81 Full Metal Fridays Ebook
81 Full Metal Fridays Ebook
81 Full Metal Fridays Ebook
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games. For
the first month of Full Metal Fridays we are diving into a subject near and dear to our hearts: the sea.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 1, Week1:
Satyxis
Satyxis are fearsome women from the island of Satyx,
a legendary place hidden somewhere among the fogshrouded Scharde Islands. Theirs is an ancient race,
known for its cruelty and skill in combat. Once they were
human, but for over a thousand years they have been
known as the foremost living servants of Lord Toruk.
They are easily distinguished by the twisted horns
growing from their skulls, a physical manifestation of
the dragon blight that transformed their race.
Some mainlanders think the Satyxis form is connected to
Toruk, but this blight originates from a different dragon,
now deceased. In 1650BR, over six centuries before the
founding of Cryx, the Dragonfather battled the white
dragon Shazkz in the skies over Satyx. Though Shazkz
tried to defend himself, Toruk savaged the lesser dragon
and consumed his essence. Blighted blood rained down
on the island. The lands were corrupted and changed,
the sands poisoned, and the men of Satyx withered into
malformed husks. The women of the island, though,
changed in different ways. They became something
inhuman, growing their characteristic horns and having
their already heightened cruelty twisted and refined
into something truly terrifying. When Toruk came to
claim the island as part of his domain, the Satyxis queen
was quick to join the fate of her people to the great
dragon, offering him warriors and worship. From that
day forward, many skilled Satyxis raiders have sailed
among Cryxian pirate fleets as sea reavers. Their society
is inextricably bound up in blood rituals and cycles of
predation upon those living on the mainland, making
them feared and despised by the majority of nonCryxians. Satyxis are killed on sight in most mainland
towns and cities and are treated warily even in those few
pirate dens where they are sometimes seen.
Satyxis
STARTING
VALUE
HERO
LIMIT
VET
LIMIT
EPIC
LIMIT
PHY
SPD
STR
AGL
PRW
POI
INT
ARC
PER
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we
call Full Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal
Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can drop
right into games. For the first month of Full Metal Fridays we are diving into a subject near and dear to our
hearts: the sea.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 1, Week 2:
Raider
Raider
Prerequisites: Satyxis
Starting Abilities,
Connections, and
SKILLS
Special: A character starting with the Raider career must choose Cutthroat,
Duelist, Gun Mage, Military Officer, Pirate, Pistoleer, Ranger, Sorcerer, or
Warcaster for her other career.
Abilities: Specialization (Lacerator)
Connections: Connections (Black Fleet)
Military Skills: Hand Weapon1 and Unarmed Combat1
Occupational Skills: Intimidation1, Jumping1, Sailing1, Swimming1
Starting Assets
Raider Abilities
Ambush, Battle Plan: Call to Action, Boarding Action (New), Disease Resistance, Gang,
Precision Strike, Ram (New), Roll with It, Specialization (Lacerator), Sprint (New)
Raider Connections
Raider
Military Skills
New Abilities
Boarding Action
Prerequisite: Jumping 1
A character with Boarding Action can use the Jumping
skill to make a long jump as a quick action instead of a full
action after making a full advance.
Sprint
Prerequisite: AGL 6
At the end of this characters turn, if she destroyed one or
more enemy models with melee attacks that turn she can
make a full advance.
Ram
Prerequisite: Unarmed Combat 3
When this character hits an enemy with her horns, the
enemy is knocked down and can be pushed 1 directly away
from this character. If the enemy is pushed, this character
can immediately advance directly toward him, up to the
distance that enemy was pushed.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and more
on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters
can drop right into games. For the first month of Full Metal Fridays we are diving into a subject near and dear to our
hearts: the sea.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 1, Week 3:
Reminder
The rules for Swimming (p.194) and effects of deep
water (p.222) are found in the Iron Kingdoms Full Metal
Fantasy Roleplaying Game: Core Rules book.
Rough Seas
Massive Waves
Storm Winds
Copyright 20012013 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, warjack, warcaster, warbeast, and all associated logos are
trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and Gods releases this summer. To
celebrate the books release, were counting down to launch day with free new RPG content every Friday! From
now until launch, youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays.
Each month will have a theme uniting its releases and conclude with an event using the months content that Game
Masters can feature in their games. For the first month of Full Metal Fridays we are diving into a subject near and
dear to our hearts, the sea.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!
Installment 1, Week 4:
DEF
ARM
Lacerator
POW P+S
10
Horns
POW P+S
Hand Cannon
RN
G AOE POW
12
12
ABILITIES
Skills (stat already included)
Climbing 5, Command 6, Intimidation 8, Jump 8, Rope Use 6, Sailing 8,
Swimming 8
Battle Plan: Captains Orders This character can spend 1 feat point to use
Battle Plan: Captains Orders. Using a battle plan is a quick action. For one
round, friendly Hellkite raiders that follow the characters orders roll an extra
die for attack rolls and discard the lowest result.
Feat Points This character starts each encounter with 1 feat point. She is
allocated 1 feat point at the start of each of her turns. She can only have up
to 1 feat point at a time.
Gang When making a melee attack targeting an enemy in melee range
of another friendly character, this character gains +1 to melee attack and
melee damage rolls. When making a melee attack targeting an enemy in
melee range of another friendly character with this ability, these bonuses are
increased to +2.
Ram When this character hits an enemy with her horns, the enemy is
knocked down and can be pushed 1 directly away from this character. If the
enemy is pushed, this character can immediately advance directly toward the
pushed enemy up to the distance that the character was moved.
Specialization [Lacerator] This character ignores penalties while
fighting with a lacerator (included above).
Command Range
Base Size
Encounter Points
6
Small
9
AGILITY
PHYS
IQ
RAT
ECT
MAT
LL
STR
TE
SPD
SPD
STR
MAT
RAT
DEF
ARM
POW P+S
13
harpoon gun
RN
G AOE POW
10
12
Abilities:
Huge Stature An ogrun can wield a weapon in one hand that usually
requires two hands to wield but suffers 2 on attack rolls with that weapon.
Reel In After pushing a model with the harpoon gun, black ogrun can
make one normal melee attack against the model pushed. After resolving
this melee attack, the black ogrun can make additional melee attacks during
its combat action.
Terror Black Ogrun cause Terror [12].
Vitality
9
Base Size
Medium
Encounter Points
8
Use a mix of five human thugs and human thieves, with
a Sailing skill of 1 (Core Rules, pp.344345), to represent
the crew of the player characters ship. They will fight to
defend themselves but will not act otherwise until given
direction. A character can attempt a Command skill roll
against a target number of 12 to direct the crews defensive
efforts. If he fails, nothing happens. If he succeeds, the
friendly crew will attack targets the chosen by the rolling
characters controller.
The encounter begins when the Hellkites crew jumps
onto the deck of the ship. Place all of the adversaries on
one of the long sides of the PCs ship within 1 of the
starboard edge. The friendly crew is placed randomly
across the deck. When combat starts, the Hellkites Ogrun
fire an opening salvo with their harpoon guns, followed
by the Satyxis closing with the nearest targets to engage
them with lacerators.
Once two or more of her crew are killed, Captain
Brinebight identifies the PCs as the most significant
threat on deck, instructs her crew to attack them directly,
and moves to engage the closest PC in melee. If over half
of her crew dies in the combat, Captain Brinebight uses
Captains Orders and orders a withdrawal back to her
ship. If she is allowed to reach the starboard edge, she
returns to the Hellkite and orders a full broadside into
the PCs vessel, causing Fire Down Below.
SPD
STR
MAT
RAT
DEF
ARM
POW P+S
10
Horns
POW P+S
Abilities
Skills (stat already included)
Climbing 6, Intimidation 7, Rope Use 6, Sailing 6, Swimming 7
Gang When making a melee attack targeting an enemy in melee range
of another friendly character, this character gains +1 to melee attack and
melee damage rolls. When making a melee attack targeting an enemy in
melee range of another friendly character with this ability, these bonuses are
increased to +2.
Vitality
6
Base Size
Small
Encounter Points 4
Room to Maneuver
The deck size of the PCs ship can vary depending on
the size of your player group and the amount of gaming
space you have available. The beam (or width) of the
ship is intended to give the characters a bit of breathing
room to move around, and the overall length is meant
to give the area a generally ship-like shape while
still fitting into a reasonable area on the table. If you
have the space to increase the length of the ship, by all
means do so. Many steamships are four to six times as
long as they are wide.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games.
This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms,
the art of alchemy.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!
Installment 2, Week 1:
Field Alchemy
Alkalic Fluid
Description: A quick concoction meant to counteract the
adverse effects of alchemical acids, alkalic fluid has saved
the lives and possessions of many clumsy alchemists.
Special Rules: The moment the ingredients are combined,
select a friendly character in base contact with the alchemist
suffering the Corrosion continuous effect. The continuous
effect immediately expires.
Brewing Requirements: Alchemy
Ingredients: 1 unit alchemical waste (liquid), 1 unit mineral
crystals
Total Material Cost: 4gc
Alchemical Formula: Creating alkalic fluid can be done
without an alchemy lab and requires a character to mix
mineral crystals into a vial of alchemical waste. A character
must spend a quick action to combine the ingredients and
then makes an INT + Alchemy roll against a target number
of 12. If the roll succeeds, the character creates one unit of
alkalic fluid. If the roll fails, the ingredients are lost.
Blackbond
Description: Blackbond is a thick, tarlike substance prized
for its adhesive properties.
Special Rules: The moment the ingredients are combined,
they create a few ounces of this thick, gummy substance.
An object coated with blackbond sticks wherever it
makes contact and remains stuck for d3 hours. Sand, soot,
and similar substances coating a target surface prevent
blackbond from adheringit sticks to the grime rather than
the intended surface. To remove a stuck object, a character
must make a STR roll against a target number of10.
Brewing Requirements: Alchemy
Ingredients: 1 unit alchemical stone, 1 unit organic oil
Total Material Cost: 2gc
Alchemical Formula: Creating blackbond can be done
without an alchemy lab and requires a character to
combine a vial of organic oil with powdered alchemical
stone. A character must spend a quick action to combine
the ingredients and then makes an INT + Alchemy roll
against a target number of 12. If the roll succeeds, the
character creates one unit of blackbond. If the roll fails, the
ingredients are lost.
Firestifle
Description: Firestifle generates an expanding cloud of
foam that quickly smothers flames. Alchemists often keep
the ingredients for this compound on hand so that they
can use it to prevent accidental fires from spreading out of
control within their labs.
Special Rules: The moment the ingredients are combined,
place a 3 AOE in base contact with the alchemist. Fire
continuous effects on characters in the AOE immediately
expire and open flames in the AOE are extinguished.
Brewing Requirements: Alchemy
Ingredients: 1 unit alchemical waste (liquid), 1 unit mineral
crystals
Total Material Cost: 4gc
Alchemical Formula: Creating firestifle can be done
without an alchemy lab and requires a character to drop
mineral crystals into a vial of alchemical waste. A character
must spend a quick action to combine the ingredients and
then makes an INT + Alchemy roll against a target number
of 12. If the roll succeeds, place the firestifle AOE in base
contact with the alchemist. If the roll fails, the ingredients
are lost.
Glasseater
Description: Glasseater is thick blue-green grease that
dissolves glass into an acrid vapor immediately upon
contact.
Special Rules: The moment the ingredients are combined,
any glass surface the compound is spread over dissolves
into a pale vapor. One unit of glasseater can dissolve three
square feet of glass up to a quarter-inch thick.
Brewing Requirements: Alchemy
Ingredients: 1 unit arcane minerals,1 unit mineral acid.
Total Material Cost: 9gc
Alchemical Formula: Creating glasseater can be done
without an alchemy lab and requires a character to combine
powdered arcane minerals with a vial of mineral acid on a
surface. A character must spend a quick action to combine
the ingredients and then makes an INT + Alchemy roll
against a target number of 12. If the roll succeeds, the
character creates one unit of glasseater. If the roll fails, the
ingredients are lost.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games.
This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms,
the art of alchemy.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!
Installment 2, Week 2:
Clever Concoctions
By Matt Goetz
New formulas are constantly being tested and
refined in alchemists workshops throughout western
Immoren. Some are tailor-made to the specifications
of a single client, while others are the result of an
alchemist identifying and attempting to address a
common problem. Once a stable alchemical compound
has been carefully documented, it is a simple matter for
others to reproduce it.
Alchemical Items
Laughing Gas
Cost: 21gc
Description: Those wishing to incapacitate a large
number of individuals without doing them any
physical harm can employ this gaseous compound.
When inhaled, the vapor causes its victim to laugh
Clever Concoctions
and skill rolls. During each of his Maintenance Phases,
the character must make an additional PHY roll. If
he passes three of these PHY rolls, the gas has run its
course and its effects end.
Alchemical
Equipment
Injection Pistol
Cost: 125gc
Ammo: 1 (injector)
Effective Range: 4 (24 feet)
Umbroculant Drops
Cost: 27gc
Description: This dark, syrupy liquid is dropped
directly into the eyes, coating the corneas with a
glassy black sheen. Those under the effects of the
substance have a temporarily increased ability to see
in low-light conditions.
Special Rules: Administering a dose of this substance
requires an eyedropper. A living character exposed to
umbroculant drops treats light conditions as one step
brighter than normal. For a character under its effects,
complete darkness is treated as dim light and dim light
is treated as bright light. A dose of umbroculant drops
lasts for one hour.
Brewing Requirements: Alchemy
Ingredients: 1 unit mutagenic extract, 1 unit organic oil
Total Material Cost: 9gc
Extreme Range:
Skill: Pistol
Attack Modifier: 2
POW: 8
AOE:
Description: This complicated brass pistol uses a small
vial of true air, the alchemical compound used in
concussion grenades, to propel an injection dart into a
target at range. The injection pistol provides a means of
long-range delivery for an alchemists creations but is
difficult to use and has a very short range.
Special Rules: This weapon deals no damage. A damage
roll in excess of a targets ARM indicates that the injector
had sufficient force to puncture armor and deliver the
compound contained within it. The target is immediately
subject to the effect of the alchemical compound.
An injector can be loaded with any injectable alchemical
compound. To be injectable, an alchemical compound
must be described as a liquid or contain organic oil,
organic acid, or organic toxin in its ingredients.
If a target is hit by an unloaded injector, nothing
happens.
It costs 5gc for a dart and propellant for a single shot.
The alchemical compound must be acquired separately.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games.
This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms,
the art of alchemy.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!
Installment 2, Week 3:
Alchemist
Workshop Hazards
Crucible
Description: Fundamentally, crucibles are vessels
that can withstand extreme temperatures. In practice,
though, they are much more. A crucible stands at the
Dangerous Miss
Description: Attacks in the workshop must be
carefully aimed to guard against causing unintended
chemical reactions. The larger and more elaborate an
alchemists workshop, the more likely an errant shot
or careless close combat attack will have unintended
consequences. Bullets might pass through dozens of
bottles before hitting a wall, and broad strikes can clear
entire workbenches of their contents.
Special Rules: If an attack roll misses while fighting in
a lab, roll a d6. On a roll of 3 or higher, nothing happens;
either the attack miraculously avoided striking any
supplies, or it simply hit those that are nonreactive when
combined. On a roll of 1 or 2, a critical combination has
occurred. Roll deviation for one 3 AOE centered over
the character who missed the attack. The AOE is a cloud
effect that stays in play for one round. Characters who
enter or end their turns in the AOE suffer a POW8
corrosion damage roll.
50gc. It costs 10gc for the housing and sufficient oil for
an extra reservoir.
Special Rules: Using a tar candle as a weapon requires
an extra quick action to spin the pressure valve fully
open. A tar candle has the following profile:
Ammo:
Effective Range: 18 feet (3)
Extreme Range:
Skill: Thrown
Attack Modifier: 2
POW: 10
AOE:
Special Rules: This weapon deals fire damage. On a
critical hit, targets suffer the Fire continuous effect.
Toxic Cloud
Description: Caustic or poisonous clouds often fill the
workplace of an alchemist, the noxious byproducts of
their craft. Most alchemists wear gas masks to protect
themselves against these gases. Those who dont take
such precautions have short-lived careers marked by
consumptive lung diseases and early death.
Special Rules: A toxic cloud can be represented by a 3,
4, or 5 AOE centered over an alchemists workbench
or some other sufficiently extraordinary piece of
equipment. The AOE is a cloud and gas effect that
remains in play unless acted on by an outside force, such
as a Wind Blast spell or a strong cross-breeze blowing
through a broken window. A character must succeed on
a Willpower roll against a target number of 12 to enter
the AOE. A character who enters or ends his activation
in the cloud suffers d3 damage points.
Tar Candle
Cost: 5gc
Description: A common implement in the workshops
of upper-echelon alchemists, a tar candle is a long metal
housing attached to a compressed reservoir of refined oil,
most commonly whale oil. Refined oil is viscous and a
deep black color, giving the tar candle its name. A valve
controls the expulsion of oil up the housing to a pilot
wick, and while open the reservoir provides enough
hot flame for hours of work. The tar candle is useful for
speeding up the process of alchemical distillation, but
one used irresponsibly can throw out gouts of intensely
hot, if short-lived, fire. A new, fully fueled tar candle costs
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. Were celebrating with a series of free weekly RPG content we call Full
Metal Fridays! Youll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each
month will showcase a different theme and will culminate in an event Game Masters can drop right into games.
This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms,
the art of alchemy.
Check back every Full Metal Friday for new Iron Kingdoms RPG content!
Installment 2, Week 4:
Alchemical Imbalance
By Matt Goetz Art by Damon Westenhofer and Thorsten Denk
The musty, crumbling building is filled with stacked crates
of glassware and complex apparatuses of twisted copper and
steel. Deep within the labyrinth of disorganized ingredients
and equipment, a foul stink of ammonia and sulfur creates
choking fumes that thicken the air. Floating amid the swirling
fog is a translucent figure dressed in the attire of an alchemist,
flasks and vials orbiting its outstretched hands like the moons
of Caen. Suddenly it notices you amid the clutter, glassy eyes
snapping down to pin you in place. Behind you the door to this
placethe only doorslams shut with a sound of finality, and
the specter begins to drift closer.
Alchemical Imbalance
The specter of di Cavour retains some of the alchemists
living memories, but they are fragmented and tainted
with a bitter desire for revenge. He does not have a specific
target for his revenge; memories of the person responsible
for his murder are among those he lost in death. Instead di
Cavour lashes out against anyone he feels presents a threat
to him or his work. Several refugees new to Corvis have
already fallen victim to his wrath, and he has controlled
others with his deathly powers to function as assistants and
harvesters of supplies. Though it has taken several months,
di Cavours former home has once again been stocked with
all the materials he needs to practice the art of alchemy.
The Order of the Golden Crucible has heard some rather
disturbing rumors regarding di Cavours recent resurgence.
Unwilling to dedicate resources to the investigation the
organization has extended the opportunity to mercenaries
and investigators in the region. Dealing with di Cavour
is one way for unaffiliated alchemists seeking the orders
attention to make their name known and those simply
seeking gold know that the pockets of the order run deep.
Encounter
The Specter of Alchemy
Hero-Level Encounter
Encounter Points: 23
Adversary: Victor di Cavour
Additional Factors: Alchemical hazards
Description: This encounter involves the characters
entering the former home of Victor di Cavour, either
at the behest of the Order of the Golden Crucible or
to investigate rumors of unnatural activity they have
heard on the streets of Corvis. The encounter begins
the moment all the PCs enter di Cavours home. The
specter psychokinetically closes and seals the doors
behind the characters before beginning the attack.
The main floor of di Cavours home is made up of four
smaller rooms and one large laboratory. Each room is
filled with alchemical equipment. Shelves covered in
bottled solutions create a maze of cover, and dozens of
alchemical devices litter the building. Each room of di
Cavours home is, in effect, a fully stocked alchemical
workshop. Each contains several crucibles, stockpiles of
supplies, and compounds in the process of refinement.
Special Rules/Tactics: This encounter uses the
rules for alchemical hazards presented last week.
Full Metal Fridays 2.3
Player characters and di Cavour alike can use the
ingredients found in the five rooms to create any field
alchemy compound they desire. Di Cavour also has several
Alchemical Imbalance
shelves of charred books and notes related to his research
that give clues to his obsessive yet impossible undertaking.
Di Cavour fights by using his psychokinetic abilities
for field alchemy or to hurl alchemical items such as
vitriolic fire, acid, and rust agent. There are d3 prepared
alchemical items in each of the rooms. Di Cavour distrusts
other alchemists due to the nature of his murder, and he
focuses attacks on them first. During the encounter he
shouts at the characters to leave him to his work, warning
them that they will not steal the formulae from him.
Victor di Cavour
Victor di Cavour is the specter of a Llaelese alchemist and
currently haunts his former Corvis home.
SPD
STR
MAT
RAT
DEF
ARM
Dark Influence During his turn, di Cavour can use a quick action to control
a living character in his command range. Di Cavour can attempt to control a
character only once per turn. If the target is in di Cavours command range,
di Cavour makes a contested Willpower roll against him. If the target wins,
nothing happens. If di Cavour wins, he takes control of the character. Di
Cavour immediately causes the affected character to make a full advance
followed by a quick action or a melee or ranged attack.
Command Range
6
Base Size Small
Encounter Points
9
AGILITY
PHYS
ECT
IQ
TE
LL
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For the third month of Full Metal Fridays were taking a look at the intrepid
scholars and other adventurers delving into the remains of history.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 3, Week1:
Gear
The first step to preparing to investigate an ancient location
is making sure the group is properly equipped. Most often,
a company investigating these sites includes scholars, their
assistants, and bodyguards. While the groups guards
carry conventional gear, scholars typically employ more
specialized equipment.
All-Weather Notebook
Cost: 20gc
Description: This is a leather-bound journal in a leather
slipcase. Both the leather and the paper have been
alchemically treated to resist the destructive effects of
inclement weather. The pages cannot be written on with
regular ink, and the notebook is sold with a supply of allweather ink. Replacement bottles of this special ink can be
bought separately for 5gc each.
Bottled Light
Bottled light (Core Rules, p. 294) can be very useful when
exploring any underground structure, as it does not ignite
pockets of dangerous gases like a torch or lantern would.
Durkin Bar
Cost: 15 gc
Skill: Great Weapon
Attack Modifier: 2
POW: 5
Description: Designed centuries ago by the prominent
Rhulic mining clan from whom it takes its name, the Durkin
bar has found its way into the equipment of many explorers
and thieves. Cast as a single piece of steel incorporating
elements of a pick, adze, and pry bar, this versatile tool can
be used as a lever, digging tool, or improvised weapon.
The most common length of Durkin bar sold in the Iron
Kingdoms is thirty-six inches, but they are available in
multiple lengths, including the massive seven-foot heavy
Durkin bar designed for use by ogrun.
Special Rules: A character must have at least STR5 to use
this weapon and can only use this weapon two-handed.
A character using a Durkin bar to attempt to pry open a
door or lever a heavy weight gains a +2 bonus to his STR
roll. The Game Master sets the target number for the STR
roll based on the physical qualities of the object. Opening
a rusted metal door or lifting an overturned wagon might
require a successful STR roll against a target number of 12,
while opening a heavy hinged stone door or lifting a large
stone might have a target number of 18 or more.
The Durkin bar can also be used as an entrenching spade.
Hand Pick
Cost: 5 gc
Skill: Hand Weapon
Attack Modifier: 1
POW: 2
Description: Nearly all expedition companies bring
excavation tools such as pickaxes and shovels in case of
buried ruins. In addition to these large tools, many scholars
like to have a hand pick on their belts. These tools are
basically hammers with an elongated spike on one side of
the head. Many a scholar has found himself fighting for his
life with a hand pick after using it to break into a chamber
filled with aggressive creatures.
Special Rules: A character can spend 1 feat point to gain
an additional damage die against knocked down and prone
targets.
Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador, Protectorate
of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast,
and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For the third month of Full Metal Fridays were taking a look at the intrepid
scholars and other adventurers who delve into the remains of history.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 3, Week 2:
General
Equipment
and Travel
ITEMS
Canoe, three-person
Map, local terrain
Pulley hoist
20 gc
3 gc
5 gc
2 gc
Tent, six-person
30 gc
Wagon, heavy
85 gc
Tent, personal
Wagon, small
15 gc
50 gc
Research
AND Special
Collections
If an expedition is searching for a site from the ancient kingdom
of Morrdh or the burial chambers of a king from the Thousand
Cities Era, there are few sources of information. Intact Orgoth
sites are even rarer, as the invaders sought to destroy any relics
of their own civilization their enemies could use against them.
Written records, whether documents or inscriptions carved in
stone, were a main target for destruction, whether those covered
aspects of Immorens past or the Orgoths own activities in
western Immoren.
Fortunately for modern scholars in the Iron Kingdoms, the
Orgoth were not completely successful, and some ancient
documents survive that an explorer can look to for information.
Universities
Arcane Organizations
Private Collectors
The first issue a party may find is that no one who has ever been to
the site has returned alive to speak of it. This is slightly better than
absolutely no information simply because the locals are aware of
which part of the region is dangerous, allowing the expedition to
narrow the scope of its search.
If members of a community have knowledge of a site, there are a
few ways to handle the situation. If the site is related to something
from a dark time in Immorens history, such as the time of the
kingdom of Morrdh, there could be a superstitious fear among
the locals that speaking of the site could somehow invoke the evil
residing there. It is also possible the party will arouse the anger of
a population with their intentions to disturb a place regarded with
such fear.
A party can choose to rely solely on their own abilities and previous
research to find the goal of their expedition, but they may find it
useful to seek out local assistance. This generally takes one of three
forms: local legends, eyewitness accounts, and local guides.
Local Legends
Local Guides
Local Conditions
Known Facts
Many legends and stories are based on known facts: things like
historical rulers, regional battles, or other details or events that
were witnessed by large numbers of people. The significant
facts of many of these stories are verifiable through written
accounts and other research, but smaller details may not be as
widely known. For example, the story of a battle that resulted in
an army being completely routed could be learned in a number
of ways. The specifics that the losing general fled east into a
forest and was never heard from again might only be known by
a few witnesses who passed the story down to their children.
Unknown Speculation
Eyewitness Accounts
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Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
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Check back every Friday for new Iron Kingdoms RPG content!
Installment 3, Week 3:
Architects of Death
By William Oz Schoonover
The creativity of the Orgoth knew no bounds when building
ways to inflict pain and death. This installment focuses on
traps they built to protect their structures. Orgoth traps
were well made, but few have remained fully functional in
the hundreds of years since their construction. Sometimes
this means the trap has become harmless, while others have
become more dangerous due to their unpredictability. The
results of deteriorated traps going off can vary widely. Some
might do absolutely nothing, while others could cause entire
chambers to collapse. Many modern trap makers have studied
the remains of Orgoth designs for ways to improve their own
creations. The following traps are just a small sample of the
many defenses that can be found built into structures.
When playing a game involving traps the Game Master will
likely want to make some rolls for the characters in secret.
Detection rolls are a good example of this, since telling a
player to roll to detect a trigger will warn him of its existence.
Another good use for secret rolls is when a character attempts
Triggering Traps
The Game Master should make a note of the location of each
element of a trap but not indicate this on the tabletop before
it is triggered. A trap might be detected and avoided. When a
character gets close to a triggering mechanism he can make
a Detection skill roll to spot it. The target number for this
roll is listed in the description of the trap below. If the roll
succeeds, the character spots the trap before he has a chance
to set it off. If the roll fails, he does not notice the trap. The
Game Master determines when a character has a chance to
trigger a trap. Sometimes the triggering character will be
able to make a roll to evade the trap or else suffer its effects.
Some traps can affect a number of characters, while others
affect only the triggering character.
Traps
Anatomy of a Trap
The following elements define a trap in the game.
Trap Name
Description: Describes the trap.
Special Rules: Lists any special rules that apply to the
trap.
Detection: Explains how a character discovers the trap.
Disarming: Gives rules for how to prevent the trap from
going off.
Flood Trap
Description: Flood traps are especially dangerous because
most of their mechanisms are completely hidden within the
walls of a structure. The only warning of their existence is the
presence of expertly concealed triggering plates in the floor of
a room and a channel cap in the walls or ceiling of the room.
An intruder stepping onto a pressure sensitive section of
the floor triggers the trap. This causes a barrier between the
chamber and a nearby reservoir, such as a lake or river, to
open. Water is released into a channel connected to the room.
A portion of the wall or ceiling of the room is an opening to
this channel and is disguised with a cap designed to collapse
when hit by the water. The collapse of this cap creates a large
hole for water to enter through.
There is commonly a metal grate at some point in the channel
to prevent a victim from using the channel as an escape route.
In many traps this grate has rusted and can be removed with a
STR roll against a target number of 14.
The trap can be designed to dispatch its victims in one of two
ways. Flood traps are commonly paired with sealing traps
(see below) to contain the victims in an area where they will
quickly succumb to the rising waters and drown. The traps can
also be designed to wash intruders over the edge of a chasm
or into a narrow passage where they will be battered to death
against the walls.
Special Rules: When a character triggers this trap, the area he
is in quickly fills with water. Any character within 3 of the
cap can make a Detection roll against a target number of 10 to
hear the water rushing toward him. After one minute, center
Sealing Trap
Description: Sealing traps are designed to lower large stone
slabs or an iron portcullis into a passage to prevent an intruders
escape. Stone sealing traps are commonly paired with gas or
water traps to quickly dispatch a victim; others simply trap a
victim in an inescapable area where he will slowly suffocate.
Stone sealing traps are designed to line up seamlessly with
the ceiling of a chamber while armed and resemble common
walls once sealed. Once triggered, one of these traps might go
undiscovered, leaving a sealed chamber undisturbed if the
witnesses of the traps triggering died within it.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For the third month of Full Metal Fridays were taking a look at the intrepid
scholars and other adventurers who delve into the remains of history.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 3, Week 4:
Scene 1:
The Collector
TARGET NUMBER
Information Discovered
12
14
16
18
Scene 2: A Trip to
the Mountains
The characters can find and investigate the tomb without
major setbacks. They are likely to encounter creatures
that have made the abandoned chambers their homes,
like burrow-mawgs and dregg. Crypt spiders (NQ issue
#43), razorbats, or devil rats (NQ issue #45) are also good
monsters for these encounters.
When the characters reach the intersection described in
the diary they find it just as drawn on the map. Where
the diary indicates a fourth tunnel opening there is
only a wall carved with the leering faces commonly
found in Orgoth reliefs. A character with Lore (Orgoth)
or Mechanikal Engineering can make a roll against a
target number of 14 to examine the wall. If successful
the character discovers that the wall is actually a sealing
trap. He will also know that these traps involve enormous
stones that can barely be budged once triggered. This side
of the trap is seamless, but there may be enough of a gap
on the other side to lift the stone with the proper tools.
The sealing trap indicates that there is in fact more to this
tomb than the last expedition found. Orgoth black stone is
nearly indestructible, and using enough explosives to clear
the trap will bring down all the surrounding tunnels.
Duskenvale
Scene 3:
The Unmapped
Chambers
Alberd leads the characters up into the mountains using
foot trails that are otherwise impassable. The characters
can bring a pack animal along, but nothing larger can
make the journey.
When they arrive at the Rotten Maw the smell is still
noticeable. A Preservation of Corben pendant lowered
into the hole will faintly glow. The sides of the pit are
unstable, and a character can climb down only with the
use of a rope.
The glow from the pendant grows stronger as a character
makes his way down the hole, but it does not reach
candle brightness, which would indicate a lethal amount
Room 1
Room 2
SPD
STR
MAT
RAT
DEF
ARM
POW P+S
12
Blessed Weapon Attacks from this weapon ignore spell effects that add to
a targets DEF or ARM.
Beat Back When this character hits a target with a melee attack, he can
immediately push his target 1 directly away. After the target is pushed, this
character can advance up to 1.
ABILITIES
Dread gain boosted Willpower rolls.
Terror Dread cause Terror [16].
Spell Ward Dread cannot be targeted by spells.
Tough This 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.
Undead A dread is not a living character and never flees.
Base Size
Small
AGILITY
IQ
A dread fights with no regard for its own safety and will
not break off an attack until its target is destroyed.
PHYS
Dread Tomb
Guard
ECT
LL
TE
Room 3
Lore
Wrap Up
The characters are free to do what they wish with the
mask once they have it, but they should be aware that
there are repercussions to any decision they make.
If the characters decide to destroy the mask, they will
make an enemy of Bartlesby. Destroying the mask is
also much more difficult than it may seem. The mask
resists melting and most other kinds of damage that
would destroy a mundane item made of iron. The
Mask of Riksasivus has ARM20 and 20 damage points.
Damage rolls made against the Mask of Riksasivus roll
an additional die and drop the highest result. The Mask
of Riksasivus cannot be targeted by magical attacks.
The Notebook
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
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Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious
gangs of the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 4, Week 1:
Confidence Tricks
Clever criminals regularly employ confidence tricks and
scams. Even at the simplest levels, confidence tricks usually
rely on trust. Street urchins might convince a stranger to
lend them an item of some small worth, such as a watch,
and then simply vanish into a crowd. If a young criminal
can master the art of appearing trustworthy, he can in time
begin to develop the ruthless social skills to engage in more
complex cons.
Labor Rackets
Criminal gangs and other organizations naturally attract
violent individuals to their ranks and employ their talents
for various minor crimes.
Successful criminal organizations become well versed in the
arts of extortion and coercion, using the looming presences
of their most dangerous members to gain the assent of their
victims and rivals. Although these talents commonly come
into play between competing criminals, such skills do not
go unnoticed by more legitimate institutions. In some cities,
notably Steelwater Flats, companies have been known
to hire criminal thugs to intimidate and coerce business
rivals. Gangs are often eager for such jobs, which involve
the opportunity to infiltrate legitimate businesses. Once a
few gang members have secured places within a business,
they go out of their way to bring in more members, turning
the business into a lucrative source of income.
As organized labor has gained momentum across the
Iron Kingdoms, it has become increasingly common for
unscrupulous companies to hire thugs as strikebreakers,
or sometimes to temporarily replace unskilled laborers.
Of course, this sword cuts both ways, and unprincipled
local unions are not above hiring their own violent louts
to protect picket lines or combat city watchmen and
strikebreakers. The lines between gang warfare and labor
protests have grown increasingly unclear in some cities.
Moneylending
Gangs can earn a respectable profit through moneylending.
By loaning out money with steep interest rates, gangs can
parlay illicitly gained coin into massive returns. A borrower
is typically given a short period of time to repay the debt,
with compounded interest added weekly or even daily.
Borrowers who prove either unwilling or unable to pay
face threats of violence made against them, their property,
and their families by the enforcers of the gang. This kind of
exploitative lending provides a steady trickle of funds into
a gangs coffers.
Moneylending also includes opportunities for massive
scores. A gang might seek out a borrower with access to an
especially appealing business or facility, particularly those
without a head for numbers or those who find themselves
in desperate situations, and offer them a large loan. An
individual in dire straits can scarcely afford to decline,
even though the debt may be nearly impossible to repay.
Once a borrower is caught in an untenable position, the
gang offers to forgive part or all of the debt in exchange for
a favor, such as leaving the gates of a storehouse unlocked
or diverting shipments of valuable goods to waiting
members of the gang.
Robbery
Whether a criminal robs his victim at gun- or knife-point,
picks his pockets, or burgles his home, robbery is by far the
most common crime of the Iron Kingdoms. A wide range
of specialized thieves practice their trade in the cities of
the Iron Kingdoms, from nimble-fingered pickpockets to
catfooted second-story men.
Manyperhaps mostyoung criminals begin their careers
as pickpockets on crowded city streets. Some work as
cutpurses, stealthily slashing the pockets and pouches
of their victims. Others operate in groups, with one thief
distracting the victim by pretending to accidentally jostle
him while a compatriot rifles his pockets. Some criminal
outfits spend the bulk of their time and derive the majority
of their income from pickpocketing operations. Gobbers
and children make particularly effective pickpockets due
to their small size, unassuming demeanor, and manual
dexterity, to say nothing of their ability to disappear into
narrow corners of the city should they draw the attention
of their victims. An older criminal might become the leader
of a gang of child robbers, fencing their stolen goods with
unscrupulous merchants.
Some pickpockets graduate to armed robbery, working in
small groups to rob their victims through force. Muggings
and holdups often involve dragging the victim into an alley
or other secluded location to rifle through his belongings
in privacy. Some gangs of robbers prefer to target wealthylooking individuals and others choose the easy pickings
of drunks stumbling out of dockside taverns, though
the wisest robbers pick their targets with care. Armed
robbery is a potentially dangerous line of crime, as any
victim might feel the need to fight for his life, and the Iron
Kingdoms are home to deadly combatants who might not
appear overly threatening to the untrained eye. Outside the
cities, highwaymen and brigands operating from secluded
wilderness hideouts are a constant threat to travelers on the
lonely roads.
Smuggling
Smuggling can be a high-risk, high-profit enterprise for a
gang. When the Protectorate of Menoth required smuggled
cortexes for its warjacks, loyal Menites living abroad
provided the majority of the devices, but several gangs
amassed sizeable fortunes by stealing and delivering
military-grade cortexes to the nation.
Other smugglers work in the contested territories of Llael.
There is profit to be made on both legs of the journey to the
embattled territory, since gangs can sell military hardware
to the Llaelese Resistance and transport desperate refugees
out of military-controlled districts. The Black River is the
main channel for these smuggling operations, and larger
river gangs employ entire fleets of swift blockade-runners
to deliver their merchandise.
Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious
gangs of the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 4, Week 2:
Anatomy of a Gang
By Simon Berman
Whether youre a Game Master building a gang of NPCs for
your campaign or a group of players crafting characters as
members of an outlaw adventuring company (see Iron Kingdoms
Full Metal Fantasy Roleplaying Game: Core Rules, p.152), youll
want to give some thought to what roles youll need to fill. Not
every gang is identical. Small-time bands of pickpockets and
thieves have a dramatically different roster than an organized
crime family with influence over an entire city.
Boss
anatomy of a gang
stay free from the arm of the law. Gangs that engage in
complex crimes, like long-term confidence games or heists
from heavily protected facilities or individuals, should be
led by a boss with a gift for planning. A boss can expect
a share of all the gangs profits. When the gang makes a
score, the earnings are passed up the ladder of the gangs
hierarchy, with each member taking a cut along the way. A
boss in charge of a large gang can receive dozens of payouts
at a time as the gang performs jobs across a city.
Most bosses choose to delegate minor responsibilities to an
underboss or to a number of subordinates based on their
specialties or talents.
The boss sits at the center of the criminal network and
orchestrates its actions. Most bosses dont worry themselves
about the day-to-day management of the gang, but the big
decisions are his to make, and his word is final. Successful
bosses do not tolerate insolence, and crossing a gang boss
almost certainly results in a death sentence.
Underboss
Enforcer
Fixer
Lookout
Soldiers
Specialist
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious
gangs of the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 4, Week 3:
Fynne di Vinianni
Di Vinianni grew up with the Red Kings and has led the
gang as their undisputed boss since 603AR, after stabbing
the previous leader to death in the aftermath of a botched
robbery resulting in the deaths of three gang members. A
large man in his early thirties, di Vinianni is given to few
words and harbors a dislike of rash decisions.
Under his direction, the Red Kings have weathered years
of turmoil and developed a reputation for patience and
pragmatism among the often-foolhardy criminal gangs of
Merywyn. Though di Vinianni prefers for the Red Kings
to focus on pickpocketing and extortion rackets, he is not
above engaging in the occasional armed robbery. In a fight
he relies on his trusted hand cannon and banded club.
Morna Petrork
Garrote
Cost: 2gc
Skill: Unarmed
Attack Modifier: 0
POW:
Description: A garrote is a device designed to strangle
a victim from behind, regardless of the form it takes.
Purpose-built garrotes consist of a length of wire with a
handle on each end. The garrote is not a battlefield weapon
and can be used only from behind a target with the element
of surprise.
Special Rules: This weapon causes no damage. Instead, it is
used to choke the life out of a victim.
To use this weapon, the attacking character must succeed
in hitting his target with a back strike with the garrote.
If the attack hits, the attacker can begin strangling his
victim. The attacker and victim immediately each roll a
d6. The attacker adds his STR to his roll and the victim
adds his PHY. If the attackers total is higher, the victim
suffers 1PHY. If the victim wins, he breaks free. If the
totals are equal, nothing happens.
The attacker can take no other actions while strangling his
victim, but he can release the victim at any time. At the start
of each of the attackers subsequent turns, the two characters
roll again to determine the effect of the strangulation.
While being garroted, a victim cannot speak, yell, or use
his voice to make any sound. The victim can use his turns
to attempt to fight his attacker off as a full action (triggering
another strangulation roll that might result in further PHY
loss), fight through his terror with a successful Willpower
roll to take another action, or fight to get a mouthful of air
(no effect, but does not force another strangulation roll). If
the victim attempts to take any action other than fighting
his attacker off, he must make a Willpower roll against a
target number of14. If he succeeds, he can take any action
he is physically capable of but suffers a 3 penalty on skill
and attack rolls and cannot move away from his attacker. If
he fails, he must forfeit his turn.
If a victim is reduced to 0PHY, he is knocked out. If he
is strangled beyond 0PHY, he dies. A character recovers
PHY lost as a result of strangulation at a rate of 1 point per
hour of rest.
Since then the Khadoran has been the gangs most brutal
and competent enforcer. Luka employs the garrote when
dealing with high-profile enemies of the Red Kings, and the
lengths of braided red cord he uses for the task have become
a calling card of sorts, letting the lowlifes of Merywyn
know the consequence of crossing the gang.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. For this installment of Full Metal Fridays we take a closer look at the nefarious
gangs of the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 4, Week 4:
Dead End
By Simon Berman
dead end
The Red Kings attempt to surround the characters and
offer them a chance to hand over their valuables if they
are intent on robbery, but otherwise they initiate battle
via a surprise round. If the characters initiate combat,
use the normal initiative rules.
SPD
STR
MAT
RAT
DEF
ARM
garrote
POW P+S
SPD
STR
MAT
RAT
DEF
axe, great
ARM
POW P+S
pistol
R
NG AOE POW
sword
POW P+S
13
110
ABILITIES
Skills (stat already included)
ABILITIES
Dodger When this character is missed by an enemy attack, she can
immediately advance up to 2 after the attack is resolved unless she was missed
while advancing. She cannot be targeted by free strikes during this movement.
Intimidation 6
Starter
1 8
No *
The spellcaster starts a small fire within the range of the spell and in line of
sight. This spell can be used to target an enemy, in which case it requires an
attack roll. If the enemy is hit, he suffers the Fire continuous effect.
vitality
Base Size
Encounter Points
15
Small
7
Howling Flames
2 SP 8
10 No Yes
Howling Flames causes fire damage. On a critical hit, the character hit suffers
the Fire continuous effect.
Immolation
2
8
12 No Yes
Immolation causes fire damage. On a critical hit, the character hit suffers the
Fire continuous effect.
Wall of Fire
2 CTRL WALL Yes No
Place the wall template anywhere completely in the spellcasters control
area where it does not touch a characters base, an obstruction, or an
obstacle. When a character enters or ends his turn in the wall area, he suffers
an unboostable POW 12 fire damage roll and the Fire continuous effect.
Characters within the wall template gain concealment.
arcane 5
vitality
7
Base Size
Small
Encounter Points
8
SPD
STR
MAT
RAT
DEF
ARM
POW P+S
Hand Cannon
R
NG AOE POW
12
12
ABILITIES
Skills (stat already included)
Climbing 7, Intimidation 6, Pickpocket 7, Lock Picking 6
Anatomical Precision When this character hits a living target with a
melee attack but the damage roll fails to exceed the targets ARM, the target
suffers d3 damage points instead of the damage rolled.
Backstab This character gains an additional die on his back strike damage rolls.
Blood Spiller The character gains +2 on damage rolls against living
characters.
Dodger When this character is missed by an enemy attack, he can
immediately advance up to 2 after the attack is resolved unless he was missed
while advancing. He cannot be targeted by free strikes during this movement.
vitality 12
Base Size
Small
Encounter Points
6
dead end
SPD
STR
MAT
RAT
DEF
ARM
POW P+S
ABILITIES
Skills (stat already included)
Climbing 7, Pickpocket 7, Lock Picking 6, Escape Artist 8
SPD
STR
MAT
RAT
DEF
ARM
POW P+S
pistol
R
NG AOE POW
10
ABILITIES
Skills (stat already included)
Intimidation 5
Get Away When the character is missed by an enemy attack at any time
other than while advancing, instead of advancing up to 2, the character can
immediately make a full advance.
vitality 5
Base Size
Small
Encounter Points
1
vitality 7
Base Size
Small
Encounter Points
5
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 5, Week 1:
History of
Dueling
Dueling traditions in the Iron Kingdoms have roots running
deep into the regions long history. Early tribal duels to
determine primacy of status eventually became a means to
address a wide range of disputes. Use of dueling expanded
over time to cover issues of law and honor. In the modern
era few legal disputes are resolved by dueling, but crossed
Melee Weapons
New Equipment
The weapons and equipment associated with dueling have
developed over the centuries. When men first began dueling
any weapon would do, but in the modern era the rapier has
become the favored weapon of many duelists. The items
here represent the current state of dueling equipment.
Military Duels
In addition to the more codified system of civilian dueling,
there have been many instances of single combat between
two rival leaders deciding the outcome of a battle. While this
type of personal combat lacks most of the rules associated
with formal dueling, it is commonly allowed to take place
without interference from warriors of either side. One of
the earliest examples of this is the confrontation between
Horfar Grimmr and Priest-King Golivant. Twice during their
fateful battle beneath the Shield of Thrace they clashed. The
tide of battle separated them for a time, but as the Molgur
forces began to lose, Grimmr sought to end the battle by
killing Golivant. More recently, the most significant combat
of this nature, between Lord Commander Stryker and
Hierarch Voyle, resulted in the cessation of major hostilities
between Cygnar and the Protectorate and a change in the
leadership of a nation.
Ancient dueling traditions still persist among the wild
peoples of Immoren, such as the Tharn. One of the most
notable formal duels in all of recorded history saw a
confrontation between the traditions of tribal society and
a more modern duelist. At the end of the Siege of Midfast,
Markus Graza used his knowledge of tribal custom to
challenge the fourteen chiefs of the barbarian tribes
assailing the city and delay the full brunt of their forces
upon the people there. Over the course of seven days he
successively defeated each chief in single combat, only
succumbing to his wounds after finishing the final duel.
With his death he became an ascendant of Morrow, bringing
brought an end to the siege.
Cloak, Weighted
Cost: 10 gc
Dueling Buckler
Cost: 10 gc
Skill: Hand Weapon
Attack Modifier: 1
POW: 0
Description: The dueling buckler is a small shield gripped
in the off hand. Useful in deflecting strikes in a melee, the
dueling buckler can also be used as a weapon to deliver
jabbing blows with its flat face or rim.
Special Rules: A character armed with a dueling buckler
who does not attack with it during his turn can use a quick
action to gain +1ARM against melee attacks originating in
his front arc for one round. The dueling buckler cannot be
used while also carrying a shield.
Dueling Pistols
Cost: 100+ gc per pair
Effective Range: 60 feet (10)
Extreme Range: 300 feet
Ammo: 1 (light round)
Skill: Pistol
Attack Modifier: +1 (firing a custom bullet), 0 (firing a
standard light round)
POW: 10
Description: These typically exquisite firearms are sold as
a pair in an ornate box along with fine powder horns and a
custom gunsmiths kit for casting bullets for the pistols. The
design of these weapons has changed little for hundreds
of years, as they are intended as instruments for highly
ritualized aristocratic duels rather than as weapons of war.
Special Rules: Antiquated as they are, dueling pistols are
very difficult to load, taking a full action rather than a
standard quick action.
A dueling pistol firing a bullet manufactured with the
casting kit that comes with the weapon gains +1 to its attack
roll. A dueling pistol firing any other round does not gain
this bonus.
Tournament Foil
Cost: 10 gc
Skill: Hand Weapon
Attack Modifier: 0
POW: 0
Description: The tournament foil is specifically designed
to facilitate sporting duels without risk of major injury. It
is capable of causing pain and bruising but cannot cause
mortal injury. It is long and slender with unsharpened
edges. At the tip of the blade is a three-pronged point
designed to catch on an opponents clothing so touches can
easily be seen by a judge.
Special Rules: This weapon cannot reduce any aspect of a
characters life spiral to less than 1 vitality.
Armor
Plastron
Cost: 20 gc
SPD Modifier: 0
DEF Modifier: 0
ARM Modifier: +2
Description: This is a light quilted-leather vest worn by
duelists while practicing and during sporting competitions.
While it does offer some protection against practice
weapons, it does little to protect its wearer in true combat.
Special Rules: None.
Practice Equipment
The tournament foil and the plastron are recent inventions
that owe their existence to a recent growth in organized
exhibitions of dueling skill.
Many dueling schools still teach with swords with blunted
blades, but some have adopted the tournament foil as a
standard weapon.
Professional duelists find it hard to take a fight seriously
when these items are employed. Many exiled Llaelese nobles
sponsor sporting tournaments specifically for dueling that
offer large enough prize purses to make even the proudest
duelist lower himself to using non-lethal equipment.
Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and more
on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can
drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 5, Week 2:
Incorporating Dueling
into a Game
By William Oz Schoonover
Although dueling has a place in the Iron Kingdoms, it does not
fit into every situation and should not be used to resolve every
disagreement that arises. For example, in high society the
entire process of a duel from the time of the initial challenge
to the resolution of the combat can take up to a week, making
a duel a poor choice for quickly resolving a conflict.
It is also important to remember a duel is a combat that
follows an established set of rules, not just any time two
characters have a fight.
When to Duel
As the Game Master, the first thing to consider when
deciding if a duel is an appropriate response to a situation
is the parties involved in the altercation. Among the
upper levels of society in the Iron Kingdoms dueling
Setting Up a Duel
The Llaelese dueling code, The Duello, has been widely
adopted as the standard set of rules for dueling across the
Iron Kingdoms. It establishes protocols governing a number
of aspects of dueling, though some are taken more literally
than others. For instance, traditionally it was a rare member
of the Llaelese aristocracy who did not keep a professional
duelist among his retainers. Many refugee Llaelese nobles
now living in Ord and Cygnar have found it difficult to
continue paying the fees of these professional duelists,
which has contributed to a larger number of skilled killers
looking for employment.
The Duello
A challenge to duel must be issued publicly and chance
given for an apology to be proffered. If the challenged gives
no apology, the challenge is accepted. A challenge may be
ignored should it be of a trivial nature or from a trivial person.
Challenges are never delivered at night, for it is desirable
to proceed with grace and allow sufficient time for apology.
The challenged and the challenger must choose seconds of
equal station to their own.
The challenged chooses the ground; the challenger chooses
the distance; the seconds fix the time and terms of firing.
The challenged and the challenger decide upon the terms of
victory, which are assumed to be the drawing of first blood
unless otherwise specified.
Upon meeting at the ground, if the cause of the challenge is
such that no apology or explanation can or will be received,
the challenged takes his ground and calls on the challenger
to proceed.
Deloping
It is a common practice in a duel that is only being fought to
save face for the participants to discharge their pistols at the
ground and have their seconds declare that honor has been
satisfied. This practice, known as deloping, permits duelists
to preserve not only their honor, but also their lives. Deloping
in a duel is a risky gambit, however: if the opponent does
not also deign to do so, a duelist has essentially given his
opponent a free shot at him.
Dueling among
Non-Humans
The descriptions of dueling offered above focus on how
dueling is handled in the human societies of Immoren,
but dueling is also a regular aspect of other cultures. The
approach to dueling and the specific customs surrounding
it vary widelymost non-human races do not choose
seconds for their duels, for examplebut on the whole
dueling is embraced as a sometimes necessary method for
settling otherwise irreconcilable disputes.
Ios
arts, but most are fought with melee weapons. The notion of a
duel with ranged weapons would never occur to most Iosans,
as it undermines the private and personal nature of the clash.
Most of these duels are fought to first blood, but sometimes
the participants agree to fight to the death. Accidental
deaths also occur, of course. In the case of a death, the
witnesses are tasked to bring word of the outcome to
necessary friends and family. So long as the duel was
conducted honorably there is an expectation that there will
be no retaliation or legal consequences brought against the
surviving party. Nonetheless, noble houses have sometimes
harbored longstanding enmity over such fatalities.
Iosans living outside of that nation rarely initiate duels,
but those born to certain families may be familiar with the
practice. Duels between Iosans in human lands happen
from time to time, kept as private and secret as those in
Ios. Otherwise an Iosans attitude toward the practice may
vary depending on the nation in which he lives. An Iosan
who has spent most of his life in Llael, for instance, may
be entirely comfortable with the Code Duello and even
become a professional duelist.
Rhul
Skorne
Tharn
Among the savage Tharn, duels are less structured and far
more brutal. Power among these tribes is usually determined
by who is strongest and fiercest, a status that is hard won
through many bloody conflicts. When a tribes leader begins
to show age or weakness, for example, it is not long before he
begins facing challenges from its younger members.
A typical Tharn duel begins with the challenger calling to
the challenged, boasting of his own prowess while casting
doubt on the abilities of the challenged. The challenged can
continue this verbal exchange, but often the response is a
roar of rage as both parties channel the Devourer and then
violently clash. There is no special area set aside for these
conflicts, which can range through the village in a frenzied
path of destruction.
Trollkin
While melee duels are the most common and exciting for
spectators, trollkin leaders sometimes use other means to
best one another either atop the kuar or anywhere the kin
can gather in number to witness. Direct feats of strength
and stamina such as arm-wrestling or drinking may be
undertaken by two trollkin to take the measure of the other.
Shamans, elders, fell callers, and chroniclers may face one
another for a verbal duel, an intense debate involving
heated words along with tricks of oratory, seeking to not
only prove their position but also sway those listening.
Losing one of these duels can be just as severe to a trollkins
standing as a loss by weapons, as being shamed or proven
foolish can unseat a chieftain. There is also a variant of the
Tohmaak Mahkeiri ceremony whereby two trollkin stand
close and stare into one anothers eyes, trying to force the
other to back down by sheer force of will. This ceremony
has superstitious and mystical overtones among the
trollkin, who claim participants can peer into the soul of
the other and gauge their true worth. Long minutes or even
hours can pass in such a mental confrontation; if it becomes
clear to both that they are deadlocked, a physical duel will
commence to settle the matter.
It is common practice for the younger members of a
trollkin community to take part in many duels to establish
a reputation. It is also not unheard of for leaders in the
community to face off to resolve a conflict that cannot
be decided by other means. In his rise to power Hoarluk
Doomshaper challenged countless elders to duels, both
physical and mental, and was never defeated.
Copyright 20012013 Privateer Press, inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Convergence of Cyriss, Convergence,
Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods,
Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for
personal, non-commercial use only.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 5, Week 3:
The dwarf player character will check in with his clans local
estate, as is Rhulic custom. His clans lack of manpower in
this area means that he is their best option for a champion
in the duel.
Dueling
Maneuvers
The following are a list of maneuvers taught in Llaelese
dueling schools. In order to use a maneuver, a character
must have the required prerequisites.
Most of these maneuvers can be used only while armed
with a light one-handed weapon, like the rapier. Attempting
them with heavier weapons is strenuous and slow, all too
often resulting in being run through by a better-equipped
swordsman. The Game Master has final say on whether or
not a weapon is appropriate for any the following maneuvers.
Deflecting Strike
Prerequisite: Duelist, light one-handed weapon, Hand
Weapon 3
Description: Although it is a strike, the purpose of this
maneuver is not to wound the opponent but to deflect his
weapon out of position, making a return strike much more
difficult.
Special Rules: The deflecting strike is a melee attack that
causes no damage. If the attack hits, for one round the target
character suffers a 2 penalty to his next melee attack roll.
Feint*
Prerequisite: Unarmed Combat 2
Description: A character with the proper degree of skill
can attempt to mislead his opponent with a false attack to
put him off balance and make it easier to hit that opponent
with follow-up attacks.
Special Rules: A character can spend 1 feat point to make
a feint attack while armed with a one-handed weapon
or great weapon. He makes an attack roll using PRW +
Unarmed Combat. If the attack hits, the target takes no
damage but suffers 2 DEF for one round.
A character with Unarmed Combat 3 or more can advance
1 after a successful feint attack roll.
* The Feint maneuver also appears in No Quarter Presents
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Urban
Adventure.
Hidden Guard
Turning Riposte
Attack Modifier: 0
Lashing Strike
Prerequisite: Duelist, light one-handed weapon, Hand
Weapon 2
Attack Modifier: 0
Description: A broad circular cut favored by those who
fight with curved swords, the lashing strike hits with
extreme force but is a slow maneuver compared to many of
the classical dueling moves.
Special Rules: A character using this maneuver can spend
1 feat point to increase the POW of a melee attack by +2.
For one round after using the lashing strike a character
is not considered to have a melee range, does not engage
other characters, and cannot make additional attacks or
free strikes.
We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings,
Nations, and Gods releases later this year. To celebrate, were counting down to launch day with free new RPG
content every Friday! From now until launch, youll be able to download new careers, equipment, monsters, and
more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game
Masters can drop right into games. This month, Full Metal Fridays will examine the role of dueling in the Iron
Kingdoms.
Check back every Friday for new Iron Kingdoms RPG content!
Installment 5, Week 4:
Scene 1: Before
the Tournament
The characters have become aware of a dueling tournament
taking place in Kings Vine. The tournament is being
sponsored by a prominent exiled Llaelese earl named
Armand Feraud. The contests will use non-lethal weapons
provided by the host, and the winner will claim a significant
purse as a reward. Registration for the tournament is being
held in a nearby tavern and is open to all comers.
Gathering Information
The Reception
The Baron
The baron is a local Cygnaran noble in his late 60s. He does
not like to be badgered.
Modifiers: +2 to rolls using Etiquette, 2 to rolls using
Negotiation, No roll for Cygnaran characters with the
Aristocrat career
Detail: Orlovs family lost everything in the invasion of
Llael. Hes been seen in the company of river pirates and
other shady characters.
Confirmation: The baron confirms that Orlovs father was
a riverboat captain who started a small shipping company
based in Merywyn prior to the Khadoran invasion.
The Courtesan
The courtesan is a woman in her mid 20s. She quickly grows
bored with flattery.
Modifiers: +2 to rolls using Interrogation, 2 to rolls using
Seduction, No roll for characters with the Highwayman
career
Detail: Manet is a master duelist who served the Llaelese
crown.
Confirmation: The courtesan confirms Manet has a scar on
his chest from a sword cut.
Scene 2:
The Tournament
The tournament begins on the morning following the
reception. It uses a single-elimination format, and all the
contests are fought in a single day.
Every player character taking part in the tournament faces
off with a human duelist (see below) during the first round
of the tournament. Manet and Orlov also fight human
duelists and win. If there are multiple player characters that
pass the first round they face each other during the second
round. If only one player character wins his first match he
faces another human duelist in the second round. Manet
and Orlov fight each other during the second round, and
Orlov is the victor. If a player character wins in the second
round he faces Orlov in the final round.
A Note on Time
The description of the length of the tournament given
assumes a limited field with only one or two player characters
participating. If an entire party enters the tournament it
will go longer than three rounds. For a larger tournament
the bouts are spread over two days. In the case of a longer
tournament, Manet and Orlov duel on the second day.
Bouts
Each round of the tournament is a bout. Each bout is fought
until a participant has scored three touches. In order to
score a touch a character must hit his opponent with a melee
attack. All participants are armed with tournament foils.
The two combatants face off six feet apart and roll initiative.
They fight until a touch is scored. After each touch there is
a reset. The reset consists of both participants returning to
their starting positions and rolling again for initiative.
When a participant has scored three touches, the bout is
over and the winner is declared. Feraud has hired several
line judges to ensure the bouts are fought honorably and
without cheating. If a character is observed cheating,
such as using magic or being under the influence of
alchemical enhancement, he is immediately evicted from
the tournament.
Wrap-Up
There are two possible outcomes to the combat during the night.
Adversaries
SPD
STR
MAT
RAT
DEF
ARM
SPD
STR
ABILITIES
Skills (stat already included)
POW P+S
pistol
RN
G AOE POW
10
ABILITIES
Skills (stat already included)
Climbing 6, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8,
Seduction 5, Streetwise 5
Ambidexterous This character does not suffer the normal attack roll
penalty while using the Two-Weapon Fighting ability.
Feat Points Manet starts each encounter with 1 feat point. He is allocated 1
feat point at the start of each of his turns. Manet can have only 1 feat point at
a time.
Parry While armed with a hand weapon, the character cannot be targeted
by free strikes.
Parry While armed with a hand weapon, the character cannot be targeted
by free strikes.
Precision Strike When the character hits with a melee attack, he chooses
the branch of the targets life spiral or the column of the targets damage
grid that is hit, if applicable.
Riposte Once per round when this character is missed by an enemys
melee attack, immediately after the attack is resolved he can make one
normal attack against the attacking enemy. To make a ranged attack, the
characters ranged weapon must be loaded.
Base Size
Encounter Points
Quick Work When this character kills one or more enemies with a melee
attack during his combat action, immediately after that attack is resolved this
character can make one ranged attack.
PHYS
ECT
IQ
Base Size
Encounter Points
TE
LL
Small
10
AGILITY
ARM
POW P+S
garrote
DEF
rapier
POW P+S
RAT
rapier
MAT
Small
10
AGILITY
PHYS
ECT
IQ
TE
LL
SPD
STR
MAT
RAT
DEF
ARM
POW P+S
ABILITIES
Skills (stat already included)
Climbing 6, Etiquette 5, Gambling 5, Intimidation 5, Jumping 8,
Seduction 5, Streetwise 5
Parry While armed with a hand weapon, the character cannot be targeted
by free strikes.
Riposte Once per round when this character is missed by an enemys
melee attack, immediately after the attack is resolved he can make one
normal attack against the attacking enemy. To make a ranged attack, the
characters ranged weapon must be loaded.
Variable MAT When this character is introduced, roll a die. On a 12 his
MAT is reduced by 1. On a 56 his MAT is increased by +1.
vitality 7
Base Size
Small
Encounter Points
4