TEXT:  
  1 
  SPIRIT OF THE IRON KINGDOMS 
   
  Welcome to the Iron Kingdoms! The following is my attempt to extract the essence of the setting from its roots in 
  D&D and recast it through the lens of Spirit of the Century/Fate 3.0. Although I’ve long enjoyed the IKRPG line, 
  D20, buried under the weight of a thousand splatbooks, just doesn’t do it for me anymore… Spirit of the Century, 
  however, does. With Gorilla Khan in one hand and Jet Black in the other, it smacked into my brain like a burning 
  zeppelin of inspiration. It striped away a lot of the cruft that gaming had accreted and got to the meat in some 
  very fun new ways. Plus, you know, it’s pulpy. And the Iron Kingdoms? Twelve -ton magically animated quasi-
  sentient steam-powered warjacks belching out coal-smoke, shooting off arm-cannons and chucking betusked 
  warbeasts hither and yon? Big frickin’ dire trolls trampling through formations of infantry and snacking upon 
  those they crush under foot? Warcasters pumping out enough magical mojo to freeze entire armies? 
  That’s pulpy too. And Spirit of the Century does pulp good.  
  SO, FATE THEN? 
  Yeah… mostly. But I’ve stolen stuff from “unofficial” places too. The changes to combat are from Lenny Balsera’s 
  blog (one of the authors no less). My stunt-based magic system found it’s inspiration—and lots of its text—in the 
  Castle Falkenstein hack called Spirit of Steam and Sorcery on the SotC wiki. Many of the IK-specific ideas come 
  from Dan Riley’s The Fruitful Void gamer blog and the Spirit of Iron thread on RPG.net by fifth_child (who, unless 
  I miss my guess, is the same guy). Also included are the revamped Companion rules compiled by Tom Miskey on 
  the Yahoo! FATE forum. I should also give a shout out to the brilliant people at Privateer Press, without whom I’d 
  have nothing to convert! Of course I’ve added some modest bits myself, but I stand on the shoulders of giants. 
   
  SIGNIFICANT CHANGES 
   
  Character Background and Aspects — Phases for Spirit of the Iron Kingdoms, tweaked a bit for color. 
  • 
  Phase 1: Origins (2 Aspects) — Describe the circumstances of your birth and early childhood. At least 
  1 of the Aspects chosen during this Phase must reflect your culture, country of origin, race or social 
  status. Examples: Schardic escapee, Lord Fontaine’s Twelfth Bastard, Street Urchin, Dwarf of Rhul. 
  • 
  Phase 2: Rites of Passage (2 Aspects) — Describe your journey into adulthood; in particular the events 
  that thrust you into a life of adventure. At least 1 of the Aspects chosen during this Phase must reflect 
  your archetype/occupation/profession. Examples: Cygnaran Ranger, The Unseen Hand’s Most Infamous 
  Assassin, Dandy, Burglar, The Laughing Butcher, Sleuth, Magus of the Golden Crucible. 
  • 
  Phase 3: Why the Bards Sing of Me (1 Aspect) — Come up with the title and a short summary of an 
  epic poem dedicated to your character’s exploits. If it involves the recent outbreak of war in the Iron 
  Kingdoms and your participation therein, so much the better. 
  • 
  Phases 4 and 5: Bonds Forged in Adversity (1 Aspect each) — Describe the dire circumstances in 
  which you formed a connection to two of you fellow player characters around the table. 
   
  Stress Tracks — Both Health and Composure stress tracks start at 3 boxes. 
   
  Skill Pyramid — Given that characters in SotC are supposed to be at the top of their game with no real need (or 
  plan) for advancement, they start out insanely skilled. To give characters in Spirit of the Iron Kingdoms some 
  room to grow, the skill pyramid’s apex has been reduced one step to Great (+4). Characters are still extremely 
  competent, but are no longer borderline superheroes. Characters start off with 1 skill at Great (+4), 2 at Good 
  (+3), 3 at Fair (+2) and four at Average (+1) for a total of 10 skills above Mediocre. 
   
  Skills — A slightly modified battery of skills is provided to emulate the Iron Kingdoms’ quasi-feudal Full-Metal 
  Fantasy™ setting and to cover some of its more fantastical aspects. The following is a synopsis of the changes: 
  
   
  2 
  ARCHERY 
  Archery mimics Guns, allowing characters to shoot 
  bows or crossbows. It’s mostly for genre emulation, 
  ensuring that archers are not by default pistoleers 
  and riflemen are not de facto bowmen. 
  ARMOR 
  Armor represents training with and access to all 
  kinds of harness. It’s a universal defense, even 
  protecting against ambush. By default players have 
  3 Consequences to use in combat. Armor gives you 
  one more physical-only Consequence equal to the 
  value of your Armor skill. If your Armor exceeds 
  your Athletics, Endurance or Stealth, use of that skill 
  suffers a -1 penalty. If you try to swim in Armor, the 
  value of your Armor skill is applied as a penalty. 
  Set Aside: The character can remove their armor 
  at any time, eliminating the above penalties. 
  ENDURANCE 
  Endurance is expanded to include a new stunt tree, 
  called Indulgence, to allow characters to have 
  extraordinary tolerances for revel and excess. 
  FAITH 
  Faith represents a character’s metaphysical link to 
  the god or goddess they worship. Faith Stunts allow 
  you to become a priest, druid or shaman and invoke 
  miracles (Faith maneuvers and declarations are free, 
  but miracles require an appropriate Praxis and cost 
  a Fate Point to invoke). Trappings are as follows: 
  Prayer: The character can recite a prayer, setting 
  at ease the hearts of any true believers who listen. 
  This functions like the Medical Attention trapping 
  of the Science skill in SotC except that it can only 
  remove Composure stress. 
  Providence: The player may roll, as a maneuver, to 
  place temporary Aspects on an enemy to represent 
  a providential divine intervention. Such Aspects 
  must reflect and serve your deity’s interests. 
  Blessing: The player may roll, as a maneuver, to 
  place temporary Aspects on a fellow true believer 
  that they may Invoke in the pursuit of a specific 
  endeavor. Such Aspects must reflect and serve 
  your deity’s interests. 
  Shield of Faith: When confronted by an Enemy of 
  the Faith a believer can armor themselves in 
  righteousness. The character may use Faith as a 
  complementary skill to defend against any attack 
  directed at their Composure or attacks directed at 
  their Health from heretics and abominations. 
  Zeal: When confronted by an Enemy of the Faith a 
  believer can arm themselves with righteousness. 
  The character may use Faith as a complementary 
  skill on attacks against heretics and abominations. 
  FISTS 
  Fists stunts have been redistributed into two trees: 
  Up-and-Up and Below the Belt. This divides them on 
  an ethical axis, given that the codification of fist-
  fighting styles is not prevalent in the Iron Kingdoms. 
  GUNS 
  Guns skill is expanded to include a new stunt tree 
  called Gun Mage. Gun Mages are iconic figures in 
  the Iron Kingdoms, using their Magelock pistols and 
  arcane powers to perform amazing feats. 
  LEADERSHIP 
  Leadership is expanded to include two new stunt 
  trees – one called Fell Calls, unique to trollbloods, 
  and one called Status, for characters in the peerage. 
  LORE 
  Lore is essentially Academics with Science folded in. 
  MAGIC 
  Magic skill represents the arcane ability to bend the 
  natural order of the world to your will. Magic is the 
  foundation of all things, though only a few can 
  manipulate it (Magic maneuvers and declarations 
  are free, but spells require the mastery of an 
  appropriate Praxis and cost a Fate Point to cast). 
  Trappings are as follows: 
  Sixth Sense: Magic can be used in place of 
  Alertness when the test is arcane or supernatural 
  in origin. It can also give the player an assessment 
  to discover magical Aspects on an item or locale. 
  Esoteric Knowledge: Magic can be used for arcane 
  research in place of Lore. Libraries stocked for 
  such research are rare, though characters may 
  have their own if they have sufficient Resources. 
  Minor Divination: The player can, through ritual 
  magic, make an assessment about a person, place, 
  thing or course of action. If a specific person or 
  creature is targeted, they can resist with Resolve. 
  MECHANIKA 
  Mechanika is Engineering with the caveat that every 
  apparatus built in the Iron Kingdoms can be a bit… 
  more than in other settings. Gleaming brass, coal-
  fired boilers and whistling valves are all standard. 
  RAPPORT 
  Rapport is expanded to include a new stunt tree, 
  called Etiquette, to allow characters a variety of 
  approaches to make their way in high society. 
  RIDE 
  Ride is now separate from Survival and offers stunts 
  from Drive and Pilot as well as the Ride stunt tree. 
  
   
  3 
  SKILL 
  STANDARD TRAPPINGS 
  STUNT TREE 
  STUNTS 
  Reflexes: 
   
  On Top Of It 
  Ready For Anything * 
  Cut Off* 
  Run Interference* 
  Alertness 
  (Perception) 
  • Avoiding Surprise 
  Vigilance: 
  Danger Sense 
  Saw It Coming* 
  Constant Vigilance* 
  Take It All In* 
  Aiming: 
  Long Shot 
  Shot on the Run 
  Stay on Target 
  Trick Shot 
  Ammunition: 
  Fast Reload 
  Bard’s Black Arrow (One Shot Left) 
  Hail of Arrows (Rain of Lead) 
  Archery 
  (Combat) 
   
  Draw: 
  Lightning Hands* 
  Snap Shot* 
  Armor 
  (Combat) 
  • Set Aside 
  Protection: 
  Second Skin 
  Shield Bash 
  Take the Blow* 
  Warcaster Armor* 
  Appreciation: 
  The Artist’s Eye 
  Creation: 
  Virtuoso 
  Moving Performance* 
  Persona: 
  Razor Tongue 
  Poison Words* 
  Stage Presence* 
  All The World’s A Stage* 
  Art 
  (Craft/Knowledge) 
  • Art as Knowledge 
  • Art as Craft 
  • Art as Communication 
  • Art as Performance 
  Reputation: 
  Commissions* 
  Do You Know Who I Am?* 
  Weight of Reputation* 
  Gymnastics: 
  Contortionist 
  Acrobat 
  Safe Fall* 
  Slippery* 
  Speed: 
  Marathon Training 
  Fast As A Leopard* 
  Faster Than A Leopard* 
  Athletics 
  (Physical) 
  • Climbing 
  • Dodging 
  • Falling  
  • Jumping 
  • Sprinting 
  • Swimming 
  Uncommon 
  Movement: 
  Human Spider 
  Mighty Leap 
  Tunneling 
  Perspective: 
  Criminal Mind 
  Tripwire Sensibilities 
  Trespass Tempo* 
  Burglary 
  (Subterfuge) 
  • Casing 
  Technique: 
   
  Hatpin Maestro 
  Mental Blueprint 
  The Big Heist* 
  Companions: 
  Contact 
  Close Contacts* 
  Network of Contacts* 
  Connections: 
  I Know a Guy Who Knows a Guy 
  Insider 
  Walk the Walk 
  Contacting 
  (Social) 
  • Gather Information 
  • Getting the Tip-Off 
  • Rumors 
  Reputation: 
  Big Man 
  Talk the Talk* 
  Big Name* 
  Big Reputation* 
   
   
  
   
  4 
  SKILL 
  STANDARD TRAPPINGS 
  STUNT TREE 
  STUNTS 
  Confidence: 
  Con Man 
  The Fix Is In* 
  Sucker* 
  Big Sucker* 
  Disguise: 
  Clever Disguise 
  Mimicry* 
  Master of Disguise* 
  Infiltrator* 
  Disguise of the Mind* 
  Deceit 
  (Social) 
  • Disguise 
  • False Face Forward 
  • Cat and Mouse 
  Falsehood: 
  The Honest Lie 
  Takes One to Know One 
  Clever Facade 
  Intuition: 
  Ebb and Flow 
  Preemptive Grace* 
  Track the Soul 
  The Skeptic’s Ear* 
  Empathy 
  (Social/Perception) 
  • Reading People 
  Insight: 
  Cold Read 
  Heart’s Secret 
  Hit Them Where It Hurts 
  A Peek Inside* 
  Uncanny Hunch 
  Indulgence: 
   
  Debauch 
  Gorge 
  Guzzle 
  Pollute 
  Persistence: 
   
  Last Leg 
  Feel the Burn 
  Face the Pain* 
  Tireless 
  Recovery: 
  Bounce Back  
  Death Defiance 
  Developed Immunities 
  Endurance 
  (Physical) 
   
  Toughness: 
  One Hit to the Body 
  Thick Skinned* 
  Man of Iron* 
  Now You’ve Made Me Mad* 
  Cyriss: 
  Priest of Cyriss 
  Cyrisstech* 
  Servitor* 
  Dhunia: 
  Shaman of Dhunia  
  Great Fathers: 
  Priest of the Great Fathers 
  Liturgy of Judgment 
  Rite of Assessment 
  Vigilance and Voice of the Law 
  Druid: 
  Animal Companion 
  Animal Friendship 
  Awareness 
  Druid 
  Transformation, Cave Bear* 
   
  (Endurance, Might, Weapons)  
  Transformation, Great Cat* 
   
  (Athletics, Stealth, Weapons) 
  Transformation, Storm Crow* 
   
  (Alertness, Athletics, Search)  
  Trackless Step 
  Menoth: 
  Priest of Menoth 
  Burn* 
  Faith 
  (Knowledge) 
   
  • Liturgical Knowledge 
  • Prayer 
  • Providence 
  • Blessing 
  • Shield of Faith 
  • Zeal 
  Morrow: 
  Priest of Morrow 
  Smite* 
  
   
  5 
   
  SKILL 
  STANDARD TRAPPINGS 
  STUNT TREE 
  STUNTS 
  Up-and-Up: 
  Brawler 
  Signature Strike 
  Mix it Up* 
  Army of One* 
  Whatever’s on Hand* 
  Fists of Fury* 
  Fists 
  (Combat) 
   
  Below the Belt: 
  Dirty Fighter* 
  Crippling Blow* 
  Eye-Gouge* 
  Knee-To-Groin* 
  Luck: 
  Gambling Man* 
  Double or Nothing* 
  The Devil’s Own Luck* 
  Gambling 
  (Mundane) 
  • Assessing odds 
  • Playing the Game 
   
  Skill: 
  Know When to Fold ’Em 
  Never Bluff a Bluffer 
  Winnings 
  Players’ Club* 
  Gambling Buddy* 
  Aiming: 
  Long Shot 
  Shot on the Run 
  Stay on Target 
  Trick Shot 
  Ammunition: 
  Fast Reload 
  One Shot Left 
  Rain of Lead 
  Draw: 
  Quick Draw 
  Lightning Hands* 
  Snap Shot* 
  Firepower: 
   
  Demolitions 
  Gun-Crazy  
  Custom Firearm* 
  Two Gun Joe 
  Guns 
  (Combat) 
   
  Gun Mage: 
  Gun Mage 
  Magelock* 
  Praxis: Kinetics* 
  Control: 
  Infuriate 
  Subtle Menace 
  The Serpent’s Tongue* 
  Unapproachable 
  Intimidation 
  (Social) 
  • Threat of Violence 
  • Brush Off 
  Fear: 
  Scary 
  Aura of Menace* 
  Aura of Fear* 
  The Promise of Pain* 
  Steely Gaze* 
  Fearsome Gaze* 
  Master of Fear* 
  Fell Calls: 
  Fell Call 
  Bellow* 
  Chorus Call* 
  Doom Call* 
  Victory Howl* 
  War Cry* 
  Followers: 
  Personal Conspiracy 
  Lieutenant* 
  Minions 
  Reinforcements* 
  Status: 
  Nobility 
  Royalty * 
  Leadership 
  (Social) 
  • Administration 
  • Bureaucracy 
  • Command 
  Organizations: 
  Funding 
  Instant Functionary 
  Center of the Web 
  Ubiquity* 
  
   
  6 
   
  SKILL 
  STANDARD TRAPPINGS 
  STUNT TREE 
  STUNTS 
  Language: 
  Linguist 
  Gift Of Tongues* 
  Medicine: 
  Post mortemist (Forensic Medicine) 
  Physicer (Doctor) 
  Leech* (Medic) 
  Chirurgeon* (Surgeon) 
  Memory: 
   
  Walking Library  
  Photographic Memory* 
  Studied Recall* 
  Scholarship: 
   
  Scholar  
  Dizzying Intellect* 
  It’s Academic* 
  Lore 
  (Knowledge) 
  • Research 
  • Exposition and 
  Knowledge Dumping 
  • Declare Minor Details 
  • Languages 
  • The Truth 
  Science: 
   
  Scientific Genius 
  Scientific Invention* 
  Theory in Practice* 
  Weird Science* 
  Mad Science* 
  Artifacts: 
  Artificer 
  Charms and Fetishes 
  Personal Artifact 
  Rare Artifact 
  Enchantment: 
  Mesmerize (Mesmerist) 
  Hypnotic Speech* 
  Mind’s Shadow* 
  Enthrall* 
  Spirits: 
  Psychic 
  Spirit Companion 
  Voices from Beyond* 
  Words on the Wind* 
  Magic 
  (Knowledge) 
  • Sixth Sense 
  • Esoteric Knowledge 
  • Minor Divination 
  Wizard: 
  Adept 
  Familiar 
  Counter Magic* 
  Practical Magic* 
  Sage 
  Summoner* 
  Praxis: Air* 
  Praxis: Beasts* 
  Praxis: Earth* 
  Praxis: Fire* 
  Praxis: Infernalism* 
  Praxis: Lightning* 
  Praxis: Mechanika* 
  Praxis: Metal* 
  Praxis: Mind* 
  Praxis: Necromancy* 
  Praxis: Plants* 
  Praxis: Shadows* 
  Praxis: Water* 
  Warbeast: Light* 
  Warbeast: Heavy* 
  Warcaster* 
  Warjack: Light* 
  Warjack: Heavy* 
  Warlock* 
  Devices: 
  Personal Gadget  
  Universal Gadget 
  Mechanika 
  (Craft) 
   
  • Building Mechanisms 
  • Fixing Mechanisms 
  • Breaking Mechanisms 
  Methods: 
  Arcane Mechanik* 
  Scrounge 
  Steamo* 
  Mister Fix-It 
  Bodge* (Thump of Restoration) 
  
   
  7 
   
  SKILL 
  STANDARD TRAPPINGS 
  STUNT TREE 
  STUNTS 
  Force: 
  Herculean Strength 
  Piledriver* 
  Unbound 
  Unstoppable* 
  Might 
  (Physical) 
  • Fighting People 
  • Breaking Stuff 
  • Lifting Stuff 
  Wrestling: 
  Wrestler* 
  Flow like Water* 
  Bend like the Reed* 
  Body Toss* 
  Hammerlock* 
  Charisma: 
  Best Foot Forward 
  Five Minute Friends  
  Cosmopolitan (International) 
  Irresistible (Lady’s Man/Popular Gal) 
  Etiquette: 
  Courtly Graces 
  Style 
  Toady 
  Rapport 
  (Social) 
  • First Impressions 
  • Closing Down 
  • Opening Up 
  Wordplay: 
  Blather 
  Heart on My Sleeve 
  The Right Questions 
  Smooth Over 
  Cool: 
  Smooth Recovery 
  Cool Customer* 
  Aplomb* 
  Unflappable* 
  Right Place, Right Time* 
  Resolve 
  (Social) 
   
  Tenacity: 
  Inner Strength 
  Iron Determination 
  Still Standing* 
  Driven* 
  Unyielding* 
  Advantage: 
  Grease the Wheels 
  Money Talks 
  Comfort: 
  Home Away From Home 
  Headquarters 
  Lair* 
  Stately Pleasure Dome* 
  Trusted Employee* 
  Resources 
  (Mundane) 
  • Spending Money 
  • Lifestyle 
  • Workspaces 
  Liquidity: 
  Best That Money Can Buy 
  Long Term Investment 
  Money Is No Object* 
  Mount: 
  Exceptional Mount (Custom Ride) 
  Exotic Mount* (Prototype Car) 
  Veterinary (Car Mechanic) 
  Ride 
  (Mundane) 
  • Riding  
  • Animal Handling 
  Trick Riding: 
  Defensive Riding (Defensive Driving) 
  One Hand on the Reins (Hands Free) 
  Beast Whisperer* (Turn on a Dime) 
  Hell Bent for Leather 
  Ride Anything 
  Breaking It In 
  Contemplation: 
  Scene of the Crime 
  Eye for Detail* 
  Uncanny Hunch* 
  Search 
  (Perception) 
   
  Observation: 
  Lip Reading 
  Focused Sense 
  Impossible Detail* 
  
   
  8 
   
  SKILL 
  STANDARD TRAPPINGS 
  STUNT TREE 
  STUNTS 
  Distractions: 
   
  Bump and Grab 
  Cool Hand 
  Sucker Punch 
  Showmanship: 
  Juggler 
  Legerdemain 
  Stage Magic* 
  Master of Illusion* 
  Sleight of Hand 
  (Subterfuge) 
  • Pick Pocket 
  • Art of Distraction 
  Trade Secrets: 
  Where Was That? 
  Slippery 
  Hide: 
  In Plain Sight 
  Master of Shadows* 
  Shadowed Strike* 
  Deadly Shadows* 
  Retreat: 
  Quick Exit 
  Vanish* 
  Stealth 
  (Subterfuge) 
  • Hiding 
  • Skulking 
  • Ambush 
  Skulk: 
  Hush 
  Lightfoot 
  Like the Wind* 
  Beasts: 
  Animal Companion 
  Animal Friend 
  Call of the Wild* 
  King of the Beasts* 
  Orientation: 
  Due North 
  Tracker 
  Survival 
  (Mundane) 
  • Animal Handling 
  • Riding 
  • Camouflage  
  • Scavenging 
  Wisdom: 
  Herbal Remedies 
  Weather Sense 
  Lay of the Land 
  Proficiency: 
  Demoralizing Stance 
  Flawless Parry 
  Lethal Strike* (Lethal Blow) 
  Mighty Blow* (Fist of Death) 
  Riposte* 
  Turnabout* 
  Thrown: 
  Catch 
  Ricochet 
  Good Arm 
  Weapons 
  (Combat) 
   
  Weaponry: 
  Anything Goes 
  Close at Hand 
  Weapon of Destiny 
  Weapons of the World 
   
  
   
  9 
  Stunts — In addition to selecting Stunts based on your Skills, there are some Stunts that may be selected based on 
  nationality or race or even Aspects. These are included in the custom Stunt section, below. 
   
  Adept — Requires at least one magical Aspect. Only 
  those recognized as Adepts (a title usually granted 
  by an arcane lodge, guild or cabal) may use the 
  Magic skill to cast spells and perform magical 
  maneuvers. This costs one Fate Point and requires a 
  Praxis stunt (see below) relevant to the kind of spell 
  being cast. A character without these stunts may still 
  use the Magic skill for declarations and assessments 
  and to represent a more esoteric knowledge of the 
  subject matter than Lore would allow. Plus, you 
  know, the cool trappings and all. 
  Arcane Mechanik — Requires Adept. You have an 
  innate knack for crafting rune plates, attuning 
  cortexes and enchanting chthonic relays. Whenever 
  dealing with the magical aspects of Mechanika – 
  repairing, designing, upgrading, etc. – your 
  difficulties are reduced by one. Additionally, the 
  time to get the work done is reduced by one step. 
  Awareness — Becoming a Druid awakens a deep, 
  feral connection to the natural world which, if 
  honed, can be used to discover much. A successful 
  Faith roll (vs. a difficulty of Mediocre) will give a 
  general sense of conditions within one range band 
  instantly. Each additional range band increases the 
  difficulty by one. Every step on the time ladder the 
  roll is extended reduces the difficulty by one. If a 
  specific person or an individual creature is sought, 
  they can defend against discovery with Resolve. 
  Banish — Requires Priest of Menoth, Priest of 
  Morrow, Shaman of Dhunia or the Aspect Order of 
  Illumination. You can attempt to dismiss a 
  summoned presence, sending it back from whence it 
  came or laying it to rest. Roll Faith/Magic versus 
  Resolve. Shifts can be used to inflict Composure 
  damage or create Borders. If you achieve Spin you 
  may spend a Fate Point to force a concession. 
  Bellow — Requires Fell Call. You can vocalize such 
  powerful ululations that you can actually inflict 
  damage with them. You may use your Leadership 
  skill instead of Guns to perform physical attacks and 
  maneuvers at a distance. 
  Burn — Requires Priest of Menoth. When engaged 
  in melee combat, if you achieve Spin on your attack 
  roll you may spend a Fate Point to call upon the 
  wrath of Menoth to set your enemy on fire. This fire 
  has an intensity of 1 (check off your lowest open 
  Health stress box each round starting on your next 
  initiative) and burns until the combat reaches a 
  conclusion or until they make a successful Resolve 
  roll vs. a difficulty equal to your Faith. If you set a 
  fellow Menite alight this way, they immediately bow 
  before Menoth’s obvious displeasure and concede. 
  Charms and Fetishes — For the cost of a Fate Point 
  you may imbue a narrow temporary Aspect upon a 
  small, fragile physical item (such as “Proof Against 
  Spiders” or “Shadowbane”). The individual carrying 
  this item may at any time claim a free tag from that 
  Aspect, after which the item loses its effectiveness. 
  Chorus Call — Requires at least two other Fell Call 
  stunts. Fell Callers of advanced ability can learn how 
  to combine their calls into a single cacophonous 
  attack. Rather than having to use an action for each 
  call, you can combine the effects of two calls of the 
  same scope as a supplemental action (one roll at -1).  
  Cyrisstech — Requires Priest of Cyriss. Cyrissists 
  devote great time and effort to the contemplation of 
  celestial mechanics. Clockworks, engineering, pure 
  mathematics and arcane sciences intersect in their 
  liturgy. Knowledge of Cyrisstech allows you to work 
  on advanced magical clockworks with no penalty 
  and reduces the difficulty of Mechanika tests and 
  mathematical Lore tests by one. Additionally, the 
  time to get the work done is reduced by one step. 
  Counter Magic — Requires Adept. Whenever you 
  choose to hold your action, you may spend a Fate 
  Point before another spellcaster acts to have them 
  truthfully declare what they are about to do. If their 
  intent is to cast a spell, you may then use your held 
  action to block it, using your Magic skill to create 
  the block. If you opt to not block their effort, you 
  must wait until your target completes their action to 
  proceed. If you commit to performing a counterspell 
  regardless of what your target declares, before they 
  declare it, you do not need to spend the Fate Point. 
  Be clear about this when you make your demand! 
  Courtly Grace — You have a talent for gentility, 
  protocol and discourse in the presence of the 
  aristocracy. A true courtier, you receive a +2 bonus 
  during social conflicts conducted in such settings or 
  amongst those who are born to or appreciate them. 
  Debauch — Your carnal appetites are vast and well 
  exercised. You’ve done, seen or at least heard about 
  all things depraved and your prowess in such 
  endeavors is beyond compare. You get +2 to any 
  social contests and to Endurance rolls that arise in 
  such situations and, for the cost of a Fate Point, can 
  evade any severely negative consequences that 
  might have resulted from your participation therein. 
  Doom Call — Requires Bellow. Your voice is a 
  powerful instrument of destruction. You can make a 
  ranged physical attack against an entire zone. For 
  the cost of a Fate Point you can roll Leadership as a 
  ranged physical attack, subtracting shifts equal to 
  the number of zones between you and your targets. 
  
   
  10 
  Druid — Requires at least one Aspect devoted to 
  your faith. Sometimes called Blackclads for their 
  dark clothing and darker moods, Druids venerate 
  the Devourer Wurm — the Beast of All Shapes, 
  Menoth’s Bane. They do not worship it per se, but it 
  is the root of their power and a mighty symbol of 
  chaos. A Druid may use Faith instead of Magic to 
  invoke miracles. This costs one Fate Point and 
  requires a Praxis stunt (see below) relevant to the 
  kind of miracle invoked. As a Druid, the following 
  Stunts become available: 
  Praxis: Air 
  Praxis: Beasts 
  Praxis: Earth 
  Praxis: Fire 
  Praxis: Lightning 
  Praxis: Plants 
  Praxis: Water  
  Sage 
  Warbeast: Light 
  Warbeast: Heavy 
  Warlock 
  Eye-Gouge — Requires Crippling Blow. Going for 
  the eye-gouge means your character has given up 
  all pretense of fighting fair. If the strike damages 
  your opponent (inflicts Stress or a consequence), 
  you place a “My EYES!” Aspect on them as well. Tag 
  it to interfere with their perception or combat rolls. 
  Familiar — Requires Adept. You share an arcane 
  bond with a spirit guide and/or demonic tutor of 
  your choosing. It appears to others as a normal-
  seeming small creature, although it can be given a 
  single distinctive Aspect to set it apart like “Shrewd 
  Gaze” or “Soundless”. A Companion stunt, Familiar 
  grants the “Communication” and “Summonable” 
  advances for free plus two others of your choice. It 
  does not get the Independent advance for free. 
  Fell Call — Fell Calling is a rare gift unique to the 
  Trollkin. It grants the ability to bawl and yawp to 
  supernatural effect and is highly valued by the tribes 
  in times of war. You can use your Leadership skill to 
  make Composure attacks at range or to vocalize 
  signals that can be heard a number of miles away 
  equal to the shifts generated by your Leadership roll 
  (vs. a difficulty of Mediocre). 
  Gorge — Your appetite is vast and well exercised. 
  You enjoy a good meal (or a bad one, if that’s what’s 
  available) and you can find a place to tuck away 
  whatever is set in front of you no matter how exotic 
  or unusual. You get +2 to Endurance rolls to resist 
  the aftereffects of gluttony or bad food and +2 to 
  Survival rolls due to your ability (nay, predilection) 
  to eat indiscriminately. Also, for the cost of a Fate 
  Point, you can evade any negative consequences that 
  might have resulted from food you’ve eaten, even if 
  it’s gone a bit off (or been poisoned!). 
  Gun Mage — Requires at least one Aspect to show 
  an extraordinary interest in firearms. The Gun Mage 
  ability is a relatively recent phenomenon in the Iron 
  Kingdoms. As an individual with this gift you have 
  developed such an intimate connection with your 
  pistols that you instinctively and spontaneously 
  perform magic through them. You may use your 
  Guns skill instead of Magic to perform arcane 
  attacks and maneuvers. 
  Guzzle — Your thirst for intoxicating beverages is 
  vast and well exercised. You are perfectly capable of 
  functioning while blitzed and your tolerance for 
  everything from the lowest rotgut to the finest claret 
  is well known. You get +2 to Endurance rolls to 
  resist the effects of beer, wine and liquor and +2 to 
  Rapport rolls when those around you are drinking. 
  For the cost of a Fate Point, you can evade any 
  negative consequences that might have resulted 
  from your binge. Hangovers? Ha! Not you… 
  Knee-To-Groin — Requires Crippling Blow. Going 
  for the groin shot means your character wants to 
  end the fight quickly, and the Queensbury Rules are 
  out the window. Any time your opponent opts to 
  take a consequence from a blow you have dealt, you 
  may spend a fate point to increase the severity of 
  that consequence by one step, increasing mild to 
  moderate, moderate to severe and severe to taken 
  out. The opponent may then reconsider whether to 
  take the consequence or concede. 
  Large — Requires Ogrun or Trollkin. You’re a 
  freakishly large specimen of a freakishly large race. 
  You get a +1 to Might and Intimidate rolls and may 
  use two-handed weapons in one hand or light 
  warbeast-scale weapons in two. Unfortunately,  you 
  suffer a -1 penalty to Stealth and Rapport. 
  Liturgy of Judgment — Requires Priest of the 
  Great Fathers. You can “read” people using Faith 
  instead of the Empathy skill. If your roll is successful 
  (opposed by their Resolve) you make assess an 
  Aspect that you didn’t previously know. If that 
  Aspect is in moral opposition to the beliefs of the 
  Great Fathers, you may inflict Composure stress 
  equal to the shifts generated by your roll. 
  Magelock — Requires Gun Mage. A magelock 
  pistol is the arcane focus of a G un Mage. It allows 
  destructive magical energies to be hurled through it, 
  visions to be pulled from its barrel (even if the 
  gunmage is blinded or at a distance) and allows it to 
  be called to hand from anywhere nearby. If the gun 
  is not in hand, a Resolve test with a difficulty equal 
  to the distance in zones between gunmage and 
  magelock is required. Built as a Personal Artifact, it 
  has these improvements over a normal pistol: 
  Arcane (it is magical in nature), Alternate Usage 
  (you can “see” through its barrel, even at a distance) 
  and Craftsmanship (+1 to Guns skill while using it). 
  
   
  11 
  Nobility — Your character is born to noble blood. 
  They are granted courtesy by the lower classes 
  (sometimes begrudgingly) and treated according to 
  their place in the pecking order of high society. 
  They may use their Leadership skill instead of 
  Resources (to requisition the assets of the Realm or 
  to command its soldiers). If not abused, this is a perk 
  of fortunate birth. However, if exercised too often, 
  those of yet higher station may take umbrage at your 
  presumption and find you duties for the Crown… 
  Pollute — Your appetite for stimulants, narcotics 
  and alchemical euphorics is vast and well exercised. 
  You’ve sniffed, smoked or otherwise consumed 
  every available illicit compound and your tolerance 
  for such things is the stuff of legend. You get +2 to 
  Endurance rolls to resist the effect of any poisonous, 
  chemical, alchemical or pharmaceutical substances 
  used upon your person and, for the cost of a Fate 
  Point, can evade any severely negative consequences 
  that might have resulted from such exposure. 
  Practical Magic — Requires Adept. For the cost of a 
  Fate Point the Adept may recreate the effect of any 
  non-attack mundane skill through the use of magic, 
  once per scene, using their Magic skill in place of 
  the skill they are mimicking. 
  Praxis: Air — Requires Adept. This discipline 
  allows the Sorcerer to control and shape the air, 
  causing strong winds or calming them, making it 
  difficult for someone to breathe, using the air to 
  push opponents off balance, taking a bubble of air 
  with you underwater, etc. It is great for Blocking or 
  creating Aspects like “Massive headwind/tailwind”. 
  Praxis: Beasts — Requires Adept. This discipline 
  allows the caster to talk to animals and have them 
  perform tasks. If you are not in the presence of a 
  target creature yet would still call upon a beast (or 
  swarm/pack/herd) for assistance, you must be in a 
  place where such creatures could reasonably be 
  expected to be nearby. The number of shifts 
  generated by a Magic test (vs. a difficulty of 
  Mediocre) is the number of advances your new 
  Companion(s) has/have. Animals enlisted in this 
  way are temporary (lasting only the scene) and 
  begin their existence with a Quality of Average (1 
  Average skill and two stress boxes). Praxis: Beasts 
  also covers the creation of Aspects such as “Heart of 
  a Lion”, “Claws of a Badger”, or “Blind as a Bat”. 
  Praxis: Earth — Requires Adept. This discipline 
  allows the shaping and control of earth and stone. It 
  can be used to make or enhance Borders, attack with 
  flying rocks, create sand or dust storms to blind 
  people, to encase enemies in stone or even to open 
  passages through solid rock. You may only 
  command existing earth and rock, not create stones 
  from thin air. Unnatural shapes created by this spell 
  fall apart after the duration expires. 
  Praxis: Fire — Requires Adept. This discipline 
  allows the control of heat and fire. Unlike the other 
  elemental praxes, you can actually create fire with 
  these spells, igniting flammable material or hurling 
  balls of fire. You can also create or control smoke, 
  increase or decrease the intensity of a fire, create 
  walls of flame, etc. 
  Praxis: Healing — Requires Priest, Druid or 
  Shaman. This discipline allows the healing of any 
  sort of wound or affliction. The number of shifts 
  generated from a Faith test (vs. a difficulty of 
  Mediocre) can be allocated as follows: 1 shift to heal 
  1 Stress box, 2 shifts to heal a Minor Consequence, 4 
  to heal a Moderate consequence, and 6 to heal a 
  Severe consequence. You may mix and match these 
  results as you like. If you gets a Superb (5) roll you 
  can heal 1 Minor and 3 Stress, or 1 Moderate and 1 
  Stress. Any previous attempts subtract from the total 
  shifts of any subsequent Healing spells. Also, if you 
  cast a healing spell on an unbeliever (someone of a 
  different faith), you suffer a Stress box of damage 
  equal to their Faith or Resolve, whichever is higher. 
  Praxis: Holiness — Requires Priest (except Cyriss) 
  or the Aspect Order of Illumination. This discipline 
  allows the priest to wield divine power as proxy to 
  their deity. This power can be used to cleanse an 
  area of evil Aspects, empower Blessed items or as 
  attack/defense against infernal and necromantic 
  beings. For +1 Fate Point, effects from other Praxes 
  can be mimicked, although such uses of the power 
  must be thematically in step with the deity from 
  which it flows and must serve that deity’s interests. 
  Praxis: Ice — Requires Adept. This discipline allows 
  the caster to make temperatures drop rapidly, force 
  standing water to freeze and even to call howling 
  blizzards from thin air. You can hurl icy projectiles 
  and make clear ground impossibly slippery. It is 
  ideal for creating Aspects like “Slippery” and 
  “Frozen in place!” 
  Praxis: Kinetics — Requires Gun Mage. This 
  discipline is the nigh-exclusive province of the Gun 
  Mage. Like Praxis: Fire, this is an “offense” disipline. 
  You can create bolts of pure force with these spells, 
  attacking across zones and causing opponents to fly 
  about like bowling pins. You can also shatter or 
  ignore borders with it and bestow Aspects like 
  “Knocked over!” 
  Praxis: Infernalism — Requires Adept. This 
  discipline allows the caster to summon and 
  negotiate with Infernals. It can also be used to 
  recognize the taint of Infernalism and the symbols 
  and signs of Infernal rites. It does not allow the 
  unwilling binding of Infernals (except through 
  contract with lower powers) but can be used to 
  Banish them. 
  
   
  12 
  Praxis: Light — Requires Priest of Morrow . This 
  discipline allows the creation and manipulation of 
  light, the ability to reveal the unseen and to pierce 
  disguises. It is ideal for creating Aspects like “They 
  Could See That From Caspia!” or “No Place to Hide!” 
  Praxis: Lightning — Requires Adept. This 
  discipline allows the control of lightning and 
  electricity such as that at the heart of Cygnar’s 
  Stormchamber mechanika. Like Praxis: Fire, this is 
  an “offense” discipline. You can create bolts of 
  lightning with these spells, attacking across zones 
  and causing the damage to leap from opponent to 
  opponent. You can also electrify or magnetize metal 
  objects and disrupt the function of mechanika, 
  especially cortexes. 
  Praxis: Mechanika — Requires Adept. This 
  discipline allows the caster to create, repair and 
  dismantle mechanika. It is also central to the 
  extremely arcane practice of cortex creation and 
  clockwork assembly. 
  Praxis: Metal — Requires Adept. This discipline 
  allows the caster to manipulate metal. He can shape 
  metal, create or control golems fashioned from it, 
  erect metal barriers, repulse it or attract it, repair 
  damaged metalwork, etc. Any amalgamated shape 
  or creation will fall to pieces when the spell ends. 
  Praxis: Mind — Requires Adept. This is a powerful 
  and feared discipline, the ability to read and control 
  Minds. It can probe someone’s thoughts and 
  memories, make them believe your stories, send 
  them a telepathic message, or cause them to forget 
  you were ever there. You can plant suggestions and 
  temporarily create, erase, or alter someone’s mental 
  Aspects. Although these compulsions are powerful, 
  if the controlled subject is directed to attack 
  someone they love, or act in a way this is 
  diametrically opposed to their morality or strong 
  convictions (Aspects or Faith), the subject gains a 
  chance to break free (and may tag any relevant 
  emotional Aspects to help). 
  Praxis: Necromancy — Requires Adept. This 
  discipline allows you to communicate with the dead, 
  corrupt living (or once-living) tissue and animate 
  thralls. When creating an undead servant (or 
  shambling horde), you must have access to raw 
  materials – corpses or graves at the very least. The 
  number of shifts generated by a Magic test (vs. a 
  difficulty of Mediocre) is the number of advances 
  your new Companion(s) has/have. Thralls raised in 
  this way are temporary (lasting only the scene) and 
  begin their existence with a Quality of Average (1 
  Average skill and two stress boxes). Longer lasting 
  thralls can be created by combining this Praxis with 
  Lore/Mad Science). Necromancy also allows the 
  caster to gain/impose control upon already existing 
  undead, as well as the power to create Aspects 
  related to death, blood, corpses and rot, such as 
  “Stench of death” or “Chill of the Grave”. 
  Praxis: Plants — Requires Adept. This discipline 
  allows you to move and control wood and plants. It 
  can be used to cause plants and trees to attack foes, 
  to block movement by rapidly growing plants that 
  grab at intruders, to warp and destroy wooden 
  objects and structures, to make flowers bloom out of 
  season, control or create a plant creature, etc. While 
  it can cause seeds and plants to quickly grow, it 
  cannot create plant life from nothing. Many Plant 
  Mages therefore like to carry a variety of seeds with 
  them. This spell also allows the caster to bestow 
  Aspects such as “Strong as an oak”, “Covered in 
  leaves”, or “Only needs water and sunshine.” 
  Praxis: Shadows — Requires Adept. This discipline 
  allows the manipulation of shadows, the ability to 
  travel unseen and to misdirect attention. It is ideal 
  for the creation of Aspects like “I can’t see 
  anything!” or “What happened to the lights?” 
  Praxis: Water — Requires Adept. Water allows the 
  caster to control water and other liquids, including 
  steam. You can condense water from the air to cause 
  rain, cause crashing waves to pound your foes, turn 
  dry ground into a foot-sucking mire, make boilers 
  run suddenly dry and cause standing water to 
  quickly evaporate. You can also cause Aspects such 
  as “Dehydrated” or “Soaking wet”. 
  Priest of Cyriss — Requires at least one Aspect 
  devoted to your faith. As a worshiper of Cyriss — 
  The Maiden of Gears, Mother of Mathematics, the 
  Hidden Enigma — you may use Faith instead of 
  Magic to invoke miracles. This costs one Fate Point 
  and requires a Praxis stunt (see above) relevant to 
  the kind of miracle invoked. As a Priest of Cyriss you 
  may select these stunts: 
  Praxis: Mechanika 
  Praxis: Metal 
  Praxis: Mind 
  Sage 
  Priest of the Great Fathers — Requires at least 
  one Aspect devoted to your faith. Also, worship of 
  the Great Fathers is limited to dwarves. The Great 
  Fathers are the protectors and guides of the Rhulfolk 
  and their clergy are looked to as arbiters, the wise 
  interpreters of justice and the laws of the Lords of 
  Kharg Drogun. Also, you may use Faith instead of 
  Magic to invoke miracles. This costs one Fate Point 
  and requires a Praxis stunt (see above) relevant to 
  the kind of miracle invoked. As a Priest of the Great 
  Fathers, you may select these stunts: 
  Liturgy of Judgment 
  Praxis: Earth 
  Praxis: Healing 
  Praxis: Holy 
  Praxis: Metal 
  Rite of Assessment  
  Sage 
  Vigilance and Voice of the Law 
  
   
  13 
  Priest of Menoth — Requires at least one Aspect 
  devoted to your faith. As a worshiper of Menoth — 
  The Creator, Shaper of Man and Lawgiver — you 
  may use Faith instead of Magic to invoke miracles. 
  This costs one Fate Point and requires a Praxis stunt 
  (see above) relevant to the kind of miracle invoked. 
  As a Priest of Menoth you may select these stunts: 
  Banish 
  Praxis: Earth 
  Praxis: Fire 
  Praxis: Healing 
  Praxis: Holiness 
  Praxis: Mind  
  Sage 
  Warjack: Light 
  Warjack: Heavy 
  Warcaster 
  Priest of Morrow — Requires at least one Aspect 
  devoted to your faith. As a worshiper of Morrow — 
  The Prophet, Lord of Light, Healing Teacher, Patient 
  Brother — you may use Faith instead of Magic to 
  invoke miracles. This costs one Fate Point and 
  requires a Praxis stunt (see above) relevant to the 
  kind of miracle invoked. As a Priest of Morrow you 
  may select these stunts: 
  Banish 
  Praxis: Healing 
  Praxis: Holiness 
  Praxis: Light 
  Praxis: Mind  
  Sage 
  Warjack: Light 
  Warjack: Heavy 
  Warcaster 
  Regenerate — Requires Trollkin. Trollkin are really 
  tough. After combat, if you can feast and rest, you 
  can spend a Fate Point to heal a minor Consequence 
  or to downgrade a more serious one by one level (as 
  long as a lower level Consequence slot is open). 
  Rite of Assessment — Requires Priest of the Great 
  Fathers. You have a nose for the truth. You always 
  know when someone is using the Deceit skill on you 
  and may take a full defensive action, gaining a +2 
  bonus to your Empathy, if appropriate. 
  Royalty — Requires Nobility. The character is born 
  to royal blood and, indeed, is within sight of the 
  throne. They are fawned over and their favor is 
  curried by all those beneath them (excepting, of 
  course, those plotting to kill them). Royals may use 
  their Leadership skill instead of either Intimidation 
  or Rapport whenever dealing with persons of lower 
  birth (which is most everyone). They may have free 
  use of royal estates even hold a seat at Court. 
  Sage —Your character is a respected practitioner of 
  the arcane or an initiate anointed into the gnostic 
  mysteries of your sect. As a result you are an 
  authority in a specific area of supernatural study 
  (choose one Praxis). In the elite circles of that field, 
  you are well known for your research. You receive a 
  +1 bonus whenever attempting a Magic or Faith roll 
  involving that Praxis. Also, pick a specialization 
  (single spell or signature effect). When a Magic or 
  Faith roll involves that specialization your bonus 
  increases to +2. Any research efforts involving the 
  specialty are resolved at one time increment faster. 
  Scrounge — You have a knack for finding just the 
  right accumulator, reflex array or arcantrik turbine 
  in this pile or that.  You can use your Mechanika 
  skill instead of Resources when acquiring parts. 
  Second Skin — You have trained long and hard in 
  the use of armor; wearing it is second nature. Ignore 
  the penalties for having an Armor skill higher than 
  Athletics, Endurance or Stealth. 
  Servitor — Requires Priest of Cyriss. You receive 
  the use of a basic servitor unit (a Cyrisstech 
  clockwork assistant). By default a servitor is: Fair 
  quality and has the “Summonable” and “Conscious” 
  advances plus 2 additional advances of your choice. 
  The servitor also comes with an Aspect of its very 
  own, something like “It Won’t Stop Looking at Me!” 
  or “HumClickBuzzClickWhirrrr!”  The exact nature 
  must be worked out with your GM and, rest assured, 
  it will be compelled. Each time this stunt is taken 
  you may receive either an additional servitor or 3 
  advances to be applied to one of your existing units. 
  Shaman of Dhunia — Requires at least one Aspect 
  devoted to your faith. As a worshiper of Dhunia — 
  Creator of Caen, Ravaged Mother and Wellspring of 
  Life — you may use Faith instead of Magic to invoke 
  miracles. This costs one Fate Point and requires a 
  Praxis stunt (see above) relevant to the kind of 
  miracle invoked. As a Shaman of Dhunia you may 
  select these stunts: 
  Banish 
  Praxis: Air 
  Praxis: Beasts 
  Praxis: Earth 
  Praxis: Fire 
  Praxis: Lightning 
  Praxis: Plants 
  Praxis: Water  
  Sage 
  Warbeast: Light 
  Warbeast: Heavy 
  Warlock 
  Shield Bash — You have trained to use your armor 
  as a weapon in its own right. You may use your 
  Armor skill instead of Fists to attack if disarmed. 
  
   
  14 
  Smite — Requires Priest of Morrow. For the cost of 
  a Fate Point you may call upon the wrath of Morrow 
  and smite your enemy with a great reckoning. The 
  number of shifts generated by a Faith roll (vs. a 
  difficulty of Mediocre) is the Stress Bonus you add to 
  your weapon. This divine “charge” lasts only for the 
  scene and if not used, dissipates. On your next 
  successful attack, add those Shifts to your damage. If 
  you smite a Morrowan with this attack, you suffer 
  damage equal to the Shifts from your Faith test. 
  Steamo — Requires at least one other Mechanika 
  stunt. In addition to being a card-carrying member 
  of the Steam and Iron Workers’ Union, you have a 
  knack for routing pressure, balancing turbines and 
  honing pneumatic actuators. When dealing with the 
  steam aspects of Mechanika – repairing, designing, 
  upgrading, etc. – your difficulties are reduced by 
  one. Additionally, the time to get the work done is 
  reduced by one step. 
  Style — With Style you are always dressed 
  appropriately for the occasion and at the height of 
  fashion. Even when dressed inappropriately, others 
  assume it’s intentional — a clever statement or bon 
  mot. So developed is your taste that you can even 
  use clothing as semaphore, using your attire to 
  covertly communicate or to launch social attacks on 
  another character with Style. 
  Summoner — Requires Adept. A Companion stunt, 
  Summoner grants the “Summonable” and “Variable 
  Summons” advances for free; two more may be 
  chosen at the time of summoning. Summoners are 
  not limited by material considerations – whatever 
  they summon or create appears or travels to them 
  immediately. While most summoned creatures 
  disappear when a scene ends, a Summoner may 
  spend a Fate Point to keep a summoned creature 
  around until dismissed. The type of creatures that 
  can be summoned must be picked at the time the 
  Stunt is taken. Creature types include: Beasts, Birds, 
  Infernals, Nature Spirits, Undead, etc. Summoned 
  creatures may be Banished (a Faith stunt). 
  Take the Blow — Requires Second Skin. You have 
  learned how to use your armor’s glancing surfaces 
  and padding to minimize damage. A character with 
  this stunt gains one additional Health stress box. 
  Toady — Whenever a Toady is dealing with an 
  opponent of higher social station, they receive +2 on 
  Rapport rolls. Also, for the cost of a Fate Point, they 
  can deflect a social combat attack directed at them 
  onto any plausible person of lower station. If that 
  person is present they can defend with Resolve; 
  otherwise the target is Mediocre (0). 
  Trackless Step — The Druid may move through 
  wilderness/natural surroundings without being 
  easily seen or heard. In such environs they may use 
  their Faith skill in place of Stealth and may ignore 
  any naturally occurring borders between zones. 
  Transformation, Cave Bear — Requires 
  Awareness. For the cost of a Fate Point the Druid 
  assumes the form of a massive cave bear for the rest 
  of the scene. The transformation requires a full 
  action and all items carried drop to the ground. 
  Once transformed, the Druid can use their Faith 
  skill in place of Endurance, Might or Weapons. 
  Transformation, Great Cat — Requires 
  Awareness. For the cost of a Fate Point the Druid 
  assumes the form of a great hunting cat for the rest 
  of the scene. The transformation requires a full 
  action and all items carried drop to the ground. 
  Once transformed, the Druid can use their Faith 
  skill in place of Athletics, Stealth or Weapons. 
  Transformation, Storm Crow — Requires 
  Awareness. For the cost of a Fate Point the Druid 
  assumes the form of an ominous storm crow  for the 
  rest of the scene. The transformation requires a full 
  action and all items carried drop to the ground. 
  Once transformed, the Druid can fly, ignoring 
  height- and depth-related zone borders, and may 
  use their Faith skill in place of Alertness, Athletics 
  (for movement/dodge) or Observation. 
  Tunneling — Apparently the loam of Caen is pretty 
  porous ‘cause a fair few creatures (Pyg Burrowers) 
  and mechanika (Cryx’s Helldiver) can move 
  through it with relative ease. You’re one of those. 
  You can use a full action to “dig in” or move one 
  zone underground. While underground you cannot 
  be attacked except by earth spells or miracles. You 
  can’t dig through stone or manmade constructions. 
  Victory Howl — Requires Fell Call. When you 
  vanquish a foe in melee combat you can yawp out a 
  terrifying victory exultation. For the cost of a Fate 
  Point, immediately make a Leadership roll (out of 
  Initiative order). Each foe remaining in the same 
  zone must oppose this roll with Resolve or concede. 
  Opponents suffer Composure stress equal to the 
  number of shifts generated against them. 
  Vigilance and Voice of the Law — Requires Priest 
  of the Great Fathers. Wearing the hats of both 
  arbiter and thieftaker, you are good at spotting 
  criminals and ferreting out evildoers. You may use 
  Faith instead of Intimidation or Search when 
  hunting those who would evade your justice. 
  War Cry — Requires Fell Call. Your call to battle is 
  a fearsome thing that turns the bowels of your 
  enemies to water. You can make an intimidating 
  attack against an entire zone. For the cost of a Fate 
  Point you can roll Leadership as a ranged 
  Composure attack, subtracting shifts equal to the 
  number of zones between you and your targets. 
  Each foe in the target zone must oppose this roll 
  with Resolve or concede. They suffer stress equal to 
  the number of shifts generated against them. 
  
   
  15 
  Warbeast: Heavy — Requires Warbeast: Light. The 
  light warbeast that was either yours or on 
  "permanent loan" from whatever tribe or dragon 
  you serve has been replaced by a heavy. By default, 
  a heavy warbeast is: Good quality, requires a Fate 
  point to act alone, and has the “Armored” (x2 — for 
  a total Armor skill of 7), “Rugged” (5 Stress boxes) 
  and “Skilled” improvements plus 1 more of your 
  choice. The warbeast also comes with two Aspects of 
  its very own, something along the lines of “Why is 
  everyone running and screaming?”  or 
  “Thundering, belowing, dire beasty!” The exact 
  nature must be worked out with your GM. 
  Warbeast: Light — Requires Warlock. You receive 
  a basic light warbeast that is either yours or on 
  "permanent loan" from whatever tribe or dragon 
  you serve. By default, a light warbeast is: Fair 
  Quality, requires a Fate Point to act alone, and has 
  the “Skilled” improvement plus 2 more of your 
  choice. The warbeast also comes with an Aspect of 
  its very own, something like “Holy crap! It’s a 
  warbeast!”  or “Look at those Teeth!” The exact 
  nature must be worked out with your GM and, rest 
  assured, it will be compelled. Each time this stunt is 
  taken you may receive either an additional light 
  warbeast or 3 improvements to be applied to one of 
  your existing warbeasts. 
  Warcaster — Requires Adept, Priest of Morrow  or 
  Priest of Menoth. The character has the rare and 
  uncanny ability to telepathically communicate with 
  a cortex, the arcane (or theurgic) apparatus that 
  bonds and motivates the setting’s steam-powered 
  warjacks, so long as the cortex is within a number 
  of zones equal to the Warcaster’s Faith or Magic 
  skill (depending on how you acquired the stunt) and 
  is not currently controlled by someone else. An 
  uncontrolled warjack can be claimed for the cost of 
  one full action and one Fate Point. A Warcaster can 
  direct the actions of any warjack under their control 
  and can allocate a Fate Point to the warjack for its 
  own use, once per round (unless it becomes tagged 
  with the Aspect “Disrupted”). 
  Warcaster Armor — Requires Warcaster. Using 
  top secret arcane and scientific techniques, the 
  militaries of the Iron Kingdoms protect their valued 
  warcasters with the most advanced armor available. 
  Built as a Personal Artifact, Warcaster Armor has 
  these improvements over normal armor: Arcane (it 
  is mechanikal in nature), Craftsmanship (+1 to 
  Armor skill) and one more improvement of your 
  choice (Warcaster Armor is always custom made). 
  Warjack, Heavy — Requires Warjack: Light. Your 
  light warjack has been replaced by a heavy. By 
  default, a heavy warjack is: Good quality, requires a 
  Fate point to act alone, and has the “Armored” (x2 
  — for a total Armor skill of 7), “Rugged” (5 stress 
  boxes) and “Skilled” improvements plus 1 more of 
  your choice (usually “Armed”). The warjack also 
  comes with two Aspects of its very own, something 
  along the lines of “Why is everyone running and 
  screaming?”  or “Coal-burning, ground-shattering, 
  steel behemoth!” The exact nature must be worked 
  out with your GM. 
  Warjack: Light — Requires Warcaster. You receive 
  a basic light warjack that is either yours or on 
  "permanent loan" from whatever nation or 
  mercenary outfit you represent. By default, a light 
  warjack is: Fair quality, requires a Fate point to act 
  alone, and has the “Armored” (for a total Armor 
  skill of 5) and “Skilled” improvements plus 1 more 
  of your choice (usually “Armed”). The warjack also 
  comes with an Aspect of its very own, something 
  like “Holy crap! It’s a warjack!”  or “Glowy-eyed, 
  smoke-belching, metal monster!” The exact nature 
  must be worked out with your GM and, rest assured, 
  it will be compelled. Each time this stunt is taken 
  you may receive either an additional light warjack 
  or 3 improvements to be applied to one of your 
  existing warjacks. 
  Warlock — Requires Adept, Druid or Shaman of 
  Dhunia. You have the rare and uncanny ability to 
  telepathically impose your will upon the ravaging 
  warbeasts of the Iron Kingdoms. As long as the 
  warbeast in question is within a number of zones 
  equal to your Faith or Magic skill (depending on 
  how you acquired the stunt) and is not currently 
  controlled by someone else. An uncontrolled 
  warbeast can be claimed for the cost of one full 
  action and one Fate Point. A Warlock can direct the 
  actions of any warbeast under their control and can 
  allocate a Fate Point to the warbeast for its own use, 
  once per round (unless it becomes tagged with the 
  Aspect “Frenzied”). 
  Where Was That? — The character can spend a 
  full action to conceal a single item of plausible size 
  somewhere on their person. This item will not be 
  found unless the character is physically searched, 
  and perhaps not even then.  
   
   
  
   
  16 
  Aspects — The following will likely be commonplace in my Spirit of the Iron Kingdoms campaign. These are not 
  by any stretch of the imagination Bam! Aspects and should not be looked upon as great examples. Neither should 
  you assume this list is comprehensive. With over 1,000 pages of published setting material, the Iron Kingdoms 
  offers a rich cornucopia of narrative-enhancing goodness to harvest. Don’t be afraid to go dig some up. 
   
  KHARD (HUMAN) 
  Concept: Khardic folk are so tall and broad that it’s 
  said the blood of giants runs through their veins. 
  Descendents of an empire that, before the Orgoth, 
  ruled all of Western Immoren, they’re gregarious, 
  proud and patriotic unto jingoism. They revere 
  tradition and ride as if born to the saddle. 
  Invoke to: defend the Khadoran Empire, ride, handle 
  horses and hounds, endure the cold, use your size. 
  Compel to: brag, brawl, get drawn into nationalistic 
  ferver, be dismissive of “southern” ideas. 
  KOSSITE (HUMAN) 
  Concept: Taller even than the Khards, the remnants 
  of the kingdom of Kos are seldom seen in civilized 
  lands. They are reclusive, living in the woodland 
  glens of northern Khador. They make excellent 
  trappers and hunters, moving like ghosts through 
  the trees, and call the wolves their brothers. 
  Invoke to: navigate wilderness, endure the cold, hold 
  your tongue, deal with wolves, move quietly. 
  Compel to: be uncomfortable with civilization, be 
  surly/unfriendly/prickly/xenophobic. 
  RYN (HUMAN) 
  Concept: With the kingdom of Llael recently ground 
  under the heel of Khador, Rynnish folk have been 
  dealt a sobering blow. Once uniformly well off, 
  courteous, elegent and arrogant, they are now in a 
  desparate struggle to free their homeland. Given 
  their taste for political intrigue and dueling, the 
  Rynnish make consumate spies and assassins. 
  Invoke to: cajole, seduce, hobnob with nobility, lie 
  convincingly, defend what’s left of Llael.  
  Compel to: be insincere, double-cross, take a bribe, 
  rise to an insult, be seduced. 
  SKIROV (HUMAN) 
  Concept: The grim Skirov hail from the mountains 
  of northern Khador, the remnants of barbarous 
  tribes that used to sweep down and raid the 
  lowlands. They’re a pale-skinned, thickset folk 
  fond of bushy mustaches, tattoos and scarification. 
  Invoke to: navigate mountain passes, endure 
  gruesome sights/acts, cling to their harsh faith.    
  Compel to: start fights, show no pity, take advantage 
  of morally gray situations, bow to superstition. 
  UMBREAN (HUMAN) 
  Concept: Old Umbrey never fell to the Khardic 
  horselords. Though few in number, the swarthy, 
  square-built Umbreans fought to a stalemate and 
  joined the Empire as equals, not subjects — this is 
  a longstanding cause of acrimony to both sides. 
  Invoke to: fight overwhelming odds, ride, have a 
  sense of history, show self-confidence.  
  Compel to: be arrogant, disregard central authority, 
  get caught up in the relics/glory of the past. 
  MIDLUNDER (HUMAN) 
  Concept: Midlunders are native to northern Cygnar. 
  Brown, auburn or ginger-haired, short or tall, 
  they share a common streak of bull-headedness. 
  They are tenacious, some say obstinant, yet they 
  will see a task through or die trying.  
  Invoke to: ignore distractions, follow orders, remain 
  loyal, pursue practical solutions.  
  Compel to: ignore good ideas, follow orders, remain 
  loyal, stick to a plan regardless of developments. 
  MORRIDANE (HUMAN) 
  Concept: These short, bandy-legged folk hail from 
  the dark forests and murky swamps of ancient 
  Morrdh. Descended from undesireables exiled 
  here from surrounding kingdoms, the locals have 
  no great love for their neighbors or outsiders. 
  Many have a practiced eye with a rifle and guard 
  their privacy jealously. Although self-interested 
  and suspicious, a surprising number of these folk 
  have a buried core of humility and honor. 
  Invoke to: sneak through dank natural terrain, 
  snipe, strike from ambush, sense insincerity.  
  Compel to: be distrustful, be uncomfortable in open 
  places, sympathize with the criminal element. 
  THURIAN (HUMAN) 
  Concept: The fair-haired, ruddy-skinned folk of far 
  western Cygnar call home a wide moorland once 
  know as Thuria. Though fiercely independent and 
  outwardly undisciplined, the Thurian bloodline 
  runs thick with strategic thinkers and wizards. 
  Invoke to: call on reserves of magical power, spot 
  plans-within-plans, observe without seeming to. 
  Compel to: become distracted by details, read too 
  much into a situation, trust a wizard over a priest. 
  
   
  17 
  TORDORAN (HUMAN) 
  Concept: Before the Orgoth invasion, Tordor stood 
  at the apex of civilization. They ruled the seas and 
  fought bravely when the black ships came. Today 
  their descendants, the castellans Ord, rule sternly 
  and remember their former glory. They hold 
  themselves above the common folk and 
  intermarry to maintain the purity of their blood. 
  Invoke to: duel, uphold personal honor, balance, 
  have sea-legs, support the aristocracy.  
  Compel to: be arrogant, distain the lower classes.  
  CASPIAN (HUMAN) 
  Concept: Caspians live at the heart of the kingdom 
  of Cygnar. Inheritors of a proud culture spawned 
  in the cradle of the Thousand Cities (the region of 
  city-states that gave birth to modern philosophy 
  and the Ascendance of the Twins), they embrace 
  industry, personal freedom, national identity, art 
  and the Morrowan Church. 
  Invoke to: live in the Morrowan faith, embrace new 
  ideas and technologies, appreciate diversity. 
  Compel to: harbor a grudge against Menites and the 
  Protectorate, get caught up in “newfangled” stuff. 
  SULESE (HUMAN) 
  Concept: The Sulese are mostly of Caspian descent, a 
  cultural rather than ethnic division born from the 
  fires of a civil war that nearly ripped Cygnar in 
  half. The end result of the conflagration was the 
  Protectorate of Menoth, a strict theocratic substate 
  ruled by a ruthless and singleminded priesthood. 
  Invoke to: live in the Menite faith, endure lean times 
  and harsh punishment, survive the desert.  
  Compel to: despise non-Menites, proselytize, fear 
  new ideas, confess, blindly follow authority.  
  IDRIAN (HUMAN) 
  Concept: Idria is a blanket term for the vast region 
  stretching east of the Protectorate of Menoth into 
  the Bloodstone Marches. Hundreds of distinct 
  tribes live there despite Sulese efforts to civilize 
  and assimilate them. They are an exotic people, 
  tending to swarthy or olive skin, almond eyes and 
  a fierce disposition. 
  Invoke to: be seen as exotic, fight in close quarters, 
  navigate and survive the desert. 
  Compel to: be highly identifiable, resent the Menites, 
  practice mysterious tribal rites, disdain weakness. 
  SCHARDE (HUMAN) 
  Concept: The island empire of Cryx, south of 
  Cygnar, is home to the malevolent Scharde. They 
  serve Lord Toruk and His undead horde without 
  regret. The Scharde disdain all other folk and ply 
  the sea as pirates and slavers. The dragon’s blight 
  twists their souls as surely as it has their features. 
  Invoke to: bully, intimidate, backstab, lie, sneak. 
  Compel to: be scorned and hated, prey on weaker 
  folk, cut your losses, sell your grandmother.  
  RHULFOLK (DWARF) 
  Concept: Fixtures of Western Immoren since before 
  written history, the folk of Rhul are common even 
  in the kingdoms of men. A short, sturdy people of 
  peerless military and engineering prowess, they 
  have never known defeat in war. They enjoy life 
  and beer and the search for knowledge but they 
  also hold deep religious convictions, have long 
  memories and put great stock in laws and oaths.  
  Invoke to: uphold an oath, assess or create items of 
  stone and metal, see in poor light, find your way 
  underground, endure burdens, be resolute.  
  Compel to: be short, move slowly, bear a grudge, be 
  unbendingly honorable, prefer their own kind. 
  IOSIAN (ELF) 
  Concept: The Iosians are a doomed and declining 
  race. Old, once powerful beyond measure, the 
  elves now living in Western Immoren are refugees 
  from a catastrophy none will discuss. Of all the 
  gods of ancient Lyoss once incarnate upon Caen, 
  only Scyrah remains. She hovers near death in 
  Her great Fane while Her people grow anxious… 
  Invoke to: observe or search, fight with bow or 
  sword, ignore sleep magic, use enchantments, 
  defend the secrets of Ios, step lightly. 
  Compel to: seem aloof, brood, be xenophobic, resent 
  humanity, distrust human mages.  
  TROLLKIN (UH… TROLLKIN) 
  Concept: Trollkin are large and broad with a thick, 
  rubbery hide, exaggerated musculature, noseless 
  faces and quills where hair should be. Their clans 
  (called “kriels”) claim mostly unsettled lands, 
  although a fair number of young trollkin have 
  gone off to live and work in human cities. As a 
  curious aside, all trollkin who can (or will ever be 
  able to) use Magic are born albino. 
  Invoke to: eat indiscriminately, drink to excess, sing, 
  join a fight, heal quickly, display clan loyalty.  
  Compel to: be inconvenienced by your size, always 
  be hungry, think of fighting as entertainment.  
  
   
  18 
  PYGMY TROLLS (UH… LI’L TROLLKIN) 
  Concept: Pygmy Trolls are gobber-sized full-blooded 
  trolls; short, hairless except for their quills and 
  sporting the same noseless faces and rubbery skin 
  of their larger cousins. They have recently signed 
  on with the trollkin to defend the kriels, mostly in 
  exchange for the chance to fire hand cannons.  
  Invoke to: eat indiscriminately, drink to excess, 
  shoot, use your size, heal quickly, sprout whelps.  
  Compel to: be hungry, be inconvenienced by your 
  size, not be taken seriously, make too much noise.  
  OGRUN (OGRE) 
  Concept: Up to 8' tall with long arms, heavy muscles 
  and a jutting jaw with tusklike incisors — Ogrun 
  can be terrifying. Fortunately, their thoughful 
  natures and capacity for loyalty make them better 
  company than they first appear. Ogrun have been 
  on good terms with Rhul for centuries but are 
  only recently assimilating into human society. 
  Invoke to: intimidate, use your size, appreciate good 
  stonework, take action to uphold an oath.  
  Compel to: sacrifice yourself to uphold an oath, be 
  inconvenienced by your size, be feared. 
  NYSS (ELF) 
  Concept: The Nyss elves are reclusive even by Iosian 
  standards. Descended from the High House of 
  Winter, the Nyss followed their god, Nyssor, when 
  He took leave of Ios. They have lived in relative 
  peace in their snowbound land north of Khador… 
  until recently. Everblight, one of Lord Toruk’s 
  offspring, has blighted most of the Nyss, usurping 
  their will and making them puppets. Those few 
  who have escaped now wander lost in many ways. 
  Invoke to: observe or search, fight with a claymore 
  or bow, ignore sleep magic, resist cold, track. 
  Compel to: seem aloof, brood, be arrogant, be 
  xenophobic, be a loner, stare at people. 
  GOBBER (GOBLIN) 
  Concept: Gobbers are a short, large-eared, hairless, 
  greenish-gray-skinned race that is well integrated 
  into most human societies. They are small, affable 
  creatures that have a talent for alchemy and 
  bodging (earning them a place in many a foundry 
  and workshop). An intensely social people, they 
  gather in huge families (where allowed) and 
  move from place to place in great number. 
  Invoke to: hide, fade into the background, bodge, 
  tinker or experiment, use your size, hear, climb. 
  Compel to: be small, be treated like a Bogrin, ignore 
  non-gobber social norms, get into stuff, tinker.  
  BOGRIN (GOBLIN) 
  Concept: The uncouth larger cousins of Gobbers, the 
  Bogrin are darker green, have a pronounced ridge 
  on their skull and have lots of pointy little teeth. 
  They’re generally carnivorous and are not overly 
  concerned about what a meat was while alive. 
  More pugnatious and belligerent than their kin, 
  they haunt the wilds as bandits and raiders. 
  Invoke to: ambush, eat tainted meat, sneak, be cruel.  
  Compel to: steal, cheat, suckerpunch, be offensive. 
  MENITE 
  Concept: You are a devout follower of Menoth, the 
  Creator, the Shaper of Man, the Lawgiver. He is a 
  harsh and demanding god, but you are zealous 
  and righteous. There is no doubt in your mind. 
  You follow the directives of His clergy without 
  question. Woe betide your enemies. 
  Invoke to: pursue tasks assigned by the Church, 
  combat heretics and abominations, endure fire.  
  Compel to: proselytize, follow Church authority, 
  burn heretical stuff, show neither mercy nor pity.  
  SEEKER 
  Concept: You are a follower of an ancient Iosian 
  prophesy. The Seekers believe it is possible to 
  prevent the death of Scyrah and to find their 
  missing gods. As an acolyte of the organization 
  you venture from Ios to travel the human lands 
  seeking information. 
  Invoke to: call on knowledge accumulated on your 
  travels, disguise your mission or intentions, 
  interact without typical Iosian hubris. 
  Compel to: pursue your mission at all costs, get 
  distracted by ancient lore, act impulsively. 
  RETRIBUTION OF SCYRAH 
  Concept: Outraged by the lingering death of their 
  goddess Scyrah and the doom of their people, the 
  members of this Iosian sect vent their frustrations 
  on those they deem responsible! First and foremost 
  they blame humanity and its suspiciously sudden 
  acquisition of Magic — the assassination of 
  human wizards is the sect’s top priority.  
  Invoke to: do pretty much anything bad to a human 
  wizard, resist questioning, ambush. 
  Compel to: get caught up in your fanaticism, hate 
  humans, hate all who dabble in Magic, especially 
  hate warcasters and their lumbering warjacks, be 
  technophobic, disdain mechanika. 
  
   
  19 
  PATRON: ASC. ANGELLIA 
  Concept: Ascendant Angellia is the patron of war-
  bards, sages and those who value knowledge. You 
  endeavor to be worthy of her example. 
  Invoke to: dredge up obscure facts, perform 
  research, find stuff in musty old tomes, assess. 
  Compel to: get caught up in reading, digress, stop 
  the desacration of books. 
  PATRON: ASC. CORBEN 
  Concept: Ascendant Corben is the patron of 
  alchemists, astronomers and wizards. You strive 
  to live by his example. 
  Invoke to: make social contact with alchemists and 
  wizards, cast beneficial magic, avoid backlash, 
  navigate by the stars, pioneer new elixirs. 
  Compel to: give aid to wizards even when socially 
  unacceptable, right wrongs inflicted with magic. 
  PATRON: ASC. DOLETH 
  Concept: Ascendant Doleth is the patron of sailors 
  and fishermen. You live by his example. 
  Invoke to: perform sailors’ tasks, find good fishing, 
  swim, assess direction or weather while at sea.  
  Compel to: help out fishermen and sailors, toss back 
  unique or exceptional catches.  
  PATRON: ASC. ELLENA 
  Concept: Ascendant Ellena is the patron of travellers, 
  mapmakers and adventurers. You strive to be 
  worthy of her example. 
  Invoke to: endure difficult travels, find your way, 
  spot landmarks, know your directions. 
  Compel to: share with fellow travellers, suffer 
  wanderlust, make careful maps, proselytize. 
  PATRON: ASC. GORDENN 
  Concept: Ascendant Gordenn is the patron of family 
  and farmers. He has the largest following in the 
  Iron Kingdoms. You live by his example. 
  Invoke to: know your herbs, identify plants, work 
  with crops or farmers, invoke miracles/cast spells 
  dealing with plants, survive in the wild.  
  Compel to: encounter needy members of your sect, 
  volunteer for difficult labors, counsel families.  
  PATRON: ASC. KATRENA 
  Concept: Ascendant Katrena was the first paladin of 
  Morrow and the first to Ascend to His side. She is 
  the patron of valor, knighthood and justice. You 
  endeavor to be worthy of his example. 
  Invoke to: protect the downtrodden, defend against 
  evil magic, selflessly defend others. 
  Compel to: self-sacrifice, obey the law, help when 
  inconvenient, leap before you look.  
  PATRON: ASC. MARKUS 
  Concept: Ascendant Markus is the patron of town 
  guards, soldiers and battle-chaplins. You try to be 
  worthy of his example. 
  Invoke to: fight heroic single combats, lead troops 
  into battle, intimidate your foes, strategize. 
  Compel to: fight hopeless battles, lead from the 
  front, bark orders rather than discuss options. 
  PATRON: ASC. ROWAN 
  Concept: Ascendant Rowan is the patron of the 
  downtrodden and champion of the poor. You 
  endeavor to live by her example. 
  Invoke to: protect the weak, interact with the lowest 
  classes, resist illness in wretched conditions. 
  Compel to: protect even the least worthy peasant, 
  tithe and give more charity than you can afford, 
  provide aid even to your fallen enemies.  
  PATRON: ASC. SAMBERT 
  Concept: Ascendant Sambert is the patron of smiths, 
  stonemasons, carpenters and crafts guilds. You 
  strive to be worthy of his example. 
  Invoke to: make or appraise craft items, talk with 
  craftsmen, perform heavy work, lift and carry.  
  Compel to: lend a hand, be willing to get dirty.  
  PATRON: ASC. SHEVANN 
  Concept: Ascendant Shevann is the patron of 
  merchants and bankers who deal fairly. You try to 
  live by his example. 
  Invoke to: spot lies, discover forgeries, read people 
  quickly, act diplomatically, seal treaties and oaths. 
  Compel to: scrutinize minutia, deal with 
  oathbreakers and frauds, be scrupulously honest. 
  
   
  20 
  PATRON: ASC. SOLOVIN 
  Concept: Ascendant Solovin is the patron of healers, 
  battle chaplins and midwives. You try to be 
  worthy of his example. 
  Invoke to: heal the sick, comfort the dying, sew up 
  wounds, exorcise powerful spirits, fight Thamar.  
  Compel to: selflessly confront Thamarites, go into 
  dangerous places to tend the sick and dying. 
  MEMBER: FRATERNAL ORDER OF WIZARDRY 
  Concept: The Fraternal Order of Wizardry is the Ivy 
  League of arcane societies. They have extensive 
  libraries, deep pockets and social connections 
  throughout Western Immoren (headquartered in 
  Cygnar with satellites everywhere). They invented 
  the cortex and performed most of the initial 
  arcane research done after the manifestation of 
  the Gift. They are stodgy and elitist, admitting no 
  women, no non-humans and no plebian riff-raff. 
  Invoke to: use Magic, perform arcane research, 
  intimidate, hobnob (even internationally). 
  Compel to: disdain non-member wizards, be 
  opinionated and arrogant, expect privilege. 
  MEMBER: GREYLORDS COVENANT 
  Concept: The Fraternal Order of Wizardry suffered 
  a great blow in 243 AR when, on a single night, 
  responding to a call from the Khadoran throne, 
  patriots deep within the organization plundered 
  the vaults, stole many of the arcane secrets (most 
  importantly the tightly held schematics for cortex 
  construction) and defected to the motherland. 
  These patriots founded the paramilitary Greylords 
  Covenant, the arcane arm of the Khadoran army. 
  Invoke to: use Magic in support of Khador, perform 
  any patriotic action, cast ice- or cold-based spells.  
  Compel to: be devoted to Empress Anne, sacrifice for 
  Khador, display military discipline. 
  MEMBER: ORDER OF THE GOLDEN CRUCIBLE 
  Concept: The oldest surviving arcane order in 
  Western Immoren (founded in 25 BR in Leryn, 
  Llael), the Order of the Golden Crucible was 
  chartered to support wizards and alchemists in 
  the early days of the Gift. They’re responsible for 
  most of the interdisciplinary advances in arcane 
  thought, the invention of Blasting Powder, the 
  distillation of rune plate etching solutions and 
  numerous other common alchemical discoveries. 
  Invoke to: work with reagents, have some tincture of 
  (whatever) on hand, use Magic, support Llael. 
  Compel to: become involved in Llaelese politics, 
  retire to your lab, occasionally… explode! 
  MEMBER: ORDER OF ILLUMINATION 
  Concept: The Order of Illumination is an arcane 
  brotherhood devoted to working with the Church 
  of Morrow (with the backing of the Exordeum) to 
  battle infernals, dark magic and heresy. Founded 
  after an embarrassing incident where infernalists 
  had infiltrated high into the ranks of the Fraternal 
  Order of Wizards, the Order of Illumination 
  strives to help the church deal with things Man 
  Was Not Meant To Know!  
  Note: Illuminated wizards can take Praxis: Holy 
  and Banish without meeting the prerequisites. 
  Invoke to: use magic in support of the Church, ferret 
  out infernalists/necromancers, defy dark powers. 
  Compel to: be loyal, be paranoid and overzealous, be 
  put to work by the Church, test people. 
   
   
  
   
  21 
  COMBAT 
  Warmachine, Hordes and the Iron Kingdoms are all about strife. Cannons roar. Swords cut. Monstrous claws rend 
  people in half. Keep those images in mind because the Fate extended conflict engine is kind of abstract. Your 
  ability to damage an opponent isn’t directly tied to your weapon like it is in many other games, but rather to your 
  skill. If your character has invested a high skill choice in the gutting of enemies, the game assumes that your 
  enemies will get gutted no matter what weapon the character is using. Still, this is a fantasy variant and fantasy 
  games seem to practically require an inventory of cool stuff with which to buff characters. In concession to this 
  trope Spirit of the Iron Kingdoms makes an effort to differentiate weapons, however modestly, and adds in a brand 
  new skill called Armor. Likewise, given that it’s fantasy and not flat-out pulp, combat is tweaked slightly as well. 
   
  WEAPONS 
  In Spirit of the Iron Kingdoms, weapons can be made cool in many ways. In addition to the stock beatsticks you 
  have access to just for having the Weapons skill, you can choose to enhance them as Gadgets (mechanika), 
  Personal Artifacts (magic items), Stunts (Weapons of Destiny) or Aspects (things that are personally important to 
  your character). They can also be acquired through play (plot devices or rewards). 
  Another option common in the Iron Kingdoms, given that stompy metal warjacks and monstrous warbeasts are 
  not at all unusual, is the use of massive two-handed weapons in an attempt to even the playing field. You can use 
  such a weapon only if Armor is not the apex of your skill pyramid (conceptually, your lack of a shield).   
  As for how this applies in the game, weapon scale adds stress to your attack only after a successful hit and 
  never adds more than the number of shifts you generate in the attack, even if the stress bonus is higher. If the 
  attack misses, the stress bonus has no effect. The chart below shows the relative effect of these increases in scale. 
   
  WEAPON TYPE 
  STRESS  BONUS 
   
   
  Fists, Feet, One-Handed Weapons, etc. 
  +0 
  Massive, Cruel or Two-handed Weapons 
  +1 
  Light Warjack/Warbeast Scale Weapons 
  +2 
  Heavy Warjack/Warbeast Scale Weapons 
  +3 
   
  CONSEQUENCES 
  The conflict rules in Spirit of the Century have Consequences stack up in a highly structured fashion: 
  minor/major/severe. Yet it’s easy to imagine a fight beginning with an almost completely debilitating sucker-
  punch or a dagger to the kidneys. The following wiki-sanctioned alternate method for running Fate combat (by 
  Lenny Balsera), makes things a bit less predictable. 
  Whenever your Stress Track is exceeded by any amount, you are Taken Out. Period. 
  Consequences allow you reduce the amount of stress you take from a particular blow. 
  • 
  Take a minor Consequence for a -2 to the stress dealt. 
  • 
  Take a major Consequence for a -4 to the stress dealt. 
  • 
  Take a severe Consequence for a -6 to the stress dealt. 
  Characters start with a base of one minor, one major and one severe Consequence to be spent in any order. 
  Example: Suppose you have a 5-box stress track. Someone nails you massively with an 8 point hit! Taking a minor 
  consequence isn't going to cut it — that only reduces the stress inflicted to 6 (which is still beyond your stress 
  track). You have to take a major Consequence, at least, to make it work, reducing the damage to a 4 stress and 
  thankfully landing inside your stress track. You could also opt to take a severe Consequence, bringing the stress 
  down to 2, if that’s all you had available or if roll-ups would push the stress beyond what you can absorb. 
   
  
   
  22 
  COMPANIONS & MINIONS RELOADED 
  This is an effort to provide a single, unified set of Minion and Companion rules for SotC. It incorporates the new 
  Companion rules introduced in Spirit of the Season, and shows how to utilize them to build all the companion 
  stunts in the SotC rules. The Strength in Numbers, Summonable, and Variable Summons advances were 
  extrapolated from the various companion stunts in the game. He also added the Shared Aspects rule to the 
  Independent advance. 
  Upon purchasing the following Companion stunts, you receive a basic ally: Average quality (1 Average skill and 2 
  stress boxes), requires a Fate point to act alone, and while they are attached they provide +1 group bonus to their 
  leader in the skills they know, and the leader may substitute their skill level in place of his own if it’s higher. 
  • 
  The Minions stunt also gives 1 free “Strength in Numbers” advance, and 3 other advances.  
  • 
  The Animal Companion stunt gives you 4 advances of your choice, within the limits set by that stunt.  
  • 
  The Contacts stunt gives the “Independent” advance for free, and 3 other advances.  
  • 
  Gambling Buddy gives you the “Independent” and “Skilled” advances for free, though Gambling must 
  be one of his skills, and 2 other advances.  
  • 
  The Spirit Companion has the “Summonable” advance for free and 3 other advances. He does not get 
  the Independent advance for free, it must be chosen.  
  • 
  The Lieutenant stunt gets the Fair Quality, “Independent”, and “Skilled” advances for free, plus 1 other 
  Advance. You need not take it multiple times, but you may if you want. Each additional time it is taken 
  gives 3 advances, same as Close Contacts.  
  • 
  A Network of Contacts has the “Summonable” and “Variable Summons” advances for free, plus 2 
  others.  
  • 
  A Sucker gets the “Fair Quality” and “Skilled” advances for free, plus 2 others. One of his skills must be 
  Resources.  
  • 
  A Trusted Employee receives the “Quality” and “Independent” advances for free, and you may choose 
  3 additional advances as well. This companion gets 1 additional advance because it’s actually converting 
  the employee gained in the previous “Headquarters” stunt into a full Companion.  
  • 
  Belonging to a Personal Conspiracy allows you call either a minor functionary with the “Summonable” 
  and “Variable Summons” advances plus 1 other advance, or an officer in the conspiracy who gets 
  “Summonable”, “Variable Summons”, “Independent”, and 2 other advances of your choice. However, if 
  you choose to bother an officer with your needs, he will have goals of his own that he might expect you 
  to help him accomplish. For this stunt, the “Independent” behaves is a slightly different way, such that 
  the GM, not the player, selects the 2 Aspects the companion has access to. One will usually be the 
  player’s Aspect that relates to the conspiracy he’s a part of, but the other is created by the GM. For the 
  rest of the scene, both the player and the companion receive this new Aspect, and the player may not 
  refuse to follow Compels based on it, unless he is willing to seriously offend the conspiracy (which may 
  result in anything from being shunned and ignored for a while as punishment, to being marked for death 
  by the other members!)  
  • 
  The Headquarters stunt gives you an opportunity to select Expert Staff. They effectively are 3 separate 
  companions. Two of them get no advances and the head of the staff gets only the "Fair Quality" advance. 
  You may pay a Fate point to allow them to leave the Headquarters and go on a mission for you. If you 
  wish to promote them to full Companions, take the Trusted Employees stunt.  
  • 
  Stately Pleasure Dome gives you one set of 3 Average minions with the "Strength in Numbers" advance 
  and no other free advances. It also gives your previous Expert Staff one "Quality" advance each, raising 
  them to Fair, Fair, and Good as listed under that stunt, but they do not get any other advances for free. 
  Take Trusted Employee to promote them to full companions.  
  Each time you take a stunt again, you may either create a new Companion/set of minions, or you may add 3 
  Advances to your existing ones (as per the Close Contacts stunt). 
  Attachment: Only one companion may “attach” to a character at a time, the same as a minion might, taking hits 
  to its stress track in substitute for the character’s own. An attached companion can’t take actions of his or her 
  own, though the companion’s skills are available to the character while attached. 
  
   
  23 
  Advances: Companions have the number of advances indicated in the list above. An advance may be spent on 
  one of: Quality, Communication, Independent, Keeping Up, Skilled, Strength in Numbers, Stunt, Summonable and 
  Variable Summons. 
  Quality: Companions start with a base Quality of Average — this may be increased by one step for each advance 
  devoted to it, but cannot exceed the height of the character’s own Skill pyramid apex -1. Quality reflects how 
  capable and resilient the companion is. Companions gain one stress box per Quality improvement and get a single 
  skill column (instead of a pyramid) with an apex equal to its total Quality. 
  Therefore: 
  • 
  An Average quality companion has 1 Average skill and 2 stress.  
  • 
  A Fair quality companion has 1 Fair and 1 Average skill and 3 stress.  
  • 
  A Good quality companion has 1 Good, 1 Fair, and 1 Average skill and 4 stress.  
  • 
  A Great quality companion has 1 Great, 1 Good, 1 Fair, and 1 Average skill, and 5 stress.  
  Scope: Companions no longer require the Scope advance, given that Quality now includes a skill package. 
  Communication: One advance may be spent on Communication, as in Spirit of the Century on page 78. Attempts 
  to disrupt the method of communication between companion and character face a difficulty equal to the 
  companion’s quality rating, or the character’s skill that yielded the companion, whichever is higher. Additional 
  advances spent on Communication increase this difficulty by 2. 
  Independent: All companions are now considered independent— able to act on their own—without needing to 
  spend an advance on it; however, in order to send a companion off on an independent mission, the character 
  must spend a fate point in order to do so. Only one fate point needs to be spent per significant mission (there’s no 
  need to spend fate points when the companion is getting sent off to do something trivial). That said, the 
  Independent advance may still be purchased for a companion, removing this fate point cost. 
  While the Independent character is separated, Independent also allows the companion access to the main 
  character’s fate points and up to 2 Aspects of the main character that would also apply to him as well. “My 
  Faithful Gobber Companion, Tok!” would apply as it is describing the companion himself, and you might also 
  choose something like “Trained to lie by my Rynnish uncle!” or “Must stop the Skorne from taking over Cygnar!” 
  Keeping Up: If the companion’s patron has a means of locomotion or stealth that makes it hard for the 
  companion to keep up with him, then the companion with this advance has a similar ability, but it is useful only 
  for keeping up with her patron when attached, and for no other purpose. 
  Skilled: Each time this advance is taken, an additional “column” of skills is added to the companion’s sheet. But 
  this is at diminishing returns; each column after the first starts one rank lower than the previous. So a Good 
  quality companion with the Skilled advance taken twice would have 2 Good, 3 Fair, and 3 Average skills in total. 
  A third advance would only add 1 Average skill, and a fourth advance would be wasted. 
  Strength in Numbers: You have more than one ally! The first time this advance is taken, you gain 2 additional 
  allies (for a total of 3) that are all identical (statistically, anyway). Each additional time this advance is taken gives 
  you 3 more allies. However, there is a drawback: These hordes of minions are limited to the Leader’s Quality-2, 
  not -1 as is typical for a single companion. Also, Minions only get a number of Stress boxes equal to their Quality, 
  not their Quality +1. 
  Stunt: This advance may be taken a maximum of two times. Each time it is taken, the companion gains the use of 
  a single stunt. The stunt may not confer companions or minions of its own. 
  Summonable: No matter where you are, you can summon your ally to you. This normally takes at least 1 minute 
  or more, but you may usually spend a Fate Point to accomplish it in a single round. A Summoned companion 
  vanishes or leaves if the summoning character is Taken Out, and usually doesn’t last more than 1 scene anyway, 
  though he may be summoned again in a later scene if needed again. This advance may only be taken once, but see 
  Variable Summons below. 
  Variable Summons (Requires Summonable): Normally, the same or an identical companion is summoned 
  each time, but this advance allows the character to allocate his advances when the companion is first summoned. 
  This may only be done once per adventure, same as a Universal Gadget, unless the summoner spends a Fate point 
  to reallocate the points again (Note: Spending a Fate point to reallocate the points is a rule I use for Universal 
  Gadgets as well). This advance may only be taken once. Note that while this is most often a mystical ability, it can 
  instead in some cases represent a vast network of friends, allies, or members of a group, such that almost 
  anywhere in the world he can call on someone who just happens to be in the neighborhood. 
  
   
  24 
   
  WARJACKS & WARBEASTS 
  Warjacks are the iconic metal behemoths of the Iron Kingdoms setting, titanic weapons of war powered by steam 
  and sorcery. Similarly, warbeasts are the monstrous and cunning creatures of the wilds whose unbridled fury can 
  only be harnessed by the sorcerous will of a warlock. This section is an effort to provide rules for making your 
  own warjacks and warbeasts. It skirts a line between the Companion rules above, and the gadget rules from the 
  book and, admittedly, gives them a bit of a leg up on your average physical Companion. Hopefully this is balanced 
  by the fact you can’t (generally) take warjacks and warbeasts indoors, and it’s easy for your enemies to know 
  you’re coming if you have one in tow. Still, they’re important to the setting and deserve time in the spotlight! 
  WARJACKS 
  Warjacks come into play with certain baseline abilities. Given their coal-fired, steam-belching, full-metal nature, 
  a warjack never takes Composure damage, can always use the Might skill at Quality and comes naked from the 
  workshop with an Armor skill of Quality + 2. If a warjack is not given the Armed and/or Shield improvements, it 
  is considered to have metal fists with which to pound its opponents into mush or toss them about the battlefield. 
  Improvements: Warjacks have the number of improvements indicated in the text of the Stunt. An improvement 
  may be spent on one of: Quality, Additional Capability, Special Effect, Conscious, Skilled, Stunt, Arc Node, Armed, 
  Armored, Shield, Rugged, Strong and Upgrade. 
  Quality: Light warjacks start with a base Quality of Fair/heavies start with a base Quality of Good — this may be 
  increased by one step for each improvement devoted to it up to a maximum of Great for a light warjack and 
  Superb for a heavy. Quality reflects how capable and resilient the warjack is. Warjacks gain one stress box per 
  Quality improvement and get a single skill column (instead of a pyramid) with an apex equal to its total Quality.  
  Therefore: 
  • 
  A Fair quality warjack has 1 Fair and 1 Average skill and 3 stress. 
  • 
  A Good quality warjack has 1 Good, 1 Fair, and 1 Average skill and 4 stress. 
  • 
  A Great quality warjack has 1 Great, 1 Good, 1 Fair, and 1 Average skill and 5 stress. 
  • 
  A Superb quality warjack has 1 Superb, 1 Great, 1 Good, 1 Fair, and 1 Average skill and 6 stress. 
   
  Additional Capability: One of the warjack’s systems can now do something else of roughly the same scope. It’s 
  gun might be able to shoot a harpoon allowing it to reel in prey, mechanikal enhancements may grant its Fists the 
  ability to Disrupt, shells fired from its cannon might explode in a zone rather than merely pierce a single target or 
  its sealed boiler might allow it amphibious movement for a short duration. 
  Special Effect: The warjack has a system that operates on completelty different principles than the commonly 
  accepted steamtech/mechanika of the Iron Kingdoms. Cryxian necrotech and Cygnar’s electrical storm-chambers 
  are examples of this. The game benefit of this will depend highly on the specifics. 
  Conscious: The warjack is capable of more advanced reasoning and more independent action. An unexplained 
  phenomenon resulting from long interaction with a single warcaster or even just the age and accumulated 
  experience of a given cortex, this limited consciousness comes with personality ticks and occasionally peculier 
  behavior. This improvement reflects special cases like the Avatar or Menoth, the Deathjack or bonded warjacks. 
  Skilled: Each time this advance is taken, an additional “column” of skills is added to the warjack’s sheet. But this 
  is at diminishing returns; each column after the first starts one rank lower than the previous. Thus a Good quality 
  warjack with the Skilled advance taken twice would have 2 Good, 3 Fair, and 3 Average skills in total. A third 
  advance would only add 1 Average skill. A fourth would be wasted. Warjacks are limited in their skill choices and 
  must choose from the following list: Athletics, Endurance, Fists, Guns, Stealth and Weapons. 
  Stunt: This improvement may be taken a maximum of twice. Each time it is taken, the warjack gains the use of a 
  single stunt. The stunt may not confer companions, minions or other social advantages. 
  Arc Node: The warjack has been fitted with a mechanika relay system for the warcaster’s arcane powers. As long 
  as it is within a number of zones equal to the warcaster’s Faith or Magic skill and has not been tagged with a 
  “Disrupted” Aspect, it can be used as the point of origin for the warcaster’s spells. 
  Armed: This improvement may be taken a maximum of twice (once for each arm). The warjack gains a weapon 
  system (a huge sword, a gigantic wrecking ball on a chain or a big freakin’ gun). Because of their scale, light 
  
   
  25 
  warjacks increase the stress they inflict by +2 after scoring a successful hit with an appropriately sized weapon. 
  Heavy warjacks increase the stress of a successful hit by +3. 
  Armored: Each time this improvement is taken, the warjack gains a cumulative +1 to their Armor skill. 
  Shield: This improvement may be taken a maximum of twice (once per arm). The warjack gains +1 to its Stress 
  Reduction with no Impairment each time. The shield may be used to attack (Fists) but receives no damage bonus. 
  Rugged: The warjack gains +2 stress boxes. 
  Strong: The warjack’s bonus Stress on attacks is increased by +1 thanks to a high-pressure boiler, extra-beefy 
  pistons, a larger than usual weapon or spiky bits welded to its knuckles. 
  Upgrade: A specific improvement, granting a +2 bonus to some fairly specific use. A Cygnaran Hunter (a fast 
  light warjack with an armor piercing gun) might have an Upgrade to Athletics when used for movement, or an 
  Upgrade to its gun when targeting Armored (as in the improvement) opponents. 
   
  WARBEASTS 
  Warbeasts come into play with certain baseline abilities. Given their raging, hulking nature, warbeasts never 
  takes Composure damage, can always use the Might skill at Quality and comes naked from the wild with an 
  Armor skill of Quality + 2. If a warbeast is not given the Armed and/or Shield improvements, it is considered to 
  have great clawed hands with which to shred its opponents into red ribbons or toss them about the battlefield. 
  Improvements: Warbeasts have the number of improvements indicated in the text of the Stunt. An improvement 
  may be spent on one of: Quality, Lesser Warbeasts, Additional Capability, Special Effect, Conscious, Skilled, Stunt, 
  Armed, Armored, Shield, Regeneration, Rugged, Strong, Upgrade and Wings. 
  Quality: Light warbeasts start with a base Quality of Fair/heavies start with a base Quality of Good — this may be 
  increased by one step for each improvement devoted to it up to a maximum of Great for a light warbeast and 
  Superb for a heavy. Quality reflects how capable and resilient the warbeast is. Warbeasts gain one stress box per 
  Quality improvement and get a single skill column (instead of a pyramid) with an apex equal to its total Quality.  
  Therefore: 
  • 
  An Average quality warbeast has 1 Average skill and 2 stress.  
  • 
  A Fair quality warbeast has 1 Fair and 1 Average skill and 3 stress. 
  • 
  A Good quality warbeast has 1 Good, 1 Fair, and 1 Average skill and 4 stress. 
  • 
  A Great quality warbeast has 1 Great, 1 Good, 1 Fair, and 1 Average skill and 5 stress. 
  • 
  A Superb quality warbeast has 1 Superb, 1 Great, 1 Good, 1 Fair, and 1 Average skill and 6 stress. 
  Lesser Warbeasts: You have more than one beasty! This advance can only be taken once, and can only be 
  applied to a light warbeast. You gain 2 additional warbeasts (for a total of 3) that are all identical (statistically, 
  anyway). However, there is a drawback: Lesser Warbeasts begin their service to you at Average Quality and 
  receive one less stress box than their Quality would normally provide (Fair gets 2, Good gets 3, etc.). Also, they 
  begin with an Armor skill of Quality +1, rather than +2. 
  Additional Capability: Something the warbeast can already do now does something else of roughly the same 
  scope. Its tree-trunk-sized spear might allow it to reach across zones, its thick skull and massive tusks could allow 
  it to make a Might maneuver to slap a “Slammed to the Ground!” fragile Aspect on any opponent it hits or its icy 
  breath might freeze an opponent in place as well as damaging them. 
  Special Effect: The warbeast operates on completelty different and monstrous biology than that commonly seen 
  in the Iron Kingdoms. The Legion of Everblight’s Blood Creations are examples of this, as are the stone-and-wood 
  constructs of the Circle Orbouros. The game benefit of this will depend highly on the specifics. 
  Conscious: The warbeast is capable of more advanced reasoning and more independent action. Occasionally 
  these monsters of the wild become attached to their warlock and learn, within the limits of their nature, to 
  anticipate their master’s needs and commands. This improvement reflects special cases like unique or bonded 
  warbeasts. 
  Skilled: Each time this advance is taken, an additional “column” of skills is added to the warbeast’s sheet. But this 
  is at diminishing returns; each column after the first starts one rank lower than the previous. Thus a Good quality 
  warbeast with the Skilled advance taken twice would have 2 Good, 3 Fair, and 3 Average skills in total. A third 
  
   
  26 
  advance would only add 1 Average skill. A fourth would be wasted. Warbeasts are limited in their skill choices 
  and must choose from the following list: Athletics, Endurance, Fists, Guns, Intimidation, Stealth and Weapons. 
  Stunt: This improvement may be taken a maximum of twice. Each time it is taken, the companion gains the use of 
  a single stunt. The stunt may not confer companions, minions or other social advantages. 
  Armed: This improvement may be taken a maximum of twice (once per arm). The warbeast gains a ridiculously 
  large or powerful weapon (a massive axe, a scavenged cannon or gob of fiery sputum). Because of their scale, 
  light warbeasts increase the stress they inflict by +2 after scoring a successful hit with an appropriately sized 
  weapon. Heavy warbeasts increase the stress of a successful hit by +3. 
  Armored: Each time this improvement is taken, the warbeast gains a cumulative +1 to their Armor skill. 
  Shield: This improvement may be taken a maximum of twice (once per arm). The warbeast gains +1 Stress 
  Reduction with no Impairment each time. The shield may be used to attack (Fists) but receives no damage bonus. 
  Regeneration: The warbeast unchecks its lowest checked-off stress box when a specific, limited condition is met. 
  Rugged: The warbeast gains +2 stress boxes. 
  Lethal: The warbeast’s bonus Stress on attacks is increased by +1 thanks to its explosively meaty thews, a larger 
  than usual weapon or the boney protruberances jutting from its knuckles. 
  Upgrade: A specific improvement, granting a +2 bonus to some fairly specific use. A Skorne Gladiator (a 
  lumbering, massive heavy warbeast with huge tusks) would have an Upgrade to Might when used to slam 
  opponents to the ground. 
  Wings: The warbeast’s wings allow them to ignore height- or depth-related zone borders. 
   
   
  
SOURCE: textdata/thevault/Spirit of the Century/Spirit of the Century Spirit of Iron Kingdoms.pdf