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ee ork ee SAWBONES PREREQUISITES: NONE ‘Abilities: Amateur Surgery (p. 106), Anatomist (p. 106), and either Weapon SPE EEE Spec (bonesaw) or Weapon Specialization (cleaver) Bits Miltary Skills: Hand Weapon 1 Occupational Skills: Medicine 1, Survival 1 Belay Bonesaw or cleaver, field medicine kit, and 50 gc ‘Anatomical Precision, Anatomist (p. 106), Anesthetize (p.106), Amateur H Mtoe Surgery (p. 106), Bonesetter(p. 106), Dodger, Disease Resistance, No I'm PN Fine (p, 106), Precision Strike, Remedy (p, 107), Specialization (bonesaw), i ‘Specialization (cleaver) Pt A Connections (pirate crew) } or a Paes Hand Weapon 3, Unarmed Combat 2 fl trey 4, Medicine 4 CS oe nS Inallife punctuated with disease and injury, many Immorese sailors have no choice but to look to one another for medical relief. While many a well-meaning crewman's attempts at amateur surgery have spelled certain death f svards, on occasion a fortunate sailor is attended by a comrade their would-be with a steady hand and an eye for anatomy. Once a sailor saves even a single life, he finds himself mundated with potential patients who provide unintentional subjects to hone his skills atmedicine These so-called "sawbones" become valued assets, earning a higher share of profi Many Sawbones take to their roles as healers with as much passion as any trained physician, believing that continued learning and experimentation ae the keys to saving lives. To this end, Savvtones create homebrewed elixirs and unguents to dull pain and cure infection Not all Sawbones are as devoted to their skills, however, causing the crew to simply shake off normally crippling injuries in order to avoid the Sawbore’s knite, Whether through the stitching of flesh or the fear of their surgeon's touch, a crew cated fr by a Sawbones fights on, no matter what Playing a Sawbones: Play the Sawbones if you want tobe a support character whe keups the rest ofthe ere in Fghling shape throughout the bloodiest battles, The Amateur Surgery ability allows the Sawybones toad injuted alles, while Anato rmistand Remedy car help treat the effects of various ailments At higher ters, the veteran Sawbones can combine Anesthetize with NoT'm Fine tallow any ais in his command range to make Tough ralisata4, 8, or 6, While primarily focused on aid gle we. theSiwboncs doer tout one otknare tity, fal ~ such Anatomical Precision ad Precision Strike thal, coupled re tthe Stl Archetype allows the Swine ca aay at anopponents vitality regardless of ARM | o ead NEW CAREER OPTIONS BUCCANEER (CUTTHROAT/ MAN-AT-ARMS} The first to engage enemy sailors in boarding actions, the bbuceaneer launches himself into the fray, cutting a way through opposing sailors to lead his crewmen to victory and plunder. Buccaneers serve as a counterpoint to the ly on the element marines of national navies and tend te 1 ‘of surprise. They engage the enemy with an all-out assault, leaping across the gap between ships or swinging aboard the target via ropes tied to the rigging. They fall upon enemies with a swing of a cutlass and a shot from their pistols. Many of these frontline raiders don't survive more than a few encounters, but those whe manage to stay alive are among the toughest and most grizzled sailors in western Immeren Only a character who begins the game with the Cutthroat and Manat Arms careers can be a Buccaneer. A character taking this option ‘Begins the game with the Ambush and Assault abilities, but does not start with the Prowl or Shield Guard abilities. ‘Begins the game with Hand Weapon 2 ar Pistol 2, but does not start withthe Shield skill, + Begins with 75 ge i S BLIRON KINGDOMS UNCHARTED _ | MERCHANT TRADER (ARISTOCRAT) Nobie birth is not the only way of gaining power and prestige in the Icon Kingdoms, As nations rise and fall in ‘the ongoing wars of western Immoren, the needs of reliable ‘commerce and trade provide the cunning businessperson with a wealth of opportunities. Whether bypassing trade ‘embargoes with well-placed bribes or using connections to avoid having “unusual” cargo inspected, these merchant traders find themselves wielding inereasing amounts of influence. More than mere salesmen, merchant traders use thei travels as opportunities to gather information on anything from military movements te highborn weddings— ‘whatever could be of beneficial use to theie trading house or potential business partners Only a character who begins the game with the Aristocrat Career can be a Merchant Trader. [A character taking this option «Begins the game with the Air of Legitimacy, Counter (Offer, and Grease the Wheels abilities, but dees not begin the game with the Privilege or Good Breeding abilities, ‘Begins the game with Connections (merchant guild) ‘or Connections (trading house), but does not begin with Connections (nobility) + Adds Bribery Ito his list ofstarting Occupational skills Special: A character who chooses the Merchant Trader as a starting career gains 20 ge each month as payment from his merchant house, bat does not gain the 30 ge each month that the standard Aristocrat does. TREASURE HUNTER (EXPLORER) Of all who venture into the ancient and forgotten places ‘of the Tron Kingdoms, none are as motivated, and some would say as reckless, as the treasure hunter. Masters of salvage, treasure hunters are relentless in their pursuit cf the next big scare. While not possessing the academic inclinations of many explorers, treasure hunters must stil spend ample time invested in research. Where gathering knowledge motivates field researchers, treasure hunters are only interested in accumulating wealth. Risking life and limb entering shipwrecks, ruins o isolated wilderness ‘caverns, treasure hunters not only contend with dangerous ‘wildlife but also rival hunters secking their own fortunes. ‘Unforgiving of those attempting to jump their claim, they stop at nothing to collect a prize. Only a character who begins the game with the Explorer Career can be a'Treasure Hunter. A character taking this optio ‘+ Bogins the game with Lore (shipwres Salvage Rights ability, but does not start with the Big Game Hunter ability ‘+ Adds Swimming 1 and Sailing 1 to his list of starting ‘occupational sills, butloses Medicine Lasastating kil, WATCH INSPECTOR (INVESTIGATOR) Investigating only the most serious and unsolvable crimes, ‘Watch Inspectors are the elite atm of the city wateh, Veteran peacekeepers tasked with protecting the average citizen ‘against organized crime ot finding, justice for vietims of violent assaults, Watch Inspectors doggedly pursue the truth no matter where it may lead. These individuals know the cities they protect inside and out, managing a web of informants to keep leads flowing during investigations. Particularly dangerous or extended cases prompt some of the most curining watch inspectors to don covert identities cr false aliases in order to infiltrate criminal syndicates or {gather intel on smuggling rings, (Only a character who begins the game with the Investigator Career can be a Watch Inspector. A character taking this option: ‘+ Bogins the game with the Alias and Go with Your ‘Gut abilities, but does not begin with the Astute or Language (any) abilities. ‘+ Adds Informant Network to the character's list of potential Investigator abilities, + Adds Disguise 1 to the character's list of starting ‘occupational skills ‘+ Bogins the game with a cutlass, pistol, armored _greatcoat, Watch Inspector's badge, and 15 gc, but not the 100 gc ofthe standard Investigator. NEW ABILITIES AMATEUR SURGERY Prerequisite: Medicine 1 This character may spend a feat peint to perform Amateur Surgery. friendly character B2B with this character regains 1 vitality point in each aspect. Amateur Surgery can be used Petetca errand! ANATOMIST. Prerequisite: INTS, Medicine? This character gains an additional die on Medicine skill rls ANESTHETIZE Prerequisite: Medicine 2 ‘This character can spend a quick action to cause characters 2B with him to gain the Tough Mighty archetype benefit for one round. AIR OF LEGITIMACY Prerequisite: None This character gains +2 to non-Intimidation social skill rolls when dealing with potential business partners and law enforcement Auias Prerequisite: Disguise 1 This character is skilled at taking on false identities. The character gains boosted Disguise skill rol JONESETTER, Prerequisite: Medicine 3 If this character stabilizes another character, the stabilized epee ety Tevay Tobie revall wo concord GREASE THE WHEELS Prerequisite Bribery 1 This character treats any Bribery skill roll result worse than “Tail” as “Fal NO I'M FINE Prerequisite: Medicine | This character may spend a feat point to use No Im Fine. For ‘one round, Tough rolls made by friendly characters within ynmand range are successful on a roll of Go WITH YOUR GUT Prerequisite: None Years of hard police work have honed this character's instinets and intuition, This character may use PER when using the Forensic Science or Interrogation skills. INFORMANT NETWORK, Prerequisite: Stectwise 3 This character has developed a local information network. This character rolls an additional die on Streetwise skill tolls, SALVAGE RIGHTS Prerequisite: None During combat encounters involving a treasure, artifact, fr other item of sufficient value, this character gains +2 to Initiative, attack, and damage rolls against enemy characters attempting to keep this character from his prize. ‘The player and Game Master should discuss what items are appropriate to be considered treasure, artifacts, or items of sufficient value REMEDY Prerequisite: Medicine When this character is BZB with a non incapacitated living character, he can use a quick action and spend I feat point to-cause any continuous effects an that character to expire. Alternatively, while B2B the character can spend 1 feat point to grant a friendly non-incapacitated living character ‘an additional die on his next roll to resist poisons, toxins, or disease. NEW ADVENTURING COMPANIES FOUR STAR SYNDICATE The characters are members of the infamous Four Star Syndicate mercenary charter, authorized to acceptand fulfill ‘mercenary contracts for payment. While secretly funded by all four High Captains of Five Fingers ll mercenary hiring is done by proxy. A mysterious man named Traskin oversees we hiring of contracts. Und ew mercenaries and coordinates their various the Four Star Syndicate, characters may take part in contracts involving anything from security aboard vessels transporting valuable cargoes to outright battlefield operations, Requirements: The Four Star Syndicate is an organization with wide-rangingneeds and interests, Assuch, membership Js open to any group or individual demonstrating a high Bee feefed iSlent ox unique aidllact! Once on|assignmcat for the Syndicate, however, characters ate beholden to the tenets of the mercenary charter Benefits: Members of the company may take on work and assignments officially sanctioned by the Four Star Syndicate and its interests, The characters should be regulazly presented with mercenary contracts and opportunities Additionally, cach character ereated as apart of the company ‘chooses one of the High Captains. The characteris affiliated with that High Captain and gains all listed benefits, ‘+ High Captain Banck Hursley: King’s Favor - A. character who favors High Captain Husley gains Connection (Ordic Navy). Additionally, the character gains Lore (Ordic Navy} 1 and adds Law 2 to the character's list of potential occupational skills, High Captain Velter Waernuk: Dark Dealings = A character who favors High Captain Waernuk gains Connection (Schatde pirate) or Connection (Cryxian agents). Additionally the character gains Lore (Cryx) 1 ‘and adds Deception 2to the character's list of potential occupational skills, High Captain Jannish Riordan: High Society (Thamarite) ~ A character who favors High Captain Riordan gains Connection (nobility), as the character may have entered sophisticated citcles of influence with associates of Captain Riordan with unusual ‘cut leanings. Due ta the character's connections, the character gains Lore (Thamarite) 1 and adds Etiquette 2 ta the characters list of potential occupational skills. High Captain Durgan Kilbride: Mateu Enforcers = A character who favors High Captain Kilbride gains (Matew Traders). Additionally, if this character brings goods plundered from Mercarian League ships back to a Mateu trade house, she can sell ‘such items for double the n Connection al amount KHADORAN ROYAL NAVY The characters are the primary crew of a warship in the Khadoran Royal Navy. They will often be called upon to prosecute war against the kingdom's enemies, including pirates. With the correct Letter of Marque, engaging in some privateering could happen as well Requirements: Each member of the company must have at least ane of the following careers: Artillerist, Buccaneer, Explorer, Marine (Goldien, Military Offices, Press. Ganger (Bounty Hunter, Sawbones, or Smuggler (Firate). Atleast one character mast have the Military Officer career. The players should designate one member ofthe company with the Military (Officer eareer to be the captain, The captain then designates a first mate andthe other officers as appropriate, Benefits: The company begins the game with a large ship ‘The characters can expect to be supplied with coal, food, water, ammunition alchemical gear, and other supplies. Each character receives 25 ge in pay from the royal treasury each month. The characters can find a safe harbor in any Khadoran port Fach character created as a member of the crew gains ‘Climbing 1, Rope Use 1, Sailing 1, and Swimming 1 IRON KINGDOMS UNCHARTED iin MATEU TRADERS. The characters are operatives for House Mateu, pursuing the complex and often questionably legal trade needs ‘of the guild. They are at the command of House Mateu, whore interests are wide ranging, and their cargo might include anything from legitimate shipments to illegal and potentially dangerous goods. They are also a geeat source ‘of information for the intelligence network of House Mi and thus may be asked te go to some unusual places. Requirements: Fach member of the company must have at least one of the following careers: Buccaneer, Explorer, Marine Soldier}, Fress Ganger (Bounty Hunter), Sawbones, Smuggler (Thief), Spy. The players should elect one of their number ta be a captain, Benefits: The players start the game with aship crewed by able bodied sailors and outited for smuggling. This may include hidden cargo areas as well as flags and markings for other kingdoms, an effective means of camouflage on the high seas. ‘The captain will have acces to forged documents te prove any number of falsehoods about the ship's cargo and destination. Each character created as a member of the crew gains Climbing 1, Rope Use 1, Sailing 1, and Swimming 1 RIVERBOAT RAIDERS ‘The characters are a crew plundering the shipping lanes along a river. With fast, shallow-keeled ships, they can attack larger vessels and then fade back into wetlands or swamps ta evade pursuit, Smuggling ill-gotten goods, either by river ‘or overland, can bean adventure in and of itself. Good places. for this activity would be along the Rohannor or Dragon's ‘Tangue rivers in Ord, but any river lying between the sea and a city would work. This type of business is frequently pursued by farrow or gatormen tribes, so characters from these or any ether race would work in this company. Requirements: Fach member of the company must have at least one o the following careers:Archer, Brigand, Buccaneer (Cutthroat/Man-at-Arms),Explorer, Marine(Soldier), Sawhenes or Smuggler (Thief) Benefits: The characters begin the game with one of two small river boats crewed by able-bodied sailors, as well as 1 basic encampment somewhere in the wilds near the river, Fach character created as a member of the crew gains ‘Climbing 1, Rope Use 1, Sailing 1, and Swimming 1 SEAHUNTERS The characters are a crew of adventurers dedicated to finding and capturing the bizare monsters that prowl the Meredivs ‘Often, they sil uncharted waters and in pursuitof strangeand terrifying creatures, They may be operating as freelancers, or asan expedition funded by a kingdom or univers Requirements: Eich member ofthe company must have at least ‘one of thefellowing careers: Angler (Bounty Tlunte) Buccaneer (Cutthroat/Man-at-Arms, Explorer, Pirate, Sawbones, Benefits: The company starts the game with a small ship crewed by able-bodied sailors and equipped for the type of Jhunting itis doing, For example, an icebreaker ship designed for arctic exploration would include a reinforced iron keel, and a ship meant for hunting sea drakes would require harpoons and nets, probably with mechanical winches, If ‘working under the auspices of a kingdom, the ship may find safe harbor in any port of that kingdom, Each character created as a member of the evew gains Climbing 1, Rope Use 1, Sailing 1, and Swimming 1 NEW GEAR BONE SAW. Cost: 2 ge Skill; Hand Weapon ‘Attack Modifier: =I POW:3 Description: This wicked looking surgical instrument is designed to cut or remove bone, Used by physicians when {an infected or useless limb needs to be amputated, over the decades this erude but effective tool has proven adequate as 1 weapon, Special Rules: A character wielding this weapon gains +1 to Medicine Rolls, When a character wielding this weapon rolls a critical hit with this weapon, if this character makes another attack ‘with this weapon against the last character hit, that attack automatically hits, CLEAVER, Cost: 6 ge Skill: Hand Weapon. Attack Modifier POW:3 Description: Found in virtually every farm, butcher shop, and kitchen in the Iron Kingdoms, this large, flat, rectangular bladed weapon is effective at cutting through ‘meat, sinew, and bone. Used in cooking and butchery, many desperate cooks have resorted to using this blade in battle Special Rules: A character gains +2 to charge attack damage rolls with this weapon,

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