Documente Academic
Documente Profesional
Documente Cultură
beings not of this realm. These ‘ancients’ planted the seeds of life on
Valkana; and as that life grew, and civilizations formed, their thirst for
supremacy blossomed into war!
A new civilization was built on the ruins of the old, a peaceful world
of magic and science; but the forces of chaos are patient, and not easily
contained. Left to fester, ancient evils threaten to emerge and unleash
mayhem upon the world.
Table of Contents:
Content Pages
INTRODUCTION 1
Disclaimer-Table of Contents 2
CHAPTER ONE: Character Options 3-7
Race Options 3
New Races 4
Focuses 5
Derived Traits 6-7
CHAPTER TWO: Talents and Specializations 8-13
Talents 8-10
Specializations 10-13
CHAPTER THREE: Arcana 14-21
Technology Arcana 14-15
Light Arcana 16-17
Chaos Arcana 18-19
Minor Arcana 20-21
Fatigue Casting (Optional Rule) 21
CHAPTER FOUR: Equipment and Technology 22-34
Armor and Shields 22-23
Weapons-Replaced 23
Weapons-New 24
Adventuring Gear 25-26
Other Tech-Cybernetic Limbs 27
Other Cybernetics 28
Upgrades 29
Technology Complexity Chart 30-31
Potions-Elixirs 32
Poisons-Grenades 33-34
CHAPTER FIVE: Magic Items 35-46
Relics of the Past 35-38
Magic and Wondrous Items 39-46
CHPTER SIX: Other Things 47-53
New Stunts 47-48
Luck 48
Corruption-Blood Powers 49-50
Drone stats 51-53
Chapter One: Character Options
In this chapter, we explore the Character Options for
playing in TitansGrave: the Ashes of Valkana. This chapter will
include additions to Player Races, Focuses, and options for
other houserules such as a formula for Health and Magic Points.
DRYAD
Dryads are Elf-looking but have a higher connection with nature than their Pale cousins.
It is not sure how or where the Dryads came to be but they seem to be an offshoot that
occurred Before the chaos Wars
• Add +1 to your Perception.
• Pick a Focus: Communication (Animal Handling) or Intelligence (Natural Lore)
• FAE BLOODED: Like their Elven Cousins, the Dryad only need to mediated for 4
hours to get the same benefits as sleep and cannot be put to sleep or unconscious via magic
• FOREST SPIRIT: All Dryad know one Novice Level Wood Arcana Spell that they can
Cast for free once per Encounter without the use of Magic Points. The 2 most commonly
used ones are Forest Blend and Wood Speech. This spell can still be learned if the character
is a Mage but it is not necessary
• Speed is 10+Dexterity-Armor
• Speak and Read Common and Sylvan
Roll Twice on the following Table, reroll if you get the same result
2D6 Roll Benefit
2 +1 Dexterity
3-4 Perception (Seeing)
5 Communication (Seduction)
6 Dexterity (Stealth)
7-8 +1 Willpower
9 Perception (Empathy)
10-11 Intelligence (Hearing)
12 +1 Accuracy
HOMUNCULUS:
The Homunculi (Plural for Homunculus), are a race of artificial beings like the Orean; however,
they have been made of a fabric instead of a metal body and have a soul within. The power of the
soul keeps the fabric body moving and while the colors of the soul vary, the Soul can be projected
out of the body but only for a short time
• Add +1 to your Dexterity
• Pick a Focus: Intelligence (Arcane Lore) or Dexterity (Acrobatics)
• FABRIC FLESH: Your body is not Flesh and while your Soul will stitch the body back
together (as per normal healing rules), you can project your formless Soul from your body. you
become Ethereal and can roam without getting hurt by mundane weapons. Magic and Magic
Weapons can still hurt you so be careful. If your body is damaged while you are Ethereal, you
immediately snap back to it. Also, you cannot roam more than 200 yards from your body or you will start to take 1d6
Penetrating damage per hour away with no chance of recovery until you get back to your body. If your Soul dies outside
your body, you die
• SOUL FIRE: you can project your Souls energy in a sort of flame. This has a range of 16 yards and deals 1d6+Willpower in
damage. You can only use this a number of times per day equal to your Constitution. when you reach level 11, the damage
increases to 2d6+Willpower.
• Speed is 10+Dexterity-Armor
• Speak and Read Common and 2 other languages of choice
Instead of rolling Twice on an individual Chart, decide what Color your Soul is and roll off of that Races Chart. This is to show
what Race you were BEFORE getting your Soul placed into a Homunculus:
RACE COLOR RACE COLOR RACE COLOR
DWARF GREY HUMAN LIGHT RED BLOODED DARK RED
ELF LIGHT GREEN ORC DARK GREEN DRAAK BLACK
GNOME YELLOW SAURIAN PURPLE DRYAD FOREST GREEN
HALFLING ORANGE BEASTFOLK WHITE
ABILITY FOCUSES:
The Ability Focus List for Fantasy Age is extensive and neat. The concept of having
Skills in this manner gave me some ideas about how to improve upon them. Each new
Focus will have a brief description in what they are used for.
FOCUSES
ACCURACY
Chains Proficiency with the Chains Weapons Group
Crossbows Proficiency with Crossbows (now separate from Bows)
Curved Blades Proficiency with Curved Blades
Thrown Weapons Proficiency with Thrown Weapons (Now a separate Weapons Group)
COMMUNICATION
Diplomacy Your Skills at finding the middle ground between two or more people
Linguistics Your skill at understanding the subtleties of the spoken word, even if you do not know the language
Provocation Your ability to make someone angry
CONSTITUION
Fortitude This Focus adds its bonus to your Total Health (See the Rules for Health Calculation in the next section)
Tolerance Your ability to resist environmental conditions like heat or cold
FIGHTING
Brawling Just like the Accuracy version but for a more brutal play style
Flails Proficiency with the Flails Weapons Group
Shields Proficiency with using Shields as a weapon (see Chapter 4 for more details)
INTELLIGENCE
Astronomy Your knowledge of the stars and their movements
Literacy Your skill at understanding the minutia of the written word, even if you do not know the language
Survival Your skill at knowing how to survive in any environment
Tactics Your knowledge of combat tactics
Trading Your knowledge of the intricacies of trade and business
PERCEPTION
Intuition Your sixth sense, the “I’ve got a bad feeling” skill
WILLPOWER
Magic This Focus adds its bonus to your Total Magic Points (see the rules for MP Calculation in the next section)
Purity Your ability to counteract the influence Corruption
DERIVED TRAITS:
Derived Traits are calculated from certain Abilities and may include a Focus.
Each Derived Trait has a specific function that will be described here.
HEALTH:
Health has changed a bit from the core rules. Instead of rolling each time you
level up, it has been changed into a simple formula that takes level and
constitution into account. Each Class has a Base Health pool. Mages begin with a
base of 20, Rogues have 25 and Warriors begin with 30. Then you calculate your
Constitution Score times 5 and your Level times 2. Here is what the formula looks
like: 20/25/30 + (5xCon) + (2xLevel)
EXAMPLES:
If your characters all have a Constitution of 3 and are at level 2:
MAGE: 20 + (5x3) + (2x2) = 20+15+4= 39 Health
ROGUE: 25 + (5x3) + (2x2) = 25+15+4= 44 Health
WARRIOR: 30 + (5x3) + (2x2) = 30+15+4= 49 Health
If you have the Fortitude Focus, then you add its Focus Bonus to your TOTAL
HEALTH, Not added every level. So in the above example, if the Rogue has
Fortitude, he will have 46 Health instead. Also, if the player has a negative
number in Constitution, it counts as a 0 for calculation of health.
MAGIC POINTS:
Magic Points have a similar calculation to Health to simplify the game a touch. The formula is instead:
10 + (5xWillpower) + (2xLevel)
So if you have a Willpower score of 5 and are at level 3 then you calculate it:
10 + (5x5) + (2x3) = 10+25+6= 41 Magic Points. The Magic Focus under Willpower will increase your TOTAL Magic Points by its
bonus, not PER LEVEL. So in the above example, if you have the Magic Focus, you will have 43 Magic Points instead. The Arcane
Dabbler Specialization has its own calculation for Magic Points since they have access to less spells than a Mage does. This
calculation will not change that Specialization in any way. Also, if the player has a negative number in Willpower, it is counted as a 0
for calculation of Magic Points
SPELLPOWER:
This remains the same at 10+Willpower+Applicable Arcane Focus
DEFENSES:
The standard Defense score has been separated into 2 sub-defenses that are used in specific situations. The third is an Optional
Defense that your GM may or may not allow.
DODGE: Dodge replaces the Typical Defense rating with one specific to Ranged Attacks. This is calculated as 10+Dextity+shield
Bonus as per the typical Defense score in the core rules
PARRY: Parry is specific to Melee attacks and is calculated as 10+Fighting or Accuracy +Weapon Focus or Shield bonus (cannot
use both, just the higher of the 2). Fighting or Accuracy is exchanged based on what Weapon you are using at that time. A Short
Sword would use Accuracy while a Warhammer would use Fighting for example
PSYCHE: this is the optional Defense. Spells or Effects that target the Mind and try to change ones mood will run off of
10+Willpower (Self-Discipline). The GM will decide if Psyche is used and how. The rules for it are the same as the above 2 defenses
but only for mental-based spells or effects
SPEED:
This is the same as the Core Rules; Racial Base +Dexterity-Armor
NOTICE:
Notice is a simple mechanic that the GM rolls against to see if a player will passively see or hear something. They roll 3d6 and
add any modifiers for say lighting or crowds, and see if they beat the number. If they do, they player does not notice the thing, but if
the GM fails, then the player does notice whatever it was. This simple mechanic is calculated as 10+Perception+applicable Focus
(Seeing, Hearing, Etc.)
LUCK:
Action Points were an option for players in the Companion, but I liked how Conviction worked in Blue Rose a bit better. So, Luck
is basically ported directly from Blue Rose with some changes. The players begin with 3 Luck points and gain 1 more at every odd
level (3, 5, 7, Etc.). the rules for how to use Luck are in the final chapter of this document along with Corruption
CORRUPTION:
Less of a Derived Trait and more of an important mechanic; it works the way it does in Blue Rose, the player suffering a -1 to
Willpower and Constitution for each point in Corruption. Once you hit a -5 penalty, you have fallen completely. More rules on
Corruption at the end of this Document
Chapter Two: Talents and
Specializations
TALNTS:
The Fantasy Age System has a ton of great Talents and
Specializations. Here are just a few more to add a bit more
depth to any game. The ones I use are straight out of The
Fantasy Age Core Rulebook and the Companion. That being
said, you need to add all the Talents and Specializations from
those 2 books and just add these new ones. Remember to not
include the Firearms Talent from the Companion since it is
replaced with the Blaster Style from TitansGrave
ALCHEMY (revised)
You know how to craft Potions, Elixirs, Grenades and Poisons
CLASS: Any
REQUIRES: Intelligence of 2 or higher
NOVICE: You can craft Novice Potions, Elixirs, Grenades and Poisons. You know 3 Novice Formulae and can learn more in game
JOURNEYMAN: You can craft Journeyman Potions, Elixirs, Poisons and Grenades. You know 2 Journeyman Formulae and can
learn more in game. Also, you must know a Novice formula in order to craft its Journeyman advancement
MASTER: You can craft Master Potions, Elixirs, Poisons and Grenades. You know 2 Master Formulae and can learn more in game.
Also, you must know a Journeyman formula in order to craft its Master advancement
CLARITY
The Waters of your magic are deep and wild
CLASS: Mage
REQUIRES: Willpower of 2 or higher
NOVICE: You gain a +2 bonus to Total Magic Points. You can use your Willpower (Magic) Focus to replace any other Willpower
Focus once per encounter
JOURNEYMAN: You can reroll failed Casting Rolls unless the Stunt Die is a 1. You can only do this a number of times per
Encounter equal to your Willpower
MASTER: Gain another +2 bonus to Magic Points. you can perform the TRANSFERENCE Spell Stunt. for 3SP, you can transfer 1d6
MP to regain that same amount in Health or vice versa. This stunt can only be used on yourself.
COMBAT TACTICS
You have uncanny knowledge of how to manipulate a battlefield
CLASS: Rogue, Warrior
REQUIRES: Intelligence (Tactics) Focus, 1 Fighting Style at Novice Level
NOVICE: you can take up to a -3 on your next attack to gain up to that to Parry or Dodge until your next turn or Vice Versa
JOURNEYMAN: TN 13 Tactics Test to gain a +1 circumstance bonus. You can use this Bonus on any Roll until the End of the
Encounter. Making this test more than once will not give you any higher bonuses
MASTER: you can take up to a -3 on your next attack to gain that to Damage until your next turn and Vice Versa
DEVICE MASTERY:
You have a deep understanding of how Arcane Devices work and can easily craft them as well as manipulate them. you can
create a new Arcane Device with a TN 13 Dexterity (Crafting) or Intelligence (Arcane Lore) Test.
CLASS: Mage
REQUIREMENTS: Intelligence (Arcane Lore) Focus
NOVICE: Your knowledge of the Arcane is vast. When holding an Arcane Device, you can add extra damage to your Arcane Blast
or Spell equal to your intelligence
JOURNEYMAN: Your knowledge of the Arcane is deep. While using an Arcane Device, you have a +1SP bonus to generate Spell
Stunts
MASTER: Your knowledge of the Arcane is Strong. While holding an Arcane Device, You have a +1 bonus to AR
FLEET OF FOOT
You have great skill at running over, under and through many environments
CLASS: Any
REQUIRES: Dexterity of 2 or higher
NOVICE: Gain a +1 bonus to Speed and Initiative Rolls
JOURNEYMAN: you can reroll any failed Acrobatics Test and take the better result
MASTER: You have a +1 bonus to generate Initiative and Chase Stunts
IRON WILL
Your willpower is as strong as any fortress
CLASS: Any
REQUIRES: Willpower of 2 or higher
NOVICE: you can reroll any Failed Willpower Test and take the better result
JOURNEYMAN: The Tower of Will Stunt costs 1SP less for you
MASTER: you can substitute Purity or Faith for any other Willpower Focus. Select one of those 2 when gaining this Talent Degree
MAGIC MASTERY
Your understanding of the finite workings of magic is very strong and this makes you a very formidable opponent
CLASS: Mage
REQUIRES: Willpower of 2 or higher, at least 1 Arcana Focus
NOVICE: you can take up to a -3 on your next casting roll to gain that to Spellpower or Psyche until your next turn and vice versa
JOURNEYMAN: TN 13 Arcana Test to gain a +1 Circumstance bonus to anything Magic related until the end of the encounter.
Taking this test multiple times will not increase this bonus
MASTER: you can take up to a -3 on your next casting roll to gain that to Spell Damage until your next turn and vice versa
STREETWISE
You know your way through the streets of any urban environment; where to go and who to see are a cakewalk for you
CLASS: Any
REQUIRES: Communication of 2 or higher and Contacts Talent at Novice Level
NOVICE: you have a +1 circumstance bonus when dealing with the underbelly of the urban scene, even creating Contacts
JOURNEYMAN: you can make a series of Communication Tests (with a TN of the GM’s discretion) to find secret locations in an
urban environment
MASTER: all Exploration Stunts used in the Urban Scene always cost 1SP less for you
TINKERING
You know what to craft with left-over bits of technology. Creating tiny robots to building full-scale Cybernetics are your
specialty. Keep in mind that certain items require a certain level of the Talent to learn. Schematics do not have level like Potions do.
Instead, they have a Complexity Rating (Seen later in the Equipment section). The Schematics Spell under the Technology Arcana is
very useful when combined with this talent (More on this new Arcana later)
CLASS: Any
REQUIRES: Intelligence of 2 or higher or the Intelligence (Engineering) Focus
NOVICE: You learn 3 Schematics with a Complexity of up to 3 (More on Complexity in the Equipment chapter). you can always
learn more Schematics in game
JOURNEYMAN: you learn 2 more Schematics and can learn Schematics of a Complexity of up to 6
MASTER: you learn 2 more Schematics and can learn Schematics of a Complexity of up to 9
VITALITY
You have trained your body to resist almost anything
CLASS: Any
REQUIRES: Constitution of 2 or higher
NOVICE: You gain a +2 bonus to Total Health. You also add 2 rounds to the total number before fully dying
JOURNEYMAN: You can reroll failed Stamina Test unless the Stunt Die is a 1. You can only do this a number of times per
Encounter equal to your Constitution
MASTER: Gain another +2 bonus to Health. You retain the ability to take Minor Actions while in the Dying State; however each
time you do you reduce the amount of time before death by 1 round
SPECIALIZATIONS:
For the most part, all Specializations from the FAGE Core Rulebook and
the Companion are available. Here are a few more added that have some flare
all their own. First however, is a modified Specialization; the Martial Artist.
MARTIAL ARTIST:
This Specialization is now not limited to only the Rogue Class. Since all 3 classes can gain the requirements, they all can use it.
This allows a bit more flare to each class as they take on a different version. The Rogue will be your agile martial artist while the
warrior might be a bit more of a brute. The mage might end up being a tranquil monk, letting their inner reserves guide their bodies.
MAGE SPECIALIZATIONS:
These are added Specializations for Mages to use. They increase power
and add new and amazing abilities for mages
GUN MAGE
By understanding how magic flows, you can use the power of Blasters to a great effect (since they use magic to power them)
CLASS: Mage
REQUIRES: Accuracy of 2 or higher, Intelligence (Engineering)
NOVICE: You gain the Blaster Pistols Weapons Group if you do not already have it. When using Blasters, they count as Magical
Weapons, ignoring resistances of certain creatures. You can also now learn the Blaster Weapon Style Talent (normally limited to
Rogues and Warriors)
JOURNEYMAN: You infuse your Pistols with magical energies. When firing your Blaster, you can substitute your Willpower for
Perception in damage. Also, your Blaster now counts as an Arcane Device when casting spells
MASTER: You can now channel your Arcane Blast through your Blaster. When using your Blaster for your Arcane Blast, you deal
an extra 1d6 of damage
WARLOCK
The Warlock Has figured out how to open themselves to primal forces and empower themselves in chaotic ways. It is a
dangerous route but the rewards can be glorious
CLASS: Mage
REQUIRES: Intelligence and Willpower of 2 or higher; Intelligence (arcane Lore) Focus
NOVICE: As an Activate Action you can open yourself to the Void with Chaos Magic Mode; increasing your Spellpower by 2 but
also increasing the Magic Point Costs of all Spells by 2 points as well. You can deactivate this with another Activate Action. Whenever
you deactivate Chaos Magic Mode, roll 1d6. On a 1, you suffer 1 point of Corruption
JOURNEYMAN: When in Chaos Magic Mode, all damage you deal from Spells now becomes Piercing, including any extra damage
via Talents or Stunts. If it is already Piercing; then it becomes Penetrating. You can also use Chaos Stunts in place of regular Magic
Stunts while in Chaos Magic Mode
MASTER: While in Chaos Magic Mode, you can spend Extra MP to Force a Stunt. The amount the Stunt will cost is how much you
spend. If your Stunt die is on or above the amount you spent, then you can use the stunt even if you did not roll doubles
ROGUE SPECIALIZATIONS
These Specializations are made specifically for Rogues. They offer
some new insights and abilities for any Rogue to utilize
BLADE DANCER
The Blade Dancer has discovered how to use Dance in combat and becomes a force to be reckoned with in terms of grace and
savagery
CLASS: Rogue
REQUIRES: Dexterity of 3 or Higher; Communication (Performance) Focus
NOVICE: As an Activate Action, you can enter Blade Dancing Mode. While in this mode, whenever you generate Stunt Points,
you can use Skirmish on yourself for free up to 4 yards and only on yourself. You can end Blade Dancing Mode with another Activate
Action
JOURNEYMAN: While in Blade Dancing Mode, you have a +1 bonus to Parry and can use the Defensive Stance Stunt for 1 SP
instead of 2
MASTER: While in Blade Dancer Mode, you can substitute your Communication (Performance) for the required Ability for the
Taunt and Threaten Stunts
NINJA
You are a master of stealth and disguise
CLASS: Rogue
REQUIRES: Perception and Dexterity of 2 or higher, and Scouting Talent at Novice Degree
NOVICE: The Ninja are masters of Disguise. If you fail a Communication (Disguise) Test, you can reroll it and take the better
result. You can also substitute a Dexterity (Stealth) Test for Communication (Disguise) if you are in a crowd
JOURNEYMAN: You’re a master of the hit and run tactic. You can move, attack then move again so long as you don’t go over
your maximum Speed. Also, opponents don’t get attacks of opportunity against you even if you are in range of the “Press the
Attack” Action
MASTER: You are the stealth skirmisher. Once per round if you make a successful Dexterity (Stealth) or Communication
(Disguise) test and immediately make an attack. You may use the results of that test to (Disguise) or (Stealth) again and attempt to
remain hidden after your attack as a free action
WARRIOR SPECIALIZATIONS
These are Specializations made for the Warrior in your party. They add
new and wholesome powers for any heavy-hitter to enjoy
DREADNOUGHT
The Dreadnought is a powerhouse, able to use their Shields to the greatest effect in combat
CLASS: Warrior
REQUIRES: Weapon and Shield Talent at Novice Degree and Armor Training at Journeyman Degree
NOVICE: Whenever you use the Defend or Guard Up Actions and are hit in combat, you can make an immediate Counter Strike
against the one who hit you. This attack will not count as your Action
JOURNEYMAN: You are one with your Shield. While using a Shield, you add its Defense bonus to your Armor Rating
MASTER: You cannot be disarmed from your Shield. You have a bonus to resist the Disarm Stunt equal to the Defense Bonus of
your Shield
GIANT SLAYER
The Giant Slayer is a rare breed of warrior who makes it their life to take on and slay giant beasts. This includes but is not limited
to Giants, Dragons, and Ogres
CLASS: Warrior
REQUIRES: Strength and Dexterity of 2 or higher; Two-Handed Style (Novice) Degree
NOVICE: You know how to defend against these large and brutish creatures. You gain a +2 bonus to Dodge ad Parry vs. any
creature larger than a Horse such as Giants, Trolls and Dragons
JOURNEYMAN: You know how to move around large beasts, allowing you to move under them as if they weren’t there. You
treat the space they take up as unoccupied when determining movement
MASTER: You can bring down even the biggest of foes. You can use Skirmish and Knock Prone on beasts normally immune to
those stunts but for 1 extra point to their initial Stunt Point Cost (so 2+ for Skirmish and 3 for Knock Prone)
MULTI-CLASS SPECIALIZATIONS
These Specializations can be taken by multiple if not all of the
available classes. They offer a wide range of capabilities that are unique
GRENADIER
You have honed your skills at throwing Grenades
CLASS: Mage, Rogue and Warrior
REQUIRES: Dexterity of 2 or higher; Accuracy (Grenades) focus
NOVICE: Your skills at placing a Grenade where you want it is uncanny. You can reroll any failed Accuracy (Grenades) Test and
take the better result
JOURNEYMAN: By strategically placing the Grenade where you desire, you can add your Intelligence to the Damage roll of each
Grenade you throw. If the Grenade has a non-damaging effect, the duration is increased by 1 round instead
MASTER: You can move and throw a Grenade at the same time. You can take a Minor Action to Move, a Major to Throw and
then continue moving so long as you don’t exceed your Movement limits
SPECIALIST
You have mastered the art of Tinkering and can create Drones to aid you in combat
CLASS: Mage, Rogue and Warrior
REQUIRES: Intelligence of 3 or higher, Tinkering Talent of at least Novice Degree
NOVICE: you can create one of the following types of Drones; Attack, Defense, or Recon; the stats for which are at the end of
this document. Deploying a Drone is a Major Action. They take their actions on your turn and you have full control over what they
do. They do not heal as normal and all damage they take must be repaired with a TN 11 Intelligence (Engineering) Test to “Heal”
them as per normal First Aid Rules
JOURNEYMAN: You can either get a second type of Drone to Deploy or give the one you have 2 of the following Upgrades. (You
can only Deploy one Drone at a time)
• +5 Health • +2 Attack
• +1 AR • +1 Dodge or Parry
• +1 to 2 Abilities • 2 new Focuses
• +2 Damage • +2 to Speed
MASTER: You can either get another Drone to Deploy or give the one you already have 2 additional Upgrades as per the
Journeyman Degree of this Talent. Deploying a Drone is now only a Minor Action for you (But you can still only Deploy one Drone at
a time)
As a Houserule, if a player can justify it with their background, I allow the gaining of a Specialization Talent at level 1. You gain
the Novice Degree and can gain its later degrees as a regular Talent if they so desire. You do still have to meet requirements unless
the GM says otherwise. It also still has to fit your Class and this cannot be changed. As I stated, it has to fit your background. For
example; a Mage who spent his years in a library cannot start with the Delver Specialization since he has never left his library to go
dungeon crawling. But, a Warrior who grew up in a monastery can take the Templar Specialization since he was trained to perform
such feats from a young age. This is an optional rule to add a bit of depth to each players character if they so desire. However, if not
all players want or can do this, those that do can forgo a Starting Talent to do this and keep it equal in power. Again, this is totally
optional a rule. Also, as a minor note, do not have to fit the Ability or Focus Requirements but if it requires another Talent, you still
have to know that in order to have the Specialization degree.
Chapter Three: Arcana
ARCANA:
In this section, we go over some new or improved Arcana for your use in this game. Now, I
decided to use all of the Expanded Arcana from the Fantasy Age Companion so that new ones
didn’t have to be made. However, since magic and science coexist, I have taken the Digital and
Machine Arcana from the new Modern Age core book to create the Technology Arcana.
(PLEASE NOTE: all of the spells are taken word for word from the Modern Age book. Please do
not sue for copyright; I just copied them to make them easier to reference without having to
go back and forth between the pages of the book).
OPTIONAL RULE:
As an optional rule, the GM may ignore the TN for Attack Spells and run off of Dodge,
Parry or Psyche. Dodge if it is Ranged, Parry if it is melee and Psyche if it is mental.
TECHNOLOGY ARCANA:
Magic and Science are one in the same to you. You can control the created forces of technology with
the power of magic, the perfect combination of the two that so many have sought for generations.
NOVICE: you gain 2 Novice level Technology Arcana Spells
JOURNEYMAN: You gain 1 Journeyman level Technology Arcana Spell. You also gain the Intelligence
(Technology Arcana) Focus
MASTER: you gain 1 Master level Technology Arcana Spell. Also, Choose 1 Spell Stunt for this Arcana.
You can perform that Stunt for 1SP less on all spells for this Arcana
BYPASS
Requires Technology Arcana (Novice) Cost 2 MP
Time Minor Action TN 9
Test None Type Utility
Effect This spell allows you to bypass one physical, computer-controlled sensor or countermeasure you can see or touch. The
effected device reacts to you as if you were authorized or otherwise unremarkable. Examples include a computerized
lock or door giving you access, a security scanner not noticing or treating you as authorized, and so forth. Bypass does
not provide you with passwords or other access, although it will unlock a digital device like a Smartphone. At the GM’s
discretion, the TN for Bypass may be higher for more sophisticated devices.
DISCHARGE
Requires Technology Arcana (Novice) Cost 9 MP
Time Major Action TN 13
Test Constitution (Stamina) Type Enchantment
Effect Select an object within 20 yards of you that runs on a Battery. Roll 1d6. You will remove that number of Charges form the
Battery and deal that much in Penetrating Damage to anyone holding the device or that are directly adjacent to it. The
Battery looses that number of charges until refueled. Targets who pass the above Test only take Piercing damage
REPAIR
Requires Technology Arcana (Novice) Cost 2 MP
Time Major Action TN 9
Test None Type Utility
Effect You can repair damaged and broken items by touch. If the power is successful, the item is restored and good as new, as if
it was never damaged. Repair works only on non-living objects and only on items about 10 pounds in mass. At the GM’s
Discretion, multiple castings of Repair can restore larger items, such as a broken wall or damaged vehicle. As a rough
guideline, the spell restores the equivalent of 2d6 health per casting.
SCHEMATIC
Requires Technology Arcana (Novice) Cost 3 MP
Time Major Action TN 10
Test None Type Utility
Effect A successful Schematic Spell creates an illusory three-dimensional model of a subject machine or structure, which the
caster can rotate, shift, and even disassemble for an interior or structural view. This displays the subject in its current
state, not necessarily its design schematics. Among other things, this can provide a bonus for certain technical tests. It
can also reveal hidden features, functions, or damage done for a target device or structure. The GM may require
additional Ability Tests, usually Intelligence and an appropriate technical focus, to understand that the Schematic Spell
shows. In this case, an Expert Caster’s Intelligence (Technology Arcana) bonus applies.
FUEL
Requires Technology Arcana (Journeyman) Cost 5 MP
Time Major Action TN 13
Test None Type Utility
Effect When you cast this spell, touch any machine or device with an internal power or fuel source. A successful casting of Fuel
refills the subject’s power source to the usual level when it is completely refueled or recharged. For example, you can
touch a battery powered device and completely recharge its batteries or you can cast Fuel on a vehicle and completely
refill its fuel tank (If any exists).
GREMLINS
Requires Technology Arcana (Journeyman) Cost 8 MP
Time Major Action TN 14
Test None Type Utility
Effect You cause a single digital device you can touch or see within 20 yards of you to malfunction, either shutting down
completely, freezing, or acting erratically (your choice) for up to one minute. At the GM’s discretion, electronically
shielded devices may impose a penalty to your Casting Test. You can spend 4 MP to extend the duration of Gremlins
another minute. If you do so before the initial duration expires.
ANIMATE
Requires Technology Arcana (Master) Cost 8 MP
Time Major Action TN 15
Test None Type Utility
Effect With a successful casting, you bring a single machine you can touch or see within 30 yards of you to “Life”, able to move
and operate according to your will as if it were remote-controlled so long as you remain in range. No one else can
operate or control the machine while it is under your command. You can also move any of the machine’s moving parts as
will as if you were touching them, opening or closing doors or windows, for example, or flipping switches and pressing
buttons. This requires the action on your part, but no physical movement, just concentration. You can use Animate to
operate a vehicle just like any other machine.
ARCANE HACK
Requires Technology Arcana (Master) Cost 10 MP
Time 1 minute TN 15
Test None Type Utility
Effect Your arcane access to the digital realm makes you a natural hacker. For the duration of the encounter, you can add your
Intelligence (Technology Arcana) focus to any intelligence test to hack into a computer, and the bonus stacks with any
other applicable focus. You perform stunts while hacking at -1SP cost, and you can cast other Technology Arcana Spells
on Digital Devices connected to a network you are accessing, allowing you to bypass, tag or crash them.
LIGHT ARCANA:
After the Solar Reckoning and the Chaos Wars, many have tried to find the power of Light.
They succeeded about one hundred years ago, creating the Light Arcana to combat the darkness
NOVICE: you gain 2 Novice level Light Arcana Spells
JOURNEYMAN: You gain 1 Journeyman level Light Arcana Spell. You also gain the Intelligence
(Light Arcana) Focus
MASTER: you gain 1 Master level Light Arcana Spell. Also, Choose 1 Spell Stunt for this
Arcana. You can perform that Stunt for 1SP less on all spells for this Arcana
DANCING LIGHTS
Requires Light Arcana (Novice) Cost 3 MP
Time Major TN 9
Test Willpower (Self-Discipline) Type Enchantment
Effect Select a 10 yard area within 15 yards of you. All within that area must make a Willpower (Self-Discipline) Test vs. your
Spellpower or they are mesmerized by the lights for 2 rounds and cannot take any actions at all. A Passed Test means
they only suffer a -2 to their next action since they are temporarily distracted
SUN BURST
Requires Light Arcana (Novice) Cost 5 MP
Time Major TN 13
Test Dexterity (Acrobatics) Type Attack
Effect Select a 10 yard area within 15 yards of you. You unleash a ball of pure light that bursts on contact. All within must pass a
Dexterity (Acrobatics) Test against your Spellpower of they take 1d6+Willpower Piercing Damage and are blinded for 2
rounds (they suffer a -2 to all tests and fail all Perception Tests involving Sight for those rounds). If they pass the test they
only take 1d6 damage and are not blinded. Undead or Unholy creatures of Chaos take full penetrating damage on a fail
and only piercing on a pass
SUN SHIELD
Requires Light Arcana (Novice) Cost 5+ MP
Time Major TN 13
Test None Type Defensive
Effect You create a shield of pure light. This acts as a Medium Shield granting you a +2 bonus to Dodge and Parry. Also, you
have a +2 bonus to resist magic against you as well. The Shield lasts for 4 rounds but for every 2 extra MP you spend you
can increase the duration by 1 round up to 4 additional rounds (8 extra MP). This must be done when the spell is cast
WISP
Requires Light Arcana (Novice) Cost 5 MP
Time Minor TN 11
Test None Type Enchantment
Effect You summon a small Wisp of light that hovers around you for 1 minute. While this wisp is around you, you gain a +2
bonus to Spellpower and all of your Casting Rolls
MAGE LIGHT
Requires Light Arcana (Journeyman) Cost 7+ MP
Time Major TN 13
Test Willpower (Morale) Type Utility
Effect You create a brilliant light for 15 yards from you. All enemies within this range must pass a Willpower (Morale) Test
against your Spellpower or they cower in fear for 3 rounds. Those of an Undead or Chaotic type actually run away if they
fail. The Light lasts for those 3 rounds but for every 2 Extra MP you spend every round afterwards can keep it going
SPELLBLOOM
Requires Light Arcana (Journeyman) Cost 9 MP
Time Major TN 15
Test None Type Enchantment
Effect Spellbloom is similar to Wisp. Instead of increasing Spellpower and Casting Rolls, the Light you summon illuminates a 10
yard area. All mages within the area regain 1d6+Willpower MP Each round they are within. The Light lasts for a number
of rounds equal to your Willpower
CIRCLE OF LIGHT
Requires Light Arcana (Master) Cost 10 MP
Time Major TN 15
Test Willpower (Morale) Type Enchantment
Effect Similar to Mage Light, you create a circle of pure light with a 15 yard diameter within 30 yards of you. The circle stays put
and anyone who is within the circle when it is cast or passing through it afterwards must pass a Willpower (Morale) Test
against your Spellpower. If they fail, they take 2d6+Willpower Piercing damage. Passing the test makes the damage just
2d6. Any Undead or Chaotic being that enters the circle will take full Penetrating damage on a failed test and only
Piercing on a passes. Also, Anyone who fails the test takes 1d6 Piercing (Penetrating for Undead or Chaotic) Fire Damage
each round after for the next 4 rounds. Passing the Test ignores this extra damage. The circle lasts for 2 minutes before
fading
RADIANT STEP
Requires Light Arcana (Master) Cost 12 MP
Time Major TN 15
Test Constitution (Stamina) Type Utility
Effect You can “Teleport” a distance of 25 yards from your current position. You also produce a brilliant light as you do so.
Anyone who fails a Constitution (Stamina) Test against your Spellpower is blinded for 2 rounds. They take a -2 on all tests
and automatically fail any Perception Test involving Sight
CHAOS ARCANA:
There are forces beyond convention that are dark and twisted. This form of magic is called
Chaos and there are those who take Chaos as the truest, purest form of magic. The Prophet
Dhawan was one such mage.
NOVICE: you gain 2 Novice level Chaos Arcana Spells
JOURNEYMAN You gain 1 Journeyman level Chaos Arcana Spell. You also gain the Intelligence
(Chaos Arcana) Focus
MASTER: you gain 1 Master level Chaos Arcana Spell. Also, Choose 1 Spell Stunt for this
Arcana. You can perform that Stunt for 1SP less on all spells for this Arcana
SPECIAL RULE: If for any reason you fail a Casting Roll of any Chaos Arcana Spell, Make a Willpower Test against a TN of 13. If
you fail this Test, you suffer one Point of Corruption if you have not fully embraced it. If you fail a Casting Roll with a Stunt Die of 1,
you take the point of Corruption automatically
ARCANE BINDINGS
Requires Chaos Arcana (Novice) Cost 5 MP
Time Major TN 9
Test Dexterity (Acrobatics) Type Attack
Effect Select a target within 15 yards of you. You reach out and summon magical bindings to trap the target. If they fail a
Dexterity (Acrobatics) Test against your Spellpower, then they are bond and knocked Prone for 3 rounds. They can
attempt to break the binds with a Strength (Might) Test against a TN equal to your Spellpower. If they pass the Test, then
they are just Knocked Prone for this round
CORRUPTED WOUND
Requires Chaos Arcana (Novice) Cost 5 MP
Time Major TN 11
Test Constitution (Stamina) Type Attack
Effect Select one target that has lost at least 1 health point this encounter. They will take 1d6+Willpower Penetrating damage
as you cause chaotic energies to seep into and corrupt the open wound. If they pass a Constitution (Stamina) Test against
your Spellpower, They only take 1d6 Piercing Damage
DEMONIC ASPECT
Requires Chaos Arcana (Novice) Cost 5 MP
Time Major TN 11
Test None Type Enchantment
Effect You gain one of the following Aspects when you cast the Spell, each one with a different effect. You can only have one
Demonic Aspect active at a time and it lasts for 1 minute.
• DEMONIC CLAWS: You gain Claws that deal 1d6+Strength Piercing Damage
• DEMONIC HIDE: You gain a Tough Hide that gives you a AR of 2 but this cannot be used if you are wearing any
armor greater than Mages Robes
• DEMONIC WINGS: You gain Wings that give you a Flight Speed of 12+Dexterity. You take Flying Actions for the
Duration
VULNERABILITY HEX
Requires Chaos Arcana (Novice) Cost 5 MP
Time Major TN 12
Test Willpower (Self-Discipline) Type Attack
Effect Select one target within 20 yards of you. If they fail a Willpower (Self-Discipline) Test vs. your Spellpower, they suffer a -2
penalty on Ability Tests to resist magic and a -1 to Dodge and Parry. This lasts until the end of the encounter. If they Pass
the Test, they only suffer the penalty to Dodge and Parry. A Target can only be subject to one Hex at a time
DRAIN VITALITY
Requires Chaos Arcana (Journeyman) Cost 10 MP
Time Major TN 13
Test Constitution (Stamina) Type Attack
Effect Select one Target that has taken at least 1 Health point of damage this encounter within 20 yards of you. If they fail a
Constitution (Stamina) Test against your Spellpower, then they suffer 2d6+Willpower Penetrating Damage and you
regain the amount they lost. If they pass the Test, they only take 1d6+3 Piercing Damage and you regain that much. If the
Target has MP, you can take that instead. exchange the Constitution Test for Willpower (Self-Discipline)
SUGGESTION
Requires Chaos Arcana (Journeyman) Cost 12 MP
Time Major TN 15
Test Willpower (Self-Discipline) Type Enchantment
Effect Target an enemy you can see within 30 yards of you. You reach out and try to hypnotize them to do your bidding. If they
fail a Willpower (Self-Discipline) Test, they are subject to your suggestions. Roll 1d6 and apply the effect based on the
chart below. If they pass the Test, nothing happens
1-2: One Has Betrayed You! The suggestion you plant is that another enemy has betrayed your target and they must
spend the next 2 rounds attacking that other target
3-4: Fear The Shadows! The Suggestion you plant is that there is something out to get your target. They must spend the
next 2 rounds in fear of literally nothing and can only flee
5-6: You Are Nothing! The target is filled with sorrow and depression. So much so that he drops his weapon and begins
to weep for 2 rounds
These are examples and the GM may allow another effect be applied in similar fashion to these
DOMINATION
Requires Chaos Arcana (Master) Cost 15-20 MP
Time 1 full round TN 15
Test Willpower (Self-Discipline) Type Enchantment
Effect You can select 1 target within 30 yards that you can see. If they fail a Willpower (Self-Discipline) Test against your
Spellpower, they fall fully under your spell. You control every action they perform but you must spend you Minor Action
to maintain the connection. They can take their actions on your turn. This only lasts for 2 rounds but by spending the full
20 MP cost; this can last up to 1 minute. If you fail to take your Minor Action to maintain the connection, they are freed.
If you are struck while this is happening, you must make a Willpower (Self-Discipline) Test vs. TN 13. If you fail, the
connection is broken
CALL DEMON
Requires Chaos Arcana (Master) Cost 15-20 MP
Time 1 minute TN 15-17
Test None Type Utility
Effect You can summon a Demon by spending a full minute casting this spell. The type of Demon summoned will depend on
what kind of Demon you wish to summon.
• TN 15-MP 15: Demon Soldier (Basic Rulebook Page 105) or Imp (Bestiary Page 33)
• TN 17-MP20: Assassin Demon (Bestiary Page 31), Demon Lord (Bestiary Page 35) or Seducer Demon (Bestiary
Page 37)
The Demon has to take its own actions and is not fully under your control. If you try to command it, you must make an
Opposed Communication (Focus of Choice) Test against their Willpower (Self-Discipline). If you win, you can command it
to perform tasks like attacking. If you fail, they will laugh at you and probably attack you. Demons summoned by this
spell are in the world for 1 full day before they return.
MINOR ARCANA:
As per the rules in the FAGE Companion, I am allowing Minor Arcana to all Mages in the
party. However, I have expanded the effects a touch. Now, as per the rules written, the
Minor Arcana cost only 1 Magic Point to use. Now, every Mage has a number of Minor
Arcana they know equal to their Intelligence Score (Minimum of 1). They also gain 1 more
every three levels starting at level 3 (So at levels 3, 6, 9, 12, 15, and 18). Also, if anyone takes
the Arcane Dabbler Specialization, they learn 2 Minor Arcana for the Novice Degree and 1
more at Journeyman and Master
FATIGUE RULES:
An option for playing with Mages is to ignore Magic Points. Some types of Mages use other sources of power instead so having
another system that could replace the existing one for player option is a good thing. In addition to the standard Casting Roll, the
player will need to make a Willpower Test with the appropriate Arcana Focus to resist Fatigue.
FATIGUE TN: 9 + Half MP Cost Rounded Down. This TN is made for Fatigue and if the caster fails, they suffer 1 rank of Fatigue.
There are 4 Ranks of Fatigue and each one imposes a Penalty that increases but never stacks.
RANK 1: WINDED: Being Winded means you suffer a -1 to all Tests and you cannot Run or Charge
RANK 2: FATIGUED: Being Fatigued means you suffer a -2 to all Tests and you cannot Run or Charge. Also, you move at half your
normal Speed
RANK 3: EXHAUSTED: Being Exhausted means you suffer a -3 to all Tests and you cannot Run or Charge. You move at half your
normal Speed. Also, if you take more than half your Health while Exhausted, they fall unconscious for 1d6 hours or until restored
past one half your Health. After 6 hours of being unconscious, they gain 10+Constitution+Level in health and regain consciousness
RANK 4: DYING: At this stage, you drop to 0 health and are dying. If restored to at least 1 Health, you are stable but are
unconscious. After 1d6 hours, you regain consciousness and are at the Exhausted Rank
ARMORS/SHIELDS:
Armor has now been divided into 4 categories with 3 types of armor in each. Shields have
been renamed and expanded
CLOTHING:
Armor Armor Penalty Strain Cost
Light* 0 0 0 Free
Heavy** 1 0 1 Free
Mage Robes*** 1 1 0 Free
*Light includes the already free Travelers Garb. There are also new Clothes in the Light category for flare (Seen later)
**Heavy includes a heavier version of Travelers Garb that can also be free. There are also new clothes in the Heavy category for
flare (See Below)
***Mage Robes are designed to give mages some armor without hampering their ability to cast
CLOTHING EXAMPLES:
Here are some examples of other types of Clothing that can be worn. They are still considered Free but have a bit more Flare to
them. Most of the Clothing Examples listed are Light
Clothing Clothing Clothing Clothing
Travelers’ Garb* Scholars’ Garb Nobles’ Vestments* Explorers’ Outfit
Artisans’ Outfit Lawman’s Suit Ceremonial Garb Monks’ Robes
Clerics’ Vestments Couriers’ Outfit* Mountain Garb** Hooded Cloak
Entertainers’ Garb
*Heavy Version of this Clothing is available
**Heavy Only
LIGHT ARMORS:
Armor Armor Penalty Strain Cost
Leather* 3 0 1 15
Studded Leather** 4 1 2 30
Scout Armor*** 4 0 2 40
*Leather is a replacement for Light Leather in the Core Rulebook
**Studded Leather is a replacement for Heavy Leather in the Core Rulebook
***Scout Armor is taken from TitansGrave
MEDIUM ARMORS:
Armor Armor Penalty Strain Cost
Chain Mail* 5 2 3 50
Splint Mail** 7 3 4 75
Light Battle*** 6 2 4 75
*Chain Mail is a replacement for Light Mail in the Core Rulebook
**Splint Mail is a replacement for Heavy Mail in the Core Rulebook
***Light Battle is taken from TitansGrave
HEAVY ARMORS:
Armor Armor Penalty Strain Cost
Half Plate* 8 4 5 10gp
Full Plate** 10 5 6 15gp
Heavy Battle*** 8 3 6 18gp
*Half Plate is a replacement for Light Plate in the Core Rulebook
**Full Plate is a replacement for Heavy Plate in the Core Rulebook
***Heavy Battle is taken from TitansGrave
SHIELDS
Armor Defense Damage* Cost
Buckler** +1 1d6+1 15
Round*** +2 1d6+2 30
Kite**** +3 1d6+3 45
*Shields can be used as Improvised Weapons. However, if you have the Weapon and Shield Talent or the Fighting (Shields)
Focus, the damage is increased to the one listed
**Buckler is a replacement for Light Shield in the Core Rulebook
***Round is a replacement for Medium Shield in the Core Rulebook
****Kite is a replacement for Heavy Shield in the Core Rulebook
As a Reminder, bonus to Defense is added to both Dodge and Parry but it does not work on Psyche if you are using it
WEAPONS:
As stated before, weapons have been expanded and shifted around a touch. Here are
the new ones and it will tell you what is replaced with what as with the Armors and Shields
REPLACED:
First, we will go over what has been replaced for ease of reference
AXES (Fighting):
Weapon STR Damage Range Reload Cost
War Pick 1 1d6+2 - - 15
Replaces Throwing Axe (Moved to Throwing Weapons Group (Shown later))
BLUDGEONS (Fighting):
Weapon STR Damage Range Reload Cost
War Hammer* 1 1d6+3 - - 14
Maul** 3 2d6+3 - - 19
*Replaces Maul (Basically the same weapon just more accurately named)
**Replaces Two-Handed Maul (The same weapon just more accurately named)
SPEARS (Fighting):
Weapon STR Damage Range Reload Cost
Double Spear 1 1d6+1 - - 15
Replaces Throwing Spear (Moved to Throwing Weapons Group (Shown later)
NEW WEAPONS:
These are the new Weapons in their respective Weapons Groups
*All Weapons with the asterisk are Two-Handed weapons
CHAINS (Accuracy): Chains can ignore 2 points of Shield Bonus due to their flexibility
Weapon STR Damage Range Reload Cost
Chain* 1 1d6+1 2y - 15
Spiked Chain* 1 1d6+3 2y - 19
Whip - 1d6 2y - 8
FLAILS (Fighting): Flails can ignore 1 point of Shield Bonus due to the chain they are attached to
Weapon STR Damage Range Reload Cost
Flail 1 2d6 - - 16
Scourge - 1d6 - - 11
Two-Handed Flail* 2 2d6+2 - - 20
BOWS (Accuracy): There are no Crossbows in this list since they now have their own Weapons Group
Weapon STR Damage Range Reload Cost
Compound* 0 2d6 20/40 Minor 19
Shortbow* -1 1d6+1 16/32 Minor 9
Longbow* 1 1d6+3 26/52 Minor 15
CROSSBOWS (Accuracy): Hand and Light Crossbows ignore 1 point of AR while Heavy Crossbows ignore 2
Weapon STR Damage Range Reload Cost
Light* 1 2d6+1 26/52 Major 15
Heavy* 2 2d6+2 30/60 Major 20
Hand - 1d6+1 16/32 Minor 12
THROWING (Accuracy): The ranges for Throwing are simply a modifier which is added to Strength for Short Range. Long Range is
going to be Double that number, so someone with a higher Strength can throw farther
Weapon STR Damage Range Reload Cost
Throwing Axe 1 1d6+2 +1 Minor 10
Throwing Dagger - 1d6 +3 Minor 8
Throwing Spear 0 1d6+3 +2 Minor 12
ACECESS CARDS:
LEVEL COST LEVEL COST
E 10 B 80
D 20 A 16gp
C 40 S 32gp
An Access Card can also open areas that are lower than it. So a Level C can open Levels C, D, and E. Level S can open anything.
LOCKS AND SHACKLES: the TN of the Lock or Shackle is what you need to beat with either a Dexterity (Lock Picking) or Strength
(Might) Test. The Lock Picking Focus is for Picking the Lock/Shackle. The Might Focus is for breaking the Lock/Shackle. You could also
use your weapon by making a regular Attack Roll with the Ability and Focus based on the weapon you use.
LEVEL TN COST LEVEL TN COST
Fragile 7 5 Good 15 30
Simple 9 10 Great 17 40
Basic 11 15 Superior 19 55
Average 13 20 Master 21 75
Magical +2 +10
OTHER TECHNOLOGIES:
Cybernetic Limbs and Eyes
Now, there have been modifications to the basic Cybernetic Limbs and Eyes from TitansGrave.
Cybernetic Arms give you a bonus to base unarmed damage and the ability to hide a weapon. Let’s
see what we can do to give options for players in new cybernetic limb options. They all now have an
AR and Structure. The AR is a normal Armor Rating that does not stack with armor worn and
Structure is how much physical damage the limb can take before shutting down. You can repair a
broken Cybernetic Limb with an Engineering Test of 10+Their Complexity (Shown shortly)
CYBERNETIC ARMS
Arms AR Structure Cost Effects
Type A 1 10 10gp This is the most basic unit. It is thin and light. It cannot hold any weapons like the other types
and has no real effect other than allowing you to maintain a normal life
Type B 2 15 20gp This is the original Cybernetic Arm designed in TitansGrave. It does 1d6 instead of 1d3
damage and can house a weapon that can be readied as a Free Action. The weapon costs
double its normal cost in addition to the cost of the arm.
Type C 3 20 30gp This heavier unit deals an additional +3 damage as well as the increase to 1d6 Base. Its
heavier systems allow for a +1 bonus to all Strength (Might) Tests as well
Also, I am allowing Shields to be placed into a Cybernetic Arm like weapons. It cannot be bigger than the Round Shield but can
be an Energy Shield of the Kite size if available. To pull out the collapsed shield is a Minor action and costs the same as the Shield in
question +5 Silver. You can also have other devices instead of a Weapon placed inside your Cybernetic Arm, such as a Grapplegun.
CYBERNETIC LEGS
Legs AR Structure Cost Effects
Type A 2 15 20gp This is the original Cybernetic Leg design from TitansGrave. It also has an internal weapon
mount that can hide a single weapon that can be readied as a Free Action.
Type B 1 15 15gp This thinner unit does not hold a Weapon Mount but grants a +2 bonus to Speed due to its
agile nature. You also have a +1 bonus to Dexterity (Acrobatics) Tests
CYBERNETIC EYES
Cybernetic Eyes do not have an AR or Structure since they are small enough not to worry about it.
Eyes Cost Effects
Type A 12gp This is the standard Cybernetic Eye from TitansGrave. This provides Dark Sight for 20 yards. If you already have
that ability, it increases to 30 yards
Type B 20gp This one actually has a HUD (Heads Up Display) that grants a +1 bonus to all attack rolls and Intelligence (Tracking)
Tests
OTHER CYBERNETICS:
Now, TitansGrave gave us the ability to use Cybernetics and while they are great, there are other types of cybernetic implants
that could be utilized to some extent. They are almost if not more expensive than full limb or eye replacement, but they do offer
some things that the limbs do not
Cybernetics Cost Effects
Anti-shock Implants 15gp You have Resistance to Lightning Damage both mundane and magical. You only take half
damage from these attacks
Anti-stun Implants 10gp You have a +2 bonus on Tests to resist being Stunned
Bio-filter 75gp Grants a +1 bonus to resisting Poison and Alcohol
Cyberfiber Muscles 10gp each Grants a +1 bonus to Strength, Dexterity or Constitution (Based on if you get Arms, Legs or Chest
Respectively). This bonus is added to not just the Ability but to all Derived Traits associated with
them. Cannot be used in conjunction with a Cybernetic Limb
Hex-Tech Weave 75 Micro-fiber weave that has been magically enchanted grants a +1 bonus to resisting Spells
Skill Implant 10gp You gain access to 3 Focuses of choice. If you already have them, they are increased to +3. These
Focuses can be negated if the implant malfunctions or is hit with an EMP
Subdermal Plates 15gp You have +1 to AR even when not wearing armor
Syntheta-Skin 50 This synthetic skim is placed over a Cybernetic limb. It allows you to hide your cyber-limb forcing
anyone trying to find it make a TN 13 Perception (Searching) Test
Talent Jack 10gp You gain 1 Degree of any Talent you want, so long as you meet the requirements. If it a Talent
you already have, you can use it at the next level. This Talent degree can be negated if the
implant malfunctions or is hit with an EMP
Cybernetics are valuable items but there is some drawback to using them. For one, you tend to lose part of yourself in the
process. The second thing is that the body can only handle so much at a time. Some games only allow a certain amount of implants
or losing part of your humanity, but in this game, there is no real mechanic for this. However, as a general rule, you cannot have
more Cybernetics than your Constitution Score. Larger Cybernetic items will cost more. Arms and legs for example cost 2 slots per.
Like I said; not a hard rule, but a good guideline to have. In the end it is up to the GM on how or if this apart of their game
WEAPON UPGRADES:
Now, in TitansGrave, they offered rules for Powered Weapons, that deal an extra +2 damage on
melee weapons by using battery charges. I want to expand upon this a touch by making new Upgrades
for both melee and ranged weapons. There are 3 sub-categories of Upgrades; General, which can be
used in both Melee and Ranged; Melee for melee weapons only; and Ranged for ranged weapons only.
Also keep in mind that the cost of the Upgrade is in addition to the cost of the weapon. Every Weapon
con only have 1 Upgrade at a time. Upgrades can be removed or replaced for a bit more added to the
cost (around 10 extra Silver)
ARMOR UPGRADES:
In TitansGrave, the idea of technological Armor is not too far out of the way. There are many ways to modify your Armor in the
same way that you can your Weapons. Each set of Armor can only hold 1 Upgrade at a time but unlike the Weapon Upgrades, there
is only one category for Amor Upgrades.
Upgrade Cost Effect
Ammo Mounts 15 Holds extra Batteries on an external magnetic bandolier. Allowing you to change batteries for free
once per encounter
Amplifier Plates 30 Adds +2 to Melee Damage rolls
Amplifier Runes 25 Reduce Casting Strain by 1 point
Cloaking Device 50 The Cloak, when active, hides the user from view. While moving the person has a +1 bonus to
Stealth Tests but standing still, this increases to a +3. It is a TN 13 Perception (Seeing) Test each
time someone tries to hit you while the Cloak is active. If they fail, they suffer a -2 penalty to the
attack. The Cloak uses 1 charge of a battery per minute of use
Emergency Shielding 45 When you suffer more than 10 points of damage in one round, the Shields ignite. They have a
Health of 10 and only last 4 rounds but take damage instead of you
First-Aid Interface 35 Injects you with a healing liquid once per encounter that heals you for 1d6+Constitution
Heavy Plates 20 Adds +1 to AR
Motorized Joints 35 Decrease Penalty of your Armor by 1 point
Onboard Toolkit 25 Holds a small tool kit that gives you a +1 bonus involving a certain type of action. Examples of some
Tool Kits are; Thieves Tools (Lock Picking), Medical Kit, (First-Aid), Engineers Kit (Engineering), Etc.
Select what type of Tools are used in this Upgrade
RULES FOR CRAFTING TECHNOLOGY:
Being in a world of magic and science, technology is abundant. Being able to
Tinker things is a very valuable commodity and many will pay very handsomely for
your skills. Now, the ability to craft technology is very similar to being able to craft
pretty much anything else. Your Engineering Focus comes into play the most here and
will give you the chance to create some useful things. There is no real set Target
Number for Tinkering with Technology, but there are 3 important things to
remember.
FIRST: you need the Schematic of whatever it is you are tinkering with. The
Tinkering Talent provides you with some at each level but you can always find more.
You can also use the Schematic Spell in the Technology Arcana along with an
Intelligence (Engineering) Test to remember or draw the item you used the spell on.
This can give you the Schematic to craft such an item in later ventures.
SECOND: Complexity will be accounted. Complexity ranges from 1 to 9 and shows
how hard this is going to be. As a guideline for GM’s, the Complexity can be added to 10 to give the person the Target Number to
craft or repair such an item. This is not really a hard and fast rule but can be a useful tool.
THIRD: Tinkering is not really a requirement to REPAIR an item, but it is if you want to CRAFT and item. The Tinkering Talent
gives you a bonus to Repair and Craft if you have it.
Now, Complexity can range even higher than 9 if so desired by the GM to make things even more interesting. This could be a
lost relic of technology lost to current era, or something not of this world. Schematics don’t have a Novice/Journeyman/Master
rating like other items in the game, but if the GM wishes to do this; then they should consider the Complexity Rating to be a part of
this. A Complexity of 1-3 should be Novice, 4-6 is going to be Journeyman, and 7-9+ is Master. If they decide to do this, it is just to
add depth to the game
Thresholds should also be taken into consideration seeing as how Technology takes time to tinker with. If the Complexity is
ranged from 1-3, the Threshold is going to be 5. Complexities of 4-6 increase the Threshold to 10. A Complexity of 7-9 or higher will
have a Threshold of 15. Again, not a hard-fast rule but a general guideline of how this should work. the Cost for crafting such items is
worth the cost of the item itself +10sp.
Complexity Threshold
1-3 5
4-6 10
7-9 15
10+ 20
This chart will show each technological item and what its Complexity Rating is (and yes, it will show all of the technological items
form TitansGrave as well as my new ones shown earlier in the document): REMEMBER: this chart is a sample chart. If the GM feels
that things should be changed, they have full go ahead to do so.
Item Complexity Item Complexity
Access Cards E-4 Handset 3
D-5
C-6
B-7
A-8
S-9
Armor Upgrades Ammo Mounts-4 Lamp 2
Amplifier Plates-5
Amplifier Runes-5
Emergency Shielding-7
First-Aid Interface-6
Heavy Plates-4
Motorized Joints-5
Onboard Toolkit-4
Battery Fulgin M-4 Laser Torch 3
Fulgent-5
Carsilorite-6
Blaster Longarms Carbine-6 Light Stick 1
Longshot-8
Rifle-7
Sweeper-5
Blaster Pistols Light-5 Lightning Gun Pistol-5
Heavy-6 Rifle-7
Holdout-4
Calculator 2 Lockbreak 2
Camera 2 Night Vision Mask 2
Chaff Grenades 3 Personal Force Field 5
Cybernetic Arms Type A-7 Smoke Grenades 3
Type B-8
Type C-9
Cybernetic Eyes Type A-5 Spike Mace 5
Type B-5
Cybernetic Implants Anti-Shock-5 Stun Baton 4
Anti-Stun-4
Bio-Filter-3
Cyberfiber Muscles-6
Hex-Tech Weave-5
Skill Implant-6
Subdermal Plates-4
Syntheta-skin-3
Talent Jack-6
Cybernetic Legs Type A-8 Thermal Goggles 2
Type B-7
Data Disk 3 Watch 1
Data Reader 4 Weapon Upgrades (General) Balancing Gyroscope-5
Magnetic Chain-3
Ultra-Light Materials-2
Extending Pole 2 Weapon Upgrades (Blasters) Blade Attachment-2
Dual Battery Feeder-4
Energy Optimizer-5
High Velocity Barrel-5
Laser Sight-3
Recoil Stabilizer-4
Tactical Scope-3
Flare 1 Weapon Upgrades (Bows/Crossbows) Blade Attachment-2
Drawing Mechanism-3
Power Cell-4
Flash Grenades 3 Weapon Upgrades (Melee) Cryo Condenser-4
Electricity Conduits-4
Kinetic Coils-2
Molecular Edge-5
Plasma Inducer-4
Power Cell-3
Vicious-2
Flashlight 2 Whip Blade 4
Grapple Gun 3 Wing Pack 8
POTIONS AND ELIXIRS:
Using Potions and Elixirs takes a simple Minor Action as
Activate. Creating Potions and Elixirs are another story. You need
the Alchemy Talent in order to craft them. It takes the Novice
Degree to craft Novice Potions and so on. You cannot craft
Master Potions without the Master Degree. Here we show you
what it takes to craft them and what formulas you can learn. As
the Talent says, you get 2 Novice Formulas and Novice Degree
and one for Journeyman and Master. You can always find or
purchase new formulas in game to enhance your options.
CRAFTING:
To craft a Potion or Elixir, you need to know the Formula; as stated above. It takes a certain amount of time and money to get
the ingredients you need to create it. Creating a Potion or elixir takes an Advanced Test with a certain TN based on difficulty and a
Threshold number. There are also a certain number of rolls you must make to reach the Threshold and they are all stated here in this
chart.
Degree TN Threshold Attempts Make Cost Buy Cost Craft Time
Novice 11 5 3 3 9 1 day
Journeyman 15 10 5 6 18 2 days
Master 19 15 7 9 24 3 days
The Make cost shows how much it costs to gather the materials you need. It is cheaper than the Buy Cost and acts as the cost
for just buying them from a shop. You can also use the Buy Cost to sell your Potions or Elixirs if you desire to.
FORMULAE:
Here are the formulae you can learn. The numbers you see here are going to be in this format: 1/2/3. This format here is to
show the progression of the formula based on degree. Novice with be first followed by Journeyman then Master. Then the
description will follow telling you what those numbers do. Typically the levels are called Lesser for Novice, Basic for Journeyman, and
Greater for Master.
Healing Potion Magic Potion Regeneration Elixir Might Potion Accuracy Potion
Lesser +1d6+Con +1d6+Will MP +1d6 Health and +1 Melee Damage for +1 Ranged Damage for
Health MP 1 minute 1 minute
Basic +2d6+Con +2d6+Will MP +2d6 Health and +2 Melee Damage for +2 Ranged Damage for
Health MP 1 minute 1 minute
Greater +3d6+Con +3d6+Will MP +3d6 Health and +3 Melee Damage for +3 Ranged Damage for
Health MP 1 minute 1 minute
CRAFTING:
The Crafting Chart for Potions/Elixirs is the exact same for Poisons/Grenades. But instead of an increased factor, there are just
more powerful poisons and grenades out there. The Make and Buy cost of Poisons/Grenades are actually a bit higher and they take
a little longer to create due to complexity. Because of their complexity as well, you do get more attempts as well.
Degree TN Threshold Attempts Make Cost Buy Cost Craft Time
Novice 11 5 3 5 10 1 day
Journeyman 15 10 5 10 20 2 days
Master 19 15 7 20 40 3 days
NOVICE:
ITEM Type EFFECT
Arsenic Poison TN 11 Stamina Test or take 1d6 penetrating damage per round for 2 rounds
Blast Vial Grenade 4y area, TN 11 Acrobatics Test or Prone. 2d6 initial damage even if Test is passed
Bloodroot Extract Poison TN 11 Stamina Test or Stunned for 2 rounds
Shrapnel Bomb Grenade 4y area, 2d6 Piercing damage to all within if failed TN 11 Acrobatics Test. Passed Test means only
1d6 damage
Thunder Vial Grenade 4y area, TN 11 Stamina or Stunned. 1d6 damage, piercing vs. metal armors
Wolfsbane Poison 3 Penetrating damage. TN 11 Stamina Test or Hallucinate for 2 rounds (See Below)
JOURNEYMAN:
ITEM Type EFFECT
Fire Vial Grenade 6y area, TN 13 Acrobatics Test or set Ablaze for 1d6 damage per round for 3 rounds. 1d6 initial
damage even if Test is passed
Flash Powder Grenade 6y area, TN 13 Acrobatics Test or suffer -2 to Perception Test for 3 rounds
Ice Vial Grenade 6y area, TN 13 Stamina Test or suffer -3 to Speed for 3 rounds. 3d6 initial Damage
Paralysis Poison Poison TN 11 Stamina Test or Stunned for 2 rounds
Red Lotus Extract Poison 5 Penetrating damage. TN 13 Stamina Test or Hallucinate for 3 rounds (See Below)
Toadstool Poison TN 13 Stamina Test or take 2d6 penetrating damage per round for 3 rounds
MASTER:
ITEM Type EFFECT
Acid Vial Grenade 8y area, reduces AR by 1 point. 1d6 Piercing damage if failed TN 15 Acrobatics Test
Deathblade Poison TN 15 Stamina Test or take 3d6 penetrating damage per round for 4 rounds
Fuse Grenade Grenade 8y area, 2d6 Penetrating Damage, Explodes after 2 rounds
Lightning Vial Grenade 8y area, TN 15 Stamina or Stunned. 2d6 damage, Penetrating vs. metal armors
Nightmare Vapors Poison 7 Penetrating damage. TN 15 Stamina Test or Hallucinate for 4 rounds (See Below)
Shadow Essence Poison TN 15 Stamina Test or Blind for 4 rounds. Blind: -3 to Perception Tests, Cannot use Seeing at all, -
3 to attacks and Defenses for Duration
HALLUCINATIONS:
To activate a Hallucination, the Player will roll 1d6 and apply the effect to a target who failed the Test to resist
1d6 roll Hallucination Effect
1 STOP MOCKING ME! Will attack nearest object for duration, even trees or grass for duration
2 GET IT OFF! Freaks out and swats at nothing crawling on their clothes for duration
3 YOU! YOU’RE THE TRAITOR! Will attack closest ally for duration
4 WHAT IS THAT IN THE SKY? Freaks out and runs from nothing that is flying towards them for duration
5 THE SHADOWS! THEY’RE ALIVE! Freaks out at shadows and hides for duration
6 FOUL BEASTS! Attacks at…nothing. The air is now their enemy for duration
Chapter Five: Magic Items
RELICS OF THE PAST:
There are many Relics of the past ancient Empires both Saurian and
during the Chaos Wars. In addition to the Relics shown in TitansGrave the
Show and in the Book, here are some more examples of Relics of the
Ancient World that one might want to use in their games.
ANIMATED SHIELD: Animated Shields are Relics that are simple-looking Mechanical boxes. Once
activated, it produces a Medium Shield that floats around the user. It holds a battery and uses one Charge
per minute of use. The floating Shield provides the +2 bonus to Dodge and Parry without using the hands
of the user. It can be deactivated as a Minor Action same as activating it
DANCING SWORD: The Dancing Sword was made in the same way the Animated Shield was. It
is a simple Short Sword that, when activated via Minor Action, floats around the user. The Anti-
Gravitational device uses 1 charge of a Battery per minute and can attack an enemy all on its own.
Right after the user makes his turn, the blade has an opportunity to attack, running off the users
Accuracy (Light Blades) Ability and dealing normal Short Sword Damage (1d6+2). The user can add
their Willpower to this base damage since it is not physically in their hands.
GLYPHS: Glyphs are useful Runes that can aid the Heroes in their travels. Some examples
are the 4 that are shown in the Book of TitansGrave.
Glyph of Insight: All Perception Focuses are at a +3 instead of their normal +2 and the
person gains Insight if they do not already have it
Glyph of Life: Adds +5 to total Health
Glyph of Protection: Grants the user a +1 bonus to Dodge and Parry
Glyph of the Arcane: Adds +5 to total Magic Points (only usable by a Mage)
Other Glyphs include: Glyph of Speed: Grants a +2 bonus to total Speed and gives the user
a +1 bonus on Initiative Rolls
Glyph of Warding: Grants a +1 bonus to resist magic
Glyph of Striking: Grants a +1 bonus to all attack rolls
Glyph of Fortune: allows one reroll per encounter of failed Test of choice
Glyph of Impact: Grants a +1 bonus to all Damage Rolls
Glyph of Steel: Adds +1 to Armor Rating
NULL BLADE: The Null Blade is a simple handle but holds a Crystal inside that, when activated with an
Activate Action, Emits a blade of pure energy; the color of which is based solely on the person using it.
Typically they come in a set variety but can be shades or even a combination of colors as well. It uses
Battery Charges at a rate of 1 per minute (4 rounds) and deals either Short Sword or Longsword damage
(Based on size (1d6+2 for Short Sword and 2d6 for Longsword)). It also uses either Accuracy or Fighting
based on size as well (Accuracy for Short Sword and Fighting for Longsword). Sometimes, other types of
Crystals were added for more powerful effects.
Adegan Crystal: This crystal allows you to cast the Healing Touch Spell once per day without the use of
Magic Points
Bondar Crystal: Target must pass a TN 13 Constitution (Stamina) Test on each hit or they are Stunned
for 2 rounds and can only take Minor Actions
Dantari Crystal: Holds 10 Magic Points within that a Mage can use instead of theirs each day. The spent
points regenerate at dawn
Fikrann Crystal: if the Stunt die is 6 (even without rolling Stunt Points), this unstable crystal deals an
extra +3 on its damage roll
Kasha Crystal: anyone holding this weapon has a +2 bonus on magic resistance Tests
Katak Crystal: Compresses the Blade, dealing an extra +1d6 damage
Lorrdian Crystal: Adds +1 bonus to Parry Defense
Quoin Crystal: a Mage that holds this blade can reduce the MP cost of Magic they cast by 1 point down
to 0
Rubat Crystal: Damage becomes Piercing
Ruusan Crystal: Reduces Magic Point Costs of Spells by 1 for Mages
Sekabet Crystal: Adds +1 bonus to Spellpower if used by a Mage
Sigil Crystal: Adds +1 bonus to Dexterity Tests
Vexxtal Crystal: Heals the user for 1d6+Constitution once per encounter
The Null Blade has much history and mystery surrounding it. It is not clear on who created the first
one, but it is known that for many centuries it was used as a symbol of peace and justice by a sect of
warriors called the Praetorians. The Praetorians came from all walks of life and dedicated themselves to
bringing peace to Valkana. It is said that the more modern Powered Weapon was designed off of the tech
used for the Null Blade but it far less energy efficient.
ROD OF MANY WEAPONS: This technological marvel is a rod that has 6 buttons on it. Each
Button, when pressed as a Minor Action, transforms the Rod into one of six weapons. The user
is considered to be trained in that weapon when it is pressed. The Weapons (And
corresponding buttons) are: 1: Short Sword; 2: Quarterstaff; 3: Mace; 4: Battle Axe; 5: Halberd;
and 6: Bastard Sword. The user uses the proper Ability when making Attacks and the Focus for
their specific Weapons Groups (If the user has them) also apply
SHIELD GAUNTLET: This mechanical marvel is a Gauntlet that does 1d6+1 instead of the
normal 1d3+1 in damage. As a Minor Action, the user can trigger the device to produce a Buckler
or Round Shield. The use of this device still allows the player to use the Shield bonus while
maintaining a free hand for duel wielding purposes.
SHIELD OF SPELL REFLECTION: this magically enhanced Kite shield (+3 Bonus) has sigils and
runes placed on it that have a chance to reflect magic back to the caster. The Shield Bonus also
applies to the users Psyche (If the GM is playing with that rule). If a Spell hits the user of this
Shield, the user rolls 1d6. On a 5 or 6, the spell is rebounded back to the caster who then has to
make the Test to resist their own Spell and yes, they have to roll against their own Spellpower
STAFF OF FORLORN HOPE: This staff is very specific for the TitansGrave campaign set by Will Wheaton
himself, but if the GM wishes to use it or something similar to it, here are the stats: Provides a +2 bonus to all
Casting Rolls; +2 Bonus to Attack and +1d6 Damage to Arcane Blast; and grants the user +3 to AR.
STAFF OF RAYS: the Staff of Rays is a short staff (only about half
the size of a normal Quarterstaff) that was built via science. They all
have a Colored Crystal at its top and when activated, they blast a Ray of
elemental energy towards the target. The Staff has a range of 20 yards
and uses Accuracy (Staves) to make this attack. Each blast uses a
number of charges of its battery based on how strong the user wants it
to be. 1 charge deals 1d6+2 Damage, 2 charges deals 2d6+4 damage
and 3 charges deals 3d6+6 damage. No extra damage from Perception
from this weapon. It is also considered a normal Quarterstaff if used as a Melee Weapon. When found, select one of the following
elements it uses: Fire, Frost, Lightning, Force or Radiant
XYVERIAN RING: the Xyverian Ring is a powerful Relic. It is a simple Ring that holds raw
magical power. It can create a Blade or a Bolt of energy. It is considered to use the Light Blades
and Blaster Pistols Weapons Groups; it has a range of 20 yards; and it deals 1d6+2 Piercing
damage. It also adds Strength or Perception based on how it is used (Sword or Blaster
respectively).
OTHER MAGICAL AND WONDROUS ITEMS:
There are other magical items throughout Valkana and here are just
some examples of what you might find in the world. They have a set of stats
and they are Type, Rarity and Effect. The Type is going to be either
Temporary or Permanent. The Rarity is Common, Uncommon, Rare or
Legendary. The Effect just describes what it can do.
Absorbing Shield
Type: Permanent
Rarity: Rare
Effect: The Absorbing Shield has 15 points of Health that are used before damage is taken from
you. It regains 2d6+3 at dawn each day
Amulet of Magecraft
Type: Permanent
Rarity: Uncommon
Effect: The Amulet of Magecraft grants the user either a +1 bonus to Casting Rolls or a +1 to Spellpower
chosen before each spell they cast. It can only empower up to 5 spells per day and regains all of its spent
charges at dawn each day
Arrow of Phasing
Type: Temporary
Rarity: Uncommon
Effect: When fired from a Crossbow or Bow, this arrow deals Piercing Damage instead
of regular. The use of the Pierce Armor Stunt will cause full Penetrating Damage. A person
can only hold 10 of these arrows
Arrow of Silence
Type: Temporary
Rarity: Rare
Effect: When fired from a Bow or Crossbow at a target that can cast magic, the target needs
to make a Willpower (Self-Discipline) Test with a TN of 13. If they fail, they are Silenced and
cannot cast magic on their next turn. A person can only hold 10 of these arrows
Arrow of Slaying
Type: Temporary
Rarity: Common
Effect: When fired from a Bow or Crossbow, these arrows deal an extra +2 damage. A person
can only hold 10 of these arrows
Assassins’ Blade
Type: Permanent
Rarity: Uncommon
Effect: The Assassins’ Blade is a bracer that has a dagger spring-loaded in it. It
provides a +1 bonus to Parry and the blade can be triggered as a Minor Action and
used. The Dagger still uses its base stats for attack and damage. It also keeps the
hand clear for using or holding other items
Belt of Dwarvenkind
Type: Permanent
Rarity: Rare
Effect: When worn by a Dwarf, it provides a +2 bonus to their Armor Rating. Other beings
can use it too but they only get a +1 bonus to AR
Boots of Elvenkind
Type: Permanent
Rarity: Uncommon
Effect: When worn by an Elf or Half-Elf, the Boots of Elvenkind provide a +2 bonus to Speed
and Stealth Tests involving Wooded or Forested areas. Anyone can wear them but the bonus
drops to only the +2 bonus to Speed
Boots of Friendly Terrain
Type: Permanent
Rarity: Rare
Effect: The Boots of Friendly Terrain provide a +1 bonus to Dexterity Tests involved in a Chase
Scene. Also, once per Chase, they grant a +1 bonus when Chase Stunts are generated
Bracers of Accuracy
Type: Permanent
Rarity: Uncommon or Rare
Effect: The Bracers of Accuracy provide a bonus to Attack Rolls with Ranged
Weapons. The Uncommon provides a +1 while the Rare version grants a +2
Bracers of Defense
Type: Permanent
Rarity: Uncommon
Effect: The Bracers of Defense have metal flanges that protrude from them, providing a +2
bonus to Parry
Cloak of Protection
Type: Permanent
Rarity: Rare
Effect: the Cloak of Protection can be worn with or without armor and provides a +1 bonus to AR.
Once per day, the Cloak can prevent all damage taken from one single attack
Dragon Slayer
Type: Permanent
Rarity: Legendary
Effect: This Longsword is often called the “Dragons’ Bane” or “Wyrmslayer”. It has a +2 bonus to all attack rolls
made. Against dragons or draconic creatures, it has a +3 to attack and deals an extra +1d6 of damage. Also, against
dragons and draconic creatures it allows the user to use Pierce Armor and Mighty Blow for 1SP each. It glows a fiery
red when within 100 yards of a dragon/draconic creature; starting as a simple hum, to a bright light as one gets
closer
Driftglobe
Type: Temporary
Rarity: Common
Effect: The Driftglobe is a magical sphere that, when triggered, floats around the user and emits a
bright light for 15 yards around. It has light to last 12 hours and needs to recharge by spending at least 2
hours in direct sunlight
Dwarven Thrower
Type: Permanent
Rarity: Uncommon
Effect: This War Hammer can be thrown with a range of 20/40 yards and returns to the users hand
at the end of the round. When in the hands of a Dwarf, it also has a +1 bonus to Attack and Damage rolls
Gloves of Dueling
Type: Permanent
Rarity: Uncommon
Effect: When using any Weapon from the Dueling Weapons Group, you have a +1 bonus to Attack
and Damage Rolls. If you are not trained in the Dueling Weapons Group, you are considered to be
when using these Gloves
Gloves of Thievery
Type: Permanent
Rarity: Rare
Effect: The Gloves of Thievery provide a +2 bonus to Dexterity (Lock Picking and
Legerdemain) Tests while worn
Holy Avenger
Type: Permanent
Rarity: Legendary
Effect: This Long Sword has a +2 bonus to all attack rolls. Any attacks that are against the
Undead or Corrupted beings are at a +3 and deal an extra +1d6 of damage. Also, against the Undead
or Corrupted beings, the Sword allows you to use the Threaten Stunt once per encounter for Free,
provided you rolled Stunts. At will, the user can cast a brilliant light that is cast for 20 yards from the
sword
Life Stealer
Type: Permanent
Rarity: Legendary
Effect: The Life Stealer is a Short Sword that has a +2 bonus to all Attack Rolls made. It
also carries with it a unique Stunt: DRAIN: 2+ SP. This stunt allows you to deal an extra 1d6
of damage per 2 SP spent and gain that much life back to the user. So rolling 6 SP can yield
3d6 extra damage and that much back to the wielder
Magical Map
Type: Permanent
Rarity: Rare
Effect: Magical Maps show the terrain around you in a 300 yard radius. They can also
show things like weather and forested areas but do not show living things like fauna or
enemies. This is useful for delving into caves and dungeons for it displays their routs as
well
Never-Ending Torch
Type: Permanent
Rarity: Rare
Effect: The Never-Ending Torch is a purple-flamed torch that never seems to be put out once the
command word to light it is spoken and once ignited, it lasts for 8 hours or until the word is spoken
again. It needs to recharge for 1 hour in direct sunlight once the 8 hours are used. It illuminates an area
of 15 yards with its purple-ish flames
Oathbow
Type: Permanent
Rarity: Legendary
Effect: The Oathbow is a very powerful Longbow with a +2 bonus to attack and damage. You can
mark a single target and the bow will deal an extra 1d6 of damage to that target. You cannot change
the target once it is set and you can only use this feature once per encounter
Rapier of Piercing
Type: Permanent
Rarity: Rare
Effect:: This weapon is a standard Rapier that does Piercing Damage. Any use of the Pierce Armor Stunt
will take it to full Penetrating damage. You do not have to be trained in the Dueling
Due Weapons Group to use
this weapon
Ring of Evasion
Type:: Permanent
Rarity:: Rare
Effect:: You have a +2 bonus to your Dodge Defense while wearing the Ring
Ring
ing of Mastery
Type:: Permanent
Rarity: Rare
Effect:: Select one Talent. You have one rank in that Talent while wearing the Ring. You must still fit
the requirements if the Talent has any, including Class. It can be one you already have, giving you the
higherr degree for free but if you have the Master degree in that talent, the ring becomes useless. The
Talent can be changed at dawn if the user so desires
Ring of Stamina
Type: Permanent
Rarity: Uncommon
Effect: Up to 3 times per encounter, you may choose to either reroll a failed Constitution
(Stamina) Test and take the better result or gain a +2 bonus to such a Test. You must choose
which one, if you are, before you roll the dice
Sending Stones
Type: Permanent
Rarity: Common
Effect: Sending Stones are magical stones about the size of one’s palm. They come in sets of 2
or more and once a command word is spoken, the Stones can send voices to the others no matter
the distance
Shield Splitter
Type: Permanent
Rarity: Rare
Effect: This is a Spear that has a +2 bonus to Attack. It has a unique Stunt: SPLIT: 3 SP: The
Shield Splitter will reduce the Defense bonus of a Shield by 1 rank when this Stunt is used. Once a
Shield is reduced to a +0 bonus, it is broken and useless
Silver Weapons
Type: Permanent
Rarity: Rare
Effect: Any Weapon can be made of Silver. They have a +2 bonus to
attack and damage vs. any undead or chaotic being such as Vampires,
Zombies, or Hellions. They also ignore any Resistance to non-magical
weapons a creature may have
Sword of Bloodlust
Type: Permanent
Rarity: Legendary
Effect: This Long Sword had a +2 bonus to attack. It also gains more damage the more times
it hits per day. The number of hits resets to 0 at the start of each day. The following chart shows
the increase of damage based on the hits. Remember that the damage of the higher rank
REPLACES the last one, not adding to it
Hits Damage Bonus Hits Damage Bonus
1-2 +1 7-8 +1d6+2
3-4 +3 9-10 +2d6
5-6 +1d6 11+ +2d6+2
War Paints
Type: Temporary
Rarity: Uncommon
Effect: War Paints come in a variety of Colors with varying effects. They normally only last for
one encounter, but can be made to last longer with careful preservation. Each color has a unique
effect but only one color can be worn at a time. Each jar found comes with one color and 1d6
applications. Each jar can have their Applications replenished for the right price at certain shops
and each jar can only hold a maximum of 8 total Applications. RED: +1 to AR. BLUE: +1 bonus to
resist magic. WHITE: +1 to Spellpower. GREEN: +1 to Speed and Initiative Rolls. BLACK: +1 bonus
to Damage rolls. PURPLE: +1 bonus to all attacks
Chapter Six: Other Things
NEW STUNTS:
This is a collection of new Stunts available to all players. These new Stunts follow the
same exact rules as they are written in the FAGE Core Rulebook but are for more unique
situations.
INITIATIVE: These Stunts come into play when you roll for Initiative. Some players may get stunt points and use them on the
same things. If this is the case, whoever has the highest Dexterity will get the first go.
Stunt Cost Effect
Sudden Turn of Events 1+ Add +1 to your Initiative Roll per SP spent
Surprise Blow 2 You get a +1 bonus to Attack an enemy who has not acted yet this turn
Stay Hidden 2 Make a Stealth Test vs. the targets Notice Score. If you beat it, you can remain hidden until you
decide to act
Quick Reaction 3 You can take an extra Minor Action on your turn for the first round
Act First 4 You can go first despite order but after the first round you are dropped down to where you
would normally be in the INTV order
Lightning-Quick Reaction 5 You can take an extra Major Action on your turn for the first round
No Hesitation 6 You go first AND you go on your normal order, effectively taking 2 turns for the first round
CRAFTING:
Crafting Stunts takes a look at some of the awesome things you can do when crafting. There are 4 categories of Crafting Stunts;
General, Potion, Poison, and Tech. General can be applied to all 3 categories while the other 3 are specific to those categories.
Potion Stunts apply to Potions and elixirs only, Poison apply to Poisons and Grenades only, and Technology applies to technology
only
GENERAL:
Stunt Cost Effect
Surplus Supplies 2+ You found some useful tools, reagents, or parts that you set aside for later. You get a +1 bonus
to crafting your next item. You can use this stunt more than once to stack the effect
Efficient Make 3 You make more with less. The item you are crafting only costs 1/4 of the materials you were
going to use (rounded down)
Make good Time 3 You are precise and swift in your craft today! Your crafted item takes 1/4 the time it would
normally take to make (rounded down)
Something from Nothing 5 You barely scratch your supplies! The item you are crafting costs half of the materials you were
going to use (rounded down)
Lightning Craft 5 You could make this in your sleep! Your crafted item takes half the time it would normally take
to make (rounded down)
POTION/ELIXIR:
Stunt Cost Effect
Efficient Formula 1-3 For each SP used, the Duration of the Potion is increased by 1 round. if the Potion does not have a
Duration, the bonus you get (Like from a Healing Potion) is equal to the SP used. Examples: Barkskin
Potion can be increased by +3 rounds while a Haling Potion can add up to +3 health
Eureka! 3 By mixing this potion, you uncover the Formula for the next Degree up, Unless it is a Master Degree.
You then learn the formula but you cannot make it unless you have the proper Degree of the Alchemy
Talent as per the rules. Also, the one you made with this Stunt is considered to be at its next degree in
effectiveness
Duplication 5 You mix your ingredients so effectively that you make 2 instead of 1
POISON/GRENADE:
Stunt Cost Effect
Potent Formula 1-3 For each SP used the Duration or Damage of a Poison/Grenade is increased by +1. Examples:
Bloodroot Extract can Stun up to an additional +3 rounds while a shrapnel Bomb can deal up to
an extra +3 damage
Duplication 5 You mix your ingredients so effectively that you make 2 instead of 1
TECHNOLOGY:
Stunt Cost Effect
One Down... 1-3 Reduce the Threshold of the crafted item by the number of SP Spent. you cannot use this more
than once on any given Crafting or Repair Test
This is Easy! 3 Select one Schematic you have. The next time you Craft or Repair on that Schematic, you
reduce the Complexity Rating by 2 points
LUCK:
Luck can be used on a myriad of different things, and here is a chart of what can be done and how much it costs in Luck
Action Cost Effect
Action Surge 1/2 Take an extra Minor (1) or Major (2) Action this round. Can only be used once per 4 rounds of combat
Heal 1 Immediately heal the character as if they have taken a breather; 5+Constitution+Level
Meditate 1 Immediately regain Magic Points as if you have just rested an hour; Willpower+1d6
Recover 1 You can spend 1 Point of Luck to counteract 1 Rank of Fatigue but only once per turn (Only if you are
playing by these rules)
Redeem 1 You counteract one point of Corruption but can only do this once per game session
Remove 1+ You can remove one condition per Luck Point spent (Blind, Deaf, Enraged, Stunned, ETC)
Reroll 2 Reroll any failed Roll, even damage, and take the better of the 2 rolls
Scene Edit 2 You can add a minor but useful detail to a scene. Such as a weapon within reach or an item of
importance. The item must be possible but it can be unlikely
Stabilize 1 Stabilize a Dying character. They remain unconscious and at 0 Health but are no longer Dying. They still
cannot take any Actions while in this state until healed properly
Stunt Reroll 2 Reroll your Stunt Die and take the higher of the two. This can give you a better chance of getting more
Stunt Points or increasing the use of the Stunt Die (like determining Thresholds or Information)
The GM may decide to add more things or take some away based on how they wish to portray Luck in their campaign. Make
sure you and the GM know what is and is not acceptable so things don’t get out of hand
CHAOS AND CORRUPTION:
Chaos in TitansGrave is more of a visual/auditory
thing. The waves of Chaos are mere descriptions and can
be very grotesque in nature. In Blue Rose, the forces of
Sorcery actually have a mechanical system in the game.
This is brought about by Corruption. For each rank in
Corruption, you suffer an effective -1 to Willpower and
Constitution. If your Willpower hits a -5, then you fall
completely and are now completely beyond redemption. In
blue Rose they have a mechanic for Fate and Destiny, but
here it is not that simple.
During the Chaos Wars, the forces of Chaos were at
their most powerful, so those who do not have the
strength of mind could easily fall victim to its influence. In TitansGrave, at the beginning of chapter 10, those who failed a Willpower
Test are Touched by Chaos. This has a simple mechanic of forcing a -1 penalty on certain tests made in the Realm of the Prophet. To
expand upon this a touch more, those who have ranks in Corruption will have a penalty equal to their Corruption score against
resisting certain things. If they are in an area that is infested with Chaos, they might take a negative for resisting magic in the area or
against poisons. This is up to the GM how Corruption plays its role for the Players but all in all, it should be fun to experiment with.
REDEMPTION:
Once per game session, you can use one point of LUCK to counteract one point of Corruption. But, what if you have more than
one rank and are tired of getting short shafted for your actions? Well, the answer is simple. You can perform acts of kindness or
similar things on your adventures and you may be able to make a Redemption Check. You can make a Willpower Test with almost
any focus and see if you can counteract one more rank of Corruption. For example, you can use the Purity focus to maintain your
Purity. Faith might be used if you go into a church and beg forgiveness. Morale or Self-Discipline might be used to say, “I will not
fall!” It all depends on how you want to play the act out. The TN is set by the GM and should be based on past actions. The worse
the act was, the harder it might be to counteract.
EMBRACING CORRUPTION:
Now, it is possible to embrace the forces of Chaos without becoming a mindless beast. There are a few things that go along with
Embracing Chaos but not all of them are good.
1. Normal Healing Arcana Spells do not affect you. You do not gain their benefits unless they are cast by another corrupt
person, even yourself.
2. You do not have access to the Redeem Action for using Luck. This is because you do not wish to redeem yourself at all
3. You no longer suffer the penalties for Constitution and Willpower. You can instead choose to add your ranks of
Corruption to any Casting Roll instead of making a normal Willpower Test. So those who have many points devoted to
Corruption can be seriously powerful
4. You can increase your Corruption not by actions but like a normal Ability, making yourself stronger in Chaos
5. You can use your Corruption as a regular Attribute and can replace Accuracy for the Arcane Blast attack,
Communication, and Willpower Tests. The Corruption Attribute can use any of the Focuses under those Attributes
accept Accuracy which is limited to Arcane Blast only
6. Those who have embraced Chaos that die cannot be brought back at all. Instead they come back as a Vampire, Ghost,
or even a Lich (If their Corruption was 6 or more)
7. Embracing Chaos allows the person to use Chaos Stunts in place of regular Combat or Magic Stunts
Those who have not embraced it can still be resurrected but at a more difficult rate. For each rank in Corruption you have when
you die, it imposes a negative to the Casting Roll of any Revival or Restoration spells equal to the amount of Corruption you have. So
if someone is trying to cast Revival and you have 3 ranks in Corruption, they suffer a -3 on their Casting Roll to attempt the spell.
Another thing that you may gain access to is the Power of Blood. These Talents are only accessible to those who have Embraced
Corruption or have a Corruption Score of at least 3. Each Class has a unique version of the Talent that they can gain. This is
considered a Specialization but does not count towards your Specializations and can instead be gained as normal Talents