Faeln: Extras

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What is an Extra?[edit]

PCs can take extras. In fact they are encouraged to do so! Any PC has 1 aspect, 2 stunts, and 6 skill points they can spend on extras. They can even spend some of their starting stunts, refresh, skill slots, and aspects on extras. They cannot, however, spend their extras aspect, stunts or skill points on their normal list of stunts or to improve existing skills. Skills purchased as an extra don’t need to conform to a pyramid or column, but are still subject to the current skill cap. So, if you’re creating a new character of Great (+4) level, then your highest skill can be no more than Great (+4), be it in your normal starting pyramid or your list of skills purchased as extras.

That said, Faeln is a setting designed to run perfectly fine without any extras at all if you find that they add an unnecessary complication.

Shared Extras[edit]

PCs can combine their extras to create more powerful extras they share. This could represent organizations, headquarters, lands, or large vehicles like ships and their crews.

What Extras Do[edit]

You can use your extras points to purchase things that represent anything from your special master of high magic to your influence in a powerful organization. The following lists some ideas.

  • Skills, stunts or aspects unique to your race.
  • Special equipment
  • Companions (including mounts!)
  • Special magical training
  • Property (including crew and/or staff)

Improving Extras[edit]

When you earn skill points or refresh, you can spend them on your extras instead of your normal skills and stunts if you choose. This is especially useful when, for example, you find a new or better piece of equipment, get promoted in your organization, are awarded lands, etc.

Types of Extras[edit]

The below sections describe various kinds of things you could purchase as an extra.

Special Weapons[edit]

Masterwork weapons and magical weapons are purchased as extras. A basic weapon extra can be purchased with a stunt that provides extra damage. This extra is represented by weapon followed by a number. By default, this is weapon:2. That means, if you hit with the weapon, you get to inflict +2 stress on top of the normal stress you inflict. You can play with this value a little bit, too, in order to provide some variety. For instance, perhaps a magic short sword has a weapon:1 bonus but also grants a minor +1 bonus to initiative rolls. A vorpal weapon (or magic great sword, great axe, or pole arm) might deliver weapon:3 but force the wielder to go last in an exchange.

More than one stunt might be spent describing such a weapon, and if it is highly magical, you could spend an aspect on it to reflect its background, exceptional quality, or sentience. Give it skills and it might be able allow a character to do things they wouldn’t normally be capable of or, if the character already has that skill, a teamwork bonus could apply!


Special Armor[edit]

Masterwork armor and magical armor works can also be purchased as extras. A basic set of masterwork armor is purchased with a stunt from a character’s extras and provides a bonus for absorbing stress. This is denoted by armor followed by a number. By default, this is armor:2, and it means that if you are attacked, then the first two points of stress inflicted are ignored. If that reduces the stress inflicted down to 0, then the attacker does no damage to you and the attacker gets a boost instead. As with weapons, you might play with the value a little bit, adding small advantages or flaws to balance things out. For example, an enchanted suit of night elf armor might provide armor:1 and a +1 bonus to overcome actions using Stealth to avoid notice.

Like weapons purchased as extras, you could give armor an aspect and even skills. This might reflect a magical suit of armor (perhaps a fantasy version of powered armor!) that is nearly sentient in its own right.

Special Equipment[edit]

Equipment could also be enchanted. Magical lutes might provide interesting bonuses when used with Rapport, or might in fact play themselves if they have an aspect or skill for it. You could have magical vehicles that drive themselves or portable homes you unfold to make camping instantly comfortable. Imagination is really the only limit here.

A magic item can be represented with an aspect, a stunt, skill points, or any combination of them.

Consumable magic items like potions, powders, salves, and ammunition might be acquired via the create an advantage action using Resources rather than spending extras on them. Alternately, they might be found as part of loot and treasure. Once invoked, they usually disappear like a boost.

Properties and Resources as Extras[edit]

Character can also represent their personal holdings as extras. PCs can even pool their extras together to create larger holdings, of which they each command some part. This could represent towers, lands, manors, even castles. Skills provided might reflect staff, defenses, and helpful features. For example, a Wizard Tower extra purchased with Lore at Good (+3) probably has an extensive library and apprentices that can look things up for you. A Manor might have surrounding lands providing Good (+3) Resources and serfs to work it. A Castle might have Fair (+2) Defenses and Siege Weaponry to fend of attack. You would define these skills as thick walls and moats that provide a skill to roll for defense, plus a couple trebuchet and several ballistas manned to use to attack (in place of Shoot).

These things generally operate a greater scale than PCs, of course, and so should interact with things of appropriate scale.

High Magic[edit]

You purchase skills and stunts associated with high magic with extras points. Normally, you should dedicate an aspect to reflect your training or background, then take skills and spend any stunts to indicate what you can do and what your specialties are. At minimum, you need to assign an aspect and at least one skill point from your extras to buy into high magic. See the Magic section for details.


Companions might be staff, allies, sidekicks or even magical familiars. They can be purchased with just an aspect, by spending a stunt or two, with skills from your extras allotment, or any combination of these.

By Aspect[edit]

You can use an aspect extra to describe a group of allies that are useful in situations described by that aspect. For example, perhaps you have a Merry Band of Thieves. Their support could be invoked to provide support in activities related to thieving. Groups described by the aspect could be represented by nameless NPCs, while and individual specifically named in the aspect would be a supporting NPC played by the GM. The aspect might be invoked to have the NPC or group around when they might not otherwise be, or compelled when the NPC or group is in trouble.

Stress inflicted on nameless allies usually just knocks them out rather than kills them off. But supporting NPCs can take stress and consequences (usually no more than 1 or 2 consequences before offering concession or being Taken Out, however).

By Stunt[edit]

You can spend a stunt slot instead on your allies or favored sidekick. This means the group or individual will always be available whenever you need them without having to invoke the aspect. In addition, you can make your allies or sidekick more powerful and have more stunts than one described only by an aspect.

Note that some groups of allies might be implied to exist already from the purchase of other types of extras, such as when you use extras to purchase properties or buy into organizations. Properties and organizations with skills usually actually have people providing those skills. If you need to build them, they can typically be built as nameless NPCs.

Other Uses[edit]

A group of allies can sometimes offer a side benefit, allowing a character to act at a scale she normally would not be able to. For example, if you have a Band of Mercenaries with you, you might be able to directly engage in attacking things of Giant scale. Things of different scales generally don’t interact directly with one another, but adding groups of people to you just might give you the edge you need to bring down something much bigger than you!


Your expenditure of extras to describe an organization could describe a whole organization or the part of a larger organization over which you have influence or control. Skills, stunts and aspects can be spent to define what your organization is.

Organizations operate on a Giant or Epic scales. Skills selected should be customized a bit. For example, instead of Fight, your organization might have a Security skill, Assassins skill or an Army skill. It would work the same way, but is flavored to fit the type of organization you describe.

Organizations can usually interact with one another normally if they are of the same scale. An organization of Giant scale will usually interact on the Personal scale simply by sending representatives to deal with them, knowing that individuals, on their own, will have a hard time fighting back against the entire organization. (Unless they have some extra that allows them to interact on a scale larger than personal.)