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Age of Alchemy

A Steampunk RPG
The world of Sardonia
The world of Sardonia (Sar-DAWN-ee-a) is a savage world with both wild lands and civilization. Sardonia is divided into three
main continents; Albion, Ginseng, and Norvaria.

THE EMPIRE: The Empire is a continent far to the West that is very oppressive and slave-trade-driven. They are what the Albions
originated from and escaped so they can live in peace. No one likes to talk of it but it still lingers, like massive storm clouds on the
horizon.

ALBION: Albion is the largest of the continents but by no means the center of civilization. It was found by man only 200 years
ago and only half of the continent has been explored. The Northern half of the continent has been dedicated to rich farmlands and
forests. While cities do exist, they are separate city-states with their own laws. Between the northern and southern halves of Albion
is the Serpents Ridge, a single trail of maintains the form a natural barrier between the halves of the continent. The Dwarves live in
those mountains and rarely come out to trade. South of that is the Badlands, a scarcely inhabited region filled with many dangers
yet unknown. Many settlements have come into existence in the Badlands, but their laws have little to no hold on the many outlaws
and villainy to escape civilization. The Elves inhabit this land and are very Native American in culture and religious beliefs. The
Halflings also thrive here, but are mostly miners who live underground.

GINSENG: Ginseng is a smaller continent just a few hundred miles to the east of Albion. It is filled with a people who live under
one Emperor and many Shogun; or warlords, and while they have made a vastly different civilization that that of the Albions; they do
trade with Albion on occasion.

NORVARIA: Norvaria is a near frozen wasteland to the north of Albion. Orcs originate from this desolate plane and some say
giants of frost live there as well.

HISTORY OF SARDONIA:
Sardonia is actually not that different from reality. Yes, it is a fictional, fantasy setting but most of it is actually designed off of
real history. No one really knows how the world came to be, though there are many religious texts on the subject. One thing is
known, a cataclysm shattered the world. Many millennia ago, the world was actually one large continent, held together by the
forces of magic. Then out of nowhere, the Cataclysm happened. Some say it was a giant rock from space, some say it was the gods,
and some say it was man. Either way, it shattered the face of Sardonia and changed it forever. From here, the races developed
independently of each other and thus they formed their own unique cultures and languages.
200 years ago, Albion was discovered by immigrants looking to escape the tyranny of the Empire. They founded the nation of
Albion after the first of the city-states to be erected; Albion City. After fifty years of peace, the Empire tried to take Albion, but was
driven back by several small but effective resistance groups known as the Freedom Banner. The Freedom Banner was divided into
several small Cells working in unison. Teams of 3-4 people were much more effective than a whole army. The teams were able to get
in, sabotage weapons and armor, and make it out before the battles. These Guerilla tactics made the freedom of Albion possible.
The Empire was driven back but still lingers on the horizon, the threat of attack still a constant danger.

Recent: Recent history is actually quite simple; the newly formed Albion has made several new City-States and has made
relations with the other races. The Badlands have been so far only partially explored and new dangers have yet to be discovered.
Technology has not been the same since a brilliant young inventor named Tesla (yes based on the real life Nikola Tesla) has
uncovered the secrets to combining magic with technology. Since then, the world has not been the same. It has gone from the Age
of Magic to the Age of Alchemy, the melding between science and magic. Tesla died about 100 years ago, but his legacy lives on in
the invention of new forms of technology to benefit all of creation.
About 350 years ago, the nation of Ginseng was founded by a small group from Far East. Their original homeland has faded into
legend and myth. Ginseng was founded by the Hy-Quong family and thus began their first Dynasty. Much of their history is passed
on as myths and legends but one thing remains constant in these retellings; the story of Lu-Quong. Lu-Quong was the last of the Hy-
Quong family line, but his actions remain to this day as a story of heart and spirit. Lu-Quong was only a boy when his father, the
Dynamo (or Emperor as they are called now) was murdered by his adviser. The adviser, named Li-Shu, banished the boy after taking
the throne. Lu-Quong swore revenge and went about the lands, searching for ways to get his rightful place on the throne. He trained
under many great warriors, but none as powerful and majestic as Ki-Lang, the Dragon of the Skies. Ki-Lang taught the boy the truth
of magic and in doing so; he learned how to beat the evil adviser. Lu-Quong came back almost 20 years later and challenged Li-Shu
to a duel, the winner will rule the nation. With the powers of Magic and Might, Lu-Quong beat his nemesis and claimed the throne.
However, he never found his love and died without an heir. He appointed it to one of the sons of one of the lands greatest warrior
and in doing so began the Gi-Kang Dynasty.

The City-States of Albion


ALBION CITY: Albion City was the first city-state to be made by those who escaped the empire 200 years ago. It serves as a
symbol and beacon of democracy and freedom.
GOVERNMENT: The government in Albion City is actually very simple with 5 officials who are elected every 2 years. They
convene and make ideas for the laws and rules. The people of Albion City are the ultimate deciders in any law-making. If the people
dont like it, it wont get passed.

HELION CITY: Helion City is close to Albion and considered its surrogate Twin City It has the same exact city layout and
governmental system. The only difference is that Helion City lies a bit farther towards the sky, having been rested in the Serpents
Ridge. Helion City is also one of the two primary Skyport Cities in the nation

NEW REGAL: New Regal is a small city-state with only one major activity, the buying and selling of port goods. It is rested on the
eastern coast and has a high trade with Ginseng. It may be small but it is best known for its trade, good and bad.
GOVERNMENT: The Government in New Regal is actually very simple. They deal in trade. Most of the residents are dock or
warehouse workers and so little is needed in terms of laws or rules save for one: Piracy is not at all allowed. Anyone caught engaging
in Piracy will be executed, no exceptions. This rule has kept the city clean of illegal activity for almost 50 years.
RACES:
The Races of Age of Alchemy are as follows:

HUMANS:
Albions: Ginseng:

Those from Albion who are


hardy people; mostly farmers or businessmen, they live off
the land and try to make it better for not only themselves but The Ginseng are from the
for their children nation to the East, a nation of political intrigue and plots.
Add +1 to any Ability They are masters of many styles of weapons and hand-to-
Pick a Focus: DEX (Riding) or CON (Swimming) hand combat and were the first to create the black powder
ADAPTABLE: Gain 1 free Ability Focus at used in firearms today
creation Add +1 to any Ability
Speed is 10+DEX-Armor Pick a Focus: DEX (Acrobatics) or INT
Speak and Read Common and one other (Evaluation)
language of choice ADAPTABLE: Gain 1 free Ability Focus at
Roll Twice creation
2D6 Roll Benefit Speed is 10+DEX-Armor
2 +1 FGT Speak and Read Common and Ginseng
3-4 CON (Stamina) Roll Twice
5 PER (Searching) 2D6 Roll Benefit
6 COM (Persuasion) 2 +1 WILL
7-8 +1 CON 3-4 INT (Arcane Lore)
9 COM (Deception) 5 STR (Intimidation)
10-11 ACC (Brawling) 6 Heavy Blades Weapon Group*
12 +1 STR 7-8 +1 COM
9 INT (Military Lore)
10-11 DEX (Legerdemain)
12 +1 ACC
* If your class provides this, take the focus FGT (Heavy Blades)
instead
ELVES:
Forest: Badlands:

Forest Elves live in the Badlands Elves are


forests that make up a huge part of the northern half of natives of the scarce southern half of Albion. They have been
Albion. They were first introduced to humans about 200 years peaceful and have helped the new culture try and thrive in
ago and have since made peaceful relations that didnt begin the unforgiving badlands. They also tend to have an ideal
that way. They are kind folk who thrive in the wild forests about animal spirits giving them strength
Add +1 to your PER. Add +1 to your DEX.
Pick a Focus: PER (Seeing) or DEX (Acrobatics) Pick a Focus: INT (Natural Lore) or PER (Seeing)
FOREST KINSHIP: you always gain a +1 FEY BLOODED: Instead of sleep, you can
advantage on any DEX (Stealth) Tests in wooded meditate for 4 hours per day and gain the same
areas, compounded with the normal focus benefits. In addition, magical effect that put you
Speed is 12+DEX-Armor to sleep or knock you unconscious do not work
Speak and Read Elven, Common, and the on you
language of one woodland creature Speed is 12+DEX-Armor
Roll Twice Speak and Read Elven and Common
2D6 Roll Benefit Roll Twice
2 +1 ACC 2D6 Roll Benefit
3-4 INT (Natural Lore) 2 +1 COM
5 Bows Weapon Group* 3-4 INT (Cultural Lore)
6 DEX (Stealth) 5 PER (Hearing)
7-8 +1 DEX 6 Bows Weapons Group*
9 STR (Might) 7-8 +1 ACC
10-11 Light Blades Weapon Group** 9 DEX (Initiative)
12 +1 FGT 10-11 COM (Persuasion)
* If your class provides this, take the focus ACC (Bows) 12 +1 PER
instead * If your class provides this, take the focus ACC (Bows)
**If your class provides this, take the focus ACC (Light Blades) instead
instead
HALFLINGS:

Halflings also live in the Badlands, mostly, and are expert Miners and Craftsmen. If it is about
metal or gemstones, they know about it
Add +1 to your DEX.
Pick a Focus: COM (Bargaining) or DEX (Stealth)
LUCK: Up to 3 times per day, you may reroll one failed Ability Test, but you must keep the second result
Speed is 8+DEX-Armor
Speak and Read Halfling and Common
Roll Twice
2D6 Roll Benefit
2 +1 PER
3-4 COM (Persuasion)
5 DEX (Initiative)
6 WILL (Courage)
7-8 +1 COM
9 PER (Hearing)
10-11 STR (Climbing)
12 +1 ACC
ORCS:

Orcs come from the Northern land of Norvaria. There, they survived in harsh winters and cold year
round. They are hardy and tough but they are kind and try not to bother anyone, unless they are provoked
Add +1 to your STR.
Pick a Focus: CON (Stamina) or STR (Might)
HARD TO KILL: Once per day, if you where to drop to 0 health, you drop to 1 instead
Speed is 10+DEX-Armor
Speak and Read Common and Orcish
Roll Twice
2D6 Roll Benefit
2 +1 CON
3-4 PER (Smelling)
5 DEX (Stealth)
6 STR (Intimidation)
7-8 +1 FGT
9 WG: Bludgeons*
10-11 ACC (Brawling)
12 +1 WILL
* If your Class provides this WG; then take the Focus FGT (Bludgeons) instead
DWARVES:

Dwarves live in the Serpents Ridge, the barrier between the northern and southern lands of Albion.
They are tough and gruff and are expert craftsmen. They have machines that no one has yet thought of. They rarely go to any other
region but when they do, it is to trade and sell their inventions. Many inventions made by Humans or Elves have come from the
Dwarves
Add +1 to your CON.
Pick a Focus: CON (Drinking) or INT (Evaluation)
DARKSIGHT: You can see up to 20 yards in total darkness
HARDY: Dwarves begin with a +2 bonus to health and are considered to have an AR of 1 when not using armor
Speed is 8+DEX-Armor
Speak and Read Dwarven and Common
Roll Twice
2D6 Roll Benefit
2 +1 WILL
3-4 INT (Historical Lore)
5 CON (Stamina)
6 Axes Weapons Group*
7-8 +1 FGT
9 STR (Smithing)
10-11 INT (Engineering)
12 +1 STR
* If your class provides this, take the focus FGT (Axes) instead
GEARS:

GEARS are a magical clockwork construct that is imbued with a soul. They were originally made for
work but once people realized they had souls, they were given freedom. They are rare but they do exist, trying to make a life for
themselves
Add +1 to your PER. But you get a -1 to your COM, being expressionless and having mechanical speech makes communication
a bit more difficult for Gears
Pick a Focus: COM (Investigation) or INT (Arcane Lore)
UPGRADES: A Gear can be upgraded with relative ease. You can begin with 1 to start in place of a Staring Talent and can
sacrifice a Talent level to get a new one. No more than 3 upgrades may be gained, so use them wisely
Metal Body: You are immune to penetrating damage from poison and have an Armor Rating of 2. However, you do not regain
health by resting and must make a Strength (Smithing) or Dexterity (Crafting) test as a major action by you or someone else to
regain health equal to theirs or your Stunt Die x 2 + Strength or Dexterity, whichever is used.
Speed is 8/10/12+DEX-Armor. It will depend on size and upgrade. 10 is standard
Speak and Read Common and one other language of choice
Roll Twice
2D6 Roll Benefit
2 +1 WILL
3-4 Firearms Weapons Group*
5 INT (Engineering)
6 CON (Stamina)
7-8 +1 INT
9 COM (Etiquette)
10-11 STR (Might)
12 +1 CON
*Take the Accuracy (Firearms) focus if your class provides this weapons group

GEAR UPGRADES:
Extra Arms: Gears can activate multiple items. This does not apply to other abilities, such as entering modes. You still only make
the standard actions in combat however. You also gain a +1 bonus to all STR (Climbing) Tests compounded with the normal focus
Heavy: Increase STR by +1, CON by +1, and Speed is reduced to 8. Also increase your AR to 3. Cannot be Light before or after
this upgrade
Light: AR is dropped to 1, increase your DEX by +1, ACC by +1 and Speed is 12. Cannot be Heavy before or after this upgrade
Winged: You increase your DEX by +1 and have a 10+DEX-Armor Flying speed
Hidden Weapon: Pick one weapon to have for free. The weapon must be one-handed and to activate it is a minor action (same
as Ready) and is hidden within your mechanical body. To find it is a PER (Searching) vs. TN 10+CON test. You can only have 2 Hidden
Weapons on this character. If you have 1 Hidden Shield, you may only have 1 Hidden Weapon. If you pick a Bow/Crossbow, you can
fire up to 5 Arrows/Bolts before reloading.
Hidden Shield: You have either a Buckler, Round, Kite, or Tesla Shield built into you. To activate is a Ready Action and is hidden
within your mechanical body. To locate is a PER (Searching) vs. TN 12+CON for Buckler, TN 10+CON for Round and Tesla, and TN
8+CON for Kite. You can only have 1 hidden shield on this character. If you have Hidden Shield you may only have 1 Hidden Weapon
Runes: These runes grant a +1 bonus to resist any magical effect
Static Shield: When your opponent successfully makes a melee attack against you, your body surges with electricity. This will do
2 points Penetrating Damage
Multi-legged: Your Gear has 4-6 legs. This increases their Speed to 12+DEX-Armor and makes them immune to the Knock Prone
and Skirmish Stunts
Self-Repairing: you can regenerate a total of 6d6 in health per day and you add your Constitution per roll (Example: 2d6+Con)
FROSTMEN:

Frostmen come from even further north, more so than their Orc cousins. They have a natural
resistance to the cold and came down looking to expand their knowledge. They are also bigger than most Humans, being an average
of about 7 feet tall. They have told of Giants that live in the frozen wastelands. Many think that the Frostmen derive from these
giants
Add +1 to your CON.
Pick a Focus: STR (Intimidation) or CON (Stamina)
COLD RESISTANT: Due to the fact that they live so far up north, the Frostmen gain immunity to Cold damage.
DARKSIGHT: You can see up to 20 yards without light
Speed is 12+DEX-Armor
Speak and Read Common and Giant
Roll Twice
2D6 Roll Benefit
2 +1 STR
3-4 WILL (Courage)
5 DEX (Traps)
6 CON (Drinking)
7-8 +1 FGT
9 INT (Navigation)
10-11 STR (Might)
12 +1 PER
DARK ELVES:

Dark elves come from deep underground, where their culture is very alien and strange. It is not known
where they come from or why they are so vastly different from the normal elves on Sardonia, but some have ventured to the surface
to learn something of the surface world, which to them is as alien as they are to us
Add +1 to your DEX.
Pick a Focus: COM (Deception) or PER (Seeing)
DARKSIGHT: You can see up to 20 yards without light. Also, Dark Elves are sensitive to light and suffer a -1 penalty to
attack rolls while in sunlight
Speed is 12+DEX-Armor
Speak and Read Common and Undercommon
Roll Twice
2D6 Roll Benefit
2 +1 COM
3-4 PER (Hearing)
5 DEX (Initiative)
6 Weapon Group: Light Blades*
7-8 +1 ACC
9 INT (Poison Lore)
10-11 DEX (Stealth)
12 +1 INT
* If your class provides this then take the focus ACC (Light Blades) instead
Character Options:
The options available for your hero

MYSTICS: Healers and Sorcerers are still considered as the Mystic Class and can access those specific Talents and Specializations
Healer:

The Healer is chosen by the Gods to be their Heralds.


Primary Attributes: Accuracy, Communication, Intelligence, and Willpower
Starting Health: 20
Weapon Groups: Brawling and Staves plus one based on your Deity
Healer Level Progression
Level 1 Mana: You gain a Base Mana pool of 10
Zeal: You have Zeal, which acts like Spellpower, equal to 10+Willpower+Applicable Magic Focus
Magic Training: You gain the Novice level of the Arcana most favorable of your Deity and one other of choice
Holy Symbol: You have a Holy symbol that matches your chosen Deity. It acts as an Arcane Device
Holy Lance: this is a Ranged attack that uses Accuracy (Holy Lance) and has a range of 16 yards and does 1d6+Willpower
in damage. This will not cost any Mana but can generate Stunt Points
Starting Talents: You gain the Novice level of Chirurgy and one of the following; Alchemy, Linguistics, Lore, or divine Gift
Level 2 Talent Level
Level 3 Arcana Level
Level 4 Specialization1 Novice
Holy Light: By spending 3MP, you cast a pure light in a 10 yard area. All enemies within must make a Willpower (Self-
Discipline) Test vs. your Zeal or they take 3 points penetrating damage and flee for 2 rounds. You cannot cast any spell
until your next turn
Level 5 Talent Level
Arcana Level
Level 6 Specialization 1 Journeyman
Spell Lance: this special 3-point Stunt lets you immediately cast a Spell after using a Holy Lance. The Spells cost cannot
be above 3 Mana and cannot have a casting Time of more than a Major Action
Level 7 Arcana Level
Level 8 Specialization 1 Master
Big Lance: the range of the Holy Lance is now 24 yards
Level 9 Talent Level
Arcana Level
Level 10 Power Lance: by spending 2 Mana, you can increase the damage of the Holy Lance to 2d6+Willpower
Sorcerer:

Sorcerers are born with innate mystical power. They train hard to unlock the mysteries of magic.
Primary Attributes: Communication, Intelligence, Perception, and Willpower
Starting Health: 20
Weapon Groups: Brawling, Staves and either Light Blades or Bludgeons
Sorcerer Level Progression
Level 1 Mana: You gain a Base Mana pool of 10
Spellpower: You have Zeal, which acts like Zeal, equal to 10+Willpower+Applicable Magic Focus
Magic Training: You gain the Novice level in two chosen Arcana
Arcane Device: Your Arcane Device can be used to channel spells
Arcane Blast: this is a Ranged attack that uses Accuracy (Holy Lance) and has a range of 16 yards and does
1d6+Willpower in damage. This will not cost any Mana but can generate Stunt Points
Starting Talents: You gain the Novice rank in two of the following Talents; Alchemy, Linguistics, Lore, or Unarmed
Combat
Level 2 Talent Level
Level 3 Arcana Level
Level 4 Specialization1 Novice
Magic Burst: By spending 3MP, you cast burst of arcane energy in a 10 yard area. All enemies within must make a
Dexterity (Acrobatics) Test vs. your Spellpower or they take 3 points penetrating damage and are knocked prone. You
cannot cast any spell until your next turn
Level 5 Talent Level
Arcana Level
Level 6 Specialization 1 Journeyman
Spell Blast: this special 3-point Stunt lets you immediately cast a Spell after using an Arcane Blast. The Spells cost cannot
be above 3 Mana and cannot have a casting Time of more than a Major Action
Level 7 Arcana Level
Level 8 Specialization 1 Master
Big Blast: the range of the Arcane Blast is now 24 yards
Level 9 Talent Level
Arcana Level
Level 10 Power Blast: by spending 2 Mana, you can increase the damage of the Holy Lance to 2d6+Willpower
Experts: Ranger and Thief are still considered as the Expert Class and can access those specific Talents and Specializations
Ranger:

Rangers are hunter by trade and survivors by birth. They live off the land and are master archers
Primary Attributes: Accuracy, Dexterity, Perception, and Willpower
Starting Health: 25
Weapon Groups: Brawling, Light Blades; Either Bows, Crossbows or Firearms; and one more of choice
Ranger Level Progression
Level 1 Deadly Shot: if you pass a Dexterity (Stealth) vs. Targets Notice, then you can deal an Extra 1d6 of damage to that target
for that round
Rogues Armor: You ignore penalties for Light Armor; they affect neither speed or dexterity
Starting Talents: You become a Novice in Archery if you have Bows or Crossbows Weapons Group, Firearms Talent if you
have the Firearms Weapons Group; and one of the following: Animal Training, Scouting, or Observation
Level 2 Stunt Bonus: You can perform the Pierce Armor Stunt for 1 SP instead of 2
Level 3 Talent Level
Level 4 Specialization 1 Novice
Twin Shot: You can fire a second shot against the same target of an attack in the same turn. This is not the Lightning
attack Stunt and the second attack can never generate Stunt Points. You must have a loaded weapon in order to use
this. Also, the second attack will have a -2 penalty
Level 5 Talent Level
Level 6 Specialization 1 Journeyman
Pinning Shot: Instead of inflicting damage, your target makes a Strength (Might) Test vs. your attack roll. If they fail, they
are pinned in place and have to make the Test every round. They cannot move while Pinned. Stunts are available on this
attack but none that add to damage
Level 7 Talent Level
Level 8 Specialization 1 Master
Stunt Bonus: you can perform the Quick Reaction Initiative Stunt for 2 SP instead of 3
Level 9 Talent Level
Level 10 Lethality: You add your Intelligence to Ranged Damage
Thief:

Thieves are born to steal and are masters of stealth


Primary Attributes: Accuracy, Communication, Dexterity, and Perception
Starting Health: 25
Weapon Groups: Brawling, Light Blades, Staves, and one more of choice
Thief Level Progression
Level 1 Backstab: if you pass a Dexterity (Stealth) vs. Targets Notice, then you can deal an Extra 1d6 of damage to that target for
that round
Rogues Armor: You ignore penalties for Light Armor; they affect neither speed or dexterity
Starting Talents: You become a Novice in Scouting along with one of the following; Contacts, Fleet of Foot, or Thievery
Level 2 Stunt Bonus: You can perform the Pierce Armor Stunt for 1 SP instead of 2
Level 3 Talent Level
Level 4 Specialization 1 Novice
Legerdemain: You can reroll any failed Dexterity (Legerdemain) Test, but you must take the second roll
Level 5 Talent Level
Level 6 Specialization 1 Journeyman
Stunt Bonus: You can perform the That Makes Me Wonder Stunt for 2 SP instead of 3
Level 7 Talent Level
Level 8 Specialization 1 Master
Stunning blow: If you use the Take Aim action, your target must make a Constitution (Stamina) Test vs. your attack roll. If
they fail, they are stunned and can only take a Minor Action for 2 rounds. Any Backstab can be made against a Stunned
target with no regard for the Test
Level 9 Talent Level
Level 10 Lethality: You add your Intelligence to Melee Damage
WARRIORS: Barbarian and Fighter are still considered as the Warrior Class and can access those specific Talents and
Specializations
Barbarian:

Barbarians are born outside the trapping of a civilized society. They are often viewed as savage but have
their own customs that are just different than most.
Primary Attributes: Constitution, Fighting, Strength, and Willpower
Starting Health: 30
Weapon Groups: Brawling and Heavy Blades, plus 2 of the following: Axes, Bludgeons, Lances, Light Blades, or Spears
Barbarian Level Progression
Level 1 Thick skin: All Barbarians are considered to have an AR of 1 when not wearing armor. This can stack with any racial or
talent bonus
Starting Talents: You become a Novice in the Vitality Talent as well as 2 of the following Fighting Styles; Unarmed, Two-
hander, Single Weapon, or Weapon and Shield
Level 2 Ability Focus: gain one of the following Ability Focuses; Communication (Animal Handling), Constitution (Stamina), or
Perception (Tracking)
Level 3 Talent Level
Level 4 Specialization 1 Novice
Weapons Group
Level 5 Talent Level
Stunt Bonus: you can perform the Tower of Will Stunt for 3 SP instead of 4
Level 6 Specialization 1 Journeyman
Level 7 Talent Level
Stunt Bonus: you can perform the Setup stunt for 2 SP instead of 3
Level 8 Specialization 1 Master
Weapons Group
Level 9 Talent Level
Level 10 Power Strike: When you take the All-Out Attack action, you deal +3 damage instead of +1
Fighter:

Fighters are masters of combat and are vicious in all kinds of weaponry
Primary Attributes: Constitution, Dexterity, Fighting, and Strength
Starting Health: 30
Weapon Groups: Brawling plus 3 of the following: Axes, Bludgeons, Bows, Firearms, Heavy Blades, Light Blades, Spears or Staves
Fighter Level Progression
Level 1 Second Wind: as a Special 3-point stunt, the Fighter can regain 1d6+Con in health. This cannot exceed your total and it
cannot be used more times per encounter than your Constitution score
Starting Talents: You become a Novice in the Armor Training Talent as well as 2 Fighting Styles of choice
Level 2 Ability Focus: gain one of the following Ability Focuses; Strength (Climbing), Intelligence (Military Lore), or Strength
(Might)
Level 3 Talent Level
Level 4 Specialization 1 Novice
Weapons Group
Level 5 Talent Level
Stunt Bonus: you can perform the Dual Strike Stunt for 3 SP instead of 4
Level 6 Specialization 1 Journeyman
Level 7 Talent Level
Stunt Bonus: you can perform the Threaten stunt for 1 SP instead of 2
Level 8 Specialization 1 Master
Weapons Group
Level 9 Talent Level
Level 10 Expert Strike: When using any Fighting Style, you get a bonus +1 to attack
CROSS-CLASSES: Barbarian and Fighter are still considered as the Warrior Class and can access those specific Talents and
Specializations
BARD: Expert/Mystic

The Bard is an expert with magical capabilities. They mostly use skill but have magic to back them up
Primary Attributes: Accuracy, Communication, Dexterity, and Intelligence
Starting Health: 25
Weapon Groups: Brawling, Bows, Light Blades, and Staves
Barbarian Level Progression
Level 1 Cross-Class Training: You are considered an Expert and a Mystic when selecting Talents and Specializations
Bardic Magic: Bards gain MP of 10 base and a Spellpower of 10 base. They can only select from the following Arcana:
Air, Healing, Heroic, Fate, Divination, Hex, Illusion, and Shadow. You begin with the Novice in ONE of those choices
Starting Talents: You begin as a Novice in Music and one of the following; Command, Intrigue, or Oratory
Level 2 Stunt Bonus: you can perform the Taunt stunt for 1 SP instead of 2
Level 3 Talent Level
Arcana Level
Level 4 Specialization 1 Novice
Level 5 Talent Level
Stunt Bonus: you can perform the Sway the Crowd stunt for 1 SP instead of 2
Level 6 Specialization 1 Journeyman
Arcana Level
Level 7 Talent Level
Level 8 Specialization 1 Master
Level 9 Arcana Level
Stunt Bonus: you can perform the Tower of Will Stunt for 3 SP instead of 4
Level 10 Expert Diplomat: When making Communication Rolls as part of an Advanced Test, you can add the appropriate Focus to
the Stunt Die to reach the Threshold faster
PIRATE: Expert/Warrior

Pirates are troublemakers but rely on wit as much as brawn. They are experts first with the muscle to
back it up
Primary Attributes: Accuracy, Communication, Constitution and Dexterity
Starting Health: 25
Weapon Groups: Brawling, Light Blades, Staves, and either Curved Blades or Dueling
Barbarian Level Progression
Level 1 Cross-Class Training: You are considered an Expert and a Warrior when selecting Talents and Specializations
Canny Defense: If you are using a Buckler or Round Shield and your Communication is higher than your opponents, you
gain a +1 bonus to Defense
Starting Talents: you become a Novice in Carousing and Scouting along with one of the following; Single Weapon, Dual
Weapon, or Weapon and Shield
Level 2 Ability Focus: Gain one of the following Focuses; Communication (Etiquette), Dexterity (Riding), or Strength (Jumping)
Level 3 Talent Level
Weapon Finesse: if you use a Weapon with the Finesse Quality, you deal an extra +1 damage
Level 4 Specialization 1 Novice
Level 5 Talent Level
Daring Charge: when you use the Charge action, you gain a +2 on the attack instead of a +1
Level 6 Specialization 1 Journeyman
Stunt Bonus: you can perform the With a Flourish Stunt for 3 SP instead of 4
Level 7 Talent Level
Level 8 Specialization 1 Master
Challenge: Select one Target to Challenge. As a Minor Action, you can now deal an extra 1d6 of damage to that target
but you suffer a -1 to attack and defense to all others. Switching targets or deactivating this ability is another Minor
Action
Level 9 Talent Level
Level 10 En Garde: Whenever you use the Defend or Guard Up actions, you can attack an target moving towards or away from
you. The attack is as normal but you do not add your Strength to Dexterity to damage
PALADIN: Warrior/Mystic

The Paladin is the pinnacle of crossing combat with magic. They are Warriors first
but they offset their combat prowess with magical capabilities.
Primary Attributes: Constitution, Fighting, Intelligence, and Willpower
Starting Health: 30
Weapon Groups: Brawling and Staves, Plus one given by your chosen deity, plus two free of choice
Barbarian Level Progression
Level 1 Cross-class Training: You are considered a Warrior and a Mystic when selecting Talents and Specializations
Paladinic Magic: you have a Mana Pool of 10, and a Zeal of 10+Willpower+Applicable Focus. You also have limited access
to Arcana, gaining the Novice in the Arcana Favorable by your chosen Deity and only that Arcana to start
Starting Talents: you begin as a Novice in Armor Training as well as one of the following; Armored Mage, Command,
Chirurgy. You also gain one of the following Fighting Styles; Single Weapon, Two-Handed, or Weapon and Shield
Level 2 Arcana Level
Lay on Hands: you can make a TN 15 Willpower (Faith) test to heal any ally for 10+Level in health. You can only use this a
number of times per day equal to your Willpower
Level 3 Talent Level
Level 4 Specialization 1 Novice
Level 5 Arcana Level
Talent Level
Level 6 Specialization 1 Journeyman
Weapon of Faith: Choose one Weapon (Not Weapons Group) to be your Weapon of Faith. When dealing damage with
that weapon, you can substitute your Willpower for the extra damage instead of Strength, Dexterity or Perception. The
weapon is also considered Magical against creatures with a resistance to non-magical weapons
Level 7 Talent Level
Level 8 Specialization 1 Master
Arcana Level
Level 9 Stunt Bonus: You can perform the Imposing Spell Stunt for 3 SP instead of 4
Level 10 Talent Level
Arcana Level
MONK: Warrior/Expert

The Monk is one who has sought inner peace through meditation and thought. They are master martial
artists and should not be taken lightly
Primary Attributes: Accuracy, Constitution, Dexterity, and Willpower
Starting Health: 30
Weapon Groups: Brawling and Staves, plus 3 more of choice
Barbarian Level Progression
Level 1 Cross-Class Training: you are considered a Warrior and an Expert when selecting Talents and Specializations
Second Wind: as a special 2-point Stunt, you can regenerate 1d6+Constitution in Health but only once per encounter and
this cannot exceed your maximum health
Starting Talents: you become a Novice in Unarmed Combat and one other fighting Style of choice. Also, you are a Novice
in 2 of the following; Combat Tactics, Iron Will, Survival, or Vitality
Level 2 Ability Focus: Gain one of the following Focuses; Constitution (Stamina), Dexterity (Acrobatics) or Willpower (Self-
Discipline)
Level 3 Talent Level
Weapons Group
Level 4 Specialization 1 Novice
Hard as Stone: you gain an AR equal to your Constitution when not wearing armor
Level 5 Talent Level
Level 6 Specialization 1 Journeyman
Knife Palm: If your Dexterity is higher than your targets, you deal an extra 1d6 damage when using the Unarmed Combat
Style only
Level 7 Talent Level
Weapons Group
Level 8 Specialization 1 Master
Total Focus: you can suffer a -2 on your Notice score to gain a +2 bonus to all attack rolls for one entire encounter
Level 9 Talent Level
Level 10 Perfect Balance: you can make an opposed Dexterity (Acrobatics) test vs. your targets attack roll to negate the effects of
Skirmish or Knock Prone if they are being used against you
SHADOWDANCER: Mystic/Expert

A Shadowdancer is a mystic that offsets their limited magical capabilities with the skill of an Expert.
They are hard to pin down in combat due to their dance-like fighting
Primary Attributes: Accuracy, Dexterity, Intelligence, and Willpower
Starting Health: 20
Weapon Groups: Brawling, Light Blades, Staves and either Bows, Crossbows or Firearms
Barbarian Level Progression
Level 1 Cross-Class Training: You are considered a Mystic and an Expert when selection Talents and Specializations
Shadow Magic: you have a Mana pool of 10 and a Spellpower of 10+willpower+applicable Focus. You start with the
Novice in Shadow Arcana and are limited to the following Arcana when leveling up; Heroic, Power, Illusion and Hex
Starting Talents: You begin as a Novice in 2 of the following Talents; Chirurgy, Command, Lore, Quick Reflexes, or
Thievery. You also begin as a Novice in the Single Weapon Fighting Style
Level 2 Talent Level
Level 3 Arcana Level
Stunt Bonus: you can perform the Fast Casting Stunt for 3 SP instead of 4
Level 4 Specialization 1 Novice
Lover of Shadow: While in shadows, the Shadowdancer gains a +1 bonus to Defense and a +1 bonus to Dexterity
(Stealth) Tests
Level 5 Talent Level
Level 6 Specialization 1 Journeyman
Level 7 Arcana Level
Talent Level
Level 8 Specialization 1 Master
Shadow Master: increase the bonuses of Lover of Shadow to +2 each while you are in shadows. Also, you now gain a +1
SP Combat Stunt Generation while in shadows
Level 9 Arcana Level
Level 10 Talent Level
Shadow Blade: as a special 2-point Stunt, the Shadowdancer can empower their weapon with Shadows allowing the
weapon to deal an extra 2 points of penetrating damage. This only lasts a number of rounds equal to your Willpower
and only once per encounter can it be triggered
ELDRITCH KNIGHT: Mystic/Warrior

The Eldritch Knight is a Mystic who offsets their limited magical prowess with the combat skills of a
warrior. They have received similar training to a Fighter but have magic to aid them.
Primary Attributes: Accuracy, Constitution, Fighting, and Willpower
Starting Health: 20
Weapon Groups: Brawling, Light Blades, either bows or Crossbows, and one more of choice
Barbarian Level Progression
Level 1 Cross-Class Training: You are considered a Mystic and a Warrior when selecting Talents and Specializations
Eldritch Magic: You have a Mana Pool of 10 and a Spellpower of 10+Willpower+Applicable Focus. Also, choose 6 Favored
Arcana. You being as a Novice in one of those and you can only select those Arcana when leveling up
Starting Talents: You begin as a Novice in Armor Training as well as three of the following; Command, Vitality, Oratory,
Quick Reflexes, Single Weapon Style or Weapon and Shield Style
Level 2 Talent Level
Level 3 Arcana Level
Eldritch Blast: The Eldritch Blast follows the same rules as Arcane Blast and Holy Lance; 1d6+Willpower damage, Range
of 16 yards, Accuracy (Eldritch Blast) to attack
Level 4 Specialization 1 Novice
Stunt Bonus: you can use the Lasting Spell Stunt for 2 SP instead of 3
Level 5 Talent Level
Arcana Level
Level 6 Specialization 1 Journeyman
Weapon Training: gain 2 Weapons Groups you do not have
Level 7 Talent Level
Level 8 Specialization 1 Master
Eldritch Blade: the damage of the Eldritch Blast is now penetrating
Level 9 Talent Level
Arcana Level
Level 10 Eldritch Champion: If you are wearing armor with 0-3 casting Strain, you gain an additional +1 SP generation on Magic
Stunts
Deities: one is chosen at creation for Healers and Paladins. You get their Weapons Group and Arcana. Also, you can never take
the Restriction Arcana because it is anathema to that deity and they will look down upon you, though some dont have anathema.
# DEITY DOMAIN Weapons Group Symbol Totem Arcana Restriction
1 Jerik Law Bludgeons Sword held by Gauntlet Lion Creation Chaos
2 Archon Knowledge Polearms Hammer and Anvil Owl Projection Divination
3 Herma Healing Lances Circle with heart and arrow Badger Healing None
4 Vali Trickery Light Blades Keys on a Ring Spider Shadow None
5 Bane Malice Axes Mace and Shield Snake Hex Healing
6 Kenneth Earth Heavy Blades Scale and sword Bear Earth None
rd
7 Balem Nature Bows Leaf with 3 eye Monkey Wood None
8 Kiara Water Spears Tome and Quill Whale Water Lightning
9 Rahvn Protection Heavy Blades Sigil Elephant Warding Power
10 Vograth Air Bows Cloak with Dagger Eagle Air Weather
11 Zemma Luck Dueling Raven with Wings Spread Fox Illusion Hex
12 Kaloria Truth Light Blades Dragon head in profile Deer Divination None
13 Belicose War Heavy Blades Arrows crossed with sword Bull Power Shadow
14 Prama Fire Curved Blades Flaming Halo Crane Fire Infernal
15 Nelessa Hunt Bows or Light Blades Bow with Quiver Wolf Weather None
16 Reigess Destiny Any Spiral ending in arrow Raven Fate None
17 Aroborous God of Gods Any Never-ending circle Any Time None
BACKGROUNDS:
The concept of backgrounds remains the same, just a little different based on the new world. The new backgrounds are:

IMMIGRANT: An Immigrant is one who lived in another nation until they decided to move. Here, you have little in the way of
money or influence, but it is the start of a new life.
Outsider Class: 15+3D6 Silver
COM (Animal Handling) or WILL (Self-Discipline)

LAWMAN: A Lawman is one who upholds the laws in one of the city-states or out in the Badlands.
Lower Class: 25+3D6 Silver
INT (Research) or COM (Leadership)

INVENTOR: An Inventor is one who makes things for a living. While not every invention works the way its designed, the
Inventor keeps trying.
Middle Class: 50+3D6 Silver
INT (Engineering) or INT (Scientific Lore)

PREACHER: a Preacher is one who not only studies the religious texts, but teaches them as well. They are scholars and teachers,
and people look to them for spiritual guidance.
Upper Class: 100+3D6 Silver
INT (Religious Lore) or INT (Arcane Lore)
NEW FOCUSES:
ACCURACY
Firearms: the proficiency with Firearms
Crossbows: (Also a new WG): The ability to use Crossbows
Chains: (Also a new WG): Your finesse with chain weapons
Throwing Weapons: (Also a new WG): the ability to utilize throwing weapons
Arcane Blast: Your Sorcerers ability to hit with their Arcane Blast
Holy Lance: your Healers ability to hit with their Holy Lance
Eldritch Blast: Your Eldritch Knights Ability to hit with their Eldritch Blast

COMMUNICATION
Diplomacy: The ability to sit down and come to a compromise
Linguistics: The talent to understand the spoken word, even if you dont know the language
Provocation: The ability to taunt and create anger in your target

CONSTITUTION
Environmental Resistance: The ability to resist natural dangers like extreme heat
Fortitude: Add the focus Bonus to total Health

DEXTERITY
Piloting: The ability to pilot vehicles with ease

INTELLIGENCE
Astronomy: Your knowledge of the stars and other celestial bodies
Enchantment: The art of Runecrafting
Games: Your knowledge of games and rules
Literacy: Your ability to understand the written word, even if you dont speak the language
Scientific Lore: your knowledge of science; its wonders and dangers
Survival: The art of surviving in the harshest conditions
Tactics: Your ability to plan your battle strategies
Tinkering: your knowledge of building alchemical creations
Trading: Your knowledge of trading and business

PERCEPTION
Tasting: Your ability to determine things based on taste
Touching: You ability to determine things about an item based on how it feels

WILLPOWER
Magic: Add the Focus Bonus to total Mana

WEAPON GROUPS:
MELEE: Axes, Bludgeons, Brawling, Chains, Dueling, Heavy Blades, Lances, Light Blades, Polearms, Spears, Staves
RANGED: Bows, Crossbows, Firearms, Throwing

PARRY DEFENSE: 10+Fighting+Weapon focus being used


DODGE DEFENSE: 10+Dexterity (Acrobatics)

NOTICE: 10+Perception + Applicable Focus. This is a TN for the GM to roll to see if you passively notice things
Health Formula: Base HP + (5xConstitution) + (2xLevel) Mana Formula: Base MP + (5xWillpower) + (2xLevel)
Health Chart (20) Con 0 1 2 3 4 5 Mana Chart (10) Will 0 1 2 3 4 5
Level 1 22 27 32 37 42 47 Level 1 12 17 22 27 32 37
2 24 29 34 39 44 49 2 14 19 24 29 34 39
3 26 31 36 41 46 51 3 16 21 26 31 36 41
4 28 33 38 43 48 53 4 18 23 28 33 38 42
5 30 35 40 45 50 55 5 20 25 30 35 40 45
6 32 37 42 47 52 57 6 22 27 32 37 42 47
7 34 39 44 49 54 59 7 24 29 34 39 44 49
8 36 41 46 51 56 61 8 26 31 36 41 46 51
9 38 43 48 53 58 63 9 28 33 38 42 48 53
10 40 45 50 55 60 65 10 30 35 40 45 50 55
Health Chart (25) Con 0 1 2 3 4 5 Add +2/+4 for Clarity Talent
Level 1 27 32 37 42 47 52 Add +2/+3 for Magic Focus
2 29 34 39 44 49 54
3 31 36 41 46 51 56
4 33 38 43 48 53 58
5 35 40 45 50 55 60
6 37 42 47 52 57 62
7 39 44 49 54 59 64
8 41 46 51 56 61 66
9 43 48 53 58 63 68
10 45 50 55 60 65 70
Health Chart (30) Con 0 1 2 3 4 5
Level 1 32 37 42 47 52 57
2 34 39 44 49 54 59
3 36 41 46 51 56 61
4 38 43 48 53 58 63
5 40 45 50 55 60 65
6 42 47 52 57 62 67
7 44 49 54 59 64 69
8 46 51 56 61 66 71
9 48 53 58 63 68 73
10 50 55 60 65 70 75
Add +2 for Dwarves
Add +2/+4 for Vitality Talent
Add +2/+3 for Fortitude Focus
TALENTS:

Alchemy
Class: Any
Requirements: INT 2+
Novice: You can craft Novice level Grenades, Potions and Poisons
Journeyman: You can craft Journeyman level Grenades, Potions, and Poisons. Time and Cost to craft Novice Grenades are
halved
Master: You can craft Master level Grenades, Potions, and Poisons. Time and Cost to craft Journeyman Grenades are halved

Armored Mage
Class: Mystic
Novice: Reduce the Casting Strain of Light Armors by -1 down to 0
Journeyman: You can now add AR to your Armor with the Arcane Armor Stunt (Normally not allowed) by the amount of SP
spent. You cannot spend more SP than your Willpower Score for this effect
Master: You reduce the penalty for Medium and Heavy Armors by half (Rounded up)

Combat Tactics
Class: All
Requirements: INT 2+, INT (Tactics) any fighting style at Novice Level
Novice: You can take up to a -3 on your attack roll to gain up to that amount to your DEF on your next turn and vice versa.
Journeyman: You can make a TN 12 INT (Tactics) Test to find higher ground. If you do, you can move to that position as a Move
Action. Higher ground can provide bonuses to attack. You also can now use the Stunts listed under Advanced Combat
Master: You can take up to a -3 on your attack roll to gain that much damage on that attack and vice versa. Pick one Stunt from
the Normal Combat Stunt table; you can use it for 1 sp less (Minimum of 1)

Magic Mastery
Class: Mystic
Requirements: INT 2+, WILL 2+, Any Arcana Focus
Novice: You can take up to a -3 on your Casting roll to gain up to that amount to your DEF on your next turn and vice versa.
Journeyman: You also can now use the Stunts listed under Advanced Magic. You can also spend 1 MP and 15 seconds to detect
magical energies in your area with a TN 11 INT (Arcana of choice) Test
Master: You can take up to a -3 on your Casting roll to gain that much damage on that spell and vice versa. Pick one Stunt from
the Normal Magic Stunt table; you can use it for 1 sp less (Minimum of 1)

Fleet of Foot
Class: All
Requirements: DEX 2+
Novice: You gain a permanent +1 to your Speed
Journeyman: You can reroll any failed DEX (Acrobatics) Test but must keep the second result
Master: Gain another +1 to your Speed and +1 to your Initiative

Iron Will
Class: All
Requirements: WILL 2+
Novice: Reroll any failed WILL (Courage) Tests but you must keep the second result
Journeyman: You can use the Tower of Will Stunt for 3 SP instead of 4
Master: Gain a +1 on all WILL (Self-Discipline) Tests

Hunting
Classes: Expert, Warrior
Requirements: INT 2+, PERC 2+, Archery Style Novice Level
Novice: You are a skilled hunter, capable of tracking prey through difficult terrain and treacherous weather. If you fail a PER
(Tracking) test, you can re-roll it, but must keep the results of the second roll
Journeyman: Your aim is both true and deadly. Whenever you take an aim action while using a bow or crossbow, you also gain a
+2 damage bonus
Master: You arent just capable of surviving in the wilderness, you thrive in it. If you fail an INT (Natural Lore) test, you can re-
roll it, but must keep the results of the second roll
Streetwise
Classes: Any
Requirements: PER 2+, COM 3+
Novice: Gain a +1 bonus when interacting with the underbelly of the city, including rolls for making them Contacts
Journeyman: you can now make COM Tests (Focus and TN at the GMs discretion) to uncover secret locations like gambling
houses or smuggling tunnels and the like. To do this without this talent is dangerous
Master: you can use any Exploration Stunt while you are in the urban scene for 1 point less

Survival
Classes: Warrior, Expert
Requirements: INT 2+, INT (Survival)
Novice: you know your way around, granting a +1 bonus to spot potential (natural) dangers as well as a +1 to find shelter or
water based on landscape
Journeyman: you can discern weather patterns, granting a +1 bonus to spot any drastic change in weather before it hits
Master: you know how to use your environment to your benefit, gaining a +1 bonus in combat when you use the environment.
This is a TN 11 INT (Survival) Test to gain the upper hand in combat for one round

Vitality
Classes: Any
Requirements: CON 2+
Novice: Gain a +2 to your Health as a permanent bonus. You also add +2 to the number of rounds before you die
Journeyman: you can reroll and failed CON (Stamina) Tests, but you must keep the second result; and you can make a TN 19
CON (Stamina) test to resist a Coup de Grace
Master: You can reroll and failed CON (Environmental Resistance) Tests, but you must keep the second result. Also, gain an
additional +2 to your Health as a permanent bonus. You also retain the Ability to make Minor Actions when Dying

Runecrafting
Classes: Any
Requirements: INT 3+ INT (Enchantment)
No MP is required to craft Runes
Novice: You can create Novice Runes. The cost and time are standard
Journeyman: You can create Journeyman Runes. The cost and time for Novice Runes are halved
Master: You can create Master Runes. The cost and time for Journeyman Runes are halved
Failing the roll to craft runes has no ill effect like Grenades, Potions, or Poisons. The Rune simply does not work if the Test has
been failed

Divine Gift
Class: Mystic
Requirements: Willpower 2+, Willpower (Faith)
You are blessed by the divine. You can grant a Divine Blessing on anyone, including yourself
Novice: you can make a TN 15 Willpower (Faith) Test to grant one divine Blessing on anyone, including yourself.
Journeyman: You can remove a Curse on a subject. The TN is base 9 with the Curses level added to it. This is a Willpower (Faith)
test to remove said curse
Master: Reduce the above Tests by 2 points
Mystic Artisant
Class: Mystic
Requirements: INT 2+, DEX (Crafting)
You are no mere toymaker.
Novice: You can craft some simple enchanted items. You know the way to make those common temporary magic items (Core
rule book p120): Mage Tent, Arcane Light, and War Paint. The making of such items takes one hour and the caster must succeed on
a Dexterity (Crafting) test on a TN 13.
Journeyman: You can easily unweave the magic of your rivals. You can use the Disrupt magic stunt for 4 SP instead of the usual
5 SP.
Master: You are the best of your craft. You know the way to make those uncommon temporary magic items (Core rule book
p120): Warding Amulet, Potion of Might, Arrows of Piercing, Arrows of Accuracy, and Arrows of Wounding. The making of such
items takes one hour and the caster must succeed on a Dexterity (Crafting) test on a TN 15

Chain Fighting Style


Class: Warrior, Expert
Requirements: Chain Weapons Group, DEX 2+
Novice: +1 to any Trip attempt
Journeyman: +1 To Defense when using a Chain Weapon
Master: Pick one Combat Stunt. When wielding Chain Weapons, you can use it for 1 SP Less (minimum of 1)

Firearms Style
Class: Warrior, Expert
Requirements: Firearms Weapons Group, ACC 1+
Novice: Once per round you can use a Ready action with a firearm as a free action
Journeyman: When shooting a target inside the Short Range of your weapon, you deal +2 Damage
Master: When shooting a firearm, you can perform the Dual Strike Stunt for 3 SP instead of 4

Tinkering
Classes: Any
Requirements: INT 2+
You have a knack for creating objects from random components. You may attempt to roll on the tinkering table when try to
create new items for your use. Before rolling the GM may require you to pay a certain amount of currency to pay for the items and
materials you need.
Novice: Taking things apart and putting them back together is second nature to you. You may re-roll any tinkering roll but you
must keep the result of the second roll.
Journeyman: Through many successful and failed attempts you have found your specialty. You may select your preferred item;
this may be a weapon group, armor group, or something similar. When rolling a Tinkering test on your preferred item you may apply
a focus bonus (or +1 if you already have a focus in Tinkering).
Master: Over years (probably) of experience you have become combat level efficient in your tinkering. During an encounter you
may make a tinkering roll as a major action. However, no personal bonuses (e.g. Focuses) may be added to this roll, though bonuses
from spells may be applied. You must also have all required pieces to hand for the items construction.

According to the difficulty of what you are attempting to achieve/how much time you commit to the test, the GM will oppose
certain modifiers to the roll.
Level Modifier Time
Childs Play +3 minutes
Very Easy +2 1 hour
Easy +1 1 day
Normal 0 2 days
Difficult -1 7 days
Very Difficult -2 12 days
Hella Difficult -3 14+ days
SPECIALIZATIONS:

WARLOCK
Class: Mystic
Requirements: You must have Intelligence and Willpower 2 or higher and the Intelligence (Arcane Lore) focus.
Novice: You become able to draw on the chaos energies of the Void. As an Activate action you open yourself to the primordial
chaos and all spells you are casting have their Spellpower increased by 2, but the MP cost of each spell also increased by 2 points. It
takes another Active action to close the connection, but it automatically ends when you fall unconscious or die.
Journeyman: While you are using Chaos to empower your spells, the additional damage caused by the Mighty Spell and Lethal
Spell stunts is penetrating damage.
Master: While casting spells under the effects of the Warlock talent, you generate 1 additional stunt point when casting spells.

GIANT SLAYER
Class: Warrior
Requirements: You must have Strength and Dexterity 2 or higher, and Two-Hander Style (Novice).
Novice: You know how to avoid the worst from brutish creatures. You receive a +2 to Defense against giants and giant-like
creatures, such as ogres and trolls.
Journeyman: You know how to move around and under larger opponents. You treat the area of a larger creature, such as a
giant or a dragon, as unoccupied for the purposes of determining Speed and movement.
Master: You can bring down even the biggest of foes. You can use the combat stunts Knock Prone and Skirmish against subjects
that are normally immune.

SEEKER
Seekers are a special order that takes in dark magic to protect the world from it.
Class: Any
Requirements: Level 4 minimum
Novice: you gain a +1 bonus when resisting Magic and the PER (Detect Magic) Focus. This works in yards equal to 5xLevel. So a
level 4 character can Detect Magic up to 20 yards away. Making a PER (Detect Magic) Test can grant more information about the
magic you detect
Journeyman: Any Weapon you carry can be treated as magical. Simply take a Minor action to trigger the effect and the weapon
will deal normal damage to creatures who normally take half by non-magical weapons. This effect will last for one encounter
Master: The Bonus to resist magic is now a +2, and the PER (Detect Magic) Focus is now a +3

SHAMAN
Class: Mystic
Requirements: WILL 2+, any INT (Arcana) Focus
Novice: Your knowledge of the Wild is on your side, granting a +1 casting bonus when using spells of the following Arcana: Cold,
Air, Earth, Fire, Lightning, Water, and Wood
Journeyman: You can get back 1D6 health if you kill an enemy with a Spell. This will not grant extra health
Master: Your mastery of magic makes you unshakeable. When an opponent tries using Skirmish or Knock Prone, you can spend
MP to negate the effect. 1 MP for Skirmish and 2 MP for Knock Prone. Also, increase the Novice Casting Bonus to +2

SPY
Class: Expert
Requirements: COM #+, PER 3+
Novice: You are skilled in the arts of deception and intrigue. Choose one ability focus from the following list: COM (Deception),
COM (Disguise), COM (Investigation), or INT (Cryptography). If you fail a test using this focus you may re-roll it, but you must use the
results of the second roll.
Journeyman: Your mind is capable of picking out unusual patterns and connections between things. You can perform The
Object of your Attention stunt for 2 SP rather than the usual 3.
Master: You are not who you seem to be. You can adopt an assumed identity (or alias) and gain +1 to all COM (Deception) and
COM (Disguise) tests when in that guise. It takes a minimum of 15 minutes to assume the identity. You can have a number of aliases
equal to your Communication but it may take several days or even weeks to establish each one. The GM should reward the creative
use of these aliases: if they are used frequently and in the right way the bonus may increase and the alias may become more
resistant to exposure.
SWORD MASTER
Class: Warrior, Expert
Requirements: either Single Weapon Style (Journeyman), Dual Weapon Style (Journeyman, or Both (Novice Each), ACC 2+
Novice: When taking the AIM action with a sword, you deal bonus damage equal to your perception.
Journeyman: If you would normally affected by the Disarm or Knock Prone stunts, you can make a STR (Might) test vs. youre
the Attack roll. If you succeed, the stunt is negated.
Master: Once per round while wielding a sword, you can reduce the damage from a melee attack against you equal to your
perception. Also, you may choose one Combat Stunt. When making sword attacks, this stunt costs -1 SP for you.
STUNTS
COMBAT: Applies when doubles are rolled on any attack roll or Ability Test in combat, but not initiative
1+ Skirmish You can move yourself or your target 2 yards in any direction for each SP you spend
1 Rapid Reload You can immediately reload a missile weapon
1 Stay Aware Make a TN 11 Perception Test with a Focus of Choice. If you succeed, the GM will either make you aware
of a battlefield situation you didnt notice before or give you a +1 to the very next Test you make
2 Knock Prone You knock your enemy Prone. Any character making a melee attack against a Prone Target gains a +1
bonus to the attack
2 Defensive Stance Your attack sets up you defense. You gain a +2 on your DEF until the beginning of your next turn
2 Disarm You attempt to disarm your target with a melee attack. You and your target make an opposed attack
roll. If you win, you knock your enemies weapon 1D6+STR in yards in any direction you choose
2 Mighty Blow Inflict an extra 1D6 of damage to your target
2 Pierce Armor The targets AR is halved (Rounded Down) vs. this attack
2 Taunt You insult your target within 10 yards. Make an opposed Test of COM (Provocation) vs. their WILL (Self-
Discipline). If you win, your target suffers a -1 penalty an all attack rolls and casting rolls on their next
turn
2 Threaten You strike in a threatening pose, challenging an opponent within 10 yards. Make an opposed Test of STR
(Intimidation) vs. their WILL (Self-Discipline). If you win, they must attack you in some way on their next
turn
3 Lightning Attack You can make a second attack against the same target or a different one. They must be within range and
sight. Rolling doubles on the second attack will not yield any SP
3 Set Up Pick an ally. That ally will gain a +2 bonus on their next Ability Test of Choice on their next turn. This
decision must be made before the dice are rolled.
4 Dual Strike You hit two targets who are adjacent to you within 6 yards. You make only 1 attack roll but roll damage
separate for each target
5 Lethal Blow Inflict an additional 2D6 of Damage

ADVANCED COMBAT: Applies in combat like the above but only if you have the Combat Tactics Talent
3 Bleed Your target will take 2 points penetrating damage for a number of rounds equal to your STR. You must
successfully hit for this to apply
3 Stagger Your target can only move 2 yards their next turn, any more and they will fall prone if they fail a TN 13 STR
(Might) test
4 Sunder Your target takes a -2 AR. if they are not wearing armor, then it is invalid. This can reduce armor to 0, but no
lower and can be used multiple times on the same target
4 Cripple For one round, your target takes a -2 to their DEF and Speed and a -3 on their next attack
4 Pommel Strike You attack with the butt of your weapon, not dealing damage but the target is stunned and cannot only
take a minor action for one round
6 Cleave The damage you deal is penetrating (Ignoring armor all together)
MAGIC: Applies when making Casting Rolls, only available to Mystics
1-3 Powerful Casting Increase the Spellpower of the Spell by 1 per SP used to a max of 3
1-5 Arcane Armor For every SP spent, you can increase your AR by that number to a maximum of 5 SP. This will not stack
with any Armor worn
2 Skillful Casting Reduce the Magic Point cost of the Spell by 1 point. This can reduce it to 0
2 Mighty Spell If the spell does damage, then you deal an additional 1D6 of damage
3 Lasting Spell If the spell has a duration beyond instant, it remains in effect for twice as long with no additional MP
cost
3 Magic Shield Residual magic energies form a barrier granting a +2 to your DEF until your next turn
4 Fast Casting After your first spell is resolved you can cast a second one. The second spell must have a Major or Minor
Casting Time and doubles will not grant more SP
4 Imposing Spell Until the beginning of your next turn, anyone attempting to make a melee attack against you must make
a TN 10+your WILL Test of WILL (Courage). Those who fail must take a Move or Defend action instead
4 Split Spell If the Spell only affects 1 target, you can have it affect a second, so long as it is within 6 yards of the first
and within the Spells range. There is no additional MP cost and both targets make their Test Separately
5 Disrupt Magic Your spell also disrupts another magical effect on the target. Roll an INT (Arcana) Test vs. the Spellpower
of the effect. Success removes the effect. Doubles on this test do not generate SP
5 Lethal Spell If the spell does damage, deal an additional 2D6 of damage to one target and 1D6 to all others (if the
spell has a wider range)

ADVANCED MAGIC: Applies only to those with the Magic Mastery Talent
1 Arcane Acuity Your expertise in the magical arts aids you greatly. Make a TN 11 INT (Arcana of choice) Test. Success
means you either become aware of some key magical detail of the current encounter or you gain a +1
bonus on your next magic related roll until the end of your next turn
2 Knock Prone You knock your target prone, just like the Combat Stunt
2 Magic Surge After casting the spell, you regain 1D6 in MP immediately
3 Penetrating Spell If the spell does damage, it becomes Penetrating, ignoring all armor worn by the target
4 Strengthening Spell The next spell you cast gets a +3 bonus on the casting roll
4 Masterful Casting Reduce the MP cost of the spell you are casting by 3 points, this can reduce it to 0

EXPLORATION: Applies when exploring or looking for objects not in combat


1 Advantageous Positioning You make a discovery from an advantageous position of choice, up to 2 yards away from the
place that would normally lead to your discovery with respect to the object of the Test. You
can let the GM describe what you have found before you decide. This can be taken multiple
times on the same Test of you have enough SP
2 Efficient Search If resources of any kind are typically consumed in the course of this Test, you only use half as
much as normal
2 Speedy Search You complete the search in half the time it would normally take
3 That Makes Me Winder You can immediately make another Perception Test at no additional cost in time or resources
to find out more information on your surroundings or the object of the Test. This must be
taken with a different Focus and Doubles do not yield any more SP
3 The Object of Your You receive a +1 on further Tests to examine or perceive additional aspect of the object of
Attention your Test until time or venue changes
4 The Upper Hand If your discoveries lead to combat within a moment or two, you receive a +3 on your INTV Roll
4 Resources at Hand Choose a Focus you do not have that falls under the same Ability as the Test you are making.
You are considered to have that Focus until time or venue changes
4 With a Flourish The manner of your success is impressive to those nearby. You have a +1 bonus to opposed
Tests against them until time or venue changes
ROLEPLAYING: Applies when interacting with other players or NPCs not in combat
1 Bon Mot Your perfectly tagged witty remark will spread, for good or ill
2 And Another Thing You manage to weave other topics of conversation before anyone can respond. You can make an
additional Test before anyone can argue or respond in kind
2 Sway the Crowd You can affect one person of choice past the initial target. You can use this multiple times on the same
roll, however if the Test that gave rise to this stunt was an opposed Test then it may not expand the
affect and anyone who has a higher Ability + Focus total than the original target
3 Stunned Silence You are so impressive that you leave everyone who witnesses your display completely dumbfounded.
This grants you time to do something else
3 Jest You turn a phrase, twist your expression, or make some comic motion that makes people laugh. Anyone
nearby who wishes to avoid laughing must make a TN 11 WILL (Self-Discipline) Test. Those who fail laugh
and are now distracted
4 Flirt COM (Seduction) vs. WILL (Self-Discipline) to begin a Romance. The target is now enamored and this can
be played out for better or worse in-game
4 Tower of Will For the rest of the current exchange, you gain a +1 bonus on any attempt to sway you or put you in an
emotional disadvantage. Such as intimidation, impressing you, or even bargaining
5 Enrage You make one insult or comment that forces one target of choice to either storm away or attack. The
attack may not be deadly and can be a slap to the face or the throwing of the gauntlet. Either way, the
target is now angry

INITIATIVE: Applies when doubles are rolled on Initiative, but no other time
1+ Sudden Turn of Events You can add +1 to your INTV for each Stunt Point spent
2 Surprise Blow You get a +1 bonus against an enemy that has not yet acted during this round
2 Stay Hidden Immediately make a DEX (Stealth) test against all foes to stay in cover/concealment until you act
3 Fast-Talker You briefly convince your enemies you are not a threat. During the first round of the Encounter,
any enemy that targets you with an attack or spell must make an opposed test of their WILL (Self-
Discipline) vs. your COM (Persuasion). Spells or effects that target multiple targets ignore the
effects of this stunt as long as another target is also affected
3 Quick Reaction You can take a Minor Action before the Encounter begins
4 Act First You take first turn despite initiative order for the first round, then you get dropped to your normal
place afterwards
5 Lightning-Quick Reaction You can take a Major Action before the Encounter begins
6 No Hesitation You can take a full turn before the Encounter begins, then another turn on your normal initiative
time
NEW EQUIPMENT
ARMORS
Armor AR Penalty Strain Cost
Clothing
Light Clothing 1 0 0 See clothing section
Heavy clothing 2 0 0 See clothing section
Light Armors
Leather 3 1 1 15 sp
Scout Armor 3 0 2 40 sp
Studded Leather 4 1 1 30 sp
Ginseng Scout 4 0 2 45 sp
Medium Armors
Chain Mail 5 3 3 50 sp
Light Battle 5 2 4 75 sp
Splint Mail 6 3 3 75 sp
Ginseng Battle 6 2 4 85 sp
Heavy Armors
Half-Plate 7 5 5 100 sp
Heavy Battle 7 4 6 90 sp
Full-Plate 8 5 5 150 sp
Ginseng Shogun 8 4 6 175 sp

CLOTHING:
Light Clothing: The simplest of clothing: See Clothing later in this chapter for more information
Heavy Clothing: Made for harsher conditions: See Clothing later in this chapter for more information
LIGHT ARMORS:
Leather: Traditional armor made from cured hides
Scout Armor: Designed to be light and functional for those who wish to stay light but still have protection
Studded Leather: Made like normal Leather but made with metal bands and studs for reinforcement
Ginseng Scout: Light leather and wooden slat armor designed for armor and flexibility
MEDIUM ARMORS:
Chain Mail: Made out of small rings of metal, designed for flexibility and armor but it is still rather heavy
Light Battle: Made for battles. It combines traditional leather for mobility but made with metal plates
Splint Mail: Designed in slats, the metal forms an almost scale design
Ginseng Battle: A heavier version of their Scout armor, the Ginseng Battle Armor is made for war. It is most commonly used by
the warriors on Ginseng
HEAVY ARMORS:
Half-Plate: Simple plates of metal stitched together with leather bands. It covers a good portion of the body but not fully
Heavy Battle: Designed for massive combat, it is also very heavy and bulky
Full-Plate: Full-Plate is the heavier version of Half-Plate, made with more metal and designed to encase the wearer in full
protection
Ginseng Shogun: Shogun means Warlord. They have their own special armor crafted for them when they reach that level, and
it is massive plate armor to show their rank and skill

SHIELDS
Type Bonus Notes Cost
Buckler +1 - 15 sp
Round +2 - 25 sp
Kite +3 - 35 sp
Tower +4 -2 Attack 60 sp
Tesla +1/+2 See Below 15 sp (+1)/25 sp (+2)
Buckler: A small round shield designed more for hand-to-hand situations
Round: A larger version of the Buckler, designed for larger group combat
Kite: A shield in the shape of a kite made for big situations where archers are more involved. It covers more of the body
Tower: Tower shields are massive Shields that are more for front-line formations than hand-to-hand combat
Tesla: Tesla Shields are arm devices that create a shield of Electro-magnetic energy in the form of a shield. It requires the use of
Batteries and for a +1 bonus requires 1 charge every round but a +2 bonus uses 2 charges a round
MELEE WEAPONS:
Group (Hit)
WEAPON STR Damage Cost Qualities
Axes (FGT)
Battleaxe 1 2d6 14 sp Piercing, Versatile
2-Handed Axe 3 3d6 20 sp Piercing, Heavy
War Pick 1 1d6+2 15 sp Piercing, Accurate
Bludgeons (FGT)
Mace 1 2d6 12 sp Bashing, Light
Maul 3 2d6+3 19 sp Crushing, Bashing, Heavy
Warhammer 1 1d6+3 14 sp Crushing, Bashing, Versatile
Brawling (ACC)
Fist - 1d3 - Finesse
Gauntlet - 1d3+1 4 sp Finesse, Light
Improvised - 1d6-1 - -
Chains (ACC)
Chain 1 1D6+1 15 sp Trip
Spiked Chain 1 1D6+3 19 sp Trip, Defensive
Whip - 1D6 8 sp Trip, Light
Curved Blades (ACC)
Cutlass - 1d6+2 15 sp Light, Finesse
Falchion 2 2d6+2 21 sp Heavy
Scimitar 0 2d6 18 sp Light
Dueling (ACC)
Main Gauche - 1d6+1 11 sp Piercing, Light
Rapier 0 1d6+3 18 sp Piercing, Finesse, Light
Spiked Buckler -1 1d6-1 15 sp -
Heavy Blades (FGT)
Bastard Sword 2 2d6+1 20 sp Slashing, Heavy
Long Sword 1 2d6 18 sp Versatile, Light, Slashing
Great Sword 3 3d6 23 sp Slashing, Heavy
Lances (FGT)
Light Lance 1 1d6+3 12 sp Reach
Heavy Lance 3 2d6+1 20 sp Reach, Heavy
Jousting Lance 0 1d6+1 6 sp Reach
Light Blades (ACC)
Dagger - 1d6+1 9 sp Piercing, Finesse, Accurate
Short Sword -1 1d6+2 14 sp Versatile, Light
Hook Sword 0 1d6 11 sp Trip, Light
Polearms (FGT)
Glaive 1 2d6+1 23 sp Reach, Trip
Halberd 3 2d6+3 25 sp Reach
Military Fork 2 2d6 18 sp Reach, Piercing
Spears (FGT)
Spear 0 1d6+1 12 sp Reach, Piercing
2-Handed Spear 1 2d6 20 sp Reach, Heavy, Piercing
Double Spear 2 2d6+2 22 sp Reach
Staves (ACC)
Club - 1d6 1 sp Bashing
Morningstar 1 1d6+3 11 sp Bashing
Quarterstaff - 1d6+1 3 sp Reach, Versatile
RANGED WEAPONS:
Group (Hit)
WEAPON STR Damage Ranges Reload Cost Quality
Bows (ACC)
Compound Bow 0 1d6+2 20/40 Minor 12 sp Piercing
Short bow -1 1d6+1 16/32 Minor 9 sp Accurate
Longbow 1 1d6+3 26/52 Minor 15 sp -
Crossbows (ACC)
Light Crossbow 0 2d6+1 26/52 Major 15 sp Piercing
Heavy Crossbow 1 2d6+2 30/60 Major 20 sp Piercing
Hand Crossbow -1 1d6+1 16/32 Minor 12 sp Accurate
Throwing (ACC)
Throwing Axe 1 1d6+2 4/8 Minor 10 sp Light, Versatile
Throwing Knife - 1d6 6/12 Minor 10 sp Accurate, Versatile
Throwing Spear 0 1d6+3 8/16 Minor 12 sp Accurate

WEAPON QUALITIES:
Weapons always have had some unique capabilities that others do not. These are called Weapon Qualities. They add new and
exciting game play to the normal system while maintaining the balance and not making anything too over powered. Keep in mind,
some weapons will have more than one Quality and some may not have any at all, but there should be no more than 3 Qualities on
any given weapon.

ACCURATE: adds a +1 bonus to Attack


BASHING: Ignores 1 point of AR in Mail and Plate armors
CRUSHING: reduces AR of mail and plate armors by 1 is attack roll stunt die is 6
DEFENSIVE: adds a +1 bonus to Defense
FINESSE: the user can substitute Dexterity for Strength when dealing this weapons damage
HEAVY: Heavy weapons are two-handed and thus are the only ones available for the Two-Handed Fighting Style
LIGHT: only Light weapons can be used with the Dual Weapon, Single Weapon, and Weapon and Shield fighting Styles
PIERCING: ignores 1 point of AR in leather armors
REACH: Reach Weapons are the only ones available for the Pole Weapon Style
SLASHING: reduces AR of leather armors by 1 if the attack roll stunt die is 6
TRIP: this weapon can use the Knock Prone Stunt for free but with a -2 on the attack roll
VERSATILE: this weapon can be used single- or two-handed, allowing it to be used in many Weapon Styles

MATERIALS AND EFFECTS:


Some weapons and armor can be crafted by different materials, each granting some extra effects to the normal base unit.
There are 4 types of materials that can be used:
Cloth: can only be made for Clothing
Leathers: can only be used on Light Armors
Metal: can only be used on Melee Weapons (Including Throwing Weapons), Medium Armor, Heavy Armor, and Shields
Wood: can only be used on Ranged Weapons (Except Throwing), and Shields

CLOTH/Clothing
Material Armor Strain Penalty Rune Slot Cost Multiplier
Rags -2 AR Standard Standard +0 1/2x
Cotton Standard Standard Standard +0 Standard
Inscribed Cotton +1 AR +1 +1 +1 2x
Silk +1 AR -1 Standard +2 3x
Spidersilk +1 AR Standard Standard +1 2x
HexWeave +1 AR -1 +1 +1 3x
Furs +2 AR +1 Standard +1 3x
Spiritweave +2 AR -1 -1 +2 4x
LEATHERS/Armor
Material Armor Strain Penalty Rune Slot Cost Multiplier
Rough Hide -2 AR Standard Standard +0 1/2x
Leather Standard Standard Standard +0 Standard
Hardened Leather +1 AR +1 +1 +1 2x
Drake-skin +1 AR -1 Standard +2 3x
Inscribed Leather +1 Standard Standard +1 2x
Cured Leather +1 AR -1 +1 +1 3x
Croc-scale +2 AR +1 Standard +1 3x
Dragon Scale +2 AR -1 -1 +2 4x

METALS/Armor
Material Armor Strain Penalty Rune Slot Cost Multiplier
Crude Iron -2 AR Standard Standard +0 1/2x
Iron Standard Standard Standard +0 Standard
Steel +1 AR +1 +1 +1 2x
Obsidian +1 AR -1 Standard +2 3x
Silver +1 AR Standard Standard +1 2x
Dragonbone +1 AR -1 +1 +1 3x
Mythril +2 AR +1 Standard +1 3x
Elven Steel +2 AR -1 -1 +2 4x

METALS/Shields
Material Defense Rune Slot Cost Multiplier
Crude Iron -1 DEF +0 1/2x
Iron Standard +0 Standard
Steel +1 DEF +1 2x
Obsidian +1 DEF/+1 AR +2 3x
Silver +1 DEF, +1 AR +1 2x
Dragonbone +2 DEF +2 3x
Mythril +2 DEF, +1 AR +1 3x
Elven Steel +2 DEF +2 3x

WOOD/Shields
Material Defense Rune Slot Cost Multiplier
Elm -1 DEF +0 1/4x
Yew Standard +0 Standard
Redwood +1 DEF +1 2x
Faebark +1 DEF/+1 AR +2 3x
Whitewood +1 DEF, +1 AR +1 2x
Ash +2 DEF +1 3x
Birch +2 DEF, +1 AR +1 3x
Oak +2 DEF +2 3x
METAL/Melee* and Throwing Weapons
Material Damage STR Range Rune Slot Cost Multiplier
Crude Iron -2 damage -1 Standard +0 1/2x
Iron Standard Standard Standard +0 Standard
Steel +1 Damage +1 +1/+2 +1 2x
Obsidian +1 Damage -1 +2/+4 +2 3x
Silver +2 damage Standard Standard +1 2x
Dragonbone +2 damage +1 Standard +1 3x
Mythril +3 damage -1 +2/+4 +1 3x
Elven Steel +3 damage +1 +3/+6 +2 4x
WOOD/Bows and Crossbows*
Material Damage STR Range Rune Slot Cost Multiplier
Elm -2 Damage -1 Standard +0 1/4x
Yew Standard Standard Standard +0 Standard
Redwood +1 Damage +1 +1/+2 +1 2x
Faebark +1 Damage -1 +2/+4 +2 3x
Whitewood +2 damage Standard Standard +1 2x
Ash +2 damage +1 Standard +1 3x
Birch +3 damage -1 +2/+4 +1 3x
Oak +3 damage +1 +3/+6 +2 4x
*Spears and Staves are the only exception here: Spears and Staves can be made with either wood or metal Materials (Except the
Morningstar which is always made of metal)

Cloth:
RAGS: rags are just tossed together material with no base shape or purpose other than to cover your bits
COTTON: cotton is the most common fabric and makes up most of all clothing
INSCRIBED COTTON: inscribed cotton is fancy but not altogether rare; holding a magical symbol or two for protection
SILK: silk is really fancy and is stronger than it looks
SPIDERSILK: Spidersilk is hard to get but light and durable
HEXWEAVE: HexWeave was designed for mages to use under combat situations
FURS: Furs are made from those animals with a massive amount of hair. Furs also grant a +1 resistance to cold effects such as
spells or environmental conditions
SPIRITWEAVE: Spiritweave is a rare but powerful fabric. It is infused with magical energies more so that HexWeave.
Leather:
ROUGH HIDE: rough hide is simple hide made by simple techniques
LEATHER: leather is the standard for all leather armors around, being made from abundant creatures such as rabbits or deer
HARDENED LEATHER: hardened leather is made in two or three layers and while it does weigh you down a bit more, but adds a
great deal of protection
DRAKE-SKIN: Drake-skin is rare but the toughest leather while remaining very light
INSCRIBED LEATHER: Enchanted to be more durable, like Inscribed Cotton
CURED LEATHER: Hardened but not as much as Hardened leather, Cured is strong but maintains flexibility
CROC-SCALE: Croc-Scale is made from the Giant Crocodiles that roam the rivers and lakes of the world. It makes really thick
leather that is very hard
DRAGON SCALE: the Scales of a Dragon make really good armor and grant a +1 resistance to Fire and Heat related magic and
environmental conditions
Metal:
CRUDE IRON: crude iron has not been processes as much as normal iron and thus has more imperfections while making it
cheaper, does not offer as great of protection
IRON: standard iron is the most commonly used metal
STEEL: steel is an allow created from iron and a few other metals and while it is harder than iron it is also heavier
OBSIDIAN: Obsidian is more of a stone than a metal but is melted and forged like iron and is sharper and lighter than almost all
other metals
SILVER: Silver is hard to forge into blades, but to do so is a true sight. Silver weapons are strong and light
DRAGONBONE: More bone than metal, Dragonbone can be forged like metal and thus it is heavy but strong
MYTHRIL: Mythril is a rare stone that once forged properly, make a light but strong and flexible armor
ELVEN STEEL: Elven Steel is strong and heavy but makes the best armor available
Wood:
ELM: elm is the most common type of tree and is used in a ton of material. It is light but not too strong, making it very malleable
YEW: yew is stronger than elm and is used more often than even elm. It is not as abundant as elm, but it does tend to grow
faster and stronger
REDWOOD: redwood is very strong but also dense and heavy
FAEBARK: Faebark is a magical wood directly from the Faewylds. It is hard to get and thus it is really expensive
WHITEWOOD: Whitewood is strong but flexible and can maintain its shape for longer than most woods
ASH: Ash is heavy but strong and durable
BIRCH: Birch is light and flexible, granting a bonus in range
OAK: Oak is not the most flexible wood, but it is the strongest and thus it has a great boost in range due to the amount of
tension in the bow
Firearms: The Firearms are the same as the Black Powder Weapons only with a more traditional western approach to them.
FIREARMS Accuracy (Firearms) to hit: Perception to damage
Weapon STR Damage Ranges Cost Reload Qualities Magazine
Rifle 1 2d6+3 30/60 y 40 sp Major Rapid, Accurate 6
Pistol - 1d6+3 8/16 y 25 sp Major Rapid 6
Shotgun 0 1d6+2 6 yard cone 35 sp Major Rapid 3
Machine Gun 1 3d6+2 25/50 y 50 sp Major Rapid, Turret 15 (3 per shot)
RAPID: Weapons with this effect ignore Reload until all shots in Magazine are used

FLINTLOCK WEAPONS: the Flintlock weapon is the most common form of Firearm available and thus has no specials added to
them.
CLOCKWORK WEAPONS: Clockwork Weapons are designed for accuracy over damage. Firearms of the Clockwork variety
exchange a -1 damage for a +1 Accuracy bonus.
TURRET WEAPONS: Turret firearms are designed to use all magazine shots in one round. This is a Major action and this action
will deal an extra +3 damage but with a -3 to the attack roll. Shotguns cannot have this modification. Machine Guns already are
considered to have this effect
TESLA WEAPONS: the Tesla weapon is like the Power Weapon in TitansGrave. It adds +2 to damage when triggered and uses
one charge of the battery per round active. Also it has the following effects as well: +1/+2 yard ranges on ranges weapons, and has a
+10 sp cost

Keep in mist as well that Firearms are never upgraded with material like other weapons. But for an extra +15 sp, you can grant
the Firearm one Rune Slot with a maximum of 2.
SPECIAL WEAPONS:
LIGHTNING GUN:

the Lightning Gun is a pistol-sized gun that fires an electrical charge. Using one charge of a battery
per shot, the target must make a TN 11 Constitution (Stamina) test or they will be stunned for 2 rounds. A second shot on the same
target will deal 1d6 penetrating damage but not on the first shot.

SPIKE MACE:

the Spike Mace is similar to a Morningstar only with a


few features. It does Morningstar damage of 1d6+3 (+STR) and uses Fighting to hit. It cost 15 sp instead of 11 and as a Minor Action;
the user can trigger the spikes. The spikes will deal an extra +2 penetrating damage to the target. It does not use any batteries and
thus no charges.

HIDDEN BLADE:

The hidden blade is inspired by Assassins' Creed: it takes a Minor action to trigger the blade;
extend and retract. At a distance of more than 4 yards from the user it is a TN 13 Perception (seeing) test to see if they see the
blade. At a range of 4 yards and closer the TN is reduced to 9. Since the Blade is designed to work with the natural movement of the
user, it is the only weapon that can be used with the Unarmed Combat Style. It does 1d6+1+STR damage and uses Accuracy (Light
Blades) to hit. also, since the Blades are almost always attached to Bracers, while using the Unarmed Combat Style, the Hidden Blade
with grant a +1 bonus to Defense so long as it is the only weapon you are using. Two blades will not increase this defense bonus.

SHOCK GAUNTLET:

the Shock Gauntlet is a gantlet with an internal battery and can trigger extra
damage as a Minor Action. for each round it is active, it not only uses 1 charge of battery, it deals normal 1d3+1 damage in
penetrating instead of normal damage. (It is increased to 1d6+1 penetrating if you have the Unarmed Combat Style)
GUNBLADE:
The Gunblade combines a Dagger or Sword with a Pistol. It is used as one weapon per round with the option to use either by the
player. It comes in 2 types; Type 1 is a Dagger and Pistol and Type 2 is a Short Sword and Pistol.
TYPE 1: TYPE 2:

Accuracy (Light Blades), 1d6+2(+STR) Damage, Versatile


Accuracy (Light Blades), 1d6+1(+STR or DEX) Damage, and light Qualities
Piercing, Finesse and Accuracy Qualities Accuracy (Firearms), 1d6+3(+PER) Damage, Rapid Quality
Accuracy (Firearms), 1d6+3(+PER) Damage, Rapid Quality
OTHER EQUIPMENT
Gear Cost Gear Cost Gear Cost
Binoculars 35 sp Bullets (For Firearms) (10) 10 sp Tesla Light 10 sp
Extending Pole 20 sp Battery (10 charges each) 15 sp Locks 10+ sp
Flare 30 sp Wing pack 50 sp Shackles 10+ sp
Lamp 30 sp Goggles 15 sp
Mask 10 sp Compass 5 sp
Time Keeper 10 sp Canned Foods 5 sp per can
Mess Kit 10 sp Scope 15 sp
Binoculars: Grant a +1 PER (Seeing) bonus and magnify 5x. For 10 sp more, you can increase the range to 10x and a +2 bonus.
Extending Pole: 1ft long and can extend to 10ft.
Flare: pistol with a single round that, when fire, creates a brilliant red flash used for both illumination and signaling
Lamp: A lamp creates a small beam of light that is 2 yards wide. 2 types exist; the Standard is used with fire. The second is
electric and requires batteries. One charge powers the electric version for 1 hour. The electric costs +10 sp
Mask: a simple mask to hide your face. This also grants a +2 bonus to resist things like smoke or dust storms
Time Keeper: A Time Keeper lets you keep track of time. It can be changed if time changes
Mess Kit: Holds utensils and a pot for cooking.
Bullets: ammo for Firearms. They have evolved from the powder and balls from the old days. Here, the bullet and powder are
made in a brass casing that makes loading and firing faster
Batteries: Batteries power all electrical devices, such as Power Weapons
Wing Pack: Wing Pack allows for gliding for short ranges. It can perform only Minor Flying Actions and has a Flying Speed of 10.
After one minute (4 Rounds) you will land
Goggles: Goggles protect your eyes from the sun or any other change in light. They grant a +2 bonus to resist anything that
might affect your vision.
Compass: The compass is made to always point north, and grants a +1 bonus to any INT (Navigation) Test
Canned Foods: Canned Foods are preserved foods in cans. They act like field rations and hold such things as meat and beans or
vegetables
Scope: The Scope is added to the Rifle to add to the accuracy. You gain a +2 bonus if you use the Aim action instead of a +1. But
you take a -2 to your next PER test due to restricted vision
Tesla Light: The Tesla Light is a small bulb of glass with a small mechanism on a rope or necklace chain. When activated, it
illuminates a small 5 yard radius with light. It can lasts 1 hour per battery charge (So a maximum of 10 hours)
Locks: Locks are great for protecting what you hold dear. To break them it is a STR (Might) Test and to Pick them is a DEX (Lock
Picking) Test.
Shackles: Shackles (Also called Irons or Handcuffs) are made to bind people. They follow the same rules above as Locks and
require the same TN and Cost
The TN will be based on the following craft of said Lock/Shackle:
Lock Type TN Cost Shackle Type TN Cost
Simple 9 10 sp Simple 9 10 sp
Basic 11 15sp Basic 11 15 sp
Average 13 20 sp Average 13 20 sp
Good 15 25 sp Good 15 25 sp
Great 17 30 sp Great 17 30 sp
Superior 19 35 sp Superior 19 35 sp
Master 21 40 sp Master 21 40 sp

PROFESSIONAL KITS: All of these kits have are limited to 10 uses each. After they are used, you have to purchase new ones
Professional Kits Cost Professional Kits Cost Professional Kits Cost
Healers Kit 3 gp Alchemists Kit 2 gp Climbers Kit 2 gp
Hunters Kit 2 gp Artisans Tools 2 gp Disguise Kit 3 gp
Thieves Tools 2 gp Gamblers Kit 2 gp Entertainers Kit 2 gp
HEALERS KIT: Grants a +1 to all INT (Healing) Tests
HUNTERS KIT: Grants a +1 to all INT (Tracking) Tests
THIEVES TOOLS: Grants a +1 to all DEX (Lock Picking) and (Legerdemain) Tests
ALCHEMISTS KIT: Grants a +1 to all Tests involving creating Grenades, Potions, and Poisons
ARTISANS TOOLS: Grants a +1 to all DEX (Crafting) Tests
GAMBLERS KIT: Grants a +1 to all COM (Gambling) Tests
CLIMBERS KIT: Grants a +1 to all STR (Climbing) Tests
DISGUISE KIT: Grants a +1 to all COM (Disguise) Tests
ENTERTAINERS KIT: Grants a +1 to all COM (Performance) Tests

GAMES: Games are a great pastime in Age of Alchemy. A variety exists and the rules may vary from place to place.
GAME Cost Description
DICE 15 sp Simple set of ornate 6-sided dice. A variety of games are played including Liars Dice and Craps
PLAYING CARDS 10 sp A set of 52 cards with 4 suits. Many games are played like Poker and Hold Em
CHESS 1 gp Chess is made with 32 pieces. Players take turns moving 1 piece at a time to try and take the other
players king
DARTBOARD 2 gp A small board of thick wood and hide. Darts are tossed into the board and based on a numbering
system, they gain points. Many games can be played from this board
DOMINOS 1 gp Each wooden piece has 2 numbers ranging from double-0 to double-6 and even double-12. Many
games can be played with these

CLOTHING: Now, Clothing does have armor stats, but here are some examples of types of common clothing used in fantasy
games and genre.
Item Cost
Travelers Garb free
Artisans Outfit 5 sp
Clerics Vestments 20 sp
Entertainers Garb 15 sp
Nobles Vestments 30 sp
Ceremonial Garb 25 sp
Scholars Garb 12 sp
Lawmans Suit 10 sp
Couriers Outfit 10 sp
Explorers Outfit 10 sp
Monks Robes 25 sp
Hooded Cloak 15 sp

Travelers Garb: This garb is the most common of all clothing and is thus given for free at character creation. It is simple cloth
bound with simple strings meant to give some protection from the elements
Artisans Outfit: Laborers use this clothing that is thicker than most to protect themselves from accidents in their craft. The
most common form is those who work in fields or with large equipment
Clerics Vestments: Preachers and holy men wear these to show their station in life. They are simple robes adorned with the
symbols of their deity
Entertainers Garb: Entertainers like Bards and Dancers wear this garb. It is fancy in design but does little else than be stylish
Nobles Vestments: Nobles wear this to show their standing and are usually made of Satin or Silk
Ceremonial Garb: Made for little more than ceremonies like weddings or holidays, these are fancy in design but offer little more
than that
Scholars Garb: Scholars wear these to show who they are, teachers and students alike. It consists or many forms of designs and
colors to show how far up the ranks they are, becoming more and more fanciful as the scholar progresses
Lawmans Suit: Lawmen use this outfit to show who they are out in the Badlands. It holds little in the city-states but means a lot
out in the wild
Couriers Outfit: Couriers wear this to show they are merely messengers. It offers little to no protection at all
Explorers Outfit: Explorers use this garb that has many pockets and places to store objects and items for easy access
Monks Robes: Monks wear simple robes that offer little protection but wear them mostly out of modesty
Hooded Cloak: The hooded cloak offers no protection but conceals your face from the wind and rain or from the guard,
depending on how you use it
HEAVY CLOTHING:
Item Cost Notes
Mountain Garb 30 sp +1 to resist Cold effects
Nobles Vestments 45 sp None
Travelers Garb 10 sp None

Mountain Garb: Mountain Garb is worn in the north and during the winter months to keep out the cold. It is usually made with
animal hide and fur and comes in a variety of colors and patterns
Nobles Vestments: The heavy versions of the Nobles Vestments are for those areas of the world that are normally colder than
the rest and even for winter
Travelers Garb: The heavy version of the Travelers Garb is for colder climates but not the high altitudes of the mountains; that
is what Mountain Garb is for

CYBERNETICS: Cybernetics are a major staple in Age of Alchemy. They are an amalgam of magic and science that makes lives
easier on those who have hardships.

Cyber-Eyes: the Cyber-Eye replaces or enhances vision. All types will grant a +1 bonus to Perception (Seeing) tests.
Cyber-Eye TypeA: the TypeA Cyber-Eye will provide Darkvision at 20 yards. 100 sp\
Cyber-Eye TypeB: The TypeB Cyber-Eye provides a visual H.U.D. (Heads-Up Display). This will provide a +1 bonus to Ranged
attacks. 100 sp\
Cyber-Eye TypeC: the TypeC Cyber-Eye provides different visual tracking software. It can switch between thermal and x-ray
visions, providing a +1 bonus to Intelligence (Tracking) Tests. 150 sp

Cyber-Ear: the Cyber-Ear is similar to the Cyber-Eye tech but it only has the one Type. It provides a +1 bonus to Perception
(Hearing) Tests and has an extended range of 100 yards. 100 sp. for an additional +50 sp, you can have it equipped with a Radio
Scanner that picks up radio waves

Cyber-Arms: Cyber-Arms replace one or both existing arms of the user. Each one grants a +1 bonus to Strength (Might) Tests and
have an AR of 2. they have a Structure of 20 and can be broken if they reach 0. repairing the Arms is a TN 11 Intelligence
(Engineering) Test. also, the Cyber-Arm has a damage rating of 1d6 instead of 1d3.
TypeA: the TypeA Cyber-Arm has an internal housing for a single weapon to be hidden. this is a TN 11 Perception (Searching)
Test to find and the weapon can be readied as a free action. a weapon that takes more than one hand to wield cannot be placed in
the arm. 150 sp
TypeB: The TypeB Cyber-Arm is a heavier unit designed for combat. increase the AR to 3 and add +5 Structure. also the base
damage is increased by an additional +3. 200 sp

Cyber-Legs: The Cyber-Legs are designed to enhance normal speed capabilities. all Cyber-Legs increase base speed by 1 and
grants a +1 bonus to constitution (Running) Tests. Like Cyber-Arms, they have an AR of 2 and a Structure of 20. repair is a TN 11
Intelligence (Engineering) Test.
TypeA: The TypeA Cyber-Leg is thin and agile. this grants an additional +1 to speed and grants a +1 bonus to Dexterity
(Acrobatics) Tests 150 sp
TypeB: TypeB cyber-Legs hold a compartment for a weapon. this is a TN 11 Perception (Searching) Test and it con only hold a
single weapon. the weapon cannot be larger than single-handed. 200 sp
TypeC: TypeC cyber-Legs have a built-in jump-booster that lets the player leap 10 yards long and 5 yards tall. the landing is made
with a TN 11 Dexterity (Acrobatics) Test. if the test is failed, you land prone but you take no damage. passing lets you land normally
with no penalty to speed. 200 sp

Syntheta-Skin: the Syntheta-Skin is a skin-like material that hides the mechanical components of the Cyber-Limb. cost is +50 sp
of the Cyber-Limb in question. Eyes and Ears cannot have this, only Arms and Legs. this also increases the TN of Searching the limb
by 2 ranks
RUNES:

Now, Runes have a few rules; one is creating them yourself and another is purchasing them and having someone else do it. It
costs more to have another do it, but there are Runecrafters out there. To do it yourself, you must have the Runecrafting Talent.
Often referred to as Enchantment; Runes can only be equipped to an item that has the slot for them. Now, the level of the Rune will
not cost more slots, but weapons and armor are not the only items that can have Runes in place. Many cosmetic items can be used
with Runes to aid the players. In this section, we will get into the inner workings of Runes.

CRAFTING RUNES:
In order to craft runes yourself, you need the above Talent; but you can also have them implanted by someone who can do it.
Rune Level TN Threshold Time Make Cost Buy Cost
Novice 11 5 1 day 10 sp 20 sp
Journeyman 15 10 2 days 15 sp 30 sp
Master 19 15 3 days 20 sp 40 sp
This and the following charts are typical runes seen throughout many worlds.
Failing the roll to craft runes has no ill effect like Grenades, Potions, or Poisons. The Rune simply does not work if the Test has
been failed

TYPES OF RUNES:
There are 3 main types of Runes; Armor, Weapon and Utility. Armor Runes can only be placed on Armor, Weapon Runes can
only be placed on Weapons, and Utility Runes can be placed on anything with an available slot.

Armor Runes
Rune of Defense Rune of Protection
Novice +1 DEF Novice +1 AR
Journeyman +2 DEF Journeyman +2 AR
Master +3 DEF Master +3 AR
Rune of Valiance Rune of Lightening
Novice +1 WILL Tests Novice Reduce Penalty by 1 point
Journeyman +2 WILL Tests Journeyman Reduce Penalty by 2 points
Master +3 WILL Tests Master Reduce Penalty by 3 points
Rune of Warding Rune of Resistance
Novice +1 Spell Resistance Novice -1 Damage from Element
Journeyman +2 Spell Resistance Journeyman -2 Damage from Element
Master +3 Spell Resistance Master -3 Damage from Element

RUNE OF DEFENSE: The Rune of Defense only grants a small bonus defense, but it can be the difference between always getting
hit and not.
RUNE OF VALIANCE: Rune of Valiance grants a bonus to Willpower Tests, Especially when resisting spells.
RUNE OF WARDING: Rune of Warding grants a bonus to all Tests to resist Spells.
RUNE OF PROTECTION: Rune of Protection grants a small bonus to your current AR.
RUNE OF LIGHTENING: Reduced the Speed penalty from armor
RUNE OF RESISTANCE: Choose an element and this rune reduces the damage taken from that element
Fire Physical
Ice Arcane
Lightning Poison
Rock Spirit

Weapon Runes
Rune of the Elements Journeyman +4 Damage to undead
Novice +1 Damage of Element Master +6 Damage to undead
Journeyman +2 Damage of Element Rune of Striking
Master +3 Damage of Element Novice +1 Attack
Rune of Faith Journeyman +2 Attack
Novice +2 Damage to undead Master +3 Attack
Rune of Devastation Journeyman +4 Damage vs. Target
Novice 1 point armor penetration Master +6 Damage vs. Target
Journeyman 2 points armor penetration Rune of Paralysis
Master 4 points armor penetration Novice 6 SP, TN 13 Con (Stamina)
Rune of Bane of Journeyman 5 SP, TN 15 Con (Stamina)
Novice +2 Damage vs. Target Master 4 SP, TN 17 Con (Stamina)

RUNE OF THE ELEMENTS: When the Rune is made, you choose one of the following Elements to add as damage to the weapon:
Fire Physical Holy/Divine**
Ice Arcane Unholy/Chaotic**
Lightning Spirit*
Rock Poison*
*Spirit and Poison elements adds that bonus as Penetrating damage
**Holy/Divine and Unholy/chaotic will do normal damage to normal targets but it becomes penetrating when it is used against
those of the opposite nature
RUNE OF FAITH: Rune of Faith adds penetrating damage to any unholy or undead creature.
RUNE OF STRIKING: This Rune makes it easier to strike
RUNE OF DEVISTATION: This rune will take a certain amount of damage and make it penetrating
RUNE OF BANE OF: Pick one type of creature; dragon, werewolf, demon, etc.; and you deal the damage of the rune to that
chosen enemy
RUNE OF PARALYSIS: For the SP listed, you can trigger a Paralysis effect. The target must make the Test or they are paralyzed for
the rest of the encounter and cannot move or take any actions. They also lose their Dexterity to their Defense rating as well.

Utility Runes
Rune of Health Rune of Fortune
Novice +2 Health Novice +1 on 1 die roll per encounter
Journeyman +4 Health Journeyman +2 on a1 die roll per encounter
Master +6 Health Master +4 on 1 die roll per encounter
Rune of Magic Rune of Speed
Novice +2 MP Novice +1 Speed
Journeyman +4 MP Journeyman +2 Speed
Master +6 MP Master +3 Speed
Rune of Rune of Reserve
Regeneration Novice -1 MP Cost for 1 Arcana
Novice +2 health/mana at healing Journeyman -2 MP Cost for 1 Arcana or -1 MP
Journeyman +4 health/mana at healing Cost for 2 Arcana
Master +6 health/mana at healing Master -3 MP Cost for 1 Arcana or -1 MP
Cost for 3 Arcana

RUNE OF HEALTH: This Rune grants a small bonus to health when worn
RUNE OF MAGIC: This Rune grants a small bonus to Magic Points when worn
RUNE OF REGENERATION: This Rune grants a bonus to healing and rest
RUNE OF FORTUNE: You can add the bonus to any 1 die roll once per encounter
RUNE OF SPEED: Adds bonus to Speed
RUNE OF RESERVE: Reduces MP cost of chosen Arcana. You begin with a -1 MP reduction in 1 Arcana and you can increase the
reduction for that Arcana or gain a second/third Arcana for only the -1 reduction
ENCHANTABLE ITEMS: Now there are other items available to enchant; and while most of them are mundane items, it will also
be listed what type of Runes they can hold and how many of each type one can hold.
Item Rune types Cost Rune Slots Placement (How many?)
Helm Armor/Utility 3 gp Varies** Head (1)
Amulets Armor/Utility 2 gp 2 Neck (1)
Bands Any 1 gp per 1 per Wrist (2)
Rings Weapon/Utility 1 gp per 1 per Hand (2)
Belts Armor/Utility 1 gp 1 Belt (1)
Boots Armor/Utility 2 gp Varies** Feet (1 as a pair)
Armor Armor/Utility Varies Varies** Armor (1)
Weapon Weapon/Utility Varies Varies** Weapon (1-2)
Shield Armor Varies Varies** Shield (1)
Clothing Armor/Utility Varies Varies** Armor (1)
Scroll Special* 3 gp per None None (4)
*Scrolls do not carry normal Runes, but Spells as One-Shots. Crafting is the same only you substitute a Novice Rune for a Novice
Spell and so on down the line. Once the Spell is cast (The casting time is always increased to 1 minute unless the spell has a higher
Casting Time) the scroll becomes blank and a new one can be placed on it. The spell is lost if the scroll catches fire or is destroyed in
some way. Also you must increase the TN and Magic Point costs of the Spell by +2 each. It is harder to read from a scroll than it is to
cast from memory
**This is based on Armor/Weapon/Shield type and Material it is made from
ARCANE DEVICES:
There are a plethora of unique items out there but there are no rules for Arcane Devices. They say it can be anything but some
may need examples. Here are some rules for the most common types of Fantasy Arcane Devices and keep in mind that more can
always be made.

MAGES STAFF:

The Mages Staff is a unique item that is implanted with magic. The Mages' Staff is a common
tool used by Wizards that amplifies their spells. In the hands of a normal person, it is a simple staff made of either wood or metal
(Yew or Iron) and has no access to any of its special qualities. But for a Mystic, you take a simple Quarterstaff and add the following
rules
+2 Damage of one of the following elemental types: Fire, Ice, Lightning, Spirit, Rock, Physical, or Poison
Spirit and Poison are always penetrating
The Element is also channeled into the Arcane Blast power, dealing the same +2 Damage of that type at range
The Mages' Staff has one Rune Slot available to further its capabilities, but only with Weapon and Utility Runes

MAGES WAND:

The Wand is similar to the Staff above but with some key differences.
The Elemental rules for the staff above are the same but at a +1 damage instead of 2
Instead of one Rune Slot, the Wand comes with 10MP stored within. This allows the Mage to spend its MP before his. Once
the stored MP is gone, it takes 1 whole day to recharge and they cannot be regained with potions or stunts
The Wand also cannot be used as a weapon

MAGICAL ROD/SCEPTER:

A Magical Rod (also referred to as a Scepter) is a Rod imbued with arcane power.
While a Wand and Staff are similar, the Rod is unique and holds the following effects:
The Rod holds 2 Rune Slots for Weapon and Utility Purposes
The Rod carries with it the Master level in one of the Following Arcana; Chaos, Creation, Fate, Heroic, Hex, Illusion, Mana,
Power, Shadow, or Time. If the Mage were to gain the Arcana of the Rod, then it becomes useless. A Player has to achieve a
certain level to access the levels of the Chosen Arcana. As long as the Mage wield it, then Focuses and Spells can be used.
o Level 3: Novice o Level 5: Journeyman o Level 7: Master
If the Rod is ever removed from the casters hands, then he loses access to the Spells within.
ONLY 1 ARCANA CAN BE CHOSEN WHEN THIS ARCANE DEVICE IS GIVEN.
HOLY SYMBOL:

A Holy Symbol is the symbol of a chosen deity. It can be made of wood or metal and
has a sort of humming to it. When used by a normal person with no magical talents, it can grant one simple effect:
Divine Blessing: a simple TN 9 Willpower (Faith) Test will grant a +1 bonus to all die rolls for 1 minute
Any Mage using a Holy Symbol can access the above effect along with the following:
This Arcane Device will always lets the caster deal an additional +2 damage to any creature that is of an unholy or shadow
nature
You gain a +2 MP regeneration bonus when meditating while holding the symbol
The holder of a Holy Symbol also grants a +2 Health bonus when casting any healing spell

TOTEM:

Totems are mystical items that are part of or represent an animal spirit. The Totem
will be a representation of the animal spirit within and can be almost anything. The spirit and totem are chosen at creation and grant
the following:
Gain a +1 bonus to all COM (Animal Handling) Tests based on the animal represented by the totem
When holding the Totem, you gain a +2 MP regeneration when meditating
Chose an animal listed below and gain its benefit.
WOLF: You will gain a +1 bonus to all PER tests involving a sense (Seeing, Hearing, Touching, etc.) for 4 rounds (1 minute).
Example Totem: Wolf Pelt Bracelet, Wolf Tooth on a String
EAGLE: You can gain the power of Flight for 4 rounds (1 minute). Your Flight Speed is 12+DEX-Armor. Example Totem:
Feather on Necklace, Talons in Leather Bracer
FOX: You gain a +1 bonus to all DEX Tests for 1 minute. Example Totem: Fox Pelt Shoes, Fox Tail Hair String
BEAR: You gain a +1 STR and a +1 bonus to all CON Tests for 1 minute. Example Totem: Bear Claw Necklace, Bear Pelt Hood
BADGER: You gain a +1 to all melee attack rolls for 1 minute. Example Totem: Badger Claw Bracer, Tooth on Necklace
SNAKE: You gain a +2 to your Speed (Include the change in your Charge and Run speeds) and you can use the Lighting
Attack Stunt for 2 SP instead of 3 for 1 minute. Example Totem: Snake Skin clothing, Snake Tooth Necklace
ARCANE GAUNTLET:

The Arcane Gauntlet is a wondrous item that holds many secrets within. All types of Mages can use them
and they are rare but strong items of power.
Gain a +1 bonus casting rolls with an Arcane Gauntlet
The Gauntlet will come with a preset Mana pool of 5+Casters Willpower to be used instead of their own but once these
temporary points are gone, you must wait a full 24 hours before they regenerate and they do not regenerate with any sort
of Stunt
any Arcane Blast channeled through the Gauntlet will now receive an additional bonus to damage equal to casters
Intelligence Score
The Arcane Gauntlet will come with one Rune Slot for Armor, Weapon, or Utility enchantments
NEW ARCANA

CHAOS

NOVICE: you learn the spells Demoralize and Discourage


JOURNEYMAN: you learn the spell Malice. You also gain the Intelligence (Chaos Arcana) Focus
MASTER: You learn the spell Misfortune. Also, choose 1 spell Stunt to use at 1SP less whenever you use Chaos Arcana

DEMORALIZE:
Requires: Chaos Arcana (Novice) MALICE:
Type: Attack Requires: Chaos Arcana (Journeyman)
MP Cost: 5 Type: Attack
Time: Major MP Cost: 6
TN: 12 Time: Major
Test: Willpower (Morale/Self-Discipline) TN: 14
Effect: Your magic crushes the spirit of your target. You Test: Willpower (Morale/Self-Discipline)
can affect a number of targets up to 6 yards away equal to Effect: Your magic makes your targets more susceptible
your Willpower. If they fail the above Test, then they will take to damage. You affect a number of targets up to 6 yards away
a -1 Attack penalty for the entire encounter. This effect can equal to your Willpower. If they fail the above test, then for
be used on targets more than once for a cumulative effect the rest of the encounter they will take extra damage equal
but no more than a -3 penalty can be given to any targets of to your Willpower
this spell.
MISFORTUNE:
DISCOURAGE: Requires: Chaos Arcana (Master)
Requires: Chaos Arcana (Novice) Type: Attack
Type: Enchantment MP Cost: 10
MP Cost: 3 Time: Major
Time: Major TN: 15
TN: 10 Test: Willpower (Morale/Self-Discipline)
Test: Willpower (Morale/Self-Discipline) Effect: Your magic causes enemies to have really bad
Effect: Your magic fills your enemies with self-doubt. You luck. You can affect a number of targets up to 6 yards away
affect a number of targets up to 6 yards away equal to your equal to your Willpower. If they fail the above Test, then for
Willpower. If they fail the above Test, then they suffer a -2 on the rest of the encounter, they would ignore the highest
their next Ability Test; whatever it may be. This effect will be rolled Die in their roll. (So if a target rolls a 3+3+4, then they
over their heads until the end of the encounter ignore the 4 before adding any modifiers)
COLD

NOVICE: you learn the spells Brittle and Winters Grasp


JOURNEYMAN: you learn the spell Freezing Fog. You also gain the Intelligence (Cold Arcana) Focus
MASTER: You learn the spell Cone of Cold. Also, choose 1 spell Stunt to use at 1SP less whenever you use Cold Arcana

BRITTLE:
Requires: Cold Arcana (Novice)
Type: Utility FREEZING FOG:
MP Cost: 2-6 Requires: Cold Arcana (Journeyman)
Time: 1-3 Rounds Type: Utility
TN: 10 MP Cost: 6
Test: Strength (Might) vs. TN 11 Time: Major
Effect: You touch a hand-held object and cause it to TN: 14
freeze and become brittle. After the first round an object is Test: Dexterity (Acrobatics)
held, it can be shattered with the above Test. For each +2 MP Effect: The air in a 10 yard area within 30 yards of you
spent and round holding, the TN will be reduced by -2 points. becomes unbearably cold. Anyone within this area must
Once you have the Focus, you can cast it on any object 2 make the above test or fall prone. Anyone within also takes a
yards across. -2 to melee attacks and a -5 to ranged attacks

WINTERS GRASP: CONE OF COLD:


Requires: Cold Arcana (Novice) Requires: Cold Arcana (Master)
Type: Attack Type: Attack
MP Cost: 3 MP Cost: 11
Time: Major Time: Major
TN: 12 TN: 15
Test: Constitution (Stamina) Test: Constitution (Stamina)
Effect: you cause a cloud of frost and ice to coalesce Effect: You launch shards of ice from your hand or
around a target within 20 yards of you that lasts a number of Arcane Device in a 2 yard long by 8 yard wide cone. Anyone
rounds equal to your Willpower. The round you cast it, it caught in the area will take 2d6+Willpower penetrating
inflicts 1d6+Willpower Penetrating damage. If the target fails damage and reduce their speed by half for 2 rounds. A passed
the above test then they suffer a cumulative -2 to Speed each test only deals 2d6 penetrating damage and they only suffer a
round they fail. Passing the test ends the effect. Those killed -2 to Speed for the same duration.
are frozen solid. This effect lasts 1 minute unless the Test is
passed.
CREATION

NOVICE: you learn the spells Spell Wisp and Grease


JOURNEYMAN: you learn the spell Spellbloom. You also gain the Intelligence (Creation Arcana) Focus
MASTER: You learn the spell Mana Clash. Also, choose 1 spell Stunt to use at 1SP less whenever you use Creation Arcana

SPELL WISP: SPELLBLOOM:


Requires: Creation Arcana (Novice) Requires: Creation Arcana (Journeyman)
Type: Utility Type: Utility
MP Cost: 3 MP Cost: 8
Time: 1 minute Time: Major
TN: 11 TN: 14
Test: None Test: None
Effect: You summon a small wisp that hovers near you Effect: You create a font of magic in a 4 yard area
for one hour. While this is in effect, you have a +1 bonus to anywhere within 50 yards. Any Mage within will regain 1d6
Spellpower. The Wisp cannot be attacked or touched as it is MP every round for a number of rounds equal to your
incorporeal Willpower. You can dispel it as a free action and gain a
number of usable SP equal to its remaining duration that
GREASE: must be used this round or they are lost
Requires: Creation Arcana (Novice)
Type: Utility MANA CLASH:
MP Cost: 7 Requires: Creation Arcana (Master)
Time: Major Type: Attack
TN: 14 MP Cost: 10+
Test: Dexterity (Acrobatics) Time: Major
Effect: You create a slick area of grease covering an area TN: 19
of 10 yards in diameter anywhere within 30 yards. Anyone Test: Willpower (Self-Discipline)
caught in it will have to make the above Test or fall prone. It Effect: You unleash your inner reserves to attack a
will only last for 1 minute before evaporating. The Grease is targets spirit. They will take 2d6+Willpower penetrating
also flammable and if ignited, anyone caught within will have damage. For every 2 MP you spend, they will take an
to make the same Test or take 1d6 penetrating damage for additional 2 points of Penetrating Damage. If they pass the
every round they are in the area. Test then they cannot be affected by the additional damage
and only take 1d6 penetrating damage
HEX

NOVICE: you learn the spells Vulnerability Hex and Paralyze


JOURNEYMAN: you learn the spell Death Cloud. You also gain the Intelligence (Hex Arcana) Focus
MASTER: You learn the spell Death Hex. Also, choose 1 spell Stunt to use at 1SP less whenever you use Hex Arcana

VULNERABILITY HEX: DEATH CLOUD:


Requires: Hex Arcana (Novice) Requires: Hex Arcana (Journeyman)
Type: Attack Type: Attack
MP Cost: 5 MP Cost: 15+
Time: Major Time: Major
TN: 12 TN: 13
Test: Constitution (Stamina) Test: Constitution (Stamina)
Effect: You curse a visible target within 20 yards, making Effect: You unleash a cloud of Entropic Magic in a 5 yard
them more vulnerable to attacks and spells. Until the end of radius centered anywhere within 50 yards of you. Anyone, be
the encounter, they will suffer a -1 to Defense and -2 on any they ally or enemy, will suffer 3d6+Willpower penetrating
Ability Tests vs. Spellpower. Only one Vulnerability Hex may damage. Targets that pass the above test only take 2d6
be placed on the same target at a time. Passing the above penetrating damage. The effect only lasts for 1 round but you
test means they only take the penalty to defense can keep it up as a minor action for an extra 5 MP every
round
PARALYZE:
Requires: Hex Arcana (Novice) DEATH HEX:
Type: Attack Requires: Hex Arcana (Master)
MP Cost: 10 Type: Attack
Time: Major MP Cost: 20
TN: 11 Time: Major
Test: Constitution (Stamina) TN: 19
Effect: Your target within 3o yards goes rigid. A failed Test: Willpower (Self-Discipline)
test is paralyzed for 1 minute. Passing the above test means Effect: You curse an enemy within 30 yards of you to
their speed is reduced by 1/2 (Rounded up). Paralyzed targets suffer greatly from each strike upon them. Until the end of
do not get Their Dexterity added to Defense and cannot take the encounter, all attacks made against the target get a +3
any actions. They are also NOT subject to the Coup de Grace attack bonus and deal an extra +3 damage. Each hit also
unless unconscious or dying first. grants 2 SP even if doubles are not rolled. The effect ends if
the target passes the above test, if not it lasts a number of
rounds equal to your Willpower
ILLUSION

NOVICE: you learn the spells Simple Illusion and Illusory Mask
JOURNEYMAN: you learn the spell Invisibility. You also gain the Intelligence (Illusion Arcana) Focus
MASTER: You learn the spell Grand Illusion. Also, choose 1 spell Stunt to use at 1SP less whenever you use Illusion Arcana

SIMPLEILLUSION:
Requires: Illusion Arcana (Novice)
Type: Enchantment
MP Cost: 3+ INVISIBILITY:
Time: Major Requires: Illusion Arcana (Journeyman)
TN: 8 Type: Enchantment
Test: Perception (Seeing) MP Cost: 12+
Effect: You can create roughly human-sized illusions (or Time: 1 minute
smaller) within 20 yards of you that cannot move from its TN: 15
spot but can move body parts (such as waving or shuffling its Test: Perception (Seeing)
feet). The caster can incorporate sounds for an additional 2 Effect: You can render one target invisible for one minute
MP at the time of casting. The illusion can be programmed if you touch them. When that target moves, they leave a
with set motions or controlled if the caster remains in range. shimmer in the air. All attacks are at a -3 unless the attacker
It will last for 1 minute and can be extended to up to 10 makes the above test, then they are at a -1. You can extend
minutes with an additional +1 MP cost per minute. Anyone the effect of the spell for 1 minute extra for each additional
who passes the above Test sees right through it. +2 MP you spend up to 5 minutes total. Any invisible target
will become visible if they make any sort of Major Action
ILLUSORY MASK: except for Running.
Requires: ILLUSION Arcana (Novice)
Type: Utility GRAND ILLUSION:
MP Cost: 4+ Requires: Illusion Arcana (Master)
Time: Major Type: Enchantment
TN: 10 or 13 MP Cost: 10+
Test: Perception (seeing) Time: Major
Effect: You can change the physical appearance and gear TN: 15
of a touched target. It is just an illusion and so you interact Test: Perception (Seeing)
with the world normally if you are made to look taller, Effect: this is as Simple Illusion but with the following
thinner, fatter, etc. increase the TN to 13 if you are trying to added to it. You can create large beasts and they can move
imitate a specific person. If you fail the TN 13 but still get and act freely as if they were real. The range is increased to
above 10, you get close but anyone who sees you and they 50 yards from you, and the illusion can now cover a 20 yard
know that person, they see that you are not them but that radius if desired. The illusion lasts for the same time as Simple
doesnt mean they see through the illusion. It will last for 10 Illusion.
minutes but it can be extended to 1 hour for the cost of 2 MP
per 10 minutes extra.
INFERNAL

NOVICE: you learn the spells Hellfire Blast and Corrupted Wound
JOURNEYMAN: you learn the spell Abyssal Retaliation. You also gain the Intelligence (Infernal Arcana) Focus
MASTER: You learn the spell Call Forth. Also, choose 1 spell Stunt to use at 1SP less whenever you use Infernal Arcana

HELLFIRE BLAST: ABYSSAL RETALIATION:


Requires: Infernal Arcana (Novice) Requires: Infernal Arcana (Journeyman)
Type: Attack Type: Defense
MP Cost: 4 MP Cost: 6+
Time: Major Time: Major
TN: 12 TN: 13
Test: Dexterity (Acrobatics) Test: Constitution (Stamina)
Effect: you unleash a blast of hellfire in a 3 yard radius Effect: for one turn, you cover yourself in a crimson
within 12 yards. Those within will take 1d6+Willpower smoke and anyone who damages you must make the above
damage and takes a -2 penalty to Defense until their next test or take 2d6 penetrating damage. You can extend it to 5
turn. Passing the above test means they only take 1d6 rounds for 1MP per additional round
damage and no penalty
CALL FORTH:
CORRUPTED WOUND: Requires: Infernal Arcana (Master)
Requires: Infernal Arcana (Novice) Type: Utility
Type: Attack MP Cost: 15
MP Cost: 3 Time: Major
Time: Major TN: 15
TN: 10 Test: None
Test: Constitution (Stamina) Effect: You summon forth a Demon Soldier (See the next
Effect: you curse a target within 15 yards of you. Any page) within 10 yards of you. It is friendly to you and your
damage they receive this turn cannot be healed by normal allies and will obey commands for the duration of the
means (Those with the Miracle Worker Specialization can do encounter. After the encounter, it will return unless the
it but for twice the MP Cost). If they pass the above Test, then caster uses another 15MP to keep it around. It will stay
only Penetrating Damage is not healable permanently then but loses its ability to obey you. It will not
be hostile however, unless provoked.
DEMON SOLDIER
LIGHT

NOVICE: you learn the spells Searing Light and Sunburst


JOURNEYMAN: you learn the spell Wall of Light. You also gain the Intelligence (Light Arcana) Focus
MASTER: You learn the spell Radiant Step. Also, choose 1 spell Stunt to use at 1SP less whenever you use Light Arcana

SEARING LIGHT:
Requires: Light Arcana (Novice) WALL OF LIGHT:
Type: Attack Requires: Light Arcana (Journeyman)
MP Cost: 3 Type: Utility
Time: Major MP Cost: 6+
TN: 11 Time: Major
Test: None TN: 12
Effect: You cast a beam of pure radiance out from your Test: None
hand or Arcane Device towards a target within 20 yards of Effect: You create a wall of dazzling lights within 30 yards
you. This will inflict 1d6+Willpower in damage. If the Target is of you that is 10 yards long, 2 yards wide and 4 yards tall. The
of the Unholy or Chaotic Nature, then it becomes wall does not move, but it does hamper movement due to its
Penetrating. brilliance. Anyone who passes through the wall reduced their
Speed to Half (Rounded Down) and takes a -2 to all sight
based Tests and attacks. The wall lasts for 1 minute but you
can extend it to 5 for each additional +1MP spent per minute

RADIANT STEP:
SUNBURST: Requires: Light Arcana (Master)
Requires: Light Arcana (Novice) Type: Utility
Type: Enchantment MP Cost: 8
MP Cost: 4+ Time: Major
Time: Major TN: 14
TN: 10 Test: None
Test: None Effect: Using this spell transports you from one naturally
Effect: You increase the amount of ambient light in a illuminated area to another within 50 yards of you that you
6yx6y area within 30 yards of you. Anyone in the area takes a can see. There can be areas of shadow between but as long
-2 on all Dexterity (Stealth) Tests. There must be natural light as you begin and end in a lighted area, then you transport
before you can use this spell and it lasts for 1 minute. You can without issues. To others, it appears as if you burst into tiny
extend it to up to 10 minutes for an additional +1MP per fragments of light and reappear in another area. Once you
minute use this spell, you cannot use it again for at least a minute.
MANA

NOVICE: you learn the spells Mana Drain and Mana Cleanse
JOURNEYMAN: you learn the spell Spell Might. You also gain the Intelligence (Mana Arcana) Focus
MASTER: You learn the spell Mana Clash. Also, choose 1 spell Stunt to use at 1SP less whenever you use Mana Arcana

MANA DRAIN: SPELL MIGHT:


Requires: Mana Arcana (Novice) Requires: Mana Arcana (Journeyman)
Type: Utility Type: Enchantment
MP Cost: 3 MP Cost: 11
Time: Major Time: Major
TN: 12 TN: 15
Test: Willpower (Self-Discipline) Test: None
Effect: You create a parasitic bond with a visible target Effect: You channel deep reserves of Mana and gain a +2
within 30 yards of you unless they pass the above Test. Until bonus on Spellpower and +2SP Generation on Magic Stunts.
the end of the encounter, that target must spend 1 extra MP However, for the duration of the encounter, you take a -2 to
to cast Spells and when it happens, you gain 1 MP normal attack rolls and Spells cost an additional +2MP to cast.
The spell last for the encounter, but you can stop it as a
Minor Action at any time

MANA CLASH:
MANA CLEANSE: Requires: Mana Arcana (Master)
Requires: Mana Arcana (Novice) Type: Attack
Type: Defense MP Cost: 10+
MP Cost: 7+ Time: Major
Time: Major TN: 19
TN: 14 Test: Willpower (Self-Discipline)
Test: None Effect: You sacrifice your Mana to burn out anothers.
Effect: You use your own Mana to block others from One target within 30 yards will take 1d6+Willpower
using theirs. For the duration of the encounter, whenever Penetrating Damage. For each additional 2MP you spend,
someone tries to cast within 16 yards of you, you can spend they take 1 extra point of damage and they lose 1 MP as well.
the same number of MP to negate the spell on a 1-for-1 basis. If they pass the above Test they take the initial Damage but
If you do not have enough MP, then it does not work not the extra as well as they still lose the Mana if you spend
for it
PROJECTION

NOVICE: you learn the spells Projection Field and Phantasm of Fear
JOURNEYMAN: you learn the spell Phantasm of Dreams. You also gain the Intelligence (Projection Arcana) Focus
MASTER: You learn the spell Phantasmal Blade. Also, choose 1 spell Stunt to use at 1SP less whenever you use Projection
Arcana

PROJECTION FIELD: PHANTASM OF DREAMS:


Requires: Projection Arcana (Novice) Requires: Projection Arcana (Journeyman)
Type: Utility Type: Enchantment
MP Cost: 3/Minute MP Cost: 8
Time: Major Time: Major
TN: 11 TN: 13
Test: Willpower (Self-Discipline) Test: None
Effect: You create a blue-ish sphere in a 4 yard radius Effect: Any allies that stay within the Projection Field gain
that travels with you. Any enemy that enters this field must a +1 bonus to all Ability Tests besides Perception. Also, they
pass the above Test or they will suffer a -2 penalty to resist deal an additional amount of Damage equal to your
your Projection Arcana Spells and well as take an additional Willpower
+1d6 of damage for all spells while they are in the field
PHANTASMAL BLADE:
PHANTASM OF FEAR: Requires: Projection Arcana (Master)
Requires: Projection Arcana (Novice) Type: Attack
Type: Attack MP Cost: 10
MP Cost: 6 Time: Major
Time: Major TN: 11
TN: 12 Test: Willpower (Self-Discipline)
Test: Willpower (Self-Discipline) Effect: You wield a normally intangible blade of pure
Effect: You attack your targets mind directly while they magic. Enemies struck by the blade take 2d6+Willpower
are in the Projection Field. They must pass the above Test or Penetrating Damage. If they fail the above Test, then they
take 1d6 Penetrating damage. (Additional damage via the also receive visions of unimaginable horrors and are stunned
Projection Field spell is not Penetrating) for the next round; unable to make any action at all.
TIME

NOVICE: you learn the spells Haste and Slow


JOURNEYMAN: you learn the spell Blink. You also gain the Intelligence (Time Arcana) Focus
MASTER: You learn the spell Ebb and Flow. Also, choose 1 spell Stunt to use at 1SP less whenever you use Time Arcana

HASTE: BLINK:
Requires: Time Arcana (Novice) Requires: Time Arcana (Journeyman)
Type: Enchantment Type: Utility
MP Cost: 4 MP Cost: 7
Time: Major Time: Major
TN: 12 TN: 14
Test: None Test: None
Effect: You pick a number of targets equal to your Effect: Time randomly changes around you. For 2
Willpower within 10 yards of you (even yourself); they gain a minutes, anyone trying to attack you must make a TN
+1 bonus to Attack and a +2 to their current Speed. This will 9+Willpower Perception (Seeing) Test to see you first. If they
last a number of rounds equal to your Willpower try to affect an area you are in, you do not roll against its
Test; instead you roll a TN 14-Willpower to dodge.

EBB AND FLOW:


Requires: Time Arcana (Master)
Type: Attack
MP Cost: 10
SLOW: Time: Major
Requires: Time Arcana (Novice) TN: 16
Type: Attack Test: Willpower (Self-Discipline)
MP Cost: 4 Effect: You twist time in such a way that you can give or
Time: Major take Actions from targets. On a successful Casting Roll, you
TN: 12 gain a number of points equal to the Stunt Die+Willpower.
Test: Willpower (Self-Discipline) For 1 point, you can make a target within 20 yards either gain
Effect: Pick a number of Targets equal to your Willpower or lose a Minor Action. For 2 points, you can make a target
within 10 yards of you. They take a -1 on all Attacks and if gain or lose a Major Action. You can only affect 1 target per
they fail the above Test, the take a -2 to their current Speed. round, and the points last until the end of the encounter.
This will last a number of rounds equal to your Willpower However, you cannot cast this spell more than once per
encounter
WARDING

NOVICE: you learn the spells Spell Shield and Dispel Magic
JOURNEYMAN: you learn the spell Anti-Magic Ward. You also gain the Intelligence (Warding Arcana) Focus
MASTER: You learn the spell Anti-Magic Burst. Also, choose 1 spell Stunt to use at 1SP less whenever you use Warding Arcana

SPELL SHIELD:
Requires: Warding Arcana (Novice) ANTI-MAGIC WARD:
Type: Defense Requires: Warding Arcana (Journeyman)
MP Cost: 4 Type: Enchantment
Time: Major MP Cost: 10+
TN: 11 Time: Major
Test: None TN: 17
Effect: You use your magic to protect yourself from Test: None
spells. The Shield lasts for a number of rounds equal to your Effect: You create a Ward on one ally within 20 yards of
Willpower and has a Health pool of 10+Willpower. Any spell you. They gain a +3 bonus to resist all Spellpower for the
that deals damage is taken from the Shield instead and any remainder of the encounter. You can spend +2MP for an
other spell effect will not affect you at all. If the Health points additional Target but only 4 targets may be chosen total. You
of the Shield were to hit 0 before time ends, then the rest can select yourself as a Target as well. You cannot apply the
foes to you and the spell ends effects of this spell more than once on each target

DISPEL MAGIC: ANTI-MAGIC BURST:


Requires: Warding Arcana (Novice) Requires: Warding Arcana (Master)
Type: Utility Type: Utility
MP Cost: 8 MP Cost: 20
Time: Major Time: Major
TN: 15 TN: 17
Test: Intelligence (Arcane Lore) Test: Intelligence (Arcane Lore)
Effect: You remove all magical effects on a chosen target Effect: You dispel all magical effect, both harmful and
within 25 yards. Roll the above Test and if you fail, nothing beneficial, within a 20 yard radius. Roll the Above Test once
happens. If you succeed, then the effect is removed. If there against the Spellpower of each effect. Success removes the
is more than one effect, then you have to cast this spell effect while failure does not. The GM may say that some
multiple times to remove them all. The GM may say that Spells cannot be removed
some Spells cannot be removed
WEATHER

NOVICE: you learn the spells Temperature Control and Vortex


JOURNEYMAN: you learn the spell Wind Wall. You also gain the Intelligence (Weather Arcana) Focus
MASTER: You learn the spell Weather Weaving. Also, choose 1 spell Stunt to use at 1SP less whenever you use Weather Arcana

TEMPERATURE CONTROL:
Requires: Weather Arcana (Novice) WIND WALL:
Type: Utility Requires: Weather Arcana (Journeyman)
MP Cost: 6 Type: Utility
Time: 2 rounds MP Cost: 6
TN: 11 Time: Major
Test: Constitution (Stamina) TN: 13
Effect: You change the ambient temperature in the area Test: Strength (Might)
around you; heating it up or cooling it off. If you heat it up, Effect: you create a wall of pure wind that is 3 yards
targets in a 10 yard area anywhere within 20 yards of you wide, 2 yards thick and 4 yards tall. Anyone who fails the Test
must make the above test or take a -3 to their Speed and a -1 will be knocked prone. If they enter the area, they take a -2 to
to their Defense due to heat. If you cool it off, targets must their speed and attack rolls. If they pass the above test, they
make that same Test or suffer a -1 to their attack and a -3 to only take the penalty to speed.
their damage rolls due to cold. Targets vulnerable to high or
low temperatures will take an extra 1d6 of damage if they
enter the area

VORTEX: WEATHER WEAVING:


Requires: Weather Arcana (Novice) Requires: Weather Arcana (Master)
Type: Attack Type: Utility
MP Cost: 8+ MP Cost: 8
Time: Major Time: 1 hour
TN: 11 TN: 16
Test: Dexterity (Acrobatics) Test: None
Effect: You create a small vortex of air within 10 yards of Effect: You change the very weather around you in a
you that is 4 yards wide. You can move this as a free action radius equal to your Willpower in miles. The weather changes
and by spending an additional 2MP per round. You can move within 8 hours of your casting. But you are still limited to
it a number of yards per round equal to your Willpower. weather conditions is certain regions or times of the year
Anyone who gets within 1 yard of the area must make the (You cannot make it snow in summer for example). You do
test or be knocked prone and blown back 1 yard. Anyone who not control the fine actions of the weather just create shifts.
fails the Test while inside the vortex sill be drawn into the air This cannot be used to attack others (like creating a lightning
and dropped 3 yards away and they take 2d6 Penetrating storm)
damage from the fall. This spell can be dismissed as a free
action
WOOD

NOVICE: you learn the spells Forest Blend and Regrowth


JOURNEYMAN: you learn the spell Ensnaring Roots. You also gain the Intelligence (Wood Arcana) Focus
MASTER: You learn the spell Awaken Tree. Also, choose 1 spell Stunt to use at 1SP less whenever you use Wood Arcana

FOREST BLEND: ENSNARING ROOTS:


Requires: Wood Arcana (Novice) Requires: Wood Arcana (Journeyman)
Type: Utility Type: Attack
MP Cost: 4 MP Cost: 8
Time: Major Time: Major
TN: 11 TN: 11
Test: Perception (Seeing) Test: Dexterity (Acrobatics)
Effect: You and a number of creatures up to your Effect: Tough, gnarled roots spring to life and grab
Willpower within 6 yards of you blend into natural or wooded targets in a 4yx4y area within 20 yards of you. Failing the
surroundings. For the rest of the encounter, anyone above Test means the targets are trapped and rooted to that
attempting to attack has to make the test above in order to spot for the duration of the encounter. They can make a
see through the concealment. If you attack, you gain a +2 Strength (Might) Test vs. your Spellpower to cut the Roots
attack bonus and the effect is negated until the start of your and move if they are trapped. Anyone passing through that
next turn passes the above test takes a -5 penalty to Speed

REGROWTH: AWAKEN TREE:


Requires: WOOD Arcana (Novice) Requires: Wood Arcana (Master)
Type: Utility Type: Utility
MP Cost: 3 MP Cost: 15+
Time: Major Time: Major
TN: 10 TN: 15
Test: None Test: None
Effect: You infuse wood with life, causing it to sprout Effect: You Awaken a mature tree within 10 yards of
leaves, branches and the like and grow. It twists and warps you, giving it senses, awareness and movement. (See the
wooden objects like furniture and doors, chest or even Following Page for the Tree Golem) It is friendly to you and
weapons making them unusable. Used on seeds, they mature your allies and obeys your every command. This spell lasts till
into hardy saplings while a mature tree enjoys a 1-year the end of the encounter; after which the tree returns to its
growth, bearing fruit or seeds as appropriate spot and returns to its normal form. For 5 extra MP, you can
keep the Tree Golem around for 24 hours. By spending a
required 5MP per day, the Tree Golem will follow you until
you cannot pay the fee or you dismiss it
TREE GOLEM
Divine Intervention
There are many games out there that have rules for deities and what they can do, so here is a take on Divine Intervention. This
is broken into 2 categories; Divine Stunts and Divine Blessings. Divine Stunts are new combat stunts that any character of devout
belief in their deity can use. If a player wishes to play an Atheist then they do not have to use these rules. This is completely
optional. Also included will be a list of fan-made Deities to take inspiration from.
DIVINE STUNTS:
SP Stunt Effect
1-3 Armor of Faith You gain AR equal to the SP spent up to 3 on your next turn
1-5 Divine Sacrifice You can sacrifice up to 5 points of Health to heal an ally by DOUBLE that amount
2 Divine Inspiration You or an Ally gains a +2 bonus to all Willpower Tests for 1 minute
2 Overcome Resistance You ignore any Resistance to non-magical Weapons a creature may have
3 Divine Mercy Any ongoing effects (such as poison or Spells) are removed, but you do not heal the damage
already taken
3 Shield of Faith you gain a +2 bonus to Defense on your next turn
4 Divine Mantle Pick a target to challenge, for the encounter you gain a +2 bonus to all attacks against that target.
you can only have 1 Divine Mantle active at a time

4 Divine Awe All foes will take a -2 penalty on all tests until the end of your next turn
6 Divine Miracle Your deity will grant one Divine Blessing of choice to you for later use. if you do not use it within 24
hours, it is gone

DIVINE BLESSINGS: Divine Blessings are one-time use powers granted by a Cleric or Deity or Shrine. A character may hold
more than one but no more than their Willpower Score. Once the Blessing is used, it goes away until granted again
Blessing Effect
Speed for one encounter, you gain an additional Minor Action per turn
Warrior For one encounter, you gain an additional Major Action per turn
Shadow One use only, you can choose to automatically succeed a Dexterity (Stealth) Test
Mana after casting a spell, you may choose to regain the spent MP, even if you fail the casting roll
Skill One use only, you gain a +2 bonus on any Ability Test of choice
Strength For one encounter, you deal an extra +2 in Melee Damage
Sharp Eye For one encounter, you deal an extra +2 in Ranged Damage
Aptitude For one encounter, you gain a +1 bonus to Defense
Protection For one encounter, you gain a +1 AR with no addition to Casting Strain
Health For one encounter, you have an additional 5 Health Points that cannot be regained
Reserve For one encounter, you have an additional 5 Magic Points that cannot be regained
Magic Resistance For one encounter, you gain a +2 bonus to resist all spells. if the Stunt Die is a 6, then the spell does not work
on you at all

Understanding For one entire day, you gain one Lore Focus. You considered to have it if you do not. If you do, increase the
bonus to +3. if you have it at +3, then it gets increased to +4
Enchantment For one day, you will deal an extra +2 damage of one of the following elemental types:
Fire
Ice
Lightning
Rock
Physical
Poison*
Spirit*
Holy**
Chaos***
*Poison and Spirit Damage is always Penetrating
**Holy damage is normal but it is Penetrating towards the undead or unholy creatures
***Chaos is normal but is penetrating towards any Divine or Holy creature
Wound Closure You can heal yourself or an ally for 10+Willpower (faith) in health. you can only use this a number of times
equal to your Willpower (Faith) (Faith will add the Focus bonus to the number of uses)

Luck For one day, you may re-roll any 3 failed Ability Tests
Communication For one entire day, you gain two Communication Focuses. You are considered to have them if you do not. If
you do, increase the bonus to +3. if you have it at +3, then it gets increased to +4

Alertness For one day, you gain a +2 on all Perception (seeing, touching, and Hearing) Tests
Combat Prowess For one day, you gain a +1 bonus when generating Combat Stunts
Exploration For one day, you gain a +1 bonus when generating Exploration Stunts
Magic For one day, you gain a +1 bonus when generating Magic Stunts
Voice For one day, you gain a +1 bonus when generating Role-Playing Stunts
VEHICLES AND COMBAT:
Vehicles follow a unique set of rules. Here are the base examples to build ships in Age of Alchemy. While ground and air vehicles
are common, these are SHIP rules, made for vessels that can run on either land, sea OR air. Thats Right!!! This is about creating
Airships for Fantasy Age!!! HAVE FUN!!!

SHIP NAME/TYPE:
Pilot's DEX (Piloting) for INTV and defense (DEF is 10+Ability+Focus Bonus)
Captain's COM (Leadership) for commands and Attack
Crew size: limited by ship size and limits weapon capacity. Keep in mind it costs a minimum of 20 silver each month to keep the
crew on the captains side.

SPEED: in yards (Preferably high in number like 30+)


Size: how big the ship is: 1-Small (20-30 crew), 2-Average (31-50 crew), 3-Large (51-100 crew)
Maneuverability: Turning speed (How long in combat it takes to turn): 1: Major action (Slowest), 2: Minor action (Average), 3:
Free Action (Fastest) It takes crew to operate the sails: 20 for slower, 15 for average, 10 for faster
Cargo: Available Cargo Capacity
Structure: ships health threshold-the ship is disabled if reduced to 0, any more damage destroys it. This is based on 2 factors,
size and hull type
Hull Type: the type of hull that holds the ship together
Hull Resistance: basically AR-Ranging from dense wood (1) to thick metal (5). This is based on hull type
Land/Sea/Air capability: in what environment does it function, some may work in 2 types but having all 3 is rare and expensive
Weaponry: the types of weapons on the ship, (Type/Attack (Captains leadership)/Damage (Specialist required for any
bonuses)/Ranges/Reload/Crew (operation)) cannot have more weaponry than crew to use them. Also, you cannot fire more cannons
than your Captains Communication (Leadership) per round.
Specialists: certain people with specialties that grant bonuses to certain types of actions.
Upgrades: What kinds of upgrades does the ship have?

SHIP SIZE COSTS AND BASE STATS: these are the base statistics for most ships based on size
Size Cost Crew Speed Masts Maneuver Structure Cargo Capability Weapon Max
Size 1 300 gp 20-30 100 y 1 3 (5 Crew) 50 50 Sea 5
Size 2 500 gp 31-50 50 y 1 2 (10 Crew) 100 100 Sea 10
Size 3 900 gp 51-100 25 y 1 1 (20 Crew) 150 200 Sea 20

WEAPONS: These are the most common form of weaponry on most ships. Each weapon takes one Cargo Slot from maximum
Weapon Type Damage Base Ranges Reload Crew Cost Notes
Light Cannons 1d6 per cannon 100/200y Minor 1 50 gp per 2 -
Standard cannons 2d6 per cannon 100/200y Major 2 75 gp per 2 -
Heavy cannons 3d6 per cannon 75/150y Major 3 100 gp per 2 -
Front Cannons 1d6 per cannon (4 max) 100/200y Minor 1 50 gp each -
Side Turrets 1d6 per cannon (8 max, 50/100y Minor 1 50 gp each No Weapon Slots
4/side)
Gatling Gun 2d6 per gun (2 max) 55/110y Major 1 100 gp each Has 50 round magazine and
spends 10 shots per time
fired. Ignores reload until all
ammo has been spent
Harpoon Gun 1d6 penetrating (1 max) 100/200y 1 Round 1 100 gp No Weapon Slots, size 1 only
Light Ballista 2d6 penetrating (1 max) 100/200y 1 round 3 200 gp Size 2 and 3
Heavy Ballista 3d6 penetrating (1 max) 150/350y 1 round 4 250 gp Size 3 only
Ram 1d6/2d6/3d6 penetrating - - - 100 gp -

ARMOR TYPES: you gain the base Hull Type of the size of the ship and you only have to pay the difference if you wish to upgrade
to a better Hull type
Hull Type Hull Resistance Structure Bonus Speed Penalty Cost
Thin Wood* 2 None None 25 gp (Free)
Ceramics 3 +5 None 50 gp
Thick Wood** 4 +10 -5 yards 50 gp (Free)
Crystal 5 +15 -5 yards 75 gp
Double Planked Wood*** 6 +20 -10 yards 75 gp (Free)
Metal Reinforced Wood 7 +25 -10 yards 100 gp
Metal Plated Wood 8 +30 -15 yards 150 gp
Full Metal 9 +35 -15 yards 200 gp
Mythril 10 +40 -20 yards 250 gp
Enchanted +1 +5 +5 yards +50 gp
*Standard for Size 1 ships **Standard for Size 2 ships ***Standard for Size 3 ships
You only have to pay the difference between Hull Types if you are giving it a tougher Hull

SHIP UPGRADES: these are very common upgrades that may cost a whole lot but are rather effective when building ships
Upgrade Effect Cost
Flight Adds the Flight capability (Double base Swimming Speed) 100 gp
Steam Engine Adds +2 yards to all Speeds 100 gp
Foldable Wings Can add +10 yards to Flight speed at any point. Minor action to trigger or retract these 150 gp
wings
Wheels Adds the Running Capability (Half base Swimming Speed). Size 3 ships cannot have this 150 gp
upgrade due to size
Secret Hold TN 15 Perception (Searching) Test to find secret compartment. Also adds +5 to total 50 gp
Cargo Capacity. For 10 extra gp, add +1 to the TN up to a TN of 19 or 40 gp
Extra Cannons Reduce Cargo Capacity max to add weapon max 50 gp per unit
Extra Cargo Reduce weapon max to add Cargo Capacity max 50 gp per unit
Maneuverability Wings Increases maneuverability rank by 1 point. Size 1 ships cannot have this upgrade 100 gp
Extra Masts Grants +10 yards Swimming and Flight Speed per mast purchased. 1 maximum for size 50 gp per mast
1 ships, 2 maximum for size 2 ships and 3 maximum for size 3 ships

SPCIALIST SAMPLES: Each Specialist will cost the captain an extra 25 silver per month of employment
Specialist Effect
Weapons Specialist Adds +4 to total damage rolls
Combat Tactician Adds a +2 bonus to engagements and attacks
Navigator Adds a +2 bonus to Initiative checks
Engineer Can make a repair on the ship. TN 7+Size+Hull Resistance to gain 2d6 to the ships current Structure. This roll
cannot exceed the total Structure of the ship. Only once per encounter
Quartermaster Reduces the cost of all Ship Upgrades by 20%

AMMUNITION TYPES: typical ammunition for the types of weapons for ships.
Ammo Type Description Cost per unit Shots per unit
Round Shot Typical round ammo for most weapons 15 gp 10 shots
Chain Shot Deals normal damage but can reduce speed by -2 yards of stunt die is 6 on 20 gp 10 shots
attack roll
Heavy Shot Like normal ammo but will always add +2 to total damage 35 gp 10 shots
Bullets Bullets for Gatling Guns 25 sp 50 round magazine
Harpoon Ammo for the Harpoon 15 gp 10 shots
Bolt Ammo for the Ballista 25 gp 10 shots
Flaming Shot Deals an extra +1 damage on attack and will burn, dealing 2 points penetrating 25 gp 10 shots
damage every round for 4 rounds
Scattershot This is like the Blunderbuss. Instead of normal ranges, it creates a cone that is 20 gp 10 shots
80 yards wide by 20 yards long.

SPEED AND CAPABILITIES: Swim Speed is the base speed listed above. This is how fast in yards the ship can travel on the oceans
surface. If the Ship has the Flight Capability, then Flight Speed is equal to twice the base Swim Speed in yards. This is because there is
less resistance in the air. If the ship has the Running Capability, it is equal to HALF the base Swim speed due to rougher terrain.
CARGO: The Base Cargo Capacity is the total amount the ship can carry if we remove all of the crew and weapons. Cargo
Capacity is reduced by the number of available crew and the number of weapons (Excluding the Ram for it is on the outside of the
ship and the side turrets since they are on top of the ships deck). The remaining number is then reduced by another 5 points for
previsions for the crew and another 5 for the powder and ammo for the weapons and the remaining then is the amount of cargo the
ship can carry. Formula: Base Cargo capacity - crew size weapons (Except Ram, Side Turrets, Harpoons or Ballistae) 5 for crew
previsions x (x= total units of ammo purchased) for ammo and reserves + any upgrades = remaining cargo capacity.

CREW AND WEAPONS: you need a minimum amount of Crew to work a ship. This is calculated in the Ship Size categories
already, but if you do not have enough to operate the weapons, then you cannot use all available weaponry for the ship. You need a
minimum to work the Riggins on the main deck and some to operate the weapons. If Crew is lost, then not all weapons can be used
and if you do not have enough to maneuver the ship, you can become dead in the water. Crew is a very important factor in this rules
set, so keep that in mind as you create the ships and head off into the skies.

PLAYERS ON SHIPS:
Now normally it is assumed that the players act as crewmembers aboard a ship but it is likely that a player may wish to own a
ship of their own. In this case, we use their stats for the Captains Communication (Leadership) and if they pilot their own ship, like
many captains did, then their Dexterity (Piloting) will be used as well.

PLAYERS AS SPECIALISTS:
Now a Player may become a Specialist. The GM will determine what kind of benefit the player may offer and apply an
appropriate benefit the ship as a whole.
For example:
The Gallivant (Pirate cruiser airship)

Captain: Durant Redskull Barnum


Captains Dexterity (Piloting) 3 (+2) (INTV +5) (DEF 15)
Captains Communication (Leadership) 4 (+2) (+6 attack)
Crew Size: 36 (31-50 maximum; 10 maneuverability, 20 for
standard cannons, 2 for front cannons, 4 for turret cannons; 36
minimum)
Size: 2
Speed: 40 Swim, 90/100 Fly (50 swim and 100 fly -10 for armor)
Maneuverability: 2 (Minor Action, 10 Crew)
Cargo: 41 units available (100 -36 for crew -10 for standard cannons -2 for front cannons -5 for crew previsions -15 for ammo
and powder +5 for Secret Hold +4 for Extra Cargo).
Structure: 120 (100 +20 for Hull)
Hull Type: Double Planked Wood
Hull Resistance: 6
Capability: Sea/Air
Weaponry: 16/16 available slots
10 Standard Cannons (5 on each side) (20 crew) 2d6(+4) per cannon used, Major Reload, 100/200 yard ranges
2 Front Cannons (2 Crew) 1d6(+4) per cannon, Minor Reload, 100/200 yard ranges
4 Turret Cannons (4 Crew) 1d6(+4) per cannon, Minor Reload, 50/100 yard ranges
RAM: 2d6(+4) Penetrating Damage
Ammo Type: Uses 15 units of Cargo for Round Shot (10 shots per unit for 150 shots)
WEAPON SPECIALIST: Adds +4 to all damage rolls
FLIGHT: Can Fly
FOLDABLE WINGS: Can add +10 to Flight at any point
EXTRA CARGO: Gave up 4 weapon units for +4 Cargo Units
SECRET HOLD: TN 15 Perception (Searching) to find extra Cargo (+5 to total Cargo Capacity)

COST OF THE GALLIVANT: 1700 Gold


Size 2 ship: 500 gp
Double Planked Hull: (pays difference between armors) 25 gp
10 standard Cannons: 375 gp (75x5=375)
2 Front Cannons: 100 gp (50x2=100)
4 Side Turrets: 200 gp (50x4=200)
RAM: 100 gp installation
Flight Capability: 100 gp
Foldable Wings upgrade: 150 gp
Extra Cargo Upgrade: 200 gp (50x4=200)
Secret Hold Upgrade: 50 gp

Total minimum expense per month of the Crew: 745 sp per month of minimum earnings to keep crew happy
20 Silver per crew member per month: 720 sp (36x20)
25 silver per month per specialist: 25 sp
COMBAT IN SHIPS:
Combat in ships will play out like all normal combat in Fantasy Age. The ships will determine who goes first by rolling the Pilots
Dexterity (Piloting) and adding the Navigator if they have one.

They make their attacks by using the Captains Communication (Leadership). Now remember that you can only fire a number of
cannons equal to or less than that score as well. Each cannon will do their damage in the damage pool, so if you only fire 3 light
cannons, then you roll 3d6 total. THEN any extra damage by a specialist is added. So if you have a Weapons Specialist, you roll the
examples 3d6 THEN add the +4 against the other ships Defense which is calculated as the Pilots Dexterity (Piloting) +10. Damage is
taken from the ships Structure after the Hull Resistance removes some of the damage. It acts like the AR of normal Player
Characters. Each ship will go on like this until one gets their Structure down to 0; at which point the ship is disabled and cannot fire
or move and has only a 5 Defense rating with no Hull Resistance. If the Disabled ship takes any more damage, it is destroyed.
Repairing is simple; you take it to a port and they do the repairs. An Engineer can do Quick Repairs for 2d6 Structure for a short
time but the most of it has to be done at a Port.

BOARDING ANOTHER SHIP:


Boarding another ship acts like normal combat rules. However, if any cannons are used, you double the damage on living
targets, so Heavy Cannons will deal 6d6 worth of damage to a human target. You roll initiative and act accordingly like normal. The
GM May assign certain things have to be done before the ship will surrender; such as blowing the reserves or killing the captain or
destroying the ships flag. Such activities wont grant extra experience but they do add a realism and drama.

SHIP STUNTS:
Stunts are possible on a ship and most of them are just reworked from the standard Combat Stunts in FAGE with some
modifications and some new ones.
SP Stunt Effect
1 Skirmish You knock the target off course. They now have to spend one additional action to get back on track.
A Free action becomes Minor, Minor becomes Major and Major becomes an entire round
1+ Rapid Reload You can immediately reload one Cannon per SP spent, up to the number fired this round
1 Stay Aware (As the Combat Stunt)
2 Defensive Maneuvers You swiftly and randomly change directions. You gain a +2 Bonus to Defense until the begging of
your next turn
2+ Disable Weapons For every 2SP Spent, you disable one cannon on the enemy vessel and they cannot be used until the
end of their next turn
2 Breach Hull You find a weak point in the enemies hull, ignoring half AR for this attack
2 Taunt As Combat Stunt only it is Communication (Leadership) of both captains
2 Threaten As Combat Stunt only it is Communication (Leadership) of both captains
2 Mighty Blow You hit a weak point, dealing an extra 1d6 of damage
3 Sudden Spin You turn right after firing, setting you up to fire next round. you not only fire with a Minor Action
but all Cannons fired gain a +1 bonus to hit
3 Lightning Attack As Combat Stunt only you can only fire 2 extra cannons and they do not generate SP
3 Set Up As Combat Stunt
3+ Attack Crew You don't just deal damage to the ship but you hit some of the Crew as well. you will take out 1d6 of
the enemy crew for 3SP. you add +1 to that roll for every other SP spent after (so 1d6+3 at 6SP)
3 Break the Rigging You hit the riggings on the ship, crippling its movement capabilities. It reduces it Maximum Speed
by 10 points and it drops one Maneuverability Rank (Minimum 1). if Speed is reduced to 0, then it is
disabled
4 Seize the Initiative As Combat Stunt
4 Dual Strike You hit 2 targets instead of 1 with attack. You roll the one attack against both targets Defense rating
and you only have to roll one damage roll.
5 Lethal Blow Your aim is impeccable and you deal an extra 2d6 of damage
6 Hit the Reserves You hit the powder, dealing 2d6 Penetrating damage to the ship. If the enemy crew fails a TN 11
Willpower (Morale) Test, then they automatically forfeit the encounter

INITIATIVE STUNTS:
Like all players, ships are available for Initiative Stunts. When Doubles are rolled on Initiative, then they can pick an Initiative
Stunt
Cost Stunt Effect
1+ Sudden Turn of Events Add +1 to your Initiative Roll per SP Spent
2 Surprise Blow Gain a +1 bonus on tout first attack of the encounter
3 Quick Reactions You can take a Minor Action before the encounter starts
4 Act Fast You take first initiative despite the order then drop to your place after the first round
5 Lightning-Quick Reaction You can take a Major Action before the encounter starts
6 No Hesitation You can take a full then before the encounter starts an your normal place in the initiative order

SHIP ACTIONS:
Like normal players ships combat requires certain actions. One Major and one Minor or Two Minor but never 2 Major. Here is
the list of Ship Actions

MAJOR ACTIONS
Action Effect
Attack Make a standard attack
All-Out Attack Add +1 to your attack roll but suffer a -1 to defense next turn
Charge Move half your speed and add +1 to this attack
Defend Until the beginning of your next turn, gain a +2 to Defense
Quick Repair Make a repair to the ship. This is a TN 7+size+hull Resistance Intelligence (Engineering) Test and regain Structure
equal to the Stunt Die + your Intelligence. The Engineer Specialist increases this to 2d6 in regained Structure
Open Sails Opens all Sails, doubling speed for the turn
Suppressing Fire If you make a successful attack, the target will suffer a -3 to Defense on their next turn
Inspire TN 11 Communication (Leadership) test and all actions the next round have a +1 bonus

MINOR ACTIONS
Action Effect
Activate Activates powers of items
Aim Gains a +1 bonus to attack
Guard Up Add +1 or +2 to your defense and suffer the same in penalty to all Tests for the remainder of the round
Move Move up to your ships speed in yards
Prepare Pick one major action. You can interrupt any other players actions with the chosen Action at any time
Press The Attack Pick a target. If they move from you, you can immediately move in direct pursuit of them.
Ready Ready weapons or other items or effects to use this combat round

VARIBALE ACTIONS
Action Effect
Cast Casting Spells
Reload Reloading weapons

SHIPS IN MASS COMBAT:


While the rules for Mass Combat have not been transferred officially over from Dragon Age to Fantasy Age, the concept can
remain the same. If any ship were to come into play, they would act as either a Phase 1 or Phase 2 Specialist. If the GM wishes to use
a Fleet of ships as their Mass Combat, then the Specialists listed above can act as the Phase Specialists. Crisis Points may be that you
are boarding a ship or you are getting boarded; as an example.

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