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IRON MAGE (RED-ROBE)

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Magical Styles: Dungeon Magic · p.34

Open source p.34
250

A journeyman or a junior master in the Guild of Iron
Mages, you’re not just a wizard, but also a solid fighter and a
respectable craftsman. Cloistered academics often point out
that you aren’t the intellectual that they are, and that’s fine by
you – your actions speak louder than their sneering, and
demonstrate how much more useful you are in practice. Years
in the workshop and on the battlefield have made you tough
and resourceful, ready for the adventurer’s life.
Attributes: ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
Secondary Characteristics: Damage /; BL 24 lbs.; HP
11 [0]; Will 14 [0]; Per 14 [0]; FP 14 [6]; Basic Speed 6.00
[0]; Basic Move 6 [0].
Advantages: Magery 3 [35]; Magical School Familiarity (Iron
Magic) [1]; and four Magic Perks from the Iron Magic list
(p. 11) [4]. • 30 points chosen from among ST or HT +1 to
+3 [10/level], DX or IQ +1 [20], HP +1 to +3 [2/level], Will +1
to +6 [5/level], FP +1 [3], Artificer 1-3 [10/level], Combat
Reflexes [15], Energy Reserve 1-10 (Magical) [3/level], Fear-
lessness [2/level], Fit [5] or Very Fit [15], Gizmos 1-3
[5/level], Hard to Kill [2/level], Hard to Subdue [2/level],
High Pain Threshold [10], Languages (any) [2-6/language],
Lifting ST 1-3 [3/level], Luck [15] or Extraordinary Luck
[30], Magery 4, 5, or 6 [10, 20, or 30], Mind Shield [4/level],
Signature Gear [Varies], Wealth (Comfortable or Wealthy)
[10 or 20], or Weapon Bond [1].
Disadvantages: -15 points chosen from among Bloodlust
[-10*], Code of Honor (Mercenary’s, Soldier’s, or Chivalry)
[-5, -10, or -15], Greed [-15*], Intolerance (any) [-5 or -10],
Overconfidence [-5*], Sense of Duty (Adventuring compan-
ions) [-5] or (Any large group) [-10], or Stubbornness [-5].
• Another -35 points chosen from among the previous traits
or Bad Temper [-10], Bully [-10], Chummy [-5] or Gregar-
ious [-10], Clueless [-10], Curious [-5], Honesty [-10], No
Sense of Humor [-10], Oblivious [-5], Obsession (Some feat
of craftsmanship) [-5], Post-Combat Shakes [-5], Pyroma-
nia [-5*], Vow (Never refuse a challenge to combat) [-10], or
Wounded [-5].
Primary Skills: Armoury (Body Armor or Melee Weapons) and
Smith (Iron), both (A) IQ [2]-14; Tactics (H) IQ [4]-14;
Breath Control (H) HT [4]-12; and Mental Strength (E)
Will+1 [2]-15.
Secondary Skills: Four of Armoury (any other), Connoisseur
(Jewelry or Weapons), Hazardous Materials (Magical),
Leadership, Merchant, or Teaching, all (A) IQ-1 [1]-13; Jew-
eler or Strategy, both (H) IQ-2 [1]-12; Thaumatology (VH)
IQ [1]-14†; Alchemy (VH) IQ-3 [1]-11; or Meditation (H)
Will-2 [1]-12. • Either Hiking (A) HT [2]-12 or Riding
(Horse) (A) DX [2]-12. • One of Crossbow or Thrown
Weapon (any), both (E) DX+2 [4]-14; Bow or Throwing,
both (A) DX+1 [4]-13; or Sling (H) DX [4]-12. • One of these
12-point melee skills packages:
1. Either Shield or Shield (Buckler), both (E) DX+2 [4]-14.
• One of Broadsword, Rapier, Saber, Shortsword, or
Smallsword (A) DX+2 [8]-14.
2. Two-Handed Sword (A) DX+3 [12]-15.
Background Skills: Eight of Brawling, Fast-Draw (any),
Forced Entry, or Leatherworking, all (E) DX [1]-12; Climb-
ing, Stealth, or Wrestling, all (A) DX-1 [1]-11; First Aid or
Gesture, both (E) IQ [1]-14; Cartography, Hidden Lore
(any), Occultism, Research, Speed-Reading, or Writing, all
(A) IQ-1 [1]-13; Intimidation (A) Will-1 [1]-13; Scrounging
(E) Per [1]-14; 1 point to raise one of those skills or any
The great questions of the day will not be settled by means
of speeches and majority decisions, but by iron and blood.
1-point secondary skill by a level; or 1 point to buy any uns-
elected primary or secondary skill at the 1-point level.
Spells: Identify Metal, Lend Energy, Recover Energy, Shape
Metal, and Shield, all (H) IQ+1 [1]-15†; Inspired Creation
(VH) IQ+1 [2]-15†; and 23 points in additional Iron Magic
spells (pp. 11-12).
* Multiplied for self-control number; see p. B120.
† Includes +3 for Magery.
Customization Notes
While all Iron Mages learn three trades – Magic, Martial
Arts, and Metalwork – and the order encourages balance, most
have a specialty.
Magicians flaunt high IQ and Magery, and sizeable Energy
Reserves. Intermediaries between the other factions, running
the guild and bargaining on its behalf, they excel at Intimida-
tion, Leadership, Merchant, and Teaching. Red-robes being a
notably blunt lot, less-endearing traits of their leaders include
Bad Temper, Bully, Greed, Intolerance of enemy groups, and
Stubbornness. Further skills run to Connoisseur and Jeweler
for avaricious appraisals, plus Alchemy, Hidden Lore, Occult -
ism, and Thaumatology for magical research. Magicians go
for balanced grimoires, but are the most likely group to know
Counterspell, Dispel Magic, and Ward, and to build up men-
tal defenses such as Hide Emotion, Hide Thoughts, and
Strengthen Will.
Martial artists have better ST, DX, HT, HP, and/or FP than
most wizards (and some warriors!), alongside advantages such
as Combat Reflexes, Fearlessness, Fit, Hard to Kill, and High
Pain Threshold – and Lifting ST for armor. Like fighters,
they’re prone to Bloodlust, Overconfidence, martial Vows, and
Wounded, but may show their quality through Chummy, Code
of Honor, Honesty, or Sense of Duty. They value combat skills,
and also Armoury, First Aid, Intimidation, Leadership, and
Strategy. Their spells are primarily combat preparations,
including advanced tricks such as Body of Metal, Create War-
rior, Weapon Self, and the order’s secret spells.
Metalworkers prize Artificer, not to mention Gizmos, Signa-
ture Gear, and high ST for labor. Greed is common (the arma-
ments they make sell well), as are Overconfidence (in matters
of craft), Clueless and Oblivious (due to spending more time
around a forge than with people), and Obsessions with creat-
ing things. They hold craft skills dear – notably Armoury, Jew-
eler, and Leatherworking – but also know how to destroy
things (Forced Entry). It’s a matter of pride to be phenomenal
at Scrounging, too. Their favorite spells – Cadence, Fasten,
Repair, and Reshape – facilitate the production of durable
goods, but quick fixes like Create Object, Duplicate, Rejoin,
and Transform Object have uses, and Coolness and Fireproof
are wonderful around a forge.
– Otto von Bismarck
Iron Mages love fine gear. It’s unusual for a red-robe not to
have a sword (often with a Weapon Bond) and metal armor –
although this may mean buying Signature Gear or trading
points from quirks for money. Whenever possible, power items
(Powerstones) are rubies and garments are red.