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“Eons before Valkana heard her own name; she bore witness to

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!

Gifted with an unmatched intellect, the Saurian Empire built mighty


war machines and claimed dominion on Valkana; until the Heavens
themselves fell upon them.

Valkana was plunged into darkness, and a thousand years of war. In


this crucible, great heroes were forged and extinguished the flames of
battle.

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.

And so to face them, new heroes must arise from…

…THE ASHES OF VALKANA!”


DISCLAIMER:
None of the artwork contained within this document was created by my hand. All art is attributed to the ones who created them.
The artwork was found and saved from sites like DeviantArt and Pinterest.
Also, the rules for TitansGrave and the Fantasy Age System do not belong to me either. This is a fan-made expansion and Houserule
set that provide options for other players or GM looking to enhance their experience. The Age system belongs to Green Ronin
Publishing and TitansGrave belongs to Will Wheaton.
Have a great time with this document and keep gaming!
-Taylor

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.

PLAYER RACE ADDITIONS:


The Races in this supplemental rules document have
changed very little. Here we have the list of the Races playable
in Valkana and what changes have been made. All Races from
Dwarf to Orc are from the Fantasy Age Basic Rulebook pages 11-
14. Saurian is taken from the TitansGrave Adventure book page
20. The Beastfolk, Blooded, Draak and Orean are taken from the
Fantasy Age Companion pages 6-11.
Race Addition
DWARF Tough: without armor, you have an AR of 1 that cannot be Pierced or Penetrated
ELF Fae Blooded: you can meditate for 4 hours and gain the same benefits as a full rest. Also, magical effects that put
you to sleep pr knock you unconscious do not work on you
GNOME Illusion Sense: The Gnomes have a history with magic and therefore have a +1 Circumstance bonus to Perception
Tests and Notice vs. any sort of Illusion. They can detect Invisibility or Glamours easier than most and this Bonus
also applies to Willpower Tests to resist magics that affect the mind
HALFLING Lucky: up to 3 times per day, you can choose to reroll any failed Ability Test and take the better result.
Weapon Master: Once per encounter for one minute, you select one Weapons Group you do not have and are
considered to have it for the duration, taking no penalties
HUMAN Replace the +1 to Fighting with a +1 to any Ability of Choice
In addition to the Common Tongue, they also learn 1 additional Language of choice
Adaptable: Gain one free focus at creation and one more at level 3
Strong of Will: You can choose to succeed one failed Willpower Test once per encounter
ORC Hard to Kill: once per encounter, if you were to drop to 0 health; you retain 1 point instead
SAURIAN Scales: AR of 2 without Armor
Master Tinkerers: All Saurians can reroll any failed Engineering Test and take the better result
BEASTFOLK Still used but do not need any modifications since they can be almost anything they want
BLOODED The Blooded do not need any modifications
DRAAK The Draak do not need any modifications
OREAN- Commonly referred to as Synthetics, the Orean are a mechanical race of intelligent machines. They were crafted
SYNTHETICS many centuries ago to do things no one else wanted but seemed to prove invaluable in the Chaos Wars. Now, they
operate as normal citizens of Valkana. The Orean do not need any modifications
HALF-BLOODS Half-Bloods work the way they do in the Basic Rulebook, taking the primary benefits from one Race but rolling once
on their chart and the second time on the second race. In this version, you may also take one special ability from
both parents, allowing you to; for example; have the Adaptable from Human and Dark Sight from Elf. This means
that 2 half-elves may have differing capabilities. The only races not available for being made into a Half-Blood is
Orean and Homunculus (Shown later)
NEW RACES:
This is a small collection of new playable Races in TitansGrave. These Races are completely Optional and the GM may decide if
they can or cannot be played or whether or not they exist in their campaign. Talk to your GM about these first.

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

CHAIN FIGHTING STYLE


Fighting with Chain Weapons is easy for you
CLASS: Rogue, Warrior
REQUIRES: Dexterity of 2 or higher, Chain Weapons Group
NOVICE: You gain a +1 bonus to Parry when using Chain Weapons
JOURNEYMAN: you can trade Dexterity for Strength when using Chain Weapons
MASTER: Select one Combat Stunt. You can use it for 1SP less when using Chain Weapons

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

Minor Arcana Effect


Arcane Candle Creates a point of light in whatever Color the Caster desires. The light illuminates to the brightness of a candle
and hovers around the casters head or shoulders but never more than 10 yards from them
Arcane Glyph Creates a Glyph or Pictogram in whatever color the caster desires. It stays there until the caster removes it or it
is dispelled with some magic like Arcane Abatement
Arcane Mantle This is an outward display of the mages power. It can come in any form the user wishes without drawing upon
their magical pool. Some examples are; Electrical Aura, Glowing Eyes, or an image of a Dragon floating around.
Arcane Message You implant a message into an object or paper. The message will reveal itself only to the intended target or
when a specific event is done (Revealed by Fire or in the light of a certain lunar phase)
Arcane Servant The Arcane Servant can move small objects (Up to about a pound) and perform menial tasks like cleaning,
dusting, and picking up. This one is great for those who perform things like Alchemy since they can aid you in
getting the materials you need
Arcane Ward This only lasts for 1 minute but you get an additional +1 to AR when hit with magic. This point of AR is always
active even if you are hit with Piercing or Penetrating Damage
Beguiler For 1 minute, you get an additional +2 on any Communication Tests you make
Blade Ward Similar to Arcane Ward but the point of AR is for non-magical attacks both Melee or Ranged
Chaos Magic For 1 minute you open yourself up to the forces of Chaos. You can Perform Chaos Stunts (Page 88 of the
TitansGrave Book) in place of Magic Stunts. However, after this minute, roll 1d6. If the number is a 1, you suffer
1 degree of Corruption (as per the rules in Blue Rose, described again with the use of Luck later in this
document)
Cleanse You purify a person of Toxins or Poisons and can even use it on water or food to make sure they are safe to
eat/drink
Death Sight For 1 minute you can use Death Sight to see exactly how many rounds it will take before someone will die
Detect Life For 1 minute, you can see the flow of life around you. You can even sense magical energies and can even try
and track them. the TN of the track is determined by the GM based on how powerful the force is
Faerie-Fire You mark one target within 10 yards with a glowing, colored aura. All of your allies will have a +2 bonus to that
target on all attacks. Switching targets is a Minor Action and you cannot have more than one target Marked at a
time. The Faerie-Fire mark only lasts for 2 minutes, even switching between targets and glows in a color the
caster wants; like purple, green or even blue
Flare Select one target within 10 yards. They must pass a Willpower (Self-Discipline) Test vs. your Spellpower or your
magical Flare blinds them for 3 rounds. They automatically fail Perception Tests based on Sight and take a -2 to
all Attack Rolls and to both Dodge and Parry Defenses
Mage’s Cloak The Mage’s Cloak prevents the caster from getting wet in minor situations like a light rain. It however does not
provide warmth or prevent the cold. Also, stepping into a river or heavy rain will still get you wet, just not as
much as it should. This can last for as long as the caster needs it to with an upkeep of 1 MP per hour
Mage’s Compass By casting this, you know your way to true north. This can also be used in conjunction with certain Minor
Arcana, like Arcane Glyph, to track its current location if it is placed on a moveable object
Mage’s Flint Creates a small flame in the casters hand. It can be used to set things on fire but it deals no damage to living
things. This can be used to set a campfire or cause a distraction in a tavern by setting their drapes on fire
Mending You can repair a broken object no larger than a door to its full strength. It has to be a non-living and non-
magical object for this to work
Open/Close This can allow you to open or close doors and locks that are non-magical. This might make it easier to escape
from the local guard or assassins
Overchannel For the next 4 rounds, all damaging spells gain a +2 bonus to damage. non-damaging spells have a +2 bonus to
Spellpower against resisting OR a +1 round to Duration
Shadow Step You can teleport a short distance away. You can trigger this as a Free action and it teleports you up to 10 yards
in a single direction. This can be combined with your normal movement rank but you have to wait for 1 minute
between each use of this Arcana
Smite You imbue your weapon with magical energies. It will deal additional damage equal to your Willpower and is
considered to be Magical for 1 minute. If the weapon is also an Arcane Device, your Arcane Blast receives and
additional +1d6 of damage for the duration
Tangle/Untangle You can tangle or untangle non-magical ropes and chains
Thorn Armor For 4 rounds, you have an AR of 1 and anyone who hits you in melee combat suffers your Willpower in
Penetrating damage

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

RECOVERING FROM FATIGUE:


Recovery is simple and coincides with regular Recovery Rules.
• Taking a Breather not only heals like normal, but also removes the Winded Rank
• Resting for at least 4 hours will remove the Fatigued Rank to normal, so long as it is light activity with something to eat
or drink in the meantime (Elves can use their Fae Blooded Racial Ability to recover from Exhausted Rank while only
using 4 hours of Rest instead of the next degree)
• Resting for a minimum of 6 hours removes the Exhausted Rank while also gaining the full health regeneration rules of
such a rest. (Elves do not need to use this one and instead only need 4 hours to fully recover)
• Using 1 point of Luck will counteract 1 rank of Fatigue but you can only use 1 per turn
Chapter Four: Equipment and
Technology
EQUIPMENT:
There have been some changes to weapons and armor. Some Weapons move categories and
new armors have been added. There are also some new Weapon Groups (As seen in the Focuses).
Keep in mind, Cost for all equipment is going to be in Silver Pieces (sp) and if they are in Copper
(cp) or Gold (gp), then it will state as such with the abbreviations.

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)

LIGHT BLADES (Accuracy):


Weapon STR Damage Range Reload Cost
Hook Sword 0 1d6 - - 11
Replaces Throwing Dagger (Moved to Throwing Weapons Group (Shown later)

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

CURVED BLADES (Accuracy):


Weapon STR Damage Range Reload Cost
Cutlass - 1d6 - - 15
Falchion* 2 2d6+2 - - 21
Scimitar 1 1d6+2 - - 18

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

BLASTER LONGARMS (Accuracy):


Weapon STR Damage Range Reload Cost
Longshot 2 3d6+1 50/100 Free 85
The Longshot is a sniper rifle designed to hit at extremely long ranges. However, it uses 2 charges per shot due to the increase in
range and damage and can be reloaded as a Free Action for as long as your Battery has charges. If the Battery runs out, it takes a
Major Action to change batteries
ADVENTURING GEAR: here is some new Adventuring Gear for your characters. These
include some new weapons that are unique but also a bunch of miscellany.

ITEM COST DESCRIPTION


Access Card Varies (See Access Cards grant access to certain areas. The Level depends on what can and cannot be
Below) entered. For example a Level E Access Card will not allow you to enter a Level S Section. See
below for levels and cost
Camera 15 Uses special film to capture images
Chaff Grenades 15gp 15y area, any technology within begins to malfunction for 2d6 rounds. They can be repaired
using a TN 13 Engineering Test but they do not behave normally until they are repaired or the
time ends
Compass 3 This simple magnetic device always points towards north, giving you a +1 bonus to Survival,
Astronomy and Tracking tests
EMP Grenade 10gp 12y area, any technology within the area is shut down. It does not harm any living person unless
they are relying on an artificial heart or lung. It takes a TN 13 Engineering Test to reboot any
technology that has been shut down by the Grenade and they are only shut down for 1d6
rounds
Film 5 The special film for Cameras. Contains 10 sheets per 5 Silver
Flash Grenades 15gp Anyone within 15 yards is blinded for 2d6 rounds and cannot use their Seeing focus on any
Perception or Notice Test. They also suffer a -2 to attacks and Dodge and Parry until the end of
the rounds
Grapple Gun 10gp Allows one to climb about 50 yards without making a Climbing Test. Commonly used by thieves
to make a quick getaway
Laser Torch 10gp Not designed initially for combat, the Torch is just designed to Cut and Weld certain metals.
However, it can be used to cause harm and will deal 3d6 Penetrating damage to anyone who
gets their hands in the way. Larger, Industrial versions can cause upwards of 6d6 penetrating
damage.
Light Stick 3 Creates a Glow for 10y from center. Uses 1 battery charge per minute of use
Lighting Gun 15/30gp The Pistol or Rifle Lightning Gun fires a bolt of electricity in low voltage. It is designed to Stun
rather than deal damage. The Target must be within 20 yards and pass a TN 13 Constitution
(Stamina) Test or be stunned for 2 rounds. The Rifle version is more powerful at a TN of 15, lasts
4 rounds and has a range of 30 yards. Each shot takes up one charge of a Battery as normal.
Pistol costs 15gp and the Rifle costs 30gp
Locks Varies (See The TN of each Lock is based on its complexity. The more complex, the harder it is to pick or
below) break. The TN is for both a Strength (Might) Test to break or Dexterity (Lock Picking) to Pick
Mask 5 This mask gives you a +2 bonus to resist gas-based attacks, such as Smoke Grenades
Personal Force 10gp The Personal Force Field is a rare device that brings up a full-body energy field. It has a Health
Field pool of 10 points and uses one charge of its battery per round active. It remains active until
disabled by the user or its Health Pool is depleted. It takes 5 minutes to recharge a depleted
Force Field
Shackles Varies (See The TN of each Shackle is based on its complexity. The more complex, the harder it is to pick or
below) break. The TN is for both a Strength (Might) Test to break or Dexterity (Lock Picking) to Pick
Smoke 10gp 12y area, anyone within must make a TN 11 Perception (seeing) test or they suffer a -2 to all
Grenades attacks until the smoke dissipates (after 1d6 rounds)
Spike Mace 20gp The Spike Mace is a marvel of engineering. It works as a normal Mace but once triggered, spikes
extend making all damage from the weapon Piercing. The use of the Pierce Armor Stunt will
generate full Penetrating Damage. It take a Minor action to Trigger or Retract the Spikes
Stun Baton 10gp This small single-handed device uses one charge of its battery per use and the target must pass
a TN 13 Constitution (Stamina) Test or they are stunned for 2 rounds and can only take Minor
Actions.
Thermal 175 When placed on your face, you can see thermal images given off by anything generating heat,
Goggles like a body or engine. This gives you a +2 bonus to Tracking Tests based on sight and can even
penetrate walls if the object is close enough
Whip Blade As Sword+15 This can either be a Short Sword or Long Sword. The Blade can separate into a many-linked
whip-chain that has a range of 2 yards. This allows you to make a melee attack at this range. The
trigger takes a Minor Action to activate
Wing Pack 175 This grants the user Flying Actions. It only has a limited supply of energy, using one charge of
battery per round it is in flight. Its maximum flight is only 100 yards in height and provides a
Flight Speed of 15 yards

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)

GENERAL WEAPON UPGRADES:


Upgrade Cost Effect
Balancing 10 The Balancing Gyroscope balances the weapon better, adding a +1 bonus
Gyroscope to attack rolls with the weapon
Magnetic Chain 30 If the user is ever disarmed, the magnetic coils allow the user to bring the
weapon back to their hand as a free action by activating the switch.
Ultra-Light 60 Reduce the Strength requirement of the weapon by 1 point, down to 0.
Materials Weapons with a 0 or less Strength requirement cannot have this Upgrade

RANGED WEAPON UPGRADES (Blasters):


Upgrade Cost Effect
Blade Attachment 9 This adds a Dagger to the end of the weapon. You can then use it in melee combat using Accuracy
(Light Blades) to hit and dealing 1d6+1 damage as per the normal Dagger
Dual Battery Feeder 20 The Dual Battery Feeder has a second battery attached to the first. When Reload is to occur, it can
be done for one action less. Major becomes Minor and Minor becomes Free. You then have to
change the batteries entirely after the second one is used
Energy Optimizer 25 The Energy Optimizer adds 2 charges to the total use of the battery, allowing a Fulgin M Battery to
use 12 shots before reload, for example.
High Velocity Barrel 30 The High Velocity Barrel adds an additional +2 to the damage of Ranged Weapons.
Laser Sight 20 A Laser Sight makes it easier to target foes. When the Aim action is used, you get an additional +1
bonus to hit
Recoil Stabilizer 25 Allows you to make a Lighting Attack for 1SP less
Tactical Scope 15 A Ranged Weapon with a Tactical Scope adds +2/+4 to the ranges of their Weapon

RANGED WEAPON UPGRADES (Bows/Crossbows):


Upgrade Cost Effect
Blade Attachment 9 This adds a Dagger to the end of the weapon. You can then use it in melee combat using Accuracy
(Light Blades) to hit and dealing 1d6+1 damage as per the normal Dagger
Drawing Mechanism 45 The Drawing Mechanism adds a +2/+4 yards to the ranges of your weapon
Power Cell 60 Similar to the Power Cell upgrade for Melee Weapons, This one wraps the Arrow/Bolt in energy,
allowing it to deal +2 damage. Uses 1 charge of a battery per shot fired

MELEE WEAPON UPGRADES:


Upgrade Cost Effect
Cryo Condenser 20 Turns all damage into Cold Damage, using one battery charge per minute. Requires Power Cell
Upgrade
Electricity Conduits 15 Turns all damage into Electrical Damage, using one battery charge per minute. Requires Power Cell
Upgrade
Kinetic Coils 25 Allows you to use Lighting Attack for 1SP less
Molecular Edge 15 Edged Weapons deal Piercing Damage
Plasma Inductor 25 Turns all damage into Fire Damage, using one battery charge per minute. Requires Power Cell
Upgrade
Power Cell 60 As the Powered Weapon from TitansGrave, adding +2 to base damage, using one battery charge per
minute. Doesn’t take up the Upgrade Slot and is required for some other upgrades
Vicious 15 Blunt Weapons deal Piercing Damage

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

Potency Elixir Rogues Elixir Quickness Barkskin Antidote


Elixir Potion
Lesser +1 Spellpower for 1 +1 Dex Tests for 1 +1 Initiative +1 AR for 1 +1 to resist Poisons for 1
minute minute for 1 minute minute minute
Basic +2 Spellpower for 1 +2 Dex Tests for 1 +2 Initiative +2 AR for 1 +2 to resist Poisons for 1
minute minute for 1 minute minute minute
Greater +3 Spellpower for 1 +3 Dex Tests for 1 +3 Initiative +3 AR for 1 +3 to resist Poisons for 1
minute minute for 1 minute minute minute
POISONS AND GRENADES:
Poisons and Grenades run off of a similar function to Potions and Elixirs. Though there are
slight differences and those will be listed here. Using a Poison or Grenade is a Major Action. The
Grenades have to be thrown as an attack but Poisons can be used once on your next attack. If
they failed the Test they have to take, then they suffer the additional effects (Like Hallucinations)
on their next turn.

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

SHOCK GAUNTLETS: These are basically Powered Gauntlets that use a


Charge of a battery per round to grant a +2 bonus to damage. However,
they can spend 3 charges to create an arc of Electricity with a range of 16
yards that deals 1d6+2 Piercing Damage to a single target. This is considered
to be an Accuracy (Brawling) Attack and it adds Perception to the damage.
The Gauntlet also has a base physical damage of 1d6+1 instead of 1d3+1.

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

Belt of Incredible Ability


Type: Permanent
Rarity: Uncommon, or Rare
Effect: The Belt of Incredible Ability grants a +1 bonus to any chosen Ability. It will
not however increase any Derived Trait associated with it, just a bonus to that Ability
when Tests are involved. The Rare version can provide a +2 to one Ability or a +1 to two.
At dawn each day, the Ability can change, if the user decides to do so

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

Gauntlets of Ogre Power


Type: Permanent
Rarity: Rare
Effect: These Gauntlets deal 2d6+Strength in damage. They also provide a +1 bonus to
Strength (Intimidation and Climbing) Tests

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 of Free Action


Type:: Permanent
Rarity: Rare
Effect:: Select one Minor Action. You can use it for Free once per encounter but you cannot do
this on an action you can already do for Free (Like Using Ready with the Quick Reflexes Talent). The
Action can be changed at dawn each day if the user so desires

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 Mind Shielding


Type:: Permanent
Rarity:: Rare
Effect:: While wearing the Ring, you have a +2 bonus to your Psyche Defense
Ring of Protection
Type: Permanent
Rarity: Uncommon, Rare or Legendary
Effect: While wearing the Ring you have a bonus to your Armor Rating based on Rarity.
Uncommon gives you a +1, Rare gives you a +2 and Legendary gives you a +3

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

Robes of the Archmage


Type: Permanent
Rarity: Legendary
Effect: These Robes are made to accommodate a Mage into battle. It has an AR of 3 and has no
Casting Strain or Penalty. While worn, the user can choose to have a +2 bonus to their Casting Rolls or
Spellpower. This is chosen before a spell is cast. It also provides a +2 bonus to resist magic cast against
them

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

POWER OF BLOOD: MAGE


Your Corrupt Blood grants you power of your magic that few can achieve without embracing Chaos
CLASS: Mage
REQUIRES: Constitution of 3 or higher, Corruption of 3 or more (Or Embraced)
NOVICE: You can take a Major Action to inflict a wound upon yourself. You inflict 1d6 penetrating damage on yourself and you
can recover Magic Points equal to the damage you took. Any excess over your maximum is lost
JOURNEYMAN: Your Blood becomes your weapon. You can take a Major Action to inflict 1d6+3 penetrating damage on yourself
to inflict 1d6+Willpower penetrating damage to one target within 25 yards from you. If they pass a Constitution (Stamina) Test
against your Spellpower, then they only take 1d6 penetrating damage
MASTER: Your Corrupt Blood is at maximum potency. Increase the Recovery of Magic Points from the Novice Degree to double
the amount you take while still only taking 1d6 penetrating damage. The Journeyman Degree is increased to 2d6+Willpower in
damage if the target fails their Test. If they pass, they still only take 1d6 penetrating damage

POWER OF BLOOD: ROGUE


Your Corrupt Blood grants you power of your mind that few can achieve without embracing Chaos
CLASS: Rogue
REQUIRES: Constitution of 3 or higher, Corruption of 3 or more (Or Embraced)
NOVICE: you can take a Major Action and inflict 1d6 Penetrating Damage to yourself to enter Dark Passage Mode. While in this
mode, you gain a +2 bonus to all Stealth Tests and do not suffer your Penalty from armor to either Dexterity or Speed. Dark Passage
Mode lasts for a number of rounds equal to the damage you took
JOURNEYMAN: Your Blood becomes your weapon. You can take a Minor Action to inflict 1d6+3 penetrating damage on yourself
and coat your bladed weapon with your blood. On your next successful strike, you target will suffer Penetrating damage equal to the
damage you took
MASTER: Your Corrupt Blood is at maximum potency. Dark Passage Mode will grant you a +3 bonus instead of the +2 from the
Novice Degree. Also, the time you are in Dark Passage Mode is now equal to the damage you take +2. In the Journeyman Degree,
the amount of Penetrating Damage your target takes is double what you take

POWER OF BLOOD: WARRIOR


Your Corrupt Blood grants you power of your body that few can achieve without embracing Chaos
CLASS: Warrior
REQUIRES: Constitution of 3 or higher, Corruption of 3 or more (Or Embraced)
NOVICE: Inflict 1d6 Penetrating damage to yourself. For 1 minute, you enter Blood Thirst Mode. Every time you successfully hit a
target in this mode, you regain 1d6 in Health but not above your maximum
JOURNEYMAN: Your Blood becomes your weapon. Take a Major Action to inflict 1d6+3 Penetrating damage on yourself to
create an explosion of pure chaos around you. Anyone within 5 yards of you must pass a TN 15 Strength (Might) Test or they take
penetrating damage equal to the damage you took and are knocked prone. If they pass, they only take the damage as Piercing and
remain standing
MASTER: Your Corrupt Blood is at maximum potency. While in Blood Thirst Mode, you have a +1 bonus to generate Combat
Stunts. While using the Journeyman Degree of this power, you increase the damage to double what you took and the range is
increased to 10 yards. The TN and passed Test remain the same
DRONE STATS:
These are the Stats for the Drones one can deploy if they have the Tactician Specialization.
The Drones were made using the Adversary Building Rules is the Companion book. The Fortitude Focus was not calculated into
Health for the Drones but if you so desire, just add +2 to the Total Health for that

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