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CHARACTER INTRODUCTION

Baxter Roan
“The Lorehound”
Male Human Academic Investigator Pantomath
Description: The son of a rare bookseller in Fharin, Baxter

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
Roan spent his youth poring over esoteric tomes in his mother’s
collection. The bookish young Baxter was the target of ridicule
but was saved from the worst by his older brother, Edmond.
After Edmond died fighting with the trenchers in Llael, Baxter
saw his brother’s angry specter at the funeral. Using the occult
knowledge gathered from his reading, he managed to lay his
brother’s spirit to rest. Shortly after, Baxter Roan made for Ceryl,
having heard rumors about a mysterious organization there, the
Strangelight Workshop.

Group Attitudes: Sydney and Dalton have saved your life several
times already, so you feel better when either is nearby. You tend
to get in arguments with Emmett, but you respect him. You’re a
bit intimidated by Evalyn since you think she’s a better leader
than you are.

The Strangelight Workshop: You belong to an organization


steeped in the exploration of the mysterious and the occult.
It is noted for including an eclectic group of personalities
among its ranks. With members drawn from a diverse range
of backgrounds, from intellectuals to spiritualists and former
soldiers to reformed criminals, anyone with a hunger to explore
the truth of the unknown is welcomed in Blackwell Hall—on the
condition that they contribute to the organization’s esoteric work.
Most members have only a hazy perception of the organization’s
mysterious larger goals, and as a relative newcomer you are not
yet privy to such information.

Your Calling [Pantomath]: To you, the pursuit of knowledge


is the highest calling. Rather than constrain yourself to mere
academics, however, your passion stems from a visceral desire
to unravel the deeper mysteries of the world. In your mind,
anything can be understood and rationally explained, no matter
how bizarre or extraordinary a situation may initially appear. In
times of great mental stress, these same motivations can cause
you to withdraw into your intellect, seeing you compulsively
making observations at the expense of personal safety.

Breaking Point: When you hit your breaking point, you must
spend your activation observing and writing notes, taking
spectragraphs, or otherwise recording your observations. This
may include moving to a better vantage point.

Your Standing: In a traditional Strangelight Workshop team,


the investigator acts as the de facto leader and calls the shots,
but you’re still getting a hang of asserting yourself. You think
you’re up to the task—your keen investigative instincts have been
critical in solving the handful of cases your group has already
handled. More than personal ambition, you’re motivated by
a desire to see your team succeed, genuinely believing in their
diverse talents and skills.
IRON KINGDOMS ROLEPLAYING Game CHARACTER SHEET
Baxter Roan M 5' 9" 220 lbs. HERO
Character Name sex Height Weight defining characteristic(s) LEVEL
Pantomath Human Academic Investigator 0
CALLING Race BACKGROUND CAREER FAITH TOTAL XP EARNED
®

Character Portrait RANGED WEAPONS SKILLS PARENT SKILL BENEFITS & ABILITIES
SET VALUE LEVEL TOTAL
Pistol
8 5 10 NAME DESCRIPTION/NOTES PAGE #
RNG RAT POW Hand Weapon (PRW) 4 + 1 = 5
Name
1 (light round) Logical Explanation The Investigator can spend a quick action
Cryptography (INT) 5 + 1 = 6
Notes AMMO and make an INT roll against a target
Detection (PER) 5 + 1 = 6 number of 11. On a successful roll, all
friendly characters within his Command
RNG RAT POW Forensic Science (INT) 5 + 1 = 6 range restore 1 point of lost WILL. This can
Name
be used only once per scene.
Interrogation (SOC) * + 1 = 6
Notes AMMO True Grit When the Investigator fails a Willpower roll,
Pistol (POI) 4 + 1 = 5
he can spend 1 feat point to succeed instead.
MELEE WEAPONS Research (INT) 5 + 1 = 6
Keen Eye The Investigator can add 1 Dread point to
Lore: Occult (INT) 5 + 1 = 6
Name the GM’s pool to spot a clue missed due to
Stats MAT P+S Rapport (SOC) * + 1 = 6 a failed Detection roll. This ability can be
Notes used a total of three times in a scene. Each
+ = additional time it is used, increase its Dread
6
cost by 1.
spd MAX + =
5 Name

MAT P+S + =
PHY MAX 4 Notes
+ =
sTR MAX

ADDITIONAL WEAPON + =

+ =
Name
4
+ =
PRW MAX
3 Notes
+ =
AGL MAX 4 DEFense
POI MAX -1
SPD + AGL + PER + 13 DAMAGE CAPACITY Crippled Physique:
Racial + Equipment = –2 STR.
Stat Stat Stat Modifier Modifiers TOTAL DEF
Crippled Agility:
–2 to attack rolls.
— ARMOR 1 2 AGILITY Crippled
5 Intellect:
MAX
ARC PHY +
10 –2 DEF and
5 Shield + Armor + Other =
Stat Modifier Modifiers Modifiers TOTAL ARM cannot upkeep FEAT POINTS
3 spells.
INT MAX 5 Feat Points can be earned by:
PHYS

INITIATIVE 4 • Critical success on a skill roll • Given by the GM


MAX
IQ

PER • Destroy an enemy


U

15 E
ECT

Feat Points can be spent to:


SPD + PRW + PER + + =
Equipment Additional TOTAL
Stat Stat Stat Modifiers Modifiers INITIAIVE
3 • Remove a continuous effect • Boost a non-combat
LL

6 • Reroll a failed roll skill roll


TE

• Perform a Heroic Dodge • Walk It Off


N

13 COMMAND RANGE 5 I CURRENT • Perform a Relentless Charge • Shake


5 FEAT • Perform a Run & Gun • Sprint
Willpower INT + • Perform a Two-Fister • Parry
(Phy + INT) Command + ability = TOTAL CMD POINTS • Make a quick action
Stat skill modifiers RANGE
CURRENT WILLPOWER
GEAR MECHANIKA & PROTOTYPES NOTES
HOUSING RUNEPLATE CAPACITOR NOTES
NAME BENEFIT

Great Coat Stuffed in the pockets are various items,


including pens and ink, crumpled bits
of paper with notes scribbled on them,
various lengths of string, and a half-
finished biscuit.

Investigator’s Kit Contains spare spectragraph plates,


alchemical concoctions, and tools useful
for investigation. The kit grants a +1 to
Forensic Investigation rolls. RUNE PLATE BENEFIT CAPACITORS CHARGES

Lumitype and The key piece of gear for Investigators,


the lumitype allows the capture of images
5 Blank Spectragraphs
on metal plates called spectragraphs. The
lumitype incorporates a small strangelight
projector. Using a lumitype is a quick
action, while reloading the spectragraph
is a combat action. Developing a
spectragraph takes several minutes and
requires access to an investigator’s kit and SPELLS
cannot be done in combat.
ARCANE TRADITION_____________________________________________________________________
NAME COST RNG AOE POW UP OFF
Strangelight Goggles Strangelight goggles allow the wearer
to see otherwise invisible creatures
illuminated by a strangelight projector.
PERMANENT INJURIES

SPOKEN LANGUAGES

Cygnaran
Llaelese

WORN ARMOR
RELIGIOUS BELIEFS
NAME DESCRiPTION/NOTES SPD DEF ARM

Great Coat 0 -1 5

CONNECTIONS
NAME DESCRiPTION/NOTES PAGE #
GOLD REPUTATION

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®,
and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted
to make photocopies for personal, non-commercial use only.
CHARACTER INTRODUCTION

Sydney Wright
“The Muscle”
Female Human Criminal Bouncer Vendetta
Description: Sydney and her sister, Sara, grew up on the streets of

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
Ceryl. Strong-willed and committed to protect one another, the girls
worked during their teen years as runners for local gangs. As they
grew, they ultimately became enforcers for one of the city’s larger
criminal organizations. During a gathering of crime families, a
supernatural creature—an infernal warrior, though Sydney didn’t
know what one was at the time—attacked and killed everyone
present except Sydney—and that included Sara. Determined to
learn what she could about her sister’s killer so she could one day
destroy it, Sydney chased leads until she wound up at Blackwell
Hall. She gladly trades her skills in combat for a chance to find the
thing that killed Sara and destroy it once and for all.

Group Attitudes: You put on a tough demeanor but care for the
other members of the group like family. You are particularly
fond of Emmett, who seems like an uncle, and consider Baxter a
precociously intelligent younger brother. Evalyn dresses funny,
but she’s smart.

The Strangelight Workshop: You belong to an organization


steeped in the exploration of the mysterious and the occult.
It is noted for including an eclectic group of personalities
among its ranks. With members drawn from a diverse range
of backgrounds, from intellectuals to spiritualists and former
soldiers to reformed criminals, anyone with a hunger to explore
the truth of the unknown is welcomed in Blackwell Hall—on the
condition that they contribute to the organization’s esoteric work.
Most members have only a hazy perception of the organization’s
mysterious larger goals, and as a relative newcomer you are not
yet privy to such information.

Your Calling [Vendetta]: Some say revenge is best served cold,


and if that is so, then your blood must be ice. You lost a loved one
at the hands of a supernatural entity or suffered the effect of such
a creature yourself. Whatever the cause, you have a ceaseless
need to right the wrong done to you by preventing it from
happening to anyone else, or by helping to imprison whatever
occult creatures cross your path. Under most circumstances, you
are able to act rationally even when confronted with such beings,
but when exposed to too much you are prone to seeing red and
losing control as you attempt to destroy any specter, shade, or
other similar creature in your path.

Breaking Point: When you hit your breaking point, you must
spend your action trying to attack a supernatural creature with
the highest available EP value.

Your Standing: As a newer member of the Strangelight


workshop, you do not possess the level of clout you were used to
working among the street gangs of Ceryl. This doesn’t bother you
much, as calling the shots isn’t as important to you as keeping
everybody safe. While you believe in your group and want to
see them succeed, secretly you’re in no hurry to rise through the
ranks, as increased notoriety means higher profile—and more
dangerous—missions for your team.
IRON KINGDOMS ROLEPLAYING Game CHARACTER SHEET
Sydney Wright F 5' 11" 153 lbs. HERO
Character Name sex Height Weight defining characteristic(s) LEVEL
Vendetta Human Criminal Bouncer 0
CALLING Race BACKGROUND CAREER FAITH TOTAL XP EARNED
®

Character Portrait RANGED WEAPONS SKILLS PARENT SKILL BENEFITS & ABILITIES
SET VALUE LEVEL TOTAL
Pistol
8 5 10 NAME DESCRIPTION/NOTES PAGE #
RNG RAT POW Hand Weapon (PRW) 5 + 1 = 6
Name
1 (light round) Ignorance Is Bliss Either due to stubborn skepticism or naïve
Bribery (SOC) * + 1 = 6
Notes AMMO inexperience, the Bouncer gains
Deception (SOC) * + 1 = 6 +2 Willpower.
Sentry The Bouncer gains +1 to initiative rolls.
RNG RAT POW Detection (PER) 5 + 1 = 6
Name
Additionally, once per round, she can select
Pistol (POI) 5 + 1 = 6 from one of the following bonuses:
Notes AMMO
• Patrol: At the end of its activation, the
Sneak (AGL) 4 + 1 = 5
Bouncer can move up to thirty feet (5˝).
MELEE WEAPONS Streetwise (PER) 5 + 1 = 6 • Escort: While within twelve feet (2˝) of
Bouncer's Baton the Bouncer, friendly characters gain +1
+ =
Name 6 8 to DEF and ARM.
Stats Stun Weapon – This weapon causes electrical P+S
damage. On a critical hit with this weapon, the
MAT + = • Crowd Control: Once per turn, on a
target hit is stunned. A stunned target suffers –2 successful hit on an enemy, after the
to skill and attack rolls on its next activation. + =
6 attack is resolved the Bouncer can make
spd MAX + = an additional attack against another
6 Name
target in melee range.
MAT P+S + =
PHY MAX Notes • Look Out: The Bouncer and friendly
6
+ = characters within the Bouncer’s
sTR MAX
Command range gain boosted PER rolls
ADDITIONAL WEAPON + = against characters attempting to sneak
or surprise the team.
+ =
Name
5 Stand Your Ground If this character would be moved by a push
+ =
PRW MAX or slam, the character can spend 1 feat point
4 Notes
+ = to not be moved.

AGL MAX 5 DEFense


POI MAX
SPD + AGL + PER + 14 DAMAGE CAPACITY Crippled Physique:
Racial + Equipment = –2 STR.
Stat Stat Stat Modifier Modifiers TOTAL DEF
Crippled Agility:
–2 to attack rolls.
— ARMOR 1 2 AGILITY Crippled
5 Intellect:
MAX
ARC PHY +
11 –2 DEF and
5 Shield + Armor + Other =
Stat Modifier Modifiers Modifiers TOTAL ARM cannot upkeep FEAT POINTS
3 spells.
INT MAX 5 Feat Points can be earned by:
PHYS

INITIATIVE 4 • Critical success on a skill roll • Given by the GM


MAX
IQ

PER • Destroy an enemy


U

16 E
ECT

Feat Points can be spent to:


SPD + PRW + PER + + =
Equipment Additional TOTAL
Stat Stat Stat Modifiers Modifiers INITIAIVE
3 • Remove a continuous effect • Boost a non-combat
LL

6 • Reroll a failed roll skill roll


TE

• Perform a Heroic Dodge • Walk It Off


N

11 COMMAND RANGE 5 I CURRENT • Perform a Relentless Charge • Shake


5 FEAT • Perform a Run & Gun • Sprint
Willpower INT + • Perform a Two-Fister • Parry
(Phy + INT) Command + ability = TOTAL CMD POINTS • Make a quick action
Stat skill modifiers RANGE
CURRENT WILLPOWER
GEAR MECHANIKA & PROTOTYPES NOTES
HOUSING RUNEPLATE CAPACITOR NOTES
NAME BENEFIT

Antispectral Ammunition Treated with Ashes of Urcaen, these rounds


(10 Rounds) are able to damage incorporeal creatures
but roll one fewer die than normal.

Crowbar This compact iron crowbar acts as a lever


and adds +1 to Strength rolls to pry open
objects.

Glasscutter
RUNE PLATE BENEFIT CAPACITORS CHARGES
Strangelight Goggles Strangelight goggles allow the wearer
to see otherwise invisible creatures
illuminated by a strangelight projector.

Tin of Matches

SPELLS
ARCANE TRADITION_____________________________________________________________________
NAME COST RNG AOE POW UP OFF

PERMANENT INJURIES

SPOKEN LANGUAGES

Cygnaran

WORN ARMOR
RELIGIOUS BELIEFS
NAME DESCRiPTION/NOTES SPD DEF ARM

Great Coat 0 -1 5

CONNECTIONS
NAME DESCRiPTION/NOTES PAGE #
GOLD REPUTATION

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®,
and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted
to make photocopies for personal, non-commercial use only.
CHARACTER INTRODUCTION

Emmett Cohen
“The Old Wrench”
Male Human Craftsman Mechanik Survivor
Description: Born with only one leg, Emmett Cohen spent

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
his youth tinkering in his father’s workshop. The two of them
designed and built Emmett’s first prosthetic and offered them to
the people of New Larkholm. Emmett worked much of his life as
a mechanik in the Steam & Iron Worker’s union as a Steamo. One
night when he was working overtime, an infestation of gremlins
in the union work bays drew the attention of the Strangelight
Workshop. By morning, two of the Workshop agents were dead,
and Emmett had earned himself a job alongside the survivors,
having impressed them with how he handled himself during the
“Night of the Gremlins.” He’s worked out of Blackwell Hall ever
since, mentoring new teams as they arrive.

Group Attitudes: You like to make sure Baxter is doing things


right, since he’s a bit scatterbrained. You’re the glue that holds the
group together, though they don’t always realize it. Without your
gear, they’re all dead, so it’s on you to keep things in order.

The Strangelight Workshop: You belong to an organization


steeped in the exploration of the mysterious and the occult.
It is noted for including an eclectic group of personalities
among its ranks. With members drawn from a diverse range
of backgrounds, from intellectuals to spiritualists and former
soldiers to reformed criminals, anyone with a hunger to explore
the truth of the unknown is welcomed in Blackwell Hall—on the
condition that they contribute to the organization’s esoteric work.
Most members have only a hazy perception of the organization’s
mysterious larger goals.

Your Calling [Survivor]: You suffered at the hands of the


supernatural even before you were aware of its existence. Though
similar experiences would cause most people to shrink from
further contact with the supernatural and the inexplicable, you
will not let fear control you. You know the best way to stay safe
is to learn more about these strange threats and confront them,
but if things get too hairy, you’re not above making a break for it.

Breaking Point: When you hit your breaking point, you must
spend your activation trying to flee or hide from supernatural
entities.

Your Standing: Though not a senior member of the Strangelight


Workshop, your experience coupled with a keen analytical mind
quickly gave you a reputation for reliability inside Blackwell
Hall. You have been tasked with mentoring this up-and-coming
group of field agents. This, combined with the already weighty
responsibility of maintaining the team’s equipment, makes you
seem humorless from time to time. But your sternness comes
from a place of concern and affection. Despite not wanting to
admit it, these kids are becoming like a family to you.
IRON KINGDOMS ROLEPLAYING Game CHARACTER SHEET
Emmett Cohen M 6' 1" 180 lbs. HERO
Character Name sex Height Weight defining characteristic(s) LEVEL
Survivor Human Craftsman Mechanik 0
CALLING Race BACKGROUND CAREER FAITH TOTAL XP EARNED
®

Character Portrait RANGED WEAPONS SKILLS PARENT SKILL BENEFITS & ABILITIES
SP 10 SET VALUE LEVEL TOTAL
Strangelight Projector — — NAME DESCRIPTION/NOTES PAGE #
RNG RAT POW Hand Weapon (PRW) 4 + 1 = 5
Name
1 (light round) Technical Expertise The GM must pay double the amount of
Alchemy (INT) 5 + 1 = 6
Notes AMMO Dread in order to cause equipment wielded
Craft: Metal Working (INT) 5 + 1 = 6 by the Mechanik to malfunction or fail.
8 6 10 4 1 5
Pistol RNG RAT POW Detection (PER) + =
Name
Percussive Maintenance If this character has adequate tools,
1 Mechanikal Engineering (INT) 5 + 1 = 6
the character can make a Mechanikal
Notes AMMO
Pistol (POI) 5 + 1 = 6 Engineering roll against a target number
of 12 to repair or sabotage constructs,
MELEE WEAPONS + = machines, and other objects within reach.
Big Wrench The character can increase or decrease the
+ =
Name 5 9 target’s vitality by d3+1 points.
Stats MAT P+S + =
Notes Problem Solver By spending a full action and making
+ =
5 a successful Mechanikal Engineering
spd MAX + = roll against a target number of 14,
5 Name
the Mechanik may remove a single
MAT P+S + = Complication from a scene. The player
PHY MAX 5 Notes
must provide a narrative reason for the
+ =
sTR MAX Complication removal, and the Game
ADDITIONAL WEAPON + = Master must approve it.

+ =
Name
4
+ =
PRW MAX
4 Notes
+ =
AGL MAX 5 DEFense
POI MAX -1
SPD + AGL + PER + 12 DAMAGE CAPACITY Crippled Physique:
Racial + Equipment = –2 STR.
Stat Stat Stat Modifier Modifiers TOTAL DEF
Crippled Agility:
–2 to attack rolls.
— ARMOR 1 2 AGILITY Crippled
6 Intellect:
MAX
ARC PHY +
11 –2 DEF and
5 Shield + Armor + Other =
Stat Modifier Modifiers Modifiers TOTAL ARM cannot upkeep FEAT POINTS
3 spells.
INT MAX 4 Feat Points can be earned by:
PHYS

INITIATIVE 4 • Critical success on a skill roll • Given by the GM


MAX
IQ

PER • Destroy an enemy


U

14 E
ECT

Feat Points can be spent to:


SPD + PRW + PER + + =
Equipment Additional TOTAL
Stat Stat Stat Modifiers Modifiers INITIAIVE
3 • Remove a continuous effect • Boost a non-combat
LL

6 • Reroll a failed roll skill roll


TE

• Perform a Heroic Dodge • Walk It Off


N

10 COMMAND RANGE 5 I CURRENT • Perform a Relentless Charge • Shake


5 FEAT • Perform a Run & Gun • Sprint
Willpower INT + • Perform a Two-Fister • Parry
(Phy + INT) Command + ability = TOTAL CMD POINTS • Make a quick action
Stat skill modifiers RANGE
CURRENT WILLPOWER
GEAR MECHANIKA & PROTOTYPES NOTES
HOUSING RUNEPLATE CAPACITOR NOTES
NAME BENEFIT

Grease Gun Filled with industrial grade lubricant. You


never know when something might need
greasin’.

Mechanik’s Apron Contains an array of different ratchets,


pliers, spanners, and other tools;
equivalent to a Mechanik’s Toolkit.

Strangelight Goggles Strangelight goggles allow the wearer


to see otherwise invisible creatures RUNE PLATE BENEFIT CAPACITORS CHARGES
illuminated by a strangelight projector.

Strangelight Projector A strangelight projector illuminates


otherwise invisible things. Without
goggles, invisible things appear as blurry
shapes but become more visible with
properly tuned goggles. Anything in the
projector’s range is affected.

SPELLS
ARCANE TRADITION_____________________________________________________________________
NAME COST RNG AOE POW UP OFF

PERMANENT INJURIES

SPOKEN LANGUAGES

Cygnaran

WORN ARMOR
RELIGIOUS BELIEFS
NAME DESCRiPTION/NOTES SPD DEF ARM

Mechanik’s Apron 0 -1 6

CONNECTIONS
NAME DESCRiPTION/NOTES PAGE #
GOLD REPUTATION

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®,
and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted
to make photocopies for personal, non-commercial use only.
CHARACTER INTRODUCTION

Evalyn di Mattys
“The Medium”
Female Human Noble Caller Doomsayer
Description: Born and raised in Elsinberg, Evalyn was the

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
youngest daughter of the di Mattys noble family. She was an
odd girl with a strange fascination for the March of the Dead,
the annual parade of ghosts through the city. She was often seen
speaking to the spirits when they passed and claimed they spoke
back to her. After Khador invaded, her strange abilities earned
her fame with fellow Llaelese seeking to speak to love ones lost
in the invasion. This drew the attention of a local branch of the
Strangelight Workshop, who offered her the chance to learn more
about her powers and help lost spirits move on to the afterlife.
She was glad to leave Llael and move to Ceryl.

Group Attitudes: You’re still getting a feel for the other group
members, but you like most of them. You’d never tell them that,
though. Sydney dresses funny, but she’s tough. People look to you
for direction, and you often have an opinion, so that’s fine. Dalton
hovers too much; ghosts don’t scare you.

The Strangelight Workshop: You belong to an organization


steeped in the exploration of the mysterious and the occult.
It is noted for including an eclectic group of personalities
among its ranks. With members drawn from a diverse range
of backgrounds, from intellectuals to spiritualists and former
soldiers to reformed criminals, anyone with a hunger to explore
the truth of the unknown is welcomed in Blackwell Hall—on the
condition that they contribute to the organization’s esoteric work.
Most members have only a hazy perception of the organization’s
mysterious larger goals, and as a relative newcomer you are not
yet privy to such information.

Your Calling [Doomsayer]: You’ve always been called negative, a


killjoy, or just a plain old pessimist, but you know that in the end
you’ll always be proven right. Engaging with the supernatural is
risky business, and in your mind, nothing gets someone killed
faster than naiveté. Still, the more you can learn about what goes
bump in the night, the greater the chance the common person
might have of going about their quiet lives out of harm’s way. In
the end, you feel that’s the least you can do before the inevitable
oblivion that awaits us all.

Breaking Point: When you hit your breaking point, you must
spend your activation trying to convince another character that
you are right, either about your assessment of the situation or
about a course of action to address it.

Your Standing: While part of you misses your parents and


siblings, you’ve felt more at home in your last few months at
Blackwell Hall than you ever did at your family’s estate in
Llael. The Strangelight Workshop doesn’t just allow you to be
yourself, it actively encourages and cultivates your unusual
gifts. The acceptance of the Workshop as a whole and your team
in particular means more to you than you care to admit, which,
coupled with your desire to come in contact with more diverse
spirits, makes you eager for your group to rise through the ranks.
IRON KINGDOMS ROLEPLAYING Game CHARACTER SHEET
Evalyn di Mattys F 5' 7" 125 lbs. HERO
Character Name sex Height Weight defining characteristic(s) LEVEL
Doomsayer Human Noble Caller Morrowan 0
CALLING Race BACKGROUND CAREER FAITH TOTAL XP EARNED
®

Character Portrait RANGED WEAPONS SKILLS PARENT SKILL BENEFITS & ABILITIES
SET VALUE LEVEL TOTAL
NAME DESCRIPTION/NOTES PAGE #
RNG RAT POW Etiquette (SOC) * + 1 = 6
Name
Commune with Spirits The Caller has the ability to communicate
Deception (SOC) * + 1 = 6
Notes AMMO with ethereal spirits, regardless of language
Lore: Occult (INT) 6 + 1 = 7 or cultural barriers. Some spirits may
become more powerful and even dangerous
RNG RAT POW Negotiation (SOC) * + 1 = 6 after such communication. While wearing
Name
an active ghost hood, by forfeiting her
Oratory (SOC) * + 1 = 6
movement or action she can enter a
Notes AMMO
Rapport (SOC) * + 2 = 7 trance to interact with spirits. Spirits she
communes with can be spoken with as if
MELEE WEAPONS + = they were alive, though their mental states
are unpredictable and their memories
+ =
Name are often sketchy and scattered. While
Stats MAT P+S + = communing with a spirit, it focuses its
Notes attention on the Caller.
+ =
6
Struggle of Wills While wearing an active ghost hood and
spd MAX + =
5 Name spending a combat action, the Caller can
MAT P+S + = try to erode the will of a ghost, target of
PHY MAX 4 Notes possession, or other similar target. The
+ = Caller choses any target she is aware of in
sTR MAX
her command range and makes a contested
ADDITIONAL WEAPON + =
Willpower roll. The loser of the Willpower
+ = roll suffers Willpower damage equal to the
Name difference in the two rolls. Creatures with
4
+ = an INT of 1 or lower reduced to 0 Willpower
PRW MAX
4 Notes
are removed from play.
+ =
AGL MAX 5 Reinforce Will Once per round while in combat and
DEFense wearing an active ghost hood, the Caller
POI MAX -1
SPD + AGL + PER + 13 DAMAGE CAPACITY Crippled Physique: may select one friendly character within
Racial + Equipment = –2 STR.
Stat Stat Stat Modifier Modifiers TOTAL DEF her Command range. That character heals
Crippled Agility: D3 Willpower points.
–2 to attack rolls.
— ARMOR 1 2 AGILITY Crippled
5 Intellect:
MAX
ARC PHY +
10 –2 DEF and
6 Shield + Armor + Other =
Stat Modifier Modifiers Modifiers TOTAL ARM cannot upkeep FEAT POINTS
3 spells.
INT MAX 4 Feat Points can be earned by:
PHYS

INITIATIVE 4 • Critical success on a skill roll • Given by the GM


MAX
IQ

PER • Destroy an enemy


U

14 E
ECT

Feat Points can be spent to:


SPD + PRW + PER + + =
Equipment Additional TOTAL
Stat Stat Stat Modifiers Modifiers INITIAIVE
3 • Remove a continuous effect • Boost a non-combat
LL

6 • Reroll a failed roll skill roll


TE

• Perform a Heroic Dodge • Walk It Off


N

11 COMMAND RANGE 5 I CURRENT • Perform a Relentless Charge • Shake


6 FEAT • Perform a Run & Gun • Sprint
Willpower INT + • Perform a Two-Fister • Parry
(Phy + INT) Command + ability = TOTAL CMD POINTS • Make a quick action
Stat skill modifiers RANGE
CURRENT WILLPOWER
GEAR MECHANIKA & PROTOTYPES NOTES
HOUSING RUNEPLATE CAPACITOR NOTES
NAME BENEFIT

Noisemaker A small device that makes a chirping sound


when squeezed. It is thought by some to
catch the attention of lesser spirits. No one
is sure if this is true or not.

Noble’s Garb A high-quality suit of clothes, this grants


+1 to non-Intimidation social rolls.

RUNE PLATE BENEFIT CAPACITORS CHARGES


Sensory Deprivation Hood Also called a ghost hood or sometimes a
sensory augmentation hood, this piece of
equipment allows the caller to commune
with spirits. By cutting off external senses
it increases the caller’s sensitivity to
the spirit world. It can be activated or
deactivated with a quick action.
Wearing the hood while active imposes
a –1 die penalty on all rolls related to
ordinary sight or sound but allows the
Caller to use her special abilities. The hood
SPELLS
includes a pair of Strangelight goggles, but ARCANE TRADITION_____________________________________________________________________
when active, the Caller can only see things
requiring Strangelight to be perceived and NAME COST RNG AOE POW UP OFF
thus can only hear spirits.
PERMANENT INJURIES

SPOKEN LANGUAGES

Cygnaran
Llaelese

WORN ARMOR
RELIGIOUS BELIEFS
NAME DESCRiPTION/NOTES SPD DEF ARM

Great Coat 0 -1 5

CONNECTIONS
NAME DESCRiPTION/NOTES PAGE #
GOLD REPUTATION

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®,
and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted
to make photocopies for personal, non-commercial use only.
CHARACTER INTRODUCTION

Dalton Thatcher
“The Ghost PugilisT”
Male Human Adventurer Jammer Thrill Seeker
Description: A born thrill seeker, Dalton Thatcher has worked

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
in all manner of dangerous and unusual jobs, from argus tamer
or blasting powder tester to panning for gold in the Wyrmwall
Mountains. He eagerly takes any job that offers good pay and
an interesting story. After a short-lived career as a pit fighter in
Five Fingers, Thatcher saw an advertisement seeking any “brave
soul with quick hands and a taste for adventure.” Intrigued,
he made his way south to Ceryl and Blackwell Hall. He’s only
been a jammer for a few months, and despite his unusual past,
Thatcher still relishes and dreads every encounter with the
otherworldly, looking to test his mettle—and his fists—against
the supernatural.

Group Attitudes: You’ve got the best job and never find weird
things as scary as the others. You respect their various expertises,
but Emmett’s pessimism sometimes gets old. You’re protective of
Evalyn after your Workshop training. She doesn’t seem to like
it when you punch ghosts right off the bat, so you’ve learned to
wait a bit first.

The Strangelight Workshop: You belong to an organization


steeped in the exploration of the mysterious and the occult.
It is noted for including an eclectic group of personalities
among its ranks. With members drawn from a diverse range
of backgrounds, from intellectuals to spiritualists and former
soldiers to reformed criminals, anyone with a hunger to explore
the truth of the unknown is welcomed in Blackwell Hall—on the
condition that they contribute to the organization’s esoteric work.
Most members have only a hazy perception of the organization’s
mysterious larger goals, and as a relative newcomer you are not
yet privy to such information.

Your Calling [Thrill-Seeker]: What’s the point of life if you


never truly live? This motto has taken you far and wide across the
Iron Kingdoms. Over the years you have undertaken challenges
that others would consider foolish, all for the sake of a good story.
Having tested yourself against most conventional thrills, you
now seek the supernatural, hoping to gain that rush of adrenaline
in new and unbelievable ways.

Breaking Point: When you hit your breaking point, you must end
your activation closer to a source of potential danger than you
began it.

Your Standing: Despite enjoying its unsettling atmosphere,


you typically find Blackwell Hall and most of its inhabitants
annoyingly stuffy. Still, when you and the rest of the team are
on the job, things get interesting. The few small missions you’ve
already undergone have netted some of the most exhilarating
experiences of your life, even though you inevitably get chastised
for your penchant for over-eager ghost punching.
IRON KINGDOMS ROLEPLAYING Game CHARACTER SHEET
Dalton Thatcher M 5' 10" 175 lbs. HERO
Character Name sex Height Weight defining characteristic(s) LEVEL
Thrill Seeker Human Adventurer Jammer 0
CALLING Race BACKGROUND CAREER FAITH TOTAL XP EARNED
®

Character Portrait RANGED WEAPONS SKILLS PARENT SKILL BENEFITS & ABILITIES
SET VALUE LEVEL TOTAL
NAME DESCRIPTION/NOTES PAGE #
RNG RAT POW Hand Weapon (PRW) 5 + 1 = 6
Name
Fight Through the Horror The Jammer may spend 1 point of Willpower
Interrogation (SOC) * + 1 = 6
Notes AMMO to add an additional die to any Melee
Pistol (POI) 4 + 1 = 5 damage rolls made against supernatural
enemies or threats for the turn.
RNG RAT POW Rope Use (AGL) 3 + 1 = 4
Name
Ghost Puncher While engaging a supernatural creature,
Sneak (AGL) 3 + 1 = 4
the Jammer gains one additional attack
Notes AMMO
Streetwise (PER) 5 + 1 = 6 or quick action, chosen at the start of the
character’s activation.
MELEE WEAPONS Unarmed Combat (PRW) 5 + 1 = 6
Oh No You Don’t! The Game Master must pay double the
Voltaic Gauntlets + =
Name 6 10 Dread points when activating the Dread
Stats This weapon causes electrical damage and can
damage incorporeal creatures normally. MAT P+S + = abilities of a supernatural creature within
Notes the Jammer’s melee range.
+ =
6
Nerves of Steel At the end of each of its activations, this
spd MAX + =
6 Name character heals 1 point of Willpower.
MAT P+S + =
PHY MAX 6 Notes
+ =
sTR MAX

ADDITIONAL WEAPON + =

+ =
Name
6
+ =
PRW MAX
4 Notes
+ =
AGL MAX 4 DEFense
POI MAX -1
SPD + AGL + PER + 12 DAMAGE CAPACITY Crippled Physique:
Racial + Equipment = –2 STR.
Stat Stat Stat Modifier Modifiers TOTAL DEF
Crippled Agility:
–2 to attack rolls.
— ARMOR 1 2 AGILITY Crippled
7 Intellect:
MAX
ARC PHY +
13 –2 DEF and
4 Shield + Armor + Other =
Stat Modifier Modifiers Modifiers TOTAL ARM cannot upkeep FEAT POINTS
3 spells.
INT MAX 3 Feat Points can be earned by:
PHYS

INITIATIVE 4 • Critical success on a skill roll • Given by the GM


MAX
IQ

PER • Destroy an enemy


U

15 E
ECT

Feat Points can be spent to:


SPD + PRW + PER + + =
Equipment Additional TOTAL
Stat Stat Stat Modifiers Modifiers INITIAIVE
3 • Remove a continuous effect • Boost a non-combat
LL

6 • Reroll a failed roll skill roll


TE

• Perform a Heroic Dodge • Walk It Off


N

10 COMMAND RANGE 5 I CURRENT • Perform a Relentless Charge • Shake


4 FEAT • Perform a Run & Gun • Sprint
Willpower INT + • Perform a Two-Fister • Parry
(Phy + INT) Command + ability = TOTAL CMD POINTS • Make a quick action
Stat skill modifiers RANGE
CURRENT WILLPOWER
GEAR MECHANIKA & PROTOTYPES NOTES
HOUSING RUNEPLATE CAPACITOR NOTES
NAME BENEFIT

Deflective Encounter Suit While worn and active, this suit


protects the wearer from incorporeal
entities and possession. Incorporeal
creatures cannot move through a
character wearing an active deflective
encounter suit. It takes a quick action
to activate the suit, which triggers its
machinery to inflate with air filled RUNE PLATE BENEFIT CAPACITORS CHARGES
with specially charged particles. This
makes a low but audible humming
noise. Inflating or deflating the suit
takes a few minutes so is best done
ahead of time. The suit incorporates
a set of Strangelight goggles, hearing
protection, and power for the
Jammer’s voltaic gauntlets.
SPELLS
Lucky Charm In one pocket, Dalton carries a lump ARCANE TRADITION_____________________________________________________________________
of fool’s gold with a bullet lodged in NAME COST RNG AOE POW UP OFF
it from a claim jumper who thought
he’d struck the mother lode. Dalton PERMANENT INJURIES
is convinced that it is a lucky charm
that protects him from harm. Dalton
is wrong.

SPOKEN LANGUAGES

Cygnaran
Ordic

WORN ARMOR
RELIGIOUS BELIEFS
NAME DESCRiPTION/NOTES SPD DEF ARM

Deflective Encounter Suit 0 -1 7

CONNECTIONS
NAME DESCRiPTION/NOTES PAGE #
GOLD REPUTATION

©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®,
and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted
to make photocopies for personal, non-commercial use only.

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