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IRON KINGDOMS Roleplaying S

Version: 1.5.3.5
Disclaimer

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

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

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

The font is offered for free and I am making sure I adhere to the font license (which means I can't offer it for direct down
Revision History
Version 1.5.3.5 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 Stuff Added Weapon's from NQ up to 47 Fixed misc. bugs Version 1.5.2 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)

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

aying System

dated By Halen

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

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

106

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

d hours of work.

ching bugs.

Instructions

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

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

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

Options (Currently NOT Implement


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

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

Additional Notes

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

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

be for advancement. Fill out parts on both tabs.

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

mplemented)

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

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

Character Generation Step One: Choose your Race Race:


Languages:

Starting Values PHYSPD STR AGLPRW POI

Additional Charact
Height: Weight: Human Bonus:

Step Two: Choose your Archetyp Archetype: Benefit: Career 1: Explorer Career 2:
Career Defaults All Career Abilities

Step Three: Choose your Career

Abilities 1: Abilities 2:

Big Game Hunter, Language (Any), Battle Plan: Reconnaissance, Big Game Hunter, Diseases Resistance, Expert Rider, Language, Natural Leader, Poison Resistance, Port of Call, Signal Language, Swift Rider Port of Call

Abilities 2:
Starting Connections All Career Connections

Connections 1: Connections 2:

Patron

Wealthy Patrons, Isolated Tribe or People

Career Defaults

All Career Military Skills


Archery 2, Crossbow 2, Hand Weapon 2, Pistol 2, Rifle 3, Thrown Weapon 2, Unarmed Combat 2

Military 1: Military 2:

Choose one: Archery 1 Hand Weapon 1 Pistol 1 or Rifle 1

Career Defaults

All Career Military Skills


Command 4, Craft (Any) 2, Cryptography 2, Etiquette 2, General Skills 4, Medicine 2, Navigation 4, Negotiation 4, Rope Use 4, Survival 4

1, Navigation Occupation Detection 1: 1,1,Medicine Survival 1

Occupation 2:
Career Defaults All Career Spells

Spells 1: Spells 2:

#N/A

Step Four: Increase Stats


PHY SPD STR AGL PRW POI

Starting Values

Racial Limits Increases Final Value


You have not spent all 3 points on advancing stats.

Step Five: Finishing Touches


See the Advanced tab for finishing touches and advancements.

tion ur Race
0

Clear Sheet

ng Values POI INT ARC PER

nal Characteristics

Archetype

r Careers

Chosen Abilities (Optional Rule)

sistance, Expert Rider, gnal Language, Swift Rider

e or People

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

rown Weapon 2, Unarmed

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

neral Skills 4, Medicine 2,

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

Stats
POI INT ARC PER

g stats.

ouches

Advanced General Information


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

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

Stats
CharGen Value Advancements TOTAL Racial Limits

PHY SPD STR AGL PRW POI INT ARC PER

0 0 0 0 0 0 0 0 0

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

Advancements should be whol

Stat Advances U Stat Advances

Careers
Career 1: Career 2: Explorer

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

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

Careers Chosen: Potential Careers Left

Occupational and General Skills


Starting Skills: Career 1: Career 2: Available Skills: Career 1: Career 2: Career 3: Career 4: Career 5: Detection 1, Medicine 1, Navigation 1, Survival 1

Command 4, Craft (Any) 2, Cryptography 2, Etiquette 2, General Skills 4, Medicine 2, Navigation 4, Negotiation 4, Rope Use 4, Surviv

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

Starting Value 0 0 0

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

Max Value 0 0 2 2 2 2 2 2 2 2 0 0 0 2 0 0 0 0 0 0 0 2 2 0 0 0 0 2 0 0 0 0 2 0

Increase

Final Value 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 1 0

Warnings

Specify Crafting Type

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

Starting Value 0 0 1 0 0 0 0

0 0

Max Value 2 2 2 2 2 2 2 2 2 2 2 2 2

Increase

Final Value 0 0 1 0 0 0 0 0 0 0 0 0 0

Specify Lore Type

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

Military Skills
Starting Skills: Career 1: Career 2: Available Skills: Career 1: Career 2: Career 3: Career 4: Career 5: MILITARY SKILLS Archery Crossbow Great Weapon Hand Weapon Lance Light Artillery Pistol Rifle Shield Thrown Weapon Unarmed Combat Choose one: Archery 1 Hand Weapon 1 Pistol 1 or Rifle 1 Archery 2, Crossbow 2, Hand Weapon 2, Pistol 2, Rifle 3, Thrown Weapon 2, Unarmed Combat 2

Starting Value 1 0 0 1 0 0 1 1 0 0 0

Max Value 2 2 0 2 0 0 2 2 0 2 2

Increase

Final Value 1 0 0 1 0 0 1 1 0 0 0

Warnings

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

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

Racial Abilities:

Starting Abilities: Career 1: Big Game Hunter, Language (Any), Port of Call Career 2: Available Abilities: Career 1: Battle Plan: Reconnaissance, Big Game Hunter, Diseases Resistance, Expert Rider, Language, Natural Leader, Poison Resistance, Por Career 2: Career 3: Career 4: Career 5: Chosen Additional Abilities: Description

SACM ADVANCES 0

SACM USED

SACM LEF

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

Chosen Additional Spells:

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

Connections
Starting Connections: Career 1: Patron Career 2: Available Connections: Career 1: Wealthy Patrons, Isolated Tribe or People Career 2: Career 3: Career 4: Career 5: Chosen Additional Connections: Notes (for things like a specific Alchemical Order, National Military, etc.)

SACM ADVANCES 0

SACM USED

SACM LEF

Archetype and Racial Benefits


Archetype Benefit: Racial Benefits: Chosen Additional Benefits:

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

POTENTIAL BENEFITS: BENEFITS 1 CHOSEN: 0BENEFITS LEFT:1

Equipment
Starting Equipment: Career 1: map case, spyglass Career 2: Starting Gold: Career 1

Career 2

TOTAL

150
Current Gold:

= 150
Current Equipment:

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

Ammo

Eff Rng

Ex Rng

Skill

Att Mod

POW

Skill

Att Mod

Misc Att

POW

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

Specia

0
ARM MOD

0
Special Rules

Mechanika Builder
Mechanikal Armor
Name Cost Retrofitted Errors

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

Mechanikal Armor
Armor Housing
SPD Mod

No
DEF Mod ARM Mod

Special Rules

0
Power Source Cost Rune Cost

0
RP Qty

0
Notes Description

0
RP

Mechanikal Melee Weapons


Name Cost Retrofitted Errors

Mechanikal Weapon
Weapon Skill Power Source Cost RP

No
Att Mod Misc Att POW Special Rules Qty Notes

0
Rune Cost RP Description

Name

Cost

Retrofitted

Errors

Mechanikal Weapon
Weapon Skill Power Source Cost RP

No
Att Mod Misc Att POW Special Rules Qty Notes

0
Rune Cost RP Description

Mechanikal Ranged Weapons


Name Cost Retrofitted Errors

Mechanikal Weapon
Weapon Ammo Power Source Cost RP

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

0
Rune Cost RP Description

Name

Cost

Retrofitted

Errors

Mechanikal Weapon
Weapon Ammo Power Source Cost RP

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

0
Rune Cost RP Description

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

PREVIEW:

2 l

AGILI

PHYSIQ

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

Other Calculated Values


SPD AGL PER RACIAL ARMOR

PHYSIQUE + + + + + + + +

l l l

l l l l l l l l l l l l 6 l

INTELLECT

DEFENSE 0
PHY

0
SHIELD

0
ARMOR

+ +

+ +

+ + + +

ARMOR 0
SPD

0
PRW

0
PER RACIAL EQUIP

INITIATIVE 0
INT

0
COMMAND

0
ABILITY

COMMAND0
Permanent Injuries

Miscellaneous

Starting Languages: Languages

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

Clear Sheet

on

Earned

Used

0 0 0 0 0

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

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

t Advances Used: at Advances Left:

0 0

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

rs Chosen: Careers Left:

1 1

ral Skills

gotiation 4, Rope Use 4, Survival 4

Warnings

OCCUPATIO NAL SKILL

0
OCC SKILLS FROM

0
TOTAL ADDITIONAL

0
SKILL ADVANCEME

0
SKILL ADVANCEME

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

Warnings

SACM ADVANCES 0 SACM USED 0 SACM LEFT 0

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

eader, Poison Resistance, Port of Call, Signal Language, Swift Rider

SACM LEFT

ACM USED 0SACM LEFT0

nal Military, etc.)

SACM LEFT

Benefits

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

POW

AOE

Special Rules

Special Rules

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

Special Rules

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

rrors

ecial Rules

Notes

Description

pons
Special Rules

rrors

Notes

Description

rrors

Special Rules

Notes

Description

pons
Special Rules

rrors

Notes

Description

rrors

Special Rules

Notes

Description

Column 2 0 Column 40 Column 6 0

AGILITY
l l 3

l l 4 l l

LLECT

l l l 5

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

alues
MISC TOTAL

+
MISC

= =
MISC

0
TOTAL

+ +
MISC

0
TOTAL

= =

0
TOTAL

can use ALT+ENTER to add a new line.

N KINGDOMS ROLEPLAYING GAME CHARACTER SHEET

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

CHARACTER NAME

SEX

ARCHETYPE

RACE

CAREERS

Explorer /
Occupational Skills
PARENT

STATS

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

0 PHY 0 AGL 0 INT

SKILL
85

SPD
BONUS

STR
BONUS

Advanced!B85 86

+0 +0 +0
PRW

Advanced!B86 87

Advanced!B87

88

BONUS

Advanced!B88 89

Advanced!B89

90

Advanced!B90 91

POI
BONUS

Advanced!B91 92

+0 +0 +0
BONUS

Advanced!B92 93

Advanced!B93

94

BONUS

Advanced!B94 95

Advanced!B95

96

Advanced!B96 97

ARC
BONUS

PER
BONUS

Advanced!B97 98

+0 +0 +0
BONUS

Advanced!B98 99

Advanced!B99

100

Advanced!B100 101

Advanced!B101

WILLPOWER

102

Advanced!B102 103

DEF

ARM

INIT

COMMAND

0 0 0 0 0

Advanced!B103 104

Advanced!B104 105

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

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

Advanced!B105 106

Mechanikal Engineering

Advanced!B106 107

Advanced!B107 108

Advanced!B108 109

Advanced!B109 110

Advanced!B110

111

Advanced!B111 112

Advanced!B112 113

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

Advanced!B113 114

Advanced!B114 115

Advanced!B115

116

Advanced!B116 117

Advanced!B117 118

Advanced!B118

SOC AGL PER PER PER

0 0 0 0 0 0 0 0 0 0 0 0 0/0 0 0 0 0 0 0 0 0 0/0 0 0 0 0

VALUE

SKILL

General Skills
PARENT VALUE

BENEFITS
SKILL

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

Advanced!T86 Advanced!B123 124

Advanced!T87 Advanced!B124

125

Advanced!T88 Advanced!B125 126

Advanced!T89 Advanced!B126

127

Advanced!T90 Advanced!B127 128

Advanced!T91 Advanced!B128 129

Advanced!T92 Advanced!B129 130

Advanced!T93 Advanced!B130

131

Advanced!T94 Advanced!B131 132

Advanced!T95 Advanced!B132

133

Advanced!T96 Advanced!B133 134

Advanced!T97 Advanced!B134

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

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

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

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

TOTAL

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

Advanced!T122

Advanced!T123

Advanced!T124

Advanced!T125

Advanced!T126

Advanced!T127

Advanced!T128

Advanced!T129

Advanced!T130

Advanced!T131

Advanced!T132

Advanced!T133

Advanced!T134

Advanced!T98

Advanced!T99

Weapon Skills

156

Advanced!T100 Advanced!B156 157

Advanced!T156

Advanced!T101 Advanced!B157

Advanced!T157

158

Advanced!T102 Advanced!B158 159

Advanced!T158

Advanced!T103 Advanced!B159 160

Advanced!T159

Advanced!T104 Advanced!B160 161

Advanced!T160

Advanced!T105 Advanced!B161 162

Advanced!T161

Advanced!T106 Advanced!B162 163

Advanced!T162

Advanced!T107 Advanced!B163 164

Advanced!T163

Advanced!T108 Advanced!B164 165

Advanced!T164

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

Advanced!T109 Advanced!B165 166

Advanced!T165

Advanced!T110 Advanced!B166

Advanced!T166

Advanced!T111

Advanced!T112

Advanced!T113

Advanced!T114

Advanced!T115

Advanced!T116

Advanced!T117

Advanced!T118

l l l

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

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

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

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

RAT RAT RAT

ATT MOD AMMO ATT MOD AMMO ATT MOD

PHYSIQUE

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

l l
6 l

l l l

MAT P+S MATP+S MATP+S

POW ATT MOD POW

Feat Points

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

INTELLECT 5

WEAPON AND SKILL NOTES

ATT MOD POW

N KINGDOMS ROLEPLAYING GAME CHARACTER SHEET


191 Advanced!BP191

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

When a character with Big Game Hunter makes a melee or ranged attack against an natural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill.
192 Advanced!BP192

Big Game Hunter Language (Any) Port of Call

ABILITIES
198 Advanced!BP198

# Advanced!L319 # Advanced!L320 # Advanced!L321 # Advanced!L322 # Advanced!L323

EQUIPMENT

199 Advanced!BP199

This ability can be taken several times. Each time a character takes this ability, he learns to speak, read, and write a new Language.
193 Advanced!BP193 200 Advanced!BP200

# Advanced!L324 # Advanced!L325

A character with Port of Call can always find his way home again. See page 165.
194 Advanced!BP194 201 Advanced!BP201

# Advanced!L326 # Advanced!L327 # Advanced!L328 # Advanced!L329

195 Advanced!BP195

202 Advanced!BP202

196 Advanced!BP196

203 Advanced!BP203

GOLD

Connections
Patron,

197 Advanced!BP197

204 Advanced!BP204

PERMANENT INJURIES LANGUAGES

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

COST

RNG

AOE

POW

UP

SPELLS
OFF

NOTES

NOTES

Armor
Armor Notes

0
SPD Mod

0
DEF Mod

0
Arm Mod

Mechanikal Armor
Power Source/Rune Description*

Mechanikal Weapon
Power Source/Rune Description*

Mechanikal Weapon
Power Source/Rune Description*

Mechanika

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

Mechanikal Weapon
Power Source/Rune Description*

Mechanikal Weapon
Power Source/Rune Description*

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

Data (Do Not Modify Unless You Know What

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

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

After hitting an enemy with non-spray/non-AOE ranged/melee attack, spend a feat point to disarm the target. Once during each turn, spend a feat point to gain 360 degree front arc and make melee attack against each target in me Spend a feat point to gain +3 DEF for one round. You gain boosted Initiative rolls and enemies never gain back strike bonuses. When you hit with an enemy with a melee weapon, advance up to 2". You cannot be targeted by free strikes during thi Choose a military skill. When making a non-AOE attack with a weapon with that skill, gain die to attack and damage and Careers Career Starting Abilities All Abilities Starting Conns All Conns Starting Mil All Military Alchemist Grenadier, Poison Resistance Bomber, Brew Master, Fast None Cook, Field Alchemist, Alchemical Fire inOrder the Hole!, Hand Free Weapon Style, Grenadier, 1, Thrown Hand Weapon Weapon Poison Resistance 2, 1 Thrown Arcane Mechanik Inscribe Formulae 'Jack Marshall, Ace Commander, None Arcane Engineer, Mechaniks Drive:Organization Assault, Choose Drive: either Pronto, Hand Inscribe Hand Weapon Formulae, Weapon 1 or Rifle 2, Resource Light 1 Ar Arcanist Great Power Arcane Defenses, Arcane Scholar, None Great Power, Magical University Order Education None None Aristocrat Good Breeding, Language Advisor, (Any),Appraise, Privilege Battle Plan: Nobility Call to Action, Any Expert Rider, GoodHand Breeding, Weapon Language, 1, Choose Archery Natural Archery 2, Leader, Hand 1, Weapon Pistol Poison 1, Bounty Hunter Binding, Take Down Binding, Crossbowman, Head-Butt, None LanguageAny (Five Cant), Pursuit, Choose Roll With twoIt, of: Take Crossbow Crossbow Down,1, Waylay Hand 3, Hand Weapon Weapo 1 Cutthroat Anatomical Precision, Backstab, Anatomical Prowl Precision, Backstab, None Blood Spiller,Criminal Camouflage, Chain Hand Attack: Weapon Bleed 1, Out, Choose Crossbow Fast Draw, Crossbow 2,Language Hand 1, Weapo Throw (Fiv Doom Reaver Abomination, Berserk, Bloodlust, Abomination, Fearless Berserk, Bloodlust, None Fearless, Feasome None Howl, Iron Will, Great Language Weapon(Orgoth), 1 GreatPrecision Weapon Strike, 4, Unarme Rel Duelist Parry, Riposte Acrobatics, Fast Draw, Gunfighter, None Parry, Precision None Strike, Quick Hand Work,Weapon Riposte,1, Roll Pistol Hand With 1 Weapon It, Two-Weapon 4, PistolFig 4, Explorer Big Game Hunter, Language Battle (Any), Plan: Port Reconnaissance, of Call Patron Big Game Hunter, Wealthy Diseases Patrons, Resistance, Isolated Choose Expert Tribe one: Rider, Archery or People Language, Archery 1 Hand 2, Natural Weapon Crossbow Leader, 1 Pisto 2, H Fell Caller Fell Call: Signal Call, FellBattle Call: Sonic Plan: Blast Call to Action, None Fell Call: Cacophony, Kriel Fell Call: Call of Defiance, Choose one: FellGreat Call: Ground Weapon Great Weapon Shaker, 1 or Hand 3, Fell Hand Call: Weap W H Field Mechanik 'Jack Marshall, Bodge, Hit 'Jack the Marshall, Deck! Ace Commander, None Bodge, Dodger, Mechaniks Drive: Ancillary Organization Choose Attack, one: Drive: Hand Assault, Weapon Hand Drive: Weapon 1 or OffPistol Road, 2, Pistol 1Drive 2 Gun Mage Craft Rune Shot, Fast Reload Arcane Precision, Craft Rune None Shot, Fast Draw,Gun FastMage Reload, Order Gunfighter, Choose Keen one:Eyed Pistol 1 Pistol or Rifle 4, Rifle 1 4 Guttersnipe Lost in the Crowd, Low Astute, Breeding, Camouflage, Perfect Timing, Disease Black Resistance, Market Dodger, Black Find Market Cover, Flash Choose Theif, one: Hit 'em Hand Low, Weapon Hand Language, Weapon 1, Pistol Lost 3, 1, Pistol in Sling the 3, Highwayman Ambush, Saddle Shot Ambush, Appraise, Binding, None Expert Rider, FastCriminal Draw, Fast Reload, Hand Light Weapon Cavalry,1, Prowl, Choose Archery Ride-By One: 3, Crossbow Attack, ArcherySaddle 1, 3, Cro H Investigator Astute, Hyper Perception, Anatomical Language Precision, (Any) Astute, None Iron Will, Language, Any Prowl, Signal Language, Choose one: Truth Hand Reader Weapon Hand Weapon 1 or Pistol 2, Pistol 1 2, Iron Fang Fast Rearm (Blasting Pike), Defensive Specialization Line, Fast (Blasting Arm (Blasting Khadoran Pike) Pike), Military Hyper Khadoran Awareness, Military LoadGreat Bearing, Weapon Precision 1, Shield Strike, Great 1Weapon Relentless 4, Charge, Lance 4 Knight Cleave, Defender Cavalry Charge, Cleave, Combat Knightly Rider, Order Defender, Knightly Defensive Order Line, Great Expert Weapon Rider, Iron 1, Hand Great Will,Weapon Load Weapon Bearing, 1,4, Shield Hand Natur 1W Labor Korune Iron Will, Low BreedingJack Marshall, Battle Plan: Worker's Call to Action, Union Brawler, Worker's Drive: Union Pronto,Unarmed Gang, Heave Combat Ho, Iron 1Unarmed Will, Language, Combat 4, Low Pisto B Long Rider Bull Rush, Cavalry Charge, BullTrained Rush, Cavalry Rider (Bison) Charge, None Combat Rider, Expert None Rider, Follow Up, Shield Line 1, Breaker, Choose Load Great Great Bearing, Weapon Weapon Mounted: 1 or 4, Hand Cou W Mage Hunter Arcane Assassin, Iron Will Arcane Assassin, Camouflage, Retribution Crackshot, of Scyrah Crossbowman, Retribution Fast of Scyrah Draw, Hand Fast Weapon Reload, 1,Iron Choose Archery Will, one: Mage 4, Crossbow Archery Killer, 1 Parry 4, or H C Man-at-Arms Defensive Line, Shield Guard Bodyguard, Cleave, Defensive None Line, Girded, Iron Employer Will, Load Bearing, Great Retaliatory Weapon Strike, 1, Shield Great Set 1, Weapon Defense, and Choose 4, Shield Hand One: Gu W Military Officer Battle Plan: Call to Action, 'Jack Natural Marshall, Leader, Ace Commander, Team Leader None Battle Commander, Kingdom Battle Military Plan: or Hand Call Mercenary to Weapon Action, Company 1, Battle and Great Choose Plan: Weapon Coordinated one: 4, Great Hand We Stri W Pirate Gang, Steady, Specialization Binding, (Cutlass) Disease Resistance, None Gang, Gunfighter, Pirate Head-Butt, Crew Language, HandPort Weapon of Call, 1, and Quick Hand Choose Work, Weapon one: Specialization 3, Pistol Light 1Ar or Pistoleer Fast Draw, Gunfighter, Return Chain Attack: Fire Pin Down, Dodger, None Fast Draw, Fast None Reload, Gunfighter, PistolReturn 1 Fire, Swift Pistol Hunter, 4 Targeteer, Tw Priest of Menoth Dispel Choir, Dispel, Language, Natural Menite Leader, Temple Rallying Menite Cry,Temple University Choose Education one: Great Weapon Great Weapon 1 or Hand 3, Hand Weap W Priest of Morrow Empower Choir, Empower, Language, Morrowan Natural Leader, Church Rallying Morrowan Cry,Church University Choose Education one: Great Weapon Great Weapon 1 or Hand 3, Hand Weap W Pugilist Brawler, Hulking Presence Brawler, Defender, Flying Fists, NoneGrappler, Head-Butt, None Heave-Ho, Hand Hulking Weapon Presence, 1, Unarmed Rock Hand Solid, Weapon Combat Trip,3, Waylay 1Unarme Pugilist (PHY) Brawler, Hulking Presence Brawler, Defender, Flying Fists, NoneGrappler, Head-Butt, None Heave-Ho, Hand Hulking Weapon Presence, 1, Unarmed Rock Hand Solid, Weapon Combat Trip,3, Waylay 1Unarme Pugilist (STR) Brawler, Hulking Presence Brawler, Defender, Flying Fists, NoneGrappler, Head-Butt, None Heave-Ho, Hand Hulking Weapon Presence, 1, Unarmed Rock Hand Solid, Weapon Combat Trip,3, Waylay 1Unarme Ranger Camouflage, PathfinderBattle Plan: Go to Ground,None Battle Plan: Reconnaissance, None Battle Plan: Hand Shadow, Weapon Camouflage, 1 and Archery Choose Disease 4,One: Crossbow Archery Resistanc 3, 1 H Raider Specialization (Lacerator) Ambush, Battle Plan: Call to Black Action, Feet Boarding Black Action, Feet Disease Resistance, Hand Weapon Gang,1, Precision Unarmed Hand Weapon Strike, Combat Ram, 4,1Pistol Roll wi 3, Rifleman Crackshot, Dual Shot, Marksman Crackshot, Dual Shot, Fast None Reload, Marksman, None Night Fighter, Return RifleFire, 1 Saddle Shot, Rifle Sniper, 4 Swift Hunter, T Soldier Find Cover, Sentry 'Jack Marshall, Cautious Advance, None Cavalry Charge, Kingdom Disease Military Resistance, or Choose Mercenary Fast two: Reload, Hand Company Weapon Find Crossbow Cover, 1,3, Pistol Grenadier, Great 1,Weap Cross Hi Searforge Trader Appraise, Counter Offer Always a Deal to be Made,Searforge Appraise,Commission Conniver, Searforge CounterCommission Offer, Language, Choose Hand Port Weapon of Call, Hand Silver 1 or Weapon Tongued Pistol 1 3, Pistol 3 Seeker Cover Identity, Language, Advisor, Team Cover Player, Identity, University Instructor, Seekers Education Iron Will, Language, Seekers Power of Choose Truth, Team Hand Weapon Leader, Hand Team 1 or Weapon Pistol Player, 1 2,Universit Pistol 2 Sorcerer (Fire) Immunity: Fire Camouflage, Dodger, Elemental None Mastery, Immunity None (Fire), Traceless Choose Path One: Archery Archery 1, Crossbow 3, Crossbow 1, or Hand 3, H Sorcerer (Ice) Immunity: Cold Camouflage, Dodger, Elemental None Mastery, Immunity None (Cold), Traceless Choose Path One: Archery Archery 1, Crossbow 3, Crossbow 1, or Hand 3, H Sorcerer (Stone) Camouflage, Dodger, Elemental None Mastery, Traceless None Path Choose One: Archery Archery 1, Crossbow 3, Crossbow 1, or Hand 3, H Sorcerer (Storm) Camouflage, Dodger, Elemental None Mastery, Traceless None Path Choose One: Archery Archery 1, Crossbow 3, Crossbow 1, or Hand 3, H Spy Battle Plan: Shadow, Cover Battle Identity, Plan: Shadow, Language Cover (Any) Intelligence Identity, Iron Network Will, Any Language, Poison Choose Resistance, one:Prowl, Hand Weapon Signal Hand Weapon Language, 1, Pistol 3, Truth 1, Pistol or Th Re 3, Stormblade Blaster, Specialization (Storm 'Jack Marshall, Glaive) Blaster, Close Cygnarian Shot, Load Military Bearing, Cygnarian Quick Work, Military Relentless Great Weapon Charge, 1 Specialization Great Weapon (Storm 4 Glaive Thamarite Advocate Corruptor, Imbue Weapon, Black Language Tongue, Corruptor, (Telgesh) Dark None Scribe, Ghost Shield, Thamarite Grave Sept Man, Choose Haruspex, one: Imbue Hand Weapon, Weapon Hand Weapon Inscribe 1 or Pistol 3,Thrall Pistol 1 Ru 3 Thief Conniver, Dodger Appraise, Camouflage, Card None Sharp, Conniver, Criminal Dodger, Fleet Foot, Choose Get Away, One: Language Hand Weapon Hand (Five Weapon Cant), 1 or Thrown Parry, 3, Pistol Pro We 2, Trencher Bayonet Charge, Dig In 'Jack Marshall, AnatomicalCygnarian Precision,Military Bayonet Cygnarian Charge, Bomber, Military Dig Great In, Weapon Fire in the 1, Hole!, Rifle Great 1, Grenadier, Thrown Weapon Weapon 3, Hit Light the Ar De 1 Urban Nomad Adaptable (Urban), Preternatural Adaptable Awareness (Urban), Archer, None Crackshot, Fast Reload, None Keen Eyed, Marksman, Archery 1, Great Night Fighter, Weapon Archery Roll 1 4,With Great It, Weapon Signal Warcaster Bond Bond, Field Marshall: Magical None Attack, Field Marshall: Kingdom Relentless Military or Charge, Hand Mercenary Weapon Field Company Marshall: 1, Pistol Great Shield 1 Weapon Guard, 3, Hand Natural W None None None None None Experience XP Occ Skills SACorMS Stat Arch Ben AB or C+2OS 0 0 0 0 0 0 1 0 0 0 0 0

2 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 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

2 2 2 2 2 2 4 4 4 4 4 4 4 4 4 4 6 6 6 6 6 6 6 6 6 8 8 8 8 8 8 8 8 8 8 8 8 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 12 12 12 12 12 12

0 0 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 6

0 0 0 0 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

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

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

61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119

12 12 12 12 12 12 12 12 12 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 14 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18

6 6 6 6 6 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9

5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3

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

18 18 18 18 18 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 22 22 22 22 22 22

9 9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 11

9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10

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

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Ability Abomination Ace Commander Acrobatics Adaptable (Urban) Advisor Always a Deal to be Made Ambush Anatomical Precision Appraise Arcane Assassin Arcane Defenses Arcane Engineer Arcane Precision Arcane Scholar Archer Astute Backstab Battle Commander Battle Plan: Call to Action Battle Plan: Coordinated Strike Battle Plan: Desperate Pace Battle Plan: Go to Ground Battle Plan: Reconnaissance Battle Plan: Shadow Bayonet Charge Berserk

Abilities List Short Description The Character gains Terror [This Char's willpower +4] in battle. This Terror affect both friendly and enemy chars. Can rer This character gains an additional quick action each turn that can be used only to drive a 'jack. The character can advance through other characters if he has enough movement to move completely past their bases. T In an urban environment, Character can reroll failed Climbing and Jumping rolls. Each roll can only be rerolled once as a While B2B with this character, friendly characters gain +1 to their Command Range. When making a deal that involves buying or selling goods or services using Negotiation, treat any result worse than "Fai During the first round of an encounter, this character gains boosted attack and damage rolls against enemies that have When the character hits a living target with a melee attack but the damage roll fails to exceed the target's ARM, the targ You have a sharp eye, especially where values are concerned. You can judge the value of most fine goods with an inspec When making attacks, this character ignores focus points overboosting the target's power field and spell effects adding This character gains +3 ARM against magic attacks. The character can re-roll failed Mechanikal Engineering rolls. When this character forfeits his movement to aim with a ranged weapon, he ignores stealth that turn. The character can have a number of spells equal to his INT x3. Character can forfeit his movement to make one additional ranged attack with a bow The character can re-roll failed Detection rolls. This character gains an additional die on his back strike damage rolls. This character can use one battle plan during each of his turns without spending a feat point. Spend 1 feat point to use. Quick Action. When you use this battle plan, each friendly character in your command range Spend 1 feat point to use during a surprise round. Quick Action. Each friendly in CMD can immediately make one attac Spend 1 feat point to use. Quick Action. When a character uses this Battle Plan, each friendly character who follows the Spend 1 feat point to use. Quick Action. Each friendly character gains Cover, does not suffer Blast damage, and does no Spend 1 feat point to use. Quick Action. You and each friendly character who starts their activation in his CMD gains th Spend 1 feat point to use. Quick Action. When a character uses this Battle Plan, each friendly character who follows his When you charge with ranged weapon that has a Bayonet, after moving but before making charge attack, make one ran When this char incaps or destroys one or more chars this turn with melee attacks, Imediately after all attacks are resolv

Big Game Hunter Binding Black Tongue Blaster Bloodlust Blood Spiller Boarding Action Bodge Bodyguard Bomber Bond Brawler Brew Master Bull Rush Camouflage Card Sharp Cautious Advance Cavalry Charge Chain Attack: Bleed Out Chain Attack: Pin Down Choir Cleave Close Shot Combat Rider Conniver Corruptor Counter Offer Cover Identity Crackshot Craft Rune Shot Crossbowman Dark Scribe Defender Defensive Line Dig In Disease Resistance Dispel Dodger Drive: Ancillary Attack Drive: Assault Drive: Off Road Drive: Pronto Dual Shot Elemental Mastery Empower Expert Rider Fast Cook Fast Draw Fast Rearm Fast Reload Fearless Fearsome Howl Fell Call: Cacophony Fell Call: Call of Defiance Fell Call: Ground Shaker Fell Call: Heroic Ballad Fell Call: Reverberation Fell Call: Signal Call Fell Call: Sonic Blast

When a character with Big Game Hunter makes a melee or ranged attack against an natural animal or beast native to th When the character ties up, manacles or otherwise restrains another character with some form of restraints, add +3 to Gain additional die on social rolls against infernals. Discard the lowest die in each roll. The character gains +2 to hit with electrical ranged attacks. Char retains reason rather than losing himself to complete madness. Char's willpower is not reduced as a result of wield The character gains +2 on damage rolls against living characters. Character can use Jumpung to make a jump as a quick action instead of a full action after making a Full Advance. The character can make temporary repairs to a steamjack in the midst of combat. See page 299. The character is not limited to the number of times it can use Shield Guard each round. When this character's grenade ranged attacks deviates, you can reroll the deviation and/or the direction of deviation. A Bond to warcaster armor, steamjack, or a mechanika weapon. See page 158 of the Core Rulebook. When using an improvised melee weapon, Character can use Unarmed Combat skill instead of Hand Weapon Skill for th You can reroll failed Alchemy rolls. Each failed roll can be rerolled only once as a result of Brew Master. When Riding a mount this character may make slam power attacks. Use the mount's POW for the Slam's POW. After res Gain +2 DEF when benefiting from concealment/cover. Add an extra die to your Gambling rolls and drop the lowest die result. Difficulty of the Detect Skill roll to notice the che The character gains one extra quick action each turn that can be used only to Take Cover. This character can make cavalry charges (p. 214) while riding a mount designated as a warhorse. If fighting with 2 hand weapons and hit living target with both initial attacks, after resolving, make one additional attack If you hit a living target with initial attacks from 2 pistols, after resolving make additional ranged attack against target. I A character gains a cumulative +1 on magic attack rolls for each other character of his faith with this ability within 1 of When you incapacitate one or more enemies with melee attack with a Great Weapon, make 1 additional melee attack a The character does not suffer a 4 penalty on ranged attack rolls with a storm glaive while engaged While you are riding a mount designated as a warhorse, the mount can make one attack against a target in it's melee ra The character can reroll failed Bribery and Deception-based rolls. Each roll can be rerolled only once with Conniver. Gain a feat point for corrupting another character. GM determines what counts as corruption. See pg 68 Urban Adventu Character can reroll Negotiation rolls, whether failed or not. Can only reroll once as a result of Counter Offer You have an established a cover identity with its own history, contacts and criminal record (or lack thereof). See pg. 159 When making a ranged or magic attack against a target that has concealment, cover, or elevation, this character gains + The character can craft his own rune shot ammunition. See page 160. The character can reload a Crossbow as a quick action instead of a full action. Can create thralls in half the time Once per round, when a friendly within your CMD is hit with an enemy attack, immediately after the attack is resolved y While this character is B2B with one more friendly characters, he gains +1 ARM. While the character is B2B with one or While having spade in hand: Quick Action to dig fox hole. Until you move, are placed, go prone, or engaged, you gain co The character can make boosted rolls to resist disease and infection. When this character hits an enemy with a melee attack, he can spend 1 feat point to cause any upkeep spells on that en When you are missed by an enemy attack, immediately advance 2 after the attack is resolved unless you were missed Quick Action to use on steamjack you control. The steamjack immediately makes one normal melee or ranged attack. Quick Action to use on steamjack you control. 'jack charges without spending focus/being forced. As part of charge, af Quick Action to use on steamjack you control. 'jack gains the Pathfinder ability and must use its normal movement and Quick Action to use on steamjack you control. 'jack immediately makes a full advance. You can forfeit your movement during your turn to make one additional ranged attack with a pistol or rifle. You gain +1 on your attack and damage rolls when casting an offensive spell from your elemental spell list. During your turn, while you are B2B with a non-incapacitated friendly character, you can spend 1 feat point to cause the You can reroll failed riding rolls. Each roll can be rerolled only once. Additionally, as long as the mount is not knocked o You can create alchemical items in half the normal time. +2 Initiative. Gain Additional Quick Action on first round of combat each encounter, used only to draw weapon. You gain one extra Quick Action each turn that can be used only to rearm a weapon of the type noted. You gain one extra Quick Action each turn that can be used only to reload a ranged weapon. The character is utterly fearless and automatically passes Willpower rolls to resist Terror. Once per turn, character can spend quick action to unleash a terrifying howl. That turn he gains Terror [This Char's willp Quick Action. For one Round, enemies cannot cast spells, use battle plans, or use drives while within this character's co Quick Action. For one round, when a friendly Trollkin character makes a Tough roll while in this character's command ra Once per turn, this character can use this call instead of attacking. The character then makes a RNG 10, AOE 5 fell call r Quick Action. For the rest of the round, while in the fell caller's command range, friendly Trollkin characters are fearless Quick Action. Make a RNG SP 6 ranged attack that causes no damage. Use your POI+Fell Calling skill for attack rolls. En Quick Action. You can unleash a call that can be heard for a number of miles equal to his Fell Calling skill. Once per turn, you can use this call instead of attacking. You make a RNG SP 8, POW 12 ranged attack. Use your POI+ F

Field Alchemist Field Marshal: Magical Attack Field Marshal: Relentless Charge Field Marshal: Shield Guard Find Cover Fire in the Hole! Flash Thief Fleet Foot Flying Fists Follow Up Free Style Gang Get Away Ghost Shield Girded Good Breeding Grappler Grave Man Great Power Grenadier Gunfighter Haruspex Head-Butt Heave-Ho Hit the Deck! Hit 'em Low Hulking Presence Hyper Awareness Hyper Perception Imbue Weapon Immunity: Cold Immunity: Corrosion Immunity: Electricty Immunity: Fire Inscribe Formulae Inscribe Thrall Rune Instructor Iron Sentinel Iron Will 'Jack Marshall Keen Eyed Language Legacy of Bragg Light Cavalry Line Breaker Load Bearing Lost in the Crowd Low Breeding Mage Killer Marksman Mounted: Counter Charge Natural Leader Necromancer Night Fighter Parry Pathfinder Perfect Timing Poison Resistance Port of Call

You gain one extra Quick Action each turn that can be used only to create a field alchemy quick effect. Spend a focus point. For one round, the weapons of characters in his battlegroup become magical weapons while in the Spend a focus point. For a round, when a character in battlegroup begins a charge in control area, character gains the R Spend a focus point. For one round, characters in his battlegroup gain the Shield Guard ability while in the warcaster's c At the start of combat before Initiative is rolled, this character can immediately advance up to 2 and perform a Quick A You can make a Grenade attack at the start of the Action Phase of your turn before moving or making normal attacks. Y The Character gains a feat point when he successfully picks a pocket using the Pick Pocket Skill When this character runs, he moves at SPD x 3. While fighting unarmed or with a one handed weapon in the other hand, the character gains an additional punch unarm Requires Bull Rush. When this Character slams an enemy while mounted, imediately after the slam is resolved this chara You can improvise the ingredients of your alchemical compounds. See page 163. With a melee attack that targets an enemy model in the melee range of another friendly, gain +1 to melee attack and da When this character is missed by an enemy attack at any time other than while advancing, instead of advancing 2 the c Gain +1 ARM for earch soul token you currently have. While armed with a shield, this character does not suffer Blast damage. Friendly character in B2B with him do not suffe This character can reroll failed Etiquette rolls. Each roll can be rerolled only once due to Good Breeding. An Opponent trying to break free of a grapple performed by this character suffers a -2 penalty to the roll. Also, this char Gain additional die on social rolls against undead. Discard the lowest die in each roll. This character can upkeep one spell each turn without spending a Focus point or gaining a Fatigue point. The character gains an additional Quick Action each turn that can only be used to pull the pin on a grenade. The character does not suffer a -4 penalty to ranged attack rolls with a pistol or carbine while engaged. Can see glimpse of the future in the entrails of freshly killed animals. See Pg 68 of Urban Adventures for full rules. Instead of making a normal Unarmed Combat attack, this character can spend a feat point to make a Head Butt attack. Instead of making a normal Unarmed Combat attack, this character can spend a feat point to make a Throw attack. See While prone,you do not suffer damage from AOE's unless you is directly hit by the AOE. If you are caught in an AOE tha When a friendly character hits a living or undead enemy character while the enemy is B2B with this character, the enem Add an extra die to Intimidation skill rolls made using PHY While in this character's command range, friendly characters gain Circular Vision. Investigators gain this Archetype Benefit:You gain boosted PER rolls. Can Imbue a non-mechanikal weapon with arcane energy. Weapon is considered Magical and Blessed(Ignores DEF and A This character is immune to Cold damage. This character is immune to Corrosion damage. This character is immune to Electrical damage. This character is immune to Fire damage. This character can Inscribe runeplates. See Mechanika p. 279. Can inscribe Thrall Runes. See p. 71 Urban adventures for details. While within 12 feet (2") friendly characters gain an additional die on occupational skills that this character also posses, While in B2B with one or more steamjacks you controls, gains +2 ARM and you cannot be knocked down. The character can reroll failed Willpower rolls. Each roll can be rerolled only once due to Iron Will. This character is skilled at instructing steamjacks to act. The character can increase his range with a bow or rifle by 12 feet (2) and his extreme range by sixty feet (10). This ability can be taken several times. Each time a character takes this ability, he learns to speak, read, and write a new The character gains an additional Quick Action each turn that can only be used to make a fell call. If the character is riding a mount not designated as a warhorse, at the end of his turn he can advance up to 5. The Character gains an additional die on impact attack rolls. Reduce the SPD and DEF penalties from the armor the character wears each by 1. While in a crowd, character can spend a feat point to instantly vanish. See pg. 11 of Urban Adventures for full rules This Character suffers -2 to Etiquette rolls dealing with high society, but gains +2 to skill rolls relating to social dealings w This character gains an additional die on damage rolls against characters that can cast spells. The character can use Quick Actions and aim in the same round, but still has to forfeit his movement to gain the aiming While Mounted, once per turn when an enemy ends their movement withing 6" of this char and in their LOS, this charac Increase your command range by 2". (Calculated in by the spreadsheet) Can reroll failed Craft (Thrall) rolls. Each roll can only be rerolled once as a result of necromancer. When making an attack against a character with stealth or prowl, he automatically misses only if they are 8 away inste When armed with a Hand Weapon, this model cannot be targeted by free strikes. Move over rough terrain without penalty. The Character Is automatically missed by attacks made by friendly characters. The character gains boosted rolls to resist poison and toxins. A character with Port of Call can always find his way home again. See page 165.

Power of Truth Precision Strike Press the Attack Preternatural Awareness Privilege Prowl Pursuit Quick Work Rallying Cry Ram Relentless Charge Resourceful Retaliatory Strike Return Fire Ride-By Attack Riposte Rock Solid Roll With It Saddle Shot Scoping It Out Scrounge Sentry Set Defense Shadow Magic Shield Guard Shield Slam Signal Language Silence Silver Tongued Sniper Soul Taker Soul Thief Specialization Sprint Steady Steamo Street Survivor Sucker! Swift Hunter Swift Rider Take Down Targeteer Team Leader Team Player Traceless Path Trained Rider Trip Truth Reader Tune Up Two-Weapon Fighting University Education Waylay Spell List Arcane Mechanik Spell List Arcanist Spell List Gun Mage Spell List Priest (Menoth) Spell List Priest (Morrow) Spell List

If the character tells only the truth during an encounter, his social rolls are automatically boosted. The character loses th When the character hits with a melee attack, he decides which branch of the life spiral or column of the target's damag When you slam an enemy, immediately after it is resolved you can move directly towards the slammed enemy up to an Urban Nomads that chose it as a starting career gain this archetype benefit. You gain boosted Initiative rolls and enemie Immune to persecution for petty crimes. Right to be executed in the style befitting a noble. +2 on social skill rolls when The character gains Stealth (p. 220) while within terrain that provides concealment, the AOE of a spell that grants conce Use 1 feat point. Designates one enemy. For encounter, when that enemy ends his movement you can make a full adv When you kill one or more enemies with a melee attack during your combat action, immediately after that attack is res Spend a feat point. For one round this character's CMD is doubled and friendly characters in his CMD, including this cha When this char hits an enemy with her horns, target is knocked down and can be pushed 1 directly away from this cha The character ignores penalties for rough terrain while charging. This character can upkeep spells on steamjacks he controls without spending focus or gaining fatigue. When you are hit by enemy attack at any time other than his own turn, after the attack resolves you can spend 1 feat p Once per round when this character is missed by an enemy's ranged attack, after the attack is resolved he can make one While mounted, this character can combine his movement and his action to make a Ride by Attack. See page 166. Once per round when this character is missed by an enemy's melee attack, Immediately after the attack is resolved he c This character and friendly characters B2B with him cannot be knocked down. The character loses this ability while he i When this character would normally be knocked down, he goes prone instead. The character loses this ability while mo This character does not suffer the firing from horseback penalty when making ranged attacks while mounted. See page The character can spend 1 feat point to use any time during his turn. When used friendly characters in command area g Given a day to find the parts in a town or settlement, you can find any part needed (or something close enough he can B Once per round when an enemy is placed in or moves into the LOS of this character, this character can immediately ma When this character is armed with a weapon that has reach, an enemy in this character's front arc suffers -2 on charge, When you cast a spell, no spell runes appear and magically sensitive characters cannot sense your magic. A focuser wit Once per turn, when a friendly character is directly hit while within 2, you can choose to be directly hit instead. Canno When charging armed with a shield, instead of charge attack, spend feat point to slam target, making attack roll with sh You have created a coded signal language for use with your party. When Berserk foces this char to make an attack, can choose to make a Willpower roll against target #15, If the roll suce Character is always considered "Trustworthy" in negotiation. When this character forfeits his movement to aim during his turn, the character's first ranged attack that turn gains boo Gain 1 soul token when a living creature destroyed in CTRL area. Soul tokens can be used as Feat Points, Focus, or to red Quick action: Try to steal a soul token from a character in cmd rng. Contested willpower roll, Fail: nothing happens, Suce The character does not suffer attack roll penalties when attacking with a weapon of the type chosen. At the end of this characters turn, if she destroyed one or more enemy models with melee attacks that turn she can ma This character cannot be knocked down. This character loses the ability while mounted. This character can reroll failed Mechanikal Engineering rolls to repair or dismantle steamjacks. Each roll can be rerolled Character can use Survival instead of Streetwise in an urban environment. If you are directly hit by an enemy ranged attack, you can choose a friendly non- Incorporeal character within 2 to be h When this character incapacitates an enemy with a normal ranged attack, immediately after the attack is resolved he ca While riding a mount this character can move over rough terrain without penalty. Can be used any time you incapacitate another character with an attack and while the incapacitated character is in mele When this character hits with a ranged attack, he chooses the branch of the target's life spiral or column of the target's When this character gains a feat point, instead of keeping it himself he can give it to a character currently in his comman This character can join any adventuring company regardless of the qualifications of the adventuring company, and gains Move at only half normal rate of speed while using this ability, either on foot or horseback, and anyone attempting to fo The character has been trained to ride a mount that is otherwise impossible to ride. Can take multiple times, each time When resolving a kick unarmed melee attack, on a crit the target is knocked down. The character automatically knows when someone is lying to him. Keep in mind that knowing someone is lying is differ While B2B with a steamjack he controls, this character can use a Quick Action to use Tune Up. During it's turn this roun While fighting with a one handed weapon or pistol in each hand, the character gains an additional attack for the second The character can reroll failed Lore and Research skill rolls. Each roll can be rerolled only once due to University Educat When an attack made by this character has a chance to knock out a target, increase the target number for the WILLPOW Spells Cost 1 Cost 2 Cost 3 Jackhammer, Jump Start, Locomotion, Arcantrik Power Booster, Bolt, Electrify, Protection Fortify, from Polarity Electricity, Broadside, Shield, Return Positive Electrical Fire, Charge, Short Blast, Out Redline, Fail Safe, Refuge, Force Fi T Arcane Strike, Blizzard, Fire Starter, Guided Arcane Blade, Bolt, Influence, Ashen Cloud, Light Aura in the of Protection, Darkness, Fog of War, Protection Banishing Force Field, Ward, from Cold, Hex Celerity, Blast, Protection Foxhole, Inhospita from H Return Fire, Rune Shot: Accuracy, Rune Fire Shot: Group, Black Heightened Penny, Rune Reflexes, Shot: Brutal, Refuge, Guided Rune Rune Fire, Shot: Shot: Rune Iron Fire Rot, Shot: Beacon, Rune Detonator, Rune Shot: Shot: Molten Rune Shad Sho Sh Flames of Wrath, Guided Blade, Influence, Ashen Protection Cloud, Banishing from Fire Ward, Hymm Cleansing of Battle, Hymm Fire, Crevasse, of Passage, Crusader's Ignite, Immolat Call, Hex Blessing of Health, Guided Blade, Light Aura in the of Darkness, Protection, Solovin's Banishing Boon Ward, Blade Blessing of Radiance, of Morrow, Blessings Crusader's of War, Call,Eyes Daylight of T

Sorcerer (Fire) Spell List Sorcerer (Ice) Spell List Sorcerer (Stone) Spell List Sorcerer (Storm) Spell List Thamarite Spell List Warcaster Spell List

Fire Starter, Flames of Wrath, Protection Ashen from Cloud, Fire Extinguisher, Howling Flames, BarrierIgnite, of Flames, Immolation, Cleansing Wall Fire, ofFlame, Fire Fue Blizzard, Ice Shield, Protection from Cold Chiller, Frostbite, Ice Bolt, Icy Grip, Shatter Brittle Storm, Frost, Staying Deep Freeze, Winter's Frozen Hand Ground, H Earth's Cradle, Entangle, Stone StanceBattering Ram, Fortify, Foxhole, Rock Crevasse, Wall, Solid Earthquake, Ground, Stone Inhospitable Strength Ground, Fair Winds, Storm Tossed, Wind Strike Boundless Charge, Celerity, Razor Wind, Chain Telekinesis, Lightning, Wind Deceleration, Blast, Wings Fogof ofAir War, Li Fire Starter, Grave Whispers, Soul Mark Ashen Cloud, Banishing Ward, Bleed, Bone Affliction, Shaker, Dominate Chiller, Undead, Cloak of Entropic Fear, Dark Force Fire Arcane Strike, Jump Start, Return FireArcane Bolt, Aura of Protection, Battering Awareness, Ram, Boundless Batten Down Charge, the Convection, Hatches, Elimin Fo

Jackhammer, Jump Start, Locomotion, Power Booster, Protection from Electricity, Return Fire, Short Out, Arcantrik Bolt, Electrify, Fortify, Polarity Shield, P Force Field, Full Throttle, Grind, Guided Fire, Iron Aggression, Superiority, Black Out, Tide of Steel, Voltaic Lock, Arcane Strike, Blizzard, Fire Starter, Guided Corrosion, Protection from Electricity, Protection from Fire, Storm Tossed, Arcane Bolt, Ashen Cloud, Aura of Protection, Banishing Ward, Celerity, Foxhole Sight, Vision, Wind Blast, Fog of War, Force Field, Hex Blast, Inhospitable Ground, Lightning Tendrils, Mirage, Rift, Rock Hammer, Zephyr, Force Hammer, O Shot: Brutal, Rune Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune Shot: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Run Wrath, Guided Blade, Influence, Protection from Fire, Ashen Cloud, Banishing Ward, Hymm of Battle, Hymm of Passage, Ignite, Immolation, Righteous Flam Lamentation, Purification, True Path, Ashes to Ashes, Blazing Effigy, Hymm of Shielding, Blessing of Health, Guided Blade, Light in the Darkness, Solovin's B Truth, Hand of Fate, Shield of Faith, Triage, True Sight, Blessing of Morrow, Crusader's Call, Daylight, Prayer of Guidance, Sanguine Blessing, Sunburst, True Fire, Ashen Cloud, Extinguisher, Howling Flames, Ignite, Immolation, Wall of Fire, Barrier of Flames, Cleansing Fire, Flame, Fuel the Flames, Inferno, Ashes Frostbite, Ice Bolt, Icy Grip, Shatter Storm, Staying Winter's Hand, Brittle Frost, Deep Freeze, Frozen Ground, Hoarfrost, Winter Storm, Freezing Grip, Freez Foxhole, Rock Wall, Solid Ground, Stone Strength, Crevasse, Earthquake, Inhospitable Ground, Rift, Rock Hammer, Earthsplitter, Obliteration, Shock Wave Telekinesis, Wind Blast, Wings of Air, Chain Lightning, Deceleration, Fog of War, Lightning Tendrils, Zephyr, Raging Winds, Tempest, Tornado, Fire Starter, Cloak of Fear, Dark Fire, Devil's Tongue, Occulation, Telegesh Mark, True Sight, Affliction, Dominate Undead, Entropic Force, Ghost Shroud, Hellfire, Hex B Jump Start, Return Fire, Arcane Bolt, Aura of Protection, Battering Ram, Boundless Charge, Convection, Fortify, Foxhole, Redline, Refuge, Snipe, Temper M Guided Fire, Iron Aggression, Rift, Superiority, Force Hammer, Obliteration

Note: The above box concatenates (and comma seperates) all the spells from the lists. To create the new list below, first makes sure you have enough space (might have to i Spell Cost RNG AOE POW UP OFF Affliction 3 8 YES YES Annihilation 4 10 3 10 NO YES Arcane Bolt 2 12 11 NO YES Arcane Strike 1 8 8 NO YES Arcantrik Bolt 2 10 12 NO YES Ashen Cloud 2 CTRL 3 YES NO Ashes to Ashes 4 8 * 10 NO YES Aura of Protection 2 SELF CTRL YES NO Awareness 3 SELF CTRL NO NO Banishing Ward 2 6 YES NO Barrier of Flames 3 SELF CTRL NO NO Batten Down the Hatches 3 SELF CTRL NO NO Battering Ram 2 6 12 NO YES Black Out 4 SELF CTRL NO NO Blade of Radiance 2 10 10 NO YES 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 Blizzard 1 6 NO NO Bone Shaker 2 8 NO YES Boundless Charge 2 6 NO NO Brittle Frost 3 8 YES YES Broadside 3 SELF CTRL NO NO Celerity 2 6 YES NO Chain Lightning 3 10 10 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 Dark Fire Daylight Death Field Deceleration Deep Freeze Devil's Tongue Earthquake Earth's Cradle Earthsplitter Electrical Blast Electrify Eliminator Entangle Entropic Force Extinguisher Eyes of Truth Fail Safe Fair Winds Fire Group Fire Starter Flame Flames of Wrath Fog of War Force Field Force Hammer Force of Faith Fortify Foxhole Freezing Grip Freezing Mist Frostbite Frozen Ground Fuel the Flames Full Throttle Ghost Shroud Grave Whispers Grind Guided Blade Guided Fire Hand of Fate Heal Heightened Reflexes Hellfire Hex Blast Hoarfrost Howling Flames Hymm of Battle Hymm of Passage Hymm of Shielding Ice Shield Icy Bolt Icy Grip Ignite Immolation Inferno Influence Inhospitable Ground Iron Aggression

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

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

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

12 14 13 13 12 12 14 14 13 14 10 12 12 12

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

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

Jackhammer Jump Start Lamentation Light in the Darkness Lightning Tendrils Locomotion Mirage Obliteration Occultation Overmind Polarity Shield Positive Charge Power Booster Prayer of Guidance Protection from Cold Protection from Corrosion Protection from Electricity Protection from Fire Purification Raging Winds Razor Wind Redline Refuge Return Fire Rift Righteous Flames Rime Rock Hammer Rock Wall Rune Shot: Accuracy Rune Shot: Black Penny Rune Shot: Brutal Rune Shot: Detonator Rune Shot: Earth Shaker Rune Shot: Fire Beacon Rune Shot: Freeze Fire Rune Shot: Heart Stopper Rune Shot: Iron Rot Rune Shot: Molten Shot Rune Shot: Momentum Rune Shot: Phantom Seeker Rune Shot: Shadow Fire Rune Shot: Silencer Rune Shot: Spell Cracker Rune Shot: Spontaneous Combustion Rune Shot: Thunderbolt Rune Shot: Trick Shot Sanguine Blessing Sea of Fire Shatter Storm Shield of Faith Shock Wave Short Out Snipe Solid Ground Solovin's Boon Soul Mark Star Crossed Star Fire

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

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

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

15 12 13 14 13

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

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

Staying Winter's Hand Stone Stance Stone Strength Storm Tossed Stygian Abyss Sunburst Superiority Telekinesis Telgesh Mark Temper Metal Tempest Tide of Steel Tornado Transference Triage True Path True Sight Vision Voltaic Lock Wall of Fire White Out Wind Blast Wind Strike Wings of Air Winter Storm Zephyr Alchemical Order Black Feet Black Market 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

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

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

CTRL 3 4 CTRL CTRL CTRL _ * WALL CTRL 5 CTRL

12 13 12 13 _

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

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

Connections

Weapon
Axe, Throwing Blowtorch Blunderbuss Bola Bomb Lance Bow Bow, Great Bow, Nyss Cannon-Shield

Ammo
10 Turns 1 heavy 1 Harpoon 1 1 1 1 heavy

Eff Rng
6" .5" 8 8 8" 10 10" 12 8

Ex Rng

Skill

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

Ranged Weapons POW AOE


3 10 12 0 12 10 12 10 12 -

Special R

Thrown Weapon Pistol 40 Rifle Thrown Weapon 40" Light Artillery 50 Archery 50" Archery 60 Archery 40 Rifle

Add STR to POW. Can b Fire Dmg. Crit Fire Conti -2 weapon mod if fired o add the throwers STR to On hit place 3" AOE on t Requires 2 hands Requires 2 hand. A char Requires 2 hand. A char see p. 262

Carbine Crossbow Crossbow, Repeating Flare Pistol Grenade, Concussion Grenade, Explosive Grenade, Smoke Grenade, Strangle Gas Gun Axe Hand Cannon Hand Cannon, Dual Harpoon Gun Injection Pistol Javelin Knife, Throwing Linethrower Ogrun Battle Cannon Pistol Pistol, Collapsible Pistol, Holdout Pistol, Magelock Pistol, Repeating Quad-Iron Radcliffe Carbine Rifle, Collapsible Rifle, Long Rifle, Heavy Rifle, Magelock Rifle, Military Rifle, Repeating Rockbreaker Spray Rynnish Walking Stick Scattergun Sling Slug Gun Storm Glaive Sword-Cannon, Repeating Sword-Cannon, Heavy Mechanikal Weapon Mechanikal Weapon Article 1185 Fettershot Imprecator Northwind Reconciler Trammel Shortarm

5 MCLR 1 6 1 Flare 1 heavy 1 heavy 2 Heavy 1* 1 Injector 1 1* 1 Light 1 Light 1 1* 5 Light 4 light 5* 1 heavy 1 Light 1 1* 1 5 Light 6 1 Light 1* 1 1* Spec 5 MCLR 1 heavy

10 10" 10" 6" 8 8 8 8 8 12 12 10" 4" 8 8 4" 12 8 7 4 10" 8 10" 13 10" 14" 14" 14" 10" 14" SP 6 8 SP 8 10" 4 4" 10" 10"

50" 50" 50" 30" 40 60

Rifle Crossbow Crossbow Pistol Thrown Weapon Thrown Weapon Thrown Weapon Thrown Weapon Rifle Pistol

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

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

* 3 3 3 3 3 -

see p. 262 -2 weapon mod if fired o Requires 2 hands See Pg 62 NQ45 see p. 263 see p. 264 see p. 264 see p. 264 See p. 264 and 265.

60 Pistol 20 Rifle Pistol Thrown Weapon Thrown Weapon 20" Light Artillery 60 Rifle 20 Pistol 35" Pistol Pistol 50" Pistol 40 Pistol 50" Pistol 65 Rifle 50" Rifle 70" Rifle 70" Rifle 70" Rifle 50" Rifle 70" Rifle Light Artillery 40 Rifle Rifle Thrown Weapon Pistol POI 50" Rifle 50" Rifle

see p. 265. see p. 265. See FMF 1.2.2 Add STR to POW. Add STR to POW. Can b See Pg 64 NQ45 -2 weapon mod if fired o

See p.13 Urban Adventu

See p. 267 See p. 267 See p. 267 -2 weapon mod if fired o See p.14 Urban Adventu Requires 2 hands Requires 2 hands -2 weapon mod if fired o Requires 2 hands Requires 2 hands Corr. Dmg. Corr. Cont. F -2 weapon mod if fired o -2 weapon mod if fired o See p. 270 -2 weapon mod if fired o Electrical. Character tak See p. 270 See p. 270 and 271

1 3 Heavy 1 Light 1 heavy 1 Light 5 Light

6" 10" 8" 8" 14" 8"

50" 40" 40" 70" 40"

Light Artillery Rifle Pistol Rifle Rifle Pistol

-2 -2 0 -1 0 0

13 12 11 12 10 10

See p. 59 NQ47 See p. 59 NQ47 See p. 60 NQ47 See p. 62 NQ47 See p. 62 NQ47 See p. 63 NQ47

Melee Weapons Weapon


Assassin's Blade Axe Axe, Great Axe, Horseman's Bayonet, Pistol Bayonet, Rifle Blast Shield Blasting Pike Caspian Battleblade Cat's Paw Clockwork Injector

Skill

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

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

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

Cost Add +2 to back strike damage 10 8 Crit: +die damage. STR 5. 2-Handed. 25 Reach. Bonus for mounted. -1A/POW3 on foot. 20 Can be used as a dagger. See rules. 5 Reach. Can be used as a dagger. See rules. 5 Add Shield Skill to ARM -2 DEF, Imn. Blast Dmg 45 Crit: KD, Reach. See rules. 50 When used 1-hand: -1A/POW4. STR 5. 20 See NQ45 pg 62 6 See p. 12 Urban Adventures 50

Special Rules

Club Club, Banded Cutlass Dagger Deadblow Hammer Durkin Bar Entrenching Tool Fell Blade Flail Flail, Two-Handed Gaff, Hand Gaff, Pole Halberd Hand Pick Ice Axe Knuckledusters Kopis Lance Lacerator Mace Maul Nyss Claymore Ogrun Warcleaver Pickaxe Railman's Adze Rapier Shield Shield, Combat Spear Spike Maul Springblade Staff Staff, Battle Storm Glaive Sword Sword Cane Sword, Great Trench Knife Trench Sword War Hammer Mechanikal Weapon Mechanikal Weapon

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

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

Crit: Living can be KO'd. 3 Crit: Living can be KO'd. STR 5. 6 15 5 Feat Pt gain adtl die vs KD tar. +1 Craft(MW) 15 Req. STR 5 2H. FMF 1.3.1 for full rules 15 Counts as a Spade 15 2-hand, Reach, Magic, Rules NQ46 30 x Ignore ARM from bucklers/shields. 15 Reach. 2-hand. Ignore ARM from shields. 25 1 Reach while 2H, Crit Knock Down 1 When used 1-hand: -1A/POW4. Reach. 25 Feat pt gain adtl die vs KD & Prone tar. 5 +1 Climbing while on snow or ice 5 Special rules with knockout strike. 5 +2 to charge attack rolls. Crit: 1 Feat=Extra 15 die. Reach. STR 5. Only charge attacks and mounted. 15 Reach. Crit KD. Full rules FMF 1.1.2 x Crit: Living can be KO'd. 15 STR 5. 2-hand. Crit: Feat for Slam. 20 2-hand. Feat: Boost Attack Roll. 30 Reach. STR 6. 2-hand. 30 Against KD target, Feat: Extra Damage Die. 15 Req. STR 6 2H. -2 DEF after miss till next turn. 20 Feat: Boost Attack and Damage. 15 Bonus to ARM equal to Shield Skill. 20 Bonus to ARM equal to Shield Skill. 35 1-hand: POW 4. Reach with 2-hand. 15 STR 5. 2-hand. Crit: KD. -2 DEF after miss til 25 next turn Draw without using Quick Action. 12 Reach. 2-hand. Feat: Trip attack. 5 Reach. 2-hand. Feat: Trip. Crit: Living can be12 KO'd. When used 1-hand: -2A/POW5. Special rules. ### 12 POW 0 as cane. 15 2-hand. Reach. 20 Can be used with Unarmed. 10 Can be used with Unarmed. 15 STR 6 for 1-hand. Crit: Living can be KO'd. 20

Armor Armor Mechanikal Armor


--- Light Armor --Alchemist's Leather Armored Great Coat Custom Battle Armor Leather Armor --- Medium Armor --Chain Mail Infantry Armor Tailored Plate --- Heavy Armor --Full Plate Storm Knight Armor --- Warcaster Armor --Warcaster Armor, Light

SPD Mod DEF Mod ARM Mod 0 0 0


0 0 0 0 0 0 0 -1 -2 0 -1 -1 -1 -1 -2 -2 -1 -3 -3 0 5 5 6 5 7 7 7 8 9 5

Special Rules

P Field 0
0 0 0 0 0 0 0 0 0 6

If not tailored for you, -2 DEF. If not tailored for you, -2 DEF. Immunity: Electricity Warcaster Armor

Warcaster Armor, Medium Warcaster Armor, Heavy Archery Crossbow Great Weapon Hand Weapon Lance Light Artillery Pistol Rifle Shield Thrown Weapon Unarmed Combat Shield Shield Shield, Blast Shield, Combat POI POI PRW PRW PRW POI POI POI PRW PRW PRW

0 0

-1 -2

7 8

Warcaster Armor Warcaster Armor

6 6

Weapon Skill / Stat Pairs

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

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

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

AT P

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

Description Life Span: 1 Week, No Recharge 6 hours at a time. 1gc of coal/12hrs Life Span 1 month, Cannot be recharged 1 Day, 15min. Rewinding to Recharge 1 Yr, No Recharge, POW 12 Elec Dmg for using Connects weapon to armor's Power Source +1 To Attack Rolls Critical Slam Boosted damage rolls vs Undead Ignore Spell Effects that add to DEF & ARM Allows Warcaster to bond to weapon Critical Freeze Causes Corrosion Cont. Effect Upkeep Spells expire on hit Disruption Critical Fire No Tough, Can't Heal, be healed or trans dmg Shield Only. Pg 285 Core Rulebook Can light an area, Quick Action to turn on or off Steamjacks hit become Stationary for 1 Round Push Attackers in front arc, tar. Hit 1" dir. Away Steamjacks hit suffer Stall for 1 Round (Pg 286) The Components Unique to a Storm Glaive +1 To Attack Rolls Can Attack normally or make it a 3" AOE Ignore Spell Effects that add to DEF & ARM Allows Warcaster to bond to weapon Causes Corrosion Cont. Effect Can light an area, Quick Action to turn on or off Attacks from this weapon make no sound Immune to Cont. Effects. -1 DEF Penalty.

1 2

1 1

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

Fleet Halo Of Fire Heightened STR Light Quicken Spell Ward Steady Warcaster Armor

450 300 300 150 300 450 150 0

1 1

3 2 2 1 2 3 1 5

+1 SPD & DEF Bonus Shield Only. Pg 285 Core Rulebook +1 STR Can light an area, Quick Action to turn on or off Quick Action to Adv. 2" 1/turn Cannot be targeted by spells Cannot be Knocked Down The Components Unique

37

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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

ow What You're Doing)


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

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

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

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

RL or SP spells. pay the COST.

Focusers can sense focuses in same detection range.

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

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

advance up to 1".

ithin 5" of your current location.

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

Weapon Fighting. t with melee and do not take DEF penalty. Stand up without forfeiting movement or action. to make a melee attack.

Craft (Metalworking)

Craft (Gunsmithing)

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

argeted by free strikes during this move. ain die to attack and damage and discard low die. ers All Military Starting Occ All Occ Starting Sp All Sp Assets Hand Weapon 2, Thrown Alchemy Weapon 1, Medicine 4, Unarmed Alchemy 1 Combat 4, Craft (Any) 2 - 4, Forgery 2, General Skills 4, Medicine 50 4, alchemist's Negotiationleather, 4 4, Research gas 4 mask, 4 4 traveling 4 alchemist's kit, any Hand Weapon 2, Light Craft Artillery (Gunsmithing) 2, RifleCommand 21, Craft (Metalworking) 1, Craft (Any) Arcantrik 4, 1,Cryptography Mechanikal Bolt, Polarity Arcane Engineering 3, Shield General Mechanik Skills 1 Spell 50 4, Mechanikal Listrune etching Engineering kit, mechanika 1 4, Negotiation 4 4weapon 4 2, 3 or Research suit of armor 3 worth Lore (Arcane) 1, Research Craft (Any) 1 2, Etiquette Arcane 2, General Bolt, Aura Skills of Arcanist 4, Protection, Negotiation Spell Light List 2, Oratory 75 in the Darkness - 2, Research 4 2 2 2 Archery 2, Hand Weapon Command 3, Lance 1, Etiquette 3, Pistol Bribery 1 2, Rifle 4, Command 3 - 4, Cryptography 2, - Deception 4, Etiqutte ## 4, General Skills 4, 4 Law4 4, Negotiation24, Oratory 4 4, Seduction Crossbow 3, Hand Weapon Detection 2, 1, Pistol Intimidation 2, Bribery Rifle 3,1, 2, Unarmed Rope Deception Use Combat 1, - 2, Tracking Disguise 4 1 2, General Skills 4, Interrogation 75 -2, Law 2, Negotiation 2 4, Rope Use 4, Sneak 2 3, Streetwise 4 Crossbow 2, Hand Weapon Intimidation 4, Thrown 1, Sneak General Weapon 1, Streetwise Skills 3, Unarmed 4, Interrogation 1 - Combat 3 2, Sneak- 4, Streetwise 4 75 Great Weapon 4, Unarmed Detection Combat 1, Intimidation 3 General 1 Skills 4, Survival 3, Tracking 3 0 Fellblade Hand Weapon 4, Pistol Gambing 4, Thrown 1, Intimidation Weapon Etiquette 3, 1, Unarmed Jumping 2, General Combat 1 - Skills 2 4, Law 2, Oratory 2, Seduction 3, 75 Streetwise 2 Archery 2, Crossbow Detection 2, Hand Weapon 1, Medicine Command 2, Pistol 1, Navigation 2, 4, Rifle Craft 3,1, Thrown (Any) -Survival 2, Weapon Cryptography 1 2, Unarmed 2, Etiquette Combat 2, General 2 ## Skills map case, 4, Medicine spyglass 2, 4 Navigation 2 2 2 4, Negotiation 2 4, Rope Use Great Weapon 3, Hand Command Weapon 1, 3, Fell Thrown Calling Command Weapon 2, Lore 4, (Trollkin) Fell 3, Unarmed Calling - 1,4, Oratory Combat General 13 Skills - 4, Oratory 4, Seduction 75 2 4 Hand Weapon 2, Pistol Command 2 1, Craft Command (Metalworking) 3, Craft 1, Mechanikal (Any) 4, General Engineering Skills - 4, 1 Mechanikal Engineering 25 mechanik's 4, Negotiation tool kit, 33 light 4 laborjack 4 4 with up to 200 gc of wea Pistol 4, Rifle 4 Detection 1, Intimidation General 1 Skills 4, Seduction Rune Shot: 2 Accuracy, Gun Rune Mage Shot: Spell Brutal, List25Runeammo Shot: Thunderbolt bandolier, magelock pistol or rifle (with powder and Hand Weapon 3, Pistol Deception 3, Sling1, 3,Escape Thrown Bibery Artist Weapon 4, 1,Deception Sneak 3, Unarmed 1, Streetwise -4, Disguise 3 14, Escape - Artist 4, General50 Skills 4, - Negotiation 4, 4 Pick Pocket 4, Sneak 4,4 Streetwise 4 Archery 3, Crossbow Animal 3, Hand Handling Weapon 1,Bribery 3, Detection Pistol2, 3,Deception 1, Unarmed Intimidation - 3, Combat Disguise 1, Riding 3 2, General 1 Skills 4, Interrogation 75 mask, 2, Negotiation riding horse, 4, 2 Rope tackUse 4, Seduction 3 4, Sneak 4, Surviva Hand Weapon 2, Pistol Detection 2, Unarmed 1, Forensic Combat Cryptography Science 2 1, Interrogation 4, Deception 1, 4, Law Etiquette 1, Medicine 2, Forensic 1, Sneak Science 1 ## 4, General Skills 4, Interrogation 4, Law 4, 4 Medicine 4 2, Negotiatio Great Weapon 4, Lance Command 4, Shield 1, Survival 4, Unarmed Command 1 Combat 4, General 3 - Skills 4, Survival 2 25 blasting pike (with a4spear head and 10 blasting heads), Iro Great Weapon 4, Hand Command Weapon 1, 4, Etiquette Lance Command 4, 1, Shield Lore4, (Knightly 4, Etiquette Unarmed - Order) 2,Combat General 1 3Skills - 4, Law 2 ## 4 Unarmed Combat 4, Command Pistol 2 1, Negotiation Bribery1, 3,Streetwise Command - 1, 4,Choose Craft 4,Craft Deception (Any) - 1 2,or Etiquette Craft (Metalworking) 2, General 75 Skills 1 4, Mekanikal 3 Engineering 4 4 4 2, Medicine 2 2, Negotiation Great Weapon 4, Hand Animal Weapon Handling 3, Shield 1,General Lore 4, (Trollkin) Unarmed Skills 4, 1, Combat Intimidation Riding 3 1 4, Survival -3 75 Bison, Tack and Harness Archery 4, Crossbow Climbing 4, Hand1, Weapon Jumping Deception 4,1, Thrown Sneak 1, 2, Weapon Tracking Disguise -2 2, 1 General Skills 4, Rope Use 3, Sneak 754, Survival 2, Tracking 4 2 Great Weapon 4, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Shield3, 4,Craft Unarmed (Metalworking) Combat 3 2, General Skills 4 ## 3 2 Great Weapon 4, Hand Command Weapon 1, 4, Medicine Pistol Command 4 1, Navigation 4, Cryptography 14, Etiquette - 4, General Skills 4, ## Interrogation officer's4, uniform Law 4, Medicine 4 4, Navigation 4 4, Oratory 4 Hand Weapon 3, Light Climbing Artillery 1, Intimidation 2, Pistol Command 3, Rifle 1, Sailing 2,2, Thrown Deception 1, Swimming -Weapon 3, General 1 3, Unarmed Skills - 4, Combat Navigation 3 4, Negotiation 75 2, Rope Use 4, Sailing 2 4 3 Pistol 4 Detection 1, Intimidation Craft (Gunsmithing) 1, Sneak 1 - 4, General Skills 4,-Sneak 3 50 ammo bandolier, either a hand 4 cannon (with 10 ammo) or Great Weapon 3, Hand LoreWeapon (Menite 3, Faith) Shield Command 1, 2 Oratory2, 1 Cryptography Guided Blade, 2, Etiquette Ignite, Priest 4, Immolation General (Menoth) Skills Spell 4, 75 Law List4,- Medicine 4, Negotiation 2 4, Oratory 2 4, Research 4 Great Weapon 3, Hand LoreWeapon (Morrowan 3, Shield Faith) Command 21, Medicine 2, Cryptography 1 Blade of2, Radiance, Etiquette Priest Solovin's 4, General (Morrow) Boon, Skills True Spell 4, 75 Law Sight List4,- Medicine 4, Negotiation 2 4, Oratory 2 4, Research 4 Hand Weapon 3, Unarmed Detection1, Combat Intimidation 4 Bribery 1,3, Streetwise Etiquette-1 3, General Skills 4,-Interrogation 2, Intimidation ## - 4, Law 2, Negotiation 3 3, Seduction 2, Streetwise 4 Hand Weapon 3, Unarmed Detection1, Combat Intimidation 5 Bribery 1,3, Streetwise Etiquette-2 3, General Skills 4,-Interrogation 2, Intimidation ## - 4, Law 2, Negotiation 3 3, Seduction 2, Streetwise 5 Hand Weapon 3, Unarmed Detection1, Combat Intimidation 6 Bribery 1,3, Streetwise Etiquette-3 3, General Skills 4,-Interrogation 2, Intimidation ## - 4, Law 2, Negotiation 3 3, Seduction 2, Streetwise 6 Archery 4, Crossbow Detection 3, Hand Weapon 1, SneakCommand 2, 1, Pistol Survival 2, 3, Rifle 1, Craft Tracking 4, Thrown (Any) - 1 2, Weapon Cryptography 4, Unarmed 1, General Combat Skills3 75 4, Medicine 3, Navigation 4, 3 Rope 2 Use 2 2 4, Sneak 1 4, Survival 4, Track Hand Weapon 4, Pistol Intimidation 3, Thrown 1,Weapon Jumping Command 3, 1, Unarmed Sailing 2, General 1, Swimming Combat - Skills 4 4, 1 Navigation - 3, Rope Use 4, Sailing 0 3 Lacerator, Leather Armor 2 Climbing 1, Detection Craft 1, (Gunsmithing) Survival 1 - 4, General Skills 4,-Survival 3 50 ammo bandolier, and a heavy 4 rifle or repeating long rifle (w Crossbow 3, Great Weapon Detection 4,1, Light Driving Artillery Command 1, Medicine 3, Hand 3, General 1, Weapon Survival - Skills 3, 1Pistol 4, Medicine 3, Rifle - 3, 4, Navigation Shield 2, Thrown 2, Sneak ## Weapon 2, Survival 3, Unarmed 3 Combat 3 3 Hand Weapon 3, Pistol Bribery 3 1, Law 1, and Bribery Negotiation 4, Command 1 - 2, Deception 4, Etiquette 4 General Skills ## 4, -Law 4, Navigation 4 4, 2 Negotiation 4, Oratory 4 3, Survival 2 Hand Weapon 2, Pistol Deception 2 1, Disguise Bribery 1, Etiquette 3, Cryptography 1, Negotiation1, 4, Deception Lore 1, 4, - Research Disguise 2, 1 Etiquette ## 4, General Skills 4, Medicine 3 2, Navigation 4 4 4, Oratory 4, Resear Archery 3, Crossbow Detection 3, Hand Weapon 1, Survival General 3, 1 Thrown Skills Weapon 4, Sneak Fire 2, Unarmed 3, Starter, Survival Howling Combat 3 Sorcerer Flames, 2 (Fire) WallSpell of Fire 75 List Archery 3, Crossbow Detection 3, Hand Weapon 1, Survival General 3, 1 Thrown Skills Weapon 4, Sneak Blizzard, 2, Unarmed 3, Survival Chiller, Combat 3 Ice Sorcerer Bolt 2 (Ice) Spell 75 List Archery 3, Crossbow Detection 3, Hand Weapon 1, Survival General 3, 1 Thrown Skills Weapon 4, Sneak Battering 2, Unarmed 3, Survival Ram, Combat 3 Solid Sorcerer Ground, 2 (Stone) Stone Spell Stance 75 List Archery 3, Crossbow Detection 3, Hand Weapon 1, Survival General 3, 1 Thrown Skills Weapon 4, Sneak Razor 2, Unarmed 3, Survival Wind, Storm Combat 3 Sorcerer Tossed, 2 Wind (Storm) Blast Spell 75 List Hand Weapon 3, Pistol Command 3, Thrown 1, Deception Weapon Bribery 3, 1, Unarmed 4, Detection Command Combat 1, - Disguise 3, Cryptography 3 1, Sneak4, 1 Deception 4, Disguise ## 4, forged Escape identity Artist 4,papers Etiquette 4 3 4, Forgery 4 4, 4 General Skills 4, Inte Great Weapon 4 Command 1, Detection Command 1, Etiquette 4, Etiquette 1 - 2, General Skills - 4, Medicine 2 0 Storm Glaive and Storm 4 Knight armor Hand Weapon 3, Pistol Lore3(Thamarite) 1,Bribery Choose 4, 2: Craft(Thrall) Deception Bleed, 1 4), orCryptography Ashen Etiquette Cloud 1 Thamarite or4, Lore(any) Deception Spell 1 or 4, List## Disguise Research 4, 1Etiquette or Seduction 3, General 4 1 or Craft Skills 4 (Thrall) 4, Interrogation 4 4 2, Law 4, Med Hand Weapon 3, Pistol Bribery 2, Thrown 1, Deception Weapon Bribery 1, Escape 3, Unarmed 4, Craft Artist (Any) Combat 1, - Lock 2, Deception Picking 2 2,4, Pickpocket Disguise 4, 2,Escape Sneak Artist 1, 75 Streetwise 4, Etiquette thief's 1 tools 1, Forgery 4 4, General 2 2 2 Skills 4, 4Law 2, Lock Picking Great Weapon 3, Light Command Artillery 1, 4, Detection Hand Command Weapon 1 3, Pistol General 3, - Rifle Skills4, 4, Thrown Interrogation Weapon 3, Medicine 4, Unarmed 3,25 Sneak Combat ammo 3, Survival 3 bandolier, 3 bayonet, 3 entrenching spade, military rifle Archery 4, Great Weapon Climbing 4, Hand 1, Jumping Weapon Bribery 1, Sneak 3, Unarmed 4, Escape 1, Survival Combat Artist - 1 4, 3 General Skills - 4, Navigation 2, Sneak 0 4,Nyss Survival4 Claymore, Nyss 2 Bow Great Weapon 3, Hand Command Weapon 1, 3, Detection Pistol Command 3, 1 Unarmed 4, General Combat Boundless Skills 2 4 Charge, Warcaster Convection Spell List 0 Choose one: Suit of 4 Warcaster Armor (light or medium), m ence Craft (Any) Command Deception Alchemy Bribery

Cryptography

es List

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

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

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

ealth that turn.

aracter in your command range under his command may immediately stand up or go prone. can immediately make one attack. After these attacks, the surprise round ends and the characters are detected. iendly character who follows the character's orders gains +2 movement for one round. suffer Blast damage, and does not block LOS until he moves, is placed, or is engaged. eir activation in his CMD gains the Pathfinder ability. Battle Plan: Reconnaissance lasts for one round. riendly character who follows his orders gains Prowl for one round. king charge attack, make one ranged attack targeting charge target. See page 158 for more. diately after all attacks are resolved char must make a melee attack against another char in melee range.

tural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill. me form of restraints, add +3 to the skill roll difficulty for the bound character to escape.

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

er making a Full Advance.

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

tead of Hand Weapon Skill for the attack roll. of Brew Master. OW for the Slam's POW. After resolving slam, character may make 1 normal melee attack Detect Skill roll to notice the cheating is the cheating characters INT+AGL+ Gambling skill.

ving, make one additional attack. If hits, no damage but the target must forfeit either its movement or action. al ranged attack against target. If hits, no damage. Instead, target can advance up to 2 and is knocked down. aith with this ability within 1 of him. make 1 additional melee attack after attack is resolved. You can make only one additional attack each turn.

k against a target in it's melee range if the mount and rider did not charge this turn. led only once with Conniver. uption. See pg 68 Urban Adventures for full rules. esult of Counter Offer ord (or lack thereof). See pg. 159 for details. r elevation, this character gains +2 on the attack rolls.

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

use any upkeep spells on that enemy to immediately expire. esolved unless you were missed while advancing. You cannot be targeted by free strikes during this movement. normal melee or ranged attack. ing forced. As part of charge, after moving but before making charge attack, can make one ranged attack. st use its normal movement and combat action to charge or make a Slam power attack during its turn this round.

with a pistol or rifle. elemental spell list. n spend 1 feat point to cause the friendly character to regain d3+1 vitality points. g as the mount is not knocked out you and your mount cannot be knocked down while you are mounted.

ed only to draw weapon. the type noted.

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

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

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

y, gain +1 to melee attack and damage rolls. If one or more of those friendlies also has gang, increase to +2. ng, instead of advancing 2 the character can make a full advance.

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

g a Fatigue point. he pin on a grenade. while engaged. n Adventures for full rules. oint to make a Head Butt attack. See p. 164 for more details. oint to make a Throw attack. See p. 11 of Urban Adventure Guide for more details. If you are caught in an AOE that did not directly hit you, you go prone but suffer no damage. 2B with this character, the enemy character is Knocked Down.

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

s that this character also posses, discard the lowest die in each roll. be knocked down.

range by sixty feet (10). s to speak, read, and write a new Language.

e can advance up to 5.

ban Adventures for full rules rolls relating to social dealings with the lower classes.

his movement to gain the aiming bonus. char and in their LOS, this character may charge that enemy. Cannot perform Counter Charge while engaged

ses only if they are 8 away instead or 5.

y boosted. The character loses this ability for the rest of the encounter after telling a lie. or column of the target's damage grid that is hit, if applicable. ds the slammed enemy up to any distance he was moved and then make a melee attack against that enemy. oosted Initiative rolls and enemies never gain back strike bonuses. oble. +2 on social skill rolls when dealing with those beneath his station who recognize nobility. AOE of a spell that grants concealment, or the AOE of a cloud effect. ovement you can make a full advance. mediately after that attack is resolved, make a ranged attack. ers in his CMD, including this character, become fearless. ed 1 directly away from this char. This char can immediately adv. directly toward target, up to distance pushed.

aining fatigue. resolves you can spend 1 feat point to make a normal melee attack against the enemy that hit you. tack is resolved he can make one normal attack against the attacking enemy. e by Attack. See page 166. y after the attack is resolved he can make one normal attack against the attacking enemy. racter loses this ability while he is mounted. aracter loses this ability while mounted. ttacks while mounted. See page 214. y characters in command area gain a quick action that can only be used to take cover. something close enough he can Bodge). You can purchase steamjack parts, weapons, and gear for half price. s character can immediately make one attack, targeting that enemy. 's front arc suffers -2 on charge, slam power attack, and impact attack rolls against him. sense your magic. A focuser with this ability cannot be detected by another focuser with the Magic Sensitivity. to be directly hit instead. Cannot use if incorporeal, knocked down, stationary, or prone. arget, making attack roll with shield. See page 167.

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

anged attack that turn gains boosted damage. ed as Feat Points, Focus, or to reduce Fatigue Points. Can have a max of 3 at a time. r roll, Fail: nothing happens, Suceed: take soul token from target. Can't have more than 3 soul tokens from ability.

elee attacks that turn she can make a full advance.

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

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

ncapacitated character is in melee range. The incapacitated character regains 1 vitality and is bound. e spiral or column of the target's damage grid that is hit, if applicable. haracter currently in his command range. adventuring company, and gains all of the benefits of that company. ack, and anyone attempting to follow his trail has +3 added to his skill roll target number. n take multiple times, each time for a new mount type.

nowing someone is lying is different from discerning the truth. ne Up. During it's turn this round, the steamjack gains either boosted attack or damage rolls. additional attack for the second weapon. He suffers -2 to attack rolls with the second weapon while doing so. ly once due to University Education. e target number for the WILLPOWER roll to resist the knock out by 2. lls Cost 4 All Electrical Blast, Fail Safe, Force Black Field, Out,Full Tide Throttle, of Steel, Grind, Voltaic Guided Lock Fire, Jackhammer, Iron Aggression, Jump Start, Superiority Locomotion, Power Booster, Protection from Electricity, Return Fire, Short Ou Force Field, Hex Blast, Inhospitable Force Hammer, Ground, Overmind, Lightning Tempest Tendrils, Mirage, ArcaneRift, Strike, Rock Blizzard, Hammer, Fire Zephyr Starter, Guided Blade, Influence, Light in the Darkness, Protection from Cold Rune Shot: Detonator, Rune Rune Shot: Shot: Earth Freeze Shaker, Fire, Rune Rune Shot: Shot: Phantom Heart Return Stopper, Seeker, Fire, Rune Rune Shot: Shot: Momentum Accuracy, Spell Cracker Rune Shot: Black Penny, Rune Shot: Brutal, Rune Shot: Iron Rot, Rune re, Crevasse, Crusader's Call, Ashes Hex to Blast, Ashes, Lamentation, Blazing Effigy, Purification, Hymm of Flames True Shielding Path of Wrath, Guided Blade, Influence, Protection from Fire, Ashen Cloud, Banishing Ward, Hymm of Morrow, Crusader's Call, Daylight, Force of Prayer Faith,of Heal, Guidance, Star Fire Sanguine Blessing, Blessing Sunburst, of Health,True Guided Path Blade, Light in the Darkness, Solovin's Boon, Aura of Protection, Banishing Wa

ames, Cleansing Fire, Flame, Ashes Fuel to the Ashes, Flames, Blazing Inferno Effigy, Sea of Fire Fire Starter, Flames of Wrath, Protection from Fire, Ashen Cloud, Extinguisher, Howling Flames, Ignite, Im , Deep Freeze, Frozen Ground, Freezing Hoarfrost, Grip, Freezing Winter Storm Mist, White Out Blizzard, Ice Shield, Protection from Cold, Chiller, Frostbite, Ice Bolt, Icy Grip, Shatter Storm, Staying Win arthquake, Inhospitable Ground, Earthsplitter, Rift, Rock Obliteration, Hammer Shock Wave Earth's Cradle, Entangle, Stone Stance, Battering Ram, Fortify, Foxhole, Rock Wall, Solid Ground, Stone S ning, Deceleration, Fog of War, Raging Lightning Winds,Tendrils, Tempest, Zephyr Tornado Fair Winds, Storm Tossed, Wind Strike, Boundless Charge, Celerity, Razor Wind, Telekinesis, Wind Blast, ominate Undead, Entropic Annihilation, Force, Ghost Shroud, Death Field, Hellfire, Overmind Hex Blast, Fire Star Starter, Crossed, Grave Stygian Whispers, Abyss Soul Mark, Ashen Cloud, Banishing Ward, Bleed, Bone Shaker, Chiller, Cloa Batten Down the Hatches, Force Eliminator, Hammer, Fail Safe, Obliteration Grind, Guided Fire, Arcane Iron Aggression, Strike, Jump Rift, Start, Superiority Return Fire, Arcane Bolt, Aura of Protection, Battering Ram, Boundless Charge

lectrify, Fortify, Polarity Shield, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Electrical Blast, Fail Safe, ike, Blizzard, Fire Starter, Guided Blade, Influence, Light in the Darkness, Protection from Cold, Protection from Banishing Ward, Celerity, Foxhole, Hand of Fate, Howling Flames, Icy Grip, Occultation, Rock Wall, Telekinesis, True mmer, Zephyr, Force Hammer, Overmind, Tempest, Return Fire, Rune Shot: Accuracy, Rune Shot: Black Penny, Rune e Shot: Thunderbolt, Fire Group, Heightened Reflexes, Refuge, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune er, Rune Shot: Spell Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: Momentum, Flames of gnite, Immolation, Righteous Flames, Vision, Wall of Fire, Cleansing Fire, Crevasse, Crusader's Call, Hex Blast, Light in the Darkness, Solovin's Boon, Aura of Protection, Banishing Ward, Blade of Radiance, Blessings of War, Eyes of Sanguine Blessing, Sunburst, True Path, Force of Faith, Heal, Star Fire, Fire Starter, Flames of Wrath, Protection from Fuel the Flames, Inferno, Ashes to Ashes, Blazing Effigy, Sea of Fire, Blizzard, Ice Shield, Protection from Cold, Chiller, inter Storm, Freezing Grip, Freezing Mist, White Out, Earth's Cradle, Entangle, Stone Stance, Battering Ram, Fortify, plitter, Obliteration, Shock Wave, Fair Winds, Storm Tossed, Wind Strike, Boundless Charge, Celerity, Razor Wind, Tempest, Tornado, Fire Starter, Grave Whispers, Soul Mark, Ashen Cloud, Banishing Ward, Bleed, Bone Shaker, Chiller, ce, Ghost Shroud, Hellfire, Hex Blast, Star Crossed, Stygian Abyss, Annihilation, Death Field, Overmind, Arcane Strike, edline, Refuge, Snipe, Temper Metal, Transference, Awareness, Batten Down the Hatches, Eliminator, Fail Safe, Grind,

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

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

Friendly characters beginging a charge in the spellcaster's control area gaon a +2 movement. Crusader's Call lasts for one round. If Caster can gain Soul Tokens, gain soul tokens from characters destroyed by spell. While in the spellcaster's control area, Infernal and Undead characters suffer -2 DEF and ARM. Additionally, the area around the caster glows with enough light Caster and allies within 3" gain Dark Shroud(Enemies in melee range of char suffer -2 ARM.) Lasts 1 turn. While in the Spellcaster's control area, friendly characters gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round. Characters within 2 of the spellcaster suffer a POW 12 damage roll. Characters damaged by this spell cannot run, charge, or make power attacks for one round Caster gains boosted Deception rolls. Characters in the AOE are knocked down. The Spellcaster gains cover, does not suffer blast damage, and does not block LOS. Earth's Cradle expires if the character moves, is placed. Or is engaged. Characters hit suffer a POW 14 fire damage roll. The AOE is a cloud effect that remains in play for one round. Characters entering or ending their activation in t Electrical blast causes electrical damage. Steamjacks damaged by Electrical Blast suffer Disruption. (steamjacks suffering Disruption loose all their focus , cannot If the target is hit with a melee attack, after the attack it resolved,the attacker is pushed 3 directly away from the affected character and suffers an unstoppable Immediately after this attack is resolved, the spellcaster can advance up to 2 for each enemy incapacitated by the attack. The target character suffers -2 SPD and cannot run or charge for one round. While in CTRL area, other characters lose Tough and cannot regain vitality. Continuous fire effects in the spellcaster's control area immediately expire. The character's PER rolls are boosted. Additionally, the target number for Deception rolls against the character are increased by 3. Target steamjack gains +2 ARM and does not suffer the effects of crippled systems. The Spellcaster gains +1SPD this turn. While in the spellcaster's control area, his weapons and the ranged weapons of steamjacks under his control gain +2 RNG. Fire Group lasts for one round. The spellcaster starts a small fire withing the range of the spell and in LOS. This spell can be used to target an enemy, in which case it requires an attack roll. If t Enemies in the spellcaster's control area suffering the Fire continuous effect immediately suffer an additional unstoppable POW 12 fire damage roll. This spell c When target character incapacitates an enemy character with a melee attack, enemy characters within 1 of the incapacitated character suffer the Fire continuo Characters gain Concealment while in the spellcaster's control area. The spelcaster does not suffer collateral or blast damage and cannot be knocked down. When an enemy AOE deviates from a point in the spellcaster's control a If Force Hammer hits an non-incorporeal target, instead of suffering a normal damage roll, that target is slammed d6 directly away from the spell's point of orig Enemies currently within the spellcaster's control area are immediately pushed d6 directly away from the spellcaster in the order he chooses. Target steamjack in the spellcaster's control gains +2 Arm. The effected steamjack and any friendly character B2B with it cannot be knocked down, pushed, or s Place a 5 AOE anywhere completely in the spellcaster's control area. Characters completely in the AOE have cover and do not suffer blast damage. When draw Target character hit becomes stationary for one round unless the target has Immunity: Cold. While in the spellcaster's control area, enemy characters without Immunity: Cold suffer -2SPD and DEF. Freezing Mist lasts for one round. Frostbite causes cold damage. Enemies that move more than2 and end their movement in the spellcaster's control area are knocked down at the end of their movement. Frozen Ground last Fire continuous effects in the spellcaster's control area never expire. Steamjacks under the spellcaster's control and beginning their turn in his control area can run, charge, or make slam or trample power attacks without being for Caster gains +2 DEF and Poltergeist, (When missed by enemy atack, after atk is resolved can imediately push attacker d3'" away. Can Speak to the dead. Full Rules p. 69 Urban Adventures. When a steamjack is hit by Grind, it suffers 1 damage to it's first available movement system box. Target friendly character gains +1 on this melee attack rolls and his melee weapon gains Magical Weapon. Guided Blade lasts for one round. The spellcaster and steamjacks under his control in his control area, gains boosted ranged attacks. Guided fire lasts for one round Target character gains an additional die on attack and damage rolls. Discard the lowest of each roll. Friendly incapacitated character in B2B with the spellcaster is no longer incapacitated and regains 1 vitality in each aspect.The character no longer suffers from h Target character cannot be knocked down or made stationary Character hit must make willpower roll against Terror[Caster Willpower +2] Upkeep spells and Animi on the character directly hit by Hex Blast immediately expire. Hoarfrost causes Cold damage. On a critical hit, the character hit becomes stationary for one round unless they have Immunity: Cold. Howling Fames causes fire damage. On a critical hit, the character hit suffers Fire continuous effect. Target steamjack gains +2 on attack and damage rolls. Hymn of Battle lasts for one round. Target steamjack cannot be targeted by non-magial ranged attacks. Hymn of Passage lasts for one round. While in this character's control area, Friendly characters cannot be targeted by enemy spells. Hymn of Shielding lasts for one round. Target gains +2 ARM. Ice Shield immediately expires if the effected character moves or is damaged. Ice Bolt causes cold damage. On a critical hit, the character hit becomes stationary unless they have Immunity: Cold. Target character without Immunity: Cold suffer -2DEF and cannot run or make power attacks. Target character gains +2 on melee attack damage rolls. The effected character gains Critical Fire on his normal melee attacks. Immolation causes fire damage. On a critical hit, the character hit suffers the Fire continuous effect. all characters hit suffer a POW 12 fire damage roll. The AOE remains in play for one round. Characters entering or ending their turns in the AOE suffer an unsto The spellcaster make a contested Willpower roll against a living character hit by this sell. If the caster wins the player takes control of the character hit. The cha While in the spellcaster's control area, other characters treat open ground as difficult terrain. Inhospitable Ground lasts for one round. Target steamjack can run, charge and make slam and trample power attacks without being forced or driven and gains boosted melee attack rolls.

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

The target friendly steamjack can immediately make one melee attack. The spellcaster and steamjacks under his control in his control area can immediately turn to face any direction.Affected steamjacks that are stationary or knocke While in the spellcaster's control area. Enemies pay double the fatigue, focus or fury point cost to cast or upkeep spells. The area around the spellcaster glows with enough light for anyone in his control area to see in Darkness. (p. 225) The target friendly character gains Immunity: Electricity, and the character's melee weapons gain Reach and Electro Leap. The spellcaster spends up to 3 focus points to cast Locomotion. Target steamjack immediately advances 1 for every focus point spent. A steamjack can be targ During the spellcaster's Control Phase after upkeep has been paid, the target friendly character's controller can place him anywhere completely within 2 of his The force of the attack blasts apart the earth itself. Target character gains stealth and +3 on his Sneak rolls. The spellcaster immediately makes a contested Willpower roll against all living enemies in his control area. Roll once for the spellcaster. If the spellcaster beats Target character cannot be targeted by a charge made by a character in his front arc. Target steamjack gains +2 on melee attack and melee damage rolls. While within 3 of the effected warjack, friendly characters gain +2 on melee attack and me If the target steamjack the spellcaster controls has no focus points, it gains 1 focus point. If the steamjack is Disrupted, it is no longer Disrupted. Target character gains 2 additional dice on his next skill roll. Discard the lowest 2 dice in the roll. Prayer of Guidance can be cast only once per day. Target character gains Immunity: Cold. Target character gains Immunity: Corrosion Target character gains Immunity: Electricity, and cannot be Disrupted. Target character gains Immunity: Fire. Continuous effects, Animus, and upkeep spells in the spellcaster's control area immediately expire. While in the spellcaster's control area, enemies suffer -2 DEF. Enemies beginning their turn in the spellcaster's control area cannot run or charge. Raging wind la A blade of wind slices through the target. Target friendly steamjack gains +2 STR and SPD, and can run, charge, power attack slams or tramples without spending focus or being driven. When the steamja When the target character hits another character with an attack during his turn, Immediately after his turn ends the character effected by this spell can make a When target character is targeted by an enemy ranged attack, after the attack is resolved the affected character can make one normal ranged or melee attack, The AOE is rough terrain and remains in play for one round. The character gains Immunity: Fire. When a character without Immunity : Fire ends its movement within 2 of the affected character, the character without Im The character gains Immunity: Cold. When a character without Immunity : Cold ends its movement within 2 of the affected character, the character without Im On a critical hit, characters hit are knocked down. Place a wall template (p. 352) anywhere completely in the spellcaster's control area where it does not touch a character's base, an obstruction, or an obstacle T The character's next rune shot ranged attack this round is boosted. This character's next rune shot ranged attack roll this turn ignores the firing into melee penalty. The spellcaster's next rune shot ranged attack gains boosted ranged attack damage roll against the target directly hit. If the spellacaster directly hits a target with its next rune shot ranged attack this turn, center a 4 AOE on the target. Characters other than the original target w If the character directly hits a target with its next rune shot ranged attack, the attack becomes AOE 5 and POW 10. Characters hit by the AOE suffer no damage The spelcaster's next rune shot ranged attack this turn becomes AOE 5 POW . While the character is within the AOE, he looses Camouflage and Stealth, and ot If the spellcastrer's next rune shot ranged attack this turn hits, the target directly hit becomes Stationary for one round. Damage exceeding the ARM of the character hit by the spelcaster's next rune shot ranged attack this turn is doubled. A character disabled by this attack cannot If the spellcaster's next rune shot ranged attack directly hits a steamjack, in addition to any other damage and effects from the attack, the steamjack also suffers If the spellcaster's next rune shot ranged attack directly hits, the target directly hit suffers the Fire continuous effect. If the Spellcaster hits with his next rune shot ranged attack this turn, the character hit is slammed directly away from the spellcaster regardless of base size and The spellcaster's next rune shot ranged attack this turn ignores LOS when making ranged attacks. The attack also ignores Concealment and Cover. If the spellcaster's hits a target with his next rune shot ranged attack this turn, friendly characters can ignore the target when determining LOS and making rang the spellcaster's next rune shot ranged attack is completely silent, and gives no sign of being fired. Neither the firing of the weapon nor the impact of the round If the spellcaster directly hits with his next rune shot ranged attack this turn, upkeep spells and animi on the target hit immediately expire. if the spellcaster destrys a living character with his next rune shot ranged attack, Place a 3 AOE cloud effect on the destroyed character, then remove the destro If you directly hit with his next rune shot this turn, target pushed d3. Critical: Knock down. If the spellcaster directly hits a target with his next rune shot ranged attack this turn, choose a character within 4 of the character that was hit. After the attack When a friendly character in the spellcaster's control area would suffer a damage roll, the spellcastrer can suffer the damage roll instead. Decide whether the s Enemy characters without Immunity: Fire within 5 of the spellcaster suffer the Fire continuous effect. When target character directly hits and destroys an enemy character with a ranged or melee attack, center a 3 AOE on the destroyed character, then remove t Target character gains +2 ARM against magic attacks and Infernal and Undead characters Characters within 5 of the spellcaster suffer a POW 13 damage roll. Each enemy damaged by Shock Wave is pushe d6 directly away from the spellcaster in the Mechanika devices in the possession of the target character hit immediately deactivate. Sort out has not effect on steamjacks or Mechankia armor. Target character's ranged weapons gain +4 RNG. While in the spellcaster's control area, friendly characters cannot be knocked down and do not suffer blast damage. The spellcaster can reroll failed Mechanika skill rolls. Each failed roll can be rerolled only once due to Solovin's Boon. Caster can automatically sense target while within ARC X 50 Feet. If Caster can gain Soul Tokens, can claim Soul Tokens regardless of proximity. While in CTRL area, Enemies gain additional die on attack rolls, discard highest die of each roll. Lasts 1 Round Enemies that end their movement closer to the spellcaster than they began suffer an unstoppable POW 12 damage roll. Star Fire lasts for one round.

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

While in the spellcaster's control area, friendly characters gain +2ARM against Cold damage. Additionally, while affected by this spell character never suffer the Target character cannot be knocked down, pushed, or slammed for one round. Target character gains +1 STR and ARM. When a enemy character is hit by Storm Tossed, he is pushed 3 directly away from the spells point of origin. On Critical causes Shadow Bind( -3 DEF, and for 1 round can't advance except to change facing) Blast damage from this spell only affects enemies. Target friendly steamjack gains +2 SPD, MAT, and DEF and cannot be knocked down. Place target character completely within 2 of his current location. When Telekinesis targets an enemy character, it is an offensive spell and requires a magic a While in Caster's CTRL area caster can channel spells through target friendly character. Target friendly steamjack gains +2ARM and is immune to continuous effects. Characters hit by Tempest are knocked down and suffer a POW 12 damage roll. The spellcaster and steamjacks currently under his control and in his control area can immediately advance 3. Instead of suffering a normal damage roll, non-incorporeal characters hit by Tornado are thrown d6 directly away from the spell's point of origin regardless of i The spellcaster can allow other friendly characters in his control area to spend focus to boost melee attack and melee damage rolls this turn at a cost of 1 focus Thespellcaster must be in B2B with an incapacitated character to cast this spell. When this spell is cast the incapacitated character is immediately stabalized. Friendly characters beginning their turns in the spellcaster's control area gain +2 Movement and Pathfinder during their turns. True Path lasts for one round. The character ignores concealment, Camuoflage, and Stealth. The character can also see in complete darkness. The next time target character is directly hit by an attack, he suffers no damage roll from the attack then Vision Expires. Target steamjack cannot advance and suffers -4 DEF. A steamjack beginning an advance within 3 of the hit steamjack cannot run or charge and can only advan Place a wall template (p. 352) anywhere completely in the spellcaster's control area where it does not touch a character's base, an obstruction, or an obstacle. W While in the Spellcaster's control area, enemy characters have their LOS reduced to 5. Place a 5 AOE anywhere completely in the spellcaster's control area. Cloud effects overlapping the AOE expire. Characters suffer -3RAT while within the AOE. This spell does not inflict damage. An enemy directly hit by this spell is pushed 1 directly away from the sellcaster. After the enemy is pushed the spellcaster c Place the spellcaster anywhere complettely within 5 of his current location. Wings of Air can be cast only once per turn. Enemies that begin their turn in the spellcaster's control range loose Eyeless Sight, Flight, and Pathfinder during their turns. Winter Storm lasts for one turn. Target character can immediately advance up to 5. A character can be affected by Zephyr only once per round.

ctions

Weapons Special Rules Cost


Add STR to POW. Can be used in melee. 12 Fire Dmg. Crit Fire Continuous. Pg 60 NQ45 15 -2 weapon mod if fired one-handed 30 add the throwers STR to POW. 5 On hit place 3" AOE on tar. all hit take pow 630 dmg Requires 2 hands 20 Requires 2 hand. A character must have a STR 45of 6 to use this weapon. Requires 2 hand. A character must have a STR 35of 5 to use this weapon. see p. 262 45

see p. 262 -2 weapon mod if fired one-handed Requires 2 hands See Pg 62 NQ45 see p. 263 see p. 264 see p. 264 see p. 264 See p. 264 and 265. see p. 265. see p. 265. See FMF 1.2.2 Add STR to POW. Add STR to POW. Can be used in melee. See Pg 64 NQ45 -2 weapon mod if fired one-handed See p.13 Urban Adventure

60 20 30 25 20 10 5 20 80 100 250 35 125 5 8 40 85 20 45 15

See p. 267 150 See p. 267 35 See p. 267 200 -2 weapon mod if fired one-handed 250 See p.14 Urban Adventure 115 Requires 2 hands 50 Requires 2 hands 120 -2 weapon mod if fired one-handed. Requires 200 2 hands. Requires 2 hands 45 Requires 2 hands 80 Corr. Dmg. Corr. Cont. Full Rules Pg65 NQ45 80 -2 weapon mod if fired one-handed. PER + Detection 40 to detect not normal stick. -2 weapon mod if fired one-handed 40 See p. 270 5 -2 weapon mod if fired one-handed 40 Electrical. Character takes POW 12 electrical. 0 See p. 270 100 See p. 270 and 271 150

See p. 59 NQ47 See p. 59 NQ47 See p. 60 NQ47 See p. 62 NQ47 See p. 62 NQ47 See p. 63 NQ47

Weapons

mor
Cost

50 25 60 30 75 85 130 100 225 ###

### ###

/ Stat Pairs

lds

kal Parts

ec Dmg for using

to turn on or off

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

to turn on or off

to turn on or off

73

74

75

76

77

78

79

80

81

82

83

84

85

86

87

88

89

90

91

92

93

94

95

96

97

98

99

100 101 102 103 104 105 106 107 108 109

Racial Limits (Hero) Additional Characteristics PHY SPD STR AGL PRW POI INT ARC PER PHY Exceptional Potential: Choose +1 PHY, +1 AGL, 7 or +1 INT 7 before spending 6 advancement 5 5 points. Does 5 not increase 5 the racial 4 maximum. 5 (Note: This 8 will be selected be Load Bearing: Gain the Load 7 5 6 5 5 4 5 4 4 7 Deft: Gain Deft archetype 6 7 4 5 5 5 4 0 4 7 Start with one additional ability from one of 7 your careers. 7 5 5 5 5 6 4 5 7 Restriction: Nyss with the 7 7 6 5 5 5 5 4 5 7 Huge Stature: Can wield a weapon in one hand 7 that usually 6 requires 8 two. Suffer 5 -2 on attack 5 rolls with 4 that weapon. 5 0 4 8 Must be Female. Satyxis with the Gifted archetype 7 cannot 7 have the 6 Arcane Mechanik 5 or5Arcanist careers. 4 Has horn 5 weapon, 4 see Full 5 Metal Friday 8 1.1.1 Restriction: Trollkin with 8 6 7 5 5 4 4 4 4 9

Mechanikal Engineering

Forensic Science

Animal Handling

4 4 4

4 2 2 2 4

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

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

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

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

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

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

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

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

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

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

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 0 4 3 4 3 4 3 3 3 3 3 3 3 3 3 4 4 3 3 3 4 4 4 4 4 3 3 2 2 3 2 3 2 4

2 4 2

4 4 4 4 4 2 2 4 2

4 4

2 2 4

4 4 4 4

2 2 4

2 4 4 4 3

k pistol or rifle (with powder and 10 rounds 4 of ammunition), rune shot casting kit
4 2 2 4 4 4 4 4 4 2 2 4 4 4 2 4 4 4 4 4 4 4 4 3 3 3 4 4 4 4 4 4 4 4 4 4 2 4 4 4 4 4 4 4 4 4 4 2 3 4 4 3 1 4 4 4 4 4 4 4 4 4 4 3 2 4 2 4 3 2 4 4 2 2 2 4 4 4 4 4 4 4 2 3 2 4 4 4 4 3 4 4 2 2 2 4 4 2 2 2 3 4 4 3 3 3 4 3 4 4 3 4 4 4 4 4 4 4 4 4 4 4 2 4 4 4 3 2 2 2 4 2 4 4 2 4 4 3 4 4

4 3 4 2 4

4 4 4 4 4 4

4 4 4

2 2 2 4

4 4 4 4 4

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

3 2 2 2 3 3 3 3 4

3 3 3 3 4 4

4 4 3 4

3 4 3 4

4 4 4 4 4 0

Great Weapon

General Skills

Interrogation

Escape Artist

Intimidation

Lock Picking

Negotiation

Pickpocket

Navigation

Fell Calling

Streetwise

Swimming

Seduction

Detection

Crossbow

Gambling

Rope Use

Medicine

Etiquette

Research

Climbing

Tracking

Jumping

Disguise

Survival

Archery

Oratory

Forgery

Driving

Sailing

Riding

Sneak

Lore

Law

Electricity, Return Fire, Short Out, Arcantrik Bolt, Electrify, Fortify, Polarity Shield, Positive Charge, Redline, Refuge, Temper Metal, Broadside, Electrical Blast, Fail Safe, Fo e Darkness, Protection from Cold, Protection from Corrosion, Protection from Electricity, Protection from Fire, Storm Tossed, Arcane Bolt, Ashen Cloud, Aura of Protectio rutal, Rune Shot: Iron Rot, Rune Shot: Molten Shot, Rune Shot: Silencer, Rune Shot: Spontaneous Combustion, Rune Shot: Thunderbolt, Fire Group, Heightened Reflexes, Cloud, Banishing Ward, Hymm of Battle, Hymm of Passage, Ignite, Immolation, Righteous Flames, Vision, Wall of Fire, Cleansing Fire, Crevasse, Crusader's Call, Hex Blast, Aura of Protection, Banishing Ward, Blade of Radiance, Blessings of War, Eyes of Truth, Hand of Fate, Shield of Faith, Triage, True Sight, Blessing of Morrow, Crusader's C

uisher, Howling Flames, Ignite, Immolation, Wall of Fire, Barrier of Flames, Cleansing Fire, Flame, Fuel the Flames, Inferno, Ashes to Ashes, Blazing Effigy, Sea of Fire Grip, Shatter Storm, Staying Winter's Hand, Brittle Frost, Deep Freeze, Frozen Ground, Hoarfrost, Winter Storm, Freezing Grip, Freezing Mist, White Out Rock Wall, Solid Ground, Stone Strength, Crevasse, Earthquake, Inhospitable Ground, Rift, Rock Hammer, Earthsplitter, Obliteration, Shock Wave or Wind, Telekinesis, Wind Blast, Wings of Air, Chain Lightning, Deceleration, Fog of War, Lightning Tendrils, Zephyr, Raging Winds, Tempest, Tornado Bleed, Bone Shaker, Chiller, Cloak of Fear, Dark Fire, Devil's Tongue, Occulation, Telegesh Mark, True Sight, Affliction, Dominate Undead, Entropic Force, Ghost Shroud, H Battering Ram, Boundless Charge, Convection, Fortify, Foxhole, Redline, Refuge, Snipe, Temper Metal, Transference, Awareness, Batten Down the Hatches, Eliminator, Fa

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

110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146

SPD 7 6 7 7 7 6 7 6

STR 7 7 5 6 7 9 7 8

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

INT 6 6 5 6 6 5 6 5

ARC 6 6 0 6 6 0 6 6

PER 6 6 4 6 6 5 6 5

PHY 8 8 7 7 8 9 8 10

SPD 7 6 7 7 7 6 7 6

STR 8 8 6 7 8 10 8 9

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

2 2 2 2

3 2 4

2 2

3 3 3 4 3 3

4 2 3 2

4 2 3

3 2 3

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

3 3 2 4 4 4

3 3 2

3 4 3 2

3 4 3 4 2

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

2 2 4 4 4 4 3 3 4

2 2 2 2 3

3 3 3 3 3 4

3 2 3 4 3 4 2 3 3 3 2

Unarmed Combat
2 2 2 3 3 3 3 2 2 2 2 3

Thrown Weapon

Hand Weapon

Light Artillery

Shield

Lance

Pistol

Rifle

e, Electrical Blast, Fail Safe, Force Field, Full Throttle, Grind, Guided Fire, Iron Aggression, Superiority, Black Out, Tide of Steel, Voltaic Lock shen Cloud, Aura of Protection, Banishing Ward, Celerity, Foxhole, Hand of Fate, Howling Flames, Icy Grip, Occultation, Rock Wall, Telekinesis, True Sight, Vision, Wind Bl Group, Heightened Reflexes, Refuge, Rune Shot: Fire Beacon, Rune Shot: Shadow Fire, Rune Shot: Trick Shot, Snipe, True Sight, Guided Fire, Rune Shot: Detonator, Rune se, Crusader's Call, Hex Blast, Lamentation, Purification, True Path, Ashes to Ashes, Blazing Effigy, Hymm of Shielding ssing of Morrow, Crusader's Call, Daylight, Prayer of Guidance, Sanguine Blessing, Sunburst, True Path, Force of Faith, Heal, Star Fire

Blazing Effigy, Sea of Fire

tropic Force, Ghost Shroud, Hellfire, Hex Blast, Star Crossed, Stygian Abyss, Annihilation, Death Field, Overmind wn the Hatches, Eliminator, Fail Safe, Grind, Guided Fire, Iron Aggression, Rift, Superiority, Force Hammer, Obliteration

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

170

171

172

173

174

175

176

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

INT 7 7 6 7 6 6 7 6

ARC 8 7 0 8 7 0 7 7

PER 7 7 5 7 6 6 7 6

DEF MOD 0 0 1 0 0 0 0 0

INIT MOD 0 0 0 0 1 0 0 0

Abilities Load Bearing

Benefits

Deft

Tough, Feat: Revitalize

sis, True Sight, Vision, Wind Blast, Fog of War, Force Field, Hex Blast, Inhospitable Ground, Lightning Tendrils, Mirage, Rift, Rock Hammer, Zephyr, Force Hammer, Overm e, Rune Shot: Detonator, Rune Shot: Earth Shaker, Rune Shot: Phantom Seeker, Rune Shot: Spell Cracker, Rune Shot: Freeze Fire, Rune Shot: Heart Stopper, Rune Shot: M

ephyr, Force Hammer, Overmind, Tempest Heart Stopper, Rune Shot: Momentum

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