Professional Documents
Culture Documents
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.
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
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
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.
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:
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:
al Characteristics
Archetype
ur Careers
Pistol 1
Pistol 1
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
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:
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.)
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
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
Ranged Weapon 2:
Custom Ranged:
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.
0 0 0
Armor:
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 Weapon No
Weapon Skill Att Mod Misc Att POW Special Rules
0
Rune Cost RP Description
Mechanikal Weapon No
Weapon Skill Att Mod Misc Att POW Special Rules
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
0
Rune Cost RP Description
Mechanikal Weapon No
Weapon Ammo Ef Rng Ex Rng Skill Att Mod POW AOE Sp
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
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
Advances Used: 0
Advances Left: 0
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
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
alues
MISC TOTAL
= 0
MISC TOTAL
= 0
MISC TOTAL
= 0
MISC TOTAL
= 0
s
0
CHARACTER NAME SEX DEFINING CHARACTERISTIC(S) HEIGHT
ARCHETYPE RACE CAREERS FAITH AFFILIATION PLAYER NAME WEIGHT TOTAL XP EARNED
#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
87
#REF! PER
0 ### ### 0 ### ###
Advanced!B87 Advanc
Advanced!B125 Advanced!T125
BONUS
BONUS BONUS
88
#REF! AGL
0 ### ### 0 ### ###
Advanced!B88 Advanc
Advanced!B126 Advanced!T126
89
#REF! PER
90
#REF! SOC
0 ### ### 0 ### ###
Advanced!B90 Advanc
Advanced!B128 Advanced!T128
PRW POI
91
#REF! PHY
0 ### ### 0 ### ###
Advanced!B91 Advanc
Advanced!B129 Advanced!T129
AGL 92
#REF! INT
+0 +0+0 0 ### ### 0 ### ###
Advanced!B92 Advanc
Advanced!B130 Advanced!T130
93
#REF! INT
0 ### ### 0 ### ###
Advanced!B93 Advanc
Advanced!B131 Advanced!T131
BONUS
BONUS BONUS
94
#REF! INT
- ### - 0 ### ###
Advanced!B94 Advanc
Advanced!B132 Advanced!T132
95
#REF! INT
96
#REF! AGL
0 ### ### 0 ### ###
Advanced!B96 Advanc
Advanced!B134 Advanced!T134
ARC PER
97
#REF! STR
- ### -
Advanced!B97 Advanc
Advanced!B135 Advanced!T135
INT 98
#REF! SOC
+0 +0+0 0 ### ###
Advanced!B98 Advanced!T98
99
BONUS
BONUS BONUS
100
#REF! POI
0/0 ### ### 0 ### ###
Advanced!B100 Advanc
Advanced!B157 Advanced!T157
101
#REF! POI
- ### - 0 ### ###
Advanced!B101 Advanc
Advanced!B158 Advanced!T158
WILLPOWER 102
#REF! PRW
103
#REF! PRW
0 ### ### 0 ### ###
Advanced!B103 Advanc
Advanced!B160 Advanced!T160
104
#REF! POI
0 ### ### 0 ### ###
Advanced!B104 Advanc
Advanced!B161 Advanced!T161
DEF
105
#REF! PRW
0 ### ### 0 ### ###
Advanced!B105 Advanc
Advanced!B162 Advanced!T162
107
#REF! POI
- ### - 0 ### ###
Advanced!B107 Advanc
Advanced!B164 Advanced!T164
108
#REF! POI
ARM
Advanced!B108
109
166
RANGED WEAPONS
110
111
#REF! PRW
Advanced!B111
2 AGILITY
112
INIT
0/0 ### ###
Advanced!B112 Advanced!T112
#REF! INT/STR
0
113
- ### - 1 l l 3
Advanced!B113 Advanced!T113
114
#REF! SOC l
Advanced!B114
115
COMMAND
Advanced!B115
116
0 0 ### ### l l l l l 4
Advanced!B116 Advanced!T116
117
0 ### ###
Advanced!B117 Advanced!T117
118
l l l l
X
0 ### ###
Advanced!B118 Advanced!T118
119
Advanced!B119 Advanced!T119
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
6) Reroll Failed Attack, Skill, Willpower Roll 13) Walk It Off (d3+1 Vitality)
l l
X
6 l
x
INTELLECT 5
X
ABILITIES EQUIPMENT
193
#REF! #REF!
Adv
#REF!
###
Adv
#REF!
195
#REF! 200
#REF! ###
#REF!
Advanc Advance
Adv
#REF! #REF!
Adv
#REF!
198
199
###
Adv #REF! ### #REF! #REF! #REF! #REF! #REF! #REF! Notes
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
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
le times, but you cannot exceed twice your INT in spells known.
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)
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.
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.
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.
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.
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.
ain +1 to melee attack and damage rolls. If one or more of those friendlies also has gang, increase to +2.
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.
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
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.
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.
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.
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 ###
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
d Drive, Can Float above ground. Ignore Rough Terrain, +4 ARM vs Falling dmg
an be taken 3 times
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.
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
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