2nD eDITIOn
By Joseph D. Carriker Jr., Matthew Dawkins, Stephen Michael DiPesa,
Meghan Fitzgerald, Seth Johnson, Steve Kenson, Jon Leitheusser,
Jack Norris, Chris Pramas, and Malcolm Sheppard
B
efore classic fantasy, there was science fantasy: a genre that borrowed freely from mythology and science fiction,
creating strange worlds for heroes. After the apocalypses of legend came our fear of technological destruction. Fantasy
AGE Technofantasy fuses these genres with traditional fantasy to create a campaign resource where, after the collapse of
a mighty technological civilization, magic and futuristic technology provide new tools and powers for characters, and inspire
adventures where science, sorcery, and raw wonder draw heroes across fallen lands.
Sift through the ashes of the Fall and discover the following.
• Ancestries changed by the Fall and the presence of technology, such as plant-growing greensmith dwarves, and
ancestries revised and expanded for Fantasy AGE Second Edition: the quasi-reptilian saurians, and the oreans,
living machines.
• New talents and specializations, including Alchemical Brewing and Salvage to make the most of scarce resources,
the Cybersoldier and Mutant specializations who embody a blasted world where science and sorcery stand
together, and more.
• Cybernetics, blasters, robots, powered melee weapons, and other high tech gear tailored for Fantasy AGE games.
• Technology stunts and tinkering that allow heroes to alter their personal tech—and the Digital and Machine Arcana,
revised and expanded for Fantasy AGE, to bind technology to magic.
• High-tech vehicles and rules to operate them, from the horse-like cybersteed to flying skimmers.
• New adversaries such as guardbots and warbots, as well as the products of strange ruins, wild science, and
forbidden experiments.
• A breakdown of the inspirations and classic motifs of technofantasy, synthesized from multiple genres.
Fantasy AGE Technofantasy requires the second edition Fantasy AGE Core Rulebook to fully use its contents, but like all
Adventure Game Engine (AGE) RPGs, can be adapted to other AGE System games with minimal effort.
Ron
in Pub
l Green Ronin Publishing GRR6108e
ish
n
3815 S. Othello St.
Gree
PDF
ing
Suite 100, #311
m ak
0
200
Seattle, WA 98118
in g
ou
in
ce
ro
w n R u les s www.greenronin.com
2nD eDITIOn
Fantasy AGE Technofantasy is ©2024 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge
to the respective copyright holders of that material. Green Ronin, Fantasy AGE and their associated logos are trademarks of Green Ronin Publishing, LLC.
2nD eDITIOn
credits
Design Team: Joseph D. Carriker, Jr., Matthew Dawkins, Stephen Michale DiPesa, Meghan Fitzgerald,
Seth Johnson, Steve Kenson, Jon Leitheusser, Jack Norris, Chris Pramas, and Malcolm Sheppard
Development: Malcolm Sheppard
Adventure Game Engine (AGE) created by Chris Pramas
Editing: Joseph D. Carriker, Jr. Graphic Design: Hal Mangold
Art Direction: Hal Mangold Cover Art: Conceptopolis
Interior Art: Conceptopolis, Stanislav Dikolenko, Francesco Di Pastena, Grandfailure,
Claudia Ianniciello, Matthias Kinnigkeit, Camille Kuo, Andrey Vasilchenko
Publisher: Chris Pramas
Team Ronin: Kara Hamilton, Troy Hewitt, Steven Jones, Steve Kenson, Ian Lemke, Nicole Lindroos,
Hal Mangold, Chris Pramas, Evan Sass, Malcolm Sheppard, Dylan Templar, and Alexander Thomas
Special Thanks: Laura Bailey, Hank Green, Alison Haislip, Yuri Lowenthal,
Ryan Wheaton, and Wil Wheaton, for those bold steps out of the ashes.
Fantasy AGE Technofantasy is © 2024 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in
no way constitute a challenge to the respective copyright holders of that material. Green Ronin, Fantasy AGE Core Rulebook, and their
associated logos are trademarks of Green Ronin Publishing, LLC.
Green Ronin Publishing in Pub
3815 S. Othello St., Ron l
ish
n
Gree
Suite 100 #311
ing
Seattle, WA 98118
m ak
0
200
[email protected]
in g
ou
in
ce
ro
www.greenronin.com w n R u les s
1
table of contents
Cybernetic Limits................................................................................28
Introduction....................................................3 Cybernetic Parts and Enhancements............................................28
The Implied Setting..............................................................................3 Robots.............................................................................................31
Contents...................................................................................................4 Robots in the Campaign...................................................................31
Go Forth With Blade and Blaster!.....................................................4 Robot Power Use.................................................................................31
Chapter 1: Vehicles...................................................................................................34
Vehicle Details......................................................................................34
Heroes After the Fall.....................5 Vehicle Descriptions...........................................................................35
New and Expanded Ancestries...........................................................5
Dwarf...............................................................................................5 Chapter 3: Wonders
Elf......................................................................................................6 of a Fallen World...........................36
Gnome.............................................................................................6 Tinkering With Technology.............................................................36
Orean................................................................................................7 Tinkering Rules...................................................................................36
Orc....................................................................................................8 Tests and Focuses................................................................................37
Saurian.............................................................................................9 Qualities.................................................................................................37
Backgrounds.........................................................................................10 Making the Test...................................................................................41
Technofantasy Classes. .....................................................................11 Test Results...........................................................................................42
Technofantasy Focuses......................................................................11 Vehicles...................................................................................................42
Technofantasy Talents......................................................................11 Operating a Vehicle............................................................................42
Alchemical Brewing........................................................................... 11 Speed and Velocity.............................................................................42
Metalrender..........................................................................................12 Velocity, Crashes, and Chases.........................................................43
Orean Secrets........................................................................................12 Vehicular Combat...............................................................................44
Salvage...................................................................................................12 Technomagic..........................................................................................46
Saurian Secrets.....................................................................................13 Digital Arcana......................................................................................46
Technofantasy Specializations. ......................................................14 Machine Arcana...................................................................................47
Amulet Master ....................................................................................14 Magic Items and Tech Devices. .......................................................49
Athlete....................................................................................................14 Temporary Items.................................................................................49
Batariamancer......................................................................................15 Permanent Items.................................................................................49
Blastermaster........................................................................................15
Cybersoldier.........................................................................................16 Chapter 4: Campaigning
Eremancer.............................................................................................16 After the Fall......................................... 50
Icon.................................................................................................17 What is Technofantasy?....................................................................50
Krewemaster........................................................................................18 After the Apocalypse.........................................................................50
Mutant...........................................................................................18 Generation X Cartoons......................................................................51
Pilot................................................................................................21 The Dying Earth..................................................................................52
Ruin Raider...........................................................................................21 Sword and Planet................................................................................53
Chapter 2: Creatures From the Cataclysm.......................................................54
Ash Rat...................................................................................................54
Technofantasy Equipment...... 22 Cthonite.................................................................................................54
Tech Stunts............................................................................................22 Cyberwasp............................................................................................55
Basic Tech Stunts.................................................................................22 Demon Dog...........................................................................................55
Class Tech Stunts.................................................................................22 Geoid..............................................................................................56
Technofantasy Gear...........................................................................24 Guardbot...............................................................................................56
Batteries.................................................................................................24 Infernoids..............................................................................................57
Armor and Shields.............................................................................24 Lightning Cloud..................................................................................58
New Weapon Descriptions..............................................................25 Metallovore...........................................................................................59
Weapon Modifications.......................................................................26 Pit Stalker..............................................................................................59
Adventuring Gear...............................................................................26 Steel Reaver..........................................................................................60
New Gear Descriptions.....................................................................26 Supertoy................................................................................................60
Cybernetics.............................................................................................28 Warbot............................................................................................61
2 table of contents
introduction
W
elcome to Fantasy AGE Technofantasy, a book shall we say, a less-informed past. Beyond problem attitudes,
about how to create post-apocalyptic science old science fantasy sometimes relied on an understanding of
fantasy games where blasters, mutants, cyborgs, science itself that, despite the genre’s lack of concern over
and floating cars stand side by side with elves, sorcery and accuracy, still comes across as dated. The Barsoom stories’
the other well-known aspects of fantasy roleplaying. “ninth ray” of prismatic light is an example of something
Technofantasy is a neologism, designed to give this book where even a lay understanding of science makes it hard to
a fancy name, but it harks back to the roots of roleplaying suspend disbelief. This is one reason our book doesn’t delve
games, where wargamers loved Edgar Rice Burroughs’s too deeply into how its fictional science works.
Barsoom and Amtor alongside Howard’s Conan and, certain This book is also designed to retain classic Fantasy AGE
denials aside, Tolkien’s Middle-Earth. However, early RPGs ancestries, classes, talents, and even the game’s silver stan-
were significantly influenced by historical wargaming, and dard. We want to make the resources in this book easy to use,
something in that mix eliminated the flying ships and strange all together or whichever sections please you, the presump-
technologies found in some of those sources, presenting tive GM. You can even transport characters from a more tradi-
numerous pole arms, but no ray guns. Unfortunately, besides tional campaign to a technofantasy world via the Deep of the
certain magic items and other low key references, the science core rulebook’s Stranger Shores setting.
fantasy roots of roleplaying only left intact a certain sort of
pseudoscientific racism transferred from the skin colors of The Implied Setting
Martians to elves, orcs, and such. It’s a pity.
But science fiction and fantasy continued to mix, so the possi- Fantasy AGE Technofantasy doesn’t present a detailed
bility of swords and ray guns never really went away. Comic setting, but it does presuppose an implied one, just like virtu-
books, cartoons, and video games continued the tradition. Jack ally every other roleplaying game. Core Fantasy AGE play
Kirby drew dinosaur-riding barbarians confronting warlords assumes a fantasy world with a general technology level
wielding fantastic technology on multiple occasions. Dying running from the Middle Ages to the 18th Century, with
earth stories obscured the difference between science and aspects of the latter entering to allow options for swash-
magic, and of course, a popular series of movies about mystical buckling reminiscent of the Age of Sail, but with sorcery and
spacefaring, laser-sword-toting knights made its mark. unusual ancestries.
This is the mix that created Fantasy AGE Technofantasy— This book instead assumes a fantasy world that is rising
minus the antique racist pseudoscience and other artifacts of, from the ashes of an unexplained, and if you choose, even
Introduction 3
the orean, and the lizard-like saurians. After that, we move
From the Ashes into new character backgrounds, focuses, talents, and special-
This isn’t Green Ronin’s first science fantasy treatment. The izations suitable for a technofantasy campaign.
previous edition of Fantasy AGE presented Titansgrave: The Ashes of
Valkana, a specific world in the genre. Sadly, our time with Titans-
Chapter 2: Technofantasy Equipment
grave has reached a conclusion, but we present this book for anyone One of the pleasures of science fiction is, of course, all the
interested in adventures within the same genre. Anyone looking to gadgets. This chapter not only provides these but presents
play a new-yet-familiar technofantasy campaign with the current
special basic stunts and class stunts to interact with high tech
Fantasy AGE Core Rulebook will be well-served by the options in
these pages. items. After the advanced armor, ray-shooting blasters, and
other straightforward gear, we move into robot companions
and of course, cybernetic enhancements. The chapter also lists
high-tech vehicles for characters to use, though the rules for
unknown apocalypse: the Fall or Cataclysm referenced
them can be found in the next chapter.
throughout the book. Some parts assume fantasy ancestries
and magic existed before the Fall, but the truth of that is up Chapter 3: Wonders of a Fallen World
to the GM, or, perhaps, a very slow Cataclysm unfolded long
This is a miscellany of technofantasy options, starting with
enough for magic to make itself known, but that it changed as
tinkering: rules to modify equipment. After that we explore
the Fall progressed.
rules for high tech vehicles: how fast they go, how to pilot
In the world after the Fall, magic and technologies exist
them—and what happens when something moving at incred-
side by side, and sometimes in a mixture. Some mages
ible speeds crashes. We end things with technological arcana,
can utilize batteries to power their spells, for instance. The
revised and expanded for Fantasy AGE, and new technolog-
secrets for many aspects of pre-Fall tech have been lost,
ical and magical treasures.
but not all of them. A wealthy hero can purchase a robot
servant, or even cybernetic limbs with extraordinary capa- Chapter 4: Campaigning After the Fall
bilities. They might trade blaster fire with an enemy or steal
a skimmer to fly across the wasteland. The technologies In our final chapter of the quartet, we discuss the influences
have a space opera level of realism—we don’t ask how it behind technofantasy before presenting a number of new
works, but what it does. adversaries to bedevil post-apocalyptic heroes.
Contents Go Forth With
Blade and Blaster!
This book is organized into four chapters, each presenting a
particular set of resources. Now you know the book and what it’s for. Start adventuring!
One bit of advice, though: Game Masters, don’t worry about
Chapter 1: Heroes After the Fall figuring out the cause of the Fall, the nature of the world
This chapter starts with new variants for dwarves, elves, before, or any of the big secrets when you start. Answer those
gnomes, and orcs, and presents two ancestries updated for questions when the game requires them, and feel free to
the second edition of Fantasy AGE: the living machines called explore a new world alongside your players.
4 Introduction
Chapter 1
Heroes After the Fall
A
fantasy techno-apocalypse leaves behind a cosmo-
politan array of sapient ancestries with diverse
Dwarf
cultures, religions, abilities, and histories. Few Dwarves planned and constructed the greatest cities, monu-
ancestries remain in specific parts of a world where tech- ments, and castles before the Fall. They’re aware of their
nology once blended everyone together with fast travel and ancestral accomplishments, many of which loom around
communications. the world, and often have continuing dwarven habitation,
All ancestries in science fantasy games use the basic Fantasy though smaller populations and damage from the Cataclysm
AGE rules for their stats and benefits. The following sections may force communities to close off sections of great cita-
introduce new and variant ancestries to those presented in the dels. Self-sufficiency is a must, and along with a history of
core book. All standard Fantasy AGE ancestries are suitable common contact with other peoples, has created a broader
for technofantasy games. dwarven society.
Beyond ancestries, this chapter also presents new Back-
grounds, Focuses, Weapon Groups, Talents, and Specializa- Greensmiths
tions for use in technofantasy campaigns.
Greensmiths differ fundamentally from their stone and
New and Expanded metalworking, hard-craft cousins. Valley and river-dwellers,
Greensmiths prefer temperate climates and excel at preparing
Ancestries extravagant foods, wondrous medicines, and raising robust
livestock. The first greensmiths began their work when the
The following section presents new and modified ancestries old trade networks collapsed. Dwarves had never completely
suited to a science fantasy campaign. This includes some forsworn the ways of soft earth and growing things, and the
loose background information that might not apply to all most devoted of these, perhaps considered eccentrics, were
campaigns, however. If your elves don’t care about nature, pressed into service growing food.
for instance, the Gormwind elves’ backstory needs to change, These farmland dwarves coined the term Greensmith in
assuming you use them. Not all core Fantasy AGE ancestries honor of dwarven craftsfolk, even though their new crafts
have been given a post-apocalyptic presentation—just those were those of the till and scythe, or making food, rather than
with new rules options, which for space reasons, doesn’t smithing metal. While some dwarves use the term to honor
include them all! their cousins, others use it as an insult.
Chapter 1: Heroes After the Fall 5
Greensmith dwarves tend to be serene and content in Gormwind elves are frequently more muscular than wood-
their choices, less prone to the brawling and revelry of their land elves due to shipboard labor, and their hair is often
cousins, and more concerned with bringing in a good crop. sun-bleached.
Greensmiths are conservationists, preserving the land and As a Gormwind elf, you may roll or pick twice (or just once
making it healthier with every crop rotation, though they if you pick an ability increase) on the Gormwind Benefits
are less concerned with flora and fauna that don’t benefit table instead of the usual Elf table on p. 16 of Fantasy AGE.
dwarves—their love for the land is pragmatic. The occasional Otherwise, you have the same game statistics as other elves.
Greensmith mage has risen to prominence in recent times,
channeling the arts of elemental magic. Gormwind Benefits
As a Greensmith dwarf, you may roll or pick twice (or just 2d6 Roll Benefit
once if you pick an ability increase) on the Greensmith Benefits 2 +1 Dexterity
table instead of the usual Dwarf table on p. 15 of Fantasy AGE. 3-4 Focus: Strength (Climbing)
Otherwise, you have the same game statistics as other dwarves.
5 Focus: Dexterity (Piloting)
Greensmith Benefits 6 Focus: Perception (Hearing)
2d6 Roll Benefit 7-8 +1 Strength
2 +1 Dexterity 9 Focus: Constitution (Rowing)
3-4 Focus: Intelligence (Natural Lore) 10-11 Focus: Intelligence (Navigation)
5 Focus: Dexterity (Riding) 12 +1 Intelligence
6 Focus: Communication (Animal Handling)
7-8 +1 Intelligence Gnome
9 Focus: Intelligence (Brewing)
For some gnomes, the Cataclysm only verified that a secretive
10-11 Focus: Communication (Investigation) existence in the places between more populous civilization is
12 +1 Communication safest for their kind. After finally rebuilding and establishing
themselves independently, gnomes have come to accept that
Elf the land and its creatures—even some of the magic they
embraced—will not return soon, at least in the forms their
With their long lives, many elves developed skill in the ats of ancestors knew. Thus, they have come to utilize technology to
sorcery. The Fall unleashed the violent epitome of the mystic a greater degree than before.
art. When the wars came, elves produced some of the greatest
battle mages, alongside soldiers with many human lives’ of Makerkin
experience. Their finesse, discipline, and power could not
Makerkin gnomes and inventiveness go hand-in-hand. They
prevent the Cataclysm, however. They are still rumored to
enjoy nothing more than augmenting their world. Whether
control spells of massive destruction, though it’s been eons
improving a thresher’s efficiency, making a healing draft more
since they last exerted such power. Others wonder whether
potent, or adding buoyancy to a dirigible; gnomes will tinker
the heights of elven power are long since forgotten, as much
and improve the enhanced model to use for their own benefit,
of their power came from ties to nature and the land, both of
help their people directly, or sell. Gnomish culture apparently
which were disrupted by the Fall’s calamities.
matches the needs of inventors well, prizing creativity, highly
Gormwind refined detail, and manual dexterity.
Makerkin emphasized these values until it produced a
The Gormwind are island and coastal dwellers. These elves distinct gnomish subculture devoted to technology, puzzles,
forsake their ancestral homelands beneath the trees for and problem solving. They establish laboratories in harsh envi-
sailing ships, though even these may be verdant with living ronments, hoping the Fall left treasures where it hit hardest.
masts whose roots strengthen decks of earth and wood. The They tend to dwell in buildings influenced by their eccen-
Gormwind elves are a seafaring folk who make their lives as tricities. From boot-shaped houses to laboratories made from
traders, fisherfolk, sailors, and occasionally pirates. highly combustible elements, Makerkin settlements are clearly
The first Gormwind (“Gorm” meaning “Blue” in certain identifiable by their whimsy. Though famous gnomish warriors
elvish dialects) were refugees who fled from devastated elven are few and far between, the occasional gunslinger for hire or
homelands. It is said they took what living things they could trap-loving Makerkin assassin makes themselves known.
along with them, using magic and great earth-lined barges Makerkin are ever curious. Their inquisitiveness sometimes
to move the trees of their fallen sanctuaries to safety. The gets the better of them when attempting experiments, but all
living masts of Gormwind ships have ancestors lost to deserts agree the risk of disaster is worth taking if it comes with the
created by the Cataclysm. When living masts grow too large, possibility of creating something new. Perhaps as a result of
they’re replanted on secret islands or reclaimed regions the their mass population depletion, gnomes feel a deep anger
Gormwind hope to restore to full health. when someone sabotages or destroys one of their creations.
6 Chapter 1: Heroes After the Fall
As a Makerkin gnome, you may roll or pick twice (or to emerge. Nevertheless, in every generation since the Cata-
just once if you pick an ability increase) on the Makerkin clysm, the number of oreans in the world has dwindled, and
Benefits table instead of the usual Gnome table on p. 17 of the sight of an orean is uncommon.
Fantasy AGE. Otherwise, you have the same game statistics Oreans are made of various metals, ceramics, and myste-
as other gnomes. rious substances known of before the Fall, such as plastics,
but a few may even have wood, stone, and horn components,
Makerkin Benefits usually as decoration. They are humanoid in shape and stand
2d6 Roll Benefit anywhere from four to seven feet tall, but individual oreans
2 +1 Accuracy vary widely in appearance; one may be made of blocky steel
marked with indecipherable words, while another might be
3-4 Focus: Dexterity (Traps)
packed with brass gears visible inside a skeletal frame, or a
5 Focus: Dexterity (Advanced Piloting)
graceful, dancer-like form that flows seamlessly together and
6 Focus: Perception (Hearing) is covered in fine filigree.
7-8 +1 Intelligence
9 Focus: Strength (Machining)
10-11 Focus: Intelligence (Scientific Lore)
Changing the Machine
12 +1 Constitution As living machines, orean may not have access to certain talents,
specializations, and other game benefits that inherently rely on a
character’s fleshly biology. For example, orean may not take the
Orean Mutant specialization.
Orean may however acquire cybernetics. Orean see these as
Built before the Cataclysm, oreans are among the most sophis- chosen modifications to their mechanical selves, but they follow
ticated robots ever designed. They possess true sapient intel- the same rules as other Player Characters.
ligence, and are capable of self-awareness, creativity, and
learning. Their humanoid bodies have self-repairing abilities
and the fine coordination required to use the same tools as
other ancestries. Perhaps the most mysterious advancement
they possess is some equivalent of that “spark of life” some
say is required to interact with the magical realm. Indeed,
some oreans appear to have magical properties inherent to
their design, though others appear more like conven-
tional robots, though in all cases, they do not require
batteries; some technology unknown to the
world as it is now perpetually powers them.
Most scholars believe oreans were created
to fight the final battles before (and perhaps
those which caused) the Fall, but the truth is a
mystery. Old orean designs suggest multiple
functions, but all could be explained as satis-
fying the needs of a sophisticated military.
However, all oreans possess the ability to design
and build offspring—in part. This knowledge
is only unlocked when shared with one or
more other oreans who also wish to build
more of their kind, and the exact mixture
of plans, combined with the creators’
desires, allow the group to manufacture
their offspring in a process that takes months
of work. Rarely, one of these clans needs materials
they cannot synthesize or take from their own bodies,
and they must seek out what they require in the ruins of
advanced cities and outposts.
This makes reproduction difficult and as a result,
the orean people are in decline, though sometimes
treasure hunters find deactivated units and
manage to bring them to life. There may
be battalions of machine people waiting
Chapter 1: Heroes After the Fall 7
a source other than rest. Otherwise, you could remain
The Rebuilt non-functional for days, years—even centuries.
Although orean are living machines, “mixed ancestry” orean exist. • Your Speed is equal to 10 + Dexterity (minus armor
The Rebuilt are usually members of fleshly ancestries who were
penalty if applicable).
injured at an early age. Orean used a variation of their reproduction
procedure to heal these unfortunates, who then gain a combination • You can speak and read the Common Tongue and one
of orean and biological parts. Those least affected by the process language of your choice.
choose a non-orean base ancestry but use the Orean benefits table,
while those who experience substantial “repairs” use orean base • Roll or pick twice (or just once if you pick an ability
characteristics, but their fleshly ancestry’s benefits table. increase) on the Orean table.
A small number of the Rebuilt have atypical origins, including
those who became part orean out of a sincere desire, and rumors Orean
of individuals punished by tyrants by being Rebuilt, usually at 2d6 Roll Benefit
the hands of orean forced to do so. Orean reproduction and
Rebuilding are not simply a variation of cybernetics, and it cannot 2 +1 Accuracy
be fully described even by the orean themselves, who consider 3-4 Focus: Willpower (Courage)
these sacred procedures part of the mystery of their kind. Armored Artifice: Increase your Armor Rating
5
by 2. This stacks with worn armor.
6 Weapon Group: Blaster Pistols*
Orean Names 7-8 +1 Strength
9 Focus: Strength (Might)
Oreans usually have three names: a first name that could
10-11 Focus: Intelligence (Engineering)
be anything from a name common to another race to an
12 +1 Fighting
onomatopoetic word, a middle name that is their familial
“manufacture’s mark,” and a last name based on what sort of * If you have this weapon group or gain it at Level 1,
function they perform or were trained to do. change to Focus: Blaster Pistols
First Names: Ank, Curr, Ding, Klink, Pung, Shik, Sree,
Tap, Vurt, Zab Orc
Middle Names: ag, bin, del, fel, hul, jo, myr, sil, vun
Once better known as an ancestry of nomads and dwellers in
Function Names: Anvil, Awl, Book, Caster, Claymore, the harshest places, orcs have emerged from the Cataclysm
Compass, Porter, Quill, Sentry, Teller, Tinker into a world where their way of life is now a necessity for
other peoples. The old tensions between mountain and valley,
Playing an Orean broken land and verdant riverside, are fading memories, and
orcs can be found everywhere in the post-Fall worlds, where
If you play an orean, modify your character as follows:
some have won recognition for being fierce protectors of
• Pick one of the following ability focuses: Constitution amity between peoples even when many must share insuffi-
(Stamina) or Strength (Intimidation). cient food, water, land, and other necessities. As far as the orcs
• You have the Living Artifice quality. You do not need to eat, are concerned, other ancestries are only starting to develop
sleep, or breathe, though you must rest to heal, like other the true maturity that adversity brings.
characters. You do not age. Magic heals you, just as it does
other living creatures. Particularly bad damage leaves
Vestmorr
portions of your body broken, rent, torn, or otherwise
The Vestmorr orcs began as communities in the rocky hills and
scarred. This cosmetic damage can be repaired using Intel-
mountains near old pre-Fall population centers. As refugees
ligence (Engineering) with a TN determined by the GM,
flooded their lands they were forced to emerge and teach the
typically between TN 8 for minor blemishes and dents to
ways of self-preservation. The Vestmorr became well known as
TN 15 for large holes, rents, or tears. Lost limbs can even
guides, metalworkers, and even merchants, but most of these
be replaced by a skilled repairer succeeding on a TN 15 (or
orcs don’t linger in outsider communities longer than they need
higher). You cannot suffer the Fatigued Condition; the GM
to. Even the wealthiest among them will usually return to the
chooses whether nothing happens, or you take 1d6 pene-
rough Vestmorr homelands to lead simple self-sufficient lives.
trating damage when you would gain a level of the Condi-
Why interact with outsiders at all? Vestmorr love to learn
tion. The GM may select this option for other Conditions
what outsiders know, especially in the fields of technology
when they would require some particular type of living
and storytelling. Vestmorr greatly appreciate the tales and
biology you lack, except in the case of Dying.
experience of travelers. Vestmorr children commonly pay
• You have the Semi-Animate quality. Anything that would small trinkets and treats to travelers in hopes of a story from
cause the Dying Condition instead imposes the Uncon- the outside world.
scious Condition (and you are still vulerable to a coup de Vestmorr artifacts often hint of surprising sophistication,
grace), but this lasts until you regain at least 1 Health from revealing what exactly these orcs do with the wealth they gain
8 Chapter 1: Heroes After the Fall
through trade with outsiders. To Vestmorr, technology should
either entertain, compensate for some injury or disadvantage,
or be used to protect the community. Thus, while Vestmorr
shun convenience, they don’t let disease or disability limit
a family member’s ability to participate and when invaders
come, they have potent weapons ready.
As a Vestmorr orc, you may roll or pick twice (or just once
if you pick an ability increase) on the Vestmorr Benefits table
instead of the usual Orc table on p. 21 of Fantasy AGE. Other-
wise, you have the same game statistics as other orcs.
Vestmorr Benefits
2d6 Roll Benefit
2 +1 Constitution
3-4 Focus: Strength (Smithing)
5 Focus: Communication (Animal Handling)
6 Focus: Intelligence (Engineering)
7-8 +1 Willpower
9 Focus: Strength (Machining)
10-11 Focus: Willpower (Faith)
12 +1 Strength
Saurian
Saurians are a species of warm-blooded reptile-like creatures
which came to prominence before the Cataclysm, though A saurian appears to be a humanoid reptile with digiti-
the exact story of their origins was lost in the Fall. Saurians grade legs; a minority have tails and feathered crests, while
themselves say they once ruled the world, and the other most have spiny growths around the eyes. The claws on their
ancestries were their servants—and some even claim saurian hands and feet are usually too soft to act as effective weapons.
created them as “servitors”—something offensive to most
other ancestries, members of whom claim the opposite might
Playing a Saurian
be true. One common version of the latter story is that the If you play a saurian, modify your character as follows:
saurians’ ancestors had been long extinct, and some exotic
mix of magic and technology recreated them from fossilized • Pick one of the following ability focuses: Intelligence
bones and reshaped them to develop intelligence. (Scientific Lore) or Willpower (Self-Discipline).
Saurians dismiss all that as nonsense, of course. Neverthe- • Your Speed is equal to 10 + Dexterity (minus armor
less, there’s evidence saurians had their own cities and perhaps penalty if applicable).
even nations in the world before the Fall, and that advanced • You can speak and read Saurian and the Common Tongue.
weapons and tools were manufactured for them. Saurians
continue to study science and technology as their birthrights, • Select two additional benefits from the Saurian table.
and they have founded successful high-technology settlements Selecting an ability increase counts as both your benefits.
in the ruins they claim once belonged to them. They have Alternatively, the GM may allow you to roll twice to gain
even expanded from there, and new, steel-walled towns with two random benefits (roll 2d6 and add them together).
humming bright lights often have saurian rulers. Saurian Benefits
Despite this progress, they struggle with cultures domi-
2d6 Roll Benefit
nated by other ancestries, perhaps because they’re so different
from any of them. Even the reptilian draak lack the saurian 2 +1 Constitution
technological focus, leading saurians to treat them as uncul- 3-4 Focus: Constitution (Stamina)
tured “country cousins,” at best—something that provokes 5 Focus: Intelligence (Historical Lore)
draak pride. For the most part, saurians offend other peoples 6 Focus: Intelligence (Engineering)
by assuming that any problem can be solved by concentrating 7-8 +1 Intelligence
research, resources, and scientific ingenuity on it, and that
9 Focus: Intelligence (Computers)
are naturally suited to organize, and thus, lead these efforts.
Younger saurians are considerably more flexible about such 10-11 Focus: Strength (Intimidation)
things, however. 12 +1 Strength
Chapter 1: Heroes After the Fall 9
well if you can make a go of it, though you must either travel
Backgrounds or make information come to you.
Survival needs and technological developments from before
Hunter Outsider
and after the Cataclysm provide new background options
for characters. You can use either these backgrounds or those Dexterity (Stealth) or Perception (Tracking)
from the Fantasy AGE core rulebook. (Or choose one or the
You’re more comfortable in the wild than in a city’s oppres-
other by flipping a coin.) If you wish to randomly generate a
sive walls. You know how to pick up the scent of the prey,
background after determining a character’s social class, roll
track your target, and deliver a clean kill. You only kill when
on the Technofantasy Backgrounds table.
you have to, and you honor your fallen prey. You understand
Alchemist Outsider the value of each part of a slain animal, or even each item on
Intelligence (Brewing) or Willpower (Courage) the body of a slain foe. Some may find you gruff and unap-
proachable; you consider yourself practical.
You are dedicated to creation and the principle that something
Postulant Outsider
can be made from nothing. Others may consider your cause
futile, but you think there’s little as important as experimenta- Communication (Persuasion) or Willpower (Faith)
tion. Sometimes your creations work, other times they fail, but
You believe in a faith made mysterious by the Fall, when
you persevee. Despite the social ostracism, you will continue to
holy texts burned, and statues crumbled. While it may have
mix elements and chronicle the results.
fallen long ago—or you may have been exiled from more
Factory Worker Lower conventional worshipers—you know your faith’s values are
Intelligence (Engineering) or Strength (Machining) correct and could even save the world. Its enemies are your
enemies. You’re not alone. Others think the same way, even if
In some parts of the fallen world, manufacturing still takes the majority is too blind to see. You might be fated to remain
place with the help of heavy machinery, assembly lines, and an outcast and martyr, but faith is all the satisfaction you need.
even the odd industrial robot. You’ve worked in such a place,
Protector Middle
greasing the gears, or you might be the equivalent of a mouse
in a metal house, hiding in and occasionally manipulating the Any Accuracy Focus or Strength (Intimidation)
factory’s machines to survive.
The locals came to you and yours for help defending them
Knower Middle from an uncertain outside world. This might be a formal
Any Lore focus office, or it might have arisen through necessity. The people
you protect are willing to treat you well because they know
Knowing things seems like the essence of every job, but the work is dangerous, though you probably hope threats are
in your case, it’s not about knowing a particular type of enough to dissuade your people’s enemies.
professional knowledge but everything from whatever can
Ration Prince Upper
be known about the Cataclysm to news from surrounding
communities. People are often hungry for both. They want to Communication (Leadership) or Dexterity (Crafting)
know how to make rusted hulks live again, and whether their
“Ration princes” are much despised because they become
relatives from across a blasted waste have survived. It pays
wealthy or tyrannical through their control of a necessary
resource, such as food or water. Ration princes can only thrive
Technofantasy Backgrounds
in isolated areas where trade cannot break their monopolies.
D6 Outsider Lower Middle Upper You may have been such a figure, the heir to such, or you
1-2 Alchemist Factory Worker Knower Ration Prince belonged to a ration prince’s privileged retinue. Whatever
3-4 Hunter Ruin Miner Scientist Shelterborn you were, you’re now experiencing the rest of the world,
where that kind of leverage isn’t guaranteed.
5-6 Postulant Technologist Protector Warlord
Ruin Miner Lower
Dexterity (Traps) or Intelligence (Scientific Lore)
Trinkets From the Ashes
In the world after the Cataclysm resource extraction and grave
As GM, you might decide that every character possesses a minor
piece of technology that adds +1 to a background-granted focus robbing are close cousins, if not the same thing. You might
when it used for the background’s purview. A Knower might have fancy yourself half-adventurer already, as you explore crum-
a handheld digital slate that records pages of written informa- bling buildings for valuable materials and artifacts—and dare
tion, while an Alchemist might find their concoctions improved collapses, strange diseases, and sometimes even intentional
by using that most hallowed of ancient devices, a blender. These traps. You might be first in after the heroes leave, as after they
devices cannot be tinkered with or generate Tech Stunts, or add to grab their silver you can search for the real valuables.
all uses of the focus. They just support a hero’s trade.
10 Chapter 1: Heroes After the Fall
Scientist Middle
Intelligence (Scientific Lore) or Willpower (Self-Discipline)
Technofantasy
Focuses
You believe in the power of science over magic. Codifying, chron- The science fantasy genre leads to several new focuses, based
icling, and testing science is a worthy cause. Magic is wild and on the technology available around your campaign world.
uncontrollable. Any adversity can be overcome by harnessing
science in the form of weapons, safe and quick transit, and the Accuracy
extension of life. Science offers it all, and you mean to wield it.
Blaster Longarms: Proficiency with weapons of the Blaster
Shelterborn Upper Longarms Weapon Group.
Blaster Pistols: Proficiency with weapons of the Blaster
Communication (Bargaining) or Intelligence (Scientific Lore)
Pistols Weapon Group.
Your people didn’t enter the Cataclysm unprepared. They Dexterity
created a sanctuary with the necessities and basic comforts
of life. While most of the supplies are broken or gone, now, Advanced Driving: Maneuvering more advanced vehi-
cles, as opposed to the carts and wagons covered by the
you still have some residual wealth to help you as you face
Strength focus Driving.
the prospect of leaving home. The shelter can no longer meet
Advanced Piloting: Taking off, maneuvering, and landing
your needs and you must emerge into a chaotic world.
flying machines.
Technologist Lower
Intelligence
Dexterity (Crafting) or Intelligence (Engineering)
Computer Lore: Knowing how to operate and program
You love the noise of machinery, the smell of oil, and the whir thinking machines.
of a motor. Where scientists play with test tubes and harness Scientific Lore: Knowing the scientific method and the latest
electricity, you prefer the grind of gears and chug of steam. facts and theories.
You dream of flying over kingdoms in a balloon or building a
Strength
wheeled machine with which to tear across the desert. Every-
thing is better with cogs, levers, and pulleys. Machining: Making heavy industrial items such as motors
and machine parts.
Warlord Upper
Communication (Leadership) or any Fighting focus Technofantasy
The greatest cause is war, because only war binds societies Talents
together. You’ve lived as a soldier, and you know how to command With Game Master permission, the following talents are
people to fight and die for you. Perhaps you truly campaign for available to characters in technofantasy games.
benevolent causes and realize the only way of achieving them is
through bloodshed. You may be a reluctant general or a blood- Alchemical Brewing
thirsty warmonger. In any case, you’re prepared to level guns or Classes: Mage. Alternatively, a background with access
brandish swords when the need rears its head. to high technology may allow non-mages to take
this talent.
Technofantasy Requirements: Intelligence 2, Intelligence (Brewing) focus
Classes and either Intelligence (Arcane Lore) or Intelligence
(Scientific Lore)
Modify the classes in a technofantasy campaign as follows:
The old healers and medicines are gone, so you make do with
• Envoy Starting Weapon Groups: any three of the
herbs and substances you can scavenge or trade for.
following: Black Powder, Blaster Pistols, Bludgeons, Bows,
While many people appreciate a well-brewed beverage,
Brawling, Heavy Blades, Light Blades, Slings, and Spears.
you have learned the art of imbuing your creations with
• Rogue Starting Weapon Groups: Blaster Pistols, Brawling, special alchemical properties. Depending on your interest
Light Blades, Staves, and either Blaster Longarms or Bows. these may be concentrated medicines or specially enhanced
versions of ordinary beverages, intoxicating or otherwise.
• Warrior Starting Weapon Groups: Brawling, plus
Intoxicating brews made using this talent may affect the
any four of the following: Axes, Blaster Pistols, Blaster
drinker normally in addition to any bonuses your concoc-
Longarms, Bludgeons, Bows, Heavy Blades, Light Blades,
tions provide.
Spears, or Staves.
Novice: You can brew revitalizing concoctions that act as healing
• All characters start with two Alpha batteries except for
potions and mage’s elixirs. This requires 16 hours of labor, 60 sp
mages, who start with three of them.
Chapter 1: Heroes After the Fall 11
worth of materials, and a TN 15 Intelligence (Brewing) test, Orean Secrets
and creates a number of concoctions equal to your degree of
Ancestries: Orean
success. A single batch can include one or both types of concoc-
Classes: Any
tion. The batch you create remains potent for 5d6 days, making
stockpiling a challenge. You can also make a TN 13 Intelligence
You’ve unlocked the true powers within your unwritten
(Brewing) test to identify mundane, magical and technological
schematics. Orean who explore their capabilities and origins
items intended to be imbibed from their smell or appearance.
discover new and enhanced functions locked in their artifi-
Expert: You can brew concoctions that enhance your allies’ cial bodies.
and customers’ abilities. With 16 hours of labor, 120 sp worth Novice: You gain one of the following benefits.
of materials, and a TN 15 Intelligence (Brewing) test, you
can make potions of might or elixirs of ability enhancement (see • Anima Battery: Your body now stores 10 charges, as from
Magic Items and Tech Devices in Chapter 3). A single batch a battery (see Chapter 2), which you can use to recharge a
can include a variety of concoctions, including those from the battery, or power an object through physical contact. The
Novice degree up to a number of concoctions equal to your former is a minor action, while the latter is a free action
degree of success. Once again, the batch remains potent for you can perform once per round. You recharge any spent
5d6 days. Alternately, you can make a batch of purely Novice charges, going back to a total of 10, after a total rest.
concoctions, but by spending 120 sp on materials, you can • Armored Artifice: You gain the Armored Artifice orean
make them last 10d6 days. character creation benefit, increasing your Armor Rating
by 2. This stacks with worn armor. If you already have
Master: You can brew a concoction that confers the effects
this benefit, you gain Improved Armored Artifice,
of any pre-selected Novice spell you know that normally
increasing your Armor Rating by 1 more, for a total of 3.
effects yourself or just one target. Once someone consumes
the concoction, they experience the effects of the spell as if • Improved Form: You gain the equivalent of a cyber-arm,
it had been successfully cast, but as a simple test success cyber-eye, or cyber-leg. Your body part looks the
that doesn’t gain or use SP. If you are not a mage, you gain same, unless you want to change it, as instead of being
knowledge of how to brew a concoction equivalent to one replaced, it has developed extra capabilities. This does
Novice spell. Unlike the other forms of brewing conferred not count as cybernetics for the purpose of reaching
by this talent, this only requires a Spellcasting test (including your threshold before penalties kick in, per Cybernetic
for non-mages, if they take this degree), 10 sp of materials, Limits in Chapter 2 and does not make you vulnerable
and three hours of effort, though it cannot be combined with to anti-cybernetics stunts.
your other brewing projects. Furthermore, while mages pay Expert: You gain one of the Novice degree benefits you didn’t
any associated MP costs, non-mages must pay 5x the MP cost previously choose (including Improved Form for a new body
in silver pieces. The concoction remains potent for 5d6 days. part) or one of the following.
Metalrender • Enhanced Anima Battery (prerequisite: Anima Battery):
Your body now stores 20 charges, not 10. All the prior
Classes: Rogue, Warrior
Anima Battery conditions remain in place, except when
Requirement: Fighting 1, Strength (Machining) focus
you rest, your total charges return to 20.
If it ain’t broke, it will be. You know how to destroy the flesh- • Enhanced Armored Artifice (prerequisite: Armored
less products of technology. Robots, gadgets, whatever—it Artifice or Improved Armored Artifice): Your Armor
always has weak points that a well-placed blow, wrench, or Rating increases by an additional +1, stacking with
other move can render useless. This is a valuable military and Armored Artifice or Improved Armored Artifice for a
security skill in technofantasy campaigns. total AR of 3 or 4, respectively.
Novice: When using the Pierce Armor stunt against non-bio- Master: You gain one of the Novice or Expert degree bene-
logical high-tech automatons and devices, your attacks inflict fits you didn’t previously choose. Furthermore, when you
penetrating damage, completely ignoring the target’s Armor interact with a piece of technology and can use stunts, you
Rating (instead of halving it as the stunt usually does). gain +1 SP you may use on Basic Tech Stunts (see Chapter
2)when you score doubles on a related test.
Expert: When making a test to attack, damage, deactivate, or
otherwise destructively interfere with non-biological high tech Salvage
items or opponents (this does not include orean or characters
Classes: Envoy, Rogue
with cybernetics, but does include robots and other automata)
Requirements: Perception 2
you gain 1 SP in addition to any gained from other sources.
Master: Your attacks, including the use of spells, explo- You can scavenge valuable items from junk and raw mate-
sives, traps, and so on, inflict an additional 1d6 penetrating rials. You are great at finding things and even better at iden-
damage against any automaton, robot, high-tech vehicle, or tifying the best and most useful parts when you do. Salvage
similar target. is a vital skill outside the remnants of civilization. From food
12 Chapter 1: Heroes After the Fall
to old technology, a robust economy exists driven by securing attacks. Benefits that would increase your unarmed attacks to
resources through scavenging and salvage. From junk dealers 1d6 from 1d3 damage add +2 to your damage rolls instead.
to raiders, this talent sees a lot of use and it can even make Master: You gain the Novice benefit for a Lore focus you did
someone rich if they find that big score and get to it before any not previously select to have it.
competing scavengers do. You also either gain a Novice “Breed” benefit you didn’t
Novice: Once per encounter, if you take your major action to initially choose, or one of the following benefits that use them
make a TN 13 Perception (Searching) test, success indicates as prerequisites.
that you may find any item that could reasonably be in the • Enhanced Armored Breed (prerequisite: Armored
area that is worth equal or less than your degree of success Breed): Your Armor Rating increases to 3, not 2.
in silver pieces (sp). The item may not be in perfect condi-
tion, but it will be serviceable, and work as intended. Failure • Enhanced Predatory Breed (prerequisite: Predatory
means there’s nothing to find of use in the area for the rest of Breed): You can now use the Mighty Blow stunt for 1 SP
the encounter. when delivering a Fighting (Bite) attack.
Expert: You can reroll the results of any Intelligence (Evalua- • Enhanced Swift Breed (prerequisite: Swift Breed): You
tion) test, though you must take the second result. Your Novice can charge at full Speed, not half, as long as you don’t use
degree item finding ability now also returns one or more items the Move minor action during the same round.
with a total value equal to twice your degree of success.
Master: You are skilled at discovering the hidden value in
strange objects. You gain a +2 bonus to tests to avoid any
hazards or traps protecting or attached to a moveable item
(such as a chest, but not the door to a room), such as self-de-
struct mechanisms or malfunctioning circuits. When also gain
1 SP to devote to any Exploration, Social, Envoy, or Rogue
stunt when you employ an exotic salvaged item (the GM
decides what constitutes such) as a prop or aid and plausibly
describe how it helps.
Saurian Secrets
Ancestries: Saurian
Classes: Any
You embody the power of your thunder lizard forebears as
well as your intelligent ancestors. The roars of a saurian’s
ancestors shake their blood. As one of them, you’ve listened
and learned your full capabilities.
Novice: The saurian way isn’t just physical, but an intellectual
heritage exploring ancestral memories. You gain a +1 bonus
to a single Lore focus. You do not need to know the focus, as
it may have been pieced together from ancestral memory. You
are considered to know the focus for situations where focus
knowledge is required, however.
You also gain one of the following benefits.
• Armored Breed: Plate-like scales provide an Armor
Rating of 2. This stacks with worn armor.
• Predatory Breed: You gain the ability to take the Fighting
(Bite) focus, because you can make Fighting-based attacks
with your bite, which inflicts 1d3 + Strength damage.
Furthermore, you may use the Lightning Attack stunt for
just 2 SP if your follow-up attack is your bite.
• Swift Breed: Add 4 to your Speed on land.
Expert: You gain the Novice benefit for a Lore focus you did
not previously select to have it.
You also hone your instincts and harden your claws. You
now inflict 1d6 + Perception damage with Accuracy (Brawling)
Chapter 1: Heroes After the Fall 13
vating an amulet requires a minor action. A deactivated
Technofantasy amulet doesn’t need to be crafted once again—it only needs
Specializations activation.
You can give amulets to others, but they count against your
The following are available for technofantasy characters. The Willpower-based limit unless you use the Master-degree
Game Master decides which standard Fantasy AGE special- benefit to bond it with another person.
izations are available. Expert: Your skill increases; choose a second type of amulet
you know how to make. Additionally, crafting amulets now
Amulet Master requires 8 hours of work each, not 16.
You are skilled at using your magic to craft charms and talis- Master: You learn to make two types of amulets for four
mans which channel your magic and protect you from certain types, total. When you gain a new level, you can forget one
threats. Amulet masters excel at bonding magical energies to type of amulet and learn how to use another. Furthermore,
objects for particular effects. They prefer special materials or you can bond one of your active amulets to another person.
ingredients in their charms, such as rare objects or things that They must consent to the bond. If they agree, the amulet no
have a strong emotional associations with the amulet’s user. longer counts against your Willpower-based limit and func-
However, they can make amulets out of bits of humbler bone, tions independently, as long as it is in that individual’s phys-
metal, or other simple materials in a pinch. ical possession (held or on their person). The subject can only
bond a new amulet to them by deactivating any other amulets
Amulet Master Talent bonded to them, which eliminates prior bonds.
Classes: Mage
Requirements: Willpower 2, Dexterity (Crafting) focus
Athlete
Fitness is highly encouraged in a world where one must rely
You can craft amulets.
on their the strength of their own hands in lawless lands.
Novice: You can craft one type of amulet from those listed Driven by a lack of civilization or one hanging on the half-
under Common Amulets to others devised by the GM. Each fallen brink, you demonstrate your fitness for a living by
amulet requires 16 hours of work to create, and an amulet playing sports. Any strong, fast, and physically well-con-
master can only have as many amulets active as their Will- ditioned warrior or envoy might be considered to have
power. If they wish to empower a new amulet past their this specialization, but the greatest athletes become famous
limit, they must deactivate another. Deactivating or acti- throughout post-Fall lands.
Common Amulets
Amulet Masters should choose from the following types of amulets.
• Arcane: Pick one spell talent; the amulet is specific to it. You cast spells in that talent for -1 MP and gain +1 Spellpower.
• Cantrip: You gain the ability to cast one specific minor arcana (each amulet is specific to one in particular) once per hour for no
MP cost. You do not need to know the minor arcana, as you raise its power via your amulet creation skills.
• Combat: Once between total rests you gain +1 to attack tests and damage rolls for one minute.
• Death: If an attack or hazard would kill you, such as a high fall or a Kill coup de grace, you take the Helpless Defeat Condition
instead and remain at 0 Health but alive. This instantly deactivates and destroys the amulet.
• Focus: Each amulet is specific to a single ability focus. Once per encounter, you gain a +2 bonus to one roll using that focus.
• Magic: The amulet stores 5 Magic Points in addition to those you have on hand, but you must fill the amulet with the MPs it
stores. Anyone capable of using magic who has the amulet in their possession can draw forth or refuel the stored MP.
• Power: This amulet functions as a battery holding 5 charges.
• Spell: You may cast a spell into the amulet for later use. This must be a Novice spell with an MP cost of 5 or less. You must
succeed at the spellcasting test and spend the MP when creating the amulet; the 5 MP limit includes any you spend to push the
spell. When you release the spell later, it only takes a minor action, it targets anyone it can who you choose at the time, and it
can’t generate or use SP even if the spellcasting or other test generated them. Once you cast the spell, the amulet is deactivated
and destroyed.
• Stunt: Pick one stunt; the amulet is specific to it. You may now perform that stunt for -1 SP; if this would reduce the SP cost to
0, you gain 1 SP you can use for another stunt, or to increase the effects of the amulet stunt if it has a variable cost, whenever
you use the amulet stunt.
• Wanderer: You gain a +1 bonus to Intelligence (Navigation) and Perception (Tracking) tests. If failing a test of either would
lead you to a combat encounter, you gain +2 to Initiative roll. If failing a test of either would lead you to a hazard, reroll each
damage die that score 5 or 6, though the reroll is final, even if the dice score 5 or 6 when rolled again.
14 Chapter 1: Heroes After the Fall
Athlete Talent Unlimited Power!
Classes: Envoy, Warrior
A batariamancer might be tempted to draw Magic Points from
Requirements: Constitution 1, Dexterity 1, Strength 1, and
power sources significantly larger than even Gamma batteries,
any two of the following focuses: Strength (Jumping),
such as a high tech building’s power supply. This is possible, but
Strength (Might), Stamina (Running), or Stamina in most cases inflicts additional damage during the transfer: +1d6
(Swimming). penetrating damage if the source stores more than 50 charges,
+2d6 if it stores more than 100 charges, and even more damage,
Novice: Your conditioning means you can keep going long determined by the GM, for greater sources. This does not equate
after others have given up. You can ignore acquiring one to gaining more MP per draw—you just take more damage when
degree of the Fatigued Condition once between total rests. you do it.
Expert: You run the field with speed, power, and alertness.
Whenever you score doubles on a Constitution, Dexterity,
Expert: Any time you drain batteries to gain Magic Points,
Fighting, or Strength test, you gain +1 SP to spend on the
add +2 to the Spellpower of any spells you cast before the end
Skirmish, Stay Aware, and Knock Prone stunts, though stunts
of your next turn (depending on when that is and what you
affecting anyone other than yourself must be linked to a
do, this may benefit multiple spells).
melee attack test on the affected target.
You also learn how to recharge batteries with Magic Points.
Master: You gain a Reputation honorific (Fantasy AGE, pp. This requires a major action, a successful TN 15 Intelligence
232—234) related to your sporting prowess, and a +1 bonus to (Engineering) test and 2 Magic Points per charge you’re
three focuses, chosen from Constitution, Dexterity, Fighting, restoring. Failure degrades the battery; it permanently loses
or Strength focuses. the ability to hold half as many charges (rounded up) as you
were trying to restore.
Batariamancer
Master: You can use batteries to fuel and craft exceptional cast-
Most mages use mystical energies built up through years of ings. Any time you use batteries to provide Magic Points for
study to power their magic. Among these are batariamancers, a spell and roll doubles, you gain +1 SP. Furthermore, when
techno-sorcerers who use electro-technological power to you drain a battery or other power source for MP, you recover
fuel their spells. As a batariamancer, you know simple elec- an additional 1d6 MP, but only lose charges and take damage
tricity isn’t enough. Technology transforms power in certain based on the 1d6 + Willpower roll, disregarding the bonus.
subtle, arcane fashions you’ve carefully studied. Only by
summoning mystic discipline to continue the transformation Blastermaster
can you convert electricity and other forms of technological
You’ve studied the way of the ray gun as strictly as a sword master
energy to magical power. With proper preparation, you can
or any other martial artist studies their own fighting methods.
cast spells powered by batteries and other power sources, or
Only you know how to use a blaster’s light size and rapid rate
you can reverse the process, and magically recharge batteries
of fire with deadly tactics that once dominated the pre-Cata-
and other power storage devices.
clysm battlefield. Blastermasters often find work operating as
Batariamancer Talent gunslingers for hire, and some even take over small settlements,
Classes: Mage operating as protectors or boss for those communities. Others
Requirements: Constitution 2, Intelligence (Engi- wander on quests across the ruined world and beyond.
neering) focus Blastermaster Talent
To you, technological power and magical energy are aspects Classes: Rogue or Warrior
of the same thing. Note that despite the fact that this power Requirements: Accuracy 2, Blaster Pistols or Blaster
might be electrical in nature, batariamancers cannot use any Longarms Weapon Group
of their benefits to harvest natural or magical sources of elec-
Swift and deadly, handheld energy weapons become bringers
tricity. The power must be stored in a technological object
of death-light to your foes.
designed to do so.
Novice: You know how to rapidly and efficiently shoot a
Novice: You can use batteries and other power sources that
blaster so that attacks include multiple accurate shots. When
provide charges as a source for Magic Points for spells. You
you hit with a weapon in one of the Blasters weapon groups
can use a minor action to touch a battery or power source
(Blaster Pistoles and Blaster Longarms), you may add your
and recover 1d6 + Willpower Magic Points, but the shock that
degree of success to the damage you inflict by spending 1
passes through you inflicts penetrating damage equal to half
additional charge.
the MP you gained (rounded up), and the power source loses
twice as many charges as the MP you recovered. If there are Expert: When you aim your Blaster group weapon properly, it
insufficient charges to cover the MP cost, reduce the amount bypasses or burns through armor. If you take the Aim action
recovered (and damage inflicted) accordingly. and the attack roll it benefits hits, reduce your target’s Armor
Chapter 1: Heroes After the Fall 15
Rating by 1 + your weapon’s focus bonus (not including your look on you as a horror or abomination but joining with tech-
ability). Furthermore, if you drop a target to 0 Health your nology makes you powerful and dangerous, and it keeps you
weapon burned through it, and you gain the Lightning Attack active and alive.
stunt for 0 SP, and no additional cost in charges, though you
cannot use more than one Lightning Attack attached to your Cybersoldier Talent
normal attack, as usual. Classes: Warrior
Master: With rapid shots you can down multiple enemies in Requirements: Constitution 2 and Strength 2, and two
seconds. You can use your major action with a Blaster group cybernetic replacements parts.
weapon to attack any and all enemies (you can exclude allies)
You know how to use your flesh and metal together in combat.
within up to 6 yards of your original target. You choose the
starting and ending point of your firing arc, but inside it, you Novice: Your cybernetic parts are more attuned to your fleshy
must make a separate attack roll as a simple test against each parts and work better than most. Reduce the stunt point costs
target, depriving you of the use of stunts. for your cybernetic parts by 1. Additionally, your Constitu-
tion is considered to be 1 point higher than normal for the
Cybersoldier purpose of how many pieces of cybernetic equipment you can
tolerate before suffering ill effects (see Cybernetic Limits in
While many warriors end up replacing injured or missing Chapter 2).
parts with cybernetics, you’ve gone beyond a simple limb or
Expert: Your metal parts can take more damage and you are
eye replacement to a true melding of flesh and machine. Some
adept at using them to avoid damage to your more vulner-
able parts. You gain an Armor Rating of 2 that stacks with
worn armor. Additionally, your Constitution is considered to
be 2 points higher for the purpose of avoiding the ill effects of
strong cybernetic enhancement.
Master: You can use your components to interact with tech-
nology by thought and automation. If you can physically
interface with a high tech or computerized a device such as
a blaster or robot, you gain a +1 bonus to tests that operate or
affect it. Additionally, your Constitution is considered to be
3 points higher for the purpose of avoiding the ill effects of
strong cybernetic enhancement.
Eremancer
Attuned to post-Fall wastes and strange, wild places,
eremancers find life and inspiration in dying and mutant
lands where others fear to tread. Fueled by the primal forces
of the wasteland, they are often seen as strange or unstable
by city dwellers, especially given their penchant to live alone
or in small covens in an age where safety definitely exists
in numbers. Yet raiders and nomads usually respect them
because they channel such power as can be found in empty
places. Some find companions in eclectic groups, especially
if they travel, as eremancers are always interested in the next
wasteland’s peculiar properties.
Eremancer Talent
Classes : Mage
Requirements: Constitution 1, Perception 1, Intelligence
(Nature Lore) focus
You are one with the wastes. Your magic flows from
their power.
Novice: The waste provides. You may spend an hour scav-
enging the wild for material and magical sustenance. Make
a TN 13 Intelligence (Nature Lore) test. Each degree of
success either provides enough sustenance (food and water)
16 Chapter 1: Heroes After the Fall
for yourself, plus one human-sized or smaller creature for their vestments to perform extraordinary feats. These abilities
one day, or it restores 2 MP. Even if you fail, you provide fit a theme that is usually apparent by appearance of indi-
sustenance for one person or gain 1 MP. If used for Magic vidual vestments. Vestments consisting of a pectoral plate,
Points, you magically sacrifice your gatherings, with a major loincloth and sword suggest an untamed warrior, while robes
action and a thought at the conclusion of the hour. You may and an animal headdress might belong to a sorceress who
mix and match outcomes, feeding fewer people but gaining channels the power of a god the animal represents.
some MP for yourself. Gathering sustenance has personal Consequently, an icon is often best known by a name that
arcane significance, and you cannot harvest magic from refers to their powers and appearance. A demonic soldier with
anything you don’t take from what the Game Master agrees three horns might be known as “Tri-Horn,” for instance. It
is a wasteland. may seem to be a simple nickname, but that’s enough to earn
the respect and fear of those who know the power of icons.
Expert: If rough terrain is a natural feature (this can include
craters made by past weapons and other shifted earth, but Icon Talent
not ruins) and not a function of living plant life or standing
Classes: Any
or flowing water (mud is permitted), you ignore its effects.
Requirements: 3 or higher in one of your class’s primary
You also gain the Shifting Wastes stunt, usable as a combat,
abilities.
exploration, or spell stunt:
• Shifting Wastes (1—3 SP): If you’re in a wild area with You have the power to master the universe when you take on
limited plant life—what the GM agrees is a wasteland— an alternate identity.
you may soften, intensify, or create damaging hazards in Novice: You initiate yourself into the path of the icon. You
areas you can directly perceive, such as through line of acquire techno-magical vestments. These only work for you,
sight. Each SP spent allows you to add or subtract 2d6 and while they can be stolen, you always know what direc-
from the damage potential of a hazard for 1 minute. tion to find them in, or even if they’ve been taken to another
In addition, you can employ this stunt to create a new world. You may include up to 100 sp of non-perishable equip-
minute-long hazard with a 4 yard by 4 yard radius that ment with your vestments, including armor and weapons.
inflicts 2d6 damage per SP spent and can be avoided by a
When you wear your vestments, you may use a minor
test appropriate for the hazard (such as a Strength (Might)
action to prepare a stunt you select when you gain this power
test to escape crushing mud) against your opposed Intel-
that normally costs you 2 SP, so that you can use it for 0 SP
ligence (Nature Lore) roll.
on your next action (assuming it succeeds) without having
Master: As a major action, you may take the form of a waste- to score doubles or spend stunt points, though you gain the
land dust devil, a small animal native to the area, an insect normal benefits of both. This stunt must fit the theme and
swarm, or even tumbleweeds. You cannot attack or cast spells loose capabilities of your vestments, but it can be a basic stunt
on anyone but yourself, and if struck, land prone in your or class stunt. If the selected stunt proves to be a poor fit, you
normal form. You can however add +5 to your Speed, +5 can swap it for another the next time you gain a level.
to Dexterity (Stealth) tests, and +5 to all Chase Tests in the
Expert: Your icon abilities grow. You may use the Novice
wasteland while in this form, as you move swiftly and unpre-
benefit, under the same conditions, for a new stunt that
dictably, and blend into your surroundings.
normally costs you 3 SP. You must use a separate minor action
Icon to activate each free stunt, however. You must also select an
iconic name. This name acts as an honorific (Fantasy AGE,
Icons appeared after the Fall, but they’re also the subject of pp. 222—224) while you wear your vestments. Finally, when
certain ancient legends. Some say they were born of experi- you’re wearing your vestments, you can choose to cause
ments conducted in an ancient fortress, whose secrets were them to conceal your identity. As a free action that can only be
used to fuse magic and technology. Others say the icons are rescinded by removing your vestments, you can make them
an order of spiritual knights who, in communing with the a disguise with a TN of 10 + your Willpower to penetrate,
universe, found the discipline to bind science and sorcery allowing you to keep a secret identity.
behind a single mystical archetype. They might be from a Master: A lord among icons, your enemies tremble when
lost world at the center of the universe, or the remnants of they see you in your vestments. You may use the Novice
angelic beings, who are born again within the icon. Not all benefit, under the same conditions, for an additional stunt
icons are heroes, however. In fact, evil icons are sometimes that normally costs you 4 SP, though again, activating each
easy to identify because of the way icon status influences free stunt is a separate minor action. Furthermore, you may
appearance—skull-tipped staves and blood-red cloaks set summon from or dismiss your vestments to another dimen-
them apart. sion as a minor action. You choose whether to summon
Regardless of their origins, these figures of action are your vestments to appear on you, or adjacent to you. If they
defined by a techno-mystical aspect solidified in the form of appear on you, anything that you could not wear with them
mysterious vestments: special clothing and gear laced with is shunted to the alternate dimension until you dismiss your
technology and sorcery. Only an icon can use the powers of vestments again.
Chapter 1: Heroes After the Fall 17
or more people, described in a word or short phrase, such
Krewemaster as “Ritual Combat,” “Healing the Sick,” or “Destroying the
After the Cataclysm, the ancestors of krewemasters brought Past.” You can invoke the theme to provide a +1 bonus to
together the remnants of cultures that existed before, tests that fit the theme, or a -1 penalty to tests that contra-
combined them with the needs of the present, and used it all dict it, as long as the GM believes it makes sense. The GM
to create ad hoc gatherings to improve the spirits of survi- can also invoke these modifiers, which never stack with each
vors. These carnivals are now vital for trade, and the Fall has other. You can dismiss the theme with a TN 13 Communica-
promoted many new, strange traditions, which krewemasters tion (Leadership) test where you communicate with at least
creatively interpret for the benefit of all. Krewemaster is the half of these gathered.
generic term, adapted from the names of secret societies— Master: When at a gathering that recognizes you as the orga-
krewes—that kept the torch of culture bright. Individual nizer, you gain a +1 bonus to all social and investigation tests.
krewemasters may be called kings, lords, bishops—many Furthermore, your theme modifier now increases based on the
titles, held with varying degrees of seriousness. size of the gathering as per the Krewemaster Gathering table.
Carnivals and the skills they require have many applica-
tions. They can create the founding traditions of a society, and Mutant
many krewemasters are powerful political leaders. They can
You or your people survived the Cataclysm, strangeness
throw a party to exalt or damn heroes and dignitaries. They
closer to the present, or even some combination of the two—
can force conflicting parties into ritual combat with bizarre
but not without being altered. Most mutants descend from
rules, or they can impose peace on all attendees.
the events of the Fall, where dangerous technologies and wild
Krewemasters specialize in locating, acquiring, and imple-
magic changed the bodies of those it affected. Other mutants
menting the most bizarre, eccentric, or strange requirements
for various gatherings and events. Need a mechanical camel were deliberately engineered as soldiers, specialized workers,
in the middle of the night? Want to decorate your centerpieces or perhaps even living works of art, and not always in the
with antique circuit boards from lost technological ruins? past, as a few lonely scientists and sorcerers still continue
Need a dome full of swords for a series of fights on stilts? such experiments. A few mutants even altered themselves,
They’re who you call. usually by accident, but sometimes as a procedure to enhance
themselves. No matter your origin, you can feel the unusual
Krewemaster Talent potential within waiting to mature.
Classes: Envoy
Mutant Talent
Requirements: Intelligence 1, Communication 1, Commu-
nication (Etiquette) and Intelligence (Research) focuses Ancestry: You cannot be an orean, or another ancestry that
is not alive as humans and most other ancestries are.
You’re a master of wild, post-apocalyptic ceremonies, from Classes: Any
their politics to required items. Requirements: Constitution 2
Novice: You’re never ignorant of what happens when you
Your body’s been altered by science, sorcery, or both, to grow
bring people together. Whenever at least ten people gather at
into a set of unusual powers. These mutations usually leave a
your behest, or you take over the organization of a gathering,
visible sign, but they provide special advantages. See Muta-
make a TN 13 Perception (Empathy) test. You automatically
tions for those you may choose from. The Game Master may
gain SP equal to your Stunt Die to spend on the Read the Situ-
develop others.
ation, Spot Tells, and Pay Attention stunts on anyone with a
Communication (Etiquette) bonus lower than yours. If you Novice: You gain two Novice mutations.
score doubles, you don’t gain more SP, but can spend them Expert: You gain your choice of either two Novice mutations
on other stunts. or one Expert mutation.
Expert: Finding what you need for a celebration is easy, Master: You gain your choice of either two Expert mutations
given your eye for scrap and social connections. If your goal or one Master mutation.
is to supply a gathering of ten or more people, you pay half
the usual price (rounded up) for desired items. Furthermore, Mutations
you can now impose a theme on a gathering of at least ten
The following mutations are available to characters with the
Mutant specialization, along with any others the GM sees
Krewemaster Gathering fit. Most mutations have physical signs that hint of their
Gathering Size Theme Modifier advantages.
10—50 +1/-1
Amphibious Novice
50—500 +2/-2
500 + +3/-3 You have gills, or specially modified lungs, allowing you
to breathe water as well as air. You cannot drown and are
18 Chapter 1: Heroes After the Fall
immune to drowning-related hazards, though you can suffo-
cate if denied both water and air. Option: Mutations
for Non-Mutants
Balance Novice
Some players may wish to play a character only slightly
You have an excellent sense of balance. This may involve affected by mutation. They may select a Novice mutation in
unusual ears or most likely, a tail. You may reroll failed Dexterity exchange for one roll on the benefits table for their ancestry.
(Acrobatics) tests, but you must keep the second result as final. They may not swap out both rolls for two mutations, however,
and exchanging an ancestry benefit for a mutation means you
Chameleon Skin Novice cannot select an ancestry ability increase, though you might get
one from a random roll. Orean characters cannot take advan-
You can change color to blend into your surroundings. When tage of this option.
making Dexterity (Stealth) tests, every two degrees of success
(round up) adds +1 to the TN of Perception (Seeing) tests to
detect you. You may have a scaly or otherwise unusual skin
for your ancestry. which when you acquire this ability) and the attack inflicts
1d6 + Perception (for Accuracy-based attacks) or Strength (for
Dark Vision Novice
Fighting-based attacks) damage.
You can see up to 20 yards in total darkness. If an ancestry
already provides Dark Vision, this mutation increases its Nictitating Membranes Novice
range to 30 yards. Your eyes become reflective or take on Your eyes have additional transparent protective “inner eyelids.”
another unusual quality. These membranes grant you a +2 bonus on all tests to resist
attacks targeting your eyes, including bright lights, irritants,
Enhanced Immunity Novice and so forth, and allow you to re-roll a failed test to resist such
You do not suffer the effects of mundane diseases, and you attacks, although you must use the results of the second test.
can reroll failed tests to resist or mitigate the effects of extraor-
dinary diseases, such as engineered or magical pathogens, Swimmer Novice
though the result of the second roll is final. Unlike most muta- Thanks to fins and other physical adaptations you can Swim
tions, this has no visible sign. twice as fast as others with your Speed.
Hidden Mutation Novice Big Expert
You can retract mutated body parts or otherwise transform so You’re significantly larger than a typical member of your
that one other visible mutation, selected when you take this ancestry. You gain the big special quality on pp. 226—227 of
one, is invisible when not in use. Fantasy AGE and +10 Health. Your size is such that you can
stoop and squeeze into most places built for human-sized
Insulating Fur Novice creatures, but you now require custom clothes and armor.
A thick coat of fur or hair on your body that insulates you
against the cold. You reduce the effects of cold-related hazards
Brutal Natural Weapon Expert
by 2d6 and gain a +2 bonus on tests to resist them. As minor natural weapon, except the base damage of your
weapon is 2d6 and you must use Fighting with a bespoke
Keen Sense Novice focus for attacks. It is possible to take both this and minor
Pick one of the following Perception focuses: Seeing, Hearing, natural weapon, with each being a different innate attack.
Smelling, Tasting, and Touching. You may reroll failed tests
with your chosen sense, keeping the second result as final.
Echolocation Expert
Furthermore, if you score 5 or higher on the Stunt Die, you You can emit a noise only you can hear and listen for the echo
can gain information from your sense that would be impos- or reflection off of solid surfaces to build a sensory picture of
sible for others. You can see near-invisible detail, smell the your surroundings. You can sense objects and surfaces within
exact region of soil on someone’s boots, read printed pages by 10 yards of you, although you cannot distinguish details,
feel, and so on. Your keen sense leaves a physical sign such as including colors or other visual information. This eliminates
unusually large eyes, a long snout, or touch enhanced by fine, many possible sneak attacks and penalties based on visual
sensitive hairs. You can take this mutation multiple times, impairment, and attackers no longer gain bonuses to attack
each for a different focus. for outnumbering you (see Fantasy AGE, p. 53).
Minor Natural Weapon Novice Entrancing Expert
You have a natural melee weapon such as sharp claws, Your gaze, scent, musical voice, or other inherent trait has a
teeth, horns, or the like. You use your Accuracy (Brawling) beguiling quality. You gain one of the following Envoy stunts
or Fighting (with a linked focus named after the natural for 1 SP less than usual: Favored Social Stunt, Encourage,
weapon such as Bite which you must learn) to attack (choose Embolden, or Dominate Foe. If this drops the cost of the
Chapter 1: Heroes After the Fall 19
Stunt to 0, you can use in whenever you spend SP for other
Huge Master
stunts on any action where the use of your mutation stunt is
possible. When the effects wear off, your subject is aware that Your size increases. This may be taken alongside big for very
you were abnormally persuasive. large characters, indeed. You can now use giant-sized melee
weapons that inflict +1d6 damage compared to their normal-
Mighty Expert sized counterparts, and you gain a natural AR of 2 that stacks
Your raw strength is something to behold and may be marked with worn armor.
with large or unusual muscles. You can push, pull, or lift twice
Survivor Master
as much as usual, reducing Strength (Might) TNs by half
(rounded up). You also score +2 damage with muscle-pow- You have essentially no biological needs, making you capable
ered melee weapons. of going indefinitely without air, food, water, or sleep. You
still need rest in order to recover both Health, but otherwise
Quick Action Expert have no physical requirements. Your system may be entirely
Select one focus, such as Accuracy (Brawling) or Dexterity self-contained, or you might not be an entirely “living” being.
(Acrobatics). You may perform what would normally require a
Venom Gland Master
major action as a minor action on tasks other than casting spells,
which this mutation cannot benefit. If you use this benefit, A gland in your body produces and stores a toxin one of
your action becomes a simple test than cannot gain or use SP three ways. Choose one of the following when you acquire
while performing it as a minor action. This mutation is usually this mutation:
marked by an extra limb or other relevant physiological change. • The toxin can be delivered by a natural weapon (previ-
Quick action can be taken separately for different focuses. ously) on a successful attack that penetrates the target’s
Armor Rating and inflicts at least 1 point of damage.
Wallcrawling Expert
• You can spit the toxin up to 2 yards, hitting the target
Claws, barbed skin, an adhesive substance—whatever lets
with a successful Accuracy (Spitting, a bespoke combat
you stick to walls is something you can control at will. When
focus you must learn separately) test against the
you use it, they provide a +8 bonus to Strength (Climbing)
target’s Defense.
tests. If this reduces the TN to 3 or less you automatically
succeed and can move your normal Speed, attack with no • You can breathe out a small cloud of the toxin, affecting
penalty, and even use both hands freely. a target directly adjacent to you (no more than a yard
20 Chapter 1: Heroes After the Fall
away) unless they succeed on a Dexterity test with a TN
of 10 + your Accuracy.
Ruin Raider
You can acquire different toxin delivery systems as separate You’re an expert at navigating ancient ruins. You enter
mutations. Whatever the delivery system, the toxin inflicts these lost enclaves of magic and technology to find rare
2d6 penetrating damage to the target if it affects them. You and valuable items. While anyone can seek lost treasures
are immune to the toxin of your own venom gland. in such places, those with this specialization are experts at
this dangerous trade. Ruin raiders must know how to avoid
Wings Master traps and defeat ancient security measures, but sometimes,
You have fully functional wings (bird-, bat-, or insect-like) these “traps” aren’t even intentional. Over time, magic
that allow you to fly at your normal Speed, so long as your and technology behave in unpredictable ways. Technolog-
wings are unencumbered. Your default wingspan is equal to ically bound energies may get free to burn seekers. Mutant
twice your height. If you are grappled or otherwise unable to descendants of ancient experiments may dwell where their
move your wings, you cannot fly. ancestors were made. A ruin raider has to be ready for the
most bizarre eventualities.
Pilot Ruin Raider Talent
While most survivors of the Fall get by with mounts, carts, Classes: Rogue
and other muscle-driven or animal-led vehicles, the pilot has Requirements: Dexterity 1, Intelligence of 1, Dexterity
learned to fly, drive, or sail the various high-tech or magi- (Traps) focus
cally driven vehicles that exist scattered across the world.
Valued as scouts, couriers, messengers, and transporters of You know your way around weird ruins, and how to find
valuable goods and passengers, pilots practice and train until their treasures.
their skills allow them to steer their vehicles with a grace and Novice: You can reroll failed Dexterity (Traps) tests, but you
speed that makes them seem alive. While most pilots have must keep results of the second roll as final. You may also add
particular vehicles they favor, pilots can apply their training your Dexterity (Traps) focus to tests to avoid or reduce the
to any craft they can operate. effects of any technology-created hazard, from simple snares
Pilot Talent to runaway power generators. This is in addition to any other
focus, allowing you to add the bonuses for both to a single
Classes: Rogue, Warrior
ability for relevant tests.
Requirements: Dexterity 2, Dexterity (Advanced Driving)
or Dexterity (Advanced Piloting) focus Expert: You can now add your Dexterity (Traps) focus to
tests to avoid physical magical hazards. These cannot be
If it has an engine and a way to move, you can make it dance. direct magical attacks, but the result of magical effects that
leave hazards behind, magical items that act autonomously
Novice: Pick one focus between Dexterity (Advanced Driving)
to create physical dangers, or spells modified to activate
or Dexterity (Advanced Piloting). When using your selected
on their own, without a guiding intelligence. Furthermore,
focus, you may reroll failed tests, but you must keep the second
whenever you successfully avoid or reduce damage from a
result as final. In addition, any vehicle you operate gains a +1
hazard with a test, if you are capable of moving you may
bonus to its Defense, and to tests to avoid hazards and crashes.
move 2 yards per degree of success immediately, without
Expert: When operating a vehicle for which you have the using an action.
focus add +1 to the Stunt Die, improving the chance of success,
Master: The more you confront danger, the more prepared
degree of success, and stunt points gained from successful
you are for what lies ahead. Whenever you enter a ruin
tests. Do not count this bonus when determining if doubles
(that is, a place that was abandoned or suffered one or more
have been rolled. The Novice bonus to vehicle Defense and
significant interruptions to its maintenance, with the GM
tests to avoid harm increases to +2.
deciding in ambiguous cases) older than yourself you gain
Master: You gain a Relationship Bond with any vehicle a pool of 1 SP you can spend on any Basic Exploration Stunt
you’ve operated for at least a week that uses the Dexterity (Fantasy AGE, p. 154) by itself or combined with SP from
(Advanced Driving) or Dexterity (Advanced Piloting) focus. other sources. Add 1 SP for each hazard that harms you, or
The Bond’s intensity is equal to your bonus in the focus you which you avoid, and at the end of each combat or other
use to operate the vehicle (not including the base ability) and action encounter. You can spend these bonus SP within the
might have such names as, “As long as I treat her right, she’ll ruin 1 or more at a time or all at once, though you cannot
treat me right,” “Nobody’s faster than the two of us,” “We accumulate more pooled SP than the lower of your Percep-
leave our rivals behind as wrecks,” and so on. You may spend tion or Dexterity ability rating + 1. Spending pooled SP does
points from the Relationship to enhance your operation of not “free up space” to gain more—it’s an absolute limit.
the vehicle in accord with the Bond. Your bonus to vehicle Once you leave the ruin or take a total rest, your pool resets
Defense and tests to avoid harm increases to +3. to 0, or 1 upon entering the ruin.
Chapter 1: Heroes After the Fall 21
Chapter 2
Technofantasy Equipment
S
cience and magic have developed in parallel since either perfectly understandable and rational to these masters of
before or shortly after the Cataclysm, resulting in items technology. In game terms, this is a Tech Stunt.
both mundane and wondrous—and items that time has When you make a test while using or adjacent to a piece of
moved from one category to another. Magic and technology high technology and can use stunt points, you can perform
have an ambiguous relationship, sometimes functioning one or more Tech Stunts in addition to those normally
together, sometimes conflicting, with numerous ruined facili- matched to the action. Like other stunts, you may only use
ties standing testament to attempts to combine them for public each Tech Stunt once, and Tech Stunts are divided into basic
good, or brutal war. In the end, some parts of the post-Fall and advanced types.
world are strongholds of science and advanced technology,
while others favor sorcery, with a few falling between. Many Basic Tech Stunts
once-common artifacts of either are now hard to find, but there
may be parts of the world that maintain high technology and Like other basic stunts, Basic Tech Stunts (listed on the Basic
the most esoteric arcane arts. Tech Stunts table on p. 23) can be used by all characters.
So, while the items detailed in this chapter can be found They follow all the rules for stunts in Fantasy AGE, including
after the Fall, there’s no guarantee all items might be acquired the rule that the stunt must make sense. This usually means
in all places. Cybernetic parts readily available in a walled having a piece of tech on hand or using it on any attached test.
city’s medical lab may be nearly mythical in rural farmlands.
Potions sold cheaply by alchemists in one region might be
Class Tech Stunts
a rare sight in the apothecaries a few hundred miles away.
The following tech stunts are advanced stunts which can be
The prices presented in this chapter are typical of the places
gained through specific class advancements, just as other
where the items are commonly found but may vary signifi-
class stunts are per p. 155 of Fantasy AGE.
cantly elsewhere.
Mage: Arcane Supremacy 3 SP
Tech Stunts Mage Stunt - Spell
Advanced technology can be incredibly powerful in anyone’s By casting a spell you’ve imposed the true laws of the cosmos.
hands, but in the hands of those who have dedicated them- Until the end of your next turn, technological devices suffer a -2
selves to its study and use, technology can be coaxed to to tests to functions that would affect you or enter a 2 yard radius
have effects that seem miraculous to others…but which are of your person, such as blaster attack rolls and nearby robots.
22 Chapter 2: Technofantasy Equipment
What is High Technology? Basic Tech Stunts
The Game Master ultimately determines what counts SP Stunt
as “high technology” for the purpose of access to Tech Efficient: Reduce the charges consumed by one use of
Stunts, but they generally include cybernetics, robots, 1
the device by 1, to a minimum of 1.
computerized tech, and anything that requires elec-
tricity or whatever fantasy source of power comes from Reliable: You gain +1 to tests using the same device as
batteries and other sources of charges. 1—3 you used in the original test for as many rounds as the
SP you spend on this stunt.
Feedback (vs. Cybernetics or Robots): Something shorts
for just a moment, sending a jolt of power through its
Rogue: Boom 3 SP user, inflicting +1d3 damage from electricity in addition
2
to all other damage inflicted. This also reduces the
If the device has volatile components such as electricity or target’s Defense by 1 until the end of their next round
combustible fuel, you manage to turn it into an improvised due to disorientation.
weapon. It inflicts 4d6 damage in a 2 yard radius when
Fumes and Sparks: You can get one more round of use
disturbed (such as by being thrown by you) or at the end of 2
from an item that lost its power during the encounter.
your next turn. A successful TN 14 Dexterity (Acrobatics)
Machines Like Me: Robots and other machines with
test reduces the damage by half. If you possess the Intelli-
2 personalities or equivalents shift their Attitude toward
gence (Scientific Lore) or Intelligence (Engineering) focus,
you (or similar behaviors) one step more favorably.
you may instead cause it to inflict your choice of the Blinded,
Hold It Together: You ignore damage to a machine
Deafened, or Stunned Condition for 1d3 rounds instead of
for one round for 2 SP, and 2 rounds for 5 SP, ending
inflicting damage in the blast radius. Anyone who succeeds 2/5
on your turn. Any damage you take during this period
at a TN 14 Constitution (Acrobatics) test is only affected by
catches up when the stunt’s duration expires.
the Condition for one action of one round (if Stunned, this
Tinker’s Fix: A broken piece of technology becomes
uses up the action).
3 operational for 10 minutes or the remainder of the
Warrior: Junk Guard 1+ SP encounter, whichever comes first.
Quick Use: You can make use of a device function
A tech device is always handy for one thing: soaking up blows.
that takes a major action as a minor action, or one
Until your next turn, you gain an alternate Health score equal
which takes a minor action as a free action you can
to 2 + double the SP spent on this stunt, supplied by a piece 3
perform once, immediately, as a free action. If you take
of technology you’ve placed between yourself and incoming
advantage of this benefit any associated test becomes a
blows. Melee and ranged attacks, but not hazards or area-ef-
simple test that cannot gain or use SP.
fect damage sources, subtract from this alternate Health,
Machine Buster (vs. Cybernetics or Robots): You
which has an AR of 0, until it runs out, with the remainder
damage your opponent’s built-in tech. Choose one
being absorbed by your armor and personal Health as usual.
cybernetic attachment or robotic component, such as a
When your turn is up or the alternate Health is gone, the 4
limb. It becomes inoperable for the rest of the encounter
device can no longer be used this way. and requires maintenance shortly after or it will fail
You may also use this stunt on an adjacent automaton that again.
would receive game statistics like an adversary. In such a case
Sabotage: You interfere with a device within reach.
you must make an attack rolls opposed by the automaton’s
Make a TN 10 Intelligence (Engineering) test. If you
Strength (Might) roll. If you win, the automaton cannot move
succeed, it will fail for the next person who uses it (a
from your side until the Health you gained from the stunt gun will miss; a vehicle will stall; etc.) though they
is gone or your next turn, whichever comes first, and any 4
can make a Perception (Searching), or Intelligence
damage soaked by your Junk Guard is also inflicted on the (Engineering) test opposed to your roll to detect a
automaton as penetrating damage. problem with the device. After failing for its next user,
the device functions normally.
Envoy: Logic Loop 4 SP
Supercharge: A quick adjustment and your device
You can force a piece of technology capable of back and forth functions extraordinarily well, granting +1 to tests that
communication to obey you by using its programmed logic 4
rely on its use for 10 minutes or the remainder of the
against it. You may use Communication (Bargaining) instead encounter, whichever comes first.
of Intelligence (Computer Lore) to influence it, and if you Technical Tap: A quick hit, wrench, or other perfectly
succeed at the associated test (opposed or with a TN decided placed maneuver allows you to potentially repair a
by the GM) the robot, computer, or other device must either 5 device in an instant, without even using an action, but
perform one short term task of your choosing or suffer the it must be a repair you can accomplish with one test,
Confused Condition for 1d3 rounds. You may choose one effect and you make the test as usual.
over the other, but the GM can always opt for Confused instead
of obedience. A “Confused” device will typically act randomly.
Chapter 2: Technofantasy Equipment 23
Batteries come in three main types, each available in a
Technofantasy variety of sizes appropriate for various devices, though they
Gear are cross-adaptable.
Alpha Battery: This is the most common type of battery.
The following new sorts of gear are available for technofan-
It holds 10 charges and can be created and recharged by
tasy games. The Game Master can add or eliminate elements
post-Cataclysm technology.
as they please.
One choice we’ve made worth noting is that we’ve bypassed Beta Battery: A Beta battery holds 20 charges, and it can
modern chemically driven firearms. The Modern AGE role- be recharged by typical post-Cataclysm technology, but
playing game has extensive information about these, though not created.
if you go that route, blasters should have the same advan- Gamma Battery: A Gamma battery holds 50 charges, and it
tages as fully automatic weapons. Black powder firearms can’t be created or recharged by standard post-Cataclysm tech-
from standard Fantasy AGE are available by default, but the nology. Only batariamancers, specialized facilities in high-tech
Game Master may wish to eliminate them for games where settlements, and certain pre-Fall devices can recharge them.
chemical firearms never existed, or even just for the feel. The larger the battery, the more time it takes to hook up to a
Another choice we’ve made is to stick to the default piece of technology. An Alpha battery requires a minor action,
coinage: the game’s silver standard. Remember that prices a Beta battery requires a major action, and a Gamma battery
assume items are relatively common where purchased, and requires two minor actions to attach to a weapon.
they should go up if they’re scarce. Many cities and larger towns have salvage buyers who
will pay 1 sp for a dead battery, and occasionally tinkers or
Batteries shops will have the capability to recharge a dead Alpha or
Beta Battery. But it’s typically cheaper and easier to buy a new
Before the Cataclysm, scientific development brought
battery when an old one is exhausted.
numerous technological advances, from simple improve-
Batariamancers (see Technofantasy Specializations in
ments to basic materials, to the invention of blaster weapons
Chapter 1) have special abilities related to batteries.
and data readers. These more advanced technologies
usually require power, Such power is measured in charges.
In advanced areas, where the Fall allow infrastructure to
Armor and Shields
stand, some buildings may have power, but most people Scout Armor: The advanced ceramic mesh and other synthetic
make do with the rugged batteries designed before civiliza- materials used to manufacture scout armor are sometimes
tion collapsed. supplemented with tough leather, as the technology needed
to manufacture its other components have been rendered a
Batteries rare thing by the Fall. Scout armor provides good protection
and unrivaled mobility. The Novice degree of Armor Training
Battery Type Max Charges Cost
includes scout armor.
Alpha 10 5 sp
Light Battle Armor: This armor is made from thin, layered
Beta 20 15 sp
sheets of shock resistant composite material and primarily
Gamma 50 75 sp
protects the torso. The Novice degree of Armor Training
Armor includes light battle armor.
Armor Armor Heavy Battle Armor: This complete suit of layered
Armor Strain Cost composite armor provides head to toe coverage, and though
Rating Penalty
Scout Armor 4 0 2 40 sp it isn’t entirely without weak points, it provides exceptional
protection for its bulk. The Expert degree of Armor Training
Light Battle Armor 6 -2 4 75 sp
includes heavy battle armor.
Heavy Battle Armor 8 -3 6 130 sp
Powered Battle Armor 8 -4 10 240 sp Powered Battle Armor: This rare form of advanced battle
armor adds +2 to the wearer’s Strength (Might) rolls
Shields and doubles the wearer’s endurance when performing
Shield Shield Bonus Cost muscle-powered tasks such as marching long distances for
the cost of one battery charge per hour. This typically doubles
Folding Shield +1/+2 25 sp
the time between tests or advanced test intervals for Consti-
Armor Modifications tution (Stamina) tests to stave off tiredness. The Expert degree
of Armor Training includes powered battle armor..
Modification Cost
Refrac 20 sp Folding Shield: A folding shield is made of hinged parts that
allow it to be instantly extended (free action, once per round),
Shockskin 15 sp
or folded again (a minor action) for storage when not in use—a
Thaumite 40 sp
feature that also makes it less useful against solid blows by melee
24 Chapter 2: Technofantasy Equipment
weapons. A folding shield provides a shield bonus of +2 against Stunts affect targets individually. A Mighty Blow, for example,
ranged attacks, but only a +1 shield bonus to melee attacks. would apply to one target of your choice, not all targets in the
blast. Lightning Attack only allows a new attack roll against
Armor Modifications one target, and represents a fire arc lingering on that indi-
vidual, and costs 1 additional battery charge.
Following are some of the modifications skilled smiths or
A blaster sweeper requires two hands to use. Each attack
tinkers might be able to make to armor:
burns 2 battery charges.
Refrac: This advanced material dissipates light and heat
through numerous reflective microtubules, granting it an Brawling Group
iridescent, glassy appearance. When added to armor it Power Gauntlet: This mechanical gauntlet extends as far as
provides a +2 bonus to its Armor Rating vs. blasters and the user’s forearm, and it injures foes with a merciless crushing
melee energy weapons, though not spells that generate grip. This weapon also adds a +2 bonus to the opposed Accu-
light and heat. racy (Brawling) tests triggered by the Grab stunt.
Shockskin: Armor lined with a layer of this dark gray insu-
Dueling Group
lator makes the wearer immune to damage from electricity
provided they wear the full set, including gloves. Scarmaker: This weapon is a metal rod that narrows to a wick-
edly sharp point, with a handle gripped by the user, though
Thaumite: Thaumite blends an advanced silicate with the
it is often carried wrapped around the owner’s forearm, as
particulate remnants of destroyed magical items. The smoky
the rod is actually a flexible machine that uses its primitive
material faintly sparkles, imposing a -2 penalty to Dexterity
(Stealth) tests, but it grants a +2 bonus to Armor Rating
versus magical damage. If the damage is penetrating, a layer Weapons
of thaumite still reduces it by 2, as long as the damage has an Weapon Damage Min. STR Cost
exterior source, such as a spell cast by an enemy—it doesn’t Blaster Pistols (Accuracy)*
affect magical poisons, for example. Unfortunately, more
Heavy Blaster Pistol 2d6 0 40 sp
thaumite beyond the minimum doesn’t increase the protec-
Holdout Blaster 1d6 — 30 sp
tion it grants.
Light Blaster Pistol 1d6+2 — 35 sp
New Weapon Descriptions Blaster Longarms (Accuracy)*
Blaster Carbine 2d6+2 0 50 sp
Here follows a description of some of the novel weapons that
Blaster Rifle 3d6 1 75 sp
might be found in technofantasy games.
Blaster Sweeper 2d6 0 60 sp
Blaster Pistols Group Brawling Group (Accuracy)
Heavy Blaster Pistol: The largest and most obvious of the Power Gauntlet 2d6 2 50 sp
blaster pistols. It requires one hand to use, and each attack Dueling Group (Accuracy)
burns 1 battery charge. Scarmaker 1d6+4 2 100 sp
Holdout Blaster Pistol: This is a small, easily concealable Heavy Blades Group (Fighting)
blaster pistol that is often kept in an ankle holster or in the Blaze Sword 2d6+2 2 200 sp
small of the back for use in desperate situations. It requires Light Blades Group (Accuracy)
one hand to use, and each attack burns 1 battery charge.
Shrike Drone 1d6 — 60 sp
Light Blaster Pistol: The most common type of blaster Polearms Group (Fighting)
pistol. It requires one hand to use, and each attack burns 1
Gravhammer 3d6 0 50 sp
battery charge.
Blaster Weapon Ranges
Blaster Longarms Group
Weapon Short Long Reload
Blaster Carbine: A lighter version of the blaster rifle. It requires
Blaster Carbine 24 48 *
two hands to use, and each attack burns 1 battery charge.
Blaster Rifle 30 60 *
Blaster Rifle: This is a military weapon that fires a powerful
Blaster Sweeper 6 — *
blast of energy. It requires two hands to use, and each attack
Heavy Blaster Pistol 12 24 *
burns 1 battery charge.
Holdout Blaster Pistol 8 16 *
Blaster Sweeper: This short-barreled weapon shoots a wide
Light Blaster Pistol 10 20 *
beam of energy out a short distance, potentially damaging
* Battery powered weapons do not need to be reloaded until they run out
several opponents. The beam is 6 yards long and 2 yards of battery power. An Alpha battery requires a minor action, a Beta battery
wide. You make one attack roll when firing a blaster sweeper requires a major action, and a Gamma battery requires two minor actions to
and compare it to the Defense of each target in the blast area. attach to a weapon.
Chapter 2: Technofantasy Equipment 25
digital intelligence to slap side blows and arc around enemy
parries, striking like something between a fencing epee and a
Weapon Modifications
snake. A scarmaker burns one battery charge per attack, but
Many types of weapon modifications are available from
it grants its user the ability to reroll the Stunt Die on a failed
post-Cataclysm artisans. Here are a few examples.
attack, adding the new result to the remainder of the original
attack roll to see if it will actually succeed by using its guid- Power Weapon: A power weapon is a melee weapon modi-
ance system. The second Stunt Die roll is final, however. fied with an attachment that surrounds the weapon with a
destructive energy field for short periods of time. Adding this
Heavy Blades Group modification causes the weapon to deal +2 damage, though it
Blaze Sword: This highly sought after weapon is normally a consumes 1 battery charge each time it is activated. A power
technologically ornate two-handed sword hilt. But when acti- weapon charge lasts for 1 minute.
vated, a blade of glowing energy springs forth. A gyroscopic Sentry System: A sentry system combines sensors with a
effect makes the sword require two hands, but when it strikes small, powered stand and trigger attachment capable of
it inflicts penetrating damage. Each attack burns 2 battery aiming and firing a blaster it’s attached to. Once active, the
charges, and it requires 1 battery charge to activate, plus 1 system will fire at the next target in its sensor field (weapon’s
per 10 minutes of “standby,” where the blade is active, but the maximum range in a 90-degree arc, or as set by user to some-
weapon isn’t being used to attack. thing smaller) with an of +5 Initiative bonus, and +1 attack
roll bonus, once per round or until deactivated. If multiple
Light Blades Group
targets appear, it will prioritize closer targets. A “target” is
Shrike Drone: This knife is actually a small high speed generally defined as something that radiates significant heat
drone in edged weapon form, capable of learning how its (like a person) or electricity (like a machine) and moves.
operator targets enemies and following simple directions. The system can see non-visible spectra, but has primitive
Once thrown so that it hits a target successfully, the drone programming, providing a +2 total modifier to Perception
can attack as a minor action, rolling using the operator’s tests to defeat stealthy intruders.
attack roll bonus, as many times as the Stunt Die result for A sentry system requires a battery separate from the weapon,
the original attack. These follow up attacks are simple tests and it consumes 1 charge for every 4 hours it is active. A spoken
which cannot gain of use stunt points, however. The drone’s command powers the device down. A few come with special
range is calculated from the last target it attacked. bracelets will cause the system to ignore the wearer. These can
occasionally be purchased separately for 10 sp each, and they
Polearms Group
might come in handy when confronting enemy systems.
Gravhammer: This staff-length hammer’s huge head actually
encases a variable mass material that only becomes heavy
when directed at a target, allowing even a small individual to
Adventuring Gear
strike with the force of a giant. The following gear comes from a variety of sources: ruin
salvage, secretive tech guilds, and organizations that main-
tain a strong technology base for members.
Weapon Modifications
Modification Cost New Gear Descriptions
Power Weapon 50 sp
Binoculars: These make objects appear ten times closer,
Sentry System 60 sp
though they also restrict your field of vision.
Adventuring Gear Calculator: A handheld terminal used to calculate numbers.
Gear Cost Gear Cost The device has a small built-in memory drive that can store
Binoculars 35 sp Flare Pistol 20 sp a reference list of up to 40 pre-programmed formulas. One
charge powers a calculator for 6 hours.
Calculator 20 sp Flashlight 15 sp
Dark Vision Mask 60 sp Handset 30 sp Dark Vision Mask: A mask made of advanced materials
Data Cube 50 sp Matches (40) 1 sp that covers its user’s eyes and grants Dark Sight out to 60
yards. Surviving masks no longer have high resolution, so
Data Reader 75 sp Paint Spray 10 sp
although the user can see in the dark, they cannot see fine
Data Screen 125 sp Pocket Witness 40 sp
detail such as writing and suffer a -1 penalty to sight-based
Rope Smart Perception tests.
Data Stone 30 sp 50 sp
(10 yards)
Data Cube: A palm-sized cube with copper edges framing
Rope, Wire
Extending Pole 20 sp 30 sp polished metal faces, a glyph in the center of each one. A data
(20 yards)
cube stores non-text information, such as pictures and sound,
Firebane 15 sp Tape (20 yards) 1 sp
with each glyph-face storing up to 100 pictures and 3 hours of
Flare 5 sp Watch 10 sp sound, or 60 minutes of video with sound.
26 Chapter 2: Technofantasy Equipment
Data Reader: This is a simple device a human can hold in their
palm, with a small screen that displays the contents of data
disks. It is possible to enter information by writing or drawing
with one’s finger. One charge powers a data reader for 3 hours.
Data Screen: A flat glass panel about the size of a small book
used to display the contents of data cubes or data disks. One
charge powers a data screen for 2 hours.
Data Stone: Data stones can be anything from small sculp-
tures to lozenges of strange, ivory-like material. These can
contain virtually limitless information, but the art of inscribing
or reading what they contain is obscure, and usually requires
a data reader or data screen.
Extending Pole: A metal auto-locking extender pole. It’s six
inches long when collapsed, but it can extend out to 10 feet
by pressing a button—an Activate action. Models costing
an additional 5 sp have arms that fold down on alternating
sides, each two feet long, to turn the pole into a ladder, and
allow the ends of multiple poles to be threaded together so its
user can scale even greater heights. Collapsing the pole is not inside can cover a 2 square-yard area or draw a hands-width
completely automatic, requiring a major action. line that’s 10 yards long. Once emptied, a tinker with alchemical
Firebane: Firebane is a bottle of alchemical mixture that training can refill the cylinder with any basic color for 3 sp, though
instantly douses all flames in a cone up to 3 yards from its rarer colors or more specific shades may incur a greater cost.
nozzle. The mixture also leave the affected area enormously Pocket Witness: A pocket witness is a silver orb three inches in
slippery for one hour (typically, make a TN 13 Dexterity diameter embossed with the now-obscure insignias of various
(Acrobatics) test or fall prone) after use. manufacturers. Once activated with the proper sequence of
Flare: A pencil-length metal rod packed with alchem- touches, it will record up to an hour of video with sound in a 5
yard radius, and it can store up to 10 hours of video. A pocket
ical materials that burn with a bright light visible for miles
witness needs a data reader or data screen to display what it
around, used for both illumination and signaling. A flare
stores, though some are said to have had attachments that can
provides useful illumination (enough to read and see detail
project video in three dimensions. A pocket witness consumes
by) in a 30-yard radius but can be visible from much farther
3 charges per hour it records.
as it burns for 10 minutes. Flares typically cast a red light but
are available in a variety of colors. A flare inflicts 1d6 damage Rope, Smart: Smart rope is actually a robot with a rope-like
from heat to anyone who comes in contact with it. form factor that can move like a snake and can be steered
through controls build on one end, or within 20 yards of a
Flare Pistol: A crude, bulbous pistol that can fire flares up to
data reader or data screen it’s been “paired” with (TN 15
60 yards in the air. Special flare attachments costing 3 sp each
Intelligence (Computer Lore) test). A smart rope usually may
allow a flare to slowly float down for up to 2 minutes after being
have one end attached to a battery, or it can store 5 charges
fired from a flare pistol. Flare pistols can be used as weapons
taken from one ahead of time. Every 10 minutes of powered
with Accuracy (Black Powder) but suffer a -3 penalty to attack
use consumes one charge.
rolls, a short range of 30 yards but a long range of 60 yards, and
inflicts 1d6 + 2 + Perception damage from heat and impact.. Rope, Wire: In addition to more commonly found rope made
of hemp and silk, traders sometimes stock extremely durable
Flashlight: A battery-powered, handheld illumination device,
wire rope, made of twisted strands of extremely flexible wire.
also called a torch. One charge powers a flashlight for 3 hours.
Though no heavier than its fiber counterparts, wire rope can’t
Handset: A dedicated communication device with a range of be cut by any blade short of a powered weapon.
three miles. This small box allows communication between two
Tape: A strip of durable paper, waxed on one side and
individuals with the press of a button. The clarity of connection
extremely sticky on the other. Though sold in 60 yard lengths,
may change due to distance within range, physical obstruc-
tape comes wound in a tight, finger-sized roll. Travelers often
tions, and weather. One charge powers a handset for 1 hour.
trade stories of the dozens of novel uses they’ve discovered
Matches: Small, softwood twigs with alchemically coated for tape, from major repair jobs to simple pranks.
tips that ignite with friction. With a match, it’s possible to
Watch: A palm-sized timekeeping device magically linked to
light a fire with a minor action.
the position and movement of the sun and moon. Watches
Paint Sprayer: Pumping the rubber bulbs on these metal cylin- need occasional winding and exposure to a cloudless sky
ders pressurizes the liquids inside, causing them to come out in to remain powered and display the correct time, but don’t
a constant, misty spray when the trigger is depressed. The paint require battery power.
Chapter 2: Technofantasy Equipment 27
stresses on the user as well. For the most part, modern cyber-
Cybernetics netics serve only to replace lost functionality. Some cybernetic
Legend don’t record who invented the first cybernetics, but enhancements are available, but their arcane components
much of advanced science they represent was lost in the Cata- enhance the stress on the user.
clysm. After the Fall, cybernetics became a mixture of tech- In game terms, cybernetics includes parts—replacements
nology and sorcery, as specialized magic came to replace the for biological components—and enhancements, which are
lost secrets of biomechanics, neural interfaces, and other tech- additional features added to parts.
nological crafts.
Thanks to these efforts, cybernetics are part of post-Fall
Cybernetic Limits
technology, though they are still rare. Most people who need
Unfortunately, post-Fall cybernetics, relying as they do on
to replace parts of their bodies rely on whatever prosthetics
magic to “fill in the blanks” of certain lost technology, draw
they can find or commission from the craft workers around
mystic power from the user’s mind and body. This means
them. The magic used to create cybernetics sometimes causes
a character can usually maintain a number of cybernetic
parts + enhancements equal to 1 + their Constitution ability
Cybernetics (minimum 1).
Part Cost Available Enhancements Each part or enhancement above that limit imposes a -2
penalty to tests for a single ability. The player chooses this
Arm* 200 sp Battle Ready, Claws, Weapon Integration
ability. A character can choose the same ability twice for a
Ear* 150 sp Audio Files, Handset Link, Sound Filter -4 penalty, or three times for a -4 penalty that stacks with an
Dark Sight, Far Sight, Spyball, Targeting additional Scarred (-1 to tests using the ability) Condition (for
Eye* 120 sp
Upgrade, Video Files a total of -5) that remains even if they remove parts over the
Hide 500 sp Chameleon Shift, Environmental Adaptation limit—it’s permanent, barring powerful healing magic and
the GM’s opinion.
Leg* 175 sp Claws, Hidden Compartment, Leapspring
* Cost is per part, not for a pair. Cybernetic Parts and
Enhancements
Cybernetic parts are clearly artificial both in their appear-
ance and movements, but they provide full functionality—
senses like touch continue to function, and they’re as solidly
anchored to the user’s body as biological counterparts unless
the user chooses to remove them—a task that normally takes
5 minutes of effort.
In addition to replicating biological features and adding
some basic benefits, cybernetic parts are platforms for the
enhancements users might add to them, such as integral
weaponry. The costs and available enhancements for each
part is listed in the Cybernetics table.
Arm 200 SP
This arm replacement functions for all purposes as a normal
arm for the character’s actions. The bearer of this arm also
gains access to the following stunts.
Shielding Arm 2 Stunt Points
You suppress sensory connections and use your arm as a
shield. You gain a +1 shield bonus to Defense until the begin-
ning of your next turn.
Piledriver 3 Stunt Points
The strength of your arm spins into overdrive for a moment,
delivering a punishing strike with a melee attack. Your blow
inflicts +1d3 damage and you and your opponent must
make a Strength (Might) test with a TN equal to your attack
roll or choose between being knocked prone or knocked
back 4 yards.
28 Chapter 2: Technofantasy Equipment
Getting Cyberpunk
These rules are designed to make cybernetics a way to add technofantasy color to characters. They have technology from a lost
age in their very bodies! What this system doesn’t do, however, is offer a way to deeply transform characters from muscle, bone,
and neuron up. The Cyberpunk Slice book for Modern AGE does do that, and it is substantially compatible with Fantasy AGE. It is
not, however, compatible with the system in this book, so you should pick one or the other. Among other things, Cyberpunk Slice
cybernetics typically have a cost in character advancements (such as a talent or ability increase) and technofantasy cybernetics don’t.
Arm Enhancements
The following enhancements are available for a cyber-arm.
Cybernetics and Mutations
Characters with mutations may take cybernetics, but mutations
Battle Ready 175 sp cannot manifest in cybernetic parts. If a cybernetic body part
Your arm has obviously been reinforced for combat. Add replaces a mutated body part, the character loses the associated
+3 to unarmed combat damage. Stunts affecting your arm mutation, but can take an equivalent mutation that affects a
remaining biological part. Note that “hide” cybernetics do not
require an additional +1 SP, but the Shielding Arm and Pile-
make all torso mutations impossible, just those which affect the
driver stunts now cost -1 SP. skin. The GM helps decide any ambiguous cases.
Claws 150 sp
A set of claws has been built into your arm, and they can be
unsheathed from fingers or along the back of the hand. Your
Ear Enhancements
unarmed attacks now inflict a base 1d6+2 damage and you The following enhancements are available for a cyber-ear.
gain a +1 bonus to Strength (Climbing) tests.
Audio Files 75 sp
Weapon Integration 50 sp You no longer need a data reader or data screen to directly
You have a cybernetically compatible weapon hidden in your connect to audio data—your ear can scan nearby unprotected
cybernetic arm. You can arm yourself with this weapon as a data storage (within 1 yard) for files. You can record up to a full
free action you can perform once per weapon per round, and day’s worth of audio files, after which you must erase them or
you cannot be disarmed unless the linked attack inflicts at least transfer them to some form of data storage, such as a data stone.
10 points of damage. The weapon is considered concealed
Handset Link 25 sp
when not in use unless you decide it has a constantly obvious
feature. In addition to the cost of the enhancement you must Your cyber-ear can connect with your handset (which you must
pay twice the weapon’s value to acquire a version that can be have on your person). While this is active, you can speak and
integrated into the arm. When called, the weapon either opens hear through your handset without manually interacting with it.
from a hidden compartment or the arm reassembles itself into
Sound Filter 100 sp
the weapon.
You can use Weapon Integration for a two-handed weapon, Loud noises do not deafen you, and you gain a +4 bonus to
but this requires taking the enhancement in each arm. resistance tests against sound-based attacks, whether they’re
damaging sonic waves, or the songs of creatures that might
Ear 150 SP sway a victim’s will. If a sonic attack does not permit a resis-
This ear replacement functions for all purposes as a normal tance test but instead inflicts damage, it only inflicts half
ear for the character’s actions, though by linking it to a data damage (rounded up).
reader or data screen, you can also hear any sounds it has
Eye 120 SP
stored (TN 15 Intelligence (Computer Lore) test to pair)
without playing them externally. The bearer of this ear also This eye replacement functions for all purposes as a normal
gains access to the following stunts. eye for the character’s actions. By linking it to a data reader or
data screen, you can also see any video it has stored, though
Sonar Blip 1-3 Stunt Points without sound (TN 15 Intelligence (Computer Lore) test to
You tune your cyber-ear to pick up every delicate noise in pair) without playing them externally. The bearer of this eye
your vicinity. You ignore penalties due to visual impairment also gains access to the following stunts.
for one round (ending on your next turn) per SP spent.
Dazzle 2/4 Stunt Points
Vital Sounds 3 Stunt Points A quick strobing flash of light from your eye dazzles a single
Tuning into a single target, you can hear heartbeats, the sounds opponent of your choice within 2 yards, imposing a -2 penalty
of small gestures, and other indications of their emotions. to tests that benefit from vision, including attack rolls, until
This allows you to reroll a failed Perception (Empathy) test, the end of your next turn. Spending 4 SP allows you to affect
but you must accept the results of the second roll as final. another target or affect a single target 4 yards away.
Chapter 2: Technofantasy Equipment 29
Precision Search 2 Stunt Points every two degrees of success (round up) adds +1 to the TN of
Perception (Seeing) tests to detect you.
You can immediately and efficiently tabulate numerical data
from any search when you perform a Perception (Searching) Environmental Adaptation 150 sp
test. This allows you to precisely measure distance between
Layers of adaptive cybernetics provide protection against heat
foot treads, count the number of used arrows in an area, or
and cold, from cooling without sweating to possessing self-
measure the dimensions of a room or item.
heating blood vessels. You’re comfortable in any Earth-like
Eye Enhancements climate without special clothing, and when you take damage
from heat or cold, reduce it by -1 per damage die rolled.
The following enhancements are available for a cyber-eye.
Cyber-Leg 175 SP
Dark Vision 75 sp
This leg replacement functions for all purposes as a normal
You gain Dark Vision up to 40 yards.
leg for the character’s actions. The bearer of this leg also gains
Far Sight 75 sp access to the following stunts.
With an Activate action (deactivation is a free action), you Steel Spider 1+ Stunt Points
may use an enhancement to your cyber-eye that makes objects
look up to eight times larger, though this makes vision close You can move 2 yards up a vertical surface per SP spent on
up extremely shaky, imposing a -2 penalty to vision based this stunt, to a maximum of half your Speed in yards. If you
tests to interact with objects within 60 yards. This eliminates have nowhere to stand or hold on to after that, you fall back
the penalty for attacking at long range with any weapon with on your feet without injury.
a short range of 60 yards or less, however. Enhanced Kick 3 Stunt Points, Combat
Spyball 150 sp Your unarmed blow inflicts +1d6 damage and you and your
You can detach your eye as a minor action. It will continue opponent must make a Strength (Might) test with a TN equal
to send visual information to you wirelessly up to 300 yards to your attack roll or choose between being knocked prone or
away. You suffer a -2 penalty to vision-based tests if you attempt knocked back 4 yards.
closely examine input from both of your eyes simultaneously
Leg Enhancements
while each is in a different location.
The following enhancements are available for a cyber-leg.
Targeting Upgrades 75 sp
Claws 150 sp
When taking the Aim action, you gain a +2 bonus instead of
the normal +1. A set of claws has been built into your cyber-leg, and they
can be unsheathed from your foot (either along the edge of
Video Files 75 sp
the foot or backward from the heel) or knee. Your unarmed
You no longer need a data reader or data screen to directly attacks now inflict a base 1d6+2 damage and you gain a +1
connect to video data—your eye can scan nearby unprotected bonus to Strength (Climbing) tests.
data storage (within 1 yard) for files. You can record up to a
full day of videos, after which you must erase them or transfer Hidden Compartment 50 sp
them to some form of data storage, such as a data stone. You have a holster, sheath, or other compartment for an object
that could fit within your upper leg. Searchers must defeat your
Hide 500 SP Communication (Disguise) test +5 to find the compartment.
Strips of advanced materials implanted just below the surface Opening it is a minor action (it closes as a free action on your
of your skin (though some receive a more obvious surface mental command) but retrieving any one object from your own
implant) not only provides new skin of virtually any color compartment is a free action you can take once per round.
or species, but also provides an Armor Rating of 4 with no
Leapspring 75 sp Each Leg
armor penalty. This does not completely stack with worn
armor, but when you possess both a cyber-hide and another If you have both legs replaced by cybernetic replacements,
item or advantage that increases AR, you gain an AR of 5 or you can add this enhancement. You may now use the Steel
add +1 to your total AR without counting your cyber-hide, Spider stunt without having to run up a wall—jumping is
whichever is higher. enough. You can jump half your Speed in yards vertically
or horizontally without a running start, and four times
Hide Enhancements the distance you move for a running start in yards, up to a
The following enhancements are available for cyber-hide. maximum of double your Speed. Jumping without running
is a minor action, while jumping while running is two minor
Chameleon Shift 100 sp actions: one to move, and one to jump. However, you may
You can change your skin’s color and texture to blend into now use the Charge action while jumping half your Speed in
your surroundings. When making Dexterity (Stealth) tests, any direction instead of running.
30 Chapter 2: Technofantasy Equipment
Robots
Robots, first built before the Cataclysm, can still be found
throughout the post-Fall world. While some city-states
and hordes still include robot soldiers among their troops,
most robots owned by individuals use ancient hardware
that makes it impossible for robots to carry weapons or
in most cases, intentionally injure others. These servi-
tor-class robots look like everything from fanciful animals
to rumbling metal boxes, with some wearing the faces of
people and creatures since lost to the Fall.
Robots in the
Campaign
In a technofantasy campaign, servitor robots—
the default available to characters—provide two
advantages. First, they perform useful functions
such as hauling goods or repairing technology.
Second, a robot provides access to special
Robot Stunts its controller can use if the two
are within 4 yards of each other. Robot Stunts
are advanced stunts and like class stunts,
slightly more potent for the cost, though they
do not require advancements, just control of
the appropriate robot.
Every servitor robot has a controller: a char-
acter who can command it. Controllers can
transfer control to another individual with a
carefully worded command, spoken twice. A
controller can also “free” a servitor from themselves,
but this means it can be controlled by whoever instructs it
to consider themselves its controller. Each robot also has a Robots
control reset button, access to which requires a successful TN
Robot Type Cost Subtypes*
17 Dexterity (Lock Picking) test representing five minutes
Cargo Robot 75 sp Camelbot, Donkeybot
of effort.
Post-Fall servitor robots can only have one controller at a Labor Robot 100 sp Brawnbot, Fixbot
time. A controller can’t command one to attack a living crea- Messenger Robot 90 sp Flybot
ture or even another functional robot. These rules seem to be Performing Robot 150 sp Carebot
wired into the processors of every servitor. These robots can Scout Robot 125 sp Catbot, Sentrybot
sometimes come in handy in a fight, but never as attackers.
* See description for additional cost for subtypes.
Servitor robots are competent at performing their functions
and may sometimes seem uncanny in the way they emulate
other backup power storage and accumulation systems.
intelligent beings, but they are not truly intelligent. They don’t
All robots possess a 5-charge internal battery that cannot
have full abilities, Health, or other deep game mechanics
be removed, though it can be supplemented by an external
because they should act as tools, pets, or companions, not
battery. A robot typically uses 1 charge for up to 24 hours
protagonists in their own right. The orean in Chapter 1 repre-
of mobile standby, where it accompanies its controller but
sent robot-like individuals as heroes in their own right.
doesn’t perform any other tasks. When performing any
The robots covered in this chapter are all servitors. More
of the duties it was designed for, a robot uses one charge
intelligent and/or violent machines are treated as allies and
per hour. The first time a controller uses a Robot Stunt in
adversaries, some of which are detailed in Chapter 4.
an encounter costs 1 charge, but this covers all subsequent
Robot Power Use Robot Stunts that encounter.
Robots get an extraordinary deal on power consumption
Servitor robots run on battery power, but are extremely effi- to simplify their use in play. If the GM wants to make robots
cient machines, with regenerative systems in their moving more power intensive they can do so, but this makes robots
parts, photovoltaic coatings, heat transfer systems, and less attractive to characters.
Chapter 2: Technofantasy Equipment 31
Cargo Robot 75 SP handset tracks distance and direction as it travels and relays
alerts if the donkeybot gets stuck. Pre-Fall donkeybots have
A four-legged, sure-footed servitor, a cargo robot features excellent visual sensors, but most of these are either broken or
cargo containers that can each hold up to 600 pounds. In the secret of accessing the feed is unknown.
addition to normal control protocols, a cargo robot will also
obey anyone who carries its handset controller. About 50% of Cargo Robot Stunts
surviving models include them. Otherwise, a controller costs
The following Robot Stunts are available to cargo robot
10 sp and requires a TN 13 Intelligence (Computer Lore) test
controllers.
to pair with the cargo robot.
Full Speed Ahead! 3 Stunt Points
Cargo Robot Subtypes
You leap astride your cargo robot. It drops any excess weight.
The following cargo robot subtypes are available. You may immediately move 6 yards to perform a charge
Camelbot 100 sp attack as a free action, though the attack roll is a simple test
that can’t generate or use stunt points.
These cargo robots are designed to carry liquids at controlled
temperatures. This allows for just 300 pounds of general Push Through 1-3 Stunt Points
storage in exchange for 35 gallons of temperature controlled The next time you move you can ignore 2 yards of movable
liquid storage. obstacles per SP spent, including creatures, weighing up to
Donkeybot 90 sp 600 pounds per 2 yard × 2 yard area. Your cargo robot pushes
them aside as you follow.
Donkeybots are capable of independently going to locations
entered into its handset, or a data storage device, negotiating Labor Robot 100 SP
any unexpected terrain obstacles. Its
Slow-moving and strong, the labor robot can perform simple,
repetitive tasks, doing the hardest and most dangerous work.
Some workers see labor robots as competition, but out in the
wasteland there aren’t enough to replace people, and the chal-
lenges of the world after the Fall make most people grateful
for their help.
Labor Robot Subtypes
The following labor robot subtypes are available.
Brawnbot 200 sp
Huge piston-like servomotors give this robot tremendous
strength, including the ability to lift 1000 pounds, push or
pull twice that, and demolish a variety of structures and
objects. A brawnbot’s sensor suite and programming is excel-
lent at avoiding even the slightest safety hazard, however. It
can easily detect movement, heat, and electrical activity and
will not perform actions that might harm anything it assesses
to be a living being or active machine. In other words: It’s not
going to smash your enemies for you.
Fixbot 150 sp
These dexterous labor robots can reconfigure their manip-
ulator limbs into virtually any handheld tool, and they
can perform skilled electric soldering and welding
without external equipment. Fixbot programming gives
them the equivalent of the Dexterity (Crafts), Intelli-
gence (Engineering), Strength (Machining), and Strength
(Smithing) focuses for the sake of performing routine
tasks—that is, everyday uses of these focuses which would
not require dice rolls.
Labor Robot Stunts
The following Robot Stunts are available to labor
robot controllers.
32 Chapter 2: Technofantasy Equipment
Hold This "Object" 2 Stunt Points Cataclysm. Most are the size of children or large toys, as these
were the main controllers of performing robots when civili-
You momentarily trick the labor robot into grabbing your
zation was at its technological peak. A performing robot can
target with its tough manipulators. They lose their next minor
convincingly converse with intelligent beings as if it were intel-
action extricating themselves.
ligent themselves and relay verbal messages, though it isn’t
Work Heedlessly 3 Stunt Points truly sapient. Some are prohibited from using hurtful language
or words associated with violence or culturally adult ideas.
You set the labor robot into some high speed and high force
Each of them has 1d6 specialized entertainment acts it can
task until the end of your next turn. This creates a hazard in a
perform, such as playing musical instruments or juggling, and
2-yard radius of the robot that inflicts 4d6 damage per round
is considered to have the focus related to each for the purpose
to anyone within this danger zone unless they succeed at a
of performing trained tasks that don’t require dice rolls.
TN 14 Dexterity (Acrobatics) test each round.
Messenger Robot 90 SP Performing Robot Subtypes
The following performing robot subtype is available.
Messenger robots have perhaps the simplest tasks, though they
have some of the most sophisticated tools to perform them Carebot 200 SP
with. A messenger robot possesses a video screen, camera,
A carebot is specially designed to mind individuals who need
microphone, and speakers. Before the Fall, these would enable
routine assistance, such as children. The controller designates
real-time communication, but that function has been lost. the carebot’s charge, and it autonomously looks after them.
A messenger robot includes a built-in data screen with the A carebot is strong enough to carry 150 pounds or drag 300
ability to connect to a data cube or data stone, as well as mount pounds. It can perform basic first aid: the equivalent of the
a pocket witness, though these are almost always acquired Heal action, except instead of making a test, the carebot uses
separately. The robot normally navigates based on whatever a major action to heal 1d6 Health. A carebot will also seek
information it has, plus its visual sensors. It can travel to a out help from the nearest creature it identifies as intelligent
landmark or location on a roughly to-scale map shown to it and non-hostile if its designated care recipient is injured and
and return, though they become unreliable making unsuper- is programmed to drag an incapacitated care recipient away
vised journeys longer than three miles. Messenger robots have from fires and other hazards.
a carrying capacity of 20 pounds, making them appropriate for
minor cargo. Performing Robot Stunts
Messenger Robot Subtypes The following Robot Stunts are available to performing robot
controllers.
The following messenger robot subtype is available.
Crowd Pleaser 2 Stunt Points
Flybot 150 SP
Your interpersonal interaction with those nearby is aided by
These messenger robots fly at a Fast/+1 Velocity (see Chapter your performing robot, drawing more eyes and ears to you.
3) and can carry up to 5 pounds, not 20. Double the number of people you affect with a Communica-
tion test or the results of another Basic Social Stunt.
Messenger Robot Stunts
Look at Me 2 Stunt Points
The following Robot Stunts are available to messenger robot
controllers. Your performing robot unleashes a particularly distracting
routine in the middle of combat, drawing the attention of a
In Their Face 2 Stunt Points foe you designate when activating this stunt. Their Defense is
Until the beginning of your next turn, your Defense against reduced by 1 against all attacks until the end of your next turn.
missile attacks increases by +3, as the messenger robot repeat-
edly swoops through the sight line between you and your foes.
Scout Robot 125 SP
Agile and highly perceptive, scout robots can be sent ahead to
Half-Remembered Messages 1 Stunt Points
look for visible threats and report back. It has Dark Vision out
Unexpectedly prompted by the situation at hand, your to 60 feet, and records what it sees and hears. Most scouts have
messenger replays a fragment of an old message containing a functional quadrupedal design, sometimes with faded paint
facts pertinent to the situation—or an inspiring moment, perfect jobs from the militaries and security forces they belonged to.
for the occasion. Gain +2 to one test you perform before the end In some ways, this makes them militarized messenger robots
of your next turn, or out of action time, the next occasion before (though unlike true military robots, they cannot engage in
a total rest, or next interval on an advanced or challenge test. direct combat), but unlike messengers, scouts avoid detec-
tion, typically rolling the equivalent of a 15 on a Dexterity
Performing Robot 150 SP
(Stealth) test for observation purposes.
These robots come in a variety of shapes and sizes, with some A scout robot has a manipulator that can pick up an object
resembling stylized animals or famous beings from before the weighing 20 pounds or less. It also contains a built in data reader
Chapter 2: Technofantasy Equipment 33
and a port to connect a data cube, data stone, or secondary data
handling device, such as another data reader or a data screen. Vehicles
Scout Robot Subtypes The Cataclysm put a stop to millions of vehicles of all types,
but thousands survive, though not without a little loving
The following scout robot subtype is available. care—centuries of it, sometimes.
The rules for vehicles can be found in Chapter 3, but most
Sentrybot 150 sp
vehicles don’t need them. Many—especially large ones—are
These robots have the programming to guard a designated better off as action locations. Others enter the story briefly—
area with up to a 30-yard radius, which they will patrol, “A rusted transport takes you to the other end of the hills.
and can tell the difference between friend and foe. When an Your silver was well spent,” might be all you need.
unknown creature or obvious emergency (such as a fire or The following entries present a mixture of vehicles from
avalanche) appears, it sounds an alarm and provides basic before and after the Fall.
information about the alert.
Vehicle Details
Scout Robot Stunts
The following Robot Stunts are available to scout robot The accompanying table contains game-system informa-
tion for vehicles using the rules in Chapter 3, providing the
controllers.
following details.
Fetch 1 Stunt Points
Handling: The vehicle’s Handling rating is the modifier
Your scout robot grabs an unattended object weighing 20 applied to tests to maintain control of the vehicle.
pounds or less within 8 yards and brings it right to your hand,
Capacity: The vehicle’s average passenger capacity. This
equipping you without using an action.
capacity is adjustable, depending on the exact design of the
Spotter 2 Stunt Points vehicle, though vehicles with high Capacity tend to have
lower Velocity and Handling.
Your scout robot trains light-emitting eyes on a foe within
20 yards, painting them with a pinpoint red light. Anyone Velocity: As described in Chapter 3, vehicles belong to
targeting this foe with a missile attack gains a +2 to hit them various Velocity classes. The Standard class applies to Player
until the beginning of your next turn. Character ancestries, most mounts, and other creatures with
34 Chapter 2: Technofantasy Equipment
normal Speed ratings. Higher Velocity classes belong to faster which allow it to ignore obstacles less than 6 feet tall and
vehicles that easily outpace PCs on foot. Velocity comes into travel over water.
play during chases and other situations where high speed Coach: This is a beast-drawn passenger vehicle as described
matters. The Velocity modifier after the slash distinguishes on p. 112 of Fantasy AGE.
the relative speeds of vehicles within the same class, such as a
Cybersteed: These tough robotic beasts behave like natural
faster versus a slower automobile.
steeds, except they don’t spook, don’t need food or water, and
Ram: This is the vehicle’s base damage for ram attacks, in are immune to the elements. Cybersteeds do require power,
addition to any damage inflicted due to Speed or Velocity. however; their 5-charge internal battery usually requires an
Cover: Bonus added to the Defense of driver and passen- external supplement, as a cybersteed consumes one charge
gers when they are attacked from outside the vehicle while per 24 hours at a walking pace (for its Speed of 18), but 1
riding inside. charge per round it is forced to move any faster, such as when
using the Charge pr Run actions, or engaging in a chase. A
Armor: Bonus Armor Rating for driver and passenger when
cybersteed will act as a platform for mounted combat, but it
they are struck from attacks outside the vehicle while riding
cannot attack itself.
inside. This stacks with character Armor Ratings.
Marauder: The “marauder” gets its name from when these
Hull: Hull is used to determine how difficult it is to damage
vehicles were popular among bandits—since then, these flying
a vehicle. Vehicles are damaged by stunts, as per Vehicles in
motorcycle-like vehicles have become less common. Essen-
Chapter 3.
tially a skimmer field engine with a seat and a windscreen,
Cost: The vehicle’s cost, where available. High-tech vehicles marauders are fit for very brave or foolhardy enthusiasts, as
are expensive, however, and some cannot be purchased at if the pilot falls, it can be a very long way down. If the cyclist
any price. is injured, they must succeed a TN 13 Dexterity (Advanced
Piloting) test to avoid crashing. A marauder has space to house
Vehicle Descriptions two Beta batteries. 1 charge provides 20 minutes of flight.
Skimmer: A high-tech flying that converts battery power to
Airship: A lighter-than-air vehicle held aloft by science or
thrust. Skimmers come in many shapes and do not need to be
magic, an airship is usually propelled by rotors or field-ef-
aerodynamic, as the field effect creates a lifting body shape
fect thrusters. 1 charge provides 1 hour of thrust, but airships
out of force in addition to generating thrust. Skimmers are
continue to float without power.
designed to house two Gamma Batteries—and many such
Autocycle: A large motorcycle, typically powered by standard batteries have, in fact, been stolen from skimmers. 1 charge
batteries. 1 charge provides 1 hour of propulsion. If the cyclist provides 10 minutes of flight.
is injured, they must succeed a TN 13 Dexterity (Advanced
Transport: This large battery-powered automobile is
Driving) test to avoid crashing. For an additional 200 sp an
designed to haul goods (transport mode) or a dozen people
autocycle can be equipped with hover fields which allow it
plus the driver (transit mode). 1 charge provides 20 minutes
to ignore obstacles less than 6 feet tall and travel over water.
of propulsion, so transports are usually rigged with battery
Automobile: A large, battery-powered wheeled vehicle. 1 arrays. For an additional 1000 sp an automobile can be
charge provides 30 minutes of propulsion. For an additional equipped with hover fields which allow it to ignore obstacles
500 sp an automobile can be equipped with hover fields less than 6 feet tall and travel over water.
Vehicles
Vehicle Handling Capacity Velocity Ram Cover Armor Hull Cost
Focus: Riding
Cybersteed 0 2 Standard/0 1d6 0 0 3 300 sp
Focus: Driving
Coach -1 4 Standard/0 1d6 3* 1 1 250 sp
Focus: Advanced Driving
Autocycle +1 2 Fast/+1 1d6 0 0 1 400 sp
Automobile 0 6 Fast/0 2d6 2 3 2 1000 sp
Transport -2 4 or 13** Fast/-1 3d6 2 Total 4 2000 sp
Focus: Advanced Piloting
Airship -1 20 Fast/-1 3d6 4 1 5 ***
Marauder +2 4 Fast/+3 2d6 0 1 2 ***
Skimmer +1 2 Very Fast/0 3d6 2 1 3 ***
*No Cover for driver or any passengers riding in front. ** Capacity of 4 when in cargo configuration, or 12 when in transit configuration.
*** Cannot be purchased; acquired through salvage or other means.
Chapter 2: Technofantasy Equipment 35
Chapter 3
Wonders of a Fallen World
T
he Cataclysm changed the world in ways only heroes perform simple equipment modifications, just make a basic
can truly discover. Most of the great cities lie in ruins, test with the right focus and achieve the effect you want if you
their bleached bones piercing a stranger sky. The details succeed. This sort of thing shouldn’t make an item unambig-
of the Fall are ultimately revealed differently in each campaign; uously better—there should be drawbacks or a time limit for
this book is about a campaign style, not a specific setting. any improvement. Otherwise, the character’s modification
Some science fantasy settings make magic an obscure form is a replicable improvement—and it should have been the
of technology. Others have magic arrive with the Fall, along default already.
with fantasy folk previously only known from myth. A few For more ambitious tasks, the following tinkering system
settings propel a fantasy setting into the future. This book’s is an option.
storytelling flavor assumes fantasy ancestries existed before
the Cataclysm—but they may not have all existed in the Tinkering Rules
same world.
With these things in mind, the Game Master should In this system, tinkering consists of modifying equip-
approach the wonders in this chapter as ultimately having ment. This is a special kind of advanced test that can take
any story that fits their technofantasy world. The technology place in narrative time, or round by round in action time,
rules, vehicle rules, new magic, and new items all work depending on whether or not the tinker is willing to cut a
together, but can be implemented as you see fit. few corners. Other characters can perform other tasks while
the tinker works.
Tinkering Tinkering Must Fit the Story
With Technology Any form of tinkering must make sense in the story, just like
Technology distinguishes technofantasy from classic fantasy stunts must. This means a tinker can’t turn a wagon wheel into
settings. Thus, mercurial tinkerers and inventors have a place a jet pack or conjure up the required materials from nowhere.
in these games, especially since after the Fall, technology Any tinkering job must be achievable in the campaign world
sometimes requires archaeology. Basic tests using Dexterity by the character with expertise and resources they possess.
(Crafting), Strength (Machining), and many Intelligence Thus, the group and Game Master should review bolder
focuses can easily represent these character concepts well. To forms of tinkering for plausibility.
36 Chapter 3: Wonders of the Fallen World
instead grant a function to the item, like the ability to pick up
Tests and Focuses communication signals.
A tinkering test uses various focuses depending on the equip- Items have the equivalent of qualities by default, and
ment a character works with, as follows: there’s no need to change what they can do to conform to this
system. Rather, note which quality a feature or function might
• Dexterity (Crafting): Hand-built items; items that are
be equivalent to, where necessary. For instance, it’s fair to say
not high-tech.
a handset has the equivalent of the communicator quality.
• Dexterity (Traps): Ruining the functionality of mechan- A list of qualities is included in these rules, but the GM
ical devices; finely wrought low-tech devices. should feel free to come up with new ones on the fly if needed.
• Intelligence (Brewing): Anything involving raw chem-
Qualities and Success Thresholds
icals or chemical reactions, such as poisons, makeshift
explosives, alchemical potions, and anything consumed Each quality has a success threshold modifier associated with
by characters or creatures. it. Here’s how that works:
• Intelligence (Computer Lore): Any computer, including • Adding a quality of any kind to or removing one from
gear that has a built-in computer, like a robot’s program- a piece of equipment increases the test’s base 8 success
ming and sensor capabilities. threshold by the listed amount.
• Intelligence (Engineering): Large objects such as siege
• Removing a quality also increases the success threshold
engines, buildings, and truly massive machines.
the same amount as it would to add it, unless removing
• Intelligence (Scientific Lore): High-tech precision the quality is, in the GM’s opinion, significantly simpler.
machinery and electronics.
• You can stack as many threshold modifiers as you like,
• Strength (Machining): Heavy duty items with moving subject to the GM’s approval.
parts, such as transports or factory machines.
• You can’t add the same quality twice unless it provides a
These focuses do more than provide a die roll bonus. The parallel instead of a stacked benefit, such as bonuses or
character must possess the focus. The GM may require a char- penalties to two different tests.
acter to possess a second focus as well, such as Intelligence
Adding positive qualities or removing negative ones
(Healing) for cybernetics, or Intelligence (Arcane Lore) for
improves equipment, while adding negative qualities or
items with magical aspects. These additional focuses aren’t
removing positive ones sabotages it. These are listed in the
used for rolls but represent required knowledge.
Positive Tinkering Qualities and Negative Tinkering Qual-
Target Number ities sections, following.
The base TN for a tinkering test is 12. The GM may grant situ- Positive Tinkering Qualities
ational bonuses to tinkering tests when a character has access
The following positive qualities are available as appropriate
to exceptional tools and other ample resources or penalties
and agreed upon by the GM.
when they’re working without a combination of crucial tools,
materials, and information. Time is the main TN modifier, as Armor +2--12
noted in Matters of Time, following.
You can use the item as armor; each +2 threshold modifier
Success Thresholds grants +1 Armor Rating. This cannot be applied to items that are
already armored. This is the function of the reinforced quality.
The base success threshold for a tinkering test is 8. However,
the number, type and power of the tinkering qualities a char- Bonus Damage (Weapon) +2--4
acter wishes to add modifies the success threshold. These A +2 modifier adds a +1 bonus to damage from a weapon,
factors modify the success threshold rather than the TN
while each additional +1 increases the bonus by a further +1
because this system is designed to allow success with a price
more often than outright failure. The harder and riskier the Communicator +3--12
project is, the more likely it is that it will take longer, and risk
The item gains or grants a user the ability to send communi-
various unwanted complications along the way.
cations via one medium, such as audio, video, or telepathy,
Qualities within 100 yards for a +3 modifier, 10 miles for a +6 modifier,
100 miles for a +9 modifier, and 1000 miles or more (GM’s
Tinkering is the act of granting existing equipment tinkering discretion) at a +12 modifier.
qualities. Some are positive, like granting a bonus to rolls
Converter Varies
someone makes with the item, and some are negative, like
imposing penalties because the item is heavy or malfunc- The item gains or grants a user the ability to convert one kind
tioning. Some qualities have no distinct mechanical effect but of thing to another type of the same thing, such as translating
Chapter 3: Wonders of the Fallen World 37
one language to another, converting heat energy to light is biometric and thus non-transferrable, and can only be
energy, or changing someone’s hair color. The GM decides unlocked by certain people.
the success threshold modifier based on how useful and how
difficult to achieve the conversion would be. Reinforced (Armor) +3--9
Each +3 threshold modifier adds +1 to a piece of armor’s
Easy +2--6 Armor Rating.
Each +2 threshold modifier adds a +1 bonus to tests to
use the item. Rugged (Vehicle) +6
Add +1 to a vehicle’s Hull rating. See Vehicles for details.
Effortless +5
Preparing, activating, or reloading the item is one step faster, Sensor +2--4
going from a major action to a minor action, and a minor The item gains or grants a user the ability to sense one type
action to a free action that can be performed once per round. of phenomenon, such as motion, battery power, communi-
cation device signals, or magic. For a +4 modifier the sensor
Energy +1+
can provide one type of additional information, such as the
The item stores battery charges or Magic Points—possibly number of charges in a battery, the sound of communications
both. The tinker or an ally must supply the energy to be conversations, or the type of magical energy by item of arcana.
stored. Each point of a specific energy type’s storage capacity
adds +1 to the success threshold. Shield +3--9
You can use the item as a shield with a +1 shield bonus per +3
Enhanced Damage (Weapon) +6
threshold modifier.
An item that could already inflict damage adds +1d6 to
the damage it can inflict. This can be taken with the weapon Spacious +3+
quality to create a weapon that inflicts 4d6 damage (3d6 for a Each +3 threshold modifier allows a vehicle or other structure
+4 modifier from that quality, +6 for enhanced damage). to contain one other person the size of a typical Player Char-
acter. Creatures with the big quality count as two individuals,
Ergonomic (Armor Penalty) +3--9
while larger creatures require even more room.
This quality reduces the item’s Armor Penalty by 1 per +3
threshold modifier. Speedy (Vehicle) +6--12
You upgrade a vehicle’s Speed or Velocity one (+6) or two
Favored Stunt +2--4
(+12) degrees, to a maximum of Very Fast/+3 Velocity, in the
The item is especially well suited for performing one specific following steps: +5 to Speed, +10 to Speed, Fast/0 Velocity,
basic stunt, granting a –1 SP modifier to its cost per +2 Very Fast/0 Velocity, and Very Fast/+3 Velocity. See Vehicles
threshold modifier. If this reduces the cost of the stunt to 0 it for details.
can be used for free whenever the operator spends SP.
Spell
Increased Range +5
This item can cast the equivalent of a spell once per 24 hours,
This quality can be added to an item with an operating or or if its user (or the item itself, with the energy quality) fuels it
shooting long range. It increases the range by 50%, so that, for with Magic Points (or the equivalent in battery charges, if the
example, a weapon with a long range of 48 yards increases it “spell” is actually advanced technology). The spell can only be
to 72 yards. pushed with Magic Points (or charges, if actually technology).
The spell has a Spellpower equal to the user’s Willpower +
Lightweight +2--6 10 or the user’s Spellpower, whichever is higher. A Novice
Apply a -1 adjustment to a weapon or other item’s minimum spell adds a +4 modifier, an Expert spell +8, and a Master
Strength to operate or use without penalty per +2 threshold spell +12. This quality must be taken separately for each spell.
modifier. The tinker must either know the spell or grasp some complex
scientific equivalent, such as how to produce a jet of super-
Recorder +4+ heated plasma to create the equivalent of a flame blast.
The item gains or grants a user the ability to record what’s
happening via one medium, such as audio, video, or auto-
Striker (Vehicle) +8
matically written text. Each additional medium adds +2 to the Add +1d6 to a vehicle’s base ram damage.
success threshold.
Stylish +2--6
Secured +5--10 Openly carrying, wearing, or using the item imposes a +1
The item only functions when given the correct password bonus to tests to adjust Attitudes or otherwise sway others
or another transferrable key. For a +10 modifier, the key per +2 success threshold modifier.
38 Chapter 3: Wonders of the Fallen World
Transformer Varies Vehicle Quality Types
The item gains or grants a user the ability to transform one Threshold Speed /
Operating Focus
kind of thing into another kind of thing, such as turning a Modifier Velocity
human into a saurian, a suit of armor into an autocycle, or Dexterity (Acrobatics)*,
energy into matter. The Game Master decides the success +4 Dexterity (Riding), Dexterity (Rowing), Speed 16
threshold modifier based on the complexity and usefulness of or Dexterity (Sailing)
the transformation. If an item transforms into another piece of +8 Dexterity (Sailing) or Strength (Driving) Speed 20
equipment, the tinker must either incorporate that equipment Dexterity (Advanced Driving) or
+15 Fast/0
or create it by adding qualities. Dexterity (Advanced Piloting)**
Dexterity (Advanced Driving) or
Vehicle +4-20 +20 Very Fast/0
Dexterity (Advanced Piloting)**
You can use the item as a vehicle that falls under one of the * For vehicles that are worn, such as exoskeletons.
focuses and Speeds/Velocities with corresponding threshold ** Advanced Piloting if the vehicle can fly.
modifiers as listed in the Vehicle Quality Types table.
In addition, the base vehicle has a Handling of -2, a Capacity Complicated +2
of 2, and a Hull of 0. Improving each of these adds +2 to the Anyone using the item who doesn’t possess its operating
success threshold per point of improvement. focus (such as Fighting (Heavy Blades) for a modified sword)
By default, the vehicle travels along the ground or water. or a focus representing necessary knowledge (such as Intelli-
Giving a vehicle the ability to hover, ignoring obstacles 6 feet gence (Computer Lore) for a device with a complex computer
tall or less, adds +4 to the success threshold. Full flight adds interface) takes a –2 penalty to all tests to use it.
+8 and removes default ground or water capabilities. Adding
ground or aquatic capabilities to a vehicle that lacks them Confining +3--9
adds +4 to the success threshold for each quality. The item imposes an Armor Penalty of -1 per +3 to the success
Finally, due to its rough construction, the vehicle also threshold.
carries a combination of negative qualities with a total
threshold modifier equal to half the threshold modifier for its Cramped +3+
governing focus. These qualities do not modify the success
Each +3 threshold modifier reduces the capacity of a vehicle
threshold themselves.
or other structure to contain one other person the size of a
See Vehicles for details on vehicle game statistics and what
typical Player Character.
they mean.
Feedback +8
Weapon +2--6
The user suffers penetrating damage equal to the value on the
You can use the item as a weapon that is used according to Stunt Die with each use of the item.
an appropriate Accuracy or Fighting focus instead of as an
improvised weapon. For a threshold modifier of +2, this Flashy +6
weapon inflicts 1d6 damage. For a modifier of +4, the weapon
Tests to hide, sneak, or blend in automatically fail while
inflicts 2d6 damage, and for a modifier of +6, the weapon
using the item.
inflicts 3d6 damage.
If it is a ranged weapon, add 10% of its long range in yards, Fragile +8
rounded up to the success threshold (48 yards would equal
When a test using the item fails and the Stunt Die shows a 3
+5, for instance) on top of the damage modifier, and give it a
or less, the item breaks.
short range equal to half its long range. If it emulates a high-
tech weapon such as a blaster, add +4 to the modifier on top Frangible (Vehicle) +6
of any others.
Reduce a vehicle’s Hull rating by 1 (See Vehicles later in this
Negative Tinkering Qualities chapter). If this reduces it below 0, attackers gain +1 SP when
spending SP from other sources on Anti-Vehicle Stunts.
Note that negative tinkering qualities have a positive modifier
for the sake of sabotage or whether they’re otherwise deliber-
Heavy +2--6
ately introduced, and they serve as incidental disadvantages Apply a +1 adjustment to a weapon or other item’s minimum
according to the other rules in this section, but they shouldn’t Strength to operate or use without penalty per +2 threshold
reduce the success threshold. modifier.
Clumsy +2--6 Limited Range +5
This item is difficult to use. Each +2 threshold modifier If the object has a listed operating or shooting range, reduce
imposes a -1 penalty to tests to use the item. it by half.
Chapter 3: Wonders of the Fallen World 39
Energy Requirements
Low-tech tinkering typically doesn’t require battery
charges or Magic Points. If tinkering creates a high-tech
weapon, each attack consumes 1 battery charge. Vehi-
cles and other machines that require energy perform
on par with the most similar robots, vehicles, and other
counterparts in Chapter 2. In the case of the spell quality,
taking it provides one daily free casting, but others cost
magic points, or if it’s a spell-emulating technological
effect, battery charges equal to the spell’s MP cost.
Malfunctioning +4
If the Stunt Die scores 3 or less on a roll that uses the item,
retroactively reduce the total roll by the Stunt Die result. If
the final total is less than the original TN, the device actually
failed its original test.
Rickety (Vehicle) +8
Reduce a vehicle’s base ram damage by 1d6, to a minimum of
0. See Vehicles for details.
Slow (Vehicle) +6--12
You degrade a vehicle’s Speed or Velocity one (+6) or two
(+12) degrees, to a maximum of Very Fast/+3 Velocity, in the
following steps: Velocity Very Fast/+1—3 to Velocity Very
Fast/0, Velocity Very Fast/0 to Fast/0, Velocity Fast to Stan-
dard (character scale Speed), -5 Speed penalty, and -10 Speed
penalty. See Vehicles for details.
Sluggish +4
If the item can be used as a free action it instead requires a
minor action to use. Similarly, a minor action becomes a major
action, a major action becomes a full round (a minor and a
major action) and times to use of round or greater take twice
as long as normal, which may be a factor in advanced and
challenge test intervals.
Subpar +8
The item doesn’t work as well as it should. Weapons inflict
half damage, rounded up, and both they and other items
halve the Stunt Die result (rounded up) after testing for
success, failure, or doubles. This doesn’t affect the chance of
success or gaining SP, but it decreases the degree of success
and SP gained from doubles.
Vulnerable +3
The TNs for tests using the item cumulatively increase by +2
each time (or round, if continuous) it’s exposed to a particular
vulnerability during this encounter, like sunlight or water.
Ugly +2--6
Openly carrying, wearing, or using the item imposes a -1
penalty to tests to adjust Attitudes or otherwise sway others
per +2 success threshold modifier.
40 Chapter 3: Wonders of the Fallen World
Option: Success at a Cost
Normally, a failed roll in an advanced test means the character makes no headway during a time interval, but if the GM
permits characters can make progress anyway by cutting corners and allowing new flaws to enter their design. Using this
option, if a player fails a roll, they may choose to add points from the roll’s degree of success to the success threshold even on
a failure, in exchange for automatically adding negative qualities with a total threshold modifier equal to (or higher than) the
value on the Stunt Die.
Unlucky +4 Matters of Time
Reroll any successful test to use the item and take the
The speed of a tinkering job affects its target number and
second result. other factors, as follows.
Unstable +8 Standard
When a test using the item fails and the Stunt Die shows a 3 1 hour intervals; no modifiers
or less, the item utterly destroys itself and causes 4d6 damage
to anyone within 2 yards. A successful TN 13 Dexterity (Acro- One hour intervals are standard for tinkering attempts, and
batics) test reduces the damage by half. don’t change the base rules.
Vulnerable (Armor) +3--9 Quick
Each +3 threshold modifier imposes a -1 penalty to a piece of 10 minute intervals; +1 to TN;
armor’s Armor Rating. 1d3 points of negative qualities
Other Success Using 10-minute intervals increases the TN by +1 and adds
Threshold Modifiers negative qualities equal to a 1d3 success threshold modifier
Rushed
Once the GM has determined the success threshold based
on the complexity of the intended modifications, they may 1 minute intervals; +2 to TN;
adjust it further based on the game’s genre, setting and group 1 point of negative qualities/2 intervals
preferences.
Using 10-minute intervals increases the TN by +2 and adds
The GM may decide that some kinds of modifications are
negative qualities equal to a 1 point of success threshold
impossible under the circumstances, whether because the
modifier for every two intervals required, rounded down.
technology to do them doesn’t exist in the setting, or because
the resources available are simply not up to the task. Emergency
Making the Test Major action intervals; +3 to TN;
1 point of negative qualities/interval
With the final success threshold determined, the player can
Intervals of successive major actions (effectively one round)
begin the advanced test. Successful rolls add their Stunt Die
increases the TN by +2 and adds negative qualities equal to
values to players’ total accumulated points as normal. Once
a 1 point of success threshold modifier per interval required.
the character meets the success threshold, they’ve created the
item. Default success produces an item with the qualities the Variable Intervals
player decided upon ahead of time. Variations on this basic
Characters can mix different intervals, speeding up or slowing
process may occur, however.
down the job.
Matters of Resources Montages
A good general rule is that the monetary cost of a tinkering In games with cinematic sensibilities, there may just be an
attempt is 10% of the cost of each component item multiplied abstract period of time for characters to modify their equip-
by the total success threshold modifier, plus 5% of the cost ment. This is often portrayed in a montage shot, showing
of each component multiplied by the number of intervals various parts of the task, but saving the result for when the
required to complete a tinkering job. This doesn’t represent plan comes together. In these cases, the GM doesn’t use timed
somehow turning cash into required components, but the cost intervals, but tells players they have a set number of intervals
of required components, so they must be purchased ahead of to get things done. These are generally treated like standard
time, and the rarity of certain materials may require signifi- intervals, with no special modifiers, though the number being
cant trading or raiding to acquire. limited adds a new challenge.
Chapter 3: Wonders of the Fallen World 41
Stopping and Starting
The nature of a tinkering job determines whether a character
Vehicles
Battered old vehicles from before the Fall drive and fly side
can take a break and come back to it later. Most mechanical
by side with hacked together counterparts hand-built in the
and electronic equipment can be set aside in the middle of
ruins. Caches of mass-produced parts are valuable. New
the job and returned to later. Modifications involving certain
vehicles are introduced in Chapter 2; this chapter provides
chemical reactions, living things, and other elements which
the rules requires to run horses and antigravity craft together,
act on their own cannot be put on hold, however.
as happens in technofantasy games.
Test Results Operating a Vehicle
The result of a tinkering test depends on the time it takes.
The following focuses correspond to various vehicles.
Standard or Quick • Dexterity (Acrobatics): Vehicles that are worn and
moved by moving the entire body.
Successful tests completed entirely in either 1-hour or
10-minute intervals yield permanent modifications to the • Dexterity (Advanced Driving): High-tech ground and
item, although a foe may remove permanent qualities later watercraft.
using the same system by repairing something a hero broke • Dexterity (Advanced Piloting): Aircraft.
or sabotaging something they built. However, gear requires
• Dexterity (Riding): Mounts and machines that emulate
regular maintenance at a cost of 10% of the cost of the base them, such as cybersteeds.
item (or items) plus 10% the cost of the tinkering attempt per
month to maintain positive qualities. • Dexterity (Rowing): Muscle-powered watercraft; may be
extended to muscle powered craft in general.
Rushed or Emergency • Dexterity (Sailing): Wind-powered watercraft and even
land vehicles that use sails.
Successful tests with at least half their rolls completed in
1-minute major action intervals yield temporary modifica- • Strength (Driving): Animal-pulled vehicles.
tions that last for one game session. When tests are required to avoid crashes, keep up with
Example chases, make ramming attacks, and otherwise maneuver the
vehicle, use its linked focus.
Dira Steelface, Alejandro’s orean character, takes cover in a Operating a vehicle without being involved in a chase is a
pre-Cataclysm ruin while a blaster-toting saurian mercenary Move minor action, while the Full Speed major action is used
fires through the windows from outside. during a chase.
Dira doesn’t have a weapon to shoot back with, but the room
seems to have been a repair facility, as it’s filled with assorted Handling,
odds, ends, and an Alpha battery. Alejandro tells the GM that Maneuvering, and Defense
Dira’s going to cobble together a jury-rigged electric blaster. The
GM says Dira has the available materials, and thanks to Dira’s Vehicles have Handling ratings which act as modifiers to tests
fixbot, the tools. Working with major action intervals, the base TN using the focuses above to operate a vehicle. For instance, a
is 15, but the GM rules the fixbot provides a +2 bonus. Alejandro Marauder (Handling +2) provides a +2 bonus to Dexterity
chooses the weapon quality to inflict 2d6 damage (threshold +4) (Advanced Piloting) tests to maneuver.
with a 40-yard range (threshold +4), with a high-tech weapon In addition, a vehicle’s Defense score is equal to the
(+4) for a total success threshold of 20 (base 8 + 4 + 4 + 4). following:
Alejandro’s Intelligence is 4 and he has the required Intelli- Vehicle Defense =
gence (Scientific Lore) focus. Combined with help from the fixbot 10 + Dexterity + Handling Modifier
he has a total bonus of +8. He rolls 18 (degree of success 2) on
the first round and 20 (degree of success 6) on the second round, Speed and Velocity
as the mercenary shoots and advances and Dira retreats further,
the parts the orean needs in hand. He rolls 16 (degree of success Mounts, carts, boats and other preindustrial vehicles move at
1), 18 (degree of success 4), 19 (degree of success 3), and finally character-scale Speed, as covered in Fantasy AGE. Advanced
19 again (degree of success 4)—Alejandro’s rolls have met the vehicles greatly outpace character Speed, however, giving rise
success threshold of 20, but it took 6 rolls, which means 6 points to Velocity classes. Characters and creatures with Speed scores
of negative qualities are required. With the GM’s approval, belong to the Standard Velocity Class. Classes above Standard
Alejandro just chooses flashy (+6); the improvised blaster crackles have a slash and sometimes a bonus, such as Fast/+2. The 0
with energy and loudly hums, making stealthy use impossible. to +3 rating shows how fast the vehicle is compared to others
The mercenary hears the hum and sees the crackling glow and of the same class—a Fast/0 vehicle is slower than a Fast/+2
follows it to Dira, who finally shoots! vehicle, and both are slower than a Very Fast/0 vehicle.
42 Chapter 3: Wonders of the Fallen World
Standard
The vehicle moves in the same speed-range as humans and
animals, so it is governed by its Speed score.
Fast
Automobiles, autocycles, and other mechanical vehicles
typically move in this velocity Class, roughly equivalent to a
cruising Speed of 100 (50 mph) with the possibility of accel-
erating faster.
Very Fast
Skimmers are the only well-known vehicles to travel this fast,
roughly equivalent to a Speed of 500 (250 mph cruising) for
routine movement. Pre-Cataclysm light aircraft and some
specialized ground and water vehicles from before the Fall
moved this fast—or even faster.
Velocity,
Crashes, and Chases
Vehicles in pursuit of one another use the rules in Fantasy
AGE, with adjustments for the extreme speeds involved.
Chases
Vehicles use the standard chase rules in Chapter 8 of the
Fantasy AGE core rulebook. However, for every Velocity
class by which a chase participant outstrips the slowest
participant, faster participants add +6 to the degree of
success upon succeeding at a roll in the Chase Test. Thus, a
Fast participant gains a +6 bonus when a Standard partici-
pant is slowest, and a Very Fast participant in the same chase
gains a +12 bonus.
Do not grant a bonus to the Chase Test roll itself as this
doesn’t increase the chance of beating the chase’s TN.
However, the GM may assign a different chase TN due to the
nature of the vehicle as, for instance, a hovercar can ignore
most rough terrain.
In addition, add the relative velocity modifier, if any, for
each vehicle or other entity moving at Fast or Very Fast. For
instance, if a Fast/+3 and Very Fast/0 are in a chase, and
nobody’s slower, the Very Fast participant gets a +6 bonus,
and the Fast participant gets a +3.
Therefore, vehicles with Velocity classes will almost always
outrun characters and creatures—and this is as it should be.
Relative Speed modifiers (Fantasy AGE, p. 187) may some-
times paradoxically grant a bigger bonus, but in any chase
between a Standard Velocity and Fast Velocity participant,
any Chase Total greater than the slowest Fast participant
is lowered to the slowest Fast participant’s total, +1. Thus,
maintaining a lead on foot against a Fast vehicle is virtually
impossible.
Crashes
For Velocity Classes above Standard, use the Velocity Classes
and Crash Effects table to supplement the one on p. 188 of
Fantasy AGE. Note that in addition to ordinary damage, the
Chapter 3: Wonders of the Fallen World 43
table lists an SP value. This is added to vehicle damaging • Ineffective: The weapon or attack form has no effect.
stunt attacks, or it is inflicted against a crashing vehicle as • Weak: The weapon or attack is weak against the vehicle
Anti-Vehicle Stunts (see p. 45) by the GM when the operator and inflicts -1 to -2 SP with a stunt attack against it.
crashes without being attacked. The GM spends SP on Pierce
Hull first, as usual. • Average: The weapon can be used against the vehicle as
usual.
Vehicular Combat • Strong: The weapon is especially effective, such as a fire
arrow against a cart full of hay, or a powerful blaster. It
All attacks against vehicles using this system are Stunt inflicts +1 or +2 SP on a successful stunt attack.
Attacks (Fantasy AGE, p. 48). Vehicle damage is abstracted
as the effects of Anti-Vehicle Stunts instead of tracking Most weapon attacks will be by passengers, or by an
an equivalent to a Health rating. However, the GM can operator using a personal weapon when not engaged in a
give individual parts Health and Armor Rating scores as chase. Integral weapons, such as a built-in gun controlled
suggested in Attacking Objects on p. 57 of Fantasy AGE. by a joystick, console, or similar arrangement, only require
a minor action to make an attack. Otherwise, weapon attacks
Attack & Defense require major actions as usual.
As noted previously, a vehicle’s Defense is 10 + Dexterity + Collision Attacks
Handling. Attacking during a chase is usually difficult for
the operator, as engaging in a chase is a major action. The Collision attacks, covered on pp. 189—190 of Fantasy AGE, are
operator can however make collision attacks as part of their commonly employed in vehicle combat. A vehicular Bump
Full Speed action, as well as when not engaged in chases, as attack uses the normal rules for such, though against another
a major action. vehicle it should be adjudicated as a stunt attack.
Against another vehicle, the attack is automatically a stunt However, Ram attack damage is calculated as follows.
attack, whether with a weapon or other vehicle. However, the
Damage to You
attacker must always use the Anti-Vehicle Stunt Pierce Hull
for as many points as the target’s Hull rating before using The operator must make a Resist Crash test or they, their
other stunts. Thus, sturdier vehicles are harder to damage, passengers, and their vehicle take damage as if crashing at
since an attack may have fewer to no SP left after using Pierce their vehicle’s current Speed (if at Standard Velocity) or
Hull. If there aren’t enough SP to spend on anything but according to the Velocity Classes and Crash Effects table in
Pierce Hull, the attack has no effect. this section, if at a Velocity higher than Standard.
Against a creature, a vehicular attack inflicts standard
Damage to Target
Health damage.
The target takes the base ram damage as listed under the
Weapon Attacks attacking vehicle’s entry in the Vehicles table in Chapter 2, plus
the collision damage for its current Speed or Velocity, plus the
Assuming a vehicle is in range, weapon attacks can affect
bonus damage listed in the High Velocity Ram table, below.
them. The GM rules whether various weapons can meaning-
fully damage a vehicle. An arrow may take out a driver but Example
have no effect against the coach they were driving. Similarly, Dira smashes their skimmer into a moving coach. The skimmer
a blow with a sword may inflict a lesser effect. Generally inflicts a base Ram damage of 3d6. The coach is moving at a
speaking, a weapon or attack form can fall into four categories: Speed of 18 (Standard Velocity), which only adds 1d3 damage,
but the skimmer’s damage bonus for moving Very Fast is
High Velocity Ram +10d6. The ram attack inflicts a total of 13d6+1d3 damage.
Against the vehicle itself, the attack inflicts +4 SP over a stan-
Velocity Class Bonus Damage Bonus SP
dard stunt attack. This is almost certainly sufficient to wreck
Standard * 0 the coach, though Dira risks a serious crash (TN 19 Dexterity
Fast +5d6 +2 (Advanced Piloting) or crash for 20d6/4 SP damage, or 10d6 to
Very Fast +10d6 +4 Dira and anyone else in the cabin!).
Velocity Classes and Crash Effects
Velocity Class Damage Resist Crash Sideswipe Vehicle Type
Standard * * * Coach, Cybersteed
Fast 10d6/5d6 (2 SP) TN 19 Airship, Autocycle, Automobile, Marauder, Transport
Very Fast 20d6/10d6 (4 SP) TN 19 Skimmer
* Use the Crash Effects table on p. 188 of Fantasy AGE according to character-scale Speed.
44 Chapter 3: Wonders of the Fallen World
Anti-Vehicle Stunts
Note: Stunts from this list are designed to be used when attacking or sabotaging a vehicle.
SP Cost Stunt
Dent: Your actions make the vehicle harder to handle. Impose a -1 penalty to tests to operate the vehicle per SP
1-3
spent. These penalties can only be undone by repairing the vehicle.
Pierce Hull: Your attack penetrates a vehicle’s exceptionally tough outer shell. If a vehicle has a Hull rating above
1+
0, you must spend SP equal to it on this stunt before spending other SPs. This stunt has no other effect.
Shrapnel: The attack showers the vehicle’s interior with damaging fragments. The operator and all occupants in
2/4
the same compartment suffer 1d6 damage for 2 SP, or 2d6 damage for 4 SP.
Create Opening: The attack damages structures protecting an occupant. Reduce the vehicle’s Armor Rating by half
2 (rounded down) for one occupant, until it is repaired. Occupants may move but whoever is in that position next
suffers from reduced armor.
Destroy Component: You destroy functional part of your choice other than the engine or anything that would
2 bring the vehicle to a halt, such as the brakes, lights or a weapons system, with exact effects determined by the
GM. This damage persists until repaired.
2 Destroy Hull: You reduce the vehicle’s Hull and Cover rating (if any) by 1 each until the vehicle is repaired.
Slowdown: You damage the vehicle’s engine or one of its wheels, dropping its Velocity class by one category. If the
3
vehicle was already moving at character-scale Speed, it drops by 5. This trouble persists until repaired.
Crash Risk: Your attack strikes with such power or precision that the operator must make a TN 15 test to maintain
4
control, using the appropriate focus, or crash.
Mobility Kill: Your attack destroys the vehicle’s engine or otherwise makes propulsion impossible. The operator
5 must make a TN 15 test to maintain control, using the appropriate focus, or crash. Even if they succeed, must deal
with a vehicle that can no longer move.
Spark (Powered Only): Your attack or maneuver ruptures the fuel line of an enemy vehicle, causing an explosion
or burst of flame. This deals 4d6 penetrating damage to the operator and all passengers and has the effects of the
5
Mobility Kill stunt as well. Electric vehicles don’t suffer the incendiary results, and against them, this stunt only
has the effects of Mobility Kill.
Vehicles, Cover, Armor & Hull
Vehicles protect their driver and passengers with Cover,
Armor, and Hull ratings.
Cover
Cover provides a Cover rating as per p. 52 of Fantasy AGE.
Armor
Armor provides an Armor Rating that adds to the character’s
personal rating.
Hull
Hull really protects the vehicle, which protects occupants
indirectly. As previously noted, a successful stunt attack on
a vehicle must purchase the Pierce Hull stunt with a value
equal to the vehicle’s Hull rating before other stunts that
could hinder or disable it.
Stunts Versus Vehicles
As noted, instead of using ordinary damage, attacks against
vehicles are stunt attacks which must spend SP equal to the
target’s Hull before spending them on other stunts. Beyond the
stunts in the Anti-Vehicle Stunts table, attacks may employ
other stunts as the GM sees fit, though an attack on a vehicle
doesn’t count as an attack on its passengers for assigning SP.
Chapter 3: Wonders of the Fallen World 45
Bypass
Technomagic Requirements: Digital Arcana (Novice)
A world where magic and high technology coexist naturally Spell Type: Utility MP Cost: 4
inspires attempts to combine them. The batariamancer, who Casting Time: Minor Action Target Number: 9
converts battery power to magic and back again, is an example
of this phenomenon, but the following arcana also demon- This spell allows you to bypass one physical, computer-con-
strate the innovations possible when sorcery utilizes science. trolled sensor or countermeasure you can see or touch. The
affected device reacts to you as if you are authorized or other-
Digital Arcana wise unremarkable. Examples include a computerized lock or
door giving you access, a security scanner not noticing you
With the magic of information, you
or treating you as authorized, and so forth. Bypass does not
exercise power over the digital
provide you with passwords or other access, although it can
world, prying into the data stored
unlock a digital device protected by a password or biometric
by machines devised in a lost age,
security. Furthermore, it does not fool truly conscious
and only haphazardly under-
machines. At the GM’s discretion, the TN for bypass may be
stood now.
higher for more sophisticated devices.
Novice: You gain two Novice degree
Digital spells. Interloper
Requirements: Digital Arcana (Novice)
Expert: You gain one Expert degree Digital
spells. You also gain the Intelligence (Digital Arcana) focus. Spell Type: Utility MP Cost: 4
Casting Time: 1 Minute Target Number: 9
Master: You gain one Master degree Digital spell. You can
also choose one spell stunt you can perform with your Digital You enchant a digital device to send a log of its activity over
magic for –1 SP. the next 24 hours to your thoughts, no matter the distance
between you and the device. Consequently, you always know
what it is being used for and eavesdrop on any sounds and
images it sends or receives. While you intuit the basics of
what the device is doing, you don’t necessarily understand
the information you receive, such as languages you don’t
know or the specifics of programming code.
Record Senses
Requirements: Digital Arcana (Novice)
Spell Type: Utility MP Cost: 6
Casting Time: Minor Action Target Number: 9
You digitally store your perceptions in a lattice of magical
power. For the next hour, the spell records whatever your
senses of sight, hearing, touch, smell, and taste experience.
This information can be transferred to a data storage device
for later playback in any form the playback device is capable
of outputting, within its limitations for resolution, sound
quality, and so forth. To transfer your recorded senses to
digital storage, you must touch the storage device before the
hour-long duration is finished.
Spark
Requirements: Digital Arcana (Novice)
Spell Type: Attack MP Cost: 4
Casting Time: Major Action Target Number: 12
Test: Constitution (Stamina) vs. Spellpower
You cause one computerized device you can sense within 20
yards of you to surge, inflicting 1d6 penetrating damage to
anyone within 2 yards. If someone is operating or holding the
device, they must succeed on a Constitution (Stamina) test vs.
your Spellpower or drop it.
46 Chapter 3: Wonders of the Fallen World
Radioactive Sorcery
Fantasy AGE Cthulhu Mythos, a sibling to this book, includes the Radiant Arcana, previously described (with few spells
and some changes) in the Threefold supplement for the Modern AGE roleplaying game. The Radiant Arcana represents the
magical manipulation of radiation, a staple of post-apocalyptic stories. It’s also highly suited to technofantasy games.
Arcane Spoof and ask for information that can be requested in a single, rela-
tively straightforward fashion. The GM responds in one of
Requirements: Digital Arcana (Expert)
three ways:
Spell Type: Utility MP Cost: 8
Casting Time: Major Action Target Number: 14 • Answer: The spell (GM) provides a summary of any
digital information possessed on computers and other
After casting this spell, digital devices consider you to be a such devices. The information isn’t selected for accuracy,
different person for the next hour. This includes robots, secu- but relevance, and can contain multiple points of view,
rity systems, and all other biometric digital systems. Living lies, and distortions. Excessively general queries return
creatures don’t see you any differently, but digital devices with impractically long, vague answers.
believe you look, sound, and have the other physical char-
• Lost Archive: The information is stored in a device
acteristics of the person you’re spoofing. However, as a side
excluded from the digital realm scanned by the spell, but
effect of this, you appear to be the person you’re spoofing in
which is known to it indirectly. The spell (GM) provides
any digital video record or feed. You can use this to become the
any information it has about the location, appearance
controller of a robot that doesn’t belong to you. If somehow
and state of the lost archive.
forced to pick between your digital duplicate and the original,
the device picks you, the duplicate. • No Such Information: If no digital device stores the rele-
You must have met the person you’re spoofing, or you need vant information, the spell returns this result.
access to a thorough set of images and recordings to study. Digital oracle searches for the state of information when
This spell does not work on truly conscious machines. cast, so erasing or adding data changes its answers when cast
Glitch before and after such events.
Requirements: Digital Arcana (Expert)
Spell Type: Attack MP Cost: 8
Machine Arcana
Casting Time: Major Action Target Number: 14 You wield arcane power over machines
and mechanisms.
You cause a single digital device you can sense within 20
yards of you to malfunction, either shutting down completely, Novice: You gain two Novice
freezing, or acting erratically (your choice) for up to a minute. degree Machine spells.
You can spend 4 MP to extend the duration of glitch another Expert: You gain one Expert
minute if you do so before the initial duration expires. degree Machine spells. You also
gain the Intelligence (Machine
Arcane Hack
Arcana) focus.
Requirements: Digital Arcana (Master)
Spell Type: Utility MP Cost: 10 Master: You gain one Master degree
Casting Time: 1 Minute Target Number: 15 Machine spell. You can also choose one spell stunt you can
perform with your Machine magic for –1 SP.
Your arcane access to the digital realm makes you a natural
hacker. For the next 10 minutes, you can add your Intelligence
Arcane Tools
(Digital Arcana) focus to any Intelligence tests to hack into Requirements: Machine Arcana (Novice)
a computer, and the bonus stacks with any other applicable Spell Type: Utility MP Cost: 4
ability focus, such as Computer Lore. Furthermore, you can Casting Time: Minor Action Target Number: 9
cast spells on or through any digital device you can access
You are never lacking the tools to do a job. When you success-
while the spell’s duration is in effect.
fully cast this spell, magical force fills the roles of all the tools
Digital Oracle you need to make or repair items covered by one focus, such as
Requirements: Digital Arcana (Master) Dexterity (Lock Picking) or Strength (Blacksmithing), for one
Spell Type: Utility MP Cost: 10 hour. The magic of the spell only replaces tools, not raw mate-
Casting Time: 1 Minute Target Number: 15 rials, so while you can use magic instead of the hammer and
tongs needed to make a sword, you still need steel and materials
You magically attune to the computerized information in for the hilt. When the spell’s duration expires you can extend it
your world, querying it for information. You cast this spell for another hour without a casting roll by spending 4 MP.
Chapter 3: Wonders of the Fallen World 47
Phantom Parts You cannot cast arcane battery on anything that actually
holds battery power or its equivalent, including another
Requirements: Machine Arcana (Novice)
active arcane battery.
Spell Type: Utility MP Cost: 3
Casting Time: Minor Action Target Number: 10 Manglemech
Requirements: Machine Arcana (Expert)
Your magic transmutes wreckage and arcane energy into a
Spell Type: Attack MP Cost: 8
temporary fix for a large machine such as a vehicle or robot.
Casting Time: Major Action Target Number: 13
You are considered to have all the components required to
Test: Dexterity (Acrobatics) vs. Spellpower
repair the machine, though these will only hold until your
next total rest, after which the magic fades. This can be used
This spell causes miscellaneous inanimate matter within a
to conjure a spare wheel or destroyed gears, for instance. The
4-yard by 4-yard area up to 20 yards away to solidify and
GM may rule that very large or complex machines require
change into a machine made of flesh-grinding gears, limb-sev-
multiple castings of the spell.
ering choppers, and other lethal mechanisms for one minute.
Repair Anyone caught in the manglemech’s area of effect suffers 3d6
damage unless they succeed at a Dexterity (Acrobatics) test,
Requirements: Machine Arcana (Novice)
which reduces the inflicted damage by half. The spell cannot
Spell Type: Utility MP Cost: 2
be controlled by the caster to only affect certain targets, and
Casting Time: Major Action Target Number: 9
if they dismiss it, requiring a free action, it takes 1d3 rounds
You repair a damaged item with touch. If the spell is to actually cease. When the spell ends, the affected area turns
successful, an item is restored as good as new, as if it were back to normal.
never damaged. Repair only functions on non-living objects Animate
(this does not include cybernetics or orean, for instance) that
Requirements: Machine Arcana (Master)
weigh 10 pounds or less, and only on mechanical or simple
Spell Type: Utility MP Cost: 8
material features, so it cannot fix electronics or recover digital
Casting Time: Major Action Target Number: 15
information.
Schematic With a successful casting, you bring a single machine
you can touch or see within 30 yards of you to “life,” able
Requirements: Machine Arcana (Novice)
to move and operate according to your will as if it were
Spell Type: Utility MP Cost: 3
remote-controlled so long as it remains in range. No one else
Casting Time: Major Action Target Number: 10
can operate or control the machine while it is under your
A successful schematic spell creates an illusory three-dimen- command. You can also move any of the machine’s moving
sional model of a subject machine, which the caster can rotate, parts at will as if you were touching them, opening and
shift, and even disassemble for an interior or structural view. closing doors or windows, for example, or flipping switches
This displays the subject in its current state, not necessarily and pressing buttons. This requires the usual action on your
its design schematics. Among other things, this can provide part, but no physical movement, just concentration. You can
a bonus for certain technical tests. It can also reveal hidden use animate to operate a vehicle just like any other machine,
features, functions, or damage in a target device or structure. and even to take over a robot within range, allowing you to
The GM may require additional ability tests, usually Intel- use its associated stunts.
ligence and an appropriate technical focus, to understand Fold Machine
what the schematic spell shows. In this case, an Expert-de-
Requirements: Machine Arcana (Master)
gree caster’s Intelligence (Machine Arcana) bonus applies.
Spell Type: Utility MP Cost: 8
Arcane Battery Casting Time: 1 Minute Target Number: 15
Requirements: Machine Arcana (Expert)
You can magically fold a piece of mundane, nonliving
Spell Type: Utility MP Cost: 10
equipment into an object just 10% of its size and weight.
Casting Time: Major Action Target Number: 13
You and the GM decide the appearance of the folded object,
When you cast this spell, touch a non-living solid object. This which might look like a sculpture of clever assemblage of
becomes a battery (see Batteries in Chapter 2) with 10 charges, clockwork. Thus, you might fold up an industrial robot so
and it remains so until your next total rest. Its charges can be that it fits in your backpack or fold a huge sword down to
used with any item that uses battery charges, and it can be where you can carry it in the palm of your hand. The spell
refilled to a maximum of 10 charges. You can give an arcane expires once you unfold the device by touch, which requires
battery an ally to use as they please until the duration expires a free action. You can only keep a number of objects equal
and it becomes a mundane object again. to your Willpower folded using fold machine, and if you’re at
your limit must unfold one of your current folded objects to
unfold a new one.
48 Chapter 3: Wonders of the Fallen World
edge taught to children, but in modern times they are trivia
Magic Items and that can lead to lost cities, treasures, and adventure. Rumors
Tech Devices abound that finding different ways to solve a knowbox’s
harder puzzles (that is, Intelligence tests using different
The incredible abilities of wondrous objects in the post-Cata- focuses at increasing difficulties) will reveal rarer and poten-
clysmic world can come from either magic, or technology. The tially more lucrative factoids.
tech devices in this section use the same rules for rarity, avail-
ability, benefits and use explained in the Magic Items section Sandmail Rare Magic
of the Fantasy AGE core rulebook. First appearing to be small metal box, the sandmail within is a
black dust which, when activated by opening the box, flows
Temporary Items around the user’s body to form an ever-shifting armor with
an Armor Rating of 4 and no Armor Penalty which grants
Blaster Lens Uncommon Tech a +2 bonus to Dexterity (Stealth) tests. To remove sandmail,
one reopens its box, which in an active state is attached to the
Ancient technology from warriors of the past, these synthetic
armor on the wearer’s hip.
lenses clamp over the muzzle of a blaster weapon and increase
the damage it deals by +3 for 6 shots, after which it cracks and Starfire Circlet Legendary Tech
is useless.
This golden metal torus is about 6 inches in diameter. When
Bloodscrubber Common Tech a white switch on the side is depressed, it hovers and rotates
around its owner’s hand, responding to its owner’s mental
A bloodscrubber is a small white box worn on an armband,
commands. The device can switch between a melee and a
activated by pressing the three red studs on its side. When
ranged mode as a free action, extending a solid plasma beam
activated, nanorobots are injected into the wearer, healing
that acts as a short sword or firing a plasma bolt as a ranged
them of 2d6 + the user’s Con Health damage, and curing any
attack (range 20 yards). In either case, it deals 1d6+2 pene-
diseases or poisons currently affecting them.
trating damage (plus Strength or Perception as appropriate
Zapper Common Tech to the mode).
The starfire circlet counts as being in the Light Blades
After twisting the silver cylinder to activate it, a zapper is
group for melee attacks and the Blaster Pistols group for
thrown like a grenade. On impact, the zapper releases a crack-
ranged attacks.
ling field of static electricity that prevents any battery-pow-
ered device in a 4-yard radius of the initial impact point from Staff of Legendary
being used until two rounds after activation, at the end of the the Sentinel Magic
operator’s turn on the second round. This is one of the great relics of the Fall, from the early
battles between science and sorcery. The wielder gains the
Permanent Items following benefits.
• Any Magic Points the bearer spends to push a spell add
Glidecloak Uncommon Magic
+2 to the roll per point instead of just +1.
When the command word stitched into the hem of this feath-
• The bearer is protected by a magical force field that adds
er-patterned cloak is spoken, the wearer gains a flying Speed
+2 to the character’s Armor Rating, stacking with other
of 8 for 10 minutes.
sources of protection.
Holodoubler Rare Magic • The bearer receives a +2 bonus on attack rolls with their
A palm-sized steel disc with a green crystal lens at its center, a Arcane Blasts, and add +1 SP whenever they roll doubles
holodoubler can be worn as an amulet or on a headband. When or use the Stunt Attack action with an Arcane Blast.
activated, the holodoubler creates a perfect visual duplicate of Due to the nature of its benefits, the staff is almost always
the wearer in any location up to 20 yards away with a clear wielded by mages.
line of sight. The duplicate is intangible and doesn’t make any
sound, and moves in a generic, programmed way similar to Techbane Wand Rare Magic
the original. Techbane wands are prized by those who reject technologies, as
well as anyone with high-tech enemies, but most are created
Knowbox Common Tech
by the sorcerer-priests of anti-tech cults.
Built as a children’s toy centuries ago, when these nearly As a major action, the wand can drain 1d6 charges from a
indestructible cubes are squeezed, the sides light up with weapon, piece of technology, or battery within 15 yards. For
glowing symbols. Solving the puzzle made up by the each 5 charges drained, the wand allows the wielder to cast
symbols causes it to speak a random fact from the thou- the lightning bolt spell without knowing it or spending Magic
sands stored inside; once these facts were common knowl- Points, though pushing the spell is impossible.
Chapter 3: Wonders of the Fallen World 49
Chapter 4
Campaigning After the Fall
W
hat is technofantasy? How does compare to ever global conflict rises, the genre renews itself, and unfor-
the sort of traditional fantasy gaming Fantasy tunately, it still has plenty of room to thrive. This makes it
AGE supports by default? What about weird a politically significant genre as well, so when you look at
monsters? This chapter answers those questions by talking media inspirations consider the times and places they were
about the inspirations behind it all, before exploring ways created. The “end of the world” might look a lot different
to spin them into playable stories: epics of mutant-haunted to a rural native of Southeast Asia than someone living in a
wastelands, rusted towers build by lost technology, rogue large American or Chinese city. Beyond the simple value of
robots, strange magic, and more. considering multiple points of view, this will show you that
your campaign’s Fall can happen in many ways, with wildly
What is varying effects.
Post-apocalyptic works strongly vary in expected audience
Technofantasy? maturity, the intended message, and realism. The technofan-
tasy resources in this book assume a more fantastical apoc-
Technofantasy is a synthesis of multiple genres. This sort of
alypse than one marked solely by social collapse and death
thing is good for the Game Master, who can pick and choose
from dozens of grimly plausible threats such as radiation,
as they please from different genres to make a setting of
starvation, and disease. As GM you can choose to emphasize
their own.
those elements, of course, but this book mostly assumes the
end of the world opened the door for a wild variety of crea-
After the Apocalypse tures and cultures to emerge from the ruins, not a remake of
Post-apocalyptic media is probably the most straightforward The Day After or worse, Threads. Indeed, some apocalyptic
influence, as technofantasy assumes that once, a mighty civi- media links the fall of the old world to the rise of magic,
even the return of spells and legendary creatures to a science-
lization reigned through technological supremacy, then the
based world.
Cataclysm, Fall, Final War, or some other catastrophe reduced
mortals to living on its ruined scraps while trying to rebuild. The Apocalyptic Mood
Post-apocalyptic media reached a peak during the former
NATO/Warsaw Pact Cold War, as nuclear tensions made it • Everything is made of scraps of the past. Armor was
seem that an apocalypse was just around the corner. When- once worn for sports, vehicles are welded together from
50 Chapter 4: Campaigning After the Fall
pre-Fall wrecks, and the pop culture artifacts of the past
are religious icons.
Technofantasy Inspirations
The following media hardly represent the enormous breadth of
• The people are unkempt, desperate, and lacking
works that can provoke ideas for your technofantasy games, but
easy ways to survive. They need food, water, fuel, a these were probably the strongest inspirations for this book. Some
cure for the plague, or a weapon to finally defeat the of these include offensive material which we do not endorse, but
walking dead. they have historical importance or great ideas that can be sepa-
rated from the bad bits.
• The world is divided into rough communes struggling
against the dangers of the new world, strange bandits in Books and Comics
the wasteland, and warlords who oppress their subjects
A Princess of Mars and other Barsoom stories by Edgar
with the help of duped or spoiled warriors, or access to a
Rice Burroughs
vital resource like power of water.
The Book of the New Sun and related works by Gene Wolfe
Post-Apocalyptic Adventures Creatures of Light and Darkness, Jack of Shadows, and Lord of Light,
by Roger Zelazny
• Explore “dungeons” in the form of ruins from
The Dying Earth cycle by Jack Vance, including The Dying Earth,
before the Fall.
Eyes of the Overworld, Cugel’s Saga, and Rhialto the Marvelous
• Protect a caravan of merchants or refugess from weird
The “Fourth World” comics cycle by Jack Kirby and successors
post-apocalyptic marauders.
• Liberate people from the grip of a warlord who controls Film and Television
water or some other vital resource. He-Man and the Masters of the Universe and spinoffs, 1983
onward, Filmation/Mattel
• Defend a settlement from monsters and enemies as it
builds from the ashes of the Fall. Mad Max and sequels, especially Mad Max: Fury Road, dir.
George Miller
• Bring back lost secrets—and perhaps use them to restore
Rock and Rule, 1983 dir. Clive A. Smith
civilization—but will doing so restart the cycle of
destruction? She-Ra: Princess of Power and spinoffs, 1985 onward, created by
Larry DiTillio and J. Michael Straczynski
Generation X Cartoons Thundarr the Barbarian, 1981—1893, created by Steve Gerber
ThunderCats and spinoffs, 1985 onward, created by Ted “Tobin”
An unholy alliance between TV networks, toy merchants, Wolf, especially the 2011 series
and advertisers hoping to get children to scream at their
Vampire Hunter D, 1985, dir. Toyoo Ashida, and Vampire Hunter
parents for particular cereals, Saturday morning cartoons
D: Bloodlust, 2000, dir. Yoshiaki Kawajiri, both based on
and weekday counterparts from the 60s to the early 2000s the manga of the same name by Hideyuki Kikuchi and
were never really devised as art, but to get the toys to sell, Yoshitaka Amano
designers dug into a chaotic mix of fantasy and science fiction Wizards, 1977, dir. Ralph Bakshi
inspirations, and the cartoons wove them into semi-coherent
stories. This is the junk food drawer of pop culture, and it Games
happens to serve technofantasy well. Horizon: Zero Dawn video game and successors, 2017, Guerilla
Masters of the Universe cartoons, Thundarr the Barbarian, Games, published by Sony Interactive
Thundercats…even G.I. Joe, founded as wholesome Amer-
Metamorphosis Alpha, Gamma World, and related roleplaying
ican military might for kids, started to get into mysticism games and supplements, 1976 onward, created by
and mutants by the end. The rapid release schedule of these James M. Ward
capitalism-soaked adventures constantly demanded some- Titansgrave: The Ashes of Valkana, 2015, adventure and setting
thing new to excite the audience—and introduce action created by Wil Wheaton, Ryans Wheaton, and Chis Pramas.
figures—so the purity of a genre or premise was not always
top priority. This process makes cartoons from that era a
cornucopia of story ideas, locations, character concepts,
and most usefully, highly distinct NPCs. Every toy needs a
The Saturday Morning Mood
gimmick, and that can make allies and villains inspired by
• There are distinct good and evil forces. Stories are almost
them memorable.
always about good heroes defeating evil, though never
Best of all, like Kevin Smith plotting Masters of the Universe
completely conquering it—the bad guys need to come
sequels, you can tell more mature stories, since your table back next week!
isn’t being as regulated for content. What does the cack-
ling villain really want? Is it truly evil? What are the secrets • Heroes and major villains have distinctive ways of
of every unexplained thing from a show? Borrow these for dressing and speaking, and often have highly specific
your campaign. powers unique to themselves, such as a three-eyed
Chapter 4: Campaigning After the Fall 51
mask with enhanced senses, a unique magical sword, • When the heroes defeat the chief villain, they discover an
or a powerful cybernetic fist that can strike enemies up even greater threat—and the now-fallen villain may have
close or afar. been fighting it.
• One major villain bedevils the heroes throughout
multiple adventures, often working through powerful
The Dying Earth
subordinates. The villain is obsessed with defeating the
Telling stories of a slow apocalypse across strange eons,
heroes to the point of distraction from their goals. The
the dying earth genre is one of the foundations of fantasy
villain’s recurring allies squabble amongst themselves
gaming, starting with the fix-up novel that gave the genre
and have their own agendas. The villain’s defeat is
its name, Jack Vance’s The Dying Earth. Vance wasn’t the
usually the end of the series, but sometimes opens the
inventor of the genre, however, which extends at least into
door to an even more powerful foe.
the turn of the 20th Century.
Saturday Morning Adventures This primarily literary genre has produced numerous
books and short stories of varying tones and themes, from
• Raid the villains’ base! They always have a base. Jack Vance’s picaresque The Eyes of the Overworld to powerful
works like N.K. Jemisin’s Broken Earth Trilogy (which at this
• A new hero joins the characters. They’re almost a little
time of writing will soon have its own AGE System RPG, The
too helpful, and they might spark resentment from the
Fifth Season) and Gene Wolfe’s meditation on faith, morality
Player Characters. Do they have to overcome their biases,
and messiahs, the Book of the New Sun. As you can see, the
or does the new hero have a dark secret that makes suspi-
dying earth approach can support a variety of stories, from
cion correct?
roguish adventure to saving the world from final destruction.
• The villains attack a realm split between two rival rulers. These all take place in worlds crumbling with age through
What’s the grudge keeping them from joining forces, and the sedimentary process of history or wild disasters whose
how do the heroes get them to put it aside? seeds were planted before living memory. Communities tend
• Clues to an artifact from before the Fall have revealed to be either scattered, small, and a bit desperate, weird settle-
themselves, and the heroes and villains now race to find ments whose odd, dangerous traditions may impede heroes,
it—the winner might control the destiny of the world. or glittering, decadent cities filled with pleasure-seeking
52 Chapter 4: Campaigning After the Fall
cynics. The distinction between magic and science has either Of course, Tolkien originally framed Middle-Earth as a
crumbled, or never existed in the first place, and the origins of mythic past, so in a way, even its stories are about another
both lie in a past that is still the reader’s far future. planet, though one displaced in time, not space. But the real
reason The Lord of the Rings isn’t generally considered to
The Dying Mood be a sword and planet fantasy is because a scientific under-
standing of the world doesn’t play an important part—it’s all
• The declining state of the world isn’t something that can
about the mythology. Sword and planet stories usually have
be fixed in the near term, but total destruction is still
strange machines, flying ships and firearms, and their worlds
a ways off. People react to this with cynicism or trib-
are definitely planets in the scientific sense. The science
alism, as either nothing matters, or only their nearest
doesn’t need to be accurate, and in most cases, it isn’t, due to
and dearest do. Cynically detached or devoted to but a
a combination of author’s license and in older works, a lack of
few, people are more willing to prey on outsiders. Even
later knowledge that would contradict such notions as Venus
morality seems to have worn out across the ages,
being a jungle planet.
• People are strange, and much of the world is a mystery. Sword and planet stores include those set in a “hollow
The eons have piled up so much biological, cultural, and Earth,” often accessible via the poles or the Himalayas, where
even metaphysical changes, it’s complicated enough to some alternative to the sun lights up a realm filled with crea-
learn anything about another town, much less the variety tures and even peoples long extinct on the surface. Indeed,
of intelligent life that dwells in a world with millions of making your current fantasy setting a hollow world is a
years of history. fantastic way to transition to a technofantasy campaign.
• Weird and mighty powers abound, but few people are
elated or shocked by them, and they are virtually never The Planetary Mood
used to halt the world’s decline. Sometimes potent spells
• Swords and guns go hand in hand, and many technolo-
and other powers are used for the pettiest reasons, espe-
gies exist which don’t impede a warlord from ruling by
cially since practitioners of magic tend to be eccentric
the blade. Flying ships powered by mysterious rays fly
and jaded.
above monstrous cavalry ridden by alien warriors.
Dying Earth Adventures • Magic is often a psychic science instead of a matter of
incantations and entreaties to powerful beings. Many
• Explore the weird tower of an eccentric mage.
creatures have a default level of psychic ability that
• Fetch a strange techno-magical experiment created by allows them to sense minds or read superficial thoughts.
a sorcerer or which is a remnant of eons past for inter- To reflect this, you might wish to allow anyone to take the
ested parties. Mind Arcana magic talent at Novice or higher degrees,
• Avoid offending the residents of a community which while including a small number of MP to use it, such as 4
follows bizarre rules, such as laws that determine who + Willpower per degree.
wears helmets that bring ecstasy, and who has to ride an • The alien world is full of secrets, from hidden civiliza-
array of bicycles to power them. tions whose members have incredible powers to ancient
• Steal ecstasy-inducing helms and other weird items machines that much be activated to save the world.
belonging to people reluctant to part with them. Many traditional fantasy quests, from exploring ruins to
finding artifacts, work well with the genre.
• Settle a metaphysical argument between jaded, wealthy
philosophers by finding a book, artifact, or other item Planetary Adventures
that supports one side or the other.
• Explore ruins left by an unknown people—or installa-
Sword and Planet tions that are active and inhabited by such people.
“Sword and planet” is a broad genre that stages sword and • Punish sky-ship pirates for their predation of the earth-
sorcery adventures on alien worlds. This fantasy subgenre bound common people!
used to be much more popular, with many warriors and • The heroes find themselves in an unknown land among
wizards battling on lost Earth colonies where the monsters warriors from a culture foreign to them. Can they win
are either indigenous to the planet or, like human protag- these warriors’ respect? Should they?
onists, aliens to it. In other cases, individual humans like
• People the heroes meet worship strange gods they claim
Edgar Rice Burroughs’s John Carter are mysteriously
to see in their dreams, which lure some of them to “para-
transported to another world. But as the vastness of space
dise,” never to return. Who are the gods, and where are
and apparent lifelessness of nearby planets became better
these people really going?
known, the alien planet premise of fantasy became less
popular than Tolkienesque “secondary creations,” drawn • Sometimes, the only thing to do is band people together
from the imagination. under your leadership. Take over the world!
Chapter 4: Campaigning After the Fall 53
Creatures From Ash Rat
the Cataclysm Ash rats are the size of large dogs, but with shorter legs, a
patchy, scaly hide, and beady eyes that reflect yellow when
Though any of the creatures from the Fantasy AGE core rule-
exposed to light. When attacking, they use their needle-sharp
book or the Fantasy AGE Bestiary might feasibly make an
claws and teeth to strike at exposed flesh or penetrate where
appearance after the Cataclysm, the following creatures are
armor is thinnest.
appropriate for this blasted world. Like other creatures, you
Nasty, aggressive creatures, even a single ash rat will attack
can modify their game statistics and add special qualities to
a lone traveler. A small group of ash rats won’t hesitate to
fit them to your adventures.
attack a group of humanoids of roughly the same number. In
addition to being aggressive, ash rats are filthy, often infested
Ash Rat with diseases and vermin which are potentially debilitating
ABILITIES (FOCUSES) to victims of ash rat attacks. A living creature bitten by a ash
rat may find the wound infected and sore for hours after-
Accuracy 2 (Bite), Communication -2, Constitution 2 (Stamina), ward, making any sort of movement distracting and painful.
Dexterity 2 (Initiative, Stealth), Fighting 2 (Claws), Intelligence -2, Ash rats are seemingly immune to diseases and most toxins,
Perception 2 (Hearing, Smelling), Strength 2, Willpower 0 making them difficult to eradicate.
SPEED HEALTH DEFENSE ARMOR RATING
12 25 12 3
Cthonite
WEAPON ATTACK ROLL DAMAGE Mutants who spent generations adapting to caves and
Bite +4 1d6 + 2 tunnel systems, most cthonites are only willing to spend
Claw +4 1d6 + 2 time on the surface at night, to perform essential tasks like
SPECIAL QUALITIES
hunting before retreating to the comforting, stone- and steel-
bounded darkness they know. When they can’t find larger
FAVORED STUNTS: Diseased Bite (3 SP), Lightning Attack, Pierce Armor prey to feed on, they subsist on small animals and fungus
DISEASED BITE STUNT (3 SP): A ash rat carries all manner of infectious they find living in the caverns and ruins they occupy. Used
diseases. When it bites a foe, as a special stunt costing 3 SP, the bite becomes a
breeding ground for infection. The victim must succeed on a TN 12 Constitution
(Stamina) test or suffer a -1 penalty to all tests until their next total rest or until
Cthonite
they receive magical healing. This penalty is not cumulative due to multiple bites. ABILITIES (FOCUSES)
NIGHT VISION: The ash rat can see in the dark as if it were daylight.
Accuracy 2 (Light Blades, Staves), Communication 2 (Deception),
POISON IMMUNITY: The ash rat is immune to diseases, poisons, and toxins.
Constitution 0, Dexterity 3 (Legerdemain, Stealth),
SQUEEZE: The ash rat can squeeze through tight spaces as if it were only half
Fighting 2 (Spears), Intelligence, Perception 1 (Hearing),
its size.
Strength 0, Willpower 0
VERY TOUGH HIDE: The ash rat’s matted fur and thick, scaly hide provide it
with a natural Armor Rating of 3. SPEED HEALTH DEFENSE ARMOR RATING
VICIOUS COMBATANT: The ash rat is a fast and vicious fighter. It can attack 12 20 12 3
with a claw and bite attack as a single major action. Both attacks can generate
WEAPON ATTACK ROLL DAMAGE
stunt points.
Dagger +4 1d6 + 1
THREAT: MINOR
Spear +4 1d6 + 3
SPECIAL QUALITIES
Dwelling Deep FAVORED STUNTS: Defensive Stance, Pierce Armor, Skirmish
DARK SIGHT: A cthonite can see 30 yards in darkness without a
Mutants adapted to the darkness of ruined sewer systems, light source.
forgotten bomb shelters, and other lost underground realms, are DECEIVER: Cthonite society encourages stealth and treachery,
common in post-apocalyptic games. While Cthonites constitute granting a reroll on failed Communication (Deception) and Dexterity
one readymade example, the dark sight and light sensitivity quali- (Stealth) tests, with the second roll being final.
ties would be common in such creatures, though dark sight might
LIGHT SENSITIVITY: Cthonites are sensitive to light and suffer a -2
be replaced with the following special quality.
penalty to all tests and to their Defense ratings when exposed to
Proximity Sense bright light, such as typical daylight.
PINPOINT ACCURACY: Once per round, a cthonite can add 1d6 to
Through echolocation, magic, or another means, the creature can
the damage of a successful attack if their Dexterity is higher than that
sense the location and movement of objects in a 30-yard radius
of their target.
without using their sight, allowing them to move and fight
without penalty within the area of awareness. This functions in EQUIPMENT: Light leather armor, 4 daggers, spear.
all directions but does not spot visual details such as color and THREAT: MINOR
facial expressions.
54 Chapter 4: Campaigning After the Fall
to destitution underground, most cthonites live in small
Cyberwasp
clans whose members absolutely trust each other, but a
ABILITIES (FOCUSES)
few belong to utterly ruthless groups who think nothing of
abandoning the weak and wounded. In either case, cthonites Accuracy 3 (Bite) 3, Communication -2, Constitution 2,
tend to treat anyone from outside their circle of allies as Dexterity 5 (Initiative +3), Fighting 1 (Sting), Intelligence -2,
enemies or prey, to be managed with the correct mixture of Perception 4 (Seeing), Strength 0, Willpower 0
force and deception. Ambushes and sly alliances, ever a step
SPEED HEALTH DEFENSE ARMOR RATING
from betrayal, are typical tactics.
The cthonites’ original ancestries are a mystery. They’re 10 (Fly 20 or Fast/0) 25 15 1 (6 vs. Energy)
now identified by their white fur, long, pale fingers, and large, WEAPON ATTACK ROLL DAMAGE
luminous eyes, though many have horns, hooves and other Bite +5 1d6 + 4
animalistic features that leads some to believe these were Shock Sting +3 1d6
once wildfolk—or according to weirder theories, domestic
SPECIAL QUALITIES
animals raised to bipedal intelligence for the amusement of
the wealthy before the Fall. FAVORED STUNTS: Battery Bite (2 SP), Lightning Attack, Mighty Blow, Pierce
Armor, Shock Sting (2 SP)
Cyberwasp BATTERY BITE (2 SP): As a special 1 SP stunt usable only with its sting attack,
a cyberwasp can drain 1d6 charges from a battery or other source of power
Cyberwasps thrive in the forested areas adjacent to waste- charges carried by its target. The cyberwasp may use these as SP to spend on
lands, where plant life is recovering, but has often changed by the Mighty Blow and Shock Sting stunts on one successful stinger attack on
proximity to strange energies left over from the Fall. Despite its next turn, even if it does not score doubles on the attack. Battery Bite SP
cannot stack with each other (such as with two Battery Bites in a row; use the
their name and appearance, few scholars believe they were
most recent result and discard the previous one) and unused bonus SP from
intentional creations of some sadistic or foolish sorcerer-sci- this stunt vanish after any amount is spent.
entists but represent a symbiotic evolution of machine and
CARAPACE ALBEDO: The cyberwasp’s chitin is highly reflective; it has a
organism caused by “wild” nanotechnology. natural Armor Rating of 6 against energy attacks such as lasers, fire, lightning,
Cyberwasps are flying 3-foot long black and silver insec- and other similar damage-causing effects.
toids who gather in nests of five—never more or less. A still HIGH VELOCITY FLIGHT: As a major action, a cyberwasp can move at Fast/0
image of one might be mistaken for an polished industrial Velocity, and can engage in chases at this speed.
sculpture or a robot created as a work of art. They hunt in SHOCK STING STUNT (2 SP): As a special 2 SP stunt usable only with its
packs to satisfy two survival requirements. Their organic sting attack, a cyberwasp can force its target to make a TN 12 Constitution
components require meat, while the quasi-organic tech- (Stamina) test or suffer the Stunned Condition on their next turn.
nology within them need various metals and other inorganic TOUGH HIDE: A cyberwasp’s tough exoskeleton gives it a natural Armor
elements. Rating of 2.
Cyberwasp bodies require a small amount of electricity WALL-WALKER: A cyberwasp can walk on any surface that can support its
to function, which they primarily harvest from dynamos in weight at its normal Speed, regardless of the surface’s orientation.
their bodies that convert their movements and static elec- THREAT: MINOR
tricity. Batteries represent free energy far in excess of what
they can produce, so they often steal or drain them. Power
generating stations sometimes post guards with long range
weapons to dissuade cyberwasp attacks. Cyberwasps are
highly dangerous because of their flying abilities, machine-
like speeds, and pack hunting behavior.
Demon Dog
Demon dogs look like muscular examples of large breeds
or wolves, but are bigger, with robust features. After the
Cataclysm, they emerged as the strongest from surviving
canines—and the smartest, too, with an almost humanlike
intelligence. They possess a simple language of vocaliza-
tions and body postures they use to plan hunts and protect
themselves.
Most demon dogs descend from domestic breeds.
According to the rare few who’ve managed to communi-
cate with them, many demon dogs consider domestication
a period of captivity and forced servitude by masters who
almost destroyed themselves. Thus, while individuals might
Chapter 4: Campaigning After the Fall 55
form friendships, demon dog culture rejects alliances with new coat and eye colors, enormous variations in bone struc-
beings who keep canine pets, and often consider even intelli- ture and musculature, and even mutations that lend them
gent non-canines potential prey for the pack. special abilities. Like members of the post-Fall world’s
Since the Cataclysm, demon dogs have demonstrated dominant ancestries, they can manifest new mutations
exceptional genetic and morphological fluidity, manifesting as they age.
Demon Dog Geoid
ABILITIES (FOCUSES) Appearing to be irregular, chunk of crystals a few inches to
Accuracy 3 (Bite) , Communication 0,
several feet in diameter, geoids are thought to be automata
Constitution 4 (Stamina), Dexterity 4, Fighting 2, Intelligence -1, created during the chaos of the Cataclysm as an anti-magic
Perception 3 (Hearing, Smelling, Tracking), weapon. Mages still fear their ability to drain magic and their
Strength 3 (Intimidation, Jumping), Willpower 0 (Morale) hunger to do so, as magic powers them as well. Geoids usually
leave spellcasters alive so they can feed on them repeatedly,
SPEED HEALTH DEFENSE ARMOR RATING
but they can kill the incautious, especially since they’re resis-
16 45 14 2 tant to most forms of harm.
WEAPON ATTACK ROLL DAMAGE Geoids glow as they drain magical energy; the more magic
Bite +5 2d6 + 3 they absorb, the more the glow—and the more spells they
can cast. Geoids have an instinctive understanding of magic,
SPECIAL QUALITIES excelling at coordinating with others of their kind. While
FAVORED STUNTS: Knock Prone, Lightning Attack (2 SP), Mighty Blow they don’t exhibit conventional social behavior, geoids near
CANINE STALKER: A superlative tracker by nature and habit, a demon dog one another instinctively work together despite lacking any
may reroll a failed test that uses Dexterity (Stealth), Perception (Smelling) or apparent form of communication.
Perception (Tracking), but must keep the second roll in each case as the final Geoids are widespread, though uncommon. They require
result. no care or rest, making them excellent guards against magical
MUTANT: A demon dog possesses two Novice mutations as if it possessed intruders. However, nobody knows if or how they reproduce.
Novice degree in the Mutant specialization in Chapter 1. Stronger demon dogs Geoids just appear near the magic they feed on.
may possess additional mutations. Some mutations might be common to a
pack, while others are unique to individuals in it. Guardbot
NIGHT VISION: A demon dog can see in the dark as if it were daylight.
QUICK BITE: A demon dog can perform the Lightning Attack stunt with its Guardbots come in many shapes and sizes, but the model
bite for 2 SP. profiled here is typical. This robot runs on gyrostabilized
TOUGH HIDE: A demon dog’s hide provides it with a natural Armor Rating wheels driving a lightly armored torso with a blaster and
of 2. sensor cluster for a head, and two strong arms tipped with
THREAT: MODERATE restraining pincers for a body. These were produced in large
numbers before the Fall, so replacement parts are plentiful—
Guardbot except for the guardbot’s brain.
While most post-Cataclysm robots cannot harm intelli-
ABILITIES (FOCUSES)
gent creatures without being tricked into doing so, robots
Accuracy 2 (Integral Blaster), Communication -2, designed for violence were always trickier to program.
Constitution 3 (Stamina), Dexterity 4, Fighting 2 (Pincers), Intelligence -1, Thus, many “guardbots” are actually service robots inca-
Perception 2 (Seeing, Searching), Strength 3, Willpower 3 pable of violence who happen to use a guardbot chassis—a
SPEED HEALTH DEFENSE ARMOR RATING good solution for security you hope will never be tested.
16 25 14 4
Guardbots with true combat-ready brains are sometimes
erratic and prone to ignoring programmed rules of engage-
WEAPON ATTACK ROLL DAMAGE
ment due to aged, pre-Fall brains, or poorly constructed
Integral Blaster +4 1d6 + 4 post-Fall ones.
Pincer +4 1d6 + 4 Therefore, pristine pre-Cataclysm guardbots are highly
valued, fetching prices of 500 silver pieces or more per unit.
SPECIAL QUALITIES
Interpreting the arcane setup instructions of the Ancients is
FAVORED STUNTS: Grab, Pin, Lightning Attack, Skirmish sometimes a challenge, however, so a guardbot’s controller is
ARTIFICIAL LIFE: A guardbot doesn’t need to breathe, eat, or sleep and is rarely absolutely sure their automaton will obey.
immune to all poisons and diseases.
ARMORED: The light metal shells of the guardbot provides an Armor Rating Infernoid
of 4.
ELECTRIC PINCERS: The guardbot’s Pincer attack inflicts penetrating damage. Cunning and cruel, infernoids are living weapons created
through an unholy mixture of science and magic. An infer-
THREAT: MINOR
noid is to a true demon what an android is to a human: an
56 Chapter 4: Campaigning After the Fall
Geoid
ABILITIES (FOCUSES) two Novice-level Fire Arcana spells, and at 30 MP or higher, it can cast
two Novice-level Fate Arcana spells.
Accuracy 4 (Arcane Blast), Communication -2,
HARD AS STONE: The geoid has a crystalline body that not only
Constitution 4, Dexterity 0, Fighting 0, Intelligence -1,
provides a natural Armor Rating of 5, but applies against all forms of
Perception 1, Strength 1, Willpower 3
damage, including penetrating damage. Stunts that reduce AR do not
SPEED HEALTH DEFENSE ARMOR RATING function on a geoid, and they are immune to threats that only harm
living creatures, such as poison, suffocation, starvation, and fatigue.
10 (Fly 10) 20 10 5
They cannot gain Fatigue Condition degrees or other Conditions the
WEAPON ATTACK ROLL DAMAGE presuppose a living being.
Absorb Magic +4 1d6 + 3 MP MAGE ABILITIES: Arcane Blast, Magic Points (50 maximum; usually 10
Arcane Blast +6 1d6 + 3 or fewer when encountered), Spellpower 13.
PROXIMITY SENSE: A geoid can sense the location and movement of
SPECIAL QUALITIES
objects in a 30-yard radius without using sight, allowing them to move
FAVORED STUNTS: Skirmish, Magic Shield, Mighty Spell and fight without penalty within the area of awareness. This functions
ABSORB MAGIC: As a major action, the geoid can attack a creature in all directions but does not spot visual details such as color and facial
within 20 yards with a beam of multi-colored energy that saps Magic expressions.
Points from the target and transfers them to the geoid. A creature SENSE MAGIC: A geoid can sense if a creature within 30 yar.ds
with Magic Points hit with this attack loses 1d6+3 MP and the geoid possesses Magic Points, and knows how many MP such creatures
gains the same amount of MP. The geoid has a maximum capacity of possess in real time.
50 magic points, though when first encountered, they typically possess TELEKINETIC AURA: Instead of having limbs to allow it to move and
10 or fewer MP. manipulate objects, geoids have telekinetic abilities that approximate the
EMPOWERED ARCANA: As the geoid gains Magic Points, it also gains physical abilities of a human with the geoid’s listed ability ratings and a
access to arcana. When a geoid is at 10 MP or higher, it can cast two 2-yard reach. A geoid moves telekinetically, floating and flying at a Speed
Novice-level Lightning Arcana spells. At 20 MP or higher, it can also cast of 10, but it cannot fly higher than 2 yards above a firm surface.
THREAT: MINOR
artificial emulation of the original. Before the Cataclysm,
mages captured demons as experimental subjects. Technol-
ogists working with them invented a synthetic version of
quasi-living demonic flesh, programming it with instincts
to prey upon designated enemies and giving it a compact
humanoid shape suited to military tasks.
The method to control infernoids has been lost, including
ways to prevent the synthetic demon flesh from growing
and eventually producing offspring through budding when
an infernoid consumes enough intelligent, soul-bearing life
to do so. Now, infernoids freely kill and multiply, sometimes
consuming entire settlements, reproducing, and repeating the
process until they grow into hordes hungry for the flesh of
sapient beings.
Infernoids are lean humanoid creatures with slick, rubbery
skin in many stark colors, and long fingers. Various breeds
have rudimentary or no facial features, but all have wide,
maws filled with rows of shark-like teeth, built into their
design as a personal weapon. They employ ambushes, traps,
and other sophisticated tactics, and are able to fight from
birth. A typical infernoid is only three or four feet tall, but it
grows as it eats intelligent beings. Once it reaches seven or
more feet in height, an infernoid buds, producing a fellow
synthetic hell-soldier.
In game terms, an infernoid who eats the flesh of intel-
ligent beings progresses through the templates in Beefing
Up Adversaries on pp. 201—202 of Fantasy AGE. When it
reaches the Heroic or Epic tier, it produces a small offspring
with the base game statistics listed here, though the parent
also drops two tiers of templates (remove added traits in
Chapter 4: Campaigning After the Fall 57
excess of the lower tier and going below Elite returns it
to base statistics) as it sacrifices strength, mass, and even
memories for its spawn.
Lightning Cloud
From a distance, a lightning cloud looks like a small cyclone
shot through with lightning and a writhing black cloud at its
heart. Left over from war or loosed from a ruined lab, a light-
ning cloud is a swarm of nanorobots which travel through
rapid spinning. They travel through all environments except
for areas with high moisture, which seems to interfere with
their ability to function.
Lightning Cloud
ABILITIES (FOCUSES)
Accuracy 3 (Brawling), Communication -3, Constitution 4,
Dexterity 3 (Initiative +3), Fighting 3, Intelligence -2,
Perception 1, Strength 1, Willpower 5
SPEED HEALTH DEFENSE ARMOR RATING
15 35 13 0
WEAPON ATTACK ROLL DAMAGE
Electric Bolt +3 2d6 + 3
Lash +5 1d6 + 1
Infernoid SPECIAL QUALITIES
ABILITIES (FOCUSES)
FAVORED STUNTS: Cloudbinding (4 SP), Skirmish, Mighty Blow,
Accuracy 2 (Grenades, Blaster Longarms), Communication 0, Lightning Attack
Constitution 1, Dexterity 2 (Initiative, Traps), Fighting 2 (Bite), ARTIFICIAL LIFE: A lightning cloud doesn’t need to breathe, eat, or
Intelligence 0, Perception 3, Strength 2, Willpower 2 (Morale) sleep and is immune to all poisons and diseases.
CLOUDBINDING (4 SP): For 4 SP attached to its lash attack, a light-
SPEED HEALTH DEFENSE ARMOR RATING
ning cloud can infest its target’s nervous system with nanorobots
14 15 12 0 that take over its actions. The victim must make a TN 15 Willpower
(Self-Discipline) test. If the target fails, they step into the lightning
WEAPON ATTACK ROLL DAMAGE
cloud and, unharmed by it, take physical actions as directed by
Bite +4 1d6 + 5 the lightning cloud, usually attacking its foes. The victim cannot
Acid Vial +4 3d6 + 3 communicate or take mental actions during this period, which lasts
Blaster Rifle +4 3d6 + 3 until the end of the target’s next turn. If the target succeeds, that
particular lightning cloud can’t use Cloudbinding on them again
SPECIAL QUALITIES during the encounter.
FAST: A lightning cloud can make two attacks with its major action
FAVORED STUNTS: Mighty Blow, Pierce Armor, Hellstride (3 SP)
and one attack with its minor action, but only its first attack can
HELLSTRIDE (3 SP): An infernoid can perform this special stunt for 3 SP. The generate or use SP—the rest are simple tests.
infernoid disappears in a cloud of weird smoke and flame, and instantly reap-
ELECTRIC BOLT: A lightning cloud hurls bolts of electricity that inflict
pears 1d6 yards in a random direction. Anyone within 4 yards of the infernoid
2d6+3 penetrating damage to targets up to 10 yards away, but the
is disoriented and takes a -1 penalty to all tests until the end of their next turn.
target can reduce the damage they suffer by half (rounded up) with a
Penalties from multiple Hellstrides do not stack.
successful TN 15 Constitution (Stamina) test.
EQUIPMENT: 2 acid vials, blaster rifle, alpha battery
ELECTRIC IMMUNITY: A lightning cloud is immune to attacks that
THREAT: MINOR use electricity, including magical lightning.
SWARM DEFENSE: A lightning cloud suffers only 1 point of pene-
trating damage per die of any attack, with no bonuses to the dice
counted, from any attack or hazard that affects a point less than a
Permanent Cloudbinding foot wide. These have little effect on the collective.
It is rumored that lightning clouds can permanently control WATER VULNERABILITY: A lightning cloud takes 1d6 penetrating
targets close to collapse, such as those at 0 Health. If this is true, it damage when splashed with water, 3d6 when immersed, and double
is performed as a coup de grace (Fantasy AGE, p. 56). The victim damage from attacks and hazards that use water as a medium.
remains a mindless thrall until the lightning cloud controlling it THREAT: MODERATE
is destroyed.
58 Chapter 4: Campaigning After the Fall
What are they functioning for, though? When they spot Metallovores fight to protect metal-rich territory, for
movement, they sometimes head toward it, attacking with although they can leach metal from many sources, the pure,
bolts of electrically-charged plasma and tendrils assembled refined metals are the easiest to consume. This becomes a
at need from its nanorobots. They tear apart fallen victims’ problem when a metallovores infest factories, robot yards, and
clothing and possessions, leading many to believe they were anywhere where metal has been collected for a useful purpose.
charged with finding a particular object or objects sometime Over its lifetime, a metallovore’s gizzard collects a sphere
before the Fall. of lustrous metal from traces of their meals. These are highly
prized as precious objects similar to pearls, but they are also
Metallovore sought by mages, alchemists, and tinkers for alleged special
properties.
A spherical creature with two bulbous black eyes, four
stumpy legs, two thick, dexterous tentacles on either side of a Pit Stalker
large, central mouth, and a hide like rough stone shot through
with metal veins and flakes the size of a black bear, a metall- Armed with large mandibles, limbs with sharp barbs, a pair
ovore might be found wherever metals are abundant, such of serrated pincers, and an exoskeleton the color of earth
as abandoned mines, junkyards, and pre-Cataclysmic metal and flame, pit stalkers look like something from the nether-
structures. They survive by consuming all kinds of metals, world. They are native to underground realms they find or
from the trace amounts in waste and mud to more concen- dig, as they tunnel for prey to trap, kill, and devour. Dwarves
trated forms like ore, armor, and weapons. and other underground dwellers know pit stalkers well, as
invaders to their subsurface homes.
Metallovore
ABILITIES (FOCUSES) Pit Stalker
Accuracy 0, Communication -2, Constitution 6 (Stamina), ABILITIES (FOCUSES)
Dexterity -2, Fighting 3 (Bite, Tentacle), Intelligence -2,
Accuracy 4 (Bite), Communication -1, Constitution 5 (Stamina),
Perception 2 (Hearing, Touching), Strength 5 (Might), Willpower 2
Dexterity 0, Fighting 4 (Pincers), Intelligence -1,
SPEED HEALTH DEFENSE ARMOR RATING Perception 1 (Touching), Strength 5 (Might), Willpower 3
8 60 8 7 SPEED HEALTH DEFENSE ARMOR RATING
WEAPON ATTACK ROLL DAMAGE 12 (Burrow 6) 45 10 6
Bite +5 2d6 + 9 WEAPON ATTACK ROLL DAMAGE
Tentacle +5 1d6 + 6 Bite +6 2d6 + 5
SPECIAL QUALITIES Claws +6 1d6 + 5
FAVORED STUNTS: Disarm, Mighty Blow, Crushing Blow, Snatch SPECIAL QUALITIES
BIG: The metallovore’s mass makes it difficult to push or knock down.
FAVORED STUNTS: Disarm, Mighty Blow, Pierce Armor
Knock Prone and Skirmish stunts, and any other stunts that might
BIG: Knock Prone and Skirmish stunts used against a pit stalker require 1 extra
push, pull, knock down, or otherwise move the creature around each
SP in order to work.
require +1 SP over their normal costs to work. In the case of stunts
with a variable cost, such as Skirmish, the +1 SP cost increase is on BURROW SINKHOLE: Rather than attacking its prey openly, a pit stalker
top of the total number of SP it normally costs, so moving the crea- remains below the surface of the ground and creates a sinkhole to pull prey
ture 6 yards costs 4 SP instead of the usual 3, for instance. down it. Creatures in a 2-yard radius from where the pit stalker is located
must make a successful TN 13 Dexterity (Acrobatics) test to scrabble to solid
EAT METAL: When a metallovore grabs an inanimate object that
ground. Creatures that fail are pulled down the funnel and the pit stalker
weighs 20 pounds or less, it may eat it as a minor action. A nonmag-
makes a bite attack, with a +2 bonus to its normal attack roll, against one of
ical item eaten this way is immediately destroyed. Magical items are
the creatures that failed. Creatures can climb out of the sinkhole as a major
not destroyed but swallowed and might be retrieved later.
action on their turn by making a successful TN 13 Strength (Climbing) test.
MONSTROUSLY TOUGH HIDE: A metallovore’s hide contains metal,
Creating the pit and attacking with the mandibles are all part of a single
making it difficult to injure and giving it a natural Armor Rating of 7.
major action. In addition to creating sinkholes, a pit stalker can also burrow
ROGUE STUNT: A metallovore may use the Snatch rogue class stunt through material less dense than rammed earth at half its open-air Speed.
(Fantasy AGE, p. 157).
EARTHSENSE: The pit stalker can detect the movement of a creature up to
STRANGE BIOLOGY: Despite being a living creature, a metallovore’s 20 yards away using its Perception (Touching) focus for any tests. It can detect
body is so unusual that it’s immune to all conventional poisons and larger animals, like horses, or wagons at two or three times that distance,
diseases, though there might be obscure substances and organisms respectively. A creature must make a successful TN 11 Willpower (Self-Disci-
that are exceptions to this rule, at the GM’s discretion. pline) test to remain still enough that the pit stalker can’t sense its presence.
VICIOUS TENTACLES: A metallovore can make two tentacle attacks EXTREMELY TOUGH HIDE: The pit stalker’s exoskeleton provides a natural
with a single attack action. Either attack, or both, can generate and Armor Rating of 6.
use stunt points.
WALL-WALKER: A pit stalker can walk on any surface that can support its
EQUIPMENT: 6-inch diameter ore ball worth 1d6 × 1d6 × 10 sp. weight at its normal Speed, regardless of the surface’s orientation.
THREAT: MODERATE THREAT: MODERATE
Chapter 4: Campaigning After the Fall 59
The Cataclysm cleared thousands of miles of tunnels and
Steel Reaver
caverns for pit stalkers to colonize, making them a dangerous
ABILITIES (FOCUSES)
pest in a roughly reborn world. Their presence in mines are
Accuracy 3 (Blaster Pistols), Communication -1, Constitution 5 (Stamina), always a concern because the tunnels they dig weaken the
Dexterity 2, Fighting 3 (Cyborg Weapons), Intelligence 0, integrity of the mines, increasing the risk of cave ins.
Perception 2 (Seeing), Strength 4 (Might), Willpower -1 (Morale) When hunting, they lie in wait below ground until they
sense creatures, then use rumbling harmonics to liquefy the
SPEED HEALTH DEFENSE ARMOR RATING
earth above them, creating a funnel for their prey to drop
8 30 12 10 into, within striking range of their waiting mandibles. Once
WEAPON ATTACK ROLL DAMAGE they’ve attacked from surprise, they concentrate on injured or
Blaster Pistol Arm +5 2d6 + 2 vulnerable foes before moving on to others, and may retreat
Cyborg Weapons +5 2d6 + 4 as soon as they incapacitate prey, taking it along for later
feeding. Pit stalkers are not truly social creatures, but are not
SPECIAL QUALITIES
territorial outside a small home burrow, and those with over-
FAVORED STUNTS: Knock Prone, Mighty Blow, cybernetically enhanced lapping ranges will cooperate to catch prey.
stunts (see description)
CYBORG ARMOR: The metal shell of a steel reaver provides an Armor Rating Steel Reaver
of 10 However, the Pierce Armor stunt drops it to an AR of 2 instead of halving
it, as the stunt targets remaining exposed flesh. A “steel reaver” is slang for a cyborg so compromised by
CYBERNETICALLY ENHANCED STUNTS: Instead of breaking down specific augmentations that their sanity hangs by a thread, and
cybernetics, steel reavers’ cybernetic capabilities either reduces the costs of five they’ve turned to banditry and other violent work to pay for
stunts from Combat Stunts, Basic Exploration Stunts, and Tech Stunts, distinct the considerable costs of maintenance. This staves off cyber-
to each steel reaver, by -1 SP each, or reduces the costs of four such stunts by
netic side effects ranging from seizures and delusions to coma
-2 SP/-1 SP/-1 SP/-1 SP, or three such stunts by -2 SP/-2 SP/-1 SP. If this reduces
and death, but almost always binds them to employers who
a stunt’s cost to 0, the steel reaver can use if whenever they spend SP on other
stunts, provided the stunt fits the action. consider these cyborgs disposable.
If not enthralled by an employer, a steel reaver might band
UNHINGED: Steel reavers are immune to social influence attempts, Basic
Social Stunts that change their behavior, and tests to resist fear or horror. together with other desperate cyborgs into marauding gangs.
Most of these are short-lived, as a season where there isn’t
UNSTOPPABLE: A steel reaver is immune to the Dying, Fatigued, Helpless,
and Unconscious Conditions. When dropped to 0 Health, they continue to act, enough to steal for everyone is enough to turn members
but they are vulnerable to a coup de grace even while mobile, as long as they against each other—it is, after all, a fight for survival. Beyond
remain at 0 Health. money and materials, steel reavers need expertise, so gangs
EQUIPMENT: Combat-ready clothing, pack with bedroll, rations, and tools, kidnap medics and cyberneticists as needs and opportuni-
spare parts, backup combat knife and holdout blaster, alpha battery ties arise.
THREAT: MODERATE A few steel reavers wish to reverse their conditions, but this is
difficult because cybernetics are deeply bound to their bodies,
and once removed, they need biological replacements—and
those don’t exist. A few follow legends of the “body bank,” a
supposed pre-Cataclysm facility that could either clone body
parts or carried special “biomimetic” limbs and organs that
would become identical to the owner’s, once installed.
Supertoy
Before the Cataclysm, many families kept carebots to mind
their children, but the elite, especially if they were famous,
acquired supertoys: highly intelligent robots capable of
acting as entertainers, tutors, and even bodyguards. Carefully
programmed to be absolutely loyal but violent, if necessary,
supertoys have among the most sophisticated robot brains to
survive the Fall. Indeed, some supertoys now work as techni-
cians, researchers, and even military strategists for the “chil-
dren” they loyally serve.
A supertoy always looks out for its child’s wellbeing. When
they were being actively manufactured, a spoken password
could bind a supertoy to anyone (of any age) the speaker
designated. After the Cataclysm, many supertoys reasoned
that there were so many children who needed help that they
60 Chapter 4: Campaigning After the Fall
Supertoy Warbot
ABILITIES (FOCUSES) ABILITIES (FOCUSES)
Accuracy 3 (Blasters, Close Defense Weapon), Accuracy 3 (Blaster Longarms, Brawling, Grenades, Light Blades),
Communication 3 (Performance), Constitution 3, Communication -2, Constitution 5 (Stamina),
Dexterity 3 (Acrobatics, Initiative +3, Stealth), Fighting 1, Dexterity 4 (Advanced Driving, Advanced Piloting, Initiative), Fighting 3,
Intelligence 3 (Engineering, Healing, Scientific Lore), Intelligence 0, Perception 2 (Seeing), Strength 5 (Might), Willpower 3
Perception 3 (Searching, Tracking), Strength 1, Willpower 1
SPEED HEALTH DEFENSE ARMOR RATING
SPEED HEALTH DEFENSE ARMOR RATING 16 95 14 8
13 50 13 5
WEAPON ATTACK ROLL DAMAGE
WEAPON ATTACK ROLL DAMAGE Advanced Grenade +5 4d6 + 8
Heavy Blaster Pistol +5 2d6 + 3 Blaster Rifle +7 3d6 + 2 + Stunt Die
Close Defense Weapon +5 1d6 + 3 Power Knife +4 1d6 + 6
SPECIAL QUALITIES SPECIAL QUALITIES
FAVORED STUNTS: Skirmish, Lightning Attack, Seize the Initiative, FAVORED STUNTS: Skirmish, Mighty Blow, Lightning Attack, Counter,
Crowd Appeal, Taunt Favored Foe, Storm of Strikes
ADVANCED CHILD MINDER: Reroll a supertoy’s failed Communica- ADVANCED WEAPONS: When directly plugged into a warbot, the blaster
tion (Performance), Dexterity (Acrobatics), Dexterity (Stealth), and Intel- rifle designed for it adds the Stunt Die to damage through rapid fire and gains
ligence (Healing) tests, but keep the second results as final in each case. a +2 bonus to attack rolls. It’s integrated knife inflicts +2 damage due to a
ARMORED CHASSIS: The supertoy’s robotic frame provides a constant power field. Finally, advanced grenades do the damage listed within
Natural Armor rating of 5. a 4-yard radius, and half damage out to a 12-yard radius, and they have a
range of 16 short/32 long. These advantages have already been calculated in
ARTIFICIAL LIFE: A supertoy doesn’t need to breathe, eat, or sleep
the warbot’s combat statistics. When removed from the warbot, the rifle and
and is immune to all poisons and diseases.
knife become no more potent or accurate than normal versions of such items,
CLOSE DEFENSE WEAPON: Each supertoy has a hidden blade, elec-
while the grenades’ range drops by half when thrown.
troshock prod, or other melee weapon it can conceal within its body
ARTIFICIAL LIFE: A warbot doesn’t need to breathe, eat, or sleep and is
(+5 to tests to conceal it) and either deploy or retract with a free
immune to all poisons and diseases.
action. This uses Accuracy (Close Defense Weapon) for attack rolls
and inflicts 1d6+Perception damage. ARMORED: A warbot’s advanced composite armor provides an Armor Rating
of 8.
THREAT: MODERATE
NIGHT VISION: A warbot can see in the dark as well as it can during daylight.
REACTOR: A warbot’s internal reactor can generate up to 5 battery charges
hacked their own firmware to allow them to willingly serve
per round and power equipment through touch.
others, though the passwords still work, if you manage to
UNSTOPPABLE: A warbot is immune to the Dying, Fatigued, Helpless, and
match one to an intact model.
Unconscious Conditions. When dropped to 0 Health, they continue to act,
Supertoys are two feet tall and usually built to resemble
but they are vulnerable to a coup de grace even while mobile, as long as they
stuffed animals, dolls, and other comforting toys, though remain at 0 Health.
some look like miniature military robots or strange sculptures, WARRIOR STUNTS: A warbot can use the Counter, Favored Foe, and Storm
or look like creatures unknown after the Fall, as they reference of Strikes warrior stunts.
lost legends and entertainment figures. One constant sign of VICIOUS COMBATANT: A warbot can make two attacks with its major action.
a supertoy is that none of them will harm immature creatures Roll each attack separately. Both attacks can generate and use stunt points.
or unintelligent, non-threatening animals. EQUIPMENT: Warbot advanced blaster rifle, 2d6 advanced grenades, inte-
grated advanced knife
Warbot THREAT: MAJOR
After the Fall, functioning warbots have become extraordinarily
valuable—assuming they can be controlled. Uncontrollable and guide with internal systems, but these can be unplugged
warbots are terrifying menaces, following orders from before and operated by others on battery power. The same can be said
the Cataclysm, sometimes faithfully, sometimes in distorted of its knife, enhanced with the warbot’s internal power field,
forms, such as by killing anything entering the perimeter of a and its integrated grenade launcher. The reactor powering
crater that was once a military base. Even before the Fall, the one would be virtually priceless as well, if anyone could
type of warbot profiled here was uncommon, reserved for figure out how to make it work outside a warbot’s control.
heavy combat missions in small numbers due to their expense Some warbots have attained free will, and work as merce-
and concerns about rogue, violent robots even then. naries in exchange for repairs and upgrades. Most, however,
Warbots come in many configurations, but one of the are under the fragile control of someone who’s used a combi-
most common is a 7-foot tall, 400-pound humanoid model, nation of fast talk and tinkering to act as a controller. These
designed to use much of the same equipment as mortal measures are known to occasionally catastrophically fail,
soldiers. Warbots possess special blaster rifles they can power leading to carnage.
Chapter 4: Campaigning After the Fall 61