House Rules


1. Weapon Modifications

Weapon ROF Damage S-M Damage L Special Rules
Light Crossbow 1/1 1d6+1 1d8+1
Heavy Crossbow 1/2 1d8+1 1d10+1

At medium range Light and Heavy Crossbows reduce an opponent’s armored AC by 2, at short range it is reduced by 5.

Weapon Wt. Speed ROF Dm – M Dm – L
Wheellock Musket*† 8 8 1/2 1d12 1d12
Wheellock Pistol*† 3 7 1/2 1d8 1d8
Blunderbuss*‡ 10 10 1/3 1d8 1d8
Blunderbuss Pistol*‡ 6 9 1/3 1d6 1d6

  • Ignores all armor based AC bonuses, except magical bonuses
    † If max damage is rolled, roll an additional die for damage.
    ‡ Inflicts 1d4 separate attacks at close range, which may also hit multiple targets.

2. Armor Modifications

Armor modifiers vs. Weapon types are used as in PHB & DMG

3. Critical Hits / Critical Fumbles

Results for critical hits and fumbles are rolled for on a chart and left to the discretion of the DM. Generally critical hits result in x2 damage and special effects.

4. Encumbrance

We aren’t nitpicky about the exact amount of weight your character is carrying, as long as it is within reason. Wizard’s attempting to haul around suits of full plate armor simply aren’t going to cut it. Common sense rules here, but no counting the exact weights of your flint + steel and rations.

That being said, carrying around 5,000 gold coins in your “pocket” isn’t going to do. Alternate ways of carrying wealth are suggested, such as using gems, large trunks, or purchasing a home to store your cash.

5. Food / Rations and Resting

Characters are still expected to purchase rations sufficient for the journey and are expected to purchase real meals from time to time. No living off of pure dry rations for months at a time, otherwise scurvy will set it!

Good rest in an important part of the journey for any adventurer. Players are expected to make sure their characters are provided with sufficient amounts of proper rest, thus spoiled mages who have “no problems” sleeping on the ground without any sort of bedroll or tent for weeks on end are not going to cut it. Characters who insist on braving harsh conditions will eventually begin to suffer from fatigue, which reduces your constitution and increases your likelihood of falling ill.

6. Reputation

Characters can gain fame and infamy in the Titan setting. The scale for it works as follows:
1 Accepted
2 Known
3 Noted
4 Good Standing
5 Liked
6 Well Known
7 Admired
8 Prominent
9 Distinguished
10 Popular
11 Reputable
12 Honored
13 Celebrated
14 Illustrious
15 Eminent
16 Acclaimed
17 Prestigious
18 Famous / Infamous
19 Renowned
20 Revered

Reputation is divided into three general categories; local, regional, and national. For every 3 points a person has in a lower level, he received 1 point on the level above. Thus, Torvald, the Famous (18) town mage of Halkirk is Well Known (6) throughout upper Tyvarre but is only Known (2) throughout the entirety of the nation. Beyond that, he is completely unknown.

Reputation points themselves are rewarded at the discretion of the DM. A player can expect actions such as rescuing a local child, to only give him points on the local scale. However, slaying a great red dragon whilst the Prince of a nation is watching is likely to directly give the PC national reputation points.

Furthermore, what can a player expect to gain from reputation? When a situation arises in which a character’s reputation may play a roll the PC rolls a d20. Any roll equal to or less than the character’s reputation is considered a success and may garner the PC some leverage. Attempting to convince a guard that you are actually the good guy and that the real murderer is getting away could call in a reputation check. On the other hand, a reputation check could intimidate a group of traveling merchants to lay down their arms instead of fighting a bandit PC who is well known for his evil actions. The benefits don’t end there. Sometimes merchants can be convinced to give well liked PCs discounts on their wares, or let out information they wouldn’t normally just tell anyone.

7. Class Notes

A. All

I. Level Limits based on class are enforced, however, certain prime requisite scores can increase the level cap by a certain amount. Details are listed in the DMG.

II. Multi-classing and Dual-classing are available to all races.

III. In addition to the normal class based number of non-weapon proficiencies, all classes gain a bonus number of non weapon proficiencies equal to twice “# of languages” number listed under intelligence. Characters begin with knowledge of their own language but should the player wish to learn more languages, he must do so by sacrificing non-weapon proficiencies.

IV. The Number of languages a character starts off knowing are equal to the # of languages listed under intelligence, native born languages are automatically known. Also, a player may trade language proficiencies for increased NWPs.

B. Fighters

I. Parrying

Normal parrying allows a character to reduce his AC by ½ of his level +1. Therefore, Torvald the mage wishes to parry with his staff. He is level 6 with a normal AC of 8. With parrying his AC would be reduce by 3 (half his level) +1, thereby giving him a 4 AC. Parrying must be announced before initiative for the round is rolled.

Fighters may choose between two types of parrying, the one listed above, or a riskier variant. A Fighter may sacrifice an attack (he may sacrifice as many of his attacks as he wishes) in order to negate an incoming attack. If an enemy lands a hit, the fighter must make an unmodified attack roll against his enemy’s AC. If successful, he parries the attack. The DM reserves the right to declare whether or not incoming attacks can be parried in this manner. Such cases in which a fighter is attempting to parry a dragon’s claw with a dagger makes little sense and thus will not be allowed.

C. Thieves

I. Gain a bonus 3 non-weapon proficiencies.

II. Scaling with a thief’s back stab modifier, he also gains a bonus to any non-crafting non weapon proficiency check: + 1,+ 2,+ 3, —.

III. When attacking an enemy from the flank or rear thieves gain a damage bonus that scales with their back stab modifier: + 2,+ 3,+ 4,+ 5.

D. Sorcerer

E. Wizard

I. Reagents are required for spells.

8. Feats

9. Alchemy

House Rules

Tales of Titan Manstein