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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 HyQuong 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 playable races are as follows


HUMANS:
Albions:

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
for their children
Add +1 to your INT or PER.
Pick a Focus: DEX (Riding) or CON (Swimming)
ADAPTABLE: Gain 1 free Ability Focus at
creation
Speed is 10+DEX-Armor
Speak and Read Common and one other
language of choice
Roll Twice
2D6 Roll Benefit
2
+1 FGT
3-4
CON (Stamina)
5
PER (Searching)
6
COM (Persuasion)
7-8
+1 CON
9
COM (Deception)
10-11 ACC (Brawling)
12
+1 STR

Ginseng:

The Ginseng are from the


nation to the East, a nation of political intrigue and plots.
They are masters of many styles of weapons and hand-tohand combat and were the first to create the black powder
used in firearms today
Add +1 to your CON or INT
Pick a Focus: DEX (Acrobatics) or INT
(Evaluation)
ADAPTABLE: Gain 1 free Ability Focus at
creation
Speed is 10+DEX-Armor
Speak and Read Common and Ginseng

Roll Twice
2D6 Roll Benefit
2
+1 WILL
3-4
INT (Arcane Lore)
5
STR (Intimidation)
6
Heavy Blades Weapon Group*
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:

Forest Elves live in the


forests that make up a huge part of the northern half of
Albion. They were first introduced to humans about 200 years
ago and have since made peaceful relations that didnt begin
that way. They are kind folk who thrive in the wild forests
Add +1 to your PER.
Pick a Focus: PER (Seeing) or DEX (Acrobatics)
FOREST KINSHIP: you always gain a +1
advantage on any DEX (Stealth) Tests in wooded
areas, compounded with the normal focus
Speed is 12+DEX-Armor
Speak and Read Elven, Common, and the
language of one woodland creature
Roll Twice
2D6 Roll Benefit
2
+1 ACC
3-4
INT (Natural Lore)
5
Bows Weapon Group*
6
DEX (Stealth)
7-8
+1 DEX
9
STR (Might)
10-11 Light Blades Weapon Group**
12
+1 FGT
* If your class provides this, take the focus ACC (Bows)
instead
**If your class provides this, take the focus ACC (Light Blades)
instead

Badlands:

Badlands Elves are


natives of the scarce southern half of Albion. They have been
peaceful and have helped the new culture try and thrive in
the unforgiving badlands. They also tend to have an ideal
about animal spirits giving them strength
Add +1 to your DEX.
Pick a Focus: INT (Natural Lore) or PER (Seeing)
FEY BLOODED: Instead of sleep, you can
meditate for 4 hours per day and gain the same
benefits. In addition, magical effect that put you
to sleep or knock you unconscious do not work
on you
Speed is 12+DEX-Armor
Speak and Read Elven and Common
Roll Twice
2D6 Roll Benefit
2
+1 COM
3-4
INT (Cultural Lore)
5
PER (Hearing)
6
Bows Weapons Group*
7-8
+1 ACC
9
DEX (Initiative)
10-11 COM (Persuasion)
12
+1 PER
* If your class provides this, take the focus ACC (Bows)
instead

HALFLINGS:

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
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:
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

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
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

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 Light or Medium 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 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
Compartments: Your body holds a few compartments
that can hold extra stuff
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

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

CLASSES:

Mage-Mystic
Rogue-Expert
Warrior-Warrior

CLASS OPTIONS:

Here are some optional rules for playing the Classes:


1. There are 2 variations that are different but similar. They follow very simple conversion that maintains the same class just
new options.
2. The changes shown are the only changes made. The rest follows the base class as is.

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+Constitution+1D6
Weapon Groups: Brawling and Staves plus one based on your Deity
LEVEL 1:
Holy Lance: acts the same as Arcane Lance
Holy Symbol: Acts as Arcane Device, but must be the symbol of your chosen Deity
Magic Points: 10+Willpower+1D6
Zeal: the same as Spellpower (10+willpower+Arcane Focus)
Talents: Chirurgy plus one of the following: Linguistics, Lore, or Alchemy
LEVEL 4:
Holy Light: you can spend 3 MP to cast a pure light in a 10 yard radius. Any target within the light must make a Willpower (selfdiscipline) Test vs. your Zeal or they flee in terror for 2 rounds and take 3 points penetrating damage. It takes a toll on you however
and you cannot cast Spells your next turn
Level 6:
Spell Lance: same as Spell Blast
Level 8:
Big Lance: Same as Big Blast
Level 10:
Power Lance: Same as Power Blast
Deities: one is chosen at creation
Deity, domain: weapon group: Holy Symbol

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.

Jerik, god of Law: Bludgeons Weapons Group: Sword held by Gauntlet


Archon, god of Knowledge: Polearms Weapons Group: Hammer and Anvil
Herma, goddess of Healing: Lances Weapons Group: Circle with a heart and arrow
Vali, goddess of Trickery: Light Blades Weapons Group: Keys on a ring
Bane, god of Malice: Axes Weapons Group: Mace and Shield
Kenneth, god of Earth: Heavy Blades Weapons Group: Scale and Sword
Balem, goddess of Nature: Bows Weapons Group: Leaf with Third Eye
Kiara, goddess of Water: Spears Weapons Group: Tome with Quill
Rahvn, god of Protection: Heavy Blades Weapons Group: Sigil
Vograth, god of Air: Bows Weapons Group: Cloak with Dagger
Zemma, goddess of Luck: Dueling Weapons Group: Raven with Wings Spread
Kaloria, goddess of Truth: Light Blades Weapons Group: Dragon Head in Profile
Reigess, god of Destiny: Any Weapons Group of choice: Spiral Ending in an Arrow
Aroborous, god of Gods, the creator of all: Any Weapons Group of Choice: Snake eating its own tail, the never-ending cycle

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+Constitution+1D6
Weapon Groups: Brawling, Staves and either Light Blades or Bludgeons
LEVEL 1:
Most of Sorcerer is as the Base Class with the following changes:
Talents: Pick 2: Linguistics, Lore, Alchemy, or Unarmed Style
LEVEL 4:
Magic Burst: by Spending 3 Magic Points you expend that magical energy in a 10 yard radius. Any enemy within that area must
make a Dexterity (Acrobatics) Test vs. your Spellpower or take 3 points penetrating damage and be knocked prone. It takes a toll on
you however and you cannot cast a spell on the same turn you activate this power

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+Constitution+1D6
Weapon Groups: Brawling, Light Blades, Bows, and one more of choice
LEVEL 1:
Level 1 of Ranger is as the Base Class with the following changes:
DEADLY SHOT: You can inflict extra damage with a ranged attack if you take your time and strike an opponent from an
unexpected direction. You must use an aim action and win an opposed test of your Dexterity (Stealth) vs. your targets Perception
(Seeing). If you win the test, you can use your major action this round to make a deadly shot. This is a ranged attack that inflicts +1d6
extra damage. You cannot use deadly shot against an enemy that you are adjacent to.
Talents: Pick 1: Contacts, Scouting, or Archery Style
Level 5:
TRIPLE SHOT: You make two additional attacks against the same enemy or a different one within range and sight. You must have
a loaded weapon to make a ranged attack. If you roll doubles on these attack rolls, you do not get any more stunt points.
Level 7:
PINING SHOT: You can use a missile weapon to momentarily pin an opponent in place. To use pin in place, you must first hit
with a ranged attack. If successful, you inflict no damage, but your target is pinned in place and unable to move until it uses an
activate action to free itself. While pinned in place, all ranged attacks against the target from rogue characters are considered deadly
shots. Stunts are possible on your initial attack roll, so you could pin your opponent and then use a lightning attack for an immediate
deadly shot, for example.
Level 15:
QUICK SHOT: You can make a ranged attack vs. a visible target within range as a Minor Action. The attack roll and damage will
receive a -2 penalty for the Quick Shot
Level 18:
DEADLY SALVO: You can use the Deadly Salvo stunt for 2 SP when you hit a target with a Deadly Shot. This stunt allows you to
make a second Deadly Shot attack against the same or another target. The second attack does not generate stunt points.

Thief:

Thieves are born to steal and are masters of stealth


Primary Attributes: Accuracy, Communication, Dexterity, and Perception
Starting Health: 25+Constitution+1D6
Weapon Groups: Brawling, Light Blades, Staves, and one more of choice
LEVEL 1:
Most of Thief is as the Base Class with the following changes:
Talents: Thievery and one of choice
No more changes are necessary

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+Constitution+1D6
Weapon Groups: Brawling and Heavy Blades, plus 2 of the following: Axes, Bludgeons, Lances, Light Blades, or Spears
LEVEL 1:
Level 1 of Barbarian is as the Base Class with the following changes:
Talents: Armor Training, Unarmed Style and either Two-Hander Style or Single Weapon Style
Level 4:
RAGE: For one minute per day, you can enter a rage, where you deal +2 on all damage rolls and negate 2 points of damage. But,
for that minute you take a -2 to all Perception Tests
Level 10:
LASTING RAGE: The Rage now lasts for 2 minutes
Level 12:
BLOOD RAGE: While in Rage, you can spend a Minor Action to gain a burst of health granting 1D6+CON, but this cannot exceed
your maximum and only once per encounter
Level 15:
PERFECT RAGE: you no longer suffer the penalty to Perception Tests

Fighter:

Fighters are masters of combat and are vicious in all kinds of weaponry
Primary Attributes: Constitution, Dexterity, Fighting, and Strength
Starting Health: 30+Constitution+1D6
Weapon Groups: Brawling plus 3 of the following: Axes, Bludgeons, Bows, Firearms, Heavy Blades, Light Blades, Spears or Staves
LEVEL 1:
Most of Thief is as the Base Class with the following changes:
Talents: Armor Training plus 2 fighting styles of choice

LEVEL 4:
Second Wind: a Fighter can heal 1D6+CON in health only once per encounter and it will not grant any more health than the
maximum.
The rest is as the Warrior Class normally

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
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

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
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

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

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
Success chart
0-4: Failure: the Grenade explodes, dealing you the damage if any; the potion simply does not work; or the poison inflicts you
for its effect
5-8: Lesson Learned: The Grenade explodes, but does nothing to you; the potion only works at half normal capability; or the
poison simply does not work
9-15: Success: the grenade is made; the potion is ready, or the poison is prepped
16-20: Great Success: The Grenade is functional and does a +2 effect bonus; the Potion is great and has a +2 effect bonus; or the
poison works well enough to have its effects last 1.5x longer
21+: Work of Genius: the grenade has a +4 effect bonus; the potion has a +4 effect bonus; or the poison lasts 2x as long as
normal
Armored Mage
Class: Mystic
Novice: Reduce the Casting Strain of Light Armor 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 Armor 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)
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 reroll 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
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.
Tinkering Test Result Table:
Roll Result
0-4: Failure: You fail the test, and one item involved in the tinkering is broken.
5-8: Lesson Learned: This is considered a failed test, but you may add +2 to your roll if you attempt the same tinker again in the
near future.
9-15: Success: You successfully achieve what you sought out to create; it is serviceable if nothing to yell about.
16-20: Great Success: You successfully create what you saw in your minds eye and even managed to throw in some extra flair.
Between you and the GM you may decide on an additional minor ability for the item.
21+: Work of Genius: You have put together a creation of utter perfection, as mechanically superior as it is aesthetically
pleasing. Between you and the GM you may decide on two additional minor abilities, or one major ability, for the item.
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

GINSENG Fighting Styles:

On Ginseng, there are many styles of combat. They are very similar to the Fighting Styles in Fantasy Age and are really just
renamed.
Normal Style
Ginseng Style
Archery Style
Lightning Rain Style
Dual Weapon Style
Shifting Winds Style
Mounted Combat Style Raging Fire Style

Pole Weapon Style


Single Weapon Style
Thrown Weapon Style
Two-Hander Style
Unarmed Style
Weapon/Shield Style
Chain Weapon Style
Firearms Style

Unrelenting Force Style


Bushido (Sword Mastery)
Striking Shadows Style
Shattered Earth Style
Kung Fu (Fighting)
Mountain Style
Flowing Water Style
Swift Stinger Style

SPECIALIZATIONS:
All the new Specializations available for your hero
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 Sorcerer 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.
HEXBLADE
Class: Warrior, Expert
Requirements: Willpower 2+, Intellect 2+, Intellect (Arcane Lore)
Novice: at novice level, you gain Magic Training. This is different from the way it works for a Mage. This version grants Magic
Points of 10+WILL+1D6. This will not increase via level but at Journeyman and Master Levels. Also you gain the Novice in ONE Arcana
(Thus 2 Spells). This will not grant the Arcane Blast. Your favored weapon will act as your Arcane Device as it is written for a Mage
Journeyman: At this level, you gain WILL+1D6 Magic Points and well as the Journeyman Level of the Arcana you picked at
Novice or a New Novice Level Arcana.
Master: At this level, you gain a final burst of Magic Points for WILL+1D6. You either gain a new level of an Arcana, or increase
your existing one
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: Rune Blade: This is a Special Stunt that costs 2 SP. You can channel Magic into your weapon, giving it a +2 on all
damage rolls for rounds equal to your Willpower
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.
RUNEMASTER
Class: Any
Requirements: Runecrafting (Journeyman), INT 3+, INT (Enchantment)
No MP is required to craft Epic Runes
Novice: you can craft Epic Runes. You also add +1 to crafting normal Runes
Journeyman: You reduce the TN of Runecrafting by -2. This does not apply to Epic Runes. The bonus for Novice level is increased
to +2
Master: The TN for Epic Runes is reduced by -2 and their cost and time are reduced by half. The +2 bonus (As Journeyman) now
applies to Epic Runes
BLOOD MAGE
Class: Mystic
Requirements: CON 3+, WILL 3+
Novice: You can use your own blood to power your spells. You must use the activate action to enter the Blood Magic mode.
When casting a spell in this mode, you can inflict 1d6 penetrating damage on yourself and you gain mana points equal to the
damage. The mana points so generated must be used on the spell you are casting this round; any excess are lost. You can use this
mana to cast spells from any school but you must be in Blood Mage mode to cast Blood Spells. While in this mode, you cannot be
healed with potions or healing spells. You can end Blood Magic mode with another activate action.
Journeyman: You can use the blood of a willing ally to power your spells. This works as per the novice degree, but your ally
takes the damage. The ally must be within 6 yards of you when you cast the spell.
Master: You can use anyones blood to power your spells. You can pick a target within 6 yards of you and attempt to use their
blood as a minor action. Success requires an opposed test of your Intelligence (Blood Arcana) vs. the targets Willpower (Faith or
Self-Discipline). If you win things work as per the journeyman degree and you inflict 2d6 penetrating damage to the target.

STUNTS
1+
1
1
2
2
2
2
2
2
2
3
3
4
5

3
3
4
4
4
6

1-3
1-5
2
2
3
3
4
4
4
5
5

COMBAT: Applies when doubles are rolled on any attack roll or Ability Test in combat, but not initiative
Skirmish
You can move yourself or your target 2 yards in any direction for each SP you spend
Rapid Reload
You can immediately reload a missile weapon
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
Knock Prone
You knock your enemy Prone. Any character making a melee attack against a Prone Target gains a +1
bonus to the attack
Defensive Stance Your attack sets up you defense. You gain a +2 on your DEF until the beginning of your next turn
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
Mighty Blow
Inflict an extra 1D6 of damage to your target
Pierce Armor
The targets AR is halved (Rounded Down) vs. this attack
Taunt
You insult your target within 10 yards. Make an opposed Test of COM (Provocation) vs. their WILL (SelfDiscipline). If you win, your target suffers a -1 penalty an all attack rolls and casting rolls on their next turn
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
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
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.
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
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
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
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
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
Cripple
For one round, your target takes a -2 to their DEF and Speed and a -3 on their next attack
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
Cleave
You deal an additional 3D6 of damage
MAGIC: Applies when making Casting Rolls, only available to Mystics
Powerful Casting Increase the Spellpower of the Spell by 1 per SP used to a max of 3
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
Skillful Casting
Reduce the Magic Point cost of the Spell by 1 point. This can reduce it to 0
Mighty Spell
If the spell does damage, then you deal an additional 1D6 of damage
Lasting Spell
If the spell has a duration beyond instant, it remains in effect for twice as long with no additional MP cost
Magic Shield
Residual magic energies form a barrier granting a +2 to your DEF until your next turn
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
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
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
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
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)

2
2
3
3
4
4
4

1
2
2
3
3
4
4
5

1+
2
2
3

3
4
5
6

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


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
Efficient Search
If resources of any kind are typically consumed in the course of this Test, you only use half as
much as normal
Speedy Search
You complete the search in half the time it would normally take
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
The Object of Your Attention You receive a +1 on further Tests to examine or perceive additional aspect of the object of your
Test until time or venue changes
The Upper Hand
If your discoveries lead to combat within a moment or two, you receive a +3 on your INTV Roll
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
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
Bon Mot
Your perfectly tagged witty remark will spread, for good or ill
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
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
Stunned Silence
You are so impressive that you leave everyone who witnesses your display completely dumbfounded.
This grants you time to do something else
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
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
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
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
Sudden Turn of Events
You can add +1 to your INTV for each Stunt Point spent
Surprise Blow
You get a +1 bonus against an enemy that has not yet acted during this round
Stay Hidden
Immediately make a DEX (Stealth) test against all foes to stay in cover/concealment until you act
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 (SelfDiscipline) 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
Quick Reaction
You can take a Minor Action before the Encounter begins
Act First
You take first turn despite initiative order for the first round, then you get dropped to your normal
place afterwards
Lightning-Quick Reaction You can take a Major Action before the Encounter begins
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 4 rounds (1 minute) and for a +2 bonus it is every 2 rounds (30 seconds). A +1
Tesla Shield can last for 10 minutes total and a +2 only lasts for 5.

NEW WEAPONS

Weapon
Power Weapon
Axes
Hatchet
War Pick
Firearms
Pistol
Rifle
Shotgun
Gunblade 1
Gunblade 2
Tesla
Flintlock
Clockwork
Turret

Bows
Compound Bow
Crossbows
Light
Heavy
Hand
Repeating
Chains
Whip
Chain
Spiked Chain
Light Blades
Stiletto
Katar
Tanto
Wakasashi
Hook Sword
Throwing
Throwing Axe
Throwing Knife
Throwing Spear
Shuriken
Chakram
Staves
Short Staff/Cain
Scythe
Heavy Blades

Damage
+2 Base
FGT to hit
1D6+1
2D6-1
ACC to hit
1D6+3
2D6+3
1D6+2

Min. STR Ranges


As Base
+1/+2
STR for damage
None
1
None
PER for damage
8/16
12/24
6

Reload
As Base

Cost
+10 sp

Notes
Uses 1 charge of battery per round active

None
None

12 sp
15 sp

None
Ignores 1 point of Armor

Major
Major
Major

25 sp
40 sp
35 sp

Fires 6 shots before reload


Fires 6 shots before reload
Fires 3 shots before reload. Shotguns spray in a 2
yard by 6 yard cone. Roll once against every target
in that area
As Pistol and Dagger (2 Sets of attack and Damage numbers) Cost is Pistol +5 sp
As Pistol and Short Sword (2 Sets of attack and Damage numbers) Cost is Pistol +10 sp
Tesla guns are as above (except Shotguns) but the target must make a TN 11 CON (Stamina) Test or be stunned for
1 round. Each shot takes 1 charge of a Battery. Cost is as Pistol or Rifle +10 sp.
Flintlocks are the most common form of forearm and are considered in the base stats above. Available for all gun
types listed except for Tesla guns
Clockwork Firearms are made for accuracy, using internal Clockwork machinery. They add a +1 bonus to accuracy
but deal a -1 in damage. Available for all except Tesla guns. Price is as gun above (Pistol, Rifle or Shotgun) +5 sp
Normally Pistols and Rifles need to be cocked before each shot, which is a minor action. A Turret Pistol/Rifle can fire
all 6 shots in one round. This deals base damage +2 but you take a -2 on the attack rolls for this function. This
cannot be placed on shotguns or Tesla guns. Cost is Pistol or Rifle +5 sp
ACC to hit
PER for damage
1D6+2
0
20/40
Minor
12 sp
None
ACC to hit
PER for damage
2D6
0
26/52
Major
15 sp
Ignores 1 point of armor
2D6+2
1
30/60
Major
20 sp
Ignores 2 points of armor
1D6+1
-1
16/32
Minor
12 sp
Can be fired with 1 hand, but has to be reloaded
with 2
Repeating Crossbows are either Light or Heavy and gain those Ranges and Damage number. They can fire 5 shots
before reload. Add +10 sp to the base cost of the Crossbow used
ACC to hit
PER for damage
1D6
1 yard
None
8 sp
Trip: -1 on attack to knock prone
1D6+2
1
2 yards
None
15 sp
Trip: -1 on attack to knock prone
2D6
1
2 yards
None
25 sp
Trip: -1 on attack to knock prone
ACC to hit
STR for damage
1D6
None
None
9 sp
Ignores 1 point of armor
1D6+1
1
None
None
15 sp
None
Made on Ginseng and has the Same stats as a Dagger. Usually bought with a Wakasashi and Katana for half their
total cost
Made on Ginseng and has the Same stats as a Short Sword. Usually bought with a Tanto and Katana for half their
total cost
The Hook Sword is as Long Sword but the user can use Knock Prone for 1SP instead of 2. This represents the hook at
the end, able to garb and trip a target
ACC to hit
STR for damage
1D6+2
1
4/8
Minor
10 sp
None
1D6
6/12
Minor
10 sp
None
1D6+3
0
8/16
Minor
12 sp
None
1D6
Str/Strx2
Minor
10 sp (Per 5) None
1D6+1
1
7/14
Minor
12 sp
Chakram return in the same round that they are
tossed unless your position changes or they get
blocked or imbedded in an object
ACC to hit
STR for damage
1D6-1
None
None
1 sp
More of a walking cane than a full staff
2D6
2
2 yards
None
15 sp
2 handed
AGT to hit
STR for damage

Dual Blade
Katana
Bludgeons
Morningstar
Warhammer
Spike Mace
Tetsubo
Polearms
Naginata
Brawling
Shock Gauntlet
Wrist Blade

2D6-1
0
None
None
19 sp
2 blades with handle in the middle
The Katana is made on Ginseng and is usually paired with a Wakasashi and Tanto for half their total cost. It has the
same stats as a Long Sword
FGT to hit
STR for damage
1D6+3
1
None
None
11 sp
None
1D6+3
1
None
None
14 sp
Replaces Maul
2D6
1
None
None
15 sp
Minor Action to trigger Spikes. When active they
deal +2 penetrating Damage
The Tetsubo is made on Ginseng and has the same stats as a Club
FGT to hit
STR for damage
The Naginata is made on Ginseng and has the same stats as a Halberd
ACC to hit
STR for damage
As Gauntlet but adds +2 Penetrating Damage when activated with a Minor Action. Each attack with this power
active drains 1 charge from the battery. Add +10 sp to Gauntlet
As Gauntlet but a Minor Action triggers the hidden Dagger blade on the forearm, dealing the Dagger in Damage, but
the attack roll is still off of Gauntlet. Add +10 sp to Gauntlet

CLOTHING: here are the different types of clothing available to your hero. They will fall under either Light or Heavy and gain the
appropriate AR and Penalty
Light Clothing
Cost
Light Clothing
Cost
Travelers Garb
free
Scholars Garb
12 sp
Artisans Outfit
5 sp
Lawmans Suit
10 sp
Clerics Vestments
20 sp Couriers Outfit
10 sp
Entertainers Garb
15 sp Explorers Outfit
10 sp
Nobles Vestments 30 sp Monks Robes
25 sp
Ceremonial Garb
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
Cost
Notes
Mountain Garb
30 sp +1 to resist Cold effects
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
OTHER EQUIPMENT
Gear
Cost
Binoculars
35 sp
Extending Pole
20 sp
Flare
30 sp
Lamp
30 sp

Gear
Bullets (For Firearms) (10)
Battery (10 charges each)
Wing pack
Goggles

Cost
10 sp
15 sp
50 sp
15 sp

Gear
Tesla Light
Locks
Shackles

Cost
10 sp
10+ sp
10+ 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 12.
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
(Lockpicking) 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:
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

DARTBOARD

2 gp

DOMINOS

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
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
Each wooden piece has 2 numbers ranging from double-0 to double-6 and even double-12. Many games
can be played with these

GRENADES:
Novice
Grenade
Damage Buy cost
Make Cost
Craft Time
Blast Vial
2D6
9 sp
3 sp
1 day
Thunder Vial
1D6
9 sp
3 sp
1 day
Smoke Bomb 9 sp
3 sp
1 day
Holy Water
1D6
9 sp
3 sp
1 day
Journeyman
Grenade
Damage Buy Cost
Make Cost
Craft Time
Fire Vial
3D6
18 sp
6 sp
3 days
Ice Vial
3D6
18 sp
6 sp
3 days
Fuse Grenade 2D6
18 sp
6 sp
3 days
Flash Powder 18 sp
6 sp
3 days
Master
Grenade
Damage Buy Cost
Make Cost Craft Time
Acid Vial
3D6
24 sp
8 sp
5 days
Lightning Vial 2D6
24 sp
8 sp
5 days
Tangleroot
24 sp
8 sp
5 days
Sleep Gas
24 sp
8 sp
5 days
The following remain the same based on the F-AGE Core Rulebook: Blast Vial, Thunder Vial, Fire Vial, Ice Vial, Acid Vial, and
Lightning Vial.
NEW NOVICE GRENADES:
SMOKE BOMB: Doesnt create damage, but creates smoke in a 3 yard radius. All within makes a TN 9 DEX (Acrobatics) Test.
Failed means they all take a -2 on all PER (Seeing) Tests and a -2 on all attacks. This only lasts for 1 minute before dissipating
HOLY WATER: Holy Water will not affect any living target, only those that are undead or unholy. It will do 1D6 of penetrating
damage every round for 1 minute (4 rounds)
NEW JOURNEYMAN GRENADES:
FUSE GRENADE: The Grenade is lit via fire as a minor action then tossed. It explodes after 15 seconds (1 round) dealing 2D6
damage to all within a 3 yard radius
FLASH POWDER: Thrown into the targets eyes, Flash Powder will do no damage but dazes the Target for 1 round, meaning they
only take minor actions
NEW MASTER GRENADES:
TANGLEROOT: Tangleroot is an alchemically altered set of dried plant root. When tossed on the ground it remains inert, but
once it is stepped upon, it triggers. Any target snared is knocked prone (unless they pass a TN 13 DEX (Acrobatics) test) and remains
until after 4 rounds (1 Minute) when the plant dries up and breaks. They can attempt to cut or break the Tangleroot with a TN 13
STR (Might) or Attack roll. The TN is treated as the DEF if they are using a melee attack. Once freed, they have to use a Minor action
to get back up.
SLEEP GAS: Within a 3 yard radius, anyone caught must make a TN 13 CON (Stamina) Test. Failed means they become drowsy
and may only take minor actions and their DEF is reduced by 2 points. A second failed Test the following round means they fall
asleep. They can keep trying the Test even when they are asleep to wake. Any attack made against those asleep will wake them up
immediately. The effect dissipates after 1 minute (4 rounds)
POTIONS:
Novice
POTION
Lesser Healing
Lesser Mana

Buy cost
9 sp
9 sp

Make Cost
3 sp
3 sp

Craft Time
1/2 day
1/2 day

Effect
Regain 1D6+CON in health
Regain 1D6+WILL in MP

Lesser Regeneration
Journeyman
POTION
Basic Healing
Basic Mana
Basic Regeneration
Master
POTION
Greater Healing
Greater Mana
Greater Regeneration

9 sp

3 sp

1/2 day

Regain 1D6 in health and MP

Buy Cost
18 sp
18 sp
18 sp

Make Cost
6 sp
6 sp
6 sp

Craft Time
1 day
1 day
1 day

Effect
Regain 2D6+CON in health
Regain 2D6+WILL in MP
Regain 2D6 in health and MP

Buy Cost
24 sp
24 sp
24 sp

Make Cost
8 sp
8 sp
8 sp

Craft Time
3 days
3 days
3 days

Effect
Regain 3D6+CON in health
Regain 3D6+WILL in MP
Regain 3D6 in health and MP

POISONS:
Novice
POISON
Arsenic
Wolfsbane

Buy Cost
10 sp
10 sp

Make Cost
5 sp
5 sp

Craft Time
1 day
1 day

Bloodroot

10 sp

5 sp

1 day

Effect
Deals 1D6 damage every round until healed or after 2 rounds
Deals 3 points of damage and causes hallucinations that require a
TN 11 WILL (Self-Discipline) Test or they fall victim for 2 rounds
Every round, the target must make a TN 11 (CON (Stamina) Test or
be stunned for that round. The effects only last for 2 rounds

Journeyman
POISON
Toadstool Poison

Buy Cost
20 sp

Make Cost
10 sp

Craft Time
3 days

Paralysis Poison

20 sp

10 sp

3 days

Red Lotus Extract

20 sp

10 sp

3 days

Master
POISON
Nightmare Vapors

Buy Cost
40 sp

Make Cost
20 sp

Craft Time
5 days

Shadow Essence

40 sp

20 sp

5 days

Deathblade

40 sp

20 sp

5 days

Effect
Deals 2D6 damage every round for 4 rounds unless the target
passes a TN 13 CON (Stamina) Test
TN 13 CON (Stamina) Test or they are paralyzed for the round,
unable to make any actions. They may retake the test every round
for 4 rounds
Deals 5 points of damage and causes hallucinations that require a
TN 13 WILL (Self-Discipline) Test or they fall victim for 4 rounds
Effect
Deals 5 points of damage and causes hallucinations that require a
TN 15 WILL (Self-Discipline) Test or they fall victim for 6 rounds
TN 15 CON (Stamina) Test or they are blind for 6 rounds, taking a -3
to any and all Perception and Attack rolls and a -4 to their DEF
Deals 3D6 damage every round for 6 rounds unless the target
passes a TN 15 CON (Stamina) Test

ENCHANTABLE ITEMS:
ITEM
Cost
ITEM
Cost
Amulets
2 gp
Armor
Varies
Bands
1 gp
Shields
Varies
Rings
1 gp
Weapons Varies
Belts
1 gp
Clothing
Varies
Scrolls
3 gp
AMULETS: Amulets can be worn with Armor or Utility Runes. Only 1 may be worn at a time
BANDS: Bands can be worn with any Rune. Only 2 can be worn at a time (one on each wrist)
RINGS: Rings can be worn with Utility or Weapon Runes. Only 2 may be worn at a time
BELTS: Belts can be worn with Armor or Utility Runes. Only 1 may be worn at a time.
SCROLLS: Scrolls are one shot spells. Instead of the runes below, you choose a Spell and implant it into the Scroll
Any Enchantable item can be worn with another with the same effect, granting a further bonus; however the total bonus may
not exceed the Master level Bonus (So no higher than a +3 may be worn at any time, even with multiple items). Also, the total bonus
for multiple effects cannot exceed the +3. If you have a +1 Rune of Striking and a +2 Rune of Fire, it is a +3 Weapon so no more
enchantments can be placed on this item.
ARMOR: Most types of armor can be enhanced with Armor and Utility Runes.
SHIELDS: Most Shields can be enhanced with Armor and Utility Runes
WEAPONS: Most weapons can be enhanced with Weapon and Utility Runes

CLOTHING: Clothing can only be enhanced with Armor runes


Enchantments:
Crafting these Runes uses the following TN/Time/Cost
Novice Runes: TN 11/1 full day/10-15 sp
Journeyman Runes: TN 13/2 full days/15-20 sp
Master Runes: TN 15/3 full days/20-50 sp
Armor Runes:
Weapon Runes:
Utility Runes:
Rune of Defense:
Rune of the Elements:*
Rune of Health:
N: +1 DEF
N: +1 Damage of Element
N: +2 Health
J: +2 DEF
J: +2 Damage of Element
J: +4 Health
M: +3 DEF
M: +3 Damage of Element
M: +6 Health
Rune of Valiance:
Rune of Faith:
Rune of Magic:
N: +1 WILL Tests
N: +2 Damage to undead
N: +2 MP
J: +2 WILL Tests
J: +4 Damage to undead
J: +4 MP
M: +3 WILL Tests
M: +6 Damage to undead
M: +6 MP
Rune of Warding:
Rune of Striking:
Rune of Regeneration:
N: +1 Spell Resistance
N: +1 Attack
N: +2 health/mana at healing
J: +2 Spell Resistance
J: +2 Attack
J: +4 health/mana at healing
M: +3 Spell Resistance
M: +3 Attack
M: +6 health/mana at healing
Rune of Protection:
Rune of Devastation:
Rune of Fortune:
N: +1 AR
N: +1 point armor penetration
N: +2 on any 1 die roll/ encounter
J: +2 AR
J: +2 points armor penetration
J: +4 on any 1 die roll/encounter
M: +3 AR
M: +4 points armor penetration
M: +6 on any 1 die roll/encounter
*Chose one of the following Elements for this rune: Fire, Ice, Lightning, Spirit, Rock, Physical, or Poison. Remember, Spirit and
Poison are always Penetrating Damage
EPIC RUNES:
Crafting these Runes uses the following TN/Time/Cost
Epic Runes: TN 17/4 full days/50-100 sp
Rune of the blaze
On a successful attack, the target must make a TN 13 CON (Stamina) Test. If they fail, they take +2 points of fire
damage and are set on fire for 4 rounds taking 2 points penetrating damage each turn
Shockwave Rune
This rune will create a shockwave of energy on a successful attack. This acts as a unique Stunt for 3sp. A blast
of energy emanates from the weapon in a 3 yard radius dealing 1D6 points of penetrating damage to all, even
allies, within the blast
Paralysis Rune
Upon striking, the target must make a TN 13 CON (Stamina) test or they are paralyzed for 2 rounds, unable to
make any sort of action

DETECTING MAGICAL ITEMS/ENCHANTMENTS:

One may make an INT (Arcane Lore) or PER (Detect Magic) test to determine if an object any magic properties.
Common (Novice Runes/Arcane Devices): TN 7-9
Uncommon (Journeyman Runes): TN 11-13
Rare (Master Runes): TN 15-17
Legendary (Epic Runes): TN 19-21

ARCANE DEVICES:

Now, at character creation, the Mystic will have one Arcane Device of choice. Here are some examples of exotic Arcane Devices
that your hero may wish to have
TOTEM: Totems are mystical items that are part of or represent an animal sprit. 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.
o WOLF: You will gain a +1 bonus to all PER tests involving a sense (Seeing, Hearing, Touching, etc.) for 4 rounds
(1 minute)

EAGLE: You can gain the power of Flight for 4 rounds (1 minute). Your Flight Speed is 12+DEX-Armor.
FOX: You gain a +1 bonus to all DEX Tests for 1 minute
BEAR: You gain a +1 STR and a +1 bonus to all CON Tests for 1 minute
BADGER: You gain a +1 to all melee attack rolls for 1 minute
SNAKE: You gain a +2 to your Speed and you can use the Lighting Attack Stunt for 2 SP instead of 3 for 1
minute
HOLY SYMBOL: a Holy Symbol is the symbol of a chosen deity.
When brandishing the Symbol, it will radiate with light. Any Undead or Unholy creature must make a WILL (Courage or
Morale) vs. Spellpower. Failed means they flee for 1D6 rounds
You gain a +2 MP regeneration bonus when meditating while holding the symbol
SPELLBOOK: A Spellbook is a mages' helper. it holds the spells a mage knows.
When using the Spellbook, you reduce the TN of the spell by -1 point
You can choose 1 Arcana you do not yet have. You have all 4 spells listed under it, but the TN is increased by +2 and the
MP Cost is increased by +2
If you learn the Arcana listed, you can have another written in its place. You would need to find someone who knows
the Arcana you want and have them put it in the book. This may cost some silver to do it though
RODS: Rods are powerful weapons. They draw upon and amplify magical energies. You can spend up to 3 extra Magic Points to
add that much to either Damage or your Spellpower. Be forewarned, if you dont have enough MP, you can use your Health but it
will take longer for that to heal
WANDS: Wands are small wood or metal shafts with runes inscribed. This is the most common form of Arcane Device and
doesnt really grant any special powers.
MAGES STAFF: The Mages Staff is a unique item that is implanted with magic. You take a simple Quarterstaff and add the
following rules
+2 Damage of the following chosen type: Fire, Ice, Lightning, Spirit, Rock, Physical, or Poison
Spirit and Poison are always penetrating, so use damage normally, then add the +2 from health
The Element is also channeled into the Arcane Blast power, dealing the same +2 Damage of that type at range
MYSTIC GAUNTLET: Mystic Gauntlets are as normal Gantlets but carry a variety of effects. All are unique in design and range in
color. Some even have a crystal of some sort imbedded within the metal. Here are some sample effects for a Mystic Gauntlet:
Remember, no more than 1 Mystic Gauntlet can be worn at a time.
+1 Spellpower when casting spells from a chosen Arcana
Grants a +2 damage bonus on Attack Spells from a chosen Arcana
Adds +2 Damage of a chosen Elemental type (see Mages Staff above for more information)
Decrease the TN of spells in a chosen Arcana by -1
o
o
o
o
o

ARCANA-CABANA!
Here you will find all of the new Arcana available to you as a Mystic. Remember Spellpower is still 10+Willpower+any Arcana
Focus
Cold Arcana

Ice and snow are at your command.


Novice: You learn the spells brittle and cold snap.
Journeyman: You learn the spell freezing fog. You also gain the focus Intelligence (Ice Arcana).
Master: You learn the spell ice barrage. You can also choose one spell stunt you can perform for 1 SP when casting Cold Arcana
spells.
Brittle
Requirements: Cold Arcana (Novice)
Spell Type: Utility
MP Cost: 2-6
Casting Time: 1-3 rounds
Target Number: 10
Test: Strength (Might) vs. TN
Your touch causes a hand-held object to become brittle
and is easily broken. After the first round that the object is
held, it can be shattered with a TN 11 Strength (Might) test.
The object can be held for up to 3 rounds, with you spending
2 MP at the start of each turn and the target number being
reduced by 2 each round. Note that this can only be used on
objects that fit in your hands, so for example brittle can be
cast to break a door handle but not a door.
Cold Snap
Requirements: Cold Arcana (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: Major Action
Target Number: 12
Test: Constitution (Stamina) test vs. Spellpower
You cause a cloud of frost and ice to coalesce around a
visible target within 20 yards of you that lasts a number of
rounds equal to your Willpower. The round you cast it, cold
snap inflicts 1d6 penetrating damage. While the spell is in
effect, the target must make a Constitution (Stamina) test vs.
your Spellpower at the start of each of his or her turns. If
successful, the spell ends. If the test is failed, the target takes
1d6 penetrating damage and suffers a cumulative 2 penalty
to Speed. Those killed by cold snap are frozen solid.
ILLUSION ARCANA

Freezing Fog
Requirements: Cold Arcana (Journeyman)
Spell Type: Utility
MP Cost: 6
Casting Time: Major Action
Target Number: 13
Test: Dexterity (Acrobatics) test vs. Spellpower
You create a heavy, cold mist that freezes the ground in
an area up to 10 yards in diameter anywhere within 30 yards
of you. Anyone within the freezing fog when it is cast, anyone
entering the area, and anyone who moves within the area
must make a successful Dexterity (Acrobatics) test against
your Spellpower or fall prone at each of those times, as they
apply. Prone characters may crawl normally. All melee attacks
made into or from the freezing fog suffer a 2 penalty, all
such ranged attacks suffer a 5 penalty.
Ice Barrage
Requirements: Cold Arcana (Master)
Spell Type: Attack
MP Cost: 11
Casting Time: Major Action
Target Number: 15
Test: Constitution (Stamina) vs. Spellpower
You launch a hail ice shards and freezing air from your
outstretched hands that is 2 yards wide and 8 yards long.
Anyone caught in the blast suffers 2d6 + Willpower
penetrating damage and a 10 penalty to Speed for a number
of rounds equal to half your Willpower. Subjects who make a
successful Constitution (Stamina) test vs. your Spellpower
only suffer 1d6 + Willpower penetrating damage and a 5
penalty to their Speed for the same duration.

Novice: You learn the spells simple illusion and illusory mask.
Journeyman: You learn the spell invisibility. You also gain the focus Intelligence (Illusion Arcana).
Master: You learn the spell grand illusion. You can also choose one spell stunt you can perform for -1 SP when casting Illusion
Arcana spells.
SIMPLE ILLUSION
MP Cost: 3+
Casting Time: Major Action
Target Number: 8
Test: Perception (Seeing) vs Spellpower
Create a roughly human sized illusion (or smaller) within
20 yards of you. It cannot move from its spot but can
incorporate movements into it (such as waving and shuffling
it's feet, but not walking around). The caster can incorporate
sounds into the illusion for an additional 2 MP at the time of
casting. The illusion can be programmed with a set motion, or
controlled if the caster stays within range. The illusion lasts
for 1 minute and you can extend it for up to 10 minutes for a
cost of 1 MP per minute.
ILLUSORY MASK
MP Cost: 4+
Casting Time: Major Action
Target Number: 10 or 13
Test: Perception (Seeing) vs Spellpower
Change the physical appearance and gear of a touched
target. If made to look taller, shorter, fatter, or thinner, it is
just an illusion so you interact with the world the same way.
The TN is 13 when trying to imitate a specific person. Fail to
meet the higher TN, but still get a 10 or higher and you get an
illusion that's close, but anyone who knows who the illusion is
supposed to look like will automatically know it's not really
that person, even if they can't see through the illusion. This
lasts for 10 minutes and can you can extend it up to 1 hour
for a cost of 2 MP per 10 minutes.

INVISIBILITY
MP Cost: 12+
Casting Time: 1 Minute
Target Number: 15
Test: Perception (Seeing or Hearing) vs Spellpower
Render a number of creatures, up to your Willpower,
invisible to normal sight by touching them. When an invisible
creature moves, it leaves a slight shimmer/warping in the air.
If someone makes a successful test and "spots" you, they take
a -1 to anything that targets you specifically (-2 if done by
hearing). The spell lasts for 1 hour and you can extend it up to
5 hours at the cost of 3 MP per hour. An invisible creature
becomes visible if it takes an aggressive action, successful or
not.
GRAND ILLUSION
MP Cost: 10+
Casting Time: Major Action
Target Number: 15
Test: Perception (Seeing) vs Spellpower
Create a roughly dragon or Giant sized illusion (or
smaller) within 50 yards of you. It can make sounds and move
as you desire. The illusion can be programmed with a set
motion, or controlled if the caster stays within range.
Alternatively, the illusion can cover a 20 yard radius area
of terrain within range of the caster, making a ground where
there is none, making it seem as if the forest is a fire, etc.
The illusion lasts for 1 minute and you can extend it for
up to 10 minutes for a cost of 2 MP per minute.

HEX ARCANA

Those you target become more susceptible to magic


NOVICE: You learn the Spells Vulnerability Hex and Paralyze
JOUNEYMAN: You learn the spell Death Cloud. You also gain the Focus INT (Hex Arcana)
MASTER: You learn the spell Death Hex. You also pick 1 Magic Stunt to cast at -1SP when casting Hex Arcana Spells
VULNERABILITY HEX:
Requirements: Hex Arcana (Novice)
Spell Type: Attack
MP Cost: 5
Casting Time: Major
Target Number: 12
Test: CON (Stamina) vs. Spellpower
You curse a visible target within 20 yards, making them
more vulnerable to attacks and spells. Until the end of the
encounter, they suffer a -1 penalty to DEF and a -2 penalty on

Ability Tests vs. Spellpower. A passed Test (as above) only


takes the penalty to DEF. a target may be subject to only one
Vulnerability Hex at a time
PARALYZE:
Requirements: Hex Arcana (Novice)
Spell Type: Attack
MP Cost: 10
Casting Time: Major Action
Target Number: 11

Test: CON (Stamina) vs. Spellpower


A target within 30 yards goes rigid. A failed Test (as
above) is paralyzed for the rest of the encounter. A passed
Test (as above) means their normal Speed is reduced by 1/4
(Rounded up). Paralyzed targets do not add their DEX bonus
to their DEF and cannot take any actions. They are also NOT
subject to the Coup de Grace unless unconscious or dying first
DEATH CLOUD:
Requirements: Hex Arcana (Journeyman)
Spell Type: Attack
MP Cost: 15+
Casting Time: Major Action
Target Number: 13
Test: CON (Stamina) vs. Spellpower
You unleash a cloud of pure entropic magic in a 5 yard
radius centered anywhere in 50 yards. Anyone, be they ally or
enemy, suffers 3D6+Will penetrating Damage. Targets who

pass the above test only take 2D6 penetrating damage. This
only lasts for 1 round but by spending 5 extra MP per round
you can keep it active
DEATH HEX:
Requirements: Hex Arcana (Master)
Spell Type: Attack
MP Cost: 20
Casting Time: Major Action
Target Number: 19
Test: WILL (Self-Discipline) vs. Spellpower
You curse an enemy within 30 yards to suffer mightily
from each strike upon them. Until the end of the encounter,
all attack made against this target gain a +3 attack bonus and
deal an extra +3 damage. Each hit grants +2 SP even if
doubles arent rolled. The subject can end the effect with a
successful Test (as above). Otherwise the effect ends after a
number of rounds equal to your Willpower

Projection Arcana

Project your dreams or your nightmares unto others.


Novice: You learn the spells (Projection Field) & (Phantasm of Fear)
Journeyman: You learn (Phantasm of Dreams) . Gain the focus (Intelligence) Projection Arcana
Master: You learn the spell (Phantasmal Blade) You can Choose 1 spell stunt you can perform for -1 SP when casting Projection
Arcana Spells.
Projection Field
Requirement: Projection Arcana (Novice)
Spell Type: Utility
MP Cost: 3/Min.
Casting Time: Minor Action
Target Number: 11
Test: Willpower (Self-Discipline) vs Spellpower
With the Activate Action, expand your mind as an
extension of yourself in a blue tinted transparent sphere with
a diameter of 4yds. Targets within the field that fail the test
receive additional 1d6 damage when attacked with attack
type Projection Arcana spells.

Requirement: Projection Arcana (Journeyman)


Spell Type: Enhancement Type
MP Cost: 4
Casting Time: Major Action
Target Number: 13
Test: None
Allies that stay within the boundaries of your Projection
Field" are inspired by images of their desires thus bolstering
their determination and resolve. Allies gain +1 bonus on any
ability tests besides tests under Perception as long as their
within the field" however they receive -2 toward any tests
involving Perception.

Phantasm of Fear
Requirement: Projection Arcana (Novice)
Spell Type: Attack Type
MP Cost: 6
Casting Time: Major Action
Target Number: 12
Test: Willpower
Attack your enemies with the stuff of nightmares within
your Projection field ". A Target hit by this receives 1d6
damage ( 2d6 if the Target has failed the Willpower roll from
Projection Field ).

Phantasmal Blade
Requirement: Projection Arcana (Master)
Spell Type: Attack Type
Casting: Major Action
MP Cost: 6
Target Number: 11
Test: Willpower (Self-Discipline) vs Spellpower
Wield an intangible blade of pure magic; enemies struck
with this blade are revealed unbelievable horrors. Deal 1d6
damage to an enemy, if an enemy fails the Willpower roll
they receive and additional 1d6 of damage. (This coupled
with the Field's willpower test adds up to 3d6 damage in
total)

Phantasm of Dreams

ANIMAL ARCANA

less

Your magic draws upon the spirit of the wilderness, of animals and the wild.
Novice: You learn the spells Summon Animal Companion and Animal Connection
Journeyman: You learn the spell Sooth Beasts. You also gain the focus INT (Animal Arcana)
Master: You learn the spell Beastform. Pick 1 Magic Stunt. While casting Animal Arcana Spells, you can use that stunt for 1SP

Summon Animal Companion


Requirements: Animal Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: 1 minute
Target Number: 13
Test: None
You summon an animal companion for the remainder of
the animals life. They will be a natural animal who becomes a
loyal friend. You can give the companion simple commands
which they immediately understand. The companion will be
based on the type of terrain in which you cast the spell. The
caster may not have more than one companion at a time.
When the companion dies the caster suffers damage equal to
half the companions hit points minus willpower.
Animal Connection
Requirements: Animal Arcana (Novice)
Spell Type: Enchantment
MP Cost: 6
Casting Time: 1 minute
Target Number: 13
Test: None
The caster extends his/her senses to an animal within
Will+1D6 yards. They see, hear, taste, and smell everything
the animal does and has limited control of what the animal
does. They can move the animal but not attack with it. The
Caster can make any Ability Test they desire to discover
things about the area they are in. this spell only lasts for
minutes equal to the Casters Willpower+ the Casting Roll
Stunt Die

Sooth Animals
Requirements: Animal Arcana (Journeyman)
Spell Type: Utility
MP Cost: 10
Casting Time: 1 round
Target Number: 14
Test: None
The caster can sooth a number of natural wild animals
equal to 1d6+willpower. Once soothed the animals will obey
simple commands from the caster for the duration of the
spell. Examples of such commands would be sleep, stop,
attack, leave. The duration of the spell is 2d6+willpower.
Beastform
Requirements: Animal Arcana (Master)
Spell Type: Utility
MP Cost: 12
Casting Time: 1 round
Target Number: 11
Test: None
Upon casting this spell the casters body morphs into a
natural animal. The duration of the spell is equal to
1d6+willpower hours. If the casters hit points reduce to zero
while in Beastform they return to their own form with half
the number of hit points they had before casting the spell.
While in Beastform the casters abilities change to that of the
animal and they can use any attacks of that animal.

NECROMANCY ARCANA

You can pierce the veil between the land of the living and the realm of death.
Novice: You learn the spells Voices of the Dead and Death Ward.
Journeyman: You gain the spell Unbinding. You also gain the focus Intelligence (Necromancy Arcana).

Master: You learn the spell Animate Corpse. You can also choose one spell stunt you can perform for 1 SP when casting
Necromancy Arcana spells.
VOICES OF THE DEAD
Requirements: Necromancy Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: 1 minute
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You can contact a dead soul and question it. There is no
language barrier, but the creature must have been sentient in
life. You can ask up to three questions, but the spell fades
after one minute. The soul can attempt to resist answering at
any point in the process, but only once. A success means it
breaks contact without answering any further questions. If
you have a piece of the departed's remains (bone, hair, etc.),
your Spellpower is effectively at +2. The soul can only speak
to what it knew in life. It's answers may be incorrect (telling
what it believes to be true) but it cannot lie.
DEATH WARD
Requirements: Necromancy Arcana (Novice)
Spell Type: Defense
MP Cost: 4
Casting Time: Major Action
Target Number: 10
Test: Willpower (Courage) vs. Spellpower
You can create a shield of energy, centered on one
person, that holds back the undead, corporeal or otherwise.
Spectres, walking dead, and similar creatures must succeed in
a Willpower (Courage) or be held back a distance of 2 yards
from the target of the spell. The ward does not prevent
weapons or magical attacks from getting through (e.g. a

spectre's shriek). The spell lasts until the end of the


encounter, but if the warded character attacks the undead
(magically
or
otherwise),
the
spell
ends.
UNBINDING
Requirements: Necromancy Arcana (Journeyman)
Spell Type: Attack
MP Cost: 8
Casting Time: Major Action
Target Number: 14
Test: Constitution (Stamina) vs. Spellpower
A sphere of disruptive energy bursts out from your
location in a 10 yard radius. Any undead in the affected area
(including flying or underground) take 2d6+1 penetrating
damage, a successful CON test reduces the damage to 1d6+1
penetrating.
ANIMATE CORPSE
Requirements: Necromancy Arcana (Master)
Spell Type: Utility
MP Cost: 10
Casting Time: 1 minute
Target Number: 15
Test: none
You can create a Walking Dead minion (see FAB p. 113).
It becomes either a skeleton or zombie, depending on the
state of the body. The spell animates one cadaver for each
casting, but it can be cast multiple times. The body must be
within 10 yards of the caster. The undead will obey your
mental commands for 1 hour, or until the next sunrise
(whichever comes first).

TIME ARCANA

You have mastered the art of Time itself, able to bend it to your will.
Novice: you learn the spells Haste and Slow
Journeyman: You learn the spell Blink. You also gain the Focus INT (Time Arcana)
Master: You learn the spell Ebb and Flow. You also choose 1 Magic Stunt you can perform for -1SP when casting Time Arcana
Spells
HASTE
Requirements: Time Arcana (Novice)
Type: Enchantment
MP Cost: 4
Time: Major Action
TN: 12
Test: None

Pick a number of targets equal to your WILL within 10


yards. The targets, even you, gain a +1 bonus to Attack Rolls,
Defense and a +2 to current Speed. This bonus will last a
number of rounds equal to your WILL
SLOW
Requirements: Time Arcana (Novice)
Type: Attack

MP Cost: 4
Time: Major Action
TN: 12
Test: Willpower (Self-Discipline) vs. Spellpower
Pick a number of Targets equal to your WILL within 10
yards. The targets will take a -1 penalty to Attack Rolls and
Defense as well as a-2 to their current Speed for a number of
rounds equal to your WILL
BLINK
Requirements: Time Arcana (Journeyman)
Type: Utility
MP Cost: 7
Time: Major Action
TN: 14
Test: None
You cause time to rapidly change around you, making it
harder for enemies to attack you. They must first make a
Perception (seeing) tests against TN 10+Willpower to spot

you. Any effect that targets an area you are in does not make
the Test, instead you must make a Dexterity (Acrobatics) test
against TN 14-Willpower to avoid getting hit with that effect
EBB AND FLOW
Requirements: Time Arcana (Master)
Type: Attack
MP Cost: 10
Time: Major Action
TN: 16
Test: Willpower (Self-Discipline) vs. Spellpower
You can twist time in a way that causes target to either
gain or lose actions. On a successful casting roll, you gain a
number of points equal to your Stunt Die +Willpower. For 1
point, you can make a target within 20 yards either gain or
lose a Minor Action. For 2 points you can make a target
within 20 yards gain or lose a Major action. You can only
affect 1 target per round and the points last until the end of
the encounter

BLOOD ARCANA

You have mastered the power of blood magic. You MUST have the Blood Mage Specialization to have this Arcana
Novice: you learn the spells Blood Sacrifice and Blood Wound
Journeyman: You learn the Spell Hemorrhage and gain the Focus INT (Blood Arcana)
Master: You learn the Spell Blood Slave. Choose 1 Magic Stunt. You can use it for 1 SP less when casting Blood Arcana Spells
BLOOD SACRIFICE
Requirements: Blood Arcana (Novice)
Type: Enchantment
MP Cost: 5
Time: Major Action
TN: 14
Test: None
You can draw upon the life force of a willing and visible
ally within 20 yards to replenish your own Health. This ally
must have blood (no golems, for example). You gain 1 Health
for each 1 Health lost by your ally, up to 25. This can result in
the subjects death, if reduced to 0 Health. The subject of a
blood sacrifice recovers the lost Health normally
BLOOD WOUND
Requirements: Blood Arcana (Novice)
Type: Attack
MP Cost: 8
Time: Major Action
TN: 17

Test: CON (Stamina) vs. Spellpower


You make the blood of all enemies within 12 yards of you
boil, causing excruciating pain. All targets take 1d6 +
Intelligence penetrating damage and must make a
Constitution (Stamina) test vs. your Spellpower. Those that
fail can only take a minor action on their next turns. Targets
without blood or some similar substance are not affected by
this spell. Golems are not affected, for example, while wild
sylvans are affected through their sap. Insubstantial and
incorporeal targets like shades and ash wraiths are also not
affected.
HEMORRHAGE
Requirements: Blood Arcana (Journeyman)
Type: Attack
MP Cost: 15
Time: Major Action
TN: 18
Test: CON (Stamina) vs. Spellpower

You take control of a large volume of a targets blood and


force it out through their mouth, nose, and eyes unless they
succeed at a Constitution (stamina) test vs. your Spellpower.
If the target fails the test it takes 3d6 + Intelligence
penetrating damage; if it succeeds it suffers only 1d6 +
Intelligence penetrating damage. Regardless of whether the
target succeeds, the horrific nature of this spell may
demoralize enemies; the Imposing Spell stunt only costs 2 SP
when used while casting hemorrhage. The target of this spell
must be within 50 yards and visible to you.
BLOOD SLAVE
Requirements: Blood Arcana (Master)
Type: Attack
MP Cost: 20

Time: Major Action


TN: 18
Test: WILL (Self-Discipline) vs. Spellpower
One of the most feared powers available to blood mages,
this spell allows you to take complete control of an enemys
body unless they make a successful Willpower (Selfdiscipline) test vs. Spellpower. If the subject fails, you may
dictate the actions he takes on his next turn. The subject may
attempt a new test to resist you at the start of each of his
subsequent turns. Once the target successfully resists, the
spell ends. All attacks made by a target under your control
suffer a 2 penalty (if the target chooses to resist) due to the
imprecise nature of your manipulation. Targets without blood
cannot be affected by this, such as rock golems or skeletons

FORCE ARCANA

You have tapped into the magical power of telekinesis


Novice: you learn the spells Mage Hand and Force Field
Journeyman: You learn the Spell Force Push and gain the Focus INT (Force Arcana)
Master: You learn the Spell Repulse. Choose 1 Magic Stunt. You can use it for 1 SP less when casting force Arcana Spells
MAGE HAND
Requirements: Force Arcana (Novice)
Type: Utility
MP Cost: 5-9
Time: Major Action
TN: 9
Test: None
You can lift objects within 10 yards of you position with
your mind. This only lasts 1 minute but you can increase it by
1 round (15 second) per additional 1MP spent up to 4 (so 2
minutes total). You can lift objects in weight up to 10x you
STR. So if you have a STR of 3, then you can lift a total of 30
lbs.
FORCE FIELD
Requirements: Force Arcana (Novice)
Type: Defense
MP Cost: 12 or 15
Time: Major Action
TN: 11
Test: None
You generate a bubble of pure telekinetic force around
you. It has a Health of 10+your Willpower and lasts for 1
minute. If it is destroyed within that minute, you take no

damage but are now available for attack. For 15 MP you can
encase your allies within a 5 yard radius of you. You can
attack through this bubble but at a -2 penalty
FORCE PUSH
Requirements: Force Arcana (Journeyman)
Type: Attack
MP Cost: 15
Time: Major Action
TN: 13
Test: STR (Might) vs. Spellpower
You unleash a bolt of pure telekinetic energy at a target
within 10 yards of you. This deals 1D6+Will in damage and if
the target fails the above Test, then they are blown back 2
yards and may take extra damage from a Hazard, such as a
wall or falling into rocks or off of a cliff. This extra damage is
up to the GM. They are also knocked prone this round.
Passed test means they stay on their feet and only take 1D6
damage. Any ally or other person between you and the target
will also take damage, so be careful not to hit any allies
REPULSE
Requirements: Force Arcana (Master)
Type: Attack

MP Cost: 15+
Time: Varies
TN: 11
Test: CON (Stamina) vs. Spellpower
You must charge this spell before use. Each round of
charging will increase the damage and area of effect but will
also leave you vulnerable to damage.
1 round: 1D6+Will damage in a 5 yard area, 15 MP,
targets are blown back 2 yards
2 rounds: 2D6+Will damage in a 10 yard area, +3 MP (18
MP total), targets are blown back 4 yards

3 rounds: 3D6+Will damage in a 15 yard area, +3 MP (21


MP total), targets are blown back 6 yards
Any damage received while charging has a chance to fail
and backlash. Make an opposed WILL (Self-Discipline) Test vs.
attackers Attack roll. If you fail, the spell fails and you lose the
MP. You take the half the damage of the charge you were on
(No Will added, just the base dice) rounded down. Passed
means you take the damage of the attack but continue to
charge the spell

Infernal

Infernal is the magic of devils.


Novice: You learn the spells Hellfire Blast and Corrupted Wound.
Journeyman: You learn the spell Abyssal Retaliation. You also gain the focus Intelligence (Infernal Arcana).
Master: You learn the spell Call Forth Demon. You can also choose one spell stunt you can perform for -1SP when casting Infernal
Arcana spells.
Hellfire Blast
Requirements: Infernal Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: None
You unleash a blast of black fire in a 3 yard radius within 12
yards. Those hit by this blast take 1d6 + Willpower damage
and make a Dexterity (Acrobatics) vs. Spellpower test. On a
failure, the target takes a -2 penalty to Defense until the start
of their next turn.
Corrupted Wound
Requirements: Infernal Arcana (Novice)
Spell Type: Attack
MP Cost: 3
Casting Time: Minor Action
Target Number: 10
Test: Constitution (Stamina) vs. Spellpower
A foul curse that corrupts immediate wounds. Any damage
the target takes by the end of the turn cannot be healed by
any means save sleep (mage's with the Miracle Worker
specialization can still use healing spells on the target at twice
the MP cost). If the target succeeds on a Constitution
(Stamina) vs. Spellpower test, only penetrating damage is
cursed.
Abyssal Retaliation
Requirements: Infernal Arcana (Journeyman)
Spell Type: Defense

MP Cost: 6+
Casting Time: Major Action
Target Number: 13
Test: None
You call up dark magics to take a terrible vengeance on any
who do you harm. When you cast this spell you are covered
by a crimson smoke. Until the end of the turn, anyone who
damages you must take a Constitution (Stamina) vs.
Spellpower test and take 1d6 damage on a failure. You can
extend this up to 5 turns by spending an additional 1 MP per
turn.
Call Forth Demon
Requirements: Infernal Arcana (Master)
Spell Type: Utility
MP Cost: 15
Casting Time: Major Action
Target Number: 15
Test: None
You summon forth a demonic soldier (see Chapter 9:
Adversaries) within 10 yards of you. It is friendly to you and
obedient to your commands for the duration of the
encounter. At the end of the encounter the demon returns to
it's home plane unless another 15 MP is spent, where it
becomes bound to the world. An earthbound demon is still
bound to obey you. You may have a number of demonic
soldiers under your control equal to your Willpower. Any
additional bound demons will not obey you although they will
not be hostile to you unless provoked

MAGICAL MISHAPS
Under circumstances, one may end up failing a Casting Roll. Now, normally, if the roll was just a failure, then the caster has
spent Mana for a failed Spell and nothing happens. But, if the roll was failed with a Critical Failure; a roll of all 1s (3 total); then some
bad juju will happen. These are called Magical Mishaps; really bad shit that hurts the mage.
The GM will roll 1D6 and tell the caster their result:
1-MANA DRAIN: The Mage will lose MP equal to their spells initial cost (For a total of double the cost, adding in the loss of the
spell)
2-MANA BURN: The Mage loses Health equal to the Spells Cost
3-BACKLASH: The Mage is in Shock and cannot cast Spells for 1 round
4-MISFIRE: The Spell goes off but not in the intended effect. It may veer off and hit a building or hit an ally. The GM will
determine the effect
5-MAGIC BURST: Residual Mana bursts outward in a 5 yard radius. Anyone, even allies, caught in the blast take 1D6 penetrating
damage
6-FEEDBACK: The caster takes 2 effects not 1. The GM will roll twice on the chart ignoring a 6 on either roll

OTHER RULES:

CHARACTER GOALS
To complete your hero, we must go through setting up your characters goals. These can be simple or complex and can range
from short-term to long-term. Goals are up to you but there are a few things you must remember:
1. Pick the Term: Short, Long, or Lifetime
2. Pick the Difficulty: Average, Hard, or Very Hard
3. Pick the Complexity: Simple, Complex, or Very Complex
4. Pick the Type: (Can be multiple) Role-playing, Combat, Exploration, Magic
There are 3 slots for Goals on your character sheet and one must be used. It can either be a short- or long-term goal but the
minimum is 1 Goal. No more than 3 goals are allowed for simplicitys sake.

EXAMPLES OF GOALS:

Prove my Worth
Demonstrate my worth as a warrior by besting any that
may challenge me
Complexity: Simple but may take some time
Term: Short or Long, depending on how I go about it
Difficulty: Hard, proving yourself takes hardships
Type: Combat, Roleplaying (Fight well and tell the tale)

Term: Short or Long; finding it and getting it back may be


two separate goals
Difficulty: Hard
Type: Exploration, Combat

Find Missing Parent/Sibling


My parent/sibling went missing and I dont have much to go
one, but I will find them no matter what
Complexity: Simple that can end with one good lead, but
many falsehoods and adventures may get in my way
Term: Long; for it takes time to track the leads down
Difficulty: Average; by leaning on the right person, I could
find them faster
Type: Exploration, Roleplaying

Complexity: Complex; requiring much time and dealing


with those who might kill me instead
Term: Long
Difficulty: Hard
Type: Exploration, Roleplaying

Avenge my Family
My family was killed and I seek revenge
Complexity: Simple or Complex; based on if the guilty party
is known
Term: Long; it will take time to find and kill them
Difficulty: Hard; the guilty party may be well armed or
protected
Type: Combat, Exploration, Roleplaying; find them, expose
them, and kill them
Reclaim my Honor
My honor has been stolen from me and I want it back
Complexity: Simple; when I defeat those who betrayed me
Term: Short
Difficulty: Average
Type: Roleplaying, Combat
Attain Wealth
Nothing matters but coin and I seek as much as I can carry
Complexity: Simple; albeit it could take a while
Term: Long
Difficulty: Average
Type: Exploration, Roleplaying
Locate Family Heirloom
A family heirloom has been lost or stolen and I want it back,
it means so much to me
Complexity: Simple

sins

Make up for a Mistake


I have made a grave mistake and I seek retribution for my

Find True Love


I can feel in my heart that this path leads to my love; either
through fate or coincidence.
Complexity: Simple; although it will take time
Term: Long
Difficulty: Average
Type: Exploration, Roleplaying (Combat may occur to save
them)
Study with a Great Master
I seek a great master to help train me and make me a better
warrior
Complexity: Complex; finding and convincing the master
are different matters
Term: Long
Difficulty: Hard
Type: Exploration, Roleplaying, Combat (Optional)
Find a Home for my People
My people have been subjugated for too long and we seek
a safe haven to call home
Complexity: Complex
Term: Long to Lifetime
Difficulty: Hard
Type: Exploration, Roleplaying
Kill my Family Member
A family member has betrayed me and I seek vengeance
Complexity: Simple
Term: Short
Difficulty: Hard
Type: Roleplaying, Combat

CHARCTER TIES/RELATIONSHIPS

Now, an important aspect of Role-Playing is Relationships. Falling in love is one thing but developing contacts and friends is
another. Right now, relationships I have no rules set for, I just let my players act that out themselves. But based on the Contacts
Talent, I have a system in place to build contacts and friendships.
Building character Contacts:
First the player makes the roll stated in the Contacts Talent; if successful the target is now a contact, granting favors for favors.
More rolls can be made on the same target for increased effects see chart for more info.
Contact Level
Threshold
Bonus
Acquaintance
0
The person will grant you a favor but you will owe them in return and only small favors
Companion
10
The person will see you as a potential asset, allowing more to be gained from them, so long as you
keep your end of the deal
Friend
15
The person will see you as a good person, granting you access to things other may not get, even
information
Partner
20
The person holds nothing from you
The Threshold is an Advanced Test based on Ability Tests to persuade the person. Once the Threshold is reached, the benefit is
gained. Every time you interact with that person, add the Dragon Die to the threshold like normal. This can be done over much
greater time and thus some people may take longer to persuade. This is done with Communication (Bargaining and Persuasion)
Tests.
The TN for gaining an Acquaintance should begin at 9. Increasing it based on culture and race and other factors is up to the GM.
Once the person becomes an Acquaintance, the TN is increased by one level, to TN 11. To gain a Friend, it is increased one more
level to TN 13. To gain a partner is a two level jump to a TN of 17. The TN increases are for gaining information or favors. Failing a
Test on the person will force a -2 penalty on the following Test rolls. However, it will not increase TN or the Threshold. This just
makes it a bit harder to convince the person to help.
Also, keep in mind that you could also make a person dislike you. This could be done through intimidation or blackmail. While
the Acquaintance rules remain the same, the following changes are for a negative response to you.
Level
Threshold
Effect
Unsettled
10
They will give you information but a deal can be made, one that benefits you more and the guards may
or may not hear of it
Afraid
15
They will give you information and hope you dont harm them
Terrified
20
They grant you anything you want so long as they can go home alive
Fear is a good thing to have, but some may not easily scare and instead become a rival. Scaring is made with Strength
(Intimidation) Tests.
Rivals are those who flat out hate you and will do anything to ruin your day. A person who is afraid of you can easily become a
Rival. The same rules apply but instead
Level
Threshold
Negative
Competitor
10
Will give you false information or set up a minor trap
Rival
15
Will not give you any information and will try to get you into trouble
Nemesis
20
May try to kill you or set you up for a crime you didnt commit
The Threshold for a Rival is how far you have to go to convince them to back off. Someone who is a Nemesis may be convinced
you arent a bad person but it will take a hell of a lot of convincing. In that case, a Nemesis TN begins at TN 17 and will get decreases
as the level does in reverse order of a Contact. Sometimes, making a deal with the person decrease the level, but it must fit in with
their goals as well as yours. If one thing goes wrong, they may try to kill you outright. This is done with Communication (Deception)
or Strength (Intimidation) Tests.
And while fear and hatred are good things to have, sometimes seducing the target is helpful as well. Remember though, if a
person being seduced finds out that you dont really love then, then things could get really ugly really fast.
Level
Threshold
Effect
Enamored
10
The NPC will not be ready to go to bed with the PC, but they will not be bothered by other romances or
seedy behavior the PC engages in should they become aware of them. The PC will gain a +1 bonus on
all social interactions with the NPC
Lustful
15
The NPC is willing to go to bed with the PC for a bit of fun if the situation and venue allow for it with a
successful Communication (Seduction) test with a TN of 9. The NPC will not be bothered by other

romances the PC engages in at an Enamored level, but may end the romance due to other romances of
Lustful or Committed level or other seedy behavior the PC engages in if they become aware of them
depending on their personality. The PC will gain a +2 bonus on all social interactions with the NPC (this
replaces the bonus from the previous level)
Committed
20
The NPC is ready to be wed to the PC or intentionally procreate with them. The NPC will be bothered
by any other romances or seedy behavior the PC engages in, and may end the romance if they become
aware of them depending on their personality. The PC will gain a +3 bonus on all social interactions
with the NPC (this replaces the bonus from the previous level)
Any relationship on the romance side will end badly if things go south. Enamored will become a Competitor, Lustful will become
Rival, and Committed will become Nemesis. Avoiding this can be made with a Communication (Seduction or Persuasion) Test. Ended
relationships dont have to end in rivalry however, and sometimes the NPC will follow the Connections path above, becoming a
Companion, Friend, or even a Partner if the situation allows. They can also take a fearful turn and become so afraid of you and your
actions that hey steer clear of you and all those around you.

VEHICLES AND COMBAT:

Vehicles in this system are actually quite unique. For one you have 3 primary types, Land, Sea, and Air vehicles. Yes, planes and
airships do exist.
SHIP NAME/TYPE:
Pilot's DEX (Piloting) for INTV
Captain's COM (Leadership) for commands and Attack Bonus
Crew size: limited by ship size and limits weapon capacity
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
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
Specialists: certain people with specialties that grant bonuses to certain types of actions.
For example:
The Gallivant (Pirate cruiser airship)
DEX (Piloting) 3 (+2) (INTV +5)
COM (Leadership) 4 (+2)
Crew Size: 50
Speed: 40 yards
Size: 2 (average)
Maneuverability: 2 (Minor Action) 15 crew
Structure: 100
Hull Type: Metal Reinforced
Hull Resistance: 4
Air/Sea capable
Weaponry:
5 standard cannons on each side: Attack +6: Damage 1D6+6 (per 5): 20/40 yards: Major reload: 2 crew each (10 per side (20))
2 Heavy cannons on each side: Attack +6: Damage 2D6+4 (per 2): 25/50 yards: Major reload: 2 crew each (4 each side (8))
2 Front cannons: Attack +6: Damage 1D6+4 (each): 15/30 yards: Minor Reload: 1 crew each (2)
4 side turrets: Attack +6: Damage 1D6+4 (each): 10/20 yards: minor reload: 1 crew each (4)
Front Ram: Attack +6: Damage 2D6+4: No Crew
WEAPON SPECIALIST: Adds +4 to all damage rolls
Standard cannons: 1D6+2 per 5
Heavy cannons: 2D6 per 2
Front Cannons: 1D6 each
Side Turrets: 1D6 each
Ram: 1D6-3D6 based on size

New Rules for Adversaries:


Size and Stats

Size
Diminutive
Paltry
Typical
Large
Enormous
Gargantuan

Example
Insects
Small Animals
Human, Dog
Mounts, Large Beasts
Very large Beasts
Massive Beasts

Hexes
1
1
2-3
3-4
5+

Squares
1
1
2-3
3-4
5+

Health
1
5+CON
10+CON
15+CON
20+CON
35+CON

Armor +
+0
+1
+2
+3

Speed
1
5+DEX
10+DEX
15+DEX
20+DEX
25+DEX

To Hit
-4
-2
0
+2
+4
+6

Reach
0 yards
1 yard
2 yards
4 yards
6 yards
8 yards

Throw
none
3/6 yards
6/12 yards
9/18 yards
12/24 yards
15/30 yards

ADVERSARY RANKS:
RANK
Ordinary
Elite
Heroic
Veteran
Lord
Legendary

Hero Level
1-3
4-6
7-10
11-14
15-18
19-20

Stat+
0
3 ranks
5 ranks
7 ranks
10 ranks
14 ranks

Health+
+0
+5
+10
+15
+20
+25

Speed+
+0
+1
+2
+3
+5
+7

Armor+
+0
+0
+1
+2
+3
+4

Talents, Spells, and/or Favored Stunts


1
3
5
7
9
11

FOCUSES:

ACC: Bite, Tail/Tentacle, Sting, Breath Weapon, Slam, Throw


PERC: Tasting, Touching, Life Sense
FGT: Claws, Head Butt, Hooves, Horns, Pincers, Quills

CREATURE FEATURES:

Natural Armor:
Some beasts may have a natural AR, which means they have a tough hide or large scales. It depends on the beast and thus each
beast will have it in its description
Examples
AR example
Hide
1
Tough Hide
2
Scales
3
Shaggy Coat
2-3
Exoskeleton
3-4
Bone Plates
5
Magical Skin
Varies based on Rank and size of Adversary
Armor
As armor worn with no available bonuses via rank
Thick Skin
2-3
Construct Material
Straw/Rope: 2, Wood: 4, Earth/Clay: 6, Stone: 8, Iron: 10
Natural Weapons:
Weapon (to hit) (damage) notes
Damage is based on size
Piercing: ignores 1 point of armor
Reach: Increases Adjacent reach by 2 yards
Bite (ACC) (STR)
Sting (ACC) (STR)
Diminutive
1
Diminutive
1
Paltry
1D3
Paltry
1D3
Typical
1D6
Typical
1D6
Large
2D6
Large
2D6
Enormous
3D6
Enormous
3D6
Gargantuan
4D6
Gargantuan
4D6
Tail/Tentacle (ACC) (STR) Reach
Breathe Weapon (ACC) (PERC)
Diminutive
None
Diminutive
None
Paltry
1D3
Paltry
1D3
Typical
1D6
Typical
1D6

Pincers (FGT) (STR) Piercing


Diminutive
1
Paltry
1D3
Typical
1D6
Large
2D6
Enormous
3D6
Gargantuan
4D6
Quills (FGT) (STR)
Diminutive
1
Paltry
1D3
Typical
1D6

Claws (FGT) (STR) Piercing


Diminutive
1
Paltry
1D6
Typical
2D6
Large
3D6
Enormous
4D6
Gargantuan
5D6
Hooves (FGT) (STR)
Diminutive
None
Paltry
1D6
Typical
2D6

Large
2D6
Enormous
3D6
Gargantuan
4D6
Slam (ACC) (STR)
Diminutive
None
Paltry
1D3
Typical
1D6
Large
2D6
Enormous
3D6
Gargantuan
4D6

Large
2D6
Enormous
3D6
Gargantuan
4D6
Throw (ACC) (PER)
Diminutive
None
Paltry
1D3
Typical
1D6
Large
2D6
Enormous
3D6
Gargantuan
4D6

Large
2D6
Enormous
3D6
Gargantuan
4D6
Head Butt (FGT) (STR)
Diminutive
None
Paltry
1D6
Typical
2D6
Large
3D6
Enormous
4D6
Gargantuan
5D6

Large
3D6
Enormous
4D6
Gargantuan
5D6
Horns (FGT) (STR) Piercing
Diminutive
1
Paltry
1D3
Typical
1D6
Large
2D6
Enormous
3D6
Gargantuan
4D6

Breathe Weapon Types:


Acid: Deals damage as above and any armor takes a -1 to their AR each round for a number of rounds equal to the beasts CON.
Water will negate/stop this effect
Ice: Deals damage as above and can immobilize the target if they fail a CON (Stamina) test of TN 9+ Beasts CON
Fire: Deals damage as above in a gout of flame and heat
Lightning: Deals above damage but targets that fail a CON (Stamina) test of TN 9+ Beasts CON Test are stunned for 1D6 rounds
and can only take minor actions
Poison: Poison usually forms a cloud but always deals above damage, which is penetrating. The Target must make a CON
(Stamina) TN 9+Creatures CON Test or take full damage and 1D6 damage every round for 1D6 rounds. They can try and resist the
poison each round by making another Test as above. Passing the Test at any time will negate the effects
Force: Force is pure kinetic energy that gets blown towards a target. The Targets that fail a TN 13 STR (Might) Test will be
knocked prone and blown back up to 4 yards, potentially taking extra damage from the fall or from hitting other objects
Breath Weapons will take one or two of the following forms:
GOUT: Gout is a 10 yard strait line area effect
CONE: Cone is an 8 yard long by 2 yard wide cone effect
LAUNCH: Launch is launched anywhere in a 10 yard area from the beast which then explodes in that area
CLOUD: Cloud is a 10 yard area from the beasts mouth, which affects the air around them
STINGERS: Often times, Stingers will hold some form of Poison. Creatures with Poison are a deadly foe and should not be taken
lightly. See Poison Breathe Weapon above for more information on how to handle the Poison effect
IMMUNITIES/VULNERABILITIES:
Some creatures have an immunity or vulnerability to certain things.
adversary has such an ability:
Immunity Level
Damage resistance
Vulnerability Level
Resistant
Half total after Armor reduction
Vulnerable
Immune
No damage from that type
Defenseless

Here is the basic concept for what happens when the


Damage taken
Damage ignores half AR
Damage is full penetrating

FEAR:
Sometimes you may come across a very odd looking beast. The Fear Level is what you need to beat as a WILL (Courage) Test. A
failed test means you make a -2 on attack rolls against them (one-time negative) and you increase the TN by 2 (only once). You must
make the Test again every turn until you pass. A total fail (total of 3 (1+1+1)) means you run/hide for 1D6 rounds.
FEAR LEVEL
TN
FEAR LEVEL TN
Odd
3
Frightening 13
Creepy
5
Ghastly
15
Unsettling
7
Dreadful
17
Disturbing
9
Horrifying
19
Terrible
11
Sickening
21
AURA:
FORM CHANGE:
GLAMOUR:
IMMORTAL:
FEY STEP:
INCORPOREAL:
UNDEAD/UNHOLY:

PACK/HIVE-MIND:
PLAGUE-BEARING:
SPELLCASTING:
SENSES:
GRAB:
AQUATIC:
WINGED:
POSSESSING:
SPECIAL STUNTS:
Scream:
Regenerate:
Buffet:
Tail Bash:
Quick Strike:

TECHNOLOGY

ORGANIZATIONS:

UNCOMMON RACES:
Now some races also exist and there are more to be discovered. These are known as Uncommon Races. The uncommon races
are mostly Beastmen, who are animal-like but humanoid. No one really knows where these races come from, so this section is
mostly optional, depending on the campaign of the GM. Adding new countries and continents is the best way to include these races.

SAURIAN (LIZARDFOLK): borrowed from TitansGrave

The Saurians are


a race of reptiles. Since they do not have a place in the main
lore of Age of Alchemy, you can create your own history for
them.
Add +1 to your STR
Pick a Focus: INT (Arcane Lore) or WILL (SelfDiscipline)
SCALES: Without Armor, you have a natural AR
or 2. This does not stack with armor and does
not cause casting strain
Speed is 10+DEX-Armor
Speak and Read Common and Saurian
2D6 Roll Benefit
2
+1 WILL
3-4
CON (Stamina)
5
INT (Historical Lore)
6
INT (Engineering)
7-8
+1 INT
9
INT (Military Lore)
10-11 STR (Intimidation)
12
+1 CON

DRAGONBORN:

You can activate a Breath Weapon (ACC) for


a number of Times per day equal to your
CON.
o It will always do 2D6+CON in Damage.
o CHROMATIC HERITAGE: Cone 6 yards long
by 3 yards wide
Black: Acid*
Blue: Lightning
Green: Poison
Red: Fire
White: Ice
o METALLIC HERITAGE: Strait line 8 yards
long
Brass: Fire
Bronze: Lightning
Copper: Acid*
Gold: Fire
Silver: Ice
*ACID will dissolve metal, reducing the AR of the armor
by 1 point per round for a number of rounds equal to the
Dragonborns CON. Water poured or sprayed on the acid will
always cease the effect
SCALES: You have natural Scales that match your
Draconic Heritage and give you a 2 AR when not
wearing armor. It will not stack with any armor and
does not cause Casting Strain
Speed is 10+DEX-ARMOR
Speak and Read Common and Draconic
Can now select ACC (Breath Weapon) as a Focus
when leveling up
2D6 Roll Benefit
2
+1 INT
3-4
CON (Stamina)
5
INT (Natural Lore)
6
STR (Might)
7-8
+1 STR
9
INT (Historical Lore)
10-11 PER (Smelling)
12
+1 WILL
o

AVIONS:
The Dragonborn are a race of
draconic humanoids. Since they do not have a place in the
main lore of Age of Alchemy, you can create your own history
for them.
Add +1 to your CON.
Pick a Focus: WILL (Self-Discipline) or STR
(Intimidation)
DRAGONIC BREATH: Depending on your heritage,
you gain a Breath Weapon with the following stats:

Avions are a
race of bird-like humanoids. They can be as diverse as the
birds in real life. Since they do not have a place in the main
lore of Age of Alchemy, you can create your own history for
them.

Add +1 to your DEX.


Pick a Focus: WILL (Courage) or COM (Investigation)
WINGED: You have natural wings that give you Flight
Speed of 10+DEX-Armor and if they are bound, you
cannot fly. Falling from the sky with bound wings will
mean you take damage for hitting the ground. How
high you are determines the Hazard Level of the fall
DARK SIGHT: You can see up to 20 yards without
light
Speed is 8+DEX-Armor while on the ground
Speak and Read Common and Undercommon
2D6 Roll Benefit
2
+1 INT
3-4
WILL (Morale)
5
INT (Cryptography)
6
COM (Leadership)
7-8
+1 PER
9
PER (Hearing)
10-11 DEX (Legerdemain)
12
+1 WILL

CATFOLK:

Catfolk are cat-like


beings that are agile and limber. Since they do not have a
place in the main lore of Age of Alchemy, you can create your
own history for them.
Add +1 to your INT.
Pick a Focus: DEX (Acrobatics) or PER (Hearing)
DARKSIGHT: See up to 20 yards in darkness without
light
CLAWS: 1D6+STR Damage ACC(Attack)-DEX(Damage)
Brawling Weapons Group
Speak and Read Common and Felis (Catfolk
Language)
Speed is 12+DEX-Armor
2D6 Roll Benefit
2
+1 DEX
3-4
INT (Historical Lore)
5
PER (Seeing)
6
STR (Climbing)
7-8
+1 WILL
9
WILL (Courage)
10-11 CON (Running)
12
+1 STR

WOLFKIN:

Wolfkin are humanoid Wolves.


Since they do not have a place in the main lore of Age of
Alchemy, you can create your own history for them.
Add +1 to your CON.
Pick a Focus: PER (Smelling) or STR (Might)
TOUGH SKIN: Wolfkin have a tough skin that gives
them a 2 AR without armor. This does not stack when armor
is worn and does not cause any casting strain
CLAWS: 1D6+STR Damage ACC(Attack)-STR(Damage)
Brawling Weapons Group
Speak and Read Common and Canis (Barghest
Language)
Speed is 10+DEX-Armor
2D6 Roll Benefit
2
+1 WILL
3-4
PER (Tracking)
5
STR (Intimidation)
6
INT (Heraldry)
7-8
+1 STR
9
WILL (Self-Discipline)
10-11 +1 FGT
12
+1 PER

KITSUNE:

Kitsune are humanoid foxes. Since


they do not have a place in the main lore of Age of Alchemy,
you can create your own history for them.
Add +1 to your DEX
Pick a Focus: DEX (Acrobatics) or CON (Stamina)
SHIFTING: you can assume the form of another
humanoid creature for 1 hour per day. The form you choose
only looks like another being and you must make COM

(Disguise) Checks to make sure the rouse stays. While you are
in your Shifted form, you gain a +1 to all COM (Bargaining,
Persuasion, and Deception) Tests
DARKSIGHT: You can see up to 20 yards without
light
Speak and Read Common and Kitsune
Speed is 12+DEX-Armor
2D6 Roll Benefit
2
+1 ACC
3-4
Weapon Group: Light Blades*
5
COM (Deception)
6
STR (Might)
7-8
+1 STR
9
INT (Natural Lore)
10-11 PER (Seeing)
12
+1 CON
* If your class has this Weapons Group, you gain the ACC
(Light Blades) focus instead

URSINE:

CENTAUR:

Centaurs are half man


half horse, created by the gods long ago as a punishment.
Since they do not have a place in the main lore of Age of
Alchemy, you can create your own history for them.
Add +1 to your CON, +1 to your STR, but -1 to your
COM
Pick a Focus: CON (Running) or STR (Might)
KICK: Does 1D6+STR damage and is part of the
Brawling Weapons Group
Speak and Read Common and Centaur
Speed is 15+DEX-Armor
2D6 Roll Benefit
2
+1 DEX
3-4
STR (Jumping)
5
INT (Healing)
6
INT (Navigation)
7-8
+1 WILL
9
STR (Smithing)
10-11 CON (Stamina)
12
+1 PER

MERFOLK:
Ursine are humanoid bears. Since
they do not have a place in the main lore of Age of Alchemy,
you can create your own history for them.
Add +1 to your CON
Pick a Focus: CON (Stamina) or STR (Might)
HIDE: You have a natural AR of 2 that does not stack
with armor or cause casting strain
Speak and Read Common and Ursine
Speed is 10+DEX-Armor
2D6 Roll Benefit
2
+1 PER
3-4
WILL (Self-Discipline)
5
Weapons Group: Heavy Blades*
6
DEX (Acrobatics)
7-8
+1 STR
9
INT (Natural Lore)
10-11 INT (Historical Lore)
12
+1 WILL
* If your class provides this Weapons Group, take the FGT
(Heavy Blades) focus instead

Merfolk are beings who dwell in


the seas and are amphibious. Since they do not have a place
in the main lore of Age of Alchemy, you can create your own
history for them.
Add +1 to your DEX
Pick a Focus: STR (Swimming) or Con (Stamina)
WATER BREATHING: All Merfolk can breathe
underwater and are immune to any form of drowning.
BLESSING OF POSIDEN: Any Merfolk in water heals
an extra +2 HP per hour of rest
Speak and Read Common and Marine
Speed is 10+DEX-Armor/12+STR-Armor Swim
2D6 Roll Benefit
2
+1 WILL
3-4
WILL (Self-Discipline)
5
Weapons Group: Light Blades
6
DEX (Acrobatics)
7-8
+1 CON
9
INT (Navigation)

10-11 STR (Intimidation)


12
+1 STR
* If your class provides this Weapons Group, take the ACC
(Light Blades) focus instead

RATKIN:

Ratkin are human sized


rats who are peaceful but are seen by most as nothing but
disgusting animals, so they tend to have a temper. Since they
do not have a place in the main lore of Age of Alchemy, you
can create your own history for them.
Add +1 to your WILL, +1 to your STR, but -1 to your
COM
Pick a Focus: STR (Might) or INT (Natural Lore)
TAIL: The Tail of the Ratkin adds as an extra limb,
providing a +1 bonus to STR (Climbing) and DEX (Acrobatics)
Tests, compounded with the proper focus
CLAWS: 1D6+STR Damage ACC(Attack)-STR(Damage)
Brawling Weapons Group
Speak and Read Common and one other language of
choice
Speed is 10+DEX-Armor
2D6 Roll Benefit
2
+1 CON
3-4
WILL (Self-Discipline)
5
CON (Stamina)
6
DEX (Acrobatics)
7-8
+1 DEX
9
INT (Navigation)
10-11 CON (Running)
12
+1 WILL

APE-MEN:

Ape-men are said


to be savage beasts with the mind of an ape, but it is simply
not true. Ape-men are very peaceful beings who are just
naturally strong and intimidating. Since they do not have a
place in the main lore of Age of Alchemy, you can create your
own history for them.
Add +1 to your STR

Pick a Focus: CON (Stamina) or STR (Might)


HIDE: You have a natural AR of 2 that does not stack
with armor or cause casting strain
BERSERKER STRENGTH: once per day for rounds
equal to your WILL, you can add a +1 bonus to your STR when
adding to damage
Speak and Read Common and
Speed is 12+DEX-Armor
2D6 Roll Benefit
2
+1 PER
3-4
WILL (Self-Discipline)
5
Weapons Group: Heavy Blades*
6
DEX (Acrobatics)
7-8
+1 CON
9
INT (Military Lore)
10-11 PER (Empathy)
12
+1 FGT
* If your class provides this Weapons Group, take the FGT
(Heavy Blades) focus instead

ZECT:

The Zect are a race of


insects that inhabit desert areas or other dry climates. Since
they do not have a place in the main lore of Age of Alchemy,
you can create your own history for them.
Add +1 to your STR, +1 to your DEX, but -1 to your
COM
Pick a Focus: DEX (Acrobatic) or STR (Jumping)
CLAWS: 1D6+STR Damage ACC(Attack)-STR(Damage)
Brawling Weapons Group
CARAPACE: your natural carapace grants an AR of 2
WINGED: some of the Zect are Winged and have a
flying Speed of 8+DEX-Armor. if you do not want this then
instead increase your base speed from 10 to 12+DEX
Speak and Read common and Zect
Speed is either 10 or 12+DEX-Armor
2D6 Roll Benefit
2
+1 INT
3-4
INT (Natural Lore)
5
Weapons Group: Spears*
6
DEX (Acrobatics)
7-8
+1 DEX
9
INT (Navigation)
10-11 CON (Running)
12
+1 WILL

* If your class would provide this then take the Focus FGT
(Spears) instead

MINOTAUR

Minotaurs are powerful bull-men


with sharp horns and even sharper minds. Since they do not
have a place in the main lore of Age of Alchemy, you can
create your own history for them.
Add +1 to your STR
Pick a Focus: STR (Might) or INT (Cartography)
BULL CHARGE: when you take the Charge
Action, your horns deal an extra 2 damage for
that attack.
HORNS: Horns are a weapon given to the
Minotaur for free. They deal 1D6+STR in
damage, but since the Minotaur has to duck
their heads to use them, they take a -2 on their
next Perception Test
HIDE: Minotaurs have a naturally thick skin,
granting an AR of 2
Speak and Read Common and Minotaur
Speed is 10+DEX-Armor
2D6 Roll Benefit
2
+1 CON
3-4
INT (Writing)
5
CON (Stamina)
6
STR (Intimidation)
7-8
+1 INT
9
PER (Tracking)
10-11 INT (Cryptography)
12
+1 FGT

GNOLL

Gnolls are humanoid


Hyenas that live in packs. Since they do not have a place in
the main lore of Age of Alchemy, you can create your own
history for them.
Add +1 to your STR
Pick a Focus: STR (Might) or PER (Seeing)
HIDE: Gnolls have a AR of 2 due to thick skin

Speak and Read Common and Gnoll


Speed is 12+DEX-Armor
2D6 Roll Benefit
2
+1 PER
3-4
PER (Smelling)
5
INT (Natural Lore)
6
WG: Light Blades*
7-8
+1 CON
9
WILL (Self-Discipline)
10-11 CON (Stamina)
12
+1 WILL
*If your Class provides this, take the ACC (Light Blades) focus
instead

KOBOLD

Kobolds are similar to


Saurians but are short like Halflings. Since they do not have a
place in the main lore of Age of Alchemy, you can create your
own history for them.
Add +1 to your PER
Pick a Focus: DEX (Crafting) or WILL (selfDiscipline)
DARKSIGHT: you can see up to 20 yards without
light
HARD TO IMPRESS: Kobolds are known for their
gruff attitudes. They receive a +1 bonus to resist
any interaction Test and Roleplaying Stunts
Speak and Read Common and Draconic
Speed is 8+DEX-Armor
2D6 Roll Benefit
2
+1 DEX
3-4
COM (Investigation)
5
INT (Engineering)
6
DEX (Lock Picking)
7-8
+1 INT
9
PER (Searching)
10-11 INT (Evaluation)
12
+1WILL

RABBITFOLK

Rabbitfolk are humanoid rabbits


with a great sense of hearing and powerful legs. Since they do
not have a place in the main lore of Age of Alchemy, you can
create your own history for them.
Add +1 to your INT
Pick a Focus: PER (Hearing) or STR (Jumping)
DARKSIGHT: you can see up to 20 yards without
light
Speak and Read Common and Rabbit
Speed is 12+DEX-Armor
2D6 Roll Benefit
2
+1 ACC
3-4
ACC (Brawling)
5
COM (Performance)
6
CON (Running)
7-8
+1 PER
9
INT (Natural Lore)
10-11 INT *Healing)
12
+1DEX

TIEFLINGS

Tieflings were born from an


infernal ancestry, the opposite of their Aasimar cousins. Since
they do not have a place in the main lore of Age of Alchemy,
you can create your own history for them.
Add +1 to your COM
Pick a Focus: STR (Intimidation) or DEX
(Legerdemain)
DARKSIGHT: See up to 20 yards in darkness
without light

INFERNAL RESISTANCE: All Fire Damage,


including Magical, only deals half damage
Speak and Read Common and Infernal
Speed is 10+DEX-Armor
2D6 Roll Benefit
2
+1 FGT
3-4
INT (Religious Lore)
5
CON (Stamina)
6
DEX (Stealth)
7-8
+1 WILL
9
COM (Disguise)
10-11 PER (Seeing)
12
+1STR

AASIMAR

Aasimar were born from a


celestial ancestry, the opposite side of their Tiefling cousins.
Since they do not have a place in the main lore of Age of
Alchemy, you can create your own history for them.
Add +1 to your STR
Pick a Focus: STR (Might) or WILL (SelfDiscipline)
SOLAR RECHARGE: Once per day, only during
the daytime, you can regenerate 1D6+CON in
health. This will not increase your health beyond
the maximum
Speak and Read Common and Celestial
Speed is 10+DEX-Armor
2D6 Roll Benefit
2
+1 CON
3-4
DEX (Acrobatics)
5
WG: Heavy Blades*
6
STR (Intimidation)
7-8
+1 WILL
9
COM (Bargaining)
10-11 INT (Military Lore)
12
+1 DEX
*if the class you choose has this, then take the Focus FGT
(Heavy Blades) instead

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