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Av Mechanicus (Order #43185080)

Pistol Dust;
The name given to the residue left from the use of gunpowder.

Someone who frequently uses firearms or explosives


ends up with the dust covering their hands,
eventually staining them black.

Cover by Axele: twitter.com/AXELART

Av Mechanicus (Order #43185080)


Table of Contents
Introduction................................................................5 Chapter 7: Gear.....................................................116
Chapter 1: Character Creation...........................7 Armor and Shields..........................................................118
Chapter 2: Races.....................................................11 Firearms...............................................................................120
Firearms Table......................................................................122
Dwarf........................................................................................12
Firearm Modifications......................................................123
Elf................................................................................................14 Other Weapons.................................................................126
Gnome.......................................................................................16 Melee Weapons Table.......................................................127
Human......................................................................................18 Ranged Weapons.................................................................128
Orck...........................................................................................20 Weapon Properties.............................................................129
Half-Elf...................................................................................22 Prosthetics...........................................................................130
Halfling...................................................................................23 Prosthetic Enhancements..........................................132
Half-Orck...............................................................................25 Equipment Table..............................................................134
Kobold......................................................................................27 Equipment...........................................................................137
Ratfolk.....................................................................................29 Food & Drink Table........................................................150
Chapter 3: Abilities & Skills..........................31 Food & Drink......................................................................151
Optional Rule: Points for Style..................................31 Chapter 8: Companions...................................153
Chapter 4: Backgrounds....................................35 Mounts...................................................................................153
Chapter 5: Archetypes.......................................39 Mount Movement............................................................153
Archetype: Charlatan......................................................40 Mount Exhaustion..........................................................153
Burglar Tree...............................................................................41 Carts & Wagons...............................................................154
Dancer Tree..............................................................................44 Mount Carry Bulk...........................................................154
Gambler Tree...........................................................................47 Barding..................................................................................154
Archetype: Magi.................................................................49 Riding.....................................................................................154
Gun Caster Tree......................................................................50 Saddling & Hitching......................................................154
Sorcerer Tree..........................................................................53 Spooked................................................................................154
Wizard Tree.............................................................................57 Horses....................................................................................155
Archetype: Ranger............................................................62 Familiars...............................................................................155
Bounty Hunter Tree.............................................................63
Animal Companions......................................................155
Gunslinger Tree......................................................................65
Familiar Table...................................................................156
Houndsman Tree...................................................................68
Dragoliz (Companion)...................................................157
Archetype: Scholar..........................................................70
Alchemist Tree.........................................................................71 Elemental Serpent (Companion)...........................158
Artificer Tree..........................................................................74 Kuluvus (Companion)..................................................159
Doctor Tree...............................................................................77 Wolf (Companion)..........................................................160
Musician Tree..........................................................................78 Chapter 9: Combat...............................................161
Archetype: Spiritualist....................................................81 Dodge & Soak.....................................................................161
Crusader Tree..........................................................................82 Saving Throws...................................................................161
Godly Symbol Tree..............................................................84 Combat Rounds..................................................................161
Oracle Tree................................................................................85
Attack Actions........................................................................161
Preacher Tree..........................................................................87
Move Actions.........................................................................164
Archetype: Warrior.........................................................89 Full Actions.............................................................................165
Knight Tree...............................................................................90 Free Actions............................................................................165
Pugilist Tree..............................................................................93 Surprise Round................................................................165
Soldier Tree..............................................................................95
Quick Draw Rounds...........................................................165
Toughness Tree.......................................................................96
Cover.......................................................................................165
Defense Tree............................................................................96
Other Things......................................................................166
Chapter 6: Talents................................................97 Size..............................................................................................166
Optional Rule: Upgradable Talents..........................97 Temporary Wounds...........................................................166
Universal Talents..............................................................98 Experience..........................................................................166
Trick Ride Talents..........................................................102
Draconic Talents..............................................................104
Troubles................................................................................108
Crafting Talents.................................................................114

Av Mechanicus (Order #43185080)


Table of Contents
Chapter 10: Adventuring.................................168 Chapter 12: Adversaries...................................211
Rest & Recovery.............................................................168 Hordes.....................................................................................211
Keeping Watch..................................................................168 Creating Combat Encounters.....................................212
Eating & Drinking..........................................................168 Goons......................................................................................213
Holding Your Breath & Suffocating.....................168 Church Grim.......................................................................214
Awareness...........................................................................169 Chupacabra..........................................................................215
Social Interactions.........................................................169 Coywolf.................................................................................216
Difficulty of the Challenge.........................................169 Dragoliz..................................................................................217
Traveling...............................................................................169 Elemental Serpent..........................................................218
Playing Cards.....................................................................170 Florabee................................................................................219
Pursuits.................................................................................170 Ghosts...................................................................................222
Tracking.................................................................................171 Ghost Train........................................................................223
Sneaking..............................................................................172 Glass Bird...........................................................................224
Climbing................................................................................172 Ink Splotch........................................................................225
Swimming...........................................................................172 Jackalope............................................................................226
Near-Death...........................................................................172 Kuluvus................................................................................227
Retiring a Hat.....................................................................173 Wolf.......................................................................................228
Downtime Activities......................................................174 Clockwork Templates..................................................229
Basic Downtime Activities.............................................174 Undead Templates.........................................................232
Crafting Downtime Activities.......................................176 Making a Villain.............................................................236
Downtime Researching....................................................177
Downtime Training.............................................................177
Chapter 13: Luck................................................237
Illegal Operations.................................................................178 Chapter 14: Magic Items, Gadgets &
Conditions.............................................................................181 Potions....................................................................238
Environmental Hazards..............................................186 Common Magic Items...................................................240
Awkward Terrain................................................................186 Rare Magic Items.............................................................241
Brambles & Brush..............................................................186 Grand and Artifact Magic Items............................242
Rushing Water......................................................................186 Cursed Items......................................................................265
Falling.........................................................................................186
Lava.............................................................................................186 Chapter 15: Spell Casting...............................268
Light Levels.............................................................................186 Casting..................................................................................268
Glass............................................................................................187 Backlash & Lucidity....................................................268
Locks & Doors......................................................................187 Spell Attacks and Saves.............................................268
Weather.....................................................................................188 Cantrips................................................................................269
Traps...........................................................................................189 Concentration...................................................................269
Chapter 11: The World.......................................191 Area of Effect...................................................................269
Realms...................................................................................192 Schools of Magic.............................................................269
Languages.............................................................................192 Elements of Magic.........................................................270
Notable Companies.........................................................193 Chapter 16: Spells...............................................271
Seasons & Days...............................................................193 Arcane Spells...................................................................272
History...................................................................................194 Nature Spells.....................................................................273
Elven History....................................................................195 Spirit Spells.......................................................................275
Wars........................................................................................195 A-E...............................................................................................276
Dragons..................................................................................198 F-G...............................................................................................280
Wolf Mothers...................................................................202 H-I................................................................................................287
Gods & Death...................................................................204 J-M..............................................................................................292
Hell, Devils & Daemons.............................................208 N-P...............................................................................................296
The Storm............................................................................210 R...................................................................................................299
S....................................................................................................303
T-W.............................................................................................306
Hat Sheet................................................................310

Av Mechanicus (Order #43185080)


Introduction Dice
Welcome to Pistol Dust, a Pistols and Pistol Dust uses a pair of twelve-sided dice,
Fireballs, Weird West/High Fantasy Tabletop RPG. referred to as d12's. The circumstances that your
Travel the war and storm stricken land of Storyteller builds will require your Hat to perform
the West, where those with courage go seeking actions and interact with the world around them,
Fame and Fortune...but usually end up six feet these Checks will use these two dice. Skills and
under. Or something else. Talents that your Hat has will modify these die
This is a game of storytelling and rolls in positive or negative ways.
imagination. Here you step into the role of your
Target
Hat, and explore the world with your Posse while
Target is a word you'll see a lot throughout
trying and survive all the nonsense your
this book. In simplest terms a Target refers to
Storyteller throws at you, and gain exp to make
whoever or whatever is the subject of an Action or
your Hat better.
Condition. Such as the person or critter you are
What's a Hat? shooting or trying to hit, or trying to cast a Spell
A Players Character (PC) is known as a on. A Hat can also be called a Target.
Hat. This stems from the Old West, most
Using This PDF
commonly a person is either a Black Hat or a
This PDF contains everything that you will
White Hat, in it for the money, or in it for the glory.
need to play Pistol Dust.
But a hat can mean a lot more than that. A
Chapters 1 through 8 are about creating
sturdy Stetson? Probably carrying irons. A pointy
your Hat, starting with a step-by-step guide of how
hat? Probably a spell slinger. Metal hat? Well, that's
to do it. It includes information on the various
probably a helmet, but still a hat belonging to some
Races, Archetypes, Talents, Gear, and Companions.
fighting type. A bowler? Some kinda worker type.
Chapters 9 and 10 are about how to play the
A top hat? Probably has money.
game. They go over how Abilities and Skills work,
What's a Storyteller? as well as Combat and general Adventuring is
A Storyteller, sometimes referred to as the handled.
Game Master or GM, is the one telling the story of Chapter 11 and 12 are about the world your
the game you play. They control the people that you Hat is in, as well as some of the troubles and
interact with, the Non-Player Characters called creatures that they will run into.
NPCs. They set the scene and build upon the world Chapter 13 is all about Luck, and how it
and help make it seem alive. works and effects the world and your Hat.
Chapters 14 through 16 are all about magic,
What's a Posse? from how to use it, to magical items and Spells.
Your Posse is the group of Hats that your
Hat has grouped up with. This can be made up of Actions
PC's and NPC's. When a Hat or Foe is in Combat they have
Actions that they can spend. Every Combat Round
What's Exp? they have 2 Actions, 1 Minor Action, 1 Reaction,
Exp is your Hats Experience Points, these and near unlimited Free Actions. An Action is for
are gained from playing and overcoming obstacles. Attacking or Moving, sometimes a Special Action
A Hat also starts with a certain amount of Exp to will only cost a Minor Action, and these may only
spend when they are first created. A Hats total Exp be used on your turn. Something that uses your
gained during play should be kept track of, as Reaction may be used on your turn or when
should how much exp a Hat has that they can certain things happen that allow you to use it. Full
spend. Exp also increases a Hats total Wounds. Actions take all of your Actions, your Minor
Actions and Reactions. Free Actions are very small
Play Session things that don't fall into the other categories.
A play session refers to the time that you
spend playing the game. This can be as strict or as Bonus to Rolls
loose as the Storyteller wants it to be, but generally When a Hat gains a Bonus to a Skill it is to
when all the players and the Storyteller are the end die result, and not an increase to the actual
gathered together and start to play, that's when the total of the Skill itself. Additionally any Talent that
play session begins. says that it is based off of a Skill, it means the
Total, before any Bonuses.

Av Mechanicus (Order #43185080)


How to Play A Hat gains 1 Wound for every 50exp they
Pistol Dust follows a rather basic pattern have in their Total Exp Gained section.
that most Tabletop RPG's follow: Nonlethal Damage is different than regular
1. Storyteller describes the Environment. Damage in that if a Target is Downed by Nonlethal
The Storyteller explains to the players the basics Damage they do not begin to Bleed Out.
of where their Hat's are, describing scenery and Backlash and Lucidity is a special type of
maybe hinting at key aspects of the current area. thing referring to Spellcasting. You start with 0
Things like how many doors there are, or who and Lucidity, and add your Smarts, Intuition, or Moxy,
what is in the area. depending on which Ability is higher. If you take
2. Players describe what they want to do. Lucidity Damage that would reduce your Lucidity
Sometimes the appointed leader of the group will to 0 your Hat is Unconscious. If you hit 0, but are
speak for the entire Posse, saying something like, still going to receive more Lucidity Damage, this
"We head East," for example. Other times players Damage is dealt to your Wounds instead. Both are
may have their Hats doing different things: one Hat explained in greater detail in Chapter 15.
might be examining something on a table while a
second is trying to fend off some Goons.
Checks
Sometimes, resolving a task is easy. If a Certain tasks will require you to make a
Hat wants to walk across a room and open a door, Check, which is a roll of your dice, modified by an
the Storyteller might just say that the door opens Ability (such as Grit, Smarts, or Moxy), Skill
and describe what lies beyond. But the door could (such as Ride, Appraise, or Perception), or Luck
be locked, the floor or door might be trapped, or (which is only modified by special Talents).
some other circumstance might make it challenging Opposed Checks
for a Hat to complete a task. In those cases, the An Opposed Check means that both the Hat
Storyteller decides what happens, often relying on and Target, or two Targets, are both making a roll,
a Check of some sort. which is usually based off of a Skill. Whoever has
3. The Storyteller narrates the results of the highest number is the victor, obviously. A Tie
their actions. Describing the results leads back to always goes to the Defending Target.
step 1 as the Posse then decides what to do.
A group will continue this pattern, whether Saving Throws
they're sifting through the ruins of a ghost town, Often you will be called to make a Saving
fighting off hordes of the undead, or sitting in a Throw in order to avoid Damage or ill effects.
saloon having a few drinks after a long day. These are usually based off of an Ability, such as
When combat is involved the structure of Grit, or will call for a Physical or Willpower Save.
play becomes a bit more involved as the A Physical Save will use a Hats Acrobatic or
Storyteller and a players Hat take turns in the Athletic, while Willpower Save is based on your
actions they take. Smarts, Intuition, or Moxy.
Mostly whatever adventure you're having
will take place in your imagination, but some Difficulty of the Challenge
Storyteller's will use music, art, or sound effects to The Difficulty of the Challenge, shortened
further set the mood. Storyteller's and players are to DC or Difficulty, is the target number for most
encouraged to create voices and personalities for Checks and Saving Throws. This will always be a
the different Hat's and NPCs that you come across. number, followed by information on what modifies
Using a physically drawn map with miniatures or it, and then will say if there is a Saving Throw for
tokens to represent everyone involved and is a the effect and what that is based off. Example: DC
good way to keep track of everything. 14+Grit, Willpower Save.

Wounds and Damage Specific Beats General


Wounds are how much Damage and There's a lot of general rules as to how the
physical and mental stress your Hat can take. game is played, but a general rule is always
NPCs also have a Wound count. Every weapon or trumped by a specific one. Many Talents, Items, or
Attack that says it deals Damage will subtract the Spells will allow a Hat to break a rule, such as
amount from the Targets Wounds. Once a Target acting out of turn, or moving through a wall.
hits 0 Wounds, they gain the Downed Condition,
which is explained in the Condition section in Always Round Down
chapter 10. Regaining Wounds is also covered in You always round down unless it is
chapter 10. specifically stated otherwise. Even if the fraction
is one-half or greater.

Av Mechanicus (Order #43185080)


Chapter 1: Character Creation
Step 0: Thinking About Hats Step 2: What Kind of Hat?
Hat is a word thrown around a lot in this There are 6 different Archetypes to choose
world. Mercenaries, adventurers, soldiers of from, each one containing several Talent Trees.
fortune, explorers, the good guys, the bad guys, The 6 Archetypes are Charlatan, Magi, Ranger,
around here people call them Hats. Scholar, Spiritualist, and Warrior.
Every Hat you want to create starts out When you choose an Archetype, all
with an idea. Something you want to do, Talents contained within that Archetype cost you
somewhere you want to go. It is highly 5exp less.
recommended that you skim through the Races, You don't have to purchase any Talents in
Archetypes, Talents and Gear sections to try and your Hat's Archetype at this step, in fact it's a good
put together what sort of character you want to idea to look at Abilities and Skills first and get a
make. Do you want to be the classic Gunslinger that good idea of what you want to be good at.
you see in movies? A mad scientist trying to seek
the perfect ingredients? A holy knight on a journey Step 3: Is that Hat Lucky?
from the Gods? Someone who made a few bad bets This is the essence of your Hat. Their
and found themselves in a tight spot? An Luck. It's as important as you want it to be. In order
uncultured beast of a thing that's seeking revenge to find your Hats Luck Ability you roll 2d12. If
for their tribe? The possibilities are limited only when rolling for Luck the number is 7 or lower,
by what you want to do. It's your game, too. your Luck is 8, and if your Luck is 17 or Higher,
your Luck is 16. That's it. That's your Hats Luck
Step 1: What's Under the Hat? score. Now some will try and get a re-roll, or just
To begin, you should decide on what race start a new Hat because they don't like their score;
you are going to play. Every race has their own it's up to your Storyteller to allow this or not.
little quirks and Talents specific to them. The 5
main races are Human, Elf, Dwarf, Gnome and Step 4: Improving the Hat
Orck. As stated earlier, your Hat begins with
If the Storyteller allows, you may also 100exp, sometimes more depending on what Race
choose one of the 5 minor races, which are Half- you have chosen or if your Storyteller decides to
Elves, Halflings, Half-Orcks, Kobolds, and Ratfolk. give you more. This exp is used to purchase
Every Race has their own Ability Adjustments and upgrades for your Hat, such as increasing their
Talents, as well as looks. Ability Scores, their Skills, and buying Talents. All
A Races Ability Adjustment is your first of your Ability Scores and Skills start at 0, and are
increase and decrease to your Hats Abilities. These increased or decreased by your Race, Background,
adjustments take place first, before any upgrades and maybe other sources.
are made. Any Ability not listed is a 0 by default. A Hats Ability Scores are their physical
You start with 100exp and a maximum and mental attributes. There are 4 physical
starting Wound count of 10. Some Races give you Abilities, and 3 mental ones. The physical Abilities
Bonus exp on top of your starting, and you can are: Grit, Strength, Agility and Reflex. The mental
increase your Wound count by upgrading you Grit Abilities are: Smarts, Intuition and Moxy. There's
score. This first 100exp and exp gained from your also an eighth Ability; Luck. Luck is the only
Race does not count as part of Total Exp Gained. Ability that you cannot purchase upgrades for and
Races also have their own Talents. The it gets a lot of special treatment.
Talents listed in this section without a Cost are Each Ability is explained in greater detail
automatically gained, but ones with cost must be in Chapter 3, but here is a quick rundown:
purchased as normal, as described in Step 5. Grit (Grt): how tough your Hat is and how
Then you pick a Background for your Hat. much endurance they have, as well as directly
This is what they did before they set off into the effecting their Wound count, such as having a
world, or perhaps it's what they still do in their negative Grit means less Wounds, while more Grit
free time. Every Background comes with perks means More Wounds. See Chapter 3 (Page 32) for
that permanently raise Abilities or Skills. You may how much.
only gain 1 Background Talent unless it states A Hat also gains 1 Wound for every 50exp
otherwise. they have in their Total Exp Gained section.

Av Mechanicus (Order #43185080)


Strength (Str): how strong the Hat is and The cost to purchase a Point for an Ability
how much they can lift and carry. This will also is listed below:
effect how how good they are in Melee. -2 -> -1 = 30exp
Agility (Agi): how easily a Hat moves and -1 -> 0 = 40exp
how much they move in a round. This will effect 0 -> 1 = 20exp
how good your Hat is at riding and sneaking. 1 -> 2 = 30exp
Reflex (Ref): how fast your Hat is to react 2 -> 3 = 40exp
to any given situation and directly effects their 3 -> 4 = 50exp
initiative in a round and how good they are with 4 -> 5 = 75exp
Firearms and Ranged attacks. If you have an Ability below -2, it costs
Smarts (Smt): how much your Hat knows 30exp to raise it by 1.
and what they have learned or studied, as well as The cost to purchase Points for a Skill is
being the core Ability for casting Arcane magic. listed below:
This also effects all of your Knowledge Skills. 0 -> 1 = 10exp
Intuition (Int): how wise your Hat is and 1 -> 2 = 20exp
how perceptive they are, as well as being the core 2 -> 3 = 30exp
Ability for casting Spirit magic. This also adds into 3 -> 4 = 40exp
your Hats Initiative. 4 -> 5 = 50exp
Moxy (Mox): how your Hat interacts with For Abilities and Skills each point must be
other people and animals, as well as being the core purchased in order. (e.g. you cannot take a -1 to a 1.
Ability for casting Nature magic. You must first buy to 0 then buy +1)
Skills are how good your character is at When a Skill or Ability is at 5, that's the
certain tasks. There are 3 categories for skills: stuff of legends. At this point rumors of a Hats skill
Basic, Knowledge and Magic. Basic skills contain start to flow through nearby towns.
the majority of skills, each one using an Ability as To increase either an Ability or a Skill
well as its own score to calculate the final total, beyond 5 use the equation: (skills current
which is added to the die roll. Knowledge skills are level)x20=(exp cost)
all tied to the Smarts Ability Score. Finally, the Yes that means 6 costs 100exp.
three types of Magic skills, these are only If you are Trained in the Skill you may
accessible if a Talent Trains you in it. Each magic purchase Points for it at half the exp cost. Your hat
skill is tied to one stat; Arcane: Smarts, Nature: is Trained in the skills listed in your chosen
Moxy, and Spirit: Intuition. Archetype, as well as any Skill that a Talent
For the order in which Talents give you specifies you are Trained in.
Skill Points in correlation to buying them, you first You may increase a Hats base Lucidity as
gain Points from your Background, then you if it were a Skill, treating them as Points. Meaning
purchase Points, and finally Talents are added. E.g. you ignore any bonus you receive from Abilities
if your background gives you a +1 Point to a Skill or when purchasing.
Ability, you gain that Point before you are able to
purchase more. But if a Talent Raises a Skill or There are also Knowledge Skills, these are
Ability, that occurs after you have bought Points. what your Hat knows about the world around them
Some Troubles have penalties, these do not alter and how much they've learned. You always get to
your number, and instead only apply to dice rolls. add your Smarts Ability to the Total of all
If something does not specify that it gives Knowledge Skills.
you a Point to a Skill, it means that it is a Bonus
and only applies to the dice rolls and not to the There are 9 Knowledge Skills in total:
Total of the Skill. Engineering: Everything to do with Gadgets
and Machines, as well as physical structures and
buildings.
Geography: The lay of the land, what city is
where and what the name of that mountain range
is.
History: Anything about past events, or
people. From last month, to fifty years ago, this is
all about things that are less than common
knowledge.

Av Mechanicus (Order #43185080)


Law: All about the good side of the law, There is no limit to how many Talents you
knowing what is breaking the law is pretty can purchase as long as you have the exp, but you
important in most places. can only gain 5 Troubles at Hat creation. A Trouble
Occult: This is your go to about anything Tree counts as 1 Trouble when counted against your
and everything that has to do with Magic, from maximum. Troubles are not worth any exp after
figuring out Spells to deciphering scrolls. Hat creation, but may still be taken for special
Outlaw: This is what your Hat knows about purposes, such as story reasons or consequences.
the shadier side of civilization, where to get or sell Archetype Talents are extremely flexible.
illegal goods, or hire Goons. You are not restricted to only purchase from the
Religion: Gods are important, and if you Talent Trees of your Archetype, you just get a 5exp
want to know things about them you better put a lot discount for Talents contained in your Archetype.
into this one. You want to buy it, you can buy it. As long as you
Warfare: From tactics to formations and can afford it and have the prerequisites.
ranks of soldiers. However, buying Talents from other
Wilds: All that stuff outside of a town? Archetypes does not give you access to that their
Yeah, that's the Wilds. Knowledge of which plants Skills. Skill Points gained from Talents are always
to eat, and the critters that live out there. applied after purchasing upgrades for them.

Step 5: Teaching that Hat Step 6: Equipping that Hat


Talents are what makes your Hat truly Every character starts out with Nothing but
unique and yours; the things they've learned. some Silver and anything given to them by their
Every Talent has an exp cost, or in the case of Backgrounds. A Hat starts out with 100 Silver. This
Troubles, gives you exp for taking it. There are Five Silver can be used to purchase any gear that you
types of Talent categories: Race Talents, Archetype think you're going to need as you travel the world.
Talent Trees, Universal Talents, Troubles, and What you have on you can be almost as important
Crafting. All Talents are colored to help as the Skills you've chosen. Also listed at the
differentiate when they can be bought and their beginning of the Gear section is Bulk Capacity and
requirements. how to calculate how much weight your Hat can
carry.
A Green Talent can only be bought at Hat Any weapon or firearm bought during Hat
creation and follows this format: creation comes with an appropriate way to carry it,
such as a pistol having a holster, or rifle having a
Talent Name Cost in exp
carrying strap, etc.
Description Remember to buy ammo.

Red Talents are either Stand Alone Talents


or the beginning of a Talent Tree if they are a
prerequisite for another Talent. They follow a
similar form to Green Talents, but may be taken at
any time before or after a session and at Hat
creation.

Talent Name Cost in exp


Description

Blue Talents are part of a Talent Tree.


When you purchase a Blue Talent you must have
the Prerequisite, which is usually a Talent, and like
Red Talents they may be bought at any time before
or after a session and at Hat creation. Blue Talents
follow this format:

Talent Name Cost in exp


Prerequisite
Description

Av Mechanicus (Order #43185080)


Step 7: Final Calculations
It's time for the final 5 things left for your
Hat: Dodge, Soak, Initiative, Awareness, and your
Physical and Willpower Saves.
Your Hat's Dodge score is very important,
it's how hard they are to hit, and how much
Damage you could be taking that doesn't get soaked
by your Soak. You start out with a 10 Dodge, and
add (Or subtract) your Agi, then add in any
Bonuses you got from Talents, if any, and any
equipment. Should be kind of a scary number to
look at, isn't it? But don't worry, there's ways to
increase it, like Cover, explained in the Combat
chapter.
Next is your Soak, which should mostly
come from whatever armor you're wearing now,
and maybe some Talents you've got. This is how
much Damage your Hat will block before actually
losing Wounds. Soak gained from armor you are
wearing does not Soak Damage from magical
sources unless the armor is magical.
Third bit is your Initiative. Initiative is
your Reflex and Intuition added together, plus any
Talents you've taken to increase it. At the start of
every combat, your Storyteller will call you to roll
Initiative. All you have to do is roll your dice, add
your Initiative number, and then tell them what it is
when they ask.
Then there's your Awareness. Awareness
is 10+Perception, and is used for how passively
perceptive your Hat is at noticing things around
them when they are not actively looking.
Finally we have Physical and Willpower
Saves. Physical Save is based on a Hats Athletics
or Acrobatics Total. Meanwhile Willpower Saves
are based on your highest Mental Ability, either
Smarts, Intuition, or Moxy.

Step 8: Every Hat has a Story


All squared away then? Good. Now it's the
final step. Every upgrade you've purchased and
every Talent you've gotten tell a story, but it's only
the beginning of the story. What happens from
here is up to you, the Storyteller, and Luck. Go out
and have an adventure.

10

Av Mechanicus (Order #43185080)


Chapter 2: Races
The world of Pistol Dust is a diverse one, Between the two lies Haven, where the Halflings
with dozens of prominent races, many listed here. reside.
Some are of course more common than others, but Then of course there are the Elves and
every one is unique with their own history and Gnomes, who come from the West. While Gnomes
culture. have taken the journey to cross The Spine, the
rough relationship between Elves and the other
Choosing a Race races has kept most of them firmly in the West.
To begin, you should decide on what race And though they are fairly rare, you can
you are going to play. Every race has their own find the occasional mixed race, a Half-Elf or Half-
little quirks and Talents specific to them. The 5 Orck, trying to find their place in the world.
main races are Human, Elf, Dwarf, Gnome and
Orck. Racial Traits
If the Storyteller allows, you may also In every description of a Race there are
choose one of the 5 minor races, which are Half- the Racial Traits they have.
Elves, Halflings, Half-Orcks, Kobold, and Ratfolk.
Every Race has their own Ability Adjustments and Ability Scores: These are the Races starting
Talents, as well as looks. Ability Scores, anything not listed is a 0.
A Races Ability Adjustment is your first Age: Every Race has quite a varied lifespan, and
increase and decrease to your Hats Abilities. These what is considered an adult to that race. This will
adjustments take place first, before any upgrades help you decide how old you want your Hat to be.
are made. Any Ability not listed is a 0 by default. Of course you can be whatever age you want to be,
You start with 100exp and a maximum which could lead to some interesting ideas about
starting Wound count of 10. Some Races give you building your Hat. Such as an older character
Bonus exp on top of your starting, and you can having a lower Strength, but higher Smarts and
increase your Wound count by upgrading your Grit Intuition, or a young character not having a very
score. Your exp will also be used to upgrade high Grit.
Abilities, Skills, and buy Talents. This first 100exp
and exp gained from your Race does not count as Size: Most of the Common Races are Medium in
part of Total Exp Gained. size, meaning they are between 4 to 8 feet tall.
Races also have their own Talents. The Gnomes and a few Minor Races are Small, ranging
Talents listed in this section without a Cost are between 2 and 4 feet.
automatically gained, but ones with cost must be Speed: Your Races speed determines how far you
purchased as normal. can move when traveling and while in combat.
From the Dwarven cities deep below The Languages: Most Races have their own language
Spine of the World, to the sprawling human that they can speak, read, and write, and those
metropolis that is Heimsford, down to the Kingdom languages will be listed here.
of Auser where the God King resides, people of all
races come from many places. Of course there are
more common races, and the less common,
especially out in the West, where the core of
adventures will take place.
Humans have become the most common in
the world, after all, they are the ones who built the
trains that travel through The Spine of the World,
and the airships that soar through the sky. But
that's not to say you wouldn't find plenty of
Dwarves seeking riches, or Orcks coming down
from the North, seeking a bit more excitement in
their lives.
In Auser you have Kobolds galore, mostly
content to stay in their Kingdom as they reach for
Dragondom. While in Heimsford, and practically
any large town, you have the Ratfolk running about.

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Dwarf
All about the Beard
Deep within the ground from stone and While wealth is the most important thing
gems rose the Dwarves. to a Dwarf, beards are a close second. The bigger
and more impressive the beard, the more respect a
Dwarf Racial Traits Dwarf will receive among their peers. Dwarves
Ability Scores. will often braid their beards in intricate manners,
+2 Str, +1 Smt, -1 Ref weaving stones and other things into them.
Male Dwarfs grow thick and bushy beards,
Age. Dwarves live anywhere from 400 to 500 that can easily grow down to their stomach, some
years. A Dwarf is not considered an adult until even managing to grow down to their knees. A
they reach the age of 40 or have grown a beard, female Dwarfs beard grows just as thick, but is
which can happen as early as 20. much softer and less coarse than a males. Often
due to their shorter stature and bearded state, most
Size. A Dwarfs size is considered Medium, and other races have difficulty telling a male and
they are anywhere from 4 to 5 feet tall, averaging female dwarf apart, but Dwarves never have that
150lbs. problem.
Speed. Dwarves have a base speed of 25ft, but
their speed does not change due to encumbrance. Naming
For a Dwarf, a name is incredibly
Languages. Dwarves know Common and Dwarven.
important. Their first name belongs to them, and is
Dwarven is a rough language full of hard
typically unique, or they are named after someone
consonants and guttural sounds, and those tend to
in their family. Their middle name is their Clan,
carry over into whatever a Dwarf is speaking.
while their last name is the name of their family.
Appearance Structurally family names tend to be repeating
A Dwarf is a short, stocky lover of gold and structures, or a palindrome type word. First names
beards. Their hair grows thick and their muscles are often made up of two to four syllables.
large. Some often say that they look as though Dwarves do not like nicknames, and the
some God took a human and squished them most insulting thing you can do to a Dwarf is call
downward, while not taking away any of the width. them by one. When referring to a Dwarf the proper
order is to call them by their Clan if one is
Society unfamiliar with them, their family name if you
Religious deep crafters of the world. Most have been introduced to them, and their first name
Dwarves live in one of the three large underground if you are on friendly terms with them.
cities deep under The Spine of the World. Examples: Hauldratin Clay Ballab, Thokal
Huitzopal to the South, Chapazcopo to the North, Marble Olaola, Yosic Sandstone Rivir, Nefralda
and Tenozcopt in the center. These cities contain Granite Axa, Uhmighuni Quartzit Kreggerk.
some of the oldest structures in the world, and they
run deep as giant inverted pyramids that run
hundreds of miles down. The largest being
Tenozcopt, which has its own weather due to its
size.
They prize themselves on intricate designs
carved into everything, and love to lace gold into it
all. Dwarves believe that gold is the lifeblood of the
world and the more gold you have and wear, the
closer you are to The Deep King, the Dwarven God.
Despite their ability to see perfectly in the
dark, Dwarves make sure they have lots of light at
all times, so that they can see the shine and
sparkle of the stones and bright colors they wear.

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The Five Clans Dwarf Talents
There are five Dwarven Clans, derived on
which type of material they were first made in the Darkvision
ancient times. Though they are all Dwarves, and
when Clans mix it is quite random which of the You can see in non-magical darkness as if it were
two the offspring will be, it is when they die that daylight. However you cannot see colors in the
their Clan becomes most obvious. While most dark, instead seeing everything in shades of gray.
other Races bodies will rot and decay when they
die, a Dwarves body will instead slowly crumble Tough and Sturdy
into the substance of their Clan, returning them to
You have 1 Natural Soak. Natural Soak applies to
the world after a few centuries.
Magical Damage. You also gain a +4 Bonus to Saves
The King of the Dwarves is the leader of
against Poison and Disease.
one Clan, leading for 100 years before stepping
down to allow one of the other four Clans to lead.
When the King has stepped down, the four leaders Keen Eye
of the other Clans meet to discuss who will be the +1 Points to the Appraise Skill.
next King. Usually it is given to the Clan who has +2 to Awareness.
not held the throne for the longest time, but Also double your Appraise Skill when making a
sometimes there are arguments. Sometimes these Check involving gold or gems.
arguments can last for a very long time. The
longest time that the Dwarves have had without a
Crafter Cost: 5exp
King is 87 years.
Clay Dwarves are mostly found in Gain a +2 Bonus on any Craft Check.
Huitzopal. The most malleable of personalities, you
can never quite tell how a Clay Dwarf is going to Stubborn Cost: 5exp
react, but once they decide on something there is
no changing their mind. Gain a +2 to Saves against Enchantment Spells.
Clay Dwarves gain a +1 to Moxy.
Granite Dwarves are mostly found in Lorekeeper Cost: 5exp
Chapazcopo. They are some of the best builders
You gain a +5 when making a Knowledge Check
and engineers, most seeking the knowledge of
pertaining to your race.
machines. It is said that they are the engineers
behind the massive Dwarven cities.
Granite Dwarves gain a +1 to Smarts. War Trained Cost: 5exp
Marble Dwarves are mostly found in You are Trained in the use of the Warhammer
Tenozcopt. They make up most of the Priests of the and Warpick.
Deep King, knowledgeable in his ways and fierce
practitioners of his beliefs.
Marble Dwarves gain a +1 to Intuition.
Quartzite Dwarves are mostly found in
Tenozcopt. Rich in the knowledge of magic, a
Quartzite Dwarves thirst for gold is almost
overcome by their thirst for knowledge.
Quartzite Dwarves gain a +1 to Smarts.
Sandstone Dwarves are mostly found in
Huitzopal. The warriors of the Dwarves. They seek
to hold the glory of the Deep King, which they
believe can only be achieved through battle.
Sandstone Dwarves gain a +1 to Strength.
Dwarves always wear emblems of their
Clans, except on the rare occasion that they have
been cast out. A Dwarf who has been cast out by a
clan is not even considered to be a Dwarf by other
Dwarves.

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Elf Aversion to Machines
As an inherently magical Race, Elves had
From across the sea and through the Storm, never had use for any forms of technology. In fact,
they have come home. most downright hate any form of tech or machines.
Some say it is why they lost the war with the other
Elf Racial Traits Races. Most Elves refuse to learn how to use even
Ability Scores. the most basic of machines, and any Elf who
shows interest in such things is usually shunned
+2 Agi, +1 Ref, +2 Smt, -2 Grt
and exiled from their society.
Age. An Elf does not age as long as they live an Elves prefer magic, in all its forms. It is
active life, setting goals and accomplishing them. what drives their way of life, and it makes them
Because of this you can have Elves who are better than all the other races, even those that can
literally thousands of years old. On average, an Elf use magic.
is not considered an adulthood until the age of 100.
Journey to the West
Size. An Elves size is considered Medium, and they The young, the old and the bold. When the
are anywhere from below 4 feet to 6 feet tall. Storm subsided, the Elves were on the verge of
civil war, for the first time in their expansive
Speed. Elves have a base speed of 30ft.
history, there were two Queens. Sisters who both
Languages. Elves speak Common and Elven. Elven gained immense power, and one despised the other.
is a complex language that mixes almost musically Why exactly one Queen hated the other is unclear,
noted pronunciations with intricate grammar and but it is clear the other wanted nothing to do with
more words for things than is necessary. her hateful sibling. When the Storm calmed and
travel across the waters was possible, the Queen
Appearance chose to leave the lands and leave them to her hate
Tall, slender, with a hauntingly unnatural filled sister, and took all those that wanted to go
beauty. Elves have long pointed ears and tend to with her.
have rather sharp facial features with wide almond Those that were young and brave thought
shaped eyes. Their skin is often pale or softly that this would be the perfect opportunity to do
tanned if they spend a lot of time out in the sun. something. See lands that no living Elf had ever
seen. It was the greatest adventure. However, many
Society old Elves came as well, thinking that this was their
Elves think very highly of themselves, as chance to move up in high society. They would be
beings that time means nothing to. Their greatest the new high nobles. It was these old Elves that
enemy is boredom and entropy. They are declared war against the West when they found it
constantly seeking to better themselves, or to occupied, and threw the adventurous youth at the
better their position. They are almost always polite inhabitants.
to each other, but to other Races they can be quite
rude in the subtle manner that only those who Naming
have spent decades perfecting snide comments can Elves have long, flowy names, shoved full
be. of extra vowels. They have two names, their name
Most Elves come from the Elven city of and then their family name. When introducing
Orfa, resting in the North-Western coastal forest of themselves, it is often customary to add on what
Oraphana. Their smaller settlements nearby are they do as part of introducing themselves.
constantly growing and expanding as Elves seek to Examples: Lujeon Virilund, Renee
keep themselves active and rebuild after the War. Foitombe, Avari Charbonneau, Beau Allaere, Ottilie
They are ruled by a Queen of great power. Monyet, Oceanae Sauvotiere.
In order to get such power she gave up her name
and all ties, supposedly reaching true immortality.
She is simply referred to as The Queen.

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Elf Talents
Lowlight Vision
You can see in dim light as if it were normal
daylight.

Mechanically Inept
Anytime you use machinery, gadgets, or firearms,
you must make a Luck Roll in order to
successfully operate it. Failing this roll still burns
Fuel, and will cause Damage to it.
While this is technically a Trouble, it does not
give you exp or count against your Total Troubles.

Keen Senses
+2 Points to the Perception Skill.
+1 to Awareness.

Light Footed
You are abnormally light on your feet, ignoring
difficult terrain involving snow or mud as you do
not sink into it, but you still leave tracks.

Elven Magic Cost: 10exp


Gain a +2 to dice roll when rolling for Backlash.

Lorekeeper Cost: 5exp


You gain a +5 when making a Knowledge Check
pertaining to your race.

Elven Archer Cost: 5exp


You are Trained in the Longbow.

Mechanically Competent Cost: 30exp


Removes the Mechanically Inept Talent. Gain a +1
to the Knowledge Engineering skill.

Magic for Mechanic Cost: 5exp


You lose Mechanically Inept, replacing it with
Magically Inept. You cannot have or take Elven
Magic.

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Gnome Tiny Tinkerers
While they have always had a gift with
The small ones living under foot and under Blacksmithing, Gnomes also have the rare gift of
hills. not only being skilled in the nature of magic, but
also have quite the gift for machines and alchemy.
Gnome Racial Traits Their small hands and stature allow them to create
Ability Scores. far smaller and far more intricate gadgets than the
larger races.
+2 Agi, +1 Int, +1 Smt, +1 Mox, -2 Grt, -1 Str
Age. A Gnome can live anywhere from 300 to 350 Past of Servitude
years, reaching adulthood when they reach the age Long ago, or so it is said, when the Elves
of 20. ruled over the Ancient West, they found that they
were tired of doing small things. So they sought out
Size. Gnomes are considered Small, being the magic of the Gods and created the Gnomes to
anywhere from 3 feet to 4 feet tall, weighing about serve and entertain them.
35 to 45 pounds. Back then the Gnomes were more than
happy to be of service. But the Elves found that
Speed. Gnomes have a base speed of 25ft.
with the Gnomes doing much of the work, they had
Languages. Gnomes speak Common and Gnomen. become lazy and started to age. So the Elves left,
Gnomen is a soft and fast language, accompanied and they left the Gnomes in the West to fend for
by many gestures to convey a large range of themselves.
emotion. Unsure what to do they grouped together
and formed Famalies, serving the Head of the
Appearance Famaly, as they had done so with the Elves.
Smallest of the Common Races, and When the Elves returned, and found the
certainly the most colorful. A Gnomes skin and Gnomes, they assumed that they would obediently
hair can range from any color and many believe come back to them and be their servants. They
that they must dye themselves to get some of the assumed wrong.
more absurd colors. They have overly exaggerated
facial features, large mouths and large eyes and Naming
occasionally large ears. A Gnomes name is fairly simple, as it
consists of their personal name, and their current
Society Famalies name. Their personal names are more
Gnomes live in groupings called Famalies. focused on things that are fun to say, or to hear
Whether they are directly related to one another other people say, or just sound fun, while their
doesn't matter to them, and Famalies can range Famaly names are just the name of the Head of
from just a few Gnomes to hundreds, or there can their Famaly. This also means that if their Famaly
be groups of several Famalies that live in a small Head changes, so does their last name.
area. They build small civilizations for themselves, Examples: Pomzip Lunzit, Danklebet
just out of sight and just out of the way from the Zinada, Lyrybap Slolbo, Fifabbleth Hoknyp.
other Races, in places of dense forest or vegetation, The Head of a Family will use their own
or tucked between two mountains. name as their first and last, getting things such as
Every Famaly has a Head of the Famaly, Fozlpop Fozlpop.
who is usually an older Gnome, who has been
trained by the previous Head. If the Head is killed
without properly raising a successor, the Famaly
tends to fall apart, with the Gnomes all going
separate ways, either to be on their own or join
other Famalies.
Generally Gnomes are good natured, and
willing to go that extra mile to make sure that
they're useful, everyone likes to have Gnomes
around. But they're not easily pushed around,
despite their small stature. There's always got to be
something in it for the Gnome, otherwise what's
the point in doing it? Crossing one Gnome means
your shins are not safe.

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Gnome Talents
Lowlight Vision
You can see in dim light as if it were normal
daylight.

Small Target
+2 to Dodge due to size. If your size changes from
small, you lose this Bonus.

Keen Senses
+2 Points to the Perception Skill.
+1 to Awareness.

Master Tinker Cost: 5exp


+1 Point to Disable Device and Engineering Skills.

Gnome Magic Cost: 5exp


Gain a +2 to dice roll when rolling for Backlash.

Gift of Tongues Cost: 5exp


You have the innate ability to converse with
others, even when you don't know their language.
This also applies to animals and creatures
without a language.

Lorekeeper Cost: 5exp


You gain a +5 when making a Knowledge Check
pertaining to your race.

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Human Magically out of Sync
The one thing that Humans struggle with, is
As varied as they come, in both appearance magic. But they are very good at coming up with
and motivation. ways around their limitations. What others can do
with magic, they figured out how to do it with
Human Racial Traits technology. Not to say that humans can't break free
Ability Scores. of that limitation, through luck or endless hours of
study, magic is a tough goal, but achievable.
Bonus: +50exp
Age. Humans live about 60-80 years, reaching Naming
adulthood at the age of 16. With the massive variation in humans,
their names are also extremely diverse and it's
Size. Humans are considered Medium and vary quite impossible to list a general description of
widely in Height and Build, ranging from below 5 what a human could be named. They have first,
feet to well over 6. middle, and last names.
Speed. Humans have a base speed of 30ft.
Languages. Humans speak Common, and one other
language of your choice.

Appearance
Humans vary so greatly in appearance that
it's hard to nail down a basic description of them.
Their skin can vary from pale to dark, their hair
can be all different colors and types, they're all
over the place.

Society
Human society is as varied as they are,
ranging from war mongering fortresses, to peaceful
Priests living in some secluded temple. But most
humans live in Heimsford and Auser.
Heimsford has a mostly Human population,
Twice as many as the next most prominent Race
there, Ratfolk. It is a city where what is legal is a
matter of opinion. Not to say that it is lawless, far
from it, but crime has rules, and rules must be
followed in Heimsford. The city, and the vast
surrounding area is ruled by The Immortal King
Heimsford.
In comparison, Auser, ruled by The God
King JonSong, is a shining beacon of law and
righteousness. Though Humans are far
outnumbered by the amount of Kobolds that live
there, they have mostly taken over how things
work and the shape of the city.

Variety is the Spice of Life


Humans are the most varied of any Race,
as has been stated several times already. And that's
the way they like it. Near and far, Humans cover
the entire known world, it's impossible to go
anywhere without seeing at least a couple humans.
They can do anything if they set their minds to it,
no ends and no limits.

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Human Talents
Inherent Versatility
The first Talent you buy in a Talent Tree costs
5exp less. This is in addition to the discount you
receive from your Archetype if it would apply.
This does not apply to stand alone Talents, and a
Talent cannot be reduced to more than 5exp.

Magically Inept
Anytime you use Arcane or Nature Magic, you
must succeed a Luck Roll after making your
Backlash Check. If you fail the Luck roll the Spell
fails, Lucidity Damage is still taken.
While this is technically a Trouble, it does not
give you exp or count against your Total Troubles.

Lorekeeper Cost: 5exp


You gain a +5 when making a Knowledge Check
pertaining to your race.

Magically Competent Cost: 30exp


Removes the Magically Inept Talent. Gain 1 Point
to the Magic Arcane or Magic Nature skill.

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Orck It's all in the Tusks
The bigger the tusks, the more respect they
From the far North, comes the strength of will have in a Tribe. Large tusks mean they come
those born there. from tough Orcks who have managed to survive
and produce offspring for many generations,
Orck Racial Traits weeding out the weak.
Ability Scores. An Orcks tusks tell a lot about the
individual. Many adorn theirs with jewelry and
+2 Str, +1 Grt, +1 Int, -1 Mox
rings, or carve designs or words into them. An
Age. Orcks live about 60-80 years, reaching Orcks tusks stop growing when they reach
adulthood at the age of 14. adulthood, and from then on wont get any bigger
and do not grow back.
Size. Orcks are considered Medium and are The biggest dishonor for an Orck is to have
heavily built ranging 6 feet to over 7, and on a broken Tusk. Or Gods forbid, both tusks. It is
average way upwards of 230 to 280 pounds. often practiced on any criminal to cut off the tusks
Speed. Orcks have a base speed of 30ft. of an Orck to demoralize them.

Languages. Orcks speak Common, and Orocks. All Fight & No Play
Orocks is a rather harsh and rough sounding From the moment they can walk an Orck is
language with more curse words than all other toughened. Orck parents hardly raise their
languages combined. children, mostly leaving them to fend for
themselves and hardly interact with them. Many
Appearance do not live more than a few years.
Orcks are large, burly, broad shouldered Most often it is the youngest members of
figures. Their hair grows in dark colors, and they the Tribe, those who have most recently reached
often do not grow facial hair. They have large adulthood or are fast approaching, who raise the
protruding tusks, which they often decorate by younger members. They teach them how to travel
carving. Their skin ranges from dark purples to all the land, how to hunt, how to find water, and most
shades of green. Often their bodies are covered importantly, how to fight.
with scars, as marks of honor received in battle. Every argument between Orcks begins
with fighting. Whether the problem is small or
Society large, they fight. After a few moments of fighting,
Orcks are mostly made up of small groups, they stop and discuss. Usually that ends the
often nomadic, but usually not barbaric, that travel argument right there, but if the argument is
across the icy tundra of the North, never staying in particularly important, such as over a partner, the
one spot for more than a few weeks or a season. fighting may commence once more. Neither wants
They are grouped into Tribes, each one led by a to give up, but neither wants to die or kill the other,
Chieftain, who is often a Shaman. and eventually someone will give up. Or one of
Strength and toughness, whether them will die.
physically or mentally, are what Orcks respect the However Orcks do not do this with other
most, and if you can show one either, they will races; mostly because they assume that the other
respect you. They tend to look down upon weaker race is weak and would not be able to put up a fight.
and smaller individuals until they prove They are not prone to bullying the weak, but if the
themselves. other is looking to fight they are more than happy
Proving strength or toughness to Orcks is to oblige. Managing a good solid hit on an Orck is a
not an easy task, even in their own Tribe, as good way to earn its respect.
there's more than a little competition. Tribe's tend
to have dozens of Orcks, the largest ranging in the
hundreds.
But not all Orcks live the nomadic lifestyle.
Many have grouped together and made settlements,
and some found place in cities, where their
muscled physiques are put to good use. That's not to
say that Orcks are all muscle brained meatheads,
some seek strength through knowledge and
experiences.

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Naming Orck Talents
Orcks tend to be named something short
and to the point, usually made up of a single Darkvision
syllable. However, titles are very important and an
Orck tends to get upset if they are addressed by You can see in non-magical darkness as if it were
someone they are not on friendly terms with and daylight. However you cannot see colors in the
that person doesn't use their title. A good way to dark, instead seeing everything in shades of gray.
insult an Orck is to give them a weak sounding
title. Muscle Built
Examples: Orf, Dav, Iph, Hik, Tyn, Obe, Kal,
You count as one size larger for determining Bulk
Ern, Ore, Fro.
and pushing, dragging, or lifting.
Some title examples: Mountain Climber,
Wise, Skull Crusher, Beast Slayer, Cunning, Great
Hunter, Protector, Strong Back. Large Build
You can carry weapons that would normally need
a cart, and you can use a two-handed weapon in
one hand, but you cannot dual wield.
You have a -2 to Dodge.
This increases to -4 to Dodge if wielding a cart
weapon.

Keen Senses
+2 Points to the Perception Skill.
+1 to Awareness.

Ferocity Cost: 10exp


Once per day, if you would gain the Downed
Condition by hitting 0 Wounds, you are instead
put at 1 Wound. You must take a Long Rest before
being able to use this Talent again.

Lorekeeper Cost: 5exp


You gain a +5 when making a Knowledge Check
pertaining to your race.

Toughened Cost: 10exp


You take 2 less Wounds when receiving Damage
from all Environmental Hazards, such as
Weather or Traps.

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Half-Elf Half-Elf Talents
Minor Race
Lowlight Vision
Being caught between two Races that don't
care for each other can be rough. You can see in dim light as if it were normal
daylight.
Half-Elf Racial Traits
Ability Scores. Between Worlds
+1 Agi, +1 Ref You are a rare social oddity and draw a lot of
Bonus: +30exp strange looks. You have a -5 to social interactions
as the other party tends to be distracted. This
Age. Like Elves, a Half-Elf does not seem to age as penalty only applies if they make a DC 10
long as they live an active life, setting goals and Perception Check and are aware you are a half
accomplishing them. As the newest Race in the breed. You may increase this DC to 14 with a
world, no Half-Elf is older than 30 years old. A Disguise Kit.
Half-Elf reaches adulthood at 16.
Size. A Half-Elfs size is considered Medium, and Keen Senses Cost: 10exp
they are anywhere from between 4 feet to 6 feet
+2 Points to the Perception Skill.
tall.
+1 to Awareness.
Speed. Half-Elves have a base speed of 30ft.
Light Footed
Languages. Half-Elves speak Common and can
choose Elven or any one language of their choice. You are abnormally light on your feet, ignoring
difficult terrain involving snow or mud as you do
Appearance not sink into it.
Half-Elves, like their Human parent, vary
so greatly in appearance, but still hold a hauntingly
Elven Magic Cost: 10exp
unnatural beauty, hinting at their dual parentage.
While their skin can vary from pale to dark, their Gain a +2 to dice roll when rolling for Backlash.
hair can be all different colors and types, they
always have sharper facial features and long Of Two Worlds Cost: 10exp
pointed ears.
You may increase the DC to discover your half
Society breed to 20 by disguising yourself as either of the
Half-Elves don't have a society of their two Races you belong to. You may increase this
own, tending to either seek refuge with Elves or DC to 24 with a Disguise Kit.
Humans, neither of which want them in most
cases.

War Torn
The War is still fresh in many peoples
minds, only having ended 10 years ago. For many,
the scars left by it have not healed. But some Elves
and Humans still fell in together and found that
they could bear children.
Even when the War ended, some of the
parents of these children were branded as traitors.
Many were killed, while others were imprisoned.
Many young Half-Elves ended up in orphanages, or
were simply abandoned

Naming
Half-Elves are given either Elven or
Human names, depending on what their parents
decide.

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Halfling The 12 Houses are: Goodsong, Shilfire,
Minor Race
Dewfoot, Farbridge, Highmead, Clayprint,
Underroot, Underhill, Northbrook, Tunnelly,
Honestly there's no better host than a Greenpalm, and Fairlight.
Halfling. Halflings keep to themselves mostly,
hardly ever venturing out from the area they were
Halfling Racial Traits born, but some get "an itch in their feet," as
Ability Scores. Halflings say, and set off to see the world. It's when
these Halflings return that they get most of their
+1 Agi, +1 Int, +2 Mox, -2 Grt, -1 Str
stories, and the more exciting the tale, the longer it
Bonus: +20exp will be passed down and the more it will be
Age. Halflings live about 200 years, reaching exaggerated.
adulthood at 16.
Hospitality
Size. Halflings are considered Small, being about 3 Your average Halfling loves guests and
feet tall, and weighing about 40 pounds. visitors of all sorts. Most keep quite a large stock of
snacks and have a kettle ready, just in case. A
Speed. Halflings have a base speed of 20ft. Halflings home tend to be built rather large, just in
Languages. Halflings speak Common, and either case a visitor is larger than a Halfling, which most
Dwarven, Draconic, or Orocks. Races are.
They keep their domiciles clean and well
Appearance furnished for all manner of occasions, and
Halflings for the most part never wear sometimes several at once. Larger Houses,
shoes, preferring to walk barefoot which leads to especially ones near settlements of other races,
the bottoms of their feet being tough and calloused. will often find those that they have grown a liking
Their feet are quite large and broad for the size of to and invite them to some party or festival they
the rest of their body, with tufts of thick curly hair are having. Halflings celebrate the smallest of
on top of them. They tend to have a rich cinnamon things with large parties, from birthdays, to
skin tone from all the time they spend outdoors, farewells, to good harvests.
and their hair is generally shades of brown. A It's said to never turn down an invitation
Halflings ears are pointed much like an elf, but not from a Halfling, because it will be the best time
much larger than a Humans. you've had in quite a while.

Society Naming
Halflings are quite humble in their A Halflings name is made up of five
lifestyles, without any sense of ruler or kingdom, different names; Formal, Friendly, Father, Mother,
they rely more on family, their House, and their House. Their first name is their Formal name that
community to solve problems. Some communities is used by strangers, new acquaintances, or at more
have reached quite substantial size but are still public events, and this name tends to be rather long
quite small compared to the cities of other Races. and complicated. Their second name is their
A community is heavily influenced by the Friendly name, for those who are close friends
customs and traditions of their particular House, with the Halfling, or members of their immediate
neither of which vary much from House to House. family, and this name tends to be short and simpler
They have an extensive oral history all about folk compared to their formal. Their third name is their
heroes and virtues they hold close, but as for the Fathers Formal name, while their fourth is their
Halfling's actual history, they couldn't care less. Mothers Formal name. Finally their fifth name is
Given the choice between a pointless truth or a their House name.
useful fable, a Halfling will usually opt to Some Halflings who have gone out into the
remember the fable. world only use their Friendly or Formal name
There are a total of 12 Halfling Houses, and along with their House to make it easier for other
although two may be from the same House it's Races to remember their names.
quite likely they're probably not related and may Examples: Faramond Davon Fulrad Prima
not even know each other due to the size and Shilfire, Waldrada Anna Gorbulas Aregund
expanse of how large Houses are. While there are Fairlight, Grimald Faro Agilbert Berylla Highmead,
no outright conflicts between Houses, there are Adallinda Cait Brocard Deuteria Dewfoot.
plenty of petty grudges that have spanned
generations.

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Halfling Talents
Can't Stay Mad at You
If you fail a Persuasion Check, you can make a
Luck Roll. On a successful Luck Roll, you may
count the Persuasion Check as a success. This can
only be done once a day and refreshes after a
Long Rest.

Small Target
+2 to Dodge due to size. If your size changes from
small, you lose this Bonus.

Lorekeeper Cost: 5exp


You gain a +5 when making a Knowledge Check
pertaining to your race.

Wanderlust Cost: 5exp


You gain +1 Points to the Geography and Survival
Skills.

Halfling Hospitality Cost: 10exp


Gain +1 Points to Moxy.

Friends All Over Cost: 20exp


You know pretty much everyone around, and they
all know you. Anytime a new NPC is introduced,
you may make a Luck Roll. On a successful Luck
Roll, you know this NPC and they know you. A
Storyteller may deem this impossible and have
you automatically fail.

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Half-Orck Naming
Minor Race Half-Orck names vary between being Orck
in nature, or Human in nature, mostly depending on
If you ever see a small Orck, it's probably who they grew up with. If both parents raise the
just half of one. child together they tend to have short first names
similar to Orcks, but a middle and last name.
Half-Orck Racial Traits
Ability Scores.
+1 Str, +1 Grt
Bonus: +30exp
Age. Half-Orcks live about 60-80 years, reaching
adulthood at the age of 16.
Size. Half-Orcks are considered Medium and vary
widely in Height and Build, ranging from below 6
feet to 7.
Speed. Half-Orcks have a base speed of 30ft.
Languages. Half-Orcks speak Common, and either
Orocks or any one language of your choice.

Appearance
Half-Orcks aren't as large, burly, or broad
as a pure Orck would be, but they're often
considerably larger than a Human. Their hair
grows in dark colors, and have no problem growing
facial hair. They have protruding tusks, which they
often decorate by carving if they grew up with
Orcks. Their skin ranges from dark purples to all
shades of green. Often their bodies are covered
with scars, as marks of honor received in battle if
they grew up with Orcks.

Society
Half-Orcks don't have a society of their
own, tending to either seek refuge with Orcks or
Humans, neither of which are very keen on having
them, but Orcks find that despite being weak, they
are still Orcks and will more readily accept them
into their society than Humans are.

Not Quite an Orck


A Half-Orck tends to be far more driven
than your average Orck, because they don't quite fit
in. They are born weaker than an Orck, and in an
Orck Tribe it is hard for them to survive. But this
just makes most of them more determined to be
great. They work harder, they fight harder, they
always seek to prove themselves to the Tribe that
they are just as good as any other Orck.
Often this leads to problems within a Tribe,
as a Half-Orck tends to outperform all the other
Tribe members, and can even rise quite high in
their communities.

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Half-Orck Talents
Darkvision
You can see in non-magical darkness as if it were
daylight. However you cannot see colors in the
dark, instead seeing everything in shades of gray.

Between Worlds
You are a rare social oddity and draw a lot of
strange looks. You have a -5 to social interactions
as the other party tends to be distracted. This
penalty only applies if they make a DC 10
Perception Check and are aware you are a half
breed. You may increase this DC to 14 with a
Disguise Kit.

Muscle Built
You count as one size larger for determining Bulk
and pushing, dragging, or lifting.

Keen Senses Cost: 10exp


+2 Points to the Perception Skill.
+1 to Awareness.

Ferocity Cost: 10exp


You do not gain the Downed Condition when you
hit 0 Wounds, however you do begin to bleed out.

Toughened Cost: 10exp


You take 2 less Wounds when receiving Damage
from all Environmental Hazards, such as
Weather or Traps.

Of Two Worlds Cost: 10exp


You may spend 1 Hour after a Long Rest increase
the DC to discover your half breed to 20 by
disguising yourself as either of the two Races you
belong to. You may increase this DC to 24 with a
Disguise Kit.

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Kobold Tiny Dragons
Minor Race Kobolds are always striving to better
themselves, and to increase their own personal
Tiny little dragons, ever reaching forward power in hopes of breaking free of their form and
with their little hands. Ascend to a true Dragon.
Due to this you can often find large
Kobold Racial Traits
Kobolds, or Kobolds with wings or more Dragon
Ability Scores. like features.
+1 Agi, +1 Ref, +1 Mox, -2 Grt, -1 Str
Naming
Bonus: +20exp Kobolds have singular names and are fond
Age. Kobolds can live over 100 years, depending on of naming themselves after things that they like,
how they spend their time. They reach adulthood though the spelling is altered and jumbled to make
at 14. the name more unique.
Examples: book becomes Bok or Boko,
Size. Kobolds are considered Small, standing cloud becomes Cludo or Lucdo, fire becomes Fier or
between 2 and 3 feet tall, and weighing between 25 Rife, string becomes Stringy or Gistry, and things
and 35 pounds. along those lines. Kobolds will even change their
names if they find something new they
Speed. Kobolds have a movement of 30ft.
particularly like.
Languages. Kobolds speak Common and Draconic,
the language of Dragons, which is a flowy and
wordy language with a mixture of hard consonants
and drawn out vowels.

Appearance
Kobolds are very small upright reptilian
creatures reminiscent of dragons. Their scales vary
greatly in color, but they're typically shades of
orange, yellow and red. They have slitted eyes,
with the colors tending to be similar to their scale
color or gems. Their tails tend to be longer than
they are tall, though some have shorter, stubbier
tails, and some even have tails near twice their
height. A Kobolds gender is rather complicated, as
they can change it on a whim, so many simply
refer to them as Kobold rather than a gender and
most have a rather androgynous appearance.

Society
Almost all Kobolds live in the Auser
Kingdom, under The God King JonSong, the God of
Dragons. Their cities spread wide in all directions,
up and down as well. They are great at numerous
crafts, and their small stature and group thinking
tends to produce some of the finest trade goods in
all the world.
To a Kobold, all other Kobolds are their
Kin, and they do not often get into fights with those
of their own kind. If they see another Kobold in a
fight with another Race, they are quick to rally to
their Kins side, no matter the circumstances.
They have great respect for Ascended
Kobolds, or Kobolds who have begun the change
into a dragon, which is not an easy task.

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Kobold Talents
Dragon Blood
Access to the Draconic Tree.

Darkvision
You can see in non-magical darkness as if it were
daylight. However you cannot see colors in the
dark, instead seeing everything in shades of gray.

Small Target
+2 to Dodge due to size. If your size changes from
Small, you lose this Bonus.

Runs on All Fours


You cannot take the Run Action unless you have
both hands free.

Natural Weapons
Your base Unarmed Damage increases from 1 to 2,
as you have sharp claws and teeth.

Prehensile Tail Cost: 10exp


Your tail is strong enough that it can grab and
manipulate objects, effectively acting as another
hand. Any Attack made with weapons held by the
tail suffer a -5 To Hit and do not add Str or Agi.

Lorekeeper Cost: 5exp


You gain a +5 when making a Knowledge Check
pertaining to your race.

Ancient Ancestry Cost: 0exp


You lose Dragon Blood.
Your particular ancestry is far more feral than
dragons, giving you more the appearance of
ancient reptiles. You gain +2 Grit, and +1 Natural
Soak. Natural Soak applies to Magical Damage.

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Ratfolk In their own societies crime is not
Minor Race
tolerated. A Ratfolk accused of a crime, if they are
found guilty, is often banished or executed
Scurrying through the streets, and under depending on the severity of the crime. Seeing a
everything, it's hard to pin down a Ratfolk. lone Ratfolk often means they have been exiled
from their Nest, though the crime could have been
Ratfolk Racial Traits something as small as not returning a library book
Ability Scores. on time.
+2 Agi, +1 Ref, +1 Smt, +1 Int, -1 Str, -1 Mox Long Tales
Age. Ratfolk live anywhere from 30 to 50 years, A weakness that Ratfolk share is one for
reaching adulthood at 12 years old. stories. Often Ratfolk will trade goods and services
to hear the stories of others. Because of this a
Size. Ratfolk are considered Small, standing Ratfolk is often full of stories, and though they
between 3 and 4 feet tall, weighing between 60 to may have paid a rather high price for the story,
80 pounds. they are more than willing to repeat it without a
care.
Speed. Ratfolk have a movement of 30ft.
A Ratfolk who can bring a story of
Languages. Ratfolk speak Common and Skee, a particularly high entertainment would be
very quiet language, made up of soft squeaks and celebrated, as if they were the hero of the story.
hand gestures.
Naming
Appearance Ratfolk names are quite an interesting bag,
A Ratfolk is a large bipedal rodent, ranging due to their love of stories, fables and songs, they
from a mouse to a rat and anything in between. tend to be named after them. Sometimes they are
Their fur tends to be dark in colors, but white and named after characters in the story themselves, or
gray are quite common. A Ratfolk's tail is long and from other things found in the story, but it is most
hairless, and though the proportions are varied common for them to be named after the title of a
they tend to match the height of the Ratfolk in story, or what the Ratfolk thinks the story should
length. be called.
Examples: Darling my Darling, Home
Society Again, Three Coin Bet, My Lovely, Sweet Dreams,
They like tight spaces and prefer to live in Night Sky, Heir of Death, Dogs of the Void.
places that other races wont show their faces.
Ratfolk live in large communities, which
are called Nests. All Ratfolk seem to stem from one
Nest in Heimsford and have stretched out from
there into hundreds of Nests scattered around the
world. Often cities will employ them to work in
their sewers, since they're down there already.
When they interact with other Races they
tend to hide their forms, as most people have a bad
reaction when they see a giant rat attempting a
purchase. They are scavengers first and foremost,
digging through the trash of the cities they live in
for things that they could eat, or sell. They do not
seem to mind being called Ratfolk, though the
direct translation of what they refer to themselves
would be closer to The Libraries.

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Ratfolk Talents
Darkvision
You can see in non-magical darkness as if it were
daylight. However you cannot see colors in the
dark, instead seeing everything in shades of gray.

Small But Tough


You gain a +1 to Wounds. You also gain a +2 Bonus
to Saves against Poison and Disease.

Small Target
+2 to Dodge due to size. If your size changes from
Small, you lose this Bonus.

Runs on All Fours


You cannot take the Run Action unless you have
both hands free.

Flexible
You are able to fit into and through small spaces
that would normally be inaccessible to others,
counting yourself as one size smaller.

Natural Weapons
Your base Unarmed Damage increases from 1 to 2,
as you have sharp claws and teeth.

Lorekeeper
You gain a +5 when making a Knowledge Check
pertaining to your race.

Prehensile Tail Cost: 10exp


Your tail is strong enough that it can grab and
manipulate objects, effectively acting as another
hand. Any Attacks made with weapons held by
the tail suffer a -5 To Hit and do not add Str or
Agi.

Font of Stories Cost: 10exp


You gain +2 Points to the Perform Skill due to all
the folk tales and odd lore you've collected.

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Chapter 3: Abilities & Skills
There are many different skills, all using Upgrading Abilities & Skills
different Abilities. Your Abilities are the core The cost to purchase an upgrade points for
essence of your Hat. There are 7 core Abilities an Ability is listed below:
separated into Physical Abilities and Mental -2 -> -1 = 30exp
Abilities. Your Physical Abilities are Grit, Strength, -1 -> 0 = 40exp
Agility and Reflexes. Your Mental Abilities are 0 -> 1 = 20exp
Smarts, Intuition, and Moxy. All Skills are based 1 -> 2 = 30exp
on these 7 Abilities. All of these Ability Scores 2 -> 3 = 40exp
start at 0, and are increased or decreased by your 3 -> 4 = 50exp
Race, Background, and maybe other sources. 4 -> 5 = 75exp
You begin with 100exp when you make a If you have an Ability bellow -2, it costs
Hat, sometimes more depending on what Race you 30exp to raise it by 1.
have chosen. This exp is used to purchase upgrades The cost to purchase an upgrade points for
for your Hat, such as increasing their Ability a Skill is listed below:
Scores, their Skills, and buying Talents. 0 -> 1 = 10exp
A Hats Ability Score is their physical and 1 -> 2 = 20exp
mental attributes. There are 4 physical Abilities, 2 -> 3 = 30exp
and 3 mental ones. The physical Abilities are: Grit, 3 -> 4 = 40exp
Strength, Agility and Reflex. The mental Abilities 4 -> 5 = 50exp
are: Smarts, Intuition and Moxy. There is also an For Abilities and Skills each point must be
eighth Ability; Luck. Luck is the only Ability that purchased in order. (e.g. you cannot take a -1 to a 1.
you cannot purchase upgrades for and it gets a lot You must first buy to 0 then buy 1)
of special treatment. When a Skill or Ability is at 5, that's the
Skills are how good your character is at stuff of legends. At this point rumors of a
certain tasks. There are 3 categories for skills: characters skill start to flow through nearby towns.
Basic, Knowledge and Magic. Basic skills contain To increase either an Ability or Skill
the majority of skills, each one using an Ability as beyond 5 use the equation: (skills current
well as its own Points to calculate the final score, level)x20=(exp cost)
which is added to the die roll. Knowledge skills are Yes that means 6 costs 100exp.
all tied to the Smarts Ability Score. Finally, are the If you are Trained in the skill you may
three types of magic, these are only accessible if purchase upgrades for it at half the exp cost. Your
you take the appropriate Talent which allows you hat is Trained in the skills listed in Archetype, as
to take it. Each magic skill is tied to one stat; well as any skill that a Talent specifies you are
Arcane: Smarts, Nature: Moxy, and Spirit: Intuition. Trained in.
If you are magically inclined, you also need to You may increase a Hats base Lucidity as
worry about Lucidity. Lucidity starts at 0 and adds if it were a Skill. Anything purchased is is treated
Smarts, Moxy, or Intuition, whichever is highest. like Points, and then your Ability is added to get
For the order in which you upgrade Skill your Lucidity Total.
and Ability points, you first gain Upgrade or
Penalty points from your Race, then background, Optional Rule: Points for Style
then you purchase upgrades, and finally Talents
are added. E.g. if your background gives you a +1 to A Player who wishes may make a Skill
a Skill or Ability, you gain that point before you are Check to give themselves a +1 Style Bonus to a roll.
able to purchase more. But if a Talent Raises a The skill check must be relevant to the main
Skill or Ability, that occurs after you have bought Action that is being done, such as leaping from a
points. Some Troubles have penalties, these do not table to gain momentum to give that punch a little
alter your number, and instead only apply to dice extra, or doing a sweet 360 spin before shooting at
rolls. someone. In the end the Storyteller has final say if
you can make a relevant Check. Failing this Skill
Check gives you a -1 Penalty to the roll.

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Grit Agility
Grit is the only core Ability that doesn't How nimble your Hat is. This Ability also
have any Skills attached to it. That doesn't mean adds into your Hats Dodge.
it's not important, as Grit has a direct effect on Acrobatics: Things to do with balancing
your Hats Wound total, endurance, and some and climbing. This also applies to Saving Throws
saving throws. against AOE and certain other effects, called a
How it influences Wounds is fairly Physical Save.
straightforward. You start a Hat with 10 wounds, Ride: How good you are at riding a Mount,
and for every point of Grit, you get to increase that and doing things while riding one. While simply
number by 2. However negative numbers only moving a Mount doesn't require a Ride Check,
decrease it by one, so if you have a -2 you still have doing something fancy does. These fancy things
8 wounds total. are explained more in Chapter 8.
Your Hat's Grit also influences their Stealth: How good you are at sneaking
endurance in several ways: around and hiding. To make a Stealth Check in
You can hold your breath for 1+Grit minutes Combat requires 1 Action and you must break Line
before you start Suffocating. A negative Grit score of Sight, so there must be things to actually hide
halves the minute. behind. Any Stealth Check will be against other
Every Hour you travel past 8 hours, you Targets Awareness, or Perception if they are
must make a DC 15+(Hours Past 8) Grit Check. actively looking. Your Stealth Roll will be
Failure; You gain a point of Fatigue. determining the DC of how hard it is to spot you.
Every Hour you spend running is a Certain things, such as wearing certain Armor or
DC 15+(Hours) Grit Check. Failure; You gain a point wielding certain Shields, will give you penalties.
of Fatigue. Using a Firearm or doing anything that makes
Also, a Hat gains 1 Wound for every 50exp noise immediately takes you out of Stealth.
they have in their Total Exp Gained section. Stealth is explained further in Chapter 10:
Adventuring, under Sneaking.
Strength
Your Hat's Strength Score is how Reflexes
physically strong they are, and effects how much How fast your Hat is, and what they add to
they can carry, lift, and drag. As well as effecting their Initiative roll.
how much extra Damage they do with melee Firearm (Light): How good you are at
weapons. shooting things with smaller Firearms. Light
Athletics: Things to do with balancing and Firearms are Pistols. These Checks are effected by
climbing. This also applies to Saving Throws anything that effects sight.
against AOE and certain other effects, called a Firearm (Heavy): How good you are
Physical Save. shooting things with bigger firearms. Heavy
Brawl: How good you are at hitting stuff. Firearms are Rifles and Shotguns. These Checks
Most close range attacks will use this Skill, such as are effected by anything that effects sight.
striking with a Weapon or an Object, or simply Ranged: How good you are at shooting
attempting to punch something. On rare occasions things with bows and stuff like that. This also
your Brawl will be based on Agility instead of determines how good you are at throwing things. If
Strength. These Checks are effected by anything an Object does not have the Thrown property, you
that effects sight. take a -4 To Hit when attempting to throw it.
Intimidate: How big and scary are you? Artificer Gadgets that require a To Hit roll, use
This skill is used as an alternative to something your Ranged Skill. These Checks are effected by
like Persuasion, where instead of asking nicely anything that effects sight.
you are threatening a Target in order to get them to Sleight of Hand: Thieving, picking locks
do what you want. and hiding stuff, mostly. Also cheating at cards.
Sleight of Hand is how quickly and nimble your
fingers are. Disabling traps, Machines, and Gadgets
are also based on Sleight of Hand, as well as
escaping from cuffs or ropes.

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Smarts Survival: Finding food or shelter in the
How well your Hat learns, what they know, Wilds and tracking stuff. This is also useful for
how well they thinks and reasons. This also gets Alchemists when searching for ingredients. These
added to all Knowledge Skills. Smarts will be your Checks are effected by anything that effects sight.
Willpower Save if it is your highest Mental Ability.
Appraise: Figuring out how much
Moxy
something is worth, or how good its quality is. The How strong your Hat's personality is, and
DC of determining the Quality and Cost of an how other people perceive them. Moxy will be
Object is set by whatever Quality the Object is, your Willpower Save if it is your highest Mental
which is explained in Crafting Talents. These Ability.
Checks are effected by anything that effects sight. Bluff: Lying. Also for Feinting in combat.
Investigation: Finding stuff, either physical Anytime you tell a lie, a Target may choose to
things in a room or on a Target, or information. If make a Sense Motive Check. Now, if the Target has
you are ever physically searching something you no reason to be suspicious of you, they may not
use Investigation. Investigation also covers a more assume you are lying, and you will not have to
broad spectrum for finding information on make a Bluff Check. A Target who has believed a
something to help you narrow down who has the lie once cannot make multiple Checks, unless
information or how to find it. substantial new information is added to the lie.
Medicine: Trying to keep people from not These Checks are effected by anything that effects
dying without magic. sight.
You may end a Targets Bleeding Condition with a Handle Animal: Knowing what to do to
DC 15 Check. make animals like you. This is also for keeping
You may identify a Poison, Disease, or a Potion animals calm in a stressful situation.
with a DC 18 Check. Leadership: How well you lead and
If a Target has been hit by a Lucky Shot and failed command others. You may have 1 Follower for
both of their Luck Checks, you may make a DC 15+ every 2 Points you have in Leadership.
(Damage they received from the Attack) Check to A Follower is a Goon, and you must use an Action
prevent the bad effect from taking place as long as to give them commands using your Leadership
you can perform the Check within 4 Hours and Skill; DC 12 for mundane tasks, DC 16 for combat,
have the proper tools. DC 20 if the task is dangerous. Otherwise they will
You may make a DC 18 Medicine Check for a Target simply follow your Hat and defend themselves.
during a Short or Long Rest to double the amount Perform: Entertaining and using
of Wounds the Target regains. This may be done on instruments or putting on some kind of show,
up to 2 Targets during a Rest. which is described more under the Musician Talent
Performer (Page 78).
Intuition Persuasion: Talking and getting people to
How wise your Hat is, as well as their understand your point of view, or to get them to
common sense and awareness. This also gets added help you out. This is your Hats go to when
into Initiative rolls. Intuition will be your attempting to influence an NPC's temperament
Willpower Save if it is your highest Mental Ability. (Page 168).
Perception: How good you are at spotting
things, like sneaky Hats or Traps. When you are
looking, trying to find something from a distance,
or trying to hear something, you use Perception.
This is also what your Hat's Awareness is based on
(Page 168). These Checks are effected by anything
that effects sight, or sound depending on what the
Check is.
Sense Motive: Trying to tell if someone is
lying, or if they have ulterior motives. Also for
spotting Feinting. While a Sense Motive can tell if
someone is being less than truthful, if they are
simply telling the truth, you wont get anything
special. These Checks are effected by anything that
effects sight.

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Knowledge Warfare
Knowing stuff about tactics and military
There are also Knowledge Skills, these are things.
what your Hat knows about the world around them There's a lot of different things covered in
and how much they've learned. You must be Warfare, like tactics used in certain situations,
Trained in a Knowledge skill in order to make a formations and ranks of soldiers, and how to figure
Check. In addition to being able to purchase Points out what an enemy is doing.
in a Knowledge Skill, you also add your Smarts
Bonus to the Total. Wilds
There are 9 Knowledge Skills in total: Knowing stuff about the stuff outside of
civilized society.
Engineering All that stuff outside of a town? Yeah,
Knowing stuff about technology. that's the Wilds. Knowledge of which plants to eat,
Everything to do with Gadgets and and the critters that live out there.
Machines, as well as physical structures and
buildings. This is a very important skill for
Artificers or people who plan to work on
Magic
Firearms. Arcane
Messing with the laws of Physics. The
Geography
Arcane Skill is based on a Hats Smarts. Arcane
Knowing stuff about places.
Spells use the Magic that the Caster has within
The lay of the land, what city is where and
them or within others.
what the name of that mountain range is. This is
also important for helping a Hat to read and
understand maps, and being able to figure out how Nature
far they have traveled. Messing with the laws of Nature. The
Nature Skill is based on a Hats Moxy. Nature Spells
History use the Magic of the area around them, taking
Knowing stuff about the past. advantage of all the Magic in everything to harness
This can include what things you know or power.
have heard about an area, or about particular
historic events. Spirit
Messing with the laws of Gods. The Spirit
Law
Skill is based on a Hats Intuition. By channeling
Knowing stuff about laws.
the power of the Gods, Spirit Magic brings the very
All about the good side of the law, knowing
force of the Divines forth.
what is breaking the law is pretty important in
most places.

Occult
Knowing stuff about magic.
This is your go to about anything and
everything that has to do with Magic, from figuring
out Spells to deciphering scrolls. Also helps to
identify beings of magical origins.

Outlaw
Knowing stuff about breaking the laws.
This is what your Hat knows about the
shadier side of civilization, where to get or sell
illegal goods, or hire thugs.

Religion
Knowing stuff about Gods and cults.
Gods are important, and if you want to
know things about them you better put a lot into
this one.

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Chapter 4: Backgrounds

Backgrounds Blacksmith
Your Hat's background is what sort of You're quite accustomed to the heat and noise of a
profession they had, or have. Every Background forge, and have learned how to shape metal how
gives your character a bit more depth, as well as a you wish.
bit of Skill or Ability Points and some starting +5 to Blacksmithing Checks, and you gain the
equipment. Blacksmithing Talent and all connected Talents
cost 10exp less.
Apprentice
+1 Point to Athletics
An Apprentice to some sort of Magi, or perhaps a Your Hat starts with Blacksmith Tools.
Spiritualist, or Musician, giving you some basic
insight into the world of Magic. Card Sharp
+1 Point to Knowledge Occult
You gain 1 Point to a Magic Skill of your choice. Bouncing around Saloons and Casinos, gambling
You also gain one Tier 0 Spell. and showing everyone how cards are supposed to
be played.
+1 Point to Sense Motive
Artisan
+2 Points to Sleight of Hand
Growing up as an understudy to an Artisan to Your Hat starts with a Deck of Cards, a Waist
perfect your craft until you finally broke off and Pouch, and a Hold-Out Pistol.
started to hone your skills on your own.
+3 to Crafting Checks Criminal
+1 Point to Appraise
Gain 1 Crafting Talent of your choice. For one reason or another, you were caught for
Your Hat starts with one Tool or Kit worth 50 breaking the law. You received a Criminal Brand,
Silver or less of your choice. but before your trial, or before your were hanged,
or perhaps you were simply sentenced to
something else, you are now back out in the
Banker
world.
Working with Silver coins and Bank Notes has You automatically gain the Trouble Criminal
given you great insight into the world of Brand. This does not count against your max
bureaucracy and money. Troubles, however you do gain the experience
+2 Points to the Appraise Skill from it and may choose a second Background.
+1 Point to Knowledge Law
Your Hat starts with a Satchel, a Fancy Outfit and Coachman
30 extra Silver.
A dangerous profession, transporting goods, mail,
people, or some combination. There was always a
Barkeep
high chance of being targeted by someone with
Whether a Tavern or a Saloon, you've had bad intentions.
experience working behind the counter and +5 to Driving Carts.
slinging alcohol to thirsty patrons. You also gain the Talent Driving: Carts.
+5 to Brewer Checks, and you gain the Brewing Your Hat starts with a Satchel, a Coach Gun with
Talent. a Holster, and an Armored Duster.
+1 Point to Perception
Your Hat starts with an Outfit and Brewers
Supplies.

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Cook Drifter
At home in any kitchen, whether it was in some Wandering around from place to place, never
fancy restaurant, or just making a living in some staying anywhere for too long, meeting people
Tavern or Saloon, you've made your living off of and doing odd jobs to earn your living.
cooking. +1 Point to Intimidate
+5 to Baking and Cooking Checks as well as +1 Point to Bluff
gaining the Baking and Cooking Talent. +1 Point to Survival
+1 Point to Acrobatics Your Hat starts with a Poncho or Cloak, a
Your Hat starts with Cooks Utensils. Backpack and a Bedroll.

Courier Explorer
Traveling from town to town, making personal Seeking out those unexplored corners of the map,
deliveries for money. Technically a postal worker, or walking in the footsteps of other explorers to
but focused more on single parcel delivery. see what they saw.
Gain +5ft of movement. +1 Point to Perception
+1 Point to Knowledge Geography +1 Point to Survival
Your Hat starts with a Mailbag, and 10 extra +1 Point to Knowledge Wilds
Silver. +1 Point to Knowledge Geography
Your Hat starts with Cartographer's Tools.
Courtesan
Farmer
It's rather expensive to spend some time with a
Courtesan. Usually found hanging on the arms of Spending most of the year working the earth and
big spenders in Saloons, Casinos, or Cabarets. growing crops, beekeeping, or some other type of
+2 Points to the Persuasion working soul.
Your Hat starts with an Extravagant Outfit and 30 +1 to the Strength Ability
extra Silver. +2 Points to Knowledge Geography
Your Hat starts with an Outfit, a Waist Pouch and
Cowboy a Sickle.

Tasked with tending the cattle on a ranch, usually


Fisherman
on horseback. Doing everything that needs doing
out on a ranch, and preventing rustlers. Catching and selling fish, whether off the dock, on
+1 Point to Ride a small fishing boat, or apart of a larger fishing
+1 Point to Handle Animal vessel pushing out to catch droves of fish.
+1 Point to Firearms (Light) or (Heavy) +1 to the Strength Ability
Your Hat starts with a Pistol, Rifle, or Shotgun, +1 Point to Survival
including Holster, a Signal Whistle, and a Franz Your Hat starts with Fishing Tools and a Fishing
grade Horse. Net.

Doctor Gunsmith
Whether traveling around, working in a hospital, In the age of firearms, Gunsmiths are becoming
or having an office in some small town, helping almost as important as Blacksmiths. Making
fix people up. firearms and bullets, or fixing guns is how you've
+1 Point to Medicine made your living.
You also gain the Doctor Talent. +1 Point to Knowledge Engineering
Your Hat starts with a Doctor's Bag. You also gain the Gunsmithing Talent.
Your Hat starts with Gunsmith Tools.

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Hired Gun Magic Scribe
Sometimes all you're good at is shooting things, It's not easy to scribe magical properties onto
and that's when you become a Hired Gun, offering objects, and those who can do it are looked highly
your services either hunting down bounties, or upon.
protecting people or things. +2 Point to a Knowledge Occult
+2 Points to Firearms (Light) or (Heavy) Your Hat starts with a Magical Scribe Kit.
+1 Point to Perception
Your Hat starts with an Armored Duster, and a Mechanic
Pistol, Rifle, or Shotgun, including Holster.
Whether on Trains, Airships, Gadgets or other
Machines, you've got experience working on all
Hunter
sort of mechanical things.
Going out into the wilderness and hunting down +2 Points to Engineering
critters for furs, meat, and special materials that +1 Point to Sleight of Hand
can't be obtained through other means. Your Hat starts with a Mechanic's Bag.
+1 Point to Survival
+1 Point to either Ranged, Firearms (Light), or Merchant
Firearms (Heavy)
+1 Point Knowledge Wilds Working in a shop or at a stall, selling things or
Your Hat starts with a Bear Trap, Backpack and trading things for other things.
Waterskin. +1 Point to Appraise
+1 Point to Persuasion
+1 Point to Sense Motive
Lab Technician
Your Hat starts with a Fancy Outfit and either a
Working with or under someone in a laboratory Backpack, Satchel and two Waist Pouches, or a
has given you knowledge in a certain subject as Medium Cart.
well as quite a lot of equipment.
+2 Point to a Knowledge Skill of your choice Military
Your Hat starts with a Portable Lab Kit.
The Military is always looking for more, and a
soldiers life has been for you.
Lawman
You gain the Talent Military Training. You may
A sheriff, deputy, a guard, or some sort of treat Talents from the Soldier Tree as if you were
authority figure in a city or town, a Lawman of the Warrior Archetype.
covers quite a variety of different positions. Your Hat starts with a badge denoting your
+1 Point to Leadership service and rank, as well as a Rifle of your
+1 Point to Law choosing with a Holster and Bayonet.
+1 Point to Outlaw
Your Hat starts with a badge denoting their Miner
position, and a Medium Pistol with a Holster.
Working deep beneath the ground, digging up coal
or precious metals, but mostly coal.
Librarian
+1 to the Strength Ability
Working with books in a large private library +1 Point to Appraise
belonging to some rich person or university, or Your Hat starts with an Oil Lamp, a Satchel and a
just some small public place in town. Pickaxe.
+1 Point to all Knowledge skills
Your Hat starts with a Fancy Outfit, a Satchel, and Nomad
you also gain 1 Subject Book on whatever subject
you would like. Never living in a fixed location, instead moving
from place to place as the seasons change.
+1 Point to Survival
+1 Point to Perception
+1 Point to Handle Animal
Your Hat starts with a Backpack, a Small Tent
and a Waterskin.

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Outlaw Researcher
Someone outside of the law. For you, the law Spending all your time surrounded by books and
doesn't matter. The law doesn't protect you, nor notes, researching on many different subjects and
does it stop you. topics that many would not look twice upon.
+2 Points to Knowledge Outlaw You gain the Universal Talent Avid Researcher.
+1 Point to Bluff Your Hat starts with a Fancy Outfit, a Satchel, a
Your Hat starts with a Pistol of your choice, Notebook and several pencils.
including Holster, and either a Mask, Cloak, or
Poncho. Squire
Also known as a Knights Apprentice, a Squire is a
Performer
Knight in Training. It's hard work, doesn't pay, but
On the streets or on a stage, performing is how a squire is given room and board, as well as
you've gotten by so far, using your skills to training for their future.
entertain those around in exchange for coin. +1 Grit
+1 Point to Bluff +1 Point to Brawl
+1 Point to Perform The Knightly Order Talent costs 5exp less.
+1 Point to Persuasion Your Hat starts with a Backpack and an
Your Hat starts with two Fancy Outfits, a Disguise Advanced Melee Weapon of your choice.
Kit, and either one instrument or an Extravagant
Outfit. Stable Hand
Working on a Horse Ranch or Stable, feeding and
Photographer
taking care of the animals housed there.
Taking photographs at special events, or of Grooming, cleaning their areas, and making sure
impressive scenery, many folk will also pay quite they get exercised.
a bit to have photographers take their pictures. +2 Points to Handle Animal
+2 Points to Perception +1 Point to Ride
+1 Point to Geography Your Hat starts with a Waist Pouch and a Basic
Your Hat starts with a Photographer's Bag. Outfit.

Priest Teacher
Every town has one, no matter the size. Although schools are not plentiful throughout the
Sometimes, a priest is all a towns got. West, they do exist, scattered among towns, there
+1 Points to Knowledge Religion. are even a few colleges, and they have many
You also gain the Preacher Talent. teachers. And in the East there are even more.
Your Hat starts with a Holy Symbol and a Fancy The Doctor Talent only costs 10exp. The Talent
Outfit. Professor only costs 15exp.
Your Hat starts with a Satchel and a Fancy Outfit.
Rail Worker
Urchin
The railways go everywhere, and the railway
folks always need more bodies to lay tracks. It's Never quite growing up with a roof over your
hard work and you spend weeks out in the middle head or food on the table, the streets and alleys
of nowhere. were more your home. Scrounging up what you
+1 to the Strength Ability could to get by.
+1 to the Grit Ability +1 Point to Sleight of Hand
Your Hat starts with an Outfit and a Mallet. The +1 Point to Bluff
Hat is also Trained in the use of Mallet's. Your Hat starts with a Backpack and an Outfit.

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Chapter 5: Archetypes
The Archetype you choose for your Hat is A Green Talent can only be bought at Hat
the groundwork for their Talents. All Hats have creation and follows this format:
their own reason for setting off for adventure.
They join up with a Posse to help accomplish goals Talent Name Cost in exp
that they could not otherwise complete on their
own, and through adversity they become stronger. Description
Your Hat's Archetype is more than a
definition of your character, it's more than their Red Talents are either Stand Alone Talents
profession; it's their calling in life. It gives the tools or the beginning of a Talent Tree if they are a
to interact with the world in a way that others prerequisite for another Talent. They follow a
can't, and with so many Talents to build your Hat, similar form to Green Talents, but may be taken at
you can have a truly unique adventure with every any time before or after a session and at Hat
Hat. creation.
When you start to mix Talents from other
Archetypes, that's when your Hat becomes your Talent Name Cost in exp
own. As you work towards certain Talents because Description
you want your Hat to be able to do something that
would otherwise not be possible for them. Pistol Blue Talents are part of a Talent Tree.
Dust fully encourages mixing from all sorts of When you purchase a Blue Talent you must have
Trees, but don't think that means you have to. This the prerequisite Talent, and like Red Talents may
is your Hat, you can make them any way you want. be bought at any time before or after a session and
at Hat creation. Blue Talents follow this format:
As far as Archetypes are concerned, each
one is explained in the pages that follow. There are Talent Name Cost in exp
6 different Archetypes to choose from, each one
containing several Talent Trees. The 6 Archetypes Prerequisite Talent
are Charlatan, Magi, Ranger, Scholar, Spiritualist,
Description
and Warrior.
When you choose an Archetype, all Archetype Talents are extremely flexible.
Talents contained within that Archetype cost you You are not restricted to only purchase from the
5exp less. Talent Trees of your archetype, you just get a 5exp
Archetypes also tell you what Skills you discount of Talents contained in your Archetype.
are Trained in. You want to do it, you can do it. As long as you can
The About section is information about the afford it.
Archetype, and what sort of things they can do in a However, buying Talents from other
Posse. Archetypes does not give you access to their skills.
Finally we have the Talents section, where Skill points gained from Talents are always
all the available Talents for that Job are listed. applied after purchasing upgrades for them.
Talents are what makes your character
truly unique and yours; the things they learn the
easiest. Every Talent has an exp cost, or in the
case of Troubles, gives you exp for taking it. There
are Four types of Talent categories: Race Talents,
Archetype Talent Trees, Backgrounds, General
Talents (Universal and Bad) and Crafting.
All Talents are colored to help differentiate
when they can be bought and their requirements.

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Archetype: Charlatan Their beginning Talent is Dance, Magic,
Dance, which as gives them a Dance Style, which
The Charlatan Archetype is for the more in turn gives them access to a type of Magic.
frowned upon actions in the West. These are the The Phoenix line is focused on staying
types that a law abiding citizen would prefer not be mobile in combat while hitting Targets with
around them. They're used to the more sleazy magical flames, and eventually being able to deny
aspects of what it takes to survive. death. On the other hand the Lamia line focuses
Burglar, Dancer, and Gambler are the three more on distracting enemies and controlling a fight
Talent Trees that make up the Charlatan by limiting what a Target can do.
Archetype. This is the type of Archetype for those
who want to be flashy or sneaky and don't care About: Gambler
which side of the law they're on. There's gambling, and then there's the
Gambler Tree. The kind of people who choose luck,
Trained Skills over skill. Not to say that they aren't skilled...after
Basic Skills: all, it's easy to cheat, it's hard to not get caught.
Acrobatics, Appraise, Brawl, Bluff, Firearm (Light), The Gambler has Talents to help them win
Perception, Perform, Sense Motive, Stealth, Sleight and get their way in any scenario. They can even
of Hand, Investigation, Ranged learn how to solve some problems with their fists.
With Talents of risk, to rolling multiple times, a
Knowledge Skills: Gambler throws a lot of dice, and cards.
Occult, Engineering, Outlaw The beginning Talent for a Gambler is
Know the Game, which allows the Hat to gain a
About: Burglar
Bonus whenever they engage in some sort of game.
Pickpockets, lockpicks, safecrackers, the
This does not apply to Pistol Dust as a whole, but
Burglar Tree has quite a lot of utility up their
actual in story moments when your Hat is playing
sleeve, as well as being hard targets in combat.
a game.
Your go to Talents when you need someone in and
out of somewhere they're not supposed to be.
The Burglar tree has many Talents to help
them take what they want and then get away with
it. They also have a number of ways to maneuver
in combat, doing their best when their Target
doesn't know they're there.
Their beginning Talent is Slink, which
allows them to hide even when being observed as
long as they have somewhere to hide. It offers
access to Talents that will help a Hat use their
Agility to assist them better in combat, as well as
climbing and moving around in a conflict with
ease. They get Talents to help them pickpocket,
pick locks, and crack safes as well as disabling
devices in and out of combat.

About: Dancer
The Dancer Tree is for the more flashier
side of things, either prepping for a big stage
performance, or schmoozing around a tavern
looking for a dance partner, Dancers come in all
shapes and sizes.
The Dancer tree allows the harnessing of
magic through the skill of dance, weaving Spells
through the rhythm of your body. With access to
Spells, as well as Talents that are all focused
around their skills in dancing, a Dancer focused
Hat tends to stand out quite a bit, but they also have
Talents to help negate that to an extent.

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Burglar Tree Helping Hand Up Cost: 20exp
Slink Cost: 30exp Prerequisite: Corroborate
You can spend a Minor Action during combat to When an Ally within 5ft makes a Physical Save
make a Stealth Check, instead of 1 Action. or an Acrobatics Check, as a Reaction you may
add your Acrobatics Total to their Check.
Evasion Cost: 20exp
Fast Talker Cost: 20exp
Prerequisite: Slink
Prerequisite: Slink
If you are targeted by an Attack that allows you to
make a Physical Save, if you use your Acrobatics, If caught doing something you shouldn't, you gain
you take half Damage if you fail, and no Damage if a +5 Bonus to Persuasion or Bluff to talk your way
you succeed. You do not gain this benefit if you out of the situation. You receive a -1 to this Bonus
have the Helpless Condition. per witness.

Diversion Cost: 20exp Obfuscate Accusation Cost: 30exp


Prerequisite: Slink Prerequisite: Fast Talker
Use 1 Action to cause Targets within 10ft of you to You may negate the penalty to the Fast Talker
gain the Distracted Condition for 1 Round. You Talent that you receive from having witnesses.
may spend 1 Action on your next turn to continue You may also throw suspicion off of yourself and
the Diversion. onto those witnesses with another successful
Bluff Check, against the Sense Motive of the
Blind Spot Cost: 30exp Target you are trying to convince.

Prerequisite: Slink
Finesse Cost: 10exp
You can use Stealth even against creatures with
Prerequisite: Slink
unusual senses that normally allow them to see
hidden or invisible things. When using a melee weapon, you may use Agility
instead of Strength for Brawl as long as the
Sneaky Sneaker Cost: 20exp weapon does not have the Two-Handed or Heavy
quality.
Prerequisite: Blind Spot
When making a Stealth Roll, you gain a +1 Bonus Snuff Light Cost: 10exp
for every 2 Targets that you are attempting to
Prerequisite: Slink
sneak by.
Once per round as a Free Action you may put out
Corroborate Cost: 10exp a light source that is within 10ft of you.

Prerequisite: Slink
Thief Spot Cost: 20exp
When an Ally attempts to lie or convince a Target
Prerequisite: Slink
of something, as a Reaction you may add your
Bluff or Persuasion Skill Total to their Check. +10 to spot when someone attempts a Sleight of
Hand Check. This Bonus applies to both
They Told Me Cost: 15exp Perception and Awareness.

Prerequisite: Corroborate
Learned it on the Streets Cost: 10exp
When an Ally repeats a lie that you've told them,
Prerequisite: Slink
or is trying to convince a Target of something that
you've told them, they may use your Bluff or You become Trained in 2 Non-Magical Skills of
Persuasion Total for their Check. your Choice.

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Palms Out Cost: 15exp Rooftop Runner Cost: 10exp
Prerequisite: Slink Prerequisite: Clamber
You may make a Sleight of Hand Check to hide a The Hat does not need to make Checks when
Bulk 0 Object or Weapon on your person. A Target running on uneven surfaces.
must beat your Sleight of Hand Check with a
Perception Check with a -5, or an Investigation Roof Hopping Cost: 10exp
Check with no penalty. This can be done while
you are being searched. Prerequisite: Clamber
Add 10ft to your Hat's Jump distance.
Ace in the Hole Cost: 10exp
Prerequisite: Palms Out Lock Picking Cost: 10exp

You are Trained to use the Hidden Weapon Tool, Prerequisite: Slink
and Gadgets. Whenever someone tries to see if Provided you have the proper tools, you may add
you are carrying a Hidden Weapon you can make your Sleight of Hand Check against a Locks DC to
a Sleight of Hand Check against their Awareness. unlock it. Without this Talent you do not get any
sort of Bonus.
Blackjack! Cost: 30exp
Prerequisite: Slink Safecracker Cost: 20exp

When a Target is unaware of your presence, any Prerequisite: Lock Picking


blunt weapon you use will deal 3x Nonlethal Provided you have the proper tools, you may use
Damage. your Sleight of Hand Check against a Safes DC to
open it. Without this Talent you do not get any
Nibbler Cost: 10exp sort of Bonus.
Prerequisite: Slink
Pickpocket Cost: 15exp
+2 Bonus when attempting to pickpocket, lockpick
or safecrack. Prerequisite: Slink
This acts exactly like the Steal Attack Action,
Escapologist Cost: 20exp except that if your roll beats the Targets
Awareness, they do not notice the theft.
Prerequisite: Slink
You may use Sleight of Hand to break free from Cut and Run Cost: 15exp
being Restrained, or to escape a Grapple. You also
gain a +2 Bonus to these Checks. Prerequisite: Pickpocket
After making a Steal Action, you may
Clamber Cost: 10exp immediately make a Basic Move Action as a
Minor Action.
Prerequisite: Slink
You gain a +2 Bonus to Climbing, and climbing Reverse Pickpocket Cost: 15exp
does not cost you extra movement.
Prerequisite: Pickpocket
Cling Cost: 10exp This acts exactly like Pickpocket but in reverse,
placing an Object into a Targets possession rather
Prerequisite: Clamber
than taking it.
You may stop your movement on a climbable
surface, but you only have 1 hand free while doing Art of the Chase Cost: 15exp
so.
Prerequisite: Cut and Run
Whenever you are in a Pursuit (chasing or being
chased) you gain a +4 Bonus to any Checks made.

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Quick Blend Cost: 20exp Just a Peek Cost: 30exp
Prerequisite: Art of the Chase Prerequisite: Slink
If you break Line of Sight with your Pursuers, You do not lose full cover Bonus when taking the
you may use a Bluff Check for your next Pursuit Peek action.
Check against your Pursuers Perception.
Succeeding this Check immediately ends the
Pursuit for you as your Pursuers lose you. Failing
however allows your Pursuers to Catch Up.

Chase Master Cost: 25exp


Prerequisite: Art of the Chase
This ability stacks with Art of the Chase. Increase
Bonus by +6.

Disable Device Cost: 10exp


Prerequisite: Slink
Provided you have the proper tools, you may
make a Sleight of Hand Check to disable a device
of some kind, which could be a trap, a Gadget, a
Machine, etc., giving it the Broken Condition. This
takes 1 Minute. You also gain a +4 to spot traps.

Quick Jam Cost: 20exp


Prerequisite: Disable Device
You may make a Sleight of Hand Check as a
Touch Action to temporarily disable a Gadget,
Machine, or Firearm for 5 rounds. This disabling
can be undone with a successful Engineering
Check against the Sleight of Hand Check you
made. Or a Clear Jam Action if it's a Firearm.

Improvised Tools Cost: 50exp


Prerequisite: Disable Device
You can use anything you have at your disposal to
make a Lock Picking, Safecracking, or Disable
Device Check.

Lawless Connections Cost: 20exp


Prerequisite: Slink
Gain a +2 Bonus when attempting to find
information, sell stolen goods, or obtain things
that aren't exactly legal. Additionally, you may add
your Knowledge Outlaw to this Check.

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Dancer Tree Flame Burst Cost: 20exp
Dance, Magic, Dance Cost: 30exp Prerequisite: Hot Steps
When you take this Talent for the first time you This is a Dance Performance Talent
may gain one Dance Style Talent without paying You create a 10ft AOE Sphere, centered on
it's exp cost. You may purchase another Dance yourself, of fire. All Targets within range may
Style by paying it's exp cost. The Save DC of all of make a Physical Save. Failure; Targets takes 4
your Dance Performance Talents is 8+Perform. To Fire Damage, or Fire Damage equal to your
Hit is also based on Perform. You also gain three Perform Total (whichever is higher), half Damage
Cantrips, and one Tier 1 Spell, unless another on Success.
Talent has already given you Spells, Blueprints,
or Formulae. Flame Lash Cost: 20exp
A Dance Performance takes 1 Action to Perform,
unless otherwise stated. Prerequisite: Hot Steps
You may not make Performances while wearing This is a Dance Performance Talent
Advanced Armors or while wielding anything You may create a long whip made of fire and
with the Heavy Property. make an Attack using Perform. The whip has a
Range of 10ft and does 4 Fire Damage, or Fire
Dance of the Phoenix Cost: 50exp Damage equal to your Perform Total (whichever
is higher), this Damage can be Soaked by
Prerequisite: Dance, Magic, Dance
Mundane armor. You may spend another Action
This is a Dance Style. to either make a second Attack, or to Pull or Trip
You may use your Perform Skill instead of Magic the target, this second Action also counts as a
Nature for any Spellcasting and Backlash Checks, Performance. This is a Magic Attack and does not
and are Trained in Magic Nature for the purpose count as a Melee Attack.
of Magical Backlash DC and learning Spells. Your
Lucidity is based on Willpower as normal. Ashes to Ashes Cost: 50exp
Casting a Spell counts as a Performance, and the
dancing replaces the need for Somatic and Verbal Prerequisite: Hot Steps
components. All Performance Talents count as This is a Dance Performance Talent
casting a Nature based Spell, but you do not roll If you were Performing during your last turn and
Backlash for them. are Downed between then and your current turn,
instead of rolling to stabilize you may regain all
Hot Steps Cost: 20exp Wounds and stand up. You may not take any
Actions until your next turn. You must take a
Prerequisite: Dance of the Phoenix
Long Rest before using this Talent again.
This is a Dance Performance Talent
For this Round, any Square you move through Dust to Dust Cost: 50exp
counts as being On Fire. Anyone moving through
the area must make a Physical Save. Failure; Prerequisite: Ashes to Ashes
Target takes 2 Fire Damage, ignoring Soak. This This is a Dance Performance Talent
Fire effect lasts until the beginning of your next As part of Ashes to Ashes you may make one
turn. Performance, either a Talent or Spell.

Sky Dance Cost: 15exp


Prerequisite: Hot Steps
This is a Dance Performance Talent
You may move in any direction that you want. If
you begin your next turn not on a solid surface
you immediately begin to fall unless you perform
Sky Dance again with your first Action.

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Dance of the Lamia Cost: 50exp Persuasive Dancing Cost: 10exp
Prerequisite: Dance, Magic, Dance Prerequisite: Hypnotic Sway
This is a Dance Style. This is an upgrade to Hypnotic Sway
You may use your Perform Skill instead of Magic You gain +5 Bonus to Persuasion against anyone
Nature for any Spellcasting and Backlash Checks, under the effects of Hypnotic Sway.
and are Trained in Magic Nature for the purpose
of Magical Backlash DC and learning Spells. Your Dominating Dance Cost: 100exp
Lucidity is based on Willpower as normal.
Casting a Spell counts as a Performance, and the Prerequisite: Hypnotic Sway
dancing replaces the need for Somatic and Verbal This is a Dance Performance Talent
components. All Performance Talents count as As an Action, choose one Target, this Target
casting a Nature based Spell, but you do not roll within 30ft. This Target must make a Willpower
Backlash for them. Save. Failure; Target gains the Dominated
Condition. You gain control of a Target you are
Flexible and Mobile Cost: 20exp Dominating. If they are Charmed by the effects of
Soothing Touch they automatically fail this Save.
Prerequisite: Dance of the Lamia
The Target is only Dominated for as long as you
This is a Dance Performance Talent maintain this Dance by spending 1 Action every
Once per turn you can take a Move and Perform Turn.
Action as one Action. In addition you also get +2
Bonus on Physical Saves if you made a Perform Jingly Jangly Cost: 30exp
Check on your previous turn.
Prerequisite: Dance, Magic, Dance
Hypnotic Sway Cost: 20exp You gain a +3 Bonus to Perform Checks as long as
your outfit has things that make noise, such as
Prerequisite: Dance of the Lamia
bells or coins clinging together. -10 on Stealth
This is a Dance Performance Talent Checks while wearing said outfit.
Everyone within 30 feet of you who can see you
must make a Willpower Save. Failure; Targets are Encore Cost: 40exp
Distracted for their next turn. This does not effect
Critters or Insects. Prerequisite: Dance, Magic, Dance
You may take a 3rd Action during your turn, but
Stunning Grace Cost: 30exp only if you have taken one Action to make a
Dance Performance and the 3rd Action also
Prerequisite: Hypnotic Sway
involves a Dance Performance. This Action can
This is an upgrade to Hypnotic Sway be taken between your first and second Action. If
Your Hypnotic Sway increases to 60 feet and also you already have a 3rd Action, this does not stack.
effects Critters and Insects. In addition they are
Distracted for their next 2 turns instead of 1.

Soothing Touch Cost: 25exp


Prerequisite: Hypnotic Sway
This is a Dance Performance Talent
Taking an Action to Touch a Target forces them to
make a Willpower Save. Failure; Target is
Stunned or Charmed as chosen by the one
Performing. If they are under the effects of
Hypnotic Sway they automatically fail this Save.

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Takes Two to Tango Cost: 5exp
Prerequisite: Dance, Magic, Dance
If dancing with another who has Takes Two to
Tango, you may add Half of their Perform Skill
Total to yours. Both may also move on each others
turn, but only at half Speed each turn. Only one
partner needs to know the Performance or Spell
in order to receive the Bonus. You cannot have
more than 1 dance partner. Your partner must
remain within 5ft of you at all times otherwise
you lose the Bonus.
Additionally, if a member of your Posse has the
Talent Duet, and is currently doing an Instrument
or Verbal Performance between your current and
previous turn you may add half their Perform
Skill Total to your Backlash Checks as long as
they are within 60ft and you can see or hear
their Performance. You may only benefit from
one Posse Member.

Sweet Talker Cost: 20exp


Prerequisite: Dance, Magic, Dance
+2 Bonus to Moxy based Skill Checks if you're
allowed five minutes of time with a Target. This
Bonus does not apply to Spell Casting or Dance
Talents.

Painted Cat Cost: 20exp


Prerequisite: Dance, Magic, Dance
You always know how to dress for the right
occasion. If you are given at least one hour to
prepare you can gain a +2 Bonus to any Moxy
based Skill Checks. This Bonus does not apply to
Spell Casting or Dance Talents.

Calico Queen Cost: 30exp


Prerequisite: Dance, Magic, Dance
If you have done no hostile Actions during
Combat, you cannot be Targeted by Attacks. A
hostile action is attempting to cause Wounds or
Damage, or some sort of obvious impediment
towards a Target or their group, including
assisting their enemies. This does not apply to
Critters or Insects.

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Gambler Tree Card Throw Cost: 15exp
Know the Game Cost: 15exp Prerequisite: Card Tricks
You gain a +5 Bonus on any Checks involving a You can make a Ranged Attack Roll using a card
game. (This does not apply to Pistol Dust.) to Distract a Target. You also become Trained in
Sharp Cards. A Target struck with a Sharp Card is
Poker Face Cost: 15exp Distracted.

Prerequisite: Know the Game


Nothing Up My Sleeve Cost: 20exp
-5 to Sense Motive Checks made against you.
Prerequisite: Card Tricks

Chisel the Chiseler Cost: 10exp When rolling a Persuasion Check to convince
someone of something, you may roll twice and
Prerequisite: Poker Face take whichever result you want.
If you spot someone is attempting to cheat in a
game, you can make a Sleight of Hand Check Ace in the Hole Cost: 10exp
opposed by their Awareness to instead cheat
Prerequisite: Card Tricks
them.
You are Trained to use Hidden Weapon Tool, and
Double Down Cost: 15exp Gadgets. Whenever someone tries to see if you
are carrying a Hidden Weapon you can make a
Prerequisite: Know the Game Sleight of Hand Check against their Awareness.
When making a Skill Check, including an Attack,
you may make a Luck Roll to double your Skill Devil's Pair Cost: 30exp
Total and Bonuses if you succeed, but if you fail
Prerequisite: Ace in the Hole
you do not gain your Skill Total or any Bonuses.
If a Target is unaware of a Hidden Weapon you
Double or Nothing Cost: 20exp are carrying, you may deal Double Damage with it
immediately after drawing it from its hidden
Prerequisite: Double Down location.
Once per round when you make an Attack, after
rolling To Hit but before dealing Damage, you may Straight Flush Cost: 30exp
choose to make a Luck roll. On a success you deal
Prerequisite: Card Tricks
Double Damage, on Failure you deal no Damage.
Every time you make a roll, you may note down a
Table Anchor Cost: 20exp number rolled by one of your d12's, during Combat
you may only note one number down during your
Prerequisite: Know the Game turn. You may only have a total of 5 numbers
If you are Last in Initiative, you gain a +2 Bonus to noted down, but may replace these numbers at
any Skill Check. (You can always move yourself any time. If you have 5 numbers that line up
to last in Initiative by Delaying your turn.) sequentially, you may use them to automatically
succeed at a Luck Roll. Once used you must erase
all numbers. You lose all numbers if you are
Card Tricks Cost: 10exp
Downed.
Prerequisite: Know the Game
You can make Sleight of Hand Checks to perform Aces High Cost: 20exp
card tricks. Prerequisite: Card Tricks
You may treat a 1 on a die as an 11. Once you use
this Talent you must take a Long Rest before you
can use it again.

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Pocket Aces Cost: 30exp Honeyed Words Cost: 30exp
Prerequisite: Card Tricks Prerequisite: Lucky 7
If you succeed at a Luck Roll, you may choose to When you make a Bluff Check, you may roll
let the Action Fail (but not suffer the effects of twice and take whichever result you want.
Bad Luck, it's also still counted as a successful
Luck Check to other Talents) and save the success Snake Eyes Cost: 10exp
for another Luck Check. This can be used to turn
a Bad Luck Roll into a Good. You can only have Prerequisite: Lucky 7
one Good Luck Roll saved. Add Moxy to Intimidate Skill Checks.

Life on a Coins Edge Cost: 30exp Barroom Brawler Cost: 30exp


Prerequisite: Know the Game Prerequisite: Know the Game
If you would take Damage that would Down you, You gain a +1 Damage Bonus to unarmed attacks.
you may instead make a Luck Check. If you You may buy from the Pugilist Tree as though
succeed, you do not take the Damage. However, if your Hat were the Warrior Archetype.
you fail, not only do you take the Damage, but gain
an additional Bleed Condition. Once you use this
Chips on the Table Cost: 100exp
Talent you must take a Long Rest before you can
use it again. Prerequisite: 100exp spent in Gambler Tree
When you succeed a Luck Check you may gain 1
Weighted Dice Cost: 40exp Chip. If you fail a Luck Check, you lose 1 chip. You
Prerequisite: Card Tricks may spend 1 Chip to give yourself a +2 Bonus to a
Skill Check, and may increase this Bonus by 1 for
You may re-roll 1's, but must take the new roll every additional Chip you spend.
even if the new roll is a 1. You may spend 1 Chip to increase your Dodge by 2
until your next turn, and may increase this Bonus
Lucky 7 Cost: 20exp by 1 for every additional Chip you spend. You may
spend 5 Chips to regain 3 Wounds.
Prerequisite: Know the Game
You lose all Chips if you are Downed.
When your dice roll, before Bonuses, is equal to 7
it triggers a Luck Roll.

Lucky Day Cost: 30exp


Prerequisite: Lucky 7
Once per day you may have an Attack that hit you
miss, but this causes your next Luck Roll to
automatically fail.

Ain't No Fool Cost: 30exp


Prerequisite: Lucky 7
When you make a Sense Motive Check, you may
roll twice and take whichever result you want.

Quick Fingers Cost: 30exp


Prerequisite: Lucky 7
When you make a Sleight of Hand Check, you
may roll twice and take whichever result you
want.

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Av Mechanicus (Order #43185080)


Archetype: Magi About: Wizard
Magic through study and sheer
The Magi Archetype is full of those gifted determination, that is how a Wizard gains their
individuals who have a Talent for magic. Most are power. They create a magical bond with either a
jealous of them for their ability to bend the world creature or an item to further increase their power,
around them. and weave magic into the physical realm in the
Gun Caster, Sorcerer, and Wizard are the form of magical items.
three Talent Trees that make up the Magic The Wizard Tree gains their casting ability
Archetype. This is the Archetype for those who through research and collecting knowledge. They
want to focus on Spell throwing above all else. also have the ability to enchant weapons and create
magical items.
Trained Skills Their beginning Talent is Wizard's Book.
Basic Skills: This is not just the start of the wizarding tree, but
Acrobatics, Bluff, Handle Animal, Perception, Ride, also the most important tool of a wizard. It can be
Medicine, Stealth, Investigation, Ranged destroyed, lost, and stolen. If the book is destroyed,
Knowledge Skills: all the magic and notes within attach themselves to
Occult, Wilds, History, Warfare, Law, Outlaw the writer, allowing them to eventually spend the
time to write a new one, though it makes them
About: Gun Caster unable to cast Spells until they replace it.
It's become a rare talent to be able to infuse Wizards can also gain the power of a
a chunk of lead with magic, but some people just familiar to further increase their power, or instead
have the knack for it. Whether it's dishing out a of a familiar they can bind themselves to an item.
plethora of Damage types, or utility, the Gun Caster To truly show off their magical knowledge and
has quite a number of tricks in their chamber. influence, Wizards can also specialize in different
The Gun Caster Tree is unlike all other schools of magic. Though delving so deep into
casters, as their focus is literally shooting Spells at magic has consequences.
their Targets. Using runes and symbols to infuse
bullets with magic, they are not only capable of
storing Spells until they need them, but also
allowing others to use them.
Their beginning Talent is Enchanted
Bullets, which is the teachings of how to inscribe
magic into a small piece of lead and its brass
casing. Gun Casters are often coveted for this skill
as it is seen as a dying art as other casters become
more common.

About: Sorcerer
Magic springs from several sources, and for
a Sorcerer it comes from their Bloodline. Due to
their inherent nature of magic they are true
masters of manipulating magic and molding it to
their will.
The Sorcerer Tree is a Caster who gains
their magical abilities through blood or rituals.
They are able to twist magic in a manner that no
other can because magic is so deeply ingrained in
their very life.
Their beginning Talent is Magic in the
Blood, which allows them to choose one of the
three bloodlines; Arcane, Draconic, or Nature. A
Hat can only ever have one bloodline. Each
Bloodline gives a Magic Skill Points as well, The
ability to alter magic for a Sorcerer is called
Metamagic, which allows them to alter the effects
of magic by increasing the Backlash DC.

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Av Mechanicus (Order #43185080)


Gun Caster Tree BE: AP Cost: 30exp
Enchanted Bullets Cost: 30exp Prerequisite: Enchanted Bullets
Gain one Bullet Enchantment, referred to as a BE, Halve the Soak and any Dodge Bonus of the
Talent for free when you first take this Talent; Target that they receive from Armor and Shield.
this BE must be either Fire, Lightning, or Ice. This
Talent allows you to spend 1 hour inscribing up to 2x Treat the target as not having Armor or a
12 bullets with one of the BE that you know. Any Shield.
Save DC is equal to 8+Enchanters Arcane at the
time of inscribing. Bullets still do base Damage, BE: Curve Cost: 30exp
unless otherwise stated. Prerequisite: Enchanted Bullets
You also become Trained in Firearm (Light) as
well as Magic Arcane. You ignore Partial Cover, and treat Full Cover as
In order to inscribe bullets you need a Magical Partial Cover.
Scribe Set.
2x You can ignore Cover.
If this Talent is taken during Hat creation, the Hat
begins with 6 bullets with a BE they know.
A BE may be Counter Spelled, immediately BE: Concussive Cost: 30exp
nullifying its effect. Prerequisite: Enchanted Bullets
You cannot fire more than 2 BE shots in a Round.
Half Damage, ignoring Soak from non-magical
armor and shields, applied as a 10ft AOE Cube,
Bullet of Sand and Blood Cost: 20exp
making a separate attack roll for all those in the
Prerequisite: Enchanted Bullets AOE. This also Damages Objects and Cover. If you
fire more than 1 Concussive or Explosive bullet
You can take 1 Damage, Unsoakable, as an Action
from a gun in a Round, you must succeed at a
to grab a handful of sand or dirt and transmute it
Luck Roll or the bullet jams and goes off in your
into 3 bullets. You can spend a second Action and
square.
1 more Damage, also Unsoakable, to apply a BE to
these bullets, which must be the same. A third 2x AOE increases to 20ft.
Unsoakable Damage may be taken to Double
Enchant or Extra Enchant these bullets. BE: Explosive Cost: 30exp

Double Enchant Cost: 50exp Prerequisite: Enchanted Bullets

Prerequisite: Enchanted Bullets Damage is dealt in a 5ft AOE Sphere from Target,
or point you designate. Those in the AOE may
You can spend an extra hour when applying a BE make a Physical Save, no Damage on a success. If
to inscribe the same enchantment. Doubling the you fire more than 1 Concussive or Explosive
enchantment increases any DC by 2, as well as bullet from one gun in a Round, you must succeed
special effects listed on the Talent card after the at a Luck Roll or the bullet jams and goes off in
2x. This counts as a second enchantment and the your square.
bullet cannot have any other enchantments.
2x AOE increases to 10ft.
Extra Enchant Cost: 50exp
BE: Fire Cost: 25exp
Prerequisite: Enchanted Bullets
Prerequisite: Enchanted Bullets
You may spend an additional hour when
enchanting bullets to add a second BE. Two half Bullet deals half Damage, and an additional
Damage enchants results in the bullet dealing no amount of Fire Damage equal to your Magic
Damage. A bullet cannot have more than 2 Arcane Skill. Lights Cover and Unattended
enchantments on it. You cannot apply the same Objects on fire. Target makes a Physical Save if
enchantment twice with this Talent. hit. Failure; Target is now on fire.

2x Double the Fire Damage dealt by shot.

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BE: Flare Cost: 25exp BE: Heavy Cost: 30exp
Prerequisite: Enchanted Bullets Prerequisite: Enchanted Bullets
Half Damage, all Damage is treated as Fire. At Half Damage. Target makes a Physical Save.
impact, or when bullet has traveled 40ft, it creates Failure; Target is Pushed 5ft back and knocked
a 30ft sphere of light for 10 rounds. Someone or Prone. If the Target is on horseback or riding a
an object hit with the bullet emits the 30ft sphere cart, the target is knocked off without the need to
of light, light moves with Target hit, if any. measure distance.

2x Increase sphere of light to 60ft. This light is 2x Full Damage, push is now 10ft.
treated at sunlight.
BE: Ice Cost: 25exp
BE: Flash Cost: 25exp
Prerequisite: Enchanted Bullets
Prerequisite: Enchanted Bullets
Half Damage, and an additional amount of Cold
Deals no Damage. Explodes at a point you Damage equal to your Magic Arcane Skill. Target
designate. All those within 30ft of explosion point must make a Physical Save. Failure; Targets
make a Physical Save, those who fail are Blind movement is halved, and can only take one action
for 2 rounds. Only one Save needs to be made per next turn.
Round.
2x if target fails, they gain the Frozen Condition
2x Increase to 45ft, and those who fail the Save for rounds equal to your Arcane.
are blind for 3 rounds. This flash is treated as
Sunlight. BE: Lightning Cost: 25exp
Prerequisite: Enchanted Bullets
BE: Ghost Cost: 25exp
Bullet deals half Damage, and an additional
Prerequisite: Enchanted Bullets
amount of Lightning Damage equal to your Magic
Designate a Target before taking the Attack Arcane Skill. Target makes a Grit Check. Failure;
Action, who you can see or have seen within 1 Target is Stunned for 1 round.
round. This shot ignores all Cover against the
Target you designated. 2x Double the lightning Damage dealt by shot.

2x You can now designate someone you have seen BE: Named Cost: 15exp
up to 5 rounds previously.
Prerequisite: Enchanted Bullets
BE: Glass Cost: 40exp Bullet does 2 extra Damage to a specific Target
whose name is carved into this Bullet. Target must
Prerequisite: Enchanted Bullets
be able to tell others what it's name is.
Bullet deals base Damage which is soaked
normally. After Damage is Soaked, Target 2x Bullet does 2 times Damage to the Target.
receives Double the Damage that has not been
Soaked. Cannot be used with Extra Enchant. BE: Null Cost: 10exp

2x Target Soaks 1 less Damage. Prerequisite: Enchanted Bullets


Bullet deals no Damage.

2x Cannot be applied twice.

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BE: Pierce Cost: 30exp BE: Tranq Cost: 25exp
Prerequisite: Enchanted Bullets Prerequisite: Enchanted Bullets
Shot continues forward until met with an object, Bullet does Nonlethal Damage.
or cover, or its Damage is overcome by Soak.
Damage is reduced by Soak of Target until it 2x Bullet does 2 times Damage as Nonlethal.
reaches 0 Damage. Target still receives Damage
reduction from Soak and takes all remaining Spell Bullet Cost: 30exp
Damage as normal. However, the shot continues
through the Target and you make Attacks against Prerequisite: Enchanted Bullets
Targets behind the previous as normal, You can apply a Spell you know to a bullet. This
subtracting 1+all previously Soaked Damage to takes 1 hour, plus 1 hour per Spell Tier, and the
shot. actual casting time listed in the Spell. You make
the Backlash Check upon inscribing. You ignore
2x Damage is now only reduced by half the the Somatic portion of a Spell, but still must
Targets Soak. spend Materials if the Spell requires it. The bullet
does no Damage. Range of Spells still applies.
BE: Shatter Cost: 25exp AOE are activated on impact or where designated.
Line and Cone Spells are treated as normal,
Prerequisite: Enchanted Bullets
pointed in the direction of the bullets path. Self
3 times Damage against Objects and Cover. Spells activate on Target who pulled the trigger.
Touch Spells must be cast on Targets within 5ft. A
2x 5 times Damage against Objects and Cover. bullet can only have 1 Spell on it, and it cannot
have any BEs. You may only have a number of
BE: Shred Cost: 40exp Spell Bullets prepared equal to five times your
Arcane Skill Total; if you create a new Spell
Prerequisite: Enchanted Bullets Bullet after hitting your limit, your oldest Spell
If the Damage dealt by this shot is Soaked, halve Bullet loses its magic. You also gain three
the Soak of that Target till the end of your next Cantrips, and one Tier 1 Spell, unless another
turn. Talent has already given you Spells, Blueprints,
or Formulae. Spell Bullets can be Counter Spelled
2x Target now loses all of their Soak until the end just like any Spell.
of your next turn.

BE: Tangle Cost: 25exp


Prerequisite: Enchanted Bullets
Half Damage. Target makes a Physical Save.
Failure; Target cannot take a Move Action their
next turn.

2x Failure; Target cannot take Move Actions for 3


turns.

BE: Track Cost: 25exp


Prerequisite: Enchanted Bullets
Deals no Damage. For the next 48 hours you know
the direction of the afflicted target.

2x You know where the target is for the next


week.

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Sorcerer Tree Magical Tattoos Cost: 50exp
Magic in the Blood Cost: 30exp Prerequisite: Bloodline
You were born with the gift of magic, or given it in Inks overflowing with magic, mixing with the
some sort of deal or ceremony. You may pick one potent power of a Bloodline gives rise to Magical
Bloodline: Arcane, Draconic, or Wild. You may Tattoos.
not gain another Bloodline. If you are human this The first Tattoo a Sorcerer will create is called a
Talent costs 20exp more and you lose Magically Catalyst, this allows them to cast Spells without
Inept. You also gain three Cantrips, and one Tier 1 the need for Verbal and changes how your
Spell, unless another Talent has already given Somatic components work, allowing you to cast
you Spells, Blueprints, or Formulae. with one hand. From a Catalyst spawns further
magic, as certain Tattoos may increase their users
Arcane Bloodline power, and some can even be given to others. A
Catalyst costs 1 full bottle of Magical Ink, and
Prerequisite: Magic in the Blood every Tattoo has their own cost in full bottles.
This is a Bloodline. Once you know a Tattoo, it doesn't cost exp to
Filled with the power of magic that flows through apply them again.
your veins, whether you received this gift through If you begin a game with other Tattoos, you do not
some ritual, or are the seventh son of a seventh need to spend in game time to apply them as it is
son, magic is within you. You are now Trained in implied you have them before hand, but you still
the Magic Arcane Skill, and gain 1 Point to this have to pay for the cost of Magical Ink.
Skill.
Armor Tattoo Cost: 30exp
Draconic Bloodline Prerequisite: Magical Tattoos
Prerequisite: Magic in the Blood You can create a Tattoo that corresponds to a
This is a Bloodline. Bonus of 1 to 5. Once per Combat as a Minor
Through ritual a Dragon has gifted you with blood, Action, the Tattoo may be activated to grant the
or one of your ancestors intermingled with a bearer the assigned Bonus to Dodge for 2 Rounds.
Dragon or received the gift themselves, allowing Once the Rounds are over, the bearer of the Tattoo
you to harness the Draconic Blood inside you. You is Distracted for a number of Rounds equal to the
gain the Dragon Blood Talent, and are Trained in Bonus they received as the Tattoo burns and
either the Magic Arcane or Magic Nature Skill. If aches.
you already have the Dragon Blood Talent, you This costs 1+(Dodge Bonus) bottles of Magical Ink,
gain 20exp to spend on Draconic Talents. and takes 2+(Dodge Bonus) Hours to apply. This
Tattoo may applied to others.
Wild Bloodline
Backlash Tattoo Cost: 30exp
Prerequisite: Magic in the Blood
Prerequisite: Magical Tattoos
This is a Bloodline.
Some form of nature has twisted and embedded Stabilized with the skill of Ink and adding to your
itself within you, whether this was some Fae, a Catalyst, you now take Half Damage to your
powerful being, or an odd plant you ate, you have Lucidity from failed Backlash Checks, minimum 1
obtained the magic that flows through the world Damage.
itself. You are now Trained in Magic Nature Skill, This costs 3 bottles of Magical Ink, and takes 3
and gain 1 Point to this Skill. hours to apply.

Bulk Tattoo Cost: 20exp


Prerequisite: Magical Tattoos
You may count yourself as one size category
larger when calculating Bulk.
This costs 5 bottles of Magical Ink, and takes 2
Hours to apply. This Tattoo may applied to others.

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Blood Tattoo Cost: 30exp Weapon Tattoo Cost: 30exp
Prerequisite: Magical Tattoos Prerequisite: Magical Tattoos
You can create a Tattoo that can temporarily This Tattoo can magically store any weapon, as
recover between 1 and 5 Wounds, this amount is long as it does not have the Heavy or Two-Handed
chosen on application. Once per day, the Tattoo Property. It takes 1 Action to store a weapon
may be activated as a Minor Action to heal the within the Tattoo, but may be drawn from it as a
bearer the assigned Bonus. After 1 Minute the Minor Action. The Tattoo counts as occupying the
Tattoo burns and deals Unsoakable Damage equal bearers Hand Slots, and may be applied a total of
to Half the amount that it restored. two times which would allow the user to store
This costs 1+(Wound Recovery) bottles of Magical and draw two weapons. Anything that blocks
Ink, and takes 2+(Wound Recovery) Hours to magic prevents the Tattoo from functioning. If the
apply. This Tattoo may applied to others. Tattoo is destroyed, the weapon appears
harmlessly nearby.
Casting Tattoo Cost: 20exp This costs 4 bottles of Magical Ink, and takes 4
hours to apply. This Tattoo may be applied to
Prerequisite: Magical Tattoos others.
This Talent allows a Sorcerer to take a Spell that
they know and Tattoo it upon themselves, Metamagic Cost: 20exp
increasing their bond with the magic. Having a
Prerequisite: Bloodline
Spell Tattooed on them grants the caster +5 to
Backlash Checks when casting that Spell. As you unlock more of your innate magical
This costs 1+(Spell Tier) bottles of Magical Ink, abilities you've found that magic is
and takes 2+(Spell Tier) Hours to apply. quite...malleable. Metamagic alters the
characteristics of Spells. You can use a maximum
Skill Tattoo Cost: 30exp of 2 Metamagics on one Spell. Metamagic
increases Backlash DC equal to it's Backlash
Prerequisite: Magical Tattoos Number, this includes when rolling for
This Talent allows a Sorcerer to create Tattoos Concentration. The Backlash of a Metamagic also
that corresponds to a single Skill, and assign it a adds into the Lucidity Damage you take. Your first
Bonus of 1 to 5. Once per day as a Minor Action, Metamagic costs 10exp less.
the Tattoo may be activated to grant the bearer the
assigned Bonus to the chosen Skill for 2 Rounds. Metamagic: Bounce Cost: 20exp
Once the Rounds are over, the bearer of the Tattoo
Prerequisite: Metamagic
is Distracted for a number of Rounds equal to the
Bonus they received as the Tattoo burns and Backlash: 1
aches. You can bounce a Spell harmlessly off of a
This costs 1+(Skill Bonus) bottles of Magical Ink, surface or item you designate. A Line Spell that is
and takes 2+(Skill Bonus) Hours to apply. This Bounced effects both the first Target and the
Tattoo may applied to others. second Target.

Metamagic: Conditional Cost: 20exp


Prerequisite: Metamagic
Backlash: 2
The Spell will only activate if a certain condition
is met, such as a word or phrase being spoken, or
a specific action being performed.

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Metamagic: Delay Cost: 20exp Metamagic: Merciful Cost: 10exp
Prerequisite: Metamagic Prerequisite: Metamagic
Backlash: 2 Backlash: 1
You may designate how many rounds, minutes, The Spell does Nonlethal Damage.
hours, or even days before a Spell triggers, to a
maximum of days up to your Magic Skill. You Metamagic: Overcharge Cost: 30exp
may also prematurely activate the Spell by
spending 1 Action. Prerequisite: Metamagic
Backlash: 2 or More
Metamagic: Distant Cost: 20exp Increase the Damage of a Spell by adding extra
Backlash. Damage is increased 1 per 2 Backlash
Prerequisite: Metamagic
added in this way.
Backlash: 1
Double the range of a Spell. Touch Spells gain a Metamagic: Quickened Cost: 30exp
range of 30ft.
Prerequisite: Metamagic
Metamagic: Elemental Cost: 10exp Backlash: 1
Halve the amount of time it takes to cast a Spell.
Prerequisite: Metamagic
A Spell with a cast time of 1 action becomes a
Backlash: 1 Minor Action. A Spell with a cast time of a Minor
When you cast a Spell that deals some sort of Action can be used as part of another Action.
Elemental Damage, you may use this Metamagic
to change the type of Damage it deals. Metamagic: Seeking Cost: 20exp
Prerequisite: Metamagic
Metamagic: Extend Cost: 20exp
Backlash: 1 or More
Prerequisite: Metamagic
Designate a Target that you have seen within 1
Backlash: 2 Round (this can be increased by adding 1
Double the duration of a Spell. This cannot be Backlash per additional Round). The Spell curves
applied to Spells with an Instantaneous Duration. around corners and obstacles, traveling along the
path the Target took until it has hit the Target, an
Metamagic: Illusory Cost: 20exp obstacle, or has reached it's maximum range.

Prerequisite: Metamagic
Metamagic: Selective Cost: 20exp
Backlash: 1
Prerequisite: Metamagic
The Spell has it's Backlash DC reduced by half.
The Spell has no effect, but appears very real. A Backlash: 2
Target, or Targets, effected may make a Choose a number of Targets equal to your Magic
Perception, Sense Motive, or Knowledge Occult Skill, they are unaffected by the Spell you cast.
Check (DC12+Casters Magic Skill) to determine if
the Spell is fake. Failure; Target perceives the Metamagic: Subtle Cost: 10exp
Spell as real, and believes any Damage or effect
done by the Spell has happened. The target Prerequisite: Metamagic
rationalizes any illogical outcomes from Backlash: 1
interacting with the Spell. A Target Downed by an You can cast a Spell without needing to use
Illusory Spell falls unconscious. A Target may somatic or verbal components.
repeat the Save if a Target who succeeded the
Check, or the caster, tells them that the Spell was
an Illusion.

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Metamagic: Tenacious Cost: 20exp
Prerequisite: Metamagic
Backlash: 1 or More
The Spell is difficult to Dodge or resist, and
increases its Spell DC by 1 for ever Backlash that
you choose to add to it, up to a maximum of 10.

Metamagic: Twinned Cost: 30exp


Prerequisite: Metamagic
Backlash: Varies
You may double the Backlash added by a Spells
Tier to cast it twice in the same Action. You only
need to roll Backlash once.

Metamagic: Widen Cost: 20exp


Prerequisite: Metamagic
Backlash: 2
Double the affected Spells AOE.

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Wizard Tree
Wizards Book Cost: 30exp Blood Bond Cost: 30exp

You have learned how to compress the knowledge Prerequisite: Bond of the Familiar
of spells into a book that is infused with the The range of your Familiar changes from 60ft to
ability to hold Magic. This is your Spellbook and 120ft. You also gain a +1 Bonus to all Magic Skills
contains every Spell that you know. You do not you are Trained in if your familiar is within 30ft.
need to spend Silver for this Spellbook if this If your Familiar receives Damage you may choose
Talent is taken at Hat creation, and taking this to take Half of it, minimum 1, or if you take
Talent at any other time means you must obtain Damage you may have your Familiar take Half of
or purchase a Spellbook from some source. You it, minimum 1.
cannot have the Trouble Illiterate. If you lose your
Spellbook or it is destroyed, you become unable to
Bond of the Material Cost: 20exp
cast Spells and must purchase a new one and
spend 1+Tier hours per Spell copying all the Prerequisite: Wizards Book
Spells that you know into the new book. You may
You gain a magical bond with an item, acceptable
learn Spells from a Scroll by adding it to your
items are: amulet, ring, book, staff, wand, weapon,
Spellbook. (See Scribe Scroll for Scroll Costs.)
or anything else that the Storyteller allows. The
This costs no exp, instead you must purchase
item has double the HP and DR. The item now
Magical Paper and Magical Ink, every Spell takes
acts as a Spell Focus and eliminates the need for
1 piece of Magical Paper (20 Silver for 5 Sheets)
somatic components when casting Spells, and like
plus one additional piece of paper per Spell Tier,
a Spell Focus must be visible in order for you to
and one bottle of Magical Ink (10 Silver per
cast Spells with it. You must be wearing or
Bottle) can copy 5 Tiers worth of spells, Cantrips
wielding the item or all Spells you cast receive +10
counting as 0.5. You may make copies of your
to Backlash DC. Anything that can see or detect
Spellbook but only you can use your Spellbook or
magic can tell that the item is magical and that it
its copies. Decoding another Wizard's Spellbook
is bonded to you. The item regenerates all Damage
takes 8 hours for a Spell per Tier, 4 hours for
when you take a long rest. If the item is destroyed,
Cantrips, and costs the same as if you were
you cannot cast Spells until you have bonded to a
adding a Scroll.
new item. It takes 1 week to form a new bond. You
You are Trained in All Knowledge Skills, as well
cannot buy this Talent if you have Bond of the
as Magic Arcane. You also gain three Cantrips,
Familiar. This item cannot be your Spellbook.
and one Tier 1 Spell, unless another Talent has
already given you Spells, Blueprints, or Formulae.
Tightened Grasp Cost: 30exp
Bond of the Familiar Cost: 20exp Prerequisite: Bond of the Material
Prerequisite: Wizards Book You gain a +10 Bonus to resist having your bonded
item taken away, or disarmed. You also gain this
You automatically gain the Spell Familiar
Bonus when attempting to hide your item or pass
Contract. This Familiar now counts as your Spell
it off as unassuming. You also treat all Magic
Focus and in addition to receiving the regular
Skills you are Trained in at a +1 if your item is
Familiar Bonus it also eliminates the need for
held or worn.
somatic components when casting Spells, and like
a Spell Focus must be visible in order for you to
cast Spells with it. If your Familiar is outside of Scribe Scroll Cost: 30exp
60ft or incapacitated, all your Spells receive +10 Prerequisite: Wizards Book
to Backlash DC. Your familiar regains all lost
Wounds when you take a Long Rest. If your You may inscribe any Spell you know onto a
Familiar dies, you cannot cast Spells until you scroll. The cost is 10x the exp cost in Silver plus
have bonded with a new Familiar. It takes 1 week the cost of Magical Paper and Magical Ink.
to form a new bond. You cannot buy this Talent if Making the scroll takes 1 hour per Tier of the
you have Bond of the Material. Spell, Cantrips taking half an hour. You require a
Magical Scribe Kit in order to make Scrolls.

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Runic Inscribe Cost: 30exp Mage Slayer Cost: 40exp
Prerequisite: Wizards Book Prerequisite: Spellsword
You can inscribe a Spell that you know as a Rune When you make an Attack you may declare that
onto an object using a piece of Magical Chalk. it is a Mage Slayer Attack, taking a -4 To Hit. Half
Backlash Checks are rolled when inscribing the the Damage is dealt as Wounds as normal, while
Rune. The Spell triggers when a certain condition the other half is dealt against the Targets Lucidity.
is met: touched, passed by, a certain word or You can only deal Lucidity Damage with this
phrase is said, read, or any combination. Talent if the Target has Spells.
Inscribing a rune takes 1 round per Spell tier,
making a Backlash Check every round. Cantrips Enchanted Weapon Cost: 30exp
take 1 action.
Prerequisite: Wizards Book
Bookmarked Cost: 20exp You may spend 10 hours, and 300 silver in
material cost to enchant a weapon to +1.
Prerequisite: Wizards Book
You require a Magical Scribe Kit to Enchant
Make an Attack with your Spellbook using Brawl, Weapons.
if you Hit you may immediately make a
Withdraw Action as a Free Action. In addition, Enchanted Weapon +2 Cost: 40exp
you have a +2 To Hit, or +2 to Spell DC, against the
Target who was struck with your Spellbook for Prerequisite: Enchanted Weapon
the next Spell you cast. You may spend 10 hours, and 200 silver in
material cost to enchant a weapon from +1 to +2.
Spellsword Cost: 30exp You require a Magical Scribe Kit to Enchant
Weapons.
Prerequisite: Wizards Book
You may deliver Touch Spells as part of a Melee Enchanted Weapon +3 Cost: 60exp
Attack by infusing a weapon with the Spell.
When making a Melee Attack you may cast a Prerequisite: Enchanted Weapon +2
Touch Spell onto it at a reduced Cast Time, such You may spend 10 hours, and 200 silver in
as 1 Action becoming a Minor Action, and a Minor material cost to enchant a weapon from +2 to +3.
Action becoming a Free Action. Rather than the You require a Magical Scribe Kit to Enchant
Weapon taking the effects of this Spell it may Weapons.
instead hold onto the Spell and deliver it with it's
next attack. The Attack and Spell Attack must be
Enchanted Weapon +4 Cost: 80exp
rolled separately, however you do not need to hit
with the Melee Attack to roll for the Spell Attack. Prerequisite: Enchanted Weapon +3
You may use your Brawl when making the Spell
You may spend 10 hours, and 500 silver in
Attack. A Spell may only be held in a Melee
material cost to enchant a weapon from +3 to +4.
Weapon until the end of your next turn, and a
You require a Magical Scribe Kit to Enchant
Weapon can only hold one Spell. If the Spell is
Weapons.
not used, the Spell is wasted.

Enchanted Weapon +5 Cost: 100exp


Kinetic Caster Cost: 30exp
Prerequisite: Enchanted Weapon +4
Prerequisite: Spellsword
You may spend 10 hours, and 1000 silver in
Each time you deal Melee Damage gain a +1 to
material cost to enchant a weapon from +4 to +5.
your next Backlash Check. This Bonus stacks for
You require a Magical Scribe Kit to Enchant
every Melee Attack you deal Damage with. If you
Weapons.
Cast a Spell, fail to deal Damage with a Melee
Attack, or Miss with an Attack, your Bonus resets
to 0.

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Craft Magical Item Cost: 100exp School of Conjuration Cost: 30exp
Prerequisite: Wizards Book Prerequisite: Wizards Book
You may craft a magical item, by spending Half You have a +3 Bonus to your Backlash roll on any
the Silver cost of the item you are trying to make Spell from the Conjuration school. All Save DC's
and taking 1 Day per rank of the Magic Item. for Conjuration Spells increase by 2. Additionally
all Conjuration Spells cost 5 less exp.
When crafting is finished, a Complication roll However, delving so deep causes a bit of
must be made. This is a DC 14+Rank Occult Check. consequence...a few examples are listed here:
If failed, or Bad Luck is rolled, one of the - You catch yourself often getting agitated when
Complications is triggered, as chosen by the the things you want do not happen or appear
Storyteller or by rolling a D12. immediately.
1-4, Harder Than You Thought. Triple the time it - Sometimes objects appear and disappear
takes to make the Magical Item. randomly in your vicinity. You’re not entirely sure
5-9, Missing Key Ingredient. Your Hat finds at the where they come from or where they go.
end that they are missing something, and must - Imps, Pixies, or tiny Elementals occasionally
either pay an additional 1 quarter the price of the plague you. At least one fire elemental has set
Magical Item to obtain it, or go on a journey to find your drapes ablaze.
it. - The magic of other worlds works its influence
10-11, Stolen. Someone or something has Stolen on your body: the Nine Hells have left you looking
the item after your Hat completed it. a bit diabolical, your time in the Feywild has
12, Failure. Something went wrong, and your Hat people mistake you for a half-elf, you smell like
wasted not only their time, but all that Silver. brine or brimstone. Only the Gods know what the
Far Realm has done to you.
Muscle Memory Cost: 20exp - You can make actual tiny Realms of existence.
Prerequisite: Wizards Book It’s sometimes hard not to feel like a god.

You may add your Smarts to any Physical Saves. School of Divination Cost: 30exp

School of Abjuration Cost: 30exp Prerequisite: Wizards Book

Prerequisite: Wizards Book You have a +3 Bonus to your Backlash roll on any
Spell from the Divination school. All Save DC's
You have a +3 Bonus to your Backlash roll on any for Divination Spells increase by 2. Additionally
Spell from the Abjuration school. All Save DC's all Divination Spells cost 5 less exp.
for Abjuration Spells increase by 2. Additionally However, delving so deep causes a bit of
all Abjuration Spells cost 5 less exp. consequence...a few examples are listed here:
However, delving so deep causes a bit of - “Yes, I know.” becomes a common phrase on your
consequence...a few examples are listed here: lips. Somehow you have always known. You just
- Things mysteriously stop working around you. don’t know how.
At the same time nothing seems to break, no - Your guess is not as good as any other; it’s far
matter how fragile. better.
- You’re rather hard to track down, whether it is - Sometimes you see people on the street that are
by magic or by mundane means. not there. Not that they’re not real, it’s just that
- Your skin becomes unnaturally clear. Not a they’re not HERE yet.
single blemish remains. - Sometimes you taste a meal eaten across the
- You sometimes wake up covered in salt. room.
- You become fascinated by silver or cast iron - Your dreams become oddly prophetic.
objects. They seem to give you a feeling of safety.

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School of Enchantment Cost: 30exp School of Illusion Cost: 30exp
Prerequisite: Wizards Book Prerequisite: Wizards Book
You have a +3 Bonus to your Backlash roll on any You have a +3 Bonus to your Backlash roll on any
Spell from the Enchantment school. All Save DC's Spell from the Illusion school. All Save DC's for
for Enchantment Spells increase by 2. Illusion Spells increase by 2. Additionally all
Additionally all Enchantment Spells cost 5 less Illusion Spells cost 5 less exp.
exp. However, delving so deep causes a bit of
However, delving so deep causes a bit of consequence...a few examples are listed here:
consequence...a few examples are listed here: - Your appearance changes constantly ever so
- There is something in the way you talk that slightly. Your eyes shift between colors, the
sways the hearts of people. Sometimes people lighting of your face shifts to alter your features,
seem to get lost in thought when you talk to them. when you’re mad your hair seems to writhe like
- Emotions around you seem ineffective; you angry serpents.
know you can influence the moods of people, but - Unreal duplicates of objects appear near you
sometimes a sudden sadness or inexplicable joy from time to time, and real objects appear
grips your heart as you walk around town. different or like completely different objects.
- When people agree with you, do they really or - Colors around you appear more vivid, and the
was it the magic? Are your thoughts even still shadows become darker.
your own? - Things sometimes turn invisible around you.
- The smell of incense surrounds you. - Sometimes you are not sure whether you are
dreaming or not. The dreams seem to bleed into
School of Evocation Cost: 30exp reality, and visa versa.

Prerequisite: Wizards Book


School of Necromancy Cost: 30exp
You have a +3 Bonus to your Backlash roll on any
Prerequisite: Wizards Book
Spell from the Evocation school. All Save DC's for
Evocation Spells increase by 2. Additionally all You have a +3 Bonus to your Backlash roll on any
Evocation Spells cost 5 less exp. Spell from the Necromancy school. All Save DC's
However, delving so deep causes a bit of for Necromancy Spells increase by 2.
consequence...a few examples are listed here: Additionally all Necromancy Spells cost 5 less
- Materials spontaneously melt, combust, and/or exp.
solidify in your grasp. However, delving so deep causes a bit of
- Parts of you may start shedding faint light. Your consequence...a few examples are listed here:
eyes may seem to be reflective like a cat’s eyes, or - Dead things in your hands spontaneously come
your blood flares up a bright neon color when it is back to (un)life.
exposed to air. - Living creatures slowly lose their life force in
- Your hands may show signs of elemental decay, your grasp.
becoming burn scarred, pock-marked by acid, or - Spirits and ghosts are attracted to you. Evil
frostbitten. It is hard to find an arch mage who spirits may attempt to possess you. Poltergeists
hasn’t lost a finger or two to a botched Spell. occasionally tie your shoelaces together.
- At the same time you start to show increased - You see dead people.
resistance to the elements. Sure, that freshly - Your flesh slowly grows pallid and withers,
brewed tea is hot, but not THAT hot. Swimming at though you may be able to “borrow” other people’s
sub-zero temperature does sound appealing to you. life force.
- Fire, lightning, and snow are hypnotizing to you. - Your reflection may become detached from you,
It’s hard to not stare at it, and even harder to not or become ever so slightly translucent.
just… reach out. Sometimes mirrors shatter as you pass them.
- People don’t seem to realize how easy it is for
you to completely obliterate them. You try not to
let that go to your head.

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School of Transmutation Cost: 30exp
Prerequisite: Wizards Book
You have a +3 Bonus to your Backlash roll on any
Spell from the Transmutation school. All Save
DC's for Transmutation Spells increase by 2.
Additionally all Transmutation Spells cost 5 less
exp.
However, delving so deep causes a bit of
consequence...a few examples are listed here:
- The consistency of objects changes. You find
puddings shatter like glass and tables stretch like
rubber.
- Your own consistency also changes. Your nails
may turn to crystal and your hair to an unceasing
flow of sea foam. In extreme cases, crystalline
growths may appear on your skin.
- Gravity seems a subjective matter, occasionally
you find your belongings float in mid air. Your
sense of direction severely suffers from this too.
- Time loses cohesion around you. Sometimes you
move faster than normally possible, sometimes it
takes minutes for you to respond to something.
- Were you just dreaming or did you actually visit
the Ethereal Realm last night?

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Av Mechanicus (Order #43185080)


Archetype: Ranger About: Houndsman
Master of the beast and trainer of pets. A
The Ranger Archetype are those looking to bit of skills themselves, but they truly shine in the
do a lot of shooting, or having the ability to survive beasts they tame.
out in the Wilds. The Houndsman Talent Tree is focused
Bounty Hunter, Gunslinger, and less on the actual Hat, and instead focuses on an
Houndsman Talent Trees are all contained in the animal companion, spending time and experience
Ranger Archetype. This Archetype is mainly to increase their effectiveness and specialization.
focused on those who want to shoot bullets and Their beginning Talent is Animal
know how to handle a mount as well as handle Companion, which allows you to take and train an
themselves out in the Wild. animal. Further Talents allow you to specialize in
what you want your companion to do.
Trained Skills
Basic Skills:
Acrobatics, Bluff, Firearms (Light), Firearms
(Heavy), Perception, Ride, Stealth, Survival,
Intimidate, Handle Animal, Brawl, Ranged,
Investigation
Knowledge Skills:
Geography, Warfare, Outlaw, Wilds

About: Bounty Hunter


Hunting down others for money. Alive or
Dead is what the posters say, and there's a plethora
of Talents to do either one. Or both.
The Bounty Hunter Tree is focused on
tacking Targets down for money and fame.
Whether it's getting the jump on them or running
them down, a Bounty Hunter can do it.
The beginning Talent for a Bounty Hunter
is Begin the Hunt, which allows you to hit Targets
easier, and also track down information better
from Wanted Posters. There's also a focus on
increasing your aim and chances of hitting from
long range, as well as a Tree to help you survive out
in the wilderness.

About: Gunslinger
If you're looking for a master of the gun,
then you want a Gunslinger. Whether it's up close
or long range, a Gunslinger is the shootiest shooter
to ever shoot a shot.
The Gunslinger Tree is focused on doing
cool things with guns, whether it's disarming
someone with a shot, causing fear in Targets, or
clocking them over the head with the butt of your
pistol.
The starting Talent for Gunslinger is Quick
Draw 1, which makes your Hat quicker on the draw.
The Duelist Tree lets them challenge and focus
down single Targets. Trick Shooting, which opens
up a whole plethora of different things you can do
with your pistol. The Gunslinger is for people who
want to shoot things, but with speed, flavor and
style.

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Bounty Hunter Tree Lasso Throw Cost: 25exp
Begin the Hunt Cost: 30exp Prerequisite: Begin the Hunt
As a Minor Action you may Mark a Target who Using a rope and forming it into a Lasso, you may
you can see, have seen, or see a Wanted Poster of. attempt to get hold of a Target. You make a Ranged
You gain a +2 Bonus to all Attacks against this Attack on a Target within 30ft. If you hit the
Target. Additionally, you gain this same Bonus Target, they are considered Grappled, and may
when gathering information about the Target or attempt to break the Grapple as normal, but they
tracking them. You may only have 1 Mark active cannot become the Initiator of the Grapple. As the
at a time, and must spend 1 Minor Action to Initiator you may do anything that you could
change Marks. normally do as part of a Grapple, such as Drag, but
you must move to within 5ft of the Target in order
Seasoned Bounty Hunter Cost: 50exp to Restrain them.

Prerequisite: Begin the Hunt


Take Down Cost: 20exp
You may have up to 5 Marks and may change one
Prerequisite: Begin the Hunt
or all of them by spending a Minor Action. You
gain an additional +1 Bonus to Attacks and If a Target is unaware of you, or does not believe
gathering information on Marks. you are a threat, you may initiate a Grapple with a
+10 Bonus, you keep this Bonus until the end of
Bounty Killer Cost: 20exp your next turn. If you have Grappled a Target and
successfully Restrained them, you may spend
Prerequisite: Begin the Hunt your turn to initiate a Sleeper Hold, causing the
You're used to taking in your Target in the easiest Target to pass out in 1+(Targets Grit) Rounds.
manner. You are not encumbered by the weight of Alternatively you may perform a Coup de Grace.
a body, but all items carried by the body still count
against your Bulk. Art of the Chase Cost: 15exp
Note: Your speed is still reduced to 0 if you are
Prerequisite: Begin the Hunt
carrying twice your Bulk Capacity.
Whenever you are in a Pursuit (chasing or being
Ruthless Hunter Cost: 20exp chased) you gain a +4 Bonus to any Checks made.

Prerequisite: Bounty Killer


Chase Master Cost: 25exp
You deal an additional 2 Damage against your
Prerequisite: Art of the Chase
Marked Target.
This Talent stacks with Art of the Chase. Increase
Recovery Agent Cost: 20exp Bonus by +6.

Prerequisite: Begin the Hunt


Thief Spot Cost: 20exp
You may inflict Nonlethal Damage to a Target
Prerequisite: Begin the Hunt
with any weapon.
+10 to spot when someone attempts a Sleight of
Hinder Cost: 30exp Hand Check. This Bonus applies to both
Perception and Awareness
Prerequisite: Recovery Agent
Deal half Damage with an Attack, but the Target Ace in the Hole Cost: 10exp
can only move at half speed for the next 5 rounds.
Prerequisite: Begin the Hunt
You are Trained to use Hidden Weapon Tool, and
Gadgets. Whenever someone tries to see if you
are carrying a weapon, you can make a Sleight of
Hand Check against their Awareness.

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Aimed Shot Cost: 20exp
Advanced Tracking Cost: 30exp
Prerequisite: Begin the Hunt
Prerequisite: Track
Taking the Aim action now gives you a +4 Bonus
to your roll. When tracking a Target, the DC is 12 and
increases by 2 per 24 hour period the target has
passed.
Crack Shot Cost: 30exp
Prerequisite: Aimed Shot Know the Mark Cost: 20exp
Normally when you beat a Targets Dodge by 10 or Prerequisite: Track
more, you gain +1 Damage for every 10 you beat
their Dodge by. This Bonus Damage now triggers if You gain a +10 Bonus when attempting to identify
you beat the Targets Dodge by 5 when using a a target based on their wanted poster.
Firearm, and increases by 1 for every 5 you beat
the Targets Dodge by. Gather Information Cost: 20exp
Prerequisite: Track
Distant Shot Cost: 30exp
You know who to ask about a target, from the
Prerequisite: Aimed Shot local sheriff to the barkeep. You gain a +5 Bonus
Double the range bands of Firearms and Ranged when using Persuasion or Intimidation to get
weapons. information.

On the Mark Cost: 30exp Owl Hoot Trail Cost: 20exp

Prerequisite: Aimed Shot Prerequisite: Begin the Hunt

Taking the Aim action now gives you a +6 Bonus You don't suffer any penalties to sleeping
to your roll. anywhere, or while in armor.

Hit the Dirt Cost: 20exp Wild Stride Cost: 30exp

Prerequisite: Aimed Shot Prerequisite: Begin the Hunt

Dropping Prone or getting up from being Prone You can treat overgrowth, brush, briers, and
only costs a Minor Action. similar terrain as if it were regular terrain and it
does not impede your movement or cause
Damage.
Pinpoint Cost: 30exp
Prerequisite: Aimed Shot
Once per turn you can perform a Unique Attack
Action allowing you to Aim as part of an Attack
Action.

Stabilizing Shot Cost: 30exp


Prerequisite: Aimed Shot
While Prone, you gain a +2 To Hit, and do not
start counting Range Band Penalties until the
second Band is crossed.

Track Cost: 10exp


Prerequisite: Begin the Hunt
You can make a Survival Check to Track a Target.
The DC begins at 12 and increases by +1 per hour
the subject passed the area.

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Gunslinger Tree Flashy Draw Cost: 20exp
Quick Draw Cost: 30exp Prerequisite: Quick Draw
Oh yeah, it quick. You may spend 1 Action to Draw a Pistol and Fire
Gain a +1 to Initiative. You act in Quick Draw 1. in the same Action, gaining a +1 Bonus To Hit to
the Attack.
Quick Draw Level 2 Cost: 30exp
Knock Away Cost: 30exp
Prerequisite: Quick Draw
Prerequisite: Quick Draw
Don't blink...
Gain an additional +2 to Initiative. You act in If a Target within 5ft of you attempts to make an
Quick Draw 2. Attack with a Firearm or Ranged Weapon, you
may use your Reaction to give all their Attacks a -
Quick Draw Level 3 Cost: 50exp 5 To Hit.

Prerequisite: Quick Draw 2


Trick Shooting Cost: 30exp
...you might miss it.
Prerequisite: Quick Draw
Gain an additional +2 to Initiative. You act in
Quick Draw 3. You've learned a thing or two about a Firearm.
Gain 1 Trick Shot Talent when you first take this
Swift Draw/Stow Cost: 10exp Talent.

Prerequisite: Quick Draw


Trick Shot: Called Shot Cost: 30exp
Drawing or Stowing an item or weapon is now a
Prerequisite: Trick Shooting
Minor Action.
When you take the Aim Action, you may choose
Polite Rebuttal Cost: 20exp to inflict one of the effects as if you had
succeeded in a Lucky Shot for the Attack. This
Prerequisite: Quick Draw only triggers if you deal Damage, and they are
If hit with an Attack, gain a +2 Bonus To Hit treated as automatically succeeding their Luck
against the Target that attacked you. You also gain rolls for the added effect. If a Called Shot should
this Bonus against a Target who has insulted you itself become a Lucky Shot, the Target
or a member of your Posse. automatically fails both of their Luck Rolls for
the added effect. Additionally whenever you roll a
Lucky Shot when shooting a Target not using
Opening Argument Cost: 20exp
Called Shot, rather than rolling for the hit location
Prerequisite: Quick Draw you may choose any that you want.
Gain a +2 Bonus against a Target who has not yet
had a turn in Combat. Trick Shot: Disarming Cost: 30exp
Prerequisite: Trick Shooting
Name of the Game Cost: 20exp
You have a -2 To Hit when attempting to Disarm
Prerequisite: Quick Draw with a Firearm, rather than -6.
+1 Bonus To Hit when using a Pistol.
Trick Shot: Dodging Cost: 30exp
The Name on the Tin Cost: 30exp Prerequisite: Trick Shooting
Prerequisite: Quick Draw Once per turn when you take a shot using the
Attack Action you may move 5ft, and gain a +2
+2 Bonus to Dodge when wearing a Hat.
Bonus to Dodge if you do.

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Trick Shot: The No Look Cost: 30exp Trick Shot: Pistol Whip Cost: 30exp
Prerequisite: Trick Shooting Prerequisite: Trick Shooting
When you Down a Target, your next shot, even if Once per turn you may use an Action to make a
this shot would be on your next turn, receives a +2 Basic Attack using Brawl to strike with the butt of
Bonus To Hit to shoot a Target that would be your Pistol, dealing 4+Str nonlethal Damage and
considered not in your line of sight. knocking the target Prone.

Trick Shot: Full Unload Cost: 30exp Trick Shot: Dance for Me Cost: 30exp
Prerequisite: Trick Shooting Prerequisite: Trick Shooting
You may take a Full Action to fire every shot you Spend 1 Action to make 2 Shots at a Targets Feet.
have loaded within a single Light Firearm. You They may make a Physical Save (This Save may
must have a second hand that is not occupied. also be done using Performance), DC 8+Firearms,
Every bullet has a decrease in accuracy starting if they Fail they gain the Distracted Condition. A
at -2 after the first shot and gaining an additional - second Attack Action may not be made this turn.
2 per shot. So your first shot receives no penalty,
the second gets a -2, third shot a -4, fourth shot a - Trick Shot: Utility Cost: 30exp
6, etc. You may only use this Trick Shot once per
turn, and you cannot use it as a Reaction. All Prerequisite: Trick Shooting
Targets must be within 30ft of your initial Target. Lock Blast: You may deal 5x Damage against a
lock or similar object holding something closed.
Trick Shot: Gunspinning Cost: 30exp Scoot Object: You may deal half Damage to an
Object of 1 Bulk or Less, and instead move it up to
Prerequisite: Trick Shooting
15ft.
Gain a +5 Bonus when using Persuasion or Cauterize: After firing, you may end a Bleed
Intimidation by spinning your Firearm in an Condition on yourself or a Target within 5ft.
attempt to prove or show skill. The Bonus by this Rope Cut: You may make an attack against a rope,
does not stack if you do it multiple times. Dodge 10 or the Dodge of what it is attached to if it
is connected to a moving Target. On a hit the rope
Trick Shot: Hang Fire Cost: 30exp is severed.
Juggle Shot: As a Reaction, or an Action, you may
Prerequisite: Trick Shooting shoot an Object that is in the air, dealing Half
You may spend 1 Action to delay 1 Basic Attack Damage to it and causing it to launch higher. The
Action till any moment in a Round, including Object will remain airborne until your Turn,
between a Targets Actions. You may also allowing you to continue knocking it in the air.
interrupt a Targets Move Action. This does not
use your Reaction. Duelist Cost: 20exp
Prerequisite: Quick Draw
Trick Shot: Menacing Cost: 30exp
When you are in a Duel, treat your Reflex as
Prerequisite: Trick Shooting though it were 5 higher. A Duel is a declared one
When you fire your gun into the air as part of an on one fight between two Targets. Both Targets
Intimidation Check, all those within 60ft who can must be aware that the fight is happening.
see or hear you must also make a Sense Motive
saving throw, DC 12+ your Firearm Total. Failure; Crack Shot Cost: 30exp
Targets gain the Fear Condition for 1 minute.
Prerequisite: Duelist
Normally when you beat a Targets Dodge by 10 or
more, you gain +1 Damage for every 10 you beat
their Dodge by. This Bonus Damage now triggers if
you beat the Targets Dodge by 5 when using a
Firearm, and increases by 1 for every 5 you beat
the Targets Dodge by.

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Dressed to Kill Cost: 20exp Double Shot Cost: 50exp
Prerequisite: Duelist Prerequisite: Quick Draw
When dual wielding Firearms you only suffer a - When you make a Basic Attack with a Pistol, you
4 To Hit with your off-hand rather than -10. If you may fire an additional shot as a Free Action. This
have Ambidextrous, you only suffer a -2 To Hit. may only be done once per turn.

Double Draw Cost: 20exp Lasso Throw Cost: 25exp


Prerequisite: Dressed to Kill Prerequisite: Quick Draw
When you would be able to Draw a Weapon, you Using a rope and forming it into a Lasso, you may
may instead Draw two, one in each hand. attempt to get hold of a Target. You make a Ranged
Attack on a Target within 30ft. If you hit the
Dual Shoot Cost: 40exp Target, they are considered Grappled, and may
attempt to break the Grapple as normal, but they
Prerequisite: Dressed to Kill cannot become the Initiator of the Grapple. As the
You suffer no penalty to dual wielding Firearms. Initiator you may do anything that you could
Additionally if you have Ambidextrous you gain a normally do as part of a Grapple, such as Drag, but
+1 to Firearms. you must move to within 5ft of the Target in order
to Restrain them.
Speed Chambering Cost: 20exp
Dead Eye Cost: 50exp
Prerequisite: Duelist
Prerequisite: Quick Draw
When you take the Reload action, you can load 6
shots into a Pistol instead of 3. As a Full Action you may declare all Targets that
you can see as Dead Eye Targets. On your next
Turn, you gain a +2 Bonus To Hit and Damage to
Riders Bond Cost: 20exp
any Target who remained within your sight since
Prerequisite: Quick Draw you declared them as Dead Eye Targets.
This is treated exactly as Animal Companion for
the purpose of buying Companion Training in the Life of a Gunslinger Cost: 100exp
Houndsman Tree. The only restriction is the Prerequisite: 100exp spent in Gunslinger Tree
animal in question must be a Mount that you
already have. You may also buy Specializations Double any To Hit, Initiative and Dodge Bonus
for your Mount. You may only have 1 Animal received from Gunslinger Talents, and halve any
Companion. To Hit Penalties involving Gunslinger Talents.

Move as One Cost: 30exp


Prerequisite: Riders Bond
Basic Move Actions with your Mount are now a
Minor Action, as long as that Mount is your
Animal Companion. This means you can take
more than 2 Basic Move Actions in a turn. During
a Pursuit, the Basic Move Action you make is
done at full movement.

War Bridled Cost: 30exp


Prerequisite: Riders Bond
Take 3 Trick Ride Talents; these can be found in
the Universal Talents section.

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Houndsman Tree Companion Training Cost: 20exp
Animal Companion Cost: 30exp Prerequisite: Animal Companion OR Riders Bond
You gain an Animal Companion. These are listed Your Companion gains a +1 to Wounds, Dodge, and
in Chapter 8. Your animal obeys your commands, Soak. You do not need to give verbal commands to
and the commands of anyone you designate. Your your Companion, a simple whistle or hand signal
Companion must be able to hear or see the Hat in is enough for it to understand what you want it to
order to take commands. Your Companion acts on do, as long as the Companion can see you.
the same Initiative as you, either before or after
(your choice). A Companion who does not receive Specialization: Defender Cost: 30exp
orders will continue to follow the previous
command to the best of its ability. For example, if Prerequisite: Companion Training
you give it the order to Attack it will continue to Your Companion gains +2 Wounds, +3 Dodge and +1
attack Targets it deems as threatening, or has seen Soak. In addition, your Companion also gains the
harm it's owner. Or if it is given an order to hide, ability to intercept an attack aimed at you or a
it will continue to do so until told otherwise. Even member of your Posse as long as it is within 5ft
without commands the Companion will attack a of the Target. This may only be done once per
Target that threatens or attacks it. Round and the Companion loses its next turn.
If you release your Companion from service, you This Training applies only to 1 Companion, but
may gain another by training a them; this takes 1 can be purchased again to apply to another.
week. This training can also be used to replace an
Animal Companion that has perished. You do not
Shield of Life Cost: 50exp
need to re-buy Specializations if your Companion
dies, and you can train them in any training that Prerequisite: Specialization: Defender
you know by spending an additional week for
This is an add-on to Defender.
Companion Training, and then another week for a
Your Companion gains +2 wounds, +4 Dodge and +2
Specialization and it's add-on if you have
Soak. In addition, when you or a member of your
previously purchased them. You may only have
Posse attempt a Physical Save and fail, your
one Animal Companion. Any Medium or Large
Companion may attempt it's own Physical Save, if
Critter can become an Animal Companion if your
it succeeds you or a member of your Posse are
Storyteller allows, Horses being allowed by
treated as having Evasion. Any ally within 5ft of
default. If you take this Talent during Hat
your Companion gains a +1 Soak Bonus. If you or a
Creation, your Animal Companion is treated as
member of your Posse are Downed, your
having been already Trained, including
Companion may immediately stabilize you or
Specializations and add-on's that you've
them. Training applies only to 1 Companion, but
purchased.
can be purchased again to apply to another.

Wild Empathy Cost: 20exp


Specialization: Savage Cost: 30exp
Prerequisite: Animal Companion
Prerequisite: Companion Training
You can immediately gauge the intentions of an
Your Companion gains gains +2 Wounds, +2 Dodge,
animal without making a Check. In addition, you
and +1 Soak. In addition, you Companion may
may make a Handle Animal Check to influence
increase the Damage it deals by +3. Training
it's intentions.
applies only to 1 Companion, but can be purchased
again to apply to another.
Wild Stride Cost: 30exp
Prerequisite: Animal Companion
You can treat overgrowth, brush, briers, and
similar terrain as if it were regular terrain and it
does not impede your movement or cause
Damage.

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Unrelenting Fury Cost: 50exp Ghostly Cost: 50exp
Prerequisite: Specialization: Savage Prerequisite: Specialization: Stealth
This is an add-on to Savage. This is an add-on to Stealth.
Your Companion gains gains +4 Wounds, +2 Dodge, Your Companion gains gains +2 Wounds and +4
and +1 Soak. In addition, your Companion may Dodge. The Companion gains a +5 to Stealth
double it's leaping distance as part of an attack, Checks. If making an attack against a Target
and after making initial attacks may make 2 unaware of it it can choose to do 3x Damage as
more attacks. A target who is Downed by an Wounds or Nonlethal, as well as silently, not
attack becomes the target of all following attacks. alerting anyone who cannot physically see the
You and your Companion gain a +4 Bonus to Target, it forfeits it's next turn as it "takes care of"
Intimidate Checks when working together. the target. Companion has Evasion. Training
Training applies only to 1 Companion, but can be applies only to 1 Companion, but can be purchased
purchased again to apply to another. again to apply to another.

Specialization: Hunter Cost: 30exp Second Companion Cost: 50exp


Prerequisite: Companion Training Prerequisite: Companion Training
Your Companion gains gains +2 Wounds, +3 Dodge When you gain this Talent, you gain a second
and +1 Soak. In addition, your Companion gains a Companion as if you had taken the Talent Animal
+2 to Perception Checks and Awareness and can Companion. You automatically treat the second
locate hidden or invisible creatures. You gain a +2 Companion as if you had taken Companion
Bonus when Tracking. Training applies only to 1 Training Talent provided you spend at least 1
Companion, but can be purchased again to apply to week training the new Companion, and you may
another. then proceed down a Companion Specialization
Tree for this second Companion.
Painted Mark Cost: 50exp
Move as One Cost: 30exp
Prerequisite: Specialization: Hunter
Prerequisite: Companion Training
This is an add-on to Hunter.
Your Companion gains +2 wounds, +4 Dodge and +1 Basic Move Actions with your Mount are now a
Soak. In addition, when you make a Tracking Minor Action, as long as that Mount is your
Check and fail, you may immediately make a Animal Companion. This means you can take
second attempt. When tracking, ignore the first 48 more than 2 Basic Move Actions in a turn.
hours of increased DC and gain an additional +3 to
Tracking Checks. If your Companion has seen the Pack Master Cost: 100exp
target and gotten it's scent, it can track them
without needing to make a Check for up to 1 Prerequisite: Second Companion
month. After this 1 month period, the DC begins at You may have up to a maximum of 5 Animal
12 and gains a +1 per week. Training applies only Companions. You automatically treat all
to 1 Companion, but can be purchased again to Companion as if you had taken Companion
apply to another. Training Talent provided you spend at least 1
week training new Companions, and you may
Specialization: Stealth Cost: 30exp then proceed down a Companion Specialization
Tree for each Companion.
Prerequisite: Companion Training
Your Companion gains gains +2 Wounds, +3 Dodge,
and +1 Soak. The Companion can use Stealth
during combat, even against creatures with
unusual senses that normally allow them to see
hidden or invisible creatures. Training applies
only to 1 Companion, but can be purchased again
to apply to another.

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Archetype: Scholar About: Doctor
Doctors are smart fellows, and can do all
The Scholar Archetype is for those who sorts of things, from fixing people, fixing machines,
see themselves as more of an unconventional to teaching stuff.
combatant. The Doctor Tree focuses on knowledge, and
Alchemist, Artificer, Doctor, and Musician using that knowledge in worldly applications. They
are the trees contained in the Scholar Archetype. have add-ons for the Alchemist and Artificer Trees,
This Archetype is for those who enjoy more as well as plenty of things for themselves.
unconventional types, who mostly use their The beginning Talent for the Doctor Tree is
knowledge and odd Talents to survive out in the Doctor, which allows gives your Hat an area of
world. study, as well as a snazzy Doctor title. This tree is
for someone trying to gain more advantages for
Trained Skills having a Hat with high Smarts.
Basic Skills:
Acrobatics, Appraise, Bluff, Persuasion, Perform, About: Musician
Perception, Sense Motive, Medicine, Survival, Everyone loves a bit of music, or a bit of
Handle Animal, Investigation, Leadership magic, and the best of them can weave magic out of
a tune. Ain't a Saloon or a popular square without
Knowledge Skills: some Musicians.
Occult, Engineering, History. The Musician Tree is a strange sort of
Spellcaster, who has found the skill to use music
About: Alchemist and stories to weave magic and cast Spells.
Whenever you need a Doctor, the healing Musician has 3 separate starting Talents,
kind, they're probably an Alchemist. No one else each one doing different things. Performer, which
knows more about herbs and concoctions, or is what allows you to play musical instruments, or
horrifically mutating their bodies into monsters. effectively tell stories or act. Music Magic and
The Alchemist Tree focuses on potions to Story Magic are the other two, allowing you cast
get the job done. Whether this be through volatile Spells with magical performances, as well as
explosives, experimental Spell formulaes, or allowing for unique performances. Musician is an
physically transformative mutagens. Archetype for those who want to weave magic
The Alchemist Talent Tree begins with The through stories and music.
Art of Alchemy, which allows you to craft
alchemical items at half cost, and identify Potions.
This tree is for those who like to throw explosives
and make potions.

About: Artificer
Machines, machinations, devices, Gadgets,
you name, an Artificer makes it. Something to do
with a Spark, and the more powerful that Spark,
the more powerful the creations.
The Artificer Tree focuses on casting
Spells not with magic, but with technology. They
use Blueprints for designing what a Gadget does.
The Artificer Tree begins with the Talent
Spark of Invention, which allows you to craft Spell
casting Gadgets. This is the most complex of Trees
for what it does and what it is capable of.

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Alchemist Tree Cloud Explosive Effect Cost: 30exp
The Art of Alchemy Cost: 20exp Prerequisite: Advanced Bombs
You can craft any Alchemical Items for half its Instead of an explosion, your Bomb now creates a
cost in Silver. You can identify any type of Potion poisonous Cloud! The Target must make a Grit
or Poison by spending 1 round to study it. Save DC 12+(Smt) Poison(Smt/2).
You may also make a Survival Check to find 10
Silver worth of Alchemical Materials. The DC of Elemental Explosive Effect Cost: 30exp
this Survival Check is 16, takes 2 hours to
perform and can only be done once a day. Prerequisite: Advanced Bombs
Additionally one person may assist you, adding You can mix certain chemicals into your Bombs,
their Survival Skill Total to your roll. causing them to do one of three Elemental
Damage types. Choose one of the following;
Bottle Bomb Cost: 30exp Cold: Damage dealt is now Cold, additionally all
those that Fail their Save are Slowed, as if under
Prerequisite: The Art of Alchemy
the Slow Spell effect, for 1 Round.
You've discovered the infinite possibilities of Fire: Damage dealt is now Fire, additionally all
volatile chemicals! As an Action you can mix up 1 those that Fail their Save are now set on Fire for 2
Bottle Bomb, using two hands, that explodes on Rounds.
any sort of impact with a 5ft AOE Sphere from Lightning: Damage dealt is now Lightning,
the point it hits. The Range Band of a Bottle is additionally all those that Fail their Save are now
10ft. Those inside the explosion must make a DC Stunned for 2 Rounds.
8+Medicine Physical Save, taking 2+Smt Damage This can be stacked with other Explosive Effects.
on a failure, or half if they succeed, this Damage
can be Soaked. An Alchemist uses the Throw High Explosive Effect Cost: 30exp
Object Combat Action.
Every Bottle Bomb costs 2 Silver worth of Prerequisite: Advanced Bombs
Alchemical Materials. A Bottle Bomb is not Your bombs are now 10ft AOE Sphere.
considered a Potion. Alternatively you can concentrate your basic
Bottle Bomb and have it deal 3+Smt Damage with
Throw Anything Cost: 20exp it's 5ft AOE. This can be stacked with other
Explosive Effects.
Prerequisite: Bottle Bomb
You no longer suffer the -4 penalty to throwing Holy Explosive Effect Cost: 30exp
improvised Objects, and instead gain 1+Ranged To
Hit. Prerequisite: Advanced Bombs
By adding Holy Water to your potion before you
Synthesize Solutions Cost: 20exp throw it, the Damage of your bomb counts as
Radiant Damage for the purpose of overcoming
Prerequisite: The Art of Alchemy
DR or taking advantage of weaknesses, as well as
If you cannot purchase Alchemical Materials that still counting as any other type it was. If
you need, you may spend 1 day synthesizing the something is Resistant or Immune to one of the
proper Materials from what you can buy. This Damage types, but not the other, they take Damage
gives you an equivalent amount of Alchemical as if they were not Resistant or Immune. You may
Materials for the Silver you spend on also make Holy Water using 1 Action and 1 Silver
miscellaneous things. worth of Alchemical Material. This can be
stacked with other Explosive Effects.
Advanced Bombs Cost: 30exp
Prerequisite: Bottle Bomb
It would seem certain chemicals added in the
right way can create new effects! Fascinating.
Gain 1 of the Explosive Effect Talents when you
first take this Talent.

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Lingering Explosive Effect Cost: 30exp An Alchemist makes Backlash rolls when
Brewing a Potion. This Backlash is based off of
Prerequisite: Advanced Bombs
their Medicine Skill, rather than a Magic Skill.
Your Bottle Bombs AOE now lasts for 2 Rounds, Failing the Backlash Roll, or getting Bad Luck,
applying their effect to any Target who moves when Brewing a Potion causes a Complication to
into or through a square effected by the AOE, or Trigger, as chosen by the Storyteller or by rolling
does not move out of the affected area before a D12.
ending their turn. A Target at the edge of the AOE 1-6, Bad Ingredients. The Alchemical Ingredients
that moves out does not take Damage. This can be used were not good enough. The Potions effects
stacked with other Explosive Effects. are all Halved.
7-11, Oops. Your Hat made a mistake while
Wet Explosive Effect Cost: 30exp Brewing, or dropped a crucial component, ruining
the Potion. All Alchemical Ingredients are wasted,
Prerequisite: Advanced Bombs and it must be attempted again.
Instead of dealing Damage, your bomb now 12, Catastrophic Failure. It exploded. Try again.
creates a great amount of quickly evaporating You, your Cauldron, and the room you were in
liquid. This extinguishes fires, and those in the take Damage equal to the Tier, and Trigger the
effect must make a DC 12+(Smt) Physical Save, or Spell, taking any Damage from it as well.
be pushed out of the AOE's effected area.
Chemical Decipher Cost: 20exp
Brew Potion Cost: 30exp Prerequisite: Brew Potion
Prerequisite: The Art of Alchemy If you have a Scroll or Blueprint you can create a
You may brew any Spell into a Potion that you Formulae from it. This takes 8 hours per Tier,
have the Formulae to. Every Spell has a Formulae, Cantrips take 4 hours to convert, and destroys the
costing 10 times the exp cost in Silver. You may Scroll or Blueprint. A Formulae may be copied for
purchase Spells as Formulae with exp instead of 10x the exp cost of the Spell in Silver, and takes 1
Silver. In order to brew a potion you require a Lab hour per Tier of the Spell, Cantrips taking half an
of some sort, time, and ingredients. The time it hour. A Laboratory is required to convert or copy.
takes to brew a potion is 1 hour per Tier, Cantrips
taking 30 minutes. These potions cost Alchemical Efficient Alchemy Cost: 40exp
Materials equal to 5 times the Spell Tier, Prerequisite: Brew Potion
Minimum 5, or a once per day DC 20+Tier
Survival Check to find the ingredients, this Check Halve the time it takes to Brew any Potion. All
takes 2 hours to perform, and one person may Potions now only take Half the amount of
assist you adding their Survival Skill Total to Alchemical Materials, and the DC to Survival
your roll. Check to find Materials for all potions decreases
All potions receive a Bonus based on half your by 3.
Smarts to one of the following effects: Damage,
Healing, Dodge, Soak, DC, Duration (Rounds, Advanced Potions Cost: 50exp
Minutes or Hours), Skill Bonus, or Ability Bonus,
your choice. A Bottles Spell is activated when the Prerequisite: Brew Potion
bottle is broken, effecting whatever it is broken All potions receive a Bonus based on half your
on, or when it is drank. Smarts to all of the following effects where
When you take this Talent you also gain three applicable: Damage, Healing, Dodge, Soak, DC,
Cantrip and one Tier 1 Formulae, unless another Duration (Rounds, Minutes or Hours), Skill
Talent has already given you Spells, Blueprints, Bonus, and Ability Bonus.
or Formulae.
Additionally if you take this at Hat creation you
have 2 Spell Potions that you don't have to spend
the Alchemical Materials on, of course you may
spend Alchemical Materials during Hat creation
to have other Spell Potions based on Formulae
you know.

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Greater Potions Cost: 30exp
Prerequisite: Advanced Potions
You can purchase Metamagic Talents from the
Sorcerer Archetype. These Metamagic Talents are
changed to Metapotion Talents. Applying a
Metapotion effect to a Potion not only increases
it's Backlash when brewing, but also increases it's
cost in Materials by 2 per Backlash added.
Metapotion Talents cannot be applied to
Spellcasting.

Mutagen Cost: 30exp


Prerequisite: The Art of Alchemy
A dangerous and powerful tool at an alchemists
disposal. Some keep it as a last resort, others
choose it as their main focus. A Mutagen is
brewed specifically for you and does not work on
anyone else. Mutagen does not count as a Potion.
Mutagen costs 30 Silver in Alchemical Materials,
or a once per day DC 16 Survival Check to find
the ingredients, one person may assist you with
this Survival Check, adding their Survival Skill
Bonus. A Mutagen takes 12 hours to brew.
Upon being imbibed, the mutagen causes you to
grow bulkier and bestial. If you are wearing
Advanced Armor, it breaks. You gain the following
effects:
You now have 2 Natural Soak
Gain +2 to All Physical Abilities
Gain -2 to All Mental Abilities
These effects last 10 minutes.
After the effects of Mutagen end, you are Fatigued.

Brewing a Mutagen also triggers a Complication


Roll, just like Brew Potion, and counts as a Tier 3
Spell.

Advanced Mutagen Cost: 50exp


Prerequisite: Mutagen
You've learned how to advance your Mutagen You
can brew this new Mutagen at a cost of 100 Silver
or a once per day DC 19 Survival Check to find
the ingredients, and takes 12 hours to brew.
Upon being imbibed, the mutagen causes you to
grow bulkier and bestial. If you are wearing
Advanced Armor, it breaks. You gain the following
effects:
You now have 3 Natural Soak
Gain +5 to All Physical Abilities
Gain -5 to All Mental Abilities
These effects last 10 minutes.
After the effects of Mutagen end, you are Fatigued.

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Artificer Tree Spark of Invention (Cont.)
Spark of Invention Cost: 30exp When you complete a Gadget or Machine, you
must make a Complication Roll, Which is a DC 5+
An inexplicably strange thing known as the
(BP of Gadget) Engineering Check. If failed, or
Spark. Though it grants few the ability to see the
Bad Luck is rolled, a Complication is Triggered, as
world in ways no other can, it comes at a hefty
chosen by the Storyteller or by rolling a D12.
price. The mind reels from invasive thoughts, as if
1-6, Oops. Your Hat made a mistake while crafting.
hearing the echoes of things not yet made.
The Gadget is considered Broken, and must be
Typically only two paths lay ahead of those with
repaired.
the Spark, rise to genius, or fall to madness.
7-11, Bad Parts. The materials used were not good
You can spend time and Silver to produce a enough. Half the Silver is wasted, and your Hat
Gadget based on a Blueprint that you have. A must try again.
Blueprint is essentially a Spell, and can be made 12, Catastrophic Failure. It exploded. Try again.
by an Artificer by purchasing them with Exp as if You take Damage equal to the Tier, or Trigger the
they were buying a Spell. Blueprints can also be Spell if it would do more Damage. Everything is
purchased from certain vendors, costing 10 times wasted.
the Spells exp cost in Silver.
Whenever a Gadget is used it must make a
The construction of a Gadget must take place in a Backlash Roll before the effect is triggered. When
Laboratory and takes 8 hours per Tier, with Tier rolling for Backlash, use the Artificer's
0 taking 4 hours, and double the exp cost of the Engineering Skill at the time the Gadget was
Spell it is emulating in Silver for materials. constructed, rather than a Magic Skill. Any
Lucidity Damage is dealt to the HP of the Gadget
When crafting a Gadget you have 10+Smt Build and is not Soaked. Armor and Shields do not
Points (BP) to distribute. The categories are: Tier, effect these Backlash rolls. If a Gadget becomes
Hard Points (HP), Efficiency, and Bonus. Broken because of a Backlash Check it does not
HP and Efficiency must be at least 1. activate. A Gadget can Concentrate on a Spell,
Tier refers to the Tier of the Spell that the adding to Backlash as normal.
Blueprint is based on, and each Gadget can only
use 1 Blueprint. A failed Luck Roll when concerning a Gadget
Hard Points (HP) is how much Damage your means the Gadget fails to activate, dealing itself
Gadget can take before it is Broken. If a Gadget (1+Spell Tier) Damage.
reaches 0 HP the gadget is now Broken. A Gadget
You also gain three Cantrip and one Tier 1
that goes to a negative number equal to its total HP
Blueprints, unless another Talent has already
is Destroyed and cannot be repaired.
given you Spells, Blueprints, or Formulae.
Efficiency is how many times you can use a
Additionally if you take this at Hat creation you
Gadget, referred to as Fuel by power sources.
have one finished Gadget that you don't have to
Bonus applies to any effect the gadget has, such as
spend its Silver cost, you may spend Silver
Healing or Damage. To increase Damage or
during Hat creation to have other Gadgets based
Healing capabilities the cost is 3BP per 1 point of
on Blueprints you know.
increase. Skill boosts cost 2BP per 1 point
increase. Extending range is 1BP to add 10ft to the
range, or 3BP to add 5ft to an AOE, if it has one. Fix Up Cost: 10exp
Abilities, Dodge and Soak cannot be increased. Prerequisite: Spark of Invention
A Gadget's weight is based on how many BP was This Talent allows a Hat to repair a Broken
used in its creation: 7BP=1 Bulk. Gadget in a Lab, taking 2 hours per Tier, 1 Hour
A Gadget's Dodge is equal to the Target holding, for Tier 0, and costs no Silver provided you
wearing, or wielding if it is over 4 Bulk, +5 if it is collect all the pieces.
3 or lower, or +10 if the Objects Bulk is 0. If the Alternatively, you can attempt a Quick Repair by
object is Unattended, essentially not being held, spending 1 round and making a Knowledge
used, or moved, it's Dodge is 6 if it over Bulk 4, 12 Engineering Check to fix the Gadget. The DC of
if it is 3 or lower, or 20 if it's Bulk is 0. this Check is 12+(Tier+1)x2.
A Gadget's Hardness is always 1. You can only make repairs on Gadgets you have
Ranged Spell Attacks with a Gadget, use either the appropriate Power Talent for, such as
Ranged or Firearm Skill. Touch Spells use Brawl. Mechanical, Steam, or Tesla.

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Mechanical Power Cost: 5exp Mock Up Cost: 20exp
Prerequisite: Spark of Invention Prerequisite: Spark of Invention
Mechanical Power can be used to Fuel Gadgets of If you have a Scroll or Formulae you can create a
Tier 0-2. The Gadget is Fueled and Refueled using Blueprint from it. This takes 8 hours per Tier,
a winding key. Using the winding key recharges 1 Cantrips take 4 hours to convert, and destroys the
fuel for every 5 minutes a Hat spends, Scroll or Formulae. A Blueprint may be copied for
uninterrupted, winding. A Hat may talk, travel, 10x the exp cost of the Spell in Silver, and takes 1
etc., but their hands are occupied. hour per Tier of the Spell, Cantrips taking half an
hour. A Laboratory is required to convert or copy.
Steam Power Cost: 40exp
Mechanical Weaponry Cost: 20exp
Prerequisite: Spark of Invention
Prerequisite: Spark of Invention
Moving upwards away from Mechanical Power is
Steam Power, which can be used to power Gadgets You can incorporate a Gadgets function into a
of Tier 0-6. Making a Gadget that uses Steam Firearm, Armor, Shield, Melee or Ranged
doubles the base Silver Cost. A Steam Powered Weapon. Add the Bulk of the incorporated Gadget
Gadget can be refueled off of a Pressure Tank. to the item. The HP and Hardness of the items is
This recharges 1 Fuel per Round. kept separate, and any Lucidity Damage only
effects the Gadget's health pool while all other
Tesla Power Cost: 80exp Damage is split between both Gadget and item, the
Gadget taking more if the number does not divide
Prerequisite: Spark of Invention evenly.
The pinnacle of power sources is power itself.
Tesla Power is the most powerful and efficient of Overhaul Cost: 20exp
fuels and can be used for Gadgets of Tier 0-9.
Prerequisite: Spark of Invention
Making a Gadget that uses Tesla costs 5 times the
base Silver Cost, but Fuel Costs are Halved. This You may spend Two Actions to give a Machine or
type of device requires a Tesla Jar to refuel, Gadget a +2 Bonus. At the end of your next turn, a
which recharges all fuel after one Round. Gadget takes Double the Bonus in Damage,
Alternatively, Tesla Powered Gadget can be unsoakable, while a Machine takes Triple the
refueled off of a Tesla Storage Jar, which Bonus in Damage, unsoakable. The Bonus does not
recharges 1 Fuel per Round. end until you use a Minor Action to stop it, and it
will continue to take Damage at the end of your
Disable Device Cost: 10exp Turns as long as it continues to have the Bonus.

Prerequisite: Spark of Invention


Percussive Maintenance Cost: 30exp
Provided you have the proper tools, you may
Prerequisite: Spark of Invention
make a Sleight of Hand Check to disable a device
of some kind, which could be a Trap, a Gadget, a You may make an Attack Action to strike a
Machine, etc., giving it the Broken Condition. This Gadget or Machine to attempt to make a rough
takes 1 Minute. You also gain a +4 to spot Traps. repair. This Attack automatically hits and does a
total of 2+Brawl in Damage to the machine, this
Quick Jam Cost: 20exp Damage Heals the machine rather than doing HP
Damage, and if it brings it up to 1 or more HP, it is
Prerequisite: Disable Device temporarily repaired. But a Gadget or Machine
You may make a Sleight of Hand Check as a repaired in this way loses 1 HP per round until it
Touch Action to temporarily disable a Gadget, is once again Broken, unless it's properly repaired
Machine, or Firearm for 5 rounds. This disabling before breaking. Percussive Maintenance cannot
can be undone with a successful Engineering be performed on a Gadget or Machine again until
Check against the Sleight of Hand Check you it has been fully repaired.
made. Or a Clear Jam Action if it's a Firearm.

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Greater Spark Cost: 50exp Prosthetic Construction Cost: 20exp
Prerequisite: Spark of Invention Prerequisite: Spark of Invention
As your skills begin to manifest, so too does your You are able to construct Prosthetics in a
mind. You begin to see things differently, or have laboratory for 1/4th the price. A Prosthetic takes 4
you always seen things this way and only now hours to make, and must be built specifically for
realized it? Everything looks so much easier, and an individual. A Prosthetic can be altered to fit a
you've found new ways to be even more efficient. different Hat by spending 1 hour modifying it in a
You now have 15+Smt BP to spend on Gadgets. laboratory.
Any Gadget made by an Artificer with Greater
Spark automatically Soaks 1 Lucidity Damage if it Advanced Prosthetics Cost: 30exp
fails a Backlash Check. The time to build a Gadget
now takes a quarter of the time. If you have the Prerequisite: Prosthetic Construction
Fix Up Talent, repairing a Gadget now takes 40 You can now build a Gadget into a Prosthetic,
Minutes per Spell Tier, 20 minute for Tier 0, and adding together the cost and time of both the
Quick Repair is now a 10+(Tier+1)x2 Check. prosthetic and the Gadget. A Prosthetic may only
have 1 Gadget built into it, but it does not use any
True Spark Cost: 100exp Compartments the Prosthetic would have.
Prerequisite: Greater Spark
Magic Schmagic Cost: 50exp
It's truly a night and day difference from who you
were and are now. It's like you can see the very Prerequisite: Greater Spark
building blocks of the world around you, and just Instead of empowering a Gadget with a Spell, you
how to manipulate them. can instead give it the properties of a Magical
You now have 20+Smt BP to spend on Gadgets. Item, but all BP costs are doubled. A Magic Item
Also the Tesla Power Talent now costs 40exp. If crafting in this way is considered a Machine, and
you have already purchased Tesla Power, you gain not a Gadget. A Common Magic Item counts as a
40exp. Any Gadget made by an Artificer with Tier 2, A Rare Magic Item is Tier 4, a Grand
True Spark automatically Soaks 2 Lucidity Magic Item is Tier 6, and an Artifact is Tier 8.
Damage if it fails a Backlash Check. The time to Gadgets made from Magical Items that are Always
build a Gadget now takes one eighth the time. If Active are active for 24 Hours per Fuel they have.
you have the Fix Up Talent, repairing a Gadget
now takes 10 Minutes per Spell Tier, 1 minute for When crafting is finished, a Complication roll
Tier 0, and Quick Repair is now an 8+(Tier+1)x2 must be made. This is a DC 14+Rank Engineering
Check. Check. If failed, or Bad Luck is rolled, one of the
Complications is triggered, as chosen by the
Mish... Cost: 20exp Storyteller or by rolling a D12.
1-6, Oops. Your Hat made a mistake while crafting.
Prerequisite: Greater Spark The Gadget is considered Broken, and must be
You may use 2 Blueprints to combine their effect repaired.
into one Gadget. 7-11, Bad Parts. The materials used were not good
enough. Half the Silver is wasted, and your Hat
must try again.
...Mash Cost: 30exp 12, Catastrophic Failure. It exploded. Try again.
Prerequisite: True Spark You take Damage equal to the Tier, or Trigger the
Spell if it would do more Damage.
You may use 3 Blueprints to combine their effect
into one Gadget.

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Doctor Tree Knowledge is Power Cost: 25exp
Doctor Cost: 25exp Prerequisite: Diagnose OR Diagnostics OR
Professor
You gain the title of Doctor and +2 Points to one
Knowledge Skill of your choice, and become You may add half your Smarts Ability to to your
Trained in it if you are not already. Brawl or Firearms Skill Checks.

Well Studied Cost: 25exp Knowledge is Speed Cost: 25exp


Prerequisite: Doctor Prerequisite: Diagnose OR Diagnostics OR
Professor
Gain a +2 Bonus to all Knowledge rolls.
You may add half your Smarts Ability to your
Professor Cost: 25exp Initiative and any Acrobatic Saves.

Prerequisite: Doctor & Well Studied


You gain +1 Points to all Knowledge Skills, and
then an additional +1 Point in one Knowledge Skill
of your choice.

Diagnose Cost: 25exp


Prerequisite: Doctor & The Art of Alchemy
Gain a +5 Bonus to Medicine Checks when dealing
with poisons and diseases.
Any Potion you craft having to do with healing
heals an additional 2 Wounds.

Diagnostics Cost: 25exp


Prerequisite: Doctor & Spark of Invention
Gain a +5 Bonus to Knowledge Engineering
Checks to figure out what a problem is in a
Broken Gadget or Machine. If you are successful
in this Check, you may add double your
Knowledge Engineering Total to any Repair
Checks.

Knowledge is Defense Cost: 25exp


Prerequisite: Diagnose OR Diagnostics OR
Professor
You may add half your Smarts Ability to your
Dodge and any Grit Saves.

Knowledge is Pain Cost: 25exp


Prerequisite: Diagnose OR Diagnostics OR
Professor
You may add half your Smarts Ability to your
Melee Damage along with Strength.

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Musician Tree Music Magic Cost: 30exp
Performer Cost: 20exp Gain the Performer Talent and one Instrument
Performance Talent attached to it: Keyboard,
You may choose one of the following Instrument
Percussion, Sing, String, or Wind, this is the only
Performance Talent, or Verbal Performance
type of Instrument you can use Magic with. If you
Talent, allowing you to make Performance Checks
already have an appropriate Performer Talent,
using the following:
than this Talent only costs 10exp. You may use
Keyboard Cost: 20exp
your Perform Skill instead of Magic Nature for
This is an Instrument Performance Talent that
any Spellcasting and Backlash Checks, and are
allows you to make Performance Checks with the
Trained in Magic Nature for the purpose of
Accordion, Piano, Harpsichord, Pipe Organ and
Magical Backlash DC and learning Spells. Your
other keyboard instruments.
Lucidity is based on Willpower as normal.
Percussion Cost: 20exp
Performing replaces the need for Somatic and
This is an Instrument Performance Talent that
Verbal components. You also gain three Cantrips,
allows you to make Performance Checks with
and one Tier 1 Spell, unless another Talent has
Bells, Cymbals, Chimes, Drums, Gongs, and other
already given you Spells, Blueprints, or Formulae.
percussion instruments.
Music Magic may be taken multiple times,
String Cost: 20exp
applying it to a different Instrument Performance.
This is an Instrument Performance Talent that
If you take this Talent multiple times you can
allows you to make Performance Checks with
Perform any Spell or Tune you know with any
fiddles, harps, lutes, guitars, and other string
Instrument gained via this Talent, but do not gain
instruments.
more Spells.
Wind Cost: 20exp
This is an Instrument Performance Talent that
allows you to make Performance Checks with Story Magic Cost: 30exp
flutes, pan pipes, trumpets and other wind Gain the Performer Talent and one Verbal
instruments. Performance Talent attached to it: Acting, Comedy,
Acting Cost: 20exp Oratory, or Sing, this is the only type of Verbal
This is a Verbal Performance Talent that allows Performance you can use Magic with. If you
you to make Performance Checks with acting out already have an appropriate Performer Talent,
performances, and pantomiming. than this Talent only costs 10exp. You may use
Comedy Cost: 20exp your Perform Skill instead of Magic Spirit for
This is a Verbal Performance Talent that allows any Spellcasting and Backlash Checks, and are
you to make Performance Checks with Trained in Magic Spirit for the purpose of Magical
buffoonery, limericks, and Joke-telling. Backlash DC and learning Spells. Your Lucidity is
Oratory Cost: 20exp based on Willpower as normal. Performing
This is a Verbal Performance Talent that allows replaces the need for Somatic and Verbal
you to make Performance Checks with the telling components. You also gain three Cantrips, and one
of stories, epics and odes. Tier 1 Spell, unless another Talent has already
given you Spells, Blueprints, or Formulae. Music
Sing Cost: 20exp Magic may be taken multiple times, applying it to
This counts as both Verbal and Instrument a different Instrument Performance. If you take
Performance Talents and allows you to make this Talent multiple times you can Perform any
Performance Checks with singing, and whistling. Spell or Tune you know with any Instrument
gained via this Talent, but do not gain more Spells.
When you first take this Talent you gain one of
the Performance Talents. You can take this Talent
multiple times, applying to a different category Song of Life Cost: 20exp
each time and paying the exp cost. Prerequisite: Music Magic OR Story Magic

Performing without an Instrument Performance You may use Perform rather than Medicine when
Talent, or Verbal Performance Talent, you have a attempting to stop a Target from Bleeding. You
-10 penalty to using the Perform Check. also do not need to touch the Target, as long as
they are within 60ft and would normally be able
to see or hear your performance.

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Drum Solo Cost: 30exp Tune: Countering Cost: 30exp
Prerequisite: Music Magic OR Story Magic Prerequisite: Magical Tunes
You may extend the casting time of a Spell to When you see a Spell being cast, as a Reaction
increase your ability to cast it, gaining a +1 to your you may make a Perform Check. If you beat what
Backlash Roll for every additional Action you they rolled for their Backlash Check, you may
spend Performing, including over multiple turns. increase the Backlash DC of the Spell they are
casting by your Perform Skill Total, which may
Duet Cost: 5exp cause them to fail their Check. You may interrupt
a current Tune to perform this Tune, but you end
Prerequisite: Music Magic OR Story Magic the effect of the other Tune.
If there is another member in your Posse who is
currently Performing, you may add half their Tune: Deadly Cost: 30exp
Perform Skill Total to yours.
Prerequisite: Magical Tunes
Additionally, if a member of your Posse has the
Talent Takes Two to Tango, and has used a Dance You may spend 1 Action to focus your
Performance Talent between your current and Performance onto a Target dealing Force Damage
previous turn you may add half their Perform equal to your Moxy.
Skill Total to your Backlash Roll as long as they
are within 60ft and you can see and hear them. Tune: Distracting Cost: 30exp
You may only benefit from one Posse Member.
Prerequisite: Magical Tunes
Magical Tunes Cost: 20exp Everyone within 60ft of you who can see or hear
you makes Willpower Save. Failure; Targets gain
Prerequisite: Music Magic OR Story Magic
the Distracted Condition until you stop playing the
These are magical abilities granted through the Tune. You must spend at least 1 Action on your
sheer skill of your technique. Any DC is next turn to continue the performance.
8+Perform Skill. It takes 2 Actions to begin a Tune
unless otherwise stated. Only one Tune may be Tune: Frightening Cost: 30exp
Performed each turn. Your first Tune costs 20exp
less. Prerequisite: Magical Tunes
Everyone within 60ft of you who can see or hear
Ear for Music Cost: 20exp you makes Willpower Save. Failure: Targets are
Frightened of you until you stop playing the Tune.
Prerequisite: Performer
You must spend at least 1 Action on your next turn
You gain a +2 Bonus on Perform rolls when using to continue the performance.
an Instrument Performance. You also gain a +5
Bonus when identifying music and Songs, and Tune: Inspiring Cost: 20exp
this Bonus also applies when attempting to play
them yourself. Prerequisite: Magical Tunes
Target gains +2 Bonus to a Skill Check until you
Ear for Stories Cost: 20exp stop performing. You must spend at least 1 Action
on your next turn to continue the performance.
Prerequisite: Performer
You gain a +2 Bonus on Perform rolls when using Tune: Soothing Cost: 30exp
a Verbal Performance. You also gain a +5 Bonus
when identifying Acts, Plays, Sketches, Stories Prerequisite: Magical Tunes
and Songs, and this Bonus also applies when You have Soothing Points equal to 3xMoxy, these
attempting to repeat them yourself. can only be spent by Soothing. You may spend 1
Action to select a Target within 30ft and begin
this Performance. At the start of your next turn,
you spend one Soothing Point and the Target
regains 1 Wound. This Tune must be maintained
until the beginning of your next turn in order for
the Target to regain the Wound.

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Tune: Suggesting Cost: 20exp
Prerequisite: Magical Tunes
Everyone within 60ft of you who can see or hear
you makes Willpower Save. Failure; You gain a +5
Bonus to any Check attempting to convince the
Targets of something.

Spirit of the Instrument Cost: 30exp


Prerequisite: Music Magic
As an Action you may summon a spiritual version
of an instrument. This instrument is treated as
though it were a real instrument, including Bulk
and all other properties it has, however if it gains
the Broken condition it simply ceases to exist and
must be re-summoned.

Spirit of Storytelling Cost: 30exp


Prerequisite: Story Magic
As an Action you may summon a spiritual version
of a Soap Box or a lounge chair. This item is
treated as though it were a real and is immobile,
including Bulk and all other properties it has,
however if it gains the Broken condition it simply
ceases to exist and must be re-summoned. While
standing upon the Soap Box or sitting in the
lounge chair, all Verbal based Performance
Checks receive a +1.

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Archetype: Spiritualist Preacher
Ain't nothin' wrong with a good Preacher.
The Spiritualist Archetype is those that Channeling the power of the Gods to heal, and
draw their powers from the Gods. teach. Some don't even carry a weapon, instead
Crusader, Godly Symbol, Oracle, and putting their faith that their God will protect them.
Preacher are the Trees contained in the The Preacher Tree begins with the
Spiritualist Archetype. This Archetype is for those Preacher Talent, which gives them Bonuses when
who want a holy type Hat that serves a higher talking with crowds as well as more knowledge of
power for some great purpose. religious matters and Spirit Magic. This Talent also
allows a Hat to become a Priest for a specific God,
Trained Skills which much like the Crusader gives them quite a
Basic Skills: lot of Bonuses.
Athletics, Persuasion, Perception, Sense Motive,
Medicine, Survival, Intimidate, Leadership
Knowledge Skills:
History, Religion

Crusader
Power by the Gods, for the Gods.
Honorable, determined, and at times, ruthless to
those against their order. The best of 'em rise to be
Champions of their God, a tool to be used as They
see fit.
A Crusader's beginning Talent is Divine
Power, which allows them to choose which God
they wish to serve and draw power from. Every
God offers a different variety of gifts for a
Crusader, and a Hat can even gain the favor and
gifts of other Gods, but that's up to the Storyteller.

Godly Symbol
Every god has their own symbol, and for
those people Spiritually inclined, they know to use
them to channel their will.
The Godly Symbol Tree starts off with the
Talent Holy Symbol, which allows a Hat using
Spirit Magic to more easily cast Spells. It also
holds boosts for the other Spiritualist Trees.

Oracle
The chosen few, gifted, or cursed, with the
ability to see fleeting glimpses of the future, for
better or worse. Some good ones can bend it so
things turn out in their favor.
The starting Talent for an Oracle is
Oracle's Curse. This gives a Hat a Trouble in
exchange for access to the Tree and Spirit Magic.
An Oracle's Talents lie in catching glimpses of
things that haven't happened yet, and telling others
in order to help or hinder them.

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Crusader Tree Champion of the Night Cost: 50exp
Divine Power Cost: 30exp Prerequisite: Divine Power
You are gifted with the strength of a God of your Those few chosen by Lunas, Goddess of the Moon
choosing. You gain one of the Champion Talents and Stars, are known as Champions of the Night.
without needing to pay it's cost. You can gain the When you make a Melee Attack you may choose
favor of other Gods and become Champions for to deal Cold or Radiant Damage equal to half your
them as well by spending the exp cost. You may Magic Spirit instead of adding Strength. You are
only become a Champion of multiple Gods if there unaffected by magical darkness. You gain
is in play reasons, and the Storyteller allows it as Darkvision if you do not already have it. During
it is a very big deal to have multiple Gods on your the Night, or when in Darkness, you may make a
side. You also become Trained in Advanced Melee Basic Attack as a Minor Action.
Weapons, Advanced Armor, gain the Shield
Training Talent listed under Universal Talents, Champion of the Deep Cost: 50exp
and become Trained in Magic Spirit and in
Knowledge Law and Warfare. You also gain three Prerequisite: Divine Power
Cantrips, and one Tier 1 Spell, unless another Those few chosen by The Deep King, God of
Talent has already given you Spells, Blueprints, Jewels and Gold, are known as Champions of the
or Formulae. Deep.
When you make a Melee Attack you may choose
Champion of the Mother Cost: 50exp to deal Force Damage equal to half your Magic
Spirit instead of adding Strength. When
Prerequisite: Divine Power
attempting to Break or Sunder an Object, you may
Those few chosen by Divira, Goddess of Creation, add your Magic Spirit to the Damage. You gain
are known as Champions of the Mother. Darkvision if you do not already have it.
When you make a Melee Attack you may choose
to deal Radiant Damage equal to half your Magic Champion of the God King Cost: 50exp
Spirit instead of adding Strength. Double your
Magic Spirit Skills Total when using any Prerequisite: Divine Power
Summoning or Conjuration Spells when rolling Those few chosen by JonSong, God King of
for Backlash. Dragons, are known as Champions of the God
King.
Champion of the Day Cost: 50exp You gain Dragon Blood and access to the Draconic
Tree. If you obtain a Breath Attack, you may use it
Prerequisite: Divine Power
to imbue a Melee Weapon with the effects and
Those few chosen by Solus, God of the Sun and Damage of your Breath for the next 3 Attacks,
Sky, are known as Champions of the Day. only using up one of the uses if you hit. When it
When you make a Melee Attack you may choose goes off it acts as though you struck the Square
to deal Fire or Radiant Damage equal to half your with your Breath Attack. A Breath Attack that is
Magic Spirit instead of adding Strength. You single Target cannot be used to imbue a Weapon.
cannot be blinded by any source of light. During
the Day, or when under Sunlight, you may make a Champion of the Lady Cost: 50exp
Basic Attack as a Minor Action.
Prerequisite: Divine Power
Those few chosen by the Lady, Goddess of Luck,
are known as Champions of the Lady.
When you make a Melee Attack you may choose
to deal Force Damage equal to half your Magic
Spirit instead of adding Strength. Once per day,
you may automatically succeed at a Luck Roll.
You also gain the Talent Lucky Number for free.

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Champion of the Scholar Cost: 50exp Presence of Courage Cost: 30exp
Prerequisite: Divine Power Prerequisite: Divine Power & Holy Symbol
Those few chosen by Vetusliber, God of Immunity to following Conditions (magical or
Knowledge, are known as Champions of the otherwise), Frightened, and Nauseated. Each ally
Scholar. within 30ft of you gains a +5 Bonus to Saves
When you make a Melee Attack you may choose against the Condition Immunity given by this
to deal Cold Damage equal to half your Magic Talent. This Talent functions only while you are
Spirit instead of adding Strength. You gain +1 conscious and not Downed.
Points to all Knowledge Skills. You may add your
Magic Spirit to any Knowledge Checks. Presence of Justice Cost: 30exp
Prerequisite: Divine Power & Holy Symbol
Champion of the Tinkerer Cost: 50exp
Immunity to following Condition (magical or
Prerequisite: Divine Power
otherwise), Dominated, and Distracted. Each ally
Those few chosen by Savasta, Goddess of within 30ft of you gains a +5 Bonus to Saves
Machines, are known as Champions of the against the Condition Immunity given by this
Tinkerer. Talent. This Talent functions only while you are
When you make a Melee Attack you may choose conscious and not Downed.
to deal Lightning Damage equal to half your Magic
Spirit instead of adding Strength. If you have Presence of Resolve Cost: 30exp
Healing Points they can be used to heal or harm
Gadgets, Machines or Clockwork. Any Firearm or Prerequisite: Divine Power & Holy Symbol
Explosive that you use gains +1 Damage. You also Immunity to following Condition (magical or
gain a Dodge Bonus equal to your Smarts. otherwise), Charmed, and Confused. Each ally
within 30ft of you gains a +5 Bonus to Saves
Champion of the War Cost: 50exp against the Condition Immunity given by this
Talent. This Talent functions only while you are
Prerequisite: Divine Power
conscious and not Downed.
Those few chosen by Durgama, God or Goddess of
War and Victory, are known as Champions of
War, or Valkyries.
You cannot have the Talent Pacifist. Increase your
Melee Damage by half of your Strength score. You
regain 1 Wound if you successfully Down a Target.

Virtuously Armored Cost: 40exp


Prerequisite: Divine Power
You do not suffer the Backlash Penalty from
wearing Armor for Spirit Spells, and instead you
treat all Spirit Spells as 1 Tier higher when
wearing Armor. This only applies to Spirit Spells.

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Godly Symbol Tree
Holy Symbol Cost: 20exp
You use a symbol of your God as a Spell Focus
and eliminate the need for somatic components
when casting Spirit based Spells, and like a Spell
Focus must be visible in order for you to cast
Spells with it.

Chosen Healer Cost: 20exp


Prerequisite: Holy Symbol OR Oracle's Curse
You have Healing Points equal to 5+Spirit, these
can be spent to remove Wounds from living
Targets. You must be touching the Target in order
to use Healing Points. Alternatively, you may use
these Points to deal Damage to Undead creatures,
counting each Point spent as 1 Radiant Damage.
These points refresh when you take a Long Rest.

Healing Font Cost: 20exp


Prerequisite: Chosen Healer & Preacher OR
Oracle's Curse
Double your Spirit Bonus when calculating
Healing Points.

Divine Grace Cost: 40exp


Prerequisite: Chosen Healer
You may add your Magic Spirit Total to your
Dodge. This does not stack if you already add
your Magic Spirit to your Dodge.

Spiritual Leader Cost: 40exp


Prerequisite: Divine Grace
You may add your Moxy Bonus to your Magic
Spirit skill Checks, this does not add your Moxy
to your Dodge. You may also add your Magic
Spirit skill when making Leadership Checks.

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Oracle Tree Danger Sight Cost: 20exp
Oracle's Curse Cost: 30exp Prerequisite: Oracle's Curse
You must choose a single Trouble worth between You gain a +5 Bonus to Perception Checks and
20 and 30 exp. You do not gain the Bonus exp Awareness to spot traps or ambushes.
from this, and it does not contribute to your
maximum Troubles. Choose and gain either Glimpse of the Future Cost: 20exp
Oracle of the Gods, or Oracle of Nature. You also
gain three Cantrips, and one Tier 1 Spell, unless Prerequisite: Oracle's Curse
another Talent has already given you Spells, After a Long Rest, you may roll four d12's. These
Blueprints, or Formulae. dice may be paired up however you want, and
then record the two numbers. At anytime when a
Oracle of the Gods roll is made you may have the results be one of
the numbers you have recorded. The number can
Prerequisite: Oracle's Curse
only be used once, and you can only do this once
You gain +1 to the Magic Spirit skill, and you are per turn. The target must be able to hear or see
now Trained in it. you. You lose all recorded numbers at the end of a
Long Rest before rolling for new ones.
Oracle of Nature
Bond of the Material Cost: 20exp
Prerequisite: Oracle's Curse
Prerequisite: Oracle's Curse
You gain +1 to the Magic Nature skill, and you are
now Trained in it. You gain a magical bond with an item, acceptable
items are: amulet, ring, book, staff, wand, weapon,
Runic Inscribe Cost: 20exp or anything else that the Storyteller allows. The
item has double the HP and DR. The item now
Prerequisite: Oracle's Curse acts as a Spell Focus and eliminates the need for
You can inscribe a Spell that you know as a Rune somatic components when casting Spells, and like
onto an object using Magical Chalk. Backlash a Spell Focus must be visible in order for you to
Checks are rolled when inscribing the Rune. The cast Spells with it. You must be wearing or
Spell triggers when a certain condition is met: wielding the item or all Spells you cast receive a
touched, passed by, a certain word or phrase is +10 to Backlash DC. Anything that can see or
said, read, or any combination. Inscribing a rune detect magic can tell that the item is magical and
takes 1 round per Spell tier, making a Backlash that it is bonded to you. The item regenerates all
Check every round. Cantrips take 1 action. Damage when you take a long rest. If the item is
destroyed, you have a +10 to Backlash DC until you
have obtained a new bonded item. It takes 1 week
Scribe Scroll Cost: 30exp
to form a new bond. You cannot buy this Talent if
Prerequisite: Oracle's Curse you have Bond of the Familiar.
You may inscribe any Spell you know onto a
scroll. The cost is 10x the exp cost in Silver plus Tightened Grasp Cost: 30exp
the cost of Magical Paper and Magical Ink. Prerequisite: Bond of the Material
Making the scroll takes 1 hour per Tier of the
Spell, Cantrips taking half an hour. You require a You gain a +10 Bonus to resist having your bonded
Magical Scribe Kit in order to make Scrolls. item taken away, or disarmed. You also gain this
Bonus when attempting to hide your item or pass
it off as unassuming.
Glimpse Danger Cost: 20exp
Prerequisite: Oracle's Curse Of the Cloth Cost: 20exp
You always act in the Surprise round if there is Prerequisite: Oracle's Curse
one.
You gain a +2 Dodge Bonus when not wearing
Armor or Shields. Items or Spells that magically
add Dodge do not negate this Bonus.

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Wild Empathy Cost: 20exp Soft Prediction Cost: 20exp
Prerequisite: Oracle of Nature Prerequisite: Minor Prediction
You can immediately gauge the intentions of an Once per round you may add +2 to your Dodge as
Animal, Beast, or Magical Beast without making a a Minor Action. Alternatively you may spend an
Check. In addition, you may make a Handle Action to give someone else within 60ft, or
Animal Check with a +5 Bonus to influence it's yourself, a +5 Dodge Bonus as long as they can
intentions and mood. hear or see you.

Pacifist Cost: 20exp Hard Prediction Cost: 30exp


Prerequisite: Oracle of the Gods Prerequisite: Minor Prediction
If you are carrying no weapons and an Attack is Once per round you may spend 1 Action to give a
declared against you, you may make a Persuasion Target within 60ft -2 to Dodge until your next
Check against the Targets Sense Motive to turn.
convince the attacker that you are no threat. If
you beat them then they cannot Attack you until Efficient Prediction Cost: 30exp
you make a hostile action, such as attempting to
cause Wounds, or Damage, or some sort of Prerequisite: Major Prediction
obvious impediment towards the Target or their You may take a 3rd action during your turn. If
group, including assisting their enemies. you already have a 3rd Action, this does not stack.

Minor Prediction Cost: 30exp Third Eye Cost: 50exp


Prerequisite: Oracle's Curse Prerequisite: Minor Prediction
This gives you several minor predictions. This eye does not have to be a physical eye on
Once per turn you may spend 1 Action to predict: your Hat, it may simply be a tattoo or strange
If something is locked. manifestation of energy on your forehead. You
What food is going to taste like. may spend an action to gain one of the following
The general contents of a container, or hole. Talents or Spells until you take a Short Rest or
If a weapon is loaded. spend an Action to change which you have:
What the weather will be like for the next 24 Darkvision (Spell, Page 278)
hours. Comprehend Language (Spell, Page 277)
A Targets name. See Invisibility (Spell, Page 303)
The next card that would be drawn in a deck of Blind-Fight (Talent, Page 98)
cards. Reveal True Shape (Spell; only for you, Page 301)
The results of basic games of chance. Thief Spot (Talent, Page 41 and 63)
Well Studied (Talent, Page 77)
Major Prediction Cost: 40exp Advanced Tracking (Talent; For as long as active,
Page 64)
Prerequisite: Minor Prediction
This gives you several major predictions. Fate Master Cost: 100exp
Once per turn you may spend 1 Action to predict:
Where the key to a lock is. Prerequisite: 100exp spent in Oracle Tree
If food or water is poisoned. All is clear. The threads are yours to command.
The exact contents of a container, or hole. Soft Prediction now gives +3 to your Dodge as a
How many bullets are loaded in a weapon and if Minor Action, and +6 as an Action.
they have special properties. Efficient Prediction gives you a 2nd Minor Action.
What Spells a Target knows. Hard Predict gives a -3 to Dodge.
What the weather will be like for the next week. Glimpse Future now has 6 d12's for you to pair.
What cards every other player is holding and the
entire makeup of a deck of cards.

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Preacher Tree Morning Prayer Cost: 30exp
Preacher Cost: 20exp Prerequisite: Preacher
You may roll twice for Knowledge Religion You may spend 10 minutes after a Long Rest to
Checks and use whichever you'd like. You also bolster your Posse. For the rest of the day, the
gain a +4 Bonus to Persuasion Checks when you Posse gains a Bonus to all Skill Check rolls equal
have a crowd. You become Trained in Magic Spirit to half your Moxy, minimum 1.
and Knowledge Law. You also gain three Cantrips,
and one Tier 1 Spell, unless another Talent has Priest of the Mother Cost: 40exp
already given you Spells, Blueprints, or Formulae.
This Talent also lets you become Priests of Prerequisite: Preacher
specific Gods. Your first Priest Talent costs 20exp. A Priest of Divira, Goddess of Creation, can weave
You may only become a Priest of multiple Gods if quite a large amount of creations. All Summoning
there is in play reasons, and the Storyteller or Conjuration Spells cost 10exp less, minimum of
allows it as it is a very big deal to have multiple 5. All Conjuration Spells count as Spirit Magic.
Gods on your side. You gain 2 Healing Points whenever you cast a
Conjuration Spell. You cannot go over your
Scribe Scroll Cost: 30exp maximum Healing Points this way. If you do not
have the Talent Chosen Healer, you cannot have
Prerequisite: Preacher
more than 2 Healing Points.
You may inscribe any Spell you know onto a
scroll. The cost is 10x the exp cost in Silver plus Priest of the Day Cost: 40exp
the cost of Magical Paper and Magical Ink.
Making the scroll takes 1 hour per Tier of the Prerequisite: Preacher
Spell, Cantrips taking half an hour. You require a A Priest of Solus, God of the Sun and Sky, is most
Magical Scribe Kit in order to make Scrolls. powerful during the day out in the sun. You gain
Dodge equal to half your Magic Spirit, and your
Pacifist Cost: 20exp full Spirit amount during the day, you only get this
Dodge Bonus if you are not wearing Armor. You
Prerequisite: Preacher
also gain 2 Healing Points for every hour you
If you are carrying no weapons and an Attack is remain under direct sunlight. You cannot go over
declared against you, you may make a Persuasion your maximum Healing Points this way. If you do
Check against the Targets Sense Motive to not have the Talent Chosen Healer, you cannot
convince the attacker that you are no threat. If have more than 2 Healing Points. Any Spell you
you beat them then they cannot Attack you until cast using Magic Spirit during the day gains a +2 to
you make a hostile action, such as attempting to the Backlash Roll.
cause Wounds, or Damage, or some sort of
obvious impediment towards the Target or their Priest of the Night Cost: 40exp
group, including assisting their enemies.
Prerequisite: Preacher
Gospel Sharp Cost: 20exp A Priest of Lunas, Goddess of the Moon and Stars,
is most powerful at night. You gain Dodge equal to
Prerequisite: Preacher
half your Magic Spirit, and your full Spirit
Gain a +1 Bonus to Knowledge Religion and amount during the night, you only get this Dodge
Persuasion Checks. Bonus if you are not wearing Armor. You also gain
2 Healing Points for every hour you remain
Of the Cloth Cost: 20exp under direct moonlight. Any Spell you cast using
Magic Spirit during the night gains a +2 to the
Prerequisite: Preacher Backlash Roll.
You gain a +2 Dodge Bonus when not wearing
Armor or Shields. Items or Spells that magically
add Dodge do not negate this Bonus.

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Priest of the Deep Cost: 40exp Priest of the Tinkerer Cost: 40exp
Prerequisite: Preacher Prerequisite: Preacher
A Priest of The Deep King, God of Jewels and A Priest of Savasta, Goddess of Machines, is more
Gold, are more powerful with jewels and gold. You interested in things than people. If a Gadget you
gain Dodge Bonus equal to your Magic Spirit if you are using would gain the Broken condition, you
are wearing an undamaged and clean Extravagant may make a Luck Roll, on a success it is instead
Outfit, or a Fancy Outfit and 50 Silver worth of at 1 HP, failing does nothing. If you have Healing
Jewelry (This Bonus stacks with Divine Grace), Points they can be used to heal or harm Gadgets,
you only get this Dodge Bonus if you are not Machines or Clockwork. Any Firearm or
wearing Armor. While wearing said Outfit you Explosive that you use gains +1 To Hit, or DC. You
gain 1 Healing Point every hour. You cannot go may also add half your Magic Spirit to
over your maximum Healing Points this way. If Engineering Checks.
you do not have the Talent Chosen Healer, you
cannot have more than 2 Healing Points. Any Priest of War Cost: 40exp
Spell you cast using Magic Spirit while your outfit
is undamaged gains a +2 to the Backlash Roll. Prerequisite: Preacher
A Priest of Durgama, God or Goddess of War and
Priest of the God King Cost: 40exp Victory, are quite the violent sort... You cannot
have the Talent Pacifist. Gain 2 Healing Points
Prerequisite: Preacher
when you or a member of your Posse within 30ft
A Priest of JonSong, God King of Dragons, gains Downs a Target, or if a Posse member is under the
the blood of dragons. You gain the Dragon Blood effects of a Spell of yours and Downs a Target.
Talent and have access to the Draconic Tree. You cannot go over your maximum Healing Points
Your Breath Weapon Attacks may use your Moxy this way. If you do not have the Talent Chosen
instead of Grit when adding to DC. You gain a Healer, you cannot have more than 2 Healing
Dodge Bonus equal to your Moxy. Points.

Priest of the Lady Cost: 40exp


Prerequisite: Preacher
A Priest of the Lady, Goddess of Luck, or beings
of high Luck. Once per day, you may
automatically succeed at a Luck Roll. You also
gain the Talent Lucky Number for free. Your
Backlash DC is decreased by 2. You gain a Dodge
Bonus of +1 for every point your Luck Score is
above or bellow 12 as long as you are not wearing
Armor.

Priest of the Scholar Cost: 40exp


Prerequisite: Preacher
A Priest of Vetusliber, God of Knowledge, is more
a teacher than a Preacher. You gain +1 Points to all
Knowledge Skills. You may add your Magic Spirit
to any Knowledge Check roll. You gain a Dodge
Bonus equal to your Smarts.

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Av Mechanicus (Order #43185080)


Archetype: Warrior Toughness
Some Hats are just built tough, or
The Warrior Archetype are those that have toughened through battle. These are the type of
gained their strength through rigorous physical Hats that are at the front, charging ahead at their
training. foes and shrugging off blows from all sources.
Knight, Pugilist, Soldier, Toughness, and The Toughness Tree starts with Tough as
Defense are the Trees contained in the Warrior Dirt, which helps to shrug off Damage. The further
Archetype. This Archetype is for those who prefer you go into the tree, the less Damage you'll take. It's
getting into close combat. also the tree you want if you want to be swinging
around multiple big weapons.
Trained Skills
Basic Skills: Defense
Athletics, Perception, Persuasion, Sense Motive Sure attacking is always a good thing, but
Ride, Intimidate, Brawl, Leadership sometimes you need to know how to block attacks
aimed at you.
Knowledge Skills:
Beginning with Block, the Defense Tree
History, Warfare
offers a few ways to try and negate incoming
Knight Damage by using Actions to prevent attacks from
You want noble, look no further. There's hitting.
nothing more honorable than a Knight. Whether
you're a Dragon Knight or a Wolf Knight, there's
nothing better than the fight to them.
Their beginning Talent is Knightly Order,
which has them choose between being a Dragon
Knight or a Wolf Knight. Dragon Knights gain
access to Dragon Blood, allowing them to take
Talents from the Draconic Tree. Wolf Knights get
access to Talents to make them stealthier, or fight
better in groups. Both get their own armor, and a
flavor of Living Armor, which helps teach them
about the world and keeps them safe.
But be warned, it is possible to fall out of
grace with a Knightly Order.

Pugilist
Doesn't quite sit right fighting someone
unarmed, but that gets beat out of ya real quick
when facing a Pugilist. Quick footwork, and a
couple good jabs will lay out even the toughest.
The starting Talent for a Pugilist is Boxing,
which increases their Unarmed Attack Damage.
This tree is all about fighting without a weapon,
using maneuvers and skill to beat down Targets.

Soldier
With the war over, there's a lot of Soldier's
loafing about. A lot of them pick up mercenary
work, or work at some ranch. Others have gone to
using the skills they learned to take things that
ain't theirs.
The Soldier tree starts off with Military
Training, which gives them Training in both Light
and Heavy Firearms. This tree has quite a number
of Talents suitable for sort of run and gun types,
who want to keep on the move using cover, or fight
in close spaces.

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Knight Tree Dragon Scale Armor Cost: 20exp
Knightly Order Cost: 30exp Prerequisite: Dragon Knight
You become part of one of the Knights Orders. You gain a finely crafted set of Scale Armor. This
You automatically gain either Dragon Knight, or is decorated in whatever color of Dragon you have
Wolf Knight. You cannot be a Knight of more than chosen.
one Order. You may take the Riders Bond Talent
as if you were a Ranger Archetype. You also Living Dragon Armor Cost: 30exp
become Trained in Advanced Melee Weapons,
Advanced Armor and gain the Shield Training Prerequisite: Dragon Scale Armor
Talent, listed under Universal Talents. Your armor is infused with the soul of a Dragon
long past. This Dragon has their own personality,
Dragon Knight and thoughts, as well as providing you with
Resistance in accordance with their Magical
Prerequisite: Knightly Order
Element, they may also be asked questions. They
You have devoted yourself to the Order of the make all Knowledge Checks at a +5, this Check is
Dragon Knights. The most important thing now is made by the Storyteller. They may become
your Honor, and the thrill of hunting prey larger annoyed if asked too many questions and can be
and stronger than you to prove your strength and wrong. In addition the armor is now Magical and
courage. Soaks magical Damage, and regenerates at 1 HP
This Knightly Order follows the laws placed out per hour, even when completely destroyed.
in the land, ever mindful of those around them. A
Dragon Knight must seek to aid those in danger, or Wolf Knight
seek to end those that are a threat to civilization.
Constantly seeking to push their limits and prove Prerequisite: Knightly Order
their worth of dragonhood. You have devoted yourself to the Order of the
Dragon Knights, like Dragons, come in all kinds of Wolf Knights. The most important thing now is
colors, all with their own element. You may The Hunt, the thrill of hunting and taking down
choose one of the following Chromatic or Metallic prey larger and stronger than you and are
Dragons as your Order: constantly seeking to prove your strength and
Black (Chromatic Acid) cunning.
Blue (Chromatic Lightning) The focus of this Knightly Order is the Order
Brass (Metallic Fire) itself. The pack is only as strong as its weakest
Bronze (Metallic Lightning) wolf, but all wolves must be cared for. Packs are
Copper (Metallic Poison) not hostile towards each other, and are on good
Gold (Metallic Fire) terms overall, often teaming up to take on
Gray (Chromatic Vampiric) challenges. Wolf Knights come in four colors,
Green (Chromatic Poison) which denote which pack they belong to: black,
Iron (Metallic Fire & Cold) brown, gray and white.
Orange (Chromatic Fire)
Pink (Chromatic Willpower)
Wolf Hide Armor Cost: 20exp
Red (Chromatic Fire)
Silver (Metallic Cold) Prerequisite: Wolf Knight
Violet (Chromatic Fire & Lightning)
You gain a finely crafted set of Hide Armor. This
White (Chromatic Cold)
Armor is decorated and colored in whatever type
Yellow (Chromatic Fire)
of Wolf color you have chosen.

Dragon Blood Cost: 20exp


Prerequisite: Dragon Knight
You gain access to the Dragon Power Tree.

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Av Mechanicus (Order #43185080)


Living Wolf Armor Cost: 30exp Evasion Cost: 20exp
Prerequisite: Wolf Hide Armor Prerequisite: Slink
Your armor is infused with the soul of a Wolf If you are targeted by an Attack that allows you to
Mother long past. This Wolf Mother has their make a Physical Save, if you use your Acrobatics,
own personality, and thoughts, as well as you take half Damage if you fail, and no Damage if
providing you with Resistance to one Magical you succeed. You do not gain this benefit if you
Element of your choice. They may be asked have the Helpless Condition.
questions, making all Knowledge Checks at a +5,
this Check is made by the Storyteller. They may Track Cost: 10exp
become annoyed if asked too many questions and
can be wrong. In addition the armor is now Prerequisite: Wolf Knight
Magical and Soaks magical Damage, and You can make a Survival Check to Track a target.
regenerates at 1 HP per hour, even when The DC begins at 12 and increases by +1 per hour
completely destroyed. the subject passed the area.

Pack Fighting Cost: 10exp Advanced Tracking Cost: 30exp


Prerequisite: Wolf Knight Prerequisite: Track
If the Target of your Attack has been attacked When tracking a Target, the DC is 12 and
between your current turn and your last turn by increases by 2 per 24 hour period the target has
someone other than you, you gain a +4 To Hit that passed.
Target.
Sleeping Dogs Cost: 20exp
Pack Hunting Cost: 30exp
Prerequisite: Wolf Knight
Prerequisite: Pack Fighting
You do not have any penalties to Awareness while
You gain a +2 Bonus To Hit for every member of unconscious.
your Posse within 15ft of you.
Bigger They Are... Cost: 30exp
Lone Wolf Cost: 30exp
Prerequisite: Knightly Order
Prerequisite: Wolf Knight
When you are wielding a Two-Handed Melee
You have a +5 Bonus To Hit if there are no allies Weapon, increase your Damage by half of your
within 100ft. Strength score. If you are fighting a Target who is
at least 2 Size Categories larger than you, gain a
Slink Cost: 20exp Dodge Bonus equal to your Brawl.
Prerequisite: Wolf Knight
...the Harder They Fall Cost: 30exp
You can spend a Minor Action during combat to
make a Stealth Check, instead of 1 Action. You are Prerequisite: Knightly Order
Trained in Stealth. This counts as the Slink When you are wielding a Two-Handed Melee
Talent at the beginning of the Burglar Tree. Weapon, you are treated as if you had a Heavy
Shield, but are not technically wielding a Shield.
Blind Spot Cost: 30exp If you are fighting a Target who is at least 2 size
categories larger than you, add your Brawl to
Prerequisite: Slink
Damage. Additionally, you take -2 Damage from all
You can use Stealth even against creatures with non-magical Melee Damage dealt by Targets 2 size
unusual senses that normally allow them to see categories larger than you.
hidden or invisible things.

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Av Mechanicus (Order #43185080)


Pack Leader Cost: 100exp
Prerequisite: 100exp spent in the Knight Tree,
Must be a Wolf Knight
Only one member of a Posse may benefit from
this Talent. Gain a +2 Bonus to the Leadership
Skill per member in your Posse, this Bonus is
increased to +5 if the member is a Wolf Knight.

Fallen Knight Cost: 0exp


Prerequisite: Knightly Order
If the Storyteller determines that you have not
acted appropriately to your Order too many times,
they may choose to have you banished. You keep
all current Talents you have purchased as part of
this, but can no longer gain Talents from this Tree.
If your acts are severe enough, the Storyteller
may also put a Bounty on you. Depending on the
circumstances, you may also lose your armor if it
has gained sentience from the Living Dragon
Armor or Living Wolf Armor Talents. A Fallen
Dragon Knight cannot take any Talents from the
Dragon Blood Tree. This is treated as a Trouble,
and may be taken as one for +50exp at Hat
Creation. If taken at creation, the Hat may still
take Talents from the respective Trees until Hat
creation is finished, and then immediately gains a
Bounty of 50 Silver. The Storyteller may offer
ways of atonement to the Hat.

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Av Mechanicus (Order #43185080)


Pugilist Tree Knuckle Toughened Cost: 30exp
Boxing Cost: 30exp
Prerequisite: Boxing OR Barroom Brawler
You gain a +1 Damage Bonus to Unarmed Attacks.
You cannot have this Talent and the Talent You gain a +4 Bonus to Dodge if you are wearing
Barroom Brawler. no armor. Magic or Gadgets that increases your
Dodge stack with this Bonus.
Biff Cost: 10exp
Tit for Tat Cost: 20exp
Prerequisite: Boxing OR Barroom Brawler
Prerequisite: Knuckle Toughened
Whenever you make an Unarmed Melee Attack
you may take a -2 To Hit to strike a Target in the When struck from a Melee Attack, you may use
face, causing them to gain the Distracted Condition your Reaction to immediately make one regular
on a hit. Unarmed Melee Attack against the attacker.

Close Quarters Cost: 20exp Tit for Tat Level 2 Cost: 50exp

Prerequisite: Boxing OR Barroom Brawler Prerequisite: Tit for Tat

You may occupy the same space as a Target or an Your first use of Tit for Tat in a Round does not
ally. use your Reaction. Tit for Tat and Redirection are
to be considered separate Reaction Pools and
either one can be used as long as your Reaction
Cross-Counter Cost: 20exp
has not been used.
Prerequisite: Boxing OR Barroom Brawler
Tit for Tat Level 3 Cost: 50exp
When a Target misses with a Melee Attack you
may use your Reaction to make an Unarmed Prerequisite: Tit for Tat Level 2
Melee Attack against them if they are within
range. Your first two uses of Tit for Tat in a Round does
not use your Reaction.
Cross-Counter Level 2 Cost: 50exp
Redirect Cost: 20exp
Prerequisite: Cross-Counter
Prerequisite: Boxing OR Barroom Brawler
Your first use of Cross-Counter in a Round does
not spend your Reaction. When struck from a Melee Attack, you may use
your Reaction to immediately make a Physical
Save, contesting the strike against you. If you beat
Cross-Counter Level 3 Cost: 50exp
their roll, their attack misses. If you beat them by
Prerequisite: Cross-Counter Level 2 5 or more you may redirect their strike into that
of a nearby Target or Object.
Your first two uses of Cross-Counter in a Round
does not spend your Reaction.
Redirect Level 2 Cost: 20exp

Fancy Footwork Cost: 20exp Prerequisite: Redirect

Prerequisite: Boxing OR Barroom Brawler Your first use of Redirect in a Round does not use
your Reaction. Redirection and Tit for Tat are to
You gain a +2 Dodge Bonus when in melee range of be considered separate Reaction Pools and either
a Target, but only against Targets you are in Melee one can be used as long as your Reaction has not
range with. been used.

Iron Fists Cost: 20exp Redirect Level 3 Cost: 20exp


Prerequisite: Boxing OR Barroom Brawler Prerequisite: Redirect Level 2
You always count as armed. You gain a +1 Damage Your first two uses of Redirect in a Round does
Bonus to Unarmed Attacks and all unarmed not use your Reaction.
Damage is now Lethal Damage.

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Av Mechanicus (Order #43185080)


Sockdologer Cost: 20exp Uppercut Cost: 30exp
Prerequisite: Boxing OR Barroom Brawler Prerequisite: Boxing OR Barroom Brawler
If your Unarmed Attack is enough to Down your You may spend 2 Actions to make an Unarmed
target, you may immediately gain one Action that Melee Attack and send a Target one size category
cannot be used as an Attack Action. If you Down a larger than you or smaller sprawling 5 feet back
Target not on your turn, you may still make a on a hit. Increase knock back distance by 5ft for
Basic Move Action. every 5 you beat their Dodge by. They are also
Knocked Prone if you hit. If your Target is
Sucker Punch Cost: 30exp Distracted, you gain a +2 To Hit.

Prerequisite: Boxing OR Barroom Brawler


...with the Steel Chair! Cost: 20exp
If your target is Distracted, or unaware of you, you
Prerequisite: Boxing OR Barroom Brawler
may use Sucker Punch to make an Unarmed
Attack, causing them to gain the Stunned You no longer suffer the -4 penalty to Improvised
Condition on a hit. Melee Attacks, and instead use Brawl To Hit.

Tattooed Fists Cost: 30exp Ballroom Basher Cost: 30exp


Prerequisite: Boxing OR Barroom Brawler Prerequisite: Boxing OR Barroom Brawler
When fighting Unarmed, you may treat your In any Talent that uses an Unarmed Melee Attack,
Attacks as Magical for the sake of overcoming you may use an Improvised Weapon instead.
Resistances.
Makeshift Mauler Cost: 20exp
Blazing Palms Cost: 30exp
Prerequisite: Boxing OR Barroom Brawler
Prerequisite: Tattooed Fists
Whenever you are making an Unarmed Attack,
When you gain this Talent, you may choose a you may instead grab an Improvised Weapon and
Magical Element. You may have your Unarmed use that to Attack instead. This includes Attacks
Attacks do the Element Damage you have selected made as a Reaction.
instead of Bludgeoning. You may take this Talent
multiple times, choosing a different Element each
time.

Trounce Cost: 30exp


Prerequisite: Boxing OR Barroom Brawler
You may take a Full Action to make 3 basic
Unarmed Melee Attacks. You also gain a -5 Dodge
Penalty until the start of your Next Turn.

Trounce Level 2 Cost: 50exp


Prerequisite: Trounce
You may take a Full Action to make 4 basic
Unarmed Melee Attacks. You also gain a -5 Dodge
Penalty until the start of your Next Turn.

Trounce Level 3 Cost: 50exp


Prerequisite: Trounce Level 2
You may take a Full Action to make 5 basic
Unarmed Melee Attacks. You also gain a -5 Dodge
Penalty until the start of your Next Turn.

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Av Mechanicus (Order #43185080)


Soldier Tree High Rank Cost: 30exp
Military Training Cost: 10exp Prerequisite: Military Training
You are Trained in Firearm (Light) and Firearm You are or were a significant rank during your
(Heavy). Military Service, determined between you and
your Storyteller, gaining a Sabre and are now
Advanced Bayonet Training Cost: 25exp Trained in its use.

Prerequisite: Military Training


Flanking Maneuver Cost: 25exp
After a successful attack with a bayonet, you may
Prerequisite: Military Training
use a Minor Action to immediately make a
Ranged Attack against the same Target with the You gain a +2 To Hit a Target who was attacked
weapon the Bayonet is attached to. between your current turn and your previous turn
by someone other than you.
Advanced Combat Training Cost: 35exp
Forced March Cost: 25exp
Prerequisite: Military Training
Prerequisite: Military Training
Add half your Knowledge Warfare to Brawl,
Ranged, and Firearm Attacks. You do not begin taking Nonlethal Damage from
traveling for more than 8 hours in a day until you
Battle Hardened Cost: 25exp have traveled for more than 20 hours.

Prerequisite: Military Training


Gunnery Training Cost: 25exp
You gain a +5 to Saves to resist the following
Prerequisite: Military Training
Conditions: Confused, Charmed, Dominated,
Frightened, Nauseated, Stun. When using Cart Mounted or Fixed Mounted
weapons, you may consider them as Heavy
Close Quarters Cost: 25exp Firearms, and gain a +2 Bonus To Hit.

Prerequisite: Military Training


Quick Clip Cost: 25exp
You may occupy the same space as a Target,
Prerequisite: Military Training
including allies.
Reloading a Rifle Clip does not cost an action.
Cover Charge Cost: 25exp
Rally Cost: 20exp
Prerequisite: Military Training
Prerequisite: Military Training
When you use a Charge Action, you may ignore
that Targets Bonus from Partial Cover. You may spend 1 Action to assist any within 60ft
to break free from Enchantment Spell or effect,
Cover to Cover Cost: 25exp making a Leadership Check opposed by the DC of
the effect.
Prerequisite: Military Training
You are treated as having Partial Cover when you Rigorous Regiment Cost: 20exp
use an Action to move from behind cover to cover
Prerequisite: Military Training
in a different location as long as you complete the
movement in 1 Action. You take Half Damage from Nonlethal
Environmental Hazards, such as heat or cold.
Hunker Down Cost: 25exp
Trench Fighter Cost: 25exp
Prerequisite: Military Training
Prerequisite: Military Training
You do not lose full cover Bonus when taking the
Peek action. When in narrow spaces 5ft or less, you always
have Partial Cover.

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Av Mechanicus (Order #43185080)


Toughness Tree Defense Tree
Tough as Dirt Cost: 20exp Block Cost: 20exp
You gain a +1 Soak against Non-Magical Damage as You can use 1 Action to Block. While Blocking, the
long as you are not wearing Armor or wielding a next Melee Attack that would hit you deals no
Shield. Damage, this lasts until your next turn

Curly Wolf Cost: 30exp Interception Protection Cost: 30exp


Prerequisite: Tough as Dirt Prerequisite: Block
You take half Damage from nonlethal sources. If someone or something within 5ft of you is
Attacked, you may use your Reaction to intercept
Indomitable Will Cost: 30exp the hit, becoming the Target for the attack instead.

Prerequisite: Tough as Dirt


Deflective Jabs Cost: 30exp
You gain a +5 to all Saving Throws against being
Prerequisite: Block
Disarmed, Distracted, or Tripped.
You now Block the next 2 Melee Attacks made
Tougher than Magic Cost: 40exp against you, causing them to deal no Damage.

Prerequisite: Tough as Dirt


Defensive Posture Cost: 50exp
When a Magical Attack would have you make a
Prerequisite: Deflective Jabs
Save, you may add your Grit to that Save. You also
apply your Grit to your Dodge when you are the You can take a Full Action to Block All Melee
Target of a Spell. Attacks made towards you until your next turn,
causing them to deal no Damage.
Two's Better than One Cost: 20exp
Shield Defense Cost: 40exp
Prerequisite: Tough as Dirt
Prerequisite: Block
When Dual Wielding Melee Weapons, the
weapon in your main hand does not have the As long as you are wielding a Shield your Block
Light Property. In addition your off-hand weapon Action can now apply to Ranged and Firearm
only suffers a -4 instead of a -10 if it does not have Attacks as well as Melee Attacks. This also
the Light property. applies to Interception Protection, Deflective Jabs
and Defensive Posture.
Strong Grip Cost: 50exp
Reflective Instincts Cost: 40exp
Prerequisite: Two's Better than One
Prerequisite: Block
When Dual Wielding Melee Weapons, the
weapon in your off-hand does not receive a When you take the Parry Action, you may apply
penalty to attack if it is not Light, and you add your Dodge Bonus against Ranged Attacks and
your Strength to Damage. Firearms. You may also make Attacks as if you
had Parried a Melee Attack. If the Attacker is not
Mighty Grip Cost: 50exp within range, or if you choose, you may redirect
the shot into another Target that is near you as
Prerequisite: Strong Grip long as they are not between you and the
You may Dual Wield any Melee Weapon, Attacker.
including those with the Two-Handed or Heavy
Properties.

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Chapter 6: Talents
There are many, many different abilities
that a Hat can obtain. While there are many to be
had from Archetypes, the Talents in this chapter
are available for everyone. Remember that a Talent
can only be purchased at the beginning or end of a
play session.
Other than the Archetype Talents, there
are 4 other categories that Talents fall into:
Backgrounds, Universal Talents, Troubles, and
Crafting Talents.
Background Talents can only be taken at
the start of a new Hat and are covered in Chapter
3. A Background is the basic building block for
what sort of life your Hat had before they set out
into the world. Or maybe it's what they still do, just
doing a little adventuring on the weekends. They
don't cost any experience, but you only get one.
Universal Talents are all the general
Talents that a Hat can take, with the only
restriction being that they have to spend
experience, and follow the color rules.
Now, Troubles are where things can get
interesting. Some are rather tame, while others are
life altering for a Hat. You should choose your
Troubles carefully, as you can pick a maximum of
5. But you don't have to pick any if you don't want
to. So why should you? Well...experience of course.
Every Trouble is worth experience points, and
those points can be used to buy upgrades or
Talents.
Finally, Crafting Talents are the things that
your Hat can make. This usually has something to
do with their Background, but it could also just be a
hobby they have.

Optional Rule: Upgradable Talents


For further customization of a Hat, a
Storyteller may allow the Upgradable Talents rule.
This allows experience to be spent to increase any
Bonus that a Talent gives, using the same upgrade
track as Abilities, as long as it says that it is a
Bonus. The only things that cannot be upgraded is
any Bonus to Soak or to Damage.

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Universal Talents Bullrush Cost: 20exp

Universal Talents are your basic Talents, When you take the Charge Action, you may
available to all Archetypes without discount. Shove movable Objects, and any Target your size
or smaller (these are referred to as obstructions).
Ambidextrous Cost: 20exp If you fail the Shove, your Charge stops and you
may make the attack against the obstruction if
You are skilled at using both hands to perform you moved 10ft or more. You can continue to
tasks, and consider both hands as your main charge through the Target even if you do not move
hand. If you take the Off-Hand Attack Action you them from their square, as long as you succeeded
receive a -5 to one of those Attacks, instead of the in the Shove. You may begin Shoving obstructions
-10. immediately but the Target of your Charge must be
at least 10ft away.
Armor Training Cost: 10exp
You are now Trained in how to use one type of Improved Bullrush Cost: 30exp
Advanced Armor and do not take the -4 to Dodge Prerequisite: Bullrush
when wearing it.
This acts exactly like Bull Rush with these
Attentive Cost: 20exp additions: You gain a +5 to Shove Obstructions,
and may shove Obstructions one category larger
You are generally more perceptive to the world than yourself. Double the distance of things
around you and gain a +1 Bonus to Perception Shoved if they are your size or smaller.
Checks, as well as a +3 Bonus to Awareness.
Combat Casting Cost: 30exp
Avid Researcher Cost: 20exp
You do not need to make a Concentration Check
Knowledge Skills cost 5 less experience, to a unless the Damage dealt is 5 or more. When you
minimum of 5. do make a Concentration Check, gain a +2 Bonus.

Backlash Hardened Cost: 30exp Cowardly Cost: 30exp


When you take this Talent you are now If attacked, you may Take Cover as a Minor
considered to be “Trained” in Lucidity, allowing Action on your next turn. If you have the Trouble
you to halve the exp cost of upgrading it. Yellow Belly you gain +5 feet of movement for
your next turn.
Blind-Fight Cost: 20exp
Hightail Hijinks Cost: 20exp
You can effectively "see" and make Perception
Checks against Targets within 20ft of your square Prerequisite: Cowardly
even when unable to see by normal means.
When using the Withdraw Action, gain 10ft to
your movement. If you have the Trouble Yellow
Book Learning Cost: 20exp Belly, instead of 10ft, double your movement
You become Trained in 1 Knowledge Skill and when taking the Withdraw Action.
gain 1 Point in it if it has none. This Talent may be
taken multiple times. You must be able to read. Slippery Wimp Cost: 20exp
Prerequisite: Cowardly
Brace Firearm Cost: 20exp
If you are attacked and do not have cover, gain +1
You may take a 2-Handed Firearm and as a Minor Dodge Bonus until your next turn for any
Action use a stable surface, such as a table, wall, subsequent Attacks. Does not stack if attacked
or rock, to make Attacks using only 1 hand. multiple times. If you have the Trouble Yellow
Moving will break your Brace. Belly this Dodge Bonus is doubled.

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Pocket Sand Cost: 20exp Engineer Cost: 20exp
Prerequisite: Cowardly +5 to using a Machine or figuring out its purpose.
This Bonus also applies when trying to figure out
As a Minor Action, a Target within 5ft must pass
the functions of a Gadget.
a DC 12 Grit save or gain the Distracted Condition.

Family Heirloom Cost: 30exp


Deal with the Devil Cost: 5exp
You may start with a Common Magic Item.
Take any Talent worth 50exp or less from your
Alternatively you may spend 50exp on this Talent
Archetype, Universal Talents, or Crafting Talents,
to start with a Rare Magic Item.
ignoring prerequisites.
This has severe consequences as you are at the
beck and call of a Devil or Daemon for the rest of Famous Cost: 30exp
your life. If the Devil or Daemon should die, you Any NPC that you come across has a chance to
lose the Talent you gained, however this Talent know who you are, at Storyteller's discretion. If
can never be removed by any other means. an NPC knows who you are, adjust their
temperament one step towards Friendly. If they
Drag Down Cost: 10exp are already Friendly towards the Hat, then that
Hat receives a +5 Bonus to Moxy based Checks.
If you are Tripped, you may immediately attempt
to Trip the attacker who tripped you. This does
not trigger if you just attempted a Trip. Fortune Favors the Bold Cost: 10exp
You may re-roll your Luck. The previous number
Driving: Carts Cost: 30exp now becomes an automatic Luck Failure when
you make a Luck Roll. If you take Twisted
You are Trained in how to drive a Cart.
Fortune, this number still counts as a Failure.
Whenever you need to make a Check, you use
One Agi Skill Total +Ref. (Normally you do not
receive a Bonus, and it is just a straight roll.) Gun Training Cost: 10exp
You become Trained in either of the Firearm
Driving: Ships Cost: 30exp Skills, your choice. This Talent may be taken
multiple times.
You are Trained in how to Steer Ships.
Whenever you need to make a Check, you use
One Agi Skill Total +Ref. (Normally you do not Kick Down Cost: 20exp
receive a Bonus, and it is just a straight roll.) Use Brawl to make an Attack, if you beat the
Targets Dodge, they are knocked Prone.
Driving: Trains Cost: 30exp Alternatively you can use this on a non-magical
door, or similar non-magical Object or Structure, if
You are Trained in how to drive a Train.
your Check exceeds the combined HP of the door,
Whenever you need to make a Check, you use
lock, and any barricades, it is kicked open
One Agi Skill Total +Ref. (Normally you do not
regardless of lock. A Target holding a door closed
receive a Bonus, and it is just a straight roll.)
adds their Athletics Score to this Check.
This Talent also adds to any Shove Actions you
Driving: Airships Cost: 30exp make, adding your Brawl to your Acrobatics or
You are Trained in how to drive an Airship. Athletics Check for the Shove.
Whenever you need to make a Check, you use
One Agi Skill Total +Ref. (Normally you do not
receive a Bonus, and it is just a straight roll.)

Empathetic Cost: 20exp


If a Target is speaking in a Language that your Hat
does not speak, you can understand the emotion
behind the message, such as if they are mad at the
Hat or asking for help.

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Lasso Throw Cost: 30exp Magically Competent Cost: 30exp
Prerequisite: Begin the Hunt Removes the Magically Inept Talent. Gain 1 Point
to the Magic Arcane or Magic Nature skill.
Using a rope and forming it into a Lasso, you may
attempt to get hold of a Target. You make a Ranged
Attack on a Target within 30ft. If you hit the Martial Training Cost: 10exp
Target you the Target and is considered Grappled, You become Trained in either Brawl or Ranged,
and may attempt to break the Grapple as normal, your choice. This Talent may be taken multiple
but they cannot become the Initiator of the times.
Grapple. As the Initiator you may do anything that
you could normally do as part of a Grapple, such
Mechanically Competent Cost: 30exp
as Drag, but you must move to within 5ft of the
Target in order to Restrain them. Removes the Mechanically Inept Talent. Gain 1
Point to the Knowledge Engineering skill.
Linguistics Cost: 10exp
Rider Training Cost: 10exp
You may learn 1 new spoken language of your
choice. You know how to read and write in this You are now Trained in the Ride Skill.
language. This Talent may be taken multiple
times. Rope Savvy Cost: 20exp
Any Check involving rope, such as climbing or
Lip Reading Cost: 20exp
restraining a Target, have a +5 Bonus.
You learn how to read the lips of those speaking.
If a Target is within 60ft and you can see their Shield Bash Cost: 20exp
mouth, you may understand what they are saying
if they are speaking in a language you know. You do not lose your Shields Bonus when you use
it to make an attack.
Look at My Horse Cost: 20exp
Shield Training Cost: 20exp
Gain a Franz Grade Horse. If you already own a
Horse of Franz Grade or higher, this does not give You are now Trained in how to use Shields, and
you a second Horse or lower the Grade of your gain the full Bonus to Dodge and the Soak Bonus.
current Horse, and instead raises your current
Horses Grade one higher. Buckler Expert Cost: 20exp
Prerequisite: Shield Training
My Horse is Amazing Cost: 20exp
You gain a +2 Bonus to your roll when you attempt
Prerequisite: Look at My Horse a Parry, and you gain both the Dodge Bonus and
Your Horse becomes one Grade higher. have the ability to Parry with a Buckler whether
you are holding it or wearing it.
Lucky Number Cost: 20exp
Medium Shield Expert Cost: 30exp
Choose a number between 2 and 24 and mark it
down. From now on, rolling this number will Prerequisite: Shield Training
trigger a luck roll. You add the Shield Dodge Bonus from Medium
Shields to Physical Saves.
Magical Savant Cost: 40exp
You become Trained in 1 Magic Skill of your Heavy Shield Expert Cost: 30exp
choice. You cannot take this Talent if you have the Prerequisite: Shield Training
Magically Inept Talent. This Talent may be taken
multiple times. You add the Shield Dodge Bonus from Heavy
Shields to Physical Saves.

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Tower Shield Expert Cost: 30exp Inheritance Cost: 20exp
Prerequisite: Shield Training Prerequisite: Well Off
You add the Shield Dodge Bonus from Tower +100 starting Silver
Shields to Physical Saves. Additionally your
Tower Shield now counts as Partial Cover for
yourself, as well as others.

Sign Language Cost: 10exp


You learn the unspoken language. You may
communicate by visual means, using hand
gestures, facial expressions and body language.

Thick Blooded Cost: 20exp


You bleed very slowly! So much so that in peril
you may make your Grit saves with a +2 to
stabilize. Vampires find your blood to be like a
thick gravy.

Throw Anything Cost: 30exp


You no longer suffer the -4 penalty to throwing
improvised Objects, and instead gain 1+Ranged To
Hit.

...with the Steel Chair! Cost: 30exp


You no longer suffer the -4 penalty to Improvised
Melee Attacks, and instead use Brawl To Hit.

Twisted Fortune Cost: 20exp


Always looking for that Bad Luck...

Whenever you make a Luck Roll, you count what


would normally be a Failure as a Success and
what would normally be a Success as a Failure.
Talents or Troubles that specify they cause you to
Fail or Succeed a Luck Check are not effected by
this Talent.

Weapon Training Cost: 10exp


You may pick 1 Advanced Weapon to become
Trained in. This Talent may be taken multiple
times.

Well Off Cost: 20exp


+50 starting Silver

Rich Family Cost: 20exp


Prerequisite: Well Off
+100 starting Silver

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Trick Ride Talents Trick Ride: Dropping Mount Cost: 30exp

These are special riding tricks that can You may make a Ride Check to leap from a height
down onto your Mount. The DC is 5+Height. Above
be performed on or with a mount.
10ft you take 1 wound per 5ft over 10, if you do
Trick Ride: Cattle-Catch Cost: 30exp not have a way of slowing yourself down. The
Mount begins taking 1 Wound at 20ft, increasing
You may make Attacks with a Lasso at no penalty by 1 per 5ft.
while Mounted. If you succeed at Grappling with a
Lasso while Mounted you may Drag the Target as Trick Ride: Mounted Combat Cost: 30exp
part of your Move Actions. The DC to break free
of this Grapple is increased by 2. A Target Dragged You suffer no consequences to Attacks caused
in this way takes 2 Damage per Speed your from being Mounted, such as from moving at
Mount is going. Speed, but you still require one hand to steer.

Trick Ride: Combat Trained Cost: 30exp Trick Ride: Leaping Mount Cost: 30exp

You can now, as an Action, direct your Mount to Double the Jumping Distance of your Mount.
make an Attack using your Ride as the To Hit.
This Attack is either made with its front legs if Trick Ride: Mounted Charge Cost: 30exp
the target is in front of the Mount, dealing 4
If you perform the Charge Action while Mounted,
Wounds per hit. Alternatively if the Target is
you gain a +2 To Hit and a +1 to Damage.
behind you, you can have your Mount kick
backwards with one leg for 4 Wounds on hit, or
spend 2 Actions to Attack with both legs, Dealing Trick Ride: No Hands Cost: 30exp
8 Wounds on hit. You do not need to be mounted You do not need a free hand to control your
to direct your Mount in this manner though the Mount and now can control it freely with your
Mount must be stationary. knees and heels.

Trick Ride: Controlled Tumble Cost: 30exp Trick Ride: Cost: 30exp
If you fall from a Mount, on purpose or on Quick Mount & Dismount
accident, you can reduce the Damage by making a You can now mount or dismount a Mount as part
Ride Check and reducing the Damage by however of a move action rather than taking an action.
much you got over 12. This takes 5 feet of movement.

Trick Ride: Hideaway Cost: 30exp Trick Ride: Ride or Die Cost: 30exp
You can cling to one side of the Mount, gaining the If you are Downed while Mounted, you may still
benefit of full cover, and you can make a Stealth control your Mount.
Check to go unseen and appear as a riderless
horse.
Trick Ride: Riders Block Cost: 30exp

Trick Ride: Horse Call Cost: 30exp If you are wielding a Shield while Mounted, your
Mount benefits from the Bonus of your Shield.
You have a special call for your Mount. In normal
circumstances it can hear you if it is within
Trick Ride: Ride Down Cost: 30exp
600ft. If the Mount can hear the call it will
immediately begin moving towards the spot you If you are moving at a Canter or Gallop, you may
gave the signal at full gallop or a trot at your move through other Targets squares. If you move
discretion. through a Targets Square you may make a Basic
Attack against them.

Trick Ride: Riders Tears Cost: 30exp


If you are Drunk, you gain a +4 Bonus to your Ride
Skill instead of a -4 Penalty.

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Trick Ride: Ride-By Attack Cost: 30exp
While Mounted, you may take a Melee Attack
Action during your movement, and then continue
moving with your remaining movement without
suffering an Attack of Opportunity.

Trick Ride: Sidesaddle Cost: 30exp


Riding sidesaddle allows you to wear fancier
clothing without causing Damage to it or
discomfort to yourself. This also allows you to
ride a Mount backwards, with all Checks
no longer receiving 10 to DC.

Trick Ride: Spur Mount Cost: 30exp


Your Mount gains 10ft of extra movement for 2
rounds, and the Mount suffers 1 wound.

Trick Ride: Standing Cost: 30exp


You can stand up on the back of your Mount, you
can do anything that you would normally be able
to do when standing. Your Mount cannot be
steered, but continues forward at Speed.

Trick Ride: Trample Cost: 30exp


While Mounted, you may move through a space
occupied by a Target who is not Mounted. A Target
whose square is moved through must make a
Physical Save, DC 8+Ride, taking 4 Damage if they
fail, or Half if they succeed. If the Target is Prone
when you move through their square, the Damage
is increased to 8.

Trick Ride: Unsaddled Cost: 30exp


You do not suffer a penalty to any Checks if you
are riding a Mount without a Saddle.

Trick Ride: Wheeling Reins Cost: 30exp


You may spend 5ft of movement while mounted
to make a 90 degree turn without slowing

Trick Ride: Neigh Sayer Cost: 30exp


A Target cannot move through your Mounts
Square unless you allow them, even if they have a
Talent that would allow them to do so. If in a
Pursuit, you can use your Mount as an Obstacle
that gives a +5 DC Bonus to your roll.

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Draconic Talents Breath Weapon Cost: 30exp
Prerequisite: Scaled Skin
You can only gain this access to this
tree through other trees. You gain the Magical Breath Weapon as indicated
by your Scale Color. A Breath Attack can either
Dragon Blood be a 20ft cone or a 40ft line. Targets caught in
your Breath Weapon may make a DC (12+Grt)
Prerequisite: Dragon Blood
Physical Save, taking Half Damage on a
This Talent cannot be purchased and must be successful Save. Some Breath Weapons have an
gained from other sources. You become a True additional way to Save, listed next to the Breath
Dragon after spending 500exp in this Tree. Weapon. Once you have used your Breath
You also gain the Talent Tainted Blood Weapon you must recharge it. At the start of your
turn roll 1d12, on a 12 you recharge the use of your
Tainted Blood Breath Weapon. Certain Dragon Scales get
additional Breath types, the DC type and effect are
Certain Talents will give you this Talent, locking listed there.
you from taking any other Talent that would give
you Tainted Blood.
Breath Advancement Cost: 50exp

Darkvision Cost: 20exp Prerequisite: Breath Weapon

Prerequisite: Dragon Blood Double the range of your Breath Weapon, and
increase it's Damage by 1. Your breath now
You gain Darkvision if you don't already have it. recharges on 11 or 12.
This Talent may be taken a second time, costing
Draconic Magic Cost: 60exp 100exp, and triples the range of your Breath
Weapon, increases the Damage by an additional 2
Prerequisite: Dragon Blood
and your breath now recharges on 10, 11 or 12.
You are now Trained in all 3 Magic Skills. This
Talent costs 20exp less per Magic Skill you are Draconic Maw Cost: 30exp
already Trained in.
Prerequisite: Scaled Skin
Scaled Skin Cost: 30exp Your jaw and head become far more dragon like
You gain a Melee Bite attack that does 3 Damage.
Prerequisite: Dragon Blood
This Damage increases by 2 if you are size Large,
When you buy this Talent, you pick one scale and increases by 2 more for every size increase.
color to be your Scale Color. You gain scales, If you are a Kobold this Talent costs 10exp less.
either in patchy patterns or completely covering
your body of the chosen color. Talons Cost: 20exp
This also effects what Breath Weapon you will get
and Resistances or other benefits you receive. Prerequisite: Scaled Skin
Resistance halves Damage of certain types. Your Unarmed Damage increases by +1 if you do
Breath Weapon types are listed on the next page not already have an increase to Unarmed Damage.
and you receive them when you purchase the This bonus increases by +1 for every size category
Breath Weapon Talent, although you gain the above Large.
Resistance immediately upon purchasing this
Talent. Some Dragon types gain multiple breath
Draconic Horns Cost: 30exp
types, these are both gained but a Hat only has
one use of Breath before it needs to be recharged. Prerequisite: Scaled Skin
Violet Scale Color and Iron Scale Color cost an
You gain large horns. This grants you a +1 Natural
additional 30exp.
Soak Bonus. If you already have horns this costs
This Talent can be purchased multiple times,
10exp less.
costing 100exp more per Scaled Skin Talent
already owned.

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Scale Color Benefits and Breath Weapon: Scale Color: Orange (Resistance to Fire)
Sodium Breath: Physical Save
Scale Color: Black (Resistance to Acid) Failure; Coated in Sodium, which explodes in a
Water Breathing 5ft AOE for 4 Fire Damage on your next turn.
Acid Breath: Acid(3/4) Anyone caught in the AOE may make a Physical
Scale Color: Blue (Resistance to Lightning) Save for Half Damage. A Target may only be
Lightning Breath: 6 Lightning Damage affected by one instance of this effect in a Round,
Scale Color: Brass (Resistance to Fire) whether that be the initial explosion or an AOE.
Fire Breath: 4 Fire Damage Additionally, any Square containing water
Sleep Breath: Grit or Willpower immediately explodes.
Failure; Unconscious for 1d12 Rounds Scale Color: Pink (Roll Twice on Willpower Saves
Scale Color: Bronze (Resistance to Lightning) and take whichever result)
Water Breathing Bubble Breath: Physical Save
Lightning Breath: 4 Lightning Damage Failure; Target is Blind for 1d12 Rounds.
Repulsion Breath: Grit or Willpower Save Additionally, any square hit by the Breath is now
Failure; Must move away for 1d12 rounds. considered a Slick Surface, with the DC being
Scale Color: Copper(Resistance to Poison) based off your Breath Weapon. This effect lasts for
Poison Breath: Poison(2) 2d12 Minutes.
Slow Breath: Grit or Willpower Save Scale Color: Red (Resistance to Fire)
Failure; May only take 1 Action for 1d12 rounds. Fire Breath: 6 Fire Damage
Scale Color: Gold (Resistance to Fire) Scale Color: Silver (Resistance to Cold)
Fire Breath: 4 Fire Damage Frost Breath: 4 Cold Damage
Weakening Breath: Grit or Willpower Save Paralyzing Breath: Paralyzed 1d12 rounds
Failure; Strength -5 for 1d12 rounds, doesn't stack. Scale Color: Violet (Resistance to Fire&Lightning)
Scale Color: Gray (No Resistances) Plasma Breath: 6 Fire/Lightning Damage (Counts as
Vampiric Bite: Physical Save both for any Weaknesses or Resistances.)
Failure; Target takes 4 Damage and you recover Additionally, you may focus your breath and make
Wounds equal to the Damage dealt. Damage dealt a Plasma Spear Attack using Grit+Ranged To Hit, at
by this Bite cannot be Healed by conventional a range of 120ft. The Target does not get a Save.
means, including magical. In order to recover these Plasma Spear expends your use of Breath Weapon.
missing points the Target must spend Wounds they Scale Color: White (Resistance to Cold)
would have recovered during a Long Rest to Frost Breath: 6 Cold Damage
remove this Damage. Only after the Damage has Scale Color: Yellow (Resistance to Fire)
been removed can they then recover the Wounds. Salt Breath: 4 Fire Damage
Spiked Tail: If you take the Draconic Tail Talent, Failure; In addition to the Damage, the Target has
you automatically gain the Tail Attack Talent, even a -2 to all Rolls that require movement, and their
if you are not Size Large or greater. Additionally, movement is slowed by 10ft. This effect lasts until
any Attack made with your Tail has a +2 Bonus to the salt is washed with water.
Damage.
Scale Color: Green (Resistance to Poison)
Water Breathing
Poison Breath: Poison(3)
Scale Color: Iron (Resistance to Fire&Cold)
Fire Breath: 4 Fire Damage
Metal Manipulation Breath: Physical Save
Failure; You cause any metal Object up to Bulk 5,
even if it is being held, to move up to 10ft in any
direction, including towards or away from a single
point. Targets that are hit by flying metal, or
wearing the metal and are flung as a result, take 4
Bludgeoning Damage. A Target who is holding an
Object that is being moved can choose to let go or be
dragged. Objects more than 5 Bulk, up to 20 Bulk,
can only be moved 5ft.

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Horn Bash Cost: 30exp Tail Attack Cost: 20exp
Prerequisite: Draconic Horns Prerequisite: Draconic Tail
Using your horns you may perform a Shield Bash You can make a Melee Attack with your tail if
Action. Attacks with your horns gain a +1 to you are size category Large or greater. Damage is
Damage. based on Str only. This attack hits all Targets
behind you equal to half the space you take up
Ageless Cost: 40exp and automatically makes a Trip attempt that the
Target cannot make a counter Trip to.
Prerequisite: Dragon Blood
You no longer age, even by magical means. Draconic Wings Cost: 20exp
Prerequisite: Scaled Skin
Frightful Presence Cost: 50exp
You gain wings. Dependent on your Size you gain
Prerequisite: Dragon Blood a Flight Speed. This flight speed starts at 25ft for
As a Free Action you may impose the magic in Small, and increases by 5ft for every size
your blood against any Target, or Target's, that category increase.
come within 60ft of you. These Targets make a
DC (12+Grit) Willpower Save. Wing Attack Cost: 20exp
Failure; Targets are Frightened of you until they
Prerequisite: Draconic Wings
are more than 120ft from you or break line of
sight for 10min or more. They may also spend 2 You can make an attack with your wings if you
Actions making another DC (12+Grit) Willpower are size category Large or greater. This attack hits
Save to shake the effect once they have gotten all Targets on one side of you equal to half the
distance. This can only be used on a Target once space you take up, Damage is based on Str only.
per day. They must also make a DC 12+Str Physical Save
If you are a Pink Dragon, this Talent is instead or be knocked back 5x(Str/2) feet and be
called Comedic Presence. Rather than becoming knocked Prone.
Frightened, Targets fall under the effect of the
Laughter Spell. If you have multiple Scale Colors, Draconic Growth Cost: 50exp
you can purchase this Talent multiple times to
gain both Comedic Presence and Frightful Prerequisite: Scaled Skin
Presence, however only one may be used on a You increase by one size category. If you are Size
Target within a day, regardless of whether they Small this Talent costs 40exp and you gain +2
Save or not. Grit. If you are going from Size Medium to Large,
you gain a Natural Soak of 1, if you do not already
Draconic Tail Cost: 20exp have a Natural Soak. If you are Large category
this costs 100exp. Increase the cost by 100exp for
Prerequisite: Scaled Skin
every size category above Medium, and you gain a
You gain a Tail. This grants you a +2 Bonus to +1 Natural Soak every time you increase in Size.
Physical Saves. If you already have a tail this Natural Soak applies to Magical Damage.
costs 10exp less, and it is changed into more
reptilian appearance if it is not already. Draconic Immunity Cost: 50exp
Prerequisite: Scaled Skin
Prehensile Tail Cost: 10exp
You are now immune to Damage from the
Prerequisite: Draconic Tail
Resistance given to you by one of your scale
Your tail is strong enough that it can grab and colors. This can be taken multiple times, applying
manipulate objects, effectively acting as another to a different scale color each time, and costing
hand. Any attacks made with weapons held by 50exp more for ever Draconic Immunity Talent
the tail suffer a -5 To Hit and do not add Str or you own.
Agi.

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Draconic Presence Cost: 30exp
Prerequisite: True Dragon
Your presence as a Dragon is truly awe inspiring.
When you take this Talent, you may add your
Moxy to your Grit Score for the purpose of Saves,
DC's, Checks, and maximum Wounds.

Draconic Shapeshift Cost: 50exp


Prerequisite: True Dragon
You may spend 2 Actions to revert yourself into
the form you had before you began to take
Draconic Talents. While in your reverted form
you cannot make bite, claw, tail, or wing Attacks,
and you cannot fly, however you retain all other
benefits. You may spend 2 Actions to change back
into your Draconic form.

A Dragons Lair Cost: 50exp


Prerequisite: True Dragon
As a True Dragon you have the power to establish
a Lair. This takes 1 week. A Lair is a building, or
some sort of complex that you own, such as a
network of caves or a castle or keep. A Lair must
be a fixed position and cannot be moved, although
you may claim a new Lair over the course of a
week. While within your Lair you gain the
following benefits:
-All Abilities are treated as 1 higher.
-You regain Wounds twice as fast.
-You always know who is in your Lair and their
general location, even if you are not inside it.
Furthermore you receive Bonuses depending on
the size of your Hoard. A Hoard is made up of
Items and Objects that are non-essential, such as
Silver, Art Pieces, Books, Misc. Items, Weapons,
Armor, and Magical Items. You receive the
following benefits from having a Hoard:
-You may retrieve any item from your Hoard as
an Action, however you cannot place items or
Objects into the Hoard this way.
-For every 10,000 Silver worth items within your
Hoard you gain a +1 Bonus to Checks.

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Troubles Bankrupt +30exp

A Hat can only have a maximum of 5 Prerequisite: Bad Spender


Troubles when beginning, though they may be You start with no Silver, a Basic Outfit and only
gained through in-play events. Almost all Troubles equipment offered by your Background. This loss
give you experience. A Trouble can only give exp is before buying equipment.
once, unless it specifies it can be taken multiple This replaces the Talent Bad Spender when
times. calculating a Hat's max Troubles, but you keep exp
Much like Talents, there are Trouble Trees. gained from it.
These Trees are just like Talent ones, with the only
exception being that they replace the Trouble,
Bleeder +20exp
rather than giving a Hat a new Trouble. However,
you do get to keep the exp gained from the replaced You bleed quite a lot, quite easily. Make your Grit
Trouble. saves at a -2 to Stabilize when downed.
Many Troubles can be Bought Out, meaning
that a Hat may spend the experience they got from Bloodthirsty +20exp
the Trouble in order to get rid of it. For instance, if
they received 30exp from a Trouble, they may Buy If you Down a Target, you must make a DC 12
Out that Trouble by spending 30exp. For some Willpower Save. If you fail the Check you must
Troubles there would be no reason to buy it out, for spend an Action to Coup De Grace the Target.
others they will state they Cannot be Bought Out, or
have special conditions in order to get rid of them. Covetous +20exp
You must always be wearing undamaged and
Accursed +30exp
clean Fine or Extravagant Clothing and/or
You cannot gain Bonuses from Allies. Jewelry worth at least 50 Silver. If you do not
meet these requirements you receive a -5 penalty
Alcoholic +30exp to all Skill Checks and Saves.

You gain a cumulative -2 to Checks for every 24


Child +50exp
hours you go without becoming Drunk. This
Trouble can only be Bought Out if the Hat goes 10 Your Hat's age begins 5+ years bellow the Adult
Days without getting Drunk. Age of your race. You receive a -1 to Grt, Str, Ref,
Smt, Int, and permanently lose 2 Wounds. You
Ambilevous +30exp gain a +1 to Agi and Moxy.

You're an utter klutz when it comes to any task


Criminal Brand +30exp
having to do with your hands. -5 to any Skill
Check you use your hands for. You need both You have a Criminal Brand on the back of one of
hands in order to take this Talent. your shoulders. You are marked as below society,
and there is a 200 Silver reward for turning you
Bad Luck +40exp in to the authorities. This Trouble Cannot be
Bought Out and can only be removed by a quest or
You automatically fail any Luck Roll. The Talent similar great undertaking decided by the
Twisted Fortune has no effect for you. Storyteller.

Bad Reputation +20exp Cursed +50exp


You have a -5 to any Moxy Check in any area that You receive a -2 to all Checks. This Trouble
has heard of you. Alternatively you can specify a Cannot be Bought Out and can only be removed by
race, and all Moxy Checks involving that race are a quest or similar great undertaking decided by
at -10. the Storyteller.

Bad Spender +20exp


You lose half of your Silver. This loss is before
buying equipment.

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Code of Honor +40exp Dependents +10exp
Code of the Bullet/Arrow. A Hat under this Code You have family that depends on you for their
never kills anyone that they are not paid to kill, survival. This could be children, spouse, or
or someone they cannot collect a Bounty on. This elderly parents. This requires you to send them
also involves not leaving collateral Damage. Hats money, and check up on them fairly regularly.
who take this version of Code of Honor lose 10 These are also people that may need you at a
exp for every unintentional and/or unpaid moments notice, causing you to drop what you're
murder they commit. Retaliating in self-defense doing and go to them. This Trouble Cannot be
does not cause them to lose exp. Bought Out.
Code of the Gun/Blade. The Hat who follows this
Code maintains a strict sense of personal honor. Eye Loss +30exp
The character will not kill a person who is no
longer a threat to them, take lethal action against Bad news: You're missing an eye
an opponent who is unaware or unprepared for an Good news: You get to pick which one!
attack, or knowingly take an action that could kill -5 to Perception, -1 to Both Firearms and Ranged.
someone who is obviously defenseless. The Hat This Talent cannot be taken multiple times.
loses 10 exp per unarmed or defenseless person This Trouble Cannot be Bought Out.
that they knowingly kill or allow to be killed
through their action/inaction. Retaliating in self- Glass Jaw +30exp
defense does not cause them to lose exp even if
You take Double Damage from Nonlethal sources.
the attacker is unarmed. They lose 20 exp if they
willingly shoot/stab/hit someone in the back.
Code of the Holster/Scabbard. Violence is the last Gremlins +20exp
resort. The Hat must always attempt a nonviolent You have a -10 when interacting with Machinery,
end to a problem before attacking, unless being Gadgets, or Firearms
attacked. If they willingly do not attempt other
avenues to end a conflict, they lose 20 exp.
Hard of Hearing +20exp

Debt +0exp You can't hear very well, -5 on any Checks having
to do with sound. This Trouble Cannot be Bought
When you take this Trouble it gives you no Out.
experience. However, instead you get a large sum
of Silver. But this Silver comes at at a cost of
Deaf +30exp
owing that Silver to someone or some
organization. The exact details of this Debt, and Prerequisite: Hard of Hearing
how you are to repay it, will be worked out
You permanently have the Deafened Condition.
between you and you Storyteller.
This replaces the Talent Hard of Hearing when
Family Member or Close Friend. Gain 100 Silver.
calculating a Hat's max Troubles, but you still
You owe someone in your family, or perhaps a
keep the exp gained from it. This Trouble Cannot
close friend, a rather hefty sum of money.
be Bought Out. The Talent Lip Reading and Sign
Bank. Gain between 50 and 500 Silver. A Bank
Language may be bought at Half the exp cost.
Loan will accrue Interest, as determined by the
Storyteller, and they are liable to put a hefty
bounty on a Hat who they believe is attempting to Haunted +20exp
skip out on their loan. Followed by one, or multiple, malevolent spirits
Crime Organization. Gain between 500 and 1,000 that cause minor mishaps, such as a gust of wind
Silver. catching a door and causing it to slam, or
It's dangerous to deal with the criminal something that you drop rolling absurdly far away
underworld, and the debt you owe to them is going or under an object, or a table shifting in just the
to be a far heftier price than what they gave. You right way and causing you to shin yourself. This
can imagine what kinds of things they will do if a Trouble Cannot be Bought Out.
Hat attempts to skip out on this debt.
This Trouble may be taken multiple times.
Cannot be Bought Out, the Debt, and interest, must
be paid in order to remove this Trouble.

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Heretic +20exp Insomnia +30exp
You have a grudge against a God, or a God has Whenever you take a long rest, you must first
something against you. You cannot gain any succeed at a DC 12 Check, on a failed roll you do
benefits from that God, Talents involving that God, not gain the benefits of resting, but are still
or Spells cast using Spirit Magic from someone counted as having slept. After two days of no
who follows that God. On the other side, Spirit sleep you gain the Fatigue Condition. Fatigue from
cast Spells from that God that would deal Damage Insomnia does not stack, however gaining Fatigue
or cause you some sort of detriment have a +2 To from another source does stack into Exhaustion.
Hit or any DC's. This Trouble Cannot be Bought If you are Fatigued the DC is lowered to 8.
Out and can only be removed by a quest or
similar great undertaking decided by the Limp +10exp
Storyteller.
Well, you have a bit of a limp.
-5 feet of movement. -1 to Ride Checks.
Atheist +40exp
This Trouble Cannot be Bought Out.
Prerequisite: Heretic
You have a grudge against all the Gods, or all the Bad Leg +10exp
Gods have something against you. You cannot gain Prerequisite: Limp
any benefits from any Gods, Talents involving
Gods, or Spells cast using Spirit Magic. On the Yeah that's a noticeable limp.
other side, Spirit cast Spells from any God that -10 feet of movement, -3 to Ride Checks.
would deal Damage or cause you some sort of This replaces the Talent Limp when calculating a
detriment have a +2 To Hit or any DC's Hat's max Troubles, but you keep exp gained from
This replaces the Talent Heretic when calculating all previous in tree.
a Hat's max Troubles, but you keep exp gained This Trouble Cannot be Bought Out.
from it. This Trouble Cannot be Bought Out and
can only be removed by a quest or similar great Missing Foot +10exp
undertaking decided by the Storyteller.
Prerequisite: Limp

Illiterate +30exp Oh, you're foots gone.


-10 feet of movement, -3 to Ride Checks.
You cannot read or write. This Trouble Cannot be This replaces the Talent Limp when calculating a
Bought Out, unless the Hat has someone who has Hat's max Troubles, but you keep exp gained from
been teaching them to read and write. all previous in tree.
This Trouble Cannot be Bought Out.
Infamous +30exp
Any NPC that you come across has a chance to Missing Leg +10exp
know who you are, at Storyteller's discretion. If Prerequisite: Missing Foot
an NPC knows who you are, adjust their
temperament one step towards Hostile. If they are Uhh...yeah, it's gone now.
already Hostile towards the Hat, then they receive -15 feet of movement. -4 to Ride Checks.
a -5 Bonus to Moxy based Checks. (You cannot This replaces the Talent Bad Leg when calculating
have this Trouble and the Talent Famous) This a Hat's max Troubles, but you keep exp gained
Trouble Cannot be Bought Out. from all previous in tree.
This Trouble Cannot be Bought Out.

Magically Inept +20exp


Anytime you use Arcane or Nature Magic, you
must succeed a Luck Roll after making your
Backlash Roll. If you fail the Luck roll the Spell
fails, Lucidity Damage is still taken.

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Magically Inverted +40exp Missing Arm +10exp
Receive the opposite effect of any Spell cast on Prerequisite: Missing Forearm
you, such as Fire doing Cold, Necrotic Healing you,
-4 to Ride Checks, -4 to Sleight of Hand Checks, -4
or Healing dealing Damage. This also includes any
to Brawl Checks.
sort of Buff or Bonus becoming something
Cannot dual wield, use Ranged, or Firearm
negative and vice versa. This Trouble Cannot be
(Heavy). If you have the Talent Runs on All Fours,
Bought Out.
you gain a -10ft of movement and -2 Dodge when
taking the Run Action.
Mechanically Inept +20exp This replaces the Talent Missing Forearm when
Anytime you use machinery, gadgets, or firearms, calculating a Hat's max Troubles, but you keep exp
you must make a Luck Roll in order to gained from all previous in tree.
successfully operate it. Failing this roll still burns This Trouble Cannot be Bought Out.
Fuel, and will cause Damage to it.
Mute +40exp
Missing Fingers +10exp You cannot communicate verbally. The Talent
Missing one, or most...fingers are fingers. Sign Language may be bought at Half the exp cost.
-1 to Ride, -1 to Sleight of Hand, -1 to Firearm
(Heavy), -1 to Ranged, -1 to Brawl. Paranoia +30exp
This Trouble Cannot be Bought Out.
At the Storytellers discretion, make a DC 12 Fear
Save! At any time! At any moment!
Missing Hand +10exp
Prerequisite: Missing Fingers Phobia +20exp
-2 to Ride Checks, -2 to Sleight of Hand Checks, You have a phobia pertaining to something.
and -2 to Brawl Checks. Whenever dealing with your phobia, or the cause
Cannot dual wield, use Ranged, or Firearm of your phobia is nearby in the case of it being a
(Heavy). If you have the Talent Runs on All Fours, physical thing, you receive a -5 to all Checks.
you gain a -5ft of movement and -1 Dodge when Alternatively you can take a -10 to all Checks for
taking the Run Action. +30exp Bonus instead of +20. This Trouble may be
This replaces the Talent Missing Fingers when taken multiple times.
calculating a Hat's max Troubles, but you keep exp Achluophobia Fear of darkness
gained from both. Acrophobia Fear of heights
This Trouble Cannot be Bought Out. Arachnophobia Fear of spiders
Aichmophobia Fear of sharp/pointy stuff
Missing Forearm +10exp Aquaphobia Fear of water
Autophobia Fear of being alone
Prerequisite: Missing Hand Batrachophobia Fear of amphibians
-3 to Ride Checks, -3 to Sleight of Hand Checks, -3 Bibliophobia Fear of books
to Brawl Checks. Catoptrophobia Fear of mirrors
Cannot dual wield, use Ranged, or Firearm Chronomentrophobia Fear of clocks
(Heavy). If you have the Talent Runs on All Fours, Claustrophobia Fear of confined spaces
you gain a -10ft of movement and -2 Dodge when Cynophobia Fear of dogs
taking the Run Action. Elurophobia Fear of cats
This replaces the Talent Missing Hand when Equinophobia Fear of horses
calculating a Hat's max Troubles, but you keep exp Hemophobia Fear of blood
gained from all previous in tree. Herpetophobia Fear of reptiles
This Trouble Cannot be Bought Out. Iatrophobia Fear of doctors
Technophobia Fear of technology
This Trouble can only be Bought Out if the Hat
makes a serious effort to get over their fear, or
goes to Therapy.

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Poor Eyesight +30exp Traumatized +30exp
You can't see very well, -5 on any Checks having When you gain this Trouble you choose one of the
to do with sight. This Trouble Cannot be Bought following broad categories:
Out. You need both eyes to take this Talent. -Warfare
-Critters
Blind +30exp -Natural Disasters
-Directional Confusion
Prerequisite: Poor Eyesight -Loud Noises
You permanently have the Blinded Condition. -Others Getting Hurt
This replaces Poor Eyesight, but you keep exp -Authority
gained from both. This Trouble Cannot be Bought -Abandonment
Out. The Talent Blind-Fight may be bought at Half If the Storyteller decides that something happens
the exp cost. that could be connected to your Trauma, they may
call you to make a Trauma Roll. A Trauma Roll is
a DC 12 Check, and you gain a -2 to all rolls if you
Scarring +10exp
fail this roll. This -2 is accumulative per failed
You have a visible Scar somewhere that makes it Trauma Roll and does not go away until your Hat
easier to recognize you. Any Check made to takes either a Short or Long Rest.
identify you receives a +5 Bonus. You may take Traumatized multiple times.
This Trouble Cannot be Bought Out, but may be
Severe Scarring +10exp removed with therapy.

Prerequisite: Scarring
Two Left Feet +30exp
You have a visible Severe Scar, or several,
Anytime you take the Run Action, or make two
somewhere that makes it easier to recognize you.
Movement Actions on the same Turn, you must
Any Check made to identify you receives a +10
make a DC 12 Physical Save, if you fail this you
Bonus. This replaces Scarring, but you keep exp
trip and fall Prone after traveling half your
gained from both. This Trouble Cannot be Bought
Movement Speed.
Out.
If you make a Perform Check you must roll twice
and take the lower roll.
Scatter Brained +40exp
-5 to Appraise, Investigate, and Perception Checks. Wanted: Alive +20exp
100 Silver Reward for your capture. This Trouble
Slow Learner +50exp Cannot be Bought Out and can only be removed by
When you gain experience points, you only get a quest or similar great undertaking decided by
half. This Trouble is intended for longer form the Storyteller.
games. A Storyteller may choose to not allow you
to take this Trouble. Wanted: Dead or Alive +20exp
Prerequisite: Wanted: Alive
Single Minded +20exp
500 Silver Reward for your capture or corpse.
Once you make an Attack you cannot change to a This replaces the previous Wanted Talent, but you
new Target when Attacking until the Target is still gain the exp from it. This Trouble Cannot be
Downed. The only time you are able to change Bought Out and can only be removed by a quest or
Targets early is if a Target Damages you, or if you similar great undertaking decided by the
lose track of the Target. Storyteller.

Tenderfoot +30exp
You fail any Check caused by Environmental
Hazards.

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Wanted: Dead +30exp
Prerequisite: Wanted: Dead or Alive
1000 Silver Reward for your corpse.
This replaces the previous Wanted Talents, but
you still gain the exp from them. This Trouble
Cannot be Bought Out and can only be removed by
a quest or similar great undertaking decided by
the Storyteller.
NOTE: Your Hat probably wont last long.

Weak Constitution +30exp


You automatically fail Grit Saves.

Yellow Belly +20exp


Every turn in combat you must make a DC 12
Check, if you fail the only Actions you can take
on your turn are to Take Cover, or move away
from threatening Targets.

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Crafting Talents Baking and Cooking Cost: 20exp

Crafting Talents are things that your Hat You know how to bake and cook. You may use the
has taken the time to study, and learn. You can Total of 1 Agility based Skill + 1 Smarts based
craft or make anything you would like with a basic Skill for baking and cooking Checks. Food of Bad
roll with a -5 penalty, but having a Crafting Talent Quality or lower requires a DC 12 Grit Save to be
makes you better at it by allowing you to ignore the consumed. If Failed, they gain the Nauseated
penalty and instead add a Bonus to it. This Bonus Condition for hours equal to how much they failed
uses the totals of two Skills from different the save by.
categories. These skills are not what is actually
being used for the Crafting Talent, but more a Brewing Cost: 20exp
reference for a Hats personal experience in the
You know how to brew alcohol. You may use the
category. When a Crafting Talent uses a Smarts
Total of 1 Agility based Skill + 1 Smarts based
based Skill, Knowledge Skills may be used.
Skill for Brewing Checks. Alcohol of Bad Quality
Material Costs for crafting is 1/4th the cost
or lower requires a DC 12 Grit Save to be
to purchase the item at it's base price. The time it
consumed. If Failed, they gain the Nauseated
takes to craft one item is 1 hour times Bulk value. A
Condition for hours equal to how much they failed
Bulk 0 item takes 20 minutes if it's value is under
the save by.
10 Silver. A Bulk 0 item with a value more than 10
Silver takes 1 hour. Ammo takes 20 minutes for 5
of the item. The DC for crafting is about the quality Calligraphy Cost: 20exp
of the crafted item in question. You know how to create interesting pictures and
Bellow 3 Horrible Quality. designs with words. You may use the Total of 1
4-12, Bad Quality. Agility based Skill + 1 Smarts based Skill
13-15 Poor Quality. Calligraphy Checks.
16-24, Good Quality.
25-30, Superb Quality.
Carpentry Cost: 20exp
30+ Amazing Quality.
Items are then valued at their quality: You know how to use Carpentry tools and work
Horrible: 1/10th value wood. You may use You may use the Total of 1
Bad: 1/5 value Smarts based Skill + 1 Strength based Skill for
Poor: 1/2 value Carpentry Checks.
Good: equal value
Superb: 1.5x value Clothier Cost: 20exp
Amazing: 2x value
You know how to make clothing, as well as Nets.
Complications: Mundane Crafting only gets You may use the Total of 1 Agility based Skill + 1
Complications if Bad Luck is rolled, this Smarts based Skill for Clothier Checks.
Complication is chosen by the Storyteller or by
rolling a D12. Glasswork Cost: 20exp
1-5, Mistake. Your Hat made a serious
mistake while crafting, which ended up causing You know how to make things from glass. You
them to fail and ruin the materials. may use the Total of 1 Agility based Skill + 1
6-9, Poor Environment. It wasn't something Smarts based Skill for Glasswork Checks.
your Hat had any control over, but something about
the place they were crafting was off and ended up Gunsmithing Cost: 20exp
causing them to fail.
10-12, Stolen. Either the materials you were You know how to make Firearms and Bullets. You
using, or the finished product was Stolen from may use 1 Smarts based Skill + Firearms (Light or
your Hat. Heavy depending on which is being crafted) to
craft bullets, or to make Firearms. Firearms and
While the Crafter would know the Quality Bullets of Bad Quality or lower are unusable and
of something made, for someone else to Identify in the case of bullets will cause a gun to jam. You
the Quality and value of an Item requires a DC 15 may also make Firearm Modifications at Half the
Appraise Check. Failing this Check makes you cost and take 1 Hour to perform per 10 Silver of
think the value is something that is inaccurate. the original price.

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Jewelry Cost: 20exp Blacksmithing Cost: 20exp
You know how to make Jewelry. You may use You know how to work a forge and make basic
Appraise + 1 other Smarts based Skill for Jewelry metal tools and objects, but not weapons, armor or
Checks. firearms. You may use the Total of 1 Smarts based
Skill + 1 Strength based Skill for Blacksmithing
Leatherwork Cost: 20exp Checks.

You know how to work leather. You may use the


Craft Armor Cost: 20exp
Total of 1 Agility based Skill + 1 Smarts based
Skill for Leatherwork Checks. Prerequisite: Blacksmithing
You can craft armor and shields. You must
Masonry Cost: 20exp succeed a 12+Dodge DC Blacksmithing Check
You know how to work stone. You may use the before making a Quality Check.
Total of 1 Smarts based Skill + 1 Strength based Poor quality receives a -1 to Dodge.
Skill for Masonry Checks. Bad Quality receives a -2 to Dodge and -1 to Soak.
Horrible Quality receives -5 to Dodge and -2 to
Soak.
Painting Cost: 20exp
You know how to paint. You may use the Total of Craft Weapon Basic Cost: 20exp
1 Agility based Skill + 1 Smarts based Skill for
Painting Checks. Prerequisite: Blacksmithing
You can craft Basic Melee Weapons and Darts.
Pottery Cost: 20exp You must succeed a 16+Damage DC Blacksmithing
Check before making a Quality Check.
You know how to make Pottery. You may use the
Poor quality receives a -1 to Damage.
Total of 1 Agility based Skill + 1 Smarts based
Bad Quality receives a -2 to to Damage.
Skill for Pottery Checks.
Horrible Quality receives a -3 to Damage.

Trapper Cost: 20exp


Craft Weapon Advanced Cost: 20exp
You know how to make traps, hunt and skin
Prerequisite: Blacksmithing
animals. You may use the Total of 1 Intuition
based Skill + 1 Smarts based Skill for Trapper You can craft Advanced Melee Weapons and
Checks. Sharp Cards. You must succeed a 16+Damage DC
Blacksmithing Check before making a Quality
Wood Carving Cost: 20exp Check.
Poor quality receives a -1 to Damage.
You know how to carve wood. You may use the Bad Quality receives a -2 to to Damage.
Total of 1 Agility based Skill + 1 Smarts based Horrible Quality receives a -3 to Damage.
Skill for Wood Carving Checks. This may be used
to craft Bows, Crossbows, Javelins, Blowguns,
Arrows and Bolts. Any of Bad Quality or lower
are unusable.

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Chapter 7: Gear
Silver difficult to fake a Bank Note, with markings on the
Every Hat starts out with nothing but some paper, or a specific phrase. Smaller banks will only
Silver and the starting equipment they get from accept Bank Notes given by that specific bank.
their Background. Specifically 100 Silver. This Larger banks have many a much tighter
Silver can be used to purchase any gear that you security, such as magical papers and inks. Bank
think you're going to need as you travel the world. Notes from large banks tend to be accepted in
What you have on you can be almost as important every large city, as it's quite easy to contact
as the skills you've chosen. Also listed at the another bank and confirm the validity of the Note.
beginning of the Gear section is Carrying Capacity Loans: All loans are given an interest rate
and how to calculate how much weight your Hat of about 2% per month, and will generally be no
can carry. more than 500 Silver.
Any sort of mount that a Hat gains at Banking Silver: Money stored in a larger
creation is assumed to come with a saddle, bit, bank will slowly increase, though it is only at a
bridle and reigns. 0.05% yearly increase.
Similarly any weapon or Firearm bought
during Hat creation comes with an appropriate way
Bulk
to carry it, such as a pistol having a holster, or rifle Bulk is how difficult it is to carry an item.
having a carrying strap. This takes into account the size and weight of an
Remember to buy ammo. item. Larger and more cumbersome items will have
greater Bulk values, while smaller items will have
In a physical sense, a Silver is a bit less a 0 Bulk value
than an inch and a half in diameter and very light. 10 Bulk 0 items is equivalent to 1 Bulk.
Though not completely made of the mineral silver, 10 Silver count as one 0 Bulk item.
they are mostly silver and are silver in color, 10 Bullets count as one 0 Bulk item.
hence their name. They have a stamped or cast Items that are being worn, such as clothes and
image on one side, depicting special pictures Armor, do not count against Bulk.
depending on where they were minted. A Silver
coin gives off a very faint magical aura of Carrying & Lifting
Abjuration, Evocation and Transmutation. There Bulk Capacity: How much Bulk your Hat
are quite a lot of permits that need to be acquired can carry and is dependent on their Size and
in order to produce coins, as well as very special Strength. A Small Hat has a Size of 2, Medium has
machines. The manufacture of fake or unofficial a size of 4, and a Large has a size of 6. For every
Silver coins is considered a very serious offense size category greater than Large, add 2. To calculate
and all those involved will gain a high Wanted: your Capacity it is: (Size*2)+Str. So if you are of
Dead or Alive bounty. In order to determine fake Medium Size with a +1 Str, your Carrying Capacity
coins, banks have special Coin Brush's that do is 9 Bulk.
nothing to real coins, but will paint a heavy red line Encumbrance: When you are carrying
across fake ones. over your Bulk limit you are Encumbered, your
A more valuable coin than Silver, is called speed is halved and you take -4 to all Skill Checks.
a King's Piece. A King's Piece is a Bulk 0 item, and If you are carrying over twice your maximum Bulk
is worth 1,000 Silver. A Coin Brush will also limit, your speed is 0.
determine if a King's Piece is authentic. Pushing, Dragging, Lifting: You can push,
drag, or lift up to twice your Bulk. When pushing,
Bank Notes: When a Hat wants to keep dragging, or lifting something over your Bulk your
their money safe, they can go and let it sit in a speed is decreased by 5ft, and you can only push,
bank. Getting a loan from a bank is quite easy, drag, or lift them for an amount of rounds equal to
especially from larger ones. All Bank Notes will Grt+2. If you continue the action past your limit,
include: the banks name, the amount, interest rate, you will take 1 Nonlethal Damage and gain Fatigue
date, signature of the teller and recipient, an every round. You must rest for twice the amount of
approval seal, and a duplicate to be kept at the rounds you were pushing, dragging, or lifting before
bank. Someone caught forging Bank Notes will gain this limit resets.
a Wanted: Dead or Alive bounty.
A bank in a small city will have a few
different methods to try and make sure that it's

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Objects
An Object refers to any physical item. This
can be Armor, a Weapon, a Shield, Clothes, a
backpack, Furniture, a wall, a rock, anything that
cannot move on it's own.

Object Dodge, Hardness & HP


Sometimes an Object will take Damage,
either on purpose or on accident. For how hard it is
to hit, an Object's Dodge is equal to the Target
holding, wearing, or wielding if it is over 4 Bulk, +5
if it is 3 or lower, or +10 if the Objects Bulk is 0. If
the object is Unattended, essentially not being held,
used, or moved, it's Dodge is 6 if it over Bulk 4, 12 if
it is 3 or lower, or 20 if it's Bulk is 0.
Hardness is an Objects Soak value. Unlike
Soak, Hardness will also negate Damage from
normally Unsoakable Damage, not including
Damage from a Magical source.
HP is short for Hard Points, this
essentially how many Wounds an Object has. An
Object that is reduced to 0 HP is either broken, or
Destroyed.
The Hardness of Armor, Shields, Firearms,
and Other Weapons is Bulk+1, and any Soak they
have, if any.
The HP of Armor, Shields, Firearms and
Other Weapons is (1+Bulk)x5.

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Armor and Shields
Armor Cost Dodge & Soak Bulk Notes
Basic Armor
Padded Cloth 5S Dodge 11, 1 Soak 1
Hardened Leather 10 S Dodge 13, 1 Soak 1 Includes Padded Cloth

Gambeson 20 S Dodge 14, 1 Soak 1


Armored Duster 50 S Dodge 15, 1 Soak 1
Breast Plate 200 S Dodge 16, 1 Soak 1
Advanced Armor
Hide 115 S Dodge 16, 2 Soak 2
Chain Mail 40 S Dodge 16, 2 Soak 2 Includes Gambeson, -10 to Stealth

Scale Mail 300 S Dodge 17, 2 Soak 3 Includes Gambeson, -10 to Stealth

Plate Armor 1000 S Dodge 18, 2 Soak 3 Includes Gambeson & Chain Mail, -10 to Stealth

Shields
Dodge Bonus if Worn, Soak Bonus if held.
Buckler 5S +1 Dodge OR +1 Soak 1
Light, Parry
Shield, Medium 20 S +2 Dodge & +1 Soak 1 Heavy

Shield, Heavy 50 S +3 Dodge & +2 Soak 2 Heavy, -2 to Stealth

Shield, Tower 100 S +4 Dodge & +2 Soak 4 Counts as Partial Cover for others. Heavy. Cannot
be used while riding. Counts as a stable surface.
-5 to Stealth
Armor Hardened Leather: Made up of multiple
Armor sets you base Dodge up from the pieces of leather, boiled to toughen them and
base 10, and Soak up from it's base 0. The increase stitched together. Worn over Padded Cloth, both to
above 10 is considered your Dodge Bonus. Dodge is increase comfort and improving it's basic defense.
how hard a Hat is to hit, and Soak is how much The total Dodge Bonus of these two Armor's is 13.
Damage is absorbed by the armor. Soak gained A bit outdated in modern society and usually only
from armor does not stack, and does not Soak worn by those either going for some sort of specific
Damage from magical sources unless the armor is look or wearing it as some part of tradition.
magical. Worn Basic Armor does not add to Bulk, Gambeson: A padded defensive jacket
but Advanced Armors do. either worn by itself, or worn under Mail or Plate
Basic Armors: Your basic armors are the as an upgrade to Padded Cloth. With a staggeringly
type that don't need special training to be able to high thread count and multiple layers all stitched
move effectively in, and don't need to be custom fit together, it's good enough to stop arrows.
to a Hat, unless the Hat is smaller than Small or Armored Duster: A staple of your average
larger than Large. Hat, easy to use, decent defense, and doesn't get in
The HP and Hardness of Basic Armor is the way. Some like to wear them long, some wear
listed at the end of Object Dodge, Hardness & HP. them short more like jackets than a true Duster.
Padded Cloth: The simplest type of armor Breast Plate: A big piece of hardened metal
and the easiest to get hold of, barely more than to keep those vital organs safe. Often worn
simple cloth. Most types of armor use Padded Cloth underneath loose clothing, a surprising little thing
or Gambeson in some form or another to give the to find, especially in a fist fight.
armors user padding. Padded Cloth is thin enough
and flexible enough to be worn under normal
clothing. Usually worn by people who aren't
expecting to face lethal combat or any more than a
basic fist fight.

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Advanced Armors: These are your heavy Shields
duty armors. If you aren't Trained to use them you Shields are for those who want a bit of
take a -4 penalty to Dodge. Also if they are not extra defense on top of their armor, or they need a
custom fit to you, you take a -2 to Dodge, this is in bit more because they don't have any armor.
addition to the -4 if you're not Trained. A quick trip Shields require Training to use properly, and if you
to a Blacksmith and 50 Silver is all it takes to get are untrained in shields you only get half of the
armor fitted for someone between size Small and Dodge Bonus, and gain no additional Soak. A shield
Large. To fit Armor for smaller costs 40 Silver. For can either be held, or worn. A held shield can be
larger than Large, costs 200 Silver per Size retrieved just as you could a weapon. The downfall
Increase and crafting materials must be provided at to a shield is that if it is being held your Hat no
additional cost. longer has the ability to use that hand for other
The HP and Hardness of Advanced Armor things. To wear a shield takes one Round to put it
is listed at the end of Object Dodge, Hardness & HP. on, but then you are able to hold things in that
Hide: A lot better than Hardened Leather, hand, but cannot make attacks with things held.
and a lot easier to move in. Rather than allowing a If a Target is wielding 2 shields, they do not
pelt to fully dry out, the fur is left on and it is receive the Soak of the lowest value shield and
treated with special chemicals to toughen it only half the Dodge Bonus from the higher value
without adding too much rigidity and is the only shield. A Target who is wielding a Shield in their
Advanced Armor that doesn't require Gambeson. main hand may add their Str Bonus to bashing. See
Much like Hardened Leather, Hide is outdated and Attack Actions for making Shield Bashes.
usually only worn by Wolf Knights. The HP and Hardness of Shields is listed
Chain Mail: Hardened steel rings, at the end of Object Dodge, Hardness & HP.
interlocked together into a long sleeved shirt, a Buckler: A small rounded piece of leather,
coif, and pants. Worn over Gambeson to increase sometimes with metal to strengthen it. Usually
protectiveness and comfort. The total Dodge Bonus worn or held in the off hand to parry incoming
of these two Armor's is 16. Some incorporate attacks. A Buckler may be Worn and still allow the
different colored rings to depict patterns or crests. wearer to use Two-Handed weapons.
This armor gives a -10 to Stealth Checks. Medium: A fairly large piece of wood, or
Scale Mail: Thousands of metal scales metal that has been shaped to be held or worn on
woven together, much like Chain Mail but with a bit the arm to assist in blocking blows or attacks.
of added buffer over the surface. Like Chain Mail it Usually only a few feet in diameter.
is worn over Gambeson, and elaborately painted in Heavy: Usually made from thick metal and
one way or another for different purposes. The quite large. Often extending from thigh to neck and
total Dodge Bonus of these two Armor's is 17. wide enough to completely cover from one
Known as the staple of Dragon Knights across the shoulder to the other.
world, but not exclusive to them. This Shield gives a -2 to Stealth Checks.
This armor gives a -10 to Stealth Checks. Tower: Sometimes referred to as The
Plate Armor: At the height of wearable Mobile Wall, this huge piece of metal is large
armored defense is Plate. Gambeson on the enough that even when the bottom is placed on the
innermost layer, Chain Mail over that to protect the ground the user doesn't even need to lower their
joints and gaps in the large solid metal plates that head to get behind it. It extends well past the
compose the Plate Armor. The total Dodge Bonus of shoulders of the user. You cannot Squeeze into
wearing all these layers of Armor is 18. Expensive, tight spaces with a Tower Shield.
sturdy, and definitely shiny. You cannot Squeeze This Shield gives a -5 to Stealth Checks.
into tight spaces while wearing Plate Armor.
This armor gives a -10 to Stealth Checks.

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Firearms Rifles
Firearms are the bread and butter of Pistol Rifle, Medium: Medium rifles come in two
Dust, and are what you'll most commonly be up varieties, single-shot and clipped. Once fired, a
against in combat. single-shot takes a Minor Action to reload with its
All Firearms count as Machines. There are next shot. A clipped-rifle takes one Action to
Light Firearms, Heavy Firearms, and then Cart & remove and replace a spent clip. Occupies both
Stationary Firearms. Light firearms are your one hands in order to be shot.
handed weapons, Pistols. Heavy Firearms are Rifle, Large: Like Medium rifles, Large
Rifles and Shotguns and require 2 hands in order Rifles come in two varieties, single-shot and
to fire. Cart and Stationary are your really big clipped. A Large Rifle also boasts a larger Range
weapons, like Gatling guns and cannons. Band, allowing it to shoot farther than a Medium
The HP and Hardness of Firearms is listed Rifle. Once fired, a single-shot takes a Minor
at the end of Object Dodge, Hardness & HP. Action to reload with its next shot. A clipped-rifle
In addition to the Damage that Firearms do takes one Action to remove and replace a spent
normally, if when shooting you beat the Targets clip. Occupies both hands in order to be shot.
Dodge by 10 or more, you gain +1 to Damage. This Clips: A clip can be changed out quickly, but
Damage Bonus increases by 1 for every 10 you beat it takes 2 Rounds to fill an empty clip with bullets.
a Targets Dodge. Clips do not cost any extra Silver when purchasing
bullets.
Range Band
Range Band is how far a Firearm can shoot Shotguns
reliably. Every time a shot goes over a Range Band Spread: Rather than becoming harder to hit
you get a -1 to your roll at every Increment step. a Target, a Shotgun instead deals less Damage. A
This is to represent the difficulty of hitting a Target Shotgun receives -1 Damage per range band after
that is farther away. the first. This also means that they hit all Targets
So let's say you have a Medium Pistol, in a line until they hit 0 Damage.
which has a Range Band of 10, and the Target is Coach Gun: If you want something that
10ft away, you have no penalty. packs the biggest punch, it's a Couch Gun. Two large
But if they are 15-20ft away, you get a -1 To barrels, each capable of obliterating whatever is in
Hit. 25-30ft away, -2 To Hit. 35-40ft away, -3 To Hit, front of them. Occupies both hands in order to be
etc. shot.
Taking the Aim Action can allow you to Special Action: Double Barrel. You may spend 1
more easily hit Targets when they are several Action to make one attack roll firing two shots
Range Bands away. simultaneously.
Lever-Action: A Lever-Action is the other
Pistols type of basic Shotgun that can be found. Able to
Hold-Out: These are the smallest of pistols, manage the spread better than the Coach Gun while
and the smallest type of any firearm. They don't do still packing a good punch.
much Damage and hold only a couple rounds, but
they are extremely easy to hide, granting a +20 to
conceal them.
Pistol, Small: On the rather small end as
far as pistols go, but nonetheless still managing to
pack a punch. These are the choice of those who
don't want to look like much of a threat while still
being able to protect themselves. They are also an
exception to the Bulk Limit of Hidden Weapons,
allowing them to be used despite not being Bulk 0.
Pistol, Medium: The typical Firearm, the
one that most carry. The easiest kind of firearm to
find, and considered to be the most reliable.
Pistol, Large: The biggest pistol around. The
end-all be-all shoot-all. It's big, it's loud, and it will
punch holes into things.

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Cart & Stationary Ammunition
Cart Mounted and Stationary Firearms are All Firearms and Ranged Weapons require
large and unwieldy. You do not get to add either ammunition of some sort. Each type corresponding
Firearm Skills to Attacks made with either. to certain kinds of weapons. Ammo is not
Cart Mounted: When a large Firearm is interchangeable between types, nor between
mounted onto a cart or wagon, it allows it to be Pistols and Rifles.
easily moved from one location to another. As well 10 Rounds of Ammunition is equal to a 0
as taking up their Bulk value in the carts carry Bulk item.
capacity, they also halve the total Bulk that a cart is
able to carry. Magical Ammunition
Stationary: These have been secured to Many places have access to Magical
their position but can be turned and aimed. Ammunition, which is ammunition that has been
Gatling Gun: This type of Firearm, whether enchanted by a Gun Caster who has an Arcane of
Cart Mounted or Stationary, requires an Ammo 2. When a Hat buys bullets, if they are available,
Belt in order to be fired. An Ammo Belt takes 2 they can have 10 of the bullets be enchanted with
Actions to change out. A Gatling Gun fires 3 shots certain effects as listed, for an increase in cost. A
per Action spent shooting it, with a maximum of 6 Hat doesn't need to have all the bullets enchanted
shots per Round. Gatling Guns that are Cart and can have more than just 10 be enchanted. And
Mounted or Stationary are most often capable of for the sake of argument, yes you can enchant a
turning a full 360 degrees. cannonball, but the price only applies to one
Cannon: Whether Cart Mounted or cannonball.
Stationary a Cannon requires not only a
Cannonball, but also Gunpowder in order to be
fired. It takes all a Hat's Actions to reload a
Cannon. 1 Action must be spent to aim a cannon,
note this is different from the Aim Action. A
Cannon must also be lit before it can fire. Often a
Cannon has its own Cart that allows it to be moved.
This Cart cannot hold anything aside from the
Cannon. A Stationary Cannon tends to only have a
turning radius of 90 degrees.

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Firearms
Firearm (Light) Cost Damage Caliber Shots Range Band Bulk
Pistols
Hold-Out 8S 3 .22 2 5ft 0
Pistol, Small 11 S 3 .26 6 10ft 1
Pistol, Medium 16 S 4 .40 6 10ft 1
Pistol, Large 20 S 5 .50 5 10ft 2

Firearm (Heavy) Cost Damage Caliber Shots Range Band Bulk


Rifles
Rifle, Medium (Single-Shot) 20 S 5 .45 1 20ft 2
Rifle, Large (Single-Shot) 25 S 5 .52 1 25ft 2
Rifle, Medium (Clip) 25 S 4 .36 8 20ft 2
Rifle, Large (Clip) 35 S 4 .42 8 25ft 2
Shotguns
Coach Gun 35 S 5 Shells 2 5ft (Spread) 2
Lever-Action 35 S 5 Shells 7 10ft (Spread) 2

Firearm
(Cart & Stationary) Cost Damage Caliber Shots Range Band Bulk
Gatling Gun 1200 S 3 .36 100 10ft 8
Cannon, Small 4000 S 12 Ball 1 20ft 12
Cannon, Medium 5000 S 20 Ball 1 40ft 24
Cannon, Large 6000 S 35 Ball 1 60ft 36

Ammunition Magical Ammunition


Ammunition Cost Amount Bullet Enchantment Cost Amount
Pistol .22-.36 2S 50 Fire/Ice/Lightning 15 S Per 10
Pistol .40-.50 3S 50 Flare/Tranq 6S Per 10
Rifle .36-.42 3S 50 Tangle/Track 8S Per 10
Rifle .52+ 5S 50 Flash/Ghost 10 S Per 10
Shells 2S 20 Heavy/Pierce 12 S Per 10
Ammo Belt 10 S 100 Shatter 10 S Per 10
Cannon Balls 10 S 1 AP/Explosive 30 S Per 10
Arrows 1S 10 Concussive 30 S Per 10
Bolts/Darts 1S 5 Glass 60 S Per 10

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Firearm Modifications
Modification Cost Enhancement Drawback
Pistol Mods
Advanced Rifling 100 S Gain +1 To Hit, Increase Range Band
Compensator 30 S Gain +1 To Hit after first shot Bulky
Cosmetic Special Special Easily Recognized
Custom Grip 50 S Gain +1 To Hit Easily Recognized
Extra Chamber 50 S Shots +1 Bulky
Jam Clear 30 S Clear a Jam with 1 Action Bulky
Larger Barrel 100 S +1 Damage, fires Rifle Rounds Bulky, Slow Draw
Long Barrel 20 S Increase Range Band Bulky, Slow Draw
Shell Chambers 30 S -2 Shots, fires Shells Slow Draw
Speed Loader 40 S Load becomes a Minor Action Bulky
Suppressor 20 S Decrease Notice Bulky
Rifle Mods
Advanced Rifling 100 S Gain +1 To Hit, Increase Range Band
Bi-Pod 5S Brace Bulky
Collapsible 100 S Put into smaller spaces Fragile
Compensator 45 S Gain +1 To Hit after first shot Bulky
Cosmetic Special Special Easily Recognized
Custom Grip 50 S Gain +1 To Hit Easily Recognized
Extended Clip 20 S Clip +2 Shots Bulky
Jam Clear 30 S Clear a Jam with 1 Action Bulky
Long Barrel 40 S Increase Range Band Bulky, Slow Draw
Scope 30 S Increase Range Band (Special) Bulky, Fragile
Suppressor 35 S Decrease Notice Bulky
Shotgun Mods
Capacity 40 S Shots +1 Bulky
Collapsible 100 S Put into smaller spaces Fragile
Compensator 45 S Gain +1 To Hit after first shot Bulky
Cosmetic Special Special Easily Recognized
Custom Grip 50 S Gain +1 To Hit Easily Recognized
Jam Clear 30 S Clear a Jam with 1 Action Bulky
Sawed Barrel 5S Lighten, easier to hide Damage Decrease

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Firearm Modifications Suppressor: This attachment to the front of
Pistol Enhancements a Pistols barrel makes it far harder to hear the
Advanced Rifling: The inside of this gun sound made from it, and while it is still quite loud,
has had a special sort of rifling added to the inside someone who is not actively looking cannot
of the barrel. This has increased the accuracy of determine direction or Distance. This does make it
the firearm, and increases the Range Band of this a bit Bulky.
Firearm by 5ft.
Compensator: A special device that Rifle Enhancements
attaches to the end of a Pistol, helping to prevent Advanced Rifling: The inside of this gun
recoil from throwing off the aim of the shooter. A has had a special sort of rifling added to the inside
Pistol with this Modification gains +1 To Hit after of the barrel. This has increased the accuracy of
first shot; this Bonus only applies once but it does the firearm, and increases the Range Band of this
apply to all shots. This does make the Firearm Firearm by 5ft.
Bulky and you cannot have any other attachments Bi-Pod: An attachment for under the barrel
to the end of the barrel. of a Rifle, allowing you to spend 1 Action to Brace it
Cosmetic: Gold or silver plating, carved on a surface, even on the ground if Prone, which
grips and handles made from exotic materials, gives you a +2 To Hit as long as you remain Braced.
perhaps an intricate trigger guard, are just a few Moving will break your Brace. 5 Silver.
things that can be done cosmetically to a Pistol. Collapsible: By making this Rifle have the
You must spend at least 20 Silver on Cosmetic ability to be taken apart and folded into a smaller
Modification, and for this 20 you may gain a +1 area, you may count it as a Bulk 1 Object when it is
Bonus to Bluff, Leadership, Perform, Persuasion or collapsed. It takes 2 Actions to collapse, or put
Intimidation Checks, as long as it is done while together a collapsed Firearm. This also makes the
showing off your weapon. The second Bonus can Firearm more Fragile.
be gained for an addition 50 Silver, giving you a Compensator: A special device that
total +2 Bonus, and at 100 Silver the Bonus is attaches to the end of a Rifle, helping to prevent
increased to +3. However, this makes your Firearm recoil from throwing off the aim of the shooter. A
Easily Recognized. Rifle with this Modification gains +1 To Hit after
Custom Grip: The grip of this Pistol has first shot; this Bonus only applies once but it does
been custom made for your hand, giving you a +1 apply to all shots. This does make the Firearm
Bonus To Hit. Bulky and you cannot have any other attachments
Extra Chamber: A special modification has to the end of the barrel.
been made to the cylinder of this Pistol, allowing it Cosmetic: Gold or silver plating, carved
to hold 1 more bullet. This does make it a bit Bulky. grips and handles made from exotic materials,
Jam Clear: An intricate attachment to this perhaps an intricate trigger guard, are just a few
Pistol allows you to spend 1 Action to clear a Jam, things that can be done cosmetically to a Rifle. You
rather than your entire turn. This does make it a must spend at least 20 Silver on Cosmetic
bit Bulky. Modification, and for this 20 you may gain a +1
Larger Barrel: The barrel and chambers of Bonus to Bluff, Leadership, Perform, Persuasion or
this Pistol have been increased so that it can fire Intimidation Checks, as long as it is done while
the higher caliber bullets of a rifle, increasing it’s showing off your weapon. The second Bonus can
Damage. Hold-Out now fires .36, Small Pistol now be gained for an addition 50 Silver, giving you a
fires .36, a Medium fires .45, and a Large now total +2 Bonus, and at 100 Silver the Bonus is
fires .52. increased to +3. However, this makes your Firearm
Long Barrel: The barrel of this Pistol has Easily Recognized.
been lengthened, allowing more rifling along the Custom Grip: The grip of this Rifle has
inside. You increase the Range Band of this been custom made for your hand, giving you a +1
Firearm by 5ft. However, this does make the Pistol Bonus To Hit.
Bulky and slower to Draw. Extended Clip: This Modification allows
Shell Chambers: The barrel and chambers for a rifle to use larger Clips, providing it with an
has of this Pistol have been modified so that they extra 2 bullets before it needs to be reloaded. This
can be loaded with Shells. does make it a bit Bulky.
Speed Loader: This Pistol has been made Jam Clear: An intricate attachment to this
so that it's easier and faster to load. Loading this Rifle allows you to spend 1 Action to clear a Jam,
Firearm now becomes a Minor Action. This does rather than your entire turn. This does make it a
make it a bit Bulky. bit Bulky.

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Long Barrel: The barrel of this Rifle has Sawed Barrel: By sawing off most of the
been lengthened, allowing more rifling along the barrel of a Shotgun, not only does it decrease Bulk
inside. You increase the Range Band of this by 1, it now counts as a Light Firearm, though
Firearm by 5ft. However, this does make the Pistol requires two hands. You may hide this Shotgun as
Bulky and slower to Draw. if it were a Pistol, and it even fits in a Pistol
Scope: Attached to the top of a Rifle, a Holster. However the pellets aren't as grouped up
Scope helps hit Targets far away. You may increase anymore and you decrease the Damage of Shells
the Range Band of a Rifle with a scope by 10ft, by 1.
however this increase only applies if the Target is
outside of 50ft, but will retroactively apply once it Drawbacks
is over that threshold. This does make the Firearm Bulky: Increase the Bulk of a Firearm with
a bit Bulky, and the Scope is rather Fragile. this Drawback by 1. Bulky Modifications stack.
Suppressor: This attachment to the front of Damage Decrease: This Firearm deals 1 less
a Pistols barrel makes it far harder to hear the Damage.
sound made from it, and while it is still quite loud, Fragile: Halve the Hardness and HP of the
someone who is not actively looking cannot Firearm that has this Drawback.
determine direction or Distance. This does make it Slow Draw: A Firearm with this Drawback
a bit Bulky. requires 1 Action to Draw or Stow, or it can be
Drawn or Stowed as a Minor Action if combined
Shotgun Enhancements with a Move Action.
Capacity: A special modification has been Easily Recognized: It's hard to forget this
made to the body of this Shotgun allowing it to hold Firearm, and anyone who sees it, or has it
1 more Shell. This does make it a bit Bulky. described to them will have a far easier time
Collapsible: By making this Shotgun have recalling details about the one using it, or
the ability to be taken apart and folded into a recognizing who it belongs to, mechanically giving
smaller area, you may count it as a Bulk 1 Object them a +10 to any Check to remember the gun and
when it is collapsed. It takes 2 Actions to collapse, it’s user.
or put together a collapsed Firearm. This also
makes the Firearm more Fragile.
Compensator: A special device that
attaches to the end of a Shotgun, helping to prevent
recoil from throwing off the aim of the shooter. A
Shotgun with this Modification gains +1 To Hit after
first shot; this Bonus only applies once but it does
apply to all shots. This does make the Firearm
Bulky and you cannot have any other attachments
to the end of the barrel.
Cosmetic; Gold or silver plating, carved
grips and handles made from exotic materials,
perhaps an intricate trigger guard, are just a few
things that can be done cosmetically to a Shotgun.
You must spend at least 20 Silver on Cosmetic
Modification, and for this 20 you may gain a +1
Bonus to Bluff, Leadership, Perform, Persuasion or
Intimidation Checks, as long as it is done while
showing off your weapon. The second Bonus can
be gained for an addition 50 Silver, giving you a
total +2 Bonus, and at 100 Silver the Bonus is
increased to +3. However, this makes your Firearm
Easily Recognized.
Custom Grip: The grip of this Shotgun has
been custom made for your hand, giving you a +1
Bonus To Hit.
Jam Clear: An intricate attachment to this
Shotgun allows you to spend 1 Action to clear a
Jam, rather than your entire turn. This does make
it a bit Bulky.

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Other Weapons Glaive: A rather large blade, about the size
of a Shortsword, on the end of a 7 foot long pole.
You must be Trained to use an Advanced
Can be used as a Walking Stick. Slashing or
weapon. You may choose to deal less Damage with
Piercing Damage.
Simple Melee and Advanced Melee weapons that
Greataxe: A massive axe, larger than a
you are Trained in.
Battleaxe to the point it requires two hands to
The HP and Hardness of Other Weapons is
wield. Slashing Damage.
listed at the end of Object Dodge, Hardness & HP.
Greatsword: An immense sword over 5 feet
Simple Melee long that requires two hands to wield. The bottom
Bayonet: A simple Dagger with a special of the blade is sometimes dulled in order to provide
way to attach to the front of a Rifle, or Shotgun. better grip. Slashing Damage.
Attaching or removing a Bayonet takes 1 Action. Halberd: A halberd is polearm similar to a
Piercing Damage. spear bit also has a small axe-like head mounted
Club: A very basic instrument. Pretty much near the tip as well as a hook on the other side.
anything can be a club, a stick, a pole, a chair, etc. A Can be used as a Walking Stick. Slashing or
Sap is also considered a Club. Blunt Damage. Piercing Damage.
Dagger: A simple blade of varying length Lance: A large metal or wooden cone with
about a foot long. Piercing or Slashing Damage. a long handle. Most often used while mounted, as it
Handaxe: A roughly one foot long handle is quite unwieldy on foot. Piercing Damage.
with an axe head on the end. Slashing Damage. Longsword: A fairly basic blade of 3 and a
Light Hammer: A simple hammer with a half to 4ft long. Slashing Damage.
sleek metal head and a striking surface. Blunt Maul: A large tool with a heavy head and a
Damage. long handle used for ramming, crushing, and
Mace: An ornate metal head on a simple driving in wedges and spikes. Blunt Damage.
wooden handle or metal shaft. Blunt Damage. Morningstar: A large spiked ball affixed to
Quarterstaff: A simple piece of wood, the top of a long handle. Blunt and Piercing
between 5 and 6 feet long. Can be used as a Damage.
Walking Stick. Blunt Damage. Pike: A Pike is much like a spear, but
Shortsword: A basic and widely spread longer and heavier. Like the opposite of a Lance, a
sword measuring between one and two feet in Pike is often used on foot against Mounts. Piercing
length. Slashing or Piercing Damage. Damage.
Sickle: A short handled farming tool with a Rapier: A thin light blade used for
semicircular blade. Slashing Damage. thrusting, with a large, usually ornate, basket hilt
Spear: A sturdy wooden polearm about 5 protecting the handle. Piercing Damage.
or 6 feet long either sharpened to a point or tipped Sabre: A long and heavy curved blade,
with a metal blade. Can be used like a Quarterstaff often used by those of high rank in the military.
to deal Nonlethal Damage. Can be used as a Slashing Damage.
Walking Stick. Blunt or Piercing Damage. Scimitar: Between the length of a
Unarmed: The most basic of melee Shortsword and a Longsword, with a curved blade
weapons, nothing but what you got. This includes that broadens towards the point and is only
punches, kicks, headbutts, shoulder checks, etc. sharpened on one side. Slashing Damage.
Blunt Damage. Trident: A spear with three large metal
prongs at the end. Piercing Damage.
Advanced Melee War Pick: A large beak like spike on the
Battleaxe: A long handled axe that can be top of reinforced handle. Originally used as a
wielded in one or two hands. This can have either Pickaxe, and can still function as one, but far more
one or two axe blades at the top. Sometimes is designed for hitting armored Targets. Piercing
strengthened by metal bands. Slashing Damage. Damage.
Dagger, Parry: Exactly the same as a Dagger War Scythe: A long polearm with a large
except that it has a special hook at the front of the curved blade at the top, with the cutting edge along
hilt, allowing one to catch and parry a blade. the inner side of the curve. Slashing Damage.
Piercing or Slashing Damage. Warhammer: Much like a Maul, but
Flail: A heavy weight attached to a handle designed more to be used during combat.
via a sturdy chain. Usually a simple ball, but Whip: A long leather wrapped cord, used
sometimes spiked, or simply a metal bar. Blunt more for utility purposes than actual combat,
Damage. though it is still quite effective. Slashing Damage.

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Melee Weapons
Melee Weapons Cost Damage Bulk Properties
Simple Melee
Bayonet 5S 2+Str 0 Special(Bayonet)
Club 1S 3+Str 1 Light, Nonlethal
Dagger 2S 2+Str 0 Light, Throw (5)
Handaxe 5S 3+Str 0 Light, Parry, Throw (5)
Light Hammer 2S 3+Str 1 Light, Throw (5)
Mace 5S 3+Str 1 -
Mallet 5S 4+Str 3 Heavy, Two-Handed
Quarterstaff 1S 3+Str 2 Two-Hand, Nonlethal
Shortsword 10 S 3+Str 1 Light
Sickle 1S 3+Str 1 Light
Spear 1S 3+Str 2 Reach, Throw (5), Two-Hand
Unarmed - 1+Str - Light
Improvised Weapon - Special - Special(Improvised)
Advanced Melee
Battleaxe 10 S 4+Str 3
Dagger, Parry 4S 3+Str 0 Light, Parry, Throw (5)
Flail 10 S 4+Str 2 Special(Flail)
Glaive 20 S 5+Str 3 Polearm, Reach, Heavy, Two-Hand
Greataxe 30 S 6+Str 4 Heavy, Two-Handed
Greatsword 50 S 6+Str 4 Reach, Heavy, Two-Handed
Halberd 20 S 5+Str 3 Polearm, Reach, Heavy, Two-Hand, Trip
Lance 10 S 6+Str 4 Polearm, Reach, Special(Lance)
Longsword 15 S 4+Str 2
Maul 10 S 5+Str 4 Heavy, Two-Handed
Morningstar 15 S 4+Str 3
Pike 5S 5+Str 3 Polearm, Reach, Heavy, Two-Hand, Special(Pike)

Rapier 25 S 4+Str 1 Light, Parry


Sabre 20 S 4+Str 1 Parry
Scimitar 25 S 4+Str 1 Light
Trident 5S 3+Str 3 Polearm, Throw (10), Two-Hand
War Pick 5S 4+Str 2 Light
War Scythe 20 S 4+Str 3 Polearm, Reach, Two-Hand, Trip
Warhammer 25 S 5+Str 3 Heavy, Two-Hand
Whip 2S 3+Str 1 Reach, Trip, Special(Whip)

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Ranged Weapons
Ranged Weapons Cost Damage Bulk Properties
Simple Ranged
Crossbow 25 S 5 2 Ammunition (20), Single-Shot, Two-Hand
Dart (5) 1S 2+Agi 0 Throw (5), Silent
Javelin 1S 3+Str 1 Throw (10), Light, Silent
Shortbow 10 S 3+Agi 1 Ammunition (20), Two-Hand, Silent
Sling 1S 2+Agi 0 Ammunition (10), Silent
Advanced Ranged
Blowgun 10 S 2 1 Ammunition (10), Silent, Special (Blowgun)
Hand Crossbow 75 S 4 1 Ammunition (10), Single-Shot, Light
Longbow 50 S 4+Str 2 Ammunition (30), Two-Hand, Heavy, Silent
Net 1S - 3 Reach, Throw (5), Special(Net)
Sharp Cards (54) 12 S 2+Ref 0 Throw (10), Light, Silent

Simple Ranged Advanced Ranged


Crossbow: Using a fixed bow on a wooden Blowgun: A hollow tube that is used to fire
support, with a groove for the bolt and a darts at Targets. Piercing Damage.
mechanism to hold the string in place with a Hand Crossbow: A smaller version of a
trigger for releasing the string. Piercing Damage. crossbow, and a bit trickier to make, and use.
Dart: A small pointed bit of metal that can Piercing Damage.
be thrown or shot out of a blowgun. Piercing Longbow: Much like the Shortbow, though
Damage. it is far larger and can launch arrows much farther.
Javelin: Similar to a Spear, but far more Piercing Damage.
flimsy and shorter, designed to be thrown rather Net: Cords of rope tied into a diamond like
than in close combat. Can be used like a configuration with weights placed at certain parts
Quarterstaff to deal Nonlethal Damage. Piercing to tangle up Targets.
Damage. Sharp Cards: These appear to be a normal
Shortbow: A weapon consisting of a deck of playing cards, but are in fact thin sheets of
flexible curved piece of wood and a string used to metal disguised to appear so. In order for a Target
launch arrows. Piercing Damage. to determine that they are abnormal requires a DC
Sling: A leather cord with a pouch in it. 25 Perception Check, or a DC 15 Investigation
Used to fling small rocks or similar small Objects. Check if they are touching them. Slashing Damage.
Bludgeoning Damage.

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Weapon Properties Polearm
Most weapons have Properties. A Polearm is a pole type weapon that
usually uses two hands and sometimes offers the
Ammunition ( ) wielder extra reach.
Requires ammunition to be able to fire. The
number after Ammunition is the Range Band,
Special(Improvised)
similar to a Firearm. An Improvised Weapon is anything around
you. Damage is Bulk+1+Str. However you don’t get to
Nonlethal use any Skills when Attacking and suffer a -4 To
You can choose to have this weapon deal Hit. An Improvised Weapon cannot be more than
Nonlethal Damage. 3+Str Bulk.

Single-Shot Special(Bayonet)
This means the weapon can be loaded, but This weapon is usually attached to the
only has 1 shot before it must be reloaded. front end of a Firearm (Heavy). You may use
Brawl to make an attack with this weapon without
Two-Hand penalties if it is affixed to a weapon. A Bayonet
The weapon requires two hands to wield. If may also be used as a dagger if it is not attached to
wielded with 1 hand it receives a -4 To Hit. a weapon.

Heavy Special(Blowgun)
Size Small, or less, cannot wield this You can apply any Poison to the darts.
weapon, nor can the weapon be dual-wielded. Darts shot from a Blowgun ignore Soak if you use
the Aim Action.
Silent
This refers to weapons that makes little to Special(Flail)
no sound when fired or thrown. When rolling To Hit a Flail ignores any
Bonus given to the Target because of Shields.
Light
Weapons that have the Light Property may Special(Lance)
be dual-wielded. Any Melee weapon that is used to If you are using this weapon unmounted,
dual-wield that is not Light suffers a -10 To Hit. Off- you receive a -5 To Hit unless you are wielding it
hand Attack does not add a Bonus to Damage. with both hands, and you cannot attack spaces
within 5ft of you.
Parry
Can be used to take the Parry Action, note Special(Pike)
a weapon that is used to Parry cannot be used to You can spend 1 Action to Brace a Pike. If a
make Attacks of Opportunity. Target is moving or Charging at you as you are
Braced, they take double Damage and if they are
Trip Large or Smaller their movement is immediately
A weapon with this Property allows you to ended.
trip a Target at the range of the weapon. The Target
cannot counter Trip if you fail, unless they are Special(Net)
within 5ft of you. You may make a Grapple Check against a
Large or smaller Target. If you succeed the Grapple
Throw ( ) Check the Target immediately gains the Restrained
Can be thrown. The number in the condition, but may make a Grapple Check, DC 16, to
parentheses after Throw is the Range Band. free them self. Someone else may spend their turn
Damage Bonus is based off Strength, but To Hit is to make this Check. Dealing 5 or more Damage
based on Ranged Skill. with a Slashing type weapon destroys it and frees
the Target.
Reach
This weapon adds 5ft to your range when Special(Whip)
you use it to Attack. A Whip can be used to Disarm at a
distance. A Whip may be “Cracked” to add +5 when
using Intimidation or Handle Animal against a
Critter. In addition, a Whip can be used to pull
Objects towards the wielder.

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Prosthetics Prosthetics, and a far more expensive and complex
version involving Clockwork and Machines called
In a world as brutal as this, sometimes you
Advanced Prosthetics. Both versions have what are
must replace something that you've lost, whether
called Functions, these are the Bonuses that the
it's fingers, a foot, an arm or a leg, a skilled enough
Prosthetic offers.
Artificer can replace it.
Bulk is not added to attached Prosthetics.
Prosthetics come in two varieties, a
Advanced Prosthetics are classified as Machines. A
cheaper, more simplistic version called Basic
Prosthetic must be recharged once a day.

Type Cost Bulk Functions


Basic Prosthetics
Basic Fingers 5S 0 Compartments 1
Hook 3S 1 Half
Basic Hand 10 S 1 Half, Compartments 2
Basic Forearm 15 S 2 Half, Compartments 3
Basic Arm 20 S 2 Half, Compartments 4
Basic Foot 6S 1 Compartments 2
Peg Leg 5S 1 Half, Compartments 3
Basic Leg 20 S 2 Half, Compartments 4
Glass Eye 5S 0 Compartments 1
Basic Ears 6S 0 Compartments 1
Other Cosmetic 5S 0
Clockwork Prosthetics
Clockwork Fingers 80 S 0 Null, Compartments 1
Clockwork Hand 120 S 1 Null, Compartments 2
Clockwork Forearm 200 S 2 Null, Compartments 3
Clockwork Arm 400 S 2 Null, Compartments 4
Clockwork Foot 100 S 1 Null, Compartments 2
Clockwork Leg 400 S 2 Null, Compartments 4
Clockwork Eye 300 S 0 Null, Compartments 1
Clockwork Ears 200 S 0 Null, Compartments 1
Clockwork Cosmetic 20 S 0

Functions Compartments
A Prosthetic with the Compartment
Half Function means that it has room for Prosthetic
A Prosthetic with the Half Function means Enhancements. These Enhancements each take a
that penalties are halved. In the instance of certain number of Compartment Slots and the
Movement Speed, round down to the nearest number after Compartment is how many slots that
multiple of 5. particular type of Prosthetic can use.

Null
This removes the penalties that come from
having lost the limb.

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Types of Prosthetics Hand: A Clockwork Prosthetic that
removes all Penalties from the Missing Hand
Basic Prosthetics Trouble, and has 2 Compartments. 120 Silver.
Fingers: A Basic Prosthetic that does not Bulk: 1 Hardness: 2 HP: 15
remove any penalties, but it does have 1 Forearm: A Clockwork Prosthetic that
Compartment. 5 Silver. removes all Penalties from the Missing Forearm
Bulk: 0 Hardness: 1 HP: 5 Trouble, and has 3 Compartments. 200 Silver.
Hook: A Basic Prosthetic that allows you to Bulk: 2 Hardness: 2 HP: 15
only take Half the Penalties from the Missing Arm: A Clockwork Prosthetic that removes
Hand Trouble, but has no Compartments. 3 Silver. all Penalties from the Missing Arm Trouble, and
Bulk: 1 Hardness: 2 HP: 10 has 4 Compartments. 400 Silver.
Hand: A Basic Prosthetic that allows you to Bulk: 2 Hardness: 2 HP: 15
only take Half the Penalties from the Missing Foot: A Clockwork Prosthetic that removes
Hand Trouble, and has 2 Compartments. 10 Silver. all Penalties from the Missing Hand Trouble, and
Bulk: 1 Hardness: 1 HP: 10 has 2 Compartments. 100 Silver.
Forearm: A Basic Prosthetic that allows Bulk: 1 Hardness: 2 HP: 15
you to only take Half the Penalties from the Leg: A Clockwork Prosthetic that removes
Missing Forearm Trouble, and has 3 all Penalties from the Missing Hand Trouble, and
Compartments. 15 Silver. has 4 Compartments. 400 Silver.
Bulk: 2 Hardness: 1 HP: 15 Bulk: 2 Hardness: 2 HP: 15
Arm: A Basic Prosthetic that allows you to Eye: A Clockwork Prosthetic that removes
only take Half the Penalties from the Missing Arm all Penalties from the Eye Loss Trouble and turns
Trouble, and has 4 Compartments. 20 Silver. the Blind Trouble to Eye Loss, unless two are
Bulk: 2 Hardness: 1 HP: 15 bought then Blind is negated. This Prosthetic has 1
Foot: A Basic Prosthetic that does not Compartment. 300 Silver.
remove any penalties, but it does have 2 Bulk: 0 Hardness: 2 HP: 10
Compartments. 6 Silver. Ears: A Clockwork Prosthetic that removes
Bulk: 1 Hardness: 1 HP: 10 all Penalties from the Hard of Hearing Trouble and
Peg Leg: A Basic Prosthetic that allows you the Deaf Troubles, and has 1 Compartment. 200
to only take Half the Penalties from the Missing Silver.
Leg Trouble, and has 3 Compartments. 5 Silver. Bulk: 0 Hardness: 1 HP: 10
Bulk: 1 Hardness: 2 HP: 10 Cosmetic: If a Hat has an injury that is not
Leg: A Basic Prosthetic that allows you to covered by other Prosthetics is counted as
only take Half the Penalties from the Missing Leg Cosmetic. While Cosmetic Prosthetics have no
Trouble, and has 4 Compartments. 20 Silver. Compartments, you can still apply Enhancements
Bulk: 2 Hardness: 1 HP: 15 that have a Compartment Cost of 0. 20 Silver.
Glass Eye: A Basic Prosthetic that does not Bulk: 0 Hardness: 2 HP: 10
remove any penalties, but it does have 1
Compartment. 5 Silver.
Bulk: 0 Hardness: 1 HP: 5
Ears: A Basic Prosthetic that does not
remove any penalties, but it does have 1
Compartment. 6 Silver.
Bulk: 0 Hardness: 1 HP: 5
Cosmetic: If a Hat has an injury that is not
covered by other Prosthetics is counted as
Cosmetic. While Cosmetic Prosthetics have no
Compartments, you can still apply Enhancements
that have a Compartment Cost of 0. 5 Silver.
Bulk: 0 Hardness: 1 HP: 5

Clockwork Prosthetics
Fingers: A Clockwork Prosthetic that
removes all Penalties from the Missing Fingers
Trouble, and has 1 Compartment. 80 Silver.
Bulk: 0 Hardness: 2 HP: 10

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Prosthetic Enhancements
When it comes to Prosthetics,
Enhancements are quite useful ways to take
advantage beyond just regaining function.
Every Enhancement uses a certain amount
of Compartments, and it's own cost. An Artificer is
required in order to Enhance Prosthetics, as is a
Laboratory.

Enhancement Cost Compartments Function


Aesthetic 20 S 0 Alters the appearance.
Armored 30 S 1 Increase difficulty for it to break.
Detachable 10 S 0 An Action may be spent to remove the Prosthetic.
Grappling Hook 20 S 2 Built in Grappling Hook and rope.
Grapple Reel 20 S 1 A Reel for the Grappling Hook Enhancement.
Hidden Weapon 30 S 1 Can store a Hidden Weapon.
Reflexive 30 S 2 Gives a Bonus to certain Actions.
Shielded 40 S 2 Prosthetic can act as a Shield.
Steel Reinforced 30 S 1 Increase Melee Damage dealt by the Prosthetic.
Storage 30 S 1 or More Allows storage in the Prosthetic.
Sure Grip 10 S 1 Hand, Forearm, or Arm; makes it harder to disarm.
Weaponize 40 S 1 or More Make a weapon part of the Prosthetic.
Wooden Half Half Prosthetic is cheaply made out of wood and scrap.
Utility 20 S 2 Make a Prosthetic have the functions of a Tool Kit.

Aesthetic Grappling Hook


This particular Enhancement makes it A built in Grappling Hook and 30ft of
look normal at a glance, though if examined it is special Rope that is contained within the
revealed that it is not the true missing part. There Prosthetic. The Hook and Rope may be detached or
are easy ways to hide this further, such as with reattached to the Prosthetic as a Minor Action. It is
clothing, requiring physical investigation to find an Action to put the Hook and Rope back into the
that something is amiss. Prosthetic. Longer rope can be attached to the
20 Silver, 0 Compartments. Hook.
20 Silver, 2 Compartment.
Armored
Special Armor has been added to this Grapple Reel
Prosthetic, Doubling it's Hardness and HP. In An add-on to the Grappling Hook
addition, the user gains 1 Dodge. Enhancement, allowing a mechanical Reel inside a
Prosthetic. The Reel can pull 15 Bulk at 15ft per
Detachable Action spent, and a maximum of 20 at 5ft per
This allows the Prosthetic to be easily Action.
detached or reattached to the user by spending an 20 Silver, 1 Compartment.
Action. This Action can be part of a Basic Move
Action.
10 Silver, 0 Compartments.

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Hidden Weapon Storage
Your Prosthetic is outfitted with a Hidden The inside of this Prosthetic have been
Weapon Gadget, allowing you to store a Firearm or designed in such a way that you can store Objects
Melee Weapon of Bulk 0 within it. Unlike with inside it. You can store an amount of Bulk equal to
Storage, there is nothing that would hint that this however many Compartments you allocate to the
Prosthetic holds anything. Using Hidden Weapon Prosthetic, however all Objects must be of Bulk 0.
gives you a +5 Bonus to Hide the Weapon. Storage is counted as if it were a Pouch, giving
Additionally if you are Trained in Hidden additional Bulk to carry the things inside.
Weapons, you get a +10 Bonus to hide the Weapon, 20 Silver, 1 or More Compartments.
and you may draw it using a Minor Action.
30 Silver, 1 Compartment. Sure Grip
This Enhancement can only be added to
Reflexive Hand, Forearm, and Arm Prosthetics. As a Minor
With this Enhancement, the user may Action or Reaction the Prosthetic may be Activated
spend a Reaction or Minor Action to Activate the to give the user a +10 Bonus to resist being
Prosthetic to give them a specific Bonus for 1 Disarmed with the Weapon or Object being held by
Minute. When this Enhancement is added, the the Prosthetic.
Bonus must be chosen from the following: 10 Silver, 1 Compartment.
+1 Strength
+1 Agility Weaponize
+1 Reflex Rather than putting a weapon into a
A Prosthetic may have multiple Reflexive Prosthetic, you build the Weapon into the
Enhancements as long as it has the Compartments Prosthetic itself. This can be done with Firearms,
for it, and both can be Activated at the same time. Melee Weapons and Ranged Weapons. This costs a
30 Silver, 2 Compartment. number of Compartments equal to the Bulk of the
Weapon being integrated, a minimum of 1. The
Shielded Weapon keeps all Properties it had previously, and
This Prosthetic Enhancement allows the still must be Drawn in order to be used.
user to Activate it and it become a Medium Shield. 40 Silver, 1 or More Compartments.
Activating the Prosthetic is a Bonus Action. This
counts as Wearing a Shield, and having more than Wooden
2 Prosthetics with this Enhancement gives no Sometimes you don't have the money for
benefit. Otherwise it acts just as a Shield does. fancy Prosthetics, and have to go the cheaper route.
40 Silver, 2 Compartments. Since the Prosthetic is made from scraps of things,
its Hardness and HP are Halved, and it loses 1
Steel Reinforced Compartment.
By adding special reinforcements to Half Silver for Prosthetic, -1 Compartment.
certain areas of a Prosthetic it can increase the
Damage it does when striking. The Prosthetic gains Utility
1 Hardness, and the user gains 1 Melee Damage With this Enhancement, you may integrate
when it involves the Prosthetic. anything from the Tools & Kits section in
30 Silver, 1 Compartment. Equipment except for the Portable Lab and Hidden
Weapon. It does not take any Actions to use the
Utility Enhancement itself. The Utility
Enhancement counts as if it were a Bag containing
the Tool Kit, negating the Bulk from the Tool Kit.
20 Silver, 2 Compartments.

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Equipment Table
Item Cost Bulk Item Cost Bulk Item Cost Bulk
Tools & Kits Adventuring Gear Illuminators
Art Kit 25 S 1 Alchemical Materials 1S 0 Box of Matches (20) 1S 0
Blacksmith Tools 20 S 3 Ball Bearings 10 S 1 Candles (5) 1S 0
Brewers Supplies 20 S 2 Bear Trap 3S 3 Lamp (Oil) 1S 1
Burglar Tools 25 S 2 Bell, Single, Small 1S 0 Lamp (Powered) 20 S 1
Cartographer's Tools 25 S 1 Caltrops 20 S 1 Lantern 12 S 1
Cook's Utensils 20 S 2 Camera Obscura 30 S 1 Lantern (hooded) 20 S 1
Doctor's Bag 25 S 1 Photograph Reel 5S 0 Oil Flask (1 Pint) 3S 0
Disguise Kit 20 S 2 Card Deck 2S 0 Match Lighter 5S 0
Fishing Tools 10 S 1 Chain (10ft) 10 S 2 Lighter Fluid 1S 0
Fire Starter Kit 10 S 0 Climbing Pick 15 S 1 Torch 1S 1
Glassblower's Tools 30 S 2 Compass 10 S 0 Instruments
Gunsmith Tools 25 S 3 Crowbar 3S 1 Accordion 60 S 2
Jeweler's Tools 25 S 1 Healing Potion 40 S 0 Bagpipes 20 S 3
Leatherworking Tools 15 S 2 Holy Symbol 10 S 0 Chimes 4S 0
Mechanic's Bag 50 S 2 Holy Water 5S 0 Cymbals 3S 0
Magic Scribing Kit 60 S 3 Lockpicks 15 S 0 Drum 6S 1
Photographer's Bag 40 S 2 Makeup 5S 0 Flute 12 S 1
Portable Lab Kit 150 S 5 Mirror, Small Steel 10 S 0 Fiddle 80 S 1
Potter's Tools 20 S 2 Pocketwatch 20 S 0 Gong 15 S 3
Stonework Tools 10 S 3 Polish, Armor 2S 0 Guitar 35 S 2
Weaving Tools 11 S 1 Polish, Leather 1S 0 Harmonica 7S 0
Woodcarving Tools 11 S 1 Pressure Tank 20 S 5 Harp 76 S 2
Hidden Weapon 20 S 1 Tesla Jar 100 S 15 Harpsichord 250 S 8
Bags & Pouches Tesla Storage Jar 250 S 3 Horn 3S 1
Backpack 2S +3 Roll of Twine 1S 0 Hurdy Gurdy 60 S 2
Backpack, Waterproof 30 S +3 Rope, Hemp (50ft) 1S 2 Lute 35 S 1
Bandolier 2S 0 Rope, Silk (50ft) 10 S 1 Musical Bells 5S 1
Mailbag 15 S +2 Signal Horn 3S 1 Pan Pipes 2S 1
Pistol Holster 2S 0 Signal Whistle 1S 0 Piano 110 S 10
Pouch, Belt 2S +1 Spyglass 40 S 1 Pipe Organ 900 S 50
Pouch, Hip 2S +1 Walking Cane 5S 1 Trumpet 15 S 2
Quiver 6S 1 Walking Stick 1S 2 Jewelry
Rifle/Shotgun Holster 6S 1 Waterskin 1S 1 Full Bracelets Special 0
Satchel 10 S +2 Canteen 5S 1 Necklaces Special 0
Scroll Case 5S 1 Whetstone 4S 0 Piercings Special 0
Rings Special 0
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Item Cost Bulk Item Cost Bulk Item Cost Bulk
Clothes Comfort & Shelter Poison & Venom
Outfit 10 S 1 Bedroll 5S 2 Antitoxin 5S 0
Fancy Outfit 50 S 1 Bed 5S 6 Basic Poisons 5S 0
Extravagant Outfit 100 S 1 Blanket 2S 1 Kuluvus Venom 10 S 0
Costume 20 S 1 Folding Chair 25 S 3 Florabee Venom 15 S 0
Bandana 1S 0 Hammock 4S 2 Brass Dragon Poison 50 S 0
Boots 4S 1 Soap 1S 0 Bronze Dragon Poison 50 S 0
Snowshoes 15 S 2 Can Opener 2S 0 Copper Dragon Poison 50 S 0
Belt 3S 1 Tent, Small 10 S 2 Green Dragon Poison 50 S 0
Belt (Bullets) 6S 1 Tent, Medium 20 S 4 Gold Dragon Poison 50 S 0
Cape 30 S 0 Tent, Large 30 S 6 Silver Dragon Poison 50 S 0
Glasses 12 S 0 Tent, Huge 50 S 10 Explosives
Eye Patch 1S 0 Umbrella 25 S 2 Alchemist Fire 20 S 0
Goggles 30 S 0 Locks & Safes Dynamite (Stick) 10 S 1
Sunglasses 20 S 0 Door Lock, Simple 3S 0 Flash-Bang 15 S 1
Hat 9S 0 Door Lock, Complex 12 S 0 Gunpowder (Pouch) 5S 0
Fancy Hat 35 S 0 Padlock, Mild 5S 0 Gunpowder (Keg) 50 S 4
Gloves 5S 0 Padlock, Heavy 8S 0 Gunpowder (Barrel) 100 S 8
Gloves (Fancy) 30 S 0 Home Safe 20 S 5 Nitroglycerin (Bottle) 50 S 0
Gloves (Work) 10 S 1 Office Safe 70 S 6 Tack
Mask 5S 0 Bank Safe 2k S 50 Trail Saddle 30 S 3*
Plague Mask 15 S 1 Manacles 25 S 3 Ranch Saddle 30 S 3*
Scarf 2S 0 Writing Implements Pack Saddle 30 S 3*
Shoes 15 S 1 Chalk 2S 0 Show Saddle 60 S 3*
Cloak 5S 1 Ink 8S 0 Saddle Bag 10 S 2*
Fancy Cloak 40 S 1 Canvas 5S 1 Bit, Bridle and Reigns 5S 1*
Poncho 3S 1 Paper 1S 0 Horse Shoe 2S 1*
Vest 5S 0 Chalkboard 15 S 2 Transportation
Books Paint Pigments 2S 0 Wheelchair, Small 7S 3
Book 30 S 1 Charcoal 2S 0 Wheelchair, Medium 10 S 5
Subject Book 60 S 1 Pencils 1S 0 Wheelchair, Large 15 S 7
Spellbook 50 S 1 Brushes 2S 0 Cart, Hand 10 S 4
Labor Tools Quill 3S 0 Cart, Small 20 S 8
Pickaxe 5S 2 Fountain Pen 30 S 0 Cart, Medium 40 S 12
Scythe 5S 2 Magical Ink 10 S 0 Wagon, Medium 50 S 15
Fishing Net 4S 2 Magical Paper 20 S 0 Wagon, Large 80 S 20
Wood Axe 3S 2 Magical Chalk 5S 0 Stagecoach 100 S 20
Shovel 3S 2 Tumbleweed Wagon 150 S 25

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Equipment Leatherworking Tools: This Tool Kit comes
in a Satchel, containing a knife, a small mallet, an
Tools & Kits edger, a leather puncher, thick thread, and several
Art Kit: This Tool Kit comes in a Mailbag scrap bits of leather. 15 Silver.
and includes 7 Paint Pigments, 2 Pencils, 3 Mechanic's Bag: This Tool Kit comes in a
Brushes, a small foldable easel, 100 sheets of thick Satchel, containing several wrenches,
paper. 20 Silver. screwdrivers, hammers, mallets, tongs, leather
Blacksmith Tools: This Tool Kit comes in a gloves, and lubricating oil. 50 Silver.
Backpack and includes several types of small Magic Scribing Kit: This Tool Kit comes in
hammers, files, heavy gloves, tongs, and Goggles. a Backpack, containing a heavy thick leather mat
20 Silver. carved and painted with magical symbols,
Brewers Supplies: This Tool Kit comes in a tweezers, pliers, and a pen like instrument used for
Backpack comes with many different odds and carving. 60 Silver.
ends, such as a glass jug, hops, a siphon and several Photographer's Bag: This Tool Kit comes in
feet of tubing. 20 Silver. a Satchel, containing a Camera Obscura, five
Burglars Tools: This Tool Kit comes in a Photograph Reels, and fluids for developing film.
Backpack, containing a bag of Ball Bearings, a 40 Silver.
Crowbar, Lockpicks, a roll of Twine, 5 candles, a Portable Lab: This Tool Kit comes in two
Box of Matches and a Small Bell. 25 Silver. parts, a Backpack and a Satchel. It contains
Cartographer's Tools: This Tool Kit comes everything that is needed to set up a Laboratory,
in a Mailbag, containing pencils, a dozen sheets of including dozens of instruments, jars, vials, etc. 150
paper, a Compass, calipers, and a ruler. 25 Silver. Silver.
Cook's Utensils: This Tool Kit comes in a Potter's Tools: This Tool Kit comes in a
Satchel, containing a metal pot, a Can Opener, Satchel, containing potter's needles, rubs, scrapers,
knives, forks, spoons, a large wooden spoon, and a a knife, and calipers. 20 Silver.
ladle. 20 Silver. Stonework Tools: This Tool Kit comes in a
Doctor's Bag: This Tool Kit comes in a Backpack, containing a trowel, hammer, chisel,
Satchel, containing bandages, a small kit for brushes, and a square. 10 Silver.
suturing wounds, stethoscope, medical Weaving Tools: This Tool Kit comes in a
thermometer, 5 wooden depressors, and two vials Satchel, containing thread, needles, and scraps of
of Antitoxin. 25 Silver. cloth. 11 Silver.
Disguise Kit: This Tool Kit comes in a Woodcarving Tools: This Tool Kit comes in
Satchel with a Costume, Makeup, a few props, and a Satchel, containing a knife, a few types of gouges,
hair dye. 20 Silver. a small hammer, and a small saw. 11 Silver.
Fishing Tools: This Tool Kit comes in a Hidden Weapon: An interesting Tool that
Backpack, containing a collapsible fishing pole, a allows you to hide a single Bulk 0 Firearm or
box containing 20 hooks, 60ft of fishing line, a Melee Weapon somewhere, usually up a sleeve, or
small knife, and three bobbers. 10 Silver. behind the back. Using Hidden Weapon gives you a
Fire Starter Kit: This Tool Kit comes in a +5 Bonus to Hide the Weapon. Additionally if you
Belt Pouch, containing 50 matches, a Match Lighter, are Trained in Hidden Weapons, you change this
extra Lighter Fluid, and 5 small bundles to help in Bonus to a +10, and you may draw it using a Minor
starting fires. 10 Silver. Action. 20 Silver.
Glassblower's Tools: This Tool Kit comes Bulk: 1 Hardness: 1 HP: 6
in a Backpack, containing a blowpipe, a small
marver, 3 blocks, tweezers, and tongs.
30 Silver.
Gunsmith Tools: This Tool Kit comes in a
Backpack, including a Gun Mat, a Brass Hammer,
magnetized gun screwdriver, tweezers, a bundle
containing cleaning tools, and a few other specific
tools for firearm disassembly and repair, and a
Pouch of Gunpowder. 20 Silver.
Jeweler's Tools: This Tool Kit comes in a
Mailbag, containing a small saw, a small hammer,
files, pliers, tweezers, and a jewelers glass with 3
different magnifications. 25 Silver.

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Bags & Pouches Rifle/Shotgun Holster: A leather basket
Bags and Pouches when worn increase a like Object with a strap to sling over your back,
Hat's total Bulk as listed in the Equipment Table. used to hold either a Rifle or a Shotgun. This type
The Bulk listed in the descriptions is if a Hat is of Holster will negate the Bulk of a Rifle or
carrying Bags or Pouches that they are not Shotgun that is carried inside it 2 Silver.
wearing. Bulk: 0 Hardness: 2 HP: 5
Backpacks: Whether a nice cloth or heavy Satchel: A bag carried on the shoulder by a
leather, a backpack is a useful tool when exploring. long strap and typically closed by a flap. Can only
It comes in two varieties, your average backpack benefit from 1 and cannot also use a Mailbag.
and the waterproof type. Disclaimer: Opening a Cannot be used for items more than 2 Bulk. 10
waterproof backpack under the water will fill the Silver.
pack with water. A Hat can only benefit from 1 Bulk: 1 Hardness: 1 HP: 5
backpack. Cannot be used for items more than 3 Scroll Case: A hard, waterproof, leather
Bulk. 2 Silver. tube used for holding papers, Blueprints, Formulae,
Bulk: 1 Hardness: 1 HP: 5 Magic Scrolls and similar things to that. 5 Silver.
Bandolier: Much like a belt, however it can Bulk: 1 Hardness: 2 HP: 5
also be worn across the chest. Can only benefit
from 2. Can only be used for bullets, and holds a
Adventuring Gear
maximum of 50. 2 Silver. Alchemical Materials: This is a variety of
Bulk: 0 Hardness: 1 HP: 3 different things, vials, both empty or filled with
Mailbag: This bag has several chemicals, herbs, and other alchemical things to
compartments inside of it, perfect for sorting allow someone to perform alchemy. Due to the
letters, small parcels, or keeping items organized. wide variety of miscellaneous things that this
Can only benefit from 1 and cannot also use a purchase covers, a Hat may not be able to find the
Satchel. Cannot be used for items more than 0 proper supplies they are searching for, which is up
Bulk. 15 Silver. to Storyteller discretion. Such as a small town not
Bulk: 1 Hardness: 2 HP: 5 having adequate supplies, or it being very likely a
Pistol Holster: A leather basket like Object large city has alchemical supply stores.
that attaches to a belt to hold a Pistol. A Pistol 1 Silver.
Holster will negate the Bulk of a Pistol that is Bulk: 0 Hardness: 0 HP: 1
carried inside it. 2 Silver. Ball Bearings: A Belt Pouch containing
Bulk: 0 Hardness: 2 HP: 5 1000 small metal balls. As an Action these balls
Pouches: A Belt Pouch is, as implied by its can be spilled onto the floor, quickly covering a 10ft
name, worn attached to a belt, usually by a cord of area. It is a DC 18 Perception Check to spot these
leather that also serves to hold it closed. A Belt balls. The area covered by the balls is considered
Pouch must be removed from the belt before it can an Icy Surface. 10 Silver.
be opened. A Hip Pouch is much like a Belt Pouch Bulk: 1 Hardness: 3 HP: 5
in it is attached to the belt, however rather than Bear Trap: A heavy duty snare type trap. A
being tied closed and attached with a leather cord, pair of large metal jaws, a sensitive pressure plate,
it instead has a flap and clasp holding it closed attached to a chain with a heavy duty piton on the
allowing it to be accessed without removing it and end. A Bear Trap takes 2 Actions to set up, and a
is rigid and inflexible. Can benefit only from 3 Belt heavy object to pound the piton into the ground. To
Pouches and 1 Waist Pouch. Can only be used for spot a set up Bear Trap requires a DC 14 Perception
Bulk 0 items. Check. This DC can be increased by spending 2
2 Silver. more Actions and making a Survival Check to
Belt Pouch; Bulk: 0 Hardness: 1 HP: 4 replace the DC 14 with the Survival Check. A
Hip Pouch; Bulk: 1 Hardness: 1 HP: 6 Target that does not spot a Bear Trap and enters its
Quiver: A tube like bit of leather, that can square triggers it. They are trapped in the Bear
hold 30 arrows, or 40 bolts. Ignore the Bulk of Trap, take 4 Wounds, and their movement speed
arrows and bolts stored inside the Quiver. 6 Silver. becomes 0. A trapped Target may spend all their
Bulk: 1 Hardness: 1 HP: 5 Actions to free themselves from the trap. It takes 2
Actions to retrieve a set up Bear Trap. 3 Silver.
Bulk: 3 Hardness: 4 HP: 6

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Bells: Hollow brass spheres with slits cut Compass: An instrument using the
into them, and a glass bead placed inside. When magnetic field of the world to show the direction of
jostled or shaken creates a ringing sound. 1 Silver. North. 10 Silver.
Bulk: 0 Hardness: 3 HP: 2 Bulk: 0 Hardness: 2 HP: 3
Caltrops: A Belt Pouch containing 20 Crowbar: A large piece of metal designed
pointed bits of metal. As an Action, these pointy for opening things. A Crowbar gives you a +5 to pry
metal things can be dumped into a 5ft square. A DC something open. 3 Silver.
18 Perception Check is required to spot these Bulk: 1 Hardness: 2 HP: 6
pointy things. If a Target moves into the square, Healing Potion: A viscous red liquid in a
they immediately take 3 Piercing Damage, ignoring small glass vial. A Target may drink this Potion as
any Soak from Shields, and their movement speed a Minor Action, and can be combined as part of a
drops to 0 if they took Damage. A Targets speed Basic Move Action. Also if you Draw out a Potion,
remains at 0 until they spend a turn removing the you may Quaff it as part of the same Action, which
Caltrops from their feet. A Target may spend 15ft can also be done as part of a Basic Move Action. 40
of movement to move through the square without Silver.
taking Damage. 20 Silver. Bulk: 0 Hardness: 2 HP: 2
Bulk: 1 Hardness: 3 HP: 4 Holy Symbol: A carved symbol denoting a
Camera Obscura: This is a Gadget used to God. Most often used by those of a Spiritual
quickly capture the appearance of what it is persuasion to show their faith. 10 Silver.
pointed at and permanently capturing that second Bulk: 0 Hardness: 1 HP: 5
in time. Comes with one Photograph Reel, which Holy Water: This small bottle contains
can capture 10 photos before it is full. Special dark water that was purified by someone with Spirit
rooms and chemicals are needed to develop the Magic. If poured onto a Melee Weapon or Firearm,
Reel into photos. To take a photo takes 1 Action. 30 all Damage dealt by that weapon is treated as Non-
Silver. Magical Radiant Damage for 1 Hour. If poured onto
Bulk: 1 Hardness: 1 HP: 5 an Undead, it deals 1 Radiant Damage. (Radiant
Photograph Reel: A case that is loaded into Damage is Doubled against Undead) 5 Silver.
a Camera Obscura in order for it to take Bulk: 0 Hardness: 2 HP: 2
photographs. One Reel is able to take 10 photos Lockpicks: Small bits of metal designed for
before it is full. If a Reel is ever opened under opening locked things. 15 Silver.
anything brighter than Dim Light, all photos are Bulk: 0 Hardness: 0 HP: 2
ruined and the Reel becomes useless. Special dark Makeup: A small case containing an
rooms and chemicals are needed to properly assortment of blush, rouge, lipstick, eyeliner, etc. 5
develop photos from a Reel, and each photo takes Silver.
an hour to develop, but all photos may be Bulk: 0 Hardness: 0 HP: 2
developed at the same time. 5 Silver. Mirror: A small piece of metal that has
Bulk: 0 Hardness: 1 HP: 2 been polished until it became a reflective surface.
Card Deck: A pack of 54 playing cards, 10 Silver.
including 2-10, an Ace, Jack, Queen and King in Bulk: 0 Hardness: 2 HP: 2
four suits, as well as two Joker cards. 2 Silver. Pocketwatch: A small clock that can be
Bulk: 0 Hardness: 0 HP: 1 carried around in ones pocket, allowing someone to
Chain: A series of connected pieces, always know what time it is. Usually has a foldable
referred to as links made of metal. Flexible as rope covering over the clock face and a chain that
but much heavier and stronger. 10 Silver. attaches to a piece of garment. Must be wound
Bulk: 2 Hardness: 3 HP: 6 daily. 20 Silver.
Climbing Pick: A small one handed pick Bulk: 0 Hardness: 1 HP: 2
like object with a spike at the bottom of the hilt that Polish: A small bundle that contains a few
assists someone in climbing. A Hat gains a +5 for things to polish either Armor or Leather. Has five
using a Climbing Pick and may use 2 at a time, uses. Armor Polish is 2 Silver, Leather Polish is 1
gaining an additional +2 for the second Pick. If used Silver.
to attack it is considered a simple Melee Weapon Bulk: 0 Hardness: 0 HP: 3
and does 2+Str Piercing Damage, but ignores up to 2
Hardness. 15 Silver.
Bulk: 0 Hardness: 1 HP: 5

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Pressure Tank: A large cylinder used to Walking Cane: A short stick to assist those
refuel a Gadget or Machine that uses Steam Power. with bad legs in walking. A Hat with the Trouble
The tank takes 1 Round to refuel 1 Fuel to a Gadget Limp or Bad Leg may use a Walking Cane to
or Machine. A Pressure Tank contains 15 charges remove 5ft of Movement penalty. A Walking Cane
of Fuel. A Pressure Tank can be refilled if a Hat occupies a hand in order to use. Counts as a Club
spends 1 hour doing so and has access to a fire and for Melee Attacks. 5 Silver.
a gallon of water. 20 Silver. Bulk: 1 Hardness: 2 HP: 5
Bulk: 5 Hardness: 3 HP: 8 Walking Stick: A long stick. If a Hat that is
Tesla Jar: This large Machine is used to using a Walking Stick has their Movement reduced
refuel Gadgets or Machines that use Tesla power. due to Environmental Hazards, they may gain an
This Machine takes up a 10ft by 10ft space, or an additional 5ft of movement. A Walking Stick
entire Medium Cart or Wagon. This Jar takes 1 occupies both hands in order to use. Counts as a
Round to fully refuel 1 Gadget or Machine that uses Quarter Staff for Melee Attacks. 1 Silver.
Tesla Power. A Tesla Jar contains 50 charges of Bulk: 2 Hardness: 2 HP: 5
Fuel. A Hat may spend 1 hour replenishing the fuel Waterskin: A pouch specifically designed
stock by recharging it. 100 Silver. to hold liquids. A full Waterskin contains 1 Gallon
Bulk: 15 Hardness: 4 HP: 6 of water, which provides 2 days worth of water for
Tesla Storage Jar: A more portable version a Medium sized humanoid. An empty Waterskin
of a Tesla Jar. This Gadget takes 1 Round to refuel 1 has a Bulk of 0. 1 Silver.
Fuel to a Gadget or Machine. A Storage Jar contains Bulk: 0 or 1 Hardness: 0 HP: 3
15 charges of Fuel. A Hat may spend 5 hours Canteen: A tough container made for
replenishing the Fuel stock by recharging it. transporting liquids. A full Canteen contains 1
Alternatively, a Tesla Storage Jar may also be Gallon of water, which provides 2 days worth of
refilled by a Tesla Jar as if it were a Gadget. 250 water for a Medium sized humanoid. 5 Silver.
Silver. Bulk: 1 Hardness: 3 HP: 5
Bulk: 3 Hardness: 3 HP: 5 Whet Stone: A stone of fine grit used to
Roll of Twine: A roll of string. About sharpen blades and axes. 4 Silver.
twenty feet worth. 1 Silver. Bulk: 0 Hardness: 2 HP: 3
Bulk: 0 Hardness: 0 HP: 1
Rope: A length of strong cord made by Illuminators
twisting together natural fibers. Hemp rope is the Matches: A small box containing 20
most commonly used type of rope, but Silk rope is matches. Each match is a small stick with a dried
lighter, much stronger, and easier on the hands. chemical compound on one end which will ignite
Hemp Rope is 1 Silver, Silk Rope is 10 Silver. when friction is applied to it. A Match burns for 3
Hemp; Bulk: 2 Hardness: 2 HP: 5 rounds before it is burned out, and provides a 10ft
Silk; Bulk: 1 Hardness: 3 HP: 6 AOE of Low-Light. 1 Silver for a box of 20.
Signal Horn: The horn of some creature Bulk: 0 Hardness: 0 HP: 1
that has been carved in a way to allow it to be Candles: Mad of wax with a burnable wick.
blown into and emit a very loud sound that can be A candle will burn for 4 hours, providing 5ft of
heard from 1 Mile away. 3 Silver. Light, and an additional 10ft of Low-Light. 1 Silver.
Bulk: 1 Hardness: 1 HP: 3 Bulk: 0 Hardness: 0 HP: 1
Signal Whistle: A small whistle, usually Lamps: A stationary metal or glass base
made of brass, that emits a very loud noise in order with a glass frame that provides light via oil and
to alert others up to Half a Mile. 1 Silver. wick, or with electricity. An Oil Lamp will burn for
Bulk: 0 Hardness: 0 HP: 2 6 hours on one pint of oil, while a Powered will run
Spyglass: A long collapsible tube, as long as it has electricity. Both types of lamps
containing specially curved glass that allows you to provide 15ft of light, and an additional 30ft of Low-
better see things far away. You gain a +10 to Light. A lamp goes out very easily to any sort of
Perception Checks, but only applied to spotting wind, and this cannot be used outside. Oil Lamp 1
things at great distance. 40 Silver. Silver, Powered Lamp 20 Silver.
Bulk: 1 Hardness: 1 HP: 3 Bulk: 1 Hardness: 2 HP: 3

139

Av Mechanicus (Order #43185080)


Lanterns: A portable metal frame holding a Drum: A Percussion instrument consisting
glass frame, that provides light via oil and wick, of a barrel type body with a membrane stretched
with a loop on top to hold or be hung from over one or both ends, struck with either a wooden
something. A Lantern runs off of oil, lasting 6 stick or hands. 6 Silver.
hours on the 1 Pint of oil it can hold. A regular Bulk: 1 Hardness: 0 HP: 4
lantern provides 30ft of light, and an additional Flute: A Wind instrument consisting of a
60ft of Low-Light. A hooded lantern has a covering long reed with holes in it. Blowing into one end
that can, as a Minor Action, be slid down, covering while covering the holes produces different notes.
the glass and making it unseen from a distance, 12 Silver.
without snuffing out the actual flame providing Bulk: 1 Hardness: 0 HP: 4
light. A Hooded Lantern that is closed provides 10ft Fiddle: A String instrument, also
of Low-Light. A regularly Lantern is 12 Silver, a sometimes referred to as a violin, made with four
Hooded Lantern is 20 Silver. strings, tucked against the neck and shoulder and
Bulk: 1 Hardness: 2 HP: 3 played with a bow whose strings are usually made
Oil Flask: A small container, made either of horse hair. 80 Silver.
from metal or clay, containing 1 pint of oil, which is Bulk: 1 Hardness: 1 HP: 4
used to refill lamps and lanterns. 3 Silver. Gong: A very basic Percussion instrument
Bulk: 0 Hardness: 1 HP: 3 consisting of a large metal disk that gives different
Match Lighter: A small metallic rectangle notes depending on where it is struck. 15 Silver.
whose top can open to reveal wick and striker. A Bulk: 3 Hardness: 2 HP: 6
Match Liter can burn for 3 Hours before needing to Guitar: A Stringed instrument with a
be refilled, and provides a 10ft AOE of Low-Light. 5 fretted fingerboard, curved sides, and either six or
Silver. twelve strings, played by plucking or strumming
Bulk: 0 Hardness: 2 HP: 4 the strings. 35 Silver.
Lighter Fluid: A flammable fluid used to Bulk: 2 Hardness: 0 HP: 5
refill a Match Lighter. One container of Lighter Harmonica: A Wind instrument that is a
Fluid can refill a Match Lighter ten times. 1 Silver. small rectangle filled with rows of metal reeds
Bulk: 0 Hardness: 1 HP: 2 down its length, held against the lips and moved
Torch: A stick whose top has been covered side to side to produce different notes by blowing
in rags treated in flammable chemicals. A Torch or sucking. 7 Silver.
will burn for 2 Hours, providing 20ft of light, and Bulk: 0 Hardness: 1 HP: 4
an additional 40ft of Low-Light. 1 Silver. Harp: A String instrument, roughly
Bulk: 1 Hardness: 2 HP: 6 triangular in shape with 47 strings. 76 Silver.
Bulk: 2 Hardness: 0 HP: 3
Instruments Harpsichord: A Keyboard instrument,
Accordion: A Keyboard instrument that similar to a piano although smaller and plucks the
uses metal reeds blown by a manual bellow, strings rather than hitting them. 250 Silver.
creating different notes depending on the keys that Bulk: 8 Hardness: 2 HP: 10
are pressed. 60 Silver. Horn: A Wind instrument, usually made
Bulk: 2 Hardness: 1 HP: 5 from the actual horn of some critter that when
Bagpipes: A Wind instrument made from a sounds a loud note when blown into. 3 Silver.
large bag fulled with air that is squeezed by the Bulk: 1 Hardness: 2 HP: 6
performers arm, having a few different reed pipes Hurdy Gurdy: A String instrument with a
extending from it. 20 Silver. droning sound made by turning a handle that spins
Bulk: 3 Hardness: 0 HP: 4 a rosined wheel against strings, worked with keys
Chimes: A Percussion instrument made of to produce different notes. 60 Silver.
metal bars or tubes that are tuned to make specific Bulk: 2 Hardness: 0 HP: 5
notes when struck. 4 Silver. Lute: A Stringed instrument with a long
Bulk: 0 Hardness: 1 HP: 5 neck and egg shaped body that has 15 or 24 strings
Cymbals: A Percussion instrument that are either plucked or strummed for different
consisting of slightly concave brass plate that is notes. 35 Silver.
either struck against another Cymbal or with a Bulk: 1 Hardness: 0 HP: 4
stick. 3 Silver. Musical Bells: A Percussion instrument
Bulk: 0 Hardness: 1 HP: 5 consisting of a series of small bells of different
notes that are either shaken, or struck to produce
different notes. 5 Silver.
Bulk: 1 Hardness: 1 HP: 3

140

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Pan Pipes: A Wind instrument that is a Clothes
series of reeds of different length to produce All Clothes do not count against a Hats Bulk if they
different notes when blown across. 2 Silver. are wearing them.
Bulk: 1 Hardness: 1 HP: 4 Outfits:
Piano: A large Keyboard instrument that Basic: This Outfit consists of cheap Boots, a shirt or
consists of keys that strike corresponding strings blouse, pants or skirt, and undergarments.
to produce notes. 110 Silver. Alternately, a blouse and skirt can be combined to
Bulk: 10 Hardness: 2 HP: 10 be a dress. 10 Silver.
Pipe Organ: A very large Keyboard Fancy: This Outfit consists of Shoes, a fine shirt or
instrument that is made of rows and rows of pipes, blouse, a nice jacket or blazer, well put together
using compressed air associated with different pants or skirt, and comfortable undergarments.
keys to produce different notes. While it could be Alternately, a blouse and skirt can be combined to
argued that a Pipe Organ is a Wind Instrument, it be a dress. A Hat cannot gain any Bonuses from
requires being able to play a Keyboard. When wearing a Fancy Outfit if they are wearing Armor.
making a Perform Check with a Pipe Organ, it 50 Silver.
requires 1 Additional Action, increases any DC by 1, Extravagant: This Outfit consists of very high
and gives you a +1 to any magic cast using it. 900 quality Shoes, a very shirt or blouse, an
Silver. embroidered jacket or blazer, expensive looking
Bulk: 50 Hardness: 2 HP: 15 pants or skirt, and comfortable undergarments.
Trumpet: A Wind instrument consisting of Alternately, a blouse and skirt can be combined to
a brass tube with a flared end, using a set of three be a dress. A Hat cannot gain any Bonuses from
valves to produce different notes. 15 Silver. wearing an Extravagant Outfit if they are wearing
Bulk: 2 Hardness: 0 HP: 5 Armor. 100 Silver.
Bulk: 1 Hardness: 1 HP: 7
Jewelry Bandana: A square piece of cloth worn
When it comes to Jewelry, unlike other items the around the mouth and nose, around the neck, or
cost of the item is whatever a person is willing to over the head to keep ones hair back. Wearing a
spend. Ranging from anywhere between 2 and Bandana over the mouth and nose gain a +1 to any
10,000 Silver. Save against Poisons or Diseases in a gaseous form,
Bracelets: Colorful bits of metal, gems, or and like a regular Mask allows them to make a
other precious stones that are worn around the Stealth Check to hide who you are. A Bandana will
wrist or ankles. increase the time before taking Heat Damage by 10
Bulk: 0 Hardness: 2 HP: 5 Minutes. 1 Silver.
Necklaces: A fanciful accessory worn Bulk: 0 Hardness: 0 HP: 5
around the neck. Usually has some sort of pendant Boots: A pair of thick and heavy boots is a
hanging from it. common sight, made to protect your feet from the
Bulk: 0 Hardness: 1 HP: 5 environment you go traipsing through. 4 Silver.
Piercings: Bits of valuable things that can Bulk: 1 Hardness: 2 HP: 8
be attached to wherever the purchaser wants. Snowshoes: Though they are called shoes
Bulk: 0 Hardness: 1 HP: 5 themselves, these large splayed out basket like
Rings: Circular things worn around the things actually attach to boots or shoes. Someone
fingers, usually made from precious stone or wearing Snowshoes ignores any penalties for
metals and having gems or precious stones moving through Snow. 15 Silver.
attached. Bulk: 2 Hardness: 2 HP: 8
Bulk: 0 Hardness: 2 HP: 5 Belt: A Belt is a long strip of leather with a
buckle to help hold up pants, or to have a place to
put Pouches. A Bullet Belt can hold up to 24 bullets,
and allows the wearer to reload 6 shots instead of
3 if they are loading shots from the belt. 3 Silver,
or 6 Silver for a Bullet Belt.
Bulk: 0 Hardness: 1 HP: 5
Cape: A quite fashionable accessory worn
over one shoulder, usually embroidered with a
family crest or some other symbol. 30 Silver.
Bulk: 0 Hardness: 1 HP: 5

141

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Glasses: If you are wearing Glasses and Plague Mask: A large specialized Mask
have the Trouble Poor Eyesight, you may ignore the with a large beak like front and protective lenses
penalty as long as you are wearing the Glasses. 12 over the eyes. This not only acts as Goggles but
Silver. also like a regular Mask in that it allows you to
Bulk: 0 Hardness: 2 HP: 4 make a Stealth Check to hide who you are. In
Eye Patch: A piece of cloth or leather with addition a Hat wearing this Mask also gains a +2 to
a strap to wrap around the head to cover a bad or any Save against Poisons or Diseases in a gaseous
missing eye. 1 Silver. form. 15 Silver.
Bulk: 0 Hardness: 1 HP: 5 Bulk: 0 Hardness: 1 HP: 7
Goggles: If you are ever hit in one of the Scarf: A long piece of cloth worn around
eyes for any reason, your goggles instead take the the neck. When worn, you take 1 less Damage from
hit. Broken Goggles do not protect your eyes. 30 any Cold source. You may also use an Action to
Silver. have a Scarf act as a Mask. 2 Silver.
Bulk: 0 Hardness: 3 HP: 5 Bulk: 0 Hardness: 1 HP: 6
Sunglasses: Very similar to Glasses, but the Shoes: A sturdy pair of shoes, made mostly
lenses are tinted a darker color to keep light from from leather and can be polished to shine. Usually
getting directly into the eyes. A Hat wearing worn by more wealthy individuals who don't plan on
Sunglasses gets a +3 Bonus to Saves against being getting dirty. 15 Silver.
Blinded. Sunglasses will increase the time before Bulk: 1 Hardness: 2 HP: 8
taking Heat Damage by 10 Minutes. 20 Silver. Cloaks: A large piece of cloth held over the
Bulk: 0 Hardness: 2 HP: 4 shoulders and body with a clasp, with overhang at
Hats: Hats come in all sorts of shapes and the top that can be used as a hood. You ignore
sizes, and go on your head. A Hat will increase the Nonlethal Damage due to Environmental Hazards
time before taking Heat Damage by 30 Minutes. 9 for 5 times longer than listed. A Cloak will also
Silver, 35 for a Fancy Hat. increase the time before taking Heat Damage by 30
Bulk: 0 Hardness: 1 HP: 5 Minutes if the hood is up. You may also use the
Gloves: hood to hide your identity, treating it as a Mask. 5
Basic. A pair of gloves can be a good thing to have, Silver, a Fancy Cloak costs 40.
keeping your hands warm. Basic Gloves add 0.5 to Bulk: 1 Hardness: 2 HP: 8
the time before you begin taking Environmental Poncho: A large piece of cloth with a hole
Damage. 5 Silver cut into the center, that is worn draped over the
Bulk: 0 Hardness: 1 HP: 5 body. You ignore Nonlethal Damage due to
Fancy. Fancy gloves are made from fine and often Environmental Hazards for 3 times longer than
magical touched materials, offering a +1 to Backlash listed. 3 Silver.
Checks. 30 Silver Bulk: 1 Hardness: 1 HP: 6
Bulk: 0 Hardness: 1 HP: 5 Vest: A fit and small jacket of sorts without
Work. Work Gloves are heavy duty things, sleeves. You ignore Nonlethal Damage due to
absorbing Damage that would effect the wearer. Environmental Hazards for 1.5 times longer than
Any Damage dealt to the hands is instead dealt to listed. 5 Silver.
the Work Gloves, and spill over Damage is dealt Bulk: 0 Hardness: 1 HP: 6
normally. 10 Silver
Bulk: 1 Hardness: 3 HP: 5 Books
Mask: A Mask can be anything that covers Book: Paper usually bound be a thick
the face, such as cloth or shaped wood or plaster. leather covering, books contain all sorts of things,
Wearing a Mask makes it harder to identify who mostly stories and fictional writings. 30 Silver.
you are. A Target must make a Perception Check Bulk: 1 Hardness: 1 HP: 4
and beat a DC 15+(Wearers Stealth Total) Check in Subject Book: A Subject Book is a book
order to figure out your identity. Of course, that's chock full of information on a particular
removing the Mask immediately ends this effect. 5 Skill or Craft. Someone who has read the book in
Silver. its entirety may spend 1 minute skimming through
Bulk: 0 Hardness: 1 HP: 7 the book to gain a +2 Bonus to the roll of a Skill
Check or Crafting Check that that book focuses on.
Alternatively this Bonus is a +3 if it is a Knowledge
Skill. 60 Silver.
Bulk: 1 Hardness: 1 HP: 4

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Spellbook: A Spellbook can come in many Blanket: A thick, heavy, quilted blanket that
forms, from your average Grimoire, to simply notes can be used to keep someone warm. Can be used as
shoved into pockets, or intricate carvings on a Cloak, but occupies 1 hand when used as such. 2
amulets. 50 Silver. Silver.
Bulk: 1 Hardness: 1 HP: 8 Bulk: 1 Hardness: 1 HP: 4
Folding Chair: An odd sort of gadget that
Labor Tools easily folds out and allows someone to sit pretty
Fishing Net: A large tightly woven net with much anywhere. 25 Silver.
small weights around the edge, as well as a rope Bulk: 3 Hardness: 2 HP: 5
tied to the center. This allows the net to be thrown Hammock: Much like a Bedroll, but instead
out into the water, and as you pull up the net the keeps the person up off the ground. However it
weights will tangle and hold in any fish that get does require two sturdy objects to be string
caught in it. 4 Silver. between. 4 Silver.
Bulk: 2 Hardness: 0 HP: 8 Bulk: 2 Hardness: 1 HP: 5
Pickaxe: A heavy iron tool with a wooden Soap: Used to clean stuff and make it smell
handle. One head is pointed while the other has a nice. 1 Silver.
chisel edge. If used to attack it is considered a Bulk: 0 Hardness: 1 HP: 3
simple Melee Weapon and does 3+Str Piercing Tents: Tents are sizable and portable
Damage, but ignores up to 3 Hardness. 10 Silver. structures made of poles and canvas. They come in
Bulk: 2 Hardness: 2 HP: 6 four transportable sizes of Small, Medium, Large,
Scythe: A tool used for cutting crops such and Huge.
as grass or wheat, with a long curved blade at the A Small Tent can comfortably bed two Medium
end of a long pole that has two short handles Targets, four Small, or one Large. 10 Silver.
attached. The wielder may spend 1 Action to clear Bulk: 2 Hardness: 2 HP: 5
a square of Awkward Terrain caused by A Medium Tent can comfortably bed 4 Medium
Overgrowth. If used to attack it is considered a Targets, eight Small, or 2 Large. 20 Silver.
simple Melee Weapon polearm and does 2+Str Bulk: 4 Hardness: 2 HP: 7
Slashing Damage. 5 Silver. A Large Tent can comfortably bed 6 Medium
Bulk: 2 Hardness: 1 HP: 6 Targets, 12 Small, 3 Large or 1 Huge. 30 Silver.
Wood Axe: A rather large and heavy axe Bulk: 6 Hardness: 2 HP: 9
used for chopping down trees and splitting wood. It A Huge Tent can comfortably sleep 10 Medium
takes 1 Minute per foot of tree thickness. If used to Targets, 20 Small Targets, 5 Large Targets, or 2
attack it is considered a simple Melee Weapon and Huge Targets. 50 Silver.
does 3+Str Slashing Damage. 3 Silver. Bulk: 10 Hardness: 2 HP: 12
Bulk: 2 Hardness: 1 HP: 6 Umbrella: A sturdy, and portable, way of
Shovel: A large Spade at the end of a pole keeping off the rain or snow, or providing yourself
used for digging holes. A person can dig a 6ft grave with some shade. An Umbrella must be held in 1
in 8 hours, depending on hardness of soil. Roughly Hand to be functional and requires a Minor Action
moving 1-cubic-foot of dirt in 4 minutes. If used to to open or close. You ignore Nonlethal Damage due
attack it is considered a simple Melee Weapon and to Environmental Hazards for 3 times longer than
does 3+Str Bludgeoning Damage. 3 Silver. listed. An Umbrella will increase the time before
Bulk: 2 Hardness: 1 HP: 6 taking Heat Damage by 30 Minutes. 25 Silver.
Bulk: 2 Hardness: 1 HP: 8
Comfort & Shelter
Bedroll: A large piece of heavy cloth to
keep someone off the ground, a cushioned mat to
make sleeping easier, a Blanket, and a small
cushion for the head to rest on. A Bedroll makes it
comfortable to sleep in all but the worst types of
environments. 5 Silver.
Bulk: 2 Hardness: 2 HP: 5
Bed: A wooden frame, with a large cushion
to lay on top of, a Blanket, and a smaller cushion
for the head to rest on. Usually kept indoors, or
under cover. 5 Silver.
Bulk: 6 Hardness: 3 HP: 10

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Locks & Safes Writing Implements
Door Lock: Locks on doors are very Chalk: A soft, usually white, porous rock
common. A chunk of metal with internal made up of a type of limestone used for writing or
mechanics to keep the door closed. These can also making marks on wood, metal, or stone. Can come
be applied to windows. in different colors, simply double the price. 2
Simple DC 18 Check to Lockpick. 3 Silver. Silver for 3 pieces.
Bulk: 0 Hardness: 2 HP: 6 Bulk: 0 Hardness: 1 HP: 2
Complex DC 25 Check to Lockpick. 12 Silver. Ink: A small bottle of colored liquid used
Bulk: 0 Hardness: 3 HP: 6 with a Quill for writing. A single Ink Bottle has
Padlocks: A Padlock is a portable type of enough ink to write 200 pages. Not for drinking. 8
lock, coming in two types: Mild and Heavy. Used to Silver.
connect two things, usually chains, in order to hold Bulk: 0 Hardness: 1 HP: 4
something closed or together. Canvas: A large, heavy sort of cloth used
Mild DC 18 Check to Lockpick. 5 Silver. for painting or making maps. 5 Silver per square
Bulk: 0 Hardness: 2 HP: 6 foot.
Heavy DC 25 Check to Lockpick. 8 Silver. Bulk: 1 Hardness: 1 HP: 5
Bulk: 0 Hardness: 3 HP: 6 Paper: A thin sheet of processed and cut
Safes: A Safe is a large Object used to wood that is written on and used to make books.
protect valuables. Usually made from heavy duty Can also be folded into interesting shapes. 1 Silver
bronze or steel and cement. They use complex for 10 sheets.
locking systems, usually with some sort of number Bulk: 0 Hardness: 0 HP: 2
dial. Chalkboard: A rather large piece of thin
Home DC 20 Check to Safecrack. 20 Silver. black slate, between 1 and 2 feet in width and
Bulk: 5 Hardness: 3 HP: 12 height with a wooden frame. An easy surface to
Office DC 25 Check to Safecrack. 70 Silver. write or draw on using chalk, and easily erasable.
Bulk: 6 Hardness: 4 HP: 15 15 Silver.
Bank DC 30 Check to Safecrack. 2k Silver. Bulk: 2 Hardness: 1 HP: 5
Bulk: 50 Hardness: 6 HP: 20 Paint Pigments: A small jar of colored
Manacles: A pair of large cuffs combined powder that is mixed with water in order to paint.
by a heavy chain, sometimes including two Comes in numerous colors. 2 Silver, some rarer
additional cuffs for the legs and rarely a fifth for a colors will cost upwards of 5 Silver.
tail. A Target who has their hands cuffed cannot Bulk: 0 Hardness: 1 HP: 4
use both their hands and only counts as having 1 Charcoal: A stick of wood that has been
hand. A Target with their legs cuffed reduces their strongly heated and compressed, similar to chalk,
movement speed down to 1/3rd their normal that leaves behind markings on surfaces. Often
movement. A Target with their tail cuffed cannot used to make rough sketches before painting, or to
use their tail and receives no Bonuses for having a make quick markings on things. 2 Silver for 3
tail if they would normally get one. 25 Silver. pieces.
DC 30 Sleight of Hand Check to escape from one Bulk: 0 Hardness: 1 HP: 2
cuff. Pencils: A piece of wood with a graphite
DC 30 Check to Lockpick one cuff. core, used for writing on paper. The markings are
DC 30 Athletics Check to break the chains and easily removed by rubbing them with rubber or a
remove the penalties, though the Target is still has piece of bread. A Pencil can write 150 Pages. 1
the cuffs on. Silver.
Bulk: 2 Hardness: 3 HP: 10 Bulk: 0 Hardness: 1 HP: 4
Brushes: A small wooden stick with fibers
attached to one end, usually horse hair, used to
apply paint to surfaces. 2 Silver.
Bulk: 0 Hardness: 1 HP: 5
Quill: Made from a large feather, a Quill is
used by dipping the tip into Ink and writing with it.
A Quill can write roughly 20 pages before it needs
to be sharpened, and can be sharpened 20 times. 3
Silver.
Bulk: 0 Hardness: 0 HP: 3

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Fountain Pen: A writing implement that Florabee Venom: A vial of venom collected
uses a metal nib to apply ink to paper. A Fountain from the stingers of Florabees. A potent poison that
Pen can write 50 pages before needing to be causes swelling, hives and rashes to break out as
refilled, and one Bottle of Ink can refill a Fountain the Target is struck by severe and sudden high
Pen 4 times. 30 Silver. fever. This vial contains 3 Doses. If applied to a
Bulk: 0 Hardness: 1 HP: 5 weapon, this Venom only remains potent for 2 hits.
Magical Ink: A small bottle of ink made A Target who ingests, comes in contact, or is struck
from magical substances. Used to add Spells into by a weapon coated with this Poison, must succeed
Spellbooks as well as writing Scrolls. One bottle of a DC 13 Grit Save, gaining Poison(2) if they fail.
Magical Ink can be used for 5 pages or 5 scrolls. 10 This DC can be increased by 1 for every additional
Silver. Dose that is used, up to the amount of doses
Bulk: 0 Hardness: 1 HP: 5 contained within the vial. 15 Silver.
Magical Paper: Paper made from magical Bulk: 0 Hardness: 1 HP: 1
materials used for making Scrolls, or adding Spells Brass Dragon Poison: A vial of carefully
into a Spellbook. 20 Silver for 5 sheets. collected Brass Dragons Sleep Breath filtered into a
Bulk: 0 Hardness: 0 HP: 3 Poison. This causes the Targets head to swim and a
Magical Chalk: Chalk made from magical dizzy feeling to overtake them before they pass out.
stones, used to draw runes or certain magical This vial contains 2 Doses. If applied to a weapon,
symbols for Spells. A piece of Magical Chalk has 5 this Poison only remains potent for 2 hits. A Target
uses, and can write on anything, including the air. 5 who ingests, comes in contact, or is struck by a
Silver. weapon coated with this Poison, must succeed a DC
Bulk: 0 Hardness: 1 HP: 3 13 Grit or Willpower Save, falling Unconscious for
1d12 Rounds if they fail. The potency of this Poison
Poison & Venom can be increased by 1 to DC and 1 Additional Round
Antitoxin: A small vial filled with a for every additional Dose that is used, up to the
chemical solution that helps to fight off Poison. By amount of doses contained within the vial. 50
spending an Action to drink this concoction you Silver.
lose the Poisoned Condition. 5 Silver. Bulk: 0 Hardness: 1 HP: 1
Bulk: 0 Hardness: 1 HP: 2 Bronze Dragon Poison: A vial of carefully
Basic Poison: A vial of a simple poison collected Bronze Dragons Repulsion Breath filtered
made from flowers and plants. Physical signs of into a Poison. This causes the Target to suffer from
this Poison vary depending on what is used. This hallucinations and to be overcome with fear. This
vial contains 8 Doses. If applied to a weapon, this vial contains 2 Doses. If applied to a weapon, this
Poison only remains potent for 5 hits. A Target Poison only remains potent for 2 hits. A Target
who ingests, comes in contact, or is struck by a who ingests, comes in contact, or is struck by a
weapon coated with this Poison, must succeed a DC weapon coated with this Poison, must succeed a DC
10 Grit Save, gaining Poison(1) if they fail. This DC 13 Grit or Willpower Save, or move away for 1d12
can be increased by 1 for every additional Dose Rounds if they fail. The potency of this Poison can
that is used, up to the amount of doses contained be increased by 1 to DC and 1 Additional Round for
within the vial. This is an Alchemical Item that every additional Dose that is used, up to the
takes 2 hours to make. 5 Silver. amount of doses contained within the vial. 50
Bulk: 0 Hardness: 1 HP: 1 Silver.
Kuluvus Venom: A vial of venom collected Bulk: 0 Hardness: 1 HP: 1
from the mouths of a Kuluvus. On rather the more
mild side of venom's, it causes erratic heart beat
and difficulty breathing. This vial contains 5
Doses. If applied to a weapon, this Venom only
remains potent for 2 hits. A Target who ingests,
comes in contact, or is struck by a weapon coated
with this Poison, must succeed a DC 12 Grit Save,
gaining Poison(1) if they fail. This DC can be
increased by 1 for every additional Dose that is
used, up to the amount of doses contained within
the vial. 10 Silver.
Bulk: 0 Hardness: 1 HP: 1

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Copper Dragon Poison: A vial of carefully Silver Dragon Poison: A vial of carefully
collected Copper Dragons Slow Breath filtered into collected Silver Dragons Paralyzing Breath filtered
a poison. This causes numbness to fill a Targets into a poison. A severe Poison that causes the
body, dulling the reflexes and making tasks more Targets body to seize and become unable to do
difficult. This vial contains 2 Doses. If applied to a anything. This vial contains 2 Doses. If applied to a
weapon, this Poison only remains potent for 2 hits. weapon, this Poison only remains potent for 2 hits.
A Target who ingests, comes in contact, or is struck A Target who ingests, comes in contact, or is struck
by a weapon coated with this Poison, must succeed by a weapon coated with this Poison, must succeed
a DC 13 Grit or Willpower Save, or may only take 1 a DC 13 Grit Save, becoming Paralyzed for 1d12
Action for 1d12 rounds if they fail. The potency of rounds if they fail. The potency of this Poison can
this Poison can be increased by 1 to DC and 1 be increased by 1 to DC and 1 Additional Round for
Additional Round for every additional Dose that is every additional Dose that is used, up to the
used, up to the amount of doses contained within amount of doses contained within the vial. 50
the vial. 50 Silver. Silver.
Bulk: 0 Hardness: 1 HP: 1 Bulk: 0 Hardness: 1 HP: 1
Green Dragon Poison: A vial of carefully
collected Green Dragon breath filtered into a Explosives
poison. This is an extremely potent type of Poison, Alchemists Fire: A small vial containing a
that if it takes hold can be devastating to any Target mixture of volatile chemicals that react violently
as it causes organ failure. This vial contains 2 when exposed to air. If the vial is opened, or
Doses. If applied to a weapon, this Poison only broken, it immediately explodes. The vial explodes
remains potent for 2 hits. A Target who ingests, in a 5ft AOE, dealing 2 Fire Damage to all Targets,
comes in contact, or is struck by a weapon coated who then must succeed a DC 15 Physical Save, only
with this Poison, must succeed a DC 13 Grit Save, taking 1 Damage if they succeed, but if they fail
gaining Poison(3) if they fail. This DC can be they the Burning(Fire) Condition. The chemicals
increased by 1 for every additional Dose that is burn the square they exploded in for 5 rounds
used, up to the amount of doses contained within before burning itself out if there is nothing
the vial. 50 Silver. flammable in the squares. This is an Alchemical
Bulk: 0 Hardness: 1 HP: 1 Item that takes 1 hour to make and 4 Alchemical
Gold Dragon Poison: A vial of carefully Supplies. 20 Silver.
collected Gold Dragons Weaken Breath filtered into Bulk: 0 Hardness: 0 HP: 1
a poison. This Poison causes the muscles of a Dynamite: A hollow tube made of ceramic
Target to become loose and slack, making it or paper packed mostly with gunpowder and
difficult for them to tighten and move the body. topped with a wick. It takes 1 Action to light the
This vial contains 2 Doses. If applied to a weapon, fuse, and may be set to go off between 1 and 10
this Poison only remains potent for 2 hits. A Target rounds after being lit, determined by the length of
who ingests, comes in contact, or is struck by a the fuse. The fuse length can always be shortened
weapon coated with this Poison, must succeed a DC to decrease time, but cannot be lengthened. When
13 Grit Save, taking a -5 to Strength for 1d12 rounds, it detonates it creates a 20ft AOE, dealing 3
this effect cannot stack. The potency of this Poison Damage, Unsoakable, to Targets, and 10 Damage to
can be increased by 1 to DC and 1 Additional Round Objects. A Target may make a DC 15 Physical Save,
for every additional Dose that is used, up to the allowing them to Soak Damage on a success. A
amount of doses contained within the vial. 50 Target who is in the same space as lit Dynamite
Silver. may spend 2 Actions to put out the fuse. A fuse will
Bulk: 0 Hardness: 1 HP: 1 only burn for 1 Round under water before going out,
this does not include rain. This is an Alchemical
Item that takes 1 hour to make, but requires
Gunpowder and Nitroglycerin. 10 Silver.
Bulk: 1 Hardness: 0 HP: 0

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Flash-Bang: A cylindrical metal object Tack
filled with gunpowder and other chemicals. It takes Saddles: For most people, in order to ride a
1 Minor Action to activate a Flash-Bang and 1 horse requires the use of a Saddle, which is a large
Action to throw, giving a Hat 2 seconds after the piece of shaped leather, padding, and cloth. All
activation to throw it before it goes off. If they do Saddles cost 30 Silver, except for the Show Saddle
not throw it, they take 2 Damage, Unsoakable. which costs 60.
Anyone within 30ft who can see the Flash-Bang Trail: This Saddle designed for riding long
when it goes off must succeed a DC 16 Physical distances and speed. You may increase the speeds
Save, being Blinded for 2 Rounds if they fail. This of a Mount by 5ft. You cannot have Saddle Bags
is an Alchemical Item that takes 1 hour to make with this Saddle. This Saddle does not have a Bulk
and 3 Alchemical Supplies. 16 Silver. for a Mount.
Bulk: 1 Hardness: 1 HP: 5 Ranch: A Saddle more designed for working, and
Gunpowder: An explosively flammable general use. You may have 2 Saddle Bags with this
substance consisting of several different minerals Saddle. This Saddle is 1 Bulk for a Mount.
and chemicals mixed together. The burnt remains Pack: A Saddle more for transport than for riding.
of which is called pistol dust, and will stain You may have 4 Saddle Bags with this Saddle, but
anything a deep black color with repeated if you have more than 2 there is not enough room
application. to ride on the Mount. This Saddle adds 1 Bulk to a
Pouch of Gunpowder is easy to transport, though Mount, as it has a built in bag.
has the issue that it is explosive if it is burned. This Show: This Saddle is incredibly fancy and
is an Alchemical Item and takes 2 hours to make a comfortable to sit on. Your gain a +5 to Ride Checks
pouches worth. A Pouch of Gunpowder can make when attempting to perform tricks or jumps with a
20 sticks of Dynamite. 6 Silver. Mount. You cannot have Saddle Bags with this
Bulk: 0 Hardness: 1 HP: 6 Saddle. This Saddle is 1 Bulk for a Mount.
Keg of Gunpowder is the most used means of Bulk: 3 Hardness: 2 HP: 8
transporting the explosive substance. A Keg can fill Saddle Bags: Large leather bags that attach
6 Pouches. 50 Silver. to the Saddle of a Mount. Not all Saddles can have
Bulk: 4 Hardness: 2 HP: 6 them attached, and some can have more than
Barrel of Gunpowder is not typically used, as it is others. Saddle Bags give a mount a +2 to Bulk for
cumbersome and Kegs tend to be easier, but it is every bag they have. 10 Silver.
done occasionally. A Barrel can fill 3 Kegs. 100 Bulk: 2 Hardness: 2 HP: 5
Silver. Bit, Bridle and Reigns: While technically 3
Bulk: 8 Hardness: 2 HP: 8 different items, all are usually bought together.
Nitroglycerin: A highly volatile and Alone one of these items cost 2 Silver, together
explosive chemical mixture in a small glass vial. A they cost 5.
very much use and carry at your own risk type of Bulk: 1 Hardness: 1 HP: 4
thing. If a vial is hit, thrown against something or Horse Shoes: A rather heavy and solid but
jostled too much (Such as if a Hat moves faster of curved and shaped metal, nailed into the hooves
than a walk, or takes a fall) it will explode in a 5ft of some mounts to ease the stress of walking.
AOE, dealing 5 Damage, Unsoakable, to Targets, and Horse Shoes do not add any Bulk to a Mount. 2
15 Damage to Objects. A Target caught in this AOE Silver each.
may make a Physical Save, allowing them to Soak Bulk: 1 Hardness: 3 HP: 5
Damage on a success. This is an Alchemical Item
that takes 4 hours to make. A vial of Nitroglycerin
can make 10 sticks of Dynamite. 50 Silver.
Bulk: 0 Hardness: 0 HP: 1

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Transportation Wagons: Much like a Cart, however Wagons
Wheelchairs: A rather large, and a bit are built a bit sturdier, and come have a cover over
bulky construction of a chair with wheels, used by them, allowing an enclosed space safe from the
those who do not have full use of their legs. outside and weather.
Anyone seated in a Wheelchair no longer takes the Medium Wagons are attached to one or more
penalties from Troubles involving Movement. Mounts, to a maximum of 6, allowing them to pull
However, in order to Move the person in the twice their maximum Bulk, up to a maximum of
Wheelchair must have both hands free. Someone 60. 50 Silver.
in a Wheelchair may, as a Minor Action, put what Bulk: 15 Hardness: 3 HP: 15
they are holding into their lap before they begin Large Wagons are attached to one or more Mounts,
moving, and pick it back up at the end or during to a maximum of 8, allowing them to pull twice
their movement. Any Target may, as part of their their maximum Bulk, up to a maximum of 100. 80
Movement, push a Wheelchair as a Free Action. A Silver.
Wheelchairs movement is halved when going up Bulk: 20 Hardness: 3 HP: 20
hill, and doubled when going down hill. You move Stagecoach: A large mobile structure,
twice as slow when going through Hazardous capable of holding 6 Medium Targets inside, a
Terrain that slows movement. You cannot go up Large takes up the space of 2 and a Small takes up
stairs with a Wheelchair. half the space. Often heavily decorated and made
Small, for those of Size Small. 7 Silver. for transporting people more than goods. There are
Bulk: 3 Hardness: 2 HP: 5 also places for two people to sit up front to drive,
Medium, for those of Size Medium. 10 Silver. and two in the back to keep lookout or who can't
Bulk: 5 Hardness: 2 HP: 8 afford a seat inside. A Stagecoach is attached to one
Large, for those of Size Large. 15 Silver. or more Mounts, to a maximum of 8, allowing them
Bulk: 7 Hardness: 2 HP: 11 to pull twice their maximum Bulk, up to a
Carts: A wheeled open box usually made of maximum of 100. 100 Silver.
wood. Carts are used to transport goods, and Bulk: 20 Hardness: 4 HP: 20
sometimes people. Due to the fact that they are Tumbleweed Wagon: Much like a
open to weather, they are used either over short Stagecoach, however this is more like a mobile
distances, or with some sort of covering. Each type cage or prison to hold criminals as they are being
of Cart can carry a different amount of Bulk, transported. A Lawman will ride around to the
which is more determined by the Pulling ability of smaller towns to collect the criminals that have
what is pulling it, but they do have a maximum. been held there, and then bring them to a larger
Hand Carts are small, and while they can be town that has a Courthouse to stand trial. A
attached to a Mount, they are usually simply pulled Tumbleweed Wagon can hold up to 15 people in the
or pushed by an individual. Someone using a Hand back, and has two seats up front and two on top. A
Cart can Push or Pull double the amount of Bulk, to Tumbleweed Wagon is attached to one or more
a maximum of 15 Bulk. 10 Silver. Mounts, to a maximum of 8, allowing them to pull
Bulk: 4 Hardness: 2 HP: 5 twice their maximum Bulk, up to a maximum of
Small Carts are attached to one or more Mounts, to 100 150 Silver.
a maximum of four, allowing them to pull twice Bulk: 25 Hardness: 5 HP: 20
their maximum Bulk, up to a maximum of 30. 20
Silver.
Bulk: 8 Hardness: 2 HP: 10
Medium Carts are attached to one or more Mounts,
to a maximum of 6, allowing them to pull twice
their maximum Bulk, up to a maximum of 60. 40
Silver.
Bulk: 12 Hardness: 2 HP: 15

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Food & Drink Table Beverages Cost Bulk
Item Cost Bulk Coffee (Cup) 1S 0
Alcohol Milk (Cup) 2S 0
Ale (Mug) 2S 0 Tea (Cup) 1S 0
Cider (Mug) 1S 0 Soda (Bottle) 2S 1
Mead (Mug) 2S 0 Foodstuff
Whiskey (Glass) 3S 0 Bread (Loaf) 1S 1
Whiskey (Shot) 1S 0 Cheese (Wedge) 1S 1
Whiskey (Glass, Fine) 18 S 0 Chocolate (Bar) 3S 0
Absinthe (Shot) 3S 0 Chocolate Powder (Can) 8S 1
Champagne (Glass) 5S 0 Honey (Bottle) 5S 1
Champagne (Glass, Fine) 14 S 0 Ice Cream (Small Carton) 4S 1
Rum (Glass) 2S 0 Maple Syrup (Bottle) 3S 1
Gin (Glass) 4S 0 Meat (Poor Cut) 3S 1
Tequila (Glass) 3S 0 Meat (Fair Cut) 6S 1
Tequila (Shot) 1S 0 Meat (Good Cut) 8S 1
Wine (Glass) 10 S 0 Yogurt (Cup) 1S 0
Wine (Glass, Fine) 50 S 0 Beans (Can) 1S 1
Cocktails Ground Coffee (Can) 5S 1
Boozey Buzzer 9S 0 Tea Block 15 S 1
Frantic Kobold 8S 0 Sugar Syrup (Bottle) 3S 1
Afternoon Death 9S 0 Hot Sauce (Small Bottle) 4S 0
Happy Harpy's Egg Cream 7S 0 Meals
Meal, Good 10 S 3
Meal, Common 5S 2
Meal, Poor 2S 1
Rations
Short Term (1 week) 1S 0
Medium Term (4 weeks) 3S 1
Long Term (15 Weeks) 10 S 4
Mount & Companion Feed
Single Day Meal 1S 2
Short Term Feed (1 Week) 7S 6
Medium Term Feed (4 Weeks) 20 S 10
Long Term Feed (15 Weeks) 50 S 15

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Food & Drink Foodstuff
Bread: Ground wheat that is baked. Try
Alcohol
slicing and baking again for a surprise.
Ale: Made with fermented hops, resulting Cheese: Milk that has been aged into an
in a sweet and somewhat fruity taste. edible mold.
Cider: A drink made from fermented Chocolate Bar: Cocoa is incredibly delicious
apples, sometimes with other fruits added in. and highly addictive.
Mead: Fermented honey and water, Chocolate Powder: Ground up cocoa, used
sometimes with added fruits, spices, grains, or for making chocolate or for baking.
hops. Honey: Delicious bee vomit that keeps
Whiskey: A fermented grain mash aged in forever.
a wooden cask that had previously been used for
other alcohol. Ice Cream: Milk that has been prepped in a
Absinthe: Derived from a variety of plants, special way and frozen. Melts too quickly.
including flowers, used in both medical practice Maple Syrup: Sap collected from maple
and cooking. trees and made into deliciousness.
Champagne: A sparkling type of wine most Meat: It comes from animals.
often used in celebration. Yogurt: Milk that is been processed in a
Rum: Sugar that has been fermented in oak very specific way and flavored, usually with fruits.
barrels. Beans: A magical fruit. Usually baked.
Gin: A drink made from fermented juniper Ground Coffee: A jar of ground up roasted
berries, often used in medicine. coffee beans, used to make Coffee. Who would
Tequila: Fermented blue agave. have guessed? Makes about 50 pots.
Wine: Grapes that have been fermented in Tea Block: A solid block of dried leaves. A
barrels over a long period of time. few shavings from this is enough to make a pot.
Makes about 50 pots.
Cocktails Sugar Syrup: Sugar in it's most syrupy
form. Used for cooking, or adding to cocktails.
Afternoon Death: Absinthe and Champagne
Hot Sauce: Add a lot of spice to any meal.
Boozey Buzzer: whiskey spiked with
Florabee honey and lemon juice. Meals
Frantic Kobold: whiskey or tequila mixture
with hot sauce and coca powder. Then egg whites Good: A good meal consists of quite a high
are added and it is stirred up into a foam. amount of not only ingredients, but also quality of
Happy Harpy's Egg Cream: containing said ingredients.
neither eggs or cream, but containing milk, seltzer, Common: A Common Meal is usually made
syrup, a splash of quinine, and fortified with with some sort of protein and things that are
military mineral powder. Borne from soldiers filling.
attempting to find ways to make quinine potable to Poor: A Poor Meal usually consists of some
cut down on disease, this often chocolate drink was bread and cheese with some water.
named after the harpies that would follow soldiers
around, picking clean the dead and diseased they Rations
left behind on campaign. Short Term: Some dried meats, fruits, and
nuts, which is enough to feed a single Medium sized
Beverages
person for an entire day for up to 1 Week.
Coffee: A roasted bean juice drink, usually Medium Term: Dried meats, fruits, and
served hot. Drinking coffee allows you to ignore nuts, which is enough to feed a single Medium sized
Fatigue for 1 Hour. Coffee will also give you a +5 person for an entire day for up to 4 Weeks.
Bonus to resist any Sleep effects. Long Term: Lots of dried meats, fruits, and
Milk: A liquid that comes most often from nuts, which is enough to feed a single Medium sized
a cow, but anything with nipples can be milked if person for an entire day for up to 15 Weeks.
you're not a coward.
Tea: Hot leaf juice.
Soda: A sometimes carbonated and sugary
beverage.

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Mount & Companion Feed
Single Day Meal: Enough food to feed a
Large sized Mount for 1 Day.
Short Term Feed: Food for a Mount meant
for shorter trips. Enough food to feed a Large sized
Mount for 1 Week.
Medium Term Feed: Food for a Mount
meant for average trips. Enough food to feed a
Large sized Mount for 4 Weeks.
Long Term Feed: Food for a Mount meant
for very long trips. Enough food to feed a Large
sized Mount for 15 Weeks.

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Chapter 8: Companions

Mounts your Mounts facing 90 degrees.


Gallop: it requires a 30ft Cone to change
Mounts, such as Horses, are one of the
your Mounts facing 90 degrees.
most prominent modes of transportation in the
It only takes the listed amount of
West. Sure trains may be fast and sturdy, but they
movement to make the turn as if you had traveled
need rails. A Mount can go almost anywhere. But
in a straight line diagonally.
how good a Mount all depends on it's breeding.
Steering: Your Hat requires at least 1 hand
While Mounted, you and your Mount
free in order to hold the reins and steer a Mount. If
occupy the same amount of space, even if you are a
you are not steering a Mount, it may begin to drift.
different size.
The Storyteller makes a roll, and on a 12 or lower,
Mount Movement the Mount begins to turn in the direction of the
Many types of Mounts, like Horses, have 4 Storyteller's choice. On a roll of 13, the rider must
Movement Speeds, a Walk, a Trot, a Canter, or a make a luck roll. On a successful roll the Mount
Gallop. If you moved the maximum distance of stays heading the original direction. On a failed
your current speed on your last turn, making 2 roll, the Mount slows down one step, and depending
Basic Move Actions, then you may move up one on the temperament of the Mount may attempt to
Speed at the start of your next turn. To drop buck the rider off.
Speeds you must move the amount under a lower Falling Off: Speaking of falling off, when
speed, but you cannot slow more than 2 speeds at you fall from a Mount, you take Damage equal to
one time. Speed is also effected by weight, 1/10th of half the speed you were traveling at the
explained under Carry Bulk. A Mount without time you fell off and you are Prone. (Speed/2)/10
these Speeds listed, is considered moving at a Charging: Charging works as normal, but
Walk when 1 Basic Move Action is spent, and use the Mounts current Speed.
moving at a Trot if 2 or more Basic Move Actions is Jumping: A Mount may Jump 5ft high,
spent. If taking the Run Action a Mount is halved but a minimum of 5, for every Speed it is
considered to be moving at a Canter Speed. moving, and 10ft in distance and an additional 5ft
Riding Difficulty: Every speed also for ever Speed level. So a Mount moving at a Walk
imposes difficulty to combat. At a Walk you receive can jump a distance of 10ft and a height of 5ft. 15ft
a -1 to all rolls. Trot, -3. Canter, -6. Gallop, -10. These in Distance or 5ft in height at a Trot. 20ft in
numbers also effect Backlash Checks. This Distance or 5ft in height at a Canter. 25ft in
Difficulty is decreased by your Ride Skill. Distance or 10ft in Height at a Gallop.
Turning: As you increase speed it becomes Run Action: If not in a Pursuit, you may
more difficult to steer a Mount. Turning your make a Run Action as normal using a Mounts
Mount is part of your move action for that turn, current Speed.
and you you must completely finish a turn before Withdraw: You may not perform a
you can make another. Withdraw Action while on a Mount.
At a Walk speed, you can easily have the
Mount Exhaustion
Mount make a 90 degree turn, and even have it
A Mount cannot go on indefinitely, and can
turn around, but it requires more room at higher
suffer from Exhaustion, though it a worse for
speeds. You need a different amount of space
Mounts when caused by traveling. A Mount can
depending on the speed, and must travel the
travel for 12 hours at a Walk. For every increase in
distance listed forward, and then travel that
Movement Speed, this time is Halved. If the Mount
distance again either left or right, and all spaces
goes over this time, the Mount is Exhausted, it's
diagonally between your starting point and ending
Wounds are Halved, and it can only move at Half
point must be free of obstructions. These turning
it's Walking Speed. This limit can be reset by
distances are measured in Cones of varying sizes.
allowing the Mount to rest for 1 Hour before hitting
A Cone always starts in the square directly in front
the limit, additionally the Mount may Walk if the
of your Mount and you must move into one of the
rest is for 3 Hours and it carries less than 1 Bulk.
farthest diagonal squares. You can stop half way to
A Mount may be pushed past it's limit for
turn your Mount 45 degrees.
double the amount of time it could travel. However
Trot: you require a 10ft Cone to change
if pushed, the rider must make a Luck Check when
your Mounts facing 90 degrees
they stop traveling, if they Fail the Mount dies of
Canter: you require a 20ft Cone to change
Exhaustion.

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Carts & Wagons Riding
A Mount can pull the Bulk of a Cart, or Probably the most common thing to do with
Wagon, plus twice their max Carry Bulk in cargo a Mount is ride it. In order to properly ride a Mount
and passengers for calculating what speed they can it must have a Saddle, or all checks made while
move at. Multiple Mounts increase this amount, riding receive a -10 penalty.
adding double any additional Mounts Carry Bulk to If you are not properly seated in the Saddle
the equation. The max Speeds are determined by all Checks receive a -10 Penalty.
the lowest quality Mount. A Mount, or Mounts, All penalties to riding are accumulative.
attempting to pull more than the maximum amount In order to stand up on your Mount
of Bulk they could carry are simply unable to pull requires a DC 14 Ride Check, +4 for every speed
it. Some Hazardous Terrain will also effect if the above Trot.
Mounts can pull it. In order to make a Melee Attack while
riding a Mount, you must be stationary or moving
Carry Bulk the same speed as your Target. You still trigger
A Mount can only carry so much weight Attacks of Opportunity while Mounted.
and still be able to move at it's full speed. The only
speed that does not change no matter the weight, is Saddling & Hitching
their walk speed, until they are over encumbered. To Saddle a Mount is a DC 15 Ride Check
The first number under Carry Bulk is their base and takes 5 Minutes to do, as long as the Target
carry weight for their maximum speed. Meaning as putting the saddle on the Mount is on good terms
long as they are at that number or bellow, they can with them. If this Check Fails it adds 10 Minutes
Gallop. If they go over that number, their maximum onto the time. If the Mount is excited, or does not
speed becomes a Canter up to the Bulk of the like the Target attempting to put the Saddle on
second number. Once they go over that second Bulk them, it will take 15 Minutes. A Horse can be
number, their max speed is a Trot. If they go over calmed with a DC 15 Animal Handling Check. A
the third number, they can only walk. If they go Saddle must be made appropriately to what it is
over the last number they are over encumbered being put on, although a Donkey can wear a Horse
and cannot move, and in fact will be crushed and Saddle.
take 8 Damage as their legs buckle. To Hitch up a Mount to a Wagon or Cart
A Rider of Small size counts as 4 Bulk, takes a DC 14 Handle Animal Check, and takes 15
plus gear. A Medium Rider counts as 6 Bulk, plus Minutes for every Mount. If this Check Fails it adds
gear, and a Large Rider counts as 8 Bulk, plus gear. 15 Minutes onto the time. If the Mount is excited, or
Anyone who is one category Larger than a Mount does not like the Target attempting to Hitch them, it
is obviously bigger than the Mount, so no riding. will take 30 Minutes. A Horse can be calmed with
Barding a DC 15 Animal Handling Check.
Like a Hat, a Mount (and any Companion
or Familiar) can be fitted with specially made Spooked
Armor called Barding. The Bulk of the Barding is Many Mounts are timid and skittish things,
applied to the Mount as if they were carrying it. It Horses especially, and will take off if something
costs 5 times the price of the armor, and must be Spooks them. If a Mount has no rider, if something
specifically made for the Mount. Spooks them, such as a nearby loud sound, fire, or
To put Barding on a Mount or Companion is being hit, they must make a DC 16 Check, or gain
a DC 15 Animal Handling Check and takes 20 the Fear Condition for 5 Rounds. This DC is
Minutes, a Saddle may also be put on at the same increased by 1 for every other Mount nearby, and if
time. If this Check Fails it adds 10 Minutes onto the one Mount in the group fails this Check, they all
time. If the Companion or Mount is overly excited fail. However, if the Mount has a Rider, the Mount
or does not like the Target attempting to put the only needs to make this Check in the Surprise
Barding on, it takes 40 Minutes, but a DC 15 Animal Round, and the DC is reduced by the riders Ride
Handling Check can be made to reduce the time Skill. If a Mount is Spooked when it has a rider,
back to 20 Minutes. they must make a DC 15 Ride Check or be thrown
from the Horse. Anyone may make a DC 15 Handle
Animal Check to calm a Spooked Mount as long as
they are within 15ft of them.

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Horse Table
Breed Cost Wounds Walk Trot Canter Gallop Swim Carry Bulk
Donkey 20 S 11 ≥ 25ft ≥ 35ft ≥ 65ft ≥ 80ft 15ft 9/13/15/18
Franz 30 S 12 ≥ 30ft ≥ 40ft ≥ 90ft ≥ 100ft 15ft 10/15/17/20
Eclip 70 S 14 ≥ 30ft ≥ 45ft ≥ 100ft ≥ 120ft 20ft 11/16/19/22
Drab 100 S 15 ≥ 30ft ≥ 50ft ≥ 110ft ≥ 140ft 20ft 12/17/21/24
Callo 200 S 16 ≥ 30ft ≥ 55ft ≥ 120ft ≥ 160ft 25ft 13/18/23/26
Bero 400 S 18 ≥ 30ft ≥ 60ft ≥ 130ft ≥ 180ft 25ft 14/19/25/28
Avan 600 S 20 ≥ 30ft ≥ 70ft ≥ 150ft ≥ 200ft 25ft 15/20/27/30

Horses
Horses are Large Critters, averaging over 5
feet to the saddle, and weigh well over a thousand
pounds. They come in all sorts of colors,
temperaments, and breeds. A good breed of horse is
not only fast, but tough. And expensive.
Your most common breed of Horse, and the
lowest Grade, is a Franz; a good sturdy horse for
not much Silver. The breeds then follow to Eclip,
Drab, Callo, Bero, and the highest breed, Avan.
Then of course there's always Donkeys,
which while still considered Large Critters, average
about 3 to 4 feet to the saddle and weigh a few
hundred pounds. But a Donkey is sturdy, and makes
a great companion to carry smaller folks or extra
gear.

Animal Companions
Some Talents allow you to take an Animal
Familiars Companion. An Animal Companion takes at least 1
By using the Spell Familiar Contract, you week to train, and your Talents represent your
can enter a contract and bind a Critter to you. ability to train an animal to act on your commands.
Some Talents allow you to gain additional benefits You can only have 1 Animal Companion unless you
from having a familiar, but anyone can have one if have a Talent that says otherwise. Animal
they take the Spell and gain the Bonuses listed Companions cannot use weapons.
here. A Familiar requires attention and food, but With your Animal Companion you may
does not Age while under Contract. A neglected also choose to spend your Hat's experience to buy
Familiar will break their Contract and leave. locked Talents that the Companion has. Any Talent
All Familiars must be size Small or with an experience cost is locked until it is bought.
smaller, and have at least 5 Wounds due to the An Animal Companion also has a Cost to
magic of the Spell, if they do not naturally have obtain it. These costs are listed after the animals
more. All Familiars gain Low-Light Vision if they description.
do not already have it. The description of the most common
Insect Critters are not listed on the Animal Companions are listed after the Familiar
Familiar Table, however any Insect that is under Table.
Contract give a +1 Bonus to a Basic or Knowledge
Skill, and must be larger than 4 inches.
A Familiar costs 10 Silver to purchase.
This price represents what your Hat used to attract
the Familiar.

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Familiar Table
Familiar Size Dodge Abilities Boon
Armadillo Tiny 16 Perception +6 +1 to Soak
Badger Small 15 Perception +4 +1 to Soak
Bat Diminutive 16 Blind-Sense, Fly (20), Perception +5 +2 to Hearing Perception Checks
Beaver Small 16 Perception +5 +2 to Physical Saves
Cat Tiny 14 Perception +5 +2 to Stealth Checks
Chicken Tiny 12 Perception +5 +1 to Wounds
Dog Small 14 Perception +6 +3 to Awareness
Duck Tiny 14 Fly (40), Perception +5 +2 to Physical Saves
Fox Tiny 14 Perception +8 +2 to Bluff Checks
Frog Diminutive 15 Perception +2 +2 to Knowledge Checks
Goat Small 13 Perception +3 +2 to Survival Checks
Goose Small 14 Fly (40), Perception +5 +2 to Intimidate Checks
Hamster Diminutive 18 Perception+2 +2 to Investigation Checks
Hare Tiny 15 Perception +1 +2 to Initiative
Hawk Tiny 15 Fly (60), Perception +14 +2 to Sight Perception Checks
Hedgehog Diminutive 18 Perception +1 +2 to Willpower Saves
Iguana Small 16 Perception +8 +2 to Perception Checks
Lizard Tiny 14 Perception +1 +2 to Athletic Checks
Monkey Tiny 14 Perception +5 +2 to Acrobatic Checks
Mouse Diminutive 18 Perception +2 +2 to Knowledge Checks
Opossum Tiny 16 Perception +4 +2 to Stealth Checks
Otter Tiny 15 Perception +1 +2 to Perform Checks.
Owl Tiny 15 Fly (60), Perception +10 +2 to Willpower Saves
Pangolin Tiny 15 Perception +4 +1 Dodge
Penguin Small 11 Perception +8 +2 to Leadership Checks
Pig Small 13 Perception +5 +2 to Persuasion Checks
Raccoon Tiny 15 Perception +3 +2 to Sleight of Hand Checks
Rat Tiny 14 Perception +1 +2 to Investigation Checks
Raven Tiny 14 Fly (40), Perception +6 +2 to Appraise Checks
Skunk Tiny 14 Perception +5 +2 to Grit Saves
Sloth Small 10 Perception +1 +2 to Grit Saves
Snake Tiny 16 Perception +5 +1 Dodge
Squirrel Diminutive 18 Perception +1 +2 to Sleight of Hand Checks
Toad Tiny 15 Perception +5 +1 to Wounds
Turtle Tiny 16 Perception +4 +1 to Soak
Viper Tiny 16 Perception +9 +2 to Bluff Checks
Weasel Tiny 15 Perception +1 +2 to Acrobatic Checks

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Dragoliz (Companion)
Although it's a bit difficult to call a Dragoliz
a true dragon, but it is difficult to call them
anything else. They are a large lizard, reminiscent
of wingless Dragons, though their colors vary far
wider than that of Dragons.
Cost: 15 Silver.

Dragoliz 0.5
Medium Magical Dragon Critter

Wounds Dodge Soak Speed Initiative

5 15 0 30ft, +1
20ft
Swim

GRT STR AGI REF SMT INT MOX Luck


3 2 1 1 0 -6 -4 15

Awareness Physical Willpower Lucidity

14 +1 +0 -
Skills Acrobatics +1, Brawl +5, Bluff +1,
Perception +4, Stealth +6
Languages None

Attack Bite. Melee: +5 To Hit, one Target.


Hit: 3 Damage

Armored Scales
If the Dragoliz is struck it may, as Reaction,
increase its Dodge and Soak by 2 if it is struck. If
a Target is Grappling Dragoliz, the Dragoliz may, as
a Bonus Action, cause the opponent to suffer 1
Unsoakable Damage.

Tail Slap 10exp


The Dragoliz may spend 1 Action to make an
Attack with its tail, dealing 2 Damage and
knocking the opponent Prone if it hits.

Mount Training 10exp


You have trained the Companion to be able to
handle riders. A Small, or smaller sized creature
can use this Companion as a Mount. This still
requires the Mount to have a Saddle.

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Elemental Serpent (Companion) Radiant Element
A big snake, infused with the magical
energy of other Realms of Existence. While not An Elemental Serpent may only have one
true Elementals, they still hold quite a lot of power. Element type.
Cost: 20 Silver. Embodying the magic force of Radiance, an
Elemental Serpent of the Radiant deals an
Elemental Serpent 0.5 additional +2 Radiant Damage when it hits.
Additionally, it is Immune to Radiant Damage.
Medium Elemental Critter
Ice Element
Wounds Dodge Soak Speed Initiative
An Elemental Serpent may only have one
5 15 0 20ft, +1 Element type.
20ft Embodying the magic force of Ice, an Elemental
Swim Serpent of the Ice deals an additional +2 Cold
Damage when it hits. Additionally, it is Immune to
GRT STR AGI REF SMT INT MOX Luck Cold Damage.
3 2 1 1 0 -6 -4 15
Void Element
Awareness Physical Willpower Lucidity An Elemental Serpent may only have one
Element type.
14 +4 +0 - Embodying the magic force of Force itself, an
Elemental Serpent of the Void deals an additional
Skills Acrobatics +4, Brawl +3, Bluff +2, +2 Void Damage when it hits. Additionally, it is
Perception +4, Stealth +6 Immune to Force Damage.
Languages None

Attack Bite. Melee: +3 To Hit, one Target.


Hit: 3 Damage +Elemental Damage

Air Element
An Elemental Serpent may only have one
Element type.
Embodying the magic force of Lightning, an
Elemental Serpent of the Air deals an additional
+2 Lightning Damage when it hits. Additionally, it
is Immune to Lightning Damage.

Earth Element
An Elemental Serpent may only have one
Element type.
Embodying the magic force of Acid, an Elemental
Serpent of the Earth deals an additional Acid(1/1)
when it hits. Additionally, it is Immune to Acid
Damage.

Fire Element
An Elemental Serpent may only have one
Element type.
Embodying the Magic force of Fire, an Elemental
Serpent of the Fire deals an additional +2 Fire
Damage when it hits. Additionally, it is Immune to
Fire Damage.

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Kuluvus (Companion) Mount Training 10exp
Kuluvus are large reptilian type Critters You have trained the Companion to be able to
who are fairly amiable and rather intelligent. handle riders. A Small, or smaller sized creature
Cost: 20 Silver. can use this Companion as a Mount. This still
requires the Mount to have a Saddle.
Kuluvus 0.5
Medium Magical Critter

Wounds Dodge Soak Speed Initiative

5 15 0 30ft, +3
30ft
Climb

GRT STR AGI REF SMT INT MOX Luck


2 1 3 1 2 -6 -4 15

Awareness Physical Willpower Lucidity

16 +3 +2 -
Skills Acrobatics +3, Brawl +4, Investigation
+4, Perception +6, Sense Motive +1,
Stealth +6
Languages None

Attack Bite. Melee: +4 To Hit, one Target.


Hit: 3 Damage

Venomous
The bite of a Kuluvus carries with it a venom. A
Target bit by a Kuluvus must make a DC 12 Grit
Save, gaining Poison(1) if they fail.

Cold Blooded
A Kuluvus takes twice us much Damage from Cold
attacks. If a Kuluvus is in a cold environment it
will eventually slip into hibernation if not kept
warm. This can be done with clothing or magic.

Stare 20exp
A Kuluvus may spend 2 Actions to lock eyes with
a Target who must succeed at a DC 12 Willpower
Save or become Paralyzed. The Target may spend
2 Actions to repeat this Check every turn, and
also makes Saves whenever it receives Damage. A
Target Paralyzed by Stare cannot be Coup De
Crace'd, and the Kuluvus must spend their turn
maintaining eye contact with the Target.

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Wolf (Companion)
Wolves are pack animals, and take easy to
training, making them one of the best candidates
for Animal Companions.
Cost: 15 Silver.

Wolf 0.5
Medium Critter

Wounds Dodge Soak Speed Initiative

5 15 0 40ft +3
GRT STR AGI REF SMT INT MOX Luck
2 2 2 2 -6 1 -4 15

Awareness Physical Willpower Lucidity

16 2 1 -
Skills Acrobatics +2, Brawl +4, Bluff +1,
Intimidate +3, Perception +6, Stealth +6
Languages None

Attack Bite. Melee: +4 To Hit, one Target.


Hit: 3 Damage

Darkvision
A Wolf can see in non-magical darkness as if it
were daylight. However they cannot see colors in
the dark, instead seeing everything in shades of
gray.

Scent
Receives a +5 when attempting to track a Target,
or can give this Bonus to the Hat it is the
Companion of.

Trip 20exp
When a Wolf hits with an attack it may make a
Trip as part of the attack. The Target does not get
a counter Trip if the Trip fails.

Mount Training 10exp


You have trained the Companion to be able to
handle riders. A Small, or smaller sized creature
can use this Companion as a Mount. This still
requires the Mount to have a Saddle.

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Chapter 9: Combat

Dodge & Soak A character can take two different actions,


or the same action twice. A Reaction is a special
Dodge, quite simply, is how difficult it is to
Action that they can use when it is not their turn as
hit a Hat. A Dodge Score is determined by taking
a result of a Targets Action or a Talent.
10, adding the Hat's Agility Score and then adding
All these Actions and Specials are detailed
in the Bonus they receive from Armor and Talents.
below.
For Soak, there are three types; Soak,
Natural Soak, and Magical Soak. Your Soak is Attack Actions
equal to whatever the highest value of Soak you Taking a Basic Attack Action is fairly
have among these three categories. Natural and simple. You roll your 2d12s and add the appropriate
Magical Soak will prevent Damage from magical Firearm Skill, or Brawl if it is a melee strike, or
means, but only up to their value. Meaning if you Ranged if you're throwing something or using
have a Magical or Natural Soak of 1, but your something like a bow. Then you take the result of
Armor and Shield give you a Soak of 3, you would your roll, and compare it to the Targets Dodge
Soak only 1 Damage from a magical source, but 3 score. If you meet or beat their Dodge you
from a non-magical source. successfully hit. You then apply the attacks Damage
value to the Target. They then Soak, or subtract,
Saving Throws from that Damage depending on how much Soak
Often you will be called to make a Saving they have. Anything left after that is then
Throw in order to avoid Damage or ill effects. subtracted from their total Wounds. There is no
These are usually based off of an Ability, or a limit as to how many Basic Attack Actions may be
Skill. The thing you are attempting to Save from performed in a Round, as long as the Hat has the
will explain what happens if you succeed and what Actions to perform them.
happens if you fail. You must be able to see a Target, or
Grit Save: 2d12+Grit. A Grit Save is usually know/guess it's general location in order to make
paired with either another Save, or the Target must an Attack against it. If you cannot see a Target,
Hit in order to force the Save. such as the Target being Invisible, or you being
Physical Save: 2d12+(Players Choice of Blind, you receive penalties depending on the
Acrobatics or Athletics). Condition in effect.
Willpower Save: 2d12+(Highest Mental Example: Say I shoot a Medium Pistol and
Ability, so either Smarts, Intuition, or Moxy). roll 15, my Firearm (Light) skill is 2, so my total is
17. My Target has a Dodge of 16, so I have
Combat Rounds successfully hit. My Pistol does 4 Damage, and they
have a Soak of 2, so the Target loses 2 Wounds.
Combat Rounds are fights or intense
The only special case of an attack doing
situations, where a Storyteller will call for
something special is when you roll a 13. This
Initiative to be rolled and the game will shift to less
triggers a Luck Roll, and is further explained in
free form turn format to a more structured type.
Chapter 13.
The Initiative roll is the turn order, going from
Skill Checks and Spellcasting are also
highest roll to lowest. Everyone gets a turn, even
considered Attack Actions.
the Bad Guys that your Hats are up against. A
Additionally, you will deal extra Damage
Round is when all those in play, Hats and Bad
with an Attack if you beat the Targets Dodge by a
Guys, have taken their turn. Rounds will continue
lot. You gain 1 Damage for every 10 you beat the
until combat has ended. During your turn your Hat
Targets Dodge by.
gets 2 Actions, a Minor Action and a Reaction per
Round. There are four different types of Actions, All of the below are Special Attack Actions.
either an Attack Action, or a Move Action, each
with their own Special Actions. Then there are Aim: You may spend 1 Action to gain a +2 to
Full Actions, which take all of a Hats Actions, their your roll To Hit a Target. Aim Actions may be
Bonus Action and their Reaction for that Round. stacked, and may carry over into the next turn, but
There are also Free Actions, which can be used on this Bonus only applies to the next turn and if not
very small things, such as speaking or dropping used is lost. A Target must be visible in order to be
something. Aimed at, and if you lose sight of the Target at any
point your Aim Bonus resets.

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Blindfire: Sometimes you cannot see a Feint: You may spend 1 Action to attempt a
Target, due to you being in Full Cover or similar Feint. You make a Bluff Check, opposed by the
situation, this is when you make a Blindfire Attack. Target's Sense Motive. Success reduces the Target's
A Blindfire is exactly the same as a Basic Attack Dodge by 5 on any Attack made for the rest of your
but you have a -10 To Hit, and cannot see a Target. turn. In addition, a successful Feint counts as a
successful Attack on the Target, activating any
Charge: You may spend 2 Actions to make Talent or Spell that would trigger on an attack,
a Charge. Your target must be in sight, you must these are spent or wasted with no consequence to
move in a straight line towards the target, it must be the attacker.
unobstructed and at least 10ft away. You can charge
a maximum of 1.5x your movement, rounded down Grapple: You may spend 1 Action to attempt
to the nearest number divisible by 5. You can then to Grapple a Target, hindering their combat options,
make a Melee Attack if you are within range. by making an opposed Acrobatics or Athletics
Check. If you do not have two free hands when
Coup de Grace: Spend 1 Action to perform a attempting to grapple a foe you take a -10 penalty
Coup de Grace on a Target who you can see, are on the Check. If successful, both you and the target
Adjacent to, and has the Helpless Condition. You gain the Grappled condition, with you being the
automatically get a Lucky Shot against the Target, Initiator. Although both Targets have the Grappled
and can choose the location. Condition, you can as the Initiator release the
During a Coup de Grace the Target's Dodge grapple as a Free Action, removing the condition
becomes 0 and they lose all benefits to Dodge. This from both you and the target.
means all Attacks will do extra Damage from If the Initiator does not release the grapple
rolling above their Dodge. on their turn, they must spend 1 Action and make
Disarm: You may spend 1 Action to attempt another opposed Acrobatics or Athletics Check to
to Disarm a Target. This Attack has a -6 penalty if maintain the hold. The Initiator has a +5 to all
using a Firearm or Ranged weapon. The Target of Checks to Maintain the Grapple. If the initiator
your Disarm may make a Physical Save, or simply fails a Grapple Check, the Target becomes the
use it’s Dodge. They must use their Dodge if they Initiator.
are unaware of the Attack. If you are successful in After maintaining the Grapple, the Initiator
your Disarm, your target drops one item it is may Attack the Target, Drag the Target, or attempt
carrying of your choice (even if the item is to Restrain the Target.
wielded with two hands). If your Disarm beats the The Target only has 1 Action, and that can
Targets defense by 10 or more, the target drops the only be used to attempt to break free of the Grapple
items it is carrying in both hands (maximum two or become the Initiator, by making an opposed
items if the target has more than two hands). If Acrobatics or Athletics Check. If they succeed they
your attack fails by 10 or more, you drop the become the Initiator and can take their actions as
weapon that you were using to attempt the disarm normal.
(unless it is a Ranged Weapon, Firearm, or an Off-Hand: If you have a weapon or item in
Unarmed Attack). If you successfully disarm your your off-hand, you may spend a Minor Action to
Target while unarmed, or if you have a free hand, make an attack with that weapon. This attack
you may automatically pick up the item dropped, receives a -10 To Hit unless it has the Weapon has
unless it was done at range. the Light property, and it does not benefit from a
Drag: You may spend 1 Action to use to grab Bonus to Damage if it would get one.
hold of an object, or a Helpless Target up to one Opportunity Attack: Use a Reaction to
size category larger than you as long as you have make 1 Melee Attack when a Target willingly
one or both hands free. Then you may move up to leaves your Melee range.
half your maximum speed if using both hands, or
one quarter your speed using one hand, always Parry: If you have an item that has the
rounded down. If the creature is one size category Parry Property, you may use a Minor Action to
smaller than you, you may move your max speed become Set to Parry and your Dodge against Melee
with both hands, or half speed with one hand. Attacks increases by 2 until your next turn. While
Smaller than that, you always move full speed. A Set to Parry your movement speed is halved. If an
target who is capable of fighting back must first be Attack misses you while you are Set to Parry, you
Grappled. may use your reaction to make 1 basic Melee
Attack with the weapon with the Parry Property.

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Restrain: If you are the Initiator in a within your reach, you can use a whip to steal an
Grapple you may spend an Action in attempt to object from a target within range with a –4 penalty
Restrain the Target. You make an opposed on the Check. You must be able to reach the item to
Acrobatics or Athletics Grapple Check with a +10 be taken (subject to Storyteller's discretion). Your
instead of +5. This sets the DC the Target needs to enemy is immediately aware of this theft.
break in order to break free. One Action must be
spent to maintain the Restraint, but this does not Sunder: Instead of attacking a Target, you
require contested rolls, nor does the Initiator of the may instead attack something they are holding or
restraint need to roll a new DC, however they can wearing. HP and Hardness of an Object is listed in
choose to do so if they want. Chapter 7: Gear. If the Damage you deal would
If you have rope, chain, or something reduce the object to less than 0 HP, it is destroyed
similar you may use it to Restrain the Target, and gains the Broken condition. A Firearm deals
setting a DC that it must beat in order to escape. half Damage when Sundering. Gatling Guns and
Manacles have a set DC of 30, but may be picked if Cannons cannot Sunder.
the Target has the appropriate Talent and Tools at a Throw Object: It takes 1 Action to throw an
DC 20. Object. If the Thrower would rather hit a Square
You may also Sleeper Hold a restrained that does not have a Target, the Dodge of the Square
Target, causing them to pass out in 1+(Targets Grit) is 20. If a Square is occupied by a Target, the
Rounds, minimum of 1 Round. A Target who is Thrower must attempt to hit that Target. If a throw
immune to Sleep cannot be Sleeper Holded. misses the Target it either continues past, falls
Shove: You may spend 1 action to Shove a short, or veers left or right and explodes at the new
target who is up to one size category larger than location. A D12 is rolled on a miss:
yourself. Make an opposed Acrobatics or Athletics 1 Lands in the same square as thrower, does not
Check. Target is shoved 5ft for every 4 you beat trigger any effect unless Bad Luck has been rolled.
them by. Target is also knocked Prone if you beat 2 Falls short, traveling 1/4 distance to Target.
them by 15 or more. 3 Falls short, traveling 1/2 distance to Target.
4 Falls short, traveling 3/4 distance to Target.
Shield Bash: You may spend a 1 Action to 5 Veers Left 5ft.
make a Brawl Attack with your shield. This gets 6 Veers Left 10ft.
the same penalties as if you had made an Off-Hand 7 Veers Left 15ft.
Attack, but does not have to be Light. You lose all 8 Veers Right 5ft.
Bonuses from the Shield when taking this action 9 Veers Right 10ft.
until your next turn. This attack deals Damage 10 Veers Right 15ft.
equal to the shields Dodge Bonus. If you hit you 11 Goes far, Traveling 1.5x distance to Target.
may also attempt to Shove the Target. Alternatively 12 Goes far, Traveling 2x distance to Target.
you may attempt to Stun the Target rather than Anything that does not have the Thrown
Shove them, forcing them to make a DC (12+Str) Property counts as an improvised Object and
Grt Save, becoming Stunned for 1 Round if they receives a -4 To Hit. If you cannot see where you
fail. are trying to Throw an Object, such as by being
behind Full Cover or Blinded, you receive a -10 To
Steal: You may spend 1 Action to attempt to Hit.
Steal from a Target by making a Sleight of Hand
Check against the Target's Dodge. You must have at Touch: Sometimes you need to Touch to
least one hand free. You must select the item to be deliver a Spell or Talent ability. You must make a
taken before the Check is made. Items that are Basic Attack using Brawl, or your Spellcasting in
simply tucked into a belt or loosely attached (such the case of casting Spells, in order to Touch a
as brooches or necklaces) are the easiest to take. Target. A Target may elect to have your Touch auto
Items fastened to a foe (such as cloaks, sheathed succeed.
weapons, or pouches) are more difficult to take,
and give the opponent a +5 Bonus to Dodge against Trip: You may spend 1 action to Trip a
the theft. Items that are closely worn (such as target. Make an opposed Acrobatics or Athletics
armor, backpacks, boots, clothing, or rings) cannot Check. If successful the target is knocked Prone.
be taken with this Action. Items held in the hands On a failure, the Target may spend their Reaction
(such as wielded weapons or wands) also cannot to attempt a trip on you, if they have the ability to
be taken (See Disarm). The Storyteller is the final do so, with a +5 Bonus.
arbiter of what items can be taken. Although this
maneuver can only be performed if the target is

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Move Actions Acrobatics or Athletics Check. An uneven surface
Taking a Basic Move Action allows the Hat has a DC of 15, while an Icy surface would have a
to use their full or part of their Movement Speed. DC of 25. If you fail the Check, you are prone on
The Move Action can be split up however they the other side, and if you fail by 6 or more you do
would like, and they can take their other Actions at not make the jump. See Falling in Environmental
any point during their movement. In addition, Hazards for jumping down off of things or falling.
certain other Actions can be taken during your Peek: When you are behind Full Cover you
Move action, such as Draw or Stow, Interact and can take a Peek Action, allowing you to spend 1
Take Cover. Action to Move out of Full Cover, and then return
There are also Special Move Actions that behind Full Cover automatically at the beginning of
you can take, listed below. your Next Turn. You still have Partial Cover when
Peeking.
Apply Poison: It is a Minor Action to use a
Vial an apply a Poison or Venom to something. An Quaff: Drinking a Potion is a Minor Action,
Action may be spent to make a Sleight of Hand and can be combined as part of a Basic Move
Check to apply the substance without anyone Action. Also if you Draw out a Potion, you may
noticing, going against the Awareness, or Perception Quaff it as part of the same Action, which can also
if they are actively watching, of those around. be done as part of a Basic Move Action.
Several Doses may be applied at the same time. Reload: By spending 1 Action, you can
Crawl: If you are Prone, you may Crawl at reload a weapon. Reloading may be done as part of
1/4th your movement speed. a Basic Move Action. Each weapon type that uses
ammo is detailed below:
Dismount or Mount: It takes 1 Action to Bow: You do not need to spend an Action, as
either get up onto a Mount, or down off of a Mount. reloading is considered part of the Attack Action.
Draw or Stow: Taking the Draw or Stow Crossbow: Reload 1 bolt.
Action allows you to use a Minor Action to take out Pistol: Reload 3 bullets.
a weapon or item, or to put it away. This action can Single-Shot Rifle: Minor Action to reload.
be combined with a Basic Move action. Clipped-Rifle: Remove and replace clip.
Lever-Action: Reload 3 Shells
Drop Prone: You can, at any time, Drop Coach Gun: Empty spent shells and reload 2.
Prone as part of a Move Action. This gives you the
Prone Condition. You do not need to move from Roll Chamber: As a Minor Action you may
your current spot, and can do anything you could rotate the chamber of a Pistol to change which
normally do as part of a Move Action. bullet is being fired. This can be done as part of a
Basic Move Action
Hide: As an Action you can make a Stealth
Check, provided there are things to Hide around or Skill Check: Skill Checks, unless listed
behind. While Hidden you are considered to have specifically under other Actions, are counted as
Full Cover and cannot be seen. A Target must spend Move Actions. Using any Skill requires 1 Action,
a Minor Action to make a Perception Check in unless listed otherwise under another Action.
order to find you, or can rely on their Awareness.
If you Attack or move more than Half of your Swap Hands: To exchange something from
Speed you reveal your location. one hand to another takes a Minor Action. This
can be done as part of a Basic Move Action.
Interact: Interact is a special type of action
that allows the character to do things with the Take Cover: You can spend 1 Action to turn
world around them. This is things like opening a Partial Cover into Full Cover. This can only be used
door, flipping a table, pulling a lever, those sort of at the end of a your movement.
things. This action can be combined with a regular Tie Lasso: You can spend 1 Action to turn a
Move action at the cost of 5ft of movement. Rope into a Lasso.
Jump: From a standing position you Use Item: Spend 1 Action to use whatever
may spend 1 action to jump 5ft. If as part of a Basic you are carrying, such as activating a Gadget,
Move Action you jump, increase the distance to drinking a potion, using a wand, etc.
10ft. Leaping from or landing on a flat surface does
not require a Check unless the surface is uneven or
otherwise hindering, for these Checks you make

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Full Actions
A Full Action is something that takes your
entire Turn, using up all of your Actions, your
Bonus Action, and your Reaction for that Turn.
This means that you cannot do anything else aside
from this Action.
Clear Jam: When a Firearm jams it's never
good. It takes a Full Action to clear a firearm that's
been jammed.
Help: Sometimes a person decides that
their turn could be better spent helping someone
else to complete an Action. You may use a Full
Action to give another Target that is with 5ft a
Bonus equal to 1 plus any Bonus that they would
have received in the Check.
Run: You may use a Full Action to move 4x
your movement speed.
Withdraw: You may use a Full Action to
take 1 Basic Move Action without provoking an
Opportunity Attack.

Free Actions
There are a few types of Actions that don't
cost a Hat anything in order to make. These are
very, very small things that can't really fall under
the previous categories.
Speak: Speaking is a Free Action, and can
even technically be done when it is not your turn,
such as if your turn has already passed and
another is directly asking you some sort of
question. Of course if this question would require
some kind of Check, you must wait until your next
turn. This also does not mean that you are able to
have a full on conversation in a Round, but a few
sentences worth of talking is fine.

Delay: At the start of your turn before


taking any other Actions, you can move yourself to
last in the Initiative order and take your turn later.
Drop Item: You can at any time, even if it is
not your turn, drop whatever it is you are holding.
Saves: Any time you are required to make
a Save it is a Free Action, and can take place on
other peoples turns.
Release Grapple: If you are the Initiator in
a Grapple, you can at any time, even if it is not your
turn, release your Grapple.

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Surprise Round an Object in the way, then the Target has Partial
Cover.
Every now and then, usually immediately
as Combat starts, there is a Surprise Round due to Full Cover
an Ambush or they believe that they are not in When you or a Target are fully obstructed
danger. This special Round takes place before from view, either by being behind an Object that
Combat starts. Only those aware that Combat is completely hides them from sight, or have taken
about to start get to act in the Surprise Round. the Take Cover Action, they cannot be Targeted. A
Everyone rolls Initiative as normal, however only Target who has Full Cover also must treat all other
those that are participating in the Surprise Round Targets that it has Full Cover from as having Full
may take a Turn. Cover.
Those who are not in the Surprise Round
cannot take any Actions. However, once a Target
who is not in the Surprise Round has their turn Other Things
they are no longer Surprised, and may use their
Reaction after that point.
Size
Space: How much area something takes up.
Quick Draw Rounds This is not how much space it physically takes up,
Then you have Quick Draw Rounds, these but it's Area of Control in Combat. You cannot move
happen before or during the Surprise Round. through the Area of Control a Target has unless it
Having the Quick Draw 1 Talent puts you in Quick allows you, but it also means you only need to be
Draw Round 1, which runs parallel to the Surprise able to hit one of the squares that it controls in
Round, meaning you act in the Surprise Round, but order to hit it.
are not considered part of it. You still roll Initiative Space also tells you how much room the
if there are others who are acting in the Surprise Target needs to fight effectively and it cannot
Round or Quick Draw Round 1. Quick Draw Rounds occupy a space that already has a combatant.
still take place even if there are no Surprise Squeezing: A Target may squeeze into a
Rounds. space one size category smaller than itself, and
If you have Quick Draw 2, you act in Quick suffers a -5 to Attacks, Dodge, Physical Saves and
Draw Round 2, this takes place before Quick Draw Acrobatics or Athletics Checks. It also moves at
Round 1, and you act first in the Surprise Round no half speed through the space.
matter what your Initiative is, unless someone else
also is in Quick Draw Round 2, then it goes to Size Space Typical Height
whoever has the higher Initiative. Fine 1/2ft 6in or less
Finally there is Quick Draw Round 3. This
takes place before the Surprise Round, additionally Diminutive 1ft 6in to 1ft
you have 1 Action during the Surprise Round, if Tiny 2-1/2ft 1ft to 2ft
there is one. If there is no Surprise Round, you
take 3 Actions, 2 during Quick Draw Round 3, and 1 Small 5ft 2ft to 4ft
Action during Quick Draw Round 1, based on your Medium 5ft 4ft to 8ft
Initiative.
Large 10ft 8ft to 16ft
Cover Huge 15ft 16ft to 32ft

Partial Cover Gargantuan 20ft 32ft to 64ft


A Target with Partial Cover gains a +6 to Colossal 30ft 64ft to 128ft
Dodge. Partial Cover is whenever there is some
Titan 50ft 128ft or more
sort of Object between two Targets that obscures
line of sight. Partial Cover applies to both Ranged
Temporary Wounds
and Melee Attacks. However if an attacker is
Some things, usually Spells, will offer you
within 5ft of an Object that gives them Partial
Temporary Wounds. These are always subtracted
Cover, that Object does not give others Partial Cover
from first when receiving Damage. These Wounds
if the other Target is further than 5ft away. Two
do not stack from multiple sources, instead you
forms of Partial Cover stack into Full Cover. A
take whatever is higher. These Wounds cannot be
simple way of determining of a Target has Partial
recovered, but can be replaced by a different
Cover is if you cannot draw a straight line from a
source, or replenished from the initial source if it is
corner of a square to the other four corners due to
done again.

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Experience Enemies, Hordes & Villains
Experience is the main currency as far as Of course the West is chock full of
your Hat is concerned. You use experience to Adversaries to beat, and your Hats are gonna go
upgrade Abilities and Skills, as well as buying through their fair share of them, and all of them
Talents. There are quite a few ways to gain are worth their own experience, though not much.
experience, the easiest one is just playing the game. The most common you'll be fighting is Goons,
You also gain experience through completing Story which are barely more than walking Targets, but
Arcs, or Major Events and Quests. You even gain there are usually a lot of them. A rough rule of
experience for defeating Adversaries, though not thumb is to reward exp based on the Tier of the
as much. All Experience is gained at the end of a foe, such as a Tier 1 being worth 2exp, a Tier 4
session, allowing the players to buy upgrades for being worth 8exp, etc.
their Hats. Of course there are also penalties to A Horde is a group of Enemies that are not
experience. Sometimes these can be from in play quite as strong as individuals. A Horde is worth
effects, or due to Troubles. Players should be wary, half the experience of all the individuals that make
as experience can go negative because of penalties, up its composition.
and you cannot make purchases if it would put you Villains are technical monsters on their
in the negatives. own. A Villain should be worth however much exp
The total amount of experience gained in a you spent on them divided by 100.
session should be divided equally among all those Enemies, Hordes, and Villains are covered
that participated, this includes NPC's who have in more detail in Chapter 12: Adversaries.
joined up with the player's Posse. All exp that is
"Too Easy"
gained at the end of a session should be kept track
The rule of Too Easy can be quite a brutal
of as Total Exp Gained. Also, a Hat gains 1 Bonus
one. If a Storyteller has seen that a certain fight or
Wound for every 50exp they have in their Total
challenge wasn't...well, challenging, they can choose
Exp Gained section.
to reward lowered, or no experience points. Now
For longer form games, a Storyteller may
this doesn't mean if the Hats just got lucky on rolls,
want to slightly reduce the amount of Experience a
or the Bad Guys just rolled bad, this means that if a
Hat gains over time. Simply applying a -1exp for
situation wasn't challenging, the Hats didn't learn
every Bonus Wound a Hat, or the Posse, has is a
anything, so wouldn't get as much experience, if
simple method.
any.
Play Time
Special Experience
Just playing the game earns a Hat
There may be special circumstances that
experience, but only if their player is at the game.
would prompt a Storyteller to give special
A Hat's Player who isn't there to play doesn't gain
experience. Such as a Hat using a tool, or
experience.
instrument that they are not trained to use and
Experience for a Posse is gained at 2exp
have no appropriate Talent for. In these sorts of
per hour of play if there was Combat that session,
cases the Storyteller can choose to award them
and 3exp if there was no Combat. Hours are
experience specifically towards the Talent that
rounded up or down as the Storyteller sees fit. So
would allow them to do it, depending on the Checks
if you play for 5 hours, that's 10exp right there if
the Hat makes. This is to express a sort of “self
there was Combat, and 15exp if there was none.
taught” element to learning. Special Experience
The time spent in Hat creation, and buying
may also be earned by one Hat teaching a
upgrades for your Hat before or after the session
Language, Skill or Talent they know to another.
does not count towards this time.
Special Experience is most often rewarded in low
Play Time Experience is not divided like
numbers, such as 2exp or less.
other sources of Experience.
Special Experience does not get added to
Story Arcs, Events, & Quests Total Exp Gained.
These are bit more loose as to how much
you should be rewarded with. It's really up to the
Storyteller to decide how much they think certain
tasks should be worth. As a Storyteller you can be
as stingy as you want, though it should feel
rewarding.

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Chapter 10: Adventuring
All Hat's seek adventure, for some reason Those Keeping Watch do not lose out on
or another. Sometimes for money. Sometimes for the benefit of a Short Rest.
glory. Sometimes they're forced to. But whether it When taking a Long Rest, Keeping Watch
was their choice or not, there's a lot of things that a must be split among the Posse. A Hat can only
Hat, and by proxy their player, needs to be aware spend a maximum of 4 hours during a Long Rest
of. Keeping Watch.

Rest & Recovery Eating & Drinking


Your Hat can Rest in order to regain A Hat requires not only rest, but also food
Wounds. Taking a Short Rest will recover 1 and drink. And while alcohol may be plentiful, that
Wound, and takes 1 hour of non-stressful and is not necessarily the type of drink being talked
minor activities such as reading or eating, and you about. A Hat who is forced to go 1 day without food
cannot make use of Talents during this time unless gains Fatigue, and continues to gain Fatigue every
the Talent specifies otherwise. A Short Rest can day they do not eat. A Hat who does not drink for a
only be taken twice in a day. day gains 2 levels of Exhaustion, and 2 additional
Alternatively you can take a Long Rest. levels for every day after. These Exhaustion levels
This takes 10 hours and will recover 4 Wounds. stack. A Gallon of Water will last a Hat two Days.
Usually this is when a Hat is asleep, or keeping
watch, eating or doing something of very low Holding Your Breath & Suffocating
physical activity. A Target must spend at least 6 A Hat can hold their breath for a number
hours of their Long Rest asleep. Like a Short Rest, of minutes equal to 1+Grit. When a Target hits the
Talents cannot be used during a Long Rest unless maximum time of holding their breath they begin
the Talent specifies otherwise. In order to receive Suffocating. If the Hat has a negative Grit, subtract
the benefits of a Long Rest, a Hat must have a 15 Seconds from a minute for ever negative Grit, so
comfortable place to sleep, food, and water. if a Hat has -2 Grit, they can only hold their breath
Lucidity Damage is regained in the same for 30 seconds.
way as Wounds, however a Long Rest only Hanging is a very similar effect, but
recovers 2 Lucidity, and a Short Rest only recovers instead of being divided into minutes, you have a
1. number of Rounds. A Target who is hanged begins
A Hat that goes more than 40 hours to Suffocate after 1+(Targets Grit) Rounds,
without taking a Long Rest must make a DC 18 Grit minimum of 1 Round.
Save, failing gains the Fatigued Condition. This When Suffocating, a Hat takes 5
Check must be made again every 5 hours. If they Temporary Wounds per round. These Wounds go
fail this Check by more than 10, they do not gain away when the Suffocation ends, but the Hat is
Fatigue and instead pass out and gain the Stunned for 1 round. While Holding Your Breath,
Unconscious Condition. A Hat who passes out in or Suffocating, a Target may not speak.
this way does not gain the benefit of a Short or A Target who is Downed due Suffocation
Long rest. To wake up someone who has passed out does not gain the Bleeding Condition, and instead
takes 1 Action, and they may subtract the time slept takes 2 Wounds per round until they are removed
from the 40 hours if that is the reason they passed from what is causing them to Suffocate and a
out. A Hat may also pass out from taking Lucidity successful DC 16 Medicine Check is be performed
Damage. This is done in the exact same way, but on them. If no Medicine Check is made but they are
they do not gain Fatigue. Nearby Explosions or removed from what they were Suffocating on they
Firearms being discharged nearby also wake an will still continue to Suffocate. The only thing a
Unconscious Hat. Hat can do on their turn once they are removed
from the cause of the Suffocation is make a Luck
Keeping Watch Roll to stop this effect. On a successful Luck Roll
When Resting or trying to keep alert in a they begin to sputter up whatever they had
fixed location for an amount of time, such as a Suffocated on and are Stunned for 1 Minute, but
Short or Long Rest, 1 or more Hats may be lose all Damage dealt by Suffocating.
assigned to Keep Watch. All Hats Keeping Watch
may make 1 Perception Check for the entire
duration of the Watch, or alternatively may use
their Awareness for this Check.

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Awareness Difficulty of the Challenge
Awareness is an important little thing The Difficulty of the Challenge, shortened
though it is not really used by players. A Hat's to DC or Difficulty, is the target number for most
Awareness is 10+Perception, and is used for how Checks and Saving Throws. This will always be a
passively perceptive a Hat is at noticing things. A number, followed by information on what modifies
player doesn't do anything with this number, but a it, and then will say if there is a Saving Throw for
Storyteller must be aware of these numbers for the effect and what that is based off.
many circumstances. Think of Awareness as a The difficulty of certain things and
Hat's DC for Targets when they're trying to cheat in modifiers are listed in this Chapter in the
a game, sneak past them, or steal from them. It is appropriate category.
also for making Perception Checks when the Hat is If you’re looking for a rough estimate of a
not actively making a Check. The purpose of Difficulty:
Awareness is to help things run at a better pace,
and remove the need for players to constantly have Very Easy: 2-10
their Hat's make Perception Checks to notice things Easy: 11-14
when they're not looking for something. It also Medium: 15-20
allows the Storyteller to do things without alerting Hard: 20-24
their players to potential Targets doing sneaky Very Hard: 25-29
things around them. Impossible: 30+
Of course as a Hat gains and spends exp
Social Interactions these numbers will fluctuate fairly rapidly, but
Hats interacting with NPC's is mostly about these should be mostly accurate to a starting Posse.
temperament. An NPC's temperament begins at
either Friendly, Indifferent, or Hostile. Traveling
Temperament can be influenced by the In such a big world, of course traveling
interactions of a Hat. would be important. On foot, by horseback, on a
When a Hat is trying to get an NPC to help cart, train, boat or even an airship, there's a lot of
them or get them do something for them, it will ways to get around. A Hat may travel on foot for 8
require a roll, but before that the Hat has the hours before they must rest. A Hat who pushes that
opportunity to actually speak with them and must succeed at a Grit Check, DC 14+(Hours past 8).
attempt to influence their temperament. It is up to If they fail they are Fatigued. This Check must be
the Storyteller to decide if the words of a Hat have done every hour they have traveled past 8. In those
helped or hurt their temperament, but take note 8 hours, a Hat travels 3 miles per hour.
that a temperament cannot be changed more than Mounted works the same way, although
once in a single interaction and cannot move more Mount speeds vary and they may travel for 10
than one step except in extreme circumstances, hours instead of 8.
such as Hats being incredibly rude and nasty to a
Friendly NPC. Costs of Transportation:
The temperament of an NPC will give Stagecoach: 1 Silver per 5 Miles.
Bonuses or penalties to a Hat who is trying to Train: 30 Silver per ticket.
persuade them into doing something. Train, Private Car: 50 Silver.
Friendly: +5 Bonus to Social Checks. Train: Sleeper Car: 40 Silver add-on.
Indifferent: No Bonus to Social Checks. Ship: 1 Silver per 5 Miles.
Hostile: -10 to Social Checks. Airship: 10 Silver per 5 Miles.

A few other things that could influence a Carts, Wagons and Stagecoaches are highly
Social Check. A few examples are listed here: depend on what type of thing is pulling them,
Busy: -3 to Social Checks. usually a Mount, and their travel speed and
Wants to Help: +2 to Social Checks. distance is determined by that. However a Cart,
Bribed: +5 to -5 depending on who Bribed Wagon or Stagecoach only moves as fast as the
this NPC and how much. slowest thing pulling it. This is also covered under
Moral Obligation: +5 to -5 depending on the Companions, but it will be explained here as well.
NPC's personal morals. A Mount can pull the Bulk of a Cart, Wagon, or
Shop Keep: An NPC's still gotta make a Stagecoach, plus twice their max Carry Bulk in
living, and usually wont just hand out free stuff no cargo and passengers for calculating what speed
matter how well a Hat rolls. they can move at. Multiple Mounts increase this
amount, adding double any additional Mounts

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Carry Bulk to the equation. The max Speeds are play. In a step that has Betting in it, all Players must
determined by the lowest quality Mount. A Mount, Pass before it goes to the next step.
or Mounts, attempting to pull more than the These are the steps for playing a game of
maximum amount of Bulk they could carry are Cards:
simply unable to pull it. Some Hazardous Terrain 1. All Players first put up a Blind Bet.
will also effect if the Mounts can pull it. 2. All Players make a Luck Roll, or a Sleight
Trains are a very common and speedy way of Hand Check to Cheat, this determines
to get around, but they have one major restriction: how good their hand is.
tracks. A Train travels between 40 and 65 miles an 3. All Players then roll a Perception Check to
hour depending on the model. A Train consists of 5 see if they catch anyone cheating. They
employees, a Conductor who runs the Train, a must beat the cheaters Sleight of Hand
Trainman, or Brakeman, in the caboose, and Check to notice.
Engineer in the front of the train, and a Fireman 4. All Players then make a Bluff check.
who keeps the engines fire going. Larger Trains, or 5. Players then present either their Luck Roll
Trains going farther may double up on Engineers, or their Bluff Check.
Trainmen, and Firemen, but there's only ever one 6. Players then make a Sense Motive Check
Conductor, they will also have a dining car with a to determine if another player is using
Chef and sleeper cars. their Luck Roll or Bluff Check. This Check
Boats and ships are rather scary things is made against the Players Bluff+12.
when The Storm looms off in the distance, but it's 7. All Players either Bet, Pass, or Fold. If all
a good way to transport goods on coastal cities, or other Players Fold, the one remaining wins
up and down rivers, or even across lakes. Then that hand.
there's fishing to be considered, which is an 8. Players now have the opportunity to either
abundant food source. A rowboat or small fishing make another Luck Roll to improve their
vessel can get up to about 4 miles an hour. The hand, or a Sleight of Hand Check to cheat
average sailboat, depending on size, travels between in order to improve their hand.
4 and 8 miles an hour, while a larger ship built for 9. All Players make a Perception Check to see
speed can reach nearly 20 miles an hour. if they catch anyone cheating.
Airships are large crafts built to be flown 10. Players then repeat step 4, 5 and 6.
through the sky. They are rather restricted, as they 11. Players then either increase their Bet,
can only land at Airship Docks, unless the ship has Pass, or Fold.
been specifically modified to land anywhere or in 12. Players then “Reveal their Hand” and the
water. An Airship can reach a speed of over 70 one with the highest number wins.
miles an hour. Some Airships have been built to be
for pure speed and can travel 100 miles an hour. Pursuits
A Pursuit is similar to Tracking, though far
Playing Cards more involved for all Targets. Rather than being a
When it comes to playing cards, it really set DC it is instead a series of contested Checks. A
depends on how much time and effort the Pursuit is treated much like a Combat encounter.
Storyteller and the PC's want to invest in it. If it's a When a Target is fleeing, and another Target
PC vs. NPC and no one wants to really spend the engages in Pursuit all Targets roll for Initiative,
time to play. In these more quick games it can be as though the Target, or Targets, Fleeing always get set
simple as the Hat making a Luck Roll, winning on 5 ahead of the Pursuers if they do not roll higher.
Good Luck, or losing on Bad Luck. Pursuits may take place on maps, or simply
However if PC's and Storyteller want a be theater of the mind. In either case you must
more in depth and involved way playing cards, and keep track of how much distance has been made.
don't want to break out an actual deck of cards, There are two main types of Pursuits,
may use the following rule set. Endurance and Finish Line. An Endurance Pursuit
All rolls are made in secret if multiple is when the Fleeing Target is simply trying to get
Hat's are involved, only letting the Storyteller see away, but has no clear goal or location in mind.
the rolls. All the Hat's and NPC's in a Card Game Finish Line Pursuits are when the Fleeing Target
are called Players. The Blind Bet is how much they knows where it is going, whether this be a location
put into the betting pot before getting their cards. A of allies, a safe house, or some sort of transport.
Pass means that the Player is not increasing the A Run Action cannot be performed during
bet, if the Player before them Bet they must Call, a Pursuit.
matching the amount, Raise, increasing it, or Fold. A Fleeing Target may use the following
Fold means to remove yourself from that hand of Actions:

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Create Space. One of the most important Breaking Line of Sight. There are multiple
things during a Pursuit; getting away. The Fleeing ways to Break Line of Sight; blending into a crowd,
Target may spend 1 Action to make a Basic Move climbing up a building or over a wall, or simply
Action. A Bonus Action may be spent during a rounding enough corners that the Pursuer doesn't
Pursuit to make a Move Action at Half Speed. The know which way the Fleeing Target has gone.
main goal of Create Space in a Pursuit is to Break Obstacles. Creating an Obstacle during a
Line of Sight for long enough that the Pursuer does Pursuit is as simple as knocking over something to
not know where the Fleeing Target has gone. Climb attempt to block the Pursuer. When a Fleeing
Checks are important during a Pursuit, and it must Target creates an Obstacle, they spend an Action to
be noted it costs twice as much movement to Climb make a roll to set the DC of the Obstacle. Now, an
a surface. Obstacle isn't always about trying to stop a Pursuer,
Hinder Pursuer. Hindering comes with a but they always hinder them to give the Fleeing
few options. By spending 1 Action a Fleeing Target Target time to escape.
may do one of the following: When making an Obstacle, you may
Create an Obstacle from the environment. choose one of the following things if they would
Use something that is being carried. make sense:
Make an Attack at a -5. Trip: -2 to Obstacle DC, but Target is
Request Assistance by making a knocked Prone if they fail to get through this
Persuasion Check on nearby NPC's. Obstacle.
Make a Stealth Check if they have Broken Slow: Target moves at Half Speed for the
Line of Sight. rest of their next Move Action.
While attempting to Hinder, the Fleeing Hurt: Deal 2 Unsoakable Damage to the
Target may still move Half Speed as part of that Target.
Action. A Fleeing Target who casts a Spell cannot Of course, some Obstacles exist already,
move as part of that Action and cannot use their and must be overcome by the Fleeing Target first.
Bonus Action to make a Half Move. An Obstacle could simply be some sort of
Environmental Hazard, a crowd of people that
A Pursuer Target may use the following slows movement, or a wall that needs to be
Actions: Climbed.
Catch Up. Much like Create Space, Catch Up
allows the Pursuer to spend 1 Action to make a The Storyteller can determine when a
Basic Move Action with the purpose of catching up Pursuit has come to an end, if the Fleeing Target
to the Target. A Bonus Action may be spent during has not been caught. In the case of Finish Line
a Pursuit to make a Move Action at Half Speed. Pursuits the end is quite obvious, the Fleeing Target
Hinder Fleeing Target. Hindering comes either gets to their goal or doesn't. But when it
with a few options. By spending 1 Action a Pursuer comes to Endurance Pursuits it becomes a bit
may do one of the following: trickier. A simple way to decide, is not allowing a
Use something that is being carried. Pursuit to last longer than 10 Rounds. At 10 Rounds,
Make an Attack at a -5 To Hit. if the Fleeing Target is far away enough, than they
Request Assistance by making a escape, or if the Pursuer is close enough than they
Persuasion Check on nearby NPC's. are caught. Of course, a Storyteller can have their
Make a Perception Check to follow the path Pursuits be as long or as short as they want.
of a Fleeing Target that has Broken Line of Sight.
Block Path by making yourself an Obstacle Tracking
that the Fleeing Target must get by if you are ahead Sometimes you need to find a Target but
of the Target. they've gotten a lead on you, or recently left a
Cut off Fleeing Target by taking a shorter location; that's when Tracking comes into play.
route if one is available and known. When attempting to Track a Target, the DC is 12
Tackle the Fleeing Target if you are within and increases by 1 for every hour that has passed
10ft, by making a Grapple Check, however if you since the Target left the area. There are several
fail you lose any leftover Movement and are Prone. Talents that assist this Check, including those that
While attempting to Hinder, the Pursuer allow you to add Skills to it, and decrease the
may still move Half Speed as part of that Action. A difficulty.
Pursuer who casts a Spell cannot move as part of
that Action and cannot use their Bonus Action to
make a Half Move.

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Sneaking Climbing
Stealth can be very important, and is There are many different surfaces that a
sometimes a life or death scenario. For ease of Hat would need to climb, all with their own
reference, the Target, or Targets doing the sneaking difficulties and challenges. When Climbing a Hat
will be called Sneakers. All Sneakers move at half moves at Half Speed and will have to succeed at a
speed. When a Sneaker makes a Stealth Check, it Climb Check using either Athletics or Acrobatics to
is made against other Targets Awareness. If their make this Check. Several example climbable
Check beats the Targets Awareness, then they go by surfaces are as follows:
unnoticed. Alternatively, a Target may be Keeping -Rocky: DC 20
Watch, and instead of their Awareness, the Check -Smooth: DC 30
is being made against the Perception Check that -Rope: DC 14
they made for their Watch. -Knotted Rope: DC 12
There are certain restrictions to sneaking, -Rope Ladder: DC 10
such as you need things to actually hide behind or -Ladder: DC 6
use to break line of sight. These can be something -Wooden Wall: DC 18
as simple as a crate, or other people, or simply -Stone Wall: DC 22
getting behind a Target. When in Combat, making a If a surface is wet, slippery, icy, crumbling,
Stealth Check requires 1 Action, and cannot be etc. add between 5 and 10 to the DC depending on
done if the Target is actively Attacking you, unless the severity.
you break line of sight, or the Target is Distracted.
When multiple Sneakers have to make Swimming
Stealth Checks to move in a group, the group has On occasion a Hat might find themselves in
two options: the water and be forced to Swim. When swimming
The group elects one Sneaker to make the a Hat moves at 1/4th their Speed and will have to
Stealth Check, with a -2 per Sneaker in the group, succeed at a Swim Check using either Athletics or
including the Sneaker making the Check. A Acrobatics to make this Check if the water is 1/4th
Sneaker in the group that has a Stealth of 2 or their height or more. Unless there is some reason, a
more only gives a -1, and a Sneaker with a 5 or Hat will only need to make this Check once every
more does not add a penalty. A Group Sneak Minute. Checks will not need to be made if a Hat
cannot be done in Combat. can touch the bottom. Failing a Check means no
Alternatively all Sneakers may make progress is made, but failing by 5 or more means
individual Checks. the Hat goes underwater and must begin Holding
If the group of Sneakers, or an individual their Breath.
Sneaker is attempting to sneak past multiple -Still: DC 8
Targets, the difficulty is set by the highest -Slow Moving: DC 13
Awareness, or Watch Check, and the Target -Choppy: DC 18
receives a +1 per other Target assisting them, this -Rushing Water: DC 18
Bonus increases if the assisting Targets have high Rushing Water is very bad and also
Perception, giving a +2 if they have 2 or more in the considered an Environmental Hazard on top of
Perception Skill, and +3 if they have 5 or more. making it difficult to Swim.
Targets who are Distracted have a -10 A few things can complicate a Swim Check
penalty to Awareness and Perception. and make it more difficult:
-Freezing: DC +5
-High Winds: DC +5
-Stormy: DC +10

Near-Death
If a Hat should Die, but the Player truly
wishes to keep playing that Hat rather than make a
new one, the Storyteller may instead give them an
appropriate Trouble that fits with how they would
have Died. The Hat is still unable to act in the rest
of the encounter, or situation, until they have taken
a Long Rest, even if they receive Healing, which
returns them to 1 Wound.

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Retiring a Hat
Sometimes you want a new Hat, either
because you get bored, want to try something new,
or you have your Hat Die. You should always
discuss with your Storyteller and prepare for a Hat
change together.
As far as creating your new Hat, you go
through the basic creation, and then give them exp
equal to your now retired Hats Total Exp Gained.
For clarification, Total Exp Gained does not include
exp gained from starting, their race, or from
Troubles, nor does it include Special Experience.
Total Exp Gained is only the exp gained from
playing.
Storytellers may award Special
Experience for new Hats, of course, but they are
not required to.

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Downtime Activities Complications: If you fail the Carousing
Roll, or Bad Luck is rolled, a Complication is
Sometimes there are lulls in a Hats
Triggered, as chosen by the Storyteller or by
adventuring, but they gotta keep themselves busy
rolling a D12.
doing something. There are quite a few different
1-7, Bad Time. It really just was not a good
things that a Hat can do indefinitely on their
time for any party involved. No Favor or Followers
Downtime: Carousing, Fighting, Gambling, Relaxing,
are gained. Your Hat loses Half their Wounds or 20
and Work a Day Job. Then there are options that
Silver, your choice. You lose both if the Check was
either can't be done repeatedly or take a very long
failed due to Bad Luck.
time, such as Crafting, Researching, Training, and
8-10, Wrong Words. You said something
Illegal Operations.
that you shouldn't have. You failed to earn anyone's
While performing Downtime Activities, a
Favor or any Followers, and in fact have earned the
Hat does not benefit from Long Rests. This means
hatred of an NPC, two NPC's if this failure was
they do not regain Wounds or Lucidity while doing
caused by Bad Luck.
most of these Activities, with Relaxing being the
11-12, Arrested. Things got a bit too out of
exception.
hand, and your Hat ended up getting picked up by
Of course, Downtime Activities also come
the local Sheriff. Bail is set at a Silver amount
with their own risks, some more than others.
equal to the amount you failed the Check by; 30
These come in the form of things called
Silver if the Check was failed due to Bad Luck.
Complications. Sometimes these are odd things that
prevent you from completing your Activity and Fighting
could even involve a Trouble if the Storyteller so Some folks just wanna go look around and
wishes. pick fights. Some larger towns have places to do
this, other smaller towns tend to just have little
Basic Downtime Activities scraps for fun. It takes time to look for a fight, and
Carousing doesn't allow your Hat to do anything else on the
Going out, celebrating, partying, drinking, Days spent fighting. Fighting requires 3 Checks.
and generally trying to have the best time possible. The first Check is a DC 20-(Days) Physical Save.
Carousing leaves little time for your Hat to do The Second is a DC 18-(Days) Grit Save. The final
anything besides basic self care, as they spend all is another DC 20-(Days) Physical Save. The DC of
of their nights and evenings at bars, saloons, or these Saves is decreased by the amount of Days
taverns, and cannot do anything else for every Day spent preparing for the fight, up to a maximum of 7
spent Carousing, costing 10 Silver per Day. At the Days.
end of the Hats Carousing, they must make a DC 18- If you succeed at all 3 Saves, your Hat
(Days) Persuasion or Leadership Check, Carousing gains 20 Silver that they got from bets, or took
does different things depending on what is chosen. from their opponents pocket.
This DC also decreases for every Day the Hat If you succeed at 2 of the Checks but fail 1,
spends Carousing in a row, and up to a 7 may be you only get 10 Silver, and if the Check failed is the
spent at one time. Grit Save, your Hat takes 2 Damage.
If Persuasion is rolled for the Carousing A Good Luck Roll doubles the Silver you
Check, the Hat gains the Favor of 1 NPC in town. gain. However, a Bad Luck roll halves the Silver
The amount of NPC's will increase by 1 every 5 and counts as a Failed Check. Rolling more than 2
that the DC is beaten by. A Hat who has the Favor of Good Luck Rolls does not double the Silver amount
an NPC can do a few things, such as borrow up to again.
20 Silver, have the NPC gather information for Complications: If you fail 2 out of the 3
them, or gain access to places that outsiders Checks, or roll 2 Bad Lucks, a Complication is
normally would not be able to get to. To specifically Triggered, as chosen by the Storyteller or by
attempt to Carouse with a certain NPC, the DC is rolling a D12.
increased by 5. 1-6, Rough Time. Something happened and
If Leadership is rolled for the Carousing your Hat lost 10 Silver.
Check, the Hat gains 1 NPC Follower. The amount of 7-11, Horrible Show. Just picked a fight with
NPC's will increase by 1 every 5 that the DC is the wrong person and got severely knocked around.
beaten by. This Follower is counted as a Goon. Your Hat loses Half their Wounds.
Followers must be paid for tasks, but at half the 12, Arrested. Things got a bit too out of
cost as normal. hand, or your Hat ended up picking a fight with the
If you roll Good Luck on your Check, you wrong person, and got picked up by the local law.
gain 1 additional Favor or Follower. Bail is set at 20 Silver.

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Gambling Saving Throws they make. At the end of a Hats
A good way to get a lot of Silver, or lose a Relaxing time, a DC 16 Check must be made. This
lot of Silver, is Gambling. While some think of Check gains no Bonuses, but the DC is decreased by
Gambling as a simple Game, it takes time to work 1 for every Day spent Relaxing, up to a 7 Days.
your way into a good group and get in at the big If you roll Good Luck on your Relaxing Check, you
tables, making a Hat spend all Day on it and not regain double the amount of Wounds, and Lucidity,
allowing them to do anything else. Gambling as a and any Saves are made at +10.
Downtime Activity costs 10 Silver per Day, and Complications: If a Relaxing Check is
consists of a series of Checks, this process starts failed, or Bad Luck is rolled, a Complication is
with a DC 25-(Days) Sense Motive Check, followed Triggered, as chosen by the Storyteller or by
by a DC 25-(Days) Bluff, and finishes with a DC 25- rolling a D12.
(Days) Perception Check. Any, or all, of these 1-6 Interruption. Something rather
Checks may be replaced with a Sleight of Hand mundane has interrupted your Relaxation, causing
Check, meaning your Hat is cheating, however you to not gain the Bonus from Relaxing.
failing a Check using Sleight of Hand by 5 or more 7-11, Harassed. Someone, or something,
immediately triggers the 6-9 Complication. The DC would just not leave your Hat alone, preventing
of these Checks is decreased by the amount of them from getting the Bonus from Relaxing.
Days spent Gambling, up to a maximum of 7 Days. 12, Bad News. Something happened that is
If you only succeed at 1 Check, you lose the extremely stressing to your Hat, and either
money you spent Gambling. Succeeding at 2 prevented them from Relaxing, or made them have
Checks allows you to break even, regaining the to go and do several things in order to fix the
Silver you spent on Gambling. If you succeed at all situation.
3 checks, you gain back double the Silver you
spent Gambling. If you roll Good Luck while
Working a Day Job
Gambling, you gain half the amount of Silver you The most basic of the basic, working a job.
spent on Gambling in addition to any other While spending the Day going about your job, your
winnings, and gain half again for every Good Luck Hat has no time for anything else. Working gives
roll you get. your Hat a 3 Silver gain per Day, this is what is left
Complications: While Gambling, if you fail over after all of their daily expenses, such as a
all 3 Checks, are caught cheating, or roll Bad Luck, place to live and food. Your Hats earnings are
a Complication is Triggered, as chosen by the increased to 5 Silver gain if they have one of the
Storyteller or by rolling a D12. following backgrounds, and can find that sort of
1-5, Lost it All. Your Hat either had a severe work: Artisan, Banker, Barkeep, Coachman, Cook,
run of Bad Luck, or got cheated by a group better Courier, Courtesan, Cowboy, Doctor, Farmer, Hired
than them, and ended up losing all the Silver they Gun, Lab Technician, Librarian, Mechanic, Miner,
had on them in addition to what they spent Performer, Photographer, Priest, Rail Worker,
Gambling. Stable Hand, or Teacher.
6-9, Accused of Cheating. Whether your At the end of every Week you must make a
Hat actually cheated or not, they got accused of it DC 14 Check to determine how the week went. If
and unfortunately, it stuck. Your Hat takes 3 Good Luck is rolled, you gain double the amount of
Damage and loses half their Silver in addition to Silver for that week.
what they spent Gambling. Complications: If you fail the Check, or Bad
10-12, Arrested. Things got a bit too out of Luck is rolled, a Complication is Triggered, as
hand, and your Hat ended up getting picked up by chosen by the Storyteller or by rolling a D12.
the local Sheriff. Bail is set at 20 Silver. 1-3, Slow Season. They wont rehire you
next Week and you have to find somewhere else.
Relaxing 4-6, Theft. There was a theft while you
Sometimes you just need to do nothing, or were working and they could not afford to pay you
you need to just spend time recovering from for your work.
something. When Relaxing the Hat spends the 7-8, Dangerous. Something bad happened,
whole Day not doing anything, this generally not only did you not get paid, you take 4 Damage.
means sleeping in, taking care of themselves, 9-10, Robbed. Someone, or something, took
eating some meals, but really nothing beyond that. your pay, leaving you with nothing.
The Hat cannot do anything that would be 11, Fired. Whether it was your fault or not,
considered work for every Day they are Relaxing. something went really wrong. Not only did they not
While Relaxing a Hat regains Double the amount pay you, but they spread it around and now people
of Wounds and Lucidity, and gains a +5 to any in the area are reluctant to hire you. If you get this

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again while in the same area, no one in that town Building
will hire you. Sometimes the reason for Downtime is the
12, Left Holding the Bag. Apparently the Posse is waiting for something to be built.
people you were working for weren't all that clean. Occasionally building can be done while the Posse
And you were left to take the blame. You cannot do is off on Adventures, but it does mean that there is
any Downtime Activities for the next two weeks no one to assist in case of Complications.
while it is investigated and you defend yourself.
Hiring Workers: A Worker costs 1 Silver
Crafting Downtime Activities per Day, and a minimum of 10 Workers must be
hired. These Workers are considered Goons. A Hat
Mundane Crafting may replace 1 Worker, and an additional 1 for ever
Crafting of items is explained in the 2 Strength they have. Of course, this does not apply
Crafting Talent Section (Page 114). A brief to Laying Track, which has it's own Worker needs.
summery will be placed here:
Material Costs for crafting is 1/4th the cost Basic Wood Building: Any Basic Wooden
to purchase the item at it's base price. The time it Building takes 1 Day for every 10ft Square that it
takes to craft one item is 1 hour times Bulk value. A Making a building requires Material, either
Bulk 0 item takes 20 minutes if it's value is under purchased for 10 Silver per 5ft Square worth of
10 Silver. A Bulk 0 item with a value more than 10 structure, or sourced from nearby Trees which
Silver takes 1 hour. Ammo takes 20 minutes for 5 adds 1 Day to the total construction time per 20ft
of the item. The DC for crafting is about the Quality Square.
of the crafted item in question. Quality is in the Basic Log Cabin: A Basic Log Cabin
Crafting Talent Section. requires logs that must be sourced nearby. It takes 5
Days to collect the Logs, and an additional 5 Days
Complications are listed in the Crafting to construct the Cabin. The final Cabin is a very
Talent Section (Page 114). basic 30ft Square building, comprised of 1 to 3
rooms.
Brewing, Making Machines and Gadgets
Fort Construction: A Fort requires Logs
While they are considered Downtime
sourced nearby for the wall. Every 10ft of wall
Activities, Brewing and making Machines and
requires 1 Day of collecting Logs, and 1 Day to put
Gadgets are explained under the Alchemist Talent
up the wall. You can then follow the Basic Wood
Brew Potion (Page 72), and the Artificer Talent
Buildings information for inside the walls.
Spark of Invention (Page 74). They would take up
Watch Tower: Usually built as part of Forts,
far too much room to be explained once again here,
this is a basic wooden structure that takes 1 Day to
so they wont be.
collect the materials, and 1 Day to Construct.
Complications are listed in the Talent Laying Track: Tracks can be laid at a rate
themselves, the Alchemist Talent Brew Potion of 8 Miles a day, given proper workers, supplies,
(Page 72), and the Artificer Talent Spark of easy terrain and good weather. Hazardous Terrain
Invention (Page 74) slows progress down to 1 Mile a week. A tunnel is
dug at 5ft per day. Crossing a river or ravine is 5ft
Magical Item Crafting per week. A proper work team consists of 300
The Crafting of Magical Items requires the people working one of 3 shifts, getting paid roughly
Wizard Talent Craft Magical Item (Page 59), or the 20 Silver for 6 weeks of work, but also must be
Artificer Talent Magic Schmagic (Page 76). provided food. A Hat may replace 2 Workers, and
Craft Magical Item: The Magic Item is an additional 2 for ever 1 Strength they have.
created at Half the cost in Silver, and takes 1 Day
per Rank of the Magic Item. Building Complications: Once a Week
Magic Schmagic: BP Cost is doubled, a during Building one Posse member must make a
Common Magic Item counts as a Tier 2, A Rare Luck Check. Once chosen, that Posse member
Magic Item is Tier 4, a Grand Magic Item is Tier 6, cannot be chosen again until all other members
and an Artifact is Tier 8. Gadgets made from have made this Check. If the Posse member Fails
Magical Items that are Always Active are active for this Check, then one of the following Complications
24 Hours per Fuel they have. happen, chosen by the Storyteller or the one who
Failed the Check:
Complications are listed in the Talent Fire: A Fire has broken out during
themselves, the Wizard Talent Craft Magical Item Construction. The Posse may put out the Fire as
(Page 59), or the Artificer Talent Magic Schmagic normal, and it starts as a 5ft Square and spreads
(Page 76). normally. If the Posse is not present, all Workers

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must make a Luck Roll. Every Success saves 2 more time to make another Check immediately
Days of Work, however a Failure by 5 or more after, but they cannot split up a 7 Day stretch into
means that Worker Dies. multiple Checks.
Quitters: All of your Hired Workers have Making Spell Scrolls or converting them to
decided to Quit for some reason, and the Posse Blueprints or Formulae requires specific Talents;
must find new Workers, or negotiate with the old Scribe Scroll (Page 57), Chemical Decipher (Page
ones, but they are considered Hostile, in order to 72) or Mock Up (Page 75). Scribe Scroll lets you
continue work. If the Posse is not there, not only do make Scrolls out of the Spells that you know,
they not know their Workers have Quit, but the Chemical Decipher allows the converting of
Workers also take all supplies and anything Blueprints or Spell Scrolls into Formulae, while
valuable. Mock Up allows the converting of Formulae or
Raiders: A group of Adversaries shows up Spell Scrolls into Blueprints. Converting these
equivalent to the Posse. If they are intelligent they things takes 8 Hours per Tier, Cantrips take 4
can be negotiated with, but start as Hostile. If the hours, and the original thing used is destroyed in
Posse is not there, every Worker must make a the conversion process. Furthermore, copies may
Luck Check, if they Fail they are killed, but get be made of Blueprints, Formulae, and Scrolls at the
away if they Succeed. The Raiders will then take cost of 10x the exp cost in Silver, plus the cost of
anything of value, and may burn the structure if Magical Paper and Magical Ink in the case of
they have reason to. copying a Scroll. Making the Blueprint, Formulae,
or Scroll copy takes 1 hour per Tier of the Spell,
Downtime Researching Cantrips taking half an hour.
Gather Information Downtime Training
It can take time to learn information,
especially of a very specific or even in general Training Abilities
nature. A Hat may spend 1 Day and 2 Silver to give Spending Downtime to Train your Abilities
themselves a +5 Bonus to any Knowledge Check, is the most time consuming and costly of ventures
provided they have access to something like a in regards to Training. You will gain 1exp towards a
library, people of relevant skill, or some form of single Ability for every 1 Week spent. This 1 Week
suitable knowledge to pull from. This may be done also costs 500 Silver. You can gain an additional
repeatedly to increase the Bonus. However the Hat 2exp per Week by hiring a Trainer. Hiring a
must make a DC 20-Days Investigation Check every Trainer is an additional 100 Silver per Week, and
Day spent Gathering Information, but may group up the Trainer must have the level of Ability Score
to 7 Days in a row; they do not gain Bonus if they you are going for, or higher.
fail this Check, but the Silver is still spent.
Whether they fail or succeed their Check, they Training Skills
may spend more time to make another Check While Training Skills is not as costly as
immediately after, but they cannot split up a 7 Day Abilities, it does still take time and Silver. You gain
stretch into multiple Checks. 1exp towards a single Skill for every Day you
spend Training it. This Day also costs 100 Silver.
Magical Research You can gain an additional 2exp per Day by hiring
Sometimes a Hat is in a position where a Trainer. Hiring a Trainer is an additional 50
they cannot find a Spell Scroll for the Spell they Silver per Day, and the Trainer must have the Skill
are looking to purchase to learn, or a Blueprint or Points you are going for, or higher.
Formulae they want to use, so they must figure it
out on their own. In order to convert or gain new Training Talents
Blueprints, Formulae, and Spells that a Hat has not Much like Training Skills, Training a
learned yet, they must spend Downtime performing Talent gives you 1exp for every Day spent, and also
Magical Research. By spending 1 Day and 5 Silver, costs 100 Silver per day. You can gain an additional
a Hat may gain 1exp towards a Spell for every Day 2exp per Day by hiring a Trainer. Hiring a Trainer
spent. However the Hat must make a DC 20+Tier- is an additional 50 Silver per Day, and the Trainer
Days Occult Check, or Engineering Check in the must have the Talent.
case of Blueprints, and Medicine for Formulae,
every Day spent Researching, but may group up to
7 Days in a row; they do not gain exp if they fail
this Check, but the Silver is still spent. Whether
they fail or succeed their Check, they may spend

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Illegal Operations that the Escape DC decreases by 2. Rolling Bad
Luck on these Checks increases the Escape DC by
Blackmail 4. Failing this Check triggers a Complication.
Looking for information on a certain NPC, Obtain Information. Now that you're in, you
something that you can use to leverage to get them have to locate the information. You must make a DC
to do what you want. There are 5 steps to 18 Investigation Check. Failing this Check results in
Blackmail Downtime: Investigate Mark, Case the your being unable to find anything in this location,
Joint, Trespass, Obtain Information, Escape. All of and skip to the Escape Step, but you want to try
these steps have their own rolls and take different again you can start over on the Case the Joint Step.
amounts of time. The DC of any Check, or how Good Luck means that you find more information
much it costs, may be increased or decreased by that you thought you would. Bad Luck triggers a
the Storyteller. The Storyteller also does not need Complication.
to tell you if your Hat has succeeded or not in the Escape. Now that you have found what
first two steps. you're looking for, or haven't, you must get out. This
Investigate Mark. The first step is to find is a DC 18 Stealth Check, which is is decreased by 2
the Target, referred to as the Mark, and gather if it is Night. Good Luck means you got away
information about them. This is a DC 20 without any problems, and if you didn't find
Investigation Check, which can be lowered by 1 for anything and must go back to the Case the Joint
every Week spent investigating, up to maximum of Step, all DC's are decreased by 2. Failing this Check
8 Weeks. Alternatively, a Hat may make a DC 16 or rolling Bad Luck triggers a Complication.
Outlaw Check to find someone with the If you successfully get a piece of Blackmail
information they need, and spend 50 Silver to on a Mark, you may treat them as Friendly,
purchase it, which eliminates the time needed to regardless of actual feeling, and Wants to Help in
gather the information and the risk of being found any Social Interactions. However, depending on the
out. Failing this Check alerts the Mark to your type of Blackmail, the Mark may hire Adversaries,
presence and increased any further DC by 2. If as if they were a Villain, to send after the Posse.
Good Luck is rolled, all further DC's are lowered by Complications: If you failed or got Bad Luck
2. If Bad Luck is rolled for either the Investigation during the Trespass, or Escape Step, or rolled Bad
or Outlaw Check, all further Checks are increased Luck during the Obtain Information Step, a
by 4. Complication is Triggered, as chosen by the
Case the Joint. Next is to find out the Storyteller or by rolling a D12.
optimal place where you could find something to 1-5, Nothing. There's not a speck of
use as Blackmail. This is a DC 20 Perception Blackmail to be found on the Mark, and anything
Check, which can be lowered by 1 for every Week you thought you had turned out to be useless.
spent investigating, up to a maximum of 8 Weeks. 6-9, Spotted. Someone saw you, and you
Alternatively, a Hat may make a DC 16 Outlaw had to run away before you were able to finish,
Check to find someone with the information they leaving anything you got behind. All DC's against
need, and spend 50 Silver to purchase it, which this Mark are increased by 2.
eliminates the time needed to gather the 10-11, Caught. The Mark, or one of the
information and the risk of being found out. . If guards, caught you red handed. You lose any
they used Outlaw during the Investigate Mark information that you had on you. You may either
Check, they do not need to make this Check again pay them 50 Silver, or take 6 Damage, Unsoakable,
and merely need to pay the Silver. Failing this to get away. All DC's against this Mark are
Check alerts the Mark to your presence and increased by 2.
increased any further DC by 2. If Good Luck is 12, Arrested. You got caught by the local
rolled, all further DC's are lowered by 2. If Bad law and got turned over to the local Sheriff.
Luck is rolled for either the Perception or Outlaw
Check, all further Checks are increased by 4.
Trespass. Now that you've gotten
information on the who and the where, it's time to
get into the place. This is a DC 18 Lockpick Check
to pick a lock, followed by DC 18 Stealth Check.
Alternatively, the Lockpick Check can be replaced
with an Acrobatics or Athletics Check. The Stealth
Check can be lowered by 2 for doing it at Night,
however it doesn't effect the Lockpick, Acrobatics,
or Athletics Check. Good Luck on these roll means

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Burgle 4. Failing this Check triggers a Complication.
Sometimes you just want to spend your Take Stuff. Now that you're in, you have to
time robbing a place, and that's where the Burgle figure out what stuff to take. The first step is to
Activity comes in. There are 6 steps to Burgle make an Appraise Check minus 10, this is the
Downtime: Investigate Mark, Case the Joint, amount of valuable Objects found that you could
Trespass, Take Stuff, Escape, Fence. All of these sell. You can only take an amount of Objects equal
steps have their own rolls and take different to your available Bulk. If you are slowed due to
amounts of time. The DC of any Check, or how being Encumbered you take a -5 to the Escape Step.
much it costs, may be increased or decreased by Good Luck on this roll means that you Double the
the Storyteller. The Storyteller also does not need amount of Silver during the Fence Step. Rolling
to tell you if your Hat has succeeded or not in the Bad Luck on these Checks means you don't find
first two steps. anything worth selling. Failing this Check triggers a
Investigate Mark. The first step is to find Complication.
the Target, referred to as the Mark, and gather Escape. Now that you got your loot, or
information about them. This is a DC 20 haven't, you must get out. This is a DC 18 Stealth
Investigation Check, which can be lowered by 1 for Check, which is decreased by 2 if it is Night. Good
every Day spent investigating, up to maximum of 7 Luck means you got away without any problems,
Days. Alternatively, a Hat may make a DC 16 and Double the amount of Silver during the Fence
Outlaw Check to find someone with the Step. Failing this Check or rolling Bad Luck triggers
information they need, and spend 20 Silver to a Complication.
purchase it, which eliminates the time needed to Fence. The final step is getting rid of what
gather the information and the risk of being found you stole, which is easier said than done. You must
out. Failing this Check alerts the Mark to your make a DC 18 Outlaw Check to find someone to sell
presence and increases any further DC by 2. If your goods to. Failing this Check just means you fail
Good Luck is rolled, all further DC's are lowered by to find a Fence. The good news is that you can
2. If Bad Luck is rolled for either the Investigation make this Check in every town you come across if
or Outlaw Check, all further Checks are increased you don't find one in the current town, and once
by 4. you find one you always know how to find them.
Case the Joint. Next is to find out the place Each Valuable Object will sell for a base of 5
where the Mark keeps most of their valuables. Silver. Failing this Check just means you fail to find
This is a DC 20 Perception Check, which can be a Fence. If Good Luck is rolled on this Check, the
lowered by 1 for every Day spent investigating, up Fence will buy your Objects for double the price. If
to a maximum of 7 Days. Alternatively, a Hat may Bad Luck is rolled, this triggers a Complication.
make a DC 16 Outlaw Check to find someone with Complications: If you failed or got Bad Luck
the information they need, and spend 20 Silver to during the Trespass, or Escape Step, or rolled Bad
purchase it, which eliminates the time needed to Luck during the Take Stuff or Fence Step, a
gather the information and the risk of being found Complication is Triggered, as chosen by the
out. If they used Outlaw during the Investigate Storyteller or by rolling a D12.
Mark Check, they do not need to make this Check 1-3, Nothing. Well, it turned out that the
again and merely need to pay the Silver. Failing Mark didn't actually have anything valuable and all
this Check alerts the Mark to your presence and you did was waste your time.
increases any further DC by 2. If Good Luck is 4-7, Spotted. Someone saw you, and you
rolled, all further DC's are lowered by 2. If Bad had to run away before you were able to finish,
Luck is rolled for either the Perception or Outlaw leaving anything you got behind.
Check, all further Checks are increased by 4. 8-10, Caught. The Mark, or one of the
Trespass. Now that you've gotten guards, caught you red handed. You lose any
information on the who and the where, it's time to Objects that you had on you. You may either pay
get into the place. This is a DC 18 Lockpick Check them 50 Silver, or take 6 Damage, Unsoakable, to
to pick a lock, followed by DC 18 Stealth Check. get away.
Alternatively, the Lockpick Check can be replaced 11-12, Arrested. You got caught by the local
with an Acrobatics or Athletics Check. The Stealth law and got turned over to the local Sheriff. Bail is
Check can be lowered by 2 for doing it at Night, set at 50 Silver.
however it doesn't effect the Lockpick, Acrobatics,
or Athletics Check. Good Luck on these roll means
that the Escape DC decreases by 2. Rolling Bad
Luck on these Checks increases the Escape DC by

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Create Alibi 10+their Sense Motive, but you only need to make
When you or another member of your the Check once against a specific NPC. If you fail to
Posse are performing an Illegal Operation, Blend, or roll Bad Luck, you trigger a Complication.
sometimes it's a good idea to have an Alibi in case Exit. To Exit an Organization, you must
the Law comes knocking. This requires a DC 20 make a DC 18 Stealth Check to slip away. Good
Persuasion Check, or paying 20 Silver, to give a +1 Luck means you get away without any in the
Alibi Bonus to one roll made while doing an Illegal Organization even realizing you were there and
Operation. This can be done a maximum of 5 times, gone. Failing this Check or rolling Bad Luck triggers
and the Bonus stacks for every success. An Alibi a Complication.
Bonus can be split among different Checks, or Complications: If you rolled Bad luck on
lumped together into one Check. your Investigation Check, failed or rolled Bad Luck
If a Hat is Arrested, as long as the Alibi on any Bluff Check or your Stealth Check, a
Bonus is 2 or more, they can be released without Complication is Triggered, as chosen by the
difficulty or having to pay Bail. Storyteller or by rolling a D12.
1-4, Found out. You got caught by the
Infiltrate Organization and they did not like it. You are
Sometimes you want to get into a group or barred from the Organization and they're keeping
Organization for some reason or another, that's an eye out for you.
when you commit to Infiltrate. To Infiltrate, above 5-10, Suspicion. While you didn't get
all, takes time, and has 3 Steps: Entry, Blend, Exit. outright caught, something you did was very
The DC of any Check, or how much it costs, may be suspicious. All DC's are increased by 2.
increased or decreased by the Storyteller. The 11-12, Arrested. Something went very
Storyteller also does not need to tell you if your wrong, and you ended up getting turned over to the
Hat has succeeded or not in the first two steps. Sheriff. Bail is set at 10 Silver. But at least you
Entry. Probably the most complicated Step didn't break your cover?
when it comes to Infiltrate. First, you must make a
DC 20 Investigation Check, or pay 50 Silver. The
Investigation Check can be decreased by 1 for every
Week spent searching for information, up to a
maximum of 8 Weeks. Next is a DC 20 Bluff Check,
or paying 50 Silver. The Bluff Check may be
decreased by 2 if you have a Disguise Kit, and is
decreased by 1 for every 2 Weeks you spent
searching for information. If you roll Good Luck on
your Investigation Check, you halve the time it took
to search for the information. If you get Good Luck
on the Bluff Check, the DC's in Blend are decreased
by 2. If you fail the Investigation Check, you must
try again. If you fail the Bluff Check, or roll Bad
Luck for either Check, you trigger a Complication.
Blend. Now that you are in the
Organization, few will question you belonging.
However you must make a DC 20 Bluff Check
before proceeding, and every Week spent blending
into the Organization. This Bluff Check may be
decreased by 2 if you have a Disguise Kit, and is
decreased by 1 for every 2 Weeks you spent
searching for information. If you get Good Luck on
this, or subsequent Bluff Checks, you will gain a +1
Bonus to any subsequent Bluff Checks when trying
to Blend, to a maximum of 5. You can stay in this
Step indefinitely, until you are either found out or
go to the Exit Step, and you may do other
Downtime Activities while in the Blend Step.
However, once you exit Downtime Activities, Bluff
Checks must be made anytime you interact with an
NPC belonging to your Organization, the DC is

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Conditions Burning, Fire
There are many different things that can There are two types of burning conditions:
effect your Hat and their belongings, these are Fire, and Acid.
called Conditions. A Fire Burning Condition deals 3 wounds
per Round at the end of the Targets turn, and can
Bleeding be extinguished by spending 2 Actions, Minor
A Bleeding Target suffers 1 wound every Action, and Reaction attempt to smother one
round at the start of their turn, and continue to do square of fire with a cloak or blanket, or dousing it
so until the Bleeding is stopped. with a nonflammable liquid. If a Target is on fire,
A Bleeding wound can be stopped with a they may spend 2 Actions, Minor Action, and
DC 15 Medicine Check. Reaction to drop prone and stop, drop, and roll. Fire
Also any Magical/Technological healing will spread at 5ft per 2 rounds if there are
heals all Bleeding Wounds and ends all Bleeding flammable things in the nearby square. Fire will
Conditions. auto extinguish if it has burned all the fuel it has.
Bleed effects stack, and each Bleed effect
must be dealt with individually, unless Burning, Acid
Magical/Technological healing is applied. An Acid Burning Condition will list its
Any creature with regenerative abilities strength and burn time in a (strength/burn time)
cannot gain the Bleeding Condition. format, such as (2/4). An Acid with only one
Bleeding cannot be applied if the cause did number has no burn time and burns indefinitely.
not actually cause the Target to lose Wounds. The strength of the Acid is how many Wounds it
deals per Round, at the beginning of the turn of the
Blind Target being burned, while burn time is the amount
You cannot see and automatically fail all of Rounds before it loses potency. When an Acid
Checks that require sight. loses potency, its strength is reduced by half,
Being Blinded gives a -5 to Dodge, and -10 rounded down. Acid may be removed by spending
To Hit. All Actions, Minor Action, and Reaction washing it
This Condition can be gained by bright with any liquid, or by scrubbing it with mud, dirt,
flashes, blindfolds, etc. or sand. If the Acid allows a Save, Strength and
Burn time are both halved if the Save is met.
Broken
A Broken weapon revives a -5 to attack and Charmed
deals half Damage. A charmed Target cannot attack the
Broken Armor or Shield grants half the Charmer or Target the Charmer with any negative
Dodge, rounded down and no Soak Bonus. abilities or Spells. The Target becomes Friendly to
A Broken Firearm cannot shoot. the Charmer and the Charmer only, not to their
A Broken tool gives -5 to any Check using allies.
it. The Charmer has a +10 to any Moxy based
Wands and Staves use 2x the charges. Checks aimed at the Target, and can be more easily
A Broken Machine or Gadget ceases to convinced of things. If in the middle of a fight, a
perform it's function unless a DC 25 Engineering Charmed Target wont just throw down their
Check is made. weapons.
A Clockwork gains the Broken Condition
when it is reduced to 0 Wounds. A Clockwork can
no longer take Actions when it is Broken. A
Clockwork may be repaired with a DC 25
Engineering Check, by an item, Spell, or Talent that
allows for an alternate.

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Confused Dominated
A Confused Target has their mind A Target who is Dominated loses control of
befuddled and does not think or act intelligently. their ability to do things. Instead, the Target or
They cannot determine friend from foe, and if they Object that Dominated them has control of their
attack, they attack the nearest Target or the last Actions.
Target who attacked them. At the beginning of their Someone who Dominates another does not
turn they must roll on the following chart to know anything about the Target other than what
determine their Action on their turn. they have seen or know ahead of time.
Confused Table: A Dominated Target makes another Save to
1d12 Behavior break free at the beginning of their turn. They also
get a Save if they take Damage.
1-3 Attacks the nearest Target.
A Successful Luck Roll during a Dominated
4-6 Attacks itself. Targets Save means they cannot be Dominated
7-9 Does nothing but babble incoherently. from that source again for the next 48 Hours.
10-12 Act Normally. Downed
A confused Target who cannot perform the A Target is Downed when they hit 0 or less
Action does nothing but babble incoherent. A Target Wounds.
does not gain any special advantages on a Confused A Downed Target gains the Bleeding
Target, and the Confused Target attacks the last Condition. This Bleeding effect may be stopped
Target that attacked them the instant it is capable. with a Medicine Check, Magical Healing, or if the
The Target cannot make Reaction Actions. Target makes a DC 15 Grit Save. If the bleeding is
stopped, the Target is still considered Downed until
Dead it returns to positive Wounds, they're just no longer
When a Target or Hat is reduced to a bleeding out.
negative number equal to their total Wound count, A Downed Target does not benefit from a
they're Dead. If you need an explanation on what Short Rest, and must take a Long Rest in order to
Dead means, I'm sure someone would be glad to regain Wounds naturally.
explain it to you. A Target who is Downed by Nonlethal
Alternately, they may gain the Condition Damage does not gain the Bleeding Condition.
Near-Death, which is explained later. The Target has the Helpless Condition.
A Downed Target cannot use any Actions
Deafened on their turn aside from making one Grit Check to
The Target cannot hear, and automatically
stop their bleeding, and automatically fails any
fails any Check requiring hearing.
saving throws.
Distracted The Target cannot move or speak, and is
The Target may either take 1 Action at no unaware of its surroundings.
penalty, or take All Actions, Minor Action, and The Target immediately falls Prone and
Reactions available to them at a -10 to all rolls. drops any items it is holding.
Target receives a -10 to Awareness and A Goon cannot be Downed, and instead
Perception. dies immediately at 0 Wounds
If a Downed Target receives Healing in the
form of a Medicine Check, they return to 0 Wounds
if a DC 12+(Negative Wounds) Medicine Check. If
they are healed by Magic, they immediately heal
that amount of Wounds as if they were at 0
Wounds and are no longer Downed.
A Successful Luck Check when Bleeding
puts you back at 1 Wound, and you can take your
turn as normal, however you are Prone. A Failed
Luck Roll adds another Bleeding Condition.

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Drunk Frozen
After consuming a fair amount of alcoholic A Frozen Target has the Paralyzed
substances (1+Grit within 1 Hour), the Target Condition.
becomes Drunk, receiving a -4 to all Skill Checks Target may make a DC 25 Physical Check
and Saves. Every time a Target who is Drunk to break free.
consumes another Alcoholic drink they must Any source of heat decreases the DC of
succeed at a DC 14+Drinks Grit Check, or pass out. breaking free depending on how hot it is. A few
The Drunk Condition lasts 6 hours from when they examples:
stop drinking. Torch within 5ft lowers the DC by 1.
Campfire within 5ft lowers the DC by 3.
Exhausted A Square that is on fire lowers the DC by 5.
Exhaustion comes from a few different Lava within 10ft lowers the DC by 20.
sources: Special Talents, Environmental Hazards, Frozen Targets cannot be Coup de Grace'd.
Self Neglect. They are treated in levels, every level
compounding on top of the others. I.E. if a Target Grappled
has level 3 exhaustion, the Target also suffers the A grappled Target has a speed of 0.
effects of level 2 and level 1. Cannot use both hands.
1. -5 to all Checks and Saves. Cannot take multiple Cannot use Stealth.
move actions unless mounted. The Initiator may perform a Drag Action
2. An additional -5 to Checks and Saves. Speed is on the Target.
halved. The Initiator can attempt to Restrain the
3. Target can only take 1 Action per turn. Target it is Grappling by spending 1 Action and
4. Wound Total is halved. making an opposed Acrobatics or Athletics Check
5. Speed reduced to 0. at a +10. If the Initiator has chain or rope, or
6. Target is Dead. something similar, this sets the DC the Target needs
In order to reverse levels of Exhaustion, to make and the Grapple no longer needs to be
the Target must take a Long Rest, in which they maintained to keep them restrained.
have suitable food and drink, they then have their If the Target is Manacled, the DC is 30, and
exhaustion level reduced by 1. There are also may only be picked open with the appropriate
magical means to reverse Exhaustion. Talent and Tools at a DC 20.

Fatigued Helpless
Target cannot take multiple Move actions A Helpless Target is one who is either
per turn, unless mounted. Downed, Paralyzed, Restrained, Unconscious or
Target receives a -2 to all Checks and otherwise at their opponent's mercy.
Saves. Anyone who is adjacent to the Target can
If the Target would become Fatigued again, spend 1 action to perform an Attack to Coup de
they instead gain a level of Exhaustion. Grace a Helpless target.
The Target must take a Long Rest in order
to get rid of their Fatigue. Nauseated
Target cannot make Attack Actions, do
Frightened anything that requires focusing, and moves at half
A Frightened Target receives a -5 to all speed.
Checks while within sight of the cause of fear.
The Target cannot willingly move closer to the Immune
source of Fear. The Target takes no Damage of the
associated source of Damage, whether being a
Damage type, or a Magical Element. This can also
be in reference to Conditions which cannot effect
the Target.

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Invisible Poisoned
The Target and everything they are A Target with the Poisoned Condition takes
wearing or carrying cannot be seen. Damage each round equal to the strength of the
Target gains a +10 to Dodge. poison, the number or effect in the parenthesis
Target gains a To Hit +5 if within 20ft of immediately after the word Poison. Every poison
Target. also lists it's DC, which gains a +5 after the first
Target gains a +40 to Stealth Checks if they Check is failed.
are not moving, reduced to +20 if they move. Example: DC 17 Poison(2), which increases
Target does not trigger Attacks of to DC 22 after the first failure. The Target may
Opportunity. make a Grit Save every round after they receiving
A Target does not get this Bonus against the Damage from the Poison. If they manage to
other Targets with unnatural abilities to see, or see make their Save, they have shaken off the Poison
with other methods other than sight. and cannot be Poisoned from the same source for
Any object the Target puts down appears, 24 hours. Poison can also be cured with a Medicine
and anything they pick up disappears. Check, beating the DC of the poison. Alternatively
Any light source they are carrying is if the Target ingests Antitoxin, or is healed by
invisible, but still emits light. magical means, the Poisoned effect immediately
Performing a task or Action that requires a ends.
lot of movement or interactions, draws attention
and negates the Stealth Bonus received from being Prone
Invisible. Can only crawl at 1/4th movement, or stand
up as a Move Action. It takes half of your
Paralyzed movement to stand up.
Cannot take any actions. -5 to Brawl.
It may spend it's turn to attempt to break +10 to Dodge if the attacker is farther than
free of the Paralyzation. 10ft away.
Automatically fails any Ability Checks. Attackers within 10ft get a +5 To Hit.
The Target has the Helpless Condition.
The Target cannot move or speak. Resistance
Attacks against the Target have a +5 To Hit. A Target with Resistance to something
If attacked they may make another Save to takes half Damage from any source dealing that
break the Paralyzation. type of Damage. Resistances do not stack with
themselves unless the source specifies otherwise.
Petrified
Target is turned to stone. Restrained
Target is considered Paralyzed. Speed becomes 0, unless legs are
Target us unaware of its surroundings and purposefully left unbound.
fails all Awareness Checks. Target is Helpless.
If broken, Target may be put back together Cannot use either hand.
before being undone with no ill effects. If a piece of If gagged, cannot speak clearly.
what would be flesh is lost, Target will take May spend All Actions, Minor Action, and
Damage appropriately. Limbs may be lost. Reaction to attempt to break the restraint, making
an opposed Acrobatics or Athletics Check against
the Target restraining them.
If they were restrained by rope or chain
the difficulty is instead based the DC set by the
Target that restrained them.
Manacles have a set DC of 30, but may be
picked with the appropriate Talent and Tools.

Stunned
Can only take 1 Action.
-5 to ability Checks and Saves.
The Target moves at half speed.
Target cannot speak clearly.
Attacks against the Target have a +5 To Hit.

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Unconscious
A Target is Unconscious when they have
been Downed, are asleep, have been knocked out,
or have passed out as a result of not sleeping or
from taking too much Lucidity Damage.
Target is Considered Blind and Helpless.
-10 to Awareness.
Cannot take Actions.
A Hat that goes more than 40 hours
without taking a Long Rest must make a DC 18 Grit
Save, failing gains the Fatigued Condition. This
Check must be made again every 5 hours. If they
fail this Check by more than 10, they do not gain
Fatigue and instead pass out. A Hat who passes out
in this way does not gain the benefit of a Short or
Long rest. To wake up someone who has passed out
takes 1 Action, and they may subtract the time slept
from the 40 hours if that is the reason they passed
out. A Hat may also pass out from taking Lucidity
Damage. This is done in the exact same way, but
they do not gain Fatigue. Nearby explosions or
firearms being discharged nearby also wake an
Unconscious Hat.

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Environmental Hazards Rushing Water
A rushing river is not something to be
Awkward Terrain taken lightly. If a Target moves into rapidly moving
Icy Surface: If a Target moves more than water more than 1/4th their height they must make
half their movement speed in a turn they must a DC 20 Physical Save or else immediately be
make a Physical Save, DC 20, or else fall prone. washed away. A Target may willingly enter the
water if their plan is to cross or be swept away.
Mud: While in mud movement is halved. A Either purposefully or accidentally they move
horse cannot go faster than a Trot. Clothes are down the waterway at the same pace as the water.
considered ruined, but may be cleaned. Bulk is They must make DC 20 Physical Save every round
increased by 1 until the mud is cleaned off. they are in the water. Failing these Saves in a
Overgrowth: Tall grass, or thick vegetation causes the Target to take 1 Non-Lethal Damage,
count as Overgrowth Terrain. A Targets movement Unsoakable, for every Save they fail. Any Target
is halved when moving through Overgrowth. A with the Helpless condition begins Suffocating.
Target may crouch, halving their speed again, to
Falling
gain Partial Cover and a +10 to Stealth. A Target
There's plenty of times that you're up high,
who Drops Prone gains Full Cover and +20 to
and falling off those high up places can be quite
Stealth and halves their Prone speed.
detrimental to a Hat's health. A Hat who falls 10ft
Sand: A Target moves 5ft slower through does not take Damage, but must make a Physical
Sand. If a Target falls Prone on a hill that is Save, DC 14, or be unable to continue their
covered in Sand, they slide 20ft downhill per movement.
round. Falling more than 10ft deals 1 Unsoakable
Damage per 5ft fallen above 10. A DC 12+(1 per 5ft
Uneven Terrain: If a Target moves more above 10 fallen) Physical Save to halve this
than half their movement speed in a turn they Bludgeoning Damage. Then they must make the DC
must make a Physical Save, DC 10, or else fall 14+(1 per 5ft above 10) Physical Save or lose the
prone. rest of their movement.
Wet or Slick: If a Target moves more than Fall Damage maxes out at 200ft, which
half their movement speed in a turn over terrain would deal 38 Bludgeoning Damage. Water adds
that would be slippery they must make a Physical 30ft to the height before taking Damage.
Save, DC 10, or else fall prone. Lava
Snow Covered: A surface that is covered in Lava is technically a liquid. A very, very
less than 6 inches of snow is considered Slick. If hot liquid. It may have the properties of Rushing
the snow is greater than 6 inches a Targets Water if it is moving. If a substantial amount of
movement is halved. Dropping Prone increases the water is poured onto Lava it will become a solid,
Dodge Bonus against attackers that are more than and create an effect similar to the Spell Incendiary
10ft away by 5, if the snow is over 6 inches. Horses Cloud for 3 rounds, and then Fog Cloud for an
and Large Targets are not slowed by snow unless it addition 7 Rounds before clearing.
is over 3 feet tall. A Target or Object that is within 10ft of
Lava takes 4 Fire Damage per round, Unsoakable. A
Brambles & Brush Target or Object that is in, or touches Lava takes 10
Brambles: A Target moving more than 10ft Fire Damage per round, Unsoakable. A Target who
through Brambles in one turn suffers 2 Damage. is Resistant to Fire Damage does not take Damage
Furthermore if a Target falls Prone in Brambles from being near the Lava.
they take 2 Wounds. If a Target would take Damage
from Brambles, whether they Soak the Damage or Light Levels
not, their clothes are considered Ruined. Something to keep in mind is how much
Otherwise treat Brambles as Thick Brush. light is available to a Hat in a given circumstance.
There are four different levels of light, Normal,
Thick Brush: Movement is halved when Bright, Low-Light, Darkness.
moving through Thick Brush. Thick Brush also
provides Partial Cover if it is over 10ft thick. Normal: This is the average light level,
something like being outside during the day, or in a
Blackberries: Act the exact same as well lit room. This light level does not give
Brambles, however a Hat may take 1 Hour to gather penalties.
enough berries to feed one Medium Target.

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Bright: If there is too much light in an area, Locks & Doors
such as a place hit by a spotlight, something under Probably more of a benign hazard for a Hat
the effect of certain Spells, or similar to that. A Hat to come across, but still something can impede
who has Low-Light Vision or Darkvision is progress. In order to pick locks, a Hat must have
considered to have the Blinded Condition in Lockpicks in order to make a Check, and receives
situations of Bright Light Levels. Other Hats suffer no Bonus to this roll unless they have a Talent that
a -5 to any Check requiring sight. says otherwise.
Low-Light: For dim lighting, such as during The Difficulty of picking locks is listed
the night or in a poorly lit room. Those with Low- underneath the type of Lock bellow.
Light Vision or Darkvision are not at penalty. Of course, a locked door may always
Otherwise a Target suffers a -5 to any Check simply be broken down, though depending on what
requiring sight. it is made from this can vary in difficulty, and
while you may ignore the Lock when breaking
Darkness: If there is no light, such as a down a door, a Barricade adds to the difficulty.
cloudy night, a night with no moon, or a room with A barricaded or blocked door will require a
the lights off. Only those with Darkvision can still Strength Check to open. If it is the only thing that is
see. Otherwise all Targets have the Blinded keeping the door shut, you use the first DC,
Condition. however if the door is also Locked it instead
increases the base Breakdown Check of the type of
Glass door.
A common, and often overlooked piece of
an environment is things that are made of Glass.
Whether it is a window, a bottle, a mug, a display -Wooden Door: Hardness: 2 HP: 8
case, or perhaps a fancy table, glass is persistent Breakdown DC 15 Strength Check
around. Though it is quite brittle, and dangerous -Reinforced Wooden Door: Hardness: 3 HP: 12
once broken. Breakdown DC 18 Strength Check
-Magical Wooden Door: Hardness: 5 HP: 10
-Window: Hardness: 1 HP: 1 Breakdown DC 20 Strength Check
-Glass Bottle: Hardness: 3 HP: 2 -Stone Door: Hardness: 3 HP: 18
-Shot Glass: Hardness: 1 HP: 1 Breakdown DC 22 Strength Check
-Glass Mug: Hardness: 3 HP: 2 -Reinforced Stone Door: Hardness: 5 HP: 22
-Display Case: Hardness: 2 HP: 2 Breakdown DC 26 Strength Check
-Glass Table: Hardness: 2 HP: 2 -Magical Stone Door: Hardness: 7 HP: 25
Additionally, when anything made of glass -Wooden Barricade: Hardness: 2 HP: 4
is broken, it creates a hazardous space 5ft in all Breakdown DC 15 Strength Check
directions. While moving through a space covered OR Breakdown DC Increase by 4
in glass does not have any effect, being knocked -Iron Barricade: Hardness: 3 HP: 6
prone or attempting to crawl over a space covered Breakdown DC 20 Strength Check
in glass inflicts 2 Damage and causes the Target to OR Breakdown DC Increase by 6
Bleed. It takes 2 turns to clean up one square of -Magical Barricade: Hardness: 5 HP: 10
Broken Glass. Breakdown DC 25 Strength Check
An Object made of Glass that is used as a OR Breakdown DC Increase by 10
weapon deals Damage equal to the Strength of the
one making the Attack. This Attack also causes the -Simple Lock: Hardness: 2 HP: 8
Object to shatter and cover the square with Broken Lockpick DC 18
Glass. This Attack may use Brawl if it is done in -Complex Lock: Hardness: 3 HP: 6
Melee, or Ranged if it is thrown. Lockpick DC 25
As an Action, a handful of Broken Glass -Simple Magic Lock: Hardness: 5 HP: 10
may be scooped up, dealing 2 Damage, and thrown Lockpick DC 23
as an Action at a Target with 5ft Range Band. -Complex Magic Lock: Hardness: 7 HP: 15
Wearing Gloves negates the Damage from picking Lockpick DC 28
up the Glass. A Target struck by the Broken Glass
takes 2 Damage and causes the Target to Bleed.

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Weather Fog: There are three types of Fog: Thin,
Most Weather Environment Hazards do Mild and Thick.
Nonlethal Damage if someone is out too long in Thin Fog: Target receives no penalties, but sight is
them. This Damage is assuming they are properly limited to a few miles.
dressed. Halve the time if a Target does not have Mild Fog: a Target will have Partial Cover if they
boots or shoes. Halve the time if they are half are over 60ft away, and Targets cannot be seen past
dressed, and halve the time again if they are not 120ft. Targets suffer a -2 to any Check requiring
wearing clothes at all. These two effects stack. sight.
Armor is counted as clothing for the purpose of Thick Fog: all Targets within the fog receive Partial
this Damage. Cover and Targets cannot be sees more than 20ft
Heat: A Target who is in a place with through the fog. Targets suffer a -5 to any Check
extreme Heats will take what is called Heat requiring sight.
Damage. A Target can take Heat Damage equal to Snow: There are three types of Snow:
their Total Wounds. Once Heat Damage is maxed, Light, Heavy, and Blizzard.
all further Heat Damage will add a level of Fatigue Light Snow: a Target will have Partial Cover if they
to the Target. Heat Damage can be removed by are over 120ft away, and Targets cannot be seen
getting into shade or a cool area and drinking past 240ft. Someone who spends more than 8
water, removing 2 Heat Damage over the course of hours out in this weather takes 1 Nonlethal
a Short Rest or 5 Heat Damage over a Long Rest. Damage, Unsoakable, per 8 hours spent out. Targets
There are three levels of Heat: Stifling, Sweltering, suffer a -2 to any Check requiring sight
and Boiling. Heavy snow: a Target will have Partial Cover if
Stifling: a Target must consume twice the amount they are over 60ft away, and Targets cannot be
of water as normal. A Target only takes Heat seen past 120ft. Someone who spends more than 4
Damage if they are doing heavy physical labor at 1 hours out in this weather takes 1 Nonlethal
Heat Damage per Hour. Damage, Unsoakable, per 4 hours spent out. Targets
Sweltering: a Target must consume twice the suffer a -5 to any Check requiring sight
amount of water as normal. A Target takes 1 Heat Blizzard: a Target will have Partial Cover if they
Damage per Hour. are over 20ft away, and Targets cannot be seen past
Boiling: a Target must consume twice the amount of 60ft. If snowfall persists, the terrain will become
water as normal. A Target takes 1 Heat Damage Snow Covered. Someone who spends more than 30
every 30 Minutes. minutes out in this weather takes 1 Nonlethal
Rain: There are three types of Rain: Light, Damage, Unsoakable, per 30 minutes spent out.
Heavy, and Downpour. Heavy and Downpour Rains Targets suffer a -10 to any Check requiring sight
will put out unprotected Fires, and the Burn, Fire Wind: Wind can be classified to three
Condition cannot be applied. categories: Strong Breeze, Heavy Breeze, Stormy
Light Rain: a Target will have Partial Cover if they Breeze.
are over 120ft away, and Targets cannot be seen Strong Breeze: any Light Object that is thrown
past 240ft. Someone who spends more than 8 suffers a -5 To Hit, and flying Targets must succeed
hours out in this weather takes 1 Nonlethal a DC 12 Physical Save or be unable to fly properly,
Damage, Unsoakable, per 8 hours spent out. Targets they are pushed in the direction of the wind 10ft
suffer a -2 to any Check requiring sight. and lose 10ft of altitude. A Strong Breeze also
Heavy Rain: a Target will have Partial Cover if applies during Light Rain or Snow
they are over 60ft away, and Targets cannot be Heavy Breeze: any light Object that is thrown
seen past 120ft. Someone who spends more than 4 suffers a -15 To Hit, and flying Targets must succeed
hours out in this weather takes 1 Nonlethal a DC 20 Physical Save or be unable to fly properly,
Damage, Unsoakable, per 4 hours spent out. they are pushed in the direction of the wind 25ft
Targets suffer a -5 to any Check requiring sight. and lose 15ft of altitude. A Heavy Breeze also
Large Fires will go out, and the Burn, applies during Heavy Rain or Snow
Downpour: a Target will have Partial Cover if they Stormy Breeze: any light Object that is thrown
are over 20ft away, and Targets cannot be seen past suffers a -30 To Hit, and flying Targets must
60ft. Any surface that is rained on either becomes succeed a DC 30 Physical Save or be unable to fly
Slick, or becomes Mud. Someone who spends more properly, they are pushed in the direction of the
than 30 minutes out in this weather takes 1 wind 40ft and lose 20ft of altitude. Also applies
Nonlethal Damage, Unsoakable, per 30 minutes during a Downpour or Blizzard.
spent out. Targets suffer a -10 to any Check
requiring sight.

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Traps Explosive: An Explosive Trap is a usually
Ball Bearings: A thousand small metal balls machine that sets off an explosive device using
covering a 10ft area. It is a DC 18 Perception Check either a pressure plate or simply dropping it from
to spot these balls. The area covered by the balls is above. Explosives can consist of Alchemist Fire,
considered an Icy Surface. Dynamite, Nitroglycerin, or an Alchemical Potion.
Requires 2 Minutes to setup and a properly made
Bear Trap: A heavy duty snare type trap. A area to house the contraption. To spot an Explosive
pair of large metal jaws, a sensitive pressure plate, Trap requires a DC 14 Perception Check. This DC
attached to a chain with a heavy duty piton on the can be increased by spending 2 more Minutes and
end. A Bear Trap takes 2 Actions to set up, and a making a Survival Check or an Engineering Check
heavy object to pound the piton into the ground. To to replace the DC 14 with the rolled Check. An
spot a set up Bear Trap requires a DC 14 Perception Explosive Trap may be Disabled with a DC 20
Check. This DC can be increased by spending 2 Sleight of Hand Check, failing this check triggers
more Actions and making a Survival Check to the Trap.
replace the DC 14 with the Survival Check. A
Target that does not spot a Bear Trap and enters its Log: A Log Trap is a large log, or similar
square triggers it. They are trapped in the Bear type object, suspended above and designed to swing
Trap, take 4 Wounds, and their movement speed down at high speeds. A Log Trap deals 4 Wounds to
becomes 0. A Foe may spend all their Actions to all Targets in a 15ft Line who fail a DC 15 Physical
free themselves from the trap. It takes 2 Actions to Save in order to duck or move out of the way. Also,
retrieve a set up Bear Trap. A Bear Trap may be Targets who fail this Save are flung following the
Disabled with a DC 15 Sleight of Hand Check, line a distance depending on their Size; If the
failing this check triggers the Trap. Target is larger than Large they are not moved,
Size Large is simply moved to the end of the Log
Boulder: A rather simple trap, a large rock Traps Line, a Medium Target is launched 10ft past
set precariously to roll in a direction once the Line, a Small Creature is launched 20ft past the
triggered. In order to create a Boulder Trap a line, and those smaller are launched back an
Medium size boulder, or larger, is required, and also additional 10ft per size category bellow Small. To
takes several Targets to do. It takes roughly 20 set up a Log Trap requires 10 Minutes. To spot a Log
Minutes to setup. To spot a Boulder Trap requires a Trap requires a DC 14 Perception Check. This DC
DC 15 Perception Check. A Target in the path of a can be increased by spending 2 more Minutes and
triggered Boulder Trap must make a DC 15 Physical making a Survival Check or an Engineering Check
Save to get out of the way. If they fail, they take 5 to replace the DC 14 with the rolled Check. DC 40
Wounds and must attempt the Save again. Failing a Strength Check to stop the Log. A Log Trap may be
second time, they take another 5 Wounds as the Disabled with a DC 20 Sleight of Hand Check,
Boulder runs them over. failing this check triggers the Trap.
DC 40 Strength Check to stop the boulder. A
Boulder Trap may be Disabled with a DC 20 Sleight
of Hand Check, failing this check triggers the Trap.
Caltrops: 20 pointed bits of metal cover a
5ft square. A DC 18 Perception Check is required to
spot these pointy things. If a Target moves into the
square, they immediately take 3 Piercing Damage,
ignoring any Soak from Shields, and their
movement speed drops to 0 if they took Damage. A
Targets speed remains at 0 until they spend a turn
removing the Caltrops from their feet. A Target
may spend 15ft of movement to move through the
square without taking Damage.

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Pitfall: A Pitfall is essentially a hole, Snare: One of the simplest type of traps,
covered up in some manner to appear as the but very effective. Usually used to trap critters or
ground. This hole is typically 10ft deep, but could be small game, but they can be made on a bigger scale
hundreds if the one making the trap decides to. to try and catch larger things. Composed of a rope,
When a Target walks over the Pitfall they must cord, or string, the trap consists of a noose that is
make a DC 15 Physical Save, falling into the hole if held in place under tension. A Snare takes 1
they fail. To set up a Pitfall Trap requires 5 days Minute to setup, but requires something to keep the
and a shovel, this time may be halved per Target trap under tension. To spot a Snare requires a DC
assisting with a shovel, and then 10 minutes 14 Perception Check. This DC can be increased by
disguising the dug hole or an already existing hole. spending 2 more Minutes and making a Survival
To spot a Pitfall Trap requires a DC 14 Perception Check to replace the DC 14 with the rolled Check. A
Check. This DC can be increased by spending 2 Snare Trap may be Disabled with a DC 14 Sleight of
more Minutes and making a Survival Check or an Hand Check, failing this check triggers the Trap.
Engineering Check to replace the DC 14 with the
rolled Check. A Pitfall Trap that is mechanical in Trip Wire: A very simple type of trap is
nature may be Disabled with a DC 20 Sleight of the Trip Wire, which comes in two varieties:
Hand Check, failing this Check causes the one Impede or Trigger. Both types requires a DC 18
attempting to disarm it to fall in. In addition, there Perception Check in order to spot. If a Target
are multiple varieties of a Pitfall aside from just a notices a Trip Wire they can simply avoid it. A
basic hole. Trip Wire may be set at any height, simply
A Spiked Pitfall is a Pitfall containing many spikes requiring two points to set up between.
at the bottom. In addition to Fall Damage, a Target Impede: A Target who does not see an
who falls into the pit takes 4 Wounds from the Impede Trip Wire and attempts to move through
spikes. it's square immediately ends their Movement and
A Crushing Pitfall is a mechanical trap that after falls prone. An Impede Trip Wire may be Disabled
being triggered, the walls begin to close in. Any by simply cutting the wire.
Target in the pit after 3 Rounds will begin to take 1 Trigger: Much like an Impede, a Trigger
Damage per round. The Crushing Pitfall cannot Trip Wire is set off when a Target who has not
close if there is an Object with a Hardness of 3 or seen it attempts to move through the square it is in.
more. The crushing may be halted with a DC 20 A Trigger Trip Wire can have many effects, such as
Strength Check, this Check must be made every causing an explosion, sounding an alarm, releasing
round to keep it from closing. The Trap may still be poison, or something along those lines.
disabled even as it is closing.
Poison Dart: A rather complex mechanism
that shoots out a small Dart that is coated with
Poison. The poison varies from Poison(1) to
Poison(4). This trap is most often used on locked
things, such as doors or chests, though it is
sometimes implemented to shoot out from walls.
To setup a Poison Dart trap requires a DC
20 Engineering check, 10 minutes to make and set
the device, as well as materials to craft it. It is a DC
18 Perception or Investigation Check to discover a
Poison Dart Trap. The DC to disable requires a DC
20 Sleight of Hand, or a DC 25 Knowledge
Engineering. Failing to disable the trap causes it to
be activated and the one attempting to disable it to
be struck.

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Chapter 11: The World
This chapter is describing the world of no one has ever found a way around the Spine, as
Pistol Dust, but by no means is any of this set in The Storm claims the waters there. Although some
stone. If you don't like something, change it. That's have attempted to make the crossing over the top
the beauty of a game like this. All this chapter is is via airships, none have been successful. In the Age
a setting, that can be torn apart and built anew to a of Science when trains began to rise throughout the
Storytellers desire. That's why they're called world, it didn't take long before there was a plan set
Storytellers. into motion of large train tunnels through the
Spine.
The West However the Spine was not always there,
Some call it lawless. Others say it is a place and the land was not always separate. It came into
of death. A place only those with no other choice existence at the end of the Age of Creation, splitting
go, and to some who live there, that is truly what it the continent in half and caused the death of many,
is. But to some, it is nothing but opportunity. Hope. as well as giving rise to many new and dangerous
A chance to become great. creatures. It was Divira who made it as she
Of course, the West is no stranger to death. breathed her second breath of life into the world,
From Critters that want a Hat dead, to other people but as for the reason, She has never told. Some say
who also want a Hat dead, there's a lot of things it was a by product of her breathing life into the
that can kill a Hat. Sometimes it feels like even the World a second time and not done on purpose.
world itself wants a Hat dead. But if a Hat wants to
Notable Cities (Under) the Spine:
make a living out in the West, they're gonna have to
Chapazcopo to the North.
deal with it.
Tenozcopt in the center. The largest,
The West itself is a vast expansive land,
situated in a cavern so large that it has its own
called the West because it is on the Western side of
weather.
the Spine of the World. To get from the Eastern
Huitzopal to the South.
world to the Western, a person has to take a train
that goes through the mountain range, as going over
is a feat that no one has ever accomplished.
The East
The Eastern world is where the bulk of
Notable Cities in the West: civilization rests.
Orfa. The Elven capital, resting in the
North-Western coastal forest of Oraphana. Notable Cities in the East:
Offersyde. Largest human city on the Auser. The home of JonSong, the Dragon
Western side of The Spine, built fairly close to The God King. Mostly Kobold in population, but
Spine itself, as it is has the large train tunnel welcoming of all races.
heading from one side to the other. Heimsford. The largest, oldest and most
Zilm. Largest of the Gnomish cities, located industrial city in the world, ruled by The Immortal
near the middle of the West. King Heimsford. Populated mostly by humans but
Valdra. Once the largest port city in the also the most diverse in its population.
West, devastated by The Storm Surge. Tiftalla. The expansive home of the
Halflings, built across an immense rolling planes
The Spine of the World between the city of Auser and Heimsford.
No one, not even Demigods, dare cross over
The Spine of the World. Five-hundred miles of the The Frozen Seas
most hostile land ever attempted to be explored. Covering the North of the world is the
Separating the West and East of the World, only Frozen Seas, an endless expansive of harsh cold
connected by the Dwarves and their tunnels. and deep oceans that no one has fully explored.
A brutal environment that can shift Notable Cities in the Frozen Seas:
between blistering heats and bone chilling colds. Corrolock. An expansive over and
Throw in some of the most dangerous critters that undersea city that at one point was the peak in
have somehow adapted to survive there, and you technological advancement in the World.
have an impossible crossing. Bandarla. A wandering sort of nomadic
The only way to cross is to take one of the city, consisting of many Orck tribes and other
trains that travel through the Dwarven lands or to races.
traverse the frozen seas to the North. To the South,

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Realms Fae Realm. A mystical place of endless life
and magic. Many nigh immortal beings inhabit this
Central Realm. The realm at the center of
realm, and many have been touched and twisted by
it all, containing all of the known world and the
its strange magic.
living things that inhabit it. The West, The East,
The Spine of the World, The Frozen Seas, The
Storm, all of these are contained within the Central Languages
Realm. Common: The Common Language is the one
spoken by the Gods, and was said to be the first
Gods Realm. The place where most of the language to exist before species began to speak
Gods live. Separated into expansive territories, their own tongue.
where those that devoted themselves to a God and
have died go. Daemon: The language of Devils and
Daemon. A deep and guttural language, made up of
Hell. The place for all those that have died long, harsh sounding words that are disturbing to
and remain unclaimed by a God. Made up of 9 both hear and utter.
circular planes of existence stacked on top of each
other. A more detailed explanation follows later in Deep Speech: The language spoken by
this Chapter. those that live deep underground. It is a very
hushed language, mostly consisting of hand
Realm of Knowledge. Sometimes called the motions and body language.
Realm of Magic, this is the prison made by Divira
to contain Vetusliber. A vast expansive of floating Draconic: The language of Dragons, which
library like cities, above an endless pool of ink and is a flowy and wordy language with a mixture of
lost knowledge. hard consonants and drawn out vowels.
Realm of Air. A near empty expanse of the Dwarven: Spoken by Dwarves, it is a rough
sky, endless as far as anyone is concerned. Near language full of hard consonants and guttural
solid clouds make up the only place that could be sounds, and those tend to carry over into whatever
considered ground, and on some of these Cities can a Dwarf is speaking.
be found.
Elven: A complex language spoken by
Realm of Fire. An endless sea of molten Elves, it mixes almost musically noted
rock, with few places of solid ground, and even pronunciations with intricate grammar and more
fewer civilizations, though they do exist. Harshest words for things than is necessary.
of the Realms, as the air is hot enough to burn
those unprepared. Fungaloid: This is the language of the
fungus, a soft language made up of hums and other
Realm of Earth. An endless cavernous small noises. Only a speaker of Fungaloid may
realm, full of riches and monstrous beings, some hear it, and while all types of fungi and such know
claim. Dark and foreboding, there are quite a lot of the language, most refuse to speak.
beings that call this realm home in sparse caves or
lavish cities. Gnomen: The Gnome language, which is a
soft and fast, accompanied by many gestures to
Realm of Water. Almost entirely made up convey a large range of emotion.
of a cold ocean that has no bottom. Deep within its
depths are where true monsters come from. Lehaf: The language of plants, flowers, and
Immense glaciers roam the surface, equally as the earth. The language sounds airy, made up of
dangerous as the ocean they inhabit. Yet many what sounds like wind blowing and leaves rustling.
beings have made their homes, either on those Orocks: Spoken by Orcks, it's a rather
glaciers, or in underwater bubble cities. harsh, rough sounding language with more curse
Astral Realm. The most mysterious of the words than all other languages combined.
realms. Nearly empty space that makes up the area Primordial: The language spoken by
between the other realms and what lies beyond Elementals. It is an odd language that has no verbal
them. Dotted with pocket dimensions and things parts, and is instead a sort of mental
that people have lost. communication of emotions and feelings.

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Skee: Is the language of rats and Ratfolk, it Seasons & Days
is a very quiet language, made up of soft squeaks
In the Central Realm, there are 4 seasons,
and hand gestures.
Summer, Autumn, Winter, Spring. Every Season is
Swalmp: The language spoken by those split in half, such as Early Summer, Late Summer,
that live in swampy or marshy areas. It is a low, Early Autumn, Late Autumn, etc. Every half
rumbling language that can be spoken without Season is 56 days, a total of 8 weeks, meaning a
opening their mouth when underwater. full year is 448 days. Every half Season also has
it's own name and holidays.
Sylvan: Is the language spoken by Fae and Early Summer: Aestivay
Fae adjacent things. It is a wispy language that most 1st: Full Moon
would describe as the sound of wind chimes or 29th: Full Moon
bells. Late Summer: Aster
1st: Summer Solstice, Full Moon
Notable Companies 29th: Full Moon
Throughout the world there are many Early Autumn: Havrest
different large companies that make things for the 1st: Full Moon
shops around towns. Of course, there are many 3rd: Harvest Festival
smaller companies, but these are the big names 25th: Gilded Celebration (Dwarven)
around. 29th: Full Moon
Humperdinck Guns. A Firearm Late Autumn: Fall
manufacturer, whose company headquarters is 1st: Hallows Eve, Full Moon
located in Heimsford. You can't go anywhere 29th: Full Moon
without seeing at least a few Humperdinck's Early Winter: Slumbry
firearms. 1st: Full Moon
13th: Day of the Lady
Miranda's Munitions. This companies main 29th: Full Moon
export is magical ammunition, though they do sell 56th: Wintry Night
regular ammo and firearms as well. Their Late Winter: Snowslyde
company headquarters is located in Offersyde. 1st: Winter Solstice, Full Moon
12th: Twelfth of Night
Joyce. The largest train manufacturer in
29th: Full Moon
the world. Their main headquarters is located in
56th: Death of Winter
Heimsford, but they have branches in Auser and
Early Spring: Diviris
Offersyde.
1st: Celebration of Life. Full Moon
29th: Full Moon
Penative. A fairly big manufacturer of
Late Spring: Astereae
Gadgets, Machines, Clockwork and Airships in the
1st: Full Moon
East. Their products are well sought after in the
29th: Full Moon
West and they have a smaller branch in Offersyde.
56th: Celebration of Solus
High Flier. A company focused on the
manufacture and repair of Airships. They also Holidays
have the largest flight training school, teaching
people how to drive Airships. Full Moons: The full moon is always
celebrated, though in many different ways by
Demijohn Decanters. Potions and different people. These are sometimes as simple as
Alchemical supplies are their focus. While they a fancy meal, or telling a specific story, or having a
don't have any large buildings, they do have many friendly get together.
smaller shops scattered throughout the East and Summer Solstice: The longest day, when
West. the sun commands the sky for the majority of the
Wrathwell Corporation. A mining company day. There is often large celebrations during this
that supplies most of the coal throughout the world. time, with large feasts and fairs throughout.
Harvest Festival: A time of celebration of
Busy Bodhi Chocolates. A rather large the end of the Harvest Season, when those with
company whose major good is, obviously, more than they have give to those who have less. It
chocolates, and other confectioneries. A large is a time well celebrated in farming villages who
variety sold throughout both East and West. tend to go above and beyond in their festivities.

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Gilded Celebration: A Dwarven Holiday to History
celebrate The Deep King, for this is the recorded
day of his arrival. It is a sacred day to all Dwarves, The history of the World is separated into
even if they have not bound themselves to the God five Ages: Creation, Discovery, Magic, Science, and
of Dwarves. Renewal.
Hallows Eve: Sometimes called The Day of
Souls, or something similar to that, it is a day to Age of Creation. There was nothing, then
celebrate those who have passed and honor those Divira created the World and breathed life into it.
gone. Although some believe it is a day to be feared, All of time before the Age of Discovery falls under
a day when monsters become strengthened and this Age and no one is quite sure how long it
emboldened. actually was. In this Age is where the vast majority
Day of the Lady: Usually a day only of creatures came into existence, as well as most of
celebrated by those down on their luck, when they the Gods. Magic also came into existence and was
beg the Lady to help them, or for those who have harnessed by those that lived throughout. This Age
had good streaks, begging the Lady that it doesn't came to an end when the Elves left the West and
end. This is also the day that the Lady is most Divira breathed new life into the World, including
often seen wandering the world. bringing the Spine into existence. With this second
Wintry Night: The mark of the end of the breath came plants and hundreds of different types
year. A night that is spent together with family or of Critters.
friends, exchanging gifts. Age of Discovery. The world was now
Winter Solstice: The longest and coldest completely different then the one before. Now the
night of the year. Not often celebrated, though some World had plants and Critters crawling all over it.
consider it a continuation of Wintry Night. It was at this time that the intelligent races had to
Sometimes called The Night of Lunas, a day to discover their place in the World.
honor Her and the beautiful night, it is also the When the Elves left it created quite a large
First Night of the Twelve Nights. power void throughout the World, as the oldest and
Twelfth Night: The Twelfth Night is the one of the most powerful of the intelligent races
end of the Twelve Days that it is said it took for was gone. They also took their magic with them,
King Heimsford to take control of what is now leaving an immense gap in the magical capabilities
Heimsford. It is said that his campaign began on the of the remaining races. The new magic was
1st and it only took twelve days for him to beat all different and far more difficult then the Elves, as
those around him and create his Kingdom. It is they had to build the structure of it from practically
usually only celebrated by those from Heimsford, nothing. This led to many turning to the power of
or people just looking to celebrate something. the Gods, and the first Crusades that ran through
Death of Winter: The last day of Winter, the world. There were also thousands of new
which people celebrate as the beginning of the places and environments do find and explore. This
planting season and begin to prepare for the Age lasted roughly fifty-thousand Years and ended
coming seasons. when advances in magical theorem made it easier
Celebration of Life: While the Death of to use magic.
Winter is mostly celebrated by farmers and
smaller villages, The Celebration of Life is about Age of Magic. Finally there was a magical
surviving the Winter and to thank Divira for breakthrough, returning the World to the level of
giving them the life that they have. Magic that it had had before the Elves had left.
Celebration of Solus: A festival of the God Though by now, the Elves were long forgotten; just
that brought them the light of the sun that bathes another extinct race that no one cared to
them in warmth and helps their crops grow. remember. In this age gave rise to the invention of
the firearm and Gun Casters, as those who were
magically inclined sought easier ways to cast their
magic. Firearms nearly replaced the wand, as they
were safer casting implements. Though in the
beginning they were crude, single shot pistols that
took quite a long time to load. As time went on,
firearms evolved, but they would not reach their
current form until the Age of Science. However the
Age of Magic was not to last forever, though it did
last roughly forty-thousand years, it ended with the
invention of the Steam Engine.

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other races.
Age of Science. With the invention of the As quickly as it had opened, The Storm
Steam Engine there was an incredible spike in closed behind them. It was not until the catastrophe
technological advancement. Where as Magic was of The Storm Surge came to pass and The Storm
something that not everyone could use, Machines subsided again did they return. The Elves claim
and Gadgets gave the ability to near anyone being that The West is their home, as they lived their
capable of using things that performed magic. The nearly a hundred-thousand years ago. But there is
rise of Artificers and Alchemists turned the use of no proof of that, not even the Elves have any proof
firearms from a magical casting device into a aside from their own stories of their birth land.
weapon that anyone could use, without many
modifications. Wars
Trains, Airships, Clockwork Dolls,
Electricity, many thought that this would be the Age The Dragon Wars. Nothing is truly known
that lasted forever. And it probably would have, if about this time of history as Dragons never kept
not for the catastrophic event that happened about track of their history. From what has been
two-thousand years into it; The Storm Surge. uncovered of this mysterious war, at one point
Dragons outnumbered all other races, but due to the
Age of Renewal. The current Age, the Age
nature of Dragons, territory became scarce. It is not
of Renewal, was brought to the beings of the world
known how long the war went on for, or how many
by The Storm Surge, a disaster that nearly wiped
died, but in the end only nineteen Dragons
out every living thing in the West. It was a brutal
remained. The estimated number of Dragon deaths
week, as The Storm came from the sea and
is constantly increasing as battlegrounds are
blanketed the entire West in its murderous wrath.
discovered, unearthing the bones of dozens of long
Then there was the Elves, coming over the sea
dead Dragons.
when the Storm abated for a few months, claiming
the West was theirs and always had been, and Crusades. Wars fought throughout History,
declared war on those that lived there now when driven by those that believe their God superior to
they refused to leave. Thirty years of brutal war others. Holy Wars, they were sometimes called,
was to follow. Where as the Elves had their own have happened all throughout existence, but the
way of casting Magic, the rest had their magic and first instances that could be called Crusades
Firearms to combat them. Eventually it was clear happened during the Age of Discovery. Holy
that neither side would win, and so they signed a Knights, known as Crusaders, would wage intense
truce, which has so far lasted twenty years. Some wars against Crusaders of other Gods.
moved on and began to welcome the Elves, while While every Age has had it's share of
others openly kept their grudges. Crusades, Crusader in the Age of Science and
Renewal is more simply a title given to warriors
Elven History that have been given power by a God.
In the time of ancients, according to the The Wars of Magic. The first large scale
history of the Elves, the West was where the Wars that are recorded happened during the Age of
Goddess Divira placed them. They created their Magic, though their exact start was never properly
civilization, signs of which are long since gone. The written down and no one quite knows when or
only thing that can be confirmed is the ever even if they ever truly ended. Great and powerful
existence of The Storm. The Elves claim they were Spellcasters created sprawling Dungeons and sky
bothered by how difficult all the work was, and so piercing Towers are scattered far and wide. Though
the one known as The First Queen, who had they were called Wars, fighting was fairly
witnessed the Goddess Divira creating other races, uncommon, as battles were more a focus of who
used her power to create the Gnomes. could one up the other; such as “Who has the larger
For a long time their civilization prospered, Tower” or “Who has the bigger Dungeon.”
until they made a horrifying discovery. Some of A Dungeon is a massive complex, usually
them were beginning to grow old. It took dozens of built underground, with twisting halls, mazes and
years before they discovered the cause; their own labyrinths, traps galore, and quite unfriendly
laziness. In trying to make their lives easier, they inhabitants. Though it is quite rare to find the
made them shorter. They debated what to do for original denizens of a Dungeon still roaming about,
quite a long time, and if to answer their prayers for it's not uncommon for new ones to move in, and
an answer, The Storm subsided for the first time. sometimes there are entire civilizations of
The Elves seized this opportunity, boarded boats creatures living in Dungeons, having created their
and left The West, leaving behind the Gnomes and own sort of ecosystem beneath the ground.

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The peak of battling came about when the The battle between the two lasted days,
first firearm was invented by the first Gun Casters, and scarred the area around heavily. And in the
allowing Spellcasters to imbue chunks of iron and end it ended in a draw as both Titans broke at the
lead with magic and use that to cast their Spells same time due to the stress of prolonged battle,
rather than use their own body. These firearms something neither side had compensated for. The
were crude, only holding one Spell at a time, but it two still stand, locked forever in frozen combat at
revolutionized how Spells were handled and the center of what is known as The Titan Sea.
allowed those without the ability to use magic to Then something happened that no one, not
cast Spells. even the greatest of Sparks, saw coming. Sentience.
It was during this time that in the East rose Some Clockwork gained a mind of their own, their
a single man, from rather humble origins, who own intelligence. They began to question their
slowly wormed his way up the ranks. Once he had creators. They began asking “Why?” And this
gained what he felt was enough renown, he quickly became a problem. Now the machines were
assaulting a castle alone and proclaimed himself as talking back. Of course, some were still loyal to
the new King after murdering the previous. No one their creators, but having a machine capable of
could stop him, though many tried. Thus began the thinking for themselves was a scary thought to
rule of The Immortal King Heimsford. many. Many of the Factions turned against their
With his rise to Kingship, the fighting in own machines practically overnight.
the East came nearly to a complete stop, but that But it wasn't Clockworks gaining sentience
was not the case in the West. Due to the fact it took that ended the Machine Wars. It was King
weeks, if not months, of traveling through tunnels Heimsford. He had waited for the opportune
to cross The Spine, it was impossible for anyone to moment, and the factions turning on themselves
influence the other side. was what he was waiting for. It was quick and
ruthless. That week is called The Spark Purge.
Machine Wars. With the birth of the Thousands of Sparks, rounded up and sentenced to
Spark, came new ways of perceiving the world. Of death. Laboratories were torn down, or collapsed.
course, with these new views rose conflict, but it Most Clockwork and Gadgets destroyed. The ones
wasn't till the first Clockwork took its first steps that were sentient were allowed to live, so long as
did true conflict rise. People verses mad creators they did not cause problems.
and their death machines. There were too many Of course this was quite a heavy double
factions to list, hundreds, if not thousands of small edged sword. The war was over, but the
pockets lead by those possessing True Sparks. advancement of technology came to a stop, and has
Technological advances soared, bringing yet to get going again. Of course, the Storm Surge
about the first use of Firearms without magic. happening a mere 10 years after the war had ended
Many Sparks had come to the conclusion that a did not help matters.
chunk of metal fired at high speeds was just as
effective as a Spell. But it wasn't until near the end Elven Wars. It was the Elves that struck
of the war that revolvers would make their debut. the first blow. They believed themselves above all
No, it was not firearms that the vast the other creatures inhabiting the West, and
majority of Sparks focused on. It was Machines, demanded their land be returned to them. When
and Gadgets. Things capable of breaking the laws the other races refused, the Elves began their
of the world and wield power comparable to magic. campaign of conquest, forcing the majority of races
Immense laboratories design to churn out to retreat, or die. Within 5 years they had control
Clockwork soldiers armed with Gadgets to wage of nearly the entire West. They would have
battles with other factions. succeeded in completely conquering the West if not
The war came to a peak with the creation for their severe underestimation of the things they
of the most dangerous thing to have ever been had never seen before: Firearms.
thought of; The Clockwork Titan. In secret, an The Elves had never seen anything like a
alliance was formed among dozens of factions, and pistol before, as they had magic, why would they
they poured all of their time, research and need technology? The push pack was almost as one
resources into the construction never heard of sided as the Elves initial push as they met the first
previously. It was the end, or so many thought. technological advancement since the end of the
Nothing could stop it. Until the second Clockwork Machine Wars: the Gatling Gun. Swaths of Elves
Titan showed up. With so many in on the plan, it gunned down before they even knew what was
had leaked, and many Sparks had come together happening.
and made their own Clockwork Titan to counter
the one being built.

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It looked like the Elves would not last long,
as there were less than a hundred thousand of
them that landed, and the other races outnumbered
them drastically. They could kill dozens, but their
numbers were quickly filled with dozens more. At
that rate, the Elves would soon be completely
wiped out, but they had a secret, one that which
very few of the other races know about, and the
Elves dare not speak of. Revival Magic.
Few Elves truly died during the war, even
as it stretched into its second decade. But the
younger Elves began to question those in charge.
Why were they fighting for all this land? There
was more than enough for everyone to live there,
why did they want it all? But the Generals
dismissed them and ordered them to keep fighting.
The only leader who opposed the war
since the beginning was The Queen. She didn't
want war. She didn't want to fight, and she made
this clear from the beginning. But The Queen only
has so much sway, and she was outvoted by her
own Council. She made her disdain for the war
obvious by being very vocal about it, and blatant
sabotage.
In the 23rd year is when the war hit a
stalemate. The Elves could only be pushed back so
far before their numbers became enough to hold
their own, and the front line was too far away to
properly supply. Seven long years of small
skirmishes, sabotage, subterfuge, and politics. The
Council and war Generals refused to back down,
even though there was no end in sight to the war.
But that didn't matter to Elves, they could wait it
out. The could wait hundreds of years. At least,
that's what they thought.
King Heimsford had not been idle during
this time. Airships took quite a long time to
construct after all. In the 30th year of the war,
dozens of Airships attacked the front line,
puncturing through and ruining the Elves
headquarters. It was then that the second turning
point hit. The Elves turned against themselves in
the disarray, and every single Elf that supported
the war was executed. Thousands of Elves dead,
never to be revived.
A Shaky peace was established between
The Queen and King Heimsford, who had built a
sort of secret friendship over the course of the war.
30 years of brutal war had come to an end, and it
has been 20 years of peace since then in the Age of
Renewal, as both sides attempt to get along with
each other.

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Dragons of this type of creation magic was lost, mostly due
to the ones knowing it being slain by their
Dragons are ancient beings, the first of creations.
which came to life after an unknown creature In the current age there are sixteen types
drank from the Hellfire Blood Pool and ascended of True Dragons, separated into Chromatic and
to dragonhood. Many different races drank from Metallic categories, categorized by the color and
the pool to become the first generation of dragons sheen of their scales. The Chromatic Dragon types
before the pool was lost. Each of the races are Black, Blue, Gray, Green, Pink, Red, Violet,
producing a different kind of dragon. They White and Yellow, while Metallics are Brass,
struggled to find a way to preserve and add to Bronze, Copper, Gold, Iron, and Silver. Some truly
dragon kind, as partnering with other races did not powerful dragons have a mixture of scale colors.
produce dragons. However, this soon led to the Actually running into a Dragon is rare,
discovery that those who had a dragon as a parent especially as they are prone to taking unassuming
were imbued with their blood and could ascend. forms and making their way through life in
This led to the second generation of dragons, which disguise. Though younger ones are prone to remain
was more than ten times larger than the first. in their form, boasting or showing off themselves,
The sheer amount of dragons, their size, older Dragons are wise enough to know that that is
and drive for power led them to fight. And fight foolish as it's easier to accomplish their goals when
they did. No one quite knows how many dragons they're not some hulking huge Dragon.
died, but there were nineteen that remained by the
end of it. This group decided they must be far more Chromatic Dragons
strict with choosing who would be allowed to Chromatic Dragons come in nine different
ascend. Trials were held to find those of types, Black, Blue, Gray, Green, Pink, Red, Violet,
appropriate character. These claw chosen few White and Yellow. Overall they have rough
became the third generation. personalities and are generally difficult to get along
The only notable thing that happened with with. They tend to be stronger than their Metallic
the fourth generation is that two dragons sired a counterparts in sheer strength and physique, but
dragon by the name of JonSong into the fifth Metallics have them beat in magic.
generation. The dragons lazily lived out their lives, Black Dragons are foul-tempered,
watching as the Elves slowly established their ferocious, and easily annoyed. Many would
civilization. Few dragons questioned where the describe them as the grumpy type who just wants
Elves had come from, JonSong being one of them. to be left alone and not bothered. Prefer swamps
Then the Elves created the Gnomes. The dragons and bogs for their homes, but can be encountered
were confused, as they were not capable of creating anywhere there is water and dense vegetation,
a new race. Or that is how most thought. One such as thick forests, like jungles, rain forests or
dragon traded his blood with the elves in exchange moors. They do their best to treat other dragons
for this knowledge. The red dragon Volkolbold with respect, but tend to more follow the “You leave
sought to create something different than the me alone, I leave you alone” type of thinking.
Gnomes, something containing the blood of dragons In more civilized areas, Black Dragons are
and more akin to their lineage. Thus the creature the type to live more reclusive lifestyles, often in
that became known as Kobolds came to be. regal buildings, though often run down with
After witnessing this creation, the dragon overgrown properties. They keep to themselves,
known as JonSong was filled with even more but are prone to making grandiose appearances to
questions, and left to seek not how such magic parties, whether they were invited or not. Of
worked, but what power allowed it to be possible. course, when a Dragon shows up to your party you
He returned hundreds of years later as a God. let them stay.
Not much else is really discussed in the
history of Dragons. As their numbers slowly grew, Blue Dragons are vain, territorial, and
the diversion of types became larger and larger. oddly chatty. Often seen as more strange than
Some dragons attempted to dabble in creating their anything else, as they tend to go out of their way to
own species like the Kobolds, bringing Drakes, interact with others. Unless that other happens to
which were like smaller wingless Dragons, and be a Dragon of a different color. A Blue Dragon is
Wyverns who were not quite unlike Dragons, and without a doubt the type who would pick a fight
instead of forelegs had wings. A few others came with another dragon for no other reason than the
and went, unable to gain a foothold in the world fact that they're not a Blue Dragon, or they're
and propagate properly. Eventually the knowledge attempting to assert themselves as stronger than

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the other Blue. This is especially the case when it Orange Dragons are brutal, calculative, and
comes to Brass Dragons, though their battles tend to patient. Probably the strangest of all Dragons,
be of wit and eloquence of speaking, rather than Orange Dragons are just as likely to charge into a
physical. They prefer to live in hot arid places, fight without thinking as they are to lure their
such as deserts, but can be found anywhere that enemies into a trap. Their actions depend on which
has high temperatures and little moisture. is most tactically advantageous. They prefer to
When it comes to more civilized places, a make their lairs in areas with a lot of water or
Blue Dragon lives in extravagant buildings with moisture, to take full advantage of their breath
open air concepts. They often throw parties, attacks.
celebrating the smallest of things, but always Orange Dragons are rather scattered when
expect gifts and praise from all those that they it comes to the places they seek in society. Some
invite. find themselves as aloof eccentrics, living in
ornate mansions with lots of water features, or
Gray Dragons are rather enigmatic, gangster types running illegal operations on the
although they are quite zealous when it comes to docks. Whatever the place, you can be assured that
hunting. Physically they are the strongest of it's going to have a lot of water nearby.
Dragons. This comes at the cost of being less
magical, but this doesn't detract from their primary Pink Dragons are jovial, egotistical and
joy in life; hunting. A Gray Dragon loves to hunt and extremely friendly. The most friendly, outspoken,
challenge themselves with battling strong foes. For and outgoing of Dragons, the Pink Dragon finds
them it's all a game, something to spend time on themselves trying to make everyone feel better
and obsess over. They obsess so much over it in about the world, while also being the center of
fact, that they will hunt and stalk their prey for attention. Their living spaces are often odd places
days, maybe weeks or months, just to learn the that confuse those that enter with strange almost
perfect time to strike. As for their Lairs, they're “fun house” type things to be found within. But all
hardly ever in them, but they do prefer barren and of this does not mean that a Pink Dragon is any
rocky or mountainous terrain. Their hoards are less dangerous than other Dragons. It is still a
filled with trinkets and trophies that it has powerful Dragon. The fastest way to get on a their
collected from it's hunts. bad side would be to criticize them, or worse; not
In society they most often take up the laughing at their jokes. Such a travesty of a non-
position of Bounty Hunters, taking jobs for the reaction is the fastest way to get eaten.
biggest and baddest of foes to hunt down and do When it comes to others, the Pink Dragon
battle with. Of course with a Gray Dragon there's is most often in a place where they can be looked
no such thing as “Alive” when it comes to hunting. at and given praises. They are often musicians, or
performers, working in or running traveling fairs
Green Dragons are haughty, conniving, or circuses. Any place that they can bring joy to,
and arrogant. Oddly playful in nature, though while also being the center of attention, is where
perhaps in a bit of a dark and sadistic manner. It's they like to be.
unlikely that a Green Dragon will kill you without
giving you the chance to explain yourself, but make Red Dragons are extremely covetous,
no mistake they're just waiting for you to slip up. narcissistic, and aloof. The type that immediately
They are a fan of games, and surprisingly are springs to mind when thinking a The Big Bad
gracious losers, but most games turn into who can Dragon, Reds are the largest and strongest of
cheat who. They prefer hot and humid places to Dragons. While not all Reds are the type wage war
make their lairs. on every living thing in their territory, the majority
In more populated areas a Green Dragon of the downright evil Dragons have been Reds.
can often be found running a casino or gambling They hoard anything that is of value, including
house. They're the type to have a maze like people. There's a rule of thumb when dealing with
structure to confuse both guest and servants alike. Red Dragons, and that is to do whatever you can to
Often they will throw parties, that have some sort be useful to them. Red Dragons prefer hot and
of special prize for the best dressed, best costume, mountainous places, or hilly badlands type areas.
most ludicrous hat, etc. And maybe the occasional When found in cities, Red Dragons tend to
“The one who solves the murder wins!” or “Last be the very definition of aloof, not friendly and
one alive gets to go home!” distant. They are polite in high society, not prone to
ruffling anyone's petticoats, but if insulted or if
they find they are being purposefully excluded,
entire family lines are known to be snuffed out in a

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single night. Their homes are always regally Many believe the Yellow Dragons to be
decorated with many expensive things, and they cowards, however they simply hold their own life
keep only a small handful of trustworthy servants in higher regard than they do anything else. This
who know that to go against them means not just leads them to have no regard for honor or social
their death, but the death of everyone they care for. norms, and the fastest of Dragons to begin
bargaining for their life if they cannot flee. Of
Violet Dragons are meticulous, calculative, course this means that in society they are often
and manipulative. Considered the smartest and reclusive and extremely untrusting of others.
most powerful of the Dragon species, they almost However despite this nature, they often take to
always have a plan. They have the innate ability to sailing, though falling into piracy is very tempting
communicate with anyone they say, allowing them for them.
to amass large followings of monstrous beings.
However they are slow to act, and sometimes Metallic Dragons
forget to plan for the short lived nature of other Metallic Dragons, like Chromatics, come in
species when concocting their master plans. They five different types: Brass, Bronze, Copper, Gold,
make their lairs deep underground, in large Iron, and Silver. Most Metallics have a superiority
labyrinthine tunnels that are chalk full of their complex, but are generally not overbearing about it
minions. and genuinely enjoy the company of others. While
Usually not found actively living in society, not as physically capable as their Chromatic
you can always bet that they have control of counterparts, they posses far more magical
several, if not all, small governments that are near capabilities.
their territory. As long as they can be useful to
them, a Purple Dragon is keen to let someone live Brass Dragons are gregarious, jovial, and
rather than kill them. cheerful. Easily the most friendly and generous of
Dragons, Brass tend to be the most social of
White Dragons are animalistic, cruel, and Dragons. They have an almost insatiable need for
belligerent. While White Dragons are not the conversations and will not hesitate to talk on
smartest of Dragons, they are not dumb. They length on any subject they know of, or listen to
simply prefer to live off their instincts to eat and others talk to learn a new subject. Brass are one of
hunt, rather than think. This is not to say that they the few Dragons that does not mind the company of
are incapable of using tactics or laying traps, they other Dragons, and in fact welcomes them,
simply don't like to spend the effort to think of especially other Brass. The only exception to this
elaborate plans. This being the case they are is Blue Dragons, as they often find themselves in
usually the easiest to deal with among the heated discussions over differing opinions, and are
Chromatic dragons, as they are easily appeased often in close proximity due to their similar
with simple gifts of meat or valuables. They make interest in where they want to live. They prefer hot
their homes anywhere that is cold, preferably a and arid places that get lots of sun, as sunning
place that has snow all year round. themselves is a Brass Dragons favorite hobby.
They are not often found in populated When in places of civilization a Brass
areas, but on the rare occasion they are they live in Dragon will do their utmost to place themselves in
surprisingly humble abodes, decorated sparsely a position where they can meet and converse with
with trinkets they have collected from hunts they the most people possible. This tends to lead them to
found particularly entertaining. They refuse to disguising themselves into more humble positions,
show up to any sort of party, unless there are such as a barkeep or barmaid whose always ready
particularly rare foods there or some sort of to talk someones ear off or give the latest gossip.
hunting competition involved. Though that doesn't stop them from living lavish
Yellow Dragons are self-centered, cunning, lifestyles either, constantly inviting others over to
and cautious. Without a doubt the fastest of any talk at length about some subject or another.
Dragon, whether this is on land, in the water, or in Bronze Dragons are righteous, confident,
the air. They are also the longest and most serpent and just. The most righteous thinking of Dragons,
like, with smaller scales compared to all other Bronze are often seeking to right wrongs and undo
dragons, and shed them often, littering their evil deeds. Many would be bandit, pirate or robber
territory with little yellow scales. They prefer have met their sudden end to a Bronze Dragon in
anywhere that contains high amounts of salt for disguise. Their righteous nature often leads them to
places that they make their lair, such as seasides, being good choices for Dragon Knights who are are
salt marshes, or salt flats. the justice seeking type. Bronze Dragons are also

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quite inquisitive, especially when it comes to the In society they almost always hold high
activities of other, shorter lived races as they find positions, as previously mentioned. Occasionally
them fascinating. They have the habit of disguising they may even become the sheriff in a town,
themselves as small, friendly animals in order to seeking to dole out justice and uphold the law.
get up close and study the activities of others. They Though in high society they can be quite aloof,
prefer areas near bodies of water, and places of hardly attending parties or rarely holding one of
more tropical climate. their own, usually simply for the sake of
It is often quite difficult to know if a appearances and a reminder that they are still
Bronze Dragon has taken up residence nearby, as there.
they spend most of their time in the form of some
other race or creature in order to be close and to Iron Dragons are steadfast, protective, and
observe others. Though their homes are not shrewd. A rather forgiving type of Dragon, as they
extravagantly large, they are usually packed full of would rather subdue their enemies instead of
random trinkets and knickknacks that they have killing them. Even with their forgiving nature there
found interesting or amusing. is no doubt in the minds of other Metallic Dragons
that Iron Dragons are the strongest due to their
Copper Dragons are sly, mirthful, and ability to manipulate metals. They like to make
joyous pranksters. Tentatively known as trickster their lairs in hills and mountains, usually near
Dragons, they delight in playing pranks and telling large deposits of iron.
jokes or riddles. A good joke, to a Copper Dragon, is When the urge to live in more civilized
worth more than their weight in Silver. It's hard locations takes them, they are often found as
for them to take anything seriously. They are blacksmiths, eccentric collectors of weapons and
easily one of the most sociable of Dragons, about as armors, and even simple saloon owners. They have
much as Brass, constantly seeking out been known to construct elaborate adventures and
companionship in the form of anything that isn't a snatch up would-be-heroes to put them on a path of
Copper Dragon. They try to avoid other Copper danger and glory.
Dragons, as they tend to fight over the spotlight of
who has the better jokes or riddles, or get into
Silver Dragons are stoic, affable, and
battles of who can play the better prank, much to wise. Silver Dragons enjoy the company of other
the horror of those around them. They prefer races and often take the appearance of kindly old
environments that dry and rocky terrain and men or fair damsels. They are often quite eager to
mountains. assist others who are in genuine need or have lofty
The most common to be found in populated goals. Though they are not ones to go out of their
areas due to their nature, they often take the guise way to find someone who needs their help and will
of odd eccentrics. Their homes are often adorned wait for them to come and ask. The only exception
with harmless traps and pranks, ready to be sprung to this is if through their inaction something truly
on any unsuspecting guest or a servant who has horrible would come to pass. They despise unjust
not yet acclimated. They often throw parties, or cruel acts, though rather than hunting down the
especially when they come across new jokes and ones responsible they would rather spend their
need to tell them. They'll also show up to other time assisting those who are affected by it. They
peoples parties, invited or not, telling jokes or prefer rather lofty places, mountains or places
riddles, and playing pranks on those in attendance. where there is a lot of sky to gaze upon.
They do not often appear in high society, as
Gold Dragons are noble, kind, and regal. they would rather spend their time down with the
Known to work in positions of power, where they regular populace, assisting them in their needs.
can lead others. It's usually a good thing when a Often in charge of charities, or of places that serve
Gold Dragon is in charge, as they are known to be the people around them. They are probably the
fair and work for bettering what they are put in most likely of Dragon that someone would happen
charge of. Though they tend to be reclusive in their across as they wandered the streets. Of course,
position, such as a Mayor who is hardly seen they would never know.
outside of events, the head of some business that is
kind to their employees but stays in his office, or
the kind old man who leaves near the forest and
comes to buy from the shops in town once a week.
They really aren't picky about what sort of
environment they are in, but they do prefer places
of seclusion, or places that are not easy to get to.

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Dragon Knights
One of the only two remaining Knightly
Orders left in the world. The Knightly Order of
Dragons follows the laws placed out in the land,
ever mindful of those around them. They are often
put in positions to enforce the laws, or protecting
towns from the threats around. Part of the Dragon
Knights code is they must seek to aid those in
danger, or seek to end those that are a threat to
civilization. These Knights are constantly seeking
to push their limits and prove their worth of the
blood they received and reach further into
Dragonhood.
Dragon Knights, like Dragons, come in all
kinds of colors, all with their own element. Knights
tend to seek out Dragons that match their own
personality to some extent, or are what they
someday hope to be. Of course the Dragon Blood
that they receive also has the effect of influencing
their personality, pushing them more towards the
disposition of their Dragon.
Becoming a Dragon Knight is not an easy
task. A potential Knight must prove themselves to
either a Dragon or some Branch of the Order. To
appeal to a Dragon Knight Branch, one must usually
slay some powerful beast that was a threat, or
track down a particularly powerful Bounty and
bring an end to them. On the more rare occasion a
Dragon might see potential in someone, and want to
rise them up further towards greatness be offering
them their blood. The rarest occasion is if a Dragon
wishes to pass on, and may force their blood and
power upon an individual.
The easiest way to spot a Dragon Knight is
by their Scaled Armor. A true symbol of the
Knightly Order. Knights take care of their Armor,
as they hope to someday draw in a Dragon of old to
become their companion. The few that reach a
certain point, or gain the interest of a Dragon of
Old, will have their armor inhabited by such a
being. These wise Dragons help to lead their new
charge, trying to take them to even greater heights.
Of course, it's not a luxurious lifestyle,
constantly seeking the challenges and fighting for
what the Order seeks as right. Those who forsake
their Order or the Blood within them are known as
Fallen Dragon Knights. Considered tainted and foul
Blooded, cursed beings to roam the world. A Knight
will not seek out a Fallen to slay them unless they
are actively seeking to harm the world around
them, but they do not welcome them. However a
Dragon Knight will not hesitate to do battle with a
Fallen and leave them a mess on the side of the
road, believing it is part of their punishment for
whatever wrong they committed to taint their
Blood.

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Wolf Mothers Wolf Knights
Great beings of near godlike power. Often One of the two remaining Knightly Orders
called beasts, a Wolf Mother is in fact an is The Order of the Wolf Knight. The focus of this
embodiment of nature. Where They come from, or Knightly Order is the Order itself. The pack is only
how They come into existence is quite a mystery. as strong as its weakest wolf, but all wolves must
They are often seen at the changing of seasons, be cared for. Different colored armors depict which
massive shapes meandering through the world as Pack a Wolf Knight belongs to, but Packs are not
if bringing the change. Though They are not all tied hostile towards each other, and are on good terms
with specific things, there are many famous Wolf overall. Often Packs will team up to take on
Mothers, that are most active during certain times challenges. Wolf Knights come in four colors,
of the year. which denote which Pack they belong to: black,
Flora, heralded as the Wolf Mother of brown, gray and white.
Spring, who Herself is gray and often seen covered Becoming a Wolf Knight is not a difficult
in flowers, is the most talkative of the Wolf thing, though remaining one is where the struggle
Mothers. Much was learned from Her about the begins. They take in all sorts and shape them to
other Wolf Mothers through conversation. become strong individuals that can help the Pack
According to Her, She does not rule over anything, grow stronger. Many orphans or those who have
but was born of the flowers, came into being fallen on particularly hard times will go to the
through them. Of course, it has been observed that Wolf Knights seeking to be accepted. This Order
Wolf Mothers can come from any natural source, has a saying, “Welcome all with open arms. But for
not simply flowers. Trees, bushes, grass, some Wolf those seeking comfort, be prepared for claws.” It is
Mothers have even claimed to come from rivers, a harsh lifestyle, as all Wolf Knights are expected
dirt or stone. to contribute and blood for their Pack. One does not
Wolf Mothers can be killed, though They become a Wolf Knight until they have proven they
are very powerful, They are not immortal. Some can support themselves and their Pack. Once
are aggressive towards other species, attacking having done that, they swear an Oath to a Wolf
with little regard to anything that is said, though it Mother to always put the Pack before themselves,
is apparent that They understand all forms of knowing that breaking the Oath will hold dire
speech. Yet They do not attack critters, and in fact consequences.
many species will congregate around and in the Hunting and subtlety is the main focus of a
territories They have claimed, and take on the Wolf Knight, working together with their Pack, and
personality of the Wolf Mother, becoming docile or they train appropriately. Though their teamwork
hostile depending on Her temper. and tactics, Wolf Knights are great at taking down
The one thing that all Wolf Mothers have prey of any type. If a particular Knight has proven
in common, They are extremely powerful and themselves enough, their armor will become
Gargantuan in size. Their powers are always based inhabited by the soul of a Wolf Mother who had
on what They are born of. One born of plants will passed away. These old Wolves are wise, and seek
have a high affinity towards them and control of to help as much as they can.
them. Those born of water can manipulate it and Sometimes someone does not succeed to
can even cause entire rivers to come to life. become a true Wolf Knight, or have done
A Wolf Mother tends to stay around what something to harm their Pack. These are Fallen
They were born from, such as claiming areas near Wolf Knights. Cast out from their pack, and
rivers or lakes if They were born of them. Some shunned for what they have done. It is a harsh
few can be even found underground, having been world for a Fallen Wolf Knight, as any Wolf Knight
brought into the world from the stones. As well as will go out of their way to make life more difficult
keeping near their elements, Their fur also tends for them.
to match. This can mean that some Wolf Mothers
have quite the vibrant colors, though They are
mostly black, brown, gray and white with colorful
highlights and streaks.
They are revered by Wolf Knights, and
some of Their packs include connections to Them.
Occasionally a Wolf Mother's spirit will take
interest in a Wolf Knight and infuse Themselves
into the Knight's armor.

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Gods & Death Solus and Lunas. She gave them both a fraction of
Her power, making them Gods.
In the Great World there are 9 Gods who She soon found out that they had minds of
stand above all. Some were created, some came their own, and aspirations, and they soon left Her
from nothing, and few rose from the Realm of to create what they thought the world deserved.
mortals to ascend into Godhood. There's quite a lot Solus created the Sun and the sky, while Lunas
of debate on specific details of where Gods came made the Moon and filled the sky with Stars. This
from, and their appearance, and many followers of Angered Solus, and He sought to destroy the stars
a God have quite a lot of issue with certain other and Moon that Lunas had created, but Divira
Followers. stepped in before they could truly do Damage and
separated them forever as she split the sky into the
Divira night and day.
Goddess of Creation Yet her loneliness did not subside, and so
she tried once more as she gave birth to another
Divira, often called The Mother, is the most son, Vetusliber. But when She gave him some of
powerful of all Gods. Those who have claimed to her power, an insatiable hunger emerged that
have seen Her, and the art that depicts Her, show consumed Him, and so she sealed him within a
Her as a softly tanned, beautiful woman having realm adjacent to the world She had made, but His
long green hair that drags along the ground behind influence leaked into Her world, creating Magic.
her, full of berries and flowers, with tears flowing
from Her brown eyes. Solus
Though many pray to Her, Divira is quite God of the Sun & Sky
removed from the everyday business of mortals.
Though She does on the rare occasion show Solus is the first born son of Divira, given
Herself or assist those who follow Her devotedly, His Godhood by her and is considered one of the
She is quite content to watch the world and more powerful Gods. Those who have seen Him
interfere very little. and the art that depicts Him show He is of dark
Her holy symbol is that of a large tree, with skin, tall and muscular, His shaved head wreathed
its roots clutching at a rock. in a halo of flames, dark brown eyes, and always
laughing.
Before Divira there was nothing. And then, It's said that Solus shows up to every
for some reason unknown to anyone, She created celebration in some form or another. He often gives
everything. She created the world, from her flesh visions to his followers on how they can be even
she created the dirt, the water from her tears, the greater, and how to achieve their goals. He meddles
plants from her hair, and animals from her breath. with mortals almost as much as The Lady.
But apparently for Her, it was not enough. She had His holy symbol is a ring of fire.
created a beautiful world, but She was not satisfied.
She was...lonely. So She created beings to inhabit When Solus was born and given His divine
the world that She had created, thus the Elves and powers by Divira, He looked out at the world that
some other races were born, and for a time it was She had created and decided that it was too dark.
good. So he gathered his strength and rose high, gathering
But She soon found that without purpose or up all the light in the world and created the Sun
direction, the Elves became lazy and believed they then He blanketed everything else in the sky. He
were better than every other creature on the world was very proud of himself, as he could now see so
that they had been placed on. Out of anger at seeing much more of the world that his Mother had
how they treated what She had given them, She created.
took from them their true immortality and let To Him, Divira seemed pleased at his
them feel pain, and loss. With their endless lives actions, and He was pleased with Himself. That is
gone, they soon realized that they must keep until His sister Lunas created the Moon, and filled
themselves busy to keep living. his sky with darkness and stars. He was furious
Still She felt lonely, and so She sought to that she had undone so much of his work, and he
make contact with Her creations, and saw them as set out to destroy what she had made. But Divira
they lived their lives. Though She had created stepped in and put a stop to it, suggesting a
them, they had evolved into something completely compromise. They would share the sky, and so
different. She saw how they had friends, and Divira split it into two, separating the things that
family. Then She realized that maybe that would they had made.
fill the void She felt. So She gave birth to twins,

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Though not the outcome that He had Vetusliber
wanted, He had to accept the decision of Divira. He God of Knowledge & Magic
resented His sister for what He felt was favoritism
and an unfair outcome that He should share what The last born son of Divira, Vetusliber is
He created. arguably one of the most powerful of Gods, only
bellow Divira and Durgama. He is consumed with
Lunas the hunger for knowledge and power. Those who
Goddess of the Moon & Stars have seen Him and the art that depicts Him show
Him as a cloaked figure, with indiscernible features
The sole daughter born of Divira, Lunas is hidden under a hood.
one of the weaker Gods. Those who have seen Her He is almost a constant harassment to the
and the art that depicts Her show Her as tall, lithe, few followers He has, constantly wanting more
pale skinned woman of stark white hair that knowledge from them. Though he cannot
shines of moonlight. Her eyes are a pale gray, and physically appear in the world, as He is sealed
She always appears stoic and unemotional aside within His own Realm known as the Realm of
from a soft smile. Knowledge. He often speaks to those who seek
She hardly ever appears to Her followers, Him, though He is difficult to comprehend.
perhaps even less than Divira, but She is far more His holy symbol is an open book with a
invested in them and their plans, helping them in furled scroll resting down its spine.
numerous little ways.
Her holy symbol is an eight pointed star, It is said that when Divira gave power to
with a crescent moon at the center. Vetusliber, in order to make Him a God the same as
His siblings, He took in too much. He pulled the
Lunas has been quite quiet since She was power out of Divira before She had realized it. It
born, but very observant. She liked to watch the twisted within Him and gave Him a hunger for
actions of others, watch as they strive for things, even more power and knowledge. So much so that
but never really put much thought into doing it hurt.
anything herself. She saw as Solus made the Sun Seeing the state that Her son was in, She
and sky, and watched as the creatures of the world knew She could not release Him upon the world,
reacted. But there was something wrong. and so She created a Realm for him, and sealed
Those that lived on the world had no light him inside. Though He could not leave this new
of their own. They only had the Sun that Her Realm, his influence forced its way into the world,
brother now controlled, and the harshness of its giving those that lived within it the ability of magic.
constant light. So She gathered some of the light
and power She had within her and attempted to do The Deep King
something similar to Her brother, creating the God of Jewels & Gold
moon. But She could not control it very well, and
lost much of the light that She had collected from Something that Divira had not thought of
within herself and it scattered across the sky as when She created the world, was the possibility of
stars. other Gods coming into existence without her
She knew immediately that Her brother influence. The Deep King was the first, rising up
was angry with Her and Her mistake. She saw that somewhere from deep within the world that had
His intent was to destroy what She had made, and been created, and with Him, came the Dwarves.
waited for it to happen. But Divira saw Her intent The Deep King would be hard to discern
and came to Her side and compromised with Solus. from your average Dwarf, if not for the fact His
She split the sky into day and night, letting Lunas hair and beard are made of gold, with a bright ruby
rest in the dim light of her moon. Of course Lunas for His right eye and an emerald for His left. He
is quite aware that Solus holds a grudge, but all of will on occasion interact with his followers,
her attempts to make amends have been met with usually demanding some sort of offering whenever
contempt. he does.
His holy symbol is that of a pickaxe,
usually made of gold with some sort of jewel
affixed to the top.
From deep within the world came the
Dwarves, seeking riches, and with them came their
God. It is said that The Deep King did not create the
Dwarves, but instead the Dwarves created Him. He

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started out as a nameless being whom the Dwarves Either way She has been present in some way at
prayed to, asking for riches and good fortune, or every major invention made throughout the world.
perhaps power, and made offerings in exchange. Housed in Her main temple in Heimsford is
Other races may worship The Deep King as supposedly the first photograph ever taken, with
well, as He does not care who his followers are as Her standing in the center of it.
long as they offer him tribute. She cares quite a lot for those of an
inventive nature, whether they follow Her or not.
The Lady Often She goes out of Her way to save a
Goddess of Luck prospective inventor from death if an invention
goes awry.
The most mysterious of the Gods is The
Lady. With so many mortals inhabiting the world, JonSong
She seemed to come with them and with Her came God King of Dragons
Luck. The twisted nature of Good and Bad luck,
impossible occurrences that changed the manner of The first mortal to ascend into true
the world. Godhood, JonSong. Though not the first dragon, he
The Lady is always depicted as a beautiful was the first, and only, to achieve Godhood among
woman, though no one is quite sure of Her race or his peers. Many other dragons have tried, but none
features, red hair seems to be the only consistent have succeeded. The methods of becoming a God
thing that the mortal races can decide on. are a secret He plans to never tell anyone.
Her holy symbol varies, a pair of six sided JonSong is an immensely large being of the
dice showing a one and a six, an ace of spades and Titanic scale, covered in shimmering scales of
a joker, or a large strange coin. shifting colors. Seven horns adorn His head,
creating almost a crown like shape. He does not
The Lady can be your best friend, or your often visit His followers, but it is not impossible to
worst enemy. There are many debates on where get an audience with Him if one is to visit Auser.
She had come from, but there is no one who doubts When he does travel, it is usually as an
Her power. She can save the worst of plans, or unassuming Kobold, or a Human on rare occasion.
make the best fall to ruin on merely a whim. She His holy symbol is that of a dragon skull,
has no name, and if She did, none would speak it sometimes decorated with multicolored jewels.
for the fear of getting her attention.
JonSong was born in the fifth generation of
Savasta The First Dragons, born from two powerful
Goddess of Machines & Invention dragons. As he grew He quickly asserted himself as
stronger and smarter than the average dragon. He
As the Spark of Invention sprang to life, so was the first being to question the world that they
too did Savasta. Similar to Vetusliber in forms of lived in and sought out how, and found the Gods.
intelligence, Savasta seeks instead for the creation It is said that he spoke with Divira for
of knowledge rather than in its gathering. nearly four hundred years, before returning to the
Savasta appears to be a darker skinned world, this time as a God. Many think that it was
Human in race, though it is unclear if She herself Divira who granted him Godhood, but when She is
was ever a human. Depicted with dark hair and asked, She will only smile and say that He figured
coppery eyes, She always appears wearing dirtied it out on His own.
work clothes, covered in grease and oil, tools in
Her hands and a large grin on her face. She is Durgama
often caught out of the corner of a persons eye as God or Goddess of War & Victory
they are working, simply observing them or
sometimes offering whispers of advice. For They were undefeated in all their
Her holy symbol is of several gears undertakings, not even Death could take Them.
meshed together, usually purposefully in a way that The greatest champion that the world has ever
they would not function. known. Many claim They were Human, but no one
is quite sure as no one has seen what They look
It is said that Savasta first appeared when like. They are depicted as an androgynous figure
Humans discovered the explosive nature of clad in armor, holding a Greatsword
gunpowder and how to harness it in the Age of They often appear to their followers,
Magic. There is often debates on whether She urging them to keep fighting even when there is
herself made this discovery before She ascended little chance of winning. Many catch glimpses of
to Godhood or coaxed someone else into finding it. Them wandering battlefields, personally collecting

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those who fought bravely to help them on their
way.
Their holy symbol is a rather plain, empty
plate armor helmet with a sword stabbed upwards
through it. In paintings the sword is often dripping
with blood.

Durgama is considered to be the most


powerful of Gods, rivaling Divira Herself. Often
called the God bathed in blood and death. Stories
are written of the warrior Durgama slaughtering
armies of hundreds, alone, in the Age of Magic.
They are a force to be reckoned with.
Not much is known about Durgama's past.
The few stories about Them before Their
ascension speak of someone who was not afraid of
Death. Someone who sought glory not only for
Themselves, but for Their long gone empire. Some
called Them brutal and savage, but honorable. Yet
there are few writings of Their kindness, and how
They never killed anyone who was unarmed or
who surrendered.

Death
The being known as Death is often one of
the most feared beings, yet They are no more then
a guide. It is Death's job to collect the souls of those
that have died and bring them to Judgment. Those
who worship a particular Deity will be brought to
them, and if the God should take them, they will
live in Their realm. However if a God should not
take interest, or forsake their follower, they will
instead be brought to Judgment like the rest.
It is not Death's job to kill. Nor is it his job
to Judge. He merely helps those to move on from
the mortal world.
The Judgment takes a look at a beings life
and how they lived, and decides where to send
them accordingly; either to the Realm of some God
that would most suit them, or to one of the Nine
Circles of Hell.
Death is often depicted as a skeleton in
tattered dark robes, wielding a scythe.

Death is not alone in his task as They


cannot be everywhere at once and are often
assisted by odd beings known as Reapers. Those
who are truly lost, have nowhere to go, or refuse to
go to or wont be accepted by one of the Realms of
the Gods, become Reapers. A Reaper is often
compared to a Gods Deva in terms of power.
A Reaper who abuses the authority given
to them is punished harsher than any other.

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Hell, Devils & Daemons Fourth Circle: Those that held wealth over
others, who were avaricious and miserly in their
Counter to Gods are Devils, and though not life, who hoarded and squandered their life in
as powerful as Gods, they are numerous. The nothing but the pursuit of things end up in this
inhabit the realm of Hell and one of it's Nine Circle. The Fourth Circle is mostly made up of
Circles. Those who are sent here cannot die, though immense pools of boiling gold, and those that are
they still feel pain, hunger, and thirst. sent there are forced to push immense boulders
they are chained to out of these pits.
Circles of Hell There are many Bone Devils and Fire
Devils that call the Fourth Circle their home. Many
First Circle: Also called Purgatory or of whom delight in pushing boulders back into the
Limbo, the First Circle of Hell is rather tame when pits.
compared to all the other Circles. It is where those
that are not collected by a God go, but their Fifth Circle: The actively wrathful fight
Judgment has declared they did nothing to warrant each other as if their life depends on it in murky,
suffering in one of the other circles. slimy water, while those that let anger burn within
This Circle is the largest circle, and is very them and cursed their fellows lay at the bottom,
similar to the Central Realm, in fact it is a near gurgling on the putrid waters. It is a foul smelling
reflection of it. It is the place that has the fewest swamp, though not as foul as the slush of the Third
Devils, and it is rare to find anything more Circle, filled with those that let their rage rule their
powerful than an Imp. life.
It is a place for those that lived decent The waters crawl with Bone Devils, who
lives, but did nothing of note, or have chosen this join in the fights, and drag down any victors.
Circle over going to a Gods Realm, or have ended Rarely there are boats that sail through this swamp,
their own life. It is possible for those that live in going to or from the one of the only cities within
the First Circle to ascend, or descend, by their the Nine Circles, known as Epine. However, the
actions and choices. The Judgment is never inhabitants are not those that suffer in the swamp,
finished for those that live in the First Circle. they are Devils and Daemons.

Second Circle: It is here that the Sixth Circle: Raging seas of flame cover the
punishment of the Circles of Hell begin. This Circle landscape of this Circle with a heat that could boil
is to punish those that fell to their carnal desires, rock. Those who denounce, or actively seek to
those that let their appetites sway their reason. oppose the Gods are sent to this Circle.
Those that constantly cheat on lovers, or steal the The Sixth Circle is where the majority of
lovers of others. Devils live, Fire Devils, Pit Fiends, and Imps being
This Circle is not much smaller than the the vast majority. In the center of this Circle is the
First, but it is a bleak and desolate place, buffeted Palace of Pain, though Devils and Daemons call it
by constant winds and harsh, rainless storms. the Palace of Pleasure, an immense structure the
Compared to the punishment of other Circles, the size of a large city. It's the perfect vacation spot for
Second is rather benign. However, it contains many the denizens of the Circles.
Devils. Doll Devils make their home in the Second Seventh Circle: Those that step beyond
Circle, trying to tempt those there with further anger and turn to violence are sent to the Seventh
corruption for their own amusement and Circle. Whether this be against thy fellows, or to
satisfaction. anothers property or even against the world
Third Circle: Putrid slush covers the Third around them. Murderers, war-makers, plunderers
Circle, constantly produced by ceaseless and foul and tyrants, all are thrown into the boiling pool of
icy rain. This Circle is to punish those that blood that make up this Circle.
devoured beyond their need, who let their appetite This is where Blood Devils call home.
rule their life. Those that sat and grew fat off the Living in dens beneath the blood, waiting for those
work of others call the Third Circle home. Now that are unsuspecting, or eagerly looking for their
they must grovel and beg in the filthy slush to feed next kill.
their insatiable appetite. Eighth Circle: The ones sent to this Circle
There are few Devils that make this Circle are those who live fraudulent lives, or are actively
their home, as it is inhospitable even to them. For malicious in their intent towards others. Those
some reason Ice Devils call this Circle home, and who pander and flatter others without sincerity in
are the most commonly found Devil here. order to raise their own status, and hypocrites. The

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worst of thieves, liars, those that use their position still to be feared as they can manipulate the minds
to sell favors, and corrupt politicians. They are all of others.
thrown into this deep, dark place.
Any light is dimmed, and those that could Fire Devil: Born from fire and flames, a
normally see in darkness find themselves unable Fire Devil appear as hulking things, wreathed in
to. It is here that the Shadow Devils make their flame. They can use their fire to not only attack,
home, as well as some Pit Fiends. but to defend against others.

Ninth Circle: An immense frozen lake is Ice Devil: Crawling out from beneath the
the Ninth Circle, a place reserved for those that ice, Ice Devils are lanky things with pale or blue
have betrayed the trust of others. Frozen in the ice, skin. The air around them is always cold and they
stuck in place at depths according to the severity of can cause ice to form around them and use it to
their treachery. attack.
The majority of Ice Devils call the Ninth
Circle their home. Though Pit Fiends can also be Shadow Devil: A living shadow, born from
found on this Circle as well. the shadow of those that are truly evil or powerful.
They resemble the appearance of those that they
Devils arose from, but give a hollow impression. They
have all the knowledge and experiences of those
The natural denizens of the Nine Circles they reflect.
are Devils. Powerful beings that tend to be rather
dark and malicious in personality. There are a Pit Fiend: An immense figure of power. The
near limitless type of Devils that exist, but there strongest of all Devils, the Pit Fiend is a horrific
are eight that make up the majority of their sight to behold for most. Bulky frame, immense
populace; Blood Devils, Bone Devils, Doll Devils, flame-seared wings, eyes that smolder like embers,
Fire Devils, Ice Devils, Shadow Devils, Pit Fiends, and a brutal nature.
and Imps. A Devil who is killed in any Realm
outside of Hell, does not stay dead, and instead Daemons
returns to their Circle, and recovers in a certain The only thing scarier in the Nine Circles
amount of time, depending on the type of Devil. than a Devil is a Daemon. A Devil who gains
Imp: The most common of all Devils, and enough power, or influence, or simply just gets
by far the weakest. The resemble small humanoids lucky, may evolve and change into a Daemon. The
with odd skin colors, wings, and long whippy tails gap between Devils and Daemons is immense, as
that sometimes have a stinger on the end. They are the weakest of Daemons are stronger than the most
usually seen as nothing more than a nuisance powerful of Devils.
rather than a threat, and actually make good Once a Devil becomes a Daemon, they are
Familiars for those so inclined. no longer a Devil and they cannot be categorized as
they have changed into something that is unique. It
Blood Devil: Born from the blood on the is possible to tell what sort of Devil a Daemon was,
Seventh Circle, a Blood Devil can shape its but they are incomparable to what they were.
appearance to that of anything it has the blood of. Despite being on a completely different
Because of this, the true form of Blood Devil's is level, a Daemon will sometimes masquerade as a
rather odd, as they appear as vaguely humanoid Devil so that they are underestimated. Although the
masses of blood if they are not disguised. Not only majority cannot help but flaunt their superior
do they have the ability to mimic the appearance of status and get upset if they are referred to as a
others, but they may also control blood, and cause mere Devil. Of course, the opposite is also true.
those near it to begin hemorrhaging blood. Devils will claim that they have advanced to the
Bone Devil: Varying in appearance, a Bone stage of a Daemon in order to threaten and
Devil has an appearance of anything from a mass intimidate others.
of moving bones, to a humanoid with bones jutting
from beneath the skin. A Bone Devil uses its own
bones as weapons, and gains strength by devouring
the bones of others.
Doll Devil: As dangerous as they are
beautiful, a Doll Devil feeds upon the life force of
others. Though not strong by themselves, they are

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The Storm
Five-hundred miles from shore, and
blanketing the Southern part of the world, The
Storm surges. Dark clouds, constant lightning of all
colors, a fractured sea. A wall of broiling clouds
that stretch up into the sky. Winds impossible to fly
through. Rain that falls so hard it is painful.
From what has been observed, said by
those few that have survived, and magically retold
through the bodies that have escaped it's
treacherous waters, it is a place of insanity and
death. A place where waves can reach dozens of
miles into the sky, or pitch down so steep and far
that the edge disappears out of sight.
Some believe that it is a living thing, a
being whose only purpose is to churn the sea and
batter all those that enter. There are even those
that believe it is possible to commune with it.
Others think that is a curse on the world
from Vetusliber, His final attempt to throw the
world into chaos before he was sealed away.
A few others hold that it is merely a thing
that exists, just as the land and sky exist, so must
the Storm.
But with all the varying theories and
beliefs surrounding The Storm, the only thing that
is sure is that it has always existed and will
continue to do so.
In all of its history that have been only two
times that it has subsided. The first being long ago,
when the Elves decided to leave the West and sail
to unknown lands. The second is known as the
greatest catastrophe to have ever hit the world.
They called it The Storm Surge.
It was sudden and very few were aware of
anything that was coming. The Gods merely told
their Oracles “The Storm is coming.” And then it
came. It rushed from the sea, until it pressed itself
against The Spine, threatening to push over. But
before it could manage, it retreated and for a time, it
vanished. No one is sure of what caused The Storm
Surge. Many blamed the Elves, and that was one
thing since in the calm they returned to the West,
but of course they deny it was them.
There are no ways of getting across The
Storm, not even Minor Gods have the power to
cross it, and no magic can transport someone from
one side to the other. Some have even tried to
travel through the Realms to get to the other side,
but no one has been successful.

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Chapter 12: Adversaries
There's a lot of things going against your Hordes
Hat, and these some of the more physical threats
A group of five or more identical
are known as Adversaries. These can range from
Targets may be grouped into what is known as a
monsters and beasts, to other people your Hat may
Horde. Called a Pack when they are Critters, and a
come across. An Adversary is counted into two
Swarm when referring to Insects. The Targets
categories, Critters and Foes. A Critter is any
within the Horde are called Mobs.
animal, beast (magical or otherwise), or insect.
A Horde starts at 0 Wounds and gains 1
While a Foe is any other type of Adversary. An
Wound for every Mob in it. Additionally, the Horde
Adversaries Soak does not count as Natural Soak
loses Mobs as it loses Wounds. Every mob in the
unless specified in a Talent.
Horde counts as one of the Hordes Wounds, and
once the Horde falls bellow 5 mobs or Wounds, the
Adversaries follow this template for their remaining 4 mobs are made into individual Targets
stat block: and any remaining Damage is dealt to one of those
Targets.
Name of Adversary Tier
The Horde uses the Dodge score of the
Size and Type of adversary it is mobs that make it, however for every 5 mobs it has
over the initial 5 it loses 1 Dodge, meaning at 10
Mobs it loses 1 Dodge, at 15 Mobs it loses 2, etc.
Wounds Dodge Soak Speed Initiative
A Horde has 2 Actions, and 3 Reactions. It
Wound Dodge Damage Move Initiative can use these Actions as a normal Target could.
Count Score Soak Speed Bonus When the Horde spends an Action to make a Basic
Attack, it may Attack up to 3 times with that
GRT STR AGI REF SMT INT MOX Luck Action, and gains 1 additional Attack for every 5
Wounds it has over the initial 5, meaning it gets it's
- - - - - - - - first extra attack at 10. Each Mob in a Horde does
not have Soak, but the Horde as a whole has Soak
Awareness Physical Willpower Lucidity equal to Half the Targets base value.
Base Physical Willpower Lucidity If a Horde is of decent size, it may split into
Awareness Save Save Total two different Hordes, though only one of these split
Hordes count as the “true” Horde, so only one will
Skills This is where skills are listed split into 4 Targets when it reaches 4 Wounds.
However, two Hordes that combine together do not
Languages Languages that it speaks, if any contain 2 “true” Hordes, so if they split again they
will only have 1 “true” Horde.
Attack What sort of weapons or attacks the A Horde always starts as one size category
adversary has at it's disposal. larger than the mobs that it contains, and occupies
more space depending on the amount it contains,
After the stat block of an Adversary, their roughly containing 4 mobs per space (Therefore a
Talents will be listed. If there are no Talents listed Horde of Medium Targets can reach a total of 16
then it does not have any. Of course, a Storyteller mobs before needing to be increased in size). A
can always give it some. Horde that breaks over the threshold of squares
that can contain it increases in size category. Do
note a Horde is not a single creature, and therefore
can move through an area where a single mob
could move through, however such a space will
halve the movement of the Horde, but will
otherwise give it no disadvantage. A Horde may
occupy the square of other Targets, and vice versa.
All Attacks made against a Horde deal Half
Damage, unless that Attack is an AOE.

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Creating Combat Encounters
When figuring out what to challenge Posse
with you first must figure out their Challenge
Rating. A Posse’s Challenge Rating applies an
equivalent stat to a Hat that mostly translates to the
Tier of that Hat. A Hat immediately counts as a
Challenge Rating of 1, and then increases by 1 for
every 100exp that they earn. The amount earned
includes things like Troubles, and extra exp from
certain Races. That means a starting Hat is at least
a Challenge Rating of 2.

Hat Challenge Rating: Starts at 1, increases


by 1 for every 100exp the Hat has Earned.

When building a combat encounter, you


add all of the Hat’s Challenge Ratings together, and
aim for the total Tier’s of the Adversaries to be
around that number. A combat encounter must
consist of at least as many Adversaries as Hats to
be better balanced.
Something to keep in mind is that the more
Adversaries thrown at a Posse increases the
difficulty exponentially due to Action Economy. To
briefly explain Action Economy, the side with
more Actions has the advantage in any given
situation. So it is generally a good idea to stagger
very large groups of Adversaries, or to use the
Horde mechanic.

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Goons Ranged Goon 0.5
The most common enemy your Hat will
probably be facing are known as Goons. Goons are Medium Humanoid
your fodder enemies, the kind who put up a bit of a
fight but aren't a major threat to a Hat. They come Wounds Dodge Soak Speed Initiative
in a few variants, and equipped with one type of
attack from whatever weapon the Storyteller 5 14 0 30ft +3
wants to give them. Of course, these are all just
examples to be easy to pull from. Goons can be GRT STR AGI REF SMT INT MOX Luck
altered and modified in any way, including giving 1 0 0 3 0 0 0 14
them Talents.
Awareness Physical Willpower Lucidity
Melee Goon 0.5
Medium Humanoid
12 0 0 -

Wounds Dodge Soak Speed Initiative Skills Firearm (Light & Heavy) +3, Ranged
+3, Perception +2
5 14 0 30ft +3 Languages Common, and one other

GRT STR AGI REF SMT INT MOX Luck Attack Pistol, Medium. Firearm: +3 To Hit,
1 2 0 2 0 0 0 14 one Target. Range Band: 10ft.
Hit: 4 Damage
Rifle, Medium. Firearm: +3 To Hit, one
Awareness Physical Willpower Lucidity
Target. Range Band: 20ft.
10 +2 +0 - Hit: 4 Damage
Coach Gun. Firearm: +3 To Hit, Spread.
Range Band: 5ft Spread.
Skills Brawl +3. Ranged +2
Hit: 5 Damage Spread
Languages Common, and one other Crossbow. Ranged: +3 To Hit, one
Target. Ammunition (20)
Attack Unarmed. Melee: +3 To Hit, one Target. Hit: 5 Damage
Hit: 3 Damage Short-bow. Ranged: +3 To Hit, one
Club. Melee: +3 To Hit, one Target. Target. Ammunition (20)
Hit: 5 Damage, Nonlethal. Hit: 4 Damage
Shortsword. Melee: +3 To Hit, one
Target.
Hit: 5 Damage
Spear. Melee: +3 To Hit, one Target.
Hit: 5 Damage

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Church Grim
A large black dog with deep red eyes
wanders among the graves. They say that the first
to be buried in a graveyard becomes bound to it,
forced to protect it and lead those that come after it
to pass on. Many did not like the idea of their loved
ones being bound to this fate forever, and so they The Grave Keeper
chose to bury a dog. This dog then comes back as a As a protector of the dead, a Grim is always aware
Grim, a benevolent undead whose purpose is to of all living things inside the cemetery or
protect the graveyard and nearby church. graveyard, and any attached churches or
buildings. A Grim is unaffected by the Hallow
Church Grim 4 Spell. Additionally if a Grim is destroyed, it may
make a Luck Check every Sunrise, reforming and
Small Undead Critter
returning to full Wounds on a success. To
permanently destroy a Grim, it's corpse must be
Wounds Dodge Soak Speed Initiative
dug up and burned.
15 16 2 40ft +3
Restrictive Domain
GRT STR AGI REF SMT INT MOX Luck A Grim is restricted to the cemetery or graveyard
3 2 2 0 -2 3 1 12 it protects, as well as any connected grounds, such
as churches or buildings. It must remain within
it's domain and cannot leave. Any sort of thing
Awareness Physical Willpower Lucidity
that would create undead cannot function within
15 7 5 - the Domain of a Grim. Anyone infected with an
undead disease is cured if they come into contact
with a Grim, and will fail to rise as an undead if
Skills Acrobatics +5, Brawl +4, Bluff +1,
they die without being cured within the Domain.
Intimidate +2, Perception +5, Stealth +8
The Grim is immediately aware of any attempts to
Languages Understands All, Cannot Speak create undead within it's Domain.

Attack Bite. Melee: +4 To Hit, one Target. Unearthly Howl


Hit: 4 Radiant Damage
As an Action a Grim may let out a Howl, effecting
any Target that it wishes that is inside, or within
Darkvision
400ft of it's Domain. All those Targets must make
A Grim can see in non-magical darkness as if it a DC 16 Willpower Save, or become Frightened of
were daylight. However they cannot see colors in the Grim.
the dark, instead seeing everything in shades of
gray.

Undead
An Undead does not need to eat, breath, or Sleep.
Wounds can only be recovered through
regeneration or magical means. An Undead takes
double Damage from Radiant Damage. An Undead
is immune to the following Conditions: Bleed,
Exhaustion, Deafened, Frightened (Unless
Turned), Nauseated, and Poison.

Undead: Regen
This Undead regains 1 Wound per round. If dealt
Damage from a magical source, they do not
regenerate that Round.

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Chupacabra

An odd lizard like creature that


stands on it's hind legs. Gray, almost sickly
looking in color, with large spines running
down it's back. It has a wide and elongated
muzzle filled with long, broad, oddly
curved teeth.
Found either solo, or hunting in
small packs. A Chupacabra is a menace to
farmers that have cattle, as they prefer to
hunt weak or slow prey, and have a
particular taste for goats.

Chupacabra 2
Medium Magical Critter

Wounds Dodge Soak Speed Initiative

12 14 0 40ft +2
GRT STR AGI REF SMT INT MOX Luck
-1 1 1 0 -6 4 -2 14

Awareness Physical Willpower Lucidity

13 2 4 -
Skills Acrobatics +2, Brawl +4, Perception +3,
Stealth +2
Languages None

Attack Bite. Melee: +4 To Hit, one Target.


Hit: 2 Damage

Darkvision
A Chupacabra can see in non-magical darkness as
if it were daylight. However they cannot see
colors in the dark, instead seeing everything in
shades of gray.

Blood Drinker
A Chupacabra may spend a Bonus Action after
hitting with a Bite Attack to deal 2 Damage and
regain 2 Wounds.

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Coywolf Scent
A Coywolf appears as if someone took a Receives a +5 when attempting to track a Target.
wolf and elongated all of it's features and stretched
out all of its limbs. Like wolves they are pack
Tail Between it's Legs
animals, but they are far smarter and will use
tactics in combat, as well as retreating if they are If the Coywolf should fall bellow 7 Wounds, it
losing. immediately runs away if it is able. It will always
spend at least 1 Action to move as far away as
Coywolf 2 possible or escape from its current situation.

Large Magical Critter


Tail Sweep
Wounds Dodge Soak Speed Initiative May spend it's first Action to make a Trip attack
against all Targets within 10ft. If the Trip Fails it
15 15 3 50ft +8 cannot Attack this turn. Targets may not make a
counter Trip attempt.
GRT STR AGI REF SMT INT MOX Luck
5 4 4 6 2 -1 -6 16

Awareness Physical Willpower Lucidity

16 +4 +2 -
Skills Acrobatics +4, Bluff +1, Brawl +4,
Intimidate +3, Perception +6, Sense
Motive +2, Stealth +4
Languages None

Attack Bite. Melee: +4 To Hit, one Target.


Hit: 5 Damage

Darkvision
A Coywolf can see in non-magical darkness as if
it were daylight. However they cannot see colors
in the dark, instead seeing everything in shades
of gray.

Jump
If the Coywolf moves more than 10ft, it may use
any additional movement to jump a maximum of
40ft, this includes up or down. They do not take
fall Damage until they have fallen more than 50ft.

Pin
May use an Action to make an opposed Grapple
Check on a prone Target. If successful the
Coywolf gains a +3 To Hit, and the Target is unable
to take Move Actions. This is not a grapple, but
may be broken as if it was one and the Coywolf
must repeat this Action every turn to maintain the
Pin.

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Dragoliz
Although it's a bit difficult to call a Dragoliz
a true dragon, but it is difficult to call them
anything else. They are a large lizard, reminiscent
of wingless Dragons, though their colors vary far
wider than that of Dragons.

Dragoliz 0.5
Medium Magical Critter

Wounds Dodge Soak Speed Initiative

5 15 0 30ft, +1
20ft
Swim

GRT STR AGI REF SMT INT MOX Luck


3 2 1 1 0 -6 -4 15

Awareness Physical Willpower Lucidity

14 +1 +0 -
Skills Acrobatics +1, Brawl +5, Bluff +1,
Perception +4, Stealth +6
Languages None

Attack Bite. Melee: +5 To Hit, one Target.


Hit: 3 Damage

Armored Scales
If the Dragoliz is struck it may, as Reaction,
increase its Dodge and Soak by 2 if it is struck. If
a Target is Grappling Dragoliz, the Dragoliz may, as
a Bonus Action, cause the opponent to suffer 1
Unsoakable Damage.

Tail Slap
The Dragoliz may spend 1 Action to make an
Attack with its tail, dealing 2 Damage and
knocking the opponent Prone if it hits.

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Elemental Serpent Radiant Element
A big snake, infused with the magical An Elemental Serpent may only have one
energy of other Realms of Existence. While not Element type.
true Elementals, they still hold quite a lot of power. Embodying the magic force of Radiance, an
Elemental Serpent of the Radiant deals an
Elemental Serpent 0.5 additional +2 Radiant Damage when it hits.
Additionally, it is immune to Radiant Damage.
Medium Elemental Critter

Wounds Dodge Soak Speed Initiative Ice Element

20ft, An Elemental Serpent may only have one


5 15 0 20ft
+1 Element type.
Swim Embodying the magic force of Ice, an Elemental
Serpent of the Ice deals an additional +2 Cold
GRT STR AGI REF SMT INT MOX Luck Damage when it hits. Additionally, it is immune to
Cold Damage.
3 2 1 1 0 -6 -4 15
Void Element
Awareness Physical Willpower Lucidity
An Elemental Serpent may only have one
14 +4 +0 - Element type.
Embodying the magic force of Force itself, an
Skills Acrobatics +4, Brawl +3, Bluff +2, Elemental Serpent of the Void deals an additional
Perception +4, Stealth +6 +2 Force Damage when it hits. Additionally, it is
immune to Force Damage.
Languages None

Attack Bite. Melee: +3 To Hit, one Target.


Hit: 3 Damage +Elemental Damage

Air Element
An Elemental Serpent may only have one
Element type.
Embodying the magic force of Lightning, an
Elemental Serpent of the Air deals an additional
+2 Lightning Damage when it hits. Additionally, it
is immune to Lightning Damage.

Earth Element
An Elemental Serpent may only have one
Element type.
Embodying the magic force of Acid, an Elemental
Serpent of the Earth deals an additional Acid(1/1)
when it hits. Additionally, it is immune to Acid
Damage.

Fire Element
An Elemental Serpent may only have one
Element type.
Embodying the Magic force of Fire, an Elemental
Serpent of the Fire deals an additional +2 Fire
Damage when it hits. Additionally, it is immune to
Fire Damage.

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Florabee Poison Stinger
A brightly colored insect called the Unlike regular bees, stinging does not kill a
Florabee. Their name comes from their Florabee, though they can only make this attack
appearance, a big bumblebee with a sort of flower once, and must wait for a new stinger to grow,
collar around its neck. Their bodies are covered in which takes a week. The stinger caries a potent
yellow and black fuzz, while their flowers can be a venom, and those struck must make a DC 12 Grit
large variety of colors and types. Usually those Save or gain Poison(2).
from the same hive will have matching flower
types as their Queen. A Florabee only lives for one
Floral Nature
year.
They live in large mound like hives that A Florabee may cast Harvest Season once per
extend underground, serving their Queen. They are month without having to roll for Backlash.
docile and friendly, but will become hostile if
harmed or if their flower fields are purposefully Swarm Special: Heat Ball
Damaged.
Curious of other creatures, they often A Swarm of Florabees may spend an Action to
attempting to interact and trade for items, Grapple a Target. They gain a +2 to this Check for
especially sugar or other sweets. Their main every 5 Florabees in the Swarm. A Target
resource is Florabee Honey, which is much like Grappled by a Swarm of Florabees may not
regular honey, but will also trade things that they become the Initiator. As an Action, a Florabee
have found or previously traded. Swarm may deal 2 Fire Damage to the Target they
are Grappling, gaining 1 Additional Fire Damage
Florabee Drone 1 for every 5 Florabees in the Swarm. The Florabee
Swarm loses 1 Wound every time they use this
Tiny Magical Insect Action.

Wounds Dodge Soak Speed Initiative

6 15 1 10ft, +5
40ft Fly

GRT STR AGI REF SMT INT MOX Luck


2 1 5 5 2 2 3 19

Awareness Physical Willpower Lucidity

16 +6 +3 -
Skills Acrobatics +6, Investigation +4,
Perception +6, Sense Motive +4,
Survival +4
Languages Buzz

Attack Bite. Melee: +5 To Hit, one Target.


Hit: 3 Damage
Sting. Melee: +5 To Hit, one Target.
Hit: 4 Damage, DC 12 Poison(2)

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Florabee Warrior Interception Protection
A more advanced version of a Drone, If someone or something within 5ft of a Florabee
trained for combat and protection, is a Florabee Warrior is Attacked, it may use it’s Reaction to
Warrior. Their purpose is to protect the hive and intercept the hit, becoming the Target for the
make sure that the Queen and Drones are safe. Attack instead.
They appear much like Drones, however they are
easily denoted as they instead of red and black
Swarm Special: Heat Ball
fuzz, rather than the Drones yellow and black.
A Swarm of Florabees may spend an Action to
Grapple a Target. They gain a +2 to this Check for
Florabee Warrior 2 every 5 Florabees in the Swarm. A Target
Tiny Magical Insect Grappled by a Swarm of Florabees may not
become the Initiator. As an Action, a Florabee
Wounds Dodge Soak Speed Initiative Swarm may deal 2 Fire Damage to the Target they
are Grappling, gaining 1 Additional Fire Damage
10 17 2 10ft, +6 for every 5 Florabees in the Swarm. The Florabee
40ft Fly Swarm loses 1 Wound every time they use this
Action.
GRT STR AGI REF SMT INT MOX Luck
2 1 6 5 2 2 3 19

Awareness Physical Willpower Lucidity

16 +7 +3 -
Skills Acrobatics +7, Investigation +4,
Perception +6, Sense Motive +4,
Survival +4
Languages Buzz

Attack Bite. Melee: +6 To Hit, one Target.


Hit: 5 Damage
Sting. Melee: +6 To Hit, one Target.
Hit: 4 Damage, DC 14 Poison(2)

Poison Stinger
Unlike regular bees, stinging does not kill a
Florabee, though they can only make this attack
once, and must wait for a new stinger to grow,
which takes a week. The stinger caries a potent
venom, and those struck must make a DC 14 Grit
Save or gain Poison(2).

Flanking Maneuver
A Florabee Warrior gains a +2 To Hit a Target who
was attacked between their current turn and their
previous turn by someone other than that
Warrior.

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Florabee Queen Florabee Queen Magic
A Florabee Queen is much like your A Florabee Queen knows these Nature Spells:
average Florabee, but much much larger. A Queen Acid Arrow, Fog Cloud, Glitterdust, Hallow,
births ten Florabees over the course of a week, Harvest Season, and Know Direction.
which reach maturity in one month. The average Additionally a Florabee Queen may cast Oasis
Hive has hundreds of Florabees. A Florabee Queen once in her lifetime. This Oasis will persist for as
lives for fifty years. long as the Queen lives.
Every ten years a new Queen will be born.
If the old Queen is injured, or near death, the new
Queen will take over. Otherwise the new Queen
will leave to find, or create, a suitable place for a
new hive.

Florabee Queen 5
Small Magical Insect

Wounds Dodge Soak Speed Initiative

20 15 4 10ft, +1
15ft Fly

GRT STR AGI REF SMT INT MOX Luck


5 1 2 2 5 5 4 19

Awareness Physical Willpower Lucidity

16 +4 +5 5
Skills Acrobatics +4, Investigation +5,
Perception +6, Sense Motive +7,
Leadership +10
Magic: Nature +5
Languages Buzz

Attack Bite. Melee: +5 To Hit, one Target.


Hit: 3 Damage
Sting. Melee: +5 To Hit, one Target.
Hit: 4 Damage, DC 12 Poison(2)

Queens Poison Stinger


Unlike regular bees, stinging does not kill a
Florabee, though they can only make this attack
once, and must wait for a new stinger to grow,
which takes a week. The stinger caries a potent
venom, and those struck must make a DC 16 Grit
Save or gain Poison(2).

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Ghosts Undead Regen
This is a Ghost template that can be added This Undead regains 1 Wound per round. If dealt
to any previously living Adversaries. A Ghost Damage from a magical source, they do not
Template does not change most of anything to a regenerate that round.
Target, however it adds a few Talents that make
them extremely deadly. Anything listed as (T) or
Sunlight Sickness
(Target) remains the same as the what the template
is being applied to. A Ghost does not like to be in direct Sunlight. If
Sometimes the soul does not pass on, or they are exposed to natural Sunlight, they have
something binds it to the Central Realm and keeps the Stunned Condition. Any magically created
it there. If this should happen, you get a Ghost. Sunlight deals 2 Damage, which is Doubled the
Ghosts only have a vague memory of who they source also deals Radiant Damage.
were when they were alive, just enough to act like
their living self. Ghostly Visage

Ghost of a (Target) +2 As a Ghost does not have a physical form, it is


immune to all forms of Non-Magical Damage. It
Undead (Target) can also pass through any physical thing, such as
walls or other Targets.
Wounds Dodge Soak Speed Initiative
Disguised Humanity
+5 +2 (T) (T) (T)
It is not immediately apparent that a Ghost is
GRT STR AGI REF SMT INT MOX Luck undead, and will appear quite normal until those
around realize that something is not right. A Ghost
(T) (T) (T) (T) (T) (T) (T) (T) may not even be aware that they themselves are
dead until it is pointed out to them.
Awareness Physical Willpower Lucidity
Soul Drain
(T) (T) (T) -
As an Action a Ghost may touch a living Target.
Skills (Target) having a +4 to this Attack. If they are successful in
this Attack, the Target loses 1 Grit. A Ghost cannot
Languages (Target) use this Talent more than once on a Turn, but they
can use it as a Reaction in the case of Attacks of
Attack (Target) Opportunities.
Soul Drain.

Darkvision
A Ghost can see in non-magical darkness as if it
were daylight. However they cannot see colors in
the dark, instead seeing everything in shades of
gray.

Undead
An Undead does not need to eat, breath, or Sleep.
Wounds can only be recovered through
regeneration or magical means. An Undead takes
double Damage from Radiant Damage. An Undead
is immune to the following Conditions: Bleed,
Exhaustion, Deafened, Frightened (Unless
Turned), Nauseated, and Poison.

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Ghost Train Undead Regen
Although it does not happen often, it does This Undead regains 1 Wound per round. If dealt
happen. Horrible accidents, or sometimes sabotage. Damage from a magical source, they do not
All it takes it takes is a Train to get a little off the regenerate that round.
rails and catastrophe will strike. In those horrible
events of there being no survivors, there is a
Sunlight Sickness
chance that the Train will return with it’s
passengers. A Ghost Train does not like to be in direct
While it is possible to do battle with a Sunlight. If they are exposed to natural Sunlight,
Ghost Train, it is more a set piece. they have the Stunned Condition. Any magically
created Sunlight deals 2 Damage, which is
Ghost Train 8 Doubled the source also deals Radiant Damage.

Gargantuan Undead Machine


Ghostly Train
Wounds Dodge Soak Speed Initiative A Ghost Train is immune to all forms of
Non-Magical Damage. Any Non-Magical Attack
80 20 4 80ft 0 that would cause the Train Damage simply passes
through it, or is met with resistance that cannot be
GRT STR AGI REF SMT INT MOX Luck bypassed.
A Ghost Train can be made up of any number of
- - - - - - - 13 Cars. All Cars are treated as separate Ghost
Trains, but all are Destroyed if the Engine Car is
Awareness Physical Willpower Lucidity Destroyed. If a Car is Destroyed, the two cars on
either side come together to replace the space.
- +10 +5 - The Train is not restricted to tracks and has a Fly
speed equal to it’s movement speed.
Skills None A Ghost Train is inhabited by those that died on it.
Languages None This includes at least 2 engineers, 5 staff of some
sort, and any number of passengers.
Attack None

Undead Machine
A Ghost Train does not need to eat, breath, or
Sleep. Wounds can only be recovered through
regeneration or magical means. An Undead takes
double Damage from Radiant and Lightning
Damage. An Undead is immune to the following
Conditions: Bleed, Exhaustion, Deafened,
Frightened (Unless Turned), Nauseated, Petrified,
and Poison. A Ghost Train that would gain the
Downed Condition is instead Destroyed. A Ghost
Train cannot be Coup de Grace, but may instead be
Disabled via a Disable Device Talent if the attempt
is made in the engine.

Hidden in Plain Sight


A Ghost Train appears to be a regular Train. A Hat
must make a DC 25 Perception Check, or a DC 20
Investigation Check, in order to determine that
something is not right. A Hat that sees the Ghost
Train so something that a regular Train cannot do
automatically succeeds this check.

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Glass Bird Horde Special: Colony
Swarms of Glass Birds claim The Spine of When Glass Birds combine into a Horde they are
the World as their own. Very rarely found outside referred to as a Colony. When a Colony suffers
of the massive mountain range, they are small and Damage, Explosive Death is triggered an
deadly critters. Throw in the fact that they are additional 5 times, and loses 5 Wounds. However,
extremely hostile to anything that isn't a Glass Bird at the start of every Round the Colony gains 2d12
and tend to travel in swarms of a dozen or more, Glass Birds.
cause running into them to practically be a death
sentence. They appear vaguely reminiscent of very
large sparrows made of glass, though other bird
types have been documented.

Glass Bird 6
Small Magical Critter

Wounds Dodge Soak Speed Initiative

5 25 0 50ft Fly +7
GRT STR AGI REF SMT INT MOX Luck
-5 0 7 7 0 0 3 14

Awareness Physical Willpower Lucidity

18 +9 +3 -
Skills Acrobatics +9, Brawl +5, Perception +8,
Sense Motive +2, Stealth +5
Languages None

Attack Peck. Melee: +5 To Hit, one Target.


Hit: 3 Damage

Explosive Death
A Glass Bird who is Downed immediately
explodes and scatters shards of shrapnel. Any
Targets within 10ft, including other Glass Birds,
may make a Physical Save, DC 18. Failure; 5
Damage, nothing on a success.

Flyby
A Glass Bird cannot be targeted by Attacks of
Opportunity.

Flock
A Glass Bird that is within 20ft of another Glass
Bird at the start of it's turn can choose to take it's
turn simultaneously with that Glass Bird.

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Ink Splotch Forceful Knowledge
Something that crawled from the depths of A Target that tastes the Ink Splotch, including
the realm of Vetusliber. Vaguely humanoid in when the Ink Splotch uses Smother, must make a
shape, they are odd creatures, and unpredictable. DC 12 Grit Save. On a fail they are Nauseated for 2
They are made entirely from ink, and leave a dark rounds. Whether they succeed or fail, they must
inky residue on any surface they come into contact also make a Luck Roll if it is the first time this
with. They are curious and aimless, wandering in Ink Splotch has been tasted. Succeeding this Luck
spaces and taking in information by observing. Roll gives the Target good or useful knowledge,
They are drawn towards light if they can see it. while failing this Luck Roll gives a bad or useless
When killed, rather than die they simply lose the bit of knowledge. An individual Ink Splotch
ability to maintain a physical form and become always gives the same bit of knowledge, it being
high quality ink. good or bad is always determined by the first
Luck Roll.
Ink Splotch 1
Medium Humanoid Outsider Smother
May spend 1 Action to perform a grapple against a
Wounds Dodge Soak Speed Initiative single Target. If successful the Target begins to
Suffocate. Cannot Bash Targets it is using
20 16 2 30ft +4 Smother on, but may use it on other Targets
within range. A Target who is being Smothered
GRT STR AGI REF SMT INT MOX Luck will take Damage from Attacks aimed at the Ink
0 0 0 4 0 0 0 13 Splotch only if Bad Luck is rolled. A Target may
not become the Initiator in a grapple against an
Ink Splotch.
Awareness Physical Willpower Lucidity

10 0 0 - Seep
An Ink Splotch can fit into any gap greater than 1
Skills No Bonuses inch over the course of 1 minute. If the gap is
Languages None greater than 1 foot it only takes 1 round. This is a
Move Action, and cannot be taken mid move.
Attack Bash. Melee: +0 To Hit, one Target.
Hit: 3 Damage, Unsoakable Water Weakness
An Ink Splotch takes 2 Damage if in water per
Attitude round they are in it, including being rained on.
Every Ink Splotch has a different Attitude, or This Damage is not Soaked.
personality when it enters the world. To
determine Attitude, roll 1d12. Horde Special: Conglomeration
1-2: Docile, will not react even if attacked.
An Ink Splotch Horde is less a group of
3-4: Docile, becomes hostile if attacked.
individuals and more an inky mass of lashing
5-6: Docile, becomes hostile if physically
tendrils and grasping hands. This Horde is always
interacted with.
Hostile, and may use its Smother against as many
7: Docile, becomes hostile if it physically sees a
Targets as it has Wounds. Forceful Knowledge is
Target.
rolled every turn that Target is being Smothered.
8-9: Friendly, will attempt to assist Targets, hostile
if attacked.
10-11: Hostile, will attack any Target.
12: Aggressively hostile, will hunt down Targets
and investigate noises.
Will never attack other Ink Splotches.

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Jackalope Jump
A rather large jackrabbit, with the horns of If the Jackalope moves more than 10ft, it may use
an antelope, and a speed that cannot be matched. any additional movement to jump a maximum of
The Jackalope is a rather rare critter to encounter, 40ft, this includes up or down. They do not take
however they are quite dangerous if they are fall Damage until they have fallen more than 50ft.
underestimated. Extremely fast, hard to hit, and
brutally aggressive if riled up, they are far more
Throw Voice
than just a funny looking bunny. One of their
oddest pastimes is to sing along with those that like A Jackalope can make it sound as if it’s voice
to sing around a campfire, usually in harmony or comes from a source 30ft away.
providing a bassy accompaniment. If you want to
get on the good side of a Jackalope, whiskey is your
best choice. Some like it better if you mix it with
milk.

Jackalope 4
Small Magical Critter

Wounds Dodge Soak Speed Initiative

14 18 2 70ft +4
GRT STR AGI REF SMT INT MOX Luck
2 2 4 0 -4 2 1 14

Awareness Physical Willpower Lucidity

15 +8 +2 -
Skills Acrobatics +8, Brawl +5, Perception +5,
Sense Motive +2, Stealth +5
Languages Common, can also mimic things that it
has heard

Attack Gore. Melee: +5 To Hit, one Target.


Hit: 4 Damage
Kick. Melee: +5 To Hit, one Target.
Hit: 3 Damage, Kick Off

Darkvision
A Jackalope can see in non-magical darkness as if
it were daylight. However they cannot see colors
in the dark, instead seeing everything in shades
of gray.

Kick Off
If the Jackalope hits with a Kick Attack, it may
Disengage as a Minor Action as part of that Kick
as it uses it’s Target as a springboard.

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Kuluvus Stare
Kuluvus are large reptilian type Critters A Kuluvus may spend 2 Actions to lock eyes with
who are fairly amiable and rather intelligent. They a Target who must succeed at a DC 12 Willpower
have the appearance of a Gecko mixed with a Save or become Paralyzed. The Target may spend
Lazarus lizard, though this varies depending on 2 Actions to repeat this Save every turn, and also
region. makes Saves whenever it receives Damage. A
Target Paralyzed by Stare cannot be Coup de
Kuluvus 0.5 Crace'd, and the Kuluvus must spend their turn
maintaining eye contact with the Target.
Medium Magical Critter

Wounds Dodge Soak Speed Initiative

5 15 0 30ft, +3
30ft
Climb

GRT STR AGI REF SMT INT MOX Luck


2 1 3 1 2 -6 -4 15

Awareness Physical Willpower Lucidity

16 +3 +2 -
Skills Acrobatics +3, Brawl +4, Investigation
+4, Perception +6, Sense Motive +1,
Stealth +6
Languages None

Attack Bite. Melee: +4 To Hit, one Target.


Hit: 3 Damage

Venomous
The bite of a Kuluvus carries with it a venom. A
Target bit by a Kuluvus must make a DC 12 Grit
Save, gaining Poison(1) if they fail.

Cold Blooded
A Kuluvus takes twice us much Damage from Cold
attacks. If a Kuluvus is in a cold environment it
will eventually slip into hibernation if not kept
warm.

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Wolf
Wolves are pack animals, and take easy to
training, making them one of the best candidates
for Animal Companions. However, there are also
wolves in the wild and they hunt in packs.

Wolf 0.5
Medium Critter

Wounds Dodge Soak Speed Initiative

5 15 0 40ft +3
GRT STR AGI REF SMT INT MOX Luck
2 2 2 2 -6 1 -4 15

Awareness Physical Willpower Lucidity

16 2 1 -
Skills Acrobatics +2, Brawl +4, Bluff +1,
Intimidate +3, Perception +6, Stealth +6
Languages None

Attack Bite. Melee: +4 To Hit, one Target.


Hit: 3 Damage

Darkvision
A Wolf can see in non-magical darkness as if it
were daylight. However they cannot see colors in
the dark, instead seeing everything in shades of
gray.

Scent
Receives a +5 when attempting to track a Target.

Trip
When a Wolf hits with an Attack it may make a
Trip as part of the Attack. The Target does not get
a counter Trip if the Trip fails.

Pack Special: Wolf Pack


A Pack of Wolves covers twice the amount of
space that a Pack normally would. Any Attack
made against a Target that is Prone has a +5 To
Hit.

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Clockwork Hidden in Plain Sight
This is a Clockwork template that can be A Clockwork who is based on an Object and is not
added to other Adversaries or Objects, as long as moving or performing an Action, appears to be
they are between size Small and Large. that Object. A Hat must make a DC 25 Perception
Clockworks are usually non-hostile unless Check, or a DC 20 Investigation Check, in order to
programmed otherwise. Anything listed as (T) or determine that it is a Clockwork.
(Target) remains the same as the what the template
is being applied to.
Voice Box
A Clockwork is a mechanical being, that is
often modeled off of some other creature, be it Sometimes a Clockwork comes with a Voice Box.
critter, insect or humanoid. Of course, inanimate This is a simple device that is meant to repeat
objects can also become Clockworks as well. An certain phrases, or reply to certain things.
Object that becomes a Clockwork has a Speed of
10ft. Object based Clockworks have Ability and
Skill scores of 0.

Clockwork (Target) +2
Clockwork (Target)

Wounds Dodge Soak Speed Initiative

+3 +3 +2 1/2 -1
GRT STR AGI REF SMT INT MOX Luck
(T) +2 1/2 (T) 1/4 1/4 (T) (T)

Awareness Physical Willpower Lucidity

(T) (T) (T) -


Skills (Target)
Languages (Target)

Attack (Target)
Bash. Melee: +4 To Hit, one Target.
Hit: 4 Damage

Clockwork
A Clockwork does not need to eat, breath, or
Sleep. They cannot regain wounds unless
repaired. A Clockwork is immune to the following
Conditions: Bleed, Exhaustion, Deafened,
Frightened, Nauseated, Petrified, and Poison. A
Clockwork that would gain the Downed Condition
instead gains the Broken Condition. A Clockwork
cannot be Coup de Grace, but may instead be
Disabled via a Disable Device Talent. A
Clockwork takes Half Damage from Necrotic and
Radiant, and takes Double Damage from
Lightning.

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Tiny Clockwork Hidden in Plain Sight
This is a Clockwork template that can be A Clockwork who is based on an Object and is not
added to other Adversaries or Objects, as long as moving or performing an Action, appears to be
they are size Tiny or Smaller. Clockworks are that Object. A Hat must make a DC 25 Perception
usually non-hostile unless programmed otherwise. Check, or a DC 20 Investigation Check, in order to
Anything listed as (T) or (Target) remains the determine that it is a Clockwork.
same as what the template is being applied to.
A Clockwork is a mechanical being, that is
Repair
often modeled off of some other creature, be it
animal, beast or humanoid. Of course, inanimate A Tiny Clockwork may spend 1 Action to attempt
objects can also become Clockworks as well. An to repair a Clockwork. This is a DC 15
Object that becomes a Clockwork has a Speed of Engineering Check. This may be done multiple
10ft. Object based Clockworks have Ability and times in a round, and may be done on themselves.
Skill scores of 0. If they are successful the repaired Clockwork
regains 1 Wound.
Tiny Clockwork (Target) +1
Voice Box
Clockwork (Target)
Sometimes a Clockwork comes with a Voice Box.
Wounds Dodge Soak Speed Initiative This is a simple device that is meant to repeat
certain phrases, or reply to certain things.
+2 +7 +1 (T) -1
GRT STR AGI REF SMT INT MOX Luck
(T) -1 (T) (T) 1/4 1/4 (T) (T)

Awareness Physical Willpower Lucidity

(T) (T) (T) -


Skills (Target)
Languages (Target)

Attack (Target)
Bash. Melee: +5 To Hit, one Target.
Hit: 2 Damage

Clockwork
A Clockwork does not need to eat, breath, or
Sleep. They cannot regain wounds unless
repaired. A Clockwork is immune to the following
Conditions: Bleed, Exhaustion, Deafened,
Frightened, Nauseated, Petrified, and Poison. A
Clockwork that would gain the Downed Condition
instead gains the Broken Condition. A Clockwork
takes Half Damage from Necrotic and Radiant,
and takes Double Damage from Lightning.

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Giant Clockwork Hidden in Plain Sight
This is a Clockwork template that can be A Clockwork who is based on an Object and is not
added to other Adversaries or Objects, as long as moving or performing an Action, appears to be
they are size Huge or Larger. Clockworks are that Object. A Hat must make a DC 25 Perception
usually non-hostile unless programmed otherwise. Check, or a DC 20 Investigation Check, in order to
Anything listed as (T) or (Target) remains the determine that it is a Clockwork.
same as what the template is being applied to.
A Clockwork is a mechanical being, that is
Inner Space
often modeled off of some other creature, be it
animal, beast or humanoid. Of course, inanimate A Giant Clockwork is large enough to have space
objects can also become Clockworks as well. An inside of it for other Targets to move around,
Object that becomes a Giant Clockwork has a depending on the size category of what it is based
Speed of 20ft. Object based Clockworks have on determines how much space it has within it.
Ability and Skill scores of 0. Roughly half of the amount of Space it takes up.
Unless it is an Object whose purpose is to be some
Giant Clockwork (Target) +5 sort of container, then it would have the
appropriate amount of space inside.
Clockwork (Target)
Voice Box
Wounds Dodge Soak Speed Initiative
Sometimes a Clockwork comes with a Voice Box.
+20 +5 +5 (T)2 +2 This is a simple device that is meant to repeat
certain phrases, or reply to certain things.
GRT STR AGI REF SMT INT MOX Luck
+5 +5 (T) (T) 1/4 1/4 (T) (T)

Awareness Physical Willpower Lucidity

(T) (T) (T) -


Skills (Target)
Languages (Target), or Creator

Attack (Target)
Bash. Melee: +7 To Hit, one Target.
Hit: 5 Damage

Clockwork
A Clockwork does not need to eat, breath, or
Sleep. They cannot regain wounds unless
repaired. A Clockwork is immune to the following
Conditions: Bleed, Exhaustion, Deafened,
Frightened, Nauseated, Petrified, and Poison. A
Clockwork that would gain the Downed Condition
instead gains the Broken Condition. A Clockwork
takes Half Damage from Necrotic and Radiant,
and takes Double Damage from Lightning.

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Skeleton Undead
This is an Undead template that can be An Undead does not need to eat, breath, or Sleep.
added to other Adversaries. Undead are always Wounds can only be recovered through
hostile to living Targets. Anything listed as (T) or regeneration or magical means. An Undead takes
(Target) remains the same as the Adversary that double Damage from Radiant Damage. An Undead
the template is being applied to. is immune to the following Conditions: Bleed,
A Skeleton is a common Undead made Exhaustion, Deafened, Frightened (Unless
from bones, commonly found in places that have Turned), Nauseated, and Poison.
been touched by Necromancy, or intense Spirit
Magic. Though they are weaker than what they are
Undead: Regen
spawned from, they tend to collect in groups
making them quite dangerous. They also are quite This Undead regains 1 Wound per round. If dealt
unaffected by most non-magical means, shrugging Damage from a magical source, they do not
off most hits. Throw in the fact that it can regenerate that round.
regenerate Damage caused to it, or simply get back
up after being downed can create quite a threat if Undead: Rise Again
not dealt with. Other than that, a Skeleton is
extremely dumb, unable to come up with a basic When this Undead is Downed, it must make a DC
plan or even figure out how to open a door. 15 Grit Save, if it succeeds it regains 1 Wound. If it
To create a generic Undead, treat fails, it is destroyed. If the Damage that Downed
everything as 0, and give them a Basic Weapon or this undead was done by a magical source the DC
a Firearm. A Skeleton with a Firearm that is not increases to 22. If the source of an Undead going
near a Greater Zombie or a Zombie Lord does not down is Spirit Magic, or Radiant Damage, they
know how to reload their gun. Roll 1d12 and halve automatically fail this Save.
it to decide how many bullets they have loaded.
Horde Special: Rattled Bones
Skeletal (Target) x0.5 A Horde of Skeletons makes a lot of noise, and
Undead (Target) can be noticed from quite a distance. Horde does
not gain the benefit of Undead: Regen. However,
Wounds Dodge Soak Speed Initiative Undead: Rise Again now activates 5 times at the
start of the Hordes turn.
1/2 +3 (T) (T) (T)
GRT STR AGI REF SMT INT MOX Luck
(T) 1/2 1/2 1/2 1/4 1/4 1/4 (T)

Awareness Physical Willpower Lucidity

(T) (T) (T) -


Skills (Target)
Languages (Target) Cannot Speak

Attack (Target) -2 To Hit.

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Zombie Undead: Regen
This is an Undead template that can be This Undead regains 1 Wound per round. If dealt
added to other Adversaries. Undead are always Damage from a magical source, they do not
hostile to living Targets. Anything listed as (T) or regenerate that round.
(Target) remains the same as the Adversary that
the template is being applied to.
Undead: Rise Again
A zombie is a common undead commonly
found in places that have been touched by When this Undead is Downed, it must make a DC
Necromancy, or Spirit Magic. They are stronger 15 Grit Save, if it succeeds it regains 1 Wound. If it
than their source, though slower. What makes fails, it is destroyed. If the Damage that Downed
them truly terrifying is their toughness and their this undead was done by a magical source the DC
infectious nature. Zombie's will prioritize Coup de increases to 22. If the source of an Undead going
Grace's on a Target who is infected in order to down is Spirit Magic, or Radiant Damage, they
increase their numbers. Other than that, a common automatically fail this Save.
zombie is extremely dumb, unable to come up with
a basic plan or even figure out how to open a door. Undead: Infection
To create a generic Undead, treat
everything as 0, and give them a Melee Weapon or A Target that is hit by a Melee Attack by this
a Firearm. A Zombie with a Firearm that is not Undead suffers a DC20 Poison(Zombie Infection)
near a Greater or a Lord does not know how to Grit Save. A Target suffering from Zombie
reload their gun. Roll 1d12 and halve it to decide Infection does not show symptoms of being
how many bullets they have loaded. poisoned, but if they have this condition and Die,
they rise as a Zombie after 1d12 Rounds. This
Zombie (Target) +1 may be removed by Remove Curse, Heal, Miracle,
or Wish, or by drinking Holy Water.
Undead (Target)
Horde Special: Living Dead
Wounds Dodge Soak Speed Initiative
A Zombie Horde does not gain the benefit of
+5 (T) +2 1/2 (T) Undead: Regen. However, Undead: Rise Again now
activates 3 times at the start of the Hordes turn,
GRT STR AGI REF SMT INT MOX Luck and adds to the Hordes Wound pool. Additionally,
Rise Again may also Target those that have Died
+2 +2 1/2 1/4 1/4 1/4 1/4 (T) and been Infected without having the time delay.

Awareness Physical Willpower Lucidity

(T) (T) (T) -


Skills (Target)
Languages (Target) Cannot Speak

Attack (Target)

Undead
An Undead does not need to eat, breath, or Sleep.
Wounds can only be recovered through
regeneration or magical means. An Undead takes
double Damage from Radiant Damage. An Undead
is immune to the following Conditions: Bleed,
Exhaustion, Deafened, Frightened (Unless
Turned), Nauseated, and Poison.

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Zombie, Greater Undead
This is an Undead template that can be An Undead does not need to eat, breath, or Sleep.
added to other Adversaries. Undead are always Wounds can only be recovered through
hostile to living Targets. Anything listed as (T) or regeneration or magical means. An Undead takes
(Target) remains the same as the Adversary that double Damage from Radiant Damage. An Undead
the template is being applied to. is immune to the following Conditions: Bleed,
More horrible than a Zombie, is a Greater Exhaustion, Deafened, Frightened (Unless
Zombie. When a hoard of Zombie's reaches a Turned), Nauseated, and Poison.
certain number, 20 or more, one will evolve into a
Greater Zombie. These are tougher and far more
Undead: Regen
grotesque monstrosities; the thing of nightmares.
As the hoard grows, so do the number of Greater This Undead regains 1 Wound per round. If dealt
Zombies, gaining another for every 20. Though Damage from a magical source, they do not
they are once again capable of speech, negotiating regenerate that round.
with them is pointless as they hate the living more
than anything. In addition, a Zombie who evolves Undead: Rise Again
to a Greater regains all Talents they had in life,
including Spellcasting capabilities. In fact, those When this Undead is Downed, it must make a DC
who knew Spells are the first to evolve into 15 Grit Save, if it succeeds it regains 1 Wound. If it
Greaters. They also increase the general fails, it is destroyed. If the Damage that Downed
intelligence of basic Zombie's and Skeletons, this undead was done by a magical source the DC
allowing them to perform simple tasks and follow increases to 22. If the source of an Undead going
instructions down is Spirit Magic, or Radiant Damage, they
To create a generic Undead, treat automatically fail this Save.
everything as 0, and give them a Basic Weapon.
Undead: Infection
Greater Zombie (Target) +3 A Target that is hit by a Melee Attack by this
Undead (Target) Undead suffers a DC20 Poison(Zombie Infection)
Grit Save. A Target suffering from Zombie
Wounds Dodge Soak Speed Initiative Infection does not show symptoms of being
poisoned, but if they have this condition and Die,
+10 +4 +3 1/2 (T) they rise as a Zombie after 1d12 Rounds. This
may be removed by Remove Curse, Heal, Miracle,
GRT STR AGI REF SMT INT MOX Luck or Wish, or by drinking Holy Water.

+2 +2 1/2 1/4 1/4 1/4 1/4 (T) Undead: Noxious Fumes

Awareness Physical Willpower Lucidity Any Target within 30ft of this Undead suffers a
DC20 Poison(Zombie Infection). A Target
(T) (T) (T) - suffering from Zombie Infection does not show
symptoms of being poisoned, but if they have this
Skills (Target) condition and Die, they rise as a Zombie after
1d12 Rounds.
Languages (Target)

Attack (Target)

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Zombie Lord Undead Regen
This is an Undead template that can be This Undead regains 1 Wound per round. If dealt
added to other Adversaries. Undead are always Damage from a magical source, they do not
hostile to living Targets. Anything listed as (T) or regenerate that round.
(Target) remains the same as the Adversary that
the template is being applied to.
Undead Rise Again
When a hoard reaches 100, the oldest
Greater Zombie evolves once more, into a Zombie When this Undead is Downed, it must make a DC
Lord. Not only are they far tougher and smarter, 15 Grit Save, if it succeeds it regains 1 Wound. If it
they can also control other Zombie's, making them fails, it is destroyed. If the Damage that Downed
more difficult to deal with. Add in their terrifying this undead was done by a magical source the DC
Presence Talent's, and a Zombie Lord can easily increases to 22. If the source of an Undead going
destroy cities. There are rumors of Zombie Lords down is Spirit Magic, or Radiant Damage, they
disguising themselves as regular people and automatically fail this Save.
sneaking into towns or cities. They also increase
the general intelligence of basic Zombie's and Undead Infection
Skeletons, allowing them to perform simple tasks
and follow instructions. A Target that is hit by a Melee Attack by this
To create a generic Undead, treat Undead suffers a DC20 Poison(Zombie Infection)
everything as 0, and give them a Basic Weapon. Grit Save. A Target suffering from Zombie
Infection does not show symptoms of being
Zombie Lord (Target) +5 poisoned, but if they have this condition and Die,
they rise as a Zombie after 1d12 Rounds. This
Undead (Target) may be removed by Remove Curse, Heal, Miracle,
or Wish, or by drinking Holy Water.
Wounds Dodge Soak Speed Initiative
Presence of Fear
+15 +6 +3 (T) (T)
All non-Undead creatures within 60ft of this
GRT STR AGI REF SMT INT MOX Luck Undead must make a DC 16 Grit Save, Gaining the
Fear Condition towards the Undead if they fail.
+2 +2 1/2 1/4 1/4 1/4 1/4 (T) This effect immediately ends if this Undead is
Downed. The Undead may spend 1 Action to
Awareness Physical Willpower Lucidity suppress or reactivate this ability.

(T) (T) (T) - Presence of Reaper

Skills (Target) All Undead creatures within 60ft of this Undead


that are Downed have their Undead Rise Again
Languages (Target) Talent DC decreased to 10. This effect
immediately ends of this Undead is Downed.
Attack (Target)
Presence of the Dead
Undead
Any Target that dies within 600ft of this Undead
An Undead does not need to eat, breath, or Sleep. rises as a Zombie after 1d12 rounds, regardless of
Wounds can only be recovered through whether they have Zombie Infection or not.
regeneration or magical means. An Undead takes
double Damage from Radiant Damage. An Undead
is immune to the following Conditions: Bleed,
Exhaustion, Deafened, Frightened (Unless
Turned), Nauseated, and Poison.

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Making a Villain
A Villain is very similar to a Hat, and a
Posse should only ever be facing one or two
Villains at a time. Villains, like all Adversaries,
come in Tiers.
Making a Tier 1 Villain is a simple process
of giving them 100exp and 1000 Silver. While a
Tier 2 Villain will have 200exp and 2000 Silver.
Tier 3 will have 300exp and 3000 Silver. This
process repeats, exp rising 100 for every Tier, and
Silver being ten times their worth in experience.
Villains, like Hats, may take Troubles to increase
their exp.
The Silver that a Villain receives is used
not only to buy their equipment, but to hire Goons
and/or build lairs. For a Villain to hire a Goon or
other Adversary is 10 times their Tier value. These
hirelings can be anything, from Undead to Critters,
or even Clockwork. However Adversaries that are
hired to make up a Horde cost Half as much.
Note that unless you are making a Horde
you should not bunch up every hireling that a
Villain gets, unless you want impossible odds
against a Posse.
Villains also do not have to be any of the
base races, they can be anything. Of course the
Tier of whatever you make them out of is
important, as using a higher Tier Adversary raises
the Tier of the Villain. They don't get more exp for
this Tier increase, but they get their Silver as
normal, based on their overall Tier.
It is possible to have a Villain have other
Villains under them, but be cautious of grouping up
and overwhelming Hats.

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Chapter 13: Luck
Luck is one of the most important things Lucky Shot: Lots of interesting things can
that will happen to your Hat. Whether it's good or happen when you roll Good Luck, referred to as a
bad, is all up to chance. Lucky Shot. Whoever rolled the Lucky Shot then
rolls 2d12 for the following chart to see what
Every time your dice total comes up as 13 happens to the Target:
this triggers a Luck Roll. Whether you failed the
2 Right Ear Deafened 3 Rounds (loses ear)
Check or not, you now get to make a Luck Roll. You
must meet or beat your Hats Luck Score for it to be 3 Cheek Bleeding (Permanent scar)
Good Luck. If you fail to meet or beat your score, 4 Crotch Stunned, Prone (Infertile)
it's Bad Luck.
5 Stomach Distracted 2 Rounds
The aftermath of this success or failure is
heavily based around what the Storyteller wants to 6 Right Eye Blinded 2 Rounds (Loses eye)
do with something, or they can make it simple and 7 Right Foot Move -5ft (Loses foot)
have it count as an automatic success or failure
dependent on what the Luck Roll was triggered 8 Left Hand Drops Item (Loses hand)
from. 9 Right Shin Prone, Move -10ft (Loses leg)

Good Luck 10 Left Leg Prone, Move -15ft (Loses leg)


When you manage to get a Good Luck Roll 11 Right Forearm Drops Item (Loses arm)
on a Skill Check it means something good happens, 12 Left Arm Drops Item (Loses arm)
even when you fail the Check. Say you're picking a
lock and don't beat it's difficulty, but get a good luck 13 Torso -2 to all Checks, stacks
roll; well would you look at that, you noticed that 14 Right Arm Drops Item (Loses arm)
it's actually unlocked, or you spotted the key 15 Left Forearm Drops Item (Loses arm)
dropped nearby, or hey they just noticed this isn't
the door they wanted. Say you succeeded the 16 Right Leg Prone, Move -15ft (Loses leg)
Check, and rolled Good Luck, well maybe someone 17 Left Shin Prone, Move -10ft (Loses leg)
who had noticed you doing so decides not to alert
18 Right Hand Drops Item (Loses hand)
the authorities, or happens to knock the door into
someone who would have attacked them. It's all 19 Left Foot Move -5ft (Loses foot)
heavily situational. 20 Left Eye Blinded 2 Rounds (Loses eye)

Bad Luck 21 Chest Distracted 2 Rounds


On the other hand you have Bad Luck, this 22 Nose Stunned (Losses nose)
is the trying to do something on horseback and 23 Throat Bleeding (Permanent scar)
falling off, or stubbing your toe while trying to
sneak through a room, or accidentally offending 24 Left Ear Deafened 3 Rounds (loses ear)
the wrong person in a room. Small little After rolling on the chart, the Target does
hindrances, such as giving a Target -5 or more to a not Soak any Damage dealt from the weapon used,
Check depending on what they were doing are good and must make 2 Luck Rolls. If both rolls are
go-to Bad Luck consequences if you can't think of failed, they suffer the effect within the parenthesis,
anything. if any. When a hand, leg, arm, etc. is lost it does not
necessarily mean that it is physically lost, but the
Luck in Combat; Lucky Shot use of it is, and it cannot be healed by conventional
Luck Rolls when concerning Attack rolls or basic magical means. These types of wounds
act a bit differently than they do with other skill cannot be healed aside from a Regeneration,
Checks. These are special circumstances, that even Miracle, or Wish Spell.
the playing field from White Hat to Black Hat.
Bad Luck: A Bad Luck Roll when making
an attack usually involves your gun jamming, or a
weapon slipping from your hand when going for a
swing. This usually hinders the Hat, rather than
benefiting a Target.

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Chapter 14: Magic Items, Gadgets & Potions
Throughout the land are scattered magical Magic Items that give the user Talents do
and mechanical items that a Hat could find, or not allow you to purchase Talents that require that
perhaps make for themselves. Of course as they Talent.
are quire abundant, they are also regulated. Any In addition, there are Gadgets, which are
sort of shop that wishes to sell such trinkets and far more complicated because they must be made
oddities must have a license from the governing by an Artificer who has the Talent Magic
body to do so. This license varies from a few Schmagic. A Gadget will only function
hundred Silver to a few thousand, depending on mechanically differently than it's Magical
how many shops are currently in the area; more counterpart by the fact it needs fuel and is more
shops, more expensive license. fragile.

Scrolls: Magic, Blueprints & Formulae Potions


Magic Scrolls, Blueprints and Formulae are Any Spell with a range of Touch or Self
very expensive things, and are all referred to as are the easiest and most common things to be made
Scrolls. Someone who has the Talent Scribe Scroll, into a potions. Of course, a skilled Alchemist can
Mock Up, or Chemical Decipher, may transcribe a use the Brew Potion Talent to turn any Formulae
Spell that they know as a Scroll pertaining to the they know to make them into a potion.
Talent at the cost of double the exp cost in Silver. As the Potion increases in Tier, it is
This cost is just what it costs them, in paper, inks, increasingly harder and harder to find as well as
supplies, testings, etc. In addition it takes time, 1 far more expensive. Potion Prices are determined
hour per Tier of the Spell, Cantrips taking half an by the Spell they emulate:
hour. Tier 0 or 1 costs 2 times the exp cost in Silver.
Places that sell Scrolls will often charge up Tier 2 to 4 costs 5 times the exp cost in Silver.
to double what it cost them to make it and will Tier 5 or 6 costs 10 times the exp cost in Silver.
usually purchase for a quarter of it's crafting value. Tier 7 costs 20 times the exp cost in Silver.
Not to mention that higher tier scrolls are Tier 8 costs 50 times the exp cost in Silver.
extremely regulated and difficult to find. Tier 9 costs 100 times the exp cost in Silver.

Magic Items & Gadgets Enchanting Weapons


A Hat can only have so many magical or Getting a weapon enchanted, or finding an
mechanical items before their natural generating enchanted weapon is a different type of magical
field begins to conflict with each other. These are item that doesn't quite fit in the other categories. A
described as Item Slots for a Hat. A Hat has the rough market pricing for Enchanting Weapons, but
following Item Slots: Head, Eyes, Ears, Neck, Body, these may vary at Storyteller discretion:
Cloak, Gloves/Arms, 4 Ring, Belt, and Boots. +1 Weapon: 500 Silver
Weapons, Staves, Wands, Potions, and Misc., do not +2 Weapon: 400 Silver
fill Slots. If a type of item takes a Slot but the Slot +3 Weapon: 400 Silver
Type can vary, it will simply list Slot. +4 Weapon: 700 Silver
Unless otherwise stated, Magic Items do +5 Weapon: 1,500 Silver
not require Backlash Rolls or Concentration. Weapons must be enchanted in order. You can't
All Magic Items have a Bulk matching their take a +1 weapon to a +3, you must first get
non-magical counterparts, unless otherwise stated. enchanted to +2. More information on enchanting
If a Magic Item does not have an obvious Object, Weapons is listed under the Wizard Tree.
you may treat it as a Bulk 0 Object. All Magic Items
also have 50 HP and a Hardness of 10 if it is not
listed in their description.
Magic Items have their own type of
classification. You have Common, Rare, Grand, and
Artifacts. A rough market pricing for Magical
Items, which may vary at Storyteller discretion:
Common Magic Item are 250 Silver.
Rare Magic Items are 500 Silver.
Grand Magic Items are 1,000 Silver.
Artifact Magic Items are 10,000 Silver

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Identifying Charges/Uses: Some Magic Items have
The easiest and simplest way to Identify Charges or Uses, while Gadgets will have Fuel. A
something is to use the Spell Identify. However, Magical Item will either recharge itself at Midnight,
that is not always an option. Identifying an Item or some other time, require some specific Action in
takes 1 Hour and can be done over a Short Rest, order to regain Charges, or simply cease to function
and requires a Check as determined by the type. when it runs out. The amount of Charges or Uses
Scroll: Someone without the Talent Scribe and whether they can be recharged will be
Scroll must make a DC 10+Tier Occult Check to described in the items description. Alternatively,
Identify a Scroll. Gadgets have Fuel, which must be recharged in a
Blueprint: Someone without the Talent specific way determined by what type of Fuel they
Mock Up must make a DC 10+Tier Engineering need. In other Realms where time is different,
Check to Identify a Blueprint. Charges and Uses refresh every 24 hours.
Formulae: Someone without the Talent Broken: A Broken Magic Item is a very
Chemical Decipher must make a DC 10+Tier dangerous thing. While being sturdier than regular
Medicine Check to Identify a Formulae. Objects, they can still be broken, and they can be
Potion: A Non-Alchemist must make a DC repaired, but the type of repair needs to be magical
10+Tier Medicine Check to Identify a Potion to in order to truly restore its magical capabilities.
Identify a Potion. When a Magic Item is Broken, it
Item: Identifying a Magical Item requires a completely ceases to function. If the Item has
DC 12+(Twice Grade Value) Occult Check. Charges, all Charges remaining go off at once.
A Magic Item that is repaired by non-
Alternatively, the magical properties can be magical means can be used, but a successful Luck
determined with a DC 15+(Tier, or Twice Grade Check must be made. If this Check fails, then the
Value) Appraise Checks. Item breaks once again.

Using Magic Items & Gadgets


A Magic Item and all Gadgets have an
Activation Method; these methods are Always
Active, Activation, and Command Word. Items that
have an Activation or Command Word often also
have Charges or Uses, which is how many times
they can be activated. And of course, Magic Items
can be Broken just like other Objects.
Always Active: This Magical Device is
Always Active, meaning that as long as it is worn
or held its magical effect is happening. Gadgets
cannot be Always Active. A Magic Item that does
not describe how it is Activated can be assumed to
be Always Active.
Activation: A Magical Device or Gadget that
has an Activation means that there is a certain
thing that needs to be done with the Object, such as
moving it a certain way, throwing it, twisting or
turning something, or pressing a button.
Command Word: When it comes to Magic
Items and Gadgets with Command Words, they
Activate only when a specific word or phrase is
spoken by the User. This word or phrase is decided
by the creator or Storyteller.

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Common Magic Items Marble Marble
Orb of Shielding
A Hot Dress Periapt of Wound Closure
A Very Real Fake Beard Poisoner's Jacket
Alarm Bells Portable Knocker
Assisting Gloves Powdered Darkness
Bag of Holding Priest's Gloves
Bandages of Recovery Prismatic Spectacles
Bane of Trees Protective Chalk
Billowing Cloak Rat Flute
Book of Boundless Knowledge Resplendent Uniform
Boots of Striding and Springing Ring of Climbing
Bracers of Archery Ring of Countering
Brawler Gloves Ring of Crafting
Bubble Pipe Ring of Dodging
Burglar's Boots Ring of Jumping
Burglar's Buckler Ring of Mage Hand
Burglar's Gloves Ring of Saving Grace
Burglar's Mask Ring of Shielding
Cap of Knowledge Ring of Swimming
Cape of Gliding Ring of Table
Challenger's Gloves Ring of Water Breathing
Choker of the Fae Ring of Water Walking
Circlet of Magic Robe of Blending
Cloak of Shielding Robe of Needles
Coin Brush Robe of String
Collapsing Pole Rod of Extinguishing
Colored Lantern Rod of Grounding
Commanding Gloves Rod of Light
Concealing Pocket Rope of Climbing
Dancer's Bangles Runner's Shirt
Dancer's Slippers Secure Belt
Dancer's Veil Sending Parchment
Darksight Goggles Sensational Bandolier
Deadshot Vest Shadow Belt
Deep Quiver Shifting Symbol
Detecting Spectacles Shining Weapon
Duelists Gloves Skill Items
Dust of Illusion Slippery Armor
Elven Boots Spell Coins
Elven Chain Spell Staff
Equestrian Belt Spell Wand
Escape Ladder Staff of Music
Escape Vest Surgeons Coat
Floating Candles Sword With Your Name on It
Fog Horn Tool Vest
Friendship Bracelets Toughened Spellbook
Gambler's Dice Tumblers Belt
Glove of Applause Unbreakable Arrow
Grand Instrument Vaguely Sword Shaped Stick
Gritty Amulet Wand of Wanding
Gunslinger's Poncho Weasel Belt
Hand of a Mage
Hat of All the Hats
Illusionary Weapon
Invisible Ink
Magnetic Gloves

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Rare Magic Items Mithral Weapon
Mug of a Drunk
Ability Increase Mug of Infinite Water
Amulet of Armoring Mug of Sobriety
Amulet of the Deathless Phenomenal Pigments
Armor of Speed Pocket Zipper
Bag of Lizards Poisoner's Gloves
Bag of Spices Prismatic Armor
Bird Whistle Puppetry Limb
Bleeding Weapon Ring of Elemental Resistance
Boots of Flight Ring of Invisibility
Boots of Hovering Robe of Eyes
Boots of Running Rod of Countering
Boots of Speed Rod of Dispelling
Bracelet of Mercy Rod of Silence
Brawler's Bracers Rod of Storage
Broach of Glamour Sash of Flowing Water
Broom of Flying Sash of Wood/Iron
Caltrop Boots Shadow Armor
Canteen of Endless Water Shapechange Weapon
Catching Cape Shield of Dragons Breath
Champions Armor Skill Items
Charm Bracelet Sleepless Amulet
Choromagnetic Rod Snipers Spectacles
Circlet of Souls Spell Coins
Cloak of Human Guise Spell Staff
Coin of Certainty Spell Wand
Crystal Ball Staff of Souls
Cube of the Realms Stained Blouse
Dancer's Corset Throwers Belt
Dancing Weapon Training Weapon
Deadly Weapon Twilight Weapon
Deathless Armor Vigilant Armor
Engineer's Gloves Warped Weapon
Featherweight Umbrella
Foldable Tower
Fortress Shield
Garment Sleeves
Gem of Seeing
Giants Chef Knife
Gunman's Duster
Hat of Disguise
Helm of Fear
Horseshoes of Battering
Horseshoes of Speed
Horseshoes of the Pegasus
Immovable Rod
Impervious Armor
Lantern of Healing
Last Chance Hourglass
Lightning Javelin
Living Shield
Magical Top Hat
Magicians Hat
Mirror of Scrying
Mirrored Armor
Mithral Shirt

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Grand Magic Items
Ability Increase
Animated Portrait
Boots of the Cat
Charlatan's Cape
Cloak of Invisibility
Crown of Blades
Everlasting Floating Candle
Flying Carpet
Fountain Pen of Literacy
Goggles of Seeing
Head of the Wolf
Indestructible Armor
Insistent Doorknocker
Invincible Armor
Mask of Dreams
Portable Hole
Purple Gem Eye
Ring of Anti-Magic
Rings of Resistance
Rod of Resurrection
Silver Pouch
Skill Items
Spell Coins
Spell Staff
Spell Wand
Talking Skull

Artifact Magic Items


Ability Increase
Chaos Emerald
Crown of the Gods
Gauntlet of Mastery
Gems of Mastery
Luck Blade
Mystic Chess Pieces
Painted World
Ring of Regeneration
Ring of Telekinesis
Ringmaster's Saddle
Ruby Boots
Shield of Magic Deflection
Skill Items
Spell Coins
Spell Staff
Spell Wand
Titanic Hammer
Well of Worlds

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A Hot Dress Amulet of the Deathless
Common Body. Rare Neck.
A striking red dress that flows and swooshes with Once per day if the wearer is reduced to 0 Wounds,
even the tiniest of movements. The wearer of this they are instead put at 1.
dress gains a +1 Bonus to Perform. Additionally, all
Fire Damage done by Dance Performances is Animated Portrait
increased by 1. Grand Misc.
A phenomenally realistic painting of a person or
A Very Real Fake Beard critter that acts and moves just like the real thing.
Common Misc. This Item is 2 Bulk, but may be rolled up or folded
This item appears to be a poorly made fake beard, to be only 1 Bulk. The figure knows only knows
however when put on it appears as a very real what it's subject knew at the time of being painted,
beard. The beard is shaped to whatever the wearer and things that it has seen with it's own eyes. To
wants, and cannot be removed by anyone except make an Animated Portrait, the subject must be
the wearer. Alternatively, the beard may be shaved within 30ft of the artist, who must use 10 Uses of
off, which destroys the magic properties of the Phenomenal Pigments and make a Crafting Check.
item. Only Portraits of Good or higher Quality can be
conversed with. An Animated Portrait has a
Ability Increase Hardness of 2, and takes triple Damage from all
Rare/Grand/Artifact Slot. Elements.
This item gives a Bonus to a specific Ability. This
Bonus varies from what grade the Magic Item is: Armor of Speed
Rare; +1 Bonus, Grand; +2 Bonus, and Artifact; +3 Rare Body.
Bonus. This item can be something that occupies This enchantment can apply to any type of Armor.
any Slot, but you cannot have more than 2 Items The user gains a +2 to Initiative.
that give a magical Ability Bonus, and these
Bonuses do not stack with other Ability increase Assisting Gloves
Items. Common Gloves.
This pair of ornately embroidered gloves are made
Alarm Bells to assist their user in tasks. As a Bonus Action the
Common Misc. user may clap and cause the gloves to leap from
A pair of small silver bells that are normally their hands and perform the Help Action for the
silent, until they are placed. When one bell is held user for 1 Minute, giving them a +1 Bonus to Skill
against something and the Command Word is Checks. Assisting Gloves may only be used once
spoken, the bell will harmlessly cling to what it is per day, and their use resets at Midnight.
against. The second bell is setup in an identical
manner, as long as the other position is within 10ft Bag of Holding
of the original. If anything of size Small or larger Common Misc.
moves between the bells they ring out loudly for 1 This appears as a regular sack, though it shows
Minute, or until the command word is spoken. magical properties. It is a 2 Bulk Bag that can
Speaking the command word before crossing magically hold up to 15 Bulk worth of stuff. An
between them causes them to not trigger, and they Action must be used to pull an item out of the Bag,
may be retrieved in the same way they were but you must know the contents of the Bag in order
placed. Additionally, if the bells are attached to to pull it out. Alternatively, you may spend a Minor
something that can move, the bells will also trigger Action when attempting to pull out an Item, but
if one is moved more than 10ft away from the must succeed at a Luck Check in order to get the
other. item you wanted. There is no air in the Bag, and
anything organic does not rot, and metals will not
Amulet of Armoring oxidize. If the bag is turned inside out, everything
Rare Neck. inside spills out harmlessly. If a Bag of Holding is
This silvery amulet increases the wearers Dodge placed within a Bag of Holding, a Bag of Devouring,
by 2, however it does not function if the user is or a Portable Hole, all of both Objects contents are
wearing Armor. scattered throughout the Astral Realm and the Bag
and what it was placed into are destroyed.

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Bag of Lizards Book of Boundless Knowledge
Rare Misc. Common Misc.
Once per day the owner may pull out 2d12 lizards. This book is stuffed with knowledge on every
This refreshes at Midnight. subject imaginable. Someone who spends 1 minute
skimming through the book may gain a +2 Bonus to
Bag of Spices the roll of a Skill Check or Crafting Check.
Rare Misc. Alternatively this Bonus is a +3 if it is a Knowledge
This pouch may be used twice a day to pull out the Skill.
perfect spices to apply to a meal.
Boots of Flight
Bandages of Recovery Rare Boots
Common Body. Large boots with wing designs on the outer sides.
These Bandages may be worn under armor and As an Action the user may click their heels
clothing. When the user would regain Wounds, together and gain a Fly Speed equal to their
they regain 1 Additional Wound. If these Wounds Movement Speed. The wearer may click their
would be from a Short of Long Rest they regain heels together again as a Free Action to deactivate
double the amount of Wounds. the Boots. The Boots can be activated a total of 3
times, for an overall of 10 Minutes in a day, and this
Bane of Trees time resets at Midnight.
Common Wood Axe.
This Magical Wood Axe was made to fell the Boots of Hovering
mightiest of trees. When wielding this Wood Axe Rare Boots.
you may cut through 5 feet tree thickness per Large boots with metallic soles. The wearer is
minute instead of 1. treated as having the Elven Talent Light Footed,
never leaves footprints, and does not trigger
Billowing Cloak pressure sensitive traps they walk over, as these
Common Cloak. boots allow the wearer to hover about an inch
This cloak or cape magically billows constantly as above the ground. Additionally, the wearer may
if brushed by a light breeze. If a command word is move 10ft over open air, across gaps, or over liquids
spoken, the wearer can either increase the strength as if they were ground before falling or sinking in.
of the “breeze” or stop it. It takes an additional 5ft to begin any movement
and the wearer also slides an additional 5ft after
they stop moving. Getting up from being Prone
Bird Whistle costs an extra 5ft of movement. If the wearer must
Rare Misc. come to a complete stop quickly, they must make
A small whistle that summons nearby birds. Twice an Acrobatics Check, DC is how far they moved,
a day you may make a request to one of the birds Failing this Check causes them to slide an
summoned by the whistle, but the request must be additional 5ft from where they wanted to stop. Any
one that the bird is capable of. Once a week you failed Luck Checks involving movement end with
may make a request to all birds summoned. Bird the wearer falling Prone. If the wearer is Shoved,
adjacent things that are intelligent may make a DC they are Shoved twice as far.
10 Willpower save to resist the effect.
Boots of Running
Bleeding Weapon Rare Boots.
Rare Slashing Weapon. A pair of boots with a horseshoe design above the
This enchantment can only be attached to a heel. These Boots can be Activated by using a
weapon that does Slashing Damage. When a Target Minor Action to click the heels together. When
is Hit, if the die total is over 20, the Target gains the active, the wearer gains an additional 30ft to the
Bleeding Condition. Bleeding Conditions stack. Movement Speed. Additionally, when a Target
would get an Attack of Opportunity against the
wearer while the boots are active, they receive a -5
To Hit. The wearer may click their heels together
again as a Free Action to deactivate the Boots. The
Boots can be activated a total of 3 times, for an
overall of 10 Minutes in a day, and this time resets
at Midnight.

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Boots of Speed Brawler's Bracers
Rare Boots. Rare Arms.
Rather tight boots with a lightning bolt design on A set of thick leather bracers with brass plates on
the outer sides. The user gains a +2 to Initiative, the upper part of their forearms. If the user does
and gains an additional 10ft to the Movement not have the Talent Redirect, they are considered
Speed. to have it. If they have they Talent they may treat
Redirect as one Level higher than the level they
Boots of Striding and Springing currently have. If they already have Redirect Level
Common Boots. 3, they gain a third use of Redirect that does not
A pair of boots with a spring depicted on the back use their reaction.
above the heels. The user of these boots doubles
their jumping distance, and gains an additional 10ft Broach of Glamour
to the Movement Speed. Rare Neck.
Twice a day can completely clean and repair your
Boots of the Cat outfit, do your hair, and makeup. Cannot repair
Grand Boots. armors made of metal. This items use recharges at
A pair of boots covered in cat paw designs. The Midnight.
always lands on their feet, and cannot become
Prone due to Falling. Additionally all Fall Damage Broom of Flying
halved, rounded down to a minimum of 0. Any Rare Misc.
Check that requires the user to balance or prevent An odd Broom, given life and the ability to fly. The
themselves from falling prone, such as a slippery Broom has a fly speed of 40ft, and can hold up to
surfaces or being tripped, is done so with a +5 13 Bulk of rider and their equipment. If two people
Bonus. attempt to ride on the Broom, it will attempt to
protest and can only fly at a speed of 15ft. There is
Bracelet of Mercy not enough room on the Broom for more than 2
Rare Arms. people. The Broom does not like others, and will
This golden bracelet is designed to look like an only allow those who it is Friendly towards to ride
olive branch wrapped loosely around the wrist. it. Animal Handling Checks are required to get on
This Bracelet may be used as a Holy Symbol. The the Broom's good side. Attempts to ride it made by a
wearer is counted as having the Talent Chosen Target that the Broom does not know or does not
Healer. If they have they Talent they may double like may cause the Broom to attack if there are no
their Spirit score when calculating Healing Points. Targets nearby that it does like, and it will refuse to
Any Spirit Spell used to help a Target that is not a fly, even if threatened, although it may be
member of your Posse doubles in effect. If the user Intimidated. The Broom understands all languages,
heals a Target who is Hostile towards the Posse for and any insults or strikes aimed at it will not be
more than half of their total Wounds, that Target's forgotten. The Broom will hold grudges. On the
temperament becomes Indifferent. opposite spectrum, compliments or affectionate
interactions will when making Handle Animal
Bracers of Archery Checks will improve it's opinion. The Broom, if
Common Arms. bored or asked politely, will perform the functions
A set of leather bracers meant for those that use of a regular Broom, but will get into mischief if left
Ranged Attacks, imprinted with a bow and several alone too long. The Broom makes Attacks at a +3,
arrows. The user gains a +2 Bonus to all Ranged and deals 4 Bludgeoning Damage on a Hit.
Attacks.
Bubble Pipe
Brawler Gloves Common Misc.
Common Gloves. This magical pipe can be used as normal, however
A pair of fingerless leather gloves, with brass studs if the user so desires they may blow into the pipe
over the knuckles. If the user does not have the and create bubbles in any shape the desire, as long
Talent Boxing, they are considered to have it. If as they are smaller than 1ft in any direction.
they have they Talent they gain a +1 Damage Bonus
to Unarmed Attacks.

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Burglar's Boots Cape of Gliding
Common Boots. Common Cloak.
These black leather boots have extra cushions on A short cape that looks like a large feather. Once
the bottom. The user's footsteps make no noise, and per day if the wearer falls more than 10ft, the Cape
give them a +2 Bonus on Stealth Checks. activates and casts Feather Fall on the wearer.
However they fall at a rate of 30ft rather than 60ft,
Burglar's Buckler and can move in any direction 30ft as they fall, but
Common Buckler. they cannot gain height. This items use recharges at
A Buckler wrapped in a black cloth. This Buckler Midnight.
is a magical container in addition to being a regular
Buckler, with the following items: A Crowbar, Catching Cape
Lockpicks, and a roll of Twine. These items can Rare Cloak.
only be found by the user when the Buckler is A wispy blue cape that has a net like pattern in
worn. The Buckler cannot hold any other Objects, black thread. Three times per day, as a Reaction,
and the Objects that it contains do not count for the wearer of this Cape may catch anything that is
Bulk. thrown or fired at them. This items use recharges
at Midnight.
Burglar's Gloves
Common Boots. Challenger's Gloves
These black leather gloves have a design of Common Gloves.
lockpicks on the palms. The user gains a +2 Bonus These gloves have a crossed sword design on the
to Sleight of Hands Checks. back of the hand. As an Action the wearer may
declare a Target that is within 60ft of them that
Burglar's Mask they can see and throw a glove in their direction.
Common Eyes. The Target may make a DC 15 Willpower Save, if
A black painted Mask. This item not only grants they fail they are compelled to dual with the
the user the effects of wearing a Mask, it also gives wearer and become unable to Attack anyone else
the wearer Darkvision. until the glove is retrieved by the wearer or the
wearer, or Target, is Downed.
Caltrop Boots
Common Boots. Champions Armor
A seemingly normal pair of boots with a hidden Rare Armor.
space within them. These boots can be loaded with This Armor depicts a crowd cheering for a fighter
either Caltrops or Ball Bearings, filled as an Action. who is surrounded by defeated foes. Whenever the
These Boots can be Activated by using a Minor wearer of this Armor Downs a Target they regain 2
Action to click the heels together, and immediately Wounds and their next Attack receives a +2 Bonus
cover the square the user is standing in with To Hit.
whatever is loaded. The boots also make the user
unaffected by Caltrops and Ball Bearings.

Canteen of Endless Water


Rare Misc.
This appears as an ordinary ragged Canteen.
However it is never empty, and actually connected
to the Realm of Water, allowing it to continue to
pour out water indefinitely.

Cap of Knowledge
Common Head.
An odd checkered flat cap that grants the wearer +1
Bonus to all Knowledge Checks.

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Chaos Emerald Charm Bracelet
Artifact Misc. Rare Arm.
This Bulk 1 fist sized Emerald throbs and crackles This thin gold chain is decorated with different
with chaotic magical energy. As an Action the user little charms, allowing the wearer to do different
of the Emerald may raise it into the air and use the things. The Charm Bracelet has 1d12 of a specific
Command Word, they then roll 1d12 and cause one Charm, rolling for each Charms amount separately.
of the following Spells to be cast, with the Origin A Charm may be activated by spending a Minor
Point centered on the users square: Action to speak a Command Word and pull one of
1. Hallucinatory Terrain (Terrain appearance is the charms off. When a charm is used, it dissipates
decided by Storyteller) into dust.
2. Darkness Balloon. Allows the user to cast Featherfall or
3. Daylight Levitate.
4. Pyrotechnics (Effects all fire sources within Bow. Gives the user a +5 To Hit for that turn.
60ft) Box. User may cast Hold Target.
5. Gust of Wind (In the direction user is looking) Clover. Allows the User to make their next roll a
6. Confusion (All Targets within 30ft for 1min) Luck Roll.
7. Haste (All Targets within 30ft for 1min) Dove. All Targets within 30ft that are Hostile are
8. Slow (All Targets within 30ft for 1min) now Indifferent.
9. Levitate (All Targets and Objects within 30ft, all Heart. One Target has their temperament
Targets may control their own movement) immediately changed to Friendly.
10. Fog Cloud Star. Lets the user cast Make Whole on an Object.
11. Globe of Invulnerability When all of the Charms are used, the chain loses
12. Anti-tech and Anti-magic Field (They are cast its magical properties.
simultaneously and do not interfere with each
other) Choker of the Fae
All of these casts do not require the user to Common Neck.
Concentrate on them, and last for their listed This tight fitting choker is made from a green cloth
duration. The emerald can be used 3 times per day, with the texture of leaves. Any Fae that you come
however rolling an 11 or 12 will burn all 3 Charges, across has their Temperament raised to Friendly.
and if the Emerald has less than 3 when these are
rolled the user must re-roll. The Emerald may be Choromagnetic Rod
used as a Spell Focus. This item recharges at Rare Rod.
Midnight. This odd rod made of wood has intricate leaves
carved into it and a button on the side. When the
Charlatan's Cape button is pressed, the next Object the rod touches
Grand Cloak. attracts leaves within 30ft, and gathers them like a
This red velvet colored cape is decorated with gold magnet would gather metal shavings. This includes
designs of odd masked harlequins. As an Action rotted leaves, the ashes of leaves, and anything else
the wearer may speak the Command Word and that used to be or is similar to leaves. Those leaf-
teleport up to 400ft. This Cape may be activated 3 entities can only be removed by spending 2
times per day, and recharges at Midnight. Actions to scrape them off, which ends the effect.
These leaves impede the use of the item depending
on how many leaves are gathered, such as
decreasing the effectiveness of a weapon,
increasing the difficulty of moving in armor, or
making a tool impossible to use. The rod has 2
charges and regains these charges at midnight. The
rod is a foot long and 1 Bulk.

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Circlet of Magic Collapsing Pole
Common Head. Common Misc.
A silver or gold circlet inlaid with gems which This odd silver cylinder hides quite a secret. As an
correspond to the type of Magic they effect; Blue Action the user may speak the Command Word,
for Arcane, Green for Nature, and Yellow for Spirit. causing the small cylinder to suddenly expand into
The wearer gains a +1 Bonus to the corresponding a 10-foot pole.
Magic Skill.
Colored Lantern
Circlet of Souls Common Misc.
Rare Head. This comes in both Lantern and Lamp varieties
A circlet made of dark wrought iron, and dotted and appears like a simple Lantern or Lamp.
with twelve gray gems. When a Target Dies within However, when turned on the light it gives off is a
30ft of the wearer, one of the gems changes to red. specific color.
If the wearer is Downed, and all the gems are red,
they may allow the magic of all the gems to be Commanding Gloves
released, turning them back to gray, and leaving the Common Gloves.
wearer at 1 Wound instead. Once used, the Circlet These dark gray gloves have a shield emblazoned
cannot empower gems for 24 hours. on the back with impressive cuffs. The wearer of
these gloves gains a +2 Bonus to Leadership.
Cloak of Human Guise
Common Cloak. Concealing Pocket
This nondescript gray or brown Cloak allows the Common Misc.
wearer to take on the appearance of a human for This magical pocket is sewn into clothing, pack, or
as long as they are wearing it. The human a satchel/mailbag. The pocket can hold up to 1 Bulk
appearance is static and unique to the individual worth of Bulk 0 Objects. Only the user can find the
wearing it. Pocket and retrieve items from it.

Cloak of Invisibility Crown of Blades


Rare Cloak. Grand Head.
A thin, light gray cloak. The wearer of this Cloak is This silver crown has points depicting swords. As
Invisible as long as they are wearing it. If they an Action the wearer may speak the Command
would break the Invisibility the Cloak ceases to Word, causing one of points to leap off and become
function until the next dawn. a Dancing Weapon, specifically a Longsword. This
Dancing Longsword lasts for 1min before returning
Cloak of Shielding to the Crown. The Crown has 3 Charges, and they
Common Cloak. may be activated simultaneously. This item
A rather normal looking cloak with silver recharges at Midnight.
hemming. Once per day as a Reaction the wearer
may cast the Shield Spell. This items use recharges Crown of the Gods
at Midnight. Artifact Head.
A golden crown with depictions of the Gods
Coin Brush symbols adoring it. This item may be used as a
Common Misc. Holy Symbol. The wearer of this crown doubles
Brushing over a Silver coin shows if it is fake by any Bonus they receive from a God for being a
leaving a black mark. Priest or Crusader. Additionally, this crown may be
used to cast Miracle once a year.
Coin of Certainty
Rare Misc.
This Silver coin comes in two varieties, Heads or
Tails. If it is Heads, the coin will always land on
Heads, and if it is the Tails variety it will always
land on Tails.

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Crystal Ball Dancer's Corset
Rare Misc. Rare Body.
A 2 Bulk translucent orb made of some sort of A brightly colored full corset with swirling designs
unknown crystal. This Item has 12 Charges that on it. The wearer of this The wearer of this corset
may be spent to cast the following Spells: is treated as having the Talent Flexible and Mobile.
0 Charges; Detect Magic Additionally, if they already have this Talent they
0 Charges; Know Direction may increase the Bonus to Physical Saves to +3,
1 Charge; Find Traps and gain 5ft of Movement.
1 Charge; Identify
2 Charges; Locate Dancer's Slippers
2 Charges; Sending Common Boots.
3 Charges; Guiding Star A pair of fine slippers meant for those who are
5 Charges; Scry dancing for long periods of time. The wearer
The orb regains 1D12 Charges at Midnight. These increases their Movement by 5ft, and gain a +1
Spells require Concentration as normal, but the Bonus to Perform Checks.
user does not need to make a Backlash Check to
use the Orb. This orb may be used as a Spell Focus. Dancer's Veil
Common Head.
Cube of the Realms A thin veil worn over the nose and mouth. As well
Rare Misc. as acting like a Mask, the wearer gains a +2 Bonus
This 1 bulk cube has depictions of different to Persuasion and Deception Checks.
Realms, as decided by the Storyteller. One side
depicts the Central Realm, while the other 5 have Dancing Weapon
the depictions of either the Gods, Hell, Knowledge, Rare Weapon
Air, Fire, Earth, Water, Astral or Fae Realm. The The weapon is decorated with ribbons and bells,
user may activate one of the sides as an Action, and intricate Magic Runes are carved throughout.
sending all those willing within 30ft of the user to By using an Action and speaking the Command
be transported to that Realm. The location in that Word you cause the Weapon to spring to life. It
Realm can be a specific location, or just a random remains active for 1min, or until the user grabs
place, as decided by the Storyteller. The same goes hold of it. On their turn, the user may spend a
with the one leading back to the Central Realm, it Minor Action to command the Weapon to move
either puts them where they were, to a specific and Attack. The weapon has a Fly Speed of 20ft,
location, or a random location, as determined by and has a Strength of 2. It's Dodge is 15, a Soak of
the Storyteller. 2, and if it takes a total of 10 Damage it cannot be
activated again until Midnight.
Cubic Puzzle Box
Grand Misc. Darksight Goggles
This small box has intricate symbols and pictures Common Eyes.
carved into it that can be moved and shifted. There Dark lens goggles with Runes crafted around the
are a total of 8 puzzles on the box, each one outer edge. Not only do these count as extremely
requiring a DC 20 Investigation Check in order to hard to break Goggles, they also give their wearer
solve. Someone who has solved one puzzle can Darkvision.
solve it again without needing to make a check.
When a puzzle is Solved it allows the person who
solved it to put an Object up to Bulk 2 into the box,
Deadly Weapon
or to take it out. Rare Weapon.
A +1 weapon carved with dark Runes. A Target
Downed by this weapon gains 2 Bleed Conditions
Dancer's Bangles instead of just one. Additionally a Coup de Grace
Common Arm. performed with this weapon immediately kills the
A set of many golden and shiny bangles that have Target.
intricate designs on them. The wearer of these
bangles are treated as having the Talent Jingly
Jangly. Additionally, if the wearer already has this
Talent, the Bonus to Perform Checks is increased to
+4.

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Deadshot Vest Elven Chain
Common Body. Common Body.
A roughly made vest made of the skin of black A magical set of Chain Mail made with a special
snakes and decorated with rawhide tassels and bits technique known to Elves. This armor is exactly
of animal bones or small skulls. The wearer of this the same as regular Chain Mail, but has no penalty
vest is treated as having the Crack Shot Talent. If to Stealth. Additionally, there is no Backlash
the wearer already has the Crack Shot Talent, Penalty when wearing this Advanced Armor,
when they Hit they may treat their total as 5 instead treat every Spell as if it were 1 Tier higher.
higher when calculating Bonus Damage from Only an Elf with the Blacksmithing Talent can
hitting above the Targets Dodge. create this item.

Deathless Armor Engineer's Gloves


Rare Armor. Rare Gloves
This armor is painted with dark runes. The wearer These heavy shoulder length gloves are made to
of this Armor is not Downed when they hit 0 assist those working on Machines or Gadgets. The
Wounds, although they still gain the Bleed wearer of these gloves may use the Engineer's
Condition. Gloves as a Mechanic's Bag. Additionally the
wearer has a +2 to any Engineering Checks.
Deep Quiver
Common Misc. Equestrian Belt
This quiver has an odd repeating pattern running Common Belt.
from the top to the bottom, getting smaller and A long leather belt with a horseshoe belt buckle.
smaller the farther it goes down. This quiver The wearer of this belt gains a +3 to Ride Checks.
allows the storing of 10 times the normal amount
of a quiver, though it appears to hold a maximum of Escape Ladder
ten. The user may draw any type of arrow or bolt Common Misc.
from the quiver as they would normally. A small miniature ladder that can fit in the palm of
the hand. When the Command Word is spoken, the
Detecting Spectacles ladder can become a real ladder and extend up to
Common Eyes. 60ft.
A pair of violet spectacles with runes etched into
the frame. While acting as spectacles, these glasses Escape Vest
have the added feature of constantly having Detect Common Body
Magic active for the wearer. This worn out red vest has Runes sewn into the
hem. Once per day, if the wearer is Hit by a Melee
Duelists Gloves Attack, they may use their Reaction to teleport 15ft
Common Gloves. and take no Damage from the Attack.
These dark gray gloves have a pair of pistols
emblazoned in gold on the back. The wearer of Everlasting Floating Candle
these Gloves may treat their Reflex as if it were 1 Grand Misc.
higher. This candle acts identically to a Floating Candle,
but it never goes out. If it is snugged out it will
Dust of Illusion remain where it is. If it is ever touched, lit or not, it
Common Misc. will slowly float to the ground.
A small container that appears to contain
powdered graphite. The container has 10 Pinches Featherweight Umbrella
contained within. As an Action the user may take a Rare Misc.
Pinch and cast Disguise Self on themselves or An Umbrella that allows the user to cast
another Target that is within 5ft. Featherfall on themselves once per day.

Elven Boots
Common Boots.
These magical boots allow the wearer to mimic the
Elven Talent Light Footed. The wearer also gains a
+2 to Acrobatics and Stealth rolls.

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Floating Candles Foldable Tower
Common Misc. Rare Misc.
This candle, once lit, will remain floating in the This odd bundle of sticks can, over the course of 10
place it is left, unaffected by gravity. While lit the minutes, by unfolded into a lookout tower. The
candle can be grabbed and moved anywhere, tower is quite basic, taking up a 10 by 10 area and
remaining where it is when it is let go of. When it reaching up 30ft. There is a ladder extending to the
burns out its remnants will slowly float to the top, and a trap door for access to the platform at the
ground. top. The upper platform has a simple railing and a
roof that will protect those in it from rain or snow.
Floating Rock It takes 3 consecutive DC 25 Strength Checks to
Grand Misc. knock the tower over. It takes another 10 minutes
This magical rock defies gravity. The rock can vary to fold the Tower back down.
in size and holds an amount of Bulk equal to the
Bulk of the rock. Fortress Shield
Rare Shield.
Flying Carpet This special Shield has the ability to transform
Grand Misc. into any type of Shield when the user spends a
A beautiful, immaculate, and sentient, Carpet with Minor Action to speak the command word.
all sorts of colors and designs sewn into it. The Additionally, when in the form of a Tower Shield,
Carpet has a fly speed of 60ft, and can hold up to the shield also covers the square to the left and
35 Bulk of riders and their equipment. There is right of the user, granting Partial Cover to anyone
enough room to hold 6 Medium Sized people, if too in those squares.
many people or if it is over it's Bulk limit it will to
protest and can only fly at a speed of 15ft. The Fountain Pen of Literacy
Carpet does not like others, and will only allow Grand Misc.
those who it is Friendly towards to ride it. Animal This pen does not require ink and allows you to
Handling Checks are required to get on the Carpet's write in any language, and read anything that has
good side. Attempts to ride it made by a Target that been written by the pen.
the Carpet does not know or does not like may
cause the Carpet to attack if there are no Targets Friendship Bracelets
nearby that it does like, even if threatened, Common Misc.
although it may be Intimidated. Sometimes the This pair of small bracelets is made of interwoven
Carpet will allow them to ride, but will simply fly cloth and string. The wearers of these bracelets
up to several hundred feet and simply drop their always know the location and condition of the
would-be rider. The Carpet understands all other.
languages, and any insults or strikes aimed at it
will not be forgotten. On the opposite spectrum, Gambler's Dice
compliments or affectionate interactions will when Common Misc.
making Handle Animal Checks will improve it's A set of dice that appear completely normal.
opinion. When it Attacks, the Flying Carpet will Whenever you make a Gambling roll, you may re-
make a Grapple Attack with a +7 Bonus. Once it has roll once. This is considered cheating.
succeeded, the Target of the Grapple will begin
Suffocating as the Carpet squeezes the life out of
them. Alternatively, the Carpet will fly upwards
Garment Sleeves
several hundred feet and drop their victim. Rare Arms.
These colorful sleeves allow the user to change the
appearance of what they are wearing. As an Action
Fog Horn the wearer may cause their entire outfit to change
Common Misc. into whatever they want.
A horn made from some odd creature. As an Action
the user may blow into the horn, causing fog to
broil out from the point, casting a 20ft-Square AOE
Fog Cloud with their square being the Center Point.

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Gauntlet of Mastery Giants Chef Knife
Artifact Gloves. Rare Greatsword.
A large golden gauntlet has eight slots on the back This massive knife is the equivalent of a
for gems to be embedded into. Any Gem of Mastery Greatsword to a Medium Target. This Knife
that is combined into the Gauntlet of Mastery adds magically prepares meat and other foodstuffs as
it's effects onto the Gauntlet, but may only have one though a great Chef had prepared them, though it
of each type of Gem. The Gauntlet can be used as a does not cook them. If a Target is Killed by this
Spell Focus. Any Spell cast using the Gauntlet gains weapon, they are immediately prepared if the
a +2 Bonus to Backlash Checks, all Damage is wielder would consider eating them.
increased by 2, and any DC's are increased by 2.
Glove of Applause
Gems of Mastery Common Gloves.
Grand Misc. While wearing this glove saying the word Bravo, or
These gems come in one of eight varieties, each other similar words, causes the sound of applause
tied to a different School of Magic. Gems of to erupt from the surrounding area.
Mastery may be used as Spell Focuses, and if they
are will having the following effects when Spells Goggles of Seeing
are cast using them: Grand Eyes.
Yellow, Abjuration: All Abjuration Spells have A simple set of goggles with clear lenses that
their Casting Time Halved and Duration doubled, allows the user to see Invisible Targets, see the true
and you may treat your Magic Skill as 2 higher for form of Targets that are transformed or
these Spells. shapechanged, and secret passages.
Orange, Conjuration: All Conjuration Spells have
their Casting Time Halved and Duration doubled. Grand Instrument
Anything summoned has it's Wounds or HP Common Instrument.
increased by 5 and Damage increased by 1. This item must be an Instrument. Any Perform
White, Divination: The Casting Time for all Check made with this Instrument gets a +2 Bonus to
Divination Spells is halved, any DC's are increased this Check.
by 2, Range and any distances are doubled, and a
Target being Scryd receives a -5 to their Save.
Cyan, Enchantment: All Enchantment Spells
Gritty Amulet
Casting Times and Durations are doubled, and DC's Common Neck.
are increased by 2. The wearer of this Amulet gains 2 Grit for as long
Crimson, Evocation: When casting Evocation all as they are wearing it. Additionally, as a Minor
Damage, Range, and AOE's are doubled. Action the wearer of this Amulet may sacrifice 1
Purple, Illusion: All Illusion Spells Casting Times Grit to regain 2 Wounds, lowering their Grit and
and Durations are doubled, and DC's are increased Total Wound count. The wearer regains 1 sacrificed
by 2. Grit at Midnight.
Lime, Necromancy: All Necromancy Spells have
their Healing or Damage doubled. Gunman's Duster
Gray, Transmutation: All Illusion Spells Casting Rare Body.
Times and Durations are doubled, DC's are A magical Armored Duster that gives it's wearer a
increased by 2, and all amounts and Bonuses are +2 Bonus to any Firearm Checks. Additionally, the
doubled. wearer is treated as if they had Quick Draw 1. If
they already have Quick Draw 1, or any other level
Gem of Seeing of Quick Draw, they count themselves as having 1
Rare Misc. level higher. If they already have Quick Draw 3,
A small translucent gem that when held up to the they gain an additional Action in the Surprise
eye as a Minor Action allows the user to see Round as well as a +1 to Initiative.
Invisible Targets, see the true form of Targets that
are transformed or shapechanged, and secret Gunslinger's Poncho
passages. Common Body.
This magical Poncho gives the wearer a +2 Bonus to
any Firearm Checks.

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Hand of a Mage Horseshoes of the Pegasus
Common Neck. Rare Horseshoes.
The shriveled hand of a magic user on a chain. The A set of four Horseshoes with winged emblems
wearer of this necklace gains a +1 to Backlash giving the appearance of the horses hooves having
Checks. This may be used as a Spell Focus. wings. A horse with these horseshoes can fly at a
speed matching it's Movement Speed, following all
Hat of All the Hats other movement rules but now having the option of
Common Head. going up and down.
This magical hat can take on the appearance of any
other hat that the wearer wishes. The wearer must Illusionary Weapon
spend a Minor Action to change the appearance of Common Weapon.
the hat. This weapon when inactive is nothing but a handle,
but if a Command Word is used, it turns into the
Hat of Disguise weapon it was designed to represent. All Damage
Rare Head. dealt by this weapon is Non-Lethal.
This hat allows the wearer to cast Disguise Self on
themselves. The wearer must Concentrate on this Immovable Rod
Spell. Rare Rod.
A 2 Bulk, foot long silver rod with a button on the
Head of the Wolf end. When pressed the rod becomes stuck in place,
Grand Head. even if it would defy gravity by doing so. It can
The most revered possession of the Wolf Knights; support up to 100 Bulk, if this limit is exceeded the
the head of a Wolf Mother. The user of this Head Rod turns off. It requires a DC 30 Strength Check to
gains Darkvision and is treated as a Wolf Knight, move the rod 10ft while it is activated. Anyone may
and is treated as having the Talent Pack Fighting. If press the button to activate or deactivate the rod.
the user is a Wolf Knight, the head will fuse with
their armor, granting them Living Armor Talent if Impervious Armor
they do not already have it. For a Wolf Knight, they Rare Armor.
are treated as having the Talents Pack Fighting, This Armor has been magically reinforced and has
Pack Hunting, and Lone Wolf. Any of these Talents it's Soak increased by 1.
that they already have gain additional +2 To Hit in
their situations. Indestructible Armor
Grand Armor.
Helm of Fear This armor cannot be destroyed.
Rare Head.
This sinister helm made of dark metals hides the Insistent Doorknocker
wearers face behind a dark shadow, acting as if it Grand Misc.
were a mask, and makes the users eyes glow red. An odd Doorknocker that appears to be a smaller
As an Action the user may spend 1 Charge and cast door. Once per day as an Action the user may place
a DC 14 Cause Fear. The Helm of Fear has 5 the Doorknocker against a surface and cast
Charges and they recharge at Midnight. Passwall to a depth of 30ft. The Doorknockers use
recharges at Midnight.
Horseshoes of Battering
Rare Horseshoes. Invincible Armor
A set of four Horseshoes with reinforcements Grand Armor.
around the horses hoof. A horse wearing these This magical Armor halves all Damage dealt to the
Horseshoes gets a +2 Bonus to Damage. wearer after Soak.

Horseshoes of Speed
Rare Horseshoes.
A set of four Horseshoes with little lightning bolts
stamped into it. A horse wearing these shoes
doubles it's Speed.

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Invisible Ink Living Shield
Common Misc. Rare Shield.
A small vial of Ink that disappears 10 minutes after If the magic words are spoken while holding the
being written. The words on the page can only be Living Shield it springs to life and defends the one
read by effects that would allow someone to see who awakened it. Awakening the Living Shield is a
Invisible things. The vial has enough to write 10 Minor Action. It hovers around the awakener,
pages. granting them the Bonus as if they were wearing a
Heavy Shield, they do not need to know how to use
Lantern of Healing a Shield to gain the Bonus. The Living Shield will
Rare misc. remain awakened for 1 minute, but this may be
The light given by this lantern is soft and warm. extended by spend another Minor Action to speak
This acts like a regular Lantern, burning oil as it the magic words again. The awakening may be
should. However, when it is lit, all Targets within ended at any time if the awakener grabs the Living
the light are healed 1 Wound every 10 Minutes. A Shield. If the Living Shields time is not extended, it
Target cannot go over it's maximum Wound Count. may be caught by anyone within 5ft as a Reaction,
and if no one chooses to grab it, it simply falls.
Last Chance Hourglass Living Shield cannot awaken if the user is using
Rare Misc. any other Shield.
A small hourglass filled with red sand. If the user
of this item is Downed, they may activate the Luck Blade
Hourglass as a Reaction. When activated the user Artifact Weapon.
is placed at 1 Wound and all Damage they receive is This weapon is imbued with the power of the
temporarily suspended for 1 minute as the sand of Goddess of Luck. It contains 3 Charges. If the user,
the hourglass runs. Suspended Damage is Soaked or anyone within 10ft of the user, has to make a
normally and the Damage that would cause the Luck Check, the User may use one of the Charges
user to lose Wounds is what is kept track of. At the to have that Check automatically succeed. The
end of the minute the user is Downed, putting them weapon regains all Charges at Midnight.
at 0 Wounds, and then takes all suspended Damage.
Any healing done to the user removes suspended Magical Top Hat
Damage, however all healing is halved. Rare Head.
Allows the wearer to cast Prestidigitation.
Lightning Javelin
Rare Javelin. Magicians Hat
This magical weapon appears to be an ornate Rare Head.
Dagger at first appearance and has a Bulk of 0 Once per day a rabbit may be pulled out of the hat.
while in this form. When the Command Word is The rabbit summoned is always the same rabbit
spoken, it extends into a Javelin. When thrown in and disappears at sunrise, or if it is killed. The
Javelin form it immediately turns into a Lightning Rabbit may be placed back into the Magicians Hat
Bolt, traveling in a 120ft-Line. This bolt travels at any time, which refreshes its use, allowing the
120ft from you in a direct line, hitting everything in rabbit to be pulled out again.
it's path. It ends if it cannot overcome the HP of an
Object, or reaches its 120ft distance. All Targets in Magnetic Gloves
this line may make a DC 14 Physical Save, taking 4 Common Gloves.
Lighting Damage if they fail, or half that if they A set of Gloves with metal caps over the fingertips.
succeed. Once it reaches the end, or is stopped, it The wearer of these Gloves may cast Magnetic
reverts back into a Javelin. Grasp.

Marble Marble
Common Misc.
A small marble made of marble that always tries to
roll North.

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Mask of Dreams Mug of Infinite Water
Grand Head and Eyes. Rare Misc.
If put on before going to sleep, it allows the wearer This mug or glass appears ordinary. However when
to use the Oracle Talent Glimpse of the Future over the command word is spoken it fills with water.
the course of the next day.
Mug of Sobriety
Mirror of Scrying Rare Misc.
Rare Misc. This mug or glass appears ordinary. However any
A 3 Bulk silver Mirror with intricate Runes and alcoholic drink poured into it becomes non
symbols carved around the side. This Mirror alcoholic, but does not taste any different.
allows the user to cast Scry.
Mystic Chess Pieces
Mirrored Armor Artifact Misc.
Grand Armor. Scattered throughout the world are mythical little
Once per Round as a Reaction this Armor may be trinkets known as Mystic Chess Pieces. No one is
used to deflect a Spell that would hit the wearer. As quite sure how many sets were made, but putting
part of the deflection, the wearer may choose to together a full board is considered impossible.
have the Spell be aimed at any other Target. If the Mystic Chess Pieces come in either White Opal or
Spell is an AOE, the wearer of the Armor may Obsidian, although they can very rarely be found
choose a new space for the Spell to go off if they in other gemstones. All Mystic Chess Pieces belong
would be hit by it, as if they had cast the Spell, to one of six classes; Pawn, Rook, Knight, Bishop,
though the Range is halved. Queen, and King. Of the Mystic Chess Pieces,
Pawns are the most common, while Queens and
Mithral Shirt Kings are the rarest. A Mystic Chess Piece must be
Rare Body. held out in front of a user and have its Command
A Shirt made from a magic created metal known Words spoken, it will then spring forth and
as Mithral, this shirt acts as a Breast Plate, transform into a particular thing depending on
however it is technically not Armor and therefore their type.
is not treated as such. Additionally, the wearer Pawn: When the Command Word is
gains a +1 Bonus to any Saves against Spells. spoken, a Pawn will become a protector for the one
who summoned it, appearing within 10ft of the
Mithral Weapon user. A Pawn becomes a 15 Wound Goon with 2
Rare Weapon. Grit, 2 Strength, 2 Agility, a +4 Perception, and +4
A Weapon made from a magic created metal Brawl. They are wearing Plate Armor and wielding
known as Mithral is extremely tough while being a Tower Shield, giving it a total Dodge of 24 and 4
light. A weapon made from Mithral counts as Magic Soak. They have a Movement Speed of 30ft, and
for overcoming Soak and Resistances. cannot speak. They wield a Longsword, and have a
Additionally, A weapon that does not have the +6 To Hit, dealing 6 Damage on a Hit. A Pawn takes
Heavy or Two-Handed Property gains the Light its turn Before or After its user. If the user is
Property, and a Weapon that does have the Heavy within 10ft of the Pawn, they may speak the
or Two-Handed Property loses those Properties, Command Word to cause the Pawn to turn back
but this does not mean it also gains the Light into a Mythic Chess Piece and leap back into their
Property. hand. A Pawn regains 3 Wounds at Midnight.
When a Pawn dies, they transform back into a
Mystic Chess Piece, cannot be used for 5 Days, and
Mug of a Drunk immediately return to the user if they are within
Rare Misc. 10ft.
Much like the Mug of Sobriety, this mug or glass Rook: When the Command Word is
appears ordinary. However any drink poured into spoken, a Rook will turn into a mighty towering
it becomes alcoholic, but does not taste any fortress in front of the user. A Rook becomes a
different. small Keep, measuring 50ft by 50ft, and reach up
60ft, with a 15ft by 15ft tower on the roof reaching
up an addition 20ft. The walls of the Keep are 5ft
thick, giving a usable space inside of 40ft, and
consists of 6 floors, a basement, a roof, and the
tower. The first floor is a stone area, consisting of

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an entry room, a main room, a side room with Shield, but have a Dodge of 18 and 0 Soak. They
stairs to the basement, and a room with a staircase. have a Movement Speed of 30ft, and cannot speak.
The second floor is an overlook of the lower floor, They have no weapons, but carry a holy symbol of
allowing all rooms and corners to be seen from the a God. They have the following Talents: Of the
second floor. The third floor is a recreation and Cloth, Morning Payer, Holy Symbol, Chosen Healer,
mess hall room, including a basic kitchen. Floor 4 Healing Font, and Divine Grace. Their Healing Font
is more recreation, as well as storage and an gives them 17 Healing Points. They have a Lucidity
armory. Floors 5 and 6 are both made of 3 rooms of 6 and posses the following Spells: Aid, Bless,
connected by a hallway to serve as quarters and Bless Water, Cleanse, Hallow, Heal, Raise Dead,
barracks. The basement is large and empty, used Remove Curse, and Sanctuary. A Bishop takes its
for storage, training ground, or medical. The tower turn Before or After its user. If the user is within
is a plane roofed platform, made for visibility. 10ft of the Bishop, they may speak the Command
While the first floor does not have them, the Word to cause the Bishop to turn back into a
second, third and fourth floor have arrow slits, 3 to Mythic Chess Piece and leap back into their hand.
each side. The fifth and sixth floors have heavy A Bishop regains 3 Wounds and 3 Healing Points at
shuttered windows, two in each room. When the Midnight. When a Bishop dies, they transform
Rook is summoned, all those that currently occupy back into a Mystic Chess Piece, cannot be used for
the space it would take up are harmlessly placed 5 Days, and immediately return to the user if they
inside the main room, if they can fit, if they cannot are within 10ft.
fit they are instead harmlessly moved out of the Queen: When the Command Words are
way. If the Rook would not fit in the current area it spoken, a Queen turns into an immensely powerful
cannot be summoned. Everything inside of the warrior. A Queen becomes a 20 Wound Goon with
Rook when it is turned back to a Mystic Chess 5 Grit, 4 Strength, 2 Agility, a +4 Perception, and +4
Piece, everything placed inside remains where it Brawl. They are wearing Plate Armor, giving them
was, suspended in time, although any living things a total Dodge of 20 and 2 Soak. They have a
are harmlessly placed in the area that it occupied. Movement Speed of 40ft, and can speak, mostly to
The Rook leaves no trace that it was there. A Rook spit threats and scream insults during battle. They
does not fall due to gravity, but at least 1/8th of the wield two Greatswords, and have a +8 To Hit,
floor must be on solid ground. dealing 10 Damage on a Hit. They also have the
Knight: When the Command Word is following Talents: Tough as Dirt, Indomitable Will,
spoken, a Knight will become a gallant Crusader, Tougher Than Magic, Two's Better than One,
riding upon a mighty steed. A Knight becomes a 16 Strong Grip, and Mighty Grip. A Queen takes its
Wound Goon with 2 Grit, 2 Strength, 2 Agility, a +4 turn Before or After its user. If the user is within
Perception, +4 Ride, and +4 Brawl. They are 10ft of the Queen, they may speak the Command
wearing Plate Armor and a Heavy Shield, giving it Word to cause the Queen to turn back into a
a total Dodge of 22 and 4 Soak. 2 riding upon Bero Mythic Chess Piece and leap back into their hand.
quality Horse. They have a Movement Speed of A Queen regains 3 Wounds at Midnight. When a
30ft if knocked from their Horse, and cannot Queen dies, they transform back into a Mystic
speak. They wield a Lance, and have a +6 To Hit, Chess Piece, cannot be used for 10 Days, and
dealing 8 Damage on a Hit. They also have the immediately return to the user if they are within
following Talents: Presence of Courage, Presence of 10ft.
Justice, Presence of Resolve. A Knight takes its King: When the Command Words are
turn Before or After its user. If the user is within spoken, a King turns into an immaculate figure. A
10ft of the Knight, they may speak the Command King becomes a 20 Wound Goon with 5 Grit, 2
Word to cause the Knight to turn back into a Strength, 2 Agility, +4 Moxy, a +4 Perception, +4
Mythic Chess Piece and leap back into their hand. Brawl, and +6 Performance. They are wearing Plate
A Knight regains 3 Wounds at Midnight. When a Armor, giving them a total Dodge of 20 and 2 Soak.
Knight dies, they transform back into a Mystic They have a Movement Speed of 20ft, and can
Chess Piece, cannot be used for 5 Days, and speak, using words to encourage the allies of his
immediately return to the user if they are within user and discourage their enemies. They wield a
10ft. Greatsword, and have a +6 To Hit, dealing 8 Damage
Bishop: When the Command word is on a Hit. They also have the following Talents:
spoken, a Bishop will turn into a holy Priest, to Story Magic: Oratory, Song of Life, Magical Tunes,
help those on the side of their user. A Bishop Tune: Countering, Tune: Inspiring, Tune: Suggesting,
becomes a 15 Wound Good with 2 Agility, 2 and Spirit of Storytelling. A King takes its turn
Intuition, a +4 to Perception and a Spirit of +4. They Before or After its user. If the user is within 10ft of
are wearing Extravagant robes, no Armor or the King, they may speak the Command Word to

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cause the King to turn back into a Mythic Chess Phenomenal Pigments
Piece and leap back into their hand. A King regains Rare Misc.
3 Wounds at Midnight. When a King dies, they This set of Paint Pigments comes in little silver
transform back into a Mystic Chess Piece, cannot colored jars. The user may make Painting Checks
be used for 10 Days, and immediately return to the to produce real Objects with these Pigments. It
user if they are within 10ft. costs 1 charge per Bulk for Painting Objects and
takes 10 Minutes per Bulk, the Object also cannot
Orb of Shielding be magical. The Painting Check also influences the
Common Misc. Quality of the object Painted, and while it appears
A 2 Bulk yellow Orb with orange streaks and functions as if it were the real Object it is
throughout. This Orb may be used as a Spell Focus. obviously a painted Object brought to life and is
Once per day the user of this Orb may cast Shield, worth at most 10 Silver. Food or Drink created by
this use recharges at Midnight. the Pigments is edible and tastes as it should,
however it will looking like you're drinking paint.
Painted World Phenomenal Pigments have 50 Charges, and once
Artifact Misc. all Charges are spent the Pigments lose their
Another world just inside the frame. Inside is a Magical properties.
living, breathing world that has been created. The
user must spend 1 Action to touch the Painting in Pocket Zipper
order to enter, the exit appearing behind them as a Rare Misc.
large window back to where they had entered. The This small zipper can be used on any surface to
exit will disappear if the painting is placed against create a small pocket space inside that can store up
a solid surface, rolled up, or folded, trapping all to 1 Bulk worth of Bulk 0 items. The Zipper cannot
those within. All things within the painting are be removed until all items are removed from the
very real to those within, and can be interacted space.
with as normal. The rules of reality may not be
entirely the same inside the painting. Poisoner's Gloves
To make a Painted World requires 200 uses of Rare Gloves.
Phenomenal Pigment and 5 Painting Checks, the A pair of black silk Gloves. Any Poison that the
lowest of which determines the Quality of the wearer prepares has it's DC increased by 2.
world within. The Painter who creates the world Additionally, Poison may be applied to the Gloves
has 1 mile by 1 mile to work with to design a world and delivered to a Target or onto another substance
that they wish, which can be expanded by half a without anyone being aware.
mile in all directions by adding 50 more uses of
Phenomenal Pigment. Any building painted is fully Poisoner's Jacket
furnished and things drawn are functional within Common Body.
the world. Living things are only capable of moving A very unassuming jacket with lots of straps and
if the Painting is of Good Quality or higher, and holders on the inside for holding poisons and
will go about their lives full well knowing they are potions. Once per turn the wearer may Apply
simply a painting although they are quite accepting Poison, or Quaff or retrieve a Potion as a Free
of this as they would not exist otherwise. Action. Additionally an Alchemist may create a
Bottle Bomb as a Minor Action.
Periapt of Wound Closure
Common Neck.
A small Periapt in the shape of a blood drop. When
the wearer would take Damage from Bleeding, they
instead take no Damage and lose the Bleeding
Condition.

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Portable Hole Prismatic Armor
Grand Misc. Rare Armor.
A thin sheet of black cloth, that when folded up is 1 This Armor shimmers and shines in countless
Bulk. If the sheet is spread out, it covers a 10ft by colors. When the wearer is struck the one who hit
10ft area. If the Command Words are then spoken, must make a DC 12 Willpower Save, coming under
the sheet becomes solid and opens a pocket the effect of Hypnotic Pattern if they fail. This
dimension that is 10ft on each side and goes 30ft Hypnotic Pattern only applies to the single Target,
down. If the Command Words are spoken again, the and they are counted as having left the area
hole turns to cloth once again. Anything placed in immediately.
the hole when it is active remains in the pocket
space. The pocket dimension of a Portable Hole Prismatic Spectacles
has air in it, so organic material will rot and metals Common Eyes
will oxidize. It takes 2 Action to spread out or These spectacles shimmer and shine with moving
collect the cloth sheet. A Portable Hole may be swirls. As well as acting as Spectacles, the wearer
opened on odd surfaces, and when opened all may cast a DC 12 Hypnotic Pattern once per day,
objects inside will be subject to gravity. A Portable this use recharges at Midnight.
Hole cannot be activated or deactivated from
inside. A magical weapon that slashes the cloth Protective Chalk
causes the portable hole to open and unravel, Common misc.
spilling out all its contents as it is destroyed. A yellow piece of chalk with magical effects. This
Otherwise, things will Damage the cloth as if were chalk has 10 Charges, and one charge can be used
simple cloth but it will repair itself at midnight as to draw a single 5ft line. Once the line has been
long as the largest piece is more than 60% of the drawn, no Target may cross the line, and it is
original material. If it cannot repair itself due to treated as a solid wall. A line lasts for 24 hours.
losing too much, everything contained within the
Portable Hole spills out somewhere in the Astral
Realm. If a Portable Hole is placed within a Bag of
Puppetry Limb
Holding, a Bag of Devouring, or a Portable Hole, all Rare Special.
of both Objects contents are scattered throughout This magical limb replaces one that has been lost,
the Astral Realm and the Bag and what it was removing all penalties for having lost the limb as
placed into are destroyed. long as it remains attached.

Purple Gem Eye


Portable Knocker Grand Eyes.
Common Misc. This gem must be placed into the socket of a
An odd Knocker in the shape of a Key. As an missing eye in order to function. Not only does this
Action the user may hold the Knocker against a gem magically restore the sight of the missing eye
door and cast the Knock Spell. and remove the penalties, but also grants a few
other magical abilities. The user has the following
Powdered Darkness effects always active:
Common Misc. User has Darkvision, but this Darkvision allows
A small jar of what appears to be charcoal. As an them to see color.
Action the user may pull out a small piece of User halves the duration of any Blinding effects.
charcoal and cast the Darkness Spell. The Jar has User gains a +2 to Willpower Saves when seeing
10 Charges and regains 1 Charge at Midnight. through Illusions.
User gains a +2 to all Sight Perception Checks.
Priest's Gloves As an Action the user may activate one of the
Common Gloves. following effects:
A pair of immaculate white Gloves. The wearer is User may cast Detect Magic without rolling for
counted as having the Talent Chosen Healer. If they Backlash.
have they Talent they may double their Spirit User may cast Dispel Magic once per day against
score when calculating Healing Points. an Illusion based Spell, without rolling for
Backlash. This recharges at midnight.

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Rat Flute Ring of Elemental Resistance
Common Misc. Rare Ring.
A flute that summons all rats that can hear the This ring comes in 1 of 7 different varieties, each
sound, who follow the player as long as they type pertaining to a specific Magical Element; Acid,
continue to play. Rat adjacent things that are Cold, Fire, Force, Lightning, Radiant, or Necrotic.
intelligent may make a DC 10 Willpower save to The ring grants the wearer Resistance to the
resist the effect. element it pertains to. Resistances from rings do
not stack.
Resplendent Uniform
Common Body. Ring of Invisibility
A Uniform, usually of Military origin, that is Rare Ring.
extremely well kept. This Uniform counts as an This golden ring has a translucent crystal
Extravagant Outfit. The wearer may, as a Minor embedded in the front. As an Action the wearer
Action, cast Prestidigitation and Mending to clean may cast Invisibility on themselves.
and repair the Uniform.
Ring of Jumping
Ring of Anti-Magic Common Ring.
Grand Ring. This ring has a small frog engraved into a bezel on
This ring creates a small (About a foot in the front, and doubles the Jump Distance of the
diameter) field of Anti-Magic. Any magical item wearer as well as allowing them to fall an extra
held in the hand that the ring is on ceases to 10ft without taking Fall Damage.
function, including cursed items. This item is
mostly used by Burglars to get around magical Ring of Mage Hand
locks. Common Ring.
Allows the user to cast Mage Hand. This allows the
Ring of Climbing user to have multiple instances of Mage Hand
Common Ring. active, and does not require Concentration as the
This ring appears to be a loop of Rope made of Ring is what focuses the Spell.
gold, and gives the wearer a +5 Bonus to any Climb
Checks. Ring of Regeneration
Artifact Ring.
Ring of Countering A ring made of twisted vines. The wearer regains 1
Common Ring. Wound per Round, and can even regenerate
This ring has a small Rapier or Saber engraved missing limbs as if from the Regenerate Spell.
into a bezel on the front, and gives the wearer a +2
Bonus to any Parry Checks. Ring of Saving Grace
Common Ring.
Ring of Crafting This ring has a small swirled cane engraved into a
Common Ring. bezel on the front, and gives the wearer a +1 Bonus
This ring has a variety of small Crafting Tools to any Saving Throw.
engraved into a bezel on the front, and gives the
wearer a +3 Bonus to any Crafting Checks. Ring of Shielding
Common Ring.
Ring of Dodging This ring has a small Shield engraved into a bezel
Common Ring. on the front. Once per day the wearer of this ring
This ring has a small leaf engraved into a bezel on may cast Shield, this use recharges at Midnight.
the front, and gives the wearer a +1 Bonus to Dodge.
Ring of Swimming
Common Ring.
This ring appears to be a fish made of gold, and
gives the wearer a +5 Bonus to any Swim Checks.

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Ring of Table Robe of Eyes
Common Ring. Rare Body.
This odd ring has a small table engraved into a A crimson red robe with hundreds of eyes sewn
bezel on the front. As a Minor Action the wearer of into it. The wearer gains a +2 to Perception Checks,
this ring may summon a table that is 8ft by 4ft and and additionally cannot be Surprised.
adjacent to the wearer. This Table may be
summoned standing up to provide a solid surface Robe of Needles
or on it's side to give cover to the wearer. Common Body.
This unassuming robe has quite a few tricks for
Ring of Telekinesis those unprepared. Anyone who Grapples the
Artifact Ring. wearer of this Robe suffers 1 Damage, Unsoakable
This ring has a several small stones engraved into by mundane things.
a bezel on the front in a manner that makes them
appear to be floating. This ring has 5 Charges Robe of String
which are recharged at Midnight. The wearer of Common Body.
this ring may spend one charge to cast Telekinesis This robe has numerous loose threads. As an
with a DC of 14. Additionally the wearer may use Action the wearer or other Targets may pull 2 feet
more than one Charge to increase the Bulk by 2 or of String per Action and 1 foot of String as a Minor
DC by 1 for every extra Charge spent. Action. All strings break off when the wearer
wants them to.
Ring of Water Breathing
Common Ring. Rod of Countering
This ring appears to be a fish made of silver, and Rare Rod.
allows the wearer to breath in salt or fresh water. A golden twisted rod with Runes climbing up from
its base. As a Reaction the user of this Rod may
Ring of Water Walking cast Counter Spell with a Magic Skill of 2.
Common Ring.
This ring has a small pair of sandals engraved into Rod of Dispelling
a bezel on the front, and allows the wearer to walk Rare Rod.
on the surface of liquids as if they were solid. A silver twisted rod with Runes climbing up from
its base. As an Action the user of this Rod may cast
Ringmaster's Saddle Dispel Magic with a Magic Skill of 2.
Artifact Saddle.
An extravagant and highly decorated saddle. The Rod of Extinguishing
horse and rider that are using this Saddle may Common Rod.
perform any Trick Ride's as if they had the Talent. A red rod with a button at one end. As an Action
the user may press the button, causing a jet of
Rings of Resistance white foam to spray out the other side and put out a
Grand Ring. square that is on Fire. The button may be held
Much like a Ring of Elemental Resistance, this ring down and further Actions can be spent putting out
gives the wearer Resistance to one type of Magical other squares. This Rod has 10 Charges, each
Element. However, what sets this apart is that the Charge puts out 1 square, and this Rod recharges at
user may spend a Minor Action to change what Midnight. The foam is harmless to everything else.
Magical Element they have Resistance to.
Resistances from rings do not stack. Rod of Grounding
Common Rod.
Robe of Blending A large copper Rod with Runes around the top. As
Common Body. an Action the user may slam the rod into the
This odd colored robe shifts and blends into it's ground to Activate it. While Active all sources
surroundings. As an Action the wearer may gain a within 500ft that deal Lightning Damage are forced
+10 to Stealth as long as they remain still. to Target the Rod, completely nullifying any other
effects, unless there is a Target between the
Lightning source and the Rod, in which case that
Target is hit.

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Rod of Light Sash of Flowing Water
Common Rod. Rare Belt or Body.
A very simple Silver Rod, that when Activated A long blue Sash that can be worn around the waist
casts the Light Spell on itself. or wrapped around the body. If the wearer does not
have the Talent Redirect, they are considered to
Rod of Resurrection have it. If they have they Talent they may treat
Grand Rod. Redirect as one Level higher than the level they
A Rod made from the gnarled branch of a very old currently have. If they already have Redirect Level
tree. Once per Quarter Season, as an Action, this 3, they gain a third use of Redirect that does not
Rod may be used to cast the Spell Resurrection. It's use their reaction.
use recharges at the roll over of a Quarter Season.
Sash of Wood/Iron
Rod of Silence Rare Belt.
Rare Rod. This sash grants the user Barkskin or Ironskin
A dull silvery rod, that when Activated casts depending on the type. The Ironskin's Soak pool
Silence focused around the Rod. This Rod may be regains 1 point every 10 minutes to its maximum of
used once a day and recharges at Dawn. 10. However, if someone wears the Sash for more
than 3 hours in a 24 hour period, they begin to turn
Rod of Storage into wood or iron depending on the Sash. If they
Rare Rod. wear the Sash over the 3 hours, and again for
A golden Rod with a small box on the end. As an every hour after, they take a -1 to Moxy, as they
Action the user may tap an Object whose Bulk is 10 find it more difficult to speak and their features
or less, and cause it to be captured inside the Rod. begin to generalize and flatten. After 10 hours the
The user may spend an Action to cause the Object transformation is permanent whether the Sash is
to harmlessly appear in front of them, pushing removed and the effects can only be undone by
other things gently out of the way. Remove Curse, Heal, Miracle or Wish. If the Sash
is removed before it becomes permanent, it takes a
full 24 hours to reverse 1 hour of the effect.
Rope of Climbing
Common Misc.
This normal looking rope is constantly under the
Secure Belt
effect of the Spell Animate Rope. Common Belt.
A heavy leather belt with latches to attach pouches.
Any attempt to Steal from the wearer receives a -5
Ruby Boots penalty.
Artifact Boots.
A pair of shiny ruby red, thigh high leather boots.
If the wearer clicks their heels together, they leave
Sending Parchment
a yellow path wherever they go. Clicking them Common Misc.
again returns the wearer to the beginning of the Ten slips of magical paper, that a message can be
path. written on and when burned will magically appear
to the Target it is addressed to.
Runner's Shirt
Common Body.
Sensational Bandolier
A red button up shirt that has Runes sewn into the Common Belt or Body.
hem. The wearer of this shirt may multiple their This Bandolier is enchanted to allow for it's
movement by 5 when taking the Run Action. wearer to hold onto more bullets. The Bandolier
can hold up to 100 Bullets, and these Bullets do not
add to the wearers Bulk.

Shadow Armor
Rare Armor.
This special armor is covered in dark clothes and
made of a dark metal. These Armors give no
penalty to Stealth Checks, and instead give a +2
Bonus to Stealth.

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Shadow Belt Skill Items
Common Belt. Common/Rare/Grand/Artifact Slot.
A magical belt made of wispy thin black cloth that This item gives a Bonus to rolls pertaining to a
gives the wearer a +2 to Stealth Checks. specific Skill. The amount depends on what Grade
the Item is: Common; +1, Rare; +2, Grand; +3,
Shapechange Weapon Artifact; +4. This item can be something that
Rare Weapon. occupies any Slot, but you cannot have more than 4
As well as being a magical +1 Weapon, if the Items that give a magical Skill Bonus, and these
Command Word is spoken, the weapon shifts into Bonuses do not stack with other Skill increase
any other type of weapon the user desires. Items.

Shield of Dragons Breath Sleepless Amulet


Rare Medium Shield. Rare Neck.
This shields front is emblazoned with one of the A symbol of an eye on a silver chain. The wearer
ten types of Dragons. One per day as an Action, the of this Amulet does not need to Sleep when taking
user may use the Breath Weapon of the type of a Long Rest and may do similar activities as when
Dragon that is on the front. The DC of this Breath taking a Short Rest.
Weapon is 14, and the use recharges at Midnight.
Slippery Armor
Shield of Magic Deflection Common Armor
Artifact Medium Shield. This Armor has an oily or slimy appearance. Any
Once per Round as a Reaction this Medium Shield attempt to Grapple the wearer suffers a -2 Penalty,
may be used to deflect a Spell that would hit the and the wearer gains a +2 to escape a Grapple.
wearer. As part of the deflection, the wearer may
choose to have the Spell be aimed at any other Snipers Spectacles
Target. If the Spell is an AOE, the wearer of the Rare Eyes.
Shield may choose a new space for the Spell to go A pair of Spectacles with telescopic attachments.
off if they would be hit by it, as if they had cast the As well as acting as Spectacles, this item also gives
Spell, though the Range is halved. it's wearer the Distant Shot Talent and acts as a
Scope.
Shifting Symbol
Common Misc. Spell Coins
This oddity of a Holy Symbol allows the user, as a Common/Rare/Grand/Artifact Misc.
Minor Action, to change which Gods symbol it These magical coins are single use items used to
appears as. This may be used as a Spell Focus, and cast a Spell, with a Magic Skill of 4. The Tier of
gives a +1 to Backlash Checks for Spirit Spells. Spell depends on the Grade of Coin: Common; Tier
0 Spell, Rare; Tier 1 Spell, Grand; Tier 2 Spell,
Shining Weapon Artifact; Tier 3 Spell.
Common Weapon.
A simple enchantment that makes the weapon,
when drawn, give off light as though it were a
Torch.

Silver Pouch
Grand Misc.
An ordinary looking belt pouch that produces
Silver coins. These coins are not created, but
instead are collected from lost Silver that's
scattered throughout the Realms. The Silver Pouch
generates 2 Silver every sunrise, and can hold a
maximum of 100 Silver. If all the Silver Coins are
removed from the Silver Pouch, the pouch loses it's
magical properties and can no longer gather coins.

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Spell Staff Staff of Souls
Common/Rare/Grand/Artifact Staff. Rare Staff.
Spell Staffs are infused with the capability of When a Target is Killed within 60ft of this Staff it
casting Spells. Spells in the Staff are cast at a gains 1 Charge. As an Action 1 Charge may be spent
2+Grade (Common is +1, Rare is +2, etc.) Magic Skill to give a Target within 5ft 1 Wound. This Staff may
and Backlash is rolled as well, any Lucidity be used as a Spell Focus.
Damage is dealt to the Staff and is not Soaked. The
Tier of Spell the Staff can cast depends on the Stained Blouse
Grade of Staff: Common; three Tier 0 or one Tier 1, Rare Body.
Rare; two Tier 1 or one Tier 2, Grand; two Tier 2 or A beautiful white dress, however it has been
one Tier 3, Artifact; two Tier 3 or one Tier 4. horribly stained. The stains cannot be removed,
A Spell Staff has 50 Charges and recharges 1d12 and ruin the overall appearance of the wearer not
Charges at Midnight. If a Spell Staff hits 0 Charges allowing them to get any Bonus from Talents that
it breaks and loses it's magical property. If a Spell require they have high quality outfits. The dress
Staff breaks when it still has Charges, all grants the wearer a +2 to Deception, Persuasion,
remaining Charges are immediately spent casting and Performance.
the strongest Spell in the Staff. A Spell Staff may
be used as a Spell Focus. Surgeons Coat
Common Body.
Spell Wand A long white coat used by those in the medical
Common/Rare/Grand/Artifact Wand. field, and occasionally by mad scientists. The
Spell Wands are infused with the capability of wearer of this Coat gains a +2 Bonus to Medicine
casting Spells. Spells in the Wand are cast at a Checks.
2+Grade (Common is +1, Rare is +2, etc.) Magic Skill
and Backlash is rolled as well, any Lucidity Sword With Your Name on It
Damage is dealt to the Wand and is not Soaked. Common Weapon.
The Tier of Spell the Wand can cast depends on This magical weapon deals 2 additional Damage to
the Grade of Wand: Common; three Tier 0 or one a Target whose name is carved into it.
Tier 1, Rare; two Tier 1 or one Tier 2, Grand; two
Tier 2 or one Tier 3, Artifact; two Tier 3 or one
Tier 4.
Talking Skull
A Spell Wand has 50 Charges and recharges 1d12 Grand Misc.
Charges at Midnight. If a Spell Wand hits 0 Charges The skull of some humanoid creature enchanted to
it breaks and loses it's magical property. If a Spell remain conscious. The life of the humanoid has
Wand breaks when it still has Charges, all been infused into the skull, and while it seems to
remaining Charges are immediately spent casting be alive, the skull is nothing but an interactive
the strongest Spell in the Wand. A Spell Wand may book. It knows all that it knew in life, and anything
be used as a Spell Focus. that has happened to it since.

Staff of Music Throwers Belt


Common Staff. Rare Belt.
This wooden staff is adorned with musical notes Four weapons with the Light and Thrown
and what appears to be figures dancing. As an Properties can be attached to this Weapon. When
Action the user may Activate the Staff, which one of the attached Weapons is Thrown it
springs to life and begins to play music. The music immediately teleports back to it's position on the
matches any music or dancing that the user is belt after it Hits something. The wearer may
Performing. The user gains a +1 Bonus to Perform choose as a Free Action to not have the weapon
while the Staff is Active. The Staff will remain return.
Active for a total time of 1 Hour in a Day and
recharges at Midnight. This Staff may be used as a Titanic Hammer
Spell Focus. Artifact Hammer.
This hammer immensely huge Maul is 20 Bulk,
and designed for use by massive beings. However it
also has a secondary effect. Everyone within 1
Mile has a +2 Bonus to Strength, and has a +5 Bonus
to resist any and all Exhaustive effects.

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Tool Vest Warped Weapon
Common Body. Rare Weapon.
This brown vest allows any Tool Kit to be loaded This weapon ignores any attempts to Block or
into it, and the Tool Kit does not count towards Parry it, and ignores any Bonus granted by Cover
Bulk. 3 Kits may be stored in the vest. or from Shields.

Toughened Spellbook Weasel Belt


Common Misc. Common Belt.
A magically reinforced Spellbook, giving it 50 HP, This oddly fuzzy belt made from what appears to
10 Soak, immunity to Fire, and water does not be a weasel. When Prone the wearer does not have
harm it. any movement penalties, and other Targets do not
gain any Bonus To Hit against the wearer for him
Training Weapon them being Prone.
Rare Weapon.
This weapon always does Non-Lethal Damage. Well of Worlds
Every time the user Downs a Target with this Artifact Misc.
weapon they gain 1exp to Brawl. An odd well that has been infused with Magic. The
well links to another Realm, as decided by the
Tumblers Belt creator or Storyteller. The location can be chosen
Common Belt. if the creator knows of a spot in the other Realm,
A fancy and brightly colored belt. The wearer of otherwise it is randomly chosen by the Storyteller,
this belt has a +2 to Acrobatic Checks. however it always leads to the same place.

Twilight Weapon
Rare Weapon.
This counts as a +1 Weapon. Additionally, during
the Day all Damage dealt is Radiant Damage, and
during Night all Damage is Necrotic.

Unbreakable Arrow
Common Arrow.
While it's name is rather misleading, an
Unbreakable Arrow is near unbreakable due to
having 50 HP and 10 Soak.

Vaguely Sword Shaped Stick


Common Weapon.
A magical stick that acts like a sword, dealing
Damage as if it were real.

Vigilant Armor
Rare Armor.
This Armor is designed to make it easier for the
wearer to react. The wearer gains a +2 to
Awareness, and additionally cannot be Surprised.

Wand of Wanding
Common Wand.
This wand is single use, and creates a Wand of
Wanding within 5ft of the caster. After being cast,
the Wand of Wanding loses all magical properties.

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Cursed Items effects. If they Fail 1, they take 1 Unsoakable
A Cursed Item is probably one of the most Damage, and must make the Saves again. If they
dangerous thing to come across when it comes to fail both, they take 1 Unsoakable Damage and are
an item. Usually, it is layered under a magical pulled more into the bag, and must make the Saves
effect, and Identify does not pick up on curses. A again; the pulling begins at the wrist, then goes to
Cursed Items effect is triggered when it is touched, elbow, then to shoulder, then chest, then to waist,
unless it states otherwise. A curse can only be after that they are pulled into the Bag and
removed if Remove Curse combined with Devoured. A successful Luck Check while
Permanency, Miracle, or Wish are cast on the item. attempting to escape the Bag means the Target
Like Magic Items, Cursed Items may be crafted. It escapes unharmed, but a failed Luck Check means
costs 500 Silver to Craft a Cursed Item, or 250 the Bag Chomps, severing their arm at it's current
Silver to add a Curse to some other Magical Item depth.
during crafting. Curses cannot be added to Magical
Items that have been completely crafted. Boots of Dancing
Cursed Boots.
These cursed boots disguise themselves as either
Ability Penalty Item other magical boots, or as non-magical boots. They
Cursed Slot. act like the type of boots they are mimicking, up
This appears to be an item that gives a Bonus to an until the wearer attempts to use them in combat, or
Ability, however it actually gives a penalty to that after a few Rounds have passed. Then the curse
Ability of -1 to -4. reveals itself, as the wearer is forced to dance, as if
under the Irresistible Dance Spell. The Boots only
Bad-Luck Blade activate once per day, and once the curse has been
Cursed Weapon. activated they cannot be removed until Remove
This weapons curse does not show itself until the Curse, Miracle, or Wish is cast on them.
user has to make a Luck Check. When they make a
Luck Check while using this weapon, they Cowardly
immediately gain the Trouble Bad Luck. Even if the Cursed Armor or Shield.
weapon is gotten rid of, the curse remains. This This armor or shield is completely functional up
curse can only effect one Target at a time. until its wearer is hurt. If Damage is ever dealt to
the wearer, the Armor or Shield squeals in pain
Bag of Devouring and spontaneously teleports up to 60ft away from
Cursed Misc. the source that dealt the Damage, leaving the
This appears as a regular sack, though it shows wearer where they were. This curse can add itself
magical properties and if it is Identified, it shows onto the effect of other magical Armor and
as a Bag of Holding. In fact, the Bag of Devouring Shields.
works exactly like a Bag of Holding, with a few
exceptions. Anything organic, such as plants or Curse of Belief
animal products, is eaten by the Bag after 24 hours Cursed Any.
and can never be retrieved. This Bag has a very This item's only magical effect is to convince the
low intelligence, can understand languages but wearer and those who interact with it that it is a
cannot speak, and can think to an extent, usually to specific magical item, and that any effects it doesn't
lull the user into a false sense of security. At a manifest just require additional binding, sacrifice,
random time after a few days of being used, when or goals to be met.
it believes that the user is not paying attention, or
vulnerable, it will Bite Down and attempt to eat the Curse of Wanting
hand of the one using it. If a Luck Roll is ever Cursed Any.
failed when attempting to retrieve an item from the This appears as a non-magical item. However upon
Bag, the Bag Bites Down. If a Bag of Devouring is contacting it the one who touched it must make a
placed within a Bag of Holding, a Bag of Devouring, DC 20 Willpower Save. If they fail this Save, the
or a Portable Hole, all of both Objects contents are Target may not willingly give up the item. This
scattered throughout the Astral Realm and the Bag Save is repeated every Round until the succeed,
and what it was placed into are destroyed. growing more obsessed with the item with every
Bite Down: The Target must make 2 DC 14 Physical failure. After 3 Failures, Target will become violent
Saves, that others may Help as a Reaction if they if anyone attempts to take the item from them.
are within 5ft. If the Target succeeds both, they After 5 Failures the Target will attempt to use the
take 2 Unsoakable Damage, but suffer no other item on themselves, attacking themselves with the

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item if it is a weapon. The obsession with the item Ominous Duck
decreases one level for every hour they are not in Cursed Misc.
contact with the item. This small yellow duck made of rubber chooses it's
victims based on whoever touches it, this person is
Dagger of Healing now referred to as the Subject. The small yellow
Cursed Weapon. duck may change Subjects any time someone new
This weapon appears to be a +2 weapon if touches it, and may have multiple Subjects if it
Identified. What it actually does, is heal more chooses. When the Subject makes a Perception
Damage than it does. The weapon gives (Damage Check the Storyteller may add in that they see the
dealt)+1 Wounds to the Target. small yellow duck. If the Subject cannot see, they
instead hear a soft quack. The Subject may also
Glowing Rock find the small yellow duck while making
Cursed Misc. Investigation Checks. The small yellow ducks
This rock shines and sparkles, giving off light as if appearance is always in addition to other things
it was a torch. It is the only Cursed Item that if that the Subject would have gotten from their
Identified says that it is Cursed. Anyone who sees Check. Someone who attempts to locate the small
the rock is either compelled to take it, or believes yellow duck on purpose does not find it, even if
that it is extremely cursed or a trap. A DC 18 they have recently seen it. The small yellow duck
Willpower Save must be made upon seeing the is a Bulk 0 Item with 2 HP, but destroying it will not
rock for the first time on a given day. Failing the prevent it from showing up.
Check lets the Target know immediately that it is
Cursed. However if the Target fails by 5 or more, Phantom Phobia
they immediately attempt to retrieve the rock. It is Cursed Neck.
just a shiny rock. Twice a day, or once a day at the higher Penalty,
the wearer gains a Phobia for 1 Hour related to
Hallucinatory something currently happening. This curse adds
Cursed Ring. itself on to the effect of other magical items that
If the wearer has a Phobia, or a member of the use the Neck Slot.
wearers Posse has a Phobia, they catch glimpses of
that Phobia throughout a given day, triggering their Skill Penalty Item
penalty for 1 Minute. The ring only ever effects one Cursed Slot.
person and prioritizes the wearer. This curse adds This appears to be an item that gives a Bonus to a
itself on to the effect of other magical Rings. Skill, however it actually gives a penalty to that
Skill of -1 to -4.
Mask of Sleep
Cursed Head and Eyes. The Hot Potato
This item looks exactly like a Mask of Dreams and Cursed Misc.
appears to be so if Identify is cast on it. If the This 2 Bulk Potato, doesn't rot, is inedible, is as
wearer falls asleep with the mask on, or the mask hard as a rock, and once per day randomly
is put on a sleeping person, they cannot wake up. teleports into the pack, bag or pouch of another
They do not age, or need food. The mask can only Posse member. If left somewhere, it will teleport
be removed by someone else. into the pack, bag or pouch of one of the posse
members of the person that touched it last.
Mirror of Trapping
Cursed Misc. Two-Ton Tunic
This item appears exactly like a Mirror of Scrying, Cursed Body.
however if anyone attempts to use it the become This piece of clothing or armor appears normal
trapped within it. If there is already someone stuck and non-magical. However, if the wearer of this
within it, their places are swapped. A Target who is item is submerged in water, the weight of the
trapped within the Mirror can see and hear outside clothing increases dramatically, causing it and the
and can choose to be seen within the mirror, and wearer to sink.
can even communicate with those outside, allowing
them to either warn others or attempt to trick them
into using the Mirror.

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Unfashionable Hat
Cursed Head.
This hat appears non-magical or attaches itself to
some other magical hat. If worn for more than an
hour, this hat magically messes up your hair, giving
you a -1 to any Moxy based Checks until you have
properly fixed your hair.

Unknottable Rope
Cursed Misc.
This ordinary looking rope gives off no magical
presence. An Unknottable Rope, as its name
suggests, cannot be knotted or tied in any manner.
On rare occasions the rope may be truly malicious,
acting as a normal rope and remain tied for a
certain amount of time, coming loose at the worst
moment possible.

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Chapter 15: Spell Casting
Magic flows through everything, and a few These Checks are made by rolling and adding your
Hats can manipulate it and use it to their total in the appropriate Magic Skill. You must meet
advantage. But it is not without risks. or beat the Backlash DC in order to not take
Lucidity Damage.
Casting Failing the Backlash Check causes you to
Using magic isn't for everyone, and it can take 1+Spell Tier in Lucidity Damage. You also add
hurt more than help depending on how things go. In in any additional modifications that you have made
order to first cast a Spell, you make a Backlash to the Spell, such as increasing its Damage or AOE.
Check, only after you make this Check do you Metamagic effects also increase this Damage by
actually roll To Hit with a Spell, or force a Saving their Backlash Number. The Spell still goes off as
Throw, or whatever the effect of the Spell is. A long as you don't hit 0 Lucidity. If you hit 0 Lucidity
Backlash Check is not a Skill Check. If you Fail a due to failing a Spell, you pass out, falling
Backlash Check, the Spell still goes off, unless you Unconscious, the Spell fails, and if you take more
are knocked Unconscious by the failure, or the Lucidity Damage than you have Lucidity the
failure was due to a Bad Luck roll. All Spells are overflow Damage is dealt as Unsoakable Damage to
composed of Verbal and Somatic components. your Wounds, ignoring temporary Wounds if you
Verbal meaning all Spells have words that must be have any. Unconscious is a Condition explained un
spoken. Somatic is a specific hand movement or the Conditions section.
gesture that must be made, meaning you need both If you are Concentrating on one or more
hands, and both of them unoccupied, in order to Spells, you add the Spell Tier of all Concentration
cast a Spell. With certain Talents, Familiars, Bound Spells to the Backlash DC. This is explained more
Objects, Holy Symbols and Catalysts, things under Concentration.
become Spell Focuses and allow you to cast Spells If you are wearing armor or wielding a
without needing these Verbal or Somatic shield, add double the Dodge Bonus, the amount
components. Some Spells also have a Material above 10, for Armor plus the Dodge granted by a
component, listed at the end, which must be paid shield, to the Backlash DC.
even if the caster has a Spell Focus.
You may only cast 1 Spell in a round, the Spell Attacks and Saves
exception being Spells that are cast as a Reaction To make an attack against a Target with a
or a Minor Action. Also, a Cantrip may be cast in Spell you make an Attack as normal, but use your
addition to another Cantrip or one other Spell of Arcane, Nature, or Spirit for your roll, depending
Tier 1 or higher. on what Type of Spell the magic is. This is your
Spell Attack. Spells with range count as a ranged
Backlash & Lucidity attacks and follow similar rules to Firearms, so the
Spellcasting is not an easy task, and it Target gains the benefit of Cover and things that
bears consequence on the body. In this world, this would effect a Hat's Firearm or Ranged Skill also
strain is called Backlash. Every time you cast a effect their Ranged Spell Attacks.
Spell using Arcane, Nature, or Spirit magic, there is Touch Spells can be used on yourself and
a chance of harming yourself. If you fail to cast a use the Touch Attack option in the Combat section,
Spell, for any reason, the Damage done to you is but they use your Spell Attack instead of Brawl.
done to your Lucidity. Your personal Lucidity is The DC for Spell Saves is 8 plus the casters
separate from your Wounds and is equal to the Arcane, Nature, or Spirit Total, depending on what
highest of your Magic Ability (Smarts, Intuition, Type of Spell the caster used.
Moxy), plus the amount you have purchased if any, A Target who fails a Save on a Spell and
and Talents that raise or lower Lucidity. When did not see it being cast is unaware of the Spell cast
purchasing Lucidity, you treat its cost as an Ability unless its effect is obvious. If the Target saw the
but do not count your Magic Abilities into it when Spell being cast they may use their Reaction to
purchasing. In that way it is treated as a Skill, and make a Knowledge Occult Check against the
your Magic Ability is added on top of what you Spellcasters Save DC to determine what the Spell
have purchased to get your Total. was.
If you have one of the 3 Magic Skills Partial Cover grants its +6 Dodge Bonus to
Trained, your base Backlash DC for a Spell in that any Save Checks against Spells, and Full Cover
Trained Skill is 12+(Spell Tier). If you're not blocks Spells and AOE's, unless the Spell specifies
Trained in the Skill the base DC is 20+(Spell Tier). otherwise.

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Cantrips Cube, the Origin Point lies anywhere on a
Tier 0 Spells, also known as Cantrips, do face of the cubic effect within the range of the
not trigger a Backlash Check if you are Trained in Spell. The number listed in a cube’s AOE is the
the appropriate Magic Skill. Meaning If you have length of each side and it's height. The Origin Point
one of the 3 Magic Skills Trained, a Cantrip has no must be a corner of a square, but the length and
Backlash if it belongs to the Skill you are Trained height may be shifted along this point.
in. If you attempt to cast a Cantrip from a Magic Cone, the Origin Point is one of the corners
Skill you are not trained in, the Cantrip is treated of the casters square. The Spell then extends
as being a Tier 1 Spell. straight ahead for the distance listed, increasing
If you modify a Cantrip, such as with a left and right one square for every square it moves
Talent, it triggers Backlash like any other Spell and forward.
is treated as a Tier 1.
Line, the Origin Point is centered on the
Concentration caster, though the caster is unaffected by the Spell.
A Spell with the (C) in the Duration section It then extends in a straight line from it's Origin
means that your Hat must focus in order to Point for the distance listed as Range and fills a
maintain the Spell. Concentrating on Spells add space of 5ft, effecting all Targets in the line. When
their Spell Tier to the Backlash DC of any other using odd angles, the line must cover more than
Spell you cast. You can break Concentration on a 25% of a square for a Target in that square to be
Spell at almost any time, ending it immediately; effected. A Line Spell always goes for the
this includes during others turns but not while maximum distance and cannot be cut short.
casting a Spell. If you lose any Wounds, from
Damage, Nonlethal Damage, Lucidity Damage, or Sphere, extends in all directions from the
some other source, you must make a DC Origin Point to the number listed, which is always
10+Damage+(Spell Tier of all Spells being the radius. The Origin Point of a Sphere must be on
Concentrated on) Concentration Check, failing this the corner of a square. Most Sphere AOE's are
Check ends that Spell and it does not add to any blocked by walls and large pieces of cover and
other Concentration Checks. For this Check you cannot move past them.
add your Grit to your roll. If your Hat is
concentrating on multiple Spells you must make
Schools of Magic
Concentration Checks for every Spell, starting with Abjuration: The school of protection. Spells
the highest Tier, but otherwise in any order they in the Abjuration School focus on protecting ones
want. self or allies, as well as preventing others from
using magic.
Example: If a Hat has to make a
Concentration Check, and is Concentrating on the Conjuration: The school of making things
Spells Confusion (Tier 3), Saddle Surge (Tier 2), from nothing. Spells from the Conjuration School
and Haste (Tier 2), and takes 3 Damage. They must focus on creating physical things purely from
then make a DC 20 Concentration Check for all 3 magic.
Spells. DC=10+(3 Damage)+((Tier 3)+(Tier 2)+(Tier Divination: The school of expanding ones
2)). senses. Spells from the Divination School make
If they fail the first Check for Confusion, the DC ones sight or hearing better, helping them to
then lowers to 17 for the other two Checks. discover things that they would not have been able
to normally.
Area of Effect
Abbreviated to AOE, this is the area that a Enchantment: The school of bending the
Spell effects. This is most often a number, which is will of those around you. Spells from the
the area that will be effected by the Spell. All Enchanting School are focused on manipulating the
Spells have an Origin Point, all depending on minds of those around the caster, making them
which type of AOE it is. There are four types of believe whatever the caster wants them to.
AOE: Cube, Cone, Line and Sphere. The Origin
Point must be within the Range of the Spell, but the Evocation: The school of controlling the
AOE may effect outside of the Spells Range. elements. Spells from the School of Evocation are
all about taming the pure and raw elements that
exist in the world and shaping them to the casters
will.

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Illusion: The school of making the world Magical Script
appear differently. Spells from the Illusion School
are all about fooling the senses, making others hear the language that is
or see things that aren't there. magic is not something to
be underestimated or
Necromancy: The school of controlling life looked down on
and death. Spells from the Necromancy School it is difficult to learn
focus on harming or healing, meddling with life and even more difficult
and death by restoring Wounds or raising the dead. to decipher for the
uninitiated
Transmutation: The school of making yet it holds immense
things into other things. Spells from the power in the creation of
Transmutation School are all about taking one the magic that persists
thing and making it into something else, or making around the world
a specific thing act in a certain way. many fear it
others do whatever it
Elements of Magic takes to wield it
it is something that was
When it comes to Damage, the Elements of created to be used
Magic come in many flavors. Things can either be a gift from the goddess
Resistant, Immune, or Vulnerable to specific types for the things that she
of flavors, but most will not have any of these. created
While the colors are the usually those listed, it is
not uncommon for these colors to vary immensely.
Acid. When created by magic, Acid is
viscous and clingy as it burns away at what it grabs
onto. Colors vary from clear to greenish tints.
Cold. All sorts of Cold effects leave
anything in its area lightly or heavily frosted. Cold
magic varies from white to blues.
Fire. Destruction is practically in its name,
and it wants to live up to that. Vibrant reds,
yellows, and oranges leaving singe marks on any
place that it has touched.
Force. It is hard to describe exactly what
type of Element this is, as it is not quite substance,
but it is instead more the gravity of magic being
harnessed. When it does show color, it is usually
shades of purple or pink.
Lightning. Where Fire is rampant and
random destruction, Lightning is precision
destruction. A focus of charged magical power
unleashed to a precise point. Lightning is usually
white, blue, or yellow.
Radiant. The Holiest of Elements, often
assigned to Spirit Magic and Necromancy. Always
brightly colored, usually bright golds, yellows, or
whites.
Necrotic. Tied to sickness and exhausting
type magic that suck the life out of their Targets.
Usually colored in deep dark greens or reds.

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Chapter 16: Spells
Here's a list of the Spells that anyone can take, as Description is the effects of the Spell,
long as they have the experience. such as Damage, effected AOE area, Saves and
other things that it does, including if the Spell can
Spells are organized like so:
be made Permanent. Very rarely a Spell will also
list any Materials that it needs in this section.
Spell Name Tier
School Skill Exp Cost
Cast Time Range Duration
Description

Spell Name is the name of the Spell.


Tier refers to the Tier level of the Spell,
which will be what adds to Backlash when casting.

School is what School of Magic the Spell


belongs to.

Skill denotes which of the Magic Skills


you can use to cast the Spell, either Arcane, Nature,
or Spirit. Many Spells have multiple Magic Skills
listed, and a caster may use any of the Skills listed
when casting that Spell. A Spell with All as it's
Skill means that it can be cast using any of the
three Magic Skills.

Cost is how much Exp it costs in order to


gain the Spell.

Cast Time is how long your Spell takes to


Cast, usually broken up into a type of Action that
you can take or an actual time in minutes, or hours.

Range is how far the Spell can reach, or


how far you can put the Origin Point of a Cube of
Sphere AOE, this is always counted from the
square you are in and does not need to go it's
maximum distance. An AOE will list it's effected
area in it's Description. Touch means you must
make a Touch Attack on the Target using your
Spell Attack. Self means the Spell originates at the
location of your Hat and is cast on your Hat.

Duration is how long a Spell lasts, Spells


listed as Instant go off immediately and do not
linger. Other Spells are either in rounds, seconds,
minutes, hours, days, or years. This is also where
you tell if the Spell requires Concentration (C). If it
has nothing but a (C) it means that the Spell lasts
as long as the caster remains concentrating on it.

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Arcane Spells Hide Campsite Pillow Talk
Tier 0 (Cantrips) Hypnotism Hypnotic Pattern Ray of Exhaustion
Acid Splash Icicle Dagger Image, Minor Riding Possession
Air Manipulation Identify Invisibility Sabotage Machine
Bleed Image, Silent Invisibility Purge Sending
Detect Magic Jitterbugs Knock Sleet Storm
Earth Manipulation Jump Laugh Tattoo Potion
Fire Manipulation Jury-Rig Levitate Telekinesis
Firebolt Keep Watch Make Whole Tiny Hut
Ghost Sound Mage Armor Merge with Familiar Water Breathing
Grasp Negative Reaction Neutral Buoyancy
Light Obscuring Mist Obscure Tier 4
Mage Hand Open or Shut? Pyrotechnics Air Mastery
Magnetic Grasp Pistol Shot Raven's Flight Animate Dead
Mending Ray of Enfeeblement Recharge Earth Mastery
Open-Close Reloading Hands Reveal True Shape Fire Mastery
Prestidigitation Returning Weapon Scorching Ray Fire Shield
Ray of Frost See Invisible Shackle Frost Aura
Read Magic Shield Shatter Ghost Wolf
Snowball Shocking Grasp Silence Hallucinatory Terrain
Technomancy Thunder Stomp Slow Ice Storm
Water Manipulation Unseen Servant Squeeze Malfunction
Tongues Mindwipe
Tier 1 Tier 2 Modify Memory
Alarm Acid Arrow Tier 3 Phobia
Animate Rope Anti-Summoning Field Confusion Poison
Cause Fear Blur Counter Spell Pup Shape
Comprehend Languages Darkness Daylight Reboot
Costume Change Darkvision Dispel Magic Rebuke Technology
Damp Powder Find Traps Fireball Scry
Disguise Self Fire Breath Fly Secure Shelter
Erase Flurry of Snowballs Frost Fall Shadow Step
Fairy Fire Fog Cloud Gaseous Form True Form
Familiar Contract Force Sword Gloomblind Bolt Water Mastery
Featherfall Ghoul Touch Gullibility
Floating Disk Glitterdust Ice Spears Tier 5
Glue Coat Gust of Wind Image, Major Fabricate
Grease Haste Lightning Bolt Faithful Watchdog
Hold Portal Hidden Blades Locate Hold Target

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Hungry Earth Tier 9 Nature Spells
Icy Prison Gate Tier 0 (Cantrips) Hypnotism
Impenetrable Veil Meteor Swarm Acid Splash Icicle Dagger
Interposing Hand Time Stop Air Manipulation Identify
Passwall Tsunami Delay Poison Image, Silent
Permanency Wish Detect Magic Inflict Wounds
Polymorph Earth Manipulation Jitterbugs
Polymorph, Baleful Fire Manipulation Jump
Rapid Repair Ghost Sound Keep Watch
Release the Hounds Grasp Longshot
Suffocation Guidance Negative Reaction
Teleportation Circle Know Direction Obscuring Mist
Light Open or Shut?
Tier 6 Magnetic Grasp Pass Without a Trace
Anti-magic Field Mending Produce Flame
Anti-tech Field Open-Close Reloading Hands
Elemental Brand Prestidigitation Returning Weapon
Flesh to Stone Ray of Frost See Invisible
Freezing Sphere Read Magic Thunder Stomp
Gaes Resistance
Globe of Invulnerability Snowball Tier 2
Heroes' Feast Water Manipulation Acid Arrow
Stone to Flesh Anti-Summoning Field
Vision Tier 1 Barkskin
Animal Messenger Cleanse
Tier 7 Cause Fear Darkness
Finger of Death Comprehend Languages Fire Breath
Insanity Costume Change Flurry of Snowballs
Magnificent Mansion Cure Wounds Fog Cloud
Polymorph, Greater Damp Powder Force Sword
Teleport Disguise Self Frigid Touch
Fairy Fire Glitterdust
Tier 8 Familiar Contract Guiding Star
Fire Storm Featherfall Gust of Wind
Incendiary Cloud Frostbite Harvest Season
Irresistible Dance Fumbletongue Hide Campsite
Ride the Lightning Glue Coat Hunter's Eye
Goodberry Hypnotic Pattern
Grease Image, Minor

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Insect Scouts Jester's Jaunt Tier 5
Invisibility Lightning Bolt Faithful Watchdog
Invisibility Purge Locate Find the Path
Ironskin Meld into Stone Hallow
Laugh Pillow Talk Hold Target
Levitate Riding Possession Hungry Earth
Magic Arrow Sabotage Machine Hunter's Blessing
Make Lost Sending Impenetrable Veil
Make Whole Sleet Storm Oasis
Merge with Familiar Tattoo Potion Polymorph
Neutral Buoyancy Water Breathing Polymorph, Baleful
Obscure Water Walking Release the Hounds
Pale Flame Suffocation
Pyrotechnics Tier 4
Raise Companion Air Mastery Tier 6
Raven's Flight Earth Mastery Anti-magic Field
Reveal True Shape Fire Mastery Anti-tech Field
Riversight Frost Aura Flesh to Stone
Saddle Surge Ghost Wolf Heal
Shackle Hallucinatory Terrain Heroes' Feast
Shatter Ice Storm Stone to Flesh
Squeeze Modify Memory Vision
Tar Ball Phobia
Tongues Poison Tier 7
Tree Shape Pup Shape Polymorph, Greater
Raise Dead Regenerate
Tier 3 Rebuke Technology
Confusion Repel Vermin Tier 8
Counter Spell Scry Irresistible Dance
Create Food & Water Secure Shelter Rain of Arrows
Daylight Shadow Step Resurrection
Dispel Magic Stoneskin Ride the Lightning
Fly True Form
Frost Fall Water Mastery Tier 9
Glibness Tsunami
Gullibility
Ice Spears
Image, Major
Insect Spies

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Spirit Spells Riding Possession Tier 6
Tier 0 (Cantrips) Tier 2 Searing Light Anti-magic Field
Air Manipulation Aid Sending Anti-tech Field
Bleed Anti-Summoning Field Water Breathing Gaes
Delay Poison Cleanse Water Walking Heal
Detect Magic Find Traps Heroes' Feast
Earth Manipulation Fire Breath Tier 4 Stone to Flesh
Fire Manipulation Force Sword Air Mastery
Ghost Sound Guiding Star Animate Dead Tier 7
Grasp Healing Token Earth Mastery Finger of Death
Grave Words Invisibility Fire Mastery Regenerate
Guidance Invisibility Purge Fire Shield
Light Ironskin Ghost Wolf Tier 8
Magnetic Grasp Levitate Healing Flames Rain of Arrows
Mending Life Pact King's Castle Resurrection
Prestidigitation Magic Arrow Poison
Ray of Frost Obscure Raise Dead Tier 9
Read Magic Raise Companion Reboot Implosion
Resistance Reveal True Shape Rebuke Miracle
Water Manipulation Riversight Repel Vermin
Saddle Surge Scry
Tier 1 Shackle Stoneskin
Bless Shatter Water Mastery
Bless Water Silence
Cause Fear Spiritual Weapon Tier 5
Comprehend Languages Tongues Find the Path
Costume Change Hallow
Cure Wounds Tier 3 Hold Target
Damp Powder Create Food & Water Oasis
Familiar Contract Daylight Rapid Repair
Featherfall Dispel Magic
Fumbletongue Fly
Glue Coat Gaseous Form
Inflict Wounds Glibness
Longshot Gullibility
Reloading Hands Halt Undead
Returning Weapon Locate
Sanctuary Meld into Stone
See Invisible Remove Curse

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Acid Arrow Tier 2 Air Mastery Tier 4

Evocation Arcane/Nature Cost: 30exp Evocation All Cost: 50exp

1 Action 400ft Instant 1 Action 120ft Instant (C)

You shoot forth an arrow made of acid towards Much like Air Manipulation, Air Mastery allows
your Target, making a Spell Attack. If you hit, the you to effect the air around you, but with far
Target receives the Burning Condition, Acid(2/3) larger effect and a greater affected area. These
can last up to 8 hours, and the maximum affected
area is a 15ft AOE Cube. Some examples of what
Acid Splash Tier 0 you can do is:
Evocation Arcane/Nature Cost: 10exp -Push gases out of the area.
-Put out all fires and torches within the area.
1 Action 25ft Instant
-Create colored clouds and shapes in the area.
You create a small cloud of acid and fling it at a -Knock all Medium Targets in the area Prone,
Target, making a Spell Attack. If you hit, the which also blows any Small Target out of the
Target receives the Burning Condition, Acid(1/1) area.
-Create a single focused burst of air, flinging 1
Aid Target of size Large or smaller 30ft up into the
Tier 2
air. Target Saves against Falling as normal.
Enchantment Spirit Cost: 25exp -Control winds, creating updrafts, downdrafts, or
1 Action Touch 1 min rotational winds.
-Fill the area with breathable air.
You Touch a Target, granting them a +2 Bonus to -Move, create, or shape clouds you can see within
all Skill rolls and 2 Temporary Wounds until the range.
Spell expires.
Alarm Tier 1
Air Manipulation Tier 0
Abjuration Arcane Cost: 10exp
Evocation All Cost: 10exp
2 Actions Touch 8 Hours
1 Action 30ft Instant
You touch a spot, creating a circle with a 20ft
Using this Spell allows for the most basic AOE Cube. Anything above size Tiny that enters
manipulation of the air around you. You can or exits that area, aside from Targets you
effect anything within a 5ft square, and effects designate, triggers the alarm. You can choose
only last at most 1 Hour. Nothing you can do with either a Mental or an Audible alarm.
this Spell is forceful enough to actually cause Mental: This alerts you, and only you, as long as
Damage. Some examples are: you are within 1 mile of the area designated. This
-Push gases out of a square. wakes you from normal sleep, but does not
-Put out a candle. otherwise disturb you.
-Create colored cloud shapes in the air. Audible: Produces the sound of a loud bell, which
-Cause a cape or cloak to billow anyone within 60ft can clearly hear, reduce this
-Create a small pocket of breathable air, which is distance by 10ft when going through doors, and
enough for 1 Target for 1 Round. 20ft for through walls. (P)

Animal Messenger Tier 1


Enchantment Nature Cost: 10exp
1 Action 30ft 7 days
You compel a Tiny or smaller Critter to go to a
spot you designate, or a Target you are familiar
with. You can attach a message to this animal
before sending them off.

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Animate Dead Tier 4 Anti-tech Field Tier 6
Necromancy Arcane/Spirit Cost: 50exp Abjuration All Cost 60exp
2 Actions Touch Instant (C) 2 Actions 100ft 1 Hour
You create a Zombie or Skeleton from a body that Within a 20ft AOE Sphere, Gadgets and
you touch. The body must be mostly intact for a Machines cease to function. Any effect created by
Zombie, though replacements may be made. a Gadget or Machine that enters the effected area
Skeletons must have all bones, though also ceases function. You may increase the
replacements may be made. When casting this duration and AOE by increasing Backlash DC. For
Spell, add the Tier of the Target to the Backlash every point of Backlash you add increases the
Check and Lucidity Damage, lower the Tier by 2 AOE by 5ft and the duration by 1 hour. A
for Skeletons. The Tier is not added in when Clockwork who is completely within an Anti-tech
calculating for Concentration. Field must make a Grit Save or become
Paralyzed. This does not effect things caused by
Animate Rope Magic.(P)
Tier 1
Transmutation Arcane Cost: 10exp
Anti-Summoning Field Tier 2
1 Action 100ft 1 Round
Abjuration All Cost 20exp
You animate a nonliving rope, or rope-like object
2 Actions 100ft 1 Hour (C)
to spring to life and obey your commands. The
commands are “coil” (form a neat, coiled stack), Within a 20ft AOE Sphere, all attempts to cast a
“coil and knot,” “loop,” “loop and knot,” “tie and Conjuration or Summoning Spells receive a +10 to
knot,” and the opposites of all of the above their Backlash Check. You may increase the
(“uncoil,” and so forth). You can also have it duration and AOE by increasing Backlash DC. For
Grapple and Bind a Target. It has an Athletics every Backlash you add increases the AOE by 5ft
score equal to your Arcane skill. and the duration by 1 hour. (P)

Anti-magic Field Tier 6 Barkskin Tier 2


Abjuration All Cost 60exp Transmutation Nature Cost: 30exp
2 Actions 100ft 1 Hour 1 Action Touch 1 Hour
Within a 20ft AOE Sphere, Spells cannot be cast, This Spell toughens a Targets skin, giving them a
and any Spells currently active are Dispelled. total of 2 Natural Soak for the duration. This does
Any Spell entering the field is also Dispelled. not stack with any Natural Soak the Target
Summoned Creatures and Objects, excluding already has, or any Spell that gives them Natural
Familiars, are also Dispelled. Magical items do not Soak.
function within the field, but retain their magical
properties. You may increase the duration and Bleed Tier 0
AOE by increasing Backlash DC. For every point
of Backlash you add increases the AOE by 5ft Necromancy Arcane/Spirit Cost: 10exp
and the duration by 1 hour. This does not effect Minor 30ft Instant
things caused by Gadgets or Machines. (P)
You cause a Downed Target who has Stabilized,
or been Stabilized, to resume Bleeding.

Bless Tier 1
Abjuration Spirit Cost: 20exp
2 Actions Self 1 Min
Everyone in your Posse, who is within 50ft,
receives a +1 to all Skill Check rolls for the
duration. The Bonus from Bless does not stack.

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Bless Water Tier 1 Costume Change Tier 1
Abjuration Spirit Cost: 10exp Conjuration All Cost 10exp
1 Action Touch Instant Minor Self Instant
You touch a container that is holding no more You touch a suit of Armor or an Outfit that is not
than 1 pint of water, and imbue it with Spirit currently in use and it is instantly donned. If
Magic, turning it into Holy Water. what you were wearing cannot fit under the new
outfit, it is placed, neatly folded, where the
Blur previous Armor or Outfit was.
Tier 2
Illusion Arcane Cost: 25exp
Counter Spell Tier 3
1 Action Touch 1 min
Abjuration Arcane/Nature Cost: 30exp
You increase the Dodge of the Target you touch by
Reaction 100ft Instant
+2 for the duration.
When you see a Target casting a Spell or
Cause Fear activating a Gadget, if they are within range you
Tier 1
may use your Reaction to increase the Backlash
Enchantment All Cost: 20exp Check of the Spell being cast by your Magic Skill,
1 Action 50ft Instant which may cause them to take Lucidity Damage.
If they still succeed in casting the Spell, if the
The Target of this Spell must make a Willpower Spell is Tier 2 or lower it does not take effect. If
Save, or be Frightened of the caster. the Spell is above Tier 2 the Caster of the Spell
and the Caster of Counter Spell must make an
Cleanse Tier 2 opposed Magic Skill Check, the Caster using
whatever Magic Skill they used to cast the Spell
Abjuration Nature/Spirit Cost: 30exp and the caster of Counter Spell using the Skill
1 Action Touch Instant that was used to cast Counter Spell. If the caster
of the other Spell loses the opposed Check the
Immediately end a single negative Condition that Spell fails, otherwise the Spell goes off as
the touched Target is suffering from. normal. Counter Spell can be Counter Spelled, but
not by the caster of the Spell being Counter
Comprehend Languages Tier 1 Spelled.
Divination All Cost: 10exp
1 Action Self 10min (C)
Create Food & Water Tier 3
Conjuration Nature/Spirit Cost: 30exp
You can understand any spoken language, as well
as read any form of writing. However you cannot 10 min 30ft Instant
speak or write those languages. Any writing can
You create enough food and drink to feed 12
only be understood in the most literal of way and
Medium Targets for a day. A Large Target counts
does not give you the ability to break codes.
as 2. The food is bland. The food becomes
inedible and the water evaporates after 24 hours.
Confusion Tier 3
Enchantment Arcane/Nature Cost 30exp
1 Action 100ft 1Min (C)
You cast a 15ft AOE Cube, all living Targets within
the AOE make a Willpower Save. Failure; Targets
gain the Confused Condition for the Duration.

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Cure Wounds Tier 1 Delay Poison Tier 0
Necromancy Nature/Spirit Cost: 20exp Abjuration Nature/Spirit Cost: 5exp
1 Action Touch Instant 1 Action Touch 1 Hour
You place your hands on a Target, returning 2 Any Poison effect that the Target is under is
Wounds to them. This cannot raise them above suspended for the duration of the Spell, but
their maximum Wounds. An Undead Target continues when it expires. The Target under the
instead receives 2 Damage. You may Increase the Poison effect does not make Saves against the
amount of Wounds that a Target regains by Poison while it is suspended.
increasing Backlash, granting 1 additional Wound
for every Backlash added. Undead also take 1 Detect Magic Tier 0
additional Damage for every 2 Backlash added.
Divination All Cost 10exp
Damp Powder Tier 1 1 Action Self 10min (C)
Transmutation All Cost: 20exp This Spell allows you to see any magical object or
magical area within 60ft of you. Any object or
1 Action 40ft Instant
area gives off a soft shimmery glowing aura. A
You target a Firearm within range, the subject magical area, which is anything under the effects
makes a Willpower Save to negate, if they fail, of a Spell, including people, also gives off a
the next shot in their Firearm is a dud and their shimmering aura. You can easily tell the
attack automatically fails and causes their gun to difference between a magical object or a magical
Jam. area. Focusing on the aura for 1 Round allows you
to determine the School of Magic it belongs to, if
Darkness it belongs to one. Yellow is Abjuration. Orange is
Tier 2
Conjuration, White is Divination, Cyan is
Evocation Arcane/Nature Cost: 20exp Enchantment, Crimson is Evocation, Purple is
1 Action Touch 1min Illusion, Lime is Necromancy, Gray is
Transmutation. This Spell cannot see through 1ft
This Spell causes an object or point to radiate a of wood, 6in of stone, 1 inch of metal, or any
20ft AOE Cube of magical darkness. All Targets thickness of lead.
within gain +10 to their Dodge. (P)
Disguise Self Tier 1
Darkvision Tier 2
Illusion Arcane/Nature Cost 15exp
Divination Arcane Cost 20exp
1 Action Self (C)
1 Action Touch 24 Hours
You make yourself and everything you are
The Target that you touch gains Darkvision for wearing and carrying, appear as something else.
the duration of the Spell. (P) You can appear 1 foot shorter or taller, and any
body shape. If a Target becomes suspicious of
Daylight Tier 3 your appearance, or are on high alert, they may
make a Perception Check against your Magical
Evocation All Cost: 30exp Skill +15 in order to see through your disguise.
1 Action Touch 10 min Any Target who touches you or investigates
physically immediately becomes suspicious and
You touch an object and it begins to radiate gains a +10 for seeing through the disguise.
Daylight in a 60ft AOE Sphere. (P)

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Dispel Magic Tier 3 Elemental Brand Tier 6
Abjuration All Cost 40exp Transmutation Arcane Cost 50exp
1 Action 100ft Instant Minor 30ft 1 Hour
You immediately end any Spell of Tier 3 or lower All those that you designate within range receive
within range. If the Spell is above Tier 3 the a rune of an element that you choose, on a
Caster of the Spell and you must make an location that can be seen. This rune gives off light
opposed Magic Skill Check, the Caster using as if it were a torch. All Targets marked by your
whatever Magic Skill they used to cast the Spell Elemental Brand receive no Damage from any
and you using any Magic Skill that you used to Spell you cast that deal that type of Damage.
cast Dispel Magic. If the caster of the other Spell Additionally all Targets gain a +2 to Damage of the
loses the opposed Check the Spell ends, element you designate, and gain Resistance to the
otherwise the Spell remains as normal. type of Damage from other sources.

Earth Manipulation Tier 0 Erase Tier 1


Evocation All Cost: 10exp Transmutation Arcane Cost: 10exp
1 Action 30ft instant 1 Action 30ft Instant
Using this Spell allows for the most basic You remove the writing off of about 1 pages worth
manipulation of the dirt or sand around you. You of surface. Magic writing must be Touched to
can effect anything within a 5ft square, and erase.
effects only last at most 1 Hour. Nothing you can
do with this Spell is forceful enough to actually Fabricate Tier 5
cause Damage. Some examples are:
-Cause the ground to jut up, effectively creating Transmutation Arcane Cost: 50exp
cover. Special 30ft Instant
-Excavate the area.
-Cause shapes or patterns to appear on the You convert raw material into a product that is of
ground, or even on stone. the same material. The quality of the item is of
-Make the area difficult terrain, or make difficult Poor Quality, but can be increased one quality
terrain normal. category for ever 2 Backlash added. The casting
time is equal to 2 Rounds per 5 cubic ft. of
material. This also requires the caster to draw a
Earth Mastery Tier 4 crude example of the object on the material with
Evocation All Cost: 50exp a piece of Magical Chalk.
1 Action 120ft Instant (C)
Fairy Fire Tier 1
Much like Earth Manipulation, Earth Mastery
allows you to effect the dirt and sand around you, Evocation Arcane/Nature Cost: 10exp
but with far larger effect and a greater affected 1 Action 400ft 10 min (C)
area. These can last up to 8 hours, and the
maximum effected area is a 15ft AOE Cube. Some All Targets within a 20ft AOE Cube of the point
examples of what you can do is: you designate are surrounded by pale lights that
-Raise the area up to the limit of the Spells AOE. shed the same light as a candle. Targets effected
-Excavate the area. take a -20 to Stealth Checks, and Invisible Targets
-Create tunnels through the area. do not gain the benefit from their invisibility.
-Cause a 5ft square of stone to turn into sand or You can choose what color Faerie Fire is when
dirt, or to turn that same area of sand or dirt into casting.
stone.
-Make the area difficult terrain.
-Create structures for the duration.

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Faithful Watchdog Tier 5 Find the Path Tier 5
Conjuration Arcane/Nature Cost 60exp Divination Nature/Spirit Cost: 40exp
1min 30ft Special 1 Action Self Instant
You conjure a magical ethereal Watchdog. You You immediately know the shortest, most direct
mentally designate anyone the Watchdog is to route to any destination that you know of, even if
allow in it's area, and alternatively you can it is just by name or a picture. This can also be
specify certain Targets who cannot. You can vague, as in finding the nearest cave, or clean
modify and alter this list, and the Watchdog is water source. This does not work on Objects or
mentally linked to you and can make decisions as living things, though it does work for plants.
you would as to who is friend or foe. This
Watchdog lasts 10 Hours, unless it enters combat. Find Traps Tier 2
Once it enters combat it will only last for 1
minute. It guards only the area that it is Divination Arcane/Spirit Cost: 10exp
summoned, a 30ft AOE Cube. The Watchdog has 1 Action Self (C)
an Awareness of 25 and sees invisible and
Ethereal Targets, but cannot see through solid You gain a +10 Bonus to Awareness, Perception
objects. If the Watchdog sees a Target of Small and Investigation Checks to find any traps.
size or larger that you have not designated as
allowed to pass, it begins barking loudly. If a Finger of Death Tier 7
Target who is not allowed into the area comes
within 5ft of the Watchdog, it stops barking and Necromancy Arcane/Spirit Cost: 80exp
attacks the Target. It has a Bite of +10 To Hit, and 1 Action Touch Instant
deals 4 Damage. This Damage is Magical and
bypasses the Soak of mundane armor. You make a Touch Attack against the Target, if
you succeed you deliver 20 Necrotic Damage to
the touched Target. The target may make a Grit
Familiar Contract Tier 1 Save, if they succeed they only take 10 Necrotic
Conjuration All Cost: 10exp Damage. If the Target is Undead, they instead
regain 20 Wounds, but they cannot go above
1 Hour 10ft Instant maximum Wounds this way.
You create a magical bond with one Critter, Insect,
or Vermin of size Small or smaller. Further Fire Breath Tier 2
explanation and examples for Critter Familiars
are listed in the Companions Chapter. Evocation All Cost: 25exp
Additionally, if the Critter you want is not listed, 1 Action Self Special
you may work it out with your Storyteller on
what its Bonus would be. You may spend 1 Action to breath a 15ft-Cone of
fire, dealing 1 Fire Damage to all those caught in
the cone. You may do this up to 3 times. When
Featherfall Tier 1 you have used all charges, or take a Long Rest, the
Transmutation All Cost: 10exp Spell ends. All unattended objects also take this
Damage, and lights flammable objects on fire. You
1 Minor 30ft 1 hour can increase the Damage by adding Backlash. For
The Target falls slowly, moving at 60ft per round, every 2 Backlash added it increases its Damage
and takes no Damage on landing, provided they by 1. Those caught in the Cone may make a
land before the Spell ends. The Spell is Physical Save, receiving Half Damage on a
immediately ended upon landing. If the Target is Success. You may cast this Spell multiple times,
still in the air when the Spell ends, they resume increasing how many charges you have, but the
falling as if falling from their current height. You Backlash increases by 1 for every charge you
may have this Spell effect multiple Targets by currently have, you also add in Backlash from
increasing the Backlash. You may select 1 more increasing Damage if you have done so.
Target per 1 Backlash you increase the Spell by.

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Fire Manipulation Tier 0 Fire Shield Tier 4
Evocation All Cost: 10exp Evocation Arcane/Spirit Cost: 40exp
1 Action 30ft instant 1 Action Self 10min (C)
Using this Spell allows for the most basic You create a large shield that hovers around you.
manipulation of fire around you. You can effect This is treated as a Heavy Shield, granting you a
any fire within a 5ft square, and effects only last +3 to Dodge and +1 Soak. You are not holding this
at most 1 Hour. Nothing you can do with this Spell shield, you do not need to be trained in Shields to
is forceful enough to actually cause Damage. receive the Bonus, and it stacks with any other
Some examples are: shield you are holding. Any Target who hits you
-Expand the flame to another square. with a Melee Attack takes 4 Fire Damage, and
-Extinguish all flames within a square, including may make Physical Save, taking Half Damage on
those on a Target who is on Fire. a successful Save. The shield sheds light as a
-Double or halve the light cast be a flame, change Torch.
its color, or both.
-Shape the flame into simple shapes, such as Fire Storm Tier 8
vague objects, places, or creatures. You may also
animate these shapes. Evocation Arcane Cost: 90exp
2 Actions 100ft 1 Min (C)
Fire Mastery Tier 4 You create a storm of raining fire that covers a
Evocation All Cost: 50exp 50ft AOE Sphere, or two 25ft AOE Spheres.
These origin of these storms are 40ft in the air,
1 Action 120ft Instant (C)
All those within who are not under cover take 5
Much like Fire Manipulation, Fire Mastery allows Fire Damage. All those caught in the rain must
you to effect the fire around you, but with far also make a Physical Save. Failure; Targets gain
larger effect and a greater affected area. These the Fire Burning Condition.
can last up to 8 hours, and the maximum affected
area is a 15ft AOE Cube. Some examples of what Fireball Tier 3
you can do is:
-Cause unattended flammable Objects to combust. Evocation Arcane Cost: 30exp
-Expand the flame in all directions. 1 Action 400ft Instant
-Triple a light source, or cause it to give off no
light at all. A Fireball deals 1 Fire Damage in a 20ft AOE
-Take control of any magical fire within range. Sphere Spread, meaning it snakes around
-Increase the intensity of a flame, effectively corners, down hallways, and around cover, from a
making it burn faster and hotter, dealing Double point you designate until it fills all squares it
Damage. would normally, overlapping if they cannot
-Cause a Target who is on fire to be unable to spread out. Casting indoors is not recommended.
extinguish themselves, except by water or All unattended Objects also take this Damage, and
magical means. lights flammable Objects on fire. You can increase
the Damage by adding more Backlash. For every 1
Backlash you add it increases its Damage by 1.
Those caught in the AOE can make a Physical
Save, taking half Damage if they succeed.

Firebolt Tier 0
Evocation Arcane Cost: 10exp
1 Action 100ft Instant
You make a Spell Attack at a Target, dealing 1 Fire
Damage if it hits. If the total number on your die
roll is above 20, the Target is now on fire.

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Flesh to Stone Tier 6 Fog Cloud Tier 2
Transmutation Arcane/Nature Cost: 50exp Conjuration Arcane/Nature Cost: 25exp
2 Actions 100ft Instant 1 Action 100ft 10min
You select one Target and force them to make a You create a thick fog bank that immediately
Grit Save. Failure; Target and everything they are billows out from the point you designate, filling a
carrying is Petrified. The Target must be alive in 20ft AOE Cube. All Targets within the fog receive
order to be affected. The Petrified Target is not Partial Cover and Targets cannot see more than
Dead, but it is not technically alive either. 20ft through the fog. You may increase the
duration and AOE by adding Backlash. For every
Floating Disk 1 Backlash you add increases the AOE by 5ft and
Tier 1
the duration by 10min.(P)
Conjuration Arcane Cost: 10exp
2 Actions 10ft 1 Hour Force Sword Tier 2
You create a slightly concave disk of force that Conjuration All Cost: 25exp
floats 3ft above the ground. The disk is 3ft in
1 Action Self 10min
diameter and 1in thick. It can hold up to 10 Bulk. It
follows you, moving at a maximum speed of 40ft, You summon a +1 Longsword made of pure force.
and maintains a distance that you designate, with This item has no bulk value and immediately
a maximum of 10ft. The disk treats liquids as reforms if it should be destroyed. For every 2
ground. At the end of its duration, or if you move Backlash you add when casting, you increase the
outside of 30ft and it cannot move to keep up, the weapon Bonus by +1.
disk winks out of existence, and anything that
was on it falls to the ground. Freezing Sphere Tier 6
Evocation Arcane Cost: 65exp
Flurry of Snowballs Tier 2
2 Actions 400ft Instant
Evocation Arcane/Nature Cost: 25exp
You create a frigid globe of cold energy at the
1 Action Self Instant
location you designate, where it explodes in a
You create a 30ft-Cone flurry of snowballs, filling 40ft AOE Sphere. This deals 4 Cold Damage to all
up the cone and battering all Targets within. All Targets within the AOE, who may make a Grit
Targets within the cone take 1 Cold Damage. You Save, on a successful Save the Target takes Half
can increase the Damage by adding more Damage. Failure; Target is Frozen for 3 rounds. A
Backlash. For every 2 Backlash you add it Target may only be Frozen by this Spell once per
increases its Damage by 1. A Target in the Cone day. This Spell also freezes all liquids to a depth
may make a Physical Save, taking Half Damage of 6 inches within range. You may also hold the
on a success. Spell for 5 Rounds. Firing the held Spell takes 1
Action. If you fail to fire the Spell or are Downed
Fly while holding it, the Spell immediately goes off
Tier 3
and you automatically fail the Save.
Transmutation All Cost: 40exp
1 Action Touch 10 Min (C) Frigid Touch Tier 2
The Target touched gains a fly speed of 60ft if Evocation Nature Cost: 30exp
their Bulk is under 6. If their Bulk is over 6, they
1 Action Touch Instant
have a fly speed of 40ft. You treat every 5ft as
10ft when ascending, and treat every 10ft as 5ft You deal 3 Cold Damage to the Target, and they
when descending. If you are not on a solid surface are Distracted.
when the Spell expires you are immediately
under the effects of the Feather Fall Spell.

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Frost Fall Tier 3 Gaseous Form Tier 3
Evocation Arcane/Nature Cost: 30exp Transmutation Arcane/Spirit Cost: 40exp
1 Action 30ft 2 Rounds 1 Action Touch 5 Min (C)
You create a 5ft AOE Sphere that deals 2 Cold The Touched Target must be willing, or the Spell
Damage to all Targets within it and gives them the fails automatically. The Target and all of their
Distracted Condition. Those caught in the Sphere gear becomes an insubstantial, misty, and
may make a Grit Save, Halving the Damage and translucent shape of themselves. They cannot
preventing the Distracted if they Succeed. You attack or interact with Objects, and gain a Soak of
can increase the Damage by adding more 5 against Magical Damage. All non-magical forms
Backlash. For every 2 Backlash you add it of attack deal no Damage. The effected Target can
increases its Damage by 1. move at a rate of 20ft in any direction and can
pass through small holes or narrow openings,
Frostbite even cracks. Winds effect the Target, and they
Tier 1
cannot enter liquids. The Target under the effects
Transmutation Nature Cost: 20exp of the Spell can end it at any time. If there is not
1 Action Touch Instant enough room for the Target to fully form, they
suffer 20 Damage and are forced into the nearest
You deal 3 Nonlethal Cold Damage to the Target. A space that they can fit.
Target can only be effected by this Spell once.
Gate Tier 9
Frost Aura Tier 4
Conjuration Arcane Cost: 100exp
Evocation Arcane/Nature Cost: 50exp
1 Min 100ft Instant
1 Action Self 1 Min (C)
Casting a Gate Spell has 2 effects but you do not
You gain the Cold subtype and become immune to need to activate the second.
Cold Damage. You cannot be Frozen. You are First, it creates an interdimensional portal
Resistant to Fire Damage. If you already have the between The Realms of Existence to a Realm that
Cold Subtype you emit a 10ft AOE Sphere of cold you specify, allowing travel between the two. This
centered on you. Anyone who enters the AOE Gate can be held open for 1 Min. You may also
suffers 2 Cold Damage and must make a Grit choose a location on that Realm if you have been
Save. Failure; Target is Frozen for 3 rounds. A to that location or have seen it.
Target may only be Frozen by this Spell once per Second, you may call forth a particular individual
day. The effects of this Spell stack if cast multiple or being that you know of that exists in that
times, counting as a different Spell each time. Realm through the Gate.
The Gate itself is an upright ring 5ft to 30ft in
Fumbletongue Tier 1 diameter.(P)
The Gate needs to be drawn using two pieces of
Enchantment Nature/Spirit Cost: 10exp Magical Chalk, expending all uses both pieces
1 Action 30ft 1 Min have.
The Target makes a Willpower Save. Failure; the
Target is unable to speak intelligibly. Every
attempt to talk, in any language, comes out as
useless gibberish. This also includes casting
Spells or saying command words to activate
magic items. The Target may spend 2 Actions to
make another Willpower Save if they are aware
they are under a Spell.

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Gaes Tier 6 Glibness Tier 3
Enchantment Arcane/Spirit Cost: 70exp Enchantment Nature/Spirit Cost: 30exp
10 Min 30ft Special Minor Self 10 Min
The Target must succeed at a Willpower Save or You gain a +10 to Moxy Checks involving
come under the effects of the Spell, a Target may speaking. If you are magically or chemically
automatically fail this Save. being forced to tell the truth, you may lie.
You force a magical command on a Target to
carry out some service or to refrain from some Glitterdust Tier 2
action or course of activity for a certain amount
of time, as desired by you. The Target must be Conjuration Arcane/Nature Cost: 25exp
able to understand you. While a Gaes cannot 1 Action 100ft 1 Hour
compel a Target to kill itself or perform acts that
would result in certain death, it can cause almost You create a 5ft AOE Cube burst of sparkling
any other course of activity. The Target must glitter at a point you designate. Anyone caught in
follow the given instructions until the Gaes is the burst must make a Willpower Save or be
complete, no matter what. If the subject does not Blind for the duration. A Target Blinded by
obey the Gaes, it receives an accumulating -2 to all Glitterdust may spend an Action to make another
Ability Scores per 24 hours they do not attempt Save attempt to end the Blind effect. All those in
the task. These penalties are removed 24 hours the effected area are also covered in irremovable
after the Target resumes obeying the Gaes. glitter for the duration regardless of if they Saved,
the glitter outlines invisible things, eliminating
their Bonus for being invisible. Any Target
Ghost Sound Tier 0 covered in the glitter receives a -20 to Stealth
Illusion All Cost: 10exp Checks. All Targets hit, and the caster, will find
bits of glitter on themselves for the next several
1 Action 30ft Instant
weeks.
You create one sound of your choice from a
selected square. You can control the volume of Globe of Invulnerability Tier 6
this sound, though you cannot make it loud
enough to cause discomfort. You can have the Abjuration Arcane Cost: 60exp
sound last for a maximum of 1 min. Targets who 2 Actions Self 1 Min
hear the noise make a Willpower Save to
disbelieve.(P) You create an immovable shimmering 10ft AOE
Sphere around you. All Spells of Tier 5 and
lower automatically fail if cast within the sphere,
Ghost Wolf Tier 4 and any Spell of those Tiers that contact the
Conjuration All Cost: 40exp sphere do not enter it, nor do they continue past
it. Also any Magical Item ceases to function
10 Min 5ft 24 Hours
within. No one receives Damage from any source,
You create a Large semi-real wolf-like creature unless it is from a Spell above Tier 5. (P)
made of dark smoke. The wolf may be ridden by
it's caster. The wolf is treated as the Wolf Gloomblind Bolt Tier 3
Companion, but is size Large, has 10 Wounds, has
a +8 To Hit Bite Attack and has the Trip Talent. Evocation Arcane Cost: 35exp
Once the Wolf makes it's first Bite attack, it will 1 Action 100ft Instant
only last for 5 rounds before the Spell ends.
You create a bolt of dark energy that deals 2
Necrotic Damage to the Target. The Target must
Ghoul Touch Tier 2 make a Physical Save, coming Blind for 1 Round
Necromancy Arcane Cost: 30exp if they fail. You may cast additional bolts by
adding 2 Backlash per bolt, the Targets of these
1 Action Touch Instant
new Bolts must be within 30ft of the initial
You make a Touch Attack, if you hit the Target Target.
must make a Grit Save. Failure; Target is Stunned
for 5 Rounds.

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Glue Coat Tier 1 Grease Tier 1
Conjuration Arcane/Nature Cost: 15exp Conjuration Arcane/Nature Cost: 20exp
1 Action 30ft 1 Min 1 Action 30ft 1 Min
You coat a 5ft solid surface, or an Object in a You cover a 5ft AOE Cube of solid surface with a
thick layer of invisible glue. A Target who is in layer of invisible slippery grease. Any Target
the area at any point must make a Physical Save, entering or moving in the area must make a
becoming Grappled on a failed Save. You cannot Physical Save, falling Prone on failure. An object
Drag a Target Grappled this way. may also be covered by the grease, forcing anyone
If it is an Object, the Target must make the same attempting to hold or pick up the item to make a
Physical Save to try to keep from becoming stuck Physical Save, dropping the item on a failed roll.
to the object. If they grabbed the object, they Grease is flammable.(P)
cannot use that hand for normal actions. An
object covered in the glue is not considered stuck Guidance Tier 0
to whatever surface it is on.
The Target may attempt to break the Grapple as Divination Nature/Spirit Cost: 10exp
normal against your Magic DC.(P) 1 Action Touch 1 Min
You grant the touched Target a +2 to a single die
Goodberry Tier 1 roll. The Target may choose to apply this Bonus
Transmutation Nature Cost: 10exp after the roll is made. Guidance cannot be
stacked.
1 Action Touch 24 Hours
You can touch up to 5 freshly picked berries to Guiding Star Tier 2
turn them into magical berries. These magical
berries are treated as a full meal, and recover 1 Divination Nature/Spirit Cost: 20exp
Wound. Berries last for 24 hours before they rot 1 Min Self Special
and lose their magical properties.
You form a special bond with a certain area that
you can see when you cast this Spell. This
Grasp Tier 0 location may occupy up to a 50ft Sphere. You
Abjuration All Cost: 5exp always know the direction of that area and how
far away it is, unless you are in another Realm of
Minor Self Instant
Existence. You cannot fail to Teleport to the
If you fail an Acrobatics or Athletics Check, you location, or to Scry on it. You can only bond with
may immediately cast this Spell and attempt one area, and if you cast the Spell at another spot
another Check, with a +10 Bonus. you lose the original location.

Grave Words Tier 0 Gullibility Tier 3


Necromancy Spirit Cost: 10exp Enchantment All Cost: 30exp
1 Min Touch 1 Round Minor 30ft 10 Min
You touch a corpse, and if it was able to speak The Target makes a Willpower Save to negate, if
when it was alive it begins to recount the last few they fail they receive a -10 to any Sense Motive
minutes of it's life. It must have an intact jaw to Checks. The Target wants to believe any lie told
speak and speaks the racial language that it knew to them, no matter how far-fetched, and will
in life. This does not work on undead Targets and automatically fail any Saves to determine
cannot be cast on the same corpse twice. illusions.

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Gust of Wind Tier 2 Halt Undead Tier 3
Evocation Arcane/Nature Cost: 20exp Necromancy Spirit Cost: 35exp
1 Action 60ft 2 Rounds 1 Action 100ft 2 Rounds
You create a severe blast of wind, reaching about You target up to 3 Undead Targets. They make a
50 mph. This blasts Origin Point originates from Willpower Save, if they fail they are Paralyzed.
you, effecting all Targets in its 60ft path. All
flying Targets must make a Physical Save, being Hardening Tier 6
blown back 5ft multiplied be however much they
failed the Save. All Targets on the ground must Transmutation Arcane Cost: 50exp
also make a Physical Save. Tiny or smaller 1 Action Touch Permanent
creatures are blown back 5ft multiplied by
however much they failed the Save. Small You touch an object with a volume less than 10
creatures are knocked Prone. Medium creatures cubic feet, and increase the objects HP by 10, and
cannot move towards the wind. Large or larger its Hardness by 5. This can only be cast on an
creatures are unaffected. The Spell cannot move Object once. This also costs a gem worth at least
a Target beyond its range. All Targets also receive 1000 Silver.
a -5 to Perception. Any unprotected flame is
automatically extinguished. Otherwise this wind Harvest Season Tier 2
can do anything you would expect a wind of this
speed to do, such as spraying up sand and dirt, Transmutation Nature Cost: 20exp
fanning a large flame, blowing away gases and 1 Min 30ft Instant
vapors, or filling the sails of a ship.(P)
You select one plant within range. The plant
immediately flourishes, going through its cycle
Hallow Tier 5 until it bears fruit, or grain. If the plant normally
Abjuration Nature/Spirit Cost: 50exp does not bear fruit, it instead produces tasty
edible flowers. Foods that are normally poisonous
24 Hours Touch Permanent are safe to be consumed. The plant produces
You create a 40ft AOE Cube from the spot that enough food to feed 10 Medium size creatures,
you touch. This AOE is now Hallowed ground. Large creatures eating the equivalent of 2
Undead cannot enter the area, and any undead in Medium, and Small creatures eating half and
the area immediately flee if they are under Tier increases or decreases in the same manner for
3. An undead cannot be created within the area. other sizes. This Spell nourishes, fertilizes, and
Any healing Spell cast within the area heals pollinates the plant, not harming it in any way.
twice the amount Wounds. Curses cannot effect
Hallowed ground. Nature and Spirit Spells Haste Tier 2
decrease their Backlash Check by 5. The area can
be increased by 5ft for every additional 2 Transmutation Arcane Cost: 20exp
Backlash added. 1 Action 30ft 1 Min (C)
The Target gains a +2 to Dodge and all Saves, and 1
Hallucinatory Terrain Tier 4 additional Action per turn for the duration. Their
Illusion Arcane/Nature Cost: 50exp movement speed is increased by 1.5x. If the
Target is being affected by the Slow Spell, casting
10min 400ft 2 Hours Haste on them dispels it and gives them Haste. A
You select a 40ft AOE Cube, and completely alter Target is Stunned for 2 Rounds when the Haste
its appearance, including sounds and smells in the Spell ends.
area. A Target must make a Willpower Save to
discern if they can see through the illusion. (P)

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Heal Tier 6 Hidden Blades Tier 2
Necromancy Nature/Spirit Cost: 65exp Illusion Arcane Cost: 20exp
1 Action Touch Instant Minor Touch 10min
You immediately end all Conditions on the You render all the weapons that a Target is
Touched Target and return them to their carrying invisible. The Target receives a +20 to
Maximum Wound count. If cast on an Undead Sleight of Hand Checks to hide their weapons.
creature, it must succeed at a Grit Save, or suffer The Target also gains a +5 when attempting to
10 Wounds. An Undead Target Downed by this is Feint.
Destroyed.
Hide Campsite Tier 2
Healing Flames Tier 4
Illusion Arcane/Nature Cost: 20exp
Necromancy Spirit Cost: 50exp
1 Min 30ft 12 Hours
1 Action Self Instant
You create a 20ft AOE Sphere that appears from
You create a 10ft AOE Sphere burst centered on the outside to be impassible and dangerous
yourself. All Targets within the burst heal 3 terrain. Those outside cannot smell any
Wounds. Undead Targets must succeed a Grit campfires or cooking, they cannot hear
Save or receive 3 Radiant Damage, Halved if they conversations, loud noises, or Spells being cast,
succeed. and they cannot even feel heat or wind from the
area. Those inside see a softly shimmering
Healing Token sphere around them at the boarder, but otherwise
Tier 2
it appears as if there is nothing out of the
Necromancy Spirit Cost: 20exp ordinary. Anything in the area cannot be found
1min Touch 24 Hours with the Locate Spell. Also any attempt to Scry a
Target within the area gives the Target a +10 to
You touch up to 3 Objects, imbuing them with their Willpower Save.(P)
your magical abilities. Each Object holds 2
Healing Points. It is an Action to use these
Healing Points, and anyone can use these Healing
Hold Target Tier 5
Points if they know they are there. This Spell Enchantment All Cost: 55exp
cannot be cast again until all charges have been
1 Action 100ft (C)
used, or the Spell expires.
You select one Target, who may make a
Heroes' Feast Willpower Save, becoming Paralyzed if they fail.
Tier 6
The only thing the Target may spend their
Conjuration All Cost: 60exp Actions on is using 2 to repeat their Save, they
10min 10ft 12 Hours also get a Save whenever they receive Damage.

You create a grand feast, including tables, chairs,


invisible servants, food and drink. The feast
Hold Portal Tier 1
takes 1 hour to consume, and feeds up to 20 Abjuration Arcane Cost: 10exp
Medium creatures, Large creatures eating the
1 Action 100ft (C)
equivalent of 2 Medium, and Small creatures
eating half and increases or decreases in the You concentrate on a door, gate, or window,
same manner for other sizes. All Targets eating holding it shut. This adds a +20 to the DC to force
are cured of all Poisons and Diseases they are the Target open, or to pick a lock on the Target.
under the effect of, and heal 5 Wounds. For the Knock or Dispel Magic immediately end Hold
next 12 hours after finishing the meal, all Targets Portal. (P)
gain an addition 3 Temporary Wounds, and gain
+4 to all Skill Checks and saving throws. If the
feast is interrupted for any reason, the Spell is
ruined and all effects are negated. This Spell
requires a Goblet worth 200 Silver, which is
consumed when the Spell is cast.

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Hungry Earth Tier 5 Hypnotic Pattern Tier 2
Transmutation Arcane/Nature Cost: 55exp Illusion Arcane/Nature Cost: 30exp
1 Action 100ft 10min (C) 1 Action 100ft 1min (C)
You focus on a 20ft AOE Cube, the ground You create a 10ft AOE Cube of twisting patterns
becoming seemingly sentient, hungrily devouring and shifting colors, that Distract all Targets
any living thing that walks across it. Immediately within. Every Target within the area must make a
at the beginning of each of your turns, any living Willpower Save, gaining the Distracted Condition
creature on the ground in the area, or any living if they fail. The AOE lingers and effects any
creature on the ground that enters the area at any Target that moves through it, or ends their turn
time, must succeed at an opposed Grapple Check, inside it. Moving out of the AOE does not end the
the ground uses your Arcane or Nature to make Targets Distraction, but they may spend 1 Action
its Check. A Grappled creature is pulled 3ft down to attempt another Save to remove the condition
and 5ft towards the center down. A creature who once they are out.(P)
is fully buried must Hold Their Breath or begin
Suffocating. If a Target succeeds the Grapple Hypnotism Tier 1
Check they may move as normal if they are not
buried. If the Target is buried and succeeds, they Enchantment Arcane/Nature Cost: 10exp
may move back up 3ft. Hungry earth continues to 1 Action 30ft 5 Rounds (C)
pull a Target down to a maximum depth of 50ft.
When the Spell ends, the DC for escaping You gesture and speak to a Target in a droning
becomes 10.(P) voice, causing the Target to make a Willpower
Save. Failure; Target is Stunned for the duration.
Hunter's Blessing Tier 5
Ice Spears Tier 3
Enchantment Nature Cost: 50exp
Evocation Arcane/Nature Cost: 35exp
1 Action 60ft 24 Hours
1 Action 30ft Instant
You may select up to 5 Targets, all of which must
be within 30ft of each other. All Targets gain a +2 You summon 5 spears made of ice that float
to all Checks and Saves, including Initiative rolls. around you, these will remain floating above you
You also gain a +5 to Tracking the Targets. for 3 Rounds before melting. You may spend 1
Action to command any number of spears to
shoot at any Target or Targets within range,
Hunter's Eye Tier 2 making an attack roll against them. These spears
Divination Nature Cost: 20exp deal 2 Cold Damage if they hit.
1 Action 100ft 10min
You mark one Target that you can see, and for the
duration the Target cannot hide from you, even if
it is invisible or ethereal. You also ignore any
concealment for the Target, such as granted by fog
or smoke, or invisibility.

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Ice Storm Tier 4 Image, Silent Tier 1
Evocation Arcane/Nature Cost: 50exp Illusion Arcane/Nature Cost: 10exp
1 Action 100ft 10min (C) 1 Action 400ft (C)
You create a storm of heavy hail that covers a You create a basic illusion of an Object, Target, or
50ft AOE Sphere, or two 25ft AOE Spheres. The force that fits within a 5ft square. This illusion
origin of these storms is 40ft in the air. All those creates no sound, smell, texture or temperature.
within who are not under cover take 3 Cold You can move the image within the limit of the
Damage, which is only taken when the Spell is range. A Target must make a Willpower Save in
first cast. All those caught in the hail must also order to see through the illusion. The image
make a Physical Save, gaining the Stunned immediately disappears when struck, unless you
Condition if they fail. Vision and hearing within use your Reaction to make it act appropriately.(P)
the storm is reduced to 20ft. Any Target who
attempts to move through the storm moves at Half Image, Minor Tier 2
Speed. If a Target attempts to move more than
half their movement, such as taking multiple Illusion Arcane/Nature Cost: 20exp
move actions or Running, they must make a 1 Action 400ft (C)
Physical Save every 10ft, falling Prone if they
fail. This Spell acts Silent Image, but you increase the
area to a 10ft Cube and you can include minor
sounds, but nothing complex, such as
Icicle Dagger Tier 1 understandable speech. A Target must make a
Evocation Arcane/Nature Cost: 20exp Willpower Save in order to see through the
illusion. The image immediately disappears when
Minor Self 10mins
struck, unless you use your Reaction to make it
You create a single dagger, made of ice. This act appropriately.(P)
functions as a +1 Dagger that deals Cold Damage.
For every 3 Backlash you add when casting, you Image, Major Tier 3
increase the weapon Bonus by +1.
Illusion Arcane/Nature Cost: 30exp
Icy Prison Tier 5 1 Action 400ft (C)
Evocation Arcane Cost: 60exp This Spell acts as Silent image, but you can create
sounds, smells, and thermal illusions within a
1 Action 100ft 1min (C)
20ft cube. A Target must make a Willpower Save
You trap a Target in ice. The Target may make a in order to see through the illusion. The image
Physical Save. If they fail the Save, they are immediately disappears when struck, unless you
considered Helpless for the duration. If they use your Reaction to make it act appropriately.(P)
succeed, they become Grappled, being forced to
make their Grapple Checks against your Arcane Impenetrable Veil Tier 5
skill in order to escape. The encased Target gains
Full Cover. The ice has 5HP and a Hardness of 10, Abjuration Arcane/Nature Cost: 50exp
and if it is broken the Target is freed. 2 Actions Touch 1 Hour
The Touched Target becomes utterly impossible
Identify Tier 1 to detect by mundane or magical means. Though
Divination Arcane/Nature Cost: 15exp they are not invisible, they gain a +20 to Stealth
Checks, and their Stealth also applies to Targets
1 Action 60ft 5 Rounds
who can see by unnatural means, even Talents, or
You focus on an item, and once the Spell expires True Sight.
you know every magical or mechanical property
the item has, if any. You also know many details
about the object, such as what it is and what it is
made of, as well as how much it is worth. You do
not, however, know if the item is cursed.

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Implosion Tier 9 Insanity Tier 7
Evocation Spirit Cost: 100exp Enchantment Arcane Cost: 80exp
2 Actions 30ft Instant (C) 2 Actions 100ft Instant
You focus on a Target and cause a destructive The Target makes a Willpower Save, if they fail
resonance on the very life force within a they gain the Confused Condition. The only way
corporeal Target's body, who must make a Grit to end this Condition is to cast Remove Curse,
Save. If the Target is Undead, they must make this Heal, Miracle, or Wish.
Save twice. If they fail the Save, they receive 10
Damage, or half as much if they Saved. You may Insect Scouts Tier 2
cast this Spell again on your next turn without
spending an Action, but you must choose a new Conjuration Nature Cost: 20exp
Target who has not been effected by Implosion 2 Actions 30ft 8 Hours
during this casting chain and is within 30ft of the
last Target. The cascading nature of this Spell You summon up a smattering of insects all of Fine
ends if you do not, or cannot, cast it one turn, or size, who over the course of 8 Hours scout out the
you become unable to cast Spells. This Spell does surrounding area to a distance of 10 Mile. They
not effect Targets in a gaseous form or inform you of any Targets, structures, bodies of
incorporeal Targets. Undead Targets Downed by water, and natural hazards within the 10 Mile
this Spell are Destroyed. radius, though they cannot give you specific
details on any of these. For instance they cannot
tell you what a Target is, or how big a building is,
Incendiary Cloud Tier 8 but they can tell you if the Target is bigger or
Evocation Arcane Cost: 90exp smaller than you, or if water is drinkable.
1 Action 100ft 1min (C)
Insect Spies Tier 3
You create a 20ft AOE Cube of a sparking and
burning smoke. The smoke acts as Fog Cloud in Conjuration Nature Cost: 30exp
all aspects, and in addition does 6 Fire Damage to 2 Actions 30ft 12 Hours
all Targets who begin their turn in the smoke.
Physical Save halves the Fire Damage on a You summon a single Fine sized beetle or other
successful Save. insect, which has a small bit of intelligence.
When within 30ft of you, you can telepathically
give it commands, to which it follows to the best
Inflict Wounds Tier 1 of its ability. It can communicate to you in the
Necromancy Nature/Spirit Cost: 20exp same manner, it can repeat speech it has heard or
writing it has seen but is not smart enough to
1 Action Touch Instant
discern someones emotional state or determine
You make a Touch Attack against a Target, dealing who is in charge among several people. It can give
2 Necrotic Damage to them on a successful Touch. you basic numbers of how many, and general
An Undead Target instead receives 2 Wounds. equipment or items in the area. It can also locate
This cannot raise them above their maximum specific items that you have seen, or have had
Wounds. You may Increase the amount of Damage described to you. You have a small magical link to
that a Target takes by increasing Backlash, the beetle, and can sense the direction they are
granting 1 additional Wound for every 2 Backlash and you know immediately if it has been killed.
added. Undead also regains 1 additional Wound
for every Backlash added.

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Interposing Hand Tier 5 Ironskin Tier 2
Conjuration Arcane Cost: 50exp Transmutation Nature/Spirit Cost: 30exp
1 Action 100ft 1 Min (C) 1 Action Self 24 Hours
You create a Large magical hand between you and You have a Natural Soak of 4 and gain a -2 to
a Target. The hand remains between the two of Dodge while the Spell is Active. Natural Soak
you, no matter how much you or they move. Soaks Magical Damage. Ironskin ends once it has
Nothing fools the hand, not darkness, not soaked 10 points of Damage. Ironskin always
invisibility, nor illusions. The hand does not Soaks Damage before other sources. This does
pursue the Target. It counts as Full Cover for you not stack with any Natural Soak the Target
against the Target, has a Dodge of 20, no Soak, already has, or any Spell that gives them Natural
and as many Wounds equal to your maximum Soak. Ironskin cannot be applied again until 8
Wounds. The hand prevents the Target from hours have passed after it has ended.
getting any closer to you than it already is, but
you can move towards the Target without issue. Irresistible Dance Tier 8
Moving towards the Target does not cause the
hand to push the Target. You may spend 1 Action Enchantment Arcane/Nature Cost: 90exp
to change the Target of the hand. If the Target is 1 Action Touch 1min (C)
Gargantuan or larger, it may make an apposed
Strength Check against your Arcane Skill in The Touched Target is overcome with the
order to move closer. undeniable urge to dance. The Target may make a
Willpower Save to negate the effect. The Target
can do nothing on its turn but dance in place. The
Invisibility Tier 2 Target also suffers a -10 to Dodge and
Illusion All Cost: 35exp automatically fails Physical Saves. Every time
the Target is dealt Damage it may attempt the
1 Action Touch 10 Min (C)
Save again.
You give yourself or a Target the Invisible
Condition. The Spell is immediately ended if you Jester's Jaunt Tier 3
cast a Spell that does Damage or effects someone
other than you, or make an Attack that would Transmutation Nature Cost: 30exp
deal Damage. 1 Action Touch Instant
Make a Touch Attack against a Target, if
Invisibility Purge Tier 2 successful it is immediately teleported 30ft to a
Abjuration All Cost: 25exp spot of your choosing. The spot must be on solid
ground and cannot be in a space that is hazardous
1 Action Self Instant
to the Target.
You create a 50ft AOE Cube around you,
immediately Dispelling any and all forms of Jitterbugs Tier 1
Invisibility, whether they be magical or natural
abilities. Any Target effected by this burst cannot Illusion Arcane/Nature Cost: 15exp
become invisible again for 8 hours. 1 Action 30ft 3 Rounds (C)
The Target must make a Willpower Save. If they
fail they perceive themselves being covered in
creepy crawly insects and gain the Distracted
Condition.

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Jump Tier 1 Know Direction Tier 0
Transmutation Arcane/Nature Cost: 10exp Divination Nature Cost: 5exp
Minor Touch 1min Minor Self Instant
The Touched Target gains a +10 to any jumping You immediately know the direction of North to
Physical Check. They also triple their jump your current position. This Spell does nothing in
distance. a Realm without a North.

Jury-Rig Tier 1 Laughter Tier 2


Transmutation Arcane Cost: 15exp Enchantment Arcane/Nature Cost: 25exp
Minor Touch 5 Rounds (C) 1 Action 30ft 1min (C)
The Target of this Spell must be something that The Target of this Spell must make a Willpower
has the Broken Condition. For the Duration, the Save. If Target Fails they begin to laugh
object loses the Broken Condition. If the object is uncontrollably. This laughter causes the Target to
dealt Damage it is immediately broken, and the fall Prone and become unable to take any Actions,
Spell ends immediately. aside from spending 2 Actions to attempt to break
free from the Spell.
Keep Watch Tier 1
Enchantment Arcane/Nature Cost: 15exp
Levitate Tier 2
Transmutation All Cost: 25exp
1 Action Touch 8 Hours
1 Action 30ft 1 Min (C)
You touch a Target, allowing them to remain
awake during a Long Rest and keep watch You allow yourself or a Target to suddenly
without any ill effects. They do not gain Fatigue, become weightless. The Target must be willing, or
and regain Wounds as if they had taken a Long if it is an Object it must be unattended. You
Rest. Wounds and any Item or Talent that control the speed and direction of the Levitation,
requires a Long Rest are not regained until the moving at 20ft per round. The Levitated Target
end of the 8 Hours. suffers a -5 to Dodge and Attack Rolls.

King's Castle Tier 4 Life Pact Tier 2


Transmutation Spirit Cost: 40exp Necromancy Spirit Cost: 20exp
Minor 120ft Instant 1min 30ft 8 hours
You swap places with a willing Target within You select any number of Targets within range at
range. the time of casting. As long as this Spell is active
you may spend 1 Action to give your Wounds to
Knock one of the Targets under the effect of your Spell,
Tier 2
no matter their current range. This does not count
Transmutation Arcane Cost: 20exp as you receiving Damage and cannot be Soaked. A
1 Action 100ft Instant Target cannot go above their maximum Wound
count. Alternately if one of the Targets receives
This Spell opens any stuck, barred, or locked Damage, you may instead receive it as
door, chest, box, etc. This Spell also opens secret Unsoakable Damage. If you are Downed by this
doors, and doors or boxes with 'trick' locks, but Spell, you do not gain the Bleed Condition.
does not work on Puzzle Boxes. If cast on
something being held closed with Hold Portal, the
Hold Portal immediately ends.

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Light Tier 0 Mage Armor Tier 1
Evocation All Cost: 10exp Abjuration Arcane Cost: 20exp
1 Action Touch 1 Hour Minor Self 8 Hours
You touch an Object and cause it to shed light as You create an invisible but tangible armor that
though it were a Torch. You may only have up to surrounds you, giving you a Dodge of 15 Dodge and
your Magic Skill in Light Spells active at any Soak of 1, as long as you are not wearing armor
time, and any castings after that immediately already. This does not actually count as armor
ends the oldest effect.(P) when it comes to Backlash Checks, but applies to
other armor restrictions.
Lightning Bolt Tier 3
Evocation Arcane/Nature Cost: 35exp
Mage Hand Tier 0
Conjuration Arcane Cost: 10exp
1 Action Self Instant
1 Action 30ft (C)
You release a 120ft-Line bolt of lightning from
your hand, dealing 2 Lightning Damage. This bolt You can lift and move any object from a distance,
travels 120ft from you in a direct line, hitting as long as it is a 1 Bulk or less Object. By spending
everything in it's path. It ends if it cannot an Action, you can throw the object 15ft in any
overcome the HP of an Object, or reaches its 120ft direction and the Spell ends.
distance. You can increase the Damage by adding
more Backlash. For every 2 Backlash you add it Magic Arrow Tier 2
increases its Damage by 1. Targets struck may
make a Physical Save, halving the Damage if they Evocation Nature/Spirit Cost: 20exp
succeed. Minor Touch Instant
As you fire an arrow, or crossbow bolt, you may
Locate Tier 3 imbue it with one of the elements of magic. All
Divination All Cost: 30exp Damage dealt by the arrow or bolt is now dealt as
the element you choose.
1 Min 10 Miles 10min
You immediately sense the direction of a Target, Magnetic Grasp Tier 0
whether it be a person, critter, or object. If you do
not have a very good description of the Target you Conjuration All Cost: 10exp
must succeed at a Luck Roll, otherwise the Spell 1 Action 30ft 1 Round
immediately fails. If you have a detailed
description, have personally seen the Target and You create a small magical field, attracting any
been within 30ft of them, or have a photo of the Bulk 0 Objects that are magnetic to a point that
Target, you do not need to make a Luck Roll. you designate in a 30ft AOE Sphere. These
Running water blocks this Spell, as does a thin Objects must be unattended.
sheet of lead and certain Spells.

Longshot Tier 1
Transmutation Nature/Spirit Cost: 20exp
Minor Touch 1min
You touch a weapon and increase its Range Band
by +10.(P)

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Magnificent Mansion Tier 7 Malfunction Tier 4
Conjuration Arcane Cost: 80exp Transmutation Arcane Cost: 50exp
1min 30ft 24 Hours 1 Action 30ft Instant
Using two uses of a piece of Magical Chalk, you You cause a Machine or Gadget to malfunction,
draw up a magical door that leads to an extra- and cease its regular function. The next time the
dimensional mansion. The door can only be item is used it is treated as if the user has failed a
entered on one side, appearing as a solid surface Luck Roll. If it's effect is currently being used it
on the back, and can be any shape that you desire. immediately ends. A Clockwork hit by
The entrance is Invisible to everyone but you Malfunction is Stunned for 2 Rounds. A Target
when the door is closed, and only those who you may make a Knowledge Engineering or Occult
designate can enter. The layout of the mansion Check in order to determine that it has been
can be whatever you desire, with a floor space of tampered with, the DC of this is 12+ your Arcane
100 cubic feet, with two beds in a bedroom. There skill.
are 10 Unseen Servants who exist only within
the mansion. It is furnished and contains enough Meld into Stone Tier 3
food to feed 200 people 3 large meals. Food and
furniture cannot exit the mansion. Outside Transmutation Nature/Spirit Cost: 40exp
conditions do not effect the inside. Windows on 1 Action Self 10min (C)
the mansion can show anything you want but are
not real areas. The only exception is that you can You gain the ability to move into stone as if it
choose to have them show area around the door were water. You do not need to hold your breath.
as long as the window is within 30ft of the door. The stone must be large enough for your to fit
Everyone is harmlessly placed outside when the into, and interconnected stones or stones pressed
spell ends, but the Mansion may be recast before against each other count as one stone. You must
ending.(P) always be in contact with the surface of the stone,
though nothing can see you from the other side.
You cannot see outside the stone, but can interact
Make Lost Tier 2 with anything you are carrying and cast Spells on
Enchantment Nature Cost: 30exp yourself. Your movement through the stone is not
hindered, though you must remain in contact with
1 Action 30ft Instant
the surface. You can at any time step out of the
The Target must make a Willpower Save. If they stone and end the Spell. If you do not exit before
fail, they immediately lose their sense of or when the Spell expires, you are Dead. If the
direction and recent memories of travel. They Spell is forcefully ended by Dispel Magic or some
forget the route that they took within the last other effect, you are immediately shunted out of
hour and become lost, though they do not forget the stone. Entering the stone slows all momentum
the events that happened during their travel. and you do not take Fall Damage.

Make Whole Tier 2 Mending Tier 0


Transmutation All Cost: 30exp Transmutation All Cost: 5exp
2 Actions 30ft Instant 1 Action 10ft Instant
This Spell functions just like Mending, except it The Spell repairs Damage to an Object with a
can repair an Object of 10 Bulk or less, and Bulk value of 2 or less, removing the Broken
returns 4 HP to it. A Magical Item that is not Condition if it has it. Every casting of Mending
Grand or higher regains it's magical abilities. If gives the Object 1 HP. Magical items can be
used on a book or paper, writing, ink and colors repaired, but it does not regain its magical
are restored. properties. If a book or paper is destroyed,
Mending will repair it but does not return the ink
or colors to the pages.

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Merge with Familiar Tier 2 Miracle Tier 9
Transmutation Arcane/Nature Cost: 20exp None Spirit Cost: 100exp
1 Action Touch 8 Hour 2 Actions Special Instant
If your familiar is at least one size category With this Spell you make a request to the Gods
smaller than you, it harmlessly merges into your and powerful beings within the world, asking
body. It may remain within you for the duration, them for a miracle, something that defies the
and can leave at anytime as a Move Action. Any conventional means of the world.
effects that are on your Familiar are transferred With this Spell you may do one of the following:
to you. They cannot be Targeted and cannot be -Duplicate any Spirit Spell of Tier 8 or lower.
Damaged. It does not have to exit even if you die. -Undo any Spell that is Tier 8 or lower.
Your Familiar cannot be Targeted. If you Familiar -Undo any unfortunate event within the last 48
is your Spell Focus, you may still cast Spells as if hours.
your Familiar were present. -Create an effect similar in power to the above
effects, at the Storytellers permission.
Meteor Swarm -Summon an Avatar of your God
Tier 9
Evocation Arcane Cost: 100exp
Modify Memory Tier 4
2 Actions 400ft Instant
Enchantment Arcane/Nature Cost: 50exp
The pinnacle of destructive magic is Meteor
2 Actions 30ft Permanent
Swarm. You select up to four spots that you can
see. From your hands rise molten globules of The Target must succeed at a Willpower Save or
destruction, which streak towards the points you come under one of the following effects that you
designate, each one explodes at the point, creating choose:
20ft AOE Spheres, AOE's may not overlap more Eliminate all memory of an event the subject
than 10ft. Every Target within these AOE's must experienced. This cannot negate other Spells.
make a Physical Save. Failure; Target takes 10 Recall a specific event that the Target
Damage, half if they succeed. A Target can only be experienced with perfect clarity.
effected once, even if there is overlap. Cover, and Change the details of an event the Target
unattended Objects receive 20 Damage. experienced.
Implant a memory of an event that the Target
Mindwipe never actually experienced.
Tier 4
The only way to undo this is to cast Remove
Enchantment Arcane Cost: 50exp Curse, Heal, Miracle, or Wish.
2 Actions 30ft 1 Hour
Target must succeed at a Willpower Save, or lose
Negative Reaction Tier 1
a large chunk of their life experience. They must Illusion Arcane/Nature Cost: 15exp
make a Luck Roll for every Talent and Spell they
1 Action 30ft 1min (C)
know, being unable to recall or use any that they
fail the Save for the duration. Can be removed The Target receives a -10 to all Moxy related
with Remove Curse, Heal, Miracle, or Wish. (P) Checks.

Neutral Buoyancy Tier 2


Transmutation Arcane/Nature Cost: 20exp
1 Action Touch 10min
The Touched Target loses all buoyancy and floats
neutral in the water, regardless of weight. They do
not float, or sink.

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Oasis Tier 5 Open-Close Tier 0
Conjuration Nature/Spirit Cost: 50exp Transmutation Arcane/Nature Cost: 10exp
30min 30ft Permanent 1 Action 30ft Instant
You select a spot on the ground within range and You open or close a door, chest, box, window, bag,
concentrate for 30 minutes, causing water to pouch, bottle, barrel, etc. If anything resists this
swell up from deep bellow the ground, creating a action, such as a bar on a door, a lock on a chest,
natural and maybe permanent spring. The spring or a knot around a bag the Spell fails. Something
is quite sizable, and pulls 20 gallons of water as simple as a latch does not stop this Spell. The
initially and 5 gallons of water per hour after Target cannot be larger than Bulk 3.
that. The water is drinkable. If the surrounding
terrain is suitable to hold a pond, it forms one. In Pale Flame Tier 2
a desert, the initial pulled water is 5 gallons, and
it only pulls 1 gallon per day. In dry areas, the Evocation Nature Cost: 30exp
spring may not last depending on it's 1 Action Self (C)
environment, or in a cold area the water may
freeze. This flame works like Produce Flame, except that
it's not as bright. It offers half the light of a torch,
and cannot be seen more than 100ft away. You
Obscure Tier 2 can spend 1 Action to grab someone with your
Abjuration All Cost: 30exp flaming hand with a Touch Attack, dealing 2 Fire
Damage to them. Against plants and plant based
1 Action Touch 8 Hours
Targets, this is 5 Fire Damage. You may also
This Spell hides the touched Target or Object, it is throw the flame 120ft with the same Damage
hidden from any divination, such as Scry or effect. Grappled Targets do not receive Damage
Locate. These Spells automatically fail if it is unless an action is spent to make a Touch Attack.
trying to locate the Target, or if it Targets
something in the area they cannot see the Target. Pass Without a Trace Tier 1
(P)
Transmutation Nature Cost: 20exp
Obscuring Mist Tier 1 1min Touch 8 Hours
Conjuration Arcane/Nature Cost: 20exp Every Target that you Touch during the Cast Time
gains the benefits of this Spell. All those under
1 Action Self (C)
the effect of this Spell for the duration leave no
You create a 20ft AOE Cube that spreads out from footprints, or scent, or any indication they passed
around you. All Targets who are more than 5ft through the area for the duration. Those under
within the fog have Partial Cover, and a Target the effects cannot be tracked by non-magical
who is behind more than 10ft of fog cannot be means. Each Target also gains a +10 to Stealth
seen or Targeted.(P) Checks.

Open or Shut? Tier 1 Passwall Tier 5


Illusion Arcane/Nature Cost: 15exp Transmutation Arcane Cost: 50exp
Minor Touch 10min 1 Action Touch 1 Hour
You alter the appearance of a door, chest, box, You create a passage through wood, plaster, or
window, bag, pouch, bottle, barrel, etc. and disguise stone, but not harder materials. The passage is 5ft
whether it is open or shut. You make the object wide, 8ft tall, and 10ft deep. If the walls thickness
appear either open, or shut, regardless of whether is more than 10ft, you may add Backlash to
it is actually open or shut. You may use 1 Action increase it, increasing the depth 5ft per 1
to change whether the object appears open or Backlash added in this way. If the Spell effect
shut.(P) ends, or is Dispelled while Targets are within the
passage, they are immediately ejected out the
nearest opening.(P)

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Permanency Tier 5 Polymorph Tier 5
None Arcane Cost: 50exp Transmutation Arcane/Nature Cost: 60exp
1min Touch Permanent 1 Action Touch 5min (C)
You make one Spell with (P) at the end of it You Touch a willing Target, turning them into a
permanent. You must cast Permanency before Critter, Race, or Elemental of your choosing. This
casting the other Spell. When you cast Spell cannot turn a Target into anything larger
Permanency the Spell triggers when you cast than them.(P)
another Spell, which is made permanent if it is
able. If the Spell is not able to be made Polymorph, Greater Tier 7
permanent, the cast of Permanency is wasted.
The Hat no longer needs to Concentrate on a Spell Transmutation Arcane/Nature Cost: 80exp
that is made Permanent. 1 Action Touch (C)
This works as Polymorph, except the Target may
Phobia Tier 4 be turned into something up to 2 size categories
Enchantment Arcane/Nature Cost: 50exp larger, or 3 categories smaller, than itself.(P)
1 Action 30ft Special
Polymorph, Baleful Tier 5
One Target that you choose makes a Willpower
Save, and is given one of the Phobia Troubles at Transmutation Arcane/Nature Cost: 60exp
the -5 level. This Phobia remains until triggered, 1 Action Touch 5min (C)
and leaves the Target when they no longer are
receiving the penalty from their Phobia. This works as Polymorph, except it may be used
against any Target. The Target must make a
Physical Save, or be turned into the thing of your
Pillow Talk Tier 3 choosing. They must then make a Willpower
Enchantment Arcane/Nature Cost: 30exp Save, if they fail they lose their mind and gain the
Abilities and Talents of what they are turned into,
10min Touch 10min
and lose their previous ones. If they succeed at
This Spell can be cast only on a sleeping Target, the first Save, they automatically succeed the
which must succeed at a Willpower Save. If they second. If they fail the first but succeed the
fail, they remain asleep and will answer any second, they keep their Abilities and Talents.(P)
questions asked for the duration. A Target can
only be effected once a week by Pillow Talk. Prestidigitation Tier 0
All All Cost: 10exp
Pistol Shot Tier 1
1 Action 10ft 1 Hour
Evocation Arcane Cost: 15exp
The most basic of minor magical tricks all fall
1 Action 100ft Instant
under this Spell. With it you can create a
You make a ranged attack, this attack is the harmless sensory effect, such as faint music, a
equivalent to a Medium Pistol and deals 4 Force puff of wind, harmless sparks, or an odd odor.
Damage. This Damage can be Soaked by non- You can chill, warm, or flavor up to 1 pound of
magical armor. Pistol Shot may be cast multiple material. You can color, soil, or clean items in a
times in a turn unlike other Tier 1 Spells. 1-foot cube each round. You can light or snuff out
a candle. You can make a small mark or symbol
Poison appear on an object for the duration. You can
Tier 4
slowly lift up to 1lb of material. You can create
Necromancy All Cost: 50exp small non-magical trinkets, or small illusions as
1 Action Touch Instant long as they are under 1 bulk. Any item you make
is extremely fragile, and crumbles into nothing
If you succeed at a Touch attack, the Target must after the duration. You can also make an
make a Poison Save vs your Magic DC. If the unlocked door or window open.
Target fails they gain Poison(Half your Magic
Skill).

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Produce Flame Tier 1 Pyrotechnics Tier 2
Evocation Nature Cost: 20exp Transmutation Arcane/Nature Cost: 25exp
1 Action Self (C) 1 Action 400ft Special
You create a bright flame in your hand, giving off Pyrotechnics offers you the capability of doing 2
the same brightness of a torch. These flames do different effects, Fireworks or Smoke Cloud. You
not harm anything that you do not want it to. You must select a fire source within range, such as a
can spend 1 Action to grab someone with your campfire, a torch, or an Object that is on fire.
flaming hand with a Touch Attack, dealing 1 Fire Fireworks: You cause the fire to coalesce into a
Damage to them. Against plants and plant based single explosive moment. All those within 10ft of
Targets, this is 4 Fire Damage. You may also the fire must succeed at a Physical Save or
throw the flame 30ft with the same Damage receive 2 Fire Damage. Also, all those within 120ft
effect. Grappled Targets do not receive Damage who can see the blast must succeed at a
unless an action is spent to make a Touch Attack. Willpower Save, or be Blinded for 2 Rounds. The
Additionally, if you make an Unarmed Attack flame is used up after this effect.
against a Target with the flaming hand, they Smoke Cloud: You cause the fire to billow thick
receive the Damage. smoke in all directions, forming a 20ft AOE
Sphere of smoke. This Smoke lasts for as long as
Pup Shape you Concentrate on it (C). All those within the
Tier 4
smoke suffer a -5 to any Check relying on Sight,
Transmutation Arcane/Nature Cost: 50exp such as Perception and To Hit. All those within
1 Action 30ft Special the smoke have Partial Cover, and all those
behind more than 10ft of smoke cannot be seen or
Your Target must be an Animal, Beast or Magical Targeted.
Beast. The Target must make a Physical Save, or
be turned into an infant of their species. They
must then make a Willpower Save, if they fail
Rain of Arrows Tier 8
they lose their current mind and regress to the Conjuration Nature/Spirit Cost: 90exp
age they are turned into and, gaining the Child
1 Action 400ft Instant
Trouble. This lasts for 1min. If they succeed at the
first Save, they automatically succeed the second. You conjure up a large cloud of magical arrows.
If they fail the first but succeed the second, they You target one spot, creating a 15ft AOE Sphere
keep their Abilities and Talents and return to that these arrows begin to pelt. All those within
their regular form in 2 Rounds. This Spell can be must make a Physical Save, being dealt 15
broken by Remove Curse, Heal, Miracle, or Wish. Damage on a failed Save, or 7 Damage on a
(P) successful Save. This Damage can be Soaked by
mundane armor. You can increase the AOE by
adding more Backlash. For every 2 Backlash you
add it increases its AOE by 5ft.

Raise Companion Tier 2


Necromancy Nature/Spirit Cost: 25exp
1 Action Touch Instant
You touch a dead Companion, or Familiar, and
return it to life, giving it 1 Wound.

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Raise Dead Tier 4 Ray of Frost Tier 0
Necromancy Nature/Spirit Cost: 50exp Evocation All Cost: 10exp
1 Action Touch Instant 1 Action 30ft Instant
You return life to a Dead Target. The Spell only You fire a ray of freezing air and ice. You make a
works if the Target has been dead for less than Spell Attack, and deal 1 Cold Damage if you hit. If
25 hours, and you have more than 90% of the the number on the die is 20 or more, the Targets
body. The Target is returned to life with 1 Wound. speed is halved for 10 Rounds.
The Target is Stunned for 2 Rounds, and has 4
levels of Exhaustion. Read Magic Tier 0
Divination All Cost: 10exp
Rapid Repair Tier 5
1 Action Self 10min (C)
Transmutation Arcane/Spirit Cost: 50exp
You can read any magical runes and writing, such
1 Action Touch Instant
as books, scrolls, runes on weapons, etc. This
You Target a Clockwork, Machine, or Gadget and does not activate any magical effect, unless the
heal it to full HP. The Target loses the Broken magical effect is triggered by reading.
Condition if it has it.
Reboot Tier 4
Raven's Flight Tier 2
Transmutation Arcane/Spirit Cost: 40exp
Transmutation Arcane/Nature Cost: 25exp
1 Action 30ft 1min
Minor Self 1 Round
This must Target a Destroyed Clockwork,
You must cast this Spell at the beginning of your Machine, or Gadget, and returns it to 1 HP for the
turn and you cannot do anything but make Basic duration. When this Spell hits the end of its
Move Actions during your turn, but you duration, the Target returns to it's Destroyed State.
immediately gain a fly speed of 50ft. You cannot The Target may be healed back to function before
be Targeted as you become a black massive shape this Spell effect ends with any Spell that would
of blurred feathers and raven shaped shadows. heal it.

Ray of Enfeeblement Tier 1 Rebuke Tier 4


Necromancy Arcane Cost: 20exp Abjuration Spirit Cost: 40exp
1 Action 30ft 1min (C) 1 Action Self Instant
A sickly ray springs from your hand, making a You shout out powerful words, centering a 20ft
magical attack against the Target. The Target must AOE Sphere burst on yourself. Every Target
make a Grit Save. If they fail they suffer -5 to within the AOE must make a Physical Save,
Strength. taking 4 Wounds if they fail and becoming
Stunned for 1 Round. If they succeed, they take 1
Ray of Exhaustion Wound. Targets do not actually need to hear the
Tier 3
words to be harmed, but magical silence does
Necromancy Arcane Cost: 40exp prevent it from being cast. Undead within the
1 Action 30ft 1min (C) AOE instead make a Grit Save, taking 8 Damage if
they fail, undead killed by this Spell are
A black ray shoots from your pointing finger, Destroyed.
making a magical attack against a Target. If the
Target is hit, they may make a Grit Save. If they
fail the Grit Save they suffer 1 level of
Exhaustion. This stacks with any previous levels
of Exhaustion, but they lose exhaustion gained
through this Spell at the end of the duration.

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Rebuke Technology Tier 4 Reloading Hands Tier 1
Abjuration Arcane/Nature Cost: 40exp Conjuration All Cost: 10exp
1 Action 100ft Instant Minor Touch Instant
You target a Machine, or Gadget. It makes a Save, A phantom hand appears and performs the
adding it's Soak. If it fails the Save, it immediately Reload Action on whatever you are holding.
gains the Broken Condition, but does not lose HP.
A Clockwork who is Struck makes a similar Remove Curse Tier 3
Save, becoming Paralyzed for 2 Rounds if they
fail. Abjuration Spirit Cost: 30exp
1 Action Touch Instant
Recharge Tier 2 You remove any and all Curses, Enchantments
Evocation Arcane Cost: 25exp and Conditions on a Target. Any Spell from the
Necromancy or Enchanting School with a lasting
1 Action Touch Instant
effect is considered a Curse. Remove Curse may
You touch a Machine or Gadget, immediately also be used to suppress the Curse effect on a
returning half of it's Fuel to it. You must have the Magical Item for 24 hours. The suppression can
appropriate Fuel Talent in order to Recharge a be made permanent with the use of the
Gadget, and it must be charged with the Permanency Spell.(P)
appropriate Fuel Type. You cannot use Recharge
on a Gadget that also has the capability to use Repel Vermin Tier 4
Recharge.
Abjuration Nature/Spirit Cost: 30exp
Regenerate Tier 7 1 Action Touch 10min (C)
Necromancy Nature/Spirit Cost: 80exp An invisible barrier holds back any Insect or
Critter, that is of Size Tiny or Smaller, referred to
3 Rounds Touch 10min (C)
by this spell as Vermin, to a distance of 10ft. This
The Target begins to regenerate for however long aura is centered on the object or Target touched
you remain concentrating. Every round they and follows it. Any Vermin who is within the
regain 1 Wound. Any lost limbs, broken bones, aura when the Spell is cast will immediately flee.
ruined organs, and things of that nature begin to If it does not spend all of it's available actions
regrow over the course of 10 Minutes. fleeing, it must make a Willpower Save, if it fails
it suffers 5 Wounds. (P)
Release the Hounds Tier 5
Conjuration Arcane/Nature Cost: 55exp
Resistance Tier 0
Abjuration Nature/Spirit Cost: 10exp
1 Action 30ft 1min (C)
1 Actions Touch 1 Hour
This summons a pack of five magical canines that
only respond to the commands of the Caster. The The Target that you touch is infused with
pack can attack only 1 Target, who gains the protection. The Target gains a +1 to saving throws
Distracted Condition. The canines make 5 attacks and gains Resistance to the Element of the
against the Target, using the Casters magical skill Casters choice.
to attack, dealing 2 Damage each Hit. If one
canine hits, they may attempt a trip attack, again
using your magical skill for this. Each Canine has
5 Wounds, a Soak of 1, and a Dodge of 12.

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Resurrection Tier 8 Ride the Lightning Tier 8
Necromancy Nature/Spirit Cost: 90exp Transmutation Arcane/Nature Cost: 90exp
1min Touch Instant 2 Action Self Instant
This Spell works much like Raise Dead, with a You immediately travel 120ft-Line, you are unable
few exceptions. The Spell works on a Target who to pass through solid objects of a thickness of
has been dead for 200 years. You only need a more than 3ft and are instead deflected off. You
small piece of the body, as small as a hand, in can stop anywhere in this path, and Targets do
order for the Spell to work. The Target returns at not gain Opportunity Attacks against you as you
full wounds, with 1 level of Exhaustion. If their move. Any Targets you travel through must
body was incomplete, they regenerate all of their immediately make a Physical Save, taking 12
missing limbs and parts as if under the Lightning Damage on a failed Save, or half on a
Regenerate Spell. Your Target cannot have died of success.
old age. You cannot Resurrect Clockworks,
Elementals, Fae or Outsiders. If your Target is Riding Possession Tier 3
Undead, they must be killed before the Spell can
be cast on them, they then return to their original Necromancy All Cost: 30exp
form before they died with memory of being an 2 Actions 100ft 5 Hours (C)
undead.
You project your soul into a Target, referred to as
the Host, with an ability to slightly influence
Returning Weapon Tier 1 them. The Host must make a Willpower Save,
Enchantment All Cost: 15exp unable to detect the Spell if they fail, but if they
succeed they are unsure of what Spell was cast
Minor Touch 1min
on them, but know that magic was attempted on
You touch a weapon, and for the duration, if you them. If they fail you see through their eyes as if
throw the touched weapon, it immediately you are them, but you have no strong influence.
reappears in your hand after it has hit, either the You may make Persuasion Checks to attempt to
intended Target or the ground.(P) influence them, and guide their decision making.
You may break the Spell at anytime, returning to
Reveal True Shape your body. Though the Target must be within 100ft
Tier 2
at the time of casting, you may continue
Divination All Cost: 20exp possessing them no matter where they go,
1 Action 30ft 10min including other Realms.

You reveal the true shape of a Target, whether the


transformation is physical, such as with
Riversight Tier 2
Polymorph, or with illusions, such as with Divination Nature/Spirit Cost: 20exp
Disguise Self. It does not force them into their
1min Special (C)
true shape, but it creates an illusionary effect of
their true shape. For the duration, if the Target You touch a body of water, and becoming apart of
attempts to transform or disguise itself, observers it. You can travel along it as if you were walking
can still see its true form. on the shoreline, and move anywhere on the
water as if you were on top of it. You may travel
along the water to a maximum of 5 miles from
your location, moving at a rate of 600ft per round.
You cannot pass through any sort of dam.

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Sabotage Machine Tier 3 Scry Tier 4
Transmutation Arcane/Nature Cost: 35exp Divination All Cost: 40exp
1 Action 100ft 1min (C) 1 Hour No Limit 10min (C)
You cast a 15ft AOE Cube, This effects all You observe a living Target anywhere. The
Machines, Gadgets, and Clockwork. All effected subject receives a Willpower Save with modifiers
Objects do not function for the Duration. listed bellow:
Clockwork Targets within the AOE may make a Casters knowledge of the Target:
Willpower Save. Failure; Target is Confused. None: +10
Heard of the Target: +5
Saddle Surge Met the Target: 0
Tier 2
Know the Target well: -5
Transmutation Nature/Spirit Cost: 20exp Connections:
1 Action Self 10min (C) Full Name: -1
Portrait or Picture: -2
For the Duration you are considered to have 2 Possession or Garment: -5
Trick Ride Talents of your choice. Body part, lock of hair, bit of nail, etc: -10
You must have one of the Connections listed in
Sanctuary Tier 1 order to cast the Spell. If the Target fails their
Save, you can view the Target and their
Abjuration Spirit Cost: 15exp surroundings up to 10ft away from them. This
1 Action Touch 1min (C) view follows them for as long as you hold the
Spell. The Target is unaware they are being
The Target touched becomes the Subject of this observed unless they have an item or ability that
Spell. Any Target attempting to attack, harm, or tells them. If the Spell fails, the Target becomes
hinder the Subject under this Spells influence aware that a Spell has been attempted on them
must first succeed at a Willpower Save. If they and has failed. You cannot cast Scry on a Target
fail, they lose the Action or Actions spent, and more than once in a 24 hour period.
nothing happens. The Spell immediately ends if
the Subject makes an attempt to attack, harm, or
hinder another Target. Searing Light Tier 3
Evocation Spirit Cost: 35exp
Scorching Ray Tier 2 1 Action 100ft Instant
Evocation Arcane Cost: 30exp You make a ranged Spell attack, firing a Divine
1 Action 30ft Instant ray of Sunlight from your palm. The ray does 3
Radiant Damage. Clockworks, Gadgets and
You summon up 3 searing beams of fire. These 3 Machines take 2 Radiant Damage.
beams may be aimed at the same Target or a
number of Targets within range, making Spell
Attacks for each ray. Each beam does 1 Fire
Damage. If multiple beams are aimed at the same
Target, the Damage stacks together for each one
that hits. You can increase the number of beams
by adding more Backlash. For every 2 Backlash
you add you gain 1 beam.

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Secure Shelter Tier 4 Sending Tier 3
Conjuration Arcane/Nature Cost: 50exp Divination All Cost: 30exp
10min 30ft 48 hours 10min No Limit Instant
You draw a box with 3 uses of Magical Chalk and You must be familiar with the Target of this Spell,
create a sturdy cottage or lodge made up of having met them or have a photograph of them. If
material that is common for whatever area the the Target knows who you are in a similar way,
Spell is cast. The area must be devoid of large they are aware you are the one sending the
obstructions. Any living creature that is within message. A Target who can cast Spells will
the area of the building when it is made is recognize this message as Magic. You may send a
harmlessly placed inside and medium or smaller message of no more than 25 words to the Target,
obstructions are pushed to the side. The building and they may reply with the same word limit.
is a 20ft square structure, the floor is level, it is
clean and dry inside. The building has 1 or 2 Shackle Tier 2
sturdy doors on sides that you decide, between 2
to 8 shuttered windows in locations of your Conjuration All Cost: 30exp
choosing, and a small fireplace in the center. The 1 Action Touch (C)
building does not heat itself, but is lit with soft
light. It is secured with magical locks on all the You summon a set of restraints, these restraints
doors (DC 35 Strength to Force open, DC 25 to can only work on a Small, Medium, or Large
pick) and windows (DC 30 Strength to Force Target. The Target makes a Physical Save, if they
open) as well as a sturdy grate over the top of the fail they gain 1 of the following Shackle Effects of
chimney (DC 35 Strength to Force open). The your choice:
door, windows, and upper grate are additionally Legs: Target's movement is Halved.
protected with the Alarm Spell that lasts for the Hands: Target cannot use 2 hands.
duration of the Spell, although they me be opened Mouth: Target cannot speak.
without a key, or setting off the alarm, by anyone If a Target has all 3 Shackle Effects, they are
the caster designates. There is also an Unseen Restrained.
Servant who must remain inside the building. If they succeed, you still have the restraints for as
The building is crudely furnished with eight long as you concentrate on the Spell. You also
bunks, a table, eight chairs, and a writing desk. All summon the key to the restraints. The difficulty
the furniture and building disappear at the end of to break out of these restraints is based on your
the duration, unless it is cast again before the magic DC. You can increase the DC of this Spell
Spell expires. The building is near indestructible, by adding more Backlash. For every Backlash
as an Attack must do 10 Damage to it in a single you add, you increase the DC of this Spell by 2.
hit in order to deal Damage, and the Shelter has
50 HP and 5 Hardness.(P) Shadow Step Tier 4
Illusion Arcane/Nature Cost: 50exp
See Invisible Tier 1
Minor Self Instant
Divination All Cost: 15exp
You must touch a shadow that does not belong to
1 Action Self 1 Hour (C) you in order to cast this Spell. You enter the
While under the effects of this Spell you can see shadow and emerge from any shadow you can
any Target who is invisible within your range of see. If you are in an area of little to no light, you
vision. This also allows you to see Ethereal can enter and emerge anywhere in the darkness
Targets. You can always discern the difference up to 300ft away.
between an invisible and Ethereal Target.(P)

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Shatter Tier 2 Silence Tier 2
Evocation All Cost: 25exp Enchantment Arcane/Spirit Cost: 30exp
1 Action 30ft Instant 1 Action 400ft 1min (C)
You create harsh air vibrations in a 5ft AOE Cube. The Target of this Spell cannot make any sound.
All Targets in this AOE may make a Physical They may spend 1 Action to make a Willpower
Save, taking 2 Damage if they fail and none if Save to try and cancel this Spell. Nothing the
they succeed, while Clockworks take 5 Damage or Target interacts with makes noise, such as if they
2 Damage even if they succeed. This Spell throw something or attempt to smash something.
immediately destroys any non-magical The Target cannot cast Spells unless they do not
unattended Object made from crystal, glass, need the verbal component.
ceramic, or porcelain within the AOE. You may
also Target other unattended Objects in the AOE Sleet Storm Tier 3
that are made of other material and under 3 Bulk,
dealing 5 Force Damage to them. You may also Evocation Arcane/Nature Cost: 40exp
focus the Spell onto a single Object or Target, only 1 Action 400ft 1min (C)
dealing Damage to that thing specifically.
Additionally you may increase the Damage You pelt a 40ft AOE Cube with heavy sleet. The
towards an Object by 1 for every 2 additional area is heavily obscured, blocking sight after 10ft.
Backlash that is added. If a Target attempts to move more than half their
movement through the icy ground, they must
succeed at a Physical Save, falling Prone on
Shield Tier 1 failure.
Abjuration Arcane Cost: 15exp
Reaction Self 1 Round Slow Tier 2
If you are struck with an attack a Hat may use a Transmutation Arcane Cost: 20exp
Reaction to use this Spell, possibly causing it to 1 Action 30ft 1 Min (C)
miss. This is a Magical Heavy Shield, giving you
+5 Dodge and +1 Soak, does not add to Backlash The Target must make a Willpower Save, if they
and remains until the end of your next turn. fail they gain a -2 to Dodge and Saves, lose 1
Action per turn for the duration, and cannot make
Reactions or take Minor Actions. Their
Shocking Grasp Tier 1 movement speed is halved. If the Target is under
Evocation Arcane Cost: 20exp the effect of the Haste Spell, casting Slow on
them dispels it and gives them Slow.
1 Action Touch Instant
You make a Touch Attack against a Target, dealing Snowball Tier 0
2 Lightning Damage to them if you hit. If the
Target is wearing metal armor, or wet, they Evocation Arcane/Nature Cost: 10exp
receive an additional 2 Lightning Damage. If 1 Action 60ft Instant
touched to a metallic or wet surface, it effects all
Targets in contact with that surface within 30ft, You make a Spell Attack against a Target within
who may make a Physical Save, taking no range. If hit the Target takes 1 Cold Damage. If the
Damage on a success. You can increase the total number on your die roll is above 20, the
Damage by adding more Backlash. For every 1 Target is Distracted for 1 Round.
Backlash you add it increases its Damage by 1.

304

Av Mechanicus (Order #43185080)


Spiritual Weapon Tier 2 Tar Ball Tier 2
Evocation Spirit Cost: 30exp Evocation Nature Cost: 25exp
Minor 100ft 1min (C) 1 Action 30ft Instant
You summon up a weapon made of force, taking You make a Ranged Attack against a Target who
on the appearance of your choice. The weapon then must make a Physical Save if you hit. If they
can make an attack the turn it is summoned. You fail they take 2 Fire Damage and become
may command your Spiritual Weapon with a Grappled by the Tar. They receive 1 Fire Damage
Minor Action to move or attack, or move and every round they are Grappled by the Tar. They
attack. It has a fly speed of 30ft. It makes attacks may spend their turn to attempt to break the
using your Magic Spirit Skill, and deals 4 Radiant Grapple, contested by your Magic Nature Skill, or
Damage, that does not bypass Soak. The weapon they may cool the Tar and no longer receive
cannot be attacked or Sundered, but can be Damage from it.
Dispelled or Counter Spelled.
Tattoo Potion Tier 3
Squeeze Tier 2
Transmutation Arcane/Nature Cost: 25exp
Transmutation Arcane/Nature Cost: 20exp
1min Touch Instant
1 Action Touch 1min (C)
You touch a potion and focus on it for the casting
You allow the Touched Target to squeeze into time. Once cast the potion begins to bubble and
areas as though it were 1 Size Categories smaller. fizz, and if no one drinks it within 1 minute of the
This effect stacks with any natural Talent the Spell being cast it evaporates. The Target who
Target has to Squeeze. drinks the potion does not immediately come
under the effect of the potion, instead they gain a
Stone to Flesh magical tattoo representing the potion somewhere
Tier 6
on their body. They may, at any time, spend 1
Transmutation All Cost: 70exp Minor Action to touch the tattoo and activate its
1 Action 100ft Instant effect. A Target may only have 5 magical tattoos
from this Spell at any given time and may only
You return one Target who has been Petrified activate 1 per turn.
back to it's normal state.
Technomancy Tier 0
Stoneskin Tier 4
Divination Arcane Cost: 10exp
Abjuration Nature/Spirit Cost: 50exp
1 Action Self 1min (C)
2 Actions Touch 1 Hour
This Spell allows you to see any Clockwork,
The Target Touched gains resistance to all Gadget, and Machine within 60ft of you. Any
Damage. They gain a Natural Soak of 4 and 10 Object or area gives off a soft shimmery glowing
Temporary Wounds. These Temporary Wounds aura. An area under the effects of one of these,
cannot be healed, and once they are gone they do including people, also gives off a shimmering
not return unless the Spell is cast again. Once aura. You can easily tell the difference between
these Temporary Wounds are gone, the Spell an object or area, and if you focus on the object
ends. This does not stack with any Natural Soak for 1 Round you can determine the School of
the Target already has, or any Spell that gives magic it belongs to. This Spell cannot see through
them Natural Soak. 1ft of wood, 6in of stone, 1 inch of metal, or any
thickness of lead.
Suffocation Tier 5
Necromancy Arcane/Nature Cost: 60exp
1 Action 30ft (C)
The Target must succeed at a Grit Save or begin
Suffocating for as long as the Spell is
Concentrated on.

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Telekinesis Tier 3 Teleport Tier 7
Transmutation Arcane Cost: 40exp Transmutation Arcane Cost: 80exp
1 Action 300ft (C) 1 Action Self Instant
You exert your magical will on an Object or The Hat who cast this Spell, along with all of its
Target, causing it to move or levitate. You may equipment, and any willing Target of the casters
increase the Bulk limit by adding 1 Backlash for choice within 10ft are immediately transported to
every 1 Bulk added. There are 3 major functions a location. Any object that completely fits within
of Telekinesis, and you may switch between them 10ft can also be teleported. If the Hat casting the
as a Minor Action as long as you maintain Spell has been to the location, can see the
concentration. location, or knows the runes of a Teleportation
Sustained Force: You cause a Target or an Object Circle at the location there is no Location Penalty.
of up to Bulk 2 to move at a slow rate of 20ft, or But if they have not been there they must make
less, per round. This movement costs 1 Minor three Luck Rolls. If they fail 1, they successfully
Action on your turn and you must spend a Minor teleport but all suffer 5 Damage, Unsoakable. If
Action to change the Objects speed or direction. they fail 2 all suffer 5 Damage, Unsoakable and
The Object cannot move outside of the range of they are 5 miles off the intended location plus an
this Spell. If the Spell is ended, the Object additional distance in miles equal to the amount
immediately falls. If this Spell is cast on a Target, they failed the Luck Roll by, direction is
their Speed is halved, they make a Willpower determined by random direction roll. Additionally
Save every turn to break free. all other Targets must succeed a Luck Roll, failure
Combative: You force your Spell will onto a means they end up a distance of miles equal to
Target, choosing to Disarm, Drag, Grapple (which the amount they failed the Save. If all 3 fail they
can be turned into a Pin), Shove, or Trip them. do not go anywhere and instead all suffer 5
The Target may make a Physical Save against the Damage, Unsoakable.
casters Spell DC in order to avoid the effect.
Fling: You pitch an Object or Target of Bulk 2 or Teleportation Circle Tier 5
less 30ft. A Target may make a Physical Save to
prevent this movement. Any Target or Object Transmutation Arcane Cost: 50exp
struck by another being Flung takes Damage 10min Special Instant
equal to the Bulk of what is being thrown.
As this Spell is cast, the Hat draws a 10ft circle on
the ground using all 5 uses of a piece of Magical
Chalk, inscribing it with runes, giving it an
Address. Using this circle a caster who knows
Teleportation Circle can use it to Teleport them
self and up to 10 other Targets to a Permanent
Circle that they know the Address of as long as it
is in the same Realm. It takes 1min of study to
learn the Address of a new circle. A Circle lasts
for 24 hours. The circle may be made Permanent
by casting it in the same location every day for 1
month, or with the Permanency Spell.

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Av Mechanicus (Order #43185080)


Thunderstomp Tier 1 Tiny Hut Tier 3
Evocation Arcane/Nature Cost: 20exp Conjuration Arcane Cost: 30exp
1 Action Self Instant 2 Actions 20ft 8 Hours
You stomp the ground and make a Trip Attack Using 2 uses of a piece of Magical Chalk you draw
against every Target within a 30ft AOE Sphere a circle, creating an unmoving sphere of force of
centered on you. This Trip Attack is made using any color of your choice. You must be in the
your Magic Arcane or Nature, dependent on what sphere when it is cast, and if you leave the sphere
you cast the Spell with. This does not affect any the Spell immediately ends. There is enough
Target not touching the ground, but shakes nearby space for 9 Medium Targets besides yourself, who
structures and effects those on them if the entire you give permission to enter. A Large Target
structure is within the AOE. counts as 2 Medium, a Huge counts as 2 Large, etc.
A Small Target counts as Half a Medium, a Tiny
Time Stop counts as Half a Small, etc. Anyone who does not
Tier 9
have permission to enter, cannot do so. The
Transmutation Arcane Cost: 100exp Temperature inside the sphere is 70 F. The sphere
2 Actions Self Special is indestructible by non-magical means, and a
Spell must do 10 Damage to it in a single hit in
You momentarily freeze time for everyone except order to break it. The interior of the sphere may
you. You may take an additional 2 Turns, with all be lit with dim light, but light does not travel
your Actions before the Spell ends. You cannot outside the sphere unless you wish it to. Those
effect Targets who are still in normal time, but outside the sphere cannot see or hear things
they may be attacked as normal and receive the inside the sphere. Those inside can see and hear
Damage when the Spell ends, they do not receive outside without problems. Spells and projectiles
any penalties to Dodge when attacked in this way. can travel out of the sphere without issue.(P)
Any object that leaves your possession
immediately freezes in time. Objects not currently
being held by a Target may be interacted with.
Tongues Tier 2
Things fired or thrown in this manner maintain Divination All Cost: 20exp
their momentum and all Attack Rolls are made
1 Action Self 10min (C)
when the Spell ends, Spells also work in this
way. You do not take Damage from environmental You gain the ability to speak and understand any
effects, aura's, or cloud effects. You may increase language. In order to understand or speak to a
this Spell in certain ways by adding Backlash. Target, it must actually have a language.
You may add Backlash to have this Spell effect
one other Target for every 2 Backlash added in Tree Shape Tier 2
this way, though they must be within 10ft of you.
You may also add 2 Backlash to give yourself and Transmutation Nature Cost: 20exp
those effected an additional Turn per 2 Backlash 1 Action Self (C)
added in this way.
You assume the shape of a Large tree, shrub, or
Large dead tree trunk of the type that would be
natural in the area. Other than the restriction of
the area, all other aspects of the tree are up to you
when cast. You can only be seen with a True
Shape Spell, or Detect Magic, though Detect Magic
does not tell who you are, merely that you are a
Tree with Transmutation magic cast on it. While
in tree form you can observe everything around
you but cannot speak or perform any Action
other than reverting back. Reverting back is a
Minor Action. Your Dodge and Speed becomes 0,
but you gain a Soak of 10. All held Objects change
with you. You take double Damage from Fire,
unless the type of tree says otherwise.

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Av Mechanicus (Order #43185080)


True Form Tier 4 Vision Tier 6
Abjuration Arcane/Nature Cost: 50exp Divination Arcane/Nature Cost: 55exp
1 Action 100ft Instant 2 Actions Self Special
You immediately transform a Target into it's true You ask a question as you cast the Spell
shape, whether it's transformation be from pertaining to a person, place, or object, referred to
Polymorph or other such Spells. If the as the Subject. You take 2 Nonlethal Damage for
transformation is from a Supernatural Talent, the every piece of information of the Subject that you
Target must succeed at a Willpower Save in order wish to know. You do not need to know much of
to negate this Spell. anything about the Subject, and could simply have
had the Subject described to you or have seen the
Tsunami Subject at a glance. If something would block a
Tier 9
Scry Spell, it also blocks this Spell.
Evocation Arcane/Nature Cost: 100exp
2 Actions 400ft 1min (C) Water Breathing Tier 3
You conjure up a massive wave, which is 10ft Transmutation All Cost: 25exp
deep, 50ft wide, and 10ft high. It moves in a
1 Action Touch 24 Hours
direction determined by you at its casting at a
speed of 60ft per round. Any Target hit by the When you cast this Spell you may Touch a
wave must make a Grit Save, taking 10 Cold Target, granting them the ability to breath
Damage on a failed Save, or half that on a success. underwater unhindered. This does not make a
If they are Huge or smaller they must then make Target unable to breath air. You may add more
a Physical Save in order to remain where they Backlash to have this Spell effect another
are. If they fail, they are swept up by the wave creature for every Backlash you add in this
and dragged with it. Huge or smaller Objects are manner.(P)
also swept away by the wave. A Target who is
swept up by the wave may take their turn to Water Manipulation Tier 0
attempt to escape by making another Physical
Save. Any Target who is in the wave at the end of Evocation All Cost: 10exp
their turn must make a Grit Save. Failure; 4 Cold 1 Action 30ft instant
Damage, or half that on a success.
Using this Spell allows for the most basic
manipulation of water or snow around you. You
Unseen Servant Tier 1 can effect anything within a 5ft square cube, and
Conjuration Arcane Cost: 10exp effects only last at most 1 Hour. Nothing you can
do with this Spell is forceful enough to actually
1 Action 30ft 8 Hours
cause Damage. Some examples are:
You create an invisible, mindless, and shapeless -Move, or change the flow of the water within the
being that obeys your command. The Unseen effected area.
Servant can lift up to 5 Bulk. It cannot attack. -Shape the water or snow into simple shapes,
Does not trigger traps or other motion sensitive such as vague objects, places, or creatures. You
Spells. They count as the same type of creature may also animate these shapes.
as you. It cannot perform any task that would -Change the water or snows color or opacity.
require a Skill Check with a DC higher than 10. -Freeze or unfreeze water provided there is
The Unseen Servant has a speed of 15 and cannot nothing inside. Frozen water naturally unfreezes
climb, fly, or swim but can walk on water. Though in 1 hour unless the environment is cold enough.
it must be cast within 30ft of you, it can move to a -Cause water or snow to jut up, effectively creating
distance of 120ft. It has a Dodge of 20, 1 Wound, Partial Cover.
and is unaffected by anything that makes it make -Cause snow in the area to melt.
a Willpower Save, but automatically fails -Cause an area covered in water or snow to
Physical Saves. You may have multiple servants become Wet or Slick.
at the same time.

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Water Mastery Tier 4 Wish Tier 9
Evocation All Cost: 50exp None Arcane Cost: 100exp
1 Action 120ft Instant (C) 2 Actions Special Instant
Much like Water Manipulation, Water Mastery What some consider the mightiest of Spells,
allows you to effect the water or snow around Wish allows you to bend the very fabric of
you, but with far larger effect and a greater reality through sheer might of magic.
affected area. These can last up to 8 hours, and When casting, you may choose one of the
the maximum effected area is a 15ft AOE. Some following effects:
examples of what you can do is: -Duplicate any Arcane Spell of Tier 8 or lower.
-Cause the water level of standing water to -Duplicate any Spell of Tier 6 or lower.
increase by as much as 20ft. Alternatively if the -Undo or dispel any Spell of Tier 8 or lower.
water source is large, you create a 20ft tall wave -Give a Target +1 to any Ability or Skill, this may
that travels inland. be done a total of 10 times for any one Target.
-Push all water or snow out of the effected area. -Revive any Target as if using the Resurrection
Targets on or in are also pushed out if they fail a Spell.
Physical Save. -Heal all Wounds and instantly regenerate all
-Redirect the path of flowing water inside the missing limbs from up to 5 Targets that you can
area. see.
-Create a whirlpool in the area. If the whirlpool -Undo any event that happened within the last 48
covers more than 20ft any Target within 10ft of hours.
the whirlpool must make a Physical Save, being -Create one Object worth up to 1,000 Silver.
pulled to the bottom if they fail. A Target at the -Permanently grant one type of elemental
bottom is Suffocating and takes 2 Damage at the Resistance to a Target, this may only be done
end of their turn. Physical Save allows a Target to once for a Target but does stack with other
move 10ft away from the center of the whirlpool. sources of Resistance and if the Target already
-Create structures or tunnels through snow or ice. has Resistance to that element they become
-Freeze or unfreeze water in the area provided Immune to it.
there are no Targets inside. -Grant up to 10 Targets immunity to a Spell or
magical effect for 8 hours.
Water Walking -Create an effect similar in power to the above
Tier 3
effects, at the Storytellers permission.
Transmutation Nature/Spirit Cost: 25exp To cast this Spell requires a gem worth 1,000
1 Action Touch 1 Hour (C) Silver, which is consumed by the casting of the
Spell.
You allow the Touched Target to walk on any
liquid surface as if it were normal ground. If the
Spell is cast while underwater all those effected
are immediately launched towards the surface at
60ft per round. You may add more Backlash to
have this Spell effect another creature for every
Backlash you add in this manner.

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Av Mechanicus (Order #43185080)


Archetype Background Player Name
Character Name
Experience Total Exp Gained Race Age Height Weight Hair Eyes Gender

Awareness Physical Save Willpower Save

GRT Wounds Dodge Soak Initiative Speed Luck


Total Current

Skills Points Total Bonus Knowledge Points Total Bonus


STR ❐ Athletics ❐ Engineering
❐ Brawl ❐ Geography
❐ Intimidate ❐ History

AGI ❐ Acrobatics ❐ Law


❐ Ride ❐ Occult
❐ Stealth ❐ Outlaw

REF ❐ Firearm(Light) ❐ Religion


❐ Firearm(Heavy) ❐ Warfare
❐ Ranged ❐ Wilds
❐ Sleight of Hand

SMT ❐ Appraise Magic Points Total Bonus


❐ Investigation ❐ Arcane
❐ Medicine ❐ Nature

INT ❐ Perception ❐ Spirit


❐ Sense Motive

❐ Survival Lucidity
MOX ❐ Bluff Total Current
❐ Handle Animal
❐ Leadership
❐ Perform
❐ Persuasion

Attack Name Attack Bonus Damage/Type Notes:

Av Mechanicus (Order #43185080)


Talents

Troubles:

Bulk Limit Bonus Bulk Total Bulk Current Bulk

Equipment Bulk Notes Equipment Bulk Notes

Total Total Total

❐ Arcane ❐ Nature ❐ Spirit


Save DC Save DC Save DC
Attack Attack Attack
Backlash Backlash Backlash

Spell Tier Spell Skill Effects

Av Mechanicus (Order #43185080)

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