Professional Documents
Culture Documents
Pistol Dust;
The name given to the residue left from the use of gunpowder.
10
11
12
13
14
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.
15
16
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.
17
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.
18
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.
19
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.
20
Keen Senses
+2 Points to the Perception Skill.
+1 to Awareness.
21
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.
22
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.
23
Small Target
+2 to Dodge due to size. If your size changes from
small, you lose this Bonus.
24
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.
25
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.
26
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.
27
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.
Natural Weapons
Your base Unarmed Damage increases from 1 to 2,
as you have sharp claws and teeth.
28
29
Small Target
+2 to Dodge due to size. If your size changes from
Small, you lose this Bonus.
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.
30
31
32
33
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.
34
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.
35
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.
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.
36
37
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.
38
39
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.
40
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.
41
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
42
43
44
45
46
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.
47
48
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.
49
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.
50
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
51
52
53
54
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.
55
56
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.
57
58
You may add your Smarts to any Physical Saves. School of Divination Cost: 30exp
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.
59
60
61
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.
62
63
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.
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.
64
65
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.
66
67
68
69
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.
70
71
72
73
74
75
76
77
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.
78
79
80
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.
81
82
83
84
85
86
87
88
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.
89
90
91
92
Close Quarters Cost: 20exp Tit for Tat Level 2 Cost: 50exp
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
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.
93
94
95
96
97
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.
98
99
100
101
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.
102
103
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.
104
105
106
107
108
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.
109
110
111
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.
112
113
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.
114
115
116
117
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, 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.
118
119
120
121
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
122
123
124
125
126
127
128
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.
129
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.
130
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
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
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.
154
155
Dragoliz 0.5
Medium Magical Dragon Critter
5 15 0 30ft, +1
20ft
Swim
14 +1 +0 -
Skills Acrobatics +1, Brawl +5, Bluff +1,
Perception +4, Stealth +6
Languages None
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.
156
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.
157
5 15 0 30ft, +3
30ft
Climb
16 +3 +2 -
Skills Acrobatics +3, Brawl +4, Investigation
+4, Perception +6, Sense Motive +1,
Stealth +6
Languages None
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.
158
Wolf 0.5
Medium Critter
5 15 0 40ft +3
GRT STR AGI REF SMT INT MOX Luck
2 2 2 2 -6 1 -4 15
16 2 1 -
Skills Acrobatics +2, Brawl +4, Bluff +1,
Intimidate +3, Perception +6, Stealth +6
Languages None
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.
159
160
161
162
163
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.
164
165
166
167
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
168
169
170
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.
171
172
173
174
175
176
177
178
179
180
181
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.
182
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.
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
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.
206
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
207
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
208
209
210
211
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
212
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.
213
Chupacabra 2
Medium Magical Critter
12 14 0 40ft +2
GRT STR AGI REF SMT INT MOX Luck
-1 1 1 0 -6 4 -2 14
13 2 4 -
Skills Acrobatics +2, Brawl +4, Perception +3,
Stealth +2
Languages None
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.
214
16 +4 +2 -
Skills Acrobatics +4, Bluff +1, Brawl +4,
Intimidate +3, Perception +6, Sense
Motive +2, Stealth +4
Languages None
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.
215
Dragoliz 0.5
Medium Magical Critter
5 15 0 30ft, +1
20ft
Swim
14 +1 +0 -
Skills Acrobatics +1, Brawl +5, Bluff +1,
Perception +4, Stealth +6
Languages None
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.
216
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.
217
6 15 1 10ft, +5
40ft Fly
16 +6 +3 -
Skills Acrobatics +6, Investigation +4,
Perception +6, Sense Motive +4,
Survival +4
Languages Buzz
218
16 +7 +3 -
Skills Acrobatics +7, Investigation +4,
Perception +6, Sense Motive +4,
Survival +4
Languages Buzz
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.
219
Florabee Queen 5
Small Magical Insect
20 15 4 10ft, +1
15ft Fly
16 +4 +5 5
Skills Acrobatics +4, Investigation +5,
Perception +6, Sense Motive +7,
Leadership +10
Magic: Nature +5
Languages Buzz
220
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.
221
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.
222
Glass Bird 6
Small Magical Critter
5 25 0 50ft Fly +7
GRT STR AGI REF SMT INT MOX Luck
-5 0 7 7 0 0 3 14
18 +9 +3 -
Skills Acrobatics +9, Brawl +5, Perception +8,
Sense Motive +2, Stealth +5
Languages None
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.
223
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.
224
Jackalope 4
Small Magical Critter
14 18 2 70ft +4
GRT STR AGI REF SMT INT MOX Luck
2 2 4 0 -4 2 1 14
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
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.
225
5 15 0 30ft, +3
30ft
Climb
16 +3 +2 -
Skills Acrobatics +3, Brawl +4, Investigation
+4, Perception +6, Sense Motive +1,
Stealth +6
Languages None
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.
226
Wolf 0.5
Medium Critter
5 15 0 40ft +3
GRT STR AGI REF SMT INT MOX Luck
2 2 2 2 -6 1 -4 15
16 2 1 -
Skills Acrobatics +2, Brawl +4, Bluff +1,
Intimidate +3, Perception +6, Stealth +6
Languages None
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.
227
Clockwork (Target) +2
Clockwork (Target)
+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)
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.
228
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.
229
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.
230
231
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.
232
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)
233
234
235
236
237
238
239
240
241
242
243
244
Cap of Knowledge
Common Head.
An odd checkered flat cap that grants the wearer +1
Bonus to all Knowledge Checks.
245
246
247
248
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.
249
250
251
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.
252
Marble Marble
Common Misc.
A small marble made of marble that always tries to
roll North.
253
254
255
256
257
258
259
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.
260
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.
261
262
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.
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.
263
264
265
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.
266
267
268
269
270
271
272
273
274
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)
275
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.
276
277
278
279
280
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.
281
282
283
284
285
286
287
288
289
290
291
292
Longshot Tier 1
Transmutation Nature/Spirit Cost: 20exp
Minor Touch 1min
You touch a weapon and increase its Range Band
by +10.(P)
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
❐ Survival Lucidity
MOX ❐ Bluff Total Current
❐ Handle Animal
❐ Leadership
❐ Perform
❐ Persuasion
Troubles: