AFF Rules 2nd Ed Class and Race by vm0zf90


									Advanced Fighting Fantasy

Class and Race – Introduction

In the advanced fighting fantasy world of TITAN there are seven races your may
choose to play from, three good races, human, dwarf, elf, one neutral race,
centaur and three evil races goblin, orc, and troll. Which races are available for
your adventures and if races of different alignments will be allowed in the same
party will be down to the discretion of your GM: if the GM does not want a player
to act as a Troll Hero, for example, he or she is at the liberty to disregard these
rules and bar such a character.

Each of these races may choose from a number of different classes. There are
six classes in total, these are: Warrior, Barbarian, Wizard, Priest, Rogue, and
Archer. Some races are prohibited from taking certain classes. Full details
follow of the various races and classes available in Advanced Fighting Fantasy.

Overview of races


Centaurs have the upper quarters of humans and the lower quarters of horses.
They typically dwell in tribes which roam the flat grasslands of Northern Allansia,
though they may be found throughout the continent and beyond. They are a
proud race, with a strongly neutral disposition. They have many good dealings
with Humans and Elves – but also many that have turned out badly, and as a
result are apt to be wary of the intentions of such races. Their culture is one of
traditional values, of warriors and warlords, with disputes settled with fighting.
They also have spiritual side, however, and can be close to nature.

Because of the nature of their bodies, Centaurs are not ideal adventures.
Dungeon exploring, for example, can be done only with difficulty. Out in the
open, however, they come into their own. They are strong Warriors, proud and
noble and are able to run (or maybe gallop) far faster than a human, even when
bearing a heavy load.


A Centaur is rolled in the usual way but you may add 2 to its initial STAMINA and
STRENGTH scores to reflect its greater body mass and resultant STRENGTH.
Conversely, because of its warrior nature, a Centaur has a lesser affinity to
learning, so its APTITUDE score is reduced by 2 at character creation. Due to
their reclusiveness, their PRESENCE is also reduced by 2.


Several <Special Skills> are plainly of little use to a Centaur, such as Ride,
Handle Cart, Mounted Combat, and the like. Most others, however, can be

chosen and used without modification. Centaurs favour swords and knives for
hand-to-hand combat, but they prefer missile weapons such as bows (of all
sorts), spears and javelins. Note that, when fighting, a Centaur’s definition of a
‘narrow corridor’ will be wider than that for a human. Centaurs can wear armor, in
a style befitting the body part to be protected: in other words, Human armor for
their upper-body and horse barding for their flanks.

A Centaur Hero can move far more quickly than a Human on foot and it will have
all the same modifiers as for someone on horseback when it comes to rolls for
escaping and the like. A Centaur’s Jump can be up to twice a Human’s distance
or height. They must make all rolls against Sneak with a penalty of -4 for their
size and shape; certain situations may occur when these will not allow them to
succeed in such a roll. Similarly, using Hide to secret a Hero the size of a
Centaur will obviously be a lot harder; a Centaur counts as Large for such rolls.
When it comes to carrying, assume that a Centaur can carry as many items as it
has current STAMINA points. Any climbing is made with a penalty of -3, unless
the surface is sufficiently open, level and stable enough to allow its hoofs to grip.

Centaurs have their own language (which has no written form; all Centaur lore is
preserved in oral tales and songs) but can usually also speak Allansian. They
can also communicate with any horse.

Centaurs can use magic with no penalties. They tend to favour spells which
increase personal strength and courage, but can choose from all of the <Spells>
listed with no restrictions, and use Minor Magic (if chosen). Centaur Priests may
worship most of the standard deities, particularly Fourga and Telak, but their
chief deity is Hunnynhaa, the Lord of Horses. All regular Priest spells are
available to a Centaur Hero.

Available Classes:
Due to their build, Centaurs make excellent Warriors and Barbarians, and if truly
intent on it, can become reasonable Wizards and Priests. Because of their
background living on open plains and in forests many have become adept with
the bow, making them ideal Archers.

A Centaur adventurer is likely to be a young warrior from one of the tribes of the
Pagan and Windward Plains of northern Allansia. Such an adventurer will not be
a renegade, but will be treated with some disdain by any Centaur tribesmen
encountered. The tribes conduct business, using complicated rituals and
etiquette, which a Centaur adventurer would still be expected to use in such an
encounter. A Centaur adventurer may be male or female and may be a warrior,
spellcaster and/or priest.


Centaurs are a very proud and haughty people, with a great sense of tradition, of
belonging to a lineage that stretches back through the generations to the first
horses. They always talk of themselves as being ‘son of X, son of Y, son of Z’
and so on (until they pause for breath, when they can be interrupted!). They don’t
like humans or the other races very much, though an adventuring Centaur will be
friendlier. They are very brave, doughty warriors, fearless in battle to an almost
ludicrous extreme. They are not overly intellectual, carrying all their learning in
the form of tales and songs, but they are spiritual people and are always in touch
with the land.


In many parts of Allansia, Dwarfs are fully integrated into human society, dwelling
in towns and cities without comment. All Dwarfs, however, owe their ultimate
allegiance to the Dwarf homeland of Fangthane, in the very distant north-eastern
corner of Allansia, and most hope to visit there at least once in their lives.

Dwarfs are shorter than humans or Elves, and are very much at home
underground, where mining for gold or searching for it as treasure in an Orc-
infested dungeon. Dwarf adventurers are common, though slightly less so in the
more southerly lands. They prefer the colder northern climes, where their stocky
frames and hardy metabolism give them an advantage over weaker races.
Dwarfs are especially known for mining for their first great love (gold), for drinking
large quantities of their second great love (strong ale), for swinging an axe and
enjoying their third great love (fighting) and, when that is done, for relaxing and
partaking of their final great love (tale-telling).

Most Dwarfs are earthy in character, mistrustful of high-flown intellectuals of all
kinds, especially sorcerers. They are champions of plain speaking and plainer
actions. They all loathe and despise the evil non-human races; some will fly into
a furious frenzy at the simple sight of one, regardless of their own safety. The
Dwarf histories are too full of lengthy tales of the evils of such creatures,
especially those perpetrated against the legendary Dwarf heroes, for any Dwarf
heroes, for any Dwarf to allow them to live. Some Dwarfs do not like Elves,
upholding a traditional enmity that has existed between the races for many
generations. There have, however, been several notable adventuring
partnerships between a Dwarf and an Elf.


A Dwarf is rolled in the usual way but you may add 1 to its initial STRENGTH
score to reflect it’s the hardened nature and history of the Dwarven race.
Conversely, because of this ruggedness, a Dwarf has a lesser affinity to learning,
so its APTITUDE score is reduced by 1.

A Dwarf character must have at least 1 point in each of the following Special
Skills: Axe and Dark Seeing. Unless the Dwarf adventurer’s background
specifically explains why he should not, he should also have at least a point in
Underground Lore. All other Special Skills are available to a Dwarf, though there
are very, very few Dwarf sorcerers of any sort, and they will usually also steer
clear of any Special Skill indicating intellectual knowledge of a sophisticated
subject. Dwarfs prefer weapons suited to their build and tend to choose axes and
crossbows over longswords and bows. Some Dwarfs are very skilled in the art of
warfare, including Siege Lore.

Dwarfs sometimes have difficulty riding horses, but this is usually due to lack of
experience; a Dwarf possessing the Ride <Special Skill> has as much chance as
anyone of staying in the saddle. When it comes to checking for actions such as
hiding or sneaking, remember that a Dwarf (unless unusually large for his or her
race) will count as Small in size.

Dwarf Sorcerers, as we have said, are extremely rare, and they will be
encountered only in exceptional circumstances. Dwarf priests are slightly more
common but will always never be encountered above ground. They are
elementalists whose powers derive from the stones of the ground; their spells will
include priestly versions of the Magic <Spells> Breach, Explode and Consume,
as well as many Element Control spells used to control Earth.

Available Classes:
Dwarfs make excellent Warriors and Barbarians. They don’t have the dedication
or concentration required to become Wizards, however in extreme conditions
they could be Priests. Some Dwarfs have been known to go down the route of
thievery in order to survive and have developed and competent Rogues. Dwarfs
are generally very wary of weapons that involve any kind of flying parts, such as
bows, and as such they do not make good Archers.

An Allansian Dwarf is likely to come from one of the minor tribes, such as King
Gillibran’s from Stonebridge or Kurad Dragonhelm’s from Warpstone. The
Dwarfs of Fangthane, the ancient ancestral home of the race, maybe
encountered in distant lands, but it is likely that they will be on more pressing
business of the Dwarfish Kings rather than adventuring for their own personal

Dwarfs are gruff and earthly people, born of soil and stone. They mistrust
intellectuals and those who place greater store by the mind than the body,
especially those tricky magic-users. Dwarfs can sometimes be dour and grim,
not to mention grumpy and bad-tempered; but a Dwarf adventurer is more likely

to be spirited and good-humored, with an equal passion for fighting and drinking.
All Dwarfs love gold and who put their safety, and they safety of all those with
them, in jeopardy if the lure of gold was large enough.


The Elves are an ancient race, long-lived and wise beyond the imaginings of the
rest of us. As such, they tend to regard the affairs of the human races as of little
importance to them. As a result, Elven adventures are quite rare; they tend to be
rebellious youngsters in search of a life temporarily free from the responsibilities
of life in the forests.

Elves are very learned and serious, wise in the ways of magic and nature. They
are the ultimate keepers of the secrets of TITAN and of all its magical resources,
a responsibility that sometimes makes them haughty and offhand. They are
tremendously courageous in battle, however, and have a deep dislike of the evil
races - though their absolute hatred is ultimately reserved for the renegade Dark
Elves, whom they will attack mercilessly. Elves and Dwarfs mistrust each other
but ultimately Elves have a grudging respect for the Dwarf races love of the
Earth, which is similar to their own reverence for all living things.

An Elf is rolled in the usual way but you may add 1 to its initial APTITUDE score
to reflect the enlightened history of the Elven race. Conversely, because of their
centauries of knowledge and learning they are naturally a less barbaric race
resulting in their initial STRENGTH score being reduced by 1.

Any Elf adventurer must have at least 1 point in the following <Special Skills>:
Bow, Wood Lore and Excellent Vision. Other than that, they may possess any
<Special Skills> they like. They are particularly likely to have skills relating to
their lives in their forest homes, whether Hunting, Pathfinding or whatever. They
are less keen on <Special Skills> involving deceit or sneaking, though Elven
thieves have been known to possess such skills. In combat, an Elf would prefer
to use a longsword or dagger, and especially a bow. They are less keen on
mechanical weapons such as crossbows (an Elf’s bow is usually made by the
same character that will use it). In all other respects, Elves may choose whatever
they wish, and are handled in game terms exactly as Human adventurers.

Elves may choose any spell, though they tend to be especially keen on those
that rely on light or fire for their effects. There are many powerful Elven
illusionists and elementalists, though these tend to stay in the forests, where their
power is greatest; Elven magic is extremely powerful, but it depends on long
rituals and meditation and is not used by adventurers beyond the forests. Elven
Priests will concentrate on spells that can be used for good, such as healing

spells, or those that will use the natural powers of the elements: light and so on.
The Elves worship Erillia, the Elf Mother (known to humans Galana); her priests
cannot learn the following spells Curse, Cockroach, Languages, Poisons, Raise
Skeleton, Speak With The Dead, Assassin’s Dagger, Summon Supernatural
Being and Death.

Available Classes:
Elves make exceptionally powerful Wizards and Priests due to their nigh-pious
dedication to learning. Their inherent cunning and guile also make them excellent
Rogues, and many having being born in forests, where hunting is essential have
made some of the best Archers on the face of Titan. In fact the only class
prohibited is the Barbarian; Elves are simply not this crude when it comes to their
execution of violence.

Allansian Elves are typically renegades or itinerants from the families of the great
woodlands, whether the Forest of Yore, Darkwood, Greenhome or the immense
Forest of Night. In more southerly climes, Elves may come from the rare jungle or
desert tribes, or even be Sea Elves, though adventurers from such tribes are
likely to be very rare (the work the GM will need to do to modify the skills and
spells of such characters may mean that he or she will not allow them in the

An Elven adventurer is likely to be intellectual and spiritual and be especially
keen on magic and learning. They are a courageous race, however, and will not
shirk from battle – though once the evil is averted, they will work hard to restore
peace. Although Elves and Dwarfs may dislike one another, each will help the
other in times of great adversity. In most respects, though, Elves are the opposite
of Dwarfs, being tall, slender and graceful, neat and elegant, concerned with
nature, peace and magic.


A large majority of Heroes are of the Human origin. After all, most of the
population of Allansia are Humans. Most Humans are the descendants of
pioneers, conquerors, traders, travelers, refugees, and other people on the
move. As a result, human lands are home to a mix of people – physically,
culturally, religiously, and politically different. Hardy or fine, light-skinned or dark,
showy or austere, primitive or civilized, devout or impious, humans run the
gamut. Members of this race are often ostentatious or unorthodox in their
grooming and dress, sporting unusual hair styles, fanciful clothes, tattoos, body
piercings, and the like.

Thanks to their penchant for migration and conquest, and to their short life spans,
Humans are more physically diverse than the other common races. Their skin
shades range from nearly black to very pale and their hair from black to blond

Humans are rolled in the usual way and receive no modifiers to their Initial
characteristic scores.

Due to their all round nature and diversity there are no specific <Special Skills>
which are either required or prohibited to the race of Humans.

Humans are allowed to pick from the full range of both Wizard and Priest
<Spells>. Although usual restrictions apply to which level <Spells> they may pick
from at character creation.

Available Classes:
Due to the diverse nature of the Human race all classes are available to them.

The lands of Allansia are in a state of constant flux, with the Human race at its
core, with new ideas, social changes, innovations, and new leaders constantly
coming to the fore. Members of the longer-lived races find Human culture
exciting but eventually a little wearying or even bewildering.

Humans are the most adaptable, flexible, and ambitious people among the
common races. They are diverse in their tastes, morals, customs, and habits.
Others accuse them of having little respect for history, but it’s only natural that
humans, with their relatively short life spans and constantly changing cultures,
would have a shorter collective memory than Dwarves and Elves. As such they
are very open to role playing and you can develop a Human character in almost
any direction you see fit!


If a Goblin Hero is allowed in a game, the GM may have to establish a special set
of circumstances by which the human Heroes are forces to have it along. After
all, no one in their right mind, and especially not a Dwarf, would surely want to
travel - let alone share treasure – with a sniveling, green-skinned little sneak like
a Goblin unless there really was no other option!

Goblins are the smallest and weakest of the three main evil races of Titan. They
are green-skinned and scrawny, with exaggerated, bestial features, including
large ears and noses. They are tricky creatures who know that they are weak,

and they are always looking for sneaky ways in which to even the odds, whether
by thievery or sticking in a surreptitious knife-thrust when no one is looking.

Goblins get on tolerably well with Orcs, who usually bully them without mercy.
Goblins hate Dwarfs, though they think them stupid and stunted rather than
dangerous. Elves, on the other hand, are deeply feared for their intelligence and,
especially, for their powerful magic. Humans are regarded with mixed feelings:
some are plainly cruel, unforgiving tyrants who must be avoided, but others are
the sort of sneaky tricksters a Goblin can feel right at home with. Goblins as a
race conduct their affairs in about as dishonorable a way as you could imagine.
They think nothing of stabbing each other in the back in order to acquire
something, be it a scrap of food or the leadership of a whole tribe.

Goblins are rarely adventurers, not least because they would have trouble
surviving in many human settlements. More likely, they will be in the service of
one of the many Goblin tribal leaders, though they would think nothing of taking
time off for a profitable diversion, especially if there is the promise of treasure at
the end of it. A Goblin is likely to be most useful to a party of Heroes as a guide
to some out-of-the-way region, or as a chaperon though the intricacies of Goblin

Goblins are smaller and weaker than humans; as a result, they receive 2 less
STRENGTH and 6 less STAMINA than other race. Due to their many years of
surviving off of passing adventurers with an excess of gold and stupidity, they
have become very quick and agile with their hands, with an accompanying slick
tongue, resulting in a bonus of 3 to both their initial DEXTERITY and PRESENCE
at character creation.

A Goblin growing up in the scrublands with his tribe will have the opportunity to
learn a great deal about sneaking here and there and about fighting, but precious
little about intellectual pursuits. Therefore the <Special Skills> most suited to a
Goblin are those like Awareness, Dodge, Hide, Sleight of Hand, Sneak and Trap
Lore. All Goblins have at least 1 point in Dark Seeing and Sneak.

Goblins may not have any points in the following <Special Skills> (most usually
because they are either too small or too stupid to be able to use them!): Heavy
Armored Combat, Strength, And Two-handed Sword. There are several other
skills which would require a great deal of explaining in the Goblin’s ‘background’
before they could be allowed (the GM will rule whether your explanation for them
is convincing or not).

Goblins favour small weapons, such as daggers, short swords, clubs, small bows
and blowpipes. Larger weapons are usually too big and heavy for them to handle

successfully. In massed battles some Goblins are able to ride hand-trained
wolves, using Ride Wolf and Mounted Combat <Special Skills>, though such
characters are unlikely to be player Heroes. In game situations, Goblins count as
Small in size, so they will receive bonuses for hiding, sneaking about and the

Goblins are rather mistrustful of sorcery. They are suspicious creatures which
worship and venerate a large pantheon of deities ranging from Hashak, their
creator, down to hundreds of heroic tribal ancestors, now dead. They also
worship natural features and phenomena, be it the sun and moon, a peculiarly
shaped stone or a very old tree. Goblin magicians are also priests, the tribal
shamans; they use a mixture of con tricks, Minor Magic and a few peculiar spells
to make their followers believe they can work miracles. All Minor Magic spells are
available to a Goblin shaman, along with all the respective Wizard/Priest spells.

Available Classes:
Goblins make well-honed Rogues due to their practiced trickery and deceit.
Some have even been known to make good (if slightly eccentric) Wizards and
Priests, known as Shamans. Their dexterous nature lends itself to firing bows,
and their cautiousness lends itself to them staying as far away from whichever
angry monster they’re pelting with sharp arrows as possible. Due to their
diminutive size and lack of toughness, they cannot become Warriors or

As we have already said, a Goblin joining the game as a player Hero is likely to
be a soldier in the employ of a Goblin King’s armies taking advantage of a
diversion. There are Goblin tribes throughout Allansia – and, indeed, all of Titan –
from the fringes of deserts to isolated islands in the middle of the oceans. They
dwell in every environment, from the frozen ice-plains to the swampiest

Alternatively, there are plenty of ‘civilized’ Goblins which live in places like Port
Blacksand, and even in the more respectable towns and cities. In outlying
districts, some Goblin tribes trade with human settlements, and there individual
creatures are at least tolerated.

A Goblin owes allegiance to exactly one person: itself. If there’s a choice
between eating its own mother and dying, you can guess the outcome. If there’s
an opportunity for profit or any sort of gain, whether material or in status, a Goblin
will take it. They’re perfectly happy to double- and treble-cross people whom they
have persuaded that they were friends, and so on. Goblins aren’t stupid, though
they don’t have much in the way of learning. In fact, they can be tremendously
cunning and resourceful – and very untrustworthy.


Most of the same comments given above for Goblin Heroes will apply also to
Orcs, except that an Orc player Hero is likely to be rarer than a Goblin. While
Goblins maintain at least a small sense of neutrality, Orcs are entirely in the
service of evil – which means that it will take some very strange circumstances
for humans, Dwarfs and especially Elves to join up with one or more Orcs. Orcs
very much resemble larger, beefier versions of Goblins, though they will probably
look more ‘civilized’, wearing worked armour decorated with designs and using
fairly sophisticated weapons.

Like Goblins, Orcs gather themselves together into tribes, which may be resident
in any area away from Human or Elven civilization. Unlike Goblins, whose tribes
rarely ally, Orcs are bound by a loose alliance to the cause of evil, and each
tribe’s armies will fight alongside those of others in the event of war. On the other
hand, however, rivalry between the tribes is very fierce, and much of the fighting
done by the armies is between the various tribes rather than against humans and
the like.

Orcs are always to be found in the service of some king or other, typically
scouting for humans or Elves, or raiding in search of treasure or supplies. An Orc
adventurer would be fairly unlikely – though, since an Orc can turn its hand to
almost anything (provided it is offered a clearly attainable profit of one sort or
another), there is nothing to stop Orc soldiers setting themselves up as
merchants or swords-for-hire. In places like Port Blacksand, Orcs have done just
that, breaking away from the strictly tribal structure to join a looser alliance of evil

Being big and burly, Orc Heroes get an additional 2 points to their SKILL and
STRENGTH attributes initially. Conversely, due to their general lack of skill in
other tasks, they receive a penalty of 2 to their WILL score, and their
DEXTERITY, APTITUDE and PRESENCE scores are reduced by 1 also.

Unlike Goblins, Orcs are generally a little too large for much sneaking about. An
Orc’s main <Special Skills> will almost all be concerned with fighting, both with
personal weapons and as part of an army. An Orc must have at least 1<Special
Skill> point in the following: Dark Seeing, Unarmed Combat. Orcs can use any
weapon – though, since Orc weapon-smiths are unreliable, they tend generally to
stick to simple swords and bows.

Although an Orc is typically half way between a Dwarf and a Human in height, he
counts as Normal for rolls to hide or to sneak, and thus gains no modifiers. Orcs
usually lack any sophisticated <Special Skills> requiring detailed knowledge or

brain power, and they are not very good at riding most creatures (except the very
occasional wolf or giant bat). Apart from that, though, an Orc could potentially
have any <Special Skill> - although of course in practice most Orcs are unskilled
and unintelligent, and are unlikely to live long enough for that state of affairs to

All the rules which cover Goblin magic-users apply also to an Orc shaman.

Available Classes:
Orcs make reasonable Battle-Wizards, known as Shamans to their race. They
also make excellent Warriors and Barbarians due to their stocky build and
readiness to dive into combat. They cannot become Rogues or Archers due to a
hindering lack of co-ordination.

As with a Goblin player character, an Orc may either be a member of one of the
many wilderness tribes, or be based in an evil (or at least neutral) city or town,
like Port Blacksand. Orc adventurers are rare but, like Goblins, Orcs have been
known to try their hand at just about anything, obtensibly in the service of evil, but
in fact in the service of themselves.

Orcs are brutish creatures, nasty-minded and evil. They are also rather stupid,
though they are possessed of low cunning. Unlike a Goblin, which at least has
some sort of animal-like charm, an Orc is simply a concentrated mass of
aggression, violence, stupidity and greed. Orcs are most dangerous when they
are in superior numbers; one Orc on its own will be far less threatening –
provided it isn’t given an inch!


As with Goblins and Orcs, Trolls are servants of the evil forces and they are most
often to be found in uniform, enforcing the will of some despot or other.

Out in the wilds, Trolls are often to be found dwelling near Orcs, whom they bully
unmercifully whenever they are in superior numbers. Trolls rarely organize
themselves into tribes, generally keeping to smaller, family groups. It is only in
the armies of evil (or the garrisons of places like Port Blacksand) that they will
work and fight together. They are brutal and violent creatures, and they possess
a deep-rooted meanness that stems from their profound stupidity.

All good races dislike Trolls, but a Dwarf is likely to fly into an extremely violent
temper when faces with one, owning to certain humiliations traditionally said to
have been inflicted upon various Dwarfs in the past. Trolls are occasionally to be

found preying on travelers in the wilds, but they will very rarely be adventurers –
not least because they would be attacked wherever they went!

After rolling up a Troll’s characteristics assign an additional 5 points to his Initial
STAMINA 3 to his Initial STRENGTH due to their inherently violent nature and
increased size. Conversely Trolls are an incredibly stupid, large and clumsy race
and thus suffer a 3 point penalty to both their Initial APTITUDE and PRESENCE
and 2 point penalty to their Initial DEXTERITY.

Trolls must have 1 point in the following: Dark Seeing, Strength and the use of a
very large weapon (typically a club, battleaxe or spear). Trolls are not renowned
for having a bent towards learning; as a result, most Lore skills are unavailable to
them, unless their background specifically allows them. Trolls are large and
brutish creatures and consequently count as Large in size when rolling for
actions like hiding or sneaking.

Trolls are far too stupid to use magic of any sort; even a Troll shaman who is
considered powerful by its fellows only as access in practice to a couple of Minor
Magic spells. As such Trolls can not learn any spells.

Available Classes:
The only two classes available to Trolls are Warriors and Barbarians. They are
far too stupid to learn the intricate weavings required to cast spells and thus the
caster classes are prohibited. Likewise they are far too large and clumsy to ever
master the arts of the Rogue or Archer class.

A Troll Hero will most certainly be a member of an organized force like the Port
Blacksand Town Guard. Such a character will be serving with force may be on
special assignment (it could even be part of a secret plan en endanger Heroes,
though it must be said that any Heroes who joined up with Troll would probably
be asking for trouble anyway). They do not other organize themselves into
tribes, owing allegiance merely to their own family.

Trolls are mean, vicious and, above all, plain stupid. They take tremendous
delight in fighting and drinking, and especially in the misfortunes of others. They
like gold and other riches but are usually just as happy with something large and
shiny. They don’t care for Elves or Dwarfs, and will work only with Humans who
have proved themselves to be at least as brutish and nasty-minded as

Table 3: Racial Characteristics Adjustments table:

                    Centaur   Dwarf       Elf        Goblin   Human   Orc   Troll
STAMINA               +2                               -6                    +5
WILL                                                                  -2
SKILL                                                                 +2
STRENGTH               +2       +1         -1         -2              +2     +3
DEXTERITY                                             +3              -1     -2
APTITUDE               -2       -1        +1                          -1     -3
PRESENCE               -2                             +3              -1     -3

Table 4: Race/Class Restrictions table:

                    Centaur   Dwarf        Elf       Goblin   Human   Orc   Troll
Warrior              YES       YES        YES         NO       YES    YES   YES
Barbarian            YES       YES        NO          NO       YES    YES   YES
Wizard               YES       NO         YES         YES      YES    YES    NO
Priest               YES       YES        YES         YES      YES    NO     NO
Rogue                 NO       YES        YES         YES      YES    NO     NO
Archer               YES       NO         YES         NO       YES    NO     NO

Overview of classes


Always the first to charge and the last left standing, the Warrior is a prime
example of the hardiness of the mortal races of TITAN. Sturdy yet versatile, the
Warrior is always ready to leap into the midst of combat, without regard for his
personal safety if the lives of those close to him are endangered. Unlike the
Barbarian class the Warrior has trained for years at his Melee skills and is often
seen in a leadership role, taking groups of adventurers into battle. This training
(often Military in nature, but not always) allows them to take advantage of several
skills not available to the more brutal and violent Barbarian.

Clearly STAMINA is a primary characteristic for any class. The more damage
you can sustain before falling unconscious the better, but for the Warrior
STAMINA is even more vital. Often being the first into battle, and being
responsible for protecting weaker, more vulnerable members of the party it is
often the Warrior who takes the most initial STAMINA damage in combat.

Supporting STAMINA are key characteristics such as STRENGTH and SKILL.
Assigning your highest rolls to both of these ensures you not only a decent
<Special Skill> in your offensive weapons but also maximises the potential of
your Class Unique <Special Skills> which are tried to these two characteristics.

As a Warrior your role is often one of protection and defense for the weaker
members of your adventuring party. The Wizards may be able to call down the
power of the elements and the Priests may be able commune with the Gods, but
both are of little use if the Warrior lets through the big-arse Ogre to bash their
puny fragile frame in.

Class Skills, Bonuses and Restrictions:
Class Unique Special Skills for Warriors include: Shield, Warrior Stance and
Heavy Armored Combat. They receive a +1 bonus to each of these Special
Skills at character creation.

Two-Handed Swords can only be wielded if the Warrior has taken at least 1 point
in the Strength <Special Skill>, and clearly they will be unable to wield a shield at
the same time.

Warriors are restricted from taking Magic.

Warriors are not restricted in taking any type of armor. In fact they are the only
class which are allowed to take Plate. They can even reduce the penalty for

fighting in full Plate and reduce its weight by taking the Heavy Armor Combat
<Special Skill>

Starting Package:
Equipment – Adventurer’s Backpack, One day’s Provisions, Bedroll, Flint and
Tinder, Small Shield, Sword (short), Chain Mail Cuirass,
Suggested Skills – Sword, Shield, Heavy Armored Combat, Warrior Stance,
Strength, Leadership


Fuelled by a reckless lust for battle and other’s blood, the Barbarian is a force to
be reckoned with on the battlefield. His rage drives his muscles far beyond their
normal limits when in the thick of combat, and as such he is able to deal far more
damage with brute strength and large physical weapons than any other.

For a Barbarian whose goal is to dish out as much pain as quickly as possible,
their primary characteristics are bound to be SKILL and STRENGTH, where all
their most damaging abilities come from, namely Two-Handed Weapon,
Strength, Berserk and Second Weapon.

Supporting characteristics for generally any damage dealer is STAMINA; being
able to instantaneously slice an enemy in half is useless if they are able to bring
you down before you even get to them, so a healthy amount of STAMINA is
always welcome.

In terms of thinking through what you have to do when combat starts, put bluntly,
there’s not much to it. As a heavy physical fighter, you want to try to aim for
targets without much resistance to your blade, such as casters and Rogues. Aim
to charge in and start hacking while enemy Wizards and Priests are still fiddling
with their robes for maximum ‘impact’.

Class Skills, Bonuses and Restrictions:
Class Unique Special Skills for Barbarians include: Berserk and Second
Weapon. They receive a +1 bonus to each of these Special Skills at character

Two-Handed Swords can only be wielded if the Barbarian has taken at least 1
point in the Strength <Special Skill>. A powerful combination is for the Barbarian
to take Strength, Two-handed Sword and Second Weapon, this allows him to run
into combat dual-wielding two-handed swords, throw in the Berserk <Special
Skill> and you have a truly frightening vision of fury.

Due to their raging, unsociable nature, Barbarians are restricted from taking
Magic, Etiquette and Pacify.

Barbarians can take all types of armor except Plate.

Starting Package:
Equipment – Adventurer’s Backpack, One day’s Provisions, Bedroll, Flint and
Tinder, Axe x2, Leather Cuirass
Suggested Skills – Axe, Berserk, Second Weapon, Strength, Unarmed Combat


Commanders of the very elements themselves, Wizards spend the majority of
their lives studying the arcane arts from libraries consisting of thousands of
tomes and from renowned tutors far older and wiser than themselves. The
culmination of all this learning is the ability to wield magic like no other. Wizards
shape and channel magic into raw power flowing from their fingertips: great bolts
of lightning, huge storms of surging wind and even the power to drain the very life
essence from anyone instantly are just a few of the more ‘useful’ incarnations of
their power.

A Wizard’s best friend is his brain (and one of those burly-type warriors to hide
behind!), and as such their primary characteristic is without a shadow of a doubt
APTITUDE, which governs how good they are at everything relating to learning,
including Magic.

For secondary characteristics, a Wizard can become nearly whatever he wishes,
he could choose to hone his SKILL for a more battle-mage focus, DEXTERITY to
be more nimble and acrobatic when it comes to feats such as scaling walls and
leaping over obstacles, or PRESENCE to make sure the Wizard has his say
when it’s important for the progress of the group. The only secondary
characteristic that can be safely ignored entirely is STRENGTH due to the fact
that, let’s face it, no-one who spends that much time in a library is ever going to
be able to even pick up a two-handed sword, let alone use it effectively in

As a Wizard, your role is fairly straightforward: firstly, you select a primary target
to focus your magic on. Ideally, out of a group this should be one who looks like
they would do the most damage and have the least STAMINA. Secondly, you
select your favourite damaging spell, of which there are many to choose from in
this respect; Lightning Blast, Fire Bolt and the like being ideal candidates. Thirdly,
you cast your spell at your target (hopefully there weren’t any unwary Heroes in
the way) and hope your target falls down.

Along with this, Wizards have a number of other utilities when it comes to both in
and out of combat largely determined by the <Spells> they pick, for example a
Wizard with Spectacular Image could scare away a group of Goblins to avoid a
tricky combat situation.

Class Skills, Bonuses and Restrictions:
Class Unique Special Skills for Wizards include: Potion Brewing and Detect
Magic. They receive a +1 bonus to each of these Special Skills at character

Wizards must spend at least 1 point in Magic at character creation.

Wizards are restricted from taking Strength, Siege Combat and Two-handed

Wizards are restricted to taking Light and Medium armor, though wearing
Medium armor will result in a penalty to their spell casting.

Starting Package:
Equipment – Adventurer’s Backpack, One day’s Provisions, Bedroll, Flint and
Tinder, Staff, Wand, Spell book, Wizard’s Robe, Potion Brewing Kit (Basic),
Leather Cuirass
Suggested Skills – Staff, Magic, Detect Magic, Potion Brewing
Suggested Spells – Fear(1), Fire Bolt(1), Illusion(1), Lock(1), Starry Orb(2), Force
Bolt(2), Fly(4)


In many ways wardens of TITAN and voices of the Gods themselves, Priests call
upon divine and spiritual magic for nigh-impossible tasks ranging from one
moment healing grievous wounds and bringing the wounded back from the cold
brink of death to calling down holy bolts of unbridled power unto their foes,
striking them effortlessly to the ground where they once stood. Priests are also
renowned for both their inspiring inner-calm they have trained all their life to
achieve and their ability to rally Heroes from the direst of situations, turning the
tide of many a battle others deemed lost.

As a primary Magic user, the most important Priest Characteristic is APTITUDE
which determines their Magic <Special Skill>, along with many other important
learning skills, such as Lay on Hands and Trance.

Secondary characteristics for Priests include SKILL, for more of a warrior-priest
type character, DEXTERITY for more of an agile build or PRESENCE to make
yourself heard in important situations. STRENGTH can be for the most part
safely disregarded as no self-respecting Priest would wish to put more power

behind their sword when they could be putting more power behind a blast of
divine power instead.

In combat, a Priest’s role is often multifold, firstly it is to ensure the survival of
Heroes in your party, which can be mainly achieved by the use of the Stamina
<Spell> and the Lay on Hands <Special Skill>. Secondly, it is to help with
damaging enemies where possible by use of offensive spells such as Bolt of
Power to dish out some serious damage.

Physical damage of any kind tends to be rather fatal to most priests, so as a rule
of thumb if you see what looks like a lunatic waving an axe running in your
direction, your safest option is to hide behind the nearest Warrior or Barbarian,
unless of course the axe waving lunatic is the Barbarian in your party!

Out of combat, Priests are usually relied on to both heal the party and keep
spirits high with tales of yore you have collected over the years. They can also
use a number of different magic <Spells> to influence their situation.

Class Skills, Bonuses and Restrictions:
Class Unique Special Skills for Priests include: Lay on Hands and Trance. They
receive a +1 bonus to each of these Special Skills at character creation.

Priests must spend at least 1 point in Magic at character creation.

Priests are restricted from taking Strength, Siege Combat and Two-handed

Priests are restricted to taking Light and Medium armor, though wearing Medium
armor will result in a penalty to their spell casting.

Starting Package:
Equipment – Adventurer’s Backpack, One day’s Provisions, Bedroll, Flint and
Tinder, Staff, Holy Symbol (Wood), Priests Vestments, Leather Cuirass
Suggested Skills – Staff, Magic, Lay on Hands, Trance
Suggested Spells – Stamina(1), Bravery(1), Holy Command(1), Holy Spear(1),
Blind(2), Mind Dart(2), All Heal(4)


Masters of deceit, trickery and subtlety, rogues make for a very deadly and near
invisible threat. Cloaking themselves in shadows, they easily sneak up on
unsuspecting foes and strike their vital points precisely, resulting in massive
damage, if not the instant termination of the target. After this devastating blow,
the Rogue has many other tricks up her sleeve, including a wide array of sharp
daggers coated in the deadliest homebrewed poisons known to the mortal races,

all to ensure that if the Rogue’s foes survive the initial strike, they certainly won’t
survive more than a few fleeting moments after.

As nimble and agile Heroes, A Rogue’s primary characteristic is DEXTERITY,
which determines how good they are at sneaking, the lethality of their sneak
attacks, as well as their effectiveness at attacking with more than one weapon.

Secondary characteristics for Rogues are quite important, and should be either
SKILL for more damage with their main weapon, APTITUDE, for more damage
with deadly poisons or PRESENCE to wheedle your way out through quick
talking of being caught by the local city guard trying to steal someone’s purse.

Before combat, your role is to assess the opposition and determine which would
be the most useful to be taken out first. You should then attempt to sneak up on
this target to enable you to use a sneak attack to quickly disable them. Once this
is done, you should either continue attacking your target if it is not dead or make
your quick escape if he happened to be someone important and now all his
friends have a personal vendetta against you.

Out of combat, your inherently high DEXTERITY should enable you to spot and
disarm traps with ease, as well as pick the locks to tricky chests you don’t want
your Barbarians to smash the contents of when they inevitably grow tired of the
key to be found.

Overall, remember you are a fairly squishy class, and as such cannot take much
pounding with heavy weapons, so it is always best to distract your foes to
attacking the Warriors and Barbarians in the group so that you don’t suffer your
untimely end at the hands of Morg the Big Orc Rogue-Squasher.

Class Skills, Bonuses and Restrictions:
Class Unique Special Skills for Rogues include: Poisons, Lethal Strike and Off-
Hand Weapon. They receive a +1 bonus to each of these Special Skills at
character creation.

Rogues receive a +1 bonus to Dagger, Throwing Dagger, Sneak and Sleight of

A Rogue can only have two attacks if they take the Off-Hand Weapon <Special
Skill>, and this off-hand item is limited to either a dagger, throwing dagger or any
other easily concealed weapon.

Rogues are restricted from taking Two-Handed Sword and Magic.

Rogues can take all armor types other than Plate, though wearing Medium or
Heavy armor will result in a penalty to DEXTERITY and dexterity-related skill

Starting Package:
Equipment – Adventurer’s Backpack, One day’s Provisions, Bedroll, Flint and
Tinder, Dagger x2, Throwing Dagger, Poisons Kit (Basic), Thieves’ Tools (Basic),
Leather Cuirass
Suggested Skills – Dagger, Throwing Dagger, Lethal Strike, Off-Hand Weapon,
Poisons, Sneak, Sleight of Hand, Trap Knowledge, Awareness, Disguise


Hailing from open plains and lush forests, the Archers of TITAN are of nigh-
mythological status when it comes to impossible sounding feats with a bow, such
as shooting an apple off a man’s head at a hundred paces, or splitting an arrow
fired into a target with another. Many believe these stories nothing more than
long-told myths, passed down from generations, but for the legendary Archers of
the world, however, the list of remarkable deeds one can achieve with the arrow
expands so far beyond such acts it could be compared with an apprentice
learning his first spells to a wizened Arch Mage, a true master in the magical arts.

Archers are primarily an extremely agile class, relying on their DEXTERITY and
SKILL to lead their arrows where they desire. As such, they should be an
Archer’s main focus. SKILL increases the chance to hit targets, and determines
the effectiveness of the Exploit Weakness <Special Skill>. DEXTERITY governs
how fast the Archer can fire arrows (Flurry of Arrows), as well as the preparations
made on the arrows beforehand (Preparation).

Secondary characteristics for an Archer include PRESENCE for being heard
when the situation demands, or APTITUDE if the Archer so desired to learn a
skill related to learning.

As an archer and primarily damage dealing class, your job will be to single out
weak-looking targets and eliminate them with as many arrows as necessary as
quickly as possible.

Your light armor means you don’t want to be taking many blows from enemies,
as your agile frame just wasn’t built to take big clubs to the brain, so find a wall or
a nice Warrior to hide behind if someone looks to want to smash your face in!

Class Skills, Bonuses and Restrictions:

Class Unique Special Skills for Archer include: Flurry of Arrows, Preparation and
Exploit Weakness. They receive a +1 bonus to each of these Special Skills at
character creation.

Archers receive a +2 bonus to Bow, and a +1 bonus to Excellent Vision.

Archers are restricted from taking Two-Handed Sword, Magic and Strength.

Archers can take all armor types other than Plate, though wearing Medium or
Heavy armor will result in a penalty to DEXTERITY and dexterity-related skill

Starting Package:
Equipment – Adventurer’s Backpack, One day’s Provisions, Bedroll, Flint and
Tinder, Bow (short), Quiver with Arrows x25, Sword, Leather Cuirass
Suggested Skills – Bow, Sword, Flurry of Arrows, Exploit Weakness, Preparation,
Scouting, Hunting


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