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IRON KINGDOMS Roleplaying S

Version: 1.5.4.5
Disclaimer

Created by: Scott "Ski" Anderson (ski@yahoo.com) Updated/Modified By Halen

This spreadsheet is intended for use with the Iron Kingdoms Full Metal Fantasy Roleplaying Game by Privateer Press (www.privateerpre Rulebook and other expansions is necessary to fully use this spreadsheet. This spreadsheet is intended for use as a tool to assist with chara is not (and never will be) a replacement for the books. All copyrights and trademarks are completely owned by Privateer Press and this spreadsheet is not intended to infringe on any of that. disclaimers, but it should be obvious that this is a tool to help players and not something sinister.
Font Information (and Disclaimer)

This spreadsheet looks best with the Steamwreck font by Pixelsagas (www.pixelsagas.com). You can download it from http://www.pixelsagas.com/viewfont.php?fontid=106

The font is offered for free and I am making sure I adhere to the font license (which means I can't offer it for direct down
Revision History
Version 1.5.4.5 Bugs Version 1.5.4.4.A More Bugs and Errors Version 1.5.4.4 Entered NQ 49 Bugs Version 1.5.4.3 bugs Version 1.5.4.2 Fixed some typo bugs Fixed the problem of abilities not showing up on C2 caused my the adding of the Weapon/armor Cost display Version 1.5.4.1 BUUUGGGGSS!!!!!!! added hybrid melee/range weapns Added Display for cost of Weapons/Armor Made it so you don't have to re-enter starting languages Added Gear from FMF 1.5.1 Version 1.5.4.0 Fixed bugs Added Careers, Abilities, and Spells from NQ48 Added Gear From NQ48 Added Vessel Creator Under Gear Added Crafted option to Mechanika Creator Corrected Storm Sorceror bonuses so they go up with level Version 1.5.3.5 Fixed Bugs Version 1.5.3.4 Added weapons from FMF 1.3.1 Made Craft (any) work Like Lore Version 1.5.3.3 Fixed bugs and errors Version 1.5.3.2 Fixed Some Bugs Changed Print Out to Show Bonuses instead of racial Max Made Load Bearing Auto calculate in armor Added Cost for Rune Plate to Mechanika Creator Version 1.5.3.1

Special Thanks To Privateer Press, the gaming community, and my local gaming group. Jor Raiten for providing the bulk of the descriptions for Abilities, Spells, and Ranged Weapons, saving me hours and hours and hours of work. Lord_Fizzle for providing descriptions of some of the abilities. rvrchamp, captainspud, dragonmann, PG_thegreatblah, Saraminss, McGruff and other forum posters for comments and catching bugs.

aying System

d/Modified By Halen

er Press (www.privateerpress.com). Ownership of the Core s a tool to assist with character creation and advancement but ks.

to infringe on any of that. I'm not really good at writing up not something sinister. You can download it from their website at:

106

an't offer it for direct download myself, etc.)

d hours of work.

ching bugs.

Instructions

This spreadsheet is intended to be very easy to follow and use. For the most part, just fill in the parts where the box else will automatically calculated. You'll have to type out certain pieces of information (like equipment, for exa spreadsheet that would include all the possible options would be tedious and beyond my meag

The next tab is intended for the initial Character Generation. The tab following that will be for advancement. F

There will be warnings that pop up in RED. You can ignore some of them if you know what you're doing is corre exceeding the number of Benefits you get (because I don't add in Racial Benefits automatic

Options (Currently NOT Implement


YES YES YES YES Replace a starting ability with another ability available to a career. Replace a starting occupational skill with another occupational skill available to a career. Replace a starting military skill with another military skill available to a career. Replace a starting spell with another COST 1 or 2 spell from that career's spell list.

Page 119 of the Core Rulebook includes a number of options to further customize the character generation system. I will attempt to include those op community suggests). Choose "YES" or "NO" ("NO" is the default).

Additional Notes

Be careful when clicking on the Clear Sheet button. It will wipe out all the user-inpu you can UNDO that either.

he parts where the box is a green color. Everything ike equipment, for example) because building a s and beyond my meager skills.

be for advancement. Fill out parts on both tabs.

at you're doing is correct. An example would be cial Benefits automatically).

mplemented)

ll attempt to include those options (along with any others that the fault).

s
all the user-input fields. I don't think

Character Generation Step One: Choose your Race Race:


Languages:

Starting Values PHYSPD STR AGLPRW POI

Additional Charact
Height: Weight: Human Bonus:

Step Two: Choose your Archetyp Archetype: Benefit: Career 1: Career 2:


Career Defaults All Career Abilities

Step Three: Choose your Career

Abilities 1: Abilities 2:

Abilities 2:
Starting Connections All Career Connections

Connections 1: Connections 2:
Career Defaults All Career Military Skills

Military 1: Military 2:
Career Defaults All Career Military Skills

Occupation 1: Occupation 2:
Career Defaults All Career Spells

Spells 1: Spells 2:

Step Four: Increase Stats


PHY SPD STR AGL PRW POI

Starting Values

Racial Limits Increases Final Value


You have not spent all 3 points on advancing stats.

Step Five: Finishing Touches


See the Advanced tab for finishing touches and advancements.

tion ur Race
0

Clear Sheet

ng Values POI INT ARC PER

nal Characteristics

Archetype

r Careers

Chosen Abilities (Optional Rule)

Chosen Skills (Optional Rule or if career gives you a choice)

Chosen Skills (Optional Rule or if career gives you a choice)

Chosen Skills (Optional Rule or if career gives you a choice)

Stats
POI INT ARC PER

g stats.

ouches

Advanced General Information


Character Name: Sex: Affiliation: Faith: Player Name: Defining Characteristics: Notes:

Experience
Experience
Benefits: Occupational Skills: Spells, Abilities, Connections, or Military Skills: Stats: Archetype Benefits: Archetype Benefits or Career and 2 Occupational Skills:

Stats
CharGen Value Advancements TOTAL Racial Limits

PHY SPD STR AGL PRW POI INT ARC PER

0 0 0 0 0 0 0 0 0

Note: Bonuses to starting and racial limits f automatically. As Well Stat

Advancements should be whol

Stat Advances U Stat Advances

Careers
Career 1: Career 2:

At 30, 80, and 110 XP, a character can choose to either gain an additional archetype b

Career 2: Available at 30 XP Available at 80 XP Available at 110 XP

Careers Chosen: Potential Careers Left

Occupational and General Skills


Starting Skills: Career 1: Career 2: Available Skills: Career 1: Career 2: Career 3: Career 4: Career 5: OCCUPATIONAL SKILLS Alchemy Bribery Command Craft Craft Craft Craft Craft (Gunsmithing) Craft (Metalworking) Cryptography Deception Disguise Escape Artist Etiquette Fell Calling Forensic Science Forgery Interrogation Law Lock Picking Mechanikal Engineering Medicine Navigation Negotiation Oratory Pickpocket Research Rope Use Sailing Seduction Sneak Streetwise Survival Tracking Starting Value 0 0 0 Max Value 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Increase Final Value 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Warnings

Specify Crafting Type

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

GENERAL SKILLS Animal Handling Climbing Detection Driving Gambling Intimidation Jumping Lore Lore Lore Lore Riding Swimming

Starting Value 0 0 0 0 0 0 0

0 0

Max Value 0 0 0 0 0 0 0 0 0 0 0 0 0

Increase

Final Value 0 0 0 0 0 0 0 0 0 0 0 0 0

Specify Lore Type

Note: Max Value is determined by both the Careers you have and the XP level of your character. If you have a starting Lore or Craft skill, specify it above. It will not automatically parse. So if a starting career gives you "Lore (Arcane) 1", for exampl become green and you should enter "1" and then specify "Arcane" in the Lore Type green box.

Military Skills
Starting Skills: Career 1: Career 2: Available Skills: Career 1: Career 2: Career 3: Career 4: Career 5: MILITARY SKILLS Archery Crossbow Great Weapon Hand Weapon Lance Light Artillery Pistol Rifle Shield Thrown Weapon Unarmed Combat Starting Value 0 0 0 0 0 0 0 0 0 0 0 Max Value 0 0 0 0 0 0 0 0 0 0 0 Increase Final Value 0 0 0 0 0 0 0 0 0 0 0 Warnings

Note: Max Value is determined by both the Careers you have and the XP level of your character. Certain advancements allow you to choose between gaining a Spell, Ability, Connection, or Military Skill. These will be added together for determini (SACM).

Abilities
NOTE: This sheet does not currently check for Prequisites.

Racial Abilities:

Starting Abilities: Career 1: Career 2: Available Abilities: Career 1: Career 2: Career 3: Career 4: Career 5: Chosen Additional Abilities: Description

SACM ADVANCES 0

SACM USED

SACM LEF

Spells
Starting Spells: Career 1: Career 2: Available Spell Lists: Career 1: Career 2: Career 3: Career 4: Career 5: Complete List of Available Spells:

Chosen Additional Spells:

ADDITIONAL STUDIES: STUDIES 0 LEFT: SACM 0 ADVANCES 0 SACM USED

Connections
Starting Connections: Career 1: Career 2: Available Connections: Career 1: Career 2: Career 3: Career 4: Career 5: Chosen Additional Connections: Notes (for things like a specific Alchemical Order, National Military, etc.)

SACM ADVANCES 0

SACM USED

SACM LEF

Archetype and Racial Benefits


Archetype Benefit: Racial Benefits: Chosen Additional Benefits:

Any racial benefits you have must be chosen below as part of the additional the number of benefits you can have. This is a temporary fix.

POTENTIAL BENEFITS: BENEFITS 2 CHOSEN: 0BENEFITS LEFT:2

Vessel Creator
Soul Placed In a Vessel?No Select Vessel Vessel Stats Size Damage Box Phy SpdStrAgl Prw Poi Arm 8 5 6 4 4 3 7 Base Medium 18 8 5 6 4 4 3 7 Final Medium 18
Upgrades Notes

Clockw

Two Weapon Fighti Benefit. See NQ

Starting Equipment: Career 1: Career 2: Starting Gold: Career 1

Current Equipment: Current Gold:

Cost Ranged Weap. 1 Ranged Weap. 2 Melee Weap. 1 Melee Weap. 2 Armor

Weapon Ranged Weapon 1: Ranged Weapon 2: Custom Ranged: Weapon Melee Weapon 1: Melee Weapon 2: Custom Melee:

Ammo

Eff Rng

Ex Rng

Skill

Att Mod

POW

Skill

Att Mod

Misc Att

POW

Note: I do not auto-calculate Two-Weapon fighting penalties (without Ambidextrous) at this time. You can simulate it by manually putting in a valu Specializations are not auto-calculated at this time either. Armor Armor: Shield Shield:
SPD Mod DEF Mod ARM Mod

Specia

0
ARM MOD

0
Special Rules

Mechanika Builder
Mechanikal Armor
Name Cost Retrofitted Errors

Rename Or Leave As "Custom", then Select as the weapon or armor above. All Rune Benefits factored it. (At Least the ones

Mechanikal Armor
Armor Housing
SPD Mod

No
DEF Mod ARM Mod

Special Rules

0
Power Source Cost

0
RP Qty

0
Notes

0
Rune Heightened STR Cost 300 RP 2

Mechanikal Melee Weapons


Name Cost Retrofitted

Mechanikal Weapon
Weapon Skill Power Source

No
Att Mod Misc Att POW Special Rules

Rune

Cost

RP

Description

Weapon

Skill

Att Mod

Misc Att

POW

Special Rules

Mechanikal Ranged Weapons


Name Cost Retrofitted Errors

Mechanikal Weapon
Weapon Ammo Power Source Cost RP

No
Eff Rng Ex Rng Skill Att Mod POW AOE Qty Notes

0
Rune Cost RP Description

Name

Cost

Retrofitted

Errors

Mechanikal Weapon
Weapon Ammo Power Source Cost RP

No
Eff Rng Ex Rng Skill Att Mod POW AOE Qty Notes

0
Rune Cost RP Description

Life Spiral Physique 0 Agility 0 Intellect 0 Shared 0 Shared 0 Shared 0 Column 1 0 Column 3 0 Column 5 0

PREVIEW:

1 l l l

AGILI 2 l l l l l l l l l l l l

PHYSIQUE

l 6 l
X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X

INTELLECT

Damage Boxes

Make sure you split the points as evenly as possible. Because of the way the spirals work, you'll have 2 more points to "spend" than

Other Calculated Values


SPD AGL PER RACIAL ARMOR

DEFENSE 0
PHY

+ + + +

0
SHIELD

+ + + +

0
ARMOR

+ +

+ +

+ + + +

ARMOR 0
SPD

0
PRW

0
PER RACIAL EQUIP

INITIATIVE 0
INT

0
COMMAND

0
ABILITY

COMMAND0

Miscellaneous

Miscellaneous
Permanent Injuries

Starting Languages: Bonus Languages

These are plain text fields and have no impact on the character sheet. Remember you can use ALT+ENTER to add a n

Clear Sheet

on

Earned

Used

0 0 0 0 0

s to starting and racial limits from careers are already factored in automatically. As Well Stats From Mechanika

dvancements should be whole number (0, 1, 2, etc.)

t Advances Used: at Advances Left:

0 0

cter can choose to either gain a career and two occupational skills OR an additional archetype benefit.

rs Chosen: Careers Left:

0 2

ral Skills

Warnings

OCCUPATIO NAL SKILL

0
OCC SKILLS FROM

0
TOTAL ADDITIONAL

0
SKILL ADVANCEME

0
SKILL ADVANCEME

evel of your character. "Lore (Arcane) 1", for example, the Lore "Starting Value" area should e Lore Type green box.

Warnings

SACM ADVANCES 0 SACM USED 0 SACM LEFT 0

level of your character. added together for determining what you've used. This is labeled as

SACM LEFT

ACM USED 0SACM LEFT0

nal Military, etc.)

SACM LEFT

Benefits

en below as part of the additional benefits. Ignore warnings about exceeding is a temporary fix.

Clockwork Priest Notes


Two Weapon Fighting, Has the Ambidextrous Benefit. See NQ 48 pg 66 for more

POW

AOE

Special Rules

Special Rules

t by manually putting in a value in the "Misc. Att" column. Weapon her. Special Rules

Special Rules

actored it. (At Least the ones that Can Be)

rrors

ecial Rules

Notes

pons
Special Rules

Description

Special Rules

pons
Special Rules

rrors

Notes

Description

rrors

Special Rules

Notes

Description

Column 2 0 Column 40 Column 6 0

AGILITY
l l 3 l l 4 l l

LLECT

l l 5

2 more points to "spend" than you have stat values.

alues
MISC TOTAL

+
MISC

= =
MISC

0
TOTAL

+ +
MISC

0
TOTAL

= =

0
TOTAL

can use ALT+ENTER to add a new line.

N KINGDOMS ROLEPLAYING GAME CHARACTER SHEET

Hero
LEVEL DEFINING CHARACTERISTIC(S) HEIGHT FAITH AFFILIATION PLAYER NAME WEIGHT TOTAL XP EARNED

CHARACTER NAME

SEX

ARCHETYPE

RACE

CAREERS

STATS

0 PHY 0 AGL 0 INT

SKILL
85

Occupational Skills
PARENT

SKILLS
0 0 0 0 0 0 0 0 0 0 0 0 0/0 0 0 0 0 0 0 0 0 0/1 0 0 0 0
TOTAL SKILL
122 Advanced!T85 Advanced!B122 123

SPD
BONUS

STR
BONUS

Advanced!B85 86

+0 +0 +1
PRW

Advanced!B86 87

Advanced!B87

88

BONUS

Advanced!B88 89

Advanced!B89

90

Advanced!B90 91

POI
BONUS

Advanced!B91 92

+0 +0 +0
BONUS

Advanced!B92 93

Advanced!B93

94

BONUS

Advanced!B94 95

Advanced!B95

96

Advanced!B96 97

ARC
BONUS

PER
BONUS

Advanced!B97 98

+0 +0 +0
BONUS

Advanced!B98 99

Advanced!B99

100

Advanced!B100 101

Advanced!B101

WILLPOWER

102

Advanced!B102 103

DEF

ARM

INIT

COMMAND

0 0 0 0 0

Advanced!B103 104

Advanced!B104 105

Alchemy Bribery Command Craft Craft Craft Craft Craft (Gunsmithing) Craft (Metalworking) Cryptography Deception Disguise Escape Artist Etiquette Fell Calling Forensic Science Forgery Interrogation Law Lock Picking Medicine Navigation Negotiation Oratory Pickpocket Research Rope Use Sailing Seduction Sneak Streetwise Survival Tracking

INT SOC SOC INT INT INT INT INT INT INT SOC INT AGL SOC POI INT
AGL/INT

Advanced!B105 106

Mechanikal Engineering

Advanced!B106 107

Advanced!B107 108

Advanced!B108 109

Advanced!B109 110

Advanced!B110

111

Advanced!B111 112

Advanced!B112 113

SOC INT AGL INT INT PER SOC SOC AGL INT AGL
INT/STR

Advanced!B113 114

Advanced!B114 115

Advanced!B115

116

Advanced!B116 117

Advanced!B117 118

Advanced!B118

SOC AGL PER PER PER

0 0 0 0 0 0 0 0 0 0 0 0 0/0 0 0 0 0 0 0 0 0 0/1 0 0 0 0

VALUE

SKILL

General Skills
PARENT VALUE

BENEFITS
SKILL

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Advanced!T86 Advanced!B123 124

Advanced!T87 Advanced!B124

125

Advanced!T88 Advanced!B125 126

Advanced!T89 Advanced!B126

127

Advanced!T90 Advanced!B127 128

Advanced!T91 Advanced!B128 129

Advanced!T92 Advanced!B129 130

Advanced!T93 Advanced!B130

131

Advanced!T94 Advanced!B131 132

Advanced!T95 Advanced!B132

133

Advanced!T96 Advanced!B133 134

Advanced!T97 Advanced!B134

Animal Handling Climbing Detection Driving Gambling Intimidation Jumping Lore Lore Lore Lore Riding Swimming Archery Crossbow Great Weapon Hand Weapon Lance Light Artillery Pistol Rifle Shield Thrown Weapon Unarmed Combat

SOC AGL PER AGL PER SOC PHY INT INT INT INT AGL STR POI POI PRW PRW PRW POI POI POI PRW PRW PRW

0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

TOTAL

0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0

Advanced!T122

Advanced!T123

Advanced!T124

Advanced!T125

Advanced!T126

Advanced!T127

Advanced!T128

Advanced!T129

Advanced!T130

Advanced!T131

Advanced!T132

Advanced!T133

Advanced!T134

Advanced!T98

Advanced!T99

Weapon Skills

156

Advanced!T100 Advanced!B156 157

Advanced!T156

Advanced!T101 Advanced!B157

Advanced!T157

158

Advanced!T102 Advanced!B158 159

Advanced!T158

Advanced!T103 Advanced!B159 160

Advanced!T159

Advanced!T104 Advanced!B160 161

Advanced!T160

Advanced!T105 Advanced!B161 162

Advanced!T161

Advanced!T106 Advanced!B162 163

Advanced!T162

Advanced!T107 Advanced!B163 164

Advanced!T163

Advanced!T108 Advanced!B164 165

Advanced!T164

RANGED WEAPONS
WEAPON AND SKILL NOTES WEAPON AND SKILL NOTES WEAPON AND SKILL NOTES AMMO EFF RNG POW EX RNG AOE EX RNG POW EFF RNG POW AOE EX RNG AOE

Advanced!T109 Advanced!B165 166

Advanced!T165

Advanced!T110 Advanced!B166

Advanced!T166

Advanced!T111

Advanced!T112

Advanced!T113

Advanced!T114

Advanced!T115

Advanced!T116

Advanced!T117

Advanced!T118

l l l

Feat Points Earned By: 1) Critical successes on a skill or attack roll. 2) Given by the GM. 3) Incapacitating or destroying an enemy with an attack.

Used For: 1) Boost Non-Attack Skill Roll 2) Heroic Dodge (Half-Damage) 3) Additional Quick Action 4) Parry (No Free Strikes) 5) Relentless Charge (Move Over Rough Terrain Without Penalty) 6) Reroll Failed Attack, Skill, Willpower Roll

7) Run and Gun (2xSPD on Full Advance) 8) Shake Continuous Effect 9) Shake Knockdown 10) Shake Stationary 11) Sprint (Full Advance after Melee Kill) 12) Two-Fister (Attack with Both Hands without Penalty) 13) Walk It Off (d3+1 Vitality)

AGILITY l l l 3 l l l l l l l 4 l l l l l l l
2

RAT RAT RAT

ATT MOD AMMO ATT MOD AMMO ATT MOD

x XX XX X XXXXXX XXXX X X X XXXXXXXXXX PHYSIQUE XXXXXXXXXX

MELEE WEAPONS
WEAPON AND SKILL NOTES WEAPON AND SKILL NOTES WEAPON AND SKILL NOTES ATT MOD

l l

6 l

l l l

MAT P+S MATP+S MATP+S

POW ATT MOD POW ATT MOD POW

Feat Points

Crippled Physique: -2 STR Crippled Agility: -2 to Attack Rolls Crippled Intellect: -2 DEF and Cannot Upkeep Spells

INTELLECT 5

N KINGDOMS ROLEPLAYING GAME CHARACTER SHEET


191 Advanced!BP191

Ski's IKRPG CharGen Sheet is designed for use with the Iron Kingdoms Roleplaying Game by Privateer Press (www.privateerpress.com).Pretty much every single thing in this sheet is theirs and this sheet does not intend to infringe on their rights or trademarks.Use this sheet only for non-commercial purposes.

ABILITIES
198 Advanced!BP198

# Advanced!L357 # Advanced!L358 # Advanced!L359 # Advanced!L360 # Advanced!L361

EQUIPMENT

192 Advanced!BP192

199 Advanced!BP199

193 Advanced!BP193

200 Advanced!BP200

# Advanced!L362 # Advanced!L363

194 Advanced!BP194

201 Advanced!BP201

# Advanced!L364 # Advanced!L365 # Advanced!L366 # Advanced!L367

195 Advanced!BP195

202 Advanced!BP202

196 Advanced!BP196

203 Advanced!BP203

GOLD

Connections

197 Advanced!BP197

204 Advanced!BP204

PERMANENT INJURIES LANGUAGES

SPELL
# Advanced!BS234 # Advanced!BS235 # Advanced!BS236 # Advanced!BS237 # Advanced!BS238 # Advanced!BS239 # Advanced!BS240 # Advanced!BS241 # Advanced!BS242 # Advanced!BS243 # Advanced!BS244 # Advanced!BS245 # Advanced!BS246 # Advanced!BS247

COST

RNG

AOE

POW

UP

SPELLS
OFF

NOTES

NOTES

Armor
Armor Notes

0
SPD Mod

0
DEF Mod

0
Arm Mod

Mechanikal Armor
Power Source/Rune Description*

Mechanikal Weapon
Power Source/Rune Description* Power Source/Rune

Mechanika
0
Description*

*Benefits only apply while device has power. Subtract Bonuses when device is out of Power

Mechanikal Weapon
Power Source/Rune Description*

Mechanikal Weapon
Power Source/Rune Description*

Heightened STR

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

Data (Do Not Modify Unless You Know What Y

Races Race Gifted Intellectual Mighty Skilled Languages Height Human X X X X Native (Cygnaran/Sulese, Khadoran, 61-75 in Llaelese, (M), 55-69 Ordic, in Tribal) (F) plu Dwarf X X X X Rhulic plus one more. 52-60 in (M), 47-55 in (F) Gobber X X X Gobberish plus one more. 34-42 in (M), 32-40 in (F) Iosan X X X X Shyr plus one more. 65-75 in (M), 60-70 in (F) Nyss X X X Aeric plus one more. 67-77 in (M), 62-72 in (F) Ogrun X X Molgur-Og, Rhulic, plus one more. 90-105 in (M), 82-97 in (F) Satyxis X X X Satyxi, Scharde, plus one more 55-69 in (F) Trollkin X X X Molgur-Trul plus one more. 71-84 in (M), 63-76 in (F) Archetypes Archetype Archetype Benefit Gifted Allows access to Arcane Mechanik, Arcanist, Gun Mage, Priest, Sorcerer, Warcaster. Grants an ARC value. Intellectual +1 to attack/damage in combat. Friendly characters in CMD range also gain this bonus. Mighty Gain additional die on melee damage rolls. Skilled Gain an additional attack during your Activation Phase if you choose to attack. Archetype Benefits Gifted Benefit Description Additional Study Gain an additional spell from one of your career spell lists. This benefit can be taken multiple times, but you cannot exc Combat Caster When you make a magic attack roll, gain an additional die. Discard the lowest die of each roll. Fast Caster Gain one extra quick action each activation that can only be used to cast a spell. Feat: Dominator Spend a feat point during your turn to double your control area for one round. Feat: Powerful Caster Spend a feat point when you cast a spell to increase the RNG by 2". Does not affect CTRL or SP spells. Feat: Quick Cast Spend a feat point to immediately cast one upkeep spell at the start of combat. Do not pay the COST. Feat: Strength of Will After a failed fatigue roll, spend a feat point to instead automatically succeed. Magic Sensitivity Automatically sense when another character casts a spell within 50' per point of ARC. Focusers can sense focuses in sam Rune Reader Identify any spell cast in line of sight. Learn the type of magic cast and tradition of caster. Warding Circle Spend 15 minutes to create a warded circle. Intellectual Benefit Description Battlefield Coordinator While in his CMD range, friendly characters do not suffer firing into melee penalties with ranged/magic and cannot hit f Feat: Flawless Timing Spend a feat point and name an enemy. Next time that enemy directly hits you, he misses instead. Feat: Prescient Spend a feat point to win initiative and take the first turn. If two or more people use this, they make initiative rolls to se Feat: Perfect Plot Spend a feat point and character's following your plans gain an additional die on non-combat rolls for the day. Feat: Plan of Action At the start of combat, spend a feat point to grant +2 to initiative and +2 to attack rolls during the first round of combat Feat: Quick Thinking Once per round, spend a feat point to make one attack or quick action at the start of another character's turn. Feat: Unconventional Warfare Spend a feat point to turn the environment against the enemy. Genius You gain boosted INT rolls. Hyper Perception You gain boosted PER rolls. Photographic Memory You have photographic memory. Mighty Benefit Description Beat Back When you hit with a melee attack, you may push your target 1" directly away and then advance up to 1". Feat: Back Swing Once per turn, you can spend a feat point to gain one additional melee attack. Feat: Bounding Leap Once during each turn if you don't run or charge, spend a feat point to place yourself within 5" of your current location. Feat: Counter Charge When an enemy advances and ends movement within 6" and in LOS, spend a feat point to charge. Feat: Invulnerable Spend a feat point to gain +3 ARM for one round. Feat: Revitalize Spend a feat point to regain a number of vitality points equal to your PHY. Feat: Shield Breaker Spend a feat point to destroy a shield if you hit with a melee attack. Feat: Vendetta Spend a feat point and name an enemy. Gain boosted attack rolls against that enemy. Righteous Anger When one or more friendly characters are damaged by an enemy attack while in your CMD range, gain +2 STR and ARM Tough When you are disabled, roll a D6. On a 5 or 6, heal 1 vitality point. You are no longer disabled but you are knocked dow Skilled Benefit Description Ambidextrous You do not suffer penalties to your attack roll with a second weapon while using Two-Weapon Fighting. Cagey When knocked down, immediately move up to 2" (no free strikes). You are not auto-hit with melee and do not take DE Deft You gain boosted AGL rolls. Feat: Defensive Strike When an enemy advances and ends movement in your melee range, spend a feat point to make a melee attack.

Feat: Disarm Feat: Swashbuckler Feat: Untouchable Preternatural Awareness Sidestep Virtuoso

After hitting an enemy with non-spray/non-AOE ranged/melee attack, spend a feat point to disarm the target. Once during each turn, spend a feat point to gain 360 degree front arc and make melee attack against each target in me Spend a feat point to gain +3 DEF for one round. You gain boosted Initiative rolls and enemies never gain back strike bonuses. When you hit with an enemy with a melee weapon, advance up to 2". You cannot be targeted by free strikes during thi Choose a military skill. When making a non-AOE attack with a weapon with that skill, gain die to attack and damage and Careers Career Starting Abilities All Abilities Starting Conns All Conns Starting Mil All Military Alchemist Grenadier, Poison Resistance Bomber, Brew Master, Fast None Cook, Field Alchemist, Alchemical Fire in Order the Hole!, Hand Free Weapon Style, Grenadier, 1, Thrown Hand Weapon Poison Weapon Resistance 2, 1 Thrown Allegiant (Order of theFlesh Fist) of Steel, Hardened Acrobatics, Strike, Shifting Chain Sands Attack: Stance Body Order Slam, of the Cicular Fist Vision, Order Fist of the of God, Fist Fleet Unarmed Foot,Combat Flesh of1Hand Steel, Weapon Flying Fists, 3, Unarm Harde Arcane Mechanik Inscribe Formulae 'Jack Marshall, Ace Commander, None Arcane Engineer, Mechaniks Drive: Organization Assault, Choose Drive: Pronto, either Hand Inscribe Hand Weapon Formulae, Weapon 1 or Rifle 2, Resource Light 1 A Arcane Mechanik (Vassal Inscribe of Menoth) Formulae 'Jack Marshall, Ace Commander, Vassals Arcane of Menoth Engineer, Mechaniks Drive: Organization Assault, Choose Drive: Pronto, either Hand Inscribe Hand Weapon Formulae, Weapon 1 or Rifle 2, Resource Light 1 A Arcanist Great Power Arcane Defenses, Arcane Scholar, None Great Power, Magical University Order Education None None Arcanist (Greylord) Great Power Arcane Defenses, Arcane Scholar, Greylord Great Covenant Power, Magical University Order Education None None Arcanist (Illuminated) Great Power Arcane Defenses, Arcane Scholar, Order of Great Illumination Power, Magical University Order Education None None Arcanist (Trident) Great Power Arcane Defenses, Arcane Scholar, Ordic Military Great Power, Magical University Order Education Hand Weapon 1, Pistol Hand 1 Weapon 3, Pistol 3 Aristocrat Good Breeding, Language Advisor, (Any), Appraise, Privilege Battle Plan: Nobility Call to Action, Expert Any Rider, Good Hand Breeding, Weapon Language, 1, Choose Archery Natural Archery 2,Leader, Hand 1, Weapo Pistol Poison 1 Artillerist Battle Plan: Close Fire, Scorched Advisor, Battle Earth Plan: Close Fire, Battle Plan: Orchestrate Kingdom Military Fire, Bomber, or Heavy Mercenary Double Artillery Company Powder 1, Light Hand Ration, Artillery Weapon Grenadier, 1, Pistol 3, Heavy 1, Hit R Assault Kommando Defensive Line, Onslaught Battle Plan: Reconnaissance, Defensive Line, Gunfighter, Load Bearing, Hand Weapon Onslaught, 1, rifle Quick Hand 1, Work, and Weapon Shield Relentless 3, 1 Light Ch A Bounty Hunter Binding, Take Down Binding, Crossbowman, Head-Butt, None Language Any (Five Cant), Pursuit, Choose Roll With two It, of: Take Crossbow Down, Crossbow 1, Waylay Hand 3, Hand Weapon Weap Crucible Guard Find Cover, Sentry 'Jack Marshall, Cautious Advance, Golden Crucible Cavalry Charge, Kingdom Disease Military Resistance, or Choose Mercenary Fast two: Reload, Rifle Company 1, Find Crossbow Thrown Cover, Weapon 3, Grenadier, Great 1 Weap H Cutthroat Anatomical Precision, Backstab, Anatomical Prowl Precision, Backstab, None Blood Spiller,Criminal Camouflage, Chain Hand Attack: Weapon Bleed Out, 1, Choose Crossbow Fast Draw, Crossbow 2,Language Hand 1, Weap Throw (Fi Doom Reaver Abomination, Berserk, Bloodlust, Abomination, Fearless Berserk, Bloodlust, None Fearless, Feasome None Howl, Iron Will, Great Language Weapon(Orgoth), 1 Great Precision WeaponStrike, 4, Unarm Re Duelist Parry, Riposte Acrobatics, Fast Draw, Gunfighter, None Parry, Precision NoneStrike, Quick Work, Hand Weapon Riposte, 1, Roll Pistol Hand With 1 It, Weapon Two-Weapon 4, PistolFi 4 Exemplar Aegis, Righteous Anger Mighty Aegis, Chain archtype Attack: benfit Smite,Exemplar Divine Fortitude, Order Imperishable Exemplat Order Conviction, GreatIron Weapon Will, 1, Load Hand Crossbow Bearing, Weapon Precision 3, Great 1 Weap Strik Exemplar Errant Aegis, Sanguine Bond, Specialization Aegis, Chain Attack: (Lawbringer Smite, Crossbow) Exemplar Divine Fortitude, Order Imperishable Exemplat Order Conviction, Crossbow Iron Will, 1, Hand Load Weapon Crossbow Bearing, 2,Precision 3, Shield Great 1 Weap Strik Exemplar Venger Aegis, Sanguine Bond, Specialization Aegis, Chain Attack: (Lawbringer Smite, Crossbow) Exemplar Divine Fortitude, Order Imperishable Exemplat Order Conviction, Hand Iron Weapon Will, 2, Load Lance Crossbow Bearing, 2, Shield Precision 3, Great 1 Weap Strik Explorer Big Game Hunter, Language Battle (Any), Plan:Port Reconnaissance, of Call Patron Big Game Hunter, Wealthy Diseases Patrons, Resistance, Isolated Choose Expert Tribe one: Rider, Archery or People Language, Archery 1 Hand 2, Natural Weapon Crossbow Leader 1 Pist 2, H Fell Caller Fell Call: Signal Call, Fell Battle Call: Sonic Plan:Blast Call to Action, None Fell Call: Cacophony, Kriel Fell Call: Call of Defiance, Choose one: Fell Great Call: Ground Weapon Great Weapon Shaker, 1 or Hand Fell 3, Hand Call: WeaW H Field Mechanik 'Jack Marshall, Bodge, Hit 'Jack the Marshall, Deck! Ace Commander, None Bodge, Dodger, Mechaniks Drive: Ancillary Organization Choose Attack, Drive: one: Hand Assault, Weapon Hand Drive: Weapon 1 Off or Pistol Road, 2, Pistol 1Driv 2 Gun Mage Craft Rune Shot, Fast Reload Arcane Precision, Craft Rune None Shot, Fast Draw, Gun Fast Mage Reload, Order Gunfighter, Choose Keen one: Eyed Pistol 1 Pistol or Rifle 4, Rifle 1 4 Gun Mage (Amethyst Rose) Craft Rune Shot, Fast Reload Arcane Precision, Craft Rune Loyal Shot, Order Fastof Draw, the Amethyst Gun Fast Mage Reload, Rose Order Gunfighter, Choose Keen one: Eyed Pistol 1 Pistol or Rifle 4, Rifle 1 4 Gun Mage (Arcane Tempest) Craft Rune Shot, Fast Reload Arcane Precision, Craft Rune Cygnaran Shot, Fast military Draw, Gun Fast Mage Reload, Order Gunfighter, Choose Keen one: Eyed, Pistol Runesmith 1 Pistol or Rifle 4, Rifle 1 4 Guttersnipe Lost in the Crowd, Low Breeding, Astute, Camouflage, Perfect Timing, Disease Black Resistance, Market Dodger, Black Find Market Cover, Flash Choose Theif,one: Hit 'em Hand Low, Weapon Hand Language, Weapon 1, Pistol Lost 3, 1, Pistol inSling the3 Highwayman Ambush, Saddle Shot Ambush, Appraise, Binding, None Expert Rider, FastCriminal Draw, Fast Reload,Hand LightWeapon Cavalry, 1, Prowl, Choose Archery Ride-By One: 3, Crossbow Attack, Archery Saddl 1, 3, Cr H Horseman Cavalry Charge, CombatCavalry Rider Charge, Combat Rider, Expert Rider, Mounted: Counter Charge, Choose Ride-by three ofAttack, the Great following: Saddle Weapon Shot, Great 4,Swift Hand Weapo RW Horseman (Drakhun) Cavalry Charge, TrainedCavalry Rider (Karpathan Charge, Combat Destrier) Rider, Expert Rider, Mounted: Counter Charge, Choose Ride-by three ofAttack, the Great following: Saddle Weapon Shot, Great 4,Swift Hand Weapo RW Investigator Astute, Hyper Perception, Anatomical LanguagePrecision, (Any) Astute, None Iron Will, Language, Any Prowl, Signal Language, Choose one: Truth Hand Reader Weapon Hand Weapon 1 or Pistol 2, Pistol 1 2 Iron Fang Fast Rearm (Blasting Pike), Defensive Specialization Line, Fast (Blasting Arm (Blasting Khadoran Pike) Pike), Military Hyper Khadoran Awareness, Military Load Great Bearing, Weapon Precision 1, Shield Strike, Great 1Weapon Relentless 4,Charge Lance Iron Fang (Uhlan) Fast Rearm (Blasting Lance), Defensive Specialization Line, Fast(Blasting Arm (Blasting Khadoran Lance) Pike), Military Hyper Khadoran Awareness, Military Load Great Bearing, Weapon Precision 1, Shield Strike, Great 1Weapon Relentless 4,Charge Lance Knight Cleave, Defender Cavalry Charge, Cleave, Combat Knightly Rider, Order Defender, Knightly Defensive OrderLine,Great Expert Weapon Rider, Iron 1, Hand Will, Great Weapon Load Weapon Bearing, 1,4, Shield Hand Natur 1W Knight (Storm Lance) Calvary Charge Cavalry Charge, Cleave, Combat Knightly Rider, Order Defender, Knightly Defensive OrderLine,Great Expert Weapon Rider, Iron 1, Hand Will, Great Weapon Load Weapon Bearing, 1,4, Shield Hand Natur 1, W Labor Korune Iron Will, Low Breeding Jack Marshall, Battle Plan: Worker's Call to Action, Union Brawler, Worker's Drive: Union Pronto, Unarmed Gang, Heave-Ho, CombatIron 1Unarmed Will, Language, Combat 4, Low Pist B Long Rider Bull Rush, Cavalry Charge, Bull Trained Rush, Cavalry Rider (Bison) Charge, None Combat Rider, Expert None Rider, Follow Up, Shield Line Breaker, 1, Choose Load Great Great Bearing, Weapon Weapon Mounted: 1 or 4, Hand Cou W Mage Hunter Arcane Assassin, Iron Will Arcane Assassin, Camouflage, Retribution Crackshot, of Scyrah Crossbowman, RetributionFast of Scyrah Draw, Hand Fast Weapon Reload, 1, Iron Choose Archery Will,one: Mage 4, Crossbow Archery Killer, Parry 1 4, or H Marine Boarding Action, and either 'JackSpecilization Marshall, Cautious (Cutlass) Advance, None or Specialization Cavalry Charge, (Gaff Kingdom Spear) Disease Military Resistance, or Choose Mercenary Fast two: Reload, Hand Company Find Weapon Crossbow Cover, 1,3, Pistol Grenadier, Great 1,Weap Cros H Man-at-Arms Defensive Line, Shield Guard Bodyguard, Cleave, Defensive None Line, Girded, Iron Employer Will, Load Bearing, Great Retaliatory WeaponStrike, 1, Shield Great Set1, Defense, Weapon and Choose 4, Shield Hand One Gu W Man-O-War Ironhead, Load Bearing Cleave, Defensive Line, Girded, Khadoran Head-Butt, Military Ironhead, Khadoran Load Military Bearing, Great Man Weapon of Iron,1, Shield Light Great Slam, Artillery Weapon Steady, 1, Shield 4, Steam Light 1A Military Officer Battle Plan: Call to Action, 'Jack Natural Marshall, Leader, Ace Team Commander, Leader None Battle Commander, Kingdom Battle Military Plan: or Hand Call Mercenary to Weapon Action, Company 1, Battle and Great Choose Plan: Weapon Coordinated one: 4, Great Hand Str We W Paladin (Order of the Wall) Specialization (Firebrand), Fearless, Stone-and-Mortar Iron Will, Load Stance Bearing, Order of Impervious the Wall Wall Order Stance, of theNatural Wall Great Leader, Weapon Precision 1, Shield Strike, Great 1Weapon Retaliatory 4, Hand Strike W Pirate Gang, Steady, Specialization Binding, (Cutlass) Disease Resistance, None Gang, Gunfighter, Pirate Head-Butt, Crew Language, Hand Port Weapon of Call, 1, Quick and Hand Choose Work, Weapon one: Specialization 3, Pistol Light 1A o Pistoleer Fast Draw, Gunfighter, Return Chain Attack: Fire Pin Down, Dodger, None Fast Draw, Fast None Reload, Gunfighter, Pistol Return 1 Fire, Swift Pistol Hunter, 4 Targeteer, Tw Priest of Cyriss Enigma Cipher, Genius Blaster, Bodge, Choir, Clockwork Convergence Transcendence, of Cyriss Convergence Enigma Cipher, of Cyriss Hand Inscribe Weapon Formulae, 1 Hand Language, Weapon Vessel 3 Upgra Priest of Menoth Dispel Choir, Dispel, Language, Natural Menite Leader, Temple Rallying Menite Cry, Temple University Education Choose one: Great Weapon Great Weapon 1 or Hand 3, Hand WeaW Priest of Morrow Empower Choir, Empower, Language, Morrowan Natural Leader, Church Rallying Morrowan Cry, Church University Choose Education one: Great Weapon Great Weapon 1 or Hand 3, Hand WeaW Pugilist Brawler, Hulking Presence Brawler, Defender, Flying Fists, NoneGrappler, Head-Butt, None Heave-Ho, Hulking Hand Weapon Presence, 1, Unarmed Rock Hand Solid, Weapon Combat Trip, 3, Waylay 1Unarm Pugilist (PHY) Brawler, Hulking Presence Brawler, Defender, Flying Fists, NoneGrappler, Head-Butt, None Heave-Ho, Hulking Hand Weapon Presence, 1, Unarmed Rock Hand Solid, Weapon Combat Trip, 3, Waylay 1Unarm Pugilist (STR) Brawler, Hulking Presence Brawler, Defender, Flying Fists, NoneGrappler, Head-Butt, None Heave-Ho, Hulking Hand Weapon Presence, 1, Unarmed Rock Hand Solid, Weapon Combat Trip, 3, Waylay 1Unarm Ranger Camouflage, PathfinderBattle Plan: Go to Ground,None Battle Plan: Reconnaissance, None Battle Plan: Hand Shadow, Weapon Camouflage, 1 and Archery Choose Disease 4,One: Crossbow Resistanc Archery 3, 1 H

Raider Specialization (Lacerator) Ambush, Battle Plan: Call to Black Action, Feet Boarding Action, Black Feet Disease Resistance, Hand Weapon Gang, 1, Precision Unarmed Hand Strike, Weapon Combat Ram, 4,1Pistol Roll w 3 Reclaimer Oath of Silence, Reclaim, Communion, Signal Language, Fearless, Whipsers Gatekeeper, Reclaiment of the Creator Immunity: Order Reclaiment Fire, Oath of Order Silence, Great Reclaim, Weapon Signal 1 Language, Great Weapon Soulstorm, 4, Hand Ur W Rhulic Field Mechanik Bodge, Hit the Deck!, Rhulic 'Jack'Jack Marshall, Marshal Ace Commander, None Bodge, Dodger, Mechaniks Drive: Ancillary Organization Choose Attack, Drive: one: Hand Assault, Weapon Hand Drive: Weapon 1 Off or Pistol Road, 2, Pistol 1Driv 2 Rhulic Warcaster Bond, Rhulic WarcasterBond, Field Marshal: Magical Dwarven Attack, Clan Field Marshal: Kingdom Relentless MilitaryCharge, or Choose Mercenary Field 2 Great Marshal: Company, Weapon Great Shield Dwarven 1 Weapon or Guard, Hand Clan 3, Natural Weapon Hand W L Rifleman Crackshot, Dual Shot, Marksman Crackshot, Dual Shot, Fast None Reload, Marksman,None Night Fighter, Return Rifle Fire, 1 Saddle Shot, Rifle Sniper, 4 Swift Hunter, T Scrutator Authority, Torture Authority, Battle Plan: CallTemple of Action, of Menoth Dominating Temple Presence, of MenothGreat Iron Will, Language, Weapon 1, Natural Hand Great Weapon Leader, Weapon Rallying 1 3, Hand Cry W Soldier Find Cover, Sentry 'Jack Marshall, Cautious Advance, None Cavalry Charge, Kingdom Disease Military Resistance, or Choose Mercenary Fast two: Reload, Hand Company Find Weapon Crossbow Cover, 1,3, Pistol Grenadier, Great 1,Weap Cros H Searforge Trader Appraise, Counter OfferAlways a Deal to be Made,Searforge Appraise,Commission Conniver, Searforge Counter Commission Offer, Language, Choose Hand Port of Weapon Call, Hand Silver 1 or Weapon Tongued Pistol 1 3, Pistol 3 Seeker Cover Identity, Language, Advisor, Team Player, Cover Identity, University Instructor, Seekers Education Iron Will, Language, Seekers Power ofChoose Truth, Team Hand Leader, Weapon Hand Team 1 or Weapon Pistol Player, 1 2, Universi Pistol 2 Sorcerer (Fire) Immunity: Fire Camouflage, Dodger, Elemental None Mastery, Immunity None (Fire), Traceless Choose PathOne: Archery Archery 1, Crossbow 3, Crossbow 1, or Han 3, H Sorcerer (Ice) Immunity: Cold Camouflage, Dodger, Elemental None Mastery, Immunity None (Cold), Traceless Choose Path One: Archery Archery 1, Crossbow 3, Crossbow 1, or Han 3, H Sorcerer (Stone) Camouflage, Dodger, Elemental None Mastery, Traceless None Path Choose One: Archery Archery 1, Crossbow 3, Crossbow 1, or Han 3, H Sorcerer (Storm) Camouflage, Dodger, Elemental None Mastery, Traceless None Path Choose One: Archery Archery 1, Crossbow 3, Crossbow 1, or Han 3, H Spy Battle Plan: Shadow, Cover Battle Identity, Plan: Shadow, Language Cover (Any) Intelligence Identity, Iron Network Will,Any Language, Poison Resistance, Choose one: Prowl, Hand Signal Weapon Hand Language, Weapon 1, Pistol 3,Truth 1, Pistol or Th R3 Stormblade Blaster, Specialization (Storm 'Jack Marshall, Glaive) Blaster, Close Cygnarian Shot, Load Military Bearing, Cygnarian Quick Work, Military Relentless Great Weapon Charge, 1 Specialization Great Weapon (Storm 4 Glaiv Stormblade (Storm Lance) Blaster 'Jack Marshall, Blaster, Close Cygnarian Shot, Load Military Bearing, Cygnarian Quick Work, Military Relentless Great Weapon Charge, 1 Specialization Great Weapon (Storm 4 Glaiv Stormguard Set Defense, Specialization 'Jack (Voltaic Marshall, Halberd) Set Defense, Cygnarian Close Shot, Military Load Bearing, Cygnarian Quick Military Work, Great Relentless Weapon Charge, 1 Great Specialization Weapon 4(Voltaic Stormsmith Specialization (Stormcaller Electromancer, and Lightning Eye Rod), of the Weatherman, Cygnaran Storm, Hitmilitary the Weather Deck!, Cygnarian Vane Maestro, Military Specialization Great Weapon (Stormcaller 1 Great and Lightning Weapon Rod), 2, Hand Sto W Thamarite Advocate Corruptor, Imbue Weapon, Black Language Tongue, (Telgesh) Corruptor, Dark None Scribe, Ghost Shield, Thamarite Grave Sept Man, Haruspex, Choose one: Imbue Hand Weapon, Weapon Hand Weapon Inscribe 1 or Pistol 3, Thrall Pistol 1 Ru 3 Thief Conniver, Dodger Appraise, Camouflage, Card None Sharp, Conniver, Dodger, CriminalFleet Foot,Choose Get Away, One: Language Hand Weapon Hand (Five Weapon Cant), 1 or Thrown Parry, 3, Pistol Pro W 2 Trencher Commando Anatomical Precision, Prowl 'Jack Marshall, AnatomicalCygnarian Precision,Military BayonetCygnarian Charge, Bomber, MilitaryDig Great In, Fire Weapon in the 1,Hole!, Rifle Great 1, Grenadier, Thrown Weapon Weapon 3, Hit Light the D A 1 Trencher Bayonet Charge, Dig In 'Jack Marshall, AnatomicalCygnarian Precision,Military BayonetCygnarian Charge, Bomber, MilitaryDig Great In, Fire Weapon in the 1,Hole!, Rifle Great 1, Grenadier, Thrown Weapon Weapon 3, Hit Light the D A 1 Urban Nomad Adaptable (Urban), Preternatural AdaptableAwareness (Urban), Archer, None Crackshot, Fast Reload, None Keen Eyed, Marksman, Archery 1, Night GreatFighter, Weapon Archery Roll 1 4,With Great It,Weapo Signal Warcaster Bond Bond, Field Marshal: Magical None Attack, Field Marshal: Kingdom Relentless MilitaryCharge, or Hand Mercenary Weapon Field Marshal: Company 1, Pistol Great Shield 1 Weapon Guard, 3, Natural Hand W L Warcaster (Cygnaran) Bond Bond, Field Marshal: Magical Cygnaran Attack,military Field Marshal: Kingdom Relentless MilitaryCharge, or Hand Mercenary Weapon Field Marshal: Company 1, Pistol Great Shield 1 Weapon Guard, 3, Natural Hand W L Warcaster (Cyriss) Bond, Convergence Warcaster Blaster, Bond,Clockwork Transcendence, Convergence of Convergence Cyriss Convergence Warcaster, of Cyriss Great Field Weapon Marshal: 1,Celestial Hand Great Weapon Weapon Harmony, 1 3,Field Hand M W Warcaster (Khadoran) Bond Bond, Field Marshal: Magical Khadoran Attack,Military Field Marshal: Kingdom Relentless MilitaryCharge, or Hand Mercenary Weapon Field Marshal: Company 1, Pistol Great Shield 1 Weapon Guard, 3, Natural Hand W L Warcaster (Llaelese) Bond Bond, Field Marshal: Magical None Attack, Field Marshal: Kingdom Relentless MilitaryCharge, or Hand Mercenary Weapon Field Marshal: Company 1, Pistol Great Shield 1 Weapon Guard, 3, Natural Hand W L Warcaster (Ordic) Bond Bond, Field Marshal: Magical Ordic Attack, Military Field Marshal: Kingdom Relentless MilitaryCharge, or Hand Mercenary Weapon Field Marshal: Company 1, Pistol Great Shield 1 Weapon Guard, 3, Natural Hand W L Warcaster (Protectorate) Bond Bond, Field Marshal: Magical Protectorate Attack, Field Military Marshal: Kingdom Relentless MilitaryCharge, or Hand Mercenary Weapon Field Marshal: Company 1, Pistol Great Shield 1 Weapon Guard, 3, Natural Hand W L None None None None None Experience XP Occ Skills SACorMS Stat Arch Ben AB or C+2OS 0 0 0 0 0 0 1 0 0 0 0 0 2 2 0 0 0 0 3 2 0 0 0 0 4 2 1 0 0 0 5 2 1 0 0 0 6 2 1 1 0 0 7 2 1 1 0 0 8 4 1 1 0 0 9 4 1 1 0 0 10 4 2 1 0 0 11 4 2 1 0 0 12 4 2 1 1 0 13 4 2 1 1 0 14 4 2 1 1 0 15 4 2 2 1 0 16 4 2 2 1 0 17 4 2 2 1 0 18 6 2 2 1 0 19 6 2 2 1 0 20 6 2 2 1 0 21 6 3 2 1 0 22 6 3 2 1 0 23 6 3 2 1 0 24 6 3 3 1 0 25 6 3 3 1 0

26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84

6 8 8 8 8 8 8 8 8 8 8 8 8 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 12 12 12 12 12 12 12 12 12 12 12 12 12 12 12 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14

3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 7

3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2

85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143

14 14 14 14 14 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20

7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10 10 10 10 10 10 10 10

7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10 10 10

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

144 145 146 147 148 149 150

20 22 22 22 22 22 22

10 10 10 10 10 10 11

10 10 10 10 10 10 10

3 3 3 3 3 3 3

3 3 3 3 3 3 3

Ability Abomination Ace Commander Acrobatics Abomination Adaptable (Urban) Advisor Aegis Always a Deal to be Made Ambush Anatomical Precision Appraise Arcane Assassin Arcane Defenses Arcane Engineer Arcane Precision Arcane Scholar Archer Astute Authority Backstab Battle Commander Battle Plan: Call to Action Battle Plan: Close Fire Battle Plan: Coordinated Strike Battle Plan: Desperate Pace Battle Plan: Go to Ground Battle Plan: Orchestrate Fire Battle Plan: Reconnaissance Battle Plan: Shadow Bayonet Charge Berserk Big Game Hunter Binding Black Tongue Blaster Bloodlust Blood Spiller Boarding Action Bodge Bodyguard Bomber Bond Brawler Brew Master Bull Rush Camouflage Card Sharp Cautious Advance Cavalry Charge Chain Attack: Bleed Out

Abilities List Short Description The Character gains Terror [This Char's willpower +4] in battle. This Terror affect both friendly and enemy chars. Can rer This character gains an additional quick action each turn that can be used only to drive a 'jack. The character can advance through other characters if he has enough movement to move completely past their bases. T The Char is a terrifying entity & gains Terror (Willpower +4) in battle. This Terror affects friendly char as well as enemies In an urban environment, Character can reroll failed Climbing and Jumping rolls. Each roll can only be rerolled once as a While B2B with this character, friendly characters gain +1 to their Command Range. This character is immune to continuous effects. When making a deal that involves buying or selling goods or services using Negotiation, treat any result worse than "Fai During the first round of an encounter, this character gains boosted attack and damage rolls against enemies that have When the character hits a living target with a melee attack but the damage roll fails to exceed the target's ARM, the targ You have a sharp eye, especially where values are concerned. You can judge the value of most fine goods with an inspec When making attacks, this character ignores focus points overboosting the target's power field and spell effects adding This character gains +3 ARM against magic attacks. The character can re-roll failed Mechanikal Engineering rolls. When this character forfeits his movement to aim with a ranged weapon, he ignores stealth that turn. The character can have a number of spells equal to his INT x3. Character can forfeit his movement to make one additional ranged attack with a bow The character can re-roll failed Detection rolls. A character with this ability gains +2 on social skill rolls when dealing with other Menties. This character gains an additional die on his back strike damage rolls. This character can use one battle plan during each of his turns without spending a feat point. Spend 1 feat point to use. Quick Action. When you use this battle plan, each friendly character in your command range Spend 1 feat point to use. Quick Action. When you use this battle plan, friendly characters do not suffer blast damage fr Spend 1 feat point to use during a surprise round. Quick Action. Each friendly in CMD can immediately make one attac Spend 1 feat point to use. Quick Action. When a character uses this Battle Plan, each friendly character who follows the Spend 1 feat point to use. Quick Action. Each friendly character gains Cover, does not suffer Blast damage, and does no Spend 1 feat point to use. Quick Action. Each friendly characters in command range gain +2 on artillery ranged attack r Spend 1 feat point to use. Quick Action. You and each friendly character who starts their activation in his CMD gains th Spend 1 feat point to use. Quick Action. When a character uses this Battle Plan, each friendly character who follows his When you charge with ranged weapon that has a Bayonet, after moving but before making charge attack, make one ran When this char incaps or destroys one or more chars this turn with melee attacks, Imediately after all attacks are resolv When a character with Big Game Hunter makes a melee or ranged attack against an natural animal or beast native to th When the character ties up, manacles or otherwise restrains another character with some form of restraints, add +3 to Gain additional die on social rolls against infernals. Discard the lowest die in each roll. The character gains +2 to hit with electrical ranged attacks. Char retains reason rather than losing himself to complete madness. Char's willpower is not reduced as a result of wield The character gains +2 on damage rolls against living characters. Character can use Jumpung to make a jump as a quick action instead of a full action after making a Full Advance. The character can make temporary repairs to a steamjack in the midst of combat. See page 299. The character is not limited to the number of times it can use Shield Guard each round. When this character's grenade ranged attacks deviates, you can reroll the deviation and/or the direction of deviation. A Bond to warcaster armor, steamjack, or a mechanika weapon. See page 158 of the Core Rulebook. When using an improvised melee weapon, Character can use Unarmed Combat skill instead of Hand Weapon Skill for th You can reroll failed Alchemy rolls. Each failed roll can be rerolled only once as a result of Brew Master. When Riding a mount this character may make slam power attacks. Use the mount's POW for the Slam's POW. After res Gain +2 DEF when benefiting from concealment/cover. Add an extra die to your Gambling rolls and drop the lowest die result. Difficulty of the Detect Skill roll to notice the che The character gains one extra quick action each turn that can be used only to Take Cover. This character can make cavalry charges (p. 214) while riding a mount designated as a warhorse. If fighting with 2 hand weapons and hit living target with both initial attacks, after resolving, make one additional attack

Chain Attack: Body Slam Chain Attack: Pin Down Chain Attack: Smite Circular Vision Choir Cleave Clockwork Transcendence Close Shot Combat Rider Communion Conniver Convergence Warcaster Corruptor Counter Offer Cover Identity Crackshot Craft Rune Shot Crossbowman Dark Scribe Defender Defensive Line Dig In Disease Resistance Dispel Divine Fortitude Dodger Dominating Presence Double Powder Ration Drive: Ancillary Attack Drive: Assault Drive: Off Road Drive: Pronto Dual Shot Elemental Mastery Electromancer Empower Enigma Cipher Eye of the Storm Expert Rider Fast Cook Fast Draw Fast Rearm Fast Reload Fearless Fearsome Howl Fell Call: Cacophony Fell Call: Call of Defiance Fell Call: Ground Shaker Fell Call: Heroic Ballad Fell Call: Reverberation Fell Call: Signal Call Fell Call: Sonic Blast Field Alchemist Field Marshal: Celestial Harmony Field Marshal: Magical Attack Field Marshal: Relentless Charge Field Marshal: Shield Guard Find Cover Fire in the Hole!

If first two char melee unarmed attacks hit, make an additional melee attack. If third attack hits it causes a slam, if large If you hit a living target with initial attacks from 2 pistols, after resolving make additional ranged attack against target. I If first two char melee hand weapon attacks hit, make an additional melee attack. If third attack hits it causes a slam, if This character's front arc extends to 360'. A character gains a cumulative +1 on magic attack rolls for each other character of his faith with this ability within 1 of When you incapacitate one or more enemies with melee attack with a Great Weapon, make 1 additional melee attack a The characters essence is placed in a clockwork priest vessel. The character does not suffer a 4 penalty on ranged attack rolls with a storm glaive while engaged While you are riding a mount designated as a warhorse, the mount can make one attack against a target in it's melee ra Once per turn, char can use quick action to spend up to 3 soul tokens to give to a friendly steamjack within 5". Steamjac The character can reroll failed Bribery and Deception-based rolls. Each roll can be rerolled only once with Conniver. The character can bond to vectors. Faith prohibits bonding to steamjacks. Gain a feat point for corrupting another character. GM determines what counts as corruption. See pg 68 Urban Adventu Character can reroll Negotiation rolls, whether failed or not. Can only reroll once as a result of Counter Offer You have an established a cover identity with its own history, contacts and criminal record (or lack thereof). See pg. 159 When making a ranged or magic attack against a target that has concealment, cover, or elevation, this character gains + The character can craft his own rune shot ammunition. See page 160. The character can reload a Crossbow as a quick action instead of a full action. Can create thralls in half the time Once per round, when a friendly within your CMD is hit with an enemy attack, immediately after the attack is resolved y While this character is B2B with one more friendly characters, he gains +1 ARM. While the character is B2B with one or While having spade in hand: Quick Action to dig fox hole. Until you move, are placed, go prone, or engaged, you gain co The character can make boosted rolls to resist disease and infection. When this character hits an enemy with a melee attack, he can spend 1 feat point to cause any upkeep spells on that en The character can wear Bastion plate armor. When you are missed by an enemy attack, immediately advance 2 after the attack is resolved unless you were missed The character can reroll failed Social rolls. Each failed roll can be rorolled only once as a result of Dominating Presence. When loaded a double powder ration is fired, the Effective range is increased by 24ft (4") and Extreme range 120ft (20" Quick Action to use on steamjack you control. The steamjack immediately makes one normal melee or ranged attack. Quick Action to use on steamjack you control. 'jack charges without spending focus/being forced. As part of charge, af Quick Action to use on steamjack you control. 'jack gains the Pathfinder ability and must use its normal movement and Quick Action to use on steamjack you control. 'jack immediately makes a full advance. You can forfeit your movement during your turn to make one additional ranged attack with a pistol or rifle. You gain +1 on your attack and damage rolls when casting an offensive spell from your elemental spell list. The character's Stormsmithing lightning strike damage rolls are boosted. During your turn, while you are B2B with a non-incapacitated friendly character, you can spend 1 feat point to cause the Gain a feat point for solving a puzzle, riddle, or other complex problem. GM determines what counts The character's command over elements is such that he can now protect those around him from the fury of the storm. You can reroll failed riding rolls. Each roll can be rerolled only once. Additionally, as long as the mount is not knocked o You can create alchemical items in half the normal time. +2 Initiative. Gain Additional Quick Action on first round of combat each encounter, used only to draw weapon. You gain one extra Quick Action each turn that can be used only to rearm a weapon of the type noted. You gain one extra Quick Action each turn that can be used only to reload a ranged weapon. The character is utterly fearless and automatically passes Willpower rolls to resist Terror. Once per turn, character can spend quick action to unleash a terrifying howl. That turn he gains Terror [This Char's willp Quick Action. For one Round, enemies cannot cast spells, use battle plans, or use drives while within this character's co Quick Action. For one round, when a friendly Trollkin character makes a Tough roll while in this character's command ra Once per turn, this character can use this call instead of attacking. The character then makes a RNG 10, AOE 5 fell call r Quick Action. For the rest of the round, while in the fell caller's command range, friendly Trollkin characters are fearless Quick Action. Make a RNG SP 6 ranged attack that causes no damage. Use your POI+Fell Calling skill for attack rolls. En Quick Action. You can unleash a call that can be heard for a number of miles equal to his Fell Calling skill. Once per turn, you can use this call instead of attacking. You make a RNG SP 8, POW 12 ranged attack. Use your POI+ F You gain one extra Quick Action each turn that can be used only to create a field alchemy quick effect. Spend a focus point. For one round, can channel spells through vectors in your battle group in your contol area. Spend a focus point. For one round, the weapons of characters in his battlegroup become magical weapons while in the Spend a focus point. For a round, when a character in battlegroup begins a charge in control area, character gains the R Spend a focus point. For one round, characters in his battlegroup gain the Shield Guard ability while in the warcaster's c At the start of combat before Initiative is rolled, this character can immediately advance up to 2 and perform a Quick A You can make a Grenade attack at the start of the Action Phase of your turn before moving or making normal attacks. Y

Fist of God Flash Thief Fleet Foot Flesh of Steel Flying Fists Follow Up Free Style Gatekeeper Gang Genius Get Away Ghost Shield Girded Good Breeding Grappler Grave Man Great Power Grenadier Gunfighter Hardended Strike Haruspex Head-Butt Heave-Ho Hit the Deck! Hit 'em Low Hulking Presence Hyper Awareness Hyper Perception Imbue Weapon Immunity: Cold Immunity: Corrosion Immunity: Electricty Immunity: Fire Imperishable Conviction Impervious Wall Stance Inscribe Formulae Inscribe Thrall Rune Instructor Ironhead Iron Sentinel Iron Will 'Jack Marshall Keen Eyed Language Legacy of Bragg Light Cavalry Line Breaker Load Bearing Lost in the Crowd Low Breeding Maestro Mage Killer Man of Iron Marksman Mounted: Counter Charge Natural Leader Necromancer Night Fighter Oath of Silence

The character's unarmed melee combat attacks are magical. Additionally, the character gains an additional die on unarm The Character gains a feat point when he successfully picks a pocket using the Pick Pocket Skill When this character runs, he moves at SPD x 3. While unarmored, double this characters PHY when determining his ARM. This ability has no effect while this character While fighting unarmed or with a one handed weapon in the other hand, the character gains an additional punch unarm Requires Bull Rush. When this Character slams an enemy while mounted, imediately after the slam is resolved this chara You can improvise the ingredients of your alchemical compounds. See page 163. Enemy characters cannot gain soul tokens from characters destroyed in this character's command range. With a melee attack that targets an enemy model in the melee range of another friendly, gain +1 to melee attack and da You gain boosted INT rolls. When this character is missed by an enemy attack at any time other than while advancing, instead of advancing 2 the c Gain +1 ARM for earch soul token you currently have. While armed with a shield, this character does not suffer Blast damage. Friendly character in B2B with him do not suffe This character can reroll failed Etiquette rolls. Each roll can be rerolled only once due to Good Breeding. An Opponent trying to break free of a grapple performed by this character suffers a -2 penalty to the roll. Also, this char Gain additional die on social rolls against undead. Discard the lowest die in each roll. This character can upkeep one spell each turn without spending a Focus point or gaining a Fatigue point. The character gains an additional Quick Action each turn that can only be used to pull the pin on a grenade. The character does not suffer a -4 penalty to ranged attack rolls with a pistol or carbine while engaged. The character's kick and punch unarmed melee attack damage rolls are automatically boosted. At Veteran level, the cha Can see glimpse of the future in the entrails of freshly killed animals. See Pg 68 of Urban Adventures for full rules. Instead of making a normal Unarmed Combat attack, this character can spend a feat point to make a Head Butt attack. Instead of making a normal Unarmed Combat attack, this character can spend a feat point to make a Throw attack. See While prone,you do not suffer damage from AOE's unless you is directly hit by the AOE. If you are caught in an AOE tha When a friendly character hits a living or undead enemy character while the enemy is B2B with this character, the enem Add an extra die to Intimidation skill rolls made using PHY While in this character's command range, friendly characters gain Circular Vision. Investigators gain this Archetype Benefit:You gain boosted PER rolls. Can Imbue a non-mechanikal weapon with arcane energy. Weapon is considered Magical and Blessed(Ignores DEF and A This character is immune to Cold damage. This character is immune to Corrosion damage. This character is immune to Electrical damage. This character is immune to Fire damage. When another friendly character of this character's faith suffers damage from an enemy attack while in this character's During his turn,, this character can forfeit his movement to use Imperviuos Wall Stance. The character gains +5 ARM, ca This character can Inscribe runeplates. See Mechanika p. 279. Can inscribe Thrall Runes. See p. 71 Urban adventures for details. While within 12 feet (2") friendly characters gain an additional die on occupational skills that this character also posses, Char knows how to use and control mechanically enhanced steam-powered armor, such as Man-O-War armor. While in B2B with one or more steamjacks you controls, gains +2 ARM and you cannot be knocked down. The character can reroll failed Willpower rolls. Each roll can be rerolled only once due to Iron Will. This character is skilled at instructing steamjacks to act. The character can increase his range with a bow or rifle by 12 feet (2) and his extreme range by sixty feet (10). This ability can be taken several times. Each time a character takes this ability, he learns to speak, read, and write a new The character gains an additional Quick Action each turn that can only be used to make a fell call. If the character is riding a mount not designated as a warhorse, at the end of his turn he can advance up to 5. The Character gains an additional die on impact attack rolls. Reduce the SPD and DEF penalties from the armor the character wears each by 1. While in a crowd, character can spend a feat point to instantly vanish. See pg. 11 of Urban Adventures for full rules This Character suffers -2 to Etiquette rolls dealing with high society, but gains +2 to skill rolls relating to social dealings w Stormsmithng lightning strike. Increase characters target number +2. Choose one effect: Ball Lighting- AOE3, Big One- P This character gains an additional die on damage rolls against characters that can cast spells. Char learned to push body to the limits to compensate for failing steam-powered armor. While wearing steam-powered The character can use Quick Actions and aim in the same round, but still has to forfeit his movement to gain the aiming While Mounted, once per turn when an enemy ends their movement withing 6" of this char and in their LOS, this charac Increase your command range by 2". (Calculated in by the spreadsheet) Can reroll failed Craft (Thrall) rolls. Each roll can only be rerolled once as a result of necromancer. When making an attack against a character with stealth or prowl, he automatically misses only if they are 8 away inste This character cannot speak, and his command range is reduced by half. He must generally rely on the Signal Language a

Onslaught Overpower Parry Pathfinder Perfect Timing Poison Resistance Port of Call Power of Truth Precision Strike Press the Attack Preternatural Awareness Privilege Prowl Pursuit Quick Work Rallying Cry Ram Reclaim Reed in the Wind Relentless Advance Relentless Charge Restoration Resourceful Retaliatory Strike Return Fire Rhulic 'Jack Marshall Rhulic Warcaster Ride-By Attack Riposte Rock Solid Runesmith Roll With It Saddle Shot Sanguine Bond Scorched Earth Scoping It Out Scrounge Sentry Serpent Strike Set Defense Shadow Magic Shifting Sands Stance Shield Guard Shield Slam Signal Language Silence Silver Tongued Sniper Soulstorm Soul Taker Soul Thief Specialization Sprint Strangler Steady Steam Jockey Steamo Stone-and-Mortar Stance Storm Booster

At the start of this character's turn before moving or taking any action, the character can make one ranged attack. After During you Control Phase, after replinishing focus but before allocating focus, can spend focus to increase control area 1 When armed with a Hand Weapon, this model cannot be targeted by free strikes. Move over rough terrain without penalty. The Character Is automatically missed by attacks made by friendly characters. The character gains boosted rolls to resist poison and toxins. A character with Port of Call can always find his way home again. See page 165. If the character tells only the truth during an encounter, his social rolls are automatically boosted. The character loses th When the character hits with a melee attack, he decides which branch of the life spiral or column of the target's damag When you slam an enemy, immediately after it is resolved you can move directly towards the slammed enemy up to an Urban Nomads that chose it as a starting career gain this archetype benefit. You gain boosted Initiative rolls and enemie Immune to persecution for petty crimes. Right to be executed in the style befitting a noble. +2 on social skill rolls when The character gains Stealth (p. 220) while within terrain that provides concealment, the AOE of a spell that grants conce Use 1 feat point. Designates one enemy. For encounter, when that enemy ends his movement you can make a full adv When you kill one or more enemies with a melee attack during your combat action, immediately after that attack is res Spend a feat point. For one round this character's CMD is doubled and friendly characters in his CMD, including this cha When this char hits an enemy with her horns, target is knocked down and can be pushed 1 directly away from this cha When a Menite char is destroyed in the Reclaimers connad range, the Relcaimer can erect a grave marker to gain soul t This character cannot be targeted by free strikes. When another friendly character of this character's faith suffers damage from an enemy attack while in this character's The character ignores penalties for rough terrain while charging. When another friendly character of this character's faith is destroyed while in this character's command range while thi This character can upkeep spells on steamjacks he controls without spending focus or gaining fatigue. When you are hit by enemy attack at any time other than his own turn, after the attack resolves you can spend 1 feat p Once per round when this character is missed by an enemy's ranged attack, after the attack is resolved he can make one This character is skilled at instructing steamjacks to act. Can only control Rhulic 'Jacks Allows Character to bond to Rhulic 'jacks, Cannot bond to non-Rhulic 'jacks While mounted, this character can combine his movement and his action to make a Ride by Attack. See page 166. Once per round when this character is missed by an enemy's melee attack, Immediately after the attack is resolved he c This character and friendly characters B2B with him cannot be knocked down. The character loses this ability while he i Fire Runeshoots with a ranged Warjack weapon. Roll D6 per shot on a 1 weapon is damaged. When this character would normally be knocked down, he goes prone instead. The character loses this ability while mo This character does not suffer the firing from horseback penalty when making ranged attacks while mounted. See page When another friendly character of this character's faith suffers damage from an enemy attack while in this character's This character gains +2 on ranged attack blast damage rolls. The character can spend 1 feat point to use any time during his turn. When used friendly characters in command area g Given a day to find the parts in a town or settlement, you can find any part needed (or something close enough he can B Once per round when an enemy is placed in or moves into the LOS of this character, this character can immediately ma The character's kick unarmed melee attacks gain Reach. When this character is armed with a weapon that has reach, an enemy in this character's front arc suffers -2 on charge, When you cast a spell, no spell runes appear and magically sensitive characters cannot sense your magic. A focuser wit During his turn, this character can forfeit his move to use Shifting Sands Stance. Character gains +2DEF. If enemy attack Once per turn, when a friendly character is directly hit while within 2, you can choose to be directly hit instead. Canno When charging armed with a shield, instead of charge attack, spend feat point to slam target, making attack roll with sh You have created a coded signal language for use with your party. When Berserk foces this char to make an attack, can choose to make a Willpower roll against target #15, If the roll suce Character is always considered "Trustworthy" in negotiation. When this character forfeits his movement to aim during his turn, the character's first ranged attack that turn gains boo While this character has one or more soul tokens, enemy characters not of the Menite faith entering or ending their tur Gain 1 soul token when a living creature destroyed in CTRL area. Soul tokens can be used as Feat Points, Focus, or to red Quick action: Try to steal a soul token from a character in cmd rng. Contested willpower roll, Fail: nothing happens, Suce The character does not suffer attack roll penalties when attacking with a weapon of the type chosen. At the end of this characters turn, if she destroyed one or more enemy models with melee attacks that turn she can ma When using a garrote on a victim, this character add +3 to his STR rolls. This character cannot be knocked down. This character loses the ability while mounted. The character can put on or remove mechanically enhanced steam-powered armor as a full action. This character can reroll failed Mechanikal Engineering rolls to repair or dismantle steamjacks. Each roll can be rerolled During his turn, this character can forfeit his move to use Stone-and-Mortar Stance. Char gains +3ARM and cannot be kn The character is able to call upon his manipulation of the storms to supercharge nearby steamjacks. Spend a full action

Street Survivor Sucker! Swift Hunter Swift Rider Take Down Targeteer Team Leader Team Player Test the Wind Torture Traceless Path Trained Rider Trip Truth Reader Tune Up Two-Weapon Fighting Urcaen's Gate University Education Vessel Upgrade Waylay Weatherman Weather Vane Whispers of the Creator Whirlwind

Character can use Survival instead of Streetwise in an urban environment. If you are directly hit by an enemy ranged attack, you can choose a friendly non- Incorporeal character within 2 to be h When this character incapacitates an enemy with a normal ranged attack, immediately after the attack is resolved he ca While riding a mount this character can move over rough terrain without penalty. Can be used any time you incapacitate another character with an attack and while the incapacitated character is in mele When this character hits with a ranged attack, he chooses the branch of the target's life spiral or column of the target's When this character gains a feat point, instead of keeping it himself he can give it to a character currently in his comman This character can join any adventuring company regardless of the qualifications of the adventuring company, and gains When this chararacter's artillery ranged attacks miss their targets, he can reroll the direction and/or distance of deviatio For every 2 hours character tourures someone they loose 1 PHY. If subject hits 0 PHY they die. Subject gets +1PHY for ea Move at only half normal rate of speed while using this ability, either on foot or horseback, and anyone attempting to fo The character has been trained to ride a mount that is otherwise impossible to ride. Can take multiple times, each time When resolving a kick unarmed melee attack, on a crit the target is knocked down. The character automatically knows when someone is lying to him. Keep in mind that knowing someone is lying is differ While B2B with a steamjack he controls, this character can use a Quick Action to use Tune Up. During it's turn this roun While fighting with a one handed weapon or pistol in each hand, the character gains an additional attack for the second Once per tunr during this character's Control Phase, he can spend one soul token to be placed anywhere completely wit The character can reroll failed Lore and Research skill rolls. Each roll can be rerolled only once due to University Educat Gain an upgrade to your clockwork vessel. Can be taken more than once. When an attack made by this character has a chance to knock out a target, increase the target number for the WILLPOW The character can reroll failed Stormsmithing skill rolls. Each roll can only be rerolled once as a result of Weatherman. Predict weather. With a sucessful PER check against the a target number of 12, character can predict the next 24 hours Reclaimers might recive visions and directions from the creator, such as travel to a specific place, destroy an enemy, an When a character makes his first unarmed melee attack during his turn each round, he can perform a thresher attack in Spells Spell List Cost 1 Cost 2 Cost 3 Arcane Mechanik Spell List Jackhammer, Jump Start, Locomotion,Arcantrik Power Booster, Bolt, Electrify, Protection Fortify, from Polarity Electricity, Broadside, Shield, Return Positive Electrical Fire,Charge, Short Blast, Out Redline, Fail Safe, Refuge, Force F T Arcane Mechanik (Vassal of Menoth) Arcane SpellStrike, List Fire Starter, Jackhammer, Arcane JumpBolt, Start, Ashen Power Veil, Booster, Fortify, Portection Immolation, Broadside, from Positive Fire, Cleansing Short Charge, Out Fire, Redline, Fail Safe, Refuge, Grind, Tem G Arcanist Spell List Arcane Strike, Blizzard, Fire Starter, Guided Arcane Blade, Bolt,Influence, Ashen Cloud, Light Aura in the of Protection, Darkness, Fog of Protection War, Banishing Forcefrom Ward, Field,Cold, Hex Celerity, Blast, Protection Foxhole, Inhospita from H Arcanist (Greylord) Spell List Blizzard, Guided Blade, Influence, Light Banishing in the Darkness, Ward, Chiller, PowerFrostbite, Booster, Protection Hand Battle of Fate, Rage, from Icy Cold, Deep Bolt,Storm Freeze, Icy Grip, Tossed Fog Iron of Flesh, War, Gallo Shat Arcanist (Illuminated) Spell List Arcane Strike, Guided Blade, Light in the Banishing Darkness Ward, Blade of Radiance, Blessings Daylight, ofHex War, Blast, EyesLamentation, of Truth, Exorcism, Purificatio Occ Arcanist (Trident) Spell List Blizzard, Buoyancy, Fair Winds, Protection Celerity, from Deadeye, Cold, Protection Deadweight, from Extinguisher, Fire, Storm Broadside, Tossed, Fortune, Fog Wind of Howling War, Strike Force Flames, Field, Icy Gallows Grip, P Gun Mage Spell List Return Fire, Rune Shot: Accuracy, Rune Fire Shot: Group, Black Heightened Penny, Rune Reflexes, Shot: Brutal, Refuge, Guided Rune Rune Shot: Fire, Shot: Rune Iron Fire Rot, Shot: Beacon, Rune Detonator, Shot: Rune Molten Shot: Rune Shad Sh Gun Mage (Amethyst Rose) Spell List Return Fire, Rune Shot: Accuracy, Rune Celerity, Shot: Black Heightened Penny, Rune Reflexes, Shot: Occulation, Brutal, Mirage, Rune Refuge, Shot: Rune Rune Iron Shot: Rot, Shot: Detonator, Rune Piercer, Shot: Rune Rune Silencer, Shot: Shot: R P Arcane Tempest Spell List Return Fire, Rune Shot: Accuracy, Rune Fire Shot: Group, Black Heightened Penny, Rune Reflexes, Shot: Brutal, Refuge, Guided Rune Rune Shot: Fire, Shot: Rune Iron Disruption, Rot, Shot: Rune Detonator, Rune Shot: Shot: Molten Rune Fire Sh B Priest (Cyriss) Spell List Electrical Charge, Guided Blade, Protection Arcantrik From Bolt, Electricity, Blessings Total of War, Spectrum Dissolution Deceleration, Bolt, Eyes Electrical of Truth, Blast, Polarity Fail Safe, Shield, Forc Te Priest (Menoth) Spell List Flames of Wrath, Guided Blade, Influence, Ashen Protection Cloud, Banishing from Fire Ward, Hymm of Cleansing Battle, Hymm Fire, Crevasse, of Passage, Crusader's Ignite, Immolat Call, He Priest (Morrow) Spell List Blessing of Health, Guided Blade, LightAura in the ofDarkness, Protection, Solovin's Banishing Boon Ward, Blade Blessing of Radiance, of Morrow, Blessings Crusader's of War, Call, Eyes Dayligh of T Rhulic Warcaster Spell List Explosivo, Jump Start, Locomotion Battering Ram, Bullet Dodger, Molten Broadside, Metal, Redline, Fail Safe, Refuge, FireRock For Effect, Wall, Snipe, Grind,So G Scrutator Spell List Influence, Light in the Darkness, Protection Banishing fromWard, Fire, Short Chasten, Out Cloak of Fear, Cleansing Devil's Tongue, Fire, Crevasse, Eyes ofEye Truth, of Menoth, Holy Ward He Sorcerer (Fire) Spell List Fire Starter, Flames of Wrath, Protection Ashen from Cloud, Fire Extinguisher, Howling Flames, Barrier Ignite, of Flames, Immolation, Cleansing Wall Fire, of Flame, Fire Fue Sorcerer (Ice) Spell List Blizzard, Ice Shield, Protection from Cold Chiller, Frostbite, Ice Bolt, Icy Grip, Shatter Brittle Storm, Frost,Staying Deep Freeze, Winter's Frozen HandGround, H Sorcerer (Stone) Spell List Earth's Cradle, Entangle, Stone StanceBattering Ram, Fortify, Foxhole, Rock Wall, Crevasse, SolidEarthquake, Ground, Stone Inhospitable Strength Ground Sorcerer (Storm) Spell List Fair Winds, Storm Tossed, Wind StrikeBoundless Charge, Celerity, Razor Wind, Chain Telekinesis, Lightning, Wind Deceleration, Blast, Wings Fog of of Air War, L Thamarite Spell List Fire Starter, Grave Whispers, Soul Mark Ashen Cloud, Banishing Ward, Bleed, Bone Affliction, Shaker, Dominate Chiller, Cloak Undead, of Fear, Entropic Dark Force Fire Warcaster Spell List Arcane Strike, Jump Start, Return Fire Arcane Bolt, Aura of Protection, Battering Awareness, Ram, Boundless Batten Down Charge, theConvection, Hatches, Elim Fo Warcaster (Cygnaran) Spell List Arcane Strike, Jump Start, Return Fire Arcane Bolt, Aura of Protection, Blur, Dead Arcane Eye, Blast, Disruptor, Chain Lightning, Electrify, Deceleration, Fortify, Foxho Warcaster (Cyriss) Spell List Arcane Strike, Jump Start, LocomotionAdmonition, Arcantrik Bolt, Battering Ram, Awareness, Convection, Backlash, Fire Domination, Group, Fortify, Grind, Hot Ir Sh Warcaster (Khadoran) Spell List Guided Blade, Jump Start, LocomotionBattering Ram, Boundless Charge, Infernal Battle Machine, Rage, Eliminator, Iron Flesh, Fog Ravager, of War, Razor Gallow W Warcaster (Llaelese) Spell List Entangle, Fair Winds, Jump Start Admonition, Arcane Bolt, Battering Ram, Awareness, Blur, Boundless Eliminator, Charge, Fail Celerity, Safe, Force Deadey Field Warcaster (Ordic) Spell List Jump Start, Locomotion, Storm Tossed Bullet Dodger, Battering Ram, Convection, Batten Deadweight, Down the Hatches, Fire Group, Blow Fortune, the Man Hot Do Warcaster (Protectorate) Spell ListFlames of Wrath, Guided Blade, StoneAshen Stance Veil, Blaze of Glory, Convection, Awareness, Hallowed Avenger, Cleansing Hand Fire,of Crevasse, Fate, Howling Crusad

Arcane Strike, Fire Starter, Jackhammer, Jump Start, Power Booster, Portection from Fire, Short Out, Arcane Bolt, Ashen Veil, Fortify, Immolation, Positive Guided Fire, Hex Blast, Hex Hammer, Iron Aggression, Superiority, Black Out, Blazing Effigy, Voltaic Lock, Blizzard, Buoyancy, Fair Winds, Protection from C Extinguisher, Fortune, Howling Flames, Icy Grip, Phantasm, Razor Wind, Sea Legs, Shatter Storm, Triage, Wind Blast, Wings of Air, Broadside, Fog of War, F Tempest, Return Fire, Rune Shot: Accuracy, Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer, R Reflexes, Refuge, Rune Shot: Disruption, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune Shot: Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: Momentum, Electrical Charge, Guided Blade, Protection From Electricity, Total Spec Temper Metal, True Sight, Vision, Deceleration, Electrical Blast, Fail Safe, Force Field, Magnetic Hold, Mirage, Purification, Electrodynamics, Realignment, S Cloud, Banishing Ward, Hymm of Battle, Hymm of Passage, Ignite, Immolation, Righteous Flames, Vision, Wall of Fire, Cleansing Fire, Crevasse, Crusader's Hymm of Shielding, Blessing of Health, Guided Blade, Light in the Darkness, Solovin's Boon, Aura of Protection, Banishing Ward, Blade of Radiance, Blessin Morrow, Crusader's Call, Daylight, Prayer of Guidance, Sanguine Blessing, Sunburst, True Path, Force of Faith, Heal, Star Fire, Fire Starter, Flames of Wrath

Note: The above box concatenates (and comma seperates) all the spells from the lists. To create the new list below, first makes sure you have enough space (might have to i Spell Cost RNG AOE POW UP OFF Admonition 2 6 YES NO Affliction 3 8 YES YES Annihilation 4 10 3 10 NO YES Arcane Blast 3 10 3 13 NO YES Arcane Bolt 2 12 11 NO YES Arcane Strike 1 8 8 NO YES Arcantrik Bolt 2 10 12 NO YES Ashen Cloud 2 CTRL 3 YES NO Ashes to Ashes 4 8 * 10 NO YES Ashen Veil 2 6 YES NO Aura of Protection 2 SELF CTRL YES NO Awareness 3 SELF CTRL NO NO Backlash 3 8 12 YES YES Banishing Ward 2 6 YES NO Barrier of Flames 3 SELF CTRL NO NO Batten Down the Hatches 3 SELF CTRL NO NO Battle Rage 3 6 NO NO Battering Ram 2 6 12 NO YES Black Out 4 SELF CTRL NO NO Blade of Radiance 2 10 10 NO YES Blaze of Glory 2 SELF CTRL YES NO Blazing Effigy 4 SELF * 14 NO NO Bleed 2 8 10 NO YES Blessing of Health 1 6 YES NO Blessing of Morrow 3 SELF CTRL YES NO Blessings of War 2 6 YES NO Blur 2 6 YES NO Blizzard 1 6 NO NO Blow the man Down 3 8 15 NO YES Bone Shaker 2 8 NO YES Boundless Charge 2 6 NO NO Brittle Frost 3 8 YES YES Broadside 3 SELF CTRL NO NO Bullet Dodger 2 6 YES NO Buoyancy 1 6 YES NO Celerity 2 6 YES NO Chain Lightning 3 10 10 NO YES Chasten 2 8 12 NO YES Chiller 2 6 YES NO Cleansing Fire 3 8 3 14 NO YES Cloak of Fear 2 SELF YES NO Convection 2 10 12 NO YES Crevasse 3 8 12 NO YES Crusader's Call 3 SELF CTRL NO NO Dark Fire 2 10 12 NO YES

Guided Fire, Hex Blast, Hex Hammer, Iron Aggression, Superiority, Black Out, Blazing Effigy, Voltaic Lock, Blizzard, Buoyancy, Fair Winds, Protection from C Extinguisher, Fortune, Howling Flames, Icy Grip, Phantasm, Razor Wind, Sea Legs, Shatter Storm, Triage, Wind Blast, Wings of Air, Broadside, Fog of War, F Tempest, Return Fire, Rune Shot: Accuracy, Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer, R Reflexes, Refuge, Rune Shot: Disruption, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune Shot: Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: Momentum, Electrical Charge, Guided Blade, Protection From Electricity, Total Spec Temper Metal, True Sight, Vision, Deceleration, Electrical Blast, Fail Safe, Force Field, Magnetic Hold, Mirage, Purification, Electrodynamics, Realignment, S Cloud, Banishing Ward, Hymm of Battle, Hymm of Passage, Ignite, Immolation, Righteous Flames, Vision, Wall of Fire, Cleansing Fire, Crevasse, Crusader's Hymm of Shielding, Blessing of Health, Guided Blade, Light in the Darkness, Solovin's Boon, Aura of Protection, Banishing Ward, Blade of Radiance, Blessin Morrow, Crusader's Call, Daylight, Prayer of Guidance, Sanguine Blessing, Sunburst, True Path, Force of Faith, Heal, Star Fire, Fire Starter, Flames of Wrath Wall of Fire, Barrier of Flames, Cleansing Fire, Flame, Fuel the Flames, Inferno, Ashes to Ashes, Blazing Effigy, Sea of Fire, Blizzard, Ice Shield, Protection fro Frost, Deep Freeze, Frozen Ground, Hoarfrost, Winter Storm, Freezing Grip, Freezing Mist, White Out, Earth's Cradle, Entangle, Stone Stance, Battering Ra Inhospitable Ground, Rift, Rock Hammer, Earthsplitter, Obliteration, Shock Wave, Fair Winds, Storm Tossed, Wind Strike, Boundless Charge, Celerity, Razo Lightning Tendrils, Zephyr, Raging Winds, Tempest, Tornado, Fire Starter, Grave Whispers, Soul Mark, Ashen Cloud, Banishing Ward, Bleed, Bone Shaker, C Affliction, Dominate Undead, Entropic Force, Ghost Shroud, Hellfire, Hex Blast, Star Crossed, Stygian Abyss, Annihilation, Death Field, Overmind, Arcane S Electrify, Fortify, Foxhole, Heightend Reflexes, Lightning Shroud, Positive Charge, Refuge, Snipe, Arcane Blast, Chain Lightning, Deceleration, Earthquake, E Lock, Flames of Wrath, Guided Blade, Stone Stance, Ashen Veil, Blaze of Glory, Convection, Hallowed Avenger, Hand of Fate, Howling Flames, Immolation, Fire, Crevasse, Crusader's Call, Eliminator, Hex Blast, Hex Hammer, Iron Aggression, Rift, Ashes to Ashes, Blazing Effigy, Force Hammer, Influence, Light in t

Daylight Deadweight Dead Eye Death Field Deceleration Deep Freeze Devil's Tongue Dissolution Bolt Disruptor Domination Earthquake Earth's Cradle Earthsplitter Electrical Blast Electrify Electrodynamics Electrical Charge Eliminator Entangle Entropic Force Extinguisher Exorcism Explosivo Eyes of Menoth Eyes of Truth Fail Safe Fair Winds Fire For Effect Fire Group Fire Starter Flame Flames of Wrath Fog of War Force Field Force Hammer Force of Faith Fortify Fortune Foxhole Freezing Grip Freezing Mist Frostbite Frozen Ground Fuel the Flames Full Throttle Gallows Ghost Shroud Grave Whispers Grind Ground Zero Guided Blade Guided Fire Hallowed Avenger Hand of Fate Heal Heightened Reflexes Hellfire Hex Blast Hex Hammer

3 2 2 4 3 3 2 2 2 3 3 1 4 3 2 4 1 3 1 3 2 2 1 3 2 3 1 3 2 1 3 1 3 3 4 4 2 2 2 4 4 2 3 3 3 3 3 1 3 3 1 3 2 2 4 2 3 3 3

SELF 8 6 SELF SELF SELF SELF 8 10 8 10 SELF 10 8 6 SELF SELF 8 8 SELF SELF SELF 6 SELF CTRL 6 SELF 6 SELF 8 SELF 6 SELF SELF 10 SELF 6 6 CTRL 8 SELF SP 8 SELF SELF SELF 10 SELF SELF 10 SELF 6 SELF 6 6 * 6 10 10 SELF

CTRL * CTRL CTRL 5 3 3 CTRL 3 CTRL CTRL CTRL CTRL CTRL CTRL CTRL CTRL 5 * CTRL CTRL 5 CTRL 3 CTRL

12 12 14 13 13 12 12 13 14 13 14 13 -

NO NO NO NO NO NO YES NO NO NO NO YES NO NO YES YES NO NO NO YES NO YES NO YES YES YES NO YES NO NO NO NO YES YES NO NO YES YES YES NO NO NO NO YES NO NO YES YES NO NO NO NO YES YES NO YES NO NO YES

NO YES NO NO NO NO NO YES YES YES YES NO YES YES NO NO NO YES YES NO NO NO NO NO NO NO NO NO NO * NO NO NO NO YES NO NO NO NO YES NO YES NO NO NO YES NO NO YES NO NO NO NO NO NO NO YES YES NO

Hoarfrost Holy Ward Hot Shot Howling Flames Hymm of Battle Hymm of Passage Hymm of Shielding Ice Shield Icy Bolt Icy Grip Ignite Immolation Infernal Machine Inferno Influence Inhospitable Ground Iron Aggression Iron Flesh Jackhammer Jump Start Lamentation Light in the Darkness Lightning Shroud Lightning Tendrils Locomotion Magnetic Hold Mindlock Mirage Molten Metal Obliteration Occultation Overmind Perdition Phantasm Polarity Shield Positive Charge Powder Keg Power Booster Prayer of Guidance Protection from Cold Protection from Corrosion Protection from Electricity Protection from Fire Protector's Mark Purification Quickend Raging Winds Ravager Razor Wall Razor Wind Realignment Reconstruction Redline Refuge Return Fire Rift Righteous Flames Rime Rock Hammer

3 2 2 2 2 2 4 1 2 2 2 2 2 3 1 3 3 2 1 1 3 1 2 3 1 to 3 2 4 3 2 4 2 4 2 2 2 2 4 1 3 1 1 1 1 3 3 4 4 2 2 2 4 4 2 2 1 3 2 2 3

8 6 6 SP 8 6 6 SELF 6 10 8 6 8 6 10 10 SELF 6 6 6 SELF SELF SELF 6 6 6 8 8 6 10 10 6 SELF 10 6 6 6 10 5 6 6 6 6 6 8 SELF SELF SELF 6 CTRL 10 SELF SELF 6 6 6 8 6 6 10

3 CTRL 3 CTRL CTRL CTRL CTRL 4 CTRL 5 CTRL CTRL WALL CTRL CTRL 4 3

14 10 12 12 12 15 10 14 12 13 14

NO YES YES NO NO NO NO YES NO YES YES NO YES NO NO NO YES YES NO NO YES YES YES YES NO YES YES YES NO NO YES NO NO YES YES NO NO NO NO YES YES YES YES YES NO YES NO NO YES NO NO NO YES YES NO NO NO NO NO

YES NO NO YES NO NO NO NO YES YES NO YES YES YES YES NO NO NO NO NO NO NO NO NO NO YES YES NO YES YES NO NO YES NO NO NO YES NO NO NO NO NO NO YEs NO NO NO NO NO YES NO NO NO NO NO YES NO NO YES

Rock Wall Rune Shot: Accuracy Rune Shot: Black Penny Rune Shot: Brutal Rune Shot: Detonator Rune Shot: Disruption Rune Shot: Earth Shaker Rune Shot: Fire Beacon Rune Shot: Freeze Fire Rune Shot: Heart Stopper Rune Shot: Iron Rot Rune Shot: Molten Shot Rune Shot: Momentum Rune Shot: Piercer Rune Shot: Phantom Seeker Rune Shot: Shadow Fire Rune Shot: Silencer Rune Shot: Spell Cracker Rune Shot: Spontaneous Combustion Rune Shot: Thunderbolt Rune Shot: Trick Shot Sanguine Blessing Sea of Fire Sea Legs Shatter Storm Shield of Faith Shock Wave Short Out Shrapnel Swarm Snipe Solid Ground Solovin's Boon Soul Mark Star Crossed Star Fire Staying Winter's Hand Stone Spray Stone Stance Stone Strength Storm Tossed Stranglehold Stygian Abyss Sunburst Superiority Synergy Telekinesis Telgesh Mark Temper Metal Tempest Tide of Steel Tornado Total Spectrum Transference Triage True Path True Sight Twister Unstoppable Force Vision

2 1 1 1 3 2 3 2 4 4 1 1 4 2 3 2 1 3 1 1 2 3 4 2 2 2 4 1 3 2 2 1 1 3 4 2 3 1 2 1 2 3 3 3 2 2 2 2 4 4 4 1 2 2 3 2 2 2 2

CTRL SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF SELF 6 6 6 SELF 8 8 6 SELF SELF 8 SELF SELF SELF SP8 6 6 8 10 10 10 6 SELF 8 6 6 8 SELF 10 SELF SELF B2B SELF SELF 10 SELF 6

WALL * * * * * CTRL * * * CTRL CTRL CTRL CTRL 3 CTRL 4 CTRL CTRL CTRL 3 CTRL _

13 13 12 11 12 13 12 13 10 _

YES NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO YES NO YES YES YES NO NO NO YES YES YES YES NO NO YES NO NO YES NO NO NO NO YES YES NO YES YES NO NO NO YES YES NO NO YES NO NO YES

NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO YES YES NO NO NO YES NO NO NO YES NO NO YES YES YES YES NO NO * NO NO YES NO YES NO NO NO NO NO YES NO NO

Voltaic Lock Wall of Fire Watcher White Out Wind Blast Wind Strike Wings of Air Winter Storm Zephyr Alchemical Order Black Feet Black Market Convergence of Cyriss Criminal Dwarven Clan Intelligence Network Kingdom Military Knightly Order Kriel Magical Order Mechaniks Organization Mercanary Organization Nobility Pirate Crew Retribution of Scyrah Religious Organization Searforge Commission Seekers Thamarite Sept Wealthy Patrons Worker's Union

4 2 3 4 2 1 2 3 3

10 CTRL SELF SELF CTRL 6 SELF SELF 6

* WALL CTRL 5 CTRL

NO YES YES YES NO NO NO NO NO

YES NO NO NO NO YES NO NO NO

Connections

Weapon
Assault Kommando Flamethrower Axe, Throwing Blowtorch Blunderbuss Bola Bomb Lance Bombardier Grenade Cannon Bow Bow, Great Bow, Nyss Cannon-Axe, Man-O-War Cannon-Shield Cannon-Shield, Man-O-War Cannon, Light Cannon, Royal Weight-Canistor Shot Cannon, Royal Weight-Cannonball Cannon, Royal Weight-Chain shot Cannon, Royal Weight-Incendiary Shot Carbine Chain Gun Crossbow Crossbow, Lawbringer Crossbow, Repeating Crucible Arms Model 603 Deck Gun

Ammo
10 10 Turns 1 heavy 1 Harpoon 1 1 1 1 1 heavy 1 heavy 1 heavy 1 heavy 1 heavy 1 heavy 1 heavy 1 heavy 5 MCLR 30 1 10 6 8 1

Eff Rng
SP8 6" .5" 8 8 8" 10" 10 10" 12 8 8 6" 15" SP10 20" 14" 20" 10 10 10" 10" 10" 10" 14"

Ex Rng

Skill

Att Mod
0 0 -1 -1 -2 -2 -1 0 0 0 -1 -2 -1 0 0 -2 -4 -2 0 0 0 -1 -1 0 0

Ranged Weapons POW AOE


12 3 10 12 0 12 14 10 12 10 14 12 14 13 14 18 14 14 10 10 12 10 10 11 13 3 3 4 4 3

Special R

Light Artillery Thrown Weapon Pistol 40 Rifle Thrown Weapon 40" Light Artillery 50" Light Artillery 50 Archery 50" Archery 60 Archery 40 Light Artillery 40 Rifle Light Artillery 75" Light Artillery Heavy Artillery 100" Heavy Artillery Heavy Artillery 100" Heavy Artillery 50" Rifle 50" Light Artillery 50" Crossbow 50" Crossbow 50" Crossbow 50" Rifle 70" Light Artillery

Char -1SPD & DEF, targ Add STR to POW. Can Fire Dmg. Crit Fire Cont -2 weapon mod if fired add the throwers STR t On hit place 3" AOE on STR 7, 2hand only Requires 2 hands Requires 2 hand. A cha Requires 2 hand. A cha STR 7 see p. 262 STR 7, +1 ARM see p. 95 Kings, Nation

regardless of base size causes knockdown Fire Continuous effect see p. 262 Requires 2H, See p94 K -2 weapon mod if fired requires 2 hands Requires 2 hands STR 6 2hands, char -2SPD & D

Dueling Pistols Field Gun Fire Bomb Flare Pistol Grenade, Concussion Grenade, Explosive Grenade, Smoke Grenade, Strangle Gas Gun Axe Hand Cannon Hand Cannon, Dual Harpoon Gun Injection Pistol Javelin Knife, Throwing Lance, Electro Linethrower Mini-Slugger Mortar Ogrun Battle Cannon Pen, Grenade-Acid Pen, Grenade-Explosive Pen, Grenade-Knockout Pen, Shot Pistol Pistol, Collapsible Pistol, Execrator Pistol, Holdout Pistol, Dual Magelock Pistol, Magelock Pistol, Repeating Purifier Quad-Iron Radcliffe Carbine Radcliffe Firestorm Rifle, Collapsible Rifle, Long Rifle, Heavy Rifle, Magelock Rifle, Military Rifle, Repeating Rivet Gun Rockbreaker Spray Rocket Tube Rynnish Walking Stick Scattergun Skyhammer Sling Slug Gun Slugger Storm Glaive Sword-Cannon, Repeating Sword-Cannon, Heavy Vislovski Carbine Mechanikal Weapon Mechanikal Weapon Aperture Beam Article 1185 Fettershot

1 Light 1 1 1 Flare 1 heavy 1 heavy 2 Heavy 1* 1 Injector Spec 1 30 1 1* 1 1 Light 1 Light 2 Heavy 1 2 1* 5 Light 8 4 light 5* 5* 1 heavy 1 Light 1 1* 1 5 Light 10 Rivets 6 1 1 Light 1* 1 1 1* 30 Spec 5 MCLR 1 heavy 5

10" 16" 5" 6" 8 8 8 8 8 12 12 10" 4" 8 8 4" 4" 10" 20" 12 5" 5" 5" 2" 8 7 8" 4 10" 10" 8 SP8 10" 13 8" 10" 14" 14" 14" 10" 14" 4" SP 6 14" 8 SP 8 16" 10" 4 10" 4" 10" 10" 10"

50" 80" 30" 40 60 60 20 20" 50" 100" 60 20 35" 40" 50" 50" 40 50" 65 40" 50" 70" 70" 70" 50" 70" 70" 40 50" 50" 50" 50"

Pistol Light Artillery Thrown Weapon Pistol Thrown Weapon Thrown Weapon Thrown Weapon Thrown Weapon Rifle Pistol Pistol Rifle Pistol Thrown Weapon Thrown Weapon POI Light Artillery Light Artillery Light Artillery Rifle Thrown Weapon Thrown Weapon Thrown Weapon Pistol Pistol Pistol Pistol Pistol Pistol Pistol Pistol Light Artillery Pistol Rifle Pistol Rifle Rifle Rifle Rifle Rifle Rifle Pistol Light Artillery Light Artillery Rifle Rifle Light Artillery Thrown Weapon Pistol Light Artillery POI Rifle Rifle Rifle

0 0 -2 -3 0 0 0 0 -1 0 0 -2 -2 0 0 0 -2 -1 -4 -1 -2 -2 -2 -2 0 -1 0 1 0 0 0 0 -1 0 -1 -1 0 0 0 0 0 -2 -2 0 0 0 -4 -2 -1 -1 0 -1 -1 0

10 14 12 * 12 12 12 12 12 8 3 2 12 10 11 16 12 8 10 8 10 10 11 8 10 10 10 12 10 11 12 11 10 12 10 11 10 10 10 12 10 12 12 8 14 13 12 10 12 10

3 * 3 3 3 3 4 3 3 3 -

+1 to attack if shooting 2 handed, tripod moun 1 quick & attack action See Pg 62 NQ45 see p. 263 see p. 264 see p. 264 see p. 264 See p. 264 and 265.

see p. 265. see p. 265. See FMF 1.2.2 Add STR to POW. Add STR to POW. Can Electrical. Character ta See Pg 64 NQ45 See p 96 Kings, Nations Min rng 8", 2H, Char -2 -2 weapon mod if fired Continous KO, tets 14 vs PHY see KNG245

See p.13 Urban Advent See p 95 Kings, Nations

KNG 244 See p. 267 See p. 267 see p 367 KNG See p. 267 -2 weapon mod if fired See p.96 Kings, Nations See p.14 Urban Advent Requires 2 hands Requires 2 hands -2 weapon mod if fired Requires 2 hands Requires 2 hands Waterlogged won't fire Corr. Dmg. Corr. Cont. STR 6, char -1SPD & DE -2 weapon mod if fired -2 weapon mod if fired see p 367 KNG See p. 270 -2 weapon mod if fired See p.96 Kings, Nations Electrical. Character ta See p. 270 See p. 270 and 271 Atk -2 as grenade launc

1 3 Heavy

0 6" 10"

50"

POI Light Artillery Rifle

0 -2 -2

0 13 12

Causes Elec. Damage See p. 59 NQ47 See p. 59 NQ47

Imprecator Northwind Reconciler Trammel Shortarm

1 Light 1 heavy 1 Light 5 Light

8" 8" 14" 8"

40" 40" 70" 40"

Pistol Rifle Rifle Pistol

0 -1 0 0

11 12 10 10

See p. 60 NQ47 See p. 62 NQ47 See p. 62 NQ47 See p. 63 NQ47

Melee Weapons Weapon


'Jack Wrench Annihilator Blade Assassin's Blade Axe Axe, Great Axe, Horseman's Bayonet, Pistol Bayonet, Rifle Blast Shield Blasting Lance Blasting Pike Cannon-Axe, Man-O-War Cannon-Shield Cannon-Shield, Man-O-War Caspian Battleblade Cat's Paw Charged Spear Clockwork Injector Club Club, Banded Cutlass Dagger Dagger, Poisoner Deadblow Hammer Dueling Buckler Durkin Bar Entrenching Tool Fell Blade Firebrand Flail Flail, Two-Handed Gaff, Hand Gaff, Pole Gaff, Spear Garrote Garrote, Clockwork Gun Axe Halberd Halberd, Consecrated Halberd, Voltaic Hand Pick Ice Axe Ice Maul Knuckledusters Kopis Lance Lance, Blessed Lance, Electro Lacerator Mace Maul Mechanoflail Nyss Claymore

Skill

Att Mod

POW
3 5 4 3 6 5 2 3 1 10 7 6 0 1 6 2 5 2 4 4 1 1 3 0 5 3 6 7 4 6 2 4 4 3 5 5 6 2 2 5 1 3 8 8 7 4 4 6 5 6

Hand Weapon -2 Great Weapon 0 Hand Weapon -1 Hand Weapon 0 Great Weapon 0 Hand Weapon 0 Hand Weapon -1 Great Weapon -1 Shield -1 Lance 0 Great Weapon -2 Great Weapon 0 Shield 0 Shield -1 Great Weapon 0 Hand Weapon -1 Great Weapon -1 Hand Weapon -2 Hand Weapon 0 Great Weapon -1 Hand Weapon -1 Hand Weapon 1 Hand Weapon 1 Hand Weapon -1 Hand Weapon -1 Great Weapon -2 Hand Weapon -1 Great Weapon 0 Great Weapon -2 Hand Weapon -1 Great Weapon -2 Hand Weapon 0 Great Weapon -1 Great Weapon -1 Unarmed Combat0 Unarmed Combat 0 Hand Weapon -1 Great Weapon 0 Great Weapon 0 Great Weapon 1 Hand Weapon -1 Hand Weapon 0 Great Weapon 0 Unarmed Combat0 Hand Weapon -1 Lance 0 Lance 0 Lance 0 Hand Weapon -3 Hand Weapon -1 Great Weapon 0 Hand Weapon -1 Great Weapon 0

Cost Critical KO. See Pg 274 10 Reach, STR 7. 10 Add +2 to back strike damage 10 8 Crit: +die damage. STR 5. 2-Handed. 25 Reach. Bonus for mounted. -1A/POW3 on foot. 20 Can be used as a dagger. See rules. 5 Reach. Can be used as a dagger. See rules. 5 Add Shield Skill to ARM -2 DEF, Imn. Blast Dmg 45 Atk -2 & POW 4 not charging, See p184 KNG 125 Crit: KD, Reach. See rules. 50 300 Bonus to ARM equal to Shield Skill. 45 Bonus to ARM equal to Shield Skill. 110 When used 1-hand: -1A/POW4. STR 5. 20 See NQ45 pg 62 6 Unless Immune: Elec, Tar hit pushed 1" dir785 away unless & Crit KD See p. 12 Urban Adventures 50 Crit: Living can be KO'd. 3 Crit: Living can be KO'd. STR 5. 6 15 5 KNG 241 20 Feat Pt gain adtl die vs KD tar. +1 Craft(MW) 15 +1 ARM vs Melee attacks in front arc if not used 10 to attack that turn Req. STR 5 2H. FMF 1.3.1 for full rules 15 Counts as a Spade 15 2-hand, Reach, Magic, Rules NQ46 30 x Crit: Continuous Fire effect, STR 5 x Ignore ARM from bucklers/shields. 15 Reach. 2-hand. Ignore ARM from shields. 25 1 Reach while 2H, Crit Knock Down 1 Reach while 2H, 1 feat point to make trip attack, 20 success = Knock Down KNG241 2 KNG242 15 Can be used as a gun 80 When used 1-hand: -1A/POW4. Reach. 25 Reach. See p 365 KNG x Arc lighting 4", POW 10. ### Feat pt gain adtl die vs KD & Prone tar. 5 +1 Climbing while on snow or ice 5 STR 7, 2H only, Reach, Booted Dam vs char 910 without cold Immunity Special rules with knockout strike. 5 +2 to charge attack rolls. Crit: 1 Feat=Extra 15 die. Reach. STR 5. Only charge attacks and mounted. 15 Reach. STR 5. Only charge attacks and mounted. x See 365 KNG Reach. STR 5. Only charge attacks and mounted. ### +2 POW on charge while Reach. Crit KD. Full rules FMF 1.1.2 x Crit: Living can be KO'd. 15 STR 5. 2-hand. Crit: Feat for Slam. 20 Ignore Shields, Feat. Adtl. Atk vs same target. 200Rewind after 10 atks 2-hand. Feat: Boost Attack Roll. 30

Special Rules

Ogrun Warcleaver Pen, Blade Pen, Poison Pickaxe Railman's Adze Rapier Reclaimant Torch Relic Blade Rynnish Fan Shield Shield, Combat Spear Spear, Flame Spike Maul Springblade Staff Staff, Battle Staff, Orgoth Storm Glaive Stormcaller and Lightning Rod Sword Sword, Blazing Sword, Cane Sword, Dress Sword-Cannon, Repeating Sword-Cannon, Heavy Sword, Great Telescoping Staff (Collapsed) Telescoping Staff (Extended) Tounament Foil Trench Knife Trench Sword Tuning Kit Tuning Staff War Hammer Mechanikal Weapon 0

Great Weapon Hand Weapon Hand Weapon Hand Weapon Great Weapon Hand Weapon Great Weapon Great Weapon Hand Weapon Shield Shield Great Weapon Great Weapon Great Weapon Hand Weapon Great Weapon Great Weapon Great Weapon Great Weapon Great Weapon Hand Weapon Great Weapon Hand Weapon Hand Weapon Hand Weapon Hand Weapon Great Weapon Hand Weapon Great Weapon Hand Weapon Hand Weapon Hand Weapon Hand Weapon Great Weapon Great Weapon 0

-1 0 0 -1 -2 0 -1 0 1 0 -1 -1 -1 -2 0 0 0 0 -1 -1 0 0 0 1 -1 -1 0 0 0 0 0 -1 -1 0 -1 0

6 1 -2 4 7 2 4 5 1 0 3 5 5 6 1 3 4 6 7 3 3 5 2 1 3 3 6 3 4 0 2 4 3 5 5 0

Reach. STR 6. 2-hand. 30 see KNG242 15 see KNG242 25 Against KD target, Feat: Extra Damage Die. 15 Req. STR 6 2H. -2 DEF after miss till next turn. 20 Feat: Boost Attack and Damage. 15 Reach, 1 point fire damage & continuous fire 30 effect Magical Weapon for a menite x 20 Bonus to ARM equal to Shield Skill. 20 Bonus to ARM equal to Shield Skill. 35 1-hand: POW 4. Reach with 2-hand. 15 1-hand: POW 4. Reach with 2-hand. 1 point30 fire damage. 366KNG STR 5. 2-hand. Crit: KD. -2 DEF after miss til 25 next turn Draw without using Quick Action. 12 Reach. 2-hand. Feat: Trip attack. 5 Reach. 2-hand. Feat: Trip. Crit: Living can be12 KO'd. 1h -2 , See p 185 Kings, Nations, Gods x When used 1-hand: -2A/POW5. Special rules. ### When used 1-hand: -2A. Special rules. ### 12 STR 5, see p 365 KNG x POW 0 as cane. 15 spedn 1 feat for boost attack + damage 35+ 100 150 2-hand. Reach. 20 Quick Action to extend 25 Qk. Act. to extend. Reach. Feat. Trip Attack 25 Cannot reduce any health spiral aspect below 101 Can be used with Unarmed. 10 Can be used with Unarmed. 15 See NQ48 pg70 735 See NQ48 pg71 ### STR 6 for 1-hand. Crit: Living can be KO'd. 20 0 0

Armor Armor Mechanikal Armor Soul Vessel


--- Light Armor --Alchemist's Leather Armored Great Coat Custom Battle Armor Leather Armor Ordic Royal Marine Plastron Stormsmith Temple Flameguard --- Medium Armor --Assault Kommando Armor Chain Mail Infantry Armor Optifex Armor Tailored Plate Vassal Winter Guard Armor --- Heavy Armor ---

SPD Mod DEF Mod ARM Mod 0 0 0 0 -2 7


0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 -1 -1 -1 -1 0 -1 -1 -2 -2 -2 -2 -1 -2 -2 5 5 6 5 6 2 5 5 7 7 7 7 7 7 7

Special Rules Vessel For Soul


If not tailored for you, -2 DEF. No swim penalty Immunity: Electricity

P Field 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Sealed, +3 ARM vs corrosion and fire If not tailored for you, -2 DEF. See NQ48 pg 69 gain +3 ARM vs Cold

Bastion Heavy Armor Cleanser Armor Crucible Armor Exemplar Plate Full Plate Man-O-War Storm Knight Armor --- Warcaster Armor --Warcaster Armor, Light Warcaster Armor, Medium Warcaster Armor, Naval Warcaster Armor, Heavy Archery Crossbow Great Weapon Hand Weapon Lance Light Artillery Pistol Rifle Shield Thrown Weapon Unarmed Combat Shield Shield Shield, Blast Shield, Combat POI POI PRW PRW PRW POI POI POI PRW PRW PRW

-3 -1 -1 -2 -1 -3 -2 0 0 0 0

-4 -3 -3 -3 -3 -3 -3 0 -1 -1 -2

10 8 8 9 8 9 9 5 7 6 8

Need Divine Fortitude to wear 0 Ignore Continuous Fire effects, +3ARM vs Fire 0 Immunity: Corrosion 0 0 0 See p183, Kings, Nations, and Gods 0 Immunity: Electricity 0 Warcaster Armor Warcaster Armor Warcaster Armor, +3 swim, 5min air Warcaster Armor 6 6 6 6

Weapon Skill / Stat Pairs

Shields
ARM MOD Sp Sp Sp Special Gain +1 ARM for each level in Shield against front arc attacks. Gain +1 ARM for each level in Shield against front arc attacks. Gain +1 ARM for each level in Shield against front arc attacks. Mechanikal Parts
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26

Name -CapacitorsAlchemical Capacitor Ambient Accumulator Arcane Turbine Arcanodynamic Accumulator Clockwork Capacitor Storm Chamber Arcane Conduit -Melee WeaponAccuracy Arcane Force Balefire Blessed Bond Plate Cold Corruption Disbinder Electrocutioner Flame Greivous Wounds Halo Of Fire (Shield) Light Mechanikal Seizure Repulsor (Shield) Stall Storm Glaive

Cost 10 175 500 50 80 250 10 150 450 150 300 300 300 150 300 450 300 300 300 150 300 300 450 0

AT P

PH SP ST AG PR PO IN AC PE DE AR RP 3 4 8 4 3 5 0

Description Life Span: 1 Week, No Recharge Life Span: 1 Week, Recharge at Cyriss Temple 6 hours at a time. 1gc of coal/12hrs Life Span 1 month, Cannot be recharged 1 Day, 15min. Rewinding to Recharge 1 Yr, No Recharge, POW 12 Elec Dmg for using Connects weapon to armor's Power Source +1 To Attack Rolls Critical Slam Boosted damage rolls vs Undead Ignore Spell Effects that add to DEF & ARM Allows Warcaster to bond to weapon Critical Freeze Causes Corrosion Cont. Effect Upkeep Spells expire on hit Disruption Critical Fire No Tough, Can't Heal, be healed or trans dmg Shield Only. Pg 285 Core Rulebook Can light an area, Quick Action to turn on or off Steamjacks hit become Stationary for 1 Round Push Attackers in front arc, tar. Hit 1" dir. Away Steamjacks hit suffer Stall for 1 Round (Pg 286) The Components Unique to a Storm Glaive

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-Ranged WeaonAccuracy Blast (Firearm) Blessed Bond Plate Corruption Light Silencer (Firearm) -ArmorAegis Compensator Fleet Halo Of Fire Heightened STR Light Quicken Spell Ward Steady Warcaster Armor

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+1 To Attack Rolls Can Attack normally or make it a 3" AOE Ignore Spell Effects that add to DEF & ARM Allows Warcaster to bond to weapon Causes Corrosion Cont. Effect Can light an area, Quick Action to turn on or off Attacks from this weapon make no sound Immune to Cont. Effects. -1 DEF Penalty. +1 SPD & DEF Bonus Shield Only. Pg 285 Core Rulebook +1 STR Can light an area, Quick Action to turn on or off Quick Action to Adv. 2" 1/turn Cannot be targeted by spells Cannot be Knocked Down The Components Unique

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Mechanikal Body
1 2 3 4 5 6 7 8 Type Clockwork Priest Custom Vessel Type Aperture Beam Aperture Beam(AOE) Aperture Beam(POW) Aperture Beam(RNG) Arcane Field Circular Vision Displacement Field Drive Electrical Insulation Hardened Increased AGL Increased ARM Increased POI Increased PRW Increased SPD Increased STR Improved Stability Optical Array Custom Upgrade 1 Custom Upgrade 2 Custom Upgrade 3 Custom Upgrade 4

9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 Vessel DB PHYSPD STR AGLPRW POI ARM DEF Base Size (1= Small, 2= Med., 3 = Large) Abilities 18 8 5 6 4 4 3 7 -2 2 Two Weapon Fighting 0 0 0 0 0 0 0 0 0 Upgrades DB PHYSPD STR AGLPRW POI ARM RNG AOEPOWP. Field BaseKey Notes Notes 8 12 Built in Ranged weapon Built Uses in Ranged POI for weapon ATK roll,Uses POI for ATK roll 3 Upgrade Ap. Beam to AOE 3 2 Upgrade Ap. Beam to +2 Pow 3 Upgrade Ap. Beam to +3 RNG 6 Warcasters Gain Power Field Front Arc Extends 360 Front degrees, Arc Extends 360 degrees Has Displacement Field Has Drive, Displacement Can FloatField above Drive, ground. CanIgnore Float above Rough groun Terra Immune to Electrical Immune Damage.to Electrical Damage 3 Gain +3 dmg Boxes. Can be taken 3 times 1 Gain +1 AGL. Can be taken 3 times 1 Gain +1 ARM. Can be taken 3 times 1 Gain +1 POI. Can be taken 3 times 1 Gain +1 PRW. Can be taken 3 times 1 Gain +1 SPD. Can be taken 3 times 1 Gain +1 STR. Can be taken 3 times 1 Has Four or more Legs Has for Four stability. or more Cannot Legsbe for Knocked stability. Down, Cannot Increase be Knocke ba Optical Array that allows Optical youArray to ignore that Stealth. allows you to ignore Stealth

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ow What You're Doing)


SPD 6 4 6 6 6 5 6 5 STR 4 5 3 4 4 6 5 5 AGL 3 3 4 3 4 3 3 3 PRW 4 4 4 4 4 4 4 4 POI 4 3 3 4 4 3 3 2 INT 3 4 3 4 3 3 3 3 ARC 0 0 0 0 0 0 0 0 PER 3 3 3 3 3 2 3 3

Height Weight PHY 61-75 in (M), 55-69 110-200 in (F) lb (M), 90-170 lb (F) 5 52-60 in (M), 47-55 150-190 in (F) lb (M), 105-145 lb (F) 6 34-42 in (M), 32-40 42-60 in (F) lb (M), 38-55 lb (F) 4 65-75 in (M), 60-70 125-180 in (F) lb (M), 85-140 lb (F) 5 67-77 in (M), 62-72 140-195 in (F) lb (M), 95-130 lb (F) 5 90-105 in (M),450-500 82-97 inlb (F) (M), 330-380 lb (F) 6 55-69 in (F) 100-160 lb (F) 5 71-84 in (M), 63-76 250-330 in (F) lb (M), 150-230 lb (F) 6

Additional Characteristics Exceptional Potential: Choos Load Bearing: Gain the Load Deft: Gain Deft archetype Start with one additional abi Restriction: Nyss with the Huge Stature: Can wield a we Must be Female. Satyxis with Restriction: Trollkin with

ltiple times, but you cannot exceed twice your INT in spells known.

ocusers can sense focuses in same detection range.

h ranged/magic and cannot hit friendly characters if they miss.

s, they make initiative rolls to see which goes first. mbat rolls for the day. during the first round of combat. other character's turn.

advance up to 1".

thin 5" of your current location.

MD range, gain +2 STR and ARM for one round. sabled but you are knocked down.

eapon Fighting. with melee and do not take DEF penalty. Stand up without forfeiting movement or action.

to make a melee attack.

Craft (Metalworking)

Craft (Gunsmithing)

t to disarm the target. attack against each target in melee range.

rgeted by free strikes during this move. in die to attack and damage and discard low die. ers All Military Starting Occ All Occ Starting Sp All Sp Assets Hand Weapon 2, Thrown Alchemy Weapon 1, Medicine 4, Unarmed Alchemy 1 Combat 4, Craft (Any) 2 - 4, Forgery 2, General Skills 4, Medicine 50 4, alchemist's Negotiationleather, 4 4, Research gas 4 mask, 4 4 traveling 4 alchemist's kit, any Hand Weapon 3, Unarmed Detection Combat 1, Jump 4 1, General Sneak Skills 1 4, interrogation 3, Law 3, - Sneak 4, Survival 4 none Hand Weapon 2, Light Craft Artillery (Gunsmithing) 2, RifleCommand 21, Craft (Metalworking) 1, Craft (Any) Arcantrik 4, 1,Cryptography Mechanikal Bolt, Polarity Arcane Engineering 3, Shield General Mechanik Skills 1 Spell 50 4, Mechanikal Listrune etching Engineering kit, mechanika 1 4, Negotiation 4 4weapon 4 2, 3 or Research suit of armor 3 worth Hand Weapon 2, Light Craft Artillery (Gunsmithing) 2, RifleCommand 21, Craft (Metalworking) 1, Craft (Any) Arcane 4, 1,Bolt, Cryptography Mechanikal AshenArcane Veil, Engineering 3, General Short Mechanik Out Skills 1 (Vassal 50 4, Mechanikal of rune Menoth) etching Engineering Spell kit, List Vassal 1 4, Negotiation 4 Armor 4 4 2, 3 Research 3 Lore (Arcane) 1, Research Craft (Any) 1 2, Etiquette Arcane 2, General Bolt, Aura Skills of Arcanist 4, Protection, Negotiation Spell Light List 2, Oratory 75 in the Darkness - 2, Research 4 2 2 2 Lore (Arcane) 1, Research Craft (Any) 1 2, Etiquette Blizzard, 2, General Frostbite, Skills Arcanist Protection 4, Negotiation (Greylord) from 2, Cold Oratory 75 Spell List - 2, Research 4 2 2 2 Lore (Arcane) 1, Research Craft (Any) 1 2, Etiquette Eyes2, of General Truth, Guided Skills Arcanist 4,Blade, Negotiation (Illuminated) Occulation 2, Oratory 75 Spell - 2, List Research 4 2 2 2 Hand Weapon 3, Pistol 3 Craft (Any) 2, Etiquette Deadeye, 2, General Extinguisher, Skills Arcanist 4, Negotiation Triage (Trident) 2,Spell Oratory 75 List- 2, Research 4 2 2 2 Archery 2, Hand Weapon Command 3, Lance 1, Etiquette 3, Pistol Bribery 1 2, Rifle 4, Command 3 - 4, Cryptography 2, - Deception 4, Etiqutte ## 4, General Skills 4, 4 Law4 4, Negotiation24, Oratory 4 4, Seduction Hand Weapon 3, Heavy Command Artillery 1, 4, Detection Light Craft Artillery 1, (ordnance) Driving 4, Pistol 1 4, 3, Command Rifle 3, Thrown 3, General Weapon - Skills 3 4, Rope Use 75 4, Survival Deck 3 Gun (with powder 3 4and ten rounds) Hand Weapon 3, Light Command Artillery1, 3,Detection RifleCommand 4, Shield 1 3, 3, Unarmed Crytography - Combat 2, General 3 Skills - 4, Interrogation 3, Medicine Assault 3, Kommando Survival 3 3 armour, Vislovski 2 carbine (powder and Crossbow 3, Hand Weapon Detection 2, 1, Pistol Intimidation 2, Bribery Rifle 3,1, 2, Unarmed Rope Deception Use Combat 1, - 2, Tracking Disguise 4 1 2, General Skills 4, Interrogation 75 -2, Law 2, Negotiation 2 4, Rope Use 4, Sneak 2 3, Streetwise 4 Crossbow 3, Great Weapon Detection 4,1, Light Driving Artillery Command 1, Medicine 3, Hand 3, General 1, Weapon Survival - Skills 3, 1Pistol 4, Medicine 3, Rifle - 3, 4, Navigation Shield 2, Thrown 2, Sneak Weapon 2, Crucible Survival 3, Unarmed 3 armor, 250gc Combat 3 worht 3 of grenades, Crucible Arms 60 Crossbow 2, Hand Weapon Intimidation 4, Thrown 1, Sneak General Weapon 1, Streetwise Skills 3, Unarmed 4, Interrogation 1 - Combat 3 2, Sneak- 4, Streetwise 4 75 Great Weapon 4, Unarmed Detection Combat 1, Intimidation 3 General 1 Skills 4, Survival 3, Tracking 3 0 Fellblade Hand Weapon 4, Pistol Gambing 4, Thrown 1, Intimidation Weapon Etiquette 3, 1, Unarmed Jumping 2, General Combat 1 - Skills 2 4, Law 2, Oratory 2, Seduction 3, 75 Streetwise 2 Crossbow 3, Great Weapon Command 4, 1, Hand Lore Weapon (Menite Command 4, faith) Lance 4, General 4, Shield - Skills 3, 4, Unarmed Medcine Combat -2, Navigation 3 2, Survival 2Exemplar plate and one 4 weapon: Blazing sword, conxecrat Crossbow 3, Great Weapon Command 4, 1, Hand Lore Weapon (Menite Command 4, faith) Lance 4, General 4, Shield - Skills 3, 4, Unarmed Medcine Combat -2, Navigation 3 2, Survival 2Lawbringer crossbow (with ten blessed bolts), shield, swor Crossbow 3, Great Weapon Command 4, 1, Hand Lore Weapon (Menite Command 4, faith) Lance 4, General 4, Shield - Skills 3, 4, Unarmed Medcine Combat -2, Navigation 3 2, Survival 2Blessed Lance, shield, sword Archery 2, Crossbow Detection 2, Hand Weapon 1, Medicine Command 2, Pistol 1, Navigation 2, 4, Rifle Craft 3,1, Thrown (Any) -Survival 2, Weapon Cryptography 1 2, Unarmed 2, Etiquette Combat 2, General 2 ## Skills map case, 4, Medicine spyglass 2, 4 Navigation 2 2 2 4, Negotiation 2 4, Rope Use Great Weapon 3, Hand Command Weapon 1, 3, Fell Thrown Calling Command Weapon 2, Lore 4, (Trollkin) Fell 3, Unarmed Calling - 1,4, Oratory Combat General 13 Skills - 4, Oratory 4, Seduction 75 2 4 Hand Weapon 2, Pistol Command 2 1, Craft Command (Metalworking) 3, Craft 1, Mechanikal (Any) 4, General Engineering Skills - 4, 1 Mechanikal Engineering 25 mechanik's 4, Negotiation tool kit, 33 light 4 laborjack 4 4 with up to 200 gc of wea Pistol 4, Rifle 4 Detection 1, Intimidation General 1 Skills 4, Seduction Rune Shot: 2 Accuracy, Gun Rune Mage Shot: Spell Brutal, List25Runeammo Shot: Thunderbolt bandolier, magelock pistol or rifle (with powder and Pistol 4, Rifle 4 Detection 1, Intimidation General 1 Skills 4, Seduction Occulation, 2 Rune Shot: Gun Accuracy, Mage (Amethyst Rune 25 Shot: Rose) Brutal, ammo Spell List bandolier, dual magelock pistol (with powder and 1 Pistol 4, Rifle 4 Detection 1, Intimidation General 1 Skills 4, Seduction Rune Shot: 2 Accuracy, Arcane RuneTempest Shot: Brutal, Spell 25Rune List Armored Shot: Thunderbolt great coat, ammo bandolier, magelock pistol or r Hand Weapon 3, Pistol Deception 3, Sling1, 3,Escape Thrown Bibery Artist Weapon 4, 1,Deception Sneak 3, Unarmed 1, Streetwise -4, Disguise 3 14, Escape - Artist 4, General50 Skills 4, - Negotiation 4, 4 Pick Pocket 4, Sneak 4,4 Streetwise 4 Archery 3, Crossbow Animal 3, Hand Handling Weapon 1,Bribery 3, Detection Pistol2, 3,Deception 1, Unarmed Intimidation - 3, Combat Disguise 1, Riding 3 2, General 1 Skills 4, Interrogation 75 mask, 2, Negotiation riding horse, 4, 2 Rope tackUse 4, Seduction 3 4, Sneak 4, Surviva Great Weapon 4, Hand Riding Weapon 1 2, Lance Command 4, Pistol3, 2,General Unarmed - Skills Combat 4, Navigation 2 - 3 25 Warhorse with tack 3 and heavy barding Great Weapon 4, Hand Riding Weapon 1 2, Lance Command 4, Pistol3, 2,General Unarmed - Skills Combat 4, Navigation 2 - 3 25 Karpatahn Destrier Warhorse 3 with tack and heavy barding Hand Weapon 2, Pistol Detection 2, Unarmed 1, Forensic Combat Cryptography Science 2 1, Interrogation 4, Deception 1, 4, Law Etiquette 1, Medicine - 2, Forensic 1, Sneak Science 1 ## 4, General Skills 4, Interrogation 4, Law 4, 4 Medicine 4 2, Negotiatio Great Weapon 4, Lance Command 4, Shield 1, Survival 4, Unarmed Command 1 Combat 4, General 3 - Skills 4, Survival 2 25 blasting pike (with a4spear head and 10 blasting heads), Iro Great Weapon 4, Lance Command 4, Shield 1, Survival 4, Unarmed Command 1 Combat 4, General 3 - Skills 4, Survival 2 25 blasting lance (with 4 10 blasting heads), Iron Fang full plate, Great Weapon 4, Hand Command Weapon 1, 4, Etiquette Lance Command 4, 1, Shield Lore4, (Knightly 4, Etiquette Unarmed - Order) 2,Combat General 1 3Skills - 4, Law 2 ## 4 Great Weapon 4, Hand Command Weapon 1, 4, Etiquette Lance Command 4, 1, Shield Lore4, (Knightly 4, Etiquette Unarmed - Order) 2,Combat General 1 3Skills - 4, Law 2 ## 4 Unarmed Combat 4, Command Pistol 2 1, Negotiation Bribery1, 3,Streetwise Command - 1, 4,Choose Craft 4,Craft Deception (Any) - 1 2,or Etiquette Craft (Metalworking) 2, General 75 Skills 1 4, Mekanikal 3 Engineering 4 4 4 2, Medicine 2 2, Negotiation Great Weapon 4, Hand Animal Weapon Handling 3, Shield 1,General Lore 4, (Trollkin) Unarmed Skills 4, 1, Combat Intimidation Riding 3 1 4, Survival -3 75 Bison, Tack and Harness Archery 4, Crossbow Climbing 4, Hand1, Weapon Jumping Deception 4,1, Thrown Sneak 1, 2, Weapon Tracking Disguise -2 2, 1 General Skills 4, Rope Use 3, Sneak 754, Survival 2, Tracking 4 2 Crossbow 3, Great Weapon Detection 4,1, Light Jumping Artillery Command 1, Medicine 3, Hand 3, General Weapon 1, Sailing - Skills 3, 1 Pistol 4, Medicine 3, Rifle - 3, 4, Navigation Shield 2, Thrown 2, Sneak ## Weapon 2, Sailing 3, Unarmed 3, Survival Combat 33 3 Great Weapon 4, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Shield3, 4,Craft Unarmed (Metalworking) Combat 3 2, General Skills 4 ## 3 2 Great Weapon 4, Light Command Artillary 1, 4, Mechanikal Shield Command 3, Unarmed Engineering 3, General Combat 1 - Skills 3 4, Mechanikal - Engineering 2 Man-O-War armour, 3 and one of the following options; Ann Great Weapon 4, Hand Command Weapon 1, 4, Medicine Pistol Command 4 1, Navigation 4, Cryptography 14, Etiquette - 4, General Skills 4, ## Interrogation officer's4, uniform Law 4, Medicine 4 4, Navigation 4 4, Oratory 4 Great Weapon 4, Hand Command Weapon 1, 4, Etiquette Shield Command 4, 1,Unarmed Lore1, (Menite Etiquette Combat - Faith) 2, 4 General Skills -4 Firebrand, Full plate, 4 and Shield Hand Weapon 3, Light Climbing Artillery 1, Intimidation 2, Pistol Command 3, Rifle 1, Sailing 2,2, Thrown Deception 1, Swimming -Weapon 3, General 1 3, Unarmed Skills - 4, Combat Navigation 3 4, Negotiation 75 2, Rope Use 4, Sailing 2 4 3 Pistol 4 Detection 1, Intimidation Craft (Gunsmithing) 1, Sneak 1 - 4, General Skills 4,-Sneak 3 50 ammo bandolier, either a hand 4 cannon (with 10 ammo) or Hand Weapon 3 Lore (Cyriss) 1, Mechanikal AlchemyEngineering 3, Command Guided 1 3, Craft Blade, (any) Dissolution 4, Priest Cryptography (Cyriss) Bolt Spell 4, General List Skills Optifex 4, Mechanikal armor, 3 Tuning Engineering 3 Kit 4 4, Research 4 4 Great Weapon 3, Hand LoreWeapon (Menite 3, Faith) Shield Command 1, 2 Oratory2, 1 Cryptography Guided Blade, 2, Etiquette Ignite, Priest 4, Immolation General (Menoth) Skills Spell 4, 75 Law List4,- Medicine 4, Negotiation 2 4, Oratory 2 4, Research 4 Great Weapon 3, Hand LoreWeapon (Morrowan 3, Shield Faith) Command 21, Medicine 2, Cryptography 1 Blade of2, Radiance, Etiquette Priest Solovin's 4, General (Morrow) Boon, Skills True Spell 4, 75 Law Sight List4,- Medicine 4, Negotiation 2 4, Oratory 2 4, Research 4 Hand Weapon 3, Unarmed Detection1, Combat Intimidation 4 Bribery 1,3, Streetwise Etiquette-1 3, General Skills 4,-Interrogation 2, Intimidation ## - 4, Law 2, Negotiation 3 3, Seduction 2, Streetwise 4 Hand Weapon 3, Unarmed Detection1, Combat Intimidation 5 Bribery 1,3, Streetwise Etiquette-2 3, General Skills 4,-Interrogation 2, Intimidation ## - 4, Law 2, Negotiation 3 3, Seduction 2, Streetwise 5 Hand Weapon 3, Unarmed Detection1, Combat Intimidation 6 Bribery 1,3, Streetwise Etiquette-3 3, General Skills 4,-Interrogation 2, Intimidation ## - 4, Law 2, Negotiation 3 3, Seduction 2, Streetwise 6 Archery 4, Crossbow Detection 3, Hand Weapon 1, SneakCommand 2, 1, Pistol Survival 2, 3, Rifle 1, Craft Tracking 4, Thrown (Any) - 1 2, Weapon Cryptography 4, Unarmed 1, General Combat Skills3 75 4, Medicine 3, Navigation 4, 3 Rope 2 Use 2 2 4, Sneak 1 4, Survival 4, Track Craft (Any) Command Deception Alchemy Bribery

Cryptography

Hand Weapon 4, Pistol Intimidation 3, Thrown 1,Weapon Jumping Command 3, 1, Unarmed Sailing 2, General 1, Swimming Combat - Skills 4 4, 1 Navigation - 3, Rope Use 4, Sailing 0 3 Lacerator, Leather Armor 2 Great Weapon 4, Hand Cryptography Weapon 31, Lore Cryptography (Menite Faith), 3, General Lore - (Urcaen) Skills 4 Reclaimant's mask, ten grave markers, 3 Reclaimant torch Hand Weapon 2, Pistol Command 2 1, Craft Command (Metalworking) 3, Craft 1, Mechanikal (Any) 4, General Engineering Skills - 4, 1 Mechanikal Engineering 25 mechanik's 4, Negotiation tool kit, 33 Grundback 4 4 4 Runner light warjack (p. 66) Great Weapon 3, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Unarmed 4, General Combat Battering Skills 2 4 Ram, Molten Rhulic Metal Warcaster Spell 0 ListChoose one: Suit of 4 Warcaster Armor (light or medium), m Climbing 1, Detection Craft 1, (Gunsmithing) Survival 1 - 4, General Skills 4,-Survival 3 50 ammo bandolier, and a heavy 4 rifle or repeating long rifle (w Great Weapon 3, Hand Detection Weapon 1, Interrogation 3 Command 1, Intimidation 4, General Chasten, Skills 1, Law 4,InfluenceScrutator Interrogation 1, Lore (Menoth 4, Law Faith) Spell 4, Medicine List ## 2,Scrutator's Negotiation masked 4, Oratory helm, 4 4 a Wrack Crossbow 3, Great Weapon Detection 4,1, Light Driving Artillery Command 1, Medicine 3, Hand 3, General 1, Weapon Survival - Skills 3, 1Pistol 4, Medicine 3, Rifle - 3, 4, Navigation Shield 2, Thrown 2, Sneak ## Weapon 2, Survival 3, Unarmed 3 Combat 3 3 Hand Weapon 3, Pistol Bribery 3 1, Law 1, and Bribery Negotiation 4, Command 1 - 2, Deception 4, Etiquette 4 General Skills ## 4, -Law 4, Navigation 4 4, 2 Negotiation 4, Oratory 4 3, Survival 2 Hand Weapon 2, Pistol Deception 2 1, Disguise Bribery 1, Etiquette 3, Cryptography 1, Negotiation1, 4, Deception Lore 1, 4, - Research Disguise 2, 1 Etiquette ## 4, General Skills 4, Medicine 3 2, Navigation 4 4 4, Oratory 4, Resear Archery 3, Crossbow Detection 3, Hand Weapon 1, Survival General 3, 1 Thrown Skills Weapon 4, Sneak Fire 2, Unarmed 3, Starter, Survival Howling Combat 3 Sorcerer Flames, 2 (Fire) WallSpell of Fire 75 List Archery 3, Crossbow Detection 3, Hand Weapon 1, Survival General 3, 1 Thrown Skills Weapon 4, Sneak Blizzard, 2, Unarmed 3, Survival Chiller, Combat 3 Icy Sorcerer Bolt 2 (Ice) Spell 75 List Archery 3, Crossbow Detection 3, Hand Weapon 1, Survival General 3, 1 Thrown Skills Weapon 4, Sneak Battering 2, Unarmed 3, Survival Ram, Combat 3 Solid Sorcerer Ground, 2 (Stone) Stone Spell Stance 75 List Archery 3, Crossbow Detection 3, Hand Weapon 1, Survival General 3, 1 Thrown Skills Weapon 4, Sneak Razor 2, Unarmed 3, Survival Wind, Storm Combat 3 Sorcerer Tossed, 2 Wind (Storm) Blast Spell 75 List Hand Weapon 3, Pistol Command 3, Thrown 1, Deception Weapon Bribery 3, 1, Unarmed 4, Detection Command Combat 1, - Disguise 3, Cryptography 3 1, Sneak4, 1 Deception 4, Disguise ## 4, forged Escape identity Artist 4,papers Etiquette 4 3 4, Forgery 4 4, 4 General Skills 4, Inte Great Weapon 4 Command 1, Detection Command 1, Etiquette 4, Etiquette 1 - 2, General Skills - 4, Medicine 2 0 Storm Glaive and Storm 4 Knight armor Great Weapon 4 Command 1, Detection Command 1, Etiquette 4, Etiquette 1 - 2, General Skills - 4, Medicine 2 0 Electro Lance, Shield, 4 Warhorse with tack and Storm Knigh Great Weapon 4 Command 1, Detection Command 1, Etiquette 4, Etiquette 1 - 2, General Skills - 4, Medicine 2 0 Voltaic Halderd and 4Storm Knight armor Great Weapon 2, Hand Mechanikal WeaponEngineering 2 1, Stormsmithing 1 0 Stormsmith armor, Stormcaller 4 and Lightning rod Hand Weapon 3, Pistol Lore3(Thamarite) 1,Bribery Choose 4, 2: Craft(Thrall) Deception Bleed, 1 4), orCryptography Ashen Etiquette Cloud 1 Thamarite or4, Lore(any) Deception Spell 1 or 4, List## Disguise Research 4, 1Etiquette or Seduction 3, General 4 1 or Craft Skills 4 (Thrall) 4, Interrogation 4 4 2, Law 4, Med Hand Weapon 3, Pistol Bribery 2, Thrown 1, Deception Weapon Bribery 1, Escape 3, Unarmed 4, Craft Artist (Any) Combat 1, - Lock 2, Deception Picking 2 2,4, Pickpocket Disguise 4, 2,Escape Sneak Artist 1, 75 Streetwise 4, Etiquette thief's 1 tools 1, Forgery 4 4, General 2 2 2 Skills 4, 4Law 2, Lock Picking Great Weapon 3, Light Command Artillery 1, 4, Detection Hand Command Weapon 1 3, Pistol General 3, - Rifle Skills4, 4, Thrown Interrogation Weapon 3, Medicine 4, Unarmed 3,25 Sneak Combat ammo 3, Survival 3 bandolier, 3 carbine, 3 trench knife, 3 explosive grenade Great Weapon 3, Light Command Artillery 1, 4, Detection Hand Command Weapon 1 3, Pistol General 3, - Rifle Skills4, 4, Thrown Interrogation Weapon 3, Medicine 4, Unarmed 3,25 Sneak Combat ammo 3, Survival 3 bandolier, 3 bayonet, 3 entrenching spade, military rifle Archery 4, Great Weapon Climbing 4, Hand 1, Jumping Weapon Bribery 1, Sneak 3, Unarmed 4, Escape 1, Survival Combat Artist - 1 4, 3 General Skills - 4, Navigation 2, Sneak 0 4,Nyss Survival4 Claymore, Nyss 2 Bow Great Weapon 3, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Unarmed 4, General Combat Boundless Skills 2 4 Charge, Warcaster Convection Spell List 0 Choose one: Suit of 4 Warcaster Armor (light or medium), m Great Weapon 3, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Unarmed 4, General Combat Bolt, Skills 2Blur 4 Warcaster (Cygnaran) 0 Spell Choose List one: Suit of 4 Warcaster Armor (light or medium), m Great Weapon 3, Hand Detection Weapon 1, Mechanikal 3 Command Engineering 3, Craft (Any) Arcane 3, Strike, General Jump Skills Warcaster Start, 4, Mechanikal Temper (Cyriss) Metal Engineering Spell 0 List Choose 3, Research one: Suit 3 of 3 Warcaster 3 Armor (light or medium), m Great Weapon 3, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Unarmed 4, General Combat Boundless Skills 2 4 Charge, Warcaster Jump Start, (Khadoran) Razor Wind 0 Spell Choose List one: Suit of 4 Warcaster Armor (light or medium), m Great Weapon 3, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Unarmed 4, General Combat Blur, Skills 2Twister 4 Warcaster (Llaelese)0 Spell List Choose one: Suit of 4 Warcaster Armor (light or medium), m Great Weapon 3, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Unarmed 4, General Combat Convection, Skills 2 4 Fortune Warcaster (Ordic) Spell 0 List Choose one: Suit of 4 Warcaster Armor (light or medium) or Great Weapon 3, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Unarmed 4, General Combat Ashen Skills 2 Veil, 4 Immolation Warcaster (Protectorate) 0 Spell Choose Listone: Suit of 4 Warcaster Armor (light or medium) or -

ence

s List

endly and enemy chars. Can reroll Intimidation rolls, can only reroll once as a result of Abomination.

ve completely past their bases. The character also gains a +3 on Jumping skill rolls. friendly char as well as enemies. Can reroll failed Intimidation rolls ll can only be rerolled once as a result of Adaptable (Urban)

treat any result worse than "Fail" as "Fail" rolls against enemies that have not yet activated. xceed the target's ARM, the target suffers d3 damage points instead of the damage rolled. f most fine goods with an inspection. Good fakes might require a Detection + INT roll to spot. er field and spell effects adding to its ARM or DEF.

racter in your command range under his command may immediately stand up or go prone. rs do not suffer blast damage from ranged attacks made by this char or friendly char in this characters comman range. an immediately make one attack. After these attacks, the surprise round ends and the characters are detected. endly character who follows the character's orders gains +2 movement for one round. uffer Blast damage, and does not block LOS until he moves, is placed, or is engaged. n +2 on artillery ranged attack rolls. Only last for one round. ir activation in his CMD gains the Pathfinder ability. Battle Plan: Reconnaissance lasts for one round. endly character who follows his orders gains Prowl for one round. ing charge attack, make one ranged attack targeting charge target. See page 158 for more. ately after all attacks are resolved char must make a melee attack against another char in melee range. ural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill. me form of restraints, add +3 to the skill roll difficulty for the bound character to escape.

not reduced as a result of wielding a fellblade, and char never becomes a slave to the weapon.

r making a Full Advance.

/or the direction of deviation. A roll can only be rerolled once as a result of Bomber.

ead of Hand Weapon Skill for the attack roll. of Brew Master. W for the Slam's POW. After resolving slam, character may make 1 normal melee attack

Detect Skill roll to notice the cheating is the cheating characters INT+AGL+ Gambling skill.

ing, make one additional attack. If hits, no damage but the target must forfeit either its movement or action.

ack hits it causes a slam, if large base suffers -2. POW of slam for collateral damage is equal to char STR. l ranged attack against target. If hits, no damage. Instead, target can advance up to 2 and is knocked down. d attack hits it causes a slam, if large base suffers -2. POW of slam for collateral damage is equal to char STR + POW of weapon.

ith with this ability within 1 of him. make 1 additional melee attack after attack is resolved. You can make only one additional attack each turn.

against a target in it's melee range if the mount and rider did not charge this turn. y steamjack within 5". Steamjack can spend these tokens as if they were focus points and were controlled by a focuser. ed only once with Conniver.

ption. See pg 68 Urban Adventures for full rules. sult of Counter Offer rd (or lack thereof). See pg. 159 for details. elevation, this character gains +2 on the attack rolls.

ely after the attack is resolved you can advance toward the enemy character, up to 2 and make a melee attack. he character is B2B with one or more friendly character who also have the ability, the bonus increases to +2. o prone, or engaged, you gain cover, do not suffer Blast damage, and do not block LOS. Cannot use when running.

use any upkeep spells on that enemy to immediately expire.

solved unless you were missed while advancing. You cannot be targeted by free strikes during this movement. result of Dominating Presence. ) and Extreme range 120ft (20"). Can not be used with cartridges. ormal melee or ranged attack. ng forced. As part of charge, after moving but before making charge attack, can make one ranged attack. t use its normal movement and combat action to charge or make a Slam power attack during its turn this round.

with a pistol or rifle. lemental spell list.

n spend 1 feat point to cause the friendly character to regain d3+1 vitality points.

him from the fury of the storm. While operating a stormcaller and lightning rod, this character and friendly characters in his command range gain Immunity: Electicity g as the mount is not knocked out you and your mount cannot be knocked down while you are mounted.

d only to draw weapon. he type noted.

e gains Terror [This Char's willpower +6] while within this character's command range. e in this character's command range, on a roll of 4, 5, or 6 the Trollkin heals 1 vitality point and is knocked down. makes a RNG 10, AOE 5 fell call ranged attack that causes no damage. Targets hit are knocked down. y Trollkin characters are fearless and gain +2 to melee attack rolls. Heroic Ballad lasts for one round. ll Calling skill for attack rolls. Enemies hit are pushed d3 directly away. Move the enemy farthest away first. s Fell Calling skill. ranged attack. Use your POI+ Fell Calling skill for the attack roll.

oup in your contol area. me magical weapons while in the warcaster's control area. ntrol area, character gains the Relentless Charge ability. ability while in the warcaster's control area. up to 2 and perform a Quick Action to take cover or go prone. ing or making normal attacks. You must then use your movement to run or make a full advance.

gains an additional die on unarmed melee attack damage rolls against structures.

s no effect while this character is wearing armor. gains an additional punch unarmed melee attack with his other hand. er the slam is resolved this character can advance directly toward slammed char up to distance slammed

command range. , gain +1 to melee attack and damage rolls. If one or more of those friendlies also has gang, increase to +2.

ng, instead of advancing 2 the character can make a full advance.

ter in B2B with him do not suffer Blast damage either. Good Breeding. enalty to the roll. Also, this character does not sufffer the DEF penalty while grappling.

a Fatigue point. e pin on a grenade. while engaged. oosted. At Veteran level, the characater gains an additional die to Kick & Punch unarmed melee attack damage rolls instead of automatically boosting them. Adventures for full rules. nt to make a Head Butt attack. See p. 164 for more details. nt to make a Throw attack. See p. 11 of Urban Adventure Guide for more details. If you are caught in an AOE that did not directly hit you, you go prone but suffer no damage. 2B with this character, the enemy character is Knocked Down.

al and Blessed(Ignores DEF and ARM from spells). See Pg 68 of Urban Adventures for full rules.

attack while in this character's command range, this character regains 1 vitality point. Has no effect while incapacitated. The character gains +5 ARM, cannot be pushed or knocked down, and is immune to continuous effects. Last for 1 round.

that this character also posses, discard the lowest die in each roll. as Man-O-War armor. e knocked down.

ange by sixty feet (10). to speak, read, and write a new Language. can advance up to 5.

an Adventures for full rules rolls relating to social dealings with the lower classes. Ball Lighting- AOE3, Big One- POW 13, Lightning Generator- d3 consecutive characters are hit with POW 10 electrical damage.

. While wearing steam-powered armor, the char never suffers the effets of internal damage. s movement to gain the aiming bonus. har and in their LOS, this character may charge that enemy. Cannot perform Counter Charge while engaged

es only if they are 8 away instead or 5. lly rely on the Signal Language ability to make himself understood by other characters, including any steamjacks he marshals.

n make one ranged attack. After the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target. focus to increase control area 1"/focus for one round

boosted. The character loses this ability for the rest of the encounter after telling a lie. r column of the target's damage grid that is hit, if applicable. ds the slammed enemy up to any distance he was moved and then make a melee attack against that enemy. osted Initiative rolls and enemies never gain back strike bonuses. ble. +2 on social skill rolls when dealing with those beneath his station who recognize nobility. AOE of a spell that grants concealment, or the AOE of a cloud effect. vement you can make a full advance. mediately after that attack is resolved, make a ranged attack. rs in his CMD, including this character, become fearless. d 1 directly away from this char. This char can immediately adv. directly toward target, up to distance pushed. ct a grave marker to gain soul tokens. Char can have up to 5 soul tokens at a time and can spend them to boost attack & damage rolls. If Will Weaver can spend them to attack while in this character's command range, this character gains +2SPD for one round.

cter's command range while this character is incapacitated, this character is immediately stabalized, regains 1 vitality point, nad is no longer incapacitated.

resolves you can spend 1 feat point to make a normal melee attack against the enemy that hit you. ack is resolved he can make one normal attack against the attacking enemy.

e by Attack. See page 166. after the attack is resolved he can make one normal attack against the attacking enemy. acter loses this ability while he is mounted.

racter loses this ability while mounted. tacks while mounted. See page 214. attack while in this character's command range, this character can choose to suffer any amount of that damage instead. If this character suffers all the damage the othe

y characters in command area gain a quick action that can only be used to take cover. omething close enough he can Bodge). You can purchase steamjack parts, weapons, and gear for half price. character can immediately make one attack, targeting that enemy.

s front arc suffers -2 on charge, slam power attack, and impact attack rolls against him. ense your magic. A focuser with this ability cannot be detected by another focuser with the Magic Sensitivity. er gains +2DEF. If enemy attack misses char while in this stance and not advancing, after the attack is resolved this char can immediately advance up to 3". Last one round o be directly hit instead. Cannot use if incorporeal, knocked down, stationary, or prone. arget, making attack roll with shield. See page 167.

ainst target #15, If the roll suceeds, he does not make the attack, if it fails he must make the attack normally.

nged attack that turn gains boosted damage. aith entering or ending their turns within 2" of him immediately suffer d3 damage points. d as Feat Points, Focus, or to reduce Fatigue Points. Can have a max of 3 at a time. roll, Fail: nothing happens, Suceed: take soul token from target. Can't have more than 3 soul tokens from ability.

lee attacks that turn she can make a full advance.

mjacks. Each roll can be rerolled only once as a result of Steamo. r gains +3ARM and cannot be knocked down. Last for one round. steamjacks. Spend a full action to give a power token to each friendly steamjack in his command range. During the steamjacks control phase, allocate 1 focus point per p

oreal character within 2 to be hit instead. That character is automatically hit and suffers all damage and effects. after the attack is resolved he can advance up to 12 feet (2).

ncapacitated character is in melee range. The incapacitated character regains 1 vitality and is bound. spiral or column of the target's damage grid that is hit, if applicable. haracter currently in his command range. adventuring company, and gains all of the benefits of that company. tion and/or distance of deviation. Each roll roll can be rerolled only once. ey die. Subject gets +1PHY for each day left alone. Subject reduced to 1 PHY will say anything to end torture. ck, and anyone attempting to follow his trail has +3 added to his skill roll target number. take multiple times, each time for a new mount type.

owing someone is lying is different from discerning the truth. ne Up. During it's turn this round, the steamjack gains either boosted attack or damage rolls. additional attack for the second weapon. He suffers -2 to attack rolls with the second weapon while doing so. placed anywhere completely within 3" of his current location. y once due to University Education.

target number for the WILLPOWER roll to resist the knock out by 2. ce as a result of Weatherman. r can predict the next 24 hours with uncanny accuracy and can tell is the weather is being artificially manipulated. fic place, destroy an enemy, and so forth. (see p362 KNG) an perform a thresher attack instead. A char making a thresher attack makes one roll vs characters in LOS and range of hid melee attack. lls Cost 4 All Electrical Blast, Fail Safe, Force Black Field, Out,Full Tide Throttle, of Steel, Grind, Voltaic Guided Lock Fire, Jackhammer, Iron Aggression, Jump Start, Superiority Locomotion, Power Booster, Protection from Electricity, Return Fire, Short Ou Cleansing Fire, Fail Safe, Grind, Black Guided Out, Blazing Fire, Hex Effigy, Blast, Voltaic Hex Hammer, Lock Arcane Iron Aggression, Strike, Fire Starter, Superiority Jackhammer, Jump Start, Power Booster, Portection from Fire, Short Out, Arc Force Field, Hex Blast, Inhospitable Force Hammer, Ground, Overmind, Lightning Tempest Tendrils, Mirage, ArcaneRift, Strike, Rock Blizzard, Hammer, Fire Zephyr Starter, Guided Blade, Influence, Light in the Darkness, Protection from Cold Deep Freeze, Fog of War, Gallows, Freezing Hoarfrost, Grip, Overmind, Inhospitable Tempest Ground, Blizzard, Rift, Winter Guided Storm, Blade,Zephyr Influence, Light in the Darkness, Power Booster, Protection from Cold, Storm Tos x Blast, Lamentation, Purification, Force Hammer, Sunburst Force of Faith, Star Fire Arcane Strike, Guided Blade, Light in the Darkness, Banishing Ward, Blade of Radiance, Blessings of War, Fog of War, Force Field, Gallows, Powder Guided Keg, Shock Fire, Mirage, Wave, Tempest Rift, WinterBlizzard, Storm Buoyancy, Fair Winds, Protection from Cold, Protection from Fire, Storm Tossed, Wind Strike, C Rune Shot: Detonator, Rune Rune Shot: Shot: Earth Freeze Shaker, Fire, Rune Rune Shot: Shot: Phantom Heart Return Stopper, Seeker, Fire, Rune Rune Shot: Shot: Momentum Accuracy, Spell Cracker Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune e Shot: Detonator, Rune Shot: Quickend, Phantom Rune Seeker, Shot: Rune Freeze Shot: Fire, Spell Rune Return Cracker, Shot: Fire, Heart Zephyr Rune Stopper Shot: Accuracy, Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune Rune Shot: Detonator, Rune Rune Shot: Shot: Earth Freeze Shaker, Fire, Rune Rune Shot: Shot: Phantom Heart Return Stopper, Seeker, Fire, Rune Rune Shot: Shot: Momentum Accuracy, Spell Cracker Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune n, Electrical Blast, Fail Safe, Electrodynamics, Force Field, Magnetic Realignment, Hold, Mirage, Shock Purification Wave Electrical Charge, Guided Blade, Protection From Electricity, Total Spectrum, Arcantrik Bolt, Blessings of re, Crevasse, Crusader's Call, Ashes Hex to Blast, Ashes, Lamentation, Blazing Effigy, Purification, Hymm of Flames True Shielding Path of Wrath, Guided Blade, Influence, Protection from Fire, Ashen Cloud, Banishing Ward, Hymm of Morrow, Crusader's Call, Daylight, Force of Prayer Faith,of Heal, Guidance, Star Fire Sanguine Blessing, Blessing Sunburst, of Health,True Guided Path Blade, Light in the Darkness, Solovin's Boon, Aura of Protection, Banishing Wa Fail Safe, Fire For Effect, Grind, Earthsplitter, Ground Zero, Poweder Inhospitable Keg, Tide Ground, of steel Explosivo, Iron Aggression, Jump Start, RockLocomotion, Hammer, Stone Battering Spray Ram, Bullet Dodger, Molten Metal, Redline, Refuge, Rock W re, Crevasse, Eye of Menoth, Ashes Hex to Blast, Ashes, HexMindlock, Hammer,Overmind Protector'sInfluence, Mark, Purification Light in the Darkness, Protection from Fire, Short Out, Banishing Ward, Chasten, Cloak of Fear ames, Cleansing Fire, Flame, Ashes Fuel to the Ashes, Flames, Blazing Inferno Effigy, Sea of Fire Fire Starter, Flames of Wrath, Protection from Fire, Ashen Cloud, Extinguisher, Howling Flames, Ignite, Im , Deep Freeze, Frozen Ground, Freezing Hoarfrost, Grip, Freezing Winter Storm Mist, White Out Blizzard, Ice Shield, Protection from Cold, Chiller, Frostbite, Ice Bolt, Icy Grip, Shatter Storm, Staying Win arthquake, Inhospitable Ground, Earthsplitter, Rift, Rock Obliteration, Hammer Shock Wave Earth's Cradle, Entangle, Stone Stance, Battering Ram, Fortify, Foxhole, Rock Wall, Solid Ground, Stone S ning, Deceleration, Fog of War, Raging Lightning Winds,Tendrils, Tempest, Zephyr Tornado Fair Winds, Storm Tossed, Wind Strike, Boundless Charge, Celerity, Razor Wind, Telekinesis, Wind Blast, ominate Undead, Entropic Annihilation, Force, Ghost Shroud, Death Field, Hellfire, Overmind Hex Blast, Fire Star Starter, Crossed, Grave Stygian Whispers, Abyss Soul Mark, Ashen Cloud, Banishing Ward, Bleed, Bone Shaker, Chiller, Cloa Batten Down the Hatches, Force Eliminator, Hammer, Fail Safe, Obliteration Grind, Guided Fire, Arcane Iron Aggression, Strike, Jump Rift, Start, Superiority Return Fire, Arcane Bolt, Aura of Protection, Battering Ram, Boundless Charge t, Chain Lightning, Deceleration, ForceEarthquake, Hammer, Tide Electrical of Steel, Blast, Voltaic FailLock Safe, Arcane Force Strike, Field, Jump Guided Start, Fire Return Fire, Arcane Bolt, Aura of Protection, Blur, Dead Eye, Disruptor, Electri Backlash, Domination, Grind, Force Iron Hammer, Aggression, Reconstruction, Magnetic Hold, Voltaic Mirage, Arcane Lock Purification Strike, Jump Start, Locomotion, Admonition, Arcantrik Bolt, Battering Ram, Convection, Fire Gro Eliminator, Fog of War, Gallows, Freezing Grind, Grip,Inhospitable Tempest, Tide Ground, of Steel Rift, Guided Superiority, Blade,Watcher Jump Start, Locomotion, Battering Ram, Boundless Charge, Infernal Machine, Iron Flesh, R Eliminator, Fail Safe, Force Quickend, Field, Gallows, Tide of Grind, Steel, Guided Tornado Fire, Rift, Entangle, Winter Storm Fair Winds, Jump Start, Admonition, Arcane Bolt, Battering Ram, Blur, Boundless Charge, Celer n the Hatches, Blow the Man Force Down, Hammer, Broadside, Obliteration, Eliminator, Powder Fail Safe, Keg Jump Full Start, Throttle, Locomotion, Gallows, Storm Iron Aggression, Tossed, Bullet RiftDodger, Battering Ram, Convection, Deadweight, Fire Gro Cleansing Fire, Crevasse, Crusader's Ashes to Ashes, Call, Eliminator, Blazing Effigy, Hex Blast, Force Hex Hammer Flames Hammer, of Wrath, Iron Aggression, Guided Blade, RiftStone Stance, Ashen Veil, Blaze of Glory, Convection, Hallowed Avenger

eil, Fortify, Immolation, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Cleansing Fire, Fail Safe, Grind, y, Fair Winds, Protection from Cold, Protection from Fire, Storm Tossed, Wind Strike, Celerity, Deadeye, Deadweight, of Air, Broadside, Fog of War, Force Field, Gallows, Guided Fire, Mirage, Rift, Winter Storm, Powder Keg, Shock Wave, olten Shot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened e Sight, Guided Fire, Rune Shot: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell tion From Electricity, Total Spectrum, Arcantrik Bolt, Blessings of War, Dissolution Bolt, Eyes of Truth, Polarity Shield, Electrodynamics, Realignment, Shock Wave, Flames of Wrath, Guided Blade, Influence, Protection from Fire, Ashen nsing Fire, Crevasse, Crusader's Call, Hex Blast, Lamentation, Purification, True Path, Ashes to Ashes, Blazing Effigy, Ward, Blade of Radiance, Blessings of War, Eyes of Truth, Hand of Fate, Shield of Faith, Triage, True Sight, Blessing of e, Fire Starter, Flames of Wrath, Protection from Fire, Ashen Cloud, Extinguisher, Howling Flames, Ignite, Immolation,

y, Fair Winds, Protection from Cold, Protection from Fire, Storm Tossed, Wind Strike, Celerity, Deadeye, Deadweight, of Air, Broadside, Fog of War, Force Field, Gallows, Guided Fire, Mirage, Rift, Winter Storm, Powder Keg, Shock Wave, olten Shot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened e Sight, Guided Fire, Rune Shot: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell tion From Electricity, Total Spectrum, Arcantrik Bolt, Blessings of War, Dissolution Bolt, Eyes of Truth, Polarity Shield, Electrodynamics, Realignment, Shock Wave, Flames of Wrath, Guided Blade, Influence, Protection from Fire, Ashen nsing Fire, Crevasse, Crusader's Call, Hex Blast, Lamentation, Purification, True Path, Ashes to Ashes, Blazing Effigy, Ward, Blade of Radiance, Blessings of War, Eyes of Truth, Hand of Fate, Shield of Faith, Triage, True Sight, Blessing of e, Fire Starter, Flames of Wrath, Protection from Fire, Ashen Cloud, Extinguisher, Howling Flames, Ignite, Immolation, izzard, Ice Shield, Protection from Cold, Chiller, Frostbite, Ice Bolt, Icy Grip, Shatter Storm, Staying Winter's Hand, Brittle ngle, Stone Stance, Battering Ram, Fortify, Foxhole, Rock Wall, Solid Ground, Stone Strength, Crevasse, Earthquake, oundless Charge, Celerity, Razor Wind, Telekinesis, Wind Blast, Wings of Air, Chain Lightning, Deceleration, Fog of War, ng Ward, Bleed, Bone Shaker, Chiller, Cloak of Fear, Dark Fire, Devil's Tongue, Occulation, Telegesh Mark, True Sight, Death Field, Overmind, Arcane Strike, Jump Start, Return Fire, Arcane Bolt, Aura of Protection, Blur, Dead Eye, Disruptor, ng, Deceleration, Earthquake, Electrical Blast, Fail Safe, Force Field, Guided Fire, Force Hammer, Tide of Steel, Voltaic e, Howling Flames, Immolation, Perdition, Righteous Flames, Shield of Faith, Synergy, Wall of Fire, Awareness, Cleansing ce Hammer, Influence, Light in the Darkness, Protection from Fire, Short Out, Banishing Ward, Chasten, Cloak of Fear,

have enough space (might have to insert some rows below the current end of the spell list. Then Copy all the text above. Paste values in the box below. Then go to Data -> Text to Columns. OFF Notes NO When enemy advances and ends mov. Within 6" of target char in caster's battle grp, Affected char can immediately adv. 3" then Admonition expires. No freestr YES When dmg roll fails to exceed ARM, target takes d3 damage. YES Characters hit suffer POW 10 dmg rolls. If caster can gain soul token, caster gains soul tokens for those destroyed by spell. YES A magical energy blast radiates from a single point to strike all characters in the AOE. YES Magical bolts of energy streak toward the target. YES YES Steamjack damaged becomes stationary for 1 round. NO Place a 3 AOE cloud effect anywhere completely in the spellcaster's control area. Characters without Immunity: Fire suffer -2on attack rolls while within the AO YES If the target is hit, he and d6 of the nearest enemies within 5 of the target suffer a POW 10 fire damage roll. NO Target friendly character gains concealment. Living enemies suffer -2 to attack rolls while within 2" of an affected character. NO While in CTRL area, friendly characters gain +2 ARM. NO While in the spellcaster's control area, the front arc of characters in his battlegroup is extended to 360. When determining LOS those characters ignore cloud e YES When Backlash damages a bonded enemy warjack, its controller suffers 1 dmg NO Enemy upkeep spells on the targeted friendly character expire. The affected character cannot be targeted by enemy spells or Animi. NO Friendly characters in the spellcaster's control area gain +1 DEF. When a friendly character is hit with a melee attack while in the spellcaster's control area, the a NO While in the spellcaster's control area, friendly characters in his battlegroup cannot be knocked down and gain +3ARM but suffer -2 DEF. Batten Down the Hatc NO Target friendly living character gains +2 to his melee attack rolls and becomes Fearless. Battle Rage lasts for one round. YES When a character is hit by Battering Ram it can be pushed 3 directly away from the spell's point of origin. NO Mechanika devices in the possession of enemy characters in the spellcaster's control area immediately deactivate. If an enemy enters the spellcaster's control a YES Infernal and Undead characters hit by this spell suffer an additional die of damage. NO While in the spellcastor's control area, the weapons of characters in his battlegroup become magical weapons. NO Enemies within 2 of target friendly character suffer a POW 14 fire damage roll. YES When spell damages living character, caster gains d3 vitality. NO Target characters gains +3 on PHY rolls to resist poison, disease and infection. Additionally, if the affected character is currently suffering from the effects of po NO While in the spellcaster's control area, Friendly living characters do not suffer effects of lost aspects. NO Target character's weapons gain Blessed. (When making an attack with a weapon with Blessed, ignore spell effects that add to the attacking character's ARM o NO Target character gains +3 DEF agaisnt tanged and magic attack rolls. NO Center a 3 AOE cloud effect on the target character. The AOE remains centered on the character. If the character is destroyed, remove the AOE from play. Bli YES Cause knockdown. Crit: slam d6" directly away regardless of base size. Collateral damage is POW 15. Incorpereal char are only knocked down. YES When Spell Destroys living or undead char. Spellcaster can have destroyed char immediately make an adv followed by a norm melee atk. Then remove dest cha NO Target can charge without spending focus/being forced, gains +2" move and Pathfinder when it charges. YES The next time the target suffers damage, halve its base ARM when calculating damage from the damage roll. After applying this damage Brittle Frost expires. NO The spellcaster and steamjacks under the spellcaster's control currently in his control area can immediately make one normal ranged attack. Broadside can be c NO Target Friendly gains +2 DEF vs ranged and Dodger (Adv. 2" after missed by ranged atk) NO Target friendly character gains +5 on Swimming skill rolls. NO Target character gains one additional quick action during each of his turns. YES A character hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs to d6 consecutive additional characters The lightning arcs to the n YES Enemy upkeep spells and animi on a character damaged by Chasten expire. NO While within 2 of the target friendly character, enemy characters suffer -2 DEF unless they have Immunity: Cold. YES Cleansing Fire causes fire damage. On a critical hit, characters hit suffer the Fire continuous effect. NO Caster gains Terror[Willpower+2] YES When Convection destroys a living character, allocate 1 focus to jack in battlegroup in his control area. YES If Crevasse incapacitates it's original target, you can make a SP6 attack using the Incapacitated character as the attack's point of origin. Characters hit suffer a PO NO Friendly characters beginging a charge in the spellcaster's control area gaon a +2 movement. Crusader's Call lasts for one round. YES If Caster can gain Soul Tokens, gain soul tokens from characters destroyed by spell.

NO YES NO NO NO NO NO YES YES YES YES NO YES YES NO NO NO YES YES NO NO NO NO NO NO NO NO NO NO * NO NO NO NO YES NO NO NO NO YES NO YES NO NO NO YES NO NO YES NO NO NO NO NO NO NO YES YES NO

While in the spellcaster's control area, Infernal and Undead characters suffer -2 DEF and ARM. Additionally, the area around the caster glows with enough light When Deadweight destroys an enemt model living or undead char, choose a char within 2" of destroyed char. The chosen char must forfeit either movement or Target character gains an additional die on his first ranged attack roll during his next turn. Caster and allies within 3" gain Dark Shroud(Enemies in melee range of char suffer -2 ARM.) Lasts 1 turn. While in the Spellcaster's control area, friendly characters gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round. Characters within 2 of the spellcaster suffer a POW 12 damage roll. Characters damaged by this spell cannot run, charge, or make power attacks for one round Caster gains boosted Deception rolls. A character hit by Dissolution Bolt cannot channel spells for one round. Target steamjack hit loses its focus points and cannont be allocated focus or channel spells for one round. Take control of enemy warjack w/ func. Cortex. Can make Full Adv & 1 normal Atk. If target is bonded, win contested Will roll vs its Controller or fail. Characters in the AOE are knocked down. The Spellcaster gains cover, does not suffer blast damage, and does not block LOS. Earth's Cradle expires if the character moves, is placed. Or is engaged. Characters hit suffer a POW 14 fire damage roll. The AOE is a cloud effect that remains in play for one round. Characters entering or ending their activation in t Electrical blast causes electrical damage. Steamjacks damaged by Electrical Blast suffer Disruption. (steamjacks suffering Disruption loose all their focus , cannot If the target is hit with a melee attack, after the attack it resolved,the attacker is pushed 3 directly away from the affected character and suffers an unstoppable While in CTRL friendly chars gain +2 to Elec. dmg rolls, and friendly construct chars' melee atk infict adtl. D3 Elec. dmg Caster's next melee attack this turn does +1 Elec dmg and steamjacks suffer Disruption. Immediately after this attack is resolved, the spellcaster can advance up to 2 for each enemy incapacitated by the attack. The target character suffers -2 SPD and cannot run or charge for one round. While in CTRL area, other characters lose Tough and cannot regain vitality. Continuous fire effects in the spellcaster's control area immediately expire. Characters in the spellcaster's control area lose Incorporeal. Target Char's next normal *ranged* non-spray attack become magical. If it was AOE - it becomes AOE 3. Chars hit by AOE suffer damage but no other effects. Ex While in spellcastor's control area, friendly Menite char and jacks gain +1 to attack & damage rolls The character's PER rolls are boosted. Additionally, the target number for Deception rolls against the character are increased by 3. Target steamjack gains +2 ARM and does not suffer the effects of crippled systems. The Spellcaster gains +1SPD this turn. Boost the attack and damage rolls of tar char's ranged attack during each of his turns While in the spellcaster's control area, his weapons and the ranged weapons of steamjacks under his control gain +2 RNG. Fire Group lasts for one round. The spellcaster starts a small fire withing the range of the spell and in LOS. This spell can be used to target an enemy, in which case it requires an attack roll. If t Enemies in the spellcaster's control area suffering the Fire continuous effect immediately suffer an additional unstoppable POW 12 fire damage roll. This spell c When target character incapacitates an enemy character with a melee attack, enemy characters within 1 of the incapacitated character suffer the Fire continuo Characters gain Concealment while in the spellcaster's control area. The spelcaster does not suffer collateral or blast damage and cannot be knocked down. When an enemy AOE deviates from a point in the spellcaster's control a If Force Hammer hits an non-incorporeal target, instead of suffering a normal damage roll, that target is slammed d6 directly away from the spell's point of orig Enemies currently within the spellcaster's control area are immediately pushed d6 directly away from the spellcaster in the order he chooses. Target steamjack in the spellcaster's control gains +2 Arm. The effected steamjack and any friendly character B2B with it cannot be knocked down, pushed, or s Target friendly character can reroll his missed attack rolls. Each attack roll can be rerolled only once. Place a 5 AOE anywhere completely in the spellcaster's control area. Characters completely in the AOE have cover and do not suffer blast damage. When draw Target character hit becomes stationary for one round unless the target has Immunity: Cold. While in the spellcaster's control area, enemy characters without Immunity: Cold suffer -2SPD and DEF. Freezing Mist lasts for one round. Frostbite causes cold damage. Enemies that move more than2 and end their movement in the spellcaster's control area are knocked down at the end of their movement. Frozen Ground last Fire continuous effects in the spellcaster's control area never expire. Steamjacks under the spellcaster's control and beginning their turn in his control area can run, charge, or make slam or trample power attacks without being for When an enemy is hit by this attack, he can be pushed d6" directly toward Gallows' point of origin. Caster gains +2 DEF and Poltergeist, (When missed by enemy atack, after atk is resolved can imediately push attacker d3'" away. Can Speak to the dead. Full Rules p. 69 Urban Adventures. When a steamjack is hit by Grind, it suffers 1 damage to it's first available movement system box. Center a 5" AOE on caster. All other chars in AOE are hit and suffer POW 13 damage roll. Chars Damaged are pushed d6" Directly away from caster in order of c Target friendly character gains +1 on this melee attack rolls and his melee weapon gains Magical Weapon. Guided Blade lasts for one round. The spellcaster and steamjacks under his control in his control area, gains boosted ranged attacks. Guided fire lasts for one round When an enemy attack incapacitates/destroys 1 or more friendly char in 5" of target jack in castor's battlegroup, after attack is resolved the affected jack can ch Target character gains an additional die on attack and damage rolls. Discard the lowest of each roll. Friendly incapacitated character in B2B with the spellcaster is no longer incapacitated and regains 1 vitality in each aspect.The character no longer suffers from h Target character cannot be knocked down or made stationary Character hit must make willpower roll against Terror[Caster Willpower +2] Upkeep spells and Animi on the character directly hit by Hex Blast immediately expire. When an enemy char casts a spell or uses an animus while in the castors control area, after the spell or animus has been cast or used the enemy suffers d3 dam

YES NO NO YES NO NO NO NO YES YES NO YES YES YES YES NO NO NO NO NO NO NO NO NO NO YES YES NO YES YES NO NO YES NO NO NO YES NO NO NO NO NO NO YEs NO NO NO NO NO YES NO NO NO NO NO YES NO NO YES

Hoarfrost causes Cold damage. On a critical hit, the character hit becomes stationary for one round unless they have Immunity: Cold. Target friendly character gains +2 DEF and cannot be targeted by enemy spells or animi. Tar Friendly Char in caster's battle group gains boosted ranged atk dmg rolls Howling Fames causes fire damage. On a critical hit, the character hit suffers Fire continuous effect. Target steamjack gains +2 on attack and damage rolls. Hymn of Battle lasts for one round. Target steamjack cannot be targeted by non-magial ranged attacks. Hymn of Passage lasts for one round. While in this character's control area, Friendly characters cannot be targeted by enemy spells. Hymn of Shielding lasts for one round. Target gains +2 ARM. Ice Shield immediately expires if the effected character moves or is damaged. Ice Bolt causes cold damage. On a critical hit, the character hit becomes stationary unless they have Immunity: Cold. Target character without Immunity: Cold suffer -2DEF and cannot run or make power attacks. Target character gains +2 on melee attack damage rolls. The effected character gains Critical Fire on his normal melee attacks. Immolation causes fire damage. On a critical hit, the character hit suffers the Fire continuous effect. Target steamjack in the spellcaster's battlegroup gains Terror [14] against enemy characters and +2MAT and SPD. all characters hit suffer a POW 12 fire damage roll. The AOE remains in play for one round. Characters entering or ending their turns in the AOE suffer an unsto The spellcaster make a contested Willpower roll against a living character hit by this sell. If the caster wins the player takes control of the character hit. The cha While in the spellcaster's control area, other characters treat open ground as difficult terrain. Inhospitable Ground lasts for one round. Target steamjack can run, charge and make slam and trample power attacks without being forced or driven and gains boosted melee attack rolls. Target friendly living character gains +3 DEF but suffers -1SPD. The target friendly steamjack can immediately make one melee attack. The spellcaster and steamjacks under his control in his control area can immediately turn to face any direction.Affected steamjacks that are stationary or knocke While in the spellcaster's control area. Enemies pay double the fatigue, focus or fury point cost to cast or upkeep spells. The area around the spellcaster glows with enough light for anyone in his control area to see in Darkness. (p. 225) Target warjack in this character's battlegroup gains +2STR and its melee weapons gain Electro Leap. The target friendly character gains Immunity: Electricity, and the character's melee weapons gain Reach and Electro Leap. The spellcaster spends up to 3 focus points to cast Locomotion. Target steamjack immediately advances 1 for every focus point spent. A steamjack can be targ Target char suffers -2 SPD & DEF. Friend Construct Chars charging affected char gain +2 mov. Each time a char affected by this spell cast a spell he must make a contested Willpower roll vs spellcastor. Win they cast as normal. Fail they do not cast and loo During the spellcaster's Control Phase after upkeep has been paid, the target friendly character's controller can place him anywhere completely within 2 of his Target 'jack suffers 1 point of fire damage to each column on its damage grid The force of the attack blasts apart the earth itself. Target character gains stealth and +3 on his Sneak rolls. The spellcaster immediately makes a contested Willpower roll against all living enemies in his control area. Roll once for the spellcaster. If the spellcaster beats When Perdition damages an enemy, 1 jack in spellcastors battlegroup can make a full advance towards the enemy. Advance can only be done once due to Perd When target friendly character is targeted by a ranged attack, the Effective range of the attack is reduced by 30 (5"). Target character cannot be targeted by a charge made by a character in his front arc. Target steamjack gains +2 on melee attack and melee damage rolls. While within 3 of the effected warjack, friendly characters gain +2 on melee attack and me On Critical hit, characters hit loose one attack during their next activation. If the target steamjack the spellcaster controls has no focus points, it gains 1 focus point. If the steamjack is Disrupted, it is no longer Disrupted. Target character gains 2 additional dice on his next skill roll. Discard the lowest 2 dice in the roll. Prayer of Guidance can be cast only once per day. Target character gains Immunity: Cold. Target character gains Immunity: Corrosion Target character gains Immunity: Electricity, and cannot be Disrupted. Target character gains Immunity: Fire. When spellcastor is directly hit by an enemy attack, if the char affected by this spell is within 3" of him, the castor can cause the affected char to be directly hit in Continuous effects, Animus, and upkeep spells in the spellcaster's control area immediately expire. The spellcaster can make one attack or quick action at the start of any other character's turn, then Quickened expires. While in the spellcaster's control area, enemies suffer -2 DEF. Enemies beginning their turn in the spellcaster's control area cannot run or charge. Raging wind la Target steamjack in the spellcastor's battlegroup gains Beserk for one turn. While affected by Ravager, a steamjack cannon make Chain Attacks. Place a wall template (p. 352) anywhere completely in the caster's CTRL where it does not touch a chars base, an obstruction, or an obstacle. When a char enter A blade of wind slices through the target. While in caster's CTRL, whorshipers of Cyriss can reroll failed atk and skill rolls. Can only reroll once from Realignment. Lasts 1 rnd. Once/ encounter Remove d6 dmg from each construct char in caster's CTRL. Target friendly steamjack gains +2 STR and SPD, and can run, charge, power attack slams or tramples without spending focus or being driven. When the steamja When the target character hits another character with an attack during his turn, Immediately after his turn ends the character effected by this spell can make a When target character is targeted by an enemy ranged attack, after the attack is resolved the affected character can make one normal ranged or melee attack, The AOE is rough terrain and remains in play for one round. The character gains Immunity: Fire. When a character without Immunity : Fire ends its movement within 2 of the affected character, the character without Im The character gains Immunity: Cold. When a character without Immunity : Cold ends its movement within 2 of the affected character, the character without Im On a critical hit, characters hit are knocked down.

NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO YES YES NO NO NO YES NO NO NO YES NO NO YES YES YES YES NO NO * NO NO YES NO YES NO NO NO NO NO YES NO NO

Place a wall template (p. 352) anywhere completely in the spellcaster's control area where it does not touch a character's base, an obstruction, or an obstacle T The character's next rune shot ranged attack this round is boosted. This character's next rune shot ranged attack roll this turn ignores the firing into melee penalty. The spellcaster's next rune shot ranged attack gains boosted ranged attack damage roll against the target directly hit. If the spellacaster directly hits a target with its next rune shot ranged attack this turn, center a 4 AOE on the target. Characters other than the original target w If the spellcaster's next rune shot ranged attack this turn hits a steamjack, the steamjack suffers Disruption. (A steamjack suffering from Disruption loses its focs If the character directly hits a target with its next rune shot ranged attack, the attack becomes AOE 5 and POW 10. Characters hit by the AOE suffer no damage The spelcaster's next rune shot ranged attack this turn becomes AOE 5 POW . While the character is within the AOE, he looses Camouflage and Stealth, and ot If the spellcastrer's next rune shot ranged attack this turn hits, the target directly hit becomes Stationary for one round. Damage exceeding the ARM of the character hit by the spelcaster's next rune shot ranged attack this turn is doubled. A character disabled by this attack cannot If the spellcaster's next rune shot ranged attack directly hits a steamjack, in addition to any other damage and effects from the attack, the steamjack also suffers If the spellcaster's next rune shot ranged attack directly hits, the target directly hit suffers the Fire continuous effect. If the Spellcaster hits with his next rune shot ranged attack this turn, the character hit is slammed directly away from the spellcaster regardless of base size and The spellcaster's next rune shot ranged attack this turn ignores spell effects that add to the targets's ARM & DEF. The spellcaster's next rune shot ranged attack this turn ignores LOS when making ranged attacks. The attack also ignores Concealment and Cover. If the spellcaster's hits a target with his next rune shot ranged attack this turn, friendly characters can ignore the target when determining LOS and making rang the spellcaster's next rune shot ranged attack is completely silent, and gives no sign of being fired. Neither the firing of the weapon nor the impact of the round If the spellcaster directly hits with his next rune shot ranged attack this turn, upkeep spells and animi on the target hit immediately expire. if the spellcaster destrys a living character with his next rune shot ranged attack, Place a 3 AOE cloud effect on the destroyed character, then remove the destro If you directly hit with his next rune shot this turn, target pushed d3. Critical: Knock down. If the spellcaster directly hits a target with his next rune shot ranged attack this turn, choose a character within 4 of the character that was hit. After the attack When a friendly character in the spellcaster's control area would suffer a damage roll, the spellcastrer can suffer the damage roll instead. Decide whether the s Enemy characters without Immunity: Fire within 5 of the spellcaster suffer the Fire continuous effect. Target friendly character cannont be knocked down. When target character directly hits and destroys an enemy character with a ranged or melee attack, center a 3 AOE on the destroyed character, then remove t Target character gains +2 ARM against magic attacks and Infernal and Undead characters Characters within 5 of the spellcaster suffer a POW 13 damage roll. Each enemy damaged by Shock Wave is pushe d6 directly away from the spellcaster in the Mechanika devices in the possession of the target character hit immediately deactivate. Sort out has not effect on steamjacks or Mechankia armor. On a direct hit against an enemy center a 4" AOE on char hit. After resolving dmg roll, characters in AOE are Hit and suffer 1 dmg Target character's ranged weapons gain +4 RNG. While in the spellcaster's control area, friendly characters cannot be knocked down and do not suffer blast damage. The spellcaster can reroll failed Medicine skill rolls. Each failed roll can be rerolled only once due to Solovin's Boon. Caster can automatically sense target while within ARC X 50 Feet. If Caster can gain Soul Tokens, can claim Soul Tokens regardless of proximity. While in CTRL area, Enemies gain additional die on attack rolls, discard highest die of each roll. Lasts 1 Round Enemies that end their movement closer to the spellcaster than they began suffer an unstoppable POW 12 damage roll. Star Fire lasts for one round. While in the spellcaster's control area, friendly characters gain +2ARM against Cold damage. Additionally, while affected by this spell character never suffer the On a critical hit, the character hit is knocked down. Target character cannot be knocked down, pushed, or slammed for one round. Target character gains +1 STR and ARM. When a enemy character is hit by Storm Tossed, he is pushed 3 directly away from the spells point of origin. A character damaged by Stranglehold forfeits either its movment or action next turn. On Critical causes Shadow Bind( -3 DEF, and for 1 round can't advance except to change facing) Blast damage from this spell only affects enemies. Target friendly steamjack gains +2 SPD, MAT, and DEF and cannot be knocked down. While in caster's CTRL, chars in caster's battlegroup gain a cumulative +1 MAT, and melee dmg for each other char in caster's battlegroup and CTRL that hit with Place target character completely within 2 of his current location. When Telekinesis targets an enemy character, it is an offensive spell and requires a magic a While in Caster's CTRL area caster can channel spells through target friendly character. Target friendly steamjack gains +2ARM and is immune to continuous effects. Characters hit by Tempest are knocked down and suffer a POW 12 damage roll. The spellcaster and steamjacks currently under his control and in his control area can immediately advance 3. Instead of suffering a normal damage roll, non-incorporeal characters hit by Tornado are thrown d6 directly away from the spell's point of origin regardless of i Caster treats all light conditions as bright light. The spellcaster can allow other friendly characters in his control area to spend focus to boost melee attack and melee damage rolls this turn at a cost of 1 focus Thespellcaster must be in B2B with an incapacitated character to cast this spell. When this spell is cast the incapacitated character is immediately stabalized. Friendly characters beginning their turns in the spellcaster's control area gain +2 Movement and Pathfinder during their turns. True Path lasts for one round. The character ignores concealment, Camuoflage, and Stealth. The character can also see in complete darkness. The AOE is a cloud effect that remians in play for one round. While in casters CTRL 'jacks in his BG gain Bulldoze. Lasts one turn. (When a 'jack with Bulldoze adv. Into B2B with an enemy, it can push that enemy 2"directly a The next time target character is directly hit by an attack, he suffers no damage roll from the attack then Vision Expires.

YES NO NO NO NO YES NO NO NO

Target steamjack cannot advance and suffers -4 DEF. A steamjack beginning an advance within 3 of the hit steamjack cannot run or charge and can only advan Place a wall template (p. 352) anywhere completely in the spellcaster's control area where it does not touch a character's base, an obstruction, or an obstacle. W When enemy advances and ends mov. Within 6" of caster, choose jack in casters battlegroup in CTRL . That jack can immediately make Full Adv and a Melee or While in the Spellcaster's control area, enemy characters have their LOS reduced to 5. Place a 5 AOE anywhere completely in the spellcaster's control area. Cloud effects overlapping the AOE expire. Characters suffer -3RAT while within the AOE. This spell does not inflict damage. An enemy directly hit by this spell is pushed 1 directly away from the sellcaster. After the enemy is pushed the spellcaster c Place the spellcaster anywhere complettely within 5 of his current location. Wings of Air can be cast only once per turn. Enemies that begin their turn in the spellcaster's control range loose Eyeless Sight, Flight, and Pathfinder during their turns. Winter Storm lasts for one turn. Target character can immediately advance up to 5. A character can be affected by Zephyr only once per round.

tions

Weapons Special Rules Cost


Char -1SPD & DEF, target suffer Cont fire effect 50 Add STR to POW. Can be used in melee. 12 Fire Dmg. Crit Fire Continuous. Pg 60 NQ45 15 -2 weapon mod if fired one-handed 30 add the throwers STR to POW. 5 On hit place 3" AOE on tar. all hit take pow 630 dmg STR 7, 2hand only 300 Requires 2 hands 20 Requires 2 hand. A character must have a STR 45of 6 to use this weapon. Requires 2 hand. A character must have a STR 35of 5 to use this weapon. STR 7 45 see p. 262 45 STR 7, +1 ARM 110 see p. 95 Kings, Nations and Gods 170 700 regardless of base size char slammed d6", Collateral 700 damage is POW18. causes knockdown 700 Fire Continuous effect 700 see p. 262 60 Requires 2H, See p94 Kings, Nations and Gods 180 -2 weapon mod if fired one-handed 20 requires 2 hands 45 Requires 2 hands 30 STR 6 225 2hands, char -2SPD & DEF 150

+1 to attack if shooting custom round 100 2 handed, tripod mounted, char -2SPD 120 1 quick & attack action to use, Crit: fire continuous 8 effect See Pg 62 NQ45 25 see p. 263 20 see p. 264 10 see p. 264 5 see p. 264 20 See p. 264 and 265. 80 100 see p. 265. 250 see p. 265. 35 See FMF 1.2.2 125 Add STR to POW. 5 Add STR to POW. Can be used in melee. 8 Electrical. Character takes POW 12 electrical. 0 See Pg 64 NQ45 40 See p 96 Kings, Nations and Gods 250 Min rng 8", 2H, Char -2SPD & DEF, see p 187 120 KNG -2 weapon mod if fired one-handed 85 Continous 25 20 KO, tets 14 vs PHY 35 see KNG245 25 20 See p.13 Urban Adventure 45 See p 95 Kings, Nations and Gods 45 15 KNG 244 280 See p. 267 150 See p. 267 35 see p 367 KNG 75 See p. 267 200 -2 weapon mod if fired one-handed 250 See p.96 Kings, Nations and Gods 240 See p.14 Urban Adventure 115 Requires 2 hands 50 Requires 2 hands 120 -2 weapon mod if fired one-handed. Requires 200 2 hands. Requires 2 hands 45 Requires 2 hands 80 Waterlogged won't fire 81 Corr. Dmg. Corr. Cont. Full Rules Pg65 NQ45 80 STR 6, char -1SPD & DEF, -2 not crouching 30 -2 weapon mod if fired one-handed. PER + Detection 40 to detect not normal stick. -2 weapon mod if fired one-handed 40 see p 367 KNG 30 See p. 270 5 -2 weapon mod if fired one-handed 40 See p.96 Kings, Nations and Gods 310 Electrical. Character takes POW 12 electrical. 0 See p. 270 100 See p. 270 and 271 150 Atk -2 as grenade launcher, see P 188 KNG 110

Causes Elec. Damage See p. 59 NQ47 See p. 59 NQ47

See p. 60 NQ47 See p. 62 NQ47 See p. 62 NQ47 See p. 63 NQ47

eapons

or
Cost

50 25 60 30 90 20 80 40 350 75 85 885 130 90 100

400 150 145 175 100 ### 225 ### ### ### ###

/ Stat Pairs

lds

al Parts

ec Dmg for using

to turn on or off

r. Hit 1" dir. Away 1 Round (Pg 286)

to turn on or off

to turn on or off

kal Body
37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 Notes Has the Ambidextrous Benefit. See NQ 48 pg 66 for more

el

des

eapon Uses POI for ATK roll

Field Drive, Can Float above ground. Ignore Rough Terrain, +4 ARM vs Falling dmg

es. Can be taken 3 times be taken 3 times be taken 3 times be taken 3 times be taken 3 times be taken 3 times be taken 3 times Legs for stability. Cannot be Knocked Down, Increase base size by one. allows you to ignore Stealth

73

74

75

76

77

78

79

80

81

82

83

84

85

86

87

88

89

90

91

92

93

93

94

95

96

97

98

99

100 101 102 103 104 105 106 107 108

Racial Limits (Hero) Additional Characteristics PHY SPD STR AGL PRW POI INT ARC PER PHY Exceptional Potential: Choose +1 PHY, +1 AGL, 7 or +1 INT 7 before spending 6 advancement 5 points. 5 Does not 5 increase 5 the racial maximum. 4 (Note: 5 This will 8 be selected be Load Bearing: Gain the Load 7 5 6 5 5 4 5 4 4 7 Deft: Gain Deft archetype 6 7 4 5 5 5 4 0 4 7 Start with one additional ability from one of 7 your careers. 7 5 5 5 5 6 4 5 7 Restriction: Nyss with the 7 7 6 5 5 5 5 4 5 7 Huge Stature: Can wield a weapon in one hand 7 that usually 6 requires 8 two. Suffer 5 -2 on attack 5 rolls with4 that weapon. 5 0 4 8 Must be Female. Satyxis with the Gifted archetype 7 cannot 7 have the 6 Arcane Mechanik 5 or Arcanist 5 careers. 4 Has horn 5 weapon, see 4 Full Metal 5 Friday 1.1.1 8 Restriction: Trollkin with 8 6 7 5 5 4 4 4 4 9

Mechanikal Engineering

Forensic Science

Animal Handling

Stormsmithing

General Skills

Interrogation

Escape Artist

Intimidation

Lock Picking

Negotiation

Pickpocket

Navigation

Fell Calling

Streetwise

Swimming
4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

Seduction

Detection

4 4 4 4 3 3 4 4

4 4 4

4 4 4 4 4 4 4 4 4 4 3 3 4 4 4 4 3 4 3 3 4 4 4 4 4 2 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

2 2 2 2 2 2 2 2 2 2 4

3 3 4 4 4 4

2 2 2 2 4

4 4 4 4 4 4 4 3 2 2 3 2 2 3 4

4 4 4 4 2 4 4 4 4 2 4 4 4 4

3 2 4

2 2 2

h ten blessed bolts), shield, sword

4 4

4 2

4 4 4 4 4 4 4

k pistol or rifle (with powder and 10 rounds 4 of ammunition), rune shot casting kit 2 gelock pistol (with powder and 10 rounds 4 of ammunition), rune shot casting kit 2 o bandolier, magelock pistol or rifle (with 4 powder and 10 rounds of ammunition), rune shot 2 casting kit
4 2 4 4 4 4 4 2 4 4 4 4 2 2 2 4 4 4 4 2 4 4 4 4 4 2 4 4 4 4 4 4 4 3 3 3 4 4 4 4 4 4 2 2 2 4 4 2 2 2 3 4 4 4 3 3 3 4 4 4 4 4 4 4 4 4 2 2 2 4 4 4 4 4 4 4 2 4 4 3 4 4 2 4 4 4 3 2 3 3 4 2 2 2 2 2 4 4 3 2 3 4 4 4 2 2 4 4 3 3 3 4 4 4 2 2 4 4 4 4 4 4 2

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

3 3 3

Crossbow
3 3 2 3 2 3 3 3

Gambling

Rope Use

Medicine

Etiquette

Research

Climbing

Tracking

Jumping

Disguise

Survival

Archery

Oratory

Forgery

Driving

Sailing

Riding

Sneak

Lore

Law

4 4 4 4 4 4 4 4 2 4 4 4 4 4 4 4 4 4 4 2 2 2 4 4 4 4 4 3 3 4 4 3 1 4 4 4 4 4 4 4 4 4 4 4 4 4 4 3 3 3 2 4 2 4 3 3 2 4 4 2 2 2 2 4 2 4 4 2 3 4

4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 4 4 4 4 4 4 4 4 4 4 0 4 3 3 3 3 3 3 3 3 3

4 4 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 4 3 3 4 4 4 4 4 4 3 4 4 4 4 4 0

2 2 4 4 4 4

4 2 3 4 4 3 3 3 3 2

3 3 2 2 3 3 3 3 4

4 4

4 4

4 4 3 3

3 4

nge gain Immunity: Electicity

ally boosting them.

ing a charge target.

Will Weaver can spend them to remove fatigue. If focuser they act like focus.

ger incapacitated.

suffers all the damage the other character sufferd, the other character is no longer considered to have been damaged.

advance up to 3". Last one round.

ase, allocate 1 focus point per power token it has, then remove the power token.

Electricity, Return Fire, Short Out, Arcantrik Bolt, Electrify, Fortify, Polarity Shield, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Electrical Blast, Fail Safe, Fo rtection from Fire, Short Out, Arcane Bolt, Ashen Veil, Fortify, Immolation, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Cleansing Fire, Fail Safe, Grind, Gu e Darkness, Protection from Cold, Protection from Corrosion, Protection from Electricity, Protection from Fire, Storm Tossed, Arcane Bolt, Ashen Cloud, Aura of Protectio Protection from Cold, Storm Tossed, Banishing Ward, Chiller, Frostbite, Hand of Fate, Icy Bolt, Icy Grip, Iron Flesh, Shatter Storm, True Sight, Wind Blast, Battle Rage, Dee de of Radiance, Blessings of War, Eyes of Truth, Exorcism, Occulation, Shield of Faith, True Sight, Daylight, Hex Blast, Lamentation, Purification, Sunburst, Force Hammer, ire, Storm Tossed, Wind Strike, Celerity, Deadeye, Deadweight, Extinguisher, Fortune, Howling Flames, Icy Grip, Phantasm, Razor Wind, Sea Legs, Shatter Storm, Triage, W rutal, Rune Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened Reflexes, rutal, Rune Shot: Iron Rot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Celerity, Heightened Reflexes, Occulation, Refuge, Rune Shot: Piercer, Rune Shot: Sh rutal, Rune Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened Reflexes, rum, Arcantrik Bolt, Blessings of War, Dissolution Bolt, Eyes of Truth, Polarity Shield, Temper Metal, True Sight, Vision, Deceleration, Electrical Blast, Fail Safe, Force Field Cloud, Banishing Ward, Hymm of Battle, Hymm of Passage, Ignite, Immolation, Righteous Flames, Vision, Wall of Fire, Cleansing Fire, Crevasse, Crusader's Call, Hex Blast, Aura of Protection, Banishing Ward, Blade of Radiance, Blessings of War, Eyes of Truth, Hand of Fate, Shield of Faith, Triage, True Sight, Blessing of Morrow, Crusader's C en Metal, Redline, Refuge, Rock Wall, Snipe, Solid Ground, Stone Strength, Stranglehold, Temper Metal, Unstoppable Force, Broadside, Fail Safe, Fire For Effect, Grind, Gr ing Ward, Chasten, Cloak of Fear, Devil's Tongue, Eyes of Truth, Holy Ward, Immolation, Righteous Flames, Vision, Cleansing Fire, Crevasse, Eye of Menoth, Hex Blast, He uisher, Howling Flames, Ignite, Immolation, Wall of Fire, Barrier of Flames, Cleansing Fire, Flame, Fuel the Flames, Inferno, Ashes to Ashes, Blazing Effigy, Sea of Fire Grip, Shatter Storm, Staying Winter's Hand, Brittle Frost, Deep Freeze, Frozen Ground, Hoarfrost, Winter Storm, Freezing Grip, Freezing Mist, White Out Rock Wall, Solid Ground, Stone Strength, Crevasse, Earthquake, Inhospitable Ground, Rift, Rock Hammer, Earthsplitter, Obliteration, Shock Wave or Wind, Telekinesis, Wind Blast, Wings of Air, Chain Lightning, Deceleration, Fog of War, Lightning Tendrils, Zephyr, Raging Winds, Tempest, Tornado Bleed, Bone Shaker, Chiller, Cloak of Fear, Dark Fire, Devil's Tongue, Occulation, Telegesh Mark, True Sight, Affliction, Dominate Undead, Entropic Force, Ghost Shroud, H Battering Ram, Boundless Charge, Convection, Fortify, Foxhole, Redline, Refuge, Snipe, Temper Metal, Transference, Awareness, Batten Down the Hatches, Eliminator, Fa Blur, Dead Eye, Disruptor, Electrify, Fortify, Foxhole, Heightend Reflexes, Lightning Shroud, Positive Charge, Refuge, Snipe, Arcane Blast, Chain Lightning, Deceleration, Ea ering Ram, Convection, Fire Group, Fortify, Hot Shot, Positive Charge, Razor Wall, Synergy, Temper Metal, Transference, Awareness, Backlash, Domination, Grind, Iron A e, Infernal Machine, Iron Flesh, Ravager, Razor Wind, Redline, Shatter Storm, Transference, Wind Blast, Battle Rage, Eliminator, Fog of War, Gallows, Grind, Inhospitable m, Blur, Boundless Charge, Celerity, Deadeye, Positive Charge, Redline, Refuge, Twister, Wind Blast, Awareness, Eliminator, Fail Safe, Force Field, Gallows, Grind, Guided onvection, Deadweight, Fire Group, Fortune, Hot Shot, Redline, Sea Legs, Temper Metal, Batten Down the Hatches, Blow the Man Down, Broadside, Eliminator, Fail Safe y, Convection, Hallowed Avenger, Hand of Fate, Howling Flames, Immolation, Perdition, Righteous Flames, Shield of Faith, Synergy, Wall of Fire, Awareness, Cleansing Fire

Then go to Data -> Text to Columns. Then cut and do a paste transpose.

109 110 111 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144

PHY 8 7 7 7 7 8 8 9

SPD 7 6 7 7 7 6 7 6

STR 7 7 5 6 7 9 7 8

Racial Limits (Veteran) AGL PRW POI 6 6 6 6 6 5 6 6 6 6 6 6 6 6 6 5 6 5 6 6 5 6 6 5

INT 6 6 5 6 6 5 6 5

ARC 6 6 0 6 6 0 6 6

PER 6 6 4 6 6 5 6 5

PHY 8 8 7 7 8 9 8 10

SPD 7 6 7 7 7 6 7 6

STR 8 8 6 7 8 10 8 9

Racial Limits (E AGL 7 7 7 7 7 6 7 7

2 3 2 2 2 2 2 2

3 3 3 3 2 4 3 4 4 4 4 4 4 3 3 4 3 4

3 2 3 3 3 4 2 3 3 4 2 3 3 3 3 3 4 3 3 3 4 3 3 2 3

2 3 3 2

2 3

2 4 4 4 4 4 4 3 3 2 2 2 4 4 4 4 2 3 3 3 3 4 4 3

3 3 4 4 2 2 2 4 4 4 4 4 4 4 4 4 4 4 4

3 3 2 2 2

4 4 4 4 4

3 3

3 3

2 4 3

4 4 4 3 2 3 4 3 2 4

4 3

3 3

3 3 3 3 3 2 2 4

2 2 4 4 4 4 3

Unarmed Combat
2 4 2 3 3 3 3 4 3

Thrown Weapon

Heavy Artillery

Great Weapon

Hand Weapon

Light Artillery

Shield

Lance

Pistol

Rifle

4 3 3 2 3 3

2 3 4 2

3 4

3 3 3 2 3 3 3 3 3 3 3 3 3 2 2 2 2 2 3 2 2 2 2 3 4 2 3 3

4 4 4 2 2 3 3 3 3 4 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 2 2 2 3 3 4 4 3 2 3 3 4 4 3 4 4 2 3 3 3 2 2

e, Electrical Blast, Fail Safe, Force Field, Full Throttle, Grind, Guided Fire, Iron Aggression, Superiority, Black Out, Tide of Steel, Voltaic Lock nsing Fire, Fail Safe, Grind, Guided Fire, Hex Blast, Hex Hammer, Iron Aggression, Superiority, Black Out, Blazing Effigy, Voltaic Lock shen Cloud, Aura of Protection, Banishing Ward, Celerity, Foxhole, Hand of Fate, Howling Flames, Icy Grip, Occultation, Rock Wall, Telekinesis, True Sight, Vision, Wind Bl t, Wind Blast, Battle Rage, Deep Freeze, Fog of War, Gallows, Hoarfrost, Inhospitable Ground, Rift, Winter Storm, Zephyr, Freezing Grip, Overmind, Tempest on, Sunburst, Force Hammer, Force of Faith, Star Fire Legs, Shatter Storm, Triage, Wind Blast, Wings of Air, Broadside, Fog of War, Force Field, Gallows, Guided Fire, Mirage, Rift, Winter Storm, Powder Keg, Shock Wave, Tem Group, Heightened Reflexes, Refuge, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune Shot: Detonator, Rune ne Shot: Piercer, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Vision, Mirage, Rune Shot: Detonator, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Zephyr, Qu Group, Heightened Reflexes, Refuge, Rune Shot: Disruption, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune cal Blast, Fail Safe, Force Field, Magnetic Hold, Mirage, Purification, Electrodynamics, Realignment, Shock Wave se, Crusader's Call, Hex Blast, Lamentation, Purification, True Path, Ashes to Ashes, Blazing Effigy, Hymm of Shielding ssing of Morrow, Crusader's Call, Daylight, Prayer of Guidance, Sanguine Blessing, Sunburst, True Path, Force of Faith, Heal, Star Fire Safe, Fire For Effect, Grind, Ground Zero, Inhospitable Ground, Iron Aggression, Rock Hammer, Stone Spray, Earthsplitter, Poweder Keg, Tide of steel Eye of Menoth, Hex Blast, Hex Hammer, Protector's Mark, Purification, Ashes to Ashes, Mindlock, Overmind Blazing Effigy, Sea of Fire

tropic Force, Ghost Shroud, Hellfire, Hex Blast, Star Crossed, Stygian Abyss, Annihilation, Death Field, Overmind wn the Hatches, Eliminator, Fail Safe, Grind, Guided Fire, Iron Aggression, Rift, Superiority, Force Hammer, Obliteration ain Lightning, Deceleration, Earthquake, Electrical Blast, Fail Safe, Force Field, Guided Fire, Force Hammer, Tide of Steel, Voltaic Lock sh, Domination, Grind, Iron Aggression, Magnetic Hold, Mirage, Purification, Force Hammer, Reconstruction, Voltaic Lock , Gallows, Grind, Inhospitable Ground, Rift, Superiority, Watcher, Freezing Grip, Tempest, Tide of Steel Field, Gallows, Grind, Guided Fire, Rift, Winter Storm, Quickend, Tide of Steel, Tornado roadside, Eliminator, Fail Safe, Full Throttle, Gallows, Iron Aggression, Rift, Force Hammer, Obliteration, Powder Keg Fire, Awareness, Cleansing Fire, Crevasse, Crusader's Call, Eliminator, Hex Blast, Hex Hammer, Iron Aggression, Rift, Ashes to Ashes, Blazing Effigy, Force Hammer

145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169

170

171

172

173

174

175

176

Racial Limits (Epic) AGL PRW POI 7 7 7 7 7 6 7 7 7 7 7 7 7 7 7 6 7 6 7 7 6 7 7 6

INT 7 7 6 7 6 6 7 6

ARC 8 7 0 8 7 0 7 7

PER 7 7 5 7 6 6 7 6

DEF MOD 0 0 1 0 0 0 0 0

INIT MOD 0 0 0 0 1 0 0 0

Abilities Load Bearing

Benefits

Deft

Tough, Feat: Revitalize

sis, True Sight, Vision, Wind Blast, Fog of War, Force Field, Hex Blast, Inhospitable Ground, Lightning Tendrils, Mirage, Rift, Rock Hammer, Zephyr, Force Hammer, Overm ermind, Tempest

Powder Keg, Shock Wave, Tempest e, Rune Shot: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: M hot: Spell Cracker, Zephyr, Quickend, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper True Sight, Guided Fire, Rune Shot: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart

Effigy, Force Hammer

ephyr, Force Hammer, Overmind, Tempest

Heart Stopper, Rune Shot: Momentum

Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: Momentum

All careers and weapons/armor have been entered. KNG = Kings, Nations, Gods

DATA TAB INFO Anything in YELLOW needs to be finished Anything in RED I have no idea on how to edit/fix All the Careers need requirement notification errors.. Example to be a Storm Lance you need to have Knight & Sto Storm Lance I had to split up into 2 careers, Knight (Storm Lance) and Stormblade (Storm Lance) each entry has sp C1 INFO there is not enough room for the 2 skills in red on the data tab to show up on the C1 tab Career Options by Faction Cygnar Arcane Tempest Gun Mage Cygnaran Warcaster Illuminated Acanist Storm Guard Storm Lance Trencher Commando Stormsmith Khador Greylord Arcanist Khadoran Warcastor Iron Fang Uhlan Man-O-War Drakhun Assault Kommando Doom Reaver Horseman Man-O-War Llael Amethyst Rose Gun Mage Llael Warcaster Ordic Crucible Guard Marine Trident Arcanist Ordic Warcaster Artillerist

Requirements Human Cygnaran, Gifted Human Cygnaran, Gifted Human of Morrowan Faith, Gifted Cygnaran Cygnaran Cygnaran Human Cygnaran Requirements Human Khadoran, Gifted Human Khadoran, Gifted Khadoran Khadoran Human Khadoran Human Khadoran, Mighty, Starting Career None Human Khadoran Requirements Human Llaelese, Gifted Human Llaelese, Gifted Requirements Cygnaran, Llaelese, Ordic Human Ordic, Cygnaran Human Ordic, Gifted Human Ordic, Gifted none

Secondary Careers Aristocrat, Horseman, Military Arcane Mechanik, Arcanist, Ar Cannot also be a standard Arc Requires Man-at-Arms and Sto Requires Knight and Stormbal Requires Ranger and Trencher Any

Secondary Careers Alchemist, Arcane Mechanik, Arcane Mechanik, Arcanist, Ar Requires Horseman and Iron F Requires Horseman and ManMilitary Officer, Ranger, Riflem Cutthroat, Horseman, Pirate, R Trollkin characters cannot tak Aristocrat, Field Mechanik, Ho

Secondary Careers Duelist, Highwayman, Horsem Aristocrat, Duelist, Field Mech

Secondary Careers Artillerist, Field Mechanik, Hor Cannot be a Marine and Soldie Arcane Mechanik, Aristocrat, Arcane mechanik, Arcanist, Ar A character with threncher ca

Menoth Vassal of Menoth Exemplar Errant Exemplar Venger Protectorate Warcaster Allegiant, order of the fist Exemplar Paladin, order of the wall Reclaimer Scrutator

Requirements Human Menite, Gifted Human Menite Human Menite Human Menite, Gifted Human Menite, starting career Human Menite, starting career Human Menite, starting career Human Menite, starting career Human Menite, starting career, gifted

Secondary Careers Achemist, Arcanist, Field Mech Requires Exemplar and Range Requires Exemplar and Horsem Allegiant Order of the Fist, Cut Cutthroat, Investigator, Priest Horseman, Man-at-Arms, Mili Aristocrat, Horseman, investig Arcanist, Field Mechanik, Inve Allegiant Order of the Fist, inv

, gifted Cannot also be a standard warcaster as well.

you need to have Knight & Stormblade. Storm Lance) each entry has special changes from the normal one.

Secondary Careers Aristocrat, Horseman, Military Officer, Pistoleer, ranger, Rifleman, Soldier, Spy, Warcaster. Cannot also be a standard Gun Mage as well. Arcane Mechanik, Arcanist, Aristocrat, Field Mechanik, Gun Mage, Horseman, Knight, Man-at-Arms, Military officer, Pistoleer, Ranger, Ri Cannot also be a standard Arcanist as well. Requires Man-at-Arms and Stormblade. I have a seporate entry for StormGuard, so to be a stormguard they need Man-At-Arms and StormGua Requires Knight and Stormbalde I have a seporate entry for Storm Lance, so to be a storm lance they need Stormblade(storm lance) an Requires Ranger and Trencher I have a seporate entry for Trencher Commando, so to be a Trencher Commando they need Ranger an

Secondary Careers Alchemist, Arcane Mechanik, Aristocrat, Explorer, Horseman, Investigator, Military Officer, Sorcerer, Spy, Warcastor. Cannot also be a sta Arcane Mechanik, Arcanist, Aristocrat, Assault Commando, Horseman, Investigator, Iron Fang, Military Officer, Pistoleer, Ranger, Riflema Requires Horseman and Iron Fang. I have a seporate entry for Iron Fang Uhulan, they need Iron Fang (Uhlan) and Horseman. Requires Horseman and Man-O-War.. I have a seporate entry for Man-O-War Drakhun, they need Man-O-War and Horseman (Dr Military Officer, Ranger, Rifleman, Soldier, Warcaster Cutthroat, Horseman, Pirate, Ranger, Soldier, Thief Trollkin characters cannot take this career. Aristocrat, Field Mechanik, Horseman, Man-at-Arms, Military Officer, Soldier

Secondary Careers Duelist, Highwayman, Horseman, Military Officer, Pistoleer, Spy, warcaster. Cannot also be a standard Gun Mage as well. Aristocrat, Duelist, Field Mechanik, Gun Mage, Highwayman, Horseman, Military Officer, Pistoleer, Sorcerer, Spy. Cannot also be a standa

Secondary Careers Artillerist, Field Mechanik, Horseman, Investigator, Man-at-Arms, Military Officer, Rifleman, Warcaster. Cannot be a soldier and Crucible Cannot be a Marine and Soldier. Arcane Mechanik, Aristocrat, Explorer, Marine, Military Officer, Ordic Warcaster, Pirate, Priest (Morrow), Sorcerer. Cannot be a standard Arcane mechanik, Arcanist, Aristocrat, Artillerist, Duelist, Explorer, Field Mechanik, Horseman, Man-at-arms, Military officer, Pirate, Pries A character with threncher career can choose this career as a starting career.

Secondary Careers Achemist, Arcanist, Field Mechanik, Priest (menite), Sorcerer. Cannot be an arcane mechanik as well. Requires Exemplar and Ranger. Requires Exemplar and Horseman. Allegiant Order of the Fist, Cutthroat, Duelist, Exemplar, Field Mechanik, Paladin of the Order of the Wall, Priest (menite), Reclaimer, Scru Cutthroat, Investigator, Priest (menite), Ranger, Scrutator, Spt, Warcastor. Horseman, Man-at-Arms, Military Officer, Ranger, Soldier, Warcaster Aristocrat, Horseman, investigator, Man-at-Arms, Military Officer, Priest (menite), Ranger, Soldier, Warcaster Arcanist, Field Mechanik, Investigator, Preist (Menite), Soldier, Warcaster Allegiant Order of the Fist, investigator, Military Officer, Preist (menite), Warcaster

be a standard Gun Mage as well. litary officer, Pistoleer, Ranger, Rifleman, Soldier, Sorcerer, Stormblade, Trencher. Cannot also be a standard Warcaster as well.

need Man-At-Arms and StormGuard. need Stormblade(storm lance) and Knight (storm lance). Commando they need Ranger and Trencher Commando.

y, Warcastor. Cannot also be a standard Arcanist as well. Officer, Pistoleer, Ranger, Rifleman, Soldier, Sorcerer, Spy. Cannot also be a standard Warcaster as well. ron Fang (Uhlan) and Horseman. ed Man-O-War and Horseman (Drakhun).

Gun Mage as well. cerer, Spy. Cannot also be a standard warcaster as well.

Cannot be a soldier and Crucible Guard.

w), Sorcerer. Cannot be a standard arcanist as well. arms, Military officer, Pirate, Priest (Morrowan), Soldeir, Sorcerer. Cannot be a standard warcaster as well.

all, Priest (menite), Reclaimer, Scrutator. Cannot have any other warcaster career as well.

dard Warcaster as well.

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