TEXT:  
  Page 1 of 14 
   
  WELL MET! 
  I’M MAVRA THE 
  INELUCTABLE. 
  AND I’M HENDRICK 
  THE … UM … 
  IRREPROACHABLE.
  WE’RE HERE TO 
  INTRODUCE YOU 
  TO IRONCLAW: 
  ANTHROPO-
  MORPHIC FANTASY 
  ROLE-PLAY! 
  AND WHAT BETTER 
  WAY BUT TO 
  SHOW YOU HOW 
  TO MAKE YOUR 
  VERY OWN 
  IRONCLAW 
  CHARACTER? 
  AND BEFORE YOU 
  START ANY JOB, 
  YOU SHOULD HAVE 
  YOUR TOOLS 
  READY.  FOR THIS, 
  YOU’LL NEED: 
  • 
  A BLANK 
  CHARACTER 
  SHEET 
  • 
  SOME 
  POLYHEDRAL 
  DICE (d4, d6, two 
  d8s, d10, and at 
  least one d12) 
  • 
  A PENCIL 
  
   
  Page 2 of 14 
  Step 1:
  Choose a name for your character. 
  Female
  Names: 
  Abelinda 
  Belamire 
  Celestyna 
  Damasile 
  Eldorienne 
  Franzoez 
  Grilequin 
  Hombelina 
  Irounia 
  Javiere 
  Khalidah 
  Lecheme 
  Magloirienne 
  Nerilda 
  Odelie 
  Pierrine 
  Qerene 
  Renata 
  Stessy 
  Theognosia 
  Unxia 
  Vigilia 
  Xavierre 
  Yfame 
  Zozimene 
  Male
  Names: 
  Alais 
  Beauvais 
  Calixto 
  Dalvany 
  Echetone 
  Foucauld 
  Garion 
  Heracleus 
  Itamar 
  Jean-Matthieu 
  Konhoyarn 
  Leofred 
  Malaquias 
  Nicephore 
  Odilon 
  Petronius 
  Quentilien 
  Raguenot 
  Sauvaire 
  Theudbald 
  Ulderic 
  Vicente 
  Xever 
  Yariv 
  Zemarchus 
  A GOOD NAME 
  WILL HELP YOU 
  GET A FEEL FOR 
  YOUR CHARACTER. 
  WE’VE INCLUDED A 
  LIST TO HELP GET 
  YOU STARTED. 
  TRY TO PICK A 
  DIFFERENT NAME 
  THAN YOUR 
  FELLOW PLAYERS! 
  
   
  Page 3 of 14 
  Step 2:
  Choose a Race and Career.  Write 
  the Racial Habitat and Senses in 
  these blanks.   
  YOUR RACE GIVES YOU A HABITAT 
  (FOREST, MOUNTAINS, OR PLAINS – 
  YOU WILL HAVE ONLY ONE, SO YOU 
  MAY HAVE TO MAKE A CHOICE) AND 
  SENSES (LISTEN, SMELL, AND SPOT –
  YOU MAY HAVE MULTIPLES OF 
  THIS ONE!) 
  YOUR CAREER CHOICE MAY HAVE 
  CERTAIN REQUIREMENTS – FOR 
  EXAMPLE, TO BE A DILETTANTE, YOU 
  WILL NEED THE GIFT OF NOBILITY.  
  THIS MIGHT BE IMPORTANT LATER! 
  Race
  Page
  Apes (3 points) 
  p. 25 
  Armadillos (5 points) 
  p. 26 
  Badgers (2 points) 
  p. 27 
  Bats (special; 
  2 points plus Size) 
  p. 28 
  Bears (7 points) 
  p. 29 
  Boars (1 point) 
  p. 30 
  Cats (3 points) 
  p. 31 
  Coyotes (3 points) 
  p. 32 
  Elk / Deer (zero or 1 point) 
  p. 33 
  Ermines (2 points) 
  p. 39 
  Ferrets (2 points) 
  p. 39 
  Foxes (3 points) 
  p. 34 
  Goats (1 or 2 points) 
  p. 35 
  Horses (4 points) 
  p. 36 
  Mice (3 points) 
  p. 37 
  Minks  (2 points) 
  p. 39 
  Monkeys (2 points) 
  p. 38 
  Otters (1 point) 
  p. 40 
  Porcupines (4 points) 
  p. 41 
  Rabbits (2 points) 
  p. 42 
  Raccoons (3 points) 
  p. 43 
  Rams (1 or 2 points) 
  p. 35 
  Rats (3 points) 
  p. 37 
  Rhinoceros (8 points) 
  p. 44 
  Sheep (1 or 2 points) 
  p. 35 
  Shrews (5 points) 
  p. 45 
  Skunks (5 points) 
  p. 46 
  Squirrels (1 point) 
  p. 47 
  Weasels (2 points) 
  p. 39 
  Wild Dogs (3 points) 
  p. 32 
  Wolverines (2 points) 
  p. 27 
  Wolves (3 points) 
  p. 48 
  Career
  Page 
  Bawd 
  p. 50 
  Bodyguard 
  p. 60 
  Bounty Hunter 
  p. 60 
  Burglar 
  p. 51 
  Cavalier 
  p. 54 
  Charlatan 
  p. 51 
  Cleric * 
  p. 64 
  Dilettante 
  p. 54 
  Dragoon 
  p. 60 
  Elementalist * 
  p. 64 
  Green & Purple Mage * 
  p. 64 
  Homeopath 
  p. 55 
  Hunter 
  p. 60 
  Mercenary 
  p. 61 
  Outrider 
  p. 61 
  Paladin 
  p. 50 
  Pit Fighter 
  p. 61 
  Ranger 
  p. 62 
  Robber 
  p. 52 
  Scout 
  p. 62 
  Thaumaturge * 
  p. 64 
  Witch Hunter 
  p. 63 
  WE’VE LISTED ALL THE STANDARD 
  RACES AND SOME OF THE MORE-
  POPULAR CAREER CHOICES HERE. 
  THE ONES MARKED WITH * ARE 
  WIZARDLY CAREERS, SHOULD YOU 
  DECIDE YOU WANT TO USE MAGIC. 
  (THE IRONCLAW RULE BOOK 
  INCLUDES OVER 24 RACES AND 
  OVER 60 CAREERS, AS WELL AS 
  RULES FOR MAKING UP YOUR OWN!)
  
   
  Page 4 of 14 
  x
  Step 3:
  Assign your six Traits of d12, d10, 
  d8, d8, d6, and d4 to your Body, 
  Speed, Mind, Will, Race, and 
  Career. 
  THE QUESTION PEOPLE ASK ME MOST OFTEN IS, “HENDRICK, HAVE YOU 
  SEEN MY PURSE?”  THE QUESTION PEOPLE ASK ME THE SECOND-MOST 
  OFTEN IS, “HENDRICK, HOW SHOULD I ASSIGN MY TRAITS?” 
  WELL, YOU CAN’T GO WRONG WITH PUTTING THE d12 IN YOUR CAREER.  
  THAT’S WHAT YOU’LL PROBABLY BE USING THE MOST. 
  IF YOU’RE PLANNING ON GETTING IN A LOT OF FIGHTS, YOU SHOULD HAVE 
  A HIGH BODY OR SPEED.  IF YOU’RE A WIZARD OR OTHER CRAFTY TYPE, 
  MIND AND WILL ARE BOTH IMPORTANT.  
  A HIGH RACE TRAIT IS GOOD IF IT APPLIES TO A LOT OF SKILLS YOU LIKE 
  TO USE. (FOR EXAMPLE, BEING A WEASEL HELPS WITH DODGE AND 
  STEALTH, TWO SKILLS | USE A LOT!) IT’S NOT AS USEFUL TO ACADEMICS. 
  AFTER YOU SEE HOW 
  SKILLS STACK UP, YOU 
  MAY CHANGE YOUR MIND 
  AND WANT TO SWITCH 
  THINGS ‘ROUND. THAT’S 
  OKAY! THAT’S WHY 
  PENCILS HAVE ERASERS. 
  LATER, WE’LL BE 
  SHOWING YOU HOW TO 
  ADD MORE TRAITS AND 
  HOW TO IMPROVE THE 
  ONES YOU HAVE! 
  
   
  Page 5 of 14 
  Step 4:
  Write in the names of Skills 
  included with your Race and 
  Career.  Copy the Race & Career 
  Trait Dice next to the Skills they are 
  included with.  
  ONCE AGAIN, FOR YOUR 
  REFERENCE, HERE ARE THE 
  RACES AND THE MORE 
  COMMON CAREERS AND 
  THE SKILLS THEY INCLUDE.  
  Race 
  Skills 
  Page
  Apes  
  Acrobatics, Brawling, Climbing, Wrestling 
  p. 25 
  Armadillos  
  Resolve, Tracking 
  p. 26 
  Badgers  
  Resolve, Stealth, Tracking 
  p. 27 
  Bats  
  Flight, Night Speech 
  p. 28 
  Bears  
  Choose one (Climbing or Swimming), Choose one (Fishing or Tracking), Wrestling 
  p. 29 
  Boars  
  Resolve, Tracking 
  p. 30 
  Cats  
  Acrobatics, Climbing, Stealth 
  p. 31 
  Coyotes  
  Hiking, Tactics, Tracking 
  p. 32 
  Elk / Deer  
  Camouflage, Herbalism, Hiking 
  p. 33 
  Ermines  
  Contortionist, Dodge, Stealth, Tracking 
  p. 39 
  Ferrets  
  Contortionist, Dodge, Stealth, Tracking 
  p. 39 
  Foxes  
  Climbing, Sixth Sense, Stealth, Tracking 
  p. 34 
  Goats  
  Climbing, Herbalism 
  p. 35 
  Horses  
  Hiking, Tactics 
  p. 36 
  Mice  
  Choose one (Climbing or Swimming), Contortionist, Stealth 
  p. 37 
  Minks   
  Contortionist, Dodge, Stealth, Tracking 
  p. 39 
  Monkeys  
  Acrobatics, Climbing, Contortionist, Wrestling 
  p. 38 
  Otters  
  Breath-Holding, Contortionist, Fishing, Swimming 
  p. 40 
  Porcupines  
  Stealth, Tracking 
  p. 41 
  Rabbits  
  Herbalism, Jumping, Stealth 
  p. 42 
  Raccoons  
  Climbing, Fishing, Stealth 
  p. 43 
  Rams  
  Climbing, Herbalism 
  p. 35 
  Rats  
  Choose one (Climbing or Swimming), Contortionist, Stealth 
  p. 37 
  Rhinoceros  
  Resolve 
  p. 44 
  Sheep  
  Climbing, Herbalism 
  p. 35 
  Shrews  
  Resolve, Stealth 
  p. 45 
  Skunks  
  Stealth, Tracking 
  p. 46 
  Squirrels  
  Acrobatics, Climbing, Jumping 
  p. 47 
  Weasels  
  Contortionist, Dodge, Stealth, Tracking 
  p. 39 
  Wild Dogs  
  Hiking, Tactics, Tracking 
  p. 32 
  Wolverines  
  Resolve, Stealth, Tracking 
  p. 27 
  Wolves  
  Hiking, Tactics, Tracking 
  p. 48 
  Career 
  Applies to… 
  Page 
  Bawd 
  Bribery, Carousing, Fast-Talk, Streetwise 
  p. 50 
  Bodyguard 
  Observation, Psychology, Shield, Sixth Sense 
  p. 60 
  Bounty Hunter 
  (Weapon of choice), Shadowing, Streetwise, Tracking 
  p. 60 
  Burglar 
  Climbing, Streetwise, Stealth, Traps 
  p. 51 
  Cavalier 
  Lore: Heraldry, Riding, Shield, Sword 
  p. 54 
  Charlatan 
  Fast-Talk, Forgery, Psychology, Streetwise 
  p. 51 
  Cleric  
  Literacy, Meditation, Theology 
  p. 64 
  Dilettante 
  Etiquette, Fencing, Lore: Heraldry, Literacy 
  p. 54 
  Dragoon 
  Gun, Gunsmith, Resolve, Sword 
  p. 60 
  Elementalist  
  Literacy, Lore: Elementalist Magic, Meditation 
  p. 64 
  Green & Purple Mage  
  Literacy, Lore: Green and Purple Magic, Meditation 
  p. 64 
  Homeopath 
  First Aid, Herbalism, Medicine, Survival 
  p. 55 
  Hunter 
  Bow, Stealth, Survival, Tracking 
  p. 60 
  Mercenary 
  (weapon of choice), Haggling, Resolve, Shield 
  p. 61 
  Outrider 
  Lore: Heraldry, Navigation, Observation, Riding 
  p. 61 
  Paladin 
  (weapon of choice), Literacy, Resolve, Theology 
  p. 50 
  Pit Fighter 
  Brawling, Carousing, First Aid, Resolve 
  p. 61 
  Ranger 
  Bow, Hiking, Navigation, Tracking 
  p. 62 
  Robber 
  (Weapon of choice), Intimidation, Streetwise, Stealth 
  p. 52 
  Scout 
  Cartography, Hiking, Navigation, Observation 
  p. 62 
  Thaumaturge  
  Literacy, Lore: Magic, Meditation 
  p. 64 
  Witch Hunter 
  Lore: Magic, Observation, Resolve, Sixth Sense  
  p. 63 
  
   
  Page 6 of 14 
  Step 5:
  You start with 20 Points.  Write in 
  your Racial Gifts and Flaws, and 
  deduct their cost from your Points. 
  Race 
  Gifts 
  Flaws
  Page
  Apes  
  Prehensile Feet (1 point); Strength +1 (2 points) 
  None 
  p. 25 
  Armadillos  
  Claws (1 point); Armor of d6 (7 points) 
  Poor Sight (-3 points) 
  p. 26 
  Badgers  
  Claws (1 point); Teeth (1 point) 
  None 
  p. 27 
  Bats  
  Echolocation (3 points); Flight (number of points equal 
  to Size); Prehensile Feet (1 point) 
  Frail (-2 points) 
  p. 28 
  Bears  
  Claws (1 point); Strength +2 (5 points); Teeth (1 point) 
  None 
  p. 29 
  Boars  
  Tusks (1 point) 
  None 
  p. 30 
  Cats  
  Claws (1 point); Night Vision (1 point); Teeth (1 point) 
  None 
  p. 31 
  Coyotes  
  Claws (1 point); Howl (1 point); Teeth (1 point) 
  None 
  p. 32 
  Elk / Deer  
  Antlers (if male) (1 point) 
  None 
  p. 33 
  Ermines  
  Claws (1 point); Teeth (1 point) 
  None 
  p. 39 
  Ferrets  
  Claws (1 point); Teeth (1 point) 
  None 
  p. 39 
  Foxes  
  Claws (1 point); Keen Ears (1 point); Teeth (1 point) 
  None 
  p. 34 
  Goats  
  Horns (if male) (1 point); Sure-Footed (1 point) 
  None 
  p. 35 
  Horses  
  Extra Move +3 (3 points); Hooves (1 point) 
  None 
  p. 36 
  Mice  
  Claws (1 point); Keen Ears (1 point); Teeth (1 point) 
  None 
  p. 37 
  Minks   
  Claws (1 point); Teeth (1 point) 
  None
  p. 39
  Race
  Gifts 
  Flaws
  Page 
  Monkeys  
  Prehensile Feet (1 point); Prehensile Tail (1 point) 
  None 
  p. 38 
  Otters  
  Claws (1 point) 
  None 
  p. 40 
  Porcupines  
  Barbed Spines (2 points); Claws (1 point); Teeth (1 point) 
  None 
  p. 41 
  Rabbits  
  Claws (1 point); Keen Ears (1 point) 
  None 
  p. 42 
  Raccoons  
  Claws (1 point); Night Vision (1 point); Teeth (1 point) 
  None 
  p. 43 
  Rams  
  Horns (if male) (1 point); Sure-Footed (1 point) 
  None 
  p. 35 
  Rats  
  Claws (1 point); Keen Ears (1 point); Teeth (1 point) 
  None 
  p. 37 
  Rhinoceros  
  Horn (1 point); Robustness +2 (5 points); Strength +2 (5 points) 
  Poor Sight (-3 points) 
  p. 44 
  Sheep  
  Horns (if male) (1 point); Sure-Footed (1 point) 
  None 
  p. 35 
  Shrews  
  Claws (1 point); Poison (1 points); Robustness +1 (2 points); 
  Teeth (1 point) 
  None 
  p. 45 
  Skunks  
  Claws (1 point); Spray (3 points); Teeth (1 point) 
  None 
  p. 46 
  Squirrels  
  Claws (1 point) 
  None 
  p. 47 
  Weasels  
  Claws (1 point); Teeth (1 point) 
  None 
  p. 39 
  Wild Dogs  
  Claws (1 point); Howl (1 point); Teeth (1 point) 
  None 
  p. 32 
  Wolverines  
  Claws (1 point); Teeth (1 point) 
  None 
  p. 27 
  Wolves  
  Claws (1 point); Howl (1 point); Teeth (1 point) 
  None 
  p. 48 
  HERE’S THE SUMMARY OF 
  RACIAL GIFTS AND FLAWS.
  (IF YOU’RE PLAYING A BAT 
  CHARACTER, YOU’LL NEED 
  TO REFER TO PAGE 11 IN 
  THE BOOK ABOUT “SIZE.”) 
  
   
  Page 7 of 14 
  Step 6:
  Write in your character’s abilities.  
  You can find this information on 
  pages 11-12. 
  PSST! LOOKING FOR 
  SOME SHORT CUTS? 
  HERE’S A FEW CUES:  
  HEIGHT: BODY DIE + 4 
  WT & SIZE: BODY DIE 
  DASH: SPEED DIE 
  STRIDE: ¼ OF DASH 
  LIFT BONUS: BODY LEVEL 
  STRENGTH: BODY DICE 
  GOT THAT? IF NOT, OPEN 
  YOUR BOOK TO PAGES 11 
  AND 12 – IT EXPLAINS 
  THIS ALL IN DETAIL. 
  YOUR MAGIC POINTS
  IS THE SUM OF THE 
  SIZE OF YOUR WILL 
  DIE AND YOUR 
  WIZARDLY CAREER 
  DICE. 
  IF YOU’RE NOT A 
  WIZARD, THEN YOU 
  CAN SKIP THIS STEP. 
  
   
  Page 8 of 14 
  Step 7:
  You may spend up to 10 Points on 
  Personal, Social, and Esoteric Gifts.  
  Spend your Points. 
  THE IRONCLAW BOOK LISTS 
  OVER FIFTY GIFTS IN THESE 
  CATEGORIES. HERE’S A FEW 
  OF OUR FAVORITES. 
  • 
  BELONGINGS (SO YOU 
  CAN HAVE A SWORD OR 
  A GUN) – PAGE 88 
  • 
  EXTRA TRAIT (SO YOU 
  CAN HAVE A SECOND 
  CAREER OR A SPECIAL 
  ABILITY) – PAGE 79 
  • 
  INCREASED TRAIT (SO 
  YOU CAN START WITH 
  BIGGER DICE) – PAGE 80 
  FOR AN EXAMPLE OF 
  EXTRA TRAITS IN 
  ACTION, CHECK OUT 
  THE CHARACTER 
  SHEET OF MANSUR 
  IN THE IRONCLAW 
  BOOK, PAGE 19.
  
   
  Page 9 of 14 
  Step 8:
  You may take up to –10 Points in 
  External and Internal Flaws. Adjust 
  your Points. 
  CHARACTER FLAWS ARE 
  OPTIONAL.  PRACTICALLY-
  FLAWLESS PEOPLE LIKE 
  MYSELF WILL SKIP THIS STEP.
  YES, CURIOUS, GARRU-
  LOUS, GREEDY, HEROIC, 
  AND “FLAWLESS” PEOPLE 
  LIKE YOURSELF… 
  (SEE PAGES 92-104 FOR 
  A LISTING OF FLAWS.) 
  
   
  Page 10 of 14 
  Step 9:
  Spend your remaining Points on 
  Skills.  (1=d4; 2=d6; 3=d8; 
  4=d10; 5=d12).  Skills you spend 
  Points on can have Favored Uses 
  — see p. 9.   
  Skills do not “stack” on Traits; 
  rather, you will gain multiple dice 
  in each Skill. 
  IF YOU’RE A WIZARD, 
  SPELL-CASTING IS 
  ALSO A SKILL.  YOU 
  DON’T NEED IT TO 
  CAST SPELLS – YOU 
  CAN RELY ON YOUR 
  MIND AND WIZARD 
  TRAITS – BUT YOU’LL 
  BE AN EVEN BETTER 
  WIZARD IF YOU’VE 
  GOT IT! 
  EACH SPELL HAS A 
  DIFFERENT SKILL, 
  AND YOUR GOAL IS 
  TO BECOME ADEPT 
  WITH YOUR SPELLS. 
  SEE THE MAGIC 
  CHAPTER IN THE 
  IRONCLAW BOOK FOR 
  HOW THIS WORKS.
  NOTE THE SCROLL-COLUMNS ON 
  THE CHARACTER SHEET. SEE HOW 
  THESE SKILLS STACK?  TWO OR 
  MORE DICE ON THE SAME ROW 
  MEANS YOU’RE EVEN BETTER AT 
  THIS SKILL.  YOUR RACE, CAREER, 
  AND SKILL DICE WILL OFTEN 
  STACK TO GIVE YOU TWO DICE 
  OR MORE.  
  REMEMBER TO LIST MULTIPLE 
  DICE IN THE SAME SKILL ON THE 
  SAME LINE.  (DON’T START A 
  NEW LINE FOR THE SAME SKILL!) 
  OH, AND DON’T BE STINGY WITH 
  THE SKILL POINTS! IF YOU PLAN 
  ON DODGING OR SWORD-
  FIGHTING A LOT, GET AS MANY 
  d12s AS YOU CAN! 
  WHAT SKILLS SHOULD YOU BUY? 
  WELL, WE RECOMMEND DODGE 
  (p. 72), LITERACY  (p. 73), 
  OBSERVATION  (p. 74), AND 
  RESOLVE  (p. 74),
  
   
  Page 11 of 14 
  Step 10:
  Choose your Equipment, 
  including arms and armor.  See 
  p. 105-115 and p. 313-316. 
  Weight of Armor for a Person of Size… 
  Type 
  Armor Dice 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  Padded 
  d4 
  ¼ 
  ¼ 
  ¼ 
  ¼ 
  ¼ 
  ¼ 
  ½ 
  ½ 
  ½ 
  ½ 
  ½ 
  ¾ 
  ¾ 
  ¾ 
  ¾ 
  ¾ 
  Light Leather 
  d6 
  ¼ 
  ¼ 
  ½ 
  ½ 
  ¾ 
  ¾ 
  1 
  1 
  1 
  1 ¼ 1 ¼ 1 ¼ 1 ¼ 1 ½ 1 ½ 1 ½ 
  Heavy Leather 
  d8 
  ¼ 
  ½ 
  ¾ 
  1 
  1 
  1 ¼ 1 ¼ 1 ½ 1 ½ 1 ¾ 2 
  2 
  2 
  2 ¼ 2 ¼ 2 ¼ 
  Reinforced Leather 
  d8, d4 
  ½ 
  ¾ 
  1 
  1 ¼ 1½ 
  1 ¾ 1 ¾ 2 
  2 ¼ 2 ¼ 2 ½ 2 ½ 2 ¾ 3 
  3 
  3 ¼ 
  Ring Mail 
  d10 
  ½ 
  1 
  1 ¼ 1 ½ 1 ¾ 2 
  2 ¼ 2 ½ 2 ¾ 3 
  3 
  3 ¼ 3 ½ 3 ½ 3 ¾ 4 
  Chain Mail 
  d12 
  ¾ 
  1 ¼ 1 ½ 2 
  2 ¼ 2 ½ 2 ¾ 3 
  3 ¼ 3 ½ 3 ¾ 4 
  4 
  4 ¼ 4 ½ 4 ¾ 
  UNSURE OF WHAT EQUIPMENT TO GET? 
  GOOD THING YOUR PAL HENDRICK IS 
  HERE TO ADVISE YOU… 
  ARMOR: YOU NEED AT LEAST PADDED, 
  IF YOU’RE EXPECTING ANY KIND OF 
  VIOLENCE (AND IT’S A DANGEROUS 
  WORLD!)  REINFORCED LEATHER IS VERY 
  POPULAR, AS IT’S BOTH LIGHT AND 
  PROTECTIVE. WE’VE REPRODUCED PART 
  OF THE ARMOR TABLE FROM PAGE 316. 
  (NOTE THAT ARMOR WEIGHT DEPENDS 
  ON YOUR CHARACTER’S SIZE!) 
  WEAPONS:  YOUR LIFT BONUS 
  DETERMINES HOW EASILY YOU USE 
  WEAPONS. YOU’LL WANT A LIGHT 
  WEAPON IN ONE HAND, OR A MEDIUM 
  WEAPON IN TWO HANDS. ANYTHING 
  ELSE IS “AWKWARD” AND USES 
  SPECIAL RULES. 
  OTHER STUFF: YOU’RE ASSUMED TO 
  HAVE THE TOOLS OF YOUR CAREER.  
  WHEN IN DOUBT, ASK YOUR GAME 
  HOST IF YOU CAN HAVE SOMETHING. 
  IF A FIGHT BREAKS OUT, 
  YOUR EQUIPMENT 
  STRONGBOX SHOULD 
  LIST WHERE YOUR STUFF 
  IS WHEN YOU’RE READY 
  FOR WAR.  PUT YOUR 
  MAIN WEAPON IN YOUR 
  GOOD HAND, AND AN 
  EXTRA WEAPON IN YOUR 
  “BACKUP” SPOT. 
  
   
  Page 12 of 14 
      Step 11:
  Your To-Hit Rolls are usually your Speed & Weapon Skill Dice.  Damage 
  and Specials vary with the weapon.   
  Your Initiative is your Speed & Mind Dice.   
  Your Resolve is your Will Dice and Resolve Skill Dice (if any).   
  Your Parries are usually the same as your To-Hit Rolls.  
  Your Block is your Speed Dice & Shield Skill Dice (if any).   
  Your Dodge is your Speed Dice and Dodge Skill Dice (if any).   
  If you have a cloak or shield, you will get Cover Dice with all Defenses. 
  GOT ALL THAT? WHEW. IT 
  SOUNDS LIKE A LOT, BUT 
  YOU’LL ONLY HAVE TO 
  DO ALL THIS STUFF 
  ONCE. 
  WHAT’S RESOLVE FOR? 
  YOU USE IT TO RESIST 
  PAIN AND BEING 
  KNOCKED OUT IN A 
  FIGHT.  RESOLVE IS ALSO 
  A SKILL … IF YOU’VE 
  ONLY GOT ONE RESOLVE 
  DIE, YOU SHOULD 
  CONSIDER BUYING THE 
  SKILL OR AVOID FIGHTS 
  ALTOGETHER. 
  
   
  Page 13 of 14 
   
  Step 12:
  Block out all boxes larger than your 
  Lift Bonus. For each Stone carried, 
  mark out a box on the Encum-
  brance track.  (Note the lines that 
  let you block out quarter-Stones.) 
  If you have to use a negative-
  number box, you suffer 
  Encumbrance (p. 13). 
  ULP! QUARTER-STONES? 
  LET’S SEE… LIFT BONUS OF 
  +3 MINUS 2½ FOR 
  ARMOR…  I’M RUNNING 
  OUT OF TOES…
  WELL, THIS IS PROBABLY THE 
  MOST MATH YOU’LL HAVE TO DO, 
  SO BEAR WITH US. 
  IN SHORT: WEIGHT CARRIED MINUS 
  LIFT BONUS EQUALS 
  ENCUMBRANCE.
  
   
  ©2003 Sanguine Productions Limited • Last Updated 08-Sep-03 
  Page 14 of 14 
   
  VOILÀ! YOU’VE JUST 
  CREATED YOUR OWN 
  IRONCLAW 
  CHARACTER! 
  REMEMBER –
  FORTUNE FAVORS 
  THE BOLD! NOW GO 
  OUT THERE AND 
  HAVE AT THEM!
  
SOURCE: textdata/thevault/Ironclaw/misc/Ironclaw Character Creation Summary.pdf