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$843
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backers
11days to go

All or nothing. This project will only be funded if it reaches its goal by Wed, September 4 2019 2:50 PM UTC +00:00.

$843
pledged of $12,000pledged of $12,000 goal
31
backers
11days to go

All or nothing. This project will only be funded if it reaches its goal by Wed, September 4 2019 2:50 PM UTC +00:00.

About

The Titans Trail is a tabletop RPG focused on Mech Vs Kaiju style combat in a fictional Victorian Era Alternate Universe. TTT is its own unique game, with its own rules and skill check system. This is a new system, not a reskin, shell, or extension of any other rpg. Create your Pilot and Titan, customizing both with their own backstory, class, look, abilities and personality.

  • 5 unique Titan Base classes, each with sub-classes, for a total of 10 possible classes and even more to come in the future.
  • Massive battles with ready-made skirmish scenarios and monsters/enemies featuring player-piloted Titans as well as out of Titan combat. Also included is a detailed guide on making your own Kaiju and scenarios.
  • Unique scaling dice rule set and level-up system that encourages role-playing and character growth, allowing DM’s to reward players more often without breaking your campaign.
  • Items and Loot tables for easy player rewards and guides on making your own items tailored to your setting and your players. 
  • System of leveling dice type along with modifiers, encouraging party specialities and allowing for deeper character specialization and role-playing moments. 
  • Players start all skills with a ”Potential Dice Of D4+ Skill Modifier. Skill Modifier is determined by attribute points. Players can spend attribute points to Increase the “Potential Dice“  to the next tier. (D4>D6>D8>D12>D20)
  • The Vs Roll mechanic brings intensity and realism into combat as well as skill checks. Attackers roll to hit while defenders roll to block or evade. The higher roll, plus modifier, is successful.
  • Using the same VS roll system for skill checks, with the difficulty of the task setting the potential dice used for the DC, hones party roles and decreases the potential for all out failure of simple tasks that your character would be an expert in.

The Titans Trail will appeal to you if you've been playing Tabletop RPGs for many years or are just beginning your first journey. Our hope is to bring more people together by making RPGs easier to understand without watering down that amazing dice-rolling, character-building, leveling-up experience.  

We have been in play testing for 2 years now and our team is working tirelessly to complete The Titans Trail Core Book. We hope, with your support we, to begin full-time development, printed hard copies of the Core Book and future modules and expansions.



Our system is very mechanical and not like narrative based systems. We believe that a honed rule set and system is the perfect foundation for great  a story. If you want to do something, there should be a rule for it, and it shouldn’t be complicated, that’s why we are working hard on making The Titans Trail system easy to use, while having defined and extensive rule set and tool box. 


Roll 4d8, add the top three numbers up. Do this 6 times and assign these to your 6 Ability Scores. You will use these scores to determine what dice you roll and what your modifier is to that roll. Each Ability starts at a D4 “Potential Dice”(PD).  Meaning when you want to take an action relating to a said ability. Roll the Dice type you currently have unlocked for that Ability Score. D4>D6>D8>D10>D12>D20. Upgrading to the next PD requires 10 points of the same ability you are upgrading.

The base abilities for Player Characters are Strength, Dexterity, Intelligence, Wisdom, Constitution and Charisma

Ability score modifiers gains a bonus at every increment of “5”. Example: a Strength score of 20 has a modifier of 4 plus whatever you roll on your current potential dice unlocked for that skill.

Upgrade Example. If you have a Dex Score Of 30(+6)and a PD of D6 in Dex. To upgrade spend 10 Dex points to upgrade to a D8. Bringing you to a PT of D8 and Dex of 20(+4)

We also use a Vs Roll system for skill checks and attack rolls. Attackers roll to hit with either Str or Dex, while the Defender Roll to either evade(Dex) or Block(Str). The higher roll is successful.

Skill checks work similar, but with the difficulty of the task setting the dice and modifier of the opposing roll. (Difficulty Chart: Very Easy-D4+2 Easy- D6+3 Medium-D8+4 Hard-D10+6 Very Hard-D20+8)

For example: You are trying to scale a wall, you have a Dex of 15(+3)with a Potential dice of D8 in Dex. You roll your D8+3 for Dex. The Dm knows this wall to be easy to scale, so he rolls a D6+3. The higher roll would determine the outcome, if the Dm rolls higher you fail, if you roll higher you succeeded.

This is the Base System behind The Titans Trail, and we have been finding it is incredibly fun and leads to great role play moments. This system also allows DMs to reward players with Attribute points more often without breaking the game.


Theradon, the only city known to mankind for almost 600 years. Surrounded by The Great Desert, the city has been kept small and, due to the harsh terrain of the surrounding land, built itself up instead of out. As far back as the city has recorded its history, Titans have approached the city and stood outside its border. Titans are massive mechanical beings capable of incredible power. However Titans require a pilot to bond with. And only one person can bond with a Titan, and they will wait for the correct person to bond with sometimes for many many years. Hundreds flock to the city’s edge to try to impress the Titans that arrive. Some bring offerings, other perform everything from duels to poetry; anything that might get the attention of the massive machines. Nothing is guaranteed to work, for every Titan is different. It is even said that every Titan has one destined pilot. 

Theradon has reached its limit, though, and overpopulation has become chief among its problems. As a result, employment rates plummet, and so the poor become hungry, and the hungry become starving. The rich and corrupt take advantage of the poor, treating their workers terribly. Farms dwindle and space for any cattle grows scarce. With the newly rising Industrial Age, the air grows thick with smoke and soot. 

There is a way to escape poverty, though: impressing a Titan gives you immediate status. Many of the city's elite are quick to employ Titan pilots and the City Guard is always looking for Defenders of the Wall. Beasts and outcasts attack or try to breach the city walls more frequently. 

There are those, however, that look to solve problems and an idea that has been controversial has finally been approved by the Council. A group is to be formed and sent into The Great Desert to find a more fertile land to settle. It's become clear that humanity's future hopes lie in its expansion. However, The Great Desert is a harsh and unforgiving place and many monster/kaiju live in it. Creatures that would make an easy meal of a caravan of settlers. And so, though many are needed to guard the city walls, a group of Titans pilots have been chosen to accompany and guard this new hope that is being sent into the unknown.

Duke: These machines are the largest to arrive at the walls of Theradon. Being the main tanks and doing devastating melee attacks.

Build: Heavy armor, Heavy Melee weapons. STR Based

Max size: 50 Feet

Speed: 200 Feet

Starting HP: 5d10+Sturdiness

Power Cell: 30

Starting Weapons: 2d10 Dmg

Abilities

Overpower: -10 Power to add 1 damage dice to an attack per round. 

Flex: -10 power to Add 5 to a STR based ability check. 

Take the Hit As a reaction you can Intercept an attack within 100 feet that has targeted an ally. Ranged attacks can be intercepted with no check. Melee attacks require a DC 13 STR check, and the target will be pushed out of the way and you take the damage instead.

-—

Duke Sub Classes:

GUARDIAN A defender for times of peril or peace. Guardians protect their chosen ally’s like the wall of a city and are not easily brought down. They are the immovable object, using their massive bodies, impenetrable armor and decisive attacks to keep their charges safe.


Subclass Abilities 

Armor of Strength: Both Strength and Sturdiness modifiers are added to the Guardians AC. 

Shield of Courage: When you “Take the Hit” you no longer automatically take the damage. Instead the attack must be equal or higher than your AC.

Guardians Ward: Select an ally to protect. While within 100 of your Ward, attacks against that target have disadvantage, and if you take the attack action, you gain one additional attack. 


DESTROYER A Warrior of immense Power! Bringing a quick end to their enemies, Destroyers are the unstoppable force. There attacks are swift and devastating. If you see a Destroyer, hope that it is on your side.

Subclass Abilities

Havoc: -20 power. Your weapon strikes with furious speed all around you. Make attack rolls for all targets in a 50 foot cube around you. You may overcharge this attack but each strike takes its own -10 power.

Devastating Focus: -10 power per round. You focus on a single target, bringing all of your wrath down on it. Target one enemy, you have advantage on attacks and an additional attack against your targeted foe. You may move your focus to a new target only when you have destroyed your current focus.

Path of Destruction: -20 power, You charge for 200 feet, anything in your path must make a Strength check against your attack roll or be knocked prone and take 4D10 damage,  Or half as much on a successful save.




Scrapper: Though small, do not underestimate these Titans, they are the swiftest know to exist. Able to take down foes before they can land a single strike.

Build: Small Melee Weapons, Short Ranged weapons. medium armor.  DEX Based

Max size: 30 feet

Speed: 200 feet

Starting HP: 5d6 + Sturdiness

Power Cell: 30

Starting Weapons: (melee) 2d6 Dmg, (Range) 4d4 dmg with 300 foot range.

Abilities

Surge: -10 Power to make an attack on your bonus action. 

Dash: -10 power to add 100 feet to your movement for one round

Quick draw: Spend 5 power reroll one initiative roll. Usable once per day. 




Glitch Sub Classes:

SHADE Shades are elusive and hidden things, striking from unseen shadows. It is even said that they can completely fade from this dimension. Do not seek out a Shade, it is a futile pursuit.

    Subclass Abilities

Shadow: Shades gain advantage in stealth checks.
 

Fade: -15 Power per minute to shift into a sub dimension. While in this sub dimension you can see and hear but cannot interact or attack objects or creatures. You may prepare an attack or action for when you shift out.

Silent Strike: If you are the first to attack an unaware enemy, it counts as an automatic Critical hit. You must also role a Stealth role to accompany your attack role, to see if other hear your strike.

Nightmare: -15 Power to send a single target to a dimension of pure darkness, for one round. The Target must succeed in a DC 15 will check to not be stunned for the next round as well. 



FLARE Burning bright and fast these Titans are among the swiftest you’ll ever see. Moving across the battlefield in the blink of an eye and striking even faster. Flares shine on and off the battlefield bringing a sense of hope to there allies, and a swift end to there foes.

    Subclass Abilities

Flames Grace: Flares have an extra 100 feet of movement and an extra attack if you use the “attack” action.

Searing Strike: -20 Power to make a single melee attack, 2D6 fire damage. The Target must make a Constitution saving throw against your attack roll. If it fails it bursts into flames and take an additional 2D6 each round. Target must use an action to put itself out.

Ignite: -10 Power per round, your chosen weapons Ignite with flames and do an extra 1D8 Fire damage.

Beacon of Hope: If you are actively engaged in combat, any ally within LOS, is immune to fear and has advantage on wisdom saving throws.



Glitch: By far the most mysterious of the known Titan types. These utilize powers and forces that can only be from other realms and dimensions. 

Build: Buff/Debuff/healer class. Light armor, small melee weapons, small range weapons Wis Based 

Max Size: 35 feet

Speed: 200 feet

Starting HP: 5d4 + Sturdiness

Power Cell: 20

Starting weapons: 2d6 dmg. (melee), 2d4 dmg (range)

Abilities

Siphon: On a successful attack roll, may make a WIS contest roll to drain the target of 1d10 Power, which may be kept or distributed to an ally for a bonus action.(power cannot exceed max)

Nanite Repair: - 10 Power to Repair an ally 1d8+Wis, must be next to target. This action uses 1 store of nanites which can be remade on a bonus action.

Repel Field: -10 Power to erect a repulse field around a target. Attacks against target have disadvantage for for 1 Round. (Usable once per encounter)

Feedback: After a successful Siphon attack, you may send the energy you siphoned back to the target as damage.  

Overcharge: After a successful Siphon, you may attempt to charge your power cell beyond its maximum limit, make a wis save, DC10 to keep the charge from exploding and damaging you. You may do this multiple times the DC raises by 5 each successful overcharge. On your command you may release all the overcharged power at once for a massive blast of 3D8 damage, plus one damage dice for each successful overcharge. Clamps must be engaged for this ability, if you don’t want to fly backwards Clamps must be engaged for this ability, if you don’t want to fly backwards





Glitch Sub Classes:

LUMINARY A source of light in dark places and a beacon of hope for those without. This class uses the manipulation of light and other particles to create effects, illusions and cause damage. The last thing enemies of a Luminary see is there blazing light.

Subclass Abilities

Everlight: You have the ability to light everything around you in a even light for 200 feet.

Wall of light: -20 power to create a wall of solid light 100 feet by 100 feet. The wall lasts 10 Minutes and has an HP of 50. The wall can be placed in any direction to make platforms as well.

Shining Spear: -25 power. You create glowing spear that penetrates through enemies in a straight line for 300 feet, dealing 5D8 piercing damage. Roll attack for each target in the line, the damage remains the same.




PULSAR A voice for the unheard, a singer of stories, and the sound of power. This class uses sound and other waves to create notes perfect enough to slice through matter and sonic waves of pure volume. These will not be ignored.

Subclass Abilities

Silent:  You know how to step and take small actions without making any sound. 

Slicing Word: -20 power. You utter a sonic sound that slices through the air and matter alike in a 150 cone, dealing 5D8 sonic damage. All effected make a Con save to take half damage. 

Sonic Boom: -30 power. A shockwave of sound emanates from you in a 150 foot sphere. All in the radius make a dex save or be pushed to the outside of the spheres radius and take 3D6 damage



PewPew: The artillery and main damage dealing force. City guards of this class have the highest kill count, able to take down Kaiju before they even reach the wall.

Build: Range Class, med to long range. Light armor. Int Focus

Max Size:  40 feet

Speed: 200 feet

Starting HP: 5d4 + Sturdiness

Power Cell: 20

Starting Weapon: (Ranged) 2d8

Range 320 feet


Abilities:

Guided Shot: -10 power to add 5 to a ranged attack roll. May use once per round. 

Keen Aim: -5 Power to add 100 feet to a ranged attack. May use once per round. 

Scan Focus: -10 power to Scan 1 target, based on int check you can learn the targets, Hp, power levels, weapons, weaknesses(if any), etc. Crit= all Allies have advantage in attack rolls vs target. 

Scan Sweep: -10 power to scan a 150 foot area circle around yourself. Scans can focus on life forms, terrain, electronics, etc.



PewPew Sub Classes:

*All Pew Pews who attain enough Bond to reach a Subclass gain a second attack, when taking the “attack” action.

ELEMENTAL Earth, Fire, Ice, and Wind. These are your arsenal. Elementals imbue there attack’s with these properties to deal damage effective to their target. As well as being able to adapt to any environment and are incredibly resistant to these damage types.

    Subclass Abilities 

Imbue Core: After each Long or Short Rest, pick one of the 4 elements. Any damage that is of non elemental type,(ie, slashing, bludgeoning, piercing) does your chosen elemental damage type as well. In addition, you are resistant to that type of damage.

Charge shot: -10 power, Hold back some of your elemental damage to charge up your next shot. Damage held back charges exponentially. (Ie, if you roll 10 fire damage, and choose to hold and charge 7 of it. If your next attack hits, 14 extra fire damage would be done). Charges held for more than one round have disadvantage.

Explosive shot: -20 power to fire a shot that explodes in a 50 foot radius for 5D10. All in the radius must succeed in a Dex saving throw to take half damage.




SHARPSHOOTER Tracking and taking down a target is a good skill, but coupled with the ability to take down that target without them ever knowing of danger, is what makes Sharpshooters so deadly.  There mark is often found without any resistance.

    Subclass Abilities

Ranger: Your maximum range, with clamps engaged, is 1200 feet, and your target will not hear your shot for 2 rounds . Or 600 without, and will not hear your shot for 1 round.

Draw Bead: -15 Power, you mark a target. You cannot lose track of your mark, and you ignore partial cover. While attacking your mark you Crit on nat 18-20, And do not have disadvantage on “called shots”.

Crack Shot: -10 Power, you aim for a specific part of a target, Head, Eyes, Legs or Weapon. Each will inflict a different effect on the Target. Head-Stunned, Eyes- Blinded, Legs, Knocked Prone, Weapon- Dropped. The Target must succeed on a Con/Strd Check against your attack roll.




Hunter: The oddest of all the known Titans. Being to small to pilot, Hunter class Titans, fight along side there chosen companions. Gifting them size, strength and fortitude.

Build: light armor, med range. Has one companion. Range class

Max Size: Titan: 20 feet, Companion: 10 feet.

Speed: 200 feet

Beginning HP: 3D8 +Sturdiness, Companion shares HP

Power Cell: 25

Starting Weapon: 3D6  


Abilities:

Reboot: A gift from your Companion, you may take the form of a Titan once per short rest. Weapons and armor do not carry over to alternate form. This is a Bonus Action.

Supercharge: -10 power, Your Companion temporarily fuses with a Titan. And can give advantage to either ability checks, attack rolls, or saving throws. Lasts 1 min.

Restore: -10 Power, Companion fuses with a Titan to restore 2d4 HP or Power.


Hunter Sub Classes:

ALLOY Titan and Pilot battle as one, bringing an unparalleled reaction time and accuracy to the battlefield. While still able to fight apart, this Subclasses focuses on Fusing, becoming a single deadly force.
 

Sub Class Abilities

Fuse: While in Reboot form, you and your Titan can Fuse to become a single stronger form. Damage from Bludgeoning, slashing and piercing damage, is halved. And your AC is increased by 2. You may still use the supercharge and Restore abilities this form.

Insight: -15 power. Your Titan gains insight into a one stat or ability of a target, and any vulnerabilities.

Auto Turret: -10 Power Per round, Your Titan take control of a Ranged weapon while fused, and can make a separate attack. 



FORGE Like Hammer and Anvil, these Hunters destroy their enemies using two separate attackers. They have also been known to shape the battlefield to their own advantage. 

Subclass Abilities

Synced: You can now command your Titan Telepathically. You and your Titan can both make an attack each round.

Double team: -10 power. If you and your Titan are both attacking the same target you gain advantage on both strikes.

Construct: -15 Power: your Titan fuses with the part of the terrain for one round, and can reshape 100 feet of it. Choose, difficult, Harming, or trapping terrain. Trapping terrain is destroys after the first target successfully breaks through. 


Copyright © 2019 Kyle Cheney - The Titan’s Trail. All rights reserved.


Chart of Expenses for The Titans Trail
Chart of Expenses for The Titans Trail

Risks and challenges

While the base system mechanics has been in play-testing for 2 years we still have polishing to do such as completing art and layout.
A lot of work has gone into perfecting this system and we plan to put even more as the campaign goes on as we would also like the Core Book to be of the highest quality. With your help we can move into the final steps of the production stage. Every cent that goes above the funding will go back into more artwork and expanding the Core Book and future expansions. We are aiming to get all rewards out by Q1 of 2020

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    Titan Pilot

    Thank you so much! With your support we are that much closer to completing TTT Core Book. Theradon Is More Secure Because Of You.

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    You are so incredible and thanks to your support we are much closer to our goal. You get all previous rewards plus, we will work with you to add a custom item of your concept and name into the Core Book! Your Legend Is Spread Among All Titan Pilots.

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    Wow! We cannot express how amazingly grateful we are that you believe in this project as much as we do. As our thanks, at this rank, we will work with you to add an NPC or enemy of your design to the Core Book. And your name will have a special place in the credits section of the Core Book. Songs Will Be Sung Of You And Yours In the Guard Halls.

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