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IRON KINGDOMS Roleplaying

Version: 1.5.5.2
Created by: Scott "Ski" Anderson (ski@yahoo.com) Updated/Modified By Halen
Disclaimer

This spreadsheet is intended for use with the Iron Kingdoms Full Metal Fantasy Roleplaying Game by Privateer Press (www.privateerpress
Rulebook and other expansions is necessary to fully use this spreadsheet. This spreadsheet is intended for use as a tool to assist with chara
but 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. I'm
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 th

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 downlo

Revision History
Version 1.5.5.2
Fixed bugs
Changed the way "All Military/Occupational Skill" section of the Data works so it auto enters from the table
Version 1.5.5.1
Fixed bugs
Version 1.5.5.0
BIG THANKS TO LIMEYDRAGON FOR ENTERING KNG DATA
Modified fof new KNG Stuf
Bugs
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
Fixed some rule errors
Version 1.5.3
Added Mechanika Creator
Reworked Print out to fit Armor and Mechanika
Changed notes by abilities to show the description instead
Fixed the spell list on the CharGen so it shows the Spell List
Added Career Checker for Added Careers
Added Thamarite Advocate Career and the associated Stuf
Added Weapon's from NQ up to 47
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
Fixed some rule errors
Version 1.5.3
Added Mechanika Creator
Reworked Print out to fit Armor and Mechanika
Changed notes by abilities to show the description instead
Fixed the spell list on the CharGen so it shows the Spell List Special Thanks To…
Added Career Checker for Added Careers
Privateer Press, Advocate
Added Thamarite the gaming community,
Career and my local
and the associated Stuf gaming group.
Jor Raiten
Added for providing
Weapon's from NQ the
up tobulk
47 of the descriptions for Abilities, Spells, and Ranged Weapons, saving me hours and hours and hours of work.
Fixed misc. bugs
Lord_Fizzle for providing descriptions of some of the abilities.
Version
rvrchamp,1.5.2captainspud, dragonmann, PG_thegreatblah, Saraminss, McGruf and other forum posters for comments and catching bugs.
Added Satyxis Race
Added Doom Reaver, Raider, and Urban Adventure Careers
Added Abilities related to above Careers
Fixed Stormblade to match Errata
Added Lacerator, Fell Blade, Injector Pistol,
4.15.2013- Version 1.5.1
Halen takes over updating
Added Long Rider class to check to see if errors come up from editing data
Fixed a couple Bugs
A Huge Thanks to Ski Anderson for creating this awesom tool!
11.14.12 - Version 1.5
Changed Ranged Weapon 3 and Melee Weapon 3 to Custom Weapons. Put in whatever you want for them. It won't do any lookups at all.
Fixed Rune Shot: Thunderbolt
Added in the ability to auto-add Racial abilities (Load Bearing for Dwarves, for example)
Added some basics for Racial Archetype benefits (like Deft for Gobbers).
Added in the Storm Glaive as both a Ranged and Melee Weapon.
Fixed Riding and Swimming auto-calculations
Made the other derived calculations actually include the values in the Miscellaneous boxes.
10.15.12 - Version 1.4
Added descriptions for all abilities, spells and weapons from Jor Raiten and other contributors!
10.11.12 - Version 1.3
Fixed "Fell Gall" problem with Fell Caller abilities.
Added a MISC ATT column so people can put in things like 2-weapon fighting penalties.
Fixed the INIT reference (it was pointing to Command calculations)
Fixed the second branch of the life spiral.
Added 20 or so abilities descriptions provided by Lord_Fizzle.
10.09.12 - Version 1.2
Fixed the life spiral bug I introduced when clearing data using the macro. Fixed Arcane Mechanik and Field Mechanik data entry problems (both lacked max of 4 in craft skills)
10.09.12 - Version 1.1
Fixed Man-at-Arms bug. Fixed Armor calculation bug caused by wearing no armor. Changed the life spiral column numbers to plain text instead of Wingdings. Changed some
blank entries better. Added the clear sheet macro to CharGen and Advanced. Changed the color of calculation boxes from green to white.
09.27.12 - Version 1.0
Started version 1.0. Added most of the fundamentals of the character generation system and the output.
aying System
Modified By Halen

Press (www.privateerpress.com). Ownership of the Core


a tool to assist with character creation and advancement
s.

infringe on any of that. I'm not really good at writing up


ot something sinister.

u can download it from their website at:

t offer it for direct download myself, etc.)


hours of work.

ng 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 exam
spreadsheet that would include all the possible options would be tedious and beyond my meage

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

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

Options (Currently NOT Impleme


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

NO Replace a starting ability with another ability available to a career.


NO Replace a starting occupational skill with another occupational skill available to a career.
NO Replace a starting military skill with another military skill available to a career.
NO Replace a starting spell with another COST 1 or 2 spell from that career's spell list.

Additional Notes
Be careful when clicking on the Clear Sheet button. It will wipe out all the user-input
you can UNDO that either.
e parts where the box is a green color. Everything
e equipment, for example) because building a
nd beyond my meager skills.

for advancement. Fill out parts on both tabs.

you're doing is correct. An example would be


l Benefits automatically).

mplemented)
ttempt to include those options (along with any others that the
lt).

es
ll the user-input fields. I don't think
Character Generation
Step One: Choose your Race
Race: Starting Values
PHYSPD STR AGLPRW POI
Languages:

Additional Characte
Height:

Weight:

Human Bonus:

Step Two: Choose your Archety


Archetype:
Benefit:
Step Three: Choose your Caree
Career 1:
Career 2:
Career Defaults All Career Abilities

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
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 Clear Sheet
ur Race
g Values
POI INT ARC PER
0

al Characteristics

Archetype

ur Careers

Chosen Abilities (Optional Rule)


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

Pistol 1

Pistol 1

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
POI INT ARC PER
0

0
ats.

Touches
Advanced
General Information
Character Name: Notes:
Sex:
Affiliation:
Faith:
Player Name:
Defining Characteristics:

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

Stats
CharGen Value Advancements TOTAL Racial Limits Note: Bonuses to starting and racial limits from
automatically. As Well Stats F

PHY 0
SPD 0 Advancements should be whole n

STR 0
AGL 0 Stat Advances U
PRW 0 Stat Advances L
POI 0
INT 0
ARC 0 0
PER 0

Careers
Career 1: At 30, 80, and 110 XP, a character can choose to either gain a c
an additional archetype bene
Career 1: At 30, 80, and 110 XP, a character can choose to either gain a c
an additional archetype bene

Career 2:
Available at 30 XP Careers Chosen:
Available at 80 XP Potential Careers Left
Available at 110 XP

Occupational and General Ski


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

Starting Max Final


GENERAL SKILLS Value Value Increase Value
Animal Handling 0 0 0
Climbing 0 0 0
Detection 0 0 0
Driving 0 0 0
Gambling 0 0 0
Intimidation 0 0 0
Jumping 0 0 0 Specify Lore Type
Lore 0 0
Lore 0 0
Lore 0 0
Lore 0 0
Riding 0 0 0
Swimming 0 0 0

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 examp
should become green and you should enter "1" and then specify "Arcane" in the Lore Type green box.

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

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 determining
(SACM).
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 determining
(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 0 SACM LEFT


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 0 SACM LEFT


Archetype and Racial Benefit
Archetype Benefit:
Racial Benefits: Any racial benefits you have must be chosen below as part of the additional be
the number of benefits you can have. This is a temporary fix.
Chosen Additional Benefits:

POTENTIAL BENEFITS:
BENEFITS
2 CHOSEN:
0BENEFITS LEFT:2
Vessel Creator
Soul Placed In a Vessel?
No Select Vessel Clockwo
Vessel Stats Size
Damage Box
Phy
SpdStrAglPrwPoiArm No
Two Weapon Fighting,
Base Medium 18 8 5 6 4 4 3 7 Benefit. See NQ 4

Final Medium 18 8 5 6 4 4 3 7
Upgrades Notes

Upgrades 0Upgrades Used0


Equipment
Starting Equipment:
Career 1:

Career 2:

Starting Gold:
Career 1 Career 2 TOTAL

+ =
Current Equipment:
0
Current Gold:

Cost
Ranged Weap. 1

Ranged Weap. 2

Melee Weap. 1

Melee Weap. 2

Armor

Weapon Ammo Ef Rng Ex Rng Skill Att Mod POW


Ranged Weapon 1:

Ranged Weapon 2:

Custom Ranged:

Weapon Skill Att Mod Misc Att POW


Melee Weapon 1:

Melee Weapon 2:

Custom Melee:

Note: I do not auto-calculate Two-Weapon fighting penalties (without Ambidextrous) at this time. You can simulate it by manually putting in a value i
Specializations are not auto-calculated at this time either.

Armor SPD Mod DEF Mod ARM Mod Special Ru

0 0 0
Armor:

Shield ARM MOD Special Rules

0
Shield:
Mechanika Builder
Rename Or Leave As "Custom", then Select as the weapon or armor above. All Rune Benefits factored it. (At Least the ones th

Mechanikal Armor
Name Cost Retrofitted Errors

Mechanikal Armor No
Armor Housing SPD Mod DEF Mod ARM Mod Special Rules

0 0 0
Power Source Cost RP Qty Notes

0
Rune Cost RP Description

Mechanikal Melee Weapons


Name Cost Retrofitted Errors

Mechanikal Weapon No
Weapon Skill Att Mod Misc Att POW Special Rules

Power Source Cost RP Qty Notes

0
Rune Cost RP Description

Name Cost Retrofitted Errors

Mechanikal Weapon No
Weapon Skill Att Mod Misc Att POW Special Rules

Power Source Cost RP Qty Notes

0
Rune Cost RP Description
Mechanikal Ranged Weapons
Name Cost Retrofitted Errors

Mechanikal Weapon No
Weapon Ammo Ef Rng Ex Rng Skill Att Mod POW AOE Sp

Power Source Cost RP Qty Notes

0
Rune Cost RP Description

Name Cost Retrofitted Errors

Mechanikal Weapon No
Weapon Ammo Ef Rng Ex Rng Skill Att Mod POW AOE Sp

Power Source Cost RP Qty Notes

0
Rune Cost RP Description

Life Spiral
Physique0 Shared 0 Column 10
Agility 0 Shared 0 Column 30
Intellect0 Shared 0 Column 50

AGILI
PHYS

2
AGILI

PHYSIQUE
2
REVIEW: 1 l
l l l
l l l l
l l l l
l l l

l
6 l
X X
INTELLECT
X X

X X

X X X

Damage Boxes
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

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 y

Other Calculated Values


SPD AGL PER RACIAL ARMOR

DEFENSE 0 + 0 + 0 + 0 + 0 +
PHY SHIELD ARMOR

ARMOR 0 + 0 + 0 +
SPD PRW PER RACIAL EQUIP

INITIATIVE0 + 0 + 0 + 0 + +
INT COMMAND ABILITY

COMMAND0 + 0 + 0 +
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 new
Clear Sheet
ion

Earned Used
0
0
0 0
0
0

starting and racial limits from careers are already factored in


automatically. As Well Stats From Mechanika

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

Advances Used: 0
Advances Left: 0

can choose to either gain a career and two occupational skills OR


an additional archetype benefit.
Chosen: 0
Careers Left: 2

eral Skills

Warnings OCCUPATION
AL SKILL
ADVANCEME
NTS
OCC 0
SKILLS
FROM
ADDITIONAL
CAREERS
0
TOTAL
ADDITIONAL
OCC SKILLS
0
SKILL
ADVANCEME
NT USED
0
SKILL
ADVANCEME
NTS LEFT
SKILL
ADVANCEME
NTS LEFT
0

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

SACM ADVANCES
Warnings

0
SACM USED
Exceeds max. 0
SACM LEFT
0
el of your character.
ded together for determining what you've used. This is labeled as
ACM LEFT 0
CM USED
0SACM LEFT0

Military, etc.)

ACM LEFT 0
Benefits
below as part of the additional benefits. Ignore warnings about exceeding
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

manually putting in a value in the "Misc. Att" column. Weapon

Special Rules

cial Rules
ored it. (At Least the ones that Can Be)

Rules

Notes

scription

pons
s

Special Rules

Notes

scription

Special Rules

Notes

scription
pons
s

Special Rules

Notes

scription

Special Rules

Notes

scription

Column 20
Column 40
Column 60

AGILITY
AGILITY
l l 3

l l 4

l
l l
l
l
LLECT 5

ore points to "spend" than you have stat values.

alues
MISC TOTAL

= 0
MISC TOTAL

= 0
MISC TOTAL

= 0
MISC TOTAL

= 0
s

use ALT+ENTER to add a new line.


IRON KINGDOMS ROLEPLAYING GAME CHARACTER SHEET
Hero LEVEL

0
CHARACTER NAME SEX DEFINING CHARACTERISTIC(S) HEIGHT

ARCHETYPE RACE CAREERS FAITH AFFILIATION PLAYER NAME WEIGHT TOTAL XP EARNED

STATS SKILLS BENEFITS


Occupational Skills General Skills
000
PHY
SPD STR
85
SKILL

#REF!
Advanced!B85

86

#REF!
PARENT

INT
SOC
0
-
VALUE SKILL

###
###
TOTAL

###
-
Advanc
123
SKILL

#REF!
Advanced!B123

124

#REF!
PARENT

SOC
AGL
VALUE

-
0
SKILL

###
###
TOTAL

-
###
Advanced!T123

+0 +0+0 - ### - 0 ### ###


Advanced!B86 Advanc
Advanced!B124 Advanced!T124

87

#REF! SOC 125

#REF! PER
0 ### ### 0 ### ###
Advanced!B87 Advanc
Advanced!B125 Advanced!T125

BONUS
BONUS BONUS
88

#REF! INT 126

#REF! AGL
0 ### ### 0 ### ###
Advanced!B88 Advanc
Advanced!B126 Advanced!T126

89

#REF! INT 127

#REF! PER

0 0 0 0 ### ### - ### -


Advanced!B89 Advanc
Advanced!B127 Advanced!T127

90

#REF! INT 128

#REF! SOC
0 ### ### 0 ### ###
Advanced!B90 Advanc
Advanced!B128 Advanced!T128

PRW POI
91

#REF! INT 129

#REF! PHY
0 ### ### 0 ### ###
Advanced!B91 Advanc
Advanced!B129 Advanced!T129

AGL 92

#REF! INT 130

#REF! INT
+0 +0+0 0 ### ### 0 ### ###
Advanced!B92 Advanc
Advanced!B130 Advanced!T130

93

#REF! INT 131

#REF! INT
0 ### ### 0 ### ###
Advanced!B93 Advanc
Advanced!B131 Advanced!T131

BONUS
BONUS BONUS
94

#REF! INT 132

#REF! INT
- ### - 0 ### ###
Advanced!B94 Advanc
Advanced!B132 Advanced!T132

95

#REF! SOC 133

#REF! INT

0 0 0 0 ### ### 0 ### ###


Advanced!B95 Advanc
Advanced!B133 Advanced!T133

96

#REF! INT 134

#REF! AGL
0 ### ### 0 ### ###
Advanced!B96 Advanc
Advanced!B134 Advanced!T134

ARC PER
97

#REF! AGL 135

#REF! STR
- ### -
Advanced!B97 Advanc
Advanced!B135 Advanced!T135

INT 98

#REF! SOC
+0 +0+0 0 ### ###
Advanced!B98 Advanced!T98

99

#REF! POI Weapon Skills


0 ### ### 0 ### ###
Advanced!B99 Advanced!T99

BONUS
BONUS BONUS
100

#REF! INT 157

#REF! POI
0/0 ### ### 0 ### ###
Advanced!B100 Advanc
Advanced!B157 Advanced!T157

101

#REF! AGL/INT 158

#REF! POI
- ### - 0 ### ###
Advanced!B101 Advanc
Advanced!B158 Advanced!T158

WILLPOWER 102

#REF! SOC 159

#REF! PRW

0 0 ### ### 0 ### ###


Advanced!B102 Advanc
Advanced!B159 Advanced!T159

103

#REF! INT 160

#REF! PRW
0 ### ### 0 ### ###
Advanced!B103 Advanc
Advanced!B160 Advanced!T160

104

#REF! AGL 161

#REF! POI
0 ### ### 0 ### ###
Advanced!B104 Advanc
Advanced!B161 Advanced!T161

DEF
105

#REF! INT 162

#REF! PRW
0 ### ### 0 ### ###
Advanced!B105 Advanc
Advanced!B162 Advanced!T162

#REF! INT #REF! POI


0
106 163

0 ### ### 0 ### ###


Advanced!B106 Advanc
Advanced!B163 Advanced!T163

107

#REF! PER 164

#REF! POI
- ### - 0 ### ###
Advanced!B107 Advanc
Advanced!B164 Advanced!T164

108

#REF! SOC 165

#REF! POI
ARM
Advanced!B108

109

#REF! SOC - ### -


Advanc
Advanced!B165

166

#REF! PRW 0 ### ###


Advanced!T165

RANGED WEAPONS

0 0 ### ### 0 ### ###


Advanced!B109 Advanc
Advanced!B166 Advanced!T166

110

#REF! AGL 167

#REF! POI WEAPON AND SKILL AMMO EFF RNG EX RNG


PHYSIQUE

0 ### ### 0 ### ###


Advanced!B110 Advanc
Advanced!B167 Advanced!T167

111

#REF! INT 168

#REF! PRW
Advanced!B111

#REF! AGL 0 ### ###


Advanc
Advanced!B168 Advanced!T168

NOTES RAT ATT MOD POW AOE

2 AGILITY
112

INIT
0/0 ### ###
Advanced!B112 Advanced!T112

#REF! INT/STR

0
113

WEAPON AND SKILL AMMO EX RNG

- ### - 1 l l 3
Advanced!B113 Advanced!T113

114

#REF! SOC l
Advanced!B114

115

#REF! AGL 0 ### ###


Advanced!T114

NOTES RAT ATT MOD POW AOE

COMMAND
Advanced!B115

116

#REF! PER 0 ### ###


Advanced!T115

l l l WEAPON AND SKILL AMMO EFF RNG EX RNG

0 0 ### ### l l l l l 4
Advanced!B116 Advanced!T116

117

#REF! PER l RAT


X

0 ### ###
Advanced!B117 Advanced!T117

118

#REF! PER NOTES ATT MOD POW AOE

l l l l
X

0 ### ###
Advanced!B118 Advanced!T118

119

#REF! PER MELEE WEAPONS


X

Advanced!B119 Advanced!T119

Feat Points Earned By:


1) Critical successes on a skill or attack roll.
Used For:
1) Boost Non-Attack Skill Roll
7) Run and Gun (2xSPD on Full Advance)
8) Shake Continuous Effect l l l l
X

2) Given by the GM. 2) Heroic Dodge (Half-Damage) 9) Shake Knockdown WEAPON AND SKILL ATT MOD
3) Incapacitating or destroying an enemy 3) Additional Quick Action 10) Shake Stationary
with an attack. 4) Parry (No Free Strikes) 11) Sprint (Full Advance after Melee Kill)
X

5) Relentless Charge (Move Over Rough


Terrain Without Penalty)
12) Two-Fister (Attack with Both Hands
without Penalty) l l NOTES MATP+S POW
X

6) Reroll Failed Attack, Skill, Willpower Roll 13) Walk It Off (d3+1 Vitality)

l l
X

WEAPON AND SKILL ATT MOD


X

6 l
x

l NOTES MATP+S POW


X

INTELLECT 5
X

WEAPON AND SKILL ATT MOD

Feat Crippled Physique: -2 STR


Crippled Agility: -2 to Attack Rolls NOTES MATP+S POW

Points Crippled Intellect: -2 DEF and Cannot Upkeep Spells


IRON KINGDOMS ROLEPLAYING GAME CHARACTER SHEETSki'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.

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

Mechanikal Armor Mechanikal Weapon Mechanikal Weapon Mechanikal Weapon Mechanikal Weapon
Power Source/Rune Description* Power Source/Rune Description* Power Source/Rune Description* Power Source/Rune Description* Power Source/Rune Description*
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 27 28 29 30 31 32 33 34 35 36 37

ta (Do Not Modify Unless You Know Wha


Races
Race Gifted Intellectual Mighty Skilled Languages Height
Human X X X X Native (Cygnaran/Sulese, Khad61-75 in (M), 55-69
Dwarf X X X X Rhulic plus one more. 52-60 in (M), 47-55
Gobber X X X Gobberish plus one more. 34-42 in (M), 32-40
Iosan X X X X Shyr plus one more. 65-75 in (M), 60-70
Nyss X X X Aeric plus one more. 67-77 in (M), 62-72
Ogrun X X Molgur-Og, Rhulic, plus one 90-105 in (M), 82-97
Satyxis X X X Satyxi, Scharde, plus one mo 55-69 in (F)
Trollkin X X X Molgur-Trul plus one more. 71-84 in (M), 63-76
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 exce
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 afect 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 sufer firing into melee penalties with ranged/magic and cannot hit fri
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 see
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 f
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 down
Skilled Benefit Description
Ambidextrous You do not sufer 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 DEF
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 After hitting an enemy with non-spray/non-AOE ranged/melee attack, spend a feat point to disarm the target.
Feat: Swashbuckler Once during each turn, spend a feat point to gain 360 degree front arc and make melee attack against each target in mele
Feat: Untouchable Spend a feat point to gain +3 DEF for one round.
Preternatural Awareness You gain boosted Initiative rolls and enemies never gain back strike bonuses.
Sidestep When you hit with an enemy with a melee weapon, advance up to 2". You cannot be targeted by free strikes during this
Virtuoso 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 Resi Bomber, Brew Master, FastNone Alchemical Order Hand Weapon 1, T Hand Weapon 2
Allegiant (Order of theFlesh of Steel, HardeneAcrobatics, Chain Attack: Order of the Fist Order of the Fist Unarmed Combat Hand Weapon 3
Arcane Mechanik Inscribe Formulae 'Jack Marshall, Ace CommaNone Mechaniks Organi Choose either Han Hand Weapon 2, L
Arcane Mechanik (VasInscribe Formulae 'Jack Marshall, Ace CommaVassals of Menoth Mechaniks Organi Choose either Han Hand Weapon 2,
Arcanist Great Power Arcane Defenses, Arcane SNone Magical Order None None
Arcanist (Greylord) Great Power Arcane Defenses, Arcane SGreylord CovenantMagical Order None None
Arcanist (Illuminated) Great Power Arcane Defenses, Arcane SOrder of Illuminat Magical Order None None
Arcanist (Trident) Great Power Arcane Defenses, Arcane SOrdic Military Magical Order Hand Weapon 1, PiHand Weapon 3,
Aristocrat Good Breeding, LanguagAdvisor, Appraise, Battle Nobility Any Hand Weapon 1, Cho Archery 2, Hand
Artillerist Battle Plan: Close Fire Advisor, Battle Plan: Clos None Kingdom Military Heavy Artillery 1, LiHand Weapon 3,
Assault Kommando Defensive Line, Onslau Battle Plan: Reconnaissan None Hand Weapon 1, rifHand Weapon 3,
Bounty Hunter Binding, Take Down Binding, Crossbowman, Hea None Any Choose two of: CroCrossbow 3, Ha
Crucible Guard Find Cover, Sentry 'Jack Marshall, Cautious AGolden Crucible Kingdom Military Choose two: Rifle Crossbow 3, Gr
Cutthroat Anatomical Precision, Anatomical Precision, Bac None Criminal Hand Weapon 1, C Crossbow 2, H
Doom Reaver Abomination, Berserk, Abomination, Berserk, BloNone None Great Weapon 1 Great Weapon
Duelist Parry, Riposte Acrobatics, Fast Draw, GunNone None Hand Weapon 1, PiHand Weapon 4,
Exemplar Aegis, Righteous Anger Aegis, Chain Attack: Smit Exemplar Order Exemplat Order Great Weapon 1, Crossbow 3, Gr
Exemplar Errant Aegis, Sanguine Bond, Aegis, Chain Attack: Smit Exemplar Order Exemplat Order Crossbow 1, Hand None
Exemplar Venger Aegis, Sanguine Bond, Aegis, Chain Attack: Smit Exemplar Order Exemplat Order Hand Weapon 2, LaNone
Explorer Big Game Hunter, LanguBattle Plan: Reconnaissan Patron Wealthy Patrons, I Choose one: ArcherArchery 2, Cro
Fell Caller Fell Call: Signal Call, Fe Battle Plan: Call to Action None Kriel Choose one: Grea Great Weapon
Field Mechanik 'Jack Marshall, Bodge, 'Jack Marshall, Ace CommaNone Mechaniks Organi Choose one: Hand Hand Weapon 2,
Gun Mage Craft Rune Shot, Fast R Arcane Precision, Craft R None Gun Mage Order Choose one: Pistol Pistol 4, Rifle 4,
Gun Mage (Amethyst Craft Rune Shot, Fast R Arcane Precision, Craft R Loyal Order of the Gun Mage Order Choose one: Pistol Pistol 4, Rifle 4,
Gun Mage (Arcane Te Craft Rune Shot, Fast R Arcane Precision, Craft R Cygnaran military Gun Mage Order Choose one: Pistol Pistol 4, Rifle 4,
Guttersnipe Lost in the Crowd, Low Astute, Camouflage, Diseas Black Market Black Market Choose one: Hand Hand Weapon 3,
Highwayman Ambush, Saddle Shot Ambush, Appraise, Binding, None Criminal Hand Weapon 1, Cho Archery 3, Cro
Horseman Cavalry Charge, Comba Cavalry Charge, Combat RiNone - Choose three of th Archery 3, Gre
Horseman (Drakhun) Cavalry Charge, TrainedCavalry Charge, Combat RiNone - Choose three of th Archery 3, Gre
Investigator Astute, Hyper Percepti Anatomical Precision, Ast None Any Choose one: Hand Hand Weapon 2,
Iron Fang Fast Rearm (Blasting PikDefensive Line, Fast Arm (Khadoran Military Khadoran Military Great Weapon 1, S Great Weapon 4
Iron Fang (Uhlan) Fast Rearm (Blasting La Defensive Line, Fast Arm (Khadoran Military Khadoran Military Great Weapon 1, S Great Weapon 4
Knight Cleave, Defender Cavalry Charge, Cleave, CoKnightly Order Knightly Order Great Weapon 1, HGreat Weapon 4
Knight (Storm Lance) Calvary Charge Cavalry Charge, Cleave, CoKnightly Order Knightly Order Great Weapon 1, HGreat Weapon 4
Labor Korune Iron Will, Low Breedin Jack Marshall, Battle Plan Worker's Union Worker's Union Unarmed Combat Pistol 2, Unar
Long Rider Bull Rush, Cavalry Char Bull Rush, Cavalry Charge None None Shield 1, Choose Great Weapon 4
Mage Hunter Arcane Assassin, Iron WArcane Assassin, CamouflaRetribution of Scy Retribution of Scy Hand Weapon 1, ChNone
Man-at-Arms Defensive Line, Shield Bodyguard, Cleave, DefensiNone Employer Great Weapon 1, S Great Weapon 4
Man-O-War Ironhead, Load BearingCleave, Defensive Line, G Khadoran Military Khadoran Military Great Weapon 1, Lig Great Weapon 4
Marine Boarding Action, and eit'Jack Marshall, Cautious ANone Kingdom Military Choose two: Hand Crossbow 3, Gr
Military Officer Battle Plan: Call to Ac 'Jack Marshall, Ace CommaNone Kingdom Military Hand Weapon 1, anGreat Weapon 4
Paladin (Order of the Specialization (Firebr Fearless, Iron Will, Load Order of the Wall Order of the Wall Great Weapon 1, S Great Weapon 4
Pirate Gang, Steady, Specializ Binding, Disease ResistancNone Pirate Crew Hand Weapon 1, anHand Weapon 3,
Pistoleer Fast Draw, Gunfighter, Chain Attack: Pin Down, DNone None Pistol 1 Pistol 4,
Priest of Cyriss Enigma Cipher, Genius Blaster, Bodge, Choir, Cl Convergence of CyrConvergence of CyHand Weapon 1 Hand Weapon 3
Priest of Menoth Dispel Choir, Dispel, Language, NMenite Temple Menite Temple Choose one: Grea Great Weapon 3
Priest of Morrow Empower Choir, Empower, Language,Morrowan Church Morrowan Church Choose one: Grea Great Weapon 3
Pugilist Brawler, Hulking Prese Brawler, Defender, Flying None None Hand Weapon 1, Hand Weapon 3
Pugilist (PHY) Brawler, Hulking Prese Brawler, Defender, Flying None None Hand Weapon 1, Hand Weapon 3
Pugilist (STR) Brawler, Hulking Prese Brawler, Defender, Flying None None Hand Weapon 1, Hand Weapon 3
Ranger Camouflage, Pathfinde Battle Plan: Go to Ground,None None Hand Weapon 1 andArchery 4, Cro
Raider Specialization (Lacerat Ambush, Battle Plan: Call Black Feet Black Feet Hand Weapon 1, Hand Weapon 4,
Reclaimer Oath of Silence, Reclai Communion, Fearless, Gate Reclaiment Order Reclaiment Order Great Weapon 1 Great Weapon
Rhulic Field Mechanik Bodge, Hit the Deck!, R'Jack Marshall, Ace CommaNone Mechaniks Organi Choose one: Hand Hand Weapon 2,
Rhulic Warcaster Bond, Rhulic WarcasterBond, Field Marshal: MagiDwarven Clan Kingdom Military Choose 2 Great WeaGreat Weapon 3
Rifleman Crackshot, Dual Shot, Crackshot, Dual Shot, FastNone None Rifle 1 Rifle 4,
Scrutator Authority, Torture Authority, Battle Plan: Ca Temple of Menoth Temple of MenothGreat Weapon 1, Great Weapon
Searforge Trader Appraise, Counter Ofe Always a Deal to be Made,Searforge Commis Searforge Commis Choose Hand Weapo Hand Weapon 3,
Seeker Cover Identity, LanguagAdvisor, Cover Identity, I Seekers Seekers Choose Hand WeapoHand Weapon 2,
Soldier Find Cover, Sentry 'Jack Marshall, Cautious ANone Kingdom Military Choose two: Hand Crossbow 3, Gre
Sorcerer (Fire) Immunity: Fire Camouflage, Dodger, Eleme None None Choose One: ArcheArchery 3, Cr
Sorcerer (Ice) Immunity: Cold Camouflage, Dodger, ElemNone None Choose One: ArcheArchery 3, Cr
Sorcerer (Stone) Camouflage, Dodger, ElemNone None Choose One: ArcheArchery 3, Cr
Sorcerer (Storm) Camouflage, Dodger, ElemNone None Choose One: ArcheArchery 3, Cr
Spy Battle Plan: Shadow, CoBattle Plan: Shadow, CoveIntelligence NetwoAny Choose one: Hand Hand Weapon 3,
Stormblade Blaster, Specialization 'Jack Marshall, Blaster, C Cygnarian Military Cygnarian MilitaryGreat Weapon 1 Great Weapon 4
Stormblade (Storm La Blaster 'Jack Marshall, Blaster, C Cygnarian Military Cygnarian MilitaryGreat Weapon 1 Great Weapon 4
Stormguard Set Defense, Specializa 'Jack Marshall, Set DefensCygnarian Military Cygnarian MilitaryGreat Weapon 1 Great Weapon 4
Stormsmith Specialization (Stormc Electromancer, Eye of the Cygnaran military Cygnarian MilitaryGreat Weapon 1 Great Weapon
Thamarite Advocate Corruptor, Imbue WeapBlack Tongue, Corruptor, None Thamarite Sept Choose one: Hand Hand Weapon 3,
Thief Conniver, Dodger Appraise, Camouflage, CarNone Criminal Choose One: Hand Hand Weapon 3,
Trencher Bayonet Charge, Dig In 'Jack Marshall, AnatomicalCygnarian Military Cygnarian MilitaryGreat Weapon 1, RGreat Weapon 3
Trencher Commando Anatomical Precision, 'Jack Marshall, AnatomicalCygnarian Military Cygnarian MilitaryGreat Weapon 1, RGreat Weapon 3
Urban Nomad Adaptable (Urban), Pre Adaptable (Urban), Archer,None None Archery 1, Great Archery 4, Gr
Warcaster Bond Bond, Field Marshal: MagiNone Kingdom Military Hand Weapon 1, PiGreat Weapon 3
Warcaster (Cygnaran) Bond Bond, Field Marshal: MagiCygnaran military Kingdom Military Hand Weapon 1, PiGreat Weapon 3
Warcaster (Cyriss) Bond, Convergence WaBlaster, Bond,Clockwork TConvergence of CyrConvergence of CyGreat Weapon 1, Great Weapon
Warcaster (Khadoran) Bond Bond, Field Marshal: MagiKhadoran Military Kingdom Military Hand Weapon 1, PiGreat Weapon 3
Warcaster (Llaelese) Bond Bond, Field Marshal: MagiNone Kingdom Military Hand Weapon 1, PiGreat Weapon 3
Warcaster (Ordic) Bond Bond, Field Marshal: MagiOrdic Military Kingdom Military Hand Weapon 1, PiGreat Weapon 3
Warcaster (Protectora Bond Bond, Field Marshal: MagiProtectorate Milit Kingdom Military Hand Weapon 1, PiGreat Weapon 3
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 6 3 3 1 0
27 8 3 3 1 0
28 8 3 3 1 0
29 8 3 3 1 0
30 8 3 3 1 1
31 8 3 3 1 1
32 8 3 3 1 1
33 8 4 3 1 1
34 8 4 3 1 1
35 8 4 3 1 1
36 8 4 4 1 1
37 8 4 4 1 1
38 8 4 4 1 1
39 10 4 4 1 1
40 10 4 4 1 1
41 10 4 4 1 1
42 10 5 4 1 1
43 10 5 4 1 1
44 10 5 4 1 1
45 10 5 5 1 1
46 10 5 5 1 1
47 10 5 5 1 1
48 10 5 5 1 1
49 10 5 5 1 1
50 10 5 5 2 1
51 10 5 5 2 1
52 10 5 5 2 1
53 10 5 5 2 1
54 10 5 5 2 1
55 12 5 5 2 1
56 12 5 5 2 1
57 12 5 5 2 1
58 12 5 5 2 1
59 12 5 5 2 1
60 12 6 5 2 1
61 12 6 5 2 1
62 12 6 5 2 1
63 12 6 5 2 1
64 12 6 5 2 1
65 12 6 6 2 1
66 12 6 6 2 1
67 12 6 6 2 1
68 12 6 6 2 1
69 12 6 6 2 1
70 14 6 6 2 1
71 14 6 6 2 1
72 14 6 6 2 1
73 14 6 6 2 1
74 14 6 6 2 1
75 14 7 6 2 1
76 14 7 6 2 1
77 14 7 6 2 1
78 14 7 6 2 1
79 14 7 6 2 1
80 14 7 6 2 2
81 14 7 6 2 2
82 14 7 6 2 2
83 14 7 6 2 2
84 14 7 6 2 2
85 14 7 7 2 2
86 14 7 7 2 2
87 14 7 7 2 2
88 14 7 7 2 2
89 14 7 7 2 2
90 16 7 7 2 2
91 16 7 7 2 2
92 16 7 7 2 2
93 16 7 7 2 2
94 16 7 7 2 2
95 16 8 7 2 2
96 16 8 7 2 2
97 16 8 7 2 2
98 16 8 7 2 2
99 16 8 7 2 2
100 16 8 8 2 2
101 16 8 8 2 2
102 16 8 8 2 2
103 16 8 8 2 2
104 16 8 8 2 2
105 18 8 8 2 2
106 18 8 8 2 2
107 18 8 8 2 2
108 18 8 8 2 2
109 18 8 8 2 2
110 18 8 8 2 3
111 18 8 8 2 3
112 18 8 8 2 3
113 18 8 8 2 3
114 18 8 8 2 3
115 18 9 8 2 3
116 18 9 8 2 3
117 18 9 8 2 3
118 18 9 8 2 3
119 18 9 8 2 3
120 18 9 9 2 3
121 18 9 9 2 3
122 18 9 9 2 3
123 18 9 9 2 3
124 18 9 9 2 3
125 20 9 9 2 3
126 20 9 9 2 3
127 20 9 9 2 3
128 20 9 9 2 3
129 20 9 9 2 3
130 20 10 9 2 3
131 20 10 9 2 3
132 20 10 9 2 3
133 20 10 9 2 3
134 20 10 9 2 3
135 20 10 10 2 3
136 20 10 10 2 3
137 20 10 10 2 3
138 20 10 10 2 3
139 20 10 10 2 3
140 20 10 10 3 3
141 20 10 10 3 3
142 20 10 10 3 3
143 20 10 10 3 3
144 20 10 10 3 3
145 22 10 10 3 3
146 22 10 10 3 3
147 22 10 10 3 3
148 22 10 10 3 3
149 22 10 10 3 3
150 22 11 10 3 3
Abilities List
Ability Short Description
Abomination The Character gains Terror [This Char's willpower +4] in battle. This Terror afect both friendly and enemy chars. Can rerol
Ace Commander This character gains an additional quick action each turn that can be used only to drive a 'jack.
Acrobatics The character can advance through other characters if he has enough movement to move completely past their bases. Th
Adaptable (Urban) In an urban environment, Character can reroll failed Climbing and Jumping rolls. Each roll can only be rerolled once as a r
Advisor While B2B with this character, friendly characters gain +1 to their Command Range.
Aegis This character is immune to continuous efects.
Always a Deal to be Made When making a deal that involves buying or selling goods or services using Negotiation, treat any result worse than "Fail"
Ambush During the first round of an encounter, this character gains boosted attack and damage rolls against enemies that have no
Anatomical Precision When the character hits a living target with a melee attack but the damage roll fails to exceed the target's ARM, the targe
Appraise You have a sharp eye, especially where values are concerned. You can judge the value of most fine goods with an inspecti
Arcane Assassin When making attacks, this character ignores focus points overboosting the target's power field and spell efects adding to
Arcane Defenses This character gains +3 ARM against magic attacks.
Arcane Engineer The character can re-roll failed Mechanikal Engineering rolls.
Arcane Precision When this character forfeits his movement to aim with a ranged weapon, he ignores stealth that turn.
Arcane Scholar The character can have a number of spells equal to his INT x3.
Archer Character can forfeit his movement to make one additional ranged attack with a bow
Astute The character can re-roll failed Detection rolls.
Authority A character with this ability gains +2 on social skill rolls when dealing with other Menties.
Backstab This character gains an additional die on his back strike damage rolls.
Battle Commander This character can use one battle plan during each of his turns without spending a feat point.
Battle Plan: Call to Action Spend 1 feat point to use. Quick Action. When you use this battle plan, each friendly character in your command range un
Battle Plan: Close Fire Spend 1 feat point to use. Quick Action. When you use this battle plan, friendly characters do not sufer blast damage fro
Battle Plan: Coordinated Strike Spend 1 feat point to use during a surprise round. Quick Action. Each friendly in CMD can immediately make one attack.
Battle Plan: Desperate Pace Spend 1 feat point to use. Quick Action. When a character uses this Battle Plan, each friendly character who follows the c
Battle Plan: Go to Ground Spend 1 feat point to use. Quick Action. Each friendly character gains Cover, does not sufer Blast damage, and does not
Battle Plan: Orchestrate Fire Spend 1 feat point to use. Quick Action. Each friendly characters in command range gain +2 on artillery ranged attack rol
Battle Plan: Reconnaissance Spend 1 feat point to use. Quick Action. You and each friendly character who starts their activation in his CMD gains the
Battle Plan: Shadow Spend 1 feat point to use. Quick Action. When a character uses this Battle Plan, each friendly character who follows his o
Bayonet Charge When you charge with ranged weapon that has a Bayonet, after moving but before making charge attack, make one rang
Berserk When this char incaps or destroys one or more chars this turn with melee attacks, Imediately after all attacks are resolved
Big Game Hunter When a character with Big Game Hunter makes a melee or ranged attack against an natural animal or beast native to the
Binding When the character ties up, manacles or otherwise restrains another character with some form of restraints, add +3 to th
Black Tongue Gain additional die on social rolls against infernals. Discard the lowest die in each roll.
Blaster The character gains +2 to hit with electrical ranged attacks.
Bloodlust Char retains reason rather than losing himself to complete madness. Char's willpower is not reduced as a result of wieldin
Blood Spiller The character gains +2 on damage rolls against living characters.
Boarding Action Character can use Jumpung to make a jump as a quick action instead of a full action after making a Full Advance.
Bodge The character can make temporary repairs to a steamjack in the midst of combat. See page 299.
Bodyguard The character is not limited to the number of times it can use Shield Guard each round.
Bomber When this character's grenade ranged attacks deviates, you can reroll the deviation and/or the direction of deviation. A r
Bond Bond to warcaster armor, steamjack, or a mechanika weapon. See page 158 of the Core Rulebook.
Brawler When using an improvised melee weapon, Character can use Unarmed Combat skill instead of Hand Weapon Skill for the
Brew Master You can reroll failed Alchemy rolls. Each failed roll can be rerolled only once as a result of Brew Master.
Bull Rush When Riding a mount this character may make slam power attacks. Use the mount's POW for the Slam's POW. After reso
Camouflage Gain +2 DEF when benefiting from concealment/cover.
Card Sharp Add an extra die to your Gambling rolls and drop the lowest die result. Difficulty of the Detect Skill roll to notice the chea
Cautious Advance The character gains one extra quick action each turn that can be used only to Take Cover.
Cavalry Charge This character can make cavalry charges (p. 214) while riding a mount designated as a warhorse.
Chain Attack: Bleed Out If fighting with 2 hand weapons and hit living target with both initial attacks, after resolving, make one additional attack.
Chain Attack: Body Slam If first two char melee unarmed attacks hit, make an additional melee attack. If third attack hits it causes a slam, if large b
Chain Attack: Pin Down If you hit a living target with initial attacks from 2 pistols, after resolving make additional ranged attack against target. If h
Chain Attack: Smite If first two char melee hand weapon attacks hit, make an additional melee attack. If third attack hits it causes a slam, if la
Circular Vision This character's front arc extends to 360'.
Choir A character gains a cumulative +1 on magic attack rolls for each other character of his faith with this ability within 1” of h
Cleave When you incapacitate one or more enemies with melee attack with a Great Weapon, make 1 additional melee attack aft
Clockwork Transcendence The characters essence is placed in a clockwork priest vessel.
Close Shot The character does not sufer a –4 penalty on ranged attack rolls with a storm glaive while engaged
Combat Rider While you are riding a mount designated as a warhorse, the mount can make one attack against a target in it's melee rang
Communion Once per turn, char can use quick action to spend up to 3 soul tokens to give to a friendly steamjack within 5". Steamjack
Conniver The character can reroll failed Bribery and Deception-based rolls. Each roll can be rerolled only once with Conniver.
Convergence Warcaster The character can bond to vectors. Faith prohibits bonding to steamjacks.
Corruptor Gain a feat point for corrupting another character. GM determines what counts as corruption. See pg 68 Urban Adventure
Counter Ofer Character can reroll Negotiation rolls, whether failed or not. Can only reroll once as a result of Counter Ofer
Cover Identity You have an established a cover identity with its own history, contacts and criminal record (or lack thereof). See pg. 159 f
Crackshot When making a ranged or magic attack against a target that has concealment, cover, or elevation, this character gains +2
Craft Rune Shot The character can craft his own rune shot ammunition. See page 160.
Crossbowman The character can reload a Crossbow as a quick action instead of a full action.
Dark Scribe Can create thralls in half the time
Defender Once per round, when a friendly within your CMD is hit with an enemy attack, immediately after the attack is resolved yo
Defensive Line While this character is B2B with one more friendly characters, he gains +1 ARM. While the character is B2B with one or m
Dig In While having spade in hand: Quick Action to dig fox hole. Until you move, are placed, go prone, or engaged, you gain cov
Disease Resistance The character can make boosted rolls to resist disease and infection.
Dispel When this character hits an enemy with a melee attack, he can spend 1 feat point to cause any upkeep spells on that ene
Divine Fortitude The character can wear Bastion plate armor.
Dodger When you are missed by an enemy attack, immediately advance 2” after the attack is resolved unless you were missed w
Dominating Presence The character can reroll failed Social rolls. Each failed roll can be rorolled only once as a result of Dominating Presence.
Double Powder Ration When loaded a double powder ration is fired, the Efective range is increased by 24ft (4") and Extreme range 120ft (20").
Drive: Ancillary Attack Quick Action to use on steamjack you control. The steamjack immediately makes one normal melee or ranged attack.
Drive: Assault Quick Action to use on steamjack you control. 'jack charges without spending focus/being forced. As part of charge, afte
Drive: Of Road Quick Action to use on steamjack you control. 'jack gains the Pathfinder ability and must use its normal movement and c
Drive: Pronto Quick Action to use on steamjack you control. 'jack immediately makes a full advance.
Dual Shot You can forfeit your movement during your turn to make one additional ranged attack with a pistol or rifle.
Elemental Mastery You gain +1 on your attack and damage rolls when casting an ofensive spell from your elemental spell list.
Electromancer The character's Stormsmithing lightning strike damage rolls are boosted.
Empower During your turn, while you are B2B with a non-incapacitated friendly character, you can spend 1 feat point to cause the f
Enigma Cipher Gain a feat point for solving a puzzle, riddle, or other complex problem. GM determines what counts
Eye of the Storm The character's command over elements is such that he can now protect those around him from the fury of the storm. W
Expert Rider You can reroll failed riding rolls. Each roll can be rerolled only once. Additionally, as long as the mount is not knocked out
Fast Cook You can create alchemical items in half the normal time.
Fast Draw +2 Initiative. Gain Additional Quick Action on first round of combat each encounter, used only to draw weapon.
Fast Rearm You gain one extra Quick Action each turn that can be used only to rearm a weapon of the type noted.
Fast Reload You gain one extra Quick Action each turn that can be used only to reload a ranged weapon.
Fearless The character is utterly fearless and automatically passes Willpower rolls to resist Terror.
Fearsome Howl Once per turn, character can spend quick action to unleash a terrifying howl. That turn he gains Terror [This Char's willpo
Fell Call: Cacophony Quick Action. For one Round, enemies cannot cast spells, use battle plans, or use drives while within this character's com
Fell Call: Call of Defiance Quick Action. For one round, when a friendly Trollkin character makes a Tough roll while in this character's command ran
Fell Call: Ground Shaker Once per turn, this character can use this call instead of attacking. The character then makes a RNG 10, AOE 5 fell call ran
Fell Call: Heroic Ballad Quick Action. For the rest of the round, while in the fell caller's command range, friendly Trollkin characters are fearless a
Fell Call: Reverberation Quick Action. Make a RNG SP 6 ranged attack that causes no damage. Use your POI+Fell Calling skill for attack rolls. Ene
Fell Call: Signal Call Quick Action. You can unleash a call that can be heard for a number of miles equal to his Fell Calling skill.
Fell Call: Sonic Blast Once per turn, you can use this call instead of attacking. You make a RNG SP 8, POW 12 ranged attack. Use your POI+ Fe
Field Alchemist You gain one extra Quick Action each turn that can be used only to create a field alchemy quick efect.
Field Marshal: Celestial Harmony Spend a focus point. For one round, can channel spells through vectors in your battle group in your contol area.
Field Marshal: Magical Attack Spend a focus point. For one round, the weapons of characters in his battlegroup become magical weapons while in the
Field Marshal: Relentless Charge Spend a focus point. For a round, when a character in battlegroup begins a charge in control area, character gains the Re
Field Marshal: Shield Guard Spend a focus point. For one round, characters in his battlegroup gain the Shield Guard ability while in the warcaster's co
Find Cover At the start of combat before Initiative is rolled, this character can immediately advance up to 2” and perform a Quick Ac
Fire in the Hole! You can make a Grenade attack at the start of the Action Phase of your turn before moving or making normal attacks. You
Fist of God The character's unarmed melee combat attacks are magical. Additionally, the character gains an additional die on unarm
Flash Thief The Character gains a feat point when he successfully picks a pocket using the Pick Pocket Skill
Fleet Foot When this character runs, he moves at SPD x 3.
Flesh of Steel While unarmored, double this characters PHY when determining his ARM. This ability has no efect while this character is
Flying Fists While fighting unarmed or with a one handed weapon in the other hand, the character gains an additional punch unarme
Follow Up Requires Bull Rush. When this Character slams an enemy while mounted, imediately after the slam is resolved this charac
Free Style You can improvise the ingredients of your alchemical compounds. See page 163.
Gatekeeper Enemy characters cannot gain soul tokens from characters destroyed in this character's command range.
Gang With a melee attack that targets an enemy model in the melee range of another friendly, gain +1 to melee attack and dam
Genius You gain boosted INT rolls.
Get Away When this character is missed by an enemy attack at any time other than while advancing, instead of advancing 2” the ch
Ghost Shield Gain +1 ARM for earch soul token you currently have.
Girded While armed with a shield, this character does not sufer Blast damage. Friendly character in B2B with him do not sufer
Good Breeding This character can reroll failed Etiquette rolls. Each roll can be rerolled only once due to Good Breeding.
Grappler An Opponent trying to break free of a grapple performed by this character sufers a -2 penalty to the roll. Also, this chara
Grave Man Gain additional die on social rolls against undead. Discard the lowest die in each roll.
Great Power This character can upkeep one spell each turn without spending a Focus point or gaining a Fatigue point.
Grenadier The character gains an additional Quick Action each turn that can only be used to pull the pin on a grenade.
Gunfighter The character does not sufer a -4 penalty to ranged attack rolls with a pistol or carbine while engaged.
Hardended Strike The character's kick and punch unarmed melee attack damage rolls are automatically boosted. At Veteran level, the chara
Haruspex Can see glimpse of the future in the entrails of freshly killed animals. See Pg 68 of Urban Adventures for full rules.
Head-Butt Instead of making a normal Unarmed Combat attack, this character can spend a feat point to make a Head Butt attack. Se
Heave-Ho Instead of making a normal Unarmed Combat attack, this character can spend a feat point to make a Throw attack. See p
Hit the Deck! While prone,you do not sufer damage from AOE's unless you is directly hit by the AOE. If you are caught in an AOE that
Hit 'em Low When a friendly character hits a living or undead enemy character while the enemy is B2B with this character, the enemy
Hulking Presence Add an extra die to Intimidation skill rolls made using PHY
Hyper Awareness While in this character's command range, friendly characters gain Circular Vision.
Hyper Perception Investigators gain this Archetype Benefit:You gain boosted PER rolls.
Imbue Weapon Can Imbue a non-mechanikal weapon with arcane energy. Weapon is considered Magical and Blessed(Ignores DEF and A
Immunity: Cold This character is immune to Cold damage.
Immunity: Corrosion This character is immune to Corrosion damage.
Immunity: Electricty This character is immune to Electrical damage.
Immunity: Fire This character is immune to Fire damage.
Imperishable Conviction When another friendly character of this character's faith sufers damage from an enemy attack while in this character's co
Impervious Wall Stance During his turn,, this character can forfeit his movement to use Imperviuos Wall Stance. The character gains +5 ARM, can
Inscribe Formulae This character can Inscribe runeplates. See “Mechanika” p. 279.
Inscribe Thrall Rune Can inscribe Thrall Runes. See p. 71 Urban adventures for details.
Instructor While within 12 feet (2") friendly characters gain an additional die on occupational skills that this character also posses, d
Ironhead Char knows how to use and control mechanically enhanced steam-powered armor, such as Man-O-War armor.
Iron Sentinel While in B2B with one or more steamjacks you controls, gains +2 ARM and you cannot be knocked down.
Iron Will The character can reroll failed Willpower rolls. Each roll can be rerolled only once due to Iron Will.
'Jack Marshall This character is skilled at instructing steamjacks to act.
Keen Eyed The character can increase his range with a bow or rifle by 12 feet (2”) and his extreme range by sixty feet (10”).
Language This ability can be taken several times. Each time a character takes this ability, he learns to speak, read, and write a new
Legacy of Bragg The character gains an additional Quick Action each turn that can only be used to make a fell call.
Light Cavalry If the character is riding a mount not designated as a warhorse, at the end of his turn he can advance up to 5”.
Line Breaker The Character gains an additional die on impact attack rolls.
Load Bearing Reduce the SPD and DEF penalties from the armor the character wears each by 1.
Lost in the Crowd While in a crowd, character can spend a feat point to instantly vanish. See pg. 11 of Urban Adventures for full rules
Low Breeding This Character sufers -2 to Etiquette rolls dealing with high society, but gains +2 to skill rolls relating to social dealings wit
Maestro Stormsmithng lightning strike. Increase characters target number +2. Choose one efect: Ball Lighting- AOE3, Big One- PO
Mage Killer This character gains an additional die on damage rolls against characters that can cast spells.
Man of Iron Char learned to push body to the limits to compensate for failing steam-powered armor. While wearing steam-powered a
Marksman The character can use Quick Actions and aim in the same round, but still has to forfeit his movement to gain the aiming b
Mounted: Counter Charge While Mounted, once per turn when an enemy ends their movement withing 6" of this char and in their LOS, this charact
Natural Leader Increase your command range by 2". (Calculated in by the spreadsheet)
Necromancer Can reroll failed Craft (Thrall) rolls. Each roll can only be rerolled once as a result of necromancer.
Night Fighter When making an attack against a character with stealth or prowl, he automatically misses only if they are 8” away instead
Oath of Silence This character cannot speak, and his command range is reduced by half. He must generally rely on the Signal Language ab
Onslaught At the start of this character's turn before moving or taking any action, the character can make one ranged attack. After th
Overpower During you Control Phase, after replinishing focus but before allocating focus, can spend focus to increase control area 1"
Parry When armed with a Hand Weapon, this model cannot be targeted by free strikes.
Pathfinder Move over rough terrain without penalty.
Perfect Timing The Character Is automatically missed by attacks made by friendly characters.
Poison Resistance The character gains boosted rolls to resist poison and toxins.
Port of Call A character with Port of Call can always find his way home again. See page 165.
Power of Truth If the character tells only the truth during an encounter, his social rolls are automatically boosted. The character loses thi
Precision Strike When the character hits with a melee attack, he decides which branch of the life spiral or column of the target's damage
Press the Attack When you slam an enemy, immediately after it is resolved you can move directly towards the slammed enemy up to any
Preternatural Awareness Urban Nomads that chose it as a starting career gain this archetype benefit. You gain boosted Initiative rolls and enemies
Privilege Immune to persecution for petty crimes. Right to be executed in the style befitting a noble. +2 on social skill rolls when d
Prowl The character gains Stealth (p. 220) while within terrain that provides concealment, the AOE of a spell that grants concea
Pursuit Use 1 feat point. Designates one enemy. For encounter, when that enemy ends his movement you can make a full advan
Quick Work When you kill one or more enemies with a melee attack during your combat action, immediately after that attack is resol
Rallying Cry Spend a feat point. For one round this character's CMD is doubled and friendly characters in his CMD, including this char
Ram When this char hits an enemy with her horns, target is knocked down and can be pushed 1˝ directly away from this char.
Reclaim When a Menite char is destroyed in the Reclaimers connad range, the Relcaimer can erect a grave marker to gain soul tok
Reed in the Wind This character cannot be targeted by free strikes.
Relentless Advance When another friendly character of this character's faith sufers damage from an enemy attack while in this character's co
Relentless Charge The character ignores penalties for rough terrain while charging.
Restoration When another friendly character of this character's faith is destroyed while in this character's command range while this
Resourceful This character can upkeep spells on steamjacks he controls without spending focus or gaining fatigue.
Retaliatory Strike When you are hit by enemy attack at any time other than his own turn, after the attack resolves you can spend 1 feat poin
Return Fire Once per round when this character is missed by an enemy's ranged attack, after the attack is resolved he can make one
Rhulic 'Jack Marshall This character is skilled at instructing steamjacks to act. Can only control Rhulic 'Jacks
Rhulic Warcaster Allows Character to bond to Rhulic 'jacks, Cannot bond to non-Rhulic 'jacks
Ride-By Attack While mounted, this character can combine his movement and his action to make a Ride by Attack. See page 166.
Riposte Once per round when this character is missed by an enemy's melee attack, Immediately after the attack is resolved he ca
Rock Solid This character and friendly characters B2B with him cannot be knocked down. The character loses this ability while he is
Runesmith Fire Runeshoots with a ranged Warjack weapon. Roll D6 per shot on a 1 weapon is damaged.
Roll With It When this character would normally be knocked down, he goes prone instead. The character loses this ability while mou
Saddle Shot This character does not sufer the firing from horseback penalty when making ranged attacks while mounted. See page 2
Sanguine Bond When another friendly character of this character's faith sufers damage from an enemy attack while in this character's co
Scorched Earth This character gains +2 on ranged attack blast damage rolls.
Scoping It Out The character can spend 1 feat point to use any time during his turn. When used friendly characters in command area gai
Scrounge Given a day to find the parts in a town or settlement, you can find any part needed (or something close enough he can Bo
Sentry Once per round when an enemy is placed in or moves into the LOS of this character, this character can immediately make
Serpent Strike The character's kick unarmed melee attacks gain Reach.
Set Defense When this character is armed with a weapon that has reach, an enemy in this character's front arc sufers -2 on charge, sl
Shadow Magic When you cast a spell, no spell runes appear and magically sensitive characters cannot sense your magic. A focuser with
Shifting Sands Stance During his turn, this character can forfeit his move to use Shifting Sands Stance. Character gains +2DEF. If enemy attack m
Shield Guard Once per turn, when a friendly character is directly hit while within 2”, you can choose to be directly hit instead. Cannot
Shield Slam When charging armed with a shield, instead of charge attack, spend feat point to slam target, making attack roll with shie
Signal Language You have created a coded signal language for use with your party.
Silence When Berserk foces this char to make an attack, can choose to make a Willpower roll against target #15, If the roll suceed
Silver Tongued Character is always considered "Trustworthy" in negotiation.
Sniper When this character forfeits his movement to aim during his turn, the character's first ranged attack that turn gains boost
Soulstorm While this character has one or more soul tokens, enemy characters not of the Menite faith entering or ending their turn
Soul Taker Gain 1 soul token when a living creature destroyed in CTRL area. Soul tokens can be used as Feat Points, Focus, or to redu
Soul Thief Quick action: Try to steal a soul token from a character in cmd rng. Contested willpower roll, Fail: nothing happens, Sucee
Specialization The character does not sufer attack roll penalties when attacking with a weapon of the type chosen.
Sprint At the end of this character’s turn, if she destroyed one or more enemy models with melee attacks that turn she can mak
Strangler When using a garrote on a victim, this character add +3 to his STR rolls.
Steady This character cannot be knocked down. This character loses the ability while mounted.
Steam Jockey The character can put on or remove mechanically enhanced steam-powered armor as a full action.
Steamo This character can reroll failed Mechanikal Engineering rolls to repair or dismantle steamjacks. Each roll can be rerolled o
Stone-and-Mortar Stance During his turn, this character can forfeit his move to use Stone-and-Mortar Stance. Char gains +3ARM and cannot be kno
Storm Booster The character is able to call upon his manipulation of the storms to supercharge nearby steamjacks. Spend a full action to
Street Survivor Character can use Survival instead of Streetwise in an urban environment.
Sucker! If you are directly hit by an enemy ranged attack, you can choose a friendly non- Incorporeal character within 2” to be hit
Swift Hunter When this character incapacitates an enemy with a normal ranged attack, immediately after the attack is resolved he can
Swift Rider While riding a mount this character can move over rough terrain without penalty.
Take Down Can be used any time you incapacitate another character with an attack and while the incapacitated character is in melee
Targeteer When this character hits with a ranged attack, he chooses the branch of the target's life spiral or column of the target's da
Team Leader When this character gains a feat point, instead of keeping it himself he can give it to a character currently in his command
Team Player This character can join any adventuring company regardless of the qualifications of the adventuring company, and gains a
Test the Wind When this chararacter's artillery ranged attacks miss their targets, he can reroll the direction and/or distance of deviation
Torture For every 2 hours character tourures someone they loose 1 PHY. If subject hits 0 PHY they die. Subject gets +1PHY for eac
Traceless Path Move at only half normal rate of speed while using this ability, either on foot or horseback, and anyone attempting to foll
Trained Rider The character has been trained to ride a mount that is otherwise impossible to ride. Can take multiple times, each time fo
Trip When resolving a kick unarmed melee attack, on a crit the target is knocked down.
Truth Reader The character automatically knows when someone is lying to him. Keep in mind that knowing someone is lying is diferen
Tune Up While B2B with a steamjack he controls, this character can use a Quick Action to use Tune Up. During it's turn this round
Two-Weapon Fighting While fighting with a one handed weapon or pistol in each hand, the character gains an additional attack for the second w
Urcaen's Gate Once per tunr during this character's Control Phase, he can spend one soul token to be placed anywhere completely with
University Education The character can reroll failed Lore and Research skill rolls. Each roll can be rerolled only once due to University Educatio
Vessel Upgrade Gain an upgrade to your clockwork vessel. Can be taken more than once.
Waylay When an attack made by this character has a chance to knock out a target, increase the target number for the WILLPOWE
Weatherman The character can reroll failed Stormsmithing skill rolls. Each roll can only be rerolled once as a result of Weatherman.
Weather Vane Predict weather. With a sucessful PER check against the a target number of 12, character can predict the next 24 hours w
Whispers of the Creator Reclaimers might recive visions and directions from the creator, such as travel to a specific place, destroy an enemy, and s
Whirlwind When a character makes his first unarmed melee attack during his turn each round, he can perform a thresher attack inst
Spells
Spell List Cost 1 Cost 2 Cost 3
Arcane Mechanik Spell List Jackhammer, Jump Start, Locomotion,Arcantrik Bolt, Electrify, Fortify, Pol Broadside, Electrical Blast, Fail Safe,
Arcane Mechanik (Vassal of Menoth Arcane Strike, Fire Starter, Jackhamm Arcane Bolt, Ashen Veil, Fortify, Imm Broadside, Cleansing Fire, Fail Safe,
Arcanist Spell List Arcane Strike, Blizzard, Fire Starter, Arcane Bolt, Ashen Cloud, Aura of ProFog of War, Force Field, Hex Blast, In
Arcanist (Greylord) Spell List Blizzard, Guided Blade, Influence, Li Banishing Ward, Chiller, Frostbite, HanBattle Rage, Deep Freeze, Fog of War,
Arcanist (Illuminated) Spell List Arcane Strike, Guided Blade, Light in Banishing Ward, Blade of Radiance, Ble Daylight, Hex Blast, Lamentation, Puri
Arcanist (Trident) Spell List Blizzard, Buoyancy, Fair Winds, Prote Celerity, Deadeye, Deadweight, ExtingBroadside, Fog of War, Force Field, Ga
Gun Mage Spell List Return Fire, Rune Shot: Accuracy, Ru Fire Group, Heightened Reflexes, RefuGuided Fire, Rune Shot: Detonator, Ru
Gun Mage (Amethyst Rose) Spell LReturn Fire, Rune Shot: Accuracy, Ru Celerity, Heightened Reflexes, Occula Mirage, Rune Shot: Detonator, Rune S
Arcane Tempest Spell List Return Fire, Rune Shot: Accuracy, Ru Fire Group, Heightened Reflexes, RefuGuided Fire, Rune Shot: Detonator, Ru
Priest (Cyriss) Spell List Electrical Charge, Guided Blade, Prot Arcantrik Bolt, Blessings of War, Diss Deceleration, Electrical Blast, Fail Sa
Priest (Menoth) Spell List Flames of Wrath, Guided Blade, Influ Ashen Cloud, Banishing Ward, Hymm Cleansing
of Fire, Crevasse, Crusader's Ca
Priest (Morrow) Spell List Blessing of Health, Guided Blade, Lig Aura of Protection, Banishing Ward, BlBlessing of Morrow, Crusader's Call, D
Rhulic Warcaster Spell List Explosivo, Jump Start, Locomotion Battering Ram, Bullet Dodger, MoltenBroadside, Fail Safe, Fire For Efect,
Scrutator Spell List Influence, Light in the Darkness, Prot Banishing Ward, Chasten, Cloak of FeaCleansing Fire, Crevasse, Eye of Meno
Sorcerer (Fire) Spell List Fire Starter, Flames of Wrath, Protect Ashen Cloud, Extinguisher, Howling FlBarrier of Flames, Cleansing Fire, Fla
Sorcerer (Ice) Spell List Blizzard, Ice Shield, Protection from Chiller, Frostbite, Ice Bolt, Icy Grip, Brittle Frost, Deep Freeze, Frozen Gr
Sorcerer (Stone) Spell List Earth's Cradle, Entangle, Stone Stanc Battering Ram, Fortify, Foxhole, Rock Crevasse, Earthquake, Inhospitable G
Sorcerer (Storm) Spell List Fair Winds, Storm Tossed, Wind Strik Boundless Charge, Celerity, Razor WinChain Lightning, Deceleration, Fog of
Thamarite Spell List Fire Starter, Grave Whispers, Soul Ma Ashen Cloud, Banishing Ward, Bleed, BAffliction, Dominate Undead, Entropic
Warcaster Spell List Arcane Strike, Jump Start, Return FireArcane Bolt, Aura of Protection, Batt Awareness, Batten Down the Hatches, El
Warcaster (Cygnaran) Spell List Arcane Strike, Jump Start, Return FireArcane Bolt, Aura of Protection, Blur, Arcane Blast, Chain Lightning, Decelera
Warcaster (Cyriss) Spell List Arcane Strike, Jump Start, Locomotio Admonition, Arcantrik Bolt, Battering Awareness, Backlash, Domination, Grin
Warcaster (Khadoran) Spell List Guided Blade, Jump Start, Locomotio Battering Ram, Boundless Charge, Inf Battle Rage, Eliminator, Fog of War, G
Warcaster (Llaelese) Spell List Entangle, Fair Winds, Jump Start Admonition, Arcane Bolt, Battering RaAwareness, Eliminator, Fail Safe, Force
Warcaster (Ordic) Spell List Jump Start, Locomotion, Storm Tosse Bullet Dodger, Battering Ram, ConvecBatten Down the Hatches, Blow the Man
Warcaster (Protectorate) Spell Lis Flames of Wrath, Guided Blade, Ston Ashen Veil, Blaze of Glory, Convectio Awareness, Cleansing Fire, Crevasse, C

Jackhammer, Jump Start, Locomotion, Power Booster, Protection from Electricity, Return Fire, Short Out, Arcantrik Bolt, Electrify, Fortify, Polarity Shield, Pos
Force Field, Full Throttle, Grind, Guided Fire, Iron Aggression, Superiority, Black Out, Tide of Steel, Voltaic Lock, Arcane Strike, Fire Starter, Jackhammer, Jum
Fortify, Immolation, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Cleansing Fire, Fail Safe, Grind, Guided Fire, Hex Blast, Hex Hammer, Iron Ag
Fire Starter, Guided Blade, Influence, Light in the Darkness, Protection from Cold, Protection from Corrosion, Protection from Electricity, Protection from Fir
Celerity, Foxhole, Hand of Fate, Howling Flames, Icy Grip, Occultation, Rock Wall, Telekinesis, True Sight, Vision, Wind Blast, Fog of War, Force Field, Hex Bla
Hammer, Overmind, Tempest, Blizzard, Guided Blade, Influence, Light in the Darkness, Power Booster, Protection from Cold, Storm Tossed, Banishing Ward
Sight, Wind Blast, Battle Rage, Deep Freeze, Fog of War, Gallows, Hoarfrost, Inhospitable Ground, Rift, Winter Storm, Zephyr, Freezing Grip, Overmind, Temp
Radiance, Blessings of War, Eyes of Truth, Exorcism, Occulation, Shield of Faith, True Sight, Daylight, Hex Blast, Lamentation, Purification, Sunburst, Force Ha
Protection from Fire, Storm Tossed, Wind Strike, Celerity, Deadeye, Deadweight, Extinguisher, Fortune, Howling Flames, Icy Grip, Phantasm, Razor Wind, Se
Field, Gallows, Guided Fire, Mirage, Rift, Winter Storm, Powder Keg, Shock Wave, Tempest, Return Fire, Rune Shot: Accuracy, Rune Shot: Black Penny, Rune
Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened Reflexes, Refuge, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, R
Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: Momentum, Return
Iron Rot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Celerity, Heightened Reflexes, Occulation, Refuge, Rune Shot: Piercer, Rune Shot: Shado
Phantom Seeker, Rune Shot: Spell Cracker, Zephyr, Quickend, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Return Fire, Rune Shot: Accuracy, Rune Shot
Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened Reflexes, Refuge, Rune Shot: Disruption, Rune Shot: F
Guided Fire, Rune Shot: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Rune Shot: Freeze Fire, Rune Shot: Hear
Electricity, Total Spectrum, Arcantrik Bolt, Blessings of War, Dissolution Bolt, Eyes of Truth, Polarity Shield, Temper Metal, True Sight, Vision, Deceleration, E
Electrodynamics, Realignment, Shock Wave, Flames of Wrath, Guided Blade, Influence, Protection from Fire, Ashen Cloud, Banishing Ward, Hymm of Battle
Cleansing Fire, Crevasse, Crusader's Call, Hex Blast, Lamentation, Purification, True Path, Ashes to Ashes, Blazing Effigy, Hymm of Shielding, Blessing of Heal
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 Call, Day
Heal, Star Fire, Explosivo, Jump Start, Locomotion, Battering Ram, Bullet Dodger, Molten Metal, Redline, Refuge, Rock Wall, Snipe, Solid Ground, Stone Stren
Efect, Grind, Ground Zero, Inhospitable Ground, Iron Aggression, Rock Hammer, Stone Spray, Earthsplitter, Poweder Keg, Tide of steel, Influence, Light in th
Devil's Tongue, Eyes of Truth, Holy Ward, Immolation, Righteous Flames, Vision, Cleansing Fire, Crevasse, Eye of Menoth, Hex Blast, Hex Hammer, Protector
Wrath, Protection from Fire, Ashen Cloud, Extinguisher, Howling Flames, Ignite, Immolation, Wall of Fire, Barrier of Flames, Cleansing Fire, Flame, Fuel the F
Note: The above
Protection frombox concatenates
Cold, (and comma
Chiller, Frostbite, Ice seperates) all the
Bolt, Icy Grip, spells from
Shatter theStaying
Storm, lists. To Winter's
create theHand,
new list below,Frost,
Brittle first makes
Deepsure you have
Freeze, enough
Frozen spaceHoarfrost,
Ground, (might have to ins
Winter
Stance, Battering Ram, Fortify, Foxhole, Rock
Spell CostWall, Solid Ground,
RNG Stone Strength, AOECrevasse, Earthquake,
POW Inhospitable Ground,
UP Rift, Rock Hammer,
OFF Earthsplitt
Charge, Celerity, Razor Wind, Telekinesis, Wind Blast, Wings of Air, Chain Lightning, Deceleration, Fog of War, Lightning Tendrils, Zephyr, Raging Winds, Tem
Admonition
Ward, Bleed, Bone Shaker, Chiller, Cloak of 2Fear, Dark Fire, Devil's 6 -
Tongue, Occulation, Telegesh Mark, - YES
True Sight, Affliction, NO
Dominate Undead, Entropic Forc
Affliction
Death Field, Overmind, Arcane Strike, Jump3 Start, Return Fire,8Arcane Bolt, Aura -of Protection, Battering - YES Charge, Convection,
Ram, Boundless YES Fortify, Foxho
Hatches, Eliminator, Fail Safe, Grind, Guided
Annihilation 4 Fire, Iron Aggression,
10 Rift, Superiority, 3 Force Hammer, 10 Obliteration, Arcane NOStrike, Jump Start,
YESReturn Fire, Arcan
Heightend Reflexes, Lightning Shroud, Positive Charge, Refuge, Snipe, Arcane Blast, Chain Lightning, Deceleration, Earthquake, Electrical Blast, Fail Safe, For
Arcane Blast 3 10 3 13 NO YES
Start, Locomotion, Admonition, Arcantrik Bolt, Battering Ram, Convection, Fire Group, Fortify, Hot Shot, Positive Charge, Razor Wall, Synergy, Temper Metal
Arcane Bolt
Hold, Mirage, Purification, Force Hammer, 2Reconstruction, Voltaic 12 Lock, Guided Blade, - Jump Start, 11Locomotion, Battering NO Ram, Boundless YESCharge, Infernal M
Wind Blast,
Arcane Strike Battle Rage, Eliminator, Fog of 1 War, Gallows, Grind, 8 Inhospitable Ground, - Rift, Superiority,
8 Watcher, Freezing NO Grip, Tempest, Tide
YES of Steel, Entan
Charge, Celerity, Deadeye, Positive Charge,2Redline, Refuge, Twister, Wind Blast, -Awareness, Eliminator, Fail Safe, Force Field, Gallows, Grind, Guided Fire, R
Arcantrik Bolt 10 12 NO YES
Tossed, Bullet Dodger, Battering Ram, Convection, Deadweight, Fire Group, Fortune, Hot Shot, Redline, Sea Legs, Temper Metal, Batten Down the Hatches,
Ashen Cloud Rift, Force Hammer, Obliteration,
Aggression, 2 Powder Keg, Flames CTRL of Wrath, Guided 3 Blade, Stone Stance,– Ashen Veil, YES NO
Blaze of Glory, Convection, Hallowed A
ShieldtoofAshes
Ashes Faith, Synergy, Wall of Fire, Awareness,
4 Cleansing Fire,
8 Crevasse, Crusader's * Call, Eliminator,
10 Hex Blast, Hex Hammer,
NO Iron Aggression,
YES Rift, Ashes to
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
Daylight 3 SELF CTRL – NO NO
Deadweight 2 8 - 12 NO YES
Dead Eye 2 6 - - NO NO
Death Field 4 SELF * - NO NO
Deceleration 3 SELF CTRL – NO NO
Deep Freeze 3 SELF CTRL – NO NO
Devil's Tongue 2 SELF - - YES NO
Dissolution Bolt 2 8 - 12 NO YES
Disruptor 2 10 - - NO YES
Domination 3 8 - - NO YES
Earthquake 3 10 5 – NO YES
Earth's Cradle 1 SELF – – YES NO
Earthsplitter 4 10 3 14 NO YES
Electrical Blast 3 8 3 13 NO YES
Electrify 2 6 – – YES NO
Electrodynamics 4 SELF CTRL - YES NO
Electrical Charge 1 SELF - - NO NO
Eliminator 3 8 3 13 NO YES
Entangle 1 8 – – NO YES
Entropic Force 3 SELF – – YES NO
Extinguisher 2 SELF CTRL – NO NO
Exorcism 2 SELF CTRL - YES NO
Explosivo 1 6 - - NO NO
Eyes of Menoth 3 SELF CTRL – YES NO
Eyes of Truth 2 CTRL – – YES NO
Fail Safe 3 6 – – YES NO
Fair Winds 1 SELF – – NO NO
Fire For Efect 3 6 – – YES NO
Fire Group 2 SELF CTRL – NO NO
Fire Starter 1 8 – – NO *
Flame 3 SELF CTRL – NO NO
Flames of Wrath 1 6 – – NO NO
Fog of War 3 SELF CTRL – YES NO
Force Field 3 SELF CTRL – YES NO
Force Hammer 4 10 – 12 NO YES
Force of Faith 4 SELF CTRL – NO NO
Fortify 2 6 – – YES NO
Fortune 2 6 – – YES NO
Foxhole 2 CTRL 5 – YES NO
Freezing Grip 4 8 – – NO YES
Freezing Mist 4 SELF * – NO NO
Frostbite 2 SP 8 – 12 NO YES
Frozen Ground 3 SELF – – NO NO
Fuel the Flames 3 SELF CTRL – YES NO
Full Throttle 3 SELF CTRL – NO NO
Gallows 3 10 - 13 NO YES
Ghost Shroud 3 SELF - - YES NO
Grave Whispers 1 SELF - - YES NO
Grind 3 10 – 14 NO YES
Ground Zero 3 SELF 5 13 NO NO
Guided Blade 1 6 – – NO NO
Guided Fire 3 SELF CTRL – NO NO
Hallowed Avenger 2 6 - – YES NO
Hand of Fate 2 6 – – YES NO
Heal 4 * – – NO NO
Heightened Reflexes 2 6 – – YES NO
Hellfire 3 10 – 14 NO YES
Hex Blast 3 10 3 13 NO YES
Hex Hammer 3 SELF CTRL - YES NO
Hoarfrost 3 8 3 14 NO YES
Holy Ward 2 6 - - YES NO
Hot Shot 2 6 - - YES NO
Howling Flames 2 SP 8 – 10 NO YES
Hymm of Battle 2 6 – – NO NO
Hymm of Passage 2 6 – – NO NO
Hymm of Shielding 4 SELF CTRL – NO NO
Ice Shield 1 6 – – YES NO
Icy Bolt 2 10 – 12 NO YES
Icy Grip 2 8 – – YES YES
Ignite 2 6 – – YES NO
Immolation 2 8 – 12 NO YES
Infernal Machine 2 6 – - YES YES
Inferno 3 10 3 12 NO YES
Influence 1 10 – – NO YES
Inhospitable Ground 3 SELF CTRL – NO NO
Iron Aggression 3 6 – – YES NO
Iron Flesh 2 6 – – YES NO
Jackhammer 1 6 – – NO NO
Jump Start 1 SELF CTRL – NO NO
Lamentation 3 SELF CTRL – YES NO
Light in the Darkness 1 SELF CTRL – YES NO
Lightning Shroud 2 6 - - YES NO
Lightning Tendrils 3 6 – – YES NO
Locomotion 1 to 3 6 – – NO NO
Magnetic Hold 2 8 – – YES YES
Mindlock 4 8 – – YES YES
Mirage 3 6 – – YES NO
Molten Metal 2 10 – – NO YES
Obliteration 4 10 4 15 NO YES
Occultation 2 6 – – YES NO
Overmind 4 SELF CTRL – NO NO
Perdition 2 10 - 10 NO YES
Phantasm 2 6 - – YES NO
Polarity Shield 2 6 – – YES NO
Positive Charge 2 6 – – NO NO
Powder Keg 4 10 5 14 NO YES
Power Booster 1 5 – – NO NO
Prayer of Guidance 3 6 – – NO NO
Protection from Cold 1 6 – – YES NO
Protection from Corrosion 1 6 – – YES NO
Protection from Electricity 1 6 – – YES NO
Protection from Fire 1 6 – – YES NO
Protector's Mark 3 8 – – YES YEs
Purification 3 SELF CTRL – NO NO
Quickend 4 SELF - – YES NO
Raging Winds 4 SELF CTRL – NO NO
Ravager 2 6 - – NO NO
Razor Wall 2 CTRL WALL – YES NO
Razor Wind 2 10 – 12 NO YES
Realignment 4 SELF CTRL - NO NO
Reconstruction 4 SELF CTRL - NO NO
Redline 2 6 – – YES NO
Refuge 2 6 – – YES NO
Return Fire 1 6 – – NO NO
Rift 3 8 4 13 NO YES
Righteous Flames 2 6 – – NO NO
Rime 2 6 – – NO NO
Rock Hammer 3 10 3 14 NO YES
Rock Wall 2 CTRL WALL – YES NO
Rune Shot: Accuracy 1 SELF – – NO NO
Rune Shot: Black Penny 1 SELF – – NO NO
Rune Shot: Brutal 1 SELF – – NO NO
Rune Shot: Detonator 3 SELF * – NO NO
Rune Shot: Disruption 2 SELF * – NO NO
Rune Shot: Earth Shaker 3 SELF * – NO NO
Rune Shot: Fire Beacon 2 SELF * – NO NO
Rune Shot: Freeze Fire 4 SELF – – NO NO
Rune Shot: Heart Stopper 4 SELF – – NO NO
Rune Shot: Iron Rot 1 SELF – – NO NO
Rune Shot: Molten Shot 1 SELF – – NO NO
Rune Shot: Momentum 4 SELF – – NO NO
Rune Shot: Piercer 2 SELF – – NO NO
Rune Shot: Phantom Seeker 3 SELF – – NO NO
Rune Shot: Shadow Fire 2 SELF – – NO NO
Rune Shot: Silencer 1 SELF – – NO NO
Rune Shot: Spell Cracker 3 SELF – – NO NO
Rune Shot: Spontaneous Combustion 1 SELF * – NO NO
Rune Shot: Thunderbolt 1 SELF – – NO NO
Rune Shot: Trick Shot 2 SELF – – NO NO
Sanguine Blessing 3 SELF CTRL – YES NO
Sea of Fire 4 SELF * – NO NO
Sea Legs 2 6 - – YES NO
Shatter Storm 2 6 – – YES NO
Shield of Faith 2 6 – – YES NO
Shock Wave 4 SELF * 13 NO NO
Short Out 1 8 – – NO YES
Shrapnel Swarm 3 8 * 13 NO YES
Snipe 2 6 – – YES NO
Solid Ground 2 SELF CTRL – YES NO
Solovin's Boon 1 SELF – – YES NO
Soul Mark 1 8 – – YES YES
Star Crossed 3 SELF CTRL – NO NO
Star Fire 4 SELF CTRL – NO NO
Staying Winter's Hand 2 SELF CTRL – YES NO
Stone Spray 3 SP8 - 12 NO YES
Stone Stance 1 6 – – NO NO
Stone Strength 2 6 – – YES NO
Storm Tossed 1 8 – – NO YES
Stranglehold 2 10 – 11 NO YES
Stygian Abyss 3 10 – 12 NO YES
Sunburst 3 10 3 13 NO YES
Superiority 3 6 – – YES NO
Synergy 2 SELF CTRL - YES NO
Telekinesis 2 8 – – NO *
Telgesh Mark 2 6 – – YES NO
Temper Metal 2 6 – – YES NO
Tempest 4 8 4 12 NO YES
Tide of Steel 4 SELF CTRL – NO NO
Tornado 4 10 – 13 NO YES
Total Spectrum 1 SELF – - YES NO
Transference 2 SELF CTRL – YES NO
Triage 2 B2B – – NO NO
True Path 3 SELF CTRL – NO NO
True Sight 2 SELF – – YES NO
Twister 2 10 3 10 NO YES
Unstoppable Force 2 SELF CTRL – NO NO
Vision 2 6 _ _ YES NO
Voltaic Lock 4 10 * – NO YES
Wall of Fire 2 CTRL WALL – YES NO
Watcher 3 SELF - - YES NO
White Out 4 SELF CTRL – YES NO
Wind Blast 2 CTRL 5 – NO NO
Wind Strike 1 6 – – NO YES
Wings of Air 2 SELF – – NO NO
Winter Storm 3 SELF CTRL – NO NO
Zephyr 3 6 –– – NO NO
Connections
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
Ranged Weapons
Weapon Ammo Eff Rng Ex Rng Skill Att Mod POW AOE Special Rul
Assault Kommando Flamethrower 10 SP8 – Light Artillery 0 12 - Char -1SPD & DEF, target s
Axe, Throwing – 6" – Thrown Weapon 0 3 - Add STR to POW. Can be u
Blowtorch 10 Turns .5" – Pistol -1 10 - Fire Dmg. Crit Fire Continu
Blunderbuss 1 heavy 8” 40” Rifle -1 12 - -2 weapon mod if fired on
Bola – 8” – Thrown Weapon -2 0 - add the throwers STR to P
Bomb Lance 1 Harpoon 8" 40" Light Artillery -2 12 - On hit place 3" AOE on tar
Bombardier Grenade Cannon 1 10" 50" Light Artillery -1 14 3 STR 7, 2hand only
Bow 1 10” 50” Archery 0 10 - Requires 2 hands
Bow, Great 1 10" 50" Archery 0 12 - Requires 2 hand. A charac
Bow, Nyss 1 12” 60” Archery 0 10 - Requires 2 hand. A charac
Cannon-Axe, Man-O-War 1 heavy 8” 40” Light Artillery -1 14 - STR 7
Cannon-Shield 1 heavy 8” 40” Rifle -2 12 - see p. 262
Cannon-Shield, Man-O-War 1 heavy 6" - Light Artillery -1 14 - STR 7, +1 ARM
Cannon, Light 1 heavy 15" 75" Light Artillery 0 13 3 see p. 95 Kings, Nations a
Cannon, Royal Weight-Canistor Shot 1 heavy SP10 - Heavy Artillery 0 14 -
Cannon, Royal Weight-Cannonball 1 heavy 20" 100" Heavy Artillery -2 18 - regardless of base size cha
Cannon, Royal Weight-Chain shot 1 heavy 14" - Heavy Artillery -4 14 4 causes knockdown
Cannon, Royal Weight-Incendiary Shot 1 heavy 20" 100" Heavy Artillery -2 14 4 Fire Continuous efect
Carbine 5 MCLR 10” 50" Rifle 0 10 - see p. 262
Chain Gun 30 10” 50" Light Artillery 0 10 - Requires 2H, See p94 King
Crossbow 1 10" 50" Crossbow 0 12 - -2 weapon mod if fired on
Crossbow, Lawbringer 10 10" 50" Crossbow -1 10 - requires 2 hands
Crossbow, Repeating 6 10" 50" Crossbow -1 10 - Requires 2 hands
Crucible Arms Model 603 8 10" 50" Rifle 0 11 - STR 6
Deck Gun 1 14" 70" Light Artillery 0 13 3 2hands, char -2SPD & DEF
Dueling Pistols 1 Light 10" 50" Pistol 0 10 - +1 to attack if shooting cu
Field Gun 1 16" 80" Light Artillery 0 14 - 2 handed, tripod mounted
Fire Bomb 1 5" - Thrown Weapon -2 12 3 1 quick & attack action to
Flare Pistol 1 Flare 6" 30" Pistol -3 * * See Pg 62 NQ45
Grenade, Concussion – 8” – Thrown Weapon 0 – 3 see p. 263
Grenade, Explosive – 8” – Thrown Weapon 0 12 3 see p. 264
Grenade, Smoke – 8” – Thrown Weapon 0 – 3 see p. 264
Grenade, Strangle Gas – 8” – Thrown Weapon 0 – 3 see p. 264
Gun Axe 1 heavy 8” 40” Rifle -1 12 - See p. 264 and 265.
Hand Cannon 1 heavy 12” 60” Pistol 0 12 -
Hand Cannon, Dual 2 Heavy 12” 60” Pistol 0 12 - see p. 265.
Harpoon Gun 1* 10" 20” Rifle -2 12 - see p. 265.
Injection Pistol 1 Injector 4" - Pistol -2 8 - See FMF 1.2.2
Javelin – 8” – Thrown Weapon 0 3 - Add STR to POW.
Knife, Throwing – 8” – Thrown Weapon 0 2 - Add STR to POW. Can be u
Lance, Electro Spec 4" – POI 0 12 - Electrical. Character takes
Linethrower 1 4" 20" Light Artillery -2 10 - See Pg 64 NQ45
Mini-Slugger 30 10" 50" Light Artillery -1 11 - See p 96 Kings, Nations an
Mortar 1 20" 100" Light Artillery -4 16 4 Min rng 8", 2H, Char -2SP
Ogrun Battle Cannon 1* 12” 60” Rifle -1 12 3 -2 weapon mod if fired on
Pen, Grenade-Acid - 5" - Thrown Weapon -2 8 - Continous
Pen, Grenade-Explosive - 5" - Thrown Weapon -2 10 -
Pen, Grenade-Knockout - 5" - Thrown Weapon -2 - - KO, tets 14 vs PHY
Pen, Shot 1 2" - Pistol -2 8 - see KNG245
Pistol 1 Light 8” 20” Pistol 0 10 -
Pistol, Collapsible 1 Light 7” 35" Pistol -1 10 - See p.13 Urban Adventure
Pistol, Execrator 2 Heavy 8" 40" Pistol 0 11 - See p 95 Kings, Nations an
Pistol, Holdout 1 4” – Pistol 1 8 -
Pistol, Dual Magelock 2 10" 50" Pistol 0 10 - KNG 244
Pistol, Magelock 1* 10" 50" Pistol 0 10 - See p. 267
Pistol, Repeating 5 Light 8” 40” Pistol 0 10 - See p. 267
Purifier 8 SP8 - Light Artillery 0 12 - see p 367 KNG
Quad-Iron 4 light 10" 50" Pistol -1 10 - See p. 267
Radclife Carbine 5* 13” 65” Rifle 0 11 - -2 weapon mod if fired on
Radclife Firestorm 5* 8" 40" Pistol -1 12 - See p.96 Kings, Nations an
Rifle, Collapsible 1 heavy 10" 50" Rifle -1 11 - See p.14 Urban Adventure
Rifle, Long 1 Light 14" 70" Rifle 0 10 - Requires 2 hands
Rifle, Heavy 1 14" 70" Rifle 0 12 - Requires 2 hands
Rifle, Magelock 1* 14" 70" Rifle 0 10 - -2 weapon mod if fired on
Rifle, Military 1 10" 50" Rifle 0 11 - Requires 2 hands
Rifle, Repeating 5 Light 14" 70" Rifle 0 10 - Requires 2 hands
Rivet Gun 10 Rivets 4" - Pistol -2 10 - Waterlogged won't fire
Rockbreaker Spray 6 SP 6 - Light Artillery -2 10 - Corr. Dmg. Corr. Cont. Full
Rocket Tube 1 14" 70" Light Artillery 0 12 3 STR 6, char -1SPD & DEF, -
Rynnish Walking Stick 1 Light 8” 40” Rifle 0 10 - -2 weapon mod if fired on
Scattergun 1* SP 8 – Rifle 0 12 - -2 weapon mod if fired on
Skyhammer 1 16" - Light Artillery -4 12 3 see p 367 KNG
Sling 1 10" – Thrown Weapon -2 8 - See p. 270
Slug Gun 1* 4” – Pistol -1 14 - -2 weapon mod if fired on
Slugger 30 10" 50" Light Artillery -1 13 - See p.96 Kings, Nations an
Storm Glaive Spec 4" – POI 0 12 - Electrical. Character takes
Sword-Cannon, Repeating 5 MCLR 10" 50" Rifle -1 10 - See p. 270
Sword-Cannon, Heavy 1 heavy 10" 50" Rifle -1 12 - See p. 270 and 271
Vislovski Carbine 5 10" 50" Rifle 0 10 - Atk -2 as grenade launche
Mechanikal Weapon
Mechanikal Weapon
Aperture Beam - 0 - POI 0 0 - Causes Elec. Damage
Article 1185 1 6" - Light Artillery -2 13 - See p. 59 NQ47
Fettershot 3 Heavy 10" 50" Rifle -2 12 - See p. 59 NQ47
Imprecator 1 Light 8" 40" Pistol 0 11 - See p. 60 NQ47
Northwind 1 heavy 8" 40" Rifle -1 12 - See p. 62 NQ47
Reconciler 1 Light 14" 70" Rifle 0 10 - See p. 62 NQ47
Trammel Shortarm 5 Light 8" 40" Pistol 0 10 - See p. 63 NQ47
Melee Weapons
Weapon Skill Att Mod POW Special Rules Cost
'Jack Wrench Hand Weap -2 3 Critical KO. See Pg 274 10
Annihilator Blade Great Weap 0 5 Reach, STR 7. 10
Assassin's Blade Hand Weap -1 4 Add +2 to back strike damage 10
Axe Hand Weap 0 3 - 8
Axe, Great Great Weap 0 6 Crit: +die damage. STR 5. 2-Handed. 25
Axe, Horseman's Hand Weap 0 5 Reach. Bonus for mounted. -1A/POW3 on20
Bayonet, Pistol Hand Weap -1 2 Can be used as a dagger. See rules. 5
Bayonet, Rifle Great Weap -1 3 Reach. Can be used as a dagger. See rule 5
Blast Shield Shield -1 1 Add Shield Skill to ARM -2 DEF, Imn. Blas 45
Blasting Lance Lance 0 10 Atk -2 & POW 4 not charging, See p184 ###
Blasting Pike Great Weap -2 7 Crit: KD, Reach. See rules. 50
Cannon-Axe, Man-O-War Great Weap 0 6 ###
Cannon-Shield Shield 0 0 Bonus to ARM equal to Shield Skill. 45
Cannon-Shield, Man-O-War Shield -1 1 Bonus to ARM equal to Shield Skill. ###
Caspian Battleblade Great Weap 0 6 When used 1-hand: -1A/POW4. STR 5. 20
Cat's Paw Hand Weap -1 2 See NQ45 pg 62 6
Charged Spear Great Weap -1 5 Unless Immune: Elec, Tar hit pushed 1" d ###
Clockwork Injector Hand Weap -2 - See p. 12 Urban Adventures 50
Club Hand Weap 0 2 Crit: Living can be KO'd. 3
Club, Banded Great Weap -1 4 Crit: Living can be KO'd. STR 5. 6
Cutlass Hand Weap -1 4 - 15
Dagger Hand Weap 1 1 - 5
Dagger, Poisoner Hand Weap 1 1 KNG 241 20
Deadblow Hammer Hand Weap -1 3 Feat Pt gain adtl die vs KD tar. +1 Craft( 15
Dueling Buckler Hand Weap -1 0 +1 ARM vs Melee attacks in front arc if no 10
Durkin Bar Great Weap -2 5 Req. STR 5 2H. FMF 1.3.1 for full rules 15
Entrenching Tool Hand Weap -1 3 Counts as a Spade 15
Fell Blade Great Weap 0 6 2-hand, Reach, Magic, Rules NQ46 30 x
Firebrand Great Weap -2 7 Crit: Continuous Fire efect, STR 5 x
Flail Hand Weap -1 4 Ignore ARM from bucklers/shields. 15
Flail, Two-Handed Great Weap -2 6 Reach. 2-hand. Ignore ARM from shields. 25
Gaf, Hand Hand Weap 0 2 - 1
Gaf, Pole Great Weap -1 4 Reach while 2H, Crit Knock Down 1
Gaf, Spear Great Weap -1 4 Reach while 2H, 1 feat point to make tri 20
Garrote Unarmed C 0 - KNG241 2
Garrote, Clockwork Unarmed C 0 - KNG242 15
Gun Axe Hand Weap -1 3 Can be used as a gun 80
Halberd Great Weap 0 5 When used 1-hand: -1A/POW4. Reach. 25
Halberd, Consecrated Great Weap 0 5 Reach. See p 365 KNG x
Halberd, Voltaic Great Weap 1 6 Arc lighting 4", POW 10. ###
Hand Pick Hand Weap -1 2 Feat pt gain adtl die vs KD & Prone tar. 5
Ice Axe Hand Weap 0 2 +1 Climbing while on snow or ice 5
Ice Maul Great Weap 0 5 STR 7, 2H only, Reach, Booted Dam vs ch ###
Knuckledusters Unarmed C 0 1 Special rules with knockout strike. 5
Kopis Hand Weap -1 3 +2 to charge attack rolls. Crit: 1 Feat=Ext 15
Lance Lance 0 8 Reach. STR 5. Only charge attacks and m 15
Lance, Blessed Lance 0 8 Reach. STR 5. Only charge attacks and m x
Lance, Electro Lance 0 7 Reach. STR 5. Only charge attacks and ###
Lacerator Hand Weap -3 4 Reach. Crit KD. Full rules FMF 1.1.2 x
Mace Hand Weap -1 4 Crit: Living can be KO'd. 15
Maul Great Weap 0 6 STR 5. 2-hand. Crit: Feat for Slam. 20
Mechanoflail Hand Weap -1 5 Ignore Shields, Feat. Adtl. Atk vs same ta ###
Nyss Claymore Great Weap 0 6 2-hand. Feat: Boost Attack Roll. 30
Ogrun Warcleaver Great Weap -1 6 Reach. STR 6. 2-hand. 30
Pen, Blade Hand Weap 0 1 see KNG242 15
Pen, Poison Hand Weap 0 -2 see KNG242 25
Pickaxe Hand Weap -1 4 Against KD target, Feat: Extra Damage Die 15
Railman's Adze Great Weap -2 7 Req. STR 6 2H. -2 DEF after miss till next 20
Rapier Hand Weap 0 2 Feat: Boost Attack and Damage. 15
Reclaimant Torch Great Weap -1 4 Reach, 1 point fire damage & continuous f 30
Relic Blade Great Weap 0 5 Magical Weapon for a menite x
Rynnish Fan Hand Weap 1 1 20
Shield Shield 0 0 Bonus to ARM equal to Shield Skill. 20
Shield, Combat Shield -1 3 Bonus to ARM equal to Shield Skill. 35
Spear Great Weap -1 5 1-hand: POW 4. Reach with 2-hand. 15
Spear, Flame Great Weap -1 5 1-hand: POW 4. Reach with 2-hand. 1 po 30
Spike Maul Great Weap -2 6 STR 5. 2-hand. Crit: KD. -2 DEF after miss 25
Springblade Hand Weap 0 1 Draw without using Quick Action. 12
Staf Great Weap 0 3 Reach. 2-hand. Feat: Trip attack. 5
Staf, Battle Great Weap 0 4 Reach. 2-hand. Feat: Trip. Crit: Living can 12
Staf, Orgoth Great Weap 0 6 1h -2 , See p 185 Kings, Nations, Gods x
Storm Glaive Great Weap -1 7 When used 1-hand: -2A/POW5. Special r###
Stormcaller and Lightning Rod Great Weap -1 3 When used 1-hand: -2A. Special rules. ###
Sword Hand Weap 0 3 - 12
Sword, Blazing Great Weap 0 5 STR 5, see p 365 KNG x
Sword, Cane Hand Weap 0 2 POW 0 as cane. 15
Sword, Dress Hand Weap 1 1 spedn 1 feat for boost attack + damage 35+
Sword-Cannon, Repeating Hand Weap -1 3 ###
Sword-Cannon, Heavy Hand Weap -1 3 ###
Sword, Great Great Weap 0 6 2-hand. Reach. 20
Telescoping Staf (Collapsed) Hand Weap 0 3 Quick Action to extend 25
Telescoping Staf (Extended) Great Weap 0 4 Qk. Act. to extend. Reach. Feat. Trip Atta 25
Tounament Foil Hand Weap 0 0 Cannot reduce any health spiral aspect b 10
Trench Knife Hand Weap 0 2 Can be used with Unarmed. 10
Trench Sword Hand Weap -1 4 Can be used with Unarmed. 15
Tuning Kit Hand Weap -1 3 See NQ48 pg70 ###
Tuning Staf Great Weap 0 5 See NQ48 pg71 ###
War Hammer Great Weap -1 5 STR 6 for 1-hand. Crit: Living can be KO'd. 20
Mechanikal Weapon
Mechanikal Weapon
Armor
Armor SPD Mod DEF Mod ARM Mod Special Rules P Field Cost
Mechanikal Armor 0 0 0 0
Soul Vessel 0 -2 7 Vessel For Soul 0
--- Light Armor ---
Alchemist's Leather 0 -1 5 - 0 50
Armored Great Coat 0 -1 5 - 0 25
Custom Battle Armor 0 -1 6 If not tailored for you, -2 DEF. 0 60
Leather Armor 0 -1 5 - 0 30
Ordic Royal Marine 0 -1 6 No swim penalty 0 90
Plastron 0 0 2 - 0 20
Stormsmith 0 -1 5 Immunity: Electricity 0 80
Temple Flameguard 0 -1 5 0 40
--- Medium Armor ---
Assault Kommando Armor 0 -2 7 Sealed, +3 ARM vs corrosion and fire 0 ###
Chain Mail 0 -2 7 If not tailored for you, -2 DEF. 0 75
Infantry Armor 0 -2 7 - 0 85
Optifex Armor 0 -2 7 See NQ48 pg 69 0 ###
Tailored Plate 0 -1 7 - 0 ###
Vassal 0 -2 7 0 90
Winter Guard Armor 0 -2 7 gain +3 ARM vs Cold 0 ###
--- Heavy Armor ---
Bastion Heavy Armor -3 -4 10 Need Divine Fortitude to wear 0 ###
Cleanser Armor -1 -3 8 Ignore Continuous Fire efects, +3ARM vs 0 ###
Crucible Armor -1 -3 8 Immunity: Corrosion 0 ###
Exemplar Plate -2 -3 9 0 ###
Full Plate -1 -3 8 - 0 ###
Man-O-War -3 -3 9 See p183, Kings, Nations, and Gods 0 ###
Storm Knight Armor -2 -3 9 Immunity: Electricity 0 ###
--- Warcaster Armor ---
Warcaster Armor, Light 0 0 5 Warcaster Armor 6 ###
Warcaster Armor, Medium 0 -1 7 Warcaster Armor 6 ###
Warcaster Armor, Naval 0 -1 6 Warcaster Armor, +3 swim, 5min air 6 ###
Warcaster Armor, Heavy 0 -2 8 Warcaster Armor 6 ###
Weapon Skill / Stat Pairs
Archery POI
Crossbow POI
Great Weapon PRW
Hand Weapon PRW
Lance PRW
Light Artillery POI
Pistol POI
Rifle POI
Shield PRW
Thrown Weapon PRW
Unarmed Combat PRW
Shields
Shield ARM MOD Special
Shield Sp Gain +1 ARM for each level in Shield against front arc attacks.
Shield, Blast Sp Gain +1 ARM for each level in Shield against front arc attacks.
Shield, Combat Sp 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 Cost AT P PH SP ST AG PR PO IN AC PE DE AR RP Description
-Capacitors-
Alchemical Capacitor 10 3 Life Span: 1 Week, No Recharge
Ambient Accumulator ### 4 Life Span: 1 Week, Recharge at Cyriss Temple
Arcane Turbine ### 8 6 hours at a time. 1gc of coal/12hrs
Arcanodynamic Accumulator 50 4 Life Span 1 month, Cannot be recharged
Clockwork Capacitor 80 3 1 Day, 15min. Rewinding to Recharge
Storm Chamber ### 5 1 Yr, No Recharge, POW 12 Elec Dmg for using
Arcane Conduit 10 0 Connects weapon to armor's Power Source
-Melee Weapon-
Accuracy ### 1 1 +1 To Attack Rolls
Arcane Force ### 2 3 Critical Slam
Balefire ### 1 Boosted damage rolls vs Undead
Blessed ### 2 Ignore Spell Efects that add to DEF & ARM
Bond Plate ### 2 Allows Warcaster to bond to weapon
Cold ### 1 2 Critical Freeze
Corruption ### 1 Causes Corrosion Cont. Efect
Disbinder ### 3 Upkeep Spells expire on hit
Electrocutioner ### 1 3 Disruption
Flame ### 1 2 Critical Fire
Greivous Wounds ### 2 No Tough, Can't Heal, be healed or trans dmg
Halo Of Fire (Shield) ### 2 Shield Only. Pg 285 Core Rulebook
Light ### 1 Can light an area, Quick Action to turn on or of
Mechanikal Seizure ### 2 Steamjacks hit become Stationary for 1 Round
Repulsor (Shield) ### 2 Push Attackers in front arc, tar. Hit 1" dir. Away
Stall ### 1 3 Steamjacks hit sufer Stall for 1 Round (Pg 286)
Storm Glaive 0 4 The Components Unique to a Storm Glaive
-Ranged Weaon-
Accuracy ### 1 1 +1 To Attack Rolls
Blast (Firearm) ### 2 Can Attack normally or make it a 3" AOE
Blessed ### 2 Ignore Spell Efects that add to DEF & ARM
Bond Plate ### 2 Allows Warcaster to bond to weapon
Corruption ### 1 Causes Corrosion Cont. Efect
Light ### 1 Can light an area, Quick Action to turn on or of
Silencer (Firearm) ### 1 Attacks from this weapon make no sound
-Armor-
Aegis ### 1 Immune to Cont. Efects.
Compensator ### 0 1 -1 DEF Penalty.
Fleet ### 1 1 3 +1 SPD & DEF Bonus
Halo Of Fire ### 2 Shield Only. Pg 285 Core Rulebook
Heightened STR ### 1 2 +1 STR
Light ### 1 Can light an area, Quick Action to turn on or of
Quicken ### 2 Quick Action to Adv. 2" 1/turn
Spell Ward ### 3 Cannot be targeted by spells
Steady ### 1 Cannot be Knocked Down
Warcaster Armor 0 5 The Components Unique

Mechanikal Body
Mechanikal Body
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 27 28 29 30 31 32 33 34 35 36 37
Vessel
Type DB PHYSPDSTR AGLPR POI AR DEF Base Size (1= Small, 2= Med., 3 = Large) Abilities Notes
Clockwork Priest 18 8 5 6 4 4 3 7 -2 2 Two Weapon Fighting Has the Ambidextrous
Custom Vessel 0 0 0 0 0 0 0 0 0
Upgrades
Type DB PHYSPDSTR AGLPR POI AR RN AOEPOWP. F Bas Key Notes Notes
Aperture Beam 8 12 Built in Ranged weapBuilt in Ranged weapon Uses POI for ATK roll
Aperture Beam(AOE) 3 Upgrade Ap. Beam to AOE 3
Aperture Beam(POW) 2 Upgrade Ap. Beam to +2 Pow
Aperture Beam(RNG) 3 Upgrade Ap. Beam to +3 RNG
Arcane Field 6 Warcasters Gain Power Field
Circular Vision Front Arc Extends 36Front Arc Extends 360 degrees
Displacement Field Drive Has Displacement FieHas Displacement Field Drive, Can Float above ground.
Electrical Insulation Immune to Electrica Immune to Electrical Damage
Hardened 3 Gain +3 dmg Boxes. Can be taken 3 times
Increased AGL 1 Gain +1 AGL. Can be taken 3 times
Increased ARM 1 Gain +1 ARM. Can be taken 3 times
Increased POI 1 Gain +1 POI. Can be taken 3 times
Increased PRW 1 Gain +1 PRW. Can be taken 3 times
Increased SPD 1 Gain +1 SPD. Can be taken 3 times
Increased STR 1 Gain +1 STR. Can be taken 3 times
Improved Stability 1 Has Four or more LegHas Four or more Legs for stability. Cannot be Knocked D
Optical Array Optical Array that al Optical Array that allows you to ignore Stealth
Custom Upgrade 1
Custom Upgrade 2
Custom Upgrade 3
Custom Upgrade 4
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

ow What You're Doing) Restriction: Nyss with the


Gifted archetype cannot
have Arcane Mechanik,
Arcanist,
Load GainGun
DeftMage,
Deft: Bearing: Gain or Load
the
archetype
Weight PHY SPD STR AGL PRW POI INT ARC PER Warcaster
Bearing
benefit.
Additional Careeers.
ability.
Characteristics
Restriction:
Reduce costTrollkin
Connections
Racial of
Modifier: Nyss
(Clan): with
bows
Begin
+1 DEF
110-200 lb (M), 90-170 lb (F)5 6 4 3 4 4 3 0 3 Exceptional
Gifted
and
withNyss Potential:
archetype
claymores
Connections byChoos
cannot 10 gc
(Dwarven
(automatically calculated)
150-190 lb (M), 105-145 lb (F)6 4 5 3 4 3 4 0 3 during
choose
Clan). CharGen.
Arcane
Restriction: Mechanik,
Cannot use
42-60 lb (M), 38-55 lb (F) 4 6 3 4 4 3 3 0 3 Arcanist,
Racial or Warcaster
Benefits:
great weapons +1rifles.
or on
careers.
Initiative and PER rolls. +3
125-180 lb (M), 85-140 lb (F)5 6 4 3 4 4 4 0 3 Start
ARM with
Tough: one
Start
against theadditional
coldgame abil
with
damage.
140-195 lb (M), 95-130 lb (F)5 6 4 4 4 4 3 0 3 the Tough
-3 ARM archetype
against fire damage.
450-500 lb (M), 330-380 lb (F)6 5 6 3 4 3 3 0 2 benefit.
Huge Stature: Can wield a wea
Feat: Revitalize: Start the
100-160 lb (F) 5 6 5 3 4 3 3 0 3 Must
game bewithFemale. Satyxis with
the Feat:
250-330 lb (M), 150-230 lb (F)6 5 5 3 4 2 3 0 3 Revitalize archetype benefit.

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

sers can sense focuses in same detection range.

nged/magic and cannot hit friendly characters if they miss.

hey make initiative rolls to see which goes first.


at rolls for the day.
ng the first round of combat.
er character's turn.

n 5" of your current location.

range, gain +2 STR and ARM for one round.


led but you are knocked down.

h melee and do not take DEF penalty. Stand up without forfeiting movement or action.
make a melee attack.
disarm the target.
ack against each target in melee range.

Craft (Metalworking)
Craft (Gunsmithing)

Cryptography

Escape Artist
ted by free strikes during this move.

Craft (Any)
Command

Deception
die to attack and damage and discard low die.

Alchemy

Disguise
Bribery
All Military Starting Occ All Occ Starting Sp All Sp Assets
Hand Weapon 2HanAlchemy 1, MediciAlchemy 4, Alc Med- - 50 alchemist's 4 4 4 4
Hand Weapon 3HanDetection 1, Jump General SkilGenSne- - none
Hand Weapon 2, HanCraft
L (GunsmithingCommand 1,ComNegArcantrik Bolt, Pol Arcane Mechanik S50 rune etching kit, 1 4 4 4 3
Hand Weapon 2, HanCraft (GunsmithingCommand 1,ComNegArcane Bolt, AshenArcane Mechanik (50 rune etching kit, 1 4 4 4 3
Lore (Arcane) 1, R Craft (Any) Cra NegArcane Bolt, Aura Arcanist Spell List 75 - 2 2 2
Lore (Arcane) 1, R Craft (Any) Cra NegBlizzard, Frostbit Arcanist (Greylord)75 - 2 2 2
Lore (Arcane) 1, R Craft (Any) Cra NegEyes of Truth, Gui Arcanist (Illuminat 75 - 2 2 2
Hand Weapon 3, Hand Weapon 3, PistolCraft (Any) Cra NegDeadeye, ExtinguisArcanist (Trident) S75 - 2 2 2
Archery 2, HandArc Command 1, EtiquBribery 4, Bri Neg- - ### - 4 4 2 4
Hand Weapon 3, HanCommand 1, Detect Command 3,ComRop- - 75 Deck Gun (with po 3 4
Hand Weapon 3, HanCommand 1, DetecCommand 3,ComMed- - Assault Kommando3 2
Crossbow 3, HaCro Detection 1, Intim Bribery 2, DBri Neg- - 75 - 2 2 2
Crossbow 3, Gr Cro Detection 1, Drivi Command 3,ComMed- - Crucible armor, 2 3
Crossbow 2, H Cro Intimidation 1, Sn General SkilGenSne- - 75 -
Great Weapon GreDetection 1, Intim General SkilGenSur - - 0 Fellblade
Hand Weapon 4, HanGambing 1, Intimi Etiquette 2,Eti Ora- - 75 -
Crossbow 3, Gr Cro Command 1, Lore (Command 4,ComMed- - Exemplar plate and 4
Command 1, Lore (General SkilGen - - Lawbringer crossbow (with ten blessed bolts), shield, sword
Command 1, Lore (General SkilGen - - Blessed Lance, shield, sword
Archery 2, Cro Arc Detection 1, MedicCommand 4,ComMed- - ### map case, spyglas 4 2 2 2 2
Great Weapon GreCommand 1, Fell Ca Command 4,ComOra- - 75 - 4
Hand Weapon 2, HanCommand 1, Craft Command 3,ComNeg- - 25 mechanik's tool ki 3 4 4 4
Pistol 4, Rifle 4,PistDetection 1, Intim General SkilGenSedRune Shot: AccuraGun Mage Spell Li 25 ammo bandolier, magelock pistol or rifle (with powder and 10
Pistol 4, Rifle 4,PistDetection 1, Intim General SkilGenSedOcculation, Rune SGun Mage (Amethys 25 ammo bandolier, dual magelock pistol (with powder and 10 rou
Pistol 4, Rifle 4,PistDetection 1, Intim General SkilGenSedRune Shot: AccuraArcane Tempest Spe 25 Armored great coat, ammo bandolier, magelock pistol or rifle
Hand Weapon 3, HanDeception 1, EscapBribery 4, DBri Neg- - 50 - 4 4 4 4
Archery 3, Cro Arc Animal Handling 1,Bribery 2, DBri Neg- - 75 mask, riding h 2 3 2
Archery 3, Gre Arc Riding 1 Command 3,ComNeg- - 25 Warhorse with tac 3
Archery 3, Gre Arc Riding 1 Command 3,ComNeg- - 25 Karpatahn Destrie 3
Hand Weapon 2, HanDetection 1, ForenCryptographCry Med- - ### - 4 4
Great Weapon 4GreCommand 1, SurviCommand 4,ComSur - - 25 blasting pike (with 4
Great Weapon 4GreCommand 1, SurviCommand 4,ComSur - - 25 blasting lance (wi 4
Great Weapon 4GreCommand 1, EtiqueCommand 4,Com - - ### - 4
Great Weapon 4GreCommand 1, EtiqueCommand 4,Com - - ### - 4
Pistol 2, Unar Pis Command 1, Negotia Bribery 3, Bri Med- - 75 3 4 4 4 2
Great Weapon 4GreAnimal Handling 1,General SkilGenSur - - 75 Bison, Tack and Harness
Climbing 1, JumpinDeception 2,DecRop- - 75 - 2 2
Great Weapon 4GreCommand 1, DetecCommand 3,Com - - ### - 3 2
Great Weapon 4GreCommand 1, Mecha Command 3,ComMed- - Man-O-War armour,3
Crossbow 3, Gr Cro Detection 1, JumpiCommand 3,ComMed- - ### - 3
Great Weapon 4GreCommand 1, MedicCommand 4,ComMed- - ### officer's uniform 4 4
Great Weapon 4GreCommand 1, EtiqueCommand 4,Com - - Firebrand, Full pla 4
Hand Weapon 3, HanClimbing 1, Intimi Command 2,ComNav- - 75 - 2 3
PistDetection 1, Intim Craft (GunsmCra Sne- - 50 ammo bandolier, either a 4
Hand Weapon 3HanLore (Cyriss) 1, M Alchemy 3, Alc ResGuided Blade, DissPriest (Cyriss) Spell List Optifex arm 3 3 4 4
Great Weapon 3GreLore (Menite FaithCommand 2,ComMedGuided Blade, Ign Priest (Menoth) Sp75 - 2 2
Great Weapon 3GreLore (Morrowan FaCommand 2,ComMedBlade of Radiance,Priest (Morrow) Sp75 - 2 2
Hand Weapon 3HanDetection1, Intimi Bribery 3, E Bri Nav- - ### - 3
Hand Weapon 3HanDetection1, Intimi Bribery 3, E Bri Nav- - ### - 3
Hand Weapon 3HanDetection1, Intimi Bribery 3, E Bri Nav- - ### - 3
Archery 4, Cro Arc Detection 1, SneakCommand 3,ComMed- - 75 - 3 2 2 2 1
Hand Weapon 4, HanIntimidation 1, Ju Command 2,ComNav- - 0 Lacerator, Leathe 2
Great Weapon GreCryptography 1, LoCryptography Cry - - Reclaimant's mask, ten grave mar 3
Hand Weapon 2, HanCommand 1, Craft Command 3,ComNeg- - 25 mechanik's tool ki 3 4 4 4
Great Weapon 3GreCommand 1, DetecCommand 4,Com Battering Ram, MoRhulic Warcaster S 0 Choose one: Suit 4
Rifl Climbing 1, DetectCraft (Gunsm
Cra Sur - - 50 ammo bandolier, and a hea4
Great Weapon GreDetection 1, Inter Command 4,ComMedChasten, Influenc Scrutator Spell Lis### Scrutator's maske 4
Hand Weapon 3, HanBribery 1, Law 1, Bribery 4, Bri Nav- - ### - 4 2 4
Hand Weapon 2, HanDeception 1, DisguBribery 3, CBri Med- - ### - 3 4 4 2
Crossbow 3, GreCro Detection 1, Drivi Command 3,ComMed- - ### - 3
Archery 3, Cr Arc Detection 1, Survi General SkilGenSneFire Starter, Howli Sorcerer (Fire) Spel75 -
Archery 3, Cr Arc Detection 1, Survi General SkilGenSneBlizzard, Chiller, I Sorcerer (Ice) Spell75 -
Archery 3, Cr Arc Detection 1, Survi General SkilGenSneBattering Ram, So Sorcerer (Stone) Sp75 -
Archery 3, Cr Arc Detection 1, Survi General SkilGenSneRazor Wind, StormSorcerer (Storm) Sp75 -
Hand Weapon 3, HanCommand 1, Decept Bribery 4, Bri Neg- - ### forged identit 4 3 4 4 4 4
Great Weapon 4GreCommand 1, Detect Command 4,ComMed- - 0 Storm Glaive and 4
Great Weapon 4GreCommand 1, Detect Command 4,ComMed- - 0 Electro Lance, Sh 4
Great Weapon 4GreCommand 1, Detect Command 4,ComMed- - 0 Voltaic Halderd a 4
Great Weapon GreMechanikal EngineCommand 4,ComStreetwise 4, 0 Stormsmith armor, 4
Hand Weapon 3, HanLore (Thamarite) 1Bribery 4, CBri MedBleed, Ashen Clou Thamarite Spell Li### 4 4 4 4 3
Hand Weapon 3, HanBribery 1, Decepti Bribery 4, CBri Neg- - 75 thief's tools 4 2 2 2 4 4 4
Great Weapon 3GreCommand 1, DetecCommand 3,ComMed- - 25 ammo bandolier, b 3
Great Weapon 3GreCommand 1, DetecCommand 3,ComMed- - 25 ammo bandolier, c 3
Archery 4, Gr Arc Climbing 1, JumpinBribery 2, E Bri Nav- - 0 Nyss Claymore 2 4
Great Weapon 3GreCommand 1, DetecCommand 4,Com Boundless Charge,Warcaster Spell Li 0 Choose one: Suit 4
Great Weapon 3GreCommand 1, DetecCommand 4,Com Bolt, Blur Warcaster (Cygnara 0 Choose one: Suit 4
Great Weapon GreDetection 1, MechCommand 3,ComResArcane Strike, Ju Warcaster (Cyriss) 0 Choose one: Suit 3 3
Great Weapon 3GreCommand 1, DetecCommand 4,Com Boundless Charge,Warcaster (Khadora0 Choose one: Suit 4
Great Weapon 3GreCommand 1, DetecCommand 4,Com Blur, Twister Warcaster (Llaelese 0 Choose one: Suit 4
Great Weapon 3GreCommand 1, DetecCommand 4,Com Convection, Fortu Warcaster (Ordic) S 0 Choose one: Suit 4
Great Weapon 3GreCommand 1, DetecCommand 4,Com Ashen Veil, Immol Warcaster (Protect 0 Choose one: Suit 4
- -
t

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

ompletely past their bases. The character also gains a +3 on Jumping skill rolls.
an only be rerolled once as a result of Adaptable (Urban)

at any result worse than "Fail" as "Fail"


s against enemies that have not yet activated.
ed the target's ARM, the target sufers d3 damage points instead of the damage rolled.
ost fine goods with an inspection. Good fakes might require a Detection + INT roll to spot.
eld and spell efects adding to its ARM or DEF.

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

t reduced as a result of wielding a fellblade, and char never becomes a slave to the weapon.

aking a Full Advance.


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

d of Hand Weapon Skill for the attack roll.

or the Slam's POW. After resolving slam, character may make 1 normal melee attack

ect Skill roll to notice the cheating is the cheating character’s INT+AGL+ Gambling skill.

, make one additional attack. If hits, no damage but the target must forfeit either its movement or action.
hits it causes a slam, if large base sufers -2. POW of slam for collateral damage is equal to char STR.
nged attack against target. If hits, no damage. Instead, target can advance up to 2” and is knocked down.
ttack hits it causes a slam, if large base sufers -2. POW of slam for collateral damage is equal to char STR + POW of weapon.

with this ability within 1” of him.


e 1 additional melee attack after attack is resolved. You can make only one additional attack each turn.

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

on. See pg 68 Urban Adventures for full rules.


of Counter Ofer
or lack thereof). See pg. 159 for details.
vation, this character gains +2 on the attack rolls.

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

any upkeep spells on that enemy to immediately expire.

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

a pistol or rifle.
mental spell list.

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

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
the mount is not knocked out you and your mount cannot be knocked down while you are mounted.

nly to draw weapon.

ains Terror [This Char's willpower +6]


hile within this character's command range.
this character's command range, on a roll of 4, 5, or 6 the Trollkin heals 1 vitality point and is knocked down.
es a RNG 10, AOE 5 fell call ranged attack that causes no damage. Targets hit are knocked down.
ollkin characters are fearless and gain +2 to melee attack rolls. Heroic Ballad lasts for one round.
alling skill for attack rolls. Enemies hit are pushed d3” directly away. Move the enemy farthest away first.
ell Calling skill.
nged attack. Use your POI+ Fell Calling skill for the attack roll.

in your contol area.


magical weapons while in the warcaster's control area.
ol area, character gains the Relentless Charge ability.
ity while in the warcaster's control area.
to 2” and perform a Quick Action to take cover or go prone.
or making normal attacks. You must then use your movement to run or make a full advance.
ns an additional die on unarmed melee attack damage rolls against structures.

o efect while this character is wearing armor.


ns an additional punch unarmed melee attack with his other hand.
he slam is resolved this character can advance directly toward slammed char up to distance slammed

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

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

in B2B with him do not sufer Blast damage either.

lty to the roll. Also, this character does not suffer the DEF penalty while grappling.

in on a grenade.

ted. At Veteran level, the characater gains an additional die to Kick & Punch unarmed melee attack damage rolls instead of automatically boosting them.
dventures for full rules.
o make a Head Butt attack. See p. 164 for more details.
o make a Throw attack. See p. 11 of Urban Adventure Guide for more details.
ou are caught in an AOE that did not directly hit you, you go prone but sufer no damage.
with this character, the enemy character is Knocked Down.

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

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

at this character also posses, discard the lowest die in each roll.
Man-O-War armor.
nocked down.

ge by sixty feet (10”).


speak, read, and write a new Language.
n advance up to 5”.

Adventures for full rules


s relating to social dealings with the lower classes.
ll Lighting- AOE3, Big One- POW 13, Lightning Generator- d3 consecutive characters are hit with POW 10 electrical damage.

hile wearing steam-powered armor, the char never sufers the efets of internal damage.
movement to gain the aiming bonus.
r and in their LOS, this character may charge that enemy. Cannot perform Counter Charge while engaged

nly if they are 8” away instead or 5”.


rely on the Signal Language ability to make himself understood by other characters, including any steamjacks he marshals.
ake 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.
cus to increase control area 1"/focus for one round

osted. The character loses this ability for the rest of the encounter after telling a lie.
olumn of the target's damage grid that is hit, if applicable.
he slammed enemy up to any distance he was moved and then make a melee attack against that enemy.
ed Initiative rolls and enemies never gain back strike bonuses.
. +2 on social skill rolls when dealing with those beneath his station who recognize nobility.
E of a spell that grants concealment, or the AOE of a cloud efect.
ment you can make a full advance.
iately after that attack is resolved, make a ranged attack.
n his CMD, including this character, become fearless.
˝ directly away from this char. This char can immediately adv. directly toward target, up to distance pushed.
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 remo

ack while in this character's command range, this character gains +2SPD for one round.

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

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

y Attack. See page 166.


er the attack is resolved he can make one normal attack against the attacking enemy.
er loses this ability while he is mounted.

er loses this ability while mounted.


ks while mounted. See page 214.
ack while in this character's command range, this character can choose to sufer any amount of that damage instead. If this character sufers all the damage the other cha

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

ont arc sufers -2 on charge, slam power attack, and impact attack rolls against him.
se your magic. A focuser with this ability cannot be detected by another focuser with the Magic Sensitivity.
ains +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.
e directly hit instead. Cannot use if incorporeal, knocked down, stationary, or prone.
et, making attack roll with shield. See page 167.

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

ed attack that turn gains boosted damage.


entering or ending their turns within 2" of him immediately sufer d3 damage points.
s Feat Points, Focus, or to reduce Fatigue Points. Can have a max of 3 at a time.
, Fail: nothing happens, Suceed: take soul token from target. Can't have more than 3 soul tokens from ability.

attacks that turn she can make a full advance.

ks. Each roll can be rerolled only once as a result of Steamo.


ains +3ARM and cannot be knocked down. Last for one round.
amjacks. 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 powe

al character within 2” to be hit instead. That character is automatically hit and sufers all damage and efects.
r the attack is resolved he can advance up to 12 feet (2”).

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

ing someone is lying is diferent from discerning the truth.


Up. During it's turn this round, the steamjack gains either boosted attack or damage rolls.
ditional attack for the second weapon. He sufers -2 to attack rolls with the second weapon while doing so.
ced anywhere completely within 3" of his current location.
nce due to University Education.

get number for the WILLPOWER roll to resist the knock out by 2.
as a result of Weatherman.
n predict the next 24 hours with uncanny accuracy and can tell is the weather is being artificially manipulated.
place, destroy an enemy, and so forth. (see p362 KNG)
perform a thresher attack instead. A char making a thresher attack makes one roll vs characters in LOS and range of hid melee attack.

Cost 4 All
rical Blast, Fail Safe, Black Out, Tide of Steel, Voltaic Lock Jackhammer, Jump Start, Locomotion, Power Booster, Protection from Electricity, Return Fire, Short Out, Arcan
nsing Fire, Fail Safe, Black Out, Blazing Effigy, Voltaic Lock Arcane Strike, Fire Starter, Jackhammer, Jump Start, Power Booster, Portection from Fire, Short Out, Arcane Bo
e Field, Hex Blast, In Force Hammer, Overmind, Tempest Arcane Strike, Blizzard, Fire Starter, Guided Blade, Influence, Light in the Darkness, Protection from Cold, Prote
ep Freeze, Fog of War, Freezing Grip, Overmind, Tempest Blizzard, Guided Blade, Influence, Light in the Darkness, Power Booster, Protection from Cold, Storm Tossed, B
ast, Lamentation, Puri Force Hammer, Force of Faith, Star Fi Arcane Strike, Guided Blade, Light in the Darkness, Banishing Ward, Blade of Radiance, Blessings of War, Eyes
of War, Force Field, Ga Powder Keg, Shock Wave, Tempest Blizzard, Buoyancy, Fair Winds, Protection from Cold, Protection from Fire, Storm Tossed, Wind Strike, Celerity
ne Shot: Detonator, RuRune Shot: Freeze Fire, Rune Shot: Return Fire, Rune Shot: Accuracy, Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune Shot: M
hot: Detonator, Rune S Quickend, Rune Shot: Freeze Fire, Ru Return Fire, Rune Shot: Accuracy, Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune Shot: S
ne Shot: Detonator, RuRune Shot: Freeze Fire, Rune Shot: Return Fire, Rune Shot: Accuracy, Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune Shot: M
ectrical Blast, Fail Sa Electrodynamics, Realignment, Shoc Electrical Charge, Guided Blade, Protection From Electricity, Total Spectrum, Arcantrik Bolt, Blessings of War, D
Crevasse, Crusader's CaAshes to Ashes, Blazing Effigy, Hymm Flames of Wrath, Guided Blade, Influence, Protection from Fire, Ashen Cloud, Banishing Ward, Hymm of Battle
row, Crusader's Call, D Force of Faith, Heal, Star Fire Blessing of Health, Guided Blade, Light in the Darkness, Solovin's Boon, Aura of Protection, Banishing Ward, Bl
afe, Fire For Efect, Earthsplitter, Poweder Keg, Tide of st Explosivo, Jump Start, Locomotion, Battering Ram, Bullet Dodger, Molten Metal, Redline, Refuge, Rock Wall, Sn
Crevasse, Eye of Meno Ashes to Ashes, Mindlock, Overmind Influence, Light in the Darkness, Protection from Fire, Short Out, Banishing Ward, Chasten, Cloak of Fear, Devil
s, Cleansing Fire, Fla Ashes to Ashes, Blazing Effigy, Sea of Fire Starter, Flames of Wrath, Protection from Fire, Ashen Cloud, Extinguisher, Howling Flames, Ignite, Immola
ep Freeze, Frozen Gr Freezing Grip, Freezing Mist, White O Blizzard, Ice Shield, Protection from Cold, Chiller, Frostbite, Ice Bolt, Icy Grip, Shatter Storm, Staying Winter's H
quake, Inhospitable G Earthsplitter, Obliteration, Shock Wav Earth's Cradle, Entangle, Stone Stance, Battering Ram, Fortify, Foxhole, Rock Wall, Solid Ground, Stone Strengt
Deceleration, Fog of Raging Winds, Tempest, Tornado Fair Winds, Storm Tossed, Wind Strike, Boundless Charge, Celerity, Razor Wind, Telekinesis, Wind Blast, Wings
nate Undead, Entropic Annihilation, Death Field, Overmind Fire Starter, Grave Whispers, Soul Mark, Ashen Cloud, Banishing Ward, Bleed, Bone Shaker, Chiller, Cloak of Fe
en Down the Hatches,Force
El Hammer, Obliteration Arcane Strike, Jump Start, Return Fire, Arcane Bolt, Aura of Protection, Battering Ram, Boundless Charge, Conv
ain Lightning, DeceleraForce Hammer, Tide of Steel, Voltaic Arcane Strike, Jump Start, Return Fire, Arcane Bolt, Aura of Protection, Blur, Dead Eye, Disruptor, Electrify, Forti
klash, Domination, GrinForce Hammer, Reconstruction, VoltaiArcane Strike, Jump Start, Locomotion, Admonition, Arcantrik Bolt, Battering Ram, Convection, Fire Group, For
minator, Fog of War, G Freezing Grip, Tempest, Tide of Steel Guided Blade, Jump Start, Locomotion, Battering Ram, Boundless Charge, Infernal Machine, Iron Flesh, Ravage
minator, Fail Safe, ForceQuickend, Tide of Steel, Tornado Entangle, Fair Winds, Jump Start, Admonition, Arcane Bolt, Battering Ram, Blur, Boundless Charge, Celerity, De
e Hatches, Blow the Man Force Hammer, Obliteration, Powder Jump Start, Locomotion, Storm Tossed, Bullet Dodger, Battering Ram, Convection, Deadweight, Fire Group, For
ansing Fire, Crevasse, CAshes to Ashes, Blazing Effigy, Forc Flames of Wrath, Guided Blade, Stone Stance, Ashen Veil, Blaze of Glory, Convection, Hallowed Avenger, Hand

ify, Fortify, Polarity Shield, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Electrical Blast, Fail Safe,
Fire Starter, Jackhammer, Jump Start, Power Booster, Portection from Fire, Short Out, Arcane Bolt, Ashen Veil,
ex Blast, Hex Hammer, Iron Aggression, Superiority, Black Out, Blazing Effigy, Voltaic Lock, Arcane Strike, Blizzard,
Electricity, Protection from Fire, Storm Tossed, Arcane Bolt, Ashen Cloud, Aura of Protection, Banishing Ward,
og of War, Force Field, Hex Blast, Inhospitable Ground, Lightning Tendrils, Mirage, Rift, Rock Hammer, Zephyr, Force
Storm Tossed, Banishing Ward, Chiller, Frostbite, Hand of Fate, Icy Bolt, Icy Grip, Iron Flesh, Shatter Storm, True
Freezing Grip, Overmind, Tempest, Arcane Strike, Guided Blade, Light in the Darkness, Banishing Ward, Blade of
urification, Sunburst, Force Hammer, Force of Faith, Star Fire, Blizzard, Buoyancy, Fair Winds, Protection from Cold,
rip, Phantasm, Razor Wind, Sea Legs, Shatter Storm, Triage, Wind Blast, Wings of Air, Broadside, Fog of War, Force
Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer,
con, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune Shot: Detonator, Rune
une Shot: Momentum, Return Fire, Rune Shot: Accuracy, Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot:
hot: Piercer, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Vision, Mirage, Rune Shot: Detonator, Rune Shot:
une Shot: Accuracy, Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune Shot: Molten Shot, Rune
Shot: Disruption, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight,
: Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: Momentum, Electrical Charge, Guided Blade, Protection From
Sight, Vision, Deceleration, Electrical Blast, Fail Safe, Force Field, Magnetic Hold, Mirage, Purification,
nishing Ward, Hymm of Battle, Hymm of Passage, Ignite, Immolation, Righteous Flames, Vision, Wall of Fire,
of Shielding, Blessing of Health, Guided Blade, Light in the Darkness, Solovin's Boon, Aura of Protection,
f Morrow, Crusader's Call, Daylight, Prayer of Guidance, Sanguine Blessing, Sunburst, True Path, Force of Faith,
nipe, Solid Ground, Stone Strength, Stranglehold, Temper Metal, Unstoppable Force, Broadside, Fail Safe, Fire For
of steel, Influence, Light in the Darkness, Protection from Fire, Short Out, Banishing Ward, Chasten, Cloak of Fear,
Blast, Hex Hammer, Protector's Mark, Purification, Ashes to Ashes, Mindlock, Overmind, Fire Starter, Flames of
eansing Fire, Flame, Fuel the Flames, Inferno, Ashes to Ashes, Blazing Effigy, Sea of Fire, Blizzard, Ice Shield,
ezenenough spaceHoarfrost,
Ground, (might have to insert
Winter someFreezing
Storm, rows below the Freezing
Grip, current end of the
Mist, spellOut,
White list. Then Copy
Earth's all theEntangle,
Cradle, text above.Stone
Paste values in the box below. Then go to Data -> Text to Columns. Then
Rift, Rock Hammer,
OFF Earthsplitter,
Notes Obliteration, Shock Wave, Fair Winds, Storm Tossed, Wind Strike, Boundless
ls, Zephyr, Raging Winds, Tempest, Tornado, Fire Starter, Grave Whispers, Soul Mark, Ashen Cloud, Banishing
NO When enemy advances and ends mov. Within 6" of target char in caster's battle grp, Afected char can im
ominate Undead, Entropic Force, Ghost Shroud, Hellfire, Hex Blast, Star Crossed, Stygian Abyss, Annihilation,
YES Fortify,When
ge, Convection, dmg Redline,
Foxhole, roll fails toRefuge,
exceed ARM,
Snipe,target
TempertakesMetal,
d3 damage.
Transference, Awareness, Batten Down the
Jump Start, YESReturn Fire, Arcane hit
Characters Bolt, Aura
sufer POWof Protection,
10 dmg rolls.Blur, Dead
If caster canEye,
gainDisruptor,
soul token,Electrify, Fortify,
caster gains Foxhole,
soul tokens for those d
, Electrical Blast, Fail Safe, Force Field, Guided Fire, Force Hammer, Tide of Steel, Voltaic Lock, Arcane Strike, Jump
YES A magical energy blast radiates from a single point to strike all characters in the AOE.
r Wall, Synergy, Temper Metal, Transference, Awareness, Backlash, Domination, Grind, Iron Aggression, Magnetic
m, Boundless YES MagicalMachine,
Charge, Infernal bolts of energy streak toward
Iron Flesh, theRazor
Ravager, target.Wind, Redline, Shatter Storm, Transference,
Tempest, TideYES of Steel, Entangle, Fair Winds, Jump Start, Admonition, Arcane Bolt, Battering Ram, Blur, Boundless
Gallows, Grind, GuidedSteamjack
Fire, Rift,damaged
Winter Storm, Quickend, Tide of Steel, Tornado, Jump Start, Locomotion, Storm
YES becomes stationary for 1 round.
al, Batten Down the Hatches, Blow the Man Down, Broadside, Eliminator, Fail Safe, Full Throttle, Gallows, Iron
NO
Glory, Convection, Place a Avenger,
Hallowed 3” AOE cloud Hand efect anywhere
of Fate, completely
Howling Flames, in the spellcaster's
Immolation, control area.
Perdition, Characters
Righteous without Im
Flames,
Iron Aggression,
YES Rift, Ashes to Ashes,
If the target is hit,Blazing
he and d6Effigy, Force
of the Hammer
nearest enemies within 5” of the target sufer a POW 10 fire damage
NO Target friendly character gains concealment. Living enemies sufer -2 to attack rolls while within 2" of an
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
YES When Backlash damages a bonded enemy warjack, its controller sufers 1 dmg
NO Enemy upkeep spells on the targeted friendly character expire. The afected character cannot be target
NO Friendly characters in the spellcaster's control area gain +1 DEF. When a friendly character is hit with a m
NO While in the spellcaster's control area, friendly characters in his battlegroup cannot be knocked down
NO Target friendly living character gains +2 to his melee attack rolls and becomes Fearless. Battle Rage lasts
YES When a character is hit by Battering Ram it can be pushed 3” directly away from the spell's point of origi
NO Mechanika devices in the possession of enemy characters in the spellcaster's control area immediately de
YES Infernal and Undead characters hit by this spell sufer an additional die of damage.
NO While in the spellcastor's control area, the weapons of characters in his battlegroup become magical we
NO Enemies within 2” of target friendly character sufer 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 afec
NO While in the spellcaster's control area, Friendly living characters do not sufer efects of lost aspects.
NO Target character's weapons gain Blessed. (When making an attack with a weapon with Blessed, ignore spe
NO Target character gains +3 DEF agaisnt tanged and magic attack rolls.
NO Center a 3” AOE cloud efect on the target character. The AOE remains centered on the character. If the
YES Cause knockdown. Crit: slam d6" directly away regardless of base size. Collateral damage is POW 15. In
YES When Spell Destroys living or undead char. Spellcaster can have destroyed char immediately make an adv
NO Target can charge without spending focus/being forced, gains +2" move and Pathfinder when it charges.
YES The next time the target sufers damage, halve its base ARM when calculating damage from the damage rol
NO The spellcaster and steamjacks under the spellcaster's control currently in his control area can immedia
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 sufers a POW 10 electrical damage roll, and lightning arcs to d6 consec
YES Enemy upkeep spells and animi on a character damaged by Chasten expire.
NO While within 2” of the target friendly character, enemy characters sufer -2 DEF unless they have Immuni
YES Cleansing Fire causes fire damage. On a critical hit, characters hit sufer the Fire continuous efect.
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
NO Friendly characters beginging a charge in the spellcaster's control area gaon a +2 movement. Crusader's
YES If Caster can gain Soul Tokens, gain soul tokens from characters destroyed by spell.
NO While in the spellcaster's control area, Infernal and Undead characters sufer -2 DEF and ARM. Additional
YES When Deadweight destroys an enemt model living or undead char, choose a char within 2" of destroyed c
NO Target character gains an additional die on his first ranged attack roll during his next turn.
NO Caster and allies within 3" gain Dark Shroud(Enemies in melee range of char sufer -2 ARM.) Lasts 1 turn.
NO While in the Spellcaster's control area, friendly characters gain +2 DEF and ARM against ranged attacks.
NO Characters within 2” of the spellcaster sufer a POW 12 damage roll. Characters damaged by this spell
NO Caster gains boosted Deception rolls.
YES A character hit by Dissolution Bolt cannot channel spells for one round.
YES Target steamjack hit loses its focus points and cannont be allocated focus or channel spells for one round
YES Take control of enemy warjack w/ func. Cortex. Can make Full Adv & 1 normal Atk. If target is bonded, win c
YES Characters in the AOE are knocked down.
NO The Spellcaster gains cover, does not sufer blast damage, and does not block LOS. Earth's Cradle expires
YES Characters hit sufer a POW 14 fire damage roll. The AOE is a cloud efect that remains in play for one
YES Electrical blast causes electrical damage. Steamjacks damaged by Electrical Blast sufer Disruption. (ste
NO If the target is hit with a melee attack, after the attack it resolved,the attacker is pushed 3” directly a
NO While in CTRL friendly chars gain +2 to Elec. dmg rolls, and friendly construct chars' melee atk infict adtl
NO Caster's next melee attack this turn does +1 Elec dmg and steamjacks sufer Disruption.
YES Immediately after this attack is resolved, the spellcaster can advance up to 2” for each enemy incapacita
YES The target character sufers -2 SPD and cannot run or charge for one round.
NO While in CTRL area, other characters lose Tough and cannot regain vitality.
NO Continuous fire efects in the spellcaster's control area immediately expire.
NO Characters in the spellcaster's control area lose Incorporeal.
NO Target Char's next normal *ranged* non-spray attack become magical. If it was AOE - it becomes AOE 3. C
NO While in spellcastor's control area, friendly Menite char and jacks gain +1 to attack & damage rolls
NO The character's PER rolls are boosted. Additionally, the target number for Deception rolls against the ch
NO Target steamjack gains +2 ARM and does not sufer the efects of crippled systems.
NO The Spellcaster gains +1SPD this turn.
NO Boost the attack and damage rolls of tar char's ranged attack during each of his turns
NO While in the spellcaster's control area, his weapons and the ranged weapons of steamjacks under his cont
* The spellcaster starts a small fire withing the range of the spell and in LOS. This spell can be used to targ
NO Enemies in the spellcaster's control area sufering the Fire continuous efect immediately sufer an addit
NO When target character incapacitates an enemy character with a melee attack, enemy characters within 1” o
NO Characters gain Concealment while in the spellcaster's control area.
NO The spelcaster does not sufer collateral or blast damage and cannot be knocked down. When an enemy AOE
YES If Force Hammer hits an non-incorporeal target, instead of sufering a normal damage roll, that target is
NO Enemies currently within the spellcaster's control area are immediately pushed d6” directly away from th
NO Target steamjack in the spellcaster's control gains +2 Arm. The efected steamjack and any friendly ch
NO Target friendly character can reroll his missed attack rolls. Each attack roll can be rerolled only once.
NO Place a 5” AOE anywhere completely in the spellcaster's control area. Characters completely in the AOE
YES Target character hit becomes stationary for one round unless the target has Immunity: Cold.
NO While in the spellcaster's control area, enemy characters without Immunity: Cold sufer -2SPD and DEF. F
YES Frostbite causes cold damage.
NO Enemies that move more than2” and end their movement in the spellcaster's control area are knocked d
NO Fire continuous efects in the spellcaster's control area never expire.
NO Steamjacks under the spellcaster's control and beginning their turn in his control area can run, charge, o
YES When an enemy is hit by this attack, he can be pushed d6" directly toward Gallows' point of origin.
NO Caster gains +2 DEF and Poltergeist, (When missed by enemy atack, after atk is resolved can imediately p
NO Can Speak to the dead. Full Rules p. 69 Urban Adventures.
YES When a steamjack is hit by Grind, it sufers 1 damage to it's first available movement system box.
NO Center a 5" AOE on caster. All other chars in AOE are hit and sufer POW 13 damage roll. Chars Damaged
NO Target friendly character gains +1 on this melee attack rolls and his melee weapon gains Magical Weapon
NO The spellcaster and steamjacks under his control in his control area, gains boosted ranged attacks. Guide
NO When an enemy attack incapacitates/destroys 1 or more friendly char in 5" of target jack in castor's battl
NO Target character gains an additional die on attack and damage rolls. Discard the lowest of each roll.
NO Friendly incapacitated character in B2B with the spellcaster is no longer incapacitated and regains 1 vital
NO Target character cannot be knocked down or made stationary
YES Character hit must make willpower roll against Terror[Caster Willpower +2]
YES Upkeep spells and Animi on the character directly hit by Hex Blast immediately expire.
NO When an enemy char casts a spell or uses an animus while in the castors control area, after the spell o
YES Hoarfrost causes Cold damage. On a critical hit, the character hit becomes stationary for one round unl
NO Target friendly character gains +2 DEF and cannot be targeted by enemy spells or animi.
NO Tar Friendly Char in caster's battle group gains boosted ranged atk dmg rolls
YES Howling Fames causes fire damage. On a critical hit, the character hit sufers Fire continuous efect.
NO Target steamjack gains +2 on attack and damage rolls. Hymn of Battle lasts for one round.
NO Target steamjack cannot be targeted by non-magial ranged attacks. Hymn of Passage lasts for one round
NO While in this character's control area, Friendly characters cannot be targeted by enemy spells. Hymn of S
NO Target gains +2 ARM. Ice Shield immediately expires if the efected character moves or is damaged.
YES Ice Bolt causes cold damage. On a critical hit, the character hit becomes stationary unless they have Im
YES Target character without Immunity: Cold sufer -2DEF and cannot run or make power attacks.
NO Target character gains +2 on melee attack damage rolls. The efected character gains Critical Fire on his
YES Immolation causes fire damage. On a critical hit, the character hit sufers the Fire continuous efect.
YES Target steamjack in the spellcaster's battlegroup gains Terror [14] against enemy characters and +2MAT
YES all characters hit sufer a POW 12 fire damage roll. The AOE remains in play for one round. Characters
YES The spellcaster make a contested Willpower roll against a living character hit by this sell. If the caster
NO While in the spellcaster's control area, other characters treat open ground as difficult terrain. Inhospita
NO Target steamjack can run, charge and make slam and trample power attacks without being forced or drive
NO Target friendly living character gains +3 DEF but sufers -1SPD.
NO The target friendly steamjack can immediately make one melee attack.
NO The spellcaster and steamjacks under his control in his control area can immediately turn to face any di
NO While in the spellcaster's control area. Enemies pay double the fatigue, focus or fury point cost to cast o
NO The area around the spellcaster glows with enough light for anyone in his control area to see in Darkness
NO Target warjack in this character's battlegroup gains +2STR and its melee weapons gain Electro Leap.
NO The target friendly character gains Immunity: Electricity, and the character's melee weapons gain Reach
NO The spellcaster spends up to 3 focus points to cast Locomotion. Target steamjack immediately advances
YES Target char sufers -2 SPD & DEF. Friend Construct Chars charging afected char gain +2 mov.
YES Each time a char afected by this spell cast a spell he must make a contested Willpower roll vs spellcastor
NO During the spellcaster's Control Phase after upkeep has been paid, the target friendly character's contro
YES Target 'jack sufers 1 point of fire damage to each column on its damage grid
YES The force of the attack blasts apart the earth itself.
NO Target character gains stealth and +3 on his Sneak rolls.
NO The spellcaster immediately makes a contested Willpower roll against all living enemies in his control area
YES When Perdition damages an enemy, 1 jack in spellcastors battlegroup can make a full advance towards t
NO When target friendly character is targeted by a ranged attack, the Efective range of the attack is reduced
NO Target character cannot be targeted by a charge made by a character in his front arc.
NO Target steamjack gains +2 on melee attack and melee damage rolls. While within 3” of the efected warja
YES On Critical hit, characters hit loose one attack during their next activation.
NO If the target steamjack the spellcaster controls has no focus points, it gains 1 focus point. If the steamjack
NO Target character gains 2 additional dice on his next skill roll. Discard the lowest 2 dice in the roll. Pray
NO Target character gains Immunity: Cold.
NO Target character gains Immunity: Corrosion
NO Target character gains Immunity: Electricity, and cannot be Disrupted.
NO Target character gains Immunity: Fire.
YEs When spellcastor is directly hit by an enemy attack, if the char afected by this spell is within 3" of him,
NO Continuous efects, Animus, and upkeep spells in the spellcaster's control area immediately expire.
NO The spellcaster can make one attack or quick action at the start of any other character's turn, then Quic
NO While in the spellcaster's control area, enemies sufer -2 DEF. Enemies beginning their turn in the spell
NO Target steamjack in the spellcastor's battlegroup gains Beserk for one turn. While afected by Ravager,
NO Place a wall template (p. 352) anywhere completely in the caster's CTRL where it does not touch a chars b
YES A blade of wind slices through the target.
NO While in caster's CTRL, whorshipers of Cyriss can reroll failed atk and skill rolls. Can only reroll once fr
NO Remove d6 dmg from each construct char in caster's CTRL.
NO Target friendly steamjack gains +2 STR and SPD, and can run, charge, power attack slams or tramples wit
NO When the target character hits another character with an attack during his turn, Immediately after his tu
NO When target character is targeted by an enemy ranged attack, after the attack is resolved the afected ch
YES The AOE is rough terrain and remains in play for one round.
NO The character gains Immunity: Fire. When a character without Immunity : Fire ends its movement within 2
NO The character gains Immunity: Cold. When a character without Immunity : Cold ends its movement within
YES On a critical hit, characters hit are knocked down.
NO Place a wall template (p. 352) anywhere completely in the spellcaster's control area where it does not touc
NO The character's next rune shot ranged attack this round is boosted.
NO This character's next rune shot ranged attack roll this turn ignores the firing into melee penalty.
NO The spellcaster's next rune shot ranged attack gains boosted ranged attack damage roll against the target
NO If the spellacaster directly hits a target with its next rune shot ranged attack this turn, center a 4” A
NO If the spellcaster's next rune shot ranged attack this turn hits a steamjack, the steamjack sufers Disrupt
NO If the character directly hits a target with its next rune shot ranged attack, the attack becomes AOE 5
NO The spelcaster's next rune shot ranged attack this turn becomes AOE 5 POW –. While the character is w
NO If the spellcastrer's next rune shot ranged attack this turn hits, the target directly hit becomes Stationar
NO Damage exceeding the ARM of the character hit by the spelcaster's next rune shot ranged attack this turn
NO If the spellcaster's next rune shot ranged attack directly hits a steamjack, in addition to any other dama
NO If the spellcaster's next rune shot ranged attack directly hits, the target directly hit sufers the Fire conti
NO If the Spellcaster hits with his next rune shot ranged attack this turn, the character hit is slammed di
NO The spellcaster's next rune shot ranged attack this turn ignores spell efects that add to the targets's AR
NO The spellcaster's next rune shot ranged attack this turn ignores LOS when making ranged attacks. The a
NO If the spellcaster's hits a target with his next rune shot ranged attack this turn, friendly characters ca
NO the spellcaster's next rune shot ranged attack is completely silent, and gives no sign of being fired. Ne
NO If the spellcaster directly hits with his next rune shot ranged attack this turn, upkeep spells and animi on
NO if the spellcaster destrys a living character with his next rune shot ranged attack, Place a 3” AOE cloud
NO If you directly hit with his next rune shot this turn, target pushed d3”. Critical: Knock down.
NO If the spellcaster directly hits a target with his next rune shot ranged attack this turn, choose a characte
NO When a friendly character in the spellcaster's control area would sufer a damage roll, the spellcastrer c
NO Enemy characters without Immunity: Fire within 5” of the spellcaster sufer the Fire continuous efect.
NO Target friendly character cannont be knocked down.
NO When target character directly hits and destroys an enemy character with a ranged or melee attack, cent
NO Target character gains +2 ARM against magic attacks and Infernal and Undead characters
NO Characters within 5” of the spellcaster sufer a POW 13 damage roll. Each enemy damaged by Shock Wave
YES Mechanika devices in the possession of the target character hit immediately deactivate. Sort out has n
YES On a direct hit against an enemy center a 4" AOE on char hit. After resolving dmg roll, characters in AOE
NO Target character's ranged weapons gain +4 RNG.
NO While in the spellcaster's control area, friendly characters cannot be knocked down and do not sufer bl
NO The spellcaster can reroll failed Medicine skill rolls. Each failed roll can be rerolled only once due to Solo
YES Caster can automatically sense target while within ARC X 50 Feet. If Caster can gain Soul Tokens, can clai
NO While in CTRL area, Enemies gain additional die on attack rolls, discard highest die of each roll. Lasts 1
NO Enemies that end their movement closer to the spellcaster than they began sufer an unstoppable POW 12
NO While in the spellcaster's control area, friendly characters gain +2ARM against Cold damage. Additionally
YES On a critical hit, the character hit is knocked down.
NO Target character cannot be knocked down, pushed, or slammed for one round.
NO Target character gains +1 STR and ARM.
YES When a enemy character is hit by Storm Tossed, he is pushed 3” directly away from the spells point of ori
YES A character damaged by Stranglehold forfeits either its movment or action next turn.
YES On Critical causes Shadow Bind( -3 DEF, and for 1 round can't advance except to change facing)
YES Blast damage from this spell only afects enemies.
NO Target friendly steamjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
NO While in caster's CTRL, chars in caster's battlegroup gain a cumulative +1 MAT, and melee dmg for each ot
* Place target character completely within 2” of his current location. When Telekinesis targets an enemy ch
NO While in Caster's CTRL area caster can channel spells through target friendly character.
NO Target friendly steamjack gains +2ARM and is immune to continuous efects.
YES Characters hit by Tempest are knocked down and sufer a POW 12 damage roll.
NO The spellcaster and steamjacks currently under his control and in his control area can immediately advan
YES Instead of sufering a normal damage roll, non-incorporeal characters hit by Tornado are thrown d6” direc
NO Caster treats all light conditions as bright light.
NO The spellcaster can allow other friendly characters in his control area to spend focus to boost melee atta
NO Thespellcaster must be in B2B with an incapacitated character to cast this spell. When this spell is cast
NO Friendly characters beginning their turns in the spellcaster's control area gain +2 Movement and Pathfinde
NO The character ignores concealment, Camuoflage, and Stealth. The character can also see in complete da
YES The AOE is a cloud efect that remians in play for one round.
NO While in casters CTRL 'jacks in his BG gain Bulldoze. Lasts one turn. (When a 'jack with Bulldoze adv. I
NO The next time target character is directly hit by an attack, he sufers no damage roll from the attack then
YES Target steamjack cannot advance and sufers -4 DEF. A steamjack beginning an advance within 3” of the h
NO Place a wall template (p. 352) anywhere completely in the spellcaster's control area where it does not t
NO When enemy advances and ends mov. Within 6" of caster, choose jack in casters battlegroup in CTRL . Th
NO While in the Spellcaster's control area, enemy characters have their LOS reduced to 5”.
NO Place a 5” AOE anywhere completely in the spellcaster's control area. Cloud efects overlapping the AOE
YES This spell does not inflict damage. An enemy directly hit by this spell is pushed 1” directly away from t
NO Place the spellcaster anywhere complettely within 5” of his current location. Wings of Air can be cast on
NO Enemies that begin their turn in the spellcaster's control range loose Eyeless Sight, Flight, and Pathfinder
NO Target character can immediately advance up to 5”. A character can be afected by Zephyr only once per
s
ons
Special Rules Cost
Char -1SPD & DEF, target sufer Cont fire e 50
Add STR to POW. Can be used in melee. 12
Fire Dmg. Crit Fire Continuous. Pg 60 NQ4 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 p 30
STR 7, 2hand only ###
Requires 2 hands 20
Requires 2 hand. A character must have a 45
Requires 2 hand. A character must have a 35
STR 7 45
see p. 262 45
STR 7, +1 ARM ###
see p. 95 Kings, Nations and Gods ###
###
regardless of base size char slammed d6" ###
causes knockdown ###
Fire Continuous efect ###
see p. 262 60
Requires 2H, See p94 Kings, Nations and ###
-2 weapon mod if fired one-handed 20
requires 2 hands 45
Requires 2 hands 30
STR 6 ###
2hands, char -2SPD & DEF ###
+1 to attack if shooting custom round ###
2 handed, tripod mounted, char -2SPD ###
1 quick & attack action to use, Crit: fire c8
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
###
see p. 265. ###
see p. 265. 35
See FMF 1.2.2 ###
Add STR to POW. 5
Add STR to POW. Can be used in melee. 8
Electrical. Character takes POW 12 electri 0
See Pg 64 NQ45 40
See p 96 Kings, Nations and Gods ###
Min rng 8", 2H, Char -2SPD & DEF, see p ###
-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 ###
See p. 267 ###
See p. 267 35
see p 367 KNG 75
See p. 267 ###
-2 weapon mod if fired one-handed ###
See p.96 Kings, Nations and Gods ###
See p.14 Urban Adventure ###
Requires 2 hands 50
Requires 2 hands ###
-2 weapon mod if fired one-handed. Requi###
Requires 2 hands 45
Requires 2 hands 80
Waterlogged won't fire 81
Corr. Dmg. Corr. Cont. Full Rules Pg65 NQ 80
STR 6, char -1SPD & DEF, -2 not crouching 30
-2 weapon mod if fired one-handed. PER + 40
-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 ###
Electrical. Character takes POW 12 electri 0
See p. 270 ###
See p. 270 and 271 ###
Atk -2 as grenade launcher, see P 188 KN ###

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
ons
Cost

at Pairs
rts

l Body
l Body
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

n Uses POI for ATK roll

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

an be taken 3 times

for stability. Cannot be Knocked Down, Increase base size by one.


ws you to ignore Stealth
75 76 77 78 79 80 81 82 83 84 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

triction: Nyss with the


ed archetype cannot
e Arcane Mechanik,
anist,
ft: GainGun
d Bearing:DeftMage,
Gain or Load
the
archetype Racial Limits (Hero)
rcaster
ring
efit.
ditional Careeers.
ability.
Characteristics PHY SPD STR AGL PRW POI INT ARC PER PHY SPD
triction:
uce costTrollkin
nections
ial Modifier:of Nyss
(Clan): with
bows
Begin
+1 DEF
heptional
ed Potential:
archetype
Nyss claymores
Connections
omatically byChoos
cannot 10 gc
(Dwarven
calculated)
7 7 6 5 5 5 5 4 5 8 7
ose
n).ng CharGen.
Arcane
triction: Mechanik,
Cannot use 7 5 6 5 5 4 5 4 4 7 6
anist,
at or Warcaster
ialweapons
Benefits: +1rifles.
or on 6 7 4 5 5 5 4 0 4 7 7
eers.
ative and PER rolls. +3
M t with
gh: Start
againstonetheadditional
coldgame abil
with
damage. 7 7 5 5 5 5 6 4 5 7 7
Tough archetype
RM against fire damage. 7 7 6 5 5 5 5 4 5 7 7
efit.
e Stature: Can wield a wea 7 6 8 5 5 4 5 0 4 8 6
t: Revitalize: Start the
me be
st withFemale. Satyxis with
the Feat: 7 7 6 5 5 4 5 4 5 8 7
italize archetype benefit. 8 6 7 5 5 4 4 4 4 9 6
Mechanikal Engineering

Animal Handling
Forensic Science

Heavy Artillery
Stormsmithing

Great Weapon
Hand Weapon
General Skills
Interrogation

Intimidation
Lock Picking

Negotiation

Pickpocket
Fell Calling

Navigation

Streetwise

Swimming
Seduction

Detection

Crossbow
Gambling
Rope Use
Medicine
Etiquette

Research

Climbing

Jumping
Tracking
Survival

Archery
Oratory
Forgery

Driving
Sailing

Riding
Sneak

Lore
Law

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

4 3 3 4 4 4 4 4 4 4 4 4 4 4 4 3

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

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

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

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

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

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

4 4 3 4 4 4 4 4 4 4 4 4 4 3

4 3 3 3 4 4 4 4 4 4 4 4 4 4 3

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

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

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

4 3 3 4 4 4 4 4 4 4 4 4 4 4

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

4 2 2 2 4 4 4 4 4 4 4 4 4 4 3 4 4 4
essed bolts), shield, sword 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4

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

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

4 4 3 4 4 4 4 4 4 4 4 4 4 2
or rifle (with powder and 10 4 2 4 4 4 4 4 4 4 4 4 4
pistol (with powder and 10 rou 4 2 4 4 4 4 4 4 4 4 4 4
olier, magelock pistol or rifle 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

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

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

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

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

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

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

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

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

4 3 4 4 4 4 4 4 4 4 4 4 4 3

4 3 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 3

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

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

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

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

4 3 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4 4 4 4 4 3

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 3 3

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

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

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

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

4 3 4 3 4 4 4 4 4 4 4 4 4 4 4

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

4 4 4 4 4 4 4 4 4 4 4 3 3

4 3 4 4 4 4 4 4 4 4 4 4

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

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

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

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

4 3 3 4 4 4 4 4 4 4 4 4 4 3 3 3

4 3 3 4 4 4 4 4 4 4 4 4 4 3 3 3

4 3 3 4 4 4 4 4 4 4 4 4 4 3 3 3

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

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

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

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

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

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

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

4 3 3 3 3 4 4 4 4 4 4 4 4 4 4 3 3

4 3 3 3 3 4 4 4 4 4 4 4 4 4 4 3 3

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

4 4 4 4 4 4 4 4 4 4 4 3 3

4 3 3 4 4 4 4 4 4 4 4 4 4 3 3

4 4 4 4 4 4 4 4 4 4 4 3 3

4 4 4 4 4 4 4 4 4 4 4 3 3

4 4 4 4 4 4 4 4 4 4 4 3 3

4 4 4 4 4 4 4 4 4 4 4 3 3

0 0 0 0 0 0 0 0 0 0
ain Immunity: Electicity
oosting them.
charge target.

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

ers all the damage the other character suferd, the other character is no longer considered to have been damaged.

nce up to 3". Last one round.


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

ity, Return Fire, Short Out, Arcantrik Bolt, Electrify, Fortify, Polarity Shield, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Electrical Blast, Fail Safe, Force Field,
from Fire, Short Out, Arcane Bolt, Ashen Veil, Fortify, Immolation, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Cleansing Fire, Fail Safe, Grind, Guided Fire,
ess, Protection from Cold, Protection from Corrosion, Protection from Electricity, Protection from Fire, Storm Tossed, Arcane Bolt, Ashen Cloud, Aura of Protection, Banish
tion 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, Deep Freeze
adiance, Blessings of War, Eyes of Truth, Exorcism, Occulation, Shield of Faith, True Sight, Daylight, Hex Blast, Lamentation, Purification, Sunburst, Force Hammer, Force of
rm Tossed, Wind Strike, Celerity, Deadeye, Deadweight, Extinguisher, Fortune, Howling Flames, Icy Grip, Phantasm, Razor Wind, Sea Legs, Shatter Storm, Triage, Wind Blas
une Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened Reflexes, Refuge,
une Shot: Iron Rot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Celerity, Heightened Reflexes, Occulation, Refuge, Rune Shot: Piercer, Rune Shot: Shadow F
une Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened Reflexes, Refuge,
rcantrik Bolt, Blessings of War, Dissolution Bolt, Eyes of Truth, Polarity Shield, Temper Metal, True Sight, Vision, Deceleration, Electrical Blast, Fail Safe, Force Field, Magneti
Banishing Ward, Hymm of Battle, Hymm of Passage, Ignite, Immolation, Righteous Flames, Vision, Wall of Fire, Cleansing Fire, Crevasse, Crusader's Call, Hex Blast, Lament
f 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 Call, Daylig
al, Redline, Refuge, Rock Wall, Snipe, Solid Ground, Stone Strength, Stranglehold, Temper Metal, Unstoppable Force, Broadside, Fail Safe, Fire For Efect, Grind, Ground Zer
ard, Chasten, Cloak of Fear, Devil's Tongue, Eyes of Truth, Holy Ward, Immolation, Righteous Flames, Vision, Cleansing Fire, Crevasse, Eye of Menoth, Hex Blast, Hex Hamme
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
hatter Storm, Staying Winter's Hand, Brittle Frost, Deep Freeze, Frozen Ground, Hoarfrost, Winter Storm, Freezing Grip, Freezing Mist, White Out
Wall, Solid Ground, Stone Strength, Crevasse, Earthquake, Inhospitable Ground, Rift, Rock Hammer, Earthsplitter, Obliteration, Shock Wave
d, Telekinesis, Wind Blast, Wings of Air, Chain Lightning, Deceleration, Fog of War, Lightning Tendrils, Zephyr, Raging Winds, Tempest, Tornado
Bone Shaker, Chiller, Cloak of Fear, Dark Fire, Devil's Tongue, Occulation, Telegesh Mark, True Sight, Affliction, Dominate Undead, Entropic Force, Ghost Shroud, Hellfire, H
ng Ram, Boundless Charge, Convection, Fortify, Foxhole, Redline, Refuge, Snipe, Temper Metal, Transference, Awareness, Batten Down the Hatches, Eliminator, Fail Safe, G
ead Eye, Disruptor, Electrify, Fortify, Foxhole, Heightend Reflexes, Lightning Shroud, Positive Charge, Refuge, Snipe, Arcane Blast, Chain Lightning, Deceleration, Earthquake
Ram, Convection, Fire Group, Fortify, Hot Shot, Positive Charge, Razor Wall, Synergy, Temper Metal, Transference, Awareness, Backlash, Domination, Grind, Iron Aggression
rnal Machine, Iron Flesh, Ravager, Razor Wind, Redline, Shatter Storm, Transference, Wind Blast, Battle Rage, Eliminator, Fog of War, Gallows, Grind, Inhospitable Ground,
r, Boundless Charge, Celerity, Deadeye, Positive Charge, Redline, Refuge, Twister, Wind Blast, Awareness, Eliminator, Fail Safe, Force Field, Gallows, Grind, Guided Fire, Rift
on, Deadweight, Fire Group, Fortune, Hot Shot, Redline, Sea Legs, Temper Metal, Batten Down the Hatches, Blow the Man Down, Broadside, Eliminator, Fail Safe, Full Thro
ection, Hallowed Avenger, Hand of Fate, Howling Flames, Immolation, Perdition, Righteous Flames, Shield of Faith, Synergy, Wall of Fire, Awareness, Cleansing Fire, Crevas

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


113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150

Racial Limits (Veteran) Racial Limits (Epic)


STR AGL PRW POI INT ARC PER PHY SPD STR AGL PRW POI
7 6 6 6 6 6 6 8 7 8 7 7 7
7 6 6 5 6 6 6 8 6 8 7 7 6
5 6 6 6 5 0 4 7 7 6 7 7 7
6 6 6 6 6 6 6 7 7 7 7 7 7
7 6 6 6 6 6 6 8 7 8 7 7 7
9 5 6 5 5 0 5 9 6 10 6 7 6
7 6 6 5 6 6 6 8 7 8 7 7 6
8 6 6 5 5 6 5 10 6 9 7 7 6
Unarmed Combat
Thrown Weapon
Light Artillery

Shield
Lance

Pistol
Rifle

4 2

2 2

2 2

3 2 3

4 4 3 3 3

3 4 3 3

2 3 4

3 3 4 2 3 3

3 3

4 3 2

3 3

2 3 2 2

3 3

4 4

4 4

4 4

3 3

3 3

2 2
2 2

2 2

4 4 3

4 3

4 4 3

4 3

2 4

4 3

3 4 3

4 3 3
3 3 4 2 3 3

4 4

2 3 2 3 3

2
4

2 4 4 3

3 3 4

3 2

3 3 4 2 3 3

2 2

2 2

2 2

2 2
3 3 3

2 3 2

4 3 4 4 3

4 3 4 4 3

3
3 2

3 2

3 2

3 2

3 2

3 2
al Blast, Fail Safe, Force Field, Full Throttle, Grind, Guided Fire, Iron Aggression, Superiority, Black Out, Tide of Steel, Voltaic Lock
Fail Safe, Grind, Guided Fire, Hex Blast, Hex Hammer, Iron Aggression, Superiority, Black Out, Blazing Effigy, Voltaic Lock
d, Aura of Protection, Banishing Ward, Celerity, Foxhole, Hand of Fate, Howling Flames, Icy Grip, Occultation, Rock Wall, Telekinesis, True Sight, Vision, Wind Blast, Fog of W
ast, Battle Rage, Deep Freeze, Fog of War, Gallows, Hoarfrost, Inhospitable Ground, Rift, Winter Storm, Zephyr, Freezing Grip, Overmind, Tempest
urst, Force Hammer, Force of Faith, Star Fire
tter Storm, Triage, Wind Blast, Wings of Air, Broadside, Fog of War, Force Field, Gallows, Guided Fire, Mirage, Rift, Winter Storm, Powder Keg, Shock Wave, Tempest
Heightened Reflexes, Refuge, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune Shot: Detonator, Rune Shot: Eart
Piercer, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Vision, Mirage, Rune Shot: Detonator, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Zephyr, Quickend, Run
Heightened Reflexes, Refuge, Rune Shot: Disruption, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune Shot: Det
Fail Safe, Force Field, Magnetic Hold, Mirage, Purification, Electrodynamics, Realignment, Shock Wave
der's Call, Hex Blast, Lamentation, Purification, True Path, Ashes to Ashes, Blazing Effigy, Hymm of Shielding
Morrow, Crusader's Call, Daylight, Prayer of Guidance, Sanguine Blessing, Sunburst, True Path, Force of Faith, Heal, Star Fire
For Efect, Grind, Ground Zero, Inhospitable Ground, Iron Aggression, Rock Hammer, Stone Spray, Earthsplitter, Poweder Keg, Tide of steel
enoth, Hex Blast, Hex Hammer, Protector's Mark, Purification, Ashes to Ashes, Mindlock, Overmind
ffigy, Sea of Fire

ce, Ghost Shroud, Hellfire, Hex Blast, Star Crossed, Stygian Abyss, Annihilation, Death Field, Overmind
tches, Eliminator, Fail Safe, Grind, Guided Fire, Iron Aggression, Rift, Superiority, Force Hammer, Obliteration
ng, Deceleration, Earthquake, Electrical Blast, Fail Safe, Force Field, Guided Fire, Force Hammer, Tide of Steel, Voltaic Lock
ation, Grind, Iron Aggression, Magnetic Hold, Mirage, Purification, Force Hammer, Reconstruction, Voltaic Lock
Grind, Inhospitable Ground, Rift, Superiority, Watcher, Freezing Grip, Tempest, Tide of Steel
lows, Grind, Guided Fire, Rift, Winter Storm, Quickend, Tide of Steel, Tornado
Eliminator, Fail Safe, Full Throttle, Gallows, Iron Aggression, Rift, Force Hammer, Obliteration, Powder Keg
eness, Cleansing Fire, Crevasse, Crusader's Call, Eliminator, Hex Blast, Hex Hammer, Iron Aggression, Rift, Ashes to Ashes, Blazing Effigy, Force Hammer
151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178

mits (Epic)
POI INT ARC PER DEF MOD INIT MOD Abilities Benefits
7 7 8 7 0 0
6 7 7 7 0 0 Load Bearing
7 6 0 5 1 0 Deft
7 7 8 7 0 0
7 6 7 6 0 1
6 6 0 6 0 0
6 7 7 7 0 0
6 6 7 6 0 0 Tough, Feat: Re
t, Vision, Wind Blast, Fog of War, Force Field, Hex Blast, Inhospitable Ground, Lightning Tendrils, Mirage, Rift, Rock Hammer, Zephyr, Force Hammer, Overmind, Tempest

Shock Wave, Tempest


t: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: Momentum
acker, Zephyr, Quickend, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper
Guided Fire, Rune Shot: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Run
mmer, Overmind, Tempest

r, Rune Shot: Momentum

une Shot: Heart Stopper, Rune Shot: Momentum

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