might decide to take the
Amethyst Rose option but decide not to
take the Llaelese Warcaster option for
his character.

Gun Mage of the Amethyst


Rose (Gun Mage)
The Gun Mages of the Order of the
Amethyst Rose are patriots who once
swore an oath to the Llaelese crown to
defend the monarchs of Llael in times
of peace and war. Dressed in black to
mourn the passing of their last king,
members of the Amethyst Rose are
master arcane duelists and skilled
gunfighters. The funereal aspect of their
attire plays into a general attitude of
reckless fatalism, as they feel devoted to
a king who is dead, a royal line that is
extinct, a nation that has been shattered,
and a people who have been thrown
into chaos. Gun Mages of this order are
among the most ruthless, courageous,
and deadly agents of the Resistance.

Only Llaelese humans can belong to


the Order of the Amethyst Rose. A
Gun Mage character starting the game
as a member of the Amethyst Rose
must choose Duelist, Highwayman,
Horseman (p. 179), Military Officer, Pistoleer, Spy, or Warcaster Return Fire, Rune Shot: Accuracy,
for his second career. A character cannot be a Gun Mage of the Rune Shot: Black Penny,
Amethyst Rose and a standard Gun Mage. COST 1 Rune Shot: Brutal, Rune Shot: Iron Rot,
A character taking this option: Rune Shot: Silencer,
Rune Shot: Spontaneous Combustion
• Begins with Connections (Loyal Order of the Amethyst
Rose). Celerity, Heightened Reflexes,
Occultation, Refuge, Rune Shot: Piercer
• Uses the spell list below instead of the Gun Mage spell list in COST 2
(p. 240), Rune Shot: Shadow Fire,
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
Rune Shot: Trick Shot, Vision
• Starts with a dual magelock (with powder and ten rounds of Mirage, Rune Shot: Detonator,
ammunition) instead of a standard magelock pistol or rifle. COST 3 Rune Shot: Phantom Seeker,
• Begins with Occultation, Rune Shot: Accuracy, and Rune Rune Shot: Spell Cracker, Zephyr
Shot: Brutal. Quickened (p. 240), Rune Shot: Freeze
COST 4
Fire, Rune Shot: Heart Stopper

239
divided llael

Llaelese Warcaster (Warcaster) COST RNG AOE POW UP OFF


Always few in number, most Llaelese Warcasters perished
Quickened 4 SELF — — Yes No
during the early days of the fighting with Khador. Those who
The spellcaster can make one attack or quick action at the start
survived invariably settled in to work as mercenaries, remained
of any other character’s turn, then Quickened expires.
in the employ of exiled Llaelese nobles, or have become heroes
of the Resistance. Llaelese Warcasters were always seen as a
resource of the nation and were given special training at the Rune Shot: Piercer 2 SELF — — No No
Royal Arcane Academe. Llaelese Warcasters are likely to have The spellcaster’s next rune shot ranged attack this turn ignores
received additional martial training, particularly from the spell effects that add to the target’s ARM or DEF.
kingdom’s leading duelist schools. Llaelese Warcasters value
grace and movement over sheer force, a preference reflected in Twister 2 10 3 10 No Yes
their training as well as their spell selections. The AOE is a cloud effect that remains in play for one round.
Only Llaelese humans can be Llaelese Warcasters. This option
must be taken at character creation. A character cannot be Adventuring Companies
a Llaelese warcaster and a standard warcaster. A character Heroes of the Resistance
starting the game as a Llaelese Warcaster must choose
The characters are members of the tattered remnants of the
Aristocrat, Duelist, Field Mechanik, Gun Mage, Highwayman,
Llaelese Resistance. They might be part of a heavily armed
Horseman (p. 179), Military Officer, Pistoleer, Sorcerer, or Spy
strike force operating out of Rhydden or members of a sleeper
for his second career.
cell operating in a city under Khadoran control. Whatever their
A character taking this option: situation, they are desperate patriots serving a fallen nation.
They might no longer believe that their country can be restored,
• Uses the spell list below instead of the Warcaster spell list in
but they know for certain that it can be avenged.
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
Requirements: Resistance fighters can be of any background
• Begins with Blur and Twister.
provided they are dedicated to the cause of Llaelese freedom.
Resistance companies even include mercenaries in the employ
COST 1 Entangle, Fair Winds, Jump Start
of the exiled Llaelese aristocracy.
Admonition (p. 240), Arcane Bolt,
The players in the group should designate one human Llaelese
Battering Ram, Blur (p. 91),
member of the group to be the leader of the company. In addition
COST 2 Boundless Charge, Celerity, Deadeye to leading his team, this character has the closest contact with
(p. 91), Positive Charge, Redline, the rest of the Resistance. He often needs to attend clandestine
Refuge,Twister (p. 240), Wind Blast meetings and report back to his team to pass on orders and vital
Awareness, Eliminator, Fail Safe, equipment. The exact nature of this communication depends on
COST 3 Force Field, Gallows (p. 182), Grind, the specifics of the campaign. For example, the leader could be
Guided Fire, Rift, Winter Storm part of a larger Resistance group based in Rhydden, or he might
have a single handler tasked with keeping in contact with his
Quickened (p. 240), Tide of Steel, cell. The team leader should designate a second-in-command
COST 4
Tornado who can take over in case of his capture or execution.

Benefits: The company begins the game with a safe house


New Ability somewhere in occupied Llael, either within a city such as
Merywyn or in the occupied countryside. The safe house includes
Strangler at least one secret passage providing an entrance and exit.
Prerequisite: None (Add to the Cutthroat, Ranger, and Spy
Each character created as a member of the company gains
career abilities)
Connections: Llaelese Resistance. The characters can expect to
When using a garrote on a victim, this character adds +3 to his be tasked with difficult or seemingly suicidal missions by their
STR rolls. superiors within the Resistance. Since the characters represent
the leading edge of the dwindling Resistance, they are unlikely

New Spells to receive further intelligence related to their targets or significant


material support in the form of weapons or supplies. The characters
COST RNG AOE POW UP OFF are granted broad latitude to plan and conduct missions of their
own devising as long as they do not countermand standing orders
Admonition 2 6 — — Yes No or endanger other members of the Resistance or collaborating
When an enemy advances and ends its movement within 6˝ civilians. They might even be asked to conduct joint operations
of target character in spellcaster’s battlegroup, the affected with the Northern Crusade from time to time.
character can immediately advance up to 3˝, then Admonition
expires. The affected character cannot be targeted by free Each character created as a member of the company gains one
strikes during this movement.

240
additional occupational skill level in one of the following skills: Special Rules: Triggering the flow of poison takes a quick action.
Bribery, Cryptography, Deception, Detection, Disguise, Escape Once triggered, the blade is prepared and the next character
Artist, Forgery, Interrogation, Intimidation, or Sneak. damaged by the weapon suffers the effects of the poison.

Noble Exiles The dagger can hold up to three doses of poison.

After the invasion of Llael, numerous nobles were left bereft of their Refilling the reservoir takes five minutes of careful labor.
wealth and ancestral homes and forced to flee south to friendly The dagger can be used to deliver somnolence elixir as well as
nations. Attended by the few retainers that survived and remained poisons.
loyal, these fallen aristocrats must find patrons at foreign courts or
other means of filling their dwindling coffers. Some members of Garrote
the Llaelese nobility harbor sympathies for the Resistance and seek
Cost: 2 gc
the return of their rightful lands, but others might have committed
Skill: Unarmed
treasonous deeds during the bloody days of the invasion and
Attack Modifier: 0
now hope to avoid those who know of their transgressions. The
POW: —
characters in this company are likely to interact with a broad range
of individuals as they seek a means to improve their fortunes and Description: A garrote is a device designed to strangle a victim
return to some semblance of the life they left behind. from behind, regardless of the form it takes. Purpose-built
garrotes consist of a length of wire with a handle on each end.
Requirements: Any character can belong to the company.
The garrote is not a battlefield weapon and can be used only
The company must include at least one Llaelese character
from behind a target with the element of surprise.
with the Aristocrat career. Aristocrat characters in the group
should choose one among their number to be a baron of Llael, Special Rules: This weapon causes no damage. Instead, it is
the highest-ranking noble in their company. Non- used to choke the life out of a victim.
Aristocrat characters are assumed to be bodyguards,
To use this weapon, the attacking character must succeed
mercenaries, distant family members, servants,
in hitting his target with a back strike with the garrote.
hangers on, or close allies of the exiled aristocrats.
If the attack hits, the attacker can begin strangling his
Benefits: The baron gains the Natural Leader ability victim. The attacker and victim immediately each roll a
as well as +2 on all social skill rolls against other d6. The attacker adds his STR to his roll and the victim
members of the company. adds his PHY. If the attacker’s total is higher, the victim
suffers –1 PHY. If the victim wins, he breaks free. If the
Llaelese characters in the group begin with an extra
totals are equal, he does not.
50 gc to spend on weapons and equipment. All
characters in the group also begin with Connections The attacker can take no other actions while strangling
(exiled Llaelese aristocracy). his victim, but he can release the victim at any time. At
the start of each of the attacker’s subsequent turns, the
Llaelese Gear two characters roll again to determine the effect of the
strangulation.
Llael has been a wellspring of intrigue since its
founding. Combining a cultural obsession with While being garroted, a victim cannot speak, yell,
dueling and a love of political conspiracy, the Llaelese or use his voice to make any sound. The victim can
developed a vast array of discreet yet deadly weapons use his turns to attempt to fight his attacker off as
for personal protection and defense. In addition, a full action (triggering another strangulation roll
Llaelese spycraft achieved a degree of sophistication that might result in further PHY loss), fight through
unknown in the other Iron Kingdoms. his terror with a successful Willpower roll to take
another action, or fight to get a mouthful of air (no
effect, but does not force another strangulation roll).
Melee Weapons If the victim attempts to take any action other than
Dagger, Poisoner’s fighting his attacker off, he must make a Willpower
Cost: 20 gc roll against a target number of 14. If he succeeds, he
Skill: Hand Weapon can take any action he is physically capable of but
Attack Modifier: +1 suffers a –3 penalty on skill and attack rolls and
POW: 1 cannot move away from his attacker. If he fails, he
must forfeit his turn.
Description: The poisoner’s dagger is a hollow-bladed
weapon with a poison reservoir concealed in its handle. If a victim is reduced to 0 PHY, he is knocked out. If
A would-be assassin can prepare his blade with a touch he is strangled beyond 0 PHY, he dies. A character
of a button, causing poison to flow slowly from the recovers PHY lost as a result of strangulation at a
reservoir in preparation for a strike. rate of 1 point per hour of rest.

241
Llaelese
A character taking this option:
• Starts the game with the Parry ability but does not start

Resistance with the Privilege ability.

• Starts the game with the Feat: Vendetta archetype


Career Options benefit, ignoring the prerequisites, but does not start
with the Aristocrat’s monthly 50 gc.
The options available to Llaelese Resistance characters are
described below. A player can choose to use as many career • Adds Streetwise 4 to the Aristocrat’s list of potential
options as he wishes during character creation and can take some Occupational skills.
or all of the options his character meets the requirements for.
Resistance Saboteur (Alchemist)
Exiled Noble (Aristocrat) The Resistance Saboteur is a powerful tool within the Llaelese
An Exiled Noble is one of the few remaining nobles left alive after Resistance. These agents are masters of explosives, using
the Llaelese War. Either through luck, submission, or treason, blasting powder and alchemical explosives to deliver death and
this character has survived when the Khadoran Empire removed destruction to the Khadoran Empire. Recruited for their natural
most of the other nobility in Llael. Now, the Exiled Noble has a aptitude with explosives and their eagerness to fight the invaders,
chance to strike back at his would-be oppressors. saboteurs are well equipped to make Khador pay a heavy price
for occupying Llael.
Only a human character can be an Exiled Noble.
A character taking this option:
• Starts the game with the Fire in the Hole! ability but
does not start with the Poison Resistance ability.

• Starts the game with 25 gc, grenadier’s bandolier,


5 explosive grenades, and 1 large alchemical bomb
with a clockwork detonator instead of the Alchemist’s
starting assets.

• Adds Night Fighter to the Alchemist’s list of potential


career abilities.

• Adds Connections: Llaelese Resistance to the


Alchemist’s list of potential career connections.

Resistance Sleeper Agent (Spy)


A Resistance Sleeper Agent is a deep cover spy who was recently
activated to help the cause of the Llaelese Resistance. These
agents have been living under their cover identities so long that
they may have nearly forgotten who they were before. Now, the
Llaelese Resistance has called on them to use their abilities and
cover to strike a blow against their enemies.
A character taking this option:
• Starts the game with the Conniver ability but does not
start with the Battle Plan: Shadow ability.

• Starts the game with Connections: Khadoran Military


and Connections: Llaelese Resistance but does not start
the game with Connections (intelligence network).

• Begins the game with the Feat: Perfect Plot Intellectual


archetype benefit, ignoring the prerequisites.

Vive La Resistance 93
Player Section

A character taking this option:


Ordic Characters
A number of options are available only to characters of Ordic • Begins with Rifle 1 and Thrown Weapon 1 but does not start
origin. These options include modifications to existing careers, with the Crossbow, Great Weapon, Hand Weapon, or Pistol
a new career, new abilities, a new skill, and kingdom-specific military skills.
spell lists.
• Begins with Connections (Golden Crucible).
Ordic Career Options • Begins with Crucible armor (p. 307), 250 gc worth of
The options available to Ordic characters are described below. grenades, and Crucible Arms weapons and ammunition
A player can choose to use as many career options as he wishes instead of the Soldier’s 100 gc.
during character creation and can take some or all of the
options his character meets the requirements for. For example, Marine (Soldier)
a player creating an Ordic Soldier/Warcaster can decide to take Marines are specialized soldiers positioned on navy ships of
the Ordic Warcaster option but decide not to take the Marine Ord and Cygnar. Their primary role is to defend their ships
option for his character. and engage in the capture of enemy vessels. These professional
soldiers stand out in a crew, since they are among the few to wear
Crucible Guard (Soldier) armor on ship. Many marines choose to wear lighter armor so
The Crucible Guard is the private mercenary force employed that if they do take a plunge, they can stay afloat. A marine’s
by the Order of the Golden Crucible to ensure the protection weapons of choice include the cutlass, pistol, and gaff spear.
of its interests, membership, and property. In any city with a
significant branch office of the order, at least a nominal force Any character can be a Marine. A character cannot have both
of Crucible Guards is employed to protect its guild houses, the Marine and standard Soldier careers.
labs, and warehouses. Order alchemists frequently arrange to A character taking this option:
be escorted by one or more members of the Guard when on
business abroad. • Begins with the Boarding Action (p. 305) ability and either
Specialization (Cutlass) or Specialization (Gaff Spear) but
Only a Cygnaran, Llaelese, or Ordic human character can be does not begin with Find Cover or Sentry.
a Crucible Guard. A character cannot have both the Crucible
Guard and the standard Soldier career. A character starting • Begins with Jumping 1, Sailing 1, and Swimming 1 but does
the game as a Crucible Guard must choose Artillerist (p. 304), not begin with Driving 1 or Survival 1.
Field Mechanik, Horseman (p. 179), Investigator, Man-at-Arms, • Can gain Specialization (Cutlass) and Specialization (Gaff
Military Officer, Rifleman, or Warcaster for his second career. Spear) as career abilities.

• Adds Sailing 3 to the Soldier career’s list of potential


occupational skills.

301
ORD

Maritime Order of
the Trident Arcanist
(Arcanist)
The arcanists of the Maritime Order of
the Trident train extensively to work in
concert with the Ordic Royal Navy. As
living military assets, they learn both
combat and pragmatic magic that can
save lives and change fortunes on the
high seas. Though these arcanists are expected to serve for a time
as part of the Ordic Navy, many go on to barter their services to
large shipping concerns or mercenary forces. A small number join
the pirate crews that call Ord home.

Only Ordic humans can be Maritime Order of the Trident


Arcanists. A character cannot have both the Maritime Order of
the Trident Arcanist and standard Arcanist careers. A character
starting the game as a Maritime Order of the Trident Arcanist
must choose Arcane Mechanik, Aristocrat, Explorer, Marine
(Soldier), Military Officer, Ordic Warcaster (Warcaster), Pirate,
Priest (Morrow), or Sorcerer for his second career.

A character taking this option:

• Begins with Connections (Ordic Military).

• Begins with the Hand Weapon 1 and Pistol 1 military skills.

• Does not begin with Lore (Arcane) or Research occupational


skills.

• Begins with the Deadeye, Extinguisher, and Triage spells.

• Add Hand Weapon 3 and Pistol 3 to the Arcanist career’s list


of potential military skills.

• Uses the spell list below instead of the Arcanist spell list in
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.

Blizzard, Buoyancy (p. 305),


Fair Winds, Protection from Cold,
Cost 1
Protection from Fire, Storm Tossed,
Wind Strike
Celerity, Deadeye (p. 91),
Deadweight (p. 305), Extinguisher,
Fortune (p. 305), Howling Flames,
Cost 2 Icy Grip, Phantasm (p. 305),
Razor Wind, Sea Legs (p. 305),
Shatter Storm, Triage, Wind Blast,
Wings of Air
Broadside, Fog of War, Force Field,
Cost 3 Gallows (p. 182), Guided Fire, Mirage,
Rift, Winter Storm
Powder Keg (p. 305), Shock Wave,
Cost 4
Tempest

302
Ordic Warcaster (Warcaster) • Begins with the Convection and Fortune spells.
Ord has traditionally had a difficult time locating and securing • Uses the spell list below instead of the Warcaster spell list in
those with the warcaster talent, but once discovered they Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
are all the more invaluable to the army and navy. The only
dedicated warcaster training program in Ord is at the Trident Cost 1 Jump Start, Locomotion, Storm Tossed
School, where warcasters learn alongside dedicated arcanists
Bullet Dodger (p. 305), Battering Ram,
of the Maritime Order. This program instructs warcasters
Convection, Deadweight (p. 305),
intended for both service branches.
Cost 2 Fire Group, Fortune (p. 305),
Only Ordic humans can be Ordic Warcasters. This option Hot Shot (p. 305), Redline,
can only be taken at character creation. A character cannot Sea Legs (p. 305), Temper Metal
be an Ordic Warcaster and a standard Warcaster. A character
Batten Down the Hatches,
starting the game as an Ordic Warcaster must choose Arcane
Blow the Man Down (p. 305),
Mechanik, Arcanist, Aristocrat, Artillerist (p. 304), Duelist,
Cost 3 Broadside, Eliminator, Fail Safe,
Explorer, Field Mechanik, Horseman (p. 179), Man-at-Arms,
Full Throttle, Gallows (p. 182),
Military Officer, Pirate, Priest (Morrowan), Soldier, or Sorcerer
Iron Aggression, Rift
for his second career.
Force Hammer, Obliteration,
A character taking this option: Cost 4
Powder Keg (p. 305)
• Begins with Connections (Ordic military).

• Can begin with naval warcaster armor (p. 307) instead of


standard warcaster armor (light or medium) or a mechanika
hand weapon or hand cannon.

303
ORD

Artillerist Prerequisites: none

Special: A character starting the game with the Trencher career can choose Artillerist for his
other career.
Starting Abilities, Abilities: Battle Plan: Close Fire and Scorched Earth
Connections, and Skills
Military Skills: Heavy Artillery (p. 305) 1, Light Artillery 1, Pistol 1, Rifle 1
Occupational Skills: Command 1, Detection 1, Driving 1
Starting Assets 75 gc, deck gun (p. 309) (with powder and ten rounds of ammunition)

Advisor, Battle Plan: Close Fire (p. 305), Battle Plan: Orchestrate Fire (p. 305), Bomber, Double
artillerist Abilities
Powder Ration (p. 305), Grenadier, Hit the Deck!, Scorched Earth (p. 305), Test the Wind (p. 305)
artillerist Connections Connections (kingdom military or mercenary company)
artillerist Military Hand Weapon 3, Heavy Artillery 4, Light Artillery 4, Pistol 3, Rifle 3, Thrown Weapon 3
Skills
artillerist Craft (ordnance) 4, Command 3, General Skills 4, Rope Use 4, Survival 3
Occupational Skills

The artillerist is a highly skilled specialist


in siege warfare. He is an expert in the
construction, maintenance, and application
of the engines of war. Whether on land or
sea, he is most at home around big guns and
comes to life in the roar of battle. Though he
is a peerless addition to any cannon crew, his
true strength lies in orchestrating the fire of
whole artillery batteries.

Most artillerists either learn their trade in the


classrooms of western Immoren’s elite military
academies or through first-hand experience
in battle. Those who attain this degree of
expertise find their skills in high demand
and can easily find employment with their
kingdom’s military, any number of mercenary
companies, or as part of a merchant vessel or
pirate crew.

Playing an Artillerist: The Artillerist


career, much like the Pistoleer or Rifleman,
is focused on the use of a specific weapon
group. Although other careers have access to
the Light Artillery skill, the Artillerist has the
most tools to use this class of weapon to its
full extent. Artillerist is also the only career to
have access to the Heavy Artillery skill.

Experienced Artillerists can gain a number


of abilities that increase their effectiveness
with all sorts of engines of war. Veteran-level
Artillerists with the Double Powder Ration
ability are incredible assets to their parties and
can expect to spend plenty of time carefully
preparing the firearms of their friends and
associates before big battles.

304
New Abilities New Spells
COST RNG AOE POW UP OFF
Battle Plan: Close Fire
Prerequisite: Command 1, Heavy Artillery 1 Blow the Man Down 3 8 — 15 No Yes
A character hit by Blow the Man Down is knocked down. On
The character can spend 1 feat point to use Battle Plan: Close
a critical hit, instead of suffering a normal damage roll, a non-
Fire. Using a battle plan is a quick action. When a character uses
incorporeal character is slammed d6˝ directly away from the
this battle plan, friendly characters do not suffer blast damage
spell’s point of origin regardless of his base size. Collateral
from ranged attacks made by this character or by friendly
damage from this slam is POW 15. Incorporeal characters are not
characters beginning their activations in his command range.
slammed; they are just knocked down and suffer a damage roll.
Battle Plan: Close Fire lasts for one round.

Battle Plan: Orchestrate Fire Bullet Dodger 2 6 — — Yes No


Target friendly character gains +2 DEF against ranged attack
Prerequisite: Command 2, Heavy Artillery 2
rolls and Dodger. (A character with Dodger can advance up
The character can spend 1 feat point to use Battle Plan: to 2˝ immediately after an enemy attack that missed him is
Orchestrate Fire. Using a battle plan is a quick action. When resolved unless he was missed while advancing. He cannot be
a character uses this battle plan, friendly characters in his targeted by free strikes during this movement.)
command range gain +2 on artillery ranged attack rolls. Battle
Plan: Orchestrate Fire lasts for one round. Buoyancy 1 6 — — Yes No
Target friendly character gains +5 on Swimming skill rolls.
Boarding Action
Prerequisite: Jumping 1
Deadweight 2 8 — 12 No Yes
A character with Boarding Action can use the Jumping skill to When Deadweight destroys an enemy living or undead character,
make a long jump as a quick action instead of a full action after choose a character within 2˝ of the destroyed character. The
making a full advance. chosen character must forfeit either his movement or his action
during his next turn.
Double Powder Ration
Prerequisite: Heavy Artillery 3 Fortune 2 6 — — Yes No
Target friendly character can reroll his missed attack rolls. Each
This character can use this ability only when loading a ranged
attack roll can be rerolled only once as a result of Fortune.
weapon with an Effective Range that does not use metal
cartridges. Using this ability takes a full action and an extra
Hot Shot 2 6 — — Yes No
measure of powder, using two rounds of ammo instead of one.
When a weapon loaded with a double powder ration is fired, the Target friendly character in the spellcaster’s battlegroup gains
Effective Range of the attack is increased by 24 feet (4˝) and the boosted ranged attack damage rolls.
Extreme Range is increased by 120 feet (20˝).
Phantasm 2 6 — — Yes No
Scorched Earth When friendly target character is targeted by a ranged attack,
Prerequisite: Heavy Artillery 1 the Effective Range of the attack is reduced by 30 feet (5˝).

This character gains +2 on ranged attack blast damage rolls.


Powder Keg 4 10 5 14 No Yes
On a critical hit, characters hit lose one attack during their next
Test the Wind
activation.
Prerequisite: Heavy Artillery 3

When this character’s artillery ranged attacks miss their targets, Sea Legs 2 6 — — Yes No
he can reroll the direction and/or distance of deviation. Each Target friendly character cannot be knocked down.
roll can be rerolled only once as a result of Test the Wind.

New Military Skill


Heavy Artillery (Poise)
The character is knowledgeable in the operation, loading, and
transport of heavy artillery weapons. Each level of this skill adds
to the character’s POI when making attacks with heavy artillery.

305
ORD

Adventuring
Companies
Agents of the Crucible
The characters are members of the
Order of the Golden Crucible. They
might represent a local guild house
by conducting secret arcane research
or providing alchemical products
to the local population. They could
also be traveling agents of the OGC
carrying out order business abroad.
Occasionally the company may
barter their services as mercenaries,
especially if they are accompanied
by members of the Crucible Guard.

Requirements: Each member of the


company must have at least one of
the following careers: Alchemist,
Arcane Mechanik, Arcanist,
Crucible Guard (Soldier), or Field
Mechanik, or Warcaster. The
company must include at least one
character with the Alchemist career.
The Alchemists should choose one
character among themselves to lead
the company. Characters with the
Alchemist, Arcane Mechanik, and
Arcanist careers are members of the
Golden Crucible. The non-Golden
Crucible members are assumed to
be mercenaries in their employ.

Benefits: The characters begin the


game with a small guild house or
three large wagons (p. 99) with
teams of draft horses. In addition,
the company begins with an
alchemical lab (see Iron Kingdoms
Full Metal Fantasy Roleplaying Game:
Core Rules), either set up in their
guild house or dismantled and
stored on their wagons.

Each character earns 25 gc per month from the regular sale of character must have the Military Officer career. The players in
alchemical goods. the group should designate one member of the company with
the Military Officer career to be the captain. The captain then
Ordic Naval Expedition designates a first mate and other officers as appropriate.
The characters are the bridge crew of an Ordic naval fighting ship. Benefits: The characters in the company receive regular orders
In service to the Broken Sword, these characters are expected and information of military significance. The characters can also
to operate within the code of their nation’s laws. They might expect to be resupplied with coal, food and water, ammunition,
conduct raids against pirates along the coast of Ord or engage in grenades, alchemical accumulators, and other supplies.
exploration of new territories for their nation, but wherever they
go, they do so as the fighting edge of the Royal Ordic Navy. The company begins the game with a small Ordic fighting ship
crewed by able-bodied sailors. The ship can find a safe harbor
Requirements: Each member of the company must be a human in any Ordic port.
and have at least one of the following careers: Artillerist (p. 304),
Explorer, Marine (Soldier), Maritime Order of the Trident Each character created as a member of the company gains
Arcanist (Arcanist), or Ordic Warcaster (Warcaster). At least one Climbing 1, Rope Use 1, Sailing 1, and Swimming 1.

306
protectorate of menoth

Player Section

A character taking this option:


Protectorate Characters
A number of options are available only to characters of • Begins with Connections (Vassals of Menoth).
Protectorate origin. These options include modifications to
• Begins with Arcane Bolt, Ashen Veil, and Short Out instead
existing careers, new careers, new abilities, and kingdom-
of the starting Arcane Mechanik spells listed in Iron
specific spell lists.
Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules. If
Protectorate Career Options the character gains Arcane Bolt from both of his starting
The options available to Protectorate characters are described careers, select one additional Cost 2 spell from either of the
below. character’s spell lists.

• Begins with Vassal Armor (p. 365) but does not begin with a
Vassal of Menoth (Arcane Mechanik)
mechanikal weapon or suit of mechanika armor.
The Vassals of Menoth are the arcane slaves of the Protectorate.
Though well treated, they are closely watched and expected • A Vassal of Menoth/Field Mechanik character can start with
to produce arms and mechanika for their masters. A small a Protectorate light warjack with a stock cortex and up to 200
number serve alongside the Protectorate’s armies in times gc in weapons instead of a light laborjack.
of war, adding their power to the might of the crusades.
• Uses the spell list below instead of the Arcane Mechanik
Though once the Vassals were exclusively arcanists and
spell list in Iron Kingdoms Full Metal Fantasy Roleplaying
arcane mechaniks captured from foreign lands, today they are
Game: Core Rules.
mostly made up of Sul-Menites seeking to purify themselves
of the taint of spiritual corruption, cleansing their magic with Arcane Strike, Fire Starter, Jackhammer,
prayers to the Creator. Cost 1 Jump Start, Power Booster,
Only Menite humans can be Vassals of Menoth. This option Protection from Fire, Short Out
can only be taken at character creation. A character starting Arcane Bolt, Ashen Veil (p. 363),
the game as a Vassal of Menoth must choose Alchemist, Cost 2 Fortify, Immolation, Positive Charge,
Arcanist, Field Mechanik, Priest (Menite), or Sorcerer for his Redline, Refuge, Temper Metal
second career. A character cannot have both the Vassal of
Broadside, Cleansing Fire,
Menoth and standard Arcane Mechanik careers.
Fail Safe, Grind, Guided Fire, Hex Blast,
Cost 3
Hex Hammer (p. 363), Iron Aggression,
Superiority
Cost 4 Black Out, Blazing Effigy, Voltaic Lock

354
Exemplar Errant (Exemplar/Ranger) Protectorate Warcaster (Warcaster)
If the Knights Exemplar are the swords of Menoth, the Exemplar The divinely sanctioned warcasters of the Protectorate are
Errants are the deadly quarrels that strike deep into the hearts among the most valued weapons in the army of the faithful.
of his enemies. Foregoing the use of the sacred relic blades lest Most realize their power through prayer and absolute faith
they fall into the hands of covetous heathens, Exemplar Errants in the Creator, although a small number come to this talent
are the elite scouts and far-ranging warriors of the Protectorate’s through the unclean gifts of sorcery. Those born to this power
armies. Exemplar Errants are dispatched to carry out the will of are vigorously purified and indoctrinated in the Temple to
the Creator’s priesthood across Immoren. cleanse their spirits of the taint of the arcane. Having devoted
themselves utterly to the True Law, these warcasters lead armies
Only a character who begins the game with the Exemplar
in Menoth’s name and give over their entire lives to his service.
(p. 357) and Ranger careers can be an Exemplar Errant.
Only Menite humans can be Protectorate Warcasters. This
A character taking this option:
option can only be taken at character creation. A character
• Starts the game with the Sanguine Bond and Specialization starting the game as a Protectorate Warcaster must choose
(Lawbringer Crossbow) abilities but does not start with the Allegiant of the Order of the Fist (p. 356), Cutthroat, Duelist,
Righteous Anger Mighty archetype benefit. Exemplar (p. 357), Field Mechanik, Paladin of the Order of the
Wall (p. 358), Priest (Menite), Reclaimer (p. 359), or Scrutator
• Starts the game with the Crossbow 1, Hand Weapon 2, and
(p. 360) for his second career. A character cannot have both the
Shield 1 skills but does not start with any other military skills.
Protectorate Warcaster and standard Warcaster careers.
• Begins with a Lawbringer Crossbow (with ten blessed bolts),
A character taking this option:
a shield, and a sword but does not begin with a relic blade.
• Begins with Connections (Protectorate military).
Exemplar Venger (Exemplar/Horseman)
The Exemplar Vengers are the Protectorate’s heavy cavalry. • Begins with Ashen Veil and Immolation instead of the starting
These knights are consumed with boundless faith and have long Warcaster spells listed in Iron Kingdoms Full Metal Fantasy
been seen as paragons of holy wrath and the true instruments Roleplaying Game: Core Rules. If the character gains Immolation
of Menoth’s will. Today, the Vengers are the spearhead of the from both of his starting careers, select one additional Cost 2
Protectorate’s holy wars. Some Vengers are Umbreans and spell from either of the character’s spell lists.
Khards descended from adherents of Khador’s Old Faith, more • Uses the spell list below instead of the Warcaster spell list in
are proud Sulese who can trace their lineage back to old Caspia, Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
and a growing number are fierce Idrians of the horse tribes who
have given up their old ways for the worship of the Creator. Flames of Wrath, Guided Blade,
Cost 1
Stone Stance
Only a character who begins the game with the Exemplar (p. 357)
and Horseman (p. 179) careers can be an Exemplar Venger. Ashen Veil (p. 363),
Blaze of Glory (p. 363), Convection,
A character taking this option:
Hallowed Avenger (p. 363),
• Starts the game with Hand Weapon 2, Lance 2, and Shield 1 Cost 2 Hand of Fate, Howling Flames,
but does not start with any other military skills. Immolation, Perdition (p. 363),
Righteous Flames, Shield of Faith,
• Begins with a blessed lance (p. 365), shield, and sword but
Synergy (p. 363), Wall of Fire
does not begin with a relic blade.
Awareness, Cleansing Fire, Crevasse,
Crusader’s Call, Eliminator, Hex Blast,
Cost 3
Hex Hammer (p. 363), Iron Aggression,
Rift
Existing Options Cost 4
Ashes to Ashes, Blazing Effigy,
Along with these new options for Protectorate Force Hammer
characters, a number of existing options can be modified
for a specifically Protectorate origin. A player familiar
with WARMACHINE wishing to play a Daughter of the
Flame character could create a Cutthroat/Duelist. A
Deliverer or Flameguard Cleanser could be created by
making a Soldier character and selecting the necessary
equipment. Likewise, a Temple Flameguard character is a
Man-at-Arms with the appropriate armament.

355
protectorate of menoth

ALLegiant of the order of the fist Prerequisites: Human (Menite), Starting Career

Special: A character starting with the Allegiant of the Order of the Fist career must choose Cutthroat,
Investigator, Priest (Menoth), Ranger, Scrutator (p. 360), Spy, or Warcaster for his other career.
Starting Abilities, Abilities: Flesh of Steel (p. 361), Hardened Strike (p. 361), Shifting Sands Stance (p. 362)
Connections, and Skills Connections: Connections (Order of the Fist)
Military Skills: Unarmed Combat 1
Occupational Skills: Detection 1, Jump 1, and Sneak 1
Starting Assets None

Acrobatics, Chain Attack: Body Slam (p. 361), Circular Vision (p. 361), Fist of God (p. 361),
Fleet Foot, Flesh of Steel (p. 361), Flying Fists (p. 361), Hardened Strike (p. 361), Iron Will,
Allegiant Abilities
Precision Strike, Reed in the Wind (p. 362), Serpent Strike (p. 362),
Shifting Sands Stance (p. 362), Steady, Trip (p. 362), Waylay, Whirlwind (p. 362)
Allegiant Connections Connections (Order of the Fist)
Allegiant Military Hand Weapon 3, Unarmed Combat 4
Skills
Allegiant General Skills 4, Interrogation 3, Law 3, Sneak 4, Survival 4
Occupational Skills

No warrior looks more unassuming at rest or is


more devastating in motion than an allegiant
of the Order of the Fist. An allegiant fuses his
faith with unwavering discipline and absolute
self-control. Disdaining weapons and wearing
little armor, these expert pugilists effortlessly
evade rifle fire, deflect enemy blades, and
counterattack with rapid kicks and punches.

The order was founded by Garrick Voyle


a decade before he seized rule of the
Protectorate. Voyle deciphered the lost secrets
of the ancient priest-kings and their guardians
and melded them with the martial skills of the
Idrian people to create techniques that unite a
mortal body with the eternal will of Menoth.
Allegiants study the strength of stone and the
fluidity of sand until the application of deadly
force becomes as natural to them as breathing.

Playing an Allegiant of the Order of the Fist:


An Allegiant of the Order of the Fist is a rare
character in the Iron Kingdoms, a hardened
combatant who does not rely on any weaponry
but his own fists. Abilities like Flesh of Steel
and Shifting Sands Stance allow the character
to forego all but the lightest armor yet still be
capable of mixing it up in close combat. This
career works well with other purely combat-
oriented careers, granting the character access to a wide variety each round to take advantage of Mighty characters’ renowned
of fighting skills. It can also be used to make a very effective damage output, and Skilled Allegiants can become virtually
Investigator or Spy, who need not worry about carrying untouchable thanks to Shifting Sands Stance.
weapons when working undercover or in disguise.
An experienced Allegiant has the potential to move with great
Allegiants of the Order of the Fist can be found among every ease across even a cluttered battlefield. Reed in the Wind allows
archetype but typically lean toward Mighty or Skilled. Mighty the character to ignore free strikes, a powerful ability when
Allegiants with Flying Fists can make an additional attack coupled with Chain Attack: Body Slam or Whirlwind.

356
Exemplar Prerequisites: Human (Menite), Starting Career

Special: A character starting with the Exemplar career must choose Horseman (p. 179),
Man-at-Arms, Military Officer, Ranger, Soldier, or Warcaster for his other career.
Abilities: Aegis (p. 361)
Starting Abilities Connections: Connections (Exemplar Order)
and Skills Military Skills: Great Weapon 1 and Hand Weapon 1
Occupational Skills: Command 1 and Lore (Menite faith)
Special: A character who chooses Exemplar as one of his two starting careers gains the Righteous
Anger Mighty archetype benefit.
Exemplar plate (p. 364) and one weapon: blazing sword (p. 365), consecrated halberd (p. 365), or
Starting Assets
relic blade (p. 366)

Aegis (p. 361), Chain Attack: Smite (p. 361), Divine Fortitude (p. 361),


Exemplar Abilities Imperishable Conviction (p. 361), Iron Will, Load Bearing, Precision Strike, Relentless Advance,
Restoration (p. 362), Sanguine Bond (p. 362), Two-Weapon Fighting
Exemplar Connections Connections (Exemplar Order)
Exemplar Crossbow 3, Great Weapon 4, Hand Weapon 4, Lance 4, Shield 3, Unarmed Combat 3
Military Skills
Exemplar Command 4, General Skills 4, Medicine 2, Navigation 2, Survival 2
Occupational Skills

The Exemplars are the elite armored warriors of the Menite faith.
They live by a strict code of absolute obedience to the priests of
the Menite Temple, particularly the scrutator caste, and follow
every order without question or hesitation. Exemplars are
fanatics who fight with a faith that borders on the inhuman.
Able to withstand punishment that would cripple lesser men,
these formidable knights are made nearly unstoppable by the
divine gifts they receive from the Creator.

Armed with sacred relic blades forged for this purpose and
encased in blessed and warded armor, the Exemplars serve
as the arm of the scrutators’ edicts, enforcing Temple law
throughout the Protectorate and at the vanguard of the Sul-
Menite Crusades. Unsheathing an Exemplar’s blade in war is an
act of prayer and a promise to the Creator that the blood of the
faithless will be shed in his name.

Playing an Exemplar: As the epitome of a dedicated knight of


the Protectorate, Exemplar is an excellent choice of career for
a player who wishes to portray a ruthless and powerful melee
combatant with some supernatural capabilities. An Exemplar’s
second career can open up even more options for the character.
An Exemplar/Man-at-Arms is capable of enduring staggering
damage in combat, an Exemplar/Horseman can take the Venger
option described above (p. 355), and an Exemplar/Ranger can
become an Errant (p. 355). As an Exemplar gains experience points and advances, a
number of powerful options become available to him. A player
In addition to their access to formidable combat abilities, the wishing to play a nigh-invulnerable warrior of the Menite
Exemplar career variants each come with an impressive array faith might wish to pick up the Divine Fortitude ability so
of equipment including magical weapons, a very rare and that his character can don Bastion armor. To further increase
powerful boon. The basic Exemplar career can also be a great a character’s ability to shrug off even the heaviest blows, look
way for a Gifted, Intellectual, or Skilled character to get a taste into abilities like Imperishable Conviction and Restoration. If
of the Mighty Archetype with the impressive Righteous Anger you see your character as a harbinger of death, pick up the Two-
archetype bonus. Weapon Fighting and Chain Attack: Smite abilities.

357
protectorate of menoth

Paladin of the Order of the Wall Prerequisites: Human (Menite), Starting Career

Special: A character starting with the Paladin of the Order of the Wall career must choose
Aristocrat, Horseman (p. 179), Investigator, Man-at-Arms, Military Officer, Priest (Menite), Ranger,
Soldier, or Warcaster for his other career.
Starting Abilities and Abilities: Specialization (Firebrand) (p. 365) and Stone-and-Mortar Stance (p. 362)
Skills
Connections: Connections (Order of the Wall)
Military Skills: Great Weapon 1 and Shield 1
Occupational Skills: Command 1, Etiquette 1, and Lore (Menite faith) 1
Starting Assets Firebrand (p. 365), full plate, and shield

Fearless (p. 181), Iron Will, Load Bearing, Impervious Wall Stance (p. 361), Natural Leader,
Paladin Abilities
Precision Strike, Retaliatory Strike, Specialization (Firebrand), Stone-and-Mortar Stance (p. 362)
Paladin Connections Connections (Order of the Wall)
Paladin Great Weapon 4, Hand Weapon 4, Shield 4, Unarmed Combat 3
Military Skills
Paladin Command 4, Etiquette 2, General Skills 4
Occupational Skills

The Order of the Wall is an ancient Menite order


that prioritizes the protection of the faithful over
obedience to the clergy. Unlike the Exemplars, who
are bound to serve the will of the scrutators, the
paladins of the Order of the Wall are guided by
their own consciences and faith. Although their
independence often puts them at odds with the
fanatical theocracy of the Protectorate, the paladins
are viewed as the true heroes of the people. No
other Menite order is as warmly welcomed outside
the Protectorate as within.

The paladins hone their bodies into unbreakable


living weapons. Few combatants can move, let
alone fell, a paladin of the Order of the Wall once
he is prepared behind his shield. Each paladin
stands armed with a Firebrand, a sacred Menite
sword that burns with the power of the Creator.
Most of these weapons have been passed down
through the order for generations.

Playing a Paladin of the Order of the Wall:


Paladins of the Order of the Wall are built to
take damage and win fights by outlasting their
opponents. Clad in heavy armor, the paladin is
made all the more invulnerable through the use of
the Stone-and-Mortar Stance. Although a Paladin is
an excellent melee fighter when paired with another
combat-oriented career, he can also be a very strong
party leader through combination with the Military
Officer career and the Intellectual archetype.

Though Paladins of the Order of the Wall lean toward melee As a Paladin develops, the addition of Retaliatory Strike gives
combat, nothing stops them from developing ranged prowess. him some much-needed offensive power that greatly offsets the
When armed with a cannon shield, for example, a Paladin can requirements of using his stances. A Veteran-level Paladin will
be a bastion of defense while still providing a viable threat most likely want to pick up Impervious Wall Stance to make
before enemies close to melee range. him that much more resistant to harm.

358
Reclaimer Prerequisites: Human (Menite), Starting Career

Special: A character starting with the Reclaimer career must choose Arcanist, Field Mechanik,
Investigator, Priest (Menite), Soldier, or Warcaster for his other career.
Starting Abilities and Abilities: Oath of Silence (p. 362), Reclaim (p. 362), Signal Language, Whispers of the Creator (p. 362)
Skills Connections: Connections (Reclaimant Order)
Military Skills: Great Weapon 1
Occupational Skills: Cryptography 1, Lore (Menite faith) 1, and Lore (Urcaen) 1
Starting Assets Reclaimant’s mask, ten grave markers, and a Reclaimant torch (p. 366)

Communion (p. 361), Fearless (p. 181), Gatekeeper (p. 361), Immunity: Fire,
Reclaimer Abilities Oath of Silence (p. 362), Reclaim (p. 362), Signal Language, Soulstorm (p. 362),
Urcaen's Gate (p. 362), Whispers of the Creator (p. 362)
Reclaimer Connections Connections (Reclaimant Order)
Reclaimer Great Weapon 3, Hand Weapon 3
Military Skills
Reclaimer Cryptography 3, General Skills 4
Occupational Skills

The Reclaimant Order speeds the passage of Menite souls to the


Creator in the City of Man. The priests of this order are charged
with conducting funeral rights as well as acting as living
conduits to usher souls to Urcaen. After hearing the voice of
Menoth calling him to serve, each of these priests takes an Oath
of Silence, the words of the Oath of the Reclaimer’s Last Breath
being the last words he will ever speak. He knows neither pain
nor emotion, and he is driven only by the will to serve.

The Reclaimer is not merely a vessel for the divine but also an
instrument of the Creator’s will. The War of Souls rages on,
and Menoth constantly requires fresh souls to fill the ranks
of his armies in Urcaen. Hearing the voice of the Creator, the
Reclaimer is often called to dispatch the living on wings of
flame and ash according to Menoth’s sacred plan.

Playing a Reclaimer: Playing a Reclaimer is not for everyone.


Reclaimers are silent, ominous presences who follow the
dictates of a wrathful god. They are soul collectors who possess
many powers that activate only when their allies are perishing
around them. This combination often amounts to a character
concept more suitable for NPCs under the Game Master’s
control than a player character. Still, some players will want to
take on the grim work of the Reclaimer.

Reclaimers also have the singular distinction of being the one


career that regularly receives orders directly from Menoth. If
you decide to play a Reclaimer, embrace the idea of carrying out
directives whose purpose you can never hope to understand.
And though there are no hard and fast penalties for not doing
what the Creator tells you, if you ignore Menoth long enough
the Game Master will invariably find a way to visit a final
reckoning upon you.

Working closely with your Game Master to play a Reclaimer can


be a rewarding give-and-take. Since the strength of this career
is in its ability to collect souls, Game Masters should allow soul tokens for the treasure they are—not everyone worships
Reclaimers to enact last rites (whether natural or hastened) Menoth! Once you accumulate a soul token you retain it until it
while in regions with Menite populations. Recognize your is spent, so hoard them until you need them.

359
protectorate of menoth

Scrutator Prerequisites: Human (Menite), Gifted, Starting Career

Special: A character starting with the Scrutator career must choose Allegiant of the Order of the
Fist (p. 356), Investigator, Military Officer, Priest (Menite), or Warcaster for his other career.
Abilities: Authority (p. 361), Torture (p. 362)
Connections: Connections (Temple of Menoth)
Military Skills: Great Weapon 1 and Hand Weapon 1
Occupational Skills: Detection 1, Interrogation 1, Intimidation 1, Law 1, and Lore (Menite Faith) 1
Starting Abilities Spells: Chasten (p. 363) and Influence
and Skills cost 1 Influence, Light in the Darkness, Protection from Fire, Short Out
Banishing Ward, Chasten (p. 363), Cloak of Fear (p. 363),
cost 2 Devil’s Tongue (p. 363), Eyes of Truth, Holy Ward (p. 363),
Immolation, Righteous Flames, Vision
Cleansing Fire, Crevasse, Eye of Menoth (p. 363), Hex Blast,
cost 3 Hex Hammer (p. 363), Protector’s Mark (p. 363), Purification
cost 4 Ashes to Ashes, Mindlock (p. 363), Overmind

Starting Assets 100 gc, Scrutator’s masked helm, and a wrack (p. 368)

Authority (p. 361), Battle Plan: Call to Action, Dominating Presence (p. 361), Iron Will, Language,
scrutator Abilities
Natural Leader, Rallying Cry, Torture (p. 362)
scrutator Connections Connections (Temple of Menoth)
scrutator Great Weapon 3, Hand Weapon 3
Military Skills
scrutator Command 4, General Skills 4, Interrogation 4, Law 4, Medicine 2, Negotiation 4, Oratory 4
Occupational Skills

The scrutators are a caste of the Sul-Menite priesthood


fanatically devoted to the preservation of the Temple and the
continuation of the theocracy. It is their role to do whatever
must be done to protect and preserve the faith. The scrutators
bear the ultimate authority to enforce the True Law on all
citizens, including the clergy. Nothing is more important than
this sacred purpose, and scrutators sacrifice their humanity to
the requirements of their office. Emotions such as compassion,
mercy, and forgiveness must be excised to harden the
scrutator’s will.

Scrutators often serve at the highest echelons of the Protectorate’s


theocracy. They are masters of governance, information, and
intrigue. They are trained to root out treachery and heresy
in any form, to strip their enemies of secrets, and to find any
lingering corruption even at the heart of the Temple. Forever
apart from their people, the scrutators conduct their sacred
work from behind masks they remove only when they are
Unlike some Gifted characters, the Scrutator has numerous
alone. Among Menite citizens a regular priest might be loved
spells available to him that enable him to counter the abilities of
or adored as a teacher of Menoth’s glory, but scrutators are
other spellcasters. Even a starting Scrutator can dispel an enemy
universally feared.
upkeep spell with Chasten, and his anti-magic capabilities have
Playing a Scrutator: In addition to being a powerful spellcaster, plenty of room for growth.
the Scrutator excels at manipulation and intelligence-gathering.
As the Scrutator gains experience points, a number of potent
These abilities pair well with those of the Investigator career
abilities can augment his potential. A Scrutator taking on a
to create fearsome judges of the human soul. Alternatively,
leadership role might consider Battle Plan: Call to Action,
combine Scrutator with a second arcane career to create a
Natural Leader, or Rallying Cry. A Veteran-level Scrutator
versatile arcanist with an enhanced array of support spells or
should pick up the Dominating Presence ability to ensure no
the ability to control warjacks in battle.
character will be able to resist his will.

360
New Abilities Divine Fortitude
Prerequisite: Willpower 10
Aegis
Prerequisite: None The character can wear Bastion plate armor.

This character is immune to continuous effects. Dominating Presence


Prerequisite: Intimidation 3
Authority
Prerequisite: None The character can reroll failed Social rolls. Each failed roll can
be rerolled only once as a result of Dominating Presence.
Scrutators are uniquely dreaded and feared even by those of
the Menite faith. Traditionally these dark priests exist outside Fist of God
the hierarchy of the Menite Temple, and within the Protectorate
Prerequisite: Willpower 11
their word is law. A character with this ability gains +2 on social
skill rolls when dealing with other Menites. The character’s unarmed melee combat attacks are magical.
Additionally, the character gains an additional die on unarmed
Chain Attack: Body Slam melee attack damage rolls against structures.
Prerequisite: Flying Fists, Unarmed Combat 3
Flesh of Steel
If this character hits the same living target with both his initial
Prerequisite: None
punch unarmed melee attacks, after resolving the attacks he
can immediately make one additional unarmed melee attack While unarmored, double this character’s PHY when
against his target. If the additional attack hits, the target is determining his ARM. This ability has no effect while this
slammed directly away from this character. A character who character is wearing armor.
attempts to slams another character with a larger-sized base
suffers –2 to this attack roll. The POW of the slam damage roll Flying Fists
and any collateral damage resulting from it is equal to the STR Prerequisite: Unarmed Combat 2
of the attacking character.
While fighting unarmed or with a weapon in only one hand,
Chain Attack: Smite this character gains an additional punch unarmed melee attack
with his other hand.
Prerequisite: Two-Weapon Fighting, Hand Weapon 3

If this character fights with two magical melee hand weapons Gatekeeper
and hits the same target with both his initial attacks, after Prerequisite: Reclaim
resolving the attacks he can immediately make one additional
melee attack against his target. If the additional attack hits, the Enemy characters cannot gain soul tokens from characters
target is slammed directly away from this character. A character destroyed in this character’s command range.
who attempts to slams another character with a larger-sized
Hardened Strike
base suffers –2 to this attack roll. The POW of the slam damage
roll is equal to the STR of this character + the POW of the Prerequisite: Unarmed Combat 1
weapon used to make the chain attack. The POW of collateral
The character’s kick and punch unarmed melee attack damage
damage is equal to the STR of this character.
rolls are automatically boosted. At Veteran-level, the character
gains an additional die on kick and punch unarmed melee
Circular Vision
attack damage rolls instead of automatically boosting them.
Prerequisite: PER 5
Imperishable Conviction
This character’s front arc extends to 360˚.
Prerequisite: Willpower 10
Communion
When another friendly character of this character’s faith suffers
Prerequisite: Reclaim damage from an enemy attack while in this character’s command
Once during each of his turns, this character can use a quick range, this character regains 1 vitality point. Imperishable
action to spend up to three soul tokens to give soul tokens to a Conviction has no effect while this character is incapacitated.
friendly steamjack within 5˝ of him. For each soul token spent,
Impervious Wall Stance
give the steamjack one soul token. The steamjack can spend
these soul tokens as if they were focus points and the steamjack Prerequisite: Stone and Mortar Stance, Willpower 13
were controlled by a focuser.
During his turn, this character can forfeit his movement to use
Impervious Wall Stance. The character gains gain +5 ARM,
cannot be pushed or knocked down, and is immune to
continuous effects. Impervious Wall Stance lasts for one round.

361
protectorate of menoth

Oath of Silence by Shifting Sands Stance and not advancing, after the attack
Prerequisite: None is resolved this character can immediately advance up to 3˝.
Shifting Sands Stance lasts for one round.
This character cannot speak, and his command range is reduced
by half. He must generally rely on the Signal Language ability Soulstorm
to make himself understood by other characters, including any Prerequisite: Reclaim
steamjacks he marshals.
While this character has one or more soul tokens, enemy
Reclaim characters not of the Menite faith entering or ending their turns
Prerequisite: None within 2˝ of him immediately suffer d3 damage points.

When a Menite character is destroyed within the Reclaimer’s Stone-and-Mortar Stance


command range, the Reclaimer can immediately erect a grave Prerequisite: None
marker (p. 368) to gain a soul token. This character can have up
to five soul tokens at a time and can spend soul tokens to boost During his turn, this character can forfeit his movement to use
attack or damage rolls. If this character has the Will Weaver Stone-and-Mortar Stance. The character gains +3 ARM and
tradition, he can spend a soul token at any time to remove a cannot be knocked down. Stone-and-Mortar Stance lasts for
fatigue point. If this character is a Focuser, he can spend soul one round.
tokens as focus points.
Torture
Reed in the Wind Prerequisite: None
Prerequisite: None
This character can torture a helpless subject within his power.
This character cannot be targeted by free strikes. For every two hours he spends torturing a subject, the subject
loses 1 PHY. If the subject is reduced to 0 PHY, he dies. The
Relentless Advance subject regains +1 PHY for each complete day he is not tortured.
Prerequisite: Willpower 10 Subjects reduced to 1 PHY will say anything they believe the
torturer wants to hear to end the torture. Torture is especially
When another friendly character of this character’s faith effective at attaining confessions, regardless of actual guilt.
suffers damage from an enemy attack while in this character’s Skillful interrogators combine a variety of methods to arrive
command range, this character gains +2 SPD for one round. at the truth.

Restoration Trip
Prerequisite: Imperishable Conviction and Willpower 12 Prerequisite: None
When a friendly character of this character’s faith is destroyed When resolving a kick unarmed melee attack, on a critical hit
while in this character’s command range while this character is the target is knocked down.
incapacitated, this character is immediately stabilized, regains
1 vitality point, and is no longer incapacitated. Urcaen’s Gate
Prerequisite: Willpower 13
Sanguine Bond
Prerequisite: None Once per turn during this character’s Control Phase, he can
spend one soul token to be placed anywhere completely within
When a friendly character of this character’s faith suffers 3˝ of his current location.
damage while in this character’s command range, this character
can choose to suffer any amount of that damage instead. If this Whispers of the Creator
character suffers all the damage the other character suffered, the Prerequisite: None
other character is no longer considered to have been damaged.
In addition to speeding the flight of Menite souls from Caen
Serpent Strike to the City of Man, Reclaimers are also sometimes directly
Prerequisite: Unarmed Combat 2 charged by the Creator to deliver the souls of the living. When
called upon to execute such a duty, the Reclaimer hears the
The character’s kick unarmed melee attacks gain Reach. voice of Menoth ordering him to slay a living person within his
field of vision. This individual will always be of special interest
Shifting Sands Stance to the Creator and generally be of the Menite faith. Occasionally
Prerequisite: None the Reclaimer might receive other visions and direction from
the Creator, such as to travel to a specific place or to destroy
During his turn, this character can forfeit his movement to use an enemy of the faith. The Game Master determines when the
Shifting Sands Stance. This character gains +2 DEF. If an enemy Creator calls upon the Reclaimer to execute this solemn duty.
attack misses this character while this character is affected

362
Whirlwind COST RNG AOE POW UP OFF

Prerequisite: Flying Fists, Unarmed Combat 3


Mindlock 4 8 — — Yes Yes
The character has nearly perfected unarmed combat and can Each time a character affected by this spell attempts to cast a spell,
lash out with a flurry of powerful blows in the blink of an he must make a contested Willpower roll against the spellcaster.
eye. When the character makes his first unarmed melee attack If the affected character wins, he can cast his spell normally. If
during his turn each round, he can perform a thresher attack the spellcaster wins, the affected character cannot cast the spell
instead of making a normal attack. A character making a and loses the quick action he would have used to cast the spell.
thresher attack makes one unarmed melee attack against each
character in his LOS and in his melee range. Perdition 2 10 — 10 No Yes
When Perdition damages an enemy, immediately after the
New Spells attack is resolved one steamjack in the spellcaster’s battlegroup
COST RNG AOE POW UP OFF that is currently in his control area can make a full advance
toward the nearest enemy. A steamjack can advance as a result
Ashen Veil 2 6 — — Yes No of Perdition only once per turn.
Target friendly character gains concealment. Living enemies
suffer –2 to attack rolls while within 2˝ of an affected character.
Protector’s Mark 3 8 — — Yes Yes
When the spellcaster is directly hit by an enemy attack, if the
Blaze of Glory 2 Self Ctrl — Yes No character affected by this spell is within 3˝ of him, the spellcaster
While in the spellcaster’s control area, the weapons of characters can cause the affected character to be directly hit instead. That
in his battlegroup become magical weapons. character is automatically hit and suffers all damage and effects
from the attack, then this spell expires.
Chasten 2 8 — 12 No Yes
Enemy upkeep spells and animi on a character damaged by Synergy 2 10 — 10 No Yes
Chasten expire. While in the spellcaster’s control area, characters in the
spellcaster’s battlegroup gain a +1 cumulative bonus to melee
Cloak of Fear 2 Self — — Yes No attack and melee damage rolls for each other character in the
The spellcaster gains Terror [Willpower +2]. battlegroup that hit an enemy character with a melee attack this
turn while in the spellcaster’s control area.
Devil’s Tongue 2 Self — — Yes No
The spellcaster gains boosted Deception rolls. Adventuring Companies
Crusaders
Eye of Menoth 3 Self Ctrl — Yes No
The characters are members of a Menite crusade fighting the
While in the spellcaster’s control area, friendly Menite characters faithless outside the Protectorate of Menoth. They could be part
and steamjacks controlled by friendly Menite characters gain +1 of the Northern Crusade fighting alongside the Resistance in Llael
to attack and damage rolls. or covert warriors striking targets within Cygnar, Khador, or
Ord. The characters receive their orders from a ranking priest or
Hallowed Avenger 2 6 — — Yes No Exemplar and could be tasked with all manner of missions abroad.
When an enemy attack incapacitates or destroys one or
Requirements: Each member of the company must be a human
more friendly characters within 5˝ of target steamjack in the
Menite and must have at least one of the following careers:
spellcaster’s battlegroup, after the attack is resolved the affected
Allegiant of the Order of the Fist (p. 356), Cutthroat (Daughter
steamjack can charge an enemy character. Hallowed Avenger
of the Flame), Exemplar (p. 357), Man-at-Arms (Temple
then expires.
Flameguard), Paladin of the Order of the Wall (p. 358), Priest
(Menite), Protectorate Warcaster (p. 355), Reclaimer (p. 359),
Hex Hammer 3 Self Ctrl — Yes No
Scrutator (p. 360), Soldier (Deliverer or Flameguard Cleanser),
When an enemy character casts a spell or uses an animus while or Vassal of Menoth (p. 354). The group must include at least
in the spellcaster’s control area, after the spell or animus has one Priest, Protectorate Warcaster, or Scrutator character. The
been cast or used the enemy character suffers d3 damage points. players in the group should designate one Priest, Protectorate
Warcaster, or Scrutator to lead the party.
Holy Ward 2 6 — — Yes No
Benefits: The characters in the company receive regular
Target friendly character gains +2 DEF and cannot be targeted
assignments and information of military significance along with
by enemy spells or animi.
the equipment necessary to carry out the mission. Additionally,
each character in the group gains one melee or ranged weapon
from the “Protectorate Gear” section below.

The company leader gains the Natural Leader ability whether


or not he meets the prerequisites.

363
protectorate of menoth

Idrian Tribe
Protectorate Gear
The characters are the members of an Idrian tribe that might
(or might not) be allied with the Protectorate of Menoth.
Armor
In addition to seeing to their own survival, the characters Bastion Heavy Plate
engage in hunting, trading, and raiding across the Bloodstone Cost: 400 gc
Marches and beyond. They likely come into regular conflict SPD Modifier: –3
with invading skorne and farrow as well as migrant trollkin DEF Modifier: –4
kriels. Even if the characters are not directly associated with ARM Modifier: +10
the Protectorate, they might trade with that nation or seek its
protection on occasion. The characters are nomadic and could Description: Bastion plate is among the heaviest armor ever
even range outside the Protectorate and the Marches. devised. It is nothing short of a miracle that Menoth’s holy
warriors can bear the weight of such armor, let alone fight in it.
Requirements: The majority of the characters in the band must In battle the holy writs inscribed upon the armor’s steel flare to
be Idrian characters. Others are tagalongs who have joined the life, fueled by the incredible faith of the knight within it.
tribe for a time. Likely the group includes a number of children
or elderly NPC characters that must be cared for. Special Rules: Only characters with the Divine Fortitude
ability can wear Bastion heavy plate.
Each Idrian member of the tribe must have at least one of the
following careers: Highwayman, Horseman (p. 179), Priest Cleanser Armor
(Menite), Ranger, Rifleman, or Sorcerer.
Cost: 150 gc
Benefits: The players should choose a chieftain from among SPD Modifier: –1
the Idrian characters. The chieftain is the nominal leader of the DEF Modifier: –3
band, though all Idrian characters in the group have a voice and ARM Modifier: +8
a vote in tribal discussions.
Description: This is the distinctive armor of the dreaded
Characters in the company gain the Expert Rider ability even if Flameguard Cleansers. The armor is made of layers of
they do not qualify for it and begin with a riding horse. encompassing plate over heavy fire-retardant cloth.

Special Rules: A character wearing Flameguard Cleanser


Bastion Heavy Plate armor gains an additional +3  ARM against fire damage and
never suffers the Fire continuous effect.

Exemplar Plate
Cost: 175 gc
SPD Modifier: –2
DEF Modifier: –3
ARM Modifier: +9

Description: This is the standard plate armor worn by the


Protectorate’s Exemplar knights. It is made up of heavy layers
of plate, padding, leather, and studs.

Special Rules: None.

Temple Flameguard Armor


Cost: 40 gc
SPD Modifier: 0
DEF Modifier: –1
ARM Modifier: +5

Description: Though this armor could be mistaken as more


ceremonial than functional, considering its exposed arms
and flowing tabard, Temple Flameguard armor has served
the guardians of Menite holy sites for centuries. Intended to
be used with a shield, the armor focuses on protecting the
head and torso of the Flameguard while leaving his legs and
forearms exposed.

Special Rules: None.

364
Urban Adaptation
The following chapter presents new careers for each are specifically suited for use in campaigns that take place
of the non-human races from the Iron Kingdoms Full within one of the many urban areas found across the Iron
Metal Fantasy Roleplaying Game: Core Rules. These careers Kingdoms, but they are equally suited for any campaign.

Guttersnipe Prerequisites: Gobber

Abilities: Lost in the Crowd, Low Breeding, and Perfect Timing


Connections: Black Market
Starting Abilities,
Military Skills: Choose one: Hand Weapon 1, Pistol 1, Sling 1, Thrown 1, or
Connections, and Skills
Unarmed Combat 1
Occupational Skills: Deception 1, Escape Artist 1, Sneak 1, and Streetwise 1
Starting Assets 50 gc

Astute, Camouflage, Disease Resistance, Dodger, Find Cover, Flash Thief (p. 10),
Guttersnipe Abilities Hit ’Em Low (p. 10), Language, Lost in the Crowd (p. 11), Low Breeding (p. 11),
Perfect Timing (p. 11), Roll With It, Scoping it Out (p. 11)
Guttersnipe Connections Black Market
Guttersnipe Military Skills Hand Weapon 3, Pistol 3, Sling 3, Thrown 3, or Unarmed Combat 3
Guttersnipe Bribery 4, Deception 4, Disguise 4, Escape Artist 4, General Skills 4, Negotiation 4,
Occupational Skills Pickpocket 4, Sneak 4, Streetwise 4

Some gobbers manage to eke out a respectable living within the The Guttersnipe’s abilities tend to lead him down one of two
teeming cities of the Iron Kingdoms, but most are destined to occupational paths: the thief and the informer. The former is
live among the dregs of society. Viewed at best as a common best suited to the Skilled archetype and secondary careers
nuisance by the other races, urban gobbers often find survival at such as Thief and Cutthroat, highlighting the Guttersnipe’s
the end of easily cut purse strings or other petty crime that relies larcenous prowess and his ability to sneak up on a foe. The
on their diminutive size and lowly status to keep them safe from latter works best with the Intellectual archetype and careers
just retribution. such as Bounty Hunter, Investigator, and Spy, making good
use of the Guttersnipe’s criminal connections and position as
The guttersnipe hones the gobber’s natural talent to move an information broker.
unnoticed amid the hustle and bustle of the city to preternatural
levels by combining that talent with the disregard of the other
races. A guttersnipe can remain almost invisible to anyone
within the urban jungle of the city for as long as he wishes,
whether he’s relieving the affluent of their fat purses or gathering
critical information from conversations thought safe from
eavesdroppers. A true guttersnipe knows that information can
buy him opportunities amid the seedy underbelly of a city faster
than any amount of coin, and the guttersnipe’s first objective
in any new area is to quickly establish his reputation as a
professional in urban espionage.

Playing a Guttersnipe: The Guttersnipe career offers a


gobber the chance to become an expert in streetwise
espionage thanks to Lost in the Crowd, which
allows him to become all but invisible to the
eyes of others. Lost in the Crowd gives the
Guttersnipe the ability to evade any dangerous
situation instantly and thereby guarantee his
safety, though sometimes at the expense of the other
members of his party.

4
Labor Korune Prerequisites: Ogrun

Abilities: Iron Will and Low Breeding


Connections: Workers Union (Ogrun)
Starting Abilities,
Military Skills: Unarmed Combat 1
Connections, and Skills
Occupational Skills: Command 1, Craft 1 (choose from Metalworking,
Stoneworking, or Carpentry), Negotiation 1, and Streetwise 1
Starting Assets 75 gc

’Jack Marshal, Battle Plan: Call to Action, Brawler, Drive: Pronto, Gang, Heave Ho
LABOR KORUNE Abilities
(p. 10), Iron Will, Language, Low Breeding (p. 11), Natural Leader, Rallying Cry
Labor Korune Connections Workers Union
Labor Korune Military Skills Unarmed Combat 4, Pistol 2
Bribery 3, Command 4, Craft 4 (chosen at career selection), Deception 2, Etiquette
Labor Korune
2, General Skills 4, Mechanikal Engineering 2, Medicine 2, Negotiation 4,
Occupational Skills
Streetwise 4

Although ogrun are certainly at home on the battlefield, most and the bond between bokur and korune is as respected and
Immorese encounter them more regularly in the shipyards, desired on the filthy streets of the Iron Kingdoms as it is
construction sites, and foundries of Iron Kingdoms cities. within the borders of Rhul.
There they ply their formidable strength and endurance as
Ogrun strength and endurance is a valuable commodity to
heavy laborers, often proving invaluable to their employers.
many industries, and the labor korune organizes his oath-
Even when among humans, ogrun remain deeply tied to the
bound ogrun into a hard-working and dependable labor
values and traditions of their culture’s intricate feudal system,
force available to any who can meet the price.
By using his extraordinary
diplomatic skills, he is
adept at negotiating the
best deal for his fellow
laborers.

Playing a Labor Korune:


The Labor Korune career is
well suited to the rough, dangerous
life in the cities and towns of the Iron Kingdoms.
Although not a military leader in the usual sense, the
Labor Korune can be an imposing and effective battlefield
commander with abilities such as Natural Leader and
Rallying Cry. Low Breeding lets the Labor Korune mingle
with criminal elements as well as the merchant class, giving
him access to places an aristocrat or member of high society
might find inaccessible.

Martially minded Labor Korunes often choose the Mighty


archetype and pair the career with Man-at-Arms or
Soldier, adding a bevy of traditional combat arts to their
repertoires. Labor Korunes with a more diplomatic slant
might choose the Skilled archetype and careers such as
Military Officer or even Investigator to increase their
leadership and negotiating prowess.

5
URBAN ADAPTATION

Pugilist Prerequisites: Ogrun or Trollkin

Abilities: Brawler and Hulking Presence


Military Skills: Hand Weapon 1 and Unarmed Combat 1
Occupational Skills: Detection 1, Intimidation 1, and Streetwise 1
Starting Abilities and Skills
Special: A character who chooses Pugilist as one of his two starting careers gains
+1 PHY or +1 STR. This adjustment can increase a character’s PHY and STR
above his racial maximums.
Starting Assets 100 gc

Brawler (p. 10), Defender, Flying Fists (p. 10), Grappler (p. 10), Head-Butt, Heave-
Pugilist Abilities
Ho (p. 10), Hulking Presence (p. 11), Rock Solid, Trip (p. 11), Waylay
Pugilist Military Skills Hand Weapon 3, Unarmed Combat 4
Bribery 3, Etiquette 3, General Skills 4, Interrogation 2, Intimidation 4, Law 2,
Pugilist Occupational Skills
Negotiation 3, Seduction 2, Streetwise 4

Certain areas in Iron Kingdom cities are off limits to all but a to attempt peaceful negotiations before the fists fly might
select few: an exclusive gambling den, a high-priced brothel, choose Bounty Hunter or even Spy for access to better
or even the notorious lair of vicious street gang. To maintain diplomatic skills.
the sanctity of these dens of iniquity, their owners employ
As he gains experience, a Pugilist becomes even more
thuggish doormen to keep the riffraff out. None serve this
dangerous with unarmed strikes thanks to abilities such
role better than the pugilist. Pugilists are trollkin or ogrun
as Flying Fists. The Grappler, Headbutt, and Waylay
who use their impressive size and toughness to provide
abilities make it even easier
crowd control, escort unruly patrons from the premises, or
for him to subdue
crack skulls at their employers’ behest.
his opponents.
Because their employers do not want to attract unwanted
attention, pugilists are often forbidden to use lethal
force. When a pugilist’s sheer physical presence
fails to intimidate a troublemaker, he uses his
fists to drive home the point. Many a ne’er-do-
well has awoken bruised and battered (and
stripped of all valuables) after drawing the
attention and ire of a pugilist.

Playing a Pugilist: The Pugilist career is


defined by the power of his fists, and few
other careers can match his barehanded
fighting skills. Often, a Pugilist’s sheer
physical presence is enough to win a fight
before it even starts, thanks to Hulking
Presence, which allows him to roll an
additional die on all PHY intimidation
rolls. When physical conflict is assured,
Brawler makes every strike count.

Most Pugilists choose the Mighty


or Skilled archetype, making
excellent use of the extra die of
damage on melee attacks or
an extra attack each round. A
Pugilist looking to increase
his martial prowess will
likely choose Soldier or
Man-at-Arms as secondary
careers. A Pugilist with a
cooler head who prefers

6
Searforge Trader Prerequisites: Dwarf

Abilities: Appraise and Counter Offer


Connections: Searforge Commission
Starting Abilities, Military Skills: Hand Weapon 1 or Pistol 1
Connections, and Skills Occupational Skills: Bribery 1, Law 1, and Negotiation 1
Special: A character who chooses Searforge Trader as one of his two starting
careers gains 50 gc each month from his business investments.
Starting Assets 150 gc

Always a Deal to be Made (p. 10), Appraise, Conniver, Counter Offer (p. 10),
Searforge Trader Abilities
Language, Port of Call, Silver Tongued (p. 11)
Searforge Trader
Searforge Commission
Connections
Searforge Trader
Hand Weapon 3, Pistol 3
Military Skills
Searforge Trader Bribery 4, Command 2, Deception 4, Etiquette 4, General Skills 4, Law 4,
Occupational Skills Navigation 4, Negotiation 4, Oratory 3, Survival 2

There’s always a sale to be made in the Iron Kingdoms, and minds like a steel trap, Searforge Traders are experts at
and few are better at the art of negotiation and commerce securing the best deal for themselves and their compatriots,
than the Searforge Traders. These Rhulfolk are in service whether in purchasing goods or when bargaining for a
to Clan Searforge, which maintains a controlling interest significantly more profitable mercenary contract.
in the Rhulic trade of weapons, alloys, and steamjack parts
The powers of the Searforge Traders have taken on an
within the Iron Kingdoms. Armed with a keen eye for detail
almost mystical quality among the merchant classes of
other races, who often find themselves at the mercy of
these peerless traders.

Playing a Searforge Trader: No fledging adventuring


company should be without a member with the Searforge
Trader career. Unrivaled in the art of negotiation, he is well
armed to cut other merchants down to size, attaining the
best prices and the highest profits for himself and his
compatriots. The Appraise and Counter Offer abilities
mean the Searforge Trader comes locked and loaded
for mercantile combat.

The life of a Searforge Trader can be a dangerous one,


and although he excels at combative negotiations, a
little extra skill with actual combat goes a long way.
As such, many Searforge Traders pair the career with
the Intellectual archetype and a martial secondary
career, most commonly Soldier or Military Officer.
Other Searforge Traders, looking for more expert
knowledge of the mechanika that they so often deal
in, might take the Gifted archetype and the Arcane
Mechanik career.

At veteran level, the Searforge Trader can gain


Always a Deal to be Made, which makes it that
much easier for him to continue negotiations even
when things don’t go his way initially. When this
is combined with Silver Tongued, few will be
able to best the Searforge Trader in his chosen
form of combat.

7
URBAN ADAPTATION

Seeker Prerequisites: Iosan

Abilities: Cover Identity, Language, Team Player, and University Education


Connection: Seekers
Starting Abilities,
Military Skills: Hand Weapon 1 or Pistol 1
Connections, and Skills
Occupational Skills: Deception 1, Disguise 1, Etiquette 1, Negotiation 1,
Lore (any) 1, and Research 1
Starting Assets 100 gc

Advisor, Cover Identity, Instructor (p. 10), Iron Will, Language, Power of Truth
Seeker Abilities
(p. 11), Team Leader, Team Player (p. 11), University Education
Seeker Connections Seekers
Seeker Military Skills Hand Weapon 2, Pistol 2
Bribery 3, Cryptography 4, Deception 4, Disguise 2, Etiquette 4, General Skills 4,
Seeker Occupational Skills
Medicine 2, Navigation 4, Negotiation 4, Oratory 4, Research 4, Streetwise 2, Survival 2

Some Iosans who voluntarily live as exiles from Ios are driven by the
goal of rectifying the troubles that plague their people. They believe
in finding answers rather than assigning blame or seeking vengeance.
The Seekers are members of a minority religious sect and movement
who search for a solution to whatever mysterious ailment has afflicted
the goddess Scyrah. They retain hope that the other Vanished gods
are awaiting rediscovery somewhere beyond Ios’ borders. Seekers
believe they must engage in active investigation abroad and develop
strong alliances with knowledgeable individuals of other races.

A Seeker must have tremendous courage, a flexible mind, and a


willingness to work alongside unusual companions. Their search
can take them to all corners of western Immoren in the pursuit of
unlikely lore, delving into occult matters others might shun. There
is no predicting where vital clues might be found, whether in a dank
Orgoth ruin, among the libraries of the Sul-Menite theocracy, in secret
stashes of the Greylords Covenant, or in the grasp of Cryx’s lich lords.
Seekers attach themselves to those they hope will bring them closer
to useful information. They use coded messages to remain in contact
with other members of their sect, who lend their aid to the quest
from time to time. Seekers rarely identify themselves as members of
the sect and are secretive about their ultimate purpose, but they are
otherwise the most knowledgeable and helpful Iosans any outsider
will ever meet.

Playing a Seeker: An Iosan with the Seeker career is adept at fitting in


to nearly any group and can make great use of this skill to gain allies,
contacts, and information. He might not be entirely honest with his
companions about his origins and true intentions, but he will work to
gain the trust of those in his adventuring party.

Seekers often choose secondary careers that give them further access
to the occult lore they search for and provide them with some ability
to negotiate the obstacles that invariably appear in their way. Careers
that offer access to arcane power are immediately useful to a Seeker,
increasing his knowledge of the esoteric and providing him with
both solid offensive and defensive capabilities. Seekers with a more
investigative slant choose Explorer, Investigator, or Spy as secondary
careers, creating a well-rounded gatherer of information with keen
social skills and a smattering of combat ability.

8
Urban Nomad Prerequisites: Nyss

Abilities: Adaptable [Urban]


Military Skills: Archery 1 and Great Weapon 1
Occupational Skills: Climbing 1, Jumping 1, Sneak 1, and Survival 1
Starting Abilities and Skills
Special: A character who chooses Urban Nomad as one of his two starting careers
gains the Preternatural Awareness Skilled archetype benefit (see Iron Kingdoms
Full Metal Fantasy Roleplaying Game: Core Rules)
Starting Assets Nyss Claymore and Nyss Bow

Adaptable [Urban] (p. 10), Archer (p. 10), Crackshot, Fast Reload, Keen Eyed,
Urban Nomad Abilities Marksman, Night Fighter, Roll With It, Signal Language, Street Survivor (p. 11),
Swift Hunter, Targeteer
Urban Nomad Military Skills Archery 4, Great Weapon 4, Hand Weapon 3, Unarmed Combat 3
Urban Nomad
Bribery 2, Escape Artist 4, General Skills 4, Navigation 2, Sneak 4, Survival 4
Occupational Skills

Forced to abandon their ancestral home or face a living extinction


under the brutal attention of the dragon Everblight, the once-
proud shards of the Nyss have been cast adrift in a world that
cares little for their plight. With few options available to them, the
remaining Nyss sought the relative safety the major cities across
western Immoren, doing their best to carve out a new life in an
unfamiliar world.

Adapting to their new environment, these Nyss become peerless


hunters on the mean streets of the Iron Kingdoms. Applying their
traditional skills to survival in the cities, they are adept at both
protecting their new territories and marketing their martial skills
to the gangs they are often otherwise forced to compete with.

Playing an Urban Nomad: An ally with the Urban Nomad career


is a great asset to any adventuring company. Thanks to Adaptable,
he can easily negotiate the roof tops and rigging of his urban
environment, and when this skill is combined with Preternatural
Awareness, the Urban Nomad always gets the drop on his target.

Urban Nomads often choose secondary careers that allow them


to more fully immerse themselves in the cities they now call
home. A secondary career such as Bounty Hunter, Investigator,
or Spy gives the Urban Nomad access to useful skills and abilities
that mesh well with his own natural predilections. Other Urban
Nomads, who wish to retain some portion of their ancestral
heritage, might choose more traditional Nyss careers, bolstering
their already impressive combat abilities with Ranger or adding
magical prowess with Sorcerer.

As he gains in experience, taking Street Survivor allows the Urban


Nomad to use his Survival skill in place of Streetwise, making
the character at home in both wild and urban environments. As
befits his hunting culture, the Archer, Crackshot, Fast Reload,
Marksman, and Targeteer abilities can reflect the Urban Nomad’s
peerless skill with his ancestral Nyss Bow. His weapon is just as
deadly amid the dense forests as it is among the cloistered cities
the Urban Nomad calls his hunting ground

9
URBAN ADAPTATION

New Abilities can add his Unarmed Combat skill instead of his Hand
Weapon skill to the attack roll.

Adaptable [Urban] Counter Offer


Prerequisite: None Prerequisite: Negotiation 1
The character is skilled in urban escapes and rooftop chases. The character is extremely skilled at negotiations involving
In an urban environment, the character can reroll failed the purchasing and selling of goods and services. The
Climbing and Jumping rolls. Each failed roll can only be character can reroll Negotiation rolls, whether failed or not.
rerolled once as a result of Adaptable [Urban]. A roll can only be rerolled once as a result of Counter Offer.

Always a Deal to be Made Flash Thief


Prerequisite: Negotiation 3 Prerequisite: Pickpocket 1
When making a deal that involves the buying or selling of The character gains a feat point when he successfully picks a
goods or services using the Negotiation skill, the character pocket using the Pickpocket skill.
treats any results worse than “Fail” as “Fail.”
Flying Fists
Archer
Prerequisite: Unarmed 2
Prerequisite: None
While fighting unarmed or with a weapon in only one hand,
The character can forfeit his movement during his turn to the character gains an additional punch unarmed melee
make one additional ranged attack with a bow. attack with his other hand.

Brawler Grappler
Prerequisite: STR 6 Prerequisite: Unarmed Combat 3
The character is accustomed to turning everyday tools into The character is peerless in the art of physically grappling.
lethal weapons. When attacking with an improvised melee An opponent trying to break free of a grapple performed
weapon such as a table leg, hammer, or wrench, the player by this character suffers a –2 to the roll. In addition, this
character does not suffer the DEF penalty when grappling.

10
Heave Ho Low Breeding
Prerequisite: PHY 8, Unarmed Combat 3 Prerequisite: None

Instead of making a normal Unarmed Combat attack, this The character was born among the dregs of society and
character can spend a feat point to make a throw attack. A carries none of the fancy airs of privileged folks. The character
character can only throw a character with a small base. suffers –2 on Etiquette rolls when dealing with high society.
On the other hand, his complete lack of breeding gains him
The attacking character makes an unarmed melee attack roll
an element of trust when dealing with the seedy underbelly
against his target. If the attack hits, both characters roll a d6
of the city. The character gains +2 to skill rolls relating to
and add their current STR. If the target’s total is greater, it
social dealings with the lower classes.
breaks free without taking any damage and avoids being
thrown. If the attacking character’s total equals or exceeds Perfect Timing
the target’s, the target character is thrown.
Prerequisite: None
When a character throws another, he chooses a direction
for the thrown character to be moved. This direction must The character is automatically missed by attacks made by
be away from the thrower. Measure a distance from the friendly characters.
character thrown equal to half the thrower’s current STR in
Power of Truth
inches along the chosen direction to a point on the table. This
point is the thrown character’s intended point of impact. Prerequisite: INT 6

The POW of the throw damage roll and any resulting Provided the character only tells the truth during an
collateral damage rolls is equal to the STR of the thrower. encounter, his social rolls are automatically boosted. If the
character tells a lie, he loses this ability for the rest of the
Hit Em’ Low encounter.
Prerequisite: None
Scoping It Out
When a friendly character hits a living or undead enemy
Prerequisite: Detection 3
while the enemy is B2B with this character, the enemy
character is knocked down. The character can spend 1 feat point to use this ability any
time during his turn. When he does so, friendly characters in
Hulking Presence his command range gain one quick action during their turns
Prerequisite: None for one round that can only be used to take cover.

The character’s physical presence is enough to make most Silver Tongued


people think twice about crossing him. The character adds an
Prerequisite: Deception 2, Negotiation 2
additional die to Intimidation skill rolls made using his PHY.
When this character enters negotiations, the opposing party
Instructor always considers him trustworthy.
Prerequisite: None
Street Survivor
While within 12 feet (2˝) of this character, friendly characters
Prerequisite: None
gain an additional die on occupational skill rolls for skills
also possessed by this character. Discard the low die in each This character can use the Survival skill in place of Streetwise
roll. skill rolls in an urban environment.

Lost in the Crowd Team Player


Prerequisite: None Prerequisite: None

The character is adept at using his diminutive size to This character can join any adventuring company regardless
disappear into any crowd. The character can spend a feat of the qualifications of the adventuring company. He gains
point while in a crowd to instantly vanish. The player and the all of the benefits of that company. His cover story is that
Game Master should determine where the character escapes good.
to. Using this ability effectively removes the character from
an encounter. Even if he decides to double back, it should Trip
take minutes rather than rounds for the character to make Prerequisite: None
his return.
When resolving a kick unarmed melee attack, on a critical hit
the target is knocked down.

11
CAVALERY CAREER (ALL NATIONS)
New Career Options New Spell SPELL NAME COST RNG AOE POW UP OFF
A player can choose to use as many career options as he wishes Rune Shot: Electro Leap 2 SELF — — No No
during character creation, and can take some or all of the career When a character is hit by the character’s next rune shot, you can
options for which his character meets the requirements. have lightning arc to the nearest character within 4˝ of the character
hit, ignoring the attacking character. The character the lightning arcs
Tempest Blazer to suffers an unboostable POW 10 electrical damage roll.
(Arcane Tempest Gun Mage/Ranger)
The Tempest Blazers are the premier cavalry division of the Flame Bringers
Order of the Arcane Tempest. In war they act as scouts and
skirmishers, riding quickly through enemy-held territory to
(Cutthroat/Highwayman)
provide reconnaissance and to harass enemy positions. The Flame bringers are a specialist order formed from the most
power of these gun mage’s rune shots, coupled with the rapid talented riders among the Daughters of the Flame. Trick riders
pace afforded by their mounts, makes them a force to be feared of remarkable talent and extraordinary bravery, flame bringers
by the enemies of Cygnar. leap acrobatically from the saddle directly into melee combat.
Dispatching the enemies of Menoth in a flurry of steel, a flame
Only recruits shown to have appreciable riding capability are bringer slaughters her enemies and deftly catches the reins
given consideration for membership among the Tempest Blazers. and remounts her passing horse before her opponents can
Those with an aptitude for the saddle are given the opportunity muster a counterattack. Even astride her horse, a flame bringer
to enlist in their ranks, receiving additional instruction by light is astoundingly acrobatic, evading blows by hanging from the
cavalry drill sergeants of the Cygnaran Reconnaissance Service. saddle one moment and flipping back atop her horse in the next.
Tempest Blazer recruits are made to ride progressively longer and
more dangerous courses with special obstacles and situations Flame bringers fight with a matched pair of razor-sharp swords.
constructed by the CRS and the Order of the Arcane Tempest to They are experts at causing traumatic wounds with each strike,
test their aptitude. A Tempest Blazer is expected to be capable of specifically targeting organs and arteries with their keen blades.
riding through dangerous terrain at a full gallop while carefully Even soldiers who survive an initial assault may die days later
selecting rune-inscribed bullets to engage a diversity of targets. from their wounds.
Only when the recruit’s gun mage and riding instructors both In order to keep both hands free for combat, many flame bringers
agree his training is complete is he fully inducted into the order. learn to guide their mounts without the need of their reins. In a
Tempest Blazers are often given reconnaissance missions into the style similar to the horsemen of the Idrian, accomplished flame
backcountry of Cygnar or across borders into unobserved areas bringers guide their horses through even treacherous terrain by
of other nations. They also escort cross-country caravans of high- steering the horse with their knees and shifting body weight.
value materiel, safeguarding vital resources against attacks from Only a female Protectorate character that starts the game with
opportunistic bandits or tribal raiders. In this role they often the Cutthroat and Highwayman careers can be a Flame Bringer.
serve alongside the CRS, acting as a fast-response team.
A character taking this option:
Only a Cygnaran human that starts the game with the Arcane
• begins with connections (Daughters of the Flame) but
Tempest Gun Mage (Kings, Nations, and Gods, p. 87) and Ranger
does not begin with connections (criminal)
careers can be a Tempest Blazer.
• starts the game with the Sidestep Skilled Archetype benefit
A character taking this option:
• does not begin the game with the Backstab or Saddle
• begins the game with the Gunfighter and Saddle Shot
Shot abilities but begins the game with the Skilled
abilities but does not begin with the Camouflage or
Rider and Two-Weapon Fighting abilities
Pathfinder abilities
• starts the game with Hand Weapon 2 and Crossbow 2
• starts the game with Pistol 2, Riding 2, Detection 2,
Survival 1, and Tracking 1 but does not begin with • starts the game with Animal Handling 1, Detection 2,
Intimidation 1 or Sneak 1 Riding 2, and Survival 2 but not Sneak 1 or Streetwise 1

• starts the game with 25 gc, ammo bandolier, magelock • starts the game with two swords, a riding horse with
pistol, rune shot casting kit, a riding horse with tack tack and light barding, and custom battle armor, but
and light barding, and an armored great coat but does not a mask or the Cutthroat’s 75 gc
not begin with the Ranger’s 75 gc • adds Deadly Skill and Trick Rider to the list of her
• begins with the Rune Shot: Electro Leap spell instead potential career abilities
of the Rune Shot: Thunderbolt spell

With a vengeance 85
cross often requires outriders to fend for themselves in the
wilderness, hunting and foraging for sustenance, as they may go
for weeks without the opportunity to resupply.
Outriders also act as the eyes and ears of the Greylords Covenant
in far-flung regions of Khador. They are expected to observe and
record activities that would interest their superiors, reporting
back to the order once their messages are delivered. Some view
the outriders with suspicion, seeing them as spies in the service
of the Prikaz Chancellery.
Only a Khadoran human that starts the game with the Greylord
(Kings, Nations, and Gods, p. 175) and Ranger careers can be a
Greylord Outrider.
A character taking this option:
• begins the game with the Snow Wreathed and Skilled
Rider abilities but does not being the game with the
Camouflage or Pathfinder abilities
• starts the game with Connections (Greylords)
• can choose to start the game with a Greylords Rune
Axe in place of one of his starting spells
• starts the Game with Cryptography 1, Detection
New Abilities 1, Hand Weapon 2, Lore (Arcane) 1, Riding 2, and
Deadly Skill Survival 2, but does not start with Research 1, Sneak 1,
Prerequisite: Military skill of 3 or more or Tracking 1

A character that is damaged by an attack made by this character • adds Cryptography 2 to his list of potential occupational skills
loses Tough, cannot heal or be healed, and cannot transfer • adds Rime (Core Rules, p. 242) to his career spell list
damage for one round.
• begins with Frostbite, Rime, and Wind Strike
Trick Rider
New Ability
Prerequisite: Riding 2, AGL 5
Snow Wreathed
The character can reroll failed Riding skill rolls made to perform
trick riding maneuvers. Each failed roll can be rerolled only once Prerequisite: Gifted
as a result of Trick Rider. The character always has concealment.

Greylord Outrider
(Greylord/Ranger)
Concealed in shrouds of obscuring snow, the outriders of the
Trick Riding
Many cultures of the Iron Kingdoms have a tradition of trick
Greylords Covenant bring the harsh winter of Khador with them
riding. Some of these stunts are simply showy maneuvers
everywhere they ride. Potential outriders are identified early in
designed to impress a viewer while others have practical
a battery of tests performed on all new Greylord inductees in
battlefield applications, like the acrobatic moves performed by
an effort to identify their strengths. Those skilled in the saddle
flame bringers to evade attacks while mounted.
are given the opportunity to join the outriders. Membership is
drawn from across Khador, though their numbers include an The following is a list of trick-riding maneuvers. A character can
especially high percentage of Umbreans, among whom a talent perform one trick-riding maneuver he meets the requirements
for the saddle is part of the way of life. for during his turn. In order to use a maneuver a character must
meet the maneuver’s prerequisites.
These young rastoviks serve a dual role to the Greylords
Covenant. Their primary purpose is as messengers, delivering Most of these maneuvers can be used while mounted and only
critical missives across dangerous stretches of wilderness. In while wearing light or medium armor. Attempting them with
addition to their arcane studies and training in the saddle, a large heavier armor is strenuous and slow, often resulting in failure.
component of outrider education encompasses reliable survival The Game Master has final say on whether a character can
methods. The long distances and unforgiving terrain they must perform any the following maneuvers.

86 With a vengeance
Capriole
Prerequisite: Mounted, Riding 3
Description: The rider can spur his mount to lash out with a
powerful rearward kick. Greylords Rune Axe
Special Rules: The character can suffer a –2 penalty on the attack Cost: These weapons are unavailable at any
roll to perform a mount attack anywhere in his mount’s back arc. price and are closely guarded by the Greylords
Covenant and its agents.
Fast Remount
Skill: Hand Weapon
Prerequisite: Riding 2
Attack Modifier: 0
Description: The rider quickly leaps into his horse’s saddle,
POW: 3
either vaulting into place or acrobatically swinging into position.
Special Rules: The character makes an AGL roll against a target Description: These rune-inscribed axes are
number of 12 to quickly mount his horse. If successful, the character
the signature weapons of the Greylords. Based
on the Khardic war axe, these weapons are
does not need to spend a quick action to mount his horse.
manufactured by secret means known only to
Leaping Dismount the artificers of the order. In the hands of those
initiated into the order, the weapon manifests the
Prerequisite: Riding 2, AGL 5 chilling power to leach life from those it strikes.
Description: The rider springs from his saddle, letting his The Greylords Covenant considers ownership of
mount’s momentum carry him over the heads of his enemies. these magical weapons to be the proprietary right
Special Rules: The character makes an AGL roll against a target of its members. The Greylords will go to great
number of 14 to leap from his horse. If the roll succeeds, place lengths to recover these weapons in they are
the character anywhere completely within 3˝ of his horse while found in the possession of those outside the order.
dismounting. If the roll fails, he suffers damage as if he was Special Rules: A rune axe is a magical weapon.
thrown from the saddle (Core Rules, p. 215).
Only a Gifted character with Connections
Saddle Cover (Greylords) knows the secrets of unlocking the runes
inscribed on this weapon. In such a character’s
Prerequisite: Mounted, Riding 2 hands, a rune axe causes +2 cold damage.
Description: The rider hangs alongside the body of his mount,
placing the horse in the way of potential attacks.
Special Rules: A mounted character can spend a quick action
and make a Riding skill roll against a target number of 14 to use
Saddle Cover. If the roll succeeds, for one round successful attack
rolls against the character automatically hit the mount rather
than rolling to determine if the mount or rider is hit.

Steeplechase
Prerequisite: Mounted, Riding 3
Description: The rider spurs his mount to leap over an obstacle
in his path.
Special Rules: A mounted character can spend a quick action to
use Steeplechase. The character’s mount must move at least 3˝ to
perform the leap. The rider makes a Riding skill roll and uses the
result in place of a Jumping skill roll (see “long jumping rolls,”
Core Rules, p. 183).

Stirrup Stand
Prerequisite: Mounted, Riding 2
Description: Performing a stirrup stand prior to attacking, the
rider can better see over the heads of his enemies.
Special Rules: A mounted character can spend a quick action
and make a Riding skill roll against a target number of 12. If the
roll succeeds, the character can ignore characters with the same
sized base when making attacks for one round.

With a vengeance 87
The Servants of Thamar

Thamarite AdvocatePrerequisites: Human (Thamarite), Gifted


Special: A starting Thamarite Advocate cannot take Warlock as his second career.
Abilities: Corruptor, Imbue Weapon, and Language (Telgesh)
Military Skills: Hand Weapon 1 or Pistol 1
Starting Abilities and Skills Occupational Skills: Lore (Thamarite) 1 and choose two of the following:
Deception 1, Etiquette 1, Lore (any subject) 1, Research 1, Seduction 1, or Thrall
Crafting 1
Spells: Bleed and Ashen Cloud
Starting Assets 100 gc

Black Tongue (p. 68), Corruptor (p. 68), Dark Scribe (p. 68), Ghost Shield (p. 68),
Grave Man (p. 68), Haruspex (p. 68), Imbue Weapon (p. 68), Inscribe Thrall Rune
Thamarite Advocate Abilities
(p. 68), Iron Will, Language, Necromancer (p. 68), Shadow Magic, Soul Taker
(p. 68), Soul Thief (p. 69)
Thamarite Advocate
Connections (Thamarite Sept)
Connections
Thamarite Advocate
Hand Weapon 3, Pistol 3
Military Skills
Bribery 4, Cryptography 4, Deception 4, Disguise 3, Etiquette 3, General Skills 4,
Thamarite Advocate
Interrogation 2, Law 4, Medicine 2, Negotiation 4, Oratory 4, Research 4, Seduction
Occupational Skills
4, Sneak 3, Streetwise 3, Thrall Crafting 4

Thamarite Advocates are the most devoted followers of the tolerated in most civilized nations, the penalties for actually
dark goddess and serve as the equivalent of priests among practicing black magic are incredibly severe. There are also
her septs. They are frequently the leaders of Thamarite cults, those who will execute any Thamarites they encounter out of
although just as often they work alone and strive to achieve hand, regardless of the laws of their kingdom. Therefore, a wise
enlightenment and to tempt others into the faith through Thamarite Advocate takes pains to conceal his identity and
corruption. Advocates do not draw on divine power the way pursues his nefarious activities in secret.
priests do, blindly and based on rote ritual. Rather, they seek
Thamarite Advocates can commonly be found at the head of
to understand the fundamental building blocks of the world
certain criminal enterprises, but they also dabble in politics,
itself through arcane means. Understanding the Gift of Magic
espionage, and professions engaged in esoteric research.
requires intelligence and systematic study, but this is also a
Thamarite Advocates choose secondary careers that either
sacred process to advocates. They are always eager to explore
accentuate their existing skills or give them access to important
the occult, to understand the mysteries of the shaping of the
resources, station, or cover identities. Thamarites engaged in
world and thereby become like gods themselves, even as
criminal activities choose Bounty Hunter, Cutthroat, or Thief,
Thamar and her scions once did.
gaining access to valuable skills and potentially a network of
Of course, the path to enlightenment is long and has many useful henchmen. Thamarite advocates who seek to cultivate
twists and turns, often requiring an advocate to seek gullible a more upstanding cover identity might take the path of the
or at least cooperative allies and to delve into dangerous places. Aristocrat, Investigator, or Spy and become true masters of
Advocates frequently become leaders or advisors in criminal silver-tongued manipulations. Intellectually minded Thamarite
circles, lending their power to those outside of ordinary society Advocates choose Arcane Mechanik or Arcanist as a secondary
who understand the need for discretion and pragmatism. career, increasing their ability to wield magic and expanding
Advocates are quite willing to broker deals with such people, their knowledge of the arcane.
aiding them in reaching their goals as long as the favor is
As a Thamarite Advocate becomes more experienced and
returned. Such groups often run afoul of the law as well as the
powerful, he becomes better able to manipulate soul energy
dangerous agents of the Church of Morrow, who see their work
to his advantage. Abilities such as Soul Taker and Soul Thief
as inherently subversive and dangerous. Life as an advocate is
grant him access to a steady stream of soul energy, and abilities
always perilous, but for the most intelligent and shrewd this
such as Ghost Shield allow him to use this stolen power to
path can lead to powers beyond the reckoning of other mortals.
protect himself. Perhaps even more potent than the ability to
Playing a Thamarite Advocate: The quest for power and harness and use souls is the Thamarite Advocate’s mastery
knowledge demands a heavy price. A character with the of the undead. Veteran Advocates can create powerful thrall
Thamarite Advocate career often must keep his devotion servitors through abilities such as Dark Scribe, Inscribe Thrall
to Thamar a secret. While the worship of Thamar is at best Rune, and Necromancer.

66
Thamarite Advocate Spells
Thamarite Advocates can learn spells from the following list.

Fire Starter, Grave Whispers (p. 69),


COST 1
Influence, Soul Mark (p. 70)
Ashen Cloud, Banishing Ward, Bleed
(p. 69), Bone Shaker (p. 69), Chiller,
COST 2 Cloak of Fear (p. 69), Dark Fire (p. 69),
Devil’s Tongue (p. 69), Occultation,
Telgesh Mark (p. 70), True Sight
Affliction (p. 69), Dominate Undead
(p. 69), Entropic Force (p. 69), Ghost
COST 3 Shroud (p. 69), Hellfire (p. 70), Hex
Blast, Star Crossed (p. 70), Stygian
Abyss (p. 70)
Annihilation (p. 69),
COST 4
Death Field (p. 69), Overmind

Telgesh
Telgesh is a sacred and a mystical language of great
importance to Thamarites. It is thought to have played
a key role in Thamar’s own ascension as she began to
unravel the occult mysteries underlying reality. The
development of the unique alphabet of Telgesh was
based on research into older languages, including
studies of the writings of the ancient kingdom of Morrdh.
This language is not employed as an ordinary means
of communication and is rarely spoken aloud except
in certain mystical rituals or prayers. Most Thamarites
consider use of the tongue for common purposes to
be disrespectful and even dangerous. The letters and
words of Telgesh have inherent power and their casual
use has unpredictable consequences, including gaining
the attention of Thamar and her scions.
The sigils of Telgesh have certain shared elements
and similarities to the mystical alphabets used by
conventional arcanists. This is no coincidence, since it
is thought that the runes discovered after the Gift of
Magic are an evolution of Telgesh passed to humanity
to enable humans to more easily control arcane
forces. Arcanists of other faiths downplay or dismiss
this similarity. Sigils of Telgesh are particularly useful
in the practice of necromancy, arguably the eldest
arcane art, and they are frequently employed as part
of the animating process of creating undead. Thamarite
advocates believe this is only one of many applications
of these sigils, the understanding of which is an
ongoing and never-ending process.

67
The Servants of Thamar

New Abilities The insight gained is quite vague, unless the Game Master
wishes to impart significant information as part of the
Black Tongue development of his story. The glimpses of the future might
hint toward possible outcomes or provide specific, if limited,
Prerequisite: None
information. The information could also seem misleading,
The character gains an additional die on social rolls against its truth revealed only in retrospect.
infernals. Discard the low die in each roll.
The use of this ability by unscrupulous cultists could also
provide a compelling hook for a scenario, such as the story
Corruptor
of a mad Thamarite priest who dispatches his cult of thugs to
Prerequisite: None round up the downtrodden from the streets to gain insight
The character gains a feat point when he corrupts another into some apocalyptic tragedy about to befall his city.
character. Exactly what qualifies as corrupting another is
Imbue Weapon
determined by the Game Master. Corruption might include
causing another person to break a vow, embrace personal Prerequisite: None
gain over the interests of others, act out of hatred or base
The character can imbue a non-mechanikal melee weapon
passion, break moral or societal taboos, willfully deceive
with his arcane energy. The weapon becomes a personal
another, accept a bribe, or engage in similar moral lapses.
focus for his power and is considered to be a magical weapon
The character should never gain a feat point for corrupting
and Blessed while in his hand. (When making an attack with
an individual the same way twice. The character should
a weapon with the Blessed ability, ignore spell effects that
always encourage others toward greater corruption.
add to a character’s ARM or DEF.)
Dark Scribe The character can only imbue a weapon that either he crafted
Prerequisite: Inscribe Thrall Rune, Thrall Crafting 2 himself (with the use of the Craft skill) or that he consecrated
(in the case of Thamarites, this means used to ritually slay
The character is well practiced in the art of inscribing thrall an intelligent living creature). Imbuing the weapon requires
runes. He can create thralls in half the normal time. a three-hour-long ritual during which time the character
cannot be disturbed. After this time has passed, the character
Ghost Shield expends a feat point and makes an ARC roll against a target
Prerequisite: Ability to gain souls number of 14. If he succeeds, the weapon is imbued. If he
fails, he can try again after another hour of meditation
The character gains +1 ARM for each soul token he
without expending another feat point.
currently has.
A character can have only one imbued weapon at a time. If he
Grave Man imbues another, the previously imbued weapon permanently
Prerequisite: None loses all benefits from this ability.

The character gains an additional die on social rolls against Inscribe Thrall Rune
undead characters. Discard the low die in each roll.
Prerequisite: Thrall Crafting 1
Haruspex The character can inscribe thrall runes. See “Crafting
Prerequisite: PER 6 Thralls” (p. 71).

Through ritualized dissection, the character can catch Necromancer


glimpses of the future in the entrails of a freshly slain
Prerequisite: Inscribe Thrall Rune, Thrall Crafting 2
creature. The corpse of an animal provides only brief
and indistinct hints of the future, so to glimpse any true The character can reroll failed Thrall Crafting rolls. Each
portents this craft requires the corpse of an intelligent failed roll can be rerolled only once as a result of Necromancer.
creature, such as a man. Though the character does not
need to personally kill his subject, the subject must be Soul Taker
fresh at the start of the ritual. Prerequisite: None
The ritual lasts for one hour, during which time the character The character gains one soul token when a living character is
cannot be disturbed. After this time has passed, the character destroyed in his command range. The character can have up
expends a feat point and makes an ARC roll against a target to three soul tokens at a time and can spend soul tokens like
number of 14. If he succeeds, he gains insight into the future. feat points. If the character has the Will Weaver tradition, he
If he fails, nothing happens and he gains no insight from this can spend a soul token at any time to remove a fatigue point.
corpse. If the character is working with a creature without If the character is a Focuser, he can spend soul tokens like
human intellect, increase the target number for this roll to 17. focus points.

68
Soul Thief Bone Shaker 2 8 — 12 No Yes
When this spell destroys living or undead character, the
Prerequisite: INT 6, Soul Taker
spellcaster can immediately make a full advance toward
The character can make a quick action to steal a soul token the destroyed character followed by a normal melee attack.
from another character in his command range. When the The destroyed character is then removed from the table.
character uses this ability, he makes a contested Willpower The destroyed character cannot be targeted by free strikes
roll against the other character. If he fails, nothing happens. If during this movement.
he succeeds, remove one soul token from the other character
Cloak of Fear 2 Self — — Yes No
and give it to this character. The character can never have
The spellcaster gains Terror [Willpower +2].
more than three soul tokens as a result of Soul Thief.
Dark Fire 2 10 — 12 No Yes
If the spellcaster can gain soul tokens, he can claim the soul
New Skill tokens of characters destroyed by this spell regardless of
range.
Thrall Crafting (Intellect)
Death Field 4 Self * — No No
Thrall runes are the complex arcane writings required to
The spellcaster gains Dark Shroud. While within eighteen
animate undead servitors and give them a modicum of free
feet (3˝) of the spellcaster, friendly characters also gain Dark
will. A character who masters these runes can cause the dead
Shroud. (While in the melee range of a character with Dark
to rise.
Shroud, enemy characters suffer –2 ARM.) Death Field lasts
Untrained Thrall Crafting: The animation of the undead is for one turn.
complex, taxing, and very messy. Thrall Crafting cannot be
Devil’s Tongue 2 Self — — Yes No
used untrained.
The spellcaster gains boosted Deception rolls.
Thrall Crafting Rolls: Thrall Crafting rolls are made Dominate Undead 3 10 — — Yes No
when a character attempts to create a thrall (p. 71). The spellcaster makes a contested Willpower roll against a
The skill can also be used to identify thrall runes on target undead enemy hit by this spell. If the spellcaster loses,
engineered undead and to determine the amount of nothing happens. If the spellcaster wins, his player takes
effort that went into their creation. control of the character hit. The spellcaster immediately
To create thralls, a character also needs the Inscribe Thrall makes a full advance with the undead character followed by
Rune ability to put theory into practice. a normal melee attack, then Dominate Undead expires.
Entropic Force 3 Self Ctrl — Yes No
When a character attempts to use this skill, make an INT +
While in the spellcaster’s control area, other characters lose
Thrall Crafting roll against a target number set by the Game
Tough and cannot regain vitality.
Master to determine if the roll is a success.
Ghost Shroud 3 Self — — Yes No
Assisted Thrall Crafting Rolls: When working as a team
The spellcaster gains +2 DEF and Poltergeist. (When an
to create an army of unliving servants, the players must
enemy misses a character with Poltergeist with an attack,
select one character to lead the thrall creation efforts. Each
immediately after the attack is resolved the spellcaster can
character makes his own INT + Thrall Crafting roll. For each
choose to push the enemy d3˝ directly away him.)
character who had a result of 15 or higher, add 1 to the result
of the character who led the team. Grave Whispers 1 Self — — Yes No
The spellcaster can speak to the dead. When he casts the
spell he must be touching the skull or head of the deceased
New Spells individual he wishes to contact. If the skull has been
COST RNG AOE POW UP OFF destroyed, no contact is possible. Likewise, if the deceased
individual’s soul has been destroyed or is otherwise
Affliction 3 8 — — Yes Yes
inaccessible, no contact is possible.
When a damage roll resulting from a direct hit fails to exceed
the ARM of the affected character, that character suffers d3 Casting this spell awakens the spirit of the deceased to talk
damage points. to the spellcaster. The spirit is not bound to speak and might
Annihilation 4 10 3 10 No Yes simply ignore the spellcaster, especially if it has been dead
Characters hit suffer a POW 10 damage roll. If the spellcaster for some time. If the spirit replies, it speaks in a chilling,
can gain soul tokens, he can claim the soul tokens of displaced whisper audible to all in the spellcaster’s vicinity.
characters destroyed by this spell regardless of range. Even if the spirit speaks, the spellcaster understands the
spirit only if he knows the language it is speaking.
Bleed 2 8 — 10 No Yes
When this spell damages a living character, the spellcaster For Game Masters, this spell can be an incredibly powerful
regains d3 vitality points. tool for storytelling, but it can also become a hindrance. If
its use would foil the plot of a story, you can always choose
to have the spirit act uncooperatively or incoherently. Death,

69
The Servants of Thamar

especially violent death, can mar a spirit’s psyche with aristocratic demesne. This lair includes a ritual room, library,
madness, dementia, rage, mindless terror, or amnesia. The corpse storage, and ample workshops along with several
spirit might also choose to lie for its own reasons. secret escape routes.
Hellfire 3 10 — 14 No Yes Each character in the company gains one additional
A character hit by Hellfire must make a Willpower roll occupational skill level in Lore (Thamarite).
against Terror with a target number equal to the spellcaster’s
Willpower +2. Thamarite Advocate characters begin with one additional
spell of any level. Other characters gain Lock Picking 1, Rope
Soul Mark 1 8 — — Yes Yes Use 1, and Sneak 1.
The spellcaster can automatically sense the presence and
direction of the target living character while the living
character is within fifty feet for each point of his ARC stat. Necromancy
Additionally, if the spellcaster can gain soul tokens and the Necromancy in the Iron Kingdoms is a broad category
living character is destroyed, the spellcaster can claim the of occult study that encompasses power related to death.
soul token of the destroyed character regardless of range or Necromancy includes energy generated by dying tissue
the proximity of other characters. and from the moment of death as well as what lingers in
Star Crossed 3 Self Ctrl — No No the bodies of the dead. Higher forms of necromancy involve
While in the spellcaster’s control area, enemies gain an the manipulation of the power of the soul itself and the
additional die on attack rolls. Discard the highest die of each connection between the body and the soul. Like other arcane
roll. Star-Crossed lasts for one round. studies, the dark art of necromancy is not fully understood
and its principles and possible applications are being
Stygian Abyss 3 10 — 12 No Yes
continually expanded and refined by its practitioners.
On a critical hit, the character hit suffers Shadow Bind for one
round. (A character suffering Shadow Bind suffers –3 DEF, The practice is believed to be inherently corruptive and
and for one round when he advances he cannot move except is forbidden by the majority of religions. Necromancy is
to change facing.) illegal everywhere in the Iron Kingdoms. The only nation in
western Immoren where this art is openly practiced is Cryx.
Telgesh Mark 2 6 — — Yes No
Nonetheless, individual Thamarites have been studying
The spellcaster can channel spells through the affected
necromancy longer than Cryx has existed, with the art
friendly character while the friendly character is in his
predating the Gift of Magic and thought to have originated
control area. (See “Channeling” in the Iron Kingdoms Full
in the Kingdom of Morrdh. Among Thamarites, the study of
Metal Fantasy Roleplaying Game: Core Rules.)
necromancy dates back to Scion Delesle.

Adventuring Company The most common and widely practiced necromantic process
is the use of complex runes to give motion and mobility to the
Thamarite Sept dead. Thrall runes are glyphs of great power derived from
Telgesh that can be used to animate the dead to serve the
The characters in this company are part of a small Thamarite
living, representing necromancy in its most straightforward
cult. They could be an organized gang of cutthroats and
form. Like mechanika runes, thrall runes can be used to many
street assassins who sacrifice their victims to the Dark
different effects depending on the skill and imagination of
Goddess, a group of shadowy occult investigators struggling
their crafter and the time he spends inscribing the runes.
to uncover the secrets of Urcaen and earth while keeping
Generally, the more complex the runes, the more powerful
beyond the reach of the Order of Illumination, or a pack of
a thrall can be created. The simplest thrall requires only
scheming aristocrats who stop at nothing to achieve their
rudimentary runes, whereas more powerful thralls require
aims. Whatever their vocation, the characters can call upon
sophisticated inscriptions covering every square inch of
a wealth of arcane power in addition to their own natural
their forms.
talents and contacts.
To create a thrall, a necromancer needs to assemble the
Requirements: The characters in the party must either be
required body parts and then carefully inscribe the runes
devotees of Thamar or irreligious in their outlook. Priests,
upon the bones and flesh. Most thralls require a complete
Shamans, Warlocks, and the faithful of other gods cannot
set of bones, generally human. These might be mixed and
join this company. At least one character in the company must
matched from any number of rifled graves as required. It is
be a Thamarite Advocate, and only Thamarite Advocates are
also worth noting that a “fresh” thrall is by no means better
true members of the sept. All others are expendable pawns
than one crafted from aged bones, or vice versa. Only the
in their service, whether they know it or not. The players of
runes matter. For some necromantic processes, the type of
Thamarite Advocates should choose the nominal leader of
corpse and the potency of the body or its history are relevant,
the group among themselves.
but this is beyond the scope of the most commonly employed
Benefits: The company begins with a secret lair, likely methods of animation.
in some subterranean sewer network, desolate slum, or

70
Animating a body has no impact on its soul, which has rendering the runes on the innermost location before
usually already departed. attaching it to the rest, then moving to the next most difficult
The runes are applied in a number of different ways. Painting location, and so on.
the runes on a simple thrall is an easy expedient, but complex Following thrall creation, the body takes on supernatural
creations take considerably more work. Bones are generally qualities. Its flesh becomes increasingly taut and leathery,
etched and then filled with pigment. Flesh is stitched but it also dramatically increases in strength and durability.
together and tattooed. In all cases, the more permanent the Natural decay is arrested and after a few weeks any stench of
medium, the better. putrefaction is reduced to a musty, sickly odor.

Inscribing Thrall Runes and


Rune Points
Necromancer’s Kit Once the corpse has been suitably prepared, the necromancer
The creation of thralls requires a full surgical kit used is ready to begin the painstaking process of inscribing the
in conjunction with specialized tools of the trade. In animating runes. The length of time this process takes and
addition to a selection of saws, knives, needles, and its difficulty depend on the complexity of the thrall being
drills, a necromancer must also have etching tools, created. The complexity of thrall runes are measured in rune
special pigments, oils, heavy waxed cord, scales, organ points, as with mechanika. The more complex the thrall, the
extractors, and other implements. Such kits appear higher its rune point value.
harmless in and of themselves, though the Order of
Illumination might wonder why a cobbler needs a fine set Rune points take into account both the type of thrall the
of mortician’s saws and scales. An assembled kit is easily necromancer is attempting to create and any upgrades he
identified by anyone familiar with the art of necromancy. chooses to add to his creation. For example, a warrior thrall
It is impossible to craft a thrall without a necromancer’s (3 rune points) with the rune hardened upgrade (1 rune
kit. A necromancer’s kit can be used as a surgical kit. point) has a rune point value of 4.

A necromancer’s kit costs 50 gc. To create thrall runes, a character must have both the Thrall
Crafting skill and the Inscribe Thrall Rune ability.

The length of time required to create a thrall depends on its


total number of rune points.

Crafting Thralls Once the required time has passed, the necromancer makes an
INT + Thrall Crafting roll to determine success. The difficulty
Once a necromancer has procured his tools, a corpse, and a number for this roll is equal to 12 + the rune point value.
private location in which to operate, he can commence his A character who takes his time and spends an additional
work. A clandestine place where the necromancer can work seventy-two hours inscribing his thrall gains +2 to his roll.
undisturbed is of vital importance. Not only can distractions If the roll succeeds, the thrall begins its unlife. If the roll
be disastrous to such painstaking work, but necromancy is fails, the character must carefully and painstakingly correct
also highly illegal. If caught, its practitioners are certain to his inscriptions. After another twelve hours of laborious
face execution in every civilized land in western Immoren. refinement, the character can attempt this roll again.

Once completed, a thrall exists until it is destroyed. A


The Corpse completed thrall cannot have additional runes added to it.
The necromancer must first ensure the corpse is intact, at
least with regard to the type of thrall he wishes to create. The Costs of Inscription
Most thralls created for labor or defense must have a pair Though not standardized among necromancers, the rare
of arms and legs, but this is not always the case. Cryxian inks used in inscribing thrall runes are invariably quite
necrosurgeons are particularly skilled in their dark craft, expensive. These inks include alchemical solutions imbued
manufacturing thralls barely recognizable as having once with distinct arcane qualities, ash from supernaturally active
been human. All thralls must have a head or skull. battlefields or grave sites, distilled bodily fluids, or traces of
rare metals. The more complex the thrall’s runes, the more
If the corpse is not in one piece, the necromancer needs to
the necromancer should expect to pay for the appropriate
stitch, brace, bolt, or otherwise see to its assembly. Though the
inscribing inks.
animating energies of thrall creation hold the creature’s form
together with arcane force, the complex process of inscribing
the thrall runes requires an intact working surface. Some
thralls are so complex that they must be inscribed in stages
and concentric layers. When faced with such a challenge a
necromancer might prefer to work piecemeal, completely

71
The Servants of Thamar

Target Time required to


Cost of Inks
Number inscribe the thrall
1 15 minutes 1 gc
2 6 hours 5 gc
3 12 hours 10 gc

4 24 hours 20 gc

5 72 hours 50 gc
72 hours +24 hours 50 gc + 25 gc per
6+
per rune point over 5 rune point over 5

Thrall Types
The primary complexity involved in creating a thrall is
the type of thrall being animated. The simplest thralls are
relatively easy to create, but they are poor combatants and
can follow only the simplest instructions. For all intents
and purposes, they can be thought of as mindless. More
complex thralls have greater combat ability and can be
imparted with a semblance of rudimentary intelligence.
Some necromancers are so skilled they can use their runes
to instill personalities in their thralls, and advanced
thralls can develop personalities over time. Usually
these personalities are completely artificial, a result of
the animation process, but thralls might display residual
traits inherited from the corpse(s) utilized in their Lieutenant
construction. These entirely superficial qualities do not
Description: Thrall lieutenants are complex thralls that are
impact a thrall’s readiness to obey orders.
covered with intricate runes imparting them with uncanny
The following attributes define different thrall types in intelligence. They are semi-autonomous creatures capable
the game. of limited decision making. They are entirely devoted to the
will of their creator and follow his orders even to the point of
Description: This is a description of the thrall.
their own destruction.
Rune Points: This is the number of rune points required to
Thrall lieutenants can speak their creator’s language and
animate the thrall.
do so with a dry, quiet rasp that is the product of no mortal
Stats: These are the thrall’s stats. tongue. These creatures are usually dispatched to command
more simple thralls.
Special Rules: These are the special rules that apply to the
thrall. Rune Points: 4
Vitality or Life Spiral: Most thralls simply have an amount Stats
of damage points they can suffer before being incapacitated.
More powerful or important thralls have full life spirals. PHY 8

Damaged thralls can be repaired. A character with the STR 6


Thrall Crafting skill can restore 1 vitality point to a thrall SPD 5
after every fifteen minutes of labor without a die roll. Such AGL 3
repairs require access to a necromancer’s kit. A destroyed
thrall cannot be repaired. PRW 6
POI 3
The following thralls are those most often created by
necromancers in the Iron Kingdoms. These do not include INT 3
Cryx’s exotic banes or mechanically augmented thralls. PER 3
These thralls can be additionally enhanced at the time of
Initiative 14
their creation with the addition of upgrades.
MAT 6
RAT 3
DEF 11

72
Thrall lieutenants are typically armored by their creator. The
ARM for a thrall lieutenant is equal to its PHY + the value
Warrior
of the armor. Thrall lieutenants do not suffer SPD or DEF Description: Warrior thralls are simple combatants typically
penalties for the armor they wear. used as sentries and bodyguards. Though unintelligent, a
warrior thrall fights well and can follow simple orders. Its
Special Rules: Thrall lieutenants are undead creatures with
runes are fairly simple and are mostly contained to its head.
Terror [12].
Rune Points: 3
Thrall lieutenants can give orders to subordinate thralls
placed under their command. Stats

Thrall lieutenants gain +2 to PER rolls. PHY 7


Thrall lieutenants are typically armed at the time of their STR 6
creation.
SPD 5
Life Spiral: Thrall lieutenants have a life spiral based on AGL 2
their PHY, AGL, and INT.
PRW 5

Risen POI 1
INT 1
Description: Risen are the simplest of thralls. They are utterly
mindless and can follow only the simplest instructions. They PER 3
are poor combatants but tireless workers. A risen is generally Initiative 12
animated by a simple glyph inscribed on its forehead.
MAT 5
Rune Points: 1 RAT 1
Stats DEF 9

PHY 6 Warrior thralls are typically armored by their creator. The


STR 5 ARM for a warrior thrall is equal to its PHY + the value of
the armor. Warrior thralls do not suffer SPD or DEF penalties
SPD 5
for the armor they wear.
AGL 1
Special Rules: Warrior thralls are undead creatures with
PRW 2 Terror [12].
POI 1
Warrior thralls are typically armed at the time of their
INT 0 creation.
PER 1 Vitality: A warrior thrall has a number of vitality points
Initiative 8 equal to its PHY.
MAT 2
RAT 1
Upgrades
DEF 7
A necromancer can weave a number of refinements and
unnatural traits into his thrall runes during the creation
Unless armored, risen have ARM equal to their PHY. process. These upgrades add to the rune point value of the
thrall being created. New upgrades cannot be added to a
Special Rules: Risen are undead creatures with Terror [12]. thrall after the creation process is complete.
Risen are not intelligent enough to fight with weapons and Thrall upgrades have the following attributes that define
instead fight unarmed. Risen have the Gang ability. how they function in the game. Each upgrade can be taken
Vitality: A risen has a number of vitality points equal to only once.
its PHY. Rune Points: This is the number added to the thrall’s rune
point value.

Special Rules: This describes the effect of the upgrade.

73
The Servants of Thamar

Artificial Intellect
Rune Points: +2

Special Rules: The thrall gains +1 INT and PER.

Dark Power
Rune Points: +2

Special Rules: While the thrall is in its creator’s


control area, its creator can upkeep one spell
without spending a focus point or gaining a
fatigue point. A spellcaster can benefit from
Dark Power only once per activation.

Ghostly
Rune Points: +3

Special Rules: The thrall gains Ghostly. (A


character with Ghostly can advance through
terrain and obstacles without penalty and can
advance through obstructions if it has enough
movement to move completely past them. A
character with Ghostly cannot be targeted by
free strikes.)

Grave Chill
Rune Points: +3

Special Rules: The air around the thrall is


freezing. While within twelve feet (2˝) of the
thrall, living characters suffer –2 DEF unless
they have Immunity: Cold.

Guardian
Rune Points: +2

Special Rules: The thrall gains the Shield 1


skill and the Shield Guard ability. Only thrall
lieutenants and warrior thralls can have this
upgrade.

Killer
Rune Points: +2

Special Rules: The thrall gains +1 MAT and


RAT and the Cleave ability.

Language
Rune Points: +1

Special Rules: The thrall’s creator imprints it


with an additional language. This language
must be known by the necromancer.

Lock Step
Rune Points: +1

Special Rules: The thrall gains the Defensive


Line ability.

74
Preternatural Awareness and act as bid by its creator. More complex functionality is
Rune Points: +2 artificially endowed by the nature of the runes employed
in a thrall’s animation. The simplest thralls are extremely
Special Rules: The thrall’s supernatural perception keeps literal in the execution of its orders and cannot exercise
it constantly aware of its surroundings. It gains boosted judgment in processing commands. The complexity of the
Initiative rolls, and enemies never gain back strike bonuses thrall determines the scope of the tasks it can perform. Even
against it. the simplest thrall can undertake tasks such as rudimentary
labor, including digging or moving heavy objects.
Rune Hardened
Advanced thralls can make complex decisions and
Rune Points: +1
demonstrate qualities that suggest a personality. Most
Special Rules: The thrall gains +1 PHY. still lack inherent motivation and exhibit only superficial
indications of anything resembling individuality, such as
Rune Powered posture, mannerisms, and responses to orders. Advanced
Rune Points: +1 thralls can be empowered to speak and relate messages.

Special Rules: The thrall gains +1 STR. Death magic is inherently inimical to the living and most
thralls naturally seek to do violence against the living. This
Speed in Death tendency is easily exploited to use them as warriors and
guardians. Thralls can be instructed not to attack certain
Rune Points: +2
individuals and might have limited ability to distinguish
Special Rules: The thrall gains +1 SPD. friends from foes, although obvious markings might be
necessary to avoid accidents. For example, a simple thrall
Watch Thrall might not be able to tell two people apart but could be told
Rune Points: +1 not to attack anyone wearing a red armband.

Special Rules: The thrall gains the Astute ability. Simple thralls require short and direct commands, and most
thralls cannot remember more than one or two orders at a
time. More advanced thralls can be given long-term objectives
Caring for and and layered orders that include contingencies. As a general

Commanding Thralls rule, necromancers do not entrust vital and complex tasks to
thralls, which perform best when given direct supervision or
Thralls are thought of as mindless, but this belief is not extremely simple tasks, such as an order to kill anyone other
entirely true. Most thralls entirely lack for self-will and than the necromancer himself who enters a room.
have no desires other than a persistent urge to harm the
living. Left to their own devices they simply stand in place,
potentially indefinitely, and have no physical needs. The
animating process largely halts or at least greatly slows most
aspects of rot and decay. Thralls do not fall apart simply
from the passage of time, although they can suffer damage
and eventually collapse when their physical integrity is
lost. Once destroyed, a previously animated corpse usually
cannot be animated again, although in some cases repairs
can be made by replacing lost or shattered body parts.

It is believed that some aspects of the deceased persist as


an indelible imprint on the remains of the dead. These
characteristics are exploited for a variety of necromantic
processes. For thralls, the animating runes establish a
basic pattern of behavior but also exploit deeply imprinted
behavior to facilitate a thrall’s functioning. For example,
bodies contain persisting knowledge of how to move, walk,
maintain balance, use their hands, and so on. Regardless of
the state or lack of physical sense organs, thralls are aware of
their surroundings and can see and hear to a similar degree
as the living. Even in total darkness, thralls inherently sense
living beings and can move directly toward them.

By way of a combination of this lingering imprint and


animating runes, a thrall can understand basic spoken orders

75
or centuries, Rhulic warcasters and their durable 'jacks have played a role on the battlefields of western Immoren. Whether fighting as

F mercenaries alongside armies of the Iron Kingdoms, engaging in inter-clan disputes, or defending their homelands from encroaching
multitudes of barbarians, trolls, or dragonspawn, the armies of Rhul have fought valiantly, proving as immovable as the mountains of
their rugged homeland. With talents refined by countless skirmishes alongside steamjacks that, while utilitarian, deliver crushing blows to an
enemy force, Rhulic warcasters have participated in many of the most significant conflicts in the history of the Iron Kingdoms.
The following pages present careers and steamjacks unique to the dwarves of Rhul for use in the Imn Kingdoms Full Metal Fantasy
Roleplaying Game.

RHULIC JACK MARSHAL


NEW CAREER OPTION I

Only a Rhulic dwarf or ogrun with the 'Jack Marshal ability can
Unique career options are available to characters with specific be a Rhulic 'Jack Marshal. This option must be taken when the
backgrounds. In addition to the warcaster option below available character gains the 'Jack Marshal ability. A character cannot be a
only to the dwarves of Rhul, many more for characters native to Rhulic 'Jack Marshal and a standard 'Jack Marshal.
the Iron Kingdoms are described in the forthcoming Iron Kingdoms A character taking this option:
RPG: Kings, Nations, and Gods.
• Can only control Rhulic steamjacks. Only a Rhulic 'jack
A player can choose as many career options as he wishes during marshal can marshal Rhulic steamjacks.
character creation and can take some or all of the options for which
his character meets there uirements. For example, a player creating
a Rhulic Field Mechanik/Warcaster might decide to take the Rhulic
Field Mechanik option but decide not to take the Rhulic Warcaster
option for his character.

RHULIC FIELD MECHANIK


Since their first introduction to teclmologies like mechanika and
cortex production during the days of the Rebellion, Rhulfolk have
taken to mechanikal engineering with great enthusiasm. Rhul
is slow to innovate new technology but adept at creating new
applications for existing devices, and the mechanikal engineers of
Rhul take pride in their perfectionist approach to the work.

Rhul commands vast mineral wealth, and mining clans rely on the
talents of their field mechaniks to create the highest grade cortexes and
to keep their steamjacks at peak operation. Similarly, the mercenary
companies of Rhul have a constant need for skilled mechaniks to
effect repairs between military engagements. Rhulic metalcrafting is
second to none, and an experienced Rhulic field mechanik can return
a veritable pile of scrap to battle-ready condition.

Only Rhulic dwarves and ogrun can be Rhulic Field Mechaniks.


This option must be taken at character creation. A character
cannot be a Rhulic Field Mechanik and a standard Field
Mecl1anik.

A character taking this option:

• Is a Rhulic 'jack marshal, not a standard


'jack marshal (see below).

• Starts with a Grundback Runner light


warjack (p. 66) with either a Grundb ack
light cannon (p. 66) or a hail shot cannon
(p . 67) weapon system instead of a light
laborjack with up to 200 gc of weapon s.

STONE & STEEL 63


RHULIC WARCASTER
Warcasters fill a vital role within Rhulic society. Like other NEW SPELLS RHl
warcasters in the Iron Kingdoms, Rhulic warcasters are COST RNG AOE POW UP OFF In the Ira
fundamental to the military defense of both their clans and their warjack is
BULLET DODGER 2 6 YES NO
nation, commanding their utilitarian ' jacks on the battlefield. the line. T
Target friendly character gains +2 DEF against ranged attack
However, Rhuliolk who have the warcaster talent also play an
rolls and Dodger. (A character with Dodger can advance up to 2" and somej
important economic role. The coffers of many clans are filled
with coin earned through mercenary contracts with the Iron immediately after an enemy attack that missed him is resolved The art o
unless he was missed while advancing. He cannot be targeted by havinginr
Kingdoms. A Rhulic warcaster, particularly one accompanied by
free strikes during this movement.) of industr:
the surprisingly durable 'jacks of his homeland, can earn a very
good wage as a mercenary. EXPLOSIVO 6 NO NO and high f
Target character' s next normal attack with a non-spray ranged to similar
Only Rhulic dwarves can be Rhulic Warcasters. This option must warjacks i
weapon becomes magical. If the weapon was AOE - it becomes
be taken at character creation. A character cannot be a Rhulic provides<
AOE 3. Characters in the AOE other than th.e character that was
Warcaster and a standard Warcaster. high-grad'
directly hit suffer blast damage but do not suffer any other effects
A character taking this option: of the attack. Explosivo expires immediately after resolvin g the number c
affec ted character's next ranged attack. Explosive lasts for one engines nc
• Begins with the Rhulic Warcaster ability (see below).
round. Perhaps ~
• Begins with any two of the following Military skills: FIRE FOR EFFECT 3 6 YES NO in Rhul is
Great Weapon 1, Hand Weapon 1, Pistol 1, or Rifle 1. Boost the attack and damage rolls of tcu·get character's ranged lawful fe
• Can begin w ith a mechanika great weapon, instead attack during each of his turns. resolving
of s tandard warcaster armor (light or medium), or a to compet
GROUND ZERO 3 SELF 5 13 NO NO
mechanika hand weapon or hand cannon. claims, ar
Center a 5" AOE on the spellcaster. Each character other than the
most indt
spellcaster in the AOE is hit and suffers a POW 13 damage roll.
• Begins wi th Conn ections (dwarven clan). warriors t
Characters damaged by Ground Zero are pushed d6" directly
• Uses the spell list below instead of the Warcaster spell away from the spellcaster in the order his controller chooses. constructi
list in the Iron Kingdoms Full Metal Fantasy Roleplaying to defend
MOLTEN METAL 2 10 NO YES Thus, 'jac
Game: Core Rules. Target steamjack suffers 1 point of fire damage to each column on Rockram ;
• Begins with Battering Ram and Molten Metal. If the its damage grid. they are o
character gain s Battering Ram from both of his starting POWDER KEG 4 10 5 14 NO YES
careers, select one additional Cost 2 spell from either of On a critical hit, cl1aracters hit lose one attack during their next CHA:
the character's sp ell lists. activation. Like the
warjacks;
Explosive (p. 64), Jump Start, Locomotion STRANGLEHOLD 2 10 11 NO YES
A character damaged by Stranglehold forfeits either its movement ofweapor
Battering Ram, Bullet Dodger (p. 64),
Molten Metal (p. 64), Redline, Refuge, or its action during its next turn .
RULES
Rock Wall, Snipe, Solid Ground, STONE SPRAY 3 SP8 12 NO YES The follov
Stone Strength, Stranglehold (p. 64), On a critical hit, the character hit is knocked down. game.
Temper Metal, Unstoppable Force (p. 64)
UNSTOPPABLE FORCE 2 SELF CTRL NO NO
Broadside, Fail Safe, Fire For Effect (p. 64), Cost: Thi ~
While in the spellcaster's control area, steamjacks in his
Grind, Ground Zero (p. 64) , crowns. I
Inhospitable Ground, Iron Aggression, battlegroup gain Bulldoze. Unstoppable Force lasts for one turn.
are no p1
Rock Hammer, Stone Spray (p. 64) (When a steamjack with Bulldoze advances into B2B contact with
though c
an enemy during its activation, it can push that character up to
Steel secondar)
2" directly away from it. A character can be pushed by Bulldoze
warcaster
only once per turn. Bulldoze has no effect if the steamjack makes

NEW ABILITY a trample power attack.) Descripti

Height/W
RHULIC WARCASTER
Fuel Loac
Prerequisite: None load and )
Only a character with the Rhulic Warcaster ability can bond to Initial Se1
Rhulic steamjacks. A character with the Rhulic Warcaster ability
cannot bond to non-Rhulic steamjacks.
New Careers
Priest of Cyriss Prerequisites: Human, Gifted, Worshipper of Cyriss

Abilities: Enigma Cipher (p. 64)


Connections: Connections (Convergence of Cyriss)
Military Skills: Hand Weapon 1
Starting Abilities,
Occupational Skills: Lore (Cyriss) 1, Mechanikal Engineering 1
Connections, and Skills
Special: A character who chooses Priest of Cyriss as one of his two starting careers
gains the Genius Intellectual archetype benefit.
Spells: Guided Blade and Dissolution Bolt (p. 70)
Starting Assets Optifex armor (p. 67) and a tuning kit (p. 68)

Blaster, Bodge, Choir, Clockwork Transcendence (p. 64), Enigma Cipher (p. 64),
Priest of Cyriss Abilities
Inscribe Formulae, Language, Vessel Upgrade (p. 64)
Priest of Cyriss Connections Connections (Convergence of Cyriss)
Alchemy 3, Command 3, Craft (any) 4, Cryptography 4, General Skills 4,
Priest of Cyriss Skills
Mechanikal Engineering 4, Research 4
Priest of Cyriss Spells Spells from the Priest of Cyriss spell list

While higher-ranking priests are the leaders of the Convergence Priests of the Convergence serve in either biological bodies or
of Cyriss, most perform highly skilled technical work and clockwork vessels. In order to allow their minds and souls to fully
theoretical research as part of their worship in addition to mature, priests are generally required to retain their living bodies
other duties. The majority of the priesthood fulfills the role of as long as possible before transcending to a clockwork vessel.
mechaniks, mathematicians, engineers, and technicians. Upon death, or upon approval by a fluxion directorate, the soul
of an awakened member is transferred into an essence chamber,
which is then installed in a clockwork vessel. This rebirth as a
machine allows an adherent to continue on the path to perfection.
Members of the Convergence can expect to pass through any
number of clockwork forms in this pursuit.

Contemplation of the Nine Harmonics is paramount to the priests


of Cyriss. Every action taken by awakened members must be in
accordance with these principles, which ensure the deeds of the
Convergence are to the exacting standards of the goddess. These
simple but broad tenants are at the core of worship, forming the
guiding principles by which each priest lives his life.

Playing a Priest of Cyriss: Priests of Cyriss blur the line between


traditional priest and engineer, commanding a wide range of
abilities allowing them to pursue worship of the Clockwork
Goddess. The Enigma Cipher ability rewards priests who
successfully solve complex problems, while the Genius Intellectual
archetype benefit ensures they are able to do so. A priest of Cyriss
can undertake a wide range of tasks with access to the mechanikal
engineering, alchemy, and craft skills.

As a priest gains experience he also acquires access to a greater


variety of spells granting increased offensive and defensive options.
The true capability of a priest of Cyriss, though, is only evident
once he undergoes Clockwork Transcendence. Within a clockwork
vessel, a priest of Cyriss can tailor his body in a variety of ways to
become a commanding force both on and off the battlefield.

64 Mysteries of the maiden


Warcaster, Cyriss
Prerequisites: Human, Gifted,
Worshipper of Cyriss, Starting Career

Special: A character starting with the Cyriss Warcaster career must choose between
Alchemist, Arcane Mechanik, Arcanist, Aristocrat, Explorer, Field Mechanik, Gun Mage,
Investigator, Man-At-Arms, Military Officer, or Priest of Cyriss for his other career.
Abilities: Bond, Convergence Warcaster
Starting Abilities, Connections: Connections (Convergence of Cyriss)
Connections, and Skills Military Skills: Great Weapon 1 and Hand Weapon 1
Occupational Skills: Detection 1 and Mechanikal Engineering 1
Spells: Arcane Strike, Jump Start, and Temper Metal
Special: Change the character’s arcane tradition to focuser if he has another arcane
career. A warcaster can boost only with mechanikal weapons to which he has bonded.
Choose one of the following: suit of warcaster armor (light or medium), mechanika
hand weapon, or a light vector. Mechanika weapons have housings of the chosen
Starting Assets
weapon type, runeplates inscribed with the Bond rune, and are powered by clockwork
capacitors. This item begins the game bonded to the warcaster.

Blaster, Bond, Clockwork Transcendence (p. 64), Convergence Warcaster (p. 64), Field
Cyrissist Warcaster Abilities Marshal: Celestial Harmony (p. 64), Field Marshal: Magical Attack, Field Marshal: Shield
Guard, Overpower (p. 64), Vessel Upgrade (p. 64)
Cyrissist Warcaster Military
Great Weapon 3, Hand Weapon 3
Skills
Cyrissist Warcaster Command 3, Craft (any) 3, General Skills 4,
Occupational Skills Mechanikal Engineering 3, Research 3
Cyrissist Warcaster Spells Spells from the Cyrissist Warcaster spell list

Warcasters are vital to the Convergence of Cyriss, since vectors


require the direct command of a warcaster. Fortunately, many
who manifest the warcaster talent are drawn to worship of the
Clockwork Goddess, giving the sect access to warcasters far out
of proportion to its numbers. The role they fulfill is of critical
importance, so their training is extensive and prolonged.

Warcasters begin their time within the sect as soldiers of


flesh and blood, but they eventually realize machine
transcendence to live out their days commanding
clockwork vessels. Being free of a mortal body grants them
increased clarity of thought and special sympathy with the
interface node.

Playing a Cyrissist Warcaster: A Cyrissist warcaster benefits


from nearly any career pairing, particularly those that allow
the character to contribute in some way to the great work.
The advantages of Clockwork Transcendence brings with it
a whole new range of special abilities a warcaster can use to
turn himself into a finely-tuned instrument of war.

Experienced Cyrissist warcasters benefit greatly from


additional selection of the Bond ability, but the advantages
of Clockwork Transcendence cannot be ignored. A
clockwork vessel brings with it a whole new range of
special abilities a warcaster can use to turn himself into a
finely-tuned instrument of war.

The convergence of cyriss in the rpg 65


New Abilities New Connection
Clockwork Transcendence Convergence of Cyriss: The character has connections with the
Convergence of Cyriss. If not a member of the cult, his contacts
Prerequisite: INT or PER 5 only provide him with general—but still helpful—information.
The character’s essence is placed in a clockwork priest vessel. If he is a member of the cult, the character can expect access to
temple facilities and aid in pursuing research, development,
Convergence Warcaster and refinement of work related to subjects of interest to the
Prerequisite: None Convergence. If he has proven himself to the organization, the
character can consult directly with priests for counsel regarding
The character can bond to vectors. Additionally, while the his theorems and projects. If he is pursuing goals in line with
character can technically bond to standard steamjacks, he will those of the Convergence, like the acquisition of a new temple
not do so as a matter of faith, as the Eighth Harmonic makes clear node, he can potentially receive even greater assistance. For
Cyriss’ disdain for attempts to create false sentience. instance, while undertaking such objectives a warcaster might
petition his superiors for access to a temple facility’s vectors—
Field Marshal: Celestial Harmony though these requests are never granted without careful
Prerequisite: ARC 6 consideration. The Convergence is a secretive group, and actions
taken by the character that expose or endanger the organization
The warcaster can spend a focus point during his turn to use Field
could result in severe punishment, including being cast out and
Marshal: Celestial Harmony. For one round, he can channel spells
having all connections severed.
through the vectors in his battlegroup while they are in his control area.

Prerequisite: None
Enigma Cipher
Clockwork
This character gains a feat point when he solves a puzzle, riddle,
or other complex problem. Exactly what qualifies as an enigma is
Vessels
up to the Game Master. Some among the Convergence have had their essences
transferred into machine bodies called clockwork vessels.
Overpower Essence transference represents the best afterlife many in the
Convergence can hope for, and see their transference as bringing
Prerequisite: ARC 5
them one step closer to the goddess. Those who undergo this
During this character’s Control Phase, after he replenishes his process become effectively immortal, no longer subject to the
focus but before he allocates focus, he can spend focus to increase limitations of the flesh. They do not need to eat, breathe, or sleep.
his control area for one round at 1 focus point for each 1˝ increase. However, should the essence chamber ever be destroyed, the
soul within would immediately vacate the machine body.
Vessel Upgrade
The process of having one’s soul transferred into an essence chamber
Prerequisite: Clockwork Transcendence is permanent and results in the death of the physical body. However,
The character gains an upgrade to his clockwork vessel. This transference of the essence chamber into a specific clockwork vessel
ability can be taken more than once. is not permanent. A character may have the opportunity to have
his essence transferred into other vessels. Experienced Convergence
members may periodically transfer between different forms as
required for work or battle. There are a wide variety of clockwork
vessel configurations and customizations, although certain
clockwork soldier types share a common form.

A clockwork vessel is powered by an essence chamber containing


a soul. Without an essence chamber, a clockwork vessel cannot
function and becomes inert. An essence chamber can subsist
indefinitely outside of a clockwork vessel, but the soul contained
within has no sensory apparatus or ability to move or act. Certain
Convergence facilities have apparatuses that can store essence
chambers and enable the individuals within to communicate.

66 Mysteries of the maiden


Rules Clockwork Vessel Internal Damage Table
There are a number of special rules associated with characters When a character’s clockwork vessel suffers 5 or more points of
inhabiting clockwork vessels. damage as a result of a single damage roll, a roll must be made on
the Clockwork Vessel Internal Damage Table to determine if any
Clockwork vessels are constructs (see IKRPG: Core Rules) that
internal systems are also damaged. If the vessel suffers the same
provide soul tokens when they are destroyed. Additionally,
effect on a subsequent roll before the previous effect has been
despite being a construct, a character inhabiting a clockwork
repaired, it suffers no additional internal damage.
vessel does not automatically pass Willpower rolls.

If a character is eligible for more than one clockwork vessel, he d6 Result


must choose one among those he is eligible to inhabit.
No internal systems are damaged – No additional
1-2
All clockwork vessels are considered to have the Ambidextrous penalty.
Skilled archetype benefit and the Two-Weapon Fighting ability Arm Damaged – One of the vessel’s arms is
(see IKRPG: Core Rules). crippled as a result of the damage suffered.
3 Randomize which arm is damaged. Until the
Stats damage is repaired, the character suffers –3 to
attack rolls made with the damaged arm.
A character’s physical stats are based on the clockwork vessel his
essence inhabits, rather than on his race. When a character transfers Loss of Power – The vessel’s internal power flow
has been compromised, resulting in a severe loss of
his essence into a clockwork vessel, his base PHY, SPD, STR, AGL, 4
power to the clockwork vessel. Until repaired, the
PRW, and POI are changed to those of his new clockwork form. character suffers –3 STR.
These stats cannot be increased with experience and the character Movement Damaged – The vessel’s movement
loses any stat increases he has previously gained before he systems have been damaged. Until repaired,
5
the character suffers –1 SPD and DEF and
transfers his essence. When a character with a clockwork vessel
cannot run or charge.
gains a +1 stat increase as a result of experience, he may only
increase his INT, PER, or ARC stat, or gain a new ability instead. Essence Chamber Damage – The vessel’s essence
chamber has been damaged, resulting in reduced
6
control over the vessel. Until the vessel is repaired,
Defense the character suffers –1 INT and PER.
A character’s defense is modified by his clockwork body. A
clockwork vessel suffers a –2 penalty to DEF. Repairing internal damage to a clockwork vessel requires two
hours of labor with the proper tools and a successful INT +
Armor Mechanikal Engineering skill roll against a target number of 14. If
A character’s ARM is also determined by his clockwork body. the roll fails, the character can attempt it again after another hour
Clockwork vessels cannot wear additional armor. of labor. A successful repair removes the effects of one internal
damage roll.
Damage and Destruction
Unlike other characters, those inhabiting a clockwork vessel do Repairs to a clockwork vessel’s internal systems cost 75  gc per
not have vitality points. Instead they have a number of damage effect removed.
boxes determined by their clockwork body.
Destroying a Clockwork Vessel
Repairing damage to a clockwork vessel requires access to sheet
metal, scrap, and a full repair kit. Every hour a mechanik labors When a clockwork vessel loses its last damage box, it is
over a damaged clockwork vessel, he can repair an amount of destroyed. However the vessel’s essence chamber and the soul
damage equal to his Mechanical Engineering skill level. If the within can be recovered, unless the chamber was damaged
character has access to a full machinist’s shop and/or a ready before the vessel was destroyed. If the vessel was suffering the
supply of replacement parts, he can remove an additional d3 Essence Chamber Damage internal system effect at the time it
damage points each hour. A mechanik who is assisted in his was destroyed, the essence chamber is breached at the time of
repairs by additional characters with the Mechanical Engineering the vessel’s destruction. Unless a friendly character immediately
skill can remove one additional damage point for each character recovers the soul, it will move on to Urcaen and the clockwork
assisting him. The repair of non-internal damage to a clockwork character will be effectively deceased.
vessel costs 10 gc per hour per mechanik working on it. Removing an essence chamber from the wreckage of a clockwork
vessel requires a successful Mechanikal Engineering roll against
a target number of 15 after twenty minutes of labor. If the roll
fails, it can be repeated after an additional ten minutes of labor.

The convergence of cyriss in the rpg 67


If an intact essence chamber is returned to a major Cyrissist Circular Vision
temple, the soul contained within will be given a new clockwork This character’s front arc extends to 360˚.
vessel of a type chosen by the character from among those for
which he is eligible. The character’s new vessel will also have a Displacement Field Drive
number of upgrades equal to those for which he is eligible (see
The character’s clockwork vessel has an integral displacement
the Vessel Upgrade ability, p. 64).
field drive enabling it to float above the ground. The character

Clockwork Priest Vessel gains +4 ARM when resolving falling damage and ignores
movement penalties from rough terrain.
This vessel is reserved for ranking priests of the faith. While it
is not as powerful as some of the clockwork soldier vessels, it is Electrical Insulation
more graceful and elegant.
The clockwork vessel is immune to electrical damage.
Base Size: Medium
Hardened
Damage Boxes: 18
The clockwork vessel gains +3 damage boxes. A character can
PHY 8 take this upgrade up to three times.
SPD 5
Increased AGL
STR 6
The clockwork vessel gains +1 AGL. A character can take this
AGL 4 upgrade up to three times.
PRW 4
Increased ARM
POI 3
The clockwork vessel gains +1 ARM. A character can take this
ARM 15
upgrade up to three times.

Increased POI
Clockwork Vessel Upgrades
Upgrades are options that enable a character to change or The clockwork vessel gains +1 POI. A character can take this
improve his clockwork vessel. Upgrades are generally gained upgrade up to three times.
from the Vessel Upgrade ability (p. 64). Unless otherwise noted,
Increased PRW
a clockwork vessel can have each upgrade only once.
The clockwork vessel gains +1 PRW. A character can take this
Aperture Beam upgrade up to three times.
The character’s clockwork vessel has a ranged weapon built
Increased SPD
into it. The weapon is RNG 8, AOE –, POW 12 attack that causes
electrical damage. When making an aperture beam ranged attack, The clockwork vessel gains +1 SPD.
the character makes the attack roll using his POI.
Increased STR
A character can take this upgrade more than once to add the
The clockwork vessel gains +1 STR. A character can take this
following bonuses each time this upgrade is chosen: +3 RNG,
upgrade up to three times.
AOE 3, or POW +2. A character can take each of these bonuses
only once. Improved Stability

Arcane Field The character’s clockwork body has four or more legs for
increased stability. The clockwork vessel’s base size is increased
Only Cyrissist warcasters can take this upgrade. The character’s
by one and the character cannot be knocked down.
clockwork vessel has a power field with six power field damage
boxes. When a warcaster takes damage, mark his power field Optical Array
boxes before marking his clockwork vessel damage boxes. The
warcaster can spend focus points during his turn to regenerate The character’s clockwork vessel has a complex optical array that
lost power field boxes at a rate of 1 focus point for each power enables him to ignore Stealth.
field box restored.

Unspent focus points on the warcaster with this upgrade increase


his ARM by 1 for each unspent focus point.

68 Mysteries of the maiden


Adventuring The Magic of Cyriss
Companies New Spells
Spell Lists
Fringe Cultists
Spell lists are divided by career and COST.
The characters are part of a Cyrissist cult on the periphery of the
Convergence, such as the Maiden’s Equation or the Disciples Priest of Cyriss Spells
of the Harmonics. Working beyond the inner circle of the faith, Priests of Cyriss can learn spells from the following list.
fringe cultists toil in secret pursuit of their own unique worship
of the Clockwork Goddess. Electrical Charge (p. 71), Guided Blade, Protection
Cost 1
From Electricity, Total Spectrum (p. 71)
Requirements: Each character must be a worshipper of Cyriss.
Arcantrik Bolt, Blessings of War, Dissolution Bolt
At least one character must have the Intellectual archetype or be
Cost 2 (p. 70), Eyes of Truth, Polarity Shield, Temper
a Priest of Cyriss. If there are multiple priests or characters with
Metal, True Sight, Vision
the Intellectual archetype in the company, they should choose
Deceleration, Electrical Blast, Fail Safe, Force Field,
one among their number to be the leader of the sect. All other Cost 3
Magnetic Hold (p. 71), Mirage, Purification
characters are assumed to be his apostles and followers.
Electrodynamics (p. 71), Realignment (p. 71),
Cost 4
Benefits: The leader of the sect gains the Team Leader ability as Shock Wave
well as +2 on all social skill rolls against other members of the
company. All other members gain one occupational skill level in Cyrissist Warcaster Spells
one of the following skills: Craft (metalworking), Cryptography, Cyrissist Warcasters can learn spells from the following list.
Forensic Science, Lore (Cyriss), Mechanikal Engineering, or
Research. Cost 1 Arcane Strike, Jump Start, Locomotion
Admonition (p. 70), Arcantrik Bolt, Battering
The Inner Circle Ram, Convection, Fire Group, Fortify, Hot Shot
Cost 2
The characters are members of the inner circle of the Convergence (p. 71), Positive Charge, Razor Wall (p. 71),
of Cyriss, with access to the highest quality of astronomical, Synergy (p. 71), Temper Metal, Transference
engineering, and research facilities. Additionally, they have the Awareness, Backlash (p. 70), Domination (p. 71),
privilege of working and worshipping alongside some of the Cost 3 Grind, Iron Aggression, Magnetic Hold (p. 71),
keenest minds in all of western Immoren. Shrapnel Swarm (p. 71), True Path, Watcher (p. 71
Force Hammer, Reconstruction (p. 71), Voltaic
Requirements: Each member of the company must be a Cost 4
Lock
worshipper of Cyriss and have the Intellectual archetype, the
Priest of Cyriss career, or the Cyrissist Warcaster career. The
Spell Descriptions
company must include one or more Priests of Cyriss. If there are
COST RNG AOE POW UP OFF
multiple priests, they should choose one among their number to
be the leader of the company. Admonition 2 6 — — Yes No
When an enemy advances and ends its movement within 6˝
Benefits: The characters have dedicated workshops and
of target character in the spellcaster’s battlegroup, the affected
laboratories within one of the Convergence of Cyriss’ temple
character can immediately advance up to 3˝, then Admonition
facilities (equivalent to a Mechanik’s Workshop). They can
expires. The affected character cannot be targeted by free strikes
enter or leave this facility at will and will be recognized by its
during this movement.
guardians.
Backlash 3 8 — 12 Yes Yes
Additionally, each character gains the University Education When target enemy warjack that is part of a battlegroup is
ability whether or not they meet the requirements. damaged, its controller suffers 1 damage point.
Dissolution Bolt 2 8 — 12 No Yes
A character hit by Dissolution Bolt cannot channel spells for one
round.

72 Mysteries of the maiden


COST RNG AOE POW UP OFF COST RNG AOE POW UP OFF
Domination 3 8 — — No Yes Total Spectrum 1 Self — — Yes No
Take control of target enemy warjack that has a functional cortex. The spellcaster treats all light conditions as bright light.
You can make a full advance with the warjack and can then make
Watcher 3 Self — — Yes No
one normal attack, then Domination expires. Domination can be
When an enemy character advances and ends its movement
cast only once per turn.
within 6˝ of the spellcaster, choose a steamjack in this character’s
If the target warjack hit by this spell is bonded, the spellcaster battlegroup that is in his control area. That steamjack can
makes a contested Willpower roll against its controller. If immediately make a full advance and then can make one normal
the spellcaster loses, Domination does not take effect. If the melee or ranged attack targeting the enemy character. The attack
spellcaster succeeds, Domination takes effect normally. and damage rolls against that character are boosted. After the
attack is resolved, Watcher expires.
Electrodynamics 4 Self Ctrl — Yes No
While in the spellcaster’s control area, friendly characters gain +2
to their electrical damage rolls and friendly construct characters’
melee attacks inflict an additional d3 points of electrical damage. Vectors
Electrical Charge 1 Self — — No No Refined over countless iterations and centuries of labor, the vectors
The spellcaster’s next melee attack this turn causes 1 additional of the Convergence of Cyriss are lethal marvels. While superficially
point of electrical damage. Steamjacks damaged by the similar to warjacks of the Iron Kingdoms, vectors lack the relative
spellcaster’s next melee attack this turn suffer Disruption. (A intelligence granted by a cortex. The Eighth Harmonic forbids the
steamjack suffering Disruption loses its focus points and cannot construction of machines with such false consciousness, prompting
be allocated focus or channel spells for one round). the sect to develop an ingenious device: the interface node. This
specially designed node in each vector allows the warcaster to infuse
Hot Shot 2 6 — — Yes No
the masterwork machine with his personal skill, battle experience,
Target friendly character in the spellcaster’s battlegroup gains
and tactics. A vector is purely a clockwork extension of a warcaster’s
boosted ranged attack damage rolls.
will, driven only by the needs of the warcaster who controls it.
Magnetic Hold 2 8 — — Yes Yes
Target character suffers –2 SPD and DEF. Friendly Construct Lacking the ability to process information on its own, a vector
characters charging an affected model gain +2˝ movement. cannot function without the direct attention of a warcaster. Without
this attention a vector becomes inert, like a pocket watch with its
Razor Wall 2 Ctrl Wall — Yes No
springs wound down. This limits the sect’s ability to use vectors in
Place the wall template anywhere completely in the spellcaster’s
smaller engagements and in the defense of secondary structures,
control area where it does not touch a character’s base, an
causing it to rely more heavily on other resources to fill those roles.
obstruction, or an obstacle. When a character enters or ends its
activation in the wall area, he suffers d3 damage points. Vectors are highly mobile and versatile weapon platforms, each
equipped with a displacement field generator that partially negates
Realignment 4 Self Ctrl — No No
its considerable weight. Vectors move across a battlefield on multiple
While in the spellcaster’s control area, worshipers of Cyriss can
legs and this displacement field grants them additional stability.
reroll their failed attack and skill rolls. Each roll can be rerolled
only once as a result of Realignment. Realignment lasts for one Vectors do not rely on crude fuel like the warjacks of the Iron
round. Realignment can only be cast once per encounter. Kingdoms. Instead, a vector draws power from a complex
Reconstruction 4 Self Ctrl — No No infrastructure put in place by worshippers of the Maiden of Gears.
Remove d6 damage points from each construct character in the Based on the collection of geomantic energy, the sect’s temple
spellcaster’s control area currently in his control range. facilities broadcast a voltaic field of alternating current that can
extend for miles. A vector within this field can operate continuously,
Shrapnel Swarm 3 8 * 13 No Yes
and even beyond a temple’s range its capacitors drain slowly, giving
On a direct hit against an enemy, center a 4˝ AOE on the character
a vector a prolonged operational lifespan relative to a traditional
hit. After resolving the damage roll, characters in the AOE are hit
’jack. Though large and unwieldy, mobile apparatus exist capable of
and suffer 1 point of damage.
generating smaller voltaic fields to extend the range of Convergence.
Synergy 2 Self Ctrl — Yes No
Though the Convergence uses this voltaic energy to power a
While in the spellcaster’s control area, characters in the
vector’s motive system and major weapons, the sect has embraced
spellcaster’s battlegroup gain a +1 cumulative bonus to melee
simpler power sources for many other applications. The complex
attack and melee damage rolls for each other character in the
weapon systems employed by many vectors, for instance, rely on
battlegroup that hit an enemy character with a melee attack this
potential energy stored in simple coils and springs. The engineers
turn while in the spellcaster’s control area.
of the sect are masters of attaining tremendous efficiency from such
simple mechanisms.

The convergence of cyriss in the rpg 73

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