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IK Unleashed Character Sheets
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Description: Tall and burly by pygmy troll standards, with tough bluish-green skin webbed with faded battle scars. Wears a worn leather great coat over his armor and a quality hat traded from a human merchant. Has a massive axe he carries on his shoulder and numerous throwing axes hidden in his coat, on his belt, and about his person—basically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, typically rides on his shoulder. The whelp scampers around on his belts like a rigging rat, fetching items from the pockets on his bandolier—when it’s not getting drunk to the gills on his ale.
Background: You are the chieftain of a small tribe dwelling in the Blackmarsh Valley. As its leader and greatest warrior, in difficult times it falls to you to confront the enemies of your tribe. You’ve had many opportunities to prove your strength in battle, due in part to your tribe’s holdings lying at the fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups have clashed in minor skirmishes from time to time, but recently Morrg executed a devious nighttime raid into the heart of your village. His bone grinder set homes to the torch, and as your tribe fought to battle the fires the warlord sent in brigands to abduct a dozen of your fellows.
As a pygmy troll, a small but durable breed of full-blood trolls, you have a close connection to all who share the blood of trolls, including the large and impressive trollkin. Trollkin and pygs often work together, but the larger trollkin are often viewed as the dominant partners in such cooperation. Your tribe frequently interacts with the Toborg trollkin kriel, and their kriel warriors may be willing to destroy Morrg’s warband if you were to ask—but to ask is to admit that you aren’t strong enough to defend your people, to say that pygs need the help of their larger cousins when too great a challenge rears its head. Rather than rely on the trollkin to fight your battles, you grabbed your axes and whelp and headed out alone. When you met the others, they didn’t treat you like an inferior but instead were willing to follow you into battle.
Attitude: You take every opportunity to demonstrate your strength and battle prowess, leading others by example both in and out of battle. You are honorable and do not seek underhanded methods to defeat your foes; you are willing to confront any rival head-on, whether through strength of arms or any other test.
Personal Goal: You seek to rescue your tribe mates taken by Morrg’s brigands. You cannot allow the farrow to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes against your people.
Relations with others: Longchops, “The Hunter” – Any chieftain would be happy to have such a powerful ally. He’s tough as a boulder and almost as good a shot as a pyg. It’s wise to make sure he has something to hunt down and devour, though. Too long between meals and he starts to give you and Knuckle a funny look.
Lurk, “The Mystic” – He’s a clever bog trog, and his bone grinder talents make him very useful to you. He turns everything you kill into some kind of crazy paste or necklace that helps either him or you. Too bad about the smell, though.
Zocha, “The Guide” – She’s one of the best guides you’ve ever known, and her blood magic makes her even better to keep around. Her changes to your plans are too complicated to bother with, but once you’re in the thick of it with your axes she’s quick to join the fray.
UNLIKELY HEROESYou moved against Warlord Morgg to recover your kidnapped warriors. Your remaining tribe mates wanted you to lead them out of the valley and to seek the trollkin of the Toborg kriel to solve your problem for you. But how could you call yourself chieftain if you can’t deal with your own troubles?
Fortunately you’ve encountered others with a similar goal. They recognize your leadership talent and are willing to listen to you when needed. Together you might be able to be able to recover your missing tribe. You bring the wisdom of a chieftain and the might of a warrior to the group, leading the charge in battle with your heavy great axe and boldly confronting the mightiest foes.
Gullin Oakbreaker"THE CHIEf"Male Pygmy Troll Chieftain/WarriorThis character is in peak physical condition. He is incredibly resilient
and capable of feats of strength that defy imagination. Mighty characters gain an additional die on their melee damage rolls.
Additionally, a Mighty character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Gullin has Feat: Back Swing.
Feat: Back SwingOnce per turn, this character can spend 1 feat point to gain one additional melee attack.
Poison ResistanceThe character gains boosted rolls to resist poisons and toxins.
Spawn WhelpsThe regenerative capability of pygs is so intense that if a large enough piece of one is cut away, it will grow its own body to form a whelp.
If the pyg suffers a lost limb, he spawns a pyg whelp that grows to full size in d6 rounds. Gullin begins the game with Knuckle, a whelp companion.
Pyg WhelpsSpawned from the severed flesh of a pyg, a whelp imitates the personality and mannerisms of its creator, often in an exaggerated fashion. The creature is entirely reliant on its progenitor and will likely starve if not cared for. A pyg whelp on foot has SPD 2, so it often rides on the shoulders of the pyg who spawned it.
Whelps are typically adopted by their creators, who treat them like useful pets. A pyg whelp can be trained to perform simple tasks, though its diminutive size and limited intellect do limit its capabilities somewhat.
A pyg whelp activates on its controller’s turn and can perform one of the following quick actions:
• Draw a small weapon or item (including ammunition)
• Stow a small weapon or item
• Pull the pin on a grenade
• Other fast, simple actions at the Game Master’s discretion
ToughThe character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6 the character heals 1 vitality point, is no longer disabled, and is knocked down.
Battle Plan: Take CoverThe character can spend 1 feat point to use Battle Plan: Take Cover during a surprise round before a battle. Using a battle plan is a quick action. When a character uses this battle plan, each friendly character in his command range can immediately advance up to twelve feet (2˝) and perform a quick action to take cover or go prone.
Fast DrawA character with this ability gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon.
Natural LeaderA character with the Natural Leader ability increases his command range by 2 .̋
Roll with ItWhen the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.
Team LeaderWhen this character gains a feat point, instead of keeping it himself he can give it to another character currently in his command range.
CHaraCTer bOOkleT
Gullin OakbreakerarCHeType: MiGHTy ®
™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Description: Tall and burly by pygmy troll standards, with tough bluish-green skin webbed with faded battle scars. Wears a worn leather great coat over his armor and a quality hat traded from a human merchant. Has a massive axe he carries on his shoulder and numerous throwing axes hidden in his coat, on his belt, and about his person—basically everywhere. A small pyg whelp called Knuckle, spawned from a hand lopped off in a fight, typically rides on his shoulder. The whelp scampers around on his belts like a rigging rat, fetching items from the pockets on his bandolier—when it’s not getting drunk to the gills on his ale.
Background: You are the chieftain of a small tribe dwelling in the Blackmarsh Valley. As its leader and greatest warrior, in difficult times it falls to you to confront the enemies of your tribe. You’ve had many opportunities to prove your strength in battle, due in part to your tribe’s holdings lying at the fringe of land claimed by a farrow warband led by the powerful warlord Morrg. Your two groups have clashed in minor skirmishes from time to time, but recently Morrg executed a devious nighttime raid into the heart of your village. His bone grinder set homes to the torch, and as your tribe fought to battle the fires the warlord sent in brigands to abduct a dozen of your fellows.
As a pygmy troll, a small but durable breed of full-blood trolls, you have a close connection to all who share the blood of trolls, including the large and impressive trollkin. Trollkin and pygs often work together, but the larger trollkin are often viewed as the dominant partners in such cooperation. Your tribe frequently interacts with the Toborg trollkin kriel, and their kriel warriors may be willing to destroy Morrg’s warband if you were to ask—but to ask is to admit that you aren’t strong enough to defend your people, to say that pygs need the help of their larger cousins when too great a challenge rears its head. Rather than rely on the trollkin to fight your battles, you grabbed your axes and whelp and headed out alone. When you met the others, they didn’t treat you like an inferior but instead were willing to follow you into battle.
Attitude: You take every opportunity to demonstrate your strength and battle prowess, leading others by example both in and out of battle. You are honorable and do not seek underhanded methods to defeat your foes; you are willing to confront any rival head-on, whether through strength of arms or any other test.
Personal Goal: You seek to rescue your tribe mates taken by Morrg’s brigands. You cannot allow the farrow to keep them as prisoners, and you will carve a path to Morrg with your axe to make him answer for his crimes against your people.
Relations with others: Longchops, “The Hunter” – Any chieftain would be happy to have such a powerful ally. He’s tough as a boulder and almost as good a shot as a pyg. It’s wise to make sure he has something to hunt down and devour, though. Too long between meals and he starts to give you and Knuckle a funny look.
Lurk, “The Mystic” – He’s a clever bog trog, and his bone grinder talents make him very useful to you. He turns everything you kill into some kind of crazy paste or necklace that helps either him or you. Too bad about the smell, though.
Zocha, “The Guide” – She’s one of the best guides you’ve ever known, and her blood magic makes her even better to keep around. Her changes to your plans are too complicated to bother with, but once you’re in the thick of it with your axes she’s quick to join the fray.
UNLIKELY HEROESYou moved against Warlord Morgg to recover your kidnapped warriors. Your remaining tribe mates wanted you to lead them out of the valley and to seek the trollkin of the Toborg kriel to solve your problem for you. But how could you call yourself chieftain if you can’t deal with your own troubles?
Fortunately you’ve encountered others with a similar goal. They recognize your leadership talent and are willing to listen to you when needed. Together you might be able to be able to recover your missing tribe. You bring the wisdom of a chieftain and the might of a warrior to the group, leading the charge in battle with your heavy great axe and boldly confronting the mightiest foes.
Gullin Oakbreaker"THE CHIEf"Male Pygmy Troll Chieftain/WarriorThis character is in peak physical condition. He is incredibly resilient
and capable of feats of strength that defy imagination. Mighty characters gain an additional die on their melee damage rolls.
Additionally, a Mighty character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Gullin has Feat: Back Swing.
Feat: Back SwingOnce per turn, this character can spend 1 feat point to gain one additional melee attack.
Poison ResistanceThe character gains boosted rolls to resist poisons and toxins.
Spawn WhelpsThe regenerative capability of pygs is so intense that if a large enough piece of one is cut away, it will grow its own body to form a whelp.
If the pyg suffers a lost limb, he spawns a pyg whelp that grows to full size in d6 rounds. Gullin begins the game with Knuckle, a whelp companion.
Pyg WhelpsSpawned from the severed flesh of a pyg, a whelp imitates the personality and mannerisms of its creator, often in an exaggerated fashion. The creature is entirely reliant on its progenitor and will likely starve if not cared for. A pyg whelp on foot has SPD 2, so it often rides on the shoulders of the pyg who spawned it.
Whelps are typically adopted by their creators, who treat them like useful pets. A pyg whelp can be trained to perform simple tasks, though its diminutive size and limited intellect do limit its capabilities somewhat.
A pyg whelp activates on its controller’s turn and can perform one of the following quick actions:
• Draw a small weapon or item (including ammunition)
• Stow a small weapon or item
• Pull the pin on a grenade
• Other fast, simple actions at the Game Master’s discretion
ToughThe character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6 the character heals 1 vitality point, is no longer disabled, and is knocked down.
Battle Plan: Take CoverThe character can spend 1 feat point to use Battle Plan: Take Cover during a surprise round before a battle. Using a battle plan is a quick action. When a character uses this battle plan, each friendly character in his command range can immediately advance up to twelve feet (2˝) and perform a quick action to take cover or go prone.
Fast DrawA character with this ability gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon.
Natural LeaderA character with the Natural Leader ability increases his command range by 2 .̋
Roll with ItWhen the character would ordinarily be knocked down, he goes prone instead. The character loses this ability while he is mounted.
Team LeaderWhen this character gains a feat point, instead of keeping it himself he can give it to another character currently in his command range.
CHaraCTer bOOkleT
Gullin OakbreakerarCHeType: MiGHTy ®
™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Ch
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FeA
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s bel
ow
tou
gh
W
hen
this
char
acte
r is
dis
able
d, ro
ll a
d6.
On a
5 o
r 6,
this
char
acte
r hea
ls 1
vi
talit
y p
oin
t, is
no lo
ng
er d
isab
led, an
d
is k
nock
ed d
own
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le p
lAn
: tA
ke c
ov
er S
pen
d a
qui
ck a
ctio
n a
nd 1
fea
t p
oin
t dur
ing
sur
pri
se r
oun
d b
efore
Init
iati
ve.
Frie
ndlie
s in
CM
D r
ang
e ca
n m
ove
2˝
and t
ake
cove
r or
go p
rone
FASt
Dr
Aw
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ain +
2 on Init
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ve (in
clud
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it
When
knock
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When
this
char
acte
r g
ains
a fe
at p
oin
t he
can g
ive
it t
o a
noth
er c
har
acte
r in
his
com
man
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ang
e.
BeN
eFIT
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aBI
LITI
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Na
Me
DeS
CR
IPTI
oN
/No
TeS
Fea
T Po
INTS
CU
RR
eNT
Fea
T Po
INTS
Feat
poin
ts c
an b
e ea
rned
by:
• C
riti
cal s
ucce
ss o
n a
ski
ll ro
ll •
Giv
en b
y th
e G
M•
Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
INTE
LLECT
AGIL
ITY
PHYSIQU
E12
3 4
65
Gr
eat
Co
at
Sym
bol
of
au
tho
rit
y (f
an
Cy
ha
t)
PyG
my
Wh
elP
Co
mPa
nio
n
See
Note
s
Gea
R
Co
NN
eCTI
oN
S
Na
Me
DeS
CR
IPTI
oN
/No
TeS
PaG
e #
No
TeS
SPeL
LS
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
aR
Ca
Ne
TRa
DIT
IoN
___
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
_
Go
LD
Cop
yrig
ht 2
002-
2014
Priv
atee
r Pre
ss, I
nc. A
ll rig
hts
rese
rved
. Iro
n Ki
ngdo
ms®
, Unl
eash
ed, a
nd it
s lo
go a
re tr
adem
arks
of P
rivat
eer P
ress
, Inc
. Per
mis
sion
is h
ereb
y gr
ante
d to
mak
e ph
otoc
opie
s fo
r per
sona
l, no
n-co
mm
erci
al u
se o
nly.
Wo
RN
aR
Mo
R
Na
Me
DeS
CR
IPTI
oN
/No
TeS
SPD
D
eF
aR
M
PeR
Ma
NeN
T IN
JUR
IeS
ReL
IGIo
US
BeLI
eFS
SPo
KeN
La
NG
Ua
GeS
ToTa
L a
RM
Na
Me
BeN
eFIT
®
®
• R
emov
e a
con
tin
uous
eff
ect
• R
ero
ll a
faile
d r
oll
• Pe
rfo
rm a
rel
entl
ess
char
ge
• Pe
rfo
rm a
Run
& G
un•
Perf
orm
a T
wo
-Fis
ter
• Pe
rfo
rm a
Her
oic
Do
dg
e
• Bo
ost
a n
on
-co
mb
at
skill
ro
ll•
Mak
e a
qui
ck a
ctio
n•
Shak
e•
Spri
nt
• Pa
rry
• W
alk
It O
ff
Cri
pp
led
Ph
ysi
que:
–2 S
TR.
Cri
pp
led
ag
ilit
y:
–2 t
o a
ttac
k ro
lls.
Cri
pp
led
In
tellec
t:–2
DEF
an
d
can
no
t up
keep
sp
ells
.
™
™
Gul
lin O
akb
reak
er
Mal
e 13
0 lb
s.
Mig
hty
Py
gm
y Tr
oll
Chie
ftai
n/W
arri
or
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ian
4‘
6“
Her
o
4
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xe
ThR
oW
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Add S
TR t
o
the
POW
of
this
wea
pon
6 -1
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3366 5 4 4 3—
This
char
acte
r b
egin
s th
e g
ame
wit
h a
whel
p
com
pan
ion.
A p
ygm
y tr
oll’
s w
hel
ps
can p
erfo
rm q
uick
act
ions,
ke
ep w
atch
, an
d o
ther
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or
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viti
es a
t th
e G
ame
Mas
ter’
s d
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etio
n.
Pyg
my
whel
ps
are
typ
ical
ly c
arri
ed b
y th
eir
pro
gen
itor, a
nd
are
like
ly t
o d
ie if
left
on t
hei
r ow
n.
A p
ygm
y w
hel
p o
n f
oot
has
a S
PD o
f 2.
TaIL
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TaIL
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63
26
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713
215
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at A
xe
On a
cri
tica
l hit
gai
n a
ddit
ional
dam
age
die
42
6
41
5
*2
*
31
4
31
4
31
*
31
4
fAR
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W
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L
5
DH
UN
IA
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C
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Ch
aR
aCTe
R P
oR
TRa
IT
STa
TS
MA
XSP
D
MA
XST
R
MA
XPh
Y
MA
XPR
W
MA
XPo
I
MA
Xa
GI
MA
Xa
RC
MA
XPe
R
MA
XIN
T
WIL
LPo
WeR
(Ph
Y +
IN
T)
IRo
N K
ING
Do
MS
UN
Lea
SheD
aD
VeN
TUR
e K
IT C
ha
Ra
CTe
R S
hee
T
aR
Ch
eTY
PeR
aCe
Ca
Ree
RS
PLa
YeR
Na
Me
heI
Gh
T
Ch
aR
aCTe
R N
aM
eW
eIG
hT
Sex
DeF
ININ
G C
ha
Ra
CTe
RIS
TIC(S
)
FaIT
h
LeV
eL
ToTa
L x
P ea
RN
eD
Ra
NG
eD W
eaPo
NS
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
MeL
ee W
eaPo
NS
Na
Me
No
TeS
P+S
Ma
T
Na
Me
No
TeS
P+S
Ma
T
aD
DIT
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___
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002-
2014
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©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Description: A tall and muscular female Tharn, with a tanned complexion and dark hair. Wears worn leathers decorated with bones of past kills and a headdress of antlers. Keeps her sacral blade close at hand, a cleft dagger intended to evoke the fangs of the Beast of All Shapes, the ancient Devourer Wurm.
Background: You are a Tharn, a race devoted to the worship of the Devourer Wurm. Your connection to the Wurm allows you to channel its power into your flesh, transforming you into a shadowy predator who moves swift and unseen as you stalk your prey. You were one of the foremost warriors of your tribe, invoking the power of blood magic through your sacral blade and hurling your javelins at your tribe’s enemies from the shadows.
Your tribe, the White Maw, has long clashed with the farrow warband of Warlord Morrg. In your most recent conflict Morrg killed your chieftain and took his heart, giving it to his bone grinder Knor to turn into a powerful totem. A few days later the main source of water to your home, the Arrowhead River, started to dry up. You suspect it may be a ploy by Morrg to drive your people away, but none of your fellow Tharn think it wise to confront the warlord so soon after losing to him in battle. Unable to make the new chieftain see reason, you struck out on your own, declaring yourself an outcast. You will not return to your people until you have defeated Morrg. Being apart from your tribe is difficult, but it is a worthy sacrifice. Morrg has something planned, and you intend to stop him.
Attitude: You are normally calm and collected, but when you invoke the savage power of the Wurm you become an unrelenting predator. You relish the power of blood magic. To you each kill performed in this way is a sacred rite to the Devourer, an offering of the blood of your enemies.
Personal Goal: Find and eliminate Morrg. His attacks on your tribe and his desecration of your chieftain cannot go unanswered, and it seems like you are the only White Maw up to the task. You will hunt him down, into the heart of his warband’s territory if necessary, to put an end to the dreadful warlord. Once he is eliminated, your self-imposed exile can end.
Relations with others: Gullin Oakbreaker, “The Chief” – Don’t let his size fool you—the little guy packs a big punch. He’s a good leader, but doesn’t always think his plans through. Lucky for him he has you here to handle the thinking. For some unfathomable reason, the little whelps he spawns from parts of him that get cut off seem fond of you.
Longchops, “The Hunter” – A solid fighter and not a bad shot with his rifle. Gets a bit violent if he hasn’t had something to eat recently, so it’s always good to make sure there are enough scraps around for him to finish off. A decent tracker, but you’re better.
Lurk, “The Mystic” – He’s the scheming sort, but sometimes it’s good to have one on your side. His spells and bone grinder totems have proven useful
more than a few times. You can’t shake the feeling that he’s looking out for his own interests—but then again, who isn’t?
UNLIKELY HEROESYou struck out from your tribe to confront the farrow warlord Morrg. Along the road you encountered the others, and you all joined together. You bring your impressive skills as a scout and bloodweaver to the group: you outflank enemies to fall upon them with a few expertly hurled javelins or emerge to slay an opponent with a single swipe of your sacral blade.
You are the group’s planner. You see the broad picture and determine the best path, guiding the others through the wilds with your eyes always on the objective. Whether it is a monster that needs to be killed or an enemy warlord who needs to be outsmarted, you are up to the task.
ZOCHa THe OuTCasT"THE GUIDE"Female Tharn Bloodweaver/ScoutThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Zocha has Occult Secrets.
occult SecretsThe character delves further into the primal mysteries of the arcane and is rewarded with a spell from one of her career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice her INT in spells known.
Feat: TransformationA Tharn is able to tap into her primal connection to the Devourer Wurm at will, transforming into a predatory beast. During her turn, the Tharn can either spend a full action to transform slowly or spend 1 feat point to transform immediately.
When a female Tharn transforms, she gains Stealth and her AGL and PER rolls are automatically boosted, but she rolls one less die on INT and non-Intimidation social rolls.
While transformed, a Tharn can communicate only through short, clipped sentences and guttural growls.
Tharn must transform and remain transformed during lunar conjunctions. When any two of Caen’s three moons are full, the Tharn cannot restrain their inner beast. For the duration of the lunar conjunction, the Tharn cannot revert to their human form for any reason.
Blood RitesAt Hero level, the character gains +2 to her sacral blade damage rolls. At Veteran level, the character gains +3 to her sacral blade damage rolls. At Epic level, the character gains +4 to her sacral blade damage rolls.
PathfinderThe character can move over rough terrain without penalty.
SurvivalistThis character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell she upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, she gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, she gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as she can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf her fatigue points exceed her ARC, a will weaver must make a fatigue roll immediately after resolving each spell she casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, she becomes exhausted.
When a character becomes exhausted, her turn immediately ends and she cannot cast spells during the next round.
ZOCHa THe OuTCasTarCHeType: GiFTeD
CHaraCTer bOOkleT
®™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Description: A tall and muscular female Tharn, with a tanned complexion and dark hair. Wears worn leathers decorated with bones of past kills and a headdress of antlers. Keeps her sacral blade close at hand, a cleft dagger intended to evoke the fangs of the Beast of All Shapes, the ancient Devourer Wurm.
Background: You are a Tharn, a race devoted to the worship of the Devourer Wurm. Your connection to the Wurm allows you to channel its power into your flesh, transforming you into a shadowy predator who moves swift and unseen as you stalk your prey. You were one of the foremost warriors of your tribe, invoking the power of blood magic through your sacral blade and hurling your javelins at your tribe’s enemies from the shadows.
Your tribe, the White Maw, has long clashed with the farrow warband of Warlord Morrg. In your most recent conflict Morrg killed your chieftain and took his heart, giving it to his bone grinder Knor to turn into a powerful totem. A few days later the main source of water to your home, the Arrowhead River, started to dry up. You suspect it may be a ploy by Morrg to drive your people away, but none of your fellow Tharn think it wise to confront the warlord so soon after losing to him in battle. Unable to make the new chieftain see reason, you struck out on your own, declaring yourself an outcast. You will not return to your people until you have defeated Morrg. Being apart from your tribe is difficult, but it is a worthy sacrifice. Morrg has something planned, and you intend to stop him.
Attitude: You are normally calm and collected, but when you invoke the savage power of the Wurm you become an unrelenting predator. You relish the power of blood magic. To you each kill performed in this way is a sacred rite to the Devourer, an offering of the blood of your enemies.
Personal Goal: Find and eliminate Morrg. His attacks on your tribe and his desecration of your chieftain cannot go unanswered, and it seems like you are the only White Maw up to the task. You will hunt him down, into the heart of his warband’s territory if necessary, to put an end to the dreadful warlord. Once he is eliminated, your self-imposed exile can end.
Relations with others: Gullin Oakbreaker, “The Chief” – Don’t let his size fool you—the little guy packs a big punch. He’s a good leader, but doesn’t always think his plans through. Lucky for him he has you here to handle the thinking. For some unfathomable reason, the little whelps he spawns from parts of him that get cut off seem fond of you.
Longchops, “The Hunter” – A solid fighter and not a bad shot with his rifle. Gets a bit violent if he hasn’t had something to eat recently, so it’s always good to make sure there are enough scraps around for him to finish off. A decent tracker, but you’re better.
Lurk, “The Mystic” – He’s the scheming sort, but sometimes it’s good to have one on your side. His spells and bone grinder totems have proven useful
more than a few times. You can’t shake the feeling that he’s looking out for his own interests—but then again, who isn’t?
UNLIKELY HEROESYou struck out from your tribe to confront the farrow warlord Morrg. Along the road you encountered the others, and you all joined together. You bring your impressive skills as a scout and bloodweaver to the group: you outflank enemies to fall upon them with a few expertly hurled javelins or emerge to slay an opponent with a single swipe of your sacral blade.
You are the group’s planner. You see the broad picture and determine the best path, guiding the others through the wilds with your eyes always on the objective. Whether it is a monster that needs to be killed or an enemy warlord who needs to be outsmarted, you are up to the task.
ZOCHa THe OuTCasT"THE GUIDE"Female Tharn Bloodweaver/ScoutThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Zocha has Occult Secrets.
occult SecretsThe character delves further into the primal mysteries of the arcane and is rewarded with a spell from one of her career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice her INT in spells known.
Feat: TransformationA Tharn is able to tap into her primal connection to the Devourer Wurm at will, transforming into a predatory beast. During her turn, the Tharn can either spend a full action to transform slowly or spend 1 feat point to transform immediately.
When a female Tharn transforms, she gains Stealth and her AGL and PER rolls are automatically boosted, but she rolls one less die on INT and non-Intimidation social rolls.
While transformed, a Tharn can communicate only through short, clipped sentences and guttural growls.
Tharn must transform and remain transformed during lunar conjunctions. When any two of Caen’s three moons are full, the Tharn cannot restrain their inner beast. For the duration of the lunar conjunction, the Tharn cannot revert to their human form for any reason.
Blood RitesAt Hero level, the character gains +2 to her sacral blade damage rolls. At Veteran level, the character gains +3 to her sacral blade damage rolls. At Epic level, the character gains +4 to her sacral blade damage rolls.
PathfinderThe character can move over rough terrain without penalty.
SurvivalistThis character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell she upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, she gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, she gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as she can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf her fatigue points exceed her ARC, a will weaver must make a fatigue roll immediately after resolving each spell she casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, she becomes exhausted.
When a character becomes exhausted, her turn immediately ends and she cannot cast spells during the next round.
ZOCHa THe OuTCasTarCHeType: GiFTeD
CHaraCTer bOOkleT
®™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
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TPe
R
STa
T+
++
+=
eqU
IPM
eNT
Mo
DIF
IeRS
Ra
CIa
L M
oD
IFIe
RTo
TaL
DeF
aR
M PhY
ST
aT
++
=o
TheR
M
oD
IFIe
RSSh
IeLD
M
oD
IFIe
R+
aRM
oR
Mo
DIF
IeRS
INIT
IaTI
Ve
SPD
ST
aT
PRW
ST
aT
PeR
ST
aT
++
++
=a
DD
ITIo
Na
L M
oD
IFIe
RSeq
UIP
MeN
T M
oD
IFIe
RSTo
TaL
INIT
IaIV
e
Co
MM
aN
D R
aN
Ge
INT
STa
T+
+=
aBI
LITY
M
oD
IFIe
RSC
oM
Ma
ND
SK
ILL
ToTa
L CM
D
RaN
Ge
Ar
ch
ety
pe: G
ifte
d
This
char
acte
r ca
n w
ork
mag
ic
Occu
lt S
ecr
etS
Gai
n a
n a
ddit
ional
sp
ell (
incl
uded
)
feA
t: t
rA
nSf
Or
mA
tiO
n S
ee N
ote
s bel
ow
BlO
Od
rit
eS
Gai
n +
2 to
sac
ral b
lade
dam
age
rolls
(in
clud
ed)
pAth
fin
der
C
an m
ove
over
roug
h t
erra
in w
ithout
p
enal
ty
Sur
viv
Ali
St
Can
rer
oll
faile
d s
urvi
val r
olls
BeN
eFIT
S &
aBI
LITI
eS
Na
Me
DeS
CR
IPTI
oN
/No
TeS
Fea
T Po
INTS
CU
RR
eNT
Fea
T Po
INTS
INTE
LLECT
AGIL
ITY
PHYSIQU
E12
3 4
65
Gea
R
Na
Me
BeN
eFIT
Co
NN
eCTI
oN
S
No
TeS
SPeL
LS
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
aR
Ca
Ne
TRa
DIT
IoN
___
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
_
Go
LD
Wo
RN
aR
Mo
R
PeR
Ma
NeN
T IN
JUR
IeS
ReL
IGIo
US
BeLI
eFS
SPo
KeN
La
NG
Ua
GeS
ToTa
L a
RM
Jav
elin
Qu
iver
G
ain a
fre
e Q
uick
Act
ion t
o d
raw
a
jave
lin
Sac
ra
l Bl
ad
e C
an b
e em
pow
ered
for
Blood
Mag
ic s
pel
ls
Tha
rn
lea
Ther
S D
o n
ot
inte
rfer
e w
ith
Tran
sform
atio
n a
bili
ty
®
®
Na
Me
DeS
CR
IPTI
oN
/No
TeS
PaG
e #
Na
Me
DeS
CR
IPTI
oN
/No
TeS
SPD
D
eF
aR
M
• R
emov
e a
con
tin
uous
eff
ect
• R
ero
ll a
faile
d r
oll
• Pe
rfo
rm a
rel
entl
ess
char
ge
• Pe
rfo
rm a
Run
& G
un•
Perf
orm
a T
wo
-Fis
ter
• Pe
rfo
rm a
Her
oic
Do
dg
e
• Bo
ost
a n
on
-co
mb
at
skill
ro
ll•
Mak
e a
qui
ck a
ctio
n•
Shak
e•
Spri
nt
• Pa
rry
• W
alk
It O
ff
Cri
pp
led
Ph
ysi
que:
–2 S
TR.
Cri
pp
led
ag
ilit
y:
–2 t
o a
ttac
k ro
lls.
Cri
pp
led
In
tellec
t:–2
DEF
an
d
can
no
t up
keep
sp
ells
.Fe
at p
oin
ts c
an b
e ea
rned
by:
• C
riti
cal s
ucce
ss o
n a
ski
ll ro
ll •
Giv
en b
y th
e G
M•
Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
Cop
yrig
ht 2
002-
2014
Priv
atee
r Pre
ss, I
nc. A
ll rig
hts
rese
rved
. Iro
n Ki
ngdo
ms®
, Unl
eash
ed, a
nd it
s lo
go a
re tr
adem
arks
of P
rivat
eer P
ress
, Inc
. Per
mis
sion
is h
ereb
y gr
ante
d to
mak
e ph
otoc
opie
s fo
r per
sona
l, no
n-co
mm
erci
al u
se o
nly.
™
™
Zoch
a th
e O
utca
st
fem
ale
153
lbs.
Gifte
d
Thar
n
Bloodw
eave
r/Sc
out
D
evou
rer
Wur
m
5‘
11“
Her
o
4
3
68
Jave
lin
ThR
oW
N –
Add S
TR t
o
the
POW
of
this
wea
pon
8
9
3367 5 4 3 43
Tran
sform
as
a fu
ll ac
tion,
or
tran
sform
inst
antl
y fo
r 1
feat
poin
t. C
an t
ransf
orm
bac
k as
a f
ull a
ctio
n.
When
tra
nsf
orm
ed g
ain S
teal
th.
AG
L an
d P
ER r
olls
ar
e b
oost
ed,
but
roll
one
less
die
on IN
T an
d n
on-
Inti
mid
atio
n s
oci
al r
olls
.
Tha
RN
Lea
TheR
S
53
26
4
14
410 15 3
Sacr
al B
lade
Mag
ical
wea
pon. C
an e
mp
ower
(s
ee S
pel
ls)
41
5
42
6
32
5
31
4
41
5
41
5
MO
LGU
R-T
HA
RN
MO
LGU
R-T
RU
L
5 (Q
uive
r)
1
SELf
–
– N
N
BLo
oD
Ma
GIC
: a
CC
UR
aTe
STR
IKe
The
char
acte
r’s
next
em
pow
ered
mel
ee w
eap
on a
ttac
k g
ains
a b
oost
ed a
ttac
k ro
ll.
1
SELf
–
– N
N
BLo
oD
Ma
GIC
: BL
eeD
eR If th
e ne
xt e
mp
ower
ed m
elee
wea
pon
att
ack
deal
s da
mag
e, r
egai
n d3
vit
alit
y.
1
SELf
–
– N
N
BLo
oD
Ma
GIC
: BR
UTa
L ST
RIK
eTh
e ch
arac
ter’
s ne
xt e
mp
ower
ed m
elee
wea
pon
att
ack
gai
ns a
n ad
diti
onal
di
e of
dam
age.
2
SELf
–
– N
N
BLo
oD
Ma
GIC
: BL
oo
D B
UR
STIf
emp
ower
ed m
elee
att
ack
dest
roys
a li
ving
cha
ract
er, c
ente
r a
5˝ A
OE
on it
. En
emie
s in
AO
E su
ffer
bla
st d
amag
e eq
ual t
o en
emy
crea
ture
’s S
TR.
DEv
OU
RER
WU
RM
0 G
C
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Ch
aR
aCTe
R P
oR
TRa
IT
STa
TS
MA
XSP
D
MA
XST
R
MA
XPh
Y
MA
XPR
W
MA
XPo
I
MA
Xa
GI
MA
Xa
RC
MA
XPe
R
MA
XIN
T
WIL
LPo
WeR
(Ph
Y +
IN
T)
IRo
N K
ING
Do
MS
UN
Lea
SheD
aD
VeN
TUR
e K
IT C
ha
Ra
CTe
R S
hee
T
aR
Ch
eTY
PeR
aCe
Ca
Ree
RS
PLa
YeR
Na
Me
heI
Gh
T
Ch
aR
aCTe
R N
aM
eW
eIG
hT
Sex
DeF
ININ
G C
ha
Ra
CTe
RIS
TIC(S
)
FaIT
h
LeV
eL
ToTa
L x
P ea
RN
eD
Ra
NG
eD W
eaPo
NS
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
MeL
ee W
eaPo
NS
Na
Me
No
TeS
P+S
Ma
T
Na
Me
No
TeS
P+S
Ma
T
aD
DIT
IoN
aL
Wea
PoN
Na
Me
No
TeS
SKIL
LS
Ha
nd
Wea
pon
(pR
W)
THR
oW
n W
eapo
n (p
RW
)
deT
ecTi
on
(peR
)
Snea
k (a
GL)
LoR
e: d
evo
uR
eR (i
nT)
SuR
viv
aL
(peR
)
TRa
ck
inG
(peR
)
PaR
eNT
SeT
Va
LUe
SKIL
L Le
VeL
ToTa
L
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
Da
Ma
Ge
Ca
PaCIT
Y
DeF SP
D
STa
Ta
GL
STa
TPe
R
STa
T+
++
+=
eqU
IPM
eNT
Mo
DIF
IeRS
Ra
CIa
L M
oD
IFIe
RTo
TaL
DeF
aR
M PhY
ST
aT
++
=o
TheR
M
oD
IFIe
RSSh
IeLD
M
oD
IFIe
R+
aRM
oR
Mo
DIF
IeRS
INIT
IaTI
Ve
SPD
ST
aT
PRW
ST
aT
PeR
ST
aT
++
++
=a
DD
ITIo
Na
L M
oD
IFIe
RSeq
UIP
MeN
T M
oD
IFIe
RSTo
TaL
INIT
IaIV
e
Co
MM
aN
D R
aN
Ge
INT
STa
T+
+=
aBI
LITY
M
oD
IFIe
RSC
oM
Ma
ND
SK
ILL
ToTa
L CM
D
RaN
Ge
Ar
ch
ety
pe: G
ifte
d
This
char
acte
r ca
n w
ork
mag
ic
Occu
lt S
ecr
etS
Gai
n a
n a
ddit
ional
sp
ell (
incl
uded
)
feA
t: t
rA
nSf
Or
mA
tiO
n S
ee N
ote
s bel
ow
BlO
Od
rit
eS
Gai
n +
2 to
sac
ral b
lade
dam
age
rolls
(in
clud
ed)
pAth
fin
der
C
an m
ove
over
roug
h t
erra
in w
ithout
p
enal
ty
Sur
viv
Ali
St
Can
rer
oll
faile
d s
urvi
val r
olls
BeN
eFIT
S &
aBI
LITI
eS
Na
Me
DeS
CR
IPTI
oN
/No
TeS
Fea
T Po
INTS
CU
RR
eNT
Fea
T Po
INTS
INTE
LLECT
AGIL
ITY
PHYSIQU
E12
3 4
65
Gea
R
Na
Me
BeN
eFIT
Co
NN
eCTI
oN
S
No
TeS
SPeL
LS
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
aR
Ca
Ne
TRa
DIT
IoN
___
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
_
Go
LD
Wo
RN
aR
Mo
R
PeR
Ma
NeN
T IN
JUR
IeS
ReL
IGIo
US
BeLI
eFS
SPo
KeN
La
NG
Ua
GeS
ToTa
L a
RM
Jav
elin
Qu
iver
G
ain a
fre
e Q
uick
Act
ion t
o d
raw
a
jave
lin
Sac
ra
l Bl
ad
e C
an b
e em
pow
ered
for
Blood
Mag
ic s
pel
ls
Tha
rn
lea
Ther
S D
o n
ot
inte
rfer
e w
ith
Tran
sform
atio
n a
bili
ty
®
®
Na
Me
DeS
CR
IPTI
oN
/No
TeS
PaG
e #
Na
Me
DeS
CR
IPTI
oN
/No
TeS
SPD
D
eF
aR
M
• R
emov
e a
con
tin
uous
eff
ect
• R
ero
ll a
faile
d r
oll
• Pe
rfo
rm a
rel
entl
ess
char
ge
• Pe
rfo
rm a
Run
& G
un•
Perf
orm
a T
wo
-Fis
ter
• Pe
rfo
rm a
Her
oic
Do
dg
e
• Bo
ost
a n
on
-co
mb
at
skill
ro
ll•
Mak
e a
qui
ck a
ctio
n•
Shak
e•
Spri
nt
• Pa
rry
• W
alk
It O
ff
Cri
pp
led
Ph
ysi
que:
–2 S
TR.
Cri
pp
led
ag
ilit
y:
–2 t
o a
ttac
k ro
lls.
Cri
pp
led
In
tellec
t:–2
DEF
an
d
can
no
t up
keep
sp
ells
.Fe
at p
oin
ts c
an b
e ea
rned
by:
• C
riti
cal s
ucce
ss o
n a
ski
ll ro
ll •
Giv
en b
y th
e G
M•
Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
Cop
yrig
ht 2
002-
2014
Priv
atee
r Pre
ss, I
nc. A
ll rig
hts
rese
rved
. Iro
n Ki
ngdo
ms®
, Unl
eash
ed, a
nd it
s lo
go a
re tr
adem
arks
of P
rivat
eer P
ress
, Inc
. Per
mis
sion
is h
ereb
y gr
ante
d to
mak
e ph
otoc
opie
s fo
r per
sona
l, no
n-co
mm
erci
al u
se o
nly.
™
™
Zoch
a th
e O
utca
st
fem
ale
153
lbs.
Gifte
d
Thar
n
Bloodw
eave
r/Sc
out
D
evou
rer
Wur
m
5‘
11“
Her
o
4
3
68
Jave
lin
ThR
oW
N –
Add S
TR t
o
the
POW
of
this
wea
pon
8
9
3367 5 4 3 43
Tran
sform
as
a fu
ll ac
tion,
or
tran
sform
inst
antl
y fo
r 1
feat
poin
t. C
an t
ransf
orm
bac
k as
a f
ull a
ctio
n.
When
tra
nsf
orm
ed g
ain S
teal
th.
AG
L an
d P
ER r
olls
ar
e b
oost
ed,
but
roll
one
less
die
on IN
T an
d n
on-
Inti
mid
atio
n s
oci
al r
olls
.
Tha
RN
Lea
TheR
S
53
26
4
14
410 15 3
Sacr
al B
lade
Mag
ical
wea
pon. C
an e
mp
ower
(s
ee S
pel
ls)
41
5
42
6
32
5
31
4
41
5
41
5
MO
LGU
R-T
HA
RN
MO
LGU
R-T
RU
L
5 (Q
uive
r)
1
SELf
–
– N
N
BLo
oD
Ma
GIC
: a
CC
UR
aTe
STR
IKe
The
char
acte
r’s
next
em
pow
ered
mel
ee w
eap
on a
ttac
k g
ains
a b
oost
ed a
ttac
k ro
ll.
1
SELf
–
– N
N
BLo
oD
Ma
GIC
: BL
eeD
eR If th
e ne
xt e
mp
ower
ed m
elee
wea
pon
att
ack
deal
s da
mag
e, r
egai
n d3
vit
alit
y.
1
SELf
–
– N
N
BLo
oD
Ma
GIC
: BR
UTa
L ST
RIK
eTh
e ch
arac
ter’
s ne
xt e
mp
ower
ed m
elee
wea
pon
att
ack
gai
ns a
n ad
diti
onal
di
e of
dam
age.
2
SELf
–
– N
N
BLo
oD
Ma
GIC
: BL
oo
D B
UR
STIf
emp
ower
ed m
elee
att
ack
dest
roys
a li
ving
cha
ract
er, c
ente
r a
5˝ A
OE
on it
. En
emie
s in
AO
E su
ffer
bla
st d
amag
e eq
ual t
o en
emy
crea
ture
’s S
TR.
DEv
OU
RER
WU
RM
0 G
C
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Description: A hulking bipedal gator covered in muscles and a thick, scaly hide. Wears a jury-rigged harness across his back to carry the tools of his trade: a powerful hunting rifle and other gear useful in hunting strong, dangerous creatures.
Background: As a gatorman, you are driven by the hunt. Others may be content hunting weaker prey, but you have always sought out the deadliest game you could find, testing your talents against some of the mightiest predators the wilds have to offer. To augment your natural talents, you modified the stock of a heavy rifle you took off a hunter who intruded in your swamp and taught yourself to use it.
Unfortunately, something’s happened to the river that feeds your swampy hunting ground. The river is drying up, and it’s driving away all your prey. You considered picking up and finding a new land, but the Tharn Zocha made you an offer: help her fix what’s wrong with the river and take down the farrow warlord Morrg.
In return, you have free reign to hunt in her tribe’s territory, a place notorious for the deadly beasts that roam within—and that’s not counting the Tharn.
Attitude: There’s no predator in the world as powerful as a gatorman with a huge gun, so you are pretty easygoing, at least for a gatorman. The others tend to confuse your grin for a hungry leer. Well, that’s probably in their best interest.
Personal Goal: Morrg’s warband is said to breed a particularly nasty strain of razor boar, massive creatures able to chew through skin and bone with ease. Your ultimate goal is to secure rights to hunt in the White Maw tribe’s land, but along the way you’re hoping to bag a few razor boars as trophies.
Relations with others: Gullin Oakbreaker, “The Chief” – He’s a brave little thing, that’s for sure. Traveling with the pyg has given you opportunities to hunt bigger and better prey than ever before, and he’s good at coordinating the group in a fight. You can’t help but wonder what one of his whelps tastes like, but that can wait—for now.
Zocha, “The Guide” – She’s a good tracker and scout, but her methods are strange to you. She spends too much jumping through the trees and leaping down to stab things. By the time she’s plunging her magic blade into something, you’ve already filled it with bullets.
Lurk, “The Mystic” – You two have traveled together for years. You’ve saved his life a few times, and he’s helped you out of trouble, too. Sometimes the two of you fight over which bits of a creature he gets to keep or you get to eat, but it usually works itself out in your favor.
UNLIKELY HEROESZocha convinced you to join her with a promise. She says that if you help her, you’ll be permitted to hunt within the territory of the White Maw tribe, Tharn land to the west of your own.
It is filled with a diversity of deadly creatures unlike anything you’ve hunted before, which
will let you test your mettle against some of the deadliest beasts in the Blackmarsh Valley. You just need to help take out Morrg first.
You’re an apex predator and bring your deadly skill with
a rifle to the group; however, your jaws are as deadly as
any weapon. You can bite a farrow in half up close or take him down from afar with one well-placed shot.
lOnGCHOps"THE HUNTER"Male Gatorman Brigand/Monster hunterThis character relies on his wits, skill, and luck in equal measure.
A Skilled character gains an additional attack during his Activation Phase if he chooses to attack that turn.
Additionally, a Skilled character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Longchops has Virtuoso: Rifle.
Virtuoso: RifleWhen making a non-AOE attack with his rifle, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. (This benefit can be taken more than once, each time specifying a different military skill.)
amphibiousGatormen treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and always advance their full SPD while swimming.
Flesh of SteelWhile this character is unarmored, double his PHY when determining his ARM.
Gnawing hungerA Gatorman must eat at least once every four waking hours. If a Gatorman character does not eat within this timeframe, he suffers –1 to Willpower rolls until he eats again. Luckily Gatormen are not particularly picky eaters and will happily devour any meat they can get their jaws around.
Imitative PowerAll gatormen are deep believers in sympathetic magic. They often deck themselves out in the trappings of their enemies, believing such charms and trinkets enable them to steal a portion of the other’s power.
While wearing or holding at least one relic, tool, trinket, or piece of clothing that was once possessed by a member of another race, the Gatorman character gains +1 on social rolls against characters of that race.
Big Game hunterA character with the Big Game Hunter ability has hunted more than his fair share of game in the wilds of western Immoren. When a character with Big Game Hunter makes an attack against a natural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill.
Find CoverAt the start of combat before initiative is rolled, this character can immediately advance up to twelve feet (2˝) and perform a quick action to take cover or go prone.
hunting Ground [Swamp]Choose an environment type (desert, forest, mountain, or swamp) when you select this ability. The character gains +2 to Sneak and Tracking rolls while in the selected environment. This ability can be taken more than once. Each time this ability is selected, choose a new environment type.
onslaughtAt the start of this character’s turn before moving or taking any action, he can make one ranged attack. After the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.
Precision StrikeWhen the character hits with a melee attack, he chooses the branch of the target’s life spiral or the column of the target’s damage grid that is hit, if applicable.
lOnGCHOpsarCHeType: skilleD
CHaraCTer bOOkleT
®™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Description: A hulking bipedal gator covered in muscles and a thick, scaly hide. Wears a jury-rigged harness across his back to carry the tools of his trade: a powerful hunting rifle and other gear useful in hunting strong, dangerous creatures.
Background: As a gatorman, you are driven by the hunt. Others may be content hunting weaker prey, but you have always sought out the deadliest game you could find, testing your talents against some of the mightiest predators the wilds have to offer. To augment your natural talents, you modified the stock of a heavy rifle you took off a hunter who intruded in your swamp and taught yourself to use it.
Unfortunately, something’s happened to the river that feeds your swampy hunting ground. The river is drying up, and it’s driving away all your prey. You considered picking up and finding a new land, but the Tharn Zocha made you an offer: help her fix what’s wrong with the river and take down the farrow warlord Morrg.
In return, you have free reign to hunt in her tribe’s territory, a place notorious for the deadly beasts that roam within—and that’s not counting the Tharn.
Attitude: There’s no predator in the world as powerful as a gatorman with a huge gun, so you are pretty easygoing, at least for a gatorman. The others tend to confuse your grin for a hungry leer. Well, that’s probably in their best interest.
Personal Goal: Morrg’s warband is said to breed a particularly nasty strain of razor boar, massive creatures able to chew through skin and bone with ease. Your ultimate goal is to secure rights to hunt in the White Maw tribe’s land, but along the way you’re hoping to bag a few razor boars as trophies.
Relations with others: Gullin Oakbreaker, “The Chief” – He’s a brave little thing, that’s for sure. Traveling with the pyg has given you opportunities to hunt bigger and better prey than ever before, and he’s good at coordinating the group in a fight. You can’t help but wonder what one of his whelps tastes like, but that can wait—for now.
Zocha, “The Guide” – She’s a good tracker and scout, but her methods are strange to you. She spends too much jumping through the trees and leaping down to stab things. By the time she’s plunging her magic blade into something, you’ve already filled it with bullets.
Lurk, “The Mystic” – You two have traveled together for years. You’ve saved his life a few times, and he’s helped you out of trouble, too. Sometimes the two of you fight over which bits of a creature he gets to keep or you get to eat, but it usually works itself out in your favor.
UNLIKELY HEROESZocha convinced you to join her with a promise. She says that if you help her, you’ll be permitted to hunt within the territory of the White Maw tribe, Tharn land to the west of your own.
It is filled with a diversity of deadly creatures unlike anything you’ve hunted before, which
will let you test your mettle against some of the deadliest beasts in the Blackmarsh Valley. You just need to help take out Morrg first.
You’re an apex predator and bring your deadly skill with
a rifle to the group; however, your jaws are as deadly as
any weapon. You can bite a farrow in half up close or take him down from afar with one well-placed shot.
lOnGCHOps"THE HUNTER"Male Gatorman Brigand/Monster hunterThis character relies on his wits, skill, and luck in equal measure.
A Skilled character gains an additional attack during his Activation Phase if he chooses to attack that turn.
Additionally, a Skilled character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Longchops has Virtuoso: Rifle.
Virtuoso: RifleWhen making a non-AOE attack with his rifle, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. (This benefit can be taken more than once, each time specifying a different military skill.)
amphibiousGatormen treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and always advance their full SPD while swimming.
Flesh of SteelWhile this character is unarmored, double his PHY when determining his ARM.
Gnawing hungerA Gatorman must eat at least once every four waking hours. If a Gatorman character does not eat within this timeframe, he suffers –1 to Willpower rolls until he eats again. Luckily Gatormen are not particularly picky eaters and will happily devour any meat they can get their jaws around.
Imitative PowerAll gatormen are deep believers in sympathetic magic. They often deck themselves out in the trappings of their enemies, believing such charms and trinkets enable them to steal a portion of the other’s power.
While wearing or holding at least one relic, tool, trinket, or piece of clothing that was once possessed by a member of another race, the Gatorman character gains +1 on social rolls against characters of that race.
Big Game hunterA character with the Big Game Hunter ability has hunted more than his fair share of game in the wilds of western Immoren. When a character with Big Game Hunter makes an attack against a natural animal or beast native to the wilds of Immoren, he gains a bonus on attack rolls equal to his Survival skill.
Find CoverAt the start of combat before initiative is rolled, this character can immediately advance up to twelve feet (2˝) and perform a quick action to take cover or go prone.
hunting Ground [Swamp]Choose an environment type (desert, forest, mountain, or swamp) when you select this ability. The character gains +2 to Sneak and Tracking rolls while in the selected environment. This ability can be taken more than once. Each time this ability is selected, choose a new environment type.
onslaughtAt the start of this character’s turn before moving or taking any action, he can make one ranged attack. After the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.
Precision StrikeWhen the character hits with a melee attack, he chooses the branch of the target’s life spiral or the column of the target’s damage grid that is hit, if applicable.
lOnGCHOpsarCHeType: skilleD
CHaraCTer bOOkleT
®™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Ch
aR
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R P
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(pR
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LoR
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oo
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nt)
Snea
k (a
GL)
SuR
vIv
aL
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tRa
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InG
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PaR
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LUe
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L M
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Ar
ch
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pe: SK
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Gai
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ddit
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So: r
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W
hen
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rifl
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ll ad
dit
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die
on a
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dam
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and d
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rd
low
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S Tr
eat
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ater
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nd g
ain
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ater
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While
unar
more
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qua
l to
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ag
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a n
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nim
al o
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bonus
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ttac
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qua
l to
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ski
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Take
cov
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bat
tle
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ref
eren
ce)
hunt
Ing
gro
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[Sw
Amp]
G
ain +
2 to
Snea
k an
d T
rack
ing
rolls
w
hile
in s
elec
ted e
nvi
ronm
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on
SLA
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char
ge
prec
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CU
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LLECT
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PHYSIQU
E12
3 4
65
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ST
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UP
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___
____
____
____
____
____
____
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____
____
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a
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An
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15
Sho
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®
®
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ucce
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n a
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ll •
Giv
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troy
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Feat
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an b
e sp
ent
to:
Cop
yrig
ht 2
002-
2014
Priv
atee
r Pre
ss, I
nc. A
ll rig
hts
rese
rved
. Iro
n Ki
ngdo
ms®
, Unl
eash
ed, a
nd it
s lo
go a
re tr
adem
arks
of P
rivat
eer P
ress
, Inc
. Per
mis
sion
is h
ereb
y gr
ante
d to
mak
e ph
otoc
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s fo
r per
sona
l, no
n-co
mm
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se o
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™
™
Long
chop
s M
ale
385
lbs.
Skill
ed
Gat
orm
an
Brig
and/
Mon
ster
Hun
ter
Koss
k (M
ild)
6‘
1“
Her
o
4
3
411
Hea
vy R
ifle
14
10
4375 6 3 4 2—
612
15
10 14 10
Bite
Once
per
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42
6
21
3
41
5
31
4
21
3
21
3
MO
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QU
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15 S
hots
7
KO
SSK
15 G
C
4
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Ch
aR
aCTe
R P
oR
TRa
IT
STa
TS
MA
XSP
D
MA
XST
R
MA
XPh
Y
MA
XPR
W
MA
XPo
I
MA
Xa
GI
MA
Xa
RC
MA
XPe
R
MA
XIN
T
WIL
LPo
WeR
(Ph
Y +
IN
T)
IRo
N K
ING
Do
MS
UN
Lea
SheD
aD
VeN
TUR
e K
IT C
ha
Ra
CTe
R S
hee
T
aR
Ch
eTY
PeR
aCe
Ca
Ree
RS
PLa
YeR
Na
Me
heI
Gh
T
Ch
aR
aCTe
R N
aM
eW
eIG
hT
Sex
DeF
ININ
G C
ha
Ra
CTe
RIS
TIC(S
)
FaIT
h
LeV
eL
ToTa
L x
P ea
RN
eD
Ra
NG
eD W
eaPo
NS
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
MeL
ee W
eaPo
NS
Na
Me
No
TeS
P+S
Ma
T
Na
Me
No
TeS
P+S
Ma
T
aD
DIT
IoN
aL
Wea
PoN
Na
Me
No
TeS
SKIL
LS
Ha
nd
Wea
pon
(pR
W)
RIF
Le (p
oI)
det
ectI
on
(peR
)
LoR
e: Z
oo
LoG
Y (I
nt)
Snea
k (a
GL)
SuR
vIv
aL
(peR
)
tRa
ck
InG
(peR
)
PaR
eNT
SeT
Va
LUe
SKIL
L Le
VeL
ToTa
L
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
Da
Ma
Ge
Ca
PaCIT
Y
DeF SP
D
STa
Ta
GL
STa
TPe
R
STa
T+
++
+=
eqU
IPM
eNT
Mo
DIF
IeRS
Ra
CIa
L M
oD
IFIe
RTo
TaL
DeF
aR
M PhY
ST
aT
++
=o
TheR
M
oD
IFIe
RSSh
IeLD
M
oD
IFIe
R+
aRM
oR
Mo
DIF
IeRS
INIT
IaTI
Ve
SPD
ST
aT
PRW
ST
aT
PeR
ST
aT
++
++
=a
DD
ITIo
Na
L M
oD
IFIe
RSeq
UIP
MeN
T M
oD
IFIe
RSTo
TaL
INIT
IaIV
e
Co
MM
aN
D R
aN
Ge
INT
STa
T+
+=
aBI
LITY
M
oD
IFIe
RSC
oM
Ma
ND
SK
ILL
ToTa
L CM
D
RaN
Ge
Ar
ch
ety
pe: SK
ILLe
D
Gai
n a
n a
ddit
ional
att
ack
VIr
tuo
So: r
IfLe
W
hen
usi
ng
rifl
es, ro
ll ad
dit
ional
die
on a
ttac
k &
dam
age
rolls
and d
isca
rd
low
est
die
Am
phIb
Iou
S Tr
eat
all w
ater
as
op
en t
erra
in a
nd g
ain
conce
alm
ent
while
wit
hin
dee
p w
ater
fLeS
h o
f St
eeL
While
unar
more
d, A
RM
is e
qua
l to
doub
le P
HY
bIg
gA
me
hu
nte
r
Att
acks
ag
ainst
a n
atur
al a
nim
al o
r bea
st
gai
n a
bonus
on a
ttac
k ro
lls e
qua
l to
Surv
ival
ski
ll
fIn
D c
oV
er
Take
cov
er b
efore
bat
tle
(see
ref
eren
ce)
hunt
Ing
gro
unD
[Sw
Amp]
G
ain +
2 to
Snea
k an
d T
rack
ing
rolls
w
hile
in s
elec
ted e
nvi
ronm
ent
on
SLA
ug
ht
Can
shoot
then
run
or
char
ge
prec
ISIo
n S
trIK
e O
n m
elee
att
acks
, ch
oose
s th
e bra
nch
of
the
targ
et’s
life
sp
iral
or
the
colu
mn o
f th
e ta
rget
’s d
amag
e g
rid t
hat
is h
it
BeN
eFIT
S &
aBI
LITI
eS
Na
Me
DeS
CR
IPTI
oN
/No
TeS
Fea
T Po
INTS
CU
RR
eNT
Fea
T Po
INTS
INTE
LLECT
AGIL
ITY
PHYSIQU
E12
3 4
65
Gea
R
Na
Me
BeN
eFIT
Co
NN
eCTI
oN
S
No
TeS
SPeL
LS
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
aR
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4
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Description: A stooped, reptilian fish-man with all manner of tattered arcane totems decorating his body. Carries a surplus of body parts, pastes from smashed organs and bones, fluids, and other harvested parts for his arcane form of alchemy as well as a few trophies from particularly interesting prey taken down in cooperation with Longchops.
Background: As a bone grinder, you have the talent for turning organic components into powerful magical artifacts. Years ago you were part of a bone grinder hunting party led by the farrow bone grinder Knor. It went well for a while, but you had a habit of taking the most powerful components for yourself. Things came to a head between you and Knor, and the farrow swore he’d grind your bones the next time you met. You helped yourself to a few choice items before leaving to hide out in the swamps, where you met Longchops.
Since then you two have hunted together. The relationship has worked out well so far, but Longchops struck a deal with the Tharn Zocha to hunt down the farrow warlord Morrg—Knor’ new employer. You could run, but if Longchops and Zocha fail, Knor will likely discover your whereabouts and it will only be a matter of time before your old friend comes calling.
Attitude: You’re always looking for ways to increase your own personal influence and power. Fortunately you’ve made some impressive friends who help you do just that. Having them around always makes negotiations go smoother, and they’re a great aid in bringing down bigger and better beasts you can turn into powerful arcane charms. You’re not actively scheming against them, but you’re always on the lookout for ways to make your own life better.
Personal Goal: Your number one goal is to eliminate Knor. Your former bone grinder associate holds a grudge against you, and if he’s not dealt with it’s only a matter of time before he comes around looking for payback.
Relations with others: Gullin Oakbreaker, “The Chief” – The pyg thinks he’s in charge. That’s fine. It just means that when trouble comes, it comes to him first. You’re careful and patient, and working with him has had its advantages so far. Whenever you need to push him a certain way, a few well-chosen words seem to do the trick.
Longchops, “The Hunter” – He’s a big, scaly wall of meat that draws attention away from you. More than that, though, he’s useful to you. Traveling with him has given you the opportunity to harvest components from creatures you never could have defeated on your own.
Zocha, “The Guide” – Too clever for her own good. The Tharn seems to think you’re actively scheming against her. Well, maybe a little, but no more than anyone else. You’re smarter than her, but she doesn’t miss many details. Lucky for the both of you, you’re working together.
UNLIKELY HEROESWhen Longchops suggested joining up with Gullin and Zocha, you had your reservations. Moving against Morrg means you’ll have to confront your old enemy, the farrow bone grinder Knor. You think you can influence the others into helping you confront Knor and take him out of the equation. You definitely have a better chance of survival if there are others with you, and your mystical talents can help keep them alive until they get the job done. If you can get your hands on one of the razor boars Morrg’s warband keeps around, you can make use of its flesh to create a scent mask to throw the old bone grinder off your trail— you hope.
lurGlekk (lurk)"THE MYSTIC"Male Bog Trog Bone Grinder/Mist SpeakerThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Lurk has Combat Caster.
Combat CasterWhen this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.
amphibiousBog trogs treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and can always advance their full SPD while swimming.
BlendingBog trog skin pigmentation naturally changes to enable them to blend into their surroundings. Provided his body is mostly uncovered and while not wearing armor, a bog trog gains boosted Sneak rolls.
Greed ManiaBog trogs become highly aggressive in the presence of objects of wealth and are overcome with a desire to possess them. The Game Master determines what constitutes an object of wealth, but generally the larger and gaudier it is, the better. A bog trog that takes possession of such an object immediately gains 1 feat point. Once a bog trog gets his hands on an object of wealth, he will fight to the death to remain in possession of it. Letting go of it or otherwise allowing it to slip willingly from his possession requires the bog trog to succeed in a Willpower roll with a target number of 16.
StinkWhile out of water bog trogs exude a repellent, fishy odor. Though close companions can learn to ignore this stench over time, any character attempting to track or detect a bog trog by scent gains +2 to his die roll. Additionally, bog trogs suffer –1 on non-Intimidation social rolls when dealing with creatures potentially offended by their stench.
Bone GrinderThis character can create and use bone grinder fetishes.
ConniverThe character is well skilled in the arts of deception. The character can reroll failed Bribery- and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.
Disease ResistanceThe character can make boosted rolls to resist disease and infection.
ITEM: ARCANE RELICDescription: This is a talisman made from the desiccated flesh and bones of an arcanist, sorcerer, warbeast, warlock, or other innately arcane creature. The bone grinder can call upon the power of the relic to extend his own arcane powers.
Special Rules: When a character with the Bone Grinder ability casts a spell while holding an arcane relic in one hand, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell he upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, he gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, he gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as he can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf his fatigue points exceed his ARC, a will weaver must make a fatigue roll immediately after resolving each spell he casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, he becomes exhausted.
When a character becomes exhausted, his turn immediately ends and he cannot cast spells during the next round.
lurGlekk (lurk)arCHeType: GiFTeD
CHaraCTer bOOkleT
®™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Description: A stooped, reptilian fish-man with all manner of tattered arcane totems decorating his body. Carries a surplus of body parts, pastes from smashed organs and bones, fluids, and other harvested parts for his arcane form of alchemy as well as a few trophies from particularly interesting prey taken down in cooperation with Longchops.
Background: As a bone grinder, you have the talent for turning organic components into powerful magical artifacts. Years ago you were part of a bone grinder hunting party led by the farrow bone grinder Knor. It went well for a while, but you had a habit of taking the most powerful components for yourself. Things came to a head between you and Knor, and the farrow swore he’d grind your bones the next time you met. You helped yourself to a few choice items before leaving to hide out in the swamps, where you met Longchops.
Since then you two have hunted together. The relationship has worked out well so far, but Longchops struck a deal with the Tharn Zocha to hunt down the farrow warlord Morrg—Knor’ new employer. You could run, but if Longchops and Zocha fail, Knor will likely discover your whereabouts and it will only be a matter of time before your old friend comes calling.
Attitude: You’re always looking for ways to increase your own personal influence and power. Fortunately you’ve made some impressive friends who help you do just that. Having them around always makes negotiations go smoother, and they’re a great aid in bringing down bigger and better beasts you can turn into powerful arcane charms. You’re not actively scheming against them, but you’re always on the lookout for ways to make your own life better.
Personal Goal: Your number one goal is to eliminate Knor. Your former bone grinder associate holds a grudge against you, and if he’s not dealt with it’s only a matter of time before he comes around looking for payback.
Relations with others: Gullin Oakbreaker, “The Chief” – The pyg thinks he’s in charge. That’s fine. It just means that when trouble comes, it comes to him first. You’re careful and patient, and working with him has had its advantages so far. Whenever you need to push him a certain way, a few well-chosen words seem to do the trick.
Longchops, “The Hunter” – He’s a big, scaly wall of meat that draws attention away from you. More than that, though, he’s useful to you. Traveling with him has given you the opportunity to harvest components from creatures you never could have defeated on your own.
Zocha, “The Guide” – Too clever for her own good. The Tharn seems to think you’re actively scheming against her. Well, maybe a little, but no more than anyone else. You’re smarter than her, but she doesn’t miss many details. Lucky for the both of you, you’re working together.
UNLIKELY HEROESWhen Longchops suggested joining up with Gullin and Zocha, you had your reservations. Moving against Morrg means you’ll have to confront your old enemy, the farrow bone grinder Knor. You think you can influence the others into helping you confront Knor and take him out of the equation. You definitely have a better chance of survival if there are others with you, and your mystical talents can help keep them alive until they get the job done. If you can get your hands on one of the razor boars Morrg’s warband keeps around, you can make use of its flesh to create a scent mask to throw the old bone grinder off your trail— you hope.
lurGlekk (lurk)"THE MYSTIC"Male Bog Trog Bone Grinder/Mist SpeakerThose with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of several benefits. Characters gain additional benefits as they accumulate experience points. Lurk has Combat Caster.
Combat CasterWhen this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.
amphibiousBog trogs treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming rolls and can always advance their full SPD while swimming.
BlendingBog trog skin pigmentation naturally changes to enable them to blend into their surroundings. Provided his body is mostly uncovered and while not wearing armor, a bog trog gains boosted Sneak rolls.
Greed ManiaBog trogs become highly aggressive in the presence of objects of wealth and are overcome with a desire to possess them. The Game Master determines what constitutes an object of wealth, but generally the larger and gaudier it is, the better. A bog trog that takes possession of such an object immediately gains 1 feat point. Once a bog trog gets his hands on an object of wealth, he will fight to the death to remain in possession of it. Letting go of it or otherwise allowing it to slip willingly from his possession requires the bog trog to succeed in a Willpower roll with a target number of 16.
StinkWhile out of water bog trogs exude a repellent, fishy odor. Though close companions can learn to ignore this stench over time, any character attempting to track or detect a bog trog by scent gains +2 to his die roll. Additionally, bog trogs suffer –1 on non-Intimidation social rolls when dealing with creatures potentially offended by their stench.
Bone GrinderThis character can create and use bone grinder fetishes.
ConniverThe character is well skilled in the arts of deception. The character can reroll failed Bribery- and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.
Disease ResistanceThe character can make boosted rolls to resist disease and infection.
ITEM: ARCANE RELICDescription: This is a talisman made from the desiccated flesh and bones of an arcanist, sorcerer, warbeast, warlock, or other innately arcane creature. The bone grinder can call upon the power of the relic to extend his own arcane powers.
Special Rules: When a character with the Bone Grinder ability casts a spell while holding an arcane relic in one hand, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected.
WILL WEAvERS & fATIGUE POINTSMost sorcerers and arcanists are will weavers, who rely on their own physical stamina and the force of their mental will to summon and direct arcane energy. This process can be incredibly taxing to the spellcaster’s body and mind but allows for the subtle weaving of intricate formulae.
Gaining Fatigue PointsA will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for each spell he upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, he gains a number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time a will weaver boosts a magic attack or magic damage roll, he gains 1 fatigue point. Boosting must be declared before rolling any dice for the roll. Remember, a single roll can be boosted only once, but a will weaver can boost as many different rolls as he can afford.
• Increase the Range of a Spell – A will weaver can gain 1 fatigue point to increase the RNG of a spell by thirty feet (5˝). Each spell cast can have its RNG extended only once as a result of gaining fatigue. Spells with a RNG of CTRL or SP cannot be affected in this way.
Removing Fatigue PointsWill weavers remove a number of fatigue points equal to their ARC each Maintenance Phase.
Fatigue Rolls and exhaustionIf his fatigue points exceed his ARC, a will weaver must make a fatigue roll immediately after resolving each spell he casts. To make a fatigue roll, roll 2d6. If the total is equal to or greater than the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, he becomes exhausted.
When a character becomes exhausted, his turn immediately ends and he cannot cast spells during the next round.
lurGlekk (lurk)arCHeType: GiFTeD
CHaraCTer bOOkleT
®™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
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___
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un•
Perf
orm
a T
wo
-Fis
ter
• Pe
rfo
rm a
Her
oic
Do
dg
e
• Bo
ost
a n
on
-co
mb
at
skill
ro
ll•
Mak
e a
qui
ck a
ctio
n•
Shak
e•
Spri
nt
• Pa
rry
• W
alk
It O
ff
Cri
pp
led
Ph
ysi
que:
–2 S
TR.
Cri
pp
led
ag
ilit
y:
–2 t
o a
ttac
k ro
lls.
Cri
pp
led
In
tellec
t:–2
DEF
an
d
can
no
t up
keep
sp
ells
.Fe
at p
oin
ts c
an b
e ea
rned
by:
• C
riti
cal s
ucce
ss o
n a
ski
ll ro
ll •
Giv
en b
y th
e G
M•
Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
Cop
yrig
ht 2
002-
2014
Priv
atee
r Pre
ss, I
nc. A
ll rig
hts
rese
rved
. Iro
n Ki
ngdo
ms®
, Unl
eash
ed, a
nd it
s lo
go a
re tr
adem
arks
of P
rivat
eer P
ress
, Inc
. Per
mis
sion
is h
ereb
y gr
ante
d to
mak
e ph
otoc
opie
s fo
r per
sona
l, no
n-co
mm
erci
al u
se o
nly.
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
™
™
Lurg
lekk
(“L
urk”
) M
ale
210
lbs.
Gifte
d
Bog
Tro
g
Bone
Grin
der/
Mist
Spe
aker
Ash
iga
6‘
2“
Her
o
4
3
68
-1
10
4366 5 4 2 44
BoG
TR
oG
aR
Mo
R
26
-16
12
612 14 4
Gut
ting
Knife
41
5
31
4
41
5
41
*
1
41
5
41
5
fAR
RO
W
MO
LGU
R-T
RU
L
QU
OR
-OG
2
10
– 10
N
Y
aR
Ca
Ne
BoN
D
A c
hara
cter
dam
aged
by
Arc
ane
Bond
can
not
run,
cha
rge,
or
be
pla
ced
for
one
roun
d.
2
SELf
–
– Y
NC
Loa
K o
F Fe
aR
The
spel
lcas
ter
gai
ns T
erro
r [W
illp
ower
+2]
.
2
8 –
– Y
YM
aR
KeD
Fo
R D
eaTh
Targ
et s
uffe
rs –
2 D
Ef a
nd lo
ses
Inco
rpor
eal a
nd S
teal
th a
nd c
anno
t gai
n th
em w
hile
affe
cted
by
Mar
ked
for
Dea
th. f
riend
ly c
hara
cter
s ca
n ta
rget
an
affe
cted
cha
ract
er r
egar
dles
s of
LO
S.
2
6 –
– Y
NPh
aN
TaSM
Whe
n fr
iend
ly t
arg
et c
hara
cter
is t
arg
eted
by
a ra
nged
att
ack,
th
e ef
fect
ive
rang
e of
the
att
ack
is r
educ
ed b
y 30
fee
t (5
˝).
ASH
IGA
20 G
C
45
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)
Ch
aR
aCTe
R P
oR
TRa
IT
STa
TS
MA
XSP
D
MA
XST
R
MA
XPh
Y
MA
XPR
W
MA
XPo
I
MA
Xa
GI
MA
Xa
RC
MA
XPe
R
MA
XIN
T
WIL
LPo
WeR
(Ph
Y +
IN
T)
IRo
N K
ING
Do
MS
UN
Lea
SheD
aD
VeN
TUR
e K
IT C
ha
Ra
CTe
R S
hee
T
aR
Ch
eTY
PeR
aCe
Ca
Ree
RS
PLa
YeR
Na
Me
heI
Gh
T
Ch
aR
aCTe
R N
aM
eW
eIG
hT
Sex
DeF
ININ
G C
ha
Ra
CTe
RIS
TIC(S
)
FaIT
h
LeV
eL
ToTa
L x
P ea
RN
eD
Ra
NG
eD W
eaPo
NS
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
Na
Me
No
TeS
aM
Mo
PoW
RN
GR
aT
MeL
ee W
eaPo
NS
Na
Me
No
TeS
P+S
Ma
T
Na
Me
No
TeS
P+S
Ma
T
aD
DIT
IoN
aL
Wea
PoN
Na
Me
No
TeS
SKIL
LS
Ha
nd
Wea
pon
(pR
W)
det
ecti
on
(pR
W)
Snea
K (a
GL)
aLc
HeM
Y (i
nt)
dec
epti
on
(So
c)
LoR
e: e
X. Zo
oLo
GY
(in
t)
Med
icin
e (in
t)
SUR
ViV
aL
(peR
)
PaR
eNT
SeT
Va
LUe
SKIL
L Le
VeL
ToTa
L
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
+=
Da
Ma
Ge
Ca
PaCIT
Y
DeF SP
D
STa
Ta
GL
STa
TPe
R
STa
T+
++
+=
eqU
IPM
eNT
Mo
DIF
IeRS
Ra
CIa
L M
oD
IFIe
RTo
TaL
DeF
aR
M PhY
ST
aT
++
=o
TheR
M
oD
IFIe
RSSh
IeLD
M
oD
IFIe
R+
aRM
oR
Mo
DIF
IeRS
INIT
IaTI
Ve
SPD
ST
aT
PRW
ST
aT
PeR
ST
aT
++
++
=a
DD
ITIo
Na
L M
oD
IFIe
RSeq
UIP
MeN
T M
oD
IFIe
RSTo
TaL
INIT
IaIV
e
Co
MM
aN
D R
aN
Ge
INT
STa
T+
+=
aBI
LITY
M
oD
IFIe
RSC
oM
Ma
ND
SK
ILL
ToTa
L CM
D
RaN
Ge
Ar
ch
ety
pe: G
ifte
d
This
char
acte
r ca
n w
ork
mag
ic
co
mbA
t cA
ster
Roll
an a
ddit
ional
die
and d
rop
the
low
ro
ll on m
agic
att
ack
rolls
Am
phib
iou
s Tr
eat
all w
ater
as
op
en t
erra
in a
nd g
ain
conce
alm
ent
while
wit
hin
dee
p w
ater
blen
din
G
Gai
n b
oost
ed s
nea
k ro
lls w
hile
un
arm
ore
d
bon
e G
rin
der
C
an c
reat
e an
d u
se b
one
gri
nder
fe
tish
es
co
nn
iver
Rer
oll
faile
d B
riber
y an
d D
ecep
tion s
kill
rolls
dis
eAse
res
istA
nce
Boost
ed P
HY r
olls
to r
esis
t dis
ease
s
BeN
eFIT
S &
aBI
LITI
eS
Na
Me
DeS
CR
IPTI
oN
/No
TeS
Fea
T Po
INTS
CU
RR
eNT
Fea
T Po
INTS
INTE
LLECT
AGIL
ITY
PHYSIQU
E12
3 4
65
Gea
R
Na
Me
BeN
eFIT
Co
NN
eCTI
oN
S
No
TeS
SPeL
LSa
RCa
Ne
TRa
DIT
IoN
___
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
____
_
Go
LD
Wo
RN
aR
Mo
R
PeR
Ma
NeN
T IN
JUR
IeS
ReL
IGIo
US
BeLI
eFS
SPo
KeN
La
NG
Ua
GeS
ToTa
L a
RM
Apo
thec
Ar
y K
it
A c
har
acte
r re
qui
res
an
apoth
ecar
y ki
t to
cre
ate
alch
emic
al s
olu
tions
Bog
tr
og
Ar
mo
r
Does
not
inte
rfer
e w
ith a
bog
tr
og
’s a
bili
ty t
o u
se B
lendin
g
Bone
gri
nder
Fet
ish
(Arc
Ane
reli
c)
Wit
h a
n a
rcan
e re
lic in
one
han
d,
the
spel
lcas
ter’
s sp
ells
gai
n
+2
RN
G. Sp
ells
wit
h a
RN
G o
f SE
LF, SP
, or
CTR
L ar
e not
affe
cted
.
Alc
hem
icA
l w
Ast
e c
ry
stA
l (5
)
min
erA
l A
cid
(5)
®
®
Na
Me
DeS
CR
IPTI
oN
/No
TeS
PaG
e #
Na
Me
DeS
CR
IPTI
oN
/No
TeS
SPD
D
eF
aR
M
• R
emov
e a
con
tin
uous
eff
ect
• R
ero
ll a
faile
d r
oll
• Pe
rfo
rm a
rel
entl
ess
char
ge
• Pe
rfo
rm a
Run
& G
un•
Perf
orm
a T
wo
-Fis
ter
• Pe
rfo
rm a
Her
oic
Do
dg
e
• Bo
ost
a n
on
-co
mb
at
skill
ro
ll•
Mak
e a
qui
ck a
ctio
n•
Shak
e•
Spri
nt
• Pa
rry
• W
alk
It O
ff
Cri
pp
led
Ph
ysi
que:
–2 S
TR.
Cri
pp
led
ag
ilit
y:
–2 t
o a
ttac
k ro
lls.
Cri
pp
led
In
tellec
t:–2
DEF
an
d
can
no
t up
keep
sp
ells
.Fe
at p
oin
ts c
an b
e ea
rned
by:
• C
riti
cal s
ucce
ss o
n a
ski
ll ro
ll •
Giv
en b
y th
e G
M•
Des
troy
an
en
emy
Feat
poin
ts c
an b
e sp
ent
to:
Cop
yrig
ht 2
002-
2014
Priv
atee
r Pre
ss, I
nc. A
ll rig
hts
rese
rved
. Iro
n Ki
ngdo
ms®
, Unl
eash
ed, a
nd it
s lo
go a
re tr
adem
arks
of P
rivat
eer P
ress
, Inc
. Per
mis
sion
is h
ereb
y gr
ante
d to
mak
e ph
otoc
opie
s fo
r per
sona
l, no
n-co
mm
erci
al u
se o
nly.
Na
Me
Co
ST
RN
G
ao
e Po
W
UP
oFF
™
™
Lurg
lekk
(“L
urk”
) M
ale
210
lbs.
Gifte
d
Bog
Tro
g
Bone
Grin
der/
Mist
Spe
aker
Ash
iga
6‘
2“
Her
o
4
3
68
-1
10
4366 5 4 2 44
BoG
TR
oG
aR
Mo
R
26
-16
12
612 14 4
Gut
ting
Knife
41
5
31
4
41
5
41
*
1
41
5
41
5
fAR
RO
W
MO
LGU
R-T
RU
L
QU
OR
-OG
2
10
– 10
N
Y
aR
Ca
Ne
BoN
D
A c
hara
cter
dam
aged
by
Arc
ane
Bond
can
not
run,
cha
rge,
or
be
pla
ced
for
one
roun
d.
2
SELf
–
– Y
NC
Loa
K o
F Fe
aR
The
spel
lcas
ter
gai
ns T
erro
r [W
illp
ower
+2]
.
2
8 –
– Y
YM
aR
KeD
Fo
R D
eaTh
Targ
et s
uffe
rs –
2 D
Ef a
nd lo
ses
Inco
rpor
eal a
nd S
teal
th a
nd c
anno
t gai
n th
em w
hile
affe
cted
by
Mar
ked
for
Dea
th. f
riend
ly c
hara
cter
s ca
n ta
rget
an
affe
cted
cha
ract
er r
egar
dles
s of
LO
S.
2
6 –
– Y
NPh
aN
TaSM
Whe
n fr
iend
ly t
arg
et c
hara
cter
is t
arg
eted
by
a ra
nged
att
ack,
th
e ef
fect
ive
rang
e of
the
att
ack
is r
educ
ed b
y 30
fee
t (5
˝).
ASH
IGA
20 G
C
45
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.Mauricio Camacho Dorado (order #7178528)